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	<entry>
		<id>http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Alpha:WEYTWUT&amp;diff=13099</id>
		<title>Alpha:WEYTWUT</title>
		<link rel="alternate" type="text/html" href="http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Alpha:WEYTWUT&amp;diff=13099"/>
				<updated>2012-06-26T09:35:40Z</updated>
		
		<summary type="html">&lt;p&gt;The Cakemeister: &amp;quot;Alphaizing&amp;quot; the links&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{DDGlyph&lt;br /&gt;
|title=WEYTWUT&lt;br /&gt;
|image=[[File:WeytwutLarge.png|75px]]&lt;br /&gt;
|mana=6&lt;br /&gt;
|effect=Teleports the player to a random empty tile. &lt;br /&gt;
|unlocked=None&lt;br /&gt;
|notes=May potentially pay for its own casting cost if user is teleported to an unexplored portion of the map.&lt;br /&gt;
|}}&lt;br /&gt;
WEYTWUT (&amp;quot;Wait, What?&amp;quot;) is one of the Glyphs you can find in a game of Desktop Dungeons. When used, this Glyph teleports the character to a random tile in the dungeon. This Glyph may spawn randomly in any dungeon and does not need to be unlocked.&lt;br /&gt;
== Usage ==&lt;br /&gt;
WEYTWUT is cast by clicking on it. The character will be immediately teleported to a random space in the dungeon that is unoccupied by a monster.&lt;br /&gt;
&lt;br /&gt;
Each use of WEYTWUT costs 6 Mana, except for the Wizard for whom it costs only 5 Mana, and the Berserker for whom it costs 8.&lt;br /&gt;
&lt;br /&gt;
== Effect ==&lt;br /&gt;
When WEYTWUT is used, the game first randomly chooses one empty tile from anywhere in the dungeon. It then teleports the character to that tile. &lt;br /&gt;
&lt;br /&gt;
Any empty tile may be randomly selected as the target of the teleport. &amp;quot;Empty&amp;quot; here means any tile your hero can freely move through. This excludes wall tiles, or tiles containing monsters or plants, but including Altars, Shops, or tiles containing Glyphs or blood-stains, etc. Note that this includes unexplored tiles! The character might even be teleported into a part of the dungeon you cannot currently reach (for example, a rear blocked on all sides by other monsters). As long as the target tile itself is empty, it is a valid choice for the spell.&lt;br /&gt;
&lt;br /&gt;
Rarely, the game might teleport the character to the same tile it is already standing on. This is still considered a fully-successful use of the Glyph, and so will cost you Mana and trigger relevant effects as normal. ''Verification needed''&lt;br /&gt;
&lt;br /&gt;
== Availability ==&lt;br /&gt;
WEYTWUT is unlocked from the moment you create a new Profile. It has a certain chance to appear in each dungeon you play, supposedly the same chance as any other unlocked Glyph (though this has yet to be proven conclusively).&lt;br /&gt;
&lt;br /&gt;
== General Strategy ==&lt;br /&gt;
The uses of WEYTWUT are limited. The best use is if the character is trapped in a part of the dungeon by monsters it cannot yet defeat, and other Glyph like [[Alpha:PISORF|PISORF]] and [[Alpha:ENDISWAL|ENDISWAL]] are unavailable, or prohibited (for example, a worshipper of [[Alpha:The Earthmother|The Earthmother]] would not wish to use ENDISWAL). Use of the WEYTWUT Glyph has the potential to place you beyond these monsters so you may explore more of the dungeon, though it has the potential also to place you within the same confined area.&lt;br /&gt;
&lt;br /&gt;
The best use is to gain Piety from Tikki Tooki or Jehora Jeheyu ([[Alpha:WEYTWUT#WEYTWUT and the Gods|see below]]).&lt;br /&gt;
&lt;br /&gt;
== Spell Combos ==&lt;br /&gt;
Due to its highly-specialized usefulness, there is no benefit to pairing WEYTWUT with any other spell. If you wish to keep WEYTWUT at all, it's usually just an extra ability you store for emergencies, if they arise, regardless of what other Glyphs you may or may not have.&lt;br /&gt;
&lt;br /&gt;
== WEYTWUT and the Gods ==&lt;br /&gt;
&lt;br /&gt;
Several Gods in the game have various opinions about the use of WEYTWUT - they may favour it or reject it, depending on their own particular creeds.&lt;br /&gt;
&lt;br /&gt;
=== Tikki Tooki ===&lt;br /&gt;
&lt;br /&gt;
The Trickster God appreciates mobility in his subjects, and considers WEYTWUT as a means to that end. As such, he will reward you +10 Piety point for each use of the WEYTWUT Glyph. You can build Piety quite quickly this way.&lt;br /&gt;
&lt;br /&gt;
=== Taurog ===&lt;br /&gt;
&lt;br /&gt;
As with any other Glyph, [[Alpha:Taurog|Taurog]] will penalize you -5 Piety points every time you use WEYTWUT.&lt;br /&gt;
&lt;br /&gt;
=== Binlor Ironshield ===&lt;br /&gt;
&lt;br /&gt;
[[Alpha:Binlor Ironshield|Binlor]] is also averse to the use of spells, and will inflict a penalty of -1 Piety point per each use of WEYTWUT, as with all other Glyphs (except [[Alpha:ENDISWAL|ENDISWAL]]).&lt;br /&gt;
&lt;br /&gt;
=== Mystera Annur ===&lt;br /&gt;
&lt;br /&gt;
[[Alpha:Mystera Annur|Mystera Annur]], being the patron of magic, will give +1 Piety point for using WEYTWUT, as with every other Glyph, unless the Faith boon is activated, in which case she will give +2 Piety.&lt;br /&gt;
&lt;br /&gt;
=== Jehora Jeheyu ===&lt;br /&gt;
&lt;br /&gt;
[[Alpha:Jehora Jeheyu|Jehora Jeheyu]] believes that random teleportation is a fine display of chaos, and as such will reward you +5 Piety points for every successful cast of WEYTWUT.&lt;br /&gt;
&lt;br /&gt;
{{DDNav}}&lt;/div&gt;</summary>
		<author><name>The Cakemeister</name></author>	</entry>

	<entry>
		<id>http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Alpha:PISORF&amp;diff=13098</id>
		<title>Alpha:PISORF</title>
		<link rel="alternate" type="text/html" href="http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Alpha:PISORF&amp;diff=13098"/>
				<updated>2012-06-26T09:32:31Z</updated>
		
		<summary type="html">&lt;p&gt;The Cakemeister: &amp;quot;Alphaizing&amp;quot; the links&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{DDGlyph&lt;br /&gt;
|title=PISORF&lt;br /&gt;
|image=[[File:PisorfLarge.png|75px]]&lt;br /&gt;
|mana=10&lt;br /&gt;
|effect=Teleports a monster to a random tile&lt;br /&gt;
|unlocked=None&lt;br /&gt;
|notes=None&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
PISORF (&amp;quot;Piss Off&amp;quot;) is one of the [[Alpha:Glyphs|Glyphs]] you can find in a game of Desktop Dungeons. When used, this Glyph teleports the target monster to a random tile in the dungeon. This Glyph may spawn randomly in any dungeon and does not need to be unlocked.&lt;br /&gt;
&lt;br /&gt;
== Usage ==&lt;br /&gt;
&lt;br /&gt;
PISORF is cast by clicking on it, and then clicking on the monster you wish to target. That monster will be the target for the PISORF effect.&lt;br /&gt;
&lt;br /&gt;
Each use of PISORF costs 10 [[Alpha:Mana|Mana]], except for the [[Alpha:Wizard|Wizard]] for whom it costs only 9 Mana, and the [[Alpha:Berserker|Berserker]] for whom it costs 12.&lt;br /&gt;
&lt;br /&gt;
== Effect ==&lt;br /&gt;
&lt;br /&gt;
When PISORF is used on a monster, the game first randomly chooses one empty tile from anywhere in the dungeon. It then teleports the targeted monster to that tile.&lt;br /&gt;
&lt;br /&gt;
Any monster is valid as a target for PISORF, regardless of its level. You may even target the Bosses, and they will indeed be moved. Note however that if the target monster has any Magic Resistance, it has a chance to resist the spell entirely, causing a normal failure (Mana wasted, no effect). The chance of this happening is equal to the monster's Magic Resistance value.&lt;br /&gt;
&lt;br /&gt;
Any empty tile may be randomly selected as the target of the teleport. &amp;quot;Empty&amp;quot; here means any tile your hero can freely move through. This excludes wall tiles, or tiles containing monsters or [[Alpha:Plant|plants]], but including Altars, Shops, or tiles containing Glyphs or blood-stains, etc.&lt;br /&gt;
Note that this includes unexplored tiles! The monster might even be teleported into a part of the dungeon you cannot currently reach (for example, an rear blocked on all sides by other monsters). As long as the target tile itself is empty, it is a valid choice for the spell.&lt;br /&gt;
&lt;br /&gt;
Rarely, the game ''might'' teleport the monster to the same tile it is already standing on. This is still considered a fully-successful use of the Glyph, and so will cost you Mana and trigger relevant effects as normal.&lt;br /&gt;
&lt;br /&gt;
== Availability ==&lt;br /&gt;
&lt;br /&gt;
PISORF is unlocked from the moment you create a new Profile. It has a certain chance to appear in each dungeon you play, supposedly the same chance as any other unlocked Glyph (though this has yet to be proven conclusively). &lt;br /&gt;
&lt;br /&gt;
== General Strategy ==&lt;br /&gt;
&lt;br /&gt;
PISORF is not a generally-useful spell, and can't be described to play a part in any actual strategy. Its effect is only required in very specific circumstances, and is pretty much useless in all others.&lt;br /&gt;
&lt;br /&gt;
Normally, PISORF is used to remove a monster which is blocking your progress into the rest of the unexplored dungeon, or towards an item or other monster. Therefore, it is used when taking out the blocking monster is not possible, or not desired.&lt;br /&gt;
&lt;br /&gt;
Situations where it is preferable to move the monster rather than ''kill it'' include cases where you have set up a mid-fight level-up and still want to do more exploration, but a monster is blocking your path to unexplored tiles. Killing said monster will level you up &amp;quot;for nothing&amp;quot;, and so it is preferable to simply move that monster away and perhaps kill it later.&lt;br /&gt;
Another similar situation is when your character specializes in killing monsters of much higher level than his own, or benefits from leaving many lower-level creatures alive in the dungeon for the later stages. In such a case, lower-level monsters are moved instead of killed whenever they are encountered blocking a passage through the dungeon.&lt;br /&gt;
&lt;br /&gt;
== Spell Combos ==&lt;br /&gt;
&lt;br /&gt;
Due to its highly-specialized usefulness, there is no benefit to pairing PISORF with any other spell. If you wish to keep PISORF at all, it's usually just an extra ability you store for emergencies, if they arise, regardless of what other Glyphs you may or may not have.&lt;br /&gt;
&lt;br /&gt;
== PISORF and the Gods ==&lt;br /&gt;
&lt;br /&gt;
Several Gods in the game have various opinions about the use of PISORF - they may favour it or reject it, depending on their own particular creeds.&lt;br /&gt;
&lt;br /&gt;
=== Tikki Tooki ===&lt;br /&gt;
&lt;br /&gt;
The Trickster God appreciates the use of under-handed means, and considers PISORF to be one of those means. As such, he will reward you +1 Piety point for each use of the PISORF Glyph.&lt;br /&gt;
&lt;br /&gt;
=== Taurog ===&lt;br /&gt;
&lt;br /&gt;
As with any other Glyph, [[Alpha:Taurog|Turog]] will penalize you -5 Piety points every time you use PISORF.&lt;br /&gt;
&lt;br /&gt;
=== Binlor Ironshield ===&lt;br /&gt;
&lt;br /&gt;
[[Alpha:Binlor Ironshield|Binlor]] is also averse to the use of spells, and will inflict a penalty of -1 Piety point per each use of PISORF, as with all other Glyphs (except [[Alpha:ENDISWAL|ENDISWAL]]).&lt;br /&gt;
&lt;br /&gt;
=== Mystera Annur ===&lt;br /&gt;
&lt;br /&gt;
Mystera Annur will increase your piety by +1 for every use of PISORF. This includes cases where the target has resisted the spell (through Magic Resistance).&lt;br /&gt;
&lt;br /&gt;
{{DDNav}}&lt;/div&gt;</summary>
		<author><name>The Cakemeister</name></author>	</entry>

	<entry>
		<id>http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Alpha:LEMMISI&amp;diff=13096</id>
		<title>Alpha:LEMMISI</title>
		<link rel="alternate" type="text/html" href="http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Alpha:LEMMISI&amp;diff=13096"/>
				<updated>2012-06-26T09:30:54Z</updated>
		
		<summary type="html">&lt;p&gt;The Cakemeister: &amp;quot;Alphaizing&amp;quot; the links&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{DDGlyph&lt;br /&gt;
|title=LEMMISI&lt;br /&gt;
|image=[[File:LemmisiLarge.png|75px]]&lt;br /&gt;
|mana=3&lt;br /&gt;
|effect=Reveal 3 random unexplored dungeon tiles&lt;br /&gt;
|unlocked=None&lt;br /&gt;
|notes=May potentially pay for its own casting cost.&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
LEMMISI (&amp;quot;Let Me See&amp;quot;) is one of the [[Alpha:Glyphs|Glyphs]] you can find in a game of Desktop Dungeons. When used, this Glyph reveals 3 unexplored dungeon tiles selected at random. The Glyph is available for any fresh profile.&lt;br /&gt;
&lt;br /&gt;
== Usage ==&lt;br /&gt;
&lt;br /&gt;
LEMMISI is cast by simply clicking it.&lt;br /&gt;
&lt;br /&gt;
Each use of  LEMMISI costs 3 [[Alpha:Mana|Mana]], except for the [[Alpha:Wizard|Wizard]] for whom it costs only 2 Mana, and the [[Alpha:Berserker|Berserker]] for whom it costs 5.&lt;br /&gt;
&lt;br /&gt;
The spell may still be used if there are less than 3 unexplored tiles remaining (or none), and will cost the same amount of Mana regardless.&lt;br /&gt;
&lt;br /&gt;
== Effect ==&lt;br /&gt;
&lt;br /&gt;
When cast, LEMMISI randomly selects 3 tiles which have not yet been explored in the current dungeon. It then proceeds to reveal those tiles.&lt;br /&gt;
&lt;br /&gt;
If only 3 or fewer tiles are left unexplored, they are revealed in the same way. If the dungeon has no unexplored tiles remaining, the spell is cast successfully but without any effect.&lt;br /&gt;
&lt;br /&gt;
Revealing tiles counts as exploration for all intents and purposes. This normally means that you will regenerate Health and Mana for each explored tile as normal for your character, and count towards the number of tiles explored on this dungeon (for [[Scoring]] purposes and other effects).&lt;br /&gt;
In addition, your enemy will also regenerate his Health (unless inflicted with Poison from any source) as occurs during normal exploration.&lt;br /&gt;
&lt;br /&gt;
Tiles are chosen completely at random from the remaining unexplored tiles left in the dungeon. It is impossible to tell LEMMISI which tiles to reveal.&lt;br /&gt;
&lt;br /&gt;
Also, this means that LEMMISI can reveal tiles that are not explorable by simple walking around the maze - like tiles surrounded by walls. In fact, LEMMISI is the only current way to reveal such tiles other than tunneling towards them (with ENDISWAL or other similar effects).&lt;br /&gt;
&lt;br /&gt;
== Availability ==&lt;br /&gt;
&lt;br /&gt;
LEMMISI is unlocked from the moment you install Desktop Dungeons. It has a certain chance to appear in each dungeon you play, supposedly the same chance as any other unlocked Glyph (though this has yet to be proven conclusively).&lt;br /&gt;
&lt;br /&gt;
There are currently no other ways to acquire LEMMISI other than by finding lying around it in a dungeon.&lt;br /&gt;
&lt;br /&gt;
== Stand-alone Use ==&lt;br /&gt;
&lt;br /&gt;
Although revealing bits of the dungeon is helpful in some circumstances, the primary use of LEMMISI is for the Health and Mana regeneration triggered by exploring those bits.&lt;br /&gt;
&lt;br /&gt;
Thanks to this point, LEMMISI is often considered to have a casting cost of 0 Mana - because exploring 3 tiles normally restores 3 Mana, basically covering the cost of the spell itself.&lt;br /&gt;
&lt;br /&gt;
In addition, exploring 3 tiles also normally restores 3 Health points per Character Level - again, the same as exploring 3 tiles of the dungeon &amp;quot;in person&amp;quot;. Because it &amp;quot;costs no Mana&amp;quot;, and yet restores Health, LEMMISI is often considered a Healing spell. &lt;br /&gt;
&lt;br /&gt;
However, there are two caveats to this spell: &lt;br /&gt;
&lt;br /&gt;
For one, it only works if there are tiles left to explore. For these reasons, the use of LEMMISI is often restricted to the very late stage of the game, when most or all tiles that are ''reachable'' through normal movement have already been explored. LEMMISI is then used to explore the unreachable tiles, allowing the character to make use of up to 100% of the dungeon tiles available, prolonging their &amp;quot;staying power&amp;quot; against the dungeon Boss(es).&lt;br /&gt;
&lt;br /&gt;
Additionally, wounded monsters that are not Poisoned will regenerate at their normal rate for each tile explored. These effects makes LEMMISI a very different Glyph from &amp;quot;[[Alpha:HALPMEH|HALPMEH]]&amp;quot; (see more below). They also mean that LEMMISI is frequently used between battles rather than during battle.&lt;br /&gt;
&lt;br /&gt;
== LEMMISI vs. Exploration ==&lt;br /&gt;
&lt;br /&gt;
As established above, using LEMMISI once is similar to exploring three tiles of the dungeon by moving next to them. However, there are several key differences.&lt;br /&gt;
&lt;br /&gt;
Again, LEMMISI can reveal dungeon tiles that you cannot normally reach with normal exploration. This includes tiles that are completely surrounded by walls, or that are blocked in any other way by monsters you can't defeat, Plants, or any other obstruction. If you cannot tunnel towards a tile, or otherwise remove the obstacle blocking you way to it, LEMMISI becomes the only methods of exploring this tile.&lt;br /&gt;
&lt;br /&gt;
LEMMISI also costs Mana. For most characters, this is not much of a problem, because if 3 tiles are explored with LEMMISI you will regain 3 Mana back, meaning that the spell broke even and basically cost you nothing. Note that this is not true for all Character Classes (see more below).&lt;br /&gt;
&lt;br /&gt;
The Mana cost also means that if you do not have enough Mana to pay LEMMISI's casting cost, you cannot use the spell at all. It doesn't matter if revealing 3 tiles would earn you the entire cost of your spell back - you cannot pay for it with the Mana you gain from its use.&lt;br /&gt;
&lt;br /&gt;
Furthermore, exploring dungeon tiles normally will ''gain'' you Mana, while using LEMMISI normally won't. By casting LEMMISI, you are usually exploiting tiles for Health regeneration alone - tiles that, if they had been explored normally, would've gained you both. &lt;br /&gt;
&lt;br /&gt;
Finally, you cannot control which tiles will be revealed by LEMMISI, or how many are revealed, as you do when manually exploring the dungeon. It will not necessarily reveal what's hiding behind that monster you can't defeat, or whether there are tunnels in the unreachable parts of the dungeon. It selects ''any'' 3 tiles that have not been explored and reveals them. The only case where you ''know'' in advance which tiles will be revealed is when there are 3 or fewer tiles left unexplored, in which case LEMMISI will reveal all of them.&lt;br /&gt;
&lt;br /&gt;
For these reasons, LEMMISI is generally used as in the late-game, after all reachable tiles have been explored.  &lt;br /&gt;
&lt;br /&gt;
== LEMMISI vs. HALPMEH ==&lt;br /&gt;
&lt;br /&gt;
After using it a couple of times, the novice player may be deceived into thinking that LEMMISI is a Healing spell. However, while it is often used for Healing, LEMMISI is very different from the more traditional Healing spell - HALPMEH.&lt;br /&gt;
&lt;br /&gt;
On a ''normal'' casting, both spells appear to have a similar result: They cure 3 points of Health per Character Level. In addition, LEMMISI seems to have cost no Mana (after paying back for itself) and has revealed 3 dungeon tiles.&lt;br /&gt;
&lt;br /&gt;
And yet, as a Healing spell, HALPMEH is far more efficient nonetheless. There are two reasons for this, both stemming from the fact that LEMMISI is actually an Exploration spell, which works by exploiting unrevealed tiles as a means to regenerate Health.&lt;br /&gt;
&lt;br /&gt;
The first and most important reason is that when casting LEMMISI, all wounded monsters will regenerate their Health as normal - per each tile explored. This is basically the same as revealing three tiles by walking up to them, during combat. You regain Health - but so do your enemies. For this reason, the spell cannot be used in mid-fight to regenerate Health for defeating a stronger opponent, as he will normally regenerate faster than you. This does not happen with HALPMEH, which only heals you. This, of course, is a moot point if the character is also able to ''Poison'' his enemies!&lt;br /&gt;
&lt;br /&gt;
The second reason lies in the fact that some characters cannot regenerate Health properly anyway, like the [[Transmuter]]. For these characters, Health is not regenerated when exploring, and so will not regenerate through LEMMISI either. Of course, a Transmuter often relies on BLUDTUPOWA anyway, and so can use LEMMISI as a Mana-Regeneration spell rather than a Healing spell altogether.&lt;br /&gt;
&lt;br /&gt;
Of course, the opposite is also true - HALPMEH has some downsides when compared to LEMMISI, especially the fact that it drains Mana, eventually forcing you to explore anyway.&lt;br /&gt;
&lt;br /&gt;
Choosing which spell to use for healing really depends greatly on the type of character you've got, and your current progress in the Dungeon. While Mana and unexplored tiles are plentiful, HALPHEH works best, and is usable in mid-combat. Once tiles start becoming scarce, it may be necessary to conserve Mana and explore the unreachable tiles with LEMMISI to gain Health. It is impossible to outline the exact situations where either one should be used - this is really up to your own experience.&lt;br /&gt;
&lt;br /&gt;
== Scoring effects ==&lt;br /&gt;
&lt;br /&gt;
LEMMISI is one of the Glyphs whose use can increase your score for a dungeon:&lt;br /&gt;
&lt;br /&gt;
*Each tile explored, with LEMMISI or otherwise, grants 4 points to your score. Since LEMMISI can reveal tiles that aren't normally reachable, it increases your potential score by around 300 points.&lt;br /&gt;
*The first time you use LEMMISI in the current dungeon will give you 200 points. Subsequent uses won't count. This works every time you pick up LEMMISI in any dungeon.&lt;br /&gt;
*Use the &amp;quot;LEMMISI Trick&amp;quot; 5 times in a dungeon to earn a bonus of 750 points.&lt;br /&gt;
** ''Info required: Please explain exactly what the game considers to be the &amp;quot;LEMMISI trick&amp;quot;, and what it doesn't.''&lt;br /&gt;
*** The &amp;quot;LEMMISI Trick&amp;quot; should be the fact that it pays for itself mana-wise, every time I've used LEMMISI 5 times, I've gotten the award.&lt;br /&gt;
*LEMMISI is one of the ways to explore 95% or more of the dungeon. If this is done, you'll get a bonus of 800 points. Other ways are usually more wasteful, and involve tunneling with ENDISWAL, Knockback abilities, and so forth.&lt;br /&gt;
&lt;br /&gt;
== Spell Combos ==&lt;br /&gt;
&lt;br /&gt;
=== APHEELSIK ===&lt;br /&gt;
&lt;br /&gt;
This is the most useful combo for LEMMISI.&lt;br /&gt;
&lt;br /&gt;
In stand-alone use, APHEELSIK allows the character to explore freely (and regenerate) in the middle of a battle, while keeping his target wounded and unable to regenerate.&lt;br /&gt;
&lt;br /&gt;
By combining this with LEMMISI, one can extend his ability to do so even when all reachable tiles have been explored. This basically prolongs the usefulness of APHEELSIK beyond the normal. You will be able to use APHEELSIK even during a prolonged boss fight (especially a second boss fight in Challenge dungeons), where other characters (without LEMMISI) would've run out of tiles and exhausted the usefulness of APHEELSIK.&lt;br /&gt;
&lt;br /&gt;
Combine with BLUDTUPOWA for a different regenerative effect.&lt;br /&gt;
&lt;br /&gt;
=== BURNDAYRAZ ===&lt;br /&gt;
&lt;br /&gt;
On its own, this combo is relatively useless. LEMMISI's primary effect is to regenerate Health at the expense of tile exploration, but normally breaks even as far as Mana regeneration is concerned. Therefore, characters who rely on repeated casting of BURNDAYRAZ cannot normally use LEMMISI to refill their Mana for another Fireball.&lt;br /&gt;
&lt;br /&gt;
However, this is turned on its head if the hero can acquire a third Glyph - BLUDTUPOWA, which enables him to regenerate much more Mana than he spends on LEMMISI. This can lead to quickly refilling your Mana (though at the expense of tiles).&lt;br /&gt;
&lt;br /&gt;
=== BLUDTUPOWA ===&lt;br /&gt;
&lt;br /&gt;
A very interesting combo, BLUDTUPOWA basically changes LEMMISI's function. While BLUDTUPOWA is activated, the exploration of tiles caused by LEMMISI will end up restoring no Health, but instead regenerate your Mana.&lt;br /&gt;
&lt;br /&gt;
BLUDTUPOWA causes tile exploration to regenerate 2 Mana instead of just 1. With 3 tiles explored from the use of LEMMISI, you will have gained (2*3)= 6 Mana per use. This outweighs the cost of casting LEMMISI by 3 Mana. So the spell actually earns you (6-3)= 3 Mana points per use!&lt;br /&gt;
&lt;br /&gt;
This use of LEMMISI is best saved for the end-game, the same as normal LEMMISI use. If you can actually explore 3 tiles yourself, there's no reason to use LEMMISI, because actual exploration of the same number of tiles would yield you 6 Mana instead of only 3. It is only when no more tiles are left to explore by foot that you can start using LEMMISI for this purpose, sucking out what Mana remains in the unexplored, unreachable sections of the dungeon.&lt;br /&gt;
&lt;br /&gt;
This Mana can be used to cast any other spell, as normal.&lt;br /&gt;
&lt;br /&gt;
== Specific Classes ==&lt;br /&gt;
&lt;br /&gt;
=== Monk ===&lt;br /&gt;
&lt;br /&gt;
The Monk has a special benefit from LEMMISI that makes it a more lucrative choice as a Healing spell than HALPMEH. Monks regenerate 2 Health points per Character Levl for each tile they explore, instead of the normal 1. As a result, they will heal extremely rapidly whenever LEMMISI is cast, without spending any Mana in the process. This also means they conserve unexplored tiles much better than other users of LEMMISI.&lt;br /&gt;
&lt;br /&gt;
As a result, once the Monk has reached the final stage of the dungeon (fighting the bosses), he retains a very large number of unexplored tiles to use for regenerating his Health. This is primarily useful if the Monk can get a hold of APHEELSIK. Otherwise, use it to heal up for the Boss fight.&lt;br /&gt;
&lt;br /&gt;
=== Wizard ===&lt;br /&gt;
&lt;br /&gt;
To the Wizard, a single use of LEMMISI costs only 2 mana instead of the normal 3. When it reveals 3 tiles, it restores 3 Mana as normal. Therefore, for each use of LEMMISI, the Wizard gains 1 point of Mana along with any Health gain involved.&lt;br /&gt;
&lt;br /&gt;
This is generally not very useful, as you gain 1 Mana for the cost of 3 Dungeon Tiles, and the Health regain isn't very useful for Wizards to begin with. However, when BLUDTUPOWA is added as a second Glyph and activated, each use of LEMMISI will restore 6 Mana instead of 3. The bottom line: You spend 2 Mana to cast the spell, earn 6 Mana back, giving you a total benefit of 4 Mana per casting.&lt;br /&gt;
&lt;br /&gt;
This allows a quick re-charge of Mana when reachable unexplored tiles have been exhausted. With APHEELSIK of course, it allows rapid regeneration of Mana during combat.&lt;br /&gt;
&lt;br /&gt;
=== Sorcerer ===&lt;br /&gt;
&lt;br /&gt;
The Sorcerer makes excellent use of LEMMISI due to his natural ability to gain Health whenever he spends Mana. For each Mana point he spends, he gains exactly 2 points of Health. Since LEMMISI costs 3 Mana to cast, each use will gain the Sorcerer +6 Health on top of whatever Health regeneration is received from the explored tiles. This allows very rapid Healing, and can essentially turn the Sorcerer into a formidable Melee combatant.&lt;br /&gt;
&lt;br /&gt;
With BLUDTUPOWA acquired and activated, the effect is completely different: You gain +3 Mana from the extra regenerative effect of BLUDTUPOWA, and an additional 6 Health given by spending the casting cost of LEMMISI. This extra Health is derived directly from the Sorcerer's abilities, so it is not canceled out by BLUDTUPOWA.&lt;br /&gt;
&lt;br /&gt;
Again, combine with APHEELSIK for best results.&lt;br /&gt;
&lt;br /&gt;
=== Assassin, Bloodmage ===&lt;br /&gt;
&lt;br /&gt;
These characters start with the APHEELSIK and BLUDTUPOWA glyphs, respectively. Since these Glyphs make strong combos with LEMMISI, they have an extra advantage when they find the LEMMISI Glyph. Other than that, neither character actually makes terribly good use of these combos.&lt;br /&gt;
&lt;br /&gt;
=== Transmuter ===&lt;br /&gt;
&lt;br /&gt;
The Transmuter is a special case because he does not regenerate Health from exploration. And since the regenerative effects of LEMMISI are normally the result of revealing tiles, the Transmuter gains nothing from its use. He will spend 3 Mana, gain 3 Mana from the regeneration, and that's it.&lt;br /&gt;
&lt;br /&gt;
Of course, the spell still retains some usefulness if BLUDTUPOWA is found, as a means to regenerate Mana. However, since the Transmuter rarely if ever has a problem exploring more tiles (he regularly tunnels through walls anyway to regain Health), this is of limited use.&lt;br /&gt;
&lt;br /&gt;
=== Vampire ===&lt;br /&gt;
&lt;br /&gt;
Using LEMMISI when playing the Vampire is a terrible mistake. Vampires not only do not gain Health from exploration, they actually LOSE 1 point of Health for each tile they explore. As a result, they have nothing to gain from LEMMISI. To make things worse, the casting cost of LEMMISI, like all other Glyphs, comes out of the Vampire's Health instead of his Mana. Therefore, he pays 3 Health to cast the spell, then loses another 3 Health from the revealed tiles, and gains absolutely nothing.&lt;br /&gt;
&lt;br /&gt;
Convert the Glyph on sight!&lt;br /&gt;
&lt;br /&gt;
== LEMMISI and the Gods ==&lt;br /&gt;
&lt;br /&gt;
Several Gods in the game have various opinions about the use of LEMMISI - they may favour it or reject it, depending on their own particular creeds.&lt;br /&gt;
&lt;br /&gt;
=== Taurog ===&lt;br /&gt;
&lt;br /&gt;
As with any other Glyph, [[Alpha:Taurog|Taurog]] will penalize you -5 Piety points every time you use LEMMISI. Also, his reduction of Maximum Mana means you will usually remain with too little Mana to use the Glyph anyway.&lt;br /&gt;
&lt;br /&gt;
=== Binlor Ironshield ===&lt;br /&gt;
&lt;br /&gt;
[[Alpha:Binlor Ironshield|Binlor]] is also averse to the use of spells, and will inflict a penalty of -1 Piety point per each use of LEMMISI, as with all other Glyphs (except [[Alpha:ENDISWAL|ENDISWAL]]).&lt;br /&gt;
&lt;br /&gt;
=== Mystera Annur ===&lt;br /&gt;
&lt;br /&gt;
[[Alpha:Mystera Annur|Mystera Annur]] grants +1 Piety for each use of LEMMISI (As with any other spell). This is doubled to +2 Piety if you've also acquired the &amp;quot;Faith&amp;quot; boon from her.&lt;br /&gt;
&lt;br /&gt;
Using LEMMISI on its own for this purpose is rather wasteful, but is a quick way to gain a large amount of Piety if you need Piety more than you need unexplored tiles for Mana regeneration. This is because you can cast it as long as there are tiles left to explore.&lt;br /&gt;
&lt;br /&gt;
With BLUDTUPOWA, the balance changes a little. LEMMISI will then both restore your Mana (very important for worshippers of the Arcane Goddess) and gain you Piety. Again, this is best used only when strapped for Piety points, or when Mana regeneration is no longer an issue.&lt;br /&gt;
&lt;br /&gt;
=== Pactmaker ===&lt;br /&gt;
&lt;br /&gt;
Using LEMMISI ''before'' joining Pactmaker may be a good gamble, because upon joining, The Pactmaker will award you Piety points based on the number of tiles you've explored. If you want to start off with a large amount of Piety, you can cast LEMMISI as many times as required (or as possible) to explore large parts of the dungeon. Of course, this is a poor substitute to actually exploring on foot, so it's not recommended unless you know exactly what you're doing.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{DDNav}}&lt;/div&gt;</summary>
		<author><name>The Cakemeister</name></author>	</entry>

	<entry>
		<id>http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Alpha:IMAWAL&amp;diff=13095</id>
		<title>Alpha:IMAWAL</title>
		<link rel="alternate" type="text/html" href="http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Alpha:IMAWAL&amp;diff=13095"/>
				<updated>2012-06-26T09:24:56Z</updated>
		
		<summary type="html">&lt;p&gt;The Cakemeister: &amp;quot;Alphaizing&amp;quot; the links&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{DDGlyph&lt;br /&gt;
|title=IMAWAL&lt;br /&gt;
|image=[[File:ImawalLarge.png|75px]]&lt;br /&gt;
|mana=5&lt;br /&gt;
|effect=Turns a monster into a wall&lt;br /&gt;
|unlocked=None&lt;br /&gt;
|notes=Grants no experience&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
IMAWAL (&amp;quot;I'm a Wall&amp;quot;) is one of the [[Alpha:Glyphs|Glyphs]] you can find in a game of Desktop Dungeons. When used, this Glyph will turn a monster into a wall tile. This Glyph may spawn randomly in any dungeon and does not need to be unlocked.&lt;br /&gt;
&lt;br /&gt;
== Usage ==&lt;br /&gt;
&lt;br /&gt;
IMAWAL is used by clicking it, and then clicking on the target monster in the dungeon. That monster will be the target of the IMAWAL effect.&lt;br /&gt;
&lt;br /&gt;
Each use of IMAWAL costs 5 [[Alpha:Mana|Mana]], except for the [[Alpha:Wizard|Wizard]] for whom it costs only 4 Mana, and the [[Alpha:Berserker|Berserker]] for whom it costs 7.&lt;br /&gt;
&lt;br /&gt;
== Effect ==&lt;br /&gt;
&lt;br /&gt;
When used on a monster, IMAWAL will turn that monster into a wall tile. In other words, the monster disappears, and a wall tile appears in its place. This wall tile is no different than any other wall in the game.&lt;br /&gt;
&lt;br /&gt;
Turning a monster to stone is not considered &amp;quot;defeating&amp;quot; it - ''it will grant you no experience points''. However, for all intents and purposes the monster is &amp;quot;gone&amp;quot; from the dungeon. It's worth noting that using IMAWAL on an enemy grants more points at the end of the game than killing it does.&lt;br /&gt;
&lt;br /&gt;
IMAWAL has no effect on Boss monsters. If you try to cast it on a boss, you will fail, losing no Mana and having no effect. However, read more below about [[Alpha:Mystera Annur|Mystera Annur]] for a possibly unintentional (and very powerful) exploit that stems from this.&lt;br /&gt;
&lt;br /&gt;
The intended use of the IMAWAL effect is to allow you to remove a high-level or otherwise dangerous monster by turning it into a wall, and then destroying it with the [[Alpha:ENDISWAL|ENDISWAL]] Glyph or any other similar effect. Unfortunately, if you already have ENDISWAL, this point is almost entirely moot (you can carve a path around the monster with just ENDISWAL).&lt;br /&gt;
&lt;br /&gt;
For this reason, IMAWAL is almost always used by players as a source of Piety from both [[Alpha:The Earthmother|The Earthmother]] and [[Alpha:Mystera Annur|Mystera Annur]].&lt;br /&gt;
&lt;br /&gt;
== Availability ==&lt;br /&gt;
&lt;br /&gt;
IMAWAL is unlocked from the moment you install Desktop Dungeons. It has a certain chance to appear in each dungeon you play, supposedly the same chance as any other unlocked Glyph (though this has yet to be proven conclusively).&lt;br /&gt;
&lt;br /&gt;
Joining [[Alpha:The Earthmother|The Earthmother's]] religion will automatically spawn an IMAWAL Glyph on the same tile as the Altar, assuming the Glyph does not already exist in the dungeon (and has not yet been picked up and converted by the hero either). If created in this way, the Glyph must be picked up before any further worship of Earthmother can take place.&lt;br /&gt;
&lt;br /&gt;
== Spell Combos ==&lt;br /&gt;
&lt;br /&gt;
=== ENDISWAL ===&lt;br /&gt;
&lt;br /&gt;
As mentioned above, it is ''possible'' to use IMAWAL and ENDISWAL together to remove a monster from the maze. You cast IMAWAL on it, and then destroy the resulting wall with ENDISWAL. This grants you no experience points whatsoever. Also, since the only reason to remove a monster instead of just kill it (even if you can't kill it) is to reach something that's behind it. This can, in any circumstance, be accomplished with just a casting of ENDISWAL, rendering IMAWAL completely useless in this regard.&lt;br /&gt;
&lt;br /&gt;
== IMAWAL and the Gods ==&lt;br /&gt;
&lt;br /&gt;
Several Gods in the game have various opinions about the use of IMAWAL - they may favour it or reject it, depending on their own particular creeds.&lt;br /&gt;
&lt;br /&gt;
=== The Earthmother ===&lt;br /&gt;
&lt;br /&gt;
As the Goddess of Nature, The Earthmother appreciates actions that preserve it, among them being the use of IMAWAL to create more earth. When joining her religion, Earthmother will attempt to generate an IMAWAL Glyph on her altar tile. This will succeed if the Glyph hasn't been spawned elsewhere in the dungeon. If the hero has already found IMAWAL and/or converted it, the Glyph will not be recreated.&lt;br /&gt;
&lt;br /&gt;
Each successful use of IMAWAL on a monster will grant you +10 Piety with The Earthmother. This is one of only two methods to gain Piety from her.&lt;br /&gt;
&lt;br /&gt;
The other method is to use one of Earthmother's Boons, &amp;quot;Plantation&amp;quot;, which grants +10 Piety for each visible blood-stain in the dungeon, and turns all those blood-stains into [[Plant]]s. Note that Plants are valid targets for IMAWAL, and you will get +3 Piety from The Earthmother for each plant turned into a wall.&lt;br /&gt;
&lt;br /&gt;
A common trick is as follows: Kill 10 monsters. Use IMAWAL on two other monsters to gain 20 Piety points. Then use those 20 Piety points to acquire The Earthmother's &amp;quot;Plantation&amp;quot; boon. The blood-stains from those 10 slain monsters will turn into plants, and you'll gain +100 Piety. This Piety may then be used to purchase The Earthmother's highest boon, &amp;quot;Stoneform&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Unfortunately, even this trick comes with various problems. First of all, by the time you've killed 10 monsters, you'll have already gained several levels and so the boon itself (granting extra stats per level-up) isn't as useful. In addition, you've now got a dungeon full of plants, which block movement just like regular monsters and can't possess 100% resistance to physical attacks. You can easily kill these plants with BURNDAYRAZ, but each plant killed will cause a -15 Piety drop from The Earthmother, which can easily lead to losing your Health Regeneration.&lt;br /&gt;
&lt;br /&gt;
In other words, unless the dungeon plays specifically into this trick, you are unlikely to gain much or anything from it.&lt;br /&gt;
&lt;br /&gt;
=== Mystera Annur ===&lt;br /&gt;
&lt;br /&gt;
Surprisingly, due to what is possibly a programming error (or an intentional caveat), Mystera Annur is the primary reason to find and keep IMAWAL. If your character is a spellcaster, particularly a strong one that relies on BURNDAYRAZ, finding Mystera and IMAWAL can easily win you the game. The reason lies in the combination between woshipping Mystera Annur and using IMAWAL.&lt;br /&gt;
&lt;br /&gt;
Mystera grants +1 Piety point per use of any Glyph. This of course includes IMAWAL. Normally, IMAWAL is not a good way to gain this Piety, as it costs a good amount of Mana, and creates walls that may block your travels.&lt;br /&gt;
&lt;br /&gt;
As mentioned above, casting IMAWAL on a boss will fail - costing you no Mana, and having no effect on the boss. However, it DOES count as a single use of a Glyph to Mystera Annur, who will award you +1 Piety for this failed attempt!&lt;br /&gt;
&lt;br /&gt;
The resulting exploit should be obvious: If you find IMAWAL and the Altar of Mystera Annur, take the IMAWAL Glyph and go look for the dungeon Boss. Repeatedly cast IMAWAL on the boss, having no effect and ''costing no Mana'', but gaining you +1 Piety point for every use! Once you reach 20 Piety, acquire Mystera's &amp;quot;Faith&amp;quot; boon to double the amount of Piety you get from each use of the Glyph (this just helps speed things up a little). Continue casting IMAWAL on the same boss again and again, buying all of Mystera's boons as soon as you can afford them. Finally, get some extra Piety (around 50 will do) just to be on the safe side, and convert IMAWAL (you don't need it anymore).&lt;br /&gt;
&lt;br /&gt;
At this point, having all of Mystera's boons, you have become an extremely powerful spellcaster: Your Maximum Mana has gone up by 15, your BURNDAYRAZ is 25% more powerful, and all monsters in the dungeon have lost all their Magic Resistance (if they had any), including such powerful bosses as Iron Man or Gharbad the Whoa.&lt;br /&gt;
&lt;br /&gt;
From this point on, you can simply use BURNDAYRAZ to defeat all your enemies.&lt;br /&gt;
&lt;br /&gt;
=== Taurog ===&lt;br /&gt;
&lt;br /&gt;
As with any other Glyph, [[Alpha:Taurog|Taurog]] will penalize you -5 Piety points every time you use IMAWAL, whether or not it was successfully cast.&lt;br /&gt;
&lt;br /&gt;
=== Binlor Ironshield ===&lt;br /&gt;
&lt;br /&gt;
[[Alpha:Binlor Ironshield|Binlor]] is also averse to the use of spells, and will inflict a penalty of -1 Piety point per each use of IMAWAL, as with all other Glyphs (except [[Alpha:ENDISWAL|ENDISWAL]]).&lt;br /&gt;
&lt;br /&gt;
{{DDNav}}&lt;/div&gt;</summary>
		<author><name>The Cakemeister</name></author>	</entry>

	<entry>
		<id>http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Alpha:HALPMEH&amp;diff=13094</id>
		<title>Alpha:HALPMEH</title>
		<link rel="alternate" type="text/html" href="http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Alpha:HALPMEH&amp;diff=13094"/>
				<updated>2012-06-26T09:22:23Z</updated>
		
		<summary type="html">&lt;p&gt;The Cakemeister: &amp;quot;Alphaizing&amp;quot; the links&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{DDGlyph&lt;br /&gt;
|title=HALPMEH&lt;br /&gt;
|image=[[File:HalpmehLarge.png|75px]]&lt;br /&gt;
|mana=3&lt;br /&gt;
|effect=Restores Health, cures Poison&lt;br /&gt;
|unlocked=Completing Normal with [[Alpha:Paladin|Paladin]]&lt;br /&gt;
|notes=Healing power increases with level&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
HALPMEH (&amp;quot;Help Me&amp;quot;) is one of the [[Alpha:Glyphs|Glyphs]] you can find in a game of Desktop Dungeons. When used, this Glyph heals a certain amount of your Health, and cures you of Poison. Initially locked and available only to the [[Alpha:Paladin|Paladin]], it can become unlocked and available for all classes.&lt;br /&gt;
&lt;br /&gt;
== Usage ==&lt;br /&gt;
&lt;br /&gt;
HALPMEH is cast by simply clicking it.&lt;br /&gt;
&lt;br /&gt;
Each use of HALPMEH costs 3 [[Alpha:Mana|Mana]], except for the [[Alpha:Wizard|Wizard]] for whom it costs only 2 Mana, and the [[Alpha:Berserker|Berserker]] for whom it costs 5.&lt;br /&gt;
&lt;br /&gt;
== Effect ==&lt;br /&gt;
&lt;br /&gt;
When cast, HALPMEH instantly restores a certain number of Health points, based on your current level: You get 3 Health Points per level.&lt;br /&gt;
&lt;br /&gt;
In addition, HALPMEH will immediately remove the Poison effect from your hero, if it exists.&lt;br /&gt;
&lt;br /&gt;
HALPMEH can only restore your health up to your Maximum. It cannot make you more than 100% healthy. Also note that characters who have more health than normal will require more castings of HALPMEH to fill their entire health bar than other characters - it does not scale with Maximum Health bonuses, only with your current level!  This also works in reverse; characters with less health than normal (such as the [[Alpha:Rogue|Rogue]]) require fewer uses of HALPMEH to fully heal.&lt;br /&gt;
&lt;br /&gt;
You can use HALPMEH repeatedly as many times as required, or as many times as your Mana allows.&lt;br /&gt;
&lt;br /&gt;
'''Important to remember''': Unlike exploring tiles to regain Health, using HALPMEH does not allow monsters to regenerate. So while you are gaining health, the monsters you were fighting do not. On the other hand, you are losing Mana at the same time.  Always compare the benefits of a few extra attacks with just using the [[Alpha:BURNDAYRAZ|BURNDAYRAZ]] glyph, since often you're better off using mana for conventional spellcasting.&lt;br /&gt;
&lt;br /&gt;
== Availability ==&lt;br /&gt;
&lt;br /&gt;
For a new Player Profile, HALPMEH is not available for use. To be able to use HALPMEH at all, the player must unlock the [[Alpha:Paladin|Paladin]] class by defeating the Normal Dungeon with a [[Alpha:Monk|Monk]].&lt;br /&gt;
&lt;br /&gt;
Any game played with the Paladin will start with the HALPMEH Glyph on the starting tile. The Paladin needs to pick it up if he intends to use it. HALPMEH always appears when playing the Paladin class, regardless of any other factors.&lt;br /&gt;
&lt;br /&gt;
Once the Normal Dungeon is beaten with a Paladin, HALPMEH becomes fully unlocked. From that point onwards, the HALPMEH Glyph has a chance to appear in any dungeon played, regardless of any other factors. The chance for it to appear is supposedly the same as that of other Glyphs, though this has not yet been conclusively proven.&lt;br /&gt;
&lt;br /&gt;
== Health to Mana Ratio ==&lt;br /&gt;
&lt;br /&gt;
At level 1, the HALPMEH glyph restores exactly 3 points of Health for the 3 Mana points it costs to use, a ratio of 1:1 (1 mana point spent per one health point healed). At level 2, HALPMEH restores twice as much Health (6 points) for the same Mana cost, a ratio of 1:2.&lt;br /&gt;
However, the hero's Maximum Health is now doubled as well, so it will still take the same number of uses of HALPMEH to restore your Health from 1 to Maximum. The ratio between Maximum Health and the power of HALPMEH remains constant, assuming no other factors affect your Maximum Health. &lt;br /&gt;
&lt;br /&gt;
Due to this constant ratio, another way to express the effect of HALPMEH is to say that it heals &amp;quot;30% of your Maximum Health&amp;quot; per use. Again you must remember that if Maximum Health is altered (either up or down), the equilibrium is broken and the above statement is no longer correct. If any effect has altered your hero's Maximum Health, always remember that such factors ''do not'' alter the number of Health points you receive from each casting of HALPMEH.&lt;br /&gt;
&lt;br /&gt;
One thing that is important to note is that HALPMEH maintains the same ratio as healing through exploration. When exploring you will gain 1 Mana point, and 1 Health point per character level. So at level 1 the ratio is 1:1, at level 2 the ratio is 1:2, and so on, corresponding exactly to the increased ratio of Mana to Health used by HALPMEH.&lt;br /&gt;
&lt;br /&gt;
This is important to remember for various reasons, one of which is the special relationship HALPMEH has with another Glyph - BLUDTUPOWA. This is explained below.&lt;br /&gt;
&lt;br /&gt;
== Stand-alone Use ==&lt;br /&gt;
&lt;br /&gt;
Most commonly, HALPMEH is used by Melee-oriented characters as a way of increasing their staying power during combat, and make use of the mana they keep hoarding up. They will fight a monster until they can fight no more, then use their left-over Mana to restore themselves to a fighting state, and continue the battle. This may allow the hero to deliver several more hits - hopefully enough to finish the monster off.&lt;br /&gt;
&lt;br /&gt;
This tactic is most preferred by characters who rely on superior defenses - each point of Health restored in a battle is much more useful than for other characters. On the flipside, Melee-oriented characters who have powerful attacks and low health are usually better off sticking with [[Alpha:CYDSTEPP|CYDSTEPP]] - healing themselves might be a waste of Mana. Still, your playing style is really the only thing that determines whether HALPMEH is the best choice at any given time. &lt;br /&gt;
&lt;br /&gt;
== Spell Combos ==&lt;br /&gt;
&lt;br /&gt;
=== APHEELSIK ===&lt;br /&gt;
&lt;br /&gt;
This is a very basic combo, used by characters who rely mostly or solely on Melee attacks. They will wear down the monster by attacking it until their Health is spent, use mana to regenerate, attack again, and then use the last 5 Mana points to cast APHEELSIK on the enemy. They are then free to explore and regain both health (for another attack run) and Mana (for more healing and poison as required).&lt;br /&gt;
&lt;br /&gt;
This combo requires very little Mana to use - anywhere from 7 and upwards. The more Mana you have, the more times you can heal mid-battle, and so the more damage you can do to your foe in each attack run.&lt;br /&gt;
&lt;br /&gt;
=== BLUDTUPOWA ===&lt;br /&gt;
&lt;br /&gt;
This is perhaps one of the most interesting combinations there are. HALPMEH and BLUDTUPOWA are essentially polar opposites: One restores Health at the expense of Mana, and the other restores Mana at the expense of Health. Although they are used somewhat differently, the overall effect is staggeringly similar.&lt;br /&gt;
&lt;br /&gt;
The resemblance goes beyond the superficial: Both glyphs have the same exact ratio between Mana and Health.&lt;br /&gt;
To see how this works, acquire both Glyphs, and explore three tiles of the dungeon. At level 1, you receive 3 Mana and 3 Health - one of each for every tile.&lt;br /&gt;
Now explore 3 tiles with BLUDTUPOWA turned on, you receive 6 Mana and 0 Health. Cast HALPMEH once, and you'll lose 3 Mana and gain 3 Health. So basically, you've just gained 3 Health and 3 Mana from exploration - the same as you did before without using the Glyphs.&lt;br /&gt;
&lt;br /&gt;
The matching ratios mean that when you have both Glyphs in your possession, you can basically control your Mana and Health intake as accurately as required. You can choose exactly when to restore Mana and when to restore Health as the situation dictates.&lt;br /&gt;
&lt;br /&gt;
It's all down to micromanagement - and a player skilled with micromanaging his status can seriously cut down on the number of tiles they explore. In other words, you'll reduce the number of tiles explored for no real gain (or for less than ideal gain). An actual example of how to use this would be very difficult, which is why this combo is not really commonly used. However, if you can learn how to use it, you'll find that you can start taking on the bosses with a significant part of the dungeon left unexplored and ripe for post-battle regeneration.&lt;br /&gt;
&lt;br /&gt;
Naturally, with the use of APHEELSIK as the third Glyph, maximizing gain from tile exploration becomes a winning strategy!&lt;br /&gt;
&lt;br /&gt;
== Specific Classes ==&lt;br /&gt;
&lt;br /&gt;
=== Paladin ===&lt;br /&gt;
&lt;br /&gt;
Choosing a Paladin for a dungeon will always spawn the HALPMEH Glyph on the starting tile (see above). Paladins rely on HALPMEH together with their high Physical resistance to basically outlast high-level enemies. They take less damage than normal, so restoring health can allow them to prolong fights far past the normal length dictated by their Maximum Health. This is their primary method for taking out bosses, as well.&lt;br /&gt;
&lt;br /&gt;
=== Monk ===&lt;br /&gt;
&lt;br /&gt;
Perhaps the greatest benefit from HALPMEH comes to the Monk. With 50% resistance to both Physical and Magical attacks, a Monk can be said to make twice as much out of every Health point he has as any other character. Therefore, converting mana into Health allows the Monk to prolong a battle considerably, enough to duke it out with extremely hardy foes.&lt;br /&gt;
&lt;br /&gt;
Remember however that your Attack rating is lower than other characters', so it is almost always necessary to have a second or even third Glyph to back you up, for instance APHEELSIK or even BYSSEPS. And a large Mana pool will help considerably.&lt;br /&gt;
&lt;br /&gt;
=== Sorcerer ===&lt;br /&gt;
&lt;br /&gt;
This spellcaster surprisingly benefits greatly from HALPMEH. Sorcerers are more melee-oriented than other spellcasters - they need to get into Melee combat to make use of their terrific Mana Shield ability, and being able to regenerate health for another attack is a great help towards this.&lt;br /&gt;
&lt;br /&gt;
Even more importantly, the Sorcerer has the innate ability to regenerate 2 Health points per every 1 Mana spent. Since HALPMEH costs mana to use, this changes the formula for your HALPMEH Health restoration to &amp;quot;3 points per level + 6&amp;quot;. With their increased Mana pool (+5 points), this means they can cast HALPMEH more often too. &lt;br /&gt;
&lt;br /&gt;
The combination of all these things together makes HALPMEH one of the best Glyphs a Sorcerer can find.&lt;br /&gt;
&lt;br /&gt;
=== Transmuter ===&lt;br /&gt;
&lt;br /&gt;
The Transmuter does not regain Health from exploring tiles. Instead he uses ENDISWAL to destroy walls, gaining 2 mana points per wall.&lt;br /&gt;
&lt;br /&gt;
Acquiring HALPMEH can be very useful, because walls are a scarce commodity. In some dungeons you'll find that you're running out of walls rapidly. With HALPMEH, you can use up the ample mana you get from exploration to heal yourself. This is especially useful because Transmuters tend to explore much more of the dungeon than other characters (usually ALL of it) thanks to their ability to tunnel rapidly through walls.&lt;br /&gt;
&lt;br /&gt;
Combine with BLUDTUPOWA for even better results.&lt;br /&gt;
&lt;br /&gt;
=== Vampire ===&lt;br /&gt;
&lt;br /&gt;
It's important to note that HALPMEH is of absolutely no value to the Vampire. When used, it will only drain you of Health (since Vampires pay Health for Glyph use instead of Mana), and will not heal you at all, regardless of your level or any other factors.&lt;br /&gt;
&lt;br /&gt;
When encountered in a dungeon, you can safely convert HALPMEH.&lt;br /&gt;
&lt;br /&gt;
== HALPMEH and the Gods ==&lt;br /&gt;
&lt;br /&gt;
Several Gods in the game have various opinions about the use of HALPMEH - they may favour it or reject it, depending on their own particular creeds.&lt;br /&gt;
&lt;br /&gt;
=== Glowing Guardian ===&lt;br /&gt;
&lt;br /&gt;
The Glowing Guardian respects healing, even if you do it on yourself. Each time you use HALPMEH (even if your Health is already full), you will gain 1 Piety point from Glowing Guardian.&lt;br /&gt;
&lt;br /&gt;
Another way to make good use of HALPMEH to gain favor with Glowing Guardian is its ability to cure poison. Being poisoned by a monster grants +1 Piety from the Guardian, and a single use of HALPMEH is enough to cure that poison. This nets you +2 Piety for each Poison/Cure cycle, costing you a little Health (or possibly none!) and 3 Mana.&lt;br /&gt;
&lt;br /&gt;
Also note that you should never convert HALPMEH while worshipping Glowing Guardian, for he will immediately renounce you!&lt;br /&gt;
&lt;br /&gt;
=== Dracul ===&lt;br /&gt;
&lt;br /&gt;
On joining Dracul, the HALPMEH Glyph is automatically destroyed - whether it is in your Glyph Slots or anywhere in the dungeon. 'Nuff said.&lt;br /&gt;
&lt;br /&gt;
=== Taurog ===&lt;br /&gt;
&lt;br /&gt;
As with any other Glyph, [[Alpha:Taurog|Taurog]] will penalize you -5 Piety points every time you use HALPMEH. In addition, he will halve your health, so the Healing effect received from the Glyph will usually be nullified.&lt;br /&gt;
&lt;br /&gt;
=== Binlor Ironshield ===&lt;br /&gt;
&lt;br /&gt;
[[Alpha:Binlor Ironshield|Binlor]] is also averse to the use of spells, and will inflict a penalty of -1 Piety point per each use of HALPMEH, as with all other Glyphs (except [[Alpha:ENDISWAL|ENDISWAL]]).&lt;br /&gt;
&lt;br /&gt;
=== Mystera Annur ===&lt;br /&gt;
&lt;br /&gt;
HALPMEH is a good Glyph you can use just for gaining Piety with Mystera Annur. She will grant you +1 Piety for each use of the Glyph. Of course, the Health you regain is basically &amp;quot;lost&amp;quot;, since followers of Mystera have no use for their Health anyway (unless you are a Bloodmage) - they cause virtually no damage in Melee combat. If you have a choice, go for BYSSEPS, which is even cheaper to cast.&lt;br /&gt;
&lt;br /&gt;
Other than for Piety gain, followers of Mystera have no use for HALPMEH. Note however that converting the Glyph will cause Piety loss of -10 Points, just as it does for converting any other Glyph while worshipping this arcane goddess.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{DDNav}}&lt;/div&gt;</summary>
		<author><name>The Cakemeister</name></author>	</entry>

	<entry>
		<id>http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Alpha:ENDISWAL&amp;diff=13093</id>
		<title>Alpha:ENDISWAL</title>
		<link rel="alternate" type="text/html" href="http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Alpha:ENDISWAL&amp;diff=13093"/>
				<updated>2012-06-26T09:16:51Z</updated>
		
		<summary type="html">&lt;p&gt;The Cakemeister: &amp;quot;Alphaizing&amp;quot; the links&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{DDGlyph&lt;br /&gt;
|title=ENDISWAL&lt;br /&gt;
|image=[[File:EndiswalLarge.png|75px]]&lt;br /&gt;
|mana=8&lt;br /&gt;
|effect=Destroy one wall&lt;br /&gt;
|unlocked=None&lt;br /&gt;
|notes=None&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
ENDISWAL (&amp;quot;End This Wall&amp;quot;) is one of the [[Alpha:Glyphs|Glyphs]] you can find in a game of Desktop Dungeons. When used, this Glyph destroys a single wall tile in the dungeon to allow passage. This Glyph is available from the start.&lt;br /&gt;
&lt;br /&gt;
== Usage ==&lt;br /&gt;
&lt;br /&gt;
ENDISWAL is cast by clicking on it, then clicking on the wall you wish to destroy.&lt;br /&gt;
&lt;br /&gt;
Each use of ENDISWAL costs 8 [[Alpha:Mana|Mana]] for most characters. For the [[Alpha:Wizard|Wizard]] it costs only 7 Mana, and for the [[Alpha:Berserker|Berserker]] it costs 10.&lt;br /&gt;
&lt;br /&gt;
The [[Alpha:Transmuter|Transmuter]] is a special case: Casting ENDISWAL with this character costs only 1 Mana.&lt;br /&gt;
&lt;br /&gt;
== Effect ==&lt;br /&gt;
&lt;br /&gt;
When ENDISWAL is cast on a wall, the target wall disappears, leaving behind an empty tile. That tile can be moved through freely like any other empty tile. &lt;br /&gt;
&lt;br /&gt;
This may allow accessing portions of the dungeon that were not previously accessible. It can also carve paths around monsters that are too powerful for the hero to defeat (especially Bosses).&lt;br /&gt;
&lt;br /&gt;
== Availability ==&lt;br /&gt;
&lt;br /&gt;
ENDISWAL is unlocked from the moment you install Desktop Dungeons. It has a certain chance to appear in each dungeon you play, supposedly the same chance as any other unlocked Glyph (though this has yet to be proven conclusively).&lt;br /&gt;
&lt;br /&gt;
Joining [[Alpha:Binlor Ironshield|Binlor Ironshield's]] religion will automatically spawn an ENDISWAL Glyph on the same tile as the Altar, assuming the Glyph does not already exist in the dungeon (and has not yet been picked up and converted by the hero either). If created in this way, the Glyph must be picked up before any further worship of Binlor can take place.&lt;br /&gt;
&lt;br /&gt;
For both the Transmuter and the Gorgon, the ENDISWAL Glyph appears on the starting tile when the dungeon crawl begins. The hero must pick up the Glyph if he intends to use it.&lt;br /&gt;
&lt;br /&gt;
== Stand-alone Use ==&lt;br /&gt;
&lt;br /&gt;
Aside from the [[Alpha:Transmuter|Transmuter]] and [[Alpha:Gorgon|Gorgon]] (see below), most heroes will find little use for ENDISWAL as a part of their general strategy.&lt;br /&gt;
&lt;br /&gt;
ENDISWAL has a relatively high cost, and its function is quite limited. It can be used in very specific situations, especially when a high-level monster is blocking your access to the rest of the dungeon. In such a case, use ENDISWAL on a nearby wall tile that you think (or know) would open up access to other areas. It takes some experience with Desktop Dungeons to figure out which walls can open up more exploration, based on the common layout of the randomly-generated corridors. Nearer the edges of the map, it is more likely that destroying one wall will only reveal more walls behind it. Nearer the center of the maze, walls are more likely to open into corridors.&lt;br /&gt;
&lt;br /&gt;
ENDISWAL can be used by characters who have no other use for their Mana as a means of opening up more tiles for Health regeneration. At most, if the destroyed wall does not lead into a corridor, exploring the now-empty tile can reveal up to 5 new tiles (assuming none of them have been explored yet). This is usually achieved by digging diagonally towards the edge of the dungeon. If this happens, these tiles will give you (5 * Level) Health points and 5 Mana points (barring any other factors like BLUDTUPOWA). This doesn't cover the cost of the ENDISWAL Glyph, but the Health regeneration might help. This is good for Melee-oriented characters for whom Health is much more important than Mana. However, there's only so much diagonal digging you can do in each dungeon, so plan carefully.&lt;br /&gt;
&lt;br /&gt;
In combination with BLUDTUPOWA, it is possible to repay the entire cost of a use of ENDISWAL, because when digging diagonally as explained above, exploration of the new tile will grant you 10 Mana; 2 more than the cost of the spell. However, at the same time you will not be regaining any health. This is a last-resort option for spellcasters who have run out of normal exploration tiles and really need a few extra Mana points.&lt;br /&gt;
&lt;br /&gt;
== Spell Combos ==&lt;br /&gt;
&lt;br /&gt;
=== APHEELSIK ===&lt;br /&gt;
&lt;br /&gt;
APHEELSIK poisons your enemies, ensuring that they stop regenerating as you go off to explore the dungeon and regain your Health and Mana for another attack. ENDISWAL helps here by opening up new tiles to explore when all other tiles have run out.&lt;br /&gt;
&lt;br /&gt;
Do remember that, in almost all situations, this method will only restore your Health - you'll be paying through the nose in Mana for every casting of ENDISWAL. Therefore this method is useful primarily for Melee characters who can afford to waste Mana.&lt;br /&gt;
&lt;br /&gt;
=== BLUDTUPOWA ===&lt;br /&gt;
&lt;br /&gt;
As mentioned above, the BLUDTUPOWA Glyph allows your hero to potentially dig for Mana. This is done by digging diagonally into an unexplored area of the dungeon. As you step into the newly-empty tile, each tile explored around it will regenerate 2 points of Mana. If done correctly, you can reveal up to 5 tiles for 10 Mana - outweighing the cost of the spell by 2 Mana points. If you reveal only 4 new tiles, the spell will have paid for itself.&lt;br /&gt;
&lt;br /&gt;
Do remember that while doing this, you do not gain any Health!&lt;br /&gt;
&lt;br /&gt;
=== IMAWAL ===&lt;br /&gt;
&lt;br /&gt;
The spell IMAWAL turns monsters into stone. The only real benefit from this is the Piety you gain from [[The Earthmother]], assuming you are already worshipping her.&lt;br /&gt;
&lt;br /&gt;
This of course creates a problem, because the new wall might be blocking your access to the rest of the dungeon. In theory, this is where ENDISWAL should come in.&lt;br /&gt;
&lt;br /&gt;
Unfortunately, [[Alpha:The Earthmother|The Earthmother]] will be furious if you tried this, decreasing your Piety considerably and inflicting you with a condition similar to Poison (no Health regeneration from exploration). Therefore, it is far from an optimal solution.&lt;br /&gt;
&lt;br /&gt;
If not worshiping [[Alpha:The Earthmother|The Earthmother]] you can still employ the same trick to destroy extremely tough monsters (up to level 9) who are blocking your path to a crucial part of the dungeon. You cast IMAWAL on the monster, then destroy the new wall with ENDISWAL. Note however that you will gain NO experience for this!&lt;br /&gt;
&lt;br /&gt;
== Specific Classes ==&lt;br /&gt;
&lt;br /&gt;
=== Transmuter ===&lt;br /&gt;
&lt;br /&gt;
The Transmuter subsists almsot entirely on the constant use of ENDISWAL. Each time the spell is used to destroy a wall, the Transmuter gains 2 points of Health per character level. This goes to offset the fact that the Transmuter does not regenerate Health during exploration.&lt;br /&gt;
&lt;br /&gt;
To facilitate this, the cost of using the ENDISWAL Glyph while playing a Transmuter is reduced to 1 Mana only. This means that a single explored tile will, if it contains a wall, can be used to regain 2 Health (per level) instead of 1 Mana. &lt;br /&gt;
&lt;br /&gt;
If BLUDTUPOWA is acquired, the Transmuter will want to leave it on at all times. This means you get 2 mana for exploring a tile, and (if it contains a wall) can covert that gain to 1 Mana and 2 Health (per level) instead (by destroying that wall). This is one Health point per level more than the normal exploration gain that other characters get per tile.&lt;br /&gt;
&lt;br /&gt;
In addition, the low cost of ENDISWAL and the fact that the Transmuter will cast it repeatedly as part of his normal routine means that he would be prudent to worship either [[Alpha:Binlor Ironshield|Binlor Ironshield]] or [[Alpha:Mystera Annur|Mystera Annur]]. Binlor will give you 2 Piety points per use of ENDISWAL, while Mystera will give you 1 (or 2 if you've acquired the &amp;quot;Faith&amp;quot; boon). This can easily get you to 100 Piety with either god, with very little effort involved. Choose Mystera if you want to concentrate on spellcasting, and Binlor if you want to concentrate on Melee combat, based on the situation you're currently in. &lt;br /&gt;
&lt;br /&gt;
=== Gorgon ===&lt;br /&gt;
&lt;br /&gt;
Like the Transmuter, the Gorgon receives ENDISWAL at the start of the dungeon - it is spawned on the starting tile and must be picked up if you wish to use it.&lt;br /&gt;
&lt;br /&gt;
Gorgons need this spell because whenever they kill a monster in Melee combat, it will instantly turn into a wall, potentially blocking your exploration. Unfortunately, ENDISWAL still costs 8 Mana points for the Gorgon, and so it is used more often as a necessity rather than a strategic tool.&lt;br /&gt;
&lt;br /&gt;
Other than this, the Gorgon has no specific use for ENDISWAL, though it does incline the Gorgon to seek Binlor Ironshield for worship.&lt;br /&gt;
&lt;br /&gt;
=== Half-Dragon ===&lt;br /&gt;
&lt;br /&gt;
The Half-Dragon has a limited use for ENDISWAL, but clever use can lead to much easier fights.&lt;br /&gt;
&lt;br /&gt;
Half-Dragons with their Knockback ability can knock enemies into walls. This destroys walls in the same way as ENDISWAL. However, to knock an enemy into an adjacent wall, your Half-Dragon hero needs to be standing in the directly opposite tile on the other side of the enemy. This can be tricky if the monster isn't standing in an intersection, and sometimes even that doesn't help.&lt;br /&gt;
&lt;br /&gt;
If you cannot find another monster to push into the tile you want emptied of walls, ENDISWAL is a useful substitute. It may cost a lot of Mana, but it's not like the Half-Dragon has much use for Mana anyway (mainly due to their inability to cast BURNDAYRAZ).&lt;br /&gt;
&lt;br /&gt;
The best-case-scenario for this is when fighting very high-level monsters, especially bosses. If you can free up a couple of tiles in strategic positions, you can knock the monster into a position where you can then continue knocking it into a row of walls with every attack you make. This substantially increases the amount of damage you do with each attack, especially if your Knockback ability is pumped up. This method is practically essential for beating the [[Factory]] dungeon, with its highly resistant [[Alpha:Golem|Golem]] and [[Alpha:Meat man|Meat man]] enemies.&lt;br /&gt;
&lt;br /&gt;
== ENDISWAL and the Gods ==&lt;br /&gt;
&lt;br /&gt;
Several Gods in the game have various opinions about the use of ENDISWAL - they may favour it or reject it, depending on their own particular creeds.&lt;br /&gt;
&lt;br /&gt;
=== Binlor Ironshield ===&lt;br /&gt;
&lt;br /&gt;
Binlor is the god of Miners, and respects any effort to dig through the dungeon. In fact, when first worshipping Binlor, he will attempt to generate an ENDISWAL Glyph on his alter tile. This will succeed if the Glyph hasn't been spawned elsewhere in the dungeon. If the hero has already found ENDISWAL and/or converted it, the Glyph will not be recreated.&lt;br /&gt;
&lt;br /&gt;
Each successful use of ENDISWAL will grant you +2 Piety with Binlor Ironshield. This is particularly useful for the Transmuter, who casts ENDISWAL constantly during each dungeon crawl, and also somewhat useful for the Gorgon. ENDISWAL is the only Glyph you can use while worshipping Binlor that wll not cause an immediate drop of -1 Piety.&lt;br /&gt;
&lt;br /&gt;
Also note that if you convert ENDISWAL while worshiping this god, you will immediately lose 1 Health Potion!&lt;br /&gt;
&lt;br /&gt;
=== The Earthmother ===&lt;br /&gt;
&lt;br /&gt;
The Earthmother protects the Earth, and destroying pieces of it is considered a travesty. Each time you destroy a wall with ENDISWAL, you will lose a certain amount of Piety points (exact amount not yet confirmed). In addition, you'll be inflicted with a condition similar to Poisoning, where exploration does not regenerate your Health.&lt;br /&gt;
&lt;br /&gt;
=== Taurog ===&lt;br /&gt;
&lt;br /&gt;
As with any other Glyph, [[Alpha:Taurog|Taurog]] will penalize you -5 Piety points every time you use ENDISWAL. Also, his reduction of Maximum Mana means you will usually remain with too little Mana to use the Glyph anyway.&lt;br /&gt;
&lt;br /&gt;
=== Mystera Annur ===&lt;br /&gt;
&lt;br /&gt;
Mystera grants +1 Piety for the use of any Glyph, ENDISWAL included. With the &amp;quot;Faith&amp;quot; boon, this is increased to +2 Piety. Most characters will not find this very useful, but the Transmuter definitely will. For the Transmuter, ENDISWAL only costs 1 Mana point to use, and is pretty much a constant necessity to boot. This means that the Transmuter can easily acquire all of Mystera's boons during a single dungeon crawl.&lt;br /&gt;
&lt;br /&gt;
This is useful for turning your Transmuter into a powerful spellcaster, and pretty much necessitates that you find the BURNDAYRAZ Glyph to make use of it. It is very helpful for all challenge dungeons except the [[Alpha:Factory|factory]]. Alternately, if you find that you would like to lean more towards Melee combat, you may prefer to go with Binlor Ironshield.&lt;br /&gt;
&lt;br /&gt;
{{DDNav}}&lt;/div&gt;</summary>
		<author><name>The Cakemeister</name></author>	</entry>

	<entry>
		<id>http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Alpha:CYDSTEPP&amp;diff=13092</id>
		<title>Alpha:CYDSTEPP</title>
		<link rel="alternate" type="text/html" href="http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Alpha:CYDSTEPP&amp;diff=13092"/>
				<updated>2012-06-26T09:11:52Z</updated>
		
		<summary type="html">&lt;p&gt;The Cakemeister: &amp;quot;Alphaizing&amp;quot; the links&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{DDGlyph&lt;br /&gt;
|title=CYDSTEPP&lt;br /&gt;
|image=[[File:CydsteppLarge.png|75px]]&lt;br /&gt;
|mana=10&lt;br /&gt;
|effect=Protection from Killing Blow&lt;br /&gt;
|unlocked=Completing Normal with [[Alpha:Warlord|Warlord]]&lt;br /&gt;
|notes=None&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
CYDSTEPP (&amp;quot;Side-step&amp;quot;) is one of the [[Alpha:Glyphs|Glyphs]] you can find in a game of Desktop Dungeons. When used, this Glyph grants you Protection from Killing Blow. Initially locked and available only to the [[Alpha:Warlord|Warlord]], it can become unlocked and available for all classes.&lt;br /&gt;
&lt;br /&gt;
== Usage ==&lt;br /&gt;
&lt;br /&gt;
CYDSTEPP is cast by simply clicking it.&lt;br /&gt;
&lt;br /&gt;
Each use of CYDSTEPP costs 10 [[Alpha:Mana|Mana]], except for the [[Alpha:Wizard|Wizard]] for whom it costs only 9 Mana, and the [[Alpha:Berserker|Berserker]] for whom it costs 12.&lt;br /&gt;
&lt;br /&gt;
== Effect ==&lt;br /&gt;
&lt;br /&gt;
When cast, CYDSTEPP will give your hero the ability ''&amp;quot;Protection from Killing Blow&amp;quot;'' (commonly referred to as ''&amp;quot;Protection from Death&amp;quot;'', ''&amp;quot;Death Protection&amp;quot;'' and so forth, although the concept is slightly different).&lt;br /&gt;
&lt;br /&gt;
This ability will remain with the hero for an unlimited amount of time. However, it will instantly dissipate the moment your character receives a hit from a monster that would otherwise kill him. When this occurs, the hero's Health will be reduced to 1 instead of 0, and he will survive the hit. This is indicated by the words &amp;quot;Saved from Death&amp;quot; floating above your hero.&lt;br /&gt;
&lt;br /&gt;
If the hero receives a hit that would not reduce him to 0 or less Health, the Protection effect does not trigger and does not dissipate. It is therefore possible to receive any number of hits from a monster without losing the Protection effect as long as the hero doesn't receive a Killing Blow.&lt;br /&gt;
&lt;br /&gt;
CYDSTEPP will only protect you from attacks by enemies. Other effects that drop health below 0 or otherwise kill you (such as effects from racial abilities and/or [[Alpha:Gods|Gods]]) will not trigger the protection, and will NOT save you from death.&lt;br /&gt;
&lt;br /&gt;
CYDSTEPP is ''not cumulative'': You may only be protected from one Killing Blow at a time. If your hero already has the ''&amp;quot;Protection from Killing Blow&amp;quot;'' ability, a second use of CYDSTEPP will not have any effect! However it is still considered a &amp;quot;successful&amp;quot; use of the Glyph, will cost Mana, and will trigger God-related effects if any. It does not matter which source gave you ''&amp;quot;Protection from Killing Blow&amp;quot;'', be it items, Gods, or a previous casting of CYDSTEPP.&lt;br /&gt;
&lt;br /&gt;
Once a previous ''&amp;quot;Protection from Killing Blow&amp;quot;'' has dissipated due to a monster's attack, CYDSTEPP may be cast as normal.&lt;br /&gt;
&lt;br /&gt;
''A note to remember: Triggering a Death Gaze from a [[Alpha:Gorgon|Gorgon]] or other monster is considered a Killing Blow, and will trigger the ''&amp;quot;Protection from Killing Blow&amp;quot;'' effect accordingly.&lt;br /&gt;
&lt;br /&gt;
== Availability ==&lt;br /&gt;
&lt;br /&gt;
For a new Player Profile, CYDSTEPP is not available for use. To be able to use CYDSTEPP at all, the player must unlock the [[Alpha:Warlord|Warlord]] class by defeating the Normal Dungeon with a [[Alpha:Berserker|Berserker]].&lt;br /&gt;
&lt;br /&gt;
Any game played with the Warlord will start with the CYDSTEPP Glyph on the starting tile. The Warlord needs to pick it up if he intends to use it. CYDSTEPP always appears when playing the Warlord class, regardless of any other factors.&lt;br /&gt;
&lt;br /&gt;
Once the Normal Dungeon is beaten with a Warlord, CYDSTEPP becomes fully unlocked. From that point onwards, the CYDSTEPP Glyph has a chance to appear in any dungeon played, regardless of any other factors. The chance for it to appear is supposedly the same as that of other Glyphs, though this has not yet been conclusively proven.&lt;br /&gt;
&lt;br /&gt;
== CYDSTEPP vs. Other Sources ==&lt;br /&gt;
&lt;br /&gt;
CYDSTEPP is not the only source in the game for acquiring ''&amp;quot;Protection from Killing Blow&amp;quot;''. Items, Gods and Racial traits may bestow the same exact effect.&lt;br /&gt;
&lt;br /&gt;
Remember that you can only be protected from ''one'' Killing Blow at a time. The only way to survive two Killing Blows in a row is to acquire the effect, use it up (by surviving a Killing Blow), and then acquire it ''again''. You will need to repeat the process for every Killing Blow you wish to survive.&lt;br /&gt;
&lt;br /&gt;
The source of the effect makes no difference!&lt;br /&gt;
&lt;br /&gt;
== Stand-alone Use ==&lt;br /&gt;
&lt;br /&gt;
CYDSTEPP is one of the few spells that has a serious impact on gameplay on its own - finding it in a Dungeon might dictate the rest of your game, if you choose to pick it up. This is especially true for all characters who subsist on heavy, powerful Melee combat - particularly [[Alpha:Races|Humans]].&lt;br /&gt;
&lt;br /&gt;
The general strategy involved is to cast CYDSTEPP as soon as you find it (or have the Mana for it), then replenish enough Mana to use it again (more than once, if at all possible) without actually activating it a second time. You then go fight a foe who is much tougher than you, to the point where it delivers a Killing Blow and your Protection leaves you alive at 1 Health. Proceed to cast CYDSTEPP a second time, and attack the monster again. You will remain at 1 Health, and will still be alive, after having delivered at least 2 blows to the enemy. If your Health was high enough to survive the first attack (or several), this will have increased the number of attacks you've made on the monster to 3 or more!&lt;br /&gt;
You can continue surviving and casting CYDSTEPP over and over until you run out of Mana to cast it.&lt;br /&gt;
&lt;br /&gt;
This strategy enables characters to take on very tough monsters in Melee combat. A character with a high Attack Strength can bring down monsters several level higher than himself this way.&lt;br /&gt;
&lt;br /&gt;
The reason why this spell is usually used &amp;quot;stand-alone&amp;quot; like this is because it costs so much mana to use (10 for most characters), leaving little or no mana for other spells. However, it is always possible to give up the second step of the above strategy (casting the second CYDSTEPP and surviving another Killing Blow) and instead use the built-up mana for casting other spells, such as BURNDAYRAZ, APHEELSIK, etc. (see Spell Combos, below).&lt;br /&gt;
&lt;br /&gt;
== Spell Combos ==&lt;br /&gt;
&lt;br /&gt;
=== APHEELSIK ===&lt;br /&gt;
&lt;br /&gt;
This is a simple and extremely effective two-punch combo. CYDSTEPP is used in the regular fashion to suffer as many Killing Blows as possible while inflicting a lot of damage on the monster. 5 Mana are kept &amp;quot;Aside&amp;quot; at the end of the CYDSTEPP volley to Poison the monster with [[Alpha:APHEELSIK|APHEELSIK]].&lt;br /&gt;
&lt;br /&gt;
At that point you are free to explore for Mana and Health, cast CYDSTEPP again, refill Mana again if necessary, and repeat the process on the monster until it dies.&lt;br /&gt;
&lt;br /&gt;
This combo can help you kill monsters that are of a MUCH higher level than yourself. The CYDSTEPP basically nullifies those monsters' Attack Strength (they'll just drop you to 1 Health every time, even if they have Death Gaze), and APHEELSIK makes sure that only the availability of unexplored tiles determines how much damage you can inflict on any monster.&lt;br /&gt;
&lt;br /&gt;
This is the basic Melee-oriented equivalent of the BURNDAYRAZ+APHEELSIK combo. &lt;br /&gt;
&lt;br /&gt;
Also remember that APHEELSIK doesn't work on the Undead, and can be Resisted by monsters who possess Magic Resistance.&lt;br /&gt;
&lt;br /&gt;
For a Three-Glyph-Combo, try BLUDTUPOWA. &lt;br /&gt;
&lt;br /&gt;
=== BURNDAYRAZ ===&lt;br /&gt;
&lt;br /&gt;
This is, usually, not a good combination of Glyphs to have. CYDSTEPP and BURNDAYRAZ are counterparts - they are the two primary Glyphs used to damage your enemies, where Melee-style characters employ the former, and spellcasters employ the latter. There is not much benefit in using the two together, especially when other combos can be acquired.&lt;br /&gt;
&lt;br /&gt;
The main reason why it's usually one-or-the-other is that they both cost a large amount of Mana to use. BURNDAYRAZ works well in combination with cheaper spells, or alone. CYDSTEPP doesn't really leave Mana for anything other than cheaper spells, and is already excellent if you have the mana to cast it more than once!&lt;br /&gt;
&lt;br /&gt;
However, barring other options, it is always possible to start your attack run with a BURNDAYRAZ fireball just to give your enemy the first &amp;quot;push&amp;quot;. You will need no less than 16 Mana for that to work though, so again, this is not the most favourable solution.&lt;br /&gt;
&lt;br /&gt;
=== BLUDTUPOWA ===&lt;br /&gt;
&lt;br /&gt;
At first this combination looks great: You can cast CYDSTEPP more often, and need to waste fewer tiles between fights. However, remember that characters who rely on CYDSTEPP will constantly be hanging around at 1 Health, so using this combo is risky.  This combo is largely mandatory for characters who have purchased the Terror Slice item.&lt;br /&gt;
&lt;br /&gt;
If you have other means to get your Health back, such as lots of Potions, assistance from Gods or racial abilities, this combo is much more acceptable. In addition, this leaves one extra Glyph Slot to be used for a low-cost spell of your choice - preferably APHEELSIK. In a three-Glyph-combo, CYDSTEPP, BLUDTUPOWA and APHEELSIK can be devastating to your enemies!&lt;br /&gt;
&lt;br /&gt;
=== BYSSEPS, GETINDARE ===&lt;br /&gt;
&lt;br /&gt;
These are two very simple and very common combos. The low casting cost of these two Glyphs means that either of them can be cast with the little extra Mana that always seems to hang around after casting CYDSTEPP.&lt;br /&gt;
&lt;br /&gt;
Naturally, their use is very different:&lt;br /&gt;
BYSSEPS should be cast between every blow, until you are left with just enough Mana to cast CYDSTEPP. If you can come by a little extra Maximum Mana, you can cast it for the first, second, and even third round of combat (if you can survive that long).&lt;br /&gt;
&lt;br /&gt;
GETINDARE is a little different: It's a Mana saver combo. When you and your enemy reach the state where the next attack will kill both of you, instead of casting CYDSTEPP to survive this blow, cast GETINDARE. You will kill your enemy with the first strike, thus not wasting more than 3 Mana and not costing you any Health (though your Health would usually be 1 at this point...). Basically, it will save you about 7 Mana points per battle. This combo only works if you have enough Maximum Mana to cast both CYSTEPP and GETINDARE together (normally 13 Mana).&lt;br /&gt;
&lt;br /&gt;
== Specific Classes ==&lt;br /&gt;
&lt;br /&gt;
=== Warlord ===&lt;br /&gt;
&lt;br /&gt;
Choosing a Warlord for a dungeon will always spawn the CYDSTEPP Glyph on the starting tile (see above). Warlords rely on CYDSTEPP to kill high-level enemies by surviving their deadly blows while causing as much damage as possible to the monster. This is their primary method for taking out bosses, as well.&lt;br /&gt;
&lt;br /&gt;
The same method is used by pretty much any other character who picks up CYDSTEPP once it's been unlocked, though each class will add its own twist to this method.&lt;br /&gt;
&lt;br /&gt;
Note that the Warlord has a special benefit that other classes do not: When his Health is below 50% of Maximum, he receives a +30% Attack Bonus. And since the Warlord spends most of his time at 1 Health (after surviving Killing Blows), this bonus is applied very often. Note that the bonus is ''cumulative'' with all other attack bonuses, so you can even double this up with BYSSEPS (see above).&lt;br /&gt;
&lt;br /&gt;
=== Rogue ===&lt;br /&gt;
&lt;br /&gt;
The Warlord may live on CYDSTEPP, but the Rogue is its greatest champion. Due to his extremely high attack damage, the Rogue can deliver massive damage to the enemy while sustaining several Killing Blows thanks to CYDSTEPP. In addition, the Rogue already has low health, and so doesn't sacrifice much from constantly hovering around 1 Health. Combine this with the Rogue's innate ability to First-Strike his victims, and you've got a winning combination - with two Glyph slots to spare!&lt;br /&gt;
&lt;br /&gt;
=== Berserker ===&lt;br /&gt;
&lt;br /&gt;
Similarly to the Rogue, the Berserker is built on Attack Strength and can use CYDSTEPP to deliver a lot of damage to an enemy.&lt;br /&gt;
&lt;br /&gt;
The downside to this is that to the Berserker, casting CYDSTEPP costs 12 Mana. Therefore finding and using CYDSTEPP early in the dungeon is rare. In addition, Berserkers tend to follow gods who dislike the use of CYDSTEPP, making this a little trickier choice.&lt;br /&gt;
&lt;br /&gt;
=== Fighter, Thief, Assassin ===&lt;br /&gt;
&lt;br /&gt;
All three are primarily Melee-oriented classes who can nonetheless withstand the cost of CYDSTEPP and benefit from it. If your character development is already leaning towards spellcasting though, you may want to forgo CYDSTEPP.&lt;br /&gt;
&lt;br /&gt;
=== Gorgon ===&lt;br /&gt;
&lt;br /&gt;
Another useful Melee class, the trick here is that you only need CYDSTEPP to lower your enemy's Health to the point where Death Gaze can finish it off. This saves up on some Mana, because on average you'll be using CYDSTEPP less often than other classes, especially if your Death Gaze ability is high.&lt;br /&gt;
&lt;br /&gt;
=== Vampire ===&lt;br /&gt;
&lt;br /&gt;
The Vampire is an excellent user of CYDSTEPP in the latter stages of a dungeon, provided enough the player has left enough blood pools to abuse CYDSTEPPing against the boss(es). Once the vampire reaches a level (or a level + item combination) that boosts it to a max hp over 100 it may attack the boss without abandon by casting, attacking, drinking from a blood pile and recasting CYDSTEPP. This may be used in lieu of or in conjunction with a mid-fight levelup and it renders most flavors of bosses harmless- especially those that rely on extremely heavy hits (Gharbad, Aequitas, Lord Gobb).&lt;br /&gt;
&lt;br /&gt;
== CYDSTEPP and the Gods ==&lt;br /&gt;
&lt;br /&gt;
Several Gods in the game have various opinions about the use of CYDSTEPP - they may favour it or reject it, depending on their own particular creeds.&lt;br /&gt;
&lt;br /&gt;
=== Glowing Guardian ===&lt;br /&gt;
&lt;br /&gt;
As the god of Holy Warriors, Glowing Guardian respects any hero who can heroically risk his life and come out alive. For each use of the CYDSTEPP Glyph, he will reward you with +2 Piety Points. This occurs regardless of whether the character already had ''&amp;quot;Protection from Killing Blow&amp;quot;'' when the Glyph was cast.&lt;br /&gt;
&lt;br /&gt;
To make things even better, for each time you actually survive a Killing Blow (I.E. trigger the effect of the spell), you will receive another Piety point. (Note that this happens regardless of whether the Protection effect came from CYDSTEPP or any other source).&lt;br /&gt;
&lt;br /&gt;
This makes Glowing Guardian the veritable patron saint of CYDSTEPP.&lt;br /&gt;
&lt;br /&gt;
=== Jehora Jeheyu ===&lt;br /&gt;
&lt;br /&gt;
The God of Chaos, Jehora prefers his combats messy and deadly. If you try to cheat death, you will be punished.&lt;br /&gt;
&lt;br /&gt;
Jehora Jeheyu will deduct -10 Piety points each time you cast CYDSTEPP. Note that it doesn't matter if you already had the ''&amp;quot;Protection from Killing Blow&amp;quot;'' effect when you did so - you will still be punished.&lt;br /&gt;
&lt;br /&gt;
Note, however, that the spell is still considered successful - it will cost Mana as normal, and ''will'' give you the ''&amp;quot;Protection from Killing Blow&amp;quot;'' effect!&lt;br /&gt;
&lt;br /&gt;
=== Taurog ===&lt;br /&gt;
&lt;br /&gt;
As with any other Glyph, [[Alpha:Taurog|Taurog]] will penalize you -5 Piety points every time you use CYDSTEPP. Also, his reduction of Maximum Mana means you will usually remain with too little Mana to use the Glyph anyway.&lt;br /&gt;
&lt;br /&gt;
=== Binlor Ironshield ===&lt;br /&gt;
&lt;br /&gt;
[[Alpha:Binlor Ironshield|Binlor]] is also averse to the use of spells, and will inflict a penalty of -1 Piety point per each use of CYDSTEPP, as with all other Glyphs (except [[Alpha:ENDISWAL|ENDISWAL]]).&lt;br /&gt;
&lt;br /&gt;
=== Mystera Annur ===&lt;br /&gt;
&lt;br /&gt;
When you rely on CYDSTEPP, worshipping Mystera is a big mistake. It may boost your Maximum Mana, allowing you to cast CYDSTEPP more often, but it also reduces your Attack Strength to 1 permanently, meaning that survival in Melee combat brings you virtually no benefit.&lt;br /&gt;
&lt;br /&gt;
=== Tikki Tooki ===&lt;br /&gt;
&lt;br /&gt;
Although [[Alpha:Tikki Tooki|Tikki Tooki]] does not punish you for ''using'' the CYDSTEPP glyph, he will punish you for using a death protection effect.  While still preferable to dying, the -10 piety hit means that you cannot use this glyph very often. &lt;br /&gt;
&lt;br /&gt;
{{DDNav}}&lt;/div&gt;</summary>
		<author><name>The Cakemeister</name></author>	</entry>

	<entry>
		<id>http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Alpha:BYSSEPS&amp;diff=13091</id>
		<title>Alpha:BYSSEPS</title>
		<link rel="alternate" type="text/html" href="http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Alpha:BYSSEPS&amp;diff=13091"/>
				<updated>2012-06-26T09:07:31Z</updated>
		
		<summary type="html">&lt;p&gt;The Cakemeister: &amp;quot;Alphaizing&amp;quot; the links&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{DDGlyph&lt;br /&gt;
|title=BYSSEPS&lt;br /&gt;
|image=[[File:ByssepsLarge.png|75px]]&lt;br /&gt;
|mana=3&lt;br /&gt;
|effect=+30% Attack Strength bonus&lt;br /&gt;
|unlocked=None&lt;br /&gt;
|notes=Applies for one attack&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
BYSSEPS (&amp;quot;Biceps&amp;quot;) is one of the [[Alpha:Glyphs|Glyphs]] you can find in a game of Desktop Dungeons. When used, this Glyph gives you a normal +30% Attack Bonus for one melee attack. This Glyph may spawn randomly in any dungeon and does not need to be unlocked.&lt;br /&gt;
&lt;br /&gt;
== Usage ==&lt;br /&gt;
&lt;br /&gt;
BYSSEPS is cast by simply clicking it.&lt;br /&gt;
&lt;br /&gt;
Each use of BYSSEPS costs 3 [[Alpha:Mana|Mana]], except for the [[Alpha:Wizard|Wizard]] for whom it costs only 2 Mana, and the [[Alpha:Berserker|Berserker]] for whom it costs 5.&lt;br /&gt;
&lt;br /&gt;
== Effect ==&lt;br /&gt;
&lt;br /&gt;
When cast, BYSSEPS gives a +30% Attack Strength Bonus for your next Melee attack only. In general, the extra damage is equal to 30% of your Base Attack.&lt;br /&gt;
&lt;br /&gt;
The bonus has no time limit, and will remain active indefinitely. However, it will immediately dissipate after you make a single Melee attack.&lt;br /&gt;
&lt;br /&gt;
While the BYSSEPS bonus is active, further castings of BYSSEPS will not increase your Attack Bonus any further until it dissipates. However they will still count as successful use, so you ''will'' lose Mana and ''will'' trigger reaction from the Gods if appropriate.&lt;br /&gt;
&lt;br /&gt;
This bonus is ''cumulative'' with other effects that increase Attack Strength by percentage, such as picking up Attack Boost powerups, or racial abilities like that of the [[Alpha:Thief|Thief]] or [[Alpha:Berserker|Berserker]]. In other words, if your bonus for a particular attack would normally be, (for example) 50%, then using BYSSEPS will increase your bonus to 80%. &lt;br /&gt;
If your original Attack Bonus was negative, BYSSEPS will negate some of it as appropriate. For instance, if the original bonus was -40%, after casting BYSSEPS you will end up with -10%.&lt;br /&gt;
&lt;br /&gt;
The Attack Bonus only applies for Melee attacks, and will not increase the damage done by BURNDAYRAZ. Also, it has no effect on the damage caused by Knockback, which relies solely on your Base Attack Strength. Finally, the bonus applies whether or not your Melee Attacks are Physical in nature, so you can use it even if you have the Magical Attack ability.&lt;br /&gt;
&lt;br /&gt;
== Availability ==&lt;br /&gt;
&lt;br /&gt;
BYSSEPS is unlocked from the moment you create a new Profile. It has a certain chance to appear in each dungeon you play, supposedly the same chance as any other unlocked Glyph (though this has yet to be proven conclusively). &lt;br /&gt;
&lt;br /&gt;
== Stand-alone Use ==&lt;br /&gt;
&lt;br /&gt;
BYSSEPS is useful on its own for any character who relies on Melee attacks. It increases the strength of their Melee attack, allowing them to cause more damage than normal for a small amount of Mana.&lt;br /&gt;
&lt;br /&gt;
Depending on the style, you may find it useful to cast the Glyph either once per combat or multiple times.&lt;br /&gt;
&lt;br /&gt;
Characters who rely primarily on Melee Attacks can cast this spell repeatedly - once before each attack if possible. This can potentially increase the total amount of damage they inflict by 30%, if they can afford to cast it for each and every attack. This allows taking out monsters with 30% more Health than you can normally defeat. Alternately, having higher damage means you might need fewer Melee attacks to kill a monster, conserving you the Health you'd have otherwise lost during the last one or more attacks. Melee attackers who rely on prolonged combat will find this especially useful, as they might be able to reduce the number of attacks required to kill a monster by two or even three, given enough Mana!&lt;br /&gt;
&lt;br /&gt;
Characters who use Melee attacks to &amp;quot;finish off&amp;quot; an enemy after a volley of BURNDAYRAZ will also find this useful. It may reduce the number of BURNDAYRAZ required to bring the monster down to a low-enough Health where you can kill it. For instance, if a monster requires two BURNDAYRAZ and a Melee attack to kill, after casting BYSSEPS it may require only one BURNDAYRAZ and a Melee attack. This conserves 3 Mana - not much, but can be significant. This is especially helpful if your Melee attack is also a First Strike, as it will conserve you some Health along with that Mana.&lt;br /&gt;
&lt;br /&gt;
== Spell Combos ==&lt;br /&gt;
&lt;br /&gt;
=== APHEELSIK ===&lt;br /&gt;
&lt;br /&gt;
A simple two-Glyph combo. BYSSEPS is used to increase the damage of as many Melee attacks as possible, while leaving enough Mana to cast APHEELSIK on the monster to freeze its Health while you go regenerate. Basically it means you can cause more damage to the monster before you need to Poison it.&lt;br /&gt;
&lt;br /&gt;
This is primarily useful against bosses (or other high-level, high-health monsters), as it can reduce the number of hits you need to kill them by a significant amount. This means conserving Health, which in turn means conserving unexplored dungeon tiles.&lt;br /&gt;
&lt;br /&gt;
=== BURNDAYRAZ ===&lt;br /&gt;
&lt;br /&gt;
As explained above, this combo is mainly used for characters who like to whittle down their opponent to a point where it can be killed by a single attack. BYSSEPS increases the amount of damage you can do with that last hit, meaning that you don't have to cast BURNDAYRAZ as many times to bring the monster to that point. Naturally, this can also be done if you rely on more than one Melee attack to finish off a monster, but this depends mainly on how much Mana you have.&lt;br /&gt;
&lt;br /&gt;
Combine with GETINDARE as a third Glyph to make that last attack a First Strike, enabling you to kill the monster without taking any damage yourself.&lt;br /&gt;
&lt;br /&gt;
== Specific Classes ==&lt;br /&gt;
&lt;br /&gt;
=== Sorcerer ===&lt;br /&gt;
&lt;br /&gt;
For a starting Sorcerer, finding BYSSEPS is a good way to vanquish some tough enemies. Attack monster in Melee combat, ''then'' cast BYSSEPS. It will restore 6 Health points thanks to the Sorcerer's natural abilities, and increase your Attack Strength at the same time, allowing you to do more damage with the next attack.&lt;br /&gt;
&lt;br /&gt;
Naturally, by the time you find better spells like BURNDAYRAZ, this tactic is less useful.&lt;br /&gt;
&lt;br /&gt;
== BYSSEPS and the Gods ==&lt;br /&gt;
&lt;br /&gt;
Several Gods in the game have various opinions about the use of BYSSEPS - they may favour it or reject it, depending on their own particular creeds.&lt;br /&gt;
&lt;br /&gt;
=== Taurog ===&lt;br /&gt;
&lt;br /&gt;
As with any other Glyph, [[Alpha:Taurog|Taurog]] will penalize you -5 Piety points every time you use BYSSEPS. This is unfortunate, as it is a primarily Melee-oriented spell that would otherwise suit the same characters who normally worship Taurog.&lt;br /&gt;
&lt;br /&gt;
=== Binlor Ironshield ===&lt;br /&gt;
&lt;br /&gt;
[[Alpha:Binlor Ironshield|Binlor]] is also averse to the use of spells, and will inflict a penalty of -1 Piety point per each use of BYSSEPS, as with all other Glyphs (except [[Alpha:ENDISWAL|ENDISWAL]]).&lt;br /&gt;
&lt;br /&gt;
=== Mystera Annur ===&lt;br /&gt;
&lt;br /&gt;
Mystera Annur will increase your piety by +1 for every use of BYSSEPS, regardless of whether or not you already had its ability while trying to cast it. Due to its relatively-low cost, you can use it as a quick way to gain Piety with Mystera. However, note that as a worshipper of Mystera your Attack Strength is permanently stuck at 1, meaning the natural effect of the Glyph is completely useless to you.&lt;br /&gt;
&lt;br /&gt;
{{DDNav}}&lt;/div&gt;</summary>
		<author><name>The Cakemeister</name></author>	</entry>

	<entry>
		<id>http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Alpha:BURNDAYRAZ&amp;diff=13090</id>
		<title>Alpha:BURNDAYRAZ</title>
		<link rel="alternate" type="text/html" href="http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Alpha:BURNDAYRAZ&amp;diff=13090"/>
				<updated>2012-06-26T09:05:08Z</updated>
		
		<summary type="html">&lt;p&gt;The Cakemeister: &amp;quot;Alphaizing&amp;quot; the links&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{DDGlyph&lt;br /&gt;
|title=BURNDAYRAZ&lt;br /&gt;
|image=[[File:BurndayrazLarge.png|75px]]&lt;br /&gt;
|mana=6&lt;br /&gt;
|effect=Inflicts 4 Magical Damage per level to enemy&lt;br /&gt;
|unlocked=None&lt;br /&gt;
|notes=Always appears in every dungeon&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
BURNDAYRAZ (&amp;quot;Burn Their Ass&amp;quot;) is one of the [[Alpha:Glyphs|Glyphs]] you can find in a game of Desktop Dungeons. When used, this Glyph causes damage to an enemy monster. This Glyph appears in each and every dungeon you play.&lt;br /&gt;
&lt;br /&gt;
== Usage ==&lt;br /&gt;
&lt;br /&gt;
BURNDAYRAZ is used by clicking it, and then clicking on the target monster in the dungeon. That monster will be the target of the BURNDAYRAZ effect.&lt;br /&gt;
&lt;br /&gt;
Each use of BURNDAYRAZ costs 6 [[Alpha:Mana|Mana]], except for the [[Alpha:Wizard|Wizard]] for whom it costs only 5 Mana, and the [[Alpha:Berserker|Berserker]] for whom it costs 8.&lt;br /&gt;
&lt;br /&gt;
The cost of BURNDAYRAZ for a [[Alpha:Half-dragon|Half-dragon]] is 99 Mana, essentially rendering it unusable.&lt;br /&gt;
&lt;br /&gt;
== Effect ==&lt;br /&gt;
&lt;br /&gt;
When used on a monster, BURNDAYRAZ inflicts 4 Magical Damage per character level on that monster. At level 1 you inflict 4 damage per use, at level 2 you inflict 8 damage, and so forth.&lt;br /&gt;
&lt;br /&gt;
Due to the Magical nature of this damage, monsters with Magic Resistance will suffer less damage from the spell according to the level of their resistance. For instance, a monster with 25% Magic Resistance will only suffer 3/4 of the normal damage caused by BURNDAYRAZ.&lt;br /&gt;
&lt;br /&gt;
== Availability ==&lt;br /&gt;
&lt;br /&gt;
BURNDAYRAZ is unique among Glyphs in that it will ''always'' appear in each and every dungeon you play, regardless of your chosen dungeon type, your chosen class or race, or the appearance of any other Glyph.&lt;br /&gt;
&lt;br /&gt;
== Stand-Alone Use ==&lt;br /&gt;
&lt;br /&gt;
BURNDAYRAZ is one of two methods of inflicting damage on enemies, the other being direct Melee combat. The advantage of BURNDAYRAZ over Melee combat is that when casting this spell on a monster, it does not get the opportunity to retaliate (I.E. strike you back). Therefore, as long as you have Mana to keep casting BURNDAYRAZ, you can keep damaging the enemy without losing any Health, or suffering any effects from that monster's abilities.&lt;br /&gt;
&lt;br /&gt;
This is essentially the primary method for spellcasting characters to defeat their foes. In essence, all characters (except the Half-Dragon) can take advantage of BURNDAYRAZ to inflict extra damage on their enemies, saving themselves one or more Melee attacks to conserve Health at the expense of Mana.&lt;br /&gt;
&lt;br /&gt;
Several characters, including primarily the [[Alpha:Wizard|Wizard]] and [[Alpha:Vampire(race)|Vampire]], will rely exclusively on BURNDAYRAZ instead of melee combat. This also applies to characters who choose to follow [[Alpha:Mystera Annur|Mystera Annur]], a god who practically nullifies your Melee attack strength.&lt;br /&gt;
&lt;br /&gt;
Being able to increase your Mana enough to cast BURNDAYRAZ several times in a row is very beneficial. Nonetheless, you will probably prefer to pick up a spell combo that maximizes your potential with this spell.&lt;br /&gt;
&lt;br /&gt;
== Spell Combos ==&lt;br /&gt;
&lt;br /&gt;
=== APHEELSIK ===&lt;br /&gt;
&lt;br /&gt;
The most basic use of APHEELSIK is to attack a monster until you run out of Health, cast APHEELSIK on it, and then explore the dungeon to regain Health and Mana as required while the monster cannot regenerate. With BURNDAYRAZ, the same method applies - cast BURNDAYRAZ repeatedly on the monster until you have only enough Mana left to cast APHEELSIK, then explore to regain your mana.&lt;br /&gt;
&lt;br /&gt;
This allows defeating powerful monsters by making several attack runs with BURNDAYRAZ. If BURNDAYRAZ and APHEELSIK are used exclusively in these attack runs (I.E., without adding in Melee attacks), the monster will never get the chance to reduce your Health. This basically means that there is no limit to how powerful a monster you can take down - except the number of unexplored tiles remaining for regeneration between attack runs. You can (theoretically) take on a level-9 monster while you are still at level 1, and still come out triumphant.&lt;br /&gt;
&lt;br /&gt;
For the ultimate three-glyph-combo, add BLUDTUPOWA. This will minimize the number of tiles you need to explore between each attack run, thanks to the increased Mana regeneration. And since you're not losing any Health while doing this, you can simply leave BLUDTUPOWA turned on all the time, as you do not require Health regeneration at all.&lt;br /&gt;
&lt;br /&gt;
More commonly however, you will find that you want to mix together BURNDAYRAZ and Melee Attacks, to cause as much damage as possible to the monster before Poisoning it. This is fine, as long as you make sure that the monster can't kill you with one hit. Make sure you exhaust both your Mana and Health before using APHEELSIK (and always remember to save the 5 Mana points required for APHEELSIK...)&lt;br /&gt;
&lt;br /&gt;
''Always remember however, that APHEELSIK is useless again the Undead, and is unreliable to say the least against monsters with Magic Resistance.''&lt;br /&gt;
&lt;br /&gt;
=== BLUDTUPOWA ===&lt;br /&gt;
&lt;br /&gt;
The natural choice, once it becomes unlocked. BLUDTUPOWA doubles your Mana regeneration at the expense of no Health regeneration. Since BURNDAYRAZ costs Mana, but allows you to attack without taking Damage, this will increase the frequency at which you can cast BURNDAYRAZ without any downside.&lt;br /&gt;
&lt;br /&gt;
Naturally, this only applies for heavy spellcasters who do not rely on a mix of BURNDAYRAZ with Melee attacks. Such characters WILL need to regenerate their health after every attack run, unless they only need one or two Melee attacks for the little extra damage, and do the rest of the work with BURNDAYRAZ. This is especially true when choosing an Elf and a Melee-oriented class - he can cast plenty of Fireballs, then finish up with a Melee attack to finish off the enemy.&lt;br /&gt;
&lt;br /&gt;
As a third Glyph, your best choice is usually APHEELSIK. However, depending on your class, you might even prefer more melee-oriented glyphs like GETINDARE or BYSSEPS for your finishing blow. This is especially true when, after casting as many BURNDAYRAZ as you can, you keep having leftover Mana and nothing to do with it. You might be able to use that Mana to enhance a finishing Melee attack on the enemy.&lt;br /&gt;
&lt;br /&gt;
=== CYDSTEPP ===&lt;br /&gt;
&lt;br /&gt;
CYDSTEPP and BURNDAYRAZ are almost polar opposites in terms of the characters that use them. Characters who rely on CYDSTEPP tend to have a powerful Melee attack, and due to the high Mana cost of that Glyph will rarely have enough Mana left over to cast BURNDAYRAZ at all. The opposite is also correct, with characters who rely on BURNDAYRAZ preferring to cast it as often as possible, leaving no Mana for CYDSTEPP. They also tend to have weaker Melee attacks, unsuitable for use with CYDSTEPP to begin with.&lt;br /&gt;
&lt;br /&gt;
For this reason, combining CYDSTEPP and BURNDAYRAZ is not recommended, and is difficult to say the least. You will rarely come across situations where it is actually necessary to use both Glyphs.&lt;br /&gt;
&lt;br /&gt;
=== GETINDARE ===&lt;br /&gt;
&lt;br /&gt;
If your character does not have an abysmal Attack Strength, he can try combining BURNDAYRAZ with GETINDARE to save himself some Mana. When using this combo, the character begins his attack by casting as many Fireballs as possible while leaving 3 Mana for the GETINDARE. When the monster's been sufficiently wounded, the hero then casts GETINDARE and attacks the monster in Melee combat, killing it outright with First Strike (I.E. not suffering any damage from the monster, nor any adverse effects it may possess).&lt;br /&gt;
&lt;br /&gt;
This is a tricky combination, which requires you to pay careful attention to the amount of damage your Fireballs and Melee Attack can cause together. It does, however, allow characters with low Health (most spellcasters) to kill monsters that would otherwise kill THEM with one strike, and saves 3 Mana in the process (the cost difference between GETINDARE and BURNDAYRAZ). Sometimes it can save up to 9 Mana, since the damage a character inflicts with a Melee Attack is usually slightly higher than the damage from their BURNDAYRAZ.&lt;br /&gt;
&lt;br /&gt;
This method can be safely combined with BLUDTUPOWA as the third Glyph, since despite using your Melee attack, you will not be suffering damage thanks to your First Strike capability and thus won't require Health regeneration. You can also combine it with BYSSEPS as the third Glyph, enhancing your attack strength for that last hit at the cost of 2 extra Mana.&lt;br /&gt;
&lt;br /&gt;
''Remember: This method does NOT work against monsters who possess First Strike themselves, like the [[Gorgon]] or [[Goblin]]. They will still inflict damage on you regardless of GETINDARE, and Gorgons can outright kill you if your health is just below 50%.''&lt;br /&gt;
&lt;br /&gt;
== Specific Targets ==&lt;br /&gt;
&lt;br /&gt;
=== Animated Armor ===&lt;br /&gt;
&lt;br /&gt;
This monster, unique to the [[Alpha:Factory|Factory]] dungeon, is often referred to as the best possible target for BURNDAYRAZ in the entire game.&lt;br /&gt;
&lt;br /&gt;
Animated Armor has only 1 Health point, and a number of &amp;quot;Protection from Death&amp;quot; layers equal to its level. To remove one layer of &amp;quot;Protection from Death&amp;quot;, all you need to do is attack the Animated Armor once - be it in Melee or by BURNDAYRAZ - regardless of how much damage you actually cause. The Armor does not regenerate its protection layers when exploring.&lt;br /&gt;
&lt;br /&gt;
This means that Animated Armor requires the same number of hits to kill every time (equal to its level plus 1). For Melee-oriented characters this is a bit of a problem, because higher-level Armor causes massive damage when attacked. Spellcasters however do not see this as a problem, because BURNDAYRAZ does not allow the target to retaliate. Therefore, all they need to do is cast BURNDAYRAZ on the Armor as many times as required, regenerating Mana each time they run out, until the Armor is dead.&lt;br /&gt;
&lt;br /&gt;
The bottom line is that this allows spellcasters of ridiculously low level to attack Animated Armor of the highest level they can find, safely, and kill it within a set number of BURNDAYRAZ uses. For instance, a level 9 Animated Armor will die after BURNDAYRAZ has been cast on it 10 times, regardless of how much damage your BURNDAYRAZ actually does. If such a high-level Armor is killed by a level 1 hero, the hero will immediately jump up to level 6. This costs a total of 60 mana, a ridiculously-low cost for so much experience!&lt;br /&gt;
&lt;br /&gt;
In practice, any character who finds and can use BURNDAYRAZ can take advantage of the same strategy, and it's pretty much required for some classes in the Factory dungeon.&lt;br /&gt;
&lt;br /&gt;
For the most devastating effect, combine this with BLUDTUPOWA, and you'll only need to explore a total of up to 30 tiles to perform this trick. &lt;br /&gt;
&lt;br /&gt;
=== Magic-Resistant Monsters ===&lt;br /&gt;
&lt;br /&gt;
In the same way that monsters with Physical Resistance can take less damage from Physical Attacks, monsters with Magic Resistance take less damage from BURNDAYRAZ.&lt;br /&gt;
&lt;br /&gt;
These monsters include the [[Alpha:Goat|Goat]], [[Alpha:Golem|Golem]], and several unique Bosses. The most resistant monster in the game right now is the Golem Boss &amp;quot;Iron Man&amp;quot;, who has a whopping 75% Magic Resistance. In other words, he will only suffer 1/4 of the damage your BURNDAYRAZ normally inflicts.&lt;br /&gt;
&lt;br /&gt;
This makes such monsters extremely poor targets for BURNDAYRAZ. In dungeons that contain many of them (especially the [[Factory]]), BURNDAYRAZ becomes a lousy weapon to depend on, even for the heaviest spellcasters.&lt;br /&gt;
&lt;br /&gt;
There are several methods to deal with this issue, when such monsters are abound. The most obvious one is to attempt to develop your character's Physical Attack, using Glyphs other than BURNDAYRAZ to enhance it further. This can be tricky, but doable, even with extremely heavy spellcasting classes.&lt;br /&gt;
&lt;br /&gt;
A simpler but rarer possibility is to seek out [[Alpha:Mystera Annur|Mystera Annur]], who can single-handedly remove all Magic Resistance from all monsters. In this case, BURNDAYRAZ not only remains useful, but will probably even become stronger thanks to Mystera's other boons. Of course, this depends on your ability to find both the BURNDAYRAZ and Mystera as early as possible in the dungeon. &lt;br /&gt;
&lt;br /&gt;
One final possibility when faced with such monsters or Bosses is to seek out Jehora Jeheyu, and attempt to acquire his &amp;quot;Polymorph&amp;quot; boon. This will change all monster types to randomly-selected ones, potentially changing the Magic-Resistant enemies to ones that do not possess this resistance at all. Again, this is tricky and depends greatly on luck, and so it a difficult choice.&lt;br /&gt;
&lt;br /&gt;
=== Monsters with low Health ===&lt;br /&gt;
&lt;br /&gt;
In most dungeons, Spellcasters tend to target monsters with below-normal Health. This includes the [[Alpha:Gorgon|Gorgon]] and [[Alpha:Wraith|Wraith]], and to some extent the [[Alpha:Imp|Imp]].&lt;br /&gt;
&lt;br /&gt;
These monsters make up for their low Health by having potentially dangerous abilities. For instance, the [[Alpha:Wraith|Wraith]] inflicts Mana Burn, which is something most characters don't like to suffer.&lt;br /&gt;
&lt;br /&gt;
For dedicated users of BURNDAYRAZ however, those abilities are meaningless. They will only be used when the monster strikes the hero in Melee combat, and with heavy BURNDAYRAZ use that never actually happens. Therefore, to such heroes these monsters are weak opponents who cannot make use of their dangerous abilities. &lt;br /&gt;
&lt;br /&gt;
Killing these monsters requires fewer castings of BURNDAYRAZ than other, healthier monsters. Naturally, this means that the hero can attack much higher-level versions of these monsters than normal, depending only on the number of BURNDAYRAZ uses the hero can make in a row. As long as no Melee attack against these monsters is made, the hero remains perfectly safe.&lt;br /&gt;
&lt;br /&gt;
Note that for Imps the situation is slightly different, because BURNDAYRAZ ''will'' cause them to Blink to another location in the dungeon. Still, that isn't inherently dangerous, it can just be a little wasteful. And it doesn't always go bad, even when you haven't explored much yet.&lt;br /&gt;
&lt;br /&gt;
== Specific Classes ==&lt;br /&gt;
&lt;br /&gt;
=== Wizard, Sorcerer, Bloodmage ===&lt;br /&gt;
&lt;br /&gt;
All three spellcasting classes will probably find themselves using BURNDAYRAZ as their primary attack if possible. &lt;br /&gt;
&lt;br /&gt;
The Wizard is perhaps the foremost of these three, as his Attack Strength is lower than normal and will need BURNDAYRAZ to pose a threat to any monster. And since BURNDAYRAZ only costs 5 Mana for the Wizard, he can cast two of them in a row from the start of the dungeon. Couple this with his ability to reach BURNDAYRAZ quickly (thanks to seeing the location of all Glyphs on the map), and a larger selection of Glyphs increasing the likelyhood of getting a good combo.&lt;br /&gt;
&lt;br /&gt;
The Sorcerer, with his increased Mana capacity, can cast BURNDAYRAZ twice from the get-go as well, and before long will probably be able to cast it three times. However he is more likely to combine BURNDAYRAZ with Melee Attacks to make use of his Mana Shield capability. Unlike other characters, the Sorcerer will usually begin his attack run with a Melee Attack, then benefit from each casting of BURNDAYRAZ restoring 12 points of Health to hopefully use for another Melee attack.&lt;br /&gt;
&lt;br /&gt;
The Bloodmage gets BLUDTUPOWA from the start, meaning that if he can find BURNDAYRAZ early he's already got a great combo to work with. He also has health issues, making Melee combat less lucrative, but makes up for this with his ability to replenish his Mana for another BURNDAYRAZ-fest with just one Mana potion.&lt;br /&gt;
&lt;br /&gt;
=== Fighter, Thief, Rogue, Assassin ===&lt;br /&gt;
&lt;br /&gt;
All four of these classes will want to combine Melee attacks with BURNDAYRAZ to maximize the damage they can inflict on enemies. Each class will take a slightly different approach to this issue.&lt;br /&gt;
&lt;br /&gt;
The Fighter's choice here is mainly availability. BURNDAYRAZ is usually available, so if there's no other use for the Fighter's Mana, why not cast BURNDAYRAZ? It can even be combined with BYSSEPS and/or GETINDARE as required. Of course, if CYDSTEPP is found, BURNDAYRAZ can usually be thrown away.&lt;br /&gt;
&lt;br /&gt;
For the Thief, BURNDAYRAZ is a no-brainer. It can help reduce the enemy to the point where they thief's souped-up Melee Attack against that enemy will be enough to kill it. Couple this with the fact that more Glyphs are spawned on the map, increasing the chance of finding a good combo to go with the Thief's abilities, such as GETINDARE.&lt;br /&gt;
&lt;br /&gt;
Rogues use BURNDAYRAZ for largely the same reason: It can help drop the enemy to a low-enough health where the Rogue's massive attack damage will finish it off in one hit. Since Rogues always have First Strike when attacking, this means that proper use of BURNDAYRAZ followed be a killing blow will retain the Rogue's health at 100%. Combine with BLUDTUPOWA, and you've got an extremely powerful spellcaster on your hands.&lt;br /&gt;
&lt;br /&gt;
Last but not least, Assassins benefit greatly from their starting Glyph, APHEELSIK, which makes an excellent combo with BURNDAYRAZ once it's found. Explore around the enemy to gain First Strike, and you've got a three-glyph-combo using only two Glyph slots. Again, combine with BLUDTUPOWA if possible for a sure-winner.&lt;br /&gt;
&lt;br /&gt;
=== Transmuter ===&lt;br /&gt;
&lt;br /&gt;
The Transmuter has a choice between Melee and BURNDAYRAZ attacks, which depends mostly on the specifics of each dungeon.&lt;br /&gt;
&lt;br /&gt;
Choosing BURNDAYRAZ as your primary attack carries several benefits. It takes the pressure off refilling your Health (by destroying walls), and gives an even greater advantage if BLUDTUPOWA is found (the Transmuter can keep BLUDTUPOWA activated constantly, without any adverse effect). If you can manage to secure this combo, all you need is [[Alpha:Mystera Annur|Mystera Annur]].&lt;br /&gt;
&lt;br /&gt;
=== Half-Dragon ===&lt;br /&gt;
&lt;br /&gt;
The Half-Dragon is the only character for whom BURNDAYRAZ is utterly useless. When playing a Half-Dragon, the Mana cost of using BURNDAYRAZ jumps up to 99 - well beyond any conceivably-reachable level. Therefore, the Half-Dragon cannot cast BURNDAYRAZ at all. &lt;br /&gt;
&lt;br /&gt;
=== Vampire ===&lt;br /&gt;
&lt;br /&gt;
More than any other spellcaster in the game, the Vampire epitomizes the use of BURNDAYRAZ.&lt;br /&gt;
&lt;br /&gt;
Vampires pay for Glyph use with Health instead of Mana (in fact, they have no Mana at all). Like all other characters, Vampires' Health rises with level, unlike Mana. And since Health rises pretty quickly, reaching several dozen by level 4 or 5, the Vampire can quickly reach a position where he use BURNDAYRAZ repeatedly in a row. By level 4, the Vampire can cause 96 points of damage with BURNDAYRAZ, enough to kill most monsters of level 5 or even 6 without breaking a sweat. Acquiring extra Health by any means can push this up even higher.&lt;br /&gt;
&lt;br /&gt;
To make things even better, Vampires have a massively-powerful Melee Attack, and always possess First Strike. This means that after all that BURNDAYRAZ mayhem, they can inflict an additional whopping amount of Physical damage to their enemies, potentially killing them outright. This pushes the limit on the level of monsters you can kill up to 2, 3, or even 4 levels above your own! Vampires at level 5 usually opt to find and kill the weaker level-9 monsters, if any can be found. They are that strong.&lt;br /&gt;
&lt;br /&gt;
The only caveat is that the cost of each use of BURNDAYRAZ increases by 1 each time it is used in succession. Therefore, the first casting will cost 6 Health as normal, the next costs 7, then 8, and so forth. This only resets once you make a Melee attack, which you usually will want to anyway. Against bosses or other high-Health monsters, it may be prudent to make a Melee attack against a weaker monster half-way through a battle with a tough monster, to reset the cost of BURNDAYRAZ and allow most castings.&lt;br /&gt;
&lt;br /&gt;
== BURNDAYRAZ and the Gods ==&lt;br /&gt;
&lt;br /&gt;
Several Gods in the game have various opinions about the use of BURNDAYRAZ - they may favour it or reject it, depending on their own particular creeds.&lt;br /&gt;
&lt;br /&gt;
=== Mystera Annur ===&lt;br /&gt;
&lt;br /&gt;
As the Goddess of the Arcane, Mystera Annur will not only appreciate the use of BURNDAYRAZ, but will actually enhance it. Characters relying heavily on BURNDAYRAZ will want to seek out and worship Mystera as soon as they get the Glyph, assuming her altar exists in the dungeon.&lt;br /&gt;
&lt;br /&gt;
Mystera will grant you +1 Piety point for each use of BURNDAYRAZ, as she does for any Glyph use. If the &amp;quot;Faith&amp;quot; boon is acquired, this is doubled to +2 Piety per use.&lt;br /&gt;
&lt;br /&gt;
All other Mystera Annur boons will assist greatly in the use of BURNDAYRAZ. Her &amp;quot;Magic&amp;quot; boon increases your Maximum Mana by 15 points, allowing at least two additional castings of BURNDAYRAZ in a single attack run (3 if you're a Wizard!). And to deal with pesky Magic Resistant monsters, her &amp;quot;Weakening&amp;quot; boon will remove the Magical Resistance of all monsters in the dungeon!&lt;br /&gt;
&lt;br /&gt;
But the crowning jewel for the spellcaster is of course &amp;quot;Flames&amp;quot;: this boon increases the damage you do with BURNDAYRAZ by 25%, which has an obvious benefit in making every point spent on BURNDAYRAZ count for even more. Assuming no Magic-Resistant monsters remain in the dungeon, taking this boon can ensure victory entirely.&lt;br /&gt;
&lt;br /&gt;
Of course, it's always important to remember that aligning with Mystera Annur means permanently giving up your Melee attack. For this reason, it is not recommended for characters who rely on a mix of BURNDAYRAZ and Melee, unless they can back this up with plenty of Maximum Mana, a powerful Glyph Combo, and/or powerful items that will assist them as spellcasters.&lt;br /&gt;
&lt;br /&gt;
=== Tikki Tooki ===&lt;br /&gt;
&lt;br /&gt;
A great god for characters who use BURNDAYRAZ to weaken their enemies to a point where they can finish him off with First Strike. Tikki Tooki will reward you +4 Piety points when this occurs (assuming you take NO damage from the monster while doing this).&lt;br /&gt;
&lt;br /&gt;
Such characters also make the best benefit from Tooki's boons, allowing them permanent First Strike and/or permanent Poison Attack to maximize their combined Melee/Magic tactics.&lt;br /&gt;
&lt;br /&gt;
Note that this is not the best choice for characters who kill their enemies ONLY with BURNDAYRAZ. While they will still gain lots of Piety from killing their enemies without taking damage, they will find no use for Tooki's boons.&lt;br /&gt;
&lt;br /&gt;
=== Taurog ===&lt;br /&gt;
&lt;br /&gt;
As with any other Glyph, [[Alpha:Taurog|Taurog]] will penalize you -5 Piety points every time you use BURNDAYRAZ, whether or not it was successfully cast.&lt;br /&gt;
&lt;br /&gt;
=== Binlor Ironshield ===&lt;br /&gt;
&lt;br /&gt;
[[Alpha:Binlor Ironshield|Binlor]] is also averse to the use of spells, and will inflict a penalty of -1 Piety point per each use of BURNDAYRAZ, as with all other Glyphs (except [[Alpha:ENDISWAL|ENDISWAL]]).&lt;br /&gt;
&lt;br /&gt;
{{DDNav}}&lt;/div&gt;</summary>
		<author><name>The Cakemeister</name></author>	</entry>

	<entry>
		<id>http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Alpha:BLUDTUPOWA&amp;diff=13089</id>
		<title>Alpha:BLUDTUPOWA</title>
		<link rel="alternate" type="text/html" href="http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Alpha:BLUDTUPOWA&amp;diff=13089"/>
				<updated>2012-06-26T09:00:12Z</updated>
		
		<summary type="html">&lt;p&gt;The Cakemeister: &amp;quot;Alphaizing&amp;quot; the links&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{DDGlyph&lt;br /&gt;
|title=BLUDTUPOWA&lt;br /&gt;
|image=[[File:BludtupowaLarge.png|75px]]&lt;br /&gt;
|mana=0&lt;br /&gt;
|effect=Increased Mana Regeneration; No Health Regeneration.&lt;br /&gt;
|unlocked=Completing Normal with [[Alpha:Bloodmage|Bloodmage]]&lt;br /&gt;
|notes=Toggled On/Off freely&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
BLUDTUPOWA (&amp;quot;Blood to Power&amp;quot;) is one of the [[Alpha:Glyphs|Glyphs]] you can find in a game of Desktop Dungeons. A unique type of Glyph, it can be turned on and off freely without spending Mana. When activated, it doubles Mana Regeneration but disables Health Regeneration. Initially locked and available only to the [[Alpha:Bloodmage|Bloodmage]], it can become unlocked and available for all classes.&lt;br /&gt;
&lt;br /&gt;
== Usage ==&lt;br /&gt;
&lt;br /&gt;
BLUDTUPOWA is unique amongst the Glyphs, because it is a &amp;quot;toggled&amp;quot; ability: Click it once to turn it &amp;quot;on&amp;quot;, and again to turn it &amp;quot;off&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Activating or deactivating BLUDTUPOWA costs no Mana whatsoever, and may be done at any time.&lt;br /&gt;
&lt;br /&gt;
== Effect ==&lt;br /&gt;
&lt;br /&gt;
While BLUDTUPOWA is in its &amp;quot;activated&amp;quot; state, tile exploration will regenerate 2 Mana Points per tile instead of the normal 1 Mana Point per tile.&lt;br /&gt;
&lt;br /&gt;
On the other hand, while it is activated, BLUDTUPOWA will prevent all Health Regeneration from exploring tiles.&lt;br /&gt;
&lt;br /&gt;
The end result is that activating BLUDTUPOWA enables a speedier regeneration of Mana instead of regenerating any Health. The key is then to know learn when to turn BLUDTUPOWA on for increased Mana regeneration, and when to turn it off to regain lost Health. Different classes will behave differently in this regard.&lt;br /&gt;
&lt;br /&gt;
== Availability ==&lt;br /&gt;
&lt;br /&gt;
For a new Player Profile, BLUDTUPOWA is not available for use. To be able to use BLUDTUPOWA at all, the player must unlock the [[Alpha:Bloodmage|Bloodmage]] class by defeating the Normal Dungeon with a [[Alpha:Sorcerer|Sorcerer]].&lt;br /&gt;
&lt;br /&gt;
Any game played with the Bloodmage will start with the BLUDTUPOWA Glyph on the starting tile. The Bloodmage needs to pick it up if he intends to use it. BLUDTUPOWA always appears when playing the Bloodmage class, regardless of any other factors.&lt;br /&gt;
&lt;br /&gt;
Once the Normal Dungeon is beaten with an Bloodmage, BLUDTUPOWA becomes fully unlocked. From that point onwards, the BLUDTUPOWA Glyph has a chance to appear in any dungeon played, regardless of any other factors. The chance for it to appear is supposedly the same as that of other Glyphs, though this has not yet been conclusively proven.&lt;br /&gt;
&lt;br /&gt;
In addition, once the dungeon shops have been upgraded enough by completing the Normal and [[Alpha:Snake Pit|Snake Pit]] dungeons with several classes, shops may occasionally sell BLUDTUPOWA. This requires a shop quality level of 35. If the Glyph is bought in this way, it will be placed on the tile the shop used to occupy (the shop disappears, as always).&lt;br /&gt;
&lt;br /&gt;
== Spell Combos ==&lt;br /&gt;
&lt;br /&gt;
Naturally, increased Mana intake from exploration means that any Glyph may be cast more often once BLUDTUPOWA is acquired. Some Glyphs benefit more than others from this increased regeneration.&lt;br /&gt;
&lt;br /&gt;
=== BURNDAYRAZ ===&lt;br /&gt;
&lt;br /&gt;
BURNDAYRAZ is the most common and straightforward Glyph to combine with BLUDTUPOWA: If you can defeat a monster with BURNDAYRAZ alone (I.E. without having to resort to Melee attacks), only your Mana will have been depleted, and you can use BLUDTUPOWA to gain it back twice as fast as normal for the next creature fight.&lt;br /&gt;
&lt;br /&gt;
Naturally, heavy spellcasters will find this combo useful in most situations they encounter. This is less true when the character relies on Melee attacks, in which case one of the Three-Glyph-Combos below may be required.&lt;br /&gt;
&lt;br /&gt;
=== APHEELSIK ===&lt;br /&gt;
&lt;br /&gt;
APHEELSIK and BLUDTUPOWA on their own are not very useful, but will become a powerful combo with a third Glyph, BURNDAYRAZ.&lt;br /&gt;
&lt;br /&gt;
With this combo, BURNDAYRAZ is cast on a monster as many times as possible, followed by APHEELSIK to freeze its Health regeneration. BLUDTUPOWA is then used to regain Mana quickly using up fewer unexplored tiles, and the process is repeated.&lt;br /&gt;
&lt;br /&gt;
To maximize efficiency, your hero will need a respectable Maximum Mana - enough to cast BURNDAYRAZ at least twice before running out of Mana. This will cut down on the number of times you need to &amp;quot;waste&amp;quot; Mana on APHEELSIK to facilitate further exploration. The more Fireballs you can cast before reaching 5 Mana, the more efficient this becomes.&lt;br /&gt;
&lt;br /&gt;
With this tactic, it is quite possible for heavy spellcasters to destroy monsters several levels above them - theoretically killing a boss without the use of potions or other healing devices!&lt;br /&gt;
&lt;br /&gt;
Always remember to leave 5 Mana for APHEELSIK at the end of your BURNDAYRAZ volley.&lt;br /&gt;
&lt;br /&gt;
=== CYDSTEPP ===&lt;br /&gt;
&lt;br /&gt;
A preferred combo for Melee Combat specialists is BLUDTUPOWA and CYDSTEPP. The high cost of CYDSTEPP (10 Mana, normally) can be replenished quickly when BLUDTUPOWA is activated. This is augmented by the way CYDSTEPP works: Your health becomes less relevant because CYDSTEPP will prevent death even if your Current Health is only 1 point. Therefore, repeated use of CYDSTEPP means that you do not actually ''need'' to regenerate Health at all. &lt;br /&gt;
&lt;br /&gt;
Of course, this depends on how many times you can cast CYDSTEPP without having to regenerate Mana for more CYDSTEPPs. If you require a large number of hits to take a monster down, keeping your health full for the first attack may be required (to get a hit on the monster without having to avoid death, and so forth).&lt;br /&gt;
&lt;br /&gt;
Once again, when combined with APHEELSIK this can be a winning strategy (see APHEELSIK, above), especially for characters with a powerful attack and low Maximum Health. It is not recommended for heroes who rely on a weak attack and plenty of Health, as they will usually need to regenerate their Health more often, and benefit less from each blow they make.&lt;br /&gt;
&lt;br /&gt;
=== GETINDARE ===&lt;br /&gt;
&lt;br /&gt;
Another Three-Glyph-Combo together with BLUDTUPOWA and BURNDAYRAZ, this Glyph can help heroes who require one Melee attack to bring their foe to 0 Health after weakening it with BURNDAYRAZ. Due to the nature of First Strike (bestowed by GETINDARE), if the fireballs together with the finishing Melee Attack can bring the monster to 0 Health, the hero will have lost no Health at all, and can then use BLUDTUPOWA to focus on Mana Regeneration for the next combat.&lt;br /&gt;
&lt;br /&gt;
=== HALPMEH ===&lt;br /&gt;
&lt;br /&gt;
This Glyph has a special relationship with BLUDTUPOWA, as together they enable the player to control both Mana and Health regeneration as they see fit.&lt;br /&gt;
&lt;br /&gt;
BLUDTUPOWA will gain you a large number of Mana points per tile explored, but no Health points. You can then cast HALPMEH as many times as required in your specific situation to regain as much Health as you require. In this way, you can artificially regenerate the required amount of Health whenever you need it, without having to waste unexplored tiles. Without BLUDTUPOWA, or when the Glyph is deactivated, exploring for Health is wasteful when your Mana pool is already full. With this combo, that never happens because you can always use that extra Mana for more healing, and explore only to regain lost Mana.&lt;br /&gt;
&lt;br /&gt;
This is assisted by the fact that the conversion rates for HALPMEH and BLUDTUPOWA are completely in sync with normal Health and Mana regeneration: Correctly using these you can ''artifically'' emulate normal Health and Mana regeneration rates, so neither Mana or Health is lost when choosing to use this combo instead of turning BLUDTUPOWA off.&lt;br /&gt;
&lt;br /&gt;
Finally, note that the Wizard (who has lower Mana costs for spells) can actually achieve better-than-normal Health Regeneration with this combo, since the Mana Conversion ratio of HALPMEH is 33% better for this character class. However, the Wizard has little use for Health unless attempting to play as a Melee-oriented character. Use with caution!&lt;br /&gt;
&lt;br /&gt;
=== LEMMISI ===&lt;br /&gt;
&lt;br /&gt;
For spellcasting specialists, LEMMISI and BLUDTUPOWA can be a terrific combo used once all tiles have been explored - I.E. when preparing for the final boss fight. You will regain 2 points of Mana for each tile revealed by LEMMISI instead of the normal 1. So instead of simply regaining the amount of Mana required to cast the spell, you will gain 3 extra points of Mana for every use, enabling you to regenerate your Mana with LEMMISI. Of course, this kills off LEMMISI's Health Regeneration, but you can always turn BLUDTUPOWA off when it is required.&lt;br /&gt;
&lt;br /&gt;
Note that for Wizards this is even more useful: They will regain 4 Mana points for each use of this combo, instead of only 3.&lt;br /&gt;
&lt;br /&gt;
== Specific Classes ==&lt;br /&gt;
&lt;br /&gt;
=== Bloodmage ===&lt;br /&gt;
&lt;br /&gt;
Choosing a Bloodmage for a dungeon will always spawn the BLUDTUPOWA Glyph on the starting tile (see above). Bloodmages use BLUDTUPOWA to regenerate their Mana, and can always use remaining Blood-stains to regenerate their Health when required. However, as noted on the Bloodmage character class page, this Glyph is actually less useful for Bloodmages than it is for some other classes who rely more on their spellcasting abilities.&lt;br /&gt;
&lt;br /&gt;
=== Paladin / Warlord ===&lt;br /&gt;
&lt;br /&gt;
The Paladin begins each dungeon with the HALPMEH Glyph, while the Warlord begins each dungeon with the CYDSTEPP Glyph. As discussed above, both these Glyphs can form powerful combos with BLUDTUPOWA.&lt;br /&gt;
&lt;br /&gt;
=== Transmuter ===&lt;br /&gt;
&lt;br /&gt;
This character class derives the single greatest benefit from BLUDTUPOWA, because Transmuters already do not regenerate Health from exploration. Therefore, once BLUDTUPOWA has been acquired, the Transmuter can simply leave it on all the time, gaining its doubled Mana regeneration without the concession of Health Regeneration.&lt;br /&gt;
&lt;br /&gt;
The downside of course is that this leaves only one Glyph slot unoccupied, as the Transmuter now has both ENDISWAL (his crucial Glyph) and BLUDTUPOWA taking up the other two slots. This cuts down on the number of combos you can use, but is usually worth it.&lt;br /&gt;
&lt;br /&gt;
Also note: If you intend to join Binlor Ironshield (practically a necessity for this character class), remember to turn BLUDTUPOWA on before doing so. Binlor will deduct -1 Piety point for the activation of the Glyph. This is really not much compared to the amount of Piety you'll be collecting though, so it's not that big a deal.&lt;br /&gt;
&lt;br /&gt;
== BLUDTUPOWA and the Gods ==&lt;br /&gt;
&lt;br /&gt;
Several Gods in the game have various opinions about the use of BLUDTUPOWA - they may favour it or reject it, depending on their own particular creeds.&lt;br /&gt;
&lt;br /&gt;
=== Glowing Guardian ===&lt;br /&gt;
&lt;br /&gt;
[[Alpha:Glowing Guardian|Glowing Guarding]] is perhaps the most staunch opponent of BLUDTUPOWA.&lt;br /&gt;
&lt;br /&gt;
If BLUDTUPOWA is already in the hero's Glyph Slots when joining Glowing Guardian, it will be deactivated immediately (assuming it was activated beforehand). From that point onward, any attempt to reactivate BLUDTUPOWA will fail spectacularly, costing you -20 Piety points! The only thing to do with BLUDTUPOWA remains to convert it, unless you plan to renounce Glowing Guardian at some stage.&lt;br /&gt;
&lt;br /&gt;
=== Binlor Ironshield ===&lt;br /&gt;
&lt;br /&gt;
[[Alpha:Binlor Ironshield|Binlor Ironshield]] isn't very fond of Magic. The only spell he allows you to cast without negative consequence is [[Alpha:ENDISWAL|ENDISWAL]]. All other spells will incur a penalty of -1 Piety points.&lt;br /&gt;
&lt;br /&gt;
This effect applies also to any activation or deactivation of BLUDTUPOWA. This makes the Glyph relatively useless when worshipping Binlor: Most characters will need to turn the Glyph on and off repeatedly, and those who don't will still be relying on massive spellcasting anyway, so Piety will invariably be lost at a high rate.&lt;br /&gt;
&lt;br /&gt;
The only exception is the Transmuter. This character can earn massive amounts of Piety from destroying walls, and has no real drawback from keeping BLUDTUPOWA on constantly. Do remember to activate it before joining Binlor if you want to avoid losing that one Piety point.&lt;br /&gt;
&lt;br /&gt;
=== Taurog ===&lt;br /&gt;
&lt;br /&gt;
[[Alpha:Taurog|Taurog]] despises any use of magic, and will deduct -5 Piety Points for each use of a Glyph. This includes both the activation and deactivation of BLUDTUPOWA. In other words, not a good idea.&lt;br /&gt;
&lt;br /&gt;
=== Mystera Annur ===&lt;br /&gt;
&lt;br /&gt;
[[Alpha:Mystera Annur|Mstera Annur]] awards +1 Piety point (or +2 with a Boon) for each use of a Glyph. Unfortunately, unlike Taurog and Binlor, this does not extend to the BLUDTUPOWA Glyph.&lt;br /&gt;
&lt;br /&gt;
Therefore, while BLUDTUPOWA does invariably increase the number of spells you can cast per dungeon (hence increasing Piety gain indirectly), it is not in itself a way to gain Piety with Mystera Annur. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{DDNav}}&lt;/div&gt;</summary>
		<author><name>The Cakemeister</name></author>	</entry>

	<entry>
		<id>http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Template:DDNav&amp;diff=13088</id>
		<title>Template:DDNav</title>
		<link rel="alternate" type="text/html" href="http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Template:DDNav&amp;diff=13088"/>
				<updated>2012-06-26T08:55:41Z</updated>
		
		<summary type="html">&lt;p&gt;The Cakemeister: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{|width=&amp;quot;100%&amp;quot; cellpadding=&amp;quot;1&amp;quot; style=&amp;quot;border:1px solid; text-align:left; font-size:75%; font-family:verdana;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; style=&amp;quot;text-align:center; font-size:130%; border-bottom: 1px solid; background-color: #CCCCCC&amp;quot; | Desktop Dungeons ''Alpha''&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 125px; background-color: #CCCCCC&amp;quot;  | '''General Concepts''':  &lt;br /&gt;
| colspan=&amp;quot;4&amp;quot; | [[Alpha:New Players Guide|New Players Guide]] {{·}} [[Alpha:Strategy|Strategy]] {{·}} [[Alpha:Advanced Strategy|Advanced Strategy]] {{·}} [[Alpha:Races|Races]] {{·}} [[Alpha:Glyphs|Glyphs]] {{·}} [[Alpha:Mana|Mana]] {{·}} [[Alpha:Level|Leveling]] {{·}} [[Alpha:Items|Items]] {{·}} [[Alpha:Scoring|Scoring]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 125px; background-color: #CCCCCC&amp;quot; | '''[[Alpha:Classes|Classes]]''':&lt;br /&gt;
     |'''''Tier 1''''': [[Alpha:Fighter|Fighter]] {{·}} [[Alpha:Thief|Thief]] {{·}} [[Alpha:Priest|Priest]] {{·}} [[Alpha:Wizard|Wizard]]&lt;br /&gt;
     |'''''Tier 2''''': [[Alpha:Berserker|Berserker]] {{·}} [[Alpha:Rogue|Rogue]] {{·}} [[Alpha:Monk|Monk]] {{·}} [[Alpha:Sorcerer|Sorcerer]]&lt;br /&gt;
     |'''''Tier 3''''': [[Alpha:Warlord|Warlord]] {{·}} [[Alpha:Assassin|Assassin]] {{·}} [[Alpha:Paladin|Paladin]] {{·}} [[Alpha:Bloodmage|Bloodmage]]&lt;br /&gt;
     |'''''Special''''': [[Alpha:Transmuter|Transmuter]] {{·}} [[Alpha:Crusader|Crusader]] {{·}} [[Alpha:Tinker|Tinker]] {{·}} [[Alpha:Gorgon(race)|Gorgon]] {{·}} [[Alpha:Half-dragon|Half-dragon]] {{·}} [[Alpha:Vampire(race)|Vampire]] {{·}} [[Alpha:Changeling|Changeling]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 125px; background-color: #CCCCCC&amp;quot; | '''[[Alpha:Gods|Gods]]''': &lt;br /&gt;
| colspan=&amp;quot;4&amp;quot; | [[Alpha:Binlor Ironshield|Binlor Ironshield]] {{·}} [[Alpha:Dracul|Dracul]] {{·}} [[Alpha:The Earthmother|The Earthmother]] {{·}} [[Alpha:Glowing Guardian|Glowing Guardian]] {{·}} [[Alpha:Jehora Jeheyu|Jehora Jeheyu]] {{·}} [[Alpha:Mystera Annur|Mystera Annur]] {{·}} [[Alpha:The Pactmaker|The Pactmaker]] {{·}} [[Alpha:Taurog|Taurog]] {{·}} [[Alpha:Tikki Tooki|Tikki Tooki]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 125px; background-color: #CCCCCC&amp;quot;  | '''[[Alpha:Monsters|Monsters]]''': &lt;br /&gt;
| colspan=&amp;quot;4&amp;quot; | [[Alpha:Animated Armour|Animated Armour]] {{·}} [[Alpha:Bandit|Bandit]] {{·}} [[Alpha:Dragonspawn|Dragonspawn]] {{·}} [[Alpha:Goat|Goat]] {{·}} [[Alpha:Goblin|Goblin]] {{·}} [[Alpha:Golem|Golem]] {{·}} [[Alpha:Goo blob|Goo blob]] {{·}} [[Alpha:Gorgon|Gorgon]] {{·}} [[Alpha:Imp|Imp]] {{·}} [[Alpha:Meat man|Meat man]] {{·}} [[Alpha:Naga|Naga]] {{·}} [[Alpha:Serpent|Serpent]] {{·}} [[Alpha:Vampire|Vampire]] {{·}} [[Alpha:Warlock|Warlock]] {{·}} [[Alpha:Wraith|Wraith]] {{·}} [[Alpha:Zombie|Zombie]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 125px; background-color: #CCCCCC&amp;quot;  | '''[[Alpha:Dungeon|Dungeons]]''': &lt;br /&gt;
| colspan=&amp;quot;4&amp;quot; | [[Alpha:Normal|Normal]] {{·}} [[Alpha:Snake Pit|Snake Pit]] {{·}} [[Alpha:Library|Library]] {{·}} [[Alpha:Crypt|Crypt]] {{·}} [[Alpha:Factory|Factory]] {{·}} [[Alpha:Ranked|Ranked]] {{·}} [[Alpha:Gauntlet|Gauntlet]] {{·}} [[Alpha:Lothlorien|Lothlorien (Campaign)]] {{·}} [[Alpha:Boss Hive|The Boss Hive]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 125px; background-color: #CCCCCC&amp;quot;  | '''[[Alpha:Glyphs|Glyphs]]''': &lt;br /&gt;
| colspan=&amp;quot;4&amp;quot; | [[Alpha:APHEELSIK|APHEELSIK]] {{·}} [[Alpha:BLUDTUPOWA|BLUDTUPOWA]] {{·}} [[Alpha:BURNDAYRAZ|BURNDAYRAZ]] {{·}} [[Alpha:BYSSEPS|BYSSEPS]] {{·}} [[Alpha:CYDSTEPP|CYDSTEPP]] {{·}} [[Alpha:ENDISWAL|ENDISWAL]] {{·}} [[Alpha:Glyphs#GETINDARE|GETINDARE]] {{·}} [[Alpha:HALPMEH|HALPMEH]] {{·}} [[Alpha:IMAWAL|IMAWAL]] {{·}} [[Alpha:LEMMISI|LEMMISI]] {{·}} [[Alpha:PISORF|PISORF]] {{·}} [[Alpha:WEYTWUT|WEYTWUT]] {{·}} [[Alpha:WONAFYT|WONAFYT]]&lt;br /&gt;
|}&amp;lt;noinclude&amp;gt;&lt;br /&gt;
[[Category:Templates|Category:Templates]]&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>The Cakemeister</name></author>	</entry>

	<entry>
		<id>http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Alpha:Glyphs&amp;diff=13087</id>
		<title>Alpha:Glyphs</title>
		<link rel="alternate" type="text/html" href="http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Alpha:Glyphs&amp;diff=13087"/>
				<updated>2012-06-26T08:54:52Z</updated>
		
		<summary type="html">&lt;p&gt;The Cakemeister: Adding the NavBar&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Glyphs''' are spells located throughout a dungeon that must first be picked up before they can be used. The explorer can only carry 3 glyphs by default unless their [[Alpha:Classes|class]] has a bonus (for instance the [[Alpha:Wizard|Wizard]] has 4 glyph slots). Glyphs can be converted into Attack Power, Health, Potions, etc by dropping them into the appropriate Conversion button [[File:Conversion.PNG]], the result of the conversion is based on their [[Alpha:Races|race]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
=== Summary ===&lt;br /&gt;
&lt;br /&gt;
A glyph's name hints at the spell effect it performs. Some glyphs cost more mana than others to cast and not all are available from the start.&lt;br /&gt;
&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;
!width=7% | Image&lt;br /&gt;
!width=23% | Glyph&lt;br /&gt;
!width=3% | Cost (Mana)&lt;br /&gt;
!width=67% | Effect&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Alpha_Apheelsik.png|center]]&lt;br /&gt;
|&lt;br /&gt;
===== [[Alpha:APHEELSIK|APHEELSIK]] =====&lt;br /&gt;
(Poison - &amp;quot;I feel sick&amp;quot;) &lt;br /&gt;
|align=&amp;quot;center&amp;quot; |5&lt;br /&gt;
|Inflicts the poison status on a monster, preventing it from regenerating health as you explore.  Will wear off when you attack anything. Undead are immune.&lt;br /&gt;
* Unlocked by completing a normal game as an [[Alpha:Assassin|Assassin]]&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Alpha_Bludtupowa.png|center]]&lt;br /&gt;
|&lt;br /&gt;
===== [[Alpha:BLUDTUPOWA|BLUDTUPOWA]] =====&lt;br /&gt;
(Blood Magic - &amp;quot;Blood to power&amp;quot;)&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |0&lt;br /&gt;
|Enable to revoke health regeneration and boost mana regeneration by 1tile.&lt;br /&gt;
* Unlocked by completing a normal game as a [[Alpha:Bloodmage|Bloodmage]]&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Alpha_Burndayraz.png|center]]&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
===== [[Alpha:BURNDAYRAZ|BURNDAYRAZ]] =====&lt;br /&gt;
(Fireball - &amp;quot;Burn their ass&amp;quot;)&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |6&lt;br /&gt;
|Hits a monster with a fireball, causing 4 points of damage per player level. &lt;br /&gt;
|-&lt;br /&gt;
|[[File:Alpha_Bysseps.png|center]]&lt;br /&gt;
|&lt;br /&gt;
===== [[Alpha:BYSSEPS|BYSSEPS]] =====&lt;br /&gt;
(Power Strike - &amp;quot;Biceps&amp;quot;)&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |2&lt;br /&gt;
|Player gets +30% damage bonus for next physical attack only.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Alpha_Cydstepp.png|center]]&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
===== [[Alpha:CYDSTEPP|CYDSTEPP]] =====&lt;br /&gt;
(Protection from Death - &amp;quot;Sidestep&amp;quot;)&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |10&lt;br /&gt;
|The player will be protected from the next fatal attack and will be reduced to 1 point of health instead of dying.&lt;br /&gt;
* Unlocked by completing a normal game as a [[Alpha:Warlord|Warlord]]&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Alpha_Endiswal.png|center]]&lt;br /&gt;
|&lt;br /&gt;
===== [[Alpha:ENDISWAL|ENDISWAL]] =====&lt;br /&gt;
(Passwall - &amp;quot;End this wall&amp;quot;)&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |8&lt;br /&gt;
|Destroys a section of wall.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Alpha_Getindare.png|center]]&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
===== GETINDARE =====&lt;br /&gt;
(First Strike - &amp;quot;Get in there&amp;quot;)&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |3&lt;br /&gt;
|Player gets first strike status for next physical attack only.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Alpha_Halpmeh.png|center]]&lt;br /&gt;
|&lt;br /&gt;
===== [[Alpha:HALPMEH|HALPMEH]] =====&lt;br /&gt;
(Heal - &amp;quot;Help me&amp;quot;)&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |3&lt;br /&gt;
|Restores 3 points of health per player level and cures poison status.&lt;br /&gt;
* Unlocked by completing a normal game as a [[Alpha:Paladin|Paladin]]&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Alpha_Imawal.png|center]]&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
===== [[Alpha:IMAWAL|IMAWAL]] =====&lt;br /&gt;
(Flesh to Stone - &amp;quot;I'm a wall&amp;quot;)&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |5&lt;br /&gt;
|Transforms a monster into a section of wall.  Does not count as a kill for purposes of gaining experience, triggering rewards/punishments from gods, etc.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Alpha_Lemmisi.png|center]]&lt;br /&gt;
|&lt;br /&gt;
===== [[Alpha:LEMMISI|LEMMISI]] =====&lt;br /&gt;
(Clairvoyance - &amp;quot;Let me see&amp;quot;)&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |3&lt;br /&gt;
|Fully reveals 3 random unexplored tiles.  As a result, you'll usually regain as much or more mana than you spent casting it. Still uses mana even if there are no unrevealed tiles.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Alpha_Pisorf.png|center]]&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
===== [[Alpha:PISORF|PISORF]] =====&lt;br /&gt;
(Teleport Monster - &amp;quot;Piss off&amp;quot;)&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |10&lt;br /&gt;
|Teleports a monster to a random empty tile.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Alpha_Weytwut.png|center]]&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
===== [[Alpha:WEYTWUT|WEYTWUT]] =====&lt;br /&gt;
(Teleport Self - &amp;quot;Wait what?&amp;quot;)&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |6&lt;br /&gt;
|Teleports the player to a random empty tile.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Alpha_Wonafyt.png|center]]&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
===== [[Alpha:WONAFYT|WONAFYT]] =====&lt;br /&gt;
(Summon Monster - &amp;quot;Wanna fight&amp;quot;)&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |6&lt;br /&gt;
|Teleports a random monster of the player's level to a random empty tile next to the player.  Fails if no such monster or tile exists.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{DDNav}}&lt;/div&gt;</summary>
		<author><name>The Cakemeister</name></author>	</entry>

	<entry>
		<id>http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Alpha:APHEELSIK&amp;diff=13086</id>
		<title>Alpha:APHEELSIK</title>
		<link rel="alternate" type="text/html" href="http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Alpha:APHEELSIK&amp;diff=13086"/>
				<updated>2012-06-26T08:53:52Z</updated>
		
		<summary type="html">&lt;p&gt;The Cakemeister: &amp;quot;Alphaizing&amp;quot; the links&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{DDGlyph&lt;br /&gt;
|title=APHEELSIK&lt;br /&gt;
|image=[[File:ApheelsikLarge.png|75px]]&lt;br /&gt;
|mana=5&lt;br /&gt;
|effect=Poison&lt;br /&gt;
|unlocked=Completing Normal with [[Alpha:Assassin|Assassin]]&lt;br /&gt;
|notes=Does not affect the Undead&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
APHEELSIK (&amp;quot;I Feel Sick&amp;quot;) is one of the [[Alpha:Glyphs|Glyphs]] you can find in a game of Desktop Dungeons. When used, this Glyph inflicts Poison on an enemy monster. Initially locked and available only to the [[Alpha:Assassin|Assassin]], it can become unlocked and available for all classes.&lt;br /&gt;
&lt;br /&gt;
== Usage ==&lt;br /&gt;
&lt;br /&gt;
APHEELSIK is used by clicking it, and then clicking on the target monster in the dungeon. That monster will be the target of the APHEELSIK effect.&lt;br /&gt;
&lt;br /&gt;
Each use of APHEELSIK costs 5 [[Alpha:Mana|Mana]], except for the [[Alpha:Wizard|Wizard]] for whom it costs only 4 Mana, and the [[Alpha:Berserker|Berserker]] for whom it costs 7.&lt;br /&gt;
&lt;br /&gt;
== Effect ==&lt;br /&gt;
&lt;br /&gt;
When used on a monster, APHEELSIK will inflict that monster with the status ''&amp;quot;POISONED!&amp;quot;''. From that point on, the monster will stop regenerating its Health whenever tiles are explored.&lt;br /&gt;
&lt;br /&gt;
The effect is unlimited in length, but will instantly wear off if the hero makes any Melee attack, or casts [[Alpha:BURNDAYRAZ|BURNDAYRAZ]] on any monster - including the Poisoned one. From that point on, the monster will resume regenerating Health as normal, and another use of APHEELSIK is required if you wish to Poison it again.&lt;br /&gt;
&lt;br /&gt;
Monsters who are classified as ''&amp;quot;UNDEAD&amp;quot;'' are not affected by APHEELSIK. Whenever it is used on them, they will show the words ''&amp;quot;IMMUNE&amp;quot;'', and no effect occurs. However, the Mana cost for casting APHEELSIK is deducted from the Hero's Mana regardless.&lt;br /&gt;
&lt;br /&gt;
== Availability ==&lt;br /&gt;
&lt;br /&gt;
For a new Player Profile, APHEELSIK is not available for use. To be able to use APHEELSIK at all, the player must unlock the [[Alpha:Assassin|Assassin]] class by defeating the Normal Dungeon with a [[Alpha:Rogue|Rogue]].&lt;br /&gt;
&lt;br /&gt;
Any game played with the Assassin will start with the APHEELSIK Glyph on the starting tile. The Assassin needs to pick it up if he intends to use it. APHEELSIK always appears when playing the Assassin class, regardless of any other factors.&lt;br /&gt;
&lt;br /&gt;
Once the Normal Dungeon is beaten with an Assassin, APHEELSIK becomes fully unlocked. From that point onwards, the APHEELSIK Glyph has a chance to appear in any dungeon played, regardless of any other factors. The chance for it to appear is supposedly the same as that of other Glyphs, though this has not yet been conclusively proven.&lt;br /&gt;
&lt;br /&gt;
== APHEELSIK vs. Poison Attack ==&lt;br /&gt;
&lt;br /&gt;
APHEELSIK is not the only source in the game for inflicting Poison on monsters. Items, Gods and Racial traits may bestow the effect called ''&amp;quot;Poison Attack&amp;quot;'', which has a similar function as APHEELSIK with several important differences.&lt;br /&gt;
&lt;br /&gt;
As explained above, APHEELSIK is a Glyph. It is used directly on a monster, and each use will cost 5 Mana points. The monster has no chance to retaliate to APHEELSIK, so it can be cast on a monster without receiving any damage.&lt;br /&gt;
&lt;br /&gt;
Poison Attack, on the other hand, inflicts Poison on a monster only through Melee combat. While it does not cost any Mana, it triggers a counter-attack from the monster (assuming the hero hasn't doesn't outright kill it with First Strike, when available).&lt;br /&gt;
&lt;br /&gt;
This dissimilarity means that APHEELSIK and Poison Attack are not completely interchangeable. There will be situations where a Melee attack cannot be risked, preventing the use of Poison Attack. In other situations the Mana cost for casting APHEELSIK may be a problem in your attack plans. Therefore, having both APHEELSIK and Poison Attack is an acceptable tactic which some characters may find useful. However, since APHEELSIK takes up a Glyph slot, having both is often not the optimal solution either. This is a judgment call, which should be made depending on the specifics of the character and dungeon you are playing.&lt;br /&gt;
&lt;br /&gt;
== Spell Combos ==&lt;br /&gt;
&lt;br /&gt;
=== BURNDAYRAZ ===&lt;br /&gt;
&lt;br /&gt;
The BURNDAYRAZ Glyph is complementary to APHEELSIK in the same way as any attack: You can inflict Damage on a monster with BURNDAYRAZ, then cast APHEELSIK on it to ensure it doesn't regenerate while you explore for more mana. It is possible to whittle down a monster with this spell through a series of attacks followed by periods of regeneration.&lt;br /&gt;
&lt;br /&gt;
Needless to say, this method is suitable primarily for characters who can amass a high Maximum Mana. The more you have, the more Fireballs you can cast before having to cast the APHEELSIK and explore. This helps conserve tiles for later exploration. The Wizard can similarly benefit from this tactic due to lower Mana costs for Glyph-use.&lt;br /&gt;
&lt;br /&gt;
Normally, BURNDAYRAZ can be used to complement Melee attacks, with the finishing touch coming from APHEELSIK to make sure the monster's Health &amp;quot;stays put&amp;quot;. When doing this, always try to exhaust both your Mana and Health before casting the spell - this is more efficient. Also watch out not to spend too much Mana.&lt;br /&gt;
&lt;br /&gt;
If your hero is a spellcaster, try collecting [[Alpha:BLUDTUPOWA|BLUDTUPOWA]] as a third Glyph. Otherwise, BYSSEPS tends to be favorable.&lt;br /&gt;
&lt;br /&gt;
=== HALPMEH ===&lt;br /&gt;
&lt;br /&gt;
For more melee-combat oriented characters, especially those who specialize in prolonged combat, [[Alpha:HALPMEH|HALPMEH]] is a great low-cost combo. Such heroes will exhaust their health in an attack on a monster, then heal as much damage as possible, attack some more, and finally inflict APHEELSIK on the enemy to allow exploration and regeneration.&lt;br /&gt;
&lt;br /&gt;
This works similarly to the BURNDAYRAZ combo, except here the Mana is used to enable more Melee attacks rather than directly damage the enemy. As such, even characters with high Melee attack and low Maximum Health can benefit, being granted one or two more strikes before becoming depleted.&lt;br /&gt;
&lt;br /&gt;
Again, remember to conserve enough Mana to cast APHEELSIK once your attack volley is completed.&lt;br /&gt;
&lt;br /&gt;
=== LEMMISI ===&lt;br /&gt;
&lt;br /&gt;
Another Glyph that works well with APHEELSIK is the exploration Glyph [[Alpha:LEMMISI|LEMMISI]]. Since APHEELSIK prevents regeneration for the monster, the tiles revealed by LEMMISI will only regenerate the hero. This is used as a &amp;quot;last resort&amp;quot;, when all regular exploration has been exhausted.&lt;br /&gt;
&lt;br /&gt;
Once again, depending on the specific character you're playing, you'll want to combine this with a third Glyph to make good use of the Health or Mana you gain from LEMMISI's use. Additionally, you may require a larger Mana capacity that would allow you to conserve the 8 Mana points required to cast APHEELSIK and LEMMISI in succession once your attack capabilities are depleted.&lt;br /&gt;
&lt;br /&gt;
== Specific Classes ==&lt;br /&gt;
&lt;br /&gt;
=== Assassin ===&lt;br /&gt;
&lt;br /&gt;
Choosing an Assassin for a dungeon will always spawn the APHEELSIK Glyph on the starting tile (see above). Assassins rely on APHEELSIK to whittle down their enemies by attacking them repeatedly, casting the spell, and then exploring some of the dungeon to regain Health and Mana for another attack on the same monster. This is their primary method for taking out bosses, as well.&lt;br /&gt;
&lt;br /&gt;
The same method is used by pretty much any other character who picks up APHEELSIK once it's been unlocked, though each class will add its own twist to this method.&lt;br /&gt;
&lt;br /&gt;
=== Gorgon ===&lt;br /&gt;
&lt;br /&gt;
[[Alpha:Gorgon(race)|Gorgons]] have the innate ability of Poison Attack: each Melee attack they perform will Poison their enemies automatically. For this reason, they will find APHEELSIK to be significantly less useful than other characters.&lt;br /&gt;
&lt;br /&gt;
However, as mentioned above, APHEELSIK and Poison Attack are similar but not equal. Each has its own advantages and disadvantages. Depending on the style used for playing the Gorgon, it may be necessary to hold on to a Glyph that can cause Poisoning without having to perform a Melee attack.&lt;br /&gt;
&lt;br /&gt;
== Specific targets ==&lt;br /&gt;
&lt;br /&gt;
APHEELSIK is generally useful against all monsters except the Undead and those otherwise Resistant to Magic.&lt;br /&gt;
&lt;br /&gt;
=== Bosses and other High-Health monsters ===&lt;br /&gt;
&lt;br /&gt;
Monsters with plenty of health, including but not limited to Bosses, are the prime targets for APHEELSIK use. This includes monsters far above your level which most commonly possess much more Health than you can damage in a single volley of attacks. APHEELSIK is used to &amp;quot;freeze&amp;quot; their health between volleys, and thus becomes a function of available unexplored tiles.&lt;br /&gt;
&lt;br /&gt;
Non-boss targets of this sort include the [[Alpha:Dragonspawn|Dragonspawn]] and particularly the [[Alpha:Meat man|meatman]], both of which have weaker attacks and more Health. This can be used to your advantage, as repeated attacks interspersed with APHEELSIK use will eventually whittle them down to 0 Health, while presenting little risk to yourself.&lt;br /&gt;
&lt;br /&gt;
[[Alpha:Zombie|Zombies]], another High-Health monster type, are not included in this category because they are Undead, and thus completely immune to the effects of APHEELSIK.&lt;br /&gt;
&lt;br /&gt;
=== The Undead ===&lt;br /&gt;
&lt;br /&gt;
Casting APHEELSIK on a [[Alpha:Wraith|Wraith]], [[Alpha:Zombie|Zombie]] or [[Alpha:Vampire|Vampire]] will not inflict Poison on them, and thus has no effect on their Health Regeneration. It will still cost you Mana to cast the Glyph despite having no effect.&lt;br /&gt;
&lt;br /&gt;
As noted below, [[Alpha:Mystera Annur|Mystera Annur]] will still award you Piety points for using the Glyph on these monsters. Also, Glowing Guardian will still decrease Piety for this use.&lt;br /&gt;
&lt;br /&gt;
=== Magic Resistant ===&lt;br /&gt;
&lt;br /&gt;
The [[Alpha:Golem|Golem]] and [[Alpha:Goat|Goat]], with their significant Magic Resistance, are poor targets for APHEELSIK. There is a chance for the spell to fail equal to the monster's Magic Resistance score. So, for instance, a Goat (with 25% Magic Resistance) will be able to resist APHEELSIK 25% of the time on average. When resisted, APHEELSIK does not inflict Poison on the monster.&lt;br /&gt;
&lt;br /&gt;
As noted below, Mystera Annur will still award you Piety points for using the Glyph on these monsters. Also, Glowing Guardian will still decrease Piety for this use.&lt;br /&gt;
&lt;br /&gt;
=== Poison Attackers ===&lt;br /&gt;
&lt;br /&gt;
Some monsters possess the ''Poison Attack'' ability, which is similar to APHEELSIK in function (see above). This includes the [[Alpha:Serpent|Serpent]] and the [[Alpha:Bandit|Bandit]].&lt;br /&gt;
&lt;br /&gt;
The problem with attacking these monsters is that they will render the point of using APHEELSIK moot for melee-oriented classes. You can Poison the monster after your attack, but since you are also poisoned, exploration will not regenerate the monster's Health but also your own. Therefore, you gain little to no advantage exploring in the downtime after the first attack volley.&lt;br /&gt;
&lt;br /&gt;
For spellcasters this is less of an issue, at least with Serpents: The spellcaster might not need to attack the monster in Melee combat at all, and thus never suffers the retaliatory, Poisonous attack from the monster. Less heavy spellcasters may perform the Melee attack, be poisoned as a result, cast the poison on the monster, and then explore purely for additional Mana (which is not frozen by the monster's Poison Attack) to cast a few more fireballs. This obviously does not work against Bandits, who will also burn your Mana and render you unable to regenerate anything during the downtime unless potions are imbibed.&lt;br /&gt;
&lt;br /&gt;
Naturally, the HALPMEH Glyph may solve some of the problem, as it allows you to swiftly remove the poison before starting to recuperate in the downtime. Another obvious solution is Immunity to Poison and/or Mana Burn, either of which is usually not too tricky to acquire in some way.&lt;br /&gt;
&lt;br /&gt;
=== Heavy Hitters ===&lt;br /&gt;
&lt;br /&gt;
APHEELSIK opens up the way to attack high-level monsters by allowing you to make several rounds of attacks on the monster, with periods of regeneration in between while the monster is Poisoned. The limit on how powerful a monster you can attack this way is normally determined by the monster's Attack Strength. If the monster can kill your hero in one hit, Poison won't do you much good. &lt;br /&gt;
&lt;br /&gt;
The only exception to this rule is when holding the CYDSTEPP Glyph, or possessing the Death Protection ability. This can be used to survive that single killing blow, then inflict the Poison on the monster and regenerate all that lost Health and Mana (and if required, cast CYDSTEPP again).&lt;br /&gt;
&lt;br /&gt;
Naturally, heavy spellcasters will find this issue far less problematic. Since they don't need to suffer the monster's attack at all, the limit depends more on how many unexplored tiles they can spend on Mana regeneration to defeat the monster between Fireballs.&lt;br /&gt;
&lt;br /&gt;
=== Animated Armor ===&lt;br /&gt;
&lt;br /&gt;
Although APHEELSIK can be cast on Animated Armor, it is largely meaningless. Animated Armor has only one hit point, and therefore cannot regenerate its Health anyway (it can't go above 1, and if it drops from 1 it will of course be dead).&lt;br /&gt;
&lt;br /&gt;
The only real reason to cast APHEELSIK on Armor is to gain Piety from Mystera Annur or Tikki Tooki. Of course, this is usually pointless as well, since there are probably other monsters around on whom it may be cast - and for actual effect.&lt;br /&gt;
&lt;br /&gt;
== APHEELSIK and the Gods ==&lt;br /&gt;
&lt;br /&gt;
Several Gods in the game have various opinions about the use of APHEELSIK - they may favour it or reject it, depending on their own particular creeds.&lt;br /&gt;
&lt;br /&gt;
=== Glowing Guardian ===&lt;br /&gt;
&lt;br /&gt;
Being averse to underhanded combat tactics, using APHEELSIK while worshipping Glowing Guardian is considered a Travesty. It will reduce your Piety by 10 points for each time you target a monster with this Glyph.&lt;br /&gt;
&lt;br /&gt;
In addition, Glowing Guardian will disable the power of this Glyph entirely while under his faith, so there is really no use to activating it whatsoever. If used anyway, the Glyph will still cost Mana to use, but have no effect on any monster.&lt;br /&gt;
&lt;br /&gt;
=== Tikki Tooki ===&lt;br /&gt;
&lt;br /&gt;
Tooki, on the other hand, adored trickery and will award you 1 Piety point for each ''successful'' use of APHEELSIK on any monster. If the Glyph has failed to poison to monster, either due to Undead status ([[Alpha:Wraith|Wraith]], [[Alpha:Zombie|Zombie]], [[Alpha:Vampire|Vampire]]) or Magical Resistance ([[Alpha:Golem|Golem]], [[Alpha:Goat|Goat]]), Tikki Tooki will ''not'' award you Piety points.&lt;br /&gt;
&lt;br /&gt;
=== Mystera Annur ===&lt;br /&gt;
&lt;br /&gt;
[[Alpha:Mystera Annur|Mystera Annur]] awards 1 Piety point for ''any'' use of ''any'' Glyph, and that naturally includes APHEELSIK. If you have acquired the &amp;quot;Faith&amp;quot; boon, each use of APHEELSIK or any other Glyph will award you 2 Piety points instead.&lt;br /&gt;
&lt;br /&gt;
In addition, Mystera will still award you the extra Piety point(s) if casting Poison unsuccessfully on a monster (Undead or Resistant). However, the use of the Glyph will still cost Mana as normal.&lt;br /&gt;
&lt;br /&gt;
=== Taurog ===&lt;br /&gt;
&lt;br /&gt;
As with any other Glyph, [[Alpha:Taurog|Taurog]] will penalize you -5 Piety points every time you use APHEELSIK, whether or not it was successfully cast.&lt;br /&gt;
&lt;br /&gt;
=== Binlor Ironshield ===&lt;br /&gt;
&lt;br /&gt;
[[Alpha:Binlor Ironshield|Binlor]] is also averse to the use of spells, and will inflict a penalty of -1 Piety point per each use of APHEELSIK, as with all other Glyphs (except [[Alpha:ENDISWAL|ENDISWAL]]).&lt;br /&gt;
&lt;br /&gt;
{{DDNav}}&lt;/div&gt;</summary>
		<author><name>The Cakemeister</name></author>	</entry>

	<entry>
		<id>http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Alpha:WONAFYT&amp;diff=13085</id>
		<title>Alpha:WONAFYT</title>
		<link rel="alternate" type="text/html" href="http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Alpha:WONAFYT&amp;diff=13085"/>
				<updated>2012-06-26T08:46:34Z</updated>
		
		<summary type="html">&lt;p&gt;The Cakemeister: &amp;quot;Alphaizing&amp;quot; the links&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{DDGlyph&lt;br /&gt;
|title=WONAFYT&lt;br /&gt;
|image=[[File:WonafytLarge.png|75px]]&lt;br /&gt;
|mana=6&lt;br /&gt;
|effect=Summons a monster of your level to you&lt;br /&gt;
|unlocked=None&lt;br /&gt;
|notes=None&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
WONAFYT (&amp;quot;Wanna Fight&amp;quot;) is one of the [[Alpha:Glyphs|Glyphs]] you can find in a game of Desktop Dungeons. When used, this Glyph summons a monster whose level is the same as your hero's to a tile adjacent to your hero. This Glyph may spawn randomly in any dungeon and does not need to be unlocked.&lt;br /&gt;
&lt;br /&gt;
== Usage ==&lt;br /&gt;
&lt;br /&gt;
WONAFYT is cast by simply clicking it.&lt;br /&gt;
&lt;br /&gt;
Each use of WONAFYT costs 6 [[Alpha:Mana|Mana]], except for the [[Alpha:Wizard|Wizard]] for whom it costs only 5 Mana, and the [[Alpha:Berserker|Berserker]] for whom it costs 8.&lt;br /&gt;
&lt;br /&gt;
== Effect ==&lt;br /&gt;
&lt;br /&gt;
When WONAFYT is used, it will look for any monster in the dungeon whose level is exactly the same as the Hero's level. If such a monster is found, the spell looks for an empty tile (no wall, monster, or any other obstacle in it) adjacent to the Hero. If both monster and empty tile are found, that monster is immediately teleported to that tile.&lt;br /&gt;
&lt;br /&gt;
WONAFYT summons any monster of your level which may be found anywhere in the dungeon. If more than one such monster exist, one of these is chosen randomly. If you are at level 10, one of the Bosses will be teleported to you.&lt;br /&gt;
&lt;br /&gt;
The monster is summoned to any empty tile immediately adjacent to your hero, including diagonals. An &amp;quot;empty&amp;quot; tile is one that can be walked through freely. This excludes wall tiles, monsters or [[Alpha:Plant|plants]], but includes Altars, Shops, or tiles with Glyphs or blood-pools on them. If more than one such tile is found, one will be chosen randomly.&lt;br /&gt;
&lt;br /&gt;
If the spell can find neither a suitable monster to teleport nor an empty tile to put it in, the spell FAILS. This will be shown by the word &amp;quot;FAILED&amp;quot; in big red letters over your hero. This is a total spell failure, and will therefore ''not cost you any mana'' nor have any effect whatsoever. It will not even trigger God-related effects (see below). &lt;br /&gt;
&lt;br /&gt;
== Availability ==&lt;br /&gt;
&lt;br /&gt;
WONAFYT is unlocked from the moment you create a new Profile. It has a certain chance to appear in each dungeon you play, supposedly the same chance as any other unlocked Glyph (though this has yet to be proven conclusively). &lt;br /&gt;
&lt;br /&gt;
== General Strategy ==&lt;br /&gt;
&lt;br /&gt;
WONAFYT is not a generally-useful spell, but has application in a few specific circumstances.&lt;br /&gt;
&lt;br /&gt;
=== Unexplored Dungeon Conservation ===&lt;br /&gt;
&lt;br /&gt;
As related in the new player tutorial, unexplored dungeon is a scarce resource that heals you and restores your mana pool.  Any exploration done at full health and mana is wasting free recovery.&lt;br /&gt;
&lt;br /&gt;
WONAFYT can be used to provide you with targets within your abilities to kill without consuming unexplored dungeon tiles to find them.  Kill the monster, explore until you are at full health/mana, then use WONAFYT to immediately fight another monster before continuing.&lt;br /&gt;
&lt;br /&gt;
=== Stuck in the maze ===&lt;br /&gt;
This occurs when high-level (or simply difficult) monsters are blocking your way out of a part of the maze, and you are not powerful enough to take them out, but have no other targets to attack in order to level up.&lt;br /&gt;
&lt;br /&gt;
In this case, casting WONAFYT will summon a monster for you to kill, assuming you can, and may allow you to level up. If this happens, you may now be strong enough to take on whatever is blocking your way out. At least, that's what you're hoping for.&lt;br /&gt;
&lt;br /&gt;
Rinse and repeat if you must. And can.&lt;br /&gt;
&lt;br /&gt;
=== Monster-mover ===&lt;br /&gt;
WONAFYT is similar to PISORF, in that it can move monsters around the maze. Similarly to PISORF, it can be used to move a monster out of the way so you don't have to fight or kill it.&lt;br /&gt;
&lt;br /&gt;
With WONAFYT, this only works on monsters that are the same level as you, so this method of moving a monster is useful if the monster is stopping you from exploring and regenerating, but you are too wounded to kill it. Otherwise, since it's the same level as you, you should have no problem killing it with the normal means (though usually at a waste of more than 6 Mana...).&lt;br /&gt;
&lt;br /&gt;
Another reason to move a monster rather than kill it would be to avoid gaining experience. Perhaps you want to save a mid-fight level-up for later.&lt;br /&gt;
&lt;br /&gt;
Remember that you don't actually get to select ''which'' monster will be summoned, if there is more than one monster of your level in the dungeon. Unless you can actually keep track of each monster you've killed, it's usually a guess as to whether the correct monster will teleport.&lt;br /&gt;
&lt;br /&gt;
== Spell Combos ==&lt;br /&gt;
&lt;br /&gt;
Due to its highly-specialized usefulness, there is no benefit to pairing WONAFYT with any other spell. If you wish to keep WONAFYT at all, it's usually just an extra ability you store for emergencies, if they arise, regardless of what other Glyphs you may or may not have.&lt;br /&gt;
&lt;br /&gt;
== WONAFYT and the Gods ==&lt;br /&gt;
&lt;br /&gt;
Several Gods in the game have various opinions about the use of WONAFYT - they may favour it or reject it, depending on their own particular creeds.&lt;br /&gt;
&lt;br /&gt;
=== Taurog ===&lt;br /&gt;
&lt;br /&gt;
As with any other Glyph, [[Alpha:Taurog|Taurog]] will penalize you -5 Piety points every time you use WONAFYT.&lt;br /&gt;
&lt;br /&gt;
=== Binlor Ironshield ===&lt;br /&gt;
&lt;br /&gt;
[[Alpha:Binlor Ironshield|Binlor]] is also averse to the use of spells, and will inflict a penalty of -1 Piety point per each use of WONAFYT, as with all other Glyphs (except [[Alpha:ENDISWAL|ENDISWAL]]).&lt;br /&gt;
&lt;br /&gt;
=== Mystera Annur ===&lt;br /&gt;
&lt;br /&gt;
[[Alpha:Mystera Annur|Mystera Annur]] will increase your piety by +1 for every use of WONAFYT, as long as the Glyph did not ''fail''. On a failure, Mystera will not increase your Piety as normal.&lt;br /&gt;
&lt;br /&gt;
{{DDNav}}&lt;/div&gt;</summary>
		<author><name>The Cakemeister</name></author>	</entry>

	<entry>
		<id>http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Alpha:Lothlorien&amp;diff=13084</id>
		<title>Alpha:Lothlorien</title>
		<link rel="alternate" type="text/html" href="http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Alpha:Lothlorien&amp;diff=13084"/>
				<updated>2012-06-26T08:43:03Z</updated>
		
		<summary type="html">&lt;p&gt;The Cakemeister: &amp;quot;Alphaizing&amp;quot; the links&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The '''Siege of Lothlorien''' is a special 3-stage challenge dungeon. The three stages run consecutively with no break in between, meaning your gold stocks have to last across all three levels. It is initially locked but can be made available once all playable classes and races have been unlocked.&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
&lt;br /&gt;
=== Level 1 - Scouting ===&lt;br /&gt;
You play an elven rogue - 20% dodge, +50% damage, first strike, glyphs convert to +2 mana. The enemies are [[Alpha:Goblin|Goblins]], [[Alpha:Gorgon|Goblins]], [[Alpha:Imp|Imps]] and [[Alpha:Goat|Goats]]. Imps and especially Goats are the easy meat here, with one-hit kills aplenty. CYDSTEPP, BURNDAYRAZ and APHEELSIK are glyphs worth hoping for, and deities with +% damage are a help. The boss is a goblin with 20% resistances, 90 damage and 397 hits. Plan on finding a way to plink him down while healing in between blows. This boss, like the next one, is pretty much tooled in a way that makes him impossible to defeat using any single strategy. Fireball chains with Mystera, full damage dealing with Taurog, things of that nature alone won't be enough. You'll need to use level-ups as free heals for both health and mana to chip away at him as you progress- just be careful that the only creatures left to level up on aren't Goblins, because having first strike on them means you'll trade instead and if you're low already from attacking the boss this could result in an accidental potion use.&lt;br /&gt;
&lt;br /&gt;
=== Level 2 - Defending the walls ===&lt;br /&gt;
This time you're an Elf Wizard. Enemies are Naga, Dragonspawn, Serpents, Goats. Boss is a Dragonspawn with 75 damage, 954 hits and 25% magic resistance. Even worshipping Mystera Annur, I wouldn't bet on fireballing him to death. Again, you'll need to become a sort of melee wizard to deal with the dragon straight-up. This doesn't mean go Binlor or Taurog- though if you think you can swing the Avatar ability as a &amp;quot;last level up for a heal&amp;quot; tactic than go for it. Because you'll need physical attacks as well as magical, be wary when fighting the Naga. They're there for a reason- even taking a single Weakening blow from them could spell doom for the campaign as the missing damage adds up and costs you in the final battle. Conversely, the goats are there as excellent leveling tools for your mage. Having lower hit points but higher attack means they're prone to the First Strike via Higher Level effect- and because your attack is weakened as a mage, this works out about even. Alternatively, as with all these campaign scenarios, you could also simply worship Jehora, hit the Polymorph button, and pray you get a tier 1 boss that's much easier to for a mage to handle- like the ghost.&lt;br /&gt;
&lt;br /&gt;
=== Level 3 - Kill the Leader ===&lt;br /&gt;
Ever wanted to be an Elf Berzerker? Here your wishes are fulfilled, and you're likely to be low on cash by this point as well. You'll be fighting a remix of enemies from the previous levels, and the boss is a Goat with 300-odd hits, dealing 270 damage per hit (so plan on being incredibly tough or casting CYDSTEPP a ''lot''). Oh, and he blinks, so if you were thinking of hitting him, poisoning him and then exploring to regain hits/mana... sorry.&lt;br /&gt;
&lt;br /&gt;
=== Level 3 Tips ===&lt;br /&gt;
* Deities are key here, getting Jehora Jeheyu and subsequently using polymorph makes this a winnable battle.&lt;br /&gt;
* Health potions are also worthless in the boss fight, use them only to level up!&lt;br /&gt;
* CYDSTEPP and getting the Poison Blade from a shop is a lucky break.&lt;br /&gt;
* Make sure you unlock as much as you can before undertaking this quest as it makes it much, much easier.&lt;br /&gt;
* It's best to begin the map with the final battle in mind. Every decision you make should revolve around the laser focus of how you're going to deal with an enemy that 90% of the time will kill you instantly with every attack. Dodge Boots and CYDSTEPP form a nice combo when they work- you dodge once or twice, and this saves repeat casts of CYDSTEPP which as a Berserker are very expensive. And remember- in the end, you're fighting a Goat. Goats are supposed to have two things- high attack, and low HP. Beating him at his own game via Death Protection and every attack buff on the map is the way to go. That, or lucking out with Jehora.&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* Level 1's Elven Rogue, Snafu Glitterfinger, is a god that was scrapped in the June 10, 2010 release of Desktop Dungeons. The Snafu most likely represents it's five-letter expression as the god's name was simply Glitterfinger. Glitterfinger granted extra gold to the player upon a successful kill and there was no way to anger him. However, because granting a measly 1 gold for every kill was useful only for beginning players, Glitterfinger quickly became very useless for mid-end game Crawlers and was seen by most as a &amp;quot;waste of a shrine&amp;quot; by that point. His ability was retooled and merged with Binlor, who now grants starting piety based on the amount of gold collected over the course of the current map.&lt;br /&gt;
&lt;br /&gt;
* It's entirely possible, through the use of Polymorph, to turn a boss from one section of the campaign into another. I found this out the hard way when after Polymorphing the Goblin boss from part 1 I found myself facing the Dragon boss from part 2 instead.&lt;br /&gt;
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{{DDNav}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Alpha Dungeons]]&lt;/div&gt;</summary>
		<author><name>The Cakemeister</name></author>	</entry>

	<entry>
		<id>http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Alpha:Gauntlet&amp;diff=13083</id>
		<title>Alpha:Gauntlet</title>
		<link rel="alternate" type="text/html" href="http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Alpha:Gauntlet&amp;diff=13083"/>
				<updated>2012-06-26T08:39:34Z</updated>
		
		<summary type="html">&lt;p&gt;The Cakemeister: &amp;quot;Alphaizing&amp;quot; the links&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Gauntlet mode is one of the game modes in Desktop Dungeons. This mode was added in version 0.15. It is unlocked once player has beaten the Normal Dungeon with each of the [[:Category:Tier 3 Classes|Tier 3 Classes]].&lt;br /&gt;
&lt;br /&gt;
The Gauntlet Mode dungeon resembles the Normal dungeon, with a few important differences. Most importantly, each time you beat the Gauntlet dungeon, it will be slightly harder the next time around.&lt;br /&gt;
&lt;br /&gt;
The game keeps track of the number of times you've beaten the Gauntlet dungeon.&lt;br /&gt;
&lt;br /&gt;
== Similarities with the Normal Dungeon ==&lt;br /&gt;
&lt;br /&gt;
A Gauntlet Dungeon is very similar to a Normal Dungeon in several ways:&lt;br /&gt;
&lt;br /&gt;
* The dungeon contains only one Boss. It will always be one of the bosses available in the Normal dungeon.&lt;br /&gt;
* All monster types available in Normal mode are also available in the Gauntlet. Unique monsters from the Challenge Dungeons (I.E. [[Alpha:Crypt|Crypt]], etc.) do not appear in Gauntlet Mode.&lt;br /&gt;
* You can play the Gauntlet dungeon with any character class currently available to you.&lt;br /&gt;
&lt;br /&gt;
== Differences with other dungeons ==&lt;br /&gt;
&lt;br /&gt;
The key difference between Gauntlet Mode and other dungeons is that each time you beat it, it gets harder.&lt;br /&gt;
&lt;br /&gt;
The game keeps track of the number of times you've beaten a Gauntlet Dungeon. It is visible when hovering your mouse over the Gauntlet button in the main menu.&lt;br /&gt;
&lt;br /&gt;
Below is a list of the differences between each level of the Gauntlet Dungeon:&lt;br /&gt;
&lt;br /&gt;
* Each monster/boss's '''Attack Damage''' is increased by 5% of their Normal Attack Damage.&lt;br /&gt;
* Each monster/boss's '''Maximum Health''' is increased by 5% of their Normal Max Health.&lt;br /&gt;
** For example, at level 6, the Attack Damage and Maximum Health of each monster and boss will be 30% higher (6*5%=30%) than they would be in the Normal and Challenge dungeons.&lt;br /&gt;
** Remember that the first level of the Gauntlet is considered &amp;quot;level 1&amp;quot;, which means it is already tougher than the Normal dungeon by a small amount.&lt;br /&gt;
&lt;br /&gt;
== Rewards ==&lt;br /&gt;
&lt;br /&gt;
The only reward acquired from the Gauntlet Dungeon is the bragging rights. The score is not compared on-line. It is meant for players to point out the number of Gauntlet dungeons they have completed as a sign of mastery of the game.&lt;br /&gt;
&lt;br /&gt;
''Research info required: Is there a limit of gauntlet mode levels or this mode is endless? Is there any internet page listing the highest confirmed gauntlet level so far?''&lt;br /&gt;
&lt;br /&gt;
{{DDNav}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Alpha Dungeons]]&lt;/div&gt;</summary>
		<author><name>The Cakemeister</name></author>	</entry>

	<entry>
		<id>http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Alpha:Factory&amp;diff=13082</id>
		<title>Alpha:Factory</title>
		<link rel="alternate" type="text/html" href="http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Alpha:Factory&amp;diff=13082"/>
				<updated>2012-06-26T08:38:47Z</updated>
		
		<summary type="html">&lt;p&gt;The Cakemeister: &amp;quot;Alphaizing&amp;quot; the links&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Factory Explored.PNG|right|thumb|350px|''A fully explored Factory dungeon (using the default [[tileset]])'']]&lt;br /&gt;
&lt;br /&gt;
The '''Factory''' is a side dungeon in [[Desktop Dungeons]] containing [[Alpha:Monsters|monsters]] based off of animated objects. It is initially locked at start but becomes available after completing the normal dungeon with all Tier 3 [[Alpha:Classes|classes]].&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
The dungeon contains [[Alpha:Meat man|Meat men]], [[Alpha:Golem|Golems]], and [[Alpha:Animated Armour|Animated Armour]] (the only dungeon this monster is found in). Like other challenge dungeons it contains two bosses instead of one, these are [[Alpha:Golem#Boss Info|Iron Man]] and [[Alpha:Meat man#Boss Info|Super Meat Man]].&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
&lt;br /&gt;
The Factory poses a difficult challenge for most character classes, because each monster has radically different advantages and disadvantages. As such, each class will be more apt at defeating one or at best two types of monsters, with the remaining types being much more difficult. Therefore, almost every class will have a unique way of defeating the maze.&lt;br /&gt;
&lt;br /&gt;
For spellcasters, leveling up is usually very easy - find [[Alpha:BURNDAYRAZ|BURNDAYRAZ]] and get rid of very-high-level Animated Armor by casting it at them, then exploring for more mana. Animated Armor only has one hit point, and does not regenerate its death protection as you explore, so 10 hits will invariably bring down a level 9 armor, and you can do that as early as level 1 (for an instant jump to level 6!). Unfortunately, setting up mid-fight level-ups for the boss fights is difficult because remaining monsters will either have high health (meat men), high magic resistance (Golems) or require several hits to kill (animated armor). It's worth taking your time to whittle down some high-level armors until they have no protection, and leave them like that for the boss fight. Another vastly useful method requires getting [[Alpha:Mystera Annur|Mystera Annur's]] most expensive [[Alpha:Mystera Annur#Weakening|boon]], which will remove the magic resistance from the Iron Man boss.&lt;br /&gt;
&lt;br /&gt;
For melee fighters, this level presents a different challenge. Taking out the Animated Armors is difficult and may require you to waste a lot of exploration on regaining health from their hits. Golems are the best target, and the Iron Man will not be a big challenge. However you will need to find a way to deal with the Super Meat Man.&lt;br /&gt;
&lt;br /&gt;
One of the best glyphs you can hope for is [[Alpha:APHEELSIK|APHEELSIK]], which will help you defeat the Super Meat Man. However this relies on there being plenty of tiles left to explore, so it's only useful if you can make it to high level early. [[Alpha:BLUDTUPOWA|BLUDTUPOWA]] will help in this regard for spellcasters, but again the Iron Man is resistant to spells, so relying on fireball without Mystera Annur's resistance nullification is moot.&lt;br /&gt;
&lt;br /&gt;
All in all, the key is to level up quickly, whichever way you can, and figure out how to set up mid-fight level-ups for the boss fights.&lt;br /&gt;
&lt;br /&gt;
Finally, since the Super Meat Man can be troublesome for almost any character, and the Iron Man is wicked against spellcasters, this may be the best dungeon to worship [[Alpha:Jehora Jeheyu|Jehora Jeheyu]] for his [[Alpha:Jehora Jeheyu#Polymorph|Polymorph]] boon. In fact, there's a good chance that it will make the entire dungeon much easier to run through if you're having trouble with one or more classes.&lt;br /&gt;
&lt;br /&gt;
== Rewards ==&lt;br /&gt;
&lt;br /&gt;
Upon clearing the Factory with any hero the [[Alpha:Tinker|Tinker]] special class will become available. Additional, clearing the dungeon with the [[Alpha:Wizard|Wizard]] will unlock the [[Alpha:Crusader|Crusader]] special class. &lt;br /&gt;
&lt;br /&gt;
For every three classes that clear this dungeon an additional shop will spawn in subsequent dungeons (placing 9 shops in total once all 18 classes have cleared the dungeon).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{DDNav}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Alpha Dungeons]]&lt;/div&gt;</summary>
		<author><name>The Cakemeister</name></author>	</entry>

	<entry>
		<id>http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Alpha:Crypt&amp;diff=13081</id>
		<title>Alpha:Crypt</title>
		<link rel="alternate" type="text/html" href="http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Alpha:Crypt&amp;diff=13081"/>
				<updated>2012-06-26T08:36:02Z</updated>
		
		<summary type="html">&lt;p&gt;The Cakemeister: &amp;quot;Alphaizing&amp;quot; the links&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Crypt Explored.png|right|thumb|350px|''A fully explored Crypt dungeon (using the default [[tileset]])'']]&lt;br /&gt;
&lt;br /&gt;
The '''Crypt''' is a side dungeon in [[Desktop Dungeons]] filled with undead [[Alpha:Monsters|monsters]]. It is initially locked at start but becomes available after completing the normal dungeon with all Tier 2 [[Alpha:Classes|classes]].&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
The dungeon is composed of [[Alpha:Zombie|Zombies]], [[Alpha:Wraith|Wraiths]], and [[Alpha:Vampire|Vampires]] (the only dungeon this monster is found in). Like other challenge dungeons it contains two bosses instead of one, these are [[Alpha:Wraith#Boss Info|Tormented One]] and [[Alpha:Zombie#Boss Info|Frank the Zombie]].&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
&lt;br /&gt;
The Crypt Dungeon is notable for two monsters: the Wraith and the Vampire. With these two, it is geared mostly to defeat characters who depend on exploration as well as those who combine melee combat with spellcasting. Wraiths will inflict Mana Burn, meaning that characters who fight by casting spells during or after combat will only be able to kill them before leveling up, or would need to sacrifice mana potions to restore their mana regeneration. Explorer characters will constantly run into Vampires who suck out of a part of their health, setting them back a few tiles as far as their precious HP regeneration goes.&lt;br /&gt;
&lt;br /&gt;
However, the weak spot lies in the low health values for both these monster types, especially when compared to the other denizen of this dungeon, the Zombie. Characters that rely solely on magic will find it very easy to destroy high-level wraiths and/or vampires to catapult up the experience table. Heavy melee characters will find similar benefit in being able to kill both types of monsters with relatively few attacks, even when considering the wraith's natural resistance to physical combat - and really have nothing to fear from mana burn thanks to not relying too much on glyphs (or not at all). As said earlier, it is characters that must utilize both melee and spellcasting who have the most difficulty here.&lt;br /&gt;
&lt;br /&gt;
As to the bosses, the most troublesome boss seems to be the Tormented One, having a whopping 60% physical resistance. Again this may not matter much to heavy-melee characters, who can probably survive long enough to kill it anyway. Other characters will want to lean more heavily into the spellcasting end of the spectrum to try and damage it with fireball as much as possible before subjecting themselves to any mana burn. Frank the Zombie seems to be the less-troublesome one, and is usually &amp;quot;addressed&amp;quot; second, when the stakes are less high.&lt;br /&gt;
&lt;br /&gt;
Needless to say, acquiring immunity to mana burn will instantly make this dungeon several times easier for most character classes. Similarly, characters who are free to lean towards melee combat (like various thief and priest subclasses, and obviously warriors) may prefer trying to reach [[Alpha:Taurog|Taurog's]] [[Alpha:Taurog#Penetration|Penetration]] boon, which will remove The Tormented One's physical defenses (not to mention other wraiths' defenses) thus making it much easier to kill. This also means less reliance on glyphs (which Taurog dislikes anyway) so mana burn becomes less of an issue.&lt;br /&gt;
&lt;br /&gt;
Conversely, characters who find it easier to lean into the spellcasting end of the spectrum may prefer worshipping the fickle [[Alpha:Mystera Annur|Mystera Annur]] to improve their fireballs, thus working around the physical resistance problem from a different direction.&lt;br /&gt;
&lt;br /&gt;
Naturally, you will want to avoid worshiping [[Alpha:Dracul|Dracul]] entirely, as he dislikes the killing of undead monsters (and all monsters in this dungeon are undead). The [[Alpha:Glowing Guardian|Glowing Guardian]], on the other hand, approves the destruction of the undead, and may prove useful for character who do not wish to worship the strictly melee/spell gods mentioned above.&lt;br /&gt;
&lt;br /&gt;
The [[Alpha:Paladin|Paladin]] benefits from a unique strategy for boss fights. Because killing undead restores the Paladin 50% of its health, and given that [[Alpha:Zombie|Zombies]], [[Alpha:Wraith|Wraiths]] and [[Alpha:Vampire|Vampires]] are all undead, you can alternate between striking a boss and killing a low level monster to get 50% health back, without having to rely on potions or more exploration.&lt;br /&gt;
&lt;br /&gt;
Finally, if your shops have been upgraded sufficiently you may want to look for the Fire Heart [[Alpha:Items|item]], which restores 10 health after killing any of the monsters in this dungeon. This is a terrific item for any character.&lt;br /&gt;
&lt;br /&gt;
== Rewards ==&lt;br /&gt;
&lt;br /&gt;
Upon clearing the Crypt with the [[Alpha:Assassin|Assassin]] the special [[Alpha:Vampire|Vampire]] class will be available. Any other class that clears the Crypt unlocks the [[Alpha:Races|Goblin]] race.&lt;br /&gt;
&lt;br /&gt;
Each time this dungeon is cleared by a new class the hero's gold capacity will permanently increase by 5 gold. As there are 18 classes this stands to increase the gold capacity from 70 to 160.&lt;br /&gt;
&lt;br /&gt;
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&lt;br /&gt;
{{DDNav}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Alpha Dungeons]]&lt;/div&gt;</summary>
		<author><name>The Cakemeister</name></author>	</entry>

	<entry>
		<id>http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Alpha:Snake_Pit&amp;diff=13080</id>
		<title>Alpha:Snake Pit</title>
		<link rel="alternate" type="text/html" href="http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Alpha:Snake_Pit&amp;diff=13080"/>
				<updated>2012-06-26T08:31:11Z</updated>
		
		<summary type="html">&lt;p&gt;The Cakemeister: &amp;quot;Alphaizing&amp;quot; the links&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Snakepit Explored.png|right|thumb|350px|''A fully explored Snake Pit dungeon (using the default [[tileset]])'']]&lt;br /&gt;
&lt;br /&gt;
The '''Snake Pit''' is a side dungeon in [[Desktop Dungeons]] and, as the name suggests, is composed of serpent based [[Alpha:Monsters|creatures]]. It is initially locked at start but becomes available after completing the normal dungeon with any [[Alpha:Classes|class]].&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
The dungeon is composed of [[Alpha:Serpent|Serpents]], [[Alpha:Gorgon|Gorgons]], and [[Alpha:Naga|Nagas]] (the only dungeon this monster is found in). Like other challenge dungeons it contains two bosses instead of one, these are [[Alpha:Serpent#Boss Info|Jormungandr]] and [[Alpha:Gorgon#Boss Info|Medusa]].&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
&lt;br /&gt;
The Snake Pit is the first Challenge Dungeon to be unlocked, but is not necessarily the easiest right away. Some characters will find it easier to defeat other dungeons. However, as you improve the quality of the [[Alpha:Items|shops]], the Snake Pit will become remarkably easier for all characters.&lt;br /&gt;
&lt;br /&gt;
The Snake Pit contains three types of monsters with unique properties. The Serpent gives poison, the Gorgon makes a first-strike death-gaze attack, and the Naga will weaken your character (permanent reduction of attack strength). Since these abilities only activate when attacking these monsters in hand-to-hand combat, spellcasters who rely heavily on [[Alpha:BURNDAYRAZ|BURNDAYRAZ]] will find this dungeon significantly easier. Targeting high-level Gorgons is your top-priority, as they have very low overall health and can be brought down with minimal use of mana.&lt;br /&gt;
&lt;br /&gt;
As with [[Alpha:Wraith|Wraiths]] in the [[Alpha:Crypt|Crypt]] challenge, the Serpents will create a problem for melee-oriented characters, and are best engaged when the experience gain from killing them would cause a level-up. Otherwise, they are best avoided, especially since Gorgons generally make better targets anyway. Nagas are probably the least lucrative of all targets in all challenge dungeons, since the effect of their attack is permanent (it persists for the remainder of the dungeon!). Heavy spellcasters, or characters who can first-strike a naga in one hit, might be more inclined to take them on.&lt;br /&gt;
&lt;br /&gt;
As mentioned earlier, this dungeon becomes much easier when higher-level shops (and extra shops) are unlocked by repeatedly completing the normal dungeon and the [[Alpha:Library|Library]] and [[Alpha:Factory|Factory]] challenges with different classes. This is due to two extremely helpful items, the Viper Ward and Stone Sigil, which grant immunity from Poison and Death-Gaze respectively. Fortunately these items are not very high-level, with the Viper Ward having an item-level of 7 (complete the normal dungeon with two characters) and the Stone Sigil having an item-level of 16. The first item will enable all melee characters to engage Serpents without leveling up. The second item renders the Gorgons practically useless in melee combat, enabling even weaker characters to take on the high-level ones without fear. This is almost essential for one specific character type, the [[Alpha:Monk|Monk]], or any other character that relies on prolonged melee combat.&lt;br /&gt;
&lt;br /&gt;
Other methods of evening the odds include increasing your attack damage, first-strike, or healing properties. These will ensure that your enemies' attacks do not get the chance to kill you. Coupling first-strike with high damage may allow you to engage Nagas effectively, although in general none but the spellcasters will want to get close to the Nagas at all until such time that they are required to set up midfight level-ups.&lt;br /&gt;
&lt;br /&gt;
The bosses here present another interesting challenge, especially the Medusa. She will kill any character who engages her in melee combat with less than 100% health. Again, it makes spellcasters much more suitable for defeating this dungeon, especially if they can heal. Poisoning Medusa works well too. Jormungandr is less troublesome per-se, because you're unlikely to want to regenerate while or even after fighting him (he's best taken on second anyway). If you rely on regeneration, for instance thanks to [[Alpha:APHEELSIK|APHEELSIK]] ([[Alpha:Assassin|Assassin]] or otherwise), make sure you're carrying plenty of health-potions or the Viper Ward. Still, your main challenge will be to take out Medusa.&lt;br /&gt;
&lt;br /&gt;
There are no gods with particular aptitude in this dungeon, with the possible exception of [[Alpha:Tikki Tooki|Tikki Tooki's]] boons ([[Alpha:Tikki Tooki#Dodging|Dodge]] and [[Alpha:Tikki Tooki#First Strike|First Strike]]). However as mentioned earlier it will indeed become easier if you lean more toward spell-casting, as all monsters here rely on their melee combat abilities. [[Alpha:HALPMEH|HALPMEH]] is probably the most useful glyph you can find in this dungeon (assuming it is unlocked, or you are a [[Alpha:Paladin|Paladin]]), as it will clear up poison (making Serpents valid targets all the time) and return health to 100% when fighting Medusa. [[Alpha:Glyphs#GETINDARE|GETINDARE]] or natural first-strike abilities will also make this dungeon much easier, including those attained from shop items. And once again, the Viper Ward and Stone Sigil are indeed the most useful items you can acquire at a shop in the Snake Pit.&lt;br /&gt;
&lt;br /&gt;
== Rewards ==&lt;br /&gt;
&lt;br /&gt;
Successfully clearing the Snake Pit with either any character will unlock the [[Alpha:Transmuter|Transmuter]] class. Furthermore, clearing the dungeon with the [[Alpha:Monk|Monk]] class will unlock the [[Alpha:Gorgon(race)|Gorgon]] as a playable class.&lt;br /&gt;
&lt;br /&gt;
In addition to class unlocks, for every 2 classes that complete this dungeon an extra pile of gold will be spawned in the dungeons. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{DDNav}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Alpha Dungeons]]&lt;/div&gt;</summary>
		<author><name>The Cakemeister</name></author>	</entry>

	<entry>
		<id>http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Alpha:Normal&amp;diff=13079</id>
		<title>Alpha:Normal</title>
		<link rel="alternate" type="text/html" href="http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Alpha:Normal&amp;diff=13079"/>
				<updated>2012-06-26T08:26:40Z</updated>
		
		<summary type="html">&lt;p&gt;The Cakemeister: &amp;quot;Alphaizing&amp;quot; the links&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!-- Need to upload an explored normal dungeon image.&lt;br /&gt;
[[file:Normal_Explored.png|right|thumb|350px|''A fully explored Normal dungeon (using the default [[tileset]])'']]&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Normal''' is the main dungeon in [[Desktop Dungeons]]. Every [[Alpha:Monsters|monster]] will spawn here with the exception of a few dungeon specific creatures (Naga, Vampires, etc). It is the only dungeon available at the start (not including the tutorial).&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
Any monster will spawn here except those which are unique to the side dungeons and those which are still [[Alpha:Normal#Monsters|locked]] (initially only the following 4 monster types will spawn: [[Alpha:Goblin|Goblins]], [[Alpha:Zombie|Zombies]], [[Alpha:Meat man|Meat men]], and [[Alpha:Warlock|Warlocks]]). The total number spawned per class are as follows:&lt;br /&gt;
&lt;br /&gt;
{|border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;4&amp;quot; style=&amp;quot;border-collapse: collapse&amp;quot; class&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;background-color: #EEEEEE&amp;quot;|Monster Level&lt;br /&gt;
|1&lt;br /&gt;
|2&lt;br /&gt;
|3&lt;br /&gt;
|4&lt;br /&gt;
|5&lt;br /&gt;
|6&lt;br /&gt;
|7&lt;br /&gt;
|8&lt;br /&gt;
|9&lt;br /&gt;
|10&lt;br /&gt;
|'''Total'''&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;background-color: #EEEEEE&amp;quot; width=&amp;quot;150&amp;quot;|Number spawned&lt;br /&gt;
|x10&lt;br /&gt;
|x5&lt;br /&gt;
|x4&lt;br /&gt;
|x4&lt;br /&gt;
|x4&lt;br /&gt;
|x3&lt;br /&gt;
|x3&lt;br /&gt;
|x3&lt;br /&gt;
|x2&lt;br /&gt;
|x1&lt;br /&gt;
|'''39'''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
As shown above only one boss will spawn here, and will be a stronger variant of the normal creep with higher damage, health, and sometimes enhanced abilities (e.g., higher physical resist). &lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
&lt;br /&gt;
''You may wish to review each classes specific strategy for this dungeon:''&lt;br /&gt;
{|border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;4&amp;quot; style=&amp;quot;border-collapse: collapse&amp;quot;&lt;br /&gt;
|- width=&amp;quot;100&amp;quot;&lt;br /&gt;
|[[Alpha:Fighter#General Strategy|Fighter]]&lt;br /&gt;
|[[Alpha:Thief#General Strategy|Thief]]&lt;br /&gt;
|[[Alpha:Priest#General Strategy|Priest]]&lt;br /&gt;
|[[Alpha:Wizard#General Strategy|Wizard]]&lt;br /&gt;
|[[Alpha:Berserker#General Strategy|Berserker]]&lt;br /&gt;
|[[Alpha:Rogue#General Strategy|Rogue]]&lt;br /&gt;
|[[Alpha:Monk#General Strategy|Monk]]&lt;br /&gt;
|[[Alpha:Sorcerer#General Strategy|Sorcerer]]&lt;br /&gt;
|[[Alpha:Warlord#General Strategy|Warlord]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Alpha:Assassin#General Strategy|Assassin]]&lt;br /&gt;
|[[Alpha:Paladin#General Strategy|Paladin]]&lt;br /&gt;
|[[Alpha:Bloodmage#General Strategy|Bloodmage]]&lt;br /&gt;
|[[Alpha:Transmuter#General Strategy|Transmuter]]&lt;br /&gt;
|[[Alpha:Crusader#General Strategy|Crusader]]&lt;br /&gt;
|[[Alpha:Tinker#General Strategy|Tinker]]&lt;br /&gt;
|[[Alpha:Gorgon(race)#General Strategy|Gorgon]]&lt;br /&gt;
|[[Alpha:Half-dragon#General Strategy|Half-dragon]]&lt;br /&gt;
|[[Alpha:Vampire(race)#General Strategy|Vampire]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Rewards ==&lt;br /&gt;
&lt;br /&gt;
The Normal dungeon is the primary means for unlocking more features, the majority of classes and all side dungeons will be unlocked here. Note that when mentioning a reward for completion it means more specifically that the boss of the dungeon was slain, not that every monster was killed.&lt;br /&gt;
&lt;br /&gt;
=== Dungeons ===&lt;br /&gt;
&lt;br /&gt;
All 4 side [[Alpha:Dungeon|dungeons]] are unlocked by completing the Normal dungeon with certain criteria:&lt;br /&gt;
&lt;br /&gt;
{|border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;4&amp;quot; style=&amp;quot;border-collapse: collapse&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;background-color: #EEEEEE&amp;quot;|Dungeon&lt;br /&gt;
!style=&amp;quot;background-color: #EEEEEE&amp;quot;|Requirement&lt;br /&gt;
|-&lt;br /&gt;
|[[Alpha:Snake Pit|Snake Pit]]&lt;br /&gt;
|Complete Normal with '''any''' Tier 1 class&lt;br /&gt;
|-&lt;br /&gt;
|[[Alpha:Library|Library]]&lt;br /&gt;
|Complete Normal with '''all''' Tier 1 classes&lt;br /&gt;
|-&lt;br /&gt;
|[[Alpha:Crypt|Crypt]]&lt;br /&gt;
|Complete Normal with '''all''' Tier 2 classes&lt;br /&gt;
|-&lt;br /&gt;
|[[Alpha:Factory|Factory]]&lt;br /&gt;
|Complete Normal with '''all''' Tier 3 classes&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Classes ===&lt;br /&gt;
&lt;br /&gt;
Completing the dungeon with a Tier 1 class will unlock its Tier 2 class. This continues up to Tier 3 at which point a completion will unlock that classes unique [[Alpha:Glyphs|glyph]] to be available for every other class on subsequent play-throughs (a [[Alpha:Warlord|Warlord]] will unlock the [[Alpha:CYDSTEPP|CYDSTEPP]] glyph).&lt;br /&gt;
&lt;br /&gt;
=== Monsters ===&lt;br /&gt;
&lt;br /&gt;
As mentioned above the Normal dungeon contains 4 starting monsters. Each Tier 1 and Tier 2 class will unlock another [[monsters|monster]] upon clearing a Normal dungeon, leading to 12 possible monster types in the dungeon once all are unlocked. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{DDNav}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Alpha Dungeons]]&lt;/div&gt;</summary>
		<author><name>The Cakemeister</name></author>	</entry>

	<entry>
		<id>http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Alpha:Zombie&amp;diff=13078</id>
		<title>Alpha:Zombie</title>
		<link rel="alternate" type="text/html" href="http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Alpha:Zombie&amp;diff=13078"/>
				<updated>2012-06-26T08:21:42Z</updated>
		
		<summary type="html">&lt;p&gt;The Cakemeister: &amp;quot;Alphaizing&amp;quot; the links&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{DDMonster&lt;br /&gt;
|title=Zombie&lt;br /&gt;
|image=[[File:Alpha Zombie.png|50px]]&lt;br /&gt;
|attack=100%&lt;br /&gt;
|health=150%&lt;br /&gt;
|abilities=Undead&lt;br /&gt;
|unlock=&lt;br /&gt;
|notes=None&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The '''Zombie''' is one of the [[Alpha:Monsters|monsters]] that roams the Desktop Dungeons. It is one of the four default monsters available at the start, and has fairly high health. The boss version of the zombie is '''Frank the zombie'''. Zombies are also found in the '''Crypt''' side dungeon.&lt;br /&gt;
&lt;br /&gt;
== Statistics ==&lt;br /&gt;
*Health: 150%&lt;br /&gt;
*Damage: 100%&lt;br /&gt;
*Undead&lt;br /&gt;
&lt;br /&gt;
== Strategies ==&lt;br /&gt;
Zombies should basically be handled as moderate [[Alpha:Meat man|Meat men]]: fight them in close combat normally, but keep in mind that they both do and take more damage than Meat men, so one way or the other, the fight with a zombie will be over quickly. Unlike meat men, zombies are undead, meaning that priests can fight them early to gain levels faster, and paladins can use them to heal up, so if you're playing one of these classes, it's important to manage zombies as a resource.&lt;br /&gt;
&lt;br /&gt;
== Boss info ==&lt;br /&gt;
{{DDBoss&lt;br /&gt;
|boss=Frank the zombie&lt;br /&gt;
|quote=Frank doesn't care much for your attitude, chum.&lt;br /&gt;
|bossimage=[[File:FrankTheZombieLarger.png|50px]]&lt;br /&gt;
|bossattack=75&lt;br /&gt;
|bosshealth=636&lt;br /&gt;
|bossabilities=Undead&lt;br /&gt;
}}''&amp;quot;Hi. You have something Frank want. Don't worry, Frank good at prying open skull. Frank be kind and eat you quickly.&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
Like with regular zombies, Frank the zombie has high health even among bosses, with a total of 636 health being just behind Super Meat Man as the second-highest HP total in the game. Frank takes this a step further by being undead, preventing [[Alpha:APHEELSIK|APHEELSIK]] tactics. The safest way to handle Frank is to fight directly, using your magic not to use [[Alpha:BURNDAYRAZ|BURNDAYRAZ]] thanks to his high health, but to keep yourself alive, usually through means like the [[Alpha:CYDSTEPP|CYDSTEPP]] or [[Alpha:HALPMEH|HALPMEH]] [[Alpha:Glyphs|glyphs]]. Frank does an average amount of damage for a boss, so if your character could survive toe-to-toe with any other boss, they'll stand a fairly good chance against Frank.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{DDNav}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Alpha Monsters]]&lt;/div&gt;</summary>
		<author><name>The Cakemeister</name></author>	</entry>

	<entry>
		<id>http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Alpha:Wraith&amp;diff=13077</id>
		<title>Alpha:Wraith</title>
		<link rel="alternate" type="text/html" href="http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Alpha:Wraith&amp;diff=13077"/>
				<updated>2012-06-26T08:19:46Z</updated>
		
		<summary type="html">&lt;p&gt;The Cakemeister: &amp;quot;Alphaizing&amp;quot; the links&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{DDMonster&lt;br /&gt;
|title= Wraith&lt;br /&gt;
|image=[[File:Alpha_Wraith.png|50px]]&lt;br /&gt;
|attack=100%&lt;br /&gt;
|health=75%&lt;br /&gt;
|abilities=Undead, Magical attack, Mana burn, Physical resist 30%&lt;br /&gt;
|unlock=Complete Normal dungeon as a [[Alpha:Fighter|Fighter]]&lt;br /&gt;
|notes=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The '''Wraith''' is one of the [[Alpha:Monsters|monsters]] that roams the Desktop Dungeons. It is unlocked by clearing the game as a [[Alpha:Fighter|Fighter]], and resists physical attacks while inflicting mana burn. The boss version of the wraith is '''The Tormented One'''. Wraiths are also found in the '''Crypt''' side dungeon.&lt;br /&gt;
&lt;br /&gt;
== Statistics ==&lt;br /&gt;
*Health: 75%&lt;br /&gt;
*Damage: 100%&lt;br /&gt;
*Causes mana burn&lt;br /&gt;
*Physical resist 30%&lt;br /&gt;
*Magical attack&lt;br /&gt;
*Undead&lt;br /&gt;
&lt;br /&gt;
== Strategies ==&lt;br /&gt;
Wraiths are interesting in that they pose little threat for players who focus heavily on either physical attacks or magic, but are fairly annoying for players that try using both. Despite their physical resistance, they have so little health that characters with solid physical attacks can put them down without issue, although the mana burn might become a problem. Magic using characters can just [[Alpha:BURNDAYRAZ|BURNDAYRAZ]] and never have to worry about mana burn. However, unless you're close to leveling up, if you fight most monsters by switching between magic and normal attacks, you'll be in for trouble.&lt;br /&gt;
&lt;br /&gt;
== Boss info ==&lt;br /&gt;
{{DDBoss&lt;br /&gt;
|boss=Tormented One&lt;br /&gt;
|quote=Vengeful soul of previous dungeon explorer.&lt;br /&gt;
|bossimage=[[File:TormentedOneLarger.png|50px]]&lt;br /&gt;
|bossattack=75&lt;br /&gt;
|bosshealth=238&lt;br /&gt;
|bossabilities=Undead, Magical attack, Mana burn, Physical Resist 60%&lt;br /&gt;
}}''&amp;quot;Look at you, ungrateful one. You have life and blood and colour. You wish to master the dungeon where others have perished? I shall drag you to the grave and make you suffer as I do.&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
The Tormented One has all the same traits as you'd expect of a level 10 wraith, but its physical resistance is up to 60%, making head-on combat the last thing you should do when fighting. To make matters worse, you cannot use [[Alpha:APHEELSIK|APHEELSIK]] on the Tormented One. The best strategy, considering its low health, is to spam BURNDAYRAZ constantly. Only once your mana resources are completely depleted this way should you attack the Tormented One in close combat.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{DDNav}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Alpha Monsters]]&lt;/div&gt;</summary>
		<author><name>The Cakemeister</name></author>	</entry>

	<entry>
		<id>http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Alpha:Warlock&amp;diff=13076</id>
		<title>Alpha:Warlock</title>
		<link rel="alternate" type="text/html" href="http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Alpha:Warlock&amp;diff=13076"/>
				<updated>2012-06-26T08:18:19Z</updated>
		
		<summary type="html">&lt;p&gt;The Cakemeister: &amp;quot;Alphaizing&amp;quot; the links&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{DDMonster&lt;br /&gt;
|title=Warlock&lt;br /&gt;
|image=[[File:Alpha_Warlock.png|50px]]&lt;br /&gt;
|attack=135%&lt;br /&gt;
|health=100%&lt;br /&gt;
|abilities=Magical attack&lt;br /&gt;
|unlock=&lt;br /&gt;
|notes=None&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The '''Warlock''' is one of the [[Alpha:Monsters|monsters]] that roams the Desktop Dungeons. It is one of the four default monsters available at the start, and has a powerful magical attack. The boss version of the warlock is '''Aequitas''', a reference to an early Desktop Dungeons player. Warlocks are also found in the [[Alpha:Library|Library]] side dungeon.&lt;br /&gt;
&lt;br /&gt;
== Statistics ==&lt;br /&gt;
*Health: 100%&lt;br /&gt;
*Damage: 135%&lt;br /&gt;
*Magical attack&lt;br /&gt;
&lt;br /&gt;
== Strategies ==&lt;br /&gt;
Warlocks are the most damaging monster you will find outside of the factory, and some measure of magic resistance goes a long way against them. However, their defenses are average, so a strong offense before letting them attack you is an effective means of fighting them. If your attack power is high enough and you have a means of striking first, you can usually take down high-level warlocks relatively safely.&lt;br /&gt;
&lt;br /&gt;
== Boss info ==&lt;br /&gt;
{{DDBoss&lt;br /&gt;
|boss=Aequitas&lt;br /&gt;
|quote=He has a cool beard.&lt;br /&gt;
|bossimage=[[File:AequitasLarger.png|50px]]&lt;br /&gt;
|bossattack=112&lt;br /&gt;
|bosshealth=318&lt;br /&gt;
|bossabilities=Magical attack&lt;br /&gt;
}}''&amp;quot;Typical. I take but a moment to relax in my chair by the fire and enjoy a session of beard stroking, and some boorish hero stumbles in uninvited. I would offer you a sherry, but good drink is wasted on the dead and your intrusion is quite frankly unforgivable. May your impending demise be a lesson to you.&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
Aequitas has the second-highest attack power in the game, capable of dropping most characters below level 9 in a single hit, so having a way to defeat Aequitas without getting hit is critical. Unlike [[Alpha:Goat#Boss info|Gharbad]], however, Aequitas is not magic resistant at all, so the usual tactics of softening bosses up, like [[Alpha:APHEELSIK|APHEELSIK]] and [[Alpha:BURNDAYRAZ|BURNDAYRAZ]], work as well as ever. [[Alpha:CYDSTEPP|CYDSTEPP]] is valuable as well, since Aequitas is very likely to kill you with a regular attack.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{DDNav}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Alpha Monsters]]&lt;/div&gt;</summary>
		<author><name>The Cakemeister</name></author>	</entry>

	<entry>
		<id>http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Alpha:Vampire&amp;diff=13075</id>
		<title>Alpha:Vampire</title>
		<link rel="alternate" type="text/html" href="http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Alpha:Vampire&amp;diff=13075"/>
				<updated>2012-06-26T08:16:58Z</updated>
		
		<summary type="html">&lt;p&gt;The Cakemeister: &amp;quot;Alphaizing&amp;quot; the links&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{DDMonster&lt;br /&gt;
|title=Vampire&lt;br /&gt;
|image=[[File:Alpha_Vampire.png|50px]]&lt;br /&gt;
|attack=100%&lt;br /&gt;
|health=100%&lt;br /&gt;
|abilities=Undead, Life steal (top 40% of hero health)&lt;br /&gt;
|unlock=Unlock the [[Alpha:Crypt|Crypt]] dungeon.&lt;br /&gt;
|notes=Only found in Crypt. The life steal occurs when the monster is revealed, not on attack.&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
''This is article about monster. [[Alpha:Vampire(race)|Here]] you can read about playable race.''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The '''Vampire''' is a rare [[Alpha:Monsters|monster]] found only in the [[Alpha:Crypt|Crypt]] side dungeon. They will steal the life from any adventurer that crosses their path.&lt;br /&gt;
&lt;br /&gt;
== Statistics ==&lt;br /&gt;
*Health: 100%&lt;br /&gt;
*Damage: 100%&lt;br /&gt;
*Steals the top 40% of your health upon being discovered&lt;br /&gt;
*Undead&lt;br /&gt;
&lt;br /&gt;
== Strategies ==&lt;br /&gt;
Vampires are an annoyance when exploring, since they will usually steal your much needed health and add it to their own. When exploring the crypt, it's best to travel only when wounded, to prevent Vampires from taking the lion's share of your health. If they do manage to steal some of your health, make sure you strike them to reduce their health if you can. Vampires will only regenerate up to their ''original'' health totals; they'll never regrow the health they initially stole from you. Chances are, you may not find what you're looking for in the next few moves so reducing their health is a good action. As far as fighting Vampires goes, they're only remarkable if they've taken a lot of your health, and even then, they're no more threatening than [[Alpha:Dragonspawn|Dragonspawn]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{DDNav}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Alpha Monsters]]&lt;/div&gt;</summary>
		<author><name>The Cakemeister</name></author>	</entry>

	<entry>
		<id>http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Alpha:Serpent&amp;diff=13073</id>
		<title>Alpha:Serpent</title>
		<link rel="alternate" type="text/html" href="http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Alpha:Serpent&amp;diff=13073"/>
				<updated>2012-06-26T08:15:03Z</updated>
		
		<summary type="html">&lt;p&gt;The Cakemeister: &amp;quot;Alphaizing&amp;quot; the links&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{DDMonster&lt;br /&gt;
|title=Serpent&lt;br /&gt;
|image=[[File:Alpha_Serpent.png|50px]]&lt;br /&gt;
|attack=100%&lt;br /&gt;
|health=100%&lt;br /&gt;
|abilities=Poison attack&lt;br /&gt;
|unlock=Complete Normal dungeon as a [[Alpha:Priest|Priest]]&lt;br /&gt;
|notes=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The '''Serpent''' is one of the [[Alpha:Monsters|monsters]] that roams the Desktop Dungeons. It is unlocked by clearing the game as a [[Alpha:Priest|Priest]], and can poison its enemies, preventing regeneration. The boss version of the serpent is '''Jormungandr'''. Serpents are also found in the [[Alpha:Snake Pit|Snake Pit]] side dungeon.&lt;br /&gt;
&lt;br /&gt;
== Statistics ==&lt;br /&gt;
*Health: 100%&lt;br /&gt;
*Damage: 100%&lt;br /&gt;
*Poisons you&lt;br /&gt;
&lt;br /&gt;
== Strategies ==&lt;br /&gt;
Serpents have only average statistics, and poison is healed upon gaining a level, making serpents a great target for lower-level players. However, serpents of equal level should be avoided unless you have the [[Alpha:HALPMEH|HALPMEH]] glyph to cure the poison from the fight. If you can't avoid being poisoned, you can use a health potion to cure the poison, or attempt to gain a level. If a class does not regenerate health normally, they can freely attack serpents without worry.&lt;br /&gt;
&lt;br /&gt;
== Boss info ==&lt;br /&gt;
{{DDBoss&lt;br /&gt;
|boss=Jormungandr&lt;br /&gt;
|quote=There's a bit of Norse mythology for ya&lt;br /&gt;
|bossimage=[[File:JormunganderLarger.png|50px]]&lt;br /&gt;
|bossattack=75&lt;br /&gt;
|bosshealth=318&lt;br /&gt;
|bossabilities=Poison attack&lt;br /&gt;
}}''&amp;quot;Hssssss... who dares disturb the world serpent?&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
Jormungandr doesn't have any remarkable traits to set him aside from the other bosses, and unless using [[Alpha:APHEELSIK|APHEELSIK]], the poison won't matter too much in the long run, so Jormungandr is one of the few bosses it's fairly safe to go toe-to-toe with. It's still as strong as your usual boss, so if you need to weaken it first, by all means do so, but don't bother attacking Jormungandr at melee until you're confident you can win without needing to regenerate.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{DDNav}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Alpha Monsters]]&lt;/div&gt;</summary>
		<author><name>The Cakemeister</name></author>	</entry>

	<entry>
		<id>http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Alpha:Naga&amp;diff=13072</id>
		<title>Alpha:Naga</title>
		<link rel="alternate" type="text/html" href="http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Alpha:Naga&amp;diff=13072"/>
				<updated>2012-06-26T08:14:19Z</updated>
		
		<summary type="html">&lt;p&gt;The Cakemeister: &amp;quot;Alphaizing&amp;quot; the links&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{DDMonster&lt;br /&gt;
|title=Naga&lt;br /&gt;
|image=[[File:Alpha_Naga.png|50px]]&lt;br /&gt;
|attack=100%&lt;br /&gt;
|health=100%&lt;br /&gt;
|abilities=Weaken attack&lt;br /&gt;
|unlock=Unlock the [[Alpha:Snake Pit|Snake Pit]] dungeon&lt;br /&gt;
|notes=Only found in Snake Pit&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
The '''Naga''' is a rare [[Alpha:Monsters|monster]] exclusive to the [[Alpha:Snake Pit|Snake Pit]] bonus dungeon. They can weaken their enemies, lessening the amount of damage they deal.&lt;br /&gt;
&lt;br /&gt;
== Statistics ==&lt;br /&gt;
*Health: 100%&lt;br /&gt;
*Damage: 100%&lt;br /&gt;
*Weakens their enemy upon hitting them&lt;br /&gt;
&lt;br /&gt;
== Strategies ==&lt;br /&gt;
Nagas are not dangerous on their own, but losing points of attack power is never a good idea, so it's best to play it safe and ensure that you kill them before they can hit you. First strike will prove very valuable, as will [[Alpha:BURNDAYRAZ|BURNDAYRAZ]]. If you have to choose between a fight with an equal level Naga and a higher leveled [[Alpha:Serpent|Serpent]], go with the Serpent unless you can take down the Naga without getting hit.&lt;br /&gt;
&lt;br /&gt;
The Naga deducts 1 point from your base damage every time it strikes you, regardless of your level (or the Naga's). If you lose all attack power and continue to attack then the weakening will deduct from your max health.&lt;br /&gt;
&lt;br /&gt;
{{DDNav}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Alpha Monsters]]&lt;/div&gt;</summary>
		<author><name>The Cakemeister</name></author>	</entry>

	<entry>
		<id>http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Alpha:Meat_man&amp;diff=13071</id>
		<title>Alpha:Meat man</title>
		<link rel="alternate" type="text/html" href="http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Alpha:Meat_man&amp;diff=13071"/>
				<updated>2012-06-26T08:12:41Z</updated>
		
		<summary type="html">&lt;p&gt;The Cakemeister: &amp;quot;Alphaizing&amp;quot; the links&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{DDMonster&lt;br /&gt;
|title=Meat man&lt;br /&gt;
|image=[[File:Alpha_MeatMan.png|50px]]&lt;br /&gt;
|attack=65%&lt;br /&gt;
|health=200%&lt;br /&gt;
|abilities=None&lt;br /&gt;
|unlock=&lt;br /&gt;
|notes=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The '''Meat man''' is one of the [[Alpha:Monsters|monsters]] that roams the Desktop Dungeons. It is one of the four default monsters available at the start, and features low attack power, but high defense. The boss version of the meat man is '''Super Meat Man''', a reference to the game Super Meat Boy and one of the tougher bosses in the game.&lt;br /&gt;
&lt;br /&gt;
== Statistics ==&lt;br /&gt;
*Health: 200%&lt;br /&gt;
*Damage: 65%&lt;br /&gt;
&lt;br /&gt;
== Strategies ==&lt;br /&gt;
Meat men have no incredible tricks to their strategy, serving mostly to absorb lots of hits. They deal pitiful amounts of damage, so your best bet is usually an outright slugfest to the end, especially if you have some kind of edge in physical combat. If your attack is stronger than theirs by a factor greater than their regeneration over yours, you can regenerate between hits and still get the edge on them. [[Alpha:BURNDAYRAZ|BURNDAYRAZ]] is not as effective as usual due to the high cost and low relative damage, and attacking higher level meat men is not recommended unless you're willing to expend some resources.&lt;br /&gt;
&lt;br /&gt;
== Boss info ==&lt;br /&gt;
{{DDBoss&lt;br /&gt;
|boss=Super Meat Man&lt;br /&gt;
|quote=Seriously, WTF?&lt;br /&gt;
|bossimage=[[File:SuperMeatManLarger.png|50px]]&lt;br /&gt;
|bossattack=48&lt;br /&gt;
|bosshealth=954&lt;br /&gt;
|bossabilities=None&lt;br /&gt;
}}''&amp;quot;Don't look at me like that. I'm totally not a violation of anyone's intellectual property.&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
Super Meat Man boasts the highest amount of health in the game, having a whopping 954 health to deplete. His meager 48 damage might seem underwhelming, but the big problem with Super Meat Man isn't about surviving big attacks, but killing him before your resources deplete completely. Any trick you can use to weaken him, particularly [[Alpha:APHEELSIK|APHEELSIK]], can and should be used against him. It's also feasible to fight him in melee combat due to his low damage, provided you have enough power to put enough of a dent in his health before having to heal.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{DDNav}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Alpha Monsters]]&lt;/div&gt;</summary>
		<author><name>The Cakemeister</name></author>	</entry>

	<entry>
		<id>http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Alpha:Imp&amp;diff=13070</id>
		<title>Alpha:Imp</title>
		<link rel="alternate" type="text/html" href="http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Alpha:Imp&amp;diff=13070"/>
				<updated>2012-06-26T08:11:10Z</updated>
		
		<summary type="html">&lt;p&gt;The Cakemeister: &amp;quot;Alphaizing&amp;quot; the links&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{DDMonster&lt;br /&gt;
|title=Imp&lt;br /&gt;
|image=[[File:Alpha_Imp.png|50px]]&lt;br /&gt;
|attack=100%&lt;br /&gt;
|health=80%&lt;br /&gt;
|abilities=Blinks&lt;br /&gt;
|unlock=Unlock the [[Alpha:Library|Library]] dungeon&lt;br /&gt;
|notes=Only found in Library&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
The '''Imp''' is a rare [[Alpha:Monsters|monster]] found only in the [[Alpha:Library|Library]] side dungeon. They are known from teleporting away from a fight whenever they are injured.&lt;br /&gt;
&lt;br /&gt;
== Statistics ==&lt;br /&gt;
*Health: 80%&lt;br /&gt;
*Damage: 100%&lt;br /&gt;
*Blinks to a random part of the dungeon after being hit&lt;br /&gt;
&lt;br /&gt;
== Strategies ==&lt;br /&gt;
Imps are an annoying, but not difficult, foe. Their low health means that a single solid attack will usually kill them before they can teleport away, but it also means that attacking them early for bonus XP is usually doomed to failure unless you are exceedingly lucky or the dungeon is mostly explored. A circle of light will emanate from their destination, even if that turns out to be an unexplored part of the library, so it is not hard to track where they went to.&lt;br /&gt;
&lt;br /&gt;
If you can detect it at its destination, such as with Instincts, a [[Alpha:Fighter|Fighter]] ability, the monster icon will have a lifebar until it returns to its maximum health.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{DDNav}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Alpha Monsters]]&lt;/div&gt;</summary>
		<author><name>The Cakemeister</name></author>	</entry>

	<entry>
		<id>http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Alpha:Gorgon&amp;diff=13069</id>
		<title>Alpha:Gorgon</title>
		<link rel="alternate" type="text/html" href="http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Alpha:Gorgon&amp;diff=13069"/>
				<updated>2012-06-26T08:09:46Z</updated>
		
		<summary type="html">&lt;p&gt;The Cakemeister: &amp;quot;Alphaizing&amp;quot; the links&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{DDMonster&lt;br /&gt;
|title=Gorgon&lt;br /&gt;
|image=[[File:Alpha_Gorgon.png|50px]]&lt;br /&gt;
|attack=100% 	&lt;br /&gt;
|health=70% 	&lt;br /&gt;
|abilities=First strike, Death gaze (Player health lower than 50%) &lt;br /&gt;
|unlock=Complete Normal dungeon as a [[Alpha:Thief|Thief]]	&lt;br /&gt;
|notes=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
''This is article about monster. [[Alpha:Gorgon(race)|Here]] you can read about playable race.''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The '''Gorgon''' is one of the [[Alpha:Monsters|monsters]] that roams the Desktop Dungeons. It is unlocked by clearing the game as a [[Alpha:Thief|Thief]], and has a gaze attack that can cause petrification. The boss version of the gorgon is '''Medusa''', which is generally considered one of the easier bosses. Gorgons are also found in the [[Alpha:Snake Pit|Snake Pit]] side dungeon.&lt;br /&gt;
&lt;br /&gt;
== Statistics ==&lt;br /&gt;
*Health: 70%&lt;br /&gt;
*Damage: 100%&lt;br /&gt;
*Gaze attacks that kills players with less than 50% health&lt;br /&gt;
*First strike&lt;br /&gt;
&lt;br /&gt;
== Strategies ==&lt;br /&gt;
Gorgons are perhaps the most popular target for attacking early for bonus XP. The first strike will ensure that players with low health get killed outright against them, but their health is the lowest in the game, so even rudimentary tactics can take down gorgons early. However, if wounded, it's best to avoid gorgons.&lt;br /&gt;
&lt;br /&gt;
== Boss info ==&lt;br /&gt;
{{DDBoss&lt;br /&gt;
|boss=Medusa&lt;br /&gt;
|quote=Undefeated staring contest champion.&lt;br /&gt;
|bossimage=[[File:MedusaLarger.png|50px]]&lt;br /&gt;
|bossattack=75&lt;br /&gt;
|bosshealth=190&lt;br /&gt;
|bossabilities=First strike, Death gaze (Player health lower than 100%) &lt;br /&gt;
}}''&amp;quot;Oh look, another hero to add to my collection! Strike a dramatic pose, my love. I absolutely ADORE the grandeur of it all.&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
Medusa's gaze attack will kill players with anything less than full health, but like other gorgons, her health is pitifully low, so if you have some way of keeping your health maxed out or preventing her from killing you, you can usually win. All of the usual tactics of weakening a boss ([[Alpha:APHEELSIK|APHEELSIK]], [[Alpha:BURNDAYRAZ|BURNDAYRAZ]], [[Alpha:CYDSTEPP|CYDSTEPP]]) see their effect magnified due to Medusa's low health. Getting Medusa as a boss is a stroke of luck that usually results in a win on that particular game.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{DDNav}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Alpha Monsters]]&lt;/div&gt;</summary>
		<author><name>The Cakemeister</name></author>	</entry>

	<entry>
		<id>http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Alpha:Goo_blob&amp;diff=13068</id>
		<title>Alpha:Goo blob</title>
		<link rel="alternate" type="text/html" href="http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Alpha:Goo_blob&amp;diff=13068"/>
				<updated>2012-06-26T08:07:54Z</updated>
		
		<summary type="html">&lt;p&gt;The Cakemeister: &amp;quot;Alphaizing&amp;quot; the links&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{DDMonster&lt;br /&gt;
|title=Goo blob&lt;br /&gt;
|image=[[File:Alpha_GooBlob.png|50px]]&lt;br /&gt;
|attack=100%&lt;br /&gt;
|health=100%&lt;br /&gt;
|abilities=Physical resist 50%&lt;br /&gt;
|unlock=Complete Normal dungeon as a [[Alpha:Berserker|Berserker]]&lt;br /&gt;
|notes=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The '''Goo blob''' is one of the [[Alpha:Monsters|monsters]] that roams the Desktop Dungeons. It is unlocked by clearing the game as a [[Alpha:Berserker|Berserker]], and has high physical resistance. The boss version of the goo blob is '''Tower of goo''', a reference to the game World of Goo.&lt;br /&gt;
&lt;br /&gt;
== Statistics ==&lt;br /&gt;
*Health: 100%&lt;br /&gt;
*Damage: 100%&lt;br /&gt;
*Physical resist 50%&lt;br /&gt;
&lt;br /&gt;
== Strategies ==&lt;br /&gt;
Goo blobs are a difficult foe for any physical fighter, since they'll negate a lot of the damage those characters deal while retaliating at full force themselves. Their health is average aside from the resistance, so magic users will find them relatively easy prey, and those that find [[Alpha:BURNDAYRAZ|BURNDAYRAZ]] early will have an easy time taking on goo blobs of a higher level.&lt;br /&gt;
&lt;br /&gt;
== Boss info ==&lt;br /&gt;
{{DDBoss&lt;br /&gt;
|boss=Tower of goo&lt;br /&gt;
|quote=Whee, it goes up so high!&lt;br /&gt;
|bossimage=[[File:TowerOfGooLarger.png|50px]]&lt;br /&gt;
|bossattack=75&lt;br /&gt;
|bosshealth=318&lt;br /&gt;
|bossabilities=Physical resist 75%&lt;br /&gt;
}}''&amp;quot;People think that goo blobs can't talk, but that's just because they never try to communicate! They just pick us up, squish us together and play games with our lives! Well, let's see how YOU like it!&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
The Tower of goo is one of the tougher bosses, since even after reducing its health as normal with spells, it can take quite a beating from physical attacks. The best chance of killing the tower of goo is to use [[Alpha:APHEELSIK|APHEELSIK]] and [[Alpha:BURNDAYRAZ|BURNDAYRAZ]] in concert, whittling its health down gradually with fireballs until the point where either further fireballs or regular combat can kill it. Taking it on normally with physical attacks is an exercise in futility.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{DDNav}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Alpha Monsters]]&lt;/div&gt;</summary>
		<author><name>The Cakemeister</name></author>	</entry>

	<entry>
		<id>http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Alpha:Golem&amp;diff=13067</id>
		<title>Alpha:Golem</title>
		<link rel="alternate" type="text/html" href="http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Alpha:Golem&amp;diff=13067"/>
				<updated>2012-06-26T08:05:45Z</updated>
		
		<summary type="html">&lt;p&gt;The Cakemeister: &amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{DDMonster&lt;br /&gt;
|title=Golem&lt;br /&gt;
|image=[[File:Alpha Golem.png|50px]]&lt;br /&gt;
|attack=100%&lt;br /&gt;
|health=100%&lt;br /&gt;
|abilities=Magic resist 50%&lt;br /&gt;
|unlock=Complete Normal dungeon as a [[Alpha:Sorcerer|Sorcerer]]&lt;br /&gt;
|notes=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The '''Golem''' is one of the [[Alpha:Monsters|monsters]] that roams the Desktop Dungeons. It is unlocked by clearing the game as a [[Alpha:Sorcerer|Sorcerer]], and has high magic resistance. The boss version of the Golem is '''The Iron Man'''. Golems are also found in the [[Alpha:Factory|Factory]] side dungeon.&lt;br /&gt;
&lt;br /&gt;
== Statistics ==&lt;br /&gt;
*Health: 100%&lt;br /&gt;
*Damage: 100%&lt;br /&gt;
*Magic resist 50%&lt;br /&gt;
&lt;br /&gt;
== Strategies ==&lt;br /&gt;
Golems are, simply put, the worst threat for magic users. Halving the effectiveness of any spell that's cast on them means that [[Alpha:Wizard|Wizards]] in particular will have a tough time with them, and that players who rely on offensive glyphs for ideal combat will find themselves at a disadvantage as well. However, Golems are completely average aside from magic resistance, meaning that characters who only use [[Alpha:Glyphs|Glyphs]] on themselves (or who don't use magic at all) should have absolutely no trouble with Golems.&lt;br /&gt;
&lt;br /&gt;
== Boss info ==&lt;br /&gt;
{{DDBoss&lt;br /&gt;
|boss=The Iron Man&lt;br /&gt;
|quote=Bane of pretty much any magic user.&lt;br /&gt;
|bossimage=[[File:IronManLarger.png|50px]]&lt;br /&gt;
|bossattack=75&lt;br /&gt;
|bosshealth=318&lt;br /&gt;
|bossabilities=Magic resist 75%&lt;br /&gt;
}}''&amp;quot;Build... march... destroy... fist and hammer... strength and metal... all else will perish...&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
The Iron Man is the boss version of the Golem in every sense of the phrase: his magic resistance is high, but otherwise he is unremarkable compared to other bosses. Unfortunately, this will effectively shut down most boss-killing strategies, like [[Alpha:APHEELSIK|APHEELSIK]] and [[Alpha:BURNDAYRAZ|BURNDAYRAZ]]. However, that magic resistance does not apply to glyphs you use on yourself, so [[Alpha:HALPMEH|HALPMEH]], [[Alpha:CYDSTEPP|CYDSTEPP]], [[Alpha:BYSSEPS|BYSSEPS]], and [[Alpha:Glyphs#GETINDARE|GETINDARE]] all retain full effectiveness against the Iron Man.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{DDNav}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Alpha Monsters]]&lt;/div&gt;</summary>
		<author><name>The Cakemeister</name></author>	</entry>

	<entry>
		<id>http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Alpha:Goblin&amp;diff=13066</id>
		<title>Alpha:Goblin</title>
		<link rel="alternate" type="text/html" href="http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Alpha:Goblin&amp;diff=13066"/>
				<updated>2012-06-26T08:03:06Z</updated>
		
		<summary type="html">&lt;p&gt;The Cakemeister: &amp;quot;Alphaizing&amp;quot; the links&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{DDMonster&lt;br /&gt;
|title=Goblin&lt;br /&gt;
|image=[[File:Alpha Goblin.png|50px]]&lt;br /&gt;
|attack=120%&lt;br /&gt;
|health=100%&lt;br /&gt;
|abilities=First strike&lt;br /&gt;
|unlock=&lt;br /&gt;
|notes=None&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
''For the player race, see [[Alpha:Races|Races]].''&lt;br /&gt;
&lt;br /&gt;
The '''goblin''' is one of the [[Alpha:Monsters|monsters]] that roams the Desktop Dungeons. It is one of the four default monsters available at the start, and will always strike first in a fight. The boss version of the goblin is '''Lord Gobb'''.&lt;br /&gt;
&lt;br /&gt;
== Statistics ==&lt;br /&gt;
*Health: 100%&lt;br /&gt;
*Damage: 120%&lt;br /&gt;
*First strike&lt;br /&gt;
&lt;br /&gt;
== Strategies ==&lt;br /&gt;
Goblins are surprisingly dangerous for players new to the game. Their ability to strike first, combined with their decent damage, means that low defense characters, particularly rogues, will find them difficult prey. However, they have no special traits aside from this, so if you can survive their attacks, they're not too tough to battle.&lt;br /&gt;
&lt;br /&gt;
== Boss info ==&lt;br /&gt;
{{DDBoss&lt;br /&gt;
|boss=Lord Gobb&lt;br /&gt;
|quote=A LOT bigger than the average goblin...&lt;br /&gt;
|bossimage=[[File:LordGobbLarger.png|50px]]&lt;br /&gt;
|bossattack=90&lt;br /&gt;
|bosshealth=318&lt;br /&gt;
|bossabilities=First strike, Physical resist 20%, Magic resist 20%&lt;br /&gt;
}}''&amp;quot;You weak, pathetic, flimsy meat sack! I'll cleave your head open, crush your eyeballs into jelly and tear your skin off! I'll boil your blood, crush your insides and then drink it all out of your cracked and rotting skull! I'll stomp my boot upon your forsaken corpse, until your wretched soul starts screaming in the afterlife! You shall die a thousand times over for crossing me, and not even the gods shall dare cross my path until I am done making your existence so miserable and so ridden with the nails in my club that history itself begs to forget you!&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
Lord Gobb, in addition to the high attack power and first strikes usually attributed to goblins, comes packing slight amounts of both physical and magic resistance (20% each). As such, if you want to take him down, your best bet is to try to weaken him as much as possible before getting into a fight. The magic resistance, while annoying, won't really prevent [[Alpha:APHEELSIK|APHEELSIK]] from taking root. Since he strikes first, you can't rely on [[Alpha:Glyphs#GETINDARE|GETINDARE]] or other methods of first strike against him, although you can survive his attacks using [[Alpha:CYDSTEPP|CYDSTEPP]] as usual.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{DDNav}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Alpha Monsters]]&lt;/div&gt;</summary>
		<author><name>The Cakemeister</name></author>	</entry>

	<entry>
		<id>http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Alpha:Goat&amp;diff=13065</id>
		<title>Alpha:Goat</title>
		<link rel="alternate" type="text/html" href="http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Alpha:Goat&amp;diff=13065"/>
				<updated>2012-06-26T08:01:59Z</updated>
		
		<summary type="html">&lt;p&gt;The Cakemeister: &amp;quot;Alphaizing&amp;quot; the links&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:PotionGoat.jpg|center]]&lt;br /&gt;
&lt;br /&gt;
{{DDMonster&lt;br /&gt;
|title=Goat&lt;br /&gt;
|image=[[File:Alpha Goat.png|50px]]&lt;br /&gt;
|attack=100%&lt;br /&gt;
|health=75%&lt;br /&gt;
|abilities=Magical resist 25%&lt;br /&gt;
|unlock=Complete Normal dungeon as Wizard&lt;br /&gt;
|notes=&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The '''Goat''' is one of the [[Alpha:Monsters|monsters]] that roams the Desktop Dungeons. It is unlocked by clearing the game as a [[Alpha:Wizard|Wizard]], and is generally considered one of the weaker, if more memorable, monsters in the game. The boss version of the goat is '''Gharbad the- whoah!''', a reference to a demon NPC in Diablo and one of the tougher bosses in the game.&lt;br /&gt;
&lt;br /&gt;
== Statistics ==&lt;br /&gt;
*Health: 75%&lt;br /&gt;
*Damage: 100%&lt;br /&gt;
*Magic resist 25%&lt;br /&gt;
&lt;br /&gt;
== Strategies ==&lt;br /&gt;
Against regular goats, the best strategy is almost always to just attack them normally, since their low health means they won't put up much of a fight. The magic resistance is annoying, especially under [[Alpha:Mystera Annur|Mystera Annur]], but it's also low enough that this only makes goats a slight threat as opposed to a game-stopping one.&lt;br /&gt;
&lt;br /&gt;
== Boss info ==&lt;br /&gt;
{{DDBoss&lt;br /&gt;
|boss=Gharbad the- Whoa!&lt;br /&gt;
|quote=Don't get hit.&lt;br /&gt;
|bossimage=[[File:GharbadTheWhoahLarger.png|50px]]&lt;br /&gt;
|bossattack=225&lt;br /&gt;
|bosshealth=159&lt;br /&gt;
|bossabilities=Magic resist 60%&lt;br /&gt;
}}''&amp;quot;Hero! Gharbad no longer be pushed around by you! Gharbad not weak! Gharbad make weapon to hurt you and everyone else who hurt Gharbad and Gharbad friends! Gharbad hurt you very hard! Gharbad live, you die!&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
Gharbad is most notable because it is the single most damaging creature in the game, with an attack power of 225. Unless you're playing a very lucky dwarf [[Alpha:Monk|Monk]], attacking Gharbad without some way of avoiding his attack is suicidal. There's a few ways to beat Gharbad, however. The most reliable way is the [[Alpha:CYDSTEPP|CYDSTEPP]] glyph, as it will let you survive a single attack by Gharbad. [[Alpha:BURNDAYRAZ|BURNDAYRAZ]] isn't as effective as usual, due to Gharbad's increased (60%) magic resistance, but it is an acceptable alternative if no other options are available. If you can kill Gharbad in a single melee attack, some means of first strike is invaluable. [[Alpha:APHEELSIK|APHEELSIK]] is not as effective as usual due to Gharbad's magic resistance, but if you've got no other options, you may as well try. If all else fails, pray to [[Alpha:Tikki Tooki|Tikki Tooki]] that you can dodge his first attack and kill him with your second.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{DDNav}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Alpha Monsters]]&lt;/div&gt;</summary>
		<author><name>The Cakemeister</name></author>	</entry>

	<entry>
		<id>http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Alpha:Dragonspawn&amp;diff=13064</id>
		<title>Alpha:Dragonspawn</title>
		<link rel="alternate" type="text/html" href="http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Alpha:Dragonspawn&amp;diff=13064"/>
				<updated>2012-06-26T07:57:53Z</updated>
		
		<summary type="html">&lt;p&gt;The Cakemeister: &amp;quot;Alphaizing&amp;quot; the links&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{DDMonster&lt;br /&gt;
|title=Dragonspawn&lt;br /&gt;
|image=[[File:Alpha_Dragonspawn.png|50px]]&lt;br /&gt;
|attack=100%&lt;br /&gt;
|health=125%&lt;br /&gt;
|abilities=Magical attack&lt;br /&gt;
|unlock=Complete normal dungeon as a Monk&lt;br /&gt;
|notes=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The '''Dragonspawn''' is one of the [[Alpha:Monsters|monsters]] that roams the Desktop Dungeons. It is unlocked by clearing the game as a [[Alpha:Monk|Monk]], and has both decent health and a magical attack. The boss version of the Dragonspawn is '''The Matron of Flame'''. Dragonspawn are also found in the [[Alpha:Library|Library]] side dungeon. &lt;br /&gt;
&lt;br /&gt;
== Statistics ==&lt;br /&gt;
*Health: 125%&lt;br /&gt;
*Damage: 100%&lt;br /&gt;
*Magical attack&lt;br /&gt;
&lt;br /&gt;
== Strategies ==&lt;br /&gt;
For most characters, Dragonspawn can be handled in much the same way as [[Alpha:Zombie|Zombies]], although they have less health and can be poisoned. [[Alpha:Berserker|Berserkers]], in particular, will have very little trouble against Dragonspawn. The magical nature of their attack means that physical resistance will have no effect, but since they do normal amounts of damage, this isn't a big deal.&lt;br /&gt;
&lt;br /&gt;
== Boss info ==&lt;br /&gt;
{{DDBoss&lt;br /&gt;
|boss=Matron of Flame&lt;br /&gt;
|quote=Queen dragon: hates heroes.&lt;br /&gt;
|bossimage=[[File:MatronOfFlameLarger.png|50px]]&lt;br /&gt;
|bossattack=75&lt;br /&gt;
|bosshealth=477&lt;br /&gt;
|bossabilities=Magical attack&lt;br /&gt;
}}''&amp;quot;You've invaded my home, stolen my treasures and slain my children! Prepare to answer for your crimes, proud hero! You'll not stand so tall after I condemn you to the flames!&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
The Matron of Flame has the third-highest health out of all the bosses at 477, meaning that you need to be prepared to deal a lot of damage to take her down. As with regular Dragonspawn, Berserkers have the best odds of defeating the Matron. The Matron of Flame has no other special traits, so most of the usual tactics of softening up bosses, like [[Alpha:APHEELSIK|APHEELSIK]], [[Alpha:BURNDAYRAZ|BURNDAYRAZ]], and such, will work on the Matron without many problems.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{DDNav}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Alpha Monsters]]&lt;/div&gt;</summary>
		<author><name>The Cakemeister</name></author>	</entry>

	<entry>
		<id>http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Alpha:Bandit&amp;diff=13063</id>
		<title>Alpha:Bandit</title>
		<link rel="alternate" type="text/html" href="http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Alpha:Bandit&amp;diff=13063"/>
				<updated>2012-06-26T07:55:44Z</updated>
		
		<summary type="html">&lt;p&gt;The Cakemeister: &amp;quot;Alphaizing&amp;quot; the links&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{DDMonster&lt;br /&gt;
|title=Bandit&lt;br /&gt;
|image=[[File:Alpha_Bandit.png|50px]]&lt;br /&gt;
|attack=70%&lt;br /&gt;
|health=80%&lt;br /&gt;
|abilities=Poison attack, Mana burn&lt;br /&gt;
|unlock=Complete Normal dungeon as a Rogue&lt;br /&gt;
|notes=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The '''bandit''' is one of the [[Alpha:Monsters|monsters]] that roams the Desktop Dungeons. It is unlocked by clearing the game as a [[Alpha:Rogue|Rogue]], and is notable for inflicting both poison and mana burn with its attack. The boss version of the bandit is '''Nine-Toes''', a reference to a boss in the Borderlands video game.&lt;br /&gt;
&lt;br /&gt;
== Statistics ==&lt;br /&gt;
*Health: 80%&lt;br /&gt;
*Damage: 70%&lt;br /&gt;
*Poisons you&lt;br /&gt;
*Inflicts mana burn&lt;br /&gt;
&lt;br /&gt;
== Strategies ==&lt;br /&gt;
The bandit isn't a threat by itself, but it causes both regeneration-halting status effects with its attack, so attacking one without being able to kill it before it hits you is a bad idea unless you'll level up immediately afterwards. The low health of bandits makes them good targets for attacking early for bonus XP, especially since you are fully healed upon leveling up, negating both nasty status effects.&lt;br /&gt;
&lt;br /&gt;
== Boss info ==&lt;br /&gt;
{{DDBoss&lt;br /&gt;
|boss=Nine Toes&lt;br /&gt;
|quote=You just woke up the wrong dog!&lt;br /&gt;
|bossimage=[[File:NineToesLarger.png|50px]]&lt;br /&gt;
|bossattack=52&lt;br /&gt;
|bosshealth=238&lt;br /&gt;
|bossabilities=First strike, Poison attack, Mana burn&lt;br /&gt;
}}''&amp;quot;HA HA HA! Oh man, you have no idea what you've just stepped into, buddy! Try not to squirm too much while I kill you!&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
Nine-Toes is barely more powerful than a level 9 bandit, having the second lowest attack power of the bosses (at 52) and only 238 health. However, he does have first strike as well, meaning that if you're going to fight him in melee, you can't rely on [[Alpha:APHEELSIK|APHEELSIK]] unless you're willing to spend a health potion. The low health makes him a prime candidate for softening up with [[Alpha:BURNDAYRAZ|BURNDAYRAZ]] as well.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{DDNav}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Alpha Monsters]]&lt;/div&gt;</summary>
		<author><name>The Cakemeister</name></author>	</entry>

	<entry>
		<id>http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Alpha:Animated_Armour&amp;diff=13062</id>
		<title>Alpha:Animated Armour</title>
		<link rel="alternate" type="text/html" href="http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Alpha:Animated_Armour&amp;diff=13062"/>
				<updated>2012-06-26T07:54:28Z</updated>
		
		<summary type="html">&lt;p&gt;The Cakemeister: &amp;quot;Alphaizing&amp;quot; the links&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{DDMonster&lt;br /&gt;
|title=Animated Armour&lt;br /&gt;
|image=[[File:Alpha AnimatedArmour.png|50px]]&lt;br /&gt;
|attack=160%&lt;br /&gt;
|health=1&lt;br /&gt;
|abilities=Death protection (1 point per level)&lt;br /&gt;
|unlock=Unlock the Factory dungeon&lt;br /&gt;
|notes=Only found in Factory&lt;br /&gt;
|boss=No boss&lt;br /&gt;
|bossimage=&lt;br /&gt;
|bossattack=&lt;br /&gt;
|bosshealth=&lt;br /&gt;
|bossabilities=&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
The '''animated armour''' is a rare [[Alpha:Monsters|monster]] exclusive to the [[Alpha:Factory|Factory]] bonus dungeon. They are dangerous opponents that take a specific amount of hits to bring down. This amount is equal to '''n + 1''' where '''n''' is the level of animated armour.&lt;br /&gt;
&lt;br /&gt;
== Statistics ==&lt;br /&gt;
*Health: 1&lt;br /&gt;
*Damage: 160%&lt;br /&gt;
*Protection from death equal to their level&lt;br /&gt;
&lt;br /&gt;
== Strategies ==&lt;br /&gt;
Each animated armour will take a specific number of hits to bring down, regardless of your own attack power or what method you use to deliver these attacks. To make matters worse, their attacks are the strongest you'll find from non-boss monsters, so a prolonged battle is suicidal. However, it is perfectly viable to hit them once, be it with a rogue's sword, a BURNDAYRAZ [[Alpha:Glyphs|glyph]], or a [[Alpha:Mystera Annur|Mystera Annur]]-blessed poke, and then explore more to regenerate and repeat. Animated armours never replenish their death protection, so once it's depleted, a single hit will do them in. The result of this is that if you have a method of avoiding their attacks (Namely [[Alpha:BURNDAYRAZ|BURNDAYRAZ]] or [[Alpha:CYDSTEPP|CYDSTEPP]]), you can easily abuse the Level Catapult system to gain several levels at once with little effort.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{DDNav}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Alpha Monsters]]&lt;/div&gt;</summary>
		<author><name>The Cakemeister</name></author>	</entry>

	<entry>
		<id>http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Alpha:Tikki_Tooki&amp;diff=13061</id>
		<title>Alpha:Tikki Tooki</title>
		<link rel="alternate" type="text/html" href="http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Alpha:Tikki_Tooki&amp;diff=13061"/>
				<updated>2012-06-26T07:52:04Z</updated>
		
		<summary type="html">&lt;p&gt;The Cakemeister: &amp;quot;Alphaizing&amp;quot; the links&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Tikki Tooki''', the God of Mischief and master of deception, is one of the gods available for worshiping in Desktop Dungeon. Tikki Tooki may be worshiped by locating his altar in a dungeon (if it appears).&lt;br /&gt;
&lt;br /&gt;
== Initial Worship ==&lt;br /&gt;
&lt;br /&gt;
If an altar of Tikki Tooki is found in the dungeon, and the hero is not yet worshiping any other god, it is possible to pray to Tikki Tooki.&lt;br /&gt;
&lt;br /&gt;
=== Worship Fee ===&lt;br /&gt;
&lt;br /&gt;
Unlike other gods, Tikki Tooki demands that you pay a one-time fee for joining his religion. This is paid in Gold, and the amount to be paid depends on how much Gold your character is carrying at the moment he tries to join this religion:&lt;br /&gt;
&lt;br /&gt;
* If your hero has '''less than 10 Gold''', he '''cannot join''' Tikki Tooki's religion.&lt;br /&gt;
* If your hero has '''10 Gold or more''', he must pay '''50% of his total carried Gold''' to join Tikki Tooki's religion.&lt;br /&gt;
&lt;br /&gt;
The message in the prayer window is a bit misleading, because it says ''Joining this religion will require a payment of 10 gold.'' but means that you need to have 10 gold currently available. Joining Tikki Tooki can be as cheap as 5 gold (if you only have 10) but is generally much more expensive than 10 gold.&lt;br /&gt;
&lt;br /&gt;
This fee is charged only when joining the religion, not for any subsequent boons. However, if Tikki Tooki is renounced in any way, rejoining his religion will incur another fee, recalculated based on the hero's new amount of Gold when trying to rejoin.&lt;br /&gt;
&lt;br /&gt;
=== Immediate effect ===&lt;br /&gt;
&lt;br /&gt;
When first worshiping Tikki Tooki, the following effect occurs:&lt;br /&gt;
* Tikki Tooki will award you a number of Piety points equal to 50% of your remaining Gold.&lt;br /&gt;
&lt;br /&gt;
=== Conversion ===&lt;br /&gt;
&lt;br /&gt;
Followers of [[Alpha:The Pactmaker|The Pactmaker]] may convert their religion to Tikki Tooki at the cost of piety. The hero will keep any bonuses or penalties bestowed upon him by The Pactmaker, but will not trigger Tikki Tooki's immediate effects as described above. You may convert by visiting Tikki Tooki's altar and asking to convert:&lt;br /&gt;
&lt;br /&gt;
* Conversion from The Pactmaker costs 55 piety. &lt;br /&gt;
&lt;br /&gt;
It also is possible to convert your religion from Tikki Tooki to Mystera Annur, by locating her altar and asking for it. Your hero will keep any bonuses or penalties bestowed by Tikki Tooki.&lt;br /&gt;
&lt;br /&gt;
* Conversion to Mystera Annur costs 95 piety.&lt;br /&gt;
&lt;br /&gt;
== Religion ==&lt;br /&gt;
&lt;br /&gt;
Tikki Tooki revels in finesse and trickery during combat. Character Classes that can defeat enemies swiftly or avoid Combat Damage altogether are favored. Tikki Tooki dislikes prolonged fights. &lt;br /&gt;
&lt;br /&gt;
The following actions will only change your Piety while worshiping Tikki Tooki. If you have not yet converted to Tikki Tooki yet, or have converted to another god or renounced your religion, you may perform these actions without triggering the listed effects.&lt;br /&gt;
&lt;br /&gt;
=== Gaining Piety ===&lt;br /&gt;
&lt;br /&gt;
Tikki Tooki will increase your Piety for performing the following actions:&lt;br /&gt;
&lt;br /&gt;
* '''Kill a monster without taking any damage''': +4 Piety.&lt;br /&gt;
** While worshiping Tikki Tooki, any monster you kill that has not caused your hero any damage will incur a reward of +4 Piety points from Tikki.&lt;br /&gt;
** This applies to combat done entirely with Glyphs ([[Alpha:BURNDAYRAZ|BURNDAYRAZ]]) and the use of First Strike (through [[Alpha:Glyphs#GETINDARE|GETINDARE]], fighting lower-level monsters or any other means).&lt;br /&gt;
** ''Research info required: What about fighting monsters that cause too little damage to get through your Resistances?&lt;br /&gt;
* '''Dodge an attack that would otherwise deal ???% of your health''': +5 Piety.&lt;br /&gt;
** Tikki will favor you with 5 Piety if you successfully dodge an attack that would otherwise damage ???% of your health.&lt;br /&gt;
** Dodging is enabled by default for some Character Classes, and can also be acquired through Tikki's boons, bestowed by items, etc.&lt;br /&gt;
** ''Research info required: how high must the percentage of damage be? Is there a minimum amount of damage? Is it based on Maximum or Current health?''&lt;br /&gt;
* '''Poisoning an enemy''': +1 Piety.&lt;br /&gt;
** Each use of the the [[Alpha:APHEELSIK|APHEELSIK]] glyph, or any Melee attack you make with the &amp;quot;Poison Blade&amp;quot; [[Alpha:Items|item]] or ''Poison'' boon gained by Tikki Tooki himself, will grant you +1 Piety.&lt;br /&gt;
** With [[Alpha:APHEELSIK|APHEELSIK]], only successful poisoning will trigger this effect. Casting [[Alpha:APHEELSIK|APHEELSIK]] on an immune creature, being resisted by a magic resistance or trying to poison an already poisoned monster will have no effect.&lt;br /&gt;
** With ''Poison'' boon, each successful attack on a non-immune monster gives +1 piety, even if the monster is already poisoned, and even for the killing blow. For instance, killing a monster in one blow with the ''poison'' boon and without being hit earns you +5 piety (+4 for no damage, +1 for poison).&lt;br /&gt;
* '''Use the [[Alpha:PISORF|PISORF]] glyph on an enemy''': +1 Piety&lt;br /&gt;
** Each time you cast the PISORF glyph on an enemy, Tikki will give you +1 Piety point.&lt;br /&gt;
* '''Use the [[Alpha:WEYTWUT|WEYTWUT]] glyph''': +10 Piety&lt;br /&gt;
** Each time you cast the WEYTWUT glyph, Tikki Tooki will give you +10 Piety points.&lt;br /&gt;
&lt;br /&gt;
=== Losing Piety ===&lt;br /&gt;
&lt;br /&gt;
Tikki Tooki will decrease your Piety for performing the following action:&lt;br /&gt;
&lt;br /&gt;
* '''Being struck more than once by the same monster''': -1 Piety.&lt;br /&gt;
** For each blow suffered beyond the first from the ''same monster'', Tikki Tooki will decrease your Piety by -1.&lt;br /&gt;
** This occurs whenever the same monster has hit you more than once during the same game, regardless of how much time passed or how much combat has occured between the two hits.&lt;br /&gt;
** Any subsequent hits beyond the first two suffered from the same monster will incur the same penalty.&lt;br /&gt;
** ''Research info required: Does this also occur when the monster does no damage to you (thanks to Resistances, etc.)?''&lt;br /&gt;
&lt;br /&gt;
* '''Using a death protection effect''': -10 Piety.&lt;br /&gt;
** Note that this only occurs when the death protection effect is used up. Applying the buff through items or CYDSTEPP does not cause you to lose piety.&lt;br /&gt;
&lt;br /&gt;
=== Retribution ===&lt;br /&gt;
&lt;br /&gt;
Should you fall below 0 Piety, Tikki Tooki will 'decide to make your life difficult'. This results in all enemies gaining the First Strike ability, in addition to removal of your Poison Boon (if you have it) and losing the ability to dodge attacks. Regaining positive piety does NOT undo these negative effects.&lt;br /&gt;
* ''Research Info required: There may be more effects, these are simply those that I noticed while playing a Rogue in the Snake Pit... a dungeon that started to go incredibly badly after angering Tikki Tooki.''&lt;br /&gt;
&lt;br /&gt;
== Boons ==&lt;br /&gt;
Tikki Tooki has 4 boons to offer to his worshipers at the cost of Piety. These boons are aimed at enhancing combat efficiency and the coin in your purse.&lt;br /&gt;
&lt;br /&gt;
=== Dodging ===&lt;br /&gt;
* Increase Dodge by +10%.&lt;br /&gt;
* '''Costs 15 Piety'''.&lt;br /&gt;
** On acquiring this boon, Tikki Tooki will instantly increase your ability to dodge by 10%.&lt;br /&gt;
** This effect is ''cumulative'', and will stack with any existing Dodge bonuses from class abilities or items. For example, if your character had 10% Dodge ability before acquiring this boon, he will now have 20% Dodge.&lt;br /&gt;
** When your character has the ability to Dodge, there is an X% chance that any Melee attack by a monster will miss completely, causing no damage.&lt;br /&gt;
** If a blow from a monster is dodged, this will cause Tikki Tooki to increase your Piety (see above). &lt;br /&gt;
=== Gold ===&lt;br /&gt;
* Gain +40 Gold. &lt;br /&gt;
* '''Costs 30 Piety'''.&lt;br /&gt;
** Upon acquiring this boon the hero is given 40 gold.&lt;br /&gt;
** Remember that your total amount of Gold can never exceed the current Maximum Gold level. &lt;br /&gt;
=== Poison ===&lt;br /&gt;
* Gain a permanent Poison Attack ability.&lt;br /&gt;
* '''Costs 60 Piety'''.&lt;br /&gt;
** Once this boon has been acquired, the hero will gain the Poison Attack ability permanently.&lt;br /&gt;
** With Poison Attacks, each Melee attack you make on an enemy will poison it, similar to the monster Poison Attack ability and the APHEELSIK Glyph.&lt;br /&gt;
** Unlike APHEELSIK, using this ability costs no Mana and won't take up a Glyph slot. However, it comes at the cost of a large amount of Piety, and requires you to make Melee attacks against monsters (and thus risk taking damage, which may cause you to anger Tikki Tooki - see above). &lt;br /&gt;
** This is the same exact effect that can be acquired by buying the &amp;quot;Poison Blade&amp;quot; item from a shop.&lt;br /&gt;
=== First Strike ===&lt;br /&gt;
* Gain a permanent First Strike ability. &lt;br /&gt;
* '''Costs 80 Piety'''.&lt;br /&gt;
** Once this boon has been acquired, the hero will gain the First Strike ability permanently.&lt;br /&gt;
** First Strike allows your hero to kill monsters without taking any damage, whenever a single strike can bring the monster's Health to 0.&lt;br /&gt;
** This effect is exactly the same as the permanent First Strike ability that some Character Classes have by default. It is also the same as the First Strike effect bestowed by the &amp;quot;Dancing Sword&amp;quot; item from a shop.&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
&lt;br /&gt;
Tikki Tooki can be a gamble to worship. When attacking higher level monsters with only melee it may not be possible to end the battle with one strike. Luckily Tikki does not mind magic usage so complementing a hit with a fireball is viable. Having the dodge ability before worshiping is a good idea and enhancing it with the Dodging boon should be a top priority (especially if First Strike or Poison are already acquired). &lt;br /&gt;
&lt;br /&gt;
The general strategy with Tikki Tooki is to acquire the Poison boon as soon as possible, as the penalty for taking damage is negated by the bonus for poison application.&lt;br /&gt;
&lt;br /&gt;
The Gold boon may be useful for cashing out unused Piety in a failed, or perhaps even a completed, dungeon. Using the boon to increase your coffers when a very useful item is stocked can be beneficial but the initial cost of worshiping negates this slightly. Lastly, it may also be a good choice for gold farming, poisoning or casting PISORF as often as possible while gathering gold.&lt;br /&gt;
&lt;br /&gt;
If you worship Tikki Tooki and find the WEYTWUT glyph, it is possible to gain all boons quite quickly. Since each use grants +10 Piety points, and new areas recharge mana, you may earn a great deal of Piety without any combat.&lt;br /&gt;
&lt;br /&gt;
== Specific Races ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Research}}&lt;br /&gt;
{{DDNav}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Gods]]&lt;/div&gt;</summary>
		<author><name>The Cakemeister</name></author>	</entry>

	<entry>
		<id>http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Alpha:Taurog&amp;diff=13060</id>
		<title>Alpha:Taurog</title>
		<link rel="alternate" type="text/html" href="http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Alpha:Taurog&amp;diff=13060"/>
				<updated>2012-06-26T07:48:47Z</updated>
		
		<summary type="html">&lt;p&gt;The Cakemeister: &amp;quot;Alphaizing&amp;quot; the links&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Taurog, God of War, is one of the gods available for worshiping in Desktop Dungeon. Taurog may be worshiped by locating his altar in a dungeon (if it appears).&lt;br /&gt;
&lt;br /&gt;
== Initial Worship ==&lt;br /&gt;
&lt;br /&gt;
If an altar of Taurog is found in the dungeon, and the hero is not yet worshiping any other god, it is possible to pray to Taurog.&lt;br /&gt;
&lt;br /&gt;
=== Immediate effect ===&lt;br /&gt;
&lt;br /&gt;
When first worshipping Taurog, several effects occur:&lt;br /&gt;
* The hero's '''Maximum Mana''' is decreased by -2 points.&lt;br /&gt;
** If the hero's Mana is above the new Maximum, it is reduced accordingly.&lt;br /&gt;
* The hero loses any '''Mana-Burn Immunity''' if he had any.&lt;br /&gt;
** If the hero has acquired Mana Burn Immunity through an item or any other source, it is immediately revoked once joining Taurog's religion.&lt;br /&gt;
** It is possible to get manaburn immunity after worshiping Taurog by buying a Soul Orb.&lt;br /&gt;
* Taurog inflicts you with '''Mana Burn'''.&lt;br /&gt;
** The hero is immediately inflicted with Mana Burn. This means that Mana will not regenerate while exploring.&lt;br /&gt;
** This divine Mana Burn is exactly the same as normal Mana Burn, and can be cured by all regular means including Leveling Up and drinking Mana Potions.&lt;br /&gt;
** Thanks to the above effect, Immunity to Mana Burn does not prevent this from being inflicted!&lt;br /&gt;
* Taurog will grant you a number of '''Piety''' points based on the amount of '''Blood Stains''' currently visible in the dungeon. &lt;br /&gt;
** Blood-stains are created when killing monsters. Some character classes (like the [[Alpha:Bloodmage|Bloodmage]] can &amp;quot;clean-up&amp;quot; blood-stains - if so, those blood-stains cleaned up do not count towards this piety gain.&lt;br /&gt;
** ''Research info required: Is the number of Piety points awarded ''equal'' to the number of visible blood-stains, or is there a formula that determines how many points are awarded ''based'' on the number of bloodstains?''&lt;br /&gt;
&lt;br /&gt;
=== Conversion ===&lt;br /&gt;
&lt;br /&gt;
Followers of Taurog cannot convert their religion to any other god. Followers of other gods cannot convert their religion to Taurog.&lt;br /&gt;
&lt;br /&gt;
The only method to switch to or from Taurog is to first renounce your religion by help of an item. &lt;br /&gt;
&lt;br /&gt;
== Religion ==&lt;br /&gt;
&lt;br /&gt;
Taurog is the God of War, specifically Physical Combat. He is pleased when monsters are killed in Melee. Taurog despises anything that has to do with magic and spellcasters, and revels in the death of spellcasting monsters.&lt;br /&gt;
&lt;br /&gt;
The following actions will only change your Piety while worshiping Taurog. If you have not yet converted to Taurog yet, or have converted to another god or renounced your religion, you may perform these actions without triggering the listed effects.&lt;br /&gt;
&lt;br /&gt;
=== Gaining Piety ===&lt;br /&gt;
&lt;br /&gt;
Taurog will increase your Piety for performing the following actions:&lt;br /&gt;
&lt;br /&gt;
* '''Kill a monster''': +2 Piety.&lt;br /&gt;
** Taurog will increase your Piety by 2 points for every monster you kill once you've joined his religion.&lt;br /&gt;
* '''Kill a monster that has a Magical Attack''': +5 Piety.&lt;br /&gt;
** Taurog will increase your Piety by 3 points for every monster you kill that has a Magical Attack ability.&lt;br /&gt;
** This bonus is ''cumulative'' with the bonus for killing monsters. Therefore, when you kill a monster that has a Magical Attack, you will gain (2+3)= 5 Piety points.&lt;br /&gt;
* '''Convert any Glyph''': +5 Piety.&lt;br /&gt;
** For every Glyph you convert after joining Taurog, he will award you with 5 Piety points.&lt;br /&gt;
** The bonus your hero gets from racial abilities when converting Glyphs is not affected by this bonus, and will apply normally.&lt;br /&gt;
&lt;br /&gt;
=== Losing Piety ===&lt;br /&gt;
&lt;br /&gt;
Taurog will decrease your Piety for performing the following actions:&lt;br /&gt;
&lt;br /&gt;
* '''Use any Glyph''': -5 Piety, Current Health is reduced by 50%.&lt;br /&gt;
** Taurog is extremely opposed to anything magical, so the use of ANY glyph (including the melee-combat-oriented Glyphs like BYSSEPS) will cause an immediate drop of -5 Piety points.&lt;br /&gt;
** This includes both activation and deactivation of the [[Alpha:BLUDTUPOWA|BLUDTUPOWA]] Glyph.&lt;br /&gt;
&lt;br /&gt;
=== Retribution ===&lt;br /&gt;
&lt;br /&gt;
If casting a spell causes your Piety to drop below 0, Taurog will halve your maximum HP. If you continue to cast spells he will halve your max HP again for each time you anger him.&lt;br /&gt;
&lt;br /&gt;
''&amp;quot;You are weak and cowardly. Taurog halves your health.&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
== Boons ==&lt;br /&gt;
Taurog has 3 boons to offer to his worshipers at the cost of Piety. Each boon acquired will reduce the character's Maximum Mana by 2 points permanently (Except the Rage boon, see below). If you have less than 4 Maximum Mana available, it will be reduced to 1.&lt;br /&gt;
&lt;br /&gt;
=== Fury ===&lt;br /&gt;
* Increases Attack Strength by +5 points. &lt;br /&gt;
* Reduces Maximum Mana by -2.&lt;br /&gt;
* '''Costs 15 Piety'''.&lt;br /&gt;
** On acquiring this boon, Taurog will increase your Attack Strength by +5 points. This means you will cause 5 more damage points per Melee attack, before resistances and other effects are taken into account.&lt;br /&gt;
** Also, if your Maximum Mana is higher than 3, it will be reduced by 2 points. If the Current Mana is higher than the new Maximum, it is reduced to that Maximum. If you have 3 or less Maximum Mana, it will be reduced to 1.&lt;br /&gt;
** ''Research info required: What happens if your primary attack is a Magical Attack? Will it be increased by 5 points as normal? Is this bonus level-dependent (I.E. cause more than 5 bonus damage when your level is greater)?'' &lt;br /&gt;
=== Command ===&lt;br /&gt;
* Increases Experience by +5 points.&lt;br /&gt;
* Reduces Maximum Mana by -2.&lt;br /&gt;
* '''Costs 15 Piety'''.&lt;br /&gt;
** On acquiring this boon, your character will receive +5 Experience points from Taurog. If this puts your total Experience above the amount required to gain another level, you will immediately level-up (unless already at level 10).&lt;br /&gt;
** Also, if your Maximum Mana is higher than 3, it will be reduced by 2 points. If the Current Mana is higher than the new Maximum, it is reduced to that Maximum. If you have 3 or less Maximum Mana, it will be reduced to 1.&lt;br /&gt;
=== Mageshield ===&lt;br /&gt;
* Sets Magical Resistance to 25%.&lt;br /&gt;
* Reduces Maximum Mana by -2.&lt;br /&gt;
* '''Costs 25 Piety'''.&lt;br /&gt;
** On acquiring this boon, the hero's Magical Resistance is set to 25%, regardless of how much Magical Resistance he had previously. This means that characters who already have more than 25% Magical Resistance should avoid this boon, as it will reduce their resistance to only 25%.&lt;br /&gt;
** Also, if your Maximum Mana is higher than 3, it will be reduced by 2 points. If the Current Mana is higher than the new Maximum, it is reduced to that Maximum. If you have 3 or less Maximum Mana, it will be reduced to 1.&lt;br /&gt;
=== Penetration ===&lt;br /&gt;
* Sets Physical Resistance of all monsters to 0%.&lt;br /&gt;
* Reduces Maximum Mana by -2.&lt;br /&gt;
* '''Costs 50 Piety'''.&lt;br /&gt;
** On acquiring this boon, Taurog will remove all Physical Resistance from all monsters and bosses in the current dungeon. Physical attacks against monsters will now cause maximum damage, as against any monster that has no Physical Resistance.&lt;br /&gt;
** Also, if your Maximum Mana is higher than 3, it will be reduced by 2 points. If the Current Mana is higher than the new Maximum, it is reduced to that Maximum. If you have 3 or less Maximum Mana, it will be reduced to 1.&lt;br /&gt;
=== Rage ===&lt;br /&gt;
* Attack Strength bonus is increased by +50%.&lt;br /&gt;
* Sets the hero's Maximum Mana to 1.&lt;br /&gt;
* '''Costs 90 Piety'''.&lt;br /&gt;
** On acquiring this boon, Taurog will increase your hero's Attack Strength by 50% of its current amount. This means that all Melee attacks will cause 50% more damage than previously, before taking Resistances or other factors into account.&lt;br /&gt;
** Also, your Maximum Mana is instantly reduced to 1. Current Mana is also set to 1 accordingly.&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
Taurog is somewhat of a difficult god to work with, since each boon you obtain hinders your ability to use glyphs. For characters that don't depend on glyphs, this is not a terribly big deal, but these classes are few and far between. Classes well-suited to melee combat work best with Taurog, since he offers two different boons to amplify physical attack and a boon to negate physical defense as well. Unlike his magical counterpart, [[Alpha:Mystera Annur|Mystera Annur]], it is relatively easy to gain piety under Taurog, with each glyph conversion and magic-using enemy being a considerable windfall. If you only take a handful of his boons, however, it is likely worth keeping BURNDAYRAZ, GETINDARE, or BYSSEPS on hand to make your life a bit easier and to prevent mana potions from going to waste. For extra icing on the cake, Taurog also has the Command boon if you need to heal yourself mid-battle.&lt;br /&gt;
&lt;br /&gt;
== Specific Races ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{DDNav}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Gods]]&lt;/div&gt;</summary>
		<author><name>The Cakemeister</name></author>	</entry>

	<entry>
		<id>http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Alpha:The_Pactmaker&amp;diff=13059</id>
		<title>Alpha:The Pactmaker</title>
		<link rel="alternate" type="text/html" href="http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Alpha:The_Pactmaker&amp;diff=13059"/>
				<updated>2012-06-26T07:46:00Z</updated>
		
		<summary type="html">&lt;p&gt;The Cakemeister: &amp;quot;Alphaizing&amp;quot; the links&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Pactmaker, engimatic God of Existance, is one of the gods available for worshipping in Desktop Dungeon. Pactmaker may be worshipped by locating his altar in a dungeon (if it appears).&lt;br /&gt;
&lt;br /&gt;
== Initial Worship ==&lt;br /&gt;
&lt;br /&gt;
If an altar of The Pactmaker is found in the dungeon, and the hero is not yet worshipping any other god, it is possible to pray to Pactmaker.&lt;br /&gt;
&lt;br /&gt;
=== Immediate effect ===&lt;br /&gt;
&lt;br /&gt;
When first worshipping The Pactmaker, several effect occurs:&lt;br /&gt;
* The Pactmaker will award you with one '''Piety''' points for every 10 tiles you have already explored in this dungeon.&lt;br /&gt;
** The exploration Piety reward is given based on the number of tiles explored so far, including all tiles that are fully visible on-screen at the moment of joining The Pactmaker's religion.&lt;br /&gt;
** Tiles &amp;quot;half-explored&amp;quot; through enhanced scouting radius (available to the [[Alpha:Half-dragon|Half-dragon]] and through items) are not considered explored, and are not counted for this effect.&lt;br /&gt;
** If dividing the number of explored tiles by 10 leaves a remainder (for example, 134 explored tiles divided by 10 equals 13 and a remainder of 4), the remainder tiles do not give you any Piety.&lt;br /&gt;
&lt;br /&gt;
=== Conversion ===&lt;br /&gt;
&lt;br /&gt;
Followers of Mystera Annur may convert their religion to The Pactmaker at the cost of piety. The hero will keep any bonuses or penalties bestowed upon him by the Mystera, but will not trigger The Pactmaker's immediate effects as described above. You may convert by visiting The Pactmaker's altar and asking to convert:&lt;br /&gt;
&lt;br /&gt;
* Conversion from Mystera Annur costs 25 piety.&lt;br /&gt;
&lt;br /&gt;
It also is possible to convert your religion from The Pactmaker to Tikki Tooki, by locating Tooki's altar and asking for it. Your hero will keep any bonuses or penalties bestowed by The Pactmaker.&lt;br /&gt;
&lt;br /&gt;
* Conversion to Tikki Tooki costs 55 piety.&lt;br /&gt;
&lt;br /&gt;
== Religion ==&lt;br /&gt;
&lt;br /&gt;
The Pactmaker is the God of Existence. In his view, there is no &amp;quot;right&amp;quot; or &amp;quot;wrong&amp;quot; way of doing things, as long as you do them. Therefore, as long as you can prove your continued existence (by gaining levels), Pactmaker will be pleased.&lt;br /&gt;
&lt;br /&gt;
The following actions will only change your Piety while worshiping The Pactmaker. If you have not yet converted to Pactmaker, or have renounced your religion, you may perform these actions without triggering the listed effects.&lt;br /&gt;
&lt;br /&gt;
=== Gaining Piety ===&lt;br /&gt;
&lt;br /&gt;
The Pactmaker will increase your Piety for performing the following actions:&lt;br /&gt;
&lt;br /&gt;
* '''Gain a level''': +20 Piety.&lt;br /&gt;
** All that is required to appease The Pactmaker is to gain levels. You will receive 20 piety points for each level you've gained since you began worshiping The Pactmaker.&lt;br /&gt;
** Levels gained prior to worship are ignored. You are not awarded any Piety points for joining The Pactmaker at a higher level.&lt;br /&gt;
&lt;br /&gt;
=== Losing Piety ===&lt;br /&gt;
&lt;br /&gt;
It is impossible to lose Piety through actions when worshiping the Pactmaker. In theory, ceasing to exist would anger this god, but then you would already be dead and wouldn't care anyway!&lt;br /&gt;
&lt;br /&gt;
=== Retribution ===&lt;br /&gt;
&lt;br /&gt;
As you cannot drop below 0 piety while worshiping the Pactmaker, there is no retribution you can suffer from him.&lt;br /&gt;
&lt;br /&gt;
== Boons ==&lt;br /&gt;
&lt;br /&gt;
The Pactmaker has 4 boons to offer to his worshipers at the cost of Piety.&lt;br /&gt;
&lt;br /&gt;
=== Experience ===&lt;br /&gt;
* Increase your experience by 10 points.&lt;br /&gt;
* '''Costs 20 Piety.'''&lt;br /&gt;
** Simply enough, this boon awards you with 10 points of experience. This is exactly the same as gaining experience from killing monsters, and will cause a level-up if the necessary amount of experience has been attained this way.&lt;br /&gt;
=== Learning ===&lt;br /&gt;
* +1 Experience per kill.&lt;br /&gt;
* '''Costs 45 Piety.'''&lt;br /&gt;
** Once this boon is acquired, any monster you kill will reward you +1 experience on top of what it would otherwise give you. This bonus experience does not depend on your current level nor on the monster's level.&lt;br /&gt;
** This experience boost is ''cumulative'' with other similar effects such as the [[Alpha:Fighter|Fighter's]] increased experience gain. Therefore, Fighters who acquire this boon will gain +2 experience on top of each kill instead of just their normal +1.&lt;br /&gt;
=== Mana ===&lt;br /&gt;
* Maximum Mana is increased by +10 points.&lt;br /&gt;
* '''Costs 80 Piety.'''&lt;br /&gt;
** On acquiring this boon, your hero's Maximum Mana increases by 10 points.&lt;br /&gt;
** These extra points are not automatically filled up. You will need to find a way to restore your Mana yourself (via Potions, exploration, or any other method).&lt;br /&gt;
=== Health ===&lt;br /&gt;
* Maximum Health is increased by +15 points.&lt;br /&gt;
* '''Costs 80 Piety.'''&lt;br /&gt;
** On acquiring this boon, your hero's Maximum Health increases by 15 points.&lt;br /&gt;
** These extra points are not automatically filled up. You will need to find a way to restore your Health yourself (via Potions, exploration, or any other method).&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
The Pactmaker is maybe the blandest god, but because of this, it is also the most adaptable to your situation. Even if your other two choices are poor, the Pactmaker can be adapted to almost any class. It's important to worship the Pactmaker early, considering the only way to gain piety is by leveling up, and you get a LOT of piety for doing so. The first boon most people will need for the Pactmaker is Learning, for obvious reasons. After that, you can mostly ignore the Pactmaker until the endgame. If you have enough piety for Health or Mana, it's a judgment call as to which one suits your character better.&lt;br /&gt;
&lt;br /&gt;
Most characters will benefit more from the mana boon than the health boon. This is particularly true if you have the defensive [[Alpha:HALPMEH|HALPMEH]] or [[Alpha:CYDSTEPP|CYDSTEPP]] glyphs, since the extra survivability that 10 mana will give you will ''far'' exceed the benefits of 15 hit points at the higher levels. If you lack these glyphs, you'll need to weigh how many extra attacks the health boon will give you against how many extra fireballs the mana boon will give you. Remember that these boons will also increase the potency of your potions once purchased, so saving the appropriate potion type for the end-game is extra important when worshiping the Pactmaker.&lt;br /&gt;
&lt;br /&gt;
While worshiping Pactmaker is more beneficial the earlier in the game that you choose him, you shouldn't leap to worship him the moment that you find his altar. Instead, continue exploring until you're one kill away from leveling before choosing Pactmaker; the extra map exploration gained in the meantime will lead to more starting Piety. The difference is especially dramatic for [[Alpha:Vampire(race)|Vampires]].&lt;br /&gt;
&lt;br /&gt;
Even if you find the Pactmaker later in the game, he may still be a reasonable choice for worship. The piety boost you'll get from exploration will easily cover the cost of Experience boon, and worshiping the Pactmaker could give you one extra level. You will never attain the health or mana boons, but if better end-game options like the [[Alpha:Glowing Guardian|Glowing Guardian]] do not exist the Pactmaker remains a viable choice.&lt;br /&gt;
&lt;br /&gt;
== Specific Races ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{DDNav}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Gods]]&lt;/div&gt;</summary>
		<author><name>The Cakemeister</name></author>	</entry>

	<entry>
		<id>http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Alpha:Mystera_Annur&amp;diff=13058</id>
		<title>Alpha:Mystera Annur</title>
		<link rel="alternate" type="text/html" href="http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Alpha:Mystera_Annur&amp;diff=13058"/>
				<updated>2012-06-26T07:42:01Z</updated>
		
		<summary type="html">&lt;p&gt;The Cakemeister: &amp;quot;Alphaizing&amp;quot; the links&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Mystera Annur, Patron of the Arcane, is one of the gods available for worshipping in Desktop Dungeon. Mystera may be worshipped by locating her altar in a dungeon (if it appears).&lt;br /&gt;
&lt;br /&gt;
== Initial Worship ==&lt;br /&gt;
&lt;br /&gt;
If an altar of Mystera Annur is found in the dungeon, and the hero is not yet worshipping any other god, it is possible to pray to Mystera.&lt;br /&gt;
&lt;br /&gt;
=== Immediate effect ===&lt;br /&gt;
&lt;br /&gt;
When first worshipping Mystera Annur, several effects occur:&lt;br /&gt;
* '''Attack Strength''' is permanently set to 1.&lt;br /&gt;
** This sets your melee attack to 1 point. You will never do any more than 1 point of damage to monsters when performing Melee attacks.&lt;br /&gt;
** Your Attack Strength will never increase above 1, regardless of what items or bonuses you manage to collect; this effect persists if you renounce Mystera Annur.&lt;br /&gt;
* Mystera Annur will award you a number of '''Piety''' points based on the number of Mana point you've spent so far in the current dungeon.&lt;br /&gt;
** The number of points awarded is based on Mana spent so far. If no spells were cast before joining Mystera's religion, no Piety points are awarded as part of the joining effects.&lt;br /&gt;
&lt;br /&gt;
''Confirmation needed. The rate appears to be 60%.'' &lt;br /&gt;
&lt;br /&gt;
** ''Research info required: What is the ratio between Mana spent and Piety? Also, is there a maximum limit to the number of Piety points you can get here?''&lt;br /&gt;
*** ''v0.15 [http://i56.tinypic.com/w6xt0n.jpg Image of +41 piety upon worship]}&lt;br /&gt;
=== Conversion ===&lt;br /&gt;
&lt;br /&gt;
Followers of Tikki Tooki may convert their religion to Mystera Annur at the cost of piety. The hero will keep any bonuses or penalties bestowed upon him by Tikki Tooki, but will not trigger Mystera Annur's immediate effects as described above. You may convert by visiting Mystera's altar and asking to convert:&lt;br /&gt;
&lt;br /&gt;
* Conversion from '''[[Alpha:Tikki Tooki|Tikki Tooki]]''' costs 95 piety.&lt;br /&gt;
&lt;br /&gt;
It also is possible to convert your religion from Mystera Annur to The Pactmaker, by locating his altar and asking for it. Your hero will keep any bonuses or penalties bestowed by Mystera Annur.&lt;br /&gt;
&lt;br /&gt;
* Conversion to '''[[Alpha:The Pactmaker|The Pactmaker]]''' costs 25 piety.&lt;br /&gt;
&lt;br /&gt;
== Religion ==&lt;br /&gt;
&lt;br /&gt;
Mystera Annur is the goddess of the Arcane, and the most ardent supporter of magic. She does not look favorably on physical combat, waste of magic, or the destruction of magical creatures.&lt;br /&gt;
&lt;br /&gt;
The following actions will only change your Piety while worshiping Mystera Annur. If you have not yet converted to Mystera, or have renounced your religion, you may perform these actions without triggering the listed effects.&lt;br /&gt;
&lt;br /&gt;
=== Gaining Piety ===&lt;br /&gt;
&lt;br /&gt;
Mystera Annur will increase your Piety for performing the following actions:&lt;br /&gt;
&lt;br /&gt;
* '''Use any Glyph''': +1 Piety.&lt;br /&gt;
** The use of ''any'' Glyph, regardless of its type, Mana Cost or circumstance, will earn you one point of Piety from Mystera Annur.&lt;br /&gt;
** The BLUDTUPOWA Glyph does not trigger this effect when activated or deactivated.&lt;br /&gt;
** Glyphs whose activation fails (as long as you have sufficient mana to use them) will still trigger this effect, despite the &amp;quot;failure&amp;quot; not costing you any mana! Most prominently, casting IMAWAL on a Boss monster is illegal, and so will fail in this manner. As a result, it can be cast infinitely on a Boss for no Mana Cost, no effect, and a piety gain of +1 per use. Note: This trick does not work in the HTML5 version!&lt;br /&gt;
&lt;br /&gt;
=== Losing Piety ===&lt;br /&gt;
&lt;br /&gt;
Mystera Annur will decrease your Piety for performing the following actions:&lt;br /&gt;
&lt;br /&gt;
* '''Convert a Glyph''': -10 Piety.&lt;br /&gt;
** Converting any Glyph while Mystera Annur is worshiped will cause an instant decrease of 10 Piety points.&lt;br /&gt;
** For this reason, any unwanted Glyphs should be converted BEFORE joining Mystera's religion. Glyphs converted before joining do not incur this penalty.&lt;br /&gt;
* '''Finish off a monster with a Physical Melee attack''': -1 Piety.&lt;br /&gt;
** If the last hit to kill a monster came from your hero's Physical attack, Mystera Annur will reduce your Piety by 1 point.&lt;br /&gt;
** This effect only triggers on the last hit that kills a monster, and will only trigger if your hero is using Physical attacks. BURNDAYRAZ is considered a Magical attack, and so it is possible to hurt the monster physically and then finish it off with a fireball without triggering this effect.&lt;br /&gt;
** Extra damage caused by Mana Shield counts as a Magical attack. Therefore, if your Melee attack dropped the enemy to a low enough level but the Mana Shield damage is what finishes the monster off, this effect is not triggered.&lt;br /&gt;
** If your Melee attacks are magical (through the effect of an item or [[Alpha:Half-dragon|Half-dragon]]), this effect is still triggered.&lt;br /&gt;
* '''Finish off a monster that uses Magical attacks with a Physical Melee attack''': -4 Piety.&lt;br /&gt;
** If the last hit to kill a monster came from your hero's Physical attack, and the monster possesses the ability of Magical attacks on its own (see [[Alpha:Dragonspawn|Dragonspawn]], [[Alpha:Warlock|Warlock]] and others), Mystera Annur will reduce your piety by 4 points.&lt;br /&gt;
** This effect is ''cumulative'' with the -1 piety loss caused by killing monsters with Physical attacks (see above). Therefore, killing a Magical creature in this way will lose you a total of 5 points: 1 for killing the monster, and 4 for killing a Magical monster. &lt;br /&gt;
** This effect only triggers on the last hit that kills a monster, and will only trigger if your hero is using Physical attacks. BURNDAYRAZ is considered a Magical attack, and so it is possible to hurt the monster physically and then finish it off with a fireball without triggering this effect.&lt;br /&gt;
** Extra damage caused by Mana Shield counts as a Magical attack. Therefore, if your Melee attack dropped the enemy to a low enough level but the Mana Shield damage is what finishes the monster off, this effect is not triggered.&lt;br /&gt;
** If your Melee attacks are magical (through the effect of an item or [[Alpha:Half-dragon|Half-dragon]]), this effect is still triggered.&lt;br /&gt;
&lt;br /&gt;
=== Retribution ===&lt;br /&gt;
&lt;br /&gt;
If you commit a travesty against Mystera Annur that will cause your Piety to drop below 0, Mystera will curse you by lowering the effectiveness of all your Glyphs.&lt;br /&gt;
&lt;br /&gt;
''Research info required: Does this only affect the damage inflicted by BURNDAYRAZ? What about Glyphs that give a constant, on/off effect like CYDSTEPP?''&lt;br /&gt;
&lt;br /&gt;
== Boons ==&lt;br /&gt;
&lt;br /&gt;
Mystera Annur has 5 boons to offer to her worshipers at the cost of Piety.&lt;br /&gt;
&lt;br /&gt;
=== Magic ===&lt;br /&gt;
* Increase your Maximum Mana by 15 points.&lt;br /&gt;
* '''Costs 20 Piety.'''&lt;br /&gt;
** On acquiring this boon, Mystera Annur will increase your Maximum Mana by 15 points.&lt;br /&gt;
** The extra 15 points are not filled immediately. You will need to find a way to replenish those points yourself (such as exploration or a Mana Potion).&lt;br /&gt;
=== Faith ===&lt;br /&gt;
* Using Glyphs will earn you +2 piety instead of +1.&lt;br /&gt;
* '''Costs 20 Piety.'''&lt;br /&gt;
** After this boon has been acquired, and as long as you keep worshiping Mystera Annur, each use of a Glyph as explained above in the section &amp;quot;Gaining Piety&amp;quot; will earn you +2 Piety points instead of +1 as normal. There are no other effects to this boon.&lt;br /&gt;
=== Flames ===&lt;br /&gt;
* The damage inflicted by BURNDAYRAZ is increased by 25%.&lt;br /&gt;
* '''Costs 50 Piety.'''&lt;br /&gt;
** Once this boon has been acquired, each casting of BURNDAYRAZ will inflict 25% more damage on the targeted monster than before.&lt;br /&gt;
** This effect is cumulative: if you have already acquired an increase to the power of BURNDAYRAZ (through Items or any other means), the effects will add up. For instance, if your fireballs already cause 50% more damage than normal before acquiring this boon, they will cause 75% more than normal with this boon.&lt;br /&gt;
** The Mana Cost of using BURNDAYRAZ does not change as a result of this effect.&lt;br /&gt;
=== Weakening ===&lt;br /&gt;
* All monsters lose their entire Magical Resistance, if they had any.&lt;br /&gt;
* '''Costs 100 Piety.'''&lt;br /&gt;
** On acquiring this boon, all monsters in the dungeon that have any Magical Resistance will lose their Magical Resistance entirely.&lt;br /&gt;
** This means that spells and Magical attacks (including BURNDAYRAZ, Mana Shield, and Magical Melee attacks) will cause normal damage to these monsters instead of the previously reduced amount. &lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
Mystera's cost for worshiping makes her unsuited for all but the most magic-focused of classes. For most players, this means [[Alpha:Wizard|Wizards]] and [[Alpha:Bloodmage|Bloodmages]]. Additionally, the slow rate of piety gain with her means that any glyphs you want to convert under her should be done before joining. On the upside, you can get plenty of piety upon worship, enough to get whatever boons you may decide you need. Weakening, while powerful for pure casters, is very situational (usually only of use against the Iron Man) and the high cost usually means that casters should find alternative methods of handling that particular situation aside from worshiping Mystera. Magic and Flames are both key boons, allowing you to deal a lot more damage with just BURNDAYRAZ alone. If there's still plenty more casting to be done in the dungeon, consider using your starting piety on the Faith boon and working your way up to Magic and Flames.&lt;br /&gt;
&lt;br /&gt;
Two oddities of note to help players circumvent Mystera's penalty for joining. First, it is possible, although very expensive, for followers of Tikki-Tooki to convert to Mystera. If you're playing a pure caster (or even a hybrid), you should have no trouble gaining piety under Tikki-Tooki. In fact, [[Alpha:Rogue|Rogues]] can gain piety quickly under Tikki-Tooki, but have little benefit from his boons, so they're well-suited to this option. Second, Mystera's penalty has no effect on the [[Alpha:Assassin|Assassin's]] Swift Hand ability, meaning they can still instantly kill lower-leveled enemies with their physical attack, although this comes with piety loss.&lt;br /&gt;
&lt;br /&gt;
Another option for worshiping Mysteria is to wait until the very end of the game, after expending all your healing potions. At this point, you can worship Mysteria and should have enough piety to purchase the Magic boon. If you've saved up all your mana potions, the extra mana should give you the edge to BURNDAYRAZ the remainder of the boss's hit points. The loss of damage is irrelevant since you're out of hit points and couldn't attack anyways.&lt;br /&gt;
&lt;br /&gt;
== Specific Races ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Research}}&lt;br /&gt;
{{DDNav}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Gods]]&lt;/div&gt;</summary>
		<author><name>The Cakemeister</name></author>	</entry>

	<entry>
		<id>http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Alpha:Jehora_Jeheyu&amp;diff=13057</id>
		<title>Alpha:Jehora Jeheyu</title>
		<link rel="alternate" type="text/html" href="http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Alpha:Jehora_Jeheyu&amp;diff=13057"/>
				<updated>2012-06-26T07:36:28Z</updated>
		
		<summary type="html">&lt;p&gt;The Cakemeister: &amp;quot;Alphaizing&amp;quot; the links&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Jehora Jeheyu, God of Chaos, is one of the gods available for worshipping in Desktop Dungeon. Jehora Jeheyu may be worshipped by locating his altar in a dungeon (if it appears).&lt;br /&gt;
&lt;br /&gt;
== Initial Worship ==&lt;br /&gt;
&lt;br /&gt;
If an altar of Jehora Jeheyu is found in the dungeon, and the hero is not yet worshipping any other god, it is possible to pray to Jehora.&lt;br /&gt;
&lt;br /&gt;
=== Immediate effect ===&lt;br /&gt;
&lt;br /&gt;
* The hero '''loses all of the following abilities''': Poison Immunity, Mana Burn Immunity, Death Gaze Immunity, Protection from Death, First Strike, Dodge.&lt;br /&gt;
** The source providing these effects is irrelevant - whether granted by items, other gods, or the use of Glyphs.&lt;br /&gt;
** Note that the glyphs providing First Strike and Protection from Death remain usable, but incur a Piety penalty if used again (see below).&lt;br /&gt;
** The Assassin's conditional First Strike ability is unaffected by worshiping Jehora Jeheyu. The Assassin still strikes first if all squares surrounding the monster have been explored, and no Piety penalty is applied.&lt;br /&gt;
** It's possible to gain other abilities while Jehora Jeheyu is worshipped. For instance, by buying items that provide them AFTER joining his religion.&lt;br /&gt;
* The hero is awarded a random number of '''Piety Points''', anywhere between 1 and 25.&lt;br /&gt;
** The number of points awarded upon joining is completely random and there is no way to affect it.&lt;br /&gt;
&lt;br /&gt;
=== Conversion ===&lt;br /&gt;
&lt;br /&gt;
Followers of Jehora Jeheyu cannot convert their religion to any other god. Followers of other gods cannot convert their religion to Jehora Jeheyu.&lt;br /&gt;
&lt;br /&gt;
The only method to switch to or from Jehora Jeheyu is to first renounce your religion by help of an item. &lt;br /&gt;
&lt;br /&gt;
== Religion ==&lt;br /&gt;
&lt;br /&gt;
Jehora Jeheyu is the god of Chaos. He enjoys meaningless destruction, bloody battles, and random effects. Jehora frowns upon fancy swordplay.&lt;br /&gt;
&lt;br /&gt;
The following actions will only change your Piety while worshipping Jehora Jeheyu. If you have not yet renounced your religion, you may perform these actions without triggering the listed effects.&lt;br /&gt;
&lt;br /&gt;
=== Gaining Piety ===&lt;br /&gt;
&lt;br /&gt;
Jehora Jeheyu will increase your Piety for performing the following actions:&lt;br /&gt;
&lt;br /&gt;
* '''Destroy a wall using the [[Alpha:ENDISWAL|ENDISWAL]] glyph''': +1 Piety.&lt;br /&gt;
** Jehora Jeheyu will reward you with one piety point for every tile of wall destroyed with the ENDISWAL glyph.&lt;br /&gt;
** You can also destroy walls by pushing enemies into them, by performing a Melee attack on a monster while your hero has the Knockback ability (see [[Alpha:Half-dragon|Half-dragon]]. Items may also grant you knockback).&lt;br /&gt;
* '''Receive 100 cumulative damage from monsters''': +4 Piety.&lt;br /&gt;
** This effect is triggered when your hero is damaged in Melee combat. Research seems to indicate that it triggers for each hundred damage points accumulated from the moment you worshipped Jehora.&lt;br /&gt;
* '''Inflict ~150 cumulative damage on monsters''': +4 Piety.&lt;br /&gt;
** This effect is triggered when your hero inflicts damage on a monster be it trough attack or [[Alpha:BURNDAYRAZ|BURNDAYRAZ]]. Like the previous effect, this one triggers regularly based on the accumulated damage you do to monsters from the moment you worshipped Jehora. However, there is a random component to the exact amount of damage required to trigger the effect (in accordance with Jehora Jeheyu's affinity for chaos). On average, it takes between 140 and 160 points.&lt;br /&gt;
* '''Use the [[Alpha:PISORF|PISORF]] glyph on a monster''': +1 Piety.&lt;br /&gt;
** Jehora Jeheyu will award you one Piety point for using the PISORF glyph to teleport a monster to a random location in the dungeon. It is awarded for each use of the glyph, even if the monster randomly teleports to the same tile it already occupies.&lt;br /&gt;
* '''Use the [[Alpha:WEYTWUT|WEYTWUT]] Glyph''': +5 Piety.&lt;br /&gt;
** Jehora Jeheya will award you four Piety points for each use of the WEYTWUT Glyph. The destination of your teleport is irrelevant, you will be awarded points simply for using this glyph.&lt;br /&gt;
&lt;br /&gt;
=== Losing Piety ===&lt;br /&gt;
&lt;br /&gt;
Jehora Jeheyu will decrease your Piety for performing the following actions:&lt;br /&gt;
&lt;br /&gt;
* '''For each use of the [[Alpha:CYDSTEPP|CYDSTEPP]] Glyph''': -10 Piety.&lt;br /&gt;
** Activating the CYDSTEPP glyph, whether or not you already have Death Protection applied, will cause a 10 point Piety loss from Jehora Jeheyu. Note that you can still use the Glyph, and still gain the ability it bestows whenever used (Death Protection).&lt;br /&gt;
* '''For each use of the [[Alpha:Glyphs#GETINDARE|GETINDARE]] Glyph''': -10 Piety.&lt;br /&gt;
** Activating the GETINDARE Glyph, whether or not you already have First Strike applied, will cause a 10 point Piety loss from Jehora Jeheyu. Note that you can still use the Glyph, and still gain the ability is bestows whenever used (First Strike).&lt;br /&gt;
&lt;br /&gt;
=== Retribution ===&lt;br /&gt;
&lt;br /&gt;
If any travesty is performed that would reduce your piety below 0 points (see above), Jehora Jeheyu will inflict a curse upon you: Whenever you cause melee damage to a monster, your Health will be reduced by 30% of the damage done, rounded down. This curse does not stack if going several times under 0 piety. This does not affect magic attacks.&lt;br /&gt;
&lt;br /&gt;
== Boons ==&lt;br /&gt;
&lt;br /&gt;
Jehora Jeheyu has 5 boons to offer to his worshipers at the cost of Piety.&lt;br /&gt;
&lt;br /&gt;
=== Chaos ===&lt;br /&gt;
* Randomly choose one of the following effects: Restore Health and Mana to Maximum / instant death.&lt;br /&gt;
* '''Costs ALL Piety you currently have.'''&lt;br /&gt;
** Upon acquiring this boon, Jehora Jeheyu will either restore your Health and Mana to its Maximum capacity, or he will kill you outright. If death is chosen, it is immediate and cannot be avoided through the Protection from Death ability.&lt;br /&gt;
** This boon has a chance for healing as opposed to death, roughly equal to the piety spent on the boon (all of your current piety, in other words). Therefore, if you have 60 piety when taking the boon, you have a 60% chance for a full heal, and a 40% chance for instant death.&lt;br /&gt;
** ''Research info required: Confirm the probability mechanism.''&lt;br /&gt;
&lt;br /&gt;
=== Madness ===&lt;br /&gt;
* Increases Attack Strength by +5 points.&lt;br /&gt;
* '''Costs 25 Piety.'''&lt;br /&gt;
** Upon acquiring this boon, the character's Base Attack Strength increases by 5 points. This increases the damage done by Melee attacks, and does not affect BURNDAYRAZ.&lt;br /&gt;
&lt;br /&gt;
=== Bolstering ===&lt;br /&gt;
* Increases Maximum Health by 15 points.&lt;br /&gt;
* '''Costs 15 Piety and a Health Potion.'''&lt;br /&gt;
** Upon acquiring this boon, the hero's Maximum Health is increased by 15 points. Those 15 new points are ''not'' automatically filled up, and must be healed by the normal means.&lt;br /&gt;
** The hero loses one Health Potion from those already carried.&lt;br /&gt;
** If the hero does not have any Health Potions, it is impossible to acquire this boon.&lt;br /&gt;
&lt;br /&gt;
=== Retaliation ===&lt;br /&gt;
* Gain Mana Shield ability.&lt;br /&gt;
* '''Costs 30 Piety.'''&lt;br /&gt;
** Upon acquiring this boon, the hero receives the Mana Shield ability. While this ability is in effect, any monster that strikes you in Melee combat will receive an extra 1 point of damage for every level you have. This damage is applied AFTER the monster strikes you, so you must first survive its attack to inflict this extra damage.&lt;br /&gt;
** This is the same ability that [[Sorcerer]]s have by default. If your hero is a Sorcerer, this boon has no effect.&lt;br /&gt;
&lt;br /&gt;
=== Polymorph ===&lt;br /&gt;
* Each monster in the dungeon will transform into a new random type of monster of the same level.&lt;br /&gt;
* '''Costs 50 Piety.'''&lt;br /&gt;
** Upon acquiring this boon, each and every monster in the dungeon will select a new [[Alpha:Monsters|monster type]] at random and transform into that type. Monsters will keep the same level they had before the transformation.&lt;br /&gt;
** This boon affects Bosses just the same as any other monster.&lt;br /&gt;
** In a normal dungeon, Bosses have been known to occasionally transform into the bosses from the Campaign dungeon - something which is not otherwise possible.&lt;br /&gt;
** In a Challenge dungeon, monsters may transform into any other type of monster, not just the ones available in the specific type of challenge dungeon you're playing. This includes bosses from the Campaign dungeons.&lt;br /&gt;
** Monsters don't have to be unlocked for them to be transformed into. (Ex: Golem is locked but a monster transforms into it)&lt;br /&gt;
** ''Research info required: Is transformation into Campaign Bosses possible before unlocking the Campaign dungeons?''&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
Despite the disapproval of defensive glyphs, Jehora is actually a fairly solid contender for defensive-oriented classes. The real gem of his abilities is Retribution, which lets each blow you take work in your favor. For characters who plan on taking lots of hits head-on, like [[Alpha:Monk|Monks]], [[Alpha:Paladin|Paladins]] or [[Alpha:Berserker|Berserker]], this can carry its weight significantly. Madness helps to shore up the lower damage of monks or amp up the existing damage of berserkers, and Bolstering will let you take more hits (and thus award more piety) in exchange for healing fewer hits later. Due to Bolstering's low piety cost, people hoping to obtain lots of piety under Jehora should consider it first.&lt;br /&gt;
&lt;br /&gt;
Jehora's two defining abilities, however, are Chaos and Polymorph. The former is the ultimate gamble, and if your piety is significantly high (for example, above 50) it may save an otherwise unwinnable game. Do not take Chaos, however, if you're unprepared for the consequences of failure. As for Polymorph, this ability can change an impossible boss ([[Alpha:Goo blob#Boss info|tower of goo]] versus a monk, for example) into an easy one. This ability alone makes Jehora a decent option for nearly every side dungeon, where the chief difficulty comes from the monster selection. However, Jehora's cost for joining is very expensive for glass cannon roles that avoid death through trickery, such as [[Alpha:Rogue|Rogue]] and [[Alpha:Warlord|Warlord]].&lt;br /&gt;
&lt;br /&gt;
== Specific Races ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Research}}&lt;br /&gt;
{{DDNav}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Gods]]&lt;/div&gt;</summary>
		<author><name>The Cakemeister</name></author>	</entry>

	<entry>
		<id>http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Alpha:Glowing_Guardian&amp;diff=13056</id>
		<title>Alpha:Glowing Guardian</title>
		<link rel="alternate" type="text/html" href="http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Alpha:Glowing_Guardian&amp;diff=13056"/>
				<updated>2012-06-26T07:31:16Z</updated>
		
		<summary type="html">&lt;p&gt;The Cakemeister: &amp;quot;Alphaizing&amp;quot; the links&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Glowing Guardian, patron of Holy Warriors, is one of the gods available for worshipping in Desktop Dungeon. Glowing Guardian may be worshipped by locating his altar in a dungeon (if it appears).&lt;br /&gt;
&lt;br /&gt;
== Initial Worship ==&lt;br /&gt;
&lt;br /&gt;
If an altar of Glowing Guardian is found in the dungeon, and the hero is not yet worshipping any other god, it is possible to pray to Glowing Guardian.&lt;br /&gt;
&lt;br /&gt;
=== Immediate effect ===&lt;br /&gt;
&lt;br /&gt;
When first worshipping Glowing Guardian, several effects occur:&lt;br /&gt;
* The hero's '''Current Health''' is restored to the hero's '''Maximum'''.&lt;br /&gt;
** This effect is similar to that of leveling up: all Health is restored to its current maximum. If your hero is poisoned, the poison effect is removed.&lt;br /&gt;
** This does not affect your hero's Mana, nor does it change his Maximum Health.&lt;br /&gt;
* The '''[[Alpha:BLUDTUPOWA|BLUDTUPOWA]] Glyph''' is deactivated.&lt;br /&gt;
** This effect occurs only if the hero already has BLUDTUPOWA, and the Glyph was active when joining Glowing Guardian.&lt;br /&gt;
** Note that you will not be able to reactivate BLUDTUPOWA while worshipping Glowing Guarding.&lt;br /&gt;
* Glowing Guardian will give you an amount of '''Piety points''' based directly on the amount of Health points you have lost so far during battles in this dungeon.&lt;br /&gt;
** The exact mechanism of this effect is still unknown - I.E. how much piety is earned per health point lost.&lt;br /&gt;
** ''Research info required: Does this only include health lost in battle? What about health loss from Vampire attacks?''&lt;br /&gt;
** It's actually based on the amount of health you have naturally regenerated during the dungeon, not the amount of damage you have taken. For example, if playing a Transmuter, no matter how late in the game you choose to worship the Glowing Guardian, you will not gain any piety, as a Transmuter has no natural regeneration.&lt;br /&gt;
&lt;br /&gt;
=== Conversion ===&lt;br /&gt;
&lt;br /&gt;
Followers of [[Alpha:Binlor Ironshield|Binlor Ironshield]] or [[Alpha:The Earthmother|The Earthmother]] may convert their religion to Glowing Guardian at the cost of piety. The hero will keep any bonuses or penalties bestowed upon him by the other god, but will not trigger Glowing Guardian's immediate effects as described above. You may convert by visiting Glowing Guardian's altar and asking to convert:&lt;br /&gt;
&lt;br /&gt;
* Conversion from '''Binlor Ironshield''' costs '''30 piety'''.&lt;br /&gt;
* Conversion from '''The Earthmother''' costs '''35 piety'''. &lt;br /&gt;
&lt;br /&gt;
It also is possible to convert your religion from Glowing Guardian to either Binlor Ironshield or The Earthmother, by locating their altars and asking for it. Your hero will keep any bonuses or penalties bestowed by Glowing Guardian.&lt;br /&gt;
&lt;br /&gt;
* Conversion to '''Binlor Ironshield''' costs '''30 piety'''.&lt;br /&gt;
* Conversion to '''The Earthmother''' costs '''30 piety'''.&lt;br /&gt;
&lt;br /&gt;
== Religion ==&lt;br /&gt;
&lt;br /&gt;
Glowing Guardian is the defender of Holy Warriors, and appreciates all noble and heroic behavior. He detests underhanded methods and the demonic arts, and his worst enemies are the Undead and other &amp;quot;foul&amp;quot; creatures.&lt;br /&gt;
&lt;br /&gt;
The following actions will only change your Piety while worshipping Glowing Guardian. If you have not yet converted to Glowing Guardian, or have renounced your religion, you may perform these actions without triggering the listed effects.&lt;br /&gt;
&lt;br /&gt;
=== Gaining Piety ===&lt;br /&gt;
&lt;br /&gt;
Glowing Guardian will increase your Piety for performing the following actions:&lt;br /&gt;
&lt;br /&gt;
* '''Kill any of the following monsters: [[Alpha:Wraith|Wraith]], [[Alpha:Vampire|Vampire]], [[Alpha:Zombie|Zombie]], [[Alpha:Serpent|Serpent]], [[Alpha:Imp|Imp]], or [[Alpha:Warlock|Warlock]], which are of equal or higher level than your hero, or are finished off with [[Alpha:BURNDAYRAZ|BURNDAYRAZ]]''': +1 Piety.&lt;br /&gt;
** Killing any of the listed monsters will grant you +1 Piety. But killing monsters of lower level than yourself, including the above types, will cause a loss of Piety (see below). Killing a lower-level monster on this list results a net gain of 0 Piety.&lt;br /&gt;
** If any of the above monster types is ultimately killed with a hit from BURNDAYRAZ (regardless of the method used to bring the monster to a state where that last BURNDAYRAZ can kill it), this positive effect is triggered regardless of the monster's relative level.&lt;br /&gt;
* '''Gain a level while worshipping Glowing Guardian''': +3 Piety.&lt;br /&gt;
** This is a straightforward bonus awarded for each level you win while worshipping the Guardian. The number of your new level, or the method you used to gain it, do not affect the amount of Piety awarded.&lt;br /&gt;
* '''Kill a monster which is N levels higher than your hero's level''': +N Piety.&lt;br /&gt;
** The amount of piety acquired is equal to the difference in levels between your hero and the monster he has killed. For example, a level 1 hero killing a level 3 monster will be awarded +2 piety points (3-1=2).&lt;br /&gt;
** Note that if the monster belongs to any of the hated types (see above), you will gain an extra point of piety as per that effect.&lt;br /&gt;
* '''Become poisoned''': +1 Piety.&lt;br /&gt;
** You are awarded a single point of Piety whenever your hero becomes poisoned, from whichever source (normally, [[Alpha:Serpent|Serpent]] and [[Alpha:Bandit|Bandits]]).&lt;br /&gt;
** You will gain a Piety point even if you were already poisoned at the time.&lt;br /&gt;
* '''For each use of the [[Alpha:HALPMEH|HALPMEH]] glyph''': +1 Piety.&lt;br /&gt;
** You are awarded 1 point of Piety for each use of the HALPMEH glyph, whether or not your Health is already full.&lt;br /&gt;
* '''For each use of the [[Alpha:CYDSTEPP|CYDSTEPP]] glyph''': +2 Piety.&lt;br /&gt;
** You are awarded 1 point of Piety for each use of the CYDSTEPP glyph, regardless of whether you already had ''&amp;quot;Protection from Killing Blow&amp;quot;'' before casting it.&lt;br /&gt;
* '''Being &amp;quot;Saved from Death&amp;quot; during Melee combat''': +1 Piety.&lt;br /&gt;
** Each time you are hit in Melee combat by an attack that would kill you, but are kept at 1 point of health instead thanks to Death Protection (from any source, including CYDSTEPP, shop items, or even boons from other gods), you will gain 1 point of Piety.&lt;br /&gt;
* '''Convert the [[Alpha:BLUDTUPOWA|BLUDTUPOWA]] or [[Alpha:APHEELSIK|APHEELSIK]] glyph''': +10 Piety&lt;br /&gt;
** The Guardian dislikes &amp;quot;unholy magic&amp;quot; and will grant +10 Piety for converting BLUDTUPOWA or APHEELSIK.&lt;br /&gt;
** This piety bonus only applies if the Glyph is converted ''while'' worshipping Glowing Guardian. If the Glyph was converted ''before'' joining, no bonus is awarded.&lt;br /&gt;
&lt;br /&gt;
=== Losing Piety ===&lt;br /&gt;
&lt;br /&gt;
Glowing Guardian will decrease your Piety for performing the following actions:&lt;br /&gt;
&lt;br /&gt;
* '''Kill a monster whose level is lower than yours with a Melee attack''': -1 Piety.&lt;br /&gt;
** If a monster of lower level is killed, Glowing Guardian will reduce your piety by 1 point. This only triggers if the killing blow was made by a Melee attack.&lt;br /&gt;
** If the killing blow came from the use of the BURNDAYRAZ glyph, this penalty is ignored regardless of the monster's level.&lt;br /&gt;
* '''Use any potion''': -1 Piety.&lt;br /&gt;
** For any potion you imbibe while worshipping Glowing Guardian, you will lose 1 point of Piety. Both Mana potions and Health potions trigger this effect.&lt;br /&gt;
* '''Activate the BLUDTUPOWA glyph while worshipping Glowing Guardian''': -20 Piety, BLUDTUPOWA is not activated.&lt;br /&gt;
** If you ever try to activate BLUDTUPOWA while Glowing Guardian is worshipped, the Guardian will reduce your Piety by -20.&lt;br /&gt;
** In addition, the BLUDTUPOWA Glyph is ''not'' activated.&lt;br /&gt;
** Activating BLUDTUPOWA ''before'' joining Glowing Guardian does not circumvent this travesty, because it is automatically deactivated upon joining. The same goes for picking up BLUDTUPOWA ''after'' joining Glowing Guardian's religion.&lt;br /&gt;
* '''Use the APHEELSIK Glyph or make any sort of poisoned attack''': -10 Piety. Lose the Poison Attack ability.&lt;br /&gt;
** Activation of the APHEELSIK glyph will cause a loss of 10 points of piety. Similarly, making a Melee attack while your hero has the Poison Attack ability, regardless of its source, will cause the same effect. &lt;br /&gt;
** If the Poison ability came from an item, it is permanently removed. If it came from APHEELSIK, you suffer the -10 Piety and the glyph has no effect, but remains usable - it can be used again if Glowing Guardian is renounced.&lt;br /&gt;
** ''Research info required: Please confirm about renouncing Glowing Guardian''&lt;br /&gt;
* '''Make an attack while your hero has the Lifesteal ability''': Lose Lifesteal ability, Glowing Guardian renounces you.&lt;br /&gt;
** If you make any Melee attack while your hero has any more than 0% Lifesteal ability, Glowing Guardian will automatically renounce you (preventing further piety gain or the use of his boons) and will not allow you to rejoin his religion.&lt;br /&gt;
** In addition, you will lose your current Lifesteal ability entirely. However, it is possible to regain this ability through other gods ([[Alpha:Dracul|Dracul]]) and/or shop items later.&lt;br /&gt;
* '''Convert the HALPMEH glyph while worshipping the Guardian''': Glowing Guardian renounces you.&lt;br /&gt;
** If while worshipping the Glowing Guardian you convert the HALPMEH glyph, the god will automatically renounce you (preventing further Piety gain or the use of his boons) and will not allow you to rejoin his religion.&lt;br /&gt;
* '''&amp;quot;Drink&amp;quot; a blood-stain to regain health''': -10 Piety.&lt;br /&gt;
** The ''[[Alpha:Vampire(race)|Vampire]]'' and ''[[Alpha:Bloodmage|Bloodmage]]'' possess the ability to &amp;quot;drink&amp;quot; the blood-stains left behind when monsters are slain to regain their Health. If they do so, Glowing Guardian will penalize them by -10 Piety points each time they drink up one bloodstain.&lt;br /&gt;
&lt;br /&gt;
=== Retribution ===&lt;br /&gt;
&lt;br /&gt;
If any travesty is committed against Glowing Guardian that would drop Piety below 0, Glowing Guardian will immediately renounce you. This incurs the following effects:&lt;br /&gt;
&lt;br /&gt;
* Suspends all Piety gain immediately: no actions will gain you any Piety with the Guardian anymore.&lt;br /&gt;
* The hero is still considered a member of Glowing Guardian's faith, so the negative effects (such as the loss of the ability to attack with Poison or APHEELSIK) ''still'' apply!&lt;br /&gt;
* In addition, since you are still considered a member of his faith, you cannot simply go and join another god (as is possible when renouncing the Guardian through an item purchase).&lt;br /&gt;
&lt;br /&gt;
== Boons ==&lt;br /&gt;
&lt;br /&gt;
Glowing Guardian has 3 boons to offer to his worshipers at the cost of Piety.&lt;br /&gt;
&lt;br /&gt;
=== Healing ===&lt;br /&gt;
* Restores your Health to the current Maximum.&lt;br /&gt;
* '''Costs 50 Piety'''&lt;br /&gt;
** This is the same effect that is automatically triggered the first time you join Glowing Guardian: your Health is restored to its current maximum. If your hero is poisoned, the poison effect is removed.&lt;br /&gt;
** This does not affect your hero's Mana, nor does it change his Maximum Health.&lt;br /&gt;
=== Protection ===&lt;br /&gt;
* Grants Protection from Death on the next killing blow.&lt;br /&gt;
* '''Costs 50 Piety'''&lt;br /&gt;
** This is the same as casting CYDSTEPP once: The next time a monster lands a blow that would otherwise kill you (by dropping your health to 0 or less, or otherwise as in Petrification and similar effects), your health is instead reduced to exactly 1 hit point, and you survive the combat round.&lt;br /&gt;
** Once triggered, the Protection from Death effect disappears, as it normally does when acquired from other sources.&lt;br /&gt;
=== Absolution ===&lt;br /&gt;
* Increase Maximum Health by +1 point for every blood-stain currently visible.&lt;br /&gt;
* '''Costs 100 Piety'''&lt;br /&gt;
** On acquiring this boon, your hero's Maximum Health will increase by 1 point per visible blood-stain.&lt;br /&gt;
** Blood-stains remain behind when a monster is killed. Some character classes (like the [[Alpha:Bloodmage|Bloodmage]]) can &amp;quot;clean-up&amp;quot; blood-stains for bonuses. Blood-stains already cleaned up in this manner do not count for the purpose of this boon.&lt;br /&gt;
** Your current health will not automatically increase to match the new maximum.&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
The Glowing Guardian is interesting in that he is one of the handful of gods who most people will get the best benefit out of worshiping as late as possible. Due to all the small modifiers to piety, it's unlikely for most characters that they will have enough piety to pick up Absolution (although paladins and warlords both stand a decent chance). His starting boon, on the other hand, can be used in the middle of fighting the boss to potentially win the game. By that point, most characters will have taken enough damage to immediately afterwards afford either Healing or Protection, whichever would help against the boss more. Even otherwise poor choices for accruing piety under the Glowing Guardian can make use of this tactic, although characters with a melee poison or life drain move should be cautious.&lt;br /&gt;
&lt;br /&gt;
== Specific Races ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Research}}&lt;br /&gt;
{{DDNav}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Gods]]&lt;/div&gt;</summary>
		<author><name>The Cakemeister</name></author>	</entry>

	<entry>
		<id>http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Alpha:The_Earthmother&amp;diff=13055</id>
		<title>Alpha:The Earthmother</title>
		<link rel="alternate" type="text/html" href="http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Alpha:The_Earthmother&amp;diff=13055"/>
				<updated>2012-06-26T07:25:51Z</updated>
		
		<summary type="html">&lt;p&gt;The Cakemeister: &amp;quot;Alphaizing&amp;quot; the links&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Earthmother, goddess of plants and nature, is one of the gods available for worshipping in Desktop Dungeon. Earthmother may be worshipped by locating her altar in a dungeon (if it appears).&lt;br /&gt;
&lt;br /&gt;
== Initial Worship ==&lt;br /&gt;
&lt;br /&gt;
If an altar of The Earthmother is found in the dungeon, and the hero is not yet worshipping any other god, it is possible to pray to Earthmother.&lt;br /&gt;
&lt;br /&gt;
=== Immediate effect ===&lt;br /&gt;
&lt;br /&gt;
When first worshipping Earthmother, several effects occur:&lt;br /&gt;
* The Earthmother attempts to generate a new '''[[Alpha:IMAWAL|IMAWAL]] glyph'''.&lt;br /&gt;
** She will only succeed in doing so if the IMAWAL glyph has not been generated in this dungeon at all. If the glyph was found and converted, a new glyph will not be generated.&lt;br /&gt;
** If successful, the new glyph will appear on top of Earthmother's altar. She cannot be prayed-to again unless the glyph is picked up first.&lt;br /&gt;
* The Earthmother will award you with 3 piety points for every health and mana potion consumed before worshiping her.&lt;br /&gt;
&lt;br /&gt;
=== Conversion ===&lt;br /&gt;
&lt;br /&gt;
Followers of [[Alpha:Binlor Ironshield|Binlor Ironshield]] or [[Alpha:Glowing Guardian|Glowing Guardian]] may convert their religion to The Earthmother at the cost of piety. The hero will keep any bonuses or penalties bestowed upon him by the other god, but will not trigger The Earthmother's immediate effects as described above. You may convert by visiting Earthmother's altar and asking to convert:&lt;br /&gt;
&lt;br /&gt;
* Conversion from '''Binlor Ironshield''' costs '''40 piety'''.&lt;br /&gt;
* Conversion from '''Glowing Guardian''' costs '''30 piety'''. &lt;br /&gt;
&lt;br /&gt;
It also is possible to convert your religion from The Earthmother to either Binlor Ironshield or Glowing Guardian, by locating their altars and asking for it. Your hero will keep any bonuses or penalties bestowed by The Earthmother.&lt;br /&gt;
&lt;br /&gt;
* Conversion to '''Binlor Ironshield''' costs '''45 piety'''.&lt;br /&gt;
* Conversion to '''Glowing Guardian''' costs '''35 piety'''.&lt;br /&gt;
&lt;br /&gt;
== Religion ==&lt;br /&gt;
&lt;br /&gt;
The Earthmother is the goddess of nature, and appreciates the creation of more earth (in the form of walls). She is the protector of simple animals, and is strongly opposed to the use of unnatural magic.&lt;br /&gt;
&lt;br /&gt;
The following actions will only change your Piety while worshipping The Earthmother. If you have not yet converted to Earthmother, or have renounced your religion, you may perform these actions without triggering the listed effects.&lt;br /&gt;
&lt;br /&gt;
=== Gaining Piety ===&lt;br /&gt;
&lt;br /&gt;
The Earthmother will increase your Piety for performing the following actions:&lt;br /&gt;
&lt;br /&gt;
* '''Turn a creature into a wall with the [[Alpha:IMAWAL|IMAWAL]] glyph''': +10 Piety.&lt;br /&gt;
** Earthmother will award you 10 piety points for this action regardless of the level or type of creature you have turned into a wall.&lt;br /&gt;
** Earthmother will award you these points even if you turn simple animals ([[Alpha:Serpent|Serpent]], [[Alpha:Goat|Goat]]) into stone. You will not receive the Piety reduction for killing these monster types (see below).&lt;br /&gt;
** Remember that turning a monster into a wall does not count as killing it. Therefore, it does NOT grant you experience points, nor any other bonus or effect you currently have that is triggered by killing monsters.&lt;br /&gt;
* '''Turn a plant into a wall with the IMAWAL glyph''': +3 Piety.&lt;br /&gt;
** Plants are created by The Earthmother from visible bloodstains when her '''Plantation''' boon is acquired. See more on this below. &lt;br /&gt;
&lt;br /&gt;
=== Losing Piety ===&lt;br /&gt;
&lt;br /&gt;
The Earthmother will decrease your Piety for performing the following actions:&lt;br /&gt;
&lt;br /&gt;
* '''Kill a [[Alpha:Goat|Goat]] or a [[Alpha:Serpent|Serpent]]''': -5 Piety&lt;br /&gt;
** Killing one of these animals will immediately lose you 5 piety, regardless of the level of the creature and the method in which it was killed.&lt;br /&gt;
* '''Destroy a wall''': -5 Piety&lt;br /&gt;
** Walls can be destroyed using the [[Alpha:ENDISWAL|ENDISWAL]] glyph or using knockback to throw a monster against a wall.&lt;br /&gt;
* '''Converting the [[Alpha:IMAWAL|IMAWAL]] glyph while worshiping The Earthmother''': -15 Piety&lt;br /&gt;
* '''Destroying a plant''': -15 Piety&lt;br /&gt;
** Plants are created with The Earthmother's &amp;quot;Plantation&amp;quot; boon (see below). You may only destroy them with a magical attack like [[Alpha:BURNDAYRAZ|BURNDAYRAZ]] or using the [[Alpha:Half-dragon|Half-dragon]], unless you can find a way to reduce their Physical Damage immunity.&lt;br /&gt;
* '''Attack a monster in melee combat while your hero has the Lifesteal ability''': -??? Piety, Lose Lifesteal ability.&lt;br /&gt;
** Lifesteal is an innate ability of [[Alpha:Vampire(race)|Vampires]], and may also be acquired in other means. If you attack a monster in Melee combat while your hero has this ability, The Earthmother will reduce your Piety by a currently-unknown amount.&lt;br /&gt;
** ''Research info required: How much piety does this cost?''&lt;br /&gt;
** In addition, you will lose your entire Lifesteal ability (set to 0%).&lt;br /&gt;
** Note that Magical attacks (BURNDAYRAZ) do not count as Melee attacks, and can be performed without triggering this effect.&lt;br /&gt;
* '''Step on a bloodpool while playing as a [[Alpha:Bloodmage|Bloodmage]]''': -10 Piety.&lt;br /&gt;
** Bloodmages that step on a pool of blood (left over after killing a monster) will suffer -10 piety.&lt;br /&gt;
** ''Research info required: What about [[Alpha:Vampire(race)|Vampires]]?''&lt;br /&gt;
** Note that this is the only travesty that The Earthmother will only charge Piety for.&lt;br /&gt;
&lt;br /&gt;
=== Retribution ===&lt;br /&gt;
&lt;br /&gt;
If a travesty is perpetrated that would drop Piety below 0 points, the Earthmother will disable the character's Health Regeneration ability. This is similar to being poisoned: Health will not regenerate as you explore, although you may heal by potions or levels as normal. It is possible to regain Health Regeneration inflicted in this way by performing actions that please The Earthmother, provided your piety is not negative (otherwise, it decreases your piety deficit).&lt;br /&gt;
&lt;br /&gt;
== Boons ==&lt;br /&gt;
&lt;br /&gt;
The Earthmother has 3 boons to offer to her worshipers at the cost of Piety:&lt;br /&gt;
&lt;br /&gt;
=== Greenblood ===&lt;br /&gt;
* Grants you Immunity from Poison.&lt;br /&gt;
* '''Costs 15 Piety'''.&lt;br /&gt;
** On acquiring this boon, your hero receives the special ability &amp;quot;Poison Immunity&amp;quot;. You will no longer be poisoned by [[Alpha:Serpent|Serpents]] or [[Alpha:Bandit|Bandits]] for the remainder of this dungeon.&lt;br /&gt;
** If the hero already has Poison Immunity (E.G. from the item Viper Ward), this boon will have no effect. However, if the item bonus was lost somehow, The Earthmother will renew it. &lt;br /&gt;
=== Plantation ===&lt;br /&gt;
* Gain +10 piety for every blood-stain currently visible on the map.&lt;br /&gt;
* Every visible blood-stain is replaced by a [[Alpha:Plant|Plant]].&lt;br /&gt;
* '''Costs 20 Piety'''.&lt;br /&gt;
** Immediately on acquiring this boon, you will receive +10 piety points for each blood-stain visible on the map at the time.&lt;br /&gt;
** Note that you must first pay the 20 Piety points required to purchase this boon. You cannot rely on the piety gained from Plantation to pay for itself.&lt;br /&gt;
** Blood-stains are the result of killing monsters. It is however possible to &amp;quot;clean-up&amp;quot; bloodstains by stepping on them with the [[Alpha:Bloodmage|Bloodmage]] or [[Alpha:Vampire(race)|Vampire]] characters. If any blood-stain was cleaned up this way, it is not tallied when awarding you piety points.&lt;br /&gt;
** Every blood stain is replaced by a [[Alpha:Plant|Plant]], a level 1 monster with 0 attack damage, 1 point of Health, and 100% Physical Resistance.&lt;br /&gt;
** Plants block movement like any other monster. Therefore, acquiring this boon may cause sections of the dungeon to become inaccessible, unless the blocking plant can be destroyed.&lt;br /&gt;
** The only natural way to destroy a plant is to use BURNDAYRAZ. It may also be possible to destroy plants by reducing their Physical Resistance, for instance through [[Alpha:Taurog|Taurog's]] &amp;quot;Penetration&amp;quot; boon, or with a character that has a mana shield, like the [[Sorcerer]]. Note that destroying a plant results in piety loss as well as the complete loss of Health Regeneration (see above). The plants generated by the Plantation Boon grant 1 experience point, so it is possible to level up by killing plants, though how viable this strategy is depends on the circumstances.&lt;br /&gt;
=== Stoneform ===&lt;br /&gt;
* Each time you gain a level, you receive an extra +5 Maximum Health, +1 Maximum Mana, and +2 Attack Strength. &lt;br /&gt;
* '''Costs 100 Piety'''.&lt;br /&gt;
** Once this boon has been acquired, subsequent level-ups will add the above-listed bonuses ''on top'' of the normal bonuses associated with gaining levels.&lt;br /&gt;
** This effect only applies when gaining levels while still worshipping The Earthmother. Converting to another religion, or renouncing The Earthmother, will remove the extra bonus (though it will not affect the bonuses normally gained from leveling up).&lt;br /&gt;
** The Earthmother does not remove these bonuses if you anger her.&lt;br /&gt;
** Once you've leveled up at least once, the extra points become permanent, and will not be removed from your character even if converting to another religion or renouncing Earthmother altogether. However, as stated above, further level-ups will not grant the additional bonuses anymore.&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
* Get Stoneform at most at lvl 4 to increase the benefits.&lt;br /&gt;
* Try to get 10 bloodpools on map and two lvl 1-2 enemies to stone before converting to her. Then petrify 2 enemies, use plantation then stone form.&lt;br /&gt;
* [[Alpha:HALPMEH|HALPMEH]] + [[Alpha:BLUDTUPOWA|BLUDTUPOWA]] makes her punishment ineffective.&lt;br /&gt;
* If you have spare mana, you can petrify 5 plants in order to have enough piety to convert [[Alpha:IMAWAL|IMAWAL]] glyph. One can convert 2 extra plants to compensate for the piety loss when killing goats or serpents.&lt;br /&gt;
* Considering you lose piety for fighting serpents, which are one of two enemies to poison you, and the Earthmother's punishment is worse than poison, Greenblood is almost always a waste of piety.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Specific Classes ==&lt;br /&gt;
&lt;br /&gt;
=== Transmuter ===&lt;br /&gt;
&lt;br /&gt;
While the [[Alpha:Transmuter|Transmuter]] has absolute reliance on the use of the ENDISWAL Glyph, he neither is affected by The Earthmother's punishment nor by the walls and plants blocking the map. This makes them rather effective followers of the Earthmother, especially if they manage to join early on.&lt;br /&gt;
&lt;br /&gt;
=== Rogue ===&lt;br /&gt;
Due to his lower base hit points, the [[Alpha:Rogue|Rogue]] benefits enormously from stoneform. After a few levels of accumulating stoneform's bonus, a Rogue can handily fight monsters several levels higher than himself. This is still difficult to pull off, though, so make sure you do some scouting before you commit to it. &lt;br /&gt;
&lt;br /&gt;
{{Research}}&lt;br /&gt;
{{DDNav}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Gods]]&lt;/div&gt;</summary>
		<author><name>The Cakemeister</name></author>	</entry>

	<entry>
		<id>http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Alpha:Dracul&amp;diff=13054</id>
		<title>Alpha:Dracul</title>
		<link rel="alternate" type="text/html" href="http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Alpha:Dracul&amp;diff=13054"/>
				<updated>2012-06-26T07:18:01Z</updated>
		
		<summary type="html">&lt;p&gt;The Cakemeister: &amp;quot;Alphaizing&amp;quot; the links&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Dracul, god of the Undead, is one of the gods available for worshipping in Desktop Dungeon. Dracul may be worshipped by locating his altar in a dungeon (if it appears).&lt;br /&gt;
&lt;br /&gt;
== Initial Worship ==&lt;br /&gt;
&lt;br /&gt;
If an altar of Dracul is found in the dungeon, and the hero is not yet worshipping any other god, it is possible to pray to Dracul.&lt;br /&gt;
&lt;br /&gt;
=== Immediate effect ===&lt;br /&gt;
&lt;br /&gt;
When first worshiping Dracul, several effects occur:&lt;br /&gt;
* The hero's '''level is increased by 1''', without gaining the usual permanent bonuses for this level-up.&lt;br /&gt;
** This increase occurs regardless of your hero's current level, unless he is already at level 10.&lt;br /&gt;
** No level-up bonuses are applied when this occurs. That means, your Maximum Health, Attack Strength, or any item-given bonuses related to level-ups will not be acquired. Also, your Health and Mana will ''not'' be restored as normal. Earned experience won't decrease.&lt;br /&gt;
* The '''[[Alpha:HALPMEH|HALPMEH]] Glyph''' is destroyed.&lt;br /&gt;
** This occurs both if the player is holding HALPMEH at the time, or if the Glyph is anywhere else in the dungeon. If the Glyph does not exist anywhere, this effect is ignored.&lt;br /&gt;
* Dracul will grant you an amount of '''Piety points''' equal to the number of blood-stains ''currently'' visible in the dungeon.&lt;br /&gt;
** This includes blood-stains from each monster you have killed. Some characters like the [[Alpha:Bloodmage|Bloodmage]] may suck up bloodstains during their exploration, and if so those bloodstains are not included in the effect.&lt;br /&gt;
&lt;br /&gt;
=== Conversion ===&lt;br /&gt;
&lt;br /&gt;
Followers of Dracul cannot convert their religion to any other god. Followers of other gods cannot convert their religion to Dracul.&lt;br /&gt;
&lt;br /&gt;
The only method to switch to or from Dracul is to first renounce your religion by help of an item.&lt;br /&gt;
&lt;br /&gt;
== Religion ==&lt;br /&gt;
&lt;br /&gt;
Dracul is the god of the Undead. As such, he is the protector of all Undead monsters. He yearns for the blood of the living, and will reward slaying them.&lt;br /&gt;
&lt;br /&gt;
The following actions will only change your Piety while worshiping Dracul. If you have not yet converted to Dracul, or have renounced your religion, you may perform these actions without triggering the listed effects.&lt;br /&gt;
&lt;br /&gt;
=== Gaining Piety ===&lt;br /&gt;
&lt;br /&gt;
Dracul will increase your Piety for performing the following actions:&lt;br /&gt;
&lt;br /&gt;
* '''Kill a living creature''': +3 Piety.&lt;br /&gt;
** The only way to appease Dracul other than the initial piety gain is to kill &amp;quot;Living&amp;quot; creatures. This refers to any creature that does not have the Special Ability &amp;quot;Undead&amp;quot;.&lt;br /&gt;
** The level of the creature slain or the method in which it was slain do not influence the number of piety points you gain.&lt;br /&gt;
&lt;br /&gt;
=== Losing Piety ===&lt;br /&gt;
&lt;br /&gt;
Dracul will decrease your Piety for performing the following actions:&lt;br /&gt;
&lt;br /&gt;
* '''Kill an Undead creature''': -5 Piety.&lt;br /&gt;
** Dracul is the god of Undead creatures. As such, any Undead creature killed while worshiping Dracul will cause a drop of 5 Piety points. Undead creatures are marked by the word &amp;quot;Undead&amp;quot; in their special ability text.&lt;br /&gt;
** The level of the Undead slain or the method in which it was slain do not affect the number of piety points you lose.&lt;br /&gt;
&lt;br /&gt;
=== Retribution ===&lt;br /&gt;
&lt;br /&gt;
If killing an Undead creature causes your Piety to drop below 0, Dracul will '''kill you immediately'''. There is no way to avoid this death.&lt;br /&gt;
&lt;br /&gt;
== Boons ==&lt;br /&gt;
&lt;br /&gt;
Dracul has 5 boons to offer to his worshipers at the cost of Piety. Acquiring each boon comes with an extra cost of 5 points from your Maximum Health.&lt;br /&gt;
&lt;br /&gt;
=== Bloodpower ===&lt;br /&gt;
* Increases Maximum Mana by 5 points.&lt;br /&gt;
* Reduces Maximum Health by 5 points.&lt;br /&gt;
* '''Costs 10 Piety'''.&lt;br /&gt;
** On acquiring this boon, your hero will receive 5 extra points to his Maximum Mana, and lose 5 points from his Maximum Health.&lt;br /&gt;
** Mana is not replenished at all during this upgrade. You will need to fill these 5 extra points yourself by whichever means available.&lt;br /&gt;
** If your Current Health is above your new Maximum Health, it will be lowered to this level instantly.&lt;br /&gt;
=== Bloodfury ===&lt;br /&gt;
* Increases Attack Strength by +20%.&lt;br /&gt;
* Reduces Maximum Health by 5 points.&lt;br /&gt;
* '''Costs 20 Piety'''.&lt;br /&gt;
** On acquiring this boon, your hero receives a bonus of +20% to his Attack Strength. This adds up with all previous percentage bonuses to Attack Strength such as those acquired from the Attack Bonuses found lying around the dungeon. This effectively increases the damage caused by your Melee Attack by 20% of its base value, although this isn't always the case depending on circumstances or other effects.&lt;br /&gt;
** Note that only Melee damage is increased, not damage from other sources such as BURNDAYRAZ.&lt;br /&gt;
** If your Current Health is above your new Maximum Health, it will be lowered to this level instantly.&lt;br /&gt;
&lt;br /&gt;
=== Bloodshield ===&lt;br /&gt;
* Increases Physical and Magic Resistance by +20% each.&lt;br /&gt;
* Reduces Maximum Health by 5 points.&lt;br /&gt;
* '''Costs 25 Piety'''.&lt;br /&gt;
** On acquiring this boon, both your hero's Physical and Magic resistance will go up by +20%. This bonus is cumulative with any existing Resistance your character may have at the time. For example, if your character has 50% Physical Resistance, they will now have 70% Physical Resistance. If your character had negative resistance, for instance -20%, it will be increased appropriately (to 0% in this example).&lt;br /&gt;
** This effectively reduces the attack damage done by any monster by 20% of its original quantity (alongside any other damage-reducing effects your character may have).&lt;br /&gt;
** If your Current Health is above your new Maximum Health, it will be lowered to this level instantly.&lt;br /&gt;
=== Bloodhunger ===&lt;br /&gt;
* Grants you +20% Life steal ability.&lt;br /&gt;
* Reduces Maximum Health by 5 points.&lt;br /&gt;
* '''Costs 30 Piety'''.&lt;br /&gt;
** After acquiring this boon, your life steal ability will increase by +20%. This bonus is cumulative, so if your character already had life steal from any source, it is increased by 20%. For example, if your character had 20% life steal, they will now have 40% life steal.&lt;br /&gt;
** Life steal causes some of a monster's health to transfer to your Health pool after each Melee Attack you perform. The amount of health transferred this way is equal to the ability's percentage out of the total amount of damage you cause with your attack, including temporary benefits like [[Alpha:BYSSEPS|BYSSEPS]]. Note that you will still need to survive the monster's attack in order to make good on this siphoned health. Attacks that (without life steal) would bring you to 0 Health or below would still kill you with this ability.&lt;br /&gt;
** Life steal works normally on undead.&lt;br /&gt;
** ''Research info required: does killing monsters with little health left alters the stolen amount?''&lt;br /&gt;
** If your Current Health is above your new Maximum Health, it will be lowered to this level instantly.&lt;br /&gt;
&lt;br /&gt;
=== Bloodswell ===&lt;br /&gt;
* Restores your Health to its maximum.&lt;br /&gt;
* Reduces Maximum Health by 5 points.&lt;br /&gt;
* '''Costs 40 Piety'''.&lt;br /&gt;
** Upon acquiring this boon, your health will be restored to Maximum.&lt;br /&gt;
** Note that your Maximum Health is then reduced by 5 points, and your Current Health will immediately drop 5 points along with it. Therefore, you will still have full health after this boon, but now the &amp;quot;full&amp;quot; amount is 5 points less than what you had before. &lt;br /&gt;
** Your mana will NOT be restored or altered in any way as a result of taking this boon.&lt;br /&gt;
** ''Research info required: Does this healing cure poison?''&lt;br /&gt;
&lt;br /&gt;
NOTE: If acquiring a boon will reduce your max health to 0 or less, you will immediately die.&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
* Remember, after conversion each death nets 3 piety instead of 1 that blood pools grant on conversion. The exception for this is undead, so if you kill all the undead enemies before following Dracul, but leave the non-undead ones alone, you can get the maximum possible amount of piety from him.&lt;br /&gt;
* Dracul is most useful when there are very few undead around (ideally none); this makes him a particular useful god in the Snake Pit, Library, and Factory special dungeons (and obviously very impractical in the Crypt). If available, use [[Alpha:IMAWAL|IMAWAL]] on undead, so you can get some extra score, assuming you can't kill them before worshipping Dracul.&lt;br /&gt;
* If you don't plan on using BURNDAYRAZ a lot, consider skipping the Bloodpower boon.&lt;br /&gt;
* Bloodshield effectively cancels the handicap of having lower hitpoint maximum. If you have any other source of resistance, it will improve your durability by a lot.&lt;br /&gt;
* Bloodshield + Bloodhunger make the character an effective tank. This is especially useful against bosses like [[Alpha:Meat man#Boss info|Super Meat Man]] and [[Alpha:Golem#Boss info|The Iron Man]]. It will help against [[Alpha:Serpent#Boss info|Jormungandr]] and [[Alpha:Zombie#Boss info|Frank the zombie]] as well.&lt;br /&gt;
&lt;br /&gt;
== Specific Races ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Research}}&lt;br /&gt;
{{DDNav}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Gods]]&lt;/div&gt;</summary>
		<author><name>The Cakemeister</name></author>	</entry>

	<entry>
		<id>http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Alpha:Gods&amp;diff=13053</id>
		<title>Alpha:Gods</title>
		<link rel="alternate" type="text/html" href="http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Alpha:Gods&amp;diff=13053"/>
				<updated>2012-06-26T07:15:11Z</updated>
		
		<summary type="html">&lt;p&gt;The Cakemeister: &amp;quot;Alphaizing&amp;quot; the links&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Gods work similarly to other roguelike games, each giving themed bonuses and penalties.&lt;br /&gt;
&lt;br /&gt;
No class begins with a religion, and must instead find an altar. Each dungeon has three altars, each assigned to a random unique god.&lt;br /&gt;
Stepping on the altar will display a brief flavor text description, and the option to begin worship if you have not selected one yet.&lt;br /&gt;
Please note that due to the recent changes to how gods work, this page is very much a WIP. &lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
=== Alpha Summary ===&lt;br /&gt;
&lt;br /&gt;
Once you find an altar, you may pray at it to learn the different abilities the god offers, and may choose either to worship that god or leave the altar and continue exploring. Once you follow a god, you cannot leave them unless another altar offers the chance to convert from that god.&lt;br /&gt;
&lt;br /&gt;
While following a god, certain actions may change your piety with a god, according to the behaviours they prefer. For example, Taurog, being a magic-hating god of battle, awards piety for killing enemies (and more for killing magic users), but causes you to lose piety if you use a glyph. If you would otherwise lose piety when at 0 piety, very bad things happen. On the other hand, you may pray at your god's altar to spend piety on boons, which vary between gods but are all almost universally good. Additionally, if you find an altar to a co-aligned deity, you may spend piety there to convert to that god, keeping the existing bonuses and penalties exacted upon you by your god. However, no more that one conversion is possible during a game. Choosing (or not choosing) a specific deity in a given game can be the choice that means survival over defeat a lot of the time.&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;&lt;br /&gt;
|- style=&amp;quot;background-color: #EEEEEE&amp;quot;&lt;br /&gt;
!Name&lt;br /&gt;
!Worship Bonuses&lt;br /&gt;
!Rewarded/Repent Actions&lt;br /&gt;
!Penalized Actions&lt;br /&gt;
!Boons&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
===== [[Alpha:Binlor Ironshield|Binlor Ironshield]] =====&lt;br /&gt;
|&lt;br /&gt;
* +5 Max Health&lt;br /&gt;
* Starting Piety equals acquired gold&lt;br /&gt;
|&lt;br /&gt;
* Destroy a wall&lt;br /&gt;
** +2 Piety&lt;br /&gt;
* Gain a level&lt;br /&gt;
** +10 Piety&lt;br /&gt;
|&lt;br /&gt;
* Use any glyph (except ENDISWAL)&lt;br /&gt;
** -1 Piety&lt;br /&gt;
* Kill a golem&lt;br /&gt;
** -3 Piety&lt;br /&gt;
* Less than 0 Piety&lt;br /&gt;
** -10% Resistances&lt;br /&gt;
| &lt;br /&gt;
* Convert from Earthmother&lt;br /&gt;
** Cost: 45 Piety&lt;br /&gt;
* Convert from Glowing Guardian&lt;br /&gt;
** Cost: 30 Piety&lt;br /&gt;
* Boon: Mining&lt;br /&gt;
** Cost: 20 Piety&lt;br /&gt;
** Effect: destroys random chunks of wall&lt;br /&gt;
* Boon: Hardiness&lt;br /&gt;
** Cost: 30 Piety&lt;br /&gt;
** Effect: Sets Physical Resistance to 25%&lt;br /&gt;
** (warning: this is not cumulative, monk drops from 50 to 25%!)&lt;br /&gt;
* Boon: Heroics&lt;br /&gt;
** Cost: 80 Piety&lt;br /&gt;
** Effect: Instant advance to level 10.&lt;br /&gt;
** Effect: No further piety gain.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
===== [[Alpha:Dracul|Dracul]] =====&lt;br /&gt;
|&lt;br /&gt;
* Gain 1 level but don't get the usual increased stats or healing&lt;br /&gt;
* HALPMEH glyph is destroyed (when in inventory, or picked up later)&lt;br /&gt;
* Starting Piety equals the number of bloodstains visible onscreen.&lt;br /&gt;
|&lt;br /&gt;
* Kill a living creature&lt;br /&gt;
** +3 Piety&lt;br /&gt;
|&lt;br /&gt;
* Kill an undead creature&lt;br /&gt;
** -5 Piety&lt;br /&gt;
* Drop below 0 Piety&lt;br /&gt;
** Instant Death&lt;br /&gt;
|&lt;br /&gt;
* Boon: Bloodpower&lt;br /&gt;
** Cost: 10 Piety, -5 Max Health&lt;br /&gt;
** Effect: +5 Max Mana&lt;br /&gt;
* Boon: Bloodfury&lt;br /&gt;
** Cost: 20 Piety, -5 Max Health&lt;br /&gt;
** Effect: +20% Physical Damage&lt;br /&gt;
* Boon: Bloodshield&lt;br /&gt;
** Cost: 25 Piety, -5 Max Health&lt;br /&gt;
** Effect: +20% Physical and Magical Resistances&lt;br /&gt;
* Boon: Bloodhunger&lt;br /&gt;
** Cost: 30 Piety, -5 Max Health&lt;br /&gt;
** Effect: +20% Life Steal&lt;br /&gt;
* Boon: Bloodswell&lt;br /&gt;
** Cost: 40 Piety, -5 Max Health&lt;br /&gt;
** Effect: Restore full Health&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
===== [[Alpha:The Earthmother|The Earthmother]] =====&lt;br /&gt;
|&lt;br /&gt;
* Creates IMAWAL glyph on altar space&lt;br /&gt;
** Not created if glyph exists or was converted&lt;br /&gt;
* Starting Piety is three times the number of previously quaffed potions (both health and mana)&lt;br /&gt;
|&lt;br /&gt;
* Use IMAWAL on a monster&lt;br /&gt;
** +10 Piety&lt;br /&gt;
* Use IMAWAL on a plant&lt;br /&gt;
** +3 Piety&lt;br /&gt;
|&lt;br /&gt;
* Destroy a wall&lt;br /&gt;
** -5 Piety&lt;br /&gt;
* Kill an animal (goat, snake)&lt;br /&gt;
** -3 Piety&lt;br /&gt;
* Convert IMAWAL glyph or Kill a plant&lt;br /&gt;
** -15 Piety&lt;br /&gt;
* Use Life Drain&lt;br /&gt;
** -??? Piety&lt;br /&gt;
** Lose Life Drain ability&lt;br /&gt;
* Step on a blood pool while playing Bloodmage&lt;br /&gt;
** -10 Piety&lt;br /&gt;
* Drop Below 0 Piety&lt;br /&gt;
** Lose natural regeneration&lt;br /&gt;
|&lt;br /&gt;
* Convert from Glowing Guardian&lt;br /&gt;
** Cost: 30 Piety&lt;br /&gt;
* Convert from Binlor Ironshield&lt;br /&gt;
** Cost: 40 Piety&lt;br /&gt;
* Boon: Greenblood&lt;br /&gt;
** Cost: 15 Piety&lt;br /&gt;
** Effect: Poison Immunity&lt;br /&gt;
* Boon: Plantation&lt;br /&gt;
** Cost: 15 Piety&lt;br /&gt;
** Effect: +10 Piety for every visible bloodstain&lt;br /&gt;
** Effect: visible bloodstains replaced by plants (1 Health, 100% Physical Resistance)&lt;br /&gt;
* Boon: Stoneform&lt;br /&gt;
** Cost: 100 Piety&lt;br /&gt;
** Effect: On leveling, gain +5 Max Health, +1 Max Mana, +2 Physical Damage&lt;br /&gt;
** Applies only if worship is maintained.&lt;br /&gt;
** Applied values maintained if renounced.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
===== [[Alpha:Glowing Guardian|Glowing Guardian]] =====&lt;br /&gt;
|&lt;br /&gt;
* Restores full Health&lt;br /&gt;
* BLUDTUPOWA is permanently deactivated&lt;br /&gt;
* Starting Piety based on prior Health spent&lt;br /&gt;
|&lt;br /&gt;
* Become Poisoned&lt;br /&gt;
** +1 Piety&lt;br /&gt;
* Be saved from death (effect from CYDESTEPP or shop item)&lt;br /&gt;
** +1 Piety&lt;br /&gt;
* Kill an undead, snake, imp, warlock, or golem (equal or greater level, or BURNDAYRAZ)&lt;br /&gt;
** +1 Piety&lt;br /&gt;
* Use the HALPMEH glyph&lt;br /&gt;
** +1 Piety&lt;br /&gt;
* Use the CYDESTEPP glyph&lt;br /&gt;
** +2 Piety&lt;br /&gt;
* Gain Level&lt;br /&gt;
** +3 Piety&lt;br /&gt;
* Kill a monster N levels higher than you&lt;br /&gt;
** +N Piety&lt;br /&gt;
* Convert BLUDTUPOWA or APHEELSIK glyph&lt;br /&gt;
** +10 Piety&lt;br /&gt;
|&lt;br /&gt;
* Kill a monster which has a lower level than you (BURNDAYRAZ excepted)&lt;br /&gt;
** -1 Piety&lt;br /&gt;
* Use a potion&lt;br /&gt;
** -1 Piety&lt;br /&gt;
* Activate the BLUDTUPOWA glyph&lt;br /&gt;
** -20 Piety&lt;br /&gt;
** BLUDTUPOWA is not activated&lt;br /&gt;
* Use poison (Venom blade, APHEELSIK glyph)&lt;br /&gt;
** -10 Piety&lt;br /&gt;
** Lose ability to use the attack&lt;br /&gt;
* Use lifesteal (Vampire attack)&lt;br /&gt;
** Glowing Guardian renounces you&lt;br /&gt;
** Lose lifesteal&lt;br /&gt;
* Convert HALPMEH&lt;br /&gt;
** Glowing Guardian renounces you&lt;br /&gt;
* Regenerate Health by &amp;quot;sucking up&amp;quot; a Blood-stain&lt;br /&gt;
** -10 Piety &lt;br /&gt;
|&lt;br /&gt;
* Convert from Earthmother&lt;br /&gt;
** Cost: 35 Piety&lt;br /&gt;
* Convert from Binlor&lt;br /&gt;
** Cost: 30 Piety&lt;br /&gt;
* Boon: Healing&lt;br /&gt;
** Cost: 50 Piety&lt;br /&gt;
** Restores full Health&lt;br /&gt;
* Boon: Protection&lt;br /&gt;
** Cost: 50 Piety&lt;br /&gt;
** Gain Protection from next Killing Blow&lt;br /&gt;
* Boon: Absolution&lt;br /&gt;
** Cost: 100 Piety&lt;br /&gt;
** Gain +1 Max Health for all visible bloodstains&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
===== [[Alpha:Jehora Jeheyu|Jehora Jeheyu]] =====&lt;br /&gt;
|&lt;br /&gt;
* Removes poison immunity&lt;br /&gt;
* Removes mana burn immunity&lt;br /&gt;
* Removes death gaze immunity&lt;br /&gt;
* Removes death protection&lt;br /&gt;
* Removes dodge&lt;br /&gt;
* Removes first strike&lt;br /&gt;
* Starting Piety is random from 1-25&lt;br /&gt;
|&lt;br /&gt;
* Destroy a wall&lt;br /&gt;
** +1 Piety&lt;br /&gt;
* Deal ~150 cumulative damage&lt;br /&gt;
** +4 Piety&lt;br /&gt;
* Receive 100 cumulative damage&lt;br /&gt;
** +4 Piety&lt;br /&gt;
* Use the PISORF glyph&lt;br /&gt;
** +1 Piety&lt;br /&gt;
* Use the WEYTWUT glyph&lt;br /&gt;
** +5 Piety&lt;br /&gt;
|&lt;br /&gt;
* Use the CYDSTEPP glyph&lt;br /&gt;
** -10 piety&lt;br /&gt;
* Use the GETINDARE glyph&lt;br /&gt;
** -10 piety&lt;br /&gt;
|&lt;br /&gt;
* Boon: Chaos&lt;br /&gt;
** Cost: All Piety&lt;br /&gt;
** Effect: Either death or restore full health or mana or death.&lt;br /&gt;
*** Success correlates to amount of remaining piety (which is 0).&lt;br /&gt;
* Boon: Madness&lt;br /&gt;
** Cost: 25 piety&lt;br /&gt;
** Effect: +5 Physical Damage&lt;br /&gt;
* Boon: Bolstering&lt;br /&gt;
** Cost: 15 piety, 1 Health Potion&lt;br /&gt;
** Effect: +15 Max Health&lt;br /&gt;
* Boon: Retaliation&lt;br /&gt;
** Cost: 30 piety&lt;br /&gt;
** Effect: Gain Mana Shield (see [[Sorcerer]])&lt;br /&gt;
* Boon: Polymorph&lt;br /&gt;
** Cost: 50 piety&lt;br /&gt;
** Effect: Randomly change all enemies&lt;br /&gt;
*** Will become enemies of same level&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
===== [[Alpha:Mystera Annur|Mystera Annur]] =====&lt;br /&gt;
|&lt;br /&gt;
* Sets Physical damage permanently to 1&lt;br /&gt;
* Starting Piety based on prior Mana spent&lt;br /&gt;
|&lt;br /&gt;
* Use a glyph&lt;br /&gt;
** +1 piety&lt;br /&gt;
|&lt;br /&gt;
* Destroy a glyph&lt;br /&gt;
** -10 piety&lt;br /&gt;
* Use a Physical Attack&lt;br /&gt;
** To kill an enemy that uses a physical attack&lt;br /&gt;
*** -1 Piety&lt;br /&gt;
** To kill an enemy that uses a magical attack&lt;br /&gt;
*** -5 Piety&lt;br /&gt;
** Note: BURNDAYRAZ or Mana Shield are Magical Attacks&lt;br /&gt;
|&lt;br /&gt;
* Convert from Tikki Tooki&lt;br /&gt;
** Cost: 95 piety&lt;br /&gt;
* Boon: Magic&lt;br /&gt;
** Cost: 20 piety&lt;br /&gt;
** Effect: +15 Max Mana&lt;br /&gt;
* Boon: Faith&lt;br /&gt;
** Cost: 20 piety&lt;br /&gt;
** Effect: Doubles piety bonus for glyph use (+2 piety)&lt;br /&gt;
* Boon: Flames&lt;br /&gt;
** Cost: 50 piety&lt;br /&gt;
** Effect: +25% damage for BURNDAYRAZ glyph attack&lt;br /&gt;
* Boon: Weakening&lt;br /&gt;
** Cost: 100 piety&lt;br /&gt;
** Effect: Removes all enemy Magic Resistances&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
===== [[Alpha:The Pactmaker|The Pactmaker]] =====&lt;br /&gt;
|&lt;br /&gt;
* No Bonuses&lt;br /&gt;
* Starting Piety equals # of revealed tiles / 10.&lt;br /&gt;
|&lt;br /&gt;
* Gain Level&lt;br /&gt;
** +20 Piety&lt;br /&gt;
|&lt;br /&gt;
* None&lt;br /&gt;
|&lt;br /&gt;
* Convert from Mysteria Annur&lt;br /&gt;
** Cost: 25 Piety&lt;br /&gt;
* Boon: Experience&lt;br /&gt;
** Cost: 20 piety&lt;br /&gt;
** Effect: +10 Experience&lt;br /&gt;
* Boon: Learning&lt;br /&gt;
** Cost: 45 piety&lt;br /&gt;
** Effect: +1 Experience per enemy kill&lt;br /&gt;
* Boon: Mana&lt;br /&gt;
** Cost: 80 piety&lt;br /&gt;
** Effect: +10 Max Mana&lt;br /&gt;
* Boon: Health&lt;br /&gt;
** Cost: 80 piety&lt;br /&gt;
** Effect: +15 Max Health&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
===== [[Alpha:Taurog|Taurog]] =====&lt;br /&gt;
|&lt;br /&gt;
* -2 Max Mana&lt;br /&gt;
* Removes Immunity from Mana Burn&lt;br /&gt;
* Inflicted with Mana Burn&lt;br /&gt;
* Starting Piety based on Number of bloodstains on the ground.&lt;br /&gt;
|&lt;br /&gt;
* Kill an enemy&lt;br /&gt;
** +2 Piety&lt;br /&gt;
* Kill an enemy that uses magical attack&lt;br /&gt;
** +5 Piety&lt;br /&gt;
* Convert a glyph&lt;br /&gt;
** +5 Piety&lt;br /&gt;
|&lt;br /&gt;
* Use a glyph&lt;br /&gt;
** -5 Piety&lt;br /&gt;
* Less than 0 Piety&lt;br /&gt;
** -50% Max Health after each glyph usage&lt;br /&gt;
|&lt;br /&gt;
* Boon: Fury&lt;br /&gt;
** Cost: 15 Piety, -2 Max Mana&lt;br /&gt;
** Effect: +5 Physical Damage&lt;br /&gt;
* Boon: Command&lt;br /&gt;
** Cost: 15 Piety, -2 Max Mana&lt;br /&gt;
** Effect: +5 Experience&lt;br /&gt;
* Boon: Mageshield&lt;br /&gt;
** Cost: 25 Piety, -2 Max Mana&lt;br /&gt;
** Effect: Sets Magical Resistance to 25%&lt;br /&gt;
* Boon: Penetration&lt;br /&gt;
** Cost: 50 Piety, -2 Max Mana&lt;br /&gt;
** Effect: Removes all enemy Physical Resistances&lt;br /&gt;
* Boon: Rage&lt;br /&gt;
** Cost: 90 Piety, Max Mana set to 1&lt;br /&gt;
** Effect: +50% Physical Damage&lt;br /&gt;
&lt;br /&gt;
* Note that you may still take the boons which deduct 2 Max Mana after taking Rage.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
===== [[Alpha:Tikki Tooki|Tikki Tooki]] =====&lt;br /&gt;
|&lt;br /&gt;
* Lose half of your gold&lt;br /&gt;
* Starting Piety based on amount of gold carried (up to 40)&lt;br /&gt;
|&lt;br /&gt;
* Kill enemy without taking damage&lt;br /&gt;
** +4 Piety&lt;br /&gt;
* Dodge an attack that would deal ???% of your health&lt;br /&gt;
** +5 Piety&lt;br /&gt;
* Poison an enemy (either using APHEELSIK or Poison Blade including the one begotten from Tikki Tooki)&lt;br /&gt;
** +1 Piety &lt;br /&gt;
* Use PISORF glyph&lt;br /&gt;
** +1 Piety&lt;br /&gt;
* Use WEYTWUT glyph&lt;br /&gt;
** +10 Piety&lt;br /&gt;
|&lt;br /&gt;
* Get hit too often(2+?) in combat&lt;br /&gt;
** -1 Piety&lt;br /&gt;
* Use a death protection effect&lt;br /&gt;
** -10 Piety&lt;br /&gt;
* Less than 0 Piety&lt;br /&gt;
** All enemies get First Strike &lt;br /&gt;
(permanent? at least not cured with piety gain from not being hit in combat, even 3x in a row, praying for dodge doesn't cure.)&lt;br /&gt;
|&lt;br /&gt;
* Convert from Pactmaker&lt;br /&gt;
** Cost: 55 Piety&lt;br /&gt;
* Boon: Dodging&lt;br /&gt;
** Cost: 15 Piety&lt;br /&gt;
** Effect: +10% Dodge&lt;br /&gt;
* Boon: Gold&lt;br /&gt;
** Cost: 30 Piety&lt;br /&gt;
** Effect: +40 Gold&lt;br /&gt;
* Boon: Poison&lt;br /&gt;
** Cost: 60 Piety&lt;br /&gt;
** Effect: All Physical attacks cause Poison&lt;br /&gt;
* Boon: First Strike&lt;br /&gt;
** Cost: 80 Piety&lt;br /&gt;
** Effect: Gain permanent First Strike&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>The Cakemeister</name></author>	</entry>

	<entry>
		<id>http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Alpha:Binlor_Ironshield&amp;diff=13052</id>
		<title>Alpha:Binlor Ironshield</title>
		<link rel="alternate" type="text/html" href="http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Alpha:Binlor_Ironshield&amp;diff=13052"/>
				<updated>2012-06-26T07:12:16Z</updated>
		
		<summary type="html">&lt;p&gt;The Cakemeister: &amp;quot;Alphaizing&amp;quot; the links&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Binlor Ironshield is one of the gods available for worshipping in Desktop Dungeon. Binlor may be worshipped by locating his altar in a dungeon (if it appears).&lt;br /&gt;
&lt;br /&gt;
== Initial Worship ==&lt;br /&gt;
&lt;br /&gt;
If an altar of Binlor Ironshield in the dungeon, and the hero is not yet worshipping any other god, it is possible to pray to Binlor.&lt;br /&gt;
&lt;br /&gt;
=== Immediate effect ===&lt;br /&gt;
&lt;br /&gt;
When first worshipping Binlor Ironshield, several effects occur:&lt;br /&gt;
* The hero's '''Maximum Health''' is increased by +5 points.&lt;br /&gt;
** Those 5 points are immediately filled as though gained from a healing spell.&lt;br /&gt;
*** If poisoned, the hero's Maximum Health increases, but there is no immediate HP gain.&lt;br /&gt;
* Binlor will grant you a number of '''Piety points''' equal to the amount of Gold collected from this dungeon so far.&lt;br /&gt;
** Gold collected in previous dungeons and brought along with the character, or generated by a Goblin's glyph conversion are not included in this tally&lt;br /&gt;
&lt;br /&gt;
=== Conversion ===&lt;br /&gt;
&lt;br /&gt;
Followers of [[Alpha:The Earthmother|The Earthmother]] or [[Alpha:Glowing Guardian|Glowing Guardian]] may convert their religion to Binlor Ironshield at the cost of piety. The hero will keep any bonuses or penalties bestowed upon him by the other god, but will not trigger Binlor's immediate effects as described above. You may convert by visiting Ironshield's altar and asking to convert:&lt;br /&gt;
&lt;br /&gt;
* Conversion from '''The Earthmother''' costs '''45 piety'''.&lt;br /&gt;
* Conversion from '''Glowing Guardian''' costs '''30 piety'''.&lt;br /&gt;
&lt;br /&gt;
It also is possible to convert your religion from Binlor Ironshield to either [[Alpha:The Earthmother|The Earthmother]] or [[Alpha:Glowing Guardian|Glowing Guardian]], by locating their altars and asking for it. Your hero will keep any bonuses or penalties bestowed by Binlor Ironshield.&lt;br /&gt;
&lt;br /&gt;
* Conversion to '''The Earthmother''' costs '''40 piety'''.&lt;br /&gt;
* Conversion to '''Glowing Guardian''' costs '''30 piety'''.&lt;br /&gt;
&lt;br /&gt;
== Religion ==&lt;br /&gt;
&lt;br /&gt;
Binlor Ironshield is the god of industry, mining and traders. As such, he grants piety for acquiring gold (On-Worship effect), for mining through the dungeon, and for leveling up. Binlor disapproves of the use of magic, and is a patron of the Magic-resistant [[Alpha:Golem|Golems]].&lt;br /&gt;
&lt;br /&gt;
Performing the following actions while in Binlor Ironshield's religion will change your Piety. If you have not yet joined Binlor Ironshield's religion, or have converted to another god or renounced Binlor, you may perform these actions without triggering the listed effects.&lt;br /&gt;
&lt;br /&gt;
=== Gaining Piety ===&lt;br /&gt;
&lt;br /&gt;
Binlor Ironshield will increase your Piety for performing the following actions:&lt;br /&gt;
&lt;br /&gt;
* '''Gain a level''': +10 Piety.&lt;br /&gt;
** This bonus is static - it does not matter which level you are going up to, or how you gained your level - you will always get +10 piety.&lt;br /&gt;
* '''Destroy a wall''': +2 Piety.&lt;br /&gt;
** Walls may be destroyed using the ENDISWAL glyph -- it is also the only glyph you can use without losing Piety (see below).&lt;br /&gt;
** Walls may also be destroyed by pushing monsters into them. This occurs when performing Melee attacks with a character that has the Knockback ability (see [[Alpha:Half-dragon|Half-dragon]]. Items may also provide this ability).&lt;br /&gt;
&lt;br /&gt;
=== Losing Piety ===&lt;br /&gt;
&lt;br /&gt;
Binlor Ironshield will decrease your Piety for performing the following actions:&lt;br /&gt;
&lt;br /&gt;
* '''Kill a Golem''': -3 Piety.&lt;br /&gt;
** As the natural protector of Golems, Binlor Ironshield will decrease your piety for killing any of them. The penalty is static - it does not change depending on the method of killing the Golem, nor its level.&lt;br /&gt;
* '''Use any Glyph except ENDISWAL''': -1 Piety.&lt;br /&gt;
** Binlor will take away piety for the use of Glyphs. The only Glyph exempt from this is ENDISWAL, which can be used to gain Piety (see above).&lt;br /&gt;
&lt;br /&gt;
=== Retribution ===&lt;br /&gt;
&lt;br /&gt;
If you perform a travesty against Binlor Ironshield which causes your Piety to drop below 0, Binlor Ironshield will '''lower your Physical and Magic resistance by -10%''' each. For example, if your Physical Resistance was +25%, it will now be +15%. If it was originally 0% (as is true for most characters), it would be dropped to -10%, causing all monsters to inflict 10% more Physical damage on you. The same applies to Magical resistance with Magical attacks.&lt;br /&gt;
&lt;br /&gt;
This effect is permanent for the hero, and can only be offset by Gods or Items that increase resistance or set it to a specific level.&lt;br /&gt;
&lt;br /&gt;
== Boons ==&lt;br /&gt;
&lt;br /&gt;
Binlor Ironshield has 3 boons to offer to his worshipers at the cost of Piety:&lt;br /&gt;
&lt;br /&gt;
=== Mining ===&lt;br /&gt;
* Destroys random chunks of wall. &lt;br /&gt;
* '''Costs 20 Piety'''.&lt;br /&gt;
** On acquiring this boon, Binlor will destroy about 15% of all walls, anywhere in the dungeon. The location of each tile destroyed is chosen by random from any of the existing wall tiles.&lt;br /&gt;
** ''Research info required: What is the number of walls destroyed? Does it depend on any specific factor?''&lt;br /&gt;
&lt;br /&gt;
=== Hardiness ===&lt;br /&gt;
* Sets Physical Resistance to 25%.&lt;br /&gt;
* '''Costs 30 Piety'''.&lt;br /&gt;
** On acquiring this boon, the hero's Physical Resistance will be set to exactly 25%, regardless of how much Physical Resistance the character had beforehand.&lt;br /&gt;
** 25% Physical Resistance means that monsters that do not have Magical Attacks will only inflict 3/4 of their normal attack damage on the hero during combat.&lt;br /&gt;
&lt;br /&gt;
=== Heroics ===&lt;br /&gt;
* Instant advance to level 10. No further piety gain.&lt;br /&gt;
* '''Costs 80 Piety'''.&lt;br /&gt;
** On acquiring this boon, the hero is immediately leveled up to level 10. All effects that normally trigger during level-ups apply for each level gained this way, in accordance with the hero's current level-up bonuses or penalties. This includes Maximum Health gain, Attack Strength gain, and a complete restoration of Health and Mana to their new levels, amongst any other effects the player may have collected during this dungeon.&lt;br /&gt;
** Once this boon has been acquired, the hero may no longer collect any more piety for his actions. However, if he has 100 piety upon purchasing this, he may still acquire the '''Mining''' boon for the extra 20 points left.&lt;br /&gt;
** At level 10, it is impossible to gain any extra experience nor level up any further by natural means or otherwise.&lt;br /&gt;
** ''Research info required: Is piety gain re-enabled if Binlor is renounced and another god worshipped?'' Well, since piety can never go over 100, and Heroics costs 80, the hero is left with 20 points at most. This is not enough to convert to any other god (The Earthmother would be 40 piety and Glowing Guardian would be 30).&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
For most characters, following Binlor will usually only yield the Hardiness boon over the course of a game. Still, between that and the slow rate of piety loss for spells, even characters who sparingly use magic can make good use of Binlor if no better option exists. Pure casters, like wizards and bloodmages, should still avoid Binlor, as Hardiness lacks as much benefit. Mining is almost completely useless, seeing as it destroys walls (which you can gain get around with glyphs) but grants you no rewards, such as piety for each wall destroyed or the transmuter's healing ability. The true barometer for whether a class is effective under Binlor is how easily they can gain enough piety for Heroics early enough to make good use of it. This means both worshipping Binlor early and making frequent use of ENDISWAL, which is a course of action best suited to pure melee classes, who wouldn't need the mana spent on ENDISWAL anyway. Due to transmuters and half-dragons regularly destroying walls, they both are uniquely suited to following Binlor.&lt;br /&gt;
&lt;br /&gt;
== Specific Races ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{DDNav}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Gods]]&lt;/div&gt;</summary>
		<author><name>The Cakemeister</name></author>	</entry>

	<entry>
		<id>http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Alpha:Transmuter&amp;diff=13051</id>
		<title>Alpha:Transmuter</title>
		<link rel="alternate" type="text/html" href="http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Alpha:Transmuter&amp;diff=13051"/>
				<updated>2012-06-26T07:06:42Z</updated>
		
		<summary type="html">&lt;p&gt;The Cakemeister: &amp;quot;Alphaizing&amp;quot; the links&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{DDClass&lt;br /&gt;
|title=Transmuter&lt;br /&gt;
|image=[[File:HeroTransmuterLarge.png|75px]]&lt;br /&gt;
|races=Elf, Gnome&lt;br /&gt;
|tier=Special class&lt;br /&gt;
|unlocked=Beat Snake Pit with any character&lt;br /&gt;
|rewards=???&lt;br /&gt;
|skills= &lt;br /&gt;
'''Stone Worker''' - start with the ENDISWAL glyph&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Stone Armour''' - recover health from wall blasting (2 per level)&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Stone Heart''' - 1 mana cost for ENDISWAL, no natural health regeneration&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
The '''transmuter''' is one of the [[Alpha:Classes|classes]] in Desktop Dungeons. It is unlocked by clearing the [[Alpha:Snake Pit|Snake Pit]]. Transmuters are strange magic users that do not heal naturally, but instead draw strength from the earth itself.&lt;br /&gt;
&lt;br /&gt;
== Skills ==&lt;br /&gt;
*Stone Worker - start with the [[Alpha:ENDISWAL|ENDISWAL]] glyph&lt;br /&gt;
*Stone Armour - recover health from wall blasting (2 per level)&lt;br /&gt;
*Stone Heart - 1 mana cost for ENDISWAL, no natural health regeneration&lt;br /&gt;
&lt;br /&gt;
== Text on unlock ==&lt;br /&gt;
&amp;quot;Well done! As a reward for completing your first run through the Snake Pit, you've unlocked the TRANSMUTER class! Veteran players have to contend with a lack of natural health and regeneration, but are given the power to blast dungeons apart and get healed by the very walls themselves.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
== General Strategy ==&lt;br /&gt;
As a Transmuter, you cannot gain health by exploring, only by using ENDISWAL. However, due to the low mana cost (1 point) for ENDISWAL, it is easy to regain health cheaply. The basic strategy for taking down higher level monsters is to uncover a portion of the map with many walls, then to attack the higher level monster. Once you are about to die, go around using ENDISWAL on the walls revealed prior to attacking the monster. It is important not to reveal any new hidden spaces during this time as this will cause the monster you've attacked to regenerate health. Keep on attacking the monster and using ENDISWAL on existing tiles until the monster is dead. If needed, you can try to minimize the exploration of new tiles if you run out of mana for healing. In the end, it becomes a balancing act between revealing tiles and healing yourself, as the only regenerative effect you have is with mana for revealing tiles.&lt;br /&gt;
&lt;br /&gt;
[[Alpha:BLUDTUPOWA|BLUDTUPOWA]] still boosts the Transmuter's mana regeneration, so you can take it, activate once and have a pleasure of quick mana regen.&lt;br /&gt;
&lt;br /&gt;
Note that it's important to heal as much as possible before exploring. That is, if you're hurt and your mana is at 100%, you should definitely be healing yourself. Otherwise you are not regenerating any new mana by exploring and at the same time not healing yourself due to the class trait.&lt;br /&gt;
&lt;br /&gt;
Getting poisoned is fine since you cannot regenerate health automatically by exploring.&lt;br /&gt;
&lt;br /&gt;
If you come across the Stone Heart in a shop, buy it—its bonus stacks with the Transmuter's existing Stone Armour ability, doubling health regeneration.&lt;br /&gt;
&lt;br /&gt;
== Race and Deity Choices ==&lt;br /&gt;
&lt;br /&gt;
Choosing Elf or Gnome for race is a good choice as it gives you both flexibility to cast spells other than ENDISWAL and at the same time have enough mana to take down higher level monsters. Gnome is preferable, because having more potions is better than having a higher mana limit. &lt;br /&gt;
&lt;br /&gt;
It should go without saying that the best deity to choose is [[Alpha:Binlor Ironshield|Binlor]], as the Transmuter's heavy use of ENDISWAL generates large amounts of piety. Note that [[Alpha:Binlor Ironshield#Heroics|Heroics]], a boon which takes you to 10 level instantly will mean, that you heal 20 HP by blasting a single wall. Thus, with 15 mana points you will regenerate 300 HP. &lt;br /&gt;
Choosing [[Alpha:Taurog|Taurog]] is absolute suicide since it dislikes Glyph usage. &lt;br /&gt;
[[Alpha:Dracul|Dracul]] can be helpful for a secondary source of health regeneration and extra tanking capabilities. &lt;br /&gt;
[[Alpha:Jehora Jeheyu|Jehora Jeheyu]] should also be noted, due to giving piety for wall destruction as well. Aside from those, nearly any god is a decent choice.&lt;br /&gt;
Since [[Alpha:The Earthmother]] dislikes ENDISWAL it might seem a bad choice at first. However since her punishment is ineffective against Transmuter (who already have zero natural regeneration) it's just a matter of having 10 blood pools and two enemies to stone to earn stoneform, and then ignore her restrictions.&lt;br /&gt;
&lt;br /&gt;
== Challenge Modes ==&lt;br /&gt;
&lt;br /&gt;
=== Factory ===&lt;br /&gt;
&lt;br /&gt;
The Transmuter should find it relatively easy to beat the factory through perseverence and correct use of ENDISWAL. Race choice remains the same as above, though it may be more beneficial to go with Jehora Jeheyu or Dracul than Binlor. Seek high-level [[Alpha:Golem|Golems]] to destroy, as these are the easiest enemies to take out without using up too many walls. At first you should be able to take out Golems 1-2 levels higher than you, but once you reach level 5 you can take on level 8 or even 9 golems with ease. Leave as many low-level golems and [[Alpha:Meat man|meat men]] around for midfight leveling later, and only use (mana!) potions for taking out monsters far above your level.&lt;br /&gt;
&lt;br /&gt;
Finally, when you reach level 7 you can go for [[Alpha:Golem#Boss info|Iron Man]]. Make sure you have plenty of walls exposed because you don't want to have to explore during combat. If your maximum mana is not high enough by this time, you will probably not have enough walls left to take out the [[Alpha:Meat man#Boss info|Super Meat Man]], so do your best to increase max mana early. Once Iron Man is dead, if you still have about 3 of both potions you can safely explore the entire map, exposing all of the walls and hoping to increase mana capacity if possible. This should enable you to take out the Super Meat Man. If you don't have enough potions, try midfight leveling with the Golems and Meat Men you've left behind.&lt;br /&gt;
&lt;br /&gt;
=== Crypt ===&lt;br /&gt;
&lt;br /&gt;
Generally speaking, [[Alpha:Wraith|Wraiths]] will pose a threat here due to their mana burn and should only be taken on if close to gaining a level, focus instead on higher level [[Alpha:Vampire|Vampires]] and [[Alpha:Zombies|Zombies]]. You'll need to remember to heal with ENDISWAL as you encounter Vampires (due to life steal) as the Transmuter has no other way to do so.&lt;br /&gt;
&lt;br /&gt;
A very solid strategy (that requires [[Alpha:BURNDAYRAZ|BURNDAYRAZ]] and to a lesser extent BLUDTUPOWA) is to locate Binlor as soon as possible, around level 3-4 pick up [[Alpha:Binlor Ironshield#Hardiness|Hardiness]] (+25% physical resist) and continue leveling until you've gained 100 piety for [[Alpha:Binlor Ironshield#Heroics|Heroics]]. At level 10 with enough walls uncovered you can easily approach [[Alpha:Zombie#Boss info|Frank the Zombie]]. [[Alpha:Wraith#Boss info|The Tormented One]] will present a challenge if taken on with melee with its 60% physical resist, BURNDAYRAZ will be essential to finish the dungeon. With enough potions (2-3) you should be able to defeat it (Binlor's retribution for other glyph usage should not matter at this point).&lt;br /&gt;
&lt;br /&gt;
=== Snake Pit ===&lt;br /&gt;
&lt;br /&gt;
The Snake Pit should not be a challenge for the Transmuter; [[Alpha:Serpent|Serpent]] poison is ineffective and healing over 50% between hits on [[Alpha:Gorgon|Gorgons]] should be easy. As always you'll want to avoid [[Alpha:Naga|Nagas]] until you're high enough to one hit them.&lt;br /&gt;
&lt;br /&gt;
Once you're high enough to level to 8 or 8 already begin attacking [[Alpha:Serpent#Boss info|Jormungandr]], having enough walls around to heal throughout the battle. [[Alpha:Binlor Ironshield|Binlor]]'s Hardiness will come in handy as always but will soften his blows, possibly allowing you to get through the battle without using a potion (depending on race).&lt;br /&gt;
&lt;br /&gt;
[[Alpha:Gorgon#Boss info|Medusa]] should be of little challenge too, with a high enough mana pool and attack power she should pose little threat.&lt;br /&gt;
&lt;br /&gt;
{{DDNav}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Alpha Special Classes]]&lt;br /&gt;
[[Category:Alpha Classes]]&lt;/div&gt;</summary>
		<author><name>The Cakemeister</name></author>	</entry>

	<entry>
		<id>http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Alpha:Crusader&amp;diff=13050</id>
		<title>Alpha:Crusader</title>
		<link rel="alternate" type="text/html" href="http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Alpha:Crusader&amp;diff=13050"/>
				<updated>2012-06-26T06:59:26Z</updated>
		
		<summary type="html">&lt;p&gt;The Cakemeister: &amp;quot;Alphaizing&amp;quot; the links&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{DDClass&lt;br /&gt;
|title=Crusader&lt;br /&gt;
|image=[[File:HeroCrusaderLarge.png|75px]]&lt;br /&gt;
|races=Human&lt;br /&gt;
|tier=Special class&lt;br /&gt;
|unlocked=Beat Factory with a Wizard&lt;br /&gt;
|rewards=None&lt;br /&gt;
|skills= &lt;br /&gt;
'''Momentum''' - Every chained killing blow adds +10% bonus damage (up to 100%)&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Fearless''' - Immune to poison and mana burn&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Martyr''' - Get one final attack when slain (base damage x3)&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
The '''Crusader''' is one of the [[Alpha:Classes|classes]] in Desktop Dungeons. It is unlocked by clearing the [[Alpha:Factory|Factory]] with a [[Alpha:Wizard|Wizard]]. Crusaders are zealous and fearless warriors that draw strength from killing and fight on even into death.&lt;br /&gt;
&lt;br /&gt;
== Skills ==&lt;br /&gt;
*Momentum - Every chained killing blow adds +10% bonus damage (up to 100%)&lt;br /&gt;
*Fearless - Immune to poison and mana burn&lt;br /&gt;
*Martyr - Get one final attack when slain (base damage x3)&lt;br /&gt;
&lt;br /&gt;
== General Strategy ==&lt;br /&gt;
Momentum is likely the most interesting ability on the Crusader. By building up a damage bonus, it's often possible to take on a higher level monster than would be possible without it. Its bonus stacks additively with Attack Powerups and with the Human's attack up on glyph conversion. The bonus is lost upon attacking monster or using [[Alpha:BURNDAYRAZ|BURNDAYRAZ]] on monster, without killing it, and goes up by +10% every time a monster is slain. As the bonus does not affect BURNDAYRAZ, it is generally best to start a fight with a physical attack if any bonus is active.&lt;br /&gt;
&lt;br /&gt;
Martyr is a good ability to have against the [[Alpha:Bosses|Boss]] of the dungeon, or the second boss in the case of challenge dungeons, since if the damage wins the dungeon for you, you still win the dungeon. It is useless at any time besides that though, as attempting tricks such as having Death Protection from [[Alpha:CYDSTEPP|CYDSTEPP]] will not allow the attack from Martyr, although you may be able to use more potions earlier in the dungeon, planning for a slightly easier boss. Be aware that it deals damage based on your base damage though, not your damage as modified by Attack Powerups and Human glyph conversions. Also bear in mind that higher-level monsters will strike first, which means that you most likely won't get to land your normal attack before your Martyr damage decides the outcome.&lt;br /&gt;
&lt;br /&gt;
== Race and Deity Choices ==&lt;br /&gt;
Human is a good choice, as it is a little easier for them to chain kills together. Other choices of race such as Dwarf can be effective, but do not have as much synergy with the Crusader's abilities. As with the [[Alpha:Fighter|Fighter]], an Elf may be considered for the Crypt, with the Crusader having the advantage that he can add a little damage against Wraiths with his physical attack, without being mana burned.&lt;br /&gt;
&lt;br /&gt;
The Crusader gets the most benefit from [[Alpha:Gods|Gods]] capable of increasing his base damage, such as [[Alpha:Taurog|Taurog]], [[Alpha:Jehora Jeheyu|Jehora Jeheyu]], or [[Alpha:Dracul|Dracul]], although all have their drawbacks which should be considered based on the glyphs available in the dungeon. Anyone can benefit from [[Alpha:The Pactmaker|The Pactmaker's]] abilities, and the Crusader is no exception, as getting bonus experience can lead to having more enemies left over to use with Momentum. The [[Alpha:Glowing Guardian|Glowing Guardian]] is always good for the healing, but, due to wanting to use Momentum, it may be difficult to stay with him. [[Alpha:Tikki Tooki|Tikki Tooki]] can be easier to generate piety for while using Momentum, although only his higher [[Alpha:Tikki Tooki#Boons|boons]] are particularly useful.&lt;br /&gt;
&lt;br /&gt;
== Challenge Modes ==&lt;br /&gt;
&lt;br /&gt;
=== Factory ===&lt;br /&gt;
Factory is a difficult dungeon for the crusader, since both [[Alpha:Animated Armour|Animated Armours]] and [[Alpha:Meat man|Meat Men]] anti-synergize with the Crusader's Momentum ability. If you can find [[Alpha:BURNDAYRAZ|BRNDAYRAZ]] (and possibly [[Alpha:BLUDTUPOWA|BLUDTUPOWA]]) early, start taking down the Death Protections of any Animated Armour encountered in the dungeon, only killing the highest-level one for Experience Catapult. At level 6-7, you will hopefully have a good amount of lower and mid-level Animated Armours and Golems to sweep for the Momentum damage bonus. Keep in mind that the bonus only increases for the first ten monsters killed in a row - the eleventh consecutive kill doesn't increase the damage bonus.&lt;br /&gt;
&lt;br /&gt;
If you can find Jehora Jeheyu early, it's worth worshipping to get the Polymorph boon - since two of the three classes of monsters in the Factory inhibit one-shot kills, Polymorph is likely to present a better selection of monsters to feed into the Crusader's Momentum machine.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{DDNav}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Alpha Special Classes]]&lt;br /&gt;
[[Category:Alpha Classes]]&lt;/div&gt;</summary>
		<author><name>The Cakemeister</name></author>	</entry>

	<entry>
		<id>http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Alpha:Tinker&amp;diff=13049</id>
		<title>Alpha:Tinker</title>
		<link rel="alternate" type="text/html" href="http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Alpha:Tinker&amp;diff=13049"/>
				<updated>2012-06-26T06:55:08Z</updated>
		
		<summary type="html">&lt;p&gt;The Cakemeister: &amp;quot;Alphaizing&amp;quot; the links, updating Goblin race info&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{DDClass&lt;br /&gt;
|title=Tinker&lt;br /&gt;
|image=[[File:HeroTinkerLarge.png|75px]]&lt;br /&gt;
|races=Human&lt;br /&gt;
|tier=Special class&lt;br /&gt;
|unlocked=Beat Factory with any character&lt;br /&gt;
|rewards=None&lt;br /&gt;
|skills= &lt;br /&gt;
'''Merchant''' - Map created with 6 extra shops&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Negotiator''' - 20% item discount&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Opportunist''' - Gain gold for killing monsters&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
The '''Tinker''' is one of the [[Alpha:Classes|classes]] in Desktop Dungeons. It is unlocked by clearing the [[Alpha:Factory|Factory]]. Tinkers are crafty adventurers that can gain gold from fallen enemies and buy lots of items.&lt;br /&gt;
&lt;br /&gt;
== Skills ==&lt;br /&gt;
*Merchant - Map created with 6 extra [[Alpha:Items|shops]]&lt;br /&gt;
*Negotiator - 20% item discount&lt;br /&gt;
*Opportunist - Gain gold for killing monsters&lt;br /&gt;
&lt;br /&gt;
== General Strategy ==&lt;br /&gt;
&lt;br /&gt;
Tinkers are the class of choice for people who want to either make use of as many shops in the dungeon as possible, or to farm up gold in between &amp;quot;serious&amp;quot; runs. They get the most mileage after the player has done several runs through the bonus dungeons, since their wallet will be larger and the plentiful shops will begin stocking rarer items.&lt;br /&gt;
&lt;br /&gt;
Because of this, the build for a tinker is largely defined by what the shops have in stock. If you get lucky, you could have an invincible death bringer who fears nothing. Shops are almost always useful in the long run, though, so you're unlikely to be screwed into a poor character.&lt;br /&gt;
&lt;br /&gt;
== Race and Deity Choices ==&lt;br /&gt;
Tinkers are the one class for which the Goblin race is a solid tactical choice (assuming you tend to gather up gold in between serious runs), since they can toss glyphs to get that last bit of cash for a neat item. (As of v0.2, this is no longer true) If you're uninterested in that, you should probably stick with human or dwarf to play the odds and ensure a useful all-around character.&lt;br /&gt;
&lt;br /&gt;
The really interesting choice for a tinker is [[Alpha:Tikki Tooki|Tikki Tooki]]. Since it costs gold to join up, you need to ensure that you'll come out ahead if you gain the Gold boon, which isn't a very sure thing, so Tikki Tooki is probably to be disregarded. The other gods' utility is as defined by the shops as the rest of the tinker's playstyle.&lt;br /&gt;
&lt;br /&gt;
== Challenge Modes ==&lt;br /&gt;
&lt;br /&gt;
=== Factory ===&lt;br /&gt;
&lt;br /&gt;
Almost all races are useful for this dungeon, and as usual with the Tinker, it really boils down to whether or not you get good items and Glyphs. It really helps to try this later on, when you have lots of shops and high-level items available (though even lots of mid-level items can do you good).&lt;br /&gt;
&lt;br /&gt;
Try to find [[Alpha:BURNDAYRAZ|BURNDAYRAZ]] early, and begin taking out the highest-level [[Alpha:Animated Armour|Animated Armour]] you can be fireballing them repeatedly. The exploration you undertake while doing this would hopefully reveal many shops with useful items, and/or [[Alpha:The Pactmaker|The Pactmaker]], whom you should try to join early on. The key is to level up as quickly as possible, keeping low-level (4/5 and below) [[Alpha:Golem|Golems]] and [[Alpha:Meat man|Meat Men]] unharmed as much as possible.&lt;br /&gt;
&lt;br /&gt;
Once you reach level 7, set up a a level-up with the highest-level Golems and Meat Men remaining (since at this point killing Animated Armor will be more wasteful in terms of explored tiles). Engage [[Alpha:Golem#Boss info|Iron Man]] and take him out using Glyphs (especially useful are [[Alpha:HALPMEH|HALPMEH]] and [[Alpha:CYDSTEPP|CYDSTEPP]], as normal for this dungeon). Level-up halfway, and if necessary use up a few potions and/or a shop item, but try to reserve resources for [[Alpha:Meat man#Boss info|Super Meat Man]].&lt;br /&gt;
&lt;br /&gt;
After Iron Man is down, set up another midfight level-up. Your remaining resources should suffice to take it out. Again, you really need to find a combat Glyph other than BURNDAYRAZ for this.&lt;br /&gt;
&lt;br /&gt;
Another strategy, which is much easier but is only possible if you have [[Alpha:APHEELSIK|APHEELSIK]], is to first attack Super Meat Men, at level seven. Keep hitting, poisoning, and then exploring untill he is dead or you run out of tiles to explore. If you are lucky, you should be able to kill him without having to do a midfight levelup, and killing him will level you to level 8. At this point, convert [[Alpha:APHEELSIK|APHEELSIK]], as it is useless against the Iron Man. Iron Man should now be very easy as you can set up multiple midfight levelups.&lt;br /&gt;
&lt;br /&gt;
{{DDNav}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Alpha Special Classes]]&lt;br /&gt;
[[Category:Alpha Classes]]&lt;/div&gt;</summary>
		<author><name>The Cakemeister</name></author>	</entry>

	<entry>
		<id>http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Alpha:Boss_Hive&amp;diff=13048</id>
		<title>Alpha:Boss Hive</title>
		<link rel="alternate" type="text/html" href="http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Alpha:Boss_Hive&amp;diff=13048"/>
				<updated>2012-06-26T06:50:38Z</updated>
		
		<summary type="html">&lt;p&gt;The Cakemeister: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;this is a stage that like the changeling may come out in he full version however is not out yet&lt;br /&gt;
&lt;br /&gt;
{{DDNav}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Alpha Dungeons]]&lt;/div&gt;</summary>
		<author><name>The Cakemeister</name></author>	</entry>

	</feed>