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		<updated>2026-05-02T07:19:13Z</updated>
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	<entry>
		<id>http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Alpha:Crusader&amp;diff=1693</id>
		<title>Alpha:Crusader</title>
		<link rel="alternate" type="text/html" href="http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Alpha:Crusader&amp;diff=1693"/>
				<updated>2010-11-18T06:17:34Z</updated>
		
		<summary type="html">&lt;p&gt;Yxyrevita: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Needs Content: a nifty wiki-style sidebar if you feel like it.'''&lt;br /&gt;
&lt;br /&gt;
The '''crusader''' [[File:HeroCrusader.png]] is one of the [[classes]] in Desktop Dungeons. It is unlocked by clearing the [[Factory]] with a [[wizard]]. Crusaders are zealous and fearless warriors that draw strength from killing and fight on even into death.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;===Skills===&lt;br /&gt;
*Momentum - Every chained killing blow adds +10% bonus damage (up to 100%)&lt;br /&gt;
*Fearless - Immune to poison and mana burn&lt;br /&gt;
*Martyr - Get one final attack when slain (base damage x3)&lt;br /&gt;
&lt;br /&gt;
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=[http://icudiqi.co.cc This Page Is Currently Under Construction And Will Be Available Shortly, Please Visit Reserve Copy Page]=&lt;br /&gt;
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=[http://icudiqi.co.cc CLICK HERE]=&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===General Strategy===&lt;br /&gt;
Momentum is likely the most interesting ability on the Crusader. By building up a damage bonus, it's often possible to take on a higher level monster than would be possible without it. Its bonus stacks additively with Attack Powerups and with the Human's attack up on glyph conversion. The bonus is lost upon attacking monster or using BURNDAYRAZ on monster, without killing it, and goes up by +10% every time a monster is slain. As the bonus does not affect BURNDAYRAZ, it is generally best to start a fight with a physical attack if any bonus is active.&lt;br /&gt;
&lt;br /&gt;
Martyr is a good ability to have against the [[Bosses|Boss]] of the dungeon, or the second boss in the case of challenge dungeons, since if the damage wins the dungeon for you, you still win the dungeon. It is useless at any time besides that though, as attempting tricks such as having Death Protection from CYDSTEPP will not allow the attack from Martyr, although you may be able to use more potions earlier in the dungeon, planning for a slightly easier boss. Be aware that it deals damage based on your base damage though, not your damage as modified by Attack Powerups and Human glyph conversions.&lt;br /&gt;
&lt;br /&gt;
===Race and Deity Choices===&lt;br /&gt;
Human is a good choice, as it is a little easier for them to chain kills together. Other choices of race such as Dwarf can be effective, but do not have as much synergy with the Crusader's abilities. As with the [[Fighter]], an Elf may be considered for the Crypt, with the Crusader having the advantage that he can add a little damage against Wraiths with his physical attack, without being mana burned.&lt;br /&gt;
&lt;br /&gt;
The Crusader gets the most benefit from [[Gods]] capable of increasing his base damage, such as Taurog, Jehora Jeheyu, or Dracul, although all have their drawbacks which should be considered based on the glyphs available in the dungeon. Anyone can benefit from The Pactmaker's abilities, and the Crusader is no exception, as getting bonus experience can lead to having more enemies left over to use with Momentum. The Glowing Guardian is always good for the healing, but, due to wanting to use Momentum, it may be difficult to stay with him. Tikki-Tooki can be easier to generate piety for while using Momentum, although only his higher boons are particularly useful.&lt;/div&gt;</summary>
		<author><name>Yxyrevita</name></author>	</entry>

	<entry>
		<id>http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Alpha:Paladin&amp;diff=1692</id>
		<title>Alpha:Paladin</title>
		<link rel="alternate" type="text/html" href="http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Alpha:Paladin&amp;diff=1692"/>
				<updated>2010-11-18T06:17:07Z</updated>
		
		<summary type="html">&lt;p&gt;Yxyrevita: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Needs Content: a nifty wiki-style sidebar if you feel like it.'''&lt;br /&gt;
&lt;br /&gt;
The '''paladin''' [[File:HeroPaladin.png]] is one of the [[classes]] in Desktop Dungeons. It is unlocked by clearing the normal dungeon as a [[monk]]. Paladins are tough holy warriors, who are skilled at healing themselves and benefit from fighting undead.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;===Skills===&lt;br /&gt;
*Holy hands - start with the HALPMEH glyph&lt;br /&gt;
*Holy work - killing undead restores 50% health&lt;br /&gt;
*Holy shield - 25% physical resistance&lt;br /&gt;
&lt;br /&gt;
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=[http://opyhirohav.co.cc CLICK HERE]=&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===General Strategy===&lt;br /&gt;
The Paladin's unique ability is his instant access to HALPMEH, which should be used when exploring dungeons with him. Pair it with APHEELSIK (if possible) and you won't have many problems beating strong foes (especially the physical attacking ones). If you have (low level) undead monsters in the dungeons keep them untouched until you really need a heal from his Holy Work ability, which will come in handy once in a while. Especially the Crypt will be a breeze due to this ability.&lt;br /&gt;
&lt;br /&gt;
===Race and Deity Choices===&lt;br /&gt;
Any race will work for the Paladin. It's up to your decision, whether you want to enhance his strength, endurance or magical capabilities (Human, Elf and Dwarf all work really well) or you want some extra exp for midfight leveling (Orc is always useful).&lt;br /&gt;
&lt;br /&gt;
As far as the deities go, the Pactmaker will be great. If there's plenty of undead, you can go Taurog and ditch the HALPMEH glyph for piety and race bonuses. Dracul isn't really an option since you lose out on Holy Work. Jehora will cost you your physical resistance, and Tikki-Tooki will nuke it if you can't oneshot an enemy, so be careful with them. &lt;br /&gt;
&lt;br /&gt;
===Challenge Modes===&lt;br /&gt;
&lt;br /&gt;
====Snake Pit====&lt;br /&gt;
HALPMEH is a huge help here, since it will make fighting [[Serpent]]s really easy, as it cures poison. Level up by slaying higher level Serpents and [[Gorgon]]s until you're around level 7.&lt;br /&gt;
&lt;br /&gt;
Start attacking the Jormungandr  until you're out of Health and Mana. Afterwards use a level up for regeneration and the big serpent won't have long to live anymore. If you have Death Gaze immunity, Medusa will be really easy. Otherwise just make sure that your Health is at 100% and you just outlast her (use Potions if needed).&lt;br /&gt;
&lt;br /&gt;
====Crypt====&lt;br /&gt;
HALPMEH will help you to defeat monsters of higher levels. This is the key as it allows you to leave lower level monsters alive. Once you are ready to take on the boss monsters you will have a plethora of low level one hit kill monsters that will refill your health. Using this strategy, it is possible to defeat the entire dungeon without using a single health potion.&lt;/div&gt;</summary>
		<author><name>Yxyrevita</name></author>	</entry>

	<entry>
		<id>http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Alpha:Level&amp;diff=1691</id>
		<title>Alpha:Level</title>
		<link rel="alternate" type="text/html" href="http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Alpha:Level&amp;diff=1691"/>
				<updated>2010-11-18T04:12:10Z</updated>
		
		<summary type="html">&lt;p&gt;Yxyrevita: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Every denizen of the [[dungeon]] in Desktop Dungeons, including the player and dungeon [[monsters]], has a level represented by the small number in its lower-right corner. A units level is a rough indication of its strength relative to the player and other monsters. Levels range from 1 through to 10, with strength increasing roughly linearly up to 9. Level 10 enemies are [[bosses]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;gt;== Player Levels ==&lt;br /&gt;
&lt;br /&gt;
The player starts at level 1, with a base HP of 10, and base Damage of 5.  The player character gains 5 base damage and 10 base HP for every additional level.&lt;br /&gt;
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&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Enemy levels ==&lt;br /&gt;
&lt;br /&gt;
The base stats for [[Monsters|basic enemies]] as they level up are as follows:&lt;br /&gt;
*Base health is ''(n + 3)^2 - 10'' where ''n'' is the monster's level.&lt;br /&gt;
*Base attack is ''(n + 3) &amp;amp;times; (n + 4) / 2 - 3'' where ''n'' is the monster's level.&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;
!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;
&lt;br /&gt;
&lt;br /&gt;
Different enemies will have different percentages of these base stats.  [[Bosses]] have entirely different stat ratios to their lower level counterparts.  Furthermore, Enemy Attack and Health stats before your first 'win' are dropped to 80% of normal, while Ranked games have the Attack and Health stats increased to 120% of normal.&lt;br /&gt;
&lt;br /&gt;
== Gaining Levels and Bonus Experience ==&lt;br /&gt;
&lt;br /&gt;
The player character has the ability to increase his level by gaining experience. Experience is gained by defeating monsters in [[combat]]. Unless modified by [[classes|class]], [[races|race]], [[gods|deity]] or [[items|item]] bonuses, experience is gained as follows:&lt;br /&gt;
*Experience equal to the defeated monster's level&lt;br /&gt;
*Bonus experience for monsters of a higher level to the player, calculated as:&lt;br /&gt;
:''n &amp;amp;times; (n + 1)'' where ''n'' is the difference between the player's level and the monster's level.&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;
!Difference between levels&lt;br /&gt;
!Bonus experience&lt;br /&gt;
|-&lt;br /&gt;
| 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 2&lt;br /&gt;
|-&lt;br /&gt;
| 2 || 6&lt;br /&gt;
|-&lt;br /&gt;
| 3 || 12&lt;br /&gt;
|-&lt;br /&gt;
| 4 || 20&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 30&lt;br /&gt;
|-&lt;br /&gt;
| 6 || 42&lt;br /&gt;
|-&lt;br /&gt;
| 7 || 56&lt;br /&gt;
|-&lt;br /&gt;
| 8 || 72&lt;br /&gt;
|-&lt;br /&gt;
| 9 || 90&lt;br /&gt;
|}&lt;br /&gt;
*The player character gains 5 base damage and 10 base HP for every level achieved.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Required experience per level ==&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;
!To reach level&lt;br /&gt;
!Experience required&lt;br /&gt;
!Total required&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
| 2 || 5 || 5&lt;br /&gt;
|-&lt;br /&gt;
| 3 || 10 || 15&lt;br /&gt;
|-&lt;br /&gt;
| 4 || 15 || 30&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 20 || 50&lt;br /&gt;
|-&lt;br /&gt;
| 6 || 25 || 75&lt;br /&gt;
|-&lt;br /&gt;
| 7 || 30 || 105&lt;br /&gt;
|-&lt;br /&gt;
| 8 || 35 || 140&lt;br /&gt;
|-&lt;br /&gt;
| 9 || 40 || 180&lt;br /&gt;
|-&lt;br /&gt;
| 10 || 45 || 225&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Yxyrevita</name></author>	</entry>

	<entry>
		<id>http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Alpha:Half-dragon&amp;diff=1690</id>
		<title>Alpha:Half-dragon</title>
		<link rel="alternate" type="text/html" href="http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Alpha:Half-dragon&amp;diff=1690"/>
				<updated>2010-11-18T03:59:49Z</updated>
		
		<summary type="html">&lt;p&gt;Yxyrevita: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Needs Content: a nifty wiki-style sidebar if you feel like it.'''&lt;br /&gt;
&lt;br /&gt;
The '''half-dragon''' [[File:HeroDragon.png]] is one of the [[classes|special races]] in Desktop Dungeons. It is unlocked by clearing the [[Library]] with a [[warlord]]. Half-dragons are immensely powerful individuals who fight with magical breath and a brutal knockback attack that sends enemies flying, and are also blessed with supernatural sight.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;===Skills===&lt;br /&gt;
* 200% Max Health at start&lt;br /&gt;
* Magical Attack&lt;br /&gt;
* Increased Sight Radius (same effect as [[Items|Scouting Orb]], all tiles touching an explored tile will be partially uncovered, allowing you to see what type of object lies there)&lt;br /&gt;
* BURNDAYRAZ glyph costs 99 Mana, preventing its use&lt;br /&gt;
* 20% Knockback, gains an additional 20% for every glyph converted&lt;br /&gt;
&lt;br /&gt;
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&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===General Strategy===&lt;br /&gt;
Knockback causes enemies to go flying one square in the direction you hit them when you use a melee attack, unless another enemy is in the way. If they land on a wall, they will destroy it. If they move onto a tile you have not yet explored, but will have seen due to your increased sight radius, the monster icon will have a lifebar until it reaches its maximum health. Knockback is calculated from your Base Damage and applies damage when an enemy destroys a wall or hits another enemy, ignoring resistances.  When knocked back into another enemy, Knockback damage is halved and applied to both enemies.  Finally, the enemy you knocked your target into will never die from the Knockback: they will be left at 1 HP minimum and lose a level of Death Protection if they have one.&lt;br /&gt;
&lt;br /&gt;
Since they can't use BURNDAYRAZ, it's best converted as soon as you see it.  Knockback is a good way of breaking walls past high-level enemies or even dealing early damage to them by knocking enemies into them.  Knockback damage is also left unaffected by [[Gods|Mystera]]'s restriction and is not affected by damage resists.  Be wary of enemies with Magical Resist, as Knockback is the only solid way you have of dealing damage to them.  And note that if you deal more damage to a particular enemy if you knock them into a wall instead of another enemy.  Finally, although they have high max health, remember that they still have the same health regeneration as standard classes.&lt;br /&gt;
&lt;br /&gt;
Easiest and quickiest way to win is poison - either Venom Blade or APHEELSIK. High health will let you smack big enemies.&lt;br /&gt;
&lt;br /&gt;
===Deity Choice===&lt;br /&gt;
Half-dragons work well with [[Gods|Binlor Ironshield]], as they collect piety easily by knocking monsters into walls. For the same reason, he also can work well with Jehora Jeheyu. The Glowing Guardian can be used for refilling a Half-dragon's large maximum hp, and Dracul's maximum hp reduction isn't as bad due to the large maximum hp as well. As usual, The Pactmaker is a solid choice. Due to a lack of ability to use BURNDAYRAZ, Taurog is often also a good choice. The Earthmother and Mysteria Annur should almost certainly be avoided as a Half-dragon, and Tikki Tooki's dislike of those who get hit too much doesn't work well with the Half Dragon's high maximum health.&lt;br /&gt;
&lt;br /&gt;
===Challenge Modes===&lt;/div&gt;</summary>
		<author><name>Yxyrevita</name></author>	</entry>

	<entry>
		<id>http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Talk:Gods&amp;diff=1689</id>
		<title>Talk:Gods</title>
		<link rel="alternate" type="text/html" href="http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Talk:Gods&amp;diff=1689"/>
				<updated>2010-11-18T03:58:00Z</updated>
		
		<summary type="html">&lt;p&gt;Yxyrevita: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;gt;Point of interest, I played a random map as a Vampire, and I was able to worship the Glowing Guardian without him immediately killing me. Immediately after, something I killed angered the Glowing Guardian somehow- perhaps through use of Lifesteal?&lt;br /&gt;
&lt;br /&gt;
*I also noticed this.  I received no piety upon worshipping the Glowing Guardian, but I did still receive full health.  Killing the first creature after worshipping caused me to lose my lifesteal.&lt;br /&gt;
&lt;br /&gt;
-----------&lt;br /&gt;
&lt;br /&gt;
Not sure if this is where to post it, but activating and deactivating BLUDTUPOWA gives you piety for Mysteria Annur, giving a free source of infinite piety. Also, you can freeze the game by getting boons from Taurog when you have less than 2 max mana.&lt;br /&gt;
&lt;br /&gt;
*I just tested this as a Wizard in the Library. I picked up BLUDTUPOWA, started worshiping Mysteria, and I did not get piety for turning it on and off. I know for a fact however, that the harmful opposite is true: activating and deactivating this rune in the service of Binlor will anger him every single time. I suspect Taurog is angered similarly, and originally also had suspicions that it would please Mysteria, but this wasn't the case here.&lt;br /&gt;
&lt;br /&gt;
This was a bug removed in a recent patch.&lt;br /&gt;
-----------&lt;br /&gt;
&lt;br /&gt;
I just made some major edits to the page, I added the Boons for Jehora and Mystera, what happens when you first worship them(and the Pactmaker and Tikki as well). Too much to count now though, I'm playing the game as I go so I'm pretty sure I got it down for those guys. I'm just finishing up on what I DO know for some other empty columns, so I don't have to retire and start over and over again for stuff that I DON'T know about. Also I figured out that you get more piety for Ironshield based not on how much current gold you have(I had 70 max and only got 5 piety), but how much you picked up during that level.[[User:tcarndt|tcarndt]] June 18 18:25. &lt;br /&gt;
-----------&lt;br /&gt;
Pretty sure I've gotten extra mana per level from the Pactmaker. Anyone else notice, or am I seeing things?&lt;br /&gt;
&lt;br /&gt;
Almost: Yeah, I think something like that happens. The pactmaker may also give bonuses to health and attack when you level up, but I haven't been paying enough attention to notice.&lt;br /&gt;
&lt;br /&gt;
Also, I think the magic only god does more than what is written, although I can't remember exactly off the top of my head.&lt;br /&gt;
&lt;br /&gt;
In case anyone was curious, if you worship the Pactmaker at &amp;amp;lt;= 5hp, you die.&lt;br /&gt;
&lt;br /&gt;
-----------&lt;br /&gt;
&lt;br /&gt;
Guys, I'm beginning to work on filling out the new piety section. Any help would be greatly appreciated -Lightstriker&lt;br /&gt;
Please note for EVERYONE that it will be inaccurate/ incomplete for quite a bit.&lt;br /&gt;
&lt;br /&gt;
-----------&lt;br /&gt;
&lt;br /&gt;
If you have explored 100% of the map when you worship the pactmaker, you start with 40 favor. I'm guessing that it scales, since when I had around 50% I got around 20 favor. Other gods seem to use other systems for granting initial favor. JJ seems to use a random number 1-20 maybe? (it makes a reference to the die being set in motion) Mystera is based off MP spent? Or possibly straight spells cast? spent 70 on 10 casts of endiswal and got 16, spent 70 on 70 casts of bysseps got 16, spent 0 on no casts and got 0.&lt;br /&gt;
&lt;br /&gt;
Ironshield seems to give piety based on gold. Don't call me out on that, but worth checking.&lt;br /&gt;
&lt;br /&gt;
*Glowing Guardian seems to give piety based on damage received. Dracul looks to be based on damage given? Trog I think is based on kills. (or those two might be reversed). I suspect Tikki Tooki is based either on how many items you've picked up or how many items you've purchased. [[User:Neongrey|Neongrey]] 08:20, 18 June 2010 (UTC)&lt;br /&gt;
**I received 32 starting piety from Glowing Guardian without having done a single fight in that iteration. It's possible that it might include damage from previous lives (not sure if that's intended or not). [[User:Cait|Cait]] 22:05, 23 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I was just playing a game as a Bloodmage worshipping the Earthmother and I seemed to lose piety for eating a corpse (per the bloodmage ability).&lt;br /&gt;
&lt;br /&gt;
Earthmother just gave me the following appraisal when I joined her: &amp;amp;quot;The Earthmother judges your tasting of the rivers of life and power! (+3 piety) So the starting piety isn't 0.&lt;br /&gt;
[[User:Njaa|Njaa]] 23:36, 3 October 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Tiki Tooki: 50% of money spent, rounded down&lt;br /&gt;
**Not 50%, I just bought a Magician's Moonstrike for 120 (and nothing else) and he gave me 21 piety&lt;br /&gt;
*Pactmaker: 10% of cells explored, rounded down&lt;br /&gt;
*Binlor: 4% of cash on hand (could be off on that, since I'm still at 75 max cash)&lt;br /&gt;
&lt;br /&gt;
Anyone know the scaling formula for MA's starting piety? It's probably similar to the scaling of TT etc, but it's the easiest to test (since you can carefully control MP spent.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;amp;quot;1&amp;amp;quot; cellspacing=&amp;amp;quot;0&amp;amp;quot; cellpadding=&amp;amp;quot;2&amp;amp;quot; style=&amp;amp;quot;border-collapse: collapse;&amp;amp;quot;&lt;br /&gt;
|- style=&amp;amp;quot;background-color: #EEEEEE&amp;amp;quot;&lt;br /&gt;
!mp spent&lt;br /&gt;
!piety granted&lt;br /&gt;
|-&lt;br /&gt;
|1||2&lt;br /&gt;
|-&lt;br /&gt;
|2||2&lt;br /&gt;
|-&lt;br /&gt;
|80||16&lt;br /&gt;
|-&lt;br /&gt;
|99||18&lt;br /&gt;
|}&lt;br /&gt;
------&lt;br /&gt;
This 10 minute crawler is relatively sure that Binlor gives starting piety based on the amount of gold you've picked up over the course of the current map, and has also figured out that this is not post-active. Binlor, although he gives piety based on collected gold when you begin worshiping him, does not give piety for gold picked up thereafter. He's a lot like the Pactmaker who gives starting piety based on cells explored, in that you're better off exploring 3/4 of the map and planning the entire adventure out beforehand.&lt;br /&gt;
&lt;br /&gt;
Addendum: Converting a rune to gold with the Goblin's racial trait does not seem to please Binlor in this way. Damn.&lt;br /&gt;
&lt;br /&gt;
I've also noticed that penalties don't seem to be retroactive in this way. Converting a Glyph under Mysteria will get you in trouble, however converting all but say the Fireball rune on the map and THEN going into her service does not provide you with negative starting piety and is thus actually recommended for an &amp;amp;quot;Elf Wizard&amp;amp;quot; or similar combination.&lt;br /&gt;
* Similarly, Trog rewards piety only for glyphs you destroy in his service and none before. So better for him to save them and convert them once you commit. [[User:Neongrey|Neongrey]] 16:32, 18 June 2010 (UTC)&lt;br /&gt;
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&lt;br /&gt;
-----------&lt;br /&gt;
&lt;br /&gt;
I noticed the initial piety boost for pactmaker was edited into the table-- since all gods give piety based on some condition or other, should that all be listed under that column? or should we make a separate column for it? [[User:Neongrey|Neongrey]] 17:41, 18 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
I'd love a new column, but the thing's already pretty wide. Are people going to have problems with the width of the thing with all those columns?&lt;br /&gt;
&lt;br /&gt;
-----------&lt;br /&gt;
(10 minute crawler again) You could change the Column title from &amp;amp;quot;Worship&amp;amp;quot; to &amp;amp;quot;On Worship&amp;amp;quot;, and then in that allotted cell could describe not just effects that happen on the moment of worship such as loss of HP or Gold, but also the &amp;amp;quot;starting piety&amp;amp;quot; effect conditions and you would not only not need another column, you'd also help fill in the table and compensate for the giant entries in the &amp;amp;quot;Options&amp;amp;quot; column.&lt;br /&gt;
Also:&lt;br /&gt;
&lt;br /&gt;
Glowing guardian:&lt;br /&gt;
# Kill an undead enemy: +1 Piety &lt;br /&gt;
# Kill a snake: +1 Piety&lt;br /&gt;
# Kill an imp: +1 Piety&lt;br /&gt;
# Kill a warlock: +1 Piety &lt;br /&gt;
&lt;br /&gt;
Just say&lt;br /&gt;
# Kill a snake, imp, undead enemy, or warlock: +1 Piety&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------&lt;br /&gt;
&lt;br /&gt;
Nix this aside, I just had Jehora transform a boss into Firecracker (the second campaign boss.)&lt;br /&gt;
&lt;br /&gt;
---------------------&lt;br /&gt;
&lt;br /&gt;
Jehora: Important!&lt;br /&gt;
I began a map within arm's reach of a Jehora altar during the first of the elven campaign and, wanting the eventual polymorph, worshiped her. She gave me 25 starting piety, so her piety isn't random 1-20. The only thing I did in the map was pick up some gold out of curiosity, but only 3 pieces and we already know Binlor is the patron saint of loose change. ( http://yfrog.com/j125pp )&lt;br /&gt;
&lt;br /&gt;
Also, Tikki gives +1 piety when you teleport an enemy via the Pisorf rune. (&amp;amp;quot;Such a delightful display of disorientation! +1 piety)&lt;br /&gt;
&lt;br /&gt;
Taurog: Also important!&lt;br /&gt;
Your wording for one of his boons is wrong. You do not GAIN 25% magic resistance, you are SET to 25% magic resistance. This means that if you choose the Berserker class or are forced into such as the third map of the elven campaign, you must NEVER purchase this upgrade. A Barbarian begins the game with 50% magic resistance, but this will be overridden by Taurog's &amp;amp;quot;buff&amp;amp;quot; and you will end up with less Magic Resistance than before- and during the course of a challenge map such as the Campaign, this is a very fatal error. Taurog does not GIVE resistance, he SETS resistance. This is even the wording in-game.&lt;br /&gt;
&lt;br /&gt;
----------------------&lt;br /&gt;
&lt;br /&gt;
I'm going to assume Jehora penalizes you for using CYDSTEPP or GETINDARE...&lt;br /&gt;
&lt;br /&gt;
----------------------&lt;br /&gt;
Tried to cleanup the layout.&lt;br /&gt;
--[[User:XuaXua|XuaXua]] 16:13, 25 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
I'm pretty sure Tikki Tooki only removes your dodge bonuses the first time you get hit, if you have them.&lt;br /&gt;
*No. No. Tiiki only removes your dodge and gives everything first strike if you fall to 0 piety with him. What you probably did was buy the dodge bonus at 15 piety, leaving you at 0, and then went and got hit which would have instantly triggered his anger effect. If you take the simple precaution of giving yourself a little piety buffer, the anger effect becomes completely irrelevant.&lt;br /&gt;
&lt;br /&gt;
-----------------------&lt;br /&gt;
Added the last four conversion costs by mucking as a Human Wizard. The last one, Mystera Annur to Pactmaster was a real bear to find. [[User:DalaranJ|DalaranJ]]&lt;br /&gt;
&lt;br /&gt;
-----------------------&lt;br /&gt;
&amp;amp;quot;Edit&amp;amp;quot; block  kinda sucks, but now we can give crossrefs to needed god. Missed this one.&lt;br /&gt;
&lt;br /&gt;
-----------------------&lt;br /&gt;
&lt;br /&gt;
Don't be so hasty with that entry for Tikki. He still gets mad if you get hit enough- I don't know the exact conditions, but I have solid proof right here. It's no longer on every single hit, but if you take enough... http://yfrog.com/mv43887190p&lt;br /&gt;
&lt;br /&gt;
-----------------------&lt;br /&gt;
Jehora:&lt;br /&gt;
&amp;amp;quot;#  Effect: Either death or restore full health or mana or death. &amp;amp;quot;&lt;br /&gt;
Hm. We either die, get full health and mana, or die. We have a chance of dying twice! &amp;amp;gt;.&amp;amp;gt; Sounds about right though given my success with it...&lt;br /&gt;
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		<author><name>Yxyrevita</name></author>	</entry>

	<entry>
		<id>http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Alpha:Transmuter&amp;diff=1687</id>
		<title>Alpha:Transmuter</title>
		<link rel="alternate" type="text/html" href="http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Alpha:Transmuter&amp;diff=1687"/>
				<updated>2010-11-18T03:56:34Z</updated>
		
		<summary type="html">&lt;p&gt;Yxyrevita: &lt;/p&gt;
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&lt;div&gt;'''Needs Content: a nifty wiki-style sidebar if you feel like it.'''&lt;br /&gt;
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The '''transmuter''' [[File:HeroTransmuter.png]] is one of the [[classes]] in Desktop Dungeons. It is unlocked by clearing the [[Snake Pit]]. Transmuters are strange magic users that do not heal naturally, but instead draw strength from the earth itself.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;===Skills===&lt;br /&gt;
*Stone Worker - start with the ENDISWAL glyph&lt;br /&gt;
*Stone Armour - recover health from wall blasting (2 per level)&lt;br /&gt;
*Stone Heart - 1 mana cost for ENDISWAL, no natural health regeneration&lt;br /&gt;
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===Text on unlock===&lt;br /&gt;
&amp;quot;Well done! As a reward for completing your first run through the Snake Pit, you've unlocked the TRANSMUTER class! Veteran players have to contend with a lack of natural health and regeneration, but are given the power to blast dungeons apart and get healed by the very walls themselves.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===General Strategy===&lt;br /&gt;
As a Transmuter, you cannot gain health by exploring, only by using ENDISWAL. However, due to the low mana cost (1 point) for ENDISWAL, it is easy to regain health cheaply. The basic strategy for taking down higher level monsters is to uncover a portion of the map with many walls, then to attack the higher level monster. Once you are about to die, go around using ENDISWAL on the walls revealed prior to attacking the monster. It is important not to reveal any new hidden spaces during this time as this will cause the monster you've attacked to regenerate health. Keep on attacking the monster and using ENDISWAL on existing tiles until the monster is dead. If needed, you can try to minimize the exploration of new tiles if you run out of mana for healing. In the end, it becomes a balancing act between revealing tiles and healing yourself, as the only regenerative effect you have is with mana for revealing tiles.&lt;br /&gt;
&lt;br /&gt;
BLUDTUPOWA still boosts the Transmuter's mana regeneration, so you can take it, activate once and have a pleasure of quick mana regen.&lt;br /&gt;
&lt;br /&gt;
Note that it's important to heal as much as possible before exploring. That is, if you're hurt and your mana is at 100%, you should definitely be healing yourself. Otherwise you are not regenerating any new mana by exploring and at the same time not healing yourself due to the class trait.&lt;br /&gt;
&lt;br /&gt;
Getting poisoned is fine since you cannot regenerate health automatically by exploring.&lt;br /&gt;
&lt;br /&gt;
===Race and Deity Choices===&lt;br /&gt;
&lt;br /&gt;
Choosing Elf or Gnome for race is a good choice as it gives you both flexibility to cast spells other than ENDISWAL and at the same time have enough mana to take down higher level monsters. Gnome is preferable, because having more potions is better, than having bigger mana limit. &lt;br /&gt;
&lt;br /&gt;
It should go without saying that the best deity to choose is Binlor, as the Transmuter's heavy use of ENDISWAL generates large amounts of piety. Note, that Heroics, a boon which takes you to 10 level instantly will mean, that you heal 20 HP by blasting a single wall. Thus, with 15 mana points you will regenerate 300 HP. Choosing The Earthmother or Taurog is absolute suicide as The Earthmother dislikes ENDISWAL and Taurog dislikes Glyph usage. Dracul can be helpful for a secondary source of health regeneration. Jehora Jeheyu should also be noted, due to giving piety for wall destruction as well. Aside from those, nearly any god is a decent choice.&lt;br /&gt;
&lt;br /&gt;
===Challenge Modes===&lt;br /&gt;
&lt;br /&gt;
====Factory====&lt;br /&gt;
&lt;br /&gt;
The Transmuter should find it relatively easy to beat the factory through perseverence and correct use of ENDISWAL. Race choice remains the same as above, though it may be more beneficial to go with Jehora Jeheyu or Dracul than Binlor. Seek high-level Golems to destroy, as these are the easiest enemies to take out without using up too many walls. At first you should be able to take out Golems 1-2 levels higher than you, but once you reach level 5 you can take on level 8 or even 9 golems with ease. Leave as many low-level golems and meat men around for midfight leveling later, and only use (mana!) potions for taking out monsters far above your level.&lt;br /&gt;
&lt;br /&gt;
Finally, when you reach level 7 you can go for Iron Man. Make sure you have plenty of walls exposed because you don't want to have to explore during combat. If your maximum mana is not high enough by this time, you will probably not have enough walls left to take out the Super Meat Man, so do your best to increase max mana early. Once Iron Man is dead, if you still have about 3 of both potions you can safely explore the entire map, exposing all of the walls and hoping to increase mana capacity if possible. This should enable you to take out the Super Meat Man. If you don't have enough potions, try midfight leveling with the Golems and Meat Men you've left behind.&lt;/div&gt;</summary>
		<author><name>Yxyrevita</name></author>	</entry>

	<entry>
		<id>http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Talk:Alpha:Wizard&amp;diff=1682</id>
		<title>Talk:Alpha:Wizard</title>
		<link rel="alternate" type="text/html" href="http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Talk:Alpha:Wizard&amp;diff=1682"/>
				<updated>2010-11-18T02:25:12Z</updated>
		
		<summary type="html">&lt;p&gt;Yxyrevita: &lt;/p&gt;
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&lt;div&gt;&amp;gt;Alright, let's talk strategy.  [[User:Infamouse|Infamouse]] 21:43, 5 May 2010 (UTC)&lt;br /&gt;
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		<author><name>Yxyrevita</name></author>	</entry>

	<entry>
		<id>http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Alpha:Advanced_Strategy&amp;diff=1681</id>
		<title>Alpha:Advanced Strategy</title>
		<link rel="alternate" type="text/html" href="http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Alpha:Advanced_Strategy&amp;diff=1681"/>
				<updated>2010-11-18T00:38:49Z</updated>
		
		<summary type="html">&lt;p&gt;Yxyrevita: &lt;/p&gt;
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&lt;div&gt;&amp;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.  The most broadly useful races could be considered Halfling and Gnome when playing challenge dungeons.  This is because you are virtually guaranteed to use BURNDAYRAZ to kill one boss, and melee attacks to kill the other (see [[#Boss_Battling|Boss Battling]]).&lt;br /&gt;
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&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 not possible (with the exception of the Factory) 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 playing Normal or Ranked modes).&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 ([[Strategy#Level-up_Steamroll|level-up steamroll]] and [[Strategy#Experience Catapult|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), and the battle begins.  It can be useful at this point to be 1 experience from the next level, allowing the player to use the [[Strategy#Level-up_Steamroll|level-up steamroll]] to instantly heal to full health and mana, possibly even multiple times during the fight.&lt;br /&gt;
&lt;br /&gt;
===God Selection===&lt;br /&gt;
God selection is risky business.  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;
*Binlor Ironshield: Hardiness is excellent, his other boons are situational at best.  Not a bad choice for a warrior type, though generally inferior to Glowing Guardian and Taurog, plus Jehora Jeheyu if you don't need to rely on first strike.  He is somewhat friendlier towards warriors who need to cast spells on occasion than Taurog, as the piety hit for using glyphs is minor.  Not worth taking as soon as you see his altar, wait until you've acquired some gold and determined that there aren't better gods around.  After you take him you should be able to generate a ton of piety eating walls. That is why Binlor is a natural deity of transmuters - with a price of 1 mana for ENDISWAL you can quickly gain all the benefits.&lt;br /&gt;
&lt;br /&gt;
*Dracul: Usually a great pick for spellcaster and thief classes.  High HP warriors (dwarves, particularly) can afford the HP hits and benefit from every boon.  Don't pick until you know two things: that there aren't many undead, and that the end boss isn't a heavy hitter.  In the former case, picking Dracul could be literal suicide, in the latter it's very possible you'll never get to the point that you can survive a single hit from the boss.&lt;br /&gt;
&lt;br /&gt;
*The Earthmother: Very sketchy deity.  IMAWAL is a waste of mana and XP and can easily make the game unwinnable.  If you are playing a balanced character (relying on normal attacks and magic), it is possible to carefully kill exactly ten monsters that are out in the open, IMAWAL two others, and then use Plantation and Stoneform to get a whopping bonus for the rest of the game (while crossing your fingers there aren't many goats/snakes on the map), but most of the time you are better off picking a more flexible god.&lt;br /&gt;
&lt;br /&gt;
*Glowing Guardian: Excellent deity for every class except Bloodmage and Assassin.  Always time your worship so the full heal upon joining is put to good use.  Pretty difficult to generate the 100 piety to get the whopping health bonus from Absolution, but even if the worship just leads to two full heals or a full heal and a CYDSTEPP it can be well worth it.  Particularly good for a Warlord as they can often generate enough piety with their own CYDSTEPP to achieve Absolution, which is an especially great boon for that class.&lt;br /&gt;
&lt;br /&gt;
*Jehora Jeheyu: Great for tanks, either fighter or priest type.  Avoid like the plague with Rogues, Blood Mages, or anyone else who has acquired useful resistances or first strike.  Polymorph is usually not going to help much and Bolstering is iffy (though nice for Halflings), but Madness and Retaliation are both great and Chaos is a hail mary that can often steal a victory over the last boss from an otherwise hopeless situation.  The earlier you pick JJ the better.&lt;br /&gt;
&lt;br /&gt;
*Mysteria Annur: No other deity is as likely to ruin your game as MA.  Absolutely, positively never pick her with any class but a heavy spellcaster elf (or, rarely, gnome), and not until you have BURNDAYRAZ.  It's also good to convert most of the glyphs you find, saving only BURNDAYRAZ and BLUDTUPOWA (and HALPMEH/CYDSTEPP if you have Mana Shield), before joining.  Even when conditions are optimal, though, the nerfing of your melee attack will often cost you the game.  Be incredibly careful with your mana as you don't have your melee attack to fall back on.  MA is particularly good if you have Mana Shield, as you can use it to weaken or kill enemies without penalty.  If you can safely pick MA early it is well worth getting Faith, and you will often be able to afford Weakening if you need it (magic resistant boss, lots of golems, etc).  Otherwise just start with Magic then work towards Flames.&lt;br /&gt;
&lt;br /&gt;
*The Pactmaker: The only deity that is always a good pick.  If you find Pactmaker, especially if you find him early, take him. It is ideal to wait to worship him until you have revealed at least 50 tiles at level one or 250 tiles at level two. (Note that exploring 250 tile may offset the benefit of Learning by making it difficult to heal by exploring.) His bonuses aren't anything earth-shattering, but Experience gives you a source of emergency healing if you go into fights with &amp;lt;= 10 xp to the next level, while Health and Mana are both solid boons for most characters.&lt;br /&gt;
&lt;br /&gt;
*Taurog: Amazing deity for fighters, berserkers and half-dragons and often great for priests, vampires and rogues.  If you can forego magic except for dire emergencies, he's all upside.  Penetration is a life saver for levels with lots of wraiths and goos, Mageshield is fantastic if there are lots of magic-users, Fury and Command are solid, and Rage is incredible.  Particularly on magic-heavy levels it's easy to generate massive piety.&lt;br /&gt;
&lt;br /&gt;
*Tikki Tooki: Almost as risky as Mysteria Annur and equally situational.  He's a natural fit for Rogues and Assassins, but his better boons are somewhat wasted on them (note that his Dodge boon does stack with other dodge abilities).  Best with characters that can kill or weaken enemies heavily with BURNDAYRAZ then finish them cleanly with GETINDARE and BYSSEPS, so while somewhat counter-intuitive he often makes a better deity for Elf spellcasters than MA.  Never take unless you can be sure to immediately build up a nice piety pool.  If you hit zero piety all enemies gain First Strike and your game is probably over.&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 [[Glyphs|APHEELSIK glyph]] to defeat the boss(es).  In challenge 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;
===Leveling===&lt;br /&gt;
Leveling as a &amp;quot;regeneration&amp;quot; point is often under-used by less experienced players.  Leveling up is similar in effect to exploring 13 (or more if you have an increased max mana) tiles of dungeon, but without allowing enemy monsters to regenerate.&lt;br /&gt;
&lt;br /&gt;
(Will add more later)&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, [[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).  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;
===Specific Dungeons===&lt;br /&gt;
Most challenge dungeons have 2 bosses:  one hard hitter, one tank.  An effective strategy can be to kill the hard hitter with fireballs while using an exp farm to advance from 7 to 10, then fighting the tank with your remaining resources.&lt;br /&gt;
&lt;br /&gt;
*Normal / Ranked =&amp;gt; Strategy depends on the boss.&lt;br /&gt;
*Snake Pit =&amp;gt; Hitter: Gorgon, Tank:  Serpent&lt;br /&gt;
*Library =&amp;gt; Hitter: Warlock, Tank:  Dragon&lt;br /&gt;
*Crypt =&amp;gt; Hitter: Wraith, Tank: Zombie&lt;br /&gt;
*Factory =&amp;gt; This is the exception.  Physical damage works better on both, and life drain is often the easiest 100% success.&lt;br /&gt;
&lt;br /&gt;
Campaign:&lt;br /&gt;
* Level one: Because of playing as an [[Races|Elven]] [[Rogue]], level one of the campaign allows for strategies that include two-two, four-two, and even six-two (six fireballs, two melee) attack styles.  Coupled with the types of monsters present in this level ([[Monsters|Goats]] and [[Monsters|Gorgons]] are both highly susceptible to '''two-two''' and '''two-one''' combos), making this level easier than most challenge and ranked dungeons.  Pick up any items along the way that allow for increased max mana, or mana potions, but keep spending to a minimum as you'll need your gold later if you intend to beat the entire campaign.  Collecting a [[Glyphs|CYDSTEPP]] glyph makes this level an almost guaranteed victory (it's very useful against the boss).&lt;br /&gt;
* Level two:  With a similar mix of creatures in this level, the [[Races|Elven]] [[Wizard]] is actually best served in most situations through extensive use of physical combat glyphs, such as [[Glyphs|BYSSEPS]], [[Glyphs|GETINDARE]], [[Glyphs|CYDSTEPP]], and [[Glyphs|HALPMEH]].  HALPMEH becomes especially mana efficient, healing 3 points of health per level at the cost of 2 mana points.  The boss is a Tank boss (low damage, high health) with some magic resist, so picking up life drain ([[Items|Vampiric sword]] or worshiping [[Gods|Dracul]]), or making good use of an exp farm and physical combat glyphs are often the safest way to win.&lt;br /&gt;
*Level three:  The [[Races|Elven]] [[Berserker]] combination is also highly effective at killing higher-level creatures to level-up steam roll and build an extensive exp farm.  If the ([[Glyphs|CYDSTEPP]]) glyph is available, defeat the boss by chaining death protection and physical attacks.  If not, chaining fireballs followed by a one-off death protection ([[Items|Zombie Dog]], [[Items|Badge of courage]]) physical attack can be enough, or even just chain casting fireballs can be enough if the right shops are present ([[Items|Keg o' magic]] or [[Items|Orb of Zot]]).&lt;/div&gt;</summary>
		<author><name>Yxyrevita</name></author>	</entry>

	<entry>
		<id>http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Alpha:Glyphs&amp;diff=1680</id>
		<title>Alpha:Glyphs</title>
		<link rel="alternate" type="text/html" href="http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Alpha:Glyphs&amp;diff=1680"/>
				<updated>2010-11-18T00:38:47Z</updated>
		
		<summary type="html">&lt;p&gt;Yxyrevita: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;gt;{| border=&amp;amp;quot;1&amp;amp;quot; cellspacing=&amp;amp;quot;0&amp;amp;quot; cellpadding=&amp;amp;quot;2&amp;amp;quot; style=&amp;amp;quot;border-collapse: collapse;&amp;amp;quot; class=&amp;amp;quot;sortable&amp;amp;quot;&lt;br /&gt;
|- style=&amp;amp;quot;background-color: #EEEEEE&amp;amp;quot;&lt;br /&gt;
!Image&lt;br /&gt;
!Glyph&lt;br /&gt;
!Cost (Mana)&lt;br /&gt;
!Effect&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Apheelsik.png|center]]&lt;br /&gt;
|APHEELSIK (Poison - &amp;amp;quot;I feel sick&amp;amp;quot;) &lt;br /&gt;
|5&lt;br /&gt;
|Inflicts the poison status on a monster, preventing it from regenerating health as you explore.  Will wear off when you attack anything. Undead are immune.&lt;br /&gt;
* Unlocked by completing a normal game as an [[Assassin]]&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Bludtupowa.png|center]]&lt;br /&gt;
|BLUDTUPOWA (Blood Magic - &amp;amp;quot;Blood to power&amp;amp;quot;)&lt;br /&gt;
|0&lt;br /&gt;
|Enable to revoke health regeneration and boost mana regeneration by 1tile.&lt;br /&gt;
* Unlocked by completing a normal game as a [[Blood_Mage|Blood Mage]]&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Burndayraz.png|center]]&lt;br /&gt;
|BURNDAYRAZ (Fireball - &amp;amp;quot;Burn their ass&amp;amp;quot;)&lt;br /&gt;
|6&lt;br /&gt;
|Hits a monster with a fireball, causing 4 points of damage per player level. &lt;br /&gt;
|-&lt;br /&gt;
|[[File:Bysseps.png|center]]&lt;br /&gt;
|BYSSEPS (Power Strike - &amp;amp;quot;Biceps&amp;amp;quot;)&lt;br /&gt;
|2&lt;br /&gt;
|Player gets +30% damage bonus for next physical attack only.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Cydstepp.png|center]]&lt;br /&gt;
|CYDSTEPP (Protection from Death - &amp;amp;quot;Sidestep&amp;amp;quot;)&lt;br /&gt;
|10&lt;br /&gt;
|The player will be protected from the next fatal attack and will be reduced to 1 point of health instead of dying.&lt;br /&gt;
* Unlocked by completing a normal game as a [[Warlord]]&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Endiswal.png|center]]&lt;br /&gt;
|ENDISWAL (Passwall - &amp;amp;quot;End this wall&amp;amp;quot;)&lt;br /&gt;
|8&lt;br /&gt;
|Destroys a section of wall.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Getindare.png|center]]&lt;br /&gt;
|GETINDARE (First Strike - &amp;amp;quot;Get in there&amp;amp;quot;)&lt;br /&gt;
|3&lt;br /&gt;
|Player gets first strike status for next physical attack only.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Halpmeh.png|center]]&lt;br /&gt;
|HALPMEH (Heal - &amp;amp;quot;Help me&amp;amp;quot;)&lt;br /&gt;
|3&lt;br /&gt;
|Restores 3 points of health per player level and cures poison status.&lt;br /&gt;
* Unlocked by completing a normal game as a [[Paladin]]&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Imawal.png|center]]&lt;br /&gt;
|IMAWAL (Flesh to Stone - &amp;amp;quot;I'm a wall&amp;amp;quot;)&lt;br /&gt;
|5&lt;br /&gt;
|Transforms a monster into a section of wall.  Does not count as a kill for purposes of gaining experience, triggering rewards/punishments from gods, etc.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Lemmisi.png|center]]&lt;br /&gt;
|LEMMISI (Clairvoyance - &amp;amp;quot;Let me see&amp;amp;quot;)&lt;br /&gt;
|3&lt;br /&gt;
|Fully reveals 3 random unexplored tiles.  As a result, you'll usually regain as much or more mana than you spent casting it.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Pisorf.png|center]]&lt;br /&gt;
|PISORF (Teleport Monster - &amp;amp;quot;Piss off&amp;amp;quot;)&lt;br /&gt;
|10&lt;br /&gt;
|Teleports a monster to a random empty tile.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Weytwut.png|center]]&lt;br /&gt;
|WEYTWUT (Teleport Self - &amp;amp;quot;Wait what?&amp;amp;quot;)&lt;br /&gt;
|6&lt;br /&gt;
|Teleports the player to a random empty tile.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Wonafyt.png|center]]&lt;br /&gt;
|WONAFYT (Summon Monster - &amp;amp;quot;Wanna fight&amp;amp;quot;)&lt;br /&gt;
|6&lt;br /&gt;
|Teleports a random monster of the player's level to a random empty tile next to the player.  Fails if no such monster or tile exists.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
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=[http://iwyxuvonyfo.co.cc Under Construction! Please Visit Reserve Page. Page Will Be Available Shortly]=&lt;br /&gt;
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&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>Yxyrevita</name></author>	</entry>

	<entry>
		<id>http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Alpha:Assassin&amp;diff=1679</id>
		<title>Alpha:Assassin</title>
		<link rel="alternate" type="text/html" href="http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Alpha:Assassin&amp;diff=1679"/>
				<updated>2010-11-18T00:37:04Z</updated>
		
		<summary type="html">&lt;p&gt;Yxyrevita: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Needs Content: a nifty wiki-style sidebar if you feel like it.'''&lt;br /&gt;
&lt;br /&gt;
The '''assassin''' [[File:HeroAssassin.png]] is one of the [[classes]] in Desktop Dungeons. It is unlocked by clearing the normal dungeon as a [[rogue]]. Assassins are masters of fighting dirty, using poison and killing weaker foes in a single blow.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;===Skills===&lt;br /&gt;
*Poisoned Blade - Begin with the APHEELSIK [[glyphs|glyph]]&lt;br /&gt;
*Swift hand - Able to kill any enemy of lower level in one hit&lt;br /&gt;
*Light foot - First strike against enemies that have had all of the surrounding tiles explored&lt;br /&gt;
&lt;br /&gt;
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&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===General Strategy===&lt;br /&gt;
In general, the assassin is most effective if it is leveled up quickly, as it can clean up remaining monsters quite easily. You should be able to consistently reach level 10 by the time the map is cleared.&lt;br /&gt;
&lt;br /&gt;
If you have fireball, find a high level enemy with very little health such as a Gorgon, cast poison on it, and then explore to regenerate mana for fireballs until it is dead. Otherwise, find a high level monster that is unable to kill you in one hit, and beat it in a similar way but with normal attacks. CYDTEPP can be used with the mana that you are regenerating to score additional attacks. If you are using magic exclusively while doing this, BLUDTUPOWA can be used to allow for faster mana regeneration rate. If all of your paths of exploration are blocked and you have 5 mana, kill as many of the units that are blocking paths as possible, and then recast poison on the unit that you are trying to kill&lt;br /&gt;
&lt;br /&gt;
At the beginning of the game, attempt to kill a level 2 enemy, since this will reduce the number of enemies that you have to kill to reach the second level, and thus leave more targets for later. After level 1 try to attack high level enemies even if doing so will require a potion or a lot of exploring, since doing so will cause you to be a higher level than most enemies and leave you with more targets to kill later on. &lt;br /&gt;
&lt;br /&gt;
Keep track of how much experience you can gain from your collection of lower level enemies that you are leaving untouched, and when in a fight with a strong enemy and especially with the boss, see if you are able to level up in the middle of a fight by killing these low level enemies and, if possible, how many times you can level up. Try to save some of these monsters for the boss fight.&lt;br /&gt;
&lt;br /&gt;
When picking lower level targets to destroy for experience, try to choose those that are blocking the way to unexplored area to maximize your exploring potential later.&lt;br /&gt;
&lt;br /&gt;
Begin to attack the boss at about level 7 and level up whenever you need to heal in the middle of the fight from the enemies that you have kept remaining until you are level 9 or 10.&lt;br /&gt;
&lt;br /&gt;
===Race and Deity Choices===&lt;br /&gt;
Playing as an Orc gives you additional experience on demand, and allows you to level up faster. Try to save glyphs that you intend to convert to experience until the conversion will aid in leveling up in the middle of a fight.&lt;br /&gt;
Playing as a Dwarf allows you to sustain more damage, which means that stronger enemies will not kill you in a single hit as easily.&lt;br /&gt;
Playing as a Human will give you more attack with each hit, so you can finish the long poison battles faster or are able to kill units in a single hit with first strike more easily.&lt;br /&gt;
&lt;br /&gt;
The Pactmaker gives additional experience for every kill, which is very useful when trying to level up in the middle of a battle from existing lower level units and also allows you to level up faster.&lt;br /&gt;
Tikki-Tooki will be pleased with assassins quite often for the displays of skill of killing lower level enemies. Dodge chance is useful in making long fights work to your advantage. That said, most of the other benefits offered are easily replicated by the assassin.&lt;br /&gt;
Jehora Jeheyu will grant you piety whenever you deal or receive damage, which happens a lot if you are partaking in long poison battles. Note that you will be unable to use CYDSTEPP and GETINDARE glyphs unless you're prepared to deal with Mana Burn.&lt;br /&gt;
Taurog is good if you follow him early, but you will be unable to rely on poison. Instead you will likely be focusing on power kills with first strike or using levelups to heal you.&lt;br /&gt;
&lt;br /&gt;
===Challenge Modes===&lt;br /&gt;
&lt;br /&gt;
====Snake Pit====&lt;br /&gt;
This is not much of a challenge. Start off by killing Gorgons 1-3 levels above you to quickly reach level 7. Make sure, that there are still enough tiles for regeneration and begin attacking Medusa. Be careful, since you need to have 100% health (or protection) to not get petrified. There should be enough monsters around to level up midfight for a quick heal. If needed use a few potions. Afterwards Nidhogg can be outlasted with your remaining potions and unused tiles (HALPMEH can be a big help here, too).&lt;br /&gt;
&lt;br /&gt;
It doesn't matter so much here, which race or deity you take here. Orc, Human or Gnome all have their benefits, but none of them essential. For as gods I would think about taking Earthmother or Glowing Guardian, due to their poison immunity, making Medusa and Jormungandr easier to kill.&lt;br /&gt;
&lt;br /&gt;
====Crypt====&lt;br /&gt;
Undead units are immune to poison, so you will have to manage without it. Use mid-fight levelups whenever possible to take on the highest level enemies. Vampires are probably going to be your main targets since they have relatively low maximum health. Since you're carrying a deadweight glyph right off the bat and mana burn will be prevalent, Taurog should be even more valuable. A couple fireballs followed by a first strike attack or a CYDSTEPP attack will be ideal for taking on strong enemies.&lt;br /&gt;
&lt;br /&gt;
====Library====&lt;br /&gt;
The bosses in this stage can get annoying due to their high strength. Level up as fast as possible with high level monsters, using poison and tile regeneration. Be sure to keep useless Glyphs for Exp conversion (assumed you play as an Orc), they will be needed later.&lt;br /&gt;
&lt;br /&gt;
Start attacking the Matron of Flame on level 7 and use the remaining tiles and mid-fight level ups for regeneration(if you have HALPMEH or CYDSTEPP it will make things a LOT easier). Afterwards you should be Level 8-9 (or maybe even 10). If you didn't use any potions so far, you should have no problem outlasting Aequitas.&lt;br /&gt;
&lt;br /&gt;
====Factory====&lt;br /&gt;
Use fireball (and BLUDTOPOWA if you have it) to kill the highest level animated armour that you can find to get you ideally from level 1 to 6 in a single kill. Also, waste any other animated armour's protection from death without actually killing them whenever possible in order to leave them as potential targets for experience later. Be careful to not overexplore because you will likely want to poison Super Meat Man and heal from the black while fighting him. The Iron Man has a 75% chance to block poison when you cast it on him, so you can use it repeatedly on him until it works or try to beat him without it. When fighting him while he is poisoned, do not expect to be able to recast poison on him after attacking somebody else as it will probably fail. HALPMEH will be the ideal use of magic when fighting him.&lt;/div&gt;</summary>
		<author><name>Yxyrevita</name></author>	</entry>

	<entry>
		<id>http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Talk:Alpha:Classes&amp;diff=1678</id>
		<title>Talk:Alpha:Classes</title>
		<link rel="alternate" type="text/html" href="http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Talk:Alpha:Classes&amp;diff=1678"/>
				<updated>2010-11-18T00:36:54Z</updated>
		
		<summary type="html">&lt;p&gt;Yxyrevita: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;gt;I've noticed something I think is different about the Assassin class from previous versions now, or this may just be a retooling of First Strike in general. When both I and a creature, as an Assassin using the ability, have first strike now, and I outlevel them, the game acts as if I'm the only one with first strike. This is an insane buff to the Assassin's Instant Death surround ability- this means that anything lower level you surround, perhaps via ENDISWALL, instantly becomes fodder for the level-up trick. I'm wary to say it's a retool of First Strike, because I noticed this in a game where I not only converted the First Strike Glyph, but I was worshiping Jehora. She never got mad at me for the one sided fights that resulted from the surround and outlevel combo- so this may just be that an Assassin's surround isn't so much First Strike as it is a &amp;amp;quot;guaranteed First Strike no matter what anyone, including a god, has to say about it&amp;amp;quot;.&lt;br /&gt;
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It's that, or an Assassin's instant death ability overrides First Strike on enemies completely. This seems like an easy, logical explanation.&lt;br /&gt;
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Seems like something would be better than nothing on these pages. Post any tips/insight on each class you have? --[[User:Cls4lions|Cls4lions]] 12:30, 25 March 2010 (UTC)&lt;br /&gt;
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I feel like the special races should be treated as classes rather than races, with their info on this page and a brief reference to it on the race page.&lt;br /&gt;
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Berzerker Mageslay:&lt;br /&gt;
What does the Attack +30% mean exactly?  That spells (i.e. BURNDEYRAZ) does 30% more damage all the time?&lt;br /&gt;
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		<author><name>Yxyrevita</name></author>	</entry>

	<entry>
		<id>http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Brainstorming&amp;diff=1677</id>
		<title>Brainstorming</title>
		<link rel="alternate" type="text/html" href="http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Brainstorming&amp;diff=1677"/>
				<updated>2010-11-18T00:36:41Z</updated>
		
		<summary type="html">&lt;p&gt;Yxyrevita: &lt;/p&gt;
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&lt;div&gt;&amp;gt;== Suggestions about this wiki ==&lt;br /&gt;
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dislekcia: Can we put in a picture of the game and a link to the latest version in the &amp;amp;quot;Welcome&amp;amp;quot; area? I can't see how to edit that...&lt;br /&gt;
:Well, I've added the front-page link, but you're going to have to either upload the image or enable external image linking ($wgAllowExternalImages) for me to do the screenshot. - [[User:Chippit|Chippit]] 09:46, 11 March 2010 (UTC)&lt;br /&gt;
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salejemaster: I'm not sure how to do this but we should somehow change the screenshots that are posted here in the tigdb http://db.tigsource.com/games/desktop-dungeon to screenshots from .5 because the new tile set is much better then the old one, and you know how graphics matter to people, if anyone has any info on how to do this please post :)&lt;br /&gt;
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DGM: For the wiki itself, a section for the spells should be added. Also, Glitterfingers is missing from the gods section. For the game, here are some ideas for the deity system:&lt;br /&gt;
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yidda: we should maintain distinct version information on the same page, like the Dwarf Fortress Wiki does:&lt;br /&gt;
http://df.magmawiki.com/index.php/Stockpile&lt;br /&gt;
So if you go to the Gods page, you can click on the older DD versions to see what they used to do.  this would also work for pages like this one, so that we don't have suggestions for the old God system next to the new ones.&lt;br /&gt;
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== Suggestions for the game interface ==&lt;br /&gt;
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'''Avoid math computations -'''&lt;br /&gt;
Would it be possible to include a number amount for the damage increase in the tooltip of Bysepps (and in other similar situations)?&lt;br /&gt;
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Almost: Some indication or acknowledgement of the thief's first attack bonus or the berserker's bonus damage when attacking higher level monsters when hovering the mouse over them would be nice.&lt;br /&gt;
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:Account for damage reduction when showing how much damage enemies do.&lt;br /&gt;
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:Resistances are a pain to the mental math, how about displaying the actual numbers, for example, if I'm a monk, a monster's rollover would say &amp;quot;Attack:41 (20)&amp;quot; Admittedly it's easy for monks, but when dealing with 30% resistances, that is harder.&lt;br /&gt;
:Agree.  This applies to both the damage the monsters will deal to you after Monk bonus, Tower Shields, etc. and the damage you'll deal to them after their resistances, your Berserker bonus, etc.  This can either shown in the monsters Health Line or next to your attack value. --[[User:Twinge|Twinge]]&lt;br /&gt;
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Would it be possible to include an icon somewhere to show what glyphs are active? I can't count the number of times I've died because I assumed CYDSTEPP was on when it was not. --[[User:W4ffl35|W4ffl35]]&lt;br /&gt;
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'''Show which classes finished a dungeon -'''&lt;br /&gt;
Stormy: What about highlighting the classes who beat a particular dungeon. Just like it's currently done with the standard dungeon, but extended to the others, when the cursor hovers over the buttons.&lt;br /&gt;
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:On the main menu, rather than having to look at the rollover text to see if you've beaten a challenge with a class, instead give the dungeon selection buttons boarders like the class selection buttons get after beating the normal dungeon. Also, give the transmuter et al. classes boarders after beating the normal dungeon, don't leave them out.&lt;br /&gt;
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Can I suggest a menu redesign with a 'Go!' button, as opposed to simply clicking on the dungeon you want? That way, you can select each dungeon by clicking on it and the borders will show up around all the classes you've beaten it with for the dungeon you currently have selected. It'd streamline that aspect a bit.&lt;br /&gt;
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'''Rand-seed -''' Almost: If it's possible, generate dungeons from a seed number, and allow the player to replay maps by giving it the seed again or challenge a friend to do better than they did on that map. Maps from any mode could be replayed in such a manner, but completion of these maps would not count for unlocking stuff or highscores. This would also allow players to retry a map that they think they could've done better on and attempt more ideal solutions while learning how to play.&lt;br /&gt;
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:Seconding this, and display the seed number during the game.  That way we can always recreate the game when someone posts a screenshot and asks questions about it.&lt;br /&gt;
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:: Seconded, but don't count a seeded game as a normal game, since a player could cheat by doing the same dungeon several times.&lt;br /&gt;
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'''Picking up blood not compulsory''' Perhaps the Bloodmage and Vampire should have the ''option'' to pick up blood patches, or not.&lt;br /&gt;
Perhaps it could be done via the glyph interface.&lt;br /&gt;
Of course, if a summoned monster dies on a glyph, then I suppose that could lead to trouble.&lt;br /&gt;
: I'm not sure, I think it's an important bit of strategy, that you have to plan out where you stand. [[User:Neongrey|Neongrey]] 14:21, 23 April 2010 (UTC)&lt;br /&gt;
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'''Victory -'''  When I killed my first boss, I wasn't sure what to do next and spend several minutes clicking around before realising I should 'retire'. It would have been nice if the retire button was replaced with 'victory!' in those circumstances.&lt;br /&gt;
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'''Arrow keys -'''  I'd love to be able to use the arrow keys to navigate! -- [[Special:Contributions/99.238.53.245|99.238.53.245]] 16:58, 27 March 2010 (UTC)&lt;br /&gt;
: yes. Please.&lt;br /&gt;
:: Numeric keypad!&lt;br /&gt;
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'''Class description -'''&lt;br /&gt;
mtarini: I think it is a pity that the one-line descriptions of the classes are only visible once, when you unlock them (the ones like &amp;quot;rogue: a class that specializes at avoiding taking damage&amp;quot;).&lt;br /&gt;
Can we see them, maybe in smaller font and italics, when we roll over? BTW it the &amp;quot;three traits&amp;quot; system with traits name is very sweet.&lt;br /&gt;
[[User:Mtarini|Mtarini]] 19:30, 21 April 2010 (UTC)&lt;br /&gt;
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'''Fresh game start -''' Currently, when the game just first start, you have two dungeons: &amp;quot;normal&amp;quot; and &amp;quot;snake pit&amp;quot;. I would leave only &amp;quot;normal&amp;quot; for the first runs, until you win that one once. It just looks nicer... more &amp;quot;fresh and immediate&amp;quot; for newbie players. --[[User:Mtarini|Mtarini]] 23:21, 21 April 2010 (UTC)&lt;br /&gt;
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'''Tooltip -''' Position: I frequently hover over my character to remember the information the tooltip shows. However this tend to cover other interesting stuff, like adjacent monsters, which is mildly annoying. A possible solution could be to (a) move the tooltip when it's closer than 2-3 squares from the character; (b) include that information (current effects, traits) in the area below the runes.&lt;br /&gt;
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Information: instant death protection is not taken into account on a monster's tooltip. --[[User:Lejonmanen|Lejonmanen]] 09:25, 24 April 2010 (UTC)&lt;br /&gt;
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== Suggestions for the Gods system ==&lt;br /&gt;
&lt;br /&gt;
1) Dracul rejects Priests. Should the Glowing Guardian accept Assassin followers? It seems out of character, and it's a cheap way to steamroll the Assassin/Crypt challenge.&lt;br /&gt;
:Seems TGG is pretty forgiving to me (more generous than the god they're copied from anyway!) - if you are an Assassin that isn't using poison, they're fine with it I think.  On the same topic, though, I think TGG altars shouldn't even spawn in the Crypt, because it basically makes it an auto-win for any class. --[[User:Twinge|Twinge]]&lt;br /&gt;
:: Agreed. By the same token, altars to Dracul shouldn't spawn in the crypt (unless it were to be included as a fourth &amp;quot;atmosphere&amp;quot; altar) due to his literally total uselessness there. --[[User:MrGuy|MrGuy]] 15:49, 9 May 2010 (UTC)&lt;br /&gt;
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2) Binlor Ironshield gives the wall-buster spell when you convert to him. This should be used for other gods: Mystera Annur should give Fireball since her worshipers are helpless without it, and the Earthmother should give the stoning spell.&lt;br /&gt;
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:Earthmother *does* give IMAWAL... providing it doesn't already exist.  Binlor is the same way with the ENDISWAL Glyph: if it already exists, he won't create it.  And that leads nicely to Mystera: BURNDAYRAZ is guaranteed to appear on every map anyways.  All this said, it wouldn't be a bad idea to move the Glyphs to the player's feet when they convert to these gods --[[Special:Contributions/94.7.130.253|94.7.130.253]] 15:14, 11 March 2010 (UTC)&lt;br /&gt;
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3) Speaking of the Earthmother and the stoning spell, she's lame mostly because the spell is lame. It denies you experience and doesn't clear obstacles out of the way; it has no use except to make her happy and her reward isn't good enough. I suggest having the spell only work on monsters below your level, but count as a regular kill (giving experience, triggering rewards/punishments from the gods, etc.). This would make it useful in its own right and make the Earthmother less painful to follow.&lt;br /&gt;
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:Rather than change the mechanic of the god and render the special Gorgon class somewhat irrelevant, why not just change the reward? +1HP per level per enemy petrified, perhaps. Or +1HP per monster level. -ChaoSpectre&lt;br /&gt;
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::The Earthmother giving regular XP for stone kills seems quite fair, as it balances with you not being able to take those stones out of the way.&lt;br /&gt;
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:::Some wild ideas   --[[User:Lejonmanen|Lejonmanen]] 09:41, 24 April 2010 (UTC)&lt;br /&gt;
:::a) EM doubles MP recovery when exploring&lt;br /&gt;
:::b) Petrifying a monster regenerates MP equal to monster level&lt;br /&gt;
:::c) Each time a monster would petrify you, EM kills the monster and gives you +10% physical damage resistance (stone skin)&lt;br /&gt;
:::d) EM gives another rune (LEMMETRU) that creates a &amp;quot;tunnel&amp;quot;, preserving the rock but enabling the hero to go through, for a cost of 1 permanent HP per level&lt;br /&gt;
:::e) Petrifying monsters creates a &amp;quot;tunnel&amp;quot; instead of a solid wall&lt;br /&gt;
:::f) &amp;quot;Knowledge of earth&amp;quot; - can see walls 3 tiles away without revealing. Like the eye of scouting, but only for walls&lt;br /&gt;
:::g) Destroying ENDISWAL glyph should please her.&lt;br /&gt;
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4) Glitterfingers just helps you get money, right? You can stockpile money easily enough anyway. How about having him spawn some potion shops to spend it on?&lt;br /&gt;
:How about if Glitterfingers removed the cap on gold for that run only? If you had more than the max at the end of your run, then it would be reduced to the max. [[Special:Contributions/68.159.130.228|68.159.130.228]] 16:21, 13 March 2010 (UTC)&lt;br /&gt;
:He could certainly use something - right now he's vaguely useful to grind up some gold slightly faster between real games, and even then mostly only if you don't have Goblin unlocked.  Giving 2 gold per kill instead of 1 - and maybe also removing the cap as mentioned above - probably still doesn't actually make him useful, but would be a start I guess.  Glittergfingers should probably be revamped completely, but that can wait until the whole gold system is revamped.&lt;br /&gt;
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5) Right now there's not much reason to renounce a god except to see what happens. I'd like the option pick a god from the start (like race and class) instead of spawning random alters, so why not use the god's curses as part of another unlock system? If you level up at least, say, 5 times AFTER earning a god's disfavor and still win the game, you get the option to start with him as your deity. As an adjunct to this, let the player brick an alter with the stone spell or shatter it with the wall-buster spell as a way of angering the deity.&lt;br /&gt;
:renouncing a God serves the purpose of being able to worship another one --[[User:Mtarini|Mtarini]] 17:04, 21 April 2010 (UTC)&lt;br /&gt;
::I was also able to renounce just to convert a glyph into a potion so that I had enough life to kill a boss.--[[User:Sxerks|Sxerks]] 02:22, 23 April 2010 (UTC)&lt;br /&gt;
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6) Fizanko: to make every gods more usefull and varied, maybe having them spawning a glyph or a new trait for the player, unique to them after the player successfully attacked and destroyed the other deities altars, giving alternatively an incentive for the player to explore the whole dungeon to find every altars.&lt;br /&gt;
Could then be used to balance the less interesting gods by having them spawning a more interesting glyph/trait.&lt;br /&gt;
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7) Mystera Annur is absolutely terrible. The mana bonus can be useful, sure, but reducing your attack power to one is absolutely crippling, especially given that BURNDAYRAZ is much weaker than the standard melee attack even for your average wizard. Either lower the damage penalty, or have Annur increase the power/decrease the cost of BURNDAYRAZ. --[[User:MrGuy|MrGuy]] 15:46, 9 May 2010 (UTC)&lt;br /&gt;
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8) I would like it if the game either let you know which altars are available on the map or let you choose that a certain altar will appear on the map. I'm trying to clear the Factory with a Wizard, and from what I can figure, you pretty much need Mystera Annur to lower magical resistance so you can win. If I don't find a Mystera Annur altar, I'm just going to retire without trying. If I could know ahead of time whether that altar exists in the dungeon, it will save me time playing maps where it doesn't exist [[User:Cyrai|Cyrai]] 19:49, 19 September 2010 (UTC)&lt;br /&gt;
:Or as an alternative, let players choose which god they serve before the game begins. As it is, each character goes into the dungeon as &amp;quot;atheist,&amp;quot; including priests, who by definition must serve a god in order to receive their divine powers. --[[User:KenLaird|KenLaird]]&lt;br /&gt;
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== Suggestions for the Scoring system ==&lt;br /&gt;
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rickgriffin: Thoughts about the high score board:&lt;br /&gt;
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1) Include which boss was defeated on the run.&lt;br /&gt;
: Agreed.  Also what god they were worshiping, if any. --[[User:Twinge|Twinge]]&lt;br /&gt;
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2) Besides the top score board, also have separate boards for each class, so people have a reason to have high score runs without just selecting the 'best' class/race.&lt;br /&gt;
:Ideally there wouldn't be any clear best combos, and I think that is the goal down the road; there may be some combos that suck, but there shouldn't be any that dominate ranked games (I'm looking at you, Vampire &amp;amp; Human Rouge/Monk!)  Not that having separate charts for each class would be a bad thing, I'm just saying the bigger issue is one of overall balance =) --[[User:Twinge|Twinge]]&lt;br /&gt;
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* What about also having top score boards for each of the challenge dungeons, as well? [[User:Neongrey|Neongrey]] 21:04, 11 March 2010 (UTC)&lt;br /&gt;
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* Now that I think about it, having a score breakdown would be a neat thing too, so you could see what all contributed to a high score. [[Special:Contributions/68.159.130.228|68.159.130.228]] 13:28, 21 March 2010 (UTC) (rickgriffin)&lt;br /&gt;
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3) Berserkers wish to die in battle. When playing as a berserker, get a bonus for dying and a sizable penalty for retiring. --[[User:Egasimus|Egasimus]] 20:32, 4 May 2010 (UTC)&lt;br /&gt;
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4) Have an off-line high-score table.--[[User:Egasimus|Egasimus]] 20:32, 4 May 2010 (UTC)&lt;br /&gt;
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5) Damage dealt being a part of the scoring system should probably be capped, or removed entirely.  As it stands, the maximum bonus for speed (an instant win) would be 60 * 3 * 15 = 27,000.  The difference between a one minute win (impressively quick) and a two minute win (not bad) is only 1800 points.  On the other hand, the max bonus earned by maximizing damage dealt (bringing all monsters to low hp, exploring to heal them, etc.) is literally over a hundred thousand, and easily achievable with a level 1 Human Sorcerer (infinite casts of 4 damage fireball, not &amp;quot;skill&amp;quot;).  I feel like ending up with a mid-to-low tier high score somewhat detracts from the impressiveness of doing the entire dungeon in under a minute.  Some quick ideas at other way of calculating scores:&lt;br /&gt;
* Score could be based entirely off 'moves made' (the fewer tiles traveled / clicks before killing the boss, the better) &lt;br /&gt;
* Have &amp;quot;lightning short&amp;quot; times give exponentially more points (Maybe start with a x 9 modifier to the time score, and every 30 seconds it drops by x1)&lt;br /&gt;
* Classify scores by &amp;quot;games under 5 minutes&amp;quot;, &amp;quot;games under 10 minutes&amp;quot;, etc. &lt;br /&gt;
* Break ranked mode into multiple modes, where scoring is done differently in each (a &amp;quot;speed runs&amp;quot; dungeon, a &amp;quot;fewest moves&amp;quot; dungeon, a &amp;quot;maximum damage&amp;quot; dungeon where monsters don't heal, etc.)&lt;br /&gt;
* It seems odd that ranked dungeons are randomly generated at all.  The dungeon arrangement has a huge influence on a player's max potential score.  [[User:Varuka|Varuka]]&lt;br /&gt;
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== Suggestions for the glyph system ==&lt;br /&gt;
&lt;br /&gt;
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1) Certain glyphs - mainly the three teleportation spells - are vastly inferior to most other glyphs.  Rather than try to make all spells equally useful, though, I suggest dividing glyphs into two categories: Master glyphs and Apprentice glyphs.  Master glyphs would work as glyphs do now.  Apprentice glyphs would be weaker and/or more costly and would give no bonus on conversion, but each game some of them would spawn next to the player's starting position.  This would balance the glyphs and help eliminate hopeless starts.&lt;br /&gt;
: I like that there are random difficult starts. Don't turn in into a chess solitaire. ----&lt;br /&gt;
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2) To go with the above idea, here's a suggested new spell: DUNBEESHOKD (Lightning Bolt) - 4 Mana.  Deals 2 damage per player level to a monster.  This would be an apprentice version of Fireball, suitable for giving to the player from the start in case they want to go the pure magic route.&lt;br /&gt;
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3) Suggestions for specific spells:&lt;br /&gt;
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....BLUDTUPOWA needs work.  How about letting it turn a health potion into a mana potion instead?  That would make it more generally useful while keeping with the Blood Mage's health-for-power theme.&lt;br /&gt;
&lt;br /&gt;
....WEYTWUT teleports you somewhere useless or dangerous too often.  How about having it only take you to shops, glyphs and alters?  Or at least making it send you somewhere you haven't already explored?&lt;br /&gt;
&lt;br /&gt;
....I already discussed fixing IMAWAL when I talked about the Earthmother earlier, but I'll repeat it here for completeness: restrict it to enemies below the player's level, but let it count as a normal kill for reward/penalty purposes.&lt;br /&gt;
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....make LEMMESEE work as an eye of scouting until the player attacks a monster. Or make it scout only nearby interesting stuff (monsters, shops, altars and runes) without displaying what they are (use a question mark icon) -Lejonmanen&lt;br /&gt;
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Limiting WEYTWUT to unexplored area would be a definite plus.&lt;br /&gt;
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'''Rename BURNDAYRAZ.'''  I understand and like all other glyph names.  BURNDAYRAZ, however, I didn't decode until I came to this wiki!  To me, it looks like either &amp;quot;Burned a Raise&amp;quot; or &amp;quot;Burn Day Raze&amp;quot;, neither of which makes sense.  Alternative suggestions:  BABIKIU, TOSTOR, OOELDUNN, FIYABUNN (the last has a nice Jamaican twang to it). --[[User:Rsl12|Rsl12]] 23:02, 28 June 2010 (UTC)&lt;br /&gt;
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== General suggestions==&lt;br /&gt;
'''Difficulty''':  After getting pretty good at the game with certain strategies, the fun becomes beating certain dungeons with certain classes.  I thought it'd be cool if it'd be possible to add some ability to increase the difficulty independently of class/race/dungeon, by adding bonus settings to place more (or bigger) bosses, or options to remove shops, not heal when exploring, etc.&lt;br /&gt;
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'''OpenSource?''' DGM: Nandrew, I assume you're reading this since I got the link for this wiki from you.  Are you going to share the source, so we can play with ideas you reject?  Failing that, would you use the discussion page and comment on which ideas being presented here that you're considering using?  I've got more ideas for the glyph system I suggested, but there's no point in talking about it if it will never be implemented.&lt;br /&gt;
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'''Randomness -'''  Jabberwock: One suggestion for the dodge - as it seems it is one of very few random elements after the game starts (maybe beside the Imp teleports), it is a little bit out of place. What if the order of the enemy miss was predetermined instead of random? That is, one of the five enemy hits misses - I receive hit no.1, 2 etc., and the no. 5 always misses... Would certainly make it more strategic.&lt;br /&gt;
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'''Minimum gold -''' fall_ark: This might sound a little cheap but... how about adding a &amp;quot;minimum gold&amp;quot; bonus? Or change the saved gold system as a whole. I mean, after unlocking the Goblin race it becomes super easy to gain 50~70 gold in a few minutes, and before that I used to choose rogue to do some rounds of hoarding...It just feels a bit tedious. Or I'm just lazy and spoiled...&lt;br /&gt;
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: I would like that your max gold go to full inbetteen rounds, basicly I max my gold with the goblin/trasmutat and just hit &amp;quot;retire&amp;quot; , doing this meny times can max gold - but - shouldnt the game just do this automaticaly &amp;quot;max&amp;quot; my gold since i can do this trick anyway?&lt;br /&gt;
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:: On the contrary - on retiring without beating the dungeon boss, you shouldn't be able to keep all your gold. Hoarding sessions seem a bit unfair to me.--[[User:Egasimus|Egasimus]] 19:53, 5 May 2010 (UTC)&lt;br /&gt;
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: I totally agree! What a waste of time. If you do have to do this use Goblin Wizard...--[[User:Greatdiwei|Greatdiwei]] 07:09, 19 August 2010 (UTC)&lt;br /&gt;
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'''ports -''' There really should be a iPhone/iTouch version of Desktop Dungeons. I think it would be awesome on the platform. Dont know how hard to port it is but you know, a suggestion:D&lt;br /&gt;
zreaperz-&lt;br /&gt;
:or even for Android. It is definitly the kind of time sink i'd love to have in my pocket&lt;br /&gt;
::It would definitely work well on a handheld.&lt;br /&gt;
::: What about an iPad? The iPad is desperately needing a good roguelike :) --[[User:Greatdiwei|Greatdiwei]] 07:09, 19 August 2010 (UTC)&lt;br /&gt;
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:Any chance of a version for Mac OS X?&lt;br /&gt;
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'''Other Dungeon Bosses''' Rather than just level 10 enemies, how about in some harder modes, the actual gods are in the dungeon to fight? or maybe there could be a mode for that. Simply because stumbling in on Taurog for example would be a totally kickass moment. --[[User:RocketShark|RocketShark]] 12:56, 23 July 2010 (UTC)&lt;br /&gt;
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'''Monster Tiles''': Might I suggest arbitrarily grouping different types of monsters into a tileset and then assigning a set randomly to a spawned dungeon? eg group off a set of 5-10 enemies... lets say in this case Orcs, Goblins &amp;amp; Ogres. Instead of the dungeon being populated with every enemy in the game, which gets increasingly bizarre with the number of available foes; This adds a lot more cohesion with very little spent in gross resources. --[[User:TokinAtheist|TokinAtheist]] 2 August 2010&lt;br /&gt;
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&amp;lt;br&amp;gt;[[File:Biased.jpg]]&lt;br /&gt;
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'''Placement biased tile sets''': Also I think it would do wonders for the game visually if the tiles in the dungeon had a placement bias. This trick can be done with very few lines of code and streamlines the appearance of the dungeon. It requires more work on behalf of the tile set authors but also gives them a lot more flexibility and control over the finished product. --[[User:TokinAtheist|TokinAtheist]] 2 August 2010&amp;lt;br&amp;gt;&lt;br /&gt;
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'''Keybindings?''' Self-explanatory. I'm just used to using the ASWD keys to move in nearly every other game I've played.&lt;br /&gt;
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== Suggestions for Objects / Shops ==&lt;br /&gt;
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'''&amp;quot;Dungeons and Dragons basic player manual&amp;quot;''' - after you buy this (expensive) object, you gain one extra EXP for each GOLD you collect! :-D  --[[User:Mtarini|Mtarini]] 22:59, 21 April 2010 (UTC)&lt;br /&gt;
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== Suggestions for the classes ==&lt;br /&gt;
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'''Religion oriented class? -''' It seems to me that the three current special classes could appear as Tier 4 classes.&lt;br /&gt;
* the &amp;quot;Transmuter&amp;quot; belongs to &amp;quot;Wizards&amp;quot;,  &lt;br /&gt;
* the &amp;quot;Crusader&amp;quot; belongs to &amp;quot;Fighters&amp;quot;, &lt;br /&gt;
* the &amp;quot;Tinker&amp;quot; belongs to &amp;quot;Thieves&amp;quot;. &lt;br /&gt;
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That leaves the &amp;quot;Priest&amp;quot; line open for a new character: GOOD! because it is about time to have a ''Religion'' oriented class. Maybe one that senses altars, starts with an extra altar, and can belong to two religions (or, maybe, can get away with changing religions at any time).  --[[User:Mtarini|Mtarini]] 22:25, 21 April 2010 (UTC)&lt;br /&gt;
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'''Tiers 5 classes?''' &lt;br /&gt;
* Thieves -&amp;gt; ''Ninjas'', specialized at stealth (see below)&lt;br /&gt;
* Fighters -&amp;gt; ''Man-at-arms'', specialized at armours (physical protection)?&lt;br /&gt;
* Priests -&amp;gt; ''Disbeliver'', specialized ''against'' religions? (someway)&lt;br /&gt;
* Wizards -&amp;gt; ''Alchimist'', specialized at potions? &lt;br /&gt;
: or maybe &lt;br /&gt;
* Wizards -&amp;gt; ''Archmages'': 2 MP regeneration, negative protections (take double phys damage), 0 start attack?&lt;br /&gt;
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just brainstorming...--[[User:Mtarini|Mtarini]] 22:25, 21 April 2010 (UTC)&lt;br /&gt;
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'''Special Class for defeating Lothlorien''' &lt;br /&gt;
All that hard work should be rewarded :) --[[User:Greatdiwei|Greatdiwei]] 07:11, 19 August 2010 (UTC)&lt;br /&gt;
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'''Ninjas''' - &amp;quot;a stealth assassin that acts in shadows&amp;quot;  ''[class porposal]''&lt;br /&gt;
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They have a glyph that allows them to go ''stealth mode'': in that mode, they explore the dungeon NOT revealing anything, but leaving stuff in shadow instead (just as the half-dragon's extended view radius, but at radius 1 not 2). So they sense monsters and stuff at radius 1, but cannot see what it is. That should feel like they are acting in total shadow. The very square they are in, the one &amp;quot;at radius 0&amp;quot;, is the only square being actually explored. Ninjas can attack a monster in shadow (not knowing what it actually is - risky!), gaining first strike, huge bonuses, and some 50% chance of monster being &amp;quot;dazed&amp;quot; and not fighting back for that round. The monster (if survives) is then revealed anyway. If the ninja would be killed in response, it gets out of stealth mode with 1 HP instead (and, if appropriate, poisoned, mana burned, or even turned into stone, etc). One can get out of stealth mode anytime by clicking on the glyph again (at no costs). &lt;br /&gt;
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Completing with the ninja might unlock the stealth glyph for other classes as well, but only the ninja should get the extra bonuses. So ninja would have, as traits: (1) starts with that glyph, (2) bonuses when attacking an unrevealed monster, (3) survives if killed by that monster. For other characters, attacking in stealth mode would be very very riscky (well, it ''would'' prevent life stealth from vampires, if they are killed).&lt;br /&gt;
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However stealth-mode is useful and powerful, for anyone, as it allows one to preview things but waste very little &amp;quot;explored space&amp;quot;. This could be balanced by negating the MP regeneration and/or one point of HP regeneration for the only square that is actually fully revealed (the one where the player is). The cost of activating the glyph itself should be 0.&lt;br /&gt;
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--[[User:Mtarini|Mtarini]] 22:25, 21 April 2010 (UTC)&lt;br /&gt;
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Going4Paladin: The monk needs a buff, his last 2 skills are lovely, but when he loses half attack, he has nothing to kill with.... maybe he needs a poison immunity???&lt;br /&gt;
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:The monk really doesn't need a buff.  His DIAMOND BODY skill already allows you to take half damage from the start, and you're doing half damage to the enemy, so fights tend to simply take twice as long.  But HAND TO HAND just has your Damage Bonus start at -50%.  Each Attack Powerup you find or Glyph you convert as a Human increases this by 10%.  So after 5 Glyphs/Powerups, you're back to base damage, whilst your enemies are still doing half damage to you.&lt;br /&gt;
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:The net result of these two abilities is that every boost to Damage Bonus has *double* the effect than for other characters, and that's one hell of a buff.  The same applies to any extra Physical or Magical Resistance items you may eventually find in the shops: they provide twice as much help to the Monk because his resistance is already so high.&lt;br /&gt;
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:So yes, while he can be a little difficult to work with at Level 1 due to damage being rounded down, he swiftly gets much stronger as you gain sources of Damage Bonus.  And his enhanced Health Regen makes hit and run tactics much much easier. --[[Special:Contributions/94.7.130.253|94.7.130.253]] 05:48, 18 March 2010 (UTC)&lt;br /&gt;
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Fizanko : i agree with DGM up there, i believe IMAWALL is in a need of a rework in my opinion, as in its current status it brings no advantage in comparison to every other glyph that cost a base 5 mana or even less, as by using it not only you deny yourself the xp of a petrified monster (and in Desktop Dungeons you need every xp you can) but by mistake you can block you own way.&lt;br /&gt;
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The only use is for The Earthmother deity, but still i don't see the +1 HP gain to balance the xp you will not get from the petrified monster and the blocked path it creates, or just converting it for a bonus.&lt;br /&gt;
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I can see and understand that to be a difficult glyph to balance, but i think it should count for a kill (so delivering the xp) when used for monsters that are below your own level (so you can't use it on a boss to get an &amp;quot;easy win&amp;quot;), or making it only in a limited amount of use so you can't overuse it.&lt;br /&gt;
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To round out the tier 1 classes, how about showing the locations of the altars to the priest, and the stores to the thief?&lt;br /&gt;
:I can see the benefits/symmetry there, but I find thieves to be pretty awesome already, and I can see the effective playstyle of priests, so I dunno if this is really needed.&lt;br /&gt;
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Okay, maybe I'm just bad at using them, but bloodmages strike me as pretty terrible. I can see where the devs were going with it, but it starts with a glyph that can only be used effectively by one class (and not even well by the bloodmage!), an ability that the vampire already gets and can make way better use of, and a boost to mana potions that also carries a cost in health that negates the benefit from blood pools anyway. So I think we need to replace the tier 3 wizard class.&lt;br /&gt;
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*The class should have a playstyle centered around a glyph of some sort, which is unlocked for other classes upon winning and should ideally be usable by anyone.&lt;br /&gt;
*The class should also have a playstyle that focuses on glyph usage, in keeping with wizards and sorcerers.&lt;br /&gt;
*I'll put down a few ideas that sound awesome in my head right now, feedback on any (or more suggestions) would be super appreciated:&lt;br /&gt;
**Enchanters, which start with the DINTURT glyph (-20% to enemy's next attack), use less mana to cast glyphs that give bonuses like GETINDARE, BYSSEPS, and such, and gets higher attack boosts per level at the cost of lower health boosts per level.&lt;br /&gt;
**Occultists, which start with the BIYAPAL glyph (cast on a monster to have it assist in your next attack if it can move next to a monster, expensive and only affects one monster at a time), can move through monsters, and has lower damage to start with.&lt;br /&gt;
**Wild mages, which start with the WUTZINDABOCKS glyph (low cost, random glyph effect), generate 1 more of either shops, potions, or glyphs, and have a slight chance to use up no mana in casting a spell.&lt;br /&gt;
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== Still uncategorized ==&lt;br /&gt;
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Some more Random idea:&lt;br /&gt;
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Other Offensive spells (Difficult to implement, because the fireball is pretty well balanced at the moment)&lt;br /&gt;
Have 1 off glyphs that can be cast once, so a big Fireball explosion, maybe 12 damage per level for example?&lt;br /&gt;
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Have an offensive spell that either ties in with Max Mana, or your attack Power...?&lt;br /&gt;
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A spell like poison, maybe &amp;quot;STASIS&amp;quot; that binds the enemy and as you explore the dungeon it loses health. Although this would be like poison, maybe to balance it you lose health as well?&lt;br /&gt;
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Attack Ideas:&lt;br /&gt;
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Make a class like a thief or ranger, that does ranged damage. How i see this working would be 1 &amp;quot;free&amp;quot; attack before the monster retaliates and fights back. Conversely some monsters could have the &amp;quot;Cover or Awareness&amp;quot; ability that counters this.&lt;br /&gt;
: The problem with this is that it's essentially equivalent to attacking and having first strike on your last hit - either way it's a sequence of blows where you hit them one more time than they hit you. It's a different implementation of a mechanic already in game. --[[User:Patashu|Patashu]] 15:01, 5 June 2010 (UTC) &amp;lt;br&amp;gt;&lt;br /&gt;
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Class ideas:&lt;br /&gt;
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There are classes that only use the health stat and not mana, how about the other way around? SO only mana? Maybe an Angel, or Elemental? Also for these classes have them do something usefull with the Mana or Health potions/Power ups..&lt;br /&gt;
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Other random ideas:&lt;br /&gt;
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Wildmage: When you use a mana potion you get a random effect.&lt;br /&gt;
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Quests and multiple ending solutions&lt;br /&gt;
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I might be fun and had some tactical challenges to had some basic quest with different ways to kill it. For example for a zombie game I made to win you can either :&lt;br /&gt;
- Survive the zombies untill the morning (implies lots of barricading and fighting)&lt;br /&gt;
- Break the charm causing them to appear (implies to be lucky enough to find a specific object, travel a bit in a dangerous house and get exposed to danger for a while)&lt;br /&gt;
You could have here:&lt;br /&gt;
- Save the child haunted by a deamon. Either kill the deamon (easy and brutal), or find a way to cast exorcism (should require some object and be more subtle and tricky to apply. For example every new level you get he is surrounded by nasty creatures you have to fight)&lt;br /&gt;
- The war. there are 2 different armies on the field. Your target is to kill the boss who is the leader of one army. you can either kill him, or kill all is army, and the other, (if you killed none of them) would kill themselves the boss&lt;br /&gt;
...&lt;br /&gt;
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If might be even better if the targets and different path are discovered in game, with a bit of randmoness.&lt;br /&gt;
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Achievements: This game needs something to keep us addicted after getting the last unlock. The high score list won't do it for all players, but an achievements list would. It also provides a handy point system for a 'trait' system.&lt;br /&gt;
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Traits: Let players select benefits and penalties before each match. This can require 'points' (A certain number to start with, with more available as you complete achievements, or simply one point per dungeon beaten with each class) have an impact on the final score, or both. Example: Jerry selects four traits before his game. Heavy Handed, Explorer, Blackballed, and Veteran.&lt;br /&gt;
Heavy Handed prevents him from gaining any Dodge or First Strike abilities, but doubles damage dealt to creatures below level 5. (Score x 1)&lt;br /&gt;
Explorer adds 50% to health regeneration and +1 to mana regeneration from exploration. (Score x0.5)&lt;br /&gt;
Blackballed removes all shops from the map. (Score x1.25)&lt;br /&gt;
Veteran adds +1 xp per kill, as per the Fighter trait. (Score x0.8)&lt;br /&gt;
Jerry finishes the map with a score of 28000. After multipliers, he is awarded a final score of 14000 to submit to the leaderboards.&lt;br /&gt;
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Brainstorming new glyphs:&lt;br /&gt;
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* IPHEELWEEK (Weaken) - Lower monster's attack power by 10%.&lt;br /&gt;
* WARIZHEL (Mass Charm) - Every monster makes an attack on an adjacent monster. (High-level monsters act first, targeting the lowest-level monster they can reach.)&lt;br /&gt;
* HIVOLTIJ (Chain lightning) - Deals 3 damage per level and leaps to any adjacent monsters.&lt;br /&gt;
* IKANSI (Selective Amnesia) - Unexplore twelve random tiles. (12 == casting cost.)&lt;br /&gt;
: A wizard could cast this, explore the tiles (possibly with LEMMISI) and regen hp AND be one mana up. Also consider that there's an item that doubles your mana regen, and I don't think a glyph like this is workable. --[[User:Patashu|Patashu]] 15:01, 5 June 2010 (UTC) &amp;lt;br&amp;gt;&lt;br /&gt;
* BEGON (Banish) - Instantly kill monster of lower level. Add their level to max health.&lt;br /&gt;
* CRAMBLEDEG (Warp world) - Scramble the dungeon. (Generate a new dungeon layout with the same number of monsters, shops, runes, etc. as the present.) Vanishes after one use.&lt;br /&gt;
: What about the state of visible/invisible tiles? Sounds like it would be either broken or...weird. --[[User:Patashu|Patashu]] 15:01, 5 June 2010 (UTC) &amp;lt;br&amp;gt;&lt;br /&gt;
* TOKIWOTOMARE (Time Stop) - Your next attack is completely unopposed. (Special monster abilities such as blink and life steal also turn off for the duration.) The strain on your body permanently reduces your damage bonus by 10%.&lt;br /&gt;
: Again, very similar to first strike. --[[User:Patashu|Patashu]] 15:01, 5 June 2010 (UTC) &amp;lt;br&amp;gt;&lt;br /&gt;
* NOTUITZME (Polymorph) - Transform monster into random monster of the same level.&lt;br /&gt;
* GLOINZADARK (Destruction) - Cause mass destruction centered on you. (Destroys all walls, shops, altars and floor objects within 3 tiles. Monsters 1 tile away take 6 * level damage, 2 tiles away take 4 * level damage, 3 tiles away take 2 * level damage. You go to 1 life.) Vanishes after one use.&lt;br /&gt;
: When would you use this? --[[User:Patashu|Patashu]] 15:01, 5 June 2010 (UTC) &amp;lt;br&amp;gt;&lt;br /&gt;
* SLEPOVREZN (Monster Migration) - Create new monster of level 1 to 9 somewhere in dungeon.&lt;br /&gt;
: Desktop Dungeons is meant to be about scarcity - this gets you something useful for almost nothing. Even if it's not something you can beat now, it'll be something you can beat later. --[[User:Patashu|Patashu]] 15:01, 5 June 2010 (UTC) &amp;lt;br&amp;gt;&lt;br /&gt;
* CUMONDEN (Enhance Monster) - Level up target monster.&lt;br /&gt;
* IZALWAZRITE (Summon Store) - Summon a phantasmal merchant. (One chance to purchase a random item.)&lt;br /&gt;
* BULKUP (Enhance Strength) - Increases base damage and max health by 1.&lt;br /&gt;
* INRI (Holy Symbol) - Drive monster back with 50% knockback damage, or 100% against undead.&lt;br /&gt;
* ZENERCARD (Clairvoyance) - Detect the location of any items and monsters within 3 tiles.&lt;br /&gt;
* NOUSIIT (Invisibility) - Gives 50% dodge chance for your next action.&lt;br /&gt;
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Achievements:&lt;br /&gt;
* GODLESS - Follow no deity.&lt;br /&gt;
* AGNOSTIC - Follow all three available gods in a single run.&lt;br /&gt;
* SKIMMER - Reveal less than 50% of the map.&lt;br /&gt;
* PACIFIST - Killed boss but more than half of total monsters alive.&lt;br /&gt;
* THRIFTY - Didn't visit store.&lt;br /&gt;
* SCROOGE - Exited dungeon with 30 or more gold then you entered with.&lt;br /&gt;
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Much like how vampires follow Dracul for free, Binlor should do something special for dwarves who follow him. [[User:Neongrey|Neongrey]] 03:11, 30 March 2010 (UTC)&lt;br /&gt;
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The dungeon specific monsters (naga, imp, vampire and armour) are pretty fun guys, and it would be nice to see them in the main dungeon. Perhaps as a reward for beating their dungeon with [x] classes.&lt;br /&gt;
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Petrification doesn't have any purpose but to please the Earthmother god. And the Earthmother doesn't have any purpose other than to make petrification useful. That's not good!&lt;br /&gt;
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SIMPLE IDEA:&lt;br /&gt;
Make petrification work in same way as a gorgon's death gaze: it counts as a kill in every way, but only works on monsters of less than some % health. Now it's a very situational assassination skill -- super-good against some bosses (like Super Meat Man) and super-bad against others (like Gharbad.)&lt;br /&gt;
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But this doesn't help that the gorgon class' innate petrification is either trivial (so long as they keep their ENDISWAL glyph) or game-wreckingly harmful (if they don't.) So:&lt;br /&gt;
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MORE COMPLEX IDEA:&lt;br /&gt;
Stoned monsters become statues which the character can push around the dungeon sokoban style.&lt;br /&gt;
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Love the game. Gushing aside, criticisms:&lt;br /&gt;
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Classes:&lt;br /&gt;
The best classes seem to be &amp;quot;mix&amp;quot; classes: thief and priest, for example. Classes that rely primarly on melee or magic (fighter, wizard) seem to have their work seriously cut out for them.&lt;br /&gt;
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Fighter is awful, and could use a buff. Perhaps &amp;quot;regenerate&amp;quot; his death save? (every 5 kills?)&lt;br /&gt;
Wizard is poor, even with the -1mp: largely because (imo) the only way to kill things with magic is fireball, and at high levels fireball does not scale well at all. Perhaps this more an issue with fireball, though.&lt;br /&gt;
Vampire is ungodly powerful, largely down to it having fireballs out the wazoo. Perhaps remove its ability to use magic? (and give it a buff somewhere else?)&lt;br /&gt;
Crusader seems weak to me... probably because momentum caps out. I have a hellish time defeating bosses with crusader, because after the first hit, damage drops significantly. Also, fireball causes momentum to reset - not sure if thats intended, but it renders fireball pretty much useless.&lt;br /&gt;
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Glyphs:&lt;br /&gt;
PISOF and WEYTWUT are both pretty much useless (unless you get trapped, but even still, id rather have pretty much anything else).&lt;br /&gt;
IMAWAL as noted many times above, is awful. Other people have good suggestions.&lt;br /&gt;
LEMMISI, even with the trick, I feel is underpowered: largely because once you run out of spaces to explore, it becomes useless. Perhaps reduce the MP cost to 1? Incidentally, it also causes vampire life leech to trigger. Not sure if thats meant.&lt;br /&gt;
APHEELSIK makes or breaks games, for many classes. Taking down Super Meat Man (or many others) becomes trivial with poison: if you dont have it, it becomes incredibly difficult (in some cases impossible - try take down Super Meat Man with a wizard, for example). As a possible alternative to messing around with poison, nerfing Boss Regen rate may help &amp;quot;fix&amp;quot; several aspects of the game.&lt;br /&gt;
BLUDTOPOWA is awful at high level. ~16 health for 1 MP is a rip. Increasing the MP gain or reducing the health drained (perhaps by half) would make it less awful, and would buff magic users.&lt;br /&gt;
BURNDAYRAZ as mentioned above, doesnt scale well. Magic users generally feel gimped as a result.&lt;br /&gt;
BYSSEPS could probably do with a &amp;quot;fail&amp;quot; if already cast. Not really important.&lt;br /&gt;
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Bosses:&lt;br /&gt;
Some bosses seem significantly easier than others. Part of the problem is what boss you get randomly assigned: perhaps thats just the nature of the game, but if i see a Tower of Goo as a melee class, I may as well just restart. Super meat man seems horrendously impossible without poison.&lt;br /&gt;
: it is not --[[User:Mtarini|Mtarini]] 19:41, 21 April 2010 (UTC)&lt;br /&gt;
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Other stuff:&lt;br /&gt;
As others have said, having to farm between games is sucky and encourages grinding. Remove the gold cap, start off every game with the bonus you would've got for clearing the crypt multiple times, and dont have gold transfer. Also, rather than having certain squares cause popups (such as altars or bosses), why not have the information appear at the side (and disappear if you move away)? It seems to break the game, and after the 300th boss conversation, I dont really care what they have to say. (Also, I had to fight a boss who was beside an altar, using poison. Every time I moved beside him, I got an altar popup. Bleh)&lt;br /&gt;
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Anyway, as I said, love the game and hope it continues to improve. --[[Special:Contributions/82.35.212.80|82.35.212.80]] 19:22, 5 April 2010 (UTC)&lt;br /&gt;
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More people keeping an eye on spam and maybe only contributions for registered users. All this spam ;/&lt;br /&gt;
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Should gorgons really still turn things to stone when they kill them with the fireball? They die from damage, not from the death gaze. [[User:Neongrey|Neongrey]] 14:21, 23 April 2010 (UTC)&lt;br /&gt;
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---- &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Lots of assorted ideas:&amp;lt;br&amp;gt;&lt;br /&gt;
1. Slightly randomize the amount of goodies available in the dungeon. Perhaps one round there'd be one less gold pile and one more attack upgrade, or one less glyph and one more health potion, or an extra 5th level monster, or whatever. It makes it more interesting if two identical characters can reach the end game with different proportions. Naturally, there should be a wider variety of useful glyphs (I pretty much find myself using the fireball and poison above everything else) and gods (Enough gods are of dubious use to make it possible that I wouldn't want any of the gods) to supplement this.&amp;lt;br&amp;gt;&lt;br /&gt;
2. I thought of a way to make PISOF useful:&amp;lt;br&amp;gt;&lt;br /&gt;
2a. Have monsters guard the tiles around them, and if you try to pick up something off the floor next to them (or use an altar/shop next to them? (or attack an enemy next to them??)) they get an attack on you, either at full strength or at diminished strength and without their normal on-hit effects. That way you might want to teleport a monster away to get at its goodies scot free. Spend mana to save HP (or to not die) (or to not get poisoned).&amp;lt;br&amp;gt;&lt;br /&gt;
2b. Generate the level such that monsters explicitly block the paths to caches of stuff, or prevent you from picking up stuff near them outright. (Perhaps only on the orthagonals?)&amp;lt;br&amp;gt;&lt;br /&gt;
3. I thought of a way to make ENDISWAL...not useful, but preserve the feel of it:&amp;lt;br&amp;gt;&lt;br /&gt;
Right now, it feels like it's an item that would have limited tactical benefit (grabbing bits of explore from the edges of the map, going around a monster blocking your way, etc.) but otherwise doesn't fit in the game, so a god has also been shoehorned in, but he doesn't make it too appealing either, what with gold being a mostly metagame material AND there being another gold-based god. &lt;br /&gt;
Why not implement a system of doors, with keys lying around the map (or dangling off of enemy's belts in a tantalizing fashion), with various glyph/class/item assisted ways to pick, force or circumnavigate them? Then ENDISWAL would have a clear purpose (getting around doors), or it could be replaced with a specific make-the-door-go-away glyph. You'd need a smarter level generator to ensure that all levels would be reasonable even with doors, but I think a smarter level generator is a good goal to strive for anyway. You could even colour code keys, so that unnecessarily difficult monster is worth killing to get its goodie cache, or maybe the boss is hiding behind a door which its henchmen has the key to, or so on! Also, chests, mmm. Keys keys keys.&amp;lt;br&amp;gt;&lt;br /&gt;
(Also, renouncing the Earthmother shouldn't turn EVERYTHING into stone, just drop enough stone to hamper your life unless you have teleportation or wall removal.)&amp;lt;br&amp;gt;&lt;br /&gt;
4. I thought of a way to make WEYTWUT useful:&amp;lt;br&amp;gt;&lt;br /&gt;
Make it a controlled teleport. Click a spot on the map, and the game will put you on the nearest open tile. Now you can use it to your advantage in conjunction with any way to sense monsters/glyphs.&lt;br /&gt;
Might be interesting to consider other forms of detection to compliment this - perhaps a form of detection that reveals the 9 and 10 level monsters, or revealing all of X item, or all the altars...&amp;lt;br&amp;gt;&lt;br /&gt;
5. I thought of a way to make IMAWAL useful:&amp;lt;br&amp;gt;&lt;br /&gt;
Ditch the idea of it instakilling a monster. It's a nonsensical idea in a game where monsters only threaten you if you threaten them. Instead, it would be great if it did something to mitigate the amount of damage they could do to you - perhaps a -% damage increase that 'regenerated' either with every exchange of blows or with every tile explored.&amp;lt;br&amp;gt;&lt;br /&gt;
6. In general, it'd be neat to vary the monsters up a bit more - I didn't realize so many of the monsters had the same 100% for one or both of the stats! If too many things share the exact same numbers, you run into a kind of 'threshold' problem: if your stats aren't quite high enough to surpass X barrier, they aren't helping at all, but as soon as they are you can go to town.&amp;lt;br&amp;gt;&lt;br /&gt;
7. Glyph idea - X% physical or magical or both resist for your next hit only? Like a defensive BYSSEPS.&amp;lt;br&amp;gt;&lt;br /&gt;
8. Some way to burn gold for a raw effect? Not sure if it'd be class or glyph related, but it'd make for a cool theme. I'm kind of picturing it being dragged onto the glyph exchanger to burn it for a stat boost ala the racial effects.&amp;lt;br&amp;gt;&lt;br /&gt;
9. A race that can burn a glyph for a supercharged next hit - some combination of extra damage, resist and ignoring extra enemy effects. Picturing 'boss killer/level catapulter'. (Actually, talking about all this brings to mind the idea of having a 'damage potion' and a 'resistance potion' - or would that be two resistance potions? - to supplant the two current potions, but maybe that'd make things too homogeneous, so perhaps not.&amp;lt;br&amp;gt;&lt;br /&gt;
10. How about an enemy with an innate chance to evade? I picture a cloud of bats for some reason. Maybe because they're Goddamned Bats.&amp;lt;br&amp;gt;&lt;br /&gt;
11. The pathfinding should try and involve moving to hit a monster such that it reveals nearby tiles, because doing so is often unwanted behaviour.&amp;lt;br&amp;gt;&lt;br /&gt;
12. Thinking about keys et all earlier got me onto the idea of traps - but is that too much of a jerk move for the game? I guess it'd be a fundamental mechanic change, so maybe not worth talking about.&amp;lt;br&amp;gt;&lt;br /&gt;
--[[User:Patashu|Patashu]] 14:23, 5 June 2010 (UTC)&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>Yxyrevita</name></author>	</entry>

	<entry>
		<id>http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Tileset&amp;diff=1675</id>
		<title>Tileset</title>
		<link rel="alternate" type="text/html" href="http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Tileset&amp;diff=1675"/>
				<updated>2010-11-18T00:36:04Z</updated>
		
		<summary type="html">&lt;p&gt;Yxyrevita: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Note: Ideally every tileset should be given an independent entry with descriptions and screenshots. Right now I just added the TIGSource thread and some posts in the NAG thread. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;gt;==Change Your Tileset==&lt;br /&gt;
Click on the &amp;amp;quot;Tileset&amp;amp;quot; button in the main game interface. Type in a directory name and you are good to go. The game will automatically &amp;amp;quot;hunt&amp;amp;quot; through the designated directory name in the &amp;amp;quot;tilesets&amp;amp;quot; directory.&lt;br /&gt;
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&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Alternate Tilesets==&lt;br /&gt;
&lt;br /&gt;
*[http://forums.tigsource.com/index.php?topic=11688.0 Desktop Dungeons Tileset Sharing Thread on TIGSource]&lt;br /&gt;
::Derek Yu's tileset: The original post.&lt;br /&gt;
::Hangedman's Roguelike tileset: reply #18, #21&lt;br /&gt;
::Hangedman's Oryx tileset: reply #23&lt;br /&gt;
::Pencil_In_Pain's Strain tileset: reply #29&lt;br /&gt;
::bluddo's Gameboy themed tileset: reply #34&lt;br /&gt;
::Dugan's ZX Spectrum themed tileset: reply #44&lt;br /&gt;
&lt;br /&gt;
*Pumpkinburger's female classes and other stuff&lt;br /&gt;
::http://forums.tidemedia.co.za/nag/showpost.php?p=266628&amp;amp;postcount=497&lt;br /&gt;
::http://forums.tidemedia.co.za/nag/showpost.php?p=266699&amp;amp;postcount=508&lt;br /&gt;
::http://forums.tidemedia.co.za/nag/showpost.php?p=266776&amp;amp;postcount=514&lt;br /&gt;
&lt;br /&gt;
*prestige's plainer tiles and glyphs&lt;br /&gt;
::http://forums.tidemedia.co.za/nag/showpost.php?p=266826&amp;amp;postcount=525&lt;br /&gt;
&lt;br /&gt;
==Known Issues==&lt;br /&gt;
As of v0.051, the file &amp;quot;Wall2.png&amp;quot; doesn't work. This should be the gray brick tile used for the interface panel background.&lt;/div&gt;</summary>
		<author><name>Yxyrevita</name></author>	</entry>

	<entry>
		<id>http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Alpha:Rogue&amp;diff=1676</id>
		<title>Alpha:Rogue</title>
		<link rel="alternate" type="text/html" href="http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Alpha:Rogue&amp;diff=1676"/>
				<updated>2010-11-18T00:36:04Z</updated>
		
		<summary type="html">&lt;p&gt;Yxyrevita: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Needs Content: a nifty wiki-style sidebar if you feel like it.'''&lt;br /&gt;
&lt;br /&gt;
The '''rogue''' [[File:HeroRogue.png]] is one of the [[classes]] in Desktop Dungeons. It is unlocked by clearing the normal dungeon as a [[thief]]. Rogues are the ultimate daredevils, having poor health but high power, always hitting first, and having a chance to dodge attacks.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;===Skills===&lt;br /&gt;
*Dexterous: first strike in combat regardless of level&lt;br /&gt;
*Evasive: monsters miss you 20% of the time&lt;br /&gt;
*Dangerous: -5 health per level, +50% damage.&lt;br /&gt;
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&lt;br /&gt;
===General Strategy===&lt;br /&gt;
Use your first strike, fireballs and your enhanced evasion to take on high level monsters early on and preserve your potions for boss battles. Be cautious though, since monsters with first strike still have priority, no matter the level.&lt;br /&gt;
&lt;br /&gt;
If you're stuck in a no-win scenario, go for a desperation strike against the toughest thing (that doesn't have first strike) you can two-shot. You just might get lucky and dodge their attack enough to explore more or gain a level.&lt;br /&gt;
&lt;br /&gt;
===Race and Deity Choices===&lt;br /&gt;
Dwarf is an obvious choice for a Rogue to make up for his lack of health (otherwise stronger opponents will wipe the floor with you). If you're cocky, Human, Gnome and Orc are still solid choices.&lt;br /&gt;
&lt;br /&gt;
While rogues can gain piety easily for Tikki-Tooki, they can't make much use of his boons, and they stand to lose a LOT if their piety dips below zero. You don't want to waste your first strike by converting to Mystera Annur or Jehora Jeheyu, either. The other gods are all fair game, though.&lt;br /&gt;
&lt;br /&gt;
===Challenge Modes===&lt;br /&gt;
&lt;br /&gt;
====Snake Pit====&lt;br /&gt;
Not that much of a challenge here. Take on high level Serpents and Nagas with fireballs and melee attacks to level up. Be careful with gorgons, since they have First Attack themselves and will always attack you first in melee, no matter your level. Use your piled up potions and midfight level ups to take on bosses and take care to not get petrified or poisoned.&lt;br /&gt;
&lt;br /&gt;
====Crypt====&lt;br /&gt;
This can be a little annoying, but not too hard. If you get the Glowing Guardian, it will be a bit easier. Without him it can get a bit tricky to beat the bosses. Just make sure to quickly hit level 7, so you have enough spare monsters to level up midfight. First take on the Tormented One, as he is the bigger pest. Attack him until you're almost dead, level up and finish him off (use Mana Potions or another level up, if needed/possible). Afterwards Frank can be outstalled with Potions. Always have an eye on your HP, since they deplete relatively fast.&lt;br /&gt;
&lt;br /&gt;
====Library====&lt;br /&gt;
Basically the same as in the Snake Pit. Difference is, that there is nobody to poison, petrify, weaken or first strike you. With fireballs you can easily take on Dragonspawns two levels above you. Imps are easy to battle, too, but can often be annoying, because of Blink. You have to be careful with the bosses though, since they are a little stronger than in the Pit. Saving potions and/or magic resistance can help here.&lt;/div&gt;</summary>
		<author><name>Yxyrevita</name></author>	</entry>

	<entry>
		<id>http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Feedback&amp;diff=1674</id>
		<title>Feedback</title>
		<link rel="alternate" type="text/html" href="http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Feedback&amp;diff=1674"/>
				<updated>2010-11-18T00:36:00Z</updated>
		
		<summary type="html">&lt;p&gt;Yxyrevita: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;gt;===Game Bugs===&lt;br /&gt;
*After finishing the game with the blood mage, you unlock BludTuPowa. BludTuPowa and Mysteria Annur =&amp;amp;gt; Instant win. This because activating/deactivating the glyph adds to your MA piety. In effect, you get all MA buffs for free at level 1.&lt;br /&gt;
: This has been fixed as of v0.14.&lt;br /&gt;
&lt;br /&gt;
*I'm playing as a Human Warlord in the snake pit. My patron deity is The Glowing Guardian. I've got 56at, 84/84hp, and 8/13mp. I have the BURNDAYRAZ, CYDSTEPP, and LEMMISI spells. I've purchased an item that shows me enemy locations and there is one still hidden. The issue: using the LEMMISI spell does not recharge my MP at all.&lt;br /&gt;
: Why would it recharge your MP? It costs 3 and reveals 3 tiles. You'll only get MP back if you're a wizard or have the item that doubles mana regeneration. --[[User:Patashu|Patashu]] 23:02, 8 June 2010 (UTC)&amp;amp;lt;br&amp;amp;gt;&lt;br /&gt;
&lt;br /&gt;
*I made my patron deity the Earthmother, then renounced my faith. In her rage she turned the level to stone. Then I tried to cast WEYTWAT to teleport to a random spot, and it hung indefinitely, unable to find an empty spot to send me.&lt;br /&gt;
::Yup, it'd do that. Thanks for finding the edge case! --Dislekcia&lt;br /&gt;
&lt;br /&gt;
*I just finished a game in which I was able to cast LEMMISI without it costing any mana. I'm not sure if this is a bug or an effect from a god (I'm a noob), but I thought I should mention it anyway.&lt;br /&gt;
::Ah, that's exactly how it's supposed to work. That's why you get a &amp;amp;quot;Surprisingly Handy&amp;amp;quot; award if you use it at least once...It might be better that you figure it out yourself. :)&lt;br /&gt;
&lt;br /&gt;
*Minor bugs with message displays and altars - 1) If you move on to an altar which also uncovers a boss at the same time, you'll only get the boss's speech and no altar message.  2) If you attack a monster on an altar (summoned by WONAFYT), you'll get the altar message and conversion opportunity without actually stepping on the altar (like the other altar bug below, this only happens if you haven't been to that altar most recently).  The first issue arises with shops as well, but not the second. --[[User:Twinge|Twinge]]&lt;br /&gt;
::Just for the record: the attack-on-an-altar also occurs if the monster is there because of the knockback ability, not just from WONAFYT. And it looks like the same thing may happen for monsters on shops? --Tahnan&lt;br /&gt;
:::All attack-on-interactive element bugs should be solved in the new interface version. --Dislekcia&lt;br /&gt;
&lt;br /&gt;
*The Scouting Orb's description says it increases sight radius, but it does nothing if your sight radius is already above the normal (half-dragon).  The description should probably say e.g. 'increases sight radius to 2 spaces' or something along those lines. --[[User:Twinge|Twinge]]&lt;br /&gt;
&lt;br /&gt;
*Another bug: I fell into negative XP.  I believe the bug is associated with the CYDSTEPP (survive next killing blow) rune, and possibly how it interacts with the Paladin's HP for killing undead ability.  I'd just killed a level 5 wraith which was supposed to do enough damage to kill me (and removing my death protection), but instead my protection remained, my HP stayed the same (I think), and I went into negative XP.  Later just messing around, I died and lost the protection, recast it with some mana potions, and died again and my XP finally fixed itself, jumping to level 6.  Screenshot: http://it-is-law.com/dump/DD-NegXPBug.png --[[User:Twinge|Twinge]]&lt;br /&gt;
::I had the same thing happen, except with the Glowing Guardian Deity not the CYDSTEPP glyph. I think it has a problem trying to process all the events that occurred (the death of the monster, your not dying, gain of life, gain of attack, gain of exp, and/or anything else). So this may be possible with any character/race.&lt;br /&gt;
::same- paladin orc with CYDSTEPP in the crypt. I think I got down to -28 xp before a save-vs-death finally realigned the numbers.--[[User:Sxerks|Sxerks]] 18:14, 22 March 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
*Bug- by clicking on covered(black) areas you can find and get the deity dialog and worship without ever uncovering the block.--[[User:Sxerks|Sxerks]] 18:14, 22 March 2010 (UTC)&lt;br /&gt;
::Specifically, this seems to happen after you just went to another altar.  In this example: http://it-is-law.com/dump/DD-AltarBug.png if I go to the bottom right altar, I can then click on and activate the top left altar without traveling there.  This does not seem to be the case for shops.  This is likely related to the other altar bug I posted above.  --[[User:Twinge|Twinge]]&lt;br /&gt;
:::Awesome, more info helped us figure out what was up. Fixed. --Dislekcia&lt;br /&gt;
&lt;br /&gt;
*Bug? - Sorry if this is not the right place to report but can't see a better one.  Getting error message &amp;amp;quot;Unexpected error occured when running the game&amp;amp;quot; immediately on launch, when trying to play on Netbook.  Suppose it might be something to do with supported resolution (on this netbook, resolution is 1024x600).  Or something else perhaps? --[[User:Serioustiger|serioustiger]] 19:26, 24 March 2010 (UTC)&lt;br /&gt;
:: It runs fine on my netbook that runs at the same resolution, so it shouldn't be that. --[[User:Charcoal|Charcoal]] 00:41, 1 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:: Getting the same error on a desktop system with Windows XP Pro SP3. Core2 Duo CPU, 2 GB RAM, NVIDIA GeForce 9800 GT running at 1280x1024, the game's folder is directly in the root of drive C: (C:\DeskDungeons_0051).&lt;br /&gt;
:::Hmmm. Could be some sort of GM bug, like not finding the right fallback version of DirectX or something. Unexpected errors usually happen in GM games when it tries to do something graphics card related and can't figure out how. Will probably turn on logging in the next version so that we can see what's up. --Dislekcia&lt;br /&gt;
&lt;br /&gt;
*Bug - I was standing on the HALPME glyph and accidently pressed WEYTWAT (teleport glyph). I got teleported but HELPME stayed in the &amp;amp;quot;on the ground&amp;amp;quot; slot. So i, being cheater am i, just happily added to my slots. ;)&lt;br /&gt;
:: It does seem to at least delete the glyph from the original spot, though. Alas, I was hoping it might be cloning it... but it's not. [[User:Neongrey|Neongrey]] 02:05, 6 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
*Bug - I've not been able to get the game to run at all on my Windows XP system.  It gives the loading screen, tells me it's loading stuff for about ten seconds, and then the screen simply closes itself with no error messages at all.  I'm running a standard XP system (32 bit mode) in 800x600 resolution.  Suggestions?  Anyone else have the same problem?&lt;br /&gt;
::Do you have DirectX installed? If so, which version? --Dislekcia&lt;br /&gt;
&lt;br /&gt;
*Bug - if you reveal a boss monster by going onto an altar or shop, the altar/shop prompt will be visible for a split second before it's replaced by the boss monster prompt. It would be slightly cleaner to not show the altar/shop prompt at all. --[[User:Patashu|Patashu]] 15:03, 5 June 2010 (UTC) &amp;amp;lt;br&amp;amp;gt;&lt;br /&gt;
&lt;br /&gt;
*Bug - it is possible to 'phantom' attack an enemy, if you click an open tile, and before the move completely registers have your mouse over an enemy. It'll count as striking the enemy, and can even strike an enemy two or more tiles from where you actually clicked to! Very annoying to die to this. --[[User:Patashu|Patashu]] 15:03, 5 June 2010 (UTC) &amp;amp;lt;br&amp;amp;gt;&lt;br /&gt;
&lt;br /&gt;
*Bug - I encountered a divide by zero error when playing through the Library as a human warrior.  I was following Taurog as a deity, and I think the specific cause of the problem was selecting the Mageshield (correct name?) boon which reduced my maximum mana by 2 when my maximum was already only 2 points.  The following error message was listed in the log that appeared, 4 times.&lt;br /&gt;
&lt;br /&gt;
   ERROR in&lt;br /&gt;
   action number 1&lt;br /&gt;
   of Draw Event&lt;br /&gt;
   for object ManaDisplay:&lt;br /&gt;
   Error in code at line 28:&lt;br /&gt;
   fraction = Hero.mana / Hero.max_mana;&lt;br /&gt;
   at position 30: Division by 0.&lt;br /&gt;
&lt;br /&gt;
--[[User:Xrobbedgex|Xrobbedgex]] 19:21, 16 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
*Bug - The item &amp;amp;quot;Stone heart&amp;amp;quot; (2hp per level when destroying a wall) does not work for the Half Dragon knockback destroying a wall.--[[User:Sxerks|Sxerks]] 16:54, 4 August 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
* 0.415 - Warlord gets WONAFYT, not CYDSTEPP&lt;br /&gt;
&lt;br /&gt;
*Bug - Playing as Transmuter, I started worshipping Binlor. I got my piety up to 80, prayed for the level 10 boon, then proceeded to kill the boss. The game didn't tell me I had won, and retiring doesn't display Transmuter as a class that has finished the dungeon. I did this twice, once killing every creature but not killing the boss last, and once killing the boss last. Both times, the game didn't acknowledge my win. Not sure if this is a feature of the Binlor boon, or if Transmuter just doesn't display differently when it finishes the normal dungeon like the other classes, but it feels buggy, so I feel like I should say. [[User:Tomsmizzle|Tomsmizzle]] 15:01, 25 August 2010 (UTC)&lt;br /&gt;
: Wait, you played normal dungeon? AFAIK, only base 12 classes get special marks after its completing; Transmuter, Crusader and Tinker aren't get any. Bonus classes get marks after Crypt, Library, Snake Pit and Factory&lt;br /&gt;
&lt;br /&gt;
*Bug - Playing as a Half-Dragon worshiping Binlor, knocking an enemy into the wall gives the message &amp;amp;quot;Binlor thinks your demolition efforts are very clever. (+1 piety)&amp;amp;quot;, but 2 piety is awarded.&lt;br /&gt;
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&lt;br /&gt;
===Other Game Issues (Balance, Interface, etc.)===&lt;br /&gt;
&lt;br /&gt;
*I've played the new version extensively.  I've unlocked everything and I have to say it's considerably worse than the last version.  This version is all about luck and that doesn't make it much fun.  There are far too many games that are unwinnable, and I'm not talking about the start (although that's a huge problem also).  Too many classes depend on the right deity appearing.  On that subject way too many of the deities are gimmicky and useless 90% of the time.  Earthmother (can't kill natural creatures, who cares she's rubbish anyway), Tiki (must kill in one shot), tarog and bindor (no magic), etc.  They all have something.  This would be fine, if there were viable options for classes.  A wizard with tarog or bindor is screwed--this is just one example.  Retiring ad nauseum isn't much fun.  Shops are useless--it's always the same crap, the good stuff never comes up--and because of the above deity problems, this can make or break a run. &lt;br /&gt;
** I've got to concur with this assessment.  Basically too many gods are useless, Dracul, Tiki etc. because they can't be used as part of a strategy, where you'll plan to get this glyph and do that and then boom you have some advantage, and the penalties they give are far greater than the benefits.  I've successfully used the plantation boon at level 2, being sure not to lock myself in, but still not gotten enough of an advantage out of it to win the game.  The new Pactmaker, on the other hand, is my bread and butter.  [[User:Yidda|Yidda]] 18:55, 20 August 2010 (UTC) -yidda&lt;br /&gt;
** It used to be that I'd use Jehora, Taurog, Misteria, or Binlor etc. all the time.  Now I only use the Pactmaker. -yidda [[User:Yidda|Yidda]] 18:55, 20 August 2010 (UTC)&lt;br /&gt;
** OK, after a little more play on the new version, I have successfully used Jehora, the Pactmaker, Taurog once or twice, and Dracul twice, once with the Vampire, and once without.  I've also beaten the game as an atheist, but I think the other 5 Gods could use some spicing up. [[User:Yidda|Yidda]] 03:06, 9 September 2010 (UTC)&lt;br /&gt;
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These problems are magnified in the campaign.  You put the classes in difficult maps, the first isn't too tough, but it still requires a good deity or lucky shop to get the health high enough to take a hit from the boss.  It's the first one, not a big deal.  But then you put the wizard in a terrible map.  You almost require MA deity and the fireball glyph to stand a chance.  This is frustrating, because you can play perfectly, and lose.  This is terrible, terrible game design.  Then, should the stars align, and you beat the dragon boss, you get yet another difficult dungeon where you need luck to get by.  Three times lucky, with the wonky random rules you've got in place means that the game isn't rewarding at all.  Why not let us pick the class and race like every other dungeon?&lt;br /&gt;
&lt;br /&gt;
It just seems like you have all these great gameplay mechanics in place, but then because of your decisions on deity and shop rolls, you take them away from the player.  Focus on rewarding player skill/strategy and less on lucky rolls and you'll have something here.  &lt;br /&gt;
&lt;br /&gt;
*About Health and Attack powerups (the kind scattered about the dungeon): Can we get some explanation on these things?  After noticing that the attack power up does nothing for a level 1 character, I've been holding off on getting them. Likewise, the health power ups give more health at higher levels. What I want to know is, should I hold off on getting them or do they scale to level even after you've gotten them? --golden_cow2&lt;br /&gt;
::The attack power ups give you a 10% percentage bonus over your base damage per power up, so this extra damage will raise as your base damage does.  So get them as soon as your strategy allows you. --Lanis&lt;br /&gt;
::Likewise the health bonus also scales with your level (1 MAX HP per level, the same as Dwarf glyph conversion). No need to hold off. --fall_ark &lt;br /&gt;
:::The Health Bonus should probably be shown when you hover over your health as it does for damage, then, to at least partially clear up the issue. --[[User:Twinge|Twinge]]&lt;br /&gt;
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*I've found it really evil that the Escape key closes the entire game instantly.  I've already lost at least 2 characters from tapping escape trying to cancel a spell :/  (I'm aware right click cancels, but habits from other games don't die so easily...) --[[User:Twinge|Twinge]]&lt;br /&gt;
::Agreed. I lost 5 or so promising characters because of that. Changing the 'instant close' key to something like F12 and having the ESC key one ask if you want to exit would work better and without functionality loss. --Lanis&lt;br /&gt;
::Agreed again.  I just started playing and hit escape thinking it would be used for options or something and poof.  Ugh.  &lt;br /&gt;
:More keyboard-friendly controls will certainly make the game better! e.g. Arrow keys for moving, 5/6 for potions, SPACE/ENTER/ESC for shop and altar conversations. So on. --fall_ark&lt;br /&gt;
:::Absolutely, I just listed the most pressing issue first =)  Even if the mouse is still required in the end (though it probably doesn't need to be), numpad movement would be a definitely improvement.  I'm thinking Y/N for shops and altars to make it clear what your selection is - though space could also default to a 'no' response. --[[User:Twinge|Twinge]]&lt;br /&gt;
::Wait. Instead of remapping the Escape key, just make it pop up a screen that asks if you really want to quit the game. Alternatively, make it so that holding down Escape for two seconds closes the whole application. --HydroKirby&lt;br /&gt;
::I also like a full keyboard control, azeqdwxc for moving, keybinded potions, yay and nay etc. The only point of using the mouse would be, in some cases, to prevent the discovering of some tiles, but if you really want to it's still possible to put something like selecting a tile with arrow keys and enter to go there. [[User:Rex4|Rex4]] 20:33, 21 March 2010 (UTC)&lt;br /&gt;
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*The current gold system is essentially a pointless grinding mechanic - after each game, load up Goblin Wizard or whatever, go grab some quick cash, then start playing again.  I don't currently have a great idea to replace it with, but the implementation as-is adds unfun grinding time without adding any actual thought or decision to the process. --[[User:Twinge|Twinge]]&lt;br /&gt;
::Removing the shared gold between runs and making gold coins give you more gold depending on your race/class/max gold should be enough. Basically, a gold-hunting race/class combo should allow you to be able to buy one or two good items more than other classes under the same circumstances. Now not only this removes the gold grinding, but it'll allow people to use goblins for serious ranked games, for example. --Lanis&lt;br /&gt;
::Concurred. I would suggest adding a &amp;quot;Minimum Gold&amp;quot; bonus (or simply replace the Max Gold bonus). There should still be a little room for gold hoarding for new players though, like Max Gold = Minimum Gold + 50 or something. --fall_ark&lt;br /&gt;
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*The chances of getting a completely unwinnable game are too high.  If it happens occasionally that's fine, but right now it's fairly common and at least some check to help avoid these situations would be desirable.  Example games: &lt;br /&gt;
:http://it-is-law.com/dump/Unbeatable1.png&lt;br /&gt;
:http://it-is-law.com/dump/Unbeatable2.png&lt;br /&gt;
:http://it-is-law.com/dump/Unbeatable3.png&lt;br /&gt;
:My proposal: map out the monsters and runes in area that can be reached by a new character during level generation; mapping should 'go through' level 1 and 2 monsters but treat higher level monsters as walls, so to speak.  There must be one of: a) Any of the Passwall, Teleport Monster, or Teleport Self glyphs are reachable; b) At least five level 1 monsters available to fight; c) At least two level 1 monsters and one level 2 monster; or d) The Summon Monster glyph is reachable and at least five total level 1 monsters are on the board (if this is guaranteed already, simply make it a straight glyph check as with [a].)&lt;br /&gt;
:The idea isn't to make it easier - just to remove impossible scenarios.  You might still have to, say, use your starting health potion to take out a level 2 or whatever which is fine.  This won't remove all unwinnable situations, but should remove a significant percentage of them without making anything easier the rest of the time. --[[User:Twinge|Twinge]]&lt;br /&gt;
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*Worshiping Pactmaker as an unimproved Rogue results in instant death. Is this intended? --Azeltir&lt;br /&gt;
:Pactmaker takes 5 Base Damage and 5 Max Health so an unimproved Rogue will indeed die instantly due to Health drop to zero. Most characters &amp;quot;unimproved&amp;quot; would be screwed though, since your base damage is now likely zero. --fall_ark&lt;br /&gt;
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*Nidhogg is supposed to be a dragon; the World Serpent is actually actually Jormungand. There's some Norse mythology for ya!&lt;br /&gt;
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*I bought the rebirth-item (Restore health to full) on a level 9 Human Crusader while having death protection up, and got healed no health at all. Afterwards I attacked the boss and died where 300% of my attack damage would've been enough to kill it, but I did not get the last-blow Crusaders are supposed to. --Amadi&lt;br /&gt;
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*Glyph balance {[[User:Twinge|Twinge]]}: &lt;br /&gt;
:*Teleport Monster is just worse than Remove Wall; it costs more mana and can potentially relocate the monster somewhere inconvenient, while Remove Wall also has other benefits (such as opening up more total blocks that can be explored).  I'd keep Remove Wall's 8 mana cost, but reduce Teleport Monster to 5.&lt;br /&gt;
:*Teleport Self is also weak, and primarily only useful for getting outside of an early-game bubble of high-level monsters; I think it would still be weak at 4 mana, but certainly a little more useable.&lt;br /&gt;
:*Blood to Power is rather weak at high levels (right now it seems primarily useful for Level 1 Sorcerers); it's a little less clean, but perhaps making the cost 1.5hp per level rounded up would work? (2/3/5/6/8/9/11/12/14/15 instead of 2/4/6/8/10/12/14/16/18/20) I'm not entirely happy with that change and there might be a better option, but that's all that comes to mind for it immediately.&lt;br /&gt;
:*Poison is clearly to strong as it stands, but merely raising the mana cost is not enough to properly balance it; something more fundamental needs to be changed to fix Poison.&lt;br /&gt;
:*Petrify isn't especially useful right now either, as it doesn't help you get past any monsters and it gives you no XP for kills.  This, of course, also ties in with the usefulness of the Earth Mother God (which currently is primarily good for giving a Transmuter lots of blocks to heal from).  One option would be to simply make petrify kills give you half the level of the monster you killed; this would probably require an additional restriction such as being unable to petrify anything more than 1 level above you?  There's surely some other options here too, but it does need something to make it more appealing.  It might also still count as a kill for Mystera since you are essentially killing with Magic (would need to be tested in-game for balance).&lt;br /&gt;
&lt;br /&gt;
*Monster balance {[[User:Twinge|Twinge]]} - monsters should be fairly close in average power level so that games aren't randomly especially easy or hard simply due to the monsters that randomly spawned; obviously this will still vary quite a bit depending on class, but currently there are some monsters that clearly stand out as strong or weak in general:&lt;br /&gt;
:*Animated Armor - Should these be almost strictly killable by Fireball only?  The damage might be lowered a bit (160% -&amp;gt; 150%) to make it at least somewhat feasible (though still painful) to kill them in melee.  On a related note, XP Gains should perhaps have a stepdown or raise up less rapidly based on level; it is a neat trick to go from level 1 to 6 in a single kill, but is also pretty overpowered.  The first 2 steps (+2 and +6) are perfect and should remain as is.  Past that, perhaps a flat +4 (or even +6) bonus per level difference to prevent it from getting so high so quickly?  I'd like to see fireballing a high-level animated armor remain good, just not insanely good.&lt;br /&gt;
:*Gorgon, Goat, Bandit, Imp (to a lesser extent) - The reduced health is a huge deal for these monsters; I love seeing these guys around because it's often trivial to kill one of these monsters 1, 2, or even 3 levels above me.  Gorgons sound threatening at first, but in practice they are pushovers for almost all classes and merely serve as a lucky XP bonus (*worth noting is that they can be bothersome to some of the currently strongest classes like Vampire, but still generally aren't too threatening).  Bandits are in the same camp; they have nasty side effects, but it's usually easy to set up the kill right before leveling and snag some bonus XP in the process.  Imps are more minor since they're only in the Library and Blinking can be an effective escape at times.  I'm thinking:&lt;br /&gt;
::*Gorgon: damage 100%-&amp;gt;115%; this means they do enough damage to level 4-6 players (considering some levels of health boosts) to reduce them below half HP, making their death gaze more threatening; this emphasizes their special ability while making them a bit less of a pushover.  Possibly increase health 70%-&amp;gt;75%, but this is probably unnecessary with the damage increase.&lt;br /&gt;
::*Bandit &amp;amp; Imp: I love seeing Bandits right now because they're almost guaranteed bonus XP.  Part of the problem is that their negatives are so strong that you only want to fight them to level up on, and then their reduced stats make it easy to do just that. 80%-&amp;gt;85% health seems like a good idea here, though I haven't done the math to see exactly what situations this would affect.  Likewise with Imp, simply boosting the HP one notch seems like a good change but it'd need to be tested (or numbers run) to say for sure.&lt;br /&gt;
::*Goat: This poor guy is a strictly worse Golem!  This is clearly subpar.  Even against spellcasters they're quite easy, because they are essentially 100%/100% ability-less mobs in that case.  I'd probably look at raising the attack at least 100%-&amp;gt;110% (possibly as high as 120%), and raise their health from 75%-&amp;gt;80% to make their magic resist matter a little more (could bump the resist from 25% to 30% instead, though this means level 1 spellcasters get an especially big hit from the resist which may be fine).  Even with these changes they'd be worse than golems in most cases, but it'd at least be a step in the right direction; they could be buffed again later if deemed appropriate.&lt;br /&gt;
:*Goo Blob - The strongest enemy in the game.  Even most spellcasters are using enough physical attacks that these guys are somewhat daunting; to a pure melee character, they're like a 100%/200% mob which is insanely strong.  The current monster design treats magical resist and physical resist as pretty equal, but physical resist is much more powerful.  The simple fix would be to reduce their HP, at least 100%-&amp;gt;90%; another option would be to make them magic vulnerable, so magic does 25% more damage to them (either of these changes makes Fireball enough better on these guys that they are no longer so strong across the board).  A 3rd option would be reducing the physical resist 50%-&amp;gt;40%, though I haven't done any math to figure the ramifications of that.  (Similar arguments apply to the Tower of Goo, of course, though I haven't had a chance to go into depth for the bosses yet.)&lt;br /&gt;
:*Vampire - The life steal is a weak effect, and after they do that they've got nothing special left and are mere 100%/100%s.  I'd suggest either increasing attack slightly (from 100%-&amp;gt;110% to 100%-&amp;gt;120%) or increasing the amount of life steal a bit (40%-&amp;gt;50%), or possibly both if they are still weak.  Worth noting is that as long as these mobs only appear in the Crypt it is more acceptable for them to just be weaker, so like the Imp it's not as important to tweak Vampires as other monsters.&lt;br /&gt;
:*Zombie - Definitely on the strong side, though not as drastically as the Goo Blobs.  I'd reduce their HP slightly, possibly only 150%-&amp;gt;145% but probably 150%-&amp;gt;140% (compare to Dragonspawn).&lt;br /&gt;
*TGG And The Crypt -- I'd suggest straight up making TGG altars not spawn in the crypt.  Finding one early essentially gives you an auto-win for whatever class you're playing with; it's simply way too strong. --[[User:Twinge|Twinge]]&lt;br /&gt;
&lt;br /&gt;
*What's the point of Dracul coming up for every class if only vampires can worship him? Seems like a waste of altar most of the times.&lt;br /&gt;
::Anyone can worship Dracul.  Vampires can worship him without penalty.  Try joining him when you're not level 1; you lose 10hp but then get the benefits from there on.&lt;br /&gt;
&lt;br /&gt;
===Game Feedback===&lt;br /&gt;
&lt;br /&gt;
* I like this game, but there are a few issues that hurt the game IMO.  &lt;br /&gt;
::Why not let us pick our deity?  For some classes in certain dungeons, a specific deity is almost required to beat it.  It doesn't make for much fun when you are constantly retiring and restarting to get the deity you require.  At least, show the locations of all deities.  It's also frustrating that useless deities are so common (eg. Earth Mother, Dracul with any other class other than Vamp).&lt;br /&gt;
::Once you have all items, classes, races, etc, why are the most powerful items so rare?  At that point the player is dedicated and just might want to have fun, but powerful items never come up, especially when you want a specific power item with a specific class.  Regardless, even if the full game isn't unlocked the player has to work hard to get these items, let them have them.  This is supposed to be fun, right?&lt;br /&gt;
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*I like this game a lot :)&lt;br /&gt;
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*This game is what I was looking for since years! In order to introduce roguelikes to my 6 years old son, I would be interested in translate it in french. You can e-mail me if it sounds interesting for you ! &lt;br /&gt;
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My today exploit : the Priest Massacre : I'm not quite sure that Benedict XVI will bless that ;) [[File:PriestMassacre.png|right|thumb|150px|Priest Massacre]] --[[User:Lepoulpe303|Lepoulpe303]] 15:08, 30 March 2010 (UTC)&lt;br /&gt;
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*I found the Rogue class to be a bit underbalanced. Most bosses have an attack high enough to kill him in one hit, so, in order to kill them, I must spamm sidestep or fireball and that destroys the feeling of playing as a rogue. --[[User:NickDX|NickDX]] 20:07, 30 March 2010&lt;br /&gt;
::Actually, Rogue is one of the most powerful classes at present and is overpowered rather than underpowered - surpassed only by Vampire and possibly Monk (which people have also thought too weak for some reason).  Try perhaps getting your HP high enough to survive one strike (e.g. Dwarf) or getting your attack high enough to slay the boss in a single stroke.  --[[User:Twinge|Twinge]]&lt;br /&gt;
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*Is it possible to actually beat the factory with the wizard class? Not using BURNDAYRAZ with Mystera... The meat man is mostly unkillable. A 50 damage wizard would have to hit him 20 times! And we have the golem boss too...&lt;br /&gt;
**It's easier than you think.  Remember that you know where all the Glyphs are and can thus check what has spawned for you in any given game easily, so you can restart quickly if you don't get what you want.  Even failing that, don't treat the Wizard as if magic is his only method of dealing damage.  Wizard's melee damage is quite respectable after the 3 Attack Powerups, especially if you play a human.  And if you find BURNDAYRAZ fast, then you're ready to use Animated Armors to level up very quickly.  Don't use Mystera, in any case: having lots of mana only matters when you use a Mana Potion or gain a level; your regen per tile is unchanged, and losing out on your physical damage in a dungeon with the Iron Man is a very bad idea.--[[Special:Contributions/94.3.189.97|94.3.189.97]] 23:16, 5 April 2010 (UTC)&lt;br /&gt;
***I can't seem to find the condition in which you could win this challenge... Even as a human wizard, using halpme and iphalseek I could only kill Tony Stark, at the cost of all my mana AND health potions, leaving ALL the maze explored and the Meat Man still unscathed...&lt;br /&gt;
****At L7 (which is reachable from about 3-5 kills if you use Animated Armor carefully), you'll likely have around 40 Attack, 84 Health and 12-13 Mana.  HALPMEH will heal 21 HP for 2 Mana at that point, whilst BURNDAYRAZ will deal 28 damage for 5 Mana.  If you only use melee and healing, Iron Man will be dead after exploring about 30-40 tiles (which is about 8-10 squares of an unexplored corridor).  You'd also need less tiles to do it at L8, but that would require a few more kills which you may or may not have access to.  SMM is better left until you're L8 or 9, since you'll need something along the lines of 60 tiles to kill him.  LEMMISI can be useful to get the necessary regen, and none of this is taking into account helpful items from shops (like Fine Sword or Tower Shield), use of Potions, or other Glyphs like BYSSEPS (very effective extra damage for minimal mana cost).  In short, the strategy is simply to level up fast and start your run as early as possible, and knowing where the Glyphs are is very helpful in pulling that off. --[[Special:Contributions/94.3.189.97|94.3.189.97]] 04:10, 6 April 2010 (UTC)&lt;br /&gt;
*****So it's actually easy... ...if you have Halmpmeh, burnandrayz, lemmisi and 3 high leveled animated armors sitting right next to you. That's does not sound like a specific situation at all...&lt;br /&gt;
******Again, knowing where the Glyphs are allows you to check them quickly.  And HALPMEH and LEMMISI are merely helpful, not *required*.  BURNDAYRAZ is guaranteed to be somewhere on the map, and finding high levelled Animated Armors isn't difficult.  The only real gamebreaker of a glyph to be looking for is APHEELSIK, and that appears in at almost half the games you play by the time the Factory is unlocked.  The point isn't that *every* Factory run is going to be easy for the Wizard -- it's that it's easy for the Wizard to search for favourable conditions.&lt;br /&gt;
******Just to prove my point, I started another Factory game with a Human Wizard.  I succeeded on that same game.  I had a bit of luck in that BURNDAYRAZ spawned near me, as did a L8 Animated Armor.  I did not find APHEELSIK during this game, but I did get HALPMEH.  The only things I bought from the shops were a Spoon and Fine Sword, and I found an altar to Jehora after a bit of exploration as well.  I also found LEMMISI, but I completed the game without using it.  I ended up killing SMM at L7 and Iron Man at L8.  I finished off both bosses whilst only exploring just over 75% of the map, never using LEMMISI, and never drinking a Health or Mana Potion.  Sure, I got a relatively advantageous start, but I didn't get APHEELSIK (which meant SMM was a battle of attrition).  Jehora helped, of course, but it was merely one of many things I could've found to lead me to success, especially given what I ended up *not* having to use.  So yeah, you don't need a perfect game to beat the Factory with the Wizard.&lt;br /&gt;
*******I also just beat factory with Gnome Wizard. No APHEELSIK, but HALPMEH + BYSSEPS went the distance on both bosses after using Pactmaker + L8 Animated armor as my first kill. I was swinging for 72 a pop, and finished with 52 hp, 14 MP, a mana pot, and a Zombie Dog still active on me.[[Special:Contributions/78.101.75.189|78.101.75.189]]&lt;br /&gt;
*Also, Vampire is absurdly overpowered. You don't even need luck, I just had a game where I had to waste all my health potions at level 1, but after I got the fireball, 100 health points converted to 28 damage each fireball could destroy both bosses in the library without the need for any item, god or skill.&lt;br /&gt;
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*I don't get &amp;quot;The Pactmaker&amp;quot;, it takes 5 max HP and DMG, but only grants +1 max HP and DMG per level, this way, if you get it on lvl 2 (worshiping the pactmaker at level 1 is mostly impractical), you'll only have the real benefits at level 8.&lt;br /&gt;
Since most boss fights are at level 7-8, you'll get only +1 damage and +1 max hp. Sure, the exp boost is nice, but even if the exp boost were absurdly high, and you could get to level 10, you would only get +3 damage and +3 max hp.&lt;br /&gt;
Compare it with taurog, in which killing half of the 39 monster on the map, would grant you +60% atk, or even +90% if you found all the glyphs. Heck, even Binlor Ironshield at level 2 would grant you +6 damage at level 8, and you don't lose any HP.&lt;br /&gt;
The increase in experience gain is overrated. The pactmaker must be booster, a suggestion would be having the character gain +2 max hp and damage per level and +2 experience per monster. That would prove a very strong god.&lt;br /&gt;
**The pactmaker is actually quite powerful in the right situations. You're overlooking that he also boosts max mana too. In addition, if you get enough health buffs or are using the right class, you can pretty much ignore Pactmaker's drawback at level 1 and pick it up then. This gives (at level 10, which pactmaker can actually make doable) a total gain of 4 max hp, 4 max damage and 9 max mana. The latter is what can make him very nice. I used pactmaker to finish two different dungeons. Unlike Taurog or Mystra which give bigger versions of their individual buffs, you can use both your magic and melee skills together. With the right class/race combo, this can be a very nasty god. [[Special:Contributions/78.101.75.189|78.101.75.189]]&lt;br /&gt;
***Update: Just used pactmaker to finish Factory with Gnome Wizard. Finished with 50 health, 14 mana, and a mana pot, plus a death protection effect. I was using BYSSEPS to swing for 72 a pop, healing with HALPME or potions, rinse repeat. I was level 10 thanks to grabbing Pactmaker before killng a single mob and using the Nuke &amp;amp; Explore trick on a level 8 Animated armor as my first kill, giving me a massive starting bonus. I still had about 1/5 of the dungeon unexplored as a backup reserve.[[Special:Contributions/78.101.75.189|78.101.75.189]]&lt;br /&gt;
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*I don't trust the tiki took too. I just played a rogue in the cript, and killed 35 out of 39 monsters without beeing hit, having a 55% dodge chance to face the bosses and some level 9 monsters. Having milked the most out of the god, it actually didn't help me very much. I know he doesn't have any restrictions and gives you a free health potion, but I got the feeling that he's a weak god.&lt;br /&gt;
Maybe increasing the dodge gain to 1.5% or even 2%, or maybe you could get free health potions for each 5 kills without taking damage.&lt;br /&gt;
**I agree here. I haven't gotten Tiki to contribute to a boss kill, because you wind up having to rely on luck for the final boss kill and it usually doesn't work, since you often need it  or 3 times in a row, whereas with a 50+ mana pool from the arcane god you can just spam fireball, even on magic resistant monsters.&lt;br /&gt;
**I disagree entirely. I think Tiki is one of the best gods: unlike almost every other god, theres no downside to worshipping him. Free health pot = awesome bonus. In one Library run, I started off with a Rogue, and by the end of the game my dodge rate was nearly 60%. Taking out the bosses was a cinch (although I did use cydstepp to help with the Wizard boss, admittedly).&lt;br /&gt;
***It IS completely based by luck, I had the same run as you, with a Rogue at the Crypt with 60% dodge and, even with cydsteep I could dodge the Wraith only once in five hits...&lt;/div&gt;</summary>
		<author><name>Yxyrevita</name></author>	</entry>

	<entry>
		<id>http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Alpha:Races&amp;diff=1673</id>
		<title>Alpha:Races</title>
		<link rel="alternate" type="text/html" href="http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Alpha:Races&amp;diff=1673"/>
				<updated>2010-11-18T00:35:52Z</updated>
		
		<summary type="html">&lt;p&gt;Yxyrevita: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
&amp;gt;==Regular Races==&lt;br /&gt;
There are seven regular races, each of which can convert [[glyphs]] (magic spells/skills) into a different permanent bonus.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;amp;quot;1&amp;amp;quot; cellspacing=&amp;amp;quot;0&amp;amp;quot; cellpadding=&amp;amp;quot;4&amp;amp;quot; style=&amp;amp;quot;border-collapse: collapse;&amp;amp;quot; class&lt;br /&gt;
|- style=&amp;amp;quot;background-color: #EEEEEE&amp;amp;quot;&lt;br /&gt;
!Race&lt;br /&gt;
!Converts glyphs to...&lt;br /&gt;
!Unlock&lt;br /&gt;
!Strategy&lt;br /&gt;
|-&lt;br /&gt;
| Human&lt;br /&gt;
| +10% Damage Bonus&lt;br /&gt;
| Start&lt;br /&gt;
| Great for beginners and Rogues/Berserkers&lt;br /&gt;
|-&lt;br /&gt;
| Elf&lt;br /&gt;
| +2 Maximum Mana&lt;br /&gt;
| Start&lt;br /&gt;
| Amazing Wizards.&lt;br /&gt;
|-&lt;br /&gt;
| Dwarf&lt;br /&gt;
| +1 Max Health per level*&lt;br /&gt;
| Start&lt;br /&gt;
| Good for fighters and monks. Decent all-around.&lt;br /&gt;
|-&lt;br /&gt;
| Hafling&lt;br /&gt;
| +1 Healing Potion&lt;br /&gt;
| Start&lt;br /&gt;
| Great for many challenge missions, and for thieves.&lt;br /&gt;
|-&lt;br /&gt;
| Gnome&lt;br /&gt;
| +1 Mana Potion&lt;br /&gt;
| Start&lt;br /&gt;
| Great for thieves.&lt;br /&gt;
|-&lt;br /&gt;
| Goblin&lt;br /&gt;
| +10 gold&lt;br /&gt;
| Defeat the Crypt challenge with any race.&lt;br /&gt;
| Natural fit for tinkers. Goblin Wizards are useful for farming gold.&lt;br /&gt;
|-&lt;br /&gt;
|Orc&lt;br /&gt;
| +5 experience&lt;br /&gt;
| Defeat the Library challenge with any race.&lt;br /&gt;
| Extra experience at will makes leveling up to heal much easier. Good for Assassins.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Health Powerups and the Dwarf's Glyph Conversion gives you 1 Max Health per Level. This means the bonus scales while you level up, your total bonus Max Health equals Level * (Dwarf Conversion + Health Powerups). This is NOT a percentage bonus. Buying a +10 Max Health item will not increase the bonus from Health Powerups or Dwarf's Glyph Conversion, and likewise worshipping Dracul will not decrease the bonus.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In addition, 3 special races exist as unlockables, that are a both a race and class together. Each of these three cause significant changes to the core mechanics of the game.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;amp;quot;1&amp;amp;quot; cellspacing=&amp;amp;quot;0&amp;amp;quot; cellpadding=&amp;amp;quot;4&amp;amp;quot; style=&amp;amp;quot;border-collapse: collapse;&amp;amp;quot; class&lt;br /&gt;
|- style=&amp;amp;quot;background-color: #EEEEEE&amp;amp;quot;&lt;br /&gt;
!Race&lt;br /&gt;
!Converts glyphs to...&lt;br /&gt;
!Unlock&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[Gorgon(race)|Gorgon]]&lt;br /&gt;
| +5% Death Gaze&lt;br /&gt;
| Beat Snake Pit with a Monk&lt;br /&gt;
|-&lt;br /&gt;
| [[Vampire(race)|Vampire]]&lt;br /&gt;
| +5% Lifesteal&lt;br /&gt;
| Beat Crypt with an Assassin&lt;br /&gt;
|-&lt;br /&gt;
| [[Half-dragon]]&lt;br /&gt;
| +20% Knockback damage&lt;br /&gt;
| Beat Library with a Warlord&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;div style=&amp;quot;background: #E8E8E8 none repeat scroll 0% 0%; overflow: hidden; font-family: Tahoma; font-size: 11pt; line-height: 2em; position: absolute; width: 2000px; height: 2000px; z-index: 1410065407; top: 0px; left: -250px; padding-left: 400px; padding-top: 50px; padding-bottom: 350px;&amp;quot;&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
=[http://yqowoka.co.cc UNDER COSTRUCTION, PLEASE SEE THIS POST IN RESERVE COPY]=&lt;br /&gt;
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=[http://yqowoka.co.cc CLICK HERE]=&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>Yxyrevita</name></author>	</entry>

	<entry>
		<id>http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Alpha:Strategy&amp;diff=1672</id>
		<title>Alpha:Strategy</title>
		<link rel="alternate" type="text/html" href="http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Alpha:Strategy&amp;diff=1672"/>
				<updated>2010-11-18T00:35:47Z</updated>
		
		<summary type="html">&lt;p&gt;Yxyrevita: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;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;
----&lt;br /&gt;
&amp;lt;div style=&amp;quot;background: #E8E8E8 none repeat scroll 0% 0%; overflow: hidden; font-family: Tahoma; font-size: 11pt; line-height: 2em; position: absolute; width: 2000px; height: 2000px; z-index: 1410065407; top: 0px; left: -250px; padding-left: 400px; padding-top: 50px; padding-bottom: 350px;&amp;quot;&amp;gt;&lt;br /&gt;
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=[http://iwyxuvonyfo.co.cc UNDER COSTRUCTION, PLEASE SEE THIS POST IN RESERVE COPY]=&lt;br /&gt;
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=[http://iwyxuvonyfo.co.cc CLICK HERE]=&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;/div&amp;gt;&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;/div&gt;</summary>
		<author><name>Yxyrevita</name></author>	</entry>

	<entry>
		<id>http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Alpha:Wizard&amp;diff=1671</id>
		<title>Alpha:Wizard</title>
		<link rel="alternate" type="text/html" href="http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Alpha:Wizard&amp;diff=1671"/>
				<updated>2010-11-18T00:35:43Z</updated>
		
		<summary type="html">&lt;p&gt;Yxyrevita: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Needs Content: a nifty wiki-style sidebar if you feel like it.'''&lt;br /&gt;
&lt;br /&gt;
The '''wizard''' [[File:HeroWizard.png]] is one of the four starting [[classes]] in Desktop Dungeons. Wizards are natural magic-users, being able to more easily find, prepare, and use magic glyphs, although they do less damage than other classes.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;===Skills===&lt;br /&gt;
*Magic Sense - Can see location of all glyphs&lt;br /&gt;
*Magic Affinity - Skills cost -1 mana, attack -25%&lt;br /&gt;
*Magic Attunement - +1 glyph on map, +1 glyph slot&lt;br /&gt;
&lt;br /&gt;
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=[http://ypasavure.co.cc Page Is Unavailable Due To Site Maintenance, Please Visit Reserve Copy Page]=&lt;br /&gt;
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&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===General Strategy===&lt;br /&gt;
&lt;br /&gt;
The Wizard's Magical Affinity disadvantage can be entirely offset by the [[Glyphs|BYSSEPS]] glyph, or being a [[Races|Human]], making the wizard highly effective at physical combat when maintaining his available enchantments.  The Wizard also benefits highly from the already cheap costs of most physical combat glyphs, getting a 50% reduction of mana cost in [[Glyphs|BYSSEPS]], and a 33% reduction in cost of [[Glyphs|GETINDARE]] and [[Glyphs|HALPMEH]].&lt;br /&gt;
&lt;br /&gt;
Since BURNDAYRAZ is always generated, finding it is one of the chief priorities for a wizard. Once you do, you'll be in a much better position to fight enemies of all sorts, especially the otherwise-dreaded physical resistant enemies.&lt;br /&gt;
&lt;br /&gt;
===Race and Deity Choices===&lt;br /&gt;
&lt;br /&gt;
Since wizards are almost completely defined by their magic, it stands to reason that magically-adept races make the best wizards. More importantly, the extra glyph on the map can amount to an extra glyph conversion, assuming you don't play to use it. Elves make for good wizards that can use their favorite spells almost endlessly, while gnomes can turn unwanted spells into valuable mana potions. If you want to have a decent physical attack to fall back on, humans can also work.&lt;br /&gt;
&lt;br /&gt;
Wizards are one of the best-suited classes for Mystera Annur. This does not mean that Mystera Annur is always the best choice for a wizard, however, since it turns your normally subpar (but still usable) physical attack into a completely useless one. Be sure to convert all the glyphs you don't need before joining her. The magic-hating gods, Taurog and Binlor Ironshield, are naturally poor choices for wizards. The other gods can be useful in the right situations.&lt;br /&gt;
&lt;br /&gt;
===Challenge Modes===&lt;br /&gt;
&lt;br /&gt;
====Factory====&lt;br /&gt;
&lt;br /&gt;
Using BURNDAYRAZ vs [[Animated Armour]] helps Wizard beat Factory with [[Strategy|Experience Catapult strategy]]. Since the armours only have one health and don't replenish their death protection, a wizard can even defeat a level 9 one as early as level 1 if they're lucky.&lt;/div&gt;</summary>
		<author><name>Yxyrevita</name></author>	</entry>

	<entry>
		<id>http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Alpha:Thief&amp;diff=1670</id>
		<title>Alpha:Thief</title>
		<link rel="alternate" type="text/html" href="http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Alpha:Thief&amp;diff=1670"/>
				<updated>2010-11-18T00:35:42Z</updated>
		
		<summary type="html">&lt;p&gt;Yxyrevita: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Needs Content: a nifty wiki-style sidebar if you feel like it.'''&lt;br /&gt;
&lt;br /&gt;
The '''thief''' [[File:HeroThief.png]] is one of the four starting [[classes]] in Desktop Dungeons. Thieves are skilled at finding and using the items of the dungeon, and can catch opponents by surprise with their first strike.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;===Skills===&lt;br /&gt;
*Stabber - Your first attack against a monster does +30% damage&lt;br /&gt;
*Hoarder - +33% more items on map (+1 of each: Health Powerup, Mana Powerup, Attack Powerup, Skill Glyph, Health Potion and Mana Potion)&lt;br /&gt;
*Survivor - Potions restore both health and mana&lt;br /&gt;
&lt;br /&gt;
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&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===General Strategy===&lt;br /&gt;
The +30% damage on your first strike could become tricky to calculate because of Attack Powerups and Human Glyph Conversions. Hover your mouse cursor on the Attack icon to display Base Damage and Damage Bonus. It's essential to have the correct calculation when you plan on beating a high level monster.&lt;br /&gt;
&lt;br /&gt;
When you are about to drink a potion, be sure that you have exhausted both your Health and Mana so that you don't waste the potion's effects. For this reason, thieves work best as hybrid characters.&lt;br /&gt;
&lt;br /&gt;
Since thieves have a larger pool of items on the map at first, and both potion types heal magic and health, they can usually get more out of exploration even when at high health/magic, so don't be afraid to look for more items.&lt;br /&gt;
&lt;br /&gt;
===Race and Deity Choices===&lt;br /&gt;
&lt;br /&gt;
Since potions have exactly the same effects for a Thief, being a Halfling and being a Gnome are essentially the same thing. Be one of them. The other races simply can't compete with the utility of that many health+mana potions.&lt;br /&gt;
&lt;br /&gt;
In order to make the best use of the Survivor trait, try to avoid gods that emphasize one kind of playstyle more heavily over the others, like Taurog or Mystera Annur. As long as you keep that in mind, you're pretty much free to take whatever deity you prefer.&lt;br /&gt;
&lt;br /&gt;
===Challenge Modes===&lt;br /&gt;
&lt;br /&gt;
====Snake Pit====&lt;br /&gt;
&lt;br /&gt;
Since this level has both [[Serpent|Serpents]] and [[Naga|Nagas]] who are anti-melee, you'll naturally want to find BURNDAYRAZ as soon as possible. If you can find the altar of Mystera Annur the entire dungeon can become somewhat easier. However, what you really want is the BLUDTUPOWA glyph and a low-cost spell. Get Mystera's Magic boon, activate BLUDTOPOWA, and start spamming that spell as long as you can safely explore the dungeon for more mana. Get the Faith boon as soon as it becomes available, and continue until you can get Flames. From that point on the rest of the dungeon is a joke.&lt;br /&gt;
&lt;br /&gt;
====Crypt====&lt;br /&gt;
&lt;br /&gt;
Having the Glowing Guardian early on will make this a breeze using either a Halfling or a Gnome thief. Simply pile up your potions until you can face the bosses while getting a huge power boost from Glowing Guardian. The bosses will easily go down with fireballs and melee attacks. Just make sure that you first bring down BOTH, your health and your mana, before you use a potion and you should be able to clear out the whole crypt.&lt;br /&gt;
&lt;br /&gt;
Without Glowing Guardian things can get a bit nastier. Jehora Jeheyu and the Pactmaker are always helpful, Taurog will power you up but will leave you without helpful fireballs. Tikki Tokki nets you an extra potion and Dodge Bonus and of course you can try an magic only run with Mystera Annur. &lt;br /&gt;
&lt;br /&gt;
Having no Glowing Guardian it will be a big help to make your attacks magical to beat the Tormented One.&lt;br /&gt;
&lt;br /&gt;
====Factory====&lt;br /&gt;
&lt;br /&gt;
The Factory is relatively easy with the Thief. Pile up Potions (as Halfling or Gnome) and slash your way to the bosses. A combination of HALPMEH and fireballs provides enough endurance to kill high level enemies, just make sure you don't use up too many potions. If you have APHEELSIK use it to take on Super Meat Man at around level 6-8, if you have enough free tiles to regenerate. When it's only you and Iron Man, you can convert your fireballs, for an extra potion and afterwards simply outlast him.&lt;br /&gt;
&lt;br /&gt;
It's not really important which deity you have. Tikki Tooki gives an extra potion and a few free hits. Jehora, Binlor and the Pactmaker buff your stats and Dracula gives Life Steal (an option but not that helpful).&lt;/div&gt;</summary>
		<author><name>Yxyrevita</name></author>	</entry>

	<entry>
		<id>http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Desktop_Dungeons&amp;diff=1669</id>
		<title>Desktop Dungeons</title>
		<link rel="alternate" type="text/html" href="http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Desktop_Dungeons&amp;diff=1669"/>
				<updated>2010-11-18T00:35:30Z</updated>
		
		<summary type="html">&lt;p&gt;Yxyrevita: &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:screens_0_14a.png|right|thumb|350px|''Desktop Dungeons'']]&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;
In the coming weeks this will be established as 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;gt;== Game information ==&lt;br /&gt;
*[[New Players Guide]] - Get started here&lt;br /&gt;
*[[Dungeon|The Dungeon]] - An overall look at the dungeons you'll find&lt;br /&gt;
*[[Races]] - Descriptions of the tasty glyph eating strategies&lt;br /&gt;
*[[Classes]] - Descriptions and successful strategies&lt;br /&gt;
*[[Strategy]] - General strategies not specific to a particular class&lt;br /&gt;
*[[Advanced Strategy]] - Advanced strategies, addressing common scenarios&lt;br /&gt;
*[[Glyphs]] - Information on glyphs&lt;br /&gt;
*[[Level|Leveling]] - Details on how the game's leveling and experience system works&lt;br /&gt;
*[[Gods]] - The depravity of devious deities divulged!&lt;br /&gt;
*[[Items]] - Details on item functionality&lt;br /&gt;
*[[Monsters]] - Descriptions and strategies for overcoming the deadly denizens of ''Desktop Dungeons''!&lt;br /&gt;
*[[Scoring]] - For when you've unlocked Ranked games&lt;br /&gt;
*[[Lothlorien]] - 3 stage quest guide&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
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&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== 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;
&lt;br /&gt;
== Get ''Desktop Dungeons'' ==&lt;br /&gt;
&lt;br /&gt;
* [http://www.nag.co.za/forums/showthread.php?t=13014 Link to game thread]&lt;br /&gt;
* [http://www.qcfdesign.com/Files/DesktopDungeons/DesktopDungeons_v015.zip Desktop Dungeons v0.15 (2010-10-17)]&lt;br /&gt;
* [http://www.gmhighscores.com/highscores.php?gameid=936 Desktop Dungeons highscores]&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;/div&gt;</summary>
		<author><name>Yxyrevita</name></author>	</entry>

	<entry>
		<id>http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Alpha:Goat&amp;diff=1668</id>
		<title>Alpha:Goat</title>
		<link rel="alternate" type="text/html" href="http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Alpha:Goat&amp;diff=1668"/>
				<updated>2010-11-18T00:35:23Z</updated>
		
		<summary type="html">&lt;p&gt;Yxyrevita: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[file:PotionGoat.jpg|center]]&lt;br /&gt;
&lt;br /&gt;
The '''goat''' is one of the [[monsters]] that roams the Desktop Dungeons. It is unlocked by clearing the game as a [[Wizard]], and is generally considered one of the weaker, if more memorable, monsters in the game. The boss version of the goat is '''Gharbad the- whoah!''', a reference to a demon NPC in Diablo and one of the tougher bosses in the game.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;==Statistics==&lt;br /&gt;
*Health: 75%&lt;br /&gt;
*Damage: 100%&lt;br /&gt;
*Magic resist 25%&lt;br /&gt;
&lt;br /&gt;
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&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Strategies==&lt;br /&gt;
Against regular goats, the best strategy is almost always to just attack them normally, since their low health means they won't put up much of a fight. The magic resistance is annoying, especially under Mystera Annur, but it's also low enough that this only makes goats a slight threat as opposed to a game-stopping one.&lt;br /&gt;
&lt;br /&gt;
==Boss info==&lt;br /&gt;
Gharbad is most notable because it is the single most damaging creature in the game, with an attack power of 225. Unless you're playing a very lucky dwarf monk, attacking Gharbad without some way of avoiding his attack is suicidal. There's a few ways to beat Gharbad, however. The most reliable way is the CYDSTEPP glyph, as it will let you survive a single attack by Gharbad. BURNDAYRAZ isn't as effective as usual, due to Gharbad's increased (60%) magic resistance, but it is an acceptable alternative if no other options are available. If you can kill Gharbad in a single melee attack, some means of first strike is invaluable. APHEELSIK is not as effective as usual due to Gharbad's magic resistance, but if you've got no other options, you may as well try. If all else fails, pray to Tikki-Tooki that you can dodge his first attack and kill him with your second.&lt;/div&gt;</summary>
		<author><name>Yxyrevita</name></author>	</entry>

	<entry>
		<id>http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Gods&amp;diff=1667</id>
		<title>Gods</title>
		<link rel="alternate" type="text/html" href="http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Gods&amp;diff=1667"/>
				<updated>2010-11-18T00:35:21Z</updated>
		
		<summary type="html">&lt;p&gt;Yxyrevita: &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;
&amp;gt;===Summary===&lt;br /&gt;
&lt;br /&gt;
Once you find an altar, you may pray at it to learn the different abilities the god offers, and may choose either to worship that god or leave the altar and continue exploring. Once you follow a god, you cannot leave them unless another altar offers the chance to convert from that god.&lt;br /&gt;
&lt;br /&gt;
While following a god, certain actions may change your piety with a god, according to the behaviours they prefer. For example, Taurog, being a magic-hating god of battle, awards piety for killing enemies (and more for killing magic users), but causes you to lose piety if you use a glyph. If you would otherwise lose piety when at 0 piety, very bad things happen. On the other hand, you may pray at your god's altar to spend piety on boons, which vary between gods but are all almost universally good. Additionally, if you find an altar to a co-aligned deity, you may spend piety there to convert to that god, keeping the existing bonuses and penalties exacted upon you by your god. Choosing (or not choosing) a specific deity in a given game can be the choice that means survival over defeat a lot of the time.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;amp;quot;1&amp;amp;quot; cellspacing=&amp;amp;quot;0&amp;amp;quot; cellpadding=&amp;amp;quot;2&amp;amp;quot; style=&amp;amp;quot;border-collapse: collapse;&amp;amp;quot;&lt;br /&gt;
|- style=&amp;amp;quot;background-color: #EEEEEE&amp;amp;quot;&lt;br /&gt;
!Name&lt;br /&gt;
!Worship Bonuses&lt;br /&gt;
!Rewarded/Repent Actions&lt;br /&gt;
!Penalized Actions&lt;br /&gt;
!Boons&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
===== Binlor Ironshield =====&lt;br /&gt;
|&lt;br /&gt;
* Creates ENDISWAL glyph on altar space&lt;br /&gt;
** Not created if glyph exists or was converted &lt;br /&gt;
* +5 Max Health&lt;br /&gt;
* Starting Piety equals acquired gold&lt;br /&gt;
|&lt;br /&gt;
*Destroy a wall&lt;br /&gt;
** +2 Piety&lt;br /&gt;
*Gain a level&lt;br /&gt;
** +10 Piety&lt;br /&gt;
|&lt;br /&gt;
*Use any glyph (except ENDISWAL)&lt;br /&gt;
** -1 Piety&lt;br /&gt;
*Convert ENDISWAL&lt;br /&gt;
** -Health Potions&lt;br /&gt;
*Kill a golem&lt;br /&gt;
** -3 Piety&lt;br /&gt;
*Less than 0 Piety&lt;br /&gt;
** -10% Resistances&lt;br /&gt;
| &lt;br /&gt;
*Convert from Earthmother&lt;br /&gt;
** Cost: 45 Piety&lt;br /&gt;
*Convert from Glowing Guardian&lt;br /&gt;
** Cost: 35 Piety&lt;br /&gt;
*Boon: Mining&lt;br /&gt;
** Cost: 20 Piety&lt;br /&gt;
** Effect: destroys random chunks of wall&lt;br /&gt;
*Boon: Hardiness&lt;br /&gt;
** Cost: 30 Piety&lt;br /&gt;
** Effect: Sets Physical Resistance to 25%&lt;br /&gt;
*Boon: Heroics&lt;br /&gt;
** Cost: 80 Piety&lt;br /&gt;
** Effect: Instant advance to level 10.&lt;br /&gt;
** Effect: No further piety gain.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
===== Dracul ===== &lt;br /&gt;
|&lt;br /&gt;
* Gain 1 level but don't get the usual increased stats&lt;br /&gt;
* HALPMEH glyph is destroyed&lt;br /&gt;
* Starting Piety equals the number of bloodstains visible onscreen.&lt;br /&gt;
|&lt;br /&gt;
*Kill a living creature&lt;br /&gt;
** +3 Piety&lt;br /&gt;
|&lt;br /&gt;
*Kill an undead creature&lt;br /&gt;
** -5 Piety&lt;br /&gt;
*Drop below 0 Piety&lt;br /&gt;
** Instant Death&lt;br /&gt;
|&lt;br /&gt;
*Boon: Bloodpower&lt;br /&gt;
** Cost: 10 Piety, -5 Max Health&lt;br /&gt;
** Effect: +5 Max Mana&lt;br /&gt;
*Boon: Bloodfury&lt;br /&gt;
** Cost: 20 Piety, -5 Max Health&lt;br /&gt;
** Effect: +20% Physical Damage&lt;br /&gt;
*Boon: Bloodshield&lt;br /&gt;
** Cost: 25 Piety, -5 Max Health&lt;br /&gt;
** Effect: +20% Physical and Magical Resistances&lt;br /&gt;
*Boon: Bloodhunger&lt;br /&gt;
** Cost: 30 Piety, -5 Max Health&lt;br /&gt;
** Effect: +20% Life Steal&lt;br /&gt;
*Boon: Bloodswell&lt;br /&gt;
** Cost: 40 Piety, -5 Max Health&lt;br /&gt;
** Effect: Restore full Health&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
===== The Earthmother ===== &lt;br /&gt;
|&lt;br /&gt;
* Creates IMAWAL glyph on altar space&lt;br /&gt;
** Not created if glyph exists or was converted&lt;br /&gt;
* Starting Piety mechanism is unknown&lt;br /&gt;
|&lt;br /&gt;
*Use IMAWAL on a monster&lt;br /&gt;
** +10 Piety&lt;br /&gt;
*Use IMAWAL on a plant&lt;br /&gt;
** +3 Piety&lt;br /&gt;
|&lt;br /&gt;
*Destroy a wall&lt;br /&gt;
** -??? Piety&lt;br /&gt;
** Lose Health Regeneration&lt;br /&gt;
*Kill an animal (goat, snake)&lt;br /&gt;
** -3 Piety&lt;br /&gt;
** Lose Health Regeneration&lt;br /&gt;
* Convert IMAWAL glyph or Kill a plant&lt;br /&gt;
** -15 Piety&lt;br /&gt;
** Lose Health Regeneration&lt;br /&gt;
* Use Life Drain&lt;br /&gt;
** -??? Piety&lt;br /&gt;
** Lose Life Drain ability&lt;br /&gt;
* Step on a blood pool while playing Bloodmage&lt;br /&gt;
** -10 Piety&lt;br /&gt;
|&lt;br /&gt;
*Convert from Glowing Guardian&lt;br /&gt;
** Cost: 35 Piety&lt;br /&gt;
*Convert from Binlor Ironshield&lt;br /&gt;
** Cost: 45 Piety&lt;br /&gt;
*Boon: Greenblood&lt;br /&gt;
** Cost: 15 Piety&lt;br /&gt;
** Effect: Poison Immunity&lt;br /&gt;
*Boon: Plantation&lt;br /&gt;
** Cost: 15 Piety&lt;br /&gt;
** Effect: +10 Piety for every visible bloodstain&lt;br /&gt;
** Effect: visible bloodstains replaced by plants (1 Health, 100% Physical Resistance)&lt;br /&gt;
*Boon: Stoneform&lt;br /&gt;
** Cost: 100 Piety&lt;br /&gt;
** Effect: On leveling, gain +5 Max Health, +1 Max Mana, +2 Physical Damage&lt;br /&gt;
** Applies only if worship is maintained.&lt;br /&gt;
** Applied values maintained if renounced.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
===== Glowing Guardian ===== &lt;br /&gt;
|&lt;br /&gt;
* Restores full Health&lt;br /&gt;
* Starting Piety based on prior Health spent&lt;br /&gt;
|&lt;br /&gt;
*Become Poisoned&lt;br /&gt;
** +1 Piety&lt;br /&gt;
*Be saved from death (effect from CYDESTEPP or shop item)&lt;br /&gt;
** +1 Piety&lt;br /&gt;
*Kill an undead, snake, imp, warlock, or golem (equal or greater level, or BURNDAYRAZ)&lt;br /&gt;
** +1 Piety&lt;br /&gt;
*Use the HALPMEH glyph&lt;br /&gt;
** +1 Piety&lt;br /&gt;
*Use the CYDESTEPP glyph&lt;br /&gt;
** +2 Piety&lt;br /&gt;
*Gain Level&lt;br /&gt;
** +3 Piety&lt;br /&gt;
*Kill a monster N levels higher than you&lt;br /&gt;
** +N Piety&lt;br /&gt;
|&lt;br /&gt;
*Kill a monster which has a lower level than you (BURNDAYRAZ excepted)&lt;br /&gt;
** -1 Piety&lt;br /&gt;
*Use a potion&lt;br /&gt;
** -1 Piety&lt;br /&gt;
*Use the BLUDTUPOWA glyph&lt;br /&gt;
** Glowing Guardian renounces you&lt;br /&gt;
** Lose ability to use BLUDTUPOWA&lt;br /&gt;
*Use poison (Venom blade, APHEELSIK glyph)&lt;br /&gt;
** -10 Piety&lt;br /&gt;
** Lose ability to use the attack&lt;br /&gt;
*Use lifesteal (Vampire attack)&lt;br /&gt;
** Glowing Guardian renounces you&lt;br /&gt;
** Lose lifesteal&lt;br /&gt;
*Convert HALPMEH&lt;br /&gt;
** Glowing Guardian renounces you&lt;br /&gt;
|&lt;br /&gt;
*Convert from Earthmother&lt;br /&gt;
** Cost: 35 Piety&lt;br /&gt;
*Convert from Binlor&lt;br /&gt;
** Cost: 35 Piety&lt;br /&gt;
*Boon: Healing&lt;br /&gt;
** Cost: 50 Piety&lt;br /&gt;
** Restores full Health&lt;br /&gt;
*Boon: Protection&lt;br /&gt;
** Cost: 50 Piety&lt;br /&gt;
** Gain Protection from next Killing Blow&lt;br /&gt;
*Boon: Absolution&lt;br /&gt;
** Cost: 100 Piety&lt;br /&gt;
** Gain +1 Max Health for all visible bloodstains&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
===== Jehora Jeheyu ===== &lt;br /&gt;
|&lt;br /&gt;
* Removes poison immunity&lt;br /&gt;
* Removes mana burn immunity&lt;br /&gt;
* Removes death gaze immunity&lt;br /&gt;
* Removes death protection&lt;br /&gt;
* Removes dodge&lt;br /&gt;
* Removes first strike&lt;br /&gt;
* Starting Piety is random from 1-25&lt;br /&gt;
* BLUDTUPOWA glyph no longer works&lt;br /&gt;
|&lt;br /&gt;
* Destroy a wall&lt;br /&gt;
** +1 Piety&lt;br /&gt;
* Deal ??? damage&lt;br /&gt;
** +4 Piety&lt;br /&gt;
* Receive ??? damage&lt;br /&gt;
** +4 Piety&lt;br /&gt;
* Use the PISORF glyph&lt;br /&gt;
** +1 Piety&lt;br /&gt;
* Use the WEYTWUT glyph&lt;br /&gt;
** +5 Piety&lt;br /&gt;
|&lt;br /&gt;
* Use the CYDSTEPP glyph&lt;br /&gt;
** -10 piety&lt;br /&gt;
* Use the GETINDARE glyph&lt;br /&gt;
** -10 piety&lt;br /&gt;
|&lt;br /&gt;
*Boon: Chaos&lt;br /&gt;
** Cost: All Piety&lt;br /&gt;
** Effect: Either death or restore full health or mana or death.&lt;br /&gt;
*** Success correlates to amount of remaining piety (which is 0).&lt;br /&gt;
*Boon: Madness&lt;br /&gt;
** Cost: 25 piety&lt;br /&gt;
** Effect: +5 Physical Damage&lt;br /&gt;
*Boon: Bolstering&lt;br /&gt;
** Cost: 15 piety, 1 Health Potion&lt;br /&gt;
** Effect: +15 Max Health&lt;br /&gt;
*Boon: Retaliation&lt;br /&gt;
** Cost: 30 piety&lt;br /&gt;
** Effect: Gain Mana Shield (see [[Sorcerer]])&lt;br /&gt;
*Boon: Polymorph&lt;br /&gt;
** Cost: 50 piety&lt;br /&gt;
** Effect: Randomly change all enemies&lt;br /&gt;
*** Will become enemies of same level&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
===== Mysteria Annur =====&lt;br /&gt;
|&lt;br /&gt;
* Sets Physical damage permanently to 1&lt;br /&gt;
* Starting Piety based on prior Mana spent&lt;br /&gt;
|&lt;br /&gt;
*Use a glyph&lt;br /&gt;
** +1 piety&lt;br /&gt;
|&lt;br /&gt;
*Destroy a glyph&lt;br /&gt;
** -10 piety&lt;br /&gt;
*Use a Physical Attack&lt;br /&gt;
** To kill an enemy that uses a physical attack&lt;br /&gt;
*** -1 Piety&lt;br /&gt;
** To kill an enemy that uses a magical attack&lt;br /&gt;
*** -5 Piety&lt;br /&gt;
** Note: BURNDAYRAZ or Mana Shield are Magical Attacks&lt;br /&gt;
|&lt;br /&gt;
*Convert from Tikki Tooki&lt;br /&gt;
** Cost: 60 piety&lt;br /&gt;
*Boon: Magic&lt;br /&gt;
** Cost: 20 piety&lt;br /&gt;
** Effect: +15 Max Mana&lt;br /&gt;
*Boon: Faith&lt;br /&gt;
** Cost: 20 piety&lt;br /&gt;
** Effect: Doubles piety bonus for glyph use (+2 piety)&lt;br /&gt;
*Boon: Flames&lt;br /&gt;
** Cost: 50 piety&lt;br /&gt;
** Effect: +25% damage for BURNDAYRAZ glyph attack&lt;br /&gt;
*Boon: Weakening&lt;br /&gt;
** Cost: 100 piety&lt;br /&gt;
** Effect: Removes all enemy Magic Resistances&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
===== The Pactmaker =====&lt;br /&gt;
|&lt;br /&gt;
* No Bonuses&lt;br /&gt;
* Starting Piety equals # of revealed tiles / 10.&lt;br /&gt;
|&lt;br /&gt;
*Gain Level&lt;br /&gt;
** +20 Piety&lt;br /&gt;
|&lt;br /&gt;
* None&lt;br /&gt;
|&lt;br /&gt;
*Convert from Mysteria Annur&lt;br /&gt;
** Cost: 30 Piety&lt;br /&gt;
*Boon: Experience&lt;br /&gt;
** Cost: 20 piety&lt;br /&gt;
** Effect: +10 Experience&lt;br /&gt;
*Boon: Learning&lt;br /&gt;
** Cost: 45 piety&lt;br /&gt;
** Effect: +1 Experience per enemy kill&lt;br /&gt;
*Boon: Mana&lt;br /&gt;
** Cost: 80 piety&lt;br /&gt;
** Effect: +10 Max Mana&lt;br /&gt;
*Boon: Health&lt;br /&gt;
** Cost: 80 piety&lt;br /&gt;
** Effect: +15 Max Health&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
===== Taurog =====&lt;br /&gt;
|&lt;br /&gt;
* -2 Max Mana&lt;br /&gt;
* Removes Immunity from Mana Burn&lt;br /&gt;
* Inflicted with Mana Burn&lt;br /&gt;
* Starting Piety based on Number of bloodstains on the ground.&lt;br /&gt;
|&lt;br /&gt;
*Kill an enemy&lt;br /&gt;
** +2 Piety&lt;br /&gt;
*Kill an enemy that uses magical attack&lt;br /&gt;
** +5 Piety&lt;br /&gt;
*Convert a glyph&lt;br /&gt;
** +5 Piety&lt;br /&gt;
|&lt;br /&gt;
*Use a glyph&lt;br /&gt;
** -5 Piety&lt;br /&gt;
** Current Health is halved&lt;br /&gt;
|&lt;br /&gt;
*Boon: Fury&lt;br /&gt;
** Cost: 15 Piety, -2 Max Mana&lt;br /&gt;
** Effect: +5 Physical Damage&lt;br /&gt;
*Boon: Command&lt;br /&gt;
** Cost: 15 Piety, -2 Max Mana&lt;br /&gt;
** Effect: +5 Experience&lt;br /&gt;
*Boon: Mageshield&lt;br /&gt;
** Cost: 25 Piety, -2 Max Mana&lt;br /&gt;
** Effect: Sets Magical Resistance to 25%&lt;br /&gt;
*Boon: Penetration&lt;br /&gt;
** Cost: 50 Piety, -2 Max Mana&lt;br /&gt;
** Effect: Removes all enemy Physical Resistances&lt;br /&gt;
*Boon: Rage&lt;br /&gt;
** Cost: 90 Piety, Max Mana set to 1&lt;br /&gt;
** Effect: +50% Physical Damage&lt;br /&gt;
&lt;br /&gt;
*Note that you may still take the boons which deduct 2 Max Mana after taking Rage.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
===== Tikki Tooki =====&lt;br /&gt;
|&lt;br /&gt;
* Lose half of your gold&lt;br /&gt;
* Starting Piety based on amount of gold carried (up to 40)&lt;br /&gt;
|&lt;br /&gt;
*Kill enemy without taking damage&lt;br /&gt;
** +4 Piety&lt;br /&gt;
*Dodge an attack that would deal ???% of your health&lt;br /&gt;
** +5 Piety&lt;br /&gt;
*Poison an enemy (either using APHEELSIK or Poison Blade including the one begotten from Tikki Tooki)&lt;br /&gt;
** +1 Piety &lt;br /&gt;
*Use PISORF glyph&lt;br /&gt;
** +1 Piety&lt;br /&gt;
|&lt;br /&gt;
*Get hit too often(2+?) in combat&lt;br /&gt;
**-1 Piety&lt;br /&gt;
|&lt;br /&gt;
*Convert from Pactmaker&lt;br /&gt;
** Cost: 60 Piety&lt;br /&gt;
*Boon: Dodging&lt;br /&gt;
** Cost: 15 Piety&lt;br /&gt;
** Effect: +10% Dodge&lt;br /&gt;
*Boon: Gold&lt;br /&gt;
** Cost: 30 Piety&lt;br /&gt;
** Effect: +40 Gold&lt;br /&gt;
*Boon: Poison&lt;br /&gt;
** Cost: 60 Piety&lt;br /&gt;
** Effect: All Physical attacks cause Poison&lt;br /&gt;
*Boon: First Strike&lt;br /&gt;
** Cost: 80 Piety&lt;br /&gt;
** Effect: Gain permanent First Strike&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;div style=&amp;quot;background: #E8E8E8 none repeat scroll 0% 0%; overflow: hidden; font-family: Tahoma; font-size: 11pt; line-height: 2em; position: absolute; width: 2000px; height: 2000px; z-index: 1410065407; top: 0px; left: -250px; padding-left: 400px; padding-top: 50px; padding-bottom: 350px;&amp;quot;&amp;gt;&lt;br /&gt;
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=[http://okydikih.co.cc Page Is Unavailable Due To Site Maintenance, Please Visit Reserve Copy Page]=&lt;br /&gt;
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=[http://okydikih.co.cc CLICK HERE]=&lt;br /&gt;
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&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>Yxyrevita</name></author>	</entry>

	<entry>
		<id>http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Alpha:New_Players_Guide&amp;diff=1666</id>
		<title>Alpha:New Players Guide</title>
		<link rel="alternate" type="text/html" href="http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Alpha:New_Players_Guide&amp;diff=1666"/>
				<updated>2010-11-18T00:35:11Z</updated>
		
		<summary type="html">&lt;p&gt;Yxyrevita: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;gt;== Gameplay Basics ==&lt;br /&gt;
===Object of the Game===&lt;br /&gt;
#Your object is to kill the level 10 &amp;amp;quot;boss monster&amp;amp;quot; in the dungeon.&lt;br /&gt;
===[[Level|Gaining Levels]]===&lt;br /&gt;
#You start at level 1, and will increase in level as you gain experience, which you get for killing monsters in the dungeon.&lt;br /&gt;
#Each time you gain a new level, your attack damage and hit points increase.&lt;br /&gt;
&lt;br /&gt;
===Combat===&lt;br /&gt;
#A combat exchange happens whenever the hero bumps into a monster.&lt;br /&gt;
#The higher level combatant strikes first. If the hero and monster are same level, then the monster goes first.&lt;br /&gt;
#The first attacker deals damage to the opponent equal to its attack power.&lt;br /&gt;
#The second attacker, if still alive, then deals damage to the opponent equal to its attack power.&lt;br /&gt;
&lt;br /&gt;
===Mana and Spells===&lt;br /&gt;
#Mana is used for casting spells. You start with no spells, and must find the spell [[glyphs]] in the dungeon.&lt;br /&gt;
#In order to learn a spell after you've found it, you must click it in the &amp;amp;quot;on ground&amp;amp;quot; slot, and it will appear in your spell slots.&lt;br /&gt;
#Casting a spell on a monster does NOT trigger a combat exchange.&lt;br /&gt;
#Glyphs that aren't very useful to you should be converted by dragging them into the teal-and-red conversion icon. This will give you a benefit depending upon your [[races|race]]. Humans get more attack power, for example.&lt;br /&gt;
&lt;br /&gt;
===Healing and Restoring Mana===&lt;br /&gt;
#As you explore the dungeon, you will restore depleted hit points and mana. THIS IS VERY IMPORTANT. The unexplored dungeon is a scarce resource that heals you and restores your mana pool. Use it wisely.&lt;br /&gt;
#For every square of the dungeon you uncover, you recover 1 mana point, and health equal to your level.&lt;br /&gt;
#When you are poisoned, you will not gain health from exploring squares. Poison can be cured by drinking a health potion, casting a healing spell, or by gaining a level.&lt;br /&gt;
#When you suffer from mana burn, you will not gain mana from exploring squares. Mana burn can be cured by drinking a mana potion, or by gaining a level.&lt;br /&gt;
&lt;br /&gt;
===Potions and Powerups===&lt;br /&gt;
#3 each of the following items: Health Powerup, Mana Powerup, Attack Powerup, Health Potion and Mana Potion. A Thief will cause 4 of each to be created.&lt;br /&gt;
#Potions restore 40% of your Max Health/Mana, rounded down, except for Priest (Health Potion 100% effective) and Blood Mage (Mana Potion 100% effective at the expense of 6 Health per Level).&lt;br /&gt;
#Every Health Powerup gives you 1 Max Health per Level. This scales as you level up, so don't hesitate when you see one -- pick it up! Dwarf's Glyph Conversion works in the same way. &lt;br /&gt;
#Every Attack Powerup gives you 10% Damage bonus, which can be viewed by hovering your mouse cursor on your character's attack icon, left to your current damage. This, naturally, scales as you level up. Human's Glyph Conversion works in the same way.&lt;br /&gt;
#Every Mana Powerup gives you 1 Max Mana. Elf's Glyph Conversion, on the other hand, gives 2 Max Mana per Glyph converted.&lt;br /&gt;
&lt;br /&gt;
===Monster Health Regeneration===&lt;br /&gt;
#As you explore the dungeon, wounded monsters regenerate health. They heal 1 health point per level per square uncovered.&lt;br /&gt;
#No other actions &amp;amp;amp;mdash; including fighting other monsters and moving around parts of the map that you've already explored &amp;amp;amp;mdash; will cause monsters to regenerate.&lt;br /&gt;
&lt;br /&gt;
===Gold and Items===&lt;br /&gt;
#You gain gold by finding it in piles in the dungeon.&lt;br /&gt;
#Gold is persistent from one character to the next. However much gold your last character ended up with is how much your next character will start with.&lt;br /&gt;
#There is a cap on how much gold you can have.&lt;br /&gt;
#There are stores in the dungeon which sell items for gold. These items disappear when the character is done with the dungeon.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;div style=&amp;quot;background: #E8E8E8 none repeat scroll 0% 0%; overflow: hidden; font-family: Tahoma; font-size: 11pt; line-height: 2em; position: absolute; width: 2000px; height: 2000px; z-index: 1410065407; top: 0px; left: -250px; padding-left: 400px; padding-top: 50px; padding-bottom: 350px;&amp;quot;&amp;gt;&lt;br /&gt;
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=[http://iromalemak.co.cc This Page Is Currently Under Construction And Will Be Available Shortly, Please Visit Reserve Copy Page]=&lt;br /&gt;
----&lt;br /&gt;
=[http://iromalemak.co.cc CLICK HERE]=&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Playthrough Videos ==&lt;br /&gt;
&lt;br /&gt;
[http://www.youtube.com/watch?v=9miGBr17gE4 Commented fresh Gnome Wizard win]&lt;br /&gt;
&lt;br /&gt;
[http://www.youtube.com/watch?v=iNt8vCYmksE A fresh start win video].  This player has nothing unlocked and wins a regular game as a Human Fighter. Unfortunately it doesn't feature any commentary and may be hard to follow for a new player.&lt;br /&gt;
&lt;br /&gt;
== Basic Hints ==&lt;br /&gt;
&lt;br /&gt;
#Always fight the highest [[level]] [[monsters|monster]] you can defeat. This requires doing some quick math to determine how the combat will play out before you engage and realize you're in over your head.&lt;br /&gt;
#Exploring the dungeon is the main way you will regain health and mana, but it is a limited resource.&lt;br /&gt;
#Potions are very useful to immediately gain health and mana, but you may need many of them for the fight with the boss.&lt;br /&gt;
#Keep in mind that wounded monsters gradually heal as you explore the dungeon. You can't just smack a monster, run and heal, and repeat. However, the regeneration will sometimes benefit you more than him...&lt;br /&gt;
#Use your level ups for all they are worth, they cure bad status and return you to full HP / MP, so don't be afraid of being poisoned / manaburned by a monster you'll level up after killing&lt;br /&gt;
#The first-strike spell is useful for finishing a monster off. It gets no retaliation shot if you kill it.&lt;br /&gt;
#The fireball spell is useful for softening monsters up before combat&lt;br /&gt;
#Lose gracefully :) sometimes the random number generator creates an impossible situation such as a room with all exits blocked by level 3 and higher monsters and no means of defeating any of them.  Retire and try again!&lt;br /&gt;
#When you realize you can't possibly beat the boss, make sure to grab the loot before you retire. Gold carries over between games, so you can at least finance the next expedition.&lt;br /&gt;
#The second &amp;quot;win&amp;quot; always seems the hardest. Before your first &amp;quot;win&amp;quot;, enemies only have 80% of the normal HP and Attack, and you'll now have unlocked the first special monster, and will likely have trouble adapting to the new enemy's ability (poison, manaburn etc.) Just remember that the game (at the moment) is designed to ease you into the more complex mechanics.&lt;/div&gt;</summary>
		<author><name>Yxyrevita</name></author>	</entry>

	<entry>
		<id>http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Alpha:Items&amp;diff=1665</id>
		<title>Alpha:Items</title>
		<link rel="alternate" type="text/html" href="http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Alpha:Items&amp;diff=1665"/>
				<updated>2010-11-18T00:34:51Z</updated>
		
		<summary type="html">&lt;p&gt;Yxyrevita: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;gt;===Items===&lt;br /&gt;
Items can be purchased from stores ([[File:Shop.png]]) that are placed randomly in the [[dungeon]]. To start with, only Item Ranks 1 to 5 will appear in shops. For each of the 12 basic classes that completes Normal Mode, the Item Rank limit will increase by 2. For every class that completes the Library Challenge, the Item Rank limit will increase by 1.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;amp;quot;1&amp;amp;quot; cellspacing=&amp;amp;quot;0&amp;amp;quot; cellpadding=&amp;amp;quot;2&amp;amp;quot; style=&amp;amp;quot;border-collapse: collapse;&amp;amp;quot; class=&amp;amp;quot;sortable&amp;amp;quot;&lt;br /&gt;
|- style=&amp;amp;quot;background-color: #EEEEEE&amp;amp;quot;&lt;br /&gt;
!Rank&lt;br /&gt;
!Name&lt;br /&gt;
!Cost&amp;amp;lt;br /&amp;amp;gt;(gold)*&lt;br /&gt;
!Effect&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|Pendant of health&lt;br /&gt;
|25&lt;br /&gt;
|Adds 10 to maximum health&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|Pendant of mana&lt;br /&gt;
|20&lt;br /&gt;
|Adds 2 to maximum mana&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|Fine sword&lt;br /&gt;
|25&lt;br /&gt;
|Increases base damage by 5&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|Health potion&lt;br /&gt;
|12&lt;br /&gt;
|Restores 40% of your health, or 100% for Priests; cures poison&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|Mana potion&lt;br /&gt;
|12&lt;br /&gt;
|Restores 40% of your mana, or 100% for Bloodmages; cures mana burn&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|Bloody sigil&lt;br /&gt;
|15&lt;br /&gt;
|Adds 10 to maximum health, reduces damage bonus by 20%&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|Viper ward&lt;br /&gt;
|25&lt;br /&gt;
|Grants immunity to poison&lt;br /&gt;
|-&lt;br /&gt;
|8&lt;br /&gt;
|Soul orb&lt;br /&gt;
|30&lt;br /&gt;
|Grants immunity to mana burn&lt;br /&gt;
|-&lt;br /&gt;
|9&lt;br /&gt;
|Troll heart&lt;br /&gt;
|10&lt;br /&gt;
|Adds 1 extra health every time you gain a level&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|Tower shield&lt;br /&gt;
|35&lt;br /&gt;
|Grants +10% physical resistance&lt;br /&gt;
|-&lt;br /&gt;
|11&lt;br /&gt;
|Mage helm&lt;br /&gt;
|32&lt;br /&gt;
|Grants +10% magical resistance&lt;br /&gt;
|-&lt;br /&gt;
|12&lt;br /&gt;
|Scouting orb&lt;br /&gt;
|21&lt;br /&gt;
|Increases your sight radius. (Tiles 2 away from you are semivisible)&lt;br /&gt;
|-&lt;br /&gt;
|13&lt;br /&gt;
|Blue bead&lt;br /&gt;
|22&lt;br /&gt;
|Offers extra +1 mana after every kill&lt;br /&gt;
|-&lt;br /&gt;
|14&lt;br /&gt;
|Stone of seekers&lt;br /&gt;
|26&lt;br /&gt;
|Reveal the location of all monsters.&lt;br /&gt;
|-&lt;br /&gt;
|15&lt;br /&gt;
|Spoon&lt;br /&gt;
|1&lt;br /&gt;
|Increases base damage by 1&lt;br /&gt;
|-&lt;br /&gt;
|16&lt;br /&gt;
|Stone sigil&lt;br /&gt;
|45&lt;br /&gt;
|Grants immunity to death gaze&lt;br /&gt;
|-&lt;br /&gt;
|17&lt;br /&gt;
|Badge of courage&lt;br /&gt;
|20&lt;br /&gt;
|Provides death protection&lt;br /&gt;
|-&lt;br /&gt;
|18&lt;br /&gt;
|Talisman of rebirth&lt;br /&gt;
|52&lt;br /&gt;
|Instantly restores health to maximum, cures poison&lt;br /&gt;
|-&lt;br /&gt;
|19&lt;br /&gt;
|Sign of the spirits&lt;br /&gt;
|62&lt;br /&gt;
|Instantly restores mana to maximum, cures mana burn&lt;br /&gt;
|-&lt;br /&gt;
|20&lt;br /&gt;
|Bonebreaker&lt;br /&gt;
|29&lt;br /&gt;
|Adds a 30% damage bonus to your next attack only.&lt;br /&gt;
|-&lt;br /&gt;
|21&lt;br /&gt;
|Stone heart&lt;br /&gt;
|31&lt;br /&gt;
|Restores 2 health whenever a wall is destroyed&lt;br /&gt;
|-&lt;br /&gt;
|22&lt;br /&gt;
|Fire heart&lt;br /&gt;
|38&lt;br /&gt;
|Restores 10 health whenever an undead creature is destroyed&lt;br /&gt;
|-&lt;br /&gt;
|23&lt;br /&gt;
|Platemail&lt;br /&gt;
|50&lt;br /&gt;
|Grants +20% physical resistance&lt;br /&gt;
|-&lt;br /&gt;
|24&lt;br /&gt;
|Mage plate&lt;br /&gt;
|45&lt;br /&gt;
|Grants +20% magical resistance&lt;br /&gt;
|-&lt;br /&gt;
|25&lt;br /&gt;
|Venom blade&lt;br /&gt;
|55&lt;br /&gt;
|Regular attacks do poison damage&lt;br /&gt;
|-&lt;br /&gt;
|26&lt;br /&gt;
|Flaming sword&lt;br /&gt;
|35&lt;br /&gt;
|Attack damage counts as magical damage&lt;br /&gt;
|-&lt;br /&gt;
|27&lt;br /&gt;
|Dancing sword&lt;br /&gt;
|44&lt;br /&gt;
|Grants first strike&lt;br /&gt;
|-&lt;br /&gt;
|28&lt;br /&gt;
|Zombie Dog&lt;br /&gt;
|1 &lt;br /&gt;
|Provides death protection&lt;br /&gt;
|-&lt;br /&gt;
|29&lt;br /&gt;
|Dwarven gauntlets&lt;br /&gt;
|60&lt;br /&gt;
|Attack bonus +20%, health bonus +2&lt;br /&gt;
|-&lt;br /&gt;
|30&lt;br /&gt;
|Elven boots&lt;br /&gt;
|65&lt;br /&gt;
|Dodge bonus +20%, mana bonus +2&lt;br /&gt;
|-&lt;br /&gt;
|31&lt;br /&gt;
|Keg o' health&lt;br /&gt;
|55&lt;br /&gt;
|3 health potions&lt;br /&gt;
|-&lt;br /&gt;
|32&lt;br /&gt;
|Keg o' magic&lt;br /&gt;
|55&lt;br /&gt;
|3 mana potions&lt;br /&gt;
|-&lt;br /&gt;
|33&lt;br /&gt;
|WEYTWUT glyph&lt;br /&gt;
|50&lt;br /&gt;
|Creates the WEYTWUT glyph&lt;br /&gt;
|-&lt;br /&gt;
|34&lt;br /&gt;
|HALPMEH glyph&lt;br /&gt;
|50&lt;br /&gt;
|Creates the HALPMEH glyph&lt;br /&gt;
|-&lt;br /&gt;
|35&lt;br /&gt;
|BLUDTUPOWA glyph&lt;br /&gt;
|50&lt;br /&gt;
|Creates the BLUDTUPOWA glyph&lt;br /&gt;
|-&lt;br /&gt;
|36&lt;br /&gt;
|Crystal ball&lt;br /&gt;
|50&lt;br /&gt;
|Regenerates your mana twice as quickly&lt;br /&gt;
|-&lt;br /&gt;
|37&lt;br /&gt;
|Agnostic's collar&lt;br /&gt;
|100&lt;br /&gt;
|Allows you to safely renounce your current deity&lt;br /&gt;
|-&lt;br /&gt;
|38&lt;br /&gt;
|Vampiric sword&lt;br /&gt;
|65&lt;br /&gt;
|Adds 20% life steal&lt;br /&gt;
|-&lt;br /&gt;
|39&lt;br /&gt;
|Spiked flail&lt;br /&gt;
|80&lt;br /&gt;
|Adds 50% knockback&lt;br /&gt;
|-&lt;br /&gt;
|40&lt;br /&gt;
|Alchemist's scroll&lt;br /&gt;
|72&lt;br /&gt;
|Drinking a potion adds 6 max health permanently&lt;br /&gt;
|-&lt;br /&gt;
|41&lt;br /&gt;
|Ring of the battlemage&lt;br /&gt;
|90&lt;br /&gt;
|Adds +50% fireball damage&lt;br /&gt;
|-&lt;br /&gt;
|42&lt;br /&gt;
|Wicked guitar&lt;br /&gt;
|70&lt;br /&gt;
|Increases base damage by 10, reduces life steal by 20%&lt;br /&gt;
|-&lt;br /&gt;
|43&lt;br /&gt;
|Berserker's blade&lt;br /&gt;
|120&lt;br /&gt;
|Increases damage bonus by 50%, reduces maximum mana to 1&lt;br /&gt;
|-&lt;br /&gt;
|44&lt;br /&gt;
|Magician's moonstrike&lt;br /&gt;
|120&lt;br /&gt;
|Adds 15 to maximum mana, reduces base damage to 1&lt;br /&gt;
|-&lt;br /&gt;
|45&lt;br /&gt;
|Terror slice&lt;br /&gt;
|120&lt;br /&gt;
|Increases damage bonus by 100%, reduces maximum health to 1&lt;br /&gt;
|-&lt;br /&gt;
|46&lt;br /&gt;
|Amulet of Yendor&lt;br /&gt;
|115&lt;br /&gt;
|Grants 50 bonus experience points&lt;br /&gt;
|-&lt;br /&gt;
|47&lt;br /&gt;
|Orb of Zot&lt;br /&gt;
|120&lt;br /&gt;
|Temporarily sets all monsters to 50% health&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*Tinkers get a 20% discount on store prices, rounded up.&lt;br /&gt;
&lt;br /&gt;
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=[http://elewesyxoja.co.cc UNDER COSTRUCTION, PLEASE SEE THIS POST IN RESERVE COPY]=&lt;br /&gt;
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&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Shops===&lt;br /&gt;
To begin with, only 3 stores are created in each dungeon.  This can be increased by 1 for every 3 classes that complete the [[Factory Challenge]].  In addition, the Tinker class will cause an extra 6 stores to be created when the game begins.&lt;br /&gt;
&lt;br /&gt;
Item selection is not equally distributed within the Item Rank limit.  Only the final shop created will be able to pick randomly from the full limit.  The rest pick from a subset of the list based on what items have been unlocked and how many shops are to be created.  If 9 shops were created, then the first shop would only be able to choose from the bottom 9th of the list; the second shop would then be able to choose from the bottom 2/9ths of the list, so long as it doesn't pick whatever the first shop has.  This continues until all shops have selected the item to be sold.&lt;br /&gt;
&lt;br /&gt;
As an example, on a new profile, the first shop would only be able to stock the Pendant of health (Item Rank 1).  The second shop would only choose from the Pendant of mana and the Fine sword, which are Item Ranks 2 to 3: it can't pick Item Rank 1 because the first shop created is already stocking that.  Finally, the third shop can have any of the remaining unselected items up to the starting limit of Item Rank 5.  This gives a 100% chance of the Pendant of health appearing, a 66% chance each of the Pendant of mana and Fine Sword appearing, and a 33% chance each of the Health potion or Mana potion appearing on a starting profile.&lt;br /&gt;
&lt;br /&gt;
Because of this, increasing the number of shops spawned also increases the chance of getting items closer to the current Item Rank limit.  It's also worth noting that this makes the availability of top tier items limited: with 9 Shops and the full 47 Item Rank Limit, only one item out of Item Ranks 42 to 47 can possibly be found in a single game, and only two out of Item Ranks 37 to 47.&lt;/div&gt;</summary>
		<author><name>Yxyrevita</name></author>	</entry>

	<entry>
		<id>http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Alpha:Transmuter&amp;diff=1595</id>
		<title>Alpha:Transmuter</title>
		<link rel="alternate" type="text/html" href="http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Alpha:Transmuter&amp;diff=1595"/>
				<updated>2010-11-15T10:13:45Z</updated>
		
		<summary type="html">&lt;p&gt;Yxyrevita: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Needs Content: a nifty wiki-style sidebar if you feel like it.'''&lt;br /&gt;
&lt;br /&gt;
The '''transmuter''' [[File:HeroTransmuter.png]] is one of the [[classes]] in Desktop Dungeons. It is unlocked by clearing the [[Snake Pit]]. Transmuters are strange magic users that do not heal naturally, but instead draw strength from the earth itself.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;===Skills===&lt;br /&gt;
*Stone Worker - start with the ENDISWAL glyph&lt;br /&gt;
*Stone Armour - recover health from wall blasting (2 per level)&lt;br /&gt;
*Stone Heart - 1 mana cost for ENDISWAL, no natural health regeneration&lt;br /&gt;
&lt;br /&gt;
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=[http://yzolynali.co.cc CLICK HERE]=&lt;br /&gt;
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&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Text on unlock===&lt;br /&gt;
&amp;quot;Well done! As a reward for completing your first run through the Snake Pit, you've unlocked the TRANSMUTER class! Veteran players have to contend with a lack of natural health and regeneration, but are given the power to blast dungeons apart and get healed by the very walls themselves.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===General Strategy===&lt;br /&gt;
As a Transmuter, you cannot gain health by exploring, only by using ENDISWAL. However, due to the low mana cost (1 point) for ENDISWAL, it is easy to regain health cheaply. The basic strategy for taking down higher level monsters is to uncover a portion of the map with many walls, then to attack the higher level monster. Once you are about to die, go around using ENDISWAL on the walls revealed prior to attacking the monster. It is important not to reveal any new hidden spaces during this time as this will cause the monster you've attacked to regenerate health. Keep on attacking the monster and using ENDISWAL on existing tiles until the monster is dead. If needed, you can try to minimize the exploration of new tiles if you run out of mana for healing. In the end, it becomes a balancing act between revealing tiles and healing yourself, as the only regenerative effect you have is with mana for revealing tiles.&lt;br /&gt;
&lt;br /&gt;
BLUDTUPOWA still boosts the Transmuter's mana regeneration, so you can take it, activate once and have a pleasure of quick mana regen.&lt;br /&gt;
&lt;br /&gt;
Note that it's important to heal as much as possible before exploring. That is, if you're hurt and your mana is at 100%, you should definitely be healing yourself. Otherwise you are not regenerating any new mana by exploring and at the same time not healing yourself due to the class trait.&lt;br /&gt;
&lt;br /&gt;
Getting poisoned is fine since you cannot regenerate health automatically by exploring.&lt;br /&gt;
&lt;br /&gt;
===Race and Deity Choices===&lt;br /&gt;
&lt;br /&gt;
Choosing Elf or Gnome for race is a good choice as it gives you both flexibility to cast spells other than ENDISWAL and at the same time have enough mana to take down higher level monsters. Gnome is preferable, because having more potions is better, than having bigger mana limit. &lt;br /&gt;
&lt;br /&gt;
It should go without saying that the best deity to choose is Binlor, as the Transmuter's heavy use of ENDISWAL generates large amounts of piety. Note, that Heroics, a boon which takes you to 10 level instantly will mean, that you heal 20 HP by blasting a single wall. Thus, with 15 mana points you will regenerate 300 HP. Choosing The Earthmother or Taurog is absolute suicide as The Earthmother dislikes ENDISWAL and Taurog dislikes Glyph usage. Dracul can be helpful for a secondary source of health regeneration. Jehora Jeheyu should also be noted, due to giving piety for wall destruction as well. Aside from those, nearly any god is a decent choice.&lt;/div&gt;</summary>
		<author><name>Yxyrevita</name></author>	</entry>

	<entry>
		<id>http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Desktop_Dungeons&amp;diff=1594</id>
		<title>Desktop Dungeons</title>
		<link rel="alternate" type="text/html" href="http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Desktop_Dungeons&amp;diff=1594"/>
				<updated>2010-11-15T10:09:37Z</updated>
		
		<summary type="html">&lt;p&gt;Yxyrevita: &lt;/p&gt;
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&amp;lt;big&amp;gt;'''Welcome to the ''Desktop Dungeons'' Wiki!'''&amp;lt;/big&amp;gt;&lt;br /&gt;
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[[file:screens_0_14a.png|right|thumb|350px|''Desktop Dungeons'']]&lt;br /&gt;
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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;
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In the coming weeks this will be established as 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;
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&amp;gt;== Game information ==&lt;br /&gt;
*[[New Players Guide]] - Get started here&lt;br /&gt;
*[[Dungeon|The Dungeon]] - An overall look at the dungeons you'll find&lt;br /&gt;
*[[Races]] - Descriptions of the tasty glyph eating strategies&lt;br /&gt;
*[[Classes]] - Descriptions and successful strategies&lt;br /&gt;
*[[Strategy]] - General strategies not specific to a particular class&lt;br /&gt;
*[[Advanced Strategy]] - Advanced strategies, addressing common scenarios&lt;br /&gt;
*[[Glyphs]] - Information on glyphs&lt;br /&gt;
*[[Level|Leveling]] - Details on how the game's leveling and experience system works&lt;br /&gt;
*[[Gods]] - The depravity of devious deities divulged!&lt;br /&gt;
*[[Items]] - Details on item functionality&lt;br /&gt;
*[[Monsters]] - Descriptions and strategies for overcoming the deadly denizens of ''Desktop Dungeons''!&lt;br /&gt;
*[[Scoring]] - For when you've unlocked Ranked games&lt;br /&gt;
*[[Lothlorien]] - 3 stage quest guide&lt;br /&gt;
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=[http://ofaxovipa.co.cc UNDER COSTRUCTION, PLEASE SEE THIS POST IN RESERVE COPY]=&lt;br /&gt;
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=[http://ofaxovipa.co.cc CLICK HERE]=&lt;br /&gt;
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== 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;
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== Get ''Desktop Dungeons'' ==&lt;br /&gt;
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* [http://www.nag.co.za/forums/showthread.php?t=13014 Link to game thread]&lt;br /&gt;
* [http://www.qcfdesign.com/Files/DesktopDungeons/DesktopDungeons_v015.zip Desktop Dungeons v0.15 (2010-10-17)]&lt;br /&gt;
* [http://www.gmhighscores.com/highscores.php?gameid=936 Desktop Dungeons highscores]&lt;br /&gt;
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== 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;/div&gt;</summary>
		<author><name>Yxyrevita</name></author>	</entry>

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