https://qcfdesign.com/wiki/DesktopDungeons/api.php?action=feedcontributions&user=Incompetent&feedformat=atomDDwiki - User contributions [en]2024-03-28T12:48:38ZUser contributionsMediaWiki 1.25.1https://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Binlor_Ironshield&diff=15898Binlor Ironshield2014-06-14T04:30:09Z<p>Incompetent: /* Strategy */</p>
<hr />
<div><onlyinclude>{{<br />
{{{tpl|GodInfobox}}}<br />
|Name=Binlor Ironshield<br />
|ShortHand=BI<br />
|InitialWorship=<br />
* Free {{glyph|PISORF}}.<br />
|Punishment=<br />
* Lose 50% [[Full:Resistance|resistances]].<br />
|RewardedActions=<br />
;Destroy a wall (including petrified monsters):{{piety|+5}}<br />
;Cast BYSSEPS:{{piety|+1}}<br />
|PenalizedActions=<br />
;Gain a level:{{piety|-10}}<br />
;Cast IMAWAL on an empty square:{{piety|-5}}<br />
|Boons=<br />
;Stone Soup<br />
:'''Cost:''' {{piety|35}}<br />
:'''Effect:''' Spawns {{glyph|ENDISWAL}} near the altar<br />
;Stone Skin (Repeatable)<br />
:'''Cost:''' {{piety|15}}<br />
:'''Effect:''' Destroys 3 nearby wall segments<br />
:+3% {{t|Magic resist}}<br />
:3 ranks of {{t|Stone skin}}<br />
;Stone Form<br />
:'''Cost:''' {{piety|25}}<br />
:'''Effect:''' Destroys 10 nearby wall segments<br />
:Grant {{t|Stone form}}<br />
:+5% {{t|Magic resist}}<br />
;Stone Fist<br />
:'''Cost:''' {{piety|40}}<br />
:'''Effect:''' Destroys 20 nearby wall segments<br />
:+50% {{t|Knockback}} damage<br />
:+5% {{t|Magic resist}}<br />
;Stone Heart (Repeatable)<br />
:'''Cost:''' {{piety|10}}<br />
:'''Effect:''' Destroys 10 nearby wall segments<br />
:lower all enemy [[Resistance]]s on current dungeon level by 5%<br />
:+3% {{t|Magic resist}}<br />
}}</onlyinclude><br />
<br />
'''Binlor Ironshield''' is the god of mining. He is found in a subdungeon with an ENDISWAL glyph. Once you mine a few walls, you reach some gold. '''Don't fall for it''' it, keep mining to reach his altar.<br />
<br />
== Strategy ==<br />
<br />
There are two main strategies with Binlor. You can either stay with him, which is only to be done if there are no other gods to convert off to, or the optimal strategy of using him as a piety farm. If you decide to stay with him, just keep using boons to pump magic resistance, the best boon being stone heart, and destroy walls to negate the level up penalties. Save some piety for the endgame. When you're fighting the boss, use stone skin before every hit. This is especially nice if you already have stone form as it will give you resists and might. If you are going to convert off, rack up 100 piety, take 5-10 stone hearts to kill monster resistances, and then rack back up 100 to convert in. Remember, if you are in a level without a lot of walls, don't use too many stone hearts as you might run out of walls to convert.<br />
<br />
With {{s|BLUDTUPOWA}} or {{i|Rock Heart}} at your disposal, Binlor can generate absolutely massive quantities of piety. In fact, you're more likely to run out of walls to destroy than anything else.<br />
<br />
Binlor also has a strong synergy with attacks that cause knockback, such as if your character is a Half-Dragon or has a Bear Mace. With Stone Form and Stone Fist, every attack in which you can bash the target into a wall will give you Might, piety, and a large amount of knockback damage in addition to your normal attack damage, and the resistances you get from Binlor (or just from destroying walls with {{s|ENDISWAL}}) will help you survive any retaliation. If you take this approach, it's a good idea not to take too many boons from Binlor so that you have enough walls left for your knockback strategy.<br />
<br />
If you plan on staying with Binlor, desecrating a Mystera altar is usually well worth the negatives. Since Binlor's only chance of punishing you is a -10 on level up, you effectively earn +55 piety on any desecration. Mystera's punishment is 15% resistances to all enemies, and you can nullify this with 3 uses of Stone Heart (while beefing up your magic resist by 9%). Just make sure you have enough walls to compensate, and that you're not already at a high enough level to waste the punishment invulnerability.<br />
<br />
Binlor is an extremely safe deity to convert to in the endgame, if you would otherwise be dealing with an unmanageable amount of piety fines (e.g. a GG worshipper who has a large stock of potions). In this respect, he is second only to {{g|The Earthmother}}. Even if you have no way of generating more piety with him, he can be worth converting to at level 10 for a last-minute boon and a boss fight free of divine restrictions on your behaviour.<br />
<br />
== Punishment ==<br />
Binlor removes all your resistances when you desecrate his alter or otherwise anger him. For characters without resistances, this means Binlor can be angered or desecrated freely and he is incapable of actually punishing you. While there are a few cases of characters that can ignore a deity's punishment, this is the only one that actually comes up with any frequency in practice.<br />
<br />
{{MainNav}}</div>Incompetenthttps://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Binlor_Ironshield&diff=15897Binlor Ironshield2014-06-14T04:29:52Z<p>Incompetent: /* Strategy */</p>
<hr />
<div><onlyinclude>{{<br />
{{{tpl|GodInfobox}}}<br />
|Name=Binlor Ironshield<br />
|ShortHand=BI<br />
|InitialWorship=<br />
* Free {{glyph|PISORF}}.<br />
|Punishment=<br />
* Lose 50% [[Full:Resistance|resistances]].<br />
|RewardedActions=<br />
;Destroy a wall (including petrified monsters):{{piety|+5}}<br />
;Cast BYSSEPS:{{piety|+1}}<br />
|PenalizedActions=<br />
;Gain a level:{{piety|-10}}<br />
;Cast IMAWAL on an empty square:{{piety|-5}}<br />
|Boons=<br />
;Stone Soup<br />
:'''Cost:''' {{piety|35}}<br />
:'''Effect:''' Spawns {{glyph|ENDISWAL}} near the altar<br />
;Stone Skin (Repeatable)<br />
:'''Cost:''' {{piety|15}}<br />
:'''Effect:''' Destroys 3 nearby wall segments<br />
:+3% {{t|Magic resist}}<br />
:3 ranks of {{t|Stone skin}}<br />
;Stone Form<br />
:'''Cost:''' {{piety|25}}<br />
:'''Effect:''' Destroys 10 nearby wall segments<br />
:Grant {{t|Stone form}}<br />
:+5% {{t|Magic resist}}<br />
;Stone Fist<br />
:'''Cost:''' {{piety|40}}<br />
:'''Effect:''' Destroys 20 nearby wall segments<br />
:+50% {{t|Knockback}} damage<br />
:+5% {{t|Magic resist}}<br />
;Stone Heart (Repeatable)<br />
:'''Cost:''' {{piety|10}}<br />
:'''Effect:''' Destroys 10 nearby wall segments<br />
:lower all enemy [[Resistance]]s on current dungeon level by 5%<br />
:+3% {{t|Magic resist}}<br />
}}</onlyinclude><br />
<br />
'''Binlor Ironshield''' is the god of mining. He is found in a subdungeon with an ENDISWAL glyph. Once you mine a few walls, you reach some gold. '''Don't fall for it''' it, keep mining to reach his altar.<br />
<br />
== Strategy ==<br />
<br />
There are two main strategies with Binlor. You can either stay with him, which is only to be done if there are no other gods to convert off to, or the optimal strategy of using him as a piety farm. If you decide to stay with him, just keep using boons to pump magic resistance, the best boon being stone heart, and destroy walls to negate the level up penalties. Save some piety for the endgame. When you're fighting the boss, use stone skin before every hit. This is especially nice if you already have stone form as it will give you resists and might. If you are going to convert off, rack up 100 piety, take 5-10 stone hearts to kill monster resistances, and then rack back up 100 to convert in. Remember, if you are in a level without a lot of walls, don't use too many stone hearts as you might run out of walls to convert.<br />
<br />
With {{s|BLUDTUPOWA}} or {{i|Rock Heart}} at your disposal, Binlor can generate absolutely massive quantities of piety. In fact, you're more likely to run out of walls to destroy than anything else.<br />
<br />
Binlor also has a strong synergy with attacks that cause knockback, such as if your character is a Half-Dragon or has a Bear Mace. With Stone Form and Stone Fist, every attack in which you can bash the target into a wall will give you Might, piety, and a large amount of knockback damage in addition to your normal attack damage, and the resistances you get from Binlor (or just from destroying walls with {{s|ENDISWAL}}) will help you survive any retaliation. If you take this approach, it's a good idea not to take too many boons from Binlor so that you have enough walls left for your knockback strategy.<br />
<br />
If you plan on staying with Binlor, desecrating a Mystera altar is usually well worth the negatives. Since Binlor's only chance of punishing you is a -10 on level up, you effectively earn +55 piety on any desecration. Mystera's punishment is 15% resistances to all enemies, and you can nullify this with 3 uses of Stone Heart (while beefing up your magic resist by 9%). Just make sure you have enough walls to compensate, and that you're not already at a high enough level to waste the punishment invulnerability.<br />
<br />
Binlor is an extremely safe deity to convert to in the endgame, if you would otherwise be dealing with an unmanageable amount of piety fines (e.g. a GG worshipper who has a large stock of potions). In this respect, he is second only to {{g|Earthmother}}. Even if you have no way of generating more piety with him, he can be worth converting to at level 10 for a last-minute boon and a boss fight free of divine restrictions on your behaviour.<br />
<br />
== Punishment ==<br />
Binlor removes all your resistances when you desecrate his alter or otherwise anger him. For characters without resistances, this means Binlor can be angered or desecrated freely and he is incapable of actually punishing you. While there are a few cases of characters that can ignore a deity's punishment, this is the only one that actually comes up with any frequency in practice.<br />
<br />
{{MainNav}}</div>Incompetenthttps://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Gods&diff=15896Gods2014-06-14T04:19:29Z<p>Incompetent: /* Piety and Altars */</p>
<hr />
<div>Gods work similarly to other roguelike games, each giving themed bonuses and penalties.<br />
<br />
No class begins with a religion, and must instead find an altar. Each dungeon has up to three altars, each assigned to a randomly selected god. Stepping on the altar will display a brief flavor text description and the option to begin worship if you have not selected one yet.<br />
<br />
Some lesser divinities can also sometimes be encountered in subdungeons.<br />
<br />
__TOC__<br />
=== Piety and Altars ===<br />
<br />
Piety is the spiritual equivalent of gold. You start with 0 Piety, and can never have less than 0. You can never have more than 100 Piety saved up, so any gains beyond this are wasted.<br />
<br />
The number of altars in a standard dungeon depends on your kingdom. Initially, no altars will spawn. Occasionally, the player will find a subdungeon with a particular challenge; this challenge, when conquered, will convert the player to the god they just discovered (even if they were already worshipping another one) and allow this god's altars to spawn in any dungeon. Altars will spawn based on the amount of gods you've unlocked. If you have 1-3, one god will spawn. 4-8 two gods will spawn. If you unlock your ninth god, you will have all three altars spawn.<br />
<br />
Each altar has a 3x3 square of sparkles centred on it, coloured-coded according to the deity of the altar. You should learn the colours, as these give advance notice of which deity is present. Each sparkle disappears when stepped on, giving +1 piety (regardless of your current religious status).<br />
<br />
If you are currently following a god, you can desecrate the altar of any other god (except for the Pactmaker's altar, which can never be desecrated). Doing so gains 30 piety (-10 for each subsequent desecration) and three indulgences, but you will suffer a punishment from the god whose altar you smashed, and the smashed altar will become unusable. The punishments vary from irrelevant to disastrous depending on the god and your overall strategy.<br />
<br />
The principal way to gain piety is by performing actions your current god approves of. If however you perform a disapproved action, your god will 'fine' you a certain amount of piety. If you have indulgences, he/she will take off one of those in preference to fining you in piety, so it's a good idea to time your desecrations so that the indulgences allow you to avoid heavy fines. If you do not have any indulgences, nor enough piety to pay the fine, you will suffer your god's punishment (the {{c|Paladin}} is exempt from this).<br />
<br />
The Pactmaker uses Piety a little differently from the other gods. Whenever you perform the action associated with your Pact, the Pactmaker will try to take away the necessary Piety and give you the associated benefit. If you cannot afford the Piety cost, the Pactmaker won't deduct any piety and won't give you the benefit, but there is no punishment and the Pact remains active.<br />
<br />
You must return to your god's altar in order to request boons from them. On some maps you will need to be careful about getting cut off from the altar.<br />
<br />
=== Initial worship and conversion ===<br />
<br />
You can only follow one god at a time, and at the start, you are not following any god. (Note: The Pactmaker cannot be followed, but you can take one of its Pacts regardless of whether or not you are following a god.)<br />
<br />
If you are not currently following any god, you can start following a god at his/her altar. Depending on the god, you will receive an initial worship bonus in the form of piety and sometimes a free glyph.<br />
<br />
If you are already following a god, and you are not a {{c|Paladin}}, you can convert to another god with an intact altar (even a god you previously abandoned). You need at least 50 piety in the bank to convert, and you lose half of whatever you have when you convert. Converting does not give any of the initial worship benefits.<br />
<br />
=== Main Gods ===<br />
<br />
Gods work much the same way in the beta version, but all the gods that are implemented have their boons and piety actions changed up, making them in some cases just slightly different (e.g. Tikki Tooki) and in others encouraging an almost entirely different playstyle than before (e.g. Mystera Annur). Some boons can even be used more than once, ''usually'' with an increased Piety cost each time; they will be marked "repeatable" on the chart below, usually with a cost of "X + Y*n Piety" (n being the number of times the boon has already been used).<br />
<br />
{| style="border-collapse: collapse;" border="1" cellspacing="0" cellpadding="4"<br />
|- <br />
| rowspan="2" style="vertical-align:top;" |<br />
====<p style="text-align:center;">[[Binlor Ironshield]]</p>====<br />
[[File:Binlor.jpg|center|link=Binlor Ironshield]]<br /><br />
'''Initial worship'''<br />
* Free [[PISORF]] glyph on joining<br />
'''PUNISHMENT'''<br />
* Removes 50% player physical and magic resistances<br />
'''[[Preparations#Church|Preparation]] penalty'''<br />
* 30% of the walls become unbreakable<br />
! style="background-color: #EEEEEE;"|Likes<br />
! style="background-color: #EEEEEE;"|Dislikes<br />
! style="background-color: #EEEEEE;"|Boons<br />
|- <br />
|<br />
Destroy a wall <br />
* +5 Piety<br />
Cast [[BYSSEPS]]<br />
* +1 Piety<br />
|<br />
Gain a level<br />
* -10 Piety<br />
Use [[IMAWAL]] on an empty space<br />
* -5 Piety<br />
|<br />
'''Stone Soup'''<br />
* Cost: 35 Piety<br />
* Receive [[ENDISWAL]] glyph<br />
'''Stone Skin''' (repeatable)<br />
* Cost: 15 Piety<br />
* Destroys 3 nearby visible wall segments, gives 3 layers of Stone Skin (temporary 60% physical resistance) and permanent +3% magic resistance<br />
'''Stone Form'''<br />
* Cost: 25 Piety<br />
* Destroys 10 nearby visible wall segments, grants Might ([[BYSSEPS]]) whenever a wall is destroyed, gives +5% magic resistance<br />
'''Stone Fist'''<br />
* Cost: 40 Piety<br />
* Destroys 20 nearby visible wall segments, +50% knockback damage, gives +5% magic resistance<br />
'''Stone Heart''' (repeatable)<br />
* Cost: 10 Piety<br />
* Destroys 15 nearby wall segments, lowers all visible enemy resistances by 5%, gives +3% magic resistance<br />
|-<br />
| colspan="4" style="background-color: #888899; height:5px;"| <br />
|- <br />
| rowspan="2" style="vertical-align:top;" | <br />
====<p style="text-align:center;">[[Dracul]]</p>====<br />
[[File:Dracul.jpg|center|link=Dracul]]<br /><br />
'''Initial worship'''<br />
* Starting Piety: Killed enemies x2<br />
'''PUNISHMENT'''<br />
* -20 Max Health<br />
'''[[Preparations#Church|Preparation]] penalty'''<br />
* 25% of enemies become Bloodless<br />
! style="background-color: #EEEEEE;"|Likes<br />
! style="background-color: #EEEEEE;"|Dislikes<br />
! style="background-color: #EEEEEE;"|Boons<br />
|- <br />
|<br />
Attack with Lifesteal (once per monster)<br />
* +1 Piety<br />
Drink a Blood Pool<br />
* +1 piety per level of blood tithe<br />
Kill a non-undead monster<br />
* +2 Piety<br />
Convert HALPMEH or CYDSTEPP glyph<br />
* +10 Piety<br />
Convert health potion<br />
* +5 Piety<br />
|<br />
Kill an undead monster<br />
* -5 Piety<br />
Use a health potion <br />
* -5 Piety<br />
Use a HALPMEH or CYDSTEPP glyph<br />
* -5 Piety<br />
|<br />
'''Blood Curse'''<br />
* Cost: Increases level by 1 (no stat increase, no HP/MP fill)<br />
* +20 Piety<br />
'''Blood Tithe''' (repeatable)<br />
* Cost: 10 + 15n Piety, -5 Max Health<br />
* Grants Sanguine (can suck up blood pool to heal 5% of max health), or boosts Sanguine by 5% if you already have Sanguine, +1 Base Damage<br />
'''Blood Hunger''' (repeatable)<br />
* Cost: 20 + 25n Piety, -20% to maximum resistances<br />
* +1 Life Steal, +1 base damage<br />
'''Blood Shield'''<br />
* Cost: 40 Piety<br />
* +15% to physical & magical resistances<br />
'''Blood Swell''' (repeatable)<br />
* Cost: 20 + 10n Piety<br />
* Restore all HP, +1 layer of curse<br />
|-<br />
| colspan="4" style="background-color: #888899; height:5px;"| <br />
|- <br />
| rowspan="2" style="vertical-align:top;" | <br />
====<p style="text-align:center;">[[The Earthmother]]</p>====<br />
[[File:Earthmother.jpg|center|link=The Earthmother]]<br /><br />
'''Initial worship'''<br />
* Starting Piety: Always +5<br />
* Free [[IMAWAL]] glyph on joining.<br />
'''PUNISHMENT'''<br />
*Inflicts 5 levels of Corrosion.<br />
'''[[Preparations#Church|Preparation]] penalty'''<br />
* Doubles number of plants spawned from boons<br />
! style="background-color: #EEEEEE;"|Likes<br />
! style="background-color: #EEEEEE;"|Dislikes<br />
! style="background-color: #EEEEEE;"|Boons<br />
|- <br />
|<br />
Use IMAWAL on a monster<br />
* +10 Piety<br />
Use IMAWAL on a plant<br />
* +5 Piety<br />
|<br />
Kill a plant<br />
* -15 Piety<br />
Use Lifesteal<br />
* -5 Piety<br />
|<br />
'''Plantation''' (repeatable)<br />
* Cost: 5 Piety<br />
* Spawns a plant on each bloodstain (acid pools excluded) for 5 Piety each.<br />
'''Clearance''' (repeatable)<br />
* Cost: 5 Piety + 5n Piety<br />
* Remove up to 10 random plants and restore 1 mana per plant removed<br />
'''Greenblood''' (repeatable)<br />
* Cost: 5 + 3n Piety<br />
* Applies Corrosion to all enemies (on dungeon level) and removes a stack of Cursed. Spawns 3 random plants.<br />
'''Entanglement''' (repeatable)<br />
* Cost: 5 Piety<br />
* All enemies are slowed. Spawns 5 random plants.<br />
'''Vine Form''' (repeatable)<br />
* Cost: 5 + 3n Piety<br />
* Grants permanent +1 to damage reduction and +4 to health. Spawns 2 random plants.<br />
|-<br />
| colspan="4" style="background-color: #888899; height:5px;"| <br />
|- <br />
| rowspan="2" style="vertical-align:top;" | <br />
====<p style="text-align:center;">[[Glowing Guardian]]</p>====<br />
[[File:GlowingGuardian.jpg|center|link=Glowing Guardian]]<br /><br />
'''Initial worship'''<br />
* Starting Piety: +5 per level<br />
'''PUNISHMENT'''<br />
* Removes all glyphs/items from inventory<br />
'''[[Preparations#Church|Preparation]] penalty'''<br />
* Piety gain per level up reduced to 0+2 stacking Piety<br />
! style="background-color: #EEEEEE;"|Likes<br />
! style="background-color: #EEEEEE;"|Dislikes<br />
! style="background-color: #EEEEEE;"|Boons<br />
|- <br />
|<br />
Become Poisoned<br />
* +2 Piety<br />
Become Mana Burned<br />
* +2 Piety<br />
Kill any undead<br />
* +1 Piety<br />
Gain Level<br />
* +3 stacking Piety<br />
Convert [[APHEELSIK]] or [[BLUDTUPOWA]] glyph<br />
* +10 Piety<br />
Convert a large item, a glyph or a health/mana potion<br />
* +5 Piety<br />
Convert a small item (excluding health/mana potions)<br />
* +2 Piety<br />
Burnt Offering (Monster had Burning applied upon dying)<br />
* +1 Piety<br />
|<br />
Use a Health or Mana potion<br />
* -10 Piety<br />
Use poison (Venom blade, APHEELSIK glyph)<br />
* -10 Piety<br />
Use lifesteal<br />
* -10 Piety<br />
Use the BLUDTUPOWA glyph<br />
* -20 Piety<br />
Drink a blood pool<br />
* -10 Piety <br />
|<br />
'''Humility'''<br />
* Cost: 15 Piety<br />
* Effect: Reduces player level by 1, but maintains health, base damage and XP<br />
'''Absolution''' (repeatable)<br />
* Cost: 2 + 2n Piety<br />
* Effect: Removes one monster of your level or lower from the game (exception: Undead, monsters on different dungeon levels, bosses), gain +4 Max HP and a Prayer Bead<br />
'''Cleansing''' (repeatable)<br />
* Cost: 10 Piety<br />
* Removes Poison, Mana Burn, 1 level of Weakness and 1 level of Corrosion, applies Consecrated Strike buff (next attack deals Magical damage), receive a Prayer Bead<br />
'''Protection''' (repeatable)<br />
* Cost: 10 + 5n Piety<br />
* Restores 35% Max Health and Mana, receive a Prayer Bead<br />
'''Enlightenment'''<br />
* Cost: 100 Piety<br />
* Enchants all Prayer Beads in inventory, gain +1 Max HP, +1% bonus damage, +1% magic resistance, +1 XP and +10 Conversion Points per bead. Gain +5 Max Mana and all stacks of Curse removed.<br />
|-<br />
| colspan="4" style="background-color: #888899; height:5px;"| <br />
|- <br />
| rowspan="2" style="vertical-align:top;" | <br />
====<p style="text-align:center;">[[Jehora Jeheyu]]</p>====<br />
[[File:Jehora.jpg|center|link=Jehora Jeheyu]]<br /><br />
'''Initial worship'''<br />
* Starting Piety: Random, based on player level<br />
* Free WEYTWUT glyph on joining<br />
'''MINOR PUNISHMENT'''<br />
* Poison, mana burn, corrode, weaken, curse, or reduce HP to 1<br />
'''MAJOR PUNISHMENT'''<br />
* 50% chance of reducing HP to 1 and MP to 0 and of reducing max health, max mana and attack bonus by 33%.<br />
'''[[Preparations#Church|Preparation]] penalty'''<br />
* Removes one inventory slot<br />
! colspan="2" style="background-color: #EEEEEE;"|Random actions<br />
! style="background-color: #EEEEEE;"|Boons<br />
|- <br />
| colspan="2" |<br />
Randomly grants +2-4 Piety or MINOR PUNISHMENT from:<br />
* Enemy reveal (except plants)<br />
* Enemy death (XP-valuable)<br />
* Successful dodge<br />
* Item conversion<br />
* Casting BYSEPPS, WONAFYT, WEYTWUT, GETINDARE, APHEELSIK, CYDSTEPP<br />
|<br />
'''Petition'''<br />
* Cost: 45 Piety<br />
* Stops inflicting MINOR PUNISHMENT<br />
'''Last Chance'''<br />
* Cost: 1 Piety<br />
* Drain remaining piety and use it making an X out of 100 roll. If you succeed your hp and mp are fully recovered.<br />
'''Boost Health'''<br />
* Cost: 20 + 25n Piety<br />
* Destroy a health potion and gain +20 max health<br />
'''Boost Mana'''<br />
* Cost: 20 + 25n Piety<br />
* Destroy a mana potion and gain +3 max mana<br />
'''Chaos Avatar'''<br />
* Cost: 80 Piety<br />
* Gain a level, lose all corrosion and weakening, gain 100 conversion points, and all monsters have their resistances reduced by 20% (same screen only)<br />
|-<br />
| colspan="4" style="background-color: #888899; height:5px;"| <br />
|- <br />
| rowspan="2" style="vertical-align:top;" | <br />
====<p style="text-align:center;">[[Mystera Annur]]</p>====<br />
[[File:Mystera.jpg|center|link=Mystera Annur]]<br /><br />
'''Initial worship'''<br />
* Starting piety: Number of previous glyphs cast<br />
'''PUNISHMENT'''<br />
* +15% to all monsters' physical and magical resistances <br />
'''[[Preparations#Church|Preparation]] penalty'''<br />
* Reduces Mystera's piety gain by 25%<br />
! style="background-color: #EEEEEE;"|Likes<br />
! style="background-color: #EEEEEE;"|Dislikes<br />
! style="background-color: #EEEEEE;"|Boons<br />
|- <br />
|<br />
Use a glyph<br />
* +(MP Cost / 2) Piety<br />
|<br />
Kill an enemy that uses a magical attack <br />
* -5 Piety<br />
Become Mana Burned<br />
* -(Mana lost + 1) Piety<br />
|<br />
'''Magic''' (repeatable)<br />
* Cost: 5 + 20n Piety<br />
* +1 Max Mana<br />
'''Refreshment'''<br />
* Cost: 50 Piety<br />
* Causes Glyph Conversions to restore 50% of max mana<br />
'''Flames'''<br />
* Cost: 20 Piety<br />
* +1 damage/level for BURNDAYRAZ glyph attack, -50% bonus damage<br />
'''Weakening''' (repeatable)<br />
* Cost: 30 Piety<br />
* -10% magic resistance to both player and all monsters on the current level<br />
'''Mystic Balance'''<br />
* Cost: 60 Piety<br />
* All glyph ability costs are increased or decreased towards 5 by a maximum of 2 mana.<br />
|-<br />
| colspan="4" style="background-color: #888899; height:5px;"| <br />
|- <br />
| rowspan="2" style="vertical-align:top;" | <br />
====<p style="text-align:center;">[[The Pactmaker]]</p>====<br />
[[File:Pactmaker.jpg|center|link=The Pactmaker]]<br /><br />
The Pactmaker is not a religion in the same sense as the other eight deities. He allows one and only one Pact to be made with him, even if you are worshiping another god.<br />
! colspan="3" style="background-color: #EEEEEE;"|Pacts<br />
|- <br />
| colspan="3" |<br />
'''Scholar's Pact'''<br />
* On level up: -10 Piety, overheal and casts [[BYSSEPS]]<br />
'''Warrior's Pact'''<br />
* On XP kill: -3 Piety, +1 Max Health<br />
'''Alchemist's Pact'''<br />
* On health or mana potion use: -4 Piety, +3 Experience<br />
'''Body Pact'''<br />
* On damage (XP-valuable enemy only): -4 Piety, +1% physical & magical resistance<br />
'''Spirit Pact'''<br />
* On item conversion: -5 Piety, +15 bonus conversion points<br />
'''Consensus'''<br />
* Effect: +50 Piety, -50 max Piety<br />
* Can be taken along with a pact if Consensus is taken first<br />
|-<br />
| colspan="4" style="background-color: #888899; height:5px;"| <br />
|- <br />
| rowspan="2" style="vertical-align:top;" | <br />
====<p style="text-align:center;">[[Taurog]]</p>====<br />
[[File:Taurog.jpg|center|link=Taurog]]<br /><br />
'''Initial worship'''<br />
* Starting Piety: Enemies killed x2<br />
'''PUNISHMENT'''<br />
* -40% bonus damage<br />
'''[[Preparations#Church|Preparation]] penalty'''<br />
* All enemies become Cowardly<br />
! style="background-color: #EEEEEE;"|Likes<br />
! style="background-color: #EEEEEE;"|Dislikes<br />
! style="background-color: #EEEEEE;"|Boons<br />
|- <br />
|<br />
Kill an enemy<br />
* +4 Piety<br />
Kill an enemy that uses magical attack<br />
* +8 Piety<br />
Convert a glyph<br />
* +10 Piety<br />
|<br />
Use a glyph<br />
* -2 Piety per use<br />
Convert Taurog's Equipment (even if not actively worshiping Taurog)<br />
* -10% attack bonus, but no piety loss <br />
|<br />
'''Taurog's Blade'''<br />
* Cost: 20 Piety, -1 Max Mana<br />
* Obtain Taurog's Skullpicker (+5 Base Damage), +5% bonus damage<br />
'''Taurog's Shield'''<br />
* Cost: 25 Piety, -1 Max Mana<br />
* Obtain Taurog's Wereward (-5 Damage Reduction), +5% bonus damage<br />
'''Taurog's Helm'''<br />
* Cost: 25 Piety, -1 Max Mana<br />
* Obtain Taurog's Gloat (+15% magical resistance), +5% bonus damage<br />
'''Taurog's Armour'''<br />
* Cost: 25 Piety, -1 Max Mana<br />
* Obtain Taurog's Will (+15% physical resistance), +5% bonus damage<br />
'''Unstoppable Fury''' (repeatable)<br />
* Cost: 20 + 10n Piety<br />
* Gain Death Protection. Prerequisite: Must be equipped with all of Taurog's Equipment<br />
|-<br />
| colspan="4" style="background-color: #888899; height:5px;"| <br />
|- <br />
|- <br />
| rowspan="2" style="vertical-align:top;" | <br />
====<p style="text-align:center;">[[Tikki Tooki]]</p>====<br />
[[File:Tikki.jpg|center|link=Tikki Tooki]]<br /><br />
'''Initial worship'''<br />
* Free GETINDARE glyph on joining.<br />
'''PUNISHMENT'''<br />
*All enemies (on all floors) gain First Strike, Weakening; all permanent Tikki Tooki boons except Tikki's Edge are removed<br />
'''[[Preparations#Church|Preparation]] penalty'''<br />
* All damage taken incurs a Piety penalty<br />
! style="background-color: #EEEEEE;"|Likes<br />
! style="background-color: #EEEEEE;"|Dislikes<br />
! style="background-color: #EEEEEE;"|Boons<br />
|- <br />
|<br />
Kill any enemy below your level<br />
* +5 Piety<br />
Dodge any attack<br />
* +3 Piety<br />
Poison an enemy<br />
* +1 Piety (once per enemy)<br />
Use WEYTWUT or WONAFYT glyph<br />
* +1 Piety<br />
|<br />
Get hit twice or more by the same monster<br />
* -3 Piety per hit<br />
Trigger a death protection effect (occurs when lethal attack is survived, not on cast)<br />
* -10 Piety<br />
|<br />
'''Tribute''' (repeatable)<br />
* Cost: 15 Gold<br />
* +10 Piety <br />
'''Tikki's Edge''' (repeatable)<br />
* Cost: 25 + 25n Piety<br />
* +1 to experience from all XP kills, +10 Gold<br />
'''Dodging'''<br />
* Cost: 25 Piety<br />
* +10% Dodge, +10 Gold<br />
'''Poison'''<br />
* Cost: 15 + 10n Piety<br />
* Gain 1 level of Poisonous strike<br />
'''Reflexes''' (repeatable)<br />
* Cost: 35 Piety<br />
* Convert 1 Health potion to 1 Quicksilver + 1 Reflex potion<br />
|-<br />
| colspan="4" style="background-color: #888899; height:5px;"| <br />
|}<br />
<br />
<br />
<br />
== Lesser divinities==<br />
Some other divinities can be encountered in subdugeons. You can sometimes interact with them, or even worship them.<br />
<br />
* The metal spider, in the [[Metal Spider Temple]], who will reward you if you abandon some life.<br />
* The mighty lost Lekon, who likes you to kill goats<br />
<br />
<br />
{{MainNav}}</div>Incompetenthttps://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Gods&diff=15895Gods2014-06-14T04:19:09Z<p>Incompetent: /* Piety and Altars */</p>
<hr />
<div>Gods work similarly to other roguelike games, each giving themed bonuses and penalties.<br />
<br />
No class begins with a religion, and must instead find an altar. Each dungeon has up to three altars, each assigned to a randomly selected god. Stepping on the altar will display a brief flavor text description and the option to begin worship if you have not selected one yet.<br />
<br />
Some lesser divinities can also sometimes be encountered in subdungeons.<br />
<br />
__TOC__<br />
=== Piety and Altars ===<br />
<br />
Piety is the spiritual equivalent of gold. You start with 0 Piety, and can never have less than 0. You can never have more than 100 Piety saved up, so any gains beyond this are wasted.<br />
<br />
The number of altars in a standard dungeon depends on your kingdom. Initially, no altars will spawn. Occasionally, the player will find a subdungeon with a particular challenge; this challenge, when conquered, will convert the player to the god they just discovered (even if they were already worshipping another one) and allow this god's altars to spawn in any dungeon. Altars will spawn based on the amount of gods you've unlocked. If you have 1-3, one god will spawn. 4-8 two gods will spawn. If you unlock your ninth god, you will have all three altars spawn.<br />
<br />
Each altar has a 3x3 square of sparkles centred on it, coloured-coded according to the deity of the altar. You should learn the colours, as these give advance notice of which deity is present. Each sparkle disappears when stepped on, giving +1 piety (regardless of your current religious status).<br />
<br />
If you are currently following a god, you can desecrate the altar of any other god (except for the Pactmaker's altar, which can never be desecrated). Doing so gains 30 piety (-10 for each subsequent desecration) and three indulgences, but you will suffer a punishment from the god whose altar you smashed, and the smashed altar will become unusable. The punishments vary from irrelevant to disastrous depending on the god and your overall strategy.<br />
<br />
The principal way to gain piety is by performing actions your current god approves of. If however you perform a disapproved action, your god will 'fine' you a certain amount of piety. If you have indulgences, he/she will take off one of those in preferences to fining you in piety, so it's a good idea to time your desecrations so that the indulgences allow you to avoid heavy fines. If you do not have any indulgences, nor enough piety to pay the fine, you will suffer your god's punishment (the {{c|Paladin}} is exempt from this).<br />
<br />
The Pactmaker uses Piety a little differently from the other gods. Whenever you perform the action associated with your Pact, the Pactmaker will try to take away the necessary Piety and give you the associated benefit. If you cannot afford the Piety cost, the Pactmaker won't deduct any piety and won't give you the benefit, but there is no punishment and the Pact remains active.<br />
<br />
You must return to your god's altar in order to request boons from them. On some maps you will need to be careful about getting cut off from the altar.<br />
<br />
=== Initial worship and conversion ===<br />
<br />
You can only follow one god at a time, and at the start, you are not following any god. (Note: The Pactmaker cannot be followed, but you can take one of its Pacts regardless of whether or not you are following a god.)<br />
<br />
If you are not currently following any god, you can start following a god at his/her altar. Depending on the god, you will receive an initial worship bonus in the form of piety and sometimes a free glyph.<br />
<br />
If you are already following a god, and you are not a {{c|Paladin}}, you can convert to another god with an intact altar (even a god you previously abandoned). You need at least 50 piety in the bank to convert, and you lose half of whatever you have when you convert. Converting does not give any of the initial worship benefits.<br />
<br />
=== Main Gods ===<br />
<br />
Gods work much the same way in the beta version, but all the gods that are implemented have their boons and piety actions changed up, making them in some cases just slightly different (e.g. Tikki Tooki) and in others encouraging an almost entirely different playstyle than before (e.g. Mystera Annur). Some boons can even be used more than once, ''usually'' with an increased Piety cost each time; they will be marked "repeatable" on the chart below, usually with a cost of "X + Y*n Piety" (n being the number of times the boon has already been used).<br />
<br />
{| style="border-collapse: collapse;" border="1" cellspacing="0" cellpadding="4"<br />
|- <br />
| rowspan="2" style="vertical-align:top;" |<br />
====<p style="text-align:center;">[[Binlor Ironshield]]</p>====<br />
[[File:Binlor.jpg|center|link=Binlor Ironshield]]<br /><br />
'''Initial worship'''<br />
* Free [[PISORF]] glyph on joining<br />
'''PUNISHMENT'''<br />
* Removes 50% player physical and magic resistances<br />
'''[[Preparations#Church|Preparation]] penalty'''<br />
* 30% of the walls become unbreakable<br />
! style="background-color: #EEEEEE;"|Likes<br />
! style="background-color: #EEEEEE;"|Dislikes<br />
! style="background-color: #EEEEEE;"|Boons<br />
|- <br />
|<br />
Destroy a wall <br />
* +5 Piety<br />
Cast [[BYSSEPS]]<br />
* +1 Piety<br />
|<br />
Gain a level<br />
* -10 Piety<br />
Use [[IMAWAL]] on an empty space<br />
* -5 Piety<br />
|<br />
'''Stone Soup'''<br />
* Cost: 35 Piety<br />
* Receive [[ENDISWAL]] glyph<br />
'''Stone Skin''' (repeatable)<br />
* Cost: 15 Piety<br />
* Destroys 3 nearby visible wall segments, gives 3 layers of Stone Skin (temporary 60% physical resistance) and permanent +3% magic resistance<br />
'''Stone Form'''<br />
* Cost: 25 Piety<br />
* Destroys 10 nearby visible wall segments, grants Might ([[BYSSEPS]]) whenever a wall is destroyed, gives +5% magic resistance<br />
'''Stone Fist'''<br />
* Cost: 40 Piety<br />
* Destroys 20 nearby visible wall segments, +50% knockback damage, gives +5% magic resistance<br />
'''Stone Heart''' (repeatable)<br />
* Cost: 10 Piety<br />
* Destroys 15 nearby wall segments, lowers all visible enemy resistances by 5%, gives +3% magic resistance<br />
|-<br />
| colspan="4" style="background-color: #888899; height:5px;"| <br />
|- <br />
| rowspan="2" style="vertical-align:top;" | <br />
====<p style="text-align:center;">[[Dracul]]</p>====<br />
[[File:Dracul.jpg|center|link=Dracul]]<br /><br />
'''Initial worship'''<br />
* Starting Piety: Killed enemies x2<br />
'''PUNISHMENT'''<br />
* -20 Max Health<br />
'''[[Preparations#Church|Preparation]] penalty'''<br />
* 25% of enemies become Bloodless<br />
! style="background-color: #EEEEEE;"|Likes<br />
! style="background-color: #EEEEEE;"|Dislikes<br />
! style="background-color: #EEEEEE;"|Boons<br />
|- <br />
|<br />
Attack with Lifesteal (once per monster)<br />
* +1 Piety<br />
Drink a Blood Pool<br />
* +1 piety per level of blood tithe<br />
Kill a non-undead monster<br />
* +2 Piety<br />
Convert HALPMEH or CYDSTEPP glyph<br />
* +10 Piety<br />
Convert health potion<br />
* +5 Piety<br />
|<br />
Kill an undead monster<br />
* -5 Piety<br />
Use a health potion <br />
* -5 Piety<br />
Use a HALPMEH or CYDSTEPP glyph<br />
* -5 Piety<br />
|<br />
'''Blood Curse'''<br />
* Cost: Increases level by 1 (no stat increase, no HP/MP fill)<br />
* +20 Piety<br />
'''Blood Tithe''' (repeatable)<br />
* Cost: 10 + 15n Piety, -5 Max Health<br />
* Grants Sanguine (can suck up blood pool to heal 5% of max health), or boosts Sanguine by 5% if you already have Sanguine, +1 Base Damage<br />
'''Blood Hunger''' (repeatable)<br />
* Cost: 20 + 25n Piety, -20% to maximum resistances<br />
* +1 Life Steal, +1 base damage<br />
'''Blood Shield'''<br />
* Cost: 40 Piety<br />
* +15% to physical & magical resistances<br />
'''Blood Swell''' (repeatable)<br />
* Cost: 20 + 10n Piety<br />
* Restore all HP, +1 layer of curse<br />
|-<br />
| colspan="4" style="background-color: #888899; height:5px;"| <br />
|- <br />
| rowspan="2" style="vertical-align:top;" | <br />
====<p style="text-align:center;">[[The Earthmother]]</p>====<br />
[[File:Earthmother.jpg|center|link=The Earthmother]]<br /><br />
'''Initial worship'''<br />
* Starting Piety: Always +5<br />
* Free [[IMAWAL]] glyph on joining.<br />
'''PUNISHMENT'''<br />
*Inflicts 5 levels of Corrosion.<br />
'''[[Preparations#Church|Preparation]] penalty'''<br />
* Doubles number of plants spawned from boons<br />
! style="background-color: #EEEEEE;"|Likes<br />
! style="background-color: #EEEEEE;"|Dislikes<br />
! style="background-color: #EEEEEE;"|Boons<br />
|- <br />
|<br />
Use IMAWAL on a monster<br />
* +10 Piety<br />
Use IMAWAL on a plant<br />
* +5 Piety<br />
|<br />
Kill a plant<br />
* -15 Piety<br />
Use Lifesteal<br />
* -5 Piety<br />
|<br />
'''Plantation''' (repeatable)<br />
* Cost: 5 Piety<br />
* Spawns a plant on each bloodstain (acid pools excluded) for 5 Piety each.<br />
'''Clearance''' (repeatable)<br />
* Cost: 5 Piety + 5n Piety<br />
* Remove up to 10 random plants and restore 1 mana per plant removed<br />
'''Greenblood''' (repeatable)<br />
* Cost: 5 + 3n Piety<br />
* Applies Corrosion to all enemies (on dungeon level) and removes a stack of Cursed. Spawns 3 random plants.<br />
'''Entanglement''' (repeatable)<br />
* Cost: 5 Piety<br />
* All enemies are slowed. Spawns 5 random plants.<br />
'''Vine Form''' (repeatable)<br />
* Cost: 5 + 3n Piety<br />
* Grants permanent +1 to damage reduction and +4 to health. Spawns 2 random plants.<br />
|-<br />
| colspan="4" style="background-color: #888899; height:5px;"| <br />
|- <br />
| rowspan="2" style="vertical-align:top;" | <br />
====<p style="text-align:center;">[[Glowing Guardian]]</p>====<br />
[[File:GlowingGuardian.jpg|center|link=Glowing Guardian]]<br /><br />
'''Initial worship'''<br />
* Starting Piety: +5 per level<br />
'''PUNISHMENT'''<br />
* Removes all glyphs/items from inventory<br />
'''[[Preparations#Church|Preparation]] penalty'''<br />
* Piety gain per level up reduced to 0+2 stacking Piety<br />
! style="background-color: #EEEEEE;"|Likes<br />
! style="background-color: #EEEEEE;"|Dislikes<br />
! style="background-color: #EEEEEE;"|Boons<br />
|- <br />
|<br />
Become Poisoned<br />
* +2 Piety<br />
Become Mana Burned<br />
* +2 Piety<br />
Kill any undead<br />
* +1 Piety<br />
Gain Level<br />
* +3 stacking Piety<br />
Convert [[APHEELSIK]] or [[BLUDTUPOWA]] glyph<br />
* +10 Piety<br />
Convert a large item, a glyph or a health/mana potion<br />
* +5 Piety<br />
Convert a small item (excluding health/mana potions)<br />
* +2 Piety<br />
Burnt Offering (Monster had Burning applied upon dying)<br />
* +1 Piety<br />
|<br />
Use a Health or Mana potion<br />
* -10 Piety<br />
Use poison (Venom blade, APHEELSIK glyph)<br />
* -10 Piety<br />
Use lifesteal<br />
* -10 Piety<br />
Use the BLUDTUPOWA glyph<br />
* -20 Piety<br />
Drink a blood pool<br />
* -10 Piety <br />
|<br />
'''Humility'''<br />
* Cost: 15 Piety<br />
* Effect: Reduces player level by 1, but maintains health, base damage and XP<br />
'''Absolution''' (repeatable)<br />
* Cost: 2 + 2n Piety<br />
* Effect: Removes one monster of your level or lower from the game (exception: Undead, monsters on different dungeon levels, bosses), gain +4 Max HP and a Prayer Bead<br />
'''Cleansing''' (repeatable)<br />
* Cost: 10 Piety<br />
* Removes Poison, Mana Burn, 1 level of Weakness and 1 level of Corrosion, applies Consecrated Strike buff (next attack deals Magical damage), receive a Prayer Bead<br />
'''Protection''' (repeatable)<br />
* Cost: 10 + 5n Piety<br />
* Restores 35% Max Health and Mana, receive a Prayer Bead<br />
'''Enlightenment'''<br />
* Cost: 100 Piety<br />
* Enchants all Prayer Beads in inventory, gain +1 Max HP, +1% bonus damage, +1% magic resistance, +1 XP and +10 Conversion Points per bead. Gain +5 Max Mana and all stacks of Curse removed.<br />
|-<br />
| colspan="4" style="background-color: #888899; height:5px;"| <br />
|- <br />
| rowspan="2" style="vertical-align:top;" | <br />
====<p style="text-align:center;">[[Jehora Jeheyu]]</p>====<br />
[[File:Jehora.jpg|center|link=Jehora Jeheyu]]<br /><br />
'''Initial worship'''<br />
* Starting Piety: Random, based on player level<br />
* Free WEYTWUT glyph on joining<br />
'''MINOR PUNISHMENT'''<br />
* Poison, mana burn, corrode, weaken, curse, or reduce HP to 1<br />
'''MAJOR PUNISHMENT'''<br />
* 50% chance of reducing HP to 1 and MP to 0 and of reducing max health, max mana and attack bonus by 33%.<br />
'''[[Preparations#Church|Preparation]] penalty'''<br />
* Removes one inventory slot<br />
! colspan="2" style="background-color: #EEEEEE;"|Random actions<br />
! style="background-color: #EEEEEE;"|Boons<br />
|- <br />
| colspan="2" |<br />
Randomly grants +2-4 Piety or MINOR PUNISHMENT from:<br />
* Enemy reveal (except plants)<br />
* Enemy death (XP-valuable)<br />
* Successful dodge<br />
* Item conversion<br />
* Casting BYSEPPS, WONAFYT, WEYTWUT, GETINDARE, APHEELSIK, CYDSTEPP<br />
|<br />
'''Petition'''<br />
* Cost: 45 Piety<br />
* Stops inflicting MINOR PUNISHMENT<br />
'''Last Chance'''<br />
* Cost: 1 Piety<br />
* Drain remaining piety and use it making an X out of 100 roll. If you succeed your hp and mp are fully recovered.<br />
'''Boost Health'''<br />
* Cost: 20 + 25n Piety<br />
* Destroy a health potion and gain +20 max health<br />
'''Boost Mana'''<br />
* Cost: 20 + 25n Piety<br />
* Destroy a mana potion and gain +3 max mana<br />
'''Chaos Avatar'''<br />
* Cost: 80 Piety<br />
* Gain a level, lose all corrosion and weakening, gain 100 conversion points, and all monsters have their resistances reduced by 20% (same screen only)<br />
|-<br />
| colspan="4" style="background-color: #888899; height:5px;"| <br />
|- <br />
| rowspan="2" style="vertical-align:top;" | <br />
====<p style="text-align:center;">[[Mystera Annur]]</p>====<br />
[[File:Mystera.jpg|center|link=Mystera Annur]]<br /><br />
'''Initial worship'''<br />
* Starting piety: Number of previous glyphs cast<br />
'''PUNISHMENT'''<br />
* +15% to all monsters' physical and magical resistances <br />
'''[[Preparations#Church|Preparation]] penalty'''<br />
* Reduces Mystera's piety gain by 25%<br />
! style="background-color: #EEEEEE;"|Likes<br />
! style="background-color: #EEEEEE;"|Dislikes<br />
! style="background-color: #EEEEEE;"|Boons<br />
|- <br />
|<br />
Use a glyph<br />
* +(MP Cost / 2) Piety<br />
|<br />
Kill an enemy that uses a magical attack <br />
* -5 Piety<br />
Become Mana Burned<br />
* -(Mana lost + 1) Piety<br />
|<br />
'''Magic''' (repeatable)<br />
* Cost: 5 + 20n Piety<br />
* +1 Max Mana<br />
'''Refreshment'''<br />
* Cost: 50 Piety<br />
* Causes Glyph Conversions to restore 50% of max mana<br />
'''Flames'''<br />
* Cost: 20 Piety<br />
* +1 damage/level for BURNDAYRAZ glyph attack, -50% bonus damage<br />
'''Weakening''' (repeatable)<br />
* Cost: 30 Piety<br />
* -10% magic resistance to both player and all monsters on the current level<br />
'''Mystic Balance'''<br />
* Cost: 60 Piety<br />
* All glyph ability costs are increased or decreased towards 5 by a maximum of 2 mana.<br />
|-<br />
| colspan="4" style="background-color: #888899; height:5px;"| <br />
|- <br />
| rowspan="2" style="vertical-align:top;" | <br />
====<p style="text-align:center;">[[The Pactmaker]]</p>====<br />
[[File:Pactmaker.jpg|center|link=The Pactmaker]]<br /><br />
The Pactmaker is not a religion in the same sense as the other eight deities. He allows one and only one Pact to be made with him, even if you are worshiping another god.<br />
! colspan="3" style="background-color: #EEEEEE;"|Pacts<br />
|- <br />
| colspan="3" |<br />
'''Scholar's Pact'''<br />
* On level up: -10 Piety, overheal and casts [[BYSSEPS]]<br />
'''Warrior's Pact'''<br />
* On XP kill: -3 Piety, +1 Max Health<br />
'''Alchemist's Pact'''<br />
* On health or mana potion use: -4 Piety, +3 Experience<br />
'''Body Pact'''<br />
* On damage (XP-valuable enemy only): -4 Piety, +1% physical & magical resistance<br />
'''Spirit Pact'''<br />
* On item conversion: -5 Piety, +15 bonus conversion points<br />
'''Consensus'''<br />
* Effect: +50 Piety, -50 max Piety<br />
* Can be taken along with a pact if Consensus is taken first<br />
|-<br />
| colspan="4" style="background-color: #888899; height:5px;"| <br />
|- <br />
| rowspan="2" style="vertical-align:top;" | <br />
====<p style="text-align:center;">[[Taurog]]</p>====<br />
[[File:Taurog.jpg|center|link=Taurog]]<br /><br />
'''Initial worship'''<br />
* Starting Piety: Enemies killed x2<br />
'''PUNISHMENT'''<br />
* -40% bonus damage<br />
'''[[Preparations#Church|Preparation]] penalty'''<br />
* All enemies become Cowardly<br />
! style="background-color: #EEEEEE;"|Likes<br />
! style="background-color: #EEEEEE;"|Dislikes<br />
! style="background-color: #EEEEEE;"|Boons<br />
|- <br />
|<br />
Kill an enemy<br />
* +4 Piety<br />
Kill an enemy that uses magical attack<br />
* +8 Piety<br />
Convert a glyph<br />
* +10 Piety<br />
|<br />
Use a glyph<br />
* -2 Piety per use<br />
Convert Taurog's Equipment (even if not actively worshiping Taurog)<br />
* -10% attack bonus, but no piety loss <br />
|<br />
'''Taurog's Blade'''<br />
* Cost: 20 Piety, -1 Max Mana<br />
* Obtain Taurog's Skullpicker (+5 Base Damage), +5% bonus damage<br />
'''Taurog's Shield'''<br />
* Cost: 25 Piety, -1 Max Mana<br />
* Obtain Taurog's Wereward (-5 Damage Reduction), +5% bonus damage<br />
'''Taurog's Helm'''<br />
* Cost: 25 Piety, -1 Max Mana<br />
* Obtain Taurog's Gloat (+15% magical resistance), +5% bonus damage<br />
'''Taurog's Armour'''<br />
* Cost: 25 Piety, -1 Max Mana<br />
* Obtain Taurog's Will (+15% physical resistance), +5% bonus damage<br />
'''Unstoppable Fury''' (repeatable)<br />
* Cost: 20 + 10n Piety<br />
* Gain Death Protection. Prerequisite: Must be equipped with all of Taurog's Equipment<br />
|-<br />
| colspan="4" style="background-color: #888899; height:5px;"| <br />
|- <br />
|- <br />
| rowspan="2" style="vertical-align:top;" | <br />
====<p style="text-align:center;">[[Tikki Tooki]]</p>====<br />
[[File:Tikki.jpg|center|link=Tikki Tooki]]<br /><br />
'''Initial worship'''<br />
* Free GETINDARE glyph on joining.<br />
'''PUNISHMENT'''<br />
*All enemies (on all floors) gain First Strike, Weakening; all permanent Tikki Tooki boons except Tikki's Edge are removed<br />
'''[[Preparations#Church|Preparation]] penalty'''<br />
* All damage taken incurs a Piety penalty<br />
! style="background-color: #EEEEEE;"|Likes<br />
! style="background-color: #EEEEEE;"|Dislikes<br />
! style="background-color: #EEEEEE;"|Boons<br />
|- <br />
|<br />
Kill any enemy below your level<br />
* +5 Piety<br />
Dodge any attack<br />
* +3 Piety<br />
Poison an enemy<br />
* +1 Piety (once per enemy)<br />
Use WEYTWUT or WONAFYT glyph<br />
* +1 Piety<br />
|<br />
Get hit twice or more by the same monster<br />
* -3 Piety per hit<br />
Trigger a death protection effect (occurs when lethal attack is survived, not on cast)<br />
* -10 Piety<br />
|<br />
'''Tribute''' (repeatable)<br />
* Cost: 15 Gold<br />
* +10 Piety <br />
'''Tikki's Edge''' (repeatable)<br />
* Cost: 25 + 25n Piety<br />
* +1 to experience from all XP kills, +10 Gold<br />
'''Dodging'''<br />
* Cost: 25 Piety<br />
* +10% Dodge, +10 Gold<br />
'''Poison'''<br />
* Cost: 15 + 10n Piety<br />
* Gain 1 level of Poisonous strike<br />
'''Reflexes''' (repeatable)<br />
* Cost: 35 Piety<br />
* Convert 1 Health potion to 1 Quicksilver + 1 Reflex potion<br />
|-<br />
| colspan="4" style="background-color: #888899; height:5px;"| <br />
|}<br />
<br />
<br />
<br />
== Lesser divinities==<br />
Some other divinities can be encountered in subdugeons. You can sometimes interact with them, or even worship them.<br />
<br />
* The metal spider, in the [[Metal Spider Temple]], who will reward you if you abandon some life.<br />
* The mighty lost Lekon, who likes you to kill goats<br />
<br />
<br />
{{MainNav}}</div>Incompetenthttps://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Gods&diff=15894Gods2014-06-14T04:18:11Z<p>Incompetent: /* Piety and Altars */</p>
<hr />
<div>Gods work similarly to other roguelike games, each giving themed bonuses and penalties.<br />
<br />
No class begins with a religion, and must instead find an altar. Each dungeon has up to three altars, each assigned to a randomly selected god. Stepping on the altar will display a brief flavor text description and the option to begin worship if you have not selected one yet.<br />
<br />
Some lesser divinities can also sometimes be encountered in subdungeons.<br />
<br />
__TOC__<br />
=== Piety and Altars ===<br />
<br />
Piety is the spiritual equivalent of gold. You start with 0 Piety, and can never have less than 0. You can never have more than 100 Piety saved up, so any gains beyond this are wasted.<br />
<br />
The number of altars in a standard dungeon depends on your kingdom. Initially, no altars will spawn. Occasionally, the player will find a subdungeon with a particular challenge; this challenge, when conquered, will convert the player to the god they just discovered (even if they were already worshipping another one) and allow this god's altars to spawn in any dungeon. Altars will spawn based on the amount of gods you've unlocked. If you have 1-3, one god will spawn. 4-8 two gods will spawn. If you unlock your ninth god, you will have all three altars spawn.<br />
<br />
Each altar has a 3x3 square of sparkles centred on it, coloured-coded according to the deity of the altar. You should learn the colours, as these give advance notice of which deity is present. Each sparkle disappears when stepped on, giving +1 piety (regardless of your current religious status).<br />
<br />
If you are currently following a god, you can desecrate the altar of any other god (except for the Pactmaker's altar, which can never be desecrated). Doing so gains 30 piety (-10 for each subsequent desecration) and three indulgences, but you will suffer a punishment from the god whose altar you smashed, and the smashed altar will become unusable. The punishments vary from irrelevant to disastrous depending on the god and your overall strategy.<br />
<br />
The principal way to gain piety, however, is by performing actions your current god approves of. If however you perform a disapproved action, your god will 'fine' you a certain amount of piety. If you have indulgences, he/she will take off one of those in preferences to fining you in piety, so it's a good idea to time your desecrations so that the indulgences allow you to avoid heavy fines. If you do not have any indulgences, nor enough piety to pay the fine, you will suffer your god's punishment (the {{c|Paladin}} is exempt from this).<br />
<br />
The Pactmaker uses Piety a little differently from the other gods. Whenever you perform the action associated with your Pact, the Pactmaker will try to take away the necessary Piety and give you the associated benefit. If you cannot afford the Piety cost, the Pactmaker won't deduct any piety and won't give you the benefit, but there is no punishment and the Pact remains active.<br />
<br />
You must return to your god's altar in order to request boons from them. On some maps you will need to be careful about getting cut off from the altar.<br />
<br />
=== Initial worship and conversion ===<br />
<br />
You can only follow one god at a time, and at the start, you are not following any god. (Note: The Pactmaker cannot be followed, but you can take one of its Pacts regardless of whether or not you are following a god.)<br />
<br />
If you are not currently following any god, you can start following a god at his/her altar. Depending on the god, you will receive an initial worship bonus in the form of piety and sometimes a free glyph.<br />
<br />
If you are already following a god, and you are not a {{c|Paladin}}, you can convert to another god with an intact altar (even a god you previously abandoned). You need at least 50 piety in the bank to convert, and you lose half of whatever you have when you convert. Converting does not give any of the initial worship benefits.<br />
<br />
=== Main Gods ===<br />
<br />
Gods work much the same way in the beta version, but all the gods that are implemented have their boons and piety actions changed up, making them in some cases just slightly different (e.g. Tikki Tooki) and in others encouraging an almost entirely different playstyle than before (e.g. Mystera Annur). Some boons can even be used more than once, ''usually'' with an increased Piety cost each time; they will be marked "repeatable" on the chart below, usually with a cost of "X + Y*n Piety" (n being the number of times the boon has already been used).<br />
<br />
{| style="border-collapse: collapse;" border="1" cellspacing="0" cellpadding="4"<br />
|- <br />
| rowspan="2" style="vertical-align:top;" |<br />
====<p style="text-align:center;">[[Binlor Ironshield]]</p>====<br />
[[File:Binlor.jpg|center|link=Binlor Ironshield]]<br /><br />
'''Initial worship'''<br />
* Free [[PISORF]] glyph on joining<br />
'''PUNISHMENT'''<br />
* Removes 50% player physical and magic resistances<br />
'''[[Preparations#Church|Preparation]] penalty'''<br />
* 30% of the walls become unbreakable<br />
! style="background-color: #EEEEEE;"|Likes<br />
! style="background-color: #EEEEEE;"|Dislikes<br />
! style="background-color: #EEEEEE;"|Boons<br />
|- <br />
|<br />
Destroy a wall <br />
* +5 Piety<br />
Cast [[BYSSEPS]]<br />
* +1 Piety<br />
|<br />
Gain a level<br />
* -10 Piety<br />
Use [[IMAWAL]] on an empty space<br />
* -5 Piety<br />
|<br />
'''Stone Soup'''<br />
* Cost: 35 Piety<br />
* Receive [[ENDISWAL]] glyph<br />
'''Stone Skin''' (repeatable)<br />
* Cost: 15 Piety<br />
* Destroys 3 nearby visible wall segments, gives 3 layers of Stone Skin (temporary 60% physical resistance) and permanent +3% magic resistance<br />
'''Stone Form'''<br />
* Cost: 25 Piety<br />
* Destroys 10 nearby visible wall segments, grants Might ([[BYSSEPS]]) whenever a wall is destroyed, gives +5% magic resistance<br />
'''Stone Fist'''<br />
* Cost: 40 Piety<br />
* Destroys 20 nearby visible wall segments, +50% knockback damage, gives +5% magic resistance<br />
'''Stone Heart''' (repeatable)<br />
* Cost: 10 Piety<br />
* Destroys 15 nearby wall segments, lowers all visible enemy resistances by 5%, gives +3% magic resistance<br />
|-<br />
| colspan="4" style="background-color: #888899; height:5px;"| <br />
|- <br />
| rowspan="2" style="vertical-align:top;" | <br />
====<p style="text-align:center;">[[Dracul]]</p>====<br />
[[File:Dracul.jpg|center|link=Dracul]]<br /><br />
'''Initial worship'''<br />
* Starting Piety: Killed enemies x2<br />
'''PUNISHMENT'''<br />
* -20 Max Health<br />
'''[[Preparations#Church|Preparation]] penalty'''<br />
* 25% of enemies become Bloodless<br />
! style="background-color: #EEEEEE;"|Likes<br />
! style="background-color: #EEEEEE;"|Dislikes<br />
! style="background-color: #EEEEEE;"|Boons<br />
|- <br />
|<br />
Attack with Lifesteal (once per monster)<br />
* +1 Piety<br />
Drink a Blood Pool<br />
* +1 piety per level of blood tithe<br />
Kill a non-undead monster<br />
* +2 Piety<br />
Convert HALPMEH or CYDSTEPP glyph<br />
* +10 Piety<br />
Convert health potion<br />
* +5 Piety<br />
|<br />
Kill an undead monster<br />
* -5 Piety<br />
Use a health potion <br />
* -5 Piety<br />
Use a HALPMEH or CYDSTEPP glyph<br />
* -5 Piety<br />
|<br />
'''Blood Curse'''<br />
* Cost: Increases level by 1 (no stat increase, no HP/MP fill)<br />
* +20 Piety<br />
'''Blood Tithe''' (repeatable)<br />
* Cost: 10 + 15n Piety, -5 Max Health<br />
* Grants Sanguine (can suck up blood pool to heal 5% of max health), or boosts Sanguine by 5% if you already have Sanguine, +1 Base Damage<br />
'''Blood Hunger''' (repeatable)<br />
* Cost: 20 + 25n Piety, -20% to maximum resistances<br />
* +1 Life Steal, +1 base damage<br />
'''Blood Shield'''<br />
* Cost: 40 Piety<br />
* +15% to physical & magical resistances<br />
'''Blood Swell''' (repeatable)<br />
* Cost: 20 + 10n Piety<br />
* Restore all HP, +1 layer of curse<br />
|-<br />
| colspan="4" style="background-color: #888899; height:5px;"| <br />
|- <br />
| rowspan="2" style="vertical-align:top;" | <br />
====<p style="text-align:center;">[[The Earthmother]]</p>====<br />
[[File:Earthmother.jpg|center|link=The Earthmother]]<br /><br />
'''Initial worship'''<br />
* Starting Piety: Always +5<br />
* Free [[IMAWAL]] glyph on joining.<br />
'''PUNISHMENT'''<br />
*Inflicts 5 levels of Corrosion.<br />
'''[[Preparations#Church|Preparation]] penalty'''<br />
* Doubles number of plants spawned from boons<br />
! style="background-color: #EEEEEE;"|Likes<br />
! style="background-color: #EEEEEE;"|Dislikes<br />
! style="background-color: #EEEEEE;"|Boons<br />
|- <br />
|<br />
Use IMAWAL on a monster<br />
* +10 Piety<br />
Use IMAWAL on a plant<br />
* +5 Piety<br />
|<br />
Kill a plant<br />
* -15 Piety<br />
Use Lifesteal<br />
* -5 Piety<br />
|<br />
'''Plantation''' (repeatable)<br />
* Cost: 5 Piety<br />
* Spawns a plant on each bloodstain (acid pools excluded) for 5 Piety each.<br />
'''Clearance''' (repeatable)<br />
* Cost: 5 Piety + 5n Piety<br />
* Remove up to 10 random plants and restore 1 mana per plant removed<br />
'''Greenblood''' (repeatable)<br />
* Cost: 5 + 3n Piety<br />
* Applies Corrosion to all enemies (on dungeon level) and removes a stack of Cursed. Spawns 3 random plants.<br />
'''Entanglement''' (repeatable)<br />
* Cost: 5 Piety<br />
* All enemies are slowed. Spawns 5 random plants.<br />
'''Vine Form''' (repeatable)<br />
* Cost: 5 + 3n Piety<br />
* Grants permanent +1 to damage reduction and +4 to health. Spawns 2 random plants.<br />
|-<br />
| colspan="4" style="background-color: #888899; height:5px;"| <br />
|- <br />
| rowspan="2" style="vertical-align:top;" | <br />
====<p style="text-align:center;">[[Glowing Guardian]]</p>====<br />
[[File:GlowingGuardian.jpg|center|link=Glowing Guardian]]<br /><br />
'''Initial worship'''<br />
* Starting Piety: +5 per level<br />
'''PUNISHMENT'''<br />
* Removes all glyphs/items from inventory<br />
'''[[Preparations#Church|Preparation]] penalty'''<br />
* Piety gain per level up reduced to 0+2 stacking Piety<br />
! style="background-color: #EEEEEE;"|Likes<br />
! style="background-color: #EEEEEE;"|Dislikes<br />
! style="background-color: #EEEEEE;"|Boons<br />
|- <br />
|<br />
Become Poisoned<br />
* +2 Piety<br />
Become Mana Burned<br />
* +2 Piety<br />
Kill any undead<br />
* +1 Piety<br />
Gain Level<br />
* +3 stacking Piety<br />
Convert [[APHEELSIK]] or [[BLUDTUPOWA]] glyph<br />
* +10 Piety<br />
Convert a large item, a glyph or a health/mana potion<br />
* +5 Piety<br />
Convert a small item (excluding health/mana potions)<br />
* +2 Piety<br />
Burnt Offering (Monster had Burning applied upon dying)<br />
* +1 Piety<br />
|<br />
Use a Health or Mana potion<br />
* -10 Piety<br />
Use poison (Venom blade, APHEELSIK glyph)<br />
* -10 Piety<br />
Use lifesteal<br />
* -10 Piety<br />
Use the BLUDTUPOWA glyph<br />
* -20 Piety<br />
Drink a blood pool<br />
* -10 Piety <br />
|<br />
'''Humility'''<br />
* Cost: 15 Piety<br />
* Effect: Reduces player level by 1, but maintains health, base damage and XP<br />
'''Absolution''' (repeatable)<br />
* Cost: 2 + 2n Piety<br />
* Effect: Removes one monster of your level or lower from the game (exception: Undead, monsters on different dungeon levels, bosses), gain +4 Max HP and a Prayer Bead<br />
'''Cleansing''' (repeatable)<br />
* Cost: 10 Piety<br />
* Removes Poison, Mana Burn, 1 level of Weakness and 1 level of Corrosion, applies Consecrated Strike buff (next attack deals Magical damage), receive a Prayer Bead<br />
'''Protection''' (repeatable)<br />
* Cost: 10 + 5n Piety<br />
* Restores 35% Max Health and Mana, receive a Prayer Bead<br />
'''Enlightenment'''<br />
* Cost: 100 Piety<br />
* Enchants all Prayer Beads in inventory, gain +1 Max HP, +1% bonus damage, +1% magic resistance, +1 XP and +10 Conversion Points per bead. Gain +5 Max Mana and all stacks of Curse removed.<br />
|-<br />
| colspan="4" style="background-color: #888899; height:5px;"| <br />
|- <br />
| rowspan="2" style="vertical-align:top;" | <br />
====<p style="text-align:center;">[[Jehora Jeheyu]]</p>====<br />
[[File:Jehora.jpg|center|link=Jehora Jeheyu]]<br /><br />
'''Initial worship'''<br />
* Starting Piety: Random, based on player level<br />
* Free WEYTWUT glyph on joining<br />
'''MINOR PUNISHMENT'''<br />
* Poison, mana burn, corrode, weaken, curse, or reduce HP to 1<br />
'''MAJOR PUNISHMENT'''<br />
* 50% chance of reducing HP to 1 and MP to 0 and of reducing max health, max mana and attack bonus by 33%.<br />
'''[[Preparations#Church|Preparation]] penalty'''<br />
* Removes one inventory slot<br />
! colspan="2" style="background-color: #EEEEEE;"|Random actions<br />
! style="background-color: #EEEEEE;"|Boons<br />
|- <br />
| colspan="2" |<br />
Randomly grants +2-4 Piety or MINOR PUNISHMENT from:<br />
* Enemy reveal (except plants)<br />
* Enemy death (XP-valuable)<br />
* Successful dodge<br />
* Item conversion<br />
* Casting BYSEPPS, WONAFYT, WEYTWUT, GETINDARE, APHEELSIK, CYDSTEPP<br />
|<br />
'''Petition'''<br />
* Cost: 45 Piety<br />
* Stops inflicting MINOR PUNISHMENT<br />
'''Last Chance'''<br />
* Cost: 1 Piety<br />
* Drain remaining piety and use it making an X out of 100 roll. If you succeed your hp and mp are fully recovered.<br />
'''Boost Health'''<br />
* Cost: 20 + 25n Piety<br />
* Destroy a health potion and gain +20 max health<br />
'''Boost Mana'''<br />
* Cost: 20 + 25n Piety<br />
* Destroy a mana potion and gain +3 max mana<br />
'''Chaos Avatar'''<br />
* Cost: 80 Piety<br />
* Gain a level, lose all corrosion and weakening, gain 100 conversion points, and all monsters have their resistances reduced by 20% (same screen only)<br />
|-<br />
| colspan="4" style="background-color: #888899; height:5px;"| <br />
|- <br />
| rowspan="2" style="vertical-align:top;" | <br />
====<p style="text-align:center;">[[Mystera Annur]]</p>====<br />
[[File:Mystera.jpg|center|link=Mystera Annur]]<br /><br />
'''Initial worship'''<br />
* Starting piety: Number of previous glyphs cast<br />
'''PUNISHMENT'''<br />
* +15% to all monsters' physical and magical resistances <br />
'''[[Preparations#Church|Preparation]] penalty'''<br />
* Reduces Mystera's piety gain by 25%<br />
! style="background-color: #EEEEEE;"|Likes<br />
! style="background-color: #EEEEEE;"|Dislikes<br />
! style="background-color: #EEEEEE;"|Boons<br />
|- <br />
|<br />
Use a glyph<br />
* +(MP Cost / 2) Piety<br />
|<br />
Kill an enemy that uses a magical attack <br />
* -5 Piety<br />
Become Mana Burned<br />
* -(Mana lost + 1) Piety<br />
|<br />
'''Magic''' (repeatable)<br />
* Cost: 5 + 20n Piety<br />
* +1 Max Mana<br />
'''Refreshment'''<br />
* Cost: 50 Piety<br />
* Causes Glyph Conversions to restore 50% of max mana<br />
'''Flames'''<br />
* Cost: 20 Piety<br />
* +1 damage/level for BURNDAYRAZ glyph attack, -50% bonus damage<br />
'''Weakening''' (repeatable)<br />
* Cost: 30 Piety<br />
* -10% magic resistance to both player and all monsters on the current level<br />
'''Mystic Balance'''<br />
* Cost: 60 Piety<br />
* All glyph ability costs are increased or decreased towards 5 by a maximum of 2 mana.<br />
|-<br />
| colspan="4" style="background-color: #888899; height:5px;"| <br />
|- <br />
| rowspan="2" style="vertical-align:top;" | <br />
====<p style="text-align:center;">[[The Pactmaker]]</p>====<br />
[[File:Pactmaker.jpg|center|link=The Pactmaker]]<br /><br />
The Pactmaker is not a religion in the same sense as the other eight deities. He allows one and only one Pact to be made with him, even if you are worshiping another god.<br />
! colspan="3" style="background-color: #EEEEEE;"|Pacts<br />
|- <br />
| colspan="3" |<br />
'''Scholar's Pact'''<br />
* On level up: -10 Piety, overheal and casts [[BYSSEPS]]<br />
'''Warrior's Pact'''<br />
* On XP kill: -3 Piety, +1 Max Health<br />
'''Alchemist's Pact'''<br />
* On health or mana potion use: -4 Piety, +3 Experience<br />
'''Body Pact'''<br />
* On damage (XP-valuable enemy only): -4 Piety, +1% physical & magical resistance<br />
'''Spirit Pact'''<br />
* On item conversion: -5 Piety, +15 bonus conversion points<br />
'''Consensus'''<br />
* Effect: +50 Piety, -50 max Piety<br />
* Can be taken along with a pact if Consensus is taken first<br />
|-<br />
| colspan="4" style="background-color: #888899; height:5px;"| <br />
|- <br />
| rowspan="2" style="vertical-align:top;" | <br />
====<p style="text-align:center;">[[Taurog]]</p>====<br />
[[File:Taurog.jpg|center|link=Taurog]]<br /><br />
'''Initial worship'''<br />
* Starting Piety: Enemies killed x2<br />
'''PUNISHMENT'''<br />
* -40% bonus damage<br />
'''[[Preparations#Church|Preparation]] penalty'''<br />
* All enemies become Cowardly<br />
! style="background-color: #EEEEEE;"|Likes<br />
! style="background-color: #EEEEEE;"|Dislikes<br />
! style="background-color: #EEEEEE;"|Boons<br />
|- <br />
|<br />
Kill an enemy<br />
* +4 Piety<br />
Kill an enemy that uses magical attack<br />
* +8 Piety<br />
Convert a glyph<br />
* +10 Piety<br />
|<br />
Use a glyph<br />
* -2 Piety per use<br />
Convert Taurog's Equipment (even if not actively worshiping Taurog)<br />
* -10% attack bonus, but no piety loss <br />
|<br />
'''Taurog's Blade'''<br />
* Cost: 20 Piety, -1 Max Mana<br />
* Obtain Taurog's Skullpicker (+5 Base Damage), +5% bonus damage<br />
'''Taurog's Shield'''<br />
* Cost: 25 Piety, -1 Max Mana<br />
* Obtain Taurog's Wereward (-5 Damage Reduction), +5% bonus damage<br />
'''Taurog's Helm'''<br />
* Cost: 25 Piety, -1 Max Mana<br />
* Obtain Taurog's Gloat (+15% magical resistance), +5% bonus damage<br />
'''Taurog's Armour'''<br />
* Cost: 25 Piety, -1 Max Mana<br />
* Obtain Taurog's Will (+15% physical resistance), +5% bonus damage<br />
'''Unstoppable Fury''' (repeatable)<br />
* Cost: 20 + 10n Piety<br />
* Gain Death Protection. Prerequisite: Must be equipped with all of Taurog's Equipment<br />
|-<br />
| colspan="4" style="background-color: #888899; height:5px;"| <br />
|- <br />
|- <br />
| rowspan="2" style="vertical-align:top;" | <br />
====<p style="text-align:center;">[[Tikki Tooki]]</p>====<br />
[[File:Tikki.jpg|center|link=Tikki Tooki]]<br /><br />
'''Initial worship'''<br />
* Free GETINDARE glyph on joining.<br />
'''PUNISHMENT'''<br />
*All enemies (on all floors) gain First Strike, Weakening; all permanent Tikki Tooki boons except Tikki's Edge are removed<br />
'''[[Preparations#Church|Preparation]] penalty'''<br />
* All damage taken incurs a Piety penalty<br />
! style="background-color: #EEEEEE;"|Likes<br />
! style="background-color: #EEEEEE;"|Dislikes<br />
! style="background-color: #EEEEEE;"|Boons<br />
|- <br />
|<br />
Kill any enemy below your level<br />
* +5 Piety<br />
Dodge any attack<br />
* +3 Piety<br />
Poison an enemy<br />
* +1 Piety (once per enemy)<br />
Use WEYTWUT or WONAFYT glyph<br />
* +1 Piety<br />
|<br />
Get hit twice or more by the same monster<br />
* -3 Piety per hit<br />
Trigger a death protection effect (occurs when lethal attack is survived, not on cast)<br />
* -10 Piety<br />
|<br />
'''Tribute''' (repeatable)<br />
* Cost: 15 Gold<br />
* +10 Piety <br />
'''Tikki's Edge''' (repeatable)<br />
* Cost: 25 + 25n Piety<br />
* +1 to experience from all XP kills, +10 Gold<br />
'''Dodging'''<br />
* Cost: 25 Piety<br />
* +10% Dodge, +10 Gold<br />
'''Poison'''<br />
* Cost: 15 + 10n Piety<br />
* Gain 1 level of Poisonous strike<br />
'''Reflexes''' (repeatable)<br />
* Cost: 35 Piety<br />
* Convert 1 Health potion to 1 Quicksilver + 1 Reflex potion<br />
|-<br />
| colspan="4" style="background-color: #888899; height:5px;"| <br />
|}<br />
<br />
<br />
<br />
== Lesser divinities==<br />
Some other divinities can be encountered in subdugeons. You can sometimes interact with them, or even worship them.<br />
<br />
* The metal spider, in the [[Metal Spider Temple]], who will reward you if you abandon some life.<br />
* The mighty lost Lekon, who likes you to kill goats<br />
<br />
<br />
{{MainNav}}</div>Incompetenthttps://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Gods&diff=15893Gods2014-06-14T04:17:08Z<p>Incompetent: </p>
<hr />
<div>Gods work similarly to other roguelike games, each giving themed bonuses and penalties.<br />
<br />
No class begins with a religion, and must instead find an altar. Each dungeon has up to three altars, each assigned to a randomly selected god. Stepping on the altar will display a brief flavor text description and the option to begin worship if you have not selected one yet.<br />
<br />
Some lesser divinities can also sometimes be encountered in subdungeons.<br />
<br />
__TOC__<br />
=== Piety and Altars ===<br />
<br />
Piety is the spiritual equivalent of gold. You start with 0 Piety, and can never have less than 0. You can never have more than 100 Piety saved up, so any gains beyond this are wasted.<br />
<br />
The number of altars in a standard dungeon depends on your kingdom. Initially, no altars will spawn. Occasionally, the player will find a subdungeon with a particular challenge; this challenge, when conquered, will convert the player to the god they just discovered (even if they were already worshipping another one) and allow this god's altars to spawn in any dungeon. Altars will spawn based on the amount of gods you've unlocked. If you have 1-3, one god will spawn. 4-8 two gods will spawn. If you unlock your ninth god, you will have all three altars spawn.<br />
<br />
Each altar has a 3x3 square of sparkles centred on it, coloured-coded according to the deity of the altar. You should learn the colours, as these give advance notice of which deity is present. Each sparkle disappears when stepped on, giving +1 piety (regardless of your current religious status).<br />
<br />
If you are currently following a god, you can desecrate the altar of any other god (except for the Pactmaker's altar, which can never be desecrated). Doing so gains 30 piety (-10 for each subsequent desecration) and three indulgences, but you will suffer a major punishment from the god whose altar you smashed, and the smashed altar will become unusable. The major punishments vary from irrelevant to disastrous depending on the god and your overall strategy.<br />
<br />
The principal way to gain piety, however, is by performing actions your current god approves of. If however you perform a disapproved action, your god will 'fine' you a certain amount of piety. If you have indulgences, he/she will take off one of those in preferences to fining you in piety, so it's a good idea to time your desecrations so that the indulgences allow you to avoid heavy fines. If you do not have any indulgences, nor enough piety to pay the fine, you will suffer your god's major punishment (the {{c|Paladin}} is exempt from this).<br />
<br />
The Pactmaker uses Piety a little differently from the other gods. Whenever you perform the action associated with your Pact, the Pactmaker will try to take away the necessary Piety and give you the associated benefit. If you cannot afford the Piety cost, the Pactmaker won't deduct any piety and won't give you the benefit, but there is no punishment and the Pact remains active.<br />
<br />
You must return to your god's altar in order to request boons from them. On some maps you will need to be careful about getting cut off from the altar.<br />
<br />
=== Initial worship and conversion ===<br />
<br />
You can only follow one god at a time, and at the start, you are not following any god. (Note: The Pactmaker cannot be followed, but you can take one of its Pacts regardless of whether or not you are following a god.)<br />
<br />
If you are not currently following any god, you can start following a god at his/her altar. Depending on the god, you will receive an initial worship bonus in the form of piety and sometimes a free glyph.<br />
<br />
If you are already following a god, and you are not a {{c|Paladin}}, you can convert to another god with an intact altar (even a god you previously abandoned). You need at least 50 piety in the bank to convert, and you lose half of whatever you have when you convert. Converting does not give any of the initial worship benefits.<br />
<br />
=== Main Gods ===<br />
<br />
Gods work much the same way in the beta version, but all the gods that are implemented have their boons and piety actions changed up, making them in some cases just slightly different (e.g. Tikki Tooki) and in others encouraging an almost entirely different playstyle than before (e.g. Mystera Annur). Some boons can even be used more than once, ''usually'' with an increased Piety cost each time; they will be marked "repeatable" on the chart below, usually with a cost of "X + Y*n Piety" (n being the number of times the boon has already been used).<br />
<br />
{| style="border-collapse: collapse;" border="1" cellspacing="0" cellpadding="4"<br />
|- <br />
| rowspan="2" style="vertical-align:top;" |<br />
====<p style="text-align:center;">[[Binlor Ironshield]]</p>====<br />
[[File:Binlor.jpg|center|link=Binlor Ironshield]]<br /><br />
'''Initial worship'''<br />
* Free [[PISORF]] glyph on joining<br />
'''PUNISHMENT'''<br />
* Removes 50% player physical and magic resistances<br />
'''[[Preparations#Church|Preparation]] penalty'''<br />
* 30% of the walls become unbreakable<br />
! style="background-color: #EEEEEE;"|Likes<br />
! style="background-color: #EEEEEE;"|Dislikes<br />
! style="background-color: #EEEEEE;"|Boons<br />
|- <br />
|<br />
Destroy a wall <br />
* +5 Piety<br />
Cast [[BYSSEPS]]<br />
* +1 Piety<br />
|<br />
Gain a level<br />
* -10 Piety<br />
Use [[IMAWAL]] on an empty space<br />
* -5 Piety<br />
|<br />
'''Stone Soup'''<br />
* Cost: 35 Piety<br />
* Receive [[ENDISWAL]] glyph<br />
'''Stone Skin''' (repeatable)<br />
* Cost: 15 Piety<br />
* Destroys 3 nearby visible wall segments, gives 3 layers of Stone Skin (temporary 60% physical resistance) and permanent +3% magic resistance<br />
'''Stone Form'''<br />
* Cost: 25 Piety<br />
* Destroys 10 nearby visible wall segments, grants Might ([[BYSSEPS]]) whenever a wall is destroyed, gives +5% magic resistance<br />
'''Stone Fist'''<br />
* Cost: 40 Piety<br />
* Destroys 20 nearby visible wall segments, +50% knockback damage, gives +5% magic resistance<br />
'''Stone Heart''' (repeatable)<br />
* Cost: 10 Piety<br />
* Destroys 15 nearby wall segments, lowers all visible enemy resistances by 5%, gives +3% magic resistance<br />
|-<br />
| colspan="4" style="background-color: #888899; height:5px;"| <br />
|- <br />
| rowspan="2" style="vertical-align:top;" | <br />
====<p style="text-align:center;">[[Dracul]]</p>====<br />
[[File:Dracul.jpg|center|link=Dracul]]<br /><br />
'''Initial worship'''<br />
* Starting Piety: Killed enemies x2<br />
'''PUNISHMENT'''<br />
* -20 Max Health<br />
'''[[Preparations#Church|Preparation]] penalty'''<br />
* 25% of enemies become Bloodless<br />
! style="background-color: #EEEEEE;"|Likes<br />
! style="background-color: #EEEEEE;"|Dislikes<br />
! style="background-color: #EEEEEE;"|Boons<br />
|- <br />
|<br />
Attack with Lifesteal (once per monster)<br />
* +1 Piety<br />
Drink a Blood Pool<br />
* +1 piety per level of blood tithe<br />
Kill a non-undead monster<br />
* +2 Piety<br />
Convert HALPMEH or CYDSTEPP glyph<br />
* +10 Piety<br />
Convert health potion<br />
* +5 Piety<br />
|<br />
Kill an undead monster<br />
* -5 Piety<br />
Use a health potion <br />
* -5 Piety<br />
Use a HALPMEH or CYDSTEPP glyph<br />
* -5 Piety<br />
|<br />
'''Blood Curse'''<br />
* Cost: Increases level by 1 (no stat increase, no HP/MP fill)<br />
* +20 Piety<br />
'''Blood Tithe''' (repeatable)<br />
* Cost: 10 + 15n Piety, -5 Max Health<br />
* Grants Sanguine (can suck up blood pool to heal 5% of max health), or boosts Sanguine by 5% if you already have Sanguine, +1 Base Damage<br />
'''Blood Hunger''' (repeatable)<br />
* Cost: 20 + 25n Piety, -20% to maximum resistances<br />
* +1 Life Steal, +1 base damage<br />
'''Blood Shield'''<br />
* Cost: 40 Piety<br />
* +15% to physical & magical resistances<br />
'''Blood Swell''' (repeatable)<br />
* Cost: 20 + 10n Piety<br />
* Restore all HP, +1 layer of curse<br />
|-<br />
| colspan="4" style="background-color: #888899; height:5px;"| <br />
|- <br />
| rowspan="2" style="vertical-align:top;" | <br />
====<p style="text-align:center;">[[The Earthmother]]</p>====<br />
[[File:Earthmother.jpg|center|link=The Earthmother]]<br /><br />
'''Initial worship'''<br />
* Starting Piety: Always +5<br />
* Free [[IMAWAL]] glyph on joining.<br />
'''PUNISHMENT'''<br />
*Inflicts 5 levels of Corrosion.<br />
'''[[Preparations#Church|Preparation]] penalty'''<br />
* Doubles number of plants spawned from boons<br />
! style="background-color: #EEEEEE;"|Likes<br />
! style="background-color: #EEEEEE;"|Dislikes<br />
! style="background-color: #EEEEEE;"|Boons<br />
|- <br />
|<br />
Use IMAWAL on a monster<br />
* +10 Piety<br />
Use IMAWAL on a plant<br />
* +5 Piety<br />
|<br />
Kill a plant<br />
* -15 Piety<br />
Use Lifesteal<br />
* -5 Piety<br />
|<br />
'''Plantation''' (repeatable)<br />
* Cost: 5 Piety<br />
* Spawns a plant on each bloodstain (acid pools excluded) for 5 Piety each.<br />
'''Clearance''' (repeatable)<br />
* Cost: 5 Piety + 5n Piety<br />
* Remove up to 10 random plants and restore 1 mana per plant removed<br />
'''Greenblood''' (repeatable)<br />
* Cost: 5 + 3n Piety<br />
* Applies Corrosion to all enemies (on dungeon level) and removes a stack of Cursed. Spawns 3 random plants.<br />
'''Entanglement''' (repeatable)<br />
* Cost: 5 Piety<br />
* All enemies are slowed. Spawns 5 random plants.<br />
'''Vine Form''' (repeatable)<br />
* Cost: 5 + 3n Piety<br />
* Grants permanent +1 to damage reduction and +4 to health. Spawns 2 random plants.<br />
|-<br />
| colspan="4" style="background-color: #888899; height:5px;"| <br />
|- <br />
| rowspan="2" style="vertical-align:top;" | <br />
====<p style="text-align:center;">[[Glowing Guardian]]</p>====<br />
[[File:GlowingGuardian.jpg|center|link=Glowing Guardian]]<br /><br />
'''Initial worship'''<br />
* Starting Piety: +5 per level<br />
'''PUNISHMENT'''<br />
* Removes all glyphs/items from inventory<br />
'''[[Preparations#Church|Preparation]] penalty'''<br />
* Piety gain per level up reduced to 0+2 stacking Piety<br />
! style="background-color: #EEEEEE;"|Likes<br />
! style="background-color: #EEEEEE;"|Dislikes<br />
! style="background-color: #EEEEEE;"|Boons<br />
|- <br />
|<br />
Become Poisoned<br />
* +2 Piety<br />
Become Mana Burned<br />
* +2 Piety<br />
Kill any undead<br />
* +1 Piety<br />
Gain Level<br />
* +3 stacking Piety<br />
Convert [[APHEELSIK]] or [[BLUDTUPOWA]] glyph<br />
* +10 Piety<br />
Convert a large item, a glyph or a health/mana potion<br />
* +5 Piety<br />
Convert a small item (excluding health/mana potions)<br />
* +2 Piety<br />
Burnt Offering (Monster had Burning applied upon dying)<br />
* +1 Piety<br />
|<br />
Use a Health or Mana potion<br />
* -10 Piety<br />
Use poison (Venom blade, APHEELSIK glyph)<br />
* -10 Piety<br />
Use lifesteal<br />
* -10 Piety<br />
Use the BLUDTUPOWA glyph<br />
* -20 Piety<br />
Drink a blood pool<br />
* -10 Piety <br />
|<br />
'''Humility'''<br />
* Cost: 15 Piety<br />
* Effect: Reduces player level by 1, but maintains health, base damage and XP<br />
'''Absolution''' (repeatable)<br />
* Cost: 2 + 2n Piety<br />
* Effect: Removes one monster of your level or lower from the game (exception: Undead, monsters on different dungeon levels, bosses), gain +4 Max HP and a Prayer Bead<br />
'''Cleansing''' (repeatable)<br />
* Cost: 10 Piety<br />
* Removes Poison, Mana Burn, 1 level of Weakness and 1 level of Corrosion, applies Consecrated Strike buff (next attack deals Magical damage), receive a Prayer Bead<br />
'''Protection''' (repeatable)<br />
* Cost: 10 + 5n Piety<br />
* Restores 35% Max Health and Mana, receive a Prayer Bead<br />
'''Enlightenment'''<br />
* Cost: 100 Piety<br />
* Enchants all Prayer Beads in inventory, gain +1 Max HP, +1% bonus damage, +1% magic resistance, +1 XP and +10 Conversion Points per bead. Gain +5 Max Mana and all stacks of Curse removed.<br />
|-<br />
| colspan="4" style="background-color: #888899; height:5px;"| <br />
|- <br />
| rowspan="2" style="vertical-align:top;" | <br />
====<p style="text-align:center;">[[Jehora Jeheyu]]</p>====<br />
[[File:Jehora.jpg|center|link=Jehora Jeheyu]]<br /><br />
'''Initial worship'''<br />
* Starting Piety: Random, based on player level<br />
* Free WEYTWUT glyph on joining<br />
'''MINOR PUNISHMENT'''<br />
* Poison, mana burn, corrode, weaken, curse, or reduce HP to 1<br />
'''MAJOR PUNISHMENT'''<br />
* 50% chance of reducing HP to 1 and MP to 0 and of reducing max health, max mana and attack bonus by 33%.<br />
'''[[Preparations#Church|Preparation]] penalty'''<br />
* Removes one inventory slot<br />
! colspan="2" style="background-color: #EEEEEE;"|Random actions<br />
! style="background-color: #EEEEEE;"|Boons<br />
|- <br />
| colspan="2" |<br />
Randomly grants +2-4 Piety or MINOR PUNISHMENT from:<br />
* Enemy reveal (except plants)<br />
* Enemy death (XP-valuable)<br />
* Successful dodge<br />
* Item conversion<br />
* Casting BYSEPPS, WONAFYT, WEYTWUT, GETINDARE, APHEELSIK, CYDSTEPP<br />
|<br />
'''Petition'''<br />
* Cost: 45 Piety<br />
* Stops inflicting MINOR PUNISHMENT<br />
'''Last Chance'''<br />
* Cost: 1 Piety<br />
* Drain remaining piety and use it making an X out of 100 roll. If you succeed your hp and mp are fully recovered.<br />
'''Boost Health'''<br />
* Cost: 20 + 25n Piety<br />
* Destroy a health potion and gain +20 max health<br />
'''Boost Mana'''<br />
* Cost: 20 + 25n Piety<br />
* Destroy a mana potion and gain +3 max mana<br />
'''Chaos Avatar'''<br />
* Cost: 80 Piety<br />
* Gain a level, lose all corrosion and weakening, gain 100 conversion points, and all monsters have their resistances reduced by 20% (same screen only)<br />
|-<br />
| colspan="4" style="background-color: #888899; height:5px;"| <br />
|- <br />
| rowspan="2" style="vertical-align:top;" | <br />
====<p style="text-align:center;">[[Mystera Annur]]</p>====<br />
[[File:Mystera.jpg|center|link=Mystera Annur]]<br /><br />
'''Initial worship'''<br />
* Starting piety: Number of previous glyphs cast<br />
'''PUNISHMENT'''<br />
* +15% to all monsters' physical and magical resistances <br />
'''[[Preparations#Church|Preparation]] penalty'''<br />
* Reduces Mystera's piety gain by 25%<br />
! style="background-color: #EEEEEE;"|Likes<br />
! style="background-color: #EEEEEE;"|Dislikes<br />
! style="background-color: #EEEEEE;"|Boons<br />
|- <br />
|<br />
Use a glyph<br />
* +(MP Cost / 2) Piety<br />
|<br />
Kill an enemy that uses a magical attack <br />
* -5 Piety<br />
Become Mana Burned<br />
* -(Mana lost + 1) Piety<br />
|<br />
'''Magic''' (repeatable)<br />
* Cost: 5 + 20n Piety<br />
* +1 Max Mana<br />
'''Refreshment'''<br />
* Cost: 50 Piety<br />
* Causes Glyph Conversions to restore 50% of max mana<br />
'''Flames'''<br />
* Cost: 20 Piety<br />
* +1 damage/level for BURNDAYRAZ glyph attack, -50% bonus damage<br />
'''Weakening''' (repeatable)<br />
* Cost: 30 Piety<br />
* -10% magic resistance to both player and all monsters on the current level<br />
'''Mystic Balance'''<br />
* Cost: 60 Piety<br />
* All glyph ability costs are increased or decreased towards 5 by a maximum of 2 mana.<br />
|-<br />
| colspan="4" style="background-color: #888899; height:5px;"| <br />
|- <br />
| rowspan="2" style="vertical-align:top;" | <br />
====<p style="text-align:center;">[[The Pactmaker]]</p>====<br />
[[File:Pactmaker.jpg|center|link=The Pactmaker]]<br /><br />
The Pactmaker is not a religion in the same sense as the other eight deities. He allows one and only one Pact to be made with him, even if you are worshiping another god.<br />
! colspan="3" style="background-color: #EEEEEE;"|Pacts<br />
|- <br />
| colspan="3" |<br />
'''Scholar's Pact'''<br />
* On level up: -10 Piety, overheal and casts [[BYSSEPS]]<br />
'''Warrior's Pact'''<br />
* On XP kill: -3 Piety, +1 Max Health<br />
'''Alchemist's Pact'''<br />
* On health or mana potion use: -4 Piety, +3 Experience<br />
'''Body Pact'''<br />
* On damage (XP-valuable enemy only): -4 Piety, +1% physical & magical resistance<br />
'''Spirit Pact'''<br />
* On item conversion: -5 Piety, +15 bonus conversion points<br />
'''Consensus'''<br />
* Effect: +50 Piety, -50 max Piety<br />
* Can be taken along with a pact if Consensus is taken first<br />
|-<br />
| colspan="4" style="background-color: #888899; height:5px;"| <br />
|- <br />
| rowspan="2" style="vertical-align:top;" | <br />
====<p style="text-align:center;">[[Taurog]]</p>====<br />
[[File:Taurog.jpg|center|link=Taurog]]<br /><br />
'''Initial worship'''<br />
* Starting Piety: Enemies killed x2<br />
'''PUNISHMENT'''<br />
* -40% bonus damage<br />
'''[[Preparations#Church|Preparation]] penalty'''<br />
* All enemies become Cowardly<br />
! style="background-color: #EEEEEE;"|Likes<br />
! style="background-color: #EEEEEE;"|Dislikes<br />
! style="background-color: #EEEEEE;"|Boons<br />
|- <br />
|<br />
Kill an enemy<br />
* +4 Piety<br />
Kill an enemy that uses magical attack<br />
* +8 Piety<br />
Convert a glyph<br />
* +10 Piety<br />
|<br />
Use a glyph<br />
* -2 Piety per use<br />
Convert Taurog's Equipment (even if not actively worshiping Taurog)<br />
* -10% attack bonus, but no piety loss <br />
|<br />
'''Taurog's Blade'''<br />
* Cost: 20 Piety, -1 Max Mana<br />
* Obtain Taurog's Skullpicker (+5 Base Damage), +5% bonus damage<br />
'''Taurog's Shield'''<br />
* Cost: 25 Piety, -1 Max Mana<br />
* Obtain Taurog's Wereward (-5 Damage Reduction), +5% bonus damage<br />
'''Taurog's Helm'''<br />
* Cost: 25 Piety, -1 Max Mana<br />
* Obtain Taurog's Gloat (+15% magical resistance), +5% bonus damage<br />
'''Taurog's Armour'''<br />
* Cost: 25 Piety, -1 Max Mana<br />
* Obtain Taurog's Will (+15% physical resistance), +5% bonus damage<br />
'''Unstoppable Fury''' (repeatable)<br />
* Cost: 20 + 10n Piety<br />
* Gain Death Protection. Prerequisite: Must be equipped with all of Taurog's Equipment<br />
|-<br />
| colspan="4" style="background-color: #888899; height:5px;"| <br />
|- <br />
|- <br />
| rowspan="2" style="vertical-align:top;" | <br />
====<p style="text-align:center;">[[Tikki Tooki]]</p>====<br />
[[File:Tikki.jpg|center|link=Tikki Tooki]]<br /><br />
'''Initial worship'''<br />
* Free GETINDARE glyph on joining.<br />
'''PUNISHMENT'''<br />
*All enemies (on all floors) gain First Strike, Weakening; all permanent Tikki Tooki boons except Tikki's Edge are removed<br />
'''[[Preparations#Church|Preparation]] penalty'''<br />
* All damage taken incurs a Piety penalty<br />
! style="background-color: #EEEEEE;"|Likes<br />
! style="background-color: #EEEEEE;"|Dislikes<br />
! style="background-color: #EEEEEE;"|Boons<br />
|- <br />
|<br />
Kill any enemy below your level<br />
* +5 Piety<br />
Dodge any attack<br />
* +3 Piety<br />
Poison an enemy<br />
* +1 Piety (once per enemy)<br />
Use WEYTWUT or WONAFYT glyph<br />
* +1 Piety<br />
|<br />
Get hit twice or more by the same monster<br />
* -3 Piety per hit<br />
Trigger a death protection effect (occurs when lethal attack is survived, not on cast)<br />
* -10 Piety<br />
|<br />
'''Tribute''' (repeatable)<br />
* Cost: 15 Gold<br />
* +10 Piety <br />
'''Tikki's Edge''' (repeatable)<br />
* Cost: 25 + 25n Piety<br />
* +1 to experience from all XP kills, +10 Gold<br />
'''Dodging'''<br />
* Cost: 25 Piety<br />
* +10% Dodge, +10 Gold<br />
'''Poison'''<br />
* Cost: 15 + 10n Piety<br />
* Gain 1 level of Poisonous strike<br />
'''Reflexes''' (repeatable)<br />
* Cost: 35 Piety<br />
* Convert 1 Health potion to 1 Quicksilver + 1 Reflex potion<br />
|-<br />
| colspan="4" style="background-color: #888899; height:5px;"| <br />
|}<br />
<br />
<br />
<br />
== Lesser divinities==<br />
Some other divinities can be encountered in subdugeons. You can sometimes interact with them, or even worship them.<br />
<br />
* The metal spider, in the [[Metal Spider Temple]], who will reward you if you abandon some life.<br />
* The mighty lost Lekon, who likes you to kill goats<br />
<br />
<br />
{{MainNav}}</div>Incompetenthttps://qcfdesign.com/wiki/DesktopDungeons/index.php?title=PISORF&diff=15892PISORF2014-06-14T03:23:52Z<p>Incompetent: /* Strategy */</p>
<hr />
<div><onlyinclude>{{<br />
{{{tpl|GlyphInfobox}}}<br />
|Name=PISORF<br />
|ManaCost=4<br />
|Effects=<br />
If the tile behind the target is:<br />
* '''a wall''', the wall gets destroyed, the target is pushed back and gets 60% of your Base damage as physical damage.<br />
* '''another enemy''', they both get 49%(it seems to be less than 50%) of your Base damage as physical damage.<br />
* '''empty''', the target is pushed back.<br />
* '''otherwise occupied''', nothing happens.<br />
}}</onlyinclude><br />
<br />
{{stub}}<br />
<br />
'''PISORF''' is the knockback glyph, and it will send the target monster flying back one square, dealing damage to it if that square is not empty. <br />
<br />
== Unlocking the glyph ==<br />
The PISORF glyph begins unlocked<br />
<br />
A free PISORF glyph is awarded when worshipping {{g|Binlor Ironshield}}. Converting to Binlor's religion will not grant you the glyph.<br />
<br />
== Strategy ==<br />
When using PISORF, positioning is critical. The target will always be pushed away from you in a straight line, if at all. PISORF specialists will want to keep an eye out for targets that can be PISORFed for damage several times in a row. You have two basic options for damage:<br />
<br />
-You can push enemies into walls, which pleases Binlor and opens up the map, but this may be difficult to do repeatedly without careful positioning, and can run into problems with unwanted exploration. WEYTWUT can be a useful preparatory tool to place the boss at the end of a long wall.<br />
<br />
-You can push enemies against each other, which can easily be spammed and damages a second monster, but deals slightly less damage per target than walls. In an ideal situation, you can kill both monsters without much/any exploration.<br />
<br />
The damage dealt by PISORF is proportional to your base attack, which means that the {{r|Orc}} race is especially competent with it. It has a low mana cost, and proportionally gains a huge advantage from the {{c|Wizard}} spell cost discount. This makes Orc Wizards shockingly effective PISORF casters. For everyone else, it's a useful way to deal physical damage without having to suffer retaliation from monsters.<br />
<br />
The PISORF glyph is the only glyph in the game that will bypass a monster's magic resistance, allowing you to use it against bosses such as the Iron Man who are otherwise impervious to magic, or to clear out annoying magic-immune plants. Because it deals physical-type damage, it can allow you to very easily obtain the Specialist badge.<br />
<br />
Additionally, PISORF does not trigger Retaliate: Fireball or Blink, making it very useful against late-game monsters like Djinns and Shades.<br />
<br />
The damage prediction takes into account the tile behind the target, even if you have not explored it. Hovering over a monster with PISORF can thus sometimes give useful information about that tile.<br />
<br />
If the tile behind the target is impassable but not a breakable wall or a monster (e.g. it is a pool, an unbreakable wall, or off-map), then casting PISORF will simply waste mana - the target will neither take damage nor get pushed back.<br />
<br />
== Hints ==<br />
<br />
{{MainNav}}</div>Incompetenthttps://qcfdesign.com/wiki/DesktopDungeons/index.php?title=BURNDAYRAZ&diff=15890BURNDAYRAZ2014-06-06T06:01:17Z<p>Incompetent: /* Items */</p>
<hr />
<div><onlyinclude>{{<br />
{{{tpl|GlyphInfobox}}}<br />
|Name=BURNDAYRAZ<br />
|ManaCost=6<br />
|ShortDesc =deals 4 × lvl dmg<br />
|Effects=<br />
* Deals 4 points of magic damage per player level to a target.<br />
* Adds 1 level of {{t|Burning}} to the target.<br />
|Hotkey=F<br />
}}</onlyinclude><br />
<br />
'''BURNDAYRAZ''' is the fireball [[glyph]], and one of the only ways to deal magic damage to monsters. When cast on enemy monsters, they will take magical damage and will not be able to attack the player back. With the exception of special challenges, this glyph will always be found in every single dungeon you play. It is a versatile and well-balanced offensive glyph that virtually any character can use effectively.<br />
<br />
Beware of monsters with the ability to retaliate against fireballs! When you cast the BURNDAYRAZ glyph against such a foe, they will attack you back. Because most characters will deal significantly more damage on a physical attack than they will only a magical BURNDAYRAZ attack, it is effectively never worthwhile to attack such enemies with this spell.<br />
<br />
== Unlocking the glyph ==<br />
<br />
The BURNDAYRAZ glyph is always unlocked.<br />
<br />
== Strategy ==<br />
<br />
As the basic magical attack glyph, BURNDAYRAZ is used by most characters to supplement their physical attack and give them a good way to spend their mana. Because the glyph can be cast repeatedly, it is one of the best ways to use mana potions in order to "damage [[spike]]" a boss at the end of the game, and is particularly worthwhile for [[elf|elves]] and [[gnome]]s as a result.<br />
<br />
As a repeatable glyph, BURNDAYRAZ is quite useful for damage spiking monsters, allowing you to quickly unload all your mana into damage. However, by accruing the {{t|burned}} effect, the glyph can be used to regen-fight monsters and deal accumulating amounts of damage. This can be combined with the {{s|APHEELSIK}} glyph or the <br />
{{s|BLUDTUPOWA}} glyph to excellent effect. Either way, BURNDAYRAZ works best with characters who have a large mana capacity.<br />
<br />
BURNDAYRAZ is particularly useful for dealing with enemies that have death protection. The fireball itself will deal damage and expend a layer of death protection, but it will also leave the target {{t|burned}}. By attacking a different monster, the burning effect will expire and deal 1 point of damage, which will knock out a second layer of death protection! <br />
<br />
The weakness of BURNDAYRAZ is that it's not very efficient. A level 10 character can cast this spell for 40 damage, but even without ''any'' extra bonuses whatsoever a 10th level character can expect to deal 65 damage on a physical attack. Characters which have put significant effort into raising their attack damage will find the damage dealt by BURNDAYRAZ quite pathetic by comparison and are well-served by looking for other ways to spend their mana.<br />
<br />
There are very few repeatable glyphs that can be used mid-combat to effectively funnel your mana into attack damage. With the exception of the {{c|Warlord}}, who can use the {{s|CYDSTEPP}} glyph mid-combat, the only glyphs that can be reliably used to funnel mana into damage are {{s|HALPMEH}} and {{s|PISORF}}. This means BURNDAYRAZ occupies a unique tactical niche.<br />
<br />
== Items ==<br />
<br />
Unusually for a glyph, BURNDAYRAZ is specifically affected by a number of items. The {{i|Battlemage Ring}} increases the damage by 1 per level; the {{i|Witchalok Pendant}} grants a layer of stone skin every time BURNDAYRAZ is cast; and the {{i|Avatar's Codex}} massively increases the power of your fireballs at the cost of allowing all monsters to retaliate.<br />
<br />
== Hints ==<br />
<br />
* The {{c|Berserker}} and {{c|Crusader}} are the only character classes that have considerable trouble using BURNDAYRAZ. The Berserker suffers heavily from the heightened mana cost, while the Crusader loses his momentum whenever he casts this and may end up dealing ''less'' damage overall.<br />
* {{g|Dracul}}'s Blood Curse causes you to gain a level without any increase to stats, which means you aren't any stronger. However, the damage dealt by BURNDAYRAZ is based on your level and not your stats, so it will improve regardless. <br />
<br />
{{MainNav}}</div>Incompetenthttps://qcfdesign.com/wiki/DesktopDungeons/index.php?title=BURNDAYRAZ&diff=15889BURNDAYRAZ2014-06-06T06:00:17Z<p>Incompetent: </p>
<hr />
<div><onlyinclude>{{<br />
{{{tpl|GlyphInfobox}}}<br />
|Name=BURNDAYRAZ<br />
|ManaCost=6<br />
|ShortDesc =deals 4 × lvl dmg<br />
|Effects=<br />
* Deals 4 points of magic damage per player level to a target.<br />
* Adds 1 level of {{t|Burning}} to the target.<br />
|Hotkey=F<br />
}}</onlyinclude><br />
<br />
'''BURNDAYRAZ''' is the fireball [[glyph]], and one of the only ways to deal magic damage to monsters. When cast on enemy monsters, they will take magical damage and will not be able to attack the player back. With the exception of special challenges, this glyph will always be found in every single dungeon you play. It is a versatile and well-balanced offensive glyph that virtually any character can use effectively.<br />
<br />
Beware of monsters with the ability to retaliate against fireballs! When you cast the BURNDAYRAZ glyph against such a foe, they will attack you back. Because most characters will deal significantly more damage on a physical attack than they will only a magical BURNDAYRAZ attack, it is effectively never worthwhile to attack such enemies with this spell.<br />
<br />
== Unlocking the glyph ==<br />
<br />
The BURNDAYRAZ glyph is always unlocked.<br />
<br />
== Strategy ==<br />
<br />
As the basic magical attack glyph, BURNDAYRAZ is used by most characters to supplement their physical attack and give them a good way to spend their mana. Because the glyph can be cast repeatedly, it is one of the best ways to use mana potions in order to "damage [[spike]]" a boss at the end of the game, and is particularly worthwhile for [[elf|elves]] and [[gnome]]s as a result.<br />
<br />
As a repeatable glyph, BURNDAYRAZ is quite useful for damage spiking monsters, allowing you to quickly unload all your mana into damage. However, by accruing the {{t|burned}} effect, the glyph can be used to regen-fight monsters and deal accumulating amounts of damage. This can be combined with the {{s|APHEELSIK}} glyph or the <br />
{{s|BLUDTUPOWA}} glyph to excellent effect. Either way, BURNDAYRAZ works best with characters who have a large mana capacity.<br />
<br />
BURNDAYRAZ is particularly useful for dealing with enemies that have death protection. The fireball itself will deal damage and expend a layer of death protection, but it will also leave the target {{t|burned}}. By attacking a different monster, the burning effect will expire and deal 1 point of damage, which will knock out a second layer of death protection! <br />
<br />
The weakness of BURNDAYRAZ is that it's not very efficient. A level 10 character can cast this spell for 40 damage, but even without ''any'' extra bonuses whatsoever a 10th level character can expect to deal 65 damage on a physical attack. Characters which have put significant effort into raising their attack damage will find the damage dealt by BURNDAYRAZ quite pathetic by comparison and are well-served by looking for other ways to spend their mana.<br />
<br />
There are very few repeatable glyphs that can be used mid-combat to effectively funnel your mana into attack damage. With the exception of the {{c|Warlord}}, who can use the {{s|CYDSTEPP}} glyph mid-combat, the only glyphs that can be reliably used to funnel mana into damage are {{s|HALPMEH}} and {{s|PISORF}}. This means BURNDAYRAZ occupies a unique tactical niche.<br />
<br />
== Items ==<br />
<br />
Unusually for a glyph, BURNDAYRAZ is specifically affected by a number of items. The {{va|Battlemage Ring}} Battlemage Ring increases the damage by 1 per level; the {{va|Witchalok Pendant}} Witchalok Pendant grants a layer of stone skin every time BURNDAYRAZ is cast; and the {{va|Avatar's Codex}} Avatar's Codex massively increases the power of your fireballs at the cost of allowing all monsters to retaliate.<br />
<br />
== Hints ==<br />
<br />
* The {{c|Berserker}} and {{c|Crusader}} are the only character classes that have considerable trouble using BURNDAYRAZ. The Berserker suffers heavily from the heightened mana cost, while the Crusader loses his momentum whenever he casts this and may end up dealing ''less'' damage overall.<br />
* {{g|Dracul}}'s Blood Curse causes you to gain a level without any increase to stats, which means you aren't any stronger. However, the damage dealt by BURNDAYRAZ is based on your level and not your stats, so it will improve regardless. <br />
<br />
{{MainNav}}</div>Incompetenthttps://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Fighter&diff=15888Fighter2014-06-06T05:27:05Z<p>Incompetent: /* Strategy */</p>
<hr />
<div><onlyinclude>{{<br />
{{{tpl|ClassInfobox}}}<br />
|Name=Fighter<br />
|ShortHand=Fi<br />
|Traits=<br />
;[[File:INSTINCTS.png|link=]] INSTINCTS: Monsters of an equal or lower level always have their location revealed<br />
;VETERAN: Fighters earn 1 extra experience on any monster kill (Permanent {{t|Learning}}), 10% less exp required to level<br />
;PIT DOG: Dungeon runs start with 1 level of standard {{t|Death Protection}} on the character<br />
|SuggestedRaces=<br />
Any [[Race]]<br />
|Unlock=<br />
Level 1 [[Guild]]<br />
|Group=Tier 1<br />
}}</onlyinclude><br />
{{Stub}}<br />
'''Fighter''' intro missing<br />
<br />
== Races ==<br />
<br />
Due to his lack of specialisation, the Fighter works well with any race. The only specialised race choice is [[Goblin]], combining the Veteran trait with the ability to gain even more XP from conversion for extremely rapid levelling. However, it is essential to leverage the level-ups properly, since a high-level Goblin Fighter has nothing going for him compared to other characters of the same level. With other races, the fighter is a more laid-back experience.<br />
<br />
== Strategy ==<br />
The fighter levels up significantly faster than other classes, which has two huge benefits. Being a higher level he is more powerful and dangerous, but it also benefits more often from the full-heal and mana-restore you gain when you level up. This extra leeway in terms of experience gain and leveling up makes the Fighter a competitive class. His other class features are largely inconsequential. Pit Dog is a one-time event, and basically equivalent to one use of the CYDSTEPP glyph. Instinct is completely useless, since fighters want to avoid fighting monsters that are equal or lower level than themselves if at all possible, saving them for level-up catapults later in the game.<br />
<br />
Although he's presented as a Fighter, this character is actually equally well-suited to being a spellcaster. He has no class features that help his melee combat skills, and largely comes across as a tabula rasa that can be played any way you want. It's always a good idea to keep an open mind with the fighter and be as flexible as possible based on what items and glyphs you find.<br />
<br />
This is the first class you are presented with when you begin Desktop Dungeons, and he functions very well as a beginner class, and also presents a strong foil to the specialized classes such as Warlord and Assassin that are unlocked later.<br />
<br />
As for deities, {{g|Tikki Tooki}} is a natural choice, as he favours characters who reach a high level quickly, and a Fighter with Tikki's Edge will zoom through the character levels. {{g|Glowing Guardian}} also works well: the Fighter's XP bonuses synergise very well with the Humility boon, and the Fighter also has enough spare XP to make liberal use of Absolution. The Fighter works well enough with any other deity as well, so for the most part you should adapt your worship strategy to the needs of the dungeon.<br />
<br />
{{MainNav}}</div>Incompetenthttps://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Scoring&diff=15887Scoring2014-06-06T05:25:42Z<p>Incompetent: /* Badge Acquisition Strategy */</p>
<hr />
<div>There are ten 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 />
<br />
*'''Cheeky''': The first monster you kill must be a higher level than you (easy)<br />
*'''Ding! Max''': Reach level 10 (easy)<br />
*'''Faithless''': Do not worship any gods (medium)<br />
*'''Feeling Parched''': Do not drink health or mana potions (other potions are okay; medium)<br />
*'''Hoarder''': Never convert any item (using Wizard.exe subdungeon is okay; hard)<br />
*'''Miser''': Do not purchase items from shops (the Translocation seal is okay; medium)<br />
*'''Purist''': Do not use any preparations except basic potion loadout, or the Vicious Token (hard)<br />
*'''Specialist''': Kill the last boss using either magical or physical damage, but not both (medium)<br />
*'''Unstoppable''': Kill all main dungeon monsters (level 8 or higher) without using petrification (medium)<br />
*'''Warmonger''': Never use a glyph skill (converting is okay; very hard)<br />
*'''Vicious''': Complete the dungeon run with the Vicious Token prepared (very hard)<br />
<br />
<br />
<br />
Some badges may be more difficult or less difficult on certain levels. For instance, it's nearly impossible to complete the Naga City dungeon without reaching level 10 and earning the Ding! Max badge, while achieving a specialist victory against the wide array of bosses present on that level will be exceptionally challenging.<br />
<br />
On most scenarios, every single badge is attainable. 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, aren't worth anything except the personal pride of having overcome the dungeon with accolades.<br />
<br />
== Badge Acquisition Strategy ==<br />
<br />
Most of the badges require a specialised playstyle, so they are easiest to obtain with a class that works well with that strategy.<br />
<br />
*'''Hoarder''': 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.<br />
<br />
*'''Purist''': 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|Fighter}} 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.<br />
<br />
*'''Warmonger''': Most classes find it hard to abstain completely from glyph casting, but the {{c|Berserker}}, the {{c|Crusader}} and the {{c|Rogue}} (with strong items) all have enough muscle to power through under the right circumstances. Strength potions are highly recommended, as you have no other use for mana. Keep an eye out for deities who can grant you glyph-like effects without actually using glyphs, such as {{g|Taurog}} (death protection), {{g|Tikki Tooki}} (free hits) and {{g|The Earthmother}} (slowing).<br />
<br />
{{MainNav}}</div>Incompetenthttps://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Scoring&diff=15886Scoring2014-06-06T05:25:20Z<p>Incompetent: /* Badge Acquisition Strategy */</p>
<hr />
<div>There are ten 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 />
<br />
*'''Cheeky''': The first monster you kill must be a higher level than you (easy)<br />
*'''Ding! Max''': Reach level 10 (easy)<br />
*'''Faithless''': Do not worship any gods (medium)<br />
*'''Feeling Parched''': Do not drink health or mana potions (other potions are okay; medium)<br />
*'''Hoarder''': Never convert any item (using Wizard.exe subdungeon is okay; hard)<br />
*'''Miser''': Do not purchase items from shops (the Translocation seal is okay; medium)<br />
*'''Purist''': Do not use any preparations except basic potion loadout, or the Vicious Token (hard)<br />
*'''Specialist''': Kill the last boss using either magical or physical damage, but not both (medium)<br />
*'''Unstoppable''': Kill all main dungeon monsters (level 8 or higher) without using petrification (medium)<br />
*'''Warmonger''': Never use a glyph skill (converting is okay; very hard)<br />
*'''Vicious''': Complete the dungeon run with the Vicious Token prepared (very hard)<br />
<br />
<br />
<br />
Some badges may be more difficult or less difficult on certain levels. For instance, it's nearly impossible to complete the Naga City dungeon without reaching level 10 and earning the Ding! Max badge, while achieving a specialist victory against the wide array of bosses present on that level will be exceptionally challenging.<br />
<br />
On most scenarios, every single badge is attainable. 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, aren't worth anything except the personal pride of having overcome the dungeon with accolades.<br />
<br />
== Badge Acquisition Strategy ==<br />
<br />
Most of the badges require a specialised playstyle, so they are easiest to obtain with a class that works well with that strategy.<br />
<br />
*'''Hoarder''': 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.<br />
<br />
*'''Purist''': 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|Fighter}} 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 purchase the items he needs from shops.<br />
<br />
*'''Warmonger''': Most classes find it hard to abstain completely from glyph casting, but the {{c|Berserker}}, the {{c|Crusader}} and the {{c|Rogue}} (with strong items) all have enough muscle to power through under the right circumstances. Strength potions are highly recommended, as you have no other use for mana. Keep an eye out for deities who can grant you glyph-like effects without actually using glyphs, such as {{g|Taurog}} (death protection), {{g|Tikki Tooki}} (free hits) and {{g|The Earthmother}} (slowing).<br />
<br />
{{MainNav}}</div>Incompetenthttps://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Scoring&diff=15885Scoring2014-06-06T05:24:40Z<p>Incompetent: /* Badge Acquisition Strategy */</p>
<hr />
<div>There are ten 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 />
<br />
*'''Cheeky''': The first monster you kill must be a higher level than you (easy)<br />
*'''Ding! Max''': Reach level 10 (easy)<br />
*'''Faithless''': Do not worship any gods (medium)<br />
*'''Feeling Parched''': Do not drink health or mana potions (other potions are okay; medium)<br />
*'''Hoarder''': Never convert any item (using Wizard.exe subdungeon is okay; hard)<br />
*'''Miser''': Do not purchase items from shops (the Translocation seal is okay; medium)<br />
*'''Purist''': Do not use any preparations except basic potion loadout, or the Vicious Token (hard)<br />
*'''Specialist''': Kill the last boss using either magical or physical damage, but not both (medium)<br />
*'''Unstoppable''': Kill all main dungeon monsters (level 8 or higher) without using petrification (medium)<br />
*'''Warmonger''': Never use a glyph skill (converting is okay; very hard)<br />
*'''Vicious''': Complete the dungeon run with the Vicious Token prepared (very hard)<br />
<br />
<br />
<br />
Some badges may be more difficult or less difficult on certain levels. For instance, it's nearly impossible to complete the Naga City dungeon without reaching level 10 and earning the Ding! Max badge, while achieving a specialist victory against the wide array of bosses present on that level will be exceptionally challenging.<br />
<br />
On most scenarios, every single badge is attainable. 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, aren't worth anything except the personal pride of having overcome the dungeon with accolades.<br />
<br />
== Badge Acquisition Strategy ==<br />
<br />
Most of the badges require a specialised playstyle, so they are easiest to obtain with a class that works well with that strategy.<br />
<br />
*'''Hoarder''': 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.<br />
<br />
*'''Purist''': 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|Sorceror}}, {{c|Fighter}} 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 purchase the items he needs from shops.<br />
<br />
*'''Warmonger''': Most classes find it hard to abstain completely from glyph casting, but the {{c|Berserker}}, the {{c|Crusader}} and the {{c|Rogue}} (with strong items) all have enough muscle to power through under the right circumstances. Strength potions are highly recommended, as you have no other use for mana. Keep an eye out for deities who can grant you glyph-like effects without actually using glyphs, such as {{g|Taurog}} (death protection), {{g|Tikki Tooki}} (free hits) and {{g|The Earthmother}} (slowing).<br />
<br />
{{MainNav}}</div>Incompetenthttps://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Scoring&diff=15884Scoring2014-06-06T05:24:06Z<p>Incompetent: /* Badge Acquisition Strategy */</p>
<hr />
<div>There are ten 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 />
<br />
*'''Cheeky''': The first monster you kill must be a higher level than you (easy)<br />
*'''Ding! Max''': Reach level 10 (easy)<br />
*'''Faithless''': Do not worship any gods (medium)<br />
*'''Feeling Parched''': Do not drink health or mana potions (other potions are okay; medium)<br />
*'''Hoarder''': Never convert any item (using Wizard.exe subdungeon is okay; hard)<br />
*'''Miser''': Do not purchase items from shops (the Translocation seal is okay; medium)<br />
*'''Purist''': Do not use any preparations except basic potion loadout, or the Vicious Token (hard)<br />
*'''Specialist''': Kill the last boss using either magical or physical damage, but not both (medium)<br />
*'''Unstoppable''': Kill all main dungeon monsters (level 8 or higher) without using petrification (medium)<br />
*'''Warmonger''': Never use a glyph skill (converting is okay; very hard)<br />
*'''Vicious''': Complete the dungeon run with the Vicious Token prepared (very hard)<br />
<br />
<br />
<br />
Some badges may be more difficult or less difficult on certain levels. For instance, it's nearly impossible to complete the Naga City dungeon without reaching level 10 and earning the Ding! Max badge, while achieving a specialist victory against the wide array of bosses present on that level will be exceptionally challenging.<br />
<br />
On most scenarios, every single badge is attainable. 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, aren't worth anything except the personal pride of having overcome the dungeon with accolades.<br />
<br />
== Badge Acquisition Strategy ==<br />
<br />
Most of the badges require a specialised playstyle, so they are easiest to obtain with a class that works well with that strategy.<br />
<br />
*'''Hoarder''': 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.<br />
<br />
*'''Purist''': 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|Sorceror}}, {{c|Fighter}} 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 purchase the items he needs from shops.<br />
<br />
*'''Warmonger''': Most classes find it hard to abstain completely from glyph casting, but the {{c|Berserker}}, the {{c|Crusader}} and the {{c|Rogue}} (with strong items) all have enough muscle to power through under the right circumstances. Strength potions are highly recommended, as you have no other use for mana. Keep an eye out for deities who can grant you glyph-like effects without actually using glyphs, such as {{g|Taurog}} (death protection), {{g|Tikki Tooki}} (free hits) and {{g|Earthmother}} (slowing).<br />
<br />
{{MainNav}}</div>Incompetenthttps://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Scoring&diff=15883Scoring2014-06-06T05:05:58Z<p>Incompetent: </p>
<hr />
<div>There are ten 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 />
<br />
*'''Cheeky''': The first monster you kill must be a higher level than you (easy)<br />
*'''Ding! Max''': Reach level 10 (easy)<br />
*'''Faithless''': Do not worship any gods (medium)<br />
*'''Feeling Parched''': Do not drink health or mana potions (other potions are okay; medium)<br />
*'''Hoarder''': Never convert any item (using Wizard.exe subdungeon is okay; hard)<br />
*'''Miser''': Do not purchase items from shops (the Translocation seal is okay; medium)<br />
*'''Purist''': Do not use any preparations except basic potion loadout, or the Vicious Token (hard)<br />
*'''Specialist''': Kill the last boss using either magical or physical damage, but not both (medium)<br />
*'''Unstoppable''': Kill all main dungeon monsters (level 8 or higher) without using petrification (medium)<br />
*'''Warmonger''': Never use a glyph skill (converting is okay; very hard)<br />
*'''Vicious''': Complete the dungeon run with the Vicious Token prepared (very hard)<br />
<br />
<br />
<br />
Some badges may be more difficult or less difficult on certain levels. For instance, it's nearly impossible to complete the Naga City dungeon without reaching level 10 and earning the Ding! Max badge, while achieving a specialist victory against the wide array of bosses present on that level will be exceptionally challenging.<br />
<br />
On most scenarios, every single badge is attainable. 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, aren't worth anything except the personal pride of having overcome the dungeon with accolades.<br />
<br />
== Badge Acquisition Strategy ==<br />
<br />
Most of the badges require a specialised playstyle, so they are easiest to obtain with a class that works well with that strategy.<br />
<br />
*'''Hoarder''': 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.<br />
<br />
*'''Purist''': 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|Sorceror}}, {{c|Fighter}} 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 purchase the items he needs from shops.<br />
<br />
*'''Warmonger''': Most classes find it hard to abstain completely from glyph casting, but the {{c|Berserker}} and the {{c|Crusader}} both have enough muscle to power through under the right circumstances.<br />
<br />
{{MainNav}}</div>Incompetenthttps://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Scoring&diff=15882Scoring2014-06-06T05:05:15Z<p>Incompetent: </p>
<hr />
<div>There are ten 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 />
<br />
*'''Cheeky''': The first monster you kill must be a higher level than you (easy)<br />
*'''Ding! Max''': Reach level 10 (easy)<br />
*'''Faithless''': Do not worship any gods (medium)<br />
*'''Feeling Parched''': Do not drink health or mana potions (other potions are okay; medium)<br />
*'''Hoarder''': Never convert any item (using Wizard.exe subdungeon is okay; hard)<br />
*'''Miser''': Do not purchase items from shops (the Translocation seal is okay; medium)<br />
*'''Purist''': Do not use any preparations except basic potion loadout, or the Vicious Token (hard)<br />
*'''Specialist''': Kill the last boss using either magical or physical damage, but not both (medium)<br />
*'''Unstoppable''': Kill all main dungeon monsters (level 8 or higher) without using petrification (medium)<br />
*'''Warmonger''': Never use a glyph skill (converting is okay; very hard)<br />
*'''Vicious''': Complete the dungeon run with the Vicious Token prepared (very hard)<br />
<br />
<br />
<br />
Some badges may be more difficult or less difficult on certain levels. For instance, it's nearly impossible to complete the Naga City dungeon without reaching level 10 and earning the Ding! Max badge, while achieving a specialist victory against the wide array of bosses present on that level will be exceptionally challenging.<br />
<br />
On most scenarios, every single badge is attainable. 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, aren't worth anything except the personal pride of having overcome the dungeon with accolades.<br />
<br />
== Badge Acquisition Strategy ==<br />
<br />
Most of the badges require a specialised playstyle, so they are easiest to obtain with a class that works well with that strategy.<br />
<br />
Hoarder: 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.<br />
<br />
Purist: 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|Sorceror}}, {{c|Fighter}} 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 purchase the items he needs from shops.<br />
<br />
Warmonger: Most classes find it hard to abstain completely from glyph casting, but the {{c|Berserker}} and the {{c|Crusader}} both have enough muscle to power through under the right circumstances.<br />
<br />
{{MainNav}}</div>Incompetenthttps://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Fighter&diff=15881Fighter2014-06-06T04:28:25Z<p>Incompetent: /* Strategy */</p>
<hr />
<div><onlyinclude>{{<br />
{{{tpl|ClassInfobox}}}<br />
|Name=Fighter<br />
|ShortHand=Fi<br />
|Traits=<br />
;[[File:INSTINCTS.png|link=]] INSTINCTS: Monsters of an equal or lower level always have their location revealed<br />
;VETERAN: Fighters earn 1 extra experience on any monster kill (Permanent {{t|Learning}}), 10% less exp required to level<br />
;PIT DOG: Dungeon runs start with 1 level of standard {{t|Death Protection}} on the character<br />
|SuggestedRaces=<br />
Any [[Race]]<br />
|Unlock=<br />
Level 1 [[Guild]]<br />
|Group=Tier 1<br />
}}</onlyinclude><br />
{{Stub}}<br />
'''Fighter''' intro missing<br />
<br />
== Races ==<br />
<br />
Due to his lack of specialisation, the Fighter works well with any race. The only specialised race choice is [[Goblin]], combining the Veteran trait with the ability to gain even more XP from conversion for extremely rapid levelling. However, it is essential to leverage the level-ups properly, since a high-level Goblin Fighter has nothing going for him compared to other characters of the same level. With other races, the fighter is a more laid-back experience.<br />
<br />
== Strategy ==<br />
The fighter levels up significantly faster than other classes, which has two huge benefits. Being a higher level he is more powerful and dangerous, but it also benefits more often from the full-heal and mana-restore you gain when you level up. This extra leeway in terms of experience gain and leveling up makes the Fighter a competitive class. His other class features are largely inconsequential. Pit Dog is a one-time event, and basically equivalent to one use of the CYDSTEPP glyph. Instinct is completely useless, since fighters want to avoid fighting monsters that are equal or lower level than themselves if at all possible, saving them for level-up catapults later in the game.<br />
<br />
Although he's presented as a Fighter, this character is actually equally well-suited to being a spellcaster. He has no class features that help his melee combat skills, and largely comes across as a tabula rasa that can be played any way you want. It's always a good idea to keep an open mind with the fighter and be as flexible as possible based on what items and glyphs you find.<br />
<br />
This is the first class you are presented with when you begin Desktop Dungeons, and he functions very well as a beginner class, and also presents a strong foil to the specialized classes such as Warlord and Assassin that are unlocked later.<br />
<br />
As for deities, {{g|Tikki Tooki}} is a natural choice, as he favours characters who reach a high level quickly, and a TT Fighter with the Learning boon will zoom through the character levels. {{g|Glowing Guardian}} also works well: the Fighter's XP bonuses synergise very well with the Humility boon, and the Fighter also has enough spare XP to make liberal use of Absolution. The Fighter works well enough with any other deity as well, so for the most part you should adapt your worship strategy to the needs of the dungeon.<br />
<br />
{{MainNav}}</div>Incompetenthttps://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Fighter&diff=15880Fighter2014-06-06T04:20:06Z<p>Incompetent: /* Strategy */</p>
<hr />
<div><onlyinclude>{{<br />
{{{tpl|ClassInfobox}}}<br />
|Name=Fighter<br />
|ShortHand=Fi<br />
|Traits=<br />
;[[File:INSTINCTS.png|link=]] INSTINCTS: Monsters of an equal or lower level always have their location revealed<br />
;VETERAN: Fighters earn 1 extra experience on any monster kill (Permanent {{t|Learning}}), 10% less exp required to level<br />
;PIT DOG: Dungeon runs start with 1 level of standard {{t|Death Protection}} on the character<br />
|SuggestedRaces=<br />
Any [[Race]]<br />
|Unlock=<br />
Level 1 [[Guild]]<br />
|Group=Tier 1<br />
}}</onlyinclude><br />
{{Stub}}<br />
'''Fighter''' intro missing<br />
<br />
== Races ==<br />
<br />
Due to his lack of specialisation, the Fighter works well with any race. The only specialised race choice is [[Goblin]], combining the Veteran trait with the ability to gain even more XP from conversion for extremely rapid levelling. However, it is essential to leverage the level-ups properly, since a high-level Goblin Fighter has nothing going for him compared to other characters of the same level. With other races, the fighter is a more laid-back experience.<br />
<br />
== Strategy ==<br />
The fighter levels up significantly faster than other classes, which has two huge benefits. Being a higher level he is more powerful and dangerous, but it also benefits more often from the full-heal and mana-restore you gain when you level up. This extra leeway in terms of experience gain and leveling up makes the Fighter a competitive class. His other class features are largely inconsequential. Pit Dog is a one-time event, and basically equivalent to one use of the CYDSTEPP glyph. Instinct is completely useless, since fighters want to avoid fighting monsters that are equal or lower level than themselves if at all possible, saving them for level-up catapults later in the game.<br />
<br />
Although he's presented as a Fighter, this character is actually equally well-suited to being a spellcaster. He has no class features that help his melee combat skills, and largely comes across as a tabula rasa that can be played any way you want. It's always a good idea to keep an open mind with the fighter and be as flexible as possible based on what items and glyphs you find.<br />
<br />
This is the first class you are presented with when you begin Desktop Dungeons, and he functions very well as a beginner class, and also presents a strong foil to the specialized classes such as Warlord and Assassin that are unlocked later.<br />
<br />
As for deities, [[Tikki Tooki]] is a natural choice, as he favours characters who reach a high level quickly, and a TT Fighter with the Learning boon will zoom through the character levels. [[Glowing Guardian]] also works well: the Fighter's XP bonuses synergise very well with the Humility boon, and the Fighter also has enough spare XP to make liberal use of Absolution. The Fighter works well enough with any other deity as well, so for the most part you should adapt your worship strategy to the needs of the dungeon.<br />
<br />
{{MainNav}}</div>Incompetenthttps://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Fighter&diff=15879Fighter2014-06-06T04:19:21Z<p>Incompetent: </p>
<hr />
<div><onlyinclude>{{<br />
{{{tpl|ClassInfobox}}}<br />
|Name=Fighter<br />
|ShortHand=Fi<br />
|Traits=<br />
;[[File:INSTINCTS.png|link=]] INSTINCTS: Monsters of an equal or lower level always have their location revealed<br />
;VETERAN: Fighters earn 1 extra experience on any monster kill (Permanent {{t|Learning}}), 10% less exp required to level<br />
;PIT DOG: Dungeon runs start with 1 level of standard {{t|Death Protection}} on the character<br />
|SuggestedRaces=<br />
Any [[Race]]<br />
|Unlock=<br />
Level 1 [[Guild]]<br />
|Group=Tier 1<br />
}}</onlyinclude><br />
{{Stub}}<br />
'''Fighter''' intro missing<br />
<br />
== Races ==<br />
<br />
Due to his lack of specialisation, the Fighter works well with any race. The only specialised race choice is [[Goblin]], combining the Veteran trait with the ability to gain even more XP from conversion for extremely rapid levelling. However, it is essential to leverage the level-ups properly, since a high-level Goblin Fighter has nothing going for him compared to other characters of the same level. With other races, the fighter is a more laid-back experience.<br />
<br />
== Strategy ==<br />
The fighter levels up significantly faster than other classes, which has two huge benefits. Being a higher level he is more powerful and dangerous, but it also benefits more often from the full-heal and mana-restore you gain when you level up. This extra leeway in terms of experience gain and leveling up makes the Fighter a competitive class. His other class features are largely inconsequential. Pit Dog is a one-time event, and basically equivalent to one use of the CYDSTEPP glyph. Instinct is completely useless, since fighters want to avoid fighting monsters that are equal or lower level than themselves if at all possible, saving them for level-up catapults later in the game.<br />
<br />
Although he's presented as a Fighter, this character is actually equally well-suited to being a spellcaster. He has no class features that help his melee combat skills, and largely comes across as a tabula rasa that can be played any way you want. It's always a good idea to keep an open mind with the fighter and be as flexible as possible based on what items and glyphs you find.<br />
<br />
This is the first class you are presented with when you begin Desktop Dungeons, and he functions very well as a beginner class, and also presents a strong foil to the specialized classes such as Warlord and Assassin that are unlocked later.<br />
<br />
As for deities, [[Tikki Tooki]] is a natural choice, as he favours characters who reach a high level quickly, and a TT Fighter with the Learning boon will zoom through the character levels. [[Glowing Guardian]] also works well: the Fighter's XP bonuses synergise very well with the Humility boon, and the Fighter also has enough spare XP to make liberal use of Absolution. The Fighter works well enough with any deity, so for the most part you should adapt your worship strategy to the needs of the dungeon.<br />
<br />
{{MainNav}}</div>Incompetenthttps://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Monk&diff=14785Monk2013-11-14T09:22:26Z<p>Incompetent: /* Strategy */</p>
<hr />
<div>{{alphapage|Alpha:Monk}}<br />
<onlyinclude>{{<br />
{{{tpl|ClassInfobox}}}<br />
|Name=Monk<br />
|ShortHand=Mo<br />
|Traits=<br />
;[[File:Hand to hand.png]] HAND TO HAND: -2 base damage per level, -30% attack bonus<br />
;DIAMOND BODY: {{t|Physical resist}} starts at +50%, higher resistance cap (both) (65% to 75%)<br />
;[[File:Discipline.png]] DISCIPLINE: Health regeneration rate is doubled<br />
|SuggestedRaces=<br />
{{HuMo}},{{OrMo}}<br />
|Unlock=<br />
Level 2 [[Church]]<br />
|Group=Tier 2<br />
}}</onlyinclude><br />
<br />
== Class Features ==<br />
<br />
*'''HAND TO HAND''': -2 base damage per level, -30% attack bonus<br />
*'''DIAMOND BODY''': +50% to starting physical resistance cap<br />
*'''DISCIPLINE''': Health regeneration rate is doubled<br />
<br />
== Strategy ==<br />
The Monk's a rather complicated class. The Monk's reliant on "regen fighting", and requires to make the most out of your tiles. Although the Monk's natural damage penalty would suggest you to build a Monk as a magic-oriented class, he really benefits more from damage boosts.<br />
<br />
The Discipline trait is the most essential part of the Monk. The Monk's combat strategy involves whittling down a monster as low as it can before you die from it, retreat and regenerate health, and beat it up some more. Discipline allows the Monk to outpace most monsters' natural health regenerations, sans higher level monsters and trolls. Smart management of tile regeneration lets the Monk kill higher level monsters. Unlike most classes, Monks should start fighting the boss early as possible due to this trait.<br />
<br />
Unfortunately, while the Monk handles some monsters with ease, he has a difficult time with other monsters. First and most obviously, monsters with magical attacks are a big obstacle for the Monk, due to his lack of natural Magic resistance. Luckily, magic resistance is easier to obtain than physical resistance. Worshipping {{g|Binlor Ironshield}} allows the Monk to get his magic resistance to reasonable levels, so that he can tackle magical monsters.<br />
<br />
Another one of the Monk's worst enemies are monsters that apply Corrosion or Weakness. For other classes, these monsters can be taken care of by finishing them off as fast as possible. This is a more difficult task for the Monk, due to his natural tendency to finish off enemies slowly. This is why boosting the Monk's damage is essential. It may be advisable to prep a Fortitude Tonic or Burn Salve if there are many such monsters in the dungeon.<br />
<br />
The third worst enemies are Cursed enemies. Cursed enemies remove all sources of damage reduction, thus removing the Monk's greatest strength. Like corroded and weakening monsters, the best way to kill cursed monsters is to kill them as fast as possible, which monks are not as easily able to do.<br />
<br />
One approach to tackling monsters that cause problems in melee is to use BLUDTOPOWA in combination with a small amount of exploration, leveraging the Monk's high life regeneration into mana for more fireballs (which do full damage, unlike the Monk's melee attacks). You should be careful not to rely too heavily on this tactic, however, as BLUDTOPOWA will use up your precious blackspace.<br />
<br />
Monks benefit greatly from base damage, since they have a base damage penalty per level up. One conversion from Orcs allows you to overcome one level of base damage reduction, making them great choices for Monks. Humans work well as Monks, too, although the reduced base damage means human monks could be weaker in the long run.<br />
<br />
The two best gods for the Monk are {{g|Taurog}} and {{g|Binlor Ironshield}}. Taurog provides desperately needed damage boosts to monks, this effectively negating their weakness. Binlor works well since his boons provide natural magic resistance, so monks won't be as gimped when fighting magical monsters. {{g|Glowing Guardian}} is an okay choice for monks, since his Prayer Beads provides a small amount of magic resistance, and Enlightenment doubles the amount, as well as an HP boost. {{g|Dracul}} is a good deity to worship in the late game, providing considerable extra healing and resists that will be sorely needed once you have run out of blackspace and potions. Do not worship {{g|Jehora Jeheyu}}, as you can't afford to endure his random debuffs.<br />
<br />
Items are very important to monks. Martyr Wraps are made for monks, and aid in the Monk's regen fighting by providing corrosion. Dragon Shield works nicely with the monk as well.<br />
<br />
{{MainNav}}</div>Incompetenthttps://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Paladin&diff=14763Paladin2013-11-14T05:49:55Z<p>Incompetent: /* Strategy */</p>
<hr />
<div>{{alphapage|Alpha:Paladin}}<br />
<onlyinclude>{{<br />
{{{tpl|ClassInfobox}}}<br />
|Name=Paladin<br />
|ShortHand=Pa<br />
|Traits=<br />
;HOLY HANDS: Starts the dungeon session with the HALPMEH glyph<br />
;HOLY WORK: Cannot switch religions, god boons cost 20% less and gods will not punish for piety dropping to 0<br />
;HOLY SHIELD: Physical resistance starts at +25%<br />
|SuggestedRaces=<br />
{{HuPa}},{{ElPa}},{{OrPa}}<br />
|Unlock=<br />
Level 3 [[Church]]<br />
|Group=Tier 3<br />
}}</onlyinclude><br />
<br />
== Class Features ==<br />
<br />
*'''HOLY HANDS''': Starts the dungeon session with the HALPMEH glyph, regains +1 HP/level using Halpmeh glyph. <br />
*'''HOLY WORK''': Cannot switch religions, god boons cost 20% less and gods will not punish for piety dropping to 0<br />
*'''HOLY SHIELD''': Physical resistance starts at +25%<br />
<br />
== Strategy ==<br />
<br />
Holy Work is the Paladin's defining double-edged class feature, which balances the inability to convert against lower piety costs and an immunity to punishment. Being unable to convert forces the Paladin to use deities monotheistically, which means that deities which normally rely on conversion need to be used differently. However, the Paladin's immunity to punishment compensates for this in two ways, firstly, you don't get punished for angering gods at 0 piety, which means that a Paladin does not need to worry about getting locked out of piety gain (especially relevant with Binlor and Earthmother) and can take actions most classes would need indulgences for (so, using Cydstepp with Tikki Tooki, or healing potions with Dracul or GG), secondly, any piety lost when a Paladin is at 0 piety effectively isn't lost, which can radically increase your overall piety gain with some gods. Lastly, the lower piety cost of boons allows you to get more stat-boosting boons or to get major boons faster, as well as to store up more one-off boons for use against bosses. While the Paladin's other traits primarily encourage his use as a melee fighter, Holy Work makes him more or less as versatile as your proficiency with the gods and understanding of piety gain and loss will allow.<br />
<br />
Holy Hands both starts the Paladin with Halpmeh and lets him restore 1 extra HP/level with it. This complements his physical resistance and encourages regen fighting, as he gets more usefulness (against non-magical monsters) from each HP restored by it than a character without resistances would. It also lets the Paladin effectively regen-fight against Snakes and other poisonous monsters without needing to level up to clear poison afterwards, as well as letting him return to full health without using as much black space as most classes would. Holy Shield gives the Paladin 25% physical resistance, which makes the Paladin generally favour physical attackers (for instance, snakes or medusas) over magical ones (such as warlocks or wraiths), and also encourages the Paladin to be careful about racking up an unclearable number of layers of Curse.<br />
<br />
The Glowing Guardian is one of the strongest deity choices for a Paladin for a plethora of reasons. Mana potion or item conversion can fuel early-game absolutions, a GG Paladin does not need to worry about his crippling punishment and can use health and mana potions after consuming all his piety (the combination of Protection, Halpmeh and Health Potions can give), Halpmeh allows you to deliberately poison yourself for extra piety gain and an early enlightenment can really add to the Paladin's strength. Cleansing is superb for physically-driven Paladins. On the minus side, most of the GG's pet peeves aside from potion use are hard to use while building up piety, so a poisoning, lifestealing or Bloodtopowaing GG Paladin is more novel than practical.<br />
<br />
The Dracul Paladin has similar advantages, in that he can combine Blood Swells, Bloodpools and even Lifesteal with healing potions and HALPMEH. The Dracul Paladin has a harder early game, since his piety gain is scarcer and taking Sanguine hits his HP, but his late game is comparably strong, with his +15/15 resistances complimenting the Paladin's natural phys res., the use of over-heal to circumvent lower max health, and the ton of extra health offered by sanguine and repeated bloodswells. Taking out undead (especially in the late game) in rounds after using up your piety is very helpful for avoiding piety loss. Bringing in a Vampiric Blade can help with Dracul's low early piety gain.<br />
<br />
Tikki Tooki also offers very useful boons throughout the game and the Paladin benefits substantially from not having to risk his often unmanageable punishments through carelessness. The main issue with TT and particularly a prepped TT is that an incautious Paladin can haemorrhage piety in the mid-game, which will hurt their net piety gain, especially if the Paladin wants to leverage their physical resistances or save up for fairly high-cost second ranks of boons.<br />
<br />
Taurog Paladins are unable to convert out, which makes Taurog's function as a piety farm irrelevant if not paired with the Pactmaker, but compensate for this with a very strong early game on account of how quickly the -20% piety cost lets them rack up Taurog's gear, and the fact that with good timing they can combine spellcasting with high-damage attacks in the early game. The +15/15% resistances from Taurog complement the Paladin's own, and that of any gear he may find or prep, and the +20% damage bonus from Taurog's boons is very useful for a melee class without any built-in damage bonus. Taurog Paladins are not punished for converting Taurog's gear. While this should be avoided until you've definitely used every death protection you can, in an absolutely desperate case it can push you over a conversion threshold, which might clinch a very close game. The Paladin can get more death protections than any other Taurog user for a massive end game spike.<br />
<br />
Mystera is one of the most disappointing choices for a Paladin, since she offers no obvious synergy with his class features, and her piety gain is generous enough that he'll rarely get to or need to leverage Holy Work.<br />
<br />
The Earthmother is probably the trickiest deity for a Paladin to use, since while his reduced piety cost interacts well with Vine Form and Clearance, and she offers a lot of extra XP over the game, plant generation can create serious mobility problems, especially when Earthmother is prepped. An Earthmother Paladin will tend to have to do a piety-then-plant clearout before level-up. As with Binlor and Taurog, other classes tend to favour using EM as part of a conversion strategy, unlike Binlor and Taurog, her synergies with the paladin are fairly limited.<br />
<br />
Binlor Paladins tend to work in more or less the opposite manner to most Binlor devotees, focussing on clearing out their piety reserves before a level-up to avoid the -10 piety hit. A well-managed Binlor Paladin will thus have 80-90 more piety to spare over a game than other Binlor users. The Binlor Paladin can compliment their physical resists with magic resists and Endiswal use, as well as getting good functionality out of the very powerful Stone Form and Stone Fist boons. Furthermore, while Binlor Paladins don't really want to be locked out of piety gain by using up all of a level's walls on boons, they aren't really in any danger if they do. Additionally, while most Binlor devotees tend to convert out to more attractive late-game deities before their piety gain is superseded by wall loss, Binlor's Paladins instead rely on the very useful late-game stoneskin (65% phys res. and Might for 12 piety) and rocketing magic resistance. Binlor paladins can use Imawal to build a wall without punishment, thus using spare piety at level end to provide extra walls for knockback, piety generation or boon fuel.<br />
<br />
Jehora Jeheyu is a strong monotheistic deity, but JJ Paladins lose all benefit from Holy Work. Jehora never actually deducts piety, and Holy Work does not protect you from his random fits of "boredom", so all you receive is the boon cost discount.<br />
<br />
The Pactmaker still functions for the Paladin, and this is the only case where the Paladin can benefit from multiple deities in the same dungeon run, but he receives no discount on the cost of Pacts. Paladins can often push pact use a little more confidently than other classes, since they're unconcerned about punishment.<br />
<br />
While the most obvious locker item for a Paladin is the Dragon Shield, since it boosts his resistances substantially and complements the resistance building several deities offer him, specific god strategies reward a variety of preps. Binlor Paladins can get a lot of use out of the Rock Heart (to effectively convert piety to health and mana), Dracul Paladins out of the Vampiric Blade and GG Paladins out of the Fire Heart. EM Paladins can get some mileage out of the Platemail combined with Vine Form. If focussing on HALPMEH, the paladin benefits enormously from the {{i|Soul Orb}} to grant immunity to mana burn. Non-human paladins will generally prefer the attack booster preparation to increase their attack damage. Paladins tend to favour more balanced builds than other melee characters, juggling resistances, mana, health and damage bonuses as well as piety gain and boon use.<br />
<br />
{{MainNav}}</div>Incompetenthttps://qcfdesign.com/wiki/DesktopDungeons/index.php?title=HALPMEH&diff=14762HALPMEH2013-11-14T05:40:37Z<p>Incompetent: /* Hints */</p>
<hr />
<div>{{alphapage|Alpha:HALPMEH}}<onlyinclude>{{<br />
{{{tpl|GlyphInfobox}}}<br />
|Name=HALPMEH<br />
|ManaCost=5<br />
|ShortDesc=heals 4 x level health<br />
|Effects=<br />
* Restore 4 × character level HP to the caster.<br />
* Remove {{t|Poisoned}} from the caster.<br />
|Hotkey= H<br />
}}</onlyinclude><br />
<br />
== Unlocking the glyph ==<br />
<br />
HALPMEH is unlocked together with the Paladin.<br />
<br />
== Strategy ==<br />
<br />
The healing glyph is a powerful tool for any melee specialist character, allowing them to funnel their mana to bolster their health. It also cures poison, rendering monsters like the {{m|Serpent}} impotent. Similar to the {{s|BURNDAYRAZ}} glyph, HALPMEH increases in potency based on your character level. The amount of healing provided is not related to your maximum HP, so dwarves have no particular advantage with this glyph.<br />
The HALPMEH glyph works best for characters with high attack damage and resistances. Because resistances will lower incoming damage, you need less mana to cure it with HALPMEH, and the higher your attack damage the more you gain by doing this.<br />
<br />
It's worth noting that {{g|Dracul}}, the god of death, hates this glyph and will deduct 5 piety every time you use it. This is unfortunate since he otherwise works very well with it. It's entirely possible to worship Dracul and then convert out to use this glyph, but otherwise only the {{c|Paladin}} can effectively make use of this combo.<br />
<br />
== Hints ==<br />
<br />
* In the endgame, HALPMEH usually loses to BURNDAYRAZ in terms of damage, unless the player has acquired resistances or the boss deals very low damage compared to the hero.<br />
<br />
* The Sorcerer's Essence Transit ability applies to HALPMEH as it would with any other glyph, so it effectively heals an extra 10 health per cast. This can make the Sorcerer into a surprisingly strong brawler in the early game.<br />
<br />
<br />
{{MainNav}}</div>Incompetenthttps://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Monk&diff=14761Monk2013-11-14T05:33:04Z<p>Incompetent: /* Strategy */</p>
<hr />
<div>{{alphapage|Alpha:Monk}}<br />
<onlyinclude>{{<br />
{{{tpl|ClassInfobox}}}<br />
|Name=Monk<br />
|ShortHand=Mo<br />
|Traits=<br />
;[[File:Hand to hand.png]] HAND TO HAND: -2 base damage per level, -30% attack bonus<br />
;DIAMOND BODY: {{t|Physical resist}} starts at +50%, higher resistance cap (both) (65% to 75%)<br />
;[[File:Discipline.png]] DISCIPLINE: Health regeneration rate is doubled<br />
|SuggestedRaces=<br />
{{HuMo}},{{OrMo}}<br />
|Unlock=<br />
Level 2 [[Church]]<br />
|Group=Tier 2<br />
}}</onlyinclude><br />
<br />
== Class Features ==<br />
<br />
*'''HAND TO HAND''': -2 base damage per level, -30% attack bonus<br />
*'''DIAMOND BODY''': +50% to starting physical resistance cap<br />
*'''DISCIPLINE''': Health regeneration rate is doubled<br />
<br />
== Strategy ==<br />
The Monk's a rather complicated class. The Monk's reliant on "regen fighting", and requires to make the most out of your tiles. Although the Monk's natural damage penalty would suggest you to build a Monk as a magic-oriented class, he really benefits more from damage boosts.<br />
<br />
The Discipline trait is the most essential part of the Monk. The Monk's combat strategy involves whittling down a monster as low as it can before you die from it, retreat and regenerate health, and beat it up some more. Discipline allows the Monk to outpace most monsters' natural health regenerations, sans higher level monsters and trolls. Smart management of tile regeneration lets the Monk kill higher level monsters. Unlike most classes, Monks should start fighting the boss early as possible due to this trait.<br />
<br />
Unfortunately, while the Monk handles some monsters with ease, he has a difficult time with other monsters. First and most obviously, monsters with magical attacks are a big obstacle for the Monk, due to his lack of natural Magic resistance. Luckily, magic resistance is easier to obtain than physical resistance. Worshipping {{g|Binlor Ironshield}} allows the Monk to get his magic resistance to reasonable levels, so that he can tackle magical monsters.<br />
<br />
Another one of the Monk's worst enemies are monsters that apply Corrosion or Weakness. For other classes, these monsters can be taken care of by finishing them off as fast as possible. This is a more difficult task for the Monk, due to his natural tendency to finish off enemies slowly. This is why boosting the Monk's damage is essential.<br />
<br />
The third worst enemies are Cursed enemies. Cursed enemies remove all sources of damage reduction, thus removing the Monk's greatest strength. Like corroded and weakening monsters, the best way to kill cursed monsters is to kill them as fast as possible, which monks are not as easily able to do.<br />
<br />
One approach to tackling monsters that cause problems in melee is to use BLUDTOPOWA in combination with a small amount of exploration, leveraging the Monk's high life regeneration into mana for more fireballs (which do full damage, unlike the Monk's melee attacks). You should be careful not to rely too heavily on this tactic, however, as BLUDTOPOWA will use up your precious blackspace.<br />
<br />
Monks benefit greatly from base damage, since they have a base damage penalty per level up. One conversion from Orcs allows you to overcome one level of base damage reduction, making them great choices for Monks. Humans work well as Monks, too, although the reduced base damage means human monks could be weaker in the long run.<br />
<br />
The two best gods for the Monk are {{g|Taurog}} and {{g|Binlor Ironshield}}. Taurog provides desperately needed damage boosts to monks, this effectively negating their weakness. Binlor works well since his boons provide natural magic resistance, so monks won't be as gimped when fighting magical monsters. {{g|Glowing Guardian}} is an okay choice for monks, since his Prayer Beads provides a small amount of magic resistance, and Enlightenment doubles the amount, as well as an HP boost. <br />
<br />
Items are very important to monks. Martyr Wraps are made for monks, and aid in the Monk's regen fighting by providing corrosion. Dragon Shield works nicely with the monk as well.<br />
<br />
{{MainNav}}</div>Incompetenthttps://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Bloodmage&diff=14760Bloodmage2013-11-14T05:22:24Z<p>Incompetent: /* Elf */</p>
<hr />
<div>{{alphapage|Alpha:Bloodmage}}<br />
<onlyinclude>{{<br />
{{{tpl|ClassInfobox}}}<br />
|Name=Bloodmage<br />
|ShortHand=Bl<br />
|Traits=<br />
;INSANE: Start with the BLUDTOPOWA glyph, - 3 Mana<br />
;SANGUINE: Walking over a BloodPool restores 20% of maximum health<br />
;POWER-HUNGRY: Mana potions 60% effective and boost Sanguine, drinking blood restores 1 mana<br />
|SuggestedRaces=<br />
{{HuBl}},{{DwBl}},{{GnBl}}<br />
|Unlock=<br />
Level 3 [[Mage Tower]]<br />
|Group=Tier 3<br />
}}</onlyinclude><br />
<br />
== Class Features ==<br />
<br />
*'''INSANE''': Start with the BLUDTOPOWA glyph, -3 Mana<br />
*'''SANGUINE''': Walking over a BloodPool restores 20% of maximum health<br />
*'''POWER-HUNGRY''': Mana potions 60% effective and boost Sanguine by 1%, drinking blood restores 1 mana<br />
<br />
<br />
== Races ==<br />
<br />
=== Gnome ===<br />
The Bloodmage loves mana potions, making the Gnome a natural choice. However, you will need to improve your maximum mana somehow to get the most out of them.<br />
<br />
=== Elf ===<br />
The Elf's racial ability can be used to compensate for the Bloodmage's starting mana penalty, making your mana potions extremely powerful. You will want to obtain as many mana potions as you can, such as with a Keg of Mana.<br />
<br />
=== Dwarf ===<br />
Dwarf is the obvious choice if you want to maximise your health pool.<br />
<br />
=== Human ===<br />
Humans naturally make strong combat-oriented characters, making this a good fit for the brawler approach.<br />
<br />
== Strategy ==<br />
<br />
The bloodmage is an odd class, totally centered around his '''sanguine''' class feature. Because this is his raison d'etre, your entire strategy will revolve around maximizing the gain from this ability. There are two opposite approaches to playing the Bloodmage: <br />
<br />
The first is to use Sanguine to fuel BLUDTOPOWA and also boosting your max mana so that mana potions become powerful, allowing an enormous number of spells to be cast without allowing monsters to regenerate. In this approach, you can largely neglect attack damage.<br />
<br />
The second is to play a brawler character, using Sanguine to obtain additional staying power in combat, with mana used mostly to power {{s|HALPMEH}} and other glyphs that assist in combat. With this approach, you will hardly ever cast BLUDTOPOWA, but it can still be treated as a free 100 CP. Combined with a good physical attack and some resistances, the bloodmage can become a very dangerous warrior.<br />
<br />
In either case, anything that improves your maximum health is a good investment. Because Sanguine restores a percentage of your maximum health, the amount it restores will increase accordingly. Characters with expanded health pools will also benefit from items such as the Fire Heart.<br />
<br />
Mana potions can also be an important resource for the Bloodmage thanks to the Power-Hungry trait. If possible, you should try to use all your mana potions before drinking too many blood pools, as each mana potion you drink will permanently improve your Sanguine ability.<br />
<br />
The bloodmage combines well with {{g|Dracul}}, who will shower him with piety for drinking his blood pools, can upgrade his Sanguine ability, and offers the useful Blood Shield boon to boost resistances. {{g|Jehora Jeheyu}} is also a good choice thanks to his health- and mana-boosting boons. {{g|Mystera Annur}} can work well with the BLUDTOPOWA extreme spellcaster approach. Avoid {{g|Glowing Guardian}}, as he hates every aspect of the Bloodmage.<br />
<br />
Because the bloodmage is so totally dependent on blood pools, you should focus on conserving them as much as possible. You must absolutely not get separated from them. On scenarios such as [[Naga City]] where there is a point of no return, this makes the bloodmage a significantly weaker class.<br />
<br />
<br />
{{MainNav}}</div>Incompetenthttps://qcfdesign.com/wiki/DesktopDungeons/index.php?title=BYSSEPS&diff=14730BYSSEPS2013-11-13T05:51:11Z<p>Incompetent: /* Strategy */</p>
<hr />
<div>{{alphapage|Alpha:BYSSEPS}}<onlyinclude>{{<br />
{{{tpl|GlyphInfobox}}}<br />
|Name=BYSSEPS<br />
|ManaCost=2<br />
|Effects=<br />
* Grants the caster {{t|Might}}(+30% bonus attack, reduces enemys {{t|Physical resist}} and {{t|Magic resist}} by 3%) for the next attack.<br />
|Hotkey= B<br />
}}</onlyinclude><br />
<br />
== Unlocking the glyph ==<br />
<br />
BYSSEPS starts unlocked.<br />
<br />
== Strategy ==<br />
<br />
In most situations, BYSSEPS won't make a big difference. 30% damage bonus is a nice boost, but generally not game-changing, and at 3% per strike, it will take a lot of hits to put any serious dent in a monster's resistances. However, this weakness is offset somewhat by the extremely low mana cost, which makes BYSSEPS a good way to spend any left over mana when you can't afford to cast more powerful spells. It can also make BYSSEPS more significant in some specific situations.<br />
<br />
The {{c|Monk}} is probably the class who benefits the most from this glyph. Since they have a penalty to their damage, BYSSEPS can help them to overcome their low damage. They will also have plenty of opportunities to use this glyph, since they need a large amount of attacks to beat their foes down.<br />
<br />
The other class who can make good use of BYSSEPS is the {{c|Wizard}}, especially an Orc Wizard, when played as a hybrid character. Costing only 1 mana, occupying only a small slot and with the option of draining the CPs out of it by converting other items, it costs almost nothing for the Wizard to carry around BYSSEPS and use it whenever possible, compensating somewhat for his otherwise mediocre combat abilities.<br />
<br />
Binlor worshippers receive +1 Piety every time they cast BYSSEPS. This is not a big deal, but since BYSSEPS is so cheap, it can add up in the long run.<br />
<br />
== Trivia ==<br />
<br />
*The Vicious Tower of Gaan'telet is one of the very few places where BYSSEPS plays an important role. The boss has rather high health coupled with resistances, so BYSSEPS is ironically a must-have. <br />
Despite this being the best possible situation in the game, GETINDARE is still arguably better. <br />
<br />
<br />
<br />
{{MainNav}}</div>Incompetenthttps://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Binlor_Ironshield&diff=14726Binlor Ironshield2013-11-13T05:13:33Z<p>Incompetent: </p>
<hr />
<div>{{alphapage|Alpha:Binlor Ironshield}}<br />
<onlyinclude>{{<br />
{{{tpl|GodInfobox}}}<br />
|Name=Binlor Ironshield<br />
|ShortHand=BI<br />
|InitialWorship=<br />
* Free {{glyph|PISORF}}.<br />
|Punishment=<br />
* Lose 50% [[Full:Resistance|resistances]].<br />
|RewardedActions=<br />
;Destroy a wall (including petrified monsters):{{piety|+5}}<br />
;Cast BYSSEPS:{{piety|+1}}<br />
|PenalizedActions=<br />
;Gain a level:{{piety|-10}}<br />
;Cast IMAWAL on an empty square:{{piety|-5}}<br />
|Boons=<br />
;Stone Soup (Repeatable)<br />
:'''Cost:''' 35 Piety<br />
:'''Effect:''' Spawns {{glyph|ENDISWAL}} near the altar<br />
;Stone Skin (Repeatable)<br />
:'''Cost:''' 15 Piety<br />
:'''Effect:''' Destroys 3 nearby wall segments<br />
:+3% {{t|Magic resist}}<br />
:3 ranks of {{t|stone skin}}<br />
;Stone Form<br />
:'''Cost:''' 25 Piety<br />
:'''Effect:''' Destroys 10 nearby wall segments<br />
:Grant {{t|Stone form}}<br />
:+5% {{t|Magic resist}}<br />
;Stone Fist<br />
:'''Cost:''' 40 Piety<br />
:'''Effect:''' Destroys 20 nearby wall segments<br />
:+50% {{t|Knockback}} damage<br />
:+5% {{t|Magic resist}}<br />
;Stone Heart (Repeatable)<br />
:'''Cost:''' 10 Piety<br />
:'''Effect:''' Destroys 10 nearby wall segments<br />
:lower all enemy [[Resistance]]s on current dungeon level by 5%<br />
:+3% {{t|Magic resist}}<br />
}}</onlyinclude><br />
<br />
'''Binlor Ironshield''' is the god of mining. He is found in a subdungeon with an ENDISWAL glyph. Once you mine a few walls, you reach some gold. '''Don't fall for it''' it, keep mining to reach his altar.<br />
<br />
== Strategy ==<br />
<br />
There are two main strategies with Binlor. You can either stay with him, which is only to be done if there are no other gods to convert off to, or the optimal strategy of using him as a piety farm. If you decide to stay with him, just keep using boons to pump magic resistance, the best boon being stone heart, and destroy walls to negate the level up penalties. Save some piety for the endgame. When you're fighting the boss, use stone skin before every hit. This is especially nice if you already have stone form as it will give you resists and might. If you are going to convert off, rack up 100 piety, take 5-10 stone hearts to kill monster resistances, and then wrack back up 100 to convert in. Remember, if you are in a level without a lot of walls, don't use too many stone hearts as you might run out of walls to convert.<br />
<br />
With the BLUDTUPOWA glyph or Rock Heart item at your disposal, Binlor can generate absolutely massive quantities of piety. In fact, you're more likely to run out of walls to destroy than anything else.<br />
<br />
Binlor also has a strong synergy with attacks that cause knockback, such as if your character is a Half-Dragon or has a Bear Mace. With Stone Form and Stone Fist, every attack in which you can bash the target into a wall will give you Might, piety, and a large amount of knockback damage in addition to your normal attack damage, and the resistances you get from Binlor (or just from destroying walls with ENDISWAL) will help you survive any retaliation. If you take this approach, it's a good idea not to take too many boons from Binlor so that you have enough walls left for your knockback strategy.<br />
<br />
If you plan on staying with Binlor, desecrating a Mystera altar is usually well worth the negatives. Since Binlor's only chance of punishing you is a -10 on level up, you effectively earn +55 piety on any desecration. Mystera's punishment is 15% resistances to all enemies, and you can nullify this with 3 uses of Stone Heart (while beefing up your magic resist by 9%). Just make sure you have enough walls to compensate, and that you're not already at a high enough level to waste the punishment invulnerability.<br />
<br />
== Punishment ==<br />
Binlor removes all your resistances when you desecrate his alter or otherwise anger him. For characters without resistances, this means Binlor can be angered or desecrated freely and he is incapable of actually punishing you. While there are a few cases of characters that can ignore a deity's punishment, this is the only one that actually comes up with any frequency in practice.<br />
<br />
{{MainNav}}</div>Incompetenthttps://qcfdesign.com/wiki/DesktopDungeons/index.php?title=IMAWAL&diff=14725IMAWAL2013-11-13T05:11:58Z<p>Incompetent: </p>
<hr />
<div>{{alphapage|Alpha:IMAWAL}}<onlyinclude>{{<br />
{{{tpl|GlyphInfobox}}}<br />
|Name=IMAWAL<br />
|ManaCost=5<br />
|Effects=<br />
* Transform the target into a wall block.<br />
* Grants the caster {{t|Experience Boost}}(+50% XP on the next kill).<br />
* Removes 1 stack of curse.<br />
* Spawns a regular wall when used on an empty space. This refunds 2 mana and does not trigger bonus experience or curse removal.<br />
|Hotkey= I<br />
}}</onlyinclude><br />
<br />
The '''IMAWAL''' glyph petrifies enemies, turning them into statues. It is a quite '''specialised''' glyph with a wide variety of effects that can be used in many unique situations. <br />
<br />
In the right circumstances is can be extremely useful, especially for knockback characters and maps which have a particularly unfavorable mix of monsters.<br />
<br />
== Complex Mechanics ==<br />
<br />
Statues are similar to normal walls; the player cannot pass through them and they can be destroyed by anything that destroys normal walls, such as {{s|ENDISWAL}}, {{s|PISORF}}, or knockback. Stone Statues leave a pile of 1 gold under them, that can only be retrieved upon destruction of the statue.<br />
<br />
Petrifying enemies does not count as a kill and rewards you 0 XP, however petrifying slowed enemies will still grant the bonus 1 XP you would have gained from a regular kill.<br />
<br />
Petrifying any enemy or plant it will grant you a '''50% XP bonus''' on your next kill and also '''remove one stack of curse'''. It is also possible to petrify plants or no-experience anemies for these effects. <br />
<br />
This bonus applies to the next enemy or plant you kill, regardless of whether it is XP valuable, meaning that it is possible to waste this bonus. This bonus is the last multiplier in XP calculations and applies to any additional XP from the slow effect or for killing an enemy above your level.<br />
<br />
ie. Total XP = (Standard XP + any bonus XP) * 1.5<br />
<br />
It is possible to cast '''IMAWAL''' on empty space, spawning a regular wall. Casting it on empty space won't grant you the XP-bonus, however, and will anger Binlor.<br />
<br />
<br />
== Unlocking the glyph ==<br />
<br />
The '''IMAWAL''' glyph starts unlocked.<br />
<br />
IMAWAL is spawned next to the altar upon joining the Earthmother. It will not spawn if you convert to Earthmother from another god.<br />
<br />
== Strategy ==<br />
<br />
'''IMAWAL''' is a bit of a two-edged sword. While petrifying a monster can provide the player with a large XP bonus, the petrified monster itself won't give any experience to the player, <br />
Because of this, it is generally better to use the glyph on foes which you ideally would never want to fight, such as Illusions, Revenants, or high-lvl Animated Armors. This allows you to effectively level even on maps with an unfavorable mix of monsters for your class.<br />
<br />
Otherwise players should only petrify monsters with a very low level, since the loss of potential XP from petrifying high level monsters rarely outweighs the bonus XP you receive.<br />
<br />
Generally, the glyph should be used sparingly if there are no non-XP-valuable monsters , as removing too much popcorn can leave players at a disadvantage later on. It is also very easy to block off sections of the map by petrifying enemies in hallways and tight spaces.<br />
<br />
'''IMAWAL''' is also one of the few ways to gain piety with {{g|The_Earthmother}}. Since all of her boons spawn plants, you can petrify them for piety. While petrifying plants only gives you half the piety, it allows you to save your popcorn.<br />
<br />
Half-dragons and casters relying on {{s|PISORF}} have an alternative usage for this glyph. Since it allows the player to spawn walls, they can use it to set up knockback-chains if there are no walls around a monster. <br />
<br />
<br />
{{MainNav}}</div>Incompetenthttps://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Binlor_Ironshield&diff=14724Binlor Ironshield2013-11-13T05:11:01Z<p>Incompetent: </p>
<hr />
<div>{{alphapage|Alpha:Binlor Ironshield}}<br />
<onlyinclude>{{<br />
{{{tpl|GodInfobox}}}<br />
|Name=Binlor Ironshield<br />
|ShortHand=BI<br />
|InitialWorship=<br />
* Free {{glyph|PISORF}}.<br />
|Punishment=<br />
* Lose 50% [[Full:Resistance|resistances]].<br />
|RewardedActions=<br />
;Destroy a wall:{{piety|+5}}<br />
;Cast BYSSEPS:{{piety|+1}}<br />
|PenalizedActions=<br />
;Gain a level:{{piety|-10}}<br />
;Cast IMAWAL on an empty square:{{piety|-5}}<br />
|Boons=<br />
;Stone Soup (Repeatable)<br />
:'''Cost:''' 35 Piety<br />
:'''Effect:''' Spawns {{glyph|ENDISWAL}} near the altar<br />
;Stone Skin (Repeatable)<br />
:'''Cost:''' 15 Piety<br />
:'''Effect:''' Destroys 3 nearby wall segments<br />
:+3% {{t|Magic resist}}<br />
:3 ranks of {{t|stone skin}}<br />
;Stone Form<br />
:'''Cost:''' 25 Piety<br />
:'''Effect:''' Destroys 10 nearby wall segments<br />
:Grant {{t|Stone form}}<br />
:+5% {{t|Magic resist}}<br />
;Stone Fist<br />
:'''Cost:''' 40 Piety<br />
:'''Effect:''' Destroys 20 nearby wall segments<br />
:+50% {{t|Knockback}} damage<br />
:+5% {{t|Magic resist}}<br />
;Stone Heart (Repeatable)<br />
:'''Cost:''' 10 Piety<br />
:'''Effect:''' Destroys 10 nearby wall segments<br />
:lower all enemy [[Resistance]]s on current dungeon level by 5%<br />
:+3% {{t|Magic resist}}<br />
}}</onlyinclude><br />
<br />
'''Binlor Ironshield''' is the god of mining. He is found in a subdungeon with an ENDISWAL glyph. Once you mine a few walls, you reach some gold. '''Don't fall for it''' it, keep mining to reach his altar.<br />
<br />
== Strategy ==<br />
<br />
There are two main strategies with Binlor. You can either stay with him, which is only to be done if there are no other gods to convert off to, or the optimal strategy of using him as a piety farm. If you decide to stay with him, just keep using boons to pump magic resistance, the best boon being stone heart, and destroy walls to negate the level up penalties. Save some piety for the endgame. When you're fighting the boss, use stone skin before every hit. This is especially nice if you already have stone form as it will give you resists and might. If you are going to convert off, rack up 100 piety, take 5-10 stone hearts to kill monster resistances, and then wrack back up 100 to convert in. Remember, if you are in a level without a lot of walls, don't use too many stone hearts as you might run out of walls to convert.<br />
<br />
With the BLUDTUPOWA glyph or Rock Heart item at your disposal, Binlor can generate absolutely massive quantities of piety. In fact, you're more likely to run out of walls to destroy than anything else.<br />
<br />
Binlor also has a strong synergy with attacks that cause knockback, such as if your character is a Half-Dragon or has a Bear Mace. With Stone Form and Stone Fist, every attack in which you can bash the target into a wall will give you Might, piety, and a large amount of knockback damage in addition to your normal attack damage, and the resistances you get from Binlor (or just from destroying walls with ENDISWAL) will help you survive any retaliation. If you take this approach, it's a good idea not to take too many boons from Binlor so that you have enough walls left for your knockback strategy.<br />
<br />
If you plan on staying with Binlor, desecrating a Mystera altar is usually well worth the negatives. Since Binlor's only chance of punishing you is a -10 on level up, you effectively earn +55 piety on any desecration. Mystera's punishment is 15% resistances to all enemies, and you can nullify this with 3 uses of Stone Heart (while beefing up your magic resist by 9%). Just make sure you have enough walls to compensate, and that you're not already at a high enough level to waste the punishment invulnerability.<br />
<br />
== Punishment ==<br />
Binlor removes all your resistances when you desecrate his alter or otherwise anger him. For characters without resistances, this means Binlor can be angered or desecrated freely and he is incapable of actually punishing you. While there are a few cases of characters that can ignore a deity's punishment, this is the only one that actually comes up with any frequency in practice.<br />
<br />
{{MainNav}}</div>Incompetenthttps://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Binlor_Ironshield&diff=14721Binlor Ironshield2013-11-13T04:55:08Z<p>Incompetent: /* Strategy */</p>
<hr />
<div>{{alphapage|Alpha:Binlor Ironshield}}<br />
<onlyinclude>{{<br />
{{{tpl|GodInfobox}}}<br />
|Name=Binlor Ironshield<br />
|ShortHand=BI<br />
|InitialWorship=<br />
* Free {{glyph|PISORF}}.<br />
|Punishment=<br />
* Lose 50% [[Full:Resistance|resistances]].<br />
|RewardedActions=<br />
;Destroy a wall:{{piety|+5}}<br />
|PenalizedActions=<br />
;Gain a level:{{piety|-10}}<br />
|Boons=<br />
;Stone Soup (Repeatable)<br />
:'''Cost:''' 35 Piety<br />
:'''Effect:''' Spawns {{glyph|ENDISWAL}} near the altar<br />
;Stone Skin (Repeatable)<br />
:'''Cost:''' 15 Piety<br />
:'''Effect:''' Destroys 3 nearby wall segments<br />
:+3% {{t|Magic resist}}<br />
:3 ranks of {{t|stone skin}}<br />
;Stone Form<br />
:'''Cost:''' 25 Piety<br />
:'''Effect:''' Destroys 10 nearby wall segments<br />
:Grant {{t|Stone form}}<br />
:+5% {{t|Magic resist}}<br />
;Stone Fist<br />
:'''Cost:''' 40 Piety<br />
:'''Effect:''' Destroys 20 nearby wall segments<br />
:+50% {{t|Knockback}} damage<br />
:+5% {{t|Magic resist}}<br />
;Stone Heart (Repeatable)<br />
:'''Cost:''' 10 Piety<br />
:'''Effect:''' Destroys 10 nearby wall segments<br />
:lower all enemy [[Resistance]]s on current dungeon level by 5%<br />
:+3% {{t|Magic resist}}<br />
}}</onlyinclude><br />
<br />
'''Binlor Ironshield''' is the god of mining. He is found in a subdungeon with an ENDISWAL glyph. Once you mine a few walls, you reach some gold. '''Don't fall for it''' it, keep mining to reach his altar.<br />
<br />
== Strategy ==<br />
<br />
There are two main strategies with Binlor. You can either stay with him, which is only to be done if there are no other gods to convert off to, or the optimal strategy of using him as a piety farm. If you decide to stay with him, just keep using boons to pump magic resistance, the best boon being stone heart, and destroy walls to negate the level up penalties. Save some piety for the endgame. When you're fighting the boss, use stone skin before every hit. This is especially nice if you already have stone form as it will give you resists and might. If you are going to convert off, rack up 100 piety, take 5-10 stone hearts to kill monster resistances, and then wrack back up 100 to convert in. Remember, if you are in a level without a lot of walls, don't use too many stone hearts as you might run out of walls to convert.<br />
<br />
With the BLUDTUPOWA glyph or Rock Heart item at your disposal, Binlor can generate absolutely massive quantities of piety. In fact, you're more likely to run out of walls to destroy than anything else.<br />
<br />
Binlor also has a strong synergy with attacks that cause knockback, such as if your character is a Half-Dragon or has a Bear Mace. With Stone Form and Stone Fist, every attack in which you can bash the target into a wall will give you Might, piety, and a large amount of knockback damage in addition to your normal attack damage, and the resistances you get from Binlor (or just from destroying walls with ENDISWAL) will help you survive any retaliation. If you take this approach, it's a good idea not to take too many boons from Binlor so that you have enough walls left for your knockback strategy.<br />
<br />
If you plan on staying with Binlor, desecrating a Mystera altar is usually well worth the negatives. Since Binlor's only chance of punishing you is a -10 on level up, you effectively earn +55 piety on any desecration. Mystera's punishment is 15% resistances to all enemies, and you can nullify this with 3 uses of Stone Heart (while beefing up your magic resist by 9%). Just make sure you have enough walls to compensate, and that you're not already at a high enough level to waste the punishment invulnerability.<br />
<br />
== Punishment ==<br />
Binlor removes all your resistances when you desecrate his alter or otherwise anger him. For characters without resistances, this means Binlor can be angered or desecrated freely and he is incapable of actually punishing you. While there are a few cases of characters that can ignore a deity's punishment, this is the only one that actually comes up with any frequency in practice.<br />
<br />
{{MainNav}}</div>Incompetenthttps://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Binlor_Ironshield&diff=14720Binlor Ironshield2013-11-13T04:38:02Z<p>Incompetent: /* Strategy */</p>
<hr />
<div>{{alphapage|Alpha:Binlor Ironshield}}<br />
<onlyinclude>{{<br />
{{{tpl|GodInfobox}}}<br />
|Name=Binlor Ironshield<br />
|ShortHand=BI<br />
|InitialWorship=<br />
* Free {{glyph|PISORF}}.<br />
|Punishment=<br />
* Lose 50% [[Full:Resistance|resistances]].<br />
|RewardedActions=<br />
;Destroy a wall:{{piety|+5}}<br />
|PenalizedActions=<br />
;Gain a level:{{piety|-10}}<br />
|Boons=<br />
;Stone Soup (Repeatable)<br />
:'''Cost:''' 35 Piety<br />
:'''Effect:''' Spawns {{glyph|ENDISWAL}} near the altar<br />
;Stone Skin (Repeatable)<br />
:'''Cost:''' 15 Piety<br />
:'''Effect:''' Destroys 3 nearby wall segments<br />
:+3% {{t|Magic resist}}<br />
:3 ranks of {{t|stone skin}}<br />
;Stone Form<br />
:'''Cost:''' 25 Piety<br />
:'''Effect:''' Destroys 10 nearby wall segments<br />
:Grant {{t|Stone form}}<br />
:+5% {{t|Magic resist}}<br />
;Stone Fist<br />
:'''Cost:''' 40 Piety<br />
:'''Effect:''' Destroys 20 nearby wall segments<br />
:+50% {{t|Knockback}} damage<br />
:+5% {{t|Magic resist}}<br />
;Stone Heart (Repeatable)<br />
:'''Cost:''' 10 Piety<br />
:'''Effect:''' Destroys 10 nearby wall segments<br />
:lower all enemy [[Resistance]]s on current dungeon level by 5%<br />
:+3% {{t|Magic resist}}<br />
}}</onlyinclude><br />
<br />
'''Binlor Ironshield''' is the god of mining. He is found in a subdungeon with an ENDISWAL glyph. Once you mine a few walls, you reach some gold. '''Don't fall for it''' it, keep mining to reach his altar.<br />
<br />
== Strategy ==<br />
<br />
There are two main strategies with Binlor. You can either stay with him, which is only to be done if there are no other gods to convert off to, or the optimal strategy of using him as a piety farm. If you decide to stay with him, just keep using boons to pump magic resistance, the best boon being stone heart, and destroy walls to negate the level up penalties. Save some piety for the endgame. When you're fighting the boss, use stone skin before every hit. This is especially nice if you already have stone form as it will give you resists and might. If you are going to convert off, rack up 100 piety, take 5-10 stone hearts to kill monster resistances, and then wrack back up 100 to convert in. Remember, if you are in a level without a lot of walls, don't use too many stone hearts as you might run out of walls to convert.<br />
<br />
With the BLUDTUPOWA glyph or Rock Heart item at your disposal, Binlor can generate absolutely massive quantities of piety. In fact, you're more likely to run out of walls to destroy than anything else.<br />
<br />
Binlor also has a strong synergy with attacks that cause knockback, such as if your character is a Half-Dragon or has a Bear Mace. With Stone Form and Stone Fist, every attack in which you can bash the target into a wall will give you Might, piety, and a large amount of knockback damage in addition to your normal attack damage. If you take this approach, it's a good idea not to take too many boons from Binlor so that you have enough walls left for your knockback strategy.<br />
<br />
If you plan on staying with Binlor, desecrating a Mystera altar is usually well worth the negatives. Since Binlor's only chance of punishing you is a -10 on level up, you effectively earn +55 piety on any desecration. Mystera's punishment is 15% resistances to all enemies, and you can nullify this with 3 uses of Stone Heart (while beefing up your magic resist by 9%). Just make sure you have enough walls to compensate, and that you're not already at a high enough level to waste the punishment invulnerability.<br />
<br />
== Punishment ==<br />
Binlor removes all your resistances when you desecrate his alter or otherwise anger him. For characters without resistances, this means Binlor can be angered or desecrated freely and he is incapable of actually punishing you. While there are a few cases of characters that can ignore a deity's punishment, this is the only one that actually comes up with any frequency in practice.<br />
<br />
{{MainNav}}</div>Incompetenthttps://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Items&diff=14719Items2013-11-13T04:21:06Z<p>Incompetent: /* Bear Mace */</p>
<hr />
<div>{{alphapage|Alpha:Items}}<br />
{{TOC right}}<br />
<br />
== Blacksmith Items ==<br />
{| border="1" cellspacing="0" cellpadding="2" style="border-collapse: collapse;"<br />
|- style="background-color: #EEEEEE"<br />
!Item<br />
!Description<br />
!Cost<br />
!Conversion Points<br />
|-<br />
|<br />
====Sword====<br />
[[File:Sword.png]]<br />
| +2 base damage<br />
| 25<br />
| 35<br />
|-<br />
|<br />
====Shield====<br />
[[File:Shield.png]]<br />
| -2 damage reduction<br />
| 15<br />
| 35<br />
|-<br />
|<br />
====Slaying Wand====<br />
[[File:Slaying_Wand.png]]<br />
| Instantly slays one target monster, granting base experience (no bonus experience; capped at your level)<br />
| 5<br />
| 10<br />
|-<br />
|<br />
====Perseverance Badge====<br />
[[File:Perseverance_Badge.png]]<br />
| +10% bonus damage; small item<br />
| 15<br />
| 20<br />
|-<br />
|<br />
====Really Big Sword====<br />
[[File:Really_Big_Sword.png]]<br />
| Attacks ignore 35% of target's physical resistance, but always strike second<br />
| 12<br />
| 35<br />
|-<br />
|<br />
<br />
====Bear Mace====<br />
[[File:Bear_Mace.png]]<br />
| Your regular attack causes Knockback; +25% knockback damage<br />
| 12<br />
| 35<br />
|-<br />
|}<br />
<br />
== Basic Items ==<br />
{| border="1" cellspacing="0" cellpadding="2" style="border-collapse: collapse;"<br />
|- style="background-color: #EEEEEE"<br />
!Item<br />
!Description<br />
!Cost<br />
!Conversion Points<br />
|-<br />
|<br />
====Spoon====<br />
[[File:Spoon.png]]<br />
| +1 base damage; small item<br />
| 1<br />
| 1<br />
|-<br />
|<br />
====Tower Shield====<br />
[[File:Tower_Shield.png]]<br />
| +10% physical resistance<br />
| 14<br />
| 35<br />
|-<br />
|<br />
====Fine Sword====<br />
[[File:Fine_Sword.png]]<br />
| +4 base damage<br />
| 15<br />
| 35<br />
|-<br />
|<br />
====Pendant of Health====<br />
[[File:Pendant_of_Health.png]]<br />
| +10 max hit points.<br />
| 15<br />
| 35<br />
|-<br />
|<br />
====Pendant of Mana====<br />
[[File:Pendant_of_Mana.png]]<br />
| +2 max mana<br />
| 12<br />
| 35<br />
|-<br />
|<br />
====Troll Heart====<br />
[[File:Troll_Heart.png]]<br />
| Gain +2 Max HP every time you level up (Bonus is not lost from converting this item)<br />
| 16<br />
| 55<br />
|-<br />
|<br />
====Bloody Sigil====<br />
[[File:Bloody_Sigil.png]]<br />
| +5 max HP, -10% bonus attack, +1 health regeneration per square revealed<br />
| 8<br />
| 45<br />
|-<br />
|<br />
<br />
====Badge of Honour====<br />
[[File:Badge_of_Honour.png]]<br />
| +10% attack bonus, can be consumed to grant 1-time death protection<br />
| 18<br />
| 40<br />
|-<br />
|}<br />
<br />
== Quest Items ==<br />
{| border="1" cellspacing="0" cellpadding="2" style="border-collapse: collapse;"<br />
|- style="background-color: #EEEEEE"<br />
!Item<br />
!Description<br />
!Method of Obtaining<br />
!Cost<br />
!Conversion Points<br />
|-<br />
|<br />
====Piercing Wand====<br />
[[File:Piercing_Wand.png]]<br />
| BURNDAYRAZ reduce enemy magic resistance by 3% (Cannot go below 0%)<br />
| <br />
| 13<br />
| 30<br />
|-<br />
|<br />
====Rock Heart====<br />
[[File:Rockheart.png]]<br />
| Replenishes 1 Health per level and 1 Mana whenever a wall is destroyed (ENDISWALL or knockback)<br />
|<br />
| 14<br />
| 60 <br />
|-<br />
|<br />
====Fire Heart====<br />
[[File:Fire_Heart.png]]<br />
| Gains +5% charge every time you cast a spell that costs 3 or more mana; activate to use stored charge to restore HP (maximum 100%)<br />
| Complete "Ice and Fury" quest<br />
| 20<br />
| 1<br />
|-<br />
|<br />
====Crystal Ball====<br />
[[File:Crystal_Ball.png]]<br />
| Gains 1 charge every time you cast a spell that costs 3 or more mana; activate to use all charges and restore mana equal to number of charges for 5 gold<br />
|<br />
| 15<br />
| 1<br />
|-<br />
|<br />
====Witchalok Pendant====<br />
[[File:Witchalok_Pendant.png]]<br />
| Grants a layer of {{t|Stone skin}} when casting BURNDAYRAZ; small item<br />
| Complete "Halflings Ho!" quest<br />
| 19<br />
| 30<br />
|-<br />
|<br />
====Battlemage Ring====<br />
[[File:Battlemage_Ring.png]]<br />
| BURNDAYRAZ deals +1 damage per level (+25% damage)<br />
| Complete "Minecraft" quest<br />
| 25<br />
| 20<br />
|-<br />
|<br />
====Hero's Helm====<br />
[[File:Heros_Helm.png]]<br />
| +5 HP, +1 MP, +2 base damage<br />
|<br />
| 18<br />
| 50<br />
|-<br />
|<br />
====Platemail====<br />
[[File:Platemail.png]]<br />
| -2 damage reduction per character level; your attacks are slowed<br />
| Complete the Fighter Silver Challenge<br />
| 23<br />
| 40<br />
|-<br />
|<br />
<br />
====Whurrgarbl====<br />
[[File:Whurrgarbl.png]]<br />
| Your physical attacks apply Burning effect like BURNDAYRAZ<br />
| Complete the Berserker Silver Challenge<br />
| 15<br />
| 45<br />
|-<br />
|<br />
====Trisword====<br />
[[File:Trisword.png]]<br />
| Gain +5 decaying base attack whenever you drink a potion<br />
| Complete the Warlord Silver Challenge<br />
| 12<br />
| 35<br />
|-<br />
|<br />
<br />
====Balanced Dagger====<br />
[[File:Balanced_Dagger.png]]<br />
| Grants 2 bonus experience every time you kill an equal-leveled enemy; small item<br />
| Complete the Thief Silver Challenge<br />
| 15<br />
| 25<br />
|-<br />
|<br />
<br />
====Gloves of Midas====<br />
[[File:Gloves_of_Midas.png]]<br />
| Gain +1 gold every time you kill an XP-valuable monster<br />
| Complete the Rogue Silver Challenge<br />
| 10<br />
| 45<br />
|-<br />
|<br />
====Venom Dagger====<br />
[[File:Venom_Dagger.png]]<br />
| Your first attack against any monster poisons them; small item<br />
| Complete the Assassin Silver Challenge<br />
| 16<br />
| 50<br />
|-<br />
|<br />
<br />
====Stone Sigil====<br />
[[File:Stone_Sigil.png]]<br />
| Gain +1 Piety whenever you kill an XP-valuable monster; small item<br />
| Complete Priest Silver Challenge<br />
| 18<br />
| 30<br />
|-<br />
|<br />
====Martyr Wraps====<br />
[[File:Martyr_Wraps.png]]<br />
| Your attacks apply a stack of Corrosion; everything (including you) gains 1 corrosion on level-up<br />
| Complete the Monk Silver Challenge<br />
| 15<br />
| 45<br />
|-<br />
|<br />
====Agnostic Collar====<br />
[[File:Agnostic_Collar.png]]<br />
| Prevents deity punishment for desecration<br />
| Complete Paladin Silver Challenge<br />
| 25<br />
| 50<br />
|-<br />
|<br />
<br />
====Mage Plate====<br />
[[File:Mage_Plate.png]]<br />
| Gain +1 MP and -5% bonus damage per character level<br />
| Complete the Wizard Silver Challenge<br />
| 20<br />
| 40<br />
|-<br />
|<br />
====Blue Bead====<br />
[[File:Blue_Bead.png]]<br />
| Gain +1 MP whenever you kill an XP-valuable monster; small item<br />
| Complete Sorcerer Silver Challenge<br />
| 5<br />
| 10<br />
|-<br />
|<br />
<br />
====Vampiric Blade====<br />
[[File:Vampiric_Blade.png]]<br />
| +1 {{t|Life steal}}<br />
| Complete Bloodmage Silver Challenge<br />
| 25<br />
| 50<br />
|-<br />
|<br />
====Viper Ward====<br />
[[File:Viper_Ward.png]]<br />
| Immune to poison; small item<br />
| Complete "Hello, halflings!" introduction puzzles<br />
| 16<br />
| 65<br />
|-<br />
|<br />
====Soul Orb====<br />
[[File:Soul_Orb.png]]<br />
| Immune to Mana Burn; small item<br />
| Complete "Hello, gnomes!" introduction puzzles<br />
| 16<br />
| 65<br />
|-<br />
|}<br />
<br />
== Elite Items ==<br />
The elite items are unlocked by completing the final Bezar Quest, and will begin appearing in shops like other items.<br />
<br />
{| border="1" cellspacing="0" cellpadding="2" style="border-collapse: collapse;"<br />
|- style="background-color: #EEEEEE"<br />
!Item<br />
!Description<br />
!Cost<br />
!Conversion Points<br />
|-<br />
|<br />
====Keg of Health====<br />
[[File:Keg_of_Health.png]]<br />
| Obtain 3 healing potions when used<br />
| 25<br />
| 70<br />
|-<br />
|<br />
====Keg of Mana====<br />
[[File:Keg_of_Mana.png]]<br />
| Obtain 3 mana potions when used<br />
| 25<br />
| 70<br />
|-<br />
|<br />
====Elven Boots====<br />
[[File:Elven_Boots.png]]<br />
| +3 max mana, +15% magic resistance<br />
| 35<br />
| 50<br />
|-<br />
|<br />
<br />
====Dwarven Gauntlets====<br />
[[File:Dwarven_Gauntlets.png]]<br />
| +20% bonus damage, +2 max HP on level up<br />
| 35<br />
| 50<br />
|-<br />
|<br />
<br />
====Amulet of Yendor====<br />
[[File:Amulet_of_Yendor.png]]<br />
| Grants +50 XP when used<br />
| 45<br />
| 100<br />
|-<br />
|<br />
====Orb of Zot====<br />
[[File:Orb_of_Zot.png]]<br />
| Every visible enemy has their max health (not current health) reduced by 50%<br />
| 45<br />
| 100<br />
|-<br />
|<br />
====Alchemist Scroll====<br />
[[File:Alchemist_Scroll.png]]<br />
| Grants +8 HP at the cost of 3 gold whenever a potion is used (Effect can only be activated once per character level)<br />
| 13<br />
| 40<br />
|-<br />
|<br />
====Wicked Guitar====<br />
[[File:Wicked_Guitar.png]]<br />
| All visible enemies have their level increased by 1. Cannot affect the same enemy twice, and cannot raise their level above 10<br />
| 11<br />
| 11<br />
|-<br />
|}<br />
<br />
== Vicious Dungeon Rewards ==<br />
{| border="1" cellspacing="0" cellpadding="2" style="border-collapse: collapse;"<br />
|- style="background-color: #EEEEEE"<br />
!Item<br />
!Description<br />
!Method of Obtaining<br />
|-<br />
|<br />
====Avatar Symbol (Outdated)====<br />
[[File:Avatar_Symbol.png]]<br />
| +9% physical and magic resistance, gains a charge for every XP-valuable enemy killed (up to 10), can be used to gain +10% bonus damage per charge when used for your next attack<br />
| Beat the [[Demonic Library]] with any class and collect it from the boss.<br />
|-<br />
|<br />
====Dragon Shield====<br />
[[File:Dragon_Shield.png]]<br />
| +18% physical and magic resistance<br />
| Beat the [[Dragon Isles]] with any class and collect it from the boss.<br />
|-<br />
|<br />
====Namtar's Ward====<br />
[[File:Namtar's_Ward.png]]<br />
| Can be used once per character level to give yourself death protection at no extra cost.<br />
| Beat [[Namtar's Lair]] with any class and collect it from the boss.<br />
|-<br />
|<br />
====Avatar's Codex====<br />
[[File:Avatar's_Codex.png]]<br />
| Fireballs do +4 damage per level, set burning to maximum stacks, but makes gives each monster Retaliate:Fireball<br />
| Beat the [[Demonic Library]] with any class and collect it from the boss.<br />
|-<br />
|<br />
====Naga Cauldron====<br />
[[File:Naga_Cauldron.png]]<br />
| Gives healing potions overheal, and icreases health and mana potion effectivness by 5% for every kind of debuff your character has (corrosion, weakening, curse, slow, poison and mana burn).<br />
| Beat the [[Naga City]] with any class and collect it from the boss.<br />
|-<br />
|}<br />
<br />
== Other Unique Items ==<br />
{| border="1" cellspacing="0" cellpadding="2" style="border-collapse: collapse;"<br />
|- style="background-color: #EEEEEE"<br />
!Item<br />
!Description<br />
!Method of Obtaining<br />
|-<br />
|<br />
====Cracked Orb====<br />
[[File:Cracked_Orb.png]]<br />
| Reduces all visible enemies max health to 90%, but doesn't reduce their current HP <br />
| Sometimes found in a generic subdungeon<br />
|-<br />
|<br />
====Sensation Stone====<br />
[[File:Sensation_Stone.png]]<br />
| No inherent effect, but can be converted for 150 conversion points. <br />
| Dropped by the Bridge Troll on the [[Havendale Bridge]]<br />
|-<br />
|<br />
====Dragon Soul====<br />
[[File:Blade_of_Yin.png]]<br />
| +8% physical and magic resistance, prevents you from entering the cursed realm in the [[Cursed Oasis]]<br />
| Dropped by the Cursed Shade in the [[Cursed Oasis]]<br />
|-<br />
|}<br />
<br />
== Subdungeon Items ==<br />
{| border="1" cellspacing="0" cellpadding="2" style="border-collapse: collapse;"<br />
|- style="background-color: #EEEEEE"<br />
!Item<br />
!Description<br />
!Cost<br />
!Conversion Points<br />
|-<br />
|<br />
====Tokoloshe Charm====<br />
[[File:Tokoloshe_Charm.png]]<br />
| +5% magic resistance; small item<br />
| 1<br />
| 10<br />
|<br />
|-<br />
|<br />
====Fake Beard====<br />
[[File:Fake Beard.png]]<br />
| +5 XP on pickup, can't be converted<br />
| 10<br />
| N/A<br />
|-<br />
|}<br />
<br />
<br />
== Unlockerable Items ==<br />
{| border="1" cellspacing="0" cellpadding="2" style="border-collapse: collapse;"<br />
|- style="background-color: #EEEEEE"<br />
!Item<br />
!Description<br />
!Method of Obtaining<br />
|-<br />
|<br />
====Orb of Lusory====<br />
[[File:Orb_of_Lusory.png]]<br />
| Increases magic resistance by 50% when carried. Can be used to remove all Illusion minions from the dungeon.<br />
| Randomly found in the [[Halls of Steel (Hard)]].<br />
|-<br />
|<br />
====Blade of Yin====<br />
[[File:Blade_of_Yin.png]]<br />
| +3 base damage, can be consumed to grant Death Protection; small item<br />
| Clear the Yin and Yang subdungeon<br />
|-<br />
|<br />
====Yang's Sword====<br />
[[File:Yang's_Sword.png]]<br />
| +3 base damage, can be consumed to grant Death Protection; small item<br />
| Clear the Yin and Yang subdungeon<br />
|-<br />
|<br />
====Draco's Heart====<br />
[[File:Draco's_Heart.png]]<br />
| +3 HP every time you gain a level<br />
| Found in Draco's subdungeon; must escape Draco after acquiring<br />
|-<br />
|<br />
====Prayer Bead====<br />
[[File:Prayer_Bead.png]]<br />
| +1% magic resistance; small item; cannot be converted<br />
| Received from Glowing Guardian from certain boons<br />
|-<br />
|}<br />
<br />
<br />
== Potions ==<br />
{| border="1" cellspacing="0" cellpadding="2" style="border-collapse: collapse;"<br />
|- style="background-color: #EEEEEE"<br />
!Item<br />
!Description<br />
!Method of Obtaining<br />
|-<br />
|<br />
====Healing Potion====<br />
[[File:HealingPotion.png]]<br />
| Restores 40% of your maximum HP (rounded down) when used<br />
| Always available<br />
|-<br />
|<br />
====Mana Potion====<br />
[[File:ManaPotionBeta.png]]<br />
| Restores 40% of your maximum MP (rounded down) when used<br />
| Always Available<br />
|-<br />
|<br />
====Fortitude Tonic====<br />
[[File:FortitudeTonic.png]]<br />
| Removes Poison and all stacks of Weakening<br />
| Unlocked by Witch level 1<br />
|-<br />
|<br />
====Burn Salve====<br />
[[File:BurnSalve.png]]<br />
| Removes Mana Burn and all stacks of Corrosion<br />
| Unlocked by Witch level 1<br />
|-<br />
|<br />
====Strength Potion====<br />
[[File:StrengthPotion.png]]<br />
| Removes all your mana, your next attack deals an additional 5 + 1 damage per mana used damage<br />
| Unlocked by Witch level 2<br />
|-<br />
|<br />
====Schadenfreude Potion====<br />
[[File:SchadenfreudePotion.png]]<br />
| Restores 1 MP for every point of damage taken on your next attack<br />
<br/>(Note: Mana burn is applied before damage is dealt, so if you attack an opponent with mana burn, it will take away all your mana and ''then'' this potion will kick in to restore your mana.)<br />
| Unlocked by Witch level 2<br />
|-<br />
|<br />
====Quicksilver Potion====<br />
[[File:QuicksilverPotion.png]]<br />
| Grants temporary 50% Dodge and dodge prediction, removed after a successful dodge <br />
| Unlocked by Witch level 3, or can be obtained from Tikki Tokki with the "Reflexes" boon<br />
|-<br />
|<br />
<br />
====Reflex Potion====<br />
[[File:ReflexPotion.png]]<br />
| Grants temporary First Strike and a free retaliation (extra attack) against the next monster you attack. Has no effect against monsters with First Strike.<br />
| Unlocked by Witch level 3, or can be obtained from Tikki Tokki with the "Reflexes" boon<br />
|-<br />
|<br />
====Can of WHUPAZ====<br />
[[File:WHUPAZ.png]]<br />
| A wondrous elixir whose effects can NEVER be publicly stated. ''NEVER''.<br />
| Unlocked by Witch level 3, or inside a subdungeon<br />
|-<br />
|}<br />
<br />
== Conversion Fodder ==<br />
Sometimes, players will want to obtain large amounts of conversion points to better leverage their racial bonus. There are many items well-known as "conversion fodder" that are relatively cheap and effective choices for this purpose. Generally speaking, conversion fodder items are considered to be those which offer more than 3 CP for every 1 GP spent. The following items are all considered conversion fodder:<br />
<br />
{{i|Bloody Sigil}} (5.6 CP / GP) - this double-edged item is good for low-level characters, but quickly becomes excess baggage for a high-level character. Fortunately, it has a great conversion value and is worth buying for no other purpose than to immediately convert it.<br />
<br />
{{i|Gloves of Midas}} (4.5 CP / GP) - in addition to offering a superb conversion ratio, this item can also be used to ''earn'' additional gold which can be used to purchase even more stuff. As a result, it is highly prized.<br />
<br />
{{i|Rock Heart}} (4.3 CP / GP) - the Rock Heart is a great tool for anyone with knockback damage, the {{s|PISORF}} glyph or the {{s|ENDISWAL}} glyph. Once you're done with it, you can convert it for a windfall. For those without the ability to crush walls, it's still worthwhile just for conversion points.<br />
<br />
{{i|Viper Ward}} & {{i|Soul Orb}} (4 CP / GP) - these superb items grant you immunity to dangerous afflictions, consume only a small item slot, and convert for large amounts of CP when you're done. They're one of the best conversion-fodder buys around.<br />
<br />
{{i|Venom Dagger}} (3.12 CP / GP) - a consolation prize for those seeking conversion points, the venom sword offers a reasonable amount for a reasonable price. The item itself isn't very useful otherwise, though.<br />
<br />
{{i|Alchemist Scroll}} (3.07 CP / GP) - the rules for items like these can be confusing at times, but the alchemist scroll's bonus HP do not disappear when you convert it, meaning this item can be picked up on the cheap, used sparingly, then converted later without much risk.<br />
<br />
{{MainNav}}</div>Incompetenthttps://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Bloodmage&diff=14717Bloodmage2013-11-13T04:17:08Z<p>Incompetent: /* Races */</p>
<hr />
<div>{{alphapage|Alpha:Bloodmage}}<br />
<onlyinclude>{{<br />
{{{tpl|ClassInfobox}}}<br />
|Name=Bloodmage<br />
|ShortHand=Bl<br />
|Traits=<br />
;INSANE: Start with the BLUDTOPOWA glyph, - 3 Mana<br />
;SANGUINE: Walking over a BloodPool restores 20% of maximum health<br />
;POWER-HUNGRY: Mana potions 60% effective and boost Sanguine, drinking blood restores 1 mana<br />
|SuggestedRaces=<br />
{{HuBl}},{{DwBl}},{{GnBl}}<br />
|Unlock=<br />
Level 3 [[Mage Tower]]<br />
|Group=Tier 3<br />
}}</onlyinclude><br />
<br />
== Class Features ==<br />
<br />
*'''INSANE''': Start with the BLUDTOPOWA glyph, -3 Mana<br />
*'''SANGUINE''': Walking over a BloodPool restores 20% of maximum health<br />
*'''POWER-HUNGRY''': Mana potions 60% effective and boost Sanguine by 1%, drinking blood restores 1 mana<br />
<br />
<br />
== Races ==<br />
<br />
=== Gnome ===<br />
The Bloodmage loves mana potions, making the Gnome a natural choice. However, you will need to improve your maximum mana somehow to get the most out of them.<br />
<br />
=== Elf ===<br />
The Elf's racial ability can be used to compensate for the Bloodmage's starting mana penalty, making your mana potions extremely powerful. You will need to obtain additional mana potions, such as with a Keg of Mana.<br />
<br />
=== Dwarf ===<br />
Dwarf is the obvious choice if you want to maximise your health pool.<br />
<br />
=== Human ===<br />
Humans naturally make strong combat-oriented characters, making this a good fit for the brawler approach.<br />
<br />
== Strategy ==<br />
<br />
The bloodmage is an odd class, totally centered around his '''sanguine''' class feature. Because this is his raison d'etre, your entire strategy will revolve around maximizing the gain from this ability. There are two opposite approaches to playing the Bloodmage: <br />
<br />
The first is to use Sanguine to fuel BLUDTOPOWA and also boosting your max mana so that mana potions become powerful, allowing an enormous number of spells to be cast without allowing monsters to regenerate. In this approach, you can largely neglect attack damage.<br />
<br />
The second is to play a brawler character, using Sanguine to obtain additional staying power in combat, with mana used mostly to power {{s|HALPMEH}} and other glyphs that assist in combat. With this approach, you will hardly ever cast BLUDTOPOWA, but it can still be treated as a free 100 CP. Combined with a good physical attack and some resistances, the bloodmage can become a very dangerous warrior.<br />
<br />
In either case, anything that improves your maximum health is a good investment. Because Sanguine restores a percentage of your maximum health, the amount it restores will increase accordingly. Characters with expanded health pools will also benefit from items such as the Fire Heart.<br />
<br />
Mana potions can also be an important resource for the Bloodmage thanks to the Power-Hungry trait. If possible, you should try to use all your mana potions before drinking too many blood pools, as each mana potion you drink will permanently improve your Sanguine ability.<br />
<br />
The bloodmage combines well with {{g|Dracul}}, who will shower him with piety for drinking his blood pools, can upgrade his Sanguine ability, and offers the useful Blood Shield boon to boost resistances. {{g|Jehora Jeheyu}} is also a good choice thanks to his health- and mana-boosting boons. {{g|Mystera Annur}} can work well with the BLUDTOPOWA extreme spellcaster approach. Avoid {{g|Glowing Guardian}}, as he hates every aspect of the Bloodmage.<br />
<br />
Because the bloodmage is so totally dependent on blood pools, you should focus on conserving them as much as possible. You must absolutely not get separated from them. On scenarios such as [[Naga City]] where there is a point of no return, this makes the bloodmage a significantly weaker class.<br />
<br />
<br />
{{MainNav}}</div>Incompetenthttps://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Mystera_Annur&diff=14716Mystera Annur2013-11-13T04:02:07Z<p>Incompetent: /* Strategy */</p>
<hr />
<div>{{alphapage|Alpha:Mystera_Annur}}<br />
<onlyinclude>{{<br />
{{{tpl|GodInfobox}}}<br />
|Name=Mystera Annur<br />
|ShortHand=MA<br />
|InitialWorship=<br />
* {{Piety|+1}} for each glyph cast<br />
|Punishment=<br />
* all monsters on this dungeon floor gain 15% to both physical and magical {{t|Resistance}}<br />
|RewardedActions=<br />
;Cast a glyph: {{Piety|+1}} per 2 mana spent<br />
|PenalizedActions=<br />
;Kill a monster with {{t|Magical Attack}} :{{Piety|-5}}<br />
;Get afflicted with [[File:Mana burn.png]] Manaburn :{{Piety|- remaining Mana in}}<br />
|Boons=<br />
;Magic<br />
:'''Cost''': 5 + 20n piety<br />
:'''Effect''': Gain 1 maximum mana<br />
;Refreshment<br />
:'''Cost''': 50 Piety<br />
:'''Effect''': Every time you convert a glyph, 50% of your maximum mana is restored (25% while not actively worshipping Mystera)<br />
;Flames<br />
:'''Cost''': 20 Piety<br />
:'''Effect''': Your attack bonus decreases by 50%, but the {{s|BURNDAYRAZ}} glyph deals 1 additional damage per level<br />
;Weakening<br />
:'''Cost''': 30 Piety<br />
:'''Effect''': -10% magic resistance to player and all monsters on the current dungeon floor<br />
;Mystic Balance<br />
:'''Cost''': 60 piety<br />
:'''Effect''': Mana costs of all spells are increased or decreased towards the value of "5" by 2 points.<br />
}}</onlyinclude><br />
<br />
<br />
Mystera is the goddess of magic and glyphs. Mystera is well-suited to a variety of races and strategies, but has very few repeatable boons or boons. She also has few offerings to help you in the end-game. Mystera is best worshipped during the early exploration phase when there are still plenty of tiles left to reveal to earn piety, and if found late is usually not worth following.<br />
<br />
Mystera is unlocked to the north, in a subdungeon protected by the Guardian of Magic. Although it is theoretically possible to kill this guardian, the intended approach is to use magic to get past him. This can be done by any of the following ways:<br />
<br />
1) Using ENDISWAL to dig around him<br />
<br />
2) Using WEYTWUT to teleport past him<br />
<br />
3) Using PISORF to push him out of the way<br />
<br />
== Strategy ==<br />
Mystera rewards you with piety whenever you cast spells, and deducts piety whenever you kill monsters that deal magic damage. Like playing Taurog, only in reverse, so long as you ensure you cast sufficient spells between each kill you will turn a net profit in piety. Unlike Taurog, the amount of piety Mystera offers is proportional to the mana cost of the spell, so it really doesn't matter which spell you are casting.<br />
<br />
Mystera's magic boon is a fairly straightforward boon, but its piety cost increases rapidly and it's seldom worth taking it more than twice. Raising your maximum mana to 15 means each mana potion will restore exactly 6 MP, but beyond that point the piety cost for a mere 1 MP is seldom worth the trade.<br />
<br />
One of Mystera's most powerful boons is refreshment, granting you bonus mana regeneration every time you convert a glyph. If you can raise your maximum MP, this can be a major benefit, but it does mean the timing for converting glyphs becomes more difficult to gauge, and races like elves or humans will have to go without their conversion bonus. Races like gnomes, halflings, and goblins have no problems leaving all their converting for the end of the dungeon and they benefit enormously from refreshment. Keep in mind refreshment gets reduced to 25% if you convert to another religion!<br />
<br />
Mystic Balance is a double-edged boon that causes expensive glyphs to cost less and inexpensive glyphs to cost more. Characters using HALPMEH or PISORF will want to avoid this boon, while those using WEYTWUT, BURNDAYRAZ, ENDISWAL, or CYDSTEPP will get a significant benefit, however the high piety cost may be a problem. Wizards, who already have a discount to their spell costs, get little benefit from mystic balance.<br />
<br />
Mystera's "Flames" and "Weakening" boons are rarely worth pursuing. Weakening costs an enormous amount of piety, and it's only usable if you don't have any resistances of your own. You're usually better off using a piercing wand or Binlor's stone heart boon, which have no downsides and reduce resistances with less effort. The massive attack penalty on the flames boon makes it a terrible idea for hybrids and even for most spellcaster builds. <br />
<br />
For most characters, the best approach with Mystera is to worship early, earn lots of piety, purchase a handful of boons that suit your strategy, then convert out. Unless there are still many glyphs left in the dungeon to leverage refreshment, Mystera doesn't give any short-term boons that can help you overcome a powerful boss. You're usually better off converting into another religion to spend your remaining piety in the end-game.<br />
<br />
The alternative approach is an extreme spellcaster strategy, fuelled by BLUDTOPOWA. Mystera does not reward BLUDTOPOWA use directly, but as you will be using it to generate mana, which you will then spend on glyphs, the overall piety gain is much higher than for other builds, allowing you to take the more expensive boons, such as Mystic Balance, earlier than would normally be possible and potentially use Mystera to fuel a pact. Depleting your life with BLUDTOPOWA also means you won't be attacking much and have no use for resistances, but can cast a very large number of fireballs, which makes the trade-offs offered by Flames and Weakening much more attractive than they would be for more balanced characters.<br />
<br />
{{MainNav}}</div>Incompetenthttps://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Mystera_Annur&diff=14715Mystera Annur2013-11-13T03:58:09Z<p>Incompetent: /* Strategy */</p>
<hr />
<div>{{alphapage|Alpha:Mystera_Annur}}<br />
<onlyinclude>{{<br />
{{{tpl|GodInfobox}}}<br />
|Name=Mystera Annur<br />
|ShortHand=MA<br />
|InitialWorship=<br />
* {{Piety|+1}} for each glyph cast<br />
|Punishment=<br />
* all monsters on this dungeon floor gain 15% to both physical and magical {{t|Resistance}}<br />
|RewardedActions=<br />
;Cast a glyph: {{Piety|+1}} per 2 mana spent<br />
|PenalizedActions=<br />
;Kill a monster with {{t|Magical Attack}} :{{Piety|-5}}<br />
;Get afflicted with [[File:Mana burn.png]] Manaburn :{{Piety|- remaining Mana in}}<br />
|Boons=<br />
;Magic<br />
:'''Cost''': 5 + 20n piety<br />
:'''Effect''': Gain 1 maximum mana<br />
;Refreshment<br />
:'''Cost''': 50 Piety<br />
:'''Effect''': Every time you convert a glyph, 50% of your maximum mana is restored (25% while not actively worshipping Mystera)<br />
;Flames<br />
:'''Cost''': 20 Piety<br />
:'''Effect''': Your attack bonus decreases by 50%, but the {{s|BURNDAYRAZ}} glyph deals 1 additional damage per level<br />
;Weakening<br />
:'''Cost''': 30 Piety<br />
:'''Effect''': -10% magic resistance to player and all monsters on the current dungeon floor<br />
;Mystic Balance<br />
:'''Cost''': 60 piety<br />
:'''Effect''': Mana costs of all spells are increased or decreased towards the value of "5" by 2 points.<br />
}}</onlyinclude><br />
<br />
<br />
Mystera is the goddess of magic and glyphs. Mystera is well-suited to a variety of races and strategies, but has very few repeatable boons or boons. She also has few offerings to help you in the end-game. Mystera is best worshipped during the early exploration phase when there are still plenty of tiles left to reveal to earn piety, and if found late is usually not worth following.<br />
<br />
Mystera is unlocked to the north, in a subdungeon protected by the Guardian of Magic. Although it is theoretically possible to kill this guardian, the intended approach is to use magic to get past him. This can be done by any of the following ways:<br />
<br />
1) Using ENDISWAL to dig around him<br />
<br />
2) Using WEYTWUT to teleport past him<br />
<br />
3) Using PISORF to push him out of the way<br />
<br />
== Strategy ==<br />
Mystera rewards you with piety whenever you cast spells, and deducts piety whenever you kill monsters that deal magic damage. Like playing Taurog, only in reverse, so long as you ensure you cast sufficient spells between each kill you will turn a net profit in piety. Unlike Taurog, the amount of piety Mystera offers is proportional to the mana cost of the spell, so it really doesn't matter which spell you are casting.<br />
<br />
Mystera's magic boon is a fairly straightforward boon, but its piety cost increases rapidly and it's seldom worth taking it more than twice. Raising your maximum mana to 15 means each mana potion will restore exactly 6 MP, but beyond that point the piety cost for a mere 1 MP is seldom worth the trade.<br />
<br />
One of Mystera's most powerful boons is refreshment, granting you bonus mana regeneration every time you convert a glyph. If you can raise your maximum MP, this can be a major benefit, but it does mean the timing for converting glyphs becomes more difficult to gauge, and races like elves or humans will have to go without their conversion bonus. Races like gnomes, halflings, and goblins have no problems leaving all their converting for the end of the dungeon and they benefit enormously from refreshment. Keep in mind refreshment gets reduced to 25% if you convert to another religion!<br />
<br />
Mystic Balance is a double-edged boon that causes expensive glyphs to cost less and inexpensive glyphs to cost more. Characters using HALPMEH or PISORF will want to avoid this boon, while those using WEYTWUT, BURNDAYRAZ, ENDISWAL, or CYDSTEPP will get a significant benefit, however the high piety cost may be a problem. Wizards, who already have a discount to their spell costs, get little benefit from mystic balance.<br />
<br />
Mystera's "Flames" and "Weakening" boons are rarely worth pursuing. Weakening costs an enormous amount of piety, and it's only usable if you don't have any resistances of your own. You're usually better off using a piercing wand or Binlor's stone heart boon, which have no downsides and reduce resistances with less effort. The massive attack penalty on the flames boon makes it a terrible idea for hybrids and even for most spellcaster builds. <br />
<br />
For most characters, the best approach with Mystera is to worship early, earn lots of piety, purchase a handful of boons that suit your strategy, then convert out. Unless there are still many glyphs left in the dungeon to leverage refreshment, Mystera doesn't give any short-term boons that can help you overcome a powerful boss. You're usually better off converting into another religion to spend your remaining piety in the end-game.<br />
<br />
The alternative approach is an extreme spellcaster strategy, fuelled by BLUDTOPOWA. Mystera does not reward BLUDTOPOWA use directly, but as you will be using it to generate mana, which you will then spend on glyphs, the overall piety gain is much higher than for other builds, allowing you to take the more expensive boons, such as Mystic Balance, earlier than would normally be possible. Depleting your life with BLUDTOPOWA also means you won't be attacking much and have no use for resistances, but can cast a very large number of fireballs, which makes the trade-offs offered by Flames and Weakening much more attractive than they would be for more balanced characters.<br />
<br />
{{MainNav}}</div>Incompetenthttps://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Mystera_Annur&diff=14714Mystera Annur2013-11-13T03:56:21Z<p>Incompetent: /* Strategy */</p>
<hr />
<div>{{alphapage|Alpha:Mystera_Annur}}<br />
<onlyinclude>{{<br />
{{{tpl|GodInfobox}}}<br />
|Name=Mystera Annur<br />
|ShortHand=MA<br />
|InitialWorship=<br />
* {{Piety|+1}} for each glyph cast<br />
|Punishment=<br />
* all monsters on this dungeon floor gain 15% to both physical and magical {{t|Resistance}}<br />
|RewardedActions=<br />
;Cast a glyph: {{Piety|+1}} per 2 mana spent<br />
|PenalizedActions=<br />
;Kill a monster with {{t|Magical Attack}} :{{Piety|-5}}<br />
;Get afflicted with [[File:Mana burn.png]] Manaburn :{{Piety|- remaining Mana in}}<br />
|Boons=<br />
;Magic<br />
:'''Cost''': 5 + 20n piety<br />
:'''Effect''': Gain 1 maximum mana<br />
;Refreshment<br />
:'''Cost''': 50 Piety<br />
:'''Effect''': Every time you convert a glyph, 50% of your maximum mana is restored (25% while not actively worshipping Mystera)<br />
;Flames<br />
:'''Cost''': 20 Piety<br />
:'''Effect''': Your attack bonus decreases by 50%, but the {{s|BURNDAYRAZ}} glyph deals 1 additional damage per level<br />
;Weakening<br />
:'''Cost''': 30 Piety<br />
:'''Effect''': -10% magic resistance to player and all monsters on the current dungeon floor<br />
;Mystic Balance<br />
:'''Cost''': 60 piety<br />
:'''Effect''': Mana costs of all spells are increased or decreased towards the value of "5" by 2 points.<br />
}}</onlyinclude><br />
<br />
<br />
Mystera is the goddess of magic and glyphs. Mystera is well-suited to a variety of races and strategies, but has very few repeatable boons or boons. She also has few offerings to help you in the end-game. Mystera is best worshipped during the early exploration phase when there are still plenty of tiles left to reveal to earn piety, and if found late is usually not worth following.<br />
<br />
Mystera is unlocked to the north, in a subdungeon protected by the Guardian of Magic. Although it is theoretically possible to kill this guardian, the intended approach is to use magic to get past him. This can be done by any of the following ways:<br />
<br />
1) Using ENDISWAL to dig around him<br />
<br />
2) Using WEYTWUT to teleport past him<br />
<br />
3) Using PISORF to push him out of the way<br />
<br />
== Strategy ==<br />
Mystera rewards you with piety whenever you cast spells, and deducts piety whenever you kill monsters that deal magic damage. Like playing Taurog, only in reverse, so long as you ensure you cast sufficient spells between each kill you will turn a net profit in piety. Unlike Taurog, the amount of piety Mystera offers is proportional to the mana cost of the spell, so it really doesn't matter which spell you are casting.<br />
<br />
Mystera's magic boon is a fairly straightforward boon, but its piety cost increases rapidly and it's seldom worth taking it more than twice. Raising your maximum mana to 15 means each mana potion will restore exactly 6 MP, but beyond that point the piety cost for a mere 1 MP is seldom worth the trade.<br />
<br />
One of Mystera's most powerful boons is refreshment, granting you bonus mana regeneration every time you convert a glyph. If you can raise your maximum MP, this can be a major benefit, but it does mean the timing for converting glyphs becomes more difficult to gauge, and races like elves or humans will have to go without their conversion bonus. Races like gnomes, halflings, and goblins have no problems leaving all their converting for the end of the dungeon and they benefit enormously from refreshment. Keep in mind refreshment gets reduced to 25% if you convert to another religion!<br />
<br />
Mystic Balance is a double-edged boon that causes expensive glyphs to cost less and inexpensive glyphs to cost more. Characters using HALPMEH or PISORF will want to avoid this boon, while those using WEYTWUT, BURNDAYRAZ, ENDISWAL, or CYDSTEPP will get a significant benefit, however the high piety cost may be a problem. Wizards, who already have a discount to their spell costs, get little benefit from mystic balance.<br />
<br />
Mystera's "Flames" and "Weakening" boons are rarely worth pursuing. Weakening costs an enormous amount of piety, and it's only usable if you don't have any resistances of your own. You're usually better off using a piercing wand or Binlor's stone heart boon, which have no downsides and reduce resistances with less effort. The massive attack penalty on the flames boon makes it a terrible idea for hybrids and even for most spellcaster builds. <br />
<br />
For most characters, the best approach with Mystera is to worship early, earn lots of piety, purchase a handful of boons that suit your strategy, then convert out. Unless there are still many glyphs left in the dungeon to leverage refreshment, Mystera doesn't give any short-term boons that can help you overcome a powerful boss. You're usually better off converting into another religion to spend your remaining piety in the end-game.<br />
<br />
The alternative approach is an extreme spellcaster strategy, fuelled by BLUDTOPOWA. Mystera does not reward BLUDTOPOWA use directly, but as you will be using it to generate mana, which you will then spend on glyphs, the overall piety gain is much higher than for other builds, allowing you to take the more expensive boons, such as Mystic Balance, earlier than would normally be possible. Depleting your life with BLUDTOPOWA also means you won't be attacking much, but can cast a very large number of fireballs, which makes the trade-off offered by Flames much more attractive than it would be for more balanced characters.<br />
<br />
{{MainNav}}</div>Incompetenthttps://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Bloodmage&diff=14713Bloodmage2013-11-13T03:44:48Z<p>Incompetent: /* Strategy */</p>
<hr />
<div>{{alphapage|Alpha:Bloodmage}}<br />
<onlyinclude>{{<br />
{{{tpl|ClassInfobox}}}<br />
|Name=Bloodmage<br />
|ShortHand=Bl<br />
|Traits=<br />
;INSANE: Start with the BLUDTOPOWA glyph, - 3 Mana<br />
;SANGUINE: Walking over a BloodPool restores 20% of maximum health<br />
;POWER-HUNGRY: Mana potions 60% effective and boost Sanguine, drinking blood restores 1 mana<br />
|SuggestedRaces=<br />
{{HuBl}},{{DwBl}},{{GnBl}}<br />
|Unlock=<br />
Level 3 [[Mage Tower]]<br />
|Group=Tier 3<br />
}}</onlyinclude><br />
<br />
== Class Features ==<br />
<br />
*'''INSANE''': Start with the BLUDTOPOWA glyph, -3 Mana<br />
*'''SANGUINE''': Walking over a BloodPool restores 20% of maximum health<br />
*'''POWER-HUNGRY''': Mana potions 60% effective and boost Sanguine by 1%, drinking blood restores 1 mana<br />
<br />
<br />
== Races ==<br />
<br />
=== Gnome ===<br />
The Bloodmage loves mana potions, making Gnomes a natural choice. However, you will need to improve your maximum mana somehow to get the most out of them.<br />
<br />
=== Dwarf ===<br />
Dwarf is the obvious choice if you want to maximise your health pool.<br />
<br />
=== Human ===<br />
Humans naturally make strong combat-oriented characters, making this a good fit for the brawler approach.<br />
<br />
<br />
== Strategy ==<br />
<br />
The bloodmage is an odd class, totally centered around his '''sanguine''' class feature. Because this is his raison d'etre, your entire strategy will revolve around maximizing the gain from this ability. There are two opposite approaches to playing the Bloodmage: <br />
<br />
The first is to use Sanguine to fuel BLUDTOPOWA and also boosting your max mana so that mana potions become powerful, allowing an enormous number of spells to be cast without allowing monsters to regenerate. In this approach, you can largely neglect attack damage.<br />
<br />
The second is to play a brawler character, using Sanguine to obtain additional staying power in combat, with mana used mostly to power {{s|HALPMEH}} and other glyphs that assist in combat. With this approach, you will hardly ever cast BLUDTOPOWA, but it can still be treated as a free 100 CP. Combined with a good physical attack and some resistances, the bloodmage can become a very dangerous warrior.<br />
<br />
In either case, anything that improves your maximum health is a good investment. Because Sanguine restores a percentage of your maximum health, the amount it restores will increase accordingly. Characters with expanded health pools will also benefit from items such as the Fire Heart.<br />
<br />
Mana potions can also be an important resource for the Bloodmage thanks to the Power-Hungry trait. If possible, you should try to use all your mana potions before drinking too many blood pools, as each mana potion you drink will permanently improve your Sanguine ability.<br />
<br />
The bloodmage combines well with {{g|Dracul}}, who will shower him with piety for drinking his blood pools, can upgrade his Sanguine ability, and offers the useful Blood Shield boon to boost resistances. {{g|Jehora Jeheyu}} is also a good choice thanks to his health- and mana-boosting boons. {{g|Mystera Annur}} can work well with the BLUDTOPOWA extreme spellcaster approach. Avoid {{g|Glowing Guardian}}, as he hates every aspect of the Bloodmage.<br />
<br />
Because the bloodmage is so totally dependent on blood pools, you should focus on conserving them as much as possible. You must absolutely not get separated from them. On scenarios such as [[Naga City]] where there is a point of no return, this makes the bloodmage a significantly weaker class.<br />
<br />
<br />
{{MainNav}}</div>Incompetenthttps://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Bloodmage&diff=14712Bloodmage2013-11-13T03:43:41Z<p>Incompetent: /* Strategy */</p>
<hr />
<div>{{alphapage|Alpha:Bloodmage}}<br />
<onlyinclude>{{<br />
{{{tpl|ClassInfobox}}}<br />
|Name=Bloodmage<br />
|ShortHand=Bl<br />
|Traits=<br />
;INSANE: Start with the BLUDTOPOWA glyph, - 3 Mana<br />
;SANGUINE: Walking over a BloodPool restores 20% of maximum health<br />
;POWER-HUNGRY: Mana potions 60% effective and boost Sanguine, drinking blood restores 1 mana<br />
|SuggestedRaces=<br />
{{HuBl}},{{DwBl}},{{GnBl}}<br />
|Unlock=<br />
Level 3 [[Mage Tower]]<br />
|Group=Tier 3<br />
}}</onlyinclude><br />
<br />
== Class Features ==<br />
<br />
*'''INSANE''': Start with the BLUDTOPOWA glyph, -3 Mana<br />
*'''SANGUINE''': Walking over a BloodPool restores 20% of maximum health<br />
*'''POWER-HUNGRY''': Mana potions 60% effective and boost Sanguine by 1%, drinking blood restores 1 mana<br />
<br />
<br />
== Races ==<br />
<br />
=== Gnome ===<br />
The Bloodmage loves mana potions, making Gnomes a natural choice. However, you will need to improve your maximum mana somehow to get the most out of them.<br />
<br />
=== Dwarf ===<br />
Dwarf is the obvious choice if you want to maximise your health pool.<br />
<br />
=== Human ===<br />
Humans naturally make strong combat-oriented characters, making this a good fit for the brawler approach.<br />
<br />
<br />
== Strategy ==<br />
<br />
The bloodmage is an odd class, totally centered around his '''sanguine''' class feature. Because this is his raison d'etre, your entire strategy will revolve around maximizing the gain from this ability. There are two opposite approaches to playing the Bloodmage: <br />
<br />
The first is to use Sanguine to fuel BLUDTOPOWA, allowing an enormous number of spells to be cast without allowing monsters to regenerate. In this approach, you can largely neglect attack damage.<br />
<br />
The second is to play a brawler character, using Sanguine to obtain additional staying power in combat, with mana used mostly to power {{s|HALPMEH}} and other glyphs that assist in combat. With this approach, you will hardly ever cast BLUDTOPOWA, but it can still be treated as a free 100 CP. Combined with a good physical attack and some resistances, the bloodmage can become a very dangerous warrior.<br />
<br />
In either case, anything that improves your maximum health is a good investment. Because Sanguine restores a percentage of your maximum health, the amount it restores will increase accordingly. Characters with expanded health pools will also benefit from items such as the Fire Heart.<br />
<br />
Mana potions can also be an important resource for the Bloodmage thanks to the Power-Hungry trait. If possible, you should try to use all your mana potions before drinking too many blood pools, as each mana potion you drink will permanently improve your Sanguine ability.<br />
<br />
The bloodmage combines well with {{g|Dracul}}, who will shower him with piety for drinking his blood pools, can upgrade his Sanguine ability, and offers the useful Blood Shield boon to boost resistances. {{g|Jehora Jeheyu}} is also a good choice thanks to his health- and mana-boosting boons. {{g|Mystera Annur}} can work well with the BLUDTOPOWA extreme spellcaster approach. Avoid {{g|Glowing Guardian}}, as he hates every aspect of the Bloodmage.<br />
<br />
Because the bloodmage is so totally dependent on blood pools, you should focus on conserving them as much as possible. You must absolutely not get separated from them. On scenarios such as [[Naga City]] where there is a point of no return, this makes the bloodmage a significantly weaker class.<br />
<br />
<br />
{{MainNav}}</div>Incompetenthttps://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Bloodmage&diff=14711Bloodmage2013-11-13T03:41:34Z<p>Incompetent: /* Strategy */</p>
<hr />
<div>{{alphapage|Alpha:Bloodmage}}<br />
<onlyinclude>{{<br />
{{{tpl|ClassInfobox}}}<br />
|Name=Bloodmage<br />
|ShortHand=Bl<br />
|Traits=<br />
;INSANE: Start with the BLUDTOPOWA glyph, - 3 Mana<br />
;SANGUINE: Walking over a BloodPool restores 20% of maximum health<br />
;POWER-HUNGRY: Mana potions 60% effective and boost Sanguine, drinking blood restores 1 mana<br />
|SuggestedRaces=<br />
{{HuBl}},{{DwBl}},{{GnBl}}<br />
|Unlock=<br />
Level 3 [[Mage Tower]]<br />
|Group=Tier 3<br />
}}</onlyinclude><br />
<br />
== Class Features ==<br />
<br />
*'''INSANE''': Start with the BLUDTOPOWA glyph, -3 Mana<br />
*'''SANGUINE''': Walking over a BloodPool restores 20% of maximum health<br />
*'''POWER-HUNGRY''': Mana potions 60% effective and boost Sanguine by 1%, drinking blood restores 1 mana<br />
<br />
<br />
== Races ==<br />
<br />
=== Gnome ===<br />
The Bloodmage loves mana potions, making Gnomes a natural choice. However, you will need to improve your maximum mana somehow to get the most out of them.<br />
<br />
=== Dwarf ===<br />
Dwarf is the obvious choice if you want to maximise your health pool.<br />
<br />
=== Human ===<br />
Humans naturally make strong combat-oriented characters, making this a good fit for the brawler approach.<br />
<br />
<br />
== Strategy ==<br />
<br />
The bloodmage is an odd class, totally centered around his '''sanguine''' class feature. Because this is his raison d'etre, your entire strategy will revolve around maximizing the gain from this ability. There are two very different approaches to playing the Bloodmage: <br />
<br />
The first is to use Sanguine to fuel BLUDTOPOWA, allowing an enormous number of spells to be cast without allowing monsters to regenerate. In this approach, you can largely neglect attack damage.<br />
<br />
The second is to build more of a brawler character, using Sanguine to obtain additional staying power in combat, with mana used mostly to power {{s|HALPMEH}} and other glyphs that assist in combat. With this approach, you will rarely use BLUDTOPOWA, but it can still be treated as a free 100 CPs. Combined with a good physical attack and some resistances, the bloodmage can become a very dangerous warrior.<br />
<br />
In either case, anything that improves your maximum health is a good investment. Because Sanguine restores a percentage of your maximum health, the amount it restores will increase accordingly. Characters with expanded health pools will also benefit from items such as the Fire Heart.<br />
<br />
Mana potions can also be an important resource for the Bloodmage thanks to the Power-Hungry trait. If possible, you should try to use all your mana potions before drinking too many blood pools, as each mana potion you drink will permanently improve your Sanguine ability.<br />
<br />
The bloodmage combines well with {{g|Dracul}}, who will shower him with piety for drinking his blood pools, can upgrade his Sanguine ability, and offers the useful Blood Shield boon to boost resistances. {{g|Jehora Jeheyu}} is also a good choice thanks to his health- and mana-boosting boons. {{g|Mystera Annur}} can work well with the BLUDTOPOWA extreme spellcaster approach. Avoid {{g|Glowing Guardian}}, as he hates every aspect of the Bloodmage.<br />
<br />
Because the bloodmage is so totally dependent on blood pools, you should focus on conserving them as much as possible. You must absolutely not get separated from them. On scenarios such as [[Naga City]] where there is a point of no return, this makes the bloodmage a significantly weaker class.<br />
<br />
<br />
{{MainNav}}</div>Incompetenthttps://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Bloodmage&diff=14710Bloodmage2013-11-13T03:22:58Z<p>Incompetent: /* Strategy */</p>
<hr />
<div>{{alphapage|Alpha:Bloodmage}}<br />
<onlyinclude>{{<br />
{{{tpl|ClassInfobox}}}<br />
|Name=Bloodmage<br />
|ShortHand=Bl<br />
|Traits=<br />
;INSANE: Start with the BLUDTOPOWA glyph, - 3 Mana<br />
;SANGUINE: Walking over a BloodPool restores 20% of maximum health<br />
;POWER-HUNGRY: Mana potions 60% effective and boost Sanguine, drinking blood restores 1 mana<br />
|SuggestedRaces=<br />
{{HuBl}},{{DwBl}},{{GnBl}}<br />
|Unlock=<br />
Level 3 [[Mage Tower]]<br />
|Group=Tier 3<br />
}}</onlyinclude><br />
<br />
== Class Features ==<br />
<br />
*'''INSANE''': Start with the BLUDTOPOWA glyph, -3 Mana<br />
*'''SANGUINE''': Walking over a BloodPool restores 20% of maximum health<br />
*'''POWER-HUNGRY''': Mana potions 60% effective and boost Sanguine by 1%, drinking blood restores 1 mana<br />
<br />
<br />
== Races ==<br />
<br />
=== Gnome ===<br />
The Bloodmage loves mana potions, making Gnomes a natural choice. However, you will need to improve your maximum mana somehow to get the most out of them.<br />
<br />
=== Dwarf ===<br />
Dwarf is the obvious choice if you want to maximise your health pool.<br />
<br />
=== Human ===<br />
Humans naturally make strong combat-oriented characters, making this a good fit for the brawler approach.<br />
<br />
<br />
== Strategy ==<br />
<br />
The bloodmage is an odd class, totally centered around his '''sanguine''' class feature. Because this is his raison d'etre, your entire strategy will revolve around maximizing the gain from this ability. There are two very different approaches to playing the Bloodmage: <br />
<br />
The first is to use Sanguine to fuel BLUDTOPOWA, allowing an enormous number of spells to be cast without allowing monsters to regenerate.<br />
<br />
The second is to build more of a brawler character, using Sanguine to obtain additional staying power in combat, with mana used mostly to power {{s|HALPMEH}} and other glyphs that assist in combat. Combined with a good physical attack and some resistances, the bloodmage can become a very dangerous warrior.<br />
<br />
In either case, anything that improves your maximum health is a good investment. Because Sanguine restores a percentage of your maximum health, the amount it restores will increase accordingly. Characters with expanded health pools will also benefit from items such as the Fire Heart.<br />
<br />
Mana potions can also be an important resource for the Bloodmage thanks to the Power-Hungry trait. If possible, you should try to use all your mana potions before drinking too many blood pools, as each mana potion you drink will permanently improve your Sanguine ability.<br />
<br />
The bloodmage combines well with {{g|Dracul}}, who will shower him with piety for drinking his blood pools, can upgrade his Sanguine ability, and offers the useful Blood Shield boon to boost resistances. {{g|Jehora Jeheyu}} is also a good choice thanks to his health- and mana-boosting boons. Avoid {{g|Glowing Guardian}}, as he hates every aspect of the Bloodmage.<br />
<br />
Because the bloodmage is so totally dependent on blood pools, you should focus on conserving them as much as possible. You must absolutely not get separated from them. On scenarios such as [[Naga City]] where there is a point of no return, this makes the bloodmage a significantly weaker class.<br />
<br />
<br />
{{MainNav}}</div>Incompetenthttps://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Bloodmage&diff=14709Bloodmage2013-11-13T01:00:17Z<p>Incompetent: </p>
<hr />
<div>{{alphapage|Alpha:Bloodmage}}<br />
<onlyinclude>{{<br />
{{{tpl|ClassInfobox}}}<br />
|Name=Bloodmage<br />
|ShortHand=Bl<br />
|Traits=<br />
;INSANE: Start with the BLUDTOPOWA glyph, - 3 Mana<br />
;SANGUINE: Walking over a BloodPool restores 20% of maximum health<br />
;POWER-HUNGRY: Mana potions 60% effective and boost Sanguine, drinking blood restores 1 mana<br />
|SuggestedRaces=<br />
{{HuBl}},{{DwBl}},{{GnBl}}<br />
|Unlock=<br />
Level 3 [[Mage Tower]]<br />
|Group=Tier 3<br />
}}</onlyinclude><br />
<br />
== Class Features ==<br />
<br />
*'''INSANE''': Start with the BLUDTOPOWA glyph, -3 Mana<br />
*'''SANGUINE''': Walking over a BloodPool restores 20% of maximum health<br />
*'''POWER-HUNGRY''': Mana potions 60% effective and boost Sanguine by 1%, drinking blood restores 1 mana<br />
<br />
<br />
== Races ==<br />
<br />
=== Gnome ===<br />
The Bloodmage loves mana potions, making Gnomes a natural choice. However, you will need to improve your maximum mana somehow to get the most out of them.<br />
<br />
=== Dwarf ===<br />
Dwarf is the obvious choice if you want to maximise your health pool.<br />
<br />
=== Human ===<br />
Humans naturally make strong combat-oriented characters, making this a good fit for the brawler approach.<br />
<br />
<br />
== Strategy ==<br />
<br />
The bloodmage is an odd class, totally centered around his '''sanguine''' class feature. Because this is his raison d'etre, your entire strategy will revolve around maximizing the gain from this ability. There are two very different approaches to playing the Bloodmage: <br />
<br />
The first is to use Sanguine to fuel BLUDTOPOWA, allowing an enormous number of spells to be cast without allowing monsters to regenerate.<br />
<br />
The second is to build more of a brawler character, using Sanguine to obtain additional staying power in combat, with mana used mostly to power {{s|HALPMEH}} and other glyphs that assist in combat. Combined with a good physical attack and some resistances, the bloodmage can be become a very dangerous warrior.<br />
<br />
In either case, anything that improves your maximum health is a good investment. Because Sanguine restores a percentage of your maximum health, the amount it restores will increase accordingly. Characters with expanded health pools will also benefit from items such as the Fire Heart.<br />
<br />
Mana potions can also be an important resource for the Bloodmage thanks to the Power-Hungry trait. If possible, you should try to use all your mana potions before drinking too many blood pools, as each mana potion you drink will permanently improve your Sanguine ability.<br />
<br />
The bloodmage combines well with {{g|Dracul}}, who will shower him with piety for drinking his blood pools, can upgrade his Sanguine ability, and offers the useful Blood Shield boon to boost resistances. {{g|Jehora Jeheyu}} is also a good choice thanks to his health- and mana-boosting boons. Avoid {{g|Glowing Guardian}}, as he hates every aspect of the Bloodmage.<br />
<br />
Because the bloodmage is so totally dependent on blood pools, you should focus on conserving them as much as possible. You must absolutely not get separated from them. On scenarios such as [[Naga City]] where there is a point of no return, this makes the bloodmage a significantly weaker class.<br />
<br />
<br />
{{MainNav}}</div>Incompetenthttps://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Assassin&diff=14708Assassin2013-11-13T00:56:43Z<p>Incompetent: /* Class Features */</p>
<hr />
<div>{{alphapage|Alpha:Assassin}}<br />
<onlyinclude>{{<br />
{{{tpl|ClassInfobox}}}<br />
|Name=Assassin<br />
|ShortHand=As<br />
|Traits=<br />
;POISONED BLADE: Starts with the APHEELSIK glyph, deals 40% bonus damage to poisoned enemies. Starts with -20% bonus damage.<br />
;LIGHT FOOT: Exploring the area around a monster gives the player first strike<br />
;SWIFT HAND: attacking a lower level monster always grants an instant kill. This will overwhelm every other status effect in the game.<br />
|SuggestedRaces=<br />
{{HuAs}},{{ElAs}},{{GoAs}}<br />
|Unlock=<br />
Level 3 [[Thief Den]]<br />
|Group=Tier 3<br />
}}</onlyinclude><br />
<br />
== Class Features ==<br />
<br />
*'''POISONED BLADE''': Starts with the APHEELSIK glyph, gains 40% bonus damage against poisoned monsters. <br />
*'''LIGHT FOOT''': Exploring the area around a monster gives the player first strike.<br />
*'''SWIFT HAND''': attacking a lower level monster always grants an instant kill. This will overwhelm every other status effect in the game.<br />
<br />
Note that spaces that fall off the edge of the board count as "revealed" for the purpose of light foot, so you can gain first strike against edge-hugging monsters in this manner. The swift hands ability ignores abilities such as first strike and death protection, meaning you face no risks when attacking monsters like gorgons or animated armors as a higher-level assassin. In rare scenarios where the boss is lower than level 10, it's entirely possible to kill him with swift hands.<br />
<br />
== Races ==<br />
<br />
=== Human ===<br />
<br />
With an emphasis on attack damage, the human assassin {{HuAs}} makes for a more combat-oriented assassin. He is better at regen-fighting monsters and will be well-suited to poison antics. The downside of the human assassin is that the only class feature the Assassin has to synergize with high attack damage is his situational first strike. You'll need to find other combos to make up the difference.<br />
<br />
=== Elf ===<br />
<br />
One of the most powerful spellcasting combinations in the game is the elf assassin {{ElAs}}. With vastly expanded mana, the elf assassin makes a potent spellcaster. The biggest difficulty that dedicated spellcasters face is that they often neglect their attack damage and have difficulty fighting lower-level monsters that ''should'' be easy. Using '''swift hands''', this is not an issue for the assassin, allowing him to focus totally on spellcasting in a way that even the {{c|Wizard}} cannot. Other races can still make potent spellcaster assassins, but they won't be as good as the elf.<br />
<br />
=== Goblin ===<br />
<br />
The goblin assassin {{GoAs}} is the ultimate class/race combo for level-up catapults. By using swift hands to kill weaker monsters and converting items and glyphs for extra experience, a goblin can gain as many as five levels over the course of a boss battle, fully regenerating his health and mana each time. Very few bosses outside of vicious difficulty can survive this sort of persistant onslaught, and since you can begin the boss battle very early with this character it's likely you'll be able to use poison antics as well. The Goblin Assassin is one of the best ways to obtain the Unstoppable, Ding Max, and Feeling Parched badges all in one go!<br />
<br />
== Strategy ==<br />
<br />
The Assassin is one of the game's most potent classes, and is well-suited to a wide variety of approaches. At low levels, he has a strong and reliable opener with the {{s|APHEELSIK}} glyph, and at high levels he can cleave through strong monsters to gain a few extra levels that can make the difference. His greatest weakness is that he has very few class features to improve his combat abilities, and capitalizing on his situational {{t|First strike}} is very important. Because he has no bonus to regeneration or resistances and his initial attack bonus against poisoned monsters is only 20% (net), the Assassin actually makes a sub-par regen-fighter without additional items or boons. The assassin is most similar to the {{c|Fighter}} in this respect, and he can build towards almost any type of character by using the right combination of bonuses.<br />
<br />
Although at first glance it may not be apparent, the Assassin is actually a very strong class for spellcaster strategies. One of the biggest problems dedicated spellcasters face is that they neglect their attack damage, and may be easily worn down by low-level monsters. An assassin will never face this problem, even on vicious-difficulty levels, and can therefor focus all his attention on the boss. <br />
<br />
Because the assassin can easily 1-hit-kill monsters that are lower-level than him, he should ''never'' fight a monster that is equal-level to him unless he has no other choice. There is no bonus XP given for defeating a monster of equal level to yourself, and once you gain a level you can kill him effortless. Always focus your efforts on fighting stronger monsters to earn bonus XP.<br />
<br />
The {{t|Corrosion}} effect the Assassin gains on his APHEELSIK glyph is very powerful. He can repeatedly cast it on a monster to build up corrosion, causing it to attack additional damage when attacked. Unlike burning damage, there is no upper limit on corrosion so you can take down very powerful monsters in this fashion. It's entirely possible to defeat some bosses as a 1st level character if you find them early enough!<br />
<br />
The Assassin works well with a broad range of [[Gods|deities]] due to his personal flexibility. Unless you're willing to eschew the poison glyph, you will probably want to '''avoid''' {{g|Taurog}} and the {{g|Glowing Guardian}}. Otherwise the Assassin will work flawlessly with '''any''' other [[Gods|deity]].<br />
<br />
== Hints ==<br />
* Even though {{t|Undead}} monsters are not immune to {{t|Corrosion}}, their {{t|Poisonous}} immunity prevents them from being corroded by {{s|APHEELSIK}}<br />
<br />
{{MainNav}}</div>Incompetenthttps://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Assassin&diff=14707Assassin2013-11-13T00:56:09Z<p>Incompetent: /* Strategy */</p>
<hr />
<div>{{alphapage|Alpha:Assassin}}<br />
<onlyinclude>{{<br />
{{{tpl|ClassInfobox}}}<br />
|Name=Assassin<br />
|ShortHand=As<br />
|Traits=<br />
;POISONED BLADE: Starts with the APHEELSIK glyph, deals 40% bonus damage to poisoned enemies. Starts with -20% bonus damage.<br />
;LIGHT FOOT: Exploring the area around a monster gives the player first strike<br />
;SWIFT HAND: attacking a lower level monster always grants an instant kill. This will overwhelm every other status effect in the game.<br />
|SuggestedRaces=<br />
{{HuAs}},{{ElAs}},{{GoAs}}<br />
|Unlock=<br />
Level 3 [[Thief Den]]<br />
|Group=Tier 3<br />
}}</onlyinclude><br />
<br />
== Class Features ==<br />
<br />
*'''POISONED BLADE''': Starts with the APHEELSIK glyph, gains 40% bonus damage against poisened monsters. <br />
*'''LIGHT FOOT''': Exploring the area around a monster gives the player first strike.<br />
*'''SWIFT HAND''': attacking a lower level monster always grants an instant kill. This will overwhelm every other status effect in the game.<br />
<br />
Note that spaces that fall off the edge of the board count as "revealed" for the purpose of light foot, so you can gain first strike against edge-hugging monsters in this manner. The swift hands ability ignores abilities such as first strike and death protection, meaning you face no risks when attacking monsters like gorgons or animated armors as a higher-level assassin. In rare scenarios where the boss is lower than level 10, it's entirely possible to kill him with swift hands.<br />
<br />
== Races ==<br />
<br />
=== Human ===<br />
<br />
With an emphasis on attack damage, the human assassin {{HuAs}} makes for a more combat-oriented assassin. He is better at regen-fighting monsters and will be well-suited to poison antics. The downside of the human assassin is that the only class feature the Assassin has to synergize with high attack damage is his situational first strike. You'll need to find other combos to make up the difference.<br />
<br />
=== Elf ===<br />
<br />
One of the most powerful spellcasting combinations in the game is the elf assassin {{ElAs}}. With vastly expanded mana, the elf assassin makes a potent spellcaster. The biggest difficulty that dedicated spellcasters face is that they often neglect their attack damage and have difficulty fighting lower-level monsters that ''should'' be easy. Using '''swift hands''', this is not an issue for the assassin, allowing him to focus totally on spellcasting in a way that even the {{c|Wizard}} cannot. Other races can still make potent spellcaster assassins, but they won't be as good as the elf.<br />
<br />
=== Goblin ===<br />
<br />
The goblin assassin {{GoAs}} is the ultimate class/race combo for level-up catapults. By using swift hands to kill weaker monsters and converting items and glyphs for extra experience, a goblin can gain as many as five levels over the course of a boss battle, fully regenerating his health and mana each time. Very few bosses outside of vicious difficulty can survive this sort of persistant onslaught, and since you can begin the boss battle very early with this character it's likely you'll be able to use poison antics as well. The Goblin Assassin is one of the best ways to obtain the Unstoppable, Ding Max, and Feeling Parched badges all in one go!<br />
<br />
== Strategy ==<br />
<br />
The Assassin is one of the game's most potent classes, and is well-suited to a wide variety of approaches. At low levels, he has a strong and reliable opener with the {{s|APHEELSIK}} glyph, and at high levels he can cleave through strong monsters to gain a few extra levels that can make the difference. His greatest weakness is that he has very few class features to improve his combat abilities, and capitalizing on his situational {{t|First strike}} is very important. Because he has no bonus to regeneration or resistances and his initial attack bonus against poisoned monsters is only 20% (net), the Assassin actually makes a sub-par regen-fighter without additional items or boons. The assassin is most similar to the {{c|Fighter}} in this respect, and he can build towards almost any type of character by using the right combination of bonuses.<br />
<br />
Although at first glance it may not be apparent, the Assassin is actually a very strong class for spellcaster strategies. One of the biggest problems dedicated spellcasters face is that they neglect their attack damage, and may be easily worn down by low-level monsters. An assassin will never face this problem, even on vicious-difficulty levels, and can therefor focus all his attention on the boss. <br />
<br />
Because the assassin can easily 1-hit-kill monsters that are lower-level than him, he should ''never'' fight a monster that is equal-level to him unless he has no other choice. There is no bonus XP given for defeating a monster of equal level to yourself, and once you gain a level you can kill him effortless. Always focus your efforts on fighting stronger monsters to earn bonus XP.<br />
<br />
The {{t|Corrosion}} effect the Assassin gains on his APHEELSIK glyph is very powerful. He can repeatedly cast it on a monster to build up corrosion, causing it to attack additional damage when attacked. Unlike burning damage, there is no upper limit on corrosion so you can take down very powerful monsters in this fashion. It's entirely possible to defeat some bosses as a 1st level character if you find them early enough!<br />
<br />
The Assassin works well with a broad range of [[Gods|deities]] due to his personal flexibility. Unless you're willing to eschew the poison glyph, you will probably want to '''avoid''' {{g|Taurog}} and the {{g|Glowing Guardian}}. Otherwise the Assassin will work flawlessly with '''any''' other [[Gods|deity]].<br />
<br />
== Hints ==<br />
* Even though {{t|Undead}} monsters are not immune to {{t|Corrosion}}, their {{t|Poisonous}} immunity prevents them from being corroded by {{s|APHEELSIK}}<br />
<br />
{{MainNav}}</div>Incompetenthttps://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Bloodmage&diff=14706Bloodmage2013-11-13T00:41:44Z<p>Incompetent: /* Strategy */</p>
<hr />
<div>{{alphapage|Alpha:Bloodmage}}<br />
<onlyinclude>{{<br />
{{{tpl|ClassInfobox}}}<br />
|Name=Bloodmage<br />
|ShortHand=Bl<br />
|Traits=<br />
;INSANE: Start with the BLUDTOPOWA glyph, - 3 Mana<br />
;SANGUINE: Walking over a BloodPool restores 20% of maximum health<br />
;POWER-HUNGRY: Mana potions 60% effective and boost Sanguine, drinking blood restores 1 mana<br />
|SuggestedRaces=<br />
{{HuBl}},{{DwBl}},{{GnBl}}<br />
|Unlock=<br />
Level 3 [[Mage Tower]]<br />
|Group=Tier 3<br />
}}</onlyinclude><br />
<br />
== Class Features ==<br />
<br />
*'''INSANE''': Start with the BLUDTOPOWA glyph, -3 Mana<br />
*'''SANGUINE''': Walking over a BloodPool restores 20% of maximum health<br />
*'''POWER-HUNGRY''': Mana potions 60% effective and boost Sanguine by 1%, drinking blood restores 1 mana<br />
<br />
<br />
<br />
== Strategy ==<br />
<br />
The bloodmage is an odd class, totally centered around his '''sanguine''' class feature. Because this is his raison d'etre, your entire strategy will revolve around maximizing the gain from this ability. There are two very different approaches to playing the Bloodmage: <br />
<br />
The first is to use Sanguine to fuel BLUDTOPOWA, allowing an enormous number of spells to be cast without allowing monsters to regenerate.<br />
<br />
The second is to build more of a brawler character, using Sanguine to obtain additional staying power in combat, with mana used mostly to power {{s|HALPMEH}} and other glyphs that assist in combat. Combined with a good physical attack and some resistances, the bloodmage can be become a very dangerous warrior.<br />
<br />
In either case, anything that improves your maximum health is a good investment. Because Sanguine restores a percentage of your maximum health, the amount it restores will increase accordingly. Characters with expanded health pools will also benefit from items such as the Fire Heart.<br />
<br />
Mana potions can also be an important resource for the Bloodmage thanks to the Power-Hungry trait. If possible, you should try to use all your mana potions before drinking too many blood pools, as each mana potion you drink will permanently improve your Sanguine ability.<br />
<br />
The bloodmage combines well with {{g|Dracul}}, who will shower him with piety for drinking his blood pools, can upgrade his Sanguine ability, and offers the useful Blood Shield boon to boost resistances. {{g|Jehora Jeheyu}} is also a good choice thanks to his health- and mana-boosting boons. Avoid {{g|Glowing Guardian}}, as he hates every aspect of the Bloodmage.<br />
<br />
Because the bloodmage is so totally dependent on blood pools, you should focus on conserving them as much as possible. You must absolutely not get separated from them. On scenarios such as [[Naga City]] where there is a point of no return, this makes the bloodmage a significantly weaker class.<br />
<br />
== Races ==<br />
<br />
=== Gnome ===<br />
The Bloodmage loves mana potions, making Gnomes a natural choice. However, you will need to improve your maximum mana somehow to get the most out of them.<br />
<br />
=== Dwarf ===<br />
Dwarf is the obvious choice if you want to maximise your health pool.<br />
<br />
=== Human ===<br />
Humans naturally make strong combat-oriented characters, making this a good fit for the brawler approach.<br />
<br />
<br />
{{MainNav}}</div>Incompetenthttps://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Bloodmage&diff=14705Bloodmage2013-11-13T00:41:31Z<p>Incompetent: /* Strategy */</p>
<hr />
<div>{{alphapage|Alpha:Bloodmage}}<br />
<onlyinclude>{{<br />
{{{tpl|ClassInfobox}}}<br />
|Name=Bloodmage<br />
|ShortHand=Bl<br />
|Traits=<br />
;INSANE: Start with the BLUDTOPOWA glyph, - 3 Mana<br />
;SANGUINE: Walking over a BloodPool restores 20% of maximum health<br />
;POWER-HUNGRY: Mana potions 60% effective and boost Sanguine, drinking blood restores 1 mana<br />
|SuggestedRaces=<br />
{{HuBl}},{{DwBl}},{{GnBl}}<br />
|Unlock=<br />
Level 3 [[Mage Tower]]<br />
|Group=Tier 3<br />
}}</onlyinclude><br />
<br />
== Class Features ==<br />
<br />
*'''INSANE''': Start with the BLUDTOPOWA glyph, -3 Mana<br />
*'''SANGUINE''': Walking over a BloodPool restores 20% of maximum health<br />
*'''POWER-HUNGRY''': Mana potions 60% effective and boost Sanguine by 1%, drinking blood restores 1 mana<br />
<br />
<br />
<br />
== Strategy ==<br />
<br />
The bloodmage is an odd class, totally centered around his '''sanguine''' class feature. Because this is his raison d'etre, your entire strategy will revolve around maximizing the gain from this ability. There are two very different approaches to playing the Bloodmage: <br />
<br />
The first is to use Sanguine to fuel BLUDTOPOWA, allowing an enormous number of spells to be cast without allowing monsters to regenerate.<br />
<br />
The second is to build more of a brawler character, using Sanguine to obtain additional staying power in combat, with mana used mostly to power {{s|HALPMEH}} and other glyphs that assist in combat. Combined with a good physical attack and some resistances, the bloodmage can be become a very dangerous warrior.<br />
<br />
In either case, anything that improves your maximum health is a good investment. Because Sanguine restores a percentage of your maximum health, the amount it restores will increase accordingly. Characters with expanded health pools will also benefit from items such as the Fire Heart.<br />
<br />
Mana potions can also be an important resource for the Bloodmage thanks to the Power-Hungry trait. If possible, you should try to use all your mana potions before drinking too many blood pools, as each mana potion you drink will permanently improve your Sanguine ability.<br />
<br />
The bloodmage combines well with {{g|Dracul}}, who will shower him with piety for drinking his blood pools, can upgrade his Sanguine ability, and offers the useful Blood Shield boon to boost resistances. {{g|Jehora Jeheyu}} is also a good choice thanks to his health and mana-boosting boons. Avoid {{g|Glowing Guardian}}, as he hates every aspect of the Bloodmage.<br />
<br />
Because the bloodmage is so totally dependent on blood pools, you should focus on conserving them as much as possible. You must absolutely not get separated from them. On scenarios such as [[Naga City]] where there is a point of no return, this makes the bloodmage a significantly weaker class.<br />
<br />
== Races ==<br />
<br />
=== Gnome ===<br />
The Bloodmage loves mana potions, making Gnomes a natural choice. However, you will need to improve your maximum mana somehow to get the most out of them.<br />
<br />
=== Dwarf ===<br />
Dwarf is the obvious choice if you want to maximise your health pool.<br />
<br />
=== Human ===<br />
Humans naturally make strong combat-oriented characters, making this a good fit for the brawler approach.<br />
<br />
<br />
{{MainNav}}</div>Incompetenthttps://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Bloodmage&diff=14704Bloodmage2013-11-13T00:33:37Z<p>Incompetent: </p>
<hr />
<div>{{alphapage|Alpha:Bloodmage}}<br />
<onlyinclude>{{<br />
{{{tpl|ClassInfobox}}}<br />
|Name=Bloodmage<br />
|ShortHand=Bl<br />
|Traits=<br />
;INSANE: Start with the BLUDTOPOWA glyph, - 3 Mana<br />
;SANGUINE: Walking over a BloodPool restores 20% of maximum health<br />
;POWER-HUNGRY: Mana potions 60% effective and boost Sanguine, drinking blood restores 1 mana<br />
|SuggestedRaces=<br />
{{HuBl}},{{DwBl}},{{GnBl}}<br />
|Unlock=<br />
Level 3 [[Mage Tower]]<br />
|Group=Tier 3<br />
}}</onlyinclude><br />
<br />
== Class Features ==<br />
<br />
*'''INSANE''': Start with the BLUDTOPOWA glyph, -3 Mana<br />
*'''SANGUINE''': Walking over a BloodPool restores 20% of maximum health<br />
*'''POWER-HUNGRY''': Mana potions 60% effective and boost Sanguine by 1%, drinking blood restores 1 mana<br />
<br />
<br />
<br />
== Strategy ==<br />
<br />
The bloodmage is an odd class, totally centered around his '''sanguine''' class feature. Because this is his raison d'etre, your entire strategy will revolve around maximizing the gain from this ability. There are two very different approaches to playing the Bloodmage: <br />
<br />
The first is to use Sanguine to fuel BLUDTOPOWA, allowing an enormous number of spells to be cast without allowing monsters to regenerate.<br />
<br />
The second is to build more of a brawler character, using Sanguine to obtain additional staying power in combat, with mana used mostly to power {{s|HALPMEH}} and other glyphs that assist in combat. Combined with a good physical attack and some resistances, the bloodmage can be become a very dangerous warrior.<br />
<br />
In either case, anything that improves your maximum health is a good investment. Because Sanguine restores a percentage of your maximum health, the amount it restores will increase accordingly. Characters with expanded health pools will also benefit from items such as the Fire Heart.<br />
<br />
Mana potions can also be an important resource for the Bloodmage thanks to the Power-Hungry trait. If possible, you should try to use all your mana potions before drinking too many blood pools, as each mana potion you drink will permanently improve your Sanguine ability.<br />
<br />
The bloodmage combines well with {{g|Dracul}}, who will shower him with piety for drinking his blood pools, can upgrade his Sanguine ability, and offers the useful Blood Shield boon to boost resistances. {{g|Jehora Jeheyu}} is also a good choice thanks to his Boost Health ability. Avoid {{g|Glowing Guardian}}, as he hates every aspect of the Bloodmage.<br />
<br />
Because the bloodmage is so totally dependent on blood pools, you should focus on conserving them as much as possible. You must absolutely not get separated from them. On scenarios such as [[Naga City]] where there is a point of no return, this makes the bloodmage a significantly weaker class.<br />
<br />
<br />
== Races ==<br />
<br />
=== Gnome ===<br />
The Bloodmage loves mana potions, making Gnomes a natural choice. However, you will need to improve your maximum mana somehow to get the most out of them.<br />
<br />
=== Dwarf ===<br />
Dwarf is the obvious choice if you want to maximise your health pool.<br />
<br />
=== Human ===<br />
Humans naturally make strong combat-oriented characters, making this a good fit for the brawler approach.<br />
<br />
<br />
{{MainNav}}</div>Incompetenthttps://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Warlord&diff=14703Warlord2013-11-12T23:47:54Z<p>Incompetent: /* Strategy */</p>
<hr />
<div>{{alphapage|Alpha:Warlord}}<br />
<onlyinclude>{{<br />
{{{tpl|ClassInfobox}}}<br />
|Name=Warlord<br />
|ShortHand=Wa<br />
|Traits=<br />
;DEFIANT: start with the {{s|CYDSTEPP}} glyph, can use CYDSTEPP even when below max health.<br />
;DETERMINED: +30% bonus damage while your health is below half.<br />
;COURAGEOUS: drinking a {{i|Mana potion}} grants you {{t|Might}} for your next attack.<br />
|SuggestedRaces=<br />
{{HuWa}},{{ElWa}},{{GnWa}},{{OrWa}}<br />
|Unlock=<br />
Level 3 [[Guild]]<br />
|Group=Tier 3<br />
}}</onlyinclude><br />
<br />
== Class Features ==<br />
<br />
Note: Might grants you +30% attack bonus and reduces the resistances (both physical and magical) of the target of your next attack. This is identical to the effect of the {{s|BYSSEPS}} glyph.<br />
<br />
== Races ==<br />
<br />
=== Human ===<br />
The {{HuWa}} combines a race that specializes in physical damage output with a class that specializes in physical damage output. It's straightforward and effective.<br />
<br />
=== Elf ===<br />
Warlords love their CYDSTEPP glyph, but its high mana cost means they usually can only cast it one time during battle. With the expanded pool of an {{ElWa}}, casting it one extra time is completely feasible. This also gives him more leeway to leverage utility glyphs in his attack routine. With the help of {{g|Mystera Annur}} he may even be able to use CYDSTEPP three times per battle.<br />
<br />
=== Gnome ===<br />
Warlords get a bonus to their attack damage when they use mana potions, and gnomes have lots of mana potions. If there ever was an obvious combo, {{GnWa}} is it. You will likely want to utilize {{g|Jehora Jeheyu}} with this particular combo, as raising your max mana will take top priority.<br />
<br />
=== Orc ===<br />
Like the human, the {{OrWa}} offers expanded damage output for a class that puts a lot of emphasis on physical attack power. Orcs will have a stronger early-game than humans, which they will need to leverage well since they fall behind in the late-game.<br />
<br />
== Strategy ==<br />
The Warlord is one of the most powerful physical combat specialists in the game. By chaining repeated death protections, the Warlord can edge in up to three extra hits over other classes, taking down monsters powerful enough to be considered untouchable to other classes. Low hit point monsters such as Gorgons, Goats, and Warlocks are the favoured prey of Warlords, who can level up extremely quickly from defeating higher-level monsters.<br />
<br />
Warlords need to focus heavily on their offensive damage output, relying on CYDSTEPP to protect them from overwhelming enemy attacks. A Warlord can never have enough attack damage, and hit points matter little so long as he can just barely survive one attack. As a result, using preparations such as the HP->Attack booster swap is a very good idea, and purchasing items such as the Trisword or Fine Sword to boost your base attack are very useful. <br />
<br />
For race selection, the Human, Orc, Elf, and Gnome all make excellent choices for the Warlord. Humans and Orcs boost their attack damage, which Warlords desperately want. With their larger mana pool, an Elf can increase the number of consecutive death protections a Warlord can gain in battle without having to use potions. The Gnome allows the Warlord to benefit from his Might effect from mana potions more frequently, although you will probably want to find a way to increase your maximum mana.<br />
<br />
Warlords benefit enormously from worshipping {{g|Glowing Guardian}}, {{g|Jehora Jeheyu}} and {{g|Mystera Annur}}. He also benefits enormously from the boons of {{g|Tikki Tooki}}, but may have trouble keeping his piety above zero with that deity. {{g|The Earthmother}} is also a good choice, especially as a late-game conversion: her Clearance boon can be used several times, each time granting just enough mana to recast CYDSTEPP.<br />
<br />
{{MainNav}}</div>Incompetenthttps://qcfdesign.com/wiki/DesktopDungeons/index.php?title=BLUDTUPOWA&diff=14702BLUDTUPOWA2013-11-12T23:46:17Z<p>Incompetent: /* Hints */</p>
<hr />
<div>{{alphapage|Alpha:BLUDTUPOWA}}<onlyinclude>{{<br />
{{{tpl|GlyphInfobox}}}<br />
|Name=BLUDTUPOWA<br />
|ManaCost=0<br />
|ShortDesc=3 health per level<br />
|Effects=<br />
*Uncovers 3 random dungeon tiles without regenerating monsters.<br />
*Lose 3 health per level, but gain 1 mana per revealed tile (minimum +1)<br />
|Hotkey=U<br />
}}</onlyinclude><br />
<br />
BLUDTOPOWA is a rather unique glyph, as it is the only glyph in the game with no manacosts. Instead, it replenishes the players mana at the expense of his health and blackspace. This makes it naturally a good fit for dedicated spellcasters, but a rather poor find for hybrid or physical-oriented builds. <br />
<br />
== Unlocking the glyph ==<br />
<br />
BlUDTUPOWA is unlocked along with the {{c|Bloodmage}}.<br />
<br />
== Strategy ==<br />
BLUDTOPOWA is a very handy glyph for any character based around spellcasting. Dedicated spellcasters usually focus on increasing their mana or glyph effectiveness, so they often neglect their attack damage. This usually results in rather ineffective strikes. BLUDTOPOWA allows them to use their health more efficiently. <br />
Naturally, BLUDTOPOWA won't work with hybrid-builds. Taking damage means you'll have less health to use for BLUDTOPOWA and vice-versa, so the two concepts are mutually exclusive. <br />
<br />
As expected, the {{c|Bloodmage}} excels at using his signature glyph. Their sanguine trait allows them to use the glyph more often than other classes during combat, especially if they have quaffed a manapotion or two. A well built bloodmage can release an amazing amount of fireballs before going out of breath and is often able to kill monsters with magic alone. <br />
They also have to rely on it to compensate for their low maximum mana. <br />
<br />
The {{c|Assassin}} is another class that can get much mileage out of this glyph, especially if he is played as an elf. <br />
Since they start with {{s|APHEELSIK}} and can always obtain {{s|BURNDAYRAZ}}, they can easily have one of the most potent glyph combinations in the game if they happen to find BLUDTOPOWA. The player simply poisons a monster and uses BLUDTOPOWA to fuel BURNDAYRAZ. Once health and mana are depleted, the player simply explores until he has to recast APHEELSIK again - at which point he simply repeats the cycle. This combo allows to continously damage an enemy without him retaliating or regenerating, so it can bring down even enemys of a high level.<br />
<br />
A rather unexpected class that benefits from the glyph is the {{c|Monk}}. Monks deal very low damage, and BURNDAYRAZ is a feasible way to bypass that restriction. His fast health regeneration in combination with burning allows him to effectively regenfight their enemys via magic, ignoring any physical resistances.<br />
<br />
BLUDTOPOWA loses much of its strength once the endgame is reached. If there is no longer any black space availabe, the glyph will only replenish 1 mana, but still cost health. Unless the player is very desperate to squeeze out a few manapoints , it's better to convert the glyph.<br />
<br />
== Hints ==<br />
<br />
*The Sorcerer is allergic to this glyph - he needs more health than every other class to use it, due to his class traits.<br />
<br />
*BLOODTUPOWA always reveals tiles close to the player. This can be exploited by assasins who need to get their first strike, Bloodmages who want to avoid stepping on their Bloodpools, or to simply check what lies behind a wall.<br />
<br />
*BLUDTOPOWA has an interesting synergy with death protection effects such as {{s|CYDSTEPP}}. If your next attack will leave you 'Barely Alive' and you don't have a Schadenfreude Potion, any hitpoints you have are irrelevant, so you may as well convert them into mana.<br />
<br />
*{{g|Mystera_Annur}} won't reward any piety for using this glyph, but {{g|Taurog}} will count it as a normal spellcast.<br />
<br />
*{{g|Glowing_Guardian}} punishes the player for using this glyph, but grants extra-piety for converting it.<br />
{{MainNav}}</div>Incompetenthttps://qcfdesign.com/wiki/DesktopDungeons/index.php?title=BLUDTUPOWA&diff=14701BLUDTUPOWA2013-11-12T23:45:52Z<p>Incompetent: /* Strategy */</p>
<hr />
<div>{{alphapage|Alpha:BLUDTUPOWA}}<onlyinclude>{{<br />
{{{tpl|GlyphInfobox}}}<br />
|Name=BLUDTUPOWA<br />
|ManaCost=0<br />
|ShortDesc=3 health per level<br />
|Effects=<br />
*Uncovers 3 random dungeon tiles without regenerating monsters.<br />
*Lose 3 health per level, but gain 1 mana per revealed tile (minimum +1)<br />
|Hotkey=U<br />
}}</onlyinclude><br />
<br />
BLUDTOPOWA is a rather unique glyph, as it is the only glyph in the game with no manacosts. Instead, it replenishes the players mana at the expense of his health and blackspace. This makes it naturally a good fit for dedicated spellcasters, but a rather poor find for hybrid or physical-oriented builds. <br />
<br />
== Unlocking the glyph ==<br />
<br />
BlUDTUPOWA is unlocked along with the {{c|Bloodmage}}.<br />
<br />
== Strategy ==<br />
BLUDTOPOWA is a very handy glyph for any character based around spellcasting. Dedicated spellcasters usually focus on increasing their mana or glyph effectiveness, so they often neglect their attack damage. This usually results in rather ineffective strikes. BLUDTOPOWA allows them to use their health more efficiently. <br />
Naturally, BLUDTOPOWA won't work with hybrid-builds. Taking damage means you'll have less health to use for BLUDTOPOWA and vice-versa, so the two concepts are mutually exclusive. <br />
<br />
As expected, the {{c|Bloodmage}} excels at using his signature glyph. Their sanguine trait allows them to use the glyph more often than other classes during combat, especially if they have quaffed a manapotion or two. A well built bloodmage can release an amazing amount of fireballs before going out of breath and is often able to kill monsters with magic alone. <br />
They also have to rely on it to compensate for their low maximum mana. <br />
<br />
The {{c|Assassin}} is another class that can get much mileage out of this glyph, especially if he is played as an elf. <br />
Since they start with {{s|APHEELSIK}} and can always obtain {{s|BURNDAYRAZ}}, they can easily have one of the most potent glyph combinations in the game if they happen to find BLUDTOPOWA. The player simply poisons a monster and uses BLUDTOPOWA to fuel BURNDAYRAZ. Once health and mana are depleted, the player simply explores until he has to recast APHEELSIK again - at which point he simply repeats the cycle. This combo allows to continously damage an enemy without him retaliating or regenerating, so it can bring down even enemys of a high level.<br />
<br />
A rather unexpected class that benefits from the glyph is the {{c|Monk}}. Monks deal very low damage, and BURNDAYRAZ is a feasible way to bypass that restriction. His fast health regeneration in combination with burning allows him to effectively regenfight their enemys via magic, ignoring any physical resistances.<br />
<br />
BLUDTOPOWA loses much of its strength once the endgame is reached. If there is no longer any black space availabe, the glyph will only replenish 1 mana, but still cost health. Unless the player is very desperate to squeeze out a few manapoints , it's better to convert the glyph.<br />
<br />
== Hints ==<br />
<br />
*The Sorcerer is allergic to this glyph - he needs more health than every other class to use it, due to his class traits.<br />
<br />
*BLOODTUPOWA always reveals tiles close to the player. This can be exploited by assasins who need to get their first strike, Bloodmages who want to avoid stepping on their Bloodpools, or to simply check what lies behind a wall.<br />
<br />
*{{g|Mystera_Annur}} won't reward any piety for using this glyph, but {{g|Taurog}} will count it as a normal spellcast.<br />
<br />
*{{g|Glowing_Guardian}} punishes the player for using this glyph, but grants extra-piety for converting it.<br />
{{MainNav}}</div>Incompetenthttps://qcfdesign.com/wiki/DesktopDungeons/index.php?title=BLUDTUPOWA&diff=14700BLUDTUPOWA2013-11-12T23:44:43Z<p>Incompetent: /* Strategy */</p>
<hr />
<div>{{alphapage|Alpha:BLUDTUPOWA}}<onlyinclude>{{<br />
{{{tpl|GlyphInfobox}}}<br />
|Name=BLUDTUPOWA<br />
|ManaCost=0<br />
|ShortDesc=3 health per level<br />
|Effects=<br />
*Uncovers 3 random dungeon tiles without regenerating monsters.<br />
*Lose 3 health per level, but gain 1 mana per revealed tile (minimum +1)<br />
|Hotkey=U<br />
}}</onlyinclude><br />
<br />
BLUDTOPOWA is a rather unique glyph, as it is the only glyph in the game with no manacosts. Instead, it replenishes the players mana at the expense of his health and blackspace. This makes it naturally a good fit for dedicated spellcasters, but a rather poor find for hybrid or physical-oriented builds. <br />
<br />
== Unlocking the glyph ==<br />
<br />
BlUDTUPOWA is unlocked along with the {{c|Bloodmage}}.<br />
<br />
== Strategy ==<br />
BLUDTOPOWA is a very handy glyph for any character based around spellcasting. Dedicated spellcasters usually focus on increasing their mana or glyph effectiveness, so they often neglect their attack damage. This usually results in rather ineffective strikes. BLUDTOPOWA allows them to use their health more efficiently. <br />
Naturally, BLUDTOPOWA won't work with hybrid-builds. Taking damage means you'll have less health to use for BLUDTOPOWA and vice-versa, so the two concepts are mutually exclusive. <br />
<br />
As expected, the {{c|Bloodmage}} excels at using his signature glyph. Their sanguine trait allows them to use the glyph more often than other classes during combat, especially if they have quaffed a manapotion or two. A well built bloodmage can release an amazing amount of fireballs before going out of breath and is often able to kill monsters with magic alone. <br />
They also have to rely on it to compensate for their low maximum mana. <br />
<br />
The {{c|Assassin}} is another class that can get much mileage out of this glyph, especially if he is played as an elf. <br />
Since they start with {{s|APHEELSIK}} and can always obtain {{s|BURNDAYRAZ}}, they can easily have one of the most potent glyph combinations in the game if they happen to find BLUDTOPOWA. The player simply poisons a monster and uses BLUDTOPOWA to fuel BURNDAYRAZ. Once health and mana are depleted, the player simply explores until he has to recast APHEELSIK again - at which point he simply repeats the cycle. This combo allows to continously damage an enemy without him retaliating or regenerating, so it can bring down even enemys of a high level.<br />
<br />
A rather unexpected class that benefits from the glyph is the {{c|Monk}}. Monks deal very low damage, and BURNDAYRAZ is a feasible way to bypass that restriction. His fast health regeneration in combination with burning allows him to effectively regenfight their enemys via magic, ignoring any physical resistances. <br />
<br />
BLUDTOPOWA has an interesting synergy with death protection effects such as {{s|CYDSTEPP}}. If your next attack will leave you 'Barely Alive' and you don't have a Schadenfreude Potion, any hitpoints you have are irrelevant, so you may as well convert them into mana.<br />
<br />
BLUDTOPOWA loses much of its strength once the endgame is reached. If there is no longer any black space availabe, the glyph will only replenish 1 mana, but still cost health. Unless the player is very desperate to squeeze out a few manapoints , it's better to convert the glyph.<br />
<br />
== Hints ==<br />
<br />
*The Sorcerer is allergic to this glyph - he needs more health than every other class to use it, due to his class traits.<br />
<br />
*BLOODTUPOWA always reveals tiles close to the player. This can be exploited by assasins who need to get their first strike, Bloodmages who want to avoid stepping on their Bloodpools, or to simply check what lies behind a wall.<br />
<br />
*{{g|Mystera_Annur}} won't reward any piety for using this glyph, but {{g|Taurog}} will count it as a normal spellcast.<br />
<br />
*{{g|Glowing_Guardian}} punishes the player for using this glyph, but grants extra-piety for converting it.<br />
{{MainNav}}</div>Incompetenthttps://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Taurog&diff=14699Taurog2013-11-12T23:23:15Z<p>Incompetent: </p>
<hr />
<div>{{alphapage|Alpha:Taurog}}<br />
<onlyinclude>{{<br />
{{{tpl|GodInfobox}}}<br />
|Name=Taurog<br />
|ShortHand=TA<br />
|InitialWorship=<br />
* {{Piety|+2}} for each killed enemy.<br />
|Punishment=<br />
* -40% bonus damage.<br />
|RewardedActions=<br />
;Kill an enemy:{{Piety|+4}}.<br />
;Kill an enemy that has {{t|Magical attack}}:{{Piety|+4}} (+8 total).<br />
;Convert a [[glyph]]:{{Piety|+10}}.<br />
|PenalizedActions=<br />
;Use a glyph:{{Piety|-2}} per use.<br />
;Convert Taurog's Equipment:Instant punishment.<br />
|Boons=<br />
;Taurog's Blade<br />
:'''Cost''': 20 Piety, -1 Max Mana<br />
:'''Effect''': Spawn {{i|Taurog's Skullpicker}} (+5 Base Damage) near the altar, +5% attack bonus<br />
;Taurog's Shield<br />
:'''Cost''': 25 Piety, -1 Max Mana<br />
:'''Effect''': Spawn {{i|Taurog's Wereward}} ({{t|Damage Reduction}}: 5) near the altar, +5% attack bonus<br />
;Taurog's Helm<br />
:'''Cost''': 25 Piety, -1 Max Mana<br />
:'''Effect''': Spawn {{i|Taurog's Gloat}} ({{t|Magic resist}}: +15%) near the altar, +5% attack bonus<br />
;Taurog's Armour<br />
:'''Cost''': 25 Piety, -1 Max Mana<br />
:'''Effect''': Spawn {{i|Taurog's Will}} ({{t|Physical resist}}: +15%) near the altar, +5% attack bonus<br />
;Unstoppable Fury (Repeat) <br />
:'''Cost''': 20 + 10n Piety <br />
:'''Prerequisite''': Must be equipped with all of Taurog's Equipment <br />
:'''Effect''': Grants {{t|Death Protection}}<br />
}}</onlyinclude><br />
<br />
'''Taurog''' is a deity of warfare, battle, and savagery. He relishes combat and detests weak and spineless spellcasters. Taurog is one of the most generous deities in the game when it comes to piety, giving huge amounts of it to followers and barely punishing them at all for infractions. His simplicity and easy-going nature makes Taurog a favorite deity of beginner players or those looking to abuse Pactmaker.<br />
<br />
Taurog's boons come with a trade-off, however; as items they occupy an inventory slot and reduce your maximum mana by 1. Although there are ways to deal with the loss of mana, the inventory space requirement is quite problematic as Taurog will punish you for destroying one of the items.<br />
<br />
Taurog is obtained in a sub-dungeon in the west. Inside a massive arena is Taurog's altar. Stepping on the altar will summon four guardians which you must battle to prove your worth to Taurog. Ironically, you are not prohibited from using spellcasting against these guardians, and in practice it's difficult to defeat them ''without'' casting spells due to the fact that they gain death protection. Taurog's subdungeon is by far the largest unexplored subdungeon in the game, but does not become unexplored until you step on the altar to trigger it. <br />
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== Basic Strategy ==<br />
Taurog's boons vary greatly in value depending on your class and how many preparations you used. As you progress further into Desktop Dungeons, you will unlock more powerful items to purchase from shops, more preparations that use inventory space, and encounter more dangerous dungeons... which will frequently contain gold rewards with which to purchase those powerful items you've unlocked! Taurog's items don't compare favourably to many of these items, and as a result filling your inventory with his gear will limit your ability to use these very powerful items. This can frequently be offset by spending gold on other things, such as potions or Tikki-Tooki piety, but sometimes it will just make you weaker in the long-run. For new players and Purist runs, however, this often isn't a big deal and Taurog works well for most combat-oriented classes and even the occasional magic-oriented class. You can also free up item space by preparing a Compression Seal: if necessary, this can be used on one of Taurog's items (Taurog doesn't mind if you make his items small).<br />
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The simplest and most common way to use Taurog is to gain piety with him to fuel a pact with the Pactmaker, or else convert to another deity to spend it. Very few deities can produce as much piety as effortlessly as Taurog does, enabling you to fuel some of the Pactmaker's most expensive boons. This will also allow you to completely sidestep Taurog's drawbacks, and your maximum MP and inventory space will be unaffected.<br />
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== Suggested Classes ==<br />
The best classes for Taurog are the [[Berserker]], [[Monk]], [[Paladin]], [[Gorgon]], and (perhaps surprisingly) the [[Sorcerer]]. The first four classes are strong simply because they can take the Helm (Berserker) or Armour (Monk, Paladin, Gorgon) to stack resists. In contrast Taurog works well with the Sorcerer, due to the class's casting abilities being biased towards melee combat and having the extra mana to afford his boons.<br />
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== Advanced Strategy ==<br />
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'''Get In and Get Out'''<br />
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Taurog works best as an early game deity, due to Taurog's Blade. At level 1 or 2, it's an absolutely massive boost to your attack power and can get you quite a lot of bonus experience. And since you won't have found many glyphs yet, you'll still have a lot of them available for conversion (+10 piety) and not that many in your inventory for the penalty for using them (-2 piety).<br />
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To take advantage of this, you can grab an early Taurog's Blade off of one kill, one glyph conversion, and six "sparkles". Then you slowly work your way up towards 75 piety, grab the more appropriate resist item for your dungeon, and convert out.<br />
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Excellent choices to convert to are [[Mystera]] or [[Jehora Jeheyu]] to replace your lost mana or [[Dracul]] to stack resists with Blood Shield and take advantage of the blood pools you've created. [[Tikki Tooki]] and [[Earthmother]] can also be strong choices to convert to due to their ability to get large amounts of late game piety, but they don't have the same synergy with Taurog's boons. [[Glowing Guardian]] and [[Binlor]] are not recommended, as like Taurog they are better in the early game.<br />
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'''Body Pact'''<br />
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Body Pact from [[Pactmaker]] is an amazing boon that provides +1% to both resists when a monster hits you for the first time. Since each trigger of Body Pact costs 4 piety and each monster kill with Taurog provides 4 piety, this matches up perfectly. If you use any extra piety (from converting glyphs or killing monsters with magical attack) to buy one or both of Taurog's resist items, you can easily get up to 50% resists. Throw in a Dragon Shield, Tower Shield, or Elven Boots and you can easily hit the resist cap.<br />
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'''Resist Stacking'''<br />
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[[Dracul]], [[Binlor]], and [[Glowing Guardian]] all have boons that boost your resists. And all have them have some nasty piety penalties for common actions like drinking potions or gaining a level. One Taurog strategy is to use him as a way to escape those restrictive deities while cranking your resists even higher. And then once you grab the appropriate resist boon(s), converting out to a third deity to get even more boons. In fact, if the deity you left was Dracul, you may even want to convert back once your drink all your potions! <br />
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This strategy is quite useful in [[Naga City]], if you have the piety to spare in the arena since you're guaranteed a Taurog altar and source of piety to convert in and out.<br />
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'''Unstoppable Fury'''<br />
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Taurog has one of the most incredibly powerful boons at his disposal: Unstoppable Fury. This allows you to chain multiple death protections at the end of a boss fight. Against high-damage bosses this can be extremely powerful, if you can handle the requirement of having all of Taurog's items. This is a high opportunity cost for most characters, and keeps this boon from being used too often. But it's something to keep in mind if you're stuck and have access to a lot of piety. In that case, if converting your entire inventory to have room for the items is necessary to win, it's the way to go.<br />
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