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		<id>http://www.qcfdesign.com/wiki/DesktopDungeons/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Clyceer</id>
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		<updated>2026-04-30T23:28:24Z</updated>
		<subtitle>User contributions</subtitle>
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	<entry>
		<id>http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=Alpha:Monk&amp;diff=1425</id>
		<title>Alpha:Monk</title>
		<link rel="alternate" type="text/html" href="http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=Alpha:Monk&amp;diff=1425"/>
				<updated>2010-09-18T11:51:13Z</updated>
		
		<summary type="html">&lt;p&gt;Clyceer: /* Crypt */ Small spelling/grammar issues&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:HeroPriest.png]]&lt;br /&gt;
&lt;br /&gt;
===Skills===&lt;br /&gt;
*Hand to Hand - attack damage reduced by 50%&lt;br /&gt;
*Diamond Body - 50% physical and magical resistance&lt;br /&gt;
*Discipline - health regeneration rate doubled&lt;br /&gt;
&lt;br /&gt;
===General Strategy===&lt;br /&gt;
In general, your initial strategy should be to kill low level monsters, seeking out anything which can mitigate your initial attack penalty; level 1 meat men will do 0 damage to you.  Any shop items which reduce damage are of special interest to monks.  A platemail or mage plate will bring armor up to an insane 70%.&lt;br /&gt;
&lt;br /&gt;
After the first few levels, monks should seek out higher level enemies with low damage and high health.  Because of monks' faster healing and high armor, they can often refill health via exploring without the monsters having enough time to do the same.&lt;br /&gt;
&lt;br /&gt;
Glyphs of special interest to Monks are:&lt;br /&gt;
*Bysseps - Mitigates damage penalty&lt;br /&gt;
*Halpmeh - High armor makes health more valuable&lt;br /&gt;
*Lemmisi - Useful to avoid exploring accessible areas of the dungeon prematurely, and to heal between attacks against some bosses.  Fast regeneration makes this especially effective.&lt;br /&gt;
&lt;br /&gt;
===Race and Deity Choices===&lt;br /&gt;
Playing as a human to compensate for the hand to hand penalty is typically the best choice.  Attack damage bonuses have a higher proportional effect for monks due to the lower initial damage.&lt;br /&gt;
&lt;br /&gt;
Monks are incredibly effective fighters once their attack penalty is canceled out, but the value of their health can make sacrificing Halpmeh and Lemmisi too painful to make Taurog a strong choice.  The Pactmaker is an excellent choice for any class, Monks included.  A free potion from Tikki Tooki is helpful despite Monk's poor ability at achieving one shot kills.&lt;br /&gt;
&lt;br /&gt;
===Poison Monk Strategy===&lt;br /&gt;
Because of the monk's resistance, it has a heightened ability to survive first attacks. This means you can, upon finding APHEELSIK, wear down higher level monsters with up to twice as much attack as other characters! Using your spare mana for BURNDAYRAZ (or BYSSEPS or CYDESTEPP) plus taking advantage of your double HP regeneration you can level catapult in greater comfort than other classes.&lt;br /&gt;
&lt;br /&gt;
===Challenge Modes===&lt;br /&gt;
&lt;br /&gt;
====Crypt====&lt;br /&gt;
Total key here is Taurog. Not only he will boost your low damage, he will also remove Tormented One's insane defenses. Begin to worship early, convert all your glyphs and accumulate enough piety to gain Fury and Penetration boon. Due to your high defense and increased regen you can explore during battles to outlast any given foe around 2 levels higher than you - experiment a little and you will see. Level up to 7 lvl, and begin to smack the Tormented One. He will succumb quickly to your attacks.  Same goes for Frank, but you can also use potions here to speed up the process.&lt;br /&gt;
&lt;br /&gt;
You can also use HALPMEH for benefit - kick enemy, explore 1-2 tiles and heal, then kick again. Monk is about endurance and outlasting foes, after all. If you rely on HALPMEH - consider Glowing Guardian as option to hit enemy a little bit more times.&lt;br /&gt;
&lt;br /&gt;
If you manage your health, mana and xp cleverly you'll have both bosses defeated before coming near level 9. You can even kill the Tormented One without his defenses breached, but in this case you're going to need HALPMEH and Soul Orb to protect you from mana burn.&lt;br /&gt;
&lt;br /&gt;
====Library====&lt;br /&gt;
After a few levels you can easily defeat Dragonspawns 2-3 levels above you with fast regeneration. Having HALPMEH and/or LEMMISI will make things even easier. If neither of those is found, you can use fireballs to accumulate damage.&lt;br /&gt;
&lt;br /&gt;
On Level 7 you will be able to defeat the Matron of Flame without even touching your potions (assumed, you have a few tiles to regenerate). Afterwards Aequitas won't be much of a challenge either.&lt;br /&gt;
&lt;br /&gt;
====Factory====&lt;br /&gt;
Once you have reached level 3-4, the combination of high armor and fast regeneration should make it fairly easy to kill higher level animated armors.  Attack the highest level animated armor you can that cannot kill you in one hit.  The assistance of BURNDAYRAZ will make this more efficient, though HALPMEH or LEMMISI are a reasonable substitutes.&lt;br /&gt;
&lt;br /&gt;
Super Meat man is rather easy to defeat with monk, especially if you have bought the tower shield or platemail.  Try to be at level 8 or higher before fighting the bosses.  It should be possible to heal (via some mixture of HALPMEH, LEMMISI, and exploring) faster than Super Meat man can damage you.&lt;br /&gt;
&lt;br /&gt;
The Iron Man doesn't have much health, so killing him should be fairly easy.  You should still have most or all of your potions at this point, but you may want to time this fight to enable you to level up in the middle of it to assist further.&lt;/div&gt;</summary>
		<author><name>Clyceer</name></author>	</entry>

	<entry>
		<id>http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=Alpha:Classes&amp;diff=1391</id>
		<title>Alpha:Classes</title>
		<link rel="alternate" type="text/html" href="http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=Alpha:Classes&amp;diff=1391"/>
				<updated>2010-09-12T23:24:12Z</updated>
		
		<summary type="html">&lt;p&gt;Clyceer: I recommend Human for Crusader. Perhaps someone knowing better could fill in more.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Here are some brief descriptions of the 18 character classes.  Follow the links to their individual pages for more in-depth tips and suggested strategies!&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;4&amp;quot; style=&amp;quot;border-collapse: collapse;&amp;quot; class&lt;br /&gt;
|- style=&amp;quot;background-color: #EEEEEE&amp;quot;&lt;br /&gt;
!Class&lt;br /&gt;
!Special Features&lt;br /&gt;
!Suggested Races&lt;br /&gt;
!Unlock&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;4&amp;quot; | &amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Basic (Tier 1) Classes&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [[Fighter]]&lt;br /&gt;
| Can see monsters equal or lower lvl to the player, gains +1xp per monster kill, and survives 1 killing blow for free&lt;br /&gt;
| Human, Dwarf&lt;br /&gt;
| Available at start.&lt;br /&gt;
|-&lt;br /&gt;
| [[Thief]]&lt;br /&gt;
| First attack on all monsters gains +30% dmg, map contains 33% more items, HP and MP pots act as both in one&lt;br /&gt;
| Halfling, Gnome&lt;br /&gt;
| Available at start.&lt;br /&gt;
|-&lt;br /&gt;
|[[Priest]]&lt;br /&gt;
| Bonus +2hp per lvl, HP potions heal 100% hp, deals 200% dmg to undead&lt;br /&gt;
| Dwarf, Halfling&lt;br /&gt;
| Available at start.&lt;br /&gt;
|-&lt;br /&gt;
| [[Wizard]]&lt;br /&gt;
| Can see all glyph locations, -1 MP cost to use glyphs / -25% to own melee dmg, map created with 1 extra glyph, 4 glyph slots}&lt;br /&gt;
| Elf, Gnome&lt;br /&gt;
| Available at start.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;4&amp;quot; | &amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Advanced (Tier 2) Classes&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [[Berserker]] &lt;br /&gt;
| +30% dmg vs. higher lvl monsters, -50% magic dmg taken, +30% dmg at all times, +2 mp cost to all glyphs&lt;br /&gt;
| Human&lt;br /&gt;
| Defeat Normal dungeon using Fighter.&lt;br /&gt;
|-&lt;br /&gt;
| [[Rogue]]&lt;br /&gt;
| First Strike enabled at all times, 20% base dodge rate, +50% dmg at all times, -5 hp per lvl up&lt;br /&gt;
| Dwarf, Human&lt;br /&gt;
| Defeat Normal dungeon using Thief.&lt;br /&gt;
|-&lt;br /&gt;
| [[Monk]]&lt;br /&gt;
| Melee dmg done -50%, magic and physical dmg taken -50%, HP regen from exploration doubled&lt;br /&gt;
| Human&lt;br /&gt;
| Defeat Normal dungeon using Priest.&lt;br /&gt;
|-&lt;br /&gt;
| [[Sorcerer]]&lt;br /&gt;
| Heals 2 HP per 1 MP spent, begins with +5 MP, does 1 magic dmg to monster per character lvl when hit &lt;br /&gt;
| Human, Elf, or Gnome&lt;br /&gt;
| Defeat Normal dungeon using Wizard.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;4&amp;quot; | &amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Expert (Tier 3) Classes&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [[Warlord]]&lt;br /&gt;
| Begins with CYDSTEPP (cheat death) glyph, +30% dmg when hp below 50%, drinking MP pot gives +30% dmg on next hit&lt;br /&gt;
| Human, Dwarf&lt;br /&gt;
| Defeat Normal dungeon using Berserker.&lt;br /&gt;
|-&lt;br /&gt;
| [[Assassin]]&lt;br /&gt;
| Begins with APHEELSIK (poison) glyph, exploring all squares around monsters enables First Strike, 1 hit KO on all lower lvl monsters&lt;br /&gt;
| Human, Dwarf, Orc&lt;br /&gt;
| Defeat Normal dungeon using Rogue.&lt;br /&gt;
|-&lt;br /&gt;
| [[Paladin]]&lt;br /&gt;
| Begins with HALPMEH (heal) glyph, killing undead restores 50% HP, -25% phys dmg taken&lt;br /&gt;
| ??&lt;br /&gt;
| Defeat Normal dungeon using Monk.&lt;br /&gt;
|-&lt;br /&gt;
| [[Blood Mage]]&lt;br /&gt;
| Begins with BLUDTUPOWA (hp-&amp;gt;mp) glyph, MP pots give 100% refill (but cost 6hp per lvl), heal 15% hp from blood pools&lt;br /&gt;
| Elf, Gnome&lt;br /&gt;
| Defeat Normal dungeon using Sorcerer.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;4&amp;quot; | &amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Special Classes&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [[Transmuter]]&lt;br /&gt;
| Begins with ENDISWAL (break wall) glyph, gains 2 HP per lvl for wall destruction, ENDISWAL costs 1 MP, no HP regen&lt;br /&gt;
| Elf, Gnome&lt;br /&gt;
| Beat Snake Pit with any character&lt;br /&gt;
|-&lt;br /&gt;
| [[Crusader]]&lt;br /&gt;
| Monster kills give 10% dmg bonus on next hit (can chain up to 100%), immune to Poison and Mana Burn, deals 300% atk dmg to monster that kills you&lt;br /&gt;
| Human&lt;br /&gt;
| Beat Factory with a Wizard&lt;br /&gt;
|-&lt;br /&gt;
| [[Tinker]]&lt;br /&gt;
| Map created with 6 extra shops, 20% item discount, gold for monster kills&lt;br /&gt;
| Human, Goblin (if attempting to gain gold between levels)&lt;br /&gt;
| Beat Factory with any character&lt;br /&gt;
|-&lt;br /&gt;
| [[Gorgon(race)|Gorgon]]&lt;br /&gt;
| Starts with ENDISWAL glyph, -50% damage at start, 50% physical resist, Poison attack, Death Gaze immunity, +2 mana per kill, petrifies defeated enemies, 10% death gaze, converts glyphs to +5% death gaze&lt;br /&gt;
| Special race&lt;br /&gt;
| Beat Snake Pit with a Monk&lt;br /&gt;
|-&lt;br /&gt;
| [[Half-dragon|Half Dragon]]&lt;br /&gt;
| 200% health at start, magical attack, increased sight radius, BURNDAYRAZ prohibited, 20% knockback damage, converts glyphs to +20% knockback damage&lt;br /&gt;
| Special race&lt;br /&gt;
| Beat Library with a Warlord&lt;br /&gt;
|-&lt;br /&gt;
| [[Vampire(race)|Vampire]]&lt;br /&gt;
| 30 max health at start, 3 health potions at start, 7 damage per level, -1 HP per tile explored, First Strike, poison immunity, mana burn immunity, sense monster locations, spells use health instead of mana, restore 10% health from blood pools, 25% life steal, converts glyphs to +5% life steal&lt;br /&gt;
| Special race&lt;br /&gt;
| Beat Crypt with an Assassin&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Clyceer</name></author>	</entry>

	<entry>
		<id>http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=Alpha:Crusader&amp;diff=1390</id>
		<title>Alpha:Crusader</title>
		<link rel="alternate" type="text/html" href="http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=Alpha:Crusader&amp;diff=1390"/>
				<updated>2010-09-12T23:22:28Z</updated>
		
		<summary type="html">&lt;p&gt;Clyceer: Maybe I'm not qualified to write this, but a start is better than nothing, right?&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Needs Content: Everything. Also a better need's content banner thingy.'''&lt;br /&gt;
&lt;br /&gt;
[[File:HeroBase.png]]&lt;br /&gt;
&lt;br /&gt;
===Skills===&lt;br /&gt;
*Momentum - Every chained killing blow adds +10% bonus damage (up to 100%)&lt;br /&gt;
*Fearless - Immune to poison and mana burn&lt;br /&gt;
*Martyr - Get one final attack when slain (base damage x3)&lt;br /&gt;
&lt;br /&gt;
===General Strategy===&lt;br /&gt;
Momentum is likely the most interesting ability on the Crusader. By building up a damage bonus, it's often possible to take on a higher level monster than would be possible without it. Its bonus stacks additively with Attack Powerups and with the Human's attack up on glyph conversion. The bonus is lost upon attacking monster or using BURNDAYRAZ on monster, without killing it, and goes up by +10% every time a monster is slain. As the bonus does not affect BURNDAYRAZ, it is generally best to start a fight with a physical attack if any bonus is active.&lt;br /&gt;
&lt;br /&gt;
Martyr is a good ability to have against the [[Bosses|Boss]] of the dungeon, or the second boss in the case of challenge dungeons, since if the damage wins the dungeon for you, you still win the dungeon. It is useless at any time besides that though, as attempting tricks such as having Death Protection from CYDSTEPP will not allow the attack from Martyr, although you may be able to use more potions earlier in the dungeon, planning for a slightly easier boss. Be aware that it deals damage based on your base damage though, not your damage as modified by Attack Powerups and Human glyph conversions.&lt;br /&gt;
&lt;br /&gt;
===Race and Deity Choices===&lt;br /&gt;
Human is a good choice, as it is a little easier for them to chain kills together. Other choices of race such as Dwarf can be effective, but do not have as much synergy with the Crusader's abilities. As with the [[Fighter]], an Elf may be considered for the Crypt, with the Crusader having the advantage that he can add a little damage against Wraiths with his physical attack, without being mana burned.&lt;br /&gt;
&lt;br /&gt;
The Crusader gets the most benefit from [[Gods]] capable of increasing his base damage, such as Taurog, Jehora Jeheyu, or Dracul, although all have their drawbacks which should be considered based on the glyphs available in the dungeon. Anyone can benefit from The Pactmaker's abilities, and the Crusader is no exception, as getting bonus experience can lead to having more enemies left over to use with Momentum. The Glowing Guardian is always good for the healing, but, due to wanting to use Momentum, it may be difficult to stay with him. Tikki Tooki can be easier to generate piety for while using Momentum, although only his higher boons are particularly useful.&lt;/div&gt;</summary>
		<author><name>Clyceer</name></author>	</entry>

	<entry>
		<id>http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=Talk:Alpha:Bloodmage&amp;diff=1389</id>
		<title>Talk:Alpha:Bloodmage</title>
		<link rel="alternate" type="text/html" href="http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=Talk:Alpha:Bloodmage&amp;diff=1389"/>
				<updated>2010-09-12T22:33:04Z</updated>
		
		<summary type="html">&lt;p&gt;Clyceer: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The last time I played a Blood Mage I found the ''ultimate'' cheese: BLUDTOPOWA to start, then I found LEMMISI and BURNDAYRAZ right off the bat and Mystera's altar just afterward.&lt;br /&gt;
* Worship Mystera.&lt;br /&gt;
* Activate BLUDTOPOWA.&lt;br /&gt;
* Find a high-level monster and fireball it, then cast LEMMISI twice to restore mana back to full.&lt;br /&gt;
* Repeat previous step.&lt;br /&gt;
** Pause and get the Faith boon as soon as you can afford it.&lt;br /&gt;
* Keep throwing fireballs at his face and LEMMISI'ing until the whole map is revealed. After Faith, this gives you a net of 1 piety per dungeon tile revealed, and depending on when you started this adds up. A lot.&lt;br /&gt;
&lt;br /&gt;
I had enough piety by the end to get EVERY boon from Mystera before leveling even once, then used the leftovers to convert to Pactmaker with 60 piety to start with. Level up as normal and buy Learning, then Mana, then Health, et cetera et cetera. Not having squares to explore for recharging is more than made up for by the ability to plan out every move in advance. I ended up killing the boss at level 6. --[[User:OrigamiGuy|OrigamiGuy]]&lt;br /&gt;
&lt;br /&gt;
I'll agree that that sounds quite potent. I thought LEMMISI revealed 3 tiles and would give 2 Piety per cast though? Still, that's a lot of cheaply generated Piety. I mainly want to point out a secondary advantage to using LEMMISI as a Blood Mage though: normally when an enemy blocks your path and you kill it to get by, you step on the blood pool to get the exploration for the squares past it, but when you've used LEMMISI and have already seen the tile behind it, you can step over and save the pool for later. --[[User:Clyceer|Clyceer]] 23:44, 11 September 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
IIRC, Mystera grants 1 piety per spell casting, until you get the Faith boon. Then it's 2 piety each. One fireball plus two LEMMISI to refill mana gets you 6 piety for 6 tiles revealed, thus averaging to 1 piety per tile. That's all I meant. --[[User:OrigamiGuy|OrigamiGuy]] 22:30, 12 September 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
Ah, quite right. I should have realized that &amp;quot;this&amp;quot; was the whole process, not the LEMMISI step alone. --[[User:Clyceer|Clyceer]] 22:33, 12 September 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Clyceer</name></author>	</entry>

	<entry>
		<id>http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=Alpha:Half-dragon&amp;diff=1387</id>
		<title>Alpha:Half-dragon</title>
		<link rel="alternate" type="text/html" href="http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=Alpha:Half-dragon&amp;diff=1387"/>
				<updated>2010-09-12T21:45:07Z</updated>
		
		<summary type="html">&lt;p&gt;Clyceer: /* Deity Choice */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Skills===&lt;br /&gt;
* 200% Max Health at start&lt;br /&gt;
* Magical Attack&lt;br /&gt;
* Increased Sight Radius (same effect as [[Items|Scouting Orb]], all tiles touching an explored tile will be partially uncovered, allowing you to see what type of object lies there)&lt;br /&gt;
* BURNDAYRAZ glyph costs 99 Mana, preventing its use&lt;br /&gt;
* 20% Knockback, gains an additional 20% for every glyph converted&lt;br /&gt;
&lt;br /&gt;
===General Strategy===&lt;br /&gt;
Knockback causes enemies to go flying one square in the direction you hit them when you use a melee attack, unless another enemy is in the way. If they land on a wall, they will destroy it. If they move onto a tile you have not yet explored, but will have seen due to your increased sight radius, the monster icon will have a lifebar until it reaches its maximum health. Knockback is calculated from your Base Damage and applies damage when an enemy destroys a wall or hits another enemy, ignoring resistances.  When knocked back into another enemy, Knockback damage is halved and applied to both enemies.  Finally, the enemy you knocked your target into will never die from the Knockback: they will be left at 1 HP minimum and lose a level of Death Protection if they have one.&lt;br /&gt;
&lt;br /&gt;
Since they can't use BURNDAYRAZ, it's best converted as soon as you see it.  Knockback is a good way of breaking walls past high-level enemies or even dealing early damage to them by knocking enemies into them.  Knockback damage is also left unaffected by [[Gods|Mystera]]'s restriction and is not affected by damage resists.  Be wary of enemies with Magical Resist, as Knockback is the only solid way you have of dealing damage to them.  And note that if you deal more damage to a particular enemy if you knock them into a wall instead of another enemy.  Finally, although they have high max health, remember that they still have the same health regeneration as standard classes.&lt;br /&gt;
&lt;br /&gt;
===Deity Choice===&lt;br /&gt;
Half-dragons work well with [[Gods|Binlor Ironshield]], as they collect piety easily by knocking monsters into walls. For the same reason, he also can work well with Jehora Jeheyu. The Glowing Guardian can be used for refilling a Half-dragon's large maximum hp, and Dracul's maximum hp reduction isn't as bad due to the large maximum hp as well. As usual, The Pactmaker is a solid choice. Due to a lack of ability to use BURNDAYRAZ, Taurog is often also a good choice. The Earthmother and Mysteria Annur should almost certainly be avoided as a Half-dragon, and Tikki Tooki's dislike of those who get hit too much doesn't work well with the Half Dragon's high maximum health.&lt;br /&gt;
&lt;br /&gt;
===Challenge Modes===&lt;/div&gt;</summary>
		<author><name>Clyceer</name></author>	</entry>

	<entry>
		<id>http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=Feedback&amp;diff=1386</id>
		<title>Feedback</title>
		<link rel="alternate" type="text/html" href="http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=Feedback&amp;diff=1386"/>
				<updated>2010-09-12T21:29:22Z</updated>
		
		<summary type="html">&lt;p&gt;Clyceer: /* Game Bugs */ Interface disagrees with actual effect.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Game Bugs===&lt;br /&gt;
*After finishing the game with the blood mage, you unlock BludTuPowa. BludTuPowa and Mysteria Annur =&amp;gt; Instant win. This because activating/deactivating the glyph adds to your MA piety. In effect, you get all MA buffs for free at level 1.&lt;br /&gt;
: This has been fixed as of v0.14.&lt;br /&gt;
&lt;br /&gt;
*I'm playing as a Human Warlord in the snake pit. My patron deity is The Glowing Guardian. I've got 56at, 84/84hp, and 8/13mp. I have the BURNDAYRAZ, CYDSTEPP, and LEMMISI spells. I've purchased an item that shows me enemy locations and there is one still hidden. The issue: using the LEMMISI spell does not recharge my MP at all.&lt;br /&gt;
: Why would it recharge your MP? It costs 3 and reveals 3 tiles. You'll only get MP back if you're a wizard or have the item that doubles mana regeneration. --[[User:Patashu|Patashu]] 23:02, 8 June 2010 (UTC)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*I made my patron deity the Earthmother, then renounced my faith. In her rage she turned the level to stone. Then I tried to cast WEYTWAT to teleport to a random spot, and it hung indefinitely, unable to find an empty spot to send me.&lt;br /&gt;
::Yup, it'd do that. Thanks for finding the edge case! --Dislekcia&lt;br /&gt;
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*I just finished a game in which I was able to cast LEMMISI without it costing any mana. I'm not sure if this is a bug or an effect from a god (I'm a noob), but I thought I should mention it anyway.&lt;br /&gt;
::Ah, that's exactly how it's supposed to work. That's why you get a &amp;quot;Surprisingly Handy&amp;quot; award if you use it at least once...It might be better that you figure it out yourself. :)&lt;br /&gt;
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*Minor bugs with message displays and altars - 1) If you move on to an altar which also uncovers a boss at the same time, you'll only get the boss's speech and no altar message.  2) If you attack a monster on an altar (summoned by WONAFYT), you'll get the altar message and conversion opportunity without actually stepping on the altar (like the other altar bug below, this only happens if you haven't been to that altar most recently).  The first issue arises with shops as well, but not the second. --[[User:Twinge|Twinge]]&lt;br /&gt;
::Just for the record: the attack-on-an-altar also occurs if the monster is there because of the knockback ability, not just from WONAFYT. And it looks like the same thing may happen for monsters on shops? --Tahnan&lt;br /&gt;
:::All attack-on-interactive element bugs should be solved in the new interface version. --Dislekcia&lt;br /&gt;
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*The Scouting Orb's description says it increases sight radius, but it does nothing if your sight radius is already above the normal (half-dragon).  The description should probably say e.g. 'increases sight radius to 2 spaces' or something along those lines. --[[User:Twinge|Twinge]]&lt;br /&gt;
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*Another bug: I fell into negative XP.  I believe the bug is associated with the CYDSTEPP (survive next killing blow) rune, and possibly how it interacts with the Paladin's HP for killing undead ability.  I'd just killed a level 5 wraith which was supposed to do enough damage to kill me (and removing my death protection), but instead my protection remained, my HP stayed the same (I think), and I went into negative XP.  Later just messing around, I died and lost the protection, recast it with some mana potions, and died again and my XP finally fixed itself, jumping to level 6.  Screenshot: http://it-is-law.com/dump/DD-NegXPBug.png --[[User:Twinge|Twinge]]&lt;br /&gt;
::I had the same thing happen, except with the Glowing Guardian Deity not the CYDSTEPP glyph. I think it has a problem trying to process all the events that occurred (the death of the monster, your not dying, gain of life, gain of attack, gain of exp, and/or anything else). So this may be possible with any character/race.&lt;br /&gt;
::same- paladin orc with CYDSTEPP in the crypt. I think I got down to -28 xp before a save-vs-death finally realigned the numbers.--[[User:Sxerks|Sxerks]] 18:14, 22 March 2010 (UTC)&lt;br /&gt;
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*Bug- by clicking on covered(black) areas you can find and get the deity dialog and worship without ever uncovering the block.--[[User:Sxerks|Sxerks]] 18:14, 22 March 2010 (UTC)&lt;br /&gt;
::Specifically, this seems to happen after you just went to another altar.  In this example: http://it-is-law.com/dump/DD-AltarBug.png if I go to the bottom right altar, I can then click on and activate the top left altar without traveling there.  This does not seem to be the case for shops.  This is likely related to the other altar bug I posted above.  --[[User:Twinge|Twinge]]&lt;br /&gt;
:::Awesome, more info helped us figure out what was up. Fixed. --Dislekcia&lt;br /&gt;
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*Bug? - Sorry if this is not the right place to report but can't see a better one.  Getting error message &amp;quot;Unexpected error occured when running the game&amp;quot; immediately on launch, when trying to play on Netbook.  Suppose it might be something to do with supported resolution (on this netbook, resolution is 1024x600).  Or something else perhaps? --[[User:Serioustiger|serioustiger]] 19:26, 24 March 2010 (UTC)&lt;br /&gt;
:: It runs fine on my netbook that runs at the same resolution, so it shouldn't be that. --[[User:Charcoal|Charcoal]] 00:41, 1 April 2010 (UTC)&lt;br /&gt;
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:: Getting the same error on a desktop system with Windows XP Pro SP3. Core2 Duo CPU, 2 GB RAM, NVIDIA GeForce 9800 GT running at 1280x1024, the game's folder is directly in the root of drive C: (C:\DeskDungeons_0051).&lt;br /&gt;
:::Hmmm. Could be some sort of GM bug, like not finding the right fallback version of DirectX or something. Unexpected errors usually happen in GM games when it tries to do something graphics card related and can't figure out how. Will probably turn on logging in the next version so that we can see what's up. --Dislekcia&lt;br /&gt;
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*Bug - I was standing on the HALPME glyph and accidently pressed WEYTWAT (teleport glyph). I got teleported but HELPME stayed in the &amp;quot;on the ground&amp;quot; slot. So i, being cheater am i, just happily added to my slots. ;)&lt;br /&gt;
:: It does seem to at least delete the glyph from the original spot, though. Alas, I was hoping it might be cloning it... but it's not. [[User:Neongrey|Neongrey]] 02:05, 6 April 2010 (UTC)&lt;br /&gt;
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*Bug - I've not been able to get the game to run at all on my Windows XP system.  It gives the loading screen, tells me it's loading stuff for about ten seconds, and then the screen simply closes itself with no error messages at all.  I'm running a standard XP system (32 bit mode) in 800x600 resolution.  Suggestions?  Anyone else have the same problem?&lt;br /&gt;
::Do you have DirectX installed? If so, which version? --Dislekcia&lt;br /&gt;
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*Bug - if you reveal a boss monster by going onto an altar or shop, the altar/shop prompt will be visible for a split second before it's replaced by the boss monster prompt. It would be slightly cleaner to not show the altar/shop prompt at all. --[[User:Patashu|Patashu]] 15:03, 5 June 2010 (UTC) &amp;lt;br&amp;gt;&lt;br /&gt;
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*Bug - it is possible to 'phantom' attack an enemy, if you click an open tile, and before the move completely registers have your mouse over an enemy. It'll count as striking the enemy, and can even strike an enemy two or more tiles from where you actually clicked to! Very annoying to die to this. --[[User:Patashu|Patashu]] 15:03, 5 June 2010 (UTC) &amp;lt;br&amp;gt;&lt;br /&gt;
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*Bug - I encountered a divide by zero error when playing through the Library as a human warrior.  I was following Taurog as a deity, and I think the specific cause of the problem was selecting the Mageshield (correct name?) boon which reduced my maximum mana by 2 when my maximum was already only 2 points.  The following error message was listed in the log that appeared, 4 times.&lt;br /&gt;
&lt;br /&gt;
   ERROR in&lt;br /&gt;
   action number 1&lt;br /&gt;
   of Draw Event&lt;br /&gt;
   for object ManaDisplay:&lt;br /&gt;
   Error in code at line 28:&lt;br /&gt;
   fraction = Hero.mana / Hero.max_mana;&lt;br /&gt;
   at position 30: Division by 0.&lt;br /&gt;
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--[[User:Xrobbedgex|Xrobbedgex]] 19:21, 16 June 2010 (UTC)&lt;br /&gt;
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*Bug - The item &amp;quot;Stone heart&amp;quot; (2hp per level when destroying a wall) does not work for the Half Dragon knockback destroying a wall.--[[User:Sxerks|Sxerks]] 16:54, 4 August 2010 (UTC)&lt;br /&gt;
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* 0.415 - Warlord gets WONAFYT, not CYDSTEPP&lt;br /&gt;
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*Bug - Playing as Transmuter, I started worshipping Binlor. I got my piety up to 80, prayed for the level 10 boon, then proceeded to kill the boss. The game didn't tell me I had won, and retiring doesn't display Transmuter as a class that has finished the dungeon. I did this twice, once killing every creature but not killing the boss last, and once killing the boss last. Both times, the game didn't acknowledge my win. Not sure if this is a feature of the Binlor boon, or if Transmuter just doesn't display differently when it finishes the normal dungeon like the other classes, but it feels buggy, so I feel like I should say. [[User:Tomsmizzle|Tomsmizzle]] 15:01, 25 August 2010 (UTC)&lt;br /&gt;
: Wait, you played normal dungeon? AFAIK, only base 12 classes get special marks after its completing; Transmuter, Crusader and Tinker aren't get any. Bonus classes get marks after Crypt, Library, Snake Pit and Factory&lt;br /&gt;
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*Bug - Playing as a Half-Dragon worshiping Binlor, knocking an enemy into the wall gives the message &amp;quot;Binlor thinks your demolition efforts are very clever. (+1 piety)&amp;quot;, but 2 piety is awarded.&lt;br /&gt;
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===Other Game Issues (Balance, Interface, etc.)===&lt;br /&gt;
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*I've played the new version extensively.  I've unlocked everything and I have to say it's considerably worse than the last version.  This version is all about luck and that doesn't make it much fun.  There are far too many games that are unwinnable, and I'm not talking about the start (although that's a huge problem also).  Too many classes depend on the right deity appearing.  On that subject way too many of the deities are gimmicky and useless 90% of the time.  Earthmother (can't kill natural creatures, who cares she's rubbish anyway), Tiki (must kill in one shot), tarog and bindor (no magic), etc.  They all have something.  This would be fine, if there were viable options for classes.  A wizard with tarog or bindor is screwed--this is just one example.  Retiring ad nauseum isn't much fun.  Shops are useless--it's always the same crap, the good stuff never comes up--and because of the above deity problems, this can make or break a run. &lt;br /&gt;
** I've got to concur with this assessment.  Basically too many gods are useless, Dracul, Tiki etc. because they can't be used as part of a strategy, where you'll plan to get this glyph and do that and then boom you have some advantage, and the penalties they give are far greater than the benefits.  I've successfully used the plantation boon at level 2, being sure not to lock myself in, but still not gotten enough of an advantage out of it to win the game.  The new Pactmaker, on the other hand, is my bread and butter.  [[User:Yidda|Yidda]] 18:55, 20 August 2010 (UTC) -yidda&lt;br /&gt;
** It used to be that I'd use Jehora, Taurog, Misteria, or Binlor etc. all the time.  Now I only use the Pactmaker. -yidda [[User:Yidda|Yidda]] 18:55, 20 August 2010 (UTC)&lt;br /&gt;
** OK, after a little more play on the new version, I have successfully used Jehora, the Pactmaker, Taurog once or twice, and Dracul twice, once with the Vampire, and once without.  I've also beaten the game as an atheist, but I think the other 5 Gods could use some spicing up. [[User:Yidda|Yidda]] 03:06, 9 September 2010 (UTC)&lt;br /&gt;
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These problems are magnified in the campaign.  You put the classes in difficult maps, the first isn't too tough, but it still requires a good deity or lucky shop to get the health high enough to take a hit from the boss.  It's the first one, not a big deal.  But then you put the wizard in a terrible map.  You almost require MA deity and the fireball glyph to stand a chance.  This is frustrating, because you can play perfectly, and lose.  This is terrible, terrible game design.  Then, should the stars align, and you beat the dragon boss, you get yet another difficult dungeon where you need luck to get by.  Three times lucky, with the wonky random rules you've got in place means that the game isn't rewarding at all.  Why not let us pick the class and race like every other dungeon?&lt;br /&gt;
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It just seems like you have all these great gameplay mechanics in place, but then because of your decisions on deity and shop rolls, you take them away from the player.  Focus on rewarding player skill/strategy and less on lucky rolls and you'll have something here.  &lt;br /&gt;
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*About Health and Attack powerups (the kind scattered about the dungeon): Can we get some explanation on these things?  After noticing that the attack power up does nothing for a level 1 character, I've been holding off on getting them. Likewise, the health power ups give more health at higher levels. What I want to know is, should I hold off on getting them or do they scale to level even after you've gotten them? --golden_cow2&lt;br /&gt;
::The attack power ups give you a 10% percentage bonus over your base damage per power up, so this extra damage will raise as your base damage does.  So get them as soon as your strategy allows you. --Lanis&lt;br /&gt;
::Likewise the health bonus also scales with your level (1 MAX HP per level, the same as Dwarf glyph conversion). No need to hold off. --fall_ark &lt;br /&gt;
:::The Health Bonus should probably be shown when you hover over your health as it does for damage, then, to at least partially clear up the issue. --[[User:Twinge|Twinge]]&lt;br /&gt;
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*I've found it really evil that the Escape key closes the entire game instantly.  I've already lost at least 2 characters from tapping escape trying to cancel a spell :/  (I'm aware right click cancels, but habits from other games don't die so easily...) --[[User:Twinge|Twinge]]&lt;br /&gt;
::Agreed. I lost 5 or so promising characters because of that. Changing the 'instant close' key to something like F12 and having the ESC key one ask if you want to exit would work better and without functionality loss. --Lanis&lt;br /&gt;
::Agreed again.  I just started playing and hit escape thinking it would be used for options or something and poof.  Ugh.  &lt;br /&gt;
:More keyboard-friendly controls will certainly make the game better! e.g. Arrow keys for moving, 5/6 for potions, SPACE/ENTER/ESC for shop and altar conversations. So on. --fall_ark&lt;br /&gt;
:::Absolutely, I just listed the most pressing issue first =)  Even if the mouse is still required in the end (though it probably doesn't need to be), numpad movement would be a definitely improvement.  I'm thinking Y/N for shops and altars to make it clear what your selection is - though space could also default to a 'no' response. --[[User:Twinge|Twinge]]&lt;br /&gt;
::Wait. Instead of remapping the Escape key, just make it pop up a screen that asks if you really want to quit the game. Alternatively, make it so that holding down Escape for two seconds closes the whole application. --HydroKirby&lt;br /&gt;
::I also like a full keyboard control, azeqdwxc for moving, keybinded potions, yay and nay etc. The only point of using the mouse would be, in some cases, to prevent the discovering of some tiles, but if you really want to it's still possible to put something like selecting a tile with arrow keys and enter to go there. [[User:Rex4|Rex4]] 20:33, 21 March 2010 (UTC)&lt;br /&gt;
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*The current gold system is essentially a pointless grinding mechanic - after each game, load up Goblin Wizard or whatever, go grab some quick cash, then start playing again.  I don't currently have a great idea to replace it with, but the implementation as-is adds unfun grinding time without adding any actual thought or decision to the process. --[[User:Twinge|Twinge]]&lt;br /&gt;
::Removing the shared gold between runs and making gold coins give you more gold depending on your race/class/max gold should be enough. Basically, a gold-hunting race/class combo should allow you to be able to buy one or two good items more than other classes under the same circumstances. Now not only this removes the gold grinding, but it'll allow people to use goblins for serious ranked games, for example. --Lanis&lt;br /&gt;
::Concurred. I would suggest adding a &amp;quot;Minimum Gold&amp;quot; bonus (or simply replace the Max Gold bonus). There should still be a little room for gold hoarding for new players though, like Max Gold = Minimum Gold + 50 or something. --fall_ark&lt;br /&gt;
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*The chances of getting a completely unwinnable game are too high.  If it happens occasionally that's fine, but right now it's fairly common and at least some check to help avoid these situations would be desirable.  Example games: &lt;br /&gt;
:http://it-is-law.com/dump/Unbeatable1.png&lt;br /&gt;
:http://it-is-law.com/dump/Unbeatable2.png&lt;br /&gt;
:http://it-is-law.com/dump/Unbeatable3.png&lt;br /&gt;
:My proposal: map out the monsters and runes in area that can be reached by a new character during level generation; mapping should 'go through' level 1 and 2 monsters but treat higher level monsters as walls, so to speak.  There must be one of: a) Any of the Passwall, Teleport Monster, or Teleport Self glyphs are reachable; b) At least five level 1 monsters available to fight; c) At least two level 1 monsters and one level 2 monster; or d) The Summon Monster glyph is reachable and at least five total level 1 monsters are on the board (if this is guaranteed already, simply make it a straight glyph check as with [a].)&lt;br /&gt;
:The idea isn't to make it easier - just to remove impossible scenarios.  You might still have to, say, use your starting health potion to take out a level 2 or whatever which is fine.  This won't remove all unwinnable situations, but should remove a significant percentage of them without making anything easier the rest of the time. --[[User:Twinge|Twinge]]&lt;br /&gt;
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*Worshiping Pactmaker as an unimproved Rogue results in instant death. Is this intended? --Azeltir&lt;br /&gt;
:Pactmaker takes 5 Base Damage and 5 Max Health so an unimproved Rogue will indeed die instantly due to Health drop to zero. Most characters &amp;quot;unimproved&amp;quot; would be screwed though, since your base damage is now likely zero. --fall_ark&lt;br /&gt;
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*Nidhogg is supposed to be a dragon; the World Serpent is actually actually Jormungand. There's some Norse mythology for ya!&lt;br /&gt;
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*I bought the rebirth-item (Restore health to full) on a level 9 Human Crusader while having death protection up, and got healed no health at all. Afterwards I attacked the boss and died where 300% of my attack damage would've been enough to kill it, but I did not get the last-blow Crusaders are supposed to. --Amadi&lt;br /&gt;
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*Glyph balance {[[User:Twinge|Twinge]]}: &lt;br /&gt;
:*Teleport Monster is just worse than Remove Wall; it costs more mana and can potentially relocate the monster somewhere inconvenient, while Remove Wall also has other benefits (such as opening up more total blocks that can be explored).  I'd keep Remove Wall's 8 mana cost, but reduce Teleport Monster to 5.&lt;br /&gt;
:*Teleport Self is also weak, and primarily only useful for getting outside of an early-game bubble of high-level monsters; I think it would still be weak at 4 mana, but certainly a little more useable.&lt;br /&gt;
:*Blood to Power is rather weak at high levels (right now it seems primarily useful for Level 1 Sorcerers); it's a little less clean, but perhaps making the cost 1.5hp per level rounded up would work? (2/3/5/6/8/9/11/12/14/15 instead of 2/4/6/8/10/12/14/16/18/20) I'm not entirely happy with that change and there might be a better option, but that's all that comes to mind for it immediately.&lt;br /&gt;
:*Poison is clearly to strong as it stands, but merely raising the mana cost is not enough to properly balance it; something more fundamental needs to be changed to fix Poison.&lt;br /&gt;
:*Petrify isn't especially useful right now either, as it doesn't help you get past any monsters and it gives you no XP for kills.  This, of course, also ties in with the usefulness of the Earth Mother God (which currently is primarily good for giving a Transmuter lots of blocks to heal from).  One option would be to simply make petrify kills give you half the level of the monster you killed; this would probably require an additional restriction such as being unable to petrify anything more than 1 level above you?  There's surely some other options here too, but it does need something to make it more appealing.  It might also still count as a kill for Mystera since you are essentially killing with Magic (would need to be tested in-game for balance).&lt;br /&gt;
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*Monster balance {[[User:Twinge|Twinge]]} - monsters should be fairly close in average power level so that games aren't randomly especially easy or hard simply due to the monsters that randomly spawned; obviously this will still vary quite a bit depending on class, but currently there are some monsters that clearly stand out as strong or weak in general:&lt;br /&gt;
:*Animated Armor - Should these be almost strictly killable by Fireball only?  The damage might be lowered a bit (160% -&amp;gt; 150%) to make it at least somewhat feasible (though still painful) to kill them in melee.  On a related note, XP Gains should perhaps have a stepdown or raise up less rapidly based on level; it is a neat trick to go from level 1 to 6 in a single kill, but is also pretty overpowered.  The first 2 steps (+2 and +6) are perfect and should remain as is.  Past that, perhaps a flat +4 (or even +6) bonus per level difference to prevent it from getting so high so quickly?  I'd like to see fireballing a high-level animated armor remain good, just not insanely good.&lt;br /&gt;
:*Gorgon, Goat, Bandit, Imp (to a lesser extent) - The reduced health is a huge deal for these monsters; I love seeing these guys around because it's often trivial to kill one of these monsters 1, 2, or even 3 levels above me.  Gorgons sound threatening at first, but in practice they are pushovers for almost all classes and merely serve as a lucky XP bonus (*worth noting is that they can be bothersome to some of the currently strongest classes like Vampire, but still generally aren't too threatening).  Bandits are in the same camp; they have nasty side effects, but it's usually easy to set up the kill right before leveling and snag some bonus XP in the process.  Imps are more minor since they're only in the Library and Blinking can be an effective escape at times.  I'm thinking:&lt;br /&gt;
::*Gorgon: damage 100%-&amp;gt;115%; this means they do enough damage to level 4-6 players (considering some levels of health boosts) to reduce them below half HP, making their death gaze more threatening; this emphasizes their special ability while making them a bit less of a pushover.  Possibly increase health 70%-&amp;gt;75%, but this is probably unnecessary with the damage increase.&lt;br /&gt;
::*Bandit &amp;amp; Imp: I love seeing Bandits right now because they're almost guaranteed bonus XP.  Part of the problem is that their negatives are so strong that you only want to fight them to level up on, and then their reduced stats make it easy to do just that. 80%-&amp;gt;85% health seems like a good idea here, though I haven't done the math to see exactly what situations this would affect.  Likewise with Imp, simply boosting the HP one notch seems like a good change but it'd need to be tested (or numbers run) to say for sure.&lt;br /&gt;
::*Goat: This poor guy is a strictly worse Golem!  This is clearly subpar.  Even against spellcasters they're quite easy, because they are essentially 100%/100% ability-less mobs in that case.  I'd probably look at raising the attack at least 100%-&amp;gt;110% (possibly as high as 120%), and raise their health from 75%-&amp;gt;80% to make their magic resist matter a little more (could bump the resist from 25% to 30% instead, though this means level 1 spellcasters get an especially big hit from the resist which may be fine).  Even with these changes they'd be worse than golems in most cases, but it'd at least be a step in the right direction; they could be buffed again later if deemed appropriate.&lt;br /&gt;
:*Goo Blob - The strongest enemy in the game.  Even most spellcasters are using enough physical attacks that these guys are somewhat daunting; to a pure melee character, they're like a 100%/200% mob which is insanely strong.  The current monster design treats magical resist and physical resist as pretty equal, but physical resist is much more powerful.  The simple fix would be to reduce their HP, at least 100%-&amp;gt;90%; another option would be to make them magic vulnerable, so magic does 25% more damage to them (either of these changes makes Fireball enough better on these guys that they are no longer so strong across the board).  A 3rd option would be reducing the physical resist 50%-&amp;gt;40%, though I haven't done any math to figure the ramifications of that.  (Similar arguments apply to the Tower of Goo, of course, though I haven't had a chance to go into depth for the bosses yet.)&lt;br /&gt;
:*Vampire - The life steal is a weak effect, and after they do that they've got nothing special left and are mere 100%/100%s.  I'd suggest either increasing attack slightly (from 100%-&amp;gt;110% to 100%-&amp;gt;120%) or increasing the amount of life steal a bit (40%-&amp;gt;50%), or possibly both if they are still weak.  Worth noting is that as long as these mobs only appear in the Crypt it is more acceptable for them to just be weaker, so like the Imp it's not as important to tweak Vampires as other monsters.&lt;br /&gt;
:*Zombie - Definitely on the strong side, though not as drastically as the Goo Blobs.  I'd reduce their HP slightly, possibly only 150%-&amp;gt;145% but probably 150%-&amp;gt;140% (compare to Dragonspawn).&lt;br /&gt;
*TGG And The Crypt -- I'd suggest straight up making TGG altars not spawn in the crypt.  Finding one early essentially gives you an auto-win for whatever class you're playing with; it's simply way too strong. --[[User:Twinge|Twinge]]&lt;br /&gt;
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*What's the point of Dracul coming up for every class if only vampires can worship him? Seems like a waste of altar most of the times.&lt;br /&gt;
::Anyone can worship Dracul.  Vampires can worship him without penalty.  Try joining him when you're not level 1; you lose 10hp but then get the benefits from there on.&lt;br /&gt;
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===Game Feedback===&lt;br /&gt;
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* I like this game, but there are a few issues that hurt the game IMO.  &lt;br /&gt;
::Why not let us pick our deity?  For some classes in certain dungeons, a specific deity is almost required to beat it.  It doesn't make for much fun when you are constantly retiring and restarting to get the deity you require.  At least, show the locations of all deities.  It's also frustrating that useless deities are so common (eg. Earth Mother, Dracul with any other class other than Vamp).&lt;br /&gt;
::Once you have all items, classes, races, etc, why are the most powerful items so rare?  At that point the player is dedicated and just might want to have fun, but powerful items never come up, especially when you want a specific power item with a specific class.  Regardless, even if the full game isn't unlocked the player has to work hard to get these items, let them have them.  This is supposed to be fun, right?&lt;br /&gt;
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*I like this game a lot :)&lt;br /&gt;
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*This game is what I was looking for since years! In order to introduce roguelikes to my 6 years old son, I would be interested in translate it in french. You can e-mail me if it sounds interesting for you ! &lt;br /&gt;
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My today exploit : the Priest Massacre : I'm not quite sure that Benedict XVI will bless that ;) [[File:PriestMassacre.png|right|thumb|150px|Priest Massacre]] --[[User:Lepoulpe303|Lepoulpe303]] 15:08, 30 March 2010 (UTC)&lt;br /&gt;
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*I found the Rogue class to be a bit underbalanced. Most bosses have an attack high enough to kill him in one hit, so, in order to kill them, I must spamm sidestep or fireball and that destroys the feeling of playing as a rogue. --[[User:NickDX|NickDX]] 20:07, 30 March 2010&lt;br /&gt;
::Actually, Rogue is one of the most powerful classes at present and is overpowered rather than underpowered - surpassed only by Vampire and possibly Monk (which people have also thought too weak for some reason).  Try perhaps getting your HP high enough to survive one strike (e.g. Dwarf) or getting your attack high enough to slay the boss in a single stroke.  --[[User:Twinge|Twinge]]&lt;br /&gt;
&lt;br /&gt;
*Is it possible to actually beat the factory with the wizard class? Not using BURNDAYRAZ with Mystera... The meat man is mostly unkillable. A 50 damage wizard would have to hit him 20 times! And we have the golem boss too...&lt;br /&gt;
**It's easier than you think.  Remember that you know where all the Glyphs are and can thus check what has spawned for you in any given game easily, so you can restart quickly if you don't get what you want.  Even failing that, don't treat the Wizard as if magic is his only method of dealing damage.  Wizard's melee damage is quite respectable after the 3 Attack Powerups, especially if you play a human.  And if you find BURNDAYRAZ fast, then you're ready to use Animated Armors to level up very quickly.  Don't use Mystera, in any case: having lots of mana only matters when you use a Mana Potion or gain a level; your regen per tile is unchanged, and losing out on your physical damage in a dungeon with the Iron Man is a very bad idea.--[[Special:Contributions/94.3.189.97|94.3.189.97]] 23:16, 5 April 2010 (UTC)&lt;br /&gt;
***I can't seem to find the condition in which you could win this challenge... Even as a human wizard, using halpme and iphalseek I could only kill Tony Stark, at the cost of all my mana AND health potions, leaving ALL the maze explored and the Meat Man still unscathed...&lt;br /&gt;
****At L7 (which is reachable from about 3-5 kills if you use Animated Armor carefully), you'll likely have around 40 Attack, 84 Health and 12-13 Mana.  HALPMEH will heal 21 HP for 2 Mana at that point, whilst BURNDAYRAZ will deal 28 damage for 5 Mana.  If you only use melee and healing, Iron Man will be dead after exploring about 30-40 tiles (which is about 8-10 squares of an unexplored corridor).  You'd also need less tiles to do it at L8, but that would require a few more kills which you may or may not have access to.  SMM is better left until you're L8 or 9, since you'll need something along the lines of 60 tiles to kill him.  LEMMISI can be useful to get the necessary regen, and none of this is taking into account helpful items from shops (like Fine Sword or Tower Shield), use of Potions, or other Glyphs like BYSSEPS (very effective extra damage for minimal mana cost).  In short, the strategy is simply to level up fast and start your run as early as possible, and knowing where the Glyphs are is very helpful in pulling that off. --[[Special:Contributions/94.3.189.97|94.3.189.97]] 04:10, 6 April 2010 (UTC)&lt;br /&gt;
*****So it's actually easy... ...if you have Halmpmeh, burnandrayz, lemmisi and 3 high leveled animated armors sitting right next to you. That's does not sound like a specific situation at all...&lt;br /&gt;
******Again, knowing where the Glyphs are allows you to check them quickly.  And HALPMEH and LEMMISI are merely helpful, not *required*.  BURNDAYRAZ is guaranteed to be somewhere on the map, and finding high levelled Animated Armors isn't difficult.  The only real gamebreaker of a glyph to be looking for is APHEELSIK, and that appears in at almost half the games you play by the time the Factory is unlocked.  The point isn't that *every* Factory run is going to be easy for the Wizard -- it's that it's easy for the Wizard to search for favourable conditions.&lt;br /&gt;
******Just to prove my point, I started another Factory game with a Human Wizard.  I succeeded on that same game.  I had a bit of luck in that BURNDAYRAZ spawned near me, as did a L8 Animated Armor.  I did not find APHEELSIK during this game, but I did get HALPMEH.  The only things I bought from the shops were a Spoon and Fine Sword, and I found an altar to Jehora after a bit of exploration as well.  I also found LEMMISI, but I completed the game without using it.  I ended up killing SMM at L7 and Iron Man at L8.  I finished off both bosses whilst only exploring just over 75% of the map, never using LEMMISI, and never drinking a Health or Mana Potion.  Sure, I got a relatively advantageous start, but I didn't get APHEELSIK (which meant SMM was a battle of attrition).  Jehora helped, of course, but it was merely one of many things I could've found to lead me to success, especially given what I ended up *not* having to use.  So yeah, you don't need a perfect game to beat the Factory with the Wizard.&lt;br /&gt;
*******I also just beat factory with Gnome Wizard. No APHEELSIK, but HALPMEH + BYSSEPS went the distance on both bosses after using Pactmaker + L8 Animated armor as my first kill. I was swinging for 72 a pop, and finished with 52 hp, 14 MP, a mana pot, and a Zombie Dog still active on me.[[Special:Contributions/78.101.75.189|78.101.75.189]]&lt;br /&gt;
*Also, Vampire is absurdly overpowered. You don't even need luck, I just had a game where I had to waste all my health potions at level 1, but after I got the fireball, 100 health points converted to 28 damage each fireball could destroy both bosses in the library without the need for any item, god or skill.&lt;br /&gt;
&lt;br /&gt;
*I don't get &amp;quot;The Pactmaker&amp;quot;, it takes 5 max HP and DMG, but only grants +1 max HP and DMG per level, this way, if you get it on lvl 2 (worshiping the pactmaker at level 1 is mostly impractical), you'll only have the real benefits at level 8.&lt;br /&gt;
Since most boss fights are at level 7-8, you'll get only +1 damage and +1 max hp. Sure, the exp boost is nice, but even if the exp boost were absurdly high, and you could get to level 10, you would only get +3 damage and +3 max hp.&lt;br /&gt;
Compare it with taurog, in which killing half of the 39 monster on the map, would grant you +60% atk, or even +90% if you found all the glyphs. Heck, even Binlor Ironshield at level 2 would grant you +6 damage at level 8, and you don't lose any HP.&lt;br /&gt;
The increase in experience gain is overrated. The pactmaker must be booster, a suggestion would be having the character gain +2 max hp and damage per level and +2 experience per monster. That would prove a very strong god.&lt;br /&gt;
**The pactmaker is actually quite powerful in the right situations. You're overlooking that he also boosts max mana too. In addition, if you get enough health buffs or are using the right class, you can pretty much ignore Pactmaker's drawback at level 1 and pick it up then. This gives (at level 10, which pactmaker can actually make doable) a total gain of 4 max hp, 4 max damage and 9 max mana. The latter is what can make him very nice. I used pactmaker to finish two different dungeons. Unlike Taurog or Mystra which give bigger versions of their individual buffs, you can use both your magic and melee skills together. With the right class/race combo, this can be a very nasty god. [[Special:Contributions/78.101.75.189|78.101.75.189]]&lt;br /&gt;
***Update: Just used pactmaker to finish Factory with Gnome Wizard. Finished with 50 health, 14 mana, and a mana pot, plus a death protection effect. I was using BYSSEPS to swing for 72 a pop, healing with HALPME or potions, rinse repeat. I was level 10 thanks to grabbing Pactmaker before killng a single mob and using the Nuke &amp;amp; Explore trick on a level 8 Animated armor as my first kill, giving me a massive starting bonus. I still had about 1/5 of the dungeon unexplored as a backup reserve.[[Special:Contributions/78.101.75.189|78.101.75.189]]&lt;br /&gt;
&lt;br /&gt;
*I don't trust the tiki took too. I just played a rogue in the cript, and killed 35 out of 39 monsters without beeing hit, having a 55% dodge chance to face the bosses and some level 9 monsters. Having milked the most out of the god, it actually didn't help me very much. I know he doesn't have any restrictions and gives you a free health potion, but I got the feeling that he's a weak god.&lt;br /&gt;
Maybe increasing the dodge gain to 1.5% or even 2%, or maybe you could get free health potions for each 5 kills without taking damage.&lt;br /&gt;
**I agree here. I haven't gotten Tiki to contribute to a boss kill, because you wind up having to rely on luck for the final boss kill and it usually doesn't work, since you often need it  or 3 times in a row, whereas with a 50+ mana pool from the arcane god you can just spam fireball, even on magic resistant monsters.&lt;br /&gt;
**I disagree entirely. I think Tiki is one of the best gods: unlike almost every other god, theres no downside to worshipping him. Free health pot = awesome bonus. In one Library run, I started off with a Rogue, and by the end of the game my dodge rate was nearly 60%. Taking out the bosses was a cinch (although I did use cydstepp to help with the Wizard boss, admittedly).&lt;br /&gt;
***It IS completely based by luck, I had the same run as you, with a Rogue at the Crypt with 60% dodge and, even with cydsteep I could dodge the Wraith only once in five hits...&lt;/div&gt;</summary>
		<author><name>Clyceer</name></author>	</entry>

	<entry>
		<id>http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=Alpha:Half-dragon&amp;diff=1385</id>
		<title>Alpha:Half-dragon</title>
		<link rel="alternate" type="text/html" href="http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=Alpha:Half-dragon&amp;diff=1385"/>
				<updated>2010-09-12T21:18:02Z</updated>
		
		<summary type="html">&lt;p&gt;Clyceer: Decided to note the monster lifebars on icons here as well.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Skills===&lt;br /&gt;
* 200% Max Health at start&lt;br /&gt;
* Magical Attack&lt;br /&gt;
* Increased Sight Radius (same effect as [[Items|Scouting Orb]], all tiles touching an explored tile will be partially uncovered, allowing you to see what type of object lies there)&lt;br /&gt;
* BURNDAYRAZ glyph costs 99 Mana, preventing its use&lt;br /&gt;
* 20% Knockback, gains an additional 20% for every glyph converted&lt;br /&gt;
&lt;br /&gt;
===General Strategy===&lt;br /&gt;
Knockback causes enemies to go flying one square in the direction you hit them when you use a melee attack, unless another enemy is in the way. If they land on a wall, they will destroy it. If they move onto a tile you have not yet explored, but will have seen due to your increased sight radius, the monster icon will have a lifebar until it reaches its maximum health. Knockback is calculated from your Base Damage and applies damage when an enemy destroys a wall or hits another enemy, ignoring resistances.  When knocked back into another enemy, Knockback damage is halved and applied to both enemies.  Finally, the enemy you knocked your target into will never die from the Knockback: they will be left at 1 HP minimum and lose a level of Death Protection if they have one.&lt;br /&gt;
&lt;br /&gt;
Since they can't use BURNDAYRAZ, it's best converted as soon as you see it.  Knockback is a good way of breaking walls past high-level enemies or even dealing early damage to them by knocking enemies into them.  Knockback damage is also left unaffected by [[Gods|Mystera]]'s restriction and is not affected by damage resists.  Be wary of enemies with Magical Resist, as Knockback is the only solid way you have of dealing damage to them.  And note that if you deal more damage to a particular enemy if you knock them into a wall instead of another enemy.  Finally, although they have high max health, remember that they still have the same health regeneration as standard classes.&lt;br /&gt;
&lt;br /&gt;
===Deity Choice===&lt;br /&gt;
&lt;br /&gt;
===Challenge Modes===&lt;/div&gt;</summary>
		<author><name>Clyceer</name></author>	</entry>

	<entry>
		<id>http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=Alpha:Imp&amp;diff=1384</id>
		<title>Alpha:Imp</title>
		<link rel="alternate" type="text/html" href="http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=Alpha:Imp&amp;diff=1384"/>
				<updated>2010-09-12T21:15:06Z</updated>
		
		<summary type="html">&lt;p&gt;Clyceer: Slight wording change&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The '''imp''' is a rare [[monsters|monster]] found only in the '''Library''' side dungeon. They are known from teleporting away from a fight whenever they are injured.&lt;br /&gt;
&lt;br /&gt;
==Statistics==&lt;br /&gt;
*Health: 80%&lt;br /&gt;
*Damage: 100%&lt;br /&gt;
*Blinks to a random part of the dungeon after being hit&lt;br /&gt;
&lt;br /&gt;
==Strategies==&lt;br /&gt;
Imps are an annoying, but not difficult, foe. Their low health means that a single solid attack will usually kill them before they can teleport away, but it also means that attacking them early for bonus XP is usually doomed to failure unless you are exceedingly lucky or the dungeon is mostly explored. A circle of light will emanate from their destination, even if that turns out to be an unexplored part of the library, so it is not hard to track where they went to.&lt;br /&gt;
&lt;br /&gt;
If you can detect it at its destination, such with Instincts, the [[Fighter]] ability, the monster icon will have a lifebar until it returns to its maximum health.&lt;/div&gt;</summary>
		<author><name>Clyceer</name></author>	</entry>

	<entry>
		<id>http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=Talk:Alpha:Bloodmage&amp;diff=1372</id>
		<title>Talk:Alpha:Bloodmage</title>
		<link rel="alternate" type="text/html" href="http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=Talk:Alpha:Bloodmage&amp;diff=1372"/>
				<updated>2010-09-11T23:44:55Z</updated>
		
		<summary type="html">&lt;p&gt;Clyceer: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The last time I played a Blood Mage I found the ''ultimate'' cheese: BLUDTOPOWA to start, then I found LEMMISI and BURNDAYRAZ right off the bat and Mystera's altar just afterward.&lt;br /&gt;
* Worship Mystera.&lt;br /&gt;
* Activate BLUDTOPOWA.&lt;br /&gt;
* Find a high-level monster and fireball it, then cast LEMMISI twice to restore mana back to full.&lt;br /&gt;
* Repeat previous step.&lt;br /&gt;
** Pause and get the Faith boon as soon as you can afford it.&lt;br /&gt;
* Keep throwing fireballs at his face and LEMMISI'ing until the whole map is revealed. After Faith, this gives you a net of 1 piety per dungeon tile revealed, and depending on when you started this adds up. A lot.&lt;br /&gt;
&lt;br /&gt;
I had enough piety by the end to get EVERY boon from Mystera before leveling even once, then used the leftovers to convert to Pactmaker with 60 piety to start with. Level up as normal and buy Learning, then Mana, then Health, et cetera et cetera. Not having squares to explore for recharging is more than made up for by the ability to plan out every move in advance. I ended up killing the boss at level 6. --[[User:OrigamiGuy|OrigamiGuy]]&lt;br /&gt;
&lt;br /&gt;
I'll agree that that sounds quite potent. I thought LEMMISI revealed 3 tiles and would give 2 Piety per cast though? Still, that's a lot of cheaply generated Piety. I mainly want to point out a secondary advantage to using LEMMISI as a Blood Mage though: normally when an enemy blocks your path and you kill it to get by, you step on the blood pool to get the exploration for the squares past it, but when you've used LEMMISI and have already seen the tile behind it, you can step over and save the pool for later. --[[User:Clyceer|Clyceer]] 23:44, 11 September 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Clyceer</name></author>	</entry>

	<entry>
		<id>http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=Alpha:Imp&amp;diff=1365</id>
		<title>Alpha:Imp</title>
		<link rel="alternate" type="text/html" href="http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=Alpha:Imp&amp;diff=1365"/>
				<updated>2010-09-11T21:12:01Z</updated>
		
		<summary type="html">&lt;p&gt;Clyceer: Thought the interaction between Instincts and Blink was interesting, and noted it.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The '''imp''' is a rare [[monsters|monster]] found only in the '''Library''' side dungeon. They are known from teleporting away from a fight whenever they are injured.&lt;br /&gt;
&lt;br /&gt;
==Statistics==&lt;br /&gt;
*Health: 80%&lt;br /&gt;
*Damage: 100%&lt;br /&gt;
*Blinks to a random part of the dungeon after being hit&lt;br /&gt;
&lt;br /&gt;
==Strategies==&lt;br /&gt;
Imps are an annoying, but not difficult, foe. Their low health means that a single solid attack will usually kill them before they can teleport away, but it also means that attacking them early for bonus XP is usually doomed to failure unless you are exceedingly lucky or the dungeon is mostly explored. A circle of light will emanate from their destination, even if that turns out to be an unexplored part of the library, so it is not hard to track where they went to.&lt;br /&gt;
&lt;br /&gt;
If you can detect it at its destination, such with the [[Fighter]] ability Instincts, the monster icon will have a lifebar until it returns to its maximum health.&lt;/div&gt;</summary>
		<author><name>Clyceer</name></author>	</entry>

	<entry>
		<id>http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=Alpha:Bloodmage&amp;diff=1364</id>
		<title>Alpha:Bloodmage</title>
		<link rel="alternate" type="text/html" href="http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=Alpha:Bloodmage&amp;diff=1364"/>
				<updated>2010-09-11T16:13:21Z</updated>
		
		<summary type="html">&lt;p&gt;Clyceer: Added general strategy content concerning mana potions. Discussed Gnome vs Elf.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:HeroWizard.png]]&lt;br /&gt;
&lt;br /&gt;
===Skills===&lt;br /&gt;
*Insane - start with the BLUDTUPOWA glyph&lt;br /&gt;
*Power-hungry - mana potions 100% effective, reduce health by 6 per level&lt;br /&gt;
*Sanguine - restore 15% max health from blood pools&lt;br /&gt;
&lt;br /&gt;
===General Strategy===&lt;br /&gt;
The Blood Mage's free glyph isn't as useful as the glyphs from the other classes. If you're low level it will net you one or two extra spells, but the higher your level goes, the less helpful it will get (there is some balance missing there) so you might as well can get rid of it. The way to go with the Bloodmage is to get as many mana potions as possible and leave the blood pools from killed monsters untouched as long as possible. &lt;br /&gt;
The bosses can be taken on using fireballs, HALPMEH, CYDSTEPP and/or poison (whatever works best) and with the help of bloodpool regeneration. You'll be able to cast a lot due to the mana potions' 100% regeneration, but the health loss from using a potion makes it more difficult to use several in a row, as you'll need to save up blood pools and/or health potions.  Note that you won't be allowed to drink a mana potion if you do not have sufficient health.&lt;br /&gt;
&lt;br /&gt;
===Race &amp;amp; Deity Choices===&lt;br /&gt;
Gnome or Elf are your ways to go here. As a Gnome you'll have a lot of Mana Potions and therefore a lot of mana. As an Elf you'll have more Mana overall but less Potions for regeneration. The Elf, due to having more overall mana, definitely has the advantage when trying to take on monsters without using potions. On the other hand, the Gnome will miss individual potions less, and can take on monsters that are even higher level than the Elf can without setting himself back too far against the boss. Against the boss, a Gnome who has many potions saved up will have more mana overall (by 25, at 5 glyphs converted), however, the Elf will have to pay less health to use up all his mana, and will be able to more effectively melee the boss in conjunction with any magical assault. Note that if the dungeon spawns with shops or Deities that allow for expanding maximum mana (such Mystera Annur), it favors the Gnome, while spawns and midfight leveling strategies that allow for more mana refills benefit the Elf more.&lt;br /&gt;
&lt;br /&gt;
Mystera Annur should be your preferred Deity, and makes BLUDTUPOWA look significantly more useful, as you don't need to regenerate health as much if you aren't attacking enemies directly. If that one's not available you can still go with The Pactmaker, Jehora Jeheyu (if you won't depend on CYDSTEPP) or Tikki Tooki.&lt;br /&gt;
&lt;br /&gt;
===Challenge Modes===&lt;br /&gt;
&lt;br /&gt;
====Snake Pit====&lt;br /&gt;
Level up by killing Gorgons and go only for Serpents and Nagas if you can kill them without getting weakened or poisoned (except you'll get a level up or use HALPMEH). Try to not use any Mana Potions until you're able to take on the bosses.&lt;br /&gt;
&lt;br /&gt;
If you're around level 7 start attacking Medusa. Immunity to Death Gaze is helpful but not necessary. Just make sure to keep your Health up with bloodpools, potions and level up. Make sure to keep enough potions for the Nidhogg, who can be outlastet afterwards.&lt;/div&gt;</summary>
		<author><name>Clyceer</name></author>	</entry>

	<entry>
		<id>http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=Alpha:Transmuter&amp;diff=1363</id>
		<title>Alpha:Transmuter</title>
		<link rel="alternate" type="text/html" href="http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=Alpha:Transmuter&amp;diff=1363"/>
				<updated>2010-09-11T15:16:38Z</updated>
		
		<summary type="html">&lt;p&gt;Clyceer: Moved things around to bring it closer to the other Class pages, and a little more explanation on Deity choice&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:HeroWizard.png]]&lt;br /&gt;
&lt;br /&gt;
===Skills===&lt;br /&gt;
*Stone Worker - start with the ENDISWAL glyph&lt;br /&gt;
*Stone Armour - recover health from wall blasting (2 per level)&lt;br /&gt;
*Stone Heart - 1 mana cost for ENDISWAL, no natural health regeneration&lt;br /&gt;
&lt;br /&gt;
===Text on unlock===&lt;br /&gt;
&amp;quot;Well done! As a reward for completing your first run through the Snake Pit, you've unlocked the TRANSMUTER class! Veteran players have to contend with a lack of natural health and regeneration, but are given the power to blast dungeons apart and get healed by the very walls themselves.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===General Strategy===&lt;br /&gt;
As a Transmuter, you cannot gain health by exploring, only by using ENDISWAL. However, due to the low mana cost (1 point) for ENDISWAL, it is easy to regain health cheaply. The basic strategy for taking down higher level monsters is to uncover a portion of the map with many walls, then to attack the higher level monster. Once you are about to die, go around using ENDISWAL on the walls revealed prior to attacking the monster. It is important not to reveal any new hidden spaces during this time as this will cause the monster you've attacked to regenerate health. Keep on attacking the monster and using ENDISWAL on existing tiles until the monster is dead. If needed, you can try to minimize the exploration of new tiles if you run out of mana for healing. In the end, it becomes a balancing act between revealing tiles and healing yourself, as the only regenerative effect you have is with mana for revealing tiles.&lt;br /&gt;
&lt;br /&gt;
Note that it's important to heal as much as possible before exploring. That is, if you're hurt and your mana is at 100%, you should definitely be healing yourself. Otherwise you are not regenerating any new mana by exploring and at the same time not healing yourself due to the class trait.&lt;br /&gt;
&lt;br /&gt;
===Race and Deity Choices===&lt;br /&gt;
&lt;br /&gt;
Choosing Elf or Gnome for race is a good choice as it gives you both flexibility to cast spells other than ENDISWAL and at the same time have enough mana to take down higher level monsters.&lt;br /&gt;
&lt;br /&gt;
It should go without saying that the best deity to choose is Binlor, as the Transmuter's heavy use of ENDISWAL generates large amounts of piety. Choosing The Earthmother or Taurog is absolute suicide as The Earthmother dislikes ENDISWAL and Taurog dislikes Glyph usage. Dracul can be helpful for a secondary source of health regeneration. Aside from those, nearly any god is a decent choice.&lt;br /&gt;
&lt;br /&gt;
====Additional Notes:====&lt;br /&gt;
* Getting poisoned is fine since you cannot regenerate health automatically by exploring.&lt;br /&gt;
* BLUDTUPOWA still boosts the Transmuter's mana regeneration, even though he already has no health regeneration.&lt;/div&gt;</summary>
		<author><name>Clyceer</name></author>	</entry>

	<entry>
		<id>http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=Alpha:Classes&amp;diff=1362</id>
		<title>Alpha:Classes</title>
		<link rel="alternate" type="text/html" href="http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=Alpha:Classes&amp;diff=1362"/>
				<updated>2010-09-11T15:08:54Z</updated>
		
		<summary type="html">&lt;p&gt;Clyceer: Used the individual class pages to fill in the suggested races on this page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Here are some brief descriptions of the 18 character classes.  Follow the links to their individual pages for more in-depth tips and suggested strategies!&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;4&amp;quot; style=&amp;quot;border-collapse: collapse;&amp;quot; class&lt;br /&gt;
|- style=&amp;quot;background-color: #EEEEEE&amp;quot;&lt;br /&gt;
!Class&lt;br /&gt;
!Special Features&lt;br /&gt;
!Suggested Races&lt;br /&gt;
!Unlock&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;4&amp;quot; | &amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Basic (Tier 1) Classes&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [[Fighter]]&lt;br /&gt;
| Can see monsters equal or lower lvl to the player, gains +1xp per monster kill, and survives 1 killing blow for free&lt;br /&gt;
| Human, Dwarf&lt;br /&gt;
| Available at start.&lt;br /&gt;
|-&lt;br /&gt;
| [[Thief]]&lt;br /&gt;
| First attack on all monsters gains +30% dmg, map contains 33% more items, HP and MP pots act as both in one&lt;br /&gt;
| Halfling, Gnome&lt;br /&gt;
| Available at start.&lt;br /&gt;
|-&lt;br /&gt;
|[[Priest]]&lt;br /&gt;
| Bonus +2hp per lvl, HP potions heal 100% hp, deals 200% dmg to undead&lt;br /&gt;
| Dwarf, Halfling&lt;br /&gt;
| Available at start.&lt;br /&gt;
|-&lt;br /&gt;
| [[Wizard]]&lt;br /&gt;
| Can see all glyph locations, -1 MP cost to use glyphs / -25% to own melee dmg, map created with 1 extra glyph, 4 glyph slots}&lt;br /&gt;
| Elf, Gnome&lt;br /&gt;
| Available at start.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;4&amp;quot; | &amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Advanced (Tier 2) Classes&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [[Berserker]] &lt;br /&gt;
| +30% dmg vs. higher lvl monsters, -50% magic dmg taken, +30% dmg at all times, +2 mp cost to all glyphs&lt;br /&gt;
| Human&lt;br /&gt;
| Defeat Normal dungeon using Fighter.&lt;br /&gt;
|-&lt;br /&gt;
| [[Rogue]]&lt;br /&gt;
| First Strike enabled at all times, 20% base dodge rate, +50% dmg at all times, -5 hp per lvl up&lt;br /&gt;
| Dwarf, Human&lt;br /&gt;
| Defeat Normal dungeon using Thief.&lt;br /&gt;
|-&lt;br /&gt;
| [[Monk]]&lt;br /&gt;
| Melee dmg done -50%, magic and physical dmg taken -50%, HP regen from exploration doubled&lt;br /&gt;
| Human&lt;br /&gt;
| Defeat Normal dungeon using Priest.&lt;br /&gt;
|-&lt;br /&gt;
| [[Sorcerer]]&lt;br /&gt;
| Heals 2 HP per 1 MP spent, begins with +5 MP, does 1 magic dmg to monster per character lvl when hit &lt;br /&gt;
| Human, Elf, or Gnome&lt;br /&gt;
| Defeat Normal dungeon using Wizard.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;4&amp;quot; | &amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Expert (Tier 3) Classes&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [[Warlord]]&lt;br /&gt;
| Begins with CYDSTEPP (cheat death) glyph, +30% dmg when hp below 50%, drinking MP pot gives +30% dmg on next hit&lt;br /&gt;
| Human, Dwarf&lt;br /&gt;
| Defeat Normal dungeon using Berserker.&lt;br /&gt;
|-&lt;br /&gt;
| [[Assassin]]&lt;br /&gt;
| Begins with APHEELSIK (poison) glyph, exploring all squares around monsters enables First Strike, 1 hit KO on all lower lvl monsters&lt;br /&gt;
| Human, Dwarf, Orc&lt;br /&gt;
| Defeat Normal dungeon using Rogue.&lt;br /&gt;
|-&lt;br /&gt;
| [[Paladin]]&lt;br /&gt;
| Begins with HALPMEH (heal) glyph, killing undead restores 50% HP, -25% phys dmg taken&lt;br /&gt;
| ??&lt;br /&gt;
| Defeat Normal dungeon using Monk.&lt;br /&gt;
|-&lt;br /&gt;
| [[Blood Mage]]&lt;br /&gt;
| Begins with BLUDTUPOWA (hp-&amp;gt;mp) glyph, MP pots give 100% refill (but cost 6hp per lvl), heal 15% hp from blood pools&lt;br /&gt;
| Elf, Gnome&lt;br /&gt;
| Defeat Normal dungeon using Sorcerer.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;4&amp;quot; | &amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Special Classes&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [[Transmuter]]&lt;br /&gt;
| Begins with ENDISWAL (break wall) glyph, gains 2 HP per lvl for wall destruction, ENDISWAL costs 1 MP, no HP regen&lt;br /&gt;
| Elf, Gnome&lt;br /&gt;
| Beat Snake Pit with any character&lt;br /&gt;
|-&lt;br /&gt;
| [[Crusader]]&lt;br /&gt;
| Monster kills give 10% dmg bonus on next hit (can chain up to 100%), immune to Poison and Mana Burn, deals 300% atk dmg to monster that kills you&lt;br /&gt;
| ??&lt;br /&gt;
| Beat Factory with a Wizard&lt;br /&gt;
|-&lt;br /&gt;
| [[Tinker]]&lt;br /&gt;
| Map created with 6 extra shops, 20% item discount, gold for monster kills&lt;br /&gt;
| Human, Goblin (if attempting to gain gold between levels)&lt;br /&gt;
| Beat Factory with any character&lt;br /&gt;
|-&lt;br /&gt;
| [[Gorgon(race)|Gorgon]]&lt;br /&gt;
| Starts with ENDISWAL glyph, -50% damage at start, 50% physical resist, Poison attack, Death Gaze immunity, +2 mana per kill, petrifies defeated enemies, 10% death gaze, converts glyphs to +5% death gaze&lt;br /&gt;
| Special race&lt;br /&gt;
| Beat Snake Pit with a Monk&lt;br /&gt;
|-&lt;br /&gt;
| [[Half-dragon|Half Dragon]]&lt;br /&gt;
| 200% health at start, magical attack, increased sight radius, BURNDAYRAZ prohibited, 20% knockback damage, converts glyphs to +20% knockback damage&lt;br /&gt;
| Special race&lt;br /&gt;
| Beat Library with a Warlord&lt;br /&gt;
|-&lt;br /&gt;
| [[Vampire(race)|Vampire]]&lt;br /&gt;
| 30 max health at start, 3 health potions at start, 7 damage per level, -1 HP per tile explored, First Strike, poison immunity, mana burn immunity, sense monster locations, spells use health instead of mana, restore 10% health from blood pools, 25% life steal, converts glyphs to +5% life steal&lt;br /&gt;
| Special race&lt;br /&gt;
| Beat Crypt with an Assassin&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Clyceer</name></author>	</entry>

	<entry>
		<id>http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=Alpha:Paladin&amp;diff=1360</id>
		<title>Alpha:Paladin</title>
		<link rel="alternate" type="text/html" href="http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=Alpha:Paladin&amp;diff=1360"/>
				<updated>2010-09-10T22:06:16Z</updated>
		
		<summary type="html">&lt;p&gt;Clyceer: Small edits for clarity and such&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:HeroPriest.png]]&lt;br /&gt;
&lt;br /&gt;
===Skills===&lt;br /&gt;
*Holy hands - start with the HALPMEH glyph&lt;br /&gt;
*Holy work - killing undead restores 50% health&lt;br /&gt;
*Holy shield - 25% physical resistance&lt;br /&gt;
&lt;br /&gt;
===General Strategy===&lt;br /&gt;
The Paladin's unique ability is his instant access to HALPMEH, which should be used when exploring dungeons with him. Pair it with APHEELSIK (if possible) and you won't have many problems beating strong foes (especially the physical attacking ones). If you have (low level) undead monsters in the dungeons keep them untouched until you really need a heal from his Holy work ability, which will come in handy once in a while. Especially the Crypt will be a breeze due to this ability.&lt;br /&gt;
&lt;br /&gt;
===Race and Deity Choices===&lt;br /&gt;
Any race will work for the Paladin. It's up to your decision, whether you want to enhance his strength, endurance or magical capabilities (Human, Elf and Dwarf all work really well) or you want some extra exp for midfight leveling (Orc is always useful).&lt;br /&gt;
&lt;br /&gt;
Same goes for the deities. Either Jehora (just be careful with the instant Mana Burn) or The Pactmaker will be great. Tikki Tooki always is decent and if you care about immunities take Glowing Guardian or Binlor/Earthmother.&lt;br /&gt;
&lt;br /&gt;
===Challenge Modes===&lt;br /&gt;
&lt;br /&gt;
====Snake Pit====&lt;br /&gt;
HALPMEH is a huge help here, since it will make fighting Serpents really easy, as it cures poison. Level up by slaying higher level Serpents and Gorgons until you're around level 7. Take Binlor or the Earthmother, if you can, to get a helpful Death Gaze immunity. It's useful but not essential.&lt;br /&gt;
&lt;br /&gt;
Start attacking the Jormungandr  until you're out of Health and Mana. Afterwards use a level up for regeneration and the big serpent won't have long to live anymore. If you have Death Gaze immunity, Medusa will be really easy. Otherwise just make sure that your Health is at 100% and you just outlast her (use Potions if needed).&lt;br /&gt;
&lt;br /&gt;
====Crypt====&lt;br /&gt;
HALPMEH will help you to defeat monsters of higher levels. This is the key as it allows you to leave lower level monsters alive. Once you are ready to take on the boss monsters you will have a plethora of low level one hit kill monsters that will refill your health. Using this strategy, it is possible to defeat the entire dungeon without using a single health potion.&lt;/div&gt;</summary>
		<author><name>Clyceer</name></author>	</entry>

	<entry>
		<id>http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=Alpha:Berserker&amp;diff=1359</id>
		<title>Alpha:Berserker</title>
		<link rel="alternate" type="text/html" href="http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=Alpha:Berserker&amp;diff=1359"/>
				<updated>2010-09-10T21:23:12Z</updated>
		
		<summary type="html">&lt;p&gt;Clyceer: Minor edits for spelling, grammar, and clarity&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:HeroBase.png]]&lt;br /&gt;
&lt;br /&gt;
===Skills===&lt;br /&gt;
*Bloodlust - +30% damage against higher level monsters&lt;br /&gt;
*Spellkill - 50% magic resistance&lt;br /&gt;
*Mageslay - skills cost +2 mana, attack +30%&lt;br /&gt;
&lt;br /&gt;
===General Strategy===&lt;br /&gt;
Due to his skills, the Berserker is basically a physical powerhouse against magic attackers. Basically you should try to kill as many high level (magic) monsters to use Bloodlust to the fullest. Especially against the bosses the 30% extra damage are useful. Since the Berserker has +2 skill cost, it is a viable option to ditch fireballs, HALPMEH or CYDSTEPP to convert them for better use.&lt;br /&gt;
&lt;br /&gt;
===Race and Deity Choices===&lt;br /&gt;
&lt;br /&gt;
Regarding race it is up to your choice, whether you want to power his strength as a Human or to boost his endurance as a Dwarf or a Halfling. Since the Berserker has no reliable source of recovery, Orc is a good choice for midfight leveling.&lt;br /&gt;
&lt;br /&gt;
Taurog makes a great Deity for the Berserker, since his high skill cost normally makes it hard to put skills to a good use, while Taurog boosts his strength even more. Besides that, Jehora, The Pactmaker and Binlor are good choices as well to boost strength.&lt;br /&gt;
&lt;br /&gt;
===Challenge Modes===&lt;br /&gt;
&lt;br /&gt;
====Snake Pit====&lt;br /&gt;
Use an Orc Berserker and get Taurog (or another powerboosting Deity) early on and start slaying Gorgons 1-3 levels above you to level up fast. Avoid fighting with Nagas of equal or higher level, since their weakening ability can be really annoying. Also don't get poisoned by a Serpent, unless there is a level up in sight to make up for it. Conserve your Glyphs for the boss fights. When you reach level 7 you can start taking on Medusa. You should be able to kill her in a few hits, just keep your health at max with a level up or potions. Afterwards you can use your (hopefully) stocked potions to outlast Nidhogg.&lt;br /&gt;
&lt;br /&gt;
====Crypt====&lt;br /&gt;
Your aim is to build up power as soon as possible. Get Glowing Guardian or Taurog and start hacking away. With clever tile regeneration management you can easily kill monsters 1-2 levels above you. Especially Wraiths will help you level up, since they won't get their defence boost due to Berserkers' special abilities. If you have one of the aforementioned gods as your friend you can start at around level 6-7 to go for the bosses. Start with the Tormented One, as he will go down faster. Regenerate with potions and level ups (with the Glowing Guardian HALPMEH of course is an option, too) and he shouldn't last long. Frank can be handled with the same strategy and will be outlasted in the end. If you want to make this run extra easy, restart until you get the flaming sword (physical damage counts as magical damage), making a laugh out of Wraiths.&lt;br /&gt;
&lt;br /&gt;
====Library====&lt;br /&gt;
Start out by killing low-level mages and dragonspawn. Once you start gaining levels, you can generally kill imps of lower level in one shot; you can also begin killing mages/dragonspawn a level or two above you, which should be done whenever possible, but make sure to conserve potions for the Matron. After killing all normal enemies, start out by targeting Aequitas, and after defeating him move on to the Matron.&lt;/div&gt;</summary>
		<author><name>Clyceer</name></author>	</entry>

	<entry>
		<id>http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=Alpha:Rogue&amp;diff=1358</id>
		<title>Alpha:Rogue</title>
		<link rel="alternate" type="text/html" href="http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=Alpha:Rogue&amp;diff=1358"/>
				<updated>2010-09-10T21:11:27Z</updated>
		
		<summary type="html">&lt;p&gt;Clyceer: Removed part based on old Pactmaker, and minor editing&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:HeroThief.png]]&lt;br /&gt;
&lt;br /&gt;
===Skills===&lt;br /&gt;
*Dexterous: first strike in combat regardless of level&lt;br /&gt;
*Evasive: monsters miss you 20% of the time&lt;br /&gt;
*Dangerous: -5 health per level, +50% damage.&lt;br /&gt;
&lt;br /&gt;
===General Strategy===&lt;br /&gt;
Use your first strike, fireballs and your enhanced evasion to take on high level monsters early on and preserve your potions for boss battles. Be cautious though, since monsters with first strike still have priority, no matter the level.&lt;br /&gt;
&lt;br /&gt;
===Race and Deity Choices===&lt;br /&gt;
Dwarf is an obvious choice for a Rogue to make up for his lack of health (otherwise stronger opponents will wipe the floor with you). If you're cocky, Human, Gnome and Orc are still solid choices.&lt;br /&gt;
&lt;br /&gt;
Due to his enhanced evasion, the Rogue can make pretty good use of Tikki Tooki. If gotten soon enough, your dodge rate will be at around 50%, once you're facing the bosses. If you don't want to depend on luck so much, you can still go with The Pactmaker or another deity.&lt;br /&gt;
&lt;br /&gt;
===Challenge Modes===&lt;br /&gt;
&lt;br /&gt;
====Snake Pit====&lt;br /&gt;
Not that much of a challenge here. Take on high level Serpents and Nagas with fireballs and melee attacks to level up. Be careful with gorgons, since they have First Attack themselves and will always attack you first in melee, no matter your level.  Tikki Tooki's ability is helpful but not necessary. Use your piled up potions and midfight level ups to take on bosses and take care to not get petrified or poisoned.&lt;br /&gt;
&lt;br /&gt;
====Crypt====&lt;br /&gt;
This can be a little annoying, but not too hard. If you get the Glowing Guardian, it will be pretty easy. Without him it can get a bit tricky to beat the bosses. Just make sure to quickly hit level 7, so you have enough spare monsters to level up midfight. First take on the Tormented One, as he is the bigger pest. Attack him until you're almost dead, level up and finish him off (use Mana Potions or another level up, if needed/possible). Afterwards Frank can be outstalled with Potions. Always have an eye on your HP, since they deplete relatively fast.&lt;br /&gt;
&lt;br /&gt;
====Library====&lt;br /&gt;
Basically the same as in the Snake Pit. Difference is, that there is nobody to poison, petrify, weaken or first strike you. With fireballs you can easily take on Dragonspawns two levels above you. Imps are easy to battle, too, but can often be annoying, because of Blink. You have to be careful with the bosses though, since they are a little stronger than in the Pit. Saving potions and/or magic resistance can help here.&lt;/div&gt;</summary>
		<author><name>Clyceer</name></author>	</entry>

	<entry>
		<id>http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=Alpha:Level&amp;diff=1357</id>
		<title>Alpha:Level</title>
		<link rel="alternate" type="text/html" href="http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=Alpha:Level&amp;diff=1357"/>
				<updated>2010-09-10T02:01:18Z</updated>
		
		<summary type="html">&lt;p&gt;Clyceer: /* Enemy levels */ Made &amp;quot;basic enemies&amp;quot; a link to &amp;quot;Monsters&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Every denizen of the [[dungeon]] in Desktop Dungeons, including the player and dungeon [[monsters]], has a level represented by the small number in its lower-right corner. A units level is a rough indication of its strength relative to the player and other monsters. Levels range from 1 through to 10, with strength increasing roughly linearly up to 9. Level 10 enemies are [[bosses]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Player Levels ==&lt;br /&gt;
&lt;br /&gt;
The player starts at level 1, with a base HP of 10, and base Damage of 5.  The player character gains 5 base damage and 10 base HP for every additional level.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Enemy levels ==&lt;br /&gt;
&lt;br /&gt;
The base stats for [[Monsters|basic enemies]] as they level up are as follows:&lt;br /&gt;
*Base health is ''(n + 3)^2 - 10'' where ''n'' is the monster's level.&lt;br /&gt;
*Base attack is ''(n + 3) &amp;amp;times; (n + 4) / 2 - 3'' where ''n'' is the monster's level.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; style=&amp;quot;border-collapse: collapse;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background-color: #EEEEEE&amp;quot;&lt;br /&gt;
!Level&lt;br /&gt;
!Base Attack&lt;br /&gt;
!Base Health&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 3 || 6&lt;br /&gt;
|-&lt;br /&gt;
| 2 || 7 || 15&lt;br /&gt;
|-&lt;br /&gt;
| 3 || 12 || 26&lt;br /&gt;
|-&lt;br /&gt;
| 4 || 18 || 39&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 25 || 54&lt;br /&gt;
|-&lt;br /&gt;
| 6 || 33 || 71&lt;br /&gt;
|-&lt;br /&gt;
| 7 || 42 || 90&lt;br /&gt;
|-&lt;br /&gt;
| 8 || 52 || 111&lt;br /&gt;
|-&lt;br /&gt;
| 9 || 63 || 134&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Different enemies will have different percentages of these base stats.  [[Bosses]] have entirely different stat ratios to their lower level counterparts.  Furthermore, Enemy Attack and Health stats before your first 'win' are dropped to 80% of normal, while Ranked games have the Attack and Health stats increased to 120% of normal.&lt;br /&gt;
&lt;br /&gt;
== Gaining Levels and Bonus Experience ==&lt;br /&gt;
&lt;br /&gt;
The player character has the ability to increase his level by gaining experience. Experience is gained by defeating monsters in [[combat]]. Unless modified by [[classes|class]], [[races|race]], [[gods|deity]] or [[items|item]] bonuses, experience is gained as follows:&lt;br /&gt;
*Experience equal to the defeated monster's level&lt;br /&gt;
*Bonus experience for monsters of a higher level to the player, calculated as:&lt;br /&gt;
:''n &amp;amp;times; (n + 1)'' where ''n'' is the difference between the player's level and the monster's level.&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; style=&amp;quot;border-collapse: collapse;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background-color: #EEEEEE&amp;quot;&lt;br /&gt;
!Difference between levels&lt;br /&gt;
!Bonus experience&lt;br /&gt;
|-&lt;br /&gt;
| 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 2&lt;br /&gt;
|-&lt;br /&gt;
| 2 || 6&lt;br /&gt;
|-&lt;br /&gt;
| 3 || 12&lt;br /&gt;
|-&lt;br /&gt;
| 4 || 20&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 30&lt;br /&gt;
|-&lt;br /&gt;
| 6 || 42&lt;br /&gt;
|-&lt;br /&gt;
| 7 || 56&lt;br /&gt;
|-&lt;br /&gt;
| 8 || 72&lt;br /&gt;
|-&lt;br /&gt;
| 9 || 90&lt;br /&gt;
|}&lt;br /&gt;
*The player character gains 5 base damage and 10 base HP for every level achieved.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Required experience per level ==&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; style=&amp;quot;border-collapse: collapse;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background-color: #EEEEEE&amp;quot;&lt;br /&gt;
!To reach level&lt;br /&gt;
!Experience required&lt;br /&gt;
!Total required&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
| 2 || 5 || 5&lt;br /&gt;
|-&lt;br /&gt;
| 3 || 10 || 15&lt;br /&gt;
|-&lt;br /&gt;
| 4 || 15 || 30&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 20 || 50&lt;br /&gt;
|-&lt;br /&gt;
| 6 || 25 || 75&lt;br /&gt;
|-&lt;br /&gt;
| 7 || 30 || 105&lt;br /&gt;
|-&lt;br /&gt;
| 8 || 35 || 140&lt;br /&gt;
|-&lt;br /&gt;
| 9 || 40 || 180&lt;br /&gt;
|-&lt;br /&gt;
| 10 || 45 || 225&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Clyceer</name></author>	</entry>

	<entry>
		<id>http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=Alpha:Monsters&amp;diff=1356</id>
		<title>Alpha:Monsters</title>
		<link rel="alternate" type="text/html" href="http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=Alpha:Monsters&amp;diff=1356"/>
				<updated>2010-09-10T01:58:04Z</updated>
		
		<summary type="html">&lt;p&gt;Clyceer: Added link to the page where the base monster stats are listed&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Monster Attributes===&lt;br /&gt;
&lt;br /&gt;
Health and Attack apply to normal monsters of Level 1 to 9.  For Level 10 enemies, see the [[Bosses]] page.&lt;br /&gt;
&lt;br /&gt;
See [[Level#Enemy levels|Level]] for the base values that these Health and Attack percentages are modifying.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; style=&amp;quot;border-collapse: collapse;&amp;quot; class=&amp;quot;sortable&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background-color: #EEEEEE&amp;quot;&lt;br /&gt;
! Image&lt;br /&gt;
! Name&lt;br /&gt;
! Attack&lt;br /&gt;
! Health&lt;br /&gt;
! Abilities&lt;br /&gt;
! [[Bosses|Boss]]&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
|[[file:AnimatedArmour.png|center]]&lt;br /&gt;
|[[Animated Armour]]&lt;br /&gt;
|160%&lt;br /&gt;
|Always 1&lt;br /&gt;
|Death protection (1 point per level)&lt;br /&gt;
|&lt;br /&gt;
|Only found in Factory&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Bandit.png|center]]&lt;br /&gt;
|[[Bandit]]&lt;br /&gt;
|70%&lt;br /&gt;
|80%&lt;br /&gt;
|Poison attack, Mana burn&lt;br /&gt;
|Nine Toes&lt;br /&gt;
|Unlocked by completing Rogue&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Dragonspawn.png‎|center]]&lt;br /&gt;
|[[Dragonspawn]]&lt;br /&gt;
|100%&lt;br /&gt;
|125%&lt;br /&gt;
|Magical attack&lt;br /&gt;
|Matron of Flame&lt;br /&gt;
|Unlocked by completing Monk&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Goat.png|center]]&lt;br /&gt;
|[[Goat]]&lt;br /&gt;
|100%&lt;br /&gt;
|75%&lt;br /&gt;
|Magical resist 25%&lt;br /&gt;
|Gharbad the- whoah!&lt;br /&gt;
|Unlocked by completing Wizard&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Goblin.png|center]]&lt;br /&gt;
|[[Goblin]]&lt;br /&gt;
|120%&lt;br /&gt;
|100%&lt;br /&gt;
|First strike&lt;br /&gt;
|Lord Gobb&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Golem.png‎|center]]&lt;br /&gt;
|[[Golem]]&lt;br /&gt;
|100%&lt;br /&gt;
|100%&lt;br /&gt;
|Magic resist 50%&lt;br /&gt;
|The Iron Man&lt;br /&gt;
|Unlocked by completing Sorcerer&lt;br /&gt;
|-&lt;br /&gt;
|[[file:GooBlob.png‎|center]]&lt;br /&gt;
|[[Goo blob]]&lt;br /&gt;
|100%&lt;br /&gt;
|100%&lt;br /&gt;
|Physical resist 50%&lt;br /&gt;
|Tower of goo&lt;br /&gt;
|Unlocked by completing Berserker&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Gorgon.png‎|center]]&lt;br /&gt;
|[[Gorgon]]&lt;br /&gt;
|100%&lt;br /&gt;
|70%&lt;br /&gt;
|First strike, Death gaze (Player health lower than 50%)&lt;br /&gt;
|Medusa&lt;br /&gt;
|Unlocked by completing Thief&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Imp.png‎|center]]&lt;br /&gt;
|[[Imp]]&lt;br /&gt;
|100%&lt;br /&gt;
|80%&lt;br /&gt;
|Blinks&lt;br /&gt;
|&lt;br /&gt;
|Only found in Library&lt;br /&gt;
|-&lt;br /&gt;
|[[file:MeatMan.png|center]]&lt;br /&gt;
|[[Meat man]]&lt;br /&gt;
|65%&lt;br /&gt;
|200%&lt;br /&gt;
|&lt;br /&gt;
|Super meat man&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Naga.png|center]]&lt;br /&gt;
|[[Naga]]&lt;br /&gt;
|100%&lt;br /&gt;
|100%&lt;br /&gt;
|Weaken attack&lt;br /&gt;
|&lt;br /&gt;
|Only found in Snake Pit&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Serpent.png|center]]&lt;br /&gt;
|[[Serpent]]&lt;br /&gt;
|100%&lt;br /&gt;
|100%&lt;br /&gt;
|Poison attack&lt;br /&gt;
|Jormungandr&lt;br /&gt;
|Unlocked by completing Priest&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Vampire.png|center]]&lt;br /&gt;
|[[Vampire]]&lt;br /&gt;
|100%&lt;br /&gt;
|100%&lt;br /&gt;
|Undead, Life steal (top 40% of hero health)&lt;br /&gt;
|&lt;br /&gt;
|Only found in Crypt. The life steal occurs when the monster is revealed, not on attack.&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Warlock.png|center]]&lt;br /&gt;
|[[Warlock]]&lt;br /&gt;
|135%&lt;br /&gt;
|100%&lt;br /&gt;
|Magical attack&lt;br /&gt;
|Aequitas&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Wraith.png|center]]&lt;br /&gt;
|[[Wraith]]&lt;br /&gt;
|100%&lt;br /&gt;
|75%&lt;br /&gt;
|Undead, Magical attack, Mana burn, Physical resist 30%&lt;br /&gt;
|Tormented One&lt;br /&gt;
|Unlocked by completing Fighter&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Zombie.png|center]]&lt;br /&gt;
|[[Zombie]]&lt;br /&gt;
|100%&lt;br /&gt;
|150%&lt;br /&gt;
|Undead&lt;br /&gt;
|Frank the zombie&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Monster Abilities===&lt;br /&gt;
&lt;br /&gt;
*'''Physical resist''' - The enemy takes this much less damage from your melee attacks, unless you have the Magical attack ability.&lt;br /&gt;
*'''Magical resist''' - The enemy takes this much less damage from the BURNDAYRAZ glyph, and also from your melee if you have the Magical attack ability.  They also have this much chance of resisting targetted Glyph spells.&lt;br /&gt;
*'''First strike''' - The enemy will attack you first in a melee battle no matter the circumstances.  The only exception is for Assassins using their SWIFT HAND ability to instantly kill a lower levelled monster.&lt;br /&gt;
*'''Undead''' - The enemy is immune to the effects of the APHEELSIK Glyph.  Note that the Venom Blade can still poison Undead with their melee attack.&lt;br /&gt;
*'''Magical attack''' - The melee attack of this enemy causes magic damage, and is thus resisted by Magical resist rather than Physical resist.  A Berserker, for instance, with 50% Magical Resist would tend to take less damage from an enemy with Magical attack than from one that does not.&lt;br /&gt;
*'''Poison attack''' - The melee attack of this enemy will inflict Poison status on you, unless you are immune to Poison.  Poison prevents you from regenerating your health whilst uncovering unexplored areas. ''(Note for all [[Transmuter|Transmuters]]: while you still can be poisoned, the effect of poison will have no effect on your health regeneration since transmuters cannot regenerate health by exploring anyway.)''&lt;br /&gt;
*'''Mana burn''' - The melee attack of this enemy will inflict Mana Burn status on you, unless you are immune to Mana Burn.  Mana Burn prevents you from regenerating your mana whilst uncovering unexplored areas.&lt;br /&gt;
*'''Death gaze''' - If the enemy attacks you with melee whilst your HP is below the indicated percentage of your Max HP, then it will attempt to instantly kill you via petrification.  Death Protection can help prevent this.  It has no effect if your HP is equal to or above the listed percentage before the melee attack is initiated.&lt;br /&gt;
*'''Blinks''' - Upon receiving damage, even from a spell, the enemy will warp to a random unobstructed spot on the map.  If this is an unexplored region, you may find it difficult to reach the enemy again before it can regenerate all its lost health.&lt;br /&gt;
*'''Weaken attack''' - The melee attack of this enemy will reduce your Max HP and Base Damage by 1 each, down to a minimum of 1.  This only takes effect if the enemy's attack causes damage to you.  The decrease in Health and Damage is permanent.&lt;br /&gt;
*'''Life steal''' - When you uncover the tile this enemy is standing, then they will absorb health from you until you are brought below a specific percentage of your Max HP.  For instance, 40% Life Steal would absorb health from you until you're brought to 60% of your Max HP or below.  This can only be done once when you uncover their tile.&lt;br /&gt;
*'''Death protection''' - Every hit that would normally kill the enemy will instead leave them with 1 HP remaining.  Enemies can have multiple levels of Death protection, with each level protecting from one hit.  It is possible to remove two levels of Death protection at once via the Sorcerer's MANA SHIELD ability.&lt;/div&gt;</summary>
		<author><name>Clyceer</name></author>	</entry>

	<entry>
		<id>http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=Alpha:Bosses&amp;diff=1355</id>
		<title>Alpha:Bosses</title>
		<link rel="alternate" type="text/html" href="http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=Alpha:Bosses&amp;diff=1355"/>
				<updated>2010-09-09T15:42:43Z</updated>
		
		<summary type="html">&lt;p&gt;Clyceer: Minor change to grammar, and added note that monsters must be unlocked to appear as bosses&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Bosses are the level 10 versions of [[monsters]], and must be killed in order to win a game of Desktop Dungeons. If there are two bosses, both must be killed to win. The HP and Attack values here are based on Normal games.  In Ranked games they have 20% more Attack and HP.  The Boss version of a monster will not appear until the corresponding monster has been unlocked.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; style=&amp;quot;border-collapse: collapse;&amp;quot; class=&amp;quot;sortable&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background-color: #EEEEEE&amp;quot;&lt;br /&gt;
! Image&lt;br /&gt;
! Name&lt;br /&gt;
! Abilities&lt;br /&gt;
! Attack&lt;br /&gt;
! Health&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Bandit.png|center]]&lt;br /&gt;
|Nine Toes&lt;br /&gt;
|First strike, Poison attack, Mana burn&lt;br /&gt;
|52&lt;br /&gt;
|238&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Dragonspawn.png‎|center]]&lt;br /&gt;
|Matron of Flame&lt;br /&gt;
|Magical attack&lt;br /&gt;
|75&lt;br /&gt;
|477&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Goat.png|center]]&lt;br /&gt;
|Gharbad the- whoah!&lt;br /&gt;
|Magical resist 60%&lt;br /&gt;
|225&lt;br /&gt;
|159&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Goblin.png|center]]&lt;br /&gt;
|Lord Gobb&lt;br /&gt;
|First strike, Physical resist 20%, Magical resist 20%&lt;br /&gt;
|90&lt;br /&gt;
|318&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Golem.png‎|center]]&lt;br /&gt;
|The Iron Man&lt;br /&gt;
|Magic resist 75%&lt;br /&gt;
|75&lt;br /&gt;
|318&lt;br /&gt;
|-&lt;br /&gt;
|[[file:GooBlob.png‎|center]]&lt;br /&gt;
|Tower of goo&lt;br /&gt;
|Physical resist 75%&lt;br /&gt;
|75&lt;br /&gt;
|318&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Gorgon.png‎|center]]&lt;br /&gt;
|Medusa&lt;br /&gt;
|First strike, Death gaze (Player health lower than 100%)&lt;br /&gt;
|75&lt;br /&gt;
|190&lt;br /&gt;
|-&lt;br /&gt;
|[[file:MeatMan.png|center]]&lt;br /&gt;
|Super meat man&lt;br /&gt;
|&lt;br /&gt;
|48&lt;br /&gt;
|954&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Serpent.png|center]]&lt;br /&gt;
|Jormungandr&lt;br /&gt;
|Poison attack&lt;br /&gt;
|75&lt;br /&gt;
|318&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Warlock.png|center]]&lt;br /&gt;
|Aequitas&lt;br /&gt;
|Magical attack&lt;br /&gt;
|112&lt;br /&gt;
|318&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Wraith.png|center]]&lt;br /&gt;
|Tormented One&lt;br /&gt;
|Undead, Magical attack, Mana burn, Physical resist 60%&lt;br /&gt;
|75&lt;br /&gt;
|238&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Zombie.png|center]]&lt;br /&gt;
|Frank the zombie&lt;br /&gt;
|Undead&lt;br /&gt;
|75&lt;br /&gt;
|636&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Clyceer</name></author>	</entry>

	<entry>
		<id>http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=Alpha:Transmuter&amp;diff=1354</id>
		<title>Alpha:Transmuter</title>
		<link rel="alternate" type="text/html" href="http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=Alpha:Transmuter&amp;diff=1354"/>
				<updated>2010-09-09T13:51:31Z</updated>
		
		<summary type="html">&lt;p&gt;Clyceer: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:HeroWizard.png]]&lt;br /&gt;
&lt;br /&gt;
===Skills===&lt;br /&gt;
*Stone Worker - start with the ENDISWAL glyph&lt;br /&gt;
*Stone Armour - recover health from wall blasting (2 per level)&lt;br /&gt;
*Stone Heart - 1 mana cost for ENDISWAL, no natural health regeneration&lt;br /&gt;
&lt;br /&gt;
===Text on unlock===&lt;br /&gt;
&amp;quot;Well done! As a reward for completing your first run through the Snake Pit, you've unlocked the TRANSMUTER class! Veteran players have to contend with a lack of natural health and regeneration, but are given the power to blast dungeons apart and get healed by the very walls themselves.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===Strategy===&lt;br /&gt;
As a Transmuter, you cannot gain health by exploring, only by using ENDISWAL. However, due to the low mana cost (1 point) for ENDISWAL, it is easy to regain health cheaply. The basic strategy for taking down higher level monsters is to uncover a portion of the map with many walls, then to attack the higher level monster. Once you are about to die, go around using ENDISWAL on the walls revealed prior to attacking the monster. It is important not to reveal any new hidden spaces during this time as this will cause the monster you've attacked to regenerate health. Keep on attacking the monster and using ENDISWAL on existing tiles until the monster is dead. If needed, you can try to minimize the exploration of new tiles if you run out of mana for healing. In the end, it becomes a balancing act between revealing tiles and healing yourself, as the only regenerative effect you have is with mana for revealing tiles.&lt;br /&gt;
&lt;br /&gt;
Note that it's important to heal as much as possible before exploring. That is, if you're hurt and your mana is at 100%, you should definitely be healing yourself. Otherwise you are not regenerating any new mana by exploring and at the same time not healing yourself due to the class trait.&lt;br /&gt;
&lt;br /&gt;
It should go without saying that the best deity to choose is Binlor. Choosing The Earthmother or Taurog is absolute suicide. Dracul can be helpful for a secondary source of health regeneration. Aside from those, nearly any god is a decent choice.&lt;br /&gt;
&lt;br /&gt;
====Additional Notes:====&lt;br /&gt;
* Getting poisoned is fine since you cannot regenerate health automatically by exploring.&lt;br /&gt;
* Choosing Elf or Gnome for race is a good choice as it gives you both flexibility to cast spells other than ENDISWAL and at the same time have enough mana to take down higher level monsters.&lt;br /&gt;
* BLUDTUPOWA still boosts the Transmuter's mana regeneration, even though he already has no health regeneration.&lt;/div&gt;</summary>
		<author><name>Clyceer</name></author>	</entry>

	</feed>