https://qcfdesign.com/wiki/DesktopDungeons/api.php?action=feedcontributions&user=Eable2&feedformat=atomDDwiki - User contributions [en]2024-03-28T21:38:07ZUser contributionsMediaWiki 1.25.1https://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Rat_Monarch&diff=56834Rat Monarch2018-10-09T02:17:50Z<p>Eable2: /* Items */</p>
<hr />
<div><onlyinclude>{{<br />
{{{tpl|MonsterClassInfobox}}}<br />
|Group=Monster<br />
|DisplayText={{{DisplayText|Rat Monarch}}}<br />
|Name=Rat Monarch<br />
|Tooltip=MONSTER CLASS&#10;REGAL HYGIENE: Rat bites corrode enemies. Gains one stack of Corrosive Strike per level&#10;REGAL PERKS: Sensitive whiskers detect deals. All shops are scouted. Buying an item regenerates 50% health and mana (may overheal)&#10;REGAL SIZE: Rats are the CORRECT size: Small. Lower maximum health and mana, all items are large&#10;&#10;The Rat Monarch gains +1 Corrosive Strike for every 80 Conversion Points<br />
|ShortHand=Ra<br />
|ConversionCost=80<br />
|ConversionEffect=+1 {{t|Corrosive}} Strike<br />
|Traits=<br />
;{{a|REGAL HYGIENE}}: Rat bites corrode enemies. Gains one stack of {{t|Corrosive}} Strike per level.<br />
;{{a|REGAL PERKS}}: Sensitive whiskers detect deals. All shops are scouted. Buying an item regenerates 50% health and mana (may overheal)<br />
;{{a|REGAL SIZE}}: Rats are the CORRECT size: Small. Lower maximum health and mana, all items are large.<br />
|Conversion=1 {{t|Corrosive}} Strike per 80 Conversion Points<br />
|Unlock=Requires Enhanced Edition. Complete Moving of the Cheese quest in the {{d|Demonic Library}}<br />
}}</onlyinclude><br />
<div id="REGAL PERKS"></div><br />
<br />
<br />
== Strategy ==<br />
<br />
Not mentioned in the Class Features is that rats gain precisely 1 base damage per level as opposed to 5. Whether this is a bug or intentional, this means their individual hits deal little damage, even [[Popcorn]] usually takes multiple hits to kill for them. However, stacks of {{t|Corrosion}} don't go away, and while only physical attacks stack more {{t|Corrosion}} the damage applies to both further physical attacks and to {{s|BURNDAYRAZ}}.<br />
<br />
The biggest problem for rats is a low health pool, lack of resistances, and needing to survive hits from enemies to stack their corrosion. They're regen fighters that are squishy, and mages who have low mana. Their strength is that enemies can fully heal without losing their corrosion stacks, and against enemies that require a lot of hits to take down anyway (such as certain bosses) Rats are perhaps the strongest class. If they can take a hit from a high level enemy, they can take it down eventually, black space permitting. It is technically possible for a rat with {{s|CYDSTEPP}}, {{s|BURNDAYRAZ}}/{{s|PISORF}}, and some conversion fodder to take down any level 9 enemy (without Mana Burn or Poison) at level 2 or 3, though it is not necessarily recommended since that will consume a lot of blackspace to get enough hits in.<br />
<br />
In less extreme cases, the Rat tends toward regen fighting and mage builds, even with the rat's decreased health pool and lack of resistance. Rats benefit greatly from conversions first of all, but need to be careful with their inventory, both because of their {{a|REGAL SIZE}} their items are all large and because they need to time their shopping trips to make the most of the refills. Because their base damage is so low, items that increase base damage tend to do very little for their damage output. They are best served by items that increase their durability, allowing them to stack several hits worth of {{t|Corrosion}} then finish enemies off with fireballs that deal increased damage. {{s|BURNDAYRAZ}} will deal full damage, although their low mana pool can be a limiting factor, and corrosion does NOT apply to damage caused by the burn debuff. Corrosive damage DOES apply to knockback (separately from the initial hit when knockback is applied as an on-hit affect), so {{s|PISORF}} and the {{i|Bear Mace}} are welcome additions to a Rat's arsenal. Generally, fireballs are good and reliable way to leverage corrosion for regen fighting purposes, but knockback is an extremely mana-efficient and health-efficient way to dish out damage to corroded enemies when positioning permits it.<br />
<br />
{{a|REGAL PERKS}} provides some map scouting early game, revealing 3 by 3 portions of the map, turning the blackspace transparent without removing it. This frequently reveals other features, such as the occasional altar, glyph, and so on without revealing details about them, although the altars can often be identified by closely examining the piety sparkles around them. More importantly, buying items heals both health and mana. Since there are obviously limited shops and gold is limited, this turns shops into another healing resource to save for a late game spike, requiring an empty item slot as well. The Apothecary preparation at the Bazaar can be helpful as it increases the number of shops.<br />
<br />
The biggest drawbacks are the limited potion inventory and need to hit a monster many times to stack Corrosive Strike. This combined with popcorn not popping as easily makes it more difficult to preserve blackspace, when the Corrosive Strike lends itself to regen fighting and {{s|BURNDAYRAZ}}.<br />
<br />
== Knockback and corrosion ==<br />
<br />
Knockback's mechanics interact with corrosion in a somewhat unexpected way. If you knock two monsters together, the first monster is dealt physical damage equal to your base damage times knockback%. The damage after resistances is computed, and this amount of damage is applied as typeless damage to the second monster.<br />
<br />
This means that, for example, you can apply corrosion stacks to Super Meat Man (the boss who does the least damage), and then use {{s|PISORF}} to knock him into Bleaty (the boss who does the most damage). Both monsters will take damage based on the Super Meat Man's corrosion stacks. Only the "cue ball" monster can be killed by this, while the secondary target can be reduced to 1 HP for a quick {{s|PISORF}} or {{s|BURNDAYRAZ}} kill afterward. Be mindful that if you use {{boon|Stone Fist}} or {{i|Bear Mace}} for knockback, you will be doing corrosion damage twice as often to the cue ball, which may or may not leave it at risk for dying first. In some cases, allowing the cue ball to heal before using {{s|PISORF}} to take them both down may be the efficient choice.<br />
<br />
Leveraging the corrosion/knockback mechanic to get twice the mileage out of corrosion stacks is an extremely powerful tool for a Rat Monarch, but it is far from the only way to win. When the luck of the draw lines a suitable pair of monsters close enough together, it is a useful tactic to consider.<br />
<br />
== Preparations ==<br />
<br />
Extra Mana Boosters is recommended as a preparation. Without it, the Rat will end up with 11 mana after finding all boosters on the map, which is just one shy of casting {{s|BURNDAYRAZ}} twice or {{s|PISORF}} three times. The {{i|Transmutation Seal}} is a good preparation choice as well, due to their trait of healing from buying items and because it can let a rat pick and choose battles by taking detours on occasion. Extra Health Boosters can allow you to hit harder targets, though regen fight does not become more efficient. At least these boosters can help %-based heals such as Dracul's sanguine or {{a|REGAL PERKS}} shop bought. <br />
<br />
Of special note is that potions take up a full slot and the {{i|Compression Seal}} does not work for them. This severely limits potion use. Potion preps are of reduced value, since a full set of 4 is likely to be drank or converted too early to help much. It is often advisable to replace the {{i|Health Potion}} and {{i|Mana Potion}} with {{i|Reflex Potion}} and {{i|Quicksilver Potion}}, which allows the player to get two free hits on the boss to get the corrosion stacks going. {{i|Alchemist Scroll}} is a unique way of getting around the inventory limitations within just the first few levels while getting a much-needed health boost. One of the few small items that may still be preparation-worthy is the {{i|Balanced Dagger}}, especially for harder dungeons where it is already difficult to take down higher-level enemies in large numbers. {{i|Shop Scroll}} also deserves a brief mention since it can be used immediately to make room for other things, though not all people will have it in the starting inventory, as written below. <br />
<br />
While {{i|Bear Mace}} is probably the ideal Blacksmith preparation, {{i|Shield}} is good at early levels. Perhaps {{i|Shield}} only wins out if you take {{i|Whurrgarbl}}, in which case holding on to burn stacks is a priority and {{i|Bear Mace}} becomes a double-edged prep at best.<br />
<br />
If you prepare too many items, due to the {{a|REGAL SIZE}}, some items or glyph (fireball magnet) would fall of to the ground. Generally, the order of obtain is Potions kit → Guild item → Blacksmith item → Shop Scroll → Alchemy seal, so if you prepare full four potions kit the alchemy seal would fall of to the ground to a random tile. However, not all people see alchemy seal falling off. This is known to be due to a unlocking order of the buildings.<br />
<br />
== Items ==<br />
<br />
In general, many items that increase damage (especially Attack Bonus increases like {{i|Perseverance Badge}}) are nearly useless, since the Rat's damage mostly comes from {{t|Corrosion}}. Therefore, it's often best to use your precious item slots to increase your ability to stack corrosion via increased health, regen, or resistances. This makes items like {{i|Platemail}}, {{i|Dragon Shield}}, {{i|Tower Shield}}, {{i|Witchalok Pendant}}, and even {{i|Bloody Sigil}} good to keep. Alternatively, you can seek to boost your maximum health via {{i|Alchemist Scroll}}, {{i|Troll Heart}}, or the +2 {{Health-Booster}} preparation.<br />
<br />
Many other items can be useful as well. {{i|Whurrgarbl}} greatly accelerates the pace when fighting monsters 0-2 levels above you, allowing you to seamlessly blend between the corrosion-building and killing phases - you should probably prep {{g|Mystera Annur}}, though, since {{s|BURNDAYRAZ}} will be the star gylph while {{s|PISORF}} will disrupt the burning stacks. A {{i|Whurrgarbl}} run plays out much differently than defensive prep runs, allowing you to smoothly burn through a larger number of similar-level enemies at the expense of your ability to apply corrosion stacks early to a select few high-level enemies.<br />
<br />
One unusual synergy is the {{i|Gloves of Midas}} item, due to the Rat's healing when buying items. This can lead to a larger end-game spike, but you will need to ration an inventory slot for rotating out junk items; also, longer dungeons where gold is already plentiful will not see this item achieve much usefulness. <br />
<br />
Other useful items include {{i|Elven Boots}} to increase magic resistance and mana, {{i|Venom Dagger}} to assist with regen fighting, and items that assist in casting strategies (e.g. {{i|Rock Heart}} for {{s|PISORF}}).<br />
<br />
Obviously, one must carefully consider which items to prepare or buy due to the Rat's low inventory space.<br />
<br />
Finally, an intelligent Rat will strategically buy items simply for the restoration from {{a|REGAL PERKS}}. Note when you see a cheap item (e.g. {{i|Spoon}}, {{i|Blue Bead}}, or {{i|Bloody Sigil}}) that may be useful for this purpose.<br />
<br />
== Glyphs ==<br />
<br />
Glyph wise, {{s|BURNDAYRAZ}} or {{s|PISORF}} is nearly required. {{s|PISORF}} quickly becomes the most mana-efficient direct damage spell with just a few corrosion stacks, making it highly profitable to line monsters up together. The downside is that you will lose burn stacks, but most builds should cope well with the trade-off.<br />
<br />
Besides those two, many other glyphs will compete for inventory space while also struggling to justify postponing the benefit of converting them. Most glyphs will not be automatically converted on sight in all situations, however, and a good idea of what challenges your current dungeon and boss(es) present will help you make intelligent strategic choices.<br />
<br />
<br />
*{{s|BYSSEPS}} does little to help - at best, you can use it to remove magic resistance. <br />
<br />
*{{s|GETINDARE}} is somewhat less useful than usual due to how much more damage {{s|BURNDAYRAZ}} would do with 3 extra mana, and the value a rat would have gotten from the CP in the first place - but {{s|GETINDARE}} still wins in some edge cases and can save a lot of health with the occasional dodge. <br />
<br />
*{{s|HALPMEH}} is fairly useful, but cuts into mana for {{s|BURNDAYRAZ}} - the former is useful for building corrosion stacks, but the latter is more efficient when you're ready to go for the kill. <br />
<br />
*{{s|APHEELSIK}} has good interplay with {{s|BURNDAYRAZ}} thanks to burning lowering regeneration; if you can poison a monster for more than 5 turns, then you will build up surplus mana for the occasional fireball. <br />
<br />
*{{s|BLUDTUPOWA}} is also useful for finalizing kills with fireball spikes, but you are limited by the rat's inferior health total. <br />
<br />
*{{s|CYDSTEPP}} can be extremely helpful, allowing you to build corrosion stacks on much higher-level enemies despite having a reduced health pool. <br />
<br />
*{{s|WEYTWUT}} is hard to justify putting in your coveted inventory space, but given how picky a Rat needs to be about her fights, you may want to leave this glyph on the ground for later just in case - you don't want your progress blocked by a Level 9 monster with {{t|Curse Bearer}} or {{t|Mana Burn}}. <br />
<br />
*{{s|LEMMISI}} seems like a good thing to spam and then convert, and {{s|WONAFYT}} can be useful early-to-mid-game with proper corrosion stack management, creating a zoo of stunned low-level monsters who can be one-shotted at will, though it is not so easy to continue this into levels 4-6 as it would be for other classes. <br />
<br />
*{{s|ENDISWAL}} combines some mobility benefits of {{s|WEYTWUT}} and survival benefits of {{s|CYDSTEPP}} in a single package, and in less extreme cases than when you'd need {{s|CYDSTEPP}}, it can still function like a poor man's {{s|HALPMEH}}. <br />
<br />
*Finally, {{s|IMAWAL}} can reward a dive for big prey in spades, even if you only use the bonus once or twice.<br />
<br />
== Deities ==<br />
<br />
Deity wise, deities that improve survivability or glyph use are recommended. The unique play style of the rat makes some gods more difficult to piety farm than others. Gods who reward glyph spam are the easiest, while gods who demand kills or blood pools are troublesome.<br />
<br />
'''The Great'''<br />
<br />
{{g|Binlor Ironshield}} is a good choice for resistances, and is a good first god or even altar prep because of the free {{s|PISORF}} glyph, and can be used as a piety farm regardless. You can prepare Bear Mace and use it for conversion fodder after you obtain {{boon|Stone Fist}} - the extra Corrosion proc on-hit is all that matters in either case. Depending on the boss, you can either stack magic resistance or store piety for {{boon|Stone Skin}} boons. You might consider buying {{s|ENDISWAL}} if you want to take on high-level physical damage monsters early, but if inventory is a limiting factor, you might do better (and save coveted mana) through calculated use of the {{boon|Stone Skin}} boon. At the bottom of the barrel, {{boon|Stone Form}} is only useful if you're up against magic resistance, but then again, you might be better served by lining up {{s|PISORF}} shots anyway.<br />
<br />
{{g|Mystera Annur}} is a great deity. The Rat's base damage is terrible anyway, so {{boon|Flames}} is all carrot and no stick for a Rat. {{boon|Mystic Balance}} favors {{s|CYDSTEPP}} or {{s|BURNDAYRAZ}} while punishing {{s|PISORF}}. {{boon|Refreshment}} can compensate somewhat for the rat's poor inventory size in some circumstances, giving you more options as to whether and when you convert glyphs.<br />
<br />
{{g|Jehora Jeheyu}} may actually be a better deal for them than most other classes, giving them more mileage out of their potions as well as buffing their low health and mana per level. An early punishment can be dire, and the prep penalty is harsh for a rat - but this god is sure to be a great second deity at the very least, if he spawns.<br />
<br />
'''The Good'''<br />
<br />
{{g|The Earthmother}} has a lot to offer. {{boon|Vine Form}} helps the Rat's small health pool and provides some damage reduction, in addition to {{boon|Clearance}} providing mana for more fireballs or knockbacks. {{s|IMAWAL}} is a good leveling tool, but it will be difficult to farm enough blood pools for an end-game spike with {{boon|Plantation}}.<br />
<br />
{{g|Dracul}} helps with survivability, his boons granting {{t|Life steal}} and increasing resistances, although with an already decreased health pool {{t|Sanguine}} can be more troubling than for most other classes to use. It is also difficult to farm up enough blood pools for an endgame spike, much as it is with {{g|The Earthmother}}.<br />
<br />
{{g|Glowing Guardian}} is problematic, but definitely a strong choice for a first religion. {{boon|Humility}} is even more amazing than usual, since the Rat often prefers to kill a small number of high-level enemies, causing the scaling XP bonus to be that much larger. However, all other boons require taking a large(!) {{i|Prayer Bead}} into your inventory, which is completely out of the question, and you will want to convert out at some point - which is especially difficult to do if you prep his altar. This god is a viable choice if you find his altar at level 1, though.<br />
<br />
'''The Bad'''<br />
<br />
{{g|Tikki Tooki}} is nearly useless, as rats need to take a few hits before taking much of anything down. This is a pity, since more Reflex potions would work well with stacking Corrosive Strike quickly. Shenanigans with {{s|GETINDARE}}, pre-stacked corrosion, and a plan for converting out of the religion might be possible, but spending gold for piety would cut into your regeneration spike from {{a|REGAL PERKS}}.<br />
<br />
{{g|Taurog}} punishes glyph use and so can be challenging to use, but the armor is good. {{i|Skullpicker}} is nearly useless like other base damage increases however, and the hit to mana is a bad deal generally. Also, it can be difficult to farm piety until the late game, given how almost all popcorn will take more than one hit without careful budgeting of corrosion stacks mid-game.<br />
<br />
Rats are also expert on desecrating altars. Since rats do not have starting resistances they can desecrate {{g|Binlor}} though Binlor is one of the greatest god for a rat. Rats' damage is terrible anyway and corrosion neglects resistances; thus altars of {{g|Mystera Annur}} or {{g|Taurog}} are also good desecration targets. If you prepared a {{i|Burn Salve}}, you can also desecrate {{g|The Earthmother}} freely. The most unique one is {{g|Tikki Tooki}}, since weakeaning is not a concern for a rat and your final hit will be damaging glyphs.<br />
<br />
== Creation History ==<br />
Disleksia explains how he designed it :<br />
<br />
''The design idea around the Rat was always to come up with something that wouldn't synergise with the existing power strats in the game, so I'd play each different build for the Rat until I found it impossible to beat GT without preps. I suspected that Rat VGT would need really careful god usage, I was thinking Earthmother vine form spam + platemail to conserve as much blackspace as possible early on + plant imawal piety and extra xp. I'm super happy to see a Binlor approach work, especially with the Tikki desecration, that's something so many builds would never do ;)''<br />
<br />
''I knew it would be too much to hope for a non-Dracul endgame, but we can all dream. The Rat is the first monster class not to be designed by Nandrew, so seeing it actively complete everything in the game is a big deal for me - means I didn't mess it up too badly.''<br />
<br />
<br />
{{MainNav}}</div>Eable2https://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Badge&diff=56821Badge2018-08-01T02:08:53Z<p>Eable2: Moved to edge cases</p>
<hr />
<div>Badges are one dimension of [[dungeon completion]]. There are ten [[Badge|badges]] (plus one bonus badge) in Desktop Dungeons, each earned by completing the dungeon in a certain way. You must win the dungeon to earn badges; if you retire before defeating all the dungeon bosses you will never earn a badge.<br />
The first time you earn a particular badge in any dungeon, you will receive a small gold bonus. You cannot earn badges unless it's possible for you to fail the challenge; for example, if you haven't unlocked any [[gods]] yet, you won't get credit for {{badge|Faithless}}, and if you haven't unlocked the [[Bazaar]], you can't get {{badge|Miser}}.<br />
<br />
{| class ="wikitable" border="1" cellspacing="0" cellpadding="2" style="border-collapse:collapse;width:82.3%"<br />
|- style="background-color: #EEEEEE"<br />
!Badge<br />
!Requirement<br />
|-<br />
|[[File:Cheeky Badge.png]]&nbsp;{{va|Cheeky}}<br />
|The first monster killed was a higher level than you.<br />
|-<br />
|[[File:Faithless Badge.png]]&nbsp;{{va|Faithless}}<br />
|Didn't worship any gods.<br />
|-<br />
|[[File:DING! Max! Badge.png]]&nbsp;{{va|DING! Max!}}<br />
|Reached level 10.<br />
|-<br />
|[[File:Hoarder Badge.png]]&nbsp;{{va|Hoarder}}<br />
|Didn't convert any items.<br />
|-<br />
|[[File:Miser Badge.png]]&nbsp;{{va|Miser}}<br />
|Didn't buy anything from the shops.<br />
|-<br />
|[[File:Feeling Parched Badge.png]]&nbsp;{{va|Feeling Parched}}<br />
|Didn't consume any health or mana potions.<br />
|-<br />
|[[File:Purist Badge.png]]&nbsp;{{va|Purist}}<br />
|Played the dungeon without any extra Kingdom preparations. ''(Preparing the Vicious Token is ok)''<br />
|-<br />
|[[File:Specialist Badge.png]]&nbsp;{{va|Specialist}}<br />
|Killed the last boss using either magical or physical damage, but not both.<br />
|-<br />
|[[File:Unstoppable Badge.png]]&nbsp;{{va|Unstoppable}}<br />
|Killed all dungeon monsters level 8 or higher without [[IMAWAL|petrifying]] them. ''(Petrifying low-level monsters is ok)''<br />
|-<br />
|[[File:Warmonger Badge.png]]&nbsp;{{va|Warmonger}}<br />
|Didn't use any [[glyph]] skills.<br />
|-<br />
|[[File:Vicious Badge.png]]&nbsp;{{va|Vicious}}<br />
|Took the Vicious Token into the dungeon .... and won.<br />
|-<br />
|}<br />
<br />
<br />
Every single badge is attainable, although their difficulty may vary based on which dungeon you're playing and with which class. You will earn a small amount of gold when you first obtain a badge on a dungeon, and there are also several quests which can only be completed if your run is worthy of a particular badge (regardless of whether or not you have earned this badge before on the given dungeon). Apart from this, badges aren't worth anything except the personal pride of having overcome the dungeon with accolades.<br />
<br />
===Strategy Considerations===<br />
<br />
If you're going for 100% [[completion]] in a dungeon, there is no reason to put any effort into getting {{badge|Faithless}}. Winning with a {{c|Vampire}} will always earn {{badge|Faithless}}, as vampires cannot worship gods.<br />
<br />
A {{GoAs}} can easily get {{badge|DING! Max!}} using his racial bonus, then use his {{a|SWIFT HAND}} class feature to execute every lower-level monster remaining for {{badge|Unstoppable}}. This combo is also reliable for grabbing other badges. There are many deities that increase your level or grant bonus experience, which may be useful if you're having trouble reaching 10th level.<br />
<br />
Several dungeons feature bosses with high physical resistance: {{d|Northern Desert}}, {{d|Rock Garden}}, {{d|The Slime Pit}} or even physical immunity ({{d|Magma Mines}}), which can make earning {{badge|Warmonger}} a challenge. One approach is to prepare the {{g|Glowing Guardian}} and use his {{t|Consecrated Strike}} to convert your attacks into magic damage. It can also be effective to play a {{c|Half-Dragon}} to take advantage of their natural {{t|Magical Attack (Player)|Magical Attack}}.<br />
<br />
===Ding! Max===<br />
Ironically, this badge becomes easier to earn on harder dungeons, which are often longer and feature more enemies. There are a handful of dungeons, such as {{d|Naga City}}, where it is virtually impossible to win the dungeon without having earned this badge. {{badge|DING! Max!}} is hardest to earn on {{d|Hobbler's Hold}}, where there are substantially fewer enemies. Using a deity who grants bonus experience or level increases, such as {{g|Tikki Tooki}}, {{g|Jehora Jeheyu}} or {{g|Dracul}} is a good idea. If you want to go overkill, a combination such as {{GoFi}} will make it much easier. If you reach L10 and then subsequently worship {{g|Glowing Guardian}} and request {{boon|Humility}} and end as a L9 character then you will still earn the badge. If you worship the {{g|Glowing Guardian}} earlier and never reach L10 then you will not.<br />
<br />
===Feeling Parched===<br />
Most gods have end-game spike benefits which help in situations where you would otherwise desire potions, and these can play a crucial role. Altar preparations aren't really necessary to earn this achievement, but the option is there, and they are worth considering if you are using a specialized strategy. {{g|Glowing Guardian}} is a great prep. By turning your potions into piety, you can get health and mana refills from your potions through GG as a middleman. {{g|Dracul}} only rewards {{i|Health Potion}} conversions, but he might fit better into your overall strategy. You can get mana refills from {{g|The Earthmother}} or {{g|Mystera Annur}}. {{g|Tikki Tooki}} lets you turn your health potions into different potions which do not invalidate the achievement. [[Jehora Jeheyu]] also has ways of taking your useless potions off your hands, and you will want to be able to use {{boon|Chaos Avatar}} during the boss fight. {{g|Taurog}}'s death protections are great for glass cannon bosses, but are sorely lacking against tank bosses. {{g|Binlor Ironshield}} would otherwise synergize with potions. He does well if you can regen-fight the boss, but he could easily come up short if the boss has poison, curse, or mana burn.<br />
<br />
===Hoarder===<br />
No conversion means no racial bonuses, and you must be very careful about picking up items. The {{c|Wizard}}'s ability to hold glyphs as small items is a huge advantage. If gold reserves are an issue for your kingdom, then playing as a {{r|Halfling}}, {{r|Gnome}} or {{r|Goblin}} gives you an extra layer of security if you fail to earn this badge so you can at least win the dungeon.<br />
<br />
===Miser=== <br />
The {{i|Translocation Seal}} from the alchemist will allow you to steal from the shops. This does not count as a purchase, and allows you some leeway to get around this badge's requirement. {{g|Taurog}} and {{g|Glowing Guardian}} are options, as their inventory restrictions are less onerous when you are not using shops. {{g|Tikki Tooki}} gives you a way to utilize gold. Another superb option is the {{i|Crystal Ball}}, which gives spellcasters a great way to turn gold into spellcasting power.<br />
<br />
===Purist===<br />
As you do not have any special items to get you off the ground, you will want a class with a strong early game and the ability to adapt to whatever items happen to be available. The {{c|Sorcerer}}, {{c|Warlord}} and {{c|Thief}} can all play this role. With a more developed Kingdom, the {{c|Tinker}} can also do well without preparations, as he is well-equipped to obtain the items he needs from shops. Another option is to simply reset the dungeon until you find something favorable - a nice glyph, item, or altar - near the dungeon entrance.<br />
<br />
===Warmonger===<br />
Most classes find it hard to abstain completely from glyph casting, but the {{c|Berserker}}, the {{c|Monk}}, the {{c|Crusader}} and the {{c|Rogue}} (with strong items) all have enough muscle to power through under the right circumstances. {{i|Strength Potion}}s are highly recommended, as you have no other use for mana. The two stand-out deities for {{badge|Warmonger}} runs are {{g|Taurog}} and {{g|Glowing Guardian}}. Both reward glyph conversion, while Taurog offers melee damage boosts while {{g|Glowing Guardian}} offers {{boon|Cleansing}} to give you an option to deal magic damage. On dungeons where you're guaranteed to encounter physically-resistant bosses Glowing Guardian should be your default choice, although {{c|Half-Dragon}} is a good alternative. The {{i|Bear Mace}} is an excellent preparation, as it gives you some utility options that are not glyph related. It is a superb option for maze-like maps such as the {{d|The Labyrinth}}.<br />
<br />
The {{i|Really Big Sword}} is another option for beating through physically-resistant bosses, and works best on {{d|Namtar's Lair}} and {{d|Ick Swamp}}. In Ick Swamp, the boss has both physical and magical resistance so magical strikes are of no help. In Namtar's Lair, the physically-resistant form of Namtar is encountered in the underworld and you cannot use {{boon|Cleansing}} to beat him. The {{c|Half-Dragon}} also struggles with Namtar's magically-resistant form, and if he cannot line up a knockback chain his run will be ended.<br />
<br />
===Faithless===<br />
If you're going for 100% completion the obvious choice for Faithless is the {{c|Vampire}}. Since he cannot worship deities at all he will always earn this badge. Otherwise good preparations to limit your need for deity boons are the best way to grab this badge.<br />
<br />
===Specialist===<br />
On most dungeons this badge will be trivial to obtain, requiring only that you play a specialist spellcaster or specialist melee character. Avoid hybrids that rely on a combined arms approach of melee and magical assault. There are a few dungeons where this badge is much more difficult to obtain, such as those that feature multi-form bosses which use different resistances. Multiple forms of the same boss count as the same boss for the purpose of this badge, so you must beat them all with one type of damage. <br />
<br />
This badge does not actually check the "type of damage", but instead checks "type of attack". <br />
* Normal attack: physical (additional burning damage or a knockback doesn't count)<br />
* {{s|PISORF}} attack: physical (only if against a wall or a monster)<br />
* {{s|BURNDAYRAZ}} attack: magical<br />
* {{t|burning}} stack pop: magical<br />
* {{c|Sorcerer}}'s mana shield: magical<br />
* {{t|Magical attack}}: magical ({{boon|Cleansing}} or {{c|Half-Dragon}})<br />
<br />
Although the damage from knockback attack is calculated as a physical attack, it is not counted. Thus {{c|Half-Dragon}}'s knockback attack will '''not''' invalidate the badge. {{g|Binlor Ironshield}} can be useful for some situations, as {{s|PISORF}} gives you a physical damage option from spellcasting and he also provides the option to erode resistances. This badge is often easiest to obtain with {{badge|Warmonger}}, since if you aren't using glyphs you're unlikely to have any source of magical damage. An attack imbued by the cleansing boon of the {{g|Glowing Guardian}} counts as magical and not physical.<br />
<br />
===Cheeky===<br />
Obtaining this badge is more luck-based than skill-based. Will you encounter an appropriate L2 monster, or will your early exploration be blocked off? If you want to ensure you can grab this badge, preparing {{g|Jehora Jeheyu}} or {{g|Binlor Ironshield}} is a good idea. These gods offer glyphs that allow you to move monsters out of your way so you can avoid killing L1 opponents until you find a suitable L2 foe to take down.<br />
<br />
===Unstoppable===<br />
The best way to obtain unstoppable is with the {{c|Assassin}} due to swift hands, reaching level 10 will allow you to effortlessly execute every non-boss monster. For other classes, dealing with the level 8 and 9 monsters as early as possible (thus maximizing the bonus experience yield they give) is the best way to grab the Unstoppable badge.<br />
<br />
===Vicious===<br />
See [[Vicious Token]].<br />
<br />
===Edge Cases===<br />
<br />
* Making a Pact with {{g|the Pactmaker}} ''disqualifies'' you from {{badge|Faithless}}<br />
* Obtaining a {{boon|Blood Curse}} from {{g|Dracul}} to reach level 10 will satisfy {{badge|DING! Max!}}<br />
* If you reach L10, then request {{boon|Humility}} from the {{g|Glowing Guardian}} to drop back down to the L9 and then complete the dungeon, you will still have satisfied {{badge|DING! Max!}}.<br />
* Other types of potions other than health and mana will not disqualify you from {{badge|Feeling Parched}}. You can change your witch preparation loadout or try making some trades with {{g|Tikki Tooki}}<br />
* Monsters removed by Stheno in {{d|Hexx Ruins}} count as defeated for the purposes of {{badge|Unstoppable}}. <br />
* {{m|Illusion}}s destroyed with the {{i|Orb of Lusory}} in {{d|Halls of Steel}} count as defeated for the purposes of {{badge|Unstoppable}}.<br />
* High level monsters petrified by the {{c|Gorgon}} monster class's attack do not disqualify you from {{badge|Unstoppable}}, only the {{s|IMAWAL}} glyph counts for this purpose.<br />
* Using the {{i|Translocation Seal}} to steal from a shop does not disqualify you from the {{badge|Miser}} badge.<br />
<br />
<div class="toccolours mw-collapsible mw-collapsed"><br />
===11 badges in one run===<br />
<br />
''Done by William at Sep 02, 2015''<br />
<div class="mw-collapsible-content"><br />
[[File:11badges.jpg]]<br />
</div></div><br />
[[Category:Badges]]<br />
<br />
<br />
{{MainNav}}</div>Eable2https://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Badge&diff=56820Badge2018-08-01T02:03:53Z<p>Eable2: /* Unstoppable */ Orb of Illusory works</p>
<hr />
<div>Badges are one dimension of [[dungeon completion]]. There are ten [[Badge|badges]] (plus one bonus badge) in Desktop Dungeons, each earned by completing the dungeon in a certain way. You must win the dungeon to earn badges; if you retire before defeating all the dungeon bosses you will never earn a badge.<br />
The first time you earn a particular badge in any dungeon, you will receive a small gold bonus. You cannot earn badges unless it's possible for you to fail the challenge; for example, if you haven't unlocked any [[gods]] yet, you won't get credit for {{badge|Faithless}}, and if you haven't unlocked the [[Bazaar]], you can't get {{badge|Miser}}.<br />
<br />
{| class ="wikitable" border="1" cellspacing="0" cellpadding="2" style="border-collapse:collapse;width:82.3%"<br />
|- style="background-color: #EEEEEE"<br />
!Badge<br />
!Requirement<br />
|-<br />
|[[File:Cheeky Badge.png]]&nbsp;{{va|Cheeky}}<br />
|The first monster killed was a higher level than you.<br />
|-<br />
|[[File:Faithless Badge.png]]&nbsp;{{va|Faithless}}<br />
|Didn't worship any gods.<br />
|-<br />
|[[File:DING! Max! Badge.png]]&nbsp;{{va|DING! Max!}}<br />
|Reached level 10.<br />
|-<br />
|[[File:Hoarder Badge.png]]&nbsp;{{va|Hoarder}}<br />
|Didn't convert any items.<br />
|-<br />
|[[File:Miser Badge.png]]&nbsp;{{va|Miser}}<br />
|Didn't buy anything from the shops.<br />
|-<br />
|[[File:Feeling Parched Badge.png]]&nbsp;{{va|Feeling Parched}}<br />
|Didn't consume any health or mana potions.<br />
|-<br />
|[[File:Purist Badge.png]]&nbsp;{{va|Purist}}<br />
|Played the dungeon without any extra Kingdom preparations. ''(Preparing the Vicious Token is ok)''<br />
|-<br />
|[[File:Specialist Badge.png]]&nbsp;{{va|Specialist}}<br />
|Killed the last boss using either magical or physical damage, but not both.<br />
|-<br />
|[[File:Unstoppable Badge.png]]&nbsp;{{va|Unstoppable}}<br />
|Killed all dungeon monsters level 8 or higher without [[IMAWAL|petrifying]] them. ''(Petrifying low-level monsters is ok)''<br />
|-<br />
|[[File:Warmonger Badge.png]]&nbsp;{{va|Warmonger}}<br />
|Didn't use any [[glyph]] skills.<br />
|-<br />
|[[File:Vicious Badge.png]]&nbsp;{{va|Vicious}}<br />
|Took the Vicious Token into the dungeon .... and won.<br />
|-<br />
|}<br />
<br />
<br />
Every single badge is attainable, although their difficulty may vary based on which dungeon you're playing and with which class. You will earn a small amount of gold when you first obtain a badge on a dungeon, and there are also several quests which can only be completed if your run is worthy of a particular badge (regardless of whether or not you have earned this badge before on the given dungeon). Apart from this, badges aren't worth anything except the personal pride of having overcome the dungeon with accolades.<br />
<br />
===Strategy Considerations===<br />
<br />
If you're going for 100% [[completion]] in a dungeon, there is no reason to put any effort into getting {{badge|Faithless}}. Winning with a {{c|Vampire}} will always earn {{badge|Faithless}}, as vampires cannot worship gods.<br />
<br />
A {{GoAs}} can easily get {{badge|DING! Max!}} using his racial bonus, then use his {{a|SWIFT HAND}} class feature to execute every lower-level monster remaining for {{badge|Unstoppable}}. This combo is also reliable for grabbing other badges. There are many deities that increase your level or grant bonus experience, which may be useful if you're having trouble reaching 10th level.<br />
<br />
Several dungeons feature bosses with high physical resistance: {{d|Northern Desert}}, {{d|Rock Garden}}, {{d|The Slime Pit}} or even physical immunity ({{d|Magma Mines}}), which can make earning {{badge|Warmonger}} a challenge. One approach is to prepare the {{g|Glowing Guardian}} and use his {{t|Consecrated Strike}} to convert your attacks into magic damage. It can also be effective to play a {{c|Half-Dragon}} to take advantage of their natural {{t|Magical Attack (Player)|Magical Attack}}.<br />
<br />
===Ding! Max===<br />
Ironically, this badge becomes easier to earn on harder dungeons, which are often longer and feature more enemies. There are a handful of dungeons, such as {{d|Naga City}}, where it is virtually impossible to win the dungeon without having earned this badge. {{badge|DING! Max!}} is hardest to earn on {{d|Hobbler's Hold}}, where there are substantially fewer enemies. Using a deity who grants bonus experience or level increases, such as {{g|Tikki Tooki}}, {{g|Jehora Jeheyu}} or {{g|Dracul}} is a good idea. If you want to go overkill, a combination such as {{GoFi}} will make it much easier. If you reach L10 and then subsequently worship {{g|Glowing Guardian}} and request {{boon|Humility}} and end as a L9 character then you will still earn the badge. If you worship the {{g|Glowing Guardian}} earlier and never reach L10 then you will not.<br />
<br />
===Feeling Parched===<br />
Most gods have end-game spike benefits which help in situations where you would otherwise desire potions, and these can play a crucial role. Altar preparations aren't really necessary to earn this achievement, but the option is there, and they are worth considering if you are using a specialized strategy. {{g|Glowing Guardian}} is a great prep. By turning your potions into piety, you can get health and mana refills from your potions through GG as a middleman. {{g|Dracul}} only rewards {{i|Health Potion}} conversions, but he might fit better into your overall strategy. You can get mana refills from {{g|The Earthmother}} or {{g|Mystera Annur}}. {{g|Tikki Tooki}} lets you turn your health potions into different potions which do not invalidate the achievement. [[Jehora Jeheyu]] also has ways of taking your useless potions off your hands, and you will want to be able to use {{boon|Chaos Avatar}} during the boss fight. {{g|Taurog}}'s death protections are great for glass cannon bosses, but are sorely lacking against tank bosses. {{g|Binlor Ironshield}} would otherwise synergize with potions. He does well if you can regen-fight the boss, but he could easily come up short if the boss has poison, curse, or mana burn.<br />
<br />
===Hoarder===<br />
No conversion means no racial bonuses, and you must be very careful about picking up items. The {{c|Wizard}}'s ability to hold glyphs as small items is a huge advantage. If gold reserves are an issue for your kingdom, then playing as a {{r|Halfling}}, {{r|Gnome}} or {{r|Goblin}} gives you an extra layer of security if you fail to earn this badge so you can at least win the dungeon.<br />
<br />
===Miser=== <br />
The {{i|Translocation Seal}} from the alchemist will allow you to steal from the shops. This does not count as a purchase, and allows you some leeway to get around this badge's requirement. {{g|Taurog}} and {{g|Glowing Guardian}} are options, as their inventory restrictions are less onerous when you are not using shops. {{g|Tikki Tooki}} gives you a way to utilize gold. Another superb option is the {{i|Crystal Ball}}, which gives spellcasters a great way to turn gold into spellcasting power.<br />
<br />
===Purist===<br />
As you do not have any special items to get you off the ground, you will want a class with a strong early game and the ability to adapt to whatever items happen to be available. The {{c|Sorcerer}}, {{c|Warlord}} and {{c|Thief}} can all play this role. With a more developed Kingdom, the {{c|Tinker}} can also do well without preparations, as he is well-equipped to obtain the items he needs from shops. Another option is to simply reset the dungeon until you find something favorable - a nice glyph, item, or altar - near the dungeon entrance.<br />
<br />
===Warmonger===<br />
Most classes find it hard to abstain completely from glyph casting, but the {{c|Berserker}}, the {{c|Monk}}, the {{c|Crusader}} and the {{c|Rogue}} (with strong items) all have enough muscle to power through under the right circumstances. {{i|Strength Potion}}s are highly recommended, as you have no other use for mana. The two stand-out deities for {{badge|Warmonger}} runs are {{g|Taurog}} and {{g|Glowing Guardian}}. Both reward glyph conversion, while Taurog offers melee damage boosts while {{g|Glowing Guardian}} offers {{boon|Cleansing}} to give you an option to deal magic damage. On dungeons where you're guaranteed to encounter physically-resistant bosses Glowing Guardian should be your default choice, although {{c|Half-Dragon}} is a good alternative. The {{i|Bear Mace}} is an excellent preparation, as it gives you some utility options that are not glyph related. It is a superb option for maze-like maps such as the {{d|The Labyrinth}}.<br />
<br />
The {{i|Really Big Sword}} is another option for beating through physically-resistant bosses, and works best on {{d|Namtar's Lair}} and {{d|Ick Swamp}}. In Ick Swamp, the boss has both physical and magical resistance so magical strikes are of no help. In Namtar's Lair, the physically-resistant form of Namtar is encountered in the underworld and you cannot use {{boon|Cleansing}} to beat him. The {{c|Half-Dragon}} also struggles with Namtar's magically-resistant form, and if he cannot line up a knockback chain his run will be ended.<br />
<br />
===Faithless===<br />
If you're going for 100% completion the obvious choice for Faithless is the {{c|Vampire}}. Since he cannot worship deities at all he will always earn this badge. Otherwise good preparations to limit your need for deity boons are the best way to grab this badge.<br />
<br />
===Specialist===<br />
On most dungeons this badge will be trivial to obtain, requiring only that you play a specialist spellcaster or specialist melee character. Avoid hybrids that rely on a combined arms approach of melee and magical assault. There are a few dungeons where this badge is much more difficult to obtain, such as those that feature multi-form bosses which use different resistances. Multiple forms of the same boss count as the same boss for the purpose of this badge, so you must beat them all with one type of damage. <br />
<br />
This badge does not actually check the "type of damage", but instead checks "type of attack". <br />
* Normal attack: physical (additional burning damage or a knockback doesn't count)<br />
* {{s|PISORF}} attack: physical (only if against a wall or a monster)<br />
* {{s|BURNDAYRAZ}} attack: magical<br />
* {{t|burning}} stack pop: magical<br />
* {{c|Sorcerer}}'s mana shield: magical<br />
* {{t|Magical attack}}: magical ({{boon|Cleansing}} or {{c|Half-Dragon}})<br />
<br />
Although the damage from knockback attack is calculated as a physical attack, it is not counted. Thus {{c|Half-Dragon}}'s knockback attack will '''not''' invalidate the badge. {{g|Binlor Ironshield}} can be useful for some situations, as {{s|PISORF}} gives you a physical damage option from spellcasting and he also provides the option to erode resistances. This badge is often easiest to obtain with {{badge|Warmonger}}, since if you aren't using glyphs you're unlikely to have any source of magical damage. An attack imbued by the cleansing boon of the {{g|Glowing Guardian}} counts as magical and not physical.<br />
<br />
===Cheeky===<br />
Obtaining this badge is more luck-based than skill-based. Will you encounter an appropriate L2 monster, or will your early exploration be blocked off? If you want to ensure you can grab this badge, preparing {{g|Jehora Jeheyu}} or {{g|Binlor Ironshield}} is a good idea. These gods offer glyphs that allow you to move monsters out of your way so you can avoid killing L1 opponents until you find a suitable L2 foe to take down.<br />
<br />
===Unstoppable===<br />
The best way to obtain unstoppable is with the {{c|Assassin}} due to swift hands, reaching level 10 will allow you to effortlessly execute every non-boss monster. For other classes, dealing with the level 8 and 9 monsters as early as possible (thus maximizing the bonus experience yield they give) is the best way to grab the Unstoppable badge.<br />
<br />
Note: Killing a level 8 or 9 {{m|Illusion}} in {{d|Halls of Steel}} with the {{i|Orb of Lusory}} does not prevent you from obtaining this badge.<br />
<br />
===Vicious===<br />
See [[Vicious Token]].<br />
<br />
===Edge Cases===<br />
<br />
* Making a Pact with {{g|the Pactmaker}} ''disqualifies'' you from {{badge|Faithless}}<br />
* Obtaining a {{boon|Blood Curse}} from {{g|Dracul}} to reach level 10 will satisfy {{badge|DING! Max!}}<br />
* If you reach L10, then request {{boon|Humility}} from the {{g|Glowing Guardian}} to drop back down to the L9 and then complete the dungeon, you will still have satisfied {{badge|DING! Max!}}.<br />
* Other types of potions other than health and mana will not disqualify you from {{badge|Feeling Parched}}. You can change your witch preparation loadout or try making some trades with {{g|Tikki Tooki}}<br />
* Monsters removed by Stheno in {{d|Hexx Ruins}} count as defeated for the purposes of {{badge|Unstoppable}}. <br />
* High level monsters petrified by the {{c|Gorgon}} monster class's attack do not disqualify you from {{badge|Unstoppable}}, only the {{s|IMAWAL}} glyph counts for this purpose.<br />
* Using the {{i|Translocation Seal}} to steal from a shop does not disqualify you from the {{badge|Miser}} badge.<br />
<br />
<div class="toccolours mw-collapsible mw-collapsed"><br />
===11 badges in one run===<br />
<br />
''Done by William at Sep 02, 2015''<br />
<div class="mw-collapsible-content"><br />
[[File:11badges.jpg]]<br />
</div></div><br />
[[Category:Badges]]<br />
<br />
<br />
{{MainNav}}</div>Eable2https://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Traits&diff=56306Traits2016-10-06T05:12:41Z<p>Eable2: Added info for when traits are applied</p>
<hr />
<div>{{TOC right}}<br />
<br />
== Resistances ==<br />
[[File:Magic resist.png|left]]<br />
=== Magic resist ===<br />
All attacks of magical nature (this also includes {{s|APHEELSIK}}) toward the target are reduced by the stated amount (rounded down).<br />
<br />
:Non-damaging spells ({{s|IMAWAL}},{{s|WEYTWUT}},{{s|WONAFYT}}) have a percentage chance to fail equal to the target's magic resistance. {{s|PISORF}} will always work unless they have 100% magic resistance.<br />
<br />
[[File:Physical resist.png|left]] <br />
=== Physical resist ===<br />
All attacks of physical nature toward the target are reduced by the stated amount (rounded down).<br />
<br />
== Player Buffs ==<br />
[[File:Alchemist's Pact.png|left]]<br />
=== Alchemist's Pact ===<br />
{{piety|-4}} and +3 {{xp}} per health/mana potion. Gained by worshiping {{g|The Pactmaker}}.<br />
<br />
[[File:Blood Curse.png|left]]<br />
<br />
=== Blood Curse ===<br />
Level number increased by 1. Gained by worshiping {{g|Dracul}}.<br />
<br />
[[File:Body Pact.png|left]]<br />
<br />
=== Body Pact ===<br />
{{piety|-4}} and +1% physical and magical resistance per enemy attack (once per enemy). Gained by worshiping {{g|The Pactmaker}}.<br />
<br />
[[File:Burning Strike.png|left]]<br />
<br />
=== Burning Strike ===<br />
Attacks add one level of {{t|Burning}} to the target. Does 1 magical damage per stack. Gained from {{i|Whurrgarbl}}.<br />
<br />
[[File:Chaos Form.png|left]] <br />
=== Chaos Form ===<br />
Accepted Avatar of {{g|Jehora Jeheyu}}.<br />
<br />
[[File:Consecrated Strike.png|left]] <br />
=== Consecrated Strike ===<br />
Temporary Magic Attack. Gained from taking {{boon|Cleansing}}.<br />
<br />
[[File:Corrosive.png|left]] <br />
=== Corrosive ===<br />
Corrosive Attack (target permanently takes extra damage). Gained from the {{i|Martyr Wraps}}, the {{i|Sticky Stick}}, or from being a {{c|Rat Monarch}}.<br />
<br />
[[File:Crushing Blow.png|left]]<br />
<br />
=== Crushing Blow ===<br />
The next strike lower's the target enemy's health to 75% unless it would do more damage otherwise. Gained by drinking {{i|Can of Whupaz}}.<br />
<br />
[[File:Curse Immune.png|left]]<br />
<br />
=== Curse Immune ===<br />
Immune to curses. The {{c|Crusader}} has this trait.<br />
<br />
[[File:Damage Reduction.png|left]] <br />
=== Damage Reduction ===<br />
Incoming damage is reduced by the {{t|Damage Reduction}} amount. Note that damage reduction is applied before resistances. Gained from {{i|Shield}}, {{i|Platemail}}, {{boon|Taurog's Shield}} (grants {{i|Wereward}}), and {{boon|Vine Form}}.<br />
<br />
[[File:Death Gaze Immune.png|left]] <br />
=== Death Gaze Immune ===<br />
Death Gazes have no effect. Gained from being a {{c|Gorgon}}. Also gained from the {{i|Midas Mantle}} in {{CC|Rogue|Silver|Wrath of Midas}}.<br />
<br />
[[File:Death Protection.png|left]] <br />
=== Death Protection ===<br />
Next time you would die, you will instead survive with 1 HP left. The next hit prediction box will state "Barely Alive" instead of "Death" when Death Protection is about to be consumed. If the hit will kill the monster it will predict "Barely Win" instead of "Barely Alive."<br />
<br />
[[File:Dodge.png|left]] <br />
=== Dodge ===<br />
When you take damage, there is a chance equal to your Dodge % that the next damage you take can be dodged, preventing you from taking damage.<br />
<br />
:All temporary sources of Dodge provide Dodge prediction, where the next hit prediction box will state "Dodge!" when the next attack received will be dodged.<br />
<br />
[[File:Experience Boost.png|left]] <br />
=== Experience Boost ===<br />
Your next monster kill will grant 50% more {{xp}}, rounded down. This is consumed even by killing a {{t|No Experience}} enemy, granting 0 bonus {{xp}}. Any bonus experience earned from killing higher-level monsters is also multiplied.<br />
<br />
[[File:First strike.png|left]] <br />
=== First strike ===<br />
First strike changes the usual [[strike order]]: If your next attack will kill an higher level opponent, first strike will allow to you to kill him without letting him damaging you. This only works for the final blow, and if the opponent doesn't have {{t|First strike}} as well. The {{c|Rogue}} starts with this trait.<br />
<br />
[[File:HeavyFireball.png|left]] <br />
=== Heavy Fireball ===<br />
Fireballs do +4 damage per level and apply immediately the maximum of {{t|Burning}} stacks. Monsters retaliate with 50% attack when damaged with fireballs. Gained from the {{i|Naga Cauldron}}.<br />
<br />
[[File:Humility.png|left]]<br />
=== Humility ===<br />
Level lowered by one. Gained from worshiping the {{g|Glowing Guardian}}.<br />
<br />
[[File:Indulgence.png|left]] <br />
=== Indulgence ===<br />
Avoid next {{piety|x}} penalty. Gained by desecrating altars.<br />
<br />
[[File:Knockback.png|left]] <br />
=== Knockback ===<br />
Attacks by a knockback entity will cause the target to be knocked back the opposite direction, and will cause specific effects based on the tile behind it:<br />
* '''A wall''': the wall is destroyed, the target takes its place, and it is dealt Knockback% of your base damage as typeless damage.<br />
* '''A monster''': both entities are dealt 80% of Knockback% of your base damage as typeless damage.<br />
* '''Empty''': the target is moved to the empty tile<br />
* '''Indestructible tile or map edge''': no effect<br />
<br />
:Knockback damage is applied after normal damage: if you are relying on the knockback damage to finish off the monster, first strike won't be of any use and your opponent will have time to hit you.<br />
<br />
:Also, note that the knockback damage is applied after the [[Traits#Cowardly|cowardly]] effect. Thus when fighting a monster with this trait:<br />
:* if you throw it '''into a wall''', it will take knockback damage<br />
:* if you throw it '''into a monster''', it will escape before taking knockback damage<br />
<br />
[[File:Learning.png|left]]<br />
<br />
=== Learning ===<br />
Grants 1 extra {{xp}} upon killing an enemy, doesn't work on {{t|No Experience}} enemies, not to be confused with {{t|Experience Boost}}. Can be stacked. The {{c|Fighter}} starts with this trait. This can also be gained via {{boon|Tikki's Edge}} or a [[Subdungeon]].<br />
<br />
[[File:Lekon Devout.png|left]]<br />
=== Lekon Devout ===<br />
Killing goats grants {{piety|2}}. Gained in a [[Subdungeon]].<br />
<br />
[[File:Life steal.png|left]] <br />
=== Life Steal ===<br />
Attacking a monster heals you equal to (Life steal x your level). Attacking a lower level monster heals double the amount. The health gained from Life Steal can heal you beyond your maximum HP.<br />
<br />
:The health is recovered directly after your hit. This means striking first can give you a chance at hitting an enemy for which your current health would be too low otherwise.<br />
<br />
Gained from the {{i|Vampiric Blade}}, {{boon|Blood Hunger}}, or from being a {{c|Vampire}}.<br />
<br />
[[File:Magical Attack (Player).png|left]]<br />
<br />
=== Magical Attack (Player) ===<br />
Deals magic damage. The {{c|Half-Dragon}} starts with this trait.<br />
<br />
[[File:Mana Burn Immune.png|left]] <br />
=== Mana Burn Immune ===<br />
Immune to mana burn. Gained from the {{i|Soul Orb}}, or from being a {{c|Crusader}} or {{c|Vampire}}.<br />
<br />
[[File:Might.png|left]] <br />
=== Might ===<br />
Temporarily boosts your next physical attack by 30% and reduces {{t|Physical resist}} and {{t|Magic resist}} of the enemy by 3%. Gained from {{s|BYSSEPS}}, the {{boon|Scholar's Pact}}, and {{boon|Stone Form}}.<br />
<br />
[[File:Mystic Balance.png|left]] <br />
=== Mystic Balance ===<br />
Averages glyph costs towards 5. Gained by worshiping {{g|Mystera Annur}}.<br />
<br />
[[File:Petition.png|left]] <br />
=== Petition ===<br />
No random punishments. Gained by worshiping {{g|Jehora Jeheyu}}.<br />
<br />
[[File:PiercePhysical.png|left]] <br />
=== Pierce Physical ===<br />
Regular attack pierces 35% physical resistance. Gained from the {{i|Really Big Sword}}.<br />
<br />
[[File:Poison Immune.png|left]] <br />
=== Poison Immune ===<br />
Immune to poison. Gained from the {{i|Viper Ward}}, or from being a {{c|Crusader}} or {{c|Vampire}}.<br />
<br />
[[File:Poisonous.png|left]] <br />
=== Poisonous ===<br />
Applies the {{t|Poisoned}} debuff on the target. Gained from {{s|APHEELSIK}}, the {{i|Venom Dagger}}, {{boon|Poison}}, and being a {{c|Gorgon}}.<br />
<br />
[[File:Prestige.png|left]] <br />
=== Prestige ===<br />
The number level ups after level 10.<br />
<br />
[[File:Reflexes.png|left]] <br />
=== Reflexes ===<br />
Guaranteed retaliation against next monster strike. Gained from drinking a {{i|Reflex Potion}}.<br />
<br />
[[File:Refreshment.png|left]] <br />
=== Refreshment ===<br />
Restore mana on glyph convert (Mystera: 50%, other god: 25%). Gained by worshiping {{g|Mystera Annur}}.<br />
<br />
[[File:Sanguine.png|left]] <br />
=== Sanguine ===<br />
Can drink a blood pool to heal a percentage of your max health equal to the level of Sanguine. <br />
<br />
:If there is more than one pool on one tile (you killed more than one monster there), their effect stack. However, you will have to remember where these multiple pools are, as there is no obvious sign to recognize them.<br />
<br />
Gained from a [[Subdungeon]], {{boon|Blood Tithe}}, or from being a {{c|Bloodmage}} or a {{c|Vampire}}.<br />
<br />
[[File:Schadenfreude.png|left]] <br />
=== Schadenfreude ===<br />
The next enemy attack will regenerate mana equal to its damage. Gained by drinking a {{i|Schadenfreude Potion}}.<br />
<br />
[[File:Scholar's Pact.png|left]] <br />
=== Scholar's Pact ===<br />
{{piety|-10}}, overheal and {{t|Might}} per levelup. Gained by worshiping {{g|The Pactmaker}}.<br />
<br />
[[File:Spirit Pact.png|left]]<br />
<br />
=== Spirit Pact ===<br />
{{piety|-5}} and {{conversion|+15}} per item converted. Gained by worshiping {{g|The Pactmaker}}.<br />
<br />
[[File:Spirit Strength.png|left]]<br />
<br />
=== Spirit Strength ===<br />
Adds base damage until next attack. Gained by reaching the conversion threshold with the {{c|Transmuter}}<br />
<br />
[[File:Stone form.png|left]] <br />
=== Stone form ===<br />
Adds {{t|Might}}, whenever a wall is destroyed. Gained by worshiping {{g|Binlor Ironshield}}.<br />
<br />
[[File:Stone skin.png|left]] <br />
=== Stone skin ===<br />
Temporary {{t|Physical resist}}. Grants 20% {{t|Physical resist}} per charge. Removed when taking damage from a monster (including Magical attacks).<br />
<br />
:Physical resist from {{t|Stone skin}} still abides by maximum resistance, so you cannot raise physical resistance above the maximum.<br />
<br />
Gained from {{s|ENDISWAL}}, the {{i|Witchalok Pendant}}, or {{boon|Stone Skin}}.<br />
<br />
[[File:Warrior's Pact.png|left]] <br />
=== Warrior's Pact ===<br />
{{piety|-3}} and +1 max health per kill. Gained by worshiping {{g|The Pactmaker}}.<br />
<br />
== Player Debuffs ==<br />
<br />
[[File:Consensus.png|left]] <br />
=== Consensus ===<br />
Lose {{piety|50 max}}. Gained by worshiping {{g|The Pactmaker}}.<br />
<br />
[[File:Corrosion.png|left]]<br />
<br />
=== Corrosion ===<br />
Corroded targets take extra damage equal to the number of Corrosion stacks when damaged.<br />
<br />
:Removal: {{i|Burn Salve}} (all stacks), {{boon|Cleansing}} (1 stack), {{g|Jehora Jeheyu}}'s Chaos Avatar (all stacks)<br />
<br />
[[File:Cursed.png|left]]<br />
<br />
=== Cursed ===<br />
While cursed, all sources of damage reduction and resistances you have are nullified. <br />
<br />
:Removal: Killing a non-{{t|Curse Bearer}} monster (1 stack), using {{s|IMAWAL}} on a XP-valuable monster (can also be a cursed one) (1 stack), {{boon|Greenblood}} (1 stack), {{boon|Enlightenment}} (all stacks)<br />
<br />
[[File:Exhausted.png|left]]<br />
<br />
=== Exhausted ===<br />
Mana won't regenerate until full health is restored. The {{c|Vampire}} gains this trait when below 100% health.<br />
<br />
[[File:Mana Burned.png|left]] <br />
=== Mana Burned ===<br />
When mana burned, you do not regenerate mana from exploration and your mana is immediately set to 0.<br />
<br />
:Removal: Leveling up, drinking a {{i|Mana Potion}} or {{i|Burn Salve}}, {{boon|Cleansing}}, or equipping the {{i|Soul Orb}}.<br />
<br />
:Note: some effects, such as the {{s|BLUDTUPOWA}} glyph, can still restore your mana while mana-burned. These will not cure the affliction, however.<br />
<br />
[[File:Poisoned.png|left]] <br />
=== Poisoned ===<br />
The poisoned target (monster/player) does not regenerate HP from player exploration. <br />
<br />
:Removal: Leveling up, drinking a {{i|Health Potion}} or {{i|Fortitude Tonic}}, {{boon|Cleansing}}, casting {{s|HALPMEH}}, or equipping the {{i|Viper Ward}}.<br />
<br />
:Poison on monsters expires after the specified amount of tiles have been revealed.<br />
<br />
[[File:Slow Strike.png|left]] <br />
=== Slow Strike ===<br />
Will strike last in a combat round. For more details see [[Strike Order]]. Gained from the {{i|Platemail}} and the {{i|Really Big Sword}}.<br />
<br />
[[File:Weakened.png|left]] <br />
=== Weakened ===<br />
Your base damage is reduced by an amount equal to the number of stacks of Weakened.<br />
<br />
Removal: {{i|Fortitude Tonic}} (all stacks), {{boon|Cleansing}} (1 stack), {{g|Jehora Jeheyu}}'s Chaos Avatar (all stacks)<br />
<br />
== Applicable Monster Debuffs ==<br />
<br />
[[File:Burning.png|left]] <br />
=== Burning===<br />
One stack of Burning is applied to a monster when the attack source has the {{t|Burning}} trait. (from {{s|BURNDAYRAZ}} or {{i|Whurrgarbl}}). Only one enemy can be Burning at any given time.<br />
<br />
:Attacking another monster or applying an attack to the Burned monster from a non-Burning attack removes the trait, dealing Magical damage equal to the number of Burning stacks on expiration; hitting a monster with this trait using an attack which inflicts Burning will deal bonus damage equal to the number of pre-existing Burning stacks on it, then the new stacks are applied.<br />
<br />
:Maximum charges of Burning equal x2 of your current level.<br />
<br />
:When exploring tiles, a monster with this trait will regenerate HP as though it were 1 level lower than it actually is, regardless of how many stacks it has.<br />
<br />
[[File:Slowed.png|left]]<br />
=== Slowed ===<br />
The target has a slow attack speed, meaning that it will usually attack last in combat (and thus not injure the player for the final blow). See more details in [[strike order]]. <br />
<br />
:Being Slowed also disables the following monster traits: {{t|Blinks}}, {{t|Cowardly}}, {{t|First strike}}, {{t|Retaliate: Fireball}}. Killing a Slowed monster grants a bonus of 1 {{xp}}. If a monster has been Slowed, the effect will usually wear off as soon as the monster takes damage (including from {{s|BURNDAYRAZ}} or {{s|PISORF}}).<br />
<br />
You can slow enemies with the {{s|WONAFYT}} and {{s|WEYTWUT}} glyphs, the {{i|Titan Guitar}} item, or the {{boon|Entanglement}} boon.<br />
<br />
[[File:Wicked Sick.png|left]] <br />
=== Wicked Sick ===<br />
The monster got leveled up by playing the {{i|Wicked Guitar}}.<br />
<br />
[[File:Zotted.png|left]] <br />
=== Zotted ===<br />
The monster has its max hp halved by using the {{i|Orb of Zot}}.<br />
<br />
== Monster traits ==<br />
<br />
[[File:Berserks.png|left]] <br />
=== Berserks ===<br />
When monster's health is below the Berserk %, its attacks deal 50% more damage. {{m|Berserker}}, {{m|Doom Armour}}, {{m|Minotaur}} have this trait.<br />
<br />
[[File:Blinks.png|left]] <br />
=== Blinks ===<br />
When attacked, the monster will teleport to a random location on the map.<br />
<br />
:More precisely, if a blinking enemy is '''next to the player''' when a round of damage is finished being taken, it'll blink.<br />
Also, note that a slowed monster will not blink.<br />
<br />
:For example:<br />
:* Hitting or casting a fire ball to a blinking monster will make it blink.<br />
:* Hitting or casting a fire ball to a '''SLOWED''' blinking monster will NOT make it blink.<br />
:* '''Pisorfing''' a blinking monster '''into another''' monster will make it blink. It won't take [[Traits#Knockback|knockback]] damages.<br />
:* '''Pisorfing''' a blinking monster '''into a wall''' or '''empty air''', will NOT make it blink.<br />
:* '''Pisorfing''' a '''regular monster''' into a blinking monster will NOT make it blink.<br />
<br />
{{m|Imp}}, {{m|Shade}}, and {{m|Burn Viper}} have this trait.<br />
<br />
[[File:Bloodless.png|left]] <br />
=== Bloodless ===<br />
This monster does not leave behind a blood pool after being slain, and does not allow life steal. Most {{t|Undead}} enemies and {{m|Plant}}s have this trait.<br />
<br />
[[File:Cowardly.png|left]] <br />
=== Cowardly ===<br />
When attacked, the monster will flee the opposite direction of you if possible. {{m|Cultist}}, {{m|Desert Troll}}, {{m|Forest Troll}}, {{m|Frozen Troll}}, {{m|Rock Troll}}, and {{m|Tokoloshe}} have this trait.<br />
<br />
To determine whether a monster will flee or not, it will use the same rule as [[Traits#Blinking|blinking]].<br />
<br />
[[File:Curse Bearer.png|left]] <br />
=== Curse Bearer ===<br />
Every time you kill or take damage from a Curse Bearer monster, you will gain a stack of {{t|Cursed}}. {{m|Bandit}}, {{m|Steel Golem}}, and {{m|Slime Blob}} have this trait.<br />
<br />
[[File:Corrosive.png|left]]<br />
<br />
=== Corrosive ===<br />
The monster's attack applies a stack of Corrosion. When killed, it leaves a pool of acid which applies Corrosion when stepped on instead of a blood pool. {{m|Acid Blob}} and {{m|Rusalka}} have this trait.<br />
<br />
[[File:Death Protection.png|left]] <br />
=== Death Protection ===<br />
If a monster with Death Protection were to die, the next hit reduces it to 1 HP and a stack of Death Protection removed. Monsters with multiple stacks of Death Protection will deal reduced damage as Death Protections are removed. {{m|Druid}} has one stack of death protection, and {{m|Animated Armour}}, {{m|Doom Armour}}, and {{m|Dancing Blade}} have one stack per level.<br />
<br />
[[File:Death-gaze.png|left]] <br />
=== Death-gaze ===<br />
Death-gaze is always accompanied by a percent value, if you get hit by a monster who has death gaze while your life is below the stated percent, you'll die by being turned to stone, the Next Hit prediction box will state "Petrified" when this is going to occur. The {{m|Gorgon}} and the {{m|Succubus}} have 50% Death-gaze. The {{m|Heretic}} has 100% Death-gaze.<br />
<br />
[[File:Fast regen.png|left]] <br />
=== Fast regen ===<br />
The monster regenerates health twice as fast. {{t|Poisoned}} is depleted twice as quickly. {{m|Desert Troll}}, {{m|Forest Troll}}, {{m|Rock Troll}}, and {{m|Ratling}} have this trait.<br />
<br />
[[File:Knockback.png|left]] <br />
=== Knockback ===<br />
When attacked, you are knocked back to the opposite direction of the monster. If you collide to a wall or monster, you will take additional damage equal to the Knockback %. Knockback damage cannot kill you. {{m|Minotaur}}, {{m|Rock Troll}}, and {{m|Goblin Miner}} have 50% knockback.<br />
<br />
[[File:Life steal.png|left]] <br />
=== Life steal ===<br />
If you reveal a monster from exploration, your Hitpoints will be reduced to (100% - the Life steal percentage) and the monster will heal (beyond its max HP) the amount of damage it did. {{m|Vampire}} and {{m|Shade}} have 40% Life steal.<br />
<br />
[[File:Magical attack.png|left]] <br />
<br />
=== Magical attack ===<br />
The attacks of the monster are considered Magical in nature, instead of Physical. Magical enemies include {{m|Dragon Spawn}}, {{m|Warlock}}, {{m|Wraith}}, {{m|Acid Blob}}, {{m|Animated Armour}}, {{m|Djinn}}, {{m|Druid}}, {{m|Frozen Troll}}, {{m|Slime Blob}}, {{m|Heretic}}, and {{m|Mystery Meat}}.<br />
<br />
[[File:Mana burn.png|left]]<br />
<br />
=== Mana Burn ===<br />
The monster's attack applies the {{t|Mana Burned}} debuff. {{m|Wraith}}, {{m|Burn Viper}}, {{m|Thrall}}, and {{m|Goblin Miner}} have this trait.<br />
<br />
[[File:No_Experience.png|left]] <br />
=== No Experience ===<br />
Killing the monster yields no experience.<br />
<br />
[[File:Poisonous.png|left]] <br />
=== Poisonous ===<br />
The monster's attack applies the {{t|Poisoned}} debuff. {{m|Serpent}}, {{m|Cave Snake}}, {{m|Thrall}}, and {{m|Bilious Corpse}} have this trait.<br />
<br />
[[File:Retaliate-_Fireball.png|left]] <br />
=== Retaliate: Fireball ===<br />
When this monster is attacked with a {{s|BURNDAYRAZ}} he will attack the caster. This retaliation deals half normal damage. Slowed monsters lose the ability to retaliate for one attack. Fireball always strikes first, and you will not suffer retaliation if you successfully kill the monster with the spell.<br />
<br />
:Note that monsters with a trait that is applied on hit (like {{t|Poisonous}} or [[Traits#Weakening Blow|Weakening Blow]]) will also be applied when retaliating.<br />
<br />
{{m|Djinn}}, {{m|Gelatinous Thing}}, {{m|Illusion}}, and {{m|Ratling}} have this trait.<br />
<br />
[[File:Revives.png|left]] <br />
=== Revives ===<br />
Upon death the monster is replaced with a fully healthy monster. The nature of the revival varies. It is usually of a different type and is 1 level lower than the original or the second monster has {{t|No Experience}}. Some bosses also have this trait. <br />
<br />
[[File:Spawns.png|left]] <br />
=== Spawns ===<br />
When attacked and not killed, the monster spawns a creature at the nearest empty tile. The spawned creature is particular to the monster, but it always the same level and grants {{t|No Experience}}. {{m|Blood Snake}} and {{m|Cave Snake}} have this trait.<br />
<br />
[[File:Spawn Plants.png|left]] <br />
=== Spawn Plants ===<br />
When attacked and not killed, the monster spawns the specified amount of plants.<br />
<br />
[[File:Undead.png|left]] <br />
=== Undead ===<br />
Undead monsters are immune to {{t|Poisonous}} attacks and untargetable by {{s|APHEELSIK}}, and are susceptible to some Undead-specific effects like the {{c|Priest}}'s damage bonus and the {{g|Glowing Guardian}}'s piety bonus. {{m|Wraith}}, {{m|Zombie}}, {{m|Muck Walker}}, {{m|Shade}}, {{m|Vampire}}, {{m|Thrall}}, and {{m|Frigid Corpse}} have this trait.<br />
<br />
[[File:Weakening blow.png|left]] <br />
=== Weakening blow ===<br />
The monster's attack applies a stack of {{t|Weakened}}. {{m|Naga}}, {{m|Illusion}}, {{m|Muck Walker}}, and {{m|Succubus}} have this trait.<br />
<br />
[[File:Magic Immune.png|left]] <br />
=== Magic Immune ===<br />
The monster is immune to magic.<br />
<br />
[[File:Physical Immune.png|left]] <br />
=== Physical Immune ===<br />
The monster is immune to physical damage.<br />
<br />
<br />
{{MainNav}}</div>Eable2https://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Traits&diff=56305Traits2016-10-05T04:51:41Z<p>Eable2: </p>
<hr />
<div>{{TOC right}}<br />
<br />
== Resistances ==<br />
[[File:Magic resist.png|left]]<br />
=== Magic resist ===<br />
All attacks of magical nature (this also includes {{s|APHEELSIK}}) toward the target are reduced by the stated amount (rounded down).<br />
<br />
:Non-damaging spells ({{s|IMAWAL}},{{s|WEYTWUT}},{{s|WONAFYT}}) have a percentage chance to fail equal to the target's magic resistance. {{s|PISORF}} will always work unless they have 100% magic resistance.<br />
<br />
[[File:Physical resist.png|left]] <br />
=== Physical resist ===<br />
All attacks of physical nature toward the target are reduced by the stated amount (rounded down).<br />
<br />
== Player Buffs ==<br />
[[File:Alchemist's Pact.png|left]]<br />
=== Alchemist's Pact ===<br />
{{piety|-4}} and +3 {{xp}} per health/mana potion. Gained by worshiping {{g|The Pactmaker}}.<br />
<br />
[[File:Blood Curse.png|left]]<br />
<br />
=== Blood Curse ===<br />
Level number increased by 1. Gained by worshiping {{g|Dracul}}.<br />
<br />
[[File:Body Pact.png|left]]<br />
<br />
=== Body Pact ===<br />
{{piety|-4}} and +1% physical and magical resistance per enemy attack (once per enemy). Gained by worshiping {{g|The Pactmaker}}.<br />
<br />
[[File:Burning Strike.png|left]]<br />
<br />
=== Burning Strike ===<br />
Attacks add one level of {{t|Burning}} to the target. Does 1 magical damage per stack. Gained from {{i|Whurrgarbl}}.<br />
<br />
[[File:Chaos Form.png|left]] <br />
=== Chaos Form ===<br />
Accepted Avatar of {{g|Jehora Jeheyu}}.<br />
<br />
[[File:Consecrated Strike.png|left]] <br />
=== Consecrated Strike ===<br />
Temporary Magic Attack. Gained from taking {{boon|Cleansing}}.<br />
<br />
[[File:Corrosive.png|left]] <br />
=== Corrosive ===<br />
Corrosive Attack (target permanently takes extra damage). Gained from the {{i|Martyr Wraps}}, the {{i|Sticky Stick}}, or from being a {{c|Rat Monarch}}.<br />
<br />
[[File:Crushing Blow.png|left]]<br />
<br />
=== Crushing Blow ===<br />
The next strike lower's the target enemy's health to 75% unless it would do more damage otherwise. Gained by drinking {{i|Can of Whupaz}}.<br />
<br />
[[File:Curse Immune.png|left]]<br />
<br />
=== Curse Immune ===<br />
Immune to curses. The {{c|Crusader}} has this trait.<br />
<br />
[[File:Damage Reduction.png|left]] <br />
=== Damage Reduction ===<br />
Incoming damage is reduced by the {{t|Damage Reduction}} amount. Note that damage reduction is applied before resistances. Gained from {{i|Shield}}, {{i|Platemail}}, {{boon|Taurog's Shield}} (grants {{i|Wereward}}), and {{boon|Vine Form}}.<br />
<br />
[[File:Death Gaze Immune.png|left]] <br />
=== Death Gaze Immune ===<br />
Death Gazes have no effect. Gained from being a {{c|Gorgon}}. Also gained from the {{i|Midas Mantle}} in {{CC|Rogue|Silver|Wrath of Midas}}.<br />
<br />
[[File:Death Protection.png|left]] <br />
=== Death Protection ===<br />
Next time you would die, you will instead survive with 1 HP left. The next hit prediction box will state "Barely Alive" instead of "Death" when Death Protection is about to be consumed. If the hit will kill the monster it will predict "Barely Win" instead of "Barely Alive."<br />
<br />
[[File:Dodge.png|left]] <br />
=== Dodge ===<br />
When you take damage, there is a chance equal to your Dodge % that the next damage you take can be dodged, preventing you from taking damage.<br />
<br />
:All temporary sources of Dodge provide Dodge prediction, where the next hit prediction box will state "Dodge!" when the next attack received will be dodged.<br />
<br />
[[File:Experience Boost.png|left]] <br />
=== Experience Boost ===<br />
Your next monster kill will grant 50% more {{xp}}, rounded down. This is consumed even by killing a {{t|No Experience}} enemy, granting 0 bonus {{xp}}. Any bonus experience earned from killing higher-level monsters is also multiplied.<br />
<br />
[[File:First strike.png|left]] <br />
=== First strike ===<br />
First strike changes the usual [[strike order]]: If your next attack will kill an higher level opponent, first strike will allow to you to kill him without letting him damaging you. This only works for the final blow, and if the opponent doesn't have {{t|First strike}} as well. The {{c|Rogue}} starts with this trait.<br />
<br />
[[File:HeavyFireball.png|left]] <br />
=== Heavy Fireball ===<br />
Fireballs do +4 damage per level and apply immediately the maximum of {{t|Burning}} stacks. Monsters retaliate with 50% attack when damaged with fireballs. Gained from the {{i|Naga Cauldron}}.<br />
<br />
[[File:Humility.png|left]]<br />
=== Humility ===<br />
Level lowered by one. Gained from worshiping the {{g|Glowing Guardian}}.<br />
<br />
[[File:Indulgence.png|left]] <br />
=== Indulgence ===<br />
Avoid next {{piety|x}} penalty. Gained by desecrating altars.<br />
<br />
[[File:Knockback.png|left]] <br />
=== Knockback ===<br />
Attacks by a knockback entity will cause the target to be knocked back the opposite direction, and will cause specific effects based on the tile behind it:<br />
* '''A wall''': the wall is destroyed, the target takes its place, and it is dealt Knockback% of your base damage as typeless damage.<br />
* '''A monster''': both entities are dealt 80% of Knockback% of your base damage as typeless damage.<br />
* '''Empty''': the target is moved to the empty tile<br />
* '''Indestructible tile or map edge''': no effect<br />
<br />
:Knockback damage is applied after normal damage: if you are relying on the knockback damage to finish off the monster, first strike won't be of any use and your opponent will have time to hit you.<br />
<br />
:Also, note that the knockback damage is applied after the [[Traits#Cowardly|cowardly]] effect. Thus when fighting a monster with this trait:<br />
:* if you throw it '''into a wall''', it will take knockback damage<br />
:* if you throw it '''into a monster''', it will escape before taking knockback damage<br />
<br />
[[File:Learning.png|left]]<br />
<br />
=== Learning ===<br />
Grants 1 extra {{xp}} upon killing an enemy, doesn't work on {{t|No Experience}} enemies, not to be confused with {{t|Experience Boost}}. Can be stacked. The {{c|Fighter}} starts with this trait. This can also be gained via {{boon|Tikki's Edge}} or a [[Subdungeon]].<br />
<br />
[[File:Lekon Devout.png|left]]<br />
=== Lekon Devout ===<br />
Killing goats grants {{piety|2}}. Gained in a [[Subdungeon]].<br />
<br />
[[File:Life steal.png|left]] <br />
=== Life Steal ===<br />
Attacking a monster heals you equal to (Life steal x your level). Attacking a lower level monster heals double the amount. The health gained from Life Steal can heal you beyond your maximum HP.<br />
<br />
:The health is recovered directly after your hit. This means striking first can give you a chance at hitting an enemy for which your current health would be too low otherwise.<br />
<br />
Gained from the {{i|Vampiric Blade}}, {{boon|Blood Hunger}}, or from being a {{c|Vampire}}.<br />
<br />
[[File:Magical Attack (Player).png|left]]<br />
<br />
=== Magical Attack (Player) ===<br />
Deals magic damage. The {{c|Half-Dragon}} starts with this trait.<br />
<br />
[[File:Mana Burn Immune.png|left]] <br />
=== Mana Burn Immune ===<br />
Immune to mana burn. Gained from the {{i|Soul Orb}}, or from being a {{c|Crusader}} or {{c|Vampire}}.<br />
<br />
[[File:Might.png|left]] <br />
=== Might ===<br />
Temporarily boosts your next physical attack by 30% and reduces {{t|Physical resist}} and {{t|Magic resist}} of the enemy by 3%. Gained from {{s|BYSSEPS}}, the {{boon|Scholar's Pact}}, and {{boon|Stone Form}}.<br />
<br />
[[File:Mystic Balance.png|left]] <br />
=== Mystic Balance ===<br />
Averages glyph costs towards 5. Gained by worshiping {{g|Mystera Annur}}.<br />
<br />
[[File:Petition.png|left]] <br />
=== Petition ===<br />
No random punishments. Gained by worshiping {{g|Jehora Jeheyu}}.<br />
<br />
[[File:PiercePhysical.png|left]] <br />
=== Pierce Physical ===<br />
Regular attack pierces 35% physical resistance. Gained from the {{i|Really Big Sword}}.<br />
<br />
[[File:Poison Immune.png|left]] <br />
=== Poison Immune ===<br />
Immune to poison. Gained from the {{i|Viper Ward}}, or from being a {{c|Crusader}} or {{c|Vampire}}.<br />
<br />
[[File:Poisonous.png|left]] <br />
=== Poisonous ===<br />
Applies the {{t|Poisoned}} debuff on the target. Gained from {{s|APHEELSIK}}, the {{i|Venom Dagger}}, {{boon|Poison}}, and being a {{c|Gorgon}}.<br />
<br />
[[File:Prestige.png|left]] <br />
=== Prestige ===<br />
The number level ups after level 10.<br />
<br />
[[File:Reflexes.png|left]] <br />
=== Reflexes ===<br />
Guaranteed retaliation against next monster strike. Gained from drinking a {{i|Reflex Potion}}.<br />
<br />
[[File:Refreshment.png|left]] <br />
=== Refreshment ===<br />
Restore mana on glyph convert (Mystera: 50%, other god: 25%). Gained by worshiping {{g|Mystera Annur}}.<br />
<br />
[[File:Sanguine.png|left]] <br />
=== Sanguine ===<br />
Can drink a blood pool to heal a percentage of your max health equal to the level of Sanguine. <br />
<br />
:If there is more than one pool on one tile (you killed more than one monster there), their effect stack. However, you will have to remember where these multiple pools are, as there is no obvious sign to recognize them.<br />
<br />
Gained from a [[Subdungeon]], {{boon|Blood Tithe}}, or from being a {{c|Bloodmage}} or a {{c|Vampire}}.<br />
<br />
[[File:Schadenfreude.png|left]] <br />
=== Schadenfreude ===<br />
The next enemy attack will regenerate mana equal to its damage. Gained by drinking a {{i|Schadenfreude Potion}}.<br />
<br />
[[File:Scholar's Pact.png|left]] <br />
=== Scholar's Pact ===<br />
{{piety|-10}}, overheal and {{t|Might}} per levelup. Gained by worshiping {{g|The Pactmaker}}.<br />
<br />
[[File:Spirit Pact.png|left]]<br />
<br />
=== Spirit Pact ===<br />
{{piety|-5}} and {{conversion|+15}} per item converted. Gained by worshiping {{g|The Pactmaker}}.<br />
<br />
[[File:Spirit Strength.png|left]]<br />
<br />
=== Spirit Strength ===<br />
Adds base damage until next attack. Gained by reaching the conversion threshold with the {{c|Transmuter}}<br />
<br />
[[File:Stone form.png|left]] <br />
=== Stone form ===<br />
Adds {{t|Might}}, whenever a wall is destroyed. Gained by worshiping {{g|Binlor Ironshield}}.<br />
<br />
[[File:Stone skin.png|left]] <br />
=== Stone skin ===<br />
Temporary {{t|Physical resist}}. Grants 20% {{t|Physical resist}} per charge. Removed when taking damage from a monster (including Magical attacks).<br />
<br />
:Physical resist from {{t|Stone skin}} still abides by maximum resistance, so you cannot raise physical resistance above the maximum.<br />
<br />
Gained from {{s|ENDISWAL}}, the {{i|Witchalok Pendant}}, or {{boon|Stone Skin}}.<br />
<br />
[[File:Warrior's Pact.png|left]] <br />
=== Warrior's Pact ===<br />
{{piety|-3}} and +1 max health per kill. Gained by worshiping {{g|The Pactmaker}}.<br />
<br />
== Player Debuffs ==<br />
<br />
[[File:Consensus.png|left]] <br />
=== Consensus ===<br />
Lose {{piety|50 max}}. Gained by worshiping {{g|The Pactmaker}}.<br />
<br />
[[File:Corrosion.png|left]]<br />
<br />
=== Corrosion ===<br />
Corroded targets take extra damage equal to the number of Corrosion stacks when damaged.<br />
<br />
:Removal: {{i|Burn Salve}} (all stacks), {{boon|Cleansing}} (1 stack), {{g|Jehora Jeheyu}}'s Chaos Avatar (all stacks)<br />
<br />
[[File:Cursed.png|left]]<br />
<br />
=== Cursed ===<br />
While cursed, all sources of damage reduction and resistances you have are nullified. <br />
<br />
:Removal: Killing a non-{{t|Curse Bearer}} monster (1 stack), using {{s|IMAWAL}} on a XP-valuable monster (can also be a cursed one) (1 stack), {{boon|Greenblood}} (1 stack), {{boon|Enlightenment}} (all stacks)<br />
<br />
[[File:Exhausted.png|left]]<br />
<br />
=== Exhausted ===<br />
Mana won't regenerate until full health is restored.<br />
<br />
[[File:Mana Burned.png|left]] <br />
=== Mana Burned ===<br />
When mana burned, you do not regenerate mana from exploration and your mana is immediately set to 0.<br />
<br />
:Removal: Leveling up, drinking a {{i|Mana Potion}} or {{i|Burn Salve}}, {{boon|Cleansing}}, or equipping the {{i|Soul Orb}}.<br />
<br />
:Note: some effects, such as the {{s|BLUDTUPOWA}} glyph, can still restore your mana while mana-burned. These will not cure the affliction, however.<br />
<br />
[[File:Poisoned.png|left]] <br />
=== Poisoned ===<br />
The poisoned target (monster/player) does not regenerate HP from player exploration. <br />
<br />
:Removal: Leveling up, drinking a {{i|Health Potion}} or {{i|Fortitude Tonic}}, {{boon|Cleansing}}, casting {{s|HALPMEH}}, or equipping the {{i|Viper Ward}}.<br />
<br />
:Poison on monsters expires after the specified amount of tiles have been revealed.<br />
<br />
[[File:Slow Strike.png|left]] <br />
=== Slow Strike ===<br />
Will strike last in a combat round. For more details see [[Strike Order]].<br />
<br />
[[File:Weakened.png|left]] <br />
=== Weakened ===<br />
Your base damage is reduced by an amount equal to the number of stacks of Weakened.<br />
<br />
Removal: {{i|Fortitude Tonic}} (all stacks), {{boon|Cleansing}} (1 stack), {{g|Jehora Jeheyu}}'s Chaos Avatar (all stacks)<br />
<br />
== Applicable Monster Debuffs ==<br />
<br />
[[File:Burning.png|left]] <br />
=== Burning===<br />
One stack of Burning is applied to a monster when the attack source has the {{t|Burning}} trait. (BURNDAYRAZ or attack w/ Whurrgarbl). Only one enemy can be Burning at any given time.<br />
<br />
:Attacking another monster or applying an attack to the Burned monster from a non-Burning attack removes the trait, dealing Magical damage equal to the number of Burning stacks on expiration; hitting a monster with this trait using an attack which inflicts Burning will deal bonus damage equal to the number of pre-existing Burning stacks on it, then the new stacks are applied.<br />
<br />
:Maximum charges of Burning equal x2 of your current level.<br />
<br />
:When exploring tiles, a monster with this trait will regenerate HP as though it were 1 level lower than it actually is, regardless of how many stacks it has.<br />
<br />
[[File:Slowed.png|left]]<br />
=== Slowed ===<br />
The target has a slow attack speed, meaning that it will usually attack last in combat (and thus not injure the player for the final blow). See more details in [[strike order]]. <br />
<br />
:Being Slowed also disables the following monster traits: {{t|Blinks}}, {{t|Cowardly}}, {{t|First strike}}, {{t|Retaliate: Fireball}}. Killing a Slowed monster grants a bonus of 1 {{xp}}. If a monster has been Slowed, the effect will usually wear off as soon as the monster takes damage (including from {{s|BURNDAYRAZ}} or {{s|PISORF}}).<br />
<br />
[[File:Wicked Sick.png|left]] <br />
=== Wicked Sick ===<br />
The monster got leveled up by playing the guitar.<br />
<br />
[[File:Zotted.png|left]] <br />
=== Zotted ===<br />
The monster has its max hp halved by using the Orb of Zot.<br />
<br />
== Monster traits ==<br />
<br />
[[File:Berserks.png|left]] <br />
=== Berserks ===<br />
When monster's health is below the Berserk %, its attacks deal 50% more damage.<br />
<br />
[[File:Blinks.png|left]] <br />
=== Blinks ===<br />
When attacked, the monster will teleport to a random location on the map.<br />
<br />
:More precisely, if a blinking enemy is '''next to the player''' when a round of damage is finished being taken, it'll blink.<br />
Also, note that a slowed monster will not blink.<br />
<br />
:For example:<br />
:* Hitting or casting a fire ball to a blinking monster will make it blink.<br />
:* Hitting or casting a fire ball to a '''SLOWED''' blinking monster will NOT make it blink.<br />
:* '''Pisorfing''' a blinking monster '''into another''' monster will make it blink. It won't take [[Traits#Knockback|knockback]] damages.<br />
:* '''Pisorfing''' a blinking monster '''into a wall''' or '''empty air''', will NOT make it blink.<br />
:* '''Pisorfing''' a '''regular monster''' into a blinking monster will NOT make it blink.<br />
<br />
[[File:Bloodless.png|left]] <br />
=== Bloodless ===<br />
This monster does not leave behind a blood pool after being slain, and does not allow life steal.<br />
<br />
[[File:Cowardly.png|left]] <br />
=== Cowardly ===<br />
When attacked, the monster will flee the opposite direction of you if possible.<br />
<br />
To determine whether a monster will flee or not, it will use the same rule as [[Traits#Blinking|blinking]].<br />
<br />
[[File:Curse Bearer.png|left]] <br />
=== Curse Bearer ===<br />
Every time you kill or take damage from a Curse Bearer monster, you will gain a stack of {{t|Cursed}}.<br />
<br />
[[File:Corrosive.png|left]]<br />
<br />
=== Corrosive ===<br />
The monster's attack applies a stack of Corrosion. When killed, it leaves a pool of acid which applies Corrosion when stepped on instead of a blood pool.<br />
<br />
[[File:Death Protection.png|left]] <br />
=== Death Protection ===<br />
If a monster with Death Protection were to die, the next hit reduces it to 1 HP and a stack of Death Protection removed.<br />
<br />
[[File:Death-gaze.png|left]] <br />
=== Death-gaze ===<br />
Death-gaze is always accompanied by a percent value, if you get hit by a monster who has death gaze while your life is below the stated percent, you'll die by being turned to stone, the Next Hit prediction box will state "Petrified" when this is going to occur.<br />
<br />
[[File:Fast regen.png|left]] <br />
=== Fast regen ===<br />
The monster regenerates health twice as fast. {{t|Poisoned}} is depleted twice as quickly.<br />
<br />
[[File:Knockback.png|left]] <br />
=== Knockback ===<br />
When attacked, you are knocked back to the opposite direction of the monster. If you collide to a wall or monster, you will take additional damage equal to the Knockback %. Knockback damage cannot kill you.<br />
<br />
[[File:Life steal.png|left]] <br />
=== Life steal ===<br />
If you reveal a monster from exploration, your Hitpoints will be reduced to (100% - the Life steal percentage) and the monster will heal (beyond its max HP) the amount of damage it did.<br />
<br />
[[File:Magical attack.png|left]] <br />
<br />
=== Magical attack ===<br />
The attacks of the monster are considered Magical in nature, instead of Physical.<br />
<br />
[[File:Mana burn.png|left]]<br />
<br />
=== Mana Burn ===<br />
The monster's attack applies the {{t|Mana Burned}} debuff.<br />
<br />
[[File:No_Experience.png|left]] <br />
=== No Experience ===<br />
Killing the monster yields No Experience.<br />
<br />
[[File:Poisonous.png|left]] <br />
=== Poisonous ===<br />
The monster's attack applies the {{t|Poisoned}} debuff.<br />
<br />
[[File:Retaliate-_Fireball.png|left]] <br />
=== Retaliate: Fireball ===<br />
When this monster is attacked with a {{s|BURNDAYRAZ}} he will attack the caster. This retaliation deals half normal damage. Slowed monsters lose the ability to retaliate for one attack. Fireball always strikes first, and you will not suffer retaliation if you successfully kill the monster with the spell.<br />
<br />
:Note that monsters with the [[Traits#Weakening blow|weakening]] trait will also [[Traits#Weakened|weaken]] you when retaliating.<br />
<br />
[[File:Revives.png|left]] <br />
=== Revives ===<br />
Upon death the monster is replaced with a fully healthy monster. It is usually of a different type and is 1 level lower than the original or the second monster has {{t|No Experience}}.<br />
<br />
[[File:Spawns.png|left]] <br />
=== Spawns ===<br />
When attacked and not killed, the monster spawns a creature at the nearest empty tile. The spawned creature is particular to the monster, but it always the same level and grants {{t|No Experience}}<br />
<br />
[[File:Spawn Plants.png|left]] <br />
=== Spawn Plants ===<br />
When attacked and not killed, the monster spawns the specified amount of plants.<br />
<br />
[[File:Undead.png|left]] <br />
=== Undead ===<br />
Undead monsters are immune to {{t|Poisonous}} attacks and untargetable by {{s|APHEELSIK}}, and are susceptible to some Undead-specific effects.<br />
<br />
[[File:Weakening blow.png|left]] <br />
=== Weakening blow ===<br />
The monster's attack applies a stack of {{t|Weakened}}.<br />
<br />
[[File:Magic Immune.png|left]] <br />
=== Magic Immune ===<br />
The monster is immune to magic.<br />
<br />
[[File:Physical Immune.png|left]] <br />
=== Physical Immune ===<br />
The monster is immune to physical damage.<br />
<br />
<br />
{{MainNav}}</div>Eable2https://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Traits&diff=56304Traits2016-10-04T04:55:57Z<p>Eable2: /* Curse Bearer */</p>
<hr />
<div>{{TOC right}}<br />
<br />
== Resistances ==<br />
[[File:Magic resist.png|left]]<br />
=== Magic resist ===<br />
All attacks of magical nature (this also includes {{s|APHEELSIK}}) toward the target are reduced by the stated amount (rounded down).<br />
<br />
:Non-damaging spells ({{s|IMAWAL}},{{s|WEYTWUT}},{{s|WONAFYT}}) have a percentage chance to fail equal to the target's magic resistance. {{s|PISORF}} will always work unless they have 100% magic resistance.<br />
<br />
[[File:Physical resist.png|left]] <br />
=== Physical resist ===<br />
All attacks of physical nature toward the target are reduced by the stated amount (rounded down).<br />
<br />
== Player Buffs ==<br />
[[File:Alchemist's Pact.png|left]]<br />
=== Alchemist's Pact ===<br />
{{piety|-4}} and +3 {{xp}} per health/mana potion. Gained by worshiping {{g|The Pactmaker}}.<br />
<br />
[[File:Blood Curse.png|left]]<br />
<br />
=== Blood Curse ===<br />
Level number increased by 1. Gained by worshiping {{g|Dracul}}.<br />
<br />
[[File:Body Pact.png|left]]<br />
<br />
=== Body Pact ===<br />
{{piety|-4}} and +1% physical and magical resistance per enemy attack (once per enemy). Gained by worshiping {{g|The Pactmaker}}.<br />
<br />
[[File:Burning Strike.png|left]]<br />
<br />
=== Burning Strike ===<br />
Attacks add one level of {{t|Burning}} to the target. Does 1 magical damage per stack.<br />
<br />
[[File:Chaos Form.png|left]] <br />
=== Chaos Form ===<br />
Accepted Avatar of Jehora Jeheyu.<br />
<br />
[[File:Consecrated Strike.png|left]] <br />
=== Consecrated Strike ===<br />
Temporary Magic Attack.<br />
<br />
[[File:Corrosive.png|left]] <br />
=== Corrosive ===<br />
Corrosive Attack (target permanently takes extra damage).<br />
<br />
[[File:Crushing Blow.png|left]]<br />
<br />
=== Crushing Blow ===<br />
The next strike lower's the target enemy's health to 75% unless it would do more damage otherwise. Gained by drinking {{i|Can of Whupaz}}.<br />
<br />
[[File:Curse Immune.png|left]]<br />
<br />
=== Curse Immune ===<br />
Immune to curses.<br />
<br />
[[File:Damage Reduction.png|left]] <br />
=== Damage Reduction ===<br />
Incoming damage is reduced by the {{t|Damage Reduction}} amount.<br />
<br />
[[File:Death Gaze Immune.png|left]] <br />
=== Death Gaze Immune ===<br />
Death Gazes have no effect.<br />
<br />
[[File:Death Protection.png|left]] <br />
=== Death Protection ===<br />
Next time you would die, you will instead survive with 1 HP left. The next hit prediction box will state "Barely Alive" instead of "Death" when Death Protection is about to be consumed. If the hit will kill the monster it will predict "Barely Win" instead of "Barely Alive"<br />
<br />
[[File:Dodge.png|left]] <br />
=== Dodge ===<br />
When you take damage, there is a chance equal to your Dodge % that the next damage you take can be dodged, preventing you from taking damage.<br />
<br />
:All temporary sources of Dodge provide Dodge prediction, where the next hit prediction box will state "Dodge!" when the next attack received will be dodged.<br />
<br />
[[File:Experience Boost.png|left]] <br />
=== Experience Boost ===<br />
Your next monster kill will grant 50% more {{xp}}, rounded down. This is consumed even by killing a {{t|No Experience}} enemy, granting 0 bonus {{xp}}. Any bonus experience earned from killing higher-level monsters is also multiplied.<br />
<br />
[[File:First strike.png|left]] <br />
=== First strike ===<br />
First strike changes the usual [[strike order]]: If your next attack will kill an higher level opponent, first strike will allow to you to kill him without letting him damaging you. This only works for the final blow, and if the opponent doesn't have {{t|First strike}} as well.<br />
<br />
[[File:HeavyFireball.png|left]] <br />
=== Heavy Fireball ===<br />
Fireballs do +4 damage per level and apply immediately the maximum of {{t|Burning}} stacks. Monsters retaliate with 50% attack when damaged with fireballs.<br />
<br />
[[File:Humility.png|left]]<br />
=== Humility ===<br />
Level lowered by one.<br />
<br />
[[File:Indulgence.png|left]] <br />
=== Indulgence ===<br />
Avoid next {{piety|x}} penalty.<br />
<br />
[[File:Knockback.png|left]] <br />
=== Knockback ===<br />
Attacks by a knockback entity will cause the target to be knocked back the opposite direction, and will cause specific effects based on the tile behind it:<br />
* '''A wall''': the wall is destroyed, the target takes its place, and it is dealt Knockback% of your base damage as typeless damage.<br />
* '''A monster''': both entities are dealt 80% of Knockback% of your base damage as typeless damage.<br />
* '''Empty''': the target is moved to the empty tile<br />
* '''Indestructible tile or map edge''': no effect<br />
<br />
:Knockback damage is applied after normal damage: if you are relying on the knockback damage to finish off the monster, first strike won't be of any use and your opponent will have time to hit you.<br />
<br />
:Also, note that the knockback damage is applied after the [[Traits#Cowardly|cowardly]] effect. Thus when fighting a monster with this trait:<br />
:* if you throw it '''into a wall''', it will take knockback damage<br />
:* if you throw it '''into a monster''', it will escape before taking knockback damage<br />
<br />
[[File:Learning.png|left]]<br />
<br />
=== Learning ===<br />
Grants 1 extra {{xp}} upon killing an enemy, doesn't work on {{t|No Experience}} enemies, not to be confused with {{t|Experience Boost}}. Can be stacked.<br />
<br />
[[File:Lekon Devout.png|left]]<br />
=== Lekon Devout ===<br />
Killing goats grants {{piety|2}}.<br />
<br />
[[File:Life steal.png|left]] <br />
=== Life Steal ===<br />
Attacking a monster heals you equal to (Life steal x your level). Attacking a lower level monster heals double the amount. The health gained from Life Steal can heal you beyond your maximum HP.<br />
<br />
:The health is recovered directly after your hit. This means striking first can give you a chance at hitting an enemy for which your current health would be too low otherwise.<br />
<br />
[[File:Magical Attack (Player).png|left]]<br />
<br />
=== Magical Attack (Player) ===<br />
Deals magic damage.<br />
<br />
[[File:Mana Burn Immune.png|left]] <br />
=== Mana Burn Immune ===<br />
Immune to mana burn.<br />
<br />
[[File:Might.png|left]] <br />
=== Might ===<br />
Temporarily boosts your next physical attack by 30% and reduces {{t|Physical resist}} and {{t|Magic resist}} of the enemy by 3%. <br />
<br />
[[File:Mystic Balance.png|left]] <br />
=== Mystic Balance ===<br />
Averages glyph costs towards 5.<br />
<br />
[[File:Petition.png|left]] <br />
=== Petition ===<br />
No random punishments.<br />
<br />
[[File:PiercePhysical.png|left]] <br />
=== Pierce Physical ===<br />
Regular attack pierces 35% physical resistance.<br />
<br />
[[File:Poison Immune.png|left]] <br />
=== Poison Immune ===<br />
Immune to poison.<br />
<br />
[[File:Poisonous.png|left]] <br />
=== Poisonous ===<br />
Applies the {{t|Poisoned}} debuff on the target.<br />
<br />
[[File:Prestige.png|left]] <br />
=== Prestige ===<br />
The number level ups after level 10.<br />
<br />
[[File:Reflexes.png|left]] <br />
=== Reflexes ===<br />
Guaranteed retaliation against next monster strike.<br />
<br />
[[File:Refreshment.png|left]] <br />
=== Refreshment ===<br />
Restore mana on glyph convert (Mystera: 50%, other god: 25%)<br />
<br />
[[File:Sanguine.png|left]] <br />
=== Sanguine ===<br />
Can drink a blood pool to heal a percentage of your max health equal to the level of Sanguine. <br />
<br />
:If there is more than one pool on one tile (you killed more than one monster there), their effect stack. However, you will have to remember where these multiple pools are, as there is no obvious sign to recognize them.<br />
<br />
[[File:Schadenfreude.png|left]] <br />
=== Schadenfreude ===<br />
The next enemy attack will regenerate mana equal to its damage.<br />
<br />
[[File:Scholar's Pact.png|left]] <br />
=== Scholar's Pact ===<br />
{{piety|-10}}, overheal and {{t|Might}} per levelup. Gained by worshiping {{g|The Pactmaker}}.<br />
<br />
[[File:Spirit Pact.png|left]]<br />
<br />
=== Spirit Pact ===<br />
{{piety|-5}} and {{conversion|+15}} per item converted. Gained by worshiping {{g|The Pactmaker}}.<br />
<br />
[[File:Spirit Strength.png|left]]<br />
<br />
=== Spirit Strength ===<br />
Adds base damage until next attack.<br />
<br />
[[File:Stone form.png|left]] <br />
=== Stone form ===<br />
Adds {{t|Might}}, whenever a wall is destroyed.<br />
<br />
[[File:Stone skin.png|left]] <br />
=== Stone skin ===<br />
Temporary {{t|Physical resist}}. Grants 20% {{t|Physical resist}} per charge. Removed when taking damage from a monster (including Magical attacks).<br />
<br />
:Physical resist from {{t|Stone skin}} still abides by maximum resistance, so you cannot raise physical resistance above the maximum.<br />
<br />
[[File:Warrior's Pact.png|left]] <br />
=== Warrior's Pact ===<br />
{{piety|-3}} and +1 max health per kill. Gained by worshiping {{g|The Pactmaker}}.<br />
<br />
== Player Debuffs ==<br />
<br />
[[File:Consensus.png|left]] <br />
=== Consensus ===<br />
Lose {{piety|50 max}}. Gained by worshiping {{g|The Pactmaker}}.<br />
<br />
[[File:Corrosion.png|left]]<br />
<br />
=== Corrosion ===<br />
Corroded targets take extra damage equal to the number of Corrosion stacks when damaged.<br />
<br />
:Removal: {{i|Burn Salve}} (all stacks), {{boon|Cleansing}} (1 stack), {{g|Jehora Jeheyu}}'s Chaos Avatar (all stacks)<br />
<br />
[[File:Cursed.png|left]]<br />
<br />
=== Cursed ===<br />
While cursed, all sources of damage reduction and resistances you have are nullified. <br />
<br />
:Removal: Killing a non-{{t|Curse Bearer}} monster (1 stack), using {{s|IMAWAL}} on a XP-valuable monster (can also be a cursed one) (1 stack), {{boon|Greenblood}} (1 stack), {{boon|Enlightenment}} (all stacks)<br />
<br />
[[File:Exhausted.png|left]]<br />
<br />
=== Exhausted ===<br />
Mana won't regenerate until full health is restored.<br />
<br />
[[File:Mana Burned.png|left]] <br />
=== Mana Burned ===<br />
When mana burned, you do not regenerate mana from exploration and your mana is immediately set to 0.<br />
<br />
:Removal: Leveling up, drinking a {{i|Mana Potion}} or {{i|Burn Salve}}, {{boon|Cleansing}}, or equipping the {{i|Soul Orb}}.<br />
<br />
:Note: some effects, such as the {{s|BLUDTUPOWA}} glyph, can still restore your mana while mana-burned. These will not cure the affliction, however.<br />
<br />
[[File:Poisoned.png|left]] <br />
=== Poisoned ===<br />
The poisoned target (monster/player) does not regenerate HP from player exploration. <br />
<br />
:Removal: Leveling up, drinking a {{i|Health Potion}} or {{i|Fortitude Tonic}}, {{boon|Cleansing}}, casting {{s|HALPMEH}}, or equipping the {{i|Viper Ward}}.<br />
<br />
:Poison on monsters expires after the specified amount of tiles have been revealed.<br />
<br />
[[File:Slow Strike.png|left]] <br />
=== Slow Strike ===<br />
Will strike last in a combat round. For more details see [[Strike Order]].<br />
<br />
[[File:Weakened.png|left]] <br />
=== Weakened ===<br />
Your base damage is reduced by an amount equal to the number of stacks of Weakened.<br />
<br />
Removal: {{i|Fortitude Tonic}} (all stacks), {{boon|Cleansing}} (1 stack), {{g|Jehora Jeheyu}}'s Chaos Avatar (all stacks)<br />
<br />
== Applicable Monster Debuffs ==<br />
<br />
[[File:Burning.png|left]] <br />
=== Burning===<br />
One stack of Burning is applied to a monster when the attack source has the {{t|Burning}} trait. (BURNDAYRAZ or attack w/ Whurrgarbl). Only one enemy can be Burning at any given time.<br />
<br />
:Attacking another monster or applying an attack to the Burned monster from a non-Burning attack removes the trait, dealing Magical damage equal to the number of Burning stacks on expiration; hitting a monster with this trait using an attack which inflicts Burning will deal bonus damage equal to the number of pre-existing Burning stacks on it, then the new stacks are applied.<br />
<br />
:Maximum charges of Burning equal x2 of your current level.<br />
<br />
:When exploring tiles, a monster with this trait will regenerate HP as though it were 1 level lower than it actually is, regardless of how many stacks it has.<br />
<br />
[[File:Slowed.png|left]]<br />
=== Slowed ===<br />
The target has a slow attack speed, meaning that it will usually attack last in combat (and thus not injure the player for the final blow). See more details in [[strike order]]. <br />
<br />
:Being Slowed also disables the following monster traits: {{t|Blinks}}, {{t|Cowardly}}, {{t|First strike}}, {{t|Retaliate: Fireball}}. Killing a Slowed monster grants a bonus of 1 {{xp}}. If a monster has been Slowed, the effect will usually wear off as soon as the monster takes damage (including from {{s|BURNDAYRAZ}} or {{s|PISORF}}).<br />
<br />
[[File:Wicked Sick.png|left]] <br />
=== Wicked Sick ===<br />
The monster got leveled up by playing the guitar.<br />
<br />
[[File:Zotted.png|left]] <br />
=== Zotted ===<br />
The monster has its max hp halved by using the Orb of Zot.<br />
<br />
== Monster traits ==<br />
<br />
[[File:Berserks.png|left]] <br />
=== Berserks ===<br />
When monster's health is below the Berserk %, its attacks deal 50% more damage.<br />
<br />
[[File:Blinks.png|left]] <br />
=== Blinks ===<br />
When attacked, the monster will teleport to a random location on the map.<br />
<br />
:More precisely, if a blinking enemy is '''next to the player''' when a round of damage is finished being taken, it'll blink.<br />
Also, note that a slowed monster will not blink.<br />
<br />
:For example:<br />
:* Hitting or casting a fire ball to a blinking monster will make it blink.<br />
:* Hitting or casting a fire ball to a '''SLOWED''' blinking monster will NOT make it blink.<br />
:* '''Pisorfing''' a blinking monster '''into another''' monster will make it blink. It won't take [[Traits#Knockback|knockback]] damages.<br />
:* '''Pisorfing''' a blinking monster '''into a wall''' or '''empty air''', will NOT make it blink.<br />
:* '''Pisorfing''' a '''regular monster''' into a blinking monster will NOT make it blink.<br />
<br />
[[File:Bloodless.png|left]] <br />
=== Bloodless ===<br />
This monster does not leave behind a blood pool after being slain, and does not allow life steal.<br />
<br />
[[File:Cowardly.png|left]] <br />
=== Cowardly ===<br />
When attacked, the monster will flee the opposite direction of you if possible.<br />
<br />
To determine whether a monster will flee or not, it will use the same rule as [[Traits#Blinking|blinking]].<br />
<br />
[[File:Curse Bearer.png|left]] <br />
=== Curse Bearer ===<br />
Every time you kill or take damage from a Curse Bearer monster, you will gain a stack of {{t|Cursed}}.<br />
<br />
[[File:Corrosive.png|left]]<br />
<br />
=== Corrosive ===<br />
The monster's attack applies a stack of Corrosion. When killed, it leaves a pool of acid which applies Corrosion when stepped on instead of a blood pool.<br />
<br />
[[File:Death Protection.png|left]] <br />
=== Death Protection ===<br />
If a monster with Death Protection were to die, the next hit reduces it to 1 HP and a stack of Death Protection removed.<br />
<br />
[[File:Death-gaze.png|left]] <br />
=== Death-gaze ===<br />
Death-gaze is always accompanied by a percent value, if you get hit by a monster who has death gaze while your life is below the stated percent, you'll die by being turned to stone, the Next Hit prediction box will state "Petrified" when this is going to occur.<br />
<br />
[[File:Fast regen.png|left]] <br />
=== Fast regen ===<br />
The monster regenerates health twice as fast. {{t|Poisoned}} is depleted twice as quickly.<br />
<br />
[[File:Knockback.png|left]] <br />
=== Knockback ===<br />
When attacked, you are knocked back to the opposite direction of the monster. If you collide to a wall or monster, you will take additional damage equal to the Knockback %. Knockback damage cannot kill you.<br />
<br />
[[File:Life steal.png|left]] <br />
=== Life steal ===<br />
If you reveal a monster from exploration, your Hitpoints will be reduced to (100% - the Life steal percentage) and the monster will heal (beyond its max HP) the amount of damage it did.<br />
<br />
[[File:Magical attack.png|left]] <br />
<br />
=== Magical attack ===<br />
The attacks of the monster are considered Magical in nature, instead of Physical.<br />
<br />
[[File:Mana burn.png|left]]<br />
<br />
=== Mana Burn ===<br />
The monster's attack applies the {{t|Mana Burned}} debuff.<br />
<br />
[[File:No_Experience.png|left]] <br />
=== No Experience ===<br />
Killing the monster yields No Experience.<br />
<br />
[[File:Poisonous.png|left]] <br />
=== Poisonous ===<br />
The monster's attack applies the {{t|Poisoned}} debuff.<br />
<br />
[[File:Retaliate-_Fireball.png|left]] <br />
=== Retaliate: Fireball ===<br />
When this monster is attacked with a {{s|BURNDAYRAZ}} he will attack the caster. This retaliation deals half normal damage. Slowed monsters lose the ability to retaliate for one attack. Fireball always strikes first, and you will not suffer retaliation if you successfully kill the monster with the spell.<br />
<br />
:Note that monsters with the [[Traits#Weakening blow|weakening]] trait will also [[Traits#Weakened|weaken]] you when retaliating.<br />
<br />
[[File:Revives.png|left]] <br />
=== Revives ===<br />
Upon death the monster is replaced with a fully healthy monster. It is usually of a different type and is 1 level lower than the original or the second monster has {{t|No Experience}}.<br />
<br />
[[File:Spawns.png|left]] <br />
=== Spawns ===<br />
When attacked and not killed, the monster spawns a creature at the nearest empty tile. The spawned creature is particular to the monster, but it always the same level and grants {{t|No Experience}}<br />
<br />
[[File:Spawn Plants.png|left]] <br />
=== Spawn Plants ===<br />
When attacked and not killed, the monster spawns the specified amount of plants.<br />
<br />
[[File:Undead.png|left]] <br />
=== Undead ===<br />
Undead monsters are immune to {{t|Poisonous}} attacks and untargetable by {{s|APHEELSIK}}, and are susceptible to some Undead-specific effects.<br />
<br />
[[File:Weakening blow.png|left]] <br />
=== Weakening blow ===<br />
The monster's attack applies a stack of {{t|Weakened}}.<br />
<br />
[[File:Magic Immune.png|left]] <br />
=== Magic Immune ===<br />
The monster is immune to magic.<br />
<br />
[[File:Physical Immune.png|left]] <br />
=== Physical Immune ===<br />
The monster is immune to physical damage.<br />
<br />
<br />
{{MainNav}}</div>Eable2https://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Traits&diff=56303Traits2016-10-04T04:55:41Z<p>Eable2: /* Curse Bearer */</p>
<hr />
<div>{{TOC right}}<br />
<br />
== Resistances ==<br />
[[File:Magic resist.png|left]]<br />
=== Magic resist ===<br />
All attacks of magical nature (this also includes {{s|APHEELSIK}}) toward the target are reduced by the stated amount (rounded down).<br />
<br />
:Non-damaging spells ({{s|IMAWAL}},{{s|WEYTWUT}},{{s|WONAFYT}}) have a percentage chance to fail equal to the target's magic resistance. {{s|PISORF}} will always work unless they have 100% magic resistance.<br />
<br />
[[File:Physical resist.png|left]] <br />
=== Physical resist ===<br />
All attacks of physical nature toward the target are reduced by the stated amount (rounded down).<br />
<br />
== Player Buffs ==<br />
[[File:Alchemist's Pact.png|left]]<br />
=== Alchemist's Pact ===<br />
{{piety|-4}} and +3 {{xp}} per health/mana potion. Gained by worshiping {{g|The Pactmaker}}.<br />
<br />
[[File:Blood Curse.png|left]]<br />
<br />
=== Blood Curse ===<br />
Level number increased by 1. Gained by worshiping {{g|Dracul}}.<br />
<br />
[[File:Body Pact.png|left]]<br />
<br />
=== Body Pact ===<br />
{{piety|-4}} and +1% physical and magical resistance per enemy attack (once per enemy). Gained by worshiping {{g|The Pactmaker}}.<br />
<br />
[[File:Burning Strike.png|left]]<br />
<br />
=== Burning Strike ===<br />
Attacks add one level of {{t|Burning}} to the target. Does 1 magical damage per stack.<br />
<br />
[[File:Chaos Form.png|left]] <br />
=== Chaos Form ===<br />
Accepted Avatar of Jehora Jeheyu.<br />
<br />
[[File:Consecrated Strike.png|left]] <br />
=== Consecrated Strike ===<br />
Temporary Magic Attack.<br />
<br />
[[File:Corrosive.png|left]] <br />
=== Corrosive ===<br />
Corrosive Attack (target permanently takes extra damage).<br />
<br />
[[File:Crushing Blow.png|left]]<br />
<br />
=== Crushing Blow ===<br />
The next strike lower's the target enemy's health to 75% unless it would do more damage otherwise. Gained by drinking {{i|Can of Whupaz}}.<br />
<br />
[[File:Curse Immune.png|left]]<br />
<br />
=== Curse Immune ===<br />
Immune to curses.<br />
<br />
[[File:Damage Reduction.png|left]] <br />
=== Damage Reduction ===<br />
Incoming damage is reduced by the {{t|Damage Reduction}} amount.<br />
<br />
[[File:Death Gaze Immune.png|left]] <br />
=== Death Gaze Immune ===<br />
Death Gazes have no effect.<br />
<br />
[[File:Death Protection.png|left]] <br />
=== Death Protection ===<br />
Next time you would die, you will instead survive with 1 HP left. The next hit prediction box will state "Barely Alive" instead of "Death" when Death Protection is about to be consumed. If the hit will kill the monster it will predict "Barely Win" instead of "Barely Alive"<br />
<br />
[[File:Dodge.png|left]] <br />
=== Dodge ===<br />
When you take damage, there is a chance equal to your Dodge % that the next damage you take can be dodged, preventing you from taking damage.<br />
<br />
:All temporary sources of Dodge provide Dodge prediction, where the next hit prediction box will state "Dodge!" when the next attack received will be dodged.<br />
<br />
[[File:Experience Boost.png|left]] <br />
=== Experience Boost ===<br />
Your next monster kill will grant 50% more {{xp}}, rounded down. This is consumed even by killing a {{t|No Experience}} enemy, granting 0 bonus {{xp}}. Any bonus experience earned from killing higher-level monsters is also multiplied.<br />
<br />
[[File:First strike.png|left]] <br />
=== First strike ===<br />
First strike changes the usual [[strike order]]: If your next attack will kill an higher level opponent, first strike will allow to you to kill him without letting him damaging you. This only works for the final blow, and if the opponent doesn't have {{t|First strike}} as well.<br />
<br />
[[File:HeavyFireball.png|left]] <br />
=== Heavy Fireball ===<br />
Fireballs do +4 damage per level and apply immediately the maximum of {{t|Burning}} stacks. Monsters retaliate with 50% attack when damaged with fireballs.<br />
<br />
[[File:Humility.png|left]]<br />
=== Humility ===<br />
Level lowered by one.<br />
<br />
[[File:Indulgence.png|left]] <br />
=== Indulgence ===<br />
Avoid next {{piety|x}} penalty.<br />
<br />
[[File:Knockback.png|left]] <br />
=== Knockback ===<br />
Attacks by a knockback entity will cause the target to be knocked back the opposite direction, and will cause specific effects based on the tile behind it:<br />
* '''A wall''': the wall is destroyed, the target takes its place, and it is dealt Knockback% of your base damage as typeless damage.<br />
* '''A monster''': both entities are dealt 80% of Knockback% of your base damage as typeless damage.<br />
* '''Empty''': the target is moved to the empty tile<br />
* '''Indestructible tile or map edge''': no effect<br />
<br />
:Knockback damage is applied after normal damage: if you are relying on the knockback damage to finish off the monster, first strike won't be of any use and your opponent will have time to hit you.<br />
<br />
:Also, note that the knockback damage is applied after the [[Traits#Cowardly|cowardly]] effect. Thus when fighting a monster with this trait:<br />
:* if you throw it '''into a wall''', it will take knockback damage<br />
:* if you throw it '''into a monster''', it will escape before taking knockback damage<br />
<br />
[[File:Learning.png|left]]<br />
<br />
=== Learning ===<br />
Grants 1 extra {{xp}} upon killing an enemy, doesn't work on {{t|No Experience}} enemies, not to be confused with {{t|Experience Boost}}. Can be stacked.<br />
<br />
[[File:Lekon Devout.png|left]]<br />
=== Lekon Devout ===<br />
Killing goats grants {{piety|2}}.<br />
<br />
[[File:Life steal.png|left]] <br />
=== Life Steal ===<br />
Attacking a monster heals you equal to (Life steal x your level). Attacking a lower level monster heals double the amount. The health gained from Life Steal can heal you beyond your maximum HP.<br />
<br />
:The health is recovered directly after your hit. This means striking first can give you a chance at hitting an enemy for which your current health would be too low otherwise.<br />
<br />
[[File:Magical Attack (Player).png|left]]<br />
<br />
=== Magical Attack (Player) ===<br />
Deals magic damage.<br />
<br />
[[File:Mana Burn Immune.png|left]] <br />
=== Mana Burn Immune ===<br />
Immune to mana burn.<br />
<br />
[[File:Might.png|left]] <br />
=== Might ===<br />
Temporarily boosts your next physical attack by 30% and reduces {{t|Physical resist}} and {{t|Magic resist}} of the enemy by 3%. <br />
<br />
[[File:Mystic Balance.png|left]] <br />
=== Mystic Balance ===<br />
Averages glyph costs towards 5.<br />
<br />
[[File:Petition.png|left]] <br />
=== Petition ===<br />
No random punishments.<br />
<br />
[[File:PiercePhysical.png|left]] <br />
=== Pierce Physical ===<br />
Regular attack pierces 35% physical resistance.<br />
<br />
[[File:Poison Immune.png|left]] <br />
=== Poison Immune ===<br />
Immune to poison.<br />
<br />
[[File:Poisonous.png|left]] <br />
=== Poisonous ===<br />
Applies the {{t|Poisoned}} debuff on the target.<br />
<br />
[[File:Prestige.png|left]] <br />
=== Prestige ===<br />
The number level ups after level 10.<br />
<br />
[[File:Reflexes.png|left]] <br />
=== Reflexes ===<br />
Guaranteed retaliation against next monster strike.<br />
<br />
[[File:Refreshment.png|left]] <br />
=== Refreshment ===<br />
Restore mana on glyph convert (Mystera: 50%, other god: 25%)<br />
<br />
[[File:Sanguine.png|left]] <br />
=== Sanguine ===<br />
Can drink a blood pool to heal a percentage of your max health equal to the level of Sanguine. <br />
<br />
:If there is more than one pool on one tile (you killed more than one monster there), their effect stack. However, you will have to remember where these multiple pools are, as there is no obvious sign to recognize them.<br />
<br />
[[File:Schadenfreude.png|left]] <br />
=== Schadenfreude ===<br />
The next enemy attack will regenerate mana equal to its damage.<br />
<br />
[[File:Scholar's Pact.png|left]] <br />
=== Scholar's Pact ===<br />
{{piety|-10}}, overheal and {{t|Might}} per levelup. Gained by worshiping {{g|The Pactmaker}}.<br />
<br />
[[File:Spirit Pact.png|left]]<br />
<br />
=== Spirit Pact ===<br />
{{piety|-5}} and {{conversion|+15}} per item converted. Gained by worshiping {{g|The Pactmaker}}.<br />
<br />
[[File:Spirit Strength.png|left]]<br />
<br />
=== Spirit Strength ===<br />
Adds base damage until next attack.<br />
<br />
[[File:Stone form.png|left]] <br />
=== Stone form ===<br />
Adds {{t|Might}}, whenever a wall is destroyed.<br />
<br />
[[File:Stone skin.png|left]] <br />
=== Stone skin ===<br />
Temporary {{t|Physical resist}}. Grants 20% {{t|Physical resist}} per charge. Removed when taking damage from a monster (including Magical attacks).<br />
<br />
:Physical resist from {{t|Stone skin}} still abides by maximum resistance, so you cannot raise physical resistance above the maximum.<br />
<br />
[[File:Warrior's Pact.png|left]] <br />
=== Warrior's Pact ===<br />
{{piety|-3}} and +1 max health per kill. Gained by worshiping {{g|The Pactmaker}}.<br />
<br />
== Player Debuffs ==<br />
<br />
[[File:Consensus.png|left]] <br />
=== Consensus ===<br />
Lose {{piety|50 max}}. Gained by worshiping {{g|The Pactmaker}}.<br />
<br />
[[File:Corrosion.png|left]]<br />
<br />
=== Corrosion ===<br />
Corroded targets take extra damage equal to the number of Corrosion stacks when damaged.<br />
<br />
:Removal: {{i|Burn Salve}} (all stacks), {{boon|Cleansing}} (1 stack), {{g|Jehora Jeheyu}}'s Chaos Avatar (all stacks)<br />
<br />
[[File:Cursed.png|left]]<br />
<br />
=== Cursed ===<br />
While cursed, all sources of damage reduction and resistances you have are nullified. <br />
<br />
:Removal: Killing a non-{{t|Curse Bearer}} monster (1 stack), using {{s|IMAWAL}} on a XP-valuable monster (can also be a cursed one) (1 stack), {{boon|Greenblood}} (1 stack), {{boon|Enlightenment}} (all stacks)<br />
<br />
[[File:Exhausted.png|left]]<br />
<br />
=== Exhausted ===<br />
Mana won't regenerate until full health is restored.<br />
<br />
[[File:Mana Burned.png|left]] <br />
=== Mana Burned ===<br />
When mana burned, you do not regenerate mana from exploration and your mana is immediately set to 0.<br />
<br />
:Removal: Leveling up, drinking a {{i|Mana Potion}} or {{i|Burn Salve}}, {{boon|Cleansing}}, or equipping the {{i|Soul Orb}}.<br />
<br />
:Note: some effects, such as the {{s|BLUDTUPOWA}} glyph, can still restore your mana while mana-burned. These will not cure the affliction, however.<br />
<br />
[[File:Poisoned.png|left]] <br />
=== Poisoned ===<br />
The poisoned target (monster/player) does not regenerate HP from player exploration. <br />
<br />
:Removal: Leveling up, drinking a {{i|Health Potion}} or {{i|Fortitude Tonic}}, {{boon|Cleansing}}, casting {{s|HALPMEH}}, or equipping the {{i|Viper Ward}}.<br />
<br />
:Poison on monsters expires after the specified amount of tiles have been revealed.<br />
<br />
[[File:Slow Strike.png|left]] <br />
=== Slow Strike ===<br />
Will strike last in a combat round. For more details see [[Strike Order]].<br />
<br />
[[File:Weakened.png|left]] <br />
=== Weakened ===<br />
Your base damage is reduced by an amount equal to the number of stacks of Weakened.<br />
<br />
Removal: {{i|Fortitude Tonic}} (all stacks), {{boon|Cleansing}} (1 stack), {{g|Jehora Jeheyu}}'s Chaos Avatar (all stacks)<br />
<br />
== Applicable Monster Debuffs ==<br />
<br />
[[File:Burning.png|left]] <br />
=== Burning===<br />
One stack of Burning is applied to a monster when the attack source has the {{t|Burning}} trait. (BURNDAYRAZ or attack w/ Whurrgarbl). Only one enemy can be Burning at any given time.<br />
<br />
:Attacking another monster or applying an attack to the Burned monster from a non-Burning attack removes the trait, dealing Magical damage equal to the number of Burning stacks on expiration; hitting a monster with this trait using an attack which inflicts Burning will deal bonus damage equal to the number of pre-existing Burning stacks on it, then the new stacks are applied.<br />
<br />
:Maximum charges of Burning equal x2 of your current level.<br />
<br />
:When exploring tiles, a monster with this trait will regenerate HP as though it were 1 level lower than it actually is, regardless of how many stacks it has.<br />
<br />
[[File:Slowed.png|left]]<br />
=== Slowed ===<br />
The target has a slow attack speed, meaning that it will usually attack last in combat (and thus not injure the player for the final blow). See more details in [[strike order]]. <br />
<br />
:Being Slowed also disables the following monster traits: {{t|Blinks}}, {{t|Cowardly}}, {{t|First strike}}, {{t|Retaliate: Fireball}}. Killing a Slowed monster grants a bonus of 1 {{xp}}. If a monster has been Slowed, the effect will usually wear off as soon as the monster takes damage (including from {{s|BURNDAYRAZ}} or {{s|PISORF}}).<br />
<br />
[[File:Wicked Sick.png|left]] <br />
=== Wicked Sick ===<br />
The monster got leveled up by playing the guitar.<br />
<br />
[[File:Zotted.png|left]] <br />
=== Zotted ===<br />
The monster has its max hp halved by using the Orb of Zot.<br />
<br />
== Monster traits ==<br />
<br />
[[File:Berserks.png|left]] <br />
=== Berserks ===<br />
When monster's health is below the Berserk %, its attacks deal 50% more damage.<br />
<br />
[[File:Blinks.png|left]] <br />
=== Blinks ===<br />
When attacked, the monster will teleport to a random location on the map.<br />
<br />
:More precisely, if a blinking enemy is '''next to the player''' when a round of damage is finished being taken, it'll blink.<br />
Also, note that a slowed monster will not blink.<br />
<br />
:For example:<br />
:* Hitting or casting a fire ball to a blinking monster will make it blink.<br />
:* Hitting or casting a fire ball to a '''SLOWED''' blinking monster will NOT make it blink.<br />
:* '''Pisorfing''' a blinking monster '''into another''' monster will make it blink. It won't take [[Traits#Knockback|knockback]] damages.<br />
:* '''Pisorfing''' a blinking monster '''into a wall''' or '''empty air''', will NOT make it blink.<br />
:* '''Pisorfing''' a '''regular monster''' into a blinking monster will NOT make it blink.<br />
<br />
[[File:Bloodless.png|left]] <br />
=== Bloodless ===<br />
This monster does not leave behind a blood pool after being slain, and does not allow life steal.<br />
<br />
[[File:Cowardly.png|left]] <br />
=== Cowardly ===<br />
When attacked, the monster will flee the opposite direction of you if possible.<br />
<br />
To determine whether a monster will flee or not, it will use the same rule as [[Traits#Blinking|blinking]].<br />
<br />
[[File:Curse Bearer.png|left]] <br />
=== Curse Bearer ===<br />
Every time you kill or take damage from a Curse Bearer monster, you will gain a stack of {{t|Cursed}.<br />
<br />
[[File:Corrosive.png|left]]<br />
<br />
=== Corrosive ===<br />
The monster's attack applies a stack of Corrosion. When killed, it leaves a pool of acid which applies Corrosion when stepped on instead of a blood pool.<br />
<br />
[[File:Death Protection.png|left]] <br />
=== Death Protection ===<br />
If a monster with Death Protection were to die, the next hit reduces it to 1 HP and a stack of Death Protection removed.<br />
<br />
[[File:Death-gaze.png|left]] <br />
=== Death-gaze ===<br />
Death-gaze is always accompanied by a percent value, if you get hit by a monster who has death gaze while your life is below the stated percent, you'll die by being turned to stone, the Next Hit prediction box will state "Petrified" when this is going to occur.<br />
<br />
[[File:Fast regen.png|left]] <br />
=== Fast regen ===<br />
The monster regenerates health twice as fast. {{t|Poisoned}} is depleted twice as quickly.<br />
<br />
[[File:Knockback.png|left]] <br />
=== Knockback ===<br />
When attacked, you are knocked back to the opposite direction of the monster. If you collide to a wall or monster, you will take additional damage equal to the Knockback %. Knockback damage cannot kill you.<br />
<br />
[[File:Life steal.png|left]] <br />
=== Life steal ===<br />
If you reveal a monster from exploration, your Hitpoints will be reduced to (100% - the Life steal percentage) and the monster will heal (beyond its max HP) the amount of damage it did.<br />
<br />
[[File:Magical attack.png|left]] <br />
<br />
=== Magical attack ===<br />
The attacks of the monster are considered Magical in nature, instead of Physical.<br />
<br />
[[File:Mana burn.png|left]]<br />
<br />
=== Mana Burn ===<br />
The monster's attack applies the {{t|Mana Burned}} debuff.<br />
<br />
[[File:No_Experience.png|left]] <br />
=== No Experience ===<br />
Killing the monster yields No Experience.<br />
<br />
[[File:Poisonous.png|left]] <br />
=== Poisonous ===<br />
The monster's attack applies the {{t|Poisoned}} debuff.<br />
<br />
[[File:Retaliate-_Fireball.png|left]] <br />
=== Retaliate: Fireball ===<br />
When this monster is attacked with a {{s|BURNDAYRAZ}} he will attack the caster. This retaliation deals half normal damage. Slowed monsters lose the ability to retaliate for one attack. Fireball always strikes first, and you will not suffer retaliation if you successfully kill the monster with the spell.<br />
<br />
:Note that monsters with the [[Traits#Weakening blow|weakening]] trait will also [[Traits#Weakened|weaken]] you when retaliating.<br />
<br />
[[File:Revives.png|left]] <br />
=== Revives ===<br />
Upon death the monster is replaced with a fully healthy monster. It is usually of a different type and is 1 level lower than the original or the second monster has {{t|No Experience}}.<br />
<br />
[[File:Spawns.png|left]] <br />
=== Spawns ===<br />
When attacked and not killed, the monster spawns a creature at the nearest empty tile. The spawned creature is particular to the monster, but it always the same level and grants {{t|No Experience}}<br />
<br />
[[File:Spawn Plants.png|left]] <br />
=== Spawn Plants ===<br />
When attacked and not killed, the monster spawns the specified amount of plants.<br />
<br />
[[File:Undead.png|left]] <br />
=== Undead ===<br />
Undead monsters are immune to {{t|Poisonous}} attacks and untargetable by {{s|APHEELSIK}}, and are susceptible to some Undead-specific effects.<br />
<br />
[[File:Weakening blow.png|left]] <br />
=== Weakening blow ===<br />
The monster's attack applies a stack of {{t|Weakened}}.<br />
<br />
[[File:Magic Immune.png|left]] <br />
=== Magic Immune ===<br />
The monster is immune to magic.<br />
<br />
[[File:Physical Immune.png|left]] <br />
=== Physical Immune ===<br />
The monster is immune to physical damage.<br />
<br />
<br />
{{MainNav}}</div>Eable2https://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Traits&diff=56302Traits2016-10-04T04:53:58Z<p>Eable2: /* Consensus */</p>
<hr />
<div>{{TOC right}}<br />
<br />
== Resistances ==<br />
[[File:Magic resist.png|left]]<br />
=== Magic resist ===<br />
All attacks of magical nature (this also includes {{s|APHEELSIK}}) toward the target are reduced by the stated amount (rounded down).<br />
<br />
:Non-damaging spells ({{s|IMAWAL}},{{s|WEYTWUT}},{{s|WONAFYT}}) have a percentage chance to fail equal to the target's magic resistance. {{s|PISORF}} will always work unless they have 100% magic resistance.<br />
<br />
[[File:Physical resist.png|left]] <br />
=== Physical resist ===<br />
All attacks of physical nature toward the target are reduced by the stated amount (rounded down).<br />
<br />
== Player Buffs ==<br />
[[File:Alchemist's Pact.png|left]]<br />
=== Alchemist's Pact ===<br />
{{piety|-4}} and +3 {{xp}} per health/mana potion. Gained by worshiping {{g|The Pactmaker}}.<br />
<br />
[[File:Blood Curse.png|left]]<br />
<br />
=== Blood Curse ===<br />
Level number increased by 1. Gained by worshiping {{g|Dracul}}.<br />
<br />
[[File:Body Pact.png|left]]<br />
<br />
=== Body Pact ===<br />
{{piety|-4}} and +1% physical and magical resistance per enemy attack (once per enemy). Gained by worshiping {{g|The Pactmaker}}.<br />
<br />
[[File:Burning Strike.png|left]]<br />
<br />
=== Burning Strike ===<br />
Attacks add one level of {{t|Burning}} to the target. Does 1 magical damage per stack.<br />
<br />
[[File:Chaos Form.png|left]] <br />
=== Chaos Form ===<br />
Accepted Avatar of Jehora Jeheyu.<br />
<br />
[[File:Consecrated Strike.png|left]] <br />
=== Consecrated Strike ===<br />
Temporary Magic Attack.<br />
<br />
[[File:Corrosive.png|left]] <br />
=== Corrosive ===<br />
Corrosive Attack (target permanently takes extra damage).<br />
<br />
[[File:Crushing Blow.png|left]]<br />
<br />
=== Crushing Blow ===<br />
The next strike lower's the target enemy's health to 75% unless it would do more damage otherwise. Gained by drinking {{i|Can of Whupaz}}.<br />
<br />
[[File:Curse Immune.png|left]]<br />
<br />
=== Curse Immune ===<br />
Immune to curses.<br />
<br />
[[File:Damage Reduction.png|left]] <br />
=== Damage Reduction ===<br />
Incoming damage is reduced by the {{t|Damage Reduction}} amount.<br />
<br />
[[File:Death Gaze Immune.png|left]] <br />
=== Death Gaze Immune ===<br />
Death Gazes have no effect.<br />
<br />
[[File:Death Protection.png|left]] <br />
=== Death Protection ===<br />
Next time you would die, you will instead survive with 1 HP left. The next hit prediction box will state "Barely Alive" instead of "Death" when Death Protection is about to be consumed. If the hit will kill the monster it will predict "Barely Win" instead of "Barely Alive"<br />
<br />
[[File:Dodge.png|left]] <br />
=== Dodge ===<br />
When you take damage, there is a chance equal to your Dodge % that the next damage you take can be dodged, preventing you from taking damage.<br />
<br />
:All temporary sources of Dodge provide Dodge prediction, where the next hit prediction box will state "Dodge!" when the next attack received will be dodged.<br />
<br />
[[File:Experience Boost.png|left]] <br />
=== Experience Boost ===<br />
Your next monster kill will grant 50% more {{xp}}, rounded down. This is consumed even by killing a {{t|No Experience}} enemy, granting 0 bonus {{xp}}. Any bonus experience earned from killing higher-level monsters is also multiplied.<br />
<br />
[[File:First strike.png|left]] <br />
=== First strike ===<br />
First strike changes the usual [[strike order]]: If your next attack will kill an higher level opponent, first strike will allow to you to kill him without letting him damaging you. This only works for the final blow, and if the opponent doesn't have {{t|First strike}} as well.<br />
<br />
[[File:HeavyFireball.png|left]] <br />
=== Heavy Fireball ===<br />
Fireballs do +4 damage per level and apply immediately the maximum of {{t|Burning}} stacks. Monsters retaliate with 50% attack when damaged with fireballs.<br />
<br />
[[File:Humility.png|left]]<br />
=== Humility ===<br />
Level lowered by one.<br />
<br />
[[File:Indulgence.png|left]] <br />
=== Indulgence ===<br />
Avoid next {{piety|x}} penalty.<br />
<br />
[[File:Knockback.png|left]] <br />
=== Knockback ===<br />
Attacks by a knockback entity will cause the target to be knocked back the opposite direction, and will cause specific effects based on the tile behind it:<br />
* '''A wall''': the wall is destroyed, the target takes its place, and it is dealt Knockback% of your base damage as typeless damage.<br />
* '''A monster''': both entities are dealt 80% of Knockback% of your base damage as typeless damage.<br />
* '''Empty''': the target is moved to the empty tile<br />
* '''Indestructible tile or map edge''': no effect<br />
<br />
:Knockback damage is applied after normal damage: if you are relying on the knockback damage to finish off the monster, first strike won't be of any use and your opponent will have time to hit you.<br />
<br />
:Also, note that the knockback damage is applied after the [[Traits#Cowardly|cowardly]] effect. Thus when fighting a monster with this trait:<br />
:* if you throw it '''into a wall''', it will take knockback damage<br />
:* if you throw it '''into a monster''', it will escape before taking knockback damage<br />
<br />
[[File:Learning.png|left]]<br />
<br />
=== Learning ===<br />
Grants 1 extra {{xp}} upon killing an enemy, doesn't work on {{t|No Experience}} enemies, not to be confused with {{t|Experience Boost}}. Can be stacked.<br />
<br />
[[File:Lekon Devout.png|left]]<br />
=== Lekon Devout ===<br />
Killing goats grants {{piety|2}}.<br />
<br />
[[File:Life steal.png|left]] <br />
=== Life Steal ===<br />
Attacking a monster heals you equal to (Life steal x your level). Attacking a lower level monster heals double the amount. The health gained from Life Steal can heal you beyond your maximum HP.<br />
<br />
:The health is recovered directly after your hit. This means striking first can give you a chance at hitting an enemy for which your current health would be too low otherwise.<br />
<br />
[[File:Magical Attack (Player).png|left]]<br />
<br />
=== Magical Attack (Player) ===<br />
Deals magic damage.<br />
<br />
[[File:Mana Burn Immune.png|left]] <br />
=== Mana Burn Immune ===<br />
Immune to mana burn.<br />
<br />
[[File:Might.png|left]] <br />
=== Might ===<br />
Temporarily boosts your next physical attack by 30% and reduces {{t|Physical resist}} and {{t|Magic resist}} of the enemy by 3%. <br />
<br />
[[File:Mystic Balance.png|left]] <br />
=== Mystic Balance ===<br />
Averages glyph costs towards 5.<br />
<br />
[[File:Petition.png|left]] <br />
=== Petition ===<br />
No random punishments.<br />
<br />
[[File:PiercePhysical.png|left]] <br />
=== Pierce Physical ===<br />
Regular attack pierces 35% physical resistance.<br />
<br />
[[File:Poison Immune.png|left]] <br />
=== Poison Immune ===<br />
Immune to poison.<br />
<br />
[[File:Poisonous.png|left]] <br />
=== Poisonous ===<br />
Applies the {{t|Poisoned}} debuff on the target.<br />
<br />
[[File:Prestige.png|left]] <br />
=== Prestige ===<br />
The number level ups after level 10.<br />
<br />
[[File:Reflexes.png|left]] <br />
=== Reflexes ===<br />
Guaranteed retaliation against next monster strike.<br />
<br />
[[File:Refreshment.png|left]] <br />
=== Refreshment ===<br />
Restore mana on glyph convert (Mystera: 50%, other god: 25%)<br />
<br />
[[File:Sanguine.png|left]] <br />
=== Sanguine ===<br />
Can drink a blood pool to heal a percentage of your max health equal to the level of Sanguine. <br />
<br />
:If there is more than one pool on one tile (you killed more than one monster there), their effect stack. However, you will have to remember where these multiple pools are, as there is no obvious sign to recognize them.<br />
<br />
[[File:Schadenfreude.png|left]] <br />
=== Schadenfreude ===<br />
The next enemy attack will regenerate mana equal to its damage.<br />
<br />
[[File:Scholar's Pact.png|left]] <br />
=== Scholar's Pact ===<br />
{{piety|-10}}, overheal and {{t|Might}} per levelup. Gained by worshiping {{g|The Pactmaker}}.<br />
<br />
[[File:Spirit Pact.png|left]]<br />
<br />
=== Spirit Pact ===<br />
{{piety|-5}} and {{conversion|+15}} per item converted. Gained by worshiping {{g|The Pactmaker}}.<br />
<br />
[[File:Spirit Strength.png|left]]<br />
<br />
=== Spirit Strength ===<br />
Adds base damage until next attack.<br />
<br />
[[File:Stone form.png|left]] <br />
=== Stone form ===<br />
Adds {{t|Might}}, whenever a wall is destroyed.<br />
<br />
[[File:Stone skin.png|left]] <br />
=== Stone skin ===<br />
Temporary {{t|Physical resist}}. Grants 20% {{t|Physical resist}} per charge. Removed when taking damage from a monster (including Magical attacks).<br />
<br />
:Physical resist from {{t|Stone skin}} still abides by maximum resistance, so you cannot raise physical resistance above the maximum.<br />
<br />
[[File:Warrior's Pact.png|left]] <br />
=== Warrior's Pact ===<br />
{{piety|-3}} and +1 max health per kill. Gained by worshiping {{g|The Pactmaker}}.<br />
<br />
== Player Debuffs ==<br />
<br />
[[File:Consensus.png|left]] <br />
=== Consensus ===<br />
Lose {{piety|50 max}}. Gained by worshiping {{g|The Pactmaker}}.<br />
<br />
[[File:Corrosion.png|left]]<br />
<br />
=== Corrosion ===<br />
Corroded targets take extra damage equal to the number of Corrosion stacks when damaged.<br />
<br />
:Removal: {{i|Burn Salve}} (all stacks), {{boon|Cleansing}} (1 stack), {{g|Jehora Jeheyu}}'s Chaos Avatar (all stacks)<br />
<br />
[[File:Cursed.png|left]]<br />
<br />
=== Cursed ===<br />
While cursed, all sources of damage reduction and resistances you have are nullified. <br />
<br />
:Removal: Killing a non-{{t|Curse Bearer}} monster (1 stack), using {{s|IMAWAL}} on a XP-valuable monster (can also be a cursed one) (1 stack), {{boon|Greenblood}} (1 stack), {{boon|Enlightenment}} (all stacks)<br />
<br />
[[File:Exhausted.png|left]]<br />
<br />
=== Exhausted ===<br />
Mana won't regenerate until full health is restored.<br />
<br />
[[File:Mana Burned.png|left]] <br />
=== Mana Burned ===<br />
When mana burned, you do not regenerate mana from exploration and your mana is immediately set to 0.<br />
<br />
:Removal: Leveling up, drinking a {{i|Mana Potion}} or {{i|Burn Salve}}, {{boon|Cleansing}}, or equipping the {{i|Soul Orb}}.<br />
<br />
:Note: some effects, such as the {{s|BLUDTUPOWA}} glyph, can still restore your mana while mana-burned. These will not cure the affliction, however.<br />
<br />
[[File:Poisoned.png|left]] <br />
=== Poisoned ===<br />
The poisoned target (monster/player) does not regenerate HP from player exploration. <br />
<br />
:Removal: Leveling up, drinking a {{i|Health Potion}} or {{i|Fortitude Tonic}}, {{boon|Cleansing}}, casting {{s|HALPMEH}}, or equipping the {{i|Viper Ward}}.<br />
<br />
:Poison on monsters expires after the specified amount of tiles have been revealed.<br />
<br />
[[File:Slow Strike.png|left]] <br />
=== Slow Strike ===<br />
Will strike last in a combat round. For more details see [[Strike Order]].<br />
<br />
[[File:Weakened.png|left]] <br />
=== Weakened ===<br />
Your base damage is reduced by an amount equal to the number of stacks of Weakened.<br />
<br />
Removal: {{i|Fortitude Tonic}} (all stacks), {{boon|Cleansing}} (1 stack), {{g|Jehora Jeheyu}}'s Chaos Avatar (all stacks)<br />
<br />
== Applicable Monster Debuffs ==<br />
<br />
[[File:Burning.png|left]] <br />
=== Burning===<br />
One stack of Burning is applied to a monster when the attack source has the {{t|Burning}} trait. (BURNDAYRAZ or attack w/ Whurrgarbl). Only one enemy can be Burning at any given time.<br />
<br />
:Attacking another monster or applying an attack to the Burned monster from a non-Burning attack removes the trait, dealing Magical damage equal to the number of Burning stacks on expiration; hitting a monster with this trait using an attack which inflicts Burning will deal bonus damage equal to the number of pre-existing Burning stacks on it, then the new stacks are applied.<br />
<br />
:Maximum charges of Burning equal x2 of your current level.<br />
<br />
:When exploring tiles, a monster with this trait will regenerate HP as though it were 1 level lower than it actually is, regardless of how many stacks it has.<br />
<br />
[[File:Slowed.png|left]]<br />
=== Slowed ===<br />
The target has a slow attack speed, meaning that it will usually attack last in combat (and thus not injure the player for the final blow). See more details in [[strike order]]. <br />
<br />
:Being Slowed also disables the following monster traits: {{t|Blinks}}, {{t|Cowardly}}, {{t|First strike}}, {{t|Retaliate: Fireball}}. Killing a Slowed monster grants a bonus of 1 {{xp}}. If a monster has been Slowed, the effect will usually wear off as soon as the monster takes damage (including from {{s|BURNDAYRAZ}} or {{s|PISORF}}).<br />
<br />
[[File:Wicked Sick.png|left]] <br />
=== Wicked Sick ===<br />
The monster got leveled up by playing the guitar.<br />
<br />
[[File:Zotted.png|left]] <br />
=== Zotted ===<br />
The monster has its max hp halved by using the Orb of Zot.<br />
<br />
== Monster traits ==<br />
<br />
[[File:Berserks.png|left]] <br />
=== Berserks ===<br />
When monster's health is below the Berserk %, its attacks deal 50% more damage.<br />
<br />
[[File:Blinks.png|left]] <br />
=== Blinks ===<br />
When attacked, the monster will teleport to a random location on the map.<br />
<br />
:More precisely, if a blinking enemy is '''next to the player''' when a round of damage is finished being taken, it'll blink.<br />
Also, note that a slowed monster will not blink.<br />
<br />
:For example:<br />
:* Hitting or casting a fire ball to a blinking monster will make it blink.<br />
:* Hitting or casting a fire ball to a '''SLOWED''' blinking monster will NOT make it blink.<br />
:* '''Pisorfing''' a blinking monster '''into another''' monster will make it blink. It won't take [[Traits#Knockback|knockback]] damages.<br />
:* '''Pisorfing''' a blinking monster '''into a wall''' or '''empty air''', will NOT make it blink.<br />
:* '''Pisorfing''' a '''regular monster''' into a blinking monster will NOT make it blink.<br />
<br />
[[File:Bloodless.png|left]] <br />
=== Bloodless ===<br />
This monster does not leave behind a blood pool after being slain, and does not allow life steal.<br />
<br />
[[File:Cowardly.png|left]] <br />
=== Cowardly ===<br />
When attacked, the monster will flee the opposite direction of you if possible.<br />
<br />
To determine whether a monster will flee or not, it will use the same rule as [[Traits#Blinking|blinking]].<br />
<br />
[[File:Curse Bearer.png|left]] <br />
=== Curse Bearer ===<br />
Every time you kill or take damage from a Curse Bearer monster, you will gain a stack of Cursed.<br />
<br />
[[File:Corrosive.png|left]] <br />
=== Corrosive ===<br />
The monster's attack applies a stack of Corrosion. When killed, it leaves a pool of acid which applies Corrosion when stepped on instead of a blood pool.<br />
<br />
[[File:Death Protection.png|left]] <br />
=== Death Protection ===<br />
If a monster with Death Protection were to die, the next hit reduces it to 1 HP and a stack of Death Protection removed.<br />
<br />
[[File:Death-gaze.png|left]] <br />
=== Death-gaze ===<br />
Death-gaze is always accompanied by a percent value, if you get hit by a monster who has death gaze while your life is below the stated percent, you'll die by being turned to stone, the Next Hit prediction box will state "Petrified" when this is going to occur.<br />
<br />
[[File:Fast regen.png|left]] <br />
=== Fast regen ===<br />
The monster regenerates health twice as fast. {{t|Poisoned}} is depleted twice as quickly.<br />
<br />
[[File:Knockback.png|left]] <br />
=== Knockback ===<br />
When attacked, you are knocked back to the opposite direction of the monster. If you collide to a wall or monster, you will take additional damage equal to the Knockback %. Knockback damage cannot kill you.<br />
<br />
[[File:Life steal.png|left]] <br />
=== Life steal ===<br />
If you reveal a monster from exploration, your Hitpoints will be reduced to (100% - the Life steal percentage) and the monster will heal (beyond its max HP) the amount of damage it did.<br />
<br />
[[File:Magical attack.png|left]] <br />
<br />
=== Magical attack ===<br />
The attacks of the monster are considered Magical in nature, instead of Physical.<br />
<br />
[[File:Mana burn.png|left]]<br />
<br />
=== Mana Burn ===<br />
The monster's attack applies the {{t|Mana Burned}} debuff.<br />
<br />
[[File:No_Experience.png|left]] <br />
=== No Experience ===<br />
Killing the monster yields No Experience.<br />
<br />
[[File:Poisonous.png|left]] <br />
=== Poisonous ===<br />
The monster's attack applies the {{t|Poisoned}} debuff.<br />
<br />
[[File:Retaliate-_Fireball.png|left]] <br />
=== Retaliate: Fireball ===<br />
When this monster is attacked with a {{s|BURNDAYRAZ}} he will attack the caster. This retaliation deals half normal damage. Slowed monsters lose the ability to retaliate for one attack. Fireball always strikes first, and you will not suffer retaliation if you successfully kill the monster with the spell.<br />
<br />
:Note that monsters with the [[Traits#Weakening blow|weakening]] trait will also [[Traits#Weakened|weaken]] you when retaliating.<br />
<br />
[[File:Revives.png|left]] <br />
=== Revives ===<br />
Upon death the monster is replaced with a fully healthy monster. It is usually of a different type and is 1 level lower than the original or the second monster has {{t|No Experience}}.<br />
<br />
[[File:Spawns.png|left]] <br />
=== Spawns ===<br />
When attacked and not killed, the monster spawns a creature at the nearest empty tile. The spawned creature is particular to the monster, but it always the same level and grants {{t|No Experience}}<br />
<br />
[[File:Spawn Plants.png|left]] <br />
=== Spawn Plants ===<br />
When attacked and not killed, the monster spawns the specified amount of plants.<br />
<br />
[[File:Undead.png|left]] <br />
=== Undead ===<br />
Undead monsters are immune to {{t|Poisonous}} attacks and untargetable by {{s|APHEELSIK}}, and are susceptible to some Undead-specific effects.<br />
<br />
[[File:Weakening blow.png|left]] <br />
=== Weakening blow ===<br />
The monster's attack applies a stack of {{t|Weakened}}.<br />
<br />
[[File:Magic Immune.png|left]] <br />
=== Magic Immune ===<br />
The monster is immune to magic.<br />
<br />
[[File:Physical Immune.png|left]] <br />
=== Physical Immune ===<br />
The monster is immune to physical damage.<br />
<br />
<br />
{{MainNav}}</div>Eable2https://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Traits&diff=56301Traits2016-10-04T04:53:09Z<p>Eable2: /* Scholar's Pact */</p>
<hr />
<div>{{TOC right}}<br />
<br />
== Resistances ==<br />
[[File:Magic resist.png|left]]<br />
=== Magic resist ===<br />
All attacks of magical nature (this also includes {{s|APHEELSIK}}) toward the target are reduced by the stated amount (rounded down).<br />
<br />
:Non-damaging spells ({{s|IMAWAL}},{{s|WEYTWUT}},{{s|WONAFYT}}) have a percentage chance to fail equal to the target's magic resistance. {{s|PISORF}} will always work unless they have 100% magic resistance.<br />
<br />
[[File:Physical resist.png|left]] <br />
=== Physical resist ===<br />
All attacks of physical nature toward the target are reduced by the stated amount (rounded down).<br />
<br />
== Player Buffs ==<br />
[[File:Alchemist's Pact.png|left]]<br />
=== Alchemist's Pact ===<br />
{{piety|-4}} and +3 {{xp}} per health/mana potion. Gained by worshiping {{g|The Pactmaker}}.<br />
<br />
[[File:Blood Curse.png|left]]<br />
<br />
=== Blood Curse ===<br />
Level number increased by 1. Gained by worshiping {{g|Dracul}}.<br />
<br />
[[File:Body Pact.png|left]]<br />
<br />
=== Body Pact ===<br />
{{piety|-4}} and +1% physical and magical resistance per enemy attack (once per enemy). Gained by worshiping {{g|The Pactmaker}}.<br />
<br />
[[File:Burning Strike.png|left]]<br />
<br />
=== Burning Strike ===<br />
Attacks add one level of {{t|Burning}} to the target. Does 1 magical damage per stack.<br />
<br />
[[File:Chaos Form.png|left]] <br />
=== Chaos Form ===<br />
Accepted Avatar of Jehora Jeheyu.<br />
<br />
[[File:Consecrated Strike.png|left]] <br />
=== Consecrated Strike ===<br />
Temporary Magic Attack.<br />
<br />
[[File:Corrosive.png|left]] <br />
=== Corrosive ===<br />
Corrosive Attack (target permanently takes extra damage).<br />
<br />
[[File:Crushing Blow.png|left]]<br />
<br />
=== Crushing Blow ===<br />
The next strike lower's the target enemy's health to 75% unless it would do more damage otherwise. Gained by drinking {{i|Can of Whupaz}}.<br />
<br />
[[File:Curse Immune.png|left]]<br />
<br />
=== Curse Immune ===<br />
Immune to curses.<br />
<br />
[[File:Damage Reduction.png|left]] <br />
=== Damage Reduction ===<br />
Incoming damage is reduced by the {{t|Damage Reduction}} amount.<br />
<br />
[[File:Death Gaze Immune.png|left]] <br />
=== Death Gaze Immune ===<br />
Death Gazes have no effect.<br />
<br />
[[File:Death Protection.png|left]] <br />
=== Death Protection ===<br />
Next time you would die, you will instead survive with 1 HP left. The next hit prediction box will state "Barely Alive" instead of "Death" when Death Protection is about to be consumed. If the hit will kill the monster it will predict "Barely Win" instead of "Barely Alive"<br />
<br />
[[File:Dodge.png|left]] <br />
=== Dodge ===<br />
When you take damage, there is a chance equal to your Dodge % that the next damage you take can be dodged, preventing you from taking damage.<br />
<br />
:All temporary sources of Dodge provide Dodge prediction, where the next hit prediction box will state "Dodge!" when the next attack received will be dodged.<br />
<br />
[[File:Experience Boost.png|left]] <br />
=== Experience Boost ===<br />
Your next monster kill will grant 50% more {{xp}}, rounded down. This is consumed even by killing a {{t|No Experience}} enemy, granting 0 bonus {{xp}}. Any bonus experience earned from killing higher-level monsters is also multiplied.<br />
<br />
[[File:First strike.png|left]] <br />
=== First strike ===<br />
First strike changes the usual [[strike order]]: If your next attack will kill an higher level opponent, first strike will allow to you to kill him without letting him damaging you. This only works for the final blow, and if the opponent doesn't have {{t|First strike}} as well.<br />
<br />
[[File:HeavyFireball.png|left]] <br />
=== Heavy Fireball ===<br />
Fireballs do +4 damage per level and apply immediately the maximum of {{t|Burning}} stacks. Monsters retaliate with 50% attack when damaged with fireballs.<br />
<br />
[[File:Humility.png|left]]<br />
=== Humility ===<br />
Level lowered by one.<br />
<br />
[[File:Indulgence.png|left]] <br />
=== Indulgence ===<br />
Avoid next {{piety|x}} penalty.<br />
<br />
[[File:Knockback.png|left]] <br />
=== Knockback ===<br />
Attacks by a knockback entity will cause the target to be knocked back the opposite direction, and will cause specific effects based on the tile behind it:<br />
* '''A wall''': the wall is destroyed, the target takes its place, and it is dealt Knockback% of your base damage as typeless damage.<br />
* '''A monster''': both entities are dealt 80% of Knockback% of your base damage as typeless damage.<br />
* '''Empty''': the target is moved to the empty tile<br />
* '''Indestructible tile or map edge''': no effect<br />
<br />
:Knockback damage is applied after normal damage: if you are relying on the knockback damage to finish off the monster, first strike won't be of any use and your opponent will have time to hit you.<br />
<br />
:Also, note that the knockback damage is applied after the [[Traits#Cowardly|cowardly]] effect. Thus when fighting a monster with this trait:<br />
:* if you throw it '''into a wall''', it will take knockback damage<br />
:* if you throw it '''into a monster''', it will escape before taking knockback damage<br />
<br />
[[File:Learning.png|left]]<br />
<br />
=== Learning ===<br />
Grants 1 extra {{xp}} upon killing an enemy, doesn't work on {{t|No Experience}} enemies, not to be confused with {{t|Experience Boost}}. Can be stacked.<br />
<br />
[[File:Lekon Devout.png|left]]<br />
=== Lekon Devout ===<br />
Killing goats grants {{piety|2}}.<br />
<br />
[[File:Life steal.png|left]] <br />
=== Life Steal ===<br />
Attacking a monster heals you equal to (Life steal x your level). Attacking a lower level monster heals double the amount. The health gained from Life Steal can heal you beyond your maximum HP.<br />
<br />
:The health is recovered directly after your hit. This means striking first can give you a chance at hitting an enemy for which your current health would be too low otherwise.<br />
<br />
[[File:Magical Attack (Player).png|left]]<br />
<br />
=== Magical Attack (Player) ===<br />
Deals magic damage.<br />
<br />
[[File:Mana Burn Immune.png|left]] <br />
=== Mana Burn Immune ===<br />
Immune to mana burn.<br />
<br />
[[File:Might.png|left]] <br />
=== Might ===<br />
Temporarily boosts your next physical attack by 30% and reduces {{t|Physical resist}} and {{t|Magic resist}} of the enemy by 3%. <br />
<br />
[[File:Mystic Balance.png|left]] <br />
=== Mystic Balance ===<br />
Averages glyph costs towards 5.<br />
<br />
[[File:Petition.png|left]] <br />
=== Petition ===<br />
No random punishments.<br />
<br />
[[File:PiercePhysical.png|left]] <br />
=== Pierce Physical ===<br />
Regular attack pierces 35% physical resistance.<br />
<br />
[[File:Poison Immune.png|left]] <br />
=== Poison Immune ===<br />
Immune to poison.<br />
<br />
[[File:Poisonous.png|left]] <br />
=== Poisonous ===<br />
Applies the {{t|Poisoned}} debuff on the target.<br />
<br />
[[File:Prestige.png|left]] <br />
=== Prestige ===<br />
The number level ups after level 10.<br />
<br />
[[File:Reflexes.png|left]] <br />
=== Reflexes ===<br />
Guaranteed retaliation against next monster strike.<br />
<br />
[[File:Refreshment.png|left]] <br />
=== Refreshment ===<br />
Restore mana on glyph convert (Mystera: 50%, other god: 25%)<br />
<br />
[[File:Sanguine.png|left]] <br />
=== Sanguine ===<br />
Can drink a blood pool to heal a percentage of your max health equal to the level of Sanguine. <br />
<br />
:If there is more than one pool on one tile (you killed more than one monster there), their effect stack. However, you will have to remember where these multiple pools are, as there is no obvious sign to recognize them.<br />
<br />
[[File:Schadenfreude.png|left]] <br />
=== Schadenfreude ===<br />
The next enemy attack will regenerate mana equal to its damage.<br />
<br />
[[File:Scholar's Pact.png|left]] <br />
=== Scholar's Pact ===<br />
{{piety|-10}}, overheal and {{t|Might}} per levelup. Gained by worshiping {{g|The Pactmaker}}.<br />
<br />
[[File:Spirit Pact.png|left]]<br />
<br />
=== Spirit Pact ===<br />
{{piety|-5}} and {{conversion|+15}} per item converted. Gained by worshiping {{g|The Pactmaker}}.<br />
<br />
[[File:Spirit Strength.png|left]]<br />
<br />
=== Spirit Strength ===<br />
Adds base damage until next attack.<br />
<br />
[[File:Stone form.png|left]] <br />
=== Stone form ===<br />
Adds {{t|Might}}, whenever a wall is destroyed.<br />
<br />
[[File:Stone skin.png|left]] <br />
=== Stone skin ===<br />
Temporary {{t|Physical resist}}. Grants 20% {{t|Physical resist}} per charge. Removed when taking damage from a monster (including Magical attacks).<br />
<br />
:Physical resist from {{t|Stone skin}} still abides by maximum resistance, so you cannot raise physical resistance above the maximum.<br />
<br />
[[File:Warrior's Pact.png|left]] <br />
=== Warrior's Pact ===<br />
{{piety|-3}} and +1 max health per kill. Gained by worshiping {{g|The Pactmaker}}.<br />
<br />
== Player Debuffs ==<br />
<br />
[[File:Consensus.png|left]] <br />
=== Consensus ===<br />
Lose {{piety|50 max}}.<br />
<br />
[[File:Corrosion.png|left]] <br />
=== Corrosion ===<br />
Corroded targets take extra damage equal to the number of Corrosion stacks when damaged.<br />
<br />
:Removal: {{i|Burn Salve}} (all stacks), {{boon|Cleansing}} (1 stack), {{g|Jehora Jeheyu}}'s Chaos Avatar (all stacks)<br />
<br />
[[File:Cursed.png|left]]<br />
<br />
=== Cursed ===<br />
While cursed, all sources of damage reduction and resistances you have are nullified. <br />
<br />
:Removal: Killing a non-{{t|Curse Bearer}} monster (1 stack), using {{s|IMAWAL}} on a XP-valuable monster (can also be a cursed one) (1 stack), {{boon|Greenblood}} (1 stack), {{boon|Enlightenment}} (all stacks)<br />
<br />
[[File:Exhausted.png|left]]<br />
<br />
=== Exhausted ===<br />
Mana won't regenerate until full health is restored.<br />
<br />
[[File:Mana Burned.png|left]] <br />
=== Mana Burned ===<br />
When mana burned, you do not regenerate mana from exploration and your mana is immediately set to 0.<br />
<br />
:Removal: Leveling up, drinking a {{i|Mana Potion}} or {{i|Burn Salve}}, {{boon|Cleansing}}, or equipping the {{i|Soul Orb}}.<br />
<br />
:Note: some effects, such as the {{s|BLUDTUPOWA}} glyph, can still restore your mana while mana-burned. These will not cure the affliction, however.<br />
<br />
[[File:Poisoned.png|left]] <br />
=== Poisoned ===<br />
The poisoned target (monster/player) does not regenerate HP from player exploration. <br />
<br />
:Removal: Leveling up, drinking a {{i|Health Potion}} or {{i|Fortitude Tonic}}, {{boon|Cleansing}}, casting {{s|HALPMEH}}, or equipping the {{i|Viper Ward}}.<br />
<br />
:Poison on monsters expires after the specified amount of tiles have been revealed.<br />
<br />
[[File:Slow Strike.png|left]] <br />
=== Slow Strike ===<br />
Will strike last in a combat round. For more details see [[Strike Order]].<br />
<br />
[[File:Weakened.png|left]] <br />
=== Weakened ===<br />
Your base damage is reduced by an amount equal to the number of stacks of Weakened.<br />
<br />
Removal: {{i|Fortitude Tonic}} (all stacks), {{boon|Cleansing}} (1 stack), {{g|Jehora Jeheyu}}'s Chaos Avatar (all stacks)<br />
<br />
== Applicable Monster Debuffs ==<br />
<br />
[[File:Burning.png|left]] <br />
=== Burning===<br />
One stack of Burning is applied to a monster when the attack source has the {{t|Burning}} trait. (BURNDAYRAZ or attack w/ Whurrgarbl). Only one enemy can be Burning at any given time.<br />
<br />
:Attacking another monster or applying an attack to the Burned monster from a non-Burning attack removes the trait, dealing Magical damage equal to the number of Burning stacks on expiration; hitting a monster with this trait using an attack which inflicts Burning will deal bonus damage equal to the number of pre-existing Burning stacks on it, then the new stacks are applied.<br />
<br />
:Maximum charges of Burning equal x2 of your current level.<br />
<br />
:When exploring tiles, a monster with this trait will regenerate HP as though it were 1 level lower than it actually is, regardless of how many stacks it has.<br />
<br />
[[File:Slowed.png|left]]<br />
=== Slowed ===<br />
The target has a slow attack speed, meaning that it will usually attack last in combat (and thus not injure the player for the final blow). See more details in [[strike order]]. <br />
<br />
:Being Slowed also disables the following monster traits: {{t|Blinks}}, {{t|Cowardly}}, {{t|First strike}}, {{t|Retaliate: Fireball}}. Killing a Slowed monster grants a bonus of 1 {{xp}}. If a monster has been Slowed, the effect will usually wear off as soon as the monster takes damage (including from {{s|BURNDAYRAZ}} or {{s|PISORF}}).<br />
<br />
[[File:Wicked Sick.png|left]] <br />
=== Wicked Sick ===<br />
The monster got leveled up by playing the guitar.<br />
<br />
[[File:Zotted.png|left]] <br />
=== Zotted ===<br />
The monster has its max hp halved by using the Orb of Zot.<br />
<br />
== Monster traits ==<br />
<br />
[[File:Berserks.png|left]] <br />
=== Berserks ===<br />
When monster's health is below the Berserk %, its attacks deal 50% more damage.<br />
<br />
[[File:Blinks.png|left]] <br />
=== Blinks ===<br />
When attacked, the monster will teleport to a random location on the map.<br />
<br />
:More precisely, if a blinking enemy is '''next to the player''' when a round of damage is finished being taken, it'll blink.<br />
Also, note that a slowed monster will not blink.<br />
<br />
:For example:<br />
:* Hitting or casting a fire ball to a blinking monster will make it blink.<br />
:* Hitting or casting a fire ball to a '''SLOWED''' blinking monster will NOT make it blink.<br />
:* '''Pisorfing''' a blinking monster '''into another''' monster will make it blink. It won't take [[Traits#Knockback|knockback]] damages.<br />
:* '''Pisorfing''' a blinking monster '''into a wall''' or '''empty air''', will NOT make it blink.<br />
:* '''Pisorfing''' a '''regular monster''' into a blinking monster will NOT make it blink.<br />
<br />
[[File:Bloodless.png|left]] <br />
=== Bloodless ===<br />
This monster does not leave behind a blood pool after being slain, and does not allow life steal.<br />
<br />
[[File:Cowardly.png|left]] <br />
=== Cowardly ===<br />
When attacked, the monster will flee the opposite direction of you if possible.<br />
<br />
To determine whether a monster will flee or not, it will use the same rule as [[Traits#Blinking|blinking]].<br />
<br />
[[File:Curse Bearer.png|left]] <br />
=== Curse Bearer ===<br />
Every time you kill or take damage from a Curse Bearer monster, you will gain a stack of Cursed.<br />
<br />
[[File:Corrosive.png|left]] <br />
=== Corrosive ===<br />
The monster's attack applies a stack of Corrosion. When killed, it leaves a pool of acid which applies Corrosion when stepped on instead of a blood pool.<br />
<br />
[[File:Death Protection.png|left]] <br />
=== Death Protection ===<br />
If a monster with Death Protection were to die, the next hit reduces it to 1 HP and a stack of Death Protection removed.<br />
<br />
[[File:Death-gaze.png|left]] <br />
=== Death-gaze ===<br />
Death-gaze is always accompanied by a percent value, if you get hit by a monster who has death gaze while your life is below the stated percent, you'll die by being turned to stone, the Next Hit prediction box will state "Petrified" when this is going to occur.<br />
<br />
[[File:Fast regen.png|left]] <br />
=== Fast regen ===<br />
The monster regenerates health twice as fast. {{t|Poisoned}} is depleted twice as quickly.<br />
<br />
[[File:Knockback.png|left]] <br />
=== Knockback ===<br />
When attacked, you are knocked back to the opposite direction of the monster. If you collide to a wall or monster, you will take additional damage equal to the Knockback %. Knockback damage cannot kill you.<br />
<br />
[[File:Life steal.png|left]] <br />
=== Life steal ===<br />
If you reveal a monster from exploration, your Hitpoints will be reduced to (100% - the Life steal percentage) and the monster will heal (beyond its max HP) the amount of damage it did.<br />
<br />
[[File:Magical attack.png|left]] <br />
<br />
=== Magical attack ===<br />
The attacks of the monster are considered Magical in nature, instead of Physical.<br />
<br />
[[File:Mana burn.png|left]]<br />
<br />
=== Mana Burn ===<br />
The monster's attack applies the {{t|Mana Burned}} debuff.<br />
<br />
[[File:No_Experience.png|left]] <br />
=== No Experience ===<br />
Killing the monster yields No Experience.<br />
<br />
[[File:Poisonous.png|left]] <br />
=== Poisonous ===<br />
The monster's attack applies the {{t|Poisoned}} debuff.<br />
<br />
[[File:Retaliate-_Fireball.png|left]] <br />
=== Retaliate: Fireball ===<br />
When this monster is attacked with a {{s|BURNDAYRAZ}} he will attack the caster. This retaliation deals half normal damage. Slowed monsters lose the ability to retaliate for one attack. Fireball always strikes first, and you will not suffer retaliation if you successfully kill the monster with the spell.<br />
<br />
:Note that monsters with the [[Traits#Weakening blow|weakening]] trait will also [[Traits#Weakened|weaken]] you when retaliating.<br />
<br />
[[File:Revives.png|left]] <br />
=== Revives ===<br />
Upon death the monster is replaced with a fully healthy monster. It is usually of a different type and is 1 level lower than the original or the second monster has {{t|No Experience}}.<br />
<br />
[[File:Spawns.png|left]] <br />
=== Spawns ===<br />
When attacked and not killed, the monster spawns a creature at the nearest empty tile. The spawned creature is particular to the monster, but it always the same level and grants {{t|No Experience}}<br />
<br />
[[File:Spawn Plants.png|left]] <br />
=== Spawn Plants ===<br />
When attacked and not killed, the monster spawns the specified amount of plants.<br />
<br />
[[File:Undead.png|left]] <br />
=== Undead ===<br />
Undead monsters are immune to {{t|Poisonous}} attacks and untargetable by {{s|APHEELSIK}}, and are susceptible to some Undead-specific effects.<br />
<br />
[[File:Weakening blow.png|left]] <br />
=== Weakening blow ===<br />
The monster's attack applies a stack of {{t|Weakened}}.<br />
<br />
[[File:Magic Immune.png|left]] <br />
=== Magic Immune ===<br />
The monster is immune to magic.<br />
<br />
[[File:Physical Immune.png|left]] <br />
=== Physical Immune ===<br />
The monster is immune to physical damage.<br />
<br />
<br />
{{MainNav}}</div>Eable2https://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Traits&diff=56300Traits2016-10-04T04:52:42Z<p>Eable2: /* Spirit Pact */</p>
<hr />
<div>{{TOC right}}<br />
<br />
== Resistances ==<br />
[[File:Magic resist.png|left]]<br />
=== Magic resist ===<br />
All attacks of magical nature (this also includes {{s|APHEELSIK}}) toward the target are reduced by the stated amount (rounded down).<br />
<br />
:Non-damaging spells ({{s|IMAWAL}},{{s|WEYTWUT}},{{s|WONAFYT}}) have a percentage chance to fail equal to the target's magic resistance. {{s|PISORF}} will always work unless they have 100% magic resistance.<br />
<br />
[[File:Physical resist.png|left]] <br />
=== Physical resist ===<br />
All attacks of physical nature toward the target are reduced by the stated amount (rounded down).<br />
<br />
== Player Buffs ==<br />
[[File:Alchemist's Pact.png|left]]<br />
=== Alchemist's Pact ===<br />
{{piety|-4}} and +3 {{xp}} per health/mana potion. Gained by worshiping {{g|The Pactmaker}}.<br />
<br />
[[File:Blood Curse.png|left]]<br />
<br />
=== Blood Curse ===<br />
Level number increased by 1. Gained by worshiping {{g|Dracul}}.<br />
<br />
[[File:Body Pact.png|left]]<br />
<br />
=== Body Pact ===<br />
{{piety|-4}} and +1% physical and magical resistance per enemy attack (once per enemy). Gained by worshiping {{g|The Pactmaker}}.<br />
<br />
[[File:Burning Strike.png|left]]<br />
<br />
=== Burning Strike ===<br />
Attacks add one level of {{t|Burning}} to the target. Does 1 magical damage per stack.<br />
<br />
[[File:Chaos Form.png|left]] <br />
=== Chaos Form ===<br />
Accepted Avatar of Jehora Jeheyu.<br />
<br />
[[File:Consecrated Strike.png|left]] <br />
=== Consecrated Strike ===<br />
Temporary Magic Attack.<br />
<br />
[[File:Corrosive.png|left]] <br />
=== Corrosive ===<br />
Corrosive Attack (target permanently takes extra damage).<br />
<br />
[[File:Crushing Blow.png|left]]<br />
<br />
=== Crushing Blow ===<br />
The next strike lower's the target enemy's health to 75% unless it would do more damage otherwise. Gained by drinking {{i|Can of Whupaz}}.<br />
<br />
[[File:Curse Immune.png|left]]<br />
<br />
=== Curse Immune ===<br />
Immune to curses.<br />
<br />
[[File:Damage Reduction.png|left]] <br />
=== Damage Reduction ===<br />
Incoming damage is reduced by the {{t|Damage Reduction}} amount.<br />
<br />
[[File:Death Gaze Immune.png|left]] <br />
=== Death Gaze Immune ===<br />
Death Gazes have no effect.<br />
<br />
[[File:Death Protection.png|left]] <br />
=== Death Protection ===<br />
Next time you would die, you will instead survive with 1 HP left. The next hit prediction box will state "Barely Alive" instead of "Death" when Death Protection is about to be consumed. If the hit will kill the monster it will predict "Barely Win" instead of "Barely Alive"<br />
<br />
[[File:Dodge.png|left]] <br />
=== Dodge ===<br />
When you take damage, there is a chance equal to your Dodge % that the next damage you take can be dodged, preventing you from taking damage.<br />
<br />
:All temporary sources of Dodge provide Dodge prediction, where the next hit prediction box will state "Dodge!" when the next attack received will be dodged.<br />
<br />
[[File:Experience Boost.png|left]] <br />
=== Experience Boost ===<br />
Your next monster kill will grant 50% more {{xp}}, rounded down. This is consumed even by killing a {{t|No Experience}} enemy, granting 0 bonus {{xp}}. Any bonus experience earned from killing higher-level monsters is also multiplied.<br />
<br />
[[File:First strike.png|left]] <br />
=== First strike ===<br />
First strike changes the usual [[strike order]]: If your next attack will kill an higher level opponent, first strike will allow to you to kill him without letting him damaging you. This only works for the final blow, and if the opponent doesn't have {{t|First strike}} as well.<br />
<br />
[[File:HeavyFireball.png|left]] <br />
=== Heavy Fireball ===<br />
Fireballs do +4 damage per level and apply immediately the maximum of {{t|Burning}} stacks. Monsters retaliate with 50% attack when damaged with fireballs.<br />
<br />
[[File:Humility.png|left]]<br />
=== Humility ===<br />
Level lowered by one.<br />
<br />
[[File:Indulgence.png|left]] <br />
=== Indulgence ===<br />
Avoid next {{piety|x}} penalty.<br />
<br />
[[File:Knockback.png|left]] <br />
=== Knockback ===<br />
Attacks by a knockback entity will cause the target to be knocked back the opposite direction, and will cause specific effects based on the tile behind it:<br />
* '''A wall''': the wall is destroyed, the target takes its place, and it is dealt Knockback% of your base damage as typeless damage.<br />
* '''A monster''': both entities are dealt 80% of Knockback% of your base damage as typeless damage.<br />
* '''Empty''': the target is moved to the empty tile<br />
* '''Indestructible tile or map edge''': no effect<br />
<br />
:Knockback damage is applied after normal damage: if you are relying on the knockback damage to finish off the monster, first strike won't be of any use and your opponent will have time to hit you.<br />
<br />
:Also, note that the knockback damage is applied after the [[Traits#Cowardly|cowardly]] effect. Thus when fighting a monster with this trait:<br />
:* if you throw it '''into a wall''', it will take knockback damage<br />
:* if you throw it '''into a monster''', it will escape before taking knockback damage<br />
<br />
[[File:Learning.png|left]]<br />
<br />
=== Learning ===<br />
Grants 1 extra {{xp}} upon killing an enemy, doesn't work on {{t|No Experience}} enemies, not to be confused with {{t|Experience Boost}}. Can be stacked.<br />
<br />
[[File:Lekon Devout.png|left]]<br />
=== Lekon Devout ===<br />
Killing goats grants {{piety|2}}.<br />
<br />
[[File:Life steal.png|left]] <br />
=== Life Steal ===<br />
Attacking a monster heals you equal to (Life steal x your level). Attacking a lower level monster heals double the amount. The health gained from Life Steal can heal you beyond your maximum HP.<br />
<br />
:The health is recovered directly after your hit. This means striking first can give you a chance at hitting an enemy for which your current health would be too low otherwise.<br />
<br />
[[File:Magical Attack (Player).png|left]]<br />
<br />
=== Magical Attack (Player) ===<br />
Deals magic damage.<br />
<br />
[[File:Mana Burn Immune.png|left]] <br />
=== Mana Burn Immune ===<br />
Immune to mana burn.<br />
<br />
[[File:Might.png|left]] <br />
=== Might ===<br />
Temporarily boosts your next physical attack by 30% and reduces {{t|Physical resist}} and {{t|Magic resist}} of the enemy by 3%. <br />
<br />
[[File:Mystic Balance.png|left]] <br />
=== Mystic Balance ===<br />
Averages glyph costs towards 5.<br />
<br />
[[File:Petition.png|left]] <br />
=== Petition ===<br />
No random punishments.<br />
<br />
[[File:PiercePhysical.png|left]] <br />
=== Pierce Physical ===<br />
Regular attack pierces 35% physical resistance.<br />
<br />
[[File:Poison Immune.png|left]] <br />
=== Poison Immune ===<br />
Immune to poison.<br />
<br />
[[File:Poisonous.png|left]] <br />
=== Poisonous ===<br />
Applies the {{t|Poisoned}} debuff on the target.<br />
<br />
[[File:Prestige.png|left]] <br />
=== Prestige ===<br />
The number level ups after level 10.<br />
<br />
[[File:Reflexes.png|left]] <br />
=== Reflexes ===<br />
Guaranteed retaliation against next monster strike.<br />
<br />
[[File:Refreshment.png|left]] <br />
=== Refreshment ===<br />
Restore mana on glyph convert (Mystera: 50%, other god: 25%)<br />
<br />
[[File:Sanguine.png|left]] <br />
=== Sanguine ===<br />
Can drink a blood pool to heal a percentage of your max health equal to the level of Sanguine. <br />
<br />
:If there is more than one pool on one tile (you killed more than one monster there), their effect stack. However, you will have to remember where these multiple pools are, as there is no obvious sign to recognize them.<br />
<br />
[[File:Schadenfreude.png|left]] <br />
=== Schadenfreude ===<br />
The next enemy attack will regenerate mana equal to its damage.<br />
<br />
[[File:Scholar's Pact.png|left]] <br />
=== Scholar's Pact ===<br />
{{piety|-10}}, overheal and {{t|Might}} per levelup<br />
<br />
[[File:Spirit Pact.png|left]] <br />
=== Spirit Pact ===<br />
{{piety|-5}} and {{conversion|+15}} per item converted. Gained by worshiping {{g|The Pactmaker}}.<br />
<br />
[[File:Spirit Strength.png|left]]<br />
<br />
=== Spirit Strength ===<br />
Adds base damage until next attack.<br />
<br />
[[File:Stone form.png|left]] <br />
=== Stone form ===<br />
Adds {{t|Might}}, whenever a wall is destroyed.<br />
<br />
[[File:Stone skin.png|left]] <br />
=== Stone skin ===<br />
Temporary {{t|Physical resist}}. Grants 20% {{t|Physical resist}} per charge. Removed when taking damage from a monster (including Magical attacks).<br />
<br />
:Physical resist from {{t|Stone skin}} still abides by maximum resistance, so you cannot raise physical resistance above the maximum.<br />
<br />
[[File:Warrior's Pact.png|left]] <br />
=== Warrior's Pact ===<br />
{{piety|-3}} and +1 max health per kill. Gained by worshiping {{g|The Pactmaker}}.<br />
<br />
== Player Debuffs ==<br />
<br />
[[File:Consensus.png|left]] <br />
=== Consensus ===<br />
Lose {{piety|50 max}}.<br />
<br />
[[File:Corrosion.png|left]] <br />
=== Corrosion ===<br />
Corroded targets take extra damage equal to the number of Corrosion stacks when damaged.<br />
<br />
:Removal: {{i|Burn Salve}} (all stacks), {{boon|Cleansing}} (1 stack), {{g|Jehora Jeheyu}}'s Chaos Avatar (all stacks)<br />
<br />
[[File:Cursed.png|left]]<br />
<br />
=== Cursed ===<br />
While cursed, all sources of damage reduction and resistances you have are nullified. <br />
<br />
:Removal: Killing a non-{{t|Curse Bearer}} monster (1 stack), using {{s|IMAWAL}} on a XP-valuable monster (can also be a cursed one) (1 stack), {{boon|Greenblood}} (1 stack), {{boon|Enlightenment}} (all stacks)<br />
<br />
[[File:Exhausted.png|left]]<br />
<br />
=== Exhausted ===<br />
Mana won't regenerate until full health is restored.<br />
<br />
[[File:Mana Burned.png|left]] <br />
=== Mana Burned ===<br />
When mana burned, you do not regenerate mana from exploration and your mana is immediately set to 0.<br />
<br />
:Removal: Leveling up, drinking a {{i|Mana Potion}} or {{i|Burn Salve}}, {{boon|Cleansing}}, or equipping the {{i|Soul Orb}}.<br />
<br />
:Note: some effects, such as the {{s|BLUDTUPOWA}} glyph, can still restore your mana while mana-burned. These will not cure the affliction, however.<br />
<br />
[[File:Poisoned.png|left]] <br />
=== Poisoned ===<br />
The poisoned target (monster/player) does not regenerate HP from player exploration. <br />
<br />
:Removal: Leveling up, drinking a {{i|Health Potion}} or {{i|Fortitude Tonic}}, {{boon|Cleansing}}, casting {{s|HALPMEH}}, or equipping the {{i|Viper Ward}}.<br />
<br />
:Poison on monsters expires after the specified amount of tiles have been revealed.<br />
<br />
[[File:Slow Strike.png|left]] <br />
=== Slow Strike ===<br />
Will strike last in a combat round. For more details see [[Strike Order]].<br />
<br />
[[File:Weakened.png|left]] <br />
=== Weakened ===<br />
Your base damage is reduced by an amount equal to the number of stacks of Weakened.<br />
<br />
Removal: {{i|Fortitude Tonic}} (all stacks), {{boon|Cleansing}} (1 stack), {{g|Jehora Jeheyu}}'s Chaos Avatar (all stacks)<br />
<br />
== Applicable Monster Debuffs ==<br />
<br />
[[File:Burning.png|left]] <br />
=== Burning===<br />
One stack of Burning is applied to a monster when the attack source has the {{t|Burning}} trait. (BURNDAYRAZ or attack w/ Whurrgarbl). Only one enemy can be Burning at any given time.<br />
<br />
:Attacking another monster or applying an attack to the Burned monster from a non-Burning attack removes the trait, dealing Magical damage equal to the number of Burning stacks on expiration; hitting a monster with this trait using an attack which inflicts Burning will deal bonus damage equal to the number of pre-existing Burning stacks on it, then the new stacks are applied.<br />
<br />
:Maximum charges of Burning equal x2 of your current level.<br />
<br />
:When exploring tiles, a monster with this trait will regenerate HP as though it were 1 level lower than it actually is, regardless of how many stacks it has.<br />
<br />
[[File:Slowed.png|left]]<br />
=== Slowed ===<br />
The target has a slow attack speed, meaning that it will usually attack last in combat (and thus not injure the player for the final blow). See more details in [[strike order]]. <br />
<br />
:Being Slowed also disables the following monster traits: {{t|Blinks}}, {{t|Cowardly}}, {{t|First strike}}, {{t|Retaliate: Fireball}}. Killing a Slowed monster grants a bonus of 1 {{xp}}. If a monster has been Slowed, the effect will usually wear off as soon as the monster takes damage (including from {{s|BURNDAYRAZ}} or {{s|PISORF}}).<br />
<br />
[[File:Wicked Sick.png|left]] <br />
=== Wicked Sick ===<br />
The monster got leveled up by playing the guitar.<br />
<br />
[[File:Zotted.png|left]] <br />
=== Zotted ===<br />
The monster has its max hp halved by using the Orb of Zot.<br />
<br />
== Monster traits ==<br />
<br />
[[File:Berserks.png|left]] <br />
=== Berserks ===<br />
When monster's health is below the Berserk %, its attacks deal 50% more damage.<br />
<br />
[[File:Blinks.png|left]] <br />
=== Blinks ===<br />
When attacked, the monster will teleport to a random location on the map.<br />
<br />
:More precisely, if a blinking enemy is '''next to the player''' when a round of damage is finished being taken, it'll blink.<br />
Also, note that a slowed monster will not blink.<br />
<br />
:For example:<br />
:* Hitting or casting a fire ball to a blinking monster will make it blink.<br />
:* Hitting or casting a fire ball to a '''SLOWED''' blinking monster will NOT make it blink.<br />
:* '''Pisorfing''' a blinking monster '''into another''' monster will make it blink. It won't take [[Traits#Knockback|knockback]] damages.<br />
:* '''Pisorfing''' a blinking monster '''into a wall''' or '''empty air''', will NOT make it blink.<br />
:* '''Pisorfing''' a '''regular monster''' into a blinking monster will NOT make it blink.<br />
<br />
[[File:Bloodless.png|left]] <br />
=== Bloodless ===<br />
This monster does not leave behind a blood pool after being slain, and does not allow life steal.<br />
<br />
[[File:Cowardly.png|left]] <br />
=== Cowardly ===<br />
When attacked, the monster will flee the opposite direction of you if possible.<br />
<br />
To determine whether a monster will flee or not, it will use the same rule as [[Traits#Blinking|blinking]].<br />
<br />
[[File:Curse Bearer.png|left]] <br />
=== Curse Bearer ===<br />
Every time you kill or take damage from a Curse Bearer monster, you will gain a stack of Cursed.<br />
<br />
[[File:Corrosive.png|left]] <br />
=== Corrosive ===<br />
The monster's attack applies a stack of Corrosion. When killed, it leaves a pool of acid which applies Corrosion when stepped on instead of a blood pool.<br />
<br />
[[File:Death Protection.png|left]] <br />
=== Death Protection ===<br />
If a monster with Death Protection were to die, the next hit reduces it to 1 HP and a stack of Death Protection removed.<br />
<br />
[[File:Death-gaze.png|left]] <br />
=== Death-gaze ===<br />
Death-gaze is always accompanied by a percent value, if you get hit by a monster who has death gaze while your life is below the stated percent, you'll die by being turned to stone, the Next Hit prediction box will state "Petrified" when this is going to occur.<br />
<br />
[[File:Fast regen.png|left]] <br />
=== Fast regen ===<br />
The monster regenerates health twice as fast. {{t|Poisoned}} is depleted twice as quickly.<br />
<br />
[[File:Knockback.png|left]] <br />
=== Knockback ===<br />
When attacked, you are knocked back to the opposite direction of the monster. If you collide to a wall or monster, you will take additional damage equal to the Knockback %. Knockback damage cannot kill you.<br />
<br />
[[File:Life steal.png|left]] <br />
=== Life steal ===<br />
If you reveal a monster from exploration, your Hitpoints will be reduced to (100% - the Life steal percentage) and the monster will heal (beyond its max HP) the amount of damage it did.<br />
<br />
[[File:Magical attack.png|left]] <br />
<br />
=== Magical attack ===<br />
The attacks of the monster are considered Magical in nature, instead of Physical.<br />
<br />
[[File:Mana burn.png|left]]<br />
<br />
=== Mana Burn ===<br />
The monster's attack applies the {{t|Mana Burned}} debuff.<br />
<br />
[[File:No_Experience.png|left]] <br />
=== No Experience ===<br />
Killing the monster yields No Experience.<br />
<br />
[[File:Poisonous.png|left]] <br />
=== Poisonous ===<br />
The monster's attack applies the {{t|Poisoned}} debuff.<br />
<br />
[[File:Retaliate-_Fireball.png|left]] <br />
=== Retaliate: Fireball ===<br />
When this monster is attacked with a {{s|BURNDAYRAZ}} he will attack the caster. This retaliation deals half normal damage. Slowed monsters lose the ability to retaliate for one attack. Fireball always strikes first, and you will not suffer retaliation if you successfully kill the monster with the spell.<br />
<br />
:Note that monsters with the [[Traits#Weakening blow|weakening]] trait will also [[Traits#Weakened|weaken]] you when retaliating.<br />
<br />
[[File:Revives.png|left]] <br />
=== Revives ===<br />
Upon death the monster is replaced with a fully healthy monster. It is usually of a different type and is 1 level lower than the original or the second monster has {{t|No Experience}}.<br />
<br />
[[File:Spawns.png|left]] <br />
=== Spawns ===<br />
When attacked and not killed, the monster spawns a creature at the nearest empty tile. The spawned creature is particular to the monster, but it always the same level and grants {{t|No Experience}}<br />
<br />
[[File:Spawn Plants.png|left]] <br />
=== Spawn Plants ===<br />
When attacked and not killed, the monster spawns the specified amount of plants.<br />
<br />
[[File:Undead.png|left]] <br />
=== Undead ===<br />
Undead monsters are immune to {{t|Poisonous}} attacks and untargetable by {{s|APHEELSIK}}, and are susceptible to some Undead-specific effects.<br />
<br />
[[File:Weakening blow.png|left]] <br />
=== Weakening blow ===<br />
The monster's attack applies a stack of {{t|Weakened}}.<br />
<br />
[[File:Magic Immune.png|left]] <br />
=== Magic Immune ===<br />
The monster is immune to magic.<br />
<br />
[[File:Physical Immune.png|left]] <br />
=== Physical Immune ===<br />
The monster is immune to physical damage.<br />
<br />
<br />
{{MainNav}}</div>Eable2https://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Traits&diff=56299Traits2016-10-04T04:52:18Z<p>Eable2: /* Warrior's Pact */</p>
<hr />
<div>{{TOC right}}<br />
<br />
== Resistances ==<br />
[[File:Magic resist.png|left]]<br />
=== Magic resist ===<br />
All attacks of magical nature (this also includes {{s|APHEELSIK}}) toward the target are reduced by the stated amount (rounded down).<br />
<br />
:Non-damaging spells ({{s|IMAWAL}},{{s|WEYTWUT}},{{s|WONAFYT}}) have a percentage chance to fail equal to the target's magic resistance. {{s|PISORF}} will always work unless they have 100% magic resistance.<br />
<br />
[[File:Physical resist.png|left]] <br />
=== Physical resist ===<br />
All attacks of physical nature toward the target are reduced by the stated amount (rounded down).<br />
<br />
== Player Buffs ==<br />
[[File:Alchemist's Pact.png|left]]<br />
=== Alchemist's Pact ===<br />
{{piety|-4}} and +3 {{xp}} per health/mana potion. Gained by worshiping {{g|The Pactmaker}}.<br />
<br />
[[File:Blood Curse.png|left]]<br />
<br />
=== Blood Curse ===<br />
Level number increased by 1. Gained by worshiping {{g|Dracul}}.<br />
<br />
[[File:Body Pact.png|left]]<br />
<br />
=== Body Pact ===<br />
{{piety|-4}} and +1% physical and magical resistance per enemy attack (once per enemy). Gained by worshiping {{g|The Pactmaker}}.<br />
<br />
[[File:Burning Strike.png|left]]<br />
<br />
=== Burning Strike ===<br />
Attacks add one level of {{t|Burning}} to the target. Does 1 magical damage per stack.<br />
<br />
[[File:Chaos Form.png|left]] <br />
=== Chaos Form ===<br />
Accepted Avatar of Jehora Jeheyu.<br />
<br />
[[File:Consecrated Strike.png|left]] <br />
=== Consecrated Strike ===<br />
Temporary Magic Attack.<br />
<br />
[[File:Corrosive.png|left]] <br />
=== Corrosive ===<br />
Corrosive Attack (target permanently takes extra damage).<br />
<br />
[[File:Crushing Blow.png|left]]<br />
<br />
=== Crushing Blow ===<br />
The next strike lower's the target enemy's health to 75% unless it would do more damage otherwise. Gained by drinking {{i|Can of Whupaz}}.<br />
<br />
[[File:Curse Immune.png|left]]<br />
<br />
=== Curse Immune ===<br />
Immune to curses.<br />
<br />
[[File:Damage Reduction.png|left]] <br />
=== Damage Reduction ===<br />
Incoming damage is reduced by the {{t|Damage Reduction}} amount.<br />
<br />
[[File:Death Gaze Immune.png|left]] <br />
=== Death Gaze Immune ===<br />
Death Gazes have no effect.<br />
<br />
[[File:Death Protection.png|left]] <br />
=== Death Protection ===<br />
Next time you would die, you will instead survive with 1 HP left. The next hit prediction box will state "Barely Alive" instead of "Death" when Death Protection is about to be consumed. If the hit will kill the monster it will predict "Barely Win" instead of "Barely Alive"<br />
<br />
[[File:Dodge.png|left]] <br />
=== Dodge ===<br />
When you take damage, there is a chance equal to your Dodge % that the next damage you take can be dodged, preventing you from taking damage.<br />
<br />
:All temporary sources of Dodge provide Dodge prediction, where the next hit prediction box will state "Dodge!" when the next attack received will be dodged.<br />
<br />
[[File:Experience Boost.png|left]] <br />
=== Experience Boost ===<br />
Your next monster kill will grant 50% more {{xp}}, rounded down. This is consumed even by killing a {{t|No Experience}} enemy, granting 0 bonus {{xp}}. Any bonus experience earned from killing higher-level monsters is also multiplied.<br />
<br />
[[File:First strike.png|left]] <br />
=== First strike ===<br />
First strike changes the usual [[strike order]]: If your next attack will kill an higher level opponent, first strike will allow to you to kill him without letting him damaging you. This only works for the final blow, and if the opponent doesn't have {{t|First strike}} as well.<br />
<br />
[[File:HeavyFireball.png|left]] <br />
=== Heavy Fireball ===<br />
Fireballs do +4 damage per level and apply immediately the maximum of {{t|Burning}} stacks. Monsters retaliate with 50% attack when damaged with fireballs.<br />
<br />
[[File:Humility.png|left]]<br />
=== Humility ===<br />
Level lowered by one.<br />
<br />
[[File:Indulgence.png|left]] <br />
=== Indulgence ===<br />
Avoid next {{piety|x}} penalty.<br />
<br />
[[File:Knockback.png|left]] <br />
=== Knockback ===<br />
Attacks by a knockback entity will cause the target to be knocked back the opposite direction, and will cause specific effects based on the tile behind it:<br />
* '''A wall''': the wall is destroyed, the target takes its place, and it is dealt Knockback% of your base damage as typeless damage.<br />
* '''A monster''': both entities are dealt 80% of Knockback% of your base damage as typeless damage.<br />
* '''Empty''': the target is moved to the empty tile<br />
* '''Indestructible tile or map edge''': no effect<br />
<br />
:Knockback damage is applied after normal damage: if you are relying on the knockback damage to finish off the monster, first strike won't be of any use and your opponent will have time to hit you.<br />
<br />
:Also, note that the knockback damage is applied after the [[Traits#Cowardly|cowardly]] effect. Thus when fighting a monster with this trait:<br />
:* if you throw it '''into a wall''', it will take knockback damage<br />
:* if you throw it '''into a monster''', it will escape before taking knockback damage<br />
<br />
[[File:Learning.png|left]]<br />
<br />
=== Learning ===<br />
Grants 1 extra {{xp}} upon killing an enemy, doesn't work on {{t|No Experience}} enemies, not to be confused with {{t|Experience Boost}}. Can be stacked.<br />
<br />
[[File:Lekon Devout.png|left]]<br />
=== Lekon Devout ===<br />
Killing goats grants {{piety|2}}.<br />
<br />
[[File:Life steal.png|left]] <br />
=== Life Steal ===<br />
Attacking a monster heals you equal to (Life steal x your level). Attacking a lower level monster heals double the amount. The health gained from Life Steal can heal you beyond your maximum HP.<br />
<br />
:The health is recovered directly after your hit. This means striking first can give you a chance at hitting an enemy for which your current health would be too low otherwise.<br />
<br />
[[File:Magical Attack (Player).png|left]]<br />
<br />
=== Magical Attack (Player) ===<br />
Deals magic damage.<br />
<br />
[[File:Mana Burn Immune.png|left]] <br />
=== Mana Burn Immune ===<br />
Immune to mana burn.<br />
<br />
[[File:Might.png|left]] <br />
=== Might ===<br />
Temporarily boosts your next physical attack by 30% and reduces {{t|Physical resist}} and {{t|Magic resist}} of the enemy by 3%. <br />
<br />
[[File:Mystic Balance.png|left]] <br />
=== Mystic Balance ===<br />
Averages glyph costs towards 5.<br />
<br />
[[File:Petition.png|left]] <br />
=== Petition ===<br />
No random punishments.<br />
<br />
[[File:PiercePhysical.png|left]] <br />
=== Pierce Physical ===<br />
Regular attack pierces 35% physical resistance.<br />
<br />
[[File:Poison Immune.png|left]] <br />
=== Poison Immune ===<br />
Immune to poison.<br />
<br />
[[File:Poisonous.png|left]] <br />
=== Poisonous ===<br />
Applies the {{t|Poisoned}} debuff on the target.<br />
<br />
[[File:Prestige.png|left]] <br />
=== Prestige ===<br />
The number level ups after level 10.<br />
<br />
[[File:Reflexes.png|left]] <br />
=== Reflexes ===<br />
Guaranteed retaliation against next monster strike.<br />
<br />
[[File:Refreshment.png|left]] <br />
=== Refreshment ===<br />
Restore mana on glyph convert (Mystera: 50%, other god: 25%)<br />
<br />
[[File:Sanguine.png|left]] <br />
=== Sanguine ===<br />
Can drink a blood pool to heal a percentage of your max health equal to the level of Sanguine. <br />
<br />
:If there is more than one pool on one tile (you killed more than one monster there), their effect stack. However, you will have to remember where these multiple pools are, as there is no obvious sign to recognize them.<br />
<br />
[[File:Schadenfreude.png|left]] <br />
=== Schadenfreude ===<br />
The next enemy attack will regenerate mana equal to its damage.<br />
<br />
[[File:Scholar's Pact.png|left]] <br />
=== Scholar's Pact ===<br />
{{piety|-10}}, overheal and {{t|Might}} per levelup<br />
<br />
[[File:Spirit Pact.png|left]] <br />
=== Spirit Pact ===<br />
{{piety|-5}} and {{conversion|+15}} per item converted<br />
<br />
[[File:Spirit Strength.png|left]] <br />
=== Spirit Strength ===<br />
Adds base damage until next attack.<br />
<br />
[[File:Stone form.png|left]] <br />
=== Stone form ===<br />
Adds {{t|Might}}, whenever a wall is destroyed.<br />
<br />
[[File:Stone skin.png|left]] <br />
=== Stone skin ===<br />
Temporary {{t|Physical resist}}. Grants 20% {{t|Physical resist}} per charge. Removed when taking damage from a monster (including Magical attacks).<br />
<br />
:Physical resist from {{t|Stone skin}} still abides by maximum resistance, so you cannot raise physical resistance above the maximum.<br />
<br />
[[File:Warrior's Pact.png|left]] <br />
=== Warrior's Pact ===<br />
{{piety|-3}} and +1 max health per kill. Gained by worshiping {{g|The Pactmaker}}.<br />
<br />
== Player Debuffs ==<br />
<br />
[[File:Consensus.png|left]] <br />
=== Consensus ===<br />
Lose {{piety|50 max}}.<br />
<br />
[[File:Corrosion.png|left]] <br />
=== Corrosion ===<br />
Corroded targets take extra damage equal to the number of Corrosion stacks when damaged.<br />
<br />
:Removal: {{i|Burn Salve}} (all stacks), {{boon|Cleansing}} (1 stack), {{g|Jehora Jeheyu}}'s Chaos Avatar (all stacks)<br />
<br />
[[File:Cursed.png|left]]<br />
<br />
=== Cursed ===<br />
While cursed, all sources of damage reduction and resistances you have are nullified. <br />
<br />
:Removal: Killing a non-{{t|Curse Bearer}} monster (1 stack), using {{s|IMAWAL}} on a XP-valuable monster (can also be a cursed one) (1 stack), {{boon|Greenblood}} (1 stack), {{boon|Enlightenment}} (all stacks)<br />
<br />
[[File:Exhausted.png|left]]<br />
<br />
=== Exhausted ===<br />
Mana won't regenerate until full health is restored.<br />
<br />
[[File:Mana Burned.png|left]] <br />
=== Mana Burned ===<br />
When mana burned, you do not regenerate mana from exploration and your mana is immediately set to 0.<br />
<br />
:Removal: Leveling up, drinking a {{i|Mana Potion}} or {{i|Burn Salve}}, {{boon|Cleansing}}, or equipping the {{i|Soul Orb}}.<br />
<br />
:Note: some effects, such as the {{s|BLUDTUPOWA}} glyph, can still restore your mana while mana-burned. These will not cure the affliction, however.<br />
<br />
[[File:Poisoned.png|left]] <br />
=== Poisoned ===<br />
The poisoned target (monster/player) does not regenerate HP from player exploration. <br />
<br />
:Removal: Leveling up, drinking a {{i|Health Potion}} or {{i|Fortitude Tonic}}, {{boon|Cleansing}}, casting {{s|HALPMEH}}, or equipping the {{i|Viper Ward}}.<br />
<br />
:Poison on monsters expires after the specified amount of tiles have been revealed.<br />
<br />
[[File:Slow Strike.png|left]] <br />
=== Slow Strike ===<br />
Will strike last in a combat round. For more details see [[Strike Order]].<br />
<br />
[[File:Weakened.png|left]] <br />
=== Weakened ===<br />
Your base damage is reduced by an amount equal to the number of stacks of Weakened.<br />
<br />
Removal: {{i|Fortitude Tonic}} (all stacks), {{boon|Cleansing}} (1 stack), {{g|Jehora Jeheyu}}'s Chaos Avatar (all stacks)<br />
<br />
== Applicable Monster Debuffs ==<br />
<br />
[[File:Burning.png|left]] <br />
=== Burning===<br />
One stack of Burning is applied to a monster when the attack source has the {{t|Burning}} trait. (BURNDAYRAZ or attack w/ Whurrgarbl). Only one enemy can be Burning at any given time.<br />
<br />
:Attacking another monster or applying an attack to the Burned monster from a non-Burning attack removes the trait, dealing Magical damage equal to the number of Burning stacks on expiration; hitting a monster with this trait using an attack which inflicts Burning will deal bonus damage equal to the number of pre-existing Burning stacks on it, then the new stacks are applied.<br />
<br />
:Maximum charges of Burning equal x2 of your current level.<br />
<br />
:When exploring tiles, a monster with this trait will regenerate HP as though it were 1 level lower than it actually is, regardless of how many stacks it has.<br />
<br />
[[File:Slowed.png|left]]<br />
=== Slowed ===<br />
The target has a slow attack speed, meaning that it will usually attack last in combat (and thus not injure the player for the final blow). See more details in [[strike order]]. <br />
<br />
:Being Slowed also disables the following monster traits: {{t|Blinks}}, {{t|Cowardly}}, {{t|First strike}}, {{t|Retaliate: Fireball}}. Killing a Slowed monster grants a bonus of 1 {{xp}}. If a monster has been Slowed, the effect will usually wear off as soon as the monster takes damage (including from {{s|BURNDAYRAZ}} or {{s|PISORF}}).<br />
<br />
[[File:Wicked Sick.png|left]] <br />
=== Wicked Sick ===<br />
The monster got leveled up by playing the guitar.<br />
<br />
[[File:Zotted.png|left]] <br />
=== Zotted ===<br />
The monster has its max hp halved by using the Orb of Zot.<br />
<br />
== Monster traits ==<br />
<br />
[[File:Berserks.png|left]] <br />
=== Berserks ===<br />
When monster's health is below the Berserk %, its attacks deal 50% more damage.<br />
<br />
[[File:Blinks.png|left]] <br />
=== Blinks ===<br />
When attacked, the monster will teleport to a random location on the map.<br />
<br />
:More precisely, if a blinking enemy is '''next to the player''' when a round of damage is finished being taken, it'll blink.<br />
Also, note that a slowed monster will not blink.<br />
<br />
:For example:<br />
:* Hitting or casting a fire ball to a blinking monster will make it blink.<br />
:* Hitting or casting a fire ball to a '''SLOWED''' blinking monster will NOT make it blink.<br />
:* '''Pisorfing''' a blinking monster '''into another''' monster will make it blink. It won't take [[Traits#Knockback|knockback]] damages.<br />
:* '''Pisorfing''' a blinking monster '''into a wall''' or '''empty air''', will NOT make it blink.<br />
:* '''Pisorfing''' a '''regular monster''' into a blinking monster will NOT make it blink.<br />
<br />
[[File:Bloodless.png|left]] <br />
=== Bloodless ===<br />
This monster does not leave behind a blood pool after being slain, and does not allow life steal.<br />
<br />
[[File:Cowardly.png|left]] <br />
=== Cowardly ===<br />
When attacked, the monster will flee the opposite direction of you if possible.<br />
<br />
To determine whether a monster will flee or not, it will use the same rule as [[Traits#Blinking|blinking]].<br />
<br />
[[File:Curse Bearer.png|left]] <br />
=== Curse Bearer ===<br />
Every time you kill or take damage from a Curse Bearer monster, you will gain a stack of Cursed.<br />
<br />
[[File:Corrosive.png|left]] <br />
=== Corrosive ===<br />
The monster's attack applies a stack of Corrosion. When killed, it leaves a pool of acid which applies Corrosion when stepped on instead of a blood pool.<br />
<br />
[[File:Death Protection.png|left]] <br />
=== Death Protection ===<br />
If a monster with Death Protection were to die, the next hit reduces it to 1 HP and a stack of Death Protection removed.<br />
<br />
[[File:Death-gaze.png|left]] <br />
=== Death-gaze ===<br />
Death-gaze is always accompanied by a percent value, if you get hit by a monster who has death gaze while your life is below the stated percent, you'll die by being turned to stone, the Next Hit prediction box will state "Petrified" when this is going to occur.<br />
<br />
[[File:Fast regen.png|left]] <br />
=== Fast regen ===<br />
The monster regenerates health twice as fast. {{t|Poisoned}} is depleted twice as quickly.<br />
<br />
[[File:Knockback.png|left]] <br />
=== Knockback ===<br />
When attacked, you are knocked back to the opposite direction of the monster. If you collide to a wall or monster, you will take additional damage equal to the Knockback %. Knockback damage cannot kill you.<br />
<br />
[[File:Life steal.png|left]] <br />
=== Life steal ===<br />
If you reveal a monster from exploration, your Hitpoints will be reduced to (100% - the Life steal percentage) and the monster will heal (beyond its max HP) the amount of damage it did.<br />
<br />
[[File:Magical attack.png|left]] <br />
<br />
=== Magical attack ===<br />
The attacks of the monster are considered Magical in nature, instead of Physical.<br />
<br />
[[File:Mana burn.png|left]]<br />
<br />
=== Mana Burn ===<br />
The monster's attack applies the {{t|Mana Burned}} debuff.<br />
<br />
[[File:No_Experience.png|left]] <br />
=== No Experience ===<br />
Killing the monster yields No Experience.<br />
<br />
[[File:Poisonous.png|left]] <br />
=== Poisonous ===<br />
The monster's attack applies the {{t|Poisoned}} debuff.<br />
<br />
[[File:Retaliate-_Fireball.png|left]] <br />
=== Retaliate: Fireball ===<br />
When this monster is attacked with a {{s|BURNDAYRAZ}} he will attack the caster. This retaliation deals half normal damage. Slowed monsters lose the ability to retaliate for one attack. Fireball always strikes first, and you will not suffer retaliation if you successfully kill the monster with the spell.<br />
<br />
:Note that monsters with the [[Traits#Weakening blow|weakening]] trait will also [[Traits#Weakened|weaken]] you when retaliating.<br />
<br />
[[File:Revives.png|left]] <br />
=== Revives ===<br />
Upon death the monster is replaced with a fully healthy monster. It is usually of a different type and is 1 level lower than the original or the second monster has {{t|No Experience}}.<br />
<br />
[[File:Spawns.png|left]] <br />
=== Spawns ===<br />
When attacked and not killed, the monster spawns a creature at the nearest empty tile. The spawned creature is particular to the monster, but it always the same level and grants {{t|No Experience}}<br />
<br />
[[File:Spawn Plants.png|left]] <br />
=== Spawn Plants ===<br />
When attacked and not killed, the monster spawns the specified amount of plants.<br />
<br />
[[File:Undead.png|left]] <br />
=== Undead ===<br />
Undead monsters are immune to {{t|Poisonous}} attacks and untargetable by {{s|APHEELSIK}}, and are susceptible to some Undead-specific effects.<br />
<br />
[[File:Weakening blow.png|left]] <br />
=== Weakening blow ===<br />
The monster's attack applies a stack of {{t|Weakened}}.<br />
<br />
[[File:Magic Immune.png|left]] <br />
=== Magic Immune ===<br />
The monster is immune to magic.<br />
<br />
[[File:Physical Immune.png|left]] <br />
=== Physical Immune ===<br />
The monster is immune to physical damage.<br />
<br />
<br />
{{MainNav}}</div>Eable2https://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Traits&diff=56298Traits2016-10-04T04:51:50Z<p>Eable2: /* Body Pact */</p>
<hr />
<div>{{TOC right}}<br />
<br />
== Resistances ==<br />
[[File:Magic resist.png|left]]<br />
=== Magic resist ===<br />
All attacks of magical nature (this also includes {{s|APHEELSIK}}) toward the target are reduced by the stated amount (rounded down).<br />
<br />
:Non-damaging spells ({{s|IMAWAL}},{{s|WEYTWUT}},{{s|WONAFYT}}) have a percentage chance to fail equal to the target's magic resistance. {{s|PISORF}} will always work unless they have 100% magic resistance.<br />
<br />
[[File:Physical resist.png|left]] <br />
=== Physical resist ===<br />
All attacks of physical nature toward the target are reduced by the stated amount (rounded down).<br />
<br />
== Player Buffs ==<br />
[[File:Alchemist's Pact.png|left]]<br />
=== Alchemist's Pact ===<br />
{{piety|-4}} and +3 {{xp}} per health/mana potion. Gained by worshiping {{g|The Pactmaker}}.<br />
<br />
[[File:Blood Curse.png|left]]<br />
<br />
=== Blood Curse ===<br />
Level number increased by 1. Gained by worshiping {{g|Dracul}}.<br />
<br />
[[File:Body Pact.png|left]]<br />
<br />
=== Body Pact ===<br />
{{piety|-4}} and +1% physical and magical resistance per enemy attack (once per enemy). Gained by worshiping {{g|The Pactmaker}}.<br />
<br />
[[File:Burning Strike.png|left]]<br />
<br />
=== Burning Strike ===<br />
Attacks add one level of {{t|Burning}} to the target. Does 1 magical damage per stack.<br />
<br />
[[File:Chaos Form.png|left]] <br />
=== Chaos Form ===<br />
Accepted Avatar of Jehora Jeheyu.<br />
<br />
[[File:Consecrated Strike.png|left]] <br />
=== Consecrated Strike ===<br />
Temporary Magic Attack.<br />
<br />
[[File:Corrosive.png|left]] <br />
=== Corrosive ===<br />
Corrosive Attack (target permanently takes extra damage).<br />
<br />
[[File:Crushing Blow.png|left]]<br />
<br />
=== Crushing Blow ===<br />
The next strike lower's the target enemy's health to 75% unless it would do more damage otherwise. Gained by drinking {{i|Can of Whupaz}}.<br />
<br />
[[File:Curse Immune.png|left]]<br />
<br />
=== Curse Immune ===<br />
Immune to curses.<br />
<br />
[[File:Damage Reduction.png|left]] <br />
=== Damage Reduction ===<br />
Incoming damage is reduced by the {{t|Damage Reduction}} amount.<br />
<br />
[[File:Death Gaze Immune.png|left]] <br />
=== Death Gaze Immune ===<br />
Death Gazes have no effect.<br />
<br />
[[File:Death Protection.png|left]] <br />
=== Death Protection ===<br />
Next time you would die, you will instead survive with 1 HP left. The next hit prediction box will state "Barely Alive" instead of "Death" when Death Protection is about to be consumed. If the hit will kill the monster it will predict "Barely Win" instead of "Barely Alive"<br />
<br />
[[File:Dodge.png|left]] <br />
=== Dodge ===<br />
When you take damage, there is a chance equal to your Dodge % that the next damage you take can be dodged, preventing you from taking damage.<br />
<br />
:All temporary sources of Dodge provide Dodge prediction, where the next hit prediction box will state "Dodge!" when the next attack received will be dodged.<br />
<br />
[[File:Experience Boost.png|left]] <br />
=== Experience Boost ===<br />
Your next monster kill will grant 50% more {{xp}}, rounded down. This is consumed even by killing a {{t|No Experience}} enemy, granting 0 bonus {{xp}}. Any bonus experience earned from killing higher-level monsters is also multiplied.<br />
<br />
[[File:First strike.png|left]] <br />
=== First strike ===<br />
First strike changes the usual [[strike order]]: If your next attack will kill an higher level opponent, first strike will allow to you to kill him without letting him damaging you. This only works for the final blow, and if the opponent doesn't have {{t|First strike}} as well.<br />
<br />
[[File:HeavyFireball.png|left]] <br />
=== Heavy Fireball ===<br />
Fireballs do +4 damage per level and apply immediately the maximum of {{t|Burning}} stacks. Monsters retaliate with 50% attack when damaged with fireballs.<br />
<br />
[[File:Humility.png|left]]<br />
=== Humility ===<br />
Level lowered by one.<br />
<br />
[[File:Indulgence.png|left]] <br />
=== Indulgence ===<br />
Avoid next {{piety|x}} penalty.<br />
<br />
[[File:Knockback.png|left]] <br />
=== Knockback ===<br />
Attacks by a knockback entity will cause the target to be knocked back the opposite direction, and will cause specific effects based on the tile behind it:<br />
* '''A wall''': the wall is destroyed, the target takes its place, and it is dealt Knockback% of your base damage as typeless damage.<br />
* '''A monster''': both entities are dealt 80% of Knockback% of your base damage as typeless damage.<br />
* '''Empty''': the target is moved to the empty tile<br />
* '''Indestructible tile or map edge''': no effect<br />
<br />
:Knockback damage is applied after normal damage: if you are relying on the knockback damage to finish off the monster, first strike won't be of any use and your opponent will have time to hit you.<br />
<br />
:Also, note that the knockback damage is applied after the [[Traits#Cowardly|cowardly]] effect. Thus when fighting a monster with this trait:<br />
:* if you throw it '''into a wall''', it will take knockback damage<br />
:* if you throw it '''into a monster''', it will escape before taking knockback damage<br />
<br />
[[File:Learning.png|left]]<br />
<br />
=== Learning ===<br />
Grants 1 extra {{xp}} upon killing an enemy, doesn't work on {{t|No Experience}} enemies, not to be confused with {{t|Experience Boost}}. Can be stacked.<br />
<br />
[[File:Lekon Devout.png|left]]<br />
=== Lekon Devout ===<br />
Killing goats grants {{piety|2}}.<br />
<br />
[[File:Life steal.png|left]] <br />
=== Life Steal ===<br />
Attacking a monster heals you equal to (Life steal x your level). Attacking a lower level monster heals double the amount. The health gained from Life Steal can heal you beyond your maximum HP.<br />
<br />
:The health is recovered directly after your hit. This means striking first can give you a chance at hitting an enemy for which your current health would be too low otherwise.<br />
<br />
[[File:Magical Attack (Player).png|left]]<br />
<br />
=== Magical Attack (Player) ===<br />
Deals magic damage.<br />
<br />
[[File:Mana Burn Immune.png|left]] <br />
=== Mana Burn Immune ===<br />
Immune to mana burn.<br />
<br />
[[File:Might.png|left]] <br />
=== Might ===<br />
Temporarily boosts your next physical attack by 30% and reduces {{t|Physical resist}} and {{t|Magic resist}} of the enemy by 3%. <br />
<br />
[[File:Mystic Balance.png|left]] <br />
=== Mystic Balance ===<br />
Averages glyph costs towards 5.<br />
<br />
[[File:Petition.png|left]] <br />
=== Petition ===<br />
No random punishments.<br />
<br />
[[File:PiercePhysical.png|left]] <br />
=== Pierce Physical ===<br />
Regular attack pierces 35% physical resistance.<br />
<br />
[[File:Poison Immune.png|left]] <br />
=== Poison Immune ===<br />
Immune to poison.<br />
<br />
[[File:Poisonous.png|left]] <br />
=== Poisonous ===<br />
Applies the {{t|Poisoned}} debuff on the target.<br />
<br />
[[File:Prestige.png|left]] <br />
=== Prestige ===<br />
The number level ups after level 10.<br />
<br />
[[File:Reflexes.png|left]] <br />
=== Reflexes ===<br />
Guaranteed retaliation against next monster strike.<br />
<br />
[[File:Refreshment.png|left]] <br />
=== Refreshment ===<br />
Restore mana on glyph convert (Mystera: 50%, other god: 25%)<br />
<br />
[[File:Sanguine.png|left]] <br />
=== Sanguine ===<br />
Can drink a blood pool to heal a percentage of your max health equal to the level of Sanguine. <br />
<br />
:If there is more than one pool on one tile (you killed more than one monster there), their effect stack. However, you will have to remember where these multiple pools are, as there is no obvious sign to recognize them.<br />
<br />
[[File:Schadenfreude.png|left]] <br />
=== Schadenfreude ===<br />
The next enemy attack will regenerate mana equal to its damage.<br />
<br />
[[File:Scholar's Pact.png|left]] <br />
=== Scholar's Pact ===<br />
{{piety|-10}}, overheal and {{t|Might}} per levelup<br />
<br />
[[File:Spirit Pact.png|left]] <br />
=== Spirit Pact ===<br />
{{piety|-5}} and {{conversion|+15}} per item converted<br />
<br />
[[File:Spirit Strength.png|left]] <br />
=== Spirit Strength ===<br />
Adds base damage until next attack.<br />
<br />
[[File:Stone form.png|left]] <br />
=== Stone form ===<br />
Adds {{t|Might}}, whenever a wall is destroyed.<br />
<br />
[[File:Stone skin.png|left]] <br />
=== Stone skin ===<br />
Temporary {{t|Physical resist}}. Grants 20% {{t|Physical resist}} per charge. Removed when taking damage from a monster (including Magical attacks).<br />
<br />
:Physical resist from {{t|Stone skin}} still abides by maximum resistance, so you cannot raise physical resistance above the maximum.<br />
<br />
[[File:Warrior's Pact.png|left]] <br />
=== Warrior's Pact ===<br />
{{piety|-3}} and +1 max health per kill<br />
<br />
== Player Debuffs ==<br />
<br />
[[File:Consensus.png|left]] <br />
=== Consensus ===<br />
Lose {{piety|50 max}}.<br />
<br />
[[File:Corrosion.png|left]] <br />
=== Corrosion ===<br />
Corroded targets take extra damage equal to the number of Corrosion stacks when damaged.<br />
<br />
:Removal: {{i|Burn Salve}} (all stacks), {{boon|Cleansing}} (1 stack), {{g|Jehora Jeheyu}}'s Chaos Avatar (all stacks)<br />
<br />
[[File:Cursed.png|left]]<br />
<br />
=== Cursed ===<br />
While cursed, all sources of damage reduction and resistances you have are nullified. <br />
<br />
:Removal: Killing a non-{{t|Curse Bearer}} monster (1 stack), using {{s|IMAWAL}} on a XP-valuable monster (can also be a cursed one) (1 stack), {{boon|Greenblood}} (1 stack), {{boon|Enlightenment}} (all stacks)<br />
<br />
[[File:Exhausted.png|left]]<br />
<br />
=== Exhausted ===<br />
Mana won't regenerate until full health is restored.<br />
<br />
[[File:Mana Burned.png|left]] <br />
=== Mana Burned ===<br />
When mana burned, you do not regenerate mana from exploration and your mana is immediately set to 0.<br />
<br />
:Removal: Leveling up, drinking a {{i|Mana Potion}} or {{i|Burn Salve}}, {{boon|Cleansing}}, or equipping the {{i|Soul Orb}}.<br />
<br />
:Note: some effects, such as the {{s|BLUDTUPOWA}} glyph, can still restore your mana while mana-burned. These will not cure the affliction, however.<br />
<br />
[[File:Poisoned.png|left]] <br />
=== Poisoned ===<br />
The poisoned target (monster/player) does not regenerate HP from player exploration. <br />
<br />
:Removal: Leveling up, drinking a {{i|Health Potion}} or {{i|Fortitude Tonic}}, {{boon|Cleansing}}, casting {{s|HALPMEH}}, or equipping the {{i|Viper Ward}}.<br />
<br />
:Poison on monsters expires after the specified amount of tiles have been revealed.<br />
<br />
[[File:Slow Strike.png|left]] <br />
=== Slow Strike ===<br />
Will strike last in a combat round. For more details see [[Strike Order]].<br />
<br />
[[File:Weakened.png|left]] <br />
=== Weakened ===<br />
Your base damage is reduced by an amount equal to the number of stacks of Weakened.<br />
<br />
Removal: {{i|Fortitude Tonic}} (all stacks), {{boon|Cleansing}} (1 stack), {{g|Jehora Jeheyu}}'s Chaos Avatar (all stacks)<br />
<br />
== Applicable Monster Debuffs ==<br />
<br />
[[File:Burning.png|left]] <br />
=== Burning===<br />
One stack of Burning is applied to a monster when the attack source has the {{t|Burning}} trait. (BURNDAYRAZ or attack w/ Whurrgarbl). Only one enemy can be Burning at any given time.<br />
<br />
:Attacking another monster or applying an attack to the Burned monster from a non-Burning attack removes the trait, dealing Magical damage equal to the number of Burning stacks on expiration; hitting a monster with this trait using an attack which inflicts Burning will deal bonus damage equal to the number of pre-existing Burning stacks on it, then the new stacks are applied.<br />
<br />
:Maximum charges of Burning equal x2 of your current level.<br />
<br />
:When exploring tiles, a monster with this trait will regenerate HP as though it were 1 level lower than it actually is, regardless of how many stacks it has.<br />
<br />
[[File:Slowed.png|left]]<br />
=== Slowed ===<br />
The target has a slow attack speed, meaning that it will usually attack last in combat (and thus not injure the player for the final blow). See more details in [[strike order]]. <br />
<br />
:Being Slowed also disables the following monster traits: {{t|Blinks}}, {{t|Cowardly}}, {{t|First strike}}, {{t|Retaliate: Fireball}}. Killing a Slowed monster grants a bonus of 1 {{xp}}. If a monster has been Slowed, the effect will usually wear off as soon as the monster takes damage (including from {{s|BURNDAYRAZ}} or {{s|PISORF}}).<br />
<br />
[[File:Wicked Sick.png|left]] <br />
=== Wicked Sick ===<br />
The monster got leveled up by playing the guitar.<br />
<br />
[[File:Zotted.png|left]] <br />
=== Zotted ===<br />
The monster has its max hp halved by using the Orb of Zot.<br />
<br />
== Monster traits ==<br />
<br />
[[File:Berserks.png|left]] <br />
=== Berserks ===<br />
When monster's health is below the Berserk %, its attacks deal 50% more damage.<br />
<br />
[[File:Blinks.png|left]] <br />
=== Blinks ===<br />
When attacked, the monster will teleport to a random location on the map.<br />
<br />
:More precisely, if a blinking enemy is '''next to the player''' when a round of damage is finished being taken, it'll blink.<br />
Also, note that a slowed monster will not blink.<br />
<br />
:For example:<br />
:* Hitting or casting a fire ball to a blinking monster will make it blink.<br />
:* Hitting or casting a fire ball to a '''SLOWED''' blinking monster will NOT make it blink.<br />
:* '''Pisorfing''' a blinking monster '''into another''' monster will make it blink. It won't take [[Traits#Knockback|knockback]] damages.<br />
:* '''Pisorfing''' a blinking monster '''into a wall''' or '''empty air''', will NOT make it blink.<br />
:* '''Pisorfing''' a '''regular monster''' into a blinking monster will NOT make it blink.<br />
<br />
[[File:Bloodless.png|left]] <br />
=== Bloodless ===<br />
This monster does not leave behind a blood pool after being slain, and does not allow life steal.<br />
<br />
[[File:Cowardly.png|left]] <br />
=== Cowardly ===<br />
When attacked, the monster will flee the opposite direction of you if possible.<br />
<br />
To determine whether a monster will flee or not, it will use the same rule as [[Traits#Blinking|blinking]].<br />
<br />
[[File:Curse Bearer.png|left]] <br />
=== Curse Bearer ===<br />
Every time you kill or take damage from a Curse Bearer monster, you will gain a stack of Cursed.<br />
<br />
[[File:Corrosive.png|left]] <br />
=== Corrosive ===<br />
The monster's attack applies a stack of Corrosion. When killed, it leaves a pool of acid which applies Corrosion when stepped on instead of a blood pool.<br />
<br />
[[File:Death Protection.png|left]] <br />
=== Death Protection ===<br />
If a monster with Death Protection were to die, the next hit reduces it to 1 HP and a stack of Death Protection removed.<br />
<br />
[[File:Death-gaze.png|left]] <br />
=== Death-gaze ===<br />
Death-gaze is always accompanied by a percent value, if you get hit by a monster who has death gaze while your life is below the stated percent, you'll die by being turned to stone, the Next Hit prediction box will state "Petrified" when this is going to occur.<br />
<br />
[[File:Fast regen.png|left]] <br />
=== Fast regen ===<br />
The monster regenerates health twice as fast. {{t|Poisoned}} is depleted twice as quickly.<br />
<br />
[[File:Knockback.png|left]] <br />
=== Knockback ===<br />
When attacked, you are knocked back to the opposite direction of the monster. If you collide to a wall or monster, you will take additional damage equal to the Knockback %. Knockback damage cannot kill you.<br />
<br />
[[File:Life steal.png|left]] <br />
=== Life steal ===<br />
If you reveal a monster from exploration, your Hitpoints will be reduced to (100% - the Life steal percentage) and the monster will heal (beyond its max HP) the amount of damage it did.<br />
<br />
[[File:Magical attack.png|left]] <br />
<br />
=== Magical attack ===<br />
The attacks of the monster are considered Magical in nature, instead of Physical.<br />
<br />
[[File:Mana burn.png|left]]<br />
<br />
=== Mana Burn ===<br />
The monster's attack applies the {{t|Mana Burned}} debuff.<br />
<br />
[[File:No_Experience.png|left]] <br />
=== No Experience ===<br />
Killing the monster yields No Experience.<br />
<br />
[[File:Poisonous.png|left]] <br />
=== Poisonous ===<br />
The monster's attack applies the {{t|Poisoned}} debuff.<br />
<br />
[[File:Retaliate-_Fireball.png|left]] <br />
=== Retaliate: Fireball ===<br />
When this monster is attacked with a {{s|BURNDAYRAZ}} he will attack the caster. This retaliation deals half normal damage. Slowed monsters lose the ability to retaliate for one attack. Fireball always strikes first, and you will not suffer retaliation if you successfully kill the monster with the spell.<br />
<br />
:Note that monsters with the [[Traits#Weakening blow|weakening]] trait will also [[Traits#Weakened|weaken]] you when retaliating.<br />
<br />
[[File:Revives.png|left]] <br />
=== Revives ===<br />
Upon death the monster is replaced with a fully healthy monster. It is usually of a different type and is 1 level lower than the original or the second monster has {{t|No Experience}}.<br />
<br />
[[File:Spawns.png|left]] <br />
=== Spawns ===<br />
When attacked and not killed, the monster spawns a creature at the nearest empty tile. The spawned creature is particular to the monster, but it always the same level and grants {{t|No Experience}}<br />
<br />
[[File:Spawn Plants.png|left]] <br />
=== Spawn Plants ===<br />
When attacked and not killed, the monster spawns the specified amount of plants.<br />
<br />
[[File:Undead.png|left]] <br />
=== Undead ===<br />
Undead monsters are immune to {{t|Poisonous}} attacks and untargetable by {{s|APHEELSIK}}, and are susceptible to some Undead-specific effects.<br />
<br />
[[File:Weakening blow.png|left]] <br />
=== Weakening blow ===<br />
The monster's attack applies a stack of {{t|Weakened}}.<br />
<br />
[[File:Magic Immune.png|left]] <br />
=== Magic Immune ===<br />
The monster is immune to magic.<br />
<br />
[[File:Physical Immune.png|left]] <br />
=== Physical Immune ===<br />
The monster is immune to physical damage.<br />
<br />
<br />
{{MainNav}}</div>Eable2https://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Traits&diff=56297Traits2016-10-04T04:51:29Z<p>Eable2: /* Alchemist's Pact */</p>
<hr />
<div>{{TOC right}}<br />
<br />
== Resistances ==<br />
[[File:Magic resist.png|left]]<br />
=== Magic resist ===<br />
All attacks of magical nature (this also includes {{s|APHEELSIK}}) toward the target are reduced by the stated amount (rounded down).<br />
<br />
:Non-damaging spells ({{s|IMAWAL}},{{s|WEYTWUT}},{{s|WONAFYT}}) have a percentage chance to fail equal to the target's magic resistance. {{s|PISORF}} will always work unless they have 100% magic resistance.<br />
<br />
[[File:Physical resist.png|left]] <br />
=== Physical resist ===<br />
All attacks of physical nature toward the target are reduced by the stated amount (rounded down).<br />
<br />
== Player Buffs ==<br />
[[File:Alchemist's Pact.png|left]]<br />
=== Alchemist's Pact ===<br />
{{piety|-4}} and +3 {{xp}} per health/mana potion. Gained by worshiping {{g|The Pactmaker}}.<br />
<br />
[[File:Blood Curse.png|left]]<br />
<br />
=== Blood Curse ===<br />
Level number increased by 1. Gained by worshiping {{g|Dracul}}.<br />
<br />
[[File:Body Pact.png|left]]<br />
<br />
=== Body Pact ===<br />
{{piety|-4}} and +1% physical and magical resistance per enemy attack (once per enemy)<br />
<br />
[[File:Burning Strike.png|left]] <br />
=== Burning Strike ===<br />
Attacks add one level of {{t|Burning}} to the target. Does 1 magical damage per stack.<br />
<br />
[[File:Chaos Form.png|left]] <br />
=== Chaos Form ===<br />
Accepted Avatar of Jehora Jeheyu.<br />
<br />
[[File:Consecrated Strike.png|left]] <br />
=== Consecrated Strike ===<br />
Temporary Magic Attack.<br />
<br />
[[File:Corrosive.png|left]] <br />
=== Corrosive ===<br />
Corrosive Attack (target permanently takes extra damage).<br />
<br />
[[File:Crushing Blow.png|left]]<br />
<br />
=== Crushing Blow ===<br />
The next strike lower's the target enemy's health to 75% unless it would do more damage otherwise. Gained by drinking {{i|Can of Whupaz}}.<br />
<br />
[[File:Curse Immune.png|left]]<br />
<br />
=== Curse Immune ===<br />
Immune to curses.<br />
<br />
[[File:Damage Reduction.png|left]] <br />
=== Damage Reduction ===<br />
Incoming damage is reduced by the {{t|Damage Reduction}} amount.<br />
<br />
[[File:Death Gaze Immune.png|left]] <br />
=== Death Gaze Immune ===<br />
Death Gazes have no effect.<br />
<br />
[[File:Death Protection.png|left]] <br />
=== Death Protection ===<br />
Next time you would die, you will instead survive with 1 HP left. The next hit prediction box will state "Barely Alive" instead of "Death" when Death Protection is about to be consumed. If the hit will kill the monster it will predict "Barely Win" instead of "Barely Alive"<br />
<br />
[[File:Dodge.png|left]] <br />
=== Dodge ===<br />
When you take damage, there is a chance equal to your Dodge % that the next damage you take can be dodged, preventing you from taking damage.<br />
<br />
:All temporary sources of Dodge provide Dodge prediction, where the next hit prediction box will state "Dodge!" when the next attack received will be dodged.<br />
<br />
[[File:Experience Boost.png|left]] <br />
=== Experience Boost ===<br />
Your next monster kill will grant 50% more {{xp}}, rounded down. This is consumed even by killing a {{t|No Experience}} enemy, granting 0 bonus {{xp}}. Any bonus experience earned from killing higher-level monsters is also multiplied.<br />
<br />
[[File:First strike.png|left]] <br />
=== First strike ===<br />
First strike changes the usual [[strike order]]: If your next attack will kill an higher level opponent, first strike will allow to you to kill him without letting him damaging you. This only works for the final blow, and if the opponent doesn't have {{t|First strike}} as well.<br />
<br />
[[File:HeavyFireball.png|left]] <br />
=== Heavy Fireball ===<br />
Fireballs do +4 damage per level and apply immediately the maximum of {{t|Burning}} stacks. Monsters retaliate with 50% attack when damaged with fireballs.<br />
<br />
[[File:Humility.png|left]]<br />
=== Humility ===<br />
Level lowered by one.<br />
<br />
[[File:Indulgence.png|left]] <br />
=== Indulgence ===<br />
Avoid next {{piety|x}} penalty.<br />
<br />
[[File:Knockback.png|left]] <br />
=== Knockback ===<br />
Attacks by a knockback entity will cause the target to be knocked back the opposite direction, and will cause specific effects based on the tile behind it:<br />
* '''A wall''': the wall is destroyed, the target takes its place, and it is dealt Knockback% of your base damage as typeless damage.<br />
* '''A monster''': both entities are dealt 80% of Knockback% of your base damage as typeless damage.<br />
* '''Empty''': the target is moved to the empty tile<br />
* '''Indestructible tile or map edge''': no effect<br />
<br />
:Knockback damage is applied after normal damage: if you are relying on the knockback damage to finish off the monster, first strike won't be of any use and your opponent will have time to hit you.<br />
<br />
:Also, note that the knockback damage is applied after the [[Traits#Cowardly|cowardly]] effect. Thus when fighting a monster with this trait:<br />
:* if you throw it '''into a wall''', it will take knockback damage<br />
:* if you throw it '''into a monster''', it will escape before taking knockback damage<br />
<br />
[[File:Learning.png|left]]<br />
<br />
=== Learning ===<br />
Grants 1 extra {{xp}} upon killing an enemy, doesn't work on {{t|No Experience}} enemies, not to be confused with {{t|Experience Boost}}. Can be stacked.<br />
<br />
[[File:Lekon Devout.png|left]]<br />
=== Lekon Devout ===<br />
Killing goats grants {{piety|2}}.<br />
<br />
[[File:Life steal.png|left]] <br />
=== Life Steal ===<br />
Attacking a monster heals you equal to (Life steal x your level). Attacking a lower level monster heals double the amount. The health gained from Life Steal can heal you beyond your maximum HP.<br />
<br />
:The health is recovered directly after your hit. This means striking first can give you a chance at hitting an enemy for which your current health would be too low otherwise.<br />
<br />
[[File:Magical Attack (Player).png|left]]<br />
<br />
=== Magical Attack (Player) ===<br />
Deals magic damage.<br />
<br />
[[File:Mana Burn Immune.png|left]] <br />
=== Mana Burn Immune ===<br />
Immune to mana burn.<br />
<br />
[[File:Might.png|left]] <br />
=== Might ===<br />
Temporarily boosts your next physical attack by 30% and reduces {{t|Physical resist}} and {{t|Magic resist}} of the enemy by 3%. <br />
<br />
[[File:Mystic Balance.png|left]] <br />
=== Mystic Balance ===<br />
Averages glyph costs towards 5.<br />
<br />
[[File:Petition.png|left]] <br />
=== Petition ===<br />
No random punishments.<br />
<br />
[[File:PiercePhysical.png|left]] <br />
=== Pierce Physical ===<br />
Regular attack pierces 35% physical resistance.<br />
<br />
[[File:Poison Immune.png|left]] <br />
=== Poison Immune ===<br />
Immune to poison.<br />
<br />
[[File:Poisonous.png|left]] <br />
=== Poisonous ===<br />
Applies the {{t|Poisoned}} debuff on the target.<br />
<br />
[[File:Prestige.png|left]] <br />
=== Prestige ===<br />
The number level ups after level 10.<br />
<br />
[[File:Reflexes.png|left]] <br />
=== Reflexes ===<br />
Guaranteed retaliation against next monster strike.<br />
<br />
[[File:Refreshment.png|left]] <br />
=== Refreshment ===<br />
Restore mana on glyph convert (Mystera: 50%, other god: 25%)<br />
<br />
[[File:Sanguine.png|left]] <br />
=== Sanguine ===<br />
Can drink a blood pool to heal a percentage of your max health equal to the level of Sanguine. <br />
<br />
:If there is more than one pool on one tile (you killed more than one monster there), their effect stack. However, you will have to remember where these multiple pools are, as there is no obvious sign to recognize them.<br />
<br />
[[File:Schadenfreude.png|left]] <br />
=== Schadenfreude ===<br />
The next enemy attack will regenerate mana equal to its damage.<br />
<br />
[[File:Scholar's Pact.png|left]] <br />
=== Scholar's Pact ===<br />
{{piety|-10}}, overheal and {{t|Might}} per levelup<br />
<br />
[[File:Spirit Pact.png|left]] <br />
=== Spirit Pact ===<br />
{{piety|-5}} and {{conversion|+15}} per item converted<br />
<br />
[[File:Spirit Strength.png|left]] <br />
=== Spirit Strength ===<br />
Adds base damage until next attack.<br />
<br />
[[File:Stone form.png|left]] <br />
=== Stone form ===<br />
Adds {{t|Might}}, whenever a wall is destroyed.<br />
<br />
[[File:Stone skin.png|left]] <br />
=== Stone skin ===<br />
Temporary {{t|Physical resist}}. Grants 20% {{t|Physical resist}} per charge. Removed when taking damage from a monster (including Magical attacks).<br />
<br />
:Physical resist from {{t|Stone skin}} still abides by maximum resistance, so you cannot raise physical resistance above the maximum.<br />
<br />
[[File:Warrior's Pact.png|left]] <br />
=== Warrior's Pact ===<br />
{{piety|-3}} and +1 max health per kill<br />
<br />
== Player Debuffs ==<br />
<br />
[[File:Consensus.png|left]] <br />
=== Consensus ===<br />
Lose {{piety|50 max}}.<br />
<br />
[[File:Corrosion.png|left]] <br />
=== Corrosion ===<br />
Corroded targets take extra damage equal to the number of Corrosion stacks when damaged.<br />
<br />
:Removal: {{i|Burn Salve}} (all stacks), {{boon|Cleansing}} (1 stack), {{g|Jehora Jeheyu}}'s Chaos Avatar (all stacks)<br />
<br />
[[File:Cursed.png|left]]<br />
<br />
=== Cursed ===<br />
While cursed, all sources of damage reduction and resistances you have are nullified. <br />
<br />
:Removal: Killing a non-{{t|Curse Bearer}} monster (1 stack), using {{s|IMAWAL}} on a XP-valuable monster (can also be a cursed one) (1 stack), {{boon|Greenblood}} (1 stack), {{boon|Enlightenment}} (all stacks)<br />
<br />
[[File:Exhausted.png|left]]<br />
<br />
=== Exhausted ===<br />
Mana won't regenerate until full health is restored.<br />
<br />
[[File:Mana Burned.png|left]] <br />
=== Mana Burned ===<br />
When mana burned, you do not regenerate mana from exploration and your mana is immediately set to 0.<br />
<br />
:Removal: Leveling up, drinking a {{i|Mana Potion}} or {{i|Burn Salve}}, {{boon|Cleansing}}, or equipping the {{i|Soul Orb}}.<br />
<br />
:Note: some effects, such as the {{s|BLUDTUPOWA}} glyph, can still restore your mana while mana-burned. These will not cure the affliction, however.<br />
<br />
[[File:Poisoned.png|left]] <br />
=== Poisoned ===<br />
The poisoned target (monster/player) does not regenerate HP from player exploration. <br />
<br />
:Removal: Leveling up, drinking a {{i|Health Potion}} or {{i|Fortitude Tonic}}, {{boon|Cleansing}}, casting {{s|HALPMEH}}, or equipping the {{i|Viper Ward}}.<br />
<br />
:Poison on monsters expires after the specified amount of tiles have been revealed.<br />
<br />
[[File:Slow Strike.png|left]] <br />
=== Slow Strike ===<br />
Will strike last in a combat round. For more details see [[Strike Order]].<br />
<br />
[[File:Weakened.png|left]] <br />
=== Weakened ===<br />
Your base damage is reduced by an amount equal to the number of stacks of Weakened.<br />
<br />
Removal: {{i|Fortitude Tonic}} (all stacks), {{boon|Cleansing}} (1 stack), {{g|Jehora Jeheyu}}'s Chaos Avatar (all stacks)<br />
<br />
== Applicable Monster Debuffs ==<br />
<br />
[[File:Burning.png|left]] <br />
=== Burning===<br />
One stack of Burning is applied to a monster when the attack source has the {{t|Burning}} trait. (BURNDAYRAZ or attack w/ Whurrgarbl). Only one enemy can be Burning at any given time.<br />
<br />
:Attacking another monster or applying an attack to the Burned monster from a non-Burning attack removes the trait, dealing Magical damage equal to the number of Burning stacks on expiration; hitting a monster with this trait using an attack which inflicts Burning will deal bonus damage equal to the number of pre-existing Burning stacks on it, then the new stacks are applied.<br />
<br />
:Maximum charges of Burning equal x2 of your current level.<br />
<br />
:When exploring tiles, a monster with this trait will regenerate HP as though it were 1 level lower than it actually is, regardless of how many stacks it has.<br />
<br />
[[File:Slowed.png|left]]<br />
=== Slowed ===<br />
The target has a slow attack speed, meaning that it will usually attack last in combat (and thus not injure the player for the final blow). See more details in [[strike order]]. <br />
<br />
:Being Slowed also disables the following monster traits: {{t|Blinks}}, {{t|Cowardly}}, {{t|First strike}}, {{t|Retaliate: Fireball}}. Killing a Slowed monster grants a bonus of 1 {{xp}}. If a monster has been Slowed, the effect will usually wear off as soon as the monster takes damage (including from {{s|BURNDAYRAZ}} or {{s|PISORF}}).<br />
<br />
[[File:Wicked Sick.png|left]] <br />
=== Wicked Sick ===<br />
The monster got leveled up by playing the guitar.<br />
<br />
[[File:Zotted.png|left]] <br />
=== Zotted ===<br />
The monster has its max hp halved by using the Orb of Zot.<br />
<br />
== Monster traits ==<br />
<br />
[[File:Berserks.png|left]] <br />
=== Berserks ===<br />
When monster's health is below the Berserk %, its attacks deal 50% more damage.<br />
<br />
[[File:Blinks.png|left]] <br />
=== Blinks ===<br />
When attacked, the monster will teleport to a random location on the map.<br />
<br />
:More precisely, if a blinking enemy is '''next to the player''' when a round of damage is finished being taken, it'll blink.<br />
Also, note that a slowed monster will not blink.<br />
<br />
:For example:<br />
:* Hitting or casting a fire ball to a blinking monster will make it blink.<br />
:* Hitting or casting a fire ball to a '''SLOWED''' blinking monster will NOT make it blink.<br />
:* '''Pisorfing''' a blinking monster '''into another''' monster will make it blink. It won't take [[Traits#Knockback|knockback]] damages.<br />
:* '''Pisorfing''' a blinking monster '''into a wall''' or '''empty air''', will NOT make it blink.<br />
:* '''Pisorfing''' a '''regular monster''' into a blinking monster will NOT make it blink.<br />
<br />
[[File:Bloodless.png|left]] <br />
=== Bloodless ===<br />
This monster does not leave behind a blood pool after being slain, and does not allow life steal.<br />
<br />
[[File:Cowardly.png|left]] <br />
=== Cowardly ===<br />
When attacked, the monster will flee the opposite direction of you if possible.<br />
<br />
To determine whether a monster will flee or not, it will use the same rule as [[Traits#Blinking|blinking]].<br />
<br />
[[File:Curse Bearer.png|left]] <br />
=== Curse Bearer ===<br />
Every time you kill or take damage from a Curse Bearer monster, you will gain a stack of Cursed.<br />
<br />
[[File:Corrosive.png|left]] <br />
=== Corrosive ===<br />
The monster's attack applies a stack of Corrosion. When killed, it leaves a pool of acid which applies Corrosion when stepped on instead of a blood pool.<br />
<br />
[[File:Death Protection.png|left]] <br />
=== Death Protection ===<br />
If a monster with Death Protection were to die, the next hit reduces it to 1 HP and a stack of Death Protection removed.<br />
<br />
[[File:Death-gaze.png|left]] <br />
=== Death-gaze ===<br />
Death-gaze is always accompanied by a percent value, if you get hit by a monster who has death gaze while your life is below the stated percent, you'll die by being turned to stone, the Next Hit prediction box will state "Petrified" when this is going to occur.<br />
<br />
[[File:Fast regen.png|left]] <br />
=== Fast regen ===<br />
The monster regenerates health twice as fast. {{t|Poisoned}} is depleted twice as quickly.<br />
<br />
[[File:Knockback.png|left]] <br />
=== Knockback ===<br />
When attacked, you are knocked back to the opposite direction of the monster. If you collide to a wall or monster, you will take additional damage equal to the Knockback %. Knockback damage cannot kill you.<br />
<br />
[[File:Life steal.png|left]] <br />
=== Life steal ===<br />
If you reveal a monster from exploration, your Hitpoints will be reduced to (100% - the Life steal percentage) and the monster will heal (beyond its max HP) the amount of damage it did.<br />
<br />
[[File:Magical attack.png|left]] <br />
<br />
=== Magical attack ===<br />
The attacks of the monster are considered Magical in nature, instead of Physical.<br />
<br />
[[File:Mana burn.png|left]]<br />
<br />
=== Mana Burn ===<br />
The monster's attack applies the {{t|Mana Burned}} debuff.<br />
<br />
[[File:No_Experience.png|left]] <br />
=== No Experience ===<br />
Killing the monster yields No Experience.<br />
<br />
[[File:Poisonous.png|left]] <br />
=== Poisonous ===<br />
The monster's attack applies the {{t|Poisoned}} debuff.<br />
<br />
[[File:Retaliate-_Fireball.png|left]] <br />
=== Retaliate: Fireball ===<br />
When this monster is attacked with a {{s|BURNDAYRAZ}} he will attack the caster. This retaliation deals half normal damage. Slowed monsters lose the ability to retaliate for one attack. Fireball always strikes first, and you will not suffer retaliation if you successfully kill the monster with the spell.<br />
<br />
:Note that monsters with the [[Traits#Weakening blow|weakening]] trait will also [[Traits#Weakened|weaken]] you when retaliating.<br />
<br />
[[File:Revives.png|left]] <br />
=== Revives ===<br />
Upon death the monster is replaced with a fully healthy monster. It is usually of a different type and is 1 level lower than the original or the second monster has {{t|No Experience}}.<br />
<br />
[[File:Spawns.png|left]] <br />
=== Spawns ===<br />
When attacked and not killed, the monster spawns a creature at the nearest empty tile. The spawned creature is particular to the monster, but it always the same level and grants {{t|No Experience}}<br />
<br />
[[File:Spawn Plants.png|left]] <br />
=== Spawn Plants ===<br />
When attacked and not killed, the monster spawns the specified amount of plants.<br />
<br />
[[File:Undead.png|left]] <br />
=== Undead ===<br />
Undead monsters are immune to {{t|Poisonous}} attacks and untargetable by {{s|APHEELSIK}}, and are susceptible to some Undead-specific effects.<br />
<br />
[[File:Weakening blow.png|left]] <br />
=== Weakening blow ===<br />
The monster's attack applies a stack of {{t|Weakened}}.<br />
<br />
[[File:Magic Immune.png|left]] <br />
=== Magic Immune ===<br />
The monster is immune to magic.<br />
<br />
[[File:Physical Immune.png|left]] <br />
=== Physical Immune ===<br />
The monster is immune to physical damage.<br />
<br />
<br />
{{MainNav}}</div>Eable2https://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Traits&diff=56296Traits2016-10-04T04:50:44Z<p>Eable2: /* Blood Curse */</p>
<hr />
<div>{{TOC right}}<br />
<br />
== Resistances ==<br />
[[File:Magic resist.png|left]]<br />
=== Magic resist ===<br />
All attacks of magical nature (this also includes {{s|APHEELSIK}}) toward the target are reduced by the stated amount (rounded down).<br />
<br />
:Non-damaging spells ({{s|IMAWAL}},{{s|WEYTWUT}},{{s|WONAFYT}}) have a percentage chance to fail equal to the target's magic resistance. {{s|PISORF}} will always work unless they have 100% magic resistance.<br />
<br />
[[File:Physical resist.png|left]] <br />
=== Physical resist ===<br />
All attacks of physical nature toward the target are reduced by the stated amount (rounded down).<br />
<br />
== Player Buffs ==<br />
[[File:Alchemist's Pact.png|left]]<br />
=== Alchemist's Pact ===<br />
{{piety|-4}} and +3 {{xp}} per health/mana potion<br />
<br />
[[File:Blood Curse.png|left]] <br />
=== Blood Curse ===<br />
Level number increased by 1. Gained by worshiping {{g|Dracul}}.<br />
<br />
[[File:Body Pact.png|left]]<br />
<br />
=== Body Pact ===<br />
{{piety|-4}} and +1% physical and magical resistance per enemy attack (once per enemy)<br />
<br />
[[File:Burning Strike.png|left]] <br />
=== Burning Strike ===<br />
Attacks add one level of {{t|Burning}} to the target. Does 1 magical damage per stack.<br />
<br />
[[File:Chaos Form.png|left]] <br />
=== Chaos Form ===<br />
Accepted Avatar of Jehora Jeheyu.<br />
<br />
[[File:Consecrated Strike.png|left]] <br />
=== Consecrated Strike ===<br />
Temporary Magic Attack.<br />
<br />
[[File:Corrosive.png|left]] <br />
=== Corrosive ===<br />
Corrosive Attack (target permanently takes extra damage).<br />
<br />
[[File:Crushing Blow.png|left]]<br />
<br />
=== Crushing Blow ===<br />
The next strike lower's the target enemy's health to 75% unless it would do more damage otherwise. Gained by drinking {{i|Can of Whupaz}}.<br />
<br />
[[File:Curse Immune.png|left]]<br />
<br />
=== Curse Immune ===<br />
Immune to curses.<br />
<br />
[[File:Damage Reduction.png|left]] <br />
=== Damage Reduction ===<br />
Incoming damage is reduced by the {{t|Damage Reduction}} amount.<br />
<br />
[[File:Death Gaze Immune.png|left]] <br />
=== Death Gaze Immune ===<br />
Death Gazes have no effect.<br />
<br />
[[File:Death Protection.png|left]] <br />
=== Death Protection ===<br />
Next time you would die, you will instead survive with 1 HP left. The next hit prediction box will state "Barely Alive" instead of "Death" when Death Protection is about to be consumed. If the hit will kill the monster it will predict "Barely Win" instead of "Barely Alive"<br />
<br />
[[File:Dodge.png|left]] <br />
=== Dodge ===<br />
When you take damage, there is a chance equal to your Dodge % that the next damage you take can be dodged, preventing you from taking damage.<br />
<br />
:All temporary sources of Dodge provide Dodge prediction, where the next hit prediction box will state "Dodge!" when the next attack received will be dodged.<br />
<br />
[[File:Experience Boost.png|left]] <br />
=== Experience Boost ===<br />
Your next monster kill will grant 50% more {{xp}}, rounded down. This is consumed even by killing a {{t|No Experience}} enemy, granting 0 bonus {{xp}}. Any bonus experience earned from killing higher-level monsters is also multiplied.<br />
<br />
[[File:First strike.png|left]] <br />
=== First strike ===<br />
First strike changes the usual [[strike order]]: If your next attack will kill an higher level opponent, first strike will allow to you to kill him without letting him damaging you. This only works for the final blow, and if the opponent doesn't have {{t|First strike}} as well.<br />
<br />
[[File:HeavyFireball.png|left]] <br />
=== Heavy Fireball ===<br />
Fireballs do +4 damage per level and apply immediately the maximum of {{t|Burning}} stacks. Monsters retaliate with 50% attack when damaged with fireballs.<br />
<br />
[[File:Humility.png|left]]<br />
=== Humility ===<br />
Level lowered by one.<br />
<br />
[[File:Indulgence.png|left]] <br />
=== Indulgence ===<br />
Avoid next {{piety|x}} penalty.<br />
<br />
[[File:Knockback.png|left]] <br />
=== Knockback ===<br />
Attacks by a knockback entity will cause the target to be knocked back the opposite direction, and will cause specific effects based on the tile behind it:<br />
* '''A wall''': the wall is destroyed, the target takes its place, and it is dealt Knockback% of your base damage as typeless damage.<br />
* '''A monster''': both entities are dealt 80% of Knockback% of your base damage as typeless damage.<br />
* '''Empty''': the target is moved to the empty tile<br />
* '''Indestructible tile or map edge''': no effect<br />
<br />
:Knockback damage is applied after normal damage: if you are relying on the knockback damage to finish off the monster, first strike won't be of any use and your opponent will have time to hit you.<br />
<br />
:Also, note that the knockback damage is applied after the [[Traits#Cowardly|cowardly]] effect. Thus when fighting a monster with this trait:<br />
:* if you throw it '''into a wall''', it will take knockback damage<br />
:* if you throw it '''into a monster''', it will escape before taking knockback damage<br />
<br />
[[File:Learning.png|left]]<br />
<br />
=== Learning ===<br />
Grants 1 extra {{xp}} upon killing an enemy, doesn't work on {{t|No Experience}} enemies, not to be confused with {{t|Experience Boost}}. Can be stacked.<br />
<br />
[[File:Lekon Devout.png|left]]<br />
=== Lekon Devout ===<br />
Killing goats grants {{piety|2}}.<br />
<br />
[[File:Life steal.png|left]] <br />
=== Life Steal ===<br />
Attacking a monster heals you equal to (Life steal x your level). Attacking a lower level monster heals double the amount. The health gained from Life Steal can heal you beyond your maximum HP.<br />
<br />
:The health is recovered directly after your hit. This means striking first can give you a chance at hitting an enemy for which your current health would be too low otherwise.<br />
<br />
[[File:Magical Attack (Player).png|left]]<br />
<br />
=== Magical Attack (Player) ===<br />
Deals magic damage.<br />
<br />
[[File:Mana Burn Immune.png|left]] <br />
=== Mana Burn Immune ===<br />
Immune to mana burn.<br />
<br />
[[File:Might.png|left]] <br />
=== Might ===<br />
Temporarily boosts your next physical attack by 30% and reduces {{t|Physical resist}} and {{t|Magic resist}} of the enemy by 3%. <br />
<br />
[[File:Mystic Balance.png|left]] <br />
=== Mystic Balance ===<br />
Averages glyph costs towards 5.<br />
<br />
[[File:Petition.png|left]] <br />
=== Petition ===<br />
No random punishments.<br />
<br />
[[File:PiercePhysical.png|left]] <br />
=== Pierce Physical ===<br />
Regular attack pierces 35% physical resistance.<br />
<br />
[[File:Poison Immune.png|left]] <br />
=== Poison Immune ===<br />
Immune to poison.<br />
<br />
[[File:Poisonous.png|left]] <br />
=== Poisonous ===<br />
Applies the {{t|Poisoned}} debuff on the target.<br />
<br />
[[File:Prestige.png|left]] <br />
=== Prestige ===<br />
The number level ups after level 10.<br />
<br />
[[File:Reflexes.png|left]] <br />
=== Reflexes ===<br />
Guaranteed retaliation against next monster strike.<br />
<br />
[[File:Refreshment.png|left]] <br />
=== Refreshment ===<br />
Restore mana on glyph convert (Mystera: 50%, other god: 25%)<br />
<br />
[[File:Sanguine.png|left]] <br />
=== Sanguine ===<br />
Can drink a blood pool to heal a percentage of your max health equal to the level of Sanguine. <br />
<br />
:If there is more than one pool on one tile (you killed more than one monster there), their effect stack. However, you will have to remember where these multiple pools are, as there is no obvious sign to recognize them.<br />
<br />
[[File:Schadenfreude.png|left]] <br />
=== Schadenfreude ===<br />
The next enemy attack will regenerate mana equal to its damage.<br />
<br />
[[File:Scholar's Pact.png|left]] <br />
=== Scholar's Pact ===<br />
{{piety|-10}}, overheal and {{t|Might}} per levelup<br />
<br />
[[File:Spirit Pact.png|left]] <br />
=== Spirit Pact ===<br />
{{piety|-5}} and {{conversion|+15}} per item converted<br />
<br />
[[File:Spirit Strength.png|left]] <br />
=== Spirit Strength ===<br />
Adds base damage until next attack.<br />
<br />
[[File:Stone form.png|left]] <br />
=== Stone form ===<br />
Adds {{t|Might}}, whenever a wall is destroyed.<br />
<br />
[[File:Stone skin.png|left]] <br />
=== Stone skin ===<br />
Temporary {{t|Physical resist}}. Grants 20% {{t|Physical resist}} per charge. Removed when taking damage from a monster (including Magical attacks).<br />
<br />
:Physical resist from {{t|Stone skin}} still abides by maximum resistance, so you cannot raise physical resistance above the maximum.<br />
<br />
[[File:Warrior's Pact.png|left]] <br />
=== Warrior's Pact ===<br />
{{piety|-3}} and +1 max health per kill<br />
<br />
== Player Debuffs ==<br />
<br />
[[File:Consensus.png|left]] <br />
=== Consensus ===<br />
Lose {{piety|50 max}}.<br />
<br />
[[File:Corrosion.png|left]] <br />
=== Corrosion ===<br />
Corroded targets take extra damage equal to the number of Corrosion stacks when damaged.<br />
<br />
:Removal: {{i|Burn Salve}} (all stacks), {{boon|Cleansing}} (1 stack), {{g|Jehora Jeheyu}}'s Chaos Avatar (all stacks)<br />
<br />
[[File:Cursed.png|left]]<br />
<br />
=== Cursed ===<br />
While cursed, all sources of damage reduction and resistances you have are nullified. <br />
<br />
:Removal: Killing a non-{{t|Curse Bearer}} monster (1 stack), using {{s|IMAWAL}} on a XP-valuable monster (can also be a cursed one) (1 stack), {{boon|Greenblood}} (1 stack), {{boon|Enlightenment}} (all stacks)<br />
<br />
[[File:Exhausted.png|left]]<br />
<br />
=== Exhausted ===<br />
Mana won't regenerate until full health is restored.<br />
<br />
[[File:Mana Burned.png|left]] <br />
=== Mana Burned ===<br />
When mana burned, you do not regenerate mana from exploration and your mana is immediately set to 0.<br />
<br />
:Removal: Leveling up, drinking a {{i|Mana Potion}} or {{i|Burn Salve}}, {{boon|Cleansing}}, or equipping the {{i|Soul Orb}}.<br />
<br />
:Note: some effects, such as the {{s|BLUDTUPOWA}} glyph, can still restore your mana while mana-burned. These will not cure the affliction, however.<br />
<br />
[[File:Poisoned.png|left]] <br />
=== Poisoned ===<br />
The poisoned target (monster/player) does not regenerate HP from player exploration. <br />
<br />
:Removal: Leveling up, drinking a {{i|Health Potion}} or {{i|Fortitude Tonic}}, {{boon|Cleansing}}, casting {{s|HALPMEH}}, or equipping the {{i|Viper Ward}}.<br />
<br />
:Poison on monsters expires after the specified amount of tiles have been revealed.<br />
<br />
[[File:Slow Strike.png|left]] <br />
=== Slow Strike ===<br />
Will strike last in a combat round. For more details see [[Strike Order]].<br />
<br />
[[File:Weakened.png|left]] <br />
=== Weakened ===<br />
Your base damage is reduced by an amount equal to the number of stacks of Weakened.<br />
<br />
Removal: {{i|Fortitude Tonic}} (all stacks), {{boon|Cleansing}} (1 stack), {{g|Jehora Jeheyu}}'s Chaos Avatar (all stacks)<br />
<br />
== Applicable Monster Debuffs ==<br />
<br />
[[File:Burning.png|left]] <br />
=== Burning===<br />
One stack of Burning is applied to a monster when the attack source has the {{t|Burning}} trait. (BURNDAYRAZ or attack w/ Whurrgarbl). Only one enemy can be Burning at any given time.<br />
<br />
:Attacking another monster or applying an attack to the Burned monster from a non-Burning attack removes the trait, dealing Magical damage equal to the number of Burning stacks on expiration; hitting a monster with this trait using an attack which inflicts Burning will deal bonus damage equal to the number of pre-existing Burning stacks on it, then the new stacks are applied.<br />
<br />
:Maximum charges of Burning equal x2 of your current level.<br />
<br />
:When exploring tiles, a monster with this trait will regenerate HP as though it were 1 level lower than it actually is, regardless of how many stacks it has.<br />
<br />
[[File:Slowed.png|left]]<br />
=== Slowed ===<br />
The target has a slow attack speed, meaning that it will usually attack last in combat (and thus not injure the player for the final blow). See more details in [[strike order]]. <br />
<br />
:Being Slowed also disables the following monster traits: {{t|Blinks}}, {{t|Cowardly}}, {{t|First strike}}, {{t|Retaliate: Fireball}}. Killing a Slowed monster grants a bonus of 1 {{xp}}. If a monster has been Slowed, the effect will usually wear off as soon as the monster takes damage (including from {{s|BURNDAYRAZ}} or {{s|PISORF}}).<br />
<br />
[[File:Wicked Sick.png|left]] <br />
=== Wicked Sick ===<br />
The monster got leveled up by playing the guitar.<br />
<br />
[[File:Zotted.png|left]] <br />
=== Zotted ===<br />
The monster has its max hp halved by using the Orb of Zot.<br />
<br />
== Monster traits ==<br />
<br />
[[File:Berserks.png|left]] <br />
=== Berserks ===<br />
When monster's health is below the Berserk %, its attacks deal 50% more damage.<br />
<br />
[[File:Blinks.png|left]] <br />
=== Blinks ===<br />
When attacked, the monster will teleport to a random location on the map.<br />
<br />
:More precisely, if a blinking enemy is '''next to the player''' when a round of damage is finished being taken, it'll blink.<br />
Also, note that a slowed monster will not blink.<br />
<br />
:For example:<br />
:* Hitting or casting a fire ball to a blinking monster will make it blink.<br />
:* Hitting or casting a fire ball to a '''SLOWED''' blinking monster will NOT make it blink.<br />
:* '''Pisorfing''' a blinking monster '''into another''' monster will make it blink. It won't take [[Traits#Knockback|knockback]] damages.<br />
:* '''Pisorfing''' a blinking monster '''into a wall''' or '''empty air''', will NOT make it blink.<br />
:* '''Pisorfing''' a '''regular monster''' into a blinking monster will NOT make it blink.<br />
<br />
[[File:Bloodless.png|left]] <br />
=== Bloodless ===<br />
This monster does not leave behind a blood pool after being slain, and does not allow life steal.<br />
<br />
[[File:Cowardly.png|left]] <br />
=== Cowardly ===<br />
When attacked, the monster will flee the opposite direction of you if possible.<br />
<br />
To determine whether a monster will flee or not, it will use the same rule as [[Traits#Blinking|blinking]].<br />
<br />
[[File:Curse Bearer.png|left]] <br />
=== Curse Bearer ===<br />
Every time you kill or take damage from a Curse Bearer monster, you will gain a stack of Cursed.<br />
<br />
[[File:Corrosive.png|left]] <br />
=== Corrosive ===<br />
The monster's attack applies a stack of Corrosion. When killed, it leaves a pool of acid which applies Corrosion when stepped on instead of a blood pool.<br />
<br />
[[File:Death Protection.png|left]] <br />
=== Death Protection ===<br />
If a monster with Death Protection were to die, the next hit reduces it to 1 HP and a stack of Death Protection removed.<br />
<br />
[[File:Death-gaze.png|left]] <br />
=== Death-gaze ===<br />
Death-gaze is always accompanied by a percent value, if you get hit by a monster who has death gaze while your life is below the stated percent, you'll die by being turned to stone, the Next Hit prediction box will state "Petrified" when this is going to occur.<br />
<br />
[[File:Fast regen.png|left]] <br />
=== Fast regen ===<br />
The monster regenerates health twice as fast. {{t|Poisoned}} is depleted twice as quickly.<br />
<br />
[[File:Knockback.png|left]] <br />
=== Knockback ===<br />
When attacked, you are knocked back to the opposite direction of the monster. If you collide to a wall or monster, you will take additional damage equal to the Knockback %. Knockback damage cannot kill you.<br />
<br />
[[File:Life steal.png|left]] <br />
=== Life steal ===<br />
If you reveal a monster from exploration, your Hitpoints will be reduced to (100% - the Life steal percentage) and the monster will heal (beyond its max HP) the amount of damage it did.<br />
<br />
[[File:Magical attack.png|left]] <br />
<br />
=== Magical attack ===<br />
The attacks of the monster are considered Magical in nature, instead of Physical.<br />
<br />
[[File:Mana burn.png|left]]<br />
<br />
=== Mana Burn ===<br />
The monster's attack applies the {{t|Mana Burned}} debuff.<br />
<br />
[[File:No_Experience.png|left]] <br />
=== No Experience ===<br />
Killing the monster yields No Experience.<br />
<br />
[[File:Poisonous.png|left]] <br />
=== Poisonous ===<br />
The monster's attack applies the {{t|Poisoned}} debuff.<br />
<br />
[[File:Retaliate-_Fireball.png|left]] <br />
=== Retaliate: Fireball ===<br />
When this monster is attacked with a {{s|BURNDAYRAZ}} he will attack the caster. This retaliation deals half normal damage. Slowed monsters lose the ability to retaliate for one attack. Fireball always strikes first, and you will not suffer retaliation if you successfully kill the monster with the spell.<br />
<br />
:Note that monsters with the [[Traits#Weakening blow|weakening]] trait will also [[Traits#Weakened|weaken]] you when retaliating.<br />
<br />
[[File:Revives.png|left]] <br />
=== Revives ===<br />
Upon death the monster is replaced with a fully healthy monster. It is usually of a different type and is 1 level lower than the original or the second monster has {{t|No Experience}}.<br />
<br />
[[File:Spawns.png|left]] <br />
=== Spawns ===<br />
When attacked and not killed, the monster spawns a creature at the nearest empty tile. The spawned creature is particular to the monster, but it always the same level and grants {{t|No Experience}}<br />
<br />
[[File:Spawn Plants.png|left]] <br />
=== Spawn Plants ===<br />
When attacked and not killed, the monster spawns the specified amount of plants.<br />
<br />
[[File:Undead.png|left]] <br />
=== Undead ===<br />
Undead monsters are immune to {{t|Poisonous}} attacks and untargetable by {{s|APHEELSIK}}, and are susceptible to some Undead-specific effects.<br />
<br />
[[File:Weakening blow.png|left]] <br />
=== Weakening blow ===<br />
The monster's attack applies a stack of {{t|Weakened}}.<br />
<br />
[[File:Magic Immune.png|left]] <br />
=== Magic Immune ===<br />
The monster is immune to magic.<br />
<br />
[[File:Physical Immune.png|left]] <br />
=== Physical Immune ===<br />
The monster is immune to physical damage.<br />
<br />
<br />
{{MainNav}}</div>Eable2https://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Traits&diff=56295Traits2016-10-04T04:49:29Z<p>Eable2: /* Crushing Blow */</p>
<hr />
<div>{{TOC right}}<br />
<br />
== Resistances ==<br />
[[File:Magic resist.png|left]]<br />
=== Magic resist ===<br />
All attacks of magical nature (this also includes {{s|APHEELSIK}}) toward the target are reduced by the stated amount (rounded down).<br />
<br />
:Non-damaging spells ({{s|IMAWAL}},{{s|WEYTWUT}},{{s|WONAFYT}}) have a percentage chance to fail equal to the target's magic resistance. {{s|PISORF}} will always work unless they have 100% magic resistance.<br />
<br />
[[File:Physical resist.png|left]] <br />
=== Physical resist ===<br />
All attacks of physical nature toward the target are reduced by the stated amount (rounded down).<br />
<br />
== Player Buffs ==<br />
[[File:Alchemist's Pact.png|left]]<br />
=== Alchemist's Pact ===<br />
{{piety|-4}} and +3 {{xp}} per health/mana potion<br />
<br />
[[File:Blood Curse.png|left]] <br />
=== Blood Curse ===<br />
Level number increased by 1.<br />
<br />
[[File:Body Pact.png|left]]<br />
=== Body Pact ===<br />
{{piety|-4}} and +1% physical and magical resistance per enemy attack (once per enemy)<br />
<br />
[[File:Burning Strike.png|left]] <br />
=== Burning Strike ===<br />
Attacks add one level of {{t|Burning}} to the target. Does 1 magical damage per stack.<br />
<br />
[[File:Chaos Form.png|left]] <br />
=== Chaos Form ===<br />
Accepted Avatar of Jehora Jeheyu.<br />
<br />
[[File:Consecrated Strike.png|left]] <br />
=== Consecrated Strike ===<br />
Temporary Magic Attack.<br />
<br />
[[File:Corrosive.png|left]] <br />
=== Corrosive ===<br />
Corrosive Attack (target permanently takes extra damage).<br />
<br />
[[File:Crushing Blow.png|left]]<br />
<br />
=== Crushing Blow ===<br />
The next strike lower's the target enemy's health to 75% unless it would do more damage otherwise. Gained by drinking {{i|Can of Whupaz}}.<br />
<br />
[[File:Curse Immune.png|left]]<br />
<br />
=== Curse Immune ===<br />
Immune to curses.<br />
<br />
[[File:Damage Reduction.png|left]] <br />
=== Damage Reduction ===<br />
Incoming damage is reduced by the {{t|Damage Reduction}} amount.<br />
<br />
[[File:Death Gaze Immune.png|left]] <br />
=== Death Gaze Immune ===<br />
Death Gazes have no effect.<br />
<br />
[[File:Death Protection.png|left]] <br />
=== Death Protection ===<br />
Next time you would die, you will instead survive with 1 HP left. The next hit prediction box will state "Barely Alive" instead of "Death" when Death Protection is about to be consumed. If the hit will kill the monster it will predict "Barely Win" instead of "Barely Alive"<br />
<br />
[[File:Dodge.png|left]] <br />
=== Dodge ===<br />
When you take damage, there is a chance equal to your Dodge % that the next damage you take can be dodged, preventing you from taking damage.<br />
<br />
:All temporary sources of Dodge provide Dodge prediction, where the next hit prediction box will state "Dodge!" when the next attack received will be dodged.<br />
<br />
[[File:Experience Boost.png|left]] <br />
=== Experience Boost ===<br />
Your next monster kill will grant 50% more {{xp}}, rounded down. This is consumed even by killing a {{t|No Experience}} enemy, granting 0 bonus {{xp}}. Any bonus experience earned from killing higher-level monsters is also multiplied.<br />
<br />
[[File:First strike.png|left]] <br />
=== First strike ===<br />
First strike changes the usual [[strike order]]: If your next attack will kill an higher level opponent, first strike will allow to you to kill him without letting him damaging you. This only works for the final blow, and if the opponent doesn't have {{t|First strike}} as well.<br />
<br />
[[File:HeavyFireball.png|left]] <br />
=== Heavy Fireball ===<br />
Fireballs do +4 damage per level and apply immediately the maximum of {{t|Burning}} stacks. Monsters retaliate with 50% attack when damaged with fireballs.<br />
<br />
[[File:Humility.png|left]]<br />
=== Humility ===<br />
Level lowered by one.<br />
<br />
[[File:Indulgence.png|left]] <br />
=== Indulgence ===<br />
Avoid next {{piety|x}} penalty.<br />
<br />
[[File:Knockback.png|left]] <br />
=== Knockback ===<br />
Attacks by a knockback entity will cause the target to be knocked back the opposite direction, and will cause specific effects based on the tile behind it:<br />
* '''A wall''': the wall is destroyed, the target takes its place, and it is dealt Knockback% of your base damage as typeless damage.<br />
* '''A monster''': both entities are dealt 80% of Knockback% of your base damage as typeless damage.<br />
* '''Empty''': the target is moved to the empty tile<br />
* '''Indestructible tile or map edge''': no effect<br />
<br />
:Knockback damage is applied after normal damage: if you are relying on the knockback damage to finish off the monster, first strike won't be of any use and your opponent will have time to hit you.<br />
<br />
:Also, note that the knockback damage is applied after the [[Traits#Cowardly|cowardly]] effect. Thus when fighting a monster with this trait:<br />
:* if you throw it '''into a wall''', it will take knockback damage<br />
:* if you throw it '''into a monster''', it will escape before taking knockback damage<br />
<br />
[[File:Learning.png|left]]<br />
<br />
=== Learning ===<br />
Grants 1 extra {{xp}} upon killing an enemy, doesn't work on {{t|No Experience}} enemies, not to be confused with {{t|Experience Boost}}. Can be stacked.<br />
<br />
[[File:Lekon Devout.png|left]]<br />
=== Lekon Devout ===<br />
Killing goats grants {{piety|2}}.<br />
<br />
[[File:Life steal.png|left]] <br />
=== Life Steal ===<br />
Attacking a monster heals you equal to (Life steal x your level). Attacking a lower level monster heals double the amount. The health gained from Life Steal can heal you beyond your maximum HP.<br />
<br />
:The health is recovered directly after your hit. This means striking first can give you a chance at hitting an enemy for which your current health would be too low otherwise.<br />
<br />
[[File:Magical Attack (Player).png|left]]<br />
<br />
=== Magical Attack (Player) ===<br />
Deals magic damage.<br />
<br />
[[File:Mana Burn Immune.png|left]] <br />
=== Mana Burn Immune ===<br />
Immune to mana burn.<br />
<br />
[[File:Might.png|left]] <br />
=== Might ===<br />
Temporarily boosts your next physical attack by 30% and reduces {{t|Physical resist}} and {{t|Magic resist}} of the enemy by 3%. <br />
<br />
[[File:Mystic Balance.png|left]] <br />
=== Mystic Balance ===<br />
Averages glyph costs towards 5.<br />
<br />
[[File:Petition.png|left]] <br />
=== Petition ===<br />
No random punishments.<br />
<br />
[[File:PiercePhysical.png|left]] <br />
=== Pierce Physical ===<br />
Regular attack pierces 35% physical resistance.<br />
<br />
[[File:Poison Immune.png|left]] <br />
=== Poison Immune ===<br />
Immune to poison.<br />
<br />
[[File:Poisonous.png|left]] <br />
=== Poisonous ===<br />
Applies the {{t|Poisoned}} debuff on the target.<br />
<br />
[[File:Prestige.png|left]] <br />
=== Prestige ===<br />
The number level ups after level 10.<br />
<br />
[[File:Reflexes.png|left]] <br />
=== Reflexes ===<br />
Guaranteed retaliation against next monster strike.<br />
<br />
[[File:Refreshment.png|left]] <br />
=== Refreshment ===<br />
Restore mana on glyph convert (Mystera: 50%, other god: 25%)<br />
<br />
[[File:Sanguine.png|left]] <br />
=== Sanguine ===<br />
Can drink a blood pool to heal a percentage of your max health equal to the level of Sanguine. <br />
<br />
:If there is more than one pool on one tile (you killed more than one monster there), their effect stack. However, you will have to remember where these multiple pools are, as there is no obvious sign to recognize them.<br />
<br />
[[File:Schadenfreude.png|left]] <br />
=== Schadenfreude ===<br />
The next enemy attack will regenerate mana equal to its damage.<br />
<br />
[[File:Scholar's Pact.png|left]] <br />
=== Scholar's Pact ===<br />
{{piety|-10}}, overheal and {{t|Might}} per levelup<br />
<br />
[[File:Spirit Pact.png|left]] <br />
=== Spirit Pact ===<br />
{{piety|-5}} and {{conversion|+15}} per item converted<br />
<br />
[[File:Spirit Strength.png|left]] <br />
=== Spirit Strength ===<br />
Adds base damage until next attack.<br />
<br />
[[File:Stone form.png|left]] <br />
=== Stone form ===<br />
Adds {{t|Might}}, whenever a wall is destroyed.<br />
<br />
[[File:Stone skin.png|left]] <br />
=== Stone skin ===<br />
Temporary {{t|Physical resist}}. Grants 20% {{t|Physical resist}} per charge. Removed when taking damage from a monster (including Magical attacks).<br />
<br />
:Physical resist from {{t|Stone skin}} still abides by maximum resistance, so you cannot raise physical resistance above the maximum.<br />
<br />
[[File:Warrior's Pact.png|left]] <br />
=== Warrior's Pact ===<br />
{{piety|-3}} and +1 max health per kill<br />
<br />
== Player Debuffs ==<br />
<br />
[[File:Consensus.png|left]] <br />
=== Consensus ===<br />
Lose {{piety|50 max}}.<br />
<br />
[[File:Corrosion.png|left]] <br />
=== Corrosion ===<br />
Corroded targets take extra damage equal to the number of Corrosion stacks when damaged.<br />
<br />
:Removal: {{i|Burn Salve}} (all stacks), {{boon|Cleansing}} (1 stack), {{g|Jehora Jeheyu}}'s Chaos Avatar (all stacks)<br />
<br />
[[File:Cursed.png|left]]<br />
<br />
=== Cursed ===<br />
While cursed, all sources of damage reduction and resistances you have are nullified. <br />
<br />
:Removal: Killing a non-{{t|Curse Bearer}} monster (1 stack), using {{s|IMAWAL}} on a XP-valuable monster (can also be a cursed one) (1 stack), {{boon|Greenblood}} (1 stack), {{boon|Enlightenment}} (all stacks)<br />
<br />
[[File:Exhausted.png|left]]<br />
<br />
=== Exhausted ===<br />
Mana won't regenerate until full health is restored.<br />
<br />
[[File:Mana Burned.png|left]] <br />
=== Mana Burned ===<br />
When mana burned, you do not regenerate mana from exploration and your mana is immediately set to 0.<br />
<br />
:Removal: Leveling up, drinking a {{i|Mana Potion}} or {{i|Burn Salve}}, {{boon|Cleansing}}, or equipping the {{i|Soul Orb}}.<br />
<br />
:Note: some effects, such as the {{s|BLUDTUPOWA}} glyph, can still restore your mana while mana-burned. These will not cure the affliction, however.<br />
<br />
[[File:Poisoned.png|left]] <br />
=== Poisoned ===<br />
The poisoned target (monster/player) does not regenerate HP from player exploration. <br />
<br />
:Removal: Leveling up, drinking a {{i|Health Potion}} or {{i|Fortitude Tonic}}, {{boon|Cleansing}}, casting {{s|HALPMEH}}, or equipping the {{i|Viper Ward}}.<br />
<br />
:Poison on monsters expires after the specified amount of tiles have been revealed.<br />
<br />
[[File:Slow Strike.png|left]] <br />
=== Slow Strike ===<br />
Will strike last in a combat round. For more details see [[Strike Order]].<br />
<br />
[[File:Weakened.png|left]] <br />
=== Weakened ===<br />
Your base damage is reduced by an amount equal to the number of stacks of Weakened.<br />
<br />
Removal: {{i|Fortitude Tonic}} (all stacks), {{boon|Cleansing}} (1 stack), {{g|Jehora Jeheyu}}'s Chaos Avatar (all stacks)<br />
<br />
== Applicable Monster Debuffs ==<br />
<br />
[[File:Burning.png|left]] <br />
=== Burning===<br />
One stack of Burning is applied to a monster when the attack source has the {{t|Burning}} trait. (BURNDAYRAZ or attack w/ Whurrgarbl). Only one enemy can be Burning at any given time.<br />
<br />
:Attacking another monster or applying an attack to the Burned monster from a non-Burning attack removes the trait, dealing Magical damage equal to the number of Burning stacks on expiration; hitting a monster with this trait using an attack which inflicts Burning will deal bonus damage equal to the number of pre-existing Burning stacks on it, then the new stacks are applied.<br />
<br />
:Maximum charges of Burning equal x2 of your current level.<br />
<br />
:When exploring tiles, a monster with this trait will regenerate HP as though it were 1 level lower than it actually is, regardless of how many stacks it has.<br />
<br />
[[File:Slowed.png|left]]<br />
=== Slowed ===<br />
The target has a slow attack speed, meaning that it will usually attack last in combat (and thus not injure the player for the final blow). See more details in [[strike order]]. <br />
<br />
:Being Slowed also disables the following monster traits: {{t|Blinks}}, {{t|Cowardly}}, {{t|First strike}}, {{t|Retaliate: Fireball}}. Killing a Slowed monster grants a bonus of 1 {{xp}}. If a monster has been Slowed, the effect will usually wear off as soon as the monster takes damage (including from {{s|BURNDAYRAZ}} or {{s|PISORF}}).<br />
<br />
[[File:Wicked Sick.png|left]] <br />
=== Wicked Sick ===<br />
The monster got leveled up by playing the guitar.<br />
<br />
[[File:Zotted.png|left]] <br />
=== Zotted ===<br />
The monster has its max hp halved by using the Orb of Zot.<br />
<br />
== Monster traits ==<br />
<br />
[[File:Berserks.png|left]] <br />
=== Berserks ===<br />
When monster's health is below the Berserk %, its attacks deal 50% more damage.<br />
<br />
[[File:Blinks.png|left]] <br />
=== Blinks ===<br />
When attacked, the monster will teleport to a random location on the map.<br />
<br />
:More precisely, if a blinking enemy is '''next to the player''' when a round of damage is finished being taken, it'll blink.<br />
Also, note that a slowed monster will not blink.<br />
<br />
:For example:<br />
:* Hitting or casting a fire ball to a blinking monster will make it blink.<br />
:* Hitting or casting a fire ball to a '''SLOWED''' blinking monster will NOT make it blink.<br />
:* '''Pisorfing''' a blinking monster '''into another''' monster will make it blink. It won't take [[Traits#Knockback|knockback]] damages.<br />
:* '''Pisorfing''' a blinking monster '''into a wall''' or '''empty air''', will NOT make it blink.<br />
:* '''Pisorfing''' a '''regular monster''' into a blinking monster will NOT make it blink.<br />
<br />
[[File:Bloodless.png|left]] <br />
=== Bloodless ===<br />
This monster does not leave behind a blood pool after being slain, and does not allow life steal.<br />
<br />
[[File:Cowardly.png|left]] <br />
=== Cowardly ===<br />
When attacked, the monster will flee the opposite direction of you if possible.<br />
<br />
To determine whether a monster will flee or not, it will use the same rule as [[Traits#Blinking|blinking]].<br />
<br />
[[File:Curse Bearer.png|left]] <br />
=== Curse Bearer ===<br />
Every time you kill or take damage from a Curse Bearer monster, you will gain a stack of Cursed.<br />
<br />
[[File:Corrosive.png|left]] <br />
=== Corrosive ===<br />
The monster's attack applies a stack of Corrosion. When killed, it leaves a pool of acid which applies Corrosion when stepped on instead of a blood pool.<br />
<br />
[[File:Death Protection.png|left]] <br />
=== Death Protection ===<br />
If a monster with Death Protection were to die, the next hit reduces it to 1 HP and a stack of Death Protection removed.<br />
<br />
[[File:Death-gaze.png|left]] <br />
=== Death-gaze ===<br />
Death-gaze is always accompanied by a percent value, if you get hit by a monster who has death gaze while your life is below the stated percent, you'll die by being turned to stone, the Next Hit prediction box will state "Petrified" when this is going to occur.<br />
<br />
[[File:Fast regen.png|left]] <br />
=== Fast regen ===<br />
The monster regenerates health twice as fast. {{t|Poisoned}} is depleted twice as quickly.<br />
<br />
[[File:Knockback.png|left]] <br />
=== Knockback ===<br />
When attacked, you are knocked back to the opposite direction of the monster. If you collide to a wall or monster, you will take additional damage equal to the Knockback %. Knockback damage cannot kill you.<br />
<br />
[[File:Life steal.png|left]] <br />
=== Life steal ===<br />
If you reveal a monster from exploration, your Hitpoints will be reduced to (100% - the Life steal percentage) and the monster will heal (beyond its max HP) the amount of damage it did.<br />
<br />
[[File:Magical attack.png|left]] <br />
<br />
=== Magical attack ===<br />
The attacks of the monster are considered Magical in nature, instead of Physical.<br />
<br />
[[File:Mana burn.png|left]]<br />
<br />
=== Mana Burn ===<br />
The monster's attack applies the {{t|Mana Burned}} debuff.<br />
<br />
[[File:No_Experience.png|left]] <br />
=== No Experience ===<br />
Killing the monster yields No Experience.<br />
<br />
[[File:Poisonous.png|left]] <br />
=== Poisonous ===<br />
The monster's attack applies the {{t|Poisoned}} debuff.<br />
<br />
[[File:Retaliate-_Fireball.png|left]] <br />
=== Retaliate: Fireball ===<br />
When this monster is attacked with a {{s|BURNDAYRAZ}} he will attack the caster. This retaliation deals half normal damage. Slowed monsters lose the ability to retaliate for one attack. Fireball always strikes first, and you will not suffer retaliation if you successfully kill the monster with the spell.<br />
<br />
:Note that monsters with the [[Traits#Weakening blow|weakening]] trait will also [[Traits#Weakened|weaken]] you when retaliating.<br />
<br />
[[File:Revives.png|left]] <br />
=== Revives ===<br />
Upon death the monster is replaced with a fully healthy monster. It is usually of a different type and is 1 level lower than the original or the second monster has {{t|No Experience}}.<br />
<br />
[[File:Spawns.png|left]] <br />
=== Spawns ===<br />
When attacked and not killed, the monster spawns a creature at the nearest empty tile. The spawned creature is particular to the monster, but it always the same level and grants {{t|No Experience}}<br />
<br />
[[File:Spawn Plants.png|left]] <br />
=== Spawn Plants ===<br />
When attacked and not killed, the monster spawns the specified amount of plants.<br />
<br />
[[File:Undead.png|left]] <br />
=== Undead ===<br />
Undead monsters are immune to {{t|Poisonous}} attacks and untargetable by {{s|APHEELSIK}}, and are susceptible to some Undead-specific effects.<br />
<br />
[[File:Weakening blow.png|left]] <br />
=== Weakening blow ===<br />
The monster's attack applies a stack of {{t|Weakened}}.<br />
<br />
[[File:Magic Immune.png|left]] <br />
=== Magic Immune ===<br />
The monster is immune to magic.<br />
<br />
[[File:Physical Immune.png|left]] <br />
=== Physical Immune ===<br />
The monster is immune to physical damage.<br />
<br />
<br />
{{MainNav}}</div>Eable2https://qcfdesign.com/wiki/DesktopDungeons/index.php?title=J%C3%B6rmungandr&diff=56294Jörmungandr2016-10-04T04:44:32Z<p>Eable2: </p>
<hr />
<div><onlyinclude>{{<br />
{{{tpl|BossInfobox}}}<br />
|BossName=Jörmungandr<br />
|Icon=Serpent<br />
|Att=75<br />
|Hp=318<br />
|HAtt=90<br />
|HHp=380<br />
|VAtt=90<br />
|VHp=380<br />
|VTAtt=120<br />
|VTHp=636<br />
|120Att=90<br />
|120Hp=380<br />
|BossTraits={{t|Poisonous}}: 1<br />
|Trophy={{Trophy|Serpent Fang}}<br />
|BInfo=The {{m|Serpent}} boss, Jörmungandr, is literally just an oversized snake. He has no additional special abilities other than improved attack damage and health that all bosses receive. Furthermore, {{t|Poisonous}} is often inconsequential to have on a boss, since you will often be out of blackspace. Furthermore, you would be allocating additional resources (like {{i|Health Potion}}) to kill the boss anyway. This makes him one of the easiest bosses in the game.<br />
|Tooltip=Difficulty: Random&#10;Normal Attack/HP: 75/318&#10;Hard/Vicious Attack/HP: 90/380&#10;Vicious Token Attack/HP: 120/636&#10;Traits: Poisonous: 1&#10;Trophy: Serpent Fang&#10;Found: Commonly<br />
}}</onlyinclude>[[Category: Bosses]]</div>Eable2https://qcfdesign.com/wiki/DesktopDungeons/index.php?title=The_Labyrinth&diff=56293The Labyrinth2016-10-03T05:05:48Z<p>Eable2: </p>
<hr />
<div>[[File:The Labyrinth Big.png|left]]<br />
[[File:The_Labyrinth.png|right|450px]]<br />
''Many curious explorers wander into the ancient underground structure know only as The Labyrinth. Some return to tell stories of horrific bestial screams that echo through its corridors. Those who investigate further have a habit of not coming back.''<br />
<br />
<br />
<br />
== The Labyrinth ==<br />
This is one of the most twisted dungeons in the game, often barring further exploration with tough monsters. Generally speaking, the weakest monsters are near the center of the labyrinth and the stronger monsters in the outer-most portion. Since most strategies need to seek stronger foes early, this make it difficult to gain bonus XP. Worse, once you do start to encounter the stronger foes you may have precious few tiles left to explore. Using Binlor's boons, ENDISWAL, PISORF, or any kind of knockback to punch holes in the Labyrinth walls can make this dungeon considerably easier to navigate and win. If you're not interested in using knockback, the {{i|Titan Guitar}} is a fantastic locker preparation for this dungeon.<br />
<br />
Monster difficulty is 130%.<br />
<br />
== Rex ==<br />
There are two bosses in the Labyrinth. One of them is chosen randomly, and the other is "Rex" the Minotaur. Once Rex has been discovered, he will chase you around the dungeon. Every time you kill a monster, he will appear next to you, potentially trapping you. Rex will ''never'' appear at a diagonal; he will always appear beside, above, or below you. Use this to position yourself to ensure a safe escape. If you do not discover Rex early enough, he will eventually come and seek you out after you've killed enough monsters. <br />
<br />
Rex has relatively high attack damage, ''and'' he berserkers when his health gets low enough, pushing that damage even higher. However, his hit points are sub-par and he has no magic resistance. This makes him incredibly weak to a spellcaster. Anyone with the BLUDTUPOWA glyph and sufficient unexplored tiles can easily kill him just with hit-and-run BURNDAYRAZ attacks. The greater difficulty will be navigating the labyrinth to do so, and uncovering Rex early enough.<br />
<br />
<br />
== Suggested Classes ==<br />
=== Bloodmage ===<br />
With the spellcasting power to turn Rex into a smoking crater, and a large "bank" of extra healing from his blood pools to deal with the other boss, the Bloodmage is a superb class for this level. Be sure to prepare the fireball magnet so that you begin with the BURNDAYRAZ glyph. Due to the nature of the labyrinth, you may have trouble finding it. Elf or Gnome make good choices for someone focusing on the spellcasting route, while Human and Orc work well for those who want to focus more on a hybrid.<br />
<br />
=== Warlord ===<br />
Using his CYDSTEPP ability, the Warlord can continue to effectively fight with Rex even after he's gone berserk. This makes the Warlord a reliable melee-specialist class for taking on this dungeon. The Orc or Gnome races are recommended.<br />
<br />
=== Wizard ===<br />
A good spellcasting class like the bloodmage, but somewhat less reliable due to the fact that he does not begin with the BLUDTUPOWA glyph. His glyph sense, however, allows him to quickly find other useful spells from within the dungeon. With good preparations, the wizard is a reliable pick.<br />
<br />
=== Paladin ===<br />
As most of the monsters in this dungeon - including Rex - deal physical damage, the Paladin is a reliable class for The Labyrinth. Improving his resistances further via items or boons can make fighting the monsters in the dungeon easy. Consider prepping a god like Binlor or Dracul to this end (Binlor also guarantees PISORF / ENDISWAL to avoid getting stuck).<br />
<br />
== Quests ==<br />
The only quest in The Labyrinth is [[Muu...]], which requires one to defeat The Labyrinth with the [[Fighter]], [[Berserker]], and [[Warlord]]. Completing this quest will unlock [[Dragon Isle]] and give 500 gold. As noted above, the Warlord is well suited to this dungeon. The other two classes will take more extensive strategies and a good deal of luck to beat. <br />
<br />
<br />
{{DD2Nav}}</div>Eable2https://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Meat_Man&diff=56214Meat Man2016-09-17T05:47:45Z<p>Eable2: </p>
<hr />
<div><onlyinclude>{{<br />
{{{tpl|MonsterInfoBox}}}<br />
|DisplayText={{{DisplayText|XXXX}}}<br />
|Name=Meat Man<br />
|HP=200%<br />
|Att=65%<br />
}}</onlyinclude><br />
<br />
== The Monster ==<br />
<br />
The Meat Man is the most durable [[Monsters|monster]] in the game, with enormous sums of hit points, but limited by poor attack damage. The key weakness of the Meat Man is his health regeneration; although he has a massive hit point total, he does not heal any faster than regular monsters. Since the damage he deals on each attack is rather low, it can be quite easy to simply fight him by attrition by healing between blows. Characters with resistances or very high damage output, such as the {{c|Rogue}}, {{c|Paladin}}, or {{c|Monk}} can slaughter Meat Men with ease. Physical resistance and high attack damage are the best attributes to focus on when fighting meatmen. <br />
<br />
Anyone using the {{s|APHEELSIK}} glyph can whittle these low-damage behemoths down to size in a very cost-effective manner. The healing glyph {{s|HALPMEH}} is a close second against this monster, since you don't need to spend very much mana to cure the relatively minor wounds it delivers. Glyphs that deal direct damage, such as {{s|BURNDAYRAZ}} or {{s|PISORF}}, are highly ineffective, as are one-time buffs such as {{s|ENDISWAL}}, {{s|GETINDARE}} or {{s|CYDSTEPP}}. <br />
<br />
Meat Men can be difficult to fight if you're out of exploration space, since their primary weakness is their slow health regeneration. That doesn't mean anything if you can't explore new tiles to heal yourself. As a result, it's always better to deal with Meat Men as early as possible.<br />
<br />
If you have {{t|Life steal}} (from a {{i|Vampiric Blade}},{{g|Dracul}}, or being a {{c|Vampire}}), Meat Men are a fantastic target. Because of their low damage, you will heal for a significant portion of the damage that you take every hit. For {{c|Vampire}}s, Meat Men are ideal "blood cows" - hit them to heal (but don't kill them) and explore to let them regenerate health.<br />
<br />
== The Boss ==<br />
<br />
When tackling the Super Meat Man boss, you will want to begin the boss battle early so you can explore and maintain a long battle of attrition. If possible, worship {{g|Tikki Tooki}} to gain his poison boon, or use the {{s|APHEELSIK}} glyph. Otherwise, your best bet is to focus on boosting your resistances and attack damage and beating this boss by sheer attrition. <br />
<br />
{{MainNav}}</div>Eable2https://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Dracul&diff=56213Dracul2016-09-17T05:32:46Z<p>Eable2: Summary</p>
<hr />
<div><onlyinclude>{{<br />
{{{tpl|GodInfobox}}}<br />
|Name=Dracul<br />
|ShortHand=DR<br />
|InitialWorship=<br />
* {{Piety|+2}} for each killed enemy<br />
|Punishment=<br />
* -20 Max Health<br />
|PrepPenalty=<br />
* 20% of enemies are bloodless<br />
|RewardedActions=<br />
*Attack with {{t|Life steal}} (once per monster):&nbsp;{{Piety|+1}}<br />
<br />
*Kill a non {{t|Undead}} monster:&nbsp;{{Piety|+2}}<br />
<br />
*Convert {{s|HALPMEH}}:&nbsp;{{Piety|+10}}<br />
<br />
*Convert {{s|CYDSTEPP}}:&nbsp;{{Piety|+10}}<br />
<br />
*Convert a {{i|Health Potion}}:&nbsp;{{Piety|+5}}<br />
<br />
*Drink a blood pool:&nbsp;{{Piety|+1}} per stack of {{boon|Blood Tithe}}<br />
|PenalizedActions=<br />
*Kill an {{t|Undead}} monster:&nbsp;{{Piety|-5}}<br />
<br />
*Drink a {{i|Health Potion}}:&nbsp;{{Piety|-5}}<br />
<br />
*Cast {{s|HALPMEH}}:&nbsp;{{Piety|-5}}<br />
<br />
*Cast {{s|CYDSTEPP}}:&nbsp;{{Piety|-5}}<br />
|Boons=<br />
;{{boon|Blood Curse}} {{SingleUse}}<br />
:'''Cost''': Increases level by 1 (no stat increase, no HP/MP fill, cannot be chosen at L10) <br />
:'''Effect''': {{piety|+20}}<br />
<br />
;{{boon|Blood Tithe}} {{MultipleUse}} <br />
:'''Cost''': {{piety|10 (+15)}}<br />
:'''Effect''': Grants {{t|Sanguine}} 5%, or boosts +5% to {{t|Sanguine}} if you already have it, - 5 Max HP, +1 Base damage<br />
<br />
;{{boon|Blood Hunger}} {{MultipleUse}}<br />
:'''Cost''': {{piety|20 (+25)}}<br />
:'''Effect''': {{t|Life steal}} +1, -20% to maximum resistances, +1 Base damage<br />
<br />
;{{boon|Blood Shield}} {{SingleUse}}<br />
:'''Cost''': {{piety|40}}<br />
:'''Effect''': {{t|Physical resist}} +15%, {{t|Magic resist}} +15%<br />
<br />
;{{boon|Blood Swell}} {{MultipleUse}} <br />
:'''Cost''': {{piety|20 (+10)}}<br />
:'''Effect''': Restore all HP, +1 {{t|Cursed}}<br />
}}</onlyinclude><br />
<br />
'''Dracul''' is the unholy deity of death, undeath, evil... your archetypical Lord of Darkness. Dracul's boons are well suited to brawler-type characters, and with only a few very narrow exceptions is largely useless for spellcasters or striker-type attackers such as the {{c|Rogue}}. <br />
<br />
Dracul is unlocked in a subdungeon to the east. When you enter this subdungeon, you will be pitted in combat against a doppelganger of yourself. However, there is a known bug where the subdungeon exit doesn't seal itself off until you move one tile. If you adjust the visible tabs, you can leave the subdungeon and avoid unlocking {{g|Dracul}} in this fashion.<br />
<br />
<br />
== Strategy ==<br />
Dracul is difficult to gain piety with under most circumstances. There are only four ways to do so: killing non-undead monsters, converting a "holy" glyph ({{s|CYDSTEPP}} or {{s|HALPMEH}}), converting a {{i|Health Potion}}, and using a {{t|Life steal}} ability. For most characters, the only way to get a {{t|Life steal}} is with one of Dracul's boons, which means it's imperative for Dracul worshipers to purchase either {{boon|Blood Hunger}} or {{boon|Blood Tithe}} as soon as possible to begin racking up real piety.<br />
<br />
Dracul's boons all grant ways to restore your hit points or (in the case of {{boon|Blood Shield}}) prevent incoming damage. This gives a Dracul follower greatly increased staying power in combat, and Dracul often makes an excellent last-ditch choice in the end-game since none of these are dependent on exploration space.<br />
<br />
Both the {{boon|Blood Tithe}} and the {{boon|Blood Hunger}} boons provide a balance of piety gain and healing. They both have serious drawbacks that must be managed, but with a large number of weaker monsters to "farm" for lifesteal healing they can allow a significant boost to your end-game healing prospects. For characters who can raise their resistances substantially above 45% you should virtually ''never'' purchase the {{boon|Blood Hunger}} boon. {{boon|Blood Tithe}} can offer some reasonable healing if you select it multiple times, but you'll need to find a way to raise your maximum HP to compensate and it will cost a significant amount of piety. This usually means you'll need to convert into Dracul's religion with a large amount of piety already accrued, and found some way to increase your hit points.<br />
<br />
The need for improved hit points means {{g|Jehora Jeheyu}}, {{g|The Earthmother}} or {{g|Glowing Guardian}} all make excellent deities to worship prior to converting to {{g|Dracul}}. Followers of {{g|The Earthmother}} should take note that {{boon|Plantation}} will remove bloodstains. Followers of the {{g|Glowing Guardian}} must tread carefully with {{boon|Absolution}}; removing a monster will also prevent you from harvesting its blood after you convert. {{g|Jehora Jeheyu}} is difficult to manage, as most players will want to use {{boon|Chaos Avatar}} before converting out, which may leave you with insufficient piety, but this combo is very powerful when you do have enough piety to pull it off.<br />
<br />
{{g|Taurog}} into {{g|Dracul}} is a very powerful conversion chain. Taurog's easy piety generation lets you convert into Dracul with nearly full piety, and his armor pieces combine with {{boon|Blood Shield}} for a very easy way to get 30%/30% resists, making the chain one of the best ways to stack resistances. Combine with {{i|Patches the Teddy}} and the {{i|Dragon Shield}} and baby, you've got a stew goin'.<br />
<br />
When combined with the {{s|BLUDTUPOWA}} glyph, {{g|Dracul}} becomes an awesome force for spellcasters. {{boon|Blood Tithe}} and {{boon|Blood Hunger}} boons can be used to farm hit points, and then {{s|BLUDTUPOWA}} can be used to convert them into [[mana]]. This allows {{g|Dracul}} to fuel some of the most powerful spellcasting spikes in the game, turning any character into a {{c|Bloodmage}}. However, without this glyph he offers no synergy with spellcasters.<br />
<br />
Overall, Dracul is a very difficult diety to consistently worship, but is by far the best diety for a late-game health spike. With even a moderate store of piety, Dracul can fully heal most characters several times over with {{boon|Blood Tithe}} and {{boon|Blood Swell}}. While he is rarely a good choice as a first diety, his incredible late-game power is virtually essential in {{d|Vicious Gaan-Telet}} and can be incredibly impactful in other difficult dungeons as well. Just be sure to drink your health potions and kill off any {{m|Wraith}} and {{m|Zombie}} popcorn before converting.<br />
<br />
{{MainNav}}</div>Eable2https://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Northern_Desert&diff=56208Northern Desert2016-09-07T02:04:14Z<p>Eable2: /* Strategy */ Supreme Slayer</p>
<hr />
<div><onlyinclude>{{<br />
{{{tpl|DungeonInfobox}}}<br />
|DungeonName=Northern Desert<br />
|ShortHand=ND<br />
|Rumor=''Far to the north lies a desert that few are foolish enough to cross. It is said that those of magical aptitude can find ancient knowledge if they survive the desert heat and monsters.''<br />
|SpecialRules=Whenever you kill a monster it will remove nearby water tiles.<br />
|Difficulty=Normal<br />
|MonsterStats=100%<br />
|Region=North<br />
|Monsters=All unlocked monsters and {{m|Desert Troll}}s<br />
|Boss={{boss|Aequitas (ND)}}, {{boss|Tower of Goo}}<br />
|SuggestedClasses={{c|Sorcerer}}, {{c|Wizard}} <br />
|Quests=<br />
{{q|Desert Rose}}<br />
{{q|Complicated Tasks, pt 3}}<br />
|Unlock=<br />
{{q|Venture Capital}}<br />
{{q|Dangerous Investments}}<br />
}}</onlyinclude><br />
<br />
== Quests ==<br />
{{:Desert Rose}}<br />
{{:Complicated tasks, pt 3}}<br />
<br />
== Bosses ==<br />
{{:Aequitas (ND)}}<br />
{{:Tower of Goo}}<br />
<br />
== Strategy ==<br />
The boss will either have very high damage or physical resistance, so naturally you want a class that can fling a bunch of fireballs. The three best suppliers of this requirement are the spell casting classes. Wizards, due to their inexpensive spells, Sorcerers, due to their extra mana, and Bloodmages, but due to the fact you won't get them before you do this dungeon (probably) I won't include them. Naturally, you're going to want to avoid mana burn, as it will hurt these classes. If the Aequitas is the boss, you should probably go wizard, as their hit-spell-hit combo is ruined if you can't take a hit from the boss.<br />
<br />
If you are playing as a {{c|Wizard}}, it is fairly straightforward. Go around converting glyphs, to max out your mana, and killing higher level monsters. When you are LV7 or so, and a few experience from LV8, begin fireballing the boss. When you run out of mana, kill an enemy to level up. Continue fireballing, using potions if necessary. This is extremely easy, and you don't need a mid-fight level up. Feel free to use melee in addition to fireballs if it is the Tower of Goo or you can survive a hit from Aequitas.<br />
<br />
If you are playing a {{c|Sorcerer}}, find {{s|BURNDAYRAZ}} ASAP and do a hit-spell-hit combo on a level above you. Convert glyphs whenever you find them to get your [[mana]] to 18 and then 24. Continue doing hit-spell-hit combos on higher level monsters until you are LV7. When you are LV7, and a few exp from LV8, hit the boss. Fireball him until you can't fireball anymore. Kill a lower level monster to level up. Continue to use the hit-spell-hit combo, using potions if necessary, until the boss is dead.<br />
<br />
Note that this dungeon can easily be completed by non-mage classes, but they are recommended. If you do approach this dungeon with a melee specialist class like {{c|Monk}}, {{c|Warlord}}, or {{c|Paladin}}, bringing the {{i|Really Big Sword}} as a preparation is advised. This will give you a tremendous damage bonus against physical-resist enemies.<br />
<br />
This dungeon is one of the best options for completing the Supreme Slayer achievement. You can slay the fairly weak Aequitas in a few hits with a level 1 {{OrRo}} by prepping {{i|Reflex Potion}}, {{i|Quicksilver Potion}}, {{g|Tikki Tooki}}, and items that give death protection like the {{i|Namtar's Ward}} or the {{i|Badge of Honour}}. Convert everything, grab {{s|GETINDARE}}/{{s|WEYTWUT}}/{{s|CYDSTEPP}}, and take as many shots of {{boon|Reflexes}} as you can afford.<br />
{{MainNav}}</div>Eable2https://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Way_of_the_Open_Fist&diff=52157Way of the Open Fist2015-11-17T18:46:02Z<p>Eable2: Major changes</p>
<hr />
<div>[[File:Monk_Silver.PNG|right|450px]]<br />
<br />
The '''''Way of the Open Fist''''' dungeon is the {{c|Monk}} Silver [[Class Challenges|Class Challenge]]. The challenge is set in [[Ick Swamp]]. The boss is Blerglwergl, a Super Meat Man with slightly less health and Weakening Blow.<br />
<br />
==Resources Available==<br />
<br />
Alchemist and Witch preparations are available. {{i|Fortitude Tonic}} and {{i|Can of Whupaz}} are recommended from the Witch. Shops spawn normally. Two of the following three altars spawn: {{g|Binlor Ironshield}}, {{g|The Earthmother}}, and {{g|Taurog}}.<br />
<br />
Note that, like in standard Ick Swamp, plants have a chance to drop a spoon, and Wisp Gems (+5% damage, small) are guaranteed from {{m|Warlock}}s.<br />
<br />
==Strategy==<br />
<br />
There are two ways to approach this challenge. First, you can play standard monk (go for {{OrMo}}), and use spoons, wisp gems, Greenblood, Taurog's Blade, and Stone Fist to raise your damage to crazy levels for a monk. With the right setup, you can easily take on Meat Men 5 levels above you. Certain shop items and glyphs are helpful with this. If you go this route, be sure to save your fortitude tonic for the middle of the boss fight.<br />
<br />
Another slightly more unconventional strategy is to take a {{GnMo}} and bypass the boss's Weakening Blow ability with fireballs. This works well with an Earthmother strategy, since you can get a large late-game mana spike.<br />
<br />
Do standard Monk regenfighting stuff as much as you can. Before you level up, clear out all the visible mana burn and poison plants in the way. Prey on high-level Gorgons, Vampires, and Meat Men. Wait to worship Earthmother until you're ready to fight the boss, as it becomes very difficult to move around when you can't clear away plants. For the boss, you can use a Greenblood strategy to get a bunch of free corrosion damage on the boss, or you can use a Clearance strategy to fireball the boss down.<br />
<br />
{{i|Platemail}} works well here, comboing with the Monk's natural damage reduction and Vineform if you're feeling saucy to massively reduce damage done. Unfortunately, it does leave you vulnerable to Nagas, who would normally serve fairly well as popcorn. Obviously, the monk loves damage items, and if you go Gnome, a {{i|Trisword}} and {{i|Whurrgarbl}} can translate into a bunch of extra damage on the boss. If you go the fireball boss kill route, standard caster items like {{i|Crystal Ball}} and {{i|Battlemage Ring}} are good finds. {{i|Viper Ward}} and {{i|Soul Orb}} give you a great deal of freedom to clear plants, and give a great deal of CP when you're done clearing plants. <br />
<br />
While it is not an item, {{s|HALPMEH}} is very good here as well, allowing you to clear poison plants with impunity, as well as playing into the Monk's attrition strategy by offering more health/tile explored.</div>Eable2https://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Zombie_(Monster)&diff=52019Zombie (Monster)2015-10-26T14:09:11Z<p>Eable2: </p>
<hr />
<div><onlyinclude>{{<br />
{{{tpl|MonsterInfoBox}}}<br />
|DisplayText={{{DisplayText|XXXX}}}<br />
|Name=Zombie<br />
|HP=150%<br />
|Att=100%<br />
|Unlock=starter<br />
}}</onlyinclude>{{Stub}}<br />
<br />
The zombie is one of the toughest "standard" monsters in the game. It has good damage output, very high hit points, and it's {{t|undead}} and therefor immune to poison. This means there's no easy way too approach a zombie. The {{c|Priest}} obviously has a distinct advantage against undead enemies, but otherwise this is just a powerful and threatening foe.<br />
<br />
Due to its high hit points, direct damage spells and most forms of "burst" damage are ineffective. High physical resistance coupled with some good attrition magic, such as {{s|HALPMEH}} or {{s|BYSSEPS}} can be a somewhat more effective approach, but for characters without significant physical resistance or damage reduction this slugfest will be difficult and exhaust your resources. Zombies are generally NOT a good choice when going for higher level kills.<br />
<br />
The zombie boss, Frank, takes everything that makes a zombie a difficult opponent and turns it up a notch. Only characters with an obscenely effective physical attrition strategy will have an easy time with Frank. For everyone else, get ready for a long haul with this boss.<br />
<br />
{{MainNav}}</div>Eable2https://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Meat_is_Murder&diff=50660Meat is Murder2015-06-07T03:59:10Z<p>Eable2: /* Strategy */</p>
<hr />
<div>'''''Meat is Murder''''' is the {{c|Monk}} gold [[Class Challenges|challenge]]. It takes place in [[The Slime Pit]].<br />
<br />
== Resources Available ==<br />
<br />
No preparations are allowed. The dungeon has random glyphs ({{s|BURNDAYRAZ}} is guarenteed as usual), no shops, and no subdungeons. Two of the following altars spawn: {{g|The Earthmother}}, {{g|Taurog}}, and {{g|Jehora Jeheyu}}.<br />
<br />
== Monsters ==<br />
<br />
{{m|Meat Man}}: See Special Rules<br />
<br />
{{m|Goo Blob}}: Physical Resist 50%<br />
<br />
{{m|Golem}}: Magical Resist 50%<br />
<br />
{{m|Gelatinous Thing}}: Retaliate: Fireball<br />
<br />
{{m|Acid Blob}}: Corrosive: 1, Magical Attack<br />
<br />
{{m|Slime Blob}}: Curse Bearer, Magical Attack<br />
<br />
{{m|Muck Walker}}: Undead, Bloodless, Weakening Blow<br />
<br />
There may also be an additional unlocked monster present.<br />
<br />
== Special Rules ==<br />
<br />
Just like in [[The Slime Pit]], the Meat Men will "begin to rot" after a certain number of kills, causing them to become poisonous and eventually corrosive.<br />
<br />
The boss is Superduper, a blue Meat Man that has 25% Physical Resist and 2280 HP (!).<br />
<br />
== Strategy ==<br />
<br />
This challenge is one of the tougher gold challenges, and requires a bit of luck. As usual with Monk, the {{OrMo}} is your best bet to cancel out your pitiful base damage. You'll need a LOT of blackspace to regen-fight Superduper, so finding him early is imperative. The challenge is in finding ways to level up without taking too many debuffs from the nasty array of monsters present. <br />
<br />
There are several glyphs that are extremely helpful for this challenge. {{s|APHEELSIK}} is the holy grail of the monk class - it synergizes with {{s|BURNDAYRAZ}} and is incredibly powerful for defeating the boss. {{s|BYSSEPS}} also goes a long way in eroding Superduper's pesky physical resist. {{s|HALPMEH}} can also be useful, particularly once the meat men become poisonous. If you can't find any of these, you're in for a rough time.<br />
<br />
As for gods, {{g|Jehora Jeheyu}} is underwhelming. Chaos Avatar could handle a lot of problems, but sorting through Jehora's punishments - especially weakening - is a nightmare for the monk. The best strategy is probably to start with {{g|The Earthmother}} and later convert to {{g|Taurog}} for his much-needed damage boosts against the boss. The Earthmother's Greenblood boon is particularly notable - It gives the monk extra damage, and can also wipe curse stacks if you have to fight a Slime Blob.</div>Eable2https://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Meat_is_Murder&diff=50659Meat is Murder2015-06-07T03:53:29Z<p>Eable2: </p>
<hr />
<div>'''''Meat is Murder''''' is the {{c|Monk}} gold [[Class Challenges|challenge]]. It takes place in [[The Slime Pit]].<br />
<br />
== Resources Available ==<br />
<br />
No preparations are allowed. The dungeon has random glyphs ({{s|BURNDAYRAZ}} is guarenteed as usual), no shops, and no subdungeons. Two of the following altars spawn: {{g|The Earthmother}}, {{g|Taurog}}, and {{g|Jehora Jeheyu}}.<br />
<br />
== Monsters ==<br />
<br />
{{m|Meat Man}}: See Special Rules<br />
<br />
{{m|Goo Blob}}: Physical Resist 50%<br />
<br />
{{m|Golem}}: Magical Resist 50%<br />
<br />
{{m|Gelatinous Thing}}: Retaliate: Fireball<br />
<br />
{{m|Acid Blob}}: Corrosive: 1, Magical Attack<br />
<br />
{{m|Slime Blob}}: Curse Bearer, Magical Attack<br />
<br />
{{m|Muck Walker}}: Undead, Bloodless, Weakening Blow<br />
<br />
There may also be an additional unlocked monster present.<br />
<br />
== Special Rules ==<br />
<br />
Just like in [[The Slime Pit]], the Meat Men will "begin to rot" after a certain number of kills, causing them to become poisonous and eventually corrosive.<br />
<br />
The boss is Superduper, a blue Meat Man that has 25% Physical Resist and 2280 HP (!).<br />
<br />
== Strategy ==<br />
<br />
'''The recommended race:''' {{r|Orc}}.<br />
<br />
This challenge is one of the tougher gold challenges, and requires a bit of luck. As usual with Monk, the {{OrMo}} is your best bet to cancel out your pitiful base damage. You'll need a LOT of blackspace to regen-fight Superduper, so finding him early is imperative. The challenge is in finding ways to level up without taking too many debuffs from the nasty array of monsters present. <br />
<br />
There are several glyphs that are extremely helpful for this challenge. {{s|APHEELSIK}} is the holy grail of the monk class - it synergizes with {{s|BURNDAYRAZ}} and is incredibly powerful for defeating the boss. {{s|BYSSEPS}} also goes a long way in eroding Superduper's pesky physical resist. {{s|HALPMEH}} can also be useful, particularly once the meat men become poisonous. If you can't find any of these, you're in for a rough time.<br />
<br />
As for gods, {{g|Jehora Jeheyu}} is underwhelming. Chaos Avatar could handle a lot of problems, but sorting through Jehora's punishments - especially weakening - is a nightmare for the monk. The best strategy is probably to start with {{g|The Earthmother}} and later convert to {{g|Taurog}} for his much-needed damage boosts against the boss. The Earthmother's Greenblood boon is particularly notable - It gives the monk extra damage, and can also wipe curse stacks if you have to fight a Slime Blob.</div>Eable2https://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Meat_is_Murder&diff=50658Meat is Murder2015-06-07T03:52:14Z<p>Eable2: Added strategy</p>
<hr />
<div>'''''Meat is Murder''''' is the {{c|Monk}} gold [[Class Challenges|challenge]]. It takes place on a map similar to [[The Slime Pit]].<br />
<br />
== Preparations ==<br />
<br />
None allowed.<br />
<br />
== Resources Available ==<br />
<br />
The dungeon has random glyphs ({{s|BURNDAYRAZ}} is guarenteed as usual), no shops, and no subdungeons. Two of the following altars spawn: {{g|The Earthmother}}, {{g|Taurog}}, and {{g|Jehora Jeheyu}}.<br />
<br />
== Monsters ==<br />
<br />
{{m|Meat Man}}: See Special Rules<br />
<br />
{{m|Goo Blob}}: Physical Resist 50%<br />
<br />
{{m|Golem}}: Magical Resist 50%<br />
<br />
{{m|Gelatinous Thing}}: Retaliate: Fireball<br />
<br />
{{m|Acid Blob}}: Corrosive: 1, Magical Attack<br />
<br />
{{m|Slime Blob}}: Curse Bearer, Magical Attack<br />
<br />
{{m|Muck Walker}}: Undead, Bloodless, Weakening Blow<br />
<br />
There may also be an additional unlocked monster present.<br />
<br />
== Special Rules ==<br />
<br />
Just like in [[The Slime Pit]], the Meat Men will "begin to rot" after a certain number of kills, causing them to become poisonous and eventually corrosive.<br />
<br />
The boss is Superduper, a blue Meat Man that has 25% Physical Resist and 2280 HP (!).<br />
<br />
== Strategy ==<br />
<br />
'''The recommended race:''' {{r|Orc}}.<br />
<br />
This challenge is one of the tougher gold challenges, and requires a bit of luck. As usual with Monk, the {{OrMo}} is your best bet to cancel out your pitiful base damage. You'll need a LOT of blackspace to regen-fight Superduper, so finding him early is imperative. The challenge is in finding ways to level up without taking too many debuffs from the nasty array of monsters present. <br />
<br />
There are several glyphs that are extremely helpful for this challenge. {{s|APHEELSIK}} is the holy grail of the monk class - it synergizes with {{s|BURNDAYRAZ}} and is incredibly powerful for defeating the boss. {{s|BYSSEPS}} also goes a long way in eroding Superduper's pesky physical resist. {{s|HALPMEH}} can also be useful, particularly once the meat men become poisonous. If you can't find any of these, you're in for a rough time.<br />
<br />
As for gods, {{g|Jehora Jeheyu}} is underwhelming. Chaos Avatar could handle a lot of problems, but sorting through Jehora's punishments - especially weakening - is a nightmare for the monk. The best strategy is probably to start with {{g|The Earthmother}} and later convert to {{g|Taurog}} for his much-needed damage boosts against the boss. The Earthmother's Greenblood boon is particularly notable - It gives the monk extra damage, and can also wipe curse stacks if you have to fight a Slime Blob.</div>Eable2https://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Meat_is_Murder&diff=50656Meat is Murder2015-06-06T20:04:48Z<p>Eable2: Starting the page!</p>
<hr />
<div>'''''Meat is Murder''''' is the {{c|Monk}} gold [[Class Challenges|challenge]]. It takes place on a map similar to [[The Slime Pit]].<br />
<br />
== Preparations ==<br />
<br />
None allowed.<br />
<br />
== Resources Available ==<br />
<br />
The dungeon has random glyphs ({{s|BURNDAYRAZ}} is guarenteed as usual), no shops, and no subdungeons. Two of the following altars spawn: {{g|The Earthmother}}, {{g|Taurog}}, and {{g|Jehora Jeheyu}}.<br />
<br />
== Monsters ==<br />
<br />
{{m|Meat Man}}: See Special Rules<br />
<br />
{{m|Goo Blob}}: Physical Resist 50%<br />
<br />
{{m|Golem}}: Magical Resist 50%<br />
<br />
{{m|Gelatinous Thing}}: Retaliate: Fireball<br />
<br />
{{m|Acid Blob}}: Corrosive: 1, Magical Attack<br />
<br />
{{m|Slime Blob}}: Curse Bearer, Magical Attack<br />
<br />
{{m|Muck Walker}}: Undead, Bloodless, Weakening Blow<br />
<br />
There may also be an additional unlocked monster present.<br />
<br />
== Special Rules ==<br />
<br />
Just like in [[The Slime Pit]], the Meat Men will "begin to rot" after a certain number of kills, causing them to become poisonous and eventually corrosive.<br />
<br />
The boss is Superduper, a blue Meat Man that has 25% Physical Resist and 2280 HP (!).<br />
<br />
== Strategy ==<br />
<br />
'''The recommended race:''' {{r|Orc}}.</div>Eable2