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	<entry>
		<id>http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Chemist&amp;diff=57479</id>
		<title>Chemist</title>
		<link rel="alternate" type="text/html" href="http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Chemist&amp;diff=57479"/>
				<updated>2023-04-19T19:33:50Z</updated>
		
		<summary type="html">&lt;p&gt;TheJohns: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;onlyinclude&amp;gt;{{&lt;br /&gt;
{{{tpl|ClassInfobox}}}&lt;br /&gt;
|Group=Monster&lt;br /&gt;
|DisplayText={{{DisplayText|Chemist}}}&lt;br /&gt;
|Name=Chemist&lt;br /&gt;
|ShortHand=Ch&lt;br /&gt;
|Tooltip=MONSTER CLASS&amp;amp;#10;ADDITIVES: Starts with the BYSSEPS glyph. Successive BYSSEPS casts stack, gives +1 base damage on top of the normal +30% attack bonus, and double in cost&amp;amp;#10;PRESERVATIVES: More potion shops&amp;amp;#10;COLOURANTS: Health and Mana potions only restore 10% of your health instead of the usual 40%. Drinking a health or mana potion puts you in a form with double regeneration based on that potions type, but will also prevent you from regenerating the other. Your form resets to normal on level up (or when you drink any potion)&lt;br /&gt;
|Traits=&lt;br /&gt;
;{{a|ADDITIVES}}: Start with {{s|BYSSEPS}}. Successive {{s|BYSSEPS}} casts stack, gives +1 base damage on top of the normal +30% attack bonus, and double in cost&lt;br /&gt;
;{{a|PRESERVATIVES}}: One more potion shop&lt;br /&gt;
;{{a|COLOURANTS}}: Health and Mana potions only restore 10% (20% in ''Rewind'') of your health instead of the usual 40%. Drinking a health or mana potion puts you in a form with double regeneration based on that potions type, but will also prevent you from regenerating the other. Your form resets to normal on level up (or when you drink any potion)&lt;br /&gt;
|SuggestedRaces={{ElCh}}, {{OrCh}}&lt;br /&gt;
|Unlock=Requires Enhanced Edition&lt;br /&gt;
}}&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Unlocking ==&lt;br /&gt;
The Chemist class requires the Enhanced Edition of Desktop Dungeons.&lt;br /&gt;
You will find him in a medium sized sub dungeon surrounded by lava. Contains a passive creature called &amp;quot;A What?&amp;quot; which when talked to, simply says it wants you to retrieve something. A meatman of your current level is in the subdungeon and a few walls. Breaking/Mining/Destroying the walls will uncover an unidentified rock item. Pick it up and return it to &amp;quot;A What?&amp;quot; to complete the subdungeon. As a reward, this subdungeon unlocks the Chemist class for future play.&lt;br /&gt;
&lt;br /&gt;
== Class Features ==&lt;br /&gt;
=== {{a|ADDITIVES}} ===&lt;br /&gt;
The Chemist starts with {{s|BYSSEPS}}, and the {{t|Might}} buff stacks. So Chemist is able to shoot a huge single hit in the starting phase. Spending six mana gives you a 60% bonus to your next attack, and if you spend another 8 mana you can make that 90%. Since all this mana can be recovered before combat starts, you can easily score higher-level kills against low-health monsters to level up. You can use it again for a second hit if you haven't found another damage glyph. Just be mindful of your blackspace consumption, and be careful not to waste your charged-up hit clearing popcorn out of your way. Consider killing some lower level enemies right after leveling up just to use up some of your spare health. &lt;br /&gt;
&lt;br /&gt;
If you are planning to use this BYSSEPS a lot, {{r|Orc}} is your best choice here. Convert items early on to easily kill high-level foes. &lt;br /&gt;
&lt;br /&gt;
BYSSEPS stacking isn't quite as effective against bosses, though you should still use it for the first hit. Hopefully you'll get there with enough untouched popcorn for a mid-fight level up.&lt;br /&gt;
&lt;br /&gt;
Ideal glyphs for the Chemist are those which allow him to land two hits against an enemy he could otherwise only hit once; {{s|WEYTWUT}}, {{s|GETINDARE}} and {{s|CYDSTEPP}} (though again, beware your blackspace consumption). {{s|IMAWAL}} is also good since you want to score high-level kills early on. Any items which boost your health or base damage are valuable, especially early on. The {{i|Trisword}} and {{i|Alchemist Scroll}} are particularly good since your potions aren't very useful when killing the boss.&lt;br /&gt;
&lt;br /&gt;
=== {{a|COLOURANTS}} ===&lt;br /&gt;
Speaking of which, {{a|COLOURANTS}} is usually a weakness in disguise. Your health and mana potions are almost useless for spiking damage, and without good planning the alternate forms are a hinderance. Once your health or mana is regenerated to full the other one still won't regenerate at all, and the only way to get rid of it besides leveling up is to spend another potion to switch to the other form. Don't be afraid to just convert them to please deities or spend them early to power up items. &lt;br /&gt;
&lt;br /&gt;
'''Health mode''' is like having 25% more effective {{s|HALPMEH}}, and is considerably weaker than {{c|Monk}}'s {{t|Fast regen}}. It is almost useless since the Chemist has nothing else that boosts regen fighting without spending mana. You have to achieve high resistances and strong attack to the health form be effective. &lt;br /&gt;
&lt;br /&gt;
'''Mana mode''' is like having {{s|BLUDTUPOWA}} with half blackspaces consuming. For a general hybrid character it's not very effective, and only HALPMEH can overcome this debuff without quaffing an another potion or leveling up. However, {{ElCh}} or {{GnCh}} makes a superior mage, even better than a {{c|Bloodmage}} if properly used. Because it uses only a half of blackspaces compared with BLUDTUPOWA, you can go a full regen-based caster build unlike the Bloodmage. {{GnCh}} plays a bit different than other Gnomes, as the {{i|Mana Potion}}s cannot spike the boss. You want to convert things along levelups so mana mode is turned on in nearly every level. &lt;br /&gt;
&lt;br /&gt;
=== {{a|PRESERVATIVES}} ===&lt;br /&gt;
If you are a caster, you will buy a {{i|Mana Potion}}. Other potions than health and mana potions, most notably the {{i|Schadenfreude Potion}}, still work as normal, and you'll be able to pick up extras. Similar to extra potion shops preperation you cannot buy two same potions from apothecaries. &lt;br /&gt;
&lt;br /&gt;
== Deities ==&lt;br /&gt;
{{g|Binlor Ironshield}}: He is a great god for {{OrCh}}. Unlike for everyone else, the {{t|Might}} from {{boon|Stone Form}} stacks with the might from your glyph, and does so without raising the cost of the {{s|BYSSEPS}}; this turns {{s|PISORF}} into an extra layer of might for only 4 mana on top of its damage abilities. {{boon|Stone Skin}} is also great for surviving extra hits to score high-level kills or finish off a boss, and PISORF gets enemies out of your path without wasting your {{t|Might}}. Since you have no natural resistances there's no need to keep your piety above zero; just cast {{s|PISORF}} or {{s|ENDISWAL}} a couple times whenever you want to buy a boon.&lt;br /&gt;
&lt;br /&gt;
{{g|Glowing Guardian}}, {{g|Dracul}}, {{g|Jehora Jeheyu}}: Since your potions won't do you much good against the boss, the health and mana restoration boons from these deities are especially valuable. Converting your potions for piety, Jehora's early boons and to avoid their dislikes isn't a big loss. {{boon|Cleansing}} can also let you apply your great physical might into kills against physical-resistant enemies (especially high level {{m|Wraith}}s); combine it with fireballs rather than going for a second hit.&lt;br /&gt;
&lt;br /&gt;
{{g|The Earthmother}}: The Chemist is very good at killing monsters 2-3 levels above him for bonus XP. {{boon|Entanglement}} makes this even easier and {{s|IMAWAL}} increases the payout (at the cost of even more blackspace), making {{g|The Earthmother}} an obvious choice. Later, {{boon|Clearance}} is good against the bosses for all the reasons mentioned for the above deities.&lt;br /&gt;
&lt;br /&gt;
{{g|Tikki Tooki}}: Since the Chemist likes to kill high level enemies in 2-3 hits and can afford to ignore a lot of popcorn, you shouldn't have much trouble gaining piety with Tikki Tooki and most of his boons will be pretty useful. {{boon|Reflexes}} is especially good since health potions are otherwise nearly useless, though the second hit from the {{i|Reflex Potion}} won't have any levels of might.&lt;br /&gt;
&lt;br /&gt;
{{g|Mystera Annur}}: Full caster approach will take {{g|Mystera Annur}}, or {{g|Jehora Jeheyu}} (you want mana boons and Chaos Avatar) with further conversion to Mystera. You can convert {{s|BYSSEPS}} when you find {{s|BURNDAYRAZ}}. Mana mode is ideal for farming piety at L1. Save mana potions for boss fights to enable mana mode for 2x faster refilling your mana bar. Don't forget that on level ups and after drinking potions ({{i|Schadenfreude Potion}}, {{i|Can of Whupaz}}, etc) your mana mode is resetted to normal mode so you need all mana potions you can get your hands on.&lt;br /&gt;
&lt;br /&gt;
The only god who is really bad is {{g|Taurog}}, since repeated use of {{s|BYSSEPS}} will upset him a lot. {{i|Skullpicker}} is not enough to make up for that.&lt;br /&gt;
&lt;br /&gt;
{{MainNav}}&lt;/div&gt;</summary>
		<author><name>TheJohns</name></author>	</entry>

	<entry>
		<id>http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Orc&amp;diff=57475</id>
		<title>Orc</title>
		<link rel="alternate" type="text/html" href="http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Orc&amp;diff=57475"/>
				<updated>2023-04-19T19:12:07Z</updated>
		
		<summary type="html">&lt;p&gt;TheJohns: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;onlyinclude&amp;gt;{{&lt;br /&gt;
{{{tpl|RaceInfobox}}}&lt;br /&gt;
|DisplayText={{{DisplayText|Orc}}}&lt;br /&gt;
|Name=Orc&lt;br /&gt;
|ShortHand=Or&lt;br /&gt;
|ConversionCost=80/100 ''(Rewind)''&lt;br /&gt;
|ConversionEffect=+2 Base Damage&lt;br /&gt;
|SuggestedClasses=Berserker, Rogue, Monk, Warlord, Crusader&lt;br /&gt;
|Unlock=[[Orc Mansion]]&lt;br /&gt;
}}&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
{{Stub}}'''Orcs''' work as a more feral version of the human and are considerably more difficult to play effectively, but in the hands of an expert they end up being incredibly powerful.  Although orcs will eventually become weaker than the humans at higher levels, the Orc is indisputably the most powerful race for a low-level character, and with the right bonuses will rival the human even at level 10.&lt;br /&gt;
&lt;br /&gt;
== Orc vs Human Comparison ==&lt;br /&gt;
The human's conversion provides attack bonus, while the orc's conversion bonus provides base damage. Understanding the difference between these two is important to knowing when to use humans and when to use Orcs. &lt;br /&gt;
&lt;br /&gt;
Your total damage is equal to your attack bonus multiplied by your base attack. This ironically means that humans (with a high attack bonus) are always looking for ways to boost their base attack, and orcs (with a high base attack) are always looking for ways to boost their attack bonus. There are more class benefits, items and power-ups to improve your attack bonus for the orc, but base attack improves naturally as you level up so humans will eventually overtake the orc anyways as they reach higher levels. Generally speaking, orcs have a better early game than humans, allowing to get those early level catapults easier, but requiring a bit more effort to kill tougher monsters.&lt;br /&gt;
&lt;br /&gt;
Orcs are overwhelmingly powerful at low levels, even potion races spiking with their potions cannot compete with orcs. If you have tougher early game, like preparing [[File:Vicious Token.png|link=Vicious Token]] vicious token, orc is a default option to start with. But as you level, although orc's bonus is flat, the amount of additional damage becomes less meaningful in combat. This makes orc being desperate to convert things earlier to use their true power. &lt;br /&gt;
&lt;br /&gt;
=== Detailed Comparison ===&lt;br /&gt;
After lv5-6 without additional bonuses, orcs will lose its power and become weaker than humans. But if orcs can find high attack bonus from items or boons or class traits, orc can compete with humans at high levels. {{c|Monk}} and {{c|Rogue}} have later cross points (around 7 or more), thus prefer being an orc more than a human. {{g|Binlor}} also provides a huge attack bonus from {{a|might}} and knockback therefore fits well with orcs.&lt;br /&gt;
&lt;br /&gt;
The detailed comparison shown below is calculated for a standard of 400CP. Percent values in the bracket implies how much they are stronger in ratio compared to a standard character with same condition. 400CP is selected due to being the least common multiplier of orc and human's racial bonus, but in reality the character may or may not exceed its conversion threshold. In general cases most of CP will earned through the glyph conversion and people will not buy-and-convert items without exploring many shops, orcs loses its advantage for having a lower conversion threshold as a low level character. Also be aware that attack boosters is only obtainable from exploring, and thus are hard to get as a lower level characters. Overall, orc is actually slightly weaker than the calculated value as a low level characters. The calculation includes Skullpicker's +5% damage bonus. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''General Classes'''&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;
! Condition || Race || Lv 1 || Lv 2 || Lv 3 || Lv 4 || Lv 5 || Lv 6 || Lv 7 || Lv 8 || Lv 9 || Lv 10&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;|No bonus&lt;br /&gt;
| Orc || 10(200%) || 10(100%) || 10(67%) || 10(50%) || '''10(40%)''' || 10(33%) || 10(28%) || 10(25%) || 10(22%) || 10(20%)&lt;br /&gt;
|-&lt;br /&gt;
| Human || 2(40%) || 4(40%) || 6(40%) || 8(40%) || '''10(40%)''' || 12(40%) || 14(40%) || 16(40%) || 18(40%) || 20(40%)&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;|3 Attack boosters&lt;br /&gt;
| Orc || 13(200%) || 13(100%) || 13(40%) || 13(50%) || 13(40%) || '''13(33%)''' || 13(28%) || 13(25%) || 13(22%) || 13(20%)&lt;br /&gt;
|-&lt;br /&gt;
| Human || 2(33%) || 4(31%) || 6(32%) || 8(31%) || 10(31%) || '''12(31%)''' || 14(31%) || 16(31%) || 18(31%) || 20(31%)&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;|Full default preparation&amp;lt;br/&amp;gt;(5 Attack Boosters +&amp;lt;br/&amp;gt;Perseverance Badge)&lt;br /&gt;
| Orc || 16(200%) || 16(100%) || 16(67%) || 16(50%) || 16(40%) || 16(33%) || 16(28%) || '''16(25%)''' || 16(22%) || 16(20%)&lt;br /&gt;
|-&lt;br /&gt;
| Human || 2(25%) || 4(25%) || 6(25%) || 8(25%) || 10(25%) || 12(25%) || 14(25%) || '''16(25%)''' || 18(25%) || 20(25%)&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;|Full default preparation +&amp;lt;br/&amp;gt;Skullpicker +&amp;lt;br/&amp;gt;Fine Sword&amp;lt;br/&amp;gt;&lt;br /&gt;
| Orc || 16(76%) || 16(55%) || 16(43%) || 16(35%) || 16(30%) || '''16(26%)''' || 16(23%) || 16(20%) || 16(18%) || 16(17%)&lt;br /&gt;
|-&lt;br /&gt;
| Human || 5(24%) || 7(24%) || 9(24%) || 11(24%) || 13(24%) || '''15(24%)''' || 17(24%) || 19(24%) || 21(24%) || 23(24%)&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;|Full default preparation +&amp;lt;br/&amp;gt;Stone Fist on wall +&amp;lt;br/&amp;gt;might buff&lt;br /&gt;
| Orc || 24(200%) || 24(100%) || 24(67%) || 24(50%) || 24(40%) || 24(33%) || 24(28%) || 24(25%) || 24(22%) || '''24(20%)'''&lt;br /&gt;
|-&lt;br /&gt;
| Human || 2(17%) || 4(17%) || 6(17%) || 8(17%) || 10(17%) || 12(17%) || 14(17%) || 16(17%) || 18(17%) || '''20(17%)'''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''{{c|Monk}}'''&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;
! Condition || Race || Lv 1 || Lv 2 || Lv 3 || Lv 4 || Lv 5 || Lv 6 || Lv 7 || Lv 8 || Lv 9 || Lv 10&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;|No bonus&lt;br /&gt;
| Orc || 7(350%) || 7(175%) || 7(117%) || 7(88%) || 7(70%) || '''7(58%)''' || 7(50%) || 7(44%) || 7(39%) || 7(33%)&lt;br /&gt;
|-&lt;br /&gt;
| Human || 1(50%) || 2(50%) || 3(50%) || 4(50%) || 6(50%) || '''7(58%)''' || 8(57%) || 9(56%) || 10(56%) || 12(57%)&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;|3 Attack boosters&lt;br /&gt;
| Orc || 10(333%) || 10(167%) || 10(111%) || 10(83%) || 10(67%) || 10(56%) || 10(48%) || 10(42%) || '''10(37%)''' || 10(33%)&lt;br /&gt;
|-&lt;br /&gt;
| Human || 1(33%) || 2(33%) || 3(33%) || 4(33%) || 6(40%) || 7(39%) || 82(38%) || 9(38%) || '''10(37%)''' || 12(40%)&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;|Full default preparation&amp;lt;br/&amp;gt;(5 Attack Boosters +&amp;lt;br/&amp;gt;Perseverance Badge)&lt;br /&gt;
| Orc || 13(433%) || 13(186%) || 13(118%) || 13(87%) || 13(68%) || 13(57%) || 13(48%) || 13(42%) || 13(37%) || '''13(33%)'''&lt;br /&gt;
|-&lt;br /&gt;
| Human || 1(33%) || 2(29%) || 3(27%) || 4(27%) || 6(32%) || 7(30%) || 8(30%) || 9(29%) || 10(29%) || '''12(31%)'''&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;|Full default preparation +&amp;lt;br/&amp;gt;Skullpicker +&amp;lt;br/&amp;gt;Fine Sword&amp;lt;br/&amp;gt;&lt;br /&gt;
| Orc || 13(93%) || 13(72%) || 13(59%) || 13(48%) || 13(42%) || 13(37%) || 13(33%) || '''13(30%)''' || 13(28%) || 13(25%)&lt;br /&gt;
|-&lt;br /&gt;
| Human || 4(29%) || 5(28%) || 6(27%) || 8(30%) || 9(29%) || 10(29%) || 11(28%) || '''12(28%)''' || 14(30%) || 15(29%)&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;|Full default preparation +&amp;lt;br/&amp;gt;Stone Fist on wall +&amp;lt;br/&amp;gt;might buff&lt;br /&gt;
| Orc || 21(350%) || 21(175%) || 21(117%) || 21(84%) || 21(68%) || 21(57%) || 21(48%) || 21(42%) || 21(38%) || '''21(33%)'''&lt;br /&gt;
|-&lt;br /&gt;
| Human || 1(17%) || 2(17%) || 3(17%) || 4(16%) || 6(19%) || 7(19%) || 8(18%) || 9(18%) || 10(18%) || '''12(19%)'''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''{{c|Rogue}}'''&lt;br /&gt;
&lt;br /&gt;
Note that {{c|Berserker}} fighting against a higher level enemy gets same attack boost with the Rogue. &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;
! Condition || Race || Lv 1 || Lv 2 || Lv 3 || Lv 4 || Lv 5 || Lv 6 || Lv 7 || Lv 8 || Lv 9 || Lv 10&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;|No bonus&lt;br /&gt;
| Orc || 14(200%) || 14(100%) || 14(67%) || 14(50%) || 14(40%) || 14(33%) || '''14(29%)''' || 14(25%) || 14(22%) || 14(20%)&lt;br /&gt;
|-&lt;br /&gt;
| Human || 2(29%) || 4(29%) || 6(29%) || 8(29%) || 10(29%) || 12(29%) || '''14(29%)''' || 16(29%) || 18(29%) || 20(29%)&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;|3 Attack boosters&lt;br /&gt;
| Orc || 17(213%) || 17(100%) || 17(68%) || 17(50%) || 17(40%) || 17(33%) || 17(29%) || '''17(25%)''' || 17(22%) || 17(20%)&lt;br /&gt;
|-&lt;br /&gt;
| Human || 2(25%) || 4(24%) || 6(24%) || 8(24%) || 10(24%) || 12(24%) || 14(24%) || '''16(24%)''' || 18(24%) || 20(24%)&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;|Full default preparation&amp;lt;br/&amp;gt;(5 Attack Boosters +&amp;lt;br/&amp;gt;Perseverance Badge)&lt;br /&gt;
| Orc || 20(200%) || 20(100%) || 20(67%) || 20(50%) || 20(40%) || 20(33%) || 20(29%) || 20(25%) || 20(22%) || '''20(20%)'''&lt;br /&gt;
|-&lt;br /&gt;
| Human || 2(20%) || 4(20%) || 6(20%) || 8(20%) || 10(20%) || 12(20%) || 14(20%) || 16(20%) || 18(20%) || '''20(20%)'''&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;|Full default preparation +&amp;lt;br/&amp;gt;Skullpicker +&amp;lt;br/&amp;gt;Fine Sword&amp;lt;br/&amp;gt;&lt;br /&gt;
| Orc || 20(111%) || 20(80%) || 20(63%) || 20(51%) || 20(43%) || 20(38%) || 20(33%) || '''20(30%)''' || 20(27%) || 20(25%)&lt;br /&gt;
|-&lt;br /&gt;
| Human || 5(28%) || 7(28%) || 9(28%) || 11(28%) || 13(28%) || 15(28%) || 17(28%) || '''19(28%)''' || 21(28%) || 23(28%)&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;|Full default preparation +&amp;lt;br/&amp;gt;Stone Fist on wall +&amp;lt;br/&amp;gt;might buff&lt;br /&gt;
| Orc || 28(200%) || 28(100%) || 28(67%) || 28(50%) || 28(40%) || 28(33%) || 28(29%) || 28(25%) || 28(22%) || '''28(20%)'''&lt;br /&gt;
|-&lt;br /&gt;
| Human || 2(14%) || 4(14%) || 6(14%) || 8(14%) || 10(14%) || 12(14%) || 14(14%) || 16(14%) || 18(14%) || '''20(14%)'''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
Orcs require a large number of conversion points in order to make the most out of their stacking racial bonus. This means preparing a sensation stone and a conversion seal is a very good idea.  They also need a large attack bonus to multiply their high base attack.  This means the Bonus Attack Booster preparation is highly recommended.&lt;br /&gt;
&lt;br /&gt;
Orcs complement classes with high attack bonus values very well.  They also complement the Monk very well, helping him overcome his low base attack modifier.  Base attack also boosts the effect of the PISORF glyph, but because this glyph has roughly a 1 in 3 chance of actually appearing it's generally unwise to plan an elaborate strategy around it.&lt;br /&gt;
&lt;br /&gt;
Orcs work best for Berserkers, Warlords, Rogues, Monks, and Crusaders.&lt;br /&gt;
&lt;br /&gt;
'''Berserker'''&lt;br /&gt;
With little use for glyphs and a sizable attack bonus, the Berserker makes an excellent selection for an Orc.&lt;br /&gt;
&lt;br /&gt;
'''Warlord'''&lt;br /&gt;
Benefiting from increased attack bonus after using mana potions or when at low health, the Warlord benefits well from the Orc's base attack.  He also has little use for any glyphs other than CYDSTEPP, so you can freely convert as needed.&lt;br /&gt;
&lt;br /&gt;
'''Rogue'''&lt;br /&gt;
With unconditionally high attack bonus, the Rogue is a class that just screams for you to play Orc, but you will need to find some way to boost his survivability.&lt;br /&gt;
&lt;br /&gt;
'''Monk'''&lt;br /&gt;
One glyph conversion overcomes one level of the Monk's base damage penalty. The Monk has little use for most glyphs and desperately needs ways to boost his abysmal base attack.  Orc is a great pick here.&lt;br /&gt;
&lt;br /&gt;
'''Crusader'''&lt;br /&gt;
With his momentum bonus and a few other perks, Crusaders can exceed 300% attack bonus.  This is quite possibly the Orc at his finest, and there is really no reason to play any other race when you're a Crusader.  Optimized Orc Crusaders have been known to defeat the boss as 1st level characters.&lt;br /&gt;
&lt;br /&gt;
{{MainNav}}&lt;/div&gt;</summary>
		<author><name>TheJohns</name></author>	</entry>

	<entry>
		<id>http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Orc&amp;diff=57474</id>
		<title>Orc</title>
		<link rel="alternate" type="text/html" href="http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Orc&amp;diff=57474"/>
				<updated>2023-04-19T19:11:09Z</updated>
		
		<summary type="html">&lt;p&gt;TheJohns: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;onlyinclude&amp;gt;{{&lt;br /&gt;
{{{tpl|RaceInfobox}}}&lt;br /&gt;
|DisplayText={{{DisplayText|Orc}}}&lt;br /&gt;
|Name=Orc&lt;br /&gt;
|ShortHand=Or&lt;br /&gt;
|ConversionCost=80&amp;lt;br /&amp;gt;''(Rewind)'' 100&lt;br /&gt;
|ConversionEffect=+2 Base Damage&lt;br /&gt;
|SuggestedClasses=Berserker, Rogue, Monk, Warlord, Crusader&lt;br /&gt;
|Unlock=[[Orc Mansion]]&lt;br /&gt;
}}&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
{{Stub}}'''Orcs''' work as a more feral version of the human and are considerably more difficult to play effectively, but in the hands of an expert they end up being incredibly powerful.  Although orcs will eventually become weaker than the humans at higher levels, the Orc is indisputably the most powerful race for a low-level character, and with the right bonuses will rival the human even at level 10.&lt;br /&gt;
&lt;br /&gt;
== Orc vs Human Comparison ==&lt;br /&gt;
The human's conversion provides attack bonus, while the orc's conversion bonus provides base damage. Understanding the difference between these two is important to knowing when to use humans and when to use Orcs. &lt;br /&gt;
&lt;br /&gt;
Your total damage is equal to your attack bonus multiplied by your base attack. This ironically means that humans (with a high attack bonus) are always looking for ways to boost their base attack, and orcs (with a high base attack) are always looking for ways to boost their attack bonus. There are more class benefits, items and power-ups to improve your attack bonus for the orc, but base attack improves naturally as you level up so humans will eventually overtake the orc anyways as they reach higher levels. Generally speaking, orcs have a better early game than humans, allowing to get those early level catapults easier, but requiring a bit more effort to kill tougher monsters.&lt;br /&gt;
&lt;br /&gt;
Orcs are overwhelmingly powerful at low levels, even potion races spiking with their potions cannot compete with orcs. If you have tougher early game, like preparing [[File:Vicious Token.png|link=Vicious Token]] vicious token, orc is a default option to start with. But as you level, although orc's bonus is flat, the amount of additional damage becomes less meaningful in combat. This makes orc being desperate to convert things earlier to use their true power. &lt;br /&gt;
&lt;br /&gt;
=== Detailed Comparison ===&lt;br /&gt;
After lv5-6 without additional bonuses, orcs will lose its power and become weaker than humans. But if orcs can find high attack bonus from items or boons or class traits, orc can compete with humans at high levels. {{c|Monk}} and {{c|Rogue}} have later cross points (around 7 or more), thus prefer being an orc more than a human. {{g|Binlor}} also provides a huge attack bonus from {{a|might}} and knockback therefore fits well with orcs.&lt;br /&gt;
&lt;br /&gt;
The detailed comparison shown below is calculated for a standard of 400CP. Percent values in the bracket implies how much they are stronger in ratio compared to a standard character with same condition. 400CP is selected due to being the least common multiplier of orc and human's racial bonus, but in reality the character may or may not exceed its conversion threshold. In general cases most of CP will earned through the glyph conversion and people will not buy-and-convert items without exploring many shops, orcs loses its advantage for having a lower conversion threshold as a low level character. Also be aware that attack boosters is only obtainable from exploring, and thus are hard to get as a lower level characters. Overall, orc is actually slightly weaker than the calculated value as a low level characters. The calculation includes Skullpicker's +5% damage bonus. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''General Classes'''&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;
! Condition || Race || Lv 1 || Lv 2 || Lv 3 || Lv 4 || Lv 5 || Lv 6 || Lv 7 || Lv 8 || Lv 9 || Lv 10&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;|No bonus&lt;br /&gt;
| Orc || 10(200%) || 10(100%) || 10(67%) || 10(50%) || '''10(40%)''' || 10(33%) || 10(28%) || 10(25%) || 10(22%) || 10(20%)&lt;br /&gt;
|-&lt;br /&gt;
| Human || 2(40%) || 4(40%) || 6(40%) || 8(40%) || '''10(40%)''' || 12(40%) || 14(40%) || 16(40%) || 18(40%) || 20(40%)&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;|3 Attack boosters&lt;br /&gt;
| Orc || 13(200%) || 13(100%) || 13(40%) || 13(50%) || 13(40%) || '''13(33%)''' || 13(28%) || 13(25%) || 13(22%) || 13(20%)&lt;br /&gt;
|-&lt;br /&gt;
| Human || 2(33%) || 4(31%) || 6(32%) || 8(31%) || 10(31%) || '''12(31%)''' || 14(31%) || 16(31%) || 18(31%) || 20(31%)&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;|Full default preparation&amp;lt;br/&amp;gt;(5 Attack Boosters +&amp;lt;br/&amp;gt;Perseverance Badge)&lt;br /&gt;
| Orc || 16(200%) || 16(100%) || 16(67%) || 16(50%) || 16(40%) || 16(33%) || 16(28%) || '''16(25%)''' || 16(22%) || 16(20%)&lt;br /&gt;
|-&lt;br /&gt;
| Human || 2(25%) || 4(25%) || 6(25%) || 8(25%) || 10(25%) || 12(25%) || 14(25%) || '''16(25%)''' || 18(25%) || 20(25%)&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;|Full default preparation +&amp;lt;br/&amp;gt;Skullpicker +&amp;lt;br/&amp;gt;Fine Sword&amp;lt;br/&amp;gt;&lt;br /&gt;
| Orc || 16(76%) || 16(55%) || 16(43%) || 16(35%) || 16(30%) || '''16(26%)''' || 16(23%) || 16(20%) || 16(18%) || 16(17%)&lt;br /&gt;
|-&lt;br /&gt;
| Human || 5(24%) || 7(24%) || 9(24%) || 11(24%) || 13(24%) || '''15(24%)''' || 17(24%) || 19(24%) || 21(24%) || 23(24%)&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;|Full default preparation +&amp;lt;br/&amp;gt;Stone Fist on wall +&amp;lt;br/&amp;gt;might buff&lt;br /&gt;
| Orc || 24(200%) || 24(100%) || 24(67%) || 24(50%) || 24(40%) || 24(33%) || 24(28%) || 24(25%) || 24(22%) || '''24(20%)'''&lt;br /&gt;
|-&lt;br /&gt;
| Human || 2(17%) || 4(17%) || 6(17%) || 8(17%) || 10(17%) || 12(17%) || 14(17%) || 16(17%) || 18(17%) || '''20(17%)'''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''{{c|Monk}}'''&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;
! Condition || Race || Lv 1 || Lv 2 || Lv 3 || Lv 4 || Lv 5 || Lv 6 || Lv 7 || Lv 8 || Lv 9 || Lv 10&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;|No bonus&lt;br /&gt;
| Orc || 7(350%) || 7(175%) || 7(117%) || 7(88%) || 7(70%) || '''7(58%)''' || 7(50%) || 7(44%) || 7(39%) || 7(33%)&lt;br /&gt;
|-&lt;br /&gt;
| Human || 1(50%) || 2(50%) || 3(50%) || 4(50%) || 6(50%) || '''7(58%)''' || 8(57%) || 9(56%) || 10(56%) || 12(57%)&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;|3 Attack boosters&lt;br /&gt;
| Orc || 10(333%) || 10(167%) || 10(111%) || 10(83%) || 10(67%) || 10(56%) || 10(48%) || 10(42%) || '''10(37%)''' || 10(33%)&lt;br /&gt;
|-&lt;br /&gt;
| Human || 1(33%) || 2(33%) || 3(33%) || 4(33%) || 6(40%) || 7(39%) || 82(38%) || 9(38%) || '''10(37%)''' || 12(40%)&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;|Full default preparation&amp;lt;br/&amp;gt;(5 Attack Boosters +&amp;lt;br/&amp;gt;Perseverance Badge)&lt;br /&gt;
| Orc || 13(433%) || 13(186%) || 13(118%) || 13(87%) || 13(68%) || 13(57%) || 13(48%) || 13(42%) || 13(37%) || '''13(33%)'''&lt;br /&gt;
|-&lt;br /&gt;
| Human || 1(33%) || 2(29%) || 3(27%) || 4(27%) || 6(32%) || 7(30%) || 8(30%) || 9(29%) || 10(29%) || '''12(31%)'''&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;|Full default preparation +&amp;lt;br/&amp;gt;Skullpicker +&amp;lt;br/&amp;gt;Fine Sword&amp;lt;br/&amp;gt;&lt;br /&gt;
| Orc || 13(93%) || 13(72%) || 13(59%) || 13(48%) || 13(42%) || 13(37%) || 13(33%) || '''13(30%)''' || 13(28%) || 13(25%)&lt;br /&gt;
|-&lt;br /&gt;
| Human || 4(29%) || 5(28%) || 6(27%) || 8(30%) || 9(29%) || 10(29%) || 11(28%) || '''12(28%)''' || 14(30%) || 15(29%)&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;|Full default preparation +&amp;lt;br/&amp;gt;Stone Fist on wall +&amp;lt;br/&amp;gt;might buff&lt;br /&gt;
| Orc || 21(350%) || 21(175%) || 21(117%) || 21(84%) || 21(68%) || 21(57%) || 21(48%) || 21(42%) || 21(38%) || '''21(33%)'''&lt;br /&gt;
|-&lt;br /&gt;
| Human || 1(17%) || 2(17%) || 3(17%) || 4(16%) || 6(19%) || 7(19%) || 8(18%) || 9(18%) || 10(18%) || '''12(19%)'''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''{{c|Rogue}}'''&lt;br /&gt;
&lt;br /&gt;
Note that {{c|Berserker}} fighting against a higher level enemy gets same attack boost with the Rogue. &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;
! Condition || Race || Lv 1 || Lv 2 || Lv 3 || Lv 4 || Lv 5 || Lv 6 || Lv 7 || Lv 8 || Lv 9 || Lv 10&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;|No bonus&lt;br /&gt;
| Orc || 14(200%) || 14(100%) || 14(67%) || 14(50%) || 14(40%) || 14(33%) || '''14(29%)''' || 14(25%) || 14(22%) || 14(20%)&lt;br /&gt;
|-&lt;br /&gt;
| Human || 2(29%) || 4(29%) || 6(29%) || 8(29%) || 10(29%) || 12(29%) || '''14(29%)''' || 16(29%) || 18(29%) || 20(29%)&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;|3 Attack boosters&lt;br /&gt;
| Orc || 17(213%) || 17(100%) || 17(68%) || 17(50%) || 17(40%) || 17(33%) || 17(29%) || '''17(25%)''' || 17(22%) || 17(20%)&lt;br /&gt;
|-&lt;br /&gt;
| Human || 2(25%) || 4(24%) || 6(24%) || 8(24%) || 10(24%) || 12(24%) || 14(24%) || '''16(24%)''' || 18(24%) || 20(24%)&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;|Full default preparation&amp;lt;br/&amp;gt;(5 Attack Boosters +&amp;lt;br/&amp;gt;Perseverance Badge)&lt;br /&gt;
| Orc || 20(200%) || 20(100%) || 20(67%) || 20(50%) || 20(40%) || 20(33%) || 20(29%) || 20(25%) || 20(22%) || '''20(20%)'''&lt;br /&gt;
|-&lt;br /&gt;
| Human || 2(20%) || 4(20%) || 6(20%) || 8(20%) || 10(20%) || 12(20%) || 14(20%) || 16(20%) || 18(20%) || '''20(20%)'''&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;|Full default preparation +&amp;lt;br/&amp;gt;Skullpicker +&amp;lt;br/&amp;gt;Fine Sword&amp;lt;br/&amp;gt;&lt;br /&gt;
| Orc || 20(111%) || 20(80%) || 20(63%) || 20(51%) || 20(43%) || 20(38%) || 20(33%) || '''20(30%)''' || 20(27%) || 20(25%)&lt;br /&gt;
|-&lt;br /&gt;
| Human || 5(28%) || 7(28%) || 9(28%) || 11(28%) || 13(28%) || 15(28%) || 17(28%) || '''19(28%)''' || 21(28%) || 23(28%)&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;|Full default preparation +&amp;lt;br/&amp;gt;Stone Fist on wall +&amp;lt;br/&amp;gt;might buff&lt;br /&gt;
| Orc || 28(200%) || 28(100%) || 28(67%) || 28(50%) || 28(40%) || 28(33%) || 28(29%) || 28(25%) || 28(22%) || '''28(20%)'''&lt;br /&gt;
|-&lt;br /&gt;
| Human || 2(14%) || 4(14%) || 6(14%) || 8(14%) || 10(14%) || 12(14%) || 14(14%) || 16(14%) || 18(14%) || '''20(14%)'''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
Orcs require a large number of conversion points in order to make the most out of their stacking racial bonus. This means preparing a sensation stone and a conversion seal is a very good idea.  They also need a large attack bonus to multiply their high base attack.  This means the Bonus Attack Booster preparation is highly recommended.&lt;br /&gt;
&lt;br /&gt;
Orcs complement classes with high attack bonus values very well.  They also complement the Monk very well, helping him overcome his low base attack modifier.  Base attack also boosts the effect of the PISORF glyph, but because this glyph has roughly a 1 in 3 chance of actually appearing it's generally unwise to plan an elaborate strategy around it.&lt;br /&gt;
&lt;br /&gt;
Orcs work best for Berserkers, Warlords, Rogues, Monks, and Crusaders.&lt;br /&gt;
&lt;br /&gt;
'''Berserker'''&lt;br /&gt;
With little use for glyphs and a sizable attack bonus, the Berserker makes an excellent selection for an Orc.&lt;br /&gt;
&lt;br /&gt;
'''Warlord'''&lt;br /&gt;
Benefiting from increased attack bonus after using mana potions or when at low health, the Warlord benefits well from the Orc's base attack.  He also has little use for any glyphs other than CYDSTEPP, so you can freely convert as needed.&lt;br /&gt;
&lt;br /&gt;
'''Rogue'''&lt;br /&gt;
With unconditionally high attack bonus, the Rogue is a class that just screams for you to play Orc, but you will need to find some way to boost his survivability.&lt;br /&gt;
&lt;br /&gt;
'''Monk'''&lt;br /&gt;
One glyph conversion overcomes one level of the Monk's base damage penalty. The Monk has little use for most glyphs and desperately needs ways to boost his abysmal base attack.  Orc is a great pick here.&lt;br /&gt;
&lt;br /&gt;
'''Crusader'''&lt;br /&gt;
With his momentum bonus and a few other perks, Crusaders can exceed 300% attack bonus.  This is quite possibly the Orc at his finest, and there is really no reason to play any other race when you're a Crusader.  Optimized Orc Crusaders have been known to defeat the boss as 1st level characters.&lt;br /&gt;
&lt;br /&gt;
{{MainNav}}&lt;/div&gt;</summary>
		<author><name>TheJohns</name></author>	</entry>

	<entry>
		<id>http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Goat_Glade&amp;diff=57473</id>
		<title>Goat Glade</title>
		<link rel="alternate" type="text/html" href="http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Goat_Glade&amp;diff=57473"/>
				<updated>2023-04-19T19:09:44Z</updated>
		
		<summary type="html">&lt;p&gt;TheJohns: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stub}}&lt;br /&gt;
&lt;br /&gt;
The '''Goat Glade''' is a special [[building]] obtained by being a supporter of Desktop Dungeons, or if you regret not doing so, by purchasing the [http://store.steampowered.com/app/261421/ Goatperson DLC] on Steam. It unlocks a new feature and some content for people that feel DD is insufficiently merciless.&lt;br /&gt;
&lt;br /&gt;
== Features ==&lt;br /&gt;
* {{ibox|GoatpersonHero.png|Goatperson}} monster class&lt;br /&gt;
* [[Triple Quests]], which line the player against three random dungeons in a row&lt;br /&gt;
* Item Lottery: Pay 500 gold to gain a random item that may be instantly [[locker]]ed. The cost increases with each re-roll, until you win a dungeon.&lt;br /&gt;
&lt;br /&gt;
==In ''Rewind''==&lt;br /&gt;
In ''[[Desktop Dungeons: Rewind]]'', the Goat Glade does not require any additional DLC to unlock. The Item Lottery has been removed. It now includes the Item Registry: After bringing an item to the Goat Glade three times, the goats will be able to make the item as many times as you want at prep cost.&lt;br /&gt;
&lt;br /&gt;
{{DD2Nav}}&lt;/div&gt;</summary>
		<author><name>TheJohns</name></author>	</entry>

	<entry>
		<id>http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Dwarf&amp;diff=57472</id>
		<title>Dwarf</title>
		<link rel="alternate" type="text/html" href="http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Dwarf&amp;diff=57472"/>
				<updated>2023-04-19T19:05:53Z</updated>
		
		<summary type="html">&lt;p&gt;TheJohns: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;onlyinclude&amp;gt;{{&lt;br /&gt;
{{{tpl|RaceInfobox}}}&lt;br /&gt;
|DisplayText={{{DisplayText|Dwarf}}}&lt;br /&gt;
|Name=Dwarf&lt;br /&gt;
|ShortHand=Dw&lt;br /&gt;
|ConversionCost=80&lt;br /&gt;
|ConversionEffect=+1 Max HP per level&amp;lt;br /&amp;gt;''(Rewind)'' +10 Max HP&lt;br /&gt;
|SuggestedClasses=Thief, Priest, Rogue, Bloodmage&lt;br /&gt;
|Unlock=[[The Delta-Iota-Gamma Fraternity]]&lt;br /&gt;
}}&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
{{Stub}}The '''Dwarf''' race offers improved toughness and longevity in combat over other races. The dwarf is difficult to work into advanced builds for a variety of reasons, and is often considered as the least powerful race. But dwarf can still be very effective when leveraging the right bonuses. &lt;br /&gt;
&lt;br /&gt;
Hit points automatically recalculate every time you gain a new level, so it doesn't matter when you gain the conversion bonus. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Human vs Dwarf ==&lt;br /&gt;
As an attack is effectively exchanging your health into damage, humans and dwarves are going its own way to pull off the damage output from a full health bar. Total damage done is roughly proportional to attack power multiplied by total health, so their racial bonus contributes equally here. However, while humans require 100 CP to gain a bonus, dwarf only need 80 CP. This means dwarves have the higher total damage from his/her full health bar. &lt;br /&gt;
&lt;br /&gt;
However, it is important to note that not all healing effects will be improved by the dwarf racial bonus; the HALPMEH glyph and exploration in particular are not improved, so you will need to work harder to refill your full HP gauge.  For characters relying heavily on regeneration-fighting or magical healing, this makes human always a better choice. One-time bonuses such as {{s|GETINDARE}}, {{t|Death Protection}} or {{i|Reflex Potion}} favor human even more. &lt;br /&gt;
&lt;br /&gt;
The true power of dwarf comes when there are no more exploration space; generally, that's where all the %-based health refills kick in. Almost every health refill, including {{boon|Protection}}, {{boon|Chaos Avatar}}/{{boon|Last Chance}}, {{i|Fire Heart}} and {{i|Health Potion}}, are all %-based. But the most notable one is {{g|Dracul}}'s {{boon|Blood Swell}} and {{boon|Blood Tithe}}, which even deducts a flat amount of maximum health. This makes dwarf a much stronger class than the human especially in the endgame phase, but in other words, dwarves ''have to'' find %-based refills to be better than humans. &lt;br /&gt;
&lt;br /&gt;
Maybe the only exception of this rule is when you are planning to go on a regen fighting, but your maximum health is too low to tank a single hit. This is occasionally the case for {{c|Rogue}} or {{c|Assassin}}, who are very skillful for regen fighting but have no resistances to start with. Especially the Rogue takes great advantage from being a dwarf. The dwarven HP bonus is not affected by the Rogue's HP penalty, allowing a dwarven rogue to have above-average hit points without using any boons from deities. &lt;br /&gt;
&lt;br /&gt;
One difficulty dwarves often have is fighting monsters with powerful attacks. For most characters, there isn't a big difference between a monster that deals 60% of your hit points in damage and a monster that deals 90% of your hit points in damage; either way you're not going to be able to get a second attack in. If dwarves cannot improve their HP enough to survive at least one extra hit, their entire racial advantage is useless. If you have high resistances the dwarf is even less attractive, because the ability to tank a big hit is no more an advantage over the human. &lt;br /&gt;
&lt;br /&gt;
To sum up, it's almost always better to use the {{r|Human}}, unless you find a lot of %-based health refills and some damage improvements.&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
The biggest challenge the dwarf has is in improving his damage output. Having high hit points will allow you to survive more attacks, but this means little if the attack damage you're hitting back for is low. &lt;br /&gt;
&lt;br /&gt;
Dwarves make effective Thieves, Rogues, Priests, and Bloodmages.&lt;br /&gt;
&lt;br /&gt;
'''Thief'''&lt;br /&gt;
Being able to use your mana potions for extra health regeneration leverages the dwarf's bonus hit points nicely, making the thief a great class selection.&lt;br /&gt;
&lt;br /&gt;
'''Rogue'''&lt;br /&gt;
Where the rogue suffers from horrendously low hit points, the dwarf compensates. It's a great pairing.&lt;br /&gt;
&lt;br /&gt;
'''Priest'''&lt;br /&gt;
With super-powered healing potions filling the entirety of the expanded dwarven hit point gauge, the priest is a great selection for the dwarf.&lt;br /&gt;
&lt;br /&gt;
'''Bloodmage'''&lt;br /&gt;
The sanguine class feature heals a % of your maximum hit points, which means dwarves benefit more than anyone else.&lt;br /&gt;
&lt;br /&gt;
{{MainNav}}&lt;/div&gt;</summary>
		<author><name>TheJohns</name></author>	</entry>

	<entry>
		<id>http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Desktop_Dungeons:_Rewind&amp;diff=57471</id>
		<title>Desktop Dungeons: Rewind</title>
		<link rel="alternate" type="text/html" href="http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Desktop_Dungeons:_Rewind&amp;diff=57471"/>
				<updated>2023-04-19T19:03:04Z</updated>
		
		<summary type="html">&lt;p&gt;TheJohns: /* Kin */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Desktop Dungeons: Rewind''' is a remake of ''Desktop Dungeons''. It features brand-new 3D graphics, a new soundtrack composed by Danny Baranowsky and Grant Kirkhope, and some gameplay changes, most notably a rewind feature. It released on April 19, 2023.&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
Desktop Dungeons: Rewind is a modern remastering of the award-winning, bite-sized, tactical dungeon crawler.&lt;br /&gt;
&lt;br /&gt;
Founding a new kingdom isn’t easy: it takes cunning, manpower, and lots and lots of gold. How will you pay for the outrageously overpriced taverns and banks? Better descend into the dungeons and steal riches from the deadly inhabitants any way you can.&lt;br /&gt;
&lt;br /&gt;
'''Embark on an adventure''' - Choose from a diverse cast of replaceable adventures. Explore bite-sized dungeons.&lt;br /&gt;
&lt;br /&gt;
'''Heal by exploring''' - Reveal hidden terrain to regain health and mana. But plan your route carefully or you’ll have nothing left to face the final enemy.&lt;br /&gt;
&lt;br /&gt;
'''Die. Rewind. And try again.''' - New to DDR, your death is no longer quite so inevitable. After death, you can replay a dungeon from an earlier point to try a different strategy.&lt;br /&gt;
&lt;br /&gt;
'''Build your kingdom''' - Trade monstrous trophies for gold and upgrade your settlement to attract the most skilled adventurers.&lt;br /&gt;
&lt;br /&gt;
'''Show your friends who’s boss''' - Daily online challenges.&lt;br /&gt;
&lt;br /&gt;
Discover everything that earned Desktop Dungeons a cult following: innovative game design, hundreds of hours of content, daily online challenges, the amazing soundtrack by Danny Baranowsky and Grant Kirkhope, all the DLC, and more!&lt;br /&gt;
&lt;br /&gt;
==Gameplay changes==&lt;br /&gt;
===[[Races|Kin]]===&lt;br /&gt;
;Nomenclature&lt;br /&gt;
''&amp;quot;There are better words in the English language, and we want to use them!&amp;quot;''&lt;br /&gt;
* Nomenclature: Race &amp;gt;&amp;gt;&amp;gt; Kin&lt;br /&gt;
&lt;br /&gt;
;{{r|Orc}}&lt;br /&gt;
''&amp;quot;Orcs were by far the most dominant Kin in Desktop Dungeons, so we're taking them down a notch. They're still good, just not quite as OP.&amp;quot;''&lt;br /&gt;
*Orc Conversion Threshold: 80 &amp;gt;&amp;gt;&amp;gt; 100&lt;br /&gt;
&lt;br /&gt;
;{{r|Dwarf}}&lt;br /&gt;
''&amp;quot;The Dwarf conversion felt a little lacklustre because of its delayed strength, and on top of this they were a little weak. Let's fix both of those, and make them beefy earlier while scaling up to the same point.&amp;quot;''&lt;br /&gt;
*Dwarf Conversion Bonus: +1 Max HP per level &amp;gt;&amp;gt;&amp;gt; 10 Max HP&lt;br /&gt;
&lt;br /&gt;
===[[Classes]]===&lt;br /&gt;
;{{c|Fighter}}&lt;br /&gt;
''&amp;quot;The Fighter is the first class you unlock, and it teaches you to play the game wrong. The old Fighter encouraged you to seek out and farm low level enemies, starving you of experience late game. The new fighter encourages you to hit higher level enemies, maybe even realise you can kill them for bonus XP!&amp;quot;''&lt;br /&gt;
*Veteran XP bonus: +1XP per kill &amp;gt;&amp;gt;&amp;gt; Level difference in XP when first attacked by a higher level enemy&lt;br /&gt;
*Instincts: Same and lower enemies revealed &amp;gt;&amp;gt;&amp;gt; Sense enemies 1 tile further into the fog&lt;br /&gt;
&lt;br /&gt;
;{{c|Transmuter}}&lt;br /&gt;
''&amp;quot;The idea for Transmuters is awesome: cast spells to gain Conversion Points, and get a massive spike when you hit a Conversion Threshold. Except... Only a small portion of the spells are efficient, and hitting that threshold drained you mana so you can't cast spells. We've moved some of their power around to make them more fun and slightly stronger.&amp;quot;''&lt;br /&gt;
*Spirit Sword: No longer drains mana on Conversion Threshold&lt;br /&gt;
*Spirit Sword temporary damage: Max mana + level &amp;gt;&amp;gt;&amp;gt; Max mana&lt;br /&gt;
*Inner Focus: Gives 3 piety on glyph cast &amp;gt;&amp;gt;&amp;gt; Gives mana cost as piety on glyph cast&lt;br /&gt;
&lt;br /&gt;
;{{c|Berserker}}&lt;br /&gt;
''&amp;quot;Berserkers could use some more flavour, and now we have a new inventory system... Let's use it! Also, the Goblin Berserker showed their fashion prowess in Berserker Fashion Week, so we gave them a prize. You go, Gobzerker!&amp;quot;''&lt;br /&gt;
*Inventory size: 30 &amp;gt;&amp;gt;&amp;gt; 35&lt;br /&gt;
*Goblin Berserker start with a Golden Spork&lt;br /&gt;
&lt;br /&gt;
;{{c|Chemist}}&lt;br /&gt;
''&amp;quot;Who plays Chemist anyways?&amp;quot;''&lt;br /&gt;
*Potion resource restore: 10% &amp;gt;&amp;gt;&amp;gt; 20%&lt;br /&gt;
*Multiple casts of Bysseps now stacks erosion&lt;br /&gt;
&lt;br /&gt;
===Inventory===&lt;br /&gt;
''&amp;quot;This is more of a convenience change and fits better with the new UI. It also gives us something to play with (see the Berserker and a new item.)&amp;quot;''&lt;br /&gt;
*No longer split into 5 slots, now a total of 30 size&lt;br /&gt;
**Small items have a size of 1&lt;br /&gt;
**Large items have a size of 5&lt;br /&gt;
&lt;br /&gt;
===Early Game Difficulty===&lt;br /&gt;
''&amp;quot;Players found that the difficulty spike when fighting the bankers was too large. We don't want people to be put off by that and so there have been a couple changes to welcome new players. Some are direct (changed early enemy strength) and some are indirect (scouting and predictive combat logs.) Overall, new players should have a better time.&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
;Scouting&lt;br /&gt;
''&amp;quot;This applies to all classes, and should give players a better sense of which direction to explore. Also the looming presence of enemies is fun.&amp;quot;''&lt;br /&gt;
*All classes will now scout one tile into the fog, showing the presence of enemies and their levels&lt;br /&gt;
*Enemies with Life-steal will not be revealed in this way&lt;br /&gt;
&lt;br /&gt;
;Rewind Insurance&lt;br /&gt;
''&amp;quot;He said the name of the game. Roll the credits.&amp;quot;''&lt;br /&gt;
*Defeating the Bankers will grant you Rewind insurance!&lt;br /&gt;
*Once per run when die for the first time, you’ll have the option to go back to about half way through your run&lt;br /&gt;
&lt;br /&gt;
;Simulated Predictions&lt;br /&gt;
''&amp;quot;One of the biggest changes in Rewind is simulated predictions. In combat your damage may change from being weakened or corroding your enemy. The game now does the maths for you.&amp;quot;''&lt;br /&gt;
*Combat is now simulated, giving more accurate combat predictions that change based on status effects&lt;br /&gt;
*God punishments, random events, and some more complicated effects are not simulated&lt;br /&gt;
&lt;br /&gt;
;Banker difficulty&lt;br /&gt;
''&amp;quot;The numbers on this are hard to describe. Just trust us, it's easier than it was.&amp;quot;''&lt;br /&gt;
*Dungeons leading up to and including the Bankers have been nerfed.&lt;br /&gt;
&lt;br /&gt;
===Dungeon Generation===&lt;br /&gt;
''&amp;quot;The purpose of Desktop Dungeons: Rewind was to bring fresh life into Desktop Dungeons, including better visual compatibility with wide ratio screens. Square dungeons on rectangular screens didn't feel great, so now the shape of Dungeons will adapt to your monitor (this doesn't affect difficulty!)&amp;quot;''&lt;br /&gt;
*Dungeons will be 25 x 16 tiles for wide aspect ratio&lt;br /&gt;
*Dungeons will be 20 x 20 tiles for squarer aspect ratio&lt;br /&gt;
&lt;br /&gt;
===[[Goat Glade]]===&lt;br /&gt;
&amp;quot;This used to be a part of the DLC that we didn't want to be mandatory for high level play. Now that it's part of the base game, we can make it better!&amp;quot;&lt;br /&gt;
*Item Lottery: removed&lt;br /&gt;
*Item Registry: After bringing an item to the Goat Glade three times, the goats will be able to make the item as many times as you want at prep cost.&lt;br /&gt;
&lt;br /&gt;
==Links==&lt;br /&gt;
*''[https://store.steampowered.com/app/1976950/Desktop_Dungeons_Rewind/'Desktop Dungeons: Rewind]'' on Steam&lt;/div&gt;</summary>
		<author><name>TheJohns</name></author>	</entry>

	<entry>
		<id>http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Desktop_Dungeons:_Rewind&amp;diff=57470</id>
		<title>Desktop Dungeons: Rewind</title>
		<link rel="alternate" type="text/html" href="http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Desktop_Dungeons:_Rewind&amp;diff=57470"/>
				<updated>2023-04-19T19:02:47Z</updated>
		
		<summary type="html">&lt;p&gt;TheJohns: /* Gameplay changes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Desktop Dungeons: Rewind''' is a remake of ''Desktop Dungeons''. It features brand-new 3D graphics, a new soundtrack composed by Danny Baranowsky and Grant Kirkhope, and some gameplay changes, most notably a rewind feature. It released on April 19, 2023.&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
Desktop Dungeons: Rewind is a modern remastering of the award-winning, bite-sized, tactical dungeon crawler.&lt;br /&gt;
&lt;br /&gt;
Founding a new kingdom isn’t easy: it takes cunning, manpower, and lots and lots of gold. How will you pay for the outrageously overpriced taverns and banks? Better descend into the dungeons and steal riches from the deadly inhabitants any way you can.&lt;br /&gt;
&lt;br /&gt;
'''Embark on an adventure''' - Choose from a diverse cast of replaceable adventures. Explore bite-sized dungeons.&lt;br /&gt;
&lt;br /&gt;
'''Heal by exploring''' - Reveal hidden terrain to regain health and mana. But plan your route carefully or you’ll have nothing left to face the final enemy.&lt;br /&gt;
&lt;br /&gt;
'''Die. Rewind. And try again.''' - New to DDR, your death is no longer quite so inevitable. After death, you can replay a dungeon from an earlier point to try a different strategy.&lt;br /&gt;
&lt;br /&gt;
'''Build your kingdom''' - Trade monstrous trophies for gold and upgrade your settlement to attract the most skilled adventurers.&lt;br /&gt;
&lt;br /&gt;
'''Show your friends who’s boss''' - Daily online challenges.&lt;br /&gt;
&lt;br /&gt;
Discover everything that earned Desktop Dungeons a cult following: innovative game design, hundreds of hours of content, daily online challenges, the amazing soundtrack by Danny Baranowsky and Grant Kirkhope, all the DLC, and more!&lt;br /&gt;
&lt;br /&gt;
==Gameplay changes==&lt;br /&gt;
===[[Race|Kin]]===&lt;br /&gt;
;Nomenclature&lt;br /&gt;
''&amp;quot;There are better words in the English language, and we want to use them!&amp;quot;''&lt;br /&gt;
* Nomenclature: Race &amp;gt;&amp;gt;&amp;gt; Kin&lt;br /&gt;
&lt;br /&gt;
;{{r|Orc}}&lt;br /&gt;
''&amp;quot;Orcs were by far the most dominant Kin in Desktop Dungeons, so we're taking them down a notch. They're still good, just not quite as OP.&amp;quot;''&lt;br /&gt;
*Orc Conversion Threshold: 80 &amp;gt;&amp;gt;&amp;gt; 100&lt;br /&gt;
&lt;br /&gt;
;{{r|Dwarf}}&lt;br /&gt;
''&amp;quot;The Dwarf conversion felt a little lacklustre because of its delayed strength, and on top of this they were a little weak. Let's fix both of those, and make them beefy earlier while scaling up to the same point.&amp;quot;''&lt;br /&gt;
*Dwarf Conversion Bonus: +1 Max HP per level &amp;gt;&amp;gt;&amp;gt; 10 Max HP&lt;br /&gt;
&lt;br /&gt;
===[[Classes]]===&lt;br /&gt;
;{{c|Fighter}}&lt;br /&gt;
''&amp;quot;The Fighter is the first class you unlock, and it teaches you to play the game wrong. The old Fighter encouraged you to seek out and farm low level enemies, starving you of experience late game. The new fighter encourages you to hit higher level enemies, maybe even realise you can kill them for bonus XP!&amp;quot;''&lt;br /&gt;
*Veteran XP bonus: +1XP per kill &amp;gt;&amp;gt;&amp;gt; Level difference in XP when first attacked by a higher level enemy&lt;br /&gt;
*Instincts: Same and lower enemies revealed &amp;gt;&amp;gt;&amp;gt; Sense enemies 1 tile further into the fog&lt;br /&gt;
&lt;br /&gt;
;{{c|Transmuter}}&lt;br /&gt;
''&amp;quot;The idea for Transmuters is awesome: cast spells to gain Conversion Points, and get a massive spike when you hit a Conversion Threshold. Except... Only a small portion of the spells are efficient, and hitting that threshold drained you mana so you can't cast spells. We've moved some of their power around to make them more fun and slightly stronger.&amp;quot;''&lt;br /&gt;
*Spirit Sword: No longer drains mana on Conversion Threshold&lt;br /&gt;
*Spirit Sword temporary damage: Max mana + level &amp;gt;&amp;gt;&amp;gt; Max mana&lt;br /&gt;
*Inner Focus: Gives 3 piety on glyph cast &amp;gt;&amp;gt;&amp;gt; Gives mana cost as piety on glyph cast&lt;br /&gt;
&lt;br /&gt;
;{{c|Berserker}}&lt;br /&gt;
''&amp;quot;Berserkers could use some more flavour, and now we have a new inventory system... Let's use it! Also, the Goblin Berserker showed their fashion prowess in Berserker Fashion Week, so we gave them a prize. You go, Gobzerker!&amp;quot;''&lt;br /&gt;
*Inventory size: 30 &amp;gt;&amp;gt;&amp;gt; 35&lt;br /&gt;
*Goblin Berserker start with a Golden Spork&lt;br /&gt;
&lt;br /&gt;
;{{c|Chemist}}&lt;br /&gt;
''&amp;quot;Who plays Chemist anyways?&amp;quot;''&lt;br /&gt;
*Potion resource restore: 10% &amp;gt;&amp;gt;&amp;gt; 20%&lt;br /&gt;
*Multiple casts of Bysseps now stacks erosion&lt;br /&gt;
&lt;br /&gt;
===Inventory===&lt;br /&gt;
''&amp;quot;This is more of a convenience change and fits better with the new UI. It also gives us something to play with (see the Berserker and a new item.)&amp;quot;''&lt;br /&gt;
*No longer split into 5 slots, now a total of 30 size&lt;br /&gt;
**Small items have a size of 1&lt;br /&gt;
**Large items have a size of 5&lt;br /&gt;
&lt;br /&gt;
===Early Game Difficulty===&lt;br /&gt;
''&amp;quot;Players found that the difficulty spike when fighting the bankers was too large. We don't want people to be put off by that and so there have been a couple changes to welcome new players. Some are direct (changed early enemy strength) and some are indirect (scouting and predictive combat logs.) Overall, new players should have a better time.&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
;Scouting&lt;br /&gt;
''&amp;quot;This applies to all classes, and should give players a better sense of which direction to explore. Also the looming presence of enemies is fun.&amp;quot;''&lt;br /&gt;
*All classes will now scout one tile into the fog, showing the presence of enemies and their levels&lt;br /&gt;
*Enemies with Life-steal will not be revealed in this way&lt;br /&gt;
&lt;br /&gt;
;Rewind Insurance&lt;br /&gt;
''&amp;quot;He said the name of the game. Roll the credits.&amp;quot;''&lt;br /&gt;
*Defeating the Bankers will grant you Rewind insurance!&lt;br /&gt;
*Once per run when die for the first time, you’ll have the option to go back to about half way through your run&lt;br /&gt;
&lt;br /&gt;
;Simulated Predictions&lt;br /&gt;
''&amp;quot;One of the biggest changes in Rewind is simulated predictions. In combat your damage may change from being weakened or corroding your enemy. The game now does the maths for you.&amp;quot;''&lt;br /&gt;
*Combat is now simulated, giving more accurate combat predictions that change based on status effects&lt;br /&gt;
*God punishments, random events, and some more complicated effects are not simulated&lt;br /&gt;
&lt;br /&gt;
;Banker difficulty&lt;br /&gt;
''&amp;quot;The numbers on this are hard to describe. Just trust us, it's easier than it was.&amp;quot;''&lt;br /&gt;
*Dungeons leading up to and including the Bankers have been nerfed.&lt;br /&gt;
&lt;br /&gt;
===Dungeon Generation===&lt;br /&gt;
''&amp;quot;The purpose of Desktop Dungeons: Rewind was to bring fresh life into Desktop Dungeons, including better visual compatibility with wide ratio screens. Square dungeons on rectangular screens didn't feel great, so now the shape of Dungeons will adapt to your monitor (this doesn't affect difficulty!)&amp;quot;''&lt;br /&gt;
*Dungeons will be 25 x 16 tiles for wide aspect ratio&lt;br /&gt;
*Dungeons will be 20 x 20 tiles for squarer aspect ratio&lt;br /&gt;
&lt;br /&gt;
===[[Goat Glade]]===&lt;br /&gt;
&amp;quot;This used to be a part of the DLC that we didn't want to be mandatory for high level play. Now that it's part of the base game, we can make it better!&amp;quot;&lt;br /&gt;
*Item Lottery: removed&lt;br /&gt;
*Item Registry: After bringing an item to the Goat Glade three times, the goats will be able to make the item as many times as you want at prep cost.&lt;br /&gt;
&lt;br /&gt;
==Links==&lt;br /&gt;
*''[https://store.steampowered.com/app/1976950/Desktop_Dungeons_Rewind/'Desktop Dungeons: Rewind]'' on Steam&lt;/div&gt;</summary>
		<author><name>TheJohns</name></author>	</entry>

	<entry>
		<id>http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Desktop_Dungeons:_Rewind&amp;diff=57469</id>
		<title>Desktop Dungeons: Rewind</title>
		<link rel="alternate" type="text/html" href="http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Desktop_Dungeons:_Rewind&amp;diff=57469"/>
				<updated>2023-04-19T18:59:20Z</updated>
		
		<summary type="html">&lt;p&gt;TheJohns: Created page with &amp;quot;'''Desktop Dungeons: Rewind''' is a remake of ''Desktop Dungeons''. It features brand-new 3D graphics, a new soundtrack composed by Danny Baranowsky and Grant Kirkhope, and so...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Desktop Dungeons: Rewind''' is a remake of ''Desktop Dungeons''. It features brand-new 3D graphics, a new soundtrack composed by Danny Baranowsky and Grant Kirkhope, and some gameplay changes, most notably a rewind feature. It released on April 19, 2023.&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
Desktop Dungeons: Rewind is a modern remastering of the award-winning, bite-sized, tactical dungeon crawler.&lt;br /&gt;
&lt;br /&gt;
Founding a new kingdom isn’t easy: it takes cunning, manpower, and lots and lots of gold. How will you pay for the outrageously overpriced taverns and banks? Better descend into the dungeons and steal riches from the deadly inhabitants any way you can.&lt;br /&gt;
&lt;br /&gt;
'''Embark on an adventure''' - Choose from a diverse cast of replaceable adventures. Explore bite-sized dungeons.&lt;br /&gt;
&lt;br /&gt;
'''Heal by exploring''' - Reveal hidden terrain to regain health and mana. But plan your route carefully or you’ll have nothing left to face the final enemy.&lt;br /&gt;
&lt;br /&gt;
'''Die. Rewind. And try again.''' - New to DDR, your death is no longer quite so inevitable. After death, you can replay a dungeon from an earlier point to try a different strategy.&lt;br /&gt;
&lt;br /&gt;
'''Build your kingdom''' - Trade monstrous trophies for gold and upgrade your settlement to attract the most skilled adventurers.&lt;br /&gt;
&lt;br /&gt;
'''Show your friends who’s boss''' - Daily online challenges.&lt;br /&gt;
&lt;br /&gt;
Discover everything that earned Desktop Dungeons a cult following: innovative game design, hundreds of hours of content, daily online challenges, the amazing soundtrack by Danny Baranowsky and Grant Kirkhope, all the DLC, and more!&lt;br /&gt;
&lt;br /&gt;
==Gameplay changes==&lt;br /&gt;
===[[Race|Kin]]===&lt;br /&gt;
;Nomenclature&lt;br /&gt;
&amp;quot;There are better words in the English language, and we want to use them!&amp;quot;&lt;br /&gt;
* Nomenclature: Race &amp;gt;&amp;gt;&amp;gt; Kin&lt;br /&gt;
&lt;br /&gt;
;Orc&lt;br /&gt;
&amp;quot;Orcs were by far the most dominant Kin in Desktop Dungeons, so we're taking them down a notch. They're still good, just not quite as OP.&amp;quot;&lt;br /&gt;
*Orc Conversion Threshold: 80 &amp;gt;&amp;gt;&amp;gt; 100&lt;br /&gt;
&lt;br /&gt;
;Dwarf&lt;br /&gt;
&amp;quot;The Dwarf conversion felt a little lacklustre because of its delayed strength, and on top of this they were a little weak. Let's fix both of those, and make them beefy earlier while scaling up to the same point.&amp;quot;&lt;br /&gt;
*Dwarf Conversion Bonus: +1 Max HP per level &amp;gt;&amp;gt;&amp;gt; 10 Max HP&lt;br /&gt;
&lt;br /&gt;
===[[Classes]]===&lt;br /&gt;
;Fighter&lt;br /&gt;
&amp;quot;The Fighter is the first class you unlock, and it teaches you to play the game wrong. The old Fighter encouraged you to seek out and farm low level enemies, starving you of experience late game. The new fighter encourages you to hit higher level enemies, maybe even realise you can kill them for bonus XP!&amp;quot;&lt;br /&gt;
*Veteran XP bonus: +1XP per kill &amp;gt;&amp;gt;&amp;gt; Level difference in XP when first attacked by a higher level enemy&lt;br /&gt;
*Instincts: Same and lower enemies revealed &amp;gt;&amp;gt;&amp;gt; Sense enemies 1 tile further into the fog&lt;br /&gt;
&lt;br /&gt;
;Transmuter&lt;br /&gt;
&amp;quot;The idea for Transmuters is awesome: cast spells to gain Conversion Points, and get a massive spike when you hit a Conversion Threshold. Except... Only a small portion of the spells are efficient, and hitting that threshold drained you mana so you can't cast spells. We've moved some of their power around to make them more fun and slightly stronger.&amp;quot;&lt;br /&gt;
*Spirit Sword: No longer drains mana on Conversion Threshold&lt;br /&gt;
*Spirit Sword temporary damage: Max mana + level &amp;gt;&amp;gt;&amp;gt; Max mana&lt;br /&gt;
*Inner Focus: Gives 3 piety on glyph cast &amp;gt;&amp;gt;&amp;gt; Gives mana cost as piety on glyph cast&lt;br /&gt;
&lt;br /&gt;
;Berserker&lt;br /&gt;
&amp;quot;Berserkers could use some more flavour, and now we have a new inventory system... Let's use it! Also, the Goblin Berserker showed their fashion prowess in Berserker Fashion Week, so we gave them a prize. You go, Gobzerker!&amp;quot;&lt;br /&gt;
*Inventory size: 30 &amp;gt;&amp;gt;&amp;gt; 35&lt;br /&gt;
*Goblin Berserker start with a Golden Spork&lt;br /&gt;
&lt;br /&gt;
;Chemist&lt;br /&gt;
&amp;quot;Who plays Chemist anyways?&amp;quot;&lt;br /&gt;
*Potion resource restore: 10% &amp;gt;&amp;gt;&amp;gt; 20%&lt;br /&gt;
*Multiple casts of Bysseps now stacks erosion&lt;br /&gt;
&lt;br /&gt;
===Inventory===&lt;br /&gt;
&amp;quot;This is more of a convenience change and fits better with the new UI. It also gives us something to play with (see the Berserker and a new item.)&amp;quot;&lt;br /&gt;
*No longer split into 5 slots, now a total of 30 size&lt;br /&gt;
**Small items have a size of 1&lt;br /&gt;
**Large items have a size of 5&lt;br /&gt;
&lt;br /&gt;
===Early Game Difficulty===&lt;br /&gt;
&amp;quot;Players found that the difficulty spike when fighting the bankers was too large. We don't want people to be put off by that and so there have been a couple changes to welcome new players. Some are direct (changed early enemy strength) and some are indirect (scouting and predictive combat logs.) Overall, new players should have a better time.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
;Scouting&lt;br /&gt;
&amp;quot;This applies to all classes, and should give players a better sense of which direction to explore. Also the looming presence of enemies is fun.&amp;quot;&lt;br /&gt;
*All classes will now scout one tile into the fog, showing the presence of enemies and their levels&lt;br /&gt;
*Enemies with Life-steal will not be revealed in this way&lt;br /&gt;
&lt;br /&gt;
;Rewind Insurance&lt;br /&gt;
&amp;quot;He said the name of the game. Roll the credits.&amp;quot;&lt;br /&gt;
*Defeating the Bankers will grant you Rewind insurance!&lt;br /&gt;
*Once per run when die for the first time, you’ll have the option to go back to about half way through your run&lt;br /&gt;
&lt;br /&gt;
;Simulated Predictions&lt;br /&gt;
&amp;quot;One of the biggest changes in Rewind is simulated predictions. In combat your damage may change from being weakened or corroding your enemy. The game now does the maths for you.&lt;br /&gt;
*Combat is now simulated, giving more accurate combat predictions that change based on status effects&lt;br /&gt;
*God punishments, random events, and some more complicated effects are not simulated&lt;br /&gt;
&lt;br /&gt;
;Banker difficulty&lt;br /&gt;
&amp;quot;The numbers on this are hard to describe. Just trust us, it's easier than it was.&amp;quot;&lt;br /&gt;
*Dungeons leading up to and including the Bankers have been nerfed.&lt;br /&gt;
&lt;br /&gt;
===Dungeon Generation===&lt;br /&gt;
&amp;quot;The purpose of Desktop Dungeons: Rewind was to bring fresh life into Desktop Dungeons, including better visual compatibility with wide ratio screens. Square dungeons on rectangular screens didn't feel great, so now the shape of Dungeons will adapt to your monitor (this doesn't affect difficulty!)&amp;quot;&lt;br /&gt;
*Dungeons will be 25 x 16 tiles for wide aspect ratio&lt;br /&gt;
*Dungeons will be 20 x 20 tiles for squarer aspect ratio&lt;br /&gt;
&lt;br /&gt;
===[[Goat Glade]]===&lt;br /&gt;
&amp;quot;This used to be a part of the DLC that we didn't want to be mandatory for high level play. Now that it's part of the base game, we can make it better!&amp;quot;&lt;br /&gt;
*Item Lottery: removed&lt;br /&gt;
*Item Registry: After bringing an item to the Goat Glade three times, the goats will be able to make the item as many times as you want at prep cost.&lt;br /&gt;
&lt;br /&gt;
==Links==&lt;br /&gt;
*''[https://store.steampowered.com/app/1976950/Desktop_Dungeons_Rewind/'Desktop Dungeons: Rewind]'' on Steam&lt;/div&gt;</summary>
		<author><name>TheJohns</name></author>	</entry>

	<entry>
		<id>http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Desktop_Dungeons&amp;diff=57468</id>
		<title>Desktop Dungeons</title>
		<link rel="alternate" type="text/html" href="http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Desktop_Dungeons&amp;diff=57468"/>
				<updated>2023-04-19T18:46:18Z</updated>
		
		<summary type="html">&lt;p&gt;TheJohns: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
&amp;lt;big&amp;gt;'''Welcome to the ''Desktop Dungeons'' Wiki!'''&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Gameplay_thumb.png|right|thumb|400px|''Desktop Dungeons Gameplay ([[Media:Gameplay.png|full resolution]])'']]&lt;br /&gt;
&lt;br /&gt;
If you've never played a roguelike before, prepare to die, because you will! A lot! ''Desktop Dungeons'' was designed as a quick 5-15 minute mini-roguelike experience for you to enjoy without having to lose yourself for hours in the more complex roguelikes such as ''[[Wikipedia:Linley's Dungeon Crawl|Dungeon Crawl Stone Soup]]''. (''DD'' is also heavily inspired by ''DCSS''.)&lt;br /&gt;
&lt;br /&gt;
This is the #1 source for information about the PC game ''Desktop Dungeons''. Registration is easier than most forums; feel free to contribute if you spot any inaccurate information.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br style=&amp;quot;line-height:15&amp;quot;/&amp;gt;&lt;br /&gt;
== Game information ==&lt;br /&gt;
{|width=&amp;quot;75%&amp;quot; cellpadding=&amp;quot;1&amp;quot; style=&amp;quot;border:1px solid; text-align:left; font-size:100%; font-family:verdana;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
{|width=&amp;quot;100%&amp;quot; cellpadding=&amp;quot;1&amp;quot; style=&amp;quot;border:0px solid; text-align:left; font-size:100%; font-family:verdana;&amp;quot;&lt;br /&gt;
!Full Version&lt;br /&gt;
|-&lt;br /&gt;
|[[New Players Guide]] - Get started here&lt;br /&gt;
|-&lt;br /&gt;
|[[Bosses]] - The list of all dungeon bosses&lt;br /&gt;
|-&lt;br /&gt;
|[[Buildings]] - The basic blocks of your adventuring Kingdom&lt;br /&gt;
|-&lt;br /&gt;
|[[The Dungeons]] - An overall look at the dungeons you'll find&lt;br /&gt;
|-&lt;br /&gt;
|[[Races]] - Descriptions of the tasty glyph eating strategies&lt;br /&gt;
|-&lt;br /&gt;
|[[Classes]] - Descriptions and successful strategies&lt;br /&gt;
|-&lt;br /&gt;
|[[Class Challenges]] - Devious dungeons that teach a class&lt;br /&gt;
|-&lt;br /&gt;
|[[Strategy]] - Strategies to help players good and new alike&lt;br /&gt;
|-&lt;br /&gt;
|[[Glyphs]] - Information on glyphs&lt;br /&gt;
|-&lt;br /&gt;
|[[Level|Leveling]] - Details on how the game's leveling and experience system works&lt;br /&gt;
|-&lt;br /&gt;
|[[Gods]] - The depravity of devious deities divulged!&lt;br /&gt;
|-&lt;br /&gt;
|[[Items]] - Details on item functionality&lt;br /&gt;
|-&lt;br /&gt;
|[[Monsters]] - Descriptions and strategies for overcoming the deadly denizens of ''Desktop Dungeons''!&lt;br /&gt;
|-&lt;br /&gt;
|[[Boosters]] - Stat boosters found in dungeons&lt;br /&gt;
|-&lt;br /&gt;
|[[Subdungeons]] - The deep depths of dangerous dungeons&lt;br /&gt;
|-&lt;br /&gt;
|[[Preparations]] - Give yourself an advantage in your next dungeon run&lt;br /&gt;
|-&lt;br /&gt;
|[[Unlockables]] - List of unlockable content and unlock conditions&lt;br /&gt;
|-&lt;br /&gt;
|[[SignStories|Sign Stories]] - Stories found on signs throughout the game&lt;br /&gt;
|-&lt;br /&gt;
|[[Puzzles|Puzzles]] - Unlockable puzzles to challenge your mastery&lt;br /&gt;
|-&lt;br /&gt;
|[[D.E.R.P.]] - Daily challenges&lt;br /&gt;
|-&lt;br /&gt;
|[[Triple Quests]] - 3-stage quests available via the Goatperson DLC&lt;br /&gt;
|-&lt;br /&gt;
|[[Traits]] - Modifiers to hero or monster abilities&lt;br /&gt;
|-&lt;br /&gt;
|''[[Desktop Dungeons: Rewind]]'' - The remake&lt;br /&gt;
|-&lt;br /&gt;
|[[Extreme Edition]] - Fan-made expansion&lt;br /&gt;
|}&lt;br /&gt;
|&lt;br /&gt;
{|width=&amp;quot;100%&amp;quot; cellpadding=&amp;quot;1&amp;quot; style=&amp;quot;border:0px solid; text-align:left; font-size:100%; font-family:verdana;&amp;quot;&lt;br /&gt;
!Alpha/Freeware Version&lt;br /&gt;
|-&lt;br /&gt;
|[[Alpha:New Players Guide|New Players Guide]] - Look into the past&lt;br /&gt;
|-&lt;br /&gt;
|[[Alpha:Dungeon|The Dungeon]] - The dungeons that have been&lt;br /&gt;
|-&lt;br /&gt;
|[[Alpha:Races|Races]] - Civilizations of gone eras&lt;br /&gt;
|-&lt;br /&gt;
|[[Alpha:Classes|Classes]] - They do things differently there&lt;br /&gt;
|-&lt;br /&gt;
|[[Alpha:Strategy|Strategy]] - Learn the old ways&lt;br /&gt;
|-&lt;br /&gt;
|[[Alpha:Advanced Strategy|Advanced Strategy]] - Secrets from the ancient masters&lt;br /&gt;
|-&lt;br /&gt;
|[[Alpha:Glyphs|Glyphs]] - The elder scrolls&lt;br /&gt;
|-&lt;br /&gt;
|[[Alpha:Level|Leveling]] - Still the same, actually&lt;br /&gt;
|-&lt;br /&gt;
|[[Alpha:Gods|Gods]] - The old testament, revealed&lt;br /&gt;
|-&lt;br /&gt;
|[[Alpha:Items|Items]] - Ancient artifacts&lt;br /&gt;
|-&lt;br /&gt;
|[[Alpha:Monsters|Monsters]] - Bygone bestiary&lt;br /&gt;
|-&lt;br /&gt;
|[[Alpha:Boosters|Boosters]] - Not much change either&lt;br /&gt;
|-&lt;br /&gt;
|[[Alpha:Scoring|Scoring]] - For when you've unlocked Ranked games&lt;br /&gt;
|-&lt;br /&gt;
|[[Alpha:Lothlorien|Lothlorien]] - 3 stage quest guide&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Tutorials and Help ==&lt;br /&gt;
[[Annotated Playthroughs]] - Examples from veteran players &amp;lt;br /&amp;gt;&lt;br /&gt;
[[Video Tutorials]] - Basics &amp;lt;br /&amp;gt;&lt;br /&gt;
[http://www.qcfdesign.com/forum/viewforum.php?f=3 Desktop Dungeons Forum]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Further Information on ''Desktop Dungeons'' ==&lt;br /&gt;
{{News}}&lt;br /&gt;
* Homepage: [http://www.desktopdungeons.net Desktopdungeons.net]&lt;br /&gt;
* [http://www.qcfdesign.com/forum/viewforum.php?f=3 Desktop Dungeons Forum]&lt;br /&gt;
* Play in your browser: [http://www.desktopdungeons.net/play-desktop-dungeons-beta Link]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Contributing ==&lt;br /&gt;
* [http://www.mediawiki.org/wiki/Manual:Configuration_settings Configuration settings list]&lt;br /&gt;
* [http://www.mediawiki.org/wiki/Manual:FAQ MediaWiki FAQ]&lt;br /&gt;
* [https://lists.wikimedia.org/mailman/listinfo/mediawiki-announce MediaWiki release mailing list]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== ALPHA: Feedback and media ==&lt;br /&gt;
* [[Feedback]] - For discussion of existing game features and known issues&lt;br /&gt;
* [[Brainstorming]] - For discussion of new ideas&lt;br /&gt;
* [[Media]] - Collections of what has been scribed, sung or shouted about the game elsewhere. &lt;br /&gt;
* [[Tileset]]s - New graphics sets created by the player community&lt;br /&gt;
* [[Playthroughs]] - Annotated playthroughs of the game&lt;br /&gt;
* [http://www.gmhighscores.com/highscores.php?gameid=936 Desktop Dungeons highscores]&lt;br /&gt;
* [http://www.nag.co.za/forums/showthread.php?t=13014 Link to game thread]&lt;br /&gt;
&lt;br /&gt;
{{MainNav}}&lt;/div&gt;</summary>
		<author><name>TheJohns</name></author>	</entry>

	<entry>
		<id>http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Template:News&amp;diff=57467</id>
		<title>Template:News</title>
		<link rel="alternate" type="text/html" href="http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Template:News&amp;diff=57467"/>
				<updated>2023-04-19T18:44:24Z</updated>
		
		<summary type="html">&lt;p&gt;TheJohns: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;includeonly&amp;gt;&lt;br /&gt;
{|&lt;br /&gt;
{| style=&amp;quot;background:transparent&amp;quot; align =&amp;quot;right&amp;quot;&lt;br /&gt;
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|&amp;lt;table width=100% border=&amp;quot;0&amp;quot; cellpadding=&amp;quot;0&amp;quot; cellspacing=&amp;quot;0&amp;quot; style=&amp;quot;background:transparent&amp;quot;&amp;gt;&lt;br /&gt;
|-	&lt;br /&gt;
|}&lt;br /&gt;
{| width=290px style=&amp;quot;font-family: verdana; padding: 6px; margin: 0 0 1em 1em; font-size: 10px;  color:black; border:1px solid; float:{{{align|right}}};&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: #CCCCFF&amp;quot; ; align=&amp;quot;center&amp;quot; |&amp;lt;font size=&amp;quot;2&amp;quot;&amp;gt;'''''Recent News'''''&amp;lt;/font&amp;gt;&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;border-bottom: 1px solid black;&amp;quot; |'''19 April, 2023'''&lt;br /&gt;
|-&lt;br /&gt;
| [https://store.steampowered.com/app/1976950 ''Desktop Dungeons: Rewind'' Now available on Steam!]&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;border-bottom: 1px solid black;&amp;quot; |'''7 November, 2013'''&lt;br /&gt;
|-&lt;br /&gt;
| [http://store.steampowered.com/app/226620 ''Desktop Dungeons'' Now available on Steam!]&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;border-bottom: 1px solid black;&amp;quot; |'''1 June, 2011'''&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.desktopdungeons.net/?p=39 ''Desktop Dungeons'' Launches a new site, pre-orders available!]&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;border-bottom: 1px solid black;&amp;quot; |'''7 March, 2011'''&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.qcfdesign.com/?p=440 ''Desktop Dungeons'' Wins '''Excellence in Design''' at IGF]&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;border-bottom: 1px solid black;&amp;quot; |'''3 February, 2011'''&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.qcfdesign.com/?p=423 ''Desktop Dungeons'' Released on Mac ]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
|}&amp;lt;/includeonly&amp;gt;&amp;lt;noinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Example code usage not including in viewable template --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Overview===&lt;br /&gt;
This template is intended for display on the front page to provide a quick overview of recent event with the game Desktop Dungeons. When adding new items simply copy the section appearing as:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;border-bottom: 1px solid black;&amp;quot; |'''Date'''&lt;br /&gt;
|-&lt;br /&gt;
| [http://linkgoes.here Short description of the news blurb]&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
and paste it above the last news item, possibly trimming off the oldest if the list is too long.&lt;br /&gt;
&lt;br /&gt;
===Usage===&lt;br /&gt;
&amp;lt;pre&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
{{News}}&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Display a sample on of usage --&amp;gt;&lt;br /&gt;
===Example Output===&lt;br /&gt;
{{News}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Templates]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>TheJohns</name></author>	</entry>

	<entry>
		<id>http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Rogue&amp;diff=13849</id>
		<title>Rogue</title>
		<link rel="alternate" type="text/html" href="http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Rogue&amp;diff=13849"/>
				<updated>2012-10-21T02:35:10Z</updated>
		
		<summary type="html">&lt;p&gt;TheJohns: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{alphapage|Alpha:Rogue}}&lt;br /&gt;
&amp;lt;onlyinclude&amp;gt;{{&lt;br /&gt;
{{{tpl|ClassInfobox}}}&lt;br /&gt;
|Name=Rogue&lt;br /&gt;
|ShortHand=Ro&lt;br /&gt;
|Traits=&lt;br /&gt;
;DEXTROUS: Permanent {{t|First strike}}&lt;br /&gt;
;EVASIVE: Starts with {{t|Dodge}} 20%&lt;br /&gt;
;[[File:DANGEROUS.png]] DANGEROUS: Rogues earn -5 health per level, but start off with +50% damage&lt;br /&gt;
|SuggestedRaces=&lt;br /&gt;
{{DwRo}}, {{OrRo}}&lt;br /&gt;
|Unlock=&lt;br /&gt;
Level 2 [[Thief Den]]&lt;br /&gt;
|Group=Tier 2&lt;br /&gt;
}}&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Class Features ==&lt;br /&gt;
&lt;br /&gt;
*'''DEXTROUS''': First strike in combat, ignoring level constraints&lt;br /&gt;
*'''EVASIVE''': +20% starting dodge trait&lt;br /&gt;
*'''DANGEROUS''': Rogues earn -5 health per level, but start off with +40% damage&lt;br /&gt;
&lt;br /&gt;
== Races ==&lt;br /&gt;
&lt;br /&gt;
=== Dwarf ===&lt;br /&gt;
&lt;br /&gt;
Due to his low hit points, most monsters will slay a rogue in a single blow.  The dwarf rogue ({{tl|DwRo}}, {{DwRo}}) solves this problem by granting you bonus hit points by converting items.  The hit points granted by the dwarf are not affected by the rogue's '''dangerous''' trait, and as a result a dwarf rogue can actually end up with above-average hit points overall.  &lt;br /&gt;
&lt;br /&gt;
=== Orc ===&lt;br /&gt;
&lt;br /&gt;
When it comes to taking things to their extreme, the orc rogue ({{tl|OrRo}}, {{OrRo}}) is king.  By stacking his expanded racial base attack with the Rogue's attack bonus, the Orc Rogue is capable of dealing truly monstrous amounts of damage.  This is often further amplified by stacking other bonuses to damage, such as the HP-&amp;gt;Attack booster swap.  Such a total disregard for hit points will require you to find alternate means to keep your rogue alive.  Normally Orc Rogues are dependent on death protection (most commonly from the [[CYDSTEPP]] glyph), but some will use boons from different [[Gods|deities]] or special [[items]] to gain hit points to survive.   &lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
&lt;br /&gt;
The Rogue is the archetypical ''striker'' type character, meaning he attempts to deal large amounts of damage and slay enemies in as few attacks as possible.  While it is certainly possible to play him as a high-durability brawler, this will require more extensive combinations of bonuses to achieve since a &amp;quot;stock&amp;quot; rogue is extremely fragile.&lt;br /&gt;
&lt;br /&gt;
Against most foes, a Rogue will get a free attack due to his first strike.  As a result, the typical approach with a Rogue is to cast a spell such as {{s|BURNDAYRAZ}} to wound an enemy, then hit them once (usually surviving within an inch of their health), and then finish them with a first strike.  If you have the [[CYDSTEPP]] glyph you can get one extra attack due to death protection.  Because of their large damage bonus, this is enough to kill most varieties of monsters.  However, certain monsters present added difficulties to the Rogue.  Monsters with death protection and first strike are very difficult for rogues to finish off, and the most common problem a rogue will face are enemies that are strong enough to kill them outright in a single blow.&lt;br /&gt;
&lt;br /&gt;
Although a rogue's maximum hit points are lower than usual, their hit point regeneration is perfectly normal.  Due to their very high damage output, a rogue can attack an enemy, explore to fully heal themselves, and come back to attack it again to slowly build up damage.  This &amp;quot;regen-fighting&amp;quot; is a very effective way to play rogues, especially if you can find the {{s|APHEELSIK}} glyph.  However, it first requires you to be able to survive the enemy's attack.&lt;br /&gt;
&lt;br /&gt;
The Rogue benefits enormously from &amp;quot;prebuff&amp;quot; glyphs that let him power himself up before fighting.  The {{s|ENDISWAL}} glyph allows a rogue to build up physical damage resistance and survive enemies that would normally kill him in a single blow.  The [[CYDSTEPP]] glyph is the holy grail of the rogue class, allowing you to chain one free attack due to death protection.  The rogue does not benefit quite so much from the [[BYSSEPS]] glyph, however, since his attack bonus is already quite high.&lt;br /&gt;
&lt;br /&gt;
The Rogue gains immensely from the [[WEYTWUT]] glyph, enabling him to break through the first strike of monsters and defeat enemies such as goblins that normally present a significant challenge for him.  &lt;br /&gt;
&lt;br /&gt;
{{s|GETINDARE}} can be a valuable glyph for the Rogue. While the Rogue already has First Strike, it provides a boost to the Rogue's Dodge %, but more importantly, it provides Dodge prediction. This means that once you know that the next damage you take will be dodged, Rogues will be able to two-shot monsters that would normally kill him in one hit.&lt;br /&gt;
&lt;br /&gt;
Deities that offer bonuses to your hit points, such as the [[Glowing Guardian]] and [[Jehora Jeheyu]] are powerful choices for a rogue, though this is one of the rare classes that can perform well with any deity under the right circumstances.  Any effect that boosts his base attack value is also highly valuable, so the {{i|Trisword}} is highly recommended.  The {{i|Alchemist's Scroll}} is another item that rogues enjoy.  By combining boons and items, it's entirely possible for the Rogue to reach hit points as high as 300 even without the dwarf's racial bonus.  Optimized rogue builds have the best balance of health and damage of any possible character, making this a top-tier class selection for tackling vicious dungeons.&lt;br /&gt;
&lt;br /&gt;
{{MainNav}}&lt;/div&gt;</summary>
		<author><name>TheJohns</name></author>	</entry>

	<entry>
		<id>http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Gorgon_(monster)&amp;diff=13102</id>
		<title>Gorgon (monster)</title>
		<link rel="alternate" type="text/html" href="http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Gorgon_(monster)&amp;diff=13102"/>
				<updated>2012-06-26T10:14:40Z</updated>
		
		<summary type="html">&lt;p&gt;TheJohns: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{alphapage|Alpha:Gorgon}}&lt;br /&gt;
&amp;lt;onlyinclude&amp;gt;{{&lt;br /&gt;
{{{tpl|MonsterClassInfobox}}}&lt;br /&gt;
|Name=Gorgon&lt;br /&gt;
|ShortHand=&lt;br /&gt;
|Traits=&lt;br /&gt;
;AZURE BODY: +25% to starting physical resistance&lt;br /&gt;
;SAPPHIRE LOCKS: Naturally poisonous strikes, petrifies enemies, starts with ENDISWAL glyph&lt;br /&gt;
;AMETHYST GAZE: Deathgaze effect deals unresistable damage upon attacking enemies with low health&lt;br /&gt;
|Conversion=5% Deathgaze per 100 Conversion Points&lt;br /&gt;
|Unlock=&lt;br /&gt;
Complete [[Naga City]] with 3 [[Class]]es&lt;br /&gt;
|Group=Monster&lt;br /&gt;
}}&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
{{Stub}}&lt;br /&gt;
&lt;br /&gt;
== Class Features ==&lt;br /&gt;
*'''AZURE BODY''': +25% to starting physical resistance, Death Gaze immune&lt;br /&gt;
*'''SAPPHIRE LOCKS''': Naturally poisonous strikes, petrifies enemies, starts with ENDISWAL glyph, -50% attack bonus&lt;br /&gt;
*'''AMETHYST GAZE''': Deathgaze effect deals unresistable damage upon attacking enemies with low health, starts with 10% Deathgaze&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
The Gorgon is a very bizarre class. Gorgons play sort of like monks, in that they both rely on the &amp;quot;regen fight&amp;quot; strategy, and they both have naturally bad damage. Gorgons don't have base damage reductions, but unfortunately raising bonus damage is harder to accomplish. However, with the right items, the Gorgon should negate their negative bonus damage and beyond.&lt;br /&gt;
&lt;br /&gt;
The most powerful part about gorgons are their intrinsic poison attacks. Combined with their natural physical resistance, gorgons are able to tackle higher level enemies than monks can manage. Combining this with their death gaze immunity means gorgons are easy prey.&lt;br /&gt;
&lt;br /&gt;
What the Gorgon's Deathgaze does is that when the enemy is below the Deathgaze %, their resistances and First Strike are nullified. A good Deathgaze % essentially removes the need of {{s|GETINDARE}} and {{s|WEYTWUT}} at later levels.&lt;br /&gt;
&lt;br /&gt;
The biggest handicap that gorgons have to face is that they petrify enemies on kill. This includes kills with {{s|BURNDAYRAZ}}. The bad part about this is that in narrow places, the gorgon has to spend 6 mana to progress further. This means the gorgon is at a disadvantage on maps with many narrow hallways. Petrified enemies also don't leave any bloodstains, so this means gorgons have terrible synergy with {{g|The Earthmother}} and {{g|Dracul}}. Gorgons also fare poorly against maps with lots of undead enemies, because poison doesn't work against them.&lt;br /&gt;
&lt;br /&gt;
Certain glyphs are a blessing to gorgons. {{s|IMAWAL}} synergizes with the gorgon very well because of their playstyle depending on facing higher level enemies. An early {{s|BURNDAYRAZ}} is an important tool for gorgons, since it maximizes their damage. Adding a few fireballs before poisoning will take down high-level enemies faster with less resource wasted. {{s|BLUDTUPOWA}} is also useful for gorgons, because they will need mana for {{s|ENDISWAL}}.&lt;br /&gt;
&lt;br /&gt;
{{g|Binlor Ironshield}} is one of the best god for a gorgon to worship. Since you'll be casting {{s|ENDISWAL}} many, many times as a gorgon, Stone Form is the best boon a gorgon could ever ask for. There is never a shortage of walls as a gorgon, so gaining and spend piety is no sweat. {{g|Taurog}} also gives great benefits to gorgons, but constant casting of {{s|ENDISWAL}} means you'll be losing a lot of piety for long-term worship, so converting out of Taurog ASAP. Never worship {{g|The Earthmother}} and {{g|Glowing Guardian}}.&lt;br /&gt;
&lt;br /&gt;
Gorgons need bonus damage badly, so that means Perseverance Badge, Badge of Honour, and Dwarven Gauntlets are excellent items for gorgons. Battlemage Ring is also a good option.&lt;br /&gt;
&lt;br /&gt;
{{MainNav}}&lt;/div&gt;</summary>
		<author><name>TheJohns</name></author>	</entry>

	<entry>
		<id>http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Gorgon_(monster)&amp;diff=13101</id>
		<title>Gorgon (monster)</title>
		<link rel="alternate" type="text/html" href="http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Gorgon_(monster)&amp;diff=13101"/>
				<updated>2012-06-26T10:14:13Z</updated>
		
		<summary type="html">&lt;p&gt;TheJohns: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{alphapage|Alpha:Gorgon}}&lt;br /&gt;
&amp;lt;onlyinclude&amp;gt;{{&lt;br /&gt;
{{{tpl|MonsterClassInfobox}}}&lt;br /&gt;
|Name=Gorgon&lt;br /&gt;
|ShortHand=&lt;br /&gt;
|Traits=&lt;br /&gt;
;AZURE BODY: +25% to starting physical resistance&lt;br /&gt;
;SAPPHIRE LOCKS: Naturally poisonous strikes, petrifies enemies, starts with ENDISWAL glyph&lt;br /&gt;
;AMETHYST GAZE: Deathgaze effect deals unresistable damage upon attacking enemies with low health&lt;br /&gt;
|Conversion=5% Deathgaze per 100 Conversion Points&lt;br /&gt;
|Unlock=&lt;br /&gt;
Complete [[Naga City]] with 3 [[Class]]es&lt;br /&gt;
|Group=Monster&lt;br /&gt;
}}&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
{{Stub}}&lt;br /&gt;
&lt;br /&gt;
== Class Features ==&lt;br /&gt;
*'''AZURE BODY''': +25% to starting physical resistance, Death Gaze immune&lt;br /&gt;
*'''SAPPHIRE LOCKS''': Naturally poisonous strikes, petrifies enemies, starts with ENDISWAL glyph, -50% attack bonus&lt;br /&gt;
*'''AMETHYST GAZE''': Deathgaze effect deals unresistable damage upon attacking enemies with low health, starts with 10% Deathgaze&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
The Gorgon is a very bizarre class. Gorgons play sort of like monks, in that they both rely on the &amp;quot;regen fight&amp;quot; strategy, and they both have naturally bad damage. Gorgons don't have base damage reductions, but unfortunately raising bonus damage is harder to accomplish. However, with the right items, the Gorgon should negate their negative bonus damage and beyond.&lt;br /&gt;
&lt;br /&gt;
The most powerful part about gorgons are their intrinsic poison attacks. Combined with their natural physical resistance, gorgons are able to tackle higher level enemies than monks can manage. Combining this with their death gaze immunity means gorgons are easy prey.&lt;br /&gt;
&lt;br /&gt;
What the Gorgon's Deathgaze does is that when the enemy is below the Deathgaze %, their resistances and First Strike are nullified. A good Deathgaze % essentially removes the need of {{s|GETINDARE}} and {{s|WEYTWUT}} at later levels.&lt;br /&gt;
&lt;br /&gt;
The biggest handicap that gorgons have to face is that they petrify enemies on kill. This includes kills with {{s|BURNDAYRAZ}}. The bad part about this is that in narrow places, the gorgon has to spend 6 mana to progress further. This means the gorgon is at a disadvantage on maps with many narrow hallways. Petrified enemies also don't leave any bloodstains, so this means gorgons have terrible synergy with {{g|The Earthmother}} and {{g|Dracul}}. Gorgons also fare poorly against maps with lots of undead enemies, because poison doesn't work against them.&lt;br /&gt;
&lt;br /&gt;
Certain glyphs are a blessing to gorgons. {{s|IMAWAL}} synergizes with the gorgon very well because of their playstyle depending on facing higher level enemies. An early {{s|BURNDAYRAZ}} is an important tool for gorgons, since it maximizes their damage. Adding a few fireballs before poisoning will take down high-level enemies faster with less resource wasted. {{s|BLUDTOPOWA}} is also useful for gorgons, because they will need mana for {{s|ENDISWAL}}.&lt;br /&gt;
&lt;br /&gt;
{{g|Binlor Ironshield}} is one of the best god for a gorgon to worship. Since you'll be casting {{s|ENDISWAL}} many, many times as a gorgon, Stone Form is the best boon a gorgon could ever ask for. There is never a shortage of walls as a gorgon, so gaining and spend piety is no sweat. {{g|Taurog}} also gives great benefits to gorgons, but constant casting of {{s|ENDISWAL}} means you'll be losing a lot of piety for long-term worship, so converting out of Taurog ASAP. Never worship {{g|The Earthmother}} and {{g|Glowing Guardian}}.&lt;br /&gt;
&lt;br /&gt;
Gorgons need bonus damage badly, so that means Perseverance Badge, Badge of Honour, and Dwarven Gauntlets are excellent items for gorgons. Battlemage Ring is also a good option.&lt;br /&gt;
&lt;br /&gt;
{{MainNav}}&lt;/div&gt;</summary>
		<author><name>TheJohns</name></author>	</entry>

	<entry>
		<id>http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Gorgon_(monster)&amp;diff=13100</id>
		<title>Gorgon (monster)</title>
		<link rel="alternate" type="text/html" href="http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Gorgon_(monster)&amp;diff=13100"/>
				<updated>2012-06-26T10:13:08Z</updated>
		
		<summary type="html">&lt;p&gt;TheJohns: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{alphapage|Alpha:Gorgon}}&lt;br /&gt;
&amp;lt;onlyinclude&amp;gt;{{&lt;br /&gt;
{{{tpl|MonsterClassInfobox}}}&lt;br /&gt;
|Name=Gorgon&lt;br /&gt;
|ShortHand=&lt;br /&gt;
|Traits=&lt;br /&gt;
;AZURE BODY: +25% to starting physical resistance&lt;br /&gt;
;SAPPHIRE LOCKS: Naturally poisonous strikes, petrifies enemies, starts with ENDISWAL glyph&lt;br /&gt;
;AMETHYST GAZE: Deathgaze effect deals unresistable damage upon attacking enemies with low health&lt;br /&gt;
|Conversion=5% Deathgaze per 100 Conversion Points&lt;br /&gt;
|Unlock=&lt;br /&gt;
Complete [[Naga City]] with 3 [[Class]]es&lt;br /&gt;
|Group=Monster&lt;br /&gt;
}}&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
{{Stub}}&lt;br /&gt;
&lt;br /&gt;
== Class Features ==&lt;br /&gt;
*'''AZURE BODY''': +25% to starting physical resistance, Death Gaze immune&lt;br /&gt;
*'''SAPPHIRE LOCKS''': Naturally poisonous strikes, petrifies enemies, starts with ENDISWAL glyph, -50% attack bonus&lt;br /&gt;
*'''AMETHYST GAZE''': Deathgaze effect deals unresistable damage upon attacking enemies with low health, starts with 10% Deathgaze&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
The Gorgon is a very bizarre class. Gorgons play sort of like monks, in that they both rely on the &amp;quot;regen fight&amp;quot; strategy, and they both have naturally bad damage. Gorgons don't have base damage reductions, but unfortunately raising bonus damage is harder to accomplish. However, with the right items, the Gorgon should negate their negative bonus damage and beyond.&lt;br /&gt;
&lt;br /&gt;
The most powerful part about gorgons are their intrinsic poison attacks. Combined with their natural physical resistance, gorgons are able to tackle higher level enemies than monks can manage. Combining this with their death gaze immunity means gorgons are easy prey.&lt;br /&gt;
&lt;br /&gt;
What the Gorgon's Deathgaze does is that when the enemy is below the Deathgaze %, their resistances and First Strike are nullified. A good Deathgaze % essentially removes the need of {{s|GETINDARE}} and {{s|WEYWHUT}} at later levels.&lt;br /&gt;
&lt;br /&gt;
The biggest handicap that gorgons have to face is that they petrify enemies on kill. This includes kills with {{s|BURNDAYRAZ}}. The bad part about this is that in narrow places, the gorgon has to spend 6 mana to progress further. This means the gorgon is at a disadvantage on maps with many narrow hallways. Petrified enemies also don't leave any bloodstains, so this means gorgons have terrible synergy with {{g|The Earthmother}} and {{g|Dracul}}. Gorgons also fare poorly against maps with lots of undead enemies, because poison doesn't work against them.&lt;br /&gt;
&lt;br /&gt;
Certain glyphs are a blessing to gorgons. {{s|IMAWAL}} synergizes with the gorgon very well because of their playstyle depending on facing higher level enemies. An early {{s|BURNDAYRAZ}} is an important tool for gorgons, since it maximizes their damage. Adding a few fireballs before poisoning will take down high-level enemies faster with less resource wasted. {{s|BLUDTOPOWA}} is also useful for gorgons, because they will need mana for {{s|ENDISWAL}}.&lt;br /&gt;
&lt;br /&gt;
{{g|Binlor Ironshield}} is one of the best god for a gorgon to worship. Since you'll be casting {{s|ENDISWAL}} many, many times as a gorgon, Stone Form is the best boon a gorgon could ever ask for. There is never a shortage of walls as a gorgon, so gaining and spend piety is no sweat. {{g|Taurog}} also gives great benefits to gorgons, but constant casting of {{s|ENDISWAL}} means you'll be losing a lot of piety for long-term worship, so converting out of Taurog ASAP. Never worship {{g|The Earthmother}} and {{g|Glowing Guardian}}.&lt;br /&gt;
&lt;br /&gt;
Gorgons need bonus damage badly, so that means Perseverance Badge, Badge of Honour, and Dwarven Gauntlets are excellent items for gorgons. Battlemage Ring is also a good option.&lt;br /&gt;
&lt;br /&gt;
{{MainNav}}&lt;/div&gt;</summary>
		<author><name>TheJohns</name></author>	</entry>

	<entry>
		<id>http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Gorgon_(monster)&amp;diff=13074</id>
		<title>Gorgon (monster)</title>
		<link rel="alternate" type="text/html" href="http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Gorgon_(monster)&amp;diff=13074"/>
				<updated>2012-06-26T08:16:52Z</updated>
		
		<summary type="html">&lt;p&gt;TheJohns: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{alphapage|Alpha:Half-Dragon}}&lt;br /&gt;
&amp;lt;onlyinclude&amp;gt;{{&lt;br /&gt;
{{{tpl|MonsterClassInfobox}}}&lt;br /&gt;
|Name=Gorgon&lt;br /&gt;
|ShortHand=&lt;br /&gt;
|Traits=&lt;br /&gt;
;AZURE BODY: +25% to starting physical resistance&lt;br /&gt;
;SAPPHIRE LOCKS: Naturally poisonous strikes, petrifies enemies, starts with ENDISWAL glyph&lt;br /&gt;
;AMETHYST GAZE: Deathgaze effect deals unresistable damage upon attacking enemies with low health&lt;br /&gt;
|Conversion=5% Deathgaze per 100 Conversion Points&lt;br /&gt;
|Unlock=&lt;br /&gt;
Complete [[Naga City]] with 3 [[Class]]es&lt;br /&gt;
|Group=Monster&lt;br /&gt;
}}&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
{{Stub}}&lt;/div&gt;</summary>
		<author><name>TheJohns</name></author>	</entry>

	<entry>
		<id>http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Half-Dragon&amp;diff=13006</id>
		<title>Half-Dragon</title>
		<link rel="alternate" type="text/html" href="http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Half-Dragon&amp;diff=13006"/>
				<updated>2012-06-25T10:12:50Z</updated>
		
		<summary type="html">&lt;p&gt;TheJohns: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{alphapage|Alpha:Half-Dragon}}&lt;br /&gt;
&amp;lt;onlyinclude&amp;gt;{{&lt;br /&gt;
{{{tpl|MonsterClassInfobox}}}&lt;br /&gt;
|Name=Half-Dragon&lt;br /&gt;
|ShortHand=HD&lt;br /&gt;
|Traits=&lt;br /&gt;
;DRAGON TAIL: Start with 20% knockback&lt;br /&gt;
;DRAGON BREATH: Fiery breath means normal attacks deal magical damage&lt;br /&gt;
;DRAGON STATURE: Sight radius and starting health are doubled&lt;br /&gt;
|Conversion=20% Knockback damage per 100 Conversion Points&lt;br /&gt;
|Unlock=&lt;br /&gt;
Complete [[Dragon Isle]] with 3 [[Class]]es&lt;br /&gt;
|Group=Monster&lt;br /&gt;
}}&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
{{Stub}}&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
Half-Dragons specialize in knockback damage, therefore it's important to position both you and your enemy in order to make the most out of it. Another unique trait to half-dragons are that their attacks deal magical damage. This basically ups the threat of Golems and Goats and lowers the threat of Goo Blobs and Wraiths. Knockback damage is still physical though, and you'll end up dealing more physical damage late game anyway. Dragon Stature gives half-dragons 10 extra health at the start, making level 1 catapults easier. The extra sight gives you more data, so that you don't have to knockback blindly.&lt;br /&gt;
&lt;br /&gt;
Since most of the half-dragon's damage will be coming from knockback damage, glyphs used to aid positioning is great for them. {{s|WEYTWUT}} and {{s|ENDISWAL}}, and in some cases {{s|WONAFYT}}, can place the enemy or yourself so that they're behind a wall or monster. Other than those, there aren't any particular glyphs half-dragons require to be successful. However, {{s|APHEELSIK}} isn't as effective if you're unable to place an enemy so that you don't have to uncover tiles to approach them. Also, {{s|BURNDAYRAZ}} costs normal mana, unlike the Alpha version, so it can be used as a source of extra damage. {{s|PISORF}} is useless to half-dragons as a source of damage.&lt;br /&gt;
&lt;br /&gt;
As for Gods, the half-dragon has great synergy with {{g|Binlor Ironshield}}, since you'll be breaking a lot of walls. Stone Skin and Stone Fist gives half-dragon serious amounts of damage, plus a bit of MR to boot. However, spamming his other boons may not be a great idea, as you'll need walls for damage. The other gods are decent choices, except {{g|Mystera Annur}}.&lt;br /&gt;
&lt;br /&gt;
For items, Bear Mace is an obvious choice that gives half-dragons more late game power. Items that give attack damage are all welcome to half-dragons.&lt;br /&gt;
&lt;br /&gt;
{{MainNav}}&lt;/div&gt;</summary>
		<author><name>TheJohns</name></author>	</entry>

	<entry>
		<id>http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Half-Dragon&amp;diff=13005</id>
		<title>Half-Dragon</title>
		<link rel="alternate" type="text/html" href="http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Half-Dragon&amp;diff=13005"/>
				<updated>2012-06-25T10:11:57Z</updated>
		
		<summary type="html">&lt;p&gt;TheJohns: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{alphapage|Alpha:Half-Dragon}}&lt;br /&gt;
&amp;lt;onlyinclude&amp;gt;{{&lt;br /&gt;
{{{tpl|MonsterClassInfobox}}}&lt;br /&gt;
|Name=Half-Dragon&lt;br /&gt;
|ShortHand=HD&lt;br /&gt;
|Traits=&lt;br /&gt;
;DRAGON TAIL: Start with 20% knockback&lt;br /&gt;
;DRAGON BREATH: Fiery breath means normal attacks deal magical damage&lt;br /&gt;
;DRAGON STATURE: Sight radius and starting health are doubled&lt;br /&gt;
|Conversion=20% Knockback damage per 100 Conversion Points&lt;br /&gt;
|Unlock=&lt;br /&gt;
Complete [[Dragon Isle]] with 3 [[Class]]es&lt;br /&gt;
|Group=Monster&lt;br /&gt;
}}&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
{{Stub}}&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
Half-Dragons specialize in knockback damage, therefore it's important to position both you and your enemy in order to make the most out of it. Another unique trait to half-dragons are that their attacks deal magical damage. This basically ups the threat of Golems and Goats and lowers the threat of Goo Blobs and Wraiths. Knockback damage is still physical though, and you'll end up dealing more physical damage late game anyway. Dragon Stature gives half-dragons 10 extra health at the start, making level 1 catapults easier. The extra sight gives you more data, so that you don't have to knockback blindly.&lt;br /&gt;
&lt;br /&gt;
Since most of the half-dragon's damage will be coming from knockback damage, glyphs used to aid positioning is great for them. {{s|WEYTWUT}} and {{s|ENDISWAL}}, and in some cases {{s|WONAFYT}}, can place the enemy or yourself so that they're behind a wall or monster. Other than those, there aren't any particular glyphs half-dragons require to be successful. However, {{s|APHEELSIK}} isn't as effective if you're unable to place an enemy so that you don't have to uncover tiles to approach them. Also, {{s|BURNDAYRAZ}} costs normal mana, unlike the Alpha version, so it can be used as a source of extra damage. {{s|PISORF}} is useless to half-dragons as a source of damage.&lt;br /&gt;
&lt;br /&gt;
As for Gods, the half-dragon has great synergy with {{s|Binlor Ironshield}}, since you'll be breaking a lot of walls. Stone Skin and Stone Fist gives half-dragon serious amounts of damage, plus a bit of MR to boot. However, spamming his other boons may not be a great idea, as you'll need walls for damage. The other gods are decent choices, except {{s|Mystera Annur}}.&lt;br /&gt;
&lt;br /&gt;
For items, Bear Mace is an obvious choice that gives half-dragons more late game power. Items that give attack damage are all welcome to half-dragons.&lt;br /&gt;
&lt;br /&gt;
{{MainNav}}&lt;/div&gt;</summary>
		<author><name>TheJohns</name></author>	</entry>

	<entry>
		<id>http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Template:MonsterClassInfobox&amp;diff=13003</id>
		<title>Template:MonsterClassInfobox</title>
		<link rel="alternate" type="text/html" href="http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Template:MonsterClassInfobox&amp;diff=13003"/>
				<updated>2012-06-25T09:37:58Z</updated>
		
		<summary type="html">&lt;p&gt;TheJohns: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{|class=&amp;quot;infobox&amp;quot; cellspacing=&amp;quot;5&amp;quot; style=&amp;quot;width:22em;background-color:#F9F9F9;border:1px solid #AAA;clear:right;color:#000;float:right;font-size:88%;line-height:1.5em;margin:.5em 0 .5em 1em;padding:.2em;text-align:left&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot; class=&amp;quot;fn&amp;quot; style=&amp;quot;text-align:center;font-size:125%;font-weight:bold&amp;quot;|{{{Name|Missing Name}}}&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align:center&amp;quot;|[[File:{{{Name|Missing Name}}} Large.png]]&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align:center&amp;quot;|Class traits&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|&lt;br /&gt;
{{{Traits|Missing info}}}&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align:center&amp;quot;|Conversion&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|&lt;br /&gt;
{{{Conversion|Missing info}}}&lt;br /&gt;
|}&amp;lt;includeonly&amp;gt;[[Category:Classes]][[Category:{{{Group}}} Classes]]&amp;lt;/includeonly&amp;gt;&lt;/div&gt;</summary>
		<author><name>TheJohns</name></author>	</entry>

	<entry>
		<id>http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Half-Dragon&amp;diff=13002</id>
		<title>Half-Dragon</title>
		<link rel="alternate" type="text/html" href="http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Half-Dragon&amp;diff=13002"/>
				<updated>2012-06-25T09:36:34Z</updated>
		
		<summary type="html">&lt;p&gt;TheJohns: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{alphapage|Alpha:Half-Dragon}}&lt;br /&gt;
&amp;lt;onlyinclude&amp;gt;{{&lt;br /&gt;
{{{tpl|MonsterClassInfobox}}}&lt;br /&gt;
|Name=Half-Dragon&lt;br /&gt;
|ShortHand=HD&lt;br /&gt;
|Traits=&lt;br /&gt;
;DRAGON TAIL: Start with 20% knockback&lt;br /&gt;
;DRAGON BREATH: Fiery breath means normal attacks deal magical damage&lt;br /&gt;
;DRAGON STATURE: Sight radius and starting health are doubled&lt;br /&gt;
|Conversion=20% Knockback damage per 100 Conversion Points&lt;br /&gt;
|Unlock=&lt;br /&gt;
Complete [[Dragon Isle]] with 3 [[Class]]es&lt;br /&gt;
|Group=Monster&lt;br /&gt;
}}&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
{{Stub}}&lt;br /&gt;
&lt;br /&gt;
{{MainNav}}&lt;/div&gt;</summary>
		<author><name>TheJohns</name></author>	</entry>

	<entry>
		<id>http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Template:MonsterClassInfobox&amp;diff=13001</id>
		<title>Template:MonsterClassInfobox</title>
		<link rel="alternate" type="text/html" href="http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Template:MonsterClassInfobox&amp;diff=13001"/>
				<updated>2012-06-25T09:32:55Z</updated>
		
		<summary type="html">&lt;p&gt;TheJohns: Created page with &amp;quot;{|class=&amp;quot;infobox&amp;quot; cellspacing=&amp;quot;5&amp;quot; style=&amp;quot;width:22em;background-color:#F9F9F9;border:1px solid #AAA;clear:right;color:#000;float:right;font-size:88%;line-height:1.5em;margin:.5em ...&amp;quot;&lt;/p&gt;
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!colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align:center&amp;quot;|Class traits&lt;br /&gt;
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|}&amp;lt;includeonly&amp;gt;[[Category:Classes]][[Category:{{{Group}}} Classes]]&amp;lt;/includeonly&amp;gt;&lt;/div&gt;</summary>
		<author><name>TheJohns</name></author>	</entry>

	<entry>
		<id>http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Strategy&amp;diff=12994</id>
		<title>Strategy</title>
		<link rel="alternate" type="text/html" href="http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Strategy&amp;diff=12994"/>
				<updated>2012-06-24T21:14:41Z</updated>
		
		<summary type="html">&lt;p&gt;TheJohns: &lt;/p&gt;
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&lt;div&gt;{{alphapage|Alpha:Strategy}}&lt;br /&gt;
{{TOC right}}&lt;br /&gt;
=== Race Selection ===&lt;br /&gt;
There are two ways to go about race selection:  Picking a strategy in advance, or keeping open to whatever the dungeon presents. You should probably pick your race considering the boss, but Halflings and Gnomes are almost always helpful.&lt;br /&gt;
&lt;br /&gt;
=== Game Phases ===&lt;br /&gt;
One strategy that can be effective is to play the game as if there were 3 distinct phases to it:  Scouting, Preparation, and Boss Battling&lt;br /&gt;
*Scouting: Levels 1 to 3.  It's rarely possible to kill monsters of significantly higher level at this stage, but it can be useful to do some quick scouting around the dungeon and find what Gods and Runes are available, as well as what Boss spawned (If in a random boss dungeon). You can significantly speed this up if you Scout: Altar.&lt;br /&gt;
*Preparation:  Levels 3 to 7.  It's possible to kill monsters of significantly higher level during this phase, to generate more exp by using the level-up steamroll and the experience catapult.  The goal is to generate enough bonus experience to be able to reach levels 9 or 10.&lt;br /&gt;
*Boss Battling:  Levels 7 to 10.  At this point, dungeon exploration likely stops (unless you're using a poison glyph against a boss or can out regen them), and the battle begins.  It can be useful at this point to be almost at the next level, allowing the player to use the level-up steamroll to instantly heal to full health and mana, possibly even multiple times during the fight.&lt;br /&gt;
&lt;br /&gt;
=== Character Builds ===&lt;br /&gt;
There are several different approaches to character builds which generally fall into one of the following categories:&lt;br /&gt;
&lt;br /&gt;
==== Striker ====&lt;br /&gt;
Focusing heavily on attack damage and one-time buffs, Strikers are characters that attempt to end their fights quickly with a few powerful physical attacks.  Strikers only use spellcasting to supplement their damage, primarily relying on physical attacks.  Character classes such as the {{c|Warlord}}, {{c|Rogue}}, and {{c|Crusader}} make strong strikers.  Strikers tend to only want enough health and resistances to survive a single attack from enemies, and put no further effort into defenses, instead focusing on offense so they only ''need'' to survive that one attack.  Temporary buffs that only last for one attack are very useful to striker builds, since their battles end shortly afterwards and they can then explore to recharge their mana and re-cast their buffs.  Strikers benefit enormously from any item that increases their attack damage, and greatly enjoy the {{s|CYDSTEPP}}, {{s|ENDISWAL}}, and {{s|GETINDARE}} glyphs which allow them to tack on a few extra attacks with little additional effort.  These characters prefer to fight low-health monsters such as Goats, Gorgons, and Warlocks.&lt;br /&gt;
&lt;br /&gt;
The {{r|Human}} and {{r|Orc}} are generally the best races for strikers, though strong striker strategies exist for every race except for the {{r|dwarf}}. &lt;br /&gt;
&lt;br /&gt;
==== Brawler ====&lt;br /&gt;
The sister build of the Striker, the Brawler attempts to balance offense and defense to outlast opponents by sheer attrition.  While they do not focus on ending battles quickly like the striker, attack damage is still the most important aspect for a brawler character.  Permanent resistances are very useful to the Brawler, making deities that offer boons to that effect very valuable.  Classes such as the {{c|Berserker}}, {{c|Monk}}, and {{c|Paladin}} make superb brawlers.  Brawlers make exceptional poison fighters with the {{s|APHEELSIK}} glyph, and can often make great use of {{s|HALPMEH}} and {{s|BYSSEPS}}.  Glyphs that deal damage directly are poor choices for brawlers, which need to use more mana-efficient options to win battles of attrition.  Brawlers prefer to fight low-damage monsters such as Meatmen or Golems, but are heavily penalized for fighting monsters with debuffs such as bandits.  &lt;br /&gt;
&lt;br /&gt;
In some cases, the line between Brawler and Striker may become blurred.  Since both builds prioritize attack damage foremost, opportunity and necessity may cause strikers to play like brawlers and brawlers to play like strikers.  This overlap means you can often enter the dungeon with preparations that would suit either a brawler or striker and then develop on the build that makes most sense based on the boss and the deities, items, and glyphs available to you. &lt;br /&gt;
&lt;br /&gt;
The {{r|Human}} and {{r|Orc}} make the best Brawlers, but specific brawler strategies exist for every race.&lt;br /&gt;
&lt;br /&gt;
==== Caster ====&lt;br /&gt;
Specializing in either the {{s|PISORF}} or {{s|BURNDAYRAZ}} glyph, a dedicated caster eschews the normal focus on attack damage, instead diverting attention to max mana or other unconventional advantages.  The caster will primarily rely on glyphs for damage, and survivability is largely a non-issue.  This make utility glyphs that help your combat performance largely worthless, but makes the {{s|BLUDTUPOWA}} glyph invaluable.  The {{i|Crystal Ball}} item is by far the best selection for a caster, although you'll need to save a decent sum of gold to abuse it. Casters can deal massive amounts of damage without ever taking retaliation from monsters, enabling them to casually ignore debuffs and massive damage that an enemy might otherwise have.  The largest downside casters face is that they have trouble killing weaker monsters when performing level-up catapults, since their total focus on magic means their attack damage is going to be very low and they will either have to use mana or health resources to defeat weaker monsters that should be push-overs.  This makes the ''swift hands'' class feature of the {{c|Assassin}} very useful for caster characters.  Other strong caster classes are the {{c|Wizard}} and {{c|Transmuter}}. &lt;br /&gt;
&lt;br /&gt;
Casters should almost always play as an {{r|Elf}}, {{r|Gnome}}, or {{r|Orc}}.  Elves and Gnomes grant additional spellcasting power, while the Orc's bonus to base attack greatly increases the damage he deals with {{s|PISORF}}. Orc Caster builds are very uncommon since there is no way to ensure PISORF or Binlor (without prepping him) will appear in the dungeon, and your entire character setup depends on that. &lt;br /&gt;
&lt;br /&gt;
==== Hybrid ====&lt;br /&gt;
These characters, for whatever reason, do not have any particular attributes that make them well suited to one specific approach.  Instead, they present a well-rounded character that alters his approach for different monsters and situations.  Hybrids lack the specialization of other builds, and as a result are much weaker overall and will need to leverage their versatility to use their resources more efficiently.  They also tend to suffer because they will want to keep a wider variety of glyphs, and will not gain benefits from having converted them until later in the dungeon.  Classes such as the {{c|Fighter}}, {{c|Thief}}, and {{c|Sorcerer}} have the kind of versatility that makes for a good hybrid.  Obviously your deity choice would be entirely based on your scenario.&lt;br /&gt;
&lt;br /&gt;
Races that are back-loaded (that is to say, you benefit most by converting items and glyphs late), such as the {{r|Halfling}}, {{r|Gnome}}, and {{r|Goblin}} make for excellent hybrids.  The {{r|Human}} and {{r|Elf}} are also sufficiently diverse to offer a strong option for hybrids.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== God Selection ===&lt;br /&gt;
God selection is essential to victory.  Nothing is worse than picking a god only to discover that the selection is going to prevent you from winning.  On the other hand, getting a god early usually means more piety and access to better  boons.  Whether or not you should grab a god as soon as you see them is a factor of your race, class, level, items, glyphs and the state of the dungeon.  Here are some general rules for each:&lt;br /&gt;
&lt;br /&gt;
*{{g|Binlor Ironshield}}: Binlor works as a source of magic resistance and resistance reduction, and is an okay source of piety. He grants a free PISORF on worship, which may be tricky to get piety with. You can get ENDISWAL for 35 piety, so it may be a good idea to prep Magnet:Defend if you plan on worshiping him. If you have the BLUDTUPOWA glyph then you can accumulate piety with Binlor faster than with any other deity. Constantly requesting Stone Skin and Stone Heart will allow you to rack up a great amount of magic resistance. Binlor is also a good desecration target, as long as you don't have any resistances. One downside to Binlor is that if the boss has high resistance, it's important you find the boss as soon as possible, as Stone Heart works on visible enemies only.&lt;br /&gt;
*{{g|Dracul}}: Dracul is a good selection for most melee classes, due to how much health he can bring to the table. By conserving blood pools and exploiting his Blood Tithe boon, you can get the equivalent of a dozen Health Potions, even more if you're a Bloodmage. Unfortunately, he HATES all holy magic (HALPMEH and CYDSTEPP) so if you rely on these he is not a good choice. The other reason he's useful is for if Blood Shield boon, which stacks extremely well with the Dragon Shield, but has a high piety cost. His Blood Hunger boon works well for striker builds, since you can overheal using life steal.&lt;br /&gt;
*{{g|The Earthmother}}: A somewhat useful deity by herself, but a great source of piety. The exp bonus from IMAWAL can work to your advantage, and you gain piety from it! Her Plantation boon allows you to get 100 Piety extremely easily, which can be used to convert to another deity. She also works well with The Pactmaker. As for her other boons, they provide decent leverage early game, but tends to fall off late game. Vine Form is a cheap source of HP at early levels. Clearance provides a cheap source of mana for the first few requests. Greenblood is a weak boon, but it's usable if you desperately need to get rid of curse. Entanglement can be used for cleaning up, since killing slowed enemies gives you an extra experience point. The Earthmother's also an easy desecration target, since a single Burn Salve negates her punishment.&lt;br /&gt;
*{{g|Glowing Guardian}}: A powerful deity for every class except Bloodmage and Assassin, or Tri-Sword/Alchemist's Scroll builds. Worship him as early as possible to get the most piety out of him. Absolution is deceptively powerful, allowing gain a ton of max HP, although it costs 1/5 of an item slot and some potential XP. Enlightenment can be used to your advantage, providing a nice bonus to everything, plus a complete curse wipe. Unfortunately he hates potions, and converting in and out of him isn't a great option.&lt;br /&gt;
*{{g|Jehora Jeheyu}}: A very strange god. His boons can be very powerful, but will deplete your potions so they must be used carefully. Piety gain is random; if you get lucky, he can give you inordinate amounts of piety. However, punishments are also at random! Try to get the Petition boon to end his punishments as soon as possible. He can also be desecrated easily if you time your level ups.&lt;br /&gt;
*{{g|Mystera Annur}}: Mystera works well for certain strategies. Refreshment is a powerful boon, providing roughly 5-6 Mana Potions worth of mana, so saving glyphs for mana replenishment is crucial. Mystic Balance is a strong boon that allows for 5 MP fireballs and 8 MP CYDSTEPPs, although it fares poorly with other cheaper glyphs. Flames and Weakening is an option if you desperately need magic damage. Magic basically equates to 1 almost-free MP. Don't worship her if the dungeon is full of magical monsters or mana burners, however.&lt;br /&gt;
*{{g|The Pactmaker}}: Not a real deity. The Pactmaker offers 5 pacts which decrease your piety, but give you god effects when certain things happen. If you cannot pay the piety because you have no other god, nothing happens. If you have a god, but can't pay the piety, you do not invoke the gods punishment. You can also use Consensus for instant piety gratification or for converting out of a deity. Works well with &amp;quot;piety farms&amp;quot; like The Earthmother and Taurog, as well as the Stone Sigil.&lt;br /&gt;
*{{g|Taurog}}: Taurog is a good source of piety, and benefits classes that beg for physical damage, especially the Berserker and the Monk. However, the mana penalty can be crippling and his boons will fill your inventory and prevent you from purchasing other items from shops. With Taurog, you can either worship him full-time and abuse his Unstoppable Fury boon or grab a few of his items and convert out of him before the MP penalty cripples you.&lt;br /&gt;
*{{g|Tikki Tooki}}: Good choice as a later game deity, as he enjoys you slaying lower level monsters, but a big no for tanks. His Dodging and Poison boons are useful, and Reflexes gives you two powerful potions at your disposal. Tikki's Edge can also be abused if you saved a lot of low-level monsters. The best part of Tikki Tooki is that his boons give you gold, so you can afford buying powerful items and abusing gold-consuming items like the Tri-Sword or Crystal Ball.&lt;br /&gt;
&lt;br /&gt;
=== Preparation ===&lt;br /&gt;
The preparation phase for the boss battles is highly significant, as it requires maximizing exp gain, minimizing resource usage, and choosing an appropriate strategy.  It's worthwhile to note that while dungeon exploration is itself technically a limited resource, it is often desirable or even necessary to exhaust all dungeon exploration during this phase to maximize exp gain, unless intending to use a [[Full:Glyphs|APHEELSIK glyph]] or regen tactics to defeat the boss(es).  In dungeons where there are two bosses, it can be helpful to try to leave a corridor, corner, or area unexplored to allow for regeneration between boss battles.&lt;br /&gt;
&lt;br /&gt;
When reaching level 6 to 7, it's often beneficial to have explored most if not all of the dungeon, and begin creating an &amp;quot;exp farm.&amp;quot;  By weakening several lower level monsters to within a single hit from death, they can be finished later to gain exp for further level steamrolling.  Note, it is less useful or even dangerous to leave creatures with the First Strike ability weakened as a part of an exp farm, as they will deal still deal damage to you when you come back to finish them off.&lt;br /&gt;
&lt;br /&gt;
=== Combat Techniques ===&lt;br /&gt;
&lt;br /&gt;
These values are with no damage powerups, and often times the disparities can be bridged with glyphs / race / class / deity bonuses, or by fighting monsters with less than the standard 100% health for their level (Gorgons, imps, wraiths, ...).  The three most basic combos are the '''two-one''', the '''two-two''' and the '''four-one'''.  Some race/class/deity setups are capable of doing far more advanced combos, but these are the basic underlying methods available to all.&lt;br /&gt;
&lt;br /&gt;
As a note, monsters with lower starting health can often be killed at even lower levels than the charts suggest.  The example of a level 8 gorgon falling to a level 4-5 '''four-one''' attack comes to mind.&lt;br /&gt;
&lt;br /&gt;
'''The &amp;quot;two-one&amp;quot; attack:'''  Two fireballs, followed up by a melee blow.  Damage dealt is calculated by (4 x 2 x player level) for the fireball damage, and (5 x player level) for melee damage.  This technique is most effective early-game.&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;
!Player Level&lt;br /&gt;
!Damage Dealt&lt;br /&gt;
!Monster Level&lt;br /&gt;
!Monster Health (100%)&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 13 || 2 || 15&lt;br /&gt;
|-&lt;br /&gt;
| 2 || 26 || 3 || 26&lt;br /&gt;
|-&lt;br /&gt;
| 3 || 39 || 4 || 39&lt;br /&gt;
|-&lt;br /&gt;
| 4 || 52 || 5 || 54&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 65 || 6 || 71&lt;br /&gt;
|-&lt;br /&gt;
| 6 || 78 || 7 || 90&lt;br /&gt;
|-&lt;br /&gt;
| 7 || 91 || 8 || 111&lt;br /&gt;
|-&lt;br /&gt;
| 8 || 104 || 9 || 134&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
As the chart shows, at most early levels it's possible to kill monsters of one higher level with a simple '''two-one''' attack.  An early item such as a [[Items|Fine Sword]] can make this tactic effective well into level 5.&lt;br /&gt;
&lt;br /&gt;
'''The &amp;quot;two-two&amp;quot; attack:''' This technique is similar to the '''one-two''' attack, but requires First Strike, [[Full:Glyphs|CYDSTEPP]], healing, or enough health to survive two attacks from the monster.  When successful, however, it allows for easily killing monsters two levels higher.  This technique is most effective mid-game, although coupled with a level-up, it can be chained into a '''four-two''' or even a '''four-four''' attack for slaying extremely high level monsters.&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;
!Player Level&lt;br /&gt;
!Damage Dealt&lt;br /&gt;
!Monster Level&lt;br /&gt;
!Monster Health (100%)&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 18 || 3 || 26&lt;br /&gt;
|-&lt;br /&gt;
| 2 || 36 || 4 || 39&lt;br /&gt;
|-&lt;br /&gt;
| 3 || 59 || 5 || 54&lt;br /&gt;
|-&lt;br /&gt;
| 4 || 72 || 6 || 71&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 90 || 7 || 90&lt;br /&gt;
|-&lt;br /&gt;
| 6 || 108 || 8 || 111&lt;br /&gt;
|-&lt;br /&gt;
| 7 || 126 || 9 || 134&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''The &amp;quot;four-one&amp;quot; attack:''' By leveling up mid-combat, the player can use 4 fireballs in a single battle against a monster (even 6 or 8, through gear / deity / race / class / etc.). This technique is highly effective, but often harder to use.&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;
!Player Level (start/end)&lt;br /&gt;
!Damage Dealt&lt;br /&gt;
!Monster Level&lt;br /&gt;
!Monster Health (100%)&lt;br /&gt;
|-&lt;br /&gt;
| 1-2 || 34 || 4 || 39&lt;br /&gt;
|-&lt;br /&gt;
| 2-3 || 55 || 5 || 54&lt;br /&gt;
|-&lt;br /&gt;
| 3-4 || 76 || 6 || 71&lt;br /&gt;
|-&lt;br /&gt;
| 4-5 || 97 || 7 || 90&lt;br /&gt;
|-&lt;br /&gt;
| 5-6 || 118 || 8 || 111&lt;br /&gt;
|-&lt;br /&gt;
| 6-7 || 139 || 9 || 134&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Boss Battling ===&lt;br /&gt;
The ideal position to be in when starting a boss battle is at Level 7 with 34 / 35 experience, with proper runes, and all health / mana potions remaining, and an exp farm containing 96 experience worth of monsters (enough for level 10) although this is very hard to do,.  The first phase of the boss battle involves the player, using all available health and mana points (but not potions) against the boss before killing weakened monsters to gain a level.  This phase ends when the player no longer has enough weakened non-boss creatures to gain another level, or has reached level 10.&lt;br /&gt;
&lt;br /&gt;
Phase two of the boss battle involves the player using other available resources (health &amp;amp; mana potions, etc.) to defeat the boss.&lt;br /&gt;
&lt;br /&gt;
In dungeons with two bosses, it can often be effective to kill the &amp;quot;hard hitting&amp;quot; boss with magic attacks during phase one, as they usually have lower max health.  This allows the player to save as many health and mana potions as possible for the &amp;quot;tank&amp;quot; boss, who generally doesn't retaliate as powerfully.&lt;br /&gt;
&lt;br /&gt;
=== First Strike Finisher ===&lt;br /&gt;
First strike will often allow you to kill a monster you couldn't otherwise beat. Cast it just before the final blow, and the monster gets no retaliation hit.&lt;br /&gt;
* Keep in mind that you still take a retaliation hit if the monster has first strike as well.&lt;br /&gt;
&lt;br /&gt;
=== Fireball Softener ===&lt;br /&gt;
Hitting a monster with fireball before combat will often reduce the number of hits it takes to kill it. Can be used with first strike to take on otherwise dangerous foes without taking any damage.&lt;br /&gt;
&lt;br /&gt;
=== Level-up Steamroll ===&lt;br /&gt;
With very few experience needed to gain the next level, you can fight a tough monster, and then when you can't fight any more, kill a low-level monster in order to level up. This will restore your health and mana without healing the tough monster. You can then go back to killing the tougher monster with full strength.&lt;br /&gt;
It is possible to level up more than once during a single fight. This usually requires the player utilizing the &amp;quot;Experience Catapult&amp;quot; strategy first (see below) so that he has a lot of low-level monsters to kill. Nonetheless, keeping track of how many experience you can get from the available monsters is always a wise thing to do.&lt;br /&gt;
&lt;br /&gt;
=== Battle of Attrition ===&lt;br /&gt;
If you have enough attack to do more damage in one hit than your enemy is able to regenerate in the time it takes you to regenerate the damage that he does with a single hit, you can heal between attacks and still be able to have a net effect of his health decreasing.&lt;br /&gt;
* Even if you heal slower than the enemy does, sometimes exploring one or a few blocks mid-battle can regenerate your HP/MP for additional hit/spell so that you can deal enough damage to kill the enemy. &lt;br /&gt;
&lt;br /&gt;
=== Slow Poison ===&lt;br /&gt;
Attacking an enemy and then poisoning it and exploring (or using the LEMMISI glyph) allows you to take on enemies that would otherwise outlast you in a fight. If attacking with magic you can use this technique to beat a foe that would otherwise kill you with one hit.&lt;br /&gt;
* This technique relies on either of two abilities.  You can last as long as you can survive a single hit, so if your HP or resistance are as high as possible, you will be able to outlast harder hits.&lt;br /&gt;
==== Death of a Dozen Flames ====&lt;br /&gt;
# Cast BURNDAYRAZ.&lt;br /&gt;
# Cast APHEELSIK.&lt;br /&gt;
# Explore until you have enough mana to cast both again.&lt;br /&gt;
# Repeat as needed.&lt;br /&gt;
&lt;br /&gt;
==== Persistent Martyr ====&lt;br /&gt;
# Cast CYDSTEPP.&lt;br /&gt;
# Explore until you have enough mana to cast APHEELSIK.&lt;br /&gt;
# Attack monster until CYDSTEPP protects you from a fatal blow.&lt;br /&gt;
# Cast APHEELSIK.&lt;br /&gt;
# Explore until you have enough mana to cast CYDSTEPP.&lt;br /&gt;
# Repeat as needed.&lt;br /&gt;
&lt;br /&gt;
=== Experience Catapult ===&lt;br /&gt;
Depending upon the hero's class and which glyphs and items are available, there are different ways that a low-level character might be able to take out a quite high level character. When such an opportunity arises, it is beneficial to follow through when your hero is at the lowest possible level. The experience formula greatly rewards going after creatures above your level.&lt;br /&gt;
* For example, a level 1 hero killing a level 9 monster gets 81 experience, and will suddenly catapult to level 6.&lt;br /&gt;
* A level 2 hero killing the same level 9 monster gets &amp;quot;only&amp;quot; 65 experience, and will wind up at level 5.&lt;br /&gt;
&lt;br /&gt;
=== Single-Use Glyphs ===&lt;br /&gt;
If you know early on in the game that you will be worshipping Taurog, you can still get limited use from some glyphs. The effects of CYDSTEPP, BYSSEPS, and GETINDARE will persist after you convert them, and those effects activating will ''not'' anger Taurog (or Binlor, for that matter), so it can be very beneficial to pick up and activate these glyphs (''especially'' CYDSTEPP for non-Fighters), before beginning worship, then convert them afterwards for piety and the racial effect.&lt;br /&gt;
&lt;br /&gt;
=== Gold-Farming ===&lt;br /&gt;
If your vault is near empty, but you know where to kill the IN DEMAND trophy, take the bet on boss preparation, and you can score 1050 gold off the boss kill.&lt;br /&gt;
&lt;br /&gt;
Prior to unlocking IN DEMAND trophies, Transmutation Seals can be used on boss trophies to convert them to their full gold value.  Again, the &amp;quot;Bet on the Boss&amp;quot; preparation increases the cash gained.&lt;br /&gt;
&lt;br /&gt;
{{MainNav}}&lt;/div&gt;</summary>
		<author><name>TheJohns</name></author>	</entry>

	<entry>
		<id>http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Jehora_Jeheyu&amp;diff=12992</id>
		<title>Jehora Jeheyu</title>
		<link rel="alternate" type="text/html" href="http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Jehora_Jeheyu&amp;diff=12992"/>
				<updated>2012-06-24T07:12:23Z</updated>
		
		<summary type="html">&lt;p&gt;TheJohns: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{alphapage|Alpha:Jehora_Jeheyu}}&lt;br /&gt;
&amp;lt;onlyinclude&amp;gt;{{&lt;br /&gt;
{{{tpl|GodInfobox}}}&lt;br /&gt;
|Name=Jehora Jeheyu&lt;br /&gt;
|ShortHand=JJ&lt;br /&gt;
|InitialWorship=&lt;br /&gt;
* Randomly 0-25 piety&lt;br /&gt;
|Punishment=&lt;br /&gt;
* 50% chance of reducing your health to 1 and mana to 0&lt;br /&gt;
|RewardedActions=&lt;br /&gt;
;All of the following effects may randomly grant 1-3 piety OR cause Jehora Jeheyu to randomly punish you (no piety loss):&lt;br /&gt;
;Discover a monster while exploring (plants excluded)&lt;br /&gt;
;Kill an XP-valuable enemy&lt;br /&gt;
;Cast {{s|BYSEPPS}}, {{s|WONAFYT}}, {{s|WEYTWUT}}, {{s|GETINDARE}}, {{s|APHEELSIK}}, {{s|CYDSTEPP}}&lt;br /&gt;
;Dodge an attack&lt;br /&gt;
;Convert an item or glyph&lt;br /&gt;
|PenalizedActions=&lt;br /&gt;
;On minor punishment: randomly inflicts {{t|Poisoned}}, {{t|Mana Burn}}, {{t|Weakening}}, {{t|Corrosion}} debuffs, or sets your health to 1&lt;br /&gt;
|Boons=&lt;br /&gt;
;Petition&lt;br /&gt;
:'''Cost''': 45 piety&lt;br /&gt;
:'''Effect''': Jehora Jeheyu stops randomly punishing you (effect resets on conversion; if you convert back to Jehora Jeheyu, you must petition again)&lt;br /&gt;
;Last Chance&lt;br /&gt;
:'''Cost''': all remaining piety&lt;br /&gt;
:'''Effect''': Grants a chance to fully restore your health and mana; probability improves if you have more piety&lt;br /&gt;
;Boost Health&lt;br /&gt;
:'''Cost''': 20 + 25n Piety, 1 {{i|Healing Potion}} (repeatable)&lt;br /&gt;
:'''Effect''': Increases your maximum health by 25&lt;br /&gt;
;Boost Mana&lt;br /&gt;
:'''Cost''': 20 + 25n Piety, 1 {{i|Mana Potion}} (repeatable)&lt;br /&gt;
:'''Effect''': Increases your maximum mana by 3&lt;br /&gt;
;Chaos Avatar&lt;br /&gt;
:'''Cost''': 80 piety&lt;br /&gt;
:'''Effect''': Increases your current level by 1, granting a full heal and mana restore, grants +100 conversion points, removes all {{t|Weakening}} and {{t|Corrosion}} from your character, and reduces the physical and magical {{t|Resistance}} of all monsters on the current level by 20%&lt;br /&gt;
}}&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Jehora Jeheyu, the mad god of primordial chaos, is an unsolvable enigma. He grants power and punishment in equal measures, depending on how amused or bored he is at the time. He is one of the most balanced gods in terms of the benefits he grants from his boons, and works well with almost any type of character.&lt;br /&gt;
&lt;br /&gt;
Jehora is unlocked from a subdungeon with 25 unique imps in it. Once the altar is touched, a maze is generated that hinders the passage back, so bring ENDISWAL with you.&lt;br /&gt;
&lt;br /&gt;
== Piety Gain Mechanics ==&lt;br /&gt;
JJ performs a piety/punish roll on the following actions:&lt;br /&gt;
* Enemy reveal (non-plants only)&lt;br /&gt;
* Enemy death (XP-valuable only)&lt;br /&gt;
* Successful dodging&lt;br /&gt;
* Item conversion&lt;br /&gt;
* Casting the following: BYSEPPS, WONAFYT, WEYTWUT, GETINDARE, APHEELSIK, CYDSTEPP&lt;br /&gt;
&lt;br /&gt;
This roll picks a random integer from 1-15, which is compared to an internal &amp;quot;happiness value&amp;quot; for the god which starts at 14. If the rolled number is less than or equal to JJ's happiness, 2-4 piety will be granted and JJ's internal happiness value will be decreased by 1 (to a minimum of 5).&lt;br /&gt;
&lt;br /&gt;
If the rolled number is higher, a minor punishment is inflicted and JJ's happiness increases by 2 (to a maximum of 14 again).&lt;br /&gt;
&lt;br /&gt;
The minor punishments are determined by another roll, from 0 to 10.&lt;br /&gt;
*0 = poison&lt;br /&gt;
*1 = burn&lt;br /&gt;
*2 = health loss&lt;br /&gt;
*3-5 = weaken&lt;br /&gt;
*6-8 = corrode&lt;br /&gt;
*9-10 = curse&lt;br /&gt;
&lt;br /&gt;
This is where it gets a little trickier to describe: each status ailment now has a &amp;quot;reroll threshold&amp;quot;, and if the punishment roll lands on an ailment with a threshold that's too high, it rerolls instead of inflicting that punishment. All thresholds start at 0 (except health loss and burn, which start more graciously at 1). The threshold number represents the minimum number of RNG rolls needed in any given punishment check before that particular punishment is available.&lt;br /&gt;
&lt;br /&gt;
Thus -- given starting values as an example -- if the first roll lands on health loss, it will force a reroll. That reroll is then at liberty to inflict health loss OR mana burn. If any ailments exist at a threshold of 2 or more, on the other hand, those are exempt for at least one more RNG.&lt;br /&gt;
&lt;br /&gt;
Whenever a particular punishment is successfully inflicted, that punishment's threshold will permanently increase by 1.&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
&lt;br /&gt;
Jehora is actually much less threatening than he appears, but you must move to acquire the petition boon as early as possible. The weakening punishment in particular can cripple a low-level character, and avoiding taking too many penalties is important. If you're both poisoned and mana burned, it can become very difficult to survive. The burn cure and fortitude potions are both very useful for followers of Jehora Jeheyu.&lt;br /&gt;
&lt;br /&gt;
Jehora's strategy is rather simple: Survive his random punishments for long enough to get Petition, then climb to Avatar of Chaos while picking up health and mana boosts along the way. If you get him early enough, you're likely to still have enough piety to change deities for the endgame or use his other boons.&lt;br /&gt;
&lt;br /&gt;
Jehora Jeheyu's &amp;quot;boost mana&amp;quot; and &amp;quot;boost health&amp;quot; boons are two of the most powerful boons in the game. Boost health, particularly at lower levels, can vastly increase a character's durability and allow him to fight monsters he normally wouldn't stand a chance against. Boost mana enables you to play like an elf, using more elaborate spellcasting combos with a more generous mana pool. The loss of potions isn't as bad as it first appears; because potions grant benefits based on a % of your maximum health and mana, your remaining potions will actually become more powerful. If you combine with a schadenfreude potion and use boost mana sparingly, it's actually possible to come out ahead in terms of how much MP you get from your remaining potions! &lt;br /&gt;
&lt;br /&gt;
Gnomes and Halflings make particularly good worshippers of Jehora Jeheyu since they have more potions to begin with and can more easily afford to sacrifice them. Rogues benefit enormously from the boost health boon, and at low-levels there is no better deity for a rogue to worship. The free WEYTWUT glyph also works well for rogues, who need a way to bypass monster first strike. Elves also work well with Jehora Jeheyu; though they lose out more than other races from the loss of mana potions, the absolutely massive amount of mana that an elf worshipper can accumulate makes them insanely good spellcasters. Raising your maximum mana above 30 is quite easy for an elven worshipper of Jehora Jeheyu.&lt;br /&gt;
&lt;br /&gt;
Jehora's greatest strength comes when you use Chaos Avatar and/or Last Chance. These boons fully restore your health and mana when used, and if you've been using his other boons you'll have that much more health and mana to re-fill. Followers of Jehora Jeheyu can be terrifying engines of destruction in the end-game, and the broad range of bonuses provided by this deity often makes for some of the most powerful hybrid characters possible.&lt;br /&gt;
&lt;br /&gt;
Warlords, Rogues, Assassins, and Wizards make the best worshippers of Jehora Jeheyu, though any class will benefit from him.&lt;br /&gt;
&lt;br /&gt;
{{MainNav}}&lt;/div&gt;</summary>
		<author><name>TheJohns</name></author>	</entry>

	<entry>
		<id>http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Items&amp;diff=12991</id>
		<title>Items</title>
		<link rel="alternate" type="text/html" href="http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Items&amp;diff=12991"/>
				<updated>2012-06-24T07:03:51Z</updated>
		
		<summary type="html">&lt;p&gt;TheJohns: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{alphapage|Alpha:Items}}&lt;br /&gt;
{{TOC right}}&lt;br /&gt;
&lt;br /&gt;
== Blacksmith Items ==&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;
!Item&lt;br /&gt;
!Description&lt;br /&gt;
!Cost&lt;br /&gt;
!Conversion Points&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
'''Sword'''&amp;lt;br/&amp;gt;&lt;br /&gt;
[[File:Sword.png]]&lt;br /&gt;
| +2 base damage&lt;br /&gt;
| 25&lt;br /&gt;
| 35&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
'''Shield'''&amp;lt;br/&amp;gt;&lt;br /&gt;
[[File:Shield.png]]&lt;br /&gt;
| -2 damage reduction&lt;br /&gt;
| 15&lt;br /&gt;
| 35&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
'''Slaying Wand'''&amp;lt;br/&amp;gt;&lt;br /&gt;
[[File:Slaying_Wand.png]]&lt;br /&gt;
| Instantly slays one target monster, granting base (w/o bonus) experience&lt;br /&gt;
| 5&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
'''Perseverance Badge'''&amp;lt;br/&amp;gt;&lt;br /&gt;
[[File:Perseverance_Badge.png]]&lt;br /&gt;
| +10% bonus damage; small item&lt;br /&gt;
| 15&lt;br /&gt;
| 20&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
'''Really Big Sword'''&amp;lt;br/&amp;gt;&lt;br /&gt;
[[File:Really_Big_Sword.png]]&lt;br /&gt;
| Attacks ignore 25% of target's physical resistance, but always strike second&lt;br /&gt;
| 12&lt;br /&gt;
| 35&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
'''Bear Mace'''&amp;lt;br/&amp;gt;&lt;br /&gt;
[[File:Bear_Mace.png]]&lt;br /&gt;
| +25% knockback damage&lt;br /&gt;
| 12&lt;br /&gt;
| 35&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Basic Items ==&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;
!Item&lt;br /&gt;
!Description&lt;br /&gt;
!Cost&lt;br /&gt;
!Conversion Points&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
'''Spoon'''&amp;lt;br/&amp;gt;&lt;br /&gt;
[[File:Spoon.png]]&lt;br /&gt;
| +1 base damage; small item&lt;br /&gt;
| 1&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
'''Tower Shield'''&amp;lt;br/&amp;gt;&lt;br /&gt;
[[File:Tower_Shield.png]]&lt;br /&gt;
| +10% physical resistance&lt;br /&gt;
| 14&lt;br /&gt;
| 35&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
'''Fine Sword'''&amp;lt;br/&amp;gt;&lt;br /&gt;
[[File:Fine_Sword.png]]&lt;br /&gt;
| +4 base damage&lt;br /&gt;
| 15&lt;br /&gt;
| 35&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
'''Pendant of Health'''&amp;lt;br/&amp;gt;&lt;br /&gt;
[[File:Pendant_of_Health.png]]&lt;br /&gt;
| +10 max hit points.&lt;br /&gt;
| 15&lt;br /&gt;
| 35&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
'''Pendant of Mana'''&amp;lt;br/&amp;gt;&lt;br /&gt;
[[File:Pendant_of_Mana.png]]&lt;br /&gt;
| +2 max mana&lt;br /&gt;
| 12&lt;br /&gt;
| 35&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
'''Troll Heart'''&amp;lt;br/&amp;gt;&lt;br /&gt;
[[File:Troll_Heart.png]]&lt;br /&gt;
| Gain +2 Max HP every time you level up (Bonus is not lost from converting this item)&lt;br /&gt;
| 16&lt;br /&gt;
| 40&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
'''Bloody Sigil'''&amp;lt;br/&amp;gt;&lt;br /&gt;
[[File:Bloody_Sigil.png]]&lt;br /&gt;
| +10 max HP, -20% bonus attack&lt;br /&gt;
| 8&lt;br /&gt;
| 45&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
'''Badge of Honour'''&amp;lt;br/&amp;gt;&lt;br /&gt;
[[File:Badge_of_Honour.png]]&lt;br /&gt;
| +10% attack bonus, can be consumed to grant 1-time death protection&lt;br /&gt;
| 18&lt;br /&gt;
| 40&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Quest Items ==&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;
!Item&lt;br /&gt;
!Description&lt;br /&gt;
!Method of Obtaining&lt;br /&gt;
!Cost&lt;br /&gt;
!Conversion Points&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
'''Piercing Wand'''&amp;lt;br/&amp;gt;&lt;br /&gt;
[[File:Piercing_Wand.png]]&lt;br /&gt;
| BURNDAYRAZ reduce enemy magic resistance by 3% (Cannot go below 0%)&lt;br /&gt;
| &lt;br /&gt;
| 13&lt;br /&gt;
| 30&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
'''Rock Heart'''&amp;lt;br/&amp;gt;&lt;br /&gt;
[[File:Rockheart.png]]&lt;br /&gt;
| Replenishes 2 Mana whenever a wall is destroyed (ENDISWALL or knockback)&lt;br /&gt;
|&lt;br /&gt;
| 14&lt;br /&gt;
| 60 &lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
'''Fire Heart'''&amp;lt;br/&amp;gt;&lt;br /&gt;
[[File:Fire_Heart.png]]&lt;br /&gt;
| Gains +5% charge every time you cast a spell that costs 3 or more mana; activate to use stored charge to restore HP (maximum 100%)&lt;br /&gt;
| Complete &amp;quot;Ice and Fury&amp;quot; quest&lt;br /&gt;
| 20&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
'''Crystal Ball'''&amp;lt;br/&amp;gt;&lt;br /&gt;
[[File:Crystal_Ball.png]]&lt;br /&gt;
| Gains 1 charge every time you cast a spell that costs 3 or more mana; activate to use all charges and restore mana equal to number of charges for 5 gold&lt;br /&gt;
|&lt;br /&gt;
| 15&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
'''Witchalok Pendant'''&amp;lt;br/&amp;gt;&lt;br /&gt;
[[File:Witchalok_Pendant.png]]&lt;br /&gt;
| Grants a layer of {{t|Stone skin}} when casting BURNDAYRAZ; small item&lt;br /&gt;
| Complete &amp;quot;Halflings Ho!&amp;quot; quest&lt;br /&gt;
| 19&lt;br /&gt;
| 30&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
'''Battlemage Ring'''&amp;lt;br/&amp;gt;&lt;br /&gt;
[[File:Battlemage_Ring.png]]&lt;br /&gt;
| BURNDAYRAZ deals +1 damage per level (+25% damage)&lt;br /&gt;
| Complete &amp;quot;Minecraft&amp;quot; quest&lt;br /&gt;
| 25&lt;br /&gt;
| 20&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
'''Hero's Helm'''&amp;lt;br/&amp;gt;&lt;br /&gt;
[[File:Heros_Helm.png]]&lt;br /&gt;
| +5 HP, +1 MP, +2 base damage&lt;br /&gt;
|&lt;br /&gt;
| 18&lt;br /&gt;
| 50&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
'''Platemail'''&amp;lt;br/&amp;gt;&lt;br /&gt;
[[File:Platemail.png]]&lt;br /&gt;
| -2 damage reduction per character level&lt;br /&gt;
| Complete the Fighter Silver Challenge&lt;br /&gt;
| 23&lt;br /&gt;
| 40&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
'''Whurrgarbl'''&amp;lt;br/&amp;gt;&lt;br /&gt;
[[File:Whurrgarbl.png]]&lt;br /&gt;
| Your physical attacks apply Burning effect like BURNDAYRAZ&lt;br /&gt;
| Complete the Berserker Silver Challenge&lt;br /&gt;
| 20&lt;br /&gt;
| 45&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
'''Trisword'''&amp;lt;br/&amp;gt;&lt;br /&gt;
[[File:Trisword.png]]&lt;br /&gt;
| Gain +2 base attack whenever you drink a potion at the cost of 3 gold&lt;br /&gt;
| Complete the Warlord Silver Challenge&lt;br /&gt;
| 12&lt;br /&gt;
| 35&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
'''Balanced Dagger'''&amp;lt;br/&amp;gt;&lt;br /&gt;
[[File:Balanced_Dagger.png]]&lt;br /&gt;
| Grants 2 bonus experience every time you kill an equal-leveled enemy; small item&lt;br /&gt;
| Complete the Thief Silver Challenge&lt;br /&gt;
| 15&lt;br /&gt;
| 25&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
'''Gloves of Midas'''&amp;lt;br/&amp;gt;&lt;br /&gt;
[[File:Gloves_of_Midas.png]]&lt;br /&gt;
| Gain +1 gold every time you kill an XP-valuable monster&lt;br /&gt;
| Complete the Rogue Silver Challenge&lt;br /&gt;
| 10&lt;br /&gt;
| 65&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
'''Venom Dagger'''&amp;lt;br/&amp;gt;&lt;br /&gt;
[[File:Venom_Sword.png]]&lt;br /&gt;
| Your first attack against any monster poisons them; small item&lt;br /&gt;
| Complete the Assassin Silver Challenge&lt;br /&gt;
| 16&lt;br /&gt;
| 50&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
'''Stone Sigil'''&amp;lt;br/&amp;gt;&lt;br /&gt;
[[File:Stone_Sigil.png]]&lt;br /&gt;
| Gain +1 Piety whenever you kill an XP-valuable monster; small item&lt;br /&gt;
| Complete Priest Silver Challenge&lt;br /&gt;
| 18&lt;br /&gt;
| 30&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
'''Martyr Wraps'''&amp;lt;br/&amp;gt;&lt;br /&gt;
[[File:Martyr_Wraps.png]]&lt;br /&gt;
| Your attacks apply a stack of Corrosion&lt;br /&gt;
| Complete the Monk Silver Challenge&lt;br /&gt;
| 25&lt;br /&gt;
| 50&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
'''Agnostic Collar'''&amp;lt;br/&amp;gt;&lt;br /&gt;
[[File:Agnostic_Collar.png]]&lt;br /&gt;
| Prevents deity punishment for desecration, removed when used&lt;br /&gt;
| Complete Paladin Silver Challenge&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
'''Mage Plate'''&amp;lt;br/&amp;gt;&lt;br /&gt;
[[File:Mage_Plate.png]]&lt;br /&gt;
| Gain +1 MP and -5% bonus damage per character level&lt;br /&gt;
| Complete the Wizard Silver Challenge&lt;br /&gt;
| 20&lt;br /&gt;
| 40&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
'''Blue Bead'''&amp;lt;br/&amp;gt;&lt;br /&gt;
[[File:Blue_Bead.png]]&lt;br /&gt;
| Gain +1 MP whenever you kill an XP-valuable monster; small item&lt;br /&gt;
| Complete Sorcerer Silver Challenge&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
'''Vampiric Blade'''&amp;lt;br/&amp;gt;&lt;br /&gt;
[[File:Vampiric_Blade.png]]&lt;br /&gt;
| +1 {{t|Life steal}}&lt;br /&gt;
| Complete Bloodmage Silver Challenge&lt;br /&gt;
| 25&lt;br /&gt;
| 50&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
'''Viper Ward'''&amp;lt;br/&amp;gt;&lt;br /&gt;
[[File:Venom_Ward.png]]&lt;br /&gt;
| Immune to poison; small item&lt;br /&gt;
| Complete &amp;quot;Hello, halflings!&amp;quot; introduction puzzles&lt;br /&gt;
| 16&lt;br /&gt;
| 65&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
'''Soul Orb'''&amp;lt;br/&amp;gt;&lt;br /&gt;
[[File:Soul_Orb.png]]&lt;br /&gt;
| Immune to Mana Burn; small item&lt;br /&gt;
| Complete &amp;quot;Hello, gnomes!&amp;quot; introduction puzzles&lt;br /&gt;
| 16&lt;br /&gt;
| 65&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Elite Items ==&lt;br /&gt;
The elite items are unlocked by completing the final Bezar Quest, and will begin appearing in shops like other items.&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;
!Item&lt;br /&gt;
!Description&lt;br /&gt;
!Cost&lt;br /&gt;
!Conversion Points&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
'''Keg of Health'''&amp;lt;br/&amp;gt;&lt;br /&gt;
[[File:Keg_of_Health.png]]&lt;br /&gt;
| Obtain 3 healing potions when used&lt;br /&gt;
| 25&lt;br /&gt;
| 70&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
'''Keg of Mana'''&amp;lt;br/&amp;gt;&lt;br /&gt;
[[File:Keg_of_Mana.png]]&lt;br /&gt;
| Obtain 3 mana potions when used&lt;br /&gt;
| 25&lt;br /&gt;
| 70&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
'''Elven Boots'''&amp;lt;br/&amp;gt;&lt;br /&gt;
[[File:Elven_Boots.png]]&lt;br /&gt;
| +2 max mana, +15% magic resistance&lt;br /&gt;
| 35&lt;br /&gt;
| 50&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
'''Dwarven Gauntlets'''&amp;lt;br/&amp;gt;&lt;br /&gt;
[[File:Dwarven_Gauntlets.png]]&lt;br /&gt;
| +20% bonus damage, +2 max HP on level up&lt;br /&gt;
| 35&lt;br /&gt;
| 50&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
'''Amulet of Yendor'''&amp;lt;br/&amp;gt;&lt;br /&gt;
[[File:Amulet_of_Yendor.png]]&lt;br /&gt;
| Grants +50 XP when used&lt;br /&gt;
| 45&lt;br /&gt;
| 100&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
'''Orb of Zot'''&amp;lt;br/&amp;gt;&lt;br /&gt;
[[File:Orb_of_Zot.png]]&lt;br /&gt;
| Every visible enemy has their max health (not current health) reduced by 50%&lt;br /&gt;
| 45&lt;br /&gt;
| 100&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
'''Alchemist Scroll'''&amp;lt;br/&amp;gt;&lt;br /&gt;
[[File:Alchemist_Scroll.png]]&lt;br /&gt;
| Grants +8 HP at the cost of 3 gold whenever a potion is used (Effect can only be activated once per character level)&lt;br /&gt;
| 13&lt;br /&gt;
| 40&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
'''Wicked Guitar'''&amp;lt;br/&amp;gt;&lt;br /&gt;
[[File:Wicked_Guitar.png]]&lt;br /&gt;
| All visible enemies have their level increased by 1. Cannot affect the same enemy twice, and cannot raise their level above 10&lt;br /&gt;
| 11&lt;br /&gt;
| 11&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Vicious Dungeon Rewards ==&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;
!Item&lt;br /&gt;
!Description&lt;br /&gt;
!Method of Obtaining&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
'''Avatar Symbol'''&amp;lt;br/&amp;gt;&lt;br /&gt;
[[File:Avatar_Symbol.png]]&lt;br /&gt;
| +9% physical and magic resistance, gains a charge for every XP-valuable enemy killed (up to 10), can be used to gain +10% bonus damage per charge when used for your next attack&lt;br /&gt;
| Beat the [[Demonic Library]] with any class and collect it from the boss.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
'''Dragon Shield'''&amp;lt;br/&amp;gt;&lt;br /&gt;
[[File:Dragon_Shield.png]]&lt;br /&gt;
| +18% physical and magic resistance&lt;br /&gt;
| Beat the [[Dragon Isles]] with any class and collect it from the boss.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
'''Namtar's Ward'''&amp;lt;br/&amp;gt;&lt;br /&gt;
[[File:Namtar's_Ward.png]]&lt;br /&gt;
| Can be used once per character level to give yourself death protection at no extra cost.&lt;br /&gt;
| Beat [[Namtar's Lair]] with any class and collect it from the boss.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Other Unique Items ==&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;
!Item&lt;br /&gt;
!Description&lt;br /&gt;
!Method of Obtaining&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
'''Cracked Orb'''&amp;lt;br/&amp;gt;&lt;br /&gt;
[[File:Cracked_Orb.png]]&lt;br /&gt;
| Reduces all visible enemies max health to 90%, but doesn't reduce their current HP &lt;br /&gt;
| Sometimes found in a generic subdungeon&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
'''Sensation Stone'''&amp;lt;br/&amp;gt;&lt;br /&gt;
[[File:Sensation_Stone.png]]&lt;br /&gt;
| No inherent effect, but can be converted for 150 conversion points. &lt;br /&gt;
| Dropped by the Bridge Troll on the [[Havendale Bridge]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
'''Dragon Soul'''&amp;lt;br/&amp;gt;&lt;br /&gt;
[[File:Blade_of_Yin.png]]&lt;br /&gt;
| +8% physical and magic resistance, prevents you from entering the cursed realm in the [[Cursed Oasis]]&lt;br /&gt;
| Dropped by the Cursed Shade in the [[Cursed Oasis]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Unlockerable Items ==&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;
!Item&lt;br /&gt;
!Description&lt;br /&gt;
!Method of Obtaining&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
'''Orb of Lusory'''&amp;lt;br/&amp;gt;&lt;br /&gt;
[[File:Orb_of_Lusory.png]]&lt;br /&gt;
| Increases magic resistance by 50% when carried. Can be used to remove all Illusion minions from the dungeon.&lt;br /&gt;
| Randomly found in the [[Halls of Steel (Hard)]].&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
'''Blade of Yin'''&amp;lt;br/&amp;gt;&lt;br /&gt;
[[File:Blade_of_Yin.png]]&lt;br /&gt;
| +3 base damage, can be consumed to grant Death Protection; small item&lt;br /&gt;
| Clear the Yin and Yang subdungeon&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
'''Yang's Sword'''&amp;lt;br/&amp;gt;&lt;br /&gt;
[[File:Yang's_Sword.png]]&lt;br /&gt;
| +3 base damage, can be consumed to grant Death Protection; small item&lt;br /&gt;
| Clear the Yin and Yang subdungeon&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
'''Draco's Heart'''&amp;lt;br/&amp;gt;&lt;br /&gt;
[[File:Draco's_Heart.png]]&lt;br /&gt;
| +3 HP every time you gain a leve&lt;br /&gt;
| Found in Draco's subdungeon; must escape Draco after acquiring&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
'''Prayer Bead'''&amp;lt;br/&amp;gt;&lt;br /&gt;
[[File:Prayer_Bead.png]]&lt;br /&gt;
| +1% magic resistance; small item; cannot be converted&lt;br /&gt;
| Received from Glowing Guardian from certain boons&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Potions ==&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;
!Item&lt;br /&gt;
!Description&lt;br /&gt;
!Method of Obtaining&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
'''Healing Potion'''&amp;lt;br/&amp;gt;&lt;br /&gt;
[[File:HealingPotion.png]]&lt;br /&gt;
| Restores 40% of your maximum HP (rounded down) when used&lt;br /&gt;
| Always available&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
'''Mana Potion'''&amp;lt;br/&amp;gt;&lt;br /&gt;
[[File:ManaPotionBeta.png]]&lt;br /&gt;
| Restores 40% of your maximum MP (rounded down) when used&lt;br /&gt;
| Always Available&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
'''Fortitude Tonic'''&amp;lt;br/&amp;gt;&lt;br /&gt;
[[File:FortitudeTonic.png]]&lt;br /&gt;
| Removes Poison and all stacks of Weakening&lt;br /&gt;
| Unlocked by Witch level 1&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
'''Burn Salve'''&amp;lt;br/&amp;gt;&lt;br /&gt;
[[File:BurnSalve.png]]&lt;br /&gt;
| Removes Mana Burn and all stacks of Corrosion&lt;br /&gt;
| Unlocked by Witch level 1&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
'''Strength Potion'''&amp;lt;br/&amp;gt;&lt;br /&gt;
[[File:StrengthPotion.png]]&lt;br /&gt;
| Removes all your mana, your next attack deals an additional 5 + 1 damage per mana used damage&lt;br /&gt;
| Unlocked by Witch level 2&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
'''Schadenfreude Potion'''&amp;lt;br/&amp;gt;&lt;br /&gt;
[[File:SchadenfreudePotion.png]]&lt;br /&gt;
| Restores 1 MP for every point of damage taken on your next attack&lt;br /&gt;
&amp;lt;br/&amp;gt;(Note: Mana burn is applied before damage is dealt, so if you attack an opponent with mana burn, it will take away all your mana and ''then'' this potion will kick in to restore your mana.)&lt;br /&gt;
| Unlocked by Witch level 2&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
'''Quicksilver Potion'''&amp;lt;br/&amp;gt;&lt;br /&gt;
[[File:QuicksilverPotion.png]]&lt;br /&gt;
| Grants temporary 50% Dodge, removed after a successful dodge &lt;br /&gt;
| Unlocked by Witch level 3, or can be obtained from Tikki Tokki with the &amp;quot;Reflexes&amp;quot; boon&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
'''Reflex Potion'''&amp;lt;br/&amp;gt;&lt;br /&gt;
[[File:ReflexPotion.png]]&lt;br /&gt;
| Grants temporary First Strike and a free retaliation (extra attack) against the next monster you attack. Has no effect against monsters with First Strike.&lt;br /&gt;
| Unlocked by Witch level 3, or can be obtained from Tikki Tokki with the &amp;quot;Reflexes&amp;quot; boon&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
'''Can of WHUPAZ'''&amp;lt;br/&amp;gt;&lt;br /&gt;
[[File:WHUPAZ.png]]&lt;br /&gt;
| Reduces monster's HP to 75% of its max health.&lt;br /&gt;
| Unlocked by Witch level 3, or inside a subdungeon&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Conversion Fodder ==&lt;br /&gt;
Sometimes, players will want to obtain large amounts of conversion points to better leverage their racial bonus.  There are many items well-known as &amp;quot;conversion fodder&amp;quot; that are relatively cheap and effective choices for this purpose.  Generally speaking, conversion fodder items are considered to be those which offer more than 3 CP for every 1 GP spent.  The following items are all considered conversion fodder:&lt;br /&gt;
&lt;br /&gt;
{{i|Gloves of Midas}} (6.5 CP / GP) - in addition to offering the best gold to CP ratio of any item in the game, this item can also be used to ''earn'' additional gold which can be used to purchase even more stuff.  As a result, it is highly prized.&lt;br /&gt;
&lt;br /&gt;
{{i|Bloody Sigil}} (5.6 CP / GP) - this double-edged item is good for low-level characters, but quickly becomes excess baggage for a high-level character.  Fortunately, it has a great conversion value and is worth buying for no other purpose than to immediately convert it.&lt;br /&gt;
&lt;br /&gt;
{{i|Rock Heart}} (4.3 CP / GP) - the Rock Heart is a great tool for anyone with knockback damage, the {{s|PISORF}} glyph or the {{s|ENDISWAL}} glyph.  Once you're done with it, you can convert it for a windfall.  For those without the ability to crush walls, it's still worthwhile just for conversion points.&lt;br /&gt;
&lt;br /&gt;
{{i|Venom Ward}} &amp;amp; {{i|Soul Orb}} (4 CP / GP) - these superb items grant you immunity to dangerous afflictions, consume only a small item slot, and convert for large amounts of CP when you're done.  They're one of the best conversion-fodder buys around.&lt;br /&gt;
&lt;br /&gt;
{{i|Venom Dagger}} (3.12 CP / GP) - a consolation prize for those seeking conversion points, the venom sword offers a reasonable amount for a reasonable price.  The item itself isn't very useful otherwise, though.&lt;br /&gt;
&lt;br /&gt;
{{MainNav}}&lt;/div&gt;</summary>
		<author><name>TheJohns</name></author>	</entry>

	<entry>
		<id>http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Strategy&amp;diff=12990</id>
		<title>Strategy</title>
		<link rel="alternate" type="text/html" href="http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Strategy&amp;diff=12990"/>
				<updated>2012-06-23T23:05:13Z</updated>
		
		<summary type="html">&lt;p&gt;TheJohns: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{alphapage|Alpha:Strategy}}&lt;br /&gt;
{{TOC right}}&lt;br /&gt;
=== Race Selection ===&lt;br /&gt;
There are two ways to go about race selection:  Picking a strategy in advance, or keeping open to whatever the dungeon presents. You should probably pick your race considering the boss, but Halflings and Gnomes are almost always helpful.&lt;br /&gt;
&lt;br /&gt;
=== Game Phases ===&lt;br /&gt;
One strategy that can be effective is to play the game as if there were 3 distinct phases to it:  Scouting, Preparation, and Boss Battling&lt;br /&gt;
*Scouting: Levels 1 to 3.  It's rarely possible to kill monsters of significantly higher level at this stage, but it can be useful to do some quick scouting around the dungeon and find what Gods and Runes are available, as well as what Boss spawned (If in a random boss dungeon). You can significantly speed this up if you Scout: Altar.&lt;br /&gt;
*Preparation:  Levels 3 to 7.  It's possible to kill monsters of significantly higher level during this phase, to generate more exp by using the level-up steamroll and the experience catapult.  The goal is to generate enough bonus experience to be able to reach levels 9 or 10.&lt;br /&gt;
*Boss Battling:  Levels 7 to 10.  At this point, dungeon exploration likely stops (unless you're using a poison glyph against a boss or can out regen them), and the battle begins.  It can be useful at this point to be almost at the next level, allowing the player to use the level-up steamroll to instantly heal to full health and mana, possibly even multiple times during the fight.&lt;br /&gt;
&lt;br /&gt;
=== Character Builds ===&lt;br /&gt;
There are several different approaches to character builds which generally fall into one of the following categories:&lt;br /&gt;
&lt;br /&gt;
==== Striker ====&lt;br /&gt;
Focusing heavily on attack damage and one-time buffs, Strikers are characters that attempt to end their fights quickly with a few powerful physical attacks.  Strikers only use spellcasting to supplement their damage, primarily relying on physical attacks.  Character classes such as the {{c|Warlord}}, {{c|Rogue}}, and {{c|Crusader}} make strong strikers.  Strikers tend to only want enough health and resistances to survive a single attack from enemies, and put no further effort into defenses, instead focusing on offense so they only ''need'' to survive that one attack.  Temporary buffs that only last for one attack are very useful to striker builds, since their battles end shortly afterwards and they can then explore to recharge their mana and re-cast their buffs.  Strikers benefit enormously from any item that increases their attack damage, and greatly enjoy the {{s|CYDSTEPP}}, {{s|ENDISWAL}}, and {{s|GETINDARE}} glyphs which allow them to tack on a few extra attacks with little additional effort.  These characters prefer to fight low-health monsters such as Goats, Gorgons, and Warlocks.&lt;br /&gt;
&lt;br /&gt;
The {{r|Human}} and {{r|Orc}} are generally the best races for strikers, though strong striker strategies exist for every race except for the {{r|dwarf}}. &lt;br /&gt;
&lt;br /&gt;
==== Brawler ====&lt;br /&gt;
The sister build of the Striker, the Brawler attempts to balance offense and defense to outlast opponents by sheer attrition.  While they do not focus on ending battles quickly like the striker, attack damage is still the most important aspect for a brawler character.  Permanent resistances are very useful to the Brawler, making deities that offer boons to that effect very valuable.  Classes such as the {{c|Berserker}}, {{c|Monk}}, and {{c|Paladin}} make superb brawlers.  Brawlers make exceptional poison fighters with the {{s|APHEELSIK}} glyph, and can often make great use of {{s|HALPMEH}} and {{s|BYSSEPS}}.  Glyphs that deal damage directly are poor choices for brawlers, which need to use more mana-efficient options to win battles of attrition.  Brawlers prefer to fight low-damage monsters such as Meatmen or Golems, but are heavily penalized for fighting monsters with debuffs such as bandits.  &lt;br /&gt;
&lt;br /&gt;
In some cases, the line between Brawler and Striker may become blurred.  Since both builds prioritize attack damage foremost, opportunity and necessity may cause strikers to play like brawlers and brawlers to play like strikers.  This overlap means you can often enter the dungeon with preparations that would suit either a brawler or striker and then develop on the build that makes most sense based on the boss and the deities, items, and glyphs available to you. &lt;br /&gt;
&lt;br /&gt;
The {{r|Human}} and {{r|Orc}} make the best Brawlers, but specific brawler strategies exist for every race.&lt;br /&gt;
&lt;br /&gt;
==== Caster ====&lt;br /&gt;
Specializing in either the {{s|PISORF}} or {{s|BURNDAYRAZ}} glyph, a dedicated caster eschews the normal focus on attack damage, instead diverting attention to max mana or other unconventional advantages.  The caster will primarily rely on glyphs for damage, and survivability is largely a non-issue.  This make utility glyphs that help your combat performance largely worthless, but makes the {{s|BLUDTUPOWA}} glyph invaluable.  The {{i|Crystal Ball}} item is by far the best selection for a caster, although you'll need to save a decent sum of gold to abuse it. Casters can deal massive amounts of damage without ever taking retaliation from monsters, enabling them to casually ignore debuffs and massive damage that an enemy might otherwise have.  The largest downside casters face is that they have trouble killing weaker monsters when performing level-up catapults, since their total focus on magic means their attack damage is going to be very low and they will either have to use mana or health resources to defeat weaker monsters that should be push-overs.  This makes the ''swift hands'' class feature of the {{c|Assassin}} very useful for caster characters.  Other strong caster classes are the {{c|Wizard}} and {{c|Transmuter}}. &lt;br /&gt;
&lt;br /&gt;
Casters should almost always play as an {{r|Elf}}, {{r|Gnome}}, or {{r|Orc}}.  Elves and Gnomes grant additional spellcasting power, while the Orc's bonus to base attack greatly increases the damage he deals with {{s|PISORF}}. Orc Caster builds are very uncommon since there is no way to ensure PISORF or Binlor (without prepping him) will appear in the dungeon, and your entire character setup depends on that. &lt;br /&gt;
&lt;br /&gt;
==== Hybrid ====&lt;br /&gt;
These characters, for whatever reason, do not have any particular attributes that make them well suited to one specific approach.  Instead, they present a well-rounded character that alters his approach for different monsters and situations.  Hybrids lack the specialization of other builds, and as a result are much weaker overall and will need to leverage their versatility to use their resources more efficiently.  They also tend to suffer because they will want to keep a wider variety of glyphs, and will not gain benefits from having converted them until later in the dungeon.  Classes such as the {{c|Fighter}}, {{c|Thief}}, and {{c|Sorcerer}} have the kind of versatility that makes for a good hybrid.  Obviously your deity choice would be entirely based on your scenario.&lt;br /&gt;
&lt;br /&gt;
Races that are back-loaded (that is to say, you benefit most by converting items and glyphs late), such as the {{r|Halfling}}, {{r|Gnome}}, and {{r|Goblin}} make for excellent hybrids.  The {{r|Human}} and {{r|Elf}} are also sufficiently diverse to offer a strong option for hybrids.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== God Selection ===&lt;br /&gt;
God selection is essential to victory.  Nothing is worse than picking a god only to discover that the selection is going to prevent you from winning.  On the other hand, getting a god early usually means more piety and access to better  boons.  Whether or not you should grab a god as soon as you see them is a factor of your race, class, level, items, glyphs and the state of the dungeon.  Here are some general rules for each:&lt;br /&gt;
&lt;br /&gt;
*{{g|Binlor Ironshield}}: Binlor works as a source of cheap magic resistance and resistance reduction, and is an okay source of piety. He grants a free PISORF on worship, which may be tricky to get piety with. You can get ENDISWAL for 35 piety, so it may be a good idea to prep Magnet:Defend if you plan on worshiping him. Constantly requesting Stone Skin and Stone Heart will allow you to rack up a great amount of magic resistance. Binlor is also a good desecration target, as long as you don't have any resistances.&lt;br /&gt;
One downside to Binlor is that if the boss has high resistance, it's important you find the boss as soon as possible, as Stone Heart works on visible enemies only. If you have the BLUDTUPOWA glyph then you can accumulate piety with Binlor faster than with any other deity.&lt;br /&gt;
*{{g|Dracul}}: Dracul is a good selection for most melee classes, due to how much health he can bring to the table. By conserving blood pools and exploiting his Blood Tithe boon, you can get the equivalent of a dozen Health Potions, even more if you're a Bloodmage. Unfortunately, he HATES all holy magic (HALPMEH and CYDSTEPP) so if you rely on these he is not a good choice. The other reason he's useful is for if Blood Shield boon, which stacks extremely well with the Dragon Shield, but has a high piety cost. His Blood Hunger boon works well for striker builds, since you can overheal using life steal.&lt;br /&gt;
*{{g|The Earthmother}}: A somewhat useful deity by herself, but a great source of piety. The exp bonus from IMAWAL can work to your advantage, and you gain piety from it! Her Plantation boon allows you to get 100 Piety extremely easily, which can be used to convert to another deity. She also works well with The Pactmaker. As for her other boons, they provide decent leverage early game, and tends to fall off late game. Vine Form loses relevance later on for tough dungeons, so it's much better at earlier levels. Clearance provides a cheap source of mana for the first few requests. Greenblood is a weak boon, but it's usable if you desperately need to get rid of curse. Entanglement can be used for cleaning up, since killing slowed enemies gives you an extra experience point.&lt;br /&gt;
The Earthmother's also an easy desecration target. Using a single Burn Salve negates her punishment.&lt;br /&gt;
*{{g|Glowing Guardian}}: A powerful deity for every class except Bloodmage and Assassin, or Tri-Sword/Alchemist's Scroll builds. Worship him as early as possible to get the most piety out of him. Absolution is deceptively powerful, allowing gain a ton of max HP, although it costs 1/5 of an item slot. Enlightenment can be used to your advantage, providing a nice bonus to everything. Unfortunately he hates potions, and converting in and out of him isn't a great option.&lt;br /&gt;
*{{g|Jehora Jeheyu}}: A very strange god. His boons can be very powerful, but will deplete your potions so they must be used carefully. Piety gain is random; if you get lucky, he can give you inordinate amounts of piety. However, punishments are also at random! Try to get the &amp;quot;petition&amp;quot; boon to end his punishments as soon as possible.&lt;br /&gt;
*{{g|Mystera Annur}}: Mystera works well for certain strategies. Refreshment is a powerful boon, providing roughly 5-6 Mana Potions worth of mana, so saving glyphs for mana replenishment is crucial. Mystic Balance is a strong boon that allows for 5 MP fireballs and 8 MP CYDSTEPPs, although it fares poorly with other cheaper glyphs. Flames and Weakening is an option if you desperately need magic damage. Magic basically equates to 1 near-free MP. Don't worship her if the dungeon is full of magical monsters or mana burners, however.&lt;br /&gt;
*{{g|The Pactmaker}}: Not a real deity. The Pactmaker offers 5 pacts which decrease your piety, but give you god effects when certain things happen. If you cannot pay the piety because you have no other god, nothing happens. If you have a god, but cant pay the piety, you do not invoke the gods punishment. You can also use Consensus for instant piety gratification or for converting out of a deity. Works well with &amp;quot;piety farms&amp;quot; like The Earthmother and Taurog, as well as the Stone Sigil.&lt;br /&gt;
*{{g|Taurog}}: Taurog is a good source of piety, and benefits classes that beg for physical damage, especially the Berserker and the Monk. However, the mana penalty can be crippling and his boons will fill your inventory and prevent you from purchasing other items from shops. With Taurog, you can either go all the way and abuse his Unstoppable Force boon or grab a few of his items and convert out of him before the MP penalty cripples you.&lt;br /&gt;
*{{g|Tikki Tooki}}: Good choice as a later game deity, as he enjoys you slaying lower level monsters, but a big no for tanks. His Dodging and Poison boons are useful, and Reflexes gives you two powerful potions at your disposal. Tikki's Edge can also be abused if you saved a lot of low-level monsters. The best part of Tikki Tooki is that his boons give you gold, so you can afford buying powerful items and abusing gold-consuming items like the Tri-Sword.&lt;br /&gt;
&lt;br /&gt;
is best boon by far is poison, but dodging and his mixtures can be useful, at times. One strategy you might want to try late game as a CYDSTEPPer or tank, is joining, killing weak monsters, grabbing poison and converting off, without fighting anything your level or higher. Tribute is also an important part of this process if you can't kill enough low levels.&lt;br /&gt;
&lt;br /&gt;
=== Preparation ===&lt;br /&gt;
The preparation phase for the boss battles is highly significant, as it requires maximizing exp gain, minimizing resource usage, and choosing an appropriate strategy.  It's worthwhile to note that while dungeon exploration is itself technically a limited resource, it is often desirable or even necessary to exhaust all dungeon exploration during this phase to maximize exp gain, unless intending to use a [[Full:Glyphs|APHEELSIK glyph]] or regen tactics to defeat the boss(es).  In dungeons where there are two bosses, it can be helpful to try to leave a corridor, corner, or area unexplored to allow for regeneration between boss battles.&lt;br /&gt;
&lt;br /&gt;
When reaching level 6 to 7, it's often beneficial to have explored most if not all of the dungeon, and begin creating an &amp;quot;exp farm.&amp;quot;  By weakening several lower level monsters to within a single hit from death, they can be finished later to gain exp for further level steamrolling.  Note, it is less useful or even dangerous to leave creatures with the First Strike ability weakened as a part of an exp farm, as they will deal still deal damage to you when you come back to finish them off.&lt;br /&gt;
&lt;br /&gt;
=== Combat Techniques ===&lt;br /&gt;
&lt;br /&gt;
These values are with no damage powerups, and often times the disparities can be bridged with glyphs / race / class / deity bonuses, or by fighting monsters with less than the standard 100% health for their level (Gorgons, imps, wraiths, ...).  The three most basic combos are the '''two-one''', the '''two-two''' and the '''four-one'''.  Some race/class/deity setups are capable of doing far more advanced combos, but these are the basic underlying methods available to all.&lt;br /&gt;
&lt;br /&gt;
As a note, monsters with lower starting health can often be killed at even lower levels than the charts suggest.  The example of a level 8 gorgon falling to a level 4-5 '''four-one''' attack comes to mind.&lt;br /&gt;
&lt;br /&gt;
'''The &amp;quot;two-one&amp;quot; attack:'''  Two fireballs, followed up by a melee blow.  Damage dealt is calculated by (4 x 2 x player level) for the fireball damage, and (5 x player level) for melee damage.  This technique is most effective early-game.&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;
!Player Level&lt;br /&gt;
!Damage Dealt&lt;br /&gt;
!Monster Level&lt;br /&gt;
!Monster Health (100%)&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 13 || 2 || 15&lt;br /&gt;
|-&lt;br /&gt;
| 2 || 26 || 3 || 26&lt;br /&gt;
|-&lt;br /&gt;
| 3 || 39 || 4 || 39&lt;br /&gt;
|-&lt;br /&gt;
| 4 || 52 || 5 || 54&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 65 || 6 || 71&lt;br /&gt;
|-&lt;br /&gt;
| 6 || 78 || 7 || 90&lt;br /&gt;
|-&lt;br /&gt;
| 7 || 91 || 8 || 111&lt;br /&gt;
|-&lt;br /&gt;
| 8 || 104 || 9 || 134&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
As the chart shows, at most early levels it's possible to kill monsters of one higher level with a simple '''two-one''' attack.  An early item such as a [[Items|Fine Sword]] can make this tactic effective well into level 5.&lt;br /&gt;
&lt;br /&gt;
'''The &amp;quot;two-two&amp;quot; attack:''' This technique is similar to the '''one-two''' attack, but requires First Strike, [[Full:Glyphs|CYDSTEPP]], healing, or enough health to survive two attacks from the monster.  When successful, however, it allows for easily killing monsters two levels higher.  This technique is most effective mid-game, although coupled with a level-up, it can be chained into a '''four-two''' or even a '''four-four''' attack for slaying extremely high level monsters.&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;
!Player Level&lt;br /&gt;
!Damage Dealt&lt;br /&gt;
!Monster Level&lt;br /&gt;
!Monster Health (100%)&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 18 || 3 || 26&lt;br /&gt;
|-&lt;br /&gt;
| 2 || 36 || 4 || 39&lt;br /&gt;
|-&lt;br /&gt;
| 3 || 59 || 5 || 54&lt;br /&gt;
|-&lt;br /&gt;
| 4 || 72 || 6 || 71&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 90 || 7 || 90&lt;br /&gt;
|-&lt;br /&gt;
| 6 || 108 || 8 || 111&lt;br /&gt;
|-&lt;br /&gt;
| 7 || 126 || 9 || 134&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''The &amp;quot;four-one&amp;quot; attack:''' By leveling up mid-combat, the player can use 4 fireballs in a single battle against a monster (even 6 or 8, through gear / deity / race / class / etc.). This technique is highly effective, but often harder to use.&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;
!Player Level (start/end)&lt;br /&gt;
!Damage Dealt&lt;br /&gt;
!Monster Level&lt;br /&gt;
!Monster Health (100%)&lt;br /&gt;
|-&lt;br /&gt;
| 1-2 || 34 || 4 || 39&lt;br /&gt;
|-&lt;br /&gt;
| 2-3 || 55 || 5 || 54&lt;br /&gt;
|-&lt;br /&gt;
| 3-4 || 76 || 6 || 71&lt;br /&gt;
|-&lt;br /&gt;
| 4-5 || 97 || 7 || 90&lt;br /&gt;
|-&lt;br /&gt;
| 5-6 || 118 || 8 || 111&lt;br /&gt;
|-&lt;br /&gt;
| 6-7 || 139 || 9 || 134&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Boss Battling ===&lt;br /&gt;
The ideal position to be in when starting a boss battle is at Level 7 with 34 / 35 experience, with proper runes, and all health / mana potions remaining, and an exp farm containing 96 experience worth of monsters (enough for level 10) although this is very hard to do,.  The first phase of the boss battle involves the player, using all available health and mana points (but not potions) against the boss before killing weakened monsters to gain a level.  This phase ends when the player no longer has enough weakened non-boss creatures to gain another level, or has reached level 10.&lt;br /&gt;
&lt;br /&gt;
Phase two of the boss battle involves the player using other available resources (health &amp;amp; mana potions, etc.) to defeat the boss.&lt;br /&gt;
&lt;br /&gt;
In dungeons with two bosses, it can often be effective to kill the &amp;quot;hard hitting&amp;quot; boss with magic attacks during phase one, as they usually have lower max health.  This allows the player to save as many health and mana potions as possible for the &amp;quot;tank&amp;quot; boss, who generally doesn't retaliate as powerfully.&lt;br /&gt;
&lt;br /&gt;
=== First Strike Finisher ===&lt;br /&gt;
First strike will often allow you to kill a monster you couldn't otherwise beat. Cast it just before the final blow, and the monster gets no retaliation hit.&lt;br /&gt;
* Keep in mind that you still take a retaliation hit if the monster has first strike as well.&lt;br /&gt;
&lt;br /&gt;
=== Fireball Softener ===&lt;br /&gt;
Hitting a monster with fireball before combat will often reduce the number of hits it takes to kill it. Can be used with first strike to take on otherwise dangerous foes without taking any damage.&lt;br /&gt;
&lt;br /&gt;
=== Level-up Steamroll ===&lt;br /&gt;
With very few experience needed to gain the next level, you can fight a tough monster, and then when you can't fight any more, kill a low-level monster in order to level up. This will restore your health and mana without healing the tough monster. You can then go back to killing the tougher monster with full strength.&lt;br /&gt;
It is possible to level up more than once during a single fight. This usually requires the player utilizing the &amp;quot;Experience Catapult&amp;quot; strategy first (see below) so that he has a lot of low-level monsters to kill. Nonetheless, keeping track of how many experience you can get from the available monsters is always a wise thing to do.&lt;br /&gt;
&lt;br /&gt;
=== Battle of Attrition ===&lt;br /&gt;
If you have enough attack to do more damage in one hit than your enemy is able to regenerate in the time it takes you to regenerate the damage that he does with a single hit, you can heal between attacks and still be able to have a net effect of his health decreasing.&lt;br /&gt;
* Even if you heal slower than the enemy does, sometimes exploring one or a few blocks mid-battle can regenerate your HP/MP for additional hit/spell so that you can deal enough damage to kill the enemy. &lt;br /&gt;
&lt;br /&gt;
=== Slow Poison ===&lt;br /&gt;
Attacking an enemy and then poisoning it and exploring (or using the LEMMISI glyph) allows you to take on enemies that would otherwise outlast you in a fight. If attacking with magic you can use this technique to beat a foe that would otherwise kill you with one hit.&lt;br /&gt;
* This technique relies on either of two abilities.  You can last as long as you can survive a single hit, so if your HP or resistance are as high as possible, you will be able to outlast harder hits.&lt;br /&gt;
==== Death of a Dozen Flames ====&lt;br /&gt;
# Cast BURNDAYRAZ.&lt;br /&gt;
# Cast APHEELSIK.&lt;br /&gt;
# Explore until you have enough mana to cast both again.&lt;br /&gt;
# Repeat as needed.&lt;br /&gt;
&lt;br /&gt;
==== Persistent Martyr ====&lt;br /&gt;
# Cast CYDSTEPP.&lt;br /&gt;
# Explore until you have enough mana to cast APHEELSIK.&lt;br /&gt;
# Attack monster until CYDSTEPP protects you from a fatal blow.&lt;br /&gt;
# Cast APHEELSIK.&lt;br /&gt;
# Explore until you have enough mana to cast CYDSTEPP.&lt;br /&gt;
# Repeat as needed.&lt;br /&gt;
&lt;br /&gt;
=== Double Deadly Blow ===&lt;br /&gt;
Used mainly on high level monsters that are barely killable. First Strike encouraged.&lt;br /&gt;
# Cast CYDSTEPP.&lt;br /&gt;
# Explore until you have enough mana to cast another CYDSTEPP.&lt;br /&gt;
# Attack monster until CYDSTEPP protects you from a fatal blow.&lt;br /&gt;
# Cast the second CYDSTEPP and attack again.&lt;br /&gt;
# Finish with First Strike.&lt;br /&gt;
&lt;br /&gt;
=== Experience Catapult ===&lt;br /&gt;
Depending upon the hero's class and which glyphs and items are available, there are different ways that a low-level character might be able to take out a quite high level character. When such an opportunity arises, it is beneficial to follow through when your hero is at the lowest possible level. The experience formula greatly rewards going after creatures above your level.&lt;br /&gt;
* For example, a level 1 hero killing a level 9 monster gets 81 experience, and will suddenly catapult to level 6.&lt;br /&gt;
* A level 2 hero killing the same level 9 monster gets &amp;quot;only&amp;quot; 65 experience, and will wind up at level 5.&lt;br /&gt;
&lt;br /&gt;
=== Single-Use Glyphs ===&lt;br /&gt;
If you know early on in the game that you will be worshipping Taurog, you can still get limited use from some glyphs. The effects of CYDSTEPP, BYSSEPS, and GETINDARE will persist after you convert them, and those effects activating will ''not'' anger Taurog (or Binlor, for that matter), so it can be very beneficial to pick up and activate these glyphs (''especially'' CYDSTEPP for non-Fighters), before beginning worship, then convert them afterwards for piety and the racial effect.&lt;br /&gt;
&lt;br /&gt;
=== Gold-Farming ===&lt;br /&gt;
If your vault is near empty, but you know where to kill the IN DEMAND trophy, take the bet on boss preparation, and you can score 1050 gold off the boss kill.&lt;br /&gt;
&lt;br /&gt;
Prior to unlocking IN DEMAND trophies, Transmutation Seals can be used on boss trophies to convert them to their full gold value.  Again, the &amp;quot;Bet on the Boss&amp;quot; preparation increases the cash gained.&lt;br /&gt;
&lt;br /&gt;
{{MainNav}}&lt;/div&gt;</summary>
		<author><name>TheJohns</name></author>	</entry>

	<entry>
		<id>http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Monsters&amp;diff=12987</id>
		<title>Monsters</title>
		<link rel="alternate" type="text/html" href="http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Monsters&amp;diff=12987"/>
				<updated>2012-06-23T07:07:51Z</updated>
		
		<summary type="html">&lt;p&gt;TheJohns: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Alphapage|Alpha:Monsters}}{{Stub}}&lt;br /&gt;
&lt;br /&gt;
There are many different monster types you will encounter throughout Desktop Dungeons. They have a range of abilities and stats, and each present a unique difficulty to the player. There are two formulas to determine the base stats for every monster. For hp, you use (n+3)²+10, where n is the monsters level, and for attack you use (n*(n+5))/2, where n is the monsters level. Monsters also have an attack and hp percent value. That indicates what percent of the base number provided below they have. For example, Bandits have 100% hp and 66% attack. Therefore a level 3 Bandit would do 8 damage and have 26 hp.&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; style=&amp;quot;border-collapse: collapse;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background-color: #EEEEEE&amp;quot;&lt;br /&gt;
!Level&lt;br /&gt;
!Base Attack&lt;br /&gt;
!Base Health&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 3 || 6&lt;br /&gt;
|-&lt;br /&gt;
| 2 || 7 || 15&lt;br /&gt;
|-&lt;br /&gt;
| 3 || 12 || 26&lt;br /&gt;
|-&lt;br /&gt;
| 4 || 18 || 39&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 25 || 54&lt;br /&gt;
|-&lt;br /&gt;
| 6 || 33 || 71&lt;br /&gt;
|-&lt;br /&gt;
| 7 || 42 || 90&lt;br /&gt;
|-&lt;br /&gt;
| 8 || 52 || 111&lt;br /&gt;
|-&lt;br /&gt;
| 9 || 63 || 134&lt;br /&gt;
|-&lt;br /&gt;
| 10 || 75 || 159&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
What kind of dungeon you are in also affects monster stats. Monsters in easy dungeons have 90% of way they would normally have, monsters in Normal dungeons have their normal stats, monsters in hard dungeons have 120% of what they would normally have, and monsters in vicious dungeons have 133% of what they would normally have.&lt;br /&gt;
&lt;br /&gt;
== List of Monsters ==&lt;br /&gt;
&lt;br /&gt;
See [[Traits#Monster traits|Traits]] for a full list of traits and what they do. Also see the list of [[Full:Bosses|bosses]].&lt;br /&gt;
&lt;br /&gt;
===Basic Monsters===&lt;br /&gt;
Common monsters found in just about any dungeon.&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; style=&amp;quot;border-collapse: collapse;&amp;quot; class=&amp;quot;sortable&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background-color: #EEEEEE&amp;quot;&lt;br /&gt;
! Image&lt;br /&gt;
! Name&lt;br /&gt;
! Attack&lt;br /&gt;
! Health&lt;br /&gt;
! Traits&lt;br /&gt;
! Location&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Bandit.png|center]]&lt;br /&gt;
|[[Bandit]]&lt;br /&gt;
|70%&lt;br /&gt;
|100%&lt;br /&gt;
|Cursed&lt;br /&gt;
|Any&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Dragon_Spawn.png|center]]&lt;br /&gt;
|[[Dragon Spawn]]&lt;br /&gt;
|100%&lt;br /&gt;
|125%&lt;br /&gt;
|Magical Attack&lt;br /&gt;
|Any&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Goat.png|center]]&lt;br /&gt;
|[[Goat]]&lt;br /&gt;
|100%&lt;br /&gt;
|90%&lt;br /&gt;
|25% Magic resist&lt;br /&gt;
|Any&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Goblin.png|center]]&lt;br /&gt;
|[[Goblin (Monster)]]&lt;br /&gt;
|120%&lt;br /&gt;
|100%&lt;br /&gt;
|First Strike&lt;br /&gt;
|Any&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Golem.png|center]]&lt;br /&gt;
|[[Golem]]&lt;br /&gt;
|100%&lt;br /&gt;
|100%&lt;br /&gt;
|50% Magic resist&lt;br /&gt;
|Any&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Goo_Blob.png|center]]&lt;br /&gt;
|[[Goo Blob]]&lt;br /&gt;
|100%&lt;br /&gt;
|100%&lt;br /&gt;
|50% Physical resist&lt;br /&gt;
|Any&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Gorgon.png|center]]&lt;br /&gt;
|[[Gorgon (Monster)|Gorgon]]&lt;br /&gt;
|100%&lt;br /&gt;
|90%&lt;br /&gt;
|First Strike, Death-gaze 50%&lt;br /&gt;
|Any&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Meat_Man.png|center]]&lt;br /&gt;
|[[Meat Man]]&lt;br /&gt;
|65%&lt;br /&gt;
|200%&lt;br /&gt;
|&lt;br /&gt;
|Any&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Serpent.png|center]]&lt;br /&gt;
|[[Serpent]]&lt;br /&gt;
|100%&lt;br /&gt;
|100%&lt;br /&gt;
|Poisonous&lt;br /&gt;
|Any&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Warlock.png|center]]&lt;br /&gt;
|[[Warlock]]&lt;br /&gt;
|134%&lt;br /&gt;
|100%&lt;br /&gt;
|Magical Attack&lt;br /&gt;
|Any&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Wraith.png|center]]&lt;br /&gt;
|[[Wraith]]&lt;br /&gt;
|100%&lt;br /&gt;
|75%&lt;br /&gt;
|Undead, Mana Burn, Magical Attack, 30% Physical Resist&lt;br /&gt;
|Any&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Zombie.png|center]]&lt;br /&gt;
|[[Zombie]]&lt;br /&gt;
|100%&lt;br /&gt;
|150%&lt;br /&gt;
|Undead&lt;br /&gt;
|Any&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Advanced Monsters===&lt;br /&gt;
Stronger monsters found as you venture further outside the kingdom.&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;
! Image&lt;br /&gt;
! Name&lt;br /&gt;
! Attack&lt;br /&gt;
! Health&lt;br /&gt;
! Traits&lt;br /&gt;
! Boss&lt;br /&gt;
! Location&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Acid_Blob.png|center]]&lt;br /&gt;
|[[Acid Blob]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Corrosive, Magical attack&lt;br /&gt;
|Naga City&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Animated_Armor.png|center]]&lt;br /&gt;
|[[Animated Armor]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Magical attack, Death Protection (1 layer per level)&lt;br /&gt;
|Halls of Steel&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Berserker.png|center]]&lt;br /&gt;
|[[Berserker (Monster)|Berserker]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Berserks at 50%&lt;br /&gt;
|Berserker Camp&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Burn_Viper.png|center]]&lt;br /&gt;
|[[Burn Viper]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Mana burn, Blinks&lt;br /&gt;
|Berserker Camp, Naga City&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Cave_Snake.png|center]]&lt;br /&gt;
|[[Cave Snake]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Poisonous, Spawns&lt;br /&gt;
|Magma Mines&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Changeling.png|center]]&lt;br /&gt;
|[[Changeling]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Varies by class&lt;br /&gt;
|Shifting Passages&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Cultist.png|center]]&lt;br /&gt;
|[[Cultist]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Cowardly, Revives (into Zombie)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Desert_Troll.png|center]]&lt;br /&gt;
|[[Desert Troll]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Cowardly, Fast regen&lt;br /&gt;
|Northern Desert&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Djinn.png|center]]&lt;br /&gt;
|[[Djinn]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Magical attack, Retaliate: Fireball&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Doom_Armor.png|center]]&lt;br /&gt;
|[[Doom Armor]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Berserks at 50%, Death Protection (1 layer per level)&lt;br /&gt;
|Demonic Library&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Druid.png|center]]&lt;br /&gt;
|[[Druid]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Magical attack, Death Protection&lt;br /&gt;
|Havendale Bridge, Dragon Isle, Western Jungle (Boss only)&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Forest_Troll.png|center]]&lt;br /&gt;
|[[Forest Troll]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Cowardly, Fast regen, 25% magic resist&lt;br /&gt;
|Dragon Isle&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Frozen_Troll.png|center]]&lt;br /&gt;
|[[Frozen Troll]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Cowardly, 50% Physical resist, 50% Magical resist, Magical attack&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Gelatinous_Thing.png]]&lt;br /&gt;
|[[Gelatinous Thing]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Retaliate: Fireball&lt;br /&gt;
|The Slime Pit&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Imp.png|center]]&lt;br /&gt;
|[[Imp]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Blinks&lt;br /&gt;
|Demonic Library&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Illusion.png|center]]&lt;br /&gt;
|[[Illusion]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|50% Physical resist, Retaliate: Fireball, Weakening blow&lt;br /&gt;
|Halls of Steel&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Minotaur.png|center]]&lt;br /&gt;
|[[Minotaur]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Knockback 50%, Berserks at 50%&lt;br /&gt;
|Magma Mines, Shifting Passages, The Labyrinth (Boss only)&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Muck_Walker.png|center]]&lt;br /&gt;
|[[Muck Walker]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Undead, Weakening blow&lt;br /&gt;
|The Slime Pit&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Naga.png|center]]&lt;br /&gt;
|[[Naga]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Weakening blow&lt;br /&gt;
|Ick Swamp, Naga City&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Rock_Troll.png|center]]&lt;br /&gt;
|[[Rock Troll]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Cowardly, Fast regen, knockback 50%&lt;br /&gt;
|Rock Garden&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Rusalka.png|center]]&lt;br /&gt;
|[[Rusalka]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Corrosive&lt;br /&gt;
|Havendale Bridge&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Steel_Golem.png|center]]&lt;br /&gt;
|[[Steel Golem]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|25% Physical resist, Cursed&lt;br /&gt;
|Naga City&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Shade.png|center]]&lt;br /&gt;
|[[Shade]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|30% Physical resist, Undead, Blinks, Life steal 40%&lt;br /&gt;
|Creeplight Ruins (after killing sacrificial goat)&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Slime_Blob.png|center]]&lt;br /&gt;
|[[Slime Blob]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Cursed, Magical attack&lt;br /&gt;
|The Slime Pit&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Tokoloshe.png|center]]&lt;br /&gt;
|[[Tokoloshe]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Cowardly, 50% Physical resist; Drops Tokoloshe Charm on death&lt;br /&gt;
|Havendage Bridge&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Vampire.png|center]]&lt;br /&gt;
|[[Vampire (Monster)|Vampire]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Life steal 40%, Magical attack&lt;br /&gt;
|Ick Swamp, Eastern Tundra (Boss only)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{MainNav}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Monsters|*]]&lt;/div&gt;</summary>
		<author><name>TheJohns</name></author>	</entry>

	<entry>
		<id>http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Monsters&amp;diff=12986</id>
		<title>Monsters</title>
		<link rel="alternate" type="text/html" href="http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Monsters&amp;diff=12986"/>
				<updated>2012-06-23T05:38:29Z</updated>
		
		<summary type="html">&lt;p&gt;TheJohns: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Alphapage|Alpha:Monsters}}{{Stub}}&lt;br /&gt;
&lt;br /&gt;
There are many different monster types you will encounter throughout Desktop Dungeons. They have a range of abilities and stats, and each present a unique difficulty to the player. There are two formulas to determine the base stats for every monster. For hp, you use (n+3)²+10, where n is the monsters level, and for attack you use (n*(n+5))/2, where n is the monsters level. Monsters also have an attack and hp percent value. That indicates what percent of the base number provided below they have. For example, Bandits have 100% hp and 66% attack. Therefore a level 3 Bandit would do 8 damage and have 26 hp.&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; style=&amp;quot;border-collapse: collapse;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background-color: #EEEEEE&amp;quot;&lt;br /&gt;
!Level&lt;br /&gt;
!Base Attack&lt;br /&gt;
!Base Health&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 3 || 6&lt;br /&gt;
|-&lt;br /&gt;
| 2 || 7 || 15&lt;br /&gt;
|-&lt;br /&gt;
| 3 || 12 || 26&lt;br /&gt;
|-&lt;br /&gt;
| 4 || 18 || 39&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 25 || 54&lt;br /&gt;
|-&lt;br /&gt;
| 6 || 33 || 71&lt;br /&gt;
|-&lt;br /&gt;
| 7 || 42 || 90&lt;br /&gt;
|-&lt;br /&gt;
| 8 || 52 || 111&lt;br /&gt;
|-&lt;br /&gt;
| 9 || 63 || 134&lt;br /&gt;
|-&lt;br /&gt;
| 10 || 75 || 159&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
What kind of dungeon you are in also affects monster stats. Monsters in easy dungeons have 90% of way they would normally have, monsters in Normal dungeons have their normal stats, monsters in hard dungeons have 120% of what they would normally have, and monsters in vicious dungeons have 133% of what they would normally have.&lt;br /&gt;
&lt;br /&gt;
== List of Monsters ==&lt;br /&gt;
&lt;br /&gt;
See [[Traits#Monster traits|Traits]] for a full list of traits and what they do.&lt;br /&gt;
&lt;br /&gt;
===Basic Monsters===&lt;br /&gt;
Common monsters found in just about any dungeon.&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; style=&amp;quot;border-collapse: collapse;&amp;quot; class=&amp;quot;sortable&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background-color: #EEEEEE&amp;quot;&lt;br /&gt;
! Image&lt;br /&gt;
! Name&lt;br /&gt;
! Attack&lt;br /&gt;
! Health&lt;br /&gt;
! Traits&lt;br /&gt;
! [[Full:Bosses|Boss]]&lt;br /&gt;
! Location&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Bandit.png|center]]&lt;br /&gt;
|[[Bandit]]&lt;br /&gt;
|70%&lt;br /&gt;
|100%&lt;br /&gt;
|Cursed&lt;br /&gt;
|Tomithy Longdall&lt;br /&gt;
|Any&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Dragon_Spawn.png|center]]&lt;br /&gt;
|[[Dragon Spawn]]&lt;br /&gt;
|100%&lt;br /&gt;
|125%&lt;br /&gt;
|Magical Attack&lt;br /&gt;
|The Firstborn&lt;br /&gt;
|Any&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Goat.png|center]]&lt;br /&gt;
|[[Goat]]&lt;br /&gt;
|100%&lt;br /&gt;
|90%&lt;br /&gt;
|25% Magic resist&lt;br /&gt;
|Bleaty&lt;br /&gt;
|Any&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Goblin.png|center]]&lt;br /&gt;
|[[Goblin (Monster)]]&lt;br /&gt;
|120%&lt;br /&gt;
|100%&lt;br /&gt;
|First Strike&lt;br /&gt;
|Lord Gobb&lt;br /&gt;
|Any&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Golem.png|center]]&lt;br /&gt;
|[[Golem]]&lt;br /&gt;
|100%&lt;br /&gt;
|100%&lt;br /&gt;
|50% Magic resist&lt;br /&gt;
|The Iron Man&lt;br /&gt;
|Any&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Goo_Blob.png|center]]&lt;br /&gt;
|[[Goo Blob]]&lt;br /&gt;
|100%&lt;br /&gt;
|100%&lt;br /&gt;
|50% Physical resist&lt;br /&gt;
|Tower of Goo&lt;br /&gt;
|Any&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Gorgon.png|center]]&lt;br /&gt;
|[[Gorgon (Monster)|Gorgon]]&lt;br /&gt;
|100%&lt;br /&gt;
|90%&lt;br /&gt;
|First Strike, Death-gaze 50%&lt;br /&gt;
|Medusa&lt;br /&gt;
|Any&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Meat_Man.png|center]]&lt;br /&gt;
|[[Meat Man]]&lt;br /&gt;
|65%&lt;br /&gt;
|200%&lt;br /&gt;
|&lt;br /&gt;
|Super Meat Man&lt;br /&gt;
|Any&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Serpent.png|center]]&lt;br /&gt;
|[[Serpent]]&lt;br /&gt;
|100%&lt;br /&gt;
|100%&lt;br /&gt;
|Poisonous&lt;br /&gt;
|Tormented One&lt;br /&gt;
|Any&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Warlock.png|center]]&lt;br /&gt;
|[[Warlock]]&lt;br /&gt;
|134%&lt;br /&gt;
|100%&lt;br /&gt;
|Magical Attack&lt;br /&gt;
|Aequitas&lt;br /&gt;
|Any&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Wraith.png|center]]&lt;br /&gt;
|[[Wraith]]&lt;br /&gt;
|100%&lt;br /&gt;
|75%&lt;br /&gt;
|Undead, Mana Burn, Magical Attack, 30% Physical Resist&lt;br /&gt;
|Tormented One&lt;br /&gt;
|Any&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Zombie.png|center]]&lt;br /&gt;
|[[Zombie]]&lt;br /&gt;
|100%&lt;br /&gt;
|150%&lt;br /&gt;
|Undead&lt;br /&gt;
|Frank the Zombie&lt;br /&gt;
|Any&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Advanced Monsters===&lt;br /&gt;
Stronger monsters found as you venture further outside the kingdom.&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;
! Image&lt;br /&gt;
! Name&lt;br /&gt;
! Attack&lt;br /&gt;
! Health&lt;br /&gt;
! Traits&lt;br /&gt;
! Boss&lt;br /&gt;
! Location&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Acid_Blob.png|center]]&lt;br /&gt;
|[[Acid Blob]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Corrosive, Magical attack&lt;br /&gt;
|&lt;br /&gt;
|Naga City&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Animated_Armor.png|center]]&lt;br /&gt;
|[[Animated Armor]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Magical attack, Death Protection (1 layer per level)&lt;br /&gt;
|&lt;br /&gt;
|Halls of Steel&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Berserker.png|center]]&lt;br /&gt;
|[[Berserker (Monster)|Berserker]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Berserks at 50%&lt;br /&gt;
|&lt;br /&gt;
|Berserker Camp&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Burn_Viper.png|center]]&lt;br /&gt;
|[[Burn Viper]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Mana burn, Blinks&lt;br /&gt;
|&lt;br /&gt;
|Berserker Camp, Naga City&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Cave_Snake.png|center]]&lt;br /&gt;
|[[Cave Snake]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Poisonous, Spawns&lt;br /&gt;
|&lt;br /&gt;
|Magma Mines&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Changeling.png|center]]&lt;br /&gt;
|[[Changeling]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Varies by class&lt;br /&gt;
|&lt;br /&gt;
|Shifting Passages&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Cultist.png|center]]&lt;br /&gt;
|[[Cultist]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Cowardly, Revives (into Zombie)&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Desert_Troll.png|center]]&lt;br /&gt;
|[[Desert Troll]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Cowardly, Fast regen&lt;br /&gt;
|&lt;br /&gt;
|Northern Desert&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Djinn.png|center]]&lt;br /&gt;
|[[Djinn]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Magical attack, Retaliate: Fireball&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Doom_Armor.png|center]]&lt;br /&gt;
|[[Doom Armor]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Berserks at 50%, Death Protection (1 layer per level)&lt;br /&gt;
|&lt;br /&gt;
|Demonic Library&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Druid.png|center]]&lt;br /&gt;
|[[Druid]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Magical attack, Death Protection&lt;br /&gt;
|&lt;br /&gt;
|Havendale Bridge, Dragon Isle, Western Jungle (Boss only)&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Forest_Troll.png|center]]&lt;br /&gt;
|[[Forest Troll]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Cowardly, Fast regen, 25% magic resist&lt;br /&gt;
|&lt;br /&gt;
|Dragon Isle&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Frozen_Troll.png|center]]&lt;br /&gt;
|[[Frozen Troll]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Cowardly, 50% Physical resist, 50% Magical resist, Magical attack&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Gelatinous_Thing.png]]&lt;br /&gt;
|[[Gelatinous Thing]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Retaliate: Fireball&lt;br /&gt;
|&lt;br /&gt;
|The Slime Pit&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Imp.png|center]]&lt;br /&gt;
|[[Imp]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Blinks&lt;br /&gt;
|&lt;br /&gt;
|Demonic Library&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Illusion.png|center]]&lt;br /&gt;
|[[Illusion]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|50% Physical resist, Retaliate: Fireball, Weakening blow&lt;br /&gt;
|&lt;br /&gt;
|Halls of Steel&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Minotaur.png|center]]&lt;br /&gt;
|[[Minotaur]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Knockback 50%, Berserks at 50%&lt;br /&gt;
|&lt;br /&gt;
|Magma Mines, Shifting Passages, The Labyrinth (Boss only)&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Muck_Walker.png|center]]&lt;br /&gt;
|[[Muck Walker]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Undead, Weakening blow&lt;br /&gt;
|&lt;br /&gt;
|The Slime Pit&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Naga.png|center]]&lt;br /&gt;
|[[Naga]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Weakening blow&lt;br /&gt;
|&lt;br /&gt;
|Ick Swamp, Naga City&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Rock_Troll.png|center]]&lt;br /&gt;
|[[Rock Troll]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Cowardly, Fast regen, knockback 50%&lt;br /&gt;
|&lt;br /&gt;
|Rock Garden&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Rusalka.png|center]]&lt;br /&gt;
|[[Rusalka]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Corrosive&lt;br /&gt;
|&lt;br /&gt;
|Havendale Bridge&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Steel_Golem.png|center]]&lt;br /&gt;
|[[Steel Golem]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|25% Physical resist, Cursed&lt;br /&gt;
|&lt;br /&gt;
|Naga City&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Shade.png|center]]&lt;br /&gt;
|[[Shade]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|30% Physical resist, Undead, Blinks, Life steal 40%&lt;br /&gt;
|&lt;br /&gt;
|Creeplight Ruins (after killing sacrificial goat)&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Slime_Blob.png|center]]&lt;br /&gt;
|[[Slime Blob]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Cursed, Magical attack&lt;br /&gt;
|&lt;br /&gt;
|The Slime Pit&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Tokoloshe.png|center]]&lt;br /&gt;
|[[Tokoloshe]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Cowardly, 50% Physical resist; Drops Tokoloshe Charm on death&lt;br /&gt;
|&lt;br /&gt;
|Havendage Bridge&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Vampire.png|center]]&lt;br /&gt;
|[[Vampire (Monster)|Vampire]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Life steal 40%, Magical attack&lt;br /&gt;
|&lt;br /&gt;
|Ick Swamp, Eastern Tundra (Boss only)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{MainNav}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Monsters|*]]&lt;/div&gt;</summary>
		<author><name>TheJohns</name></author>	</entry>

	<entry>
		<id>http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Monsters&amp;diff=12985</id>
		<title>Monsters</title>
		<link rel="alternate" type="text/html" href="http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Monsters&amp;diff=12985"/>
				<updated>2012-06-23T05:09:56Z</updated>
		
		<summary type="html">&lt;p&gt;TheJohns: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Alphapage|Alpha:Monsters}}{{Stub}}&lt;br /&gt;
&lt;br /&gt;
There are many different monster types you will encounter throughout Desktop Dungeons. They have a range of abilities and stats, and each present a unique difficulty to the player. There are two formulas to determine the base stats for every monster. For hp, you use (n+3)²+10, where n is the monsters level, and for attack you use (n*(n+5))/2, where n is the monsters level. Monsters also have an attack and hp percent value. That indicates what percent of the base number provided below they have. For example, Bandits have 100% hp and 66% attack. Therefore a level 3 Bandit would do 8 damage and have 26 hp.&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; style=&amp;quot;border-collapse: collapse;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background-color: #EEEEEE&amp;quot;&lt;br /&gt;
!Level&lt;br /&gt;
!Base Attack&lt;br /&gt;
!Base Health&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 3 || 6&lt;br /&gt;
|-&lt;br /&gt;
| 2 || 7 || 15&lt;br /&gt;
|-&lt;br /&gt;
| 3 || 12 || 26&lt;br /&gt;
|-&lt;br /&gt;
| 4 || 18 || 39&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 25 || 54&lt;br /&gt;
|-&lt;br /&gt;
| 6 || 33 || 71&lt;br /&gt;
|-&lt;br /&gt;
| 7 || 42 || 90&lt;br /&gt;
|-&lt;br /&gt;
| 8 || 52 || 111&lt;br /&gt;
|-&lt;br /&gt;
| 9 || 63 || 134&lt;br /&gt;
|-&lt;br /&gt;
| 10 || 75 || 159&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
What kind of dungeon you are in also affects monster stats. Monsters in easy dungeons have 90% of way they would normally have, monsters in Normal dungeons have their normal stats, monsters in hard dungeons have 120% of what they would normally have, and monsters in vicious dungeons have 133% of what they would normally have.&lt;br /&gt;
&lt;br /&gt;
== List of Monsters ==&lt;br /&gt;
&lt;br /&gt;
See [[Traits#Monster traits|Traits]] for a full list of traits and what they do.&lt;br /&gt;
&lt;br /&gt;
===Basic Monsters===&lt;br /&gt;
Common monsters found in just about any dungeon.&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; style=&amp;quot;border-collapse: collapse;&amp;quot; class=&amp;quot;sortable&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background-color: #EEEEEE&amp;quot;&lt;br /&gt;
! Image&lt;br /&gt;
! Name&lt;br /&gt;
! Attack&lt;br /&gt;
! Health&lt;br /&gt;
! Traits&lt;br /&gt;
! [[Full:Bosses|Boss]]&lt;br /&gt;
! Location&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Bandit.png|center]]&lt;br /&gt;
|[[Bandit]]&lt;br /&gt;
|70%&lt;br /&gt;
|100%&lt;br /&gt;
|Cursed&lt;br /&gt;
|Tomithy Longdall&lt;br /&gt;
|Any&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Dragon_Spawn.png|center]]&lt;br /&gt;
|[[Dragon Spawn]]&lt;br /&gt;
|100%&lt;br /&gt;
|125%&lt;br /&gt;
|Magical Attack&lt;br /&gt;
|The Firstborn&lt;br /&gt;
|Any&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Goat.png|center]]&lt;br /&gt;
|[[Goat]]&lt;br /&gt;
|100%&lt;br /&gt;
|90%&lt;br /&gt;
|25% Magic resist&lt;br /&gt;
|Bleaty&lt;br /&gt;
|Any&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Goblin.png|center]]&lt;br /&gt;
|[[Goblin (Monster)]]&lt;br /&gt;
|120%&lt;br /&gt;
|100%&lt;br /&gt;
|First Strike&lt;br /&gt;
|Lord Gobb&lt;br /&gt;
|Any&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Golem.png|center]]&lt;br /&gt;
|[[Golem]]&lt;br /&gt;
|100%&lt;br /&gt;
|100%&lt;br /&gt;
|50% Magic resist&lt;br /&gt;
|The Iron Man&lt;br /&gt;
|Any&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Goo_Blob.png|center]]&lt;br /&gt;
|[[Goo Blob]]&lt;br /&gt;
|100%&lt;br /&gt;
|100%&lt;br /&gt;
|50% Physical resist&lt;br /&gt;
|Tower of Goo&lt;br /&gt;
|Any&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Gorgon.png|center]]&lt;br /&gt;
|[[Gorgon (Monster)|Gorgon]]&lt;br /&gt;
|100%&lt;br /&gt;
|90%&lt;br /&gt;
|First Strike, Death-gaze 50%&lt;br /&gt;
|Medusa&lt;br /&gt;
|Any&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Meat_Man.png|center]]&lt;br /&gt;
|[[Meat Man]]&lt;br /&gt;
|65%&lt;br /&gt;
|200%&lt;br /&gt;
|&lt;br /&gt;
|Super Meat Man&lt;br /&gt;
|Any&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Serpent.png|center]]&lt;br /&gt;
|[[Serpent]]&lt;br /&gt;
|100%&lt;br /&gt;
|100%&lt;br /&gt;
|Poisonous&lt;br /&gt;
|Tormented One&lt;br /&gt;
|Any&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Warlock.png|center]]&lt;br /&gt;
|[[Warlock]]&lt;br /&gt;
|134%&lt;br /&gt;
|100%&lt;br /&gt;
|Magical Attack&lt;br /&gt;
|Aequitas&lt;br /&gt;
|Any&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Wraith.png|center]]&lt;br /&gt;
|[[Wraith]]&lt;br /&gt;
|100%&lt;br /&gt;
|75%&lt;br /&gt;
|Undead, Mana Burn, Magical Attack, 30% Physical Resist&lt;br /&gt;
|Tormented One&lt;br /&gt;
|Any&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Zombie.png|center]]&lt;br /&gt;
|[[Zombie]]&lt;br /&gt;
|100%&lt;br /&gt;
|150%&lt;br /&gt;
|Undead&lt;br /&gt;
|Frank the Zombie&lt;br /&gt;
|Any&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Advanced Monsters===&lt;br /&gt;
Stronger monsters found as you venture further outside the kingdom.&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;
! Image&lt;br /&gt;
! Name&lt;br /&gt;
! Attack&lt;br /&gt;
! Health&lt;br /&gt;
! Traits&lt;br /&gt;
! Boss&lt;br /&gt;
! Location&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Acid_Blob.png|center]]&lt;br /&gt;
|[[Acid Blob]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Corrosive, Magical attack&lt;br /&gt;
|&lt;br /&gt;
|Naga City&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Animated_Armor.png|center]]&lt;br /&gt;
|[[Animated Armor]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Magical attack, Death Protection (1 layer per level)&lt;br /&gt;
|&lt;br /&gt;
|Halls of Steel&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Berserker.png|center]]&lt;br /&gt;
|[[Berserker (Monster)|Berserker]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Berserks at 50%&lt;br /&gt;
|&lt;br /&gt;
|Berserker Camp&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Burn_Viper.png|center]]&lt;br /&gt;
|[[Burn Viper]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Mana burn, Blinks&lt;br /&gt;
|&lt;br /&gt;
|Berserker Camp, Naga City&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Cave_Snake.png|center]]&lt;br /&gt;
|[[Cave Snake]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Poisonous, Spawns&lt;br /&gt;
|&lt;br /&gt;
|Magma Mines&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Changeling.png|center]]&lt;br /&gt;
|[[Changeling]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Varies by class&lt;br /&gt;
|&lt;br /&gt;
|Shifting Passages&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Cultist.png|center]]&lt;br /&gt;
|[[Cultist]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Cowardly, Revives (into Zombie)&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Desert_Troll.png|center]]&lt;br /&gt;
|[[Desert Troll]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Cowardly, Fast regen&lt;br /&gt;
|&lt;br /&gt;
|Northern Desert&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Djinn.png|center]]&lt;br /&gt;
|[[Djinn]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Magical attack, Retaliate: Fireball&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Doom_Armor.png|center]]&lt;br /&gt;
|[[Doom Armor]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Berserks at 50%, Death Protection (1 layer per level)&lt;br /&gt;
|&lt;br /&gt;
|Demonic Library&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Druid.png|center]]&lt;br /&gt;
|[[Druid]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Magical attack, Death Protection&lt;br /&gt;
|&lt;br /&gt;
|Havendale Bridge, Dragon Isle, Western Jungle (Boss only)&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Forest_Troll.png|center]]&lt;br /&gt;
|[[Forest Troll]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Cowardly, Fast regen, 25% magic resist&lt;br /&gt;
|&lt;br /&gt;
|Dragon Isle&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Frozen_Troll.png|center]]&lt;br /&gt;
|[[Frozen Troll]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Cowardly, 50% Physical resist, 50% Magical resist, Magical attack&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Gelatinous_Thing.png]]&lt;br /&gt;
|[[Gelatinous Thing]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Retaliate: Fireball&lt;br /&gt;
|&lt;br /&gt;
|The Slime Pit&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Imp.png|center]]&lt;br /&gt;
|[[Imp]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Blinks&lt;br /&gt;
|&lt;br /&gt;
|Demonic Library&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Illusion.png|center]]&lt;br /&gt;
|[[Illusion]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|50% Physical resist, Retaliate: Fireball, Weakening blow&lt;br /&gt;
|&lt;br /&gt;
|Halls of Steel&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Minotaur.png|center]]&lt;br /&gt;
|[[Minotaur]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Knockback 50%, Berserks at 50%&lt;br /&gt;
|&lt;br /&gt;
|Magma Mines, Shifting Passages, The Labyrinth (Boss only)&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Naga.png|center]]&lt;br /&gt;
|[[Naga]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Weakening blow&lt;br /&gt;
|&lt;br /&gt;
|Ick Swamp, Naga City&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Rock_Troll.png|center]]&lt;br /&gt;
|[[Rock Troll]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Cowardly, Fast regen, knockback 50%&lt;br /&gt;
|&lt;br /&gt;
|Rock Garden&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Rusalka.png|center]]&lt;br /&gt;
|[[Rusalka]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Corrosive&lt;br /&gt;
|&lt;br /&gt;
|Havendale Bridge&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Steel_Golem.png|center]]&lt;br /&gt;
|[[Steel Golem]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|25% Physical resist, Cursed&lt;br /&gt;
|&lt;br /&gt;
|Naga City&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Shade.png|center]]&lt;br /&gt;
|[[Shade]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|30% Physical resist, Undead, Blinks, Life steal 40%&lt;br /&gt;
|&lt;br /&gt;
|Creeplight Ruins (after killing sacrificial goat)&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Slime_Blob.png|center]]&lt;br /&gt;
|[[Slime Blob]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Cursed, Magical attack&lt;br /&gt;
|&lt;br /&gt;
|The Slime Pit&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Tokoloshe.png|center]]&lt;br /&gt;
|[[Tokoloshe]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Cowardly, 50% Physical resist; Drops Tokoloshe Charm on death&lt;br /&gt;
|&lt;br /&gt;
|Havendage Bridge&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Vampire.png|center]]&lt;br /&gt;
|[[Vampire (Monster)|Vampire]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Life steal 40%, Magical attack&lt;br /&gt;
|&lt;br /&gt;
|Ick Swamp, Eastern Tundra (Boss only)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{MainNav}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Monsters|*]]&lt;/div&gt;</summary>
		<author><name>TheJohns</name></author>	</entry>

	<entry>
		<id>http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Golem&amp;diff=12984</id>
		<title>Golem</title>
		<link rel="alternate" type="text/html" href="http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Golem&amp;diff=12984"/>
				<updated>2012-06-23T05:05:01Z</updated>
		
		<summary type="html">&lt;p&gt;TheJohns: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Alphapage|Alpha:Golem}}&amp;lt;onlyinclude&amp;gt;{{&lt;br /&gt;
{{{tpl|MonsterInfoBox}}}&lt;br /&gt;
|DisplayText={{{DisplayText|XXXX}}}&lt;br /&gt;
|Name=Golem&lt;br /&gt;
|HP=100%&lt;br /&gt;
|Att=100%&lt;br /&gt;
|Traits={{t|Magic resist}} 50%&lt;br /&gt;
|Unlock=Wizard Tower level 3&lt;br /&gt;
}}&amp;lt;/onlyinclude&amp;gt;{{Stub}}&lt;br /&gt;
&lt;br /&gt;
The Golem is a foe that will flummox spellcasters who rely heavily on the {{s|BURNDAYRAZ}} glyph due to its high magic resistance.  Glyphs that target monsters, such as {{s|WEYTWUT}} and {{s|APHEELSIK}} also have a high chance of failure. However, the Golem is otherwise a mediocre foe and can be easily defeated by physical means.&lt;br /&gt;
&lt;br /&gt;
The {{s|PISORF}} glyph completely ignores magic resistance, and will allow spellcaster-type characters to easily defeat them (provided there's a wall to crush them against).  Any glyphs that help the player instead of hurting the monster will also be unaffected by this magic resistance.  This means that a character that has any other means of boosting his combat performance other than fireballs should have little trouble with golems.&lt;br /&gt;
&lt;br /&gt;
The Golem boss, the Iron Man, has a whopping 75% magic resistance, but otherwise pertains all the same weaknesses as a regular Golem and is one of the easiest bosses to dispatch with swift and efficient melee attacks.&lt;/div&gt;</summary>
		<author><name>TheJohns</name></author>	</entry>

	<entry>
		<id>http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Template:MainNav&amp;diff=12983</id>
		<title>Template:MainNav</title>
		<link rel="alternate" type="text/html" href="http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Template:MainNav&amp;diff=12983"/>
				<updated>2012-06-23T05:01:58Z</updated>
		
		<summary type="html">&lt;p&gt;TheJohns: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{|cellspacing=&amp;quot;0&amp;quot; style=&amp;quot;background:#FDFDFD;border-spacing:0;border:1px solid #AAA;clear:both;font-size:88%;margin:auto;padding:1px;text-align:center;width:100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
{|cellspacing=&amp;quot;0&amp;quot; class=&amp;quot;nowraplinks collapsible uncollapsed navbox-inner&amp;quot; style=&amp;quot;width:100%&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
!scope=&amp;quot;col&amp;quot; class=&amp;quot;navbox-title&amp;quot; colspan=&amp;quot;4&amp;quot; style=&amp;quot;background:#CCF;padding:1px 1em&amp;quot;|&amp;lt;div class=&amp;quot;noprint plainlinks hlist navbar mini&amp;quot; style=&amp;quot;float:left;margin-right:.5em;text-align:left;width:6em;font-size:100%;font-weight:400&amp;quot;&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;[[Template:MainNav|&amp;lt;span title=&amp;quot;View this template&amp;quot;&amp;gt;v&amp;lt;/span&amp;gt;]]&amp;lt;!--&lt;br /&gt;
--&amp;gt; '''·''' &amp;lt;!--&lt;br /&gt;
--&amp;gt;[[Template talk:MainNav|&amp;lt;span title=&amp;quot;Discuss this template&amp;quot;&amp;gt;t&amp;lt;/span&amp;gt;]]&amp;lt;!--&lt;br /&gt;
--&amp;gt; '''·''' &amp;lt;!--&lt;br /&gt;
--&amp;gt;[http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=Template:MainNav&amp;amp;action=edit &amp;lt;span title=&amp;quot;Edit this template&amp;quot;&amp;gt;e&amp;lt;/span&amp;gt;]&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;/div&amp;gt; &amp;lt;div style=&amp;quot;font-size:110%&amp;quot;&amp;gt;Desktop Dungeons&amp;lt;/div&amp;gt;&lt;br /&gt;
|- style=&amp;quot;height:2px&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
!scope=&amp;quot;row&amp;quot; class=&amp;quot;navbox-group&amp;quot; style=&amp;quot;background:#DDF;text-align:right;white-space:nowrap&amp;quot;| General Concepts:&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot; style=&amp;quot;width:100%;text-align:left;border-left:2px solid #FDFDFD;padding:0px&amp;quot; class=&amp;quot;navbox-list navbox-odd&amp;quot;|&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding:0em 0.25em&amp;quot;&amp;gt;&lt;br /&gt;
[[New Players Guide]] '''·''' [[Strategy]] '''·''' [[Unlocking content]] '''·''' [[Quest]]s '''·''' [[Traits]] '''·''' [[Mana]] '''·''' [[Level|Leveling]] '''·''' [[Items]] '''·''' [[Scoring]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|- style=&amp;quot;height:2px&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
|- &lt;br /&gt;
!scope=&amp;quot;row&amp;quot; class=&amp;quot;navbox-group&amp;quot; style=&amp;quot;background:#DDF;text-align:right;white-space:nowrap&amp;quot;| [[Classes]]:&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot; style=&amp;quot;text-align:left;border-left:2px solid #FDFDFD;padding:0px;background:#F7F7F7&amp;quot; class=&amp;quot;navbox-list navbox-even&amp;quot;|&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding:0em 0.25em&amp;quot;&amp;gt;&lt;br /&gt;
{|style=&amp;quot;background:transparent;width:100%;text-align:center&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
!scope=&amp;quot;col&amp;quot; style=&amp;quot;background:#EEF&amp;quot;|[[Guild]]&lt;br /&gt;
!scope=&amp;quot;col&amp;quot; style=&amp;quot;background:#EEF&amp;quot;|[[Thief Den]]&lt;br /&gt;
!scope=&amp;quot;col&amp;quot; style=&amp;quot;background:#EEF&amp;quot;|[[Church]]&lt;br /&gt;
!scope=&amp;quot;col&amp;quot; style=&amp;quot;background:#EEF&amp;quot;|[[Mage Tower]]&lt;br /&gt;
|-&lt;br /&gt;
!scope=&amp;quot;row&amp;quot; style=&amp;quot;background:#EEF&amp;quot;|Tier 1&lt;br /&gt;
|&amp;lt;!--very temporary--&amp;gt;&amp;lt;span style=&amp;quot;white-space:nowrap&amp;quot;&amp;gt;[[File:Human Fighter.png|link=Fighter]][[Fighter|&amp;amp;nbsp;Fighter]]&amp;lt;/span&amp;gt;&lt;br /&gt;
|&amp;lt;!--very temporary--&amp;gt;&amp;lt;span style=&amp;quot;white-space:nowrap&amp;quot;&amp;gt;[[File:Human Thief.png|link=Thief]][[Thief|&amp;amp;nbsp;Thief]]&amp;lt;/span&amp;gt;&lt;br /&gt;
|&amp;lt;!--very temporary--&amp;gt;&amp;lt;span style=&amp;quot;white-space:nowrap&amp;quot;&amp;gt;[[File:Human Priest.png|link=Priest]][[Priest|&amp;amp;nbsp;Priest]]&amp;lt;/span&amp;gt;&lt;br /&gt;
|&amp;lt;!--very temporary--&amp;gt;&amp;lt;span style=&amp;quot;white-space:nowrap&amp;quot;&amp;gt;[[File:Human Wizard.png|link=Wizard]][[Wizard|&amp;amp;nbsp;Wizard]]&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!scope=&amp;quot;row&amp;quot; style=&amp;quot;background:#EEF&amp;quot;|Tier 2&lt;br /&gt;
|&amp;lt;!--very temporary--&amp;gt;&amp;lt;span style=&amp;quot;white-space:nowrap&amp;quot;&amp;gt;[[File:Human Berserker.png|link=Berserker]][[Berserker|&amp;amp;nbsp;Berserker]]&amp;lt;/span&amp;gt;&lt;br /&gt;
|&amp;lt;!--very temporary--&amp;gt;&amp;lt;span style=&amp;quot;white-space:nowrap&amp;quot;&amp;gt;[[File:Human Rogue.png|link=Rogue]][[Rogue|&amp;amp;nbsp;Rogue]]&amp;lt;/span&amp;gt;&lt;br /&gt;
|&amp;lt;!--very temporary--&amp;gt;&amp;lt;span style=&amp;quot;white-space:nowrap&amp;quot;&amp;gt;[[File:Human Monk.png|link=Monk]][[Monk|&amp;amp;nbsp;Monk]]&amp;lt;/span&amp;gt;&lt;br /&gt;
|&amp;lt;!--very temporary--&amp;gt;&amp;lt;span style=&amp;quot;white-space:nowrap&amp;quot;&amp;gt;[[File:Human Sorcerer.png|link=Sorcerer]][[Sorcerer|&amp;amp;nbsp;Sorcerer]]&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!scope=&amp;quot;row&amp;quot; style=&amp;quot;background:#EEF&amp;quot;|Tier 3&lt;br /&gt;
|&amp;lt;!--very temporary--&amp;gt;&amp;lt;span style=&amp;quot;white-space:nowrap&amp;quot;&amp;gt;[[File:Human Warlord.png|link=Warlord]][[Warlord|&amp;amp;nbsp;Warlord]]&amp;lt;/span&amp;gt;&lt;br /&gt;
|&amp;lt;!--very temporary--&amp;gt;&amp;lt;span style=&amp;quot;white-space:nowrap&amp;quot;&amp;gt;[[File:Human Assassin.png|link=Assassin]][[Assassin|&amp;amp;nbsp;Assassin]]&amp;lt;/span&amp;gt;&lt;br /&gt;
|&amp;lt;!--very temporary--&amp;gt;&amp;lt;span style=&amp;quot;white-space:nowrap&amp;quot;&amp;gt;[[File:Human Paladin.png|link=Paladin]][[Paladin|&amp;amp;nbsp;Paladin]]&amp;lt;/span&amp;gt;&lt;br /&gt;
|&amp;lt;!--very temporary--&amp;gt;&amp;lt;span style=&amp;quot;white-space:nowrap&amp;quot;&amp;gt;[[File:Human Bloodmage.png|link=Bloodmage]][[Bloodmage|&amp;amp;nbsp;Bloodmage]]&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
!scope=&amp;quot;col&amp;quot; colspan=&amp;quot;3&amp;quot; style=&amp;quot;background:#EEF&amp;quot;|[[Explorers' Guild]]&lt;br /&gt;
!scope=&amp;quot;col&amp;quot; style=&amp;quot;background:#EEF&amp;quot;|Tutorial&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
!scope=&amp;quot;row&amp;quot; style=&amp;quot;background:#EEF&amp;quot;|Special&lt;br /&gt;
|&amp;lt;!--very temporary--&amp;gt;&amp;lt;span style=&amp;quot;white-space:nowrap&amp;quot;&amp;gt;[[File:Human Crusader.png|link=Crusader]][[Crusader|&amp;amp;nbsp;Crusader]]&amp;lt;/span&amp;gt;&lt;br /&gt;
|&amp;lt;!--very temporary--&amp;gt;&amp;lt;span style=&amp;quot;white-space:nowrap&amp;quot;&amp;gt;[[File:Human Transmuter.png|link=Transmuter]][[Transmuter|&amp;amp;nbsp;Transmuter]]&amp;lt;/span&amp;gt;&lt;br /&gt;
|&amp;lt;!--very temporary--&amp;gt;&amp;lt;span style=&amp;quot;white-space:nowrap&amp;quot;&amp;gt;[[File:Human Tinker.png|link=Tinker]][[Tinker|&amp;amp;nbsp;Tinker]]&amp;lt;/span&amp;gt;&lt;br /&gt;
|&amp;lt;!--very temporary--&amp;gt;&amp;lt;span style=&amp;quot;white-space:nowrap&amp;quot;&amp;gt;[[File:Human Guard.png|link=Guard]][[Guard|&amp;amp;nbsp;Guard]]&amp;lt;/span&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|- style=&amp;quot;height:2px&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
!scope=&amp;quot;row&amp;quot; class=&amp;quot;navbox-group&amp;quot; style=&amp;quot;background:#DDF;text-align:right;white-space:nowrap&amp;quot;| [[Races]]:&lt;br /&gt;
|style=&amp;quot;text-align:left;border-left:2px solid #FDFDFD;padding:0px&amp;quot; class=&amp;quot;navbox-list navbox-odd&amp;quot;|&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding:0em 0.25em&amp;quot;&amp;gt;&lt;br /&gt;
[[File:HumanHero.png|link=Human]][[Human|&amp;amp;nbsp;Human]] '''·''' [[File:ElfHero.png|link=Elf]][[Elf|&amp;amp;nbsp;Elf]] '''·''' [[File:DwarfHero.png|link=Dwarf]][[Dwarf|&amp;amp;nbsp;Dwarf]] '''·''' [[File:HalflingHero.png|link=Halfling]][[Halfling|&amp;amp;nbsp;Halfling]] '''·''' [[File:GnomeHero.png|link=Gnome]][[Gnome|&amp;amp;nbsp;Gnome]] '''·''' [[File:OrcHero.png|link=Orc]][[Orc|&amp;amp;nbsp;Orc]] '''·''' [[File:GoblinHero.png|link=Goblin]][[Goblin|&amp;amp;nbsp;Goblin]]&amp;lt;/div&amp;gt;&lt;br /&gt;
!scope=&amp;quot;row&amp;quot; class=&amp;quot;navbox-group&amp;quot; style=&amp;quot;background:#DDF;text-align:right;white-space:nowrap&amp;quot;| [[Monster Classes]]:&lt;br /&gt;
|style=&amp;quot;text-align:left;border-left:2px solid #FDFDFD;padding:0px&amp;quot; class=&amp;quot;navbox-list navbox-odd&amp;quot;|&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding:0em 0.25em&amp;quot;&amp;gt;&lt;br /&gt;
[[File:GorgonHero.png|link=Gorgon]][[Gorgon|&amp;amp;nbsp;Gorgon]] '''·''' [[File:Half-DragonHero.png|link=Half-Dragon]][[Half-Dragon|&amp;amp;nbsp;Half-Dragon]] '''·''' [[File:VampireHero.png|link=Vampire]][[Vampire|&amp;amp;nbsp;Vampire]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|- style=&amp;quot;height:2px&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
!scope=&amp;quot;row&amp;quot; class=&amp;quot;navbox-group&amp;quot; style=&amp;quot;background:#DDF;text-align:right;white-space:nowrap&amp;quot;| [[Gods]]:&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot; style=&amp;quot;text-align:left;border-left:2px solid #FDFDFD;padding:0px;background:#F7F7F7&amp;quot; class=&amp;quot;navbox-list navbox-even&amp;quot;|&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding:0em 0.25em&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;white-space:nowrap&amp;quot;&amp;gt;[[File:The Pactmaker Icon.png|link=The Pactmaker]][[The Pactmaker|&amp;amp;nbsp;The Pactmaker]]&amp;lt;/span&amp;gt; '''·''' &amp;lt;span style=&amp;quot;white-space:nowrap&amp;quot;&amp;gt;[[File:Binlor Ironshield Icon.png|link=Binlor Ironshield]][[Binlor Ironshield|&amp;amp;nbsp;Binlor Ironshield]]&amp;lt;/span&amp;gt; '''·''' &amp;lt;span style=&amp;quot;white-space:nowrap&amp;quot;&amp;gt;[[File:Dracul Icon.png|link=Dracul]][[Dracul|&amp;amp;nbsp;Dracul]]&amp;lt;/span&amp;gt; '''·''' &amp;lt;span style=&amp;quot;white-space:nowrap&amp;quot;&amp;gt;[[File:The Earthmother Icon.png|link=The Earthmother]][[The Earthmother|&amp;amp;nbsp;The Earthmother]]&amp;lt;/span&amp;gt; '''·''' &amp;lt;span style=&amp;quot;white-space:nowrap&amp;quot;&amp;gt;[[File:Glowing Guardian Icon.png|link=Glowing Guardian]][[Glowing Guardian|&amp;amp;nbsp;Glowing Guardian]]&amp;lt;/span&amp;gt; '''·''' &amp;lt;span style=&amp;quot;white-space:nowrap&amp;quot;&amp;gt;[[File:Jehora Jeheyu Icon.png|link=Jehora Jeheyu]][[Jehora Jeheyu|&amp;amp;nbsp;Jehora Jeheyu]]&amp;lt;/span&amp;gt; '''·''' &amp;lt;span style=&amp;quot;white-space:nowrap&amp;quot;&amp;gt;[[File:Mystera Annur Icon.png|link=Mystera Annur]][[Mystera Annur|&amp;amp;nbsp;Mystera Annur]]&amp;lt;/span&amp;gt; '''·''' &amp;lt;span style=&amp;quot;white-space:nowrap&amp;quot;&amp;gt;[[File:Taurog Icon.png|link=Taurog]][[Taurog|&amp;amp;nbsp;Taurog]]&amp;lt;/span&amp;gt; '''·''' &amp;lt;span style=&amp;quot;white-space:nowrap&amp;quot;&amp;gt;[[File:Tikki Tooki Icon.png|link=Tikki Tooki]][[Tikki Tooki|&amp;amp;nbsp;Tikki Tooki]]&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|- style=&amp;quot;height:2px&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
!scope=&amp;quot;row&amp;quot; class=&amp;quot;navbox-group&amp;quot; style=&amp;quot;background:#DDF;text-align:right;white-space:nowrap&amp;quot;| [[Monsters]]:&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot; style=&amp;quot;text-align:left;border-left:2px solid #FDFDFD;padding:0px&amp;quot; class=&amp;quot;navbox-list navbox-odd&amp;quot;|&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding:0em 0.25em&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;white-space:nowrap&amp;quot;&amp;gt;[[File:Bandit.png|link=Bandit]][[Bandit]]&amp;lt;/span&amp;gt; '''·''' &amp;lt;span style=&amp;quot;white-space:nowrap&amp;quot;&amp;gt;[[File:Goat.png|link=Goat]][[Goat]]&amp;lt;/span&amp;gt; '''·''' &amp;lt;span style=&amp;quot;white-space:nowrap&amp;quot;&amp;gt;[[File:Goblin.png|link=Goblin (Monster)]][[Goblin (Monster)|&amp;amp;nbsp;Goblin]]&amp;lt;/span&amp;gt; '''·''' &amp;lt;span style=&amp;quot;white-space:nowrap&amp;quot;&amp;gt;[[File:Meat Man.png|link=Meat Man]][[Meat Man |&amp;amp;nbsp;Meat Man]]&amp;lt;/span&amp;gt; '''·'''''Incomplete''&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|- style=&amp;quot;height:2px&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
!scope=&amp;quot;row&amp;quot; class=&amp;quot;navbox-group&amp;quot; style=&amp;quot;background:#DDF;text-align:right;white-space:nowrap&amp;quot;| [[Dungeons]]:&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot; style=&amp;quot;text-align:left;border-left:2px solid #FDFDFD;padding:0px;background:#F7F7F7&amp;quot; class=&amp;quot;navbox-list navbox-even&amp;quot;|&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding:0em 0.25em&amp;quot;&amp;gt;&lt;br /&gt;
[[Hobbler's Hold]] '''·''' [[Northern Desert]] '''·''' [[Eastern Tundra]] '''·''' [[Southern Swamp]] '''·''' [[Western Jungle]] '''·''' [[Creeplight Ruins]] '''·''' [[Ick Swamp]] '''·''' [[Halls of Steel]] '''·''' [[The Crypt]] '''·''' [[The Labyrinth]] '''·''' [[The Slime Pit]] '''·''' [[Magma Mines]] '''·''' [[Hexx Ruins]] '''·''' [[Havendale Bridge]] '''·''' [[Shifting Passages]] '''·''' [[Berserker Camp]] '''·''' [[Rock Garden]] '''·''' (add the rest here) &amp;lt;br&amp;gt;&lt;br /&gt;
(also see: '''''[[Subdungeons]]''''')&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|- style=&amp;quot;height:2px&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
!scope=&amp;quot;row&amp;quot; class=&amp;quot;navbox-group&amp;quot; style=&amp;quot;background:#DDF;text-align:right;white-space:nowrap&amp;quot;| [[Buildings]]:&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot; style=&amp;quot;text-align:left;border-left:2px solid #FDFDFD;padding:0px&amp;quot; class=&amp;quot;navbox-list navbox-odd&amp;quot;|&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding:0em 0.25em&amp;quot;&amp;gt;&lt;br /&gt;
[[Guild]] '''·''' [[Thieves Den]] '''·''' [[Church]] '''·''' [[Wizard's Tower]] '''·''' [[The Neighborhood]] '''·''' [[Hippie Haven]] '''·''' [[The Delta-Iota-Gamma Fraternity]] '''·''' [[The Hole]] '''·''' [[The Gnomestead]] '''·''' [[Orc Gables]] '''·''' [[Bigger Money Pit]] '''·''' [[Bank]] '''·''' [[Blacksmith]] '''·''' [[Bazaar]] '''·''' [[Witch Hut]] '''·''' [[Tavern]] '''·''' [[Taxidermist]] '''·''' [[Explorer's Guild]] '''·''' [[Alchemist]]&lt;br /&gt;
|- style=&amp;quot;height:2px&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
!scope=&amp;quot;row&amp;quot; class=&amp;quot;navbox-group&amp;quot; style=&amp;quot;background:#DDF;text-align:right;white-space:nowrap&amp;quot;| [[Glyphs]]:&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot; style=&amp;quot;text-align:left;border-left:2px solid #FDFDFD;padding:0px;background:#F7F7F7&amp;quot; class=&amp;quot;navbox-list navbox-even&amp;quot;|&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding:0em 0.25em&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;white-space:nowrap&amp;quot;&amp;gt;[[File:APHEELSIK.png|link=APHEELSIK]][[APHEELSIK|&amp;amp;nbsp;APHEELSIK]]&amp;lt;/span&amp;gt; '''·''' &amp;lt;span style=&amp;quot;white-space:nowrap&amp;quot;&amp;gt;[[File:BLUDTUPOWA.png|link=BLUDTUPOWA]][[BLUDTUPOWA|&amp;amp;nbsp;BLUDTUPOWA]]&amp;lt;/span&amp;gt; '''·''' &amp;lt;span style=&amp;quot;white-space:nowrap&amp;quot;&amp;gt;[[File:BURNDAYRAZ.png|link=BURNDAYRAZ]][[BURNDAYRAZ|&amp;amp;nbsp;BURNDAYRAZ]]&amp;lt;/span&amp;gt; '''·''' &amp;lt;span style=&amp;quot;white-space:nowrap&amp;quot;&amp;gt;[[File:BYSSEPS.png|link=BYSSEPS]][[BYSSEPS|&amp;amp;nbsp;BYSSEPS]]&amp;lt;/span&amp;gt; '''·''' &amp;lt;span style=&amp;quot;white-space:nowrap&amp;quot;&amp;gt;[[File:CYDSTEPP.png|link=CYDSTEPP]][[CYDSTEPP|&amp;amp;nbsp;CYDSTEPP]]&amp;lt;/span&amp;gt; '''·''' &amp;lt;span style=&amp;quot;white-space:nowrap&amp;quot;&amp;gt;[[File:ENDISWAL.png|link=ENDISWAL]][[ENDISWAL|&amp;amp;nbsp;ENDISWAL]]&amp;lt;/span&amp;gt; '''·''' &amp;lt;span style=&amp;quot;white-space:nowrap&amp;quot;&amp;gt;[[File:GETINDARE.png|link=GETINDARE]][[GETINDARE|&amp;amp;nbsp;GETINDARE]]&amp;lt;/span&amp;gt; '''·''' &amp;lt;span style=&amp;quot;white-space:nowrap&amp;quot;&amp;gt;[[File:HALPMEH.png|link=HALPMEH]][[HALPMEH|&amp;amp;nbsp;HALPMEH]]&amp;lt;/span&amp;gt; '''·''' &amp;lt;span style=&amp;quot;white-space:nowrap&amp;quot;&amp;gt;[[File:IMAWAL.png|link=IMAWAL]][[IMAWAL|&amp;amp;nbsp;IMAWAL]]&amp;lt;/span&amp;gt; '''·''' &amp;lt;span style=&amp;quot;white-space:nowrap&amp;quot;&amp;gt;[[File:LEMMISI.png|link=LEMMISI]][[LEMMISI|&amp;amp;nbsp;LEMMISI]]&amp;lt;/span&amp;gt; '''·''' &amp;lt;span style=&amp;quot;white-space:nowrap&amp;quot;&amp;gt;[[File:PISORF.png|link=PISORF]][[PISORF|&amp;amp;nbsp;PISORF]]&amp;lt;/span&amp;gt; '''·''' &amp;lt;span style=&amp;quot;white-space:nowrap&amp;quot;&amp;gt;[[File:WEYTWUT.png|link=WEYTWUT]][[WEYTWUT|&amp;amp;nbsp;WEYTWUT]]&amp;lt;/span&amp;gt; '''·''' &amp;lt;span style=&amp;quot;white-space:nowrap&amp;quot;&amp;gt;[[File:WONAFYT.png|link=WONAFYT]][[WONAFYT|&amp;amp;nbsp;WONAFYT]]&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
|}&amp;lt;noinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{documentation}}&lt;br /&gt;
&amp;lt;!-- Add categories to the /doc subpage, not here! --&amp;gt;&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>TheJohns</name></author>	</entry>

	<entry>
		<id>http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Goblin_(Monster)&amp;diff=12982</id>
		<title>Goblin (Monster)</title>
		<link rel="alternate" type="text/html" href="http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Goblin_(Monster)&amp;diff=12982"/>
				<updated>2012-06-23T05:01:22Z</updated>
		
		<summary type="html">&lt;p&gt;TheJohns: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Alphapage|Alpha:Goblin}}&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Goblin.png]][[File:GoblinHero.png]]&lt;br /&gt;
|This article is about the monster race, for the playable race see [[Goblin]]&lt;br /&gt;
|}&amp;lt;onlyinclude&amp;gt;{{&lt;br /&gt;
{{{tpl|MonsterInfoBox}}}&lt;br /&gt;
|DisplayText={{{DisplayText|XXXX}}}&lt;br /&gt;
|Name=Goblin&lt;br /&gt;
|HP=100%&lt;br /&gt;
|Att=120%&lt;br /&gt;
|Traits=&lt;br /&gt;
{{t|First strike}}&lt;br /&gt;
|Unlock=Initial&lt;br /&gt;
}}&amp;lt;/onlyinclude&amp;gt;{{Stub}}&lt;br /&gt;
&lt;br /&gt;
The goblin is one of the more well-rounded and dangerous monsters to inhabit the dungeon.  With above-average hit points and damage, as well as the {{t|First Strike}} ability, the goblin is almost devoid of weaknesses.  His only vulnerability is that he lacks resistances, making him vulnerable to the {{s|APHEELSIK}} glyph.  Using poison to defeat goblins is quite possibly the only &amp;quot;easy&amp;quot; way to take them down.  Thanks to first strike and a reasonable amount of damage, goblins can remain potential hazards even when you're several levels higher than them.  Using the {{s|WEYTWUT}} glyph on goblins to slow them, and then returning later to kill them is an excellent approach.&lt;br /&gt;
&lt;br /&gt;
Due to their first strike property and above-average damage, goblins are the bane of the {{c|Rogue}} class.  Since monster first strike will beat player first strike, and the Rogue has difficulty surviving even a single attack from a goblin.  This monster is generally too durable to kill in a single attack, requiring rogues to find creative ways to repeatedly attack a goblin. Therefore, {{s|WEYTWUT}} is a blessing when fighting against goblins for rogue.&lt;br /&gt;
&lt;br /&gt;
The Goblin Boss, Lord Gobb, has the added advantage of 20% physical and magic resistance.  This means that the {{s|APHEELSIK}} glyph has a chance to fail against him, and damage from all sources is reduced greatly improving his performance in any battle of attrition.  There is literally no easy way to approach Gobb, but his resistance can be easily whittled down to nothing with a liberal use of {{t|Might}} or Piercing Wand or boons that reduce resistances.&lt;br /&gt;
&lt;br /&gt;
{{MainNav}}&lt;/div&gt;</summary>
		<author><name>TheJohns</name></author>	</entry>

	<entry>
		<id>http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Bandit&amp;diff=12981</id>
		<title>Bandit</title>
		<link rel="alternate" type="text/html" href="http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Bandit&amp;diff=12981"/>
				<updated>2012-06-23T04:57:37Z</updated>
		
		<summary type="html">&lt;p&gt;TheJohns: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Alphapage|Alpha:Bandit}}&amp;lt;onlyinclude&amp;gt;{{&lt;br /&gt;
{{{tpl|MonsterInfoBox}}}&lt;br /&gt;
|DisplayText={{{DisplayText|XXXX}}}&lt;br /&gt;
|Name=Bandit&lt;br /&gt;
|HP=100%&lt;br /&gt;
|Att=66%&lt;br /&gt;
|Traits=&lt;br /&gt;
{{t|Cursed}}&lt;br /&gt;
|Unlock=Default?&lt;br /&gt;
}}&amp;lt;/onlyinclude&amp;gt;{{Stub}}&lt;br /&gt;
&lt;br /&gt;
The '''Bandit''' is one of the weakest monster in the game.  However, he packs the nasty {{t|Curse}} debuff effect.  This debuff can be very nasty to characters dependent on resistances, and will necessitate defeating the bandit in as few attacks as possible.  However, if you don't have any form of resistances or damage reduction then the bandit is just a pathetically weak opponent.&lt;br /&gt;
&lt;br /&gt;
Characters with resistances will need to find a way to slay bandits with the minimum number of attacks in order to be able to removes curses as fast as possible. Use of the {{s|GETINDARE}} or {{s|WEYTWUT}} glyphs are very useful, as are the magical attack glyphs, {{s|BURNDAYRAZ}} and {{s|PISORF}}.  Usually you will want to avoid bandits until you're a higher level than them and can clean them up easily. However, the curse debuff is still applied when you kill a bandit (whether he struck you or not), so you will need to pay close attention and balance out your bandit kills with other monsters.&lt;br /&gt;
&lt;br /&gt;
For characters without resistances, your options are much broader and you can attack bandits with impunity.  Simple hit-and-run antics often are enough to defeat them, since you will quickly heal the low amount of damage dealt by the bandit.  Because the bandit is so weak, he is a favorite target for these kinds of characters.  It's quite easy to kill a bandit that is three or even four levels higher than yourself, which is worth ''a lot'' of bonus experience. This can result in a large number of curse layers, so characters intending to use resistances at some point in the future should consider how they intend to work these off.&lt;br /&gt;
&lt;br /&gt;
The bandit boss, Tomithy Longdall, also has the {{t|mana burn}} and {{t|poisonous}} properties, meaning hit and run becomes impossible without having immunity to these conditions.  However, he is by far the weakest boss in the game and overwhelming him with pure spellcasting or just attacking him in spite of his debuffs is often more than sufficient to bring him down.  If you absolutely must avoid an attack from Tomithy, the best way to get in a free shot is by worshipping {{g|Tikki Tooki}} to acquire his {{i|Quicksilver Potion}} and {{i|Reflex Potion}}, which is good for two free attacks.&lt;br /&gt;
&lt;br /&gt;
{{MainNav}}&lt;/div&gt;</summary>
		<author><name>TheJohns</name></author>	</entry>

	<entry>
		<id>http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Monsters&amp;diff=12980</id>
		<title>Monsters</title>
		<link rel="alternate" type="text/html" href="http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Monsters&amp;diff=12980"/>
				<updated>2012-06-23T04:53:55Z</updated>
		
		<summary type="html">&lt;p&gt;TheJohns: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Alphapage|Alpha:Monsters}}{{Stub}}&lt;br /&gt;
&lt;br /&gt;
There are many different monster types you will encounter throughout Desktop Dungeons. They have a range of abilities and stats, and each present a unique difficulty to the player. There are two formulas to determine the base stats for every monster. For hp, you use (n+3)²+10, where n is the monsters level, and for attack you use (n*(n+5))/2, where n is the monsters level. Monsters also have an attack and hp percent value. That indicates what percent of the base number provided below they have. For example, Bandits have 100% hp and 66% attack. Therefore a level 3 Bandit would do 8 damage and have 26 hp.&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; style=&amp;quot;border-collapse: collapse;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background-color: #EEEEEE&amp;quot;&lt;br /&gt;
!Level&lt;br /&gt;
!Base Attack&lt;br /&gt;
!Base Health&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 3 || 6&lt;br /&gt;
|-&lt;br /&gt;
| 2 || 7 || 15&lt;br /&gt;
|-&lt;br /&gt;
| 3 || 12 || 26&lt;br /&gt;
|-&lt;br /&gt;
| 4 || 18 || 39&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 25 || 54&lt;br /&gt;
|-&lt;br /&gt;
| 6 || 33 || 71&lt;br /&gt;
|-&lt;br /&gt;
| 7 || 42 || 90&lt;br /&gt;
|-&lt;br /&gt;
| 8 || 52 || 111&lt;br /&gt;
|-&lt;br /&gt;
| 9 || 63 || 134&lt;br /&gt;
|-&lt;br /&gt;
| 10 || 75 || 159&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
What kind of dungeon you are in also affects monster stats. Monsters in easy dungeons have 90% of way they would normally have, monsters in Normal dungeons have their normal stats, monsters in hard dungeons have 120% of what they would normally have, and monsters in vicious dungeons have 133% of what they would normally have.&lt;br /&gt;
&lt;br /&gt;
== List of Monsters ==&lt;br /&gt;
&lt;br /&gt;
See [[Traits#Monster traits|Traits]] for a full list of traits and what they do.&lt;br /&gt;
&lt;br /&gt;
===Basic Monsters===&lt;br /&gt;
Common monsters found in just about any dungeon.&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; style=&amp;quot;border-collapse: collapse;&amp;quot; class=&amp;quot;sortable&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background-color: #EEEEEE&amp;quot;&lt;br /&gt;
! Image&lt;br /&gt;
! Name&lt;br /&gt;
! Attack&lt;br /&gt;
! Health&lt;br /&gt;
! Traits&lt;br /&gt;
! [[Full:Bosses|Boss]]&lt;br /&gt;
! Location&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Bandit.png|center]]&lt;br /&gt;
|[[Bandit]]&lt;br /&gt;
|70%&lt;br /&gt;
|100%&lt;br /&gt;
|Cursed&lt;br /&gt;
|Tomithy Longdall&lt;br /&gt;
|Any&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Dragon_Spawn.png|center]]&lt;br /&gt;
|[[Dragon Spawn]]&lt;br /&gt;
|100%&lt;br /&gt;
|125%&lt;br /&gt;
|Magical Attack&lt;br /&gt;
|The Firstborn&lt;br /&gt;
|Any&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Goat.png|center]]&lt;br /&gt;
|[[Goat]]&lt;br /&gt;
|100%&lt;br /&gt;
|90%&lt;br /&gt;
|25% Magic resist&lt;br /&gt;
|Bleaty&lt;br /&gt;
|Any&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Goblin.png|center]]&lt;br /&gt;
|[[Goblin (Monster)]]&lt;br /&gt;
|120%&lt;br /&gt;
|100%&lt;br /&gt;
|First Strike&lt;br /&gt;
|Lord Gobb&lt;br /&gt;
|Any&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Golem.png|center]]&lt;br /&gt;
|[[Golem]]&lt;br /&gt;
|100%&lt;br /&gt;
|100%&lt;br /&gt;
|50% Magic resist&lt;br /&gt;
|The Iron Man&lt;br /&gt;
|Any&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Goo_Blob.png|center]]&lt;br /&gt;
|[[Goo Blob]]&lt;br /&gt;
|100%&lt;br /&gt;
|100%&lt;br /&gt;
|50% Physical resist&lt;br /&gt;
|Tower of Goo&lt;br /&gt;
|Any&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Gorgon.png|center]]&lt;br /&gt;
|[[Gorgon (Monster)|Gorgon]]&lt;br /&gt;
|100%&lt;br /&gt;
|90%&lt;br /&gt;
|First Strike, Death-gaze 50%&lt;br /&gt;
|Medusa&lt;br /&gt;
|Any&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Meat_Man.png|center]]&lt;br /&gt;
|[[Meat Man]]&lt;br /&gt;
|65%&lt;br /&gt;
|200%&lt;br /&gt;
|&lt;br /&gt;
|Super Meat Man&lt;br /&gt;
|Any&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Serpent.png|center]]&lt;br /&gt;
|[[Serpent]]&lt;br /&gt;
|100%&lt;br /&gt;
|100%&lt;br /&gt;
|Poisonous&lt;br /&gt;
|Tormented One&lt;br /&gt;
|Any&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Warlock.png|center]]&lt;br /&gt;
|[[Warlock]]&lt;br /&gt;
|134%&lt;br /&gt;
|100%&lt;br /&gt;
|Magical Attack&lt;br /&gt;
|Aequitas&lt;br /&gt;
|Any&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Wraith.png|center]]&lt;br /&gt;
|[[Wraith]]&lt;br /&gt;
|100%&lt;br /&gt;
|75%&lt;br /&gt;
|Undead, Mana Burn, Magical Attack, 30% Physical Resist&lt;br /&gt;
|Tormented One&lt;br /&gt;
|Any&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Zombie.png|center]]&lt;br /&gt;
|[[Zombie]]&lt;br /&gt;
|100%&lt;br /&gt;
|150%&lt;br /&gt;
|Undead&lt;br /&gt;
|Frank the Zombie&lt;br /&gt;
|Any&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Advanced Monsters===&lt;br /&gt;
Stronger monsters found as you venture further outside the kingdom.&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;
! Image&lt;br /&gt;
! Name&lt;br /&gt;
! Attack&lt;br /&gt;
! Health&lt;br /&gt;
! Traits&lt;br /&gt;
! Boss&lt;br /&gt;
! Location&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Acid_Blob.png|center]]&lt;br /&gt;
|[[Acid Blob]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Corrosive, Magical attack&lt;br /&gt;
|&lt;br /&gt;
|Naga City&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Animated_Armor.png|center]]&lt;br /&gt;
|[[Animated Armor]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Magical attack, Death Protection (1 layer per level)&lt;br /&gt;
|&lt;br /&gt;
|Halls of Steel&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Berserker.png|center]]&lt;br /&gt;
|[[Berserker (Monster)|Berserker]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Berserks at 50%&lt;br /&gt;
|&lt;br /&gt;
|Berserker Camp&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Burn_Viper.png|center]]&lt;br /&gt;
|[[Burn Viper]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Mana burn, Blinks&lt;br /&gt;
|&lt;br /&gt;
|Berserker Camp, Naga City&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Cave_Snake.png|center]]&lt;br /&gt;
|[[Cave Snake]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Poisonous, Spawns&lt;br /&gt;
|&lt;br /&gt;
|Magma Mines&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Changeling.png|center]]&lt;br /&gt;
|[[Changeling]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Varies by class&lt;br /&gt;
|&lt;br /&gt;
|Shifting Passages&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Cultist.png|center]]&lt;br /&gt;
|[[Cultist]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Cowardly, Revives (into Zombie)&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Desert_Troll.png|center]]&lt;br /&gt;
|[[Desert Troll]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Cowardly, Fast regen&lt;br /&gt;
|&lt;br /&gt;
|Northern Desert&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Djinn.png|center]]&lt;br /&gt;
|[[Djinn]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Magical attack, Counters fireball&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Doom_Armor.png|center]]&lt;br /&gt;
|[[Doom Armor]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Berserks at 50%, Death Protection (1 layer per level)&lt;br /&gt;
|&lt;br /&gt;
|Demonic Library&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Druid.png|center]]&lt;br /&gt;
|[[Druid]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Magical attack, Death Protection&lt;br /&gt;
|&lt;br /&gt;
|Havendale Bridge, Dragon Isle, Western Jungle (Boss only)&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Forest_Troll.png|center]]&lt;br /&gt;
|[[Forest Troll]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Cowardly, Fast regen, 25% magic resist&lt;br /&gt;
|&lt;br /&gt;
|Dragon Isle&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Frozen_Troll.png|center]]&lt;br /&gt;
|[[Frozen Troll]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Cowardly, 50% Physical resist, 50% Magical resist, Magical attack&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Imp.png|center]]&lt;br /&gt;
|[[Imp]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Blinks&lt;br /&gt;
|&lt;br /&gt;
|Demonic Library&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Illusion.png|center]]&lt;br /&gt;
|[[Illusion]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|50% Physical resist, Counters fireball, Weakening blow&lt;br /&gt;
|&lt;br /&gt;
|Halls of Steel&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Minotaur.png|center]]&lt;br /&gt;
|[[Minotaur]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Knockback 50%, Berserks at 50%&lt;br /&gt;
|&lt;br /&gt;
|Magma Mines, Shifting Passages, The Labyrinth (Boss only)&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Naga.png|center]]&lt;br /&gt;
|[[Naga]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Weakening blow&lt;br /&gt;
|&lt;br /&gt;
|Ick Swamp, Naga City&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Rock_Troll.png|center]]&lt;br /&gt;
|[[Rock Troll]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Cowardly, Fast regen, knockback 50%&lt;br /&gt;
|&lt;br /&gt;
|Rock Garden&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Rusalka.png|center]]&lt;br /&gt;
|[[Rusalka]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Corrosive&lt;br /&gt;
|&lt;br /&gt;
|Havendale Bridge&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Steel_Golem.png|center]]&lt;br /&gt;
|[[Steel Golem]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|25% Physical resist, Cursed&lt;br /&gt;
|&lt;br /&gt;
|Naga City&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Shade.png|center]]&lt;br /&gt;
|[[Shade]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|30% Physical resist, Undead, Blinks, Life steal 40%&lt;br /&gt;
|&lt;br /&gt;
|Creeplight Ruins (after killing sacrificial goat)&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Tokoloshe.png|center]]&lt;br /&gt;
|[[Tokoloshe]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Cowardly, 50% Physical resist; Drops Tokoloshe Charm on death&lt;br /&gt;
|&lt;br /&gt;
|Havendage Bridge&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Vampire.png|center]]&lt;br /&gt;
|[[Vampire (Monster)|Vampire]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Life steal 40%, Magical attack&lt;br /&gt;
|&lt;br /&gt;
|Ick Swamp, Eastern Tundra (Boss only)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{MainNav}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Monsters|*]]&lt;/div&gt;</summary>
		<author><name>TheJohns</name></author>	</entry>

	<entry>
		<id>http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Meat_Man&amp;diff=12979</id>
		<title>Meat Man</title>
		<link rel="alternate" type="text/html" href="http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Meat_Man&amp;diff=12979"/>
				<updated>2012-06-23T04:53:29Z</updated>
		
		<summary type="html">&lt;p&gt;TheJohns: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Alphapage|Alpha:Meat man}}&amp;lt;onlyinclude&amp;gt;{{&lt;br /&gt;
{{{tpl|MonsterInfoBox}}}&lt;br /&gt;
|DisplayText={{{DisplayText|XXXX}}}&lt;br /&gt;
|Name=Meat Man&lt;br /&gt;
|HP=200%&lt;br /&gt;
|Att=65%&lt;br /&gt;
|Unlock=???&lt;br /&gt;
}}&amp;lt;/onlyinclude&amp;gt;{{Stub}}&lt;br /&gt;
&lt;br /&gt;
The Meat Man is the most durable monster in the game, with enormous sums of hit points, but limited by poor attack damage.  The key weakness of the Meat Man is his health regeneration; although he has a massive hit point total, he does not heal any faster than regular monsters.  Since the damage he deals on each attack is rather low, it can be quite easy to simply fight him by attrition by healing between blows.  Characters with resistances or very high damage output, such as the {{c|Rogue}}, {{c|Paladin}}, or {{c|Monk}} can slaughter Meat Men with ease.  Physical resistance and high attack damage are the best attributes to focus on when fighting meatmen. &lt;br /&gt;
&lt;br /&gt;
Anyone using the {{s|APHEELSIK}} glyph can whittle these low-damage behemoths down to size in a very cost-effective manner.  The healing glyph {{s|HALPMEH}} is a close second against this monster, since you don't need to spend very much mana to cure the relatively minor wounds it delivers.  Glyphs that deal direct damage, such as {{s|BURNDAYRAZ}} or {{s|PISORF}}, are highly ineffective, as are one-time buffs such as {{s|ENDISWAL}}, {{s|GETINDARE}} or {{s|CYDSTEPP}}.  &lt;br /&gt;
&lt;br /&gt;
Meat Men can be difficult to fight if you're out of exploration space, since their primary weakness is their slow health regeneration.  That doesn't mean anything if you can't explore new tiles to heal yourself.  As a result, it's always better to deal with Meat Men as early as possible. &lt;br /&gt;
&lt;br /&gt;
When tackling the Super Meat Man boss, you will want to begin the boss battle early so you can explore and maintain a long battle of attrition.  If possible, worship {{g|Tikki Tooki}} to gain his poison boon, or use the {{s|APHEELSIK}} glyph.  Otherwise, your best bet is to focus on boosting your resistances and attack damage and beating this boss by sheer attrition. &lt;br /&gt;
&lt;br /&gt;
{{MainNav}}&lt;/div&gt;</summary>
		<author><name>TheJohns</name></author>	</entry>

	<entry>
		<id>http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Golem&amp;diff=12978</id>
		<title>Golem</title>
		<link rel="alternate" type="text/html" href="http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Golem&amp;diff=12978"/>
				<updated>2012-06-23T04:51:32Z</updated>
		
		<summary type="html">&lt;p&gt;TheJohns: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Alphapage|Alpha:Golem}}&amp;lt;onlyinclude&amp;gt;{{&lt;br /&gt;
{{{tpl|MonsterInfoBox}}}&lt;br /&gt;
|DisplayText={{{DisplayText|XXXX}}}&lt;br /&gt;
|Name=Golem&lt;br /&gt;
|HP=???%&lt;br /&gt;
|Att=???%&lt;br /&gt;
|Traits={{t|Magic resist}} 50%&lt;br /&gt;
|Unlock=Wizard Tower level 3&lt;br /&gt;
}}&amp;lt;/onlyinclude&amp;gt;{{Stub}}&lt;br /&gt;
&lt;br /&gt;
The Golem is a foe that will flummox spellcasters who rely heavily on the {{s|BURNDAYRAZ}} glyph due to its high magic resistance.  Glyphs that target monsters, such as {{s|WEYTWUT}} and {{s|APHEELSIK}} also have a high chance of failure.  However, the Golem is otherwise a mediocre foe and can be easily defeated by physical means.&lt;br /&gt;
&lt;br /&gt;
The {{s|PISORF}} glyph completely ignores magic resistance, and will allow spellcaster-type characters to easily defeat them (provided there's a wall to crush them against).  Any glyphs that help the player instead of hurting the monster will also be unaffected by this magic resistance.  This means that a character that has any other means of boosting his combat performance other than fireballs should have little trouble with golems.&lt;br /&gt;
&lt;br /&gt;
The Golem boss, the Iron Man, has a whopping 75% magic resistance, but otherwise pertains all the same weaknesses as a regular Golem and is one of the easiest bosses to dispatch with swift and efficient melee attacks.&lt;/div&gt;</summary>
		<author><name>TheJohns</name></author>	</entry>

	<entry>
		<id>http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Goat&amp;diff=12977</id>
		<title>Goat</title>
		<link rel="alternate" type="text/html" href="http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Goat&amp;diff=12977"/>
				<updated>2012-06-23T04:26:16Z</updated>
		
		<summary type="html">&lt;p&gt;TheJohns: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Alphapage|Alpha:Goat}}&amp;lt;onlyinclude&amp;gt;{{&lt;br /&gt;
{{{tpl|MonsterInfoBox}}}&lt;br /&gt;
|DisplayText={{{DisplayText|XXXX}}}&lt;br /&gt;
|Name=Goat&lt;br /&gt;
|HP=90%&lt;br /&gt;
|Att=100%&lt;br /&gt;
|Traits={{t|Magic resist}} 25%&lt;br /&gt;
|Unlock=???&lt;br /&gt;
}}&amp;lt;/onlyinclude&amp;gt;{{Stub}}&lt;br /&gt;
&lt;br /&gt;
The '''Goat''' is one of the less threatening monsters in the dungeon, and any character who specializes in melee damage can destroy them with great ease.  They are commonly referred to as &amp;quot;murder bait&amp;quot; and it's often possible to attack and kill goats three or even four levels above yourself.  This makes them one of the best sources of bonus XP that you can find in a dungeon.&lt;br /&gt;
&lt;br /&gt;
The best approach to killing a goat is to use temporary buffs such as {{s|CYDSTEPP}} or {{s|ENDISWAL}} to withstand a few extra attacks.  Due to their low HP, goats simply cannot survive repeated attacks without a chance to heal and will quickly fall to a well-prepared onslaught.  Spellcasters may have a more difficult time due to the goat's magic resistance.&lt;br /&gt;
&lt;br /&gt;
Because of their magic resistance, poison from the {{S|APHEELSIK}} glyph is unreliable.  However, their resistance is not particularly high so poison still has fairly good probability of working.  If you cannot kill a high-level goat by other means and you only need one or two more attacks to pull off the kill, then this can be a very worthwhile gamble. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The goat boss, '''Bleaty''', is one of the most devastating in the game.  On some of the more difficult scenarios where monsters have boosted stats, Bleaty nearly reaches 300 points of damage.  This makes survival even a single attack exceedingly difficult.  In addition, Bleaty has a whopping 60% magic resistance, so {{s|BURNDAYRAZ}} is ineffective against him.  To defeat this boss, you will need to prey on his low hit points or else find some way to survive his damage.&lt;br /&gt;
&lt;br /&gt;
The best way to fight Bleaty is by worshipping {{g|Binlor Ironshield}}.  Virtually all of Binlor's boons are valuable for your battle against Bleaty.  Since he can grant you temporary 65% physical resists, a character with sufficient hit points can survive the goat quite easily.  He can also reduce Bleaty's magic resist to leave him vulnerable to conventional spellcasting.  His Stone Form and Stone Fist boons both improve the potency of your physical attack, allowing you to finish the battle more quickly. &lt;br /&gt;
&lt;br /&gt;
Other methods of surviving Bleaty include {{t|death protection}}, overheal effect from {{t|lifesteal}}, or any form of {{t|physical resist}}.  Another method is to use the {{s|PISORF}} glyph, which deals physical damage and is unaffected by Bleaty's magic resistance.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MainNav}}&lt;/div&gt;</summary>
		<author><name>TheJohns</name></author>	</entry>

	<entry>
		<id>http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Monsters&amp;diff=12976</id>
		<title>Monsters</title>
		<link rel="alternate" type="text/html" href="http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Monsters&amp;diff=12976"/>
				<updated>2012-06-23T04:25:16Z</updated>
		
		<summary type="html">&lt;p&gt;TheJohns: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Alphapage|Alpha:Monsters}}{{Stub}}&lt;br /&gt;
&lt;br /&gt;
There are many different monster types you will encounter throughout Desktop Dungeons. They have a range of abilities and stats, and each present a unique difficulty to the player. There are two formulas to determine the base stats for every monster. For hp, you use (n+3)²+10, where n is the monsters level, and for attack you use (n*(n+5))/2, where n is the monsters level. Monsters also have an attack and hp percent value. That indicates what percent of the base number provided below they have. For example, Bandits have 100% hp and 66% attack. Therefore a level 3 Bandit would do 8 damage and have 26 hp.&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; style=&amp;quot;border-collapse: collapse;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background-color: #EEEEEE&amp;quot;&lt;br /&gt;
!Level&lt;br /&gt;
!Base Attack&lt;br /&gt;
!Base Health&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 3 || 6&lt;br /&gt;
|-&lt;br /&gt;
| 2 || 7 || 15&lt;br /&gt;
|-&lt;br /&gt;
| 3 || 12 || 26&lt;br /&gt;
|-&lt;br /&gt;
| 4 || 18 || 39&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 25 || 54&lt;br /&gt;
|-&lt;br /&gt;
| 6 || 33 || 71&lt;br /&gt;
|-&lt;br /&gt;
| 7 || 42 || 90&lt;br /&gt;
|-&lt;br /&gt;
| 8 || 52 || 111&lt;br /&gt;
|-&lt;br /&gt;
| 9 || 63 || 134&lt;br /&gt;
|-&lt;br /&gt;
| 10 || 75 || 159&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
What kind of dungeon you are in also affects monster stats. Monsters in easy dungeons have 90% of way they would normally have, monsters in Normal dungeons have their normal stats, monsters in hard dungeons have 120% of what they would normally have, and monsters in vicious dungeons have 133% of what they would normally have.&lt;br /&gt;
&lt;br /&gt;
== List of Monsters ==&lt;br /&gt;
&lt;br /&gt;
See [[Traits#Monster traits|Traits]] for a full list of traits and what they do.&lt;br /&gt;
&lt;br /&gt;
===Basic Monsters===&lt;br /&gt;
Common monsters found in just about any dungeon.&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; style=&amp;quot;border-collapse: collapse;&amp;quot; class=&amp;quot;sortable&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background-color: #EEEEEE&amp;quot;&lt;br /&gt;
! Image&lt;br /&gt;
! Name&lt;br /&gt;
! Attack&lt;br /&gt;
! Health&lt;br /&gt;
! Traits&lt;br /&gt;
! [[Full:Bosses|Boss]]&lt;br /&gt;
! Location&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Bandit.png|center]]&lt;br /&gt;
|[[Bandit]]&lt;br /&gt;
|70%&lt;br /&gt;
|100%&lt;br /&gt;
|Cursed&lt;br /&gt;
|Tomithy Longdall&lt;br /&gt;
|Any&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Dragon_Spawn.png|center]]&lt;br /&gt;
|[[Dragon Spawn]]&lt;br /&gt;
|100%&lt;br /&gt;
|125%&lt;br /&gt;
|Magical Attack&lt;br /&gt;
|The Firstborn&lt;br /&gt;
|Any&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Goat.png|center]]&lt;br /&gt;
|[[Goat]]&lt;br /&gt;
|100%&lt;br /&gt;
|90%&lt;br /&gt;
|25% Magic resist&lt;br /&gt;
|Bleaty&lt;br /&gt;
|Any&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Goblin.png|center]]&lt;br /&gt;
|[[Goblin]]&lt;br /&gt;
|120%&lt;br /&gt;
|100%&lt;br /&gt;
|First Strike&lt;br /&gt;
|Lord Gobb&lt;br /&gt;
|Any&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Golem.png|center]]&lt;br /&gt;
|[[Golem]]&lt;br /&gt;
|100%&lt;br /&gt;
|100%&lt;br /&gt;
|50% Magic resist&lt;br /&gt;
|The Iron Man&lt;br /&gt;
|Any&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Goo_Blob.png|center]]&lt;br /&gt;
|[[Goo Blob]]&lt;br /&gt;
|100%&lt;br /&gt;
|100%&lt;br /&gt;
|50% Physical resist&lt;br /&gt;
|Tower of Goo&lt;br /&gt;
|Any&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Gorgon.png|center]]&lt;br /&gt;
|[[Gorgon (Monster)|Gorgon]]&lt;br /&gt;
|100%&lt;br /&gt;
|90%&lt;br /&gt;
|First Strike, Death-gaze 50%&lt;br /&gt;
|Medusa&lt;br /&gt;
|Any&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Meat_Man.png|center]]&lt;br /&gt;
|[[Meat Man]]&lt;br /&gt;
|65%&lt;br /&gt;
|200%&lt;br /&gt;
|&lt;br /&gt;
|Super Meat Man&lt;br /&gt;
|Any&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Serpent.png|center]]&lt;br /&gt;
|[[Serpent]]&lt;br /&gt;
|100%&lt;br /&gt;
|100%&lt;br /&gt;
|Poisonous&lt;br /&gt;
|Tormented One&lt;br /&gt;
|Any&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Warlock.png|center]]&lt;br /&gt;
|[[Warlock]]&lt;br /&gt;
|134%&lt;br /&gt;
|100%&lt;br /&gt;
|Magical Attack&lt;br /&gt;
|Aequitas&lt;br /&gt;
|Any&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Wraith.png|center]]&lt;br /&gt;
|[[Wraith]]&lt;br /&gt;
|100%&lt;br /&gt;
|75%&lt;br /&gt;
|Undead, Mana Burn, Magical Attack, 30% Physical Resist&lt;br /&gt;
|Tormented One&lt;br /&gt;
|Any&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Zombie.png|center]]&lt;br /&gt;
|[[Zombie]]&lt;br /&gt;
|100%&lt;br /&gt;
|150%&lt;br /&gt;
|Undead&lt;br /&gt;
|Frank the Zombie&lt;br /&gt;
|Any&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Advanced Monsters===&lt;br /&gt;
Stronger monsters found as you venture further outside the kingdom.&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;
! Image&lt;br /&gt;
! Name&lt;br /&gt;
! Attack&lt;br /&gt;
! Health&lt;br /&gt;
! Traits&lt;br /&gt;
! Boss&lt;br /&gt;
! Location&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Acid_Blob.png|center]]&lt;br /&gt;
|[[Acid Blob]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Corrosive, Magical attack&lt;br /&gt;
|&lt;br /&gt;
|Naga City&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Animated_Armor.png|center]]&lt;br /&gt;
|[[Animated Armor]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Magical attack, Death Protection (1 layer per level)&lt;br /&gt;
|&lt;br /&gt;
|Halls of Steel&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Berserker.png|center]]&lt;br /&gt;
|[[Berserker (Monster)|Berserker]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Berserks at 50%&lt;br /&gt;
|&lt;br /&gt;
|Berserker Camp&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Burn_Viper.png|center]]&lt;br /&gt;
|[[Burn Viper]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Mana burn, Blinks&lt;br /&gt;
|&lt;br /&gt;
|Berserker Camp, Naga City&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Cave_Snake.png|center]]&lt;br /&gt;
|[[Cave Snake]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Poisonous, Spawns&lt;br /&gt;
|&lt;br /&gt;
|Magma Mines&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Changeling.png|center]]&lt;br /&gt;
|[[Changeling]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Varies by class&lt;br /&gt;
|&lt;br /&gt;
|Shifting Passages&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Cultist.png|center]]&lt;br /&gt;
|[[Cultist]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Cowardly, Revives (into Zombie)&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Desert_Troll.png|center]]&lt;br /&gt;
|[[Desert Troll]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Cowardly, Fast regen&lt;br /&gt;
|&lt;br /&gt;
|Northern Desert&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Djinn.png|center]]&lt;br /&gt;
|[[Djinn]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Magical attack, Counters fireball&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Doom_Armor.png|center]]&lt;br /&gt;
|[[Doom Armor]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Berserks at 50%, Death Protection (1 layer per level)&lt;br /&gt;
|&lt;br /&gt;
|Demonic Library&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Druid.png|center]]&lt;br /&gt;
|[[Druid]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Magical attack, Death Protection&lt;br /&gt;
|&lt;br /&gt;
|Havendale Bridge, Dragon Isle, Western Jungle (Boss only)&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Forest_Troll.png|center]]&lt;br /&gt;
|[[Forest Troll]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Cowardly, Fast regen, 25% magic resist&lt;br /&gt;
|&lt;br /&gt;
|Dragon Isle&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Frozen_Troll.png|center]]&lt;br /&gt;
|[[Frozen Troll]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Cowardly, 50% Physical resist, 50% Magical resist, Magical attack&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Imp.png|center]]&lt;br /&gt;
|[[Imp]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Blinks&lt;br /&gt;
|&lt;br /&gt;
|Demonic Library&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Illusion.png|center]]&lt;br /&gt;
|[[Illusion]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|50% Physical resist, Counters fireball, Weakening blow&lt;br /&gt;
|&lt;br /&gt;
|Halls of Steel&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Minotaur.png|center]]&lt;br /&gt;
|[[Minotaur]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Knockback 50%, Berserks at 50%&lt;br /&gt;
|&lt;br /&gt;
|Magma Mines, Shifting Passages, The Labyrinth (Boss only)&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Naga.png|center]]&lt;br /&gt;
|[[Naga]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Weakening blow&lt;br /&gt;
|&lt;br /&gt;
|Ick Swamp, Naga City&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Rock_Troll.png|center]]&lt;br /&gt;
|[[Rock Troll]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Cowardly, Fast regen, knockback 50%&lt;br /&gt;
|&lt;br /&gt;
|Rock Garden&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Rusalka.png|center]]&lt;br /&gt;
|[[Rusalka]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Corrosive&lt;br /&gt;
|&lt;br /&gt;
|Havendale Bridge&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Steel_Golem.png|center]]&lt;br /&gt;
|[[Steel Golem]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|25% Physical resist, Cursed&lt;br /&gt;
|&lt;br /&gt;
|Naga City&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Shade.png|center]]&lt;br /&gt;
|[[Shade]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|30% Physical resist, Undead, Blinks, Life steal 40%&lt;br /&gt;
|&lt;br /&gt;
|Creeplight Ruins (after killing sacrificial goat)&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Tokoloshe.png|center]]&lt;br /&gt;
|[[Tokoloshe]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Cowardly, 50% Physical resist; Drops Tokoloshe Charm on death&lt;br /&gt;
|&lt;br /&gt;
|Havendage Bridge&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Vampire.png|center]]&lt;br /&gt;
|[[Vampire (Monster)|Vampire]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Life steal 40%, Magical attack&lt;br /&gt;
|&lt;br /&gt;
|Ick Swamp, Eastern Tundra (Boss only)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{MainNav}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Monsters|*]]&lt;/div&gt;</summary>
		<author><name>TheJohns</name></author>	</entry>

	<entry>
		<id>http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Dungeons&amp;diff=12975</id>
		<title>Dungeons</title>
		<link rel="alternate" type="text/html" href="http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Dungeons&amp;diff=12975"/>
				<updated>2012-06-23T03:53:31Z</updated>
		
		<summary type="html">&lt;p&gt;TheJohns: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;There are 4 difficulties of dungeons in Desktop Dungeons, easy, medium, hard, and vicious.&lt;br /&gt;
&lt;br /&gt;
== List of Dungeons ==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; style=&amp;quot;border-collapse: collapse;&amp;quot; class=&amp;quot;sortable&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background-color: #EEEEEE&amp;quot;&lt;br /&gt;
!Name&lt;br /&gt;
!Region&lt;br /&gt;
!Difficulty&lt;br /&gt;
!Flavor Text&lt;br /&gt;
!Boss(es)&lt;br /&gt;
!Monsters&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
[[Hobbler's Hold]]&lt;br /&gt;
|&lt;br /&gt;
Central&lt;br /&gt;
|&lt;br /&gt;
Easy&lt;br /&gt;
|&lt;br /&gt;
''For struggling journeymen who want to help the realm, but aren't quite ready for the full adventuring experience. Corpses of previous hopefuls litter this dungeon, offering much-needed looting opportunities. The lord of the hold is also old and sickly compared to his counterparts in other dungeons.''&lt;br /&gt;
|&lt;br /&gt;
Lord Gobb (Level 8 version)&lt;br /&gt;
|&lt;br /&gt;
All unlocked monsters&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
[[Venture Cave]]&lt;br /&gt;
|&lt;br /&gt;
Central&lt;br /&gt;
|&lt;br /&gt;
Normal&lt;br /&gt;
|&lt;br /&gt;
''A balanced and ever-evolving experience for aspiring heros, Venture Cave is one of the realm's favourite mercenary attractions.''&lt;br /&gt;
|&lt;br /&gt;
Random (From your currently unlocked monsters)&lt;br /&gt;
|&lt;br /&gt;
All unlocked monsters&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
[[Den of Danger]]&lt;br /&gt;
|&lt;br /&gt;
Central&lt;br /&gt;
|&lt;br /&gt;
Normal&lt;br /&gt;
|&lt;br /&gt;
''The Den of Danger is a settlement near your kingdom. A reliable adventuring favourite, this classic dungeon plays host to many of the realms known denizens.''&lt;br /&gt;
|&lt;br /&gt;
Random (From your currently unlocked monsters)&lt;br /&gt;
|&lt;br /&gt;
All unlocked monsters&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
[[Grimm's Grotto]]&lt;br /&gt;
|&lt;br /&gt;
Central&lt;br /&gt;
|&lt;br /&gt;
Normal&lt;br /&gt;
|&lt;br /&gt;
''The Grotto is a place where more seasoned adventurers tend to mess about with swords and sorcery. It's absolutely infested with all sorts of nasty nasties which seem a fair bit tougher than the average dungeon monster.''&lt;br /&gt;
|&lt;br /&gt;
Random (From your currently unlocked monsters)&lt;br /&gt;
|&lt;br /&gt;
All unlocked monsters&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
[[Doubledoom]]&lt;br /&gt;
|&lt;br /&gt;
Central&lt;br /&gt;
|&lt;br /&gt;
Normal&lt;br /&gt;
|&lt;br /&gt;
''Whenever the dungeoneering landscape gets a bit crowded, more economically-minded dungeon horrors will share their living quarters with other creatures. Adventurers who wander into the coincidentally-named Doubledoom Crypt often report multiple boss sightings.''&lt;br /&gt;
|&lt;br /&gt;
Random x2 (From your currently unlocked monsters)&lt;br /&gt;
|&lt;br /&gt;
All unlocked monsters&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
[[Northern Desert]]&lt;br /&gt;
|&lt;br /&gt;
Northern&lt;br /&gt;
|&lt;br /&gt;
Normal&lt;br /&gt;
|&lt;br /&gt;
''Far to the north lies a desert that few are foolish enough to cross. It is said those of magical aptitude can find ancient knowledge if they survive the desert heat and monsters.''&lt;br /&gt;
|&lt;br /&gt;
Either Tower of Goo (Goo Blob) or The Tormented One (Wraith)&lt;br /&gt;
|&lt;br /&gt;
All unlocked monsters and desert trolls&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
[[Eastern Tundra]]&lt;br /&gt;
|&lt;br /&gt;
Eastern&lt;br /&gt;
|&lt;br /&gt;
Normal&lt;br /&gt;
|&lt;br /&gt;
''The tundra is roamed by the undead, but it was not always this way. The legends say this used to be the realm of the living, but the undead infest it to keep something hidden.''&lt;br /&gt;
|&lt;br /&gt;
Count BlahBlah (Vampire)&lt;br /&gt;
|&lt;br /&gt;
All unlocked monsters and vampires&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
[[Southern Swamp]]&lt;br /&gt;
|&lt;br /&gt;
Southern&lt;br /&gt;
|&lt;br /&gt;
Normal&lt;br /&gt;
|&lt;br /&gt;
''The swamp is the home of serpents and naga. Poison and weakening can law low even the mightiest of warriors, though rumors of sunken empires and epic treasures often pique the attention of self-styled &amp;quot;excavators&amp;quot;.''&lt;br /&gt;
|&lt;br /&gt;
Jörmungandr (Snake)&lt;br /&gt;
|&lt;br /&gt;
All unlocked monsters and naga&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
[[Western Jungle]]&lt;br /&gt;
|&lt;br /&gt;
Western&lt;br /&gt;
|&lt;br /&gt;
Normal&lt;br /&gt;
|&lt;br /&gt;
''The jungles to the west claim almost all who wander into them. Only the strongest warriors seem to stand a chance here.''&lt;br /&gt;
|&lt;br /&gt;
Getandafix (Druid)&lt;br /&gt;
|&lt;br /&gt;
All unlocked monsters&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
[[Rock Garden]]&lt;br /&gt;
|&lt;br /&gt;
Northern&lt;br /&gt;
|&lt;br /&gt;
Hard&lt;br /&gt;
|&lt;br /&gt;
''Deep inside the desert stands an ancient stone maze. Foul beasts come forth from the very walls themselves to wreak vengeance on those deemed unworthy of life. Beware as the labyrinth you travel through shifts and changes.''&lt;br /&gt;
|&lt;br /&gt;
Brother of Stone (Golem)&lt;br /&gt;
Brother of Earth (Golem)&lt;br /&gt;
Random (From your currently unlocked monsters)&lt;br /&gt;
|&lt;br /&gt;
Rock trolls, golems, wraiths, goo blobs, and dragon spawn&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
[[Creeplight Ruins]]&lt;br /&gt;
|&lt;br /&gt;
Eastern&lt;br /&gt;
|&lt;br /&gt;
Hard&lt;br /&gt;
|&lt;br /&gt;
''Rumors persist of a dark cult operating from the ruins if ancient monastary in the frozen wastes. A hero is needed to disband them.''&lt;br /&gt;
&lt;br /&gt;
''&amp;quot;Disband&amp;quot; may be interpreted as slaughter where appropriate.''&lt;br /&gt;
|&lt;br /&gt;
Anoobis (Cultist, revives as a zombie and a wraith)&lt;br /&gt;
|&lt;br /&gt;
Zombies, snakes, golems, and cultists/shades&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
[[Hexx Ruins]]&lt;br /&gt;
|&lt;br /&gt;
Southern&lt;br /&gt;
|&lt;br /&gt;
Hard&lt;br /&gt;
|&lt;br /&gt;
''In an almost impassible region of the southern swamp, a set of ancient ruins peeks out of the muck. This bridge to new realms is guarded by a force both mysterious and deadly''&lt;br /&gt;
|&lt;br /&gt;
Stheno (Gorgon, Palette swap)&lt;br /&gt;
Random (From your currently unlocked monsters)&lt;br /&gt;
|&lt;br /&gt;
Gorgon, naga, meat men, goo blobs, goblins, and snakes&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
[[Havendale Bridge]]&lt;br /&gt;
|&lt;br /&gt;
Western&lt;br /&gt;
|&lt;br /&gt;
Hard&lt;br /&gt;
|&lt;br /&gt;
''A distant valley lies hidden from the world, nestled between mountains and protected by a mighty river. Travelers report malevolent spirits stirring up the waters and trolls guarding the few crossing points that exist.''&lt;br /&gt;
|&lt;br /&gt;
Zin Kibaru (Zombie)&lt;br /&gt;
Random (From your currently unlocked monsters)&lt;br /&gt;
|&lt;br /&gt;
Bandits, druids, goblins, goats, rusalkas, tokoloshes&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
[[Shifting Passages]]&lt;br /&gt;
|&lt;br /&gt;
Northern&lt;br /&gt;
|&lt;br /&gt;
Hard&lt;br /&gt;
|&lt;br /&gt;
''The illusion that kept the ancient desert empire hidden was the work of ancient and sinister changeling demons. Madness and death await most heros here.''&lt;br /&gt;
|&lt;br /&gt;
Evolvia (Changeling)&lt;br /&gt;
Random (From your currently unlocked monsters)&lt;br /&gt;
|&lt;br /&gt;
Changelings, djinns, dragon spawn, goats, and wraiths&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
[[Halls of Steel]]&lt;br /&gt;
|&lt;br /&gt;
Eastern&lt;br /&gt;
|&lt;br /&gt;
Hard&lt;br /&gt;
|&lt;br /&gt;
''Deceptively small from the outside, the Creeplight Monastery actually hides miles of unground obsidian passages filled with ancient ceremonial weapons and armor. Unfortunately, just about all of it is sentient.''&lt;br /&gt;
|&lt;br /&gt;
The Indomitable (Animated Armor)&lt;br /&gt;
Random (From your currently unlocked monsters)&lt;br /&gt;
|&lt;br /&gt;
Animated armors, wraiths, warlocks, steel golems, and illusions&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
[[Ick Swamp]]&lt;br /&gt;
|&lt;br /&gt;
Southern&lt;br /&gt;
|&lt;br /&gt;
Hard&lt;br /&gt;
|&lt;br /&gt;
''The villagers of Ick are peace-loving people who exist in not-so-peace-loving times. They live in terror of the nearby swamp--a source of mysterious lights, botanical experiments, and serpentine horrors.''&lt;br /&gt;
|&lt;br /&gt;
Itssaama Itsssa (Naga)&lt;br /&gt;
Random (From your currently unlocked monsters)&lt;br /&gt;
|&lt;br /&gt;
Gorgons, vampires, warlocks, naga, and all types of plants (excluding erosive eelroot)&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
[[The Labyrinth]]&lt;br /&gt;
|&lt;br /&gt;
Western&lt;br /&gt;
|&lt;br /&gt;
Hard&lt;br /&gt;
|&lt;br /&gt;
''Many curious explorers wander into the ancient underground structure know only as The Labyrinth. Some return to tell stories of horrific bestial screams that echo through its corridors. Those who investigate further have a habit of not coming back.''&lt;br /&gt;
|&lt;br /&gt;
Rex (Minotaur)&lt;br /&gt;
Random (From your currently unlocked monsters)&lt;br /&gt;
|&lt;br /&gt;
Gorgons, zombies, goblins, dragon spawn, and serpents&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
[[Berserker Camp]]&lt;br /&gt;
|&lt;br /&gt;
Eastern&lt;br /&gt;
|&lt;br /&gt;
Hard&lt;br /&gt;
|&lt;br /&gt;
''The recent undead uprising has agitated members of the local Jötunncarve tribe. Unfortunately, &amp;quot;agitated&amp;quot; in berserker terms tends to incorporate various degrees of murderous rage'.&lt;br /&gt;
|&lt;br /&gt;
Bjõrn Úlfhéõinn (Berserker)&lt;br /&gt;
Random (From your currently unlocked monsters)&lt;br /&gt;
|&lt;br /&gt;
Berserkers, zombies, frozen trolls, burn vipers, and warlocks&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
[[The Slime Pit]]&lt;br /&gt;
|&lt;br /&gt;
Southern&lt;br /&gt;
|&lt;br /&gt;
Hard&lt;br /&gt;
|&lt;br /&gt;
''In the wreckage of a former goblin sludge mine, an entire colony of gooey, corrosive nightmares waits for heros to come and be slimed upon.''&lt;br /&gt;
|&lt;br /&gt;
Super Meat Man (Meat Man)&lt;br /&gt;
Tower of Goo (Goo Blob)&lt;br /&gt;
|&lt;br /&gt;
Meat men, gelatinous things, muck walkers, goo blobs, slime blobs, and acid blobs&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
[[Magma Mines]]&lt;br /&gt;
|&lt;br /&gt;
Western&lt;br /&gt;
|&lt;br /&gt;
Hard&lt;br /&gt;
|&lt;br /&gt;
''Goblins are always thinking of interesting new ways to make money. When mining for raw ore and sludge doesn't work out, they'll dig up and sell large quantities of lava instead. Nobody's really sure how that works.''&lt;br /&gt;
|&lt;br /&gt;
Durr (Goblin)*&lt;br /&gt;
Hurr (Goblin)*&lt;br /&gt;
Herp the Foreman (Goblin, Palette swap)&lt;br /&gt;
|&lt;br /&gt;
Goblins, wraiths, goo blobs, rock trolls, and cave snakes&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
[[Cursed Oasis]]&lt;br /&gt;
|&lt;br /&gt;
Hard&lt;br /&gt;
|&lt;br /&gt;
''Said to be the site of a magical experiment gone horribly wrong, and inhabited by an immortal dragon, few survive a trip to this cursed oasis.''&lt;br /&gt;
|&lt;br /&gt;
Cursed Shade (Shade)*&lt;br /&gt;
Cursed Dragon (Dragon Spawn)&lt;br /&gt;
|&lt;br /&gt;
Wraith, Serpent, Bandit, Animated Armor, Thrall&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
[[Tower of Gaan-Telet]]&lt;br /&gt;
|&lt;br /&gt;
Northern&lt;br /&gt;
|&lt;br /&gt;
Hard&lt;br /&gt;
|&lt;br /&gt;
''Even when the old desert empire still existed, this structure was considered ancient and unassailable.''&lt;br /&gt;
|&lt;br /&gt;
Horratio the Immortal (Unique, Goat sprite)&lt;br /&gt;
|&lt;br /&gt;
All unlocked monsters (See specific page for floor details)&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
[[Demonic Library]]&lt;br /&gt;
|&lt;br /&gt;
Northern&lt;br /&gt;
|&lt;br /&gt;
Vicious&lt;br /&gt;
|&lt;br /&gt;
''The arch-wizards of the old desert empire played with hellfire, and their entire empire suffered for it. Now malevolent beings seek to bring forth a world-destroying force.''&lt;br /&gt;
|&lt;br /&gt;
Perivolcan Ze (Demonlord)*&lt;br /&gt;
Perivolcan Pa (Demonlord)*&lt;br /&gt;
Mesostel Ze (Demonlord)*&lt;br /&gt;
Mesostel Pa (Demonlord)*&lt;br /&gt;
Aphelion (Demonlord)*&lt;br /&gt;
The Avatar (Unique, Animated armor palette swap)&lt;br /&gt;
|&lt;br /&gt;
Doom armours, thralls, djinns, imps, goats, cultists, succubi, and steel golems&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
[[Namtar's Lair]]&lt;br /&gt;
|&lt;br /&gt;
Eastern&lt;br /&gt;
|&lt;br /&gt;
Vicious&lt;br /&gt;
|&lt;br /&gt;
''You've tracked the undead scourge to its source: an ancient lair belonging to the immortal Namtar. It is said that death itself can neither see nor control him.''&lt;br /&gt;
|&lt;br /&gt;
Namtar (Unique, Uses multiple sprites)&lt;br /&gt;
|&lt;br /&gt;
Frozen trolls, warlocks, goo blobs, shades, burn vipers, and vampires.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
[[Naga City]]&lt;br /&gt;
|&lt;br /&gt;
Southern&lt;br /&gt;
|&lt;br /&gt;
Vicious&lt;br /&gt;
|&lt;br /&gt;
''Tetl-Temasss is the ancient, impregnable home city of the mighty Naga Empire. Breaking into it is one level of madness. Seeking to slay Prince Kinissch is whole extra level of crazy.''&lt;br /&gt;
|&lt;br /&gt;
Super Meat Man (Meat Man)&lt;br /&gt;
Bleaty (Goat)&lt;br /&gt;
Tomithy Longdall (Bandit)&lt;br /&gt;
Tormented One (Wraith)&lt;br /&gt;
Tower of Goo (Goo Blob)&lt;br /&gt;
Frank (Zombie)&lt;br /&gt;
Iron Man (Golem)&lt;br /&gt;
Lord Gobb (Goblin)&lt;br /&gt;
Aequitas (Wizard)&lt;br /&gt;
Kinisssch (Naga, Palette swap)&lt;br /&gt;
|&lt;br /&gt;
Naga, burn vipers, vampires, acid blobs, meat men, and serpents&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
[[Dragon Isles]]&lt;br /&gt;
|&lt;br /&gt;
Western&lt;br /&gt;
|&lt;br /&gt;
Vicious&lt;br /&gt;
|&lt;br /&gt;
''This archipelago is home to the world's last true dragon: an ancient and terrifying creature long thought to be extinct. It is said that these giant lizards used to devour dozens of adventurers at once.''&lt;br /&gt;
|&lt;br /&gt;
The Firstborn (Dragon Spawn)*&lt;br /&gt;
The Matron of Flame (Unique, Dragon spawn palette swap)&lt;br /&gt;
|&lt;br /&gt;
Dragon spawn, druids, meat men, zombies, serpents, and animated armours&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* These will always be killed first, so you may never get their trophy, if they have one.&lt;br /&gt;
Note: All hard and vicious dungeons have a random monster added from your currently unlocked monsters.&lt;br /&gt;
Note: The monster type specified in brackets after the boss name doesn't necessarily have to do with the stats or abilities of the monster, just the trophy it gets and its sprite. &lt;br /&gt;
Note: Unique type means they drop an item that is usually only attainable through killing them.&lt;br /&gt;
Note: The Vicious versions of dungeons are included on the page.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MainNav}}&lt;/div&gt;</summary>
		<author><name>TheJohns</name></author>	</entry>

	<entry>
		<id>http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=BYSSEPS&amp;diff=12974</id>
		<title>BYSSEPS</title>
		<link rel="alternate" type="text/html" href="http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=BYSSEPS&amp;diff=12974"/>
				<updated>2012-06-23T01:14:29Z</updated>
		
		<summary type="html">&lt;p&gt;TheJohns: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{alphapage|Alpha:BYSSEPS}}&amp;lt;onlyinclude&amp;gt;{{&lt;br /&gt;
{{{tpl|GlyphInfobox}}}&lt;br /&gt;
|Name=BYSSEPS&lt;br /&gt;
|ManaCost=2&lt;br /&gt;
|Effects=&lt;br /&gt;
* Grants the caster {{t|Might}} +30% for the next attack. (+30% bonus attack, reduce {{t|Physical resist}} and {{t|Magic resist}} by 3%).&lt;br /&gt;
}}&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Stub}}&lt;br /&gt;
&lt;br /&gt;
{{MainNav}}&lt;/div&gt;</summary>
		<author><name>TheJohns</name></author>	</entry>

	<entry>
		<id>http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Transmuter&amp;diff=12973</id>
		<title>Transmuter</title>
		<link rel="alternate" type="text/html" href="http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Transmuter&amp;diff=12973"/>
				<updated>2012-06-23T01:14:06Z</updated>
		
		<summary type="html">&lt;p&gt;TheJohns: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{alphapage|Alpha:Transmuter}}&lt;br /&gt;
&amp;lt;onlyinclude&amp;gt;{{&lt;br /&gt;
{{{tpl|ClassInfobox}}}&lt;br /&gt;
|Name=Transmuter&lt;br /&gt;
|ShortHand=Tr&lt;br /&gt;
|Traits=&lt;br /&gt;
;DUNGEON LORE: Starts with the LEMISI glyph&lt;br /&gt;
;INNER MASTERY: Using glyphs increases item conversion bonus by 3 points&lt;br /&gt;
;SPIRIT SWORD: Hitting the conversion threshold drains mana and temporarily increases base damage (5+mana drained)&lt;br /&gt;
|SuggestedRaces=&lt;br /&gt;
{{ElTr}}&lt;br /&gt;
|Unlock=&lt;br /&gt;
Level 1 [[Guild]]&lt;br /&gt;
|Group=Special&lt;br /&gt;
}}&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Class Features ==&lt;br /&gt;
&lt;br /&gt;
*'''DUNGEON LORE''': Starts with the LEMISI glyph&lt;br /&gt;
*'''INNER MASTERY''': Using glyphs increases item conversion bonus by 3 points&lt;br /&gt;
*'''SPIRIT SWORD''': Hitting the conversion threshold drains mana and temporarily increases base damage (5+mana drained)&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
&lt;br /&gt;
The Transmuter is a pretty unconventional class. The Transmuter requires you to time your conversions in order to make the most out of his Spirit Sword trait, getting his damage as high as over 100 at level 1. When used properly, Transmuter can get level catapults very easily.&lt;br /&gt;
&lt;br /&gt;
There are two races to go with the Transmuter: Humans and Elves. Humans make the most of the bonus base damage from Spirit Sword, while Elves can reach the conversion threshold more often and get more base damage out of it. Orcs don't work as well due to the already high base damage boost. Transmuters aren't good with any other race, as the bonus conversion points from Inner Mastery isn't very exploitable.&lt;br /&gt;
&lt;br /&gt;
Don't put down on the free LEMISI glyph. LEMISI prioritizes revealing important items like altars, glyphs, boosters, and monsters, so it can be used when you have mana to spare. The bonus conversion points on Inner Mastery isn't as exploitable as one may think, but it can get you one or two extra conversion bonuses if used properly.&lt;br /&gt;
&lt;br /&gt;
Spirit Sword is the equivalent of drinking a Strength Potion on conversion. As such, timing is essential for the Transmuter. Ensure that you'll be able to kill that higher level boss with your next blow. Otherwise you can end up having not enough health and mana to finish off the monster. For obvious reasons, {{s|BYSSEPS}} is an extremely useful glyph for this purpose. On a related note, Schadenfreude Potions are very, '''very''' useful to Transmuters.&lt;br /&gt;
&lt;br /&gt;
There are no particular gods that are essential to the Transmuter. Some gods worth considering are {{g|Taurog}} for his damage boost, {{g|Jehora Jeheyu}} for the max mana, and possibly {{g|Binlor Ironshield}} for his Stone Form boon.&lt;br /&gt;
&lt;br /&gt;
{{MainNav}}&lt;/div&gt;</summary>
		<author><name>TheJohns</name></author>	</entry>

	<entry>
		<id>http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Transmuter&amp;diff=12972</id>
		<title>Transmuter</title>
		<link rel="alternate" type="text/html" href="http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Transmuter&amp;diff=12972"/>
				<updated>2012-06-23T01:13:36Z</updated>
		
		<summary type="html">&lt;p&gt;TheJohns: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{alphapage|Alpha:Transmuter}}&lt;br /&gt;
&amp;lt;onlyinclude&amp;gt;{{&lt;br /&gt;
{{{tpl|ClassInfobox}}}&lt;br /&gt;
|Name=Transmuter&lt;br /&gt;
|ShortHand=Tr&lt;br /&gt;
|Traits=&lt;br /&gt;
;DUNGEON LORE: Starts with the LEMISI glyph&lt;br /&gt;
;INNER MASTERY: Using glyphs increases item conversion bonus by 3 points&lt;br /&gt;
;SPIRIT SWORD: Hitting the conversion threshold drains mana and temporarily increases base damage (5+mana drained)&lt;br /&gt;
|SuggestedRaces=&lt;br /&gt;
{{ElTr}}&lt;br /&gt;
|Unlock=&lt;br /&gt;
Level 1 [[Guild]]&lt;br /&gt;
|Group=Special&lt;br /&gt;
}}&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Class Features ==&lt;br /&gt;
&lt;br /&gt;
*'''DUNGEON LORE''': Starts with the LEMISI glyph&lt;br /&gt;
*'''INNER MASTERY''': Using glyphs increases item conversion bonus by 3 points&lt;br /&gt;
*'''SPIRIT SWORD''': Hitting the conversion threshold drains mana and temporarily increases base damage (5+mana drained)&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
&lt;br /&gt;
The Transmuter is a pretty unconventional class. The Transmuter requires you to time your conversions in order to make the most out of his Spirit Sword trait, getting his damage as high as over 100 at level 1. When used properly, Transmuter can get level catapults very easily.&lt;br /&gt;
&lt;br /&gt;
There are two races to go with the Transmuter: Humans and Elves. Humans make the most of the bonus base damage from Spirit Sword, while Elves can reach the conversion threshold more often and get more base damage out of it. Orcs don't work as well due to the already high base damage boost. Transmuters aren't good with any other race, as the bonus conversion points from Inner Mastery isn't very exploitable.&lt;br /&gt;
&lt;br /&gt;
Don't put down on the free LEMISI glyph. LEMISI prioritizes revealing important items like altars, glyphs, boosters, and monsters, so it can be used when you have mana to spare. The bonus conversion points on Inner Mastery isn't as exploitable as one may think, but it can get you one or two extra conversion bonuses if used properly.&lt;br /&gt;
&lt;br /&gt;
Spirit Sword is the equivalent of drinking a Strength Potion on conversion. As such, timing is essential for the Transmuter. Ensure that you'll be able to kill that higher level boss with your next blow. Otherwise you can end up having not enough health and mana to finish off the monster. For obvious reasons, {{g|BYSSEPS}} is an extremely useful glyph for this purpose. On a related note, Schadenfreude Potions are very, '''very''' useful to Transmuters.&lt;br /&gt;
&lt;br /&gt;
There are no particular gods that are essential to the Transmuter. Some gods worth considering are {{g|Taurog}} for his damage boost, {{g|Jehora Jeheyu}} for the max mana, and possibly {{g|Binlor Ironshield}} for his Stone Form boon.&lt;br /&gt;
&lt;br /&gt;
{{MainNav}}&lt;/div&gt;</summary>
		<author><name>TheJohns</name></author>	</entry>

	<entry>
		<id>http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Monk&amp;diff=12971</id>
		<title>Monk</title>
		<link rel="alternate" type="text/html" href="http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Monk&amp;diff=12971"/>
				<updated>2012-06-23T00:56:00Z</updated>
		
		<summary type="html">&lt;p&gt;TheJohns: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{alphapage|Alpha:Monk}}&lt;br /&gt;
&amp;lt;onlyinclude&amp;gt;{{&lt;br /&gt;
{{{tpl|ClassInfobox}}}&lt;br /&gt;
|Name=Monk&lt;br /&gt;
|ShortHand=Mo&lt;br /&gt;
|Traits=&lt;br /&gt;
;[[File:Hand to hand.png]] HAND TO HAND: -2 base damage per level, -30% attack bonus&lt;br /&gt;
;DIAMOND BODY: {{t|Physical resist}} starts at +50%, higher resistance cap (both) (65% to 75%)&lt;br /&gt;
;[[File:Discipline.png]] DISCIPLINE: Health regeneration rate is doubled&lt;br /&gt;
|SuggestedRaces=&lt;br /&gt;
{{HuMo}},{{OrMo}}&lt;br /&gt;
|Unlock=&lt;br /&gt;
Level 2 [[Church]]&lt;br /&gt;
|Group=Tier 2&lt;br /&gt;
}}&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Class Features ==&lt;br /&gt;
&lt;br /&gt;
*'''HAND TO HAND''': -2 base damage per level, -30% attack bonus&lt;br /&gt;
*'''DIAMOND BODY''': +50% to starting physical resistance cap&lt;br /&gt;
*'''DISCIPLINE''': Health regeneration rate is doubled&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
The Monk's a rather complicated class. The Monk's reliant on &amp;quot;regen fighting&amp;quot;, and requires to make the most out of your tiles. Although the Monk's natural damage penalty would suggest you to build a Monk as a magic-oriented class, he really benefits more from damage boosts.&lt;br /&gt;
&lt;br /&gt;
The Discipline trait is the most essential part of the Monk. The Monk's combat strategy involves whittling down a monster as low as it can before you die from it, retreat and regenerate health, and beat it up some more. Discipline allows the Monk to outpace most monsters' natural health regenerations, sans higher level monsters and trolls. Smart management of tile regeneration lets the Monk kill higher level monsters. Unlike most classes, Monks should start fighting the boss early as possible due to this trait.&lt;br /&gt;
&lt;br /&gt;
Unfortunately, while the Monk handles some monsters with ease, he has a difficult time with other monsters. First and most obviously, monsters with magical attacks are a big obstacle for the Monk, due to his lack of natural Magic resistance. Luckily, magic resistance is easier to obtain than physical resistance. Worshipping {{g|Binlor Ironshield}} allows the Monk to get his magic resistance to reasonable levels, so that he can tackle magical monsters.&lt;br /&gt;
&lt;br /&gt;
Another one of the Monk's worst enemies are monsters that apply Corrosion or Weakness. For other classes, these monsters can be taken care of by finishing them off as fast as possible. This is a more difficult task for the Monk, due to his natural tendency to finish off enemies slowly. This is why boosting the Monk's damage is essential.&lt;br /&gt;
&lt;br /&gt;
The third worst enemies are Cursed enemies. Cursed enemies remove all sources of damage reduction, thus removing the Monk's greatest strength. Like corroded and weakening monsters, the best way to kill cursed monsters is to kill them as fast as possible, which monks are not as easily able to do.&lt;br /&gt;
&lt;br /&gt;
Monks benefit greatly from base damage, since they have a base damage penalty per level up. One conversion from Orcs allows you to overcome one level of base damage reduction, making them great choices for Monks. Humans work well as Monks, too, although the reduced base damage means human monks could be weaker in the long run.&lt;br /&gt;
&lt;br /&gt;
The two best gods for the Monk are {{g|Taurog}} and {{g|Binlor Ironshield}}. Taurog provides desperately needed damage boosts to monks, this effectively negating their weakness. Binlor works well since his boons provide natural magic resistance, so monks won't be as gimped when fighting magical monsters. {{g|Glowing Guardian}} is an okay choice for monks, since his Prayer Beads provides a small amount of magic resistance, and Enlightenment doubles the amount, as well as an HP boost. &lt;br /&gt;
&lt;br /&gt;
Items are very important to monks. Martyr Wraps are made for monks, and aid in the Monk's regen fighting by providing corrosion. Dragon Shield works nicely with the monk as well.&lt;br /&gt;
&lt;br /&gt;
{{MainNav}}&lt;/div&gt;</summary>
		<author><name>TheJohns</name></author>	</entry>

	<entry>
		<id>http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Priest&amp;diff=12970</id>
		<title>Priest</title>
		<link rel="alternate" type="text/html" href="http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Priest&amp;diff=12970"/>
				<updated>2012-06-23T00:32:02Z</updated>
		
		<summary type="html">&lt;p&gt;TheJohns: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{alphapage|Alpha:Priest}}&lt;br /&gt;
&amp;lt;onlyinclude&amp;gt;{{&lt;br /&gt;
{{{tpl|ClassInfobox}}}&lt;br /&gt;
|Name=Priest&lt;br /&gt;
|ShortHand=Pr&lt;br /&gt;
|Traits=&lt;br /&gt;
;[[File:GOOD HEALTH.png]] GOOD HEALTH: An extra 3 health is gained per level&lt;br /&gt;
;[[File:GOOD DRINK.png]] GOOD DRINK: {{i|Health potion}}s are 100% effective&lt;br /&gt;
;[[File:GOOD GOLLY.png]] GOOD GOLLY: Physical damage against {{t|Undead}} is +100%&lt;br /&gt;
|SuggestedRaces=&lt;br /&gt;
{{DwPr}}, {{HaPr}}, {{OrPr}}&lt;br /&gt;
|Unlock=&lt;br /&gt;
Level 1 [[Church]]&lt;br /&gt;
|Group=Tier 1&lt;br /&gt;
}}&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
{{Stub}}&lt;br /&gt;
&lt;br /&gt;
== Races ==&lt;br /&gt;
&lt;br /&gt;
=== Dwarf ===&lt;br /&gt;
'''Recommended race'''.&lt;br /&gt;
&lt;br /&gt;
Dwarf priests ({{tl|DwPr}}, {{DwPr}}) can reach very large amounts of max health, allowing them to get the most leverage out of their Health Potions.&lt;br /&gt;
&lt;br /&gt;
=== Halfling ===&lt;br /&gt;
'''Recommended race'''.&lt;br /&gt;
&lt;br /&gt;
Halfling priests ({{tl|HaPr}}, {{HaPr}}) are strong thanks to their ability to obtain mass amounts of Health Potions. Combine this with an Alchemist Scroll and the Tri-Sword and you've got yourself a very powerful priest.&lt;br /&gt;
&lt;br /&gt;
=== Orc ===&lt;br /&gt;
'''Recommended race'''.&lt;br /&gt;
&lt;br /&gt;
Orc priests ({{tl|OrPr}}, {{OrPr}}) are strong because ''...''&lt;br /&gt;
&lt;br /&gt;
{{MainNav}}&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
The Priest is a tanky sort of class, and his forte lies with his Health Potions. This makes them lean towards a more physical-oriented class, although they can work with glyphs too.&lt;br /&gt;
&lt;br /&gt;
By far the best trademark of the Priest is the &amp;quot;Good Drink&amp;quot; trait, healing the Priest completely with a single Health Potion. This alone will let the Priest handle a great deal of tough enemies. If you can save enough health potions for the boss, the Priest can take care it easily.&lt;br /&gt;
&lt;br /&gt;
Good Golly is a rather situational trait. It does effectively overcome the Zombie's high health, as well as reducing the effectiveness of the Wraith's physical resistance. It's even greater if you know the boss is an undead. Use this to your advantage to get those early level catapults.&lt;br /&gt;
&lt;br /&gt;
As for Gods, {{g|Glowing Guardian}} is a big no, because he doesn't allow you to exploit your health potions without taking a serious hit to your piety. {{g|Jehora Jeheyu}} is a great god for the Priest to worship thanks to his Boost Health boon. An investment on a single health potion for 25 max health can go a a long way. {{g|The Earthmother}} is also not a bad choice, because her Vine Form boon is pretty cheap, and the Earthmother is a great source of piety. Combine this with {{g|The Pactmaker}}'s Warrior's Pact for a large boost to your HP. {{g|Dracul}} could work, if you can get Sanguine up to significant levels. Combined with a decently leveled Sanguine and the Priest's naturally high health allows you to heal quite a large amount of health. You do get penalized for drink Health Potions, but it's not as bad as the Glowing Guardian. Alternating between Sanguine and Health Potions will ensure you won't get punished big time.&lt;br /&gt;
&lt;br /&gt;
Obviously, items like the Tri-sword and Alchemist's Scroll work very well with the Priest, allowing you to get great leverage out of them, thanks to the Priest's natural dependency on Health Potions.&lt;/div&gt;</summary>
		<author><name>TheJohns</name></author>	</entry>

	<entry>
		<id>http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Wizard&amp;diff=12969</id>
		<title>Wizard</title>
		<link rel="alternate" type="text/html" href="http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Wizard&amp;diff=12969"/>
				<updated>2012-06-23T00:14:53Z</updated>
		
		<summary type="html">&lt;p&gt;TheJohns: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{alphapage|Alpha:Wizard}}&lt;br /&gt;
&amp;lt;onlyinclude&amp;gt;{{&lt;br /&gt;
{{{tpl|ClassInfobox}}}&lt;br /&gt;
|Name=Wizard&lt;br /&gt;
|ShortHand=Wi&lt;br /&gt;
|Traits=&lt;br /&gt;
;[[File:MAGIC SENSE.png]] MAGIC SENSE: Can see locations of all glyphs from level start&lt;br /&gt;
;[[File:MAGIC AFFINITY.png]] MAGIC AFFINITY: Skills cost -1 mana, -25% starting attack bonus&lt;br /&gt;
;[[File:MAGIC ATTUNEMENT.png]] MAGIC ATTUNEMENT: Starts with {{s|BURNDAYRAZ}}, all glyphs are small items&lt;br /&gt;
|SuggestedRaces=&lt;br /&gt;
{{HuWi}}, {{ElWi}}, {{GnWi}}, {{OrWi}}&lt;br /&gt;
|Unlock=&lt;br /&gt;
Level 1 [[Mage Tower]]&lt;br /&gt;
|Group=Tier 1&lt;br /&gt;
}}&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
{{Stub}}&lt;br /&gt;
&lt;br /&gt;
== Races ==&lt;br /&gt;
&lt;br /&gt;
=== Human ===&lt;br /&gt;
'''Recommended race'''.&lt;br /&gt;
&lt;br /&gt;
Human wizards ({{tl|HuWi}}, {{HuWi}}) are strong if you planning on a hybrid-type wizard. A human with a few conversions can overcome the Wizard's damage penalty easily. Since the Wizard doesn't receive any base damage penalties, a Human Wizard can end up having above average damage. {{s|PISORF}} works well if you plan on doing this.&lt;br /&gt;
&lt;br /&gt;
=== Elf ===&lt;br /&gt;
'''Recommended race'''.&lt;br /&gt;
&lt;br /&gt;
Elf wizards ({{tl|ElWi}}, {{ElWi}}) are strong because more mana = more fireballs = good. The Wizard's Magic Affinity allows to exploit {{s|BURNDAYRAZ}} without requiring Mystera's Mystic Balance, and you can easily cast 4 or even 5 fireballs at once with an elf wizard.&lt;br /&gt;
&lt;br /&gt;
=== Gnome ===&lt;br /&gt;
'''Recommended race'''.&lt;br /&gt;
&lt;br /&gt;
Gnome wizards ({{tl|GnWi}}, {{GnWi}}) are strong because mana is an important resource to wizards, so obviously more mana potions can mean a lot for the wizard, especially against bosses.&lt;br /&gt;
&lt;br /&gt;
{{MainNav}}&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
The Wizard is your archetypical magic user, but don't let his basic nature fool you into thinking he's a weak class. At level 1, the Wizard can cast BURNDAYRAZ twice at the very beginning, making the Wizard one of the best class to get the ''Cheeky'' badge with.&lt;br /&gt;
&lt;br /&gt;
Obviously, {{g|Mystera Annur}} is an excellent god to worship with the Wizard. Since Mystic Balance is actually more of a disadvantage to wizards, you can save your piety for her other boons. If you plan on building a pure caster, Flames can work well for a Wizard. Combine that with a Battlemage Ring and you can dish out a ton of magic damage.&lt;br /&gt;
&lt;br /&gt;
Wizards can also manage a hybrid fighter pretty well. A -25% bonus damage is a relatively small penalty, and you can negate it easily with attack boosters and by prepping a Perseverance Badge. If you plan on building a more physical-based wizard, {{s|PISORF}} is a great addition to the Wizard, although the glyph won't always appear. If you do have it, for a measly 3 mana, with enough walls the wizard can dish out loads of physical damage.&lt;/div&gt;</summary>
		<author><name>TheJohns</name></author>	</entry>

	<entry>
		<id>http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Tinker&amp;diff=12968</id>
		<title>Tinker</title>
		<link rel="alternate" type="text/html" href="http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Tinker&amp;diff=12968"/>
				<updated>2012-06-22T23:48:46Z</updated>
		
		<summary type="html">&lt;p&gt;TheJohns: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{alphapage|Alpha:Tinker}}&lt;br /&gt;
&amp;lt;onlyinclude&amp;gt;{{&lt;br /&gt;
{{{tpl|ClassInfobox}}}&lt;br /&gt;
|Name=Tinker&lt;br /&gt;
|ShortHand=Ti&lt;br /&gt;
|Traits=&lt;br /&gt;
;MERCHANT: 2 extra shops in dungeon&lt;br /&gt;
;NEGOTIATOR: Items cost 5 gold less in shops&lt;br /&gt;
;MACGUYVER: Starts with a swiss alchemy kit, can sense dungeon stairs&lt;br /&gt;
|SuggestedRaces=&lt;br /&gt;
Any [[Race]]&lt;br /&gt;
|Unlock=&lt;br /&gt;
Level 1 [[Guild]]&lt;br /&gt;
|Group=Special&lt;br /&gt;
}}&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Class Features ==&lt;br /&gt;
&lt;br /&gt;
*'''MERCHANT''': 2 extra shops in dungeon&lt;br /&gt;
*'''NEGOTIATOR''': Items cost 5 gold less in shops&lt;br /&gt;
*'''MACGUYVER''': Starts with a swiss alchemy kit (2 Compression Seals, 2 Transmutation Seals, 1 Translocation Seal), can sense dungeon stairs&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
The Tinker's a rather unconventional class. Not possessing any combat prowess, the Tinker relies on items to provide leverage. By that logic, the Tinker also requires gold to be effective. Dungeons with multiple bosses work in advantage for the Tinker, as they drop large amounts of gold for you to use. The Gloves of Midas is an excellent item to prep with the Tinker, for obvious reasons.&lt;br /&gt;
&lt;br /&gt;
The Tinker's ability to sense subdungeon stairs can come in handy for the Tinker. If a Tinker can find Good Glenrick with IMAWAL, it equals an easy boost to level 4. A Blacksmith Loot subdungeon means a stronger early game for the Tinker. Secret subdungeons are never truly inaccessable to the Tinker, thanks to his Transmutation Scrolls. Most secret subdungeons provide nothing but benefits, which is an advantage to the Tinker.&lt;br /&gt;
&lt;br /&gt;
There is no particular God that the Tinker requires to worship to be successful, but {{g|Tikki Tooki}} works best for the Tinker, due to the free gold you receive with Tikki's boons. If you're worshipping Tikki, consider an offensive build, so you can conserve piety.&lt;br /&gt;
&lt;br /&gt;
The Tinker's potential increases as you unlock items, especially the Elite items form Bezar. Elite items costs a great amount of gold, but the Tinker comes with a free Translocation Scroll, which is essentially a free item. A free Amulet of Yendor can mean an easy win.&lt;br /&gt;
&lt;br /&gt;
The Tinker works with just about any class (except possibly Goblins), although you will need to have a certain strategy in mind, whether it's building a combat-oriented class for humans and orcs, glyph-based class with elves or gnomes, or abusing the Tri-sword or Alchemy Scroll with Halfling and Gnomes. All in all, the Tinker's a rather luck-based class, but making the most out of the RNG is what Desktop Dungeons is all about. A properly equipped (and slightly lucky) Tinker can clear even Vicious Gaan'Talet with relative ease.&lt;br /&gt;
&lt;br /&gt;
{{MainNav}}&lt;/div&gt;</summary>
		<author><name>TheJohns</name></author>	</entry>

	<entry>
		<id>http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Tinker&amp;diff=12967</id>
		<title>Tinker</title>
		<link rel="alternate" type="text/html" href="http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Tinker&amp;diff=12967"/>
				<updated>2012-06-22T23:46:29Z</updated>
		
		<summary type="html">&lt;p&gt;TheJohns: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{alphapage|Alpha:Tinker}}&lt;br /&gt;
&amp;lt;onlyinclude&amp;gt;{{&lt;br /&gt;
{{{tpl|ClassInfobox}}}&lt;br /&gt;
|Name=Tinker&lt;br /&gt;
|ShortHand=Ti&lt;br /&gt;
|Traits=&lt;br /&gt;
;MERCHANT: 2 extra shops in dungeon&lt;br /&gt;
;NEGOTIATOR: Items cost 5 gold less in shops&lt;br /&gt;
;MACGUYVER: Starts with a swiss alchemy kit, can sense dungeon stairs&lt;br /&gt;
|SuggestedRaces=&lt;br /&gt;
Any [[Race]]&lt;br /&gt;
|Unlock=&lt;br /&gt;
Level 1 [[Guild]]&lt;br /&gt;
|Group=Special&lt;br /&gt;
}}&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Class Features ==&lt;br /&gt;
&lt;br /&gt;
*'''MERCHANT''': 2 extra shops in dungeon&lt;br /&gt;
*'''NEGOTIATOR''': Items cost 5 gold less in shops&lt;br /&gt;
*'''MACGUYVER''': Starts with a swiss alchemy kit (2 Compression Seals, 2 Transmutation Seals, 1 Translocation Seal), can sense dungeon stairs&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
The Tinker's a rather unconventional class. Not possessing any combat prowess, the Tinker relies on items to provide leverage. By that logic, the Tinker also requires gold to be effective. Dungeons with multiple bosses work in advantage for the Tinker, as they drop large amounts of gold for you to use. The Gloves of Midas is an excellent item to prep with the Tinker, for obvious reasons.&lt;br /&gt;
&lt;br /&gt;
The Tinker's ability to sense subdungeon stairs can come in handy for the Tinker. If a Tinker can find Good Glenrick with IMAWAL, it equals an easy boost to level 4. A Blacksmith Loot subdungeon means a stronger early game for the Tinker. Secret subdungeons are never truly inaccessable to the Tinker, thanks to his Transmutation Scrolls. Most secret subdungeons provide nothing but benefits, which is an advantage to the Tinker.&lt;br /&gt;
&lt;br /&gt;
The Tinker's potential increases as you unlock items, especially the Elite items form Bezar. Elite items costs a great amount of gold, but the Tinker comes with a free Translocation Scroll, which is essentially a free item. A free Amulet of Yendor can mean an easy win.&lt;br /&gt;
&lt;br /&gt;
The Tinker works with just about any class (except possibly Goblins), although you will need to have a certain strategy in mind, whether it's building a combat-oriented class for humans and orcs, glyph-based class with elves or gnomes, or abusing the Tri-sword or Alchemy Scroll with Halfling and Gnomes. All in all, the Tinker's a rather luck-based class, but making the most out of the RNG is what Desktop Dungeons is all about. A properly equipped (and slightly lucky) Tinker can clear even Vicious Gaan'Talet with relative ease.&lt;br /&gt;
&lt;br /&gt;
{{MainNav}}&lt;/div&gt;</summary>
		<author><name>TheJohns</name></author>	</entry>

	<entry>
		<id>http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Crusader&amp;diff=12966</id>
		<title>Crusader</title>
		<link rel="alternate" type="text/html" href="http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Crusader&amp;diff=12966"/>
				<updated>2012-06-22T23:27:37Z</updated>
		
		<summary type="html">&lt;p&gt;TheJohns: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{alphapage|Alpha:Crusader}}&lt;br /&gt;
&amp;lt;onlyinclude&amp;gt;{{&lt;br /&gt;
{{{tpl|ClassInfobox}}}&lt;br /&gt;
|Name=Crusader&lt;br /&gt;
|ShortHand=Cr&lt;br /&gt;
|Traits=&lt;br /&gt;
;MOMENTUM: Successive killing blows add 15% bonus damage, leveling up or losing momentum halves bonus&lt;br /&gt;
;SCARRED: Immune to Poison, Mana Burn, and Curses&lt;br /&gt;
;MARTYR: Extra altar in dungeon&lt;br /&gt;
|SuggestedRaces=&lt;br /&gt;
{{OrCr}}&lt;br /&gt;
|Unlock=&lt;br /&gt;
Special Quest&lt;br /&gt;
|Group=Special&lt;br /&gt;
}}&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Class Features ==&lt;br /&gt;
&lt;br /&gt;
*'''MOMENTUM''': Successive killing blows add 15% bonus damage, leveling up or losing momentum halves bonus&lt;br /&gt;
*'''SCARRED''': Immune to Poison, Mana Burn, and Curses&lt;br /&gt;
*'''MARTYR''': Extra altar in dungeon&lt;br /&gt;
&lt;br /&gt;
== Race ==&lt;br /&gt;
&lt;br /&gt;
=== Orc ===&lt;br /&gt;
The Orc ({{tl|OrCr}}, {{OrCr}}) makes by far the best race for Crusaders.  Due to his massive attack bonus, an Orc Crusader's heightened base attack will be multiplied to enormous proportions.  It is virtually impossible for a Human Crusader to exceed the attack power of an Orc Crusader, and other races simply don't make sense by comparison.&lt;br /&gt;
&lt;br /&gt;
== Unlock ==&lt;br /&gt;
Once you have unlocked every one of the [[Gods]], you may encounter the Crusader in a subdungeon.  You much reach 100 piety with any deity in order to gain his trust, at which point you will unlock the Crusader class.  Reaching 100 piety is easiest with {{g|The Earthmother}}.  A single use of her plantation boon is usually enough to generate 100 piety. &lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
The Crusader can build up to massive amounts of attack bonus by chaining kills. This allows Crusaders to deal massive amounts of damage that other classes simply couldn't achieve with a single blow.  On the other hand, this bonus is halved if he doesn't land a killing blow (including with {{g|BURNDAYRAZ}}, so watch out!), so he must repeatedly kill low-level monsters to rebuild his momentum and deal his maximum damage.  This makes it exceedingly important to leave lots of low-level monsters alive for the boss battle, and makes him work very well with deities like Tikki Tooki.  Note that killing monsters that don't grant XP will still cause your momentum to disappear.  This makes it very difficult to play the Crusader on the Hexx Ruins level. Managing popcorn monsters is the most important part of playing Crusader, as you'll need them to kill higher level monsters or bosses faster.&lt;br /&gt;
&lt;br /&gt;
Interestingly, {{g|PISORF}} doesn't cause you to lose your momentum, so if you need extra damage, PISORF is preferrable to BURNDAYRAZ.&lt;br /&gt;
&lt;br /&gt;
One of the best features of the Crusader is that he's immune to Poison, Mana Burn, and Curses. With this, you can use Patches to your advantage, as Patches' mana burn or poison won't screw you up. The same also applies for Jehora's minor punishments(?).&lt;br /&gt;
&lt;br /&gt;
One particularly devious strategy with the Crusader is the so-called &amp;quot;one-hit-wonder&amp;quot;.  This Crusader both prepares a strength potion and purchases one in dungeon, and otherwise works to maximize his attack bonus (usually by playing orc and converting just about everything).  He then builds up to 100% momentum and activates each of the strength potions, regenerating his mana between each activation.  This will grant him a single attack that deals several hundred damage.  Against weaker bosses, this is often enough to kill them outright with a single blow.  These strength potions last for only a single attack, however, so make sure it counts!&lt;br /&gt;
&lt;br /&gt;
Prior to a change to the apothecary that reduced the number of strength potions a character can have simultaneously, the Crusader was one of the only classes in the game that could kill a boss with melee attacks as a level 1 character.&lt;br /&gt;
&lt;br /&gt;
{{MainNav}}&lt;/div&gt;</summary>
		<author><name>TheJohns</name></author>	</entry>

	<entry>
		<id>http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Gods&amp;diff=12965</id>
		<title>Gods</title>
		<link rel="alternate" type="text/html" href="http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Gods&amp;diff=12965"/>
				<updated>2012-06-22T21:53:11Z</updated>
		
		<summary type="html">&lt;p&gt;TheJohns: &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;
=== Summary ===&lt;br /&gt;
&lt;br /&gt;
Gods work much the same way in the beta version, but all the gods that are implemented have their boons and piety actions changed up, making them in some cases just slightly different (e.g. Tikki Tooki) and in others encouraging an almost entirely different playstyle than before (e.g. Mystera Annur). Some boons can even be used more than once, ''usually'' with an increased Piety cost each time; they will be marked Repeat on the chart below, usually with a cost of &amp;quot;X + Y*n Piety&amp;quot; (n being the number of times the boon has already been used).&lt;br /&gt;
&lt;br /&gt;
In addition, no altars will spawn at the beginning of the game. Occasionally, the player will find a subdungeon with a particular challenge; this challenge, when conquered, will convert the player to the god they just discovered (even if they were already worshipping another one) and allow this god's altars to spawn in any dungeon. Altars will spawn based on the amount of gods you've unlocked. If you have 1-3, one god will spawn. 4-8 two gods will spawn. If you unlock your ninth god, you will have all three altars spawn.&lt;br /&gt;
&lt;br /&gt;
Two other major changes have occurred to the way altars work. First is Desecration: If worshipping a god, you can smash up another god's altar to gain 25 piety and immunity from the next three piety losses you would receive; in turn, however, the god whose altar you desecrated will punish you as if you had been a follower but reached 0 piety. Second, you can convert from any god to any other god, at any time, at the cost of half your piety (you must have at least 50 piety to do so). The exception is, naturally, if you destroyed an altar, in which case you can't damn well worship there, can you? Sometimes you can really be quite daft.&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;
!Prep Penalty&lt;br /&gt;
!Rewarded/Repent Actions&lt;br /&gt;
!Penalized Actions&lt;br /&gt;
!Boons&lt;br /&gt;
!Portrait&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
===== [[Full:Binlor Ironshield|Binlor Ironshield]] =====&lt;br /&gt;
|&lt;br /&gt;
* Free PISORF Glyph on join&lt;br /&gt;
* PUNISHMENT: Removes all player resistances&lt;br /&gt;
|&lt;br /&gt;
* 30% of the walls become unbreakable&lt;br /&gt;
|&lt;br /&gt;
* Destroy a wall&lt;br /&gt;
** +5 Piety&lt;br /&gt;
|&lt;br /&gt;
* Gain a level&lt;br /&gt;
** -10 Piety&lt;br /&gt;
|&lt;br /&gt;
* Boon: Stone Soup&lt;br /&gt;
** Cost: 35 Piety&lt;br /&gt;
** Effect: Receive ENDISWALL glyph&lt;br /&gt;
* Boon: Stone Skin (Repeat)&lt;br /&gt;
** Cost: 15 Piety&lt;br /&gt;
** Effect: Destroys 3 nearby visible wall segments, gives temporary +100% to physical resistance and permanent +3% magic resistance&lt;br /&gt;
* Boon: Stone Form&lt;br /&gt;
** Cost: 25 Piety&lt;br /&gt;
** Effect: Destroys 10 nearby visible wall segments, grants Might ([[BYSSEPS]]) whenever a wall is destroyed, gives +5% magic resistance&lt;br /&gt;
* Boon: Stone Fist&lt;br /&gt;
** Cost: 40 Piety&lt;br /&gt;
** Effect: Destroys 20 nearby visible wall segments, +50% knockback damage, gives +5% magic resistance&lt;br /&gt;
* Boon: Stone Heart (Repeat)&lt;br /&gt;
** Cost: 10 Piety&lt;br /&gt;
** Effect: Destroys 15 nearby wall segments, lowers all enemy resistance on current dungeon level by 5%, gives +3% magic resistance&lt;br /&gt;
|&lt;br /&gt;
[[File:Binlor.jpg]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
===== [[Full:Dracul|Dracul]] =====&lt;br /&gt;
|&lt;br /&gt;
* Starting piety: Killed enemies x2&lt;br /&gt;
* PUNISHMENT: -20 Max Health&lt;br /&gt;
|&lt;br /&gt;
* 25% of enemies become Bloodless&lt;br /&gt;
|&lt;br /&gt;
* Attack with Lifesteal (once per monster)&lt;br /&gt;
** +1 Piety&lt;br /&gt;
* Drink a Blood Pool&lt;br /&gt;
** +3 Piety&lt;br /&gt;
* Kill a non-undead monster&lt;br /&gt;
** +2 Piety&lt;br /&gt;
* Convert HALPMEH or CYDSTEPP glyph&lt;br /&gt;
** +10 Piety&lt;br /&gt;
* Convert health potion&lt;br /&gt;
** +5 Piety&lt;br /&gt;
|&lt;br /&gt;
* Kill an undead monster&lt;br /&gt;
** -5 Piety&lt;br /&gt;
* Use a health potion &lt;br /&gt;
** -5 Piety&lt;br /&gt;
* Use a CYDSTEPP or HALPMEH glyph&lt;br /&gt;
** -5 Piety&lt;br /&gt;
|&lt;br /&gt;
* Boon: Blood Curse&lt;br /&gt;
** Cost: Increases level by 1 (no stat increase, no HP/MP fill)&lt;br /&gt;
** Effect: +20 Piety&lt;br /&gt;
* Boon: Blood Tithe (Repeat)&lt;br /&gt;
** Cost: 10 + 15n Piety, -5 Max Health&lt;br /&gt;
** Effect: Grants Sanguine (can suck up blood pool to heal 5% of max health), or boosts Sanguine by 5% if you already have Sanguine, +1 Base Damage&lt;br /&gt;
* Boon: Blood Hunger (Repeat)&lt;br /&gt;
** Cost: 20 + 25n Piety, -20% to maximum resistances, +1 Base Damage&lt;br /&gt;
** Effect: +1 Life Steal&lt;br /&gt;
* Boon: Blood Shield&lt;br /&gt;
** Cost: 40 Piety&lt;br /&gt;
** Effect: +15% to physical &amp;amp; magical resistances&lt;br /&gt;
* Boon: Blood Swell (Repeat)&lt;br /&gt;
** Cost: 20 + 10n Piety&lt;br /&gt;
** Effect: Restore all HP&lt;br /&gt;
|&lt;br /&gt;
[[File:Dracul.jpg]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
===== [[Full:Earthmother|The Earthmother]] =====&lt;br /&gt;
|&lt;br /&gt;
* Starting piety: Always +5&lt;br /&gt;
* Free IMAWAL glyph on joining.&lt;br /&gt;
* PUNISHMENT: Inflicts 5 levels of Corrosion.&lt;br /&gt;
|&lt;br /&gt;
* Doubles number of plants spawned from boons&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;
** +5 Piety&lt;br /&gt;
* Use IMAWAL on the instant kill plant&lt;br /&gt;
** +10 Piety&lt;br /&gt;
|&lt;br /&gt;
* Kill a plant&lt;br /&gt;
** -15 Piety&lt;br /&gt;
* Use Lifesteal&lt;br /&gt;
** -5 Piety&lt;br /&gt;
* Drink blood pool&lt;br /&gt;
** -10 Piety&lt;br /&gt;
|&lt;br /&gt;
* Plantation (Repeat)&lt;br /&gt;
** Cost: 5 Piety&lt;br /&gt;
** Effect: Spawns a plant on each bloodstain (acid pools excluded) for 5 Piety each.&lt;br /&gt;
* Clearance (Repeat)&lt;br /&gt;
** Cost: 5 Piety + 5n Piety&lt;br /&gt;
** Effect: Remove up to 10 random plants and restore 1 mana per plant removed&lt;br /&gt;
* Greenblood (Repeat)&lt;br /&gt;
** Cost: 5 + 5n Piety&lt;br /&gt;
** Effect: Applies Corrosion to all enemies (on dungeon level) and removes a stack of Cursed. Spawns 3 random plants.&lt;br /&gt;
* Entanglement (Repeat)&lt;br /&gt;
** Cost: 5 Piety&lt;br /&gt;
** Effect: All enemies are slowed. Spawns 5 random plants.&lt;br /&gt;
* Vine Form (Repeat)&lt;br /&gt;
** Cost: 5 + 3n Piety&lt;br /&gt;
** Effect: Grants permanent +1 to damage reduction and +2 to health. Spawns 2 random plants.&lt;br /&gt;
|&lt;br /&gt;
[[File:Earthmother.jpg]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
===== [[Full:Glowing Guardian|Glowing Guardian]] =====&lt;br /&gt;
|&lt;br /&gt;
* Starting piety: +5 per level&lt;br /&gt;
* PUNISHMENT: Removes all glyphs/items from inventory&lt;br /&gt;
|&lt;br /&gt;
* Piety gain per level up reduced to 0+2 stacking Piety&lt;br /&gt;
|&lt;br /&gt;
* Become Poisoned&lt;br /&gt;
** +2 Piety&lt;br /&gt;
* Become Mana Burned&lt;br /&gt;
** +2 Piety&lt;br /&gt;
* Kill an undead (Any level)&lt;br /&gt;
** +1 Piety&lt;br /&gt;
* Gain Level&lt;br /&gt;
** +3 stacking Piety&lt;br /&gt;
* Convert a potion or other small-slot item&lt;br /&gt;
** +2 Piety&lt;br /&gt;
* Convert APHEELSIK or BLUDTUPOWA glyph&lt;br /&gt;
** +10 Piety&lt;br /&gt;
* Convert any other item or glyph&lt;br /&gt;
** +5 Piety&lt;br /&gt;
* Burnt Offering (Monster had Burning applied upon dying)&lt;br /&gt;
** +1 Piety&lt;br /&gt;
|&lt;br /&gt;
* Use a Health or Mana potion&lt;br /&gt;
** -10 Piety&lt;br /&gt;
* Use poison (Venom blade, APHEELSIK glyph)&lt;br /&gt;
** -10 Piety&lt;br /&gt;
* Use lifesteal&lt;br /&gt;
** -10 Piety&lt;br /&gt;
* Activate the BLUDTUPOWA glyph&lt;br /&gt;
** -20 Piety&lt;br /&gt;
** BLUDTUPOWA is not activated&lt;br /&gt;
* Activate Sanguine (heal from blood pool)&lt;br /&gt;
** -10 Piety &lt;br /&gt;
|&lt;br /&gt;
* Boon: Humility&lt;br /&gt;
** Cost: 15 Piety&lt;br /&gt;
** Effect: Reduces level by 1, but maintains stats&lt;br /&gt;
* Boon: Absolution (Repeat)&lt;br /&gt;
** Cost: 2 Piety&lt;br /&gt;
** Effect: Removes ''one'' monsters of same level or lower level from game (Exception: Undead, monsters on different dungeon levels), gain +4 Max HP and a Prayer Bead&lt;br /&gt;
* Boon: Cleansing (Repeat)&lt;br /&gt;
** Cost: 10 Piety&lt;br /&gt;
** Removes Poison, Mana Burn, 1 level of Weakness and 1 level of Corrosion, receive a Prayer Bead&lt;br /&gt;
* Boon: Protection (Repeat)&lt;br /&gt;
** Cost: 10 + 5n Piety&lt;br /&gt;
** Restores 35% Max Health and Mana, next attack deals Magical damage, receive a Prayer Bead&lt;br /&gt;
* Boon: Enlightenment&lt;br /&gt;
** Cost: 100 Piety&lt;br /&gt;
** Enchants all Prayer Beads in inventory, gain +1 Max HP, +1% bonus damage, +1% magic resistance, +1 XP and +10 Conversion Points per bead, also gain +5 Max Mana and all stacks of Curse removed&lt;br /&gt;
|&lt;br /&gt;
[[File:GlowingGuardian.jpg]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
===== [[Full:Jehora Jeheyu|Jehora Jeheyu]] =====&lt;br /&gt;
|&lt;br /&gt;
* Starting piety: Random (based on tiles uncovered?)&lt;br /&gt;
* Free WEYTWUT glyph on joining&lt;br /&gt;
* MINOR PUNISHMENT: Poison, mana burn, corrode, weaken, curse, or reduce HP to 1&lt;br /&gt;
* MAJOR PUNISHMENT: 50% chance of reducing HP to 1 and mana to 0&lt;br /&gt;
|&lt;br /&gt;
* Removes one inventory slot&lt;br /&gt;
|colspan=2|&lt;br /&gt;
* Randomly grants +2-4 Piety or MINOR PUNISHMENT from:&lt;br /&gt;
** Enemy reveal (except plants)&lt;br /&gt;
** Enemy death (XP-valuable)&lt;br /&gt;
** Successful dodge&lt;br /&gt;
** Item conversion&lt;br /&gt;
** Casting BYSEPPS, WONAFYT, WEYTWUT, GETINDARE, APHEELSIK, CYDSTEPP&lt;br /&gt;
|&lt;br /&gt;
* Petition&lt;br /&gt;
** Cost: 45 Piety&lt;br /&gt;
** Effect: Stops inflicting MINOR PUNISHMENT&lt;br /&gt;
* Last Chance&lt;br /&gt;
** Cost: 1 Piety&lt;br /&gt;
** Effect: Drain remaining piety and uses it making an X out of 100 roll. If you succeed your hp and mp are fully recovered.&lt;br /&gt;
* Boost Health&lt;br /&gt;
** Cost: 20 + 25n Piety&lt;br /&gt;
** Effect: Destroy a health potion and gain +25 max health&lt;br /&gt;
* Boost Mana&lt;br /&gt;
** Cost: 20 + 25n Piety&lt;br /&gt;
** Effect: Destroy a mana potion and gain +3 max mana&lt;br /&gt;
* Chaos Avatar&lt;br /&gt;
** Cost: 80 Piety&lt;br /&gt;
** Effect: Gain a level, lose all corrosion and weakening, gain 100 conversion points, and all monsters have their resistances reduced by 20% (same screen only)&lt;br /&gt;
|&lt;br /&gt;
[[File:Jehora.jpg]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
===== [[Full:Mystera Annur|Mystera Annur]] =====&lt;br /&gt;
|&lt;br /&gt;
* Starting piety: Number of previous glyphs cast&lt;br /&gt;
* PUNISHMENT: +15% to all monsters' resistances (both)&lt;br /&gt;
|&lt;br /&gt;
* Reduces Mystera's piety gain by 25%&lt;br /&gt;
|&lt;br /&gt;
* Use a glyph&lt;br /&gt;
** +(MP Cost / 2) Piety&lt;br /&gt;
|&lt;br /&gt;
* Kill an enemy that uses a magical attack &lt;br /&gt;
** -5 Piety&lt;br /&gt;
* Become Mana Burned&lt;br /&gt;
** -(Mana lost + 1) Piety&lt;br /&gt;
|&lt;br /&gt;
* Boon: Magic (Repeat)&lt;br /&gt;
** Cost: 5 + 20n Piety&lt;br /&gt;
** Effect: +1 Max Mana&lt;br /&gt;
* Boon: Refreshment&lt;br /&gt;
** Cost: 50 Piety&lt;br /&gt;
** Effect: Causes Glyph Conversions to restore 50% of max mana&lt;br /&gt;
* Boon: Flames&lt;br /&gt;
** Cost: 20 Piety&lt;br /&gt;
** Effect: +1 damage/level for BURNDAYRAZ glyph attack, -50% bonus damage&lt;br /&gt;
* Boon: Weakening (Repeat)&lt;br /&gt;
** Cost: 30 Piety&lt;br /&gt;
** Effect: -10% magic resistance to both player and all monsters on the current level&lt;br /&gt;
* Boon: Mystic Balance&lt;br /&gt;
** Cost: 60 Piety&lt;br /&gt;
** Effect: All glyph ability costs are increased or decreased towards 5 by a maximum of 2 mana.&lt;br /&gt;
|&lt;br /&gt;
[[File:Mystera.jpg]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
===== [[Full:Pactmaker|The Pactmaker]] =====&lt;br /&gt;
|&lt;br /&gt;
* Pactmaker allows one and only one Pact to be made with him, even if you are worshipping another god.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
* Scholar's Pact&lt;br /&gt;
** On level up: -10 Piety, overheal and casts BYSSEPS&lt;br /&gt;
* Warrior's Pact&lt;br /&gt;
** On XP kill: -3 Piety, +1 Max Health&lt;br /&gt;
* Alchemist's Pact&lt;br /&gt;
** On health or mana potion use: -4 Piety, +3 Experience&lt;br /&gt;
* Body Pact&lt;br /&gt;
** On damage (XP-valuable enemy only): -4 Piety, +1% physical &amp;amp; magical resistance&lt;br /&gt;
* Spirit Pact&lt;br /&gt;
** On item conversion: -5 Piety, +10 bonus conversion points&lt;br /&gt;
* Concensus&lt;br /&gt;
** Effect: +50 Piety, -25 max Piety&lt;br /&gt;
|&lt;br /&gt;
[[File:Pactmaker.jpg]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
===== [[Full:Taurog|Taurog]] =====&lt;br /&gt;
|&lt;br /&gt;
* Starting Piety: Killed enemies x2&lt;br /&gt;
* PUNISHMENT: -40% bonus damage&lt;br /&gt;
|&lt;br /&gt;
* All enemies become Cowardly&lt;br /&gt;
|&lt;br /&gt;
* Kill an enemy&lt;br /&gt;
** +4 Piety&lt;br /&gt;
* Kill an enemy that uses magical attack&lt;br /&gt;
** +8 Piety&lt;br /&gt;
* Convert a glyph&lt;br /&gt;
** +10 Piety&lt;br /&gt;
|&lt;br /&gt;
* Use a glyph&lt;br /&gt;
** -2 Piety per use&lt;br /&gt;
* Convert Taurog's Equipment&lt;br /&gt;
** Instant punishment, but no piety loss&lt;br /&gt;
|&lt;br /&gt;
* Boon: Taurog's Blade&lt;br /&gt;
** Cost: 20 Piety, -1 Max Mana&lt;br /&gt;
** Effect: Obtain Taurog's Skullpicker (+5 Base Damage), +5% bonus damage&lt;br /&gt;
* Boon: Taurog's Shield&lt;br /&gt;
** Cost: 25 Piety, -1 Max Mana&lt;br /&gt;
** Effect: Obtain Taurog's Wereward (-5 Damage Reduction), +5% bonus damage&lt;br /&gt;
* Boon: Taurog's Helm&lt;br /&gt;
** Cost: 25 Piety, -1 Max Mana&lt;br /&gt;
** Effect: Obtain Taurog's Gloat (+15% magical resistance), +5% bonus damage&lt;br /&gt;
* Boon: Taurog's Armour&lt;br /&gt;
** Cost: 25 Piety, -1 Max Mana&lt;br /&gt;
** Effect: Obtain Taurog's Will (+15% physical resistance), +5% bonus damage&lt;br /&gt;
* Boon: Unstoppable Fury (Repeat)&lt;br /&gt;
** Cost: 20 + 10n Piety&lt;br /&gt;
** Prerequisite: Must be equipped with all of Taurog's Equipment&lt;br /&gt;
** Effect: Gain Death Protection, +5% bonus damage&lt;br /&gt;
|&lt;br /&gt;
[[File:Taurog.jpg]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
===== [[Full:Tikki Tooki|Tikki Tooki]] =====&lt;br /&gt;
|&lt;br /&gt;
* Free GETINDARE glyph on joining.&lt;br /&gt;
* PUNISHMENT: All enemies (on all floors) gain First Strike, Weakening; all permanent Tikki Tooki boons are removed&lt;br /&gt;
|&lt;br /&gt;
* All enemies below your level gain a layer of Death Protection&lt;br /&gt;
|&lt;br /&gt;
* Kill any enemy below your level&lt;br /&gt;
** +5 Piety&lt;br /&gt;
* Dodge any attack&lt;br /&gt;
** +1-3(?) 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 WEYTWUT glyph&lt;br /&gt;
** +1 Piety&lt;br /&gt;
|&lt;br /&gt;
* Get hit twice or more (by the same monster) in combat&lt;br /&gt;
** -2 Piety per hit&lt;br /&gt;
* Trigger a death protection effect (occurs when lethal attack is survived, not on cast)&lt;br /&gt;
** -10 Piety&lt;br /&gt;
|&lt;br /&gt;
* Boon: Tribute (Repeat)&lt;br /&gt;
** Cost: 15 Gold&lt;br /&gt;
** Effect: +10 Piety &lt;br /&gt;
* Boon: Reflexes (Repeat)&lt;br /&gt;
** Cost: 35 Piety&lt;br /&gt;
** Effect: Convert 1 Health potion to 1 Quicksilver + 1 Reflex potion, +10 Gold&lt;br /&gt;
* Boon: Dodging&lt;br /&gt;
** Cost: 25 Piety&lt;br /&gt;
** Effect: +10% Dodge, +10 Gold&lt;br /&gt;
* Boon: Poison&lt;br /&gt;
** Cost: 50 Piety&lt;br /&gt;
** Effect: The first physical attack against monsters applies poison, +10 Gold&lt;br /&gt;
* Boon: Tikki's Edge (Repeat)&lt;br /&gt;
** Cost: 25 + 25n Piety&lt;br /&gt;
** Effect: +1 to experience from all XP kills, +10 Gold&lt;br /&gt;
|&lt;br /&gt;
[[File:Tikki.jpg]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{DD2Nav}}&lt;/div&gt;</summary>
		<author><name>TheJohns</name></author>	</entry>

	<entry>
		<id>http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Jehora_Jeheyu&amp;diff=12964</id>
		<title>Jehora Jeheyu</title>
		<link rel="alternate" type="text/html" href="http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Jehora_Jeheyu&amp;diff=12964"/>
				<updated>2012-06-22T21:46:10Z</updated>
		
		<summary type="html">&lt;p&gt;TheJohns: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{alphapage|Alpha:Jehora_Jeheyu}}&lt;br /&gt;
&amp;lt;onlyinclude&amp;gt;{{&lt;br /&gt;
{{{tpl|GodInfobox}}}&lt;br /&gt;
|Name=Jehora Jeheyu&lt;br /&gt;
|ShortHand=JJ&lt;br /&gt;
|InitialWorship=&lt;br /&gt;
* Randomly 0-25 piety&lt;br /&gt;
|Punishment=&lt;br /&gt;
* 50% chance of instant death (altar desecration)&lt;br /&gt;
* randomly inflicts {{t|Poisoned}}, {{t|Mana Burn}}, {{t|Weakening}}, {{t|Corrosion}} debuffs, or drains all your health&lt;br /&gt;
|RewardedActions=&lt;br /&gt;
;All of the following effects may randomly grant 1-3 piety OR cause Jehora Jeheyu to randomly punish you (no piety loss)&lt;br /&gt;
;Discover a monster while exploring&lt;br /&gt;
;Cast one of the following glyphs: {{s|WEYTWUT}}, {{s|APHEELSIK}}, {{s|IMAWAL}}&lt;br /&gt;
;Convert an item or glyph&lt;br /&gt;
|PenalizedActions=&lt;br /&gt;
;Jehora Jeheyu never penalizes you piety&lt;br /&gt;
|Boons=&lt;br /&gt;
;Petition&lt;br /&gt;
:'''Cost''': 45 piety&lt;br /&gt;
:'''Effect''': Jehora Jeheyu stops randomly punishing you (effect resets on conversion; if you convert back to Jehora Jeheyu, you must petition again)&lt;br /&gt;
;Last Chance&lt;br /&gt;
:'''Cost''': all remaining piety&lt;br /&gt;
:'''Effect''': Grants a chance to fully restore your health and mana; probability improves if you have more piety&lt;br /&gt;
;Boost Health&lt;br /&gt;
:'''Cost''': 20 + 25n Piety, 1 {{i|Healing Potion}} (repeatable)&lt;br /&gt;
:'''Effect''': Increases your maximum health by 25&lt;br /&gt;
;Boost Mana&lt;br /&gt;
:'''Cost''': 20 + 25n Piety, 1 {{i|Mana Potion}} (repeatable)&lt;br /&gt;
:'''Effect''': Increases your maximum mana by 3&lt;br /&gt;
;Chaos Avatar&lt;br /&gt;
:'''Cost''': 80 piety&lt;br /&gt;
:'''Effect''': Increases your current level by 1, granting a full heal and mana restore, grants +100 conversion points, removes all {{t|Weakening}} and {{t|Corrosion}} from your character, and reduces the physical and magical {{t|Resistance}} of all monsters on the current level by 20%&lt;br /&gt;
}}&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Jehora Jeheyu, the mad god of primordial chaos, is an unsolvable enigma. He grants power and punishment in equal measures, depending on how amused or bored he is at the time. He is one of the most balanced gods in terms of the benefits he grants from his boons, and works well with almost any type of character.&lt;br /&gt;
&lt;br /&gt;
Jehora is unlocked from a subdungeon with 25 unique imps in it. Once the altar is touched, a maze is generated that hinders the passage back, so bring ENDISWAL with you.&lt;br /&gt;
&lt;br /&gt;
== Piety Gain Mechanics ==&lt;br /&gt;
JJ performs a piety/punish roll on the following actions:&lt;br /&gt;
- Enemy reveal (non-plants only)&lt;br /&gt;
- Enemy death (XP-valuable only)&lt;br /&gt;
- Successful dodging&lt;br /&gt;
- Item conversion&lt;br /&gt;
- Casting the following: BYSEPPS, WONAFYT, WEYTWUT, GETINDARE, APHEELSIK, CYDSTEPP&lt;br /&gt;
&lt;br /&gt;
This roll picks a random integer from 1-15, which is compared to an internal &amp;quot;happiness value&amp;quot; for the god which starts at 14. If the rolled number is less than or equal to JJ's happiness, 2-4 piety will be granted and JJ's internal happiness value will be decreased by 1 (to a minimum of 5).&lt;br /&gt;
&lt;br /&gt;
If the rolled number is higher, a minor punishment is inflicted and JJ's happiness increases by 2 (to a maximum of 14 again).&lt;br /&gt;
&lt;br /&gt;
The minor punishments are determined by another roll, from 0 to 10.&lt;br /&gt;
0 = poison&lt;br /&gt;
1 = burn&lt;br /&gt;
2 = health loss&lt;br /&gt;
3-5 = weaken&lt;br /&gt;
6-8 = corrode&lt;br /&gt;
9-10 = curse&lt;br /&gt;
&lt;br /&gt;
This is where it gets a little trickier to describe: each status ailment now has a &amp;quot;reroll threshold&amp;quot;, and if the punishment roll lands on an ailment with a threshold that's too high, it rerolls instead of inflicting that punishment. All thresholds start at 0 (except health loss and burn, which start more graciously at 1). The threshold number represents the minimum number of RNG rolls needed in any given punishment check before that particular punishment is available.&lt;br /&gt;
&lt;br /&gt;
Thus -- given starting values as an example -- if the first roll lands on health loss, it will force a reroll. That reroll is then at liberty to inflict health loss OR mana burn. If any ailments exist at a threshold of 2 or more, on the other hand, those are exempt for at least one more RNG.&lt;br /&gt;
&lt;br /&gt;
Whenever a particular punishment is successfully inflicted, that punishment's threshold will permanently increase by 1.&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
&lt;br /&gt;
Jehora is actually much less threatening than he appears, but you must move to acquire the petition boon as early as possible. The weakening punishment in particular can cripple a low-level character, and avoiding taking too many penalties is important. If you're both poisoned and mana burned, it can become very difficult to survive. The burn cure and fortitude potions are both very useful for followers of Jehora Jeheyu.&lt;br /&gt;
&lt;br /&gt;
Jehora's strategy is rather simple: Survive his random punishments for long enough to get Petition, then climb to Avatar of Chaos while picking up health and mana boosts along the way. If you get him early enough, you're likely to still have enough piety to change deities for the endgame or use his other boons.&lt;br /&gt;
&lt;br /&gt;
Jehora Jeheyu's &amp;quot;boost mana&amp;quot; and &amp;quot;boost health&amp;quot; boons are two of the most powerful boons in the game. Boost health, particularly at lower levels, can vastly increase a character's durability and allow him to fight monsters he normally wouldn't stand a chance against. Boost mana enables you to play like an elf, using more elaborate spellcasting combos with a more generous mana pool. The loss of potions isn't as bad as it first appears; because potions grant benefits based on a % of your maximum health and mana, your remaining potions will actually become more powerful. If you combine with a schadenfreude potion and use boost mana sparingly, it's actually possible to come out ahead in terms of how much MP you get from your remaining potions! &lt;br /&gt;
&lt;br /&gt;
Gnomes and Halflings make particularly good worshippers of Jehora Jeheyu since they have more potions to begin with and can more easily afford to sacrifice them. Rogues benefit enormously from the boost health boon, and at low-levels there is no better deity for a rogue to worship. The free WEYTWUT glyph also works well for rogues, who need a way to bypass monster first strike. Elves also work well with Jehora Jeheyu; though they lose out more than other races from the loss of mana potions, the absolutely massive amount of mana that an elf worshipper can accumulate makes them insanely good spellcasters. Raising your maximum mana above 30 is quite easy for an elven worshipper of Jehora Jeheyu.&lt;br /&gt;
&lt;br /&gt;
Jehora's greatest strength comes when you use Chaos Avatar and/or Last Chance. These boons fully restore your health and mana when used, and if you've been using his other boons you'll have that much more health and mana to re-fill. Followers of Jehora Jeheyu can be terrifying engines of destruction in the end-game, and the broad range of bonuses provided by this deity often makes for some of the most powerful hybrid characters possible.&lt;br /&gt;
&lt;br /&gt;
Warlords, Rogues, Assassins, and Wizards make the best worshippers of Jehora Jeheyu, though any class will benefit from him.&lt;br /&gt;
&lt;br /&gt;
{{MainNav}}&lt;/div&gt;</summary>
		<author><name>TheJohns</name></author>	</entry>

	<entry>
		<id>http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Transmuter&amp;diff=12963</id>
		<title>Transmuter</title>
		<link rel="alternate" type="text/html" href="http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Transmuter&amp;diff=12963"/>
				<updated>2012-06-22T21:28:06Z</updated>
		
		<summary type="html">&lt;p&gt;TheJohns: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{alphapage|Alpha:Transmuter}}&lt;br /&gt;
&amp;lt;onlyinclude&amp;gt;{{&lt;br /&gt;
{{{tpl|ClassInfobox}}}&lt;br /&gt;
|Name=Transmuter&lt;br /&gt;
|ShortHand=Tr&lt;br /&gt;
|Traits=&lt;br /&gt;
;DUNGEON LORE: Starts with the LEMISI glyph&lt;br /&gt;
;INNER MASTERY: Using glyphs increases item conversion bonus by 3 points&lt;br /&gt;
;SPIRIT SWORD: Hitting the conversion threshold drains mana and temporarily increases base damage (5+mana drained)&lt;br /&gt;
|SuggestedRaces=&lt;br /&gt;
{{ElTr}}&lt;br /&gt;
|Unlock=&lt;br /&gt;
Level 1 [[Guild]]&lt;br /&gt;
|Group=Special&lt;br /&gt;
}}&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Class Features ==&lt;br /&gt;
&lt;br /&gt;
*'''DUNGEON LORE''': Starts with the LEMISI glyph&lt;br /&gt;
*'''INNER MASTERY''': Using glyphs increases item conversion bonus by 3 points&lt;br /&gt;
*'''SPIRIT SWORD''': Hitting the conversion threshold drains mana and temporarily increases base damage (5+mana drained)&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
&lt;br /&gt;
The Transmuter is a difficult class to leverage effectively.  Due to his weakened attributes, the Transmuter will need to make several item conversions before he can seriously start the dungeon, and will expend a large amount of exploration in the process.  Preparing {{g|Binlor Ironshield}} makes a lot of sense, since the only thing the Transmuter can do in the early-game is destroy walls while trying to find items to convert.  &lt;br /&gt;
&lt;br /&gt;
Because his base attributes are horrible, Halflings, Gnomes, and Goblins are worthless Transmuters who will never actually be able to utilize this class.  The human and orc are functional, but essentially play as a weaker version of the {{c|Rogue}} with lower damage, lower mana, no dodge, no first strike, and slightly higher HP.  The only race that makes any real sense for Transmuters is the Elf.&lt;br /&gt;
&lt;br /&gt;
The Elf Transmuter typically uses a {{i|Sensation Stone}} to build up a large amount of mana with early conversions, use Binlor's Stone Heart boon to strip any magic resistance from monsters, then convert (ideally) to {{g|Mystera Annur}} to obtain the mystic balance boon.  An Elf Transmuter will need to find the {{s|BLUDTUPOWA}} and {{s|BURNDAYRAZ}} glyphs early to refill and utilize his large amount of mana, and he will need to carefully make use of his remaining exploration space.&lt;br /&gt;
&lt;br /&gt;
{{MainNav}}&lt;/div&gt;</summary>
		<author><name>TheJohns</name></author>	</entry>

	<entry>
		<id>http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Transmuter&amp;diff=12962</id>
		<title>Transmuter</title>
		<link rel="alternate" type="text/html" href="http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Transmuter&amp;diff=12962"/>
				<updated>2012-06-22T21:27:43Z</updated>
		
		<summary type="html">&lt;p&gt;TheJohns: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{alphapage|Alpha:Transmuter}}&lt;br /&gt;
&amp;lt;onlyinclude&amp;gt;{{&lt;br /&gt;
{{{tpl|ClassInfobox}}}&lt;br /&gt;
|Name=Transmuter&lt;br /&gt;
|ShortHand=Tr&lt;br /&gt;
|Traits=&lt;br /&gt;
;DUNGEON LORE: Starts with the LEMISI glyph&lt;br /&gt;
;INNER MASTERY: Using glyphs increases item conversion bonus by 3 points&lt;br /&gt;
;SPIRIT SWORD: Hitting the conversion threshold drains mana and temporarily increases base damage (5+mana drained)&lt;br /&gt;
|SuggestedRaces=&lt;br /&gt;
{{ElTr}}&lt;br /&gt;
|Unlock=&lt;br /&gt;
Level 1 [[Guild]]&lt;br /&gt;
|Group=Special&lt;br /&gt;
}}&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Class Features ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*'''EARTH LORE''': Starts with the ENDISWAL glyph&lt;br /&gt;
*'''EARTH MASTERY''': Destroying walls increases next item conversion bonus&lt;br /&gt;
*'''EARTH FOCUS''': Average stats are lowered&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
&lt;br /&gt;
The Transmuter is a difficult class to leverage effectively.  Due to his weakened attributes, the Transmuter will need to make several item conversions before he can seriously start the dungeon, and will expend a large amount of exploration in the process.  Preparing {{g|Binlor Ironshield}} makes a lot of sense, since the only thing the Transmuter can do in the early-game is destroy walls while trying to find items to convert.  &lt;br /&gt;
&lt;br /&gt;
Because his base attributes are horrible, Halflings, Gnomes, and Goblins are worthless Transmuters who will never actually be able to utilize this class.  The human and orc are functional, but essentially play as a weaker version of the {{c|Rogue}} with lower damage, lower mana, no dodge, no first strike, and slightly higher HP.  The only race that makes any real sense for Transmuters is the Elf.&lt;br /&gt;
&lt;br /&gt;
The Elf Transmuter typically uses a {{i|Sensation Stone}} to build up a large amount of mana with early conversions, use Binlor's Stone Heart boon to strip any magic resistance from monsters, then convert (ideally) to {{g|Mystera Annur}} to obtain the mystic balance boon.  An Elf Transmuter will need to find the {{s|BLUDTUPOWA}} and {{s|BURNDAYRAZ}} glyphs early to refill and utilize his large amount of mana, and he will need to carefully make use of his remaining exploration space.&lt;br /&gt;
&lt;br /&gt;
{{MainNav}}&lt;/div&gt;</summary>
		<author><name>TheJohns</name></author>	</entry>

	</feed>