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		<title>Monsters</title>
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				<updated>2024-11-11T15:14:02Z</updated>
		
		<summary type="html">&lt;p&gt;Luigifan: Grammar check&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;There are many different monster types you will encounter throughout Desktop Dungeons. Each have different stats and traits, and thus present a specific challenge to the player.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Monster Types ==&lt;br /&gt;
XP-wise, there are three types of enemies. &lt;br /&gt;
&lt;br /&gt;
'''General monsters''' are XP-valuable, and they gives experience points when killed. &lt;br /&gt;
&lt;br /&gt;
'''{{t|No Experience}} monsters''' don't give you experience points when killed, and don't trigger several effects. &lt;br /&gt;
* {{g|Dracul}} or {{g|Taurog}} do not give piety from killing no xp monsters. &lt;br /&gt;
* {{g|Dracul}} does not give piety from stealing life.&lt;br /&gt;
* {{g|Glowing Guardian}} does not give {{Piety}} from killing undeads or burning monsters. &lt;br /&gt;
* Under {{g|The Earthmother}}, {{s|IMAWAL}} gives you only 5 piety. &lt;br /&gt;
* {{g|Tikki Tooki}} does not give piety from killing lower level monsters. &lt;br /&gt;
* {{boon|Body Pact}} or {{boon|Warrior's Pact}} does not trigger. &lt;br /&gt;
* {{c|Crusader}}'s momentum does not increase nor decrease when you kill those. &lt;br /&gt;
* Casting {{s|IMAWAL}} on these will only give you {{Piety|5}} instead of 10, won't remove curse, and won't drop gold. &lt;br /&gt;
* {{i|Stone Sigil}} / {{i|Gloves of Midas}} / {{i|Balanced Dagger}} / {{i|Blue Bead}} effect does not trigger. &lt;br /&gt;
&lt;br /&gt;
However, these effects still trigger: &lt;br /&gt;
* {{g|Dracul}} still deducts piety when you kill no xp undeads. &lt;br /&gt;
* {{g|Mystera Annur}} still deducts piety when you kill magic attackers. &lt;br /&gt;
* {{g|Tikki Tooki}} still deducts piety when you are harmed more than twice. &lt;br /&gt;
* {{c|Crusader}}'s momentum does decrease when you attack a monster without killing it. &lt;br /&gt;
&lt;br /&gt;
Also there are '''[[plant]]s'''. All plants are {{t|No Experience}}, so they have the interactions written above. Plants also have some other interactions. &lt;br /&gt;
* Killing plants will invoke {{g|The Earthmother}}'s anger. &lt;br /&gt;
* {{boon|Entanglement}} will not slow plants.&lt;br /&gt;
&lt;br /&gt;
== List of Monsters ==&lt;br /&gt;
&lt;br /&gt;
See [[Traits#Monster traits|Traits]] for a full list of traits and what they do. Also see the list of [[Bosses|bosses]].&lt;br /&gt;
&lt;br /&gt;
===Basic Monsters===&lt;br /&gt;
Common monsters found in just about any dungeon.&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; style=&amp;quot;border-collapse: collapse;&amp;quot; class=&amp;quot;sortable&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background-color: #EEEEEE&amp;quot;&lt;br /&gt;
! Name&lt;br /&gt;
! Attack&lt;br /&gt;
! Health&lt;br /&gt;
! Traits&lt;br /&gt;
! Location&lt;br /&gt;
! Unlock&lt;br /&gt;
|-&lt;br /&gt;
|{{m|Bandit}}&lt;br /&gt;
|70%&lt;br /&gt;
|100%&lt;br /&gt;
|{{t|Cursed}}&lt;br /&gt;
|Any&lt;br /&gt;
|{{b|Thief Den|Level 3|Mossy Isle Casino}}&lt;br /&gt;
|-&lt;br /&gt;
|{{m|Dragon Spawn}}&lt;br /&gt;
|100%&lt;br /&gt;
|125%&lt;br /&gt;
|{{t|Magical attack}}&lt;br /&gt;
|Any&lt;br /&gt;
|Upgrade [[Church]] to Lvl 3&lt;br /&gt;
|-&lt;br /&gt;
||{{m|Goat}}&lt;br /&gt;
|100%&lt;br /&gt;
|90%&lt;br /&gt;
|{{t|Magic resist}} 25%&lt;br /&gt;
|Any&lt;br /&gt;
|Upgrade [[Mage Tower]] to Lvl 2&lt;br /&gt;
|-&lt;br /&gt;
|{{m|Goblin}}&lt;br /&gt;
|120%&lt;br /&gt;
|100%&lt;br /&gt;
|{{t|First Strike}}&lt;br /&gt;
|Any&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|{{m | Golem}}&lt;br /&gt;
|100%&lt;br /&gt;
|100%&lt;br /&gt;
|{{t|Magic resist}} 50%&lt;br /&gt;
|Any&lt;br /&gt;
|Upgrade [[Mage Tower]] to Lvl 3&lt;br /&gt;
|-&lt;br /&gt;
|{{m|Goo Blob}}&lt;br /&gt;
|100%&lt;br /&gt;
|100%&lt;br /&gt;
|{{t|Physical resist}} 50%&lt;br /&gt;
|Any&lt;br /&gt;
|{{b|Guild|Level 3|Heroic Headquarters}}&lt;br /&gt;
|-&lt;br /&gt;
||{{m|Gorgon}}&lt;br /&gt;
|100%&lt;br /&gt;
|90%&lt;br /&gt;
|{{t|First Strike}}, {{t|Death-gaze}} 50%&lt;br /&gt;
|Any&lt;br /&gt;
|{{b|Thief Den|Level 2|Legitimate Pawn Shoppe}}&lt;br /&gt;
|-&lt;br /&gt;
|{{m|Meat Man}}&lt;br /&gt;
|65%&lt;br /&gt;
|200%&lt;br /&gt;
|&lt;br /&gt;
|Any&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|{{m|Serpent}}&lt;br /&gt;
|100%&lt;br /&gt;
|100%&lt;br /&gt;
|{{t|Poisonous}}&lt;br /&gt;
|Any&lt;br /&gt;
|Upgrade [[Church]] to Lvl 2&lt;br /&gt;
|-&lt;br /&gt;
|{{m|Warlock}}&lt;br /&gt;
|135%&lt;br /&gt;
|100%&lt;br /&gt;
|{{t|Magical attack}}&lt;br /&gt;
|Any&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|{{m|Wraith}}&lt;br /&gt;
|100%&lt;br /&gt;
|75%&lt;br /&gt;
|{{t|Undead}}, {{t|Mana Burn}}, {{t|Magical attack}}, {{t|Physical resist}} 30%&lt;br /&gt;
|Any&lt;br /&gt;
|{{b|Guild|Level 2|Mead Hall}}&lt;br /&gt;
|-&lt;br /&gt;
|{{m|Zombie}}&lt;br /&gt;
|100%&lt;br /&gt;
|150%&lt;br /&gt;
|{{t|Undead}}&lt;br /&gt;
|Any&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Advanced Monsters===&lt;br /&gt;
Stronger monsters found as you venture further outside the kingdom. This list does not include any variety of Plant.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; style=&amp;quot;border-collapse: collapse;&amp;quot; class=&amp;quot;sortable&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background-color: #EEEEEE&amp;quot;&lt;br /&gt;
! Name&lt;br /&gt;
! Attack&lt;br /&gt;
! Health&lt;br /&gt;
! Traits&lt;br /&gt;
! Boss&lt;br /&gt;
! Location&lt;br /&gt;
|-&lt;br /&gt;
|{{m|Acid Blob}}&lt;br /&gt;
|100%&lt;br /&gt;
|85%&lt;br /&gt;
|{{t|Corrosive}}, {{t|Magical attack}}&lt;br /&gt;
|&lt;br /&gt;
|[[Naga City]], [[The Slime Pit]]&lt;br /&gt;
|-&lt;br /&gt;
|{{m|Animated Armour}}&lt;br /&gt;
|160%&lt;br /&gt;
|55%&lt;br /&gt;
|{{t|Magical attack}}, {{t|Death Protection}} (1 layer per level)&lt;br /&gt;
|&lt;br /&gt;
|[[Cursed Oasis]], [[Halls of Steel]], [[Vicious Steel]]&lt;br /&gt;
|-&lt;br /&gt;
|{{m|Berserker}}&lt;br /&gt;
|100%&lt;br /&gt;
|100%&lt;br /&gt;
|{{t|Berserks}} 50%&lt;br /&gt;
|&lt;br /&gt;
|[[Berserker Camp]], [[Magic,_Woo!|Wizard Bronze]]&lt;br /&gt;
|-&lt;br /&gt;
|{{m|Burn Viper}}&lt;br /&gt;
|100%&lt;br /&gt;
|100%&lt;br /&gt;
|{{t|Mana Burn}}, {{t|Blinks}}&lt;br /&gt;
|&lt;br /&gt;
|[[Berserker Camp]], [[Naga City]], [[Namtar's Lair]]&lt;br /&gt;
|-&lt;br /&gt;
|{{m|Blood Snake}}&lt;br /&gt;
|100%&lt;br /&gt;
|100%&lt;br /&gt;
|{{t|Spawns}}&lt;br /&gt;
|&lt;br /&gt;
|[[A Taste|Bloodmage Bronze]]&lt;br /&gt;
|-&lt;br /&gt;
|{{m|Cave Snake}}&lt;br /&gt;
|70%&lt;br /&gt;
|160%&lt;br /&gt;
|{{t|Poisonous}}, {{t|Spawns}}&lt;br /&gt;
|&lt;br /&gt;
|[[Magma Mines]]&lt;br /&gt;
|-&lt;br /&gt;
|{{m|Changeling}}&lt;br /&gt;
|100%&lt;br /&gt;
|100%&lt;br /&gt;
|Varies by class&lt;br /&gt;
|&lt;br /&gt;
|[[Shifting Passages]]&lt;br /&gt;
|-&lt;br /&gt;
|{{m|Cultist}}&lt;br /&gt;
|80%&lt;br /&gt;
|80%&lt;br /&gt;
|{{t|Cowardly}}, {{t|Revives}} into {{m|Zombie}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|{{m|Desert Troll}}&lt;br /&gt;
|85%&lt;br /&gt;
|140%&lt;br /&gt;
|{{t|Cowardly}}, {{t|Fast regen}}&lt;br /&gt;
|&lt;br /&gt;
|[[Northern Desert]]&lt;br /&gt;
|-&lt;br /&gt;
|{{m|Djinn}}&lt;br /&gt;
|100%&lt;br /&gt;
|110%&lt;br /&gt;
|{{t|Magical attack}}, {{t|Retaliate: Fireball}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|{{m|Doom Armour}}&lt;br /&gt;
|100%&lt;br /&gt;
|65%&lt;br /&gt;
|{{t|Berserks}} 50%, {{t|Death Protection}} (1 layer per level)&lt;br /&gt;
|&lt;br /&gt;
|[[Demonic Library]]&lt;br /&gt;
|-&lt;br /&gt;
|{{m|Druid}}&lt;br /&gt;
|80%&lt;br /&gt;
|80%&lt;br /&gt;
|{{t|Magical attack}}, {{t|Death Protection}}&lt;br /&gt;
|&lt;br /&gt;
|[[Havendale Bridge]], [[Dragon Isles]], [[Western Jungle]] (Boss only)&lt;br /&gt;
|-&lt;br /&gt;
|{{m|Forest Troll}}&lt;br /&gt;
|85%&lt;br /&gt;
|100%&lt;br /&gt;
|{{t|Cowardly}}, {{t|Fast regen}}, {{t|Magic resist}} 25%&lt;br /&gt;
|&lt;br /&gt;
|[[Dragon Isles]]&lt;br /&gt;
|-&lt;br /&gt;
|{{m|Frozen Troll}}&lt;br /&gt;
|65%&lt;br /&gt;
|100%&lt;br /&gt;
|{{t|Cowardly}}, {{t|Physical resist}} 50%, {{t|Magic resist}} 50%, {{t|Magical attack}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|{{m|Gelatinous Thing}}&lt;br /&gt;
|100%&lt;br /&gt;
|100%&lt;br /&gt;
|{{t|Retaliate: Fireball}}&lt;br /&gt;
|&lt;br /&gt;
|[[The Slime Pit]]&lt;br /&gt;
|-&lt;br /&gt;
|{{m|Imp}}&lt;br /&gt;
|100%&lt;br /&gt;
|80%&lt;br /&gt;
|{{t|Blinks}}&lt;br /&gt;
|&lt;br /&gt;
|[[Demonic Library]]&lt;br /&gt;
|-&lt;br /&gt;
|{{m|Illusion}}&lt;br /&gt;
|100%&lt;br /&gt;
|100%&lt;br /&gt;
|{{t|Physical resist}} 50%, {{t|Retaliate: Fireball}}, {{t|Weakening blow}}&lt;br /&gt;
|&lt;br /&gt;
|[[Halls of Steel]], [[Vicious Steel]]&lt;br /&gt;
|-&lt;br /&gt;
|{{m|Minotaur}}&lt;br /&gt;
|100%&lt;br /&gt;
|100%&lt;br /&gt;
|{{t|Knockback}} 50%, {{t|Berserks}} 50%&lt;br /&gt;
|&lt;br /&gt;
|[[Magma Mines]], [[Shifting Passages]], [[The Labyrinth]] (Boss only)&lt;br /&gt;
|-&lt;br /&gt;
|{{m|Muck Walker}}&lt;br /&gt;
|100%&lt;br /&gt;
|100%&lt;br /&gt;
|{{t|Undead}}, {{t|Weakening blow}}&lt;br /&gt;
|&lt;br /&gt;
|[[The Slime Pit]]&lt;br /&gt;
|-&lt;br /&gt;
|{{m|Naga}}&lt;br /&gt;
|100%&lt;br /&gt;
|85%&lt;br /&gt;
|{{t|Weakening blow}}&lt;br /&gt;
|&lt;br /&gt;
|[[Ick Swamp]], [[Naga City]]&lt;br /&gt;
|-&lt;br /&gt;
|{{m|Rock Troll}}&lt;br /&gt;
|100%&lt;br /&gt;
|100%&lt;br /&gt;
|{{t|Cowardly}}, {{t|Fast regen}}, {{t|Knockback}} 50%&lt;br /&gt;
|&lt;br /&gt;
|[[Rock Garden]]&lt;br /&gt;
|-&lt;br /&gt;
|{{m|Rusalka}}&lt;br /&gt;
|100%&lt;br /&gt;
|100%&lt;br /&gt;
|{{t|Corrosive}}&lt;br /&gt;
|&lt;br /&gt;
|[[Havendale Bridge]]&lt;br /&gt;
|-&lt;br /&gt;
|{{m|Steel Golem}}&lt;br /&gt;
|100%&lt;br /&gt;
|100%&lt;br /&gt;
|{{t|Physical resist}} 25%, {{t|Curse Bearer}}&lt;br /&gt;
|&lt;br /&gt;
|[[Vicious Steel]]&lt;br /&gt;
|-&lt;br /&gt;
|{{m|Shade}}&lt;br /&gt;
|100%&lt;br /&gt;
|75%&lt;br /&gt;
|{{t|Physical resist}} 30%, {{t|Undead}}, {{t|Blinks}}, {{t|Life steal}} 40%&lt;br /&gt;
|&lt;br /&gt;
|[[Creeplight Ruins]] (after killing sacrificial goat), [[Cursed Oasis]]&lt;br /&gt;
|-&lt;br /&gt;
|{{m|Slime Blob}}&lt;br /&gt;
|100%&lt;br /&gt;
|100%&lt;br /&gt;
|{{t|Curse Bearer}}, {{t|Magical attack}}&lt;br /&gt;
|&lt;br /&gt;
|[[The Slime Pit]]&lt;br /&gt;
|-&lt;br /&gt;
|{{m|Thrall}}&lt;br /&gt;
|100%&lt;br /&gt;
|110%&lt;br /&gt;
|{{t|Mana Burn}}, {{t|Poisonous}}, {{t|Undead}}&lt;br /&gt;
|&lt;br /&gt;
|[[Cursed Oasis]], [[Demonic Library]], [[Subdungeons|Teeth Teeth Teeth Subdungeon]]&lt;br /&gt;
|-&lt;br /&gt;
|{{m|Tokoloshe}}&lt;br /&gt;
|100%&lt;br /&gt;
|100%&lt;br /&gt;
|{{t|Cowardly}}, {{t|Physical resist}} 50%; Drops {{i|Tokoloshe Charm}}&lt;br /&gt;
|&lt;br /&gt;
|[[Havendale Bridge]]&lt;br /&gt;
|-&lt;br /&gt;
|{{m|Vampire}}&lt;br /&gt;
|100%&lt;br /&gt;
|100%&lt;br /&gt;
|{{t|Life steal}} 40%, {{t|Magical attack}}&lt;br /&gt;
|&lt;br /&gt;
|[[Ick Swamp]], [[Naga City]], [[Eastern Tundra]] (Boss only)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Monster stats, level, type and dungeon difficulty==&lt;br /&gt;
Basically the monster have a range of abilities and stats, and each type present a unique difficulty to the player. Also, the higher their level, the stronger they are. &lt;br /&gt;
&lt;br /&gt;
=== Base stats and level ===&lt;br /&gt;
For every monster, two formulas to determine the base stats depending on the level. Then, depending on the monster type, modifiers are applied :&lt;br /&gt;
* for base hp, you use (n(n+6)-1), where n is the monsters level, &lt;br /&gt;
* for base attack, you use (n*(n+5))/2, where n is the monsters level. &lt;br /&gt;
&lt;br /&gt;
The monsters base stat depending on the level are shown below :&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; style=&amp;quot;border-collapse: collapse;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background-color: #EEEEEE&amp;quot;&lt;br /&gt;
!Level&lt;br /&gt;
!Base Attack&lt;br /&gt;
!Base Health&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 3 || 6&lt;br /&gt;
|-&lt;br /&gt;
| 2 || 7 || 15&lt;br /&gt;
|-&lt;br /&gt;
| 3 || 12 || 26&lt;br /&gt;
|-&lt;br /&gt;
| 4 || 18 || 39&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 25 || 54&lt;br /&gt;
|-&lt;br /&gt;
| 6 || 33 || 71&lt;br /&gt;
|-&lt;br /&gt;
| 7 || 42 || 90&lt;br /&gt;
|-&lt;br /&gt;
| 8 || 52 || 111&lt;br /&gt;
|-&lt;br /&gt;
| 9 || 63 || 134&lt;br /&gt;
|-&lt;br /&gt;
| 10 || 75 || 159&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Monster type modifiers and traits ===&lt;br /&gt;
After these base stats have been calculated, modifiers and traits are applied. So each monster type present a unique difficulty to the player :&lt;br /&gt;
* Each monster type has an attack and hp modifiers, which indicates what percent of the base number provided below they have. For example, Bandits have 100% hp and 70% attack. Therefore a level 3 Bandit would do 8 damage and have 26 hp.&lt;br /&gt;
* They also receive [[Traits#Monster traits|traits]], which give them special abilities (such as {{t|Curse Bearer}} for the bandit, which will add one layer of {{t|Cursed}} to the player every time he gets hit by the Bandit, or when he kills it)&lt;br /&gt;
&lt;br /&gt;
However, note that bosses don't follow the same progression as other monsters : they usually are stronger (better stats, and different traits) than what would a regular level 10 monster have.&lt;br /&gt;
&lt;br /&gt;
=== Monster stats and dungeon level ===&lt;br /&gt;
&lt;br /&gt;
{| class =&amp;quot;wikitable sortable&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; style=&amp;quot;border-collapse: collapse;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background-color: #EEEEEE&amp;quot;&lt;br /&gt;
!Dungeon&lt;br /&gt;
!Monster Difficulty&lt;br /&gt;
!Notes&lt;br /&gt;
|-&lt;br /&gt;
| Hobbler's Hold || 80% || -&lt;br /&gt;
|-&lt;br /&gt;
| Den of Danger || 100% || -&lt;br /&gt;
|-&lt;br /&gt;
| Venture Cave || 100% || -&lt;br /&gt;
|-&lt;br /&gt;
| Western Jungle || 100% || -&lt;br /&gt;
|-&lt;br /&gt;
| Eastern Tundra || 100% || -&lt;br /&gt;
|-&lt;br /&gt;
| Northern Desert || 100% || -&lt;br /&gt;
|-&lt;br /&gt;
| Southern Swamp || 100% || -&lt;br /&gt;
|-&lt;br /&gt;
| Doubledoom || 110% || -&lt;br /&gt;
|-&lt;br /&gt;
| Grimm's Grotto || 140% || -&lt;br /&gt;
|-&lt;br /&gt;
| Rock Garden || 100% || -&lt;br /&gt;
|-&lt;br /&gt;
| Cursed Oasis || 115% || -&lt;br /&gt;
|-&lt;br /&gt;
| Shifting Passages || 130% || Curse Shade boss is based on 100%&lt;br /&gt;
|-&lt;br /&gt;
| Havendale Bridge || 105% || -&lt;br /&gt;
|-&lt;br /&gt;
| The Labyrinth || 130% || -&lt;br /&gt;
|-&lt;br /&gt;
| Magma Mines || 130% || -&lt;br /&gt;
|-&lt;br /&gt;
| Hexx Ruins || 100% || -&lt;br /&gt;
|-&lt;br /&gt;
| Ick Swamp || 120% || -&lt;br /&gt;
|-&lt;br /&gt;
| The Slime Pit || 120% || -&lt;br /&gt;
|-&lt;br /&gt;
| Berserker Camp || 100% || -&lt;br /&gt;
|-&lt;br /&gt;
| Creeplight Ruins || 110% || -&lt;br /&gt;
|-&lt;br /&gt;
| Halls of Steel || 120% || -&lt;br /&gt;
|-&lt;br /&gt;
| Demonic Library || 140% || Arena: 100%&lt;br /&gt;
|-&lt;br /&gt;
| Dragon Isles || 140% || Corridor: 100%&lt;br /&gt;
|-&lt;br /&gt;
| Naga City || 150% || Arena: 120%&lt;br /&gt;
|-&lt;br /&gt;
| Vicious Steel || 140% || -&lt;br /&gt;
|-&lt;br /&gt;
| Namtar's Lair || 150% || Underworld: 100%&lt;br /&gt;
|-&lt;br /&gt;
| Towers of Gaan-Telet || 100% || Each tower has cumulative +10% difficulty, 100% on final floor&lt;br /&gt;
|-&lt;br /&gt;
| Vicious Gaan-telet || 100% || Each tower has cumulative +10% difficulty, 100% on final floor&lt;br /&gt;
|}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The indicated percentages get applied to increase both the Attack and Health of all monsters present on the map. If you prepare the Vicious Token, then the above percentages get ignored, and instead each monster has 160% Attack / 200% Health. (This also means that on towers 7-9 of Vicious Gaan Telet, monsters will have lower Attack if you prepared the Vicious Token, than if you did not.)&lt;br /&gt;
&lt;br /&gt;
===Distribution and level===&lt;br /&gt;
Not counting bosses and special uniques, each dungeon contains 38 monsters, with the following level distribution&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; style=&amp;quot;border-collapse: collapse;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background-color: #EEEEEE&amp;quot;&lt;br /&gt;
!Level&lt;br /&gt;
!Number&lt;br /&gt;
!Total XP&lt;br /&gt;
|-&lt;br /&gt;
| 1st || 10 || 10&lt;br /&gt;
|-&lt;br /&gt;
| 2nd || 5 || 10&lt;br /&gt;
|-&lt;br /&gt;
| 3rd || 4 || 12&lt;br /&gt;
|-&lt;br /&gt;
| 4th || 4 || 16&lt;br /&gt;
|-&lt;br /&gt;
| 5th || 4 || 20&lt;br /&gt;
|-&lt;br /&gt;
| 6th || 3 || 18&lt;br /&gt;
|-&lt;br /&gt;
| 7th || 3 || 21&lt;br /&gt;
|-&lt;br /&gt;
| 8th || 3 || 24&lt;br /&gt;
|-&lt;br /&gt;
| 9th || 2 || 18&lt;br /&gt;
|}&amp;lt;br&amp;gt;&lt;br /&gt;
Or, in graphic form:&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:MonsterRoster.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MainNav}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Monsters|*]]&lt;/div&gt;</summary>
		<author><name>Luigifan</name></author>	</entry>

	<entry>
		<id>http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Battle_of_attrition&amp;diff=57795</id>
		<title>Battle of attrition</title>
		<link rel="alternate" type="text/html" href="http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Battle_of_attrition&amp;diff=57795"/>
				<updated>2024-02-18T15:40:19Z</updated>
		
		<summary type="html">&lt;p&gt;Luigifan: Grammar check&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;If you explore tiles while you are fighting against an enemy, your health and mana will regenerate. However, the monster will also regenerate its health, so it's not a good idea to explore mid-battle. &lt;br /&gt;
&lt;br /&gt;
Or is it?&lt;br /&gt;
&lt;br /&gt;
'''Battle of attrition''' or '''Regen-fighting''' is the term used by Desktop Dungeons creators when you are exploring mid-fight to gain health and mana. &lt;br /&gt;
&lt;br /&gt;
As you will often want to fight monster at a higher level than you are, they would often heal quicker than you. So knowing if you can do it is not always obvious. Here are some tips to know when you can do it.&lt;br /&gt;
&lt;br /&gt;
Note that you can read [[Annotated Playthrough: Regenfighting]] for more explanation.&lt;br /&gt;
&lt;br /&gt;
== When to regen-fight ==&lt;br /&gt;
Whenever a tile is explored, the player and all monsters will heal a number of hit points equal to their level. So a 5th level monster heals 5 hit points per tile  Some special abilities, such as {{t|fast regen}}, can modify this, but such abilities are rare. Since most difficult monsters will be higher level than you, this means they also heal more health than you. If you want to win a long-term battle of attrition, you'll need to deal more damage then them or have some other kind of advantage. Often times, a glyph such as {{s|BURNDAYRAZ}} or {{s|APHEELSIK}} is exactly the advantage you need to do this.&lt;br /&gt;
&lt;br /&gt;
In general, your regen-fight is efficient when &lt;br /&gt;
&lt;br /&gt;
* you have high attack power,&lt;br /&gt;
* you have high physical/magic resistance (depending on the enemy's attack type), &lt;br /&gt;
* you have {{t|Damage Reduction}} or {{t|Life steal}} ability to decrease incoming damage, &lt;br /&gt;
* you have some method of poisoning (and monster is not {{t|undead}}),&lt;br /&gt;
* you have {{t|corrosive}} or {{t|Burning Strike}} ability,&lt;br /&gt;
* the monster has low attack power,&lt;br /&gt;
* the monster has zero to low (physical) resistance. &lt;br /&gt;
&lt;br /&gt;
And those not a good target of regen-fighting are monsters with &lt;br /&gt;
&lt;br /&gt;
* {{t|Fast regen}} - only {{c|Monk}} class or characters with high poison ability can have a chance. &lt;br /&gt;
* {{t|Poisonous}} - unless you have {{s|HALPMEH}} or {{t|Poison Immune}}. &lt;br /&gt;
* {{t|Mana burn}} - unless you have {{t|Mana Burn Immune}}. &lt;br /&gt;
* {{t|Curse Bearer}} - unless you don't have some resists or damage reduction or have sufficient popcorns. &lt;br /&gt;
* {{t|Weakening}} or {{t|Corrosive}} - just no. &lt;br /&gt;
&lt;br /&gt;
If you are in a long fight, your maximum health and mana is not a big deal here. The important thing is the '''efficiency''' of regeneration and attack. Let's see some common examples and learn how to determine if you can win the fight (with minimum resources). The easiest method to estimate the efficiency is simply calculating the average damage done for each when a certain amount of tile is explored. &lt;br /&gt;
&lt;br /&gt;
== Example Situations ==&lt;br /&gt;
You may have lower attack and lower health regeneration than your target, but the mana regeneration fills the gap. Many glyphs can be used with these mana. &lt;br /&gt;
&lt;br /&gt;
{{s|BURNDAYRAZ}} is the standard glyph as it always spawns. Its damage alone seems below average, but its burning lowers targets' regeneration rate, so it's not bad. &lt;br /&gt;
{{s|HALPMEH}} is actually very poor. But being the only glyph which directly heals you, high attack and resistances make this glyph much better than usual. &lt;br /&gt;
{{s|BYSSEPS}} has average damage per mana rate. However, you will need other glyphs because it can be only used once per hit, and health is mostly consumed faster than mana. So it's not an ideal glyph to use. &lt;br /&gt;
{{s|PISORF}} requires a lot of walls to use in chain, so most of the time you will use a fixed secondary target monster. Then the efficiency is bad. &lt;br /&gt;
{{s|APHEELSIK}} is literally made for regen-fighting, but since it is too great you will over-poison the target without help of other glyphs. &lt;br /&gt;
{{s|BLUDTUPOWA}} is a unique glyph which allows you to mana-regen-fight. This is below average for standard characters, but you can evade debuffs, {{t|Physical resist}} or a super strong attack. &lt;br /&gt;
&lt;br /&gt;
=== {{s|BURNDAYRAZ}} ===&lt;br /&gt;
Since BURNDAYRAZ is the only glyph spawning in every run, this will be your main glyph used for regen-fighting. This glyph is good because leaving a {{t|burning}} stack will lower its health regeneration rate by 1. &lt;br /&gt;
&lt;br /&gt;
Let's say you are Lv5 with 30 attack, the enemy is Lv6 with 40 attack. By exploring 6 tiles, &lt;br /&gt;
* You heal 5×6 = 30 health. That's 3/4 of an attack, so 30 × 3/4 = 22.5 damage is done by normal attack. &lt;br /&gt;
* You cast one fireball. That's 20 damage, actually 21 if the burning pop damage is considered. &lt;br /&gt;
* The enemy heals (6-1)×6 = 30 health. &lt;br /&gt;
* All thing considered, 22.5 + 21 - 30 = 13.5 damage is done per six tiles. &lt;br /&gt;
It's positive so I win the battle, though its efficiency is around average. &lt;br /&gt;
&lt;br /&gt;
Also, to show how resistances are superb on regen-fighting, let's consider the same situation with '''25% resists'''. Then the enemy's attack is effectively 30. &lt;br /&gt;
* You heal 30 health. That's one full attack, so 30 damage is done by normal attack. &lt;br /&gt;
* You cast one fireball, that's 21 damage. &lt;br /&gt;
* Enemy heal 30 health. &lt;br /&gt;
* 30 + 21 - 30 = 21 damage is done per six tiles.&lt;br /&gt;
Now the efficiency became '''1.5× better!''' 25% resists may seem weak, but it's really a big deal. &lt;br /&gt;
If you stack another 25% resists on top of it, it becomes 36 per six tiles, being 2.7× better!&lt;br /&gt;
If you have full 65% resists (actually it's quite impossible for lv5 character but anyway) it becomes 58.5 per six tiles, being 4.3× better. &lt;br /&gt;
&lt;br /&gt;
=== {{s|HALPMEH}} ===&lt;br /&gt;
HALPMEH is actually a poor glyph without an improved melee ability. This glyph can also be a good choice when the enemy has low attack, or have {{t|Magic resist}}. Let's think about the same situation. &lt;br /&gt;
&lt;br /&gt;
By healing 5 tiles, &lt;br /&gt;
* You heal 25 health and 5 mana. HALPMEH is used once, so you heal 45 health in total. &lt;br /&gt;
* 45 health is 9/8 of an attack, so 30 × 9/8 = 33.75 damage. &lt;br /&gt;
* The enemy heals 6×5 = 30 health. &lt;br /&gt;
* So you are dealing 3.75 damage per five tiles. &lt;br /&gt;
Sadly, this fight will use up all of your blackspaces left. &lt;br /&gt;
&lt;br /&gt;
If you improved your melee ability by having 25% resists, &lt;br /&gt;
* 45 health is 3/2 of an attack, so 30 × 3/2 = 45 damage. &lt;br /&gt;
* Enemy health 30 health. &lt;br /&gt;
* You are dealing 15 damage per five tiles. Yeah... BURNDAYARAZ slightly wins. &lt;br /&gt;
If you stacked 50% resists, the damage done is 37.5 damage per five tile. Now HALPMEH is winning against BURNDAYRAZ.&lt;br /&gt;
Needless to say, full 65% resists make HALPMEH a great regen-fighting tool. &lt;br /&gt;
&lt;br /&gt;
=== {{s|BYSSEPS}} ===&lt;br /&gt;
For 6 tiles revealed, {{s|BURNDAYRAZ}} does 4×(level)+7 damage. For standard character who boosted no base attack, 3 {{s|BYSSEPS}} does 3×(30%×5×(level)) = 4.5×(level) damage. So BYSSEPS is slightly weaker than BURNDAYRAZ, but its damage isn't that bad. If you are {{r|Orc}}, BYSSEPS overshadows BURNDAYRAZ in terms of damage. &lt;br /&gt;
&lt;br /&gt;
However, you can only use BYSSEPS once per attack. Your health bar can often tank 2-3 hits from the enemy, but it means only 2-3 shots of BYSSPES are usable, while your mana bar allows maybe 5 shots. The same rule applies for regen-fighting. If you should erode some resistances, that's great go ahead with BYSSEPS. If not, you will have to find other glyph to use spare mana, and when you find BURNDAYRAZ just use it instead. &lt;br /&gt;
&lt;br /&gt;
=== {{s|PISORF}} ===&lt;br /&gt;
When you are pushing a monster into a wall, the mana efficiency of {{s|PISORF}} is exactly same with {{s|BYSSEPS}}. So it's quite average, and if you are under {{g|Binlor}} this gives you piety. But when you don't have enough wall, you should find a stationary target to push it against. Then PISORF does only 48% of your base attack instead of 60% (often even less because of the damage is rounded down), making it a very disappointing glyph to use. &lt;br /&gt;
&lt;br /&gt;
=== {{s|APHEELSIK}} ===&lt;br /&gt;
This poison glyph is arguably the single best glyph when you are doing a regen-fight. By simple calcaulation, you can completely stop the regen of a monster whose level is twice yours. Actually, this glyph is too strong so that you will apply overflowing amount of poison to target. Generally {{s|BURNDAYRAZ}} is used with spare mana, but other glyphs all stand their chance because APHEELSIK is just too strong. To make things simple, let's just assume you have BURNDAYRAZ and burning isn't considered at all. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Let's say you are Lv8 with 50 attack. the enemy is Lv10 with 90 attack. &lt;br /&gt;
* Since the target's level is equal or less than twice of your level, its regeneration is completely halted. &lt;br /&gt;
* The monster will fully recover the poison by 80/10 = 8 tiles. &lt;br /&gt;
* Exploring 8 tiles will heal you 64 health points. That's 64/90 of an attack, 50×64/90 = ~36 damage is done. &lt;br /&gt;
* Exploring 8 tiles will heal you 8 mana points, but you need 5 mana to cast APHEELSIK. Spare 3 mana is half a fireball, which deals 16 damage. &lt;br /&gt;
* So 36 + 16 = 52 damage is done per 8 tiles. This is quite a good deal. &lt;br /&gt;
&lt;br /&gt;
=== {{s|BLUDTUPOWA}} ===&lt;br /&gt;
{{s|BLUDTUPOWA}} makes you possible to kill some quirky enemies such as {{m|Wraith}}, {{m|Acid Blob}} or {{m|Naga}}. These three monsters all have reduced health so you don't even need to regen-fight normally. Often this glyph is used with {{s|BURNDAYRAZ}}, and actually it's the best since {{t|burning}} stack will give a huge boost to the damage done. You can usually win the battle with it. However, regen-fight with BLUDTUPOWA eats up too much blackspace, so it's not encouraged to use it too often. &lt;br /&gt;
&lt;br /&gt;
Let's say you are Lv5, and the enemy is Lv8. You are using {{s|BURNDAYRAZ}}. &lt;br /&gt;
* Also assume you start regen-fight with 4 burning stacks already on it. (You already used up 12 tiles by casting BLUDTUPOWA 4 times)&lt;br /&gt;
* For 3 tiles explored and 3 tiles consumed, you cast 1 fireball. First one deals 24 damage, and it grows to maximum 30. &lt;br /&gt;
* Since the enemy has lowered regeneration, it heals 7×3 = 21 health points. &lt;br /&gt;
* So first 6 tiles will do 3 damage, and second 6 will 4 damage, ..., to maximum 9 damage. &lt;br /&gt;
* If the enemy had 30 health left when 4 fireballs are cast, you need 30 blackspaces to completely kill it (by burn stack pop) and total 48 tiles(!) are used. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If you purchased {{boon|Flames}} or {{i|Battlemage Ring}}, each fireball deals 5 more damage with the same situation. &lt;br /&gt;
* With same situation above, the enemy would only have 10 health left when 4 fireballs are cast. &lt;br /&gt;
* First 6 tiles will do 8 damage, and popping the burn stack will kill the monster. &lt;br /&gt;
* So you need total 18 tiles to completely kill it. That's super better. &lt;br /&gt;
The interesting situation comes when {{s|BLUDTUPOWA}} + {{s|APHEELSIK}} + {{s|BURNDAYRAZ}} are combined. You can completely stop its regeneration, use spare health to use BLUDTUPOWA, and kill it with BURNDAYRAZ. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Let's say you are Lv4, and the enemy is lv9. &lt;br /&gt;
* By exploring 5 tiles you can cast one APEELSIK to completely stop its regen. &lt;br /&gt;
* Use up 5 more blackspaces to convert health into mana, and that's 5/6 fireball, which deals at ~14 to ~17 damage. &lt;br /&gt;
17 damage per 10 blackspaces isn't bad, and it's at least positive. Normally a lv4 character stands no chance against lv9. Boosting your spellcasting power further improves the efficiency. &lt;br /&gt;
&lt;br /&gt;
== Interesting Classes ==&lt;br /&gt;
Some classes have special ability to regen-fight. &lt;br /&gt;
&lt;br /&gt;
=== {{c|Monk}} ===&lt;br /&gt;
The Monk class is the king of regen-fighting, having high {{t|Physical resist}} and double health regeneration. In most cases the Monk class uses {{r|Orc}} race. The Monk can win any proper monster when enough blackspaces are given. &lt;br /&gt;
&lt;br /&gt;
Orc Monk does not have a poor base attack, and regens very fast to use BYSSEPS enough. And since the health is fully healed too fast, Orc Monk has a problem keeping the burn stack. Mixed use of BURNDAYRAZ and BYSSEPS is a good choice, but BYSSEPS alone can be an effective glyph. &lt;br /&gt;
&lt;br /&gt;
Monk can use {{s|BLUDTUPOWA}} effecively since he recovers double health from exploring, which can be converted into mana. Though it's a viable choice against some monsters, you should conserve blackspaces as they are critical resources for the Monk class. &lt;br /&gt;
&lt;br /&gt;
=== {{c|Gorgon}} ===&lt;br /&gt;
The Gorgon is another good regen-fighter. The Gorgon needs additional bonus damage to be strong. Since her poisoning ability is great, {{s|APHEELSIK}} or {{i|Venom Dagger}} has only a little use. Also {{s|BURNDAYRAZ}}'s regeneration lowering is not very charming, though it's still good with {{s|BYSSEPS}}. &lt;br /&gt;
&lt;br /&gt;
=== {{c|Chemist}} ===&lt;br /&gt;
The Chemist has two special forms, health form and mana form. &lt;br /&gt;
&lt;br /&gt;
Health form is equal to having 25% better {{s|HALPMEH}}, just like the {{c|Paladin}}. But since he has no natural damage and HALPMEH isn't an attractive option for regen-fighting, it's generally not good. You need a descent boost of attack power and resistances to be more effective than just using the mana. &lt;br /&gt;
&lt;br /&gt;
However, Mana form is good. It's equal to having '''100% better''' {{s|BLUDTUPOWA}}, as it does not consume additional tiles. If he finds {{s|APHEELSIK}} mana regen-fight becomes really efficient. &lt;br /&gt;
&lt;br /&gt;
=== {{c|Rat Monarch}} ===&lt;br /&gt;
The Rat Monarch is a special class. The damage done gradually grows, and the Rat Monarch can win just anybody when enough blackspaces are given. {{s|HALPMEH}} helps stacking corrosion stacks, but isn't very good for landing a killing blow. {{s|PISORF}} doesn't do good damage unless you stacked a huge amount of corrosion. {{s|BURNDAYRAZ}} is often the best glyph in final blow, and {{s|APHEELSIK}} is somewhat overshadowed by BURNDAYRAZ. &lt;br /&gt;
&lt;br /&gt;
One interesting glyph is {{s|CYDSTEPP}}, which allows the Rat Monarch to stack corrosion stacks to a big monster such as bosses. This glyph doesn't help to regen-fight for other classes. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Strategy]]&lt;br /&gt;
{{MainNav}}&lt;/div&gt;</summary>
		<author><name>Luigifan</name></author>	</entry>

	<entry>
		<id>http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=GETINDARE&amp;diff=57794</id>
		<title>GETINDARE</title>
		<link rel="alternate" type="text/html" href="http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=GETINDARE&amp;diff=57794"/>
				<updated>2024-02-17T04:08:19Z</updated>
		
		<summary type="html">&lt;p&gt;Luigifan: Grammar check&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;onlyinclude&amp;gt;{{&lt;br /&gt;
{{{tpl|GlyphInfobox}}}&lt;br /&gt;
|Name=GETINDARE&lt;br /&gt;
|ManaCost=3&lt;br /&gt;
|ShortDesc=first strike, 5% dodge&lt;br /&gt;
|Effects=&lt;br /&gt;
* Grants the caster {{t|First strike}} for the next attack.&lt;br /&gt;
* Grants 5% {{t|Dodge}} after every cast, resets to zero after a sucessfull dodge.&lt;br /&gt;
|Hotkey= G&lt;br /&gt;
}}&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''GETINDARE''' is the first strike glyph. Upon cast, it grants the player the powerful {{t|First strike}} ability for one attack,  and 5% stacking dodge chance. It cannot be cast if it is currently active.&lt;br /&gt;
&lt;br /&gt;
== Unlocking the Glyph ==&lt;br /&gt;
&lt;br /&gt;
GETINDARE starts unlocked.&lt;br /&gt;
&lt;br /&gt;
GETINDARE is awarded to the player upon joining {{g|Tikki Tooki}}. It is not awarded if the player converts to Tikki Tooki from another god.&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
&lt;br /&gt;
GETINDARE is one of the most powerful glyphs for physical-oriented classes and quite easy to use.&lt;br /&gt;
&lt;br /&gt;
GETINDARE works best with classes who rely on physical damage; first strike lets players attack first, so they can finish enemies without getting hit in retaliation, even if they have a higher level. This saves lots of resources, as you essentially need one hit less to defeat a monster.&lt;br /&gt;
&lt;br /&gt;
The dodge portion of the glyph, however, can be a bit tricky to use, since there is no way to predict when you will dodge unless you take a Quicksilver Potion. GETINDARE can be used to build up dodge chance by casting it over and over again as you explore; however, the results are unpredictable and generally less efficient than casting most other glyphs for their long-term effects. &lt;br /&gt;
&lt;br /&gt;
One particular use is to keep casting GETINDARE as you mow down [[Popcorn]]: Dodge chance doesn't trigger if enemies never get to hit you. Building Dodge up to 25 or 30% might turn a 3-strike higher level enemy into a 2-strike one.&lt;br /&gt;
&lt;br /&gt;
It can be also used during long, drawn-out fights, as you will dodge sooner or later, granting you a free hit. Due to its low mana cost, it has good synergy with combat glyphs, like BURNDAYRAZ or PISSORF, or supportive glyphs like ENDISWALL. GETINDARE remains useful at almost every stage of a game due to its powerful combat effects and low mana cost.&lt;br /&gt;
&lt;br /&gt;
== Understanding Strike Order == &lt;br /&gt;
&lt;br /&gt;
Strike order is affected by monster level relative to the player as well as various status effects like slow and knockback. Monsters who are a higher or equal level are naturally higher in the strike order than the player, and will strike first. First strike allows the player to overturn this, meaning a player can make a killing blow without retaliation. To put it shortly, higher level hits first, and monster strikes first if both have the same condition. &lt;br /&gt;
&lt;br /&gt;
Strikes between player and monster:&lt;br /&gt;
* Death gaze / Assassinate&lt;br /&gt;
* First strike monster or Player&lt;br /&gt;
* Higher or equal-level monster&lt;br /&gt;
* Player&lt;br /&gt;
* Lower level monster&lt;br /&gt;
* Slowed monster or Player&lt;br /&gt;
* Knockback damage / Sorcerer Reflect Damage&lt;br /&gt;
&lt;br /&gt;
The slow status effect has a similar effect to first strike; however, it works by placing the monster lower in the strike order than the player.&lt;br /&gt;
&lt;br /&gt;
Slow and first strike cancel each other out: if the player has both status effects, they will take their place in the strike order as if they had neither.&lt;br /&gt;
Monster's slow is somewhat different: {{t|Slowed}} trait will temporarily deactivate their first strike; however, if a monster gains first strike after it is slowed, it will strike first. &lt;br /&gt;
&lt;br /&gt;
Only a few status effects have a higher strike order than First Strike: The Death Gaze ability of gorgons, the Assassin's ability to instantly kill lower level monsters, and Reflex potion's temporary first strike.&lt;br /&gt;
&lt;br /&gt;
See more detailed description about this on [[Strike Order]] page.&lt;br /&gt;
&lt;br /&gt;
== Hints ==&lt;br /&gt;
&lt;br /&gt;
With the exception of the Rogue, GETINDARE is one of 3 things in the game that will grant you dodge. The other 2 are the Quicksilver Potion and the dodging boon from Tikki Tooki.&lt;br /&gt;
&lt;br /&gt;
{{MainNav}}&lt;/div&gt;</summary>
		<author><name>Luigifan</name></author>	</entry>

	<entry>
		<id>http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Hexx_Ruins&amp;diff=57793</id>
		<title>Hexx Ruins</title>
		<link rel="alternate" type="text/html" href="http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Hexx_Ruins&amp;diff=57793"/>
				<updated>2024-02-17T03:57:43Z</updated>
		
		<summary type="html">&lt;p&gt;Luigifan: /* {{c|Rogue}} */ Grammar check&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;onlyinclude&amp;gt;{{&lt;br /&gt;
{{{tpl|DungeonInfobox}}}&lt;br /&gt;
|DungeonName=Hexx Ruins&lt;br /&gt;
|ShortHand=HR&lt;br /&gt;
|Rumor=''In an almost impassible region of the southern swamp, a set of ancient ruins peeks out of the muck. This bridge to new realms is guarded by a force both mysterious and deadly.''&lt;br /&gt;
|SpecialRules=Whenever an XP-valuable monster is slain, a Revenant of equal level rises in its place. Revenants grant no XP and have a poison attack. As well, whenever any monster dies, every Revenant will suddenly move in to surround you. If you don't kill the Revenants, they will quickly swarm you. Monsters killed within subdungeons do not rise as Revenants, nor do the bosses.&lt;br /&gt;
|Difficulty=Hard&lt;br /&gt;
|MonsterStats=100%&lt;br /&gt;
|Region=South&lt;br /&gt;
|Monsters={{m|Naga}}, {{m|Serpent}}, {{m|Goo Blob}}, {{m|Gorgon}}, {{m|Goblin}}, {{m|Meat Man}}, {{m|Random}}&lt;br /&gt;
|Boss={{boss|Stheno}}, {{boss|Random boss}}&lt;br /&gt;
|SuggestedClasses={{c|Paladin}}, {{c|Rogue}}, {{c|Warlord}}, {{c|Rat Monarch}}&lt;br /&gt;
|Quests=&lt;br /&gt;
{{q|Stone Cold Crazy}}&lt;br /&gt;
{{q|Someone Say Loot?}}&lt;br /&gt;
{{q|Unlikely Heroes: Swamp Edition}}&lt;br /&gt;
|Unlock=Complete {{q|Swamp Romp}}&lt;br /&gt;
}}&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Quests ==&lt;br /&gt;
{{:Stone Cold Crazy}}&lt;br /&gt;
{{:Someone Say Loot?}}&lt;br /&gt;
{{:Unlikely Heroes: Swamp Edition}}&lt;br /&gt;
&lt;br /&gt;
== Bosses ==&lt;br /&gt;
{{:Random Boss}}&lt;br /&gt;
{{:Stheno}}&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
Your top priority is to avoid being surrounded by Revenants. These monsters are not overwhelmingly strong as individuals, but their poison attack means they can exhaust you as you fight and in large numbers they can pin you down and overwhelm you. If you have the {{s|HALPMEH}} glyph, you can try to pick the Revenants off one at a time and then use your magic to cure the poison. You can also use the {{s|IMAWAL}} glyph to turn them to stone. They're not worth experience points anyways, so it's no loss to you to brick 'em. However, IMAWAL can also cut off your avenues of escape, and may increase your chances of being trapped by Revenants in the future. To complement this, you can choose to worship the Earthmother. This yields a free IMAWAL glyph and 10 piety per IMAWAL use, even on Revenants. You will most likely max out your piety without sacrificing any actual resources.&lt;br /&gt;
&lt;br /&gt;
The best way to stay safe from Revenants is to avoid creating too many to begin with. If you fight one or two powerful monsters, you will create one or two powerful Revenants. Although these will be dangerous opponents, there will not be enough of them at any given time to trap you. A swarm of 6 or 7 weaker Revenants is a much greater threat. By focusing on killing stronger monsters, you can level up very quickly, and by the time you've created a large number of Revenants, you should have already gained enough levels to kill the weaker ones in a single blow.&lt;br /&gt;
&lt;br /&gt;
Once you've figured out how you're going to deal with Revenants, your next problem is Stheno. If there are ''any'' monsters left on the level, Stheno will grow stronger when you begin the boss battle. Clearing out the entire dungeon is critical. IMAWAL is an effective way to remove any stragglers you don't want to bother fighting. It's not like you can get a mid-boss level up anyway. The best answer to this is brute force; find a combination of items, glyphs, and deities to make your character as powerful as possible and plough through those monsters, and then the boss. &lt;br /&gt;
&lt;br /&gt;
One tricky strategy that can be used against Stheno is to employ many one-time bonuses to 1-hit-KO the boss. Since the first attack goes through before she absorbs the other monsters, this attack will not be affected by those extra resistances. However, pulling this off is usually more difficult than more conventional approaches.&lt;br /&gt;
&lt;br /&gt;
== Suggested Classes ==&lt;br /&gt;
=== {{c|Paladin}} ===&lt;br /&gt;
He begins with the HALPMEH glyph, and the dungeon is almost exclusively physical damage. There's no more straightforward approach than this. The Human and Orc races are suggested for the Paladin.&lt;br /&gt;
&lt;br /&gt;
=== {{c|Rogue}} ===&lt;br /&gt;
With first strike and high damage, Rogues have an easier time getting 1-hit kills against Revenants. The difficulty will be improving their durability so they can survive more powerful enemies. The human race is recommended; you will need to find some way to boost your hit points ({{boon|Absolution}}, {{boon|Vine Form}}, and {{boon|Boost Health}} all work well for the Rogue here).&lt;br /&gt;
&lt;br /&gt;
=== {{c|Warlord}} ===&lt;br /&gt;
Using {{s|CYDSTEPP}}, a Warlord can continue fighting effectively even while poisoned and at 1 HP, allowing him to kill Revenants without leaving himself helpless. The {{r|Orc}} and {{r|Gnome}} races are recommended for Warlords.&lt;br /&gt;
&lt;br /&gt;
=== {{c|Rat Monarch}} ===&lt;br /&gt;
An unconventional choice, but the Rat Monarch's corrosion stacks do not care at all about Stheno's resistance, which lets you play exactly like a normal dungeon without the need to kill everything. The random second boss will almost certainly be more threatening than her. The meat men, goo blobs, and gorgons in this level are all easy fodder for the Rat Monarch.&lt;br /&gt;
&lt;br /&gt;
However, revenants are considerably more dangerous for the Rat Monarch than anyone else, because you cannot kill even the weak ones in melee without being poisoned. You will need to dispose of almost every one with either fireballs or petrification, so be sure to prep the Earthmother.&lt;br /&gt;
&lt;br /&gt;
== Suggested Gods ==&lt;br /&gt;
=== {{g|The Earthmother}} ===&lt;br /&gt;
The free {{s|IMAWAL}} glyph provides an easy way to get rid of revenants without fighting them, while also generating piety and bonus experience. You can easily generate more Earthmother piety on this map than virtually any other in the game, without sacrificing any XP-valuable monsters. The extra clutter this god naturally produces makes it harder to avoid getting trapped by revenants, however.&lt;br /&gt;
&lt;br /&gt;
Avoid worshipping {{g|Dracul}}, since he will deduct piety every time you kill a revenant, which you will need to do often. The {{g|Glowing Guardian}} will not reward you for revenant kills since they are worth no XP, nor do any other deities.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MainNav}}&lt;/div&gt;</summary>
		<author><name>Luigifan</name></author>	</entry>

	<entry>
		<id>http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Stheno&amp;diff=57792</id>
		<title>Stheno</title>
		<link rel="alternate" type="text/html" href="http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Stheno&amp;diff=57792"/>
				<updated>2024-02-17T03:55:42Z</updated>
		
		<summary type="html">&lt;p&gt;Luigifan: Grammar check&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stub}}&lt;br /&gt;
&amp;lt;onlyinclude&amp;gt;{{&lt;br /&gt;
{{{tpl|HVBossInfo}}}&lt;br /&gt;
|BossName=Stheno&lt;br /&gt;
|Icon=Gorgon&lt;br /&gt;
|HAtt=75&lt;br /&gt;
|HHp=238&lt;br /&gt;
|VTAtt=120&lt;br /&gt;
|VTHp=477&lt;br /&gt;
|BossTraits=&lt;br /&gt;
{{t|Magical attack}}&lt;br /&gt;
&lt;br /&gt;
{{t|Death-gaze}} 50%&lt;br /&gt;
|Trophy={{Trophy|Gorgon Head}}&lt;br /&gt;
|Found={{d|Hexx Ruins}}&lt;br /&gt;
|BInfo=Stheno has the abililty to absorb strength from the other monsters in the dungeon. When you first attack Stheno, every other monster will disappear and be converted into physical and magic resist (4% per absorbed monster). This also includes Revenants, but not monsters that reside in subdungeons, nor plants. There is also another boss chosen randomly. This second boss is not removed from play when Stheno absorbs monsters, but seeing as you are capable of using level-up catapults against this second boss, it is almost always preferable to leave Stheno for last.&lt;br /&gt;
&lt;br /&gt;
Since Stheno cannot absorb monsters in subdungeons, it is possible to get a level-up anyways by preparing the Smuggler's Den and needing exactly 1 or 2 XP to level up. However, manipulating your experience so precisely will force you to leave some monsters alive for her to absorb, which may do more harm than it's worth. {{r|Goblin}} is a more reliable way of getting a level-up against her. &lt;br /&gt;
&lt;br /&gt;
If you move Stheno using {{s|PISORF}} (even to an empty square), she is angered and absorbs all monsters. However, you can move her safely using {{s|WEYTWUT}} or {{s|WONAFYT}}.&lt;br /&gt;
&lt;br /&gt;
|Tooltip=Difficulty: Hard&amp;amp;#10;Attack/HP: 75/238&amp;amp;#10;Vicious token Attack/HP: 120/477&amp;amp;#10;Traits: Magical attack, Death-gaze 50%&amp;amp;#10;Trophy: Gorgon Head&amp;amp;#10;Found: Hexx Ruins&lt;br /&gt;
}}&amp;lt;/onlyinclude&amp;gt;[[Category:Bosses]]&lt;/div&gt;</summary>
		<author><name>Luigifan</name></author>	</entry>

	<entry>
		<id>http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Hexx_Ruins&amp;diff=57791</id>
		<title>Hexx Ruins</title>
		<link rel="alternate" type="text/html" href="http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Hexx_Ruins&amp;diff=57791"/>
				<updated>2024-02-17T03:54:33Z</updated>
		
		<summary type="html">&lt;p&gt;Luigifan: Grammar check&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;onlyinclude&amp;gt;{{&lt;br /&gt;
{{{tpl|DungeonInfobox}}}&lt;br /&gt;
|DungeonName=Hexx Ruins&lt;br /&gt;
|ShortHand=HR&lt;br /&gt;
|Rumor=''In an almost impassible region of the southern swamp, a set of ancient ruins peeks out of the muck. This bridge to new realms is guarded by a force both mysterious and deadly.''&lt;br /&gt;
|SpecialRules=Whenever an XP-valuable monster is slain, a Revenant of equal level rises in its place. Revenants grant no XP and have a poison attack. As well, whenever any monster dies, every Revenant will suddenly move in to surround you. If you don't kill the Revenants, they will quickly swarm you. Monsters killed within subdungeons do not rise as Revenants, nor do the bosses.&lt;br /&gt;
|Difficulty=Hard&lt;br /&gt;
|MonsterStats=100%&lt;br /&gt;
|Region=South&lt;br /&gt;
|Monsters={{m|Naga}}, {{m|Serpent}}, {{m|Goo Blob}}, {{m|Gorgon}}, {{m|Goblin}}, {{m|Meat Man}}, {{m|Random}}&lt;br /&gt;
|Boss={{boss|Stheno}}, {{boss|Random boss}}&lt;br /&gt;
|SuggestedClasses={{c|Paladin}}, {{c|Rogue}}, {{c|Warlord}}, {{c|Rat Monarch}}&lt;br /&gt;
|Quests=&lt;br /&gt;
{{q|Stone Cold Crazy}}&lt;br /&gt;
{{q|Someone Say Loot?}}&lt;br /&gt;
{{q|Unlikely Heroes: Swamp Edition}}&lt;br /&gt;
|Unlock=Complete {{q|Swamp Romp}}&lt;br /&gt;
}}&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Quests ==&lt;br /&gt;
{{:Stone Cold Crazy}}&lt;br /&gt;
{{:Someone Say Loot?}}&lt;br /&gt;
{{:Unlikely Heroes: Swamp Edition}}&lt;br /&gt;
&lt;br /&gt;
== Bosses ==&lt;br /&gt;
{{:Random Boss}}&lt;br /&gt;
{{:Stheno}}&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
Your top priority is to avoid being surrounded by Revenants. These monsters are not overwhelmingly strong as individuals, but their poison attack means they can exhaust you as you fight and in large numbers they can pin you down and overwhelm you. If you have the {{s|HALPMEH}} glyph, you can try to pick the Revenants off one at a time and then use your magic to cure the poison. You can also use the {{s|IMAWAL}} glyph to turn them to stone. They're not worth experience points anyways, so it's no loss to you to brick 'em. However, IMAWAL can also cut off your avenues of escape, and may increase your chances of being trapped by Revenants in the future. To complement this, you can choose to worship the Earthmother. This yields a free IMAWAL glyph and 10 piety per IMAWAL use, even on Revenants. You will most likely max out your piety without sacrificing any actual resources.&lt;br /&gt;
&lt;br /&gt;
The best way to stay safe from Revenants is to avoid creating too many to begin with. If you fight one or two powerful monsters, you will create one or two powerful Revenants. Although these will be dangerous opponents, there will not be enough of them at any given time to trap you. A swarm of 6 or 7 weaker Revenants is a much greater threat. By focusing on killing stronger monsters, you can level up very quickly, and by the time you've created a large number of Revenants, you should have already gained enough levels to kill the weaker ones in a single blow.&lt;br /&gt;
&lt;br /&gt;
Once you've figured out how you're going to deal with Revenants, your next problem is Stheno. If there are ''any'' monsters left on the level, Stheno will grow stronger when you begin the boss battle. Clearing out the entire dungeon is critical. IMAWAL is an effective way to remove any stragglers you don't want to bother fighting. It's not like you can get a mid-boss level up anyway. The best answer to this is brute force; find a combination of items, glyphs, and deities to make your character as powerful as possible and plough through those monsters, and then the boss. &lt;br /&gt;
&lt;br /&gt;
One tricky strategy that can be used against Stheno is to employ many one-time bonuses to 1-hit-KO the boss. Since the first attack goes through before she absorbs the other monsters, this attack will not be affected by those extra resistances. However, pulling this off is usually more difficult than more conventional approaches.&lt;br /&gt;
&lt;br /&gt;
== Suggested Classes ==&lt;br /&gt;
=== {{c|Paladin}} ===&lt;br /&gt;
He begins with the HALPMEH glyph, and the dungeon is almost exclusively physical damage. There's no more straightforward approach than this. The Human and Orc races are suggested for the Paladin.&lt;br /&gt;
&lt;br /&gt;
=== {{c|Rogue}} ===&lt;br /&gt;
With first strike and high damage, Rogues have an easier time getting 1-hit kills against Revenants. The difficulty will be improving their durability so they can survive more powerful enemies. The human race is recommended; you will need to find some way to boost your hit points ({{boon|Absolution}}, {{boon|Vine Form}} and {{boon|Boost Health}} all work well for the Rogue here)&lt;br /&gt;
&lt;br /&gt;
=== {{c|Warlord}} ===&lt;br /&gt;
Using {{s|CYDSTEPP}}, a Warlord can continue fighting effectively even while poisoned and at 1 HP, allowing him to kill Revenants without leaving himself helpless. The {{r|Orc}} and {{r|Gnome}} races are recommended for Warlords.&lt;br /&gt;
&lt;br /&gt;
=== {{c|Rat Monarch}} ===&lt;br /&gt;
An unconventional choice, but the Rat Monarch's corrosion stacks do not care at all about Stheno's resistance, which lets you play exactly like a normal dungeon without the need to kill everything. The random second boss will almost certainly be more threatening than her. The meat men, goo blobs, and gorgons in this level are all easy fodder for the Rat Monarch.&lt;br /&gt;
&lt;br /&gt;
However, revenants are considerably more dangerous for the Rat Monarch than anyone else, because you cannot kill even the weak ones in melee without being poisoned. You will need to dispose of almost every one with either fireballs or petrification, so be sure to prep the Earthmother.&lt;br /&gt;
&lt;br /&gt;
== Suggested Gods ==&lt;br /&gt;
=== {{g|The Earthmother}} ===&lt;br /&gt;
The free {{s|IMAWAL}} glyph provides an easy way to get rid of revenants without fighting them, while also generating piety and bonus experience. You can easily generate more Earthmother piety on this map than virtually any other in the game, without sacrificing any XP-valuable monsters. The extra clutter this god naturally produces makes it harder to avoid getting trapped by revenants, however.&lt;br /&gt;
&lt;br /&gt;
Avoid worshipping {{g|Dracul}}, since he will deduct piety every time you kill a revenant, which you will need to do often. The {{g|Glowing Guardian}} will not reward you for revenant kills since they are worth no XP, nor do any other deities.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MainNav}}&lt;/div&gt;</summary>
		<author><name>Luigifan</name></author>	</entry>

	<entry>
		<id>http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Traits&amp;diff=57790</id>
		<title>Traits</title>
		<link rel="alternate" type="text/html" href="http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Traits&amp;diff=57790"/>
				<updated>2024-02-15T14:21:50Z</updated>
		
		<summary type="html">&lt;p&gt;Luigifan: /* First strike */ Grammar check&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TOC right}}&lt;br /&gt;
&lt;br /&gt;
== Resistances ==&lt;br /&gt;
[[File:Magic resist.png|left]]&lt;br /&gt;
=== Magic resist ===&lt;br /&gt;
All attacks of magical nature (this also includes {{s|APHEELSIK}}) toward the target are reduced by the stated amount (rounded down).&lt;br /&gt;
&lt;br /&gt;
:Non-damaging spells ({{s|IMAWAL}},{{s|WEYTWUT}},{{s|WONAFYT}}) have a percentage chance to fail equal to the target's magic resistance. {{s|PISORF}} will always work unless they have 100% magic resistance.&lt;br /&gt;
&lt;br /&gt;
[[File:Physical resist.png|left]] &lt;br /&gt;
=== Physical resist ===&lt;br /&gt;
All attacks of physical nature toward the target are reduced by the stated amount (rounded down).&lt;br /&gt;
&lt;br /&gt;
== Player Buffs ==&lt;br /&gt;
[[File:Alchemist's Pact.png|left]]&lt;br /&gt;
=== Alchemist's Pact ===&lt;br /&gt;
{{piety|-4}} and +3 {{xp}} per health/mana potion. Gained by worshiping {{g|The Pactmaker}}.&lt;br /&gt;
&lt;br /&gt;
[[File:Blood Curse.png|left]]&lt;br /&gt;
&lt;br /&gt;
=== Blood Curse ===&lt;br /&gt;
Level number increased by 1. Gained by worshiping {{g|Dracul}}.&lt;br /&gt;
&lt;br /&gt;
[[File:Body Pact.png|left]]&lt;br /&gt;
&lt;br /&gt;
=== Body Pact ===&lt;br /&gt;
{{piety|-4}} and +1% physical and magical resistance per enemy attack (once per enemy).  Gained by worshiping {{g|The Pactmaker}}.&lt;br /&gt;
&lt;br /&gt;
[[File:Burning Strike.png|left]]&lt;br /&gt;
&lt;br /&gt;
=== Burning Strike ===&lt;br /&gt;
Attacks add one level of {{t|Burning}} to the target. Does 1 magical damage per stack. Gained from {{i|Whurrgarbl}}.&lt;br /&gt;
&lt;br /&gt;
[[File:Chaos Form.png|left]] &lt;br /&gt;
=== Chaos Form ===&lt;br /&gt;
Accepted Avatar of {{g|Jehora Jeheyu}}.&lt;br /&gt;
&lt;br /&gt;
[[File:Consecrated Strike.png|left]] &lt;br /&gt;
=== Consecrated Strike ===&lt;br /&gt;
Temporary Magic Attack. Gained from taking {{boon|Cleansing}}.&lt;br /&gt;
&lt;br /&gt;
[[File:Corrosive.png|left]] &lt;br /&gt;
=== Corrosive ===&lt;br /&gt;
Corrosive Attack (target permanently takes extra damage). Gained from the {{i|Martyr Wraps}}, the {{i|Sticky Stick}}, or from being a {{c|Rat Monarch}}.&lt;br /&gt;
&lt;br /&gt;
[[File:Crushing Blow.png|left]]&lt;br /&gt;
&lt;br /&gt;
=== Crushing Blow ===&lt;br /&gt;
The next strike lowers the target enemy's health to 75% unless it would do more damage otherwise. Gained by drinking {{i|Can of Whupaz}}.&lt;br /&gt;
&lt;br /&gt;
[[File:Curse Immune.png|left]]&lt;br /&gt;
&lt;br /&gt;
=== Curse Immune ===&lt;br /&gt;
Immune to curses. The {{c|Crusader}} has this trait.&lt;br /&gt;
&lt;br /&gt;
[[File:Damage Reduction.png|left]] &lt;br /&gt;
=== Damage Reduction ===&lt;br /&gt;
Incoming damage is reduced by the {{t|Damage Reduction}} amount. Note that damage reduction is applied before resistances. Gained from {{i|Shield}}, {{i|Platemail}}, {{boon|Taurog's Shield}} (grants {{i|Wereward}}), and {{boon|Vine Form}}.&lt;br /&gt;
&lt;br /&gt;
[[File:Death Gaze Immune.png|left]] &lt;br /&gt;
=== Death Gaze Immune ===&lt;br /&gt;
Death Gazes have no effect. Gained from being a {{c|Gorgon}}. Also gained from the {{i|Midas Mantle}} in {{CC|Rogue|Silver|Wrath of Midas}}.&lt;br /&gt;
&lt;br /&gt;
[[File:Death Protection.png|left]] &lt;br /&gt;
=== Death Protection ===&lt;br /&gt;
Next time you would die, you will instead survive with 1 HP left. The next hit prediction box will state &amp;quot;Barely Alive&amp;quot; instead of &amp;quot;Death&amp;quot; when Death Protection is about to be consumed. If the hit will kill the monster it will predict &amp;quot;Barely Win&amp;quot; instead of &amp;quot;Barely Alive.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
[[File:Dodge.png|left]] &lt;br /&gt;
=== Dodge ===&lt;br /&gt;
When you take damage, there is a chance equal to your Dodge % that the next damage you take can be dodged, preventing you from taking damage.&lt;br /&gt;
&lt;br /&gt;
:All temporary sources of Dodge provide Dodge prediction, where the next hit prediction box will state &amp;quot;Dodge!&amp;quot; when the next attack received will be dodged.&lt;br /&gt;
&lt;br /&gt;
[[File:Experience Boost.png|left]] &lt;br /&gt;
=== Experience Boost ===&lt;br /&gt;
Your next monster kill will grant 50% more {{xp}}, rounded down. This is consumed even by killing a {{t|No Experience}} enemy, granting 0 bonus {{xp}}.  Any bonus experience earned from killing higher-level monsters is also multiplied, but not for {{t|Slowed}} bonus. &lt;br /&gt;
&lt;br /&gt;
[[File:First strike.png|left]]&lt;br /&gt;
&lt;br /&gt;
=== First strike ===&lt;br /&gt;
First strike changes the usual [[strike order]]: If your next attack will kill an higher level opponent, first strike will allow to you to kill him without letting him damage you. This only works for the final blow, and if the opponent doesn't have {{t|First strike}} as well. The {{c|Rogue}} starts with this trait.&lt;br /&gt;
&lt;br /&gt;
[[File:HeavyFireball.png|left]]&lt;br /&gt;
&lt;br /&gt;
=== Heavy Fireball ===&lt;br /&gt;
Fireballs do +4 damage per level and apply immediately the maximum of {{t|Burning}} stacks. Monsters retaliate with 50% attack when damaged with fireballs. Gained from the {{i|Avatar's Codex}}.&lt;br /&gt;
&lt;br /&gt;
[[File:Humility.png|left]]&lt;br /&gt;
&lt;br /&gt;
=== Humility ===&lt;br /&gt;
Level lowered by one. Gained from worshiping the {{g|Glowing Guardian}}.&lt;br /&gt;
&lt;br /&gt;
[[File:Indulgence.png|left]] &lt;br /&gt;
=== Indulgence ===&lt;br /&gt;
Avoid next {{piety|x}} penalty. Gained by desecrating altars.&lt;br /&gt;
&lt;br /&gt;
[[File:Knockback.png|left]] &lt;br /&gt;
=== Knockback ===&lt;br /&gt;
Attacks by a knockback entity will cause the target to be knocked back the opposite direction, and will cause specific effects based on the tile behind it:&lt;br /&gt;
* '''A wall''': the wall is destroyed, the target takes its place, and it is dealt Knockback% of your base damage as typeless damage.&lt;br /&gt;
* '''A monster''': both entities are dealt 80% of Knockback% of your base damage as typeless damage.&lt;br /&gt;
* '''Empty''': the target is moved to the empty tile&lt;br /&gt;
* '''Indestructible tile or map edge''': no effect&lt;br /&gt;
&lt;br /&gt;
:Knockback damage is applied after normal damage: if you are relying on the knockback damage to finish off the monster, first strike won't be of any use and your opponent will have time to hit you.&lt;br /&gt;
&lt;br /&gt;
:Also, note that the knockback damage is applied after the [[Traits#Cowardly|cowardly]] effect. Thus when fighting a monster with this trait:&lt;br /&gt;
:* if you throw it '''into a wall''', it will take knockback damage&lt;br /&gt;
:* if you throw it '''into a monster''', it will escape before taking knockback damage&lt;br /&gt;
&lt;br /&gt;
[[File:Learning.png|left]]&lt;br /&gt;
&lt;br /&gt;
===  Learning ===&lt;br /&gt;
Grants 1 extra {{xp}} upon killing an enemy, doesn't work on {{t|No Experience}} enemies, not to be confused with {{t|Experience Boost}}. Can be stacked. The {{c|Fighter}} starts with this trait. This can also be gained via {{boon|Tikki's Edge}} or a [[Subdungeon]].&lt;br /&gt;
&lt;br /&gt;
[[File:Lekon Devout.png|left]]&lt;br /&gt;
=== Lekon Devout ===&lt;br /&gt;
Killing goats grants {{piety|2}}. Gained in a [[Subdungeon]].&lt;br /&gt;
&lt;br /&gt;
[[File:Life steal.png|left]] &lt;br /&gt;
=== Life Steal ===&lt;br /&gt;
Attacking a monster heals you equal to (Life steal x your level). Attacking a lower level monster heals double the amount. The health gained from Life Steal can heal you beyond your maximum HP.&lt;br /&gt;
&lt;br /&gt;
:The health is recovered directly after your hit. This means striking first can give you a chance at hitting an enemy for which your current health would be too low otherwise.&lt;br /&gt;
&lt;br /&gt;
Gained from the {{i|Vampiric Blade}}, {{i|Draining Blade}}, {{boon|Blood Hunger}}, or from being a {{c|Vampire}}.&lt;br /&gt;
&lt;br /&gt;
[[File:Magical Attack (Player).png|left]]&lt;br /&gt;
&lt;br /&gt;
=== Magical Attack (Player) ===&lt;br /&gt;
Deals magic damage. The {{c|Half-Dragon}} starts with this trait.&lt;br /&gt;
&lt;br /&gt;
[[File:Mana Burn Immune.png|left]] &lt;br /&gt;
=== Mana Burn Immune ===&lt;br /&gt;
Immune to mana burn. Gained from the {{i|Soul Orb}}, or from being a {{c|Crusader}} or {{c|Vampire}}.&lt;br /&gt;
&lt;br /&gt;
[[File:Might.png|left]] &lt;br /&gt;
=== Might ===&lt;br /&gt;
Temporarily boosts your next physical attack by 30% and reduces {{t|Physical resist}} and {{t|Magic resist}} of the enemy by 3%. Gained from {{s|BYSSEPS}}, the {{boon|Scholar's Pact}}, {{boon|Stone Form}}, and the {{c|Warlord}}'s {{t|Courageous}}.&lt;br /&gt;
&lt;br /&gt;
[[File:Mystic Balance.png|left]]&lt;br /&gt;
&lt;br /&gt;
=== Mystic Balance ===&lt;br /&gt;
Averages glyph costs towards 5. Gained by worshiping {{g|Mystera Annur}}.&lt;br /&gt;
&lt;br /&gt;
[[File:Petition.png|left]] &lt;br /&gt;
=== Petition ===&lt;br /&gt;
No random punishments. Gained by worshiping {{g|Jehora Jeheyu}}.&lt;br /&gt;
&lt;br /&gt;
[[File:PiercePhysical.png|left]] &lt;br /&gt;
=== Pierce Physical ===&lt;br /&gt;
Regular attack pierces 35% physical resistance. Gained from the {{i|Really Big Sword}}.&lt;br /&gt;
&lt;br /&gt;
[[File:Poison Immune.png|left]] &lt;br /&gt;
=== Poison Immune ===&lt;br /&gt;
Immune to poison. Gained from the {{i|Viper Ward}}, or from being a {{c|Crusader}} or {{c|Vampire}}.&lt;br /&gt;
&lt;br /&gt;
[[File:Poisonous.png|left]] &lt;br /&gt;
=== Poisonous ===&lt;br /&gt;
Applies the {{t|Poisoned}} debuff on the target. Gained from the {{i|Venom Dagger}}, {{boon|Poison}}, and being a {{c|Gorgon}}.&lt;br /&gt;
&lt;br /&gt;
[[File:Prestige.png|left]]&lt;br /&gt;
&lt;br /&gt;
=== Prestige ===&lt;br /&gt;
The number level ups after level 10.&lt;br /&gt;
&lt;br /&gt;
[[File:Reflexes.png|left]] &lt;br /&gt;
=== Reflexes ===&lt;br /&gt;
Guaranteed retaliation against next monster strike. Gained from drinking a {{i|Reflex Potion}}.&lt;br /&gt;
&lt;br /&gt;
[[File:Refreshment.png|left]] &lt;br /&gt;
=== Refreshment ===&lt;br /&gt;
Restore mana on glyph convert (Mystera: 50%, other god: 25%). Gained by worshiping {{g|Mystera Annur}}.&lt;br /&gt;
&lt;br /&gt;
[[File:Sanguine.png|left]] &lt;br /&gt;
=== Sanguine ===&lt;br /&gt;
Can drink a blood pool to heal a percentage of your max health equal to the level of Sanguine. &lt;br /&gt;
&lt;br /&gt;
:If there is more than one pool on one tile (you killed more than one monster there), their effect stack. However, you will have to remember where these multiple pools are, as there is no obvious sign to recognize them.&lt;br /&gt;
&lt;br /&gt;
Gained from a [[Subdungeon]], {{boon|Blood Tithe}}, or from being a {{c|Bloodmage}} or a {{c|Vampire}}.&lt;br /&gt;
&lt;br /&gt;
[[File:Schadenfreude.png|left]] &lt;br /&gt;
=== Schadenfreude ===&lt;br /&gt;
The next enemy attack will regenerate mana equal to its damage. Gained by drinking a {{i|Schadenfreude Potion}}.&lt;br /&gt;
&lt;br /&gt;
[[File:Scholar's Pact.png|left]] &lt;br /&gt;
=== Scholar's Pact ===&lt;br /&gt;
{{piety|-10}}, overheal and {{t|Might}} per levelup.  Gained by worshiping {{g|The Pactmaker}}.&lt;br /&gt;
&lt;br /&gt;
[[File:Spirit Pact.png|left]]&lt;br /&gt;
&lt;br /&gt;
=== Spirit Pact ===&lt;br /&gt;
{{piety|-5}} and {{conversion|+15}} per item converted.  Gained by worshiping {{g|The Pactmaker}}.&lt;br /&gt;
&lt;br /&gt;
[[File:Spirit Strength.png|left]]&lt;br /&gt;
&lt;br /&gt;
=== Spirit Strength ===&lt;br /&gt;
Adds base damage until next attack. Gained by reaching the conversion threshold with the {{c|Transmuter}}&lt;br /&gt;
&lt;br /&gt;
[[File:Stone form.png|left]] &lt;br /&gt;
=== Stone form ===&lt;br /&gt;
Adds {{t|Might}}, whenever a wall is destroyed. Gained by worshiping {{g|Binlor Ironshield}}.&lt;br /&gt;
&lt;br /&gt;
[[File:Stone skin.png|left]] &lt;br /&gt;
=== Stone skin ===&lt;br /&gt;
Temporary {{t|Physical resist}}. Grants 20% {{t|Physical resist}} per charge. Removed when taking damage from a monster (including Magical attacks).&lt;br /&gt;
&lt;br /&gt;
:Physical resist from {{t|Stone skin}} still abides by maximum resistance, so you cannot raise physical resistance above the maximum.&lt;br /&gt;
&lt;br /&gt;
Gained from {{s|ENDISWAL}}, the {{i|Witchalok Pendant}}, or {{boon|Stone Skin}}.&lt;br /&gt;
&lt;br /&gt;
[[File:Warrior's Pact.png|left]] &lt;br /&gt;
=== Warrior's Pact ===&lt;br /&gt;
{{piety|-3}} and +1 max health per kill.  Gained by worshiping {{g|The Pactmaker}}.&lt;br /&gt;
&lt;br /&gt;
== Player Debuffs ==&lt;br /&gt;
&lt;br /&gt;
[[File:Consensus.png|left]] &lt;br /&gt;
=== Consensus ===&lt;br /&gt;
Lose {{piety|50 max}}.  Gained by worshiping {{g|The Pactmaker}}.&lt;br /&gt;
&lt;br /&gt;
[[File:Corrosion.png|left]]&lt;br /&gt;
&lt;br /&gt;
=== Corrosion ===&lt;br /&gt;
Corroded targets take extra damage equal to the number of Corrosion stacks when damaged.&lt;br /&gt;
&lt;br /&gt;
:Removal: {{i|Burn Salve}} (all stacks), {{boon|Cleansing}} (1 stack), {{g|Jehora Jeheyu}}'s Chaos Avatar (all stacks)&lt;br /&gt;
&lt;br /&gt;
[[File:Cursed.png|left]]&lt;br /&gt;
&lt;br /&gt;
=== Cursed ===&lt;br /&gt;
While cursed, all sources of damage reduction and resistances you have are nullified. &lt;br /&gt;
&lt;br /&gt;
:Removal: Killing a non-{{t|Curse Bearer}} monster (1 stack), using {{s|IMAWAL}} on a XP-valuable monster (can also be a cursed one) (1 stack), {{boon|Greenblood}} (1 stack), {{boon|Enlightenment}} (all stacks)&lt;br /&gt;
&lt;br /&gt;
[[File:Exhausted.png|left]]&lt;br /&gt;
&lt;br /&gt;
=== Exhausted ===&lt;br /&gt;
Mana won't regenerate until full health is restored. The {{c|Vampire}} gains this trait when below 100% health.&lt;br /&gt;
&lt;br /&gt;
[[File:Mana Burned.png|left]] &lt;br /&gt;
=== Mana Burned ===&lt;br /&gt;
When mana burned, you do not regenerate mana from exploration and your mana is immediately set to 0.&lt;br /&gt;
&lt;br /&gt;
:Removal: Leveling up, drinking a {{i|Mana Potion}} or {{i|Burn Salve}}, {{boon|Cleansing}}, or equipping the {{i|Soul Orb}}.&lt;br /&gt;
&lt;br /&gt;
:Note: some effects, such as the {{s|BLUDTUPOWA}} glyph, can still restore your mana while mana-burned.  These will not cure the affliction, however.&lt;br /&gt;
&lt;br /&gt;
[[File:Poisoned.png|left]] &lt;br /&gt;
=== Poisoned ===&lt;br /&gt;
The poisoned target (monster/player) does not regenerate HP from player exploration. &lt;br /&gt;
&lt;br /&gt;
:Removal: Leveling up, drinking a {{i|Health Potion}} or {{i|Fortitude Tonic}}, {{boon|Cleansing}}, casting {{s|HALPMEH}}, or equipping the {{i|Viper Ward}}.&lt;br /&gt;
&lt;br /&gt;
:Poison on monsters expires after the specified amount of tiles have been revealed.&lt;br /&gt;
&lt;br /&gt;
[[File:Slow Strike.png|left]] &lt;br /&gt;
=== Slow Strike ===&lt;br /&gt;
Will strike last in a combat round. For more details see [[Strike Order]]. Gained from the {{i|Platemail}} and the {{i|Really Big Sword}}.&lt;br /&gt;
&lt;br /&gt;
[[File:Weakened.png|left]] &lt;br /&gt;
=== Weakened ===&lt;br /&gt;
Your base damage is reduced by an amount equal to the number of stacks of Weakened.&lt;br /&gt;
&lt;br /&gt;
Removal: {{i|Fortitude Tonic}} (all stacks), {{boon|Cleansing}} (1 stack), {{g|Jehora Jeheyu}}'s Chaos Avatar (all stacks)&lt;br /&gt;
&lt;br /&gt;
== Applicable Monster Debuffs ==&lt;br /&gt;
&lt;br /&gt;
[[File:Burning.png|left]] &lt;br /&gt;
=== Burning===&lt;br /&gt;
One stack of Burning is applied to a monster when the attack source has the {{t|Burning}} trait. (from {{s|BURNDAYRAZ}} or {{i|Whurrgarbl}}). Only one enemy can be Burning at any given time.&lt;br /&gt;
&lt;br /&gt;
:Attacking another monster or applying an attack to the Burned monster from a non-Burning attack removes the trait, dealing Magical damage equal to the number of Burning stacks on expiration; hitting a monster with this trait using an attack which inflicts Burning will deal bonus damage equal to the number of pre-existing Burning stacks on it, then the new stacks are applied.&lt;br /&gt;
&lt;br /&gt;
:Maximum charges of Burning equal x2 of your current level.&lt;br /&gt;
&lt;br /&gt;
:When exploring tiles, a monster with this trait will regenerate HP as though it were 1 level lower than it actually is, regardless of how many stacks it has.&lt;br /&gt;
&lt;br /&gt;
[[File:Slowed.png|left]]&lt;br /&gt;
=== Slowed ===&lt;br /&gt;
The target has a slow attack speed, meaning that it will usually attack last in combat (and thus not injure the player for the final blow). See more details in [[strike order]]. &lt;br /&gt;
&lt;br /&gt;
:Being Slowed also disables the following monster traits: {{t|Blinks}}, {{t|Cowardly}}, {{t|First strike}}, {{t|Retaliate: Fireball}}.  Killing a Slowed monster grants a bonus of 1 {{xp}}.  If a monster has been Slowed, the effect will usually wear off as soon as the monster takes damage (including from {{s|BURNDAYRAZ}} or {{s|PISORF}}).&lt;br /&gt;
&lt;br /&gt;
You can slow enemies with the {{s|WONAFYT}} and {{s|WEYTWUT}} glyphs, the {{i|Titan Guitar}} item, or the {{boon|Entanglement}} boon.&lt;br /&gt;
&lt;br /&gt;
[[File:Wicked Sick.png|left]] &lt;br /&gt;
=== Wicked Sick ===&lt;br /&gt;
The monster got leveled up by playing the {{i|Wicked Guitar}}.&lt;br /&gt;
&lt;br /&gt;
[[File:Zotted.png|left]] &lt;br /&gt;
=== Zotted ===&lt;br /&gt;
The monster has its max hp halved by using the {{i|Orb of Zot}}.&lt;br /&gt;
&lt;br /&gt;
== Monster traits ==&lt;br /&gt;
&lt;br /&gt;
[[File:Berserks.png|left]] &lt;br /&gt;
=== Berserks ===&lt;br /&gt;
When monster's health is below the Berserk %, its attacks deal 50% more damage. {{m|Berserker}}, {{m|Doom Armour}}, {{m|Minotaur}} have this trait.&lt;br /&gt;
&lt;br /&gt;
[[File:Blinks.png|left]] &lt;br /&gt;
=== Blinks ===&lt;br /&gt;
When attacked, the monster will teleport to a random location on the map.&lt;br /&gt;
&lt;br /&gt;
:More precisely, if a blinking enemy is '''next to the player''' when a round of damage is finished being taken, it'll blink.&lt;br /&gt;
Also, note that a slowed monster will not blink.&lt;br /&gt;
&lt;br /&gt;
:For example:&lt;br /&gt;
:* Hitting or casting a fire ball to a blinking monster will make it blink.&lt;br /&gt;
:* Hitting or casting a fire ball to a '''SLOWED''' blinking monster will NOT make it blink.&lt;br /&gt;
:* '''Pisorfing''' a blinking monster '''into another''' monster will make it blink. It won't take [[Traits#Knockback|knockback]] damages.&lt;br /&gt;
:* '''Pisorfing''' a blinking monster '''into a wall''' or '''empty air''', will NOT make it blink.&lt;br /&gt;
:* '''Pisorfing''' a '''regular monster''' into a blinking monster will NOT make it blink.&lt;br /&gt;
&lt;br /&gt;
{{m|Imp}}, {{m|Shade}}, and {{m|Burn Viper}} have this trait.&lt;br /&gt;
&lt;br /&gt;
[[File:Bloodless.png|left]] &lt;br /&gt;
=== Bloodless ===&lt;br /&gt;
This monster does not leave behind a blood pool after being slain, and does not allow life steal. Most {{t|Undead}} enemies and {{m|Plant}}s have this trait.&lt;br /&gt;
&lt;br /&gt;
[[File:Cowardly.png|left]] &lt;br /&gt;
=== Cowardly ===&lt;br /&gt;
When attacked, the monster will flee the opposite direction of you if possible. {{m|Cultist}}, {{m|Desert Troll}}, {{m|Forest Troll}}, {{m|Frozen Troll}}, {{m|Rock Troll}}, and {{m|Tokoloshe}} have this trait.&lt;br /&gt;
&lt;br /&gt;
To determine whether a monster will flee or not, it will use the same rule as [[Traits#Blinking|blinking]].&lt;br /&gt;
&lt;br /&gt;
[[File:Curse Bearer.png|left]] &lt;br /&gt;
=== Curse Bearer ===&lt;br /&gt;
Every time you kill or take damage from a Curse Bearer monster, you will gain a stack of {{t|Cursed}}. {{m|Bandit}}, {{m|Steel Golem}}, and {{m|Slime Blob}} have this trait.&lt;br /&gt;
&lt;br /&gt;
[[File:Corrosive.png|left]]&lt;br /&gt;
&lt;br /&gt;
=== Corrosive ===&lt;br /&gt;
The monster's attack applies a stack of Corrosion. When killed, it leaves a pool of acid which applies Corrosion when stepped on instead of a blood pool. {{m|Acid Blob}} and {{m|Rusalka}} have this trait.&lt;br /&gt;
&lt;br /&gt;
[[File:Death Protection.png|left]] &lt;br /&gt;
=== Death Protection ===&lt;br /&gt;
If a monster with Death Protection were to die, the next hit reduces it to 1 HP and a stack of Death Protection removed. Monsters with multiple stacks of Death Protection will deal reduced damage as Death Protections are removed. {{m|Druid}} has one stack of death protection, and {{m|Animated Armour}}, {{m|Doom Armour}}, and {{m|Dancing Blade}} have one stack per level.&lt;br /&gt;
&lt;br /&gt;
[[File:Death-gaze.png|left]] &lt;br /&gt;
=== Death-gaze ===&lt;br /&gt;
Death-gaze is always accompanied by a percent value, if you get hit by a monster who has death gaze while your life is below the stated percent, you'll die by being turned to stone, the Next Hit prediction box will state &amp;quot;Petrified&amp;quot; when this is going to occur. The {{m|Gorgon}} and the {{m|Succubus}} have 50% Death-gaze. The {{m|Heretic}} has 100% Death-gaze.&lt;br /&gt;
&lt;br /&gt;
[[File:Fast regen.png|left]] &lt;br /&gt;
=== Fast regen ===&lt;br /&gt;
The monster regenerates health twice as fast. {{t|Poisoned}} is depleted twice as quickly. {{m|Desert Troll}}, {{m|Forest Troll}}, {{m|Rock Troll}}, and {{m|Ratling}} have this trait.&lt;br /&gt;
&lt;br /&gt;
[[File:Knockback.png|left]] &lt;br /&gt;
=== Knockback ===&lt;br /&gt;
When attacked, you are knocked back to the opposite direction of the monster. If you collide to a wall or monster, you will take additional damage equal to the Knockback %. Knockback damage cannot kill you. {{m|Minotaur}}, {{m|Rock Troll}}, and {{m|Goblin Miner}} have 50% knockback.&lt;br /&gt;
&lt;br /&gt;
[[File:Life steal.png|left]] &lt;br /&gt;
=== Life steal ===&lt;br /&gt;
If you reveal a monster from exploration, your Hitpoints will be reduced to (100% - the Life steal percentage) and the monster will heal (beyond its max HP) the amount of damage it did. {{m|Vampire}} and {{m|Shade}} have 40% Life steal.&lt;br /&gt;
&lt;br /&gt;
[[File:Magical attack.png|left]] &lt;br /&gt;
&lt;br /&gt;
=== Magical attack ===&lt;br /&gt;
The attacks of the monster are considered Magical in nature, instead of Physical. Magical enemies include {{m|Dragon Spawn}}, {{m|Warlock}}, {{m|Wraith}}, {{m|Acid Blob}}, {{m|Animated Armour}}, {{m|Djinn}}, {{m|Druid}}, {{m|Frozen Troll}}, {{m|Slime Blob}}, {{m|Heretic}}, and {{m|Mystery Meat}}.&lt;br /&gt;
&lt;br /&gt;
[[File:Mana burn.png|left]]&lt;br /&gt;
&lt;br /&gt;
=== Mana Burn ===&lt;br /&gt;
The monster's attack applies the {{t|Mana Burned}} debuff. {{m|Wraith}}, {{m|Burn Viper}}, {{m|Thrall}}, and {{m|Goblin Miner}} have this trait.&lt;br /&gt;
&lt;br /&gt;
[[File:No_Experience.png|left]] &lt;br /&gt;
=== No Experience ===&lt;br /&gt;
Killing the monster yields no experience.&lt;br /&gt;
&lt;br /&gt;
[[File:Poisonous.png|left]] &lt;br /&gt;
=== Poisonous ===&lt;br /&gt;
The monster's attack applies the {{t|Poisoned}} debuff. {{m|Serpent}}, {{m|Cave Snake}}, {{m|Thrall}}, and {{m|Bilious Corpse}} have this trait.&lt;br /&gt;
&lt;br /&gt;
[[File:Retaliate-_Fireball.png|left]] &lt;br /&gt;
=== Retaliate: Fireball ===&lt;br /&gt;
When this monster is attacked with a {{s|BURNDAYRAZ}} he will attack the caster.  This retaliation deals half normal damage.  Slowed monsters lose the ability to retaliate for one attack.  Fireball always strikes first, and you will not suffer retaliation if you successfully kill the monster with the spell.&lt;br /&gt;
&lt;br /&gt;
:Note that monsters with a trait that is applied on hit (like {{t|Poisonous}} or [[Traits#Weakening Blow|Weakening Blow]]) will also be applied when retaliating.&lt;br /&gt;
&lt;br /&gt;
{{m|Djinn}}, {{m|Gelatinous Thing}}, {{m|Illusion}}, and {{m|Ratling}} have this trait.&lt;br /&gt;
&lt;br /&gt;
[[File:Revives.png|left]] &lt;br /&gt;
=== Revives ===&lt;br /&gt;
Upon death the monster is replaced with a fully healthy monster. The nature of the revival varies. It is usually of a different type and is 1 level lower than the original or the second monster has {{t|No Experience}}. Some bosses also have this trait. &lt;br /&gt;
&lt;br /&gt;
[[File:Spawns.png|left]] &lt;br /&gt;
=== Spawns ===&lt;br /&gt;
When attacked and not killed, the monster spawns a creature at the nearest empty tile. The spawned creature is particular to the monster, but it always the same level and grants {{t|No Experience}}. {{m|Blood Snake}} and {{m|Cave Snake}} have this trait.&lt;br /&gt;
&lt;br /&gt;
[[File:Spawn Plants.png|left]] &lt;br /&gt;
=== Spawn Plants ===&lt;br /&gt;
When attacked and not killed, the monster spawns the specified amount of plants.&lt;br /&gt;
&lt;br /&gt;
[[File:Undead.png|left]] &lt;br /&gt;
=== Undead ===&lt;br /&gt;
Undead monsters are immune to {{t|Poisonous}} attacks and untargetable by {{s|APHEELSIK}}, and are susceptible to some Undead-specific effects like the {{c|Priest}}'s damage bonus and the {{g|Glowing Guardian}}'s piety bonus. {{m|Wraith}}, {{m|Zombie}}, {{m|Muck Walker}}, {{m|Shade}}, {{m|Vampire}}, {{m|Thrall}}, and {{m|Frigid Corpse}} have this trait.&lt;br /&gt;
&lt;br /&gt;
[[File:Weakening blow.png|left]] &lt;br /&gt;
=== Weakening blow ===&lt;br /&gt;
The monster's attack applies a stack of {{t|Weakened}}. {{m|Naga}}, {{m|Illusion}}, {{m|Muck Walker}}, and {{m|Succubus}} have this trait.&lt;br /&gt;
&lt;br /&gt;
[[File:Magic Immune.png|left]] &lt;br /&gt;
=== Magic Immune ===&lt;br /&gt;
The monster is immune to magic.&lt;br /&gt;
&lt;br /&gt;
[[File:Physical Immune.png|left]] &lt;br /&gt;
=== Physical Immune ===&lt;br /&gt;
The monster is immune to physical damage.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MainNav}}&lt;/div&gt;</summary>
		<author><name>Luigifan</name></author>	</entry>

	<entry>
		<id>http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Traits&amp;diff=57789</id>
		<title>Traits</title>
		<link rel="alternate" type="text/html" href="http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Traits&amp;diff=57789"/>
				<updated>2024-02-15T14:20:31Z</updated>
		
		<summary type="html">&lt;p&gt;Luigifan: /* Crushing Blow */ Grammar check&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TOC right}}&lt;br /&gt;
&lt;br /&gt;
== Resistances ==&lt;br /&gt;
[[File:Magic resist.png|left]]&lt;br /&gt;
=== Magic resist ===&lt;br /&gt;
All attacks of magical nature (this also includes {{s|APHEELSIK}}) toward the target are reduced by the stated amount (rounded down).&lt;br /&gt;
&lt;br /&gt;
:Non-damaging spells ({{s|IMAWAL}},{{s|WEYTWUT}},{{s|WONAFYT}}) have a percentage chance to fail equal to the target's magic resistance. {{s|PISORF}} will always work unless they have 100% magic resistance.&lt;br /&gt;
&lt;br /&gt;
[[File:Physical resist.png|left]] &lt;br /&gt;
=== Physical resist ===&lt;br /&gt;
All attacks of physical nature toward the target are reduced by the stated amount (rounded down).&lt;br /&gt;
&lt;br /&gt;
== Player Buffs ==&lt;br /&gt;
[[File:Alchemist's Pact.png|left]]&lt;br /&gt;
=== Alchemist's Pact ===&lt;br /&gt;
{{piety|-4}} and +3 {{xp}} per health/mana potion. Gained by worshiping {{g|The Pactmaker}}.&lt;br /&gt;
&lt;br /&gt;
[[File:Blood Curse.png|left]]&lt;br /&gt;
&lt;br /&gt;
=== Blood Curse ===&lt;br /&gt;
Level number increased by 1. Gained by worshiping {{g|Dracul}}.&lt;br /&gt;
&lt;br /&gt;
[[File:Body Pact.png|left]]&lt;br /&gt;
&lt;br /&gt;
=== Body Pact ===&lt;br /&gt;
{{piety|-4}} and +1% physical and magical resistance per enemy attack (once per enemy).  Gained by worshiping {{g|The Pactmaker}}.&lt;br /&gt;
&lt;br /&gt;
[[File:Burning Strike.png|left]]&lt;br /&gt;
&lt;br /&gt;
=== Burning Strike ===&lt;br /&gt;
Attacks add one level of {{t|Burning}} to the target. Does 1 magical damage per stack. Gained from {{i|Whurrgarbl}}.&lt;br /&gt;
&lt;br /&gt;
[[File:Chaos Form.png|left]] &lt;br /&gt;
=== Chaos Form ===&lt;br /&gt;
Accepted Avatar of {{g|Jehora Jeheyu}}.&lt;br /&gt;
&lt;br /&gt;
[[File:Consecrated Strike.png|left]] &lt;br /&gt;
=== Consecrated Strike ===&lt;br /&gt;
Temporary Magic Attack. Gained from taking {{boon|Cleansing}}.&lt;br /&gt;
&lt;br /&gt;
[[File:Corrosive.png|left]] &lt;br /&gt;
=== Corrosive ===&lt;br /&gt;
Corrosive Attack (target permanently takes extra damage). Gained from the {{i|Martyr Wraps}}, the {{i|Sticky Stick}}, or from being a {{c|Rat Monarch}}.&lt;br /&gt;
&lt;br /&gt;
[[File:Crushing Blow.png|left]]&lt;br /&gt;
&lt;br /&gt;
=== Crushing Blow ===&lt;br /&gt;
The next strike lowers the target enemy's health to 75% unless it would do more damage otherwise. Gained by drinking {{i|Can of Whupaz}}.&lt;br /&gt;
&lt;br /&gt;
[[File:Curse Immune.png|left]]&lt;br /&gt;
&lt;br /&gt;
=== Curse Immune ===&lt;br /&gt;
Immune to curses. The {{c|Crusader}} has this trait.&lt;br /&gt;
&lt;br /&gt;
[[File:Damage Reduction.png|left]] &lt;br /&gt;
=== Damage Reduction ===&lt;br /&gt;
Incoming damage is reduced by the {{t|Damage Reduction}} amount. Note that damage reduction is applied before resistances. Gained from {{i|Shield}}, {{i|Platemail}}, {{boon|Taurog's Shield}} (grants {{i|Wereward}}), and {{boon|Vine Form}}.&lt;br /&gt;
&lt;br /&gt;
[[File:Death Gaze Immune.png|left]] &lt;br /&gt;
=== Death Gaze Immune ===&lt;br /&gt;
Death Gazes have no effect. Gained from being a {{c|Gorgon}}. Also gained from the {{i|Midas Mantle}} in {{CC|Rogue|Silver|Wrath of Midas}}.&lt;br /&gt;
&lt;br /&gt;
[[File:Death Protection.png|left]] &lt;br /&gt;
=== Death Protection ===&lt;br /&gt;
Next time you would die, you will instead survive with 1 HP left. The next hit prediction box will state &amp;quot;Barely Alive&amp;quot; instead of &amp;quot;Death&amp;quot; when Death Protection is about to be consumed. If the hit will kill the monster it will predict &amp;quot;Barely Win&amp;quot; instead of &amp;quot;Barely Alive.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
[[File:Dodge.png|left]] &lt;br /&gt;
=== Dodge ===&lt;br /&gt;
When you take damage, there is a chance equal to your Dodge % that the next damage you take can be dodged, preventing you from taking damage.&lt;br /&gt;
&lt;br /&gt;
:All temporary sources of Dodge provide Dodge prediction, where the next hit prediction box will state &amp;quot;Dodge!&amp;quot; when the next attack received will be dodged.&lt;br /&gt;
&lt;br /&gt;
[[File:Experience Boost.png|left]] &lt;br /&gt;
=== Experience Boost ===&lt;br /&gt;
Your next monster kill will grant 50% more {{xp}}, rounded down. This is consumed even by killing a {{t|No Experience}} enemy, granting 0 bonus {{xp}}.  Any bonus experience earned from killing higher-level monsters is also multiplied, but not for {{t|Slowed}} bonus. &lt;br /&gt;
&lt;br /&gt;
[[File:First strike.png|left]]&lt;br /&gt;
&lt;br /&gt;
=== First strike ===&lt;br /&gt;
First strike changes the usual [[strike order]]: If your next attack will kill an higher level opponent, first strike will allow to you to kill him without letting him damaging you. This only works for the final blow, and if the opponent doesn't have {{t|First strike}} as well. The {{c|Rogue}} starts with this trait.&lt;br /&gt;
&lt;br /&gt;
[[File:HeavyFireball.png|left]] &lt;br /&gt;
=== Heavy Fireball ===&lt;br /&gt;
Fireballs do +4 damage per level and apply immediately the maximum of {{t|Burning}} stacks. Monsters retaliate with 50% attack when damaged with fireballs. Gained from the {{i|Avatar's Codex}}.&lt;br /&gt;
&lt;br /&gt;
[[File:Humility.png|left]]&lt;br /&gt;
&lt;br /&gt;
=== Humility ===&lt;br /&gt;
Level lowered by one. Gained from worshiping the {{g|Glowing Guardian}}.&lt;br /&gt;
&lt;br /&gt;
[[File:Indulgence.png|left]] &lt;br /&gt;
=== Indulgence ===&lt;br /&gt;
Avoid next {{piety|x}} penalty. Gained by desecrating altars.&lt;br /&gt;
&lt;br /&gt;
[[File:Knockback.png|left]] &lt;br /&gt;
=== Knockback ===&lt;br /&gt;
Attacks by a knockback entity will cause the target to be knocked back the opposite direction, and will cause specific effects based on the tile behind it:&lt;br /&gt;
* '''A wall''': the wall is destroyed, the target takes its place, and it is dealt Knockback% of your base damage as typeless damage.&lt;br /&gt;
* '''A monster''': both entities are dealt 80% of Knockback% of your base damage as typeless damage.&lt;br /&gt;
* '''Empty''': the target is moved to the empty tile&lt;br /&gt;
* '''Indestructible tile or map edge''': no effect&lt;br /&gt;
&lt;br /&gt;
:Knockback damage is applied after normal damage: if you are relying on the knockback damage to finish off the monster, first strike won't be of any use and your opponent will have time to hit you.&lt;br /&gt;
&lt;br /&gt;
:Also, note that the knockback damage is applied after the [[Traits#Cowardly|cowardly]] effect. Thus when fighting a monster with this trait:&lt;br /&gt;
:* if you throw it '''into a wall''', it will take knockback damage&lt;br /&gt;
:* if you throw it '''into a monster''', it will escape before taking knockback damage&lt;br /&gt;
&lt;br /&gt;
[[File:Learning.png|left]]&lt;br /&gt;
&lt;br /&gt;
===  Learning ===&lt;br /&gt;
Grants 1 extra {{xp}} upon killing an enemy, doesn't work on {{t|No Experience}} enemies, not to be confused with {{t|Experience Boost}}. Can be stacked. The {{c|Fighter}} starts with this trait. This can also be gained via {{boon|Tikki's Edge}} or a [[Subdungeon]].&lt;br /&gt;
&lt;br /&gt;
[[File:Lekon Devout.png|left]]&lt;br /&gt;
=== Lekon Devout ===&lt;br /&gt;
Killing goats grants {{piety|2}}. Gained in a [[Subdungeon]].&lt;br /&gt;
&lt;br /&gt;
[[File:Life steal.png|left]] &lt;br /&gt;
=== Life Steal ===&lt;br /&gt;
Attacking a monster heals you equal to (Life steal x your level). Attacking a lower level monster heals double the amount. The health gained from Life Steal can heal you beyond your maximum HP.&lt;br /&gt;
&lt;br /&gt;
:The health is recovered directly after your hit. This means striking first can give you a chance at hitting an enemy for which your current health would be too low otherwise.&lt;br /&gt;
&lt;br /&gt;
Gained from the {{i|Vampiric Blade}}, {{i|Draining Blade}}, {{boon|Blood Hunger}}, or from being a {{c|Vampire}}.&lt;br /&gt;
&lt;br /&gt;
[[File:Magical Attack (Player).png|left]]&lt;br /&gt;
&lt;br /&gt;
=== Magical Attack (Player) ===&lt;br /&gt;
Deals magic damage. The {{c|Half-Dragon}} starts with this trait.&lt;br /&gt;
&lt;br /&gt;
[[File:Mana Burn Immune.png|left]] &lt;br /&gt;
=== Mana Burn Immune ===&lt;br /&gt;
Immune to mana burn. Gained from the {{i|Soul Orb}}, or from being a {{c|Crusader}} or {{c|Vampire}}.&lt;br /&gt;
&lt;br /&gt;
[[File:Might.png|left]] &lt;br /&gt;
=== Might ===&lt;br /&gt;
Temporarily boosts your next physical attack by 30% and reduces {{t|Physical resist}} and {{t|Magic resist}} of the enemy by 3%. Gained from {{s|BYSSEPS}}, the {{boon|Scholar's Pact}}, {{boon|Stone Form}}, and the {{c|Warlord}}'s {{t|Courageous}}.&lt;br /&gt;
&lt;br /&gt;
[[File:Mystic Balance.png|left]]&lt;br /&gt;
&lt;br /&gt;
=== Mystic Balance ===&lt;br /&gt;
Averages glyph costs towards 5. Gained by worshiping {{g|Mystera Annur}}.&lt;br /&gt;
&lt;br /&gt;
[[File:Petition.png|left]] &lt;br /&gt;
=== Petition ===&lt;br /&gt;
No random punishments. Gained by worshiping {{g|Jehora Jeheyu}}.&lt;br /&gt;
&lt;br /&gt;
[[File:PiercePhysical.png|left]] &lt;br /&gt;
=== Pierce Physical ===&lt;br /&gt;
Regular attack pierces 35% physical resistance. Gained from the {{i|Really Big Sword}}.&lt;br /&gt;
&lt;br /&gt;
[[File:Poison Immune.png|left]] &lt;br /&gt;
=== Poison Immune ===&lt;br /&gt;
Immune to poison. Gained from the {{i|Viper Ward}}, or from being a {{c|Crusader}} or {{c|Vampire}}.&lt;br /&gt;
&lt;br /&gt;
[[File:Poisonous.png|left]] &lt;br /&gt;
=== Poisonous ===&lt;br /&gt;
Applies the {{t|Poisoned}} debuff on the target. Gained from the {{i|Venom Dagger}}, {{boon|Poison}}, and being a {{c|Gorgon}}.&lt;br /&gt;
&lt;br /&gt;
[[File:Prestige.png|left]]&lt;br /&gt;
&lt;br /&gt;
=== Prestige ===&lt;br /&gt;
The number level ups after level 10.&lt;br /&gt;
&lt;br /&gt;
[[File:Reflexes.png|left]] &lt;br /&gt;
=== Reflexes ===&lt;br /&gt;
Guaranteed retaliation against next monster strike. Gained from drinking a {{i|Reflex Potion}}.&lt;br /&gt;
&lt;br /&gt;
[[File:Refreshment.png|left]] &lt;br /&gt;
=== Refreshment ===&lt;br /&gt;
Restore mana on glyph convert (Mystera: 50%, other god: 25%). Gained by worshiping {{g|Mystera Annur}}.&lt;br /&gt;
&lt;br /&gt;
[[File:Sanguine.png|left]] &lt;br /&gt;
=== Sanguine ===&lt;br /&gt;
Can drink a blood pool to heal a percentage of your max health equal to the level of Sanguine. &lt;br /&gt;
&lt;br /&gt;
:If there is more than one pool on one tile (you killed more than one monster there), their effect stack. However, you will have to remember where these multiple pools are, as there is no obvious sign to recognize them.&lt;br /&gt;
&lt;br /&gt;
Gained from a [[Subdungeon]], {{boon|Blood Tithe}}, or from being a {{c|Bloodmage}} or a {{c|Vampire}}.&lt;br /&gt;
&lt;br /&gt;
[[File:Schadenfreude.png|left]] &lt;br /&gt;
=== Schadenfreude ===&lt;br /&gt;
The next enemy attack will regenerate mana equal to its damage. Gained by drinking a {{i|Schadenfreude Potion}}.&lt;br /&gt;
&lt;br /&gt;
[[File:Scholar's Pact.png|left]] &lt;br /&gt;
=== Scholar's Pact ===&lt;br /&gt;
{{piety|-10}}, overheal and {{t|Might}} per levelup.  Gained by worshiping {{g|The Pactmaker}}.&lt;br /&gt;
&lt;br /&gt;
[[File:Spirit Pact.png|left]]&lt;br /&gt;
&lt;br /&gt;
=== Spirit Pact ===&lt;br /&gt;
{{piety|-5}} and {{conversion|+15}} per item converted.  Gained by worshiping {{g|The Pactmaker}}.&lt;br /&gt;
&lt;br /&gt;
[[File:Spirit Strength.png|left]]&lt;br /&gt;
&lt;br /&gt;
=== Spirit Strength ===&lt;br /&gt;
Adds base damage until next attack. Gained by reaching the conversion threshold with the {{c|Transmuter}}&lt;br /&gt;
&lt;br /&gt;
[[File:Stone form.png|left]] &lt;br /&gt;
=== Stone form ===&lt;br /&gt;
Adds {{t|Might}}, whenever a wall is destroyed. Gained by worshiping {{g|Binlor Ironshield}}.&lt;br /&gt;
&lt;br /&gt;
[[File:Stone skin.png|left]] &lt;br /&gt;
=== Stone skin ===&lt;br /&gt;
Temporary {{t|Physical resist}}. Grants 20% {{t|Physical resist}} per charge. Removed when taking damage from a monster (including Magical attacks).&lt;br /&gt;
&lt;br /&gt;
:Physical resist from {{t|Stone skin}} still abides by maximum resistance, so you cannot raise physical resistance above the maximum.&lt;br /&gt;
&lt;br /&gt;
Gained from {{s|ENDISWAL}}, the {{i|Witchalok Pendant}}, or {{boon|Stone Skin}}.&lt;br /&gt;
&lt;br /&gt;
[[File:Warrior's Pact.png|left]] &lt;br /&gt;
=== Warrior's Pact ===&lt;br /&gt;
{{piety|-3}} and +1 max health per kill.  Gained by worshiping {{g|The Pactmaker}}.&lt;br /&gt;
&lt;br /&gt;
== Player Debuffs ==&lt;br /&gt;
&lt;br /&gt;
[[File:Consensus.png|left]] &lt;br /&gt;
=== Consensus ===&lt;br /&gt;
Lose {{piety|50 max}}.  Gained by worshiping {{g|The Pactmaker}}.&lt;br /&gt;
&lt;br /&gt;
[[File:Corrosion.png|left]]&lt;br /&gt;
&lt;br /&gt;
=== Corrosion ===&lt;br /&gt;
Corroded targets take extra damage equal to the number of Corrosion stacks when damaged.&lt;br /&gt;
&lt;br /&gt;
:Removal: {{i|Burn Salve}} (all stacks), {{boon|Cleansing}} (1 stack), {{g|Jehora Jeheyu}}'s Chaos Avatar (all stacks)&lt;br /&gt;
&lt;br /&gt;
[[File:Cursed.png|left]]&lt;br /&gt;
&lt;br /&gt;
=== Cursed ===&lt;br /&gt;
While cursed, all sources of damage reduction and resistances you have are nullified. &lt;br /&gt;
&lt;br /&gt;
:Removal: Killing a non-{{t|Curse Bearer}} monster (1 stack), using {{s|IMAWAL}} on a XP-valuable monster (can also be a cursed one) (1 stack), {{boon|Greenblood}} (1 stack), {{boon|Enlightenment}} (all stacks)&lt;br /&gt;
&lt;br /&gt;
[[File:Exhausted.png|left]]&lt;br /&gt;
&lt;br /&gt;
=== Exhausted ===&lt;br /&gt;
Mana won't regenerate until full health is restored. The {{c|Vampire}} gains this trait when below 100% health.&lt;br /&gt;
&lt;br /&gt;
[[File:Mana Burned.png|left]] &lt;br /&gt;
=== Mana Burned ===&lt;br /&gt;
When mana burned, you do not regenerate mana from exploration and your mana is immediately set to 0.&lt;br /&gt;
&lt;br /&gt;
:Removal: Leveling up, drinking a {{i|Mana Potion}} or {{i|Burn Salve}}, {{boon|Cleansing}}, or equipping the {{i|Soul Orb}}.&lt;br /&gt;
&lt;br /&gt;
:Note: some effects, such as the {{s|BLUDTUPOWA}} glyph, can still restore your mana while mana-burned.  These will not cure the affliction, however.&lt;br /&gt;
&lt;br /&gt;
[[File:Poisoned.png|left]] &lt;br /&gt;
=== Poisoned ===&lt;br /&gt;
The poisoned target (monster/player) does not regenerate HP from player exploration. &lt;br /&gt;
&lt;br /&gt;
:Removal: Leveling up, drinking a {{i|Health Potion}} or {{i|Fortitude Tonic}}, {{boon|Cleansing}}, casting {{s|HALPMEH}}, or equipping the {{i|Viper Ward}}.&lt;br /&gt;
&lt;br /&gt;
:Poison on monsters expires after the specified amount of tiles have been revealed.&lt;br /&gt;
&lt;br /&gt;
[[File:Slow Strike.png|left]] &lt;br /&gt;
=== Slow Strike ===&lt;br /&gt;
Will strike last in a combat round. For more details see [[Strike Order]]. Gained from the {{i|Platemail}} and the {{i|Really Big Sword}}.&lt;br /&gt;
&lt;br /&gt;
[[File:Weakened.png|left]] &lt;br /&gt;
=== Weakened ===&lt;br /&gt;
Your base damage is reduced by an amount equal to the number of stacks of Weakened.&lt;br /&gt;
&lt;br /&gt;
Removal: {{i|Fortitude Tonic}} (all stacks), {{boon|Cleansing}} (1 stack), {{g|Jehora Jeheyu}}'s Chaos Avatar (all stacks)&lt;br /&gt;
&lt;br /&gt;
== Applicable Monster Debuffs ==&lt;br /&gt;
&lt;br /&gt;
[[File:Burning.png|left]] &lt;br /&gt;
=== Burning===&lt;br /&gt;
One stack of Burning is applied to a monster when the attack source has the {{t|Burning}} trait. (from {{s|BURNDAYRAZ}} or {{i|Whurrgarbl}}). Only one enemy can be Burning at any given time.&lt;br /&gt;
&lt;br /&gt;
:Attacking another monster or applying an attack to the Burned monster from a non-Burning attack removes the trait, dealing Magical damage equal to the number of Burning stacks on expiration; hitting a monster with this trait using an attack which inflicts Burning will deal bonus damage equal to the number of pre-existing Burning stacks on it, then the new stacks are applied.&lt;br /&gt;
&lt;br /&gt;
:Maximum charges of Burning equal x2 of your current level.&lt;br /&gt;
&lt;br /&gt;
:When exploring tiles, a monster with this trait will regenerate HP as though it were 1 level lower than it actually is, regardless of how many stacks it has.&lt;br /&gt;
&lt;br /&gt;
[[File:Slowed.png|left]]&lt;br /&gt;
=== Slowed ===&lt;br /&gt;
The target has a slow attack speed, meaning that it will usually attack last in combat (and thus not injure the player for the final blow). See more details in [[strike order]]. &lt;br /&gt;
&lt;br /&gt;
:Being Slowed also disables the following monster traits: {{t|Blinks}}, {{t|Cowardly}}, {{t|First strike}}, {{t|Retaliate: Fireball}}.  Killing a Slowed monster grants a bonus of 1 {{xp}}.  If a monster has been Slowed, the effect will usually wear off as soon as the monster takes damage (including from {{s|BURNDAYRAZ}} or {{s|PISORF}}).&lt;br /&gt;
&lt;br /&gt;
You can slow enemies with the {{s|WONAFYT}} and {{s|WEYTWUT}} glyphs, the {{i|Titan Guitar}} item, or the {{boon|Entanglement}} boon.&lt;br /&gt;
&lt;br /&gt;
[[File:Wicked Sick.png|left]] &lt;br /&gt;
=== Wicked Sick ===&lt;br /&gt;
The monster got leveled up by playing the {{i|Wicked Guitar}}.&lt;br /&gt;
&lt;br /&gt;
[[File:Zotted.png|left]] &lt;br /&gt;
=== Zotted ===&lt;br /&gt;
The monster has its max hp halved by using the {{i|Orb of Zot}}.&lt;br /&gt;
&lt;br /&gt;
== Monster traits ==&lt;br /&gt;
&lt;br /&gt;
[[File:Berserks.png|left]] &lt;br /&gt;
=== Berserks ===&lt;br /&gt;
When monster's health is below the Berserk %, its attacks deal 50% more damage. {{m|Berserker}}, {{m|Doom Armour}}, {{m|Minotaur}} have this trait.&lt;br /&gt;
&lt;br /&gt;
[[File:Blinks.png|left]] &lt;br /&gt;
=== Blinks ===&lt;br /&gt;
When attacked, the monster will teleport to a random location on the map.&lt;br /&gt;
&lt;br /&gt;
:More precisely, if a blinking enemy is '''next to the player''' when a round of damage is finished being taken, it'll blink.&lt;br /&gt;
Also, note that a slowed monster will not blink.&lt;br /&gt;
&lt;br /&gt;
:For example:&lt;br /&gt;
:* Hitting or casting a fire ball to a blinking monster will make it blink.&lt;br /&gt;
:* Hitting or casting a fire ball to a '''SLOWED''' blinking monster will NOT make it blink.&lt;br /&gt;
:* '''Pisorfing''' a blinking monster '''into another''' monster will make it blink. It won't take [[Traits#Knockback|knockback]] damages.&lt;br /&gt;
:* '''Pisorfing''' a blinking monster '''into a wall''' or '''empty air''', will NOT make it blink.&lt;br /&gt;
:* '''Pisorfing''' a '''regular monster''' into a blinking monster will NOT make it blink.&lt;br /&gt;
&lt;br /&gt;
{{m|Imp}}, {{m|Shade}}, and {{m|Burn Viper}} have this trait.&lt;br /&gt;
&lt;br /&gt;
[[File:Bloodless.png|left]] &lt;br /&gt;
=== Bloodless ===&lt;br /&gt;
This monster does not leave behind a blood pool after being slain, and does not allow life steal. Most {{t|Undead}} enemies and {{m|Plant}}s have this trait.&lt;br /&gt;
&lt;br /&gt;
[[File:Cowardly.png|left]] &lt;br /&gt;
=== Cowardly ===&lt;br /&gt;
When attacked, the monster will flee the opposite direction of you if possible. {{m|Cultist}}, {{m|Desert Troll}}, {{m|Forest Troll}}, {{m|Frozen Troll}}, {{m|Rock Troll}}, and {{m|Tokoloshe}} have this trait.&lt;br /&gt;
&lt;br /&gt;
To determine whether a monster will flee or not, it will use the same rule as [[Traits#Blinking|blinking]].&lt;br /&gt;
&lt;br /&gt;
[[File:Curse Bearer.png|left]] &lt;br /&gt;
=== Curse Bearer ===&lt;br /&gt;
Every time you kill or take damage from a Curse Bearer monster, you will gain a stack of {{t|Cursed}}. {{m|Bandit}}, {{m|Steel Golem}}, and {{m|Slime Blob}} have this trait.&lt;br /&gt;
&lt;br /&gt;
[[File:Corrosive.png|left]]&lt;br /&gt;
&lt;br /&gt;
=== Corrosive ===&lt;br /&gt;
The monster's attack applies a stack of Corrosion. When killed, it leaves a pool of acid which applies Corrosion when stepped on instead of a blood pool. {{m|Acid Blob}} and {{m|Rusalka}} have this trait.&lt;br /&gt;
&lt;br /&gt;
[[File:Death Protection.png|left]] &lt;br /&gt;
=== Death Protection ===&lt;br /&gt;
If a monster with Death Protection were to die, the next hit reduces it to 1 HP and a stack of Death Protection removed. Monsters with multiple stacks of Death Protection will deal reduced damage as Death Protections are removed. {{m|Druid}} has one stack of death protection, and {{m|Animated Armour}}, {{m|Doom Armour}}, and {{m|Dancing Blade}} have one stack per level.&lt;br /&gt;
&lt;br /&gt;
[[File:Death-gaze.png|left]] &lt;br /&gt;
=== Death-gaze ===&lt;br /&gt;
Death-gaze is always accompanied by a percent value, if you get hit by a monster who has death gaze while your life is below the stated percent, you'll die by being turned to stone, the Next Hit prediction box will state &amp;quot;Petrified&amp;quot; when this is going to occur. The {{m|Gorgon}} and the {{m|Succubus}} have 50% Death-gaze. The {{m|Heretic}} has 100% Death-gaze.&lt;br /&gt;
&lt;br /&gt;
[[File:Fast regen.png|left]] &lt;br /&gt;
=== Fast regen ===&lt;br /&gt;
The monster regenerates health twice as fast. {{t|Poisoned}} is depleted twice as quickly. {{m|Desert Troll}}, {{m|Forest Troll}}, {{m|Rock Troll}}, and {{m|Ratling}} have this trait.&lt;br /&gt;
&lt;br /&gt;
[[File:Knockback.png|left]] &lt;br /&gt;
=== Knockback ===&lt;br /&gt;
When attacked, you are knocked back to the opposite direction of the monster. If you collide to a wall or monster, you will take additional damage equal to the Knockback %. Knockback damage cannot kill you. {{m|Minotaur}}, {{m|Rock Troll}}, and {{m|Goblin Miner}} have 50% knockback.&lt;br /&gt;
&lt;br /&gt;
[[File:Life steal.png|left]] &lt;br /&gt;
=== Life steal ===&lt;br /&gt;
If you reveal a monster from exploration, your Hitpoints will be reduced to (100% - the Life steal percentage) and the monster will heal (beyond its max HP) the amount of damage it did. {{m|Vampire}} and {{m|Shade}} have 40% Life steal.&lt;br /&gt;
&lt;br /&gt;
[[File:Magical attack.png|left]] &lt;br /&gt;
&lt;br /&gt;
=== Magical attack ===&lt;br /&gt;
The attacks of the monster are considered Magical in nature, instead of Physical. Magical enemies include {{m|Dragon Spawn}}, {{m|Warlock}}, {{m|Wraith}}, {{m|Acid Blob}}, {{m|Animated Armour}}, {{m|Djinn}}, {{m|Druid}}, {{m|Frozen Troll}}, {{m|Slime Blob}}, {{m|Heretic}}, and {{m|Mystery Meat}}.&lt;br /&gt;
&lt;br /&gt;
[[File:Mana burn.png|left]]&lt;br /&gt;
&lt;br /&gt;
=== Mana Burn ===&lt;br /&gt;
The monster's attack applies the {{t|Mana Burned}} debuff. {{m|Wraith}}, {{m|Burn Viper}}, {{m|Thrall}}, and {{m|Goblin Miner}} have this trait.&lt;br /&gt;
&lt;br /&gt;
[[File:No_Experience.png|left]] &lt;br /&gt;
=== No Experience ===&lt;br /&gt;
Killing the monster yields no experience.&lt;br /&gt;
&lt;br /&gt;
[[File:Poisonous.png|left]] &lt;br /&gt;
=== Poisonous ===&lt;br /&gt;
The monster's attack applies the {{t|Poisoned}} debuff. {{m|Serpent}}, {{m|Cave Snake}}, {{m|Thrall}}, and {{m|Bilious Corpse}} have this trait.&lt;br /&gt;
&lt;br /&gt;
[[File:Retaliate-_Fireball.png|left]] &lt;br /&gt;
=== Retaliate: Fireball ===&lt;br /&gt;
When this monster is attacked with a {{s|BURNDAYRAZ}} he will attack the caster.  This retaliation deals half normal damage.  Slowed monsters lose the ability to retaliate for one attack.  Fireball always strikes first, and you will not suffer retaliation if you successfully kill the monster with the spell.&lt;br /&gt;
&lt;br /&gt;
:Note that monsters with a trait that is applied on hit (like {{t|Poisonous}} or [[Traits#Weakening Blow|Weakening Blow]]) will also be applied when retaliating.&lt;br /&gt;
&lt;br /&gt;
{{m|Djinn}}, {{m|Gelatinous Thing}}, {{m|Illusion}}, and {{m|Ratling}} have this trait.&lt;br /&gt;
&lt;br /&gt;
[[File:Revives.png|left]] &lt;br /&gt;
=== Revives ===&lt;br /&gt;
Upon death the monster is replaced with a fully healthy monster. The nature of the revival varies. It is usually of a different type and is 1 level lower than the original or the second monster has {{t|No Experience}}. Some bosses also have this trait. &lt;br /&gt;
&lt;br /&gt;
[[File:Spawns.png|left]] &lt;br /&gt;
=== Spawns ===&lt;br /&gt;
When attacked and not killed, the monster spawns a creature at the nearest empty tile. The spawned creature is particular to the monster, but it always the same level and grants {{t|No Experience}}. {{m|Blood Snake}} and {{m|Cave Snake}} have this trait.&lt;br /&gt;
&lt;br /&gt;
[[File:Spawn Plants.png|left]] &lt;br /&gt;
=== Spawn Plants ===&lt;br /&gt;
When attacked and not killed, the monster spawns the specified amount of plants.&lt;br /&gt;
&lt;br /&gt;
[[File:Undead.png|left]] &lt;br /&gt;
=== Undead ===&lt;br /&gt;
Undead monsters are immune to {{t|Poisonous}} attacks and untargetable by {{s|APHEELSIK}}, and are susceptible to some Undead-specific effects like the {{c|Priest}}'s damage bonus and the {{g|Glowing Guardian}}'s piety bonus. {{m|Wraith}}, {{m|Zombie}}, {{m|Muck Walker}}, {{m|Shade}}, {{m|Vampire}}, {{m|Thrall}}, and {{m|Frigid Corpse}} have this trait.&lt;br /&gt;
&lt;br /&gt;
[[File:Weakening blow.png|left]] &lt;br /&gt;
=== Weakening blow ===&lt;br /&gt;
The monster's attack applies a stack of {{t|Weakened}}. {{m|Naga}}, {{m|Illusion}}, {{m|Muck Walker}}, and {{m|Succubus}} have this trait.&lt;br /&gt;
&lt;br /&gt;
[[File:Magic Immune.png|left]] &lt;br /&gt;
=== Magic Immune ===&lt;br /&gt;
The monster is immune to magic.&lt;br /&gt;
&lt;br /&gt;
[[File:Physical Immune.png|left]] &lt;br /&gt;
=== Physical Immune ===&lt;br /&gt;
The monster is immune to physical damage.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MainNav}}&lt;/div&gt;</summary>
		<author><name>Luigifan</name></author>	</entry>

	<entry>
		<id>http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Thief&amp;diff=57788</id>
		<title>Thief</title>
		<link rel="alternate" type="text/html" href="http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Thief&amp;diff=57788"/>
				<updated>2024-02-15T07:03:57Z</updated>
		
		<summary type="html">&lt;p&gt;Luigifan: Grammar check&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;onlyinclude&amp;gt;{{&lt;br /&gt;
{{{tpl|ClassInfobox}}}&lt;br /&gt;
|Name=Thief&lt;br /&gt;
|ShortHand=Th&lt;br /&gt;
|Tooltip=STABBER: Deals an extra 30% damage to enemies with full health&amp;amp;#10;HOARDER: +33% more items on dungeon map&amp;amp;#10;SURVIVOR: All Health and Mana Potions restore both health and mana&lt;br /&gt;
|Traits=&lt;br /&gt;
;{{a|STABBER}}: Deals an extra 30% damage to enemies with full health&lt;br /&gt;
;{{a|HOARDER}}: +33% more [[items]] on dungeon map&lt;br /&gt;
;{{a|SURVIVOR}}: All {{i|Health Potion}}s and {{i|Mana Potion}}s restore both health AND mana&lt;br /&gt;
|SuggestedRaces=&lt;br /&gt;
{{HaTh}}, {{GnTh}}&lt;br /&gt;
|ClassChallenges=&lt;br /&gt;
{{CC|Thief|Bronze|The Dark Project}}&lt;br /&gt;
&lt;br /&gt;
{{CC|Thief|Silver|The Metal Age}}&lt;br /&gt;
&lt;br /&gt;
{{CC|Thief|Gold|Deadly Shadows}}&lt;br /&gt;
|Unlock=&lt;br /&gt;
{{b|Thief Den|Level 1|Criminal Den}}&lt;br /&gt;
|Group=Tier 1&lt;br /&gt;
}}&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
{{stub}}&lt;br /&gt;
&lt;br /&gt;
''The Thief is a 2-bit trickster put into a 32-bit job and doesn't have any particularly heroic abilities. Of course, given the level of resourcefulness and adaptability that any good criminal possesses, who really needs heroism?''&lt;br /&gt;
&lt;br /&gt;
== What's he about? ==&lt;br /&gt;
&lt;br /&gt;
{{a|STABBER}}: - Helps you munch on popcorn. Also, it's a one-shot damage boost which '''scales with level'''.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{a|HOARDER}}: - This is the most complex and impactful ability, and impossible to evaluate without a bit of experience.&lt;br /&gt;
&lt;br /&gt;
Normally there are 3 of each booster and 3 of each potion in a dungeon run. This ability ups that count to 4. The effect of the potions and additional attack and health booster '''scale with your level''', in an impactful way. The fact that it turns the number of attack boosters from odd to even can alone mean an extra 10 damage, which is quite something.&lt;br /&gt;
&lt;br /&gt;
The mana booster doesn't scale with levels as well as the other stuff, but it happens to change the math for any Pisorf spamming approach. The default total mana almost anyone who picks up all the mana boosters has is 13, and the Pisorf spammer wants to have 16 (4 casts of Pisorf). The thief has 14, and bumping this to 16 happens to be '''significantly easier''' than going from 13 to 16, almost trivial in comparison. This makes Thieves exceptionally good at spamming Pisorf.&lt;br /&gt;
&lt;br /&gt;
'''This trait DOES APPLY for extra gold, shops, and glyphs.''' If your Bazaar is level 3, you will normally encounter 8 shops, so thieves encounter 10 shops. There are 10 gold piles, so thieves get 13 gold piles. There are 5 glyphs, so thieves get 6 glyphs. If you prepare extra glyphs, thieves get EIGHT GLYPHS instead. This trait does not apply on apothecaries, so you encounter the normal 3 apothecaries even if you prepare extra. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{a|SURVIVOR}}: - Health and Mana potions restore an additional +20% to the &amp;quot;other&amp;quot; attribute. This not only makes the potions stronger, but potions in general '''scale with level''' and stat boosts, and you get 1 more of each stat booster from Hoarder anyway.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
So what the thief is about, at the most basic level, is getting your stats up and getting your level up to make use of all his abilities. Stabber helps you level up and ding while you fight stuff higher level than you, all the extra stat boosts make your stats bigger, and the final barrage of potions helps your spike the boss or bossess down with both glyphs and melee.&lt;br /&gt;
&lt;br /&gt;
== Races ==&lt;br /&gt;
&lt;br /&gt;
What the Thief is looking for in a race is help leveling up in order to cash in on all the bonuses. Goblin, Orc, Halfling, and Elf each play into this dynamic. Humans, Dwarves, and Gnomes, who themselves offer benefits once leveled up, won't necessarily struggle, but won't necessarily handle as smoothly.&lt;br /&gt;
&lt;br /&gt;
=== Goblin ===&lt;br /&gt;
&lt;br /&gt;
More than anything else, the Thief benefits from levels. Besides levels, he likes stat boosts - health and mana ones, in order to cash in on his potions. This happens to play perfectly into what the average goblin wants to do - boosts stats and ding. Since the goblin generally needs fewer kills to get high level (as he can pad the XP bar with glyph conversions when needed), this leaves more popcorn around to be munched up with Stabber, too.&lt;br /&gt;
&lt;br /&gt;
{{GoTh}} is one of those ideal combiantions where the race perfectly answers the demands of the class. It is a very frequent PQI combination which means it will often be suggested by the game for clearing out Vicious Dungeons. Learning to use them once you have the goblin friendly gods unlocked can result in a lot of kingdom gold in your pocket.&lt;br /&gt;
&lt;br /&gt;
=== Halfling ===&lt;br /&gt;
&lt;br /&gt;
The obvious benefit of the {{HaTh}} is that his CP bonus provides a lot of potions which play in nicely with plenty of the thief abilities. Ways to boost health are somewhat  plentiful in the game, and this can make health potions quite effective at lower levels, which any thief will appreciate as it eases leveling up. Or you can level up by other means and hoard all the potions for the boss fight, but that's putting all your eggs in the payoff basket, which can then make the buildup part needlessly difficult or slow in less forgiving dungeons. Other Thieves are well advised to hoard their potions, Halflings can afford to blow a bunch to get ahead.&lt;br /&gt;
&lt;br /&gt;
It is a very easy to play and forgiving combination. Also, the {{HaTh}} is the basis of the so-called &amp;quot;Dorcling&amp;quot;. With the Trisword and the Achemist Scroll along with all the little boosts from being the Thief, it can feel like youre playing a Dwarf, and Orc and Halfling at the same time. Try it out when you unlock the necessary junk!&lt;br /&gt;
&lt;br /&gt;
=== Gnome ===&lt;br /&gt;
&lt;br /&gt;
The {{GnTh}} is not as similar to his Halfling counterpart as one would think. The Thief class abilities scale with levels, and the mana potions the Gnome provides also scale with levels, but are much more sharply tilted toward the late game than healing potions. So in a sense these guys are all payoff and no buildup, which means you will have to build them up using whatever you can prep or find laying around the map. This does get easier the more game features you unlock.&lt;br /&gt;
&lt;br /&gt;
The thing to keep in mind is that Gnomes love a large mana pool, and that isn't related to your level, just to whether you've found enough ways to boost it. The thief adds various bits of handy boosts to the dungeon, and picking them up requires exploration anyway. So what'll happen is that you'll be likely to overexplore, but it'll pay off because you'll probably be quite able to ding and refill like mad once you've got your stuff. &lt;br /&gt;
&lt;br /&gt;
Take into account the very relevant extra mana booster which the thief gets, and the ease with which he can take his mana pool up to 16. This is the magic number for Pisorff use, and Pisorff users don't mind overexploring, but do care about refills making the {{GnTh}} quite excellent at it, especially for a non-orc. The additional benefit of being a Thief can really kick in for a Pisorff spamming Gnome, as getting small bits of health back from drinking the load of mana potions easily adds melee hits to the glyph barrage, or alternatively eases up munching difficult popcorn.&lt;br /&gt;
&lt;br /&gt;
=== Orc ===&lt;br /&gt;
&lt;br /&gt;
The {{OrTh}} has two things going for him. The first is that his CP bonus makes him very strong early on in a run, helping to level up. It also synergizes with {{a|STABBER}} for popcorn munching. Thieves appreciate this a lot. &lt;br /&gt;
&lt;br /&gt;
The second thing is that the ease of dinging (Orc), the ease of refilling (Thief), and especially the extra mana booster from {{a|HOARDER}} makes the {{OrTh}} one of the easiest to roll out and effortlessly powerful Pisorff spammers in the game. Also one of the most powerful combinations in the game, period. With the right, rather light, prep setup he can be used to easily pick up badges in Vicious dungeons.&lt;br /&gt;
&lt;br /&gt;
=== Elf ===&lt;br /&gt;
&lt;br /&gt;
The {{ElTh}} is a bit of a mixed bag. Being an Elf means you don't have to explore much, or invest anything particular, in order to have spellcasting power. The Thief generally wants to explore more than the Elf needs to explore. Also, a Thief likes to use glyphs as tools to level up, and an Elf is likely to convert most glyphs to get a large enough mana pool to beat stuff using one or two glyphs.&lt;br /&gt;
&lt;br /&gt;
However, the Elf has a very easy time getting a workable 12-18 point mana pool, and then just using that to level up, that it ends up working out easily. So it's a lot like playing an Orc, except more relaxed. You use your mana pool to kill some higher level stuff, then the Stabber bonus helps you munch popcorn to ding while fighting even higher level stuff, and eventually you just end up having explored everything, picked up all the goodies, and potion spiking the boss using everything you've got. &lt;br /&gt;
&lt;br /&gt;
Which glyph you go for is entirely optional, Firebal, Pissorf, Halpmeh, doesn't really matter. Also, an Elf has an extra easy time suplementing damage glyphs with ones that provide first strike. Preping a cheap leveling tool, anything for a bit of early edge, and with a small bit of practice you shouldn't have much trouble anywhere.&lt;br /&gt;
&lt;br /&gt;
=== Dwarf ===&lt;br /&gt;
&lt;br /&gt;
The {{DwTh}} is one of those combinations where both sides are payoff and there's no proper buildup to it. Thieves get deadly late, after they've explored and leveled up, and dwarves get deadly late after they've explored, leveled up,  and converted stuff. Except if you convert stuff, which means glyphs, there is hardly anything for you to level up with. And if you overexplore, there's nothing but dings to refill with.&lt;br /&gt;
&lt;br /&gt;
{{DwTh}} are still decent Pisorff users, and the god which provides the glyph also provides exploration opportunity and damage boosts which they really like. If you start out with Binlor, just wait until you're done with him before picking up permanent resistance. Alternatively, prep some mana and Burndayraz and use that to level up with Mystera - spam a glyph for her piety while you explore for junk to help you level up.&lt;br /&gt;
&lt;br /&gt;
But do prep a leveling tool. If you manage to level up while conserving your potions and popcorn, once you pop the glyphs for big health you'll be able to ding it to hit stuff over and over.&lt;br /&gt;
&lt;br /&gt;
=== Human ===&lt;br /&gt;
&lt;br /&gt;
The {{HuTh}} is a combination where both the class and the race really shine in the late game, but don't do that much for you early on in a run. The human bonus means that the Thief will eventually hit rather hard. Since the conversion bonus doesn't do that much for you early on, you're not in much of a rush to convert glyphs. Use them, and anything you can think of, to level up.&lt;br /&gt;
&lt;br /&gt;
Most of the time you'll be looking to use both your bars, but it might pay off to invest into being able to land your big hits once your level is high enough that the bonus kicks in. A bit of health, damage resistance or keeping a first strike glyph around is probably a good idea. As far as damage glyphs go, Halpmeh, Cydstep and Fireball, along with slow of first strike are nice for you.&lt;br /&gt;
&lt;br /&gt;
You most likely want to start with a god that helps you fight early like Earthmother. The god you're looking to end up in is probably {{g|Tikki Tooki}}, as his {{boon|Reflexes}} let you get your naturally big melee hits in.&lt;br /&gt;
&lt;br /&gt;
== Strategy &amp;amp; Gods ==&lt;br /&gt;
&lt;br /&gt;
The strategy for Thieves varies from race to race, as has been outlined in broad terms above. Gods and particular items have been left out of it on purpose. You can take a thief in multiple directions, but in general it boils down to this:&lt;br /&gt;
&lt;br /&gt;
- If your race can help you level up, and Goblin, Halfling, Orc and Elf can do it easily, go for more early stat boosts and refills for your late game. Getting an early health boost will help each of those help you level (even the elf, go figure, because he's got the mana covered).&lt;br /&gt;
&lt;br /&gt;
- If your race adds to the late game payoff, like Gnome, Human or Dwarf does, make sure you prep to get to that late game and capitalize on it. Items, glyphs, gods and preps will have to take you through the early levels of a more difficult run.&lt;br /&gt;
&lt;br /&gt;
Pick your gods depending on what you need - Health boosting, leveling gods like Jehora Jeheyu, Earthmother and even Glowing Guardian (if you're saving potions for the boss) can give you an early edge before you swap out. For a late game, popcorn munching choice Tikki Tooki can ussually  work out great. Any dedicated Pisorff spammer has to start in Binlor, and it's quite possible to take Binlor all the way to the end.&lt;br /&gt;
&lt;br /&gt;
Also, a thing to note, is that a purely spellcasting Thief, a Goblin, Elf or Gnome, can easily prep Tikki Tooki and get away with it. Takes a bit of practice, though.&lt;br /&gt;
&lt;br /&gt;
The Thief class is general-purpose enough that the choice of god and mode of worship will depend on your race's default affinities more than your thievery.&lt;br /&gt;
&lt;br /&gt;
== Notable Preps and Items ==&lt;br /&gt;
&lt;br /&gt;
- Standard leveling junk is recommended on anyone (Fine Sword, Pendant of Health...).&lt;br /&gt;
 &lt;br /&gt;
- Trisword or the Alchemist Scroll open up shennanigan potential with both potion guys.&lt;br /&gt;
&lt;br /&gt;
- Standard Pisorff kit can work with anyone, but works best with Orcs (Binlor Altar, Extra Mana, Crystal Ball). &lt;br /&gt;
&lt;br /&gt;
- Alternatively, Magnet: Fireball + something to boost mana for a strong early hybrid approach.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MainNav}}&lt;/div&gt;</summary>
		<author><name>Luigifan</name></author>	</entry>

	<entry>
		<id>http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Gods&amp;diff=57787</id>
		<title>Gods</title>
		<link rel="alternate" type="text/html" href="http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Gods&amp;diff=57787"/>
				<updated>2024-02-15T06:18:54Z</updated>
		
		<summary type="html">&lt;p&gt;Luigifan: Grammar check&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Gods work similarly to other roguelike games, each giving themed '''bonuses''' and '''penalties'''.  While some penalties are more trivial to avoid or withstand than others, every god has the ability to substantially improve a dungeon run given proper planning.  When you play with gods, however, you play with fire — it is up to the player to wield it against the enemy rather than against herself in the form of harsh and avoidable punishments.&lt;br /&gt;
&lt;br /&gt;
All classes except for {{c|Goatperson}} begin without a religion, and must visit an altar to join a religion (except for {{c|Vampire}}, who cannot join a religion). Each dungeon has up to three altars, each assigned to a randomly-selected god among those unlocked. Stepping on the altar will display a brief flavor text description and the option to begin worship if you have not selected a god yet.  It is also possible to change religions mid-run through the (religious) Conversion mechanic (explained below), allowing the player to take boons from multiple gods while avoiding penalties.&lt;br /&gt;
&lt;br /&gt;
Relatively new players can experiment with gods in a punishment-free setting using a {{c|Paladin}}, once unlocked.  Intermediate-to-advanced practice with gods can be had by using the challenging {{c|Goatperson}} class, whose mandatory polytheism forces the player away from comfort picks and instead teaches them how to plan actions around religious conversions.&lt;br /&gt;
&lt;br /&gt;
Some lesser divinities can infrequently be encountered in subdungeons.  These only differ from other subdungeons thematically, as they do not otherwise function as a god in the same broad mechanical sense as the 9 major deities.&lt;br /&gt;
&lt;br /&gt;
== Piety and Altars ==&lt;br /&gt;
Piety is the spiritual equivalent of [[gold]].  You start with 0 Piety, and can never have less than 0.  You can never have more than 100 Piety saved up, so any gains beyond this are wasted.&lt;br /&gt;
&lt;br /&gt;
The number of altars in a standard dungeon depends on your kingdom.  Initially, no altars will spawn. Occasionally, the player will find a subdungeon with a particular challenge; this challenge, when conquered, will convert the player to the god they just discovered (even if they were already worshipping another one) and allow this god's altars to spawn in any dungeon. Altars will spawn based on the amount of gods you've unlocked. If you have 1-3 gods, one altar will spawn. With 4-8 gods, two altars will spawn. If you unlock your ninth god, you will have all three altars spawn.&lt;br /&gt;
&lt;br /&gt;
Each altar has a 3x3 square of sparkles centred on it, coloured-coded according to the deity of the altar.  You should learn the colours, as these give advance notice of which deity is present.  Each sparkle disappears when stepped on, giving +1 piety (regardless of your current religious status).&lt;br /&gt;
&lt;br /&gt;
If you are currently following a god, you can desecrate the altar of any other god (except for the Pactmaker's altar, which can never be desecrated).  Doing so gains 30 piety (-10 for each subsequent desecration) and three indulgences, but you will suffer a punishment from the god whose altar you smashed, and the smashed altar will become unusable.  The punishments vary from irrelevant to disastrous depending on the god and your overall strategy.&lt;br /&gt;
&lt;br /&gt;
The principal way to gain piety is by performing actions your current god approves of.  If you perform a disapproved action, however, your god will 'fine' you a certain amount of piety.  If you have indulgences, he/she will take off one of those in preference to fining you in piety, so it's a good idea to time your desecrations so that the indulgences allow you to avoid heavy fines.  If you do not have any indulgences, nor enough piety to pay the fine, you will suffer your god's punishment (the {{c|Paladin}} is exempt from this).&lt;br /&gt;
&lt;br /&gt;
The Pactmaker uses Piety a little differently from the other gods.  Whenever you perform the action associated with your Pact, the Pactmaker will try to take away the necessary Piety and give you the associated benefit.  If you cannot afford the Piety cost, the Pactmaker won't deduct any piety and won't give you the benefit, but there is no punishment and the Pact remains active.&lt;br /&gt;
&lt;br /&gt;
You must return to your god's altar in order to request boons from them.  On some maps, you will need to be careful about getting cut off from the altar.&lt;br /&gt;
&lt;br /&gt;
== Initial worship and conversion ==&lt;br /&gt;
You can only follow one god at a time, and at the start, you are not following any god.  (Note: The Pactmaker cannot be followed, but you can take one of its Pacts regardless of whether or not you are following a god.)&lt;br /&gt;
&lt;br /&gt;
If you are not currently following any god, you can start following a god at his/her altar.  Depending on the god, you will receive an initial worship bonus in the form of piety and sometimes a free glyph.&lt;br /&gt;
&lt;br /&gt;
If you are already following a god, and you are not a {{c|Paladin}} or {{c|Goatperson}}, you can convert to another god with an intact altar (even a god you previously abandoned).  You need at least 50 piety in the bank to convert, and you lose half of whatever you have when you convert.  Converting does not give any of the initial worship benefits.&lt;br /&gt;
&lt;br /&gt;
== Main Gods ==&lt;br /&gt;
{{:The Pactmaker|tpl=MetaGodSummary}}&lt;br /&gt;
{{:Binlor Ironshield|tpl=MetaGodSummary}}&lt;br /&gt;
{{:Dracul|tpl=MetaGodSummary}}&lt;br /&gt;
{{:The Earthmother|tpl=MetaGodSummary}}&lt;br /&gt;
{{:Glowing Guardian|tpl=MetaGodSummary}}&lt;br /&gt;
{{:Jehora Jeheyu|tpl=MetaGodSummary}}&lt;br /&gt;
{{:Mystera Annur|tpl=MetaGodSummary}}&lt;br /&gt;
{{:Taurog|tpl=MetaGodSummary}}&lt;br /&gt;
{{:Tikki Tooki|tpl=MetaGodSummary}}&lt;br /&gt;
&lt;br /&gt;
==Choose your Deity==&lt;br /&gt;
*{{g|Binlor Ironshield}}: Binlor works as a source of knockback melee damage, temporary physical damage resistance, and permanent magic damage resistance, and is quite easy to farm piety with. He grants a free {{s|PISORF}} on worship, which also makes him a popular &amp;quot;glyph magnet&amp;quot; as a preparation. You can also get {{s|ENDISWAL}} from him for {{Piety|35}}, or can pick one up if it spawns — or you can prep {{i|Bear Mace}} to help farm his piety. Constantly requesting {{boon|Stone Skin}} and/or {{boon|Stone Heart}} will allow you to rack up a great amount of magic resistance. Binlor is also a good desecration target, as long as you don't care about your resistances, and if you're going to spam {{boon|Stone Skin}}, you don't mind his punishment even if you're worshiping him.&lt;br /&gt;
*{{g|Dracul}}: Dracul is a good selection for most melee classes, due to how much health refills he can bring to the table. He can grant you {{t|Life steal}}, {{t|Sanguine}}, or even a full heal via {{boon|Blood Swell}}. Unfortunately, he doesn't really like you using other forms of healing, like {{s|HALPMEH}} or {{s|CYDSTEPP}} — it takes a bit of practice to combine him with folks who like to use those. He doesn't like you using healing potions, either, but he likes you converting those, which paradoxically makes him a fine Deity for {{r|Halfling}} if you want quick piety with him (great for a Halfling {{badge|Feeling Parched}}). The other reason he's useful is for if {{boon|Blood Shield}}, which stacks extremely well with other forms of damage resistance while not taking up an item slot, and he's a key player in resist stacking strategies. Both glass cannon builds and big health builds can make good use out of overhealing with his lifesteal, too, and {{r|Dwarf}} can get great mileage out of everything he provides.&lt;br /&gt;
*{{g|The Earthmother}}: A very useful deity whatever your plan is, and a great source of piety. Her free {{s|IMAWAL}} glyph will both give you piety and help you level up faster, and {{boon|Vine Form}} will let you get more out of the XP bonus by letting you fight higher level enemies with less effort. {{boon|Plantation}} allows you to get {{Piety|100}} extremely easily, and also allow for seemingly endless spam of {{boon|Clearance}}, which can be an equivalent to having several {{i|Keg of Mana}}. It can also be used to convert to another deity. {{boon|Entanglement}} is multi purpose — bonus experience on every monster, protection from enemy first strike and retaliation, and it's cheap to spam just to put plants on the map. The Earthmother's altar is an easy desecration target, since a single {{i|Burn Salve}} negates her punishment.&lt;br /&gt;
*{{g|Glowing Guardian}}: A powerful deity for every class except {{c|Bloodmage}} and {{c|Assassin}}, or {{i|Trisword}}/{{i|Alchemist Scroll}} builds. Worship him as early as possible to get the most piety out of him. {{boon|Absolution}} is deceptively powerful, allowing you to gain a ton of max HP, although it costs 1/5 of an item slot and some potential XP. {{boon|Enlightenment}} can be used to your advantage, providing a nice bonus to everything, plus a complete curse wipe. Unfortunately, he hates potions, and converting in and out of him isn't a great option. Also, he gives piety for converting things and leveling, and {{r|Goblin}}s convert things for leveling, so they make ideal GG worshipers.&lt;br /&gt;
*{{g|Jehora Jeheyu}}: He rewards almost anything you do, but sometimes he will inflict a random small punishment instead until you get {{boon|Petition}} from him. In return for this bit of inconvenience, he provides very cheap stat boosts. Grab {{boon|Petition}} to end his punishments as soon as possible, and burn a potion or whatever to get to LV2 and enjoy the great boosts, quality refills, and also the handy {{s|WEYTWUT}} which lets you explore any map easily. Desecrating him is somewhat risky. A desecration can either severely reduce your total health, mana, and damage, or just give you free piety. Desecrate only when desperate, or feel lucky. Also a great god for a {{r|Goblin}}, as they can take all his punishments at LV1 and just convert something to get rid of most of them, and they can get a lot of mileage out of his stat boosts, and you can get great mileage out of {{r|Halfling}}s and {{r|Gnome}}s as well.&lt;br /&gt;
*{{g|Mystera Annur}}: Mystera works well for most {{s|BURNDAYRAZ}} spellcaster builds (even when your character isn't one, because worshiping Mystera turns anyone into one). {{boon|Magic}} is a free mana point, and another one each time you can afford it. {{boon|Refreshment}} provides roughly 5-6 Mana Potions worth of mana, so saving glyphs for mana replenishment is often crucial for getting the most out of her. {{boon|Mystic Balance}} allows for 5 MP fireballs and 8 MP CYDSTEPPs, although it fares poorly with other cheaper glyphs. {{boon|Flames}} bump your effective caster level at levels 4 and 8 for dedicated casters and {{boon|Weakening}} can fully negate one of the few obstacles to fireball spam if used a bunch. Don't worship her if the dungeon is full of magical monsters or mana burners unless you know what you're doing; in most other cases, she's supremely easy to play and powerful. Also, don't desecrate her unless you know you have a way around her punishment.&lt;br /&gt;
*{{g|The Pactmaker}}: Works differently than other deities and can be worshipped at the same time as another deity. The Pactmaker offers 5 pacts which decrease your piety, but give you god effects when certain things happen. If you cannot pay the piety because you have no other god, nothing happens. If you have a god, but can't pay the piety, you do not invoke the god's punishment. You can also use {{boon|Consensus}} for an instant piety boost or for converting out of another deity. Works well with &amp;quot;piety farms&amp;quot; like {{g|The Earthmother}} and {{g|Taurog}}, as well as the {{i|Stone Sigil}}. Always keep in mind that you can't take the powerful {{boon|Consensus}} if you take another pact before, but you can still take another pact if you take Consensus first.&lt;br /&gt;
*{{g|Taurog}}: Taurog is a good source of piety, and benefits classes that beg for physical damage, especially the {{c|Berserker}} and the {{c|Monk}}. However, the mana penalty can be crippling and his boons will fill your inventory and prevent you from purchasing other items from shops. With Taurog, you can either worship him full-time and abuse {{boon|Unstoppable Fury}} or grab a few of his items and convert out of him before the MP penalty cripples you. He rewards converting glyphs, so front-loaded guys like {{r|Orc}}, or the melee-happy {{r|Halfling}} make good {{badge|Warmonger}} melee-only builds with him because they can dump all their glyphs to get a lot of his stuff in their inventory early. He's also good for melee types going {{badge|Miser}} as he doesn't leave too much room for other items anyway.&lt;br /&gt;
*{{g|Tikki Tooki}}: Good choice as a later game deity, as he enjoys you slaying lower level monsters, but a big no for tanks. That said, if you can just hop in with a tank and grab {{boon|Dodging}} and maybe a hit of {{boon|Tikki's Edge}} then get out, he's great — the more hits you can tank, the more potential dodges, you just have to get out of TT worship first. His prep penalty looks harsh, but just promotes optimal play on spellcasters and glass cannon types — and {{boon|Tikki's Edge}} stacking is great with spellcasters while each hit of {{boon|Reflexes}} gives you two powerful potions almost anyone can find a use for. When playing for a lot of Tikki's Edge benefits, save some low level monsters. {{boon|Poison}} isn't particularly powerful outside of very specific builds, but the first shot basically pays for itself. A nice thing about Tikki Tooki is that his boons give you [[gold]], so you can afford buying powerful items or potions and abusing gold-consuming items like the {{i|Crystal Ball}}. Just don't prep him with {{s|CYDSTEPP}} users whatever you do, he doesn't like that. On plant maps, he can give you a lot of piety for dodging plant hits.&lt;br /&gt;
&lt;br /&gt;
== Lesser divinities==&lt;br /&gt;
Some other divinities can be encountered in [[subdungeons]]. You can sometimes interact, or even worship them.&lt;br /&gt;
&lt;br /&gt;
* The metal spider, in the [[Metal Spider Temple]], who will reward you if you abandon some life.&lt;br /&gt;
* The mighty lost Lekon, who likes you to kill goats.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MainNav}}&lt;/div&gt;</summary>
		<author><name>Luigifan</name></author>	</entry>

	<entry>
		<id>http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Gods&amp;diff=56412</id>
		<title>Gods</title>
		<link rel="alternate" type="text/html" href="http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Gods&amp;diff=56412"/>
				<updated>2017-02-22T22:43:24Z</updated>
		
		<summary type="html">&lt;p&gt;Luigifan: Grammar check&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Gods work similarly to other roguelike games, each giving themed '''bonuses''' and '''penalties'''.  While some penalties are more trivial to avoid or withstand than others, every god has the ability to substantially improve a dungeon run given proper planning.  When you play with gods, however, you play with fire - it is up to the player to wield it against the enemy rather than against herself in the form of harsh and avoidable punishments.&lt;br /&gt;
&lt;br /&gt;
All classes except for {{c|Goatperson}} begin without a religion, and must visit an altar to join a religion (except for {{c|Vampire}}, who cannot join a religion). Each dungeon has up to three altars, each assigned to a randomly-selected god among those unlocked. Stepping on the altar will display a brief flavor text description and the option to begin worship if you have not selected a god yet.  It is also possible to change religions mid-run through the (religious) Conversion mechanic (explained below), allowing the player to take boons from multiple gods while avoiding penalties.&lt;br /&gt;
&lt;br /&gt;
Relatively new players can experiment with gods in a punishment-free setting using a {{c|Paladin}}, once unlocked.  Intermediate-to-advanced practice with gods can had by using the challenging {{c|Goatperson}} class, whose mandatory polytheism forces the player away from comfort picks and instead teaches them how to plan actions around religious conversions.&lt;br /&gt;
&lt;br /&gt;
Some lesser divinities can infrequently be encountered in subdungeons.  These only differ from other subdungeons thematically, as they do not otherwise function as a god in the same broad mechanical sense as the 9 major deities.&lt;br /&gt;
&lt;br /&gt;
== Piety and Altars ==&lt;br /&gt;
Piety is the spiritual equivalent of [[gold]].  You start with 0 Piety, and can never have less than 0.  You can never have more than 100 Piety saved up, so any gains beyond this are wasted.&lt;br /&gt;
&lt;br /&gt;
The number of altars in a standard dungeon depends on your kingdom.  Initially, no altars will spawn. Occasionally, the player will find a subdungeon with a particular challenge; this challenge, when conquered, will convert the player to the god they just discovered (even if they were already worshipping another one) and allow this god's altars to spawn in any dungeon. Altars will spawn based on the amount of gods you've unlocked. If you have 1-3 gods, one altar will spawn. With 4-8 gods, two altars will spawn. If you unlock your ninth god, you will have all three altars spawn.&lt;br /&gt;
&lt;br /&gt;
Each altar has a 3x3 square of sparkles centred on it, coloured-coded according to the deity of the altar.  You should learn the colours, as these give advance notice of which deity is present.  Each sparkle disappears when stepped on, giving +1 piety (regardless of your current religious status).&lt;br /&gt;
&lt;br /&gt;
If you are currently following a god, you can desecrate the altar of any other god (except for the Pactmaker's altar, which can never be desecrated).  Doing so gains 30 piety (-10 for each subsequent desecration) and three indulgences, but you will suffer a punishment from the god whose altar you smashed, and the smashed altar will become unusable.  The punishments vary from irrelevant to disastrous depending on the god and your overall strategy.&lt;br /&gt;
&lt;br /&gt;
The principal way to gain piety is by performing actions your current god approves of.  If you perform a disapproved action, however, your god will 'fine' you a certain amount of piety.  If you have indulgences, he/she will take off one of those in preference to fining you in piety, so it's a good idea to time your desecrations so that the indulgences allow you to avoid heavy fines.  If you do not have any indulgences, nor enough piety to pay the fine, you will suffer your god's punishment (the {{c|Paladin}} is exempt from this).&lt;br /&gt;
&lt;br /&gt;
The Pactmaker uses Piety a little differently from the other gods.  Whenever you perform the action associated with your Pact, the Pactmaker will try to take away the necessary Piety and give you the associated benefit.  If you cannot afford the Piety cost, the Pactmaker won't deduct any piety and won't give you the benefit, but there is no punishment and the Pact remains active.&lt;br /&gt;
&lt;br /&gt;
You must return to your god's altar in order to request boons from them.  On some maps, you will need to be careful about getting cut off from the altar.&lt;br /&gt;
&lt;br /&gt;
== Initial worship and conversion ==&lt;br /&gt;
You can only follow one god at a time, and at the start, you are not following any god.  (Note: The Pactmaker cannot be followed, but you can take one of its Pacts regardless of whether or not you are following a god.)&lt;br /&gt;
&lt;br /&gt;
If you are not currently following any god, you can start following a god at his/her altar.  Depending on the god, you will receive an initial worship bonus in the form of piety and sometimes a free glyph.&lt;br /&gt;
&lt;br /&gt;
If you are already following a god, and you are not a {{c|Paladin}} or {{c|Goatperson}}, you can convert to another god with an intact altar (even a god you previously abandoned).  You need at least 50 piety in the bank to convert, and you lose half of whatever you have when you convert.  Converting does not give any of the initial worship benefits.&lt;br /&gt;
&lt;br /&gt;
== Main Gods ==&lt;br /&gt;
{{:The Pactmaker|tpl=MetaGodSummary}}&lt;br /&gt;
{{:Binlor Ironshield|tpl=MetaGodSummary}}&lt;br /&gt;
{{:Dracul|tpl=MetaGodSummary}}&lt;br /&gt;
{{:The Earthmother|tpl=MetaGodSummary}}&lt;br /&gt;
{{:Glowing Guardian|tpl=MetaGodSummary}}&lt;br /&gt;
{{:Jehora Jeheyu|tpl=MetaGodSummary}}&lt;br /&gt;
{{:Mystera Annur|tpl=MetaGodSummary}}&lt;br /&gt;
{{:Taurog|tpl=MetaGodSummary}}&lt;br /&gt;
{{:Tikki Tooki|tpl=MetaGodSummary}}&lt;br /&gt;
&lt;br /&gt;
==Choose your Deity==&lt;br /&gt;
*{{g|Binlor Ironshield}}: Binlor works as a source of knockback melee damage, temporary physical damage resistance, and permanent magic damage resistance, and is quite easy to farm piety with. He grants a free {{s|PISORF}} on worship, which also makes him a popular &amp;quot;glyph magnet&amp;quot; as a preparation. You can also get {{s|ENDISWAL}} from him for {{Piety|35}}, or can pick one up if it spawns - or you can prep {{i|Bear Mace}} to help farm his piety. Constantly requesting {{boon|Stone Skin}} and/or {{boon|Stone Heart}} will allow you to rack up a great amount of magic resistance. Binlor is also a good desecration target, as long as you don't care about your resistances, and if you're going to spam {{boon|Stone Skin}}, you don't mind his punishment even if you're worshiping him.&lt;br /&gt;
*{{g|Dracul}}: Dracul is a good selection for most melee classes, due to how much health refills he can bring to the table. He can grant you {{t|Life steal}}, {{t|Sanguine}}, or even a full heal via {{boon|Blood Swell}}. Unfortunately, he doesn't really like you using other forms of healing, like {{s|HALPMEH}} or {{s|CYDSTEPP}} - it takes a bit of practice to combine him with folks who like to use those. He doesn't like you using healing potions, either, but he likes you converting those, which paradoxically makes him a fine Deity for {{r|Halfling}} if you want quick piety with him (great for a Halfling {{badge|Feeling Parched}}). The other reason he's useful is for if {{boon|Blood Shield}}, which stacks extremely well with other forms of damage resistance while not taking up an item slot, and he's a key player in resist stacking strategies. Both glass cannon builds and big health builds can make good use out of overhealing with his lifesteal, too, and {{r|Dwarf}} can get great mileage out of everything he provides.&lt;br /&gt;
*{{g|The Earthmother}}: A very useful deity whatever your plan is, and a great source of piety. Her free {{s|IMAWAL}} glyph will both give you piety and help you level up faster, and {{boon|Vine Form}} will let you get more out of the XP bonus by letting you fight higher level enemies with less effort. {{boon|Plantation}} allows you to get {{Piety|100}} extremely easily, and also allow for seemingly endless spam of {{boon|Clearance}}, which can be an equivalent to having several {{i|Keg of Mana}}. It can also be used to convert to another deity. {{boon|Entanglement}} is multi purpose - bonus experience on every monster, protection from enemy first strike and retaliation, and it's cheap to spam just to put plants on the map. The Earthmother's altar is an easy desecration target, since a single {{i|Burn Salve}} negates her punishment.&lt;br /&gt;
*{{g|Glowing Guardian}}: A powerful deity for every class except {{c|Bloodmage}} and {{c|Assassin}}, or {{i|Trisword}}/{{i|Alchemist Scroll}} builds. Worship him as early as possible to get the most piety out of him. {{boon|Absolution}} is deceptively powerful, allowing you to gain a ton of max HP, although it costs 1/5 of an item slot and some potential XP. {{boon|Enlightenment}} can be used to your advantage, providing a nice bonus to everything, plus a complete curse wipe. Unfortunately, he hates potions, and converting in and out of him isn't a great option. Also, he gives piety for converting things and leveling, and {{r|Goblin}}s convert things for leveling, so they make ideal GG worshipers.&lt;br /&gt;
*{{g|Jehora Jeheyu}}: He rewards almost anything you do, but sometimes he will inflict a random small punishment instead until you get {{boon|Petition}} from him. In return for this bit of inconvenience, he provides very cheap stat boosts. Grab {{boon|Petition}} to end his punishments as soon as possible, and burn a potion or whatever to get to LV2 and enjoy the great boosts, quality refills, and also the handy {{s|WEYTWUT}} which lets you explore any map easily. Desecrating him is somewhat risky. A desecration can either severely reduce your total health, mana, and damage, or just give you free piety. Desecrate only when desperate, or feel lucky. Also a great god for a {{r|Goblin}}, as they can take all his punishments at LV1 and just convert something to get rid of most of them, and they can get a lot of mileage out of his stat boosts, and you can get great mileage out of {{r|Halfling}}s and {{r|Gnome}}s as well.&lt;br /&gt;
*{{g|Mystera Annur}}: Mystera works well for most {{s|BURNDAYRAZ}} spellcaster builds (even when your character isn't one, because worshiping Mystera turns anyone into one). {{boon|Magic}} is a free mana point, and another one each time you can afford it. {{boon|Refreshment}} provides roughly 5-6 Mana Potions worth of mana, so saving glyphs for mana replenishment is often crucial for getting the most out of her. {{boon|Mystic Balance}} allows for 5 MP fireballs and 8 MP CYDSTEPPs, although it fares poorly with other cheaper glyphs. {{boon|Flames}} bump your effective caster level at levels 4 and 8 for dedicated casters and {{boon|Weakening}} can fully negate one of the few obstacles to fireball spam if used a bunch. Don't worship her if the dungeon is full of magical monsters or mana burners unless you know what you're doing; in most other cases, she's supremely easy to play and powerful. Also - don't desecrate her unless you know you have a way around her punishment.&lt;br /&gt;
*{{g|The Pactmaker}}: Works differently than other deities and can be worshipped at the same time as another deity. The Pactmaker offers 5 pacts which decrease your piety, but give you god effects when certain things happen. If you cannot pay the piety because you have no other god, nothing happens. If you have a god, but can't pay the piety, you do not invoke the god's punishment. You can also use {{boon|Consensus}} for an instant piety boost or for converting out of another deity. Works well with &amp;quot;piety farms&amp;quot; like {{g|The Earthmother}} and {{g|Taurog}}, as well as the {{i|Stone Sigil}}. Always keep in mind that you can't take the powerful {{boon|Consensus}} if you take another pact before, but you can still take another pact if you take Consensus first.&lt;br /&gt;
*{{g|Taurog}}: Taurog is a good source of piety, and benefits classes that beg for physical damage, especially the {{c|Berserker}} and the {{c|Monk}}. However, the mana penalty can be crippling and his boons will fill your inventory and prevent you from purchasing other items from shops. With Taurog, you can either worship him full-time and abuse {{boon|Unstoppable Fury}} or grab a few of his items and convert out of him before the MP penalty cripples you. He rewards converting glyphs, so front-loaded guys like {{r|Orc}}, or the melee-happy {{r|Halfling}} make good {{badge|Warmonger}} melee-only builds with him because they can dump all their glyphs to get a lot of his stuff in their inventory early. He's also good for melee types going {{badge|Miser}} as he doesn't leave too much room for other items anyway.&lt;br /&gt;
*{{g|Tikki Tooki}}: Good choice as a later game deity, as he enjoys you slaying lower level monsters, but a big no for tanks. That is, if you can just hop in with a tank and grab {{boon|Dodging}} and maybe a hit of {{boon|Tikki's Edge}} then get out, he's great - the more hits you can tank, the more potential dodges, you just have to get out of TT worship first. His prep penalty looks harsh, but just promotes optimal play on spellcasters and glass cannon types - and {{boon|Tikki's Edge}} stacking is great with spellcasters while each hit of {{boon|Reflexes}} gives you two powerful potions almost anyone can find a use for. When playing for a lot of Tikki's Edge benefits, save some low level monsters. {{boon|Poison}} isn't particularly powerful outside of very specific builds, but the first shot basically pays for itself. A nice thing about Tikki Tooki is that his boons give you [[gold]], so you can afford buying powerful items or potions and abusing gold-consuming items like the {{i|Crystal Ball}}. Just don't prep him with {{s|CYDSTEPP}} users whatever you do, he doesn't like that. On plant maps, he can give you a lot of piety for dodging plant hits.&lt;br /&gt;
&lt;br /&gt;
== Lesser divinities==&lt;br /&gt;
Some other divinities can be encountered in [[subdungeons]]. You can sometimes interact, or even worship them.&lt;br /&gt;
&lt;br /&gt;
* The metal spider, in the [[Metal Spider Temple]], who will reward you if you abandon some life.&lt;br /&gt;
* The mighty lost Lekon, who likes you to kill goats&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MainNav}}&lt;/div&gt;</summary>
		<author><name>Luigifan</name></author>	</entry>

	<entry>
		<id>http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Gods&amp;diff=56411</id>
		<title>Gods</title>
		<link rel="alternate" type="text/html" href="http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Gods&amp;diff=56411"/>
				<updated>2017-02-22T22:34:06Z</updated>
		
		<summary type="html">&lt;p&gt;Luigifan: /* Piety and Altars */ Grammar check&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Gods work similarly to other roguelike games, each giving themed '''bonuses''' and '''penalties'''.  While some penalties are more trivial to avoid or withstand than others, every god has the ability to substantially improve a dungeon run given proper planning.  When you play with gods, however, you play with fire - it is up to the player to wield it against the enemy rather than against herself in the form of harsh and avoidable punishments.&lt;br /&gt;
&lt;br /&gt;
All classes except for {{c|Goatperson}} begin without a religion, and must visit an altar to join a religion (except for {{c|Vampire}}, who cannot join a religion). Each dungeon has up to three altars, each assigned to a randomly-selected god among those unlocked. Stepping on the altar will display a brief flavor text description and the option to begin worship if you have not selected a god yet.  It is also possible to change religions mid-run through the (religious) Conversion mechanic (explained below), allowing the player to take boons from multiple gods while avoiding penalties.&lt;br /&gt;
&lt;br /&gt;
Relatively new players can experiment with gods in a punishment-free setting using a {{c|Paladin}}, once unlocked.  Intermediate-to-advanced practice with gods can had by using the challenging {{c|Goatperson}} class, whose mandatory polytheism forces the player away from comfort picks and instead teaches them how to plan actions around religious conversions.&lt;br /&gt;
&lt;br /&gt;
Some lesser divinities can infrequently be encountered in subdungeons.  These only differ from other subdungeons thematically, as they do not otherwise function as a god in the same broad mechanical sense as the 9 major deities.&lt;br /&gt;
&lt;br /&gt;
== Piety and Altars ==&lt;br /&gt;
Piety is the spiritual equivalent of [[gold]].  You start with 0 Piety, and can never have less than 0.  You can never have more than 100 Piety saved up, so any gains beyond this are wasted.&lt;br /&gt;
&lt;br /&gt;
The number of altars in a standard dungeon depends on your kingdom.  Initially, no altars will spawn. Occasionally, the player will find a subdungeon with a particular challenge; this challenge, when conquered, will convert the player to the god they just discovered (even if they were already worshipping another one) and allow this god's altars to spawn in any dungeon. Altars will spawn based on the amount of gods you've unlocked. If you have 1-3 gods, one altar will spawn. With 4-8 gods, two altars will spawn. If you unlock your ninth god, you will have all three altars spawn.&lt;br /&gt;
&lt;br /&gt;
Each altar has a 3x3 square of sparkles centred on it, coloured-coded according to the deity of the altar.  You should learn the colours, as these give advance notice of which deity is present.  Each sparkle disappears when stepped on, giving +1 piety (regardless of your current religious status).&lt;br /&gt;
&lt;br /&gt;
If you are currently following a god, you can desecrate the altar of any other god (except for the Pactmaker's altar, which can never be desecrated).  Doing so gains 30 piety (-10 for each subsequent desecration) and three indulgences, but you will suffer a punishment from the god whose altar you smashed, and the smashed altar will become unusable.  The punishments vary from irrelevant to disastrous depending on the god and your overall strategy.&lt;br /&gt;
&lt;br /&gt;
The principal way to gain piety is by performing actions your current god approves of.  If you perform a disapproved action, however, your god will 'fine' you a certain amount of piety.  If you have indulgences, he/she will take off one of those in preference to fining you in piety, so it's a good idea to time your desecrations so that the indulgences allow you to avoid heavy fines.  If you do not have any indulgences, nor enough piety to pay the fine, you will suffer your god's punishment (the {{c|Paladin}} is exempt from this).&lt;br /&gt;
&lt;br /&gt;
The Pactmaker uses Piety a little differently from the other gods.  Whenever you perform the action associated with your Pact, the Pactmaker will try to take away the necessary Piety and give you the associated benefit.  If you cannot afford the Piety cost, the Pactmaker won't deduct any piety and won't give you the benefit, but there is no punishment and the Pact remains active.&lt;br /&gt;
&lt;br /&gt;
You must return to your god's altar in order to request boons from them.  On some maps, you will need to be careful about getting cut off from the altar.&lt;br /&gt;
&lt;br /&gt;
== Initial worship and conversion ==&lt;br /&gt;
You can only follow one god at a time, and at the start, you are not following any god.  (Note: The Pactmaker cannot be followed, but you can take one of its Pacts regardless of whether or not you are following a god.)&lt;br /&gt;
&lt;br /&gt;
If you are not currently following any god, you can start following a god at his/her altar.  Depending on the god, you will receive an initial worship bonus in the form of piety and sometimes a free glyph.&lt;br /&gt;
&lt;br /&gt;
If you are already following a god, and you are not a {{c|Paladin}} or {{c|Goatperson}}, you can convert to another god with an intact altar (even a god you previously abandoned).  You need at least 50 piety in the bank to convert, and you lose half of whatever you have when you convert.  Converting does not give any of the initial worship benefits.&lt;br /&gt;
&lt;br /&gt;
== Main Gods ==&lt;br /&gt;
{{:The Pactmaker|tpl=MetaGodSummary}}&lt;br /&gt;
{{:Binlor Ironshield|tpl=MetaGodSummary}}&lt;br /&gt;
{{:Dracul|tpl=MetaGodSummary}}&lt;br /&gt;
{{:The Earthmother|tpl=MetaGodSummary}}&lt;br /&gt;
{{:Glowing Guardian|tpl=MetaGodSummary}}&lt;br /&gt;
{{:Jehora Jeheyu|tpl=MetaGodSummary}}&lt;br /&gt;
{{:Mystera Annur|tpl=MetaGodSummary}}&lt;br /&gt;
{{:Taurog|tpl=MetaGodSummary}}&lt;br /&gt;
{{:Tikki Tooki|tpl=MetaGodSummary}}&lt;br /&gt;
&lt;br /&gt;
==Choose your Deity==&lt;br /&gt;
*{{g|Binlor Ironshield}}: Binlor works as a source of knockback melee damage, temporary physical damage resistance and permanent magic damage resistance, and is quite easy to farm piety with. He grants a free {{s|PISORF}} on worship, which also makes him a popular &amp;quot;glyph magnet&amp;quot; as a preparation. You can also get {{s|ENDISWAL}} from him for {{Piety|35}}, or can pick one up if it spawns - or you can prep {{i|Bear Mace}} to help farm his piety. Constantly requesting {{boon|Stone Skin}} and/or {{boon|Stone Heart}} will allow you to rack up a great amount of magic resistance. Binlor is also a good desecration target, as long as you don't care about your resistances, and if you're going to spam {{boon|Stone Skin}} you don't mind his punishment even if you're worshiping him.&lt;br /&gt;
*{{g|Dracul}}: Dracul is a good selection for most melee classes, due to how much health refills he can bring to the table. He can grant you {{t|Life steal}}, {{t|Sanguine}} or even a full heal via {{boon|Blood Swell}}. Unfortunately, he doesn't really like you using other forms of healing like {{s|HALPMEH}} or {{s|CYDSTEPP}} - it takes a bit of practice to combine him with folks who like to use those. He doesn't like you using healing potions, either, but he like you converting those, which paradoxically makes him a fine Deity for {{r|Halfling}} if you want quick piety with him (great for a Halfling {{badge|Feeling Parched}}). The other reason he's useful is for if {{boon|Blood Shield}}, which stacks extremely well with other forms of damage resistance while not takink up an item slot, and he's a key player in resist stacking strategies. Both glass cannon builds and big health builds can make good use out of overhealing with his lifesteal, too, and {{r|Dwarf}} can get great mileage out of everything he provides.&lt;br /&gt;
*{{g|The Earthmother}}: A very useful deity whatever your plan is, and a great source of piety. Her free {{s|IMAWAL}} glyph will both give you piety and help you level up faster, and {{boon|Vine Form}} will let you get more out of the XP bonus by letting you fight higher level enemies with less effort. {{boon|Plantation}} allows you to get {{Piety|100}} extremely easily, and also allow for seemingly enless spam of {{boon|Clearance}} which can be an equivalent to having several {{i|Keg of Mana}}. It can also be used to convert to another deity. {{boon|Entanglement}} is multi purpose - bonus experience on every monster, protection from enemy first strike and retaliation and it's cheap to spam just to put plants on the map. The Earthmother's altar is an easy desecration target, since a single {{i|Burn Salve}} negates her punishment.&lt;br /&gt;
*{{g|Glowing Guardian}}: A powerful deity for every class except {{c|Bloodmage}} and {{c|Assassin}}, or {{i|Trisword}}/{{i|Alchemist Scroll}} builds. Worship him as early as possible to get the most piety out of him. {{boon|Absolution}} is deceptively powerful, allowing gain a ton of max HP, although it costs 1/5 of an item slot and some potential XP. {{boon|Enlightenment}} can be used to your advantage, providing a nice bonus to everything, plus a complete curse wipe. Unfortunately he hates potions, and converting in and out of him isn't a great option. Also, he gives piety for converting things and leveling, and {{r|Goblin}}s convert things for leveling, they make ideal GG worshipers.&lt;br /&gt;
*{{g|Jehora Jeheyu}}: He rewards almost anything you do, but sometimes he will inflict a random small punishment instead until you get {{boon|Petition}} from him. In return for this bit of inconvenience he provides very cheap stat boosts. Grab {{boon|Petition}} to end his punishments as soon as possible, and burn a potion or whatever to get to LV2 and enjoy the great boosts, quality refills and also the handy {{s|WEYTWUT}} which lets you explore any map easily. Desecrating him is somewhat risky. A desecration can either severely reduce your total health, mana and damage, or just give you free piety. Desecrate only when desperate, or feel lucky. Also a great god for a {{r|Goblin}} as they can take all his punishments at LV1 and just covnert something to get rid of most of them, and they can get a lot of mileage out of his stat boosts, and you can get grat mileage out of {{r|Halfling}}s and {{r|Gnome}}s as well.&lt;br /&gt;
*{{g|Mystera Annur}}: Mystera works well for most {{s|BURNDAYRAZ}} spellcaster builds (even when your character isn't one because worshiping Mystera turns anyone into one). {{boon|Magic}} is a free mana point, and another one each time you can afford it. {{boon|Refreshment}} provides roughly 5-6 Mana Potions worth of mana, so saving glyphs for mana replenishment is often crucial for getting the most out of her. {{boon|Mystic Balance}} allows for 5 MP fireballs and 8 MP CYDSTEPPs, although it fares poorly with other cheaper glyphs. {{boon|Flames}} bump your effective caster level at levels 4 and 8 for dedicated casters and {{boon|Weakening}} can fully negate one of the few obstacles to fireball spam if used a bunch. Don't worship her if the dungeon is full of magical monsters or mana burners unless you know what you're doing, in most other cases she's supremely easy to play and powerful. Also - don't desecrate her unless you know you have a way around her punishment.&lt;br /&gt;
*{{g|The Pactmaker}}: Works differently than other deities and can be worshipped at the same time as another deity. The Pactmaker offers 5 pacts which decrease your piety, but give you god effects when certain things happen. If you cannot pay the piety because you have no other god, nothing happens. If you have a god, but can't pay the piety, you do not invoke the gods punishment. You can also use {{boon|Consensus}} for an instant piety boost or for converting out of another deity. Works well with &amp;quot;piety farms&amp;quot; like {{g|The Earthmother}} and {{g|Taurog}}, as well as the {{i|Stone Sigil}}. Always keep in mind that you can't take the powerful {{boon|Consensus}} if you take another pact before, but you can still take another pact if you take Consensus first.&lt;br /&gt;
*{{g|Taurog}}: Taurog is a good source of piety, and benefits classes that beg for physical damage, especially the {{c|Berserker}} and the {{c|Monk}}. However, the mana penalty can be crippling and his boons will fill your inventory and prevent you from purchasing other items from shops. With Taurog, you can either worship him full-time and abuse {{boon|Unstoppable Fury}} or grab a few of his items and convert out of him before the MP penalty cripples you. He rewards converting glyphs, so front-loaded guys like {{r|Orc}}, or the melee happy {{r|Halfling}} make good {{badge|Warmonger}} melee-only builds with him because they can dump all their glyphs to get a lot of his stuff in their inventory early. He's also good for mele types going {{badge|Miser}} as he doesn't leave too much room for other items anyway.&lt;br /&gt;
*{{g|Tikki Tooki}}: Good choice as a later game deity, as he enjoys you slaying lower level monsters, but a big no for tanks. That is, if you can just hop in with a tank and grab {{boon|Dodging}} and maybe a hit of {{boon|Tikki's Edge}} then get out, he's great - the more hits you can tank the more potential dodges, you just have to get out of TT worship first. This prep penalty looks harsh, but just promotes optimal play on spellcasters and glass cannon types - and {{boon|Tikki's Edge}} stacking is great with spellcasters while each hit of {{boon|Reflexes}} gives you two powerful potions almost anyone can find a use for. When playing for a lot of Tikki's Edge benefits - save some low level monsters. {{boon|Poison}} isn't particularly powerful outside of very specific builds, but the first shot basically pays for itself. A nice thing about Tikki Tooki is that his boons give you [[gold]], so you can afford buying powerful items or potions and abusing gold-consuming items like the {{i|Crystal Ball}}. Just don't prep him with {{s|CYDSTEPP}} users whatever you do, he doesn't like that. On plant maps he can give you a lot of piety for dodging plant hits.&lt;br /&gt;
&lt;br /&gt;
== Lesser divinities==&lt;br /&gt;
Some other divinities can be encountered in [[subdungeons]]. You can sometimes interact, or even worship them.&lt;br /&gt;
&lt;br /&gt;
* The metal spider, in the [[Metal Spider Temple]], who will reward you if you abandon some life.&lt;br /&gt;
* The mighty lost Lekon, who likes you to kill goats&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MainNav}}&lt;/div&gt;</summary>
		<author><name>Luigifan</name></author>	</entry>

	<entry>
		<id>http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=The_Evil_Zombie&amp;diff=56410</id>
		<title>The Evil Zombie</title>
		<link rel="alternate" type="text/html" href="http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=The_Evil_Zombie&amp;diff=56410"/>
				<updated>2017-02-22T22:27:58Z</updated>
		
		<summary type="html">&lt;p&gt;Luigifan: Adding MainNav template&lt;/p&gt;
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&lt;div&gt;[[File:Priest_Silver.PNG|right|450px]]&lt;br /&gt;
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'''''The Evil Zombie''''' dungeon is the {{c|Priest}} silver [[Class Challenges|challenge]]. It's a unique maze-like dungeon with roughly 30% water at the top and bottom edges.&lt;br /&gt;
&lt;br /&gt;
== Preparations ==&lt;br /&gt;
&lt;br /&gt;
Witch and Bazaar.&lt;br /&gt;
&lt;br /&gt;
== Resources Available ==&lt;br /&gt;
&lt;br /&gt;
The dungeon will always have the {{s|LEMMISI}} and the normally fixed {{s|BURNDAYRAZ}} glyphs, and has regular shops. There are no subdungeons or altars.&lt;br /&gt;
&lt;br /&gt;
== Special Rules ==&lt;br /&gt;
&lt;br /&gt;
There are no Mana Boosters or Potions in this dungeon. There are three extra Attack boosters and three extra Healing Potions instead.&lt;br /&gt;
&lt;br /&gt;
== Monsters ==&lt;br /&gt;
&lt;br /&gt;
{{m|Golem}}: Magic Resist 50%&lt;br /&gt;
&lt;br /&gt;
{{m|Meat Man}}&lt;br /&gt;
&lt;br /&gt;
{{m|Serpent}}: Poison&lt;br /&gt;
&lt;br /&gt;
{{m|Warlock}}: Magical Attack&lt;br /&gt;
&lt;br /&gt;
{{m|Zombie}}: Bloodless, Undead&lt;br /&gt;
&lt;br /&gt;
== Boss ==&lt;br /&gt;
&lt;br /&gt;
The boss is '''Mister Evil''' ({{m|Zombie}} icon, Attack 105, Health 2220, Undead, Bloodless).&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
&lt;br /&gt;
The recommended race is the {{r|Halfling}}. Mister Evil has a lot of health, and does enough damage to prevent most characters from surviving two hits. Playing as a {{HaPr}} allows for 6+ extra Health Potions, which should be just enough to defeat the boss as of level 8 or so. The challenge could also be possible with a {{r|Dwarf}}, however this character needs to build up at least 211 Health (or sport physical resistance) to survive two hits from the boss, to compensate for the lower amount of Health Potions available. Since - barring a lucky store selection - this requires Level 9 or 10, while the Halfling can win at Level 8 or 9, this makes the Dwarf play riskier.&lt;br /&gt;
&lt;br /&gt;
{{MainNav}}&lt;/div&gt;</summary>
		<author><name>Luigifan</name></author>	</entry>

	<entry>
		<id>http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Priest&amp;diff=56409</id>
		<title>Priest</title>
		<link rel="alternate" type="text/html" href="http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Priest&amp;diff=56409"/>
				<updated>2017-02-22T22:27:21Z</updated>
		
		<summary type="html">&lt;p&gt;Luigifan: /* Items */ Grammar check&lt;/p&gt;
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&lt;div&gt;&amp;lt;onlyinclude&amp;gt;{{&lt;br /&gt;
{{{tpl|ClassInfobox}}}&lt;br /&gt;
|Name=Priest&lt;br /&gt;
|ShortHand=Pr&lt;br /&gt;
|Tooltip=GOOD HEALTH: An extra 3 health is gained per level&amp;amp;#10;GOOD DRINK: Health Potions are 100% effective&amp;amp;#10;GOOD GOLLY: Physical damage against Undead is +100%&lt;br /&gt;
|Traits=&lt;br /&gt;
;{{a|GOOD HEALTH}}: An extra 3 health is gained per level&lt;br /&gt;
;{{a|GOOD DRINK}}: {{i|Health Potion}}s are 100% effective&lt;br /&gt;
;{{a|GOOD GOLLY}}: Physical damage against {{t|Undead}} is +100%&lt;br /&gt;
|SuggestedRaces=&lt;br /&gt;
{{HaPr}}, {{OrPr}}, {{ElPr}}&lt;br /&gt;
|ClassChallenges=&lt;br /&gt;
{{CC|Priest|Bronze|The Deadites}}&lt;br /&gt;
&lt;br /&gt;
{{CC|Priest|Silver|The Evil Zombie}}&lt;br /&gt;
&lt;br /&gt;
{{CC|Priest|Gold|The Triad}}&lt;br /&gt;
|Unlock=&lt;br /&gt;
{{b|Church|Level 1|House Of The Holy}}&lt;br /&gt;
|Group=Tier 1&lt;br /&gt;
}}&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
''Humble folk of the cloth, Priests are not especially adept at combat. However, they tend to have a remarkably high constitution due to their vegan diets and morning aerobics sessions, which comes in handy when someone has to go deal with a local undead infestation. Stupid undead.''&lt;br /&gt;
&lt;br /&gt;
== So, what's he about? ==&lt;br /&gt;
&lt;br /&gt;
{{a|GOOD HEALTH}}: A rather large health bonus that '''rewards you for leveling up'''. It lets you land melee hits against targets that are higher level than you. If you can kill them, you get bonus XP, which lets you level up and get more health.&lt;br /&gt;
&lt;br /&gt;
{{a|GOOD DRINK}}: An unrealy strong buff to the healing potion effect, it makes them more than twice as good. Everyone gets 10 health per level and the Priest has extra health per level. Health is what you use to &amp;quot;pay&amp;quot; for melee hits, and your melee damage also goes up with level. That's why this ability '''rewards you for leveling up''', and encourages you to save your health potions for the boss.&lt;br /&gt;
&lt;br /&gt;
{{a|GOOD GOLLY}}: It's the biggest buff to damage in the game, but only works against about 25% of enemies. There are undead on every map, and you should use {{a|GOOD GOLLY}} to kill undead above your level to get bonus XP. This '''helps you level up''' allowing you to get the benefits of your other abilities. Since your base damage goes up with your level, it also '''rewards you for leveling up'''.&lt;br /&gt;
&lt;br /&gt;
'''TAKEN TOGETHER:''' As can be plainly seen, the &amp;quot;Priest&amp;quot; is all you would expect a stereotypical '''Fighter''' to be - a tanky melee guy who melee's stuff and has a lot of health. He wants to get his levels, and can do that by picking his targets. The health and the damage bonus can be used to take out large undead for bonus experience. This also lets you outlevel the other monsters, so you can use the other monsters as XP powerups in the middle of the boss fight. When you're as huge as you can get - drink all your potions for more hits on the boss. That's the general idea.&lt;br /&gt;
&lt;br /&gt;
'''HOWEVER:''' Since all of his abilities are geared towards the late game, and since he has trouble worshipping gods (see section below), the Priest tends to be more about glyph use than the skillset implies. The Priest needs to level up somehow, and more often than not, glyphs are the only reliable way to do that.&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
&lt;br /&gt;
What priests generally want to do is get levels. They can get them easily enough by killing higher level undead if there are any. This will require glyph use - even if you're the most tanky, fightery guy you still have use for glyphs. You find glyphs lying around the place, and you have to look for Undead to kill anyway, so you'll likely explore and end up with a bunch of glyphs and, hopefully, some targets.&lt;br /&gt;
&lt;br /&gt;
'''IMPORTANT:''' Don't be too greedy. If you can't find high level undead that you can take down, go for a more modest kill, something only one level above you.&lt;br /&gt;
&lt;br /&gt;
Besides the damage, first strike and slow, you can get a lot out of utiltiy glyphs.  IMAWAL bonus experience is very precious to a Priest since he's looking for valuable Undead kills, and it makes them more valuable. ENDISWAL can be pre-cast while you explore, and stackig up a bit of temporary resistance that way can let you get an whole adittional hit in on an enemy. All the glyphs you unlock along with the tier 3 classess are quite handy on priests. This makes the spelcastery races quite good priests, and since the average priest inventory is very likely to be loaded with glyphs all the time.&lt;br /&gt;
&lt;br /&gt;
An '''important''' thing: Priests tend to have large health-pools. Items and boons can make them even larger than usual. There are several techniques to leverage this in combat. One is to land a hit, and then explore just a tiny bit if it lets you get another hit in. Make sure you fireball the enemy to slow his regeneration, while you're at it. Getting damage resistance does wonders for folks with big health, and makes your potions worth even more.&lt;br /&gt;
&lt;br /&gt;
Apart fomr glyphs, most advanced Priest plans involve gods. Be sure to read about this in the section below, because it's very counter-intuitive. DD Priests are absolutely  the worst DD characters when it comes to worshiping gods, so much so that they're the only DD chracters who really make gods feel complicated. And for the more advanced stuff - you do need to be able to use your gods.&lt;br /&gt;
&lt;br /&gt;
Otherwise, once you've got your levels, just throw everything at the boss. Definitelly use the &amp;quot;tiny bit of regen-fighting&amp;quot; technique outlined above, if applicable. As far as the master plan goes, it's as simple as they come.&lt;br /&gt;
&lt;br /&gt;
== Races ==&lt;br /&gt;
&lt;br /&gt;
Every race you pair with the Priest produces a wildly different character. Late-gamers like Humans and Dwarves are a bit redundant with what the priest allready offers, Orcs are more melee oriented than most others, Elves and Gnomes tend to balance his troubles out, Goblins are weird and awkward because any other goblin but the Priest is a great god worshipper, and the Halflings are just broken. &lt;br /&gt;
&lt;br /&gt;
=== [[File: Human Priest.png|link=|Human Priest]] Human ===&lt;br /&gt;
&lt;br /&gt;
'''TRICKY:''' Class and race both geared towards the late game and melee.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
!   &lt;br /&gt;
|-&lt;br /&gt;
| This combination can suffer a bit from the &amp;quot;too much payoff&amp;quot; problem - human bonus comes into play with levels, and most of what the priest does becomes relevant with levels. On the other hand, the end-game is sure to be stable - you're likely to end up fat, with plenty of damage vs. anyone and silly huge damage vs. undead, along with a few cheat-code tier healing potions. Getting there is going to take glyphs, cherry-picking targets and, quite probably, gods.&lt;br /&gt;
&lt;br /&gt;
On the helpful side, the human is not in a rush to convert glyphs, so you can and should play the glyph game - the ability to get first strike or slow enemy monsters is quite handy. Using ENDISWAL to prepare strikes, or IMAWAL to get more out of high-level undead kills can be quite proffitable. &lt;br /&gt;
&lt;br /&gt;
Worshiping a helpful deity, provided you know how to get around the various Priest-specific traps can do wonders for you, too. In case of humans, you would really enjoy being able to make use of Dracul's extra refills - the trick to that is to join Dracul after you've killed all of the undead and used up all your health potions allready. This can mean joining a god in the middle of the fight with the boss.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== [[File: Dwarf Priest.png|link=|Dwarf Priest]] Dwarf ===&lt;br /&gt;
&lt;br /&gt;
'''TRICKY:''' Class and race both geared towards the late game and melee.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
!   &lt;br /&gt;
|-&lt;br /&gt;
| This combinatio can easily suffer a bit from the &amp;quot;too much payoff&amp;quot; problem - both the priest abilities and the dwarf racial bonus really kick in later on. However, finding suitable undead to kill can let you jumpstart your dwarf career, and once you're a big fat dwarf your healing potions will restore absurd ammounts of total health. In fact, this combination has the highest amount of maximum health from amongst all race-class combinations.&lt;br /&gt;
&lt;br /&gt;
Big health alone, even with 4-5 full restores, might not be enough. You don't really do much damage against non-undead, have no innate spellcasting ability, and are practically the only class who has actual trouble comfortably worshiping a number of  gods. On the god front, the fact that you play fine with Earthmother is a big deal, especially since you can move into Dracul after you've killed most of the undead and spent most of your health potions.&lt;br /&gt;
&lt;br /&gt;
Play the glyphs and items to level up - you're not in a rush to convert them. Get the levels, and try to find things that make your end game health worth more - damage resistance and damage. Look for things that restore health, too. If you level up efficiently, you will have low level monsters around to kill in the middle of the boss fight to level you up and refill that way, too.&lt;br /&gt;
&lt;br /&gt;
This combination is also the best to finish the {{CC|Priest|Gold|The Triad}}.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== [[File: Elf Priest.png|link=|Elf Priest]] Elf ===&lt;br /&gt;
&lt;br /&gt;
'''EASY:''' Nicely well rounded in most aspects.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
!   &lt;br /&gt;
|-&lt;br /&gt;
|Somewhat unintuitively, the Elven Priest is a very smooth combination. The reason is that the Priest is so melee and late game oriented that having a race that covers spellcasting from early on suddenly makes them nicely rounded. Other races would be well advised to start their priests off as spellcasters too, except for most non-elves that takes using gods, and Priests are terrible at worshiping gods. Which makes Elves incredible priests.&lt;br /&gt;
&lt;br /&gt;
The general idea is that you can convert most glyphs when you find them apart from whatever gives you first strike and your damage glyph of choice. Or any useful combination of glyphs which lets you just dump most others into easy to find mana. Then you combine your effortlessly solid spellcasting and your huge damage vs undead to  level up as high as possible. Then you just throw all your health and mana at the boss. It's really very simple.&lt;br /&gt;
&lt;br /&gt;
An Elf Priest also has a bit of an easier time when it comes to worshipping gods simply because he's not so single-mindedly bent on melee, and his spellcasting prowess helps him fight things other than undead. It is a common PQI combination, and while it looks incredibly unsinergistic it really teaches a player to appreciate and recognize a well rounded class/race combo, as opposed to single-mindedly streamlined ones. &lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== [[File: Halfling Priest.png|link=|Halfling Priest]] Halfling ===&lt;br /&gt;
&lt;br /&gt;
'''V. EASY:''' Class and race create an owepowering anomaly when combined.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
!   &lt;br /&gt;
|-&lt;br /&gt;
|There are not many class/race combinations as single-mindedly streamlined as this one. {{a|GOOD DRINK}} is an unreal ability, it only makes any sense because the number of healing potions available to adventurers is somewhat firmly limited to 5, and doesn't go much above that in most circumstances. Halflings can turn any old junk into healing potions. A 100% health refill is an exceedingly rare thing in Desktop Dungeons, making acess to it as trivial as this little guy does is very much like what cheating would be if there was such a thing as cheating in DD. &lt;br /&gt;
&lt;br /&gt;
It's not necessarily god mode, though, as while you'll have enough health refills to put Dracul out of bussiness, you still need to pick your targets, use your glyphs, maybe get your resistances up to make those refills worth more, get your damage up, and, and this is important, make sure you don't somehow screw up while worshiping gods. Because all those things you're looking for are most easily found by worshiping gods, and, as is so often the case with Priests, you're the guy most likely to randomly screw it up somehow.&lt;br /&gt;
&lt;br /&gt;
Keep in mind, though, that this combination plays many gods '''very''' differently than any other halfling would. Most of the time in a way which makes any other halfling a much better worshiper by comparison. Many halflings love to use interactions between gods and healing potions, such as piety rewards for converting them, trading them directly for boons, or simply grabbing an early health boost and blowing potions to level up. This is a big selling point of halflings, and a big part of what makes playing them enjoyable and deeper than it looks at first glance. The halfling priest is way more likely to hoard his potions and unlikely to  worship gods that allow for trademark halfling god shennanigans. This makes him a rather atypical halfling, and essentially the poster boy for the &amp;quot;Priests make lousy god worshippers&amp;quot; problem. It is compensated by the sheer lunatic power of endless {{a|GOOD DRINK}}, but may leave a beginner with a strange idea of Priests, Gods, and Halflings, respectively.&lt;br /&gt;
&lt;br /&gt;
'''IMPORTANT:''' As crazy powerful as the combination is, it's a very melee oriented one. Even more so if combined with gods that play somewhat smoothly with it. This can make it fatally inflexible, as you will certainly discover if you try to apply it everywhere.&lt;br /&gt;
&lt;br /&gt;
Otherwise, this thing does multiple badges on Vicious Dungeon runs easily, especially in experienced hands. In inexperienced hands, you can still just pick Taurog up, dump most of your glyphs (err, keep some first strike handy), charge at dudes, blow your potions to level up and still end up dropping a boss or two at lower difficulties. Or any difficulty. Binlor, too, halflings love their Stoneskins and damage buffs.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== [[File: Gnome Priest.png|link=|Gnome Priest]] Gnome ===&lt;br /&gt;
&lt;br /&gt;
'''MODERATE:''' Nicely balanced in terms of melee and spellcasting, but a bit tilted towards the late game overall. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
!   &lt;br /&gt;
|-&lt;br /&gt;
| The {{GnPr}} makes for a curious case - the gnome is arguably a late game race, and the priest is a late game class. However, the gnome isn't in a rush to convert glyphs, and building a gnome up means getting him a larger mana pool. This is most often achieved through exploration. And the Priest wants to go around looking for glyphs and good Undead targets. What happens is that you end up overexploring a bit, but you have a decent mana pool to help you level the priest up - and you have a rather easy time fighting the undead you happened to scout out.&lt;br /&gt;
&lt;br /&gt;
What it also means is that if preparations are involved, and you know you'll be a gnome, you can easily prep up a decent spellcasting setup, which means you'll be starting out as a decent spellcasting priest and have an easy time leveling up. And if you've built up a mana pool, you can even use mana potions to help you make extra big kills while conserving your precious health potions.&lt;br /&gt;
&lt;br /&gt;
As with the Elven Priest, this is a frequent PQI combination, and this offers a lot of opportunity to practice it. Somewhat similar to the Elf, the Gnome Priest adds an aspect of flexibility and ease when it comes to dealing with melee-unfriendly enemies. It takes a bit more effort to play than the Elf, and is bound to be a bit more glyph oriented, but it's quite worthwhile once you get a hang of it. The flexibility and the ease of prepping up a deadly gnome lets it shine in longer Vicious scenarios where it's stacked end-game inevitably comes into play.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== [[File: Orc Priest.png|link=|Orc Priest]] Orc ===&lt;br /&gt;
&lt;br /&gt;
'''EASY:''' Nicely balanced early and late game, a bit less glyph friendly than you might want. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
!   &lt;br /&gt;
|-&lt;br /&gt;
|{{OrPr}}s are a nicely balanced combination. Combining the Orc's increased base damage with the Priest's {{a|GOOD HEALTH}} makes them decent melee fighters. The fact that it works great early on makes it especially appealing since the Priests crave a strong early game. Orc like to explore in order to find stuff to convert, and Priests like to explore in order to find Undead to kill, so that sinergizes nicely.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Orc's increased base damage synergizes well with the {{a|GOOD GOLLY}}, too, allowing for undead enemies to be taken out extremely early. Combined with first strike (a Getindare glyph, for example) an {{OrPr}} can eliminate very high level undead enemies. On that note, don't madly convert ever glyph you find, Burndayraz is always useful to a priest to regen-fight that little bit for an extra hit.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
When the signficance of the Orc bonus stats tapering off, all the Priestly goodness starts kicking in, and you usually end up being pleasantly well rounded. Damage resistance is your friend, as is crafty worship of gods which let you follow up on your limited supply of healing potions.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== [[File: Goblin Priest.png|link=|Goblin Priest]] Goblin ===&lt;br /&gt;
&lt;br /&gt;
'''V. TRICKY''' - Can take expert handling for unobvious reasons.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
!   &lt;br /&gt;
|-&lt;br /&gt;
| {{GoPr}} are awkward, even for experienced users. Especially for experienced goblin users, because so much of good goblin play involves gods.&lt;br /&gt;
&lt;br /&gt;
Most goblins aim to grab a health bonus anyway, and they do that by worshiping a god with an easy to acquire health bonus. This often means an up-front chunk of health they can use to get going, as they have no fighting ability otherwise. The priest wouldn't mind - if the gods that are great with goblins weren't so fiddly with Priests. Goblins also like having both thier bars grow large, and the Priest only helps on the health front. Also, and this is a big problem, Priests preferr being able to use their glyphs and goblins burn glyphs for experience. Priests don't rely on mid-fight level-ups that much, and goblins like their mid-fight level ups.&lt;br /&gt;
&lt;br /&gt;
However, Goblins do appreciate the big ole healing potions endgame and the damage bonus against the undead. And the priest does appreciate being able to pad out fat Undead kills with experience out of nowhere, as well as occasionally being able to skip a level when there aren't suitable Undead to kill, or when poison would make their life miserable. And Priests love their levels, and Goblins can help them get those levels.&lt;br /&gt;
&lt;br /&gt;
The best advice, if you'd like to play Goblin Priests, is to make your life easier with '''preparations.''' This is why this combo is listed as very tricky, it's likely to play much better if prepped up a bit. Grab Magnet:Fireball so that you can start using both your bars right away. Then cook up a concrete plan of your own, something like - prep a lockered Keg of Health and Jehora Jeheyu. Being able to slow things right off the bat, along with one affordable health boost, and all the mana boosts you'd like, is likely going to work out for you. It perfectly playable, and can be quite strong, it just does need experience.&lt;br /&gt;
  &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Gods ==&lt;br /&gt;
&lt;br /&gt;
=== What The Priest is NOT about ===&lt;br /&gt;
&lt;br /&gt;
What isn't plain to see is that the Priest is the worst possible class in the whole game for fiddling with most gods if you're a beginner. '''He's a lightning rod for punishments!''' This often trips up new players - the &amp;quot;Priest&amp;quot; is more of an exorcist, or rather, a fighter who happens to be good against undead. Many players assume that he is supposed to be used to try out gods. Don't! Figure gods out a bit with other characters. Gods are much more user-friendly for everybody else.&lt;br /&gt;
&lt;br /&gt;
In detail:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
!   &lt;br /&gt;
|-&lt;br /&gt;
| '''The Glowing Guardian''' - doesn't like you using potions. For many people the god learning curve ends right there - they take a Priest to try Glowing Guardian out, reach the end of the map, level up really high, and start fighting the boss. Then they drink teir potions and this ends up horribly. Then they never bother touching any gods again. Save yourself the touble, and avoid worshiping this guy with a Priest before you figure him out. &lt;br /&gt;
&lt;br /&gt;
'''Dracul''' - would be the best Priest deity ever, the Priest is all about health and refills, and Dracul is all about health and refills. He even hands out damage resistance! Except Dracul doesn't like you drinking health potions and killing undead. And you're the guy who's all about drinking health potions and killing undead. Yeah.&lt;br /&gt;
&lt;br /&gt;
'''Taurog''' - Is pretty safe, except the problem is that 2 out of 3 Priest abilities are late game abilities, and the third is quite situational. So the average priest really wants to be able to use his glyphs to level up. It's not that it won't work, depending on your race and the difficulty level, it's just that you're shooting yourself in the foot and you don't even realize it.&lt;br /&gt;
&lt;br /&gt;
'''Binlor Ironshield''' - would be great because he helps you with resistances and damage, except he punishes you for leveling up by taking away any resistances you might have acquired. And you really want to level up, and you really want some resistances as they make all your health and refils way more valuable. If you don't have any resistances, it's fine, sure, but you really like your resistances an would like to have them.&lt;br /&gt;
&lt;br /&gt;
'''Mystera Annur''' - would be a great option for the Priest because you want to use your glyphs to level up and then becaome a huge melee monster with all your potions saved for the late game. The problem is that the by far most common Undead enemies, the ones you're most eager and likely to fight, are Zombie and Wraiths. Of those two the Wraith is much easier to tackle - unless you're worshipping Mystera who'll punish you for killing them AND for getting mana burned (which you will if you melee them, and you want to be able to do that). Yeah.&lt;br /&gt;
&lt;br /&gt;
'''Jehora Jeheyu''' - he's not particularly bad for Priests, per se, he just doesn't necessarily have that much to offer you, and he's a bit tricky to handle for a beginner. Also, he can randomly poison you, and the Priest likes blowing Healing Potions to solve that much less than any other guy out there. He can even be really good in moderation, but you're better off figuring him out wiht someone else.&lt;br /&gt;
&lt;br /&gt;
'''Tikki Tooki''' - likes guys who have an easy time leveling up and then rewards them with a late game. You're more of a guy with a late game looking for ways to level up. It can work spectacularly well if you pick your targets and play a more spellcastery race for your priest, and the first strike glyph is tempting, but it can also easily be a decision that you come to regret if you're not comfortable with gods yet. Also - his late game can cost you precious health potions.&lt;br /&gt;
 &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Figure gods out with a differend Tier 1 class. Then when you know what these guys don't like, you can (and should) figure out how to use them with &amp;quot;Priests&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=== Worshiping Gods ===&lt;br /&gt;
&lt;br /&gt;
Here's the deal with Priests and gods, once you're aware Priests make iffy worshipers:&lt;br /&gt;
&lt;br /&gt;
{{g|Glowing Guardian}} won't let you drink your potions, but that's about the only thing he won't let you do. And you want to save your potions for the boss fight anyway, so what's to stop you from worshipping him and then swapping out to someone else in order to drink your potions?&lt;br /&gt;
&lt;br /&gt;
{{g|Dracul}} doesn't like you drinking health potions and killing undead. Join him when you've exhausted both, and use a few of his boons to gain piety with him mid-fight with the boss. Or alternate Sanguine and Health Potions to keep your piety stable. He's a great deity for a Priest due to the Sanguine and Blood Swell boons, he's  just really tricky to use.&lt;br /&gt;
&lt;br /&gt;
{{g|Jehora Jeheyu}} is a great god for the Priest to worship thanks to {{boon|Boost Health}}. An investment of a single {{i|Health Potion}} for 20 max health - right away - can go a long way. The glyph will also help with both exploring and giving you much appreciated first strike. Just be sure you know what you're doing as you really don't like getting poisoned. &lt;br /&gt;
&lt;br /&gt;
{{g|The Earthmother}} is the only one (apart from the {{g|The Pactmaker}}) who won't mess you up in any way, and will help you with both leveling and entangling enemies so you can get your big hits in. She's also good for farming up a lot of piety to use with other gods.&lt;br /&gt;
&lt;br /&gt;
{{g|The Pactmaker}} has a few things you like, the {{boon|Warrior's Pact}} can get you a lot of health, and most other things are useful - but the most important thing is that he can't really mess you up. Just be careful about combining him with someone who can.&lt;br /&gt;
&lt;br /&gt;
{{g|Taurog}} The thing about him is that he works rather well at lower difficulty with certain priests (Orc, Halfling), so he puts you in the wrong frame of mind about the nature of Priests. He likes you converting glyphs faster than most Priests want to convert their glyps. If you know you're going for a really melee-oriented priest, sure, go ahead, Taurog's cool, you like the damage and the resistances. If you're up against a physical resistant boss - then you're in big trouble.&lt;br /&gt;
&lt;br /&gt;
{{g|Mystera Annur}} She'd be a great deity if killing Wraiths wasn't your primary target. And for a spellcasting Priest it's even more pronounced than it would be for a purely melee one, since Wraiths are so vulnerable to it. As long as you're aware of this glitch - feel free to try her out, it's quite worth it with a prepped fireball, especially for the late-game Priests like Humans and Dwarves who love their glyph play while they explore and level up.&lt;br /&gt;
&lt;br /&gt;
== Items ==&lt;br /&gt;
&lt;br /&gt;
Obviously, items like the {{i|Trisword}} and {{i|Alchemist Scroll}} work very well with the Priest, allowing you to get great leverage out of them, thanks to the Priest's natural dependency on Health Potions. {{i|Naga Cauldron}} makes potions overheal even when you are not debuffed, giving you 100% HP every time.&lt;br /&gt;
&lt;br /&gt;
If you have {{i|Pepper the Dog}} in your locker, you can use it to &amp;quot;mark&amp;quot; a boss as undead if you want to make sure you get to use the Priest's damage bonus against a boss.&lt;br /&gt;
&lt;br /&gt;
(Add the Avatar's Codex strats) etc.&lt;br /&gt;
&lt;br /&gt;
{{MainNav}}&lt;/div&gt;</summary>
		<author><name>Luigifan</name></author>	</entry>

	<entry>
		<id>http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Crusader&amp;diff=56408</id>
		<title>Crusader</title>
		<link rel="alternate" type="text/html" href="http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Crusader&amp;diff=56408"/>
				<updated>2017-02-19T21:24:33Z</updated>
		
		<summary type="html">&lt;p&gt;Luigifan: /* Class Features */ Grammar check&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;onlyinclude&amp;gt;{{&lt;br /&gt;
{{{tpl|ClassInfobox}}}&lt;br /&gt;
|Name=Crusader&lt;br /&gt;
|ShortHand=Cr&lt;br /&gt;
|Tooltip=SCARS: Immune to Poison, Mana Burn, Curse&amp;amp;#10;MOMENTUM: Successive kills add 15% bonus damage. Leveling up or losing momentum halves bonus&amp;amp;#10;MARTYR: Extra altar spawn&lt;br /&gt;
|Traits=&lt;br /&gt;
;{{a|SCARS}}: {{t|Poison Immune}}, {{t|Mana Burn Immune}}, {{t|Curse Immune}}&lt;br /&gt;
;{{a|MOMENTUM}}: Successive kills add 15% bonus damage. Leveling up or losing momentum halves bonus&lt;br /&gt;
;{{a|MARTYR}}: Extra altar spawn&lt;br /&gt;
|SuggestedRaces={{OrCr}}, {{HaCr}}&lt;br /&gt;
|ClassChallenges=&lt;br /&gt;
{{CC|Crusader|Bronze|The Ratlings}}&lt;br /&gt;
&lt;br /&gt;
{{CC|Crusader|Silver|Rat-Faced}}&lt;br /&gt;
&lt;br /&gt;
{{CC|Crusader|Gold|The Tattered Army}}&lt;br /&gt;
|Unlock=&lt;br /&gt;
Once you have unlocked all Gods, you may encounter the Crusader in a subdungeon. You must reach {{Piety|100}} with any deity in order to gain his trust, at which point you will unlock the class.&lt;br /&gt;
|Group=Special&lt;br /&gt;
}}&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Class Features ==&lt;br /&gt;
&lt;br /&gt;
While not apparent at first glance, the class features of the crusader allow him to be played in more ways than probably any other class. Learning to properly use all the gods, as well as getting comfortable with desecrating their altars at the right time allows you to unlock the full potential of the Crusader.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{a|SCARS}} means you are resistant to most effects which hinder regen fighters, which makes you excellent at stacking damage resistances, even though you don't start with any. It also makes you effectively immune to most of the maluses that {{i|Patches the Teddy}} can inflict upon the player, meaning you should probably be prepping it on any Crusader run (as it can also get you some resistances, but also all sorts of other benefits).&lt;br /&gt;
&lt;br /&gt;
While resistance stacking is certainly strong, even a spellcaster crusader can benefit from the potential mana increases Patches offers.  At very minimum, the ability to use Patches freely is very effective.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{a|MOMENTUM}} ability can be leveraged in two ways - by getting your attack very high (in combination with the highest base damage possible), to take down the boss in as few hits as possible. This is actually rather difficult to leverage, and while workable is probably the worst way to play crusader. It is occasionally the way to go - when you're facing a high damage but low health boss like Bleaty, Aequitas, and such, or when you can only get a very, very few strikes in on a boss.&lt;br /&gt;
&lt;br /&gt;
The best way to leverage it is to conserve popcorn (low level mosters) as much as possible during leveling. To make the most out of them, when you're ready to fight the last boss, kill the popcorns just before a level-up. Because each popcorn can offer a bonus damage at maximum (15% + 7.5% + 3.75% + ...), this makes you use the damage bonus earlier which is generally better. Then level-up when you cannot tank a hit and repeat the process. This is the most optimal way to play the momentum-spike crusader, and it makes him one of the highest damage classess in the game. If you can level-up in the process, it's better to kill higher level popcorns first, because momentum will bring a bigger damage when you are at a higher level. Make sure you leave some popcorns when you should tackle another boss. &lt;br /&gt;
&lt;br /&gt;
However, this can be dangerous if you lose a momemtum by accident, such as using {{s|BURNDAYRAZ}} or hitting a non-XP monster. If you are using a {{i|Quicksilver Potion}}, it can be hard to get a confirmed dodge if you have already consumed all {{t|First Strike}} monsters. Instead of killing popcorns all the way along, you can alternatively start fighting the boss with killing 4 little guys for +60% damage, which is a lot and practically unparallel. You then strike the boss, and it drops to +30%. Kill two more little guys and you're back to 60% for the next strike. While this is not optimal, the total damage difference with the above is very small and it generally makes a tiny difference. &lt;br /&gt;
&lt;br /&gt;
It is best combined with either {{g|Taurog}} (for his string of Death Protections), {{g|Tikki Tooki}} (with his string of potions), or {{g|Dracul}} (for healing between strikes using his Bloodswell and Sanguine boons).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{a|MARTYR}} means you will always have plenty of altars in the dungeon.  This means you're more likely to encounter useful altars, and will have more opportunities for favorable conversion combos. This also means that it's somewhat more likely that you'll encounter the unpreppable god {{g|The Pactmaker}}.  If combined with the extra altar preparation then a Crusader will have a total of 5 altars, meaning more than half the pantheon will be present.  Perhaps most importantly, it vastly increases the odds of finding an altar you can safely desecrate for bonus piety.  &lt;br /&gt;
 &lt;br /&gt;
Bringing a {{i|Burn Salve}} on any run means you can always desecrate {{g|The Earthmother}} altar with no effective downside. The {{g|Mystera Annur}} altar can be easily desecrated if you have a way of removing resistances from your enemies afterwards; both {{g|Binlor Ironshield}} and {{g|Jehora Jeheyu}} offer you a method of reversing her penalty.  The Binlor altar can be desecrated for no punishment as long as you don't have any damage resistance, and since the Crusader doesn't have any by default, this usually means it's a free desecration. {{g|Dracul}}'s altar can be desecrated if you don't mind a minor health drop, but this can be problematic on high-difficulty dungeons where powerful monsters often come very close to 1-hit kills. The only altar which you should avoid desecrating at all costs is the altar of the {{g|Glowing Guardian}}.  &lt;br /&gt;
&lt;br /&gt;
A particularly effective combination is using {{g|Taurog}} and {{g|Dracul}} in combination for high resistances.  Ordinarily any specific 2-diety combo requires some luck to find, but for the Crusader the odds are pretty good.&lt;br /&gt;
&lt;br /&gt;
== Race ==&lt;br /&gt;
&lt;br /&gt;
Which race is best for the crusader depends on which gods you intend to use. The trick to beaing a great crusader is choosing a race who's bonus helps you level up.&lt;br /&gt;
&lt;br /&gt;
=== Orc ===&lt;br /&gt;
&lt;br /&gt;
The {{OrCr}} makes a great race for Crusaders.  Due to his massive attack bonus, an Orc Crusader's heightened base attack will be multiplied to enormous proportions. An added benefit of playing an Orc is that early glyph conversions will help you level by killing higher level enemies saving a lot of &amp;quot;popcorn&amp;quot; for later to keep your damage boost from {{a|MOMENTUM}} stable.&lt;br /&gt;
&lt;br /&gt;
=== Halfling ===&lt;br /&gt;
&lt;br /&gt;
The Halfling makes a great race for Crusaders because of their many beneficial interactions with gods, the fact that you can use their healing potions in combination with {{a|MOMENTUM}} in order to spike a boss and the fact that you can use your health potions to kill higher level monsters while you level. Potions can also be used to power up the {{i|Trisword}} and/or the {{i|Alchemist Scroll}}, and advanced users can make good use of converting potions for piety with the gods {{g|Glowing Guardian}}, {{g|Dracul}} or {{g|Jehora Jeheyu}}, and {{g|Tikki Tooki}} can turn health potions into freebie hits on the boss.&lt;br /&gt;
&lt;br /&gt;
=== Goblin ===&lt;br /&gt;
&lt;br /&gt;
The Goblin (if you can use them) is also makes a rather good crusader, since he can use his conversion bonus to level up while killing fewer enemies, leaving more enemies on board to keep the end-game {{a|MOMENTUM}} stable.&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
&lt;br /&gt;
The Crusader can build up to massive amounts of attack bonus by chaining kills. This allows Crusaders to deal massive amounts of damage that other classes simply couldn't achieve with a single blow.  On the other hand, this bonus is halved if he doesn't land a killing blow (including with {{s|BURNDAYRAZ}}, so watch out!), so he must repeatedly kill low-level monsters to rebuild his {{a|MOMENTUM}} and deal his maximum damage.  This makes it exceedingly important to leave lots of low-level monsters alive for the boss battle, and makes him work very well with deities like {{g|Tikki Tooki}}. Managing popcorn monsters is the most important part of playing Crusader, as you'll need them to kill higher level monsters or bosses faster.&lt;br /&gt;
&lt;br /&gt;
Interestingly, {{s|PISORF}} doesn't cause you to lose your momentum, so if you need extra damage, {{s|PISORF}} is preferrable to {{s|BURNDAYRAZ}}.&lt;br /&gt;
&lt;br /&gt;
One particularly devious strategy with the Crusader is the so-called &amp;quot;one-hit-wonder&amp;quot;.  This Crusader prepares a {{i|Strength Potion}} or purchases one in dungeon, and otherwise works to maximize his attack bonus (usually by playing orc and converting just about everything).  He then builds up {{a|MOMENTUM}} and activates the {{i|Strength Potion}}. This will grant him a single attack that deals massive damage.  This is often enough to wipe out a weaker boss. &lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
The Crusader is inspired by Batman, specifically the combat system in Batman: Arkham Asylum, and how it allows you to bounce from foe to foe.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MainNav}}&lt;/div&gt;</summary>
		<author><name>Luigifan</name></author>	</entry>

	<entry>
		<id>http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=APHEELSIK&amp;diff=56407</id>
		<title>APHEELSIK</title>
		<link rel="alternate" type="text/html" href="http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=APHEELSIK&amp;diff=56407"/>
				<updated>2017-02-11T18:58:17Z</updated>
		
		<summary type="html">&lt;p&gt;Luigifan: /* Hints &amp;amp; Trivia */ Grammar check&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;onlyinclude&amp;gt;{{&lt;br /&gt;
{{{tpl|GlyphInfobox}}}&lt;br /&gt;
|Name=APHEELSIK&lt;br /&gt;
|ShortDesc=poison 10×lvl regen&lt;br /&gt;
|ManaCost=5&lt;br /&gt;
|Effects=&lt;br /&gt;
* Poison your target for 10 health per level&lt;br /&gt;
* Doesn't work against undead.&lt;br /&gt;
|Hotkey=A&lt;br /&gt;
}}&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
APHEELSIK is the poison [[glyph]]. On cast, it poisons an enemy, preventing it from regenerating 10 health per player level.  Poison automatically expires after the player has explored the displayed amount of tiles.  Monsters ordinarily regenerate a number of hit points equal to their level whenever a tile is explored.  This means the formula for the number of tiles poison will last for is 10 * player level / monster level.  Because the glyph costs 5 mana to cast, a player can keep a monster up to twice his level perpetually poisoned.&lt;br /&gt;
&lt;br /&gt;
== Unlocking the glyph ==&lt;br /&gt;
&lt;br /&gt;
APHEELSIK is unlocked along with the {{c|Assassin}}.&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
&lt;br /&gt;
APHEELSIK is commonly used to slowly whittle away stronger monsters by allowing the adventurer to regenerate their health and mana while the target is poisoned.  This allows you to tackle foes that would normally be too tough to fight, by exploring to recover health while denying them any healing while you do so.  Naturally, this only works if the player is able to regenerate enough Health and Mana to keep on fighting.  This glyph works well for efficiency-based regeneration fighters.  It combos well with items and effects that work with those class features; items like {{i|whurrgarbl}} or anything that grants resistances are very useful.&lt;br /&gt;
  &lt;br /&gt;
APHEELSIK is very similar to {{s|HALPMEH}} in some ways.  Both of them allow you to recover hit-points mid-battle, and both cost 5 mana to cast.  APHEELSIK is more potent, allowing you to regenerate both health and mana (and usually more than HALPMEH would allow), but at the cost of using exploration space.  HALPMEH requires no such expenditure, but cannot be repeated as your mana will eventually run dry.  Both often appeal to the same types of characters, but their overlap means keeping both in your inventory can be challenging.&lt;br /&gt;
&lt;br /&gt;
Due to needing mana to cast, it can be difficult to combine this glyph effectively with offensive spellcasting. However this can be done effectively by combining {{s|BLUDTUPOWA}} and {{s|BURNDAYRAZ}}. First, the player has to poison a monster, than he throws fireballs and uses BLUDTUPOWA. After Health and Mana are depeleted, the player simply explores until the poison breaks and repeats the process.  Even without the BLUDTUPOWA glyph, it can still be worthwhile to cast BURNDAYRAZ on the target, since the {{t|burning}} effect will reduce its health regeneration by 1.  Especially at low levels, this can help lengthen poison duration.&lt;br /&gt;
&lt;br /&gt;
The APHEELSIK glyph is one of a select few that becomes useless at a certain point.  Once the dungeon is explored, there is no more regeneration to be had either for the player or monsters, making this glyph completely pointless.  This makes the glyph a great candidate for conversion if you need to free up inventory space towards the end of the dungeon; it's going to be completely useless before long anyways.  On the other hand, it can be a good idea to leave sub-dungeons completely unexplored when using APHEELSIK, saving some extra exploration space for when it counts the most. Assasins who rely on physical attacks might want to keep it for a final cast on the boss to exploit their bonus damage.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Hints &amp;amp; Trivia ==&lt;br /&gt;
* Poison is largely worthless against monsters with debuffs, such as weakening, corrosion, mana burn, and poison.  However, if you have the HALPMEH glyph you can cure poison.&lt;br /&gt;
&lt;br /&gt;
* Poison is only half as effective against Monsters with Fast Regen.&lt;br /&gt;
&lt;br /&gt;
* Magic resistance reduces the effectiveness of the glyph. For example, a monster with 50% magic resistance will only be poisoned for half the tiles.&lt;br /&gt;
&lt;br /&gt;
* The {{g|Glowing Guardian}} punishes you if you use this glyph, but grants you extra piety for converting it.&lt;br /&gt;
&lt;br /&gt;
* Player-related poison used to have an unlimited duration, but broke on attack. This led to lv 1 characters fireballing down bosses.&lt;br /&gt;
&lt;br /&gt;
{{MainNav}}&lt;/div&gt;</summary>
		<author><name>Luigifan</name></author>	</entry>

	<entry>
		<id>http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=APHEELSIK&amp;diff=56406</id>
		<title>APHEELSIK</title>
		<link rel="alternate" type="text/html" href="http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=APHEELSIK&amp;diff=56406"/>
				<updated>2017-02-11T18:57:49Z</updated>
		
		<summary type="html">&lt;p&gt;Luigifan: /* Hints &amp;amp; Trivia */ Grammar check&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;onlyinclude&amp;gt;{{&lt;br /&gt;
{{{tpl|GlyphInfobox}}}&lt;br /&gt;
|Name=APHEELSIK&lt;br /&gt;
|ShortDesc=poison 10×lvl regen&lt;br /&gt;
|ManaCost=5&lt;br /&gt;
|Effects=&lt;br /&gt;
* Poison your target for 10 health per level&lt;br /&gt;
* Doesn't work against undead.&lt;br /&gt;
|Hotkey=A&lt;br /&gt;
}}&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
APHEELSIK is the poison [[glyph]]. On cast, it poisons an enemy, preventing it from regenerating 10 health per player level.  Poison automatically expires after the player has explored the displayed amount of tiles.  Monsters ordinarily regenerate a number of hit points equal to their level whenever a tile is explored.  This means the formula for the number of tiles poison will last for is 10 * player level / monster level.  Because the glyph costs 5 mana to cast, a player can keep a monster up to twice his level perpetually poisoned.&lt;br /&gt;
&lt;br /&gt;
== Unlocking the glyph ==&lt;br /&gt;
&lt;br /&gt;
APHEELSIK is unlocked along with the {{c|Assassin}}.&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
&lt;br /&gt;
APHEELSIK is commonly used to slowly whittle away stronger monsters by allowing the adventurer to regenerate their health and mana while the target is poisoned.  This allows you to tackle foes that would normally be too tough to fight, by exploring to recover health while denying them any healing while you do so.  Naturally, this only works if the player is able to regenerate enough Health and Mana to keep on fighting.  This glyph works well for efficiency-based regeneration fighters.  It combos well with items and effects that work with those class features; items like {{i|whurrgarbl}} or anything that grants resistances are very useful.&lt;br /&gt;
  &lt;br /&gt;
APHEELSIK is very similar to {{s|HALPMEH}} in some ways.  Both of them allow you to recover hit-points mid-battle, and both cost 5 mana to cast.  APHEELSIK is more potent, allowing you to regenerate both health and mana (and usually more than HALPMEH would allow), but at the cost of using exploration space.  HALPMEH requires no such expenditure, but cannot be repeated as your mana will eventually run dry.  Both often appeal to the same types of characters, but their overlap means keeping both in your inventory can be challenging.&lt;br /&gt;
&lt;br /&gt;
Due to needing mana to cast, it can be difficult to combine this glyph effectively with offensive spellcasting. However this can be done effectively by combining {{s|BLUDTUPOWA}} and {{s|BURNDAYRAZ}}. First, the player has to poison a monster, than he throws fireballs and uses BLUDTUPOWA. After Health and Mana are depeleted, the player simply explores until the poison breaks and repeats the process.  Even without the BLUDTUPOWA glyph, it can still be worthwhile to cast BURNDAYRAZ on the target, since the {{t|burning}} effect will reduce its health regeneration by 1.  Especially at low levels, this can help lengthen poison duration.&lt;br /&gt;
&lt;br /&gt;
The APHEELSIK glyph is one of a select few that becomes useless at a certain point.  Once the dungeon is explored, there is no more regeneration to be had either for the player or monsters, making this glyph completely pointless.  This makes the glyph a great candidate for conversion if you need to free up inventory space towards the end of the dungeon; it's going to be completely useless before long anyways.  On the other hand, it can be a good idea to leave sub-dungeons completely unexplored when using APHEELSIK, saving some extra exploration space for when it counts the most. Assasins who rely on physical attacks might want to keep it for a final cast on the boss to exploit their bonus damage.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Hints &amp;amp; Trivia ==&lt;br /&gt;
* Poison is largely worthless against monsters with debuffs, such as weakening, corrosion, mana burn, and poison.  However, if you have the HALPMEH glyph you can cure poison.&lt;br /&gt;
&lt;br /&gt;
* Poison is only half as effective against Monsters with Fast Regen.&lt;br /&gt;
&lt;br /&gt;
* Magic resistance reduces the effectivenes of the glyph. For example, a monster with 50% magic resistance will only be poisoned for half the tiles.&lt;br /&gt;
&lt;br /&gt;
* The {{g|Glowing Guardian}} punishes you if you use this glyph, but grants you extra piety for converting it.&lt;br /&gt;
&lt;br /&gt;
* Player-related poison used to have an unlimited duration, but broke on attack. This led to lv 1 characters fireballing down bosses.&lt;br /&gt;
&lt;br /&gt;
{{MainNav}}&lt;/div&gt;</summary>
		<author><name>Luigifan</name></author>	</entry>

	<entry>
		<id>http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Strike_Order&amp;diff=56405</id>
		<title>Strike Order</title>
		<link rel="alternate" type="text/html" href="http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Strike_Order&amp;diff=56405"/>
				<updated>2017-02-06T22:45:18Z</updated>
		
		<summary type="html">&lt;p&gt;Luigifan: /* Detailed order */ Grammar check&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The strike order defines the sequence in which the player and its opponent will hit each other. That order is mainly important for the final blow (the blow that will kill the monster), to determine whether he will have the chance to hit the player before dying. It might also be of some importance with life steal.&lt;br /&gt;
&lt;br /&gt;
== Normal strike order ==&lt;br /&gt;
The basic rules are:&lt;br /&gt;
* Higher or same level monsters strike the player first, unless the player has first strike&lt;br /&gt;
* Lower level monsters strike after the player (so they won't be allowed to hit the player after the final blow), unless the monster has first strike&lt;br /&gt;
* A player with first strike will hit a monster first, unless that monster has first strike too (such as goblins and gorgons)&lt;br /&gt;
&lt;br /&gt;
== Detailed order ==&lt;br /&gt;
&lt;br /&gt;
Many parameters affect the strike order. Here is the sequence from the highest priority to the lowest:&lt;br /&gt;
#[[Classes#Gorgon|Gorgon]] (player class) death gaze ability, [[Assassin]] swift hands, and first strike of {{i|Reflex Potion}}&lt;br /&gt;
#Monster with {{t|First Strike}}&lt;br /&gt;
#Player with {{t|First Strike}}&lt;br /&gt;
#Monster (higher or equal level as player)&lt;br /&gt;
#Player&lt;br /&gt;
#Monster (lower level as player)&lt;br /&gt;
#Monster {{t|Slowed}}&lt;br /&gt;
#Player with {{t|Slow Strike}}&lt;br /&gt;
&lt;br /&gt;
'''Important:''' A player can counter {{t|Slow Strike}} with {{t|First Strike}}, counting as neither slowed nor first striking.&lt;br /&gt;
&lt;br /&gt;
'''As a result:''' &lt;br /&gt;
*If one combatant has a higher attack speed than the other, that combatant strikes first. A player with both a bonus and a penalty to attack speed has a normal attack speed; a monster with both has a slow attack speed.&lt;br /&gt;
*If both combatants have a fast attack speed or both have a slow attack speed, the monster attacks first.&lt;br /&gt;
*If both combatants have a normal strike speed, then the combatant with the higher level attacks first, or in the case of a tie, the monster attacks first.&lt;br /&gt;
&lt;br /&gt;
===Buff, debuffs, and strike order===&lt;br /&gt;
Any new buffs and debuffs are applied after both combatants strike. &lt;br /&gt;
*So if you strike a weakening monster '''after''' he strikes you, your blow will be at '''normal strength'''.&lt;br /&gt;
*If you strike '''first''' and remove a death protection from an [[animated armour]], when the animated armor strikes you, its blow will be at '''normal strength'''.&lt;br /&gt;
&lt;br /&gt;
== Special cases ==&lt;br /&gt;
&lt;br /&gt;
=== Effect combinations ===&lt;br /&gt;
The slowing and accelerating effects can be combined, altering the strike order. The platemail, which slows the player is good example: a player wearing it should in theory always strike last. However :&lt;br /&gt;
* First strike ability (either from the GETINDARE glyph or Rogue class feature [NOT the assassin's exploration first strike]) cancels out player's slow, resulting in normal striking speed. As such a slowed player with first strike can get a first hit against slowed enemies regardless of their level.&lt;br /&gt;
* Swift hands always preempts monsters, even if the Assassin is slowed.&lt;br /&gt;
&lt;br /&gt;
=== Debuff ===&lt;br /&gt;
If you strike the monster first and kill it, it won't be able to give you the {{t|Mana Burned}}, {{t|Poisoned}}, {{t|Weakened}}, {{t|Corrosion}} debuffs.&lt;br /&gt;
However, you will still get {{t|Cursed}}, but only once and not twice (as it triggers when you kill or get damaged by a {{t|Curse Bearer}}).&lt;br /&gt;
&lt;br /&gt;
=== Reflex potion ===&lt;br /&gt;
The Reflexes trait (obtained as a temporary buff from a Reflexes potion) guarantees a first strike no matter what. If the monster survives the player's initial blow it will attack the player, afterwards the player takes a second swing.&lt;br /&gt;
&lt;br /&gt;
=== Retaliation ===&lt;br /&gt;
Effects that depend on the player being hit take effect after the monster hits.  For instance, if a {{c|Sorcerer}} has the first attack against a monster, then the sequence is as follows: the Sorcerer hits the monster normally, then the monster hits, then the monster takes damage from {{a|MANA SHIELD}}.  So, if you are relying on the {{a|MANA SHIELD}} damage to finish off the monster, remember that he will hit you...&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Casting {{s|BURNDAYRAZ}} on a {{t|Retaliate: Fireball}} monster usually results in the monster hitting you for 50% of their attack. But if your spell is directly killing it you won't take any retaliation damage. (Dead monsters don't fight back anymore.)&lt;br /&gt;
&lt;br /&gt;
=== Knockback ===&lt;br /&gt;
Knockback damages are indulged after the normal monster's and player's damages have been dealt. So, in a similar way to Mana Shield, if you are relying on the knockback damage to finish off the monster, remember that he will hit you...&lt;br /&gt;
&lt;br /&gt;
It also means that if your normal attack kills the monster, you won't knock him back. So, it won't destroy the wall or damage the monster that lies behind him.&lt;br /&gt;
&lt;br /&gt;
=== Life steal ===&lt;br /&gt;
The health you gain from {{t|Life steal}} occurs directly after your hit, this means strike order matters. In rare cases first strike may allow you to strike a monster for which your current health would not suffice, as due to first strike and life steal, you may heal enough to survive the hit.&lt;br /&gt;
&lt;br /&gt;
[[Category:Strategy]]&lt;br /&gt;
{{MainNav}}&lt;/div&gt;</summary>
		<author><name>Luigifan</name></author>	</entry>

	<entry>
		<id>http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Strike_Order&amp;diff=56404</id>
		<title>Strike Order</title>
		<link rel="alternate" type="text/html" href="http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Strike_Order&amp;diff=56404"/>
				<updated>2017-02-06T22:43:37Z</updated>
		
		<summary type="html">&lt;p&gt;Luigifan: /* Normal strike order */ Grammar check&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The strike order defines the sequence in which the player and its opponent will hit each other. That order is mainly important for the final blow (the blow that will kill the monster), to determine whether he will have the chance to hit the player before dying. It might also be of some importance with life steal.&lt;br /&gt;
&lt;br /&gt;
== Normal strike order ==&lt;br /&gt;
The basic rules are:&lt;br /&gt;
* Higher or same level monsters strike the player first, unless the player has first strike&lt;br /&gt;
* Lower level monsters strike after the player (so they won't be allowed to hit the player after the final blow), unless the monster has first strike&lt;br /&gt;
* A player with first strike will hit a monster first, unless that monster has first strike too (such as goblins and gorgons)&lt;br /&gt;
&lt;br /&gt;
== Detailed order ==&lt;br /&gt;
&lt;br /&gt;
Many parameters do impact the strike order is. Here is the sequence from the highest priority to the lowest :&lt;br /&gt;
#[[Classes#Gorgon|Gorgon]] (player class) death gaze ability, [[Assassin]] swift hands, and first strike of {{i|Reflex Potion}}&lt;br /&gt;
#Monster with {{t|First Strike}}&lt;br /&gt;
#Player with {{t|First Strike}}&lt;br /&gt;
#Monster (higher or equal level as player)&lt;br /&gt;
#Player&lt;br /&gt;
#Monster (lower level as player)&lt;br /&gt;
#Monster {{t|Slowed}}&lt;br /&gt;
#Player with {{t|Slow Strike}}&lt;br /&gt;
&lt;br /&gt;
'''Important:''' A player can counter {{t|Slow Strike}} with {{t|First Strike}}, counting as neither slowed nor first striking.&lt;br /&gt;
&lt;br /&gt;
'''As a result :''' &lt;br /&gt;
*If one combatant has a higher attack speed than the other, that combatant strikes first. A player with both a bonus and a penalty to attack speed has a normal attack speed; a monster with both has a slow attack speed.&lt;br /&gt;
*If both combatants have a fast attack speed or both have a slow attack speed, the monster attacks first.&lt;br /&gt;
*If both combatants have a normal strike speed, then the combatant with the higher level attacks first, or in the case of a tie, the monster attacks first.&lt;br /&gt;
&lt;br /&gt;
===Buff, debuffs and strike order===&lt;br /&gt;
Any new buffs and debuffs are applied after both combatants strike. &lt;br /&gt;
*So if you strike a weakening monster '''after''' he strikes you, your blow will be at '''normal strentgh'''.&lt;br /&gt;
*If you strike '''first''' and remove a death protection from an [[animated armour]], when the animated armor strikes you, its blow will be at '''normal strength'''.&lt;br /&gt;
&lt;br /&gt;
== Special cases ==&lt;br /&gt;
&lt;br /&gt;
=== Effect combinations ===&lt;br /&gt;
The slowing and accelerating effects can be combined, altering the strike order. The platemail, which slows the player is good example: a player wearing it should in theory always strike last. However :&lt;br /&gt;
* First strike ability (either from the GETINDARE glyph or Rogue class feature [NOT the assassin's exploration first strike]) cancels out player's slow, resulting in normal striking speed. As such a slowed player with first strike can get a first hit against slowed enemies regardless of their level.&lt;br /&gt;
* Swift hands always preempts monsters, even if the Assassin is slowed.&lt;br /&gt;
&lt;br /&gt;
=== Debuff ===&lt;br /&gt;
If you strike the monster first and kill it, it won't be able to give you the {{t|Mana Burned}}, {{t|Poisoned}}, {{t|Weakened}}, {{t|Corrosion}} debuffs.&lt;br /&gt;
However, you will still get {{t|Cursed}}, but only once and not twice (as it triggers when you kill or get damaged by a {{t|Curse Bearer}}).&lt;br /&gt;
&lt;br /&gt;
=== Reflex potion ===&lt;br /&gt;
The Reflexes trait (obtained as a temporary buff from a Reflexes potion) guarantees a first strike no matter what. If the monster survives the player's initial blow it will attack the player, afterwards the player takes a second swing.&lt;br /&gt;
&lt;br /&gt;
=== Retaliation ===&lt;br /&gt;
Effects that depend on the player being hit take effect after the monster hits.  For instance, if a {{c|Sorcerer}} has the first attack against a monster, then the sequence is as follows: the Sorcerer hits the monster normally, then the monster hits, then the monster takes damage from {{a|MANA SHIELD}}.  So, if you are relying on the {{a|MANA SHIELD}} damage to finish off the monster, remember that he will hit you...&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Casting {{s|BURNDAYRAZ}} on a {{t|Retaliate: Fireball}} monster usually results in the monster hitting you for 50% of their attack. But if your spell is directly killing it you won't take any retaliation damage. (Dead monsters don't fight back anymore.)&lt;br /&gt;
&lt;br /&gt;
=== Knockback ===&lt;br /&gt;
Knockback damages are indulged after the normal monster's and player's damages have been dealt. So, in a similar way to Mana Shield, if you are relying on the knockback damage to finish off the monster, remember that he will hit you...&lt;br /&gt;
&lt;br /&gt;
It also means that if your normal attack kills the monster, you won't knock him back. So, it won't destroy the wall or damage the monster that lies behind him.&lt;br /&gt;
&lt;br /&gt;
=== Life steal ===&lt;br /&gt;
The health you gain from {{t|Life steal}} occurs directly after your hit, this means strike order matters. In rare cases first strike may allow you to strike a monster for which your current health would not suffice, as due to first strike and life steal, you may heal enough to survive the hit.&lt;br /&gt;
&lt;br /&gt;
[[Category:Strategy]]&lt;br /&gt;
{{MainNav}}&lt;/div&gt;</summary>
		<author><name>Luigifan</name></author>	</entry>

	<entry>
		<id>http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Strike_Order&amp;diff=56403</id>
		<title>Strike Order</title>
		<link rel="alternate" type="text/html" href="http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Strike_Order&amp;diff=56403"/>
				<updated>2017-02-06T22:43:10Z</updated>
		
		<summary type="html">&lt;p&gt;Luigifan: /* Normal strike order */ You forgot something...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The strike order defines the sequence in which the player and its opponent will hit each other. That order is mainly important for the final blow (the blow that will kill the monster), to determine whether he will have the chance to hit the player before dying. It might also be of some importance with life steal.&lt;br /&gt;
&lt;br /&gt;
== Normal strike order ==&lt;br /&gt;
The basic rules are :&lt;br /&gt;
* Higher or same level monsters strike the player first, unless the player has first strike&lt;br /&gt;
* Lower level monsters strike after the player (so they won't be allowed to hit the player after the final blow), unless the monster has first strike&lt;br /&gt;
* A player with first strike will hit a monster first, unless that monster has first strike too (such as goblins and gorgons)&lt;br /&gt;
&lt;br /&gt;
== Detailed order ==&lt;br /&gt;
&lt;br /&gt;
Many parameters do impact the strike order is. Here is the sequence from the highest priority to the lowest :&lt;br /&gt;
#[[Classes#Gorgon|Gorgon]] (player class) death gaze ability, [[Assassin]] swift hands, and first strike of {{i|Reflex Potion}}&lt;br /&gt;
#Monster with {{t|First Strike}}&lt;br /&gt;
#Player with {{t|First Strike}}&lt;br /&gt;
#Monster (higher or equal level as player)&lt;br /&gt;
#Player&lt;br /&gt;
#Monster (lower level as player)&lt;br /&gt;
#Monster {{t|Slowed}}&lt;br /&gt;
#Player with {{t|Slow Strike}}&lt;br /&gt;
&lt;br /&gt;
'''Important:''' A player can counter {{t|Slow Strike}} with {{t|First Strike}}, counting as neither slowed nor first striking.&lt;br /&gt;
&lt;br /&gt;
'''As a result :''' &lt;br /&gt;
*If one combatant has a higher attack speed than the other, that combatant strikes first. A player with both a bonus and a penalty to attack speed has a normal attack speed; a monster with both has a slow attack speed.&lt;br /&gt;
*If both combatants have a fast attack speed or both have a slow attack speed, the monster attacks first.&lt;br /&gt;
*If both combatants have a normal strike speed, then the combatant with the higher level attacks first, or in the case of a tie, the monster attacks first.&lt;br /&gt;
&lt;br /&gt;
===Buff, debuffs and strike order===&lt;br /&gt;
Any new buffs and debuffs are applied after both combatants strike. &lt;br /&gt;
*So if you strike a weakening monster '''after''' he strikes you, your blow will be at '''normal strentgh'''.&lt;br /&gt;
*If you strike '''first''' and remove a death protection from an [[animated armour]], when the animated armor strikes you, its blow will be at '''normal strength'''.&lt;br /&gt;
&lt;br /&gt;
== Special cases ==&lt;br /&gt;
&lt;br /&gt;
=== Effect combinations ===&lt;br /&gt;
The slowing and accelerating effects can be combined, altering the strike order. The platemail, which slows the player is good example: a player wearing it should in theory always strike last. However :&lt;br /&gt;
* First strike ability (either from the GETINDARE glyph or Rogue class feature [NOT the assassin's exploration first strike]) cancels out player's slow, resulting in normal striking speed. As such a slowed player with first strike can get a first hit against slowed enemies regardless of their level.&lt;br /&gt;
* Swift hands always preempts monsters, even if the Assassin is slowed.&lt;br /&gt;
&lt;br /&gt;
=== Debuff ===&lt;br /&gt;
If you strike the monster first and kill it, it won't be able to give you the {{t|Mana Burned}}, {{t|Poisoned}}, {{t|Weakened}}, {{t|Corrosion}} debuffs.&lt;br /&gt;
However, you will still get {{t|Cursed}}, but only once and not twice (as it triggers when you kill or get damaged by a {{t|Curse Bearer}}).&lt;br /&gt;
&lt;br /&gt;
=== Reflex potion ===&lt;br /&gt;
The Reflexes trait (obtained as a temporary buff from a Reflexes potion) guarantees a first strike no matter what. If the monster survives the player's initial blow it will attack the player, afterwards the player takes a second swing.&lt;br /&gt;
&lt;br /&gt;
=== Retaliation ===&lt;br /&gt;
Effects that depend on the player being hit take effect after the monster hits.  For instance, if a {{c|Sorcerer}} has the first attack against a monster, then the sequence is as follows: the Sorcerer hits the monster normally, then the monster hits, then the monster takes damage from {{a|MANA SHIELD}}.  So, if you are relying on the {{a|MANA SHIELD}} damage to finish off the monster, remember that he will hit you...&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Casting {{s|BURNDAYRAZ}} on a {{t|Retaliate: Fireball}} monster usually results in the monster hitting you for 50% of their attack. But if your spell is directly killing it you won't take any retaliation damage. (Dead monsters don't fight back anymore.)&lt;br /&gt;
&lt;br /&gt;
=== Knockback ===&lt;br /&gt;
Knockback damages are indulged after the normal monster's and player's damages have been dealt. So, in a similar way to Mana Shield, if you are relying on the knockback damage to finish off the monster, remember that he will hit you...&lt;br /&gt;
&lt;br /&gt;
It also means that if your normal attack kills the monster, you won't knock him back. So, it won't destroy the wall or damage the monster that lies behind him.&lt;br /&gt;
&lt;br /&gt;
=== Life steal ===&lt;br /&gt;
The health you gain from {{t|Life steal}} occurs directly after your hit, this means strike order matters. In rare cases first strike may allow you to strike a monster for which your current health would not suffice, as due to first strike and life steal, you may heal enough to survive the hit.&lt;br /&gt;
&lt;br /&gt;
[[Category:Strategy]]&lt;br /&gt;
{{MainNav}}&lt;/div&gt;</summary>
		<author><name>Luigifan</name></author>	</entry>

	<entry>
		<id>http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=The_Labyrinth&amp;diff=56402</id>
		<title>The Labyrinth</title>
		<link rel="alternate" type="text/html" href="http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=The_Labyrinth&amp;diff=56402"/>
				<updated>2017-02-02T23:23:04Z</updated>
		
		<summary type="html">&lt;p&gt;Luigifan: Grammar check&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:The Labyrinth Big.png|left]]&lt;br /&gt;
[[File:The_Labyrinth.png|right|450px]]&lt;br /&gt;
''Many curious explorers wander into the ancient underground structure known only as The Labyrinth. Some return to tell stories of horrific bestial screams that echo through its corridors. Those who investigate further have a habit of not coming back.''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== The Labyrinth ==&lt;br /&gt;
This is one of the most twisted dungeons in the game, often barring further exploration with tough monsters. Generally speaking, the weakest monsters are near the center of the labyrinth and the stronger monsters in the outer-most portion. Since most strategies need to seek stronger foes early, this make it difficult to gain bonus XP. Worse, once you do start to encounter the stronger foes, you may have precious few tiles left to explore. Using Binlor's boons, ENDISWAL, PISORF, or any kind of knockback to punch holes in the Labyrinth walls can make this dungeon considerably easier to navigate and win. If you're not interested in using knockback, the {{i|Titan Guitar}} is a fantastic locker preparation for this dungeon.&lt;br /&gt;
&lt;br /&gt;
Monster difficulty is 130%.&lt;br /&gt;
&lt;br /&gt;
== Rex ==&lt;br /&gt;
There are two bosses in the Labyrinth. One of them is chosen randomly, and the other is &amp;quot;Rex&amp;quot; the Minotaur. Once Rex has been discovered, he will chase you around the dungeon. Every time you kill a monster, he will appear next to you, potentially trapping you. Rex will ''never'' appear at a diagonal; he will always appear beside, above, or below you. Use this to position yourself to ensure a safe escape. If you do not discover Rex early enough, he will eventually come and seek you out after you've killed enough monsters. &lt;br /&gt;
&lt;br /&gt;
Rex has relatively high attack damage, ''and'' he berserkers when his health gets low enough, pushing that damage even higher. However, his hit points are sub-par and he has no magic resistance. This makes him incredibly weak to a spellcaster. Anyone with the BLUDTUPOWA glyph and sufficient unexplored tiles can easily kill him just with hit-and-run BURNDAYRAZ attacks. The greater difficulty will be navigating the labyrinth to do so, and uncovering Rex early enough.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Suggested Classes ==&lt;br /&gt;
=== Bloodmage ===&lt;br /&gt;
With the spellcasting power to turn Rex into a smoking crater, and a large &amp;quot;bank&amp;quot; of extra healing from his blood pools to deal with the other boss, the Bloodmage is a superb class for this level. Be sure to prepare the fireball magnet so that you begin with the BURNDAYRAZ glyph. Due to the nature of the labyrinth, you may have trouble finding it. Elf or Gnome make good choices for someone focusing on the spellcasting route, while Human and Orc work well for those who want to focus more on a hybrid.&lt;br /&gt;
&lt;br /&gt;
=== Warlord ===&lt;br /&gt;
Using his CYDSTEPP ability, the Warlord can continue to effectively fight with Rex even after he's gone berserk. This makes the Warlord a reliable melee-specialist class for taking on this dungeon. The Orc or Gnome races are recommended.&lt;br /&gt;
&lt;br /&gt;
=== Wizard ===&lt;br /&gt;
A good spellcasting class like the bloodmage, but somewhat less reliable due to the fact that he does not begin with the BLUDTUPOWA glyph. His glyph sense, however, allows him to quickly find other useful spells from within the dungeon. With good preparations, the wizard is a reliable pick.&lt;br /&gt;
&lt;br /&gt;
=== Paladin ===&lt;br /&gt;
As most of the monsters in this dungeon - including Rex - deal physical damage, the Paladin is a reliable class for The Labyrinth. Improving his resistances further via items or boons can make fighting the monsters in the dungeon easy. Consider prepping a god like Binlor or Dracul to this end (Binlor also guarantees PISORF / ENDISWAL to avoid getting stuck).&lt;br /&gt;
&lt;br /&gt;
== Quests ==&lt;br /&gt;
The only quest in The Labyrinth is [[Muu...]], which requires one to defeat The Labyrinth with the [[Fighter]], [[Berserker]], and [[Warlord]]. Completing this quest will unlock [[Dragon Isle]] and give 500 gold. As noted above, the Warlord is well suited to this dungeon. The other two classes will take more extensive strategies and a good deal of luck to beat. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{DD2Nav}}&lt;/div&gt;</summary>
		<author><name>Luigifan</name></author>	</entry>

	<entry>
		<id>http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=PISORF&amp;diff=56401</id>
		<title>PISORF</title>
		<link rel="alternate" type="text/html" href="http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=PISORF&amp;diff=56401"/>
				<updated>2017-02-02T23:21:12Z</updated>
		
		<summary type="html">&lt;p&gt;Luigifan: Grammar check&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;onlyinclude&amp;gt;{{&lt;br /&gt;
{{{tpl|GlyphInfobox}}}&lt;br /&gt;
|Name=PISORF&lt;br /&gt;
|ShortDesc=60% knockback&lt;br /&gt;
|ManaCost=4&lt;br /&gt;
|Effects=&lt;br /&gt;
If the tile behind the target is:&lt;br /&gt;
* '''a wall''', the wall gets destroyed, the target is pushed back and takes 60% of your Base damage as physical damage.&lt;br /&gt;
* '''another enemy''', they both take 48% (80% as much as the above case) of your Base damage as physical damage.  Neither monster moves.&lt;br /&gt;
* '''empty''', the target is pushed back.&lt;br /&gt;
* '''otherwise occupied''', nothing happens.&lt;br /&gt;
}}&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{s|PISORF}} is the knockback glyph.  It will send the target monster flying back one square (unless that square is blocked by a monster or an indestructible obstacle).  Collision with a destructible wall will destroy the wall and damage the monster, and the monster will be knocked back.  Collision with a monster damages both monsters without changing their positions.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Unlocking the glyph ==&lt;br /&gt;
The {{s|PISORF}} glyph begins unlocked.&lt;br /&gt;
&lt;br /&gt;
A free {{s|PISORF}} glyph is awarded when worshiping {{g|Binlor Ironshield}}.  Converting to Binlor's religion will not grant you the glyph.&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
When using {{s|PISORF}}, positioning is critical.  The target will always be pushed away from you in a straight line, if at all. {{s|PISORF}} specialists will want to keep an eye out for targets that can be PISORFed for damage several times in a row.  You have two basic options for damage:&lt;br /&gt;
&lt;br /&gt;
*You can push enemies into walls, which pleases {{g|Binlor Ironshield}} and opens up the map, but this may be difficult to do repeatedly without careful positioning, and can run into problems with unwanted exploration. {{s|WEYTWUT}} can be a useful preparatory tool to place the boss at the end of a long wall.&lt;br /&gt;
&lt;br /&gt;
*You can push enemies against each other, which can easily be spammed and damages a second monster, but deals slightly less damage per target than walls. In an ideal situation, you can kill both monsters without much/any exploration.&lt;br /&gt;
&lt;br /&gt;
Note that if the tile behind the target is impassable but not a breakable wall or a monster (e.g. it is a pool, an unbreakable wall, or off-map), then casting {{s|PISORF}} will simply waste mana - the target will neither take damage nor get pushed back.&lt;br /&gt;
&lt;br /&gt;
The damage dealt by {{s|PISORF}} is proportional to your base attack, making it the damage glyph of choice for caster {{r|Orc}}s.  It has a low mana cost, and proportionally gains a huge advantage from the {{c|Wizard}} spell cost discount.  This makes {{OrWi}} shockingly effective {{s|PISORF}} casters. For everyone else, it's a useful way to deal physical damage without having to suffer retaliation from monsters.&lt;br /&gt;
&lt;br /&gt;
The {{s|PISORF}} glyph is the only targeted glyph in the game that will bypass a monster's magic resistance, allowing you to use it against bosses such as The Iron Man who are otherwise nigh-impervious (or completely impervious) to magic, or to clear out annoying magic-immune plants. Because it deals physical-type damage, it can allow you to very easily obtain the Specialist badge.&lt;br /&gt;
&lt;br /&gt;
Additionally, {{s|PISORF}} does not trigger {{t|Retaliate: Fireball}} (or {{t|Blinks}}, as long as the Blinking monster does NOT end its turn next to you - i.e., is knocked into a destructible wall OR is the secondary target hit by another monster), making it very useful against late-game monsters like {{m|Djinn}} and {{m|Shade}}.&lt;br /&gt;
&lt;br /&gt;
For raw damage output, {{s|PISORF}} is roughly equivalent to {{s|BURNDAYRAZ}} for mana efficiency when damaging a single target. A Guard with no religion or items will enjoy .75 damage per level per mana from {{s|PISORF}} when hitting an enemy into a wall, compared to .67 damage per level per mana for {{s|BURNDAYRAZ}}. This efficiency score improves to 1.25 when you connect two worthwhile enemies, but is effectively .625 when you knock enemies together with only one intended target.  In any case, fine-tuning the mana spent is likely to be the overriding concern when you budget 8 mana or less for direct damage to a single enemy.  When colliding two enemies, regeneration works against you double as well, all but erasing the benefits of {{s|PISORF}} in regen fighting and making it more suitable for spiking damage off of potions and the like.&lt;br /&gt;
&lt;br /&gt;
Due to its low mana cost, {{s|PISORF}} is useful in some cases even if you are specializing in other things, and it's worth thinking twice before converting the glyph. If it can kill an enemy in one hit, it will save 2 mana over {{s|BURNDAYRAZ}}.  Similarly, if you need that much damage to bring an enemy within first-strike killing range, 2 mana is saved over {{s|BURNDAYRAZ}}.  Generally, two {{s|PISORF}}s cost 8 mana, usually doing more damage than one {{s|BURNDAYRAZ}}.  On the flip side, a single {{s|BURNDAYRAZ}} usually deals more damage than a single {{s|PISORF}}, at a cost of 2 additional mana.  Fine-tuning your damage output can make a big difference for your mana budget, making two tools better than one.&lt;br /&gt;
&lt;br /&gt;
There are a few good reasons to use {{s|BURNDAYRAZ}} over {{s|PISORF}} in some situations.  The most obvious is that you can knock enemies into empty, black, or indestructible spaces, dealing no damage and/or making you explore when you'd rather not.  Another reason is that burn stacks from {{s|BURNDAYRAZ}} will reduce monster healing, aiding most regen-fighting strategies and synergizing with {{i|Whurrgarbl}} and/or {{i|Venom Dagger}}.  Additionally, early {{g|Dracul}} worshipers may find that {{boon|Blood Curse}} favors {{s|BURNDAYRAZ}} use, since that spell scales with levels, while {{boon|Humility}} will skew things in favor of {{s|PISORF}}.  Finally, items like {{i|Battlemage Ring}}, {{i|Piercing Wand}}, and {{i|Witchalok Pendant}} directly enhance {{s|BURNDAYRAZ}}, while it is more difficult to itemize for {{s|PISORF}}.&lt;br /&gt;
&lt;br /&gt;
A {{i|Fine Sword}} can make a difference for {{s|PISORF}} users at L1, but otherwise not much is to be done other than increase your mana, which equally synergizes with fireballs.  Most notably, perhaps, is {{i|Crystal Ball}}, which is most efficiently fueled by the {{s|PISORF}} spell among all spammable spells (only {{s|GETINDARE}} costs exactly the minimum of 3 mana).  Hybrid characters will, to a lesser extent, enjoy {{i|Fire Heart}} for similar reasons.  {{i|Rock Heart}} also gets an honorable mention, managing to shine as a piety-farming device for {{g|Binlor Ironshield}} or {{g|Mystera Annur}}.&lt;br /&gt;
&lt;br /&gt;
The reliability drawbacks to {{s|PISORF}} can be mitigated by {{s|WONAFYT}} or {{s|WEYTWUT}}.  If you're doing this to fight the boss, you should use a high-level monster for the collision, and you should use that monster to achieve a level-up.  Otherwise, you're not achieving mana efficiency on par with {{s|BURNDAYRAZ}} anyway (ignoring resists).&lt;br /&gt;
&lt;br /&gt;
== Technical details ==&lt;br /&gt;
!! This section needs review !!&lt;br /&gt;
&lt;br /&gt;
{{s|PISORF}} is a bit finicky in its details, behaving not quite how one might expect when used against two monsters at once.&lt;br /&gt;
&lt;br /&gt;
The first monster (i.e., the one targeted directly by the mouse click) is dealt physical damage, and any {{t|Corrosion}} stacks for that monster are added as typeless damage as usual.  The total amount of damage taken after resistances (including {{t|Corrosion}}) is then applied as typeless damage to the second monster.  The second monster will not be killed by the collision (instead dropping to 1 HP if it would otherwise die), but the first monster can be.  The second monster's {{t|Corrosion}} is not taken into account at all.&lt;br /&gt;
&lt;br /&gt;
The above scheme means that {{s|PISORF}} can be used to bypass physical resistances if you have a monster who will play the role of &amp;quot;que ball&amp;quot; for you.  With some planning, it is possible to use only {{s|PISORF}} for the boss fight in such a case, but it is important to have healthy que balls with no physical resistance, such as a high-level {{m|Meat Man}} or {{m|Zombie}}.  For a {{c|Rat Monarch}}, the ability to apply corrosion stacks to one or more &amp;quot;que balls&amp;quot; is also of great use, and to a lesser extent, any class can do the same trick with {{i|Martyr Wraps}}.&lt;br /&gt;
&lt;br /&gt;
== Hints ==&lt;br /&gt;
The damage prediction takes into account the tile behind the target, even if you have not explored it.  Hovering over a monster with {{s|PISORF}} can thus sometimes give useful information about that tile.  Careful arithmetic even allows you to distinguish between an unseen enemy and an unseen wall.&lt;br /&gt;
&lt;br /&gt;
Dedicated {{s|PISORF}} users should prepare {{g|Binlor Ironshield}} to get this glyph.  Otherwise, your initial strategy should be flexible enough to adapt to the presence or absence of this glyph as needed.&lt;br /&gt;
&lt;br /&gt;
Use {{s|PISORF}} to uncover secret dungeons and otherwise unreachable black space.  While {{s|ENDISWAL}} does this more reliably, {{s|PISORF}} can be aided in the task by {{s|WEYTWUT}}, {{s|WONAFYT}}, or plain old dumb luck.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MainNav}}&lt;/div&gt;</summary>
		<author><name>Luigifan</name></author>	</entry>

	<entry>
		<id>http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Mystera_Annur&amp;diff=56400</id>
		<title>Mystera Annur</title>
		<link rel="alternate" type="text/html" href="http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Mystera_Annur&amp;diff=56400"/>
				<updated>2017-01-29T00:16:48Z</updated>
		
		<summary type="html">&lt;p&gt;Luigifan: Grammar check&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;onlyinclude&amp;gt;{{&lt;br /&gt;
{{{tpl|GodInfobox}}}&lt;br /&gt;
|Name=Mystera Annur&lt;br /&gt;
|ShortHand=MA&lt;br /&gt;
|InitialWorship=&lt;br /&gt;
* {{Piety|+1}} for each glyph cast&lt;br /&gt;
|Punishment=&lt;br /&gt;
* all monsters on this dungeon floor gain 15% to both physical and {{t|Magic resist}}&lt;br /&gt;
|RewardedActions=&lt;br /&gt;
*Cast a glyph: {{Piety|+1}} per 2 mana spent&lt;br /&gt;
|PrepPenalty=&lt;br /&gt;
* Slows piety gain by 25%&lt;br /&gt;
|PenalizedActions=&lt;br /&gt;
*Kill a monster which has {{t|Magical attack}} :{{Piety|-5}}&lt;br /&gt;
&lt;br /&gt;
*Get afflicted with  {{t|Mana burned}} :{{Piety|- remaining Mana in}}&lt;br /&gt;
|Boons=&lt;br /&gt;
;{{boon|Magic}} {{MultipleUse}}&lt;br /&gt;
:'''Cost''': {{piety|5 (+20)}}&lt;br /&gt;
:'''Effect''': Gain 1 maximum mana&lt;br /&gt;
&lt;br /&gt;
;{{boon|Refreshment}} {{SingleUse}}&lt;br /&gt;
:'''Cost''': {{piety|50}}&lt;br /&gt;
:'''Effect''': Every time you convert a glyph, 50% of your maximum mana is restored (25% while not actively worshipping Mystera)&lt;br /&gt;
&lt;br /&gt;
;{{boon|Flames}} {{SingleUse}}&lt;br /&gt;
:'''Cost''': {{piety|20}}&lt;br /&gt;
:'''Effect''': Your attack bonus decreases by 50%, but the {{s|BURNDAYRAZ}} glyph deals 1 additional damage per level&lt;br /&gt;
&lt;br /&gt;
;{{boon|Weakening}} {{MultipleUse}}&lt;br /&gt;
:'''Cost''': {{piety|30 (+0)}}&lt;br /&gt;
:'''Effect''': -10% magic resistance to player and all monsters on the current dungeon floor&lt;br /&gt;
&lt;br /&gt;
;{{boon|Mystic Balance}} {{SingleUse}}&lt;br /&gt;
:'''Cost''': {{piety|60}}&lt;br /&gt;
:'''Effect''': Mana costs of all spells are increased or decreased towards the value of &amp;quot;5&amp;quot; by 2 points.&lt;br /&gt;
}}&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Unlocking ==&lt;br /&gt;
Mystera is the goddess of magic and glyphs. Mystera is well-suited to a variety of races and strategies, but has very few repeatable boons. She also has few offerings to help you in the end-game. Mystera is best worshipped during the early exploration phase when there are still plenty of tiles left to reveal to earn piety, and if found late is usually not worth following.&lt;br /&gt;
&lt;br /&gt;
Mystera is unlocked to the north, in a subdungeon protected by the Guardian of Magic. Although it is theoretically possible to kill this guardian, the intended approach is to use magic to get past him. This can be done by any of the following ways:&lt;br /&gt;
&lt;br /&gt;
* Using {{s|ENDISWAL}} to dig around him&lt;br /&gt;
&lt;br /&gt;
* Using {{s|WEYTWUT}} to teleport past him&lt;br /&gt;
&lt;br /&gt;
* Using {{s|PISORF}} to push him out of the way&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
Mystera rewards you with piety whenever you cast spells, and deducts piety whenever you kill monsters that deal magic damage. Like playing {{g|Taurog}}, only in reverse, so long as you ensure you cast sufficient spells between each kill you will turn a net profit in piety. Unlike Taurog, the amount of piety Mystera offers is proportional to the mana cost of the spell, so it really doesn't matter which spell you are casting.&lt;br /&gt;
&lt;br /&gt;
{{boon|Magic}} is a fairly straightforward boon, but its piety cost increases rapidly and it's seldom worth taking it more than twice. Raising your maximum mana to 15 means each mana potion will restore exactly 6 MP, but beyond that point the piety cost for a mere 1 MP is seldom worth the trade.&lt;br /&gt;
&lt;br /&gt;
One of Mystera's most powerful boons is {{boon|Refreshment}}, granting you bonus mana regeneration every time you convert a glyph. If you can raise your maximum MP, this can be a major benefit, but it does mean the timing for converting glyphs becomes more difficult to gauge, and races like {{r|Elf}} or {{r|Human}} will have to go without their conversion bonus. Races like {{r|Gnome}}, {{r|Halfling}}, and {{r|Goblin}} have no problems leaving all their converting for the end of the dungeon and they benefit enormously from this boon. Keep in mind {{boon|Refreshment}} gets reduced to 25% if you convert to another religion!  For obvious reasons, this boon is not very helpful when attempting the {{badge|Hoarder}}.&lt;br /&gt;
&lt;br /&gt;
{{boon|Mystic Balance}} is a double-edged boon that causes expensive glyphs to cost less and inexpensive glyphs to cost more. {{c|Wizard}}s, who already have a discount to their spell costs, get little benefit from {{boon|Mystic Balance}}. {{c|Berserker}}s, on the other hand, are largely unaffected by its downsides and benefit enormously from this boon. Ironically, this makes Mystera one of the better deity choices for a {{c|Berserker}}, essentially cancelling out their spellcasting penalty. For most classes, whether you want to use {{boon|Mystic Balance}} depends on which glyphs you rely on primarily. Most glyphs already cost 5 MP and are unaffected.  The {{s|BLUDTUPOWA}} glyph has no mana cost to begin with and is also unaffected.  The {{s|BURNDAYRAZ}} and {{s|CYDSTEPP}} glyphs are the most notable improvements, which makes this boon very useful to fireball spammers and to {{c|Warlord}}s.  The {{s|WEYTWUT}} glyph is also dramatically improved, and becomes easier to use as a finisher.  On the other hand, the {{s|PISORF}} glyph becomes impractical for offensive purposes (it's still functional for breaking through walls and moving monsters, however) and the {{s|GETINDARE}} glyph becomes less mana efficient (though still worthwhile).  The {{s|BYSSEPS}} and {{s|LEMMISI}} glyphs are the hardest hit by mystic balance, and are below-average to begin with; they should be consigned for conversion if you select this boon.&lt;br /&gt;
&lt;br /&gt;
{{boon|Flames}} and {{boon|Weakening}} boons are rarely worth pursuing. {{boon|Weakening}} costs an enormous amount of piety, and it's only usable if you don't have any resistances of your own. You're usually better off using a {{i|Piercing Wand}} or {{boon|Stone Heart}}, which have no downsides and reduce resistances with less effort.  The massive attack penalty on the {{boon|Flames}} makes it a terrible idea for hybrids and even for most spellcaster builds.  You will need to be very dedicated to a pure caster approach or a rat monarch for either of these to be worthwhile.  Most characters will skip out on these two.&lt;br /&gt;
&lt;br /&gt;
For most characters, the best approach with Mystera is to worship early, earn lots of piety, purchase a handful of boons that suit your strategy, then convert out. Unless there are still many glyphs left in the dungeon to leverage refreshment, Mystera doesn't give any short-term boons that can help you overcome a powerful boss. You're usually better off converting into another religion to spend your remaining piety in the end-game. Furthermore, in a dungeon with lots of magic-user monsters you can be facing massive piety penalties for clearing out the weaker monsters. Converting before doing so is highly advisable.&lt;br /&gt;
&lt;br /&gt;
The alternative approach is an extreme spellcaster strategy, fuelled by {{s|BLUDTUPOWA}}. Mystera does not reward {{s|BLUDTUPOWA}} use directly, but as you will be using it to generate mana, which you will then spend on glyphs, the overall piety gain is much higher than for other builds, allowing you to take the more expensive boons, such as {{boon|Mystic Balance}}, earlier than would normally be possible and potentially use Mystera to fuel a pact. Depleting your life with {{s|BLUDTUPOWA}} also means you won't be attacking much and have no use for resistances, but can cast a very large number of fireballs, which makes the trade-offs offered by {{boon|Flames}} and {{boon|Weakening}} much more attractive than they would be for more balanced characters.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MainNav}}&lt;/div&gt;</summary>
		<author><name>Luigifan</name></author>	</entry>

	<entry>
		<id>http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Binlor_Ironshield&amp;diff=56399</id>
		<title>Binlor Ironshield</title>
		<link rel="alternate" type="text/html" href="http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Binlor_Ironshield&amp;diff=56399"/>
				<updated>2017-01-29T00:09:30Z</updated>
		
		<summary type="html">&lt;p&gt;Luigifan: /* Punishment */ Grammar check&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;onlyinclude&amp;gt;{{&lt;br /&gt;
{{{tpl|GodInfobox}}}&lt;br /&gt;
|Name=Binlor Ironshield&lt;br /&gt;
|ShortHand=BI&lt;br /&gt;
|InitialWorship=Free {{s|PISORF}}&lt;br /&gt;
|Punishment=Lose 50% resistances&lt;br /&gt;
|PrepPenalty=Erodes 30% of the level's walls&lt;br /&gt;
|RewardedActions=&lt;br /&gt;
 &lt;br /&gt;
*Destroy a wall/petrified monster:&amp;amp;nbsp;{{piety|+5}}&lt;br /&gt;
&lt;br /&gt;
*Cast&amp;amp;nbsp;{{s|BYSSEPS}}:&amp;amp;nbsp;{{piety|+1}}&lt;br /&gt;
|PenalizedActions=&lt;br /&gt;
*Gain a level:&amp;amp;nbsp;{{piety|-10}}&lt;br /&gt;
&lt;br /&gt;
*Cast {{s|IMAWAL}} on an empty square:&amp;amp;nbsp;{{piety|-5}}&lt;br /&gt;
|Boons=&lt;br /&gt;
;{{boon|Stone Soup}} {{SingleUse}}&lt;br /&gt;
:'''Cost:''' {{piety|35}}&lt;br /&gt;
:'''Effect:''' Spawns {{s|ENDISWAL}} near the altar&lt;br /&gt;
&lt;br /&gt;
;{{boon|Stone Skin}} {{MultipleUse}}&lt;br /&gt;
:'''Cost:''' {{piety|15}}&lt;br /&gt;
:'''Effect:''' Destroys 3 nearby wall segments&lt;br /&gt;
:+3% {{t|Magic resist}}&lt;br /&gt;
:3 ranks of {{t|Stone skin}}&lt;br /&gt;
&lt;br /&gt;
;{{boon|Stone Form}} {{SingleUse}}&lt;br /&gt;
:'''Cost:''' {{piety|25}}&lt;br /&gt;
:'''Effect:''' Destroys 10 nearby wall segments&lt;br /&gt;
:Grant {{t|Stone form}}&lt;br /&gt;
:+5% {{t|Magic resist}}&lt;br /&gt;
&lt;br /&gt;
;{{boon|Stone Fist}} {{SingleUse}}&lt;br /&gt;
:'''Cost:''' {{piety|40}}&lt;br /&gt;
:'''Effect:''' Destroys 20 nearby wall segments&lt;br /&gt;
:+50% {{t|Knockback}} damage&lt;br /&gt;
:+5% {{t|Magic resist}}&lt;br /&gt;
&lt;br /&gt;
;{{boon|Stone Heart}} {{MultipleUse}}&lt;br /&gt;
:'''Cost:''' {{piety|10}}&lt;br /&gt;
:'''Effect:''' Destroys 10 nearby wall segments&lt;br /&gt;
:lower all enemy [[Resistance]]s on current dungeon level by 5%&lt;br /&gt;
:+3% {{t|Magic resist}}&lt;br /&gt;
}}&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Binlor Ironshield''' is the god of mining. He is found in a subdungeon with an {{s|ENDISWAL}} glyph. Once you mine a few walls, you reach some [[gold]]. Don't fall for it, keep mining to reach his altar.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Boons ==&lt;br /&gt;
&lt;br /&gt;
=== {{boon|Stone Soup}} ===&lt;br /&gt;
You get a 0 CP {{glyph|ENDISWAL}} glyph. If you've prepped Binlor and the map is full of impassible tiles, this can help you with moving around the map. It can also help set up {{s|PISORF}} kills. Otherwise, if you can afford it, you can convert a regular {{s|ENDISWAL}} Glyph for CP. There are other tricks to it, and it's still a fully functional {{s|ENDISWAL}} if you need it.&lt;br /&gt;
&lt;br /&gt;
=== {{boon|Stone Skin}} ===&lt;br /&gt;
This is Binlor's main spiking boon. Activating it takes your physical resist almost to the maximum, and also activates the Stone Form buff. If you have taken {{boon|Stone Form}} and {{boon|Stone Fist}}, each activation of {{boon|Stone Skin}} lets you hit for +70% damage at almost the lowest possible health cost against opponents with Physical Damage, as long as you're knocking the opponent into a wall or a monster. If you can keep it up and refill health with, say, potions, or simply have a large enough health pool you can destroy bosses with it even if you have no natural physical resistance.&lt;br /&gt;
&lt;br /&gt;
=== {{boon|Stone Form}} ===&lt;br /&gt;
A boon that buffs your damage.  It is activated whenever a wall is destroyed, even if this is done by a monster or by the activation of one of Binlor's boons.  You can trigger it easily with repeatable uses of {{boon|Stone Skin}}, {{s|PISORF}} use, knockback into walls or using the {{s|ENDISWAL}} glyph.  The damage boost doesn't stack with {{s|BYSSEPS}} or any other source of {{t|Might}}. {{c|Chemist}} is the only exception and Binlor's {{t|Might}} can stack with following {{s|BYSSEPS}} castings, which means a chemist with 16MP could stack 5 layers of {{t|Might}}.&lt;br /&gt;
&lt;br /&gt;
=== {{boon|Stone Fist}} ===&lt;br /&gt;
Another boon that buffs your damage, provided you're knocking your target into other monsters or walls. You should probably aim for this first, as it allows you to farm piety without using mana. Also synergizes with {{boon|Stone Form}}, provided you didn't remove all the walls.&lt;br /&gt;
&lt;br /&gt;
=== {{boon|Stone Heart}} ===&lt;br /&gt;
Removes some resists from revealed enemies. Somewhat situational, but it also triggers {{boon|Stone Form}}, and is best used if you need to remove a lot of walls for little piety on cramped maps, or if you plan to just convert out.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
All Binlor boons except {{boon|Stone Soup}} provide a small increase of {{t|Magic resist}}. While taking the damage increasing boons is probably always a good idea, if you're looking to use Binlor to get your {{t|Magic resist}} very high, spamming {{boon|Stone Skin}} costs fewer walls and can help you fight things and level up if you're not afraid of the punishment. Spamming {{boon|Stone Heart}} for this purpose costs less piety, but costs more walls, and doesn't help you level.&lt;br /&gt;
&lt;br /&gt;
== Punishment ==&lt;br /&gt;
&lt;br /&gt;
Binlor removes 50% of your resistances when you desecrate his altar or otherwise anger him.  For characters without resistances, this means Binlor can be angered or desecrated freely and he is incapable of actually punishing you.  While there are a few cases of characters that can ignore a deity's punishment, this is the only one that actually comes up with any frequency in practice.&lt;br /&gt;
&lt;br /&gt;
== Approaches ==&lt;br /&gt;
&lt;br /&gt;
There are several ways to play Binlor.&lt;br /&gt;
&lt;br /&gt;
1) '''Straightforward Melee Guy''' - Binlor gives out big damage, and is easy to farm piety with. Jump in, use {{s|PISORF}} to farm up the {{boon|Stone Fist}} (or have knockback by prepping the {{i|Bear Mace}}), then {{boon|Stone Form}}, mind the punishment as you level up (or desecrate something for a few indulgences), kill the boss with {{boon|Stone Skin}} spam, or spam {{boon|Stone Skin}} while you level to get your magic resistance up.&lt;br /&gt;
&lt;br /&gt;
It works rather well with {{r|Halfling}}, {{r|Orc}}, {{r|Dwarf}}, {{r|Human}} and {{c|Half-Dragon}}, and is really straightforward. The total damage boost is huge, especially if you prep or have {{i|Bear Mace}}, and {{boon|Stone Skin}} resists mean almost maximum physical resistance for your hits. Otherwise you're bound to accumulate plenty of magic resistance.&lt;br /&gt;
&lt;br /&gt;
For a more advanced approach, you can just farm the damage boons and then either swap to another god while you level up (and possibly pick up some perks there) and then return for the {{boon|Stone Skin}}. Otherwise, if you're not naturally resistant, you can just grab the damage boons, level up while generating very little piety, get punished several times, and still be able to acummulate enough piety for spamming {{boon|Stone Skin}} for the boss.&lt;br /&gt;
&lt;br /&gt;
2) '''The very powerful Hybrid''' - Binlor's boons make anyone into a powerful melee fighter, but, unlike {{g|Taurog}}, he doesn't clog up your inventory or discourage glyph use. Quite the opposite. This lets a hybrid character with spellcasting capability to either suplement his magic with melee or vice versa - relocating targets during the fight to get more out of {{t|Knockback}}, healing or buffing yourself, using {{s|PISORF}} for positioning, damage and activating {{boon|Stone Form}} and getting {{boon|Stone Skin}} Piety at the same time, using {{s|APHEELSIK}} to heal up between {{boon|Stone Skin}} hits... It's probable that he punishes level ups to prevent hybrid use getting out of hand, because a Binlor character can get a ton out of both his health and his mana pool being refreshed when you level up mid-fight.&lt;br /&gt;
&lt;br /&gt;
{{c|Paladin}} is the most obvious beneficiary, since he can sidestep the punishment entirely. {{c|Thief}}, {{c|Sorcerer}}, {{c|Berserker}} or any hero who has a spellcasting race and a melee class or vice versa can be an excellent Binlor worshipper. &lt;br /&gt;
&lt;br /&gt;
3) '''Magic Resist Farmer''' - A very powerful, if somewhat tedious, strategy is to squeeze the map for every last bit of Binlor piety and, after grabbing the damage boons asap, spam {{boon|Stone Skin}} like mad just to get your {{t|Magic resist}} as high as you can. The {{c|Paladin}} is especially notorious for this because he can't get punished so he can stick in Binlor, but it works with anyone at all. Since Binlor is easy to farm piety with, you can just do this at L1 and swap out into another God with big magic resists, and a lot of conditional damage. You won't have much blackspace, but you might not need it, or you might be playing a map with a lot of late game blackspace (such as many Vicious Dungeons, where this is one of the strongest approaches with several classes).&lt;br /&gt;
&lt;br /&gt;
4) '''The PISORF:Magnet''' - Since Binlor gives you the {{s|PISORF}} glyph if he's the first god you worship, anyone looking to use that Glyph will likely prep his altar just for that and probably not need any other boon. You then just go around using your {{s|PISORF}} to get piety while you explore and swap off into another god at either {{piety|50}} or more. Since you don't plan to melee the boss, you can then probably safely desecrate his altar for {{piety|30}} more and 3 indulgences with your new God.&lt;br /&gt;
&lt;br /&gt;
{{c|Wizard}}, {{c|Bloodmage}}, {{c|Fighter}}, {{c|Assassin}} and anyone else looking to use {{s|PISORF}} strat love this.&lt;br /&gt;
&lt;br /&gt;
5) '''The Piety Farm / Map Hack''' - Binlor can be prepped (or picked up early on) just for  the fact that taking his boons removes walls from the level. This is handy on mazy maps like the {{d|The Labyrinth}} even if you never get any use out of his boons or if you're not looking to be a {{s|PISORF}} specialist.&lt;br /&gt;
&lt;br /&gt;
== Strategy == &lt;br /&gt;
&lt;br /&gt;
There are two main strategies with Binlor. You can either stay with him, which is only to be done if there are no other gods to convert off to, or the optimal strategy of using him as a piety farm. If you decide to stay with him, just keep using boons to pump {{t|Magic resist}}, the best boon being {{boon|Stone Heart}}, and destroy walls to negate the level up penalties. Save some piety for the endgame. When you're fighting the boss, use {{boon|Stone Skin}} before every hit. This is especially nice if you already have {{boon|Stone Form}} as it will give you resists and {{t|Might}}. If you are going to convert off, rack up {{piety|100}}, take 5-10 {{boon|Stone Heart}} to kill monster resistances, and then rack back up {{piety|100}} to convert in. Remember, if you are in a level without a lot of walls, don't use too many {{boon|Stone Heart}}s as you might run out of walls to convert.&lt;br /&gt;
&lt;br /&gt;
With {{s|BLUDTUPOWA}} or {{i|Rock Heart}} at your disposal, Binlor can generate absolutely massive quantities of piety.  In fact, you're more likely to run out of walls to destroy than anything else.&lt;br /&gt;
&lt;br /&gt;
Binlor also has a strong synergy with attacks that cause {{t|Knockback}}, such as if your character is a {{c|Half-Dragon}} or has a {{i|Bear Mace}}.  With {{boon|Stone Form}} and {{boon|Stone Fist}}, every attack in which you can bash the target into a wall will give you {{t|Might}}, piety, and a large amount of knockback damage in addition to your normal attack damage, and the resistances you get from Binlor (or just from destroying walls with {{s|ENDISWAL}}) will help you survive any retaliation.  If you take this approach, it's a good idea not to take too many boons from Binlor so that you have enough walls left for your knockback strategy.&lt;br /&gt;
&lt;br /&gt;
If you plan on staying with Binlor, desecrating a {{g|Mystera Annur}} is usually well worth the negatives. Since Binlor's only chance of punishing you is a {{piety|-10}} on level up, you effectively earn {{piety|+55}} on any desecration. Mystera's punishment is +15% resistances to all enemies, and you can nullify this with 3 uses of {{boon|Stone Heart}} (while beefing up your magic resist by 9%). Just make sure you have enough walls to compensate, and that you're not already at a high enough level to waste the punishment invulnerability.&lt;br /&gt;
&lt;br /&gt;
Binlor is an extremely safe deity to convert to in the endgame, if you would otherwise be dealing with an unmanageable amount of piety fines (e.g. a {{g|Glowing Guardian}} worshiper who has a large stock of potions).  In this respect, he is second only to {{g|The Earthmother}}.  Even if you have no way of generating more piety with him, he can be worth converting to at L10 for a last-minute boon and a boss fight free of divine restrictions on your behavior.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MainNav}}&lt;/div&gt;</summary>
		<author><name>Luigifan</name></author>	</entry>

	<entry>
		<id>http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Fighter&amp;diff=56398</id>
		<title>Fighter</title>
		<link rel="alternate" type="text/html" href="http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Fighter&amp;diff=56398"/>
				<updated>2017-01-26T22:47:54Z</updated>
		
		<summary type="html">&lt;p&gt;Luigifan: /* link=|Goblin Fighter Goblin */ Grammar check&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;onlyinclude&amp;gt;{{&lt;br /&gt;
{{{tpl|ClassInfobox}}}&lt;br /&gt;
|Name=Fighter&lt;br /&gt;
|ShortHand=Fi&lt;br /&gt;
|Tooltip=INSTINCTS: Monsters of an equal or lower level always have their location revealed&amp;amp;#10;VETERAN: Fighters earn 1 extra experience on any monster kill, 10% less exp required to level&amp;amp;#10;PIT DOG: Dungeon runs start with 1 level of standard Death Protection on the character&lt;br /&gt;
|Traits=&lt;br /&gt;
;{{a|INSTINCTS}}: Monsters of an equal or lower level always have their location revealed&lt;br /&gt;
;{{a|VETERAN}}: Fighters earn 1 extra experience on any monster kill (Permanent {{t|Learning}}), 10% less exp required to level&lt;br /&gt;
;{{a|PIT DOG}}: Dungeon runs start with 1 level of standard {{t|Death Protection}} on the character&lt;br /&gt;
|SuggestedRaces={{ElFi}}, {{GoFi}}, {{HuFi}}, {{OrFi}}&lt;br /&gt;
|ClassChallenges=&lt;br /&gt;
{{CC|Fighter|Bronze|Bleat It}}&lt;br /&gt;
&lt;br /&gt;
{{CC|Fighter|Silver|Toe-to-Toe}}&lt;br /&gt;
&lt;br /&gt;
{{CC|Fighter|Gold|The Arena}}&lt;br /&gt;
|Unlock={{b|Guild|Level 1|Adventure Clubhouse}}&lt;br /&gt;
|Group=Tier 1&lt;br /&gt;
}}&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
''Fighters are heroes who go about hitting evil things for a living. They're generally good at surviving long enough to brag about it afterwards.''&lt;br /&gt;
&lt;br /&gt;
== So, what's he about? ==&lt;br /&gt;
&lt;br /&gt;
{{a|INSTINCTS}}: You know where monsters are. They are the same level as you are and not really worth fighting. But if you get one level ahead of them, you get first strike against them. This makes most of them into just XP powerups sitting there for you to pick them up. So this reads as: You know where the XP powerups are.&lt;br /&gt;
&lt;br /&gt;
{{a|VETERAN}}: This makes the &amp;quot;XP powerups&amp;quot; worth more. Also, it makes getting a level ahead of them easier. First you have to fight something above your level for bonus experience to outlevel a bunch of popcorn. Then fighting the next thing above your level becomes easier, because you can use all the low level monsters to refill your health and mana by leveling up mid-fight. &lt;br /&gt;
&lt;br /&gt;
{{a|PIT DOG}}: And this is what you may use for that first tough fight. This is an extra hit on something bigger than you early on, guaranteed on every run. If you start off by killing something bigger than you with a glyph, maybe a potion and this, you can then  munch on popocorn and keep killing other big stuff with ease.  Alternatively, since you're likely to reach a really high level, this can mean one big hit on a boss at the end.&lt;br /&gt;
&lt;br /&gt;
=== Strategy ===&lt;br /&gt;
&lt;br /&gt;
Fighters are all about finding &amp;quot;popcorn&amp;quot;, and getting into a position to beat tougher monsters by using weaker monsters. Since so much about them revolves around leveling up in order to refill health and mana instantly, they do well if they build up large pools of either health, mana, or both to spend and restore. Since they don't have any inherent fighting ability most of what they do revolves around good use of glyphs.&lt;br /&gt;
&lt;br /&gt;
This is something that often confuses newbies - the average gamer would expect the Fighter to be more of a straightforward melee character. In another game, the DD Fighter would probably be some sort of Priest, as he utilizes  experience and a mix of martial and magical power to do his thing.&lt;br /&gt;
&lt;br /&gt;
Besides the lone Death Protection, the Fighter has no innate fighting ability. So some combination of preparations, glyphs, items, potions, and later, gods has to be used at the very beginning of a run, before he develops a large suppy of easily disposable low level monsters (a &amp;quot;popcorn bowl&amp;quot;) and really starts leveraging experience as a weapon.&lt;br /&gt;
&lt;br /&gt;
It is also possible, and often favorable, to use your health to fight regular monsters for experience and dings while simultaneously pelting the boss with glyph damage. This lets the &amp;quot;humble&amp;quot; fighter start the boss fight (or a tough fight) much earlier than one would think and still use both his bars and all his resources to the maximum.&lt;br /&gt;
&lt;br /&gt;
== Races ==&lt;br /&gt;
Remember - fighters like to level-up mid fight against something huge. If your health isn't good enough to tank hits from the boss - pelt the boss with magic, and fight the other guys with health to level up. This takes practice, but it is worth the practice as most fighters get scary once you wrap your head around that concept. &lt;br /&gt;
&lt;br /&gt;
=== [[File: Human Fighter.png|link=|Human Fighter]] Human ===&lt;br /&gt;
&lt;br /&gt;
The human racial bonus kicks in at mid-late levels, so he's not in a rush to convert glyphs. The fighter appreciates this because he needs the glyphs to level up early. Use the glyphs to level up a bit, explore and round up the &amp;quot;popcorn&amp;quot;, then dump the ones you don't need to enable the human big damage bonus. Then just throw everything at the boss, much popcorn to level up, repeat.&lt;br /&gt;
&lt;br /&gt;
Since the human allows plenty of glyph use, you can just grab a cheap leveling tool to back it up and save your {{a|PIT DOG}} DP. You'll be a fine spellcater, and eventually have huge melee damage with no effort invested, but you may not have the means to get too many melee hits in on the boss. Once you've got the ball rolling, you might look around the map for a bit of a health boost, damage resistance, death protection,  first strike, things like that - it might come in handy.&lt;br /&gt;
&lt;br /&gt;
If your health isn't up to tanking hits from a boss yet, use it to fight other guys, while you pelt the boss with glyph damage. Why let all the health and damage go to waste? Practice makes perfect.&lt;br /&gt;
&lt;br /&gt;
=== [[File: Dwarf Fighter.png|link=|Dwarf Fighter]] Dwarf ===&lt;br /&gt;
&lt;br /&gt;
Any dwarf, once leveled up and once you convert enough stuff, will be a big blob of health. They're not in a rush to convert glyphs, as the bonus requires levels to become significant. The fighter can get the dwarf leveled up, using all the glpyhs the dwarf isn't in a hurry to convert. Then, once you are a big blob of health, who got there by becoming a good glyph user first, the fighter abilities let you ding a lot to refill both pools and blob all over the place.&lt;br /&gt;
&lt;br /&gt;
What you will want is a leveling tool or two and good glyph use for exploration, leveling up and rounding up the popcorn. Feel free to spend the {{a|PIT DOG}} DP, too, use any means to get leveled up. Do conserve health potions and popcorn, you'll want to be able to ding and refill your eventually huge health pool.&lt;br /&gt;
&lt;br /&gt;
'''~ Some God Tips ~'''&lt;br /&gt;
&lt;br /&gt;
Two gods make {{DwFi}} flow in a particularly fine way. &lt;br /&gt;
&lt;br /&gt;
{{g|Mystera Annur}} lets you build up as a spellcaster while you use your glyphs to explore, &amp;quot;popcorn bowl&amp;quot;, and level up. {{boon|Refreshment}} lets you get mana refills for converting glyphs. You want to do this against the boss, which is also when you really need your health to finally become huge. Dump all your glyphs for a glyph barrage on the boss, then ding for a full refill of your suddenly huge health pool (and more glyph use).&lt;br /&gt;
&lt;br /&gt;
{{g|Dracul}} is the other god that plays rather fine in a more melee oriented fashion, as he is the deity all dwarves love to worship anyway. Fighters in particular appreciate the lifesteal and the refill boons. Those scale with your level, and fighters are the kings of getting high level. Remember to use your glyphs, though - any Drac Dwarf is a scary healthmonster later on in a run, but it's your glyphs that get you there.&lt;br /&gt;
&lt;br /&gt;
=== [[File: Elf Fighter.png|link=|Elf Fighter]] Elf ===&lt;br /&gt;
&lt;br /&gt;
Elves have an easy time getting their mana pool large eonugh for serious spellcasting. At the very least good enough for leveling up. They also have trouble refilling it, which is what being a Fighter is all about. The elf spellcasting gets the high level kills for bonus XP, and the fighter lets the elf munch on popcorn for mid-fight refills. It's a beautifully sinergistic combo, and not very taxing on the brain.&lt;br /&gt;
&lt;br /&gt;
A pure spellcasting Fighter can indeed work, but do consider that a dinging spellcaster always appreciates at least a bit of help with popcorn munching. A modest health and/or damage boost will help you ding and get melee hits in here and there. A Fighter dings both bars, no need to let one go to waste.&lt;br /&gt;
&lt;br /&gt;
'''~ Some God Tips ~'''&lt;br /&gt;
&lt;br /&gt;
Depending on whether going mad with mana for a pure, pure spellcaster, or developing your health a bit will most likely determine your choice of god. The first option is so straightforward it doesn't need writing up, but the second option is interesting to explore:&lt;br /&gt;
&lt;br /&gt;
Glowing Guardian - since developing your mana pool involves converting stuff, and the refill plan involves dinging a lot, this is a very sensible (and obvious) choice. There are many ways to play this race/class/god combination, have some fun with it.&lt;br /&gt;
&lt;br /&gt;
Jehora Jeheyu - works for any Fighter, ofc, but it's likely that the Elf would be more interested in making his health large and functional rather than spend mana potions on making his mana even bigger.&lt;br /&gt;
&lt;br /&gt;
Dracul - The free level up at the start increases the power of your fireballs, the lifesteal lets you get more out of munching popcorn, and provided you can find a health boost the refills are rather nice. You will be a top-notch spellcaster even if you go faithless - but Drac lets you work on your healh plan. Takes a bit of practice, but works rather well.&lt;br /&gt;
&lt;br /&gt;
=== [[File: Halfling Fighter.png|link=|Halfling Fighter]] Halfling ===&lt;br /&gt;
&lt;br /&gt;
The most straightforward way to handle a {{HaFi}} is to use his potions to extend his health spike, drinking them once he runs out of level-ups. Building health, resists and damage is obviously very good here. Keep in mind that this still means leveling items and glyph play to start things off.&lt;br /&gt;
&lt;br /&gt;
The other way to play the little guy is to use some of the health potions to fight monsters while throwing spells at the boss at the same time. This is pretty handy if you're up against bossess you'd rather spellcast against. Which is most of them, simply because you can start earlier. Fight the map with your health, pelt the boss with you mana, ding both  bars - fighters are really good at this sort of thing once you get some practice. Just make sure you boost your health early on in some way.&lt;br /&gt;
&lt;br /&gt;
The god of choice would be Jehora Jeheyu, the patron god of mid-fight dings. Cosider all other Halfling health potions shennanigans, too. Many gods can let you turn them into early boosts which the fighters love, or late game damage spikes for when you're done dinging. &lt;br /&gt;
&lt;br /&gt;
=== [[File: Gnome Fighter.png|link=|Gnome Fighter]] Gnome ===&lt;br /&gt;
&lt;br /&gt;
The {{GnFi}} is the most generic gnome and the most generic spellcasting fighter there is - first you explore looking for mana boosts and glyphs. Then you use your glyphs to level up a bit by killing monsters higher level than you, and you can because you don't need to convert glyphs early on. Then you ding off popcorn kills while throwing spells at the boss. And when you're as high level as you can possibly be, dump all the CP you can afford into mana potions which refill your mana for more spells at the boss. Once two or three boss dungeons start cropping up, just use the more glyph succeptible boss as an exceptionally high level kill for bonus experience. &lt;br /&gt;
&lt;br /&gt;
The gnome  CP refills along the fighters leveling refills, make the {{GnFi}} a terrific Pisorff user. Since a Pisorff spamer build is generally easy to build (16-ish mana, the glyph itself and refills which you have covered), this allows you to use the huge amount of total refills for leveling AND hitting the boss at the same time. The reason to point this out is because gnomes are really good at fireballing bossess. They get high level, then cast a lot of BURNDAYRAZ at the target for a lot of extra burning damage. Preparing Pissorf becomes possible a bit later into the game when folks have allready fixated on the other glyph. It pays to keep both options in mind from the get go.  &lt;br /&gt;
&lt;br /&gt;
What you do with your health, damage or anything other than mana pool size, honestly,  is up to you. A purely spellcasting gnome fighter &amp;quot;plays itself&amp;quot; to a large degree, but expanding your mana pool can hog all of your resources - be they gold, piety, exploration while looking for stuff, or preparations. Boosting the other stuff is worth it, if you can afford it - you're a fighter, you refill both bars wihen you ding, and you need to munch on popcorn TO ding and that is easier with a bit of health and/or damage.&lt;br /&gt;
&lt;br /&gt;
=== [[File: Orc Fighter.png|link=|Orc Fighter]] Orc ===&lt;br /&gt;
&lt;br /&gt;
The Orc brings much-needed damage to the Fighter at a very early level, allowing the {{OrFi}} a much easier leveling phase than most Fighters. His end-game payoff can be lacklustre if he can't get many melee hits in, so keep that in mind and score a bit of a health boost, some resistance or something if you think it'll come in handy.&lt;br /&gt;
&lt;br /&gt;
Your {{s|PISORF}} game is obscene. The glyph works off base damage, which the Orc converts for. The orc likes to explore a lot early to find stuff to convert, and the Pisorf spammer likes to explore early to line up monsters to slap into one another. A Fighter would need glyphs to level, but an Orc can convert them for early damage wich serves the same purpose. But the damage also makes {{s|PISORF}} stronger, which means it gets applied via a glyph, and the fighter is a great spellcaster. The fighter dings easily, which lets him refill mana to cast more {{s|PISORF}}.&lt;br /&gt;
&lt;br /&gt;
The preferred starting god is {{g|Binlor Ironshield}} for the glyph, but the race/class/deity combination is so strong that there isn't a real need to swap out most often. End game {{boon|Stone Skin}} spam is actually synergistic with being an {{OrFi}} (lets you get hits in), as are his damage boons (they amplify your Orc damage bonuses). There are many other ways to play the combination, naturally, this one is just the most synergistic.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''~ Advanced Tip ~'''&lt;br /&gt;
&lt;br /&gt;
This is a frequent [[Quests#The_Perpetual_Questing_Initiative|PQI]] combination, and it pays to learn to handle it. As long as the PQI isn't asking for {{badge|Warmonger}} (no glyph use, so no {{s|PISORF}}) or {{badge|Faithless}} (no gods, so no {{g|Binlor Ironshield}} for guaranteed {{s|PISORF}}), or {{badge|Purist}} (no preps), in which case, have a fun little challenge. &lt;br /&gt;
&lt;br /&gt;
Otherwise, just prep {{g|Binlor Ironshield}} and the {{i|Crystal Ball}}, explore for early damage boosts (other glyphs to convert, mainly) and position monsters into a big pile as you explore. Grab an easy L4 monster along the way if you want. Then move over into a ding-friendly God, or not, and just {{s|PISORF}} everything into powder. Once you get a bit of practice with it, you'll be tacking the {{badge|Vicious}} onto the PQI for extra money whenever you see this combination.&lt;br /&gt;
&lt;br /&gt;
=== [[File: Goblin Fighter.png|link=|Goblin Fighter]] Goblin ===&lt;br /&gt;
&lt;br /&gt;
The {{GoFi}}, also known as &amp;quot;The King of Ding&amp;quot;, is all about weaponizing your experience bar. It's a bit on the &amp;quot;awesome but impractical&amp;quot; side of things, especially before you get familiar with it and develop your kingdom a bit (namely the items and goods you have at your disposal).&lt;br /&gt;
&lt;br /&gt;
What you'll be looking to do is boost your health and mana and ding your big bars at the right times for big refills. It's essentially like being an extra efficient goblin - it takes killing even fewer things to level up, you get to round up and keep more popcorn than usual, and if you boost your bars well enough, most likely using gods, you're very likely to get in a few of those very valuable high level dings for high level hits.&lt;br /&gt;
&lt;br /&gt;
If this seems vague, it's because this is probably the most open-ended combination you can imagine. Grab a god that rewards you for converting stuff, a god which rewards you for leveling up, or a god which lets you benefit from either and go nuts. Every goblin is a popcorn-munching stat-bar-padding ding-monger, as are most fighters, so the guide for this combination should be a well-written goblin racial page.&lt;br /&gt;
&lt;br /&gt;
How to truly pull it off on an early kingdom or without the help of gods is tricky, as items in general don't really let you pad your bars as much as gods do. Try to get efficient kills, use glyphs to ding, get as high level as possible (and that can be very high indeed), and unload your potions and death protections if you have any.&lt;br /&gt;
&lt;br /&gt;
The more features you unlock, and the more familiar you get with various features, the more you'll be able to wring out of these little guys.&lt;br /&gt;
&lt;br /&gt;
== Items ==&lt;br /&gt;
The {{i|Balanced Dagger}} is a very good early find due to {{a|INSTINCTS}}. This approach reduces the amount of popcorn on the map, but allows for extreme blackspace conservation.&lt;br /&gt;
&lt;br /&gt;
A fighter has no way to start fighting enemies above it's level, so the standard leveling tools such as {{i|Fine Sword}} or {{i|Pendant of Health}} will do wonders for you as early finds or light preps.&lt;br /&gt;
&lt;br /&gt;
== Gods ==&lt;br /&gt;
{{g|Tikki Tooki}} is an incredible choice for worship. The fighter will be able to rack up a ton of piety, as he will reach a high level quickly and leave a bunch of popcorn untouched. The massive piety gain allows him to invest heavily into into {{boon|Reflexes}} and {{boon|Tikki's Edge}}, which combine to massively increase the fighter's already formidable level-up spiking potential. &lt;br /&gt;
&lt;br /&gt;
{{g|Glowing Guardian}} also works well: {{a|VETERAN}} synergises very well with the {{boon|Humility}} boon, and the Fighter also has enough spare XP to make liberal use of {{boon|Absolution}}.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MainNav}}&lt;/div&gt;</summary>
		<author><name>Luigifan</name></author>	</entry>

	<entry>
		<id>http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Fighter&amp;diff=56397</id>
		<title>Fighter</title>
		<link rel="alternate" type="text/html" href="http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Fighter&amp;diff=56397"/>
				<updated>2017-01-26T22:46:10Z</updated>
		
		<summary type="html">&lt;p&gt;Luigifan: /* link=|Orc Fighter Orc */ Grammar check&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;onlyinclude&amp;gt;{{&lt;br /&gt;
{{{tpl|ClassInfobox}}}&lt;br /&gt;
|Name=Fighter&lt;br /&gt;
|ShortHand=Fi&lt;br /&gt;
|Tooltip=INSTINCTS: Monsters of an equal or lower level always have their location revealed&amp;amp;#10;VETERAN: Fighters earn 1 extra experience on any monster kill, 10% less exp required to level&amp;amp;#10;PIT DOG: Dungeon runs start with 1 level of standard Death Protection on the character&lt;br /&gt;
|Traits=&lt;br /&gt;
;{{a|INSTINCTS}}: Monsters of an equal or lower level always have their location revealed&lt;br /&gt;
;{{a|VETERAN}}: Fighters earn 1 extra experience on any monster kill (Permanent {{t|Learning}}), 10% less exp required to level&lt;br /&gt;
;{{a|PIT DOG}}: Dungeon runs start with 1 level of standard {{t|Death Protection}} on the character&lt;br /&gt;
|SuggestedRaces={{ElFi}}, {{GoFi}}, {{HuFi}}, {{OrFi}}&lt;br /&gt;
|ClassChallenges=&lt;br /&gt;
{{CC|Fighter|Bronze|Bleat It}}&lt;br /&gt;
&lt;br /&gt;
{{CC|Fighter|Silver|Toe-to-Toe}}&lt;br /&gt;
&lt;br /&gt;
{{CC|Fighter|Gold|The Arena}}&lt;br /&gt;
|Unlock={{b|Guild|Level 1|Adventure Clubhouse}}&lt;br /&gt;
|Group=Tier 1&lt;br /&gt;
}}&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
''Fighters are heroes who go about hitting evil things for a living. They're generally good at surviving long enough to brag about it afterwards.''&lt;br /&gt;
&lt;br /&gt;
== So, what's he about? ==&lt;br /&gt;
&lt;br /&gt;
{{a|INSTINCTS}}: You know where monsters are. They are the same level as you are and not really worth fighting. But if you get one level ahead of them, you get first strike against them. This makes most of them into just XP powerups sitting there for you to pick them up. So this reads as: You know where the XP powerups are.&lt;br /&gt;
&lt;br /&gt;
{{a|VETERAN}}: This makes the &amp;quot;XP powerups&amp;quot; worth more. Also, it makes getting a level ahead of them easier. First you have to fight something above your level for bonus experience to outlevel a bunch of popcorn. Then fighting the next thing above your level becomes easier, because you can use all the low level monsters to refill your health and mana by leveling up mid-fight. &lt;br /&gt;
&lt;br /&gt;
{{a|PIT DOG}}: And this is what you may use for that first tough fight. This is an extra hit on something bigger than you early on, guaranteed on every run. If you start off by killing something bigger than you with a glyph, maybe a potion and this, you can then  munch on popocorn and keep killing other big stuff with ease.  Alternatively, since you're likely to reach a really high level, this can mean one big hit on a boss at the end.&lt;br /&gt;
&lt;br /&gt;
=== Strategy ===&lt;br /&gt;
&lt;br /&gt;
Fighters are all about finding &amp;quot;popcorn&amp;quot;, and getting into a position to beat tougher monsters by using weaker monsters. Since so much about them revolves around leveling up in order to refill health and mana instantly, they do well if they build up large pools of either health, mana, or both to spend and restore. Since they don't have any inherent fighting ability most of what they do revolves around good use of glyphs.&lt;br /&gt;
&lt;br /&gt;
This is something that often confuses newbies - the average gamer would expect the Fighter to be more of a straightforward melee character. In another game, the DD Fighter would probably be some sort of Priest, as he utilizes  experience and a mix of martial and magical power to do his thing.&lt;br /&gt;
&lt;br /&gt;
Besides the lone Death Protection, the Fighter has no innate fighting ability. So some combination of preparations, glyphs, items, potions, and later, gods has to be used at the very beginning of a run, before he develops a large suppy of easily disposable low level monsters (a &amp;quot;popcorn bowl&amp;quot;) and really starts leveraging experience as a weapon.&lt;br /&gt;
&lt;br /&gt;
It is also possible, and often favorable, to use your health to fight regular monsters for experience and dings while simultaneously pelting the boss with glyph damage. This lets the &amp;quot;humble&amp;quot; fighter start the boss fight (or a tough fight) much earlier than one would think and still use both his bars and all his resources to the maximum.&lt;br /&gt;
&lt;br /&gt;
== Races ==&lt;br /&gt;
Remember - fighters like to level-up mid fight against something huge. If your health isn't good enough to tank hits from the boss - pelt the boss with magic, and fight the other guys with health to level up. This takes practice, but it is worth the practice as most fighters get scary once you wrap your head around that concept. &lt;br /&gt;
&lt;br /&gt;
=== [[File: Human Fighter.png|link=|Human Fighter]] Human ===&lt;br /&gt;
&lt;br /&gt;
The human racial bonus kicks in at mid-late levels, so he's not in a rush to convert glyphs. The fighter appreciates this because he needs the glyphs to level up early. Use the glyphs to level up a bit, explore and round up the &amp;quot;popcorn&amp;quot;, then dump the ones you don't need to enable the human big damage bonus. Then just throw everything at the boss, much popcorn to level up, repeat.&lt;br /&gt;
&lt;br /&gt;
Since the human allows plenty of glyph use, you can just grab a cheap leveling tool to back it up and save your {{a|PIT DOG}} DP. You'll be a fine spellcater, and eventually have huge melee damage with no effort invested, but you may not have the means to get too many melee hits in on the boss. Once you've got the ball rolling, you might look around the map for a bit of a health boost, damage resistance, death protection,  first strike, things like that - it might come in handy.&lt;br /&gt;
&lt;br /&gt;
If your health isn't up to tanking hits from a boss yet, use it to fight other guys, while you pelt the boss with glyph damage. Why let all the health and damage go to waste? Practice makes perfect.&lt;br /&gt;
&lt;br /&gt;
=== [[File: Dwarf Fighter.png|link=|Dwarf Fighter]] Dwarf ===&lt;br /&gt;
&lt;br /&gt;
Any dwarf, once leveled up and once you convert enough stuff, will be a big blob of health. They're not in a rush to convert glyphs, as the bonus requires levels to become significant. The fighter can get the dwarf leveled up, using all the glpyhs the dwarf isn't in a hurry to convert. Then, once you are a big blob of health, who got there by becoming a good glyph user first, the fighter abilities let you ding a lot to refill both pools and blob all over the place.&lt;br /&gt;
&lt;br /&gt;
What you will want is a leveling tool or two and good glyph use for exploration, leveling up and rounding up the popcorn. Feel free to spend the {{a|PIT DOG}} DP, too, use any means to get leveled up. Do conserve health potions and popcorn, you'll want to be able to ding and refill your eventually huge health pool.&lt;br /&gt;
&lt;br /&gt;
'''~ Some God Tips ~'''&lt;br /&gt;
&lt;br /&gt;
Two gods make {{DwFi}} flow in a particularly fine way. &lt;br /&gt;
&lt;br /&gt;
{{g|Mystera Annur}} lets you build up as a spellcaster while you use your glyphs to explore, &amp;quot;popcorn bowl&amp;quot;, and level up. {{boon|Refreshment}} lets you get mana refills for converting glyphs. You want to do this against the boss, which is also when you really need your health to finally become huge. Dump all your glyphs for a glyph barrage on the boss, then ding for a full refill of your suddenly huge health pool (and more glyph use).&lt;br /&gt;
&lt;br /&gt;
{{g|Dracul}} is the other god that plays rather fine in a more melee oriented fashion, as he is the deity all dwarves love to worship anyway. Fighters in particular appreciate the lifesteal and the refill boons. Those scale with your level, and fighters are the kings of getting high level. Remember to use your glyphs, though - any Drac Dwarf is a scary healthmonster later on in a run, but it's your glyphs that get you there.&lt;br /&gt;
&lt;br /&gt;
=== [[File: Elf Fighter.png|link=|Elf Fighter]] Elf ===&lt;br /&gt;
&lt;br /&gt;
Elves have an easy time getting their mana pool large eonugh for serious spellcasting. At the very least good enough for leveling up. They also have trouble refilling it, which is what being a Fighter is all about. The elf spellcasting gets the high level kills for bonus XP, and the fighter lets the elf munch on popcorn for mid-fight refills. It's a beautifully sinergistic combo, and not very taxing on the brain.&lt;br /&gt;
&lt;br /&gt;
A pure spellcasting Fighter can indeed work, but do consider that a dinging spellcaster always appreciates at least a bit of help with popcorn munching. A modest health and/or damage boost will help you ding and get melee hits in here and there. A Fighter dings both bars, no need to let one go to waste.&lt;br /&gt;
&lt;br /&gt;
'''~ Some God Tips ~'''&lt;br /&gt;
&lt;br /&gt;
Depending on whether going mad with mana for a pure, pure spellcaster, or developing your health a bit will most likely determine your choice of god. The first option is so straightforward it doesn't need writing up, but the second option is interesting to explore:&lt;br /&gt;
&lt;br /&gt;
Glowing Guardian - since developing your mana pool involves converting stuff, and the refill plan involves dinging a lot, this is a very sensible (and obvious) choice. There are many ways to play this race/class/god combination, have some fun with it.&lt;br /&gt;
&lt;br /&gt;
Jehora Jeheyu - works for any Fighter, ofc, but it's likely that the Elf would be more interested in making his health large and functional rather than spend mana potions on making his mana even bigger.&lt;br /&gt;
&lt;br /&gt;
Dracul - The free level up at the start increases the power of your fireballs, the lifesteal lets you get more out of munching popcorn, and provided you can find a health boost the refills are rather nice. You will be a top-notch spellcaster even if you go faithless - but Drac lets you work on your healh plan. Takes a bit of practice, but works rather well.&lt;br /&gt;
&lt;br /&gt;
=== [[File: Halfling Fighter.png|link=|Halfling Fighter]] Halfling ===&lt;br /&gt;
&lt;br /&gt;
The most straightforward way to handle a {{HaFi}} is to use his potions to extend his health spike, drinking them once he runs out of level-ups. Building health, resists and damage is obviously very good here. Keep in mind that this still means leveling items and glyph play to start things off.&lt;br /&gt;
&lt;br /&gt;
The other way to play the little guy is to use some of the health potions to fight monsters while throwing spells at the boss at the same time. This is pretty handy if you're up against bossess you'd rather spellcast against. Which is most of them, simply because you can start earlier. Fight the map with your health, pelt the boss with you mana, ding both  bars - fighters are really good at this sort of thing once you get some practice. Just make sure you boost your health early on in some way.&lt;br /&gt;
&lt;br /&gt;
The god of choice would be Jehora Jeheyu, the patron god of mid-fight dings. Cosider all other Halfling health potions shennanigans, too. Many gods can let you turn them into early boosts which the fighters love, or late game damage spikes for when you're done dinging. &lt;br /&gt;
&lt;br /&gt;
=== [[File: Gnome Fighter.png|link=|Gnome Fighter]] Gnome ===&lt;br /&gt;
&lt;br /&gt;
The {{GnFi}} is the most generic gnome and the most generic spellcasting fighter there is - first you explore looking for mana boosts and glyphs. Then you use your glyphs to level up a bit by killing monsters higher level than you, and you can because you don't need to convert glyphs early on. Then you ding off popcorn kills while throwing spells at the boss. And when you're as high level as you can possibly be, dump all the CP you can afford into mana potions which refill your mana for more spells at the boss. Once two or three boss dungeons start cropping up, just use the more glyph succeptible boss as an exceptionally high level kill for bonus experience. &lt;br /&gt;
&lt;br /&gt;
The gnome  CP refills along the fighters leveling refills, make the {{GnFi}} a terrific Pisorff user. Since a Pisorff spamer build is generally easy to build (16-ish mana, the glyph itself and refills which you have covered), this allows you to use the huge amount of total refills for leveling AND hitting the boss at the same time. The reason to point this out is because gnomes are really good at fireballing bossess. They get high level, then cast a lot of BURNDAYRAZ at the target for a lot of extra burning damage. Preparing Pissorf becomes possible a bit later into the game when folks have allready fixated on the other glyph. It pays to keep both options in mind from the get go.  &lt;br /&gt;
&lt;br /&gt;
What you do with your health, damage or anything other than mana pool size, honestly,  is up to you. A purely spellcasting gnome fighter &amp;quot;plays itself&amp;quot; to a large degree, but expanding your mana pool can hog all of your resources - be they gold, piety, exploration while looking for stuff, or preparations. Boosting the other stuff is worth it, if you can afford it - you're a fighter, you refill both bars wihen you ding, and you need to munch on popcorn TO ding and that is easier with a bit of health and/or damage.&lt;br /&gt;
&lt;br /&gt;
=== [[File: Orc Fighter.png|link=|Orc Fighter]] Orc ===&lt;br /&gt;
&lt;br /&gt;
The Orc brings much-needed damage to the Fighter at a very early level, allowing the {{OrFi}} a much easier leveling phase than most Fighters. His end-game payoff can be lacklustre if he can't get many melee hits in, so keep that in mind and score a bit of a health boost, some resistance or something if you think it'll come in handy.&lt;br /&gt;
&lt;br /&gt;
Your {{s|PISORF}} game is obscene. The glyph works off base damage, which the Orc converts for. The orc likes to explore a lot early to find stuff to convert, and the Pisorf spammer likes to explore early to line up monsters to slap into one another. A Fighter would need glyphs to level, but an Orc can convert them for early damage wich serves the same purpose. But the damage also makes {{s|PISORF}} stronger, which means it gets applied via a glyph, and the fighter is a great spellcaster. The fighter dings easily, which lets him refill mana to cast more {{s|PISORF}}.&lt;br /&gt;
&lt;br /&gt;
The preferred starting god is {{g|Binlor Ironshield}} for the glyph, but the race/class/deity combination is so strong that there isn't a real need to swap out most often. End game {{boon|Stone Skin}} spam is actually synergistic with being an {{OrFi}} (lets you get hits in), as are his damage boons (they amplify your Orc damage bonuses). There are many other ways to play the combination, naturally, this one is just the most synergistic.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''~ Advanced Tip ~'''&lt;br /&gt;
&lt;br /&gt;
This is a frequent [[Quests#The_Perpetual_Questing_Initiative|PQI]] combination, and it pays to learn to handle it. As long as the PQI isn't asking for {{badge|Warmonger}} (no glyph use, so no {{s|PISORF}}) or {{badge|Faithless}} (no gods, so no {{g|Binlor Ironshield}} for guaranteed {{s|PISORF}}), or {{badge|Purist}} (no preps), in which case, have a fun little challenge. &lt;br /&gt;
&lt;br /&gt;
Otherwise, just prep {{g|Binlor Ironshield}} and the {{i|Crystal Ball}}, explore for early damage boosts (other glyphs to convert, mainly) and position monsters into a big pile as you explore. Grab an easy L4 monster along the way if you want. Then move over into a ding-friendly God, or not, and just {{s|PISORF}} everything into powder. Once you get a bit of practice with it, you'll be tacking the {{badge|Vicious}} onto the PQI for extra money whenever you see this combination.&lt;br /&gt;
&lt;br /&gt;
=== [[File: Goblin Fighter.png|link=|Goblin Fighter]] Goblin ===&lt;br /&gt;
&lt;br /&gt;
The {{GoFi}} , also known as &amp;quot;The King of Ding&amp;quot;, is all about weaponizing your experience bar. It's a bit on the &amp;quot;awesome but impractical&amp;quot; side of things, especially before you get familiar with it and develop your kingdom a bit (namely the items and goods you have at your disposal).&lt;br /&gt;
&lt;br /&gt;
What you'll be looking to do is boost your health and mana and ding your big bars at the right times for big refills. It's essentially like being an extra efficient goblin - it takes killing even fewer things to level up, you get to round up and keep more popcorn than usual, and if you boost your bars well enough, most likely using gods, you're very likely to get in a few of those very valuable high level dings for high level hits.&lt;br /&gt;
&lt;br /&gt;
If this seems vague it's because this is probably the most open-ended combination you can immagine. Grab a god that rewards you for converting stuff, a god which rewards you for leveling up, or a god which lets you benefit from either and go nuts. Every goblin is a popcorn-munching stat-bar padding ding-monger, as are most fighters, so the guide for this combination should be a well written goblin racial page.&lt;br /&gt;
&lt;br /&gt;
How to truly pull it off on an early kingdom or without the help of gods is tricky, as items in general don't really let you pad your bars as much as gods do. Try to get efficient kills, use glyphs to ding, get as high level as possible (and that can be very high indeed) and unload your potions and death protections if you have any.&lt;br /&gt;
&lt;br /&gt;
The more features you unlock, and the more familiar you get with various features, the more you'll be able to wring out of these little guys.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Items ==&lt;br /&gt;
The {{i|Balanced Dagger}} is a very good early find due to {{a|INSTINCTS}}. This approach reduces the amount of popcorn on the map, but allows for extreme blackspace conservation.&lt;br /&gt;
&lt;br /&gt;
A fighter has no way to start fighting enemies above it's level, so the standard leveling tools such as {{i|Fine Sword}} or {{i|Pendant of Health}} will do wonders for you as early finds or light preps.&lt;br /&gt;
&lt;br /&gt;
== Gods ==&lt;br /&gt;
{{g|Tikki Tooki}} is an incredible choice for worship. The fighter will be able to rack up a ton of piety, as he will reach a high level quickly and leave a bunch of popcorn untouched. The massive piety gain allows him to invest heavily into into {{boon|Reflexes}} and {{boon|Tikki's Edge}}, which combine to massively increase the fighter's already formidable level-up spiking potential. &lt;br /&gt;
&lt;br /&gt;
{{g|Glowing Guardian}} also works well: {{a|VETERAN}} synergises very well with the {{boon|Humility}} boon, and the Fighter also has enough spare XP to make liberal use of {{boon|Absolution}}.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MainNav}}&lt;/div&gt;</summary>
		<author><name>Luigifan</name></author>	</entry>

	<entry>
		<id>http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Fighter&amp;diff=56396</id>
		<title>Fighter</title>
		<link rel="alternate" type="text/html" href="http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Fighter&amp;diff=56396"/>
				<updated>2017-01-26T22:41:54Z</updated>
		
		<summary type="html">&lt;p&gt;Luigifan: /* link=|Dwarf Fighter Dwarf */ Grammar check&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;onlyinclude&amp;gt;{{&lt;br /&gt;
{{{tpl|ClassInfobox}}}&lt;br /&gt;
|Name=Fighter&lt;br /&gt;
|ShortHand=Fi&lt;br /&gt;
|Tooltip=INSTINCTS: Monsters of an equal or lower level always have their location revealed&amp;amp;#10;VETERAN: Fighters earn 1 extra experience on any monster kill, 10% less exp required to level&amp;amp;#10;PIT DOG: Dungeon runs start with 1 level of standard Death Protection on the character&lt;br /&gt;
|Traits=&lt;br /&gt;
;{{a|INSTINCTS}}: Monsters of an equal or lower level always have their location revealed&lt;br /&gt;
;{{a|VETERAN}}: Fighters earn 1 extra experience on any monster kill (Permanent {{t|Learning}}), 10% less exp required to level&lt;br /&gt;
;{{a|PIT DOG}}: Dungeon runs start with 1 level of standard {{t|Death Protection}} on the character&lt;br /&gt;
|SuggestedRaces={{ElFi}}, {{GoFi}}, {{HuFi}}, {{OrFi}}&lt;br /&gt;
|ClassChallenges=&lt;br /&gt;
{{CC|Fighter|Bronze|Bleat It}}&lt;br /&gt;
&lt;br /&gt;
{{CC|Fighter|Silver|Toe-to-Toe}}&lt;br /&gt;
&lt;br /&gt;
{{CC|Fighter|Gold|The Arena}}&lt;br /&gt;
|Unlock={{b|Guild|Level 1|Adventure Clubhouse}}&lt;br /&gt;
|Group=Tier 1&lt;br /&gt;
}}&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
''Fighters are heroes who go about hitting evil things for a living. They're generally good at surviving long enough to brag about it afterwards.''&lt;br /&gt;
&lt;br /&gt;
== So, what's he about? ==&lt;br /&gt;
&lt;br /&gt;
{{a|INSTINCTS}}: You know where monsters are. They are the same level as you are and not really worth fighting. But if you get one level ahead of them, you get first strike against them. This makes most of them into just XP powerups sitting there for you to pick them up. So this reads as: You know where the XP powerups are.&lt;br /&gt;
&lt;br /&gt;
{{a|VETERAN}}: This makes the &amp;quot;XP powerups&amp;quot; worth more. Also, it makes getting a level ahead of them easier. First you have to fight something above your level for bonus experience to outlevel a bunch of popcorn. Then fighting the next thing above your level becomes easier, because you can use all the low level monsters to refill your health and mana by leveling up mid-fight. &lt;br /&gt;
&lt;br /&gt;
{{a|PIT DOG}}: And this is what you may use for that first tough fight. This is an extra hit on something bigger than you early on, guaranteed on every run. If you start off by killing something bigger than you with a glyph, maybe a potion and this, you can then  munch on popocorn and keep killing other big stuff with ease.  Alternatively, since you're likely to reach a really high level, this can mean one big hit on a boss at the end.&lt;br /&gt;
&lt;br /&gt;
=== Strategy ===&lt;br /&gt;
&lt;br /&gt;
Fighters are all about finding &amp;quot;popcorn&amp;quot;, and getting into a position to beat tougher monsters by using weaker monsters. Since so much about them revolves around leveling up in order to refill health and mana instantly, they do well if they build up large pools of either health, mana, or both to spend and restore. Since they don't have any inherent fighting ability most of what they do revolves around good use of glyphs.&lt;br /&gt;
&lt;br /&gt;
This is something that often confuses newbies - the average gamer would expect the Fighter to be more of a straightforward melee character. In another game, the DD Fighter would probably be some sort of Priest, as he utilizes  experience and a mix of martial and magical power to do his thing.&lt;br /&gt;
&lt;br /&gt;
Besides the lone Death Protection, the Fighter has no innate fighting ability. So some combination of preparations, glyphs, items, potions, and later, gods has to be used at the very beginning of a run, before he develops a large suppy of easily disposable low level monsters (a &amp;quot;popcorn bowl&amp;quot;) and really starts leveraging experience as a weapon.&lt;br /&gt;
&lt;br /&gt;
It is also possible, and often favorable, to use your health to fight regular monsters for experience and dings while simultaneously pelting the boss with glyph damage. This lets the &amp;quot;humble&amp;quot; fighter start the boss fight (or a tough fight) much earlier than one would think and still use both his bars and all his resources to the maximum.&lt;br /&gt;
&lt;br /&gt;
== Races ==&lt;br /&gt;
Remember - fighters like to level-up mid fight against something huge. If your health isn't good enough to tank hits from the boss - pelt the boss with magic, and fight the other guys with health to level up. This takes practice, but it is worth the practice as most fighters get scary once you wrap your head around that concept. &lt;br /&gt;
&lt;br /&gt;
=== [[File: Human Fighter.png|link=|Human Fighter]] Human ===&lt;br /&gt;
&lt;br /&gt;
The human racial bonus kicks in at mid-late levels, so he's not in a rush to convert glyphs. The fighter appreciates this because he needs the glyphs to level up early. Use the glyphs to level up a bit, explore and round up the &amp;quot;popcorn&amp;quot;, then dump the ones you don't need to enable the human big damage bonus. Then just throw everything at the boss, much popcorn to level up, repeat.&lt;br /&gt;
&lt;br /&gt;
Since the human allows plenty of glyph use, you can just grab a cheap leveling tool to back it up and save your {{a|PIT DOG}} DP. You'll be a fine spellcater, and eventually have huge melee damage with no effort invested, but you may not have the means to get too many melee hits in on the boss. Once you've got the ball rolling, you might look around the map for a bit of a health boost, damage resistance, death protection,  first strike, things like that - it might come in handy.&lt;br /&gt;
&lt;br /&gt;
If your health isn't up to tanking hits from a boss yet, use it to fight other guys, while you pelt the boss with glyph damage. Why let all the health and damage go to waste? Practice makes perfect.&lt;br /&gt;
&lt;br /&gt;
=== [[File: Dwarf Fighter.png|link=|Dwarf Fighter]] Dwarf ===&lt;br /&gt;
&lt;br /&gt;
Any dwarf, once leveled up and once you convert enough stuff, will be a big blob of health. They're not in a rush to convert glyphs, as the bonus requires levels to become significant. The fighter can get the dwarf leveled up, using all the glpyhs the dwarf isn't in a hurry to convert. Then, once you are a big blob of health, who got there by becoming a good glyph user first, the fighter abilities let you ding a lot to refill both pools and blob all over the place.&lt;br /&gt;
&lt;br /&gt;
What you will want is a leveling tool or two and good glyph use for exploration, leveling up and rounding up the popcorn. Feel free to spend the {{a|PIT DOG}} DP, too, use any means to get leveled up. Do conserve health potions and popcorn, you'll want to be able to ding and refill your eventually huge health pool.&lt;br /&gt;
&lt;br /&gt;
'''~ Some God Tips ~'''&lt;br /&gt;
&lt;br /&gt;
Two gods make {{DwFi}} flow in a particularly fine way. &lt;br /&gt;
&lt;br /&gt;
{{g|Mystera Annur}} lets you build up as a spellcaster while you use your glyphs to explore, &amp;quot;popcorn bowl&amp;quot;, and level up. {{boon|Refreshment}} lets you get mana refills for converting glyphs. You want to do this against the boss, which is also when you really need your health to finally become huge. Dump all your glyphs for a glyph barrage on the boss, then ding for a full refill of your suddenly huge health pool (and more glyph use).&lt;br /&gt;
&lt;br /&gt;
{{g|Dracul}} is the other god that plays rather fine in a more melee oriented fashion, as he is the deity all dwarves love to worship anyway. Fighters in particular appreciate the lifesteal and the refill boons. Those scale with your level, and fighters are the kings of getting high level. Remember to use your glyphs, though - any Drac Dwarf is a scary healthmonster later on in a run, but it's your glyphs that get you there.&lt;br /&gt;
&lt;br /&gt;
=== [[File: Elf Fighter.png|link=|Elf Fighter]] Elf ===&lt;br /&gt;
&lt;br /&gt;
Elves have an easy time getting their mana pool large eonugh for serious spellcasting. At the very least good enough for leveling up. They also have trouble refilling it, which is what being a Fighter is all about. The elf spellcasting gets the high level kills for bonus XP, and the fighter lets the elf munch on popcorn for mid-fight refills. It's a beautifully sinergistic combo, and not very taxing on the brain.&lt;br /&gt;
&lt;br /&gt;
A pure spellcasting Fighter can indeed work, but do consider that a dinging spellcaster always appreciates at least a bit of help with popcorn munching. A modest health and/or damage boost will help you ding and get melee hits in here and there. A Fighter dings both bars, no need to let one go to waste.&lt;br /&gt;
&lt;br /&gt;
'''~ Some God Tips ~'''&lt;br /&gt;
&lt;br /&gt;
Depending on whether going mad with mana for a pure, pure spellcaster, or developing your health a bit will most likely determine your choice of god. The first option is so straightforward it doesn't need writing up, but the second option is interesting to explore:&lt;br /&gt;
&lt;br /&gt;
Glowing Guardian - since developing your mana pool involves converting stuff, and the refill plan involves dinging a lot, this is a very sensible (and obvious) choice. There are many ways to play this race/class/god combination, have some fun with it.&lt;br /&gt;
&lt;br /&gt;
Jehora Jeheyu - works for any Fighter, ofc, but it's likely that the Elf would be more interested in making his health large and functional rather than spend mana potions on making his mana even bigger.&lt;br /&gt;
&lt;br /&gt;
Dracul - The free level up at the start increases the power of your fireballs, the lifesteal lets you get more out of munching popcorn, and provided you can find a health boost the refills are rather nice. You will be a top-notch spellcaster even if you go faithless - but Drac lets you work on your healh plan. Takes a bit of practice, but works rather well.&lt;br /&gt;
&lt;br /&gt;
=== [[File: Halfling Fighter.png|link=|Halfling Fighter]] Halfling ===&lt;br /&gt;
&lt;br /&gt;
The most straightforward way to handle a {{HaFi}} is to use his potions to extend his health spike, drinking them once he runs out of level-ups. Building health, resists and damage is obviously very good here. Keep in mind that this still means leveling items and glyph play to start things off.&lt;br /&gt;
&lt;br /&gt;
The other way to play the little guy is to use some of the health potions to fight monsters while throwing spells at the boss at the same time. This is pretty handy if you're up against bossess you'd rather spellcast against. Which is most of them, simply because you can start earlier. Fight the map with your health, pelt the boss with you mana, ding both  bars - fighters are really good at this sort of thing once you get some practice. Just make sure you boost your health early on in some way.&lt;br /&gt;
&lt;br /&gt;
The god of choice would be Jehora Jeheyu, the patron god of mid-fight dings. Cosider all other Halfling health potions shennanigans, too. Many gods can let you turn them into early boosts which the fighters love, or late game damage spikes for when you're done dinging. &lt;br /&gt;
&lt;br /&gt;
=== [[File: Gnome Fighter.png|link=|Gnome Fighter]] Gnome ===&lt;br /&gt;
&lt;br /&gt;
The {{GnFi}} is the most generic gnome and the most generic spellcasting fighter there is - first you explore looking for mana boosts and glyphs. Then you use your glyphs to level up a bit by killing monsters higher level than you, and you can because you don't need to convert glyphs early on. Then you ding off popcorn kills while throwing spells at the boss. And when you're as high level as you can possibly be, dump all the CP you can afford into mana potions which refill your mana for more spells at the boss. Once two or three boss dungeons start cropping up, just use the more glyph succeptible boss as an exceptionally high level kill for bonus experience. &lt;br /&gt;
&lt;br /&gt;
The gnome  CP refills along the fighters leveling refills, make the {{GnFi}} a terrific Pisorff user. Since a Pisorff spamer build is generally easy to build (16-ish mana, the glyph itself and refills which you have covered), this allows you to use the huge amount of total refills for leveling AND hitting the boss at the same time. The reason to point this out is because gnomes are really good at fireballing bossess. They get high level, then cast a lot of BURNDAYRAZ at the target for a lot of extra burning damage. Preparing Pissorf becomes possible a bit later into the game when folks have allready fixated on the other glyph. It pays to keep both options in mind from the get go.  &lt;br /&gt;
&lt;br /&gt;
What you do with your health, damage or anything other than mana pool size, honestly,  is up to you. A purely spellcasting gnome fighter &amp;quot;plays itself&amp;quot; to a large degree, but expanding your mana pool can hog all of your resources - be they gold, piety, exploration while looking for stuff, or preparations. Boosting the other stuff is worth it, if you can afford it - you're a fighter, you refill both bars wihen you ding, and you need to munch on popcorn TO ding and that is easier with a bit of health and/or damage.&lt;br /&gt;
&lt;br /&gt;
=== [[File: Orc Fighter.png|link=|Orc Fighter]] Orc ===&lt;br /&gt;
&lt;br /&gt;
The Orc brings much-needed damage to the Fighter at a very early level, allowing the {{OrFi}} a much easier leveling phase than most Fighters. His end-game payoff can be lacklustre if he can't get many melee hits in, so keep that in mind and score a bit of a health boost, some resistance or something if you think it'll come in handy.&lt;br /&gt;
&lt;br /&gt;
Your {{s|PISORF}} game is obscene. The glyph works off base damage, which the Orc converts for. The orc likes to explore a lot early to find stuff to convert, and the Pisorf spammer likes to explore early to line up monsters to slap into one another. A Fighter would need glyphs to level, but an Orc can convert them for early damage wich serves the same purpose. But the damage also makes {{s|PISORF}} stronger, which means it gets applied via a glyph, and the fighter is a great spellcaster. The fighter dings easily, which lets him refill mana to cast more {{s|PISORF}}.&lt;br /&gt;
&lt;br /&gt;
The preffered starting god is {{g|Binlor Ironshield}} for the glyph, but the race/class/deity combination is so strong that there isn't a real need to swap out most often. End game {{boon|Stone Skin}} spam is actually synergistic with being an {{OrFi}} (lets you get hits in), as are his damage boons (they amplify your Orc damage bonuses). There are many other ways to play the combination, naturally, this one is just the most  synergistic.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''~ Advanced Tip ~'''&lt;br /&gt;
&lt;br /&gt;
This is a frequent [[Quests#The_Perpetual_Questing_Initiative|PQI]] combination, and it pays to learn to handle it. As long as the PQI isn't asking for {{badge|Warmonger}} (no glyph use, so no {{s|PISORF}}) or {{badge|Faithless}} (no gods, so no {{g|Binlor Ironshield}} for guaranteed {{s|PISORF}}), or {{badge|Purist}} (no preps) in which case - have a fun little challenge. &lt;br /&gt;
&lt;br /&gt;
Otherwise just prep {{g|Binlor Ironshield}} and the {{i|Crystal Ball}}, explore for early damage boosts (other glyphs to convert, mainly) and position monsters into a big pile as you explore. Grab an easy L4 monster along the way if you want. Then move over into a ding-friendly God, or not, and just {{s|PISORF}} everything into powder. Once you get a bit of practice with it, you'll be tacking the {{badge|Vicious}} onto the PQI for extra money whenever you see this combination.&lt;br /&gt;
&lt;br /&gt;
=== [[File: Goblin Fighter.png|link=|Goblin Fighter]] Goblin ===&lt;br /&gt;
&lt;br /&gt;
The {{GoFi}} , also known as &amp;quot;The King of Ding&amp;quot;, is all about weaponizing your experience bar. It's a bit on the &amp;quot;awesome but impractical&amp;quot; side of things, especially before you get familiar with it and develop your kingdom a bit (namely the items and goods you have at your disposal).&lt;br /&gt;
&lt;br /&gt;
What you'll be looking to do is boost your health and mana and ding your big bars at the right times for big refills. It's essentially like being an extra efficient goblin - it takes killing even fewer things to level up, you get to round up and keep more popcorn than usual, and if you boost your bars well enough, most likely using gods, you're very likely to get in a few of those very valuable high level dings for high level hits.&lt;br /&gt;
&lt;br /&gt;
If this seems vague it's because this is probably the most open-ended combination you can immagine. Grab a god that rewards you for converting stuff, a god which rewards you for leveling up, or a god which lets you benefit from either and go nuts. Every goblin is a popcorn-munching stat-bar padding ding-monger, as are most fighters, so the guide for this combination should be a well written goblin racial page.&lt;br /&gt;
&lt;br /&gt;
How to truly pull it off on an early kingdom or without the help of gods is tricky, as items in general don't really let you pad your bars as much as gods do. Try to get efficient kills, use glyphs to ding, get as high level as possible (and that can be very high indeed) and unload your potions and death protections if you have any.&lt;br /&gt;
&lt;br /&gt;
The more features you unlock, and the more familiar you get with various features, the more you'll be able to wring out of these little guys.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Items ==&lt;br /&gt;
The {{i|Balanced Dagger}} is a very good early find due to {{a|INSTINCTS}}. This approach reduces the amount of popcorn on the map, but allows for extreme blackspace conservation.&lt;br /&gt;
&lt;br /&gt;
A fighter has no way to start fighting enemies above it's level, so the standard leveling tools such as {{i|Fine Sword}} or {{i|Pendant of Health}} will do wonders for you as early finds or light preps.&lt;br /&gt;
&lt;br /&gt;
== Gods ==&lt;br /&gt;
{{g|Tikki Tooki}} is an incredible choice for worship. The fighter will be able to rack up a ton of piety, as he will reach a high level quickly and leave a bunch of popcorn untouched. The massive piety gain allows him to invest heavily into into {{boon|Reflexes}} and {{boon|Tikki's Edge}}, which combine to massively increase the fighter's already formidable level-up spiking potential. &lt;br /&gt;
&lt;br /&gt;
{{g|Glowing Guardian}} also works well: {{a|VETERAN}} synergises very well with the {{boon|Humility}} boon, and the Fighter also has enough spare XP to make liberal use of {{boon|Absolution}}.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MainNav}}&lt;/div&gt;</summary>
		<author><name>Luigifan</name></author>	</entry>

	<entry>
		<id>http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Fighter&amp;diff=56395</id>
		<title>Fighter</title>
		<link rel="alternate" type="text/html" href="http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Fighter&amp;diff=56395"/>
				<updated>2017-01-26T22:39:04Z</updated>
		
		<summary type="html">&lt;p&gt;Luigifan: /* Strategy */ Grammar check&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;onlyinclude&amp;gt;{{&lt;br /&gt;
{{{tpl|ClassInfobox}}}&lt;br /&gt;
|Name=Fighter&lt;br /&gt;
|ShortHand=Fi&lt;br /&gt;
|Tooltip=INSTINCTS: Monsters of an equal or lower level always have their location revealed&amp;amp;#10;VETERAN: Fighters earn 1 extra experience on any monster kill, 10% less exp required to level&amp;amp;#10;PIT DOG: Dungeon runs start with 1 level of standard Death Protection on the character&lt;br /&gt;
|Traits=&lt;br /&gt;
;{{a|INSTINCTS}}: Monsters of an equal or lower level always have their location revealed&lt;br /&gt;
;{{a|VETERAN}}: Fighters earn 1 extra experience on any monster kill (Permanent {{t|Learning}}), 10% less exp required to level&lt;br /&gt;
;{{a|PIT DOG}}: Dungeon runs start with 1 level of standard {{t|Death Protection}} on the character&lt;br /&gt;
|SuggestedRaces={{ElFi}}, {{GoFi}}, {{HuFi}}, {{OrFi}}&lt;br /&gt;
|ClassChallenges=&lt;br /&gt;
{{CC|Fighter|Bronze|Bleat It}}&lt;br /&gt;
&lt;br /&gt;
{{CC|Fighter|Silver|Toe-to-Toe}}&lt;br /&gt;
&lt;br /&gt;
{{CC|Fighter|Gold|The Arena}}&lt;br /&gt;
|Unlock={{b|Guild|Level 1|Adventure Clubhouse}}&lt;br /&gt;
|Group=Tier 1&lt;br /&gt;
}}&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
''Fighters are heroes who go about hitting evil things for a living. They're generally good at surviving long enough to brag about it afterwards.''&lt;br /&gt;
&lt;br /&gt;
== So, what's he about? ==&lt;br /&gt;
&lt;br /&gt;
{{a|INSTINCTS}}: You know where monsters are. They are the same level as you are and not really worth fighting. But if you get one level ahead of them, you get first strike against them. This makes most of them into just XP powerups sitting there for you to pick them up. So this reads as: You know where the XP powerups are.&lt;br /&gt;
&lt;br /&gt;
{{a|VETERAN}}: This makes the &amp;quot;XP powerups&amp;quot; worth more. Also, it makes getting a level ahead of them easier. First you have to fight something above your level for bonus experience to outlevel a bunch of popcorn. Then fighting the next thing above your level becomes easier, because you can use all the low level monsters to refill your health and mana by leveling up mid-fight. &lt;br /&gt;
&lt;br /&gt;
{{a|PIT DOG}}: And this is what you may use for that first tough fight. This is an extra hit on something bigger than you early on, guaranteed on every run. If you start off by killing something bigger than you with a glyph, maybe a potion and this, you can then  munch on popocorn and keep killing other big stuff with ease.  Alternatively, since you're likely to reach a really high level, this can mean one big hit on a boss at the end.&lt;br /&gt;
&lt;br /&gt;
=== Strategy ===&lt;br /&gt;
&lt;br /&gt;
Fighters are all about finding &amp;quot;popcorn&amp;quot;, and getting into a position to beat tougher monsters by using weaker monsters. Since so much about them revolves around leveling up in order to refill health and mana instantly, they do well if they build up large pools of either health, mana, or both to spend and restore. Since they don't have any inherent fighting ability most of what they do revolves around good use of glyphs.&lt;br /&gt;
&lt;br /&gt;
This is something that often confuses newbies - the average gamer would expect the Fighter to be more of a straightforward melee character. In another game, the DD Fighter would probably be some sort of Priest, as he utilizes  experience and a mix of martial and magical power to do his thing.&lt;br /&gt;
&lt;br /&gt;
Besides the lone Death Protection, the Fighter has no innate fighting ability. So some combination of preparations, glyphs, items, potions, and later, gods has to be used at the very beginning of a run, before he develops a large suppy of easily disposable low level monsters (a &amp;quot;popcorn bowl&amp;quot;) and really starts leveraging experience as a weapon.&lt;br /&gt;
&lt;br /&gt;
It is also possible, and often favorable, to use your health to fight regular monsters for experience and dings while simultaneously pelting the boss with glyph damage. This lets the &amp;quot;humble&amp;quot; fighter start the boss fight (or a tough fight) much earlier than one would think and still use both his bars and all his resources to the maximum.&lt;br /&gt;
&lt;br /&gt;
== Races ==&lt;br /&gt;
Remember - fighters like to level-up mid fight against something huge. If your health isn't good enough to tank hits from the boss - pelt the boss with magic, and fight the other guys with health to level up. This takes practice, but it is worth the practice as most fighters get scary once you wrap your head around that concept. &lt;br /&gt;
&lt;br /&gt;
=== [[File: Human Fighter.png|link=|Human Fighter]] Human ===&lt;br /&gt;
&lt;br /&gt;
The human racial bonus kicks in at mid-late levels, so he's not in a rush to convert glyphs. The fighter appreciates this because he needs the glyphs to level up early. Use the glyphs to level up a bit, explore and round up the &amp;quot;popcorn&amp;quot;, then dump the ones you don't need to enable the human big damage bonus. Then just throw everything at the boss, much popcorn to level up, repeat.&lt;br /&gt;
&lt;br /&gt;
Since the human allows plenty of glyph use, you can just grab a cheap leveling tool to back it up and save your {{a|PIT DOG}} DP. You'll be a fine spellcater, and eventually have huge melee damage with no effort invested, but you may not have the means to get too many melee hits in on the boss. Once you've got the ball rolling, you might look around the map for a bit of a health boost, damage resistance, death protection,  first strike, things like that - it might come in handy.&lt;br /&gt;
&lt;br /&gt;
If your health isn't up to tanking hits from a boss yet, use it to fight other guys, while you pelt the boss with glyph damage. Why let all the health and damage go to waste? Practice makes perfect.&lt;br /&gt;
&lt;br /&gt;
=== [[File: Dwarf Fighter.png|link=|Dwarf Fighter]] Dwarf ===&lt;br /&gt;
&lt;br /&gt;
Any dwarf, once leveled up and once you convert enough stuff, will be a big blob of health. They're not in a rush to convert glyphs, as the bonus requires levels to become significant. The fighter can get the dwarf leveled up, using all the glpyhs the dwarf isn't in a hurry to convert. Then, once the you are a big blob of health, who got there by becoming a good glyph user first, the fighter abilities let you ding a lot to refill both pools and blob all over the place.&lt;br /&gt;
&lt;br /&gt;
What you will want is a leveling tool or two and good glyph use for exploration, leveling up and rounding up the popcorn. Feel free to spend the {{a|PIT DOG}} DP, too, use any means to get leveled up. Do conserve health potions and popcorn, you'll want to be able to ding and refil your eventually huge health pool.&lt;br /&gt;
&lt;br /&gt;
'''~ Some God Tips ~'''&lt;br /&gt;
&lt;br /&gt;
Two gods make {{DwFi}} flow in a particularly fine way. &lt;br /&gt;
&lt;br /&gt;
{{g|Mystera Annur}} lets you build up as a spellcaster while you use your glyphs to explore, &amp;quot;popcorn bowl&amp;quot; and level up. {{boon|Refreshment}} lets you get mana refills for converting glyphs. You want to do this against the boss, which is also when you really need your health to finally become huge. Dump all your glyphs for a glyph barrage on the boss, then ding for a full refill of your suddenly huge health pool (and more glyph use).&lt;br /&gt;
&lt;br /&gt;
{{g|Dracul}} is the other god that plays rather fine in a more melee oriented fashion, as he is the deity all dwarves love to worship anyway. Fighters in particular appreciate the lifesteal, and the refil boons. Those scale with your level, and fighters are the kings of getting high level. Remember to use your glyphs, though - any Drac Dwarf is a scary healthmonster later on in a run, but it's your glyphs that get you there.&lt;br /&gt;
&lt;br /&gt;
=== [[File: Elf Fighter.png|link=|Elf Fighter]] Elf ===&lt;br /&gt;
&lt;br /&gt;
Elves have an easy time getting their mana pool large eonugh for serious spellcasting. At the very least good enough for leveling up. They also have trouble refilling it, which is what being a Fighter is all about. The elf spellcasting gets the high level kills for bonus XP, and the fighter lets the elf munch on popcorn for mid-fight refills. It's a beautifully sinergistic combo, and not very taxing on the brain.&lt;br /&gt;
&lt;br /&gt;
A pure spellcasting Fighter can indeed work, but do consider that a dinging spellcaster always appreciates at least a bit of help with popcorn munching. A modest health and/or damage boost will help you ding and get melee hits in here and there. A Fighter dings both bars, no need to let one go to waste.&lt;br /&gt;
&lt;br /&gt;
'''~ Some God Tips ~'''&lt;br /&gt;
&lt;br /&gt;
Depending on whether going mad with mana for a pure, pure spellcaster, or developing your health a bit will most likely determine your choice of god. The first option is so straightforward it doesn't need writing up, but the second option is interesting to explore:&lt;br /&gt;
&lt;br /&gt;
Glowing Guardian - since developing your mana pool involves converting stuff, and the refill plan involves dinging a lot, this is a very sensible (and obvious) choice. There are many ways to play this race/class/god combination, have some fun with it.&lt;br /&gt;
&lt;br /&gt;
Jehora Jeheyu - works for any Fighter, ofc, but it's likely that the Elf would be more interested in making his health large and functional rather than spend mana potions on making his mana even bigger.&lt;br /&gt;
&lt;br /&gt;
Dracul - The free level up at the start increases the power of your fireballs, the lifesteal lets you get more out of munching popcorn, and provided you can find a health boost the refills are rather nice. You will be a top-notch spellcaster even if you go faithless - but Drac lets you work on your healh plan. Takes a bit of practice, but works rather well.&lt;br /&gt;
&lt;br /&gt;
=== [[File: Halfling Fighter.png|link=|Halfling Fighter]] Halfling ===&lt;br /&gt;
&lt;br /&gt;
The most straightforward way to handle a {{HaFi}} is to use his potions to extend his health spike, drinking them once he runs out of level-ups. Building health, resists and damage is obviously very good here. Keep in mind that this still means leveling items and glyph play to start things off.&lt;br /&gt;
&lt;br /&gt;
The other way to play the little guy is to use some of the health potions to fight monsters while throwing spells at the boss at the same time. This is pretty handy if you're up against bossess you'd rather spellcast against. Which is most of them, simply because you can start earlier. Fight the map with your health, pelt the boss with you mana, ding both  bars - fighters are really good at this sort of thing once you get some practice. Just make sure you boost your health early on in some way.&lt;br /&gt;
&lt;br /&gt;
The god of choice would be Jehora Jeheyu, the patron god of mid-fight dings. Cosider all other Halfling health potions shennanigans, too. Many gods can let you turn them into early boosts which the fighters love, or late game damage spikes for when you're done dinging. &lt;br /&gt;
&lt;br /&gt;
=== [[File: Gnome Fighter.png|link=|Gnome Fighter]] Gnome ===&lt;br /&gt;
&lt;br /&gt;
The {{GnFi}} is the most generic gnome and the most generic spellcasting fighter there is - first you explore looking for mana boosts and glyphs. Then you use your glyphs to level up a bit by killing monsters higher level than you, and you can because you don't need to convert glyphs early on. Then you ding off popcorn kills while throwing spells at the boss. And when you're as high level as you can possibly be, dump all the CP you can afford into mana potions which refill your mana for more spells at the boss. Once two or three boss dungeons start cropping up, just use the more glyph succeptible boss as an exceptionally high level kill for bonus experience. &lt;br /&gt;
&lt;br /&gt;
The gnome  CP refills along the fighters leveling refills, make the {{GnFi}} a terrific Pisorff user. Since a Pisorff spamer build is generally easy to build (16-ish mana, the glyph itself and refills which you have covered), this allows you to use the huge amount of total refills for leveling AND hitting the boss at the same time. The reason to point this out is because gnomes are really good at fireballing bossess. They get high level, then cast a lot of BURNDAYRAZ at the target for a lot of extra burning damage. Preparing Pissorf becomes possible a bit later into the game when folks have allready fixated on the other glyph. It pays to keep both options in mind from the get go.  &lt;br /&gt;
&lt;br /&gt;
What you do with your health, damage or anything other than mana pool size, honestly,  is up to you. A purely spellcasting gnome fighter &amp;quot;plays itself&amp;quot; to a large degree, but expanding your mana pool can hog all of your resources - be they gold, piety, exploration while looking for stuff, or preparations. Boosting the other stuff is worth it, if you can afford it - you're a fighter, you refill both bars wihen you ding, and you need to munch on popcorn TO ding and that is easier with a bit of health and/or damage.&lt;br /&gt;
&lt;br /&gt;
=== [[File: Orc Fighter.png|link=|Orc Fighter]] Orc ===&lt;br /&gt;
&lt;br /&gt;
The Orc brings much-needed damage to the Fighter at a very early level, allowing the {{OrFi}} a much easier leveling phase than most Fighters. His end-game payoff can be lacklustre if he can't get many melee hits in, so keep that in mind and score a bit of a health boost, some resistance or something if you think it'll come in handy.&lt;br /&gt;
&lt;br /&gt;
Your {{s|PISORF}} game is obscene. The glyph works off base damage, which the Orc converts for. The orc likes to explore a lot early to find stuff to convert, and the Pisorf spammer likes to explore early to line up monsters to slap into one another. A Fighter would need glyphs to level, but an Orc can convert them for early damage wich serves the same purpose. But the damage also makes {{s|PISORF}} stronger, which means it gets applied via a glyph, and the fighter is a great spellcaster. The fighter dings easily, which lets him refill mana to cast more {{s|PISORF}}.&lt;br /&gt;
&lt;br /&gt;
The preffered starting god is {{g|Binlor Ironshield}} for the glyph, but the race/class/deity combination is so strong that there isn't a real need to swap out most often. End game {{boon|Stone Skin}} spam is actually synergistic with being an {{OrFi}} (lets you get hits in), as are his damage boons (they amplify your Orc damage bonuses). There are many other ways to play the combination, naturally, this one is just the most  synergistic.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''~ Advanced Tip ~'''&lt;br /&gt;
&lt;br /&gt;
This is a frequent [[Quests#The_Perpetual_Questing_Initiative|PQI]] combination, and it pays to learn to handle it. As long as the PQI isn't asking for {{badge|Warmonger}} (no glyph use, so no {{s|PISORF}}) or {{badge|Faithless}} (no gods, so no {{g|Binlor Ironshield}} for guaranteed {{s|PISORF}}), or {{badge|Purist}} (no preps) in which case - have a fun little challenge. &lt;br /&gt;
&lt;br /&gt;
Otherwise just prep {{g|Binlor Ironshield}} and the {{i|Crystal Ball}}, explore for early damage boosts (other glyphs to convert, mainly) and position monsters into a big pile as you explore. Grab an easy L4 monster along the way if you want. Then move over into a ding-friendly God, or not, and just {{s|PISORF}} everything into powder. Once you get a bit of practice with it, you'll be tacking the {{badge|Vicious}} onto the PQI for extra money whenever you see this combination.&lt;br /&gt;
&lt;br /&gt;
=== [[File: Goblin Fighter.png|link=|Goblin Fighter]] Goblin ===&lt;br /&gt;
&lt;br /&gt;
The {{GoFi}} , also known as &amp;quot;The King of Ding&amp;quot;, is all about weaponizing your experience bar. It's a bit on the &amp;quot;awesome but impractical&amp;quot; side of things, especially before you get familiar with it and develop your kingdom a bit (namely the items and goods you have at your disposal).&lt;br /&gt;
&lt;br /&gt;
What you'll be looking to do is boost your health and mana and ding your big bars at the right times for big refills. It's essentially like being an extra efficient goblin - it takes killing even fewer things to level up, you get to round up and keep more popcorn than usual, and if you boost your bars well enough, most likely using gods, you're very likely to get in a few of those very valuable high level dings for high level hits.&lt;br /&gt;
&lt;br /&gt;
If this seems vague it's because this is probably the most open-ended combination you can immagine. Grab a god that rewards you for converting stuff, a god which rewards you for leveling up, or a god which lets you benefit from either and go nuts. Every goblin is a popcorn-munching stat-bar padding ding-monger, as are most fighters, so the guide for this combination should be a well written goblin racial page.&lt;br /&gt;
&lt;br /&gt;
How to truly pull it off on an early kingdom or without the help of gods is tricky, as items in general don't really let you pad your bars as much as gods do. Try to get efficient kills, use glyphs to ding, get as high level as possible (and that can be very high indeed) and unload your potions and death protections if you have any.&lt;br /&gt;
&lt;br /&gt;
The more features you unlock, and the more familiar you get with various features, the more you'll be able to wring out of these little guys.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Items ==&lt;br /&gt;
The {{i|Balanced Dagger}} is a very good early find due to {{a|INSTINCTS}}. This approach reduces the amount of popcorn on the map, but allows for extreme blackspace conservation.&lt;br /&gt;
&lt;br /&gt;
A fighter has no way to start fighting enemies above it's level, so the standard leveling tools such as {{i|Fine Sword}} or {{i|Pendant of Health}} will do wonders for you as early finds or light preps.&lt;br /&gt;
&lt;br /&gt;
== Gods ==&lt;br /&gt;
{{g|Tikki Tooki}} is an incredible choice for worship. The fighter will be able to rack up a ton of piety, as he will reach a high level quickly and leave a bunch of popcorn untouched. The massive piety gain allows him to invest heavily into into {{boon|Reflexes}} and {{boon|Tikki's Edge}}, which combine to massively increase the fighter's already formidable level-up spiking potential. &lt;br /&gt;
&lt;br /&gt;
{{g|Glowing Guardian}} also works well: {{a|VETERAN}} synergises very well with the {{boon|Humility}} boon, and the Fighter also has enough spare XP to make liberal use of {{boon|Absolution}}.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MainNav}}&lt;/div&gt;</summary>
		<author><name>Luigifan</name></author>	</entry>

	<entry>
		<id>http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Hexx_Ruins&amp;diff=56394</id>
		<title>Hexx Ruins</title>
		<link rel="alternate" type="text/html" href="http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Hexx_Ruins&amp;diff=56394"/>
				<updated>2017-01-26T02:12:41Z</updated>
		
		<summary type="html">&lt;p&gt;Luigifan: /* Strategy */ Grammar check&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;onlyinclude&amp;gt;{{&lt;br /&gt;
{{{tpl|DungeonInfobox}}}&lt;br /&gt;
|DungeonName=Hexx Ruins&lt;br /&gt;
|ShortHand=HR&lt;br /&gt;
|Rumor=''In an almost impassible region of the southern swamp, a set of ancient ruins peeks out of the muck. This bridge to new realms is guarded by a force both mysterious and deadly.''&lt;br /&gt;
|SpecialRules=Whenever an XP-valuable monster is slain, a Revenant of equal level rises in its place. Revenants grant no XP and have a poison attack. As well, whenever any monster dies, every Revenant will suddenly move in to surround you. If you don't kill the Revenants, they will quickly swarm you. Monsters killed within subdungeons do not rise as Revenants, nor do the bosses.&lt;br /&gt;
|Difficulty=Hard&lt;br /&gt;
|MonsterStats=100%&lt;br /&gt;
|Region=South&lt;br /&gt;
|Monsters={{m|Naga}}, {{m|Serpent}}, {{m|Goo Blob}}, {{m|Gorgon}}, {{m|Goblin}}, {{m|Meat Man}}, {{m|Random}}&lt;br /&gt;
|Boss={{boss|Stheno}}, {{boss|Random boss}}&lt;br /&gt;
|SuggestedClasses={{c|Paladin}}, {{c|Rogue}}, {{c|Warlord}}, {{c|Rat Monarch}}&lt;br /&gt;
|Quests=&lt;br /&gt;
{{q|Stone Cold Crazy}}&lt;br /&gt;
{{q|Someone Say Loot?}}&lt;br /&gt;
{{q|Unlikely Heroes: Swamp Edition}}&lt;br /&gt;
|Unlock=Complete {{q|Swamp Romp}}&lt;br /&gt;
}}&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Quests ==&lt;br /&gt;
{{:Stone Cold Crazy}}&lt;br /&gt;
{{:Someone Say Loot?}}&lt;br /&gt;
{{:Unlikely Heroes: Swamp Edition}}&lt;br /&gt;
&lt;br /&gt;
== Bosses ==&lt;br /&gt;
{{:Random Boss}}&lt;br /&gt;
{{:Stheno}}&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
Your top priority is to avoid being surrounded by Revenants. These monsters are not overwhelmingly strong as individuals, but their poison attack means they can exhaust you as you fight and in large numbers they can pin you down and overwhelm you. If you have the {{s|HALPMEH}} glyph, you can try to pick the Revenants off one at a time and then use your magic to cure the poison. You can also use the {{s|IMAWAL}} glyph to turn them to stone. They're not worth experience points anyways, so it's no loss to you to brick 'em. However, IMAWAL can also cut off your avenues of escape, and may increase your chances of being trapped by Revenants in the future. To complement this, you can choose to worship the Earthmother. This yields a free IMAWAL glyph and 10 piety per IMAWAL use, even on Revenants. You will most likely max out your piety without sacrificing any actual resources.&lt;br /&gt;
&lt;br /&gt;
The best way to stay safe from Revenants is to avoid creating too many to begin with. If you fight one or two powerful monsters, you will create one or two powerful Revenants. Although these will be dangerous opponents, there will not be enough of them at any given time to trap you. A swarm of 6 or 7 weaker Revenants is a much greater threat. By focusing on killing stronger monsters, you can level up very quickly, and by the time you've created a large number of Revenant you should have already gained enough levels to kill the weaker ones in a single blow.&lt;br /&gt;
&lt;br /&gt;
Once you've figured out how you're going to deal with Revenants, your next problem is Stheno. If there are ''any'' monsters left on the level, Stheno will grow stronger when you begin the boss battle. Clearing out the entire dungeon is critical. IMAWAL is an effective way to remove any stragglers you don't want to bother fighting. It's not like you can get a mid-boss level up anyway. The best answer to this is brute force; find a combination of items, glyphs, and deities to make your character as powerful as possible and plough through those monsters, and then the boss. &lt;br /&gt;
&lt;br /&gt;
One tricky strategy that can be used against Stheno is to employ many one-time bonuses to 1-hit-KO the boss.  Since the first attack goes through before she absorbs the other monsters, this attack will not be affected by those extra resistances.  However, pulling this off is usually more difficult than more conventional approaches.&lt;br /&gt;
&lt;br /&gt;
== Suggested Classes ==&lt;br /&gt;
=== {{c|Paladin}} ===&lt;br /&gt;
He begins with the HALPMEH glyph, and the dungeon is almost exclusively physical damage. There's no more straightforward approach than this. The Human and Orc races are suggested for the Paladin.&lt;br /&gt;
&lt;br /&gt;
=== {{c|Rogue}} ===&lt;br /&gt;
With first strike and high damage, Rogues have an easier time getting 1-hit kills against Revenants. The difficulty will be improving their durability so they can survive more powerful enemies. The human race is recommended; you will need to find some way to boost your hit points ({{boon|Absolution}}, {{boon|Vine Form}} and {{boon|Boost Health}} all work well for the Rogue here)&lt;br /&gt;
&lt;br /&gt;
=== {{c|Warlord}} ===&lt;br /&gt;
Using {{s|CYDSTEPP}}, a Warlord can continue fighting effectively even while poisoned and at 1 HP, allowing him to kill Revenants without leaving himself helpless. The {{r|Orc}} and {{r|Gnome}} races are recommended for Warlords.&lt;br /&gt;
&lt;br /&gt;
=== {{c|Rat Monarch}} ===&lt;br /&gt;
An unconventional choice, but the Rat Monarch's corrosion stacks do not care at all about Stheno's resistance, which lets you play exactly like a normal dungeon without the need to kill everything. The random second boss will almost certainly be more threatening than her. The meat men, goo blobs and gorgons in this level are all easy fodder for the Rat Monarch.&lt;br /&gt;
&lt;br /&gt;
However, revenants are considerably more dangerous for the Rat Monarch than anyone else, because you cannot kill even the weak ones in melee without being poisoned. You will need to dispose of almost every one with either fireballs or petrification, so be sure to prep the Earthmother.&lt;br /&gt;
&lt;br /&gt;
== Suggested Gods ==&lt;br /&gt;
=== {{g|The Earthmother}} ===&lt;br /&gt;
The free {{s|IMAWAL}} glyph provides an easy way to get rid of revenants without fighting them, while also generating piety and bonus experience. You can easily generate more Earthmother piety on this map than virtually any other in the game, without sacrificing any XP-valuable monsters. The extra clutter this god naturally produces make it harder to avoid getting trapped by revenants, however.&lt;br /&gt;
&lt;br /&gt;
Avoid worshipping {{g|Dracul}}, since he will deduct piety every time you kill a revenant, which you will need to do often. The {{g|Glowing Guardian}} will not reward you for revenant kills since they are worth no XP, nor do any other dieties.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MainNav}}&lt;/div&gt;</summary>
		<author><name>Luigifan</name></author>	</entry>

	<entry>
		<id>http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=WONAFYT&amp;diff=56393</id>
		<title>WONAFYT</title>
		<link rel="alternate" type="text/html" href="http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=WONAFYT&amp;diff=56393"/>
				<updated>2017-01-24T00:46:42Z</updated>
		
		<summary type="html">&lt;p&gt;Luigifan: Grammar check&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;onlyinclude&amp;gt;{{&lt;br /&gt;
{{{tpl|GlyphInfobox}}}&lt;br /&gt;
|Name=WONAFYT&lt;br /&gt;
|ShortDesc=summon monster&lt;br /&gt;
|ManaCost=5&lt;br /&gt;
|Effects=&lt;br /&gt;
* Teleports a random monster of the player's level (or lower, if unavailable) to a empty tile next to the player and slows it. &lt;br /&gt;
* Monsters are teleported to a random tile horizontally or vertically adjacent to the player. If all such tiles are filled, glyph targets a random diagonally adjacent tile.&lt;br /&gt;
* Fails if no same-level or lower-level monster exists. Chance to fail if targets magic resistant monster.&lt;br /&gt;
* Afflicts the target monster with {{t|Slowed}} (+1XP when killed, temporarily loses {{t|First strike}}, {{t|Retaliate: Fireball}}, {{t|Cowardly}}).&lt;br /&gt;
|Hotkey= S&lt;br /&gt;
}}&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The monster summoning [[glyph]] is a '''utility''' glyph that can seem less powerful in comparison to other glyphs because it has very few '''immediate''' benefits. However, using this glyph correctly has many long-term benefits, notably the creation of slowed [[popcorn]] that is easy to harvest for strategic leveling. &lt;br /&gt;
&lt;br /&gt;
This glyph is likely to spawn very close to the player, making it ideal for use during early exploration as a means of using mana that would otherwise be wasted. It is also an excellent way to clear low-level chokepoints and reduce the chance of having your hand forced by an unlucky monster placement.&lt;br /&gt;
&lt;br /&gt;
== Understanding WONAFYT ==&lt;br /&gt;
New players may be misled by this glyph into attempting to kill same-level monsters over higher or lower level monsters. This is generally accepted to be an inefficient choice: they grant no bonus experience, but are strong enough to deplete your health and mana.  In terms of how much experience reward you get for how much effort you expend, this is a ''horrible'' deal and you should constantly be striving to avoid fighting these monsters, either fighting weaker monsters that you can kill effortlessly or stronger monsters that are worth bonus experience.&lt;br /&gt;
&lt;br /&gt;
New players may be further confused by the inclusion of the slow effect on monsters.  Most equal-level monsters are too strong to kill in a single blow, and slow will expire as soon as you strike them.  This means that you usually cannot capitalize on the +1 experience bonus immediately after the monster is summoned unless you are strong enough to kill it in a single attack.  Any character strong enough to do this should be capable of defeating considerably more powerful monsters and earning large amounts of bonus experience for doing so. The slow effect is only valuable in the long term, when you have grown strong enough to dispatch the monster in a single blow.&lt;br /&gt;
&lt;br /&gt;
The only exception to these general rules is in case a player has the {{i|Balanced Dagger}} item, in which case summoning equal level monsters to fight becomes a strong strategy if executed correctly.&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
To use this glyph to its full potential, go to an explored and largely empty part of the dungeon to summon monsters, then leave them there without attacking.  This will corral weaker monsters that might otherwise be blocking hallways and place them out of your way, forming what is known as a [[popcorn]] bowl.  Since slow never expires unless you attack the slowed monster itself, you can continue exploring and leveling up and return much later to kill them in a single strike and gain the +1 XP bonus, allowing you to strategically level up at the most opportune time.  In many ways, WONAFYT functions as a less expensive but much less controllable and practical version of {{s|WEYTWUT}}.&lt;br /&gt;
&lt;br /&gt;
WONAFYT appears to be random; however, teleportation follows certain rules: &lt;br /&gt;
&lt;br /&gt;
1) Monsters will always be teleported to empty tiles '''directly adjacent''' to the player first.&lt;br /&gt;
&lt;br /&gt;
2) Monsters will always be teleported to '''non-diagonal tiles if possible'''.&lt;br /&gt;
&lt;br /&gt;
3) The teleport prioritizes monsters in this order: &lt;br /&gt;
&lt;br /&gt;
* Monsters that are not slowed.&lt;br /&gt;
* Monsters of an equal level.&lt;br /&gt;
* Monsters of a lower level.&lt;br /&gt;
* Monsters with the least magic resistance.&lt;br /&gt;
&lt;br /&gt;
This means that if there are no non-slowed monsters of equal or lower level, priority reverts to ''equal-leveled'' monsters, preferring monsters with lower resistance. Note that WONAFYT ignores monsters that are immune to Magic.&lt;br /&gt;
&lt;br /&gt;
If used correctly, WONAFYT is as effective as {{s|WEYTWUT}} for a fraction of the cost, needs no targeting, and pulls monsters out of unexplored territory, saving exploration.&lt;br /&gt;
&lt;br /&gt;
The more monsters you teleport and slow, the smaller the pool of potential candidates for teleportation. By slowing all but one same-level monster on a map, you can predict which monster will be teleported with high levels of accuracy. &lt;br /&gt;
&lt;br /&gt;
When WONAFYT is near your starting position, it is possible to destroy all enemies on most maps with only having explored about half the map. Before you kill any creatures on a map, search around for WONAFYT. Immediately use all of your mana to cast it multiple times. Explore, and cast again until one of the creatures you have already summoned and slowed is moved again. This means you have all creatures your level and lower next to you. Make sure you have enough mana to cast again, then attack a creature until it is one hit away from death. Cast WONAFYT again. Since the attacked creature is the only one at your level or less that is not slowed, it will move and be slowed. Finish it off. Do this until you level up. Repeat this process until you have summoned all level 2 creatures. Then kill off the level one creatures that are one hit kills (this trick is awesome with assassin). Often I make to level three without killing any level two creatures and almost to level four feeding off level two creatures. Repeat for all levels until you finally summon the boss. In this way, you get one bonus experience for every creature on the map, you do no unnecessary exploring, and will almost always reach level 10 if you have the balanced dagger.&lt;br /&gt;
&lt;br /&gt;
This glyph is generally only useful during early exploration; hence the tendency to spawn close to the player.  During later exploration, its mana cost is rarely worthwhile, and as a higher-level character it's unlikely that you will ever be able to slay the monsters it summons in a single blow in order to take advantage of its slow effect (unless you are an {{c|Assassin}}).  As a result, if you've already explored more than half the dungeon, you should ignore this glyph completely in favour of glyphs with more immediate effects.&lt;br /&gt;
&lt;br /&gt;
For characters who have the {{i|Balanced Dagger}} there is an additional strategy: With the Dagger, one gets the same XP for a same-level monster as for a monster one level above the character level. In that sense, fighting same-level monsters is not a complete waste of resources. After the first attack, the slow effect will expire. But since WONAFYT first targets not slowed same-level monsters, one can use the glyph to slow the monster for the final blow (in such a case, WONAFYT is superior to WEYTWUT because of the lower mana cost).&lt;br /&gt;
&lt;br /&gt;
{{MainNav}}&lt;/div&gt;</summary>
		<author><name>Luigifan</name></author>	</entry>

	<entry>
		<id>http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=The_Metal_Age&amp;diff=56392</id>
		<title>The Metal Age</title>
		<link rel="alternate" type="text/html" href="http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=The_Metal_Age&amp;diff=56392"/>
				<updated>2017-01-23T17:54:32Z</updated>
		
		<summary type="html">&lt;p&gt;Luigifan: Grammar check&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Thief_Silver.PNG|right|450px]]&lt;br /&gt;
&lt;br /&gt;
'''''The Metal Age''''' is a special dungeon that serves as the {{c|Thief}} silver [[Class Challenges|challenge]].&lt;br /&gt;
&lt;br /&gt;
== Preparations ==&lt;br /&gt;
No preparations are allowed in this challenge.&lt;br /&gt;
&lt;br /&gt;
== Special Rules ==&lt;br /&gt;
The map contrains &amp;quot;trapped chests&amp;quot;.  These chests deal damage and always strike first, so you need to find a way to survive them.  Each chest contains a different glyph:&lt;br /&gt;
*'''Level 1''': {{s|LEMMISI}} glyph (always starts right next to your position)&lt;br /&gt;
*'''Level 1''': {{s|GETINDARE}} glyph&lt;br /&gt;
*'''Level 3''': {{s|IMAWAL}} glyph&lt;br /&gt;
*'''Level 5''': {{s|ENDISWAL}} glyph&lt;br /&gt;
*'''Level 7''': {{i|Pendant of Health}} item&lt;br /&gt;
*'''Level 9''': {{s|BURNDAYRAZ}} glyph&lt;br /&gt;
&lt;br /&gt;
Another unique feature of the map is that the monster distribution and placement is reversed: you have a huge amount of level 9 monsters, but barely any low level guys. As opposed to regular placement, the highest-level monsters will be closest.&lt;br /&gt;
&lt;br /&gt;
The map has no shops or altars.&lt;br /&gt;
&lt;br /&gt;
== The Boss ==&lt;br /&gt;
The boss is a level 9 Guard Captain (ATK 75/HP 480). It's identical to several other Level 9 guards around, so be careful.&lt;br /&gt;
This captain is the only guard with dialogue, so make sure that you are always keeping track of where he is. He's easy to lose in the crowd, so maybe keeping him on the gore is a good idea.&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
The basic strategy is:&lt;br /&gt;
&lt;br /&gt;
* Get [[LEMMISI]] and [[WEYTWUT]];&lt;br /&gt;
* Accumulate enough attack and health bonuses that you can kill a level 2 guard with a single health potion, and level up on him with [[WEYTWUT]]&lt;br /&gt;
* Carefully work your way up levels with the help of [[WEYTWUT]]'s and [[IMAWAL]]'s experience bonuses;&lt;br /&gt;
* Deal with the Guard Captain.&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
You often start out in one of the corners of the map, and are surrounded by high level guards (all orange levels, but mostly 9). The map is made up of a lot of narrow corridors, with few areas more than one square wide. The only low level guards will appear on the map as the red monster symbols, and they will usually be on the opposite side of the map from you.&lt;br /&gt;
&lt;br /&gt;
Open the level 1 chest and take LEMMISI. Casting it a few times will reveal important points on the map (boosters, chests, monsters, or one of the level 2 guys you want to kill); when you want to reach one of those, swap places with a nearby guard using WEYTWUT. It saves a lot of blackspace compared to going one direction and revealing all the tiles in your path. When you teleport to a new location, make sure you place the guard where it doesn't block your path anymore. You don't have to worry about getting trapped, since with your LEMMISI, you can always restore some mana to cast another WEYTWUT and escape.&lt;br /&gt;
&lt;br /&gt;
As you move and teleport around the map, pick up attack and health boosters. Mana boosters are unimportant yet, no need to explore tiles for recovering them, same goes for trapped chests. Get to a level 2 guard, place him where you won't heal him accidentally by a finishing WEYTWUT, and kill him, using up a health potion. It's important to slow him with WEYTWUT so you level up and don't have to spend more potions.&lt;br /&gt;
&lt;br /&gt;
Continue by killing 1 level higher foes and make sure to get a lot of bonus experience with WEYTWUT, and after you get it, IMAWAL too.&lt;br /&gt;
Petrify level 9 guards, you have plenty of them and you don't want to kill more than 1 or 2. The kills will be easy and rewarding, so you will level without problems and won't have to use potions. After a few levels, you can ditch WEYTWUT in favor of GETINDARE, you will benefit enough from IMAWAL to not need +1 xp for the cost of 8 mana. But make sure to break the level 5 chest before you convert it, to avoid getting cornered. You are safe to convert LEMMISI by this point too for extra damage.&lt;br /&gt;
&lt;br /&gt;
At level 6, you will be able to crack the chest containing BURNDAYRAZ. This will let you effortlessly gain 2 level higher kills with a hit-fireball-fireball-explore 1 tile-gettindare scheme. If you fireball first, you miss out on the {{a|STABBER}} bonus. In regular dungeons it would be a bad idea to kill too many monsters and reach high levels before the boss fight, but not here. There are only a few monsters who can be turned into popcorn anyways, and reaching level 9 with a a level catapult set up is fairly easy here.&lt;br /&gt;
&lt;br /&gt;
Before the bossfight, try opening all the chests, and don't forget to convert unneeded glyphs. If you will reach level 10 don't bother stacking up stone skins, you will be stronger than your boss and will be even able to regen-fight it with your remaining blackspace. Between the level-up and regen-fighting, it's very likely you'll win without needing to drink a potion. If you don't want to regen-fight, you will still easily win with only a few potions thanks to your high stats.&lt;/div&gt;</summary>
		<author><name>Luigifan</name></author>	</entry>

	<entry>
		<id>http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Bonus_Bravery:_Slime_Pit&amp;diff=56391</id>
		<title>Bonus Bravery: Slime Pit</title>
		<link rel="alternate" type="text/html" href="http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Bonus_Bravery:_Slime_Pit&amp;diff=56391"/>
				<updated>2017-01-23T17:49:39Z</updated>
		
		<summary type="html">&lt;p&gt;Luigifan: ...on second thought, I should render the redirect non-functional until I can figure out a way for it to NOT screw with templates.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!--#REDIRECT [[The Slime Pit#Bonus Bravery: Slime Pit]]--&amp;gt;&lt;/div&gt;</summary>
		<author><name>Luigifan</name></author>	</entry>

	<entry>
		<id>http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Bonus_Bravery:_Slime_Pit&amp;diff=56390</id>
		<title>Bonus Bravery: Slime Pit</title>
		<link rel="alternate" type="text/html" href="http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Bonus_Bravery:_Slime_Pit&amp;diff=56390"/>
				<updated>2017-01-23T17:47:31Z</updated>
		
		<summary type="html">&lt;p&gt;Luigifan: Making a redirect&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[The Slime Pit#Bonus Bravery: Slime Pit]]&lt;/div&gt;</summary>
		<author><name>Luigifan</name></author>	</entry>

	<entry>
		<id>http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Items&amp;diff=56389</id>
		<title>Items</title>
		<link rel="alternate" type="text/html" href="http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Items&amp;diff=56389"/>
				<updated>2017-01-23T17:44:04Z</updated>
		
		<summary type="html">&lt;p&gt;Luigifan: /* Quest */ Grammar check&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TOC right}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
There are a total of 117 items in Desktop Dungeons. Out of these, 74 are lockerable using the Guild's lockers, and as such can be taken into dungeon runs as an extra preparation. The in-game Codex lists 112 items (5 of the items do not have a Codex entry). Note that the codex erroneously tracks progression against 114 items, so a fully explored kingdom will list 112/114 items in the codex. Kingdoms started before March 2015 will most likely only list 109/114 items, as the release of the Enhanced Edition wiped all previous Codex entries, and three of the items are tied to early-game quests that can only be encountered during the beginner quests.&lt;br /&gt;
&lt;br /&gt;
There are up to 38 items that can show up in the dungeon shops. These items belong to one of three shop item groups:&lt;br /&gt;
* all 8 Basic Items are available as soon as Bazaar is unlocked, and remain to be the most frequently encountered item type even later on;&lt;br /&gt;
* the 22 Quest Items only become available once they are individually unlocked through their respective quests, and are normally rarer than the Basic Items;&lt;br /&gt;
* the 8 Elite Items become available as a batch once Bazaar is upgraded to Level 3, though normally remain quite rare finds.&lt;br /&gt;
&lt;br /&gt;
Bazaar offers preparations that can alter the chances of each item group showing up in the shops.&lt;br /&gt;
&lt;br /&gt;
For more information on the shop algorithm, check out the [[Shop Spawn]] page.&lt;br /&gt;
&lt;br /&gt;
= Items Available in Shops =&lt;br /&gt;
&lt;br /&gt;
== Basic ==&lt;br /&gt;
&lt;br /&gt;
These '''8''' items are available in shops once you find the Gate Scroll and build the first level of Bazaar in your kingdom. They can be put in your Guild Locker.&lt;br /&gt;
&lt;br /&gt;
{| class =&amp;quot;wikitable sortable&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; style=&amp;quot;border-collapse:collapse;width:82.3%&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background-color: #EEEEEE&amp;quot;&lt;br /&gt;
!Icon&lt;br /&gt;
!width=15%|Name&lt;br /&gt;
!Description&lt;br /&gt;
!width=5%|Cost&lt;br /&gt;
!width=5%|CP&lt;br /&gt;
!width=5% |CP/GP&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[File:Badge of Honour.png]]&lt;br /&gt;
|{{va|Badge of Honour}}&lt;br /&gt;
| +10% attack bonus, can be consumed to grant 1-time death protection&lt;br /&gt;
| 18&lt;br /&gt;
| 40&lt;br /&gt;
| 2.2&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Bloody Sigil.png]]&lt;br /&gt;
|{{va|Bloody Sigil}}&lt;br /&gt;
| +5 max HP, -10% bonus attack, +1 health regeneration per square revealed&lt;br /&gt;
| 8&lt;br /&gt;
| 45&lt;br /&gt;
| 5.6&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Fine Sword.png]]&lt;br /&gt;
|{{va|Fine Sword}}&lt;br /&gt;
| +4 base damage&lt;br /&gt;
| 15&lt;br /&gt;
| 35&lt;br /&gt;
| 2.3&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Pendant of Health.png]]&lt;br /&gt;
|{{va|Pendant of Health}}&lt;br /&gt;
| +10 max hit points.&lt;br /&gt;
| 15&lt;br /&gt;
| 35&lt;br /&gt;
| 2.3&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Pendant of Mana.png]]&lt;br /&gt;
|{{va|Pendant of Mana}}&lt;br /&gt;
| +2 max mana&lt;br /&gt;
| 12&lt;br /&gt;
| 35&lt;br /&gt;
| 2.9&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Spoon.png]]&lt;br /&gt;
|{{va|Spoon}}&lt;br /&gt;
| +1 base damage; small item&lt;br /&gt;
| 1&lt;br /&gt;
| 1&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Tower Shield.png]]&lt;br /&gt;
|{{va|Tower Shield}}&lt;br /&gt;
| +10% physical resistance&lt;br /&gt;
| 14&lt;br /&gt;
| 35&lt;br /&gt;
| 2.5&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Troll Heart.png]]&lt;br /&gt;
|{{va|Troll Heart}}&lt;br /&gt;
| Gain +2 Max HP every time you level up (Bonus is not lost from converting this item)&lt;br /&gt;
| 16&lt;br /&gt;
| 55&lt;br /&gt;
| 3.4&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Quest ==&lt;br /&gt;
&lt;br /&gt;
The following '''22''' items are available in the shops once you unlock them by completing either their respective quests present on the Adventuring Map, their associated Puzzle Packs, or their respective Silver Class Challenges. You can increase your chance of finding them in shops afterwards using the &amp;quot;Quest Items&amp;quot; preparation from the Lvl 2 Bazaar building.&lt;br /&gt;
&lt;br /&gt;
{| class =&amp;quot;wikitable sortable&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; style=&amp;quot;border-collapse:collapse;width:82.3%&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background-color: #EEEEEE&amp;quot;&lt;br /&gt;
!Icon&lt;br /&gt;
!width=15%|Name&lt;br /&gt;
!Description&lt;br /&gt;
!width=20%|Unlock Method&lt;br /&gt;
!width=5%|Cost&lt;br /&gt;
!width=5%|CP&lt;br /&gt;
!width=5%|CP/GP&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[File:Piercing Wand.png]]&lt;br /&gt;
|{{va|Piercing Wand}}&lt;br /&gt;
| {{s|BURNDAYRAZ}} reduces enemy resistance by 3% (Cannot go below 0%)&lt;br /&gt;
| {{q|Double Take}}&lt;br /&gt;
| 13&lt;br /&gt;
| 30&lt;br /&gt;
| 2.3&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Rock Heart.png]]&lt;br /&gt;
|{{va|Rock Heart}}&lt;br /&gt;
| Replenishes 1 Health per level and 1 Mana whenever a wall is destroyed ({{s|ENDISWAL}} or knockback)&lt;br /&gt;
| {{q|Bonus Bravery: Slime Pit}}&lt;br /&gt;
| 14&lt;br /&gt;
| 60 &lt;br /&gt;
| 4.3&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Dragon Soul.png]]&lt;br /&gt;
|{{va|Dragon Soul}}&lt;br /&gt;
| Free cast chance: 15%, prevents you from entering the cursed realm in the {{d|Cursed Oasis}} ''(a prepared {{i|Dragon Soul}} will not prevent this)''&lt;br /&gt;
| {{q|Bonus Bravery: Oasis}}, also dropped by the Cursed Shade in the {{d|Cursed Oasis}}&lt;br /&gt;
| 23&lt;br /&gt;
| 50&lt;br /&gt;
| 2.2&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Fire Heart.png]]&lt;br /&gt;
|{{va|Fire Heart}}&lt;br /&gt;
| Gains +5% charge every time you cast a spell that costs 3 or more mana; activate to use stored charge to restore HP (maximum 100%)&lt;br /&gt;
| {{q|Ice and Fury}}&lt;br /&gt;
| 20&lt;br /&gt;
| 12&lt;br /&gt;
| 0.6&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Crystal Ball.png]]&lt;br /&gt;
|{{va|Crystal Ball}}&lt;br /&gt;
| Gains 1 charge every time you cast a spell that costs 3 or more mana; activate to use all charges and restore mana equal to number of charges for {{gold|5}}&lt;br /&gt;
| {{q|The Realm's Finest}}&lt;br /&gt;
| 15&lt;br /&gt;
| 50&lt;br /&gt;
| 3.3&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Witchalok Pendant.png]]&lt;br /&gt;
|{{va|Witchalok Pendant}}&lt;br /&gt;
| Grants a layer of {{t|Stone skin}} when casting {{s|BURNDAYRAZ}}; small item&lt;br /&gt;
| {{q|Halflings, Ho!}}&lt;br /&gt;
| 19&lt;br /&gt;
| 30&lt;br /&gt;
| 1.6&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Battlemage Ring.png]]&lt;br /&gt;
|{{va|Battlemage Ring}}&lt;br /&gt;
| BURNDAYRAZ deals +1 damage per level (+25% damage)&lt;br /&gt;
| {{q|Minecraft}}&lt;br /&gt;
| 25&lt;br /&gt;
| 20&lt;br /&gt;
| 0.8&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Hero's Helm.png]]&lt;br /&gt;
|{{va|Hero's Helm}}&lt;br /&gt;
| +5 HP, +1 MP, +2 base damage&lt;br /&gt;
| {{q|Confidence}}&lt;br /&gt;
| 18&lt;br /&gt;
| 50&lt;br /&gt;
| 2.8&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Platemail.png]]&lt;br /&gt;
|{{va|Platemail}}&lt;br /&gt;
| -2 {{t|Damage Reduction}} per character level; your attacks are {{t|Slowed}}&lt;br /&gt;
| {{CC|Fighter|Silver|Toe-to-Toe}}&lt;br /&gt;
| 23&lt;br /&gt;
| 40&lt;br /&gt;
| 1.7&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Whurrgarbl.png]]&lt;br /&gt;
|{{va|Whurrgarbl}}&lt;br /&gt;
| Your physical attacks apply Burning effect like BURNDAYRAZ&lt;br /&gt;
| {{CC|Berserker|Silver|Again! Again!}}&lt;br /&gt;
| 15&lt;br /&gt;
| 45&lt;br /&gt;
| 3.0&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Trisword.png]]&lt;br /&gt;
|{{va|Trisword}}&lt;br /&gt;
| +2 base damage; Gain +5 decaying base damage whenever you drink a potion (capped at +7 total)&lt;br /&gt;
| {{CC|Warlord|Silver|Terror Grows}}&lt;br /&gt;
| 12&lt;br /&gt;
| 35&lt;br /&gt;
| 2.9&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span style=&amp;quot;font-size: 0&amp;quot;&amp;gt;[[File:Balanced Dagger.png]]&amp;lt;/span&amp;gt;&lt;br /&gt;
|{{va|Balanced Dagger}}&lt;br /&gt;
| Grants 2 bonus experience every time you kill an equal-leveled enemy; small item&lt;br /&gt;
| {{CC|Thief|Silver|The Metal Age}}&lt;br /&gt;
| 12&lt;br /&gt;
| 44&lt;br /&gt;
| 3.7&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Gloves of Midas.png]]&lt;br /&gt;
|{{va|Gloves of Midas}}&lt;br /&gt;
| Gain +1 gold every time you kill an XP-valuable monster&lt;br /&gt;
| {{CC|Rogue|Silver|Wrath of Midas}}&lt;br /&gt;
| 10&lt;br /&gt;
| 45&lt;br /&gt;
| 4.5&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Venom Dagger.png]]&lt;br /&gt;
|{{va|Venom Dagger}}&lt;br /&gt;
| Poisons the enemy for 2 poison per character level each hit; small item&lt;br /&gt;
| {{CC|Assassin|Silver|Creeplight Contract}}&lt;br /&gt;
| 16&lt;br /&gt;
| 50&lt;br /&gt;
| 3.1&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span style=&amp;quot;font-size: 0&amp;quot;&amp;gt;[[File:Stone Sigil.png]]&amp;lt;/span&amp;gt;&lt;br /&gt;
|{{va|Stone Sigil}}&lt;br /&gt;
| Gain +1 Piety whenever you kill an XP-valuable monster; small item&lt;br /&gt;
| {{CC|Priest|Silver|The Evil Zombie}}&lt;br /&gt;
| 14&lt;br /&gt;
| 30&lt;br /&gt;
| 2.1&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Martyr Wraps.png]]&lt;br /&gt;
|{{va|Martyr Wraps}}&lt;br /&gt;
| Your attacks apply a stack of Corrosion; everything visible (including you) gains 1 corrosion on level-up&lt;br /&gt;
| {{CC|Monk|Silver|Way of the Open Fist}}&lt;br /&gt;
| 15&lt;br /&gt;
| 45&lt;br /&gt;
| 3.0&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Agnostic Collar.png]]&lt;br /&gt;
|{{va|Agnostic Collar}}&lt;br /&gt;
| Prevents deity punishment for desecration&lt;br /&gt;
| {{CC|Paladin|Silver|Honour and Glory}}&lt;br /&gt;
| 25&lt;br /&gt;
| 50&lt;br /&gt;
| 2.0&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Mage Plate.png]]&lt;br /&gt;
|{{va|Mage Plate}}&lt;br /&gt;
| Gain +1 MP and -5% bonus damage per uneven character level (starting at the first)&lt;br /&gt;
| {{CC|Wizard|Silver|Malfunctionarium}}&lt;br /&gt;
| 20&lt;br /&gt;
| 40&lt;br /&gt;
| 2.0&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span style=&amp;quot;font-size: 0&amp;quot;&amp;gt;[[File:Blue Bead.png]]&amp;lt;/span&amp;gt;&lt;br /&gt;
|{{va|Blue Bead}}&lt;br /&gt;
| Gain +1 MP whenever you kill an XP-valuable monster; small item&lt;br /&gt;
| {{CC|Sorcerer|Silver|Damp Darkness}}&lt;br /&gt;
| 5&lt;br /&gt;
| 10&lt;br /&gt;
| 2.0&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Vampiric Blade.png]]&lt;br /&gt;
|{{va|Vampiric Blade}}&lt;br /&gt;
| +1 {{t|Life steal}}&lt;br /&gt;
| {{CC|Bloodmage|Silver|Bloodsoaked Blade}}&lt;br /&gt;
| 25&lt;br /&gt;
| 50&lt;br /&gt;
| 2.0&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Viper Ward.png]]&lt;br /&gt;
|{{va|Viper Ward}}&lt;br /&gt;
| Immune to poison; small item&lt;br /&gt;
| Complete &amp;quot;Hello, halflings!&amp;quot; introduction puzzles&lt;br /&gt;
| 16&lt;br /&gt;
| 65&lt;br /&gt;
| 4.0&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Soul Orb.png]]&lt;br /&gt;
|{{va|Soul Orb}}&lt;br /&gt;
| Immune to Mana Burn; small item&lt;br /&gt;
| Complete &amp;quot;Hello, gnomes!&amp;quot; introduction puzzles&lt;br /&gt;
| 16&lt;br /&gt;
| 65&lt;br /&gt;
| 4.0&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Elite ==&lt;br /&gt;
&lt;br /&gt;
The Following '''8''' items become available in shops after you upgrade the Bazaar building in your kingdom to lvl 3. You can increase the odds of finding them in shops by using the &amp;quot;Elite Items&amp;quot; preparation. They can be placed in your Guild Locker after a run, and some can be found in various subdungeons, taken out and lockered &amp;quot;out of order&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
{| class =&amp;quot;wikitable sortable&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; style=&amp;quot;border-collapse:collapse;width:82.3%&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background-color: #EEEEEE&amp;quot;&lt;br /&gt;
!Icon&lt;br /&gt;
!width=15%|Name&lt;br /&gt;
!Description&lt;br /&gt;
!width=40%|Obtaining Method&lt;br /&gt;
!width=5%|Cost&lt;br /&gt;
!width=5%|CP&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[File:Keg of Health.png]]&lt;br /&gt;
|{{va|Keg of Health}}&lt;br /&gt;
| Obtain 3 healing potions when used&lt;br /&gt;
| Shops (Elite), or [[El Potion Loco]] subdungeon which can be found in the North. If you kill the Goblin before using the Wand of Splosion, he drops it.&lt;br /&gt;
| 25&lt;br /&gt;
| 70&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Keg of Mana.png]]&lt;br /&gt;
|{{va|Keg of Mana}}&lt;br /&gt;
| Obtain 3 mana potions when used&lt;br /&gt;
| Shops (Elite)&lt;br /&gt;
| 25&lt;br /&gt;
| 70&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Elven Boots.png]]&lt;br /&gt;
|{{va|Elven Boots}}&lt;br /&gt;
| +3 max mana, +15% magic resistance&lt;br /&gt;
| Shops (Elite) or the [[Graveyard]] subdungeon, after you kill the lvl 5 Zombie who appears after you check the tombstones.&lt;br /&gt;
| 35&lt;br /&gt;
| 50&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Dwarven Gauntlets.png]]&lt;br /&gt;
|{{va|Dwarven Gauntlets}}&lt;br /&gt;
| +20% bonus damage, +2 max HP on level up&lt;br /&gt;
| Shops (Elite) or spending 50 piety in the [[Brandonnn]] subdungeon, which appears in the East.&lt;br /&gt;
| 35&lt;br /&gt;
| 50&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Amulet of Yendor.png]]&lt;br /&gt;
|{{va|Amulet of Yendor}}&lt;br /&gt;
| Grants +50 XP when used&lt;br /&gt;
| Shops (Elite)&lt;br /&gt;
| 45&lt;br /&gt;
| 100&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Orb of Zot.png]]&lt;br /&gt;
|{{va|Orb of Zot}}&lt;br /&gt;
| Provides 5 health and 3 mana when carried. When activated, the orb is consumed and every enemy on the current level will have its maximum health (not current health) reduced by 50%&lt;br /&gt;
| Shop (Elite)&lt;br /&gt;
| 45&lt;br /&gt;
| 100&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Alchemist Scroll.png]]&lt;br /&gt;
|{{va|Alchemist Scroll}}&lt;br /&gt;
| Grants +8 HP at the cost of 3 gold whenever a potion is used (Effect can only be activated once per character level)&lt;br /&gt;
| Shop (Elite)&lt;br /&gt;
| 13&lt;br /&gt;
| 40&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Wicked Guitar.png]]&lt;br /&gt;
|{{va|Wicked Guitar}}&lt;br /&gt;
| All visible enemies have their level increased by 1. Cannot affect the same enemy twice, and cannot raise their level above 10&lt;br /&gt;
| Shop (Elite)&lt;br /&gt;
| 11&lt;br /&gt;
| 11&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Kingdom Preparation Items =&lt;br /&gt;
&lt;br /&gt;
The following items are available as preparations once you upgrade their respective kingdom buildings, '''6''' at the Blacksmith, '''9''' at the Witch, '''3''' at the Alchemist Shop, '''1''' from the Thieves Den, and '''1''' from the Bazaar (20 total). They can't be put into the Guild Locker.&lt;br /&gt;
&lt;br /&gt;
== Blacksmith Items ==&lt;br /&gt;
&lt;br /&gt;
{| class =&amp;quot;wikitable sortable&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; style=&amp;quot;border-collapse:collapse;width:82.3%&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background-color: #EEEEEE&amp;quot;&lt;br /&gt;
!Icon&lt;br /&gt;
!width=15%|Name&lt;br /&gt;
!Description&lt;br /&gt;
!width=20%|[[Blacksmith]] Level&lt;br /&gt;
!width=5%|Cost&lt;br /&gt;
!width=5%|CP&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[File:Bear Mace.png]]&lt;br /&gt;
|{{va|Bear Mace}}&lt;br /&gt;
| Your regular attack causes Knockback; +25% knockback damage&lt;br /&gt;
| Level 1&lt;br /&gt;
| 12&lt;br /&gt;
| 35&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Perseverance Badge.png]]&lt;br /&gt;
|{{va|Perseverance Badge}}&lt;br /&gt;
| +10% bonus damage; small item&lt;br /&gt;
| Level 2&lt;br /&gt;
| 15&lt;br /&gt;
| 20&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Really Big Sword.png]]&lt;br /&gt;
|{{va|Really Big Sword}}&lt;br /&gt;
| Attacks ignore 35% of target's physical resistance, but always strike second&lt;br /&gt;
| Level 3&lt;br /&gt;
| 12&lt;br /&gt;
| 35&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Shield.png]]&lt;br /&gt;
|{{va|Shield}}&lt;br /&gt;
| -2 damage reduction&lt;br /&gt;
| Level 1&lt;br /&gt;
| 15&lt;br /&gt;
| 35&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Slayer Wand.png]]&lt;br /&gt;
|{{va|Slayer Wand}}&lt;br /&gt;
| Instantly slays one target monster, granting base experience&lt;br /&gt;
(no bonus experience; capped at your level)&lt;br /&gt;
| Level 2&lt;br /&gt;
| 5&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Sword.png]]&lt;br /&gt;
|{{va|Sword}}&lt;br /&gt;
| +2 base damage&lt;br /&gt;
| Level 1&lt;br /&gt;
| 25&lt;br /&gt;
| 35&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Witch Potions ==&lt;br /&gt;
&lt;br /&gt;
These potions are available as preparations and most can be bought from the in-dungeon Alchemy Shop.  The unlock for the preparation and in-dungeon shop is different for each potion.  Some potions are not normally available for purchase in-dungeon, but are available in the Daily Challenge.&lt;br /&gt;
&lt;br /&gt;
{| class =&amp;quot;wikitable sortable&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; style=&amp;quot;border-collapse: collapse;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background-color: #EEEEEE&amp;quot;&lt;br /&gt;
!Icon&lt;br /&gt;
!Item&lt;br /&gt;
!Description&lt;br /&gt;
!Unlock Preparation&lt;br /&gt;
!Unlock Shop&lt;br /&gt;
!width=5%|Cost&lt;br /&gt;
!width=5%|CP&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Health Potion.png]]&lt;br /&gt;
|{{va|Health Potion}}&lt;br /&gt;
| Restores 40% of your maximum HP (rounded down) and removes poison&lt;br /&gt;
| Always available&lt;br /&gt;
| Always available&lt;br /&gt;
|10&lt;br /&gt;
|10&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Mana Potion.png]]&lt;br /&gt;
|{{va|Mana Potion}}&lt;br /&gt;
| Restores 40% of your maximum MP (rounded down) and removes mana burn&lt;br /&gt;
| Always Available&lt;br /&gt;
| Always Available&lt;br /&gt;
|10&lt;br /&gt;
|10&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Fortitude Tonic.png]]&lt;br /&gt;
|{{va|Fortitude Tonic}}&lt;br /&gt;
| Removes Poison and all stacks of Weakening&lt;br /&gt;
| [[Witch]] level 1&lt;br /&gt;
| Complicated Task Part 1&lt;br /&gt;
|8&lt;br /&gt;
|10&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Burn Salve.png]]&lt;br /&gt;
|{{va|Burn Salve}}&lt;br /&gt;
| Removes Mana Burn and all stacks of Corrosion&lt;br /&gt;
| [[Witch]] level 1&lt;br /&gt;
| Complicated Task Part 2&lt;br /&gt;
|8&lt;br /&gt;
|10&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Strength Potion.png]]&lt;br /&gt;
|{{va|Strength Potion}}&lt;br /&gt;
| Removes all your mana, your base damage for the next attack is increased by 1 per level and 1 per mana consumed while drinking the potion&lt;br /&gt;
| [[Witch]] level 2&lt;br /&gt;
| Complicated Task Part 4&lt;br /&gt;
|15&lt;br /&gt;
|10&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Schadenfreude Potion.png]]&lt;br /&gt;
|{{va|Schadenfreude}}&lt;br /&gt;
| Restores 1 MP for every point of damage taken on your next attack&lt;br /&gt;
&amp;lt;br/&amp;gt;(Note: Mana burn is applied before damage is dealt, so if you attack an opponent with mana burn, it will take away all your mana and ''then'' this potion will kick in to restore your mana.)&lt;br /&gt;
| [[Witch]] level 2&lt;br /&gt;
| Complicated Task Part 5&lt;br /&gt;
|15&lt;br /&gt;
|10&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Quicksilver Potion.png]]&lt;br /&gt;
|{{va|Quicksilver Potion}}&lt;br /&gt;
| Grants temporary 50% Dodge and dodge prediction, removed after a successful dodge &lt;br /&gt;
| [[Witch]] level 3&lt;br /&gt;
| Daily Dungeon Only (can be obtained from {{g|Tikki Tooki}} with the {{boon|Reflexes}})&lt;br /&gt;
|15&lt;br /&gt;
|10&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Reflex Potion.png]]&lt;br /&gt;
|{{va|Reflex Potion}}&lt;br /&gt;
| Grants temporary First Strike and a free retaliation (extra attack) against the next monster you attack.&lt;br /&gt;
| [[Witch]] level 3&lt;br /&gt;
| Daily Dungeon Only (can be obtained from {{g|Tikki Tooki}} with the {{boon|Reflexes}})&lt;br /&gt;
|15&lt;br /&gt;
|10&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Can of Whupaz.png]]&lt;br /&gt;
|{{va|Can of Whupaz}}&lt;br /&gt;
| Instead of dealing normal damage, your next attack will reduce the health of the enemy you strike to 75%, unless it would do more damage normally.&lt;br /&gt;
&lt;br /&gt;
A niche trick, but which had been of prime importance in the early dailies : if the monster has 1 HP only, it will kill it even if the monster is immune to the blow (for example a half-dragon hitting Durr, who is magic immune (in magma mines), would kill him when his life has been reduced to 1 HP).&lt;br /&gt;
| [[Witch]] level 3&lt;br /&gt;
| Daily Dungeon Only (can be found inside the [[Metal Spider Temple]] subdungeon)&lt;br /&gt;
|20&lt;br /&gt;
|10&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Alchemist Seals &amp;amp; Misc Preparation Items ==&lt;br /&gt;
&lt;br /&gt;
{| class =&amp;quot;wikitable sortable&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; style=&amp;quot;border-collapse: collapse;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background-color: #EEEEEE&amp;quot;&lt;br /&gt;
!Icon&lt;br /&gt;
!Item&lt;br /&gt;
!Description&lt;br /&gt;
!Method of Obtaining&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Compression Seal.png]]&lt;br /&gt;
|{{va|Compression Seal}}&lt;br /&gt;
|Turns an item in your inventory into a small item&lt;br /&gt;
| [[Alchemist]] level 1&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Transmutation Seal.png]]&lt;br /&gt;
|{{va|Transmutation Seal}}&lt;br /&gt;
|Converts an item or wall into its value in gold (walls give 10 gold), and grants a bonus to your next conversion. Does not work on lead items. &lt;br /&gt;
| [[Alchemist]] level 1&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Translocation Seal.png]]&lt;br /&gt;
|{{va|Translocation Seal}}&lt;br /&gt;
|Steals an item from a shop and halves the conversion value&lt;br /&gt;
| [[Alchemist]] level 2&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Shop Scroll.png]]&lt;br /&gt;
|{{va|Shop Scroll}}&lt;br /&gt;
|When used creates an additional Shop Scroll on a random, empty adjacent tile. &lt;br /&gt;
|Bazaar level 1&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span style=&amp;quot;font-size: 0&amp;quot;&amp;gt;[[File:Patches.png]]&amp;lt;/span&amp;gt;&lt;br /&gt;
|{{va|Patches the Teddy}}&lt;br /&gt;
| On level up, gives a random boon and random curse from the following list. &lt;br /&gt;
Boons:&lt;br /&gt;
+3 Health,&lt;br /&gt;
+3 Gold,&lt;br /&gt;
+5% Attack Bonus,&lt;br /&gt;
+1 Mana,&lt;br /&gt;
+4% Physical and Magical Resistance&lt;br /&gt;
&lt;br /&gt;
Curses:&lt;br /&gt;
Mana Burn,&lt;br /&gt;
Poison,&lt;br /&gt;
Teleport,&lt;br /&gt;
Grid Reveal&lt;br /&gt;
|{{b|Thief Den|Level 3|Mossy Isle Casino}}&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Items Found In Dungeons =&lt;br /&gt;
&lt;br /&gt;
== Subdungeon Items ==&lt;br /&gt;
&lt;br /&gt;
These items are most often found in subdungeons and class challenge runs, and are not available for purchase in shops on regular runs. They come in two main categories, ones you can put in your Guild Locker and then use as preparations, and ones you can't. Some we're still unclear on in that regard, so feel free to contribute to that investigation.&lt;br /&gt;
&lt;br /&gt;
=== Lockerable ===&lt;br /&gt;
&lt;br /&gt;
{| class =&amp;quot;wikitable sortable&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; style=&amp;quot;border-collapse:collapse;width:82.3%&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background-color: #EEEEEE&amp;quot;&lt;br /&gt;
!Icon&lt;br /&gt;
!width=15%|Name&lt;br /&gt;
!Description&lt;br /&gt;
!width=40%|Obtaining Method&lt;br /&gt;
!width=5%|Cost&lt;br /&gt;
!width=5%|CP&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Forlorn.png]]&lt;br /&gt;
|{{va|Forlorn}}&lt;br /&gt;
| Conversion value boosts to 100 upon entering inventory&lt;br /&gt;
|Shop on {{CC|Tinker|Silver|Forging Ahead}}, [[Subdungeon]]&lt;br /&gt;
|1&lt;br /&gt;
|33/100&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Penance.png]]&lt;br /&gt;
|{{va|Penance}}&lt;br /&gt;
| +2 damage and +1 max MP on pickup, -3 damage and -2 max MP on removal&lt;br /&gt;
|Shop on {{CC|Tinker|Silver|Forging Ahead}}&lt;br /&gt;
|25&lt;br /&gt;
|35&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Bound Sword.png]]&lt;br /&gt;
|{{va|Bound Sword}}&lt;br /&gt;
| +15% damage, can't be converted&lt;br /&gt;
|Shop on {{CC|Tinker|Silver|Forging Ahead}}&lt;br /&gt;
|14&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Amulet of Yendor.png]]&lt;br /&gt;
|{{va|Cracked Amulet}}&lt;br /&gt;
| Consume to gain +5 XP&lt;br /&gt;
| [[Subdungeon]]&lt;br /&gt;
|2&lt;br /&gt;
|10&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Cracked Orb.png]]&lt;br /&gt;
|{{va|Cracked Orb}}&lt;br /&gt;
| Reduces all visible enemies max health to 90%, but doesn't reduce their current HP &lt;br /&gt;
| [[Subdungeon]]&lt;br /&gt;
|15&lt;br /&gt;
|10&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Cracked Soul Orb.png]]&lt;br /&gt;
|{{va|Cracked Soul Orb}}&lt;br /&gt;
| Adds 1 layer of Death Protection upon entering the inventory, and becomes permanently inert. &lt;br /&gt;
| [[Subdungeon]]&lt;br /&gt;
|10&lt;br /&gt;
|50&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Stone Sigil.png]]&lt;br /&gt;
|{{va|Crumbling Ward}}&lt;br /&gt;
| Can be consumed for +15 Piety. &lt;br /&gt;
| [[Subdungeon]]&lt;br /&gt;
|10&lt;br /&gt;
|40&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Avatar's Codex.png]]&lt;br /&gt;
|{{va|Dairy Diary}}&lt;br /&gt;
| Activate to read a diary of a goat. &lt;br /&gt;
| [[Subdungeon]]&lt;br /&gt;
|1&lt;br /&gt;
|100&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Hero's Helm.png]]&lt;br /&gt;
|{{va|Dented Helm}}&lt;br /&gt;
| +1 Mana Point +1 Damage. &lt;br /&gt;
| [[Subdungeon]]&lt;br /&gt;
|18&lt;br /&gt;
|30&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Draining Blade.png]]&lt;br /&gt;
|{{va|Draining Blade}}&lt;br /&gt;
| +1 lifesteal, 9 layers of curse and 5 corrosion on pickup&lt;br /&gt;
|Shop on {{CC|Tinker|Silver|Forging Ahead}}&lt;br /&gt;
|25&lt;br /&gt;
|50&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Fake Beard.png]]&lt;br /&gt;
|{{va|Fake Beard}}&lt;br /&gt;
| +5 XP on pickup, can't be converted&lt;br /&gt;
| [[Subdungeon]]&lt;br /&gt;
| 10&lt;br /&gt;
| N/A&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Goat Horn.png]]&lt;br /&gt;
|{{va|Goat Horn}}&lt;br /&gt;
| +5% attack damage; small item&lt;br /&gt;
|Found in {{CC|Warlord|Gold|Terror's End}}, [[Subdungeon]]&lt;br /&gt;
| 1&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Gorgon_Ward.png‎]]&lt;br /&gt;
|{{va|Gorgward}}&lt;br /&gt;
| Makes you immune to {{t|Death-gaze}}. Small item.&lt;br /&gt;
| [[Subdungeon]]&lt;br /&gt;
| 18&lt;br /&gt;
| 50&lt;br /&gt;
|-&lt;br /&gt;
|[[File:LEMMISI.png]]&lt;br /&gt;
|{{va|LEMMISI(?)}}&lt;br /&gt;
| Reveals the entire map and poison the user upon activation.&lt;br /&gt;
| [[Subdungeon]]&lt;br /&gt;
| 18&lt;br /&gt;
| 20&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Shop_Scroll.PNG]]&lt;br /&gt;
|{{va|Long Rant}}&lt;br /&gt;
| Adds 3 layers of Corrosion to enemies on the same dungeon level. (Confirmation?)&lt;br /&gt;
| [[Subdungeon]] or Gaan'Telet&lt;br /&gt;
| 1&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Mass09 Ledger.png]]&lt;br /&gt;
|{{va|[[Mass09 Ledger]]}}&lt;br /&gt;
| Use 1 gp to swap every monsters positions&lt;br /&gt;
| [[Subdungeon]]&lt;br /&gt;
| 1&lt;br /&gt;
| 35&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Mystera Scripture.png]]&lt;br /&gt;
|{{va|Mystera Scripture}}&lt;br /&gt;
| Can be consumed to add +1 Max Mana&lt;br /&gt;
| [[Subdungeon]]&lt;br /&gt;
| 1&lt;br /&gt;
| 30&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Meatloaf.png]]&lt;br /&gt;
|{{va|Nom Nom}}&lt;br /&gt;
| Can be consumed to add +1 HP per level, but it also poisons the user.&lt;br /&gt;
| [[Subdungeon]]&lt;br /&gt;
| 18&lt;br /&gt;
| 20&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ritual Scroll.png]]&lt;br /&gt;
|{{va|Ritual Scroll}}&lt;br /&gt;
|consume to add +5% resistances, +1 Max MP and +3 layers of curse&lt;br /&gt;
|Shop on {{CC|Tinker|Silver|Forging Ahead}}&lt;br /&gt;
|13&lt;br /&gt;
|20&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Pepper the Dog.png]]&lt;br /&gt;
|{{va|Pepper the Dog}}&lt;br /&gt;
| Adds +10% base attack damage, can be consumed to make your next strike turn an enemy into an undead.&lt;br /&gt;
| [[Subdungeon]] or Priest Bronze Challenge&lt;br /&gt;
| 1&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Witchalok Pendant.png]]&lt;br /&gt;
|{{va|Spider Amulet}}&lt;br /&gt;
| Adds +10 HP, but attempts to poison the user every time they level up.&lt;br /&gt;
| [[Subdungeon]]&lt;br /&gt;
| 2&lt;br /&gt;
| 20&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Titan Guitar.png]]&lt;br /&gt;
|{{va|Titan Guitar}}&lt;br /&gt;
| Can be used to slow all monsters on the screen and give them {{t|Cowardly}}. Destroys almost all walls on screen when it enters your inventory; if you prepare a Titan Guitar, it will destroy almost all walls in the dungeon.&lt;br /&gt;
| [[Subdungeon]]: Really Awesome Guitar&lt;br /&gt;
| 11&lt;br /&gt;
| 11&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Tokoloshe Charm.png]]&lt;br /&gt;
|{{va|Tokoloshe Charm}}&lt;br /&gt;
| +5% magic resistance; small item&lt;br /&gt;
| Subdungeon, Dropped by Tokoloshe in Havendale Bridge&lt;br /&gt;
|1&lt;br /&gt;
|10&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Wand of Binding.png]]&lt;br /&gt;
|{{va|Wand of Binding}}&lt;br /&gt;
| Instantly kills an enemy same as a Slayer Wand, but replaces it with an Animated Armor of the same level. NOTE: Even though it's lockerable it has NO CODEX ENTRY AS OF YET&lt;br /&gt;
| Subdungeon&lt;br /&gt;
|5&lt;br /&gt;
|10&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Wisp Gem.png]]&lt;br /&gt;
|{{va|Wisp Gem}}&lt;br /&gt;
| +5% base damage; small item&lt;br /&gt;
| Subdungeon, various monsters in several dungeons drop them&lt;br /&gt;
|1&lt;br /&gt;
|10&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Non-Lockerable ===&lt;br /&gt;
&lt;br /&gt;
{| class =&amp;quot;wikitable sortable&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; style=&amp;quot;border-collapse:collapse;width:82.3%&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background-color: #EEEEEE&amp;quot;&lt;br /&gt;
!Icon&lt;br /&gt;
!width=15%|Name&lt;br /&gt;
!Description&lt;br /&gt;
!width=40%|Obtaining Method&lt;br /&gt;
!width=5%|Cost&lt;br /&gt;
!width=5%|CP&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Mage Plate.png]]&lt;br /&gt;
|{{va|ARMOUR.EXE}}&lt;br /&gt;
|Adds 20% phys resist&lt;br /&gt;
|[[Subdungeon]]: WIZARD.EXE&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Amulet.png]]&lt;br /&gt;
|{{va|Amulet}}&lt;br /&gt;
|Gives 35 CP upon conversion from the ground. If picked up, spawns two enemies: [[File:Thrall.png]] [[Thrall]], L9 &amp;amp; L1 ({{t|Mana Burn}}, {{t|Poisonous}}, {{t|Undead}}). Need to be careful since L9 could spawn right on top of the exit.&lt;br /&gt;
|[[Subdungeon]]: Teeth Teeth Teeth&lt;br /&gt;
|15&lt;br /&gt;
|35&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Blade of Yin.png]]&lt;br /&gt;
|{{va|Blade of Yin}}&lt;br /&gt;
|Adds 3 base damage, can be consumed to grant Death Protection, small item&lt;br /&gt;
|[[Subdungeon]]: Yin and Yang&lt;br /&gt;
|15&lt;br /&gt;
|35&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Essence Potion.PNG]]&lt;br /&gt;
|{{va|Essence Potion}}&lt;br /&gt;
|Drink to restore as much health and mana as you lost when you activated the altar in the subdungeon where it's found&lt;br /&gt;
|[[Subdungeon]]: Metal Spider Temple, touching the altar&lt;br /&gt;
|15&lt;br /&gt;
|50&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Dragon Heart.png]]&lt;br /&gt;
|{{va|Dragon Heart}}&lt;br /&gt;
|Adds 3 HP every time you gain a level; convert to kill Draco enemy&lt;br /&gt;
|[[Subdungeon]]: Draco&lt;br /&gt;
|1&lt;br /&gt;
|5&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Orb Of Lethar.png]]&lt;br /&gt;
|{{va|Orb of Lethar}}&lt;br /&gt;
|If the level  boss is visible, this orb can be destroyed to slow it down.&lt;br /&gt;
|{{CC|Crusader|Bronze|The Ratlings}}&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Orb_of_lusory.png]]&lt;br /&gt;
|{{va|Orb of Lusory}}&lt;br /&gt;
| Increases magic resistance by 50% when carried. Can be used to remove all Illusion minions from the dungeon. Cannot be [[Preparations#Locker Item|lockered]].&lt;br /&gt;
| Randomly found in the [[Halls of Steel (Hard)]]. Also in a subdungeon, but that one gives only 10% magic resistance and doesn't have a separate Codex Entry&lt;br /&gt;
|25&lt;br /&gt;
|10&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Perseverance Badge.png]]&lt;br /&gt;
|{{va|Protect.EXE}}&lt;br /&gt;
| Can be consumed to add a layer of Death Protection; two charges; small item&lt;br /&gt;
| Subdungeon: Wizard.EXE&lt;br /&gt;
| 1&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ritual of Midas.png]]&lt;br /&gt;
|{{va|Ritual of Midas}}&lt;br /&gt;
| This ritual scroll can be used to summon the Golden Mantle of Midas, enchanted with a unique protective power. Requires 80 gold to activate.&lt;br /&gt;
| {{CC|Rogue|Silver|Wrath of Midas}}&lt;br /&gt;
| 1&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Sticky Stick.png]]&lt;br /&gt;
|{{va|Sticky Stick}}&lt;br /&gt;
| Gives you {{t|Corrosive}}. Cannot be [[Preparations#Locker Item|lockered]].&lt;br /&gt;
| [[Subdungeon]]&lt;br /&gt;
| 1&lt;br /&gt;
| 30&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Tea.png]]&lt;br /&gt;
|{{va|Strange Mixture}}&lt;br /&gt;
| Gives you +10 Hp and +1 MP, and fully restores your health and mana.&lt;br /&gt;
| [[Subdungeon]]: Jadetooth&lt;br /&gt;
| 1&lt;br /&gt;
| 35&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Piercing Wand.png]]&lt;br /&gt;
|{{va|Wand of Splosion}}&lt;br /&gt;
| Can only be used in the El Potion Loco Subdungeon (?) to kill everything for potions&lt;br /&gt;
| [[Subdungeon]]: El Potion Loco&lt;br /&gt;
| 13&lt;br /&gt;
| n/a&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Wall Cruncher.png]]&lt;br /&gt;
|{{va|Wall Cruncher}}&lt;br /&gt;
|Activate to destroy walls directly to the N, E, S and W of your position, small item&lt;br /&gt;
|Subdungeon&lt;br /&gt;
|1&lt;br /&gt;
|25&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Whisper Charm.png]]&lt;br /&gt;
|{{va|Whisper Charm}}&lt;br /&gt;
| Adds +4% physical resistance&lt;br /&gt;
| [[Subdungeon]]&lt;br /&gt;
| 13&lt;br /&gt;
| n/a&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Yang's Sword.png]]&lt;br /&gt;
|{{va|Yang's Sword}}&lt;br /&gt;
| Adds +3 base damage, can be consumed to grant Death Protection; small item&lt;br /&gt;
| [[Subdungeon]]: Yin and Yang&lt;br /&gt;
| 15&lt;br /&gt;
| 35&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Recipe Scroll.png]]&lt;br /&gt;
|{{va|Recipe Scroll}}&lt;br /&gt;
| You can read the instructions to plant combination recipes for the Vegetarian Vampire subdungeon&lt;br /&gt;
| [[Subdungeon]]: Vegetarian Vampire&lt;br /&gt;
| 1&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Dungeon Boss Rewards ==&lt;br /&gt;
&lt;br /&gt;
The following 6 items can be obtained by defeating tough bosses, and generally can't be found in dungeons otherwise. The Sensation Stone is a bit of an exception, in that it's obtained by killing an optional mini-boss and one can be found in the Tower of Gaan'Telet, but it's somewhat similar to the others. They can all be put into the Guild Locker.&lt;br /&gt;
&lt;br /&gt;
{| class =&amp;quot;wikitable sortable&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; style=&amp;quot;border-collapse:collapse;width:82.3%&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background-color: #EEEEEE&amp;quot;&lt;br /&gt;
!Icon&lt;br /&gt;
!width=15%|Name&lt;br /&gt;
!Description&lt;br /&gt;
!width=40%|Obtaining Method&lt;br /&gt;
!width=5%|Cost&lt;br /&gt;
!width=5%|CP&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[File:Fabulous Treasure.png]]&lt;br /&gt;
|{{va|Fabulous Treasure}}&lt;br /&gt;
| This is amazing! You've never seen anything like it!&lt;br /&gt;
| Class Challenge: {{CC|Thief|Gold|Deadly Shadows}}&lt;br /&gt;
| 95&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Dragon Shield.png]]&lt;br /&gt;
|{{va|Dragon Shield}}&lt;br /&gt;
| +18% physical and magic resistance&lt;br /&gt;
| Dungeon boss reward: {{d|Dragon Isles}}&lt;br /&gt;
|23&lt;br /&gt;
|100&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Namtar's Ward.png]]&lt;br /&gt;
|{{va|Namtar's Ward}}&lt;br /&gt;
| Can be used once per character level to give yourself death protection at no extra cost.&lt;br /&gt;
| Dungeon boss reward: {{d|Namtar's Lair}}&lt;br /&gt;
|50&lt;br /&gt;
|100&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Avatar's Codex.png]]&lt;br /&gt;
|{{va|Avatar's Codex}}&lt;br /&gt;
| Fireballs do +4 damage per level, set burning to maximum stacks, but makes gives each monster Retaliate:Fireball&lt;br /&gt;
| Dungeon boss reward: {{d|Demonic Library}}&lt;br /&gt;
|35&lt;br /&gt;
|50&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Naga Cauldron.png]]&lt;br /&gt;
|{{va|Naga Cauldron}}&lt;br /&gt;
| Gives healing potions overheal, and increases health and mana potion effectiveness by 5% for every kind of debuff your character has (corrosion, weakening, curse, slow, poison and mana burn).&lt;br /&gt;
| Dungeon boss reward: {{d|Naga City}}&lt;br /&gt;
|12&lt;br /&gt;
|35&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Sensation Stone.png]]&lt;br /&gt;
|{{va|Sensation Stone}}&lt;br /&gt;
| No inherent effect, but can be converted for 150 conversion points. &lt;br /&gt;
| Dropped by the Bridge Troll on the {{d|Havendale Bridge}}&lt;br /&gt;
|25&lt;br /&gt;
|150&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Special Quest Items with Codex Entries: ==&lt;br /&gt;
&lt;br /&gt;
{| class =&amp;quot;wikitable sortable&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; style=&amp;quot;border-collapse:collapse;width:82.3%&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background-color: #EEEEEE&amp;quot;&lt;br /&gt;
!Icon&lt;br /&gt;
!width=15%|Name&lt;br /&gt;
!Description&lt;br /&gt;
!width=40%|Obtaining Method&lt;br /&gt;
!width=5%|Cost&lt;br /&gt;
!width=5%|CP&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Tea.png]]&lt;br /&gt;
|{{va|'Tea'}}&lt;br /&gt;
| Adds a lot of debuffs to you upon drinking, but drinking it unlocks the Orcs in your kingdom.&lt;br /&gt;
| [[Subdungeon]]: Orc unlock subdungeon&lt;br /&gt;
| 0&lt;br /&gt;
| n\a&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Shop_Scroll.PNG]]&lt;br /&gt;
|{{va|Gate Scroll}}&lt;br /&gt;
| +5 max health, consume to read, unlocks [[Bazaar]]&lt;br /&gt;
| First dungeon after Bank unlocked&lt;br /&gt;
|15&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Philosopher's Stone.png]]&lt;br /&gt;
|{{va|Philosopher's Stone}}&lt;br /&gt;
| If you take it back to the kingdom it unlocks [[Alchemist]]&lt;br /&gt;
| After upgrading Bazaar to level 2, it starts spawning in shops until you buy it and take it out&lt;br /&gt;
|25&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Midas Mantle.png]]&lt;br /&gt;
|{{va|Midas Mantle}}&lt;br /&gt;
| {{t|Death Gaze Immune}}&lt;br /&gt;
| Only appears in the {{CC|Rogue|Silver|Wrath of Midas}}. Required {{i|Ritual of Midas}} to be activated for 80 gold.&lt;br /&gt;
|100&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Strength Potion.png]]&lt;br /&gt;
|{{va|&amp;quot;Courage Juice&amp;quot;}}&lt;br /&gt;
| Reduces health to 1, adds Might, First Strike and +50% bonus experience against the next enemy.&lt;br /&gt;
| Only appears in the Goat Glade triple quests and the Berserker Silver Challenge&lt;br /&gt;
|15&lt;br /&gt;
|10&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== God Items with Codex Entries ==&lt;br /&gt;
&lt;br /&gt;
These 5 items can only be obtained by worshiping Taurog (4) and Glowing Guardian (1). Glowing Guardian can change the prayer beads, but the activated form doesn't have a codex entry, and none of these items can be put in a guild locker.&lt;br /&gt;
&lt;br /&gt;
{| class =&amp;quot;wikitable sortable&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; style=&amp;quot;border-collapse:collapse;width:82.3%&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background-color: #EEEEEE&amp;quot;&lt;br /&gt;
!Icon&lt;br /&gt;
!width=15%|Name&lt;br /&gt;
!Description&lt;br /&gt;
!width=40%|Obtaining Method&lt;br /&gt;
!width=5%|Cost&lt;br /&gt;
!width=5%|CP&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Skullpicker.png]]&lt;br /&gt;
|{{va|Skullpicker}}&lt;br /&gt;
| Adds +5 base damage, and Taurog punishes you if you convert it.&lt;br /&gt;
| {{boon|Taurog's Blade}}&lt;br /&gt;
| 0&lt;br /&gt;
| 60&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Wereward.png]]&lt;br /&gt;
|{{va|Wereward}}&lt;br /&gt;
| Adds -5 damage reduction, and Taurog punishes you if you convert it&lt;br /&gt;
| {{boon|Taurog's Shield}}&lt;br /&gt;
|0&lt;br /&gt;
|60&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Gloat.png]]&lt;br /&gt;
|{{va|Gloat}}&lt;br /&gt;
| Adds +15% Magic Resistance, and Taurog punishes you if you convert it&lt;br /&gt;
| {{boon|Taurog's Helm}}&lt;br /&gt;
|0&lt;br /&gt;
|60&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Will.png]]&lt;br /&gt;
|{{va|Will}}&lt;br /&gt;
| Adds +15% Physical Resistance, and Taurog punishes you if you convert it&lt;br /&gt;
| {{boon|Taurog's Armour}}&lt;br /&gt;
|0&lt;br /&gt;
|60&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Prayer Bead.png]]&lt;br /&gt;
|{{va|Prayer Bead}}&lt;br /&gt;
| +1% magic resistance; small item; cannot be converted&lt;br /&gt;
| Received from Glowing Guardian from certain boons&lt;br /&gt;
|0&lt;br /&gt;
|n/a&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Unlisted Items =&lt;br /&gt;
&lt;br /&gt;
These items do not appear in the Codex and thus do not count for its completion ratio.&lt;br /&gt;
&lt;br /&gt;
{| class =&amp;quot;wikitable sortable&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; style=&amp;quot;border-collapse:collapse;width:82.3%&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background-color: #EEEEEE&amp;quot;&lt;br /&gt;
!Icon&lt;br /&gt;
!width=15%|Item&lt;br /&gt;
!Description&lt;br /&gt;
!width=20%|Method of Obtaining&lt;br /&gt;
!width=5%|Cost&lt;br /&gt;
!width=5%|CP&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Sword.png]]&lt;br /&gt;
|Bargain Sword&lt;br /&gt;
| +2 base damage&lt;br /&gt;
| Shop (Bazaar level 0)&lt;br /&gt;
| 15&lt;br /&gt;
| 35&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Perseverance Badge.png]]&lt;br /&gt;
|Bargain Badge&lt;br /&gt;
| +10% bonus damage&lt;br /&gt;
| Shop (Bazaar level 0)&lt;br /&gt;
| 14&lt;br /&gt;
| 25&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Pendant of Mana.png]]&lt;br /&gt;
|Bargain Pendant&lt;br /&gt;
| +1 max mana&lt;br /&gt;
| Shop (Bazaar level 0)&lt;br /&gt;
| 13&lt;br /&gt;
| 25&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Troll Heart.png]]&lt;br /&gt;
|Bargain Heart&lt;br /&gt;
| Gain +1 Max HP every time you level up (Bonus is not lost from converting this item)&lt;br /&gt;
| Shop (Bazaar level 0)&lt;br /&gt;
| 14&lt;br /&gt;
| 30&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Conversion Fodder =&lt;br /&gt;
Sometimes, players will want to obtain large amounts of conversion points to better leverage their racial bonus.  There are many items well-known as &amp;quot;conversion fodder&amp;quot; that are relatively cheap and effective choices for this purpose.  Generally speaking, conversion fodder items are considered to be those which offer more than 3 CP for every 1 GP spent.  The following items are all considered conversion fodder:&lt;br /&gt;
&lt;br /&gt;
{{i|Bloody Sigil}} (5.6 CP / GP)&amp;lt;br/&amp;gt;&lt;br /&gt;
This double-edged item is good for low-level characters, but quickly becomes excess baggage for a high-level character.  Fortunately, it has a great conversion value and is worth buying for no other purpose than to immediately convert it.&lt;br /&gt;
&lt;br /&gt;
{{i|Gloves of Midas}} (4.5 CP / GP)&amp;lt;br/&amp;gt;&lt;br /&gt;
In addition to offering a superb conversion ratio, this item can also be used to ''earn'' additional gold which can be used to purchase even more stuff.  As a result, it is highly prized.&lt;br /&gt;
&lt;br /&gt;
{{i|Rock Heart}} (4.3 CP / GP)&amp;lt;br/&amp;gt;&lt;br /&gt;
The Rock Heart is a great tool for anyone with knockback damage, the {{s|PISORF}} glyph or the {{s|ENDISWAL}} glyph.  Once you're done with it, you can convert it for a windfall.  For those without the ability to crush walls, it's still worthwhile just for conversion points.&lt;br /&gt;
&lt;br /&gt;
{{i|Viper Ward}} &amp;amp; {{i|Soul Orb}} (4.06 CP / GP)&amp;lt;br/&amp;gt;&lt;br /&gt;
These superb items grant you immunity to dangerous afflictions, consume only a small item slot, and convert for large amounts of CP when you're done.  They're one of the best conversion-fodder buys around.&lt;br /&gt;
&lt;br /&gt;
{{i|Balanced Dagger}} (3.67 CP / GP)&amp;lt;br/&amp;gt;&lt;br /&gt;
A very niche item, usually relegated to vicious-difficulty dungeons where higher-level kills are impractical or for players without ''mad level-catapult skills'' like the pros have.  However, in other scenarios it makes a good conversion fodder item.  With its small size, you can carry it around and use it for what it's worth, then convert it when you're done.&lt;br /&gt;
&lt;br /&gt;
{{i|Troll Heart}} (3.44 CP / GP)&amp;lt;br/&amp;gt;&lt;br /&gt;
The troll heart will slowly accrue bonus HP as you level up, and can be converted afterwards without losing those hit points.  Given its high CP value, this is often a great deal.&lt;br /&gt;
&lt;br /&gt;
{{i|Crystal Ball}} (3.33 CP / GP)&amp;lt;br/&amp;gt;&lt;br /&gt;
Given enough gold, the crystal ball can provide you several good mana spikes and can be converted afterward for good conversion value.&lt;br /&gt;
&lt;br /&gt;
{{i|Venom Dagger}} (3.12 CP / GP)&amp;lt;br/&amp;gt;&lt;br /&gt;
A consolation prize for those seeking conversion points, the venom sword offers a reasonable amount for a reasonable price.  The item itself isn't very useful otherwise, though.&lt;br /&gt;
&lt;br /&gt;
{{i|Alchemist Scroll}} (3.07 CP / GP)&amp;lt;br/&amp;gt;&lt;br /&gt;
The rules for items like these can be confusing at times, but the alchemist scroll's bonus HP do not disappear when you convert it, meaning this item can be picked up on the cheap, used sparingly, then converted later without much risk.&lt;br /&gt;
&lt;br /&gt;
{{MainNav}}&lt;/div&gt;</summary>
		<author><name>Luigifan</name></author>	</entry>

	<entry>
		<id>http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=The_Slime_Pit&amp;diff=56388</id>
		<title>The Slime Pit</title>
		<link rel="alternate" type="text/html" href="http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=The_Slime_Pit&amp;diff=56388"/>
				<updated>2017-01-23T17:41:45Z</updated>
		
		<summary type="html">&lt;p&gt;Luigifan: /* Strategy */ Grammar check&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:The Slime Pit Big.png|left]]&lt;br /&gt;
[[File:The_Slime_Pit.png|right|450px]]&lt;br /&gt;
''In the wreckage of a former goblin sludge mine, an entire colony of gooey, corrosive nightmares waits for heroes to come along and be slimed upon.''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Monsters ==&lt;br /&gt;
&lt;br /&gt;
The Slime Pit features Warlocks, Goo Blobs, Meat Men, Golems, and several unique monsters. Most have mediocre HP and attack (the same by level as a golem or serpent) and the following abilities:&lt;br /&gt;
&lt;br /&gt;
'''Gelatinous Thing:''' Retaliate: Fireball&lt;br /&gt;
&lt;br /&gt;
'''Slime Blob:''' Cursed (more durable than a Bandit)&lt;br /&gt;
&lt;br /&gt;
'''Muck Walker:''' Undead, Weakening Strike&lt;br /&gt;
&lt;br /&gt;
'''Acid Blob:''' poor HP, but Corrosive&lt;br /&gt;
&lt;br /&gt;
Monster difficulty is 120%.&lt;br /&gt;
&lt;br /&gt;
== Bosses ==&lt;br /&gt;
&lt;br /&gt;
The two bosses of the Slime Pit are the Tower of Goo and Super Meat Man. These bosses are the same as fought elsewhere, but are relatively difficult because of the large pools of physical and magical resources needed to defeat them.&lt;br /&gt;
&lt;br /&gt;
== Special Considerations ==&lt;br /&gt;
&lt;br /&gt;
After killing a certain number of enemies, all the Meat Men in the level begin to rot, which makes them all Poisonous and makes regen fighting them difficult. As you continue to kill monsters, the Meat Men rot further and become Corrosive as well--at this point it is probably not worth fighting any non-popcorn Meat Men. The boss, Super Meat Man, is fortunately not affected.&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
&lt;br /&gt;
Recommended classes: Paladin, Monk, Warlord, Rogue.&lt;br /&gt;
&lt;br /&gt;
This dungeon can be deceptively hard, because you need very different strategies against the normal monsters and the bosses. Most of the regular monsters have below average health, and inflict special conditions in melee like Weakness, Curse and Corrosion, which makes them susceptible to characters that can deal a lot of damage. On the other hand, the bosses are very durable, but deal below average damage and have no special hazards, being easiest to beat with characters who are themselves very durable. The ideal strategy copes with both types of challenge.&lt;br /&gt;
&lt;br /&gt;
The {{c|Paladin}} is one of the best classes to bring down the bosses, especially if he carries a Really Big Sword. Sadly, he is also very severely impacted by the adverse conditions inflicted by the regular denizens, especially if he carries said Really Big Sword. It is therefore recommended that initially the player focus on the Meat Men primarily, and the Gelatinous Things, Golems, and Goo Blobs secondarily, leaving the rest alone until they can be dealt with without any issue. The first opponent to defeat should be the Tower of Goo, after which the Really Big Sword can be converted, and the special monsters that were left alone at the start can finally be disposed of. Generally, improving resistances and/or damage reduction favors this strategy the most. Picking {{g|Taurog}} for this level makes sense, as he provides damage bonus and resistances at the same time. The {{c|Monk}} plays similarly to the Paladin. Consider, though, that without the starting {{s|HALPMEH}}, Meat Men become dangerous as soon as they gain Poison strike, therefore eliminating them as quickly as possible is even more important.&lt;br /&gt;
&lt;br /&gt;
The {{c|Warlord}} is the antithesis of the Paladin for this dungeon, as he finds it very easy to dispose of most normal monsters, being generally unhindered by either Curse or Corrosion. He can reliably kill monsters that are 2 or more levels above himself. However, the bosses - especially the Super Meat Man - can be very challenging with this class. Again, the recommendation is to target the Tower of Goo first, and use as few resources as possible to defeat it, ideally lowering/ignoring its resistances via Really Big Sword, Binlor or Glowing Guardian, and potentially also leveling up mid-fight. The Super Meat Man might still force a change in strategy, which is when reserved blackspace and additional durability (resistances, sanguine, lifesteal, potions) can come in handy. Preparing the extra alchemy stores can be useful, because it can help wiping the Corrosion stacks, as well as purchase a Schadenfreude potion or a health / mana potion. The {{c|Rogue}} plays similarly to the Warlord. Be careful to have enough Health to fight the bosses! Consider making your character a Dwarf, or worship a god that can give you more Health or Physical Resistance like Glowing Guardian, Jehora, or The Earthmother. It might be that you will be able to regen-fight the Super Meat Man earlier than the Tower of Goo due to its lower damage.&lt;br /&gt;
&lt;br /&gt;
== Quests ==&lt;br /&gt;
&lt;br /&gt;
===Bonus Bravery: Slime Pit===&lt;br /&gt;
Defeat The Slime Pit with the {{GoTi}}, {{GoTr}}, and {{GoCr}}&lt;br /&gt;
&lt;br /&gt;
Reward - {{i|Rock Heart}} and 500 Gold&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MainNav}}&lt;/div&gt;</summary>
		<author><name>Luigifan</name></author>	</entry>

	<entry>
		<id>http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Tikki_Tooki&amp;diff=56387</id>
		<title>Tikki Tooki</title>
		<link rel="alternate" type="text/html" href="http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Tikki_Tooki&amp;diff=56387"/>
				<updated>2017-01-19T02:43:20Z</updated>
		
		<summary type="html">&lt;p&gt;Luigifan: Grammar check&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;onlyinclude&amp;gt;{{&lt;br /&gt;
{{{tpl|GodInfobox}}}&lt;br /&gt;
|Name=Tikki Tooki&lt;br /&gt;
|ShortHand=TT&lt;br /&gt;
|InitialWorship=&lt;br /&gt;
*Free {{s|GETINDARE}} glyph&lt;br /&gt;
|Punishment=&lt;br /&gt;
*Removes {{t|Dodge}} and Poison Strike. All monsters on all dungeon floors gain {{t|First Strike}} and {{t|Weakening blow}}&lt;br /&gt;
|PrepPenalty=&lt;br /&gt;
*All damage taken will incur a piety penalty.&lt;br /&gt;
|RewardedActions=&lt;br /&gt;
*Kill an XP-valuable enemy who is lower-level than you: {{Piety|+5}}.&lt;br /&gt;
&lt;br /&gt;
*Dodge an attack from any enemy: {{Piety|+3}}&lt;br /&gt;
&lt;br /&gt;
*{{t|Poisoned}} an enemy: {{Piety|+1}}&lt;br /&gt;
&lt;br /&gt;
*Use the {{s|WONAFYT}} glyph: {{Piety|+1}}&lt;br /&gt;
&lt;br /&gt;
*Use the {{s|WEYTWUT}} glyph: {{Piety|+1}}&lt;br /&gt;
|PenalizedActions=&lt;br /&gt;
*Take more than one hit from a monster: {{Piety|-3}} per hit&lt;br /&gt;
&lt;br /&gt;
*Trigger a death protection: {{Piety|-10}}&lt;br /&gt;
|Boons=&lt;br /&gt;
;{{boon|Tribute}} {{MultipleUse}}&lt;br /&gt;
:'''Cost''': 15 gold &lt;br /&gt;
:'''Effect''': Gain {{Piety|10}}&lt;br /&gt;
&lt;br /&gt;
;{{boon|Tikki's Edge}} {{MultipleUse}}&lt;br /&gt;
:'''Cost''': {{piety|25 (+25)}}&lt;br /&gt;
:'''Effect''': Grants you {{t|Learning}}, gaining +1 additional experience from all kills, grants {{gold|10}}&lt;br /&gt;
&lt;br /&gt;
;{{boon|Dodging}} {{SingleUse}}&lt;br /&gt;
:'''Cost''': {{piety|25}}&lt;br /&gt;
:'''Effect''': Increases your chance to {{t|Dodge}} by 10%, grants {{gold|10}}&lt;br /&gt;
&lt;br /&gt;
;{{boon|Poison}} {{MultipleUse}}&lt;br /&gt;
:'''Cost''': {{piety|15 (+10)}}&lt;br /&gt;
:'''Effect''': Grants you 1 level of {{t|Poisonous}}&lt;br /&gt;
&lt;br /&gt;
;{{boon|Reflexes}} {{MultipleUse}}&lt;br /&gt;
:'''Cost''': {{piety|35}}, 1 {{i|Health Potion}}&lt;br /&gt;
:'''Effect''': Spawn one {{i|Reflex Potion}} &amp;amp; {{i|Quicksilver Potion}} near the altar.&lt;br /&gt;
}}&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Tikki Tooki is the trickster serpent god. He has a particular soft spot for gold, accepting it as tribute and granting it to faithful followers. This makes him quite versatile both for purist runs (where gold is in short supply) and with heavy preparations (where you often have more than you can spend). He can also be of help to those seeking to fuel items which consume gold for activating their abilities, such as {{i|Crystal Ball}} or {{i|Alchemist Scroll}}.&lt;br /&gt;
&lt;br /&gt;
Tikki Tooki is uncovered in the south in a small subdungeon where you must defeat a form-changing imp without getting hit by it in return several times.&lt;br /&gt;
&lt;br /&gt;
== Skill Required ==&lt;br /&gt;
&lt;br /&gt;
Depends on how much you want to rely on him. Also depends on when in the course of the run you begin worshipping him or convert into his religion. Early worship can require planning before a run, as can heavy dedication. He is relatively easy to gain piety with, but his few restrictions will severely alter your gameplay, and punish some strategies. He promotes top-notch play and rewards it, but there is a chance of locking yourself into a downward spiral if you aren't careful. His preparation penalty can be really difficult to get around, and is widely considered to be the most taxing one.&lt;br /&gt;
&lt;br /&gt;
== Likes and Dislikes ==&lt;br /&gt;
&lt;br /&gt;
Tikki Tooki gives {{Piety|+5}} for killing monsters that are lower level than you. He awards successful dodges ({{piety|+3}}) and use of the {{s|WEYTWUT}} and {{s|WONAFYT}} glyphs ({{Piety|+1}}). He also awards you {{piety|+1}} every time you poison a monster for the first time. You can also gain piety from him by using {{boon|Tribute}}, which gives you {{piety|+10}} for {{gold|15}}.&lt;br /&gt;
&lt;br /&gt;
A very easy way to gain some piety with Tikki Tooki is to attack plants if you take {{boon|Dodging}}. While plants hit for 0 damage, their attack can still be dodged, and they all die in one hit. This makes joining him in plant-filled maps very beneficial, and it makes converting into his religion after you've used {{g|The Earthmother}} to fill a level up with plants a strong move.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Tikki Tooki punishes you for getting hit by monsters too much, so you get {{piety|-3}} every time you get hit by a monster after the first. This dislike can be avoided even if you join him early, by fighting higher-level monsters with the help of damage-dealing glyphs and {{t|First strike}} or {{t|Slow}}.&lt;br /&gt;
&lt;br /&gt;
He also dislikes using death protections, which he punishes with {{piety|-10}}. He won't punish the act of acquiring a death protection, but he will punish using it up. This can lead to a rare situation where you get hit by a monster for the second time and expend a death protection, which causes you to lose {{piety|13}} &amp;quot;at once&amp;quot;. Since you can usually predict when you will lose piety with him, this can mess up even an advanced player's calculations.&lt;br /&gt;
&lt;br /&gt;
His preparation penalty makes him punish you with {{piety|-3}} every time you get hit, which means plant-cleaning antics are out of the question in that case, and requires you to be even more careful about fighting tough opponents.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Punishment/Desecration Penalty''' - If your piety drops below zero, or if you desecrate his altar, he will give every monster {{t|First strike}} and {{t|Weakening blow}}, which is a severe punishment. Moreover, he will remove all your {{t|Dodge}} and Poison Strike should you have it. Considering that he actually has very few ways to lose piety with, it is easier to avoid than it seems. If you are left with no exploration or lower-level monsters, you can lock yourself into a downward spiral of piety loss which can be really hard to get out of. In the situation where this would cost you a win, the solutions are {{boon|Tribute}}, desecration of another altar, and the {{boon|Consensus}}.&lt;br /&gt;
&lt;br /&gt;
Desecrating TT's altar should be avoided unless really necessary, or in case you are a heavily focused spellcaster. Even then, it's preferable not to do it until you are well into a boss fight and are certain that you won't be relying on first strike (or even physical attacks) to finish the boss off.&lt;br /&gt;
&lt;br /&gt;
If you join the {{g|Glowing Guardian}} after picking up {{boon|Poison}}, Glowing Guardian will punish you every time you attack something that isn't undead. The only way to get rid of the poison is to desecrate Tikki's altar.&lt;br /&gt;
&lt;br /&gt;
== Boons ==&lt;br /&gt;
&lt;br /&gt;
{{boon|Tribute}} - Lets you gain {{piety|10}} for {{gold|15}}, repeatable. Investing too heavily is not recommended without forward planning, but an early worshiper will want to invest in at least one hit, and make up the loss of gold with grabbing an early level of Tikki's Edge and Dodge.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{boon|Tikki's Edge}} - For 25 piety, you get +1 XP on every monster kill and 10 gold. It can be taken repeatedly, and the piety cost incereases by 25 each time you do. In most situations only one hit is required, but it is an important boon because it lets you get more out of killing low-level monsters, especially if paired with slow or the {{c|Fighter}}'s innate XP bonus.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{boon|Dodging}} - For 25 piety, you get 10% dodge chance and 10 gold. Easy to pick up and the random dodges provide random piety gain. This allows you to gain piety in plant-infested levels by dodging hits from plants with non-lethal and non-corrosive attacks. It also synergizes with his dodge-based piety [[spike]]. For advanced users, it can greatly benefit heavy resistance stackers like the monk if they can grab it and safely convert out of the religion.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{boon|Poison}} - Gives a point of poison strike for every helping. The first one costs 15 piety, and each subsequent helping increases the piety cost by 10. This is a difficult boon to mesh into a typical TT worshipper's play style. Poison is most valuable to regen-fighters, but they typically take several hits from the same enemy. That said, after killing 15 non-undead enemies, the first level of this boon will pay for itself.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{boon|Reflexes}} - For 35 piety and a healing potion, you are given one Quicksilver and one Reflex potion. With proper setup, the Quicksilver potion can get you a certain dodge, and the Reflex potion lets you hit something twice in one attack. When used correctly together, they allow for two simultaneous free hits on a monster, explained under &amp;quot;Piety [[Spike]]&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
== What's TT good for? ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
TT worship allows you to get a decent amount of piety for killing defenseless monsters. If done early it makes a nice setup for joining another deity with a comfortable 25 piety, a guaranteed {{s|GETINDARE}} glyph, a few utility boons, some gold, and the map cleared of monsters which you wouldn't want to have around later anyway (Magic users in case of Mystera, Undead in case of Drac). For a more dedicated worshiper, his potions-based &amp;quot;piety [[spike]]&amp;quot; also provides the best generic solution to bosses with high damage but low hit points. If you run into such a boss and TT is on the board, he is often the best, if not the only, solution to this kind of challenge, and can be joined at a later point for this specific purpose.&lt;br /&gt;
&lt;br /&gt;
The most experienced users can attest to the power of TT when used as the key element in outrageous combinations which can lead to boss kills at lvl 1. On a less outrageous note, the fact that he lets you turn gold directly into piety enables some of the most advanced resource management antics in the game.&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
&lt;br /&gt;
'''Early Worship''' - without forward planning, as a preparation for worshiping another deity later, it is straightforward. Join early, use Tribute, slow or poison monsters while you explore. Carefully kill a few higher-level monsters with heavily use of glyphs and potions, then clean up low-level monsters which you wouldn't want around later (or mop up as much as you want). Use the level-ups to help you kill even higher-level monsters by refilling your health and mana, and pick a good moment to convert out into another religion. It's moderately easy if you join TT at lvl 2, but doable even at lvl 1, especially with dedicated spellcasters.&lt;br /&gt;
&lt;br /&gt;
Early worship with intention of using TT to win requires some forward planning. Using {{s|WHEYTWUT}}, {{s|WONAFYT}}, and {{s|APHEELSIK}} to gain piety while you explore is mandatory, and slow will prepare lvl 1 monsters to be harvested later for added benefits. Collecting the piety sparkles around other altars will also help, and investing some gold into Tribute will get you closer to your first boon. Preparing or finding items which provide you enough XP to level up at least once in order to &amp;quot;start&amp;quot; at lvl 2 is also an option ({{i|False Beard}}, {{i|Cracked Amulet of Yendor}}, {{i|Amulet of Yendor}}, even {{i|Poisoned Dagger}}). Using the Goblin conversion bonus for an early level up is a strong option as well. Playing a {{c|Fighter}} (easier to reach lvl 2) or an {{c|Assassin}} (starts with APHEELSIK) is beneficial to this approach, as is using dedicated spellcasters. {{c|Bloodmage}} in particular, with his innate benefits that come with killing low-level monsters and ways to turn his health into damage without being hit back makes for a strong early TT worshiper.&lt;br /&gt;
&lt;br /&gt;
If you are joining TT early, you will be looking to kill specific monsters before you convert to someone else, such as getting rid of magic users if you plan on joining Mystera or getting rid of undead if you're planning to join Dracul. If you intend to convert, slowing everything you can is fine, but if you plan on using TT's potions to kill the boss, slowing monsters with first strike is not the best move.&lt;br /&gt;
&lt;br /&gt;
A major benefit of worshiping TT as the first deity in a run is the guaranteed GETINDARE glyph he provides.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Mid-run Worship''' - Provides you with an ease in early leveling with none of Tikki's dislikes affecting you, while leaving many low-level monsters to be harvested later with more ease. The principles are the same, except there is much less pressure, and if you convert to his religion with extra piety or join him with extra gold picked up, you can grab Tikki's Edge more easily. The principles are the same, except exploration will already be done, as will the leveling. It is the strongest and easiest approach to worshipping TT.&lt;br /&gt;
&lt;br /&gt;
This is also a good move if you simply want to mop up low-level monsters for specific benefits, like getting rid of curse, getting gold from Gloves of Midas, mana out of the blue bead, or more bloodpools for your Bloodmage. Finding certain bonus subdungeons can also make joining TT a great move on any run. The ability to gain large amounts of piety out of a mostly explored map, makes TT a great &amp;quot;finishing move&amp;quot; deity, if you are meticulous about taking as few kills as possible to level up or explore.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Dedicated Worship''' - can provide three specific benefits:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''''1) Tikki's Edge''''' - if focused, provides more XP for &amp;quot;cleaning popcorn&amp;quot;, and helps spellcasters level-up while fighting the boss. It also provides gold which helps buy cheap items for conversion, expensive items for use, potions from the alchemy shop, or simply fuel for a Crystal Ball. Just one level of Tikki's Edge is enough, but some situations can make second helpings worthwhile. It is effective with Fighters and Assassins, but also works with regular spellcasters.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''''2) Poison''''' - acquiring several levels of the Poison boon can help regen-fighting strategies greatly, and the first level can sometimes &amp;quot;pay for itself&amp;quot;. It's one of the strongest game features to combine with the {{cMonk}}, but also the one which is the most difficult to acquire for monks, due to their natural playstyle not meshing well with TT worship at all.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''''3) Reflexes''''' - Focusing all your efforts on gaining large amounts of piety with Tikki Tooki can lead to an overwhelming chain of free hits on a boss using the Quicksilver and Reflex potions. It is effective with any physical damage dealer, particularly Rogues and Berserkers, but can be made to work with most classes provided enough practice. It is also the best way of dealing with certain bosses, namely Bleaty.&lt;br /&gt;
&lt;br /&gt;
== Piety Spike ==&lt;br /&gt;
&lt;br /&gt;
Concentrated TT worship and channelling many resources into repeated uses of the Reflexes boon is TT's piety [[spike]]. It requires a moderate amount of health potions, 35 piety per helping, and decent damage to work, but provides a string of free hits on the boss. That amount of concentrated damage is sometimes difficult to imagine until you try it, but it works spectacularly well against bosses with high damage and low hit points like Aequitas, Bleaty, and even Namtar.&lt;br /&gt;
&lt;br /&gt;
It is doable with both early and late worship depending on the situation and experience of the player. It is also advisable to save popcorn with first strike (Goblins, Gorgons), to help set up dodges with the Quicksilver potion. Hits you take move the dodge prediction counter, and monsters who are lower level than you generally can't hit you unless they have first strike. &lt;br /&gt;
&lt;br /&gt;
Stuff that makes it work better are damage items, the Dodge boon and Rogue's Dodging, and knockback. If you have a knockback attack, you will knock the enemy back twice when using a reflex potion, causing extra damage. Halflings have a distinct advantage in being able to convert for extra healing potions, because the number of potion sets that can be acquired is limited by the total amount of healing potions at your disposal. Subdungeons which provide healing potions can also help in this regard. Rogue's starting 20% Dodge coupled with the Dodge boon means setting up certified dodges will take less effort. Subdungeons which provide help with leveling, or a large batch of low level-monsters to harvest for piety and use to set up dodges make it work really good, as does any way to acquire knocback.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Fuel''': Health potions, Tikki Tooki piety, popcorn monsters with first strike. Gold to a degree, if you mean to use Tribute to gain more piety with TT.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Rewards''': Big damage strategies and race/class/item combinations.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Lets you ignore''': Your health in general, and your spellcasting except as supplemental source of damage, or leveling tool.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Default solution to''': &amp;quot;Glass Cannon&amp;quot; bosses, ones with magic protection in particular. Bosses with low hit points but problematic abilities like death gaze, mana burn, curse, weakening blow and such.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Pro Tip''': If you want to plan ahead, avoid slowing popcorn with first strike. You will need their weak hits to set up confirmed dodges.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Pro Tip II''': The approach meshes well with Death Protections, which TT severly punishes. If you want to offset this, you can either start a boss fight by using up your death protections first, and then join TT, mop up popcorn for piety and tribute for more, or you can desecrate other altars for piety and indulgences. If you intend to kill a boss without getting hit at all (dodges from the potions, death protections, first strike), you can safely desecrate any altar which doesn't affect your damage. Binlor, Earthmother, and Dracul in particular, and very advanced users can even manage a GG desecration, although it's not recommended. Mystera is a borderline viable choice, and Taurog and JJ are to be desecrated only in desperate situations.&lt;br /&gt;
&lt;br /&gt;
== Tips and Tricks ==&lt;br /&gt;
&lt;br /&gt;
1) If you want to earn a little bit more gold from a run you have already won, and want to experiment with TT a bit, you can worship him or convert into his religion after you've already killed the boss or bosses. You can then pick up Tikki's Edge and Dodging for gold, and mop up the remaining lower level monsters and desecrate the remaining altars (except the Glowing Guardian's one) to get one more Tikki's Edge. Turning your leftover health potions into Quicksilver and Reflex potions also increases the value of loot you take out of the dungeon, and can help you get familiar with them. Be careful not to rush and lose a run you already won!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
2) Southern regions often provide plants which come with the level and that can mean quite a bit of TT piety for anyone, but Rogues in particular. If you don't fear curse, the plants in Cursed Oasis can work to your benefit as well, and filling the level with plants using Earthmother will often work to your benefit as well, provided you can reach TT's altar to convert to him. Be careful about the slow on everything, though, it can be a double edged sword.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
3) Since TT gives you piety every time you poison something, you can use APHEELSIK and Venom Blade to get some early piety with him.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
4) Also, don't be afraid of one or two extra hits which would punish you if it would provide a large enough advantage.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Overall, Tikki Tooki is one of the best &amp;quot;last hour&amp;quot; deities, offering enormous amounts of piety for slaughtering defenseless monsters and superb boons which can improve your odds. He can also be used to set-up worship of another deity, or gain and manipulate gold. His piety spike is also the go-to solution to several bosses and PQI scenarios for several game veterans.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MainNav}}&lt;/div&gt;</summary>
		<author><name>Luigifan</name></author>	</entry>

	<entry>
		<id>http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Taurog&amp;diff=56386</id>
		<title>Taurog</title>
		<link rel="alternate" type="text/html" href="http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Taurog&amp;diff=56386"/>
				<updated>2017-01-19T02:26:05Z</updated>
		
		<summary type="html">&lt;p&gt;Luigifan: Grammar check&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;onlyinclude&amp;gt;{{&lt;br /&gt;
{{{tpl|GodInfobox}}}&lt;br /&gt;
|Name=Taurog&lt;br /&gt;
|ShortHand=TA&lt;br /&gt;
|InitialWorship=&lt;br /&gt;
* {{Piety|+2}} for each killed enemy.&lt;br /&gt;
|Punishment=&lt;br /&gt;
* -40% bonus damage and enemies gain 10% Magic Resist.&lt;br /&gt;
|PrepPenalty=&lt;br /&gt;
* All enemies are {{t|Cowardly}}&lt;br /&gt;
|RewardedActions=&lt;br /&gt;
Kill an enemy: {{Piety|+4}}.&lt;br /&gt;
&lt;br /&gt;
Kill a {{t|Magical attack}} enemy: {{Piety|+8}}.&lt;br /&gt;
&lt;br /&gt;
Convert a [[glyph]]: {{Piety|+10}}.&lt;br /&gt;
|PenalizedActions=&lt;br /&gt;
Use a glyph: {{Piety|-2}} per use.&lt;br /&gt;
&lt;br /&gt;
Convert Taurog's Equipment: Instant punishment.&lt;br /&gt;
|Boons=&lt;br /&gt;
;{{boon|Taurog's Blade}} {{SingleUse}}&lt;br /&gt;
:'''Cost''': {{piety|20}}, -1 Max Mana&lt;br /&gt;
:'''Effect''': Spawn {{i|Skullpicker}} (+5 Base Damage) near the altar, +5% attack bonus&lt;br /&gt;
&lt;br /&gt;
;{{boon|Taurog's Shield}} {{SingleUse}}&lt;br /&gt;
:'''Cost''': {{piety|25}}, -1 Max Mana&lt;br /&gt;
:'''Effect''': Spawn {{i|Wereward}} ({{t|Damage Reduction}}: 5) near the altar, +5% attack bonus&lt;br /&gt;
&lt;br /&gt;
;{{boon|Taurog's Helm}} {{SingleUse}}&lt;br /&gt;
:'''Cost''': {{piety|25}}, -1 Max Mana&lt;br /&gt;
:'''Effect''': Spawn {{i|Gloat}} ({{t|Magic resist}}: +15%) near the altar, +5% attack bonus&lt;br /&gt;
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;{{boon|Taurog's Armour}} {{SingleUse}}&lt;br /&gt;
:'''Cost''': {{piety|25}}, -1 Max Mana&lt;br /&gt;
:'''Effect''': Spawn {{i|Will}} ({{t|Physical resist}}: +15%) near the altar, +5% attack bonus&lt;br /&gt;
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;{{boon|Unstoppable Fury}} {{MultipleUse}}&lt;br /&gt;
:'''Cost''': {{piety|20 (+10)}}&lt;br /&gt;
:'''Prerequisite''': Must be equipped with all of Taurog's equipment &lt;br /&gt;
:'''Effect''': Grants {{t|Death Protection}}&lt;br /&gt;
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{{g|Taurog}} is a deity of warfare, battle, and savagery.  He relishes combat and detests weak and spineless spellcasters.  Taurog is one of the most generous deities in the game when it comes to piety, giving huge amounts of it to followers and barely punishing them at all for infractions.  His simplicity and easy-going nature makes Taurog a favorite deity of beginner players or those looking to abuse Pactmaker.&lt;br /&gt;
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Taurog's boons come with a trade-off, however; as items they occupy an inventory slot and reduce your maximum mana by 1.  Although there are ways to deal with the loss of mana, the inventory space requirement is quite problematic as Taurog will punish you for destroying one of the items, ''even if you convert to another god beforehand''.&lt;br /&gt;
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Taurog is obtained in a sub-dungeon in the west.  Inside a massive arena is Taurog's altar.  Stepping on the altar will summon four guardians which you must battle to prove your worth to Taurog.  Ironically, you are not prohibited from using spellcasting against these guardians, and in practice it's difficult to defeat them ''without'' casting spells due to the fact that they gain death protection.  Taurog's subdungeon is by far the largest unexplored subdungeon in the game, but does not become unexplored until you step on the altar to trigger it. &lt;br /&gt;
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== Basic Strategy ==&lt;br /&gt;
Taurog's boons vary greatly in value depending on your class and how many preparations you used.  As you progress further into Desktop Dungeons, you will unlock more powerful items to purchase from shops, more preparations that use inventory space, and encounter more dangerous dungeons... which will frequently contain [[gold]] rewards with which to purchase those powerful items you've unlocked!  Taurog's items don't compare favourably to many of these items, and as a result filling your inventory with his gear will limit your ability to use these very powerful items.  This can frequently be offset by spending gold on other things, such as potions or Tikki-Tooki piety, but sometimes it will just make you weaker in the long-run.  For new players and Purist runs, however, this often isn't a big deal and Taurog works well for most combat-oriented classes and even the occasional magic-oriented class.  You can also free up item space by preparing a {{i|Compression Seal}}: if necessary, this can be used on one of Taurog's items (Taurog doesn't mind if you make his items small).&lt;br /&gt;
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The simplest and most common way to use Taurog is to gain piety with him to fuel a pact with {{g|The Pactmaker}}, or else convert to another deity to spend it.  Very few deities can produce as much piety as effortlessly as Taurog does, enabling you to fuel some of the Pactmaker's most expensive boons.  This will also allow you to completely sidestep Taurog's drawbacks, and your maximum MP and inventory space will be unaffected.&lt;br /&gt;
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== Suggested Classes ==&lt;br /&gt;
The best classes for Taurog are the {{c|Berserker}}, {{c|Monk}}, {{c|Paladin}}, {{c|Gorgon}}, and (perhaps surprisingly) the {{c|Sorcerer}}.  The first four classes are strong simply because they can take the {{i|Gloat}} ({{c|Berserker}}) or {{i|Wereward}} ({{c|Monk}}, {{c|Paladin}}, {{c|Gorgon}}) to stack resists.  In contrast, Taurog works well with the Sorcerer, due to the class's casting abilities being biased towards melee combat and having the extra mana to afford his boons.&lt;br /&gt;
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== Advanced Strategy ==&lt;br /&gt;
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'''Get In and Get Out'''&lt;br /&gt;
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Taurog works best as an early game deity, due to {{i|Skullpicker}}.  At LV1/2, it's an absolutely massive boost to your attack power and can get you quite a lot of bonus experience.  And since you won't have found many glyphs yet, you'll still have a lot of them available for conversion (piety+10) and not that many in your inventory for the penalty for using them (piety-2).&lt;br /&gt;
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To take advantage of this, you can grab an early {{boon|Taurog's Blade}} off of one kill, one glyph conversion, and six &amp;quot;sparkles&amp;quot;.  Then you slowly work your way up towards {{piety|75}}, grab the more appropriate resist item for your dungeon, and convert out.&lt;br /&gt;
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Excellent choices to convert to are {{g|Mystera Annur}} or {{g|Jehora Jeheyu}} to replace your lost mana or {{g|Dracul}} to stack resists with {{boon|Blood Shield}} and take advantage of the blood pools you've created. {{g|Tikki Tooki}} and {{g|The Earthmother}} can also be strong choices to convert to due to their ability to get large amounts of late game piety, but they don't have the same synergy with Taurog's boons.  {{g|Glowing Guardian}} and {{g|Binlor Ironshield}} are not recommended, as like Taurog they are better in the early game.&lt;br /&gt;
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{{boon|Body Pact}} from {{g|The Pactmaker}} is an amazing boon that provides +1% to both resists when a monster hits you for the first time.  Since each trigger of {{boon|Body Pact}} costs {{piety|4}} and each monster kill with {{g|Taurog}} provides {{piety|4}}, this matches up perfectly.  If you use any extra piety (from converting glyphs or killing monsters with magical attack) to buy one or both of Taurog's resist items, you can easily get up to 50% resists.  Throw in a {{i|Dragon Shield}}, {{i|Tower Shield}}, or {{i|Elven Boots}}, and you can easily hit the resist cap.&lt;br /&gt;
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'''Resist Stacking'''&lt;br /&gt;
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{{g|Dracul}}, {{g|Binlor Ironshield}}, and {{g|Glowing Guardian}} all have boons that boost your resists.  And all have them have some nasty piety penalties for common actions like drinking potions or gaining a level. One Taurog strategy is to use him as a way to escape those restrictive deities while cranking your resists even higher.  And then once you grab the appropriate resist boon(s), converting out to a third deity to get even more boons.  In fact, if the deity you left was Dracul, you may even want to convert back once your drink all your potions!  &lt;br /&gt;
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This strategy is quite useful in {{d|Naga City}}, if you have the piety to spare in the arena, since you're guaranteed a Taurog altar and source of piety to convert in and out.&lt;br /&gt;
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{{boon|Unstoppable Fury}}&lt;br /&gt;
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Taurog has one of the most incredibly powerful boons at his disposal: Unstoppable Fury.  This allows you to chain multiple death protections at the end of a boss fight.  Against high-damage bosses, this can be extremely powerful, if you can handle the requirement of having all of Taurog's items.  This is a high opportunity cost for most characters, and keeps this boon from being used too often.  But it's something to keep in mind if you're stuck and have access to a lot of piety.  It's generally a bad idea to commit to this approach until you've unveiled any randomly generated boss; encountering something with high physical resistances after having crippled your magical abilities can be disastrous.&lt;br /&gt;
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{{MainNav}}&lt;/div&gt;</summary>
		<author><name>Luigifan</name></author>	</entry>

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