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	<entry>
		<id>http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=Alpha:Mystera_Annur&amp;diff=2672</id>
		<title>Alpha:Mystera Annur</title>
		<link rel="alternate" type="text/html" href="http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=Alpha:Mystera_Annur&amp;diff=2672"/>
				<updated>2011-01-12T02:23:59Z</updated>
		
		<summary type="html">&lt;p&gt;Headrock: /* Conversion */ Links&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Mystera Annur, Patron of the Arcane, is one of the gods available for worshipping in Desktop Dungeon. Mystera may be worshipped by locating her altar in a dungeon (if it appears).&lt;br /&gt;
&lt;br /&gt;
==Initial Worship==&lt;br /&gt;
&lt;br /&gt;
If an altar of Mystera Annur is found in the dungeon, and the hero is not yet worshipping any other god, it is possible to pray to Mystera.&lt;br /&gt;
&lt;br /&gt;
===Immediate effect===&lt;br /&gt;
&lt;br /&gt;
When first worshipping Mystera Annur, several effects occur:&lt;br /&gt;
* '''Attack Strength''' is permanently set to 1.&lt;br /&gt;
** This sets your melee attack to 1 point. You will never do any more than 1 point of damage to monsters when performing Melee attacks.&lt;br /&gt;
** Your Attack Strength will never increase above 1, regardless of what items or bonuses you manage to collect.&lt;br /&gt;
** ''Research info required: Does this persist if Mystera Annur is renounced?''&lt;br /&gt;
* Mystera Annur will award you a number of '''Piety''' points based on the number of Mana point you've spent so far in the current dungeon.&lt;br /&gt;
** The number of points awarded is based on Mana spent so far. If no spells were cast before joining Mystera's religion, no Piety points are awarded as part of the joining effects.&lt;br /&gt;
** ''Research info required: What is the ratio between Mana spent and Piety? Does it depend on character level? Could it possibly depend on the number of spells cast, rather than the number of mana points? Also, is there a maximum limit to the number of Piety points you can get here?''&lt;br /&gt;
&lt;br /&gt;
===Conversion===&lt;br /&gt;
&lt;br /&gt;
Followers of Tikki Tooki may convert their religion to Mystera Annur at the cost of piety. The hero will keep any bonuses or penalties bestowed upon him by Tikki Tooki, but will not trigger Mystera Annur's immediate effects as described above. You may convert by visiting Mystera's altar and asking to convert:&lt;br /&gt;
&lt;br /&gt;
* Conversion from '''[[Tikki Tooki]]''' costs 60 piety.&lt;br /&gt;
&lt;br /&gt;
It also is possible to convert your religion from Mystera Annur to The Pactmaker, by locating his altar and asking for it. Your hero will keep any bonuses or penalties bestowed by Mystera Annur.&lt;br /&gt;
&lt;br /&gt;
* Conversion to '''[[The Pactmaker]]''' costs 30 piety.&lt;br /&gt;
&lt;br /&gt;
==Religion==&lt;br /&gt;
&lt;br /&gt;
Mystera Annur is the goddess of the Arcane, and the most ardent supporter of magic. She does not look favorably on physical combat, waste of magic, or the destruction of magical creatures.&lt;br /&gt;
&lt;br /&gt;
The following actions will only change your Piety while worshipping Mystera Annur. If you have not yet converted to Mystera, or have renounced your religion, you may perform these actions without triggering the listed effects.&lt;br /&gt;
&lt;br /&gt;
===Gaining Piety===&lt;br /&gt;
&lt;br /&gt;
Mystera Annur will increase your Piety for performing the following actions:&lt;br /&gt;
&lt;br /&gt;
* '''Use any Glyph''': +1 Piety.&lt;br /&gt;
** The use of ''any'' Glyph, regardless of its type, Mana Cost or circumstance, will earn you one point of Piety from Mystera Annur.&lt;br /&gt;
** The BLUDTUPOWA Glyph does not trigger this effect when activated or deactivated.&lt;br /&gt;
** Glyphs whose activation fails (as long as you have sufficient mana to use them) will still trigger this effect, despite the &amp;quot;failure&amp;quot; not costing you any mana! Most prominently, casting IMAWAL on a Boss monster is illegal, and so will fail in this manner. As a result, it can be cast infinitely on a Boss for no Mana Cost, no effect, and a piety gain of +1 per use. See more on this below in the Strategy section.&lt;br /&gt;
&lt;br /&gt;
===Losing Piety===&lt;br /&gt;
&lt;br /&gt;
Mystera Annur will decrease your Piety for performing the following actions:&lt;br /&gt;
&lt;br /&gt;
* '''Convert a Glyph''': -10 Piety.&lt;br /&gt;
** Converting any Glyph while Mystera Annur is worshipped will cause an instant decrease of 10 Piety points.&lt;br /&gt;
** For this reason, any unwanted Glyphs should be converted BEFORE joining Mystera's religion. Glyphs converted before joining do not incur this penalty.&lt;br /&gt;
* '''Finish off a monster with a Physical Melee attack''': -1 Piety.&lt;br /&gt;
** If the last hit to kill a monster came from your hero's Physical attack, Mystera Annur will reduce your Piety by 1 point.&lt;br /&gt;
** This effect only triggers on the last hit that kills a monster, and will only trigger if your hero is using Physical attacks. BURNDAYRAZ is considered a Magical attack, and so it is possible to hurt the monster physically and then finish it off with a fireball without triggering this effect.&lt;br /&gt;
** Extra damage caused by Mana Shield counts as a Magical attack. Therefore, if your Melee attack dropped the enemy to a low enough level but the Mana Shield damage is what finishes the monster off, this effect is not triggered.&lt;br /&gt;
** If your Melee attacks are magical (through the effect of an item, see also [[Half-dragon]]), this effect is not triggered.&lt;br /&gt;
** ''Research info required: Please confirm the last point about Magical melee attacks.''&lt;br /&gt;
* '''Finish off a monster that uses Magical attacks with a Physical Melee attack''': -4 Piety.&lt;br /&gt;
** If the last hit to kill a monster came from your hero's Physical attack, and the monster possesses the ability of Magical attacks on its own (see [[Dragonspawn]], [[Warlock]] and others), Mystera Annur will reduce your piety by 4 points.&lt;br /&gt;
** This effect is ''cumulative'' with the -1 piety loss caused by killing monsters with Physical attacks (see above). Therefore, killing a Magical creature in this way will lose you a total of 5 points: 1 for killing the monster, and 4 for killing a Magical monster. &lt;br /&gt;
** This effect only triggers on the last hit that kills a monster, and will only trigger if your hero is using Physical attacks. BURNDAYRAZ is considered a Magical attack, and so it is possible to hurt the monster physically and then finish it off with a fireball without triggering this effect.&lt;br /&gt;
** Extra damage caused by Mana Shield counts as a Magical attack. Therefore, if your Melee attack dropped the enemy to a low enough level but the Mana Shield damage is what finishes the monster off, this effect is not triggered.&lt;br /&gt;
** If your Melee attacks are magical (through the effect of an item, see also [[Half-dragon]]), this effect is not triggered.&lt;br /&gt;
** ''Research info required: Please confirm the last point about Magical melee attacks.''&lt;br /&gt;
&lt;br /&gt;
===Retribution===&lt;br /&gt;
&lt;br /&gt;
If you commit a travesty against Mystera Annur that will cause your Piety to drop below 0, Mystera will curse you by lowering the effectiveness of all your Glyphs.&lt;br /&gt;
&lt;br /&gt;
''Research info required: Does this only affect the damage inflicted by BURNDAYRAZ? What about Glyphs that give a constant, on/off effect like CYDSTEPP?''&lt;br /&gt;
&lt;br /&gt;
==Boons==&lt;br /&gt;
&lt;br /&gt;
Mystera Annur has 5 boons to offer to her worshipers at the cost of Piety.&lt;br /&gt;
&lt;br /&gt;
===Magic===&lt;br /&gt;
* Increase your Maximum Mana by 15 points.&lt;br /&gt;
* '''Costs 20 Piety.'''&lt;br /&gt;
** On acquiring this boon, Mystera Annur will increase your Maximum Mana by 15 points.&lt;br /&gt;
** The extra 15 points are not filled immediately. You will need to find a way to replenish those points yourself (such as exploration or a Mana Potion).&lt;br /&gt;
===Faith===&lt;br /&gt;
* Using Glyphs will earn you +2 piety instead of +1.&lt;br /&gt;
* '''Costs 20 Piety.'''&lt;br /&gt;
** After this boon has been acquired, and as long as you keep worshiping Mystera Annur, each use of a Glyph as explained above in the section &amp;quot;Gaining Piety&amp;quot; will earn you +2 Piety points instead of +1 as normal. There are no other effects to this boon.&lt;br /&gt;
===Flames===&lt;br /&gt;
* The damage inflicted by BURNDAYRAZ is increased by 25%.&lt;br /&gt;
* '''Costs 50 Piety.'''&lt;br /&gt;
** Once this boon has been acquired, each casting of BURNDAYRAZ will inflict 25% more damage on the targeted monster than before.&lt;br /&gt;
** This effect is cumulative: if you have already acquired an increase to the power of BURNDAYRAZ (through Items or any other means), the effects will add up. For instance, if your fireballs already cause 50% more damage than normal before acquiring this boon, they will cause 75% more than normal with this boon.&lt;br /&gt;
** The Mana Cost of using BURNDAYRAZ does not change as a result of this effect.&lt;br /&gt;
===Weakening===&lt;br /&gt;
* All monsters lose their entire Magical Resistance, if they had any.&lt;br /&gt;
* '''Costs 100 Piety.'''&lt;br /&gt;
** On acquiring this boon, all monsters in the dungeon that have any Magical Resistance will lose their Magical Resistance entirely.&lt;br /&gt;
** This means that spells and Magical attacks (including BURNDAYRAZ, Mana Shield, and Magical Melee attacks) will cause normal damage to these monsters instead of the previously reduced amount. &lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
&lt;br /&gt;
==Specific Races==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Research}}&lt;br /&gt;
{{DDNav}}&lt;br /&gt;
[[Category:Gods]]&lt;/div&gt;</summary>
		<author><name>Headrock</name></author>	</entry>

	<entry>
		<id>http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=Alpha:Jehora_Jeheyu&amp;diff=2669</id>
		<title>Alpha:Jehora Jeheyu</title>
		<link rel="alternate" type="text/html" href="http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=Alpha:Jehora_Jeheyu&amp;diff=2669"/>
				<updated>2011-01-11T23:29:32Z</updated>
		
		<summary type="html">&lt;p&gt;Headrock: /* Losing Piety */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Jehora Jeheyu, God of Chaos, is one of the gods available for worshipping in Desktop Dungeon. Jehora Jeheyu may be worshipped by locating his altar in a dungeon (if it appears).&lt;br /&gt;
&lt;br /&gt;
==Initial Worship==&lt;br /&gt;
&lt;br /&gt;
If an altar of Jehora Jeheyu is found in the dungeon, and the hero is not yet worshipping any other god, it is possible to pray to Jehora.&lt;br /&gt;
&lt;br /&gt;
===Immediate effect===&lt;br /&gt;
&lt;br /&gt;
* The hero '''loses all of the following abilities''': Poison Immunity, Mana Burn Immunity, Death Gaze Immunity, Protection from Death, First Strike, Dodge.&lt;br /&gt;
** The source providing these effects is irrelevant - whether granted by items, other gods, or the use of Glyphs.&lt;br /&gt;
** Note that the glyphs providing First Strike and Protection from Death remain usable, but incur a Piety penalty if used again (see below).&lt;br /&gt;
** ''Research info required: Is it possible to gain the other abilities while Jehora Jeheyu is still worshipped? For instance, by buying items that provide them AFTER joining his religion?''&lt;br /&gt;
* The hero is awarded a random number of '''Piety Points''', anywhere between 1 and 25.&lt;br /&gt;
** The number of points awarded upon joining is completely random and there is no way to affect it.&lt;br /&gt;
&lt;br /&gt;
===Conversion===&lt;br /&gt;
&lt;br /&gt;
Followers of Jehora Jeheyu cannot convert their religion to any other god. Followers of other gods cannot convert their religion to Jehora Jeheyu.&lt;br /&gt;
&lt;br /&gt;
The only method to switch to or from Jehora Jeheyu is to first renounce your religion by help of an item. &lt;br /&gt;
&lt;br /&gt;
==Religion==&lt;br /&gt;
&lt;br /&gt;
Jehora Jeheyu is the god of Chaos. He enjoys meaningless destruction, bloody battles, and random effects. Jehora frowns upon fancy swordplay.&lt;br /&gt;
&lt;br /&gt;
The following actions will only change your Piety while worshipping Jehora Jeheyu. If you have not yet converted to Glowing Guardian, or have renounced your religion, you may perform these actions without triggering the listed effects.&lt;br /&gt;
&lt;br /&gt;
===Gaining Piety===&lt;br /&gt;
&lt;br /&gt;
Jehora Jeheyu will increase your Piety for performing the following actions:&lt;br /&gt;
&lt;br /&gt;
* '''Destroy a wall using the [[ENDISWAL]] glyph''': +1 Piety.&lt;br /&gt;
** Jehora Jeheyu will reward you with one piety point for every tile of wall destroyed with the ENDISWAL glyph.&lt;br /&gt;
** You can also destroy walls by pushing enemies into them, by performing a Melee attack on a monster while your hero has the Knockback ability (see [[Half-dragon]]. Items may also grant you knockback).&lt;br /&gt;
* '''Receive ??? damage from a monster''': +4 Piety.&lt;br /&gt;
** This effect is triggered when your hero is damaged in Melee combat. The exact amount of damage required to trigger the effect is currently unknown, and may depend on the character's level and possibly other factor as well. It may also be randomally decided (in accordance with Jehora Jeheyu's affinity for chaos).&lt;br /&gt;
* '''Inflict ??? damage on a monster''': +4 Piety.&lt;br /&gt;
** This effect is triggered when your hero inflict damage on a monster. The exact amount of damage required to trigger the effect is currently unknown, and may depend on the character's level, the monster's level, and possibly other factors as well. It may also be randomally decided (in accordance with Jehora Jeheyu's affinity for chaos).&lt;br /&gt;
** ''Research info required: Does this apply only to Melee attacks, or can [[BURNDAYRAZ]] also trigger this bonus?'' &lt;br /&gt;
* '''Use the [[PISORF]] glyph on a monster''': +1 Piety.&lt;br /&gt;
** Jehora Jeheyu will award you one Piety point for using the PISORF glyph to teleport a monster to a random location in the dungeon. It is awarded for each use of the glyph, even if the monster randomly teleports to the same tile it already occupies.&lt;br /&gt;
* '''Use the [[WEYTWUT]] Glyph''': +4 Piety.&lt;br /&gt;
** Jehora Jeheya will award you four Piety points for each use of the WEYTWUT Glyph. The destination of your teleport is irrelevant, you will be awarded points simply for using this glyph.&lt;br /&gt;
&lt;br /&gt;
===Losing Piety===&lt;br /&gt;
&lt;br /&gt;
Jehora Jeheyu will decrease your Piety for performing the following actions:&lt;br /&gt;
&lt;br /&gt;
* '''For each use of the [[CYDSTEPP]] Glyph''': -10 Piety.&lt;br /&gt;
** Activating the CYDSTEPP glyph, whether or not you already have Death Protection applied, will cause a 10 point Piety loss from Jehora Jeheyu. Note that you can still use the Glyph, and still gain the ability it bestows whenever used (Death Protection).&lt;br /&gt;
* '''For each use of the [[GETINDARE]] Glyph''': -10 Piety.&lt;br /&gt;
** Activating the GETINDARE Glyph, whether or not you already have First Strike applied, will cause a 10 point Piety loss from Jehora Jeheyu. Note that you can still use the Glyph, and still gain the ability is bestows whenever used (First Strike).&lt;br /&gt;
&lt;br /&gt;
===Retribution===&lt;br /&gt;
&lt;br /&gt;
If any travesty is performed that would reduce your piety below 0 points (see above), Jehora Jeheyu will inflict a curse upon you: Whenever you cause damage to a monster, your Maximum Health will be reduced by a certain amount.&lt;br /&gt;
&lt;br /&gt;
''Research info required: Does this apply only to damage dealt in Melee combat? What about BURNDAYRAZ? This this effect depend on the amount of damage dealt, or is it per-hit? Does it depend on the character's level?''&lt;br /&gt;
&lt;br /&gt;
==Boons==&lt;br /&gt;
&lt;br /&gt;
Jehora Jeheyu has 5 boons to offer to his worshipers at the cost of Piety.&lt;br /&gt;
&lt;br /&gt;
===Chaos===&lt;br /&gt;
* Randomly choose one of the following effects: Restore Health to Maximum / Restore Mana to Maximum / instant death.&lt;br /&gt;
* '''Costs ALL Piety you currently have.'''&lt;br /&gt;
** Upon acquiring this boon, Jehora Jeheyu will either restore your Health OR Mana to its Maximum capacity, or he will kill you outright. If death is chosen, it is immediate and cannot be avoided through the Protection from Death ability.&lt;br /&gt;
** Reportedly, this random effect is influenced by the number of Piety points you have remaining after paying for this boon. However, since the boon costs ALL piety points you have, this statement is baffling and may need clarification.&lt;br /&gt;
** ''Research info required: About the mechanism that selects the effect for this boon and its relation to remaining piety if any. Also, is it three options with exactly equal chance, or maybe it is two equally likely options (heal/death) followed by a choice between Health and Mana? Or perhaps choices are not equally likely to occur?''&lt;br /&gt;
===Madness===&lt;br /&gt;
* Increases Attack Strength by +5 points.&lt;br /&gt;
* '''Costs 25 Piety.'''&lt;br /&gt;
** Upon acquiring this boon, the character's Attack Strength increases by 5 points. This increases the damage done by Melee attacks, and does not affect BURNDAYRAZ.&lt;br /&gt;
** ''Research info required: Does this effect chance the Base Attack Strength, or is it always 5 extra points of damage regardless of player level and/or Attack Bonuses?''&lt;br /&gt;
===Bolstering===&lt;br /&gt;
* Increases Maximum Health by 15 points.&lt;br /&gt;
* '''Costs 15 Piety and a Health Potion.'''&lt;br /&gt;
** Upon acquiring this boon, the hero's Maximum Health is increased by 15 points. Those 15 new points are ''not'' automatically filled up, and must be healed by the normal means.&lt;br /&gt;
** The hero loses one Health Potion from those already carried.&lt;br /&gt;
** If the hero does not have any Health Potions, it is impossible to acquire this boon.&lt;br /&gt;
&lt;br /&gt;
===Retaliation===&lt;br /&gt;
* Gain Mana Shield ability.&lt;br /&gt;
* '''Costs 30 Piety.'''&lt;br /&gt;
** Upon acquiring this boon, the hero receives the Mana Shield ability. While this ability is in effect, any monster that strikes you in Melee combat will receive an extra 1 point of damage. This damage is applied AFTER the monster strikes you, so you must first survive its attack to inflict this extra damage.&lt;br /&gt;
** This is the same ability that [[Sorcerer|Sorcerers]] have by default. If your hero is a Sorcerer, this boon has no effect.&lt;br /&gt;
** ''Research info required: Does Mana Shield always cause exactly 1 point of damage?''&lt;br /&gt;
===Polymorph===&lt;br /&gt;
* Each monster in the dungeon will transform into a new random type of monster of the same level.&lt;br /&gt;
* '''Costs 50 Piety.'''&lt;br /&gt;
** Upon acquiring this boon, each and every monster in the dungeon will select a new [[Monsters|monster type]] at random and transform into that type. Monsters will keep the same level they had before the transformation.&lt;br /&gt;
** This boon affects Bosses just the same as any other monster.&lt;br /&gt;
** In a normal dungeon, Bosses have been known to occasionally transform into the bosses from the Campaign dungeon - something which is not otherwise possible.&lt;br /&gt;
** In a Challenge dungeon, monsters may transform into any other type of monster, not just the ones available in the specific type of challenge dungeon you're playing. This includes bosses from the Campaign dungeons.&lt;br /&gt;
** Monsters don't have to be unlocked for them to be transformed into.  (Ex: Golem is locked but a monster transforms into it)&lt;br /&gt;
** ''Research info required: Is transformation into Campaign Bosses possible before unlocking the Campaign dungeons?''&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
&lt;br /&gt;
==Specific Races==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Research}}&lt;br /&gt;
{{DDNav}}&lt;br /&gt;
[[Category:Gods]]&lt;/div&gt;</summary>
		<author><name>Headrock</name></author>	</entry>

	<entry>
		<id>http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=Alpha:Jehora_Jeheyu&amp;diff=2668</id>
		<title>Alpha:Jehora Jeheyu</title>
		<link rel="alternate" type="text/html" href="http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=Alpha:Jehora_Jeheyu&amp;diff=2668"/>
				<updated>2011-01-11T23:29:06Z</updated>
		
		<summary type="html">&lt;p&gt;Headrock: /* Religion */ Linkifying ;)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Jehora Jeheyu, God of Chaos, is one of the gods available for worshipping in Desktop Dungeon. Jehora Jeheyu may be worshipped by locating his altar in a dungeon (if it appears).&lt;br /&gt;
&lt;br /&gt;
==Initial Worship==&lt;br /&gt;
&lt;br /&gt;
If an altar of Jehora Jeheyu is found in the dungeon, and the hero is not yet worshipping any other god, it is possible to pray to Jehora.&lt;br /&gt;
&lt;br /&gt;
===Immediate effect===&lt;br /&gt;
&lt;br /&gt;
* The hero '''loses all of the following abilities''': Poison Immunity, Mana Burn Immunity, Death Gaze Immunity, Protection from Death, First Strike, Dodge.&lt;br /&gt;
** The source providing these effects is irrelevant - whether granted by items, other gods, or the use of Glyphs.&lt;br /&gt;
** Note that the glyphs providing First Strike and Protection from Death remain usable, but incur a Piety penalty if used again (see below).&lt;br /&gt;
** ''Research info required: Is it possible to gain the other abilities while Jehora Jeheyu is still worshipped? For instance, by buying items that provide them AFTER joining his religion?''&lt;br /&gt;
* The hero is awarded a random number of '''Piety Points''', anywhere between 1 and 25.&lt;br /&gt;
** The number of points awarded upon joining is completely random and there is no way to affect it.&lt;br /&gt;
&lt;br /&gt;
===Conversion===&lt;br /&gt;
&lt;br /&gt;
Followers of Jehora Jeheyu cannot convert their religion to any other god. Followers of other gods cannot convert their religion to Jehora Jeheyu.&lt;br /&gt;
&lt;br /&gt;
The only method to switch to or from Jehora Jeheyu is to first renounce your religion by help of an item. &lt;br /&gt;
&lt;br /&gt;
==Religion==&lt;br /&gt;
&lt;br /&gt;
Jehora Jeheyu is the god of Chaos. He enjoys meaningless destruction, bloody battles, and random effects. Jehora frowns upon fancy swordplay.&lt;br /&gt;
&lt;br /&gt;
The following actions will only change your Piety while worshipping Jehora Jeheyu. If you have not yet converted to Glowing Guardian, or have renounced your religion, you may perform these actions without triggering the listed effects.&lt;br /&gt;
&lt;br /&gt;
===Gaining Piety===&lt;br /&gt;
&lt;br /&gt;
Jehora Jeheyu will increase your Piety for performing the following actions:&lt;br /&gt;
&lt;br /&gt;
* '''Destroy a wall using the [[ENDISWAL]] glyph''': +1 Piety.&lt;br /&gt;
** Jehora Jeheyu will reward you with one piety point for every tile of wall destroyed with the ENDISWAL glyph.&lt;br /&gt;
** You can also destroy walls by pushing enemies into them, by performing a Melee attack on a monster while your hero has the Knockback ability (see [[Half-dragon]]. Items may also grant you knockback).&lt;br /&gt;
* '''Receive ??? damage from a monster''': +4 Piety.&lt;br /&gt;
** This effect is triggered when your hero is damaged in Melee combat. The exact amount of damage required to trigger the effect is currently unknown, and may depend on the character's level and possibly other factor as well. It may also be randomally decided (in accordance with Jehora Jeheyu's affinity for chaos).&lt;br /&gt;
* '''Inflict ??? damage on a monster''': +4 Piety.&lt;br /&gt;
** This effect is triggered when your hero inflict damage on a monster. The exact amount of damage required to trigger the effect is currently unknown, and may depend on the character's level, the monster's level, and possibly other factors as well. It may also be randomally decided (in accordance with Jehora Jeheyu's affinity for chaos).&lt;br /&gt;
** ''Research info required: Does this apply only to Melee attacks, or can [[BURNDAYRAZ]] also trigger this bonus?'' &lt;br /&gt;
* '''Use the [[PISORF]] glyph on a monster''': +1 Piety.&lt;br /&gt;
** Jehora Jeheyu will award you one Piety point for using the PISORF glyph to teleport a monster to a random location in the dungeon. It is awarded for each use of the glyph, even if the monster randomly teleports to the same tile it already occupies.&lt;br /&gt;
* '''Use the [[WEYTWUT]] Glyph''': +4 Piety.&lt;br /&gt;
** Jehora Jeheya will award you four Piety points for each use of the WEYTWUT Glyph. The destination of your teleport is irrelevant, you will be awarded points simply for using this glyph.&lt;br /&gt;
&lt;br /&gt;
===Losing Piety===&lt;br /&gt;
&lt;br /&gt;
Jehora Jeheyu will decrease your Piety for performing the following actions:&lt;br /&gt;
&lt;br /&gt;
* '''For each use of the [[CYDSTEPP]] Glyph''': -10 Piety.&lt;br /&gt;
** Activating the CYDSTEPP glyph, whether or not you already have Death Protection applied, will cause a 10 point Piety loss from Jehora Jeheyu. Note that you can still use the Glyph, and still gain the ability it bestows whenever used (Death Protection).&lt;br /&gt;
* '''For each use of the [[GETINDARE Glyph]]''': -10 Piety.&lt;br /&gt;
** Activating the GETINDATE Glyph, whether or not you already have First Strike applied, will cause a 10 point Piety loss from Jehora Jeheyu. Note that you can still use the Glyph, and still gain the ability is bestows whenever used (First Strike).&lt;br /&gt;
&lt;br /&gt;
===Retribution===&lt;br /&gt;
&lt;br /&gt;
If any travesty is performed that would reduce your piety below 0 points (see above), Jehora Jeheyu will inflict a curse upon you: Whenever you cause damage to a monster, your Maximum Health will be reduced by a certain amount.&lt;br /&gt;
&lt;br /&gt;
''Research info required: Does this apply only to damage dealt in Melee combat? What about BURNDAYRAZ? This this effect depend on the amount of damage dealt, or is it per-hit? Does it depend on the character's level?''&lt;br /&gt;
&lt;br /&gt;
==Boons==&lt;br /&gt;
&lt;br /&gt;
Jehora Jeheyu has 5 boons to offer to his worshipers at the cost of Piety.&lt;br /&gt;
&lt;br /&gt;
===Chaos===&lt;br /&gt;
* Randomly choose one of the following effects: Restore Health to Maximum / Restore Mana to Maximum / instant death.&lt;br /&gt;
* '''Costs ALL Piety you currently have.'''&lt;br /&gt;
** Upon acquiring this boon, Jehora Jeheyu will either restore your Health OR Mana to its Maximum capacity, or he will kill you outright. If death is chosen, it is immediate and cannot be avoided through the Protection from Death ability.&lt;br /&gt;
** Reportedly, this random effect is influenced by the number of Piety points you have remaining after paying for this boon. However, since the boon costs ALL piety points you have, this statement is baffling and may need clarification.&lt;br /&gt;
** ''Research info required: About the mechanism that selects the effect for this boon and its relation to remaining piety if any. Also, is it three options with exactly equal chance, or maybe it is two equally likely options (heal/death) followed by a choice between Health and Mana? Or perhaps choices are not equally likely to occur?''&lt;br /&gt;
===Madness===&lt;br /&gt;
* Increases Attack Strength by +5 points.&lt;br /&gt;
* '''Costs 25 Piety.'''&lt;br /&gt;
** Upon acquiring this boon, the character's Attack Strength increases by 5 points. This increases the damage done by Melee attacks, and does not affect BURNDAYRAZ.&lt;br /&gt;
** ''Research info required: Does this effect chance the Base Attack Strength, or is it always 5 extra points of damage regardless of player level and/or Attack Bonuses?''&lt;br /&gt;
===Bolstering===&lt;br /&gt;
* Increases Maximum Health by 15 points.&lt;br /&gt;
* '''Costs 15 Piety and a Health Potion.'''&lt;br /&gt;
** Upon acquiring this boon, the hero's Maximum Health is increased by 15 points. Those 15 new points are ''not'' automatically filled up, and must be healed by the normal means.&lt;br /&gt;
** The hero loses one Health Potion from those already carried.&lt;br /&gt;
** If the hero does not have any Health Potions, it is impossible to acquire this boon.&lt;br /&gt;
&lt;br /&gt;
===Retaliation===&lt;br /&gt;
* Gain Mana Shield ability.&lt;br /&gt;
* '''Costs 30 Piety.'''&lt;br /&gt;
** Upon acquiring this boon, the hero receives the Mana Shield ability. While this ability is in effect, any monster that strikes you in Melee combat will receive an extra 1 point of damage. This damage is applied AFTER the monster strikes you, so you must first survive its attack to inflict this extra damage.&lt;br /&gt;
** This is the same ability that [[Sorcerer|Sorcerers]] have by default. If your hero is a Sorcerer, this boon has no effect.&lt;br /&gt;
** ''Research info required: Does Mana Shield always cause exactly 1 point of damage?''&lt;br /&gt;
===Polymorph===&lt;br /&gt;
* Each monster in the dungeon will transform into a new random type of monster of the same level.&lt;br /&gt;
* '''Costs 50 Piety.'''&lt;br /&gt;
** Upon acquiring this boon, each and every monster in the dungeon will select a new [[Monsters|monster type]] at random and transform into that type. Monsters will keep the same level they had before the transformation.&lt;br /&gt;
** This boon affects Bosses just the same as any other monster.&lt;br /&gt;
** In a normal dungeon, Bosses have been known to occasionally transform into the bosses from the Campaign dungeon - something which is not otherwise possible.&lt;br /&gt;
** In a Challenge dungeon, monsters may transform into any other type of monster, not just the ones available in the specific type of challenge dungeon you're playing. This includes bosses from the Campaign dungeons.&lt;br /&gt;
** Monsters don't have to be unlocked for them to be transformed into.  (Ex: Golem is locked but a monster transforms into it)&lt;br /&gt;
** ''Research info required: Is transformation into Campaign Bosses possible before unlocking the Campaign dungeons?''&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
&lt;br /&gt;
==Specific Races==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Research}}&lt;br /&gt;
{{DDNav}}&lt;br /&gt;
[[Category:Gods]]&lt;/div&gt;</summary>
		<author><name>Headrock</name></author>	</entry>

	<entry>
		<id>http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=Alpha:Gauntlet&amp;diff=2667</id>
		<title>Alpha:Gauntlet</title>
		<link rel="alternate" type="text/html" href="http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=Alpha:Gauntlet&amp;diff=2667"/>
				<updated>2011-01-11T23:21:45Z</updated>
		
		<summary type="html">&lt;p&gt;Headrock: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Gauntlet mode is one of the game modes in Desktop Dungeons. This mode was added in version 0.15. It is unlocked once player has beaten the Normal Dungeon with each of the [[:Category:Tier 3 Classes|Tier 3 Classes]].&lt;br /&gt;
&lt;br /&gt;
The Gauntlet Mode dungeon resembles the Normal dungeon, with a few important differences. Most importantly, each time you beat the Gauntlet dungeon, it will be slightly harder the next time around.&lt;br /&gt;
&lt;br /&gt;
The game keeps track of the number of times you've beaten the Gauntlet dungeon.&lt;br /&gt;
&lt;br /&gt;
==Similarities with the Normal Dungeon==&lt;br /&gt;
&lt;br /&gt;
A Gauntlet Dungeon is very similar to a Normal Dungeon in several ways:&lt;br /&gt;
&lt;br /&gt;
* The dungeon contains only one Boss. It will always be one of the bosses available in the Normal dungeon.&lt;br /&gt;
* All monster types available in Normal mode are also available in the Gauntlet. Unique monsters from the Challenge Dungeons (I.E. [[Crypt]], etc.) do not appear in Gauntlet Mode.&lt;br /&gt;
* You can play the Gauntlet dungeon with any character class currently available to you.&lt;br /&gt;
&lt;br /&gt;
==Differences with other dungeons==&lt;br /&gt;
&lt;br /&gt;
The key difference between Gauntlet Mode and other dungeons is that each time you beat it, it gets harder.&lt;br /&gt;
&lt;br /&gt;
The game keeps track of the number of times you've beaten a Gauntlet Dungeon. It is visible when hovering your mouse over the Gauntlet button in the main menu.&lt;br /&gt;
&lt;br /&gt;
Below is a list of the differences between each level of the Gauntlet Dungeon:&lt;br /&gt;
&lt;br /&gt;
* Each monster/boss's '''Attack Damage''' is increased by 5% of their Normal Attack Damage.&lt;br /&gt;
* Each monster/boss's '''Maximum Health''' is increased by 5% of their Normal Max Health.&lt;br /&gt;
** For example, at level 6, the Attack Damage and Maximum Health of each monster and boss will be 30% higher (6*5%=30%) than they would be in the Normal and Challenge dungeons. &lt;br /&gt;
** Remember that the first level of the Gauntlet is considered &amp;quot;level 1&amp;quot;, which means it is already tougher than the Normal dungeon by a small amount.&lt;br /&gt;
** ''Research info required: Is 5% a constant value or there will be more considerable boosts on higher gauntlet levels?''&lt;br /&gt;
&lt;br /&gt;
==Rewards==&lt;br /&gt;
&lt;br /&gt;
The only reward acquired from the Gauntlet Dungeon is the bragging rights. The score is not compared on-line. It is meant for players to point out the number of Gauntlet dungeons they have completed as a sign of mastery of the game.&lt;br /&gt;
&lt;br /&gt;
''Research info required: Is there a limit of gauntlet mode levels or this mode is endless? Is there any internet page listing the highest confirmed gauntlet level so far?''&lt;/div&gt;</summary>
		<author><name>Headrock</name></author>	</entry>

	<entry>
		<id>http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=Alpha:Gauntlet&amp;diff=2666</id>
		<title>Alpha:Gauntlet</title>
		<link rel="alternate" type="text/html" href="http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=Alpha:Gauntlet&amp;diff=2666"/>
				<updated>2011-01-11T23:20:26Z</updated>
		
		<summary type="html">&lt;p&gt;Headrock: Made a lot of grammar corrections (and probably introduced some slip-ups too) and basically overhauled this.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Gauntlet mode is one of the game modes in Desktop Dungeons. This mode was added in version 0.15. It is unlocked once player has beaten the Normal Dungeon with each of the [[:Category:Tier_3_classes]].&lt;br /&gt;
&lt;br /&gt;
The Gauntlet Mode dungeon resembles the Normal dungeon, with a few important differences. Most importantly, each time you beat the Gauntlet dungeon, it will be slightly harder the next time around.&lt;br /&gt;
&lt;br /&gt;
The game keeps track of the number of times you've beaten the Gauntlet dungeon.&lt;br /&gt;
&lt;br /&gt;
==Similarities with the Normal Dungeon==&lt;br /&gt;
&lt;br /&gt;
A Gauntlet Dungeon is very similar to a Normal Dungeon in several ways:&lt;br /&gt;
&lt;br /&gt;
* The dungeon contains only one Boss. It will always be one of the bosses available in the Normal dungeon.&lt;br /&gt;
* All monster types available in Normal mode are also available in the Gauntlet. Unique monsters from the Challenge Dungeons (I.E. [[Crypt]], etc.) do not appear in Gauntlet Mode.&lt;br /&gt;
* You can play the Gauntlet dungeon with any character class currently available to you.&lt;br /&gt;
&lt;br /&gt;
==Differences with other dungeons==&lt;br /&gt;
&lt;br /&gt;
The key difference between Gauntlet Mode and other dungeons is that each time you beat it, it gets harder.&lt;br /&gt;
&lt;br /&gt;
The game keeps track of the number of times you've beaten a Gauntlet Dungeon. It is visible when hovering your mouse over the Gauntlet button in the main menu.&lt;br /&gt;
&lt;br /&gt;
Below is a list of the differences between each level of the Gauntlet Dungeon:&lt;br /&gt;
&lt;br /&gt;
* Each monster/boss's '''Attack Damage''' is increased by 5% of their Normal Attack Damage.&lt;br /&gt;
* Each monster/boss's '''Maximum Health''' is increased by 5% of their Normal Max Health.&lt;br /&gt;
** For example, at level 6, the Attack Damage and Maximum Health of each monster and boss will be 30% higher (6*5%=30%) than they would be in the Normal and Challenge dungeons. &lt;br /&gt;
** Remember that the first level of the Gauntlet is considered &amp;quot;level 1&amp;quot;, which means it is already tougher than the Normal dungeon by a small amount.&lt;br /&gt;
** ''Research info required: Is 5% a constant value or there will be more considerable boosts on higher gauntlet levels?''&lt;br /&gt;
&lt;br /&gt;
==Rewards==&lt;br /&gt;
&lt;br /&gt;
The only reward acquired from the Gauntlet Dungeon is the bragging rights. The score is not compared on-line. It is meant for players to point out the number of Gauntlet dungeons they have completed as a sign of mastery of the game.&lt;br /&gt;
&lt;br /&gt;
''Research info required: Is there a limit of gauntlet mode levels or this mode is endless? Is there any internet page listing the highest confirmed gauntlet level so far?''&lt;/div&gt;</summary>
		<author><name>Headrock</name></author>	</entry>

	<entry>
		<id>http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=User_talk:Gentlegiant03/Completion&amp;diff=2650</id>
		<title>User talk:Gentlegiant03/Completion</title>
		<link rel="alternate" type="text/html" href="http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=User_talk:Gentlegiant03/Completion&amp;diff=2650"/>
				<updated>2011-01-10T02:43:08Z</updated>
		
		<summary type="html">&lt;p&gt;Headrock: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is bloody fantastic, GG. I've gone ahead and added it to my user page. I vote it stays. &lt;br /&gt;
(P.S. it's missing a &amp;quot;Lothlorien&amp;quot; field)&lt;br /&gt;
--[[User:Headrock|Headrock]] 01:09, 10 January 2011 (UTC)&lt;/div&gt;</summary>
		<author><name>Headrock</name></author>	</entry>

	<entry>
		<id>http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=User:Headrock&amp;diff=2649</id>
		<title>User:Headrock</title>
		<link rel="alternate" type="text/html" href="http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=User:Headrock&amp;diff=2649"/>
				<updated>2011-01-10T01:26:37Z</updated>
		
		<summary type="html">&lt;p&gt;Headrock: /* Completion Chart */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Headrock is a figment of your imagination. A creature of myth that exists solely on the internet. &lt;br /&gt;
&lt;br /&gt;
Legend says that Headrock was created during the era known ominously as the &amp;quot;90's&amp;quot;, a period of great turmoil. It is said that he is the byproduct of superfluous code normally generated during the process of game development. Other stories assert that Headrock is the stuff left at the bottom of the bowl after the smoke clears. Whichever legend is true, it is clear that the menace has been unleashed and can never again be contained.&lt;br /&gt;
&lt;br /&gt;
Recently, Headrock was spotted burrowing his way through a particularly pixellated series of tunnels, most likely a maze or a dungeon, and eating monsters that came across his path. The death toll is catastrophic, but experts reassure that the monsters &amp;quot;had it coming&amp;quot; anyway. &lt;br /&gt;
&lt;br /&gt;
==Completion Chart==&lt;br /&gt;
{| border=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;5&amp;quot; width=&amp;quot;300&amp;quot; align=&amp;quot;right&amp;quot;|&lt;br /&gt;
| style=&amp;quot;background-color: green&amp;quot; width=&amp;quot;40&amp;quot; |&amp;amp;nbsp;&lt;br /&gt;
| Done!&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: red&amp;quot; width=&amp;quot;40&amp;quot; |&amp;amp;nbsp;&lt;br /&gt;
| Damn, not done yet?!&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{User:Gentlegiant03/Completion&lt;br /&gt;
| fign=green  | figs=green  | figc=green  | figl=green  | figf=green &lt;br /&gt;
| bern=green  | bers=green  | berc=green  | berl=green  | berf=green&lt;br /&gt;
| warn=green  | wars=green  | warc=red    | warl=green  | warf=green&lt;br /&gt;
| thin=green  | this=green  | thic=green  | thil=green  | thif=green&lt;br /&gt;
| rogn=green  | rogs=green  | rogc=green  | rogl=green  | rogf=green&lt;br /&gt;
| assn=green  | asss=green  | assc=green  | assl=green  | assf=green&lt;br /&gt;
| prin=green  | pris=green  | pric=green  | pril=green  | prif=green&lt;br /&gt;
| monn=green  | mons=green  | monc=green  | monl=green  | monf=green&lt;br /&gt;
| paln=green  | pals=green  | palc=green  | pall=green  | palf=green&lt;br /&gt;
| wizn=green  | wizs=green  | wizc=green  | wizl=green  | wizf=green&lt;br /&gt;
| sorn=green  | sors=green  | sorc=green  | sorl=green  | sorf=green&lt;br /&gt;
| blon=green  | blos=green  | bloc=green  | blol=red    | blof=green&lt;br /&gt;
| tran=green  | tras=green  | trac=green  | tral=green  | traf=green&lt;br /&gt;
| gorn=green  | gors=green  | gorc=red    | gorl=red    | gorf=green&lt;br /&gt;
| crun=green  | crus=green  | cruc=green  | crul=green  | cruf=green&lt;br /&gt;
| haln=green  | hals=green  | halc=red    | hall=red    | half=green&lt;br /&gt;
| tinn=green  | tins=green  | tinc=green  | tinl=green  | tinf=green&lt;br /&gt;
| vamn=green  | vams=green  | vamc=green  | vaml=green  | vamf=green&lt;br /&gt;
| gauntlet=1  | ranked=?&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Headrock</name></author>	</entry>

	<entry>
		<id>http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=User:Headrock&amp;diff=2648</id>
		<title>User:Headrock</title>
		<link rel="alternate" type="text/html" href="http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=User:Headrock&amp;diff=2648"/>
				<updated>2011-01-10T01:26:02Z</updated>
		
		<summary type="html">&lt;p&gt;Headrock: /* Completion Chart */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Headrock is a figment of your imagination. A creature of myth that exists solely on the internet. &lt;br /&gt;
&lt;br /&gt;
Legend says that Headrock was created during the era known ominously as the &amp;quot;90's&amp;quot;, a period of great turmoil. It is said that he is the byproduct of superfluous code normally generated during the process of game development. Other stories assert that Headrock is the stuff left at the bottom of the bowl after the smoke clears. Whichever legend is true, it is clear that the menace has been unleashed and can never again be contained.&lt;br /&gt;
&lt;br /&gt;
Recently, Headrock was spotted burrowing his way through a particularly pixellated series of tunnels, most likely a maze or a dungeon, and eating monsters that came across his path. The death toll is catastrophic, but experts reassure that the monsters &amp;quot;had it coming&amp;quot; anyway. &lt;br /&gt;
&lt;br /&gt;
==Completion Chart==&lt;br /&gt;
{| border=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot; width=&amp;quot;300&amp;quot; align=&amp;quot;right&amp;quot;|&lt;br /&gt;
| style=&amp;quot;background-color: green&amp;quot; width=&amp;quot;50%&amp;quot; |&amp;amp;nbsp;&lt;br /&gt;
| Done!&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: red&amp;quot; width=&amp;quot;50%&amp;quot; |&amp;amp;nbsp;&lt;br /&gt;
| Damn, not done yet?!&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{User:Gentlegiant03/Completion&lt;br /&gt;
| fign=green  | figs=green  | figc=green  | figl=green  | figf=green &lt;br /&gt;
| bern=green  | bers=green  | berc=green  | berl=green  | berf=green&lt;br /&gt;
| warn=green  | wars=green  | warc=red    | warl=green  | warf=green&lt;br /&gt;
| thin=green  | this=green  | thic=green  | thil=green  | thif=green&lt;br /&gt;
| rogn=green  | rogs=green  | rogc=green  | rogl=green  | rogf=green&lt;br /&gt;
| assn=green  | asss=green  | assc=green  | assl=green  | assf=green&lt;br /&gt;
| prin=green  | pris=green  | pric=green  | pril=green  | prif=green&lt;br /&gt;
| monn=green  | mons=green  | monc=green  | monl=green  | monf=green&lt;br /&gt;
| paln=green  | pals=green  | palc=green  | pall=green  | palf=green&lt;br /&gt;
| wizn=green  | wizs=green  | wizc=green  | wizl=green  | wizf=green&lt;br /&gt;
| sorn=green  | sors=green  | sorc=green  | sorl=green  | sorf=green&lt;br /&gt;
| blon=green  | blos=green  | bloc=green  | blol=red    | blof=green&lt;br /&gt;
| tran=green  | tras=green  | trac=green  | tral=green  | traf=green&lt;br /&gt;
| gorn=green  | gors=green  | gorc=red    | gorl=red    | gorf=green&lt;br /&gt;
| crun=green  | crus=green  | cruc=green  | crul=green  | cruf=green&lt;br /&gt;
| haln=green  | hals=green  | halc=red    | hall=red    | half=green&lt;br /&gt;
| tinn=green  | tins=green  | tinc=green  | tinl=green  | tinf=green&lt;br /&gt;
| vamn=green  | vams=green  | vamc=green  | vaml=green  | vamf=green&lt;br /&gt;
| gauntlet=1  | ranked=?&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Headrock</name></author>	</entry>

	<entry>
		<id>http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=User:Headrock&amp;diff=2647</id>
		<title>User:Headrock</title>
		<link rel="alternate" type="text/html" href="http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=User:Headrock&amp;diff=2647"/>
				<updated>2011-01-10T01:20:06Z</updated>
		
		<summary type="html">&lt;p&gt;Headrock: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Completion Chart==&lt;br /&gt;
{| border=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot; width=&amp;quot;20%&amp;quot; align=&amp;quot;right&amp;quot;|&lt;br /&gt;
| style=&amp;quot;background-color: green&amp;quot; width=&amp;quot;50%&amp;quot; |&amp;amp;nbsp;&lt;br /&gt;
| Done!&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: red&amp;quot; width=&amp;quot;50%&amp;quot; |&amp;amp;nbsp;&lt;br /&gt;
| Damn, not done yet?!&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{User:Gentlegiant03/Completion&lt;br /&gt;
| fign=green  | figs=green  | figc=green  | figl=green  | figf=green &lt;br /&gt;
| bern=green  | bers=green  | berc=green  | berl=green  | berf=green&lt;br /&gt;
| warn=green  | wars=green  | warc=red    | warl=green  | warf=green&lt;br /&gt;
| thin=green  | this=green  | thic=green  | thil=green  | thif=green&lt;br /&gt;
| rogn=green  | rogs=green  | rogc=green  | rogl=green  | rogf=green&lt;br /&gt;
| assn=green  | asss=green  | assc=green  | assl=green  | assf=green&lt;br /&gt;
| prin=green  | pris=green  | pric=green  | pril=green  | prif=green&lt;br /&gt;
| monn=green  | mons=green  | monc=green  | monl=green  | monf=green&lt;br /&gt;
| paln=green  | pals=green  | palc=green  | pall=green  | palf=green&lt;br /&gt;
| wizn=green  | wizs=green  | wizc=green  | wizl=green  | wizf=green&lt;br /&gt;
| sorn=green  | sors=green  | sorc=green  | sorl=green  | sorf=green&lt;br /&gt;
| blon=green  | blos=green  | bloc=green  | blol=red    | blof=green&lt;br /&gt;
| tran=green  | tras=green  | trac=green  | tral=green  | traf=green&lt;br /&gt;
| gorn=green  | gors=green  | gorc=red    | gorl=red    | gorf=green&lt;br /&gt;
| crun=green  | crus=green  | cruc=green  | crul=green  | cruf=green&lt;br /&gt;
| haln=green  | hals=green  | halc=red    | hall=red    | half=green&lt;br /&gt;
| tinn=green  | tins=green  | tinc=green  | tinl=green  | tinf=green&lt;br /&gt;
| vamn=green  | vams=green  | vamc=green  | vaml=green  | vamf=green&lt;br /&gt;
| gauntlet=1  | ranked=?&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Headrock</name></author>	</entry>

	<entry>
		<id>http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=User:Headrock&amp;diff=2646</id>
		<title>User:Headrock</title>
		<link rel="alternate" type="text/html" href="http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=User:Headrock&amp;diff=2646"/>
				<updated>2011-01-10T01:19:47Z</updated>
		
		<summary type="html">&lt;p&gt;Headrock: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
==Completion Chart==&lt;br /&gt;
{| border=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot; width=&amp;quot;20%&amp;quot; align=&amp;quot;right&amp;quot;|&lt;br /&gt;
| style=&amp;quot;background-color: green&amp;quot; width=&amp;quot;50%&amp;quot; |&amp;amp;nbsp;&lt;br /&gt;
| Done!&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: red&amp;quot; width=&amp;quot;50%&amp;quot; |&amp;amp;nbsp;&lt;br /&gt;
| Damn, not done yet?!&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{User:Gentlegiant03/Completion&lt;br /&gt;
| fign=green  | figs=green  | figc=green  | figl=green  | figf=green &lt;br /&gt;
| bern=green  | bers=green  | berc=green  | berl=green  | berf=green&lt;br /&gt;
| warn=green  | wars=green  | warc=red    | warl=green  | warf=green&lt;br /&gt;
| thin=green  | this=green  | thic=green  | thil=green  | thif=green&lt;br /&gt;
| rogn=green  | rogs=green  | rogc=green  | rogl=green  | rogf=green&lt;br /&gt;
| assn=green  | asss=green  | assc=green  | assl=green  | assf=green&lt;br /&gt;
| prin=green  | pris=green  | pric=green  | pril=green  | prif=green&lt;br /&gt;
| monn=green  | mons=green  | monc=green  | monl=green  | monf=green&lt;br /&gt;
| paln=green  | pals=green  | palc=green  | pall=green  | palf=green&lt;br /&gt;
| wizn=green  | wizs=green  | wizc=green  | wizl=green  | wizf=green&lt;br /&gt;
| sorn=green  | sors=green  | sorc=green  | sorl=green  | sorf=green&lt;br /&gt;
| blon=green  | blos=green  | bloc=green  | blol=red    | blof=green&lt;br /&gt;
| tran=green  | tras=green  | trac=green  | tral=green  | traf=green&lt;br /&gt;
| gorn=green  | gors=green  | gorc=red    | gorl=red    | gorf=green&lt;br /&gt;
| crun=green  | crus=green  | cruc=green  | crul=green  | cruf=green&lt;br /&gt;
| haln=green  | hals=green  | halc=red    | hall=red    | half=green&lt;br /&gt;
| tinn=green  | tins=green  | tinc=green  | tinl=green  | tinf=green&lt;br /&gt;
| vamn=green  | vams=green  | vamc=green  | vaml=green  | vamf=green&lt;br /&gt;
| gauntlet=1  | ranked=?&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Headrock</name></author>	</entry>

	<entry>
		<id>http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=User_talk:Gentlegiant03/Completion&amp;diff=2645</id>
		<title>User talk:Gentlegiant03/Completion</title>
		<link rel="alternate" type="text/html" href="http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=User_talk:Gentlegiant03/Completion&amp;diff=2645"/>
				<updated>2011-01-10T01:09:52Z</updated>
		
		<summary type="html">&lt;p&gt;Headrock: Created page with 'This is bloody fantastic, GG. I've gone ahead and added it to my user page. I vote it stays. --~~~~'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is bloody fantastic, GG. I've gone ahead and added it to my user page. I vote it stays. --[[User:Headrock|Headrock]] 01:09, 10 January 2011 (UTC)&lt;/div&gt;</summary>
		<author><name>Headrock</name></author>	</entry>

	<entry>
		<id>http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=User:Headrock&amp;diff=2644</id>
		<title>User:Headrock</title>
		<link rel="alternate" type="text/html" href="http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=User:Headrock&amp;diff=2644"/>
				<updated>2011-01-10T01:08:57Z</updated>
		
		<summary type="html">&lt;p&gt;Headrock: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{User:Gentlegiant03/Completion&lt;br /&gt;
| fign=green  | figs=green  | figc=green  | figl=green  | figf=green &lt;br /&gt;
| bern=green  | bers=green  | berc=green  | berl=green  | berf=green&lt;br /&gt;
| warn=green  | wars=green  | warc=red    | warl=green  | warf=green&lt;br /&gt;
| thin=green  | this=green  | thic=green  | thil=green  | thif=green&lt;br /&gt;
| rogn=green  | rogs=green  | rogc=green  | rogl=green  | rogf=green&lt;br /&gt;
| assn=green  | asss=green  | assc=green  | assl=green  | assf=green&lt;br /&gt;
| prin=green  | pris=green  | pric=green  | pril=green  | prif=green&lt;br /&gt;
| monn=green  | mons=green  | monc=green  | monl=green  | monf=green&lt;br /&gt;
| paln=green  | pals=green  | palc=green  | pall=green  | palf=green&lt;br /&gt;
| wizn=green  | wizs=green  | wizc=green  | wizl=green  | wizf=green&lt;br /&gt;
| sorn=green  | sors=green  | sorc=green  | sorl=green  | sorf=green&lt;br /&gt;
| blon=green  | blos=green  | bloc=green  | blol=red    | blof=green&lt;br /&gt;
| tran=green  | tras=green  | trac=green  | tral=green  | traf=green&lt;br /&gt;
| gorn=green  | gors=green  | gorc=red    | gorl=red    | gorf=green&lt;br /&gt;
| crun=green  | crus=green  | cruc=green  | crul=green  | cruf=green&lt;br /&gt;
| haln=green  | hals=green  | halc=red    | hall=red    | half=green&lt;br /&gt;
| tinn=green  | tins=green  | tinc=green  | tinl=green  | tinf=green&lt;br /&gt;
| vamn=green  | vams=green  | vamc=green  | vaml=green  | vamf=green&lt;br /&gt;
| gauntlet=1  | ranked=?&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Headrock</name></author>	</entry>

	<entry>
		<id>http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=User:Headrock&amp;diff=2643</id>
		<title>User:Headrock</title>
		<link rel="alternate" type="text/html" href="http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=User:Headrock&amp;diff=2643"/>
				<updated>2011-01-10T01:08:30Z</updated>
		
		<summary type="html">&lt;p&gt;Headrock: Created page with '{{User:Headrock/Completion | fign=green  | figs=green  | figc=green  | figl=green  | figf=green  | bern=green  | bers=green  | berc=green  | berl=green  | berf=green | warn=green…'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{User:Headrock/Completion&lt;br /&gt;
| fign=green  | figs=green  | figc=green  | figl=green  | figf=green &lt;br /&gt;
| bern=green  | bers=green  | berc=green  | berl=green  | berf=green&lt;br /&gt;
| warn=green  | wars=green  | warc=red    | warl=green  | warf=green&lt;br /&gt;
| thin=green  | this=green  | thic=green  | thil=green  | thif=green&lt;br /&gt;
| rogn=green  | rogs=green  | rogc=green  | rogl=green  | rogf=green&lt;br /&gt;
| assn=green  | asss=green  | assc=green  | assl=green  | assf=green&lt;br /&gt;
| prin=green  | pris=green  | pric=green  | pril=green  | prif=green&lt;br /&gt;
| monn=green  | mons=green  | monc=green  | monl=green  | monf=green&lt;br /&gt;
| paln=green  | pals=green  | palc=green  | pall=green  | palf=green&lt;br /&gt;
| wizn=green  | wizs=green  | wizc=green  | wizl=green  | wizf=green&lt;br /&gt;
| sorn=green  | sors=green  | sorc=green  | sorl=green  | sorf=green&lt;br /&gt;
| blon=green  | blos=green  | bloc=green  | blol=red    | blof=green&lt;br /&gt;
| tran=green  | tras=green  | trac=green  | tral=green  | traf=green&lt;br /&gt;
| gorn=green  | gors=green  | gorc=red    | gorl=red    | gorf=green&lt;br /&gt;
| crun=green  | crus=green  | cruc=green  | crul=green  | cruf=green&lt;br /&gt;
| haln=green  | hals=green  | halc=red    | hall=red    | half=green&lt;br /&gt;
| tinn=green  | tins=green  | tinc=green  | tinl=green  | tinf=green&lt;br /&gt;
| vamn=green  | vams=green  | vamc=green  | vaml=green  | vamf=green&lt;br /&gt;
| gauntlet=1  | ranked=?&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Headrock</name></author>	</entry>

	<entry>
		<id>http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=Talk:Alpha:Transmuter&amp;diff=2642</id>
		<title>Talk:Alpha:Transmuter</title>
		<link rel="alternate" type="text/html" href="http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=Talk:Alpha:Transmuter&amp;diff=2642"/>
				<updated>2011-01-10T00:57:36Z</updated>
		
		<summary type="html">&lt;p&gt;Headrock: Signature...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;* Completed the normal dungeon with Transmuter. Unsure of any new items opened, but after defeating the boss I was not prompted to retire. I did get credit for the boss kill, and completion was registered. Transmuter button was not highlighted as is typical for ''Normal'' completion. I was able to get [[Binlor Ironshield|Binlor Ironshield]] early on and went from level 2 to level 10 in no time. This class really seems to overpower the dungeon, so it would make sense to have no major gains. Interested to see how it fares in the special dungeons.&amp;amp;mdash;[[User:Dariuswhiteplume|Dariuswhiteplume]] 13:49, 3 January 2011 (UTC)&lt;br /&gt;
** I'm led to believe the lack of a retire pop-up is because there aren't any Transmuter unlocks for normal. I found that after completion the class button wasn't outlined white either, this is probably related to how there's no unlock as well. Anyway, I'm willing to bet the Transmuter is great most every dungeon, especially the Snake Pit. I still haven't unlocked the Vampire but it sounds like a great/interesting class too.--[[User:Gentlegiant03|Gentlegiant03]] 17:03, 3 January 2011 (UTC)&lt;br /&gt;
*** Yup, no unlocks for the Transmuter (or any of the other Special Classes IIRC) when completing the Normal dungeon. --[[User:Headrock|Headrock]] 00:57, 10 January 2011 (UTC)&lt;/div&gt;</summary>
		<author><name>Headrock</name></author>	</entry>

	<entry>
		<id>http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=Talk:Alpha:Transmuter&amp;diff=2641</id>
		<title>Talk:Alpha:Transmuter</title>
		<link rel="alternate" type="text/html" href="http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=Talk:Alpha:Transmuter&amp;diff=2641"/>
				<updated>2011-01-10T00:57:17Z</updated>
		
		<summary type="html">&lt;p&gt;Headrock: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;* Completed the normal dungeon with Transmuter. Unsure of any new items opened, but after defeating the boss I was not prompted to retire. I did get credit for the boss kill, and completion was registered. Transmuter button was not highlighted as is typical for ''Normal'' completion. I was able to get [[Binlor Ironshield|Binlor Ironshield]] early on and went from level 2 to level 10 in no time. This class really seems to overpower the dungeon, so it would make sense to have no major gains. Interested to see how it fares in the special dungeons.&amp;amp;mdash;[[User:Dariuswhiteplume|Dariuswhiteplume]] 13:49, 3 January 2011 (UTC)&lt;br /&gt;
** I'm led to believe the lack of a retire pop-up is because there aren't any Transmuter unlocks for normal. I found that after completion the class button wasn't outlined white either, this is probably related to how there's no unlock as well. Anyway, I'm willing to bet the Transmuter is great most every dungeon, especially the Snake Pit. I still haven't unlocked the Vampire but it sounds like a great/interesting class too.--[[User:Gentlegiant03|Gentlegiant03]] 17:03, 3 January 2011 (UTC)&lt;br /&gt;
*** Yup, no unlocks for the Transmuter (or any of the other Special Classes IIRC) when completing the Normal dungeon.&lt;/div&gt;</summary>
		<author><name>Headrock</name></author>	</entry>

	<entry>
		<id>http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=Alpha:Glyphs&amp;diff=2640</id>
		<title>Alpha:Glyphs</title>
		<link rel="alternate" type="text/html" href="http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=Alpha:Glyphs&amp;diff=2640"/>
				<updated>2011-01-10T00:49:56Z</updated>
		
		<summary type="html">&lt;p&gt;Headrock: /* Summary */ Center Align on the Mana Cost column (except the title). I think it looks much better this way now that the table is wider.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Glyphs''' are spells located throughout a dungeon that must first be picked up before they can be used. The explorer can only carry 3 glyphs by default unless their [[classes|class]] has a bonus (for instance the [[Wizard]] has 4 glyph slots). Glyphs can be converted into Attack Power, Health, Potions, etc by dropping them into the appropriate Conversion button [[File:Conversion.PNG]], the result of the conversion is based on their [[races|race]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
===Summary===&lt;br /&gt;
&lt;br /&gt;
A glyph's name hints at the spell effect it performs. Some glyphs cost more mana than others to cast and not all are available from the start.&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;
!width=7% | Image&lt;br /&gt;
!width=23% | Glyph&lt;br /&gt;
!width=3% | Cost (Mana)&lt;br /&gt;
!width=67% | Effect&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Apheelsik.png|center]]&lt;br /&gt;
|&lt;br /&gt;
=====[[APHEELSIK]]===== &lt;br /&gt;
(Poison - &amp;quot;I feel sick&amp;quot;) &lt;br /&gt;
|align=&amp;quot;center&amp;quot; |5&lt;br /&gt;
|Inflicts the poison status on a monster, preventing it from regenerating health as you explore.  Will wear off when you attack anything. Undead are immune.&lt;br /&gt;
* Unlocked by completing a normal game as an [[Assassin]]&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Bludtupowa.png|center]]&lt;br /&gt;
|&lt;br /&gt;
=====[[BLUDTUPOWA]]=====&lt;br /&gt;
(Blood Magic - &amp;quot;Blood to power&amp;quot;)&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |0&lt;br /&gt;
|Enable to revoke health regeneration and boost mana regeneration by 1tile.&lt;br /&gt;
* Unlocked by completing a normal game as a [[Bloodmage]]&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Burndayraz.png|center]]&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
=====[[BURNDAYRAZ]]=====&lt;br /&gt;
(Fireball - &amp;quot;Burn their ass&amp;quot;)&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |6&lt;br /&gt;
|Hits a monster with a fireball, causing 4 points of damage per player level. &lt;br /&gt;
|-&lt;br /&gt;
|[[File:Bysseps.png|center]]&lt;br /&gt;
|&lt;br /&gt;
=====[[BYSSEPS]]=====&lt;br /&gt;
(Power Strike - &amp;quot;Biceps&amp;quot;)&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |2&lt;br /&gt;
|Player gets +30% damage bonus for next physical attack only.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Cydstepp.png|center]]&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
=====[[CYDSTEPP]]=====&lt;br /&gt;
(Protection from Death - &amp;quot;Sidestep&amp;quot;)&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |10&lt;br /&gt;
|The player will be protected from the next fatal attack and will be reduced to 1 point of health instead of dying.&lt;br /&gt;
* Unlocked by completing a normal game as a [[Warlord]]&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Endiswal.png|center]]&lt;br /&gt;
|&lt;br /&gt;
=====[[ENDISWAL]]=====&lt;br /&gt;
(Passwall - &amp;quot;End this wall&amp;quot;)&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |8&lt;br /&gt;
|Destroys a section of wall.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Getindare.png|center]]&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
=====GETINDARE=====&lt;br /&gt;
(First Strike - &amp;quot;Get in there&amp;quot;)&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |3&lt;br /&gt;
|Player gets first strike status for next physical attack only.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Halpmeh.png|center]]&lt;br /&gt;
|&lt;br /&gt;
=====[[HALPMEH]]=====&lt;br /&gt;
(Heal - &amp;quot;Help me&amp;quot;)&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |3&lt;br /&gt;
|Restores 3 points of health per player level and cures poison status.&lt;br /&gt;
* Unlocked by completing a normal game as a [[Paladin]]&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Imawal.png|center]]&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
=====[[IMAWAL]]=====&lt;br /&gt;
(Flesh to Stone - &amp;quot;I'm a wall&amp;quot;)&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |5&lt;br /&gt;
|Transforms a monster into a section of wall.  Does not count as a kill for purposes of gaining experience, triggering rewards/punishments from gods, etc.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Lemmisi.png|center]]&lt;br /&gt;
|&lt;br /&gt;
=====[[LEMMISI]]=====&lt;br /&gt;
(Clairvoyance - &amp;quot;Let me see&amp;quot;)&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |3&lt;br /&gt;
|Fully reveals 3 random unexplored tiles.  As a result, you'll usually regain as much or more mana than you spent casting it. Still uses mana even if there are no unrevealed tiles.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Pisorf.png|center]]&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
=====[[PISORF]]=====&lt;br /&gt;
(Teleport Monster - &amp;quot;Piss off&amp;quot;)&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |10&lt;br /&gt;
|Teleports a monster to a random empty tile.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Weytwut.png|center]]&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
=====[[WEYTWUT]]=====&lt;br /&gt;
(Teleport Self - &amp;quot;Wait what?&amp;quot;)&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |6&lt;br /&gt;
|Teleports the player to a random empty tile.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Wonafyt.png|center]]&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
=====[[WONAFYT]]=====&lt;br /&gt;
(Summon Monster - &amp;quot;Wanna fight&amp;quot;)&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |6&lt;br /&gt;
|Teleports a random monster of the player's level to a random empty tile next to the player.  Fails if no such monster or tile exists.&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Headrock</name></author>	</entry>

	<entry>
		<id>http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=Alpha:WONAFYT&amp;diff=2441</id>
		<title>Alpha:WONAFYT</title>
		<link rel="alternate" type="text/html" href="http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=Alpha:WONAFYT&amp;diff=2441"/>
				<updated>2010-12-21T02:55:35Z</updated>
		
		<summary type="html">&lt;p&gt;Headrock: /* Taurog */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{DDGlyph&lt;br /&gt;
|title=WONAFYT&lt;br /&gt;
|image=[[File:WonafytLarge.png|75px]]&lt;br /&gt;
|mana=6&lt;br /&gt;
|effect=Summons a monster of your level to you&lt;br /&gt;
|unlocked=None&lt;br /&gt;
|notes=None&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
WONAFYT (&amp;quot;Wanna Fight&amp;quot;) is one of the [[Glyphs]] you can find in a game of Desktop Dungeons. When used, this Glyph summons a monster whose level is the same as your hero's to a tile adjacent to your hero. This Glyph may spawn randomly in any dungeon and does not need to be unlocked.&lt;br /&gt;
&lt;br /&gt;
==Usage==&lt;br /&gt;
&lt;br /&gt;
WONAFYT is cast by simply clicking it.&lt;br /&gt;
&lt;br /&gt;
Each use of WONAFYT costs 6 [[Mana]], except for the [[Wizard]] for whom it costs only 5 Mana, and the [[Berserker]] for whom it costs 8.&lt;br /&gt;
&lt;br /&gt;
==Effect==&lt;br /&gt;
&lt;br /&gt;
When WONAFYT is used, it will look for any monster in the dungeon whose level is exactly the same as the Hero's level. If such a monster is found, the spell looks for an empty tile (no wall, monster, or any other obstacle in it) adjacent to the Hero. If both monster and empty tile are found, that monster is immediately teleported to that tile.&lt;br /&gt;
&lt;br /&gt;
WONAFYT summons any monster of your level which may be found anywhere in the dungeon. If more than one such monster exist, one of these is chosen randomly. If you are at level 10, one of the Bosses will be teleported to you.&lt;br /&gt;
&lt;br /&gt;
The monster is summoned to any empty tile immediately adjacent to your hero, including diagonals. An &amp;quot;empty&amp;quot; tile is one that can be walked through freely. This excludes wall tiles, monsters or [[Plant|plants]], but includes Altars, Shops, or tiles with Glyphs or blood-pools on them. If more than one such tile is found, one will be chosen randomly.&lt;br /&gt;
&lt;br /&gt;
If the spell can find neither a suitable monster to teleport nor an empty tile to put it in, the spell FAILS. This will be shown by the word &amp;quot;FAILED&amp;quot; in big red letters over your hero. This is a total spell failure, and will therefore ''not cost you any mana'' nor have any effect whatsoever. It will not even trigger God-related effects (see below). &lt;br /&gt;
&lt;br /&gt;
==Availability==&lt;br /&gt;
&lt;br /&gt;
WONAFYT is unlocked from the moment you create a new Profile. It has a certain chance to appear in each dungeon you play, supposedly the same chance as any other unlocked Glyph (though this has yet to be proven conclusively). &lt;br /&gt;
&lt;br /&gt;
==General Strategy==&lt;br /&gt;
&lt;br /&gt;
WONAFYT is not a generally-useful spell, and can't be described to play a part in any actual strategy. Its effect may only be suitable in very specific circumstances, and pretty much useless in all others.&lt;br /&gt;
&lt;br /&gt;
WONAFYT can be used primarily in two cases: Either you're stuck in a part of the dungeon surrounded by tough monsters you can't kill, or you want to move a monster out of a corridor you want to explore.&lt;br /&gt;
&lt;br /&gt;
===Stuck in the maze===&lt;br /&gt;
This occurs when high-level (or simply difficult) monsters are blocking your way out of a part of the maze, and you are not powerful enough to take them out, but have no other targets to attack in order to level up.&lt;br /&gt;
&lt;br /&gt;
In this case, casting WONAFYT will summon a monster for you to kill, assuming you can, and may allow you to level up. If this happens, you may now be strong enough to take on whatever is blocking your way out. At least, that's what you're hoping for.&lt;br /&gt;
&lt;br /&gt;
Rinse and repeat if you must. And can.&lt;br /&gt;
&lt;br /&gt;
===Monster-mover===&lt;br /&gt;
WONAFYT is similar to PISORF, in that it can move monsters around the maze. Similarly to PISORF, it can be used to move a monster out of the way so you don't have to fight or kill it.&lt;br /&gt;
&lt;br /&gt;
With WONAFYT, this only works on monsters that are the same level as you, so this method of moving a monster is useful if the monster is stopping you from exploring and regenerating, but you are too wounded to kill it. Otherwise, since it's the same level as you, you should have no problem killing it with the normal means (though usually at a waste of more than 6 Mana...).&lt;br /&gt;
&lt;br /&gt;
Another reason to move a monster rather than kill it would be to avoid gaining experience. Perhaps you want to save a mid-fight level-up for later.&lt;br /&gt;
&lt;br /&gt;
Remember that you don't actually get to select ''which'' monster will be summoned, if there is more than one monster of your level in the dungeon. Unless you can actually keep track of each monster you've killed, it's usually a guess as to whether the correct monster will teleport.&lt;br /&gt;
&lt;br /&gt;
==Spell Combos==&lt;br /&gt;
&lt;br /&gt;
Due to its highly-specialized usefulness, there is no benefit to pairing WONAFYT with any other spell. If you wish to keep WONAFYT at all, it's usually just an extra ability you store for emergencies, if they arise, regardless of what other Glyphs you may or may not have.&lt;br /&gt;
&lt;br /&gt;
==WONAFYT and the Gods==&lt;br /&gt;
&lt;br /&gt;
Several Gods in the game have various opinions about the use of WONAFYT - they may favour it or reject it, depending on their own particular creeds.&lt;br /&gt;
&lt;br /&gt;
===Taurog===&lt;br /&gt;
&lt;br /&gt;
As with any other Glyph, [[Taurog]] will penalize you -5 Piety points every time you use WONAFYT.&lt;br /&gt;
&lt;br /&gt;
===Binlor Ironshield===&lt;br /&gt;
&lt;br /&gt;
[[Binlor]] is also averse to the use of spells, and will inflict a penalty of -1 Piety point per each use of WONAFYT, as with all other Glyphs (except [[ENDISWAL]]).&lt;br /&gt;
&lt;br /&gt;
===Mystera Annur===&lt;br /&gt;
&lt;br /&gt;
Mystera Annur will increase your piety by +1 for every use of WONAFYT, as long as the Glyph did not ''fail''. On a failure, Mystera will not increase your Piety as normal.&lt;br /&gt;
&lt;br /&gt;
{{DDNav}}&lt;/div&gt;</summary>
		<author><name>Headrock</name></author>	</entry>

	<entry>
		<id>http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=Alpha:WONAFYT&amp;diff=2440</id>
		<title>Alpha:WONAFYT</title>
		<link rel="alternate" type="text/html" href="http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=Alpha:WONAFYT&amp;diff=2440"/>
				<updated>2010-12-21T02:55:22Z</updated>
		
		<summary type="html">&lt;p&gt;Headrock: /* General Strategy */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{DDGlyph&lt;br /&gt;
|title=WONAFYT&lt;br /&gt;
|image=[[File:WonafytLarge.png|75px]]&lt;br /&gt;
|mana=6&lt;br /&gt;
|effect=Summons a monster of your level to you&lt;br /&gt;
|unlocked=None&lt;br /&gt;
|notes=None&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
WONAFYT (&amp;quot;Wanna Fight&amp;quot;) is one of the [[Glyphs]] you can find in a game of Desktop Dungeons. When used, this Glyph summons a monster whose level is the same as your hero's to a tile adjacent to your hero. This Glyph may spawn randomly in any dungeon and does not need to be unlocked.&lt;br /&gt;
&lt;br /&gt;
==Usage==&lt;br /&gt;
&lt;br /&gt;
WONAFYT is cast by simply clicking it.&lt;br /&gt;
&lt;br /&gt;
Each use of WONAFYT costs 6 [[Mana]], except for the [[Wizard]] for whom it costs only 5 Mana, and the [[Berserker]] for whom it costs 8.&lt;br /&gt;
&lt;br /&gt;
==Effect==&lt;br /&gt;
&lt;br /&gt;
When WONAFYT is used, it will look for any monster in the dungeon whose level is exactly the same as the Hero's level. If such a monster is found, the spell looks for an empty tile (no wall, monster, or any other obstacle in it) adjacent to the Hero. If both monster and empty tile are found, that monster is immediately teleported to that tile.&lt;br /&gt;
&lt;br /&gt;
WONAFYT summons any monster of your level which may be found anywhere in the dungeon. If more than one such monster exist, one of these is chosen randomly. If you are at level 10, one of the Bosses will be teleported to you.&lt;br /&gt;
&lt;br /&gt;
The monster is summoned to any empty tile immediately adjacent to your hero, including diagonals. An &amp;quot;empty&amp;quot; tile is one that can be walked through freely. This excludes wall tiles, monsters or [[Plant|plants]], but includes Altars, Shops, or tiles with Glyphs or blood-pools on them. If more than one such tile is found, one will be chosen randomly.&lt;br /&gt;
&lt;br /&gt;
If the spell can find neither a suitable monster to teleport nor an empty tile to put it in, the spell FAILS. This will be shown by the word &amp;quot;FAILED&amp;quot; in big red letters over your hero. This is a total spell failure, and will therefore ''not cost you any mana'' nor have any effect whatsoever. It will not even trigger God-related effects (see below). &lt;br /&gt;
&lt;br /&gt;
==Availability==&lt;br /&gt;
&lt;br /&gt;
WONAFYT is unlocked from the moment you create a new Profile. It has a certain chance to appear in each dungeon you play, supposedly the same chance as any other unlocked Glyph (though this has yet to be proven conclusively). &lt;br /&gt;
&lt;br /&gt;
==General Strategy==&lt;br /&gt;
&lt;br /&gt;
WONAFYT is not a generally-useful spell, and can't be described to play a part in any actual strategy. Its effect may only be suitable in very specific circumstances, and pretty much useless in all others.&lt;br /&gt;
&lt;br /&gt;
WONAFYT can be used primarily in two cases: Either you're stuck in a part of the dungeon surrounded by tough monsters you can't kill, or you want to move a monster out of a corridor you want to explore.&lt;br /&gt;
&lt;br /&gt;
===Stuck in the maze===&lt;br /&gt;
This occurs when high-level (or simply difficult) monsters are blocking your way out of a part of the maze, and you are not powerful enough to take them out, but have no other targets to attack in order to level up.&lt;br /&gt;
&lt;br /&gt;
In this case, casting WONAFYT will summon a monster for you to kill, assuming you can, and may allow you to level up. If this happens, you may now be strong enough to take on whatever is blocking your way out. At least, that's what you're hoping for.&lt;br /&gt;
&lt;br /&gt;
Rinse and repeat if you must. And can.&lt;br /&gt;
&lt;br /&gt;
===Monster-mover===&lt;br /&gt;
WONAFYT is similar to PISORF, in that it can move monsters around the maze. Similarly to PISORF, it can be used to move a monster out of the way so you don't have to fight or kill it.&lt;br /&gt;
&lt;br /&gt;
With WONAFYT, this only works on monsters that are the same level as you, so this method of moving a monster is useful if the monster is stopping you from exploring and regenerating, but you are too wounded to kill it. Otherwise, since it's the same level as you, you should have no problem killing it with the normal means (though usually at a waste of more than 6 Mana...).&lt;br /&gt;
&lt;br /&gt;
Another reason to move a monster rather than kill it would be to avoid gaining experience. Perhaps you want to save a mid-fight level-up for later.&lt;br /&gt;
&lt;br /&gt;
Remember that you don't actually get to select ''which'' monster will be summoned, if there is more than one monster of your level in the dungeon. Unless you can actually keep track of each monster you've killed, it's usually a guess as to whether the correct monster will teleport.&lt;br /&gt;
&lt;br /&gt;
==Spell Combos==&lt;br /&gt;
&lt;br /&gt;
Due to its highly-specialized usefulness, there is no benefit to pairing WONAFYT with any other spell. If you wish to keep WONAFYT at all, it's usually just an extra ability you store for emergencies, if they arise, regardless of what other Glyphs you may or may not have.&lt;br /&gt;
&lt;br /&gt;
==WONAFYT and the Gods==&lt;br /&gt;
&lt;br /&gt;
Several Gods in the game have various opinions about the use of WONAFYT - they may favour it or reject it, depending on their own particular creeds.&lt;br /&gt;
&lt;br /&gt;
===Taurog===&lt;br /&gt;
&lt;br /&gt;
As with any other Glyph, [[Taurog]] will penalize you -5 Piety points every time you use WONAFYT. This is unfortunate, as it is a primarily Melee-oriented spell that would otherwise suit the same characters who normally worship Taurog.&lt;br /&gt;
&lt;br /&gt;
===Binlor Ironshield===&lt;br /&gt;
&lt;br /&gt;
[[Binlor]] is also averse to the use of spells, and will inflict a penalty of -1 Piety point per each use of WONAFYT, as with all other Glyphs (except [[ENDISWAL]]).&lt;br /&gt;
&lt;br /&gt;
===Mystera Annur===&lt;br /&gt;
&lt;br /&gt;
Mystera Annur will increase your piety by +1 for every use of WONAFYT, as long as the Glyph did not ''fail''. On a failure, Mystera will not increase your Piety as normal.&lt;br /&gt;
&lt;br /&gt;
{{DDNav}}&lt;/div&gt;</summary>
		<author><name>Headrock</name></author>	</entry>

	<entry>
		<id>http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=Alpha:PISORF&amp;diff=2439</id>
		<title>Alpha:PISORF</title>
		<link rel="alternate" type="text/html" href="http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=Alpha:PISORF&amp;diff=2439"/>
				<updated>2010-12-21T02:53:15Z</updated>
		
		<summary type="html">&lt;p&gt;Headrock: /* General Strategy */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{DDGlyph&lt;br /&gt;
|title=PISORF&lt;br /&gt;
|image=[[File:PisorfLarge.png|75px]]&lt;br /&gt;
|mana=10&lt;br /&gt;
|effect=Teleports a monster to a random tile&lt;br /&gt;
|unlocked=None&lt;br /&gt;
|notes=None&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
PISORF (&amp;quot;Piss Off&amp;quot;) is one of the [[Glyphs]] you can find in a game of Desktop Dungeons. When used, this Glyph teleports the target monster to a random tile in the dungeon. This Glyph may spawn randomly in any dungeon and does not need to be unlocked.&lt;br /&gt;
&lt;br /&gt;
==Usage==&lt;br /&gt;
&lt;br /&gt;
PISORF is cast by clicking on it, and then clicking on the monster you wish to target. That monster will be the target for the PISORF effect.&lt;br /&gt;
&lt;br /&gt;
Each use of PISORF costs 10 [[Mana]], except for the [[Wizard]] for whom it costs only 9 Mana, and the [[Berserker]] for whom it costs 12.&lt;br /&gt;
&lt;br /&gt;
==Effect==&lt;br /&gt;
&lt;br /&gt;
When PISORF is used on a monster, the game first randomly chooses one empty tile from anywhere in the dungeon. It then teleports the targeted monster to that tile.&lt;br /&gt;
&lt;br /&gt;
Any monster is valid as a target for PISORF, regardless of its level. You may even target the Bosses, and they will indeed be moved. Note however that if the target monster has any Magic Resistance, it has a chance to resist the spell entirely, causing a normal failure (Mana wasted, no effect). The chance of this happening is equal to the monster's Magic Resistance value.&lt;br /&gt;
&lt;br /&gt;
Any empty tile may be randomly selected as the target of the teleport. &amp;quot;Empty&amp;quot; here means any tile your hero can freely move through. This excludes wall tiles, or tiles containing monsters or [[Plant|plants]], but including Altars, Shops, or tiles containing Glyphs or blood-stains, etc.&lt;br /&gt;
Note that this includes unexplored tiles! The monster might even be teleported into a part of the dungeon you cannot currently reach (for example, an rear blocked on all sides by other monsters). As long as the target tile itself is empty, it is a valid choice for the spell.&lt;br /&gt;
&lt;br /&gt;
Rarely, the game ''might'' teleport the monster to the same tile it is already standing on. This is still considered a fully-successful use of the Glyph, and so will cost you Mana and trigger relevant effects as normal.&lt;br /&gt;
&lt;br /&gt;
==Availability==&lt;br /&gt;
&lt;br /&gt;
PISORF is unlocked from the moment you create a new Profile. It has a certain chance to appear in each dungeon you play, supposedly the same chance as any other unlocked Glyph (though this has yet to be proven conclusively). &lt;br /&gt;
&lt;br /&gt;
==General Strategy==&lt;br /&gt;
&lt;br /&gt;
PISORF is not a generally-useful spell, and can't be described to play a part in any actual strategy. Its effect is only required in very specific circumstances, and is pretty much useless in all others.&lt;br /&gt;
&lt;br /&gt;
Normally, PISORF is used to remove a monster which is blocking your progress into the rest of the unexplored dungeon, or towards an item or other monster. Therefore, it is used when taking out the blocking monster is not possible, or not desired.&lt;br /&gt;
&lt;br /&gt;
Situations where it is preferable to move the monster rather than ''kill it'' include cases where you have set up a mid-fight level-up and still want to do more exploration, but a monster is blocking your path to unexplored tiles. Killing said monster will level you up &amp;quot;for nothing&amp;quot;, and so it is preferable to simply move that monster away and perhaps kill it later.&lt;br /&gt;
Another similar situation is when your character specializes in killing monsters of much higher level than his own, or benefits from leaving many lower-level creatures alive in the dungeon for the later stages. In such a case, lower-level monsters are moved instead of killed whenever they are encountered blocking a passage through the dungeon.&lt;br /&gt;
&lt;br /&gt;
==Spell Combos==&lt;br /&gt;
&lt;br /&gt;
Due to its highly-specialized usefulness, there is no benefit to pairing PISORF with any other spell. If you wish to keep PISORF at all, it's usually just an extra ability you store for emergencies, if they arise, regardless of what other Glyphs you may or may not have.&lt;br /&gt;
&lt;br /&gt;
==PISORF and the Gods==&lt;br /&gt;
&lt;br /&gt;
Several Gods in the game have various opinions about the use of PISORF - they may favour it or reject it, depending on their own particular creeds.&lt;br /&gt;
&lt;br /&gt;
===Tikki Tooki===&lt;br /&gt;
&lt;br /&gt;
The Trickster God appreciates the use of under-handed means, and considers PISORF to be one of those means. As such, he will reward you +1 Piety point for each use of the PISORF Glyph.&lt;br /&gt;
&lt;br /&gt;
===Taurog===&lt;br /&gt;
&lt;br /&gt;
As with any other Glyph, [[Taurog]] will penalize you -5 Piety points every time you use PISORF.&lt;br /&gt;
&lt;br /&gt;
===Binlor Ironshield===&lt;br /&gt;
&lt;br /&gt;
[[Binlor]] is also averse to the use of spells, and will inflict a penalty of -1 Piety point per each use of PISORF, as with all other Glyphs (except [[ENDISWAL]]).&lt;br /&gt;
&lt;br /&gt;
===Mystera Annur===&lt;br /&gt;
&lt;br /&gt;
Mystera Annur will increase your piety by +1 for every use of PISORF. This includes cases where the target has resisted the spell (through Magic Resistance).&lt;br /&gt;
&lt;br /&gt;
{{DDNav}}&lt;/div&gt;</summary>
		<author><name>Headrock</name></author>	</entry>

	<entry>
		<id>http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=Alpha:PISORF&amp;diff=2438</id>
		<title>Alpha:PISORF</title>
		<link rel="alternate" type="text/html" href="http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=Alpha:PISORF&amp;diff=2438"/>
				<updated>2010-12-21T02:51:52Z</updated>
		
		<summary type="html">&lt;p&gt;Headrock: /* Taurog */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{DDGlyph&lt;br /&gt;
|title=PISORF&lt;br /&gt;
|image=[[File:PisorfLarge.png|75px]]&lt;br /&gt;
|mana=10&lt;br /&gt;
|effect=Teleports a monster to a random tile&lt;br /&gt;
|unlocked=None&lt;br /&gt;
|notes=None&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
PISORF (&amp;quot;Piss Off&amp;quot;) is one of the [[Glyphs]] you can find in a game of Desktop Dungeons. When used, this Glyph teleports the target monster to a random tile in the dungeon. This Glyph may spawn randomly in any dungeon and does not need to be unlocked.&lt;br /&gt;
&lt;br /&gt;
==Usage==&lt;br /&gt;
&lt;br /&gt;
PISORF is cast by clicking on it, and then clicking on the monster you wish to target. That monster will be the target for the PISORF effect.&lt;br /&gt;
&lt;br /&gt;
Each use of PISORF costs 10 [[Mana]], except for the [[Wizard]] for whom it costs only 9 Mana, and the [[Berserker]] for whom it costs 12.&lt;br /&gt;
&lt;br /&gt;
==Effect==&lt;br /&gt;
&lt;br /&gt;
When PISORF is used on a monster, the game first randomly chooses one empty tile from anywhere in the dungeon. It then teleports the targeted monster to that tile.&lt;br /&gt;
&lt;br /&gt;
Any monster is valid as a target for PISORF, regardless of its level. You may even target the Bosses, and they will indeed be moved. Note however that if the target monster has any Magic Resistance, it has a chance to resist the spell entirely, causing a normal failure (Mana wasted, no effect). The chance of this happening is equal to the monster's Magic Resistance value.&lt;br /&gt;
&lt;br /&gt;
Any empty tile may be randomly selected as the target of the teleport. &amp;quot;Empty&amp;quot; here means any tile your hero can freely move through. This excludes wall tiles, or tiles containing monsters or [[Plant|plants]], but including Altars, Shops, or tiles containing Glyphs or blood-stains, etc.&lt;br /&gt;
Note that this includes unexplored tiles! The monster might even be teleported into a part of the dungeon you cannot currently reach (for example, an rear blocked on all sides by other monsters). As long as the target tile itself is empty, it is a valid choice for the spell.&lt;br /&gt;
&lt;br /&gt;
Rarely, the game ''might'' teleport the monster to the same tile it is already standing on. This is still considered a fully-successful use of the Glyph, and so will cost you Mana and trigger relevant effects as normal.&lt;br /&gt;
&lt;br /&gt;
==Availability==&lt;br /&gt;
&lt;br /&gt;
PISORF is unlocked from the moment you create a new Profile. It has a certain chance to appear in each dungeon you play, supposedly the same chance as any other unlocked Glyph (though this has yet to be proven conclusively). &lt;br /&gt;
&lt;br /&gt;
==General Strategy==&lt;br /&gt;
&lt;br /&gt;
PISORF is not general-use spell, in that its effect may only be suitable in very specific circumstances, and pretty much useless in all others.&lt;br /&gt;
&lt;br /&gt;
Normally, PISORF is used to remove a monster which is blocking your progress into the rest of the explored dungeon, or towards an item or other monster. Therefore, it is used when taking out the blocking monster is not possible, or not desired.&lt;br /&gt;
&lt;br /&gt;
Situations where it is preferable to move the monster rather than ''kill it'' include cases where you have set up a mid-fight level-up and still want to do more exploration, but a monster is blocking your path to unexplored tiles. Killing said monster will level you up &amp;quot;for nothing&amp;quot;, and so it is preferable to simply move that monster away and perhaps kill it later.&lt;br /&gt;
Another similar situation is when your character specializes in killing monsters of much higher level than his own, or benefits from leaving many lower-level creatures alive in the dungeon for the later stages. In such a case, lower-level monsters are moved instead of killed whenever they are encountered blocking a passage through the dungeon.&lt;br /&gt;
&lt;br /&gt;
==Spell Combos==&lt;br /&gt;
&lt;br /&gt;
Due to its highly-specialized usefulness, there is no benefit to pairing PISORF with any other spell. If you wish to keep PISORF at all, it's usually just an extra ability you store for emergencies, if they arise, regardless of what other Glyphs you may or may not have.&lt;br /&gt;
&lt;br /&gt;
==PISORF and the Gods==&lt;br /&gt;
&lt;br /&gt;
Several Gods in the game have various opinions about the use of PISORF - they may favour it or reject it, depending on their own particular creeds.&lt;br /&gt;
&lt;br /&gt;
===Tikki Tooki===&lt;br /&gt;
&lt;br /&gt;
The Trickster God appreciates the use of under-handed means, and considers PISORF to be one of those means. As such, he will reward you +1 Piety point for each use of the PISORF Glyph.&lt;br /&gt;
&lt;br /&gt;
===Taurog===&lt;br /&gt;
&lt;br /&gt;
As with any other Glyph, [[Taurog]] will penalize you -5 Piety points every time you use PISORF.&lt;br /&gt;
&lt;br /&gt;
===Binlor Ironshield===&lt;br /&gt;
&lt;br /&gt;
[[Binlor]] is also averse to the use of spells, and will inflict a penalty of -1 Piety point per each use of PISORF, as with all other Glyphs (except [[ENDISWAL]]).&lt;br /&gt;
&lt;br /&gt;
===Mystera Annur===&lt;br /&gt;
&lt;br /&gt;
Mystera Annur will increase your piety by +1 for every use of PISORF. This includes cases where the target has resisted the spell (through Magic Resistance).&lt;br /&gt;
&lt;br /&gt;
{{DDNav}}&lt;/div&gt;</summary>
		<author><name>Headrock</name></author>	</entry>

	<entry>
		<id>http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=Template:DDNav&amp;diff=2437</id>
		<title>Template:DDNav</title>
		<link rel="alternate" type="text/html" href="http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=Template:DDNav&amp;diff=2437"/>
				<updated>2010-12-20T22:03:50Z</updated>
		
		<summary type="html">&lt;p&gt;Headrock: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{|width=&amp;quot;100%&amp;quot; cellpadding=&amp;quot;1&amp;quot; style=&amp;quot;border:1px solid; text-align:left; font-size:75%; font-family:verdana;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; style=&amp;quot;text-align:center; font-size:130%; border-bottom: 1px solid; background-color: #CCCCCC&amp;quot; | Desktop Dungeons&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 125px; background-color: #CCCCCC&amp;quot;  | '''General Concepts''':  &lt;br /&gt;
| colspan=&amp;quot;4&amp;quot; | [[New Players Guide]] {{·}} [[Strategy]] {{·}} [[Advanced Strategy]] {{·}} [[Races]] {{·}} [[Glyphs]] {{·}} [[Mana]] {{·}} [[Level|Leveling]] {{·}} [[Items]] {{·}} [[Scoring]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 125px; background-color: #CCCCCC&amp;quot; | '''[[Classes]]''':&lt;br /&gt;
     |'''''Tier 1''''': [[Fighter]] {{·}} [[Thief]] {{·}} [[Priest]] {{·}} [[Wizard]]&lt;br /&gt;
     |'''''Tier 2''''': [[Berserker]] {{·}} [[Rogue]] {{·}} [[Monk]] {{·}} [[Sorcerer]]&lt;br /&gt;
     |'''''Tier 3''''': [[Warlord]] {{·}} [[Assassin]] {{·}} [[Paladin]] {{·}} [[Bloodmage]]&lt;br /&gt;
     |'''''Special''''': [[Transmuter]] {{·}} [[Crusader]] {{·}} [[Tinker]] {{·}} [[Gorgon(race)|Gorgon]] {{·}} [[Half-dragon]] {{·}} [[Vampire(race)|Vampire]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 125px; background-color: #CCCCCC&amp;quot; | '''[[Gods]]''': &lt;br /&gt;
| colspan=&amp;quot;4&amp;quot; | [[Binlor Ironshield]] {{·}} [[Dracul]] {{·}} [[The Earthmother]] {{·}} [[Glowing Guardian]] {{·}} [[Jehora Jeheyu]] {{·}} [[Mystera Annur]] {{·}} [[The Pactmaker]] {{·}} [[Taurog]] {{·}} [[Tikki Tooki]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 125px; background-color: #CCCCCC&amp;quot;  | '''[[Monsters]]''': &lt;br /&gt;
| colspan=&amp;quot;4&amp;quot; | [[Animated Armour]] {{·}} [[Bandit]] {{·}} [[Dragonspawn]] {{·}} [[Goat]] {{·}} [[Goblin]] {{·}} [[Golem]] {{·}} [[Goo blob]] {{·}} [[Gorgon]] {{·}} [[Imp]] {{·}} [[Meat man]] {{·}} [[Naga]] {{·}} [[Serpent]] {{·}} [[Vampire]] {{·}} [[Warlock]] {{·}} [[Wraith]] {{·}} [[Zombie]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 125px; background-color: #CCCCCC&amp;quot;  | '''[[Dungeon|Dungeons]]''': &lt;br /&gt;
| colspan=&amp;quot;4&amp;quot; | [[Normal]] {{·}} [[Snake Pit]] {{·}} [[Library]] {{·}} [[Crypt]] {{·}} [[Factory]] · [[Ranked]] {{·}} [[Gauntlet]] {{·}} [[Lothlorien|Lothlorien (Campaign)]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 125px; background-color: #CCCCCC&amp;quot;  | '''[[Glyphs|Glyphs]]''': &lt;br /&gt;
| colspan=&amp;quot;4&amp;quot; | [[APHEELSIK]] {{·}} [[BLUDTUPOWA]] {{·}} [[BURNDAYRAZ]] {{·}} [[BYSSEPS]] {{·}} [[CYDSTEPP]] {{·}} [[ENDISWAL]] {{·}} [[Glyphs#GETINDARE|GETINDARE]] {{·}} [[HALPMEH]] {{·}} [[IMAWAL]] {{·}} [[LEMMISI]] {{·}} [[PISORF]] {{·}} [[Glyphs#WEYTWUT|WEYTWUT]] {{·}} [[WONAFYT]]&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Headrock</name></author>	</entry>

	<entry>
		<id>http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=Alpha:Glyphs&amp;diff=2436</id>
		<title>Alpha:Glyphs</title>
		<link rel="alternate" type="text/html" href="http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=Alpha:Glyphs&amp;diff=2436"/>
				<updated>2010-12-20T22:03:31Z</updated>
		
		<summary type="html">&lt;p&gt;Headrock: /* PISORF */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Glyphs''' are spells located throughout a dungeon that must first be picked up before they can be used. The explorer can only carry 3 glyphs by default unless their [[classes|class]] has a bonus (for instance the [[Wizard]] has 4 glyph slots). Glyphs can be converted into Attack Power, Health, Potions, etc by dropping them into the appropriate Conversion button [[File:Conversion.PNG]], the result of the conversion is based on their [[races|race]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
===Summary===&lt;br /&gt;
&lt;br /&gt;
A glyph's name hints at the spell effect it performs. Some glyphs cost more mana than others to cast and not all are available from the start.&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;
!Glyph&lt;br /&gt;
!Cost (Mana)&lt;br /&gt;
!Effect&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Apheelsik.png|center]]&lt;br /&gt;
|&lt;br /&gt;
=====[[APHEELSIK]]===== &lt;br /&gt;
(Poison - &amp;quot;I feel sick&amp;quot;) &lt;br /&gt;
|5&lt;br /&gt;
|Inflicts the poison status on a monster, preventing it from regenerating health as you explore.  Will wear off when you attack anything. Undead are immune.&lt;br /&gt;
* Unlocked by completing a normal game as an [[Assassin]]&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Bludtupowa.png|center]]&lt;br /&gt;
|&lt;br /&gt;
=====[[BLUDTUPOWA]]=====&lt;br /&gt;
(Blood Magic - &amp;quot;Blood to power&amp;quot;)&lt;br /&gt;
|0&lt;br /&gt;
|Enable to revoke health regeneration and boost mana regeneration by 1tile.&lt;br /&gt;
* Unlocked by completing a normal game as a [[Bloodmage]]&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Burndayraz.png|center]]&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
=====[[BURNDAYRAZ]]=====&lt;br /&gt;
(Fireball - &amp;quot;Burn their ass&amp;quot;)&lt;br /&gt;
|6&lt;br /&gt;
|Hits a monster with a fireball, causing 4 points of damage per player level. &lt;br /&gt;
|-&lt;br /&gt;
|[[File:Bysseps.png|center]]&lt;br /&gt;
|&lt;br /&gt;
=====[[BYSSEPS]]=====&lt;br /&gt;
(Power Strike - &amp;quot;Biceps&amp;quot;)&lt;br /&gt;
|2&lt;br /&gt;
|Player gets +30% damage bonus for next physical attack only.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Cydstepp.png|center]]&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
=====[[CYDSTEPP]]=====&lt;br /&gt;
(Protection from Death - &amp;quot;Sidestep&amp;quot;)&lt;br /&gt;
|10&lt;br /&gt;
|The player will be protected from the next fatal attack and will be reduced to 1 point of health instead of dying.&lt;br /&gt;
* Unlocked by completing a normal game as a [[Warlord]]&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Endiswal.png|center]]&lt;br /&gt;
|&lt;br /&gt;
=====[[ENDISWAL]]=====&lt;br /&gt;
(Passwall - &amp;quot;End this wall&amp;quot;)&lt;br /&gt;
|8&lt;br /&gt;
|Destroys a section of wall.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Getindare.png|center]]&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
=====GETINDARE=====&lt;br /&gt;
(First Strike - &amp;quot;Get in there&amp;quot;)&lt;br /&gt;
|3&lt;br /&gt;
|Player gets first strike status for next physical attack only.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Halpmeh.png|center]]&lt;br /&gt;
|&lt;br /&gt;
=====[[HALPMEH]]=====&lt;br /&gt;
(Heal - &amp;quot;Help me&amp;quot;)&lt;br /&gt;
|3&lt;br /&gt;
|Restores 3 points of health per player level and cures poison status.&lt;br /&gt;
* Unlocked by completing a normal game as a [[Paladin]]&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Imawal.png|center]]&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
=====[[IMAWAL]]=====&lt;br /&gt;
(Flesh to Stone - &amp;quot;I'm a wall&amp;quot;)&lt;br /&gt;
|5&lt;br /&gt;
|Transforms a monster into a section of wall.  Does not count as a kill for purposes of gaining experience, triggering rewards/punishments from gods, etc.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Lemmisi.png|center]]&lt;br /&gt;
|&lt;br /&gt;
=====[[LEMMISI]]=====&lt;br /&gt;
(Clairvoyance - &amp;quot;Let me see&amp;quot;)&lt;br /&gt;
|3&lt;br /&gt;
|Fully reveals 3 random unexplored tiles.  As a result, you'll usually regain as much or more mana than you spent casting it. Still uses mana even if there are no unrevealed tiles.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Pisorf.png|center]]&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
=====[[PISORF]]=====&lt;br /&gt;
(Teleport Monster - &amp;quot;Piss off&amp;quot;)&lt;br /&gt;
|10&lt;br /&gt;
|Teleports a monster to a random empty tile.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Weytwut.png|center]]&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
=====WEYTWUT=====&lt;br /&gt;
(Teleport Self - &amp;quot;Wait what?&amp;quot;)&lt;br /&gt;
|6&lt;br /&gt;
|Teleports the player to a random empty tile.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Wonafyt.png|center]]&lt;br /&gt;
|&lt;br /&gt;
=====[[WONAFYT]]=====&lt;br /&gt;
(Summon Monster - &amp;quot;Wanna fight&amp;quot;)&lt;br /&gt;
|6&lt;br /&gt;
|Teleports a random monster of the player's level to a random empty tile next to the player.  Fails if no such monster or tile exists.&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Headrock</name></author>	</entry>

	<entry>
		<id>http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=Alpha:PISORF&amp;diff=2435</id>
		<title>Alpha:PISORF</title>
		<link rel="alternate" type="text/html" href="http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=Alpha:PISORF&amp;diff=2435"/>
				<updated>2010-12-20T22:02:19Z</updated>
		
		<summary type="html">&lt;p&gt;Headrock: Created page with '{{DDGlyph |title=PISORF |image=75px |mana=10 |effect=Teleports a monster to a random tile |unlocked=None |notes=None |}}   PISORF (&amp;quot;Piss Off&amp;quot;) is one of …'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{DDGlyph&lt;br /&gt;
|title=PISORF&lt;br /&gt;
|image=[[File:PisorfLarge.png|75px]]&lt;br /&gt;
|mana=10&lt;br /&gt;
|effect=Teleports a monster to a random tile&lt;br /&gt;
|unlocked=None&lt;br /&gt;
|notes=None&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
PISORF (&amp;quot;Piss Off&amp;quot;) is one of the [[Glyphs]] you can find in a game of Desktop Dungeons. When used, this Glyph teleports the target monster to a random tile in the dungeon. This Glyph may spawn randomly in any dungeon and does not need to be unlocked.&lt;br /&gt;
&lt;br /&gt;
==Usage==&lt;br /&gt;
&lt;br /&gt;
PISORF is cast by clicking on it, and then clicking on the monster you wish to target. That monster will be the target for the PISORF effect.&lt;br /&gt;
&lt;br /&gt;
Each use of PISORF costs 10 [[Mana]], except for the [[Wizard]] for whom it costs only 9 Mana, and the [[Berserker]] for whom it costs 12.&lt;br /&gt;
&lt;br /&gt;
==Effect==&lt;br /&gt;
&lt;br /&gt;
When PISORF is used on a monster, the game first randomly chooses one empty tile from anywhere in the dungeon. It then teleports the targeted monster to that tile.&lt;br /&gt;
&lt;br /&gt;
Any monster is valid as a target for PISORF, regardless of its level. You may even target the Bosses, and they will indeed be moved. Note however that if the target monster has any Magic Resistance, it has a chance to resist the spell entirely, causing a normal failure (Mana wasted, no effect). The chance of this happening is equal to the monster's Magic Resistance value.&lt;br /&gt;
&lt;br /&gt;
Any empty tile may be randomly selected as the target of the teleport. &amp;quot;Empty&amp;quot; here means any tile your hero can freely move through. This excludes wall tiles, or tiles containing monsters or [[Plant|plants]], but including Altars, Shops, or tiles containing Glyphs or blood-stains, etc.&lt;br /&gt;
Note that this includes unexplored tiles! The monster might even be teleported into a part of the dungeon you cannot currently reach (for example, an rear blocked on all sides by other monsters). As long as the target tile itself is empty, it is a valid choice for the spell.&lt;br /&gt;
&lt;br /&gt;
Rarely, the game ''might'' teleport the monster to the same tile it is already standing on. This is still considered a fully-successful use of the Glyph, and so will cost you Mana and trigger relevant effects as normal.&lt;br /&gt;
&lt;br /&gt;
==Availability==&lt;br /&gt;
&lt;br /&gt;
PISORF is unlocked from the moment you create a new Profile. It has a certain chance to appear in each dungeon you play, supposedly the same chance as any other unlocked Glyph (though this has yet to be proven conclusively). &lt;br /&gt;
&lt;br /&gt;
==General Strategy==&lt;br /&gt;
&lt;br /&gt;
PISORF is not general-use spell, in that its effect may only be suitable in very specific circumstances, and pretty much useless in all others.&lt;br /&gt;
&lt;br /&gt;
Normally, PISORF is used to remove a monster which is blocking your progress into the rest of the explored dungeon, or towards an item or other monster. Therefore, it is used when taking out the blocking monster is not possible, or not desired.&lt;br /&gt;
&lt;br /&gt;
Situations where it is preferable to move the monster rather than ''kill it'' include cases where you have set up a mid-fight level-up and still want to do more exploration, but a monster is blocking your path to unexplored tiles. Killing said monster will level you up &amp;quot;for nothing&amp;quot;, and so it is preferable to simply move that monster away and perhaps kill it later.&lt;br /&gt;
Another similar situation is when your character specializes in killing monsters of much higher level than his own, or benefits from leaving many lower-level creatures alive in the dungeon for the later stages. In such a case, lower-level monsters are moved instead of killed whenever they are encountered blocking a passage through the dungeon.&lt;br /&gt;
&lt;br /&gt;
==Spell Combos==&lt;br /&gt;
&lt;br /&gt;
Due to its highly-specialized usefulness, there is no benefit to pairing PISORF with any other spell. If you wish to keep PISORF at all, it's usually just an extra ability you store for emergencies, if they arise, regardless of what other Glyphs you may or may not have.&lt;br /&gt;
&lt;br /&gt;
==PISORF and the Gods==&lt;br /&gt;
&lt;br /&gt;
Several Gods in the game have various opinions about the use of PISORF - they may favour it or reject it, depending on their own particular creeds.&lt;br /&gt;
&lt;br /&gt;
===Tikki Tooki===&lt;br /&gt;
&lt;br /&gt;
The Trickster God appreciates the use of under-handed means, and considers PISORF to be one of those means. As such, he will reward you +1 Piety point for each use of the PISORF Glyph.&lt;br /&gt;
&lt;br /&gt;
===Taurog===&lt;br /&gt;
&lt;br /&gt;
As with any other Glyph, [[Taurog]] will penalize you -5 Piety points every time you use PISORF. This is unfortunate, as it is a primarily Melee-oriented spell that would otherwise suit the same characters who normally worship Taurog.&lt;br /&gt;
&lt;br /&gt;
===Binlor Ironshield===&lt;br /&gt;
&lt;br /&gt;
[[Binlor]] is also averse to the use of spells, and will inflict a penalty of -1 Piety point per each use of PISORF, as with all other Glyphs (except [[ENDISWAL]]).&lt;br /&gt;
&lt;br /&gt;
===Mystera Annur===&lt;br /&gt;
&lt;br /&gt;
Mystera Annur will increase your piety by +1 for every use of PISORF. This includes cases where the target has resisted the spell (through Magic Resistance).&lt;br /&gt;
&lt;br /&gt;
{{DDNav}}&lt;/div&gt;</summary>
		<author><name>Headrock</name></author>	</entry>

	<entry>
		<id>http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=Alpha:Tikki_Tooki&amp;diff=2434</id>
		<title>Alpha:Tikki Tooki</title>
		<link rel="alternate" type="text/html" href="http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=Alpha:Tikki_Tooki&amp;diff=2434"/>
				<updated>2010-12-20T21:34:52Z</updated>
		
		<summary type="html">&lt;p&gt;Headrock: /* Worship Fee */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Tikki Tooki''', the God of Mischief and master of deception, is one of the gods available for worshipping in Desktop Dungeon. Tikki Tooki may be worshipped by locating his altar in a dungeon (if it appears).&lt;br /&gt;
&lt;br /&gt;
==Initial Worship==&lt;br /&gt;
&lt;br /&gt;
If an altar of Tikki Tooki is found in the dungeon, and the hero is not yet worshipping any other god, it is possible to pray to Tikki Tooki.&lt;br /&gt;
&lt;br /&gt;
===Worship Fee===&lt;br /&gt;
&lt;br /&gt;
Unlike other gods, Tikki Tooki demands that you pay a one-time fee for joining his religion. This is paid in Gold, and the amount to be paid depends on how much Gold your character is carrying at the moment he tries to join this religion:&lt;br /&gt;
&lt;br /&gt;
* If your hero has '''less than 10 Gold''', he '''cannot join''' Tikki Tooki's religion.&lt;br /&gt;
* If your hero has '''10 Gold or more''', he must pay '''50% of his total carried Gold''' to join Tikki Tooki's religion.&lt;br /&gt;
&lt;br /&gt;
This fee is charged only when joining the religion, not for any subsequent boons. However, if Tikki Tooki is renounced in any way, rejoining his religion will incur another fee, recalculated based on the hero's new amount of Gold when trying to rejoin.&lt;br /&gt;
&lt;br /&gt;
===Immediate effect===&lt;br /&gt;
&lt;br /&gt;
When first worshipping Tikki Tooki, the following effect occurs:&lt;br /&gt;
* Tikki Tooki will award you a number of Piety points equal to 50% of your remaining Gold.&lt;br /&gt;
** The amount of Piety earned from joining Tikki Tooki is equal to 1/2 of the amount of Gold you have remaining after paying Tooki's one-time worship fee (see above), rounded down.&lt;br /&gt;
&lt;br /&gt;
===Conversion===&lt;br /&gt;
&lt;br /&gt;
Followers of [[The Pactmaker]] may convert their religion to Tikki Tooki at the cost of piety. The hero will keep any bonuses or penalties bestowed upon him by The Pactmaker, but will not trigger Tikki Tooki's immediate effects as described above. You may convert by visiting Tikki Tooki's altar and asking to convert:&lt;br /&gt;
&lt;br /&gt;
* Conversion from The Pactmaker costs 60 piety. &lt;br /&gt;
&lt;br /&gt;
It also is possible to convert your religion from Tikki Tooki to Mystera Annur, by locating her altar and asking for it. Your hero will keep any bonuses or penalties bestowed by Tikki Tooki.&lt;br /&gt;
&lt;br /&gt;
* Conversion to The Mystera Annur costs 60 piety. &lt;br /&gt;
&lt;br /&gt;
==Religion==&lt;br /&gt;
&lt;br /&gt;
Tikki Tooki revels in finesse and trickery during combat. Character Classes that can defeat enemies swiftly or avoid Combat Damage altogether are favored. Tikki Tooki dislikes prolonged fights. &lt;br /&gt;
&lt;br /&gt;
The following actions will only change your Piety while worshipping Tikki Tooki. If you have not yet converted to Tikki Tooki yet, or have converted to another god or renounced your religion, you may perform these actions without triggering the listed effects.&lt;br /&gt;
&lt;br /&gt;
===Gaining Piety===&lt;br /&gt;
&lt;br /&gt;
Tikki Tooki will increase your Piety for performing the following actions:&lt;br /&gt;
&lt;br /&gt;
* '''Kill a monster without taking any damage''': +4 Piety.&lt;br /&gt;
** While worshipping Tikki Tooki, any monster you kill that has not caused your hero any damage will incur a reward of +4 Piety points from Tikki.&lt;br /&gt;
** This applies to combat done entirely with Glyphs ([[BURNDAYRAZ]]) and the use of First Strike (through [[GETINDARE]], fighting lower-level monsters or any other means).&lt;br /&gt;
** ''Research info required: What about fighting monsters that cause too little damage to get through your Resistances?&lt;br /&gt;
* '''Dodge an attack that would otherwise deal ???% of your health''': +5 Piety.&lt;br /&gt;
** Tikki will favor you with 5 Piety if you successfully dodge an attack that would otherwise damage ???% of your health.&lt;br /&gt;
** Dodging is enabled by default for some Character Classes, and can also be acquired through Tikki's boons, bestowed by items, etc.&lt;br /&gt;
** ''Research info required: how high must the percentage of damage be? Is there a minimum amount of damage? Is it based on Maximum or Current health?''&lt;br /&gt;
* '''Poisoning an enemy''': +1 Piety.&lt;br /&gt;
** Each use of the the [[Glyphs#APHEELSIK|APHEELSIK]] glyph, or any Melee attack you make with the &amp;quot;Poison Blade&amp;quot; [[Items|item]] or ''Poison'' boon gained by Tikki Tooki himself, will grant you +1 Piety.&lt;br /&gt;
** ''Research info required: What happens when you cast APHEELSIK on the Undead? Is this a possible exploit to gain lots of Piety from Tooki?''&lt;br /&gt;
* '''Use the [[Glyphs#PISORF|PISORF]] glyph on an enemy''': +1 Piety&lt;br /&gt;
** Each time you cast the PISORF glyph on an enemy, Tikki will give you +1 Piety point.&lt;br /&gt;
&lt;br /&gt;
===Losing Piety===&lt;br /&gt;
&lt;br /&gt;
Tikki Tooki will decrease your Piety for performing the following action:&lt;br /&gt;
&lt;br /&gt;
* '''Being struck more than once by the same monster''': -1 Piety.&lt;br /&gt;
** For each blow suffered beyond the first from the ''same monster'', Tikki Tooki will decrease your Piety by -1.&lt;br /&gt;
** This occurs whenever the same monster has hit you more than once during the same game, regardless of how much time passed or how much combat has occured between the two hits.&lt;br /&gt;
** Any subsequent hits beyond the first two suffered from the same monster will incur the same penalty.&lt;br /&gt;
** ''Research info required: Does this also occur when the monster does no damage to you (thanks to Resistances, etc.)?''&lt;br /&gt;
&lt;br /&gt;
===Retribution===&lt;br /&gt;
&lt;br /&gt;
Should you fall below 0 Piety, Tikki Tooki will 'decide to make your life difficult'.&lt;br /&gt;
* ''Research Info required: No visible effect is seen from this retribution despite the text. Please confirm this is the case.''&lt;br /&gt;
&lt;br /&gt;
==Boons==&lt;br /&gt;
Tikki Tooki has 4 boons to offer to his worshipers at the cost of Piety. These boons are aimed at enhancing combat efficiency and the coin in your purse.&lt;br /&gt;
&lt;br /&gt;
===Dodging===&lt;br /&gt;
* Increase Dodge by +10%.&lt;br /&gt;
* '''Costs 15 Piety'''.&lt;br /&gt;
** On acquiring this boon, Tikki Tooki will instantly increase your ability to dodge by 10%.&lt;br /&gt;
** This effect is ''cumulative'', and will stack with any existing Dodge bonuses from class abilities or items. For example, if your character had 10% Dodge ability before acquiring this boon, he will now have 20% Dodge.&lt;br /&gt;
** When your character has the ability to Dodge, there is an X% chance that any Melee attack by a monster will miss completely, causing no damage.&lt;br /&gt;
** If a blow from a monster is dodged, this will cause Tikki Tooki to increase your Piety (see above). &lt;br /&gt;
===Gold===&lt;br /&gt;
* Gain +40 Gold. &lt;br /&gt;
* '''Costs 30 Piety'''.&lt;br /&gt;
** Upon acquiring this boon the hero is given 40 gold.&lt;br /&gt;
** Remember that your total amount of Gold can never exceed the current Maximum Gold level. &lt;br /&gt;
===Poison===&lt;br /&gt;
* Gain a permanent Poison Attack ability.&lt;br /&gt;
* '''Costs 60 Piety'''.&lt;br /&gt;
** Once this boon has been acquired, the hero will gain the Poison Attack ability permanently.&lt;br /&gt;
** With Poison Attacks, each Melee attack you make on an enemy will poison it, similar to the monster Poison Attack ability and the APHEELSIK Glyph.&lt;br /&gt;
** Unlike APHEELSIK, using this ability costs no Mana and won't take up a Glyph slot. However, it comes at the cost of a large amount of Piety, and requires you to make Melee attacks against monsters (and thus risk taking damage, which may cause you to anger Tikki Tooki - see above). &lt;br /&gt;
** This is the same exact effect that can be acquired by buying the &amp;quot;Poison Blade&amp;quot; item from a shop.&lt;br /&gt;
===First Strike===&lt;br /&gt;
* Gain a permanent First Strike ability. &lt;br /&gt;
* '''Costs 80 Piety'''.&lt;br /&gt;
** Once this boon has been acquired, the hero will gain the First Strike ability permanently.&lt;br /&gt;
** First Strike allows your hero to kill monsters without taking any damage, whenever a single strike can bring the monster's Health to 0.&lt;br /&gt;
** This effect is exactly the same as the permanent First Strike ability that some Character Classes have by default. It is also the same as the First Strike effect bestowed by the &amp;quot;Dancing Sword&amp;quot; item from a shop.&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
&lt;br /&gt;
Tikki Tooki can be a gamble to worship. When attacking higher level monsters with only melee it may not be possible to end the battle with one strike. Luckily Tikki does not mind magic usage so complementing a hit with a fireball is viable. Having the dodge ability before worshiping is a good idea and enhancing it with the Dodging boon should be a top priority (especially if First Strike or Poison are already acquired). &lt;br /&gt;
&lt;br /&gt;
The Gold boon may be useful for cashing out unused Piety in a failed, or perhaps even a completed, dungeon. Using the boon to increase your coffers when a very useful item is stocked can be beneficial but the initial cost of worshiping negates this slightly. Lastly, it may also be a good choice for gold farming, poisoning or casting PISORF as often as possible while gathering gold.&lt;br /&gt;
&lt;br /&gt;
==Specific Races==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Research}}&lt;br /&gt;
{{DDNav}}&lt;br /&gt;
[[Category:Gods]]&lt;/div&gt;</summary>
		<author><name>Headrock</name></author>	</entry>

	<entry>
		<id>http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=Alpha:Tikki_Tooki&amp;diff=2433</id>
		<title>Alpha:Tikki Tooki</title>
		<link rel="alternate" type="text/html" href="http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=Alpha:Tikki_Tooki&amp;diff=2433"/>
				<updated>2010-12-20T21:34:39Z</updated>
		
		<summary type="html">&lt;p&gt;Headrock: /* Worship Fee */ Hmmm, strangely this is how it seems to work. Which is odd because I was sure I had tested it before writing it down.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Tikki Tooki''', the God of Mischief and master of deception, is one of the gods available for worshipping in Desktop Dungeon. Tikki Tooki may be worshipped by locating his altar in a dungeon (if it appears).&lt;br /&gt;
&lt;br /&gt;
==Initial Worship==&lt;br /&gt;
&lt;br /&gt;
If an altar of Tikki Tooki is found in the dungeon, and the hero is not yet worshipping any other god, it is possible to pray to Tikki Tooki.&lt;br /&gt;
&lt;br /&gt;
===Worship Fee===&lt;br /&gt;
&lt;br /&gt;
Unlike other gods, Tikki Tooki demands that you pay a one-time fee for joining his religion. This is paid in Gold, and the amount to be paid depends on how much Gold your character is carrying at the moment he tries to join this religion:&lt;br /&gt;
&lt;br /&gt;
* If your hero has '''less than 10 Gold''', he '''cannot join''' Tikki Tooki's religion.&lt;br /&gt;
* If you hero has '''10 Gold or more''', he must pay '''50% of his total carried Gold''' to join Tikki Tooki's religion.&lt;br /&gt;
&lt;br /&gt;
This fee is charged only when joining the religion, not for any subsequent boons. However, if Tikki Tooki is renounced in any way, rejoining his religion will incur another fee, recalculated based on the hero's new amount of Gold when trying to rejoin.&lt;br /&gt;
&lt;br /&gt;
===Immediate effect===&lt;br /&gt;
&lt;br /&gt;
When first worshipping Tikki Tooki, the following effect occurs:&lt;br /&gt;
* Tikki Tooki will award you a number of Piety points equal to 50% of your remaining Gold.&lt;br /&gt;
** The amount of Piety earned from joining Tikki Tooki is equal to 1/2 of the amount of Gold you have remaining after paying Tooki's one-time worship fee (see above), rounded down.&lt;br /&gt;
&lt;br /&gt;
===Conversion===&lt;br /&gt;
&lt;br /&gt;
Followers of [[The Pactmaker]] may convert their religion to Tikki Tooki at the cost of piety. The hero will keep any bonuses or penalties bestowed upon him by The Pactmaker, but will not trigger Tikki Tooki's immediate effects as described above. You may convert by visiting Tikki Tooki's altar and asking to convert:&lt;br /&gt;
&lt;br /&gt;
* Conversion from The Pactmaker costs 60 piety. &lt;br /&gt;
&lt;br /&gt;
It also is possible to convert your religion from Tikki Tooki to Mystera Annur, by locating her altar and asking for it. Your hero will keep any bonuses or penalties bestowed by Tikki Tooki.&lt;br /&gt;
&lt;br /&gt;
* Conversion to The Mystera Annur costs 60 piety. &lt;br /&gt;
&lt;br /&gt;
==Religion==&lt;br /&gt;
&lt;br /&gt;
Tikki Tooki revels in finesse and trickery during combat. Character Classes that can defeat enemies swiftly or avoid Combat Damage altogether are favored. Tikki Tooki dislikes prolonged fights. &lt;br /&gt;
&lt;br /&gt;
The following actions will only change your Piety while worshipping Tikki Tooki. If you have not yet converted to Tikki Tooki yet, or have converted to another god or renounced your religion, you may perform these actions without triggering the listed effects.&lt;br /&gt;
&lt;br /&gt;
===Gaining Piety===&lt;br /&gt;
&lt;br /&gt;
Tikki Tooki will increase your Piety for performing the following actions:&lt;br /&gt;
&lt;br /&gt;
* '''Kill a monster without taking any damage''': +4 Piety.&lt;br /&gt;
** While worshipping Tikki Tooki, any monster you kill that has not caused your hero any damage will incur a reward of +4 Piety points from Tikki.&lt;br /&gt;
** This applies to combat done entirely with Glyphs ([[BURNDAYRAZ]]) and the use of First Strike (through [[GETINDARE]], fighting lower-level monsters or any other means).&lt;br /&gt;
** ''Research info required: What about fighting monsters that cause too little damage to get through your Resistances?&lt;br /&gt;
* '''Dodge an attack that would otherwise deal ???% of your health''': +5 Piety.&lt;br /&gt;
** Tikki will favor you with 5 Piety if you successfully dodge an attack that would otherwise damage ???% of your health.&lt;br /&gt;
** Dodging is enabled by default for some Character Classes, and can also be acquired through Tikki's boons, bestowed by items, etc.&lt;br /&gt;
** ''Research info required: how high must the percentage of damage be? Is there a minimum amount of damage? Is it based on Maximum or Current health?''&lt;br /&gt;
* '''Poisoning an enemy''': +1 Piety.&lt;br /&gt;
** Each use of the the [[Glyphs#APHEELSIK|APHEELSIK]] glyph, or any Melee attack you make with the &amp;quot;Poison Blade&amp;quot; [[Items|item]] or ''Poison'' boon gained by Tikki Tooki himself, will grant you +1 Piety.&lt;br /&gt;
** ''Research info required: What happens when you cast APHEELSIK on the Undead? Is this a possible exploit to gain lots of Piety from Tooki?''&lt;br /&gt;
* '''Use the [[Glyphs#PISORF|PISORF]] glyph on an enemy''': +1 Piety&lt;br /&gt;
** Each time you cast the PISORF glyph on an enemy, Tikki will give you +1 Piety point.&lt;br /&gt;
&lt;br /&gt;
===Losing Piety===&lt;br /&gt;
&lt;br /&gt;
Tikki Tooki will decrease your Piety for performing the following action:&lt;br /&gt;
&lt;br /&gt;
* '''Being struck more than once by the same monster''': -1 Piety.&lt;br /&gt;
** For each blow suffered beyond the first from the ''same monster'', Tikki Tooki will decrease your Piety by -1.&lt;br /&gt;
** This occurs whenever the same monster has hit you more than once during the same game, regardless of how much time passed or how much combat has occured between the two hits.&lt;br /&gt;
** Any subsequent hits beyond the first two suffered from the same monster will incur the same penalty.&lt;br /&gt;
** ''Research info required: Does this also occur when the monster does no damage to you (thanks to Resistances, etc.)?''&lt;br /&gt;
&lt;br /&gt;
===Retribution===&lt;br /&gt;
&lt;br /&gt;
Should you fall below 0 Piety, Tikki Tooki will 'decide to make your life difficult'.&lt;br /&gt;
* ''Research Info required: No visible effect is seen from this retribution despite the text. Please confirm this is the case.''&lt;br /&gt;
&lt;br /&gt;
==Boons==&lt;br /&gt;
Tikki Tooki has 4 boons to offer to his worshipers at the cost of Piety. These boons are aimed at enhancing combat efficiency and the coin in your purse.&lt;br /&gt;
&lt;br /&gt;
===Dodging===&lt;br /&gt;
* Increase Dodge by +10%.&lt;br /&gt;
* '''Costs 15 Piety'''.&lt;br /&gt;
** On acquiring this boon, Tikki Tooki will instantly increase your ability to dodge by 10%.&lt;br /&gt;
** This effect is ''cumulative'', and will stack with any existing Dodge bonuses from class abilities or items. For example, if your character had 10% Dodge ability before acquiring this boon, he will now have 20% Dodge.&lt;br /&gt;
** When your character has the ability to Dodge, there is an X% chance that any Melee attack by a monster will miss completely, causing no damage.&lt;br /&gt;
** If a blow from a monster is dodged, this will cause Tikki Tooki to increase your Piety (see above). &lt;br /&gt;
===Gold===&lt;br /&gt;
* Gain +40 Gold. &lt;br /&gt;
* '''Costs 30 Piety'''.&lt;br /&gt;
** Upon acquiring this boon the hero is given 40 gold.&lt;br /&gt;
** Remember that your total amount of Gold can never exceed the current Maximum Gold level. &lt;br /&gt;
===Poison===&lt;br /&gt;
* Gain a permanent Poison Attack ability.&lt;br /&gt;
* '''Costs 60 Piety'''.&lt;br /&gt;
** Once this boon has been acquired, the hero will gain the Poison Attack ability permanently.&lt;br /&gt;
** With Poison Attacks, each Melee attack you make on an enemy will poison it, similar to the monster Poison Attack ability and the APHEELSIK Glyph.&lt;br /&gt;
** Unlike APHEELSIK, using this ability costs no Mana and won't take up a Glyph slot. However, it comes at the cost of a large amount of Piety, and requires you to make Melee attacks against monsters (and thus risk taking damage, which may cause you to anger Tikki Tooki - see above). &lt;br /&gt;
** This is the same exact effect that can be acquired by buying the &amp;quot;Poison Blade&amp;quot; item from a shop.&lt;br /&gt;
===First Strike===&lt;br /&gt;
* Gain a permanent First Strike ability. &lt;br /&gt;
* '''Costs 80 Piety'''.&lt;br /&gt;
** Once this boon has been acquired, the hero will gain the First Strike ability permanently.&lt;br /&gt;
** First Strike allows your hero to kill monsters without taking any damage, whenever a single strike can bring the monster's Health to 0.&lt;br /&gt;
** This effect is exactly the same as the permanent First Strike ability that some Character Classes have by default. It is also the same as the First Strike effect bestowed by the &amp;quot;Dancing Sword&amp;quot; item from a shop.&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
&lt;br /&gt;
Tikki Tooki can be a gamble to worship. When attacking higher level monsters with only melee it may not be possible to end the battle with one strike. Luckily Tikki does not mind magic usage so complementing a hit with a fireball is viable. Having the dodge ability before worshiping is a good idea and enhancing it with the Dodging boon should be a top priority (especially if First Strike or Poison are already acquired). &lt;br /&gt;
&lt;br /&gt;
The Gold boon may be useful for cashing out unused Piety in a failed, or perhaps even a completed, dungeon. Using the boon to increase your coffers when a very useful item is stocked can be beneficial but the initial cost of worshiping negates this slightly. Lastly, it may also be a good choice for gold farming, poisoning or casting PISORF as often as possible while gathering gold.&lt;br /&gt;
&lt;br /&gt;
==Specific Races==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Research}}&lt;br /&gt;
{{DDNav}}&lt;br /&gt;
[[Category:Gods]]&lt;/div&gt;</summary>
		<author><name>Headrock</name></author>	</entry>

	<entry>
		<id>http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=Template:DDNav&amp;diff=2432</id>
		<title>Template:DDNav</title>
		<link rel="alternate" type="text/html" href="http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=Template:DDNav&amp;diff=2432"/>
				<updated>2010-12-20T20:47:47Z</updated>
		
		<summary type="html">&lt;p&gt;Headrock: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{|width=&amp;quot;100%&amp;quot; cellpadding=&amp;quot;1&amp;quot; style=&amp;quot;border:1px solid; text-align:left; font-size:75%; font-family:verdana;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; style=&amp;quot;text-align:center; font-size:130%; border-bottom: 1px solid; background-color: #CCCCCC&amp;quot; | Desktop Dungeons&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 125px; background-color: #CCCCCC&amp;quot;  | '''General Concepts''':  &lt;br /&gt;
| colspan=&amp;quot;4&amp;quot; | [[New Players Guide]] {{·}} [[Strategy]] {{·}} [[Advanced Strategy]] {{·}} [[Races]] {{·}} [[Glyphs]] {{·}} [[Mana]] {{·}} [[Level|Leveling]] {{·}} [[Items]] {{·}} [[Scoring]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 125px; background-color: #CCCCCC&amp;quot; | '''[[Classes]]''':&lt;br /&gt;
     |'''''Tier 1''''': [[Fighter]] {{·}} [[Thief]] {{·}} [[Priest]] {{·}} [[Wizard]]&lt;br /&gt;
     |'''''Tier 2''''': [[Berserker]] {{·}} [[Rogue]] {{·}} [[Monk]] {{·}} [[Sorcerer]]&lt;br /&gt;
     |'''''Tier 3''''': [[Warlord]] {{·}} [[Assassin]] {{·}} [[Paladin]] {{·}} [[Bloodmage]]&lt;br /&gt;
     |'''''Special''''': [[Transmuter]] {{·}} [[Crusader]] {{·}} [[Tinker]] {{·}} [[Gorgon(race)|Gorgon]] {{·}} [[Half-dragon]] {{·}} [[Vampire(race)|Vampire]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 125px; background-color: #CCCCCC&amp;quot; | '''[[Gods]]''': &lt;br /&gt;
| colspan=&amp;quot;4&amp;quot; | [[Binlor Ironshield]] {{·}} [[Dracul]] {{·}} [[The Earthmother]] {{·}} [[Glowing Guardian]] {{·}} [[Jehora Jeheyu]] {{·}} [[Mystera Annur]] {{·}} [[The Pactmaker]] {{·}} [[Taurog]] {{·}} [[Tikki Tooki]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 125px; background-color: #CCCCCC&amp;quot;  | '''[[Monsters]]''': &lt;br /&gt;
| colspan=&amp;quot;4&amp;quot; | [[Animated Armour]] {{·}} [[Bandit]] {{·}} [[Dragonspawn]] {{·}} [[Goat]] {{·}} [[Goblin]] {{·}} [[Golem]] {{·}} [[Goo blob]] {{·}} [[Gorgon]] {{·}} [[Imp]] {{·}} [[Meat man]] {{·}} [[Naga]] {{·}} [[Serpent]] {{·}} [[Vampire]] {{·}} [[Warlock]] {{·}} [[Wraith]] {{·}} [[Zombie]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 125px; background-color: #CCCCCC&amp;quot;  | '''[[Dungeon|Dungeons]]''': &lt;br /&gt;
| colspan=&amp;quot;4&amp;quot; | [[Normal]] {{·}} [[Snake Pit]] {{·}} [[Library]] {{·}} [[Crypt]] {{·}} [[Factory]] · [[Ranked]] {{·}} [[Gauntlet]] {{·}} [[Lothlorien|Lothlorien (Campaign)]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 125px; background-color: #CCCCCC&amp;quot;  | '''[[Glyphs|Glyphs]]''': &lt;br /&gt;
| colspan=&amp;quot;4&amp;quot; | [[APHEELSIK]] {{·}} [[BLUDTUPOWA]] {{·}} [[BURNDAYRAZ]] {{·}} [[BYSSEPS]] {{·}} [[CYDSTEPP]] {{·}} [[ENDISWAL]] {{·}} [[Glyphs#GETINDARE|GETINDARE]] {{·}} [[HALPMEH]] {{·}} [[IMAWAL]] {{·}} [[LEMMISI]] {{·}} [[Glyphs#PISORF|PISORF]] {{·}} [[Glyphs#WEYTWUT|WEYTWUT]] {{·}} [[WONAFYT]]&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Headrock</name></author>	</entry>

	<entry>
		<id>http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=Alpha:Glyphs&amp;diff=2431</id>
		<title>Alpha:Glyphs</title>
		<link rel="alternate" type="text/html" href="http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=Alpha:Glyphs&amp;diff=2431"/>
				<updated>2010-12-20T20:47:38Z</updated>
		
		<summary type="html">&lt;p&gt;Headrock: /* WONAFYT */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Glyphs''' are spells located throughout a dungeon that must first be picked up before they can be used. The explorer can only carry 3 glyphs by default unless their [[classes|class]] has a bonus (for instance the [[Wizard]] has 4 glyph slots). Glyphs can be converted into Attack Power, Health, Potions, etc by dropping them into the appropriate Conversion button [[File:Conversion.PNG]], the result of the conversion is based on their [[races|race]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
===Summary===&lt;br /&gt;
&lt;br /&gt;
A glyph's name hints at the spell effect it performs. Some glyphs cost more mana than others to cast and not all are available from the start.&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;
!Glyph&lt;br /&gt;
!Cost (Mana)&lt;br /&gt;
!Effect&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Apheelsik.png|center]]&lt;br /&gt;
|&lt;br /&gt;
=====[[APHEELSIK]]===== &lt;br /&gt;
(Poison - &amp;quot;I feel sick&amp;quot;) &lt;br /&gt;
|5&lt;br /&gt;
|Inflicts the poison status on a monster, preventing it from regenerating health as you explore.  Will wear off when you attack anything. Undead are immune.&lt;br /&gt;
* Unlocked by completing a normal game as an [[Assassin]]&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Bludtupowa.png|center]]&lt;br /&gt;
|&lt;br /&gt;
=====[[BLUDTUPOWA]]=====&lt;br /&gt;
(Blood Magic - &amp;quot;Blood to power&amp;quot;)&lt;br /&gt;
|0&lt;br /&gt;
|Enable to revoke health regeneration and boost mana regeneration by 1tile.&lt;br /&gt;
* Unlocked by completing a normal game as a [[Bloodmage]]&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Burndayraz.png|center]]&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
=====[[BURNDAYRAZ]]=====&lt;br /&gt;
(Fireball - &amp;quot;Burn their ass&amp;quot;)&lt;br /&gt;
|6&lt;br /&gt;
|Hits a monster with a fireball, causing 4 points of damage per player level. &lt;br /&gt;
|-&lt;br /&gt;
|[[File:Bysseps.png|center]]&lt;br /&gt;
|&lt;br /&gt;
=====[[BYSSEPS]]=====&lt;br /&gt;
(Power Strike - &amp;quot;Biceps&amp;quot;)&lt;br /&gt;
|2&lt;br /&gt;
|Player gets +30% damage bonus for next physical attack only.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Cydstepp.png|center]]&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
=====[[CYDSTEPP]]=====&lt;br /&gt;
(Protection from Death - &amp;quot;Sidestep&amp;quot;)&lt;br /&gt;
|10&lt;br /&gt;
|The player will be protected from the next fatal attack and will be reduced to 1 point of health instead of dying.&lt;br /&gt;
* Unlocked by completing a normal game as a [[Warlord]]&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Endiswal.png|center]]&lt;br /&gt;
|&lt;br /&gt;
=====[[ENDISWAL]]=====&lt;br /&gt;
(Passwall - &amp;quot;End this wall&amp;quot;)&lt;br /&gt;
|8&lt;br /&gt;
|Destroys a section of wall.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Getindare.png|center]]&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
=====GETINDARE=====&lt;br /&gt;
(First Strike - &amp;quot;Get in there&amp;quot;)&lt;br /&gt;
|3&lt;br /&gt;
|Player gets first strike status for next physical attack only.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Halpmeh.png|center]]&lt;br /&gt;
|&lt;br /&gt;
=====[[HALPMEH]]=====&lt;br /&gt;
(Heal - &amp;quot;Help me&amp;quot;)&lt;br /&gt;
|3&lt;br /&gt;
|Restores 3 points of health per player level and cures poison status.&lt;br /&gt;
* Unlocked by completing a normal game as a [[Paladin]]&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Imawal.png|center]]&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
=====[[IMAWAL]]=====&lt;br /&gt;
(Flesh to Stone - &amp;quot;I'm a wall&amp;quot;)&lt;br /&gt;
|5&lt;br /&gt;
|Transforms a monster into a section of wall.  Does not count as a kill for purposes of gaining experience, triggering rewards/punishments from gods, etc.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Lemmisi.png|center]]&lt;br /&gt;
|&lt;br /&gt;
=====[[LEMMISI]]=====&lt;br /&gt;
(Clairvoyance - &amp;quot;Let me see&amp;quot;)&lt;br /&gt;
|3&lt;br /&gt;
|Fully reveals 3 random unexplored tiles.  As a result, you'll usually regain as much or more mana than you spent casting it. Still uses mana even if there are no unrevealed tiles.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Pisorf.png|center]]&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
=====PISORF=====&lt;br /&gt;
(Teleport Monster - &amp;quot;Piss off&amp;quot;)&lt;br /&gt;
|10&lt;br /&gt;
|Teleports a monster to a random empty tile.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Weytwut.png|center]]&lt;br /&gt;
|&lt;br /&gt;
=====WEYTWUT=====&lt;br /&gt;
(Teleport Self - &amp;quot;Wait what?&amp;quot;)&lt;br /&gt;
|6&lt;br /&gt;
|Teleports the player to a random empty tile.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Wonafyt.png|center]]&lt;br /&gt;
|&lt;br /&gt;
=====[[WONAFYT]]=====&lt;br /&gt;
(Summon Monster - &amp;quot;Wanna fight&amp;quot;)&lt;br /&gt;
|6&lt;br /&gt;
|Teleports a random monster of the player's level to a random empty tile next to the player.  Fails if no such monster or tile exists.&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Headrock</name></author>	</entry>

	<entry>
		<id>http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=Alpha:WONAFYT&amp;diff=2430</id>
		<title>Alpha:WONAFYT</title>
		<link rel="alternate" type="text/html" href="http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=Alpha:WONAFYT&amp;diff=2430"/>
				<updated>2010-12-20T20:46:16Z</updated>
		
		<summary type="html">&lt;p&gt;Headrock: Created page with '{{DDGlyph |title=WONAFYT |image=75px |mana=6 |effect=Summons a monster of your level to you |unlocked=None |notes=None |}}   WONAFYT (&amp;quot;Wanna Fight&amp;quot;) is …'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{DDGlyph&lt;br /&gt;
|title=WONAFYT&lt;br /&gt;
|image=[[File:WonafytLarge.png|75px]]&lt;br /&gt;
|mana=6&lt;br /&gt;
|effect=Summons a monster of your level to you&lt;br /&gt;
|unlocked=None&lt;br /&gt;
|notes=None&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
WONAFYT (&amp;quot;Wanna Fight&amp;quot;) is one of the [[Glyphs]] you can find in a game of Desktop Dungeons. When used, this Glyph summons a monster whose level is the same as your hero's to a tile adjacent to your hero. This Glyph may spawn randomly in any dungeon and does not need to be unlocked.&lt;br /&gt;
&lt;br /&gt;
==Usage==&lt;br /&gt;
&lt;br /&gt;
WONAFYT is cast by simply clicking it.&lt;br /&gt;
&lt;br /&gt;
Each use of WONAFYT costs 6 [[Mana]], except for the [[Wizard]] for whom it costs only 5 Mana, and the [[Berserker]] for whom it costs 8.&lt;br /&gt;
&lt;br /&gt;
==Effect==&lt;br /&gt;
&lt;br /&gt;
When WONAFYT is used, it will look for any monster in the dungeon whose level is exactly the same as the Hero's level. If such a monster is found, the spell looks for an empty tile (no wall, monster, or any other obstacle in it) adjacent to the Hero. If both monster and empty tile are found, that monster is immediately teleported to that tile.&lt;br /&gt;
&lt;br /&gt;
WONAFYT summons any monster of your level which may be found anywhere in the dungeon. If more than one such monster exist, one of these is chosen randomly. If you are at level 10, one of the Bosses will be teleported to you.&lt;br /&gt;
&lt;br /&gt;
The monster is summoned to any empty tile immediately adjacent to your hero, including diagonals. An &amp;quot;empty&amp;quot; tile is one that can be walked through freely. This excludes wall tiles, monsters or [[Plant|plants]], but includes Altars, Shops, or tiles with Glyphs or blood-pools on them. If more than one such tile is found, one will be chosen randomly.&lt;br /&gt;
&lt;br /&gt;
If the spell can find neither a suitable monster to teleport nor an empty tile to put it in, the spell FAILS. This will be shown by the word &amp;quot;FAILED&amp;quot; in big red letters over your hero. This is a total spell failure, and will therefore ''not cost you any mana'' nor have any effect whatsoever. It will not even trigger God-related effects (see below). &lt;br /&gt;
&lt;br /&gt;
==Availability==&lt;br /&gt;
&lt;br /&gt;
WONAFYT is unlocked from the moment you create a new Profile. It has a certain chance to appear in each dungeon you play, supposedly the same chance as any other unlocked Glyph (though this has yet to be proven conclusively). &lt;br /&gt;
&lt;br /&gt;
==General Strategy==&lt;br /&gt;
&lt;br /&gt;
WONAFYT is not general-use spell, in that its effect may only be suitable in very specific circumstances, and pretty much useless in all others.&lt;br /&gt;
&lt;br /&gt;
WONAFYT can be used primarily in two cases: Either you're stuck in a part of the dungeon surrounded by tough monsters you can't kill, or you want to move a monster out of a corridor you want to explore.&lt;br /&gt;
&lt;br /&gt;
===Stuck in the maze===&lt;br /&gt;
This occurs when high-level (or simply difficult) monsters are blocking your way out of a part of the maze, and you are not powerful enough to take them out, but have no other targets to attack in order to level up.&lt;br /&gt;
&lt;br /&gt;
In this case, casting WONAFYT will summon a monster for you to kill, assuming you can, and may allow you to level up. If this happens, you may now be strong enough to take on whatever is blocking your way out. At least, that's what you're hoping for.&lt;br /&gt;
&lt;br /&gt;
Rinse and repeat if you must. And can.&lt;br /&gt;
&lt;br /&gt;
===Monster-mover===&lt;br /&gt;
WONAFYT is similar to PISORF, in that it can move monsters around the maze. Similarly to PISORF, it can be used to move a monster out of the way so you don't have to fight or kill it.&lt;br /&gt;
&lt;br /&gt;
With WONAFYT, this only works on monsters that are the same level as you, so this method of moving a monster is useful if the monster is stopping you from exploring and regenerating, but you are too wounded to kill it. Otherwise, since it's the same level as you, you should have no problem killing it with the normal means (though usually at a waste of more than 6 Mana...).&lt;br /&gt;
&lt;br /&gt;
Another reason to move a monster rather than kill it would be to avoid gaining experience. Perhaps you want to save a mid-fight level-up for later.&lt;br /&gt;
&lt;br /&gt;
Remember that you don't actually get to select ''which'' monster will be summoned, if there is more than one monster of your level in the dungeon. Unless you can actually keep track of each monster you've killed, it's usually a guess as to whether the correct monster will teleport.&lt;br /&gt;
&lt;br /&gt;
==Spell Combos==&lt;br /&gt;
&lt;br /&gt;
Due to its highly-specialized usefulness, there is no benefit to pairing WONAFYT with any other spell. If you wish to keep WONAFYT at all, it's usually just an extra ability you store for emergencies, if they arise, regardless of what other Glyphs you may or may not have.&lt;br /&gt;
&lt;br /&gt;
==WONAFYT and the Gods==&lt;br /&gt;
&lt;br /&gt;
Several Gods in the game have various opinions about the use of WONAFYT - they may favour it or reject it, depending on their own particular creeds.&lt;br /&gt;
&lt;br /&gt;
===Taurog===&lt;br /&gt;
&lt;br /&gt;
As with any other Glyph, [[Taurog]] will penalize you -5 Piety points every time you use WONAFYT. This is unfortunate, as it is a primarily Melee-oriented spell that would otherwise suit the same characters who normally worship Taurog.&lt;br /&gt;
&lt;br /&gt;
===Binlor Ironshield===&lt;br /&gt;
&lt;br /&gt;
[[Binlor]] is also averse to the use of spells, and will inflict a penalty of -1 Piety point per each use of WONAFYT, as with all other Glyphs (except [[ENDISWAL]]).&lt;br /&gt;
&lt;br /&gt;
===Mystera Annur===&lt;br /&gt;
&lt;br /&gt;
Mystera Annur will increase your piety by +1 for every use of WONAFYT, as long as the Glyph did not ''fail''. On a failure, Mystera will not increase your Piety as normal.&lt;br /&gt;
&lt;br /&gt;
{{DDNav}}&lt;/div&gt;</summary>
		<author><name>Headrock</name></author>	</entry>

	<entry>
		<id>http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=Alpha:Glyphs&amp;diff=2424</id>
		<title>Alpha:Glyphs</title>
		<link rel="alternate" type="text/html" href="http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=Alpha:Glyphs&amp;diff=2424"/>
				<updated>2010-12-20T14:51:35Z</updated>
		
		<summary type="html">&lt;p&gt;Headrock: /* BYSSEPS */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Glyphs''' are spells located throughout a dungeon that must first be picked up before they can be used. The explorer can only carry 3 glyphs by default unless their [[classes|class]] has a bonus (for instance the [[Wizard]] has 4 glyph slots). Glyphs can be converted into Attack Power, Health, Potions, etc by dropping them into the appropriate Conversion button [[File:Conversion.PNG]], the result of the conversion is based on their [[races|race]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
===Summary===&lt;br /&gt;
&lt;br /&gt;
A glyph's name hints at the spell effect it performs. Some glyphs cost more mana than others to cast and not all are available from the start.&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;
!Glyph&lt;br /&gt;
!Cost (Mana)&lt;br /&gt;
!Effect&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Apheelsik.png|center]]&lt;br /&gt;
|&lt;br /&gt;
=====[[APHEELSIK]]===== &lt;br /&gt;
(Poison - &amp;quot;I feel sick&amp;quot;) &lt;br /&gt;
|5&lt;br /&gt;
|Inflicts the poison status on a monster, preventing it from regenerating health as you explore.  Will wear off when you attack anything. Undead are immune.&lt;br /&gt;
* Unlocked by completing a normal game as an [[Assassin]]&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Bludtupowa.png|center]]&lt;br /&gt;
|&lt;br /&gt;
=====[[BLUDTUPOWA]]=====&lt;br /&gt;
(Blood Magic - &amp;quot;Blood to power&amp;quot;)&lt;br /&gt;
|0&lt;br /&gt;
|Enable to revoke health regeneration and boost mana regeneration by 1tile.&lt;br /&gt;
* Unlocked by completing a normal game as a [[Bloodmage]]&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Burndayraz.png|center]]&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
=====[[BURNDAYRAZ]]=====&lt;br /&gt;
(Fireball - &amp;quot;Burn their ass&amp;quot;)&lt;br /&gt;
|6&lt;br /&gt;
|Hits a monster with a fireball, causing 4 points of damage per player level. &lt;br /&gt;
|-&lt;br /&gt;
|[[File:Bysseps.png|center]]&lt;br /&gt;
|&lt;br /&gt;
=====[[BYSSEPS]]=====&lt;br /&gt;
(Power Strike - &amp;quot;Biceps&amp;quot;)&lt;br /&gt;
|2&lt;br /&gt;
|Player gets +30% damage bonus for next physical attack only.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Cydstepp.png|center]]&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
=====[[CYDSTEPP]]=====&lt;br /&gt;
(Protection from Death - &amp;quot;Sidestep&amp;quot;)&lt;br /&gt;
|10&lt;br /&gt;
|The player will be protected from the next fatal attack and will be reduced to 1 point of health instead of dying.&lt;br /&gt;
* Unlocked by completing a normal game as a [[Warlord]]&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Endiswal.png|center]]&lt;br /&gt;
|&lt;br /&gt;
=====[[ENDISWAL]]=====&lt;br /&gt;
(Passwall - &amp;quot;End this wall&amp;quot;)&lt;br /&gt;
|8&lt;br /&gt;
|Destroys a section of wall.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Getindare.png|center]]&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
=====GETINDARE=====&lt;br /&gt;
(First Strike - &amp;quot;Get in there&amp;quot;)&lt;br /&gt;
|3&lt;br /&gt;
|Player gets first strike status for next physical attack only.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Halpmeh.png|center]]&lt;br /&gt;
|&lt;br /&gt;
=====[[HALPMEH]]=====&lt;br /&gt;
(Heal - &amp;quot;Help me&amp;quot;)&lt;br /&gt;
|3&lt;br /&gt;
|Restores 3 points of health per player level and cures poison status.&lt;br /&gt;
* Unlocked by completing a normal game as a [[Paladin]]&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Imawal.png|center]]&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
=====[[IMAWAL]]=====&lt;br /&gt;
(Flesh to Stone - &amp;quot;I'm a wall&amp;quot;)&lt;br /&gt;
|5&lt;br /&gt;
|Transforms a monster into a section of wall.  Does not count as a kill for purposes of gaining experience, triggering rewards/punishments from gods, etc.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Lemmisi.png|center]]&lt;br /&gt;
|&lt;br /&gt;
=====[[LEMMISI]]=====&lt;br /&gt;
(Clairvoyance - &amp;quot;Let me see&amp;quot;)&lt;br /&gt;
|3&lt;br /&gt;
|Fully reveals 3 random unexplored tiles.  As a result, you'll usually regain as much or more mana than you spent casting it. Still uses mana even if there are no unrevealed tiles.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Pisorf.png|center]]&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
=====PISORF=====&lt;br /&gt;
(Teleport Monster - &amp;quot;Piss off&amp;quot;)&lt;br /&gt;
|10&lt;br /&gt;
|Teleports a monster to a random empty tile.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Weytwut.png|center]]&lt;br /&gt;
|&lt;br /&gt;
=====WEYTWUT=====&lt;br /&gt;
(Teleport Self - &amp;quot;Wait what?&amp;quot;)&lt;br /&gt;
|6&lt;br /&gt;
|Teleports the player to a random empty tile.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Wonafyt.png|center]]&lt;br /&gt;
|&lt;br /&gt;
=====WONAFYT=====&lt;br /&gt;
(Summon Monster - &amp;quot;Wanna fight&amp;quot;)&lt;br /&gt;
|6&lt;br /&gt;
|Teleports a random monster of the player's level to a random empty tile next to the player.  Fails if no such monster or tile exists.&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Headrock</name></author>	</entry>

	<entry>
		<id>http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=Template:DDNav&amp;diff=2423</id>
		<title>Template:DDNav</title>
		<link rel="alternate" type="text/html" href="http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=Template:DDNav&amp;diff=2423"/>
				<updated>2010-12-20T14:51:00Z</updated>
		
		<summary type="html">&lt;p&gt;Headrock: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{|width=&amp;quot;100%&amp;quot; cellpadding=&amp;quot;1&amp;quot; style=&amp;quot;border:1px solid; text-align:left; font-size:75%; font-family:verdana;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; style=&amp;quot;text-align:center; font-size:130%; border-bottom: 1px solid; background-color: #CCCCCC&amp;quot; | Desktop Dungeons&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 125px; background-color: #CCCCCC&amp;quot;  | '''General Concepts''':  &lt;br /&gt;
| colspan=&amp;quot;4&amp;quot; | [[New Players Guide]] {{·}} [[Strategy]] {{·}} [[Advanced Strategy]] {{·}} [[Races]] {{·}} [[Glyphs]] {{·}} [[Mana]] {{·}} [[Level|Leveling]] {{·}} [[Items]] {{·}} [[Scoring]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 125px; background-color: #CCCCCC&amp;quot; | '''[[Classes]]''':&lt;br /&gt;
     |'''''Tier 1''''': [[Fighter]] {{·}} [[Thief]] {{·}} [[Priest]] {{·}} [[Wizard]]&lt;br /&gt;
     |'''''Tier 2''''': [[Berserker]] {{·}} [[Rogue]] {{·}} [[Monk]] {{·}} [[Sorcerer]]&lt;br /&gt;
     |'''''Tier 3''''': [[Warlord]] {{·}} [[Assassin]] {{·}} [[Paladin]] {{·}} [[Bloodmage]]&lt;br /&gt;
     |'''''Special''''': [[Transmuter]] {{·}} [[Crusader]] {{·}} [[Tinker]] {{·}} [[Gorgon(race)|Gorgon]] {{·}} [[Half-dragon]] {{·}} [[Vampire(race)|Vampire]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 125px; background-color: #CCCCCC&amp;quot; | '''[[Gods]]''': &lt;br /&gt;
| colspan=&amp;quot;4&amp;quot; | [[Binlor Ironshield]] {{·}} [[Dracul]] {{·}} [[The Earthmother]] {{·}} [[Glowing Guardian]] {{·}} [[Jehora Jeheyu]] {{·}} [[Mystera Annur]] {{·}} [[The Pactmaker]] {{·}} [[Taurog]] {{·}} [[Tikki Tooki]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 125px; background-color: #CCCCCC&amp;quot;  | '''[[Monsters]]''': &lt;br /&gt;
| colspan=&amp;quot;4&amp;quot; | [[Animated Armour]] {{·}} [[Bandit]] {{·}} [[Dragonspawn]] {{·}} [[Goat]] {{·}} [[Goblin]] {{·}} [[Golem]] {{·}} [[Goo blob]] {{·}} [[Gorgon]] {{·}} [[Imp]] {{·}} [[Meat man]] {{·}} [[Naga]] {{·}} [[Serpent]] {{·}} [[Vampire]] {{·}} [[Warlock]] {{·}} [[Wraith]] {{·}} [[Zombie]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 125px; background-color: #CCCCCC&amp;quot;  | '''[[Dungeon|Dungeons]]''': &lt;br /&gt;
| colspan=&amp;quot;4&amp;quot; | [[Normal]] {{·}} [[Snake Pit]] {{·}} [[Library]] {{·}} [[Crypt]] {{·}} [[Factory]] · [[Ranked]] {{·}} [[Gauntlet]] {{·}} [[Lothlorien|Lothlorien (Campaign)]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 125px; background-color: #CCCCCC&amp;quot;  | '''[[Glyphs|Glyphs]]''': &lt;br /&gt;
| colspan=&amp;quot;4&amp;quot; | [[APHEELSIK]] {{·}} [[BLUDTUPOWA]] {{·}} [[BURNDAYRAZ]] {{·}} [[BYSSEPS]] {{·}} [[CYDSTEPP]] {{·}} [[ENDISWAL]] {{·}} [[Glyphs#GETINDARE|GETINDARE]] {{·}} [[HALPMEH]] {{·}} [[IMAWAL]] {{·}} [[LEMMISI]] {{·}} [[Glyphs#PISORF|PISORF]] {{·}} [[Glyphs#WEYTWUT|WEYTWUT]] {{·}} [[Glyphs#WONAFYT|WONAFYT]]&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Headrock</name></author>	</entry>

	<entry>
		<id>http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=Alpha:BYSSEPS&amp;diff=2422</id>
		<title>Alpha:BYSSEPS</title>
		<link rel="alternate" type="text/html" href="http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=Alpha:BYSSEPS&amp;diff=2422"/>
				<updated>2010-12-20T14:49:55Z</updated>
		
		<summary type="html">&lt;p&gt;Headrock: Created page with '{{DDGlyph |title=BYSSEPS |image=75px |mana=3 |effect=+30% Attack Strength bonus |unlocked=None |notes=Applies for one attack |}}   BYSSEPS (&amp;quot;Biceps&amp;quot;) is…'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{DDGlyph&lt;br /&gt;
|title=BYSSEPS&lt;br /&gt;
|image=[[File:ByssepsLarge.png|75px]]&lt;br /&gt;
|mana=3&lt;br /&gt;
|effect=+30% Attack Strength bonus&lt;br /&gt;
|unlocked=None&lt;br /&gt;
|notes=Applies for one attack&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
BYSSEPS (&amp;quot;Biceps&amp;quot;) is one of the [[Glyphs]] you can find in a game of Desktop Dungeons. When used, this Glyph gives you a normal +30% Attack Bonus for one melee attack. This Glyph may spawn randomly in any dungeon and does not need to be unlocked.&lt;br /&gt;
&lt;br /&gt;
==Usage==&lt;br /&gt;
&lt;br /&gt;
BYSSEPS is cast by simply clicking it.&lt;br /&gt;
&lt;br /&gt;
Each use of BYSSEPS costs 3 [[Mana]], except for the [[Wizard]] for whom it costs only 2 Mana, and the [[Berserker]] for whom it costs 5.&lt;br /&gt;
&lt;br /&gt;
==Effect==&lt;br /&gt;
&lt;br /&gt;
When cast, BYSSEPS gives a +30% Attack Strength Bonus for your next Melee attack only. In general, the extra damage is equal to 30% of your Base Attack.&lt;br /&gt;
&lt;br /&gt;
The bonus has no time limit, and will remain active indefinitely. However, it will immediately dissipate after you make a single Melee attack.&lt;br /&gt;
&lt;br /&gt;
While the BYSSEPS bonus is active, further castings of BYSSEPS will not increase your Attack Bonus any further until it dissipates. However they will still count as successful use, so you ''will'' lose Mana and ''will'' trigger reaction from the Gods if appropriate.&lt;br /&gt;
&lt;br /&gt;
This bonus is ''cumulative'' with other effects that increase Attack Strength by percentage, such as picking up Attack Boost powerups, or racial abilities like that of the [[Thief]] or [[Berserker]]. In other words, if your bonus for a particular attack would normally be, (for example) 50%, then using BYSSEPS will increase your bonus to 80%. &lt;br /&gt;
If your original Attack Bonus was negative, BYSSEPS will negate some of it as appropriate. For instance, if the original bonus was -40%, after casting BYSSEPS you will end up with -10%.&lt;br /&gt;
&lt;br /&gt;
The Attack Bonus only applies for Melee attacks, and will not increase the damage done by BURNDAYRAZ. Also, it has no effect on the damage caused by Knockback, which relies solely on your Base Attack Strength. Finally, the bonus applies whether or not your Melee Attacks are Physical in nature, so you can use it even if you have the Magical Attack ability.&lt;br /&gt;
&lt;br /&gt;
==Availability==&lt;br /&gt;
&lt;br /&gt;
BYSSEPS is unlocked from the moment you create a new Profile. It has a certain chance to appear in each dungeon you play, supposedly the same chance as any other unlocked Glyph (though this has yet to be proven conclusively). &lt;br /&gt;
&lt;br /&gt;
==Stand-alone Use==&lt;br /&gt;
&lt;br /&gt;
BYSSEPS is useful on its own for any character who relies on Melee attacks. It increases the strength of their Melee attack, allowing them to cause more damage than normal for a small amount of Mana.&lt;br /&gt;
&lt;br /&gt;
Depending on the style, you may find it useful to cast the Glyph either once per combat or multiple times.&lt;br /&gt;
&lt;br /&gt;
Characters who rely primarily on Melee Attacks can cast this spell repeatedly - once before each attack if possible. This can potentially increase the total amount of damage they inflict by 30%, if they can afford to cast it for each and every attack. This allows taking out monsters with 30% more Health than you can normally defeat. Alternately, having higher damage means you might need fewer Melee attacks to kill a monster, conserving you the Health you'd have otherwise lost during the last one or more attacks. Melee attackers who rely on prolonged combat will find this especially useful, as they might be able to reduce the number of attacks required to kill a monster by two or even three, given enough Mana!&lt;br /&gt;
&lt;br /&gt;
Characters who use Melee attacks to &amp;quot;finish off&amp;quot; an enemy after a volley of BURNDAYRAZ will also find this useful. It may reduce the number of BURNDAYRAZ required to bring the monster down to a low-enough Health where you can kill it. For instance, if a monster requires two BURNDAYRAZ and a Melee attack to kill, after casting BYSSEPS it may require only one BURNDAYRAZ and a Melee attack. This conserves 3 Mana - not much, but can be significant. This is especially helpful if your Melee attack is also a First Strike, as it will conserve you some Health along with that Mana.&lt;br /&gt;
&lt;br /&gt;
==Spell Combos==&lt;br /&gt;
&lt;br /&gt;
===APHEELSIK===&lt;br /&gt;
&lt;br /&gt;
A simple two-Glyph combo. BYSSEPS is used to increase the damage of as many Melee attacks as possible, while leaving enough Mana to cast APHEELSIK on the monster to freeze its Health while you go regenerate. Basically it means you can cause more damage to the monster before you need to Poison it.&lt;br /&gt;
&lt;br /&gt;
This is primarily useful against bosses (or other high-level, high-health monsters), as it can reduce the number of hits you need to kill them by a significant amount. This means conserving Health, which in turn means conserving unexplored dungeon tiles.&lt;br /&gt;
&lt;br /&gt;
===BURNDAYRAZ===&lt;br /&gt;
&lt;br /&gt;
As explained above, this combo is mainly used for characters who like to whittle down their opponent to a point where it can be killed by a single attack. BYSSEPS increases the amount of damage you can do with that last hit, meaning that you don't have to cast BURNDAYRAZ as many times to bring the monster to that point. Naturally, this can also be done if you rely on more than one Melee attack to finish off a monster, but this depends mainly on how much Mana you have.&lt;br /&gt;
&lt;br /&gt;
Combine with GETINDARE as a third Glyph to make that last attack a First Strike, enabling you to kill the monster without taking any damage yourself.&lt;br /&gt;
&lt;br /&gt;
==Specific Classes==&lt;br /&gt;
&lt;br /&gt;
===Sorcerer===&lt;br /&gt;
&lt;br /&gt;
For a starting Sorcerer, finding BYSSEPS is a good way to vanquish some tough enemies. Attack monster in Melee combat, ''then'' cast BYSSEPS. It will restore 6 Health points thanks to the Sorcerer's natural abilities, and increase your Attack Strength at the same time, allowing you to do more damage with the next attack.&lt;br /&gt;
&lt;br /&gt;
Naturally, by the time you find better spells like BURNDAYRAZ, this tactic is less useful.&lt;br /&gt;
&lt;br /&gt;
==BYSSEPS and the Gods==&lt;br /&gt;
&lt;br /&gt;
Several Gods in the game have various opinions about the use of BYSSEPS - they may favour it or reject it, depending on their own particular creeds.&lt;br /&gt;
&lt;br /&gt;
===Taurog===&lt;br /&gt;
&lt;br /&gt;
As with any other Glyph, [[Taurog]] will penalize you -5 Piety points every time you use BYSSEPS. This is unfortunate, as it is a primarily Melee-oriented spell that would otherwise suit the same characters who normally worship Taurog.&lt;br /&gt;
&lt;br /&gt;
===Binlor Ironshield===&lt;br /&gt;
&lt;br /&gt;
[[Binlor]] is also averse to the use of spells, and will inflict a penalty of -1 Piety point per each use of BYSSEPS, as with all other Glyphs (except [[ENDISWAL]]).&lt;br /&gt;
&lt;br /&gt;
===Mystera Annur===&lt;br /&gt;
&lt;br /&gt;
Mystera Annur will increase your piety by +1 for every use of BYSSEPS, regardless of whether or not you already had its ability while trying to cast it. Due to its relatively-low cost, you can use it as a quick way to gain Piety with Mystera. However, note that as a worshipper of Mystera your Attack Strength is permanently stuck at 1, meaning the natural effect of the Glyph is completely useless to you.&lt;br /&gt;
&lt;br /&gt;
{{DDNav}}&lt;/div&gt;</summary>
		<author><name>Headrock</name></author>	</entry>

	<entry>
		<id>http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=User_talk:Gentlegiant03&amp;diff=2417</id>
		<title>User talk:Gentlegiant03</title>
		<link rel="alternate" type="text/html" href="http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=User_talk:Gentlegiant03&amp;diff=2417"/>
				<updated>2010-12-20T01:13:01Z</updated>
		
		<summary type="html">&lt;p&gt;Headrock: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;2:1 odds they just move on to mess-up another page. :P Still, crossing my fingers. --[[User:Headrock|Headrock]] 03:21, 14 December 2010 (UTC)&lt;br /&gt;
*I suppose I have no doubt they will, as soon as they do I'm going to unprotect the article. As I mentioned before there should be a setting for not allowing external links for new users, I couldn't find it though.&lt;br /&gt;
*Well I'll be damned. :D --[[User:Headrock|Headrock]] 01:13, 20 December 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Headrock</name></author>	</entry>

	<entry>
		<id>http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=Alpha:LEMMISI&amp;diff=2412</id>
		<title>Alpha:LEMMISI</title>
		<link rel="alternate" type="text/html" href="http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=Alpha:LEMMISI&amp;diff=2412"/>
				<updated>2010-12-14T03:39:08Z</updated>
		
		<summary type="html">&lt;p&gt;Headrock: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{DDGlyph&lt;br /&gt;
|title=LEMMISI&lt;br /&gt;
|image=[[File:LemmisiLarge.png|75px]]&lt;br /&gt;
|mana=3&lt;br /&gt;
|effect=Reveal 3 random unexplored dungeon tiles&lt;br /&gt;
|unlocked=None&lt;br /&gt;
|notes=May potentially pay for its own casting cost.&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
LEMMISI (&amp;quot;Let Me See&amp;quot;) is one of the [[Glyphs]] you can find in a game of Desktop Dungeons. When used, this Glyph reveals 3 unexplored dungeon tiles selected at random. The Glyph is available for any fresh profile.&lt;br /&gt;
&lt;br /&gt;
==Usage==&lt;br /&gt;
&lt;br /&gt;
LEMMISI is cast by simply clicking it.&lt;br /&gt;
&lt;br /&gt;
Each use of CYDSTEPP costs 3 [[Mana]], except for the [[Wizard]] for whom it costs only 2 Mana, and the [[Berserker]] for whom it costs 5.&lt;br /&gt;
&lt;br /&gt;
The spell may still be used if there are less than 3 unexplored tiles remaining (or none), and will cost the same amount of Mana regardless.&lt;br /&gt;
&lt;br /&gt;
==Effect==&lt;br /&gt;
&lt;br /&gt;
When cast, LEMMISI randomly selects 3 tiles which have not yet been explored in the current dungeon. It then proceeds to reveal those tiles.&lt;br /&gt;
&lt;br /&gt;
If only 3 or fewer tiles are left unexplored, they are revealed in the same way. If the dungeon has no unexplored tiles remaining, the spell is cast successfully but without any effect.&lt;br /&gt;
&lt;br /&gt;
Revealing tiles counts as exploration for all intents and purposes. This normally means that you will regenerate Health and Mana for each explored tile as normal for your character, and count towards the number of tiles explored on this dungeon (for [[Scoring]] purposes and other effects).&lt;br /&gt;
In addition, your enemy will also regenerate his Health (unless inflicted with Poison from any source) as occurs during normal exploration.&lt;br /&gt;
&lt;br /&gt;
Tiles are chosen completely at random from the remaining unexplored tiles left in the dungeon. It is impossible to tell LEMMISI which tiles to reveal.&lt;br /&gt;
&lt;br /&gt;
Also, this means that LEMMISI can reveal tiles that are not explorable by simple walking around the maze - like tiles surrounded by walls. In fact, LEMMISI is the only current way to reveal such tiles other than tunneling towards them (with ENDISWAL or other similar effects).&lt;br /&gt;
&lt;br /&gt;
==Availability==&lt;br /&gt;
&lt;br /&gt;
LEMMISI is unlocked from the moment you install Desktop Dungeons. It has a certain chance to appear in each dungeon you play, supposedly the same chance as any other unlocked Glyph (though this has yet to be proven conclusively).&lt;br /&gt;
&lt;br /&gt;
There are currently no other ways to acquire LEMMISI other than by finding lying around it in a dungeon.&lt;br /&gt;
&lt;br /&gt;
==Stand-alone Use==&lt;br /&gt;
&lt;br /&gt;
Although revealing bits of the dungeon is helpful in some circumstances, the primary use of LEMMISI is for the Health and Mana regeneration triggered by exploring those bits.&lt;br /&gt;
&lt;br /&gt;
Thanks to this point, LEMMISI is often considered to have a casting cost of 0 Mana - because exploring 3 tiles normally restores 3 Mana, basically covering the cost of the spell itself.&lt;br /&gt;
&lt;br /&gt;
In addition, exploring 3 tiles also normally restores 3 Health points per Character Level - again, the same as exploring 3 tiles of the dungeon &amp;quot;in person&amp;quot;. Because it &amp;quot;costs no Mana&amp;quot;, and yet restores Health, LEMMISI is often considered a Healing spell. &lt;br /&gt;
&lt;br /&gt;
However, there are two caveats to this spell: &lt;br /&gt;
&lt;br /&gt;
For one, it only works if there are tiles left to explore. For these reasons, the use of LEMMISI is often restricted to the very late stage of the game, when most or all tiles that are ''reachable'' through normal movement have already been explored. LEMMISI is then used to explore the unreachable tiles, allowing the character to make use of up to 100% of the dungeon tiles available, prolonging their &amp;quot;staying power&amp;quot; against the dungeon Boss(es).&lt;br /&gt;
&lt;br /&gt;
Additionally, wounded monsters that are not Poisoned will regenerate at their normal rate for each tile explored. These effects makes LEMMISI a very different Glyph from &amp;quot;[[HALPMEH]]&amp;quot; (see more below). They also mean that LEMMISI is frequently used between battles rather than during battle.&lt;br /&gt;
&lt;br /&gt;
==LEMMISI vs. Exploration==&lt;br /&gt;
&lt;br /&gt;
As established above, using LEMMISI once is similar to exploring three tiles of the dungeon by moving next to them. However, there are several key differences.&lt;br /&gt;
&lt;br /&gt;
Again, LEMMISI can reveal dungeon tiles that you cannot normally reach with normal exploration. This includes tiles that are completely surrounded by walls, or that are blocked in any other way by monsters you can't defeat, Plants, or any other obstruction. If you cannot tunnel towards a tile, or otherwise remove the obstacle blocking you way to it, LEMMISI becomes the only methods of exploring this tile.&lt;br /&gt;
&lt;br /&gt;
LEMMISI also costs Mana. For most characters, this is not much of a problem, because if 3 tiles are explored with LEMMISI you will regain 3 Mana back, meaning that the spell broke even and basically cost you nothing. Note that this is not true for all Character Classes (see more below).&lt;br /&gt;
&lt;br /&gt;
The Mana cost also means that if you do not have enough Mana to pay LEMMISI's casting cost, you cannot use the spell at all. It doesn't matter if revealing 3 tiles would earn you the entire cost of your spell back - you cannot pay for it with the Mana you gain from its use.&lt;br /&gt;
&lt;br /&gt;
Furthermore, exploring dungeon tiles normally will ''gain'' you Mana, while using LEMMISI normally won't. By casting LEMMISI, you are usually exploiting tiles for Health regeneration alone - tiles that, if they had been explored normally, would've gained you both. &lt;br /&gt;
&lt;br /&gt;
Finally, you cannot control which tiles will be revealed by LEMMISI, or how many are revealed, as you do when manually exploring the dungeon. It will not necessarily reveal what's hiding behind that monster you can't defeat, or whether there are tunnels in the unreachable parts of the dungeon. It selects ''any'' 3 tiles that have not been explored and reveals them. The only case where you ''know'' in advance which tiles will be revealed is when there are 3 or fewer tiles left unexplored, in which case LEMMISI will reveal all of them.&lt;br /&gt;
&lt;br /&gt;
For these reasons, LEMMISI is generally used as in the late-game, after all reachable tiles have been explored.  &lt;br /&gt;
&lt;br /&gt;
==LEMMISI vs. HALPMEH==&lt;br /&gt;
&lt;br /&gt;
After using it a couple of times, the novice player may be deceived into thinking that LEMMISI is a Healing spell. However, while it is often used for Healing, LEMMISI is very different from the more traditional Healing spell - HALPMEH.&lt;br /&gt;
&lt;br /&gt;
On a ''normal'' casting, both spells appear to have a similar result: They cure 3 points of Health per Character Level. In addition, LEMMISI seems to have cost no Mana (after paying back for itself) and has revealed 3 dungeon tiles.&lt;br /&gt;
&lt;br /&gt;
And yet, as a Healing spell, HALPMEH is far more efficient nonetheless. There are two reasons for this, both stemming from the fact that LEMMISI is actually an Exploration spell, which works by exploiting unrevealed tiles as a means to regenerate Health.&lt;br /&gt;
&lt;br /&gt;
The first and most important reason is that when casting LEMMISI, all wounded monsters will regenerate their Health as normal - per each tile explored. This is basically the same as revealing three tiles by walking up to them, during combat. You regain Health - but so do your enemies. For this reason, the spell cannot be used in mid-fight to regenerate Health for defeating a stronger opponent, as he will normally regenerate faster than you. This does not happen with HALPMEH, which only heals you. This, of course, is a moot point if the character is also able to ''Poison'' his enemies!&lt;br /&gt;
&lt;br /&gt;
The second reason lies in the fact that some characters cannot regenerate Health properly anyway, like the [[Transmuter]]. For these characters, Health is not regenerated when exploring, and so will not regenerate through LEMMISI either. Of course, a Transmuter often relies on BLUDTUPOWA anyway, and so can use LEMMISI as a Mana-Regeneration spell rather than a Healing spell altogether.&lt;br /&gt;
&lt;br /&gt;
Of course, the opposite is also true - HALPMEH has some downsides when compared to LEMMISI, especially the fact that it drains Mana, eventually forcing you to explore anyway.&lt;br /&gt;
&lt;br /&gt;
Choosing which spell to use for healing really depends greatly on the type of character you've got, and your current progress in the Dungeon. While Mana and unexplored tiles are plentiful, HALPHEH works best, and is usable in mid-combat. Once tiles start becoming scarce, it may be necessary to conserve Mana and explore the unreachable tiles with LEMMISI to gain Health. It is impossible to outline the exact situations where either one should be used - this is really up to your own experience.&lt;br /&gt;
&lt;br /&gt;
==Scoring effects==&lt;br /&gt;
&lt;br /&gt;
LEMMISI is one of the Glyphs whose use can increase your score for a dungeon:&lt;br /&gt;
&lt;br /&gt;
*Each tile explored, with LEMMISI or otherwise, grants 4 points to your score. Since LEMMISI can reveal tiles that aren't normally reachable, it increases your potential score by around 300 points.&lt;br /&gt;
*The first time you use LEMMISI in the current dungeon will give you 200 points. Subsequent uses won't count. This works every time you pick up LEMMISI in any dungeon.&lt;br /&gt;
*Use the &amp;quot;LEMMISI Trick&amp;quot; 5 times in a dungeon to earn a bonus of 750 points.&lt;br /&gt;
** ''Info required: Please explain exactly what the game considers to be the &amp;quot;LEMMISI trick&amp;quot;, and what it doesn't.''&lt;br /&gt;
*LEMMISI is one of the ways to explore 95% or more of the dungeon. If this is done, you'll get a bonus of 800 points. Other ways are usually more wasteful, and involve tunneling with ENDISWAL, Knockback abilities, and so forth.&lt;br /&gt;
&lt;br /&gt;
==Spell Combos==&lt;br /&gt;
&lt;br /&gt;
===APHEELSIK===&lt;br /&gt;
&lt;br /&gt;
This is the most useful combo for LEMMISI.&lt;br /&gt;
&lt;br /&gt;
In stand-alone use, APHEELSIK allows the character to explore freely (and regenerate) in the middle of a battle, while keeping his target wounded and unable to regenerate.&lt;br /&gt;
&lt;br /&gt;
By combining this with LEMMISI, one can extend his ability to do so even when all reachable tiles have been explored. This basically prolongs the usefulness of APHEELSIK beyond the normal. You will be able to use APHEELSIK even during a prolonged boss fight (especially a second boss fight in Challenge dungeons), where other characters (without LEMMISI) would've run out of tiles and exhausted the usefulness of APHEELSIK.&lt;br /&gt;
&lt;br /&gt;
Combine with BLUDTUPOWA for a different regenerative effect.&lt;br /&gt;
&lt;br /&gt;
===BURNDAYRAZ===&lt;br /&gt;
&lt;br /&gt;
On its own, this combo is relatively useless. LEMMISI's primary effect is to regenerate Health at the expense of tile exploration, but normally breaks even as far as Mana regeneration is concerned. Therefore, characters who rely on repeated casting of BURNDAYRAZ cannot normally use LEMMISI to refill their Mana for another Fireball.&lt;br /&gt;
&lt;br /&gt;
However, this is turned on its head if the hero can acquire a third Glyph - BLUDTUPOWA, which enables him to regenerate much more Mana than he spends on LEMMISI. This can lead to quickly refilling your Mana (though at the expense of tiles).&lt;br /&gt;
&lt;br /&gt;
===BLUDTUPOWA===&lt;br /&gt;
&lt;br /&gt;
A very interesting combo, BLUDTUPOWA basically changes LEMMISI's function. While BLUDTUPOWA is activated, the exploration of tiles caused by LEMMISI will end up restoring no Health, but instead regenerate your Mana.&lt;br /&gt;
&lt;br /&gt;
BLUDTUPOWA causes tile exploration to regenerate 2 Mana instead of just 1. With 3 tiles explored from the use of LEMMISI, you will have gained (2*3)= 6 Mana per use. This outweighs the cost of casting LEMMISI by 3 Mana. So the spell actually earns you (6-3)= 3 Mana points per use!&lt;br /&gt;
&lt;br /&gt;
This use of LEMMISI is best saved for the end-game, the same as normal LEMMISI use. If you can actually explore 3 tiles yourself, there's no reason to use LEMMISI, because actual exploration of the same number of tiles would yield you 6 Mana instead of only 3. It is only when no more tiles are left to explore by foot that you can start using LEMMISI for this purpose, sucking out what Mana remains in the unexplored, unreachable sections of the dungeon.&lt;br /&gt;
&lt;br /&gt;
This Mana can be used to cast any other spell, as normal.&lt;br /&gt;
&lt;br /&gt;
==Specific Classes==&lt;br /&gt;
&lt;br /&gt;
===Monk===&lt;br /&gt;
&lt;br /&gt;
The Monk has a special benefit from LEMMISI that makes it a more lucrative choice as a Healing spell than HALPMEH. Monks regenerate 2 Health points per Character Levl for each tile they explore, instead of the normal 1. As a result, they will heal extremely rapidly whenever LEMMISI is cast, without spending any Mana in the process. This also means they conserve unexplored tiles much better than other users of LEMMISI.&lt;br /&gt;
&lt;br /&gt;
As a result, once the Monk has reached the final stage of the dungeon (fighting the bosses), he retains a very large number of unexplored tiles to use for regenerating his Health. This is primarily useful if the Monk can get a hold of APHEELSIK. Otherwise, use it to heal up for the Boss fight.&lt;br /&gt;
&lt;br /&gt;
===Wizard===&lt;br /&gt;
&lt;br /&gt;
To the Wizard, a single use of LEMMISI costs only 2 mana instead of the normal 3. When it reveals 3 tiles, it restores 3 Mana as normal. Therefore, for each use of LEMMISI, the Wizard gains 1 point of Mana along with any Health gain involved.&lt;br /&gt;
&lt;br /&gt;
This is generally not very useful, as you gain 1 Mana for the cost of 3 Dungeon Tiles, and the Health regain isn't very useful for Wizards to begin with. However, when BLUDTUPOWA is added as a second Glyph and activated, each use of LEMMISI will restore 6 Mana instead of 3. The bottom line: You spend 2 Mana to cast the spell, earn 6 Mana back, giving you a total benefit of 4 Mana per casting.&lt;br /&gt;
&lt;br /&gt;
This allows a quick re-charge of Mana when reachable unexplored tiles have been exhausted. With APHEELSIK of course, it allows rapid regeneration of Mana during combat.&lt;br /&gt;
&lt;br /&gt;
===Sorcerer===&lt;br /&gt;
&lt;br /&gt;
The Sorcerer makes excellent use of LEMMISI due to his natural ability to gain Health whenever he spends Mana. For each Mana point he spends, he gains exactly 2 points of Health. Since LEMMISI costs 3 Mana to cast, each use will gain the Sorcerer +6 Health on top of whatever Health regeneration is received from the explored tiles. This allows very rapid Healing, and can essentially turn the Sorcerer into a formidable Melee combatant.&lt;br /&gt;
&lt;br /&gt;
With BLUDTUPOWA acquired and activated, the effect is completely different: You gain +3 Mana from the extra regenerative effect of BLUDTUPOWA, and an additional 6 Health given by spending the casting cost of LEMMISI. This extra Health is derived directly from the Sorcerer's abilities, so it is not canceled out by BLUDTUPOWA.&lt;br /&gt;
&lt;br /&gt;
Again, combine with APHEELSIK for best results.&lt;br /&gt;
&lt;br /&gt;
===Assassin, Bloodmage===&lt;br /&gt;
&lt;br /&gt;
These characters start with the APHEELSIK and BLUDTUPOWA glyphs, respectively. Since these Glyphs make strong combos with LEMMISI, they have an extra advantage when they find the LEMMISI Glyph. Other than that, neither character actually makes terribly good use of these combos.&lt;br /&gt;
&lt;br /&gt;
===Transmuter===&lt;br /&gt;
&lt;br /&gt;
The Transmuter is a special case because he does not regenerate Health from exploration. And since the regenerative effects of LEMMISI are normally the result of revealing tiles, the Transmuter gains nothing from its use. He will spend 3 Mana, gain 3 Mana from the regeneration, and that's it.&lt;br /&gt;
&lt;br /&gt;
Of course, the spell still retains some usefulness if BLUDTUPOWA is found, as a means to regenerate Mana. However, since the Transmuter rarely if ever has a problem exploring more tiles (he regularly tunnels through walls anyway to regain Health), this is of limited use.&lt;br /&gt;
&lt;br /&gt;
===Vampire===&lt;br /&gt;
&lt;br /&gt;
Using LEMMISI when playing the Vampire is a terrible mistake. Vampires not only do not gain Health from exploration, they actually LOSE 1 point of Health for each tile they explore. As a result, they have nothing to gain from LEMMISI. To make things worse, the casting cost of LEMMISI, like all other Glyphs, comes out of the Vampire's Health instead of his Mana. Therefore, he pays 3 Health to cast the spell, then loses another 3 Health from the revealed tiles, and gains absolutely nothing.&lt;br /&gt;
&lt;br /&gt;
Convert the Glyph on sight!&lt;br /&gt;
&lt;br /&gt;
==LEMMISI and the Gods==&lt;br /&gt;
&lt;br /&gt;
Several Gods in the game have various opinions about the use of LEMMISI - they may favour it or reject it, depending on their own particular creeds.&lt;br /&gt;
&lt;br /&gt;
===Taurog===&lt;br /&gt;
&lt;br /&gt;
As with any other Glyph, [[Taurog]] will penalize you -5 Piety points every time you use LEMMISI. Also, his reduction of Maximum Mana means you will usually remain with too little Mana to use the Glyph anyway.&lt;br /&gt;
&lt;br /&gt;
===Binlor Ironshield===&lt;br /&gt;
&lt;br /&gt;
[[Binlor]] is also averse to the use of spells, and will inflict a penalty of -1 Piety point per each use of LEMMISI, as with all other Glyphs (except [[ENDISWAL]]).&lt;br /&gt;
&lt;br /&gt;
===Mystera Annur===&lt;br /&gt;
&lt;br /&gt;
[[Mystera Annur]] grants +1 Piety for each use of LEMMISI (As with any other spell). This is doubled to +2 Piety if you've also acquired the &amp;quot;Faith&amp;quot; boon from her.&lt;br /&gt;
&lt;br /&gt;
Using LEMMISI on its own for this purpose is rather wasteful, but is a quick way to gain a large amount of Piety if you need Piety more than you need unexplored tiles for Mana regeneration. This is because you can cast it as long as there are tiles left to explore.&lt;br /&gt;
&lt;br /&gt;
With BLUDTUPOWA, the balance changes a little. LEMMISI will then both restore your Mana (very important for worshippers of the Arcane Goddess) and gain you Piety. Again, this is best used only when strapped for Piety points, or when Mana regeneration is no longer an issue.&lt;br /&gt;
&lt;br /&gt;
===Pactmaker===&lt;br /&gt;
&lt;br /&gt;
Using LEMMISI ''before'' joining Pactmaker may be a good gamble, because upon joining, The Pactmaker will award you Piety points based on the number of tiles you've explored. If you want to start off with a large amount of Piety, you can cast LEMMISI as many times as required (or as possible) to explore large parts of the dungeon. Of course, this is a poor substitute to actually exploring on foot, so it's not recommended unless you know exactly what you're doing.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{DDNav}}&lt;/div&gt;</summary>
		<author><name>Headrock</name></author>	</entry>

	<entry>
		<id>http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=Alpha:LEMMISI&amp;diff=2411</id>
		<title>Alpha:LEMMISI</title>
		<link rel="alternate" type="text/html" href="http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=Alpha:LEMMISI&amp;diff=2411"/>
				<updated>2010-12-14T03:38:39Z</updated>
		
		<summary type="html">&lt;p&gt;Headrock: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{DDGlyph&lt;br /&gt;
|title=LEMMISI&lt;br /&gt;
|image=[[File:LemmisiLarge.png|75px]]&lt;br /&gt;
|mana=3&lt;br /&gt;
|effect=Reveal 3 random unexplored dungeon tiles&lt;br /&gt;
|unlocked=None&lt;br /&gt;
|notes=None&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
LEMMISI (&amp;quot;Let Me See&amp;quot;) is one of the [[Glyphs]] you can find in a game of Desktop Dungeons. When used, this Glyph reveals 3 unexplored dungeon tiles selected at random. The Glyph is available for any fresh profile.&lt;br /&gt;
&lt;br /&gt;
==Usage==&lt;br /&gt;
&lt;br /&gt;
LEMMISI is cast by simply clicking it.&lt;br /&gt;
&lt;br /&gt;
Each use of CYDSTEPP costs 3 [[Mana]], except for the [[Wizard]] for whom it costs only 2 Mana, and the [[Berserker]] for whom it costs 5.&lt;br /&gt;
&lt;br /&gt;
The spell may still be used if there are less than 3 unexplored tiles remaining (or none), and will cost the same amount of Mana regardless.&lt;br /&gt;
&lt;br /&gt;
==Effect==&lt;br /&gt;
&lt;br /&gt;
When cast, LEMMISI randomly selects 3 tiles which have not yet been explored in the current dungeon. It then proceeds to reveal those tiles.&lt;br /&gt;
&lt;br /&gt;
If only 3 or fewer tiles are left unexplored, they are revealed in the same way. If the dungeon has no unexplored tiles remaining, the spell is cast successfully but without any effect.&lt;br /&gt;
&lt;br /&gt;
Revealing tiles counts as exploration for all intents and purposes. This normally means that you will regenerate Health and Mana for each explored tile as normal for your character, and count towards the number of tiles explored on this dungeon (for [[Scoring]] purposes and other effects).&lt;br /&gt;
In addition, your enemy will also regenerate his Health (unless inflicted with Poison from any source) as occurs during normal exploration.&lt;br /&gt;
&lt;br /&gt;
Tiles are chosen completely at random from the remaining unexplored tiles left in the dungeon. It is impossible to tell LEMMISI which tiles to reveal.&lt;br /&gt;
&lt;br /&gt;
Also, this means that LEMMISI can reveal tiles that are not explorable by simple walking around the maze - like tiles surrounded by walls. In fact, LEMMISI is the only current way to reveal such tiles other than tunneling towards them (with ENDISWAL or other similar effects).&lt;br /&gt;
&lt;br /&gt;
==Availability==&lt;br /&gt;
&lt;br /&gt;
LEMMISI is unlocked from the moment you install Desktop Dungeons. It has a certain chance to appear in each dungeon you play, supposedly the same chance as any other unlocked Glyph (though this has yet to be proven conclusively).&lt;br /&gt;
&lt;br /&gt;
There are currently no other ways to acquire LEMMISI other than by finding lying around it in a dungeon.&lt;br /&gt;
&lt;br /&gt;
==Stand-alone Use==&lt;br /&gt;
&lt;br /&gt;
Although revealing bits of the dungeon is helpful in some circumstances, the primary use of LEMMISI is for the Health and Mana regeneration triggered by exploring those bits.&lt;br /&gt;
&lt;br /&gt;
Thanks to this point, LEMMISI is often considered to have a casting cost of 0 Mana - because exploring 3 tiles normally restores 3 Mana, basically covering the cost of the spell itself.&lt;br /&gt;
&lt;br /&gt;
In addition, exploring 3 tiles also normally restores 3 Health points per Character Level - again, the same as exploring 3 tiles of the dungeon &amp;quot;in person&amp;quot;. Because it &amp;quot;costs no Mana&amp;quot;, and yet restores Health, LEMMISI is often considered a Healing spell. &lt;br /&gt;
&lt;br /&gt;
However, there are two caveats to this spell: &lt;br /&gt;
&lt;br /&gt;
For one, it only works if there are tiles left to explore. For these reasons, the use of LEMMISI is often restricted to the very late stage of the game, when most or all tiles that are ''reachable'' through normal movement have already been explored. LEMMISI is then used to explore the unreachable tiles, allowing the character to make use of up to 100% of the dungeon tiles available, prolonging their &amp;quot;staying power&amp;quot; against the dungeon Boss(es).&lt;br /&gt;
&lt;br /&gt;
Additionally, wounded monsters that are not Poisoned will regenerate at their normal rate for each tile explored. These effects makes LEMMISI a very different Glyph from &amp;quot;[[HALPMEH]]&amp;quot; (see more below). They also mean that LEMMISI is frequently used between battles rather than during battle.&lt;br /&gt;
&lt;br /&gt;
==LEMMISI vs. Exploration==&lt;br /&gt;
&lt;br /&gt;
As established above, using LEMMISI once is similar to exploring three tiles of the dungeon by moving next to them. However, there are several key differences.&lt;br /&gt;
&lt;br /&gt;
Again, LEMMISI can reveal dungeon tiles that you cannot normally reach with normal exploration. This includes tiles that are completely surrounded by walls, or that are blocked in any other way by monsters you can't defeat, Plants, or any other obstruction. If you cannot tunnel towards a tile, or otherwise remove the obstacle blocking you way to it, LEMMISI becomes the only methods of exploring this tile.&lt;br /&gt;
&lt;br /&gt;
LEMMISI also costs Mana. For most characters, this is not much of a problem, because if 3 tiles are explored with LEMMISI you will regain 3 Mana back, meaning that the spell broke even and basically cost you nothing. Note that this is not true for all Character Classes (see more below).&lt;br /&gt;
&lt;br /&gt;
The Mana cost also means that if you do not have enough Mana to pay LEMMISI's casting cost, you cannot use the spell at all. It doesn't matter if revealing 3 tiles would earn you the entire cost of your spell back - you cannot pay for it with the Mana you gain from its use.&lt;br /&gt;
&lt;br /&gt;
Furthermore, exploring dungeon tiles normally will ''gain'' you Mana, while using LEMMISI normally won't. By casting LEMMISI, you are usually exploiting tiles for Health regeneration alone - tiles that, if they had been explored normally, would've gained you both. &lt;br /&gt;
&lt;br /&gt;
Finally, you cannot control which tiles will be revealed by LEMMISI, or how many are revealed, as you do when manually exploring the dungeon. It will not necessarily reveal what's hiding behind that monster you can't defeat, or whether there are tunnels in the unreachable parts of the dungeon. It selects ''any'' 3 tiles that have not been explored and reveals them. The only case where you ''know'' in advance which tiles will be revealed is when there are 3 or fewer tiles left unexplored, in which case LEMMISI will reveal all of them.&lt;br /&gt;
&lt;br /&gt;
For these reasons, LEMMISI is generally used as in the late-game, after all reachable tiles have been explored.  &lt;br /&gt;
&lt;br /&gt;
==LEMMISI vs. HALPMEH==&lt;br /&gt;
&lt;br /&gt;
After using it a couple of times, the novice player may be deceived into thinking that LEMMISI is a Healing spell. However, while it is often used for Healing, LEMMISI is very different from the more traditional Healing spell - HALPMEH.&lt;br /&gt;
&lt;br /&gt;
On a ''normal'' casting, both spells appear to have a similar result: They cure 3 points of Health per Character Level. In addition, LEMMISI seems to have cost no Mana (after paying back for itself) and has revealed 3 dungeon tiles.&lt;br /&gt;
&lt;br /&gt;
And yet, as a Healing spell, HALPMEH is far more efficient nonetheless. There are two reasons for this, both stemming from the fact that LEMMISI is actually an Exploration spell, which works by exploiting unrevealed tiles as a means to regenerate Health.&lt;br /&gt;
&lt;br /&gt;
The first and most important reason is that when casting LEMMISI, all wounded monsters will regenerate their Health as normal - per each tile explored. This is basically the same as revealing three tiles by walking up to them, during combat. You regain Health - but so do your enemies. For this reason, the spell cannot be used in mid-fight to regenerate Health for defeating a stronger opponent, as he will normally regenerate faster than you. This does not happen with HALPMEH, which only heals you. This, of course, is a moot point if the character is also able to ''Poison'' his enemies!&lt;br /&gt;
&lt;br /&gt;
The second reason lies in the fact that some characters cannot regenerate Health properly anyway, like the [[Transmuter]]. For these characters, Health is not regenerated when exploring, and so will not regenerate through LEMMISI either. Of course, a Transmuter often relies on BLUDTUPOWA anyway, and so can use LEMMISI as a Mana-Regeneration spell rather than a Healing spell altogether.&lt;br /&gt;
&lt;br /&gt;
Of course, the opposite is also true - HALPMEH has some downsides when compared to LEMMISI, especially the fact that it drains Mana, eventually forcing you to explore anyway.&lt;br /&gt;
&lt;br /&gt;
Choosing which spell to use for healing really depends greatly on the type of character you've got, and your current progress in the Dungeon. While Mana and unexplored tiles are plentiful, HALPHEH works best, and is usable in mid-combat. Once tiles start becoming scarce, it may be necessary to conserve Mana and explore the unreachable tiles with LEMMISI to gain Health. It is impossible to outline the exact situations where either one should be used - this is really up to your own experience.&lt;br /&gt;
&lt;br /&gt;
==Scoring effects==&lt;br /&gt;
&lt;br /&gt;
LEMMISI is one of the Glyphs whose use can increase your score for a dungeon:&lt;br /&gt;
&lt;br /&gt;
*Each tile explored, with LEMMISI or otherwise, grants 4 points to your score. Since LEMMISI can reveal tiles that aren't normally reachable, it increases your potential score by around 300 points.&lt;br /&gt;
*The first time you use LEMMISI in the current dungeon will give you 200 points. Subsequent uses won't count. This works every time you pick up LEMMISI in any dungeon.&lt;br /&gt;
*Use the &amp;quot;LEMMISI Trick&amp;quot; 5 times in a dungeon to earn a bonus of 750 points.&lt;br /&gt;
** ''Info required: Please explain exactly what the game considers to be the &amp;quot;LEMMISI trick&amp;quot;, and what it doesn't.''&lt;br /&gt;
*LEMMISI is one of the ways to explore 95% or more of the dungeon. If this is done, you'll get a bonus of 800 points. Other ways are usually more wasteful, and involve tunneling with ENDISWAL, Knockback abilities, and so forth.&lt;br /&gt;
&lt;br /&gt;
==Spell Combos==&lt;br /&gt;
&lt;br /&gt;
===APHEELSIK===&lt;br /&gt;
&lt;br /&gt;
This is the most useful combo for LEMMISI.&lt;br /&gt;
&lt;br /&gt;
In stand-alone use, APHEELSIK allows the character to explore freely (and regenerate) in the middle of a battle, while keeping his target wounded and unable to regenerate.&lt;br /&gt;
&lt;br /&gt;
By combining this with LEMMISI, one can extend his ability to do so even when all reachable tiles have been explored. This basically prolongs the usefulness of APHEELSIK beyond the normal. You will be able to use APHEELSIK even during a prolonged boss fight (especially a second boss fight in Challenge dungeons), where other characters (without LEMMISI) would've run out of tiles and exhausted the usefulness of APHEELSIK.&lt;br /&gt;
&lt;br /&gt;
Combine with BLUDTUPOWA for a different regenerative effect.&lt;br /&gt;
&lt;br /&gt;
===BURNDAYRAZ===&lt;br /&gt;
&lt;br /&gt;
On its own, this combo is relatively useless. LEMMISI's primary effect is to regenerate Health at the expense of tile exploration, but normally breaks even as far as Mana regeneration is concerned. Therefore, characters who rely on repeated casting of BURNDAYRAZ cannot normally use LEMMISI to refill their Mana for another Fireball.&lt;br /&gt;
&lt;br /&gt;
However, this is turned on its head if the hero can acquire a third Glyph - BLUDTUPOWA, which enables him to regenerate much more Mana than he spends on LEMMISI. This can lead to quickly refilling your Mana (though at the expense of tiles).&lt;br /&gt;
&lt;br /&gt;
===BLUDTUPOWA===&lt;br /&gt;
&lt;br /&gt;
A very interesting combo, BLUDTUPOWA basically changes LEMMISI's function. While BLUDTUPOWA is activated, the exploration of tiles caused by LEMMISI will end up restoring no Health, but instead regenerate your Mana.&lt;br /&gt;
&lt;br /&gt;
BLUDTUPOWA causes tile exploration to regenerate 2 Mana instead of just 1. With 3 tiles explored from the use of LEMMISI, you will have gained (2*3)= 6 Mana per use. This outweighs the cost of casting LEMMISI by 3 Mana. So the spell actually earns you (6-3)= 3 Mana points per use!&lt;br /&gt;
&lt;br /&gt;
This use of LEMMISI is best saved for the end-game, the same as normal LEMMISI use. If you can actually explore 3 tiles yourself, there's no reason to use LEMMISI, because actual exploration of the same number of tiles would yield you 6 Mana instead of only 3. It is only when no more tiles are left to explore by foot that you can start using LEMMISI for this purpose, sucking out what Mana remains in the unexplored, unreachable sections of the dungeon.&lt;br /&gt;
&lt;br /&gt;
This Mana can be used to cast any other spell, as normal.&lt;br /&gt;
&lt;br /&gt;
==Specific Classes==&lt;br /&gt;
&lt;br /&gt;
===Monk===&lt;br /&gt;
&lt;br /&gt;
The Monk has a special benefit from LEMMISI that makes it a more lucrative choice as a Healing spell than HALPMEH. Monks regenerate 2 Health points per Character Levl for each tile they explore, instead of the normal 1. As a result, they will heal extremely rapidly whenever LEMMISI is cast, without spending any Mana in the process. This also means they conserve unexplored tiles much better than other users of LEMMISI.&lt;br /&gt;
&lt;br /&gt;
As a result, once the Monk has reached the final stage of the dungeon (fighting the bosses), he retains a very large number of unexplored tiles to use for regenerating his Health. This is primarily useful if the Monk can get a hold of APHEELSIK. Otherwise, use it to heal up for the Boss fight.&lt;br /&gt;
&lt;br /&gt;
===Wizard===&lt;br /&gt;
&lt;br /&gt;
To the Wizard, a single use of LEMMISI costs only 2 mana instead of the normal 3. When it reveals 3 tiles, it restores 3 Mana as normal. Therefore, for each use of LEMMISI, the Wizard gains 1 point of Mana along with any Health gain involved.&lt;br /&gt;
&lt;br /&gt;
This is generally not very useful, as you gain 1 Mana for the cost of 3 Dungeon Tiles, and the Health regain isn't very useful for Wizards to begin with. However, when BLUDTUPOWA is added as a second Glyph and activated, each use of LEMMISI will restore 6 Mana instead of 3. The bottom line: You spend 2 Mana to cast the spell, earn 6 Mana back, giving you a total benefit of 4 Mana per casting.&lt;br /&gt;
&lt;br /&gt;
This allows a quick re-charge of Mana when reachable unexplored tiles have been exhausted. With APHEELSIK of course, it allows rapid regeneration of Mana during combat.&lt;br /&gt;
&lt;br /&gt;
===Sorcerer===&lt;br /&gt;
&lt;br /&gt;
The Sorcerer makes excellent use of LEMMISI due to his natural ability to gain Health whenever he spends Mana. For each Mana point he spends, he gains exactly 2 points of Health. Since LEMMISI costs 3 Mana to cast, each use will gain the Sorcerer +6 Health on top of whatever Health regeneration is received from the explored tiles. This allows very rapid Healing, and can essentially turn the Sorcerer into a formidable Melee combatant.&lt;br /&gt;
&lt;br /&gt;
With BLUDTUPOWA acquired and activated, the effect is completely different: You gain +3 Mana from the extra regenerative effect of BLUDTUPOWA, and an additional 6 Health given by spending the casting cost of LEMMISI. This extra Health is derived directly from the Sorcerer's abilities, so it is not canceled out by BLUDTUPOWA.&lt;br /&gt;
&lt;br /&gt;
Again, combine with APHEELSIK for best results.&lt;br /&gt;
&lt;br /&gt;
===Assassin, Bloodmage===&lt;br /&gt;
&lt;br /&gt;
These characters start with the APHEELSIK and BLUDTUPOWA glyphs, respectively. Since these Glyphs make strong combos with LEMMISI, they have an extra advantage when they find the LEMMISI Glyph. Other than that, neither character actually makes terribly good use of these combos.&lt;br /&gt;
&lt;br /&gt;
===Transmuter===&lt;br /&gt;
&lt;br /&gt;
The Transmuter is a special case because he does not regenerate Health from exploration. And since the regenerative effects of LEMMISI are normally the result of revealing tiles, the Transmuter gains nothing from its use. He will spend 3 Mana, gain 3 Mana from the regeneration, and that's it.&lt;br /&gt;
&lt;br /&gt;
Of course, the spell still retains some usefulness if BLUDTUPOWA is found, as a means to regenerate Mana. However, since the Transmuter rarely if ever has a problem exploring more tiles (he regularly tunnels through walls anyway to regain Health), this is of limited use.&lt;br /&gt;
&lt;br /&gt;
===Vampire===&lt;br /&gt;
&lt;br /&gt;
Using LEMMISI when playing the Vampire is a terrible mistake. Vampires not only do not gain Health from exploration, they actually LOSE 1 point of Health for each tile they explore. As a result, they have nothing to gain from LEMMISI. To make things worse, the casting cost of LEMMISI, like all other Glyphs, comes out of the Vampire's Health instead of his Mana. Therefore, he pays 3 Health to cast the spell, then loses another 3 Health from the revealed tiles, and gains absolutely nothing.&lt;br /&gt;
&lt;br /&gt;
Convert the Glyph on sight!&lt;br /&gt;
&lt;br /&gt;
==LEMMISI and the Gods==&lt;br /&gt;
&lt;br /&gt;
Several Gods in the game have various opinions about the use of LEMMISI - they may favour it or reject it, depending on their own particular creeds.&lt;br /&gt;
&lt;br /&gt;
===Taurog===&lt;br /&gt;
&lt;br /&gt;
As with any other Glyph, [[Taurog]] will penalize you -5 Piety points every time you use LEMMISI. Also, his reduction of Maximum Mana means you will usually remain with too little Mana to use the Glyph anyway.&lt;br /&gt;
&lt;br /&gt;
===Binlor Ironshield===&lt;br /&gt;
&lt;br /&gt;
[[Binlor]] is also averse to the use of spells, and will inflict a penalty of -1 Piety point per each use of LEMMISI, as with all other Glyphs (except [[ENDISWAL]]).&lt;br /&gt;
&lt;br /&gt;
===Mystera Annur===&lt;br /&gt;
&lt;br /&gt;
[[Mystera Annur]] grants +1 Piety for each use of LEMMISI (As with any other spell). This is doubled to +2 Piety if you've also acquired the &amp;quot;Faith&amp;quot; boon from her.&lt;br /&gt;
&lt;br /&gt;
Using LEMMISI on its own for this purpose is rather wasteful, but is a quick way to gain a large amount of Piety if you need Piety more than you need unexplored tiles for Mana regeneration. This is because you can cast it as long as there are tiles left to explore.&lt;br /&gt;
&lt;br /&gt;
With BLUDTUPOWA, the balance changes a little. LEMMISI will then both restore your Mana (very important for worshippers of the Arcane Goddess) and gain you Piety. Again, this is best used only when strapped for Piety points, or when Mana regeneration is no longer an issue.&lt;br /&gt;
&lt;br /&gt;
===Pactmaker===&lt;br /&gt;
&lt;br /&gt;
Using LEMMISI ''before'' joining Pactmaker may be a good gamble, because upon joining, The Pactmaker will award you Piety points based on the number of tiles you've explored. If you want to start off with a large amount of Piety, you can cast LEMMISI as many times as required (or as possible) to explore large parts of the dungeon. Of course, this is a poor substitute to actually exploring on foot, so it's not recommended unless you know exactly what you're doing.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{DDNav}}&lt;/div&gt;</summary>
		<author><name>Headrock</name></author>	</entry>

	<entry>
		<id>http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=Alpha:LEMMISI&amp;diff=2410</id>
		<title>Alpha:LEMMISI</title>
		<link rel="alternate" type="text/html" href="http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=Alpha:LEMMISI&amp;diff=2410"/>
				<updated>2010-12-14T03:26:38Z</updated>
		
		<summary type="html">&lt;p&gt;Headrock: /* Sorcerer */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{DDGlyph&lt;br /&gt;
|title=LEMMISI&lt;br /&gt;
|image=[[File:LemmisiLarge.png|75px]]&lt;br /&gt;
|mana=10&lt;br /&gt;
|effect=Reveal 3 random unexplored dungeon tiles&lt;br /&gt;
|unlocked=None&lt;br /&gt;
|notes=None&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
LEMMISI (&amp;quot;Let Me See&amp;quot;) is one of the [[Glyphs]] you can find in a game of Desktop Dungeons. When used, this Glyph reveals 3 unexplored dungeon tiles selected at random. The Glyph is available for any fresh profile.&lt;br /&gt;
&lt;br /&gt;
==Usage==&lt;br /&gt;
&lt;br /&gt;
LEMMISI is cast by simply clicking it.&lt;br /&gt;
&lt;br /&gt;
Each use of CYDSTEPP costs 3 [[Mana]], except for the [[Wizard]] for whom it costs only 2 Mana, and the [[Berserker]] for whom it costs 5.&lt;br /&gt;
&lt;br /&gt;
The spell may still be used if there are less than 3 unexplored tiles remaining (or none), and will cost the same amount of Mana regardless.&lt;br /&gt;
&lt;br /&gt;
==Effect==&lt;br /&gt;
&lt;br /&gt;
When cast, LEMMISI randomly selects 3 tiles which have not yet been explored in the current dungeon. It then proceeds to reveal those tiles.&lt;br /&gt;
&lt;br /&gt;
If only 3 or fewer tiles are left unexplored, they are revealed in the same way. If the dungeon has no unexplored tiles remaining, the spell is cast successfully but without any effect.&lt;br /&gt;
&lt;br /&gt;
Revealing tiles counts as exploration for all intents and purposes. This normally means that you will regenerate Health and Mana for each explored tile as normal for your character, and count towards the number of tiles explored on this dungeon (for [[Scoring]] purposes and other effects).&lt;br /&gt;
In addition, your enemy will also regenerate his Health (unless inflicted with Poison from any source) as occurs during normal exploration.&lt;br /&gt;
&lt;br /&gt;
Tiles are chosen completely at random from the remaining unexplored tiles left in the dungeon. It is impossible to tell LEMMISI which tiles to reveal.&lt;br /&gt;
&lt;br /&gt;
Also, this means that LEMMISI can reveal tiles that are not explorable by simple walking around the maze - like tiles surrounded by walls. In fact, LEMMISI is the only current way to reveal such tiles other than tunneling towards them (with ENDISWAL or other similar effects).&lt;br /&gt;
&lt;br /&gt;
==Availability==&lt;br /&gt;
&lt;br /&gt;
LEMMISI is unlocked from the moment you install Desktop Dungeons. It has a certain chance to appear in each dungeon you play, supposedly the same chance as any other unlocked Glyph (though this has yet to be proven conclusively).&lt;br /&gt;
&lt;br /&gt;
There are currently no other ways to acquire LEMMISI other than by finding lying around it in a dungeon.&lt;br /&gt;
&lt;br /&gt;
==Stand-alone Use==&lt;br /&gt;
&lt;br /&gt;
Although revealing bits of the dungeon is helpful in some circumstances, the primary use of LEMMISI is for the Health and Mana regeneration triggered by exploring those bits.&lt;br /&gt;
&lt;br /&gt;
Thanks to this point, LEMMISI is often considered to have a casting cost of 0 Mana - because exploring 3 tiles normally restores 3 Mana, basically covering the cost of the spell itself.&lt;br /&gt;
&lt;br /&gt;
In addition, exploring 3 tiles also normally restores 3 Health points per Character Level - again, the same as exploring 3 tiles of the dungeon &amp;quot;in person&amp;quot;. Because it &amp;quot;costs no Mana&amp;quot;, and yet restores Health, LEMMISI is often considered a Healing spell. &lt;br /&gt;
&lt;br /&gt;
However, there are two caveats to this spell: &lt;br /&gt;
&lt;br /&gt;
For one, it only works if there are tiles left to explore. For these reasons, the use of LEMMISI is often restricted to the very late stage of the game, when most or all tiles that are ''reachable'' through normal movement have already been explored. LEMMISI is then used to explore the unreachable tiles, allowing the character to make use of up to 100% of the dungeon tiles available, prolonging their &amp;quot;staying power&amp;quot; against the dungeon Boss(es).&lt;br /&gt;
&lt;br /&gt;
Additionally, wounded monsters that are not Poisoned will regenerate at their normal rate for each tile explored. These effects makes LEMMISI a very different Glyph from &amp;quot;[[HALPMEH]]&amp;quot; (see more below). They also mean that LEMMISI is frequently used between battles rather than during battle.&lt;br /&gt;
&lt;br /&gt;
==LEMMISI vs. Exploration==&lt;br /&gt;
&lt;br /&gt;
As established above, using LEMMISI once is similar to exploring three tiles of the dungeon by moving next to them. However, there are several key differences.&lt;br /&gt;
&lt;br /&gt;
Again, LEMMISI can reveal dungeon tiles that you cannot normally reach with normal exploration. This includes tiles that are completely surrounded by walls, or that are blocked in any other way by monsters you can't defeat, Plants, or any other obstruction. If you cannot tunnel towards a tile, or otherwise remove the obstacle blocking you way to it, LEMMISI becomes the only methods of exploring this tile.&lt;br /&gt;
&lt;br /&gt;
LEMMISI also costs Mana. For most characters, this is not much of a problem, because if 3 tiles are explored with LEMMISI you will regain 3 Mana back, meaning that the spell broke even and basically cost you nothing. Note that this is not true for all Character Classes (see more below).&lt;br /&gt;
&lt;br /&gt;
The Mana cost also means that if you do not have enough Mana to pay LEMMISI's casting cost, you cannot use the spell at all. It doesn't matter if revealing 3 tiles would earn you the entire cost of your spell back - you cannot pay for it with the Mana you gain from its use.&lt;br /&gt;
&lt;br /&gt;
Furthermore, exploring dungeon tiles normally will ''gain'' you Mana, while using LEMMISI normally won't. By casting LEMMISI, you are usually exploiting tiles for Health regeneration alone - tiles that, if they had been explored normally, would've gained you both. &lt;br /&gt;
&lt;br /&gt;
Finally, you cannot control which tiles will be revealed by LEMMISI, or how many are revealed, as you do when manually exploring the dungeon. It will not necessarily reveal what's hiding behind that monster you can't defeat, or whether there are tunnels in the unreachable parts of the dungeon. It selects ''any'' 3 tiles that have not been explored and reveals them. The only case where you ''know'' in advance which tiles will be revealed is when there are 3 or fewer tiles left unexplored, in which case LEMMISI will reveal all of them.&lt;br /&gt;
&lt;br /&gt;
For these reasons, LEMMISI is generally used as in the late-game, after all reachable tiles have been explored.  &lt;br /&gt;
&lt;br /&gt;
==LEMMISI vs. HALPMEH==&lt;br /&gt;
&lt;br /&gt;
After using it a couple of times, the novice player may be deceived into thinking that LEMMISI is a Healing spell. However, while it is often used for Healing, LEMMISI is very different from the more traditional Healing spell - HALPMEH.&lt;br /&gt;
&lt;br /&gt;
On a ''normal'' casting, both spells appear to have a similar result: They cure 3 points of Health per Character Level. In addition, LEMMISI seems to have cost no Mana (after paying back for itself) and has revealed 3 dungeon tiles.&lt;br /&gt;
&lt;br /&gt;
And yet, as a Healing spell, HALPMEH is far more efficient nonetheless. There are two reasons for this, both stemming from the fact that LEMMISI is actually an Exploration spell, which works by exploiting unrevealed tiles as a means to regenerate Health.&lt;br /&gt;
&lt;br /&gt;
The first and most important reason is that when casting LEMMISI, all wounded monsters will regenerate their Health as normal - per each tile explored. This is basically the same as revealing three tiles by walking up to them, during combat. You regain Health - but so do your enemies. For this reason, the spell cannot be used in mid-fight to regenerate Health for defeating a stronger opponent, as he will normally regenerate faster than you. This does not happen with HALPMEH, which only heals you. This, of course, is a moot point if the character is also able to ''Poison'' his enemies!&lt;br /&gt;
&lt;br /&gt;
The second reason lies in the fact that some characters cannot regenerate Health properly anyway, like the [[Transmuter]]. For these characters, Health is not regenerated when exploring, and so will not regenerate through LEMMISI either. Of course, a Transmuter often relies on BLUDTUPOWA anyway, and so can use LEMMISI as a Mana-Regeneration spell rather than a Healing spell altogether.&lt;br /&gt;
&lt;br /&gt;
Of course, the opposite is also true - HALPMEH has some downsides when compared to LEMMISI, especially the fact that it drains Mana, eventually forcing you to explore anyway.&lt;br /&gt;
&lt;br /&gt;
Choosing which spell to use for healing really depends greatly on the type of character you've got, and your current progress in the Dungeon. While Mana and unexplored tiles are plentiful, HALPHEH works best, and is usable in mid-combat. Once tiles start becoming scarce, it may be necessary to conserve Mana and explore the unreachable tiles with LEMMISI to gain Health. It is impossible to outline the exact situations where either one should be used - this is really up to your own experience.&lt;br /&gt;
&lt;br /&gt;
==Scoring effects==&lt;br /&gt;
&lt;br /&gt;
LEMMISI is one of the Glyphs whose use can increase your score for a dungeon:&lt;br /&gt;
&lt;br /&gt;
*Each tile explored, with LEMMISI or otherwise, grants 4 points to your score. Since LEMMISI can reveal tiles that aren't normally reachable, it increases your potential score by around 300 points.&lt;br /&gt;
*The first time you use LEMMISI in the current dungeon will give you 200 points. Subsequent uses won't count. This works every time you pick up LEMMISI in any dungeon.&lt;br /&gt;
*Use the &amp;quot;LEMMISI Trick&amp;quot; 5 times in a dungeon to earn a bonus of 750 points.&lt;br /&gt;
** ''Info required: Please explain exactly what the game considers to be the &amp;quot;LEMMISI trick&amp;quot;, and what it doesn't.''&lt;br /&gt;
*LEMMISI is one of the ways to explore 95% or more of the dungeon. If this is done, you'll get a bonus of 800 points. Other ways are usually more wasteful, and involve tunneling with ENDISWAL, Knockback abilities, and so forth.&lt;br /&gt;
&lt;br /&gt;
==Spell Combos==&lt;br /&gt;
&lt;br /&gt;
===APHEELSIK===&lt;br /&gt;
&lt;br /&gt;
This is the most useful combo for LEMMISI.&lt;br /&gt;
&lt;br /&gt;
In stand-alone use, APHEELSIK allows the character to explore freely (and regenerate) in the middle of a battle, while keeping his target wounded and unable to regenerate.&lt;br /&gt;
&lt;br /&gt;
By combining this with LEMMISI, one can extend his ability to do so even when all reachable tiles have been explored. This basically prolongs the usefulness of APHEELSIK beyond the normal. You will be able to use APHEELSIK even during a prolonged boss fight (especially a second boss fight in Challenge dungeons), where other characters (without LEMMISI) would've run out of tiles and exhausted the usefulness of APHEELSIK.&lt;br /&gt;
&lt;br /&gt;
Combine with BLUDTUPOWA for a different regenerative effect.&lt;br /&gt;
&lt;br /&gt;
===BURNDAYRAZ===&lt;br /&gt;
&lt;br /&gt;
On its own, this combo is relatively useless. LEMMISI's primary effect is to regenerate Health at the expense of tile exploration, but normally breaks even as far as Mana regeneration is concerned. Therefore, characters who rely on repeated casting of BURNDAYRAZ cannot normally use LEMMISI to refill their Mana for another Fireball.&lt;br /&gt;
&lt;br /&gt;
However, this is turned on its head if the hero can acquire a third Glyph - BLUDTUPOWA, which enables him to regenerate much more Mana than he spends on LEMMISI. This can lead to quickly refilling your Mana (though at the expense of tiles).&lt;br /&gt;
&lt;br /&gt;
===BLUDTUPOWA===&lt;br /&gt;
&lt;br /&gt;
A very interesting combo, BLUDTUPOWA basically changes LEMMISI's function. While BLUDTUPOWA is activated, the exploration of tiles caused by LEMMISI will end up restoring no Health, but instead regenerate your Mana.&lt;br /&gt;
&lt;br /&gt;
BLUDTUPOWA causes tile exploration to regenerate 2 Mana instead of just 1. With 3 tiles explored from the use of LEMMISI, you will have gained (2*3)= 6 Mana per use. This outweighs the cost of casting LEMMISI by 3 Mana. So the spell actually earns you (6-3)= 3 Mana points per use!&lt;br /&gt;
&lt;br /&gt;
This use of LEMMISI is best saved for the end-game, the same as normal LEMMISI use. If you can actually explore 3 tiles yourself, there's no reason to use LEMMISI, because actual exploration of the same number of tiles would yield you 6 Mana instead of only 3. It is only when no more tiles are left to explore by foot that you can start using LEMMISI for this purpose, sucking out what Mana remains in the unexplored, unreachable sections of the dungeon.&lt;br /&gt;
&lt;br /&gt;
This Mana can be used to cast any other spell, as normal.&lt;br /&gt;
&lt;br /&gt;
==Specific Classes==&lt;br /&gt;
&lt;br /&gt;
===Monk===&lt;br /&gt;
&lt;br /&gt;
The Monk has a special benefit from LEMMISI that makes it a more lucrative choice as a Healing spell than HALPMEH. Monks regenerate 2 Health points per Character Levl for each tile they explore, instead of the normal 1. As a result, they will heal extremely rapidly whenever LEMMISI is cast, without spending any Mana in the process. This also means they conserve unexplored tiles much better than other users of LEMMISI.&lt;br /&gt;
&lt;br /&gt;
As a result, once the Monk has reached the final stage of the dungeon (fighting the bosses), he retains a very large number of unexplored tiles to use for regenerating his Health. This is primarily useful if the Monk can get a hold of APHEELSIK. Otherwise, use it to heal up for the Boss fight.&lt;br /&gt;
&lt;br /&gt;
===Wizard===&lt;br /&gt;
&lt;br /&gt;
To the Wizard, a single use of LEMMISI costs only 2 mana instead of the normal 3. When it reveals 3 tiles, it restores 3 Mana as normal. Therefore, for each use of LEMMISI, the Wizard gains 1 point of Mana along with any Health gain involved.&lt;br /&gt;
&lt;br /&gt;
This is generally not very useful, as you gain 1 Mana for the cost of 3 Dungeon Tiles, and the Health regain isn't very useful for Wizards to begin with. However, when BLUDTUPOWA is added as a second Glyph and activated, each use of LEMMISI will restore 6 Mana instead of 3. The bottom line: You spend 2 Mana to cast the spell, earn 6 Mana back, giving you a total benefit of 4 Mana per casting.&lt;br /&gt;
&lt;br /&gt;
This allows a quick re-charge of Mana when reachable unexplored tiles have been exhausted. With APHEELSIK of course, it allows rapid regeneration of Mana during combat.&lt;br /&gt;
&lt;br /&gt;
===Sorcerer===&lt;br /&gt;
&lt;br /&gt;
The Sorcerer makes excellent use of LEMMISI due to his natural ability to gain Health whenever he spends Mana. For each Mana point he spends, he gains exactly 2 points of Health. Since LEMMISI costs 3 Mana to cast, each use will gain the Sorcerer +6 Health on top of whatever Health regeneration is received from the explored tiles. This allows very rapid Healing, and can essentially turn the Sorcerer into a formidable Melee combatant.&lt;br /&gt;
&lt;br /&gt;
With BLUDTUPOWA acquired and activated, the effect is completely different: You gain +3 Mana from the extra regenerative effect of BLUDTUPOWA, and an additional 6 Health given by spending the casting cost of LEMMISI. This extra Health is derived directly from the Sorcerer's abilities, so it is not canceled out by BLUDTUPOWA.&lt;br /&gt;
&lt;br /&gt;
Again, combine with APHEELSIK for best results.&lt;br /&gt;
&lt;br /&gt;
===Assassin, Bloodmage===&lt;br /&gt;
&lt;br /&gt;
These characters start with the APHEELSIK and BLUDTUPOWA glyphs, respectively. Since these Glyphs make strong combos with LEMMISI, they have an extra advantage when they find the LEMMISI Glyph. Other than that, neither character actually makes terribly good use of these combos.&lt;br /&gt;
&lt;br /&gt;
===Transmuter===&lt;br /&gt;
&lt;br /&gt;
The Transmuter is a special case because he does not regenerate Health from exploration. And since the regenerative effects of LEMMISI are normally the result of revealing tiles, the Transmuter gains nothing from its use. He will spend 3 Mana, gain 3 Mana from the regeneration, and that's it.&lt;br /&gt;
&lt;br /&gt;
Of course, the spell still retains some usefulness if BLUDTUPOWA is found, as a means to regenerate Mana. However, since the Transmuter rarely if ever has a problem exploring more tiles (he regularly tunnels through walls anyway to regain Health), this is of limited use.&lt;br /&gt;
&lt;br /&gt;
===Vampire===&lt;br /&gt;
&lt;br /&gt;
Using LEMMISI when playing the Vampire is a terrible mistake. Vampires not only do not gain Health from exploration, they actually LOSE 1 point of Health for each tile they explore. As a result, they have nothing to gain from LEMMISI. To make things worse, the casting cost of LEMMISI, like all other Glyphs, comes out of the Vampire's Health instead of his Mana. Therefore, he pays 3 Health to cast the spell, then loses another 3 Health from the revealed tiles, and gains absolutely nothing.&lt;br /&gt;
&lt;br /&gt;
Convert the Glyph on sight!&lt;br /&gt;
&lt;br /&gt;
==LEMMISI and the Gods==&lt;br /&gt;
&lt;br /&gt;
Several Gods in the game have various opinions about the use of LEMMISI - they may favour it or reject it, depending on their own particular creeds.&lt;br /&gt;
&lt;br /&gt;
===Taurog===&lt;br /&gt;
&lt;br /&gt;
As with any other Glyph, [[Taurog]] will penalize you -5 Piety points every time you use LEMMISI. Also, his reduction of Maximum Mana means you will usually remain with too little Mana to use the Glyph anyway.&lt;br /&gt;
&lt;br /&gt;
===Binlor Ironshield===&lt;br /&gt;
&lt;br /&gt;
[[Binlor]] is also averse to the use of spells, and will inflict a penalty of -1 Piety point per each use of LEMMISI, as with all other Glyphs (except [[ENDISWAL]]).&lt;br /&gt;
&lt;br /&gt;
===Mystera Annur===&lt;br /&gt;
&lt;br /&gt;
[[Mystera Annur]] grants +1 Piety for each use of LEMMISI (As with any other spell). This is doubled to +2 Piety if you've also acquired the &amp;quot;Faith&amp;quot; boon from her.&lt;br /&gt;
&lt;br /&gt;
Using LEMMISI on its own for this purpose is rather wasteful, but is a quick way to gain a large amount of Piety if you need Piety more than you need unexplored tiles for Mana regeneration. This is because you can cast it as long as there are tiles left to explore.&lt;br /&gt;
&lt;br /&gt;
With BLUDTUPOWA, the balance changes a little. LEMMISI will then both restore your Mana (very important for worshippers of the Arcane Goddess) and gain you Piety. Again, this is best used only when strapped for Piety points, or when Mana regeneration is no longer an issue.&lt;br /&gt;
&lt;br /&gt;
===Pactmaker===&lt;br /&gt;
&lt;br /&gt;
Using LEMMISI ''before'' joining Pactmaker may be a good gamble, because upon joining, The Pactmaker will award you Piety points based on the number of tiles you've explored. If you want to start off with a large amount of Piety, you can cast LEMMISI as many times as required (or as possible) to explore large parts of the dungeon. Of course, this is a poor substitute to actually exploring on foot, so it's not recommended unless you know exactly what you're doing.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{DDNav}}&lt;/div&gt;</summary>
		<author><name>Headrock</name></author>	</entry>

	<entry>
		<id>http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=Template:DDNav&amp;diff=2409</id>
		<title>Template:DDNav</title>
		<link rel="alternate" type="text/html" href="http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=Template:DDNav&amp;diff=2409"/>
				<updated>2010-12-14T03:23:11Z</updated>
		
		<summary type="html">&lt;p&gt;Headrock: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{|width=&amp;quot;100%&amp;quot; cellpadding=&amp;quot;1&amp;quot; style=&amp;quot;border:1px solid; text-align:left; font-size:75%; font-family:verdana;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; style=&amp;quot;text-align:center; font-size:130%; border-bottom: 1px solid; background-color: #CCCCCC&amp;quot; | Desktop Dungeons&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 125px; background-color: #CCCCCC&amp;quot;  | '''General Concepts''':  &lt;br /&gt;
| colspan=&amp;quot;4&amp;quot; | [[New Players Guide]] {{·}} [[Strategy]] {{·}} [[Advanced Strategy]] {{·}} [[Races]] {{·}} [[Glyphs]] {{·}} [[Mana]] {{·}} [[Level|Leveling]] {{·}} [[Items]] {{·}} [[Scoring]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 125px; background-color: #CCCCCC&amp;quot; | '''[[Classes]]''':&lt;br /&gt;
     |'''''Tier 1''''': [[Fighter]] {{·}} [[Thief]] {{·}} [[Priest]] {{·}} [[Wizard]]&lt;br /&gt;
     |'''''Tier 2''''': [[Berserker]] {{·}} [[Rogue]] {{·}} [[Monk]] {{·}} [[Sorcerer]]&lt;br /&gt;
     |'''''Tier 3''''': [[Warlord]] {{·}} [[Assassin]] {{·}} [[Paladin]] {{·}} [[Bloodmage]]&lt;br /&gt;
     |'''''Special''''': [[Transmuter]] {{·}} [[Crusader]] {{·}} [[Tinker]] {{·}} [[Gorgon(race)|Gorgon]] {{·}} [[Half-dragon]] {{·}} [[Vampire(race)|Vampire]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 125px; background-color: #CCCCCC&amp;quot; | '''[[Gods]]''': &lt;br /&gt;
| colspan=&amp;quot;4&amp;quot; | [[Binlor Ironshield]] {{·}} [[Dracul]] {{·}} [[The Earthmother]] {{·}} [[Glowing Guardian]] {{·}} [[Jehora Jeheyu]] {{·}} [[Mystera Annur]] {{·}} [[The Pactmaker]] {{·}} [[Taurog]] {{·}} [[Tikki Tooki]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 125px; background-color: #CCCCCC&amp;quot;  | '''[[Monsters]]''': &lt;br /&gt;
| colspan=&amp;quot;4&amp;quot; | [[Animated Armour]] {{·}} [[Bandit]] {{·}} [[Dragonspawn]] {{·}} [[Goat]] {{·}} [[Goblin]] {{·}} [[Golem]] {{·}} [[Goo blob]] {{·}} [[Gorgon]] {{·}} [[Imp]] {{·}} [[Meat man]] {{·}} [[Naga]] {{·}} [[Serpent]] {{·}} [[Vampire]] {{·}} [[Warlock]] {{·}} [[Wraith]] {{·}} [[Zombie]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 125px; background-color: #CCCCCC&amp;quot;  | '''[[Dungeon|Dungeons]]''': &lt;br /&gt;
| colspan=&amp;quot;4&amp;quot; | [[Normal]] {{·}} [[Snake Pit]] {{·}} [[Library]] {{·}} [[Crypt]] {{·}} [[Factory]] · [[Ranked]] {{·}} [[Gauntlet]] {{·}} [[Lothlorien|Lothlorien (Campaign)]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 125px; background-color: #CCCCCC&amp;quot;  | '''[[Glyphs|Glyphs]]''': &lt;br /&gt;
| colspan=&amp;quot;4&amp;quot; | [[APHEELSIK]] {{·}} [[BLUDTUPOWA]] {{·}} [[BURNDAYRAZ]] {{·}} [[Glyphs#BYSSEPS|BYSSEPS]] {{·}} [[CYDSTEPP]] {{·}} [[ENDISWAL]] {{·}} [[Glyphs#GETINDARE|GETINDARE]] {{·}} [[HALPMEH]] {{·}} [[IMAWAL]] {{·}} [[LEMMISI]] {{·}} [[Glyphs#PISORF|PISORF]] {{·}} [[Glyphs#WEYTWUT|WEYTWUT]] {{·}} [[Glyphs#WONAFYT|WONAFYT]]&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Headrock</name></author>	</entry>

	<entry>
		<id>http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=User_talk:Gentlegiant03&amp;diff=2408</id>
		<title>User talk:Gentlegiant03</title>
		<link rel="alternate" type="text/html" href="http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=User_talk:Gentlegiant03&amp;diff=2408"/>
				<updated>2010-12-14T03:21:56Z</updated>
		
		<summary type="html">&lt;p&gt;Headrock: Created page with '2:1 odds they just move on to mess-up another page. :P Still, crossing my fingers. --~~~~'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;2:1 odds they just move on to mess-up another page. :P Still, crossing my fingers. --[[User:Headrock|Headrock]] 03:21, 14 December 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Headrock</name></author>	</entry>

	<entry>
		<id>http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=Alpha:Animated_Armour&amp;diff=2405</id>
		<title>Alpha:Animated Armour</title>
		<link rel="alternate" type="text/html" href="http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=Alpha:Animated_Armour&amp;diff=2405"/>
				<updated>2010-12-13T20:52:46Z</updated>
		
		<summary type="html">&lt;p&gt;Headrock: Undo revision 2401 by Efrain503890 (Talk)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{DDMonster&lt;br /&gt;
|title=Animated Armour&lt;br /&gt;
|image=[[File:AnimatedArmour.png|50px]]&lt;br /&gt;
|attack=160%&lt;br /&gt;
|health=1&lt;br /&gt;
|abilities=Death protection (1 point per level)&lt;br /&gt;
|unlock=Unlock the Factory dungeon&lt;br /&gt;
|notes=Only found in Factory&lt;br /&gt;
|boss=No boss&lt;br /&gt;
|bossimage=&lt;br /&gt;
|bossattack=&lt;br /&gt;
|bosshealth=&lt;br /&gt;
|bossabilities=&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
The '''animated armour''' is a rare [[monsters|monster]] exclusive to the Factory bonus dungeon. They are dangerous opponents that take a specific amount of hits to bring down.&lt;br /&gt;
&lt;br /&gt;
==Statistics==&lt;br /&gt;
*Health: 1&lt;br /&gt;
*Damage: 160%&lt;br /&gt;
*Protection from death equal to their level&lt;br /&gt;
&lt;br /&gt;
==Strategies==&lt;br /&gt;
Each animated armor will take a specific number of hits to bring down, regardless of your own attack power or what method you use to deliver these attacks. To make matters worse, their attacks are the strongest you'll find from non-boss monsters, so a prolonged battle is suicidal. However, it is perfectly viable to hit them once, be it with a rogue's sword, a BURNDAYRAZ [[glyphs|glyph]], or a Mystera Annur-blessed poke, and then explore more to regenerate and repeat. Animated armours never replenish their death protection, so once it's depleted, a single hit will do them in. The result of this is that if you have a method of avoiding their attacks (Namely BURNDAYRAZ or CYDSTEPP), you can easily abuse the Level Catapult system to gain several levels at once with little effort.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{DDNav}}&lt;/div&gt;</summary>
		<author><name>Headrock</name></author>	</entry>

	<entry>
		<id>http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=Alpha:Glyphs&amp;diff=2404</id>
		<title>Alpha:Glyphs</title>
		<link rel="alternate" type="text/html" href="http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=Alpha:Glyphs&amp;diff=2404"/>
				<updated>2010-12-13T20:52:19Z</updated>
		
		<summary type="html">&lt;p&gt;Headrock: /* LEMMISI */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Glyphs''' are spells located throughout a dungeon that must first be picked up before they can be used. The explorer can only carry 3 glyphs by default unless their [[classes|class]] has a bonus (for instance the [[Wizard]] has 4 glyph slots). Glyphs can be converted into Attack Power, Health, Potions, etc by dropping them into the appropriate Conversion button [[File:Conversion.PNG]], the result of the conversion is based on their [[races|race]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
===Summary===&lt;br /&gt;
&lt;br /&gt;
A glyph's name hints at the spell effect it performs. Some glyphs cost more mana than others to cast and not all are available from the start.&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;
!Glyph&lt;br /&gt;
!Cost (Mana)&lt;br /&gt;
!Effect&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Apheelsik.png|center]]&lt;br /&gt;
|&lt;br /&gt;
=====[[APHEELSIK]]===== &lt;br /&gt;
(Poison - &amp;quot;I feel sick&amp;quot;) &lt;br /&gt;
|5&lt;br /&gt;
|Inflicts the poison status on a monster, preventing it from regenerating health as you explore.  Will wear off when you attack anything. Undead are immune.&lt;br /&gt;
* Unlocked by completing a normal game as an [[Assassin]]&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Bludtupowa.png|center]]&lt;br /&gt;
|&lt;br /&gt;
=====[[BLUDTUPOWA]]=====&lt;br /&gt;
(Blood Magic - &amp;quot;Blood to power&amp;quot;)&lt;br /&gt;
|0&lt;br /&gt;
|Enable to revoke health regeneration and boost mana regeneration by 1tile.&lt;br /&gt;
* Unlocked by completing a normal game as a [[Bloodmage]]&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Burndayraz.png|center]]&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
=====[[BURNDAYRAZ]]=====&lt;br /&gt;
(Fireball - &amp;quot;Burn their ass&amp;quot;)&lt;br /&gt;
|6&lt;br /&gt;
|Hits a monster with a fireball, causing 4 points of damage per player level. &lt;br /&gt;
|-&lt;br /&gt;
|[[File:Bysseps.png|center]]&lt;br /&gt;
|&lt;br /&gt;
=====BYSSEPS=====&lt;br /&gt;
(Power Strike - &amp;quot;Biceps&amp;quot;)&lt;br /&gt;
|2&lt;br /&gt;
|Player gets +30% damage bonus for next physical attack only.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Cydstepp.png|center]]&lt;br /&gt;
|&lt;br /&gt;
=====[[CYDSTEPP]]=====&lt;br /&gt;
(Protection from Death - &amp;quot;Sidestep&amp;quot;)&lt;br /&gt;
|10&lt;br /&gt;
|The player will be protected from the next fatal attack and will be reduced to 1 point of health instead of dying.&lt;br /&gt;
* Unlocked by completing a normal game as a [[Warlord]]&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Endiswal.png|center]]&lt;br /&gt;
|&lt;br /&gt;
=====[[ENDISWAL]]=====&lt;br /&gt;
(Passwall - &amp;quot;End this wall&amp;quot;)&lt;br /&gt;
|8&lt;br /&gt;
|Destroys a section of wall.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Getindare.png|center]]&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
=====GETINDARE=====&lt;br /&gt;
(First Strike - &amp;quot;Get in there&amp;quot;)&lt;br /&gt;
|3&lt;br /&gt;
|Player gets first strike status for next physical attack only.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Halpmeh.png|center]]&lt;br /&gt;
|&lt;br /&gt;
=====[[HALPMEH]]=====&lt;br /&gt;
(Heal - &amp;quot;Help me&amp;quot;)&lt;br /&gt;
|3&lt;br /&gt;
|Restores 3 points of health per player level and cures poison status.&lt;br /&gt;
* Unlocked by completing a normal game as a [[Paladin]]&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Imawal.png|center]]&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
=====[[IMAWAL]]=====&lt;br /&gt;
(Flesh to Stone - &amp;quot;I'm a wall&amp;quot;)&lt;br /&gt;
|5&lt;br /&gt;
|Transforms a monster into a section of wall.  Does not count as a kill for purposes of gaining experience, triggering rewards/punishments from gods, etc.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Lemmisi.png|center]]&lt;br /&gt;
|&lt;br /&gt;
=====[[LEMMISI]]=====&lt;br /&gt;
(Clairvoyance - &amp;quot;Let me see&amp;quot;)&lt;br /&gt;
|3&lt;br /&gt;
|Fully reveals 3 random unexplored tiles.  As a result, you'll usually regain as much or more mana than you spent casting it. Still uses mana even if there are no unrevealed tiles.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Pisorf.png|center]]&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
=====PISORF=====&lt;br /&gt;
(Teleport Monster - &amp;quot;Piss off&amp;quot;)&lt;br /&gt;
|10&lt;br /&gt;
|Teleports a monster to a random empty tile.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Weytwut.png|center]]&lt;br /&gt;
|&lt;br /&gt;
=====WEYTWUT=====&lt;br /&gt;
(Teleport Self - &amp;quot;Wait what?&amp;quot;)&lt;br /&gt;
|6&lt;br /&gt;
|Teleports the player to a random empty tile.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Wonafyt.png|center]]&lt;br /&gt;
|&lt;br /&gt;
=====WONAFYT=====&lt;br /&gt;
(Summon Monster - &amp;quot;Wanna fight&amp;quot;)&lt;br /&gt;
|6&lt;br /&gt;
|Teleports a random monster of the player's level to a random empty tile next to the player.  Fails if no such monster or tile exists.&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Headrock</name></author>	</entry>

	<entry>
		<id>http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=Alpha:LEMMISI&amp;diff=2403</id>
		<title>Alpha:LEMMISI</title>
		<link rel="alternate" type="text/html" href="http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=Alpha:LEMMISI&amp;diff=2403"/>
				<updated>2010-12-13T20:51:52Z</updated>
		
		<summary type="html">&lt;p&gt;Headrock: /* Spell Combos */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{DDGlyph&lt;br /&gt;
|title=LEMMISI&lt;br /&gt;
|image=[[File:LemmisiLarge.png|75px]]&lt;br /&gt;
|mana=10&lt;br /&gt;
|effect=Reveal 3 random unexplored dungeon tiles&lt;br /&gt;
|unlocked=None&lt;br /&gt;
|notes=None&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
LEMMISI (&amp;quot;Let Me See&amp;quot;) is one of the [[Glyphs]] you can find in a game of Desktop Dungeons. When used, this Glyph reveals 3 unexplored dungeon tiles selected at random. The Glyph is available for any fresh profile.&lt;br /&gt;
&lt;br /&gt;
==Usage==&lt;br /&gt;
&lt;br /&gt;
LEMMISI is cast by simply clicking it.&lt;br /&gt;
&lt;br /&gt;
Each use of CYDSTEPP costs 3 [[Mana]], except for the [[Wizard]] for whom it costs only 2 Mana, and the [[Berserker]] for whom it costs 5.&lt;br /&gt;
&lt;br /&gt;
The spell may still be used if there are less than 3 unexplored tiles remaining (or none), and will cost the same amount of Mana regardless.&lt;br /&gt;
&lt;br /&gt;
==Effect==&lt;br /&gt;
&lt;br /&gt;
When cast, LEMMISI randomly selects 3 tiles which have not yet been explored in the current dungeon. It then proceeds to reveal those tiles.&lt;br /&gt;
&lt;br /&gt;
If only 3 or fewer tiles are left unexplored, they are revealed in the same way. If the dungeon has no unexplored tiles remaining, the spell is cast successfully but without any effect.&lt;br /&gt;
&lt;br /&gt;
Revealing tiles counts as exploration for all intents and purposes. This normally means that you will regenerate Health and Mana for each explored tile as normal for your character, and count towards the number of tiles explored on this dungeon (for [[Scoring]] purposes and other effects).&lt;br /&gt;
In addition, your enemy will also regenerate his Health (unless inflicted with Poison from any source) as occurs during normal exploration.&lt;br /&gt;
&lt;br /&gt;
Tiles are chosen completely at random from the remaining unexplored tiles left in the dungeon. It is impossible to tell LEMMISI which tiles to reveal.&lt;br /&gt;
&lt;br /&gt;
Also, this means that LEMMISI can reveal tiles that are not explorable by simple walking around the maze - like tiles surrounded by walls. In fact, LEMMISI is the only current way to reveal such tiles other than tunneling towards them (with ENDISWAL or other similar effects).&lt;br /&gt;
&lt;br /&gt;
==Availability==&lt;br /&gt;
&lt;br /&gt;
LEMMISI is unlocked from the moment you install Desktop Dungeons. It has a certain chance to appear in each dungeon you play, supposedly the same chance as any other unlocked Glyph (though this has yet to be proven conclusively).&lt;br /&gt;
&lt;br /&gt;
There are currently no other ways to acquire LEMMISI other than by finding lying around it in a dungeon.&lt;br /&gt;
&lt;br /&gt;
==Stand-alone Use==&lt;br /&gt;
&lt;br /&gt;
Although revealing bits of the dungeon is helpful in some circumstances, the primary use of LEMMISI is for the Health and Mana regeneration triggered by exploring those bits.&lt;br /&gt;
&lt;br /&gt;
Thanks to this point, LEMMISI is often considered to have a casting cost of 0 Mana - because exploring 3 tiles normally restores 3 Mana, basically covering the cost of the spell itself.&lt;br /&gt;
&lt;br /&gt;
In addition, exploring 3 tiles also normally restores 3 Health points per Character Level - again, the same as exploring 3 tiles of the dungeon &amp;quot;in person&amp;quot;. Because it &amp;quot;costs no Mana&amp;quot;, and yet restores Health, LEMMISI is often considered a Healing spell. &lt;br /&gt;
&lt;br /&gt;
However, there are two caveats to this spell: &lt;br /&gt;
&lt;br /&gt;
For one, it only works if there are tiles left to explore. For these reasons, the use of LEMMISI is often restricted to the very late stage of the game, when most or all tiles that are ''reachable'' through normal movement have already been explored. LEMMISI is then used to explore the unreachable tiles, allowing the character to make use of up to 100% of the dungeon tiles available, prolonging their &amp;quot;staying power&amp;quot; against the dungeon Boss(es).&lt;br /&gt;
&lt;br /&gt;
Additionally, wounded monsters that are not Poisoned will regenerate at their normal rate for each tile explored. These effects makes LEMMISI a very different Glyph from &amp;quot;[[HALPMEH]]&amp;quot; (see more below). They also mean that LEMMISI is frequently used between battles rather than during battle.&lt;br /&gt;
&lt;br /&gt;
==LEMMISI vs. Exploration==&lt;br /&gt;
&lt;br /&gt;
As established above, using LEMMISI once is similar to exploring three tiles of the dungeon by moving next to them. However, there are several key differences.&lt;br /&gt;
&lt;br /&gt;
Again, LEMMISI can reveal dungeon tiles that you cannot normally reach with normal exploration. This includes tiles that are completely surrounded by walls, or that are blocked in any other way by monsters you can't defeat, Plants, or any other obstruction. If you cannot tunnel towards a tile, or otherwise remove the obstacle blocking you way to it, LEMMISI becomes the only methods of exploring this tile.&lt;br /&gt;
&lt;br /&gt;
LEMMISI also costs Mana. For most characters, this is not much of a problem, because if 3 tiles are explored with LEMMISI you will regain 3 Mana back, meaning that the spell broke even and basically cost you nothing. Note that this is not true for all Character Classes (see more below).&lt;br /&gt;
&lt;br /&gt;
The Mana cost also means that if you do not have enough Mana to pay LEMMISI's casting cost, you cannot use the spell at all. It doesn't matter if revealing 3 tiles would earn you the entire cost of your spell back - you cannot pay for it with the Mana you gain from its use.&lt;br /&gt;
&lt;br /&gt;
Furthermore, exploring dungeon tiles normally will ''gain'' you Mana, while using LEMMISI normally won't. By casting LEMMISI, you are usually exploiting tiles for Health regeneration alone - tiles that, if they had been explored normally, would've gained you both. &lt;br /&gt;
&lt;br /&gt;
Finally, you cannot control which tiles will be revealed by LEMMISI, or how many are revealed, as you do when manually exploring the dungeon. It will not necessarily reveal what's hiding behind that monster you can't defeat, or whether there are tunnels in the unreachable parts of the dungeon. It selects ''any'' 3 tiles that have not been explored and reveals them. The only case where you ''know'' in advance which tiles will be revealed is when there are 3 or fewer tiles left unexplored, in which case LEMMISI will reveal all of them.&lt;br /&gt;
&lt;br /&gt;
For these reasons, LEMMISI is generally used as in the late-game, after all reachable tiles have been explored.  &lt;br /&gt;
&lt;br /&gt;
==LEMMISI vs. HALPMEH==&lt;br /&gt;
&lt;br /&gt;
After using it a couple of times, the novice player may be deceived into thinking that LEMMISI is a Healing spell. However, while it is often used for Healing, LEMMISI is very different from the more traditional Healing spell - HALPMEH.&lt;br /&gt;
&lt;br /&gt;
On a ''normal'' casting, both spells appear to have a similar result: They cure 3 points of Health per Character Level. In addition, LEMMISI seems to have cost no Mana (after paying back for itself) and has revealed 3 dungeon tiles.&lt;br /&gt;
&lt;br /&gt;
And yet, as a Healing spell, HALPMEH is far more efficient nonetheless. There are two reasons for this, both stemming from the fact that LEMMISI is actually an Exploration spell, which works by exploiting unrevealed tiles as a means to regenerate Health.&lt;br /&gt;
&lt;br /&gt;
The first and most important reason is that when casting LEMMISI, all wounded monsters will regenerate their Health as normal - per each tile explored. This is basically the same as revealing three tiles by walking up to them, during combat. You regain Health - but so do your enemies. For this reason, the spell cannot be used in mid-fight to regenerate Health for defeating a stronger opponent, as he will normally regenerate faster than you. This does not happen with HALPMEH, which only heals you. This, of course, is a moot point if the character is also able to ''Poison'' his enemies!&lt;br /&gt;
&lt;br /&gt;
The second reason lies in the fact that some characters cannot regenerate Health properly anyway, like the [[Transmuter]]. For these characters, Health is not regenerated when exploring, and so will not regenerate through LEMMISI either. Of course, a Transmuter often relies on BLUDTUPOWA anyway, and so can use LEMMISI as a Mana-Regeneration spell rather than a Healing spell altogether.&lt;br /&gt;
&lt;br /&gt;
Of course, the opposite is also true - HALPMEH has some downsides when compared to LEMMISI, especially the fact that it drains Mana, eventually forcing you to explore anyway.&lt;br /&gt;
&lt;br /&gt;
Choosing which spell to use for healing really depends greatly on the type of character you've got, and your current progress in the Dungeon. While Mana and unexplored tiles are plentiful, HALPHEH works best, and is usable in mid-combat. Once tiles start becoming scarce, it may be necessary to conserve Mana and explore the unreachable tiles with LEMMISI to gain Health. It is impossible to outline the exact situations where either one should be used - this is really up to your own experience.&lt;br /&gt;
&lt;br /&gt;
==Scoring effects==&lt;br /&gt;
&lt;br /&gt;
LEMMISI is one of the Glyphs whose use can increase your score for a dungeon:&lt;br /&gt;
&lt;br /&gt;
*Each tile explored, with LEMMISI or otherwise, grants 4 points to your score. Since LEMMISI can reveal tiles that aren't normally reachable, it increases your potential score by around 300 points.&lt;br /&gt;
*The first time you use LEMMISI in the current dungeon will give you 200 points. Subsequent uses won't count. This works every time you pick up LEMMISI in any dungeon.&lt;br /&gt;
*Use the &amp;quot;LEMMISI Trick&amp;quot; 5 times in a dungeon to earn a bonus of 750 points.&lt;br /&gt;
** ''Info required: Please explain exactly what the game considers to be the &amp;quot;LEMMISI trick&amp;quot;, and what it doesn't.''&lt;br /&gt;
*LEMMISI is one of the ways to explore 95% or more of the dungeon. If this is done, you'll get a bonus of 800 points. Other ways are usually more wasteful, and involve tunneling with ENDISWAL, Knockback abilities, and so forth.&lt;br /&gt;
&lt;br /&gt;
==Spell Combos==&lt;br /&gt;
&lt;br /&gt;
===APHEELSIK===&lt;br /&gt;
&lt;br /&gt;
This is the most useful combo for LEMMISI.&lt;br /&gt;
&lt;br /&gt;
In stand-alone use, APHEELSIK allows the character to explore freely (and regenerate) in the middle of a battle, while keeping his target wounded and unable to regenerate.&lt;br /&gt;
&lt;br /&gt;
By combining this with LEMMISI, one can extend his ability to do so even when all reachable tiles have been explored. This basically prolongs the usefulness of APHEELSIK beyond the normal. You will be able to use APHEELSIK even during a prolonged boss fight (especially a second boss fight in Challenge dungeons), where other characters (without LEMMISI) would've run out of tiles and exhausted the usefulness of APHEELSIK.&lt;br /&gt;
&lt;br /&gt;
Combine with BLUDTUPOWA for a different regenerative effect.&lt;br /&gt;
&lt;br /&gt;
===BURNDAYRAZ===&lt;br /&gt;
&lt;br /&gt;
On its own, this combo is relatively useless. LEMMISI's primary effect is to regenerate Health at the expense of tile exploration, but normally breaks even as far as Mana regeneration is concerned. Therefore, characters who rely on repeated casting of BURNDAYRAZ cannot normally use LEMMISI to refill their Mana for another Fireball.&lt;br /&gt;
&lt;br /&gt;
However, this is turned on its head if the hero can acquire a third Glyph - BLUDTUPOWA, which enables him to regenerate much more Mana than he spends on LEMMISI. This can lead to quickly refilling your Mana (though at the expense of tiles).&lt;br /&gt;
&lt;br /&gt;
===BLUDTUPOWA===&lt;br /&gt;
&lt;br /&gt;
A very interesting combo, BLUDTUPOWA basically changes LEMMISI's function. While BLUDTUPOWA is activated, the exploration of tiles caused by LEMMISI will end up restoring no Health, but instead regenerate your Mana.&lt;br /&gt;
&lt;br /&gt;
BLUDTUPOWA causes tile exploration to regenerate 2 Mana instead of just 1. With 3 tiles explored from the use of LEMMISI, you will have gained (2*3)= 6 Mana per use. This outweighs the cost of casting LEMMISI by 3 Mana. So the spell actually earns you (6-3)= 3 Mana points per use!&lt;br /&gt;
&lt;br /&gt;
This use of LEMMISI is best saved for the end-game, the same as normal LEMMISI use. If you can actually explore 3 tiles yourself, there's no reason to use LEMMISI, because actual exploration of the same number of tiles would yield you 6 Mana instead of only 3. It is only when no more tiles are left to explore by foot that you can start using LEMMISI for this purpose, sucking out what Mana remains in the unexplored, unreachable sections of the dungeon.&lt;br /&gt;
&lt;br /&gt;
This Mana can be used to cast any other spell, as normal.&lt;br /&gt;
&lt;br /&gt;
==Specific Classes==&lt;br /&gt;
&lt;br /&gt;
===Monk===&lt;br /&gt;
&lt;br /&gt;
The Monk has a special benefit from LEMMISI that makes it a more lucrative choice as a Healing spell than HALPMEH. Monks regenerate 2 Health points per Character Levl for each tile they explore, instead of the normal 1. As a result, they will heal extremely rapidly whenever LEMMISI is cast, without spending any Mana in the process. This also means they conserve unexplored tiles much better than other users of LEMMISI.&lt;br /&gt;
&lt;br /&gt;
As a result, once the Monk has reached the final stage of the dungeon (fighting the bosses), he retains a very large number of unexplored tiles to use for regenerating his Health. This is primarily useful if the Monk can get a hold of APHEELSIK. Otherwise, use it to heal up for the Boss fight.&lt;br /&gt;
&lt;br /&gt;
===Wizard===&lt;br /&gt;
&lt;br /&gt;
To the Wizard, a single use of LEMMISI costs only 2 mana instead of the normal 3. When it reveals 3 tiles, it restores 3 Mana as normal. Therefore, for each use of LEMMISI, the Wizard gains 1 point of Mana along with any Health gain involved.&lt;br /&gt;
&lt;br /&gt;
This is generally not very useful, as you gain 1 Mana for the cost of 3 Dungeon Tiles, and the Health regain isn't very useful for Wizards to begin with. However, when BLUDTUPOWA is added as a second Glyph and activated, each use of LEMMISI will restore 6 Mana instead of 3. The bottom line: You spend 2 Mana to cast the spell, earn 6 Mana back, giving you a total benefit of 4 Mana per casting.&lt;br /&gt;
&lt;br /&gt;
This allows a quick re-charge of Mana when reachable unexplored tiles have been exhausted. With APHEELSIK of course, it allows rapid regeneration of Mana during combat.&lt;br /&gt;
&lt;br /&gt;
===Sorcerer===&lt;br /&gt;
&lt;br /&gt;
The Sorcerer makes excellent use of LEMMISI due to his natural ability to gain Health whenever he spends Mana. For each Mana point he spends, he gains exactly 6 points of Health. Since LEMMISI costs 3 Mana to cast, each use will gain the Sorcerer +6 Health on top of whatever Health regeneration is received from the explored tiles. This allows very rapid Healing, and can essentially turn the Sorcerer into a formidable Melee combatant.&lt;br /&gt;
&lt;br /&gt;
With BLUDTUPOWA acquired and activated, the effect is completely different: You gain +3 Mana from the extra regenerative effect of BLUDTUPOWA, and an additional 6 Health given by spending the casting cost of LEMMISI. This extra Health is derived directly from the Sorcerer's abilities, so it is not canceled out by BLUDTUPOWA.&lt;br /&gt;
&lt;br /&gt;
Again, combine with APHEELSIK for best results.&lt;br /&gt;
&lt;br /&gt;
===Assassin, Bloodmage===&lt;br /&gt;
&lt;br /&gt;
These characters start with the APHEELSIK and BLUDTUPOWA glyphs, respectively. Since these Glyphs make strong combos with LEMMISI, they have an extra advantage when they find the LEMMISI Glyph. Other than that, neither character actually makes terribly good use of these combos.&lt;br /&gt;
&lt;br /&gt;
===Transmuter===&lt;br /&gt;
&lt;br /&gt;
The Transmuter is a special case because he does not regenerate Health from exploration. And since the regenerative effects of LEMMISI are normally the result of revealing tiles, the Transmuter gains nothing from its use. He will spend 3 Mana, gain 3 Mana from the regeneration, and that's it.&lt;br /&gt;
&lt;br /&gt;
Of course, the spell still retains some usefulness if BLUDTUPOWA is found, as a means to regenerate Mana. However, since the Transmuter rarely if ever has a problem exploring more tiles (he regularly tunnels through walls anyway to regain Health), this is of limited use.&lt;br /&gt;
&lt;br /&gt;
===Vampire===&lt;br /&gt;
&lt;br /&gt;
Using LEMMISI when playing the Vampire is a terrible mistake. Vampires not only do not gain Health from exploration, they actually LOSE 1 point of Health for each tile they explore. As a result, they have nothing to gain from LEMMISI. To make things worse, the casting cost of LEMMISI, like all other Glyphs, comes out of the Vampire's Health instead of his Mana. Therefore, he pays 3 Health to cast the spell, then loses another 3 Health from the revealed tiles, and gains absolutely nothing.&lt;br /&gt;
&lt;br /&gt;
Convert the Glyph on sight!&lt;br /&gt;
&lt;br /&gt;
==LEMMISI and the Gods==&lt;br /&gt;
&lt;br /&gt;
Several Gods in the game have various opinions about the use of LEMMISI - they may favour it or reject it, depending on their own particular creeds.&lt;br /&gt;
&lt;br /&gt;
===Taurog===&lt;br /&gt;
&lt;br /&gt;
As with any other Glyph, [[Taurog]] will penalize you -5 Piety points every time you use LEMMISI. Also, his reduction of Maximum Mana means you will usually remain with too little Mana to use the Glyph anyway.&lt;br /&gt;
&lt;br /&gt;
===Binlor Ironshield===&lt;br /&gt;
&lt;br /&gt;
[[Binlor]] is also averse to the use of spells, and will inflict a penalty of -1 Piety point per each use of LEMMISI, as with all other Glyphs (except [[ENDISWAL]]).&lt;br /&gt;
&lt;br /&gt;
===Mystera Annur===&lt;br /&gt;
&lt;br /&gt;
[[Mystera Annur]] grants +1 Piety for each use of LEMMISI (As with any other spell). This is doubled to +2 Piety if you've also acquired the &amp;quot;Faith&amp;quot; boon from her.&lt;br /&gt;
&lt;br /&gt;
Using LEMMISI on its own for this purpose is rather wasteful, but is a quick way to gain a large amount of Piety if you need Piety more than you need unexplored tiles for Mana regeneration. This is because you can cast it as long as there are tiles left to explore.&lt;br /&gt;
&lt;br /&gt;
With BLUDTUPOWA, the balance changes a little. LEMMISI will then both restore your Mana (very important for worshippers of the Arcane Goddess) and gain you Piety. Again, this is best used only when strapped for Piety points, or when Mana regeneration is no longer an issue.&lt;br /&gt;
&lt;br /&gt;
===Pactmaker===&lt;br /&gt;
&lt;br /&gt;
Using LEMMISI ''before'' joining Pactmaker may be a good gamble, because upon joining, The Pactmaker will award you Piety points based on the number of tiles you've explored. If you want to start off with a large amount of Piety, you can cast LEMMISI as many times as required (or as possible) to explore large parts of the dungeon. Of course, this is a poor substitute to actually exploring on foot, so it's not recommended unless you know exactly what you're doing.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{DDNav}}&lt;/div&gt;</summary>
		<author><name>Headrock</name></author>	</entry>

	<entry>
		<id>http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=Alpha:LEMMISI&amp;diff=2402</id>
		<title>Alpha:LEMMISI</title>
		<link rel="alternate" type="text/html" href="http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=Alpha:LEMMISI&amp;diff=2402"/>
				<updated>2010-12-13T20:49:23Z</updated>
		
		<summary type="html">&lt;p&gt;Headrock: Created page with '{{DDGlyph |title=LEMMISI |image=75px |mana=10 |effect=Reveal 3 random unexplored dungeon tiles |unlocked=None |notes=None |}}   LEMMISI (&amp;quot;Let Me See&amp;quot;) i…'&lt;/p&gt;
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&lt;div&gt;{{DDGlyph&lt;br /&gt;
|title=LEMMISI&lt;br /&gt;
|image=[[File:LemmisiLarge.png|75px]]&lt;br /&gt;
|mana=10&lt;br /&gt;
|effect=Reveal 3 random unexplored dungeon tiles&lt;br /&gt;
|unlocked=None&lt;br /&gt;
|notes=None&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
LEMMISI (&amp;quot;Let Me See&amp;quot;) is one of the [[Glyphs]] you can find in a game of Desktop Dungeons. When used, this Glyph reveals 3 unexplored dungeon tiles selected at random. The Glyph is available for any fresh profile.&lt;br /&gt;
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==Usage==&lt;br /&gt;
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LEMMISI is cast by simply clicking it.&lt;br /&gt;
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Each use of CYDSTEPP costs 3 [[Mana]], except for the [[Wizard]] for whom it costs only 2 Mana, and the [[Berserker]] for whom it costs 5.&lt;br /&gt;
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The spell may still be used if there are less than 3 unexplored tiles remaining (or none), and will cost the same amount of Mana regardless.&lt;br /&gt;
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==Effect==&lt;br /&gt;
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When cast, LEMMISI randomly selects 3 tiles which have not yet been explored in the current dungeon. It then proceeds to reveal those tiles.&lt;br /&gt;
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If only 3 or fewer tiles are left unexplored, they are revealed in the same way. If the dungeon has no unexplored tiles remaining, the spell is cast successfully but without any effect.&lt;br /&gt;
&lt;br /&gt;
Revealing tiles counts as exploration for all intents and purposes. This normally means that you will regenerate Health and Mana for each explored tile as normal for your character, and count towards the number of tiles explored on this dungeon (for [[Scoring]] purposes and other effects).&lt;br /&gt;
In addition, your enemy will also regenerate his Health (unless inflicted with Poison from any source) as occurs during normal exploration.&lt;br /&gt;
&lt;br /&gt;
Tiles are chosen completely at random from the remaining unexplored tiles left in the dungeon. It is impossible to tell LEMMISI which tiles to reveal.&lt;br /&gt;
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Also, this means that LEMMISI can reveal tiles that are not explorable by simple walking around the maze - like tiles surrounded by walls. In fact, LEMMISI is the only current way to reveal such tiles other than tunneling towards them (with ENDISWAL or other similar effects).&lt;br /&gt;
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==Availability==&lt;br /&gt;
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LEMMISI is unlocked from the moment you install Desktop Dungeons. It has a certain chance to appear in each dungeon you play, supposedly the same chance as any other unlocked Glyph (though this has yet to be proven conclusively).&lt;br /&gt;
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There are currently no other ways to acquire LEMMISI other than by finding lying around it in a dungeon.&lt;br /&gt;
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==Stand-alone Use==&lt;br /&gt;
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Although revealing bits of the dungeon is helpful in some circumstances, the primary use of LEMMISI is for the Health and Mana regeneration triggered by exploring those bits.&lt;br /&gt;
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Thanks to this point, LEMMISI is often considered to have a casting cost of 0 Mana - because exploring 3 tiles normally restores 3 Mana, basically covering the cost of the spell itself.&lt;br /&gt;
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In addition, exploring 3 tiles also normally restores 3 Health points per Character Level - again, the same as exploring 3 tiles of the dungeon &amp;quot;in person&amp;quot;. Because it &amp;quot;costs no Mana&amp;quot;, and yet restores Health, LEMMISI is often considered a Healing spell. &lt;br /&gt;
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However, there are two caveats to this spell: &lt;br /&gt;
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For one, it only works if there are tiles left to explore. For these reasons, the use of LEMMISI is often restricted to the very late stage of the game, when most or all tiles that are ''reachable'' through normal movement have already been explored. LEMMISI is then used to explore the unreachable tiles, allowing the character to make use of up to 100% of the dungeon tiles available, prolonging their &amp;quot;staying power&amp;quot; against the dungeon Boss(es).&lt;br /&gt;
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Additionally, wounded monsters that are not Poisoned will regenerate at their normal rate for each tile explored. These effects makes LEMMISI a very different Glyph from &amp;quot;[[HALPMEH]]&amp;quot; (see more below). They also mean that LEMMISI is frequently used between battles rather than during battle.&lt;br /&gt;
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==LEMMISI vs. Exploration==&lt;br /&gt;
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As established above, using LEMMISI once is similar to exploring three tiles of the dungeon by moving next to them. However, there are several key differences.&lt;br /&gt;
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Again, LEMMISI can reveal dungeon tiles that you cannot normally reach with normal exploration. This includes tiles that are completely surrounded by walls, or that are blocked in any other way by monsters you can't defeat, Plants, or any other obstruction. If you cannot tunnel towards a tile, or otherwise remove the obstacle blocking you way to it, LEMMISI becomes the only methods of exploring this tile.&lt;br /&gt;
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LEMMISI also costs Mana. For most characters, this is not much of a problem, because if 3 tiles are explored with LEMMISI you will regain 3 Mana back, meaning that the spell broke even and basically cost you nothing. Note that this is not true for all Character Classes (see more below).&lt;br /&gt;
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The Mana cost also means that if you do not have enough Mana to pay LEMMISI's casting cost, you cannot use the spell at all. It doesn't matter if revealing 3 tiles would earn you the entire cost of your spell back - you cannot pay for it with the Mana you gain from its use.&lt;br /&gt;
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Furthermore, exploring dungeon tiles normally will ''gain'' you Mana, while using LEMMISI normally won't. By casting LEMMISI, you are usually exploiting tiles for Health regeneration alone - tiles that, if they had been explored normally, would've gained you both. &lt;br /&gt;
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Finally, you cannot control which tiles will be revealed by LEMMISI, or how many are revealed, as you do when manually exploring the dungeon. It will not necessarily reveal what's hiding behind that monster you can't defeat, or whether there are tunnels in the unreachable parts of the dungeon. It selects ''any'' 3 tiles that have not been explored and reveals them. The only case where you ''know'' in advance which tiles will be revealed is when there are 3 or fewer tiles left unexplored, in which case LEMMISI will reveal all of them.&lt;br /&gt;
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For these reasons, LEMMISI is generally used as in the late-game, after all reachable tiles have been explored.  &lt;br /&gt;
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==LEMMISI vs. HALPMEH==&lt;br /&gt;
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After using it a couple of times, the novice player may be deceived into thinking that LEMMISI is a Healing spell. However, while it is often used for Healing, LEMMISI is very different from the more traditional Healing spell - HALPMEH.&lt;br /&gt;
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On a ''normal'' casting, both spells appear to have a similar result: They cure 3 points of Health per Character Level. In addition, LEMMISI seems to have cost no Mana (after paying back for itself) and has revealed 3 dungeon tiles.&lt;br /&gt;
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And yet, as a Healing spell, HALPMEH is far more efficient nonetheless. There are two reasons for this, both stemming from the fact that LEMMISI is actually an Exploration spell, which works by exploiting unrevealed tiles as a means to regenerate Health.&lt;br /&gt;
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The first and most important reason is that when casting LEMMISI, all wounded monsters will regenerate their Health as normal - per each tile explored. This is basically the same as revealing three tiles by walking up to them, during combat. You regain Health - but so do your enemies. For this reason, the spell cannot be used in mid-fight to regenerate Health for defeating a stronger opponent, as he will normally regenerate faster than you. This does not happen with HALPMEH, which only heals you. This, of course, is a moot point if the character is also able to ''Poison'' his enemies!&lt;br /&gt;
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The second reason lies in the fact that some characters cannot regenerate Health properly anyway, like the [[Transmuter]]. For these characters, Health is not regenerated when exploring, and so will not regenerate through LEMMISI either. Of course, a Transmuter often relies on BLUDTUPOWA anyway, and so can use LEMMISI as a Mana-Regeneration spell rather than a Healing spell altogether.&lt;br /&gt;
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Of course, the opposite is also true - HALPMEH has some downsides when compared to LEMMISI, especially the fact that it drains Mana, eventually forcing you to explore anyway.&lt;br /&gt;
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Choosing which spell to use for healing really depends greatly on the type of character you've got, and your current progress in the Dungeon. While Mana and unexplored tiles are plentiful, HALPHEH works best, and is usable in mid-combat. Once tiles start becoming scarce, it may be necessary to conserve Mana and explore the unreachable tiles with LEMMISI to gain Health. It is impossible to outline the exact situations where either one should be used - this is really up to your own experience.&lt;br /&gt;
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==Scoring effects==&lt;br /&gt;
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LEMMISI is one of the Glyphs whose use can increase your score for a dungeon:&lt;br /&gt;
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*Each tile explored, with LEMMISI or otherwise, grants 4 points to your score. Since LEMMISI can reveal tiles that aren't normally reachable, it increases your potential score by around 300 points.&lt;br /&gt;
*The first time you use LEMMISI in the current dungeon will give you 200 points. Subsequent uses won't count. This works every time you pick up LEMMISI in any dungeon.&lt;br /&gt;
*Use the &amp;quot;LEMMISI Trick&amp;quot; 5 times in a dungeon to earn a bonus of 750 points.&lt;br /&gt;
** ''Info required: Please explain exactly what the game considers to be the &amp;quot;LEMMISI trick&amp;quot;, and what it doesn't.''&lt;br /&gt;
*LEMMISI is one of the ways to explore 95% or more of the dungeon. If this is done, you'll get a bonus of 800 points. Other ways are usually more wasteful, and involve tunneling with ENDISWAL, Knockback abilities, and so forth.&lt;br /&gt;
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==Spell Combos==&lt;br /&gt;
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===APHEELSIK===&lt;br /&gt;
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This is the most useful combo for LEMMISI.&lt;br /&gt;
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In stand-alone use, APHEELSIK allows the character to explore freely (and regenerate) in the middle of a battle, while keeping his target wounded and unable to regenerate.&lt;br /&gt;
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By combining this with LEMMISI, one can extend his ability to do so even when all reachable tiles have been explored. This basically prolongs the usefulness of APHEELSIK beyond the normal. You will be able to use APHEELSIK even during a prolonged boss fight (especially a second boss fight in Challenge dungeons), where other characters (without LEMMISI) would've run out of tiles and exhausted the usefulness of APHEELSIK.&lt;br /&gt;
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Combine with BLUDTUPOWA for a different regenerative effect.&lt;br /&gt;
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===BURNDAYRAZ===&lt;br /&gt;
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On its own, this combo is relatively useless. LEMMISI's primary effect is to regenerate Health at the expense of tile exploration, but normally breaks even as far as Mana regeneration is concerned. Therefore, characters who rely on repeated casting of BURNDAYRAZ cannot normally use LEMMISI to refill their Mana for another Fireball.&lt;br /&gt;
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However, this is turned on its head if the hero can acquire a third Glyph - BLUDTUPOWA, which enables him to regenerate much more Mana than he spends on LEMMISI. This can lead to quickly refilling your Mana (though at the expense of tiles).&lt;br /&gt;
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===BLUDTUPOWA===&lt;br /&gt;
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A very interesting combo, BLUDTUPOWA basically changes LEMMISI's function. While BLUDTUPOWA is activated, the exploration of tiles caused by LEMMISI will end up restoring no Health, but instead regenerate your Mana.&lt;br /&gt;
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BLUDTUPOWA causes tile exploration to regenerate 2 Mana instead of just 1. With 3 tiles explored from the use of LEMMISI, you will have gained (2*3)= 6 Mana per use. This outweighs the cost of casting LEMMISI by 3 Mana. So the spell actually earns you (6-3)= 3 Mana points per use!&lt;br /&gt;
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This use of LEMMISI is best saved for the end-game, the same as normal LEMMISI use. If you can actually explore 3 tiles yourself, there's no reason to use LEMMISI, because actual exploration of the same number of tiles would yield you 6 Mana instead of only 3. It is only when no more tiles are left to explore by foot that you can start using LEMMISI for this purpose, sucking out what Mana remains in the unexplored, unreachable sections of the dungeon.&lt;br /&gt;
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This Mana can be used to cast any other spell, as normal.&lt;br /&gt;
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===BYSSEPS, GETINDARE===&lt;br /&gt;
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These are two very simple and very common combos. The low casting cost of these two Glyphs means that either of them can be cast with the little extra Mana that always seems to hang around after casting CYDSTEPP.&lt;br /&gt;
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Naturally, their use is very different:&lt;br /&gt;
BYSSEPS should be cast between every blow, until you are left with just enough Mana to cast CYDSTEPP. If you can come by a little extra Maximum Mana, you can cast it for the first, second, and even third round of combat (if you can survive that long).&lt;br /&gt;
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GETINDARE is a little different: It's a Mana saver combo. When you and your enemy reach the state where the next attack will kill both of you, instead of casting CYDSTEPP to survive this blow, cast GETINDARE. You will kill your enemy with the first strike, thus not wasting more than 3 Mana and not costing you any Health (though your Health would usually be 1 at this point...). Basically, it will save you about 7 Mana points per battle. This combo only works if you have enough Maximum Mana to cast both CYSTEPP and GETINDARE together (normally 13 Mana).&lt;br /&gt;
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==Specific Classes==&lt;br /&gt;
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===Monk===&lt;br /&gt;
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The Monk has a special benefit from LEMMISI that makes it a more lucrative choice as a Healing spell than HALPMEH. Monks regenerate 2 Health points per Character Levl for each tile they explore, instead of the normal 1. As a result, they will heal extremely rapidly whenever LEMMISI is cast, without spending any Mana in the process. This also means they conserve unexplored tiles much better than other users of LEMMISI.&lt;br /&gt;
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As a result, once the Monk has reached the final stage of the dungeon (fighting the bosses), he retains a very large number of unexplored tiles to use for regenerating his Health. This is primarily useful if the Monk can get a hold of APHEELSIK. Otherwise, use it to heal up for the Boss fight.&lt;br /&gt;
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===Wizard===&lt;br /&gt;
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To the Wizard, a single use of LEMMISI costs only 2 mana instead of the normal 3. When it reveals 3 tiles, it restores 3 Mana as normal. Therefore, for each use of LEMMISI, the Wizard gains 1 point of Mana along with any Health gain involved.&lt;br /&gt;
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This is generally not very useful, as you gain 1 Mana for the cost of 3 Dungeon Tiles, and the Health regain isn't very useful for Wizards to begin with. However, when BLUDTUPOWA is added as a second Glyph and activated, each use of LEMMISI will restore 6 Mana instead of 3. The bottom line: You spend 2 Mana to cast the spell, earn 6 Mana back, giving you a total benefit of 4 Mana per casting.&lt;br /&gt;
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This allows a quick re-charge of Mana when reachable unexplored tiles have been exhausted. With APHEELSIK of course, it allows rapid regeneration of Mana during combat.&lt;br /&gt;
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===Sorcerer===&lt;br /&gt;
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The Sorcerer makes excellent use of LEMMISI due to his natural ability to gain Health whenever he spends Mana. For each Mana point he spends, he gains exactly 6 points of Health. Since LEMMISI costs 3 Mana to cast, each use will gain the Sorcerer +6 Health on top of whatever Health regeneration is received from the explored tiles. This allows very rapid Healing, and can essentially turn the Sorcerer into a formidable Melee combatant.&lt;br /&gt;
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With BLUDTUPOWA acquired and activated, the effect is completely different: You gain +3 Mana from the extra regenerative effect of BLUDTUPOWA, and an additional 6 Health given by spending the casting cost of LEMMISI. This extra Health is derived directly from the Sorcerer's abilities, so it is not canceled out by BLUDTUPOWA.&lt;br /&gt;
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Again, combine with APHEELSIK for best results.&lt;br /&gt;
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===Assassin, Bloodmage===&lt;br /&gt;
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These characters start with the APHEELSIK and BLUDTUPOWA glyphs, respectively. Since these Glyphs make strong combos with LEMMISI, they have an extra advantage when they find the LEMMISI Glyph. Other than that, neither character actually makes terribly good use of these combos.&lt;br /&gt;
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===Transmuter===&lt;br /&gt;
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The Transmuter is a special case because he does not regenerate Health from exploration. And since the regenerative effects of LEMMISI are normally the result of revealing tiles, the Transmuter gains nothing from its use. He will spend 3 Mana, gain 3 Mana from the regeneration, and that's it.&lt;br /&gt;
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Of course, the spell still retains some usefulness if BLUDTUPOWA is found, as a means to regenerate Mana. However, since the Transmuter rarely if ever has a problem exploring more tiles (he regularly tunnels through walls anyway to regain Health), this is of limited use.&lt;br /&gt;
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===Vampire===&lt;br /&gt;
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Using LEMMISI when playing the Vampire is a terrible mistake. Vampires not only do not gain Health from exploration, they actually LOSE 1 point of Health for each tile they explore. As a result, they have nothing to gain from LEMMISI. To make things worse, the casting cost of LEMMISI, like all other Glyphs, comes out of the Vampire's Health instead of his Mana. Therefore, he pays 3 Health to cast the spell, then loses another 3 Health from the revealed tiles, and gains absolutely nothing.&lt;br /&gt;
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Convert the Glyph on sight!&lt;br /&gt;
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==LEMMISI and the Gods==&lt;br /&gt;
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Several Gods in the game have various opinions about the use of LEMMISI - they may favour it or reject it, depending on their own particular creeds.&lt;br /&gt;
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===Taurog===&lt;br /&gt;
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As with any other Glyph, [[Taurog]] will penalize you -5 Piety points every time you use LEMMISI. Also, his reduction of Maximum Mana means you will usually remain with too little Mana to use the Glyph anyway.&lt;br /&gt;
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===Binlor Ironshield===&lt;br /&gt;
&lt;br /&gt;
[[Binlor]] is also averse to the use of spells, and will inflict a penalty of -1 Piety point per each use of LEMMISI, as with all other Glyphs (except [[ENDISWAL]]).&lt;br /&gt;
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===Mystera Annur===&lt;br /&gt;
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[[Mystera Annur]] grants +1 Piety for each use of LEMMISI (As with any other spell). This is doubled to +2 Piety if you've also acquired the &amp;quot;Faith&amp;quot; boon from her.&lt;br /&gt;
&lt;br /&gt;
Using LEMMISI on its own for this purpose is rather wasteful, but is a quick way to gain a large amount of Piety if you need Piety more than you need unexplored tiles for Mana regeneration. This is because you can cast it as long as there are tiles left to explore.&lt;br /&gt;
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With BLUDTUPOWA, the balance changes a little. LEMMISI will then both restore your Mana (very important for worshippers of the Arcane Goddess) and gain you Piety. Again, this is best used only when strapped for Piety points, or when Mana regeneration is no longer an issue.&lt;br /&gt;
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===Pactmaker===&lt;br /&gt;
&lt;br /&gt;
Using LEMMISI ''before'' joining Pactmaker may be a good gamble, because upon joining, The Pactmaker will award you Piety points based on the number of tiles you've explored. If you want to start off with a large amount of Piety, you can cast LEMMISI as many times as required (or as possible) to explore large parts of the dungeon. Of course, this is a poor substitute to actually exploring on foot, so it's not recommended unless you know exactly what you're doing.&lt;br /&gt;
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{{DDNav}}&lt;/div&gt;</summary>
		<author><name>Headrock</name></author>	</entry>

	<entry>
		<id>http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=Talk:Alpha:BLUDTUPOWA&amp;diff=2400</id>
		<title>Talk:Alpha:BLUDTUPOWA</title>
		<link rel="alternate" type="text/html" href="http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=Talk:Alpha:BLUDTUPOWA&amp;diff=2400"/>
				<updated>2010-12-13T17:04:30Z</updated>
		
		<summary type="html">&lt;p&gt;Headrock: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Would be a good idea to make a redirect from BLUDTOPOWA in case someone makes this mistake. --[[User:Headrock|Headrock]] 15:53, 13 December 2010 (UTC)&lt;br /&gt;
*You know, I thought about this with Bloodmage and it seems that if someone is editing they should preview the edit. If they do that they'll see a red-link in their edit and should look at what the correct article name is and use that instead. The other side of the argument is that it promotes ease of use for what's really important: the end user. With that said I guess a redirect is a good idea...--[[User:Gentlegiant03|Gentlegiant03]] 16:53, 13 December 2010 (UTC)&lt;br /&gt;
**In a sense you ARE right, when it comes to misspellings. Things like Bloodmage should have redirects because in essence, all the spellings (&amp;quot;Blood Mage&amp;quot;, &amp;quot;Bloodmage&amp;quot;, &amp;quot;Blood mage&amp;quot;) are correct, but only one specific form is canon. Where there's a misspelling however, like BLUDTOPOWA, it's probably better to treat it as such ''without'' a redirect, otherwise people will never realize there's a ''correct'' and ''incorrect'' spelling. It took me a while before I even realized I was spelling it badly - and I had made a dozen articles by that point. So bottom line - I agree with you. --[[User:Headrock|Headrock]] 17:03, 13 December 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Headrock</name></author>	</entry>

	<entry>
		<id>http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=Talk:Alpha:BLUDTUPOWA&amp;diff=2399</id>
		<title>Talk:Alpha:BLUDTUPOWA</title>
		<link rel="alternate" type="text/html" href="http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=Talk:Alpha:BLUDTUPOWA&amp;diff=2399"/>
				<updated>2010-12-13T17:03:41Z</updated>
		
		<summary type="html">&lt;p&gt;Headrock: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Would be a good idea to make a redirect from BLUDTOPOWA in case someone makes this mistake. --[[User:Headrock|Headrock]] 15:53, 13 December 2010 (UTC)&lt;br /&gt;
*You know, I thought about this with Bloodmage and it seems that if someone is editing they should preview the edit. If they do that they'll see a red-link in their edit and should look at what the correct article name is and use that instead. The other side of the argument is that it promotes ease of use for what's really important: the end user. With that said I guess a redirect is a good idea...--[[User:Gentlegiant03|Gentlegiant03]] 16:53, 13 December 2010 (UTC)&lt;br /&gt;
**In a sense you ARE right, when it comes to misspellings. Things like Bloodmage should have redirects because in essence, all the spellings (&amp;quot;Blood Mage&amp;quot;, &amp;quot;Bloodmage&amp;quot;, &amp;quot;Blood mage&amp;quot;) are correct, just one form is cannon. Where there's a misspelling, like BLUDTOPOWA, it's probably better to treat it as such without a redirect, otherwise people will never realize there's a ''correct'' and ''incorrect'' spelling. It took me a while before I even realized I was spelling it badly - and I had made a dozen articles by that point. So bottom line - I agree with you. --[[User:Headrock|Headrock]] 17:03, 13 December 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Headrock</name></author>	</entry>

	<entry>
		<id>http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=Talk:Alpha:BLUDTUPOWA&amp;diff=2397</id>
		<title>Talk:Alpha:BLUDTUPOWA</title>
		<link rel="alternate" type="text/html" href="http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=Talk:Alpha:BLUDTUPOWA&amp;diff=2397"/>
				<updated>2010-12-13T15:53:49Z</updated>
		
		<summary type="html">&lt;p&gt;Headrock: Created page with 'Would be a good idea to make a redirect from BLUDTOPOWA in case someone makes this mistake. --~~~~'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Would be a good idea to make a redirect from BLUDTOPOWA in case someone makes this mistake. --[[User:Headrock|Headrock]] 15:53, 13 December 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Headrock</name></author>	</entry>

	<entry>
		<id>http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=Alpha:BURNDAYRAZ&amp;diff=2396</id>
		<title>Alpha:BURNDAYRAZ</title>
		<link rel="alternate" type="text/html" href="http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=Alpha:BURNDAYRAZ&amp;diff=2396"/>
				<updated>2010-12-13T15:52:59Z</updated>
		
		<summary type="html">&lt;p&gt;Headrock: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{DDGlyph&lt;br /&gt;
|title=BURNDAYRAZ&lt;br /&gt;
|image=[[File:BurndayrazLarge.png|75px]]&lt;br /&gt;
|mana=6&lt;br /&gt;
|effect=Inflicts 4 Magical Damage per level to enemy&lt;br /&gt;
|unlocked=None&lt;br /&gt;
|notes=Always appears in every dungeon&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
BURNDAYRAZ (&amp;quot;Burn Their Ass&amp;quot;) is one of the [[Glyphs]] you can find in a game of Desktop Dungeons. When used, this Glyph causes damage to an enemy monster. This Glyph appears in each and every dungeon you play.&lt;br /&gt;
&lt;br /&gt;
==Usage==&lt;br /&gt;
&lt;br /&gt;
BURNDAYRAZ is used by clicking it, and then clicking on the target monster in the dungeon. That monster will be the target of the BURNDAYRAZ effect.&lt;br /&gt;
&lt;br /&gt;
Each use of BURNDAYRAZ costs 6 [[Mana]], except for the [[Wizard]] for whom it costs only 5 Mana, and the [[Berserker]] for whom it costs 8.&lt;br /&gt;
&lt;br /&gt;
The cost of BURNDAYRAZ for a [[Half-dragon]] is 99 Mana, essentially rendering it unusable.&lt;br /&gt;
&lt;br /&gt;
==Effect==&lt;br /&gt;
&lt;br /&gt;
When used on a monster, BURNDAYRAZ inflicts 4 Magical Damage per character level on that monster. At level 1 you inflict 4 damage per use, at level 2 you inflict 8 damage, and so forth.&lt;br /&gt;
&lt;br /&gt;
Due to the Magical nature of this damage, monsters with Magic Resistance will suffer less damage from the spell according to the level of their resistance. For instance, a monster with 25% Magic Resistance will only suffer 3/4 of the normal damage caused by BURNDAYRAZ.&lt;br /&gt;
&lt;br /&gt;
==Availability==&lt;br /&gt;
&lt;br /&gt;
BURNDAYRAZ is unique among Glyphs in that it will ''always'' appear in each and every dungeon you play, regardless of your chosen dungeon type, your chosen class or race, or the appearance of any other Glyph.&lt;br /&gt;
&lt;br /&gt;
==Stand-Alone Use==&lt;br /&gt;
&lt;br /&gt;
BURNDAYRAZ is one of two methods of inflicting damage on enemies, the other being direct Melee combat. The advantage of BURNDAYRAZ over Melee combat is that when casting this spell on a monster, it does not get the opportunity to retaliate (I.E. strike you back). Therefore, as long as you have Mana to keep casting BURNDAYRAZ, you can keep damaging the enemy without losing any Health, or suffering any effects from that monster's abilities.&lt;br /&gt;
&lt;br /&gt;
This is essentially the primary method for spellcasting characters to defeat their foes. In essence, all characters (except the Half-Dragon) can take advantage of BURNDAYRAZ to inflict extra damage on their enemies, saving themselves one or more Melee attacks to conserve Health at the expense of Mana.&lt;br /&gt;
&lt;br /&gt;
Several characters, including primarily the [[Wizard]] and [[Vampire(race)|Vampire]], will rely exclusively on BURNDAYRAZ instead of melee combat. This also applies to characters who choose to follow [[Mystera Annur]], a god who practically nullifies your Melee attack strength.&lt;br /&gt;
&lt;br /&gt;
Being able to increase your Mana enough to cast BURNDAYRAZ several times in a row is very beneficial. Nonetheless, you will probably prefer to pick up a spell combo that maximizes your potential with this spell.&lt;br /&gt;
&lt;br /&gt;
==Spell Combos==&lt;br /&gt;
&lt;br /&gt;
===APHEELSIK===&lt;br /&gt;
&lt;br /&gt;
The most basic use of APHEELSIK is to attack a monster until you run out of Health, cast APHEELSIK on it, and then explore the dungeon to regain Health and Mana as required while the monster cannot regenerate. With BURNDAYRAZ, the same method applies - cast BURNDAYRAZ repeatedly on the monster until you have only enough Mana left to cast APHEELSIK, then explore to regain your mana.&lt;br /&gt;
&lt;br /&gt;
This allows defeating powerful monsters by making several attack runs with BURNDAYRAZ. If BURNDAYRAZ and APHEELSIK are used exclusively in these attack runs (I.E., without adding in Melee attacks), the monster will never get the chance to reduce your Health. This basically means that there is no limit to how powerful a monster you can take down - except the number of unexplored tiles remaining for regeneration between attack runs. You can (theoretically) take on a level-9 monster while you are still at level 1, and still come out triumphant.&lt;br /&gt;
&lt;br /&gt;
For the ultimate three-glyph-combo, add BLUDTUPOWA. This will minimize the number of tiles you need to explore between each attack run, thanks to the increased Mana regeneration. And since you're not losing any Health while doing this, you can simply leave BLUDTUPOWA turned on all the time, as you do not require Health regeneration at all.&lt;br /&gt;
&lt;br /&gt;
More commonly however, you will find that you want to mix together BURNDAYRAZ and Melee Attacks, to cause as much damage as possible to the monster before Poisoning it. This is fine, as long as you make sure that the monster can't kill you with one hit. Make sure you exhaust both your Mana and Health before using APHEELSIK (and always remember to save the 5 Mana points required for APHEELSIK...)&lt;br /&gt;
&lt;br /&gt;
''Always remember however, that APHEELSIK is useless again the Undead, and is unreliable to say the least against monsters with Magic Resistance.''&lt;br /&gt;
&lt;br /&gt;
===BLUDTUPOWA===&lt;br /&gt;
&lt;br /&gt;
The natural choice, once it becomes unlocked. BLUDTUPOWA doubles your Mana regeneration at the expense of no Health regeneration. Since BURNDAYRAZ costs Mana, but allows you to attack without taking Damage, this will increase the frequency at which you can cast BURNDAYRAZ without any downside.&lt;br /&gt;
&lt;br /&gt;
Naturally, this only applies for heavy spellcasters who do not rely on a mix of BURNDAYRAZ with Melee attacks. Such characters WILL need to regenerate their health after every attack run, unless they only need one or two Melee attacks for the little extra damage, and do the rest of the work with BURNDAYRAZ. This is especially true when choosing an Elf and a Melee-oriented class - he can cast plenty of Fireballs, then finish up with a Melee attack to finish off the enemy.&lt;br /&gt;
&lt;br /&gt;
As a third Glyph, your best choice is usually APHEELSIK. However, depending on your class, you might even prefer more melee-oriented glyphs like GETINDARE or BYSSEPS for your finishing blow. This is especially true when, after casting as many BURNDAYRAZ as you can, you keep having leftover Mana and nothing to do with it. You might be able to use that Mana to enhance a finishing Melee attack on the enemy.&lt;br /&gt;
&lt;br /&gt;
===CYDSTEPP===&lt;br /&gt;
&lt;br /&gt;
CYDSTEPP and BURNDAYRAZ are almost polar opposites in terms of the characters that use them. Characters who rely on CYDSTEPP tend to have a powerful Melee attack, and due to the high Mana cost of that Glyph will rarely have enough Mana left over to cast BURNDAYRAZ at all. The opposite is also correct, with characters who rely on BURNDAYRAZ preferring to cast it as often as possible, leaving no Mana for CYDSTEPP. They also tend to have weaker Melee attacks, unsuitable for use with CYDSTEPP to begin with.&lt;br /&gt;
&lt;br /&gt;
For this reason, combining CYDSTEPP and BURNDAYRAZ is not recommended, and is difficult to say the least. You will rarely come across situations where it is actually necessary to use both Glyphs.&lt;br /&gt;
&lt;br /&gt;
===GETINDARE===&lt;br /&gt;
&lt;br /&gt;
If your character does not have an abysmal Attack Strength, he can try combining BURNDAYRAZ with GETINDARE to save himself some Mana. When using this combo, the character begins his attack by casting as many Fireballs as possible while leaving 3 Mana for the GETINDARE. When the monster's been sufficiently wounded, the hero then casts GETINDARE and attacks the monster in Melee combat, killing it outright with First Strike (I.E. not suffering any damage from the monster, nor any adverse effects it may possess).&lt;br /&gt;
&lt;br /&gt;
This is a tricky combination, which requires you to pay careful attention to the amount of damage your Fireballs and Melee Attack can cause together. It does, however, allow characters with low Health (most spellcasters) to kill monsters that would otherwise kill THEM with one strike, and saves 3 Mana in the process (the cost difference between GETINDARE and BURNDAYRAZ). Sometimes it can save up to 9 Mana, since the damage a character inflicts with a Melee Attack is usually slightly higher than the damage from their BURNDAYRAZ.&lt;br /&gt;
&lt;br /&gt;
This method can be safely combined with BLUDTUPOWA as the third Glyph, since despite using your Melee attack, you will not be suffering damage thanks to your First Strike capability and thus won't require Health regeneration. You can also combine it with BYSSEPS as the third Glyph, enhancing your attack strength for that last hit at the cost of 2 extra Mana.&lt;br /&gt;
&lt;br /&gt;
''Remember: This method does NOT work against monsters who possess First Strike themselves, like the [[Gorgon]] or [[Goblin]]. They will still inflict damage on you regardless of GETINDARE, and Gorgons can outright kill you if your health is just below 50%.''&lt;br /&gt;
&lt;br /&gt;
==Specific Targets==&lt;br /&gt;
&lt;br /&gt;
===Animated Armor===&lt;br /&gt;
&lt;br /&gt;
This monster, unique to the [[Factory]] dungeon, is often referred to as the best possible target for BURNDAYRAZ in the entire game.&lt;br /&gt;
&lt;br /&gt;
Animated Armor has only 1 Health point, and a number of &amp;quot;Protection from Death&amp;quot; layers equal to its level. To remove one layer of &amp;quot;Protection from Death&amp;quot;, all you need to do is attack the Animated Armor once - be it in Melee or by BURNDAYRAZ - regardless of how much damage you actually cause. The Armor does not regenerate its protection layers when exploring.&lt;br /&gt;
&lt;br /&gt;
This means that Animated Armor requires the same number of hits to kill every time (equal to its level plus 1). For Melee-oriented characters this is a bit of a problem, because higher-level Armor causes massive damage when attacked. Spellcasters however do not see this as a problem, because BURNDAYRAZ does not allow the target to retaliate. Therefore, all they need to do is cast BURNDAYRAZ on the Armor as many times as required, regenerating Mana each time they run out, until the Armor is dead.&lt;br /&gt;
&lt;br /&gt;
The bottom line is that this allows spellcasters of ridiculously low level to attack Animated Armor of the highest level they can find, safely, and kill it within a set number of BURNDAYRAZ uses. For instance, a level 9 Animated Armor will die after BURNDAYRAZ has been cast on it 10 times, regardless of how much damage your BURNDAYRAZ actually does. If such a high-level Armor is killed by a level 1 hero, the hero will immediately jump up to level 6. This costs a total of 60 mana, a ridiculously-low cost for so much experience!&lt;br /&gt;
&lt;br /&gt;
In practice, any character who finds and can use BURNDAYRAZ can take advantage of the same strategy, and it's pretty much required for some classes in the Factory dungeon.&lt;br /&gt;
&lt;br /&gt;
For the most devastating effect, combine this with BLUDTUPOWA, and you'll only need to explore a total of up to 30 tiles to perform this trick. &lt;br /&gt;
&lt;br /&gt;
===Magic-Resistant Monsters===&lt;br /&gt;
&lt;br /&gt;
In the same way that monsters with Physical Resistance can take less damage from Physical Attacks, monsters with Magic Resistance take less damage from BURNDAYRAZ.&lt;br /&gt;
&lt;br /&gt;
These monsters include the [[Goat]], [[Golem]], and several unique Bosses. The most resistant monster in the game right now is the Golem Boss &amp;quot;Iron Man&amp;quot;, who has a whopping 75% Magic Resistance. In other words, he will only suffer 1/4 of the damage your BURNDAYRAZ normally inflicts.&lt;br /&gt;
&lt;br /&gt;
This makes such monsters extremely poor targets for BURNDAYRAZ. In dungeons that contain many of them (especially the [[Factory]]), BURNDAYRAZ becomes a lousy weapon to depend on, even for the heaviest spellcasters.&lt;br /&gt;
&lt;br /&gt;
There are several methods to deal with this issue, when such monsters are abound. The most obvious one is to attempt to develop your character's Physical Attack, using Glyphs other than BURNDAYRAZ to enhance it further. This can be tricky, but doable, even with extremely heavy spellcasting classes.&lt;br /&gt;
&lt;br /&gt;
A simpler but rarer possibility is to seek out [[Mystera Annur]], who can single-handedly remove all Magic Resistance from all monsters. In this case, BURNDAYRAZ not only remains useful, but will probably even become stronger thanks to Mystera's other boons. Of course, this depends on your ability to find both the BURNDAYRAZ and Mystera as early as possible in the dungeon. &lt;br /&gt;
&lt;br /&gt;
One final possibility when faced with such monsters or Bosses is to seek out Jehora Jeheyu, and attempt to acquire his &amp;quot;Ploymorph&amp;quot; boon. This will change all monster types to randomly-selected ones, potentially changing the Magic-Resistant enemies to ones that do not possess this resistance at all. Again, this is tricky and depends greatly on luck, and so it a difficult choice.&lt;br /&gt;
&lt;br /&gt;
===Monsters with low Health===&lt;br /&gt;
&lt;br /&gt;
In most dungeons, Spellcasters tend to target monsters with below-normal Health. This includes the [[Gorgon]] and [[Wraith]], and to some extent the [[Imp]].&lt;br /&gt;
&lt;br /&gt;
These monsters make up for their low Health by having potentially dangerous abilities. For instance, the [[Wraith]] inflicts Mana Burn, which is something most characters don't like to suffer.&lt;br /&gt;
&lt;br /&gt;
For dedicated users of BURNDAYRAZ however, those abilities are meaningless. They will only be used when the monster strikes the hero in Melee combat, and with heavy BURNDAYRAZ use that never actually happens. Therefore, to such heroes these monsters are weak opponents who cannot make use of their dangerous abilities. &lt;br /&gt;
&lt;br /&gt;
Killing these monsters requires fewer castings of BURNDAYRAZ than other, healthier monsters. Naturally, this means that the hero can attack much higher-level versions of these monsters than normal, depending only on the number of BURNDAYRAZ uses the hero can make in a row. As long as no Melee attack against these monsters is made, the hero remains perfectly safe.&lt;br /&gt;
&lt;br /&gt;
Note that for Imps the situation is slightly different, because BURNDAYRAZ ''will'' cause them to Blink to another location in the dungeon. Still, that isn't inherently dangerous, it can just be a little wasteful. And it doesn't always go bad, even when you haven't explored much yet.&lt;br /&gt;
&lt;br /&gt;
==Specific Classes==&lt;br /&gt;
&lt;br /&gt;
===Wizard, Sorcerer, Bloodmage===&lt;br /&gt;
&lt;br /&gt;
All three spellcasting classes will probably find themselves using BURNDAYRAZ as their primary attack if possible. &lt;br /&gt;
&lt;br /&gt;
The Wizard is perhaps the foremost of these three, as his Attack Strength is lower than normal and will need BURNDAYRAZ to pose a threat to any monster. And since BURNDAYRAZ only costs 5 Mana for the Wizard, he can cast two of them in a row from the start of the dungeon. Couple this with his ability to reach BURNDAYRAZ quickly (thanks to seeing the location of all Glyphs on the map), and a larger selection of Glyphs increasing the likelyhood of getting a good combo.&lt;br /&gt;
&lt;br /&gt;
The Sorcerer, with his increased Mana capacity, can cast BURNDAYRAZ twice from the get-go as well, and before long will probably be able to cast it three times. However he is more likely to combine BURNDAYRAZ with Melee Attacks to make use of his Mana Shield capability. Unlike other characters, the Sorcerer will usually begin his attack run with a Melee Attack, then benefit from each casting of BURNDAYRAZ restoring 12 points of Health to hopefully use for another Melee attack.&lt;br /&gt;
&lt;br /&gt;
The Bloodmage gets BLUDTUPOWA from the start, meaning that if he can find BURNDAYRAZ early he's already got a great combo to work with. He also has health issues, making Melee combat less lucrative, but makes up for this with his ability to replenish his Mana for another BURNDAYRAZ-fest with just one Mana potion.&lt;br /&gt;
&lt;br /&gt;
===Fighter, Thief, Rogue, Assassin===&lt;br /&gt;
&lt;br /&gt;
All four of these classes will want to combine Melee attacks with BURNDAYRAZ to maximize the damage they can inflict on enemies. Each class will take a slightly different approach to this issue.&lt;br /&gt;
&lt;br /&gt;
The Fighter's choice here is mainly availability. BURNDAYRAZ is usually available, so if there's no other use for the Fighter's Mana, why not cast BURNDAYRAZ? It can even be combined with BYSSEPS and/or GETINDARE as required. Of course, if CYDSTEPP is found, BURNDAYRAZ can usually be thrown away.&lt;br /&gt;
&lt;br /&gt;
For the Thief, BURNDAYRAZ is a no-brainer. It can help reduce the enemy to the point where they thief's souped-up Melee Attack against that enemy will be enough to kill it. Couple this with the fact that more Glyphs are spawned on the map, increasing the chance of finding a good combo to go with the Thief's abilities, such as GETINDARE.&lt;br /&gt;
&lt;br /&gt;
Rogues use BURNDAYRAZ for largely the same reason: It can help drop the enemy to a low-enough health where the Rogue's massive attack damage will finish it off in one hit. Since Rogues always have First Strike when attacking, this means that proper use of BURNDAYRAZ followed be a killing blow will retain the Rogue's health at 100%. Combine with BLUDTUPOWA, and you've got an extremely powerful spellcaster on your hands.&lt;br /&gt;
&lt;br /&gt;
Last but not least, Assassins benefit greatly from their starting Glyph, APHEELSIK, which makes an excellent combo with BURNDAYRAZ once it's found. Explore around the enemy to gain First Strike, and you've got a three-glyph-combo using only two Glyph slots. Again, combine with BLUDTUPOWA if possible for a sure-winner.&lt;br /&gt;
&lt;br /&gt;
===Transmuter===&lt;br /&gt;
&lt;br /&gt;
The Transmuter has a choice between Melee and BURNDAYRAZ attacks, which depends mostly on the specifics of each dungeon.&lt;br /&gt;
&lt;br /&gt;
Choosing BURNDAYRAZ as your primary attack carries several benefits. It takes the pressure off refilling your Health (by destroying walls), and gives an even greater advantage if BLUDTUPOWA is found (the Transmuter can keep BLUDTUPOWA activated constantly, without any adverse effect). If you can manage to secure this combo, all you need is [[Mystera Annur]].&lt;br /&gt;
&lt;br /&gt;
===Half-Dragon===&lt;br /&gt;
&lt;br /&gt;
The Half-Dragon is the only character for whom BURNDAYRAZ is utterly useless. When playing a Half-Dragon, the Mana cost of using BURNDAYRAZ jumps up to 99 - well beyond any conceivably-reachable level. Therefore, the Half-Dragon cannot cast BURNDAYRAZ at all. &lt;br /&gt;
&lt;br /&gt;
===Vampire===&lt;br /&gt;
&lt;br /&gt;
More than any other spellcaster in the game, the Vampire epitomizes the use of BURNDAYRAZ.&lt;br /&gt;
&lt;br /&gt;
Vampires pay for Glyph use with Health instead of Mana (in fact, they have no Mana at all). Like all other characters, Vampires' Health rises with level, unlike Mana. And since Health rises pretty quickly, reaching several dozen by level 4 or 5, the Vampire can quickly reach a position where he use BURNDAYRAZ repeatedly in a row. By level 4, the Vampire can cause 96 points of damage with BURNDAYRAZ, enough to kill most monsters of level 5 or even 6 without breaking a sweat. Acquiring extra Health by any means can push this up even higher.&lt;br /&gt;
&lt;br /&gt;
To make things even better, Vampires have a massively-powerful Melee Attack, and always possess First Strike. This means that after all that BURNDAYRAZ mayhem, they can inflict an additional whopping amount of Physical damage to their enemies, potentially killing them outright. This pushes the limit on the level of monsters you can kill up to 2, 3, or even 4 levels above your own! Vampires at level 5 usually opt to find and kill the weaker level-9 monsters, if any can be found. They are that strong.&lt;br /&gt;
&lt;br /&gt;
The only caveat is that the cost of each use of BURNDAYRAZ increases by 1 each time it is used in succession. Therefore, the first casting will cost 6 Health as normal, the next costs 7, then 8, and so forth. This only resets once you make a Melee attack, which you usually will want to anyway. Against bosses or other high-Health monsters, it may be prudent to make a Melee attack against a weaker monster half-way through a battle with a tough monster, to reset the cost of BURNDAYRAZ and allow most castings.&lt;br /&gt;
&lt;br /&gt;
==BURNDAYRAZ and the Gods==&lt;br /&gt;
&lt;br /&gt;
Several Gods in the game have various opinions about the use of BURNDAYRAZ - they may favour it or reject it, depending on their own particular creeds.&lt;br /&gt;
&lt;br /&gt;
===Mystera Annur===&lt;br /&gt;
&lt;br /&gt;
As the Goddess of the Arcane, Mystera Annur will not only appreciate the use of BURNDAYRAZ, but will actually enhance it. Characters relying heavily on BURNDAYRAZ will want to seek out and worship Mystera as soon as they get the Glyph, assuming her altar exists in the dungeon.&lt;br /&gt;
&lt;br /&gt;
Mystera will grant you +1 Piety point for each use of BURNDAYRAZ, as she does for any Glyph use. If the &amp;quot;Faith&amp;quot; boon is acquired, this is doubled to +2 Piety per use.&lt;br /&gt;
&lt;br /&gt;
All other Mystera Annur boons will assist greatly in the use of BURNDAYRAZ. Her &amp;quot;Magic&amp;quot; boon increases your Maximum Mana by 15 points, allowing at least two additional castings of BURNDAYRAZ in a single attack run (3 if you're a Wizard!). And to deal with pesky Magic Resistant monsters, her &amp;quot;Weakening&amp;quot; boon will remove the Magical Resistance of all monsters in the dungeon!&lt;br /&gt;
&lt;br /&gt;
But the crowning jewel for the spellcaster is of course &amp;quot;Flames&amp;quot;: this boon increases the damage you do with BURNDAYRAZ by 25%, meaning basically that you need 1/4 fewer castings of BURNDAYRAZ to kill monsters. In other words, you can take on monsters 25% stronger than those you could kill before taking this boon. Assuming no Magic-Resistant monsters remain in the dungeon, taking this boon can ensure victory entirely.&lt;br /&gt;
&lt;br /&gt;
Of course, it's always important to remember that aligning with Mystera Annur means permanently giving up your Melee attack. For this reason, it is not recommended for characters who rely on a mix of BURNDAYRAZ and Melee, unless they can back this up with plenty of Maximum Mana, a powerful Glyph Combo, and/or powerful items that will assist them as spellcasters.&lt;br /&gt;
&lt;br /&gt;
===Tikki Tooki===&lt;br /&gt;
&lt;br /&gt;
A great god for characters who use BURNDAYRAZ to weaken their enemies to a point where they can finish him off with First Strike. Tikki Tooki will reward you +4 Piety points when this occurs (assuming you take NO damage from the monster while doing this).&lt;br /&gt;
&lt;br /&gt;
Such characters also make the best benefit from Tooki's boons, allowing them permanent First Strike and/or permanent Poison Attack to maximize their combined Melee/Magic tactics.&lt;br /&gt;
&lt;br /&gt;
Note that this is not the best choice for characters who kill their enemies ONLY with BURNDAYRAZ. While they will still gain lots of Piety from killing their enemies without taking damage, they will find no use for Tooki's boons.&lt;br /&gt;
&lt;br /&gt;
===Taurog===&lt;br /&gt;
&lt;br /&gt;
As with any other Glyph, [[Taurog]] will penalize you -5 Piety points every time you use BURNDAYRAZ, whether or not it was successfully cast.&lt;br /&gt;
&lt;br /&gt;
===Binlor Ironshield===&lt;br /&gt;
&lt;br /&gt;
[[Binlor]] is also averse to the use of spells, and will inflict a penalty of -1 Piety point per each use of BURNDAYRAZ, as with all other Glyphs (except [[ENDISWAL]]).&lt;br /&gt;
&lt;br /&gt;
{{DDNav}}&lt;/div&gt;</summary>
		<author><name>Headrock</name></author>	</entry>

	<entry>
		<id>http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=Alpha:ENDISWAL&amp;diff=2395</id>
		<title>Alpha:ENDISWAL</title>
		<link rel="alternate" type="text/html" href="http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=Alpha:ENDISWAL&amp;diff=2395"/>
				<updated>2010-12-13T15:52:42Z</updated>
		
		<summary type="html">&lt;p&gt;Headrock: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{DDGlyph&lt;br /&gt;
|title=ENDISWAL&lt;br /&gt;
|image=[[File:EndiswalLarge.png|75px]]&lt;br /&gt;
|mana=8&lt;br /&gt;
|effect=Destroy one wall&lt;br /&gt;
|unlocked=None&lt;br /&gt;
|notes=None&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
ENDISWAL (&amp;quot;End This Wall&amp;quot;) is one of the [[Glyphs]] you can find in a game of Desktop Dungeons. When used, this Glyph destroys a single wall tile in the dungeon to allow passage. This Glyph is available from the start.&lt;br /&gt;
&lt;br /&gt;
==Usage==&lt;br /&gt;
&lt;br /&gt;
ENDISWAL is cast by clicking on it, then clicking on the wall you wish to destroy.&lt;br /&gt;
&lt;br /&gt;
Each use of ENDISWAL costs 8 [[Mana]] for most characters. For the [[Wizard]] it costs only 7 Mana, and for the [[Berserker]] it costs 10.&lt;br /&gt;
&lt;br /&gt;
The [[Transmuter]] is a special case: Casting ENDISWAL with this character costs only 1 Mana.&lt;br /&gt;
&lt;br /&gt;
==Effect==&lt;br /&gt;
&lt;br /&gt;
When ENDISWAL is cast on a wall, the target wall disappears, leaving behind an empty tile. That tile can be moved through freely like any other empty tile. &lt;br /&gt;
&lt;br /&gt;
This may allow accessing portions of the dungeon that were not previously accessible. It can also carve paths around monsters that are too powerful for the hero to defeat (especially Bosses).&lt;br /&gt;
&lt;br /&gt;
==Availability==&lt;br /&gt;
&lt;br /&gt;
ENDISWAL is unlocked from the moment you install Desktop Dungeons. It has a certain chance to appear in each dungeon you play, supposedly the same chance as any other unlocked Glyph (though this has yet to be proven conclusively).&lt;br /&gt;
&lt;br /&gt;
Joining [[Binlor Ironshield]]'s religion will automatically spawn an ENDISWAL Glyph on the same tile as the Altar, assuming the Glyph does not already exist in the dungeon (and has not yet been picked up and converted by the hero either). If created in this way, the Glyph must be picked up before any further worship of Binlor can take place.&lt;br /&gt;
&lt;br /&gt;
For both the Transmuter and the Gorgon, the ENDISWAL Glyph appears on the starting tile when the dungeon crawl begins. The hero must pick up the Glyph if he intends to use it.&lt;br /&gt;
&lt;br /&gt;
==Stand-alone Use==&lt;br /&gt;
&lt;br /&gt;
Aside from the [[Transmuter]] and [[Gorgon]] (see below), most heroes will find little use for ENDISWAL as a part of their general strategy.&lt;br /&gt;
&lt;br /&gt;
ENDISWAL has a relatively high cost, and its function is quite limited. It can be used in very specific situations, especially when a high-level monster is blocking your access to the rest of the dungeon. In such a case, use ENDISWAL on a nearby wall tile that you think (or know) would open up access to other areas. It takes some experience with Desktop Dungeons to figure out which walls can open up more exploration, based on the common layout of the randomly-generated corridors. Nearer the edges of the map, it is more likely that destroying one wall will only reveal more walls behind it. Nearer the center of the maze, walls are more likely to open into corridors.&lt;br /&gt;
&lt;br /&gt;
ENDISWAL can be used by characters who have no other use for their Mana as a means of opening up more tiles for Health regeneration. At most, if the destroyed wall does not lead into a corridor, exploring the now-empty tile can reveal up to 5 new tiles (assuming none of them have been explored yet). This is usually achieved by digging diagonally towards the edge of the dungeon. If this happens, these tiles will give you (5 * Level) Health points and 5 Mana points (barring any other factors like BLUDTUPOWA). This doesn't cover the cost of the ENDISWAL Glyph, but the Health regeneration might help. This is good for Melee-oriented characters for whom Health is much more important than Mana. However, there's only so much diagonal digging you can do in each dungeon, so plan carefully.&lt;br /&gt;
&lt;br /&gt;
In combination with BLUDTUPOWA, it is possible to repay the entire cost of a use of ENDISWAL, because when digging diagonally as explained above, exploration of the new tile will grant you 10 Mana; 2 more than the cost of the spell. However, at the same time you will not be regaining any health. This is a last-resort option for spellcasters who have run out of normal exploration tiles and really need a few extra Mana points.&lt;br /&gt;
&lt;br /&gt;
==Spell Combos==&lt;br /&gt;
&lt;br /&gt;
===APHEELSIK===&lt;br /&gt;
&lt;br /&gt;
APHEELSIK poisons your enemies, ensuring that they stop regenerating as you go off to explore the dungeon and regain your Health and Mana for another attack. ENDISWAL helps here by opening up new tiles to explore when all other tiles have run out.&lt;br /&gt;
&lt;br /&gt;
Do remember that, in almost all situations, this method will only restore your Health - you'll be paying through the nose in Mana for every casting of ENDISWAL. Therefore this method is useful primarily for Melee characters who can afford to waste Mana.&lt;br /&gt;
&lt;br /&gt;
===BLUDTUPOWA===&lt;br /&gt;
&lt;br /&gt;
As mentioned above, the BLUDTUPOWA Glyph allows your hero to potentially dig for Mana. This is done by digging diagonally into an unexplored area of the dungeon. As you step into the newly-empty tile, each tile explored around it will regenerate 2 points of Mana. If done correctly, you can reveal up to 5 tiles for 10 Mana - outweighing the cost of the spell by 2 Mana points. If you reveal only 4 new tiles, the spell will have paid for itself.&lt;br /&gt;
&lt;br /&gt;
Do remember that while doing this, you do not gain any Health!&lt;br /&gt;
&lt;br /&gt;
===IMAWAL===&lt;br /&gt;
&lt;br /&gt;
The spell IMAWAL turns monsters into stone. The only real benefit from this is the Piety you gain from [[The Earthmother]], assuming you are already worshipping her.&lt;br /&gt;
&lt;br /&gt;
This of course creates a problem, because the new wall might be blocking your access to the rest of the dungeon. In theory, this is where ENDISWAL should come in.&lt;br /&gt;
&lt;br /&gt;
Unfortunately, [[The Earthmother]] will be furious if you tried this, decreasing your Piety considerably and inflicting you with a condition similar to Poison (no Health regeneration from exploration). Therefore, it is far from an optimal solution.&lt;br /&gt;
&lt;br /&gt;
If not worshipping [[The Earthmother]] you can still employ the same trick to destroy extremely tough monsters (up to level 9) who are blocking your path to a crucial part of the dungeon. You cast IMAWAL on the monster, then destroy the new wall with ENDISWAL. Note however that you will gain NO experience for this!&lt;br /&gt;
&lt;br /&gt;
==Specific Classes==&lt;br /&gt;
&lt;br /&gt;
===Transmuter===&lt;br /&gt;
&lt;br /&gt;
The Transmuter subsists almsot entirely on the constant use of ENDISWAL. Each time the spell is used to destroy a wall, the Transmuter gains 2 points of Health per character level. This goes to offset the fact that the Transmuter does not regenerate Health during exploration.&lt;br /&gt;
&lt;br /&gt;
To facilitate this, the cost of using the ENDISWAL Glyph while playing a Transmuter is reduced to 1 Mana only. This means that a single explored tile will, if it contains a wall, can be used to regain 2 Health (per level) instead of 1 Mana. &lt;br /&gt;
&lt;br /&gt;
If BLUDTUPOWA is acquired, the Transmuter will want to leave it on at all times. This means you get 2 mana for exploring a tile, and (if it contains a wall) can covert that gain to 1 Mana and 2 Health (per level) instead (by destroying that wall). This is one Health point per level more than the normal exploration gain that other characters get per tile.&lt;br /&gt;
&lt;br /&gt;
In addition, the low cost of ENDISWAL and the fact that the Transmuter will cast it repeatedly as part of his normal routine means that he would be prudent to worship either [[Binlor Ironshield]] or [[Mystera Annur]]. Binlor will give you 2 Piety points per use of ENDISWAL, while Mystera will give you 1 (or 2 if you've acquired the &amp;quot;Faith&amp;quot; boon). This can easily get you to 100 Piety with either god, with very little effort involved. Choose Mystera if you want to concentrate on spellcasting, and Binlor if you want to concentrate on Melee combat, based on the situation you're currently in. &lt;br /&gt;
&lt;br /&gt;
===Gorgon===&lt;br /&gt;
&lt;br /&gt;
Like the Transmuter, the Gorgon receives ENDISWAL at the start of the dungeon - it is spawned on the starting tile and must be picked up if you wish to use it.&lt;br /&gt;
&lt;br /&gt;
Gorgons need this spell because whenever they kill a monster in Melee combat, it will instantly turn into a wall, potentially blocking your exploration. Unfortunately, ENDISWAL still costs 8 Mana points for the Gorgon, and so it is used more often as a necessity rather than a strategic tool.&lt;br /&gt;
&lt;br /&gt;
Other than this, the Gorgon has no specific use for ENDISWAL, though it does incline the Gorgon to seek Binlor Ironshield for worship.&lt;br /&gt;
&lt;br /&gt;
===Half-Dragon===&lt;br /&gt;
&lt;br /&gt;
The Half-Dragon has a limited use for ENDISWAL, but clever use can lead to much easier fights.&lt;br /&gt;
&lt;br /&gt;
Half-Dragons with their Knockback ability can knock enemies into walls. This destroys walls in the same way as ENDISWAL. However, to knock an enemy into an adjacent wall, your Half-Dragon hero needs to be standing in the directly opposite tile on the other side of the enemy. This can be tricky if the monster isn't standing in an intersection, and sometimes even that doesn't help.&lt;br /&gt;
&lt;br /&gt;
If you cannot find another monster to push into the tile you want emptied of walls, ENDISWAL is a useful substitute. It may cost a lot of Mana, but it's not like the Half-Dragon has much use for Mana anyway (mainly due to their inability to cast BURNDAYRAZ).&lt;br /&gt;
&lt;br /&gt;
The best-case-scenario for this is when fighting very high-level monsters, especially bosses. If you can free up a couple of tiles in strategic positions, you can knock the monster into a position where you can then continue knocking it into a row of walls with every attack you make. This substantially increases the amount of damage you do with each attack, especially if your Knockback ability is pumped up. This method is practically essential for beating the [[Factory]] dungeon, with its highly resistant [[Golem]] and [[Meat Man]] enemies.&lt;br /&gt;
&lt;br /&gt;
==ENDISWAL and the Gods==&lt;br /&gt;
&lt;br /&gt;
Several Gods in the game have various opinions about the use of ENDISWAL - they may favour it or reject it, depending on their own particular creeds.&lt;br /&gt;
&lt;br /&gt;
===Binlor Ironshield===&lt;br /&gt;
&lt;br /&gt;
Binlor is the god of Miners, and respects any effort to dig through the dungeon. In fact, when first worshipping Binlor, he will attempt to generate an ENDISWAL Glyph on his alter tile. This will succeed if the Glyph hasn't been spawned elsewhere in the dungeon. If the hero has already found ENDISWAL and/or converted it, the Glyph will not be recreated.&lt;br /&gt;
&lt;br /&gt;
Each successful use of ENDISWAL will grant you +2 Piety with Binlor Ironshield. This is particularly useful for the Transmuter, who casts ENDISWAL constantly during each dungeon crawl, and also somewhat useful for the Gorgon. ENDISWAL is the only Glyph you can use while worshipping Binlor that wll not cause an immediate drop of -1 Piety.&lt;br /&gt;
&lt;br /&gt;
Also note that if you convert ENDISWAL while worshipping this god, you will immediately lose 1 Health Potion!&lt;br /&gt;
&lt;br /&gt;
===The Earthmother===&lt;br /&gt;
&lt;br /&gt;
The Earthmother protects the Earth, and destroying pieces of it is considered a travesty. Each time you destroy a wall with ENDISWAL, you will lose a certain amount of Piety points (exact amount not yet confirmed). In addition, you'll be inflicted with a condition similar to Poisoning, where exploration does not regenerate your Health.&lt;br /&gt;
&lt;br /&gt;
===Taurog===&lt;br /&gt;
&lt;br /&gt;
As with any other Glyph, [[Taurog]] will penalize you -5 Piety points every time you use ENDISWAL. Also, his reduction of Maximum Mana means you will usually remain with too little Mana to use the Glyph anyway.&lt;br /&gt;
&lt;br /&gt;
===Mystera Annur===&lt;br /&gt;
&lt;br /&gt;
Mystera grants +1 Piety for the use of any Glyph, ENDISWAL included. With the &amp;quot;Faith&amp;quot; boon, this is increased to +2 Piety. Most characters will not find this very useful, but the Transmuter definitely will. For the Transmuter, ENDISWAL only costs 1 Mana point to use, and is pretty much a constant necessity to boot. This means that the Transmuter can easily acquire all of Mystera's boons during a single dungeon crawl.&lt;br /&gt;
&lt;br /&gt;
This is useful for turning your Transmuter into a powerful spellcaster, and pretty much necessitates that you find the BURNDAYRAZ Glyph to make use of it. It is very helpful for all challenge dungeons except the [[Factory]]. Alternately, if you find that you would like to lean more towards Melee combat, you may prefer to go with Binlor Ironshield.&lt;br /&gt;
&lt;br /&gt;
{{DDNav}}&lt;/div&gt;</summary>
		<author><name>Headrock</name></author>	</entry>

	<entry>
		<id>http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=Alpha:HALPMEH&amp;diff=2394</id>
		<title>Alpha:HALPMEH</title>
		<link rel="alternate" type="text/html" href="http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=Alpha:HALPMEH&amp;diff=2394"/>
				<updated>2010-12-13T15:52:28Z</updated>
		
		<summary type="html">&lt;p&gt;Headrock: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{DDGlyph&lt;br /&gt;
|title=HALPMEH&lt;br /&gt;
|image=[[File:HalpmehLarge.png|75px]]&lt;br /&gt;
|mana=3&lt;br /&gt;
|effect=Restores Health, cures Poison&lt;br /&gt;
|unlocked=Completing Normal with [[Paladin]]&lt;br /&gt;
|notes=Healing power increases with level&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
HALPMEH (&amp;quot;Help Me&amp;quot;) is one of the [[Glyphs]] you can find in a game of Desktop Dungeons. When used, this Glyph heals a certain amount of your Health, and cures you of Poison. Initially locked and available only to the [[Paladin]], it can become unlocked and available for all classes.&lt;br /&gt;
&lt;br /&gt;
==Usage==&lt;br /&gt;
&lt;br /&gt;
HALPMEH is cast by simply clicking it.&lt;br /&gt;
&lt;br /&gt;
Each use of HALPMEH costs 3 [[Mana]], except for the [[Wizard]] for whom it costs only 2 Mana, and the [[Berserker]] for whom it costs 5.&lt;br /&gt;
&lt;br /&gt;
==Effect==&lt;br /&gt;
&lt;br /&gt;
When cast, HALPMEH instantly restores a certain number of Health points, based on your current level: You get 3 Health Points per level.&lt;br /&gt;
&lt;br /&gt;
In addition, HALPMEH will immediately remove the Poison effect from your hero, if it exists.&lt;br /&gt;
&lt;br /&gt;
HALPMEH can only restore your health up to your Maximum. It cannot make you more than 100% healthy. Also note that characters who have more health than normal will require more castings of HALPMEH to fill their entire health bar than other characters - it does not scale with Maximum Health bonuses, only with your current level!&lt;br /&gt;
&lt;br /&gt;
You can use HALPMEH repeatedly as many times as required, or as many times as your Mana allows.&lt;br /&gt;
&lt;br /&gt;
'''Important to remember''': Unlike exploring tiles to regain Health, using HALPMEH does not allow monsters to regenerate. So while you are gaining health, the monsters you were fighting do not. On the other hand, you are losing Mana at the same time.&lt;br /&gt;
&lt;br /&gt;
==Availability==&lt;br /&gt;
&lt;br /&gt;
For a new Player Profile, HALPMEH is not available for use. To be able to use HALPMEH at all, the player must unlock the [[Paladin]] class by defeating the Normal Dungeon with a [[Monk]].&lt;br /&gt;
&lt;br /&gt;
Any game played with the Paladin will start with the HALPMEH Glyph on the starting tile. The Paladin needs to pick it up if he intends to use it. HALPMEH always appears when playing the Paladin class, regardless of any other factors.&lt;br /&gt;
&lt;br /&gt;
Once the Normal Dungeon is beaten with a Paladin, HALPMEH becomes fully unlocked. From that point onwards, the HALPMEH Glyph has a chance to appear in any dungeon played, regardless of any other factors. The chance for it to appear is supposedly the same as that of other Glyphs, though this has not yet been conclusively proven.&lt;br /&gt;
&lt;br /&gt;
==Health to Mana Ratio==&lt;br /&gt;
&lt;br /&gt;
At level 1, the HALPMEH glyph restores exactly 3 points of Health for the 3 Mana points it costs to use, a ratio of 1:1 (1 mana point spent per one health point healed). At level 2, HALPMEH restores twice as much Health (6 points) for the same Mana cost, a ratio of 1:2.&lt;br /&gt;
However, the hero's Maximum Health is now doubled as well, so it will still take the same number of uses of HALPMEH to restore your Health from 1 to Maximum. The ratio between Maximum Health and the power of HALPMEH remains constant, assuming no other factors affect your Maximum Health. &lt;br /&gt;
&lt;br /&gt;
Due to this constant ratio, another way to express the effect of HALPMEH is to say that it heals &amp;quot;30% of your Maximum Health&amp;quot; per use. Again you must remember that if Maximum Health is altered (either up or down), the equilibrium is broken and the above statement is no longer correct. If any effect has altered your hero's Maximum Health, always remember that such factors ''do not'' alter the number of Health points you receive from each casting of HALPMEH.&lt;br /&gt;
&lt;br /&gt;
One thing that is important to note is that HALPMEH maintains the same ratio as healing through exploration. When exploring you will gain 1 Mana point, and 1 Health point per character level. So at level 1 the ratio is 1:1, at level 2 the ratio is 1:2, and so on, corresponding exactly to the increased ratio of Mana to Health used by HALPMEH.&lt;br /&gt;
&lt;br /&gt;
This is important to remember for various reasons, one of which is the special relationship HALPMEH has with another Glyph - BLUDTUPOWA. This is explained below.&lt;br /&gt;
&lt;br /&gt;
==Stand-alone Use==&lt;br /&gt;
&lt;br /&gt;
Most commonly, HALPMEH is used by Melee-oriented characters as a way of increasing their staying power during combat, and make use of the mana they keep hoarding up. They will fight a monster until they can fight no more, then use their left-over Mana to restore themselves to a fighting state, and continue the battle. This may allow the hero to deliver several more hits - hopefully enough to finish the monster off.&lt;br /&gt;
&lt;br /&gt;
This tactic is most preferred by characters who rely on superior defenses - each point of Health restored in a battle is much more useful than for other characters. On the flipside, Melee-oriented characters who have powerful attacks and low health are usually better off sticking with [[CYDSTEPP]] - healing themselves might be a waste of Mana. Still, your playing style is really the only thing that determines whether HALPMEH is the best choice at any given time. &lt;br /&gt;
&lt;br /&gt;
==Spell Combos==&lt;br /&gt;
&lt;br /&gt;
===APHEELSIK===&lt;br /&gt;
&lt;br /&gt;
This is a very basic combo, used by characters who rely mostly or solely on Melee attacks. They will wear down the monster by attacking it until their Health is spent, use mana to regenerate, attack again, and then use the last 5 Mana points to cast APHEELSIK on the enemy. They are then free to explore and regain both health (for another attack run) and Mana (for more healing and poison as required).&lt;br /&gt;
&lt;br /&gt;
This combo requires very little Mana to use - anywhere from 7 and upwards. The more Mana you have, the more times you can heal mid-battle, and so the more damage you can do to your foe in each attack run.&lt;br /&gt;
&lt;br /&gt;
===BLUDTUPOWA===&lt;br /&gt;
&lt;br /&gt;
This is perhaps one of the most interesting combinations there are. HALPMEH and BLUDTUPOWA are essentially polar opposites: One restores Health at the expense of Mana, and the other restores Mana at the expense of Health. Although they are used somewhat differently, the overall effect is staggeringly similar.&lt;br /&gt;
&lt;br /&gt;
The resemblance goes beyond the superficial: Both glyphs have the same exact ratio between Mana and Health.&lt;br /&gt;
To see how this works, acquire both Glyphs, and explore three tiles of the dungeon. At level 1, you receive 3 Mana and 3 Health - one of each for every tile.&lt;br /&gt;
Now explore 3 tiles with BLUDTUPOWA turned on, you receive 6 Mana and 0 Health. Cast HALPMEH once, and you'll lose 3 Mana and gain 3 Health. So basically, you've just gained 3 Health and 3 Mana from exploration - the same as you did before without using the Glyphs.&lt;br /&gt;
&lt;br /&gt;
The matching ratios mean that when you have both Glyphs in your possession, you can basically control your Mana and Health intake as accurately as required. You can choose exactly when to restore Mana and when to restore Health as the situation dictates.&lt;br /&gt;
&lt;br /&gt;
It's all down to micromanagement - and a player skilled with micromanaging his status can seriously cut down on the number of tiles they explore. In other words, you'll reduce the number of tiles explored for no real gain (or for less than ideal gain). An actual example of how to use this would be very difficult, which is why this combo is not really commonly used. However, if you can learn how to use it, you'll find that you can start taking on the bosses with a significant part of the dungeon left unexplored and ripe for post-battle regeneration.&lt;br /&gt;
&lt;br /&gt;
Naturally, with the use of APHEELSIK as the third Glyph, maximizing gain from tile exploration becomes a winning strategy!&lt;br /&gt;
&lt;br /&gt;
==Specific Classes==&lt;br /&gt;
&lt;br /&gt;
===Paladin===&lt;br /&gt;
&lt;br /&gt;
Choosing a Paladin for a dungeon will always spawn the HALPMEH Glyph on the starting tile (see above). Paladins rely on HALPMEH together with their high Physical resistance to basically outlast high-level enemies. They take less damage than normal, so restoring health can allow them to prolong fights far past the normal length dictated by their Maximum Health. This is their primary method for taking out bosses, as well.&lt;br /&gt;
&lt;br /&gt;
===Monk===&lt;br /&gt;
&lt;br /&gt;
Perhaps the greatest benefit from HALPMEH comes to the Monk. With 50% resistance to both Physical and Magical attacks, a Monk can be said to make twice as much out of every Health point he has as any other character. Therefore, converting mana into Health allows the Monk to prolong a battle considerably, enough to duke it out with extremely hardy foes.&lt;br /&gt;
&lt;br /&gt;
Remember however that your Attack rating is lower than other characters', so it is almost always necessary to have a second or even third Glyph to back you up, for instance APHEELSIK or even BYSSEPS. And a large Mana pool will help considerably.&lt;br /&gt;
&lt;br /&gt;
===Sorcerer===&lt;br /&gt;
&lt;br /&gt;
This spellcaster surprisingly benefits greatly from HALPMEH. Sorcerers are more melee-oriented than other spellcasters - they need to get into Melee combat to make use of their terrific Mana Shield ability, and being able to regenerate health for another attack is a great help towards this.&lt;br /&gt;
&lt;br /&gt;
Even more importantly, the Sorcerer has the innate ability to regenerate 2 Health points per every 1 Mana spent. Since HALPMEH costs mana to use, this changes the formula for your HALPMEH Health restoration to &amp;quot;3 points per level + 6&amp;quot;. With their increased Mana pool (+5 points), this means they can cast HALPMEH more often too. &lt;br /&gt;
&lt;br /&gt;
The combination of all these things together makes HALPMEH one of the best Glyphs a Sorcerer can find.&lt;br /&gt;
&lt;br /&gt;
===Transmuter===&lt;br /&gt;
&lt;br /&gt;
The Transmuter does not regain Health from exploring tiles. Instead he uses ENDISWAL to destroy walls, gaining 2 mana points per wall.&lt;br /&gt;
&lt;br /&gt;
Acquiring HALPMEH can be very useful, because walls are a scarce commodity. In some dungeons you'll find that you're running out of walls rapidly. With HALPMEH, you can use up the ample mana you get from exploration to heal yourself. This is especially useful because Transmuters tend to explore much more of the dungeon than other characters (usually ALL of it) thanks to their ability to tunnel rapidly through walls.&lt;br /&gt;
&lt;br /&gt;
Combine with BLUDTUPOWA for even better results.&lt;br /&gt;
&lt;br /&gt;
===Vampire===&lt;br /&gt;
&lt;br /&gt;
It's important to note that HALPMEH is of absolutely no value to the Vampire. When used, it will only drain you of Health (since Vampires pay Health for Glyph use instead of Mana), and will not heal you at all, regardless of your level or any other factors.&lt;br /&gt;
&lt;br /&gt;
When encountered in a dungeon, you can safely convert HALPMEH.&lt;br /&gt;
&lt;br /&gt;
==HALPMEH and the Gods==&lt;br /&gt;
&lt;br /&gt;
Several Gods in the game have various opinions about the use of HALPMEH - they may favour it or reject it, depending on their own particular creeds.&lt;br /&gt;
&lt;br /&gt;
===Glowing Guardian===&lt;br /&gt;
&lt;br /&gt;
The Glowing Guardian respects healing, even if you do it on yourself. Each time you use HALPMEH (even if your Health is already full), you will gain 1 Piety point from Glowing Guardian.&lt;br /&gt;
&lt;br /&gt;
Another way to make good use of HALPMEH to gain favor with Glowing Guardian is its ability to cure poison. Being poisoned by a monster grants +1 Piety from the Guardian, and a single use of HALPMEH is enough to cure that poison. This nets you +2 Piety for each Poison/Cure cycle, costing you a little Health (or possibly none!) and 3 Mana.&lt;br /&gt;
&lt;br /&gt;
Also note that you should never convert HALPMEH while worshipping Glowing Guardian, for he will immediately renounce you!&lt;br /&gt;
&lt;br /&gt;
===Dracul===&lt;br /&gt;
&lt;br /&gt;
On joining Dracul, the HALPMEH Glyph is automatically destroyed - whether it is in your Glyph Slots or anywhere in the dungeon. 'Nuff said.&lt;br /&gt;
&lt;br /&gt;
===Taurog===&lt;br /&gt;
&lt;br /&gt;
As with any other Glyph, [[Taurog]] will penalize you -5 Piety points every time you use HALPMEH. In addition, he will halve your health, so the Healing effect received from the Glyph will usually be nullified.&lt;br /&gt;
&lt;br /&gt;
===Binlor Ironshield===&lt;br /&gt;
&lt;br /&gt;
[[Binlor]] is also averse to the use of spells, and will inflict a penalty of -1 Piety point per each use of HALPMEH, as with all other Glyphs (except [[ENDISWAL]]).&lt;br /&gt;
&lt;br /&gt;
===Mystera Annur===&lt;br /&gt;
&lt;br /&gt;
HALPMEH is a good Glyph you can use just for gaining Piety with Mystera Annur. She will grant you +1 Piety for each use of the Glyph. Of course, the Health you regain is basically &amp;quot;lost&amp;quot;, since followers of Mystera have no use for their Health anyway - they cause virtually no damage in Melee combat. If you have a choice, go for BYSSEPS, which is even cheaper to cast.&lt;br /&gt;
&lt;br /&gt;
Other than for Piety gain, followers of Mystera have no use for HALPMEH. Note however that converting the Glyph will cause Piety loss of -10 Points, just as it does for converting any other Glyph while worshipping this arcane goddess.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{DDNav}}&lt;/div&gt;</summary>
		<author><name>Headrock</name></author>	</entry>

	<entry>
		<id>http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=Alpha:BLUDTUPOWA&amp;diff=2393</id>
		<title>Alpha:BLUDTUPOWA</title>
		<link rel="alternate" type="text/html" href="http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=Alpha:BLUDTUPOWA&amp;diff=2393"/>
				<updated>2010-12-13T15:52:03Z</updated>
		
		<summary type="html">&lt;p&gt;Headrock: &lt;/p&gt;
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&lt;div&gt;{{DDGlyph&lt;br /&gt;
|title=BLUDTUPOWA&lt;br /&gt;
|image=[[File:BludtupowaLarge.png|75px]]&lt;br /&gt;
|mana=0&lt;br /&gt;
|effect=Increased Mana Regeneration; No Health Regeneration.&lt;br /&gt;
|unlocked=Completing Normal with [[Bloodmage]]&lt;br /&gt;
|notes=Toggled On/Off freely&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
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BLUDTUPOWA (&amp;quot;Blood to Power&amp;quot;) is one of the [[Glyphs]] you can find in a game of Desktop Dungeons. A unique type of Glyph, it can be turned on and off freely without spending Mana. When activated, it doubles Mana Regeneration but disables Health Regeneration. Initially locked and available only to the [[Bloodmage]], it can become unlocked and available for all classes.&lt;br /&gt;
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==Usage==&lt;br /&gt;
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BLUDTUPOWA is unique amongst the Glyphs, because it is a &amp;quot;toggled&amp;quot; ability: Click it once to turn it &amp;quot;on&amp;quot;, and again to turn it &amp;quot;off&amp;quot;.&lt;br /&gt;
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Activating or deactivating BLUDTUPOWA costs no Mana whatsoever, and may be done at any time.&lt;br /&gt;
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==Effect==&lt;br /&gt;
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While BLUDTUPOWA is in its &amp;quot;activated&amp;quot; state, tile exploration will regenerate 2 Mana Points per tile instead of the normal 1 Mana Point per tile.&lt;br /&gt;
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On the other hand, while it is activated, BLUDTUPOWA will prevent all Health Regeneration from exploring tiles.&lt;br /&gt;
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The end result is that activating BLUDTUPOWA enables a speedier regeneration of Mana instead of regenerating any Health. The key is then to know learn when to turn BLUDTUPOWA on for increased Mana regeneration, and when to turn it off to regain lost Health. Different classes will behave differently in this regard.&lt;br /&gt;
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==Availability==&lt;br /&gt;
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For a new Player Profile, BLUDTUPOWA is not available for use. To be able to use BLUDTUPOWA at all, the player must unlock the [[Bloodmage]] class by defeating the Normal Dungeon with a [[Sorcerer]].&lt;br /&gt;
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Any game played with the Bloodmage will start with the BLUDTUPOWA Glyph on the starting tile. The Bloodmage needs to pick it up if he intends to use it. BLUDTUPOWA always appears when playing the Bloodmage class, regardless of any other factors.&lt;br /&gt;
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Once the Normal Dungeon is beaten with an Bloodmage, BLUDTUPOWA becomes fully unlocked. From that point onwards, the BLUDTUPOWA Glyph has a chance to appear in any dungeon played, regardless of any other factors. The chance for it to appear is supposedly the same as that of other Glyphs, though this has not yet been conclusively proven.&lt;br /&gt;
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In addition, once the dungeon shops have been upgraded enough by completing the Normal and [[Snake Pit]] dungeons with several classes, shops may occasionally sell BLUDTUPOWA. This requires a shop quality level of 35. If the Glyph is bought in this way, it will be placed on the tile the shop used to occupy (the shop disappears, as always).&lt;br /&gt;
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==Spell Combos==&lt;br /&gt;
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Naturally, increased Mana intake from exploration means that any Glyph may be cast more often once BLUDTUPOWA is acquired. Some Glyphs benefit more than others from this increased regeneration.&lt;br /&gt;
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===BURNDAYRAZ===&lt;br /&gt;
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BURNDAYRAZ is the most common and straightforward Glyph to combine with BLUDTUPOWA: If you can defeat a monster with BURNDAYRAZ alone (I.E. without having to resort to Melee attacks), only your Mana will have been depleted, and you can use BLUDTUPOWA to gain it back twice as fast as normal for the next creature fight.&lt;br /&gt;
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Naturally, heavy spellcasters will find this combo useful in most situations they encounter. This is less true when the character relies on Melee attacks, in which case one of the Three-Glyph-Combos below may be required.&lt;br /&gt;
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===APHEELSIK===&lt;br /&gt;
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APHEELSIK and BLUDTUPOWA on their own are not very useful, but will become a powerful combo with a third Glyph, BURNDAYRAZ.&lt;br /&gt;
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With this combo, BURNDAYRAZ is cast on a monster as many times as possible, followed by APHEELSIK to freeze its Health regeneration. BLUDTUPOWA is then used to regain Mana quickly using up fewer unexplored tiles, and the process is repeated.&lt;br /&gt;
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To maximize efficiency, your hero will need a respectable Maximum Mana - enough to cast BURNDAYRAZ at least twice before running out of Mana. This will cut down on the number of times you need to &amp;quot;waste&amp;quot; Mana on APHEELSIK to facilitate further exploration. The more Fireballs you can cast before reaching 5 Mana, the more efficient this becomes.&lt;br /&gt;
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With this tactic, it is quite possible for heavy spellcasters to destroy monsters several levels above them - theoretically killing a boss without the use of potions or other healing devices!&lt;br /&gt;
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Always remember to leave 5 Mana for APHEELSIK at the end of your BURNDAYRAZ volley.&lt;br /&gt;
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===CYDSTEPP===&lt;br /&gt;
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A preferred combo for Melee Combat specialists is BLUDTUPOWA and CYDSTEPP. The high cost of CYDSTEPP (10 Mana, normally) can be replenished quickly when BLUDTUPOWA is activated. This is augmented by the way CYDSTEPP works: Your health becomes less relevant because CYDSTEPP will prevent death even if your Current Health is only 1 point. Therefore, repeated use of CYDSTEPP means that you do not actually ''need'' to regenerate Health at all. &lt;br /&gt;
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Of course, this depends on how many times you can cast CYDSTEPP without having to regenerate Mana for more CYDSTEPPs. If you require a large number of hits to take a monster down, keeping your health full for the first attack may be required (to get a hit on the monster without having to avoid death, and so forth).&lt;br /&gt;
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Once again, when combined with APHEELSIK this can be a winning strategy (see APHEELSIK, above), especially for characters with a powerful attack and low Maximum Health. It is not recommended for heroes who rely on a weak attack and plenty of Health, as they will usually need to regenerate their Health more often, and benefit less from each blow they make.&lt;br /&gt;
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===GETINDARE===&lt;br /&gt;
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Another Three-Glyph-Combo together with BLUDTUPOWA and BURNDAYRAZ, this Glyph can help heroes who require one Melee attack to bring their foe to 0 Health after weakening it with BURNDAYRAZ. Due to the nature of First Strike (bestowed by GETINDARE), if the fireballs together with the finishing Melee Attack can bring the monster to 0 Health, the hero will have lost no Health at all, and can then use BLUDTUPOWA to focus on Mana Regeneration for the next combat.&lt;br /&gt;
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===HALPMEH===&lt;br /&gt;
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This Glyph has a special relationship with BLUDTUPOWA, as together they enable the player to control both Mana and Health regeneration as they see fit.&lt;br /&gt;
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BLUDTUPOWA will gain you a large number of Mana points per tile explored, but no Health points. You can then cast HALPMEH as many times as required in your specific situation to regain as much Health as you require. In this way, you can artificially regenerate the required amount of Health whenever you need it, without having to waste unexplored tiles. Without BLUDTUPOWA, or when the Glyph is deactivated, exploring for Health is wasteful when your Mana pool is already full. With this combo, that never happens because you can always use that extra Mana for more healing, and explore only to regain lost Mana.&lt;br /&gt;
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This is assisted by the fact that the conversion rates for HALPMEH and BLUDTUPOWA are completely in sync with normal Health and Mana regeneration: Correctly using these you can ''artifically'' emulate normal Health and Mana regeneration rates, so neither Mana or Health is lost when choosing to use this combo instead of turning BLUDTUPOWA off.&lt;br /&gt;
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Finally, note that the Wizard (who has lower Mana costs for spells) can actually achieve better-than-normal Health Regeneration with this combo, since the Mana Conversion ratio of HALPMEH is 33% better for this character class. However, the Wizard has little use for Health unless attempting to play as a Melee-oriented character. Use with caution!&lt;br /&gt;
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===LEMMISI===&lt;br /&gt;
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For spellcasting specialists, LEMMISI and BLUDTUPOWA can be a terrific combo used once all tiles have been explored - I.E. when preparing for the final boss fight. You will regain 2 points of Mana for each tile revealed by LEMMISI instead of the normal 1. So instead of simply regaining the amount of Mana required to cast the spell, you will gain 3 extra points of Mana for every use, enabling you to regenerate your Mana with LEMMISI. Of course, this kills off LEMMISI's Health Regeneration, but you can always turn BLUDTUPOWA off when it is required.&lt;br /&gt;
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Note that for Wizards this is even more useful: They will regain 4 Mana points for each use of this combo, instead of only 3.&lt;br /&gt;
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==Specific Classes==&lt;br /&gt;
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===Bloodmage===&lt;br /&gt;
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Choosing a Bloodmage for a dungeon will always spawn the BLUDTUPOWA Glyph on the starting tile (see above). Bloodmages use BLUDTUPOWA to regenerate their Mana, and can always use remaining Blood-stains to regenerate their Health when required. However, as noted on the Bloodmage character class page, this Glyph is actually less useful for Bloodmages than it is for some other classes who rely more on their spellcasting abilities.&lt;br /&gt;
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===Paladin / Warlord===&lt;br /&gt;
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The Paladin begins each dungeon with the HALPMEH Glyph, while the Warlord begins each dungeon with the CYDSTEPP Glyph. As discussed above, both these Glyphs can form powerful combos with BLUDTUPOWA.&lt;br /&gt;
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===Transmuter===&lt;br /&gt;
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This character class derives the single greatest benefit from BLUDTUPOWA, because Transmuters already do not regenerate Health from exploration. Therefore, once BLUDTUPOWA has been acquired, the Transmuter can simply leave it on all the time, gaining its doubled Mana regeneration without the concession of Health Regeneration.&lt;br /&gt;
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The downside of course is that this leaves only one Glyph slot unoccupied, as the Transmuter now has both ENDISWAL (his crucial Glyph) and BLUDTUPOWA taking up the other two slots. This cuts down on the number of combos you can use, but is usually worth it.&lt;br /&gt;
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Also note: If you intend to join Binlor Ironshield (practically a necessity for this character class), remember to turn BLUDTUPOWA on before doing so. Binlor will deduct -1 Piety point for the activation of the Glyph. This is really not much compared to the amount of Piety you'll be collecting though, so it's not that big a deal.&lt;br /&gt;
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==BLUDTUPOWA and the Gods==&lt;br /&gt;
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Several Gods in the game have various opinions about the use of BLUDTUPOWA - they may favour it or reject it, depending on their own particular creeds.&lt;br /&gt;
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===Glowing Guardian===&lt;br /&gt;
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[[Glowing Guardian]] is perhaps the most staunch opponent of BLUDTUPOWA.&lt;br /&gt;
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If BLUDTUPOWA is already in the hero's Glyph Slots when joining Glowing Guardian, it will be deactivated immediately (assuming it was activated beforehand). From that point onward, any attempt to reactivate BLUDTUPOWA will fail spectacularly, costing you -20 Piety points! The only thing to do with BLUDTUPOWA remains to convert it, unless you plan to renounce Glowing Guardian at some stage.&lt;br /&gt;
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===Binlor Ironshield===&lt;br /&gt;
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[[Binlor Ironshield]] isn't very fond of Magic. The only spell he allows you to cast without negative consequence is [[ENDISWAL]]. All other spells will incur a penalty of -1 Piety points.&lt;br /&gt;
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This effect applies also to any activation or deactivation of BLUDTUPOWA. This makes the Glyph relatively useless when worshipping Binlor: Most characters will need to turn the Glyph on and off repeatedly, and those who don't will still be relying on massive spellcasting anyway, so Piety will invariably be lost at a high rate.&lt;br /&gt;
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The only exception is the Transmuter. This character can earn massive amounts of Piety from destroying walls, and has no real drawback from keeping BLUDTUPOWA on constantly. Do remember to activate it before joining Binlor if you want to avoid losing that one Piety point.&lt;br /&gt;
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===Taurog===&lt;br /&gt;
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[[Taurog]] despises any use of magic, and will deduct -5 Piety Points for each use of a Glyph. This includes both the activation and deactivation of BLUDTUPOWA. In other words, not a good idea.&lt;br /&gt;
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===Mystera Annur===&lt;br /&gt;
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[[Mystera Annur]] awards +1 Piety point (or +2 with a Boon) for each use of a Glyph. Unfortunately, unlike Taurog and Binlor, this does not extend to the BLUDTUPOWA Glyph.&lt;br /&gt;
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Therefore, while BLUDTUPOWA does invariably increase the number of spells you can cast per dungeon (hence increasing Piety gain indirectly), it is not in itself a way to gain Piety with Mystera Annur. &lt;br /&gt;
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{{DDNav}}&lt;/div&gt;</summary>
		<author><name>Headrock</name></author>	</entry>

	<entry>
		<id>http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=Brainstorming/Archive1&amp;diff=2392</id>
		<title>Brainstorming/Archive1</title>
		<link rel="alternate" type="text/html" href="http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=Brainstorming/Archive1&amp;diff=2392"/>
				<updated>2010-12-13T15:51:39Z</updated>
		
		<summary type="html">&lt;p&gt;Headrock: &lt;/p&gt;
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&lt;div&gt;{{ArchiveInfo|Brainstorming|November 24,2010}}&lt;br /&gt;
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== Suggestions about this wiki ==&lt;br /&gt;
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Some of these suggestion pages need to be cleaned out or archived.  The majority of entries are suggestions, bugs, and issues from prior versions that are no longer relevant to the game.  These pages are currently so large that no one would notice a new addition without checking the page history log, and as a result are borderline useless.--[[User:Darvin|Darvin]] 20:56, 21 November 2010 (UTC)&lt;br /&gt;
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dislekcia: Can we put in a picture of the game and a link to the latest version in the &amp;quot;Welcome&amp;quot; area? I can't see how to edit that...&lt;br /&gt;
:Well, I've added the front-page link, but you're going to have to either upload the image or enable external image linking ($wgAllowExternalImages) for me to do the screenshot. - [[User:Chippit|Chippit]] 09:46, 11 March 2010 (UTC)&lt;br /&gt;
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salejemaster: I'm not sure how to do this but we should somehow change the screenshots that are posted here in the tigdb http://db.tigsource.com/games/desktop-dungeon to screenshots from .5 because the new tile set is much better then the old one, and you know how graphics matter to people, if anyone has any info on how to do this please post :)&lt;br /&gt;
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DGM: For the wiki itself, a section for the spells should be added. Also, Glitterfingers is missing from the gods section. For the game, here are some ideas for the deity system:&lt;br /&gt;
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yidda: we should maintain distinct version information on the same page, like the Dwarf Fortress Wiki does:&lt;br /&gt;
http://df.magmawiki.com/index.php/Stockpile&lt;br /&gt;
So if you go to the Gods page, you can click on the older DD versions to see what they used to do.  this would also work for pages like this one, so that we don't have suggestions for the old God system next to the new ones.&lt;br /&gt;
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== Suggestions for the game interface ==&lt;br /&gt;
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'''Avoid math computations -'''&lt;br /&gt;
Would it be possible to include a number amount for the damage increase in the tooltip of Bysepps (and in other similar situations)?&lt;br /&gt;
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Almost: Some indication or acknowledgement of the thief's first attack bonus or the berserker's bonus damage when attacking higher level monsters when hovering the mouse over them would be nice.&lt;br /&gt;
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:Account for damage reduction when showing how much damage enemies do.&lt;br /&gt;
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:Resistances are a pain to the mental math, how about displaying the actual numbers, for example, if I'm a monk, a monster's rollover would say &amp;quot;Attack:41 (20)&amp;quot; Admittedly it's easy for monks, but when dealing with 30% resistances, that is harder.&lt;br /&gt;
:Agree.  This applies to both the damage the monsters will deal to you after Monk bonus, Tower Shields, etc. and the damage you'll deal to them after their resistances, your Berserker bonus, etc.  This can either shown in the monsters Health Line or next to your attack value. --[[User:Twinge|Twinge]]&lt;br /&gt;
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Would it be possible to include an icon somewhere to show what glyphs are active? I can't count the number of times I've died because I assumed CYDSTEPP was on when it was not. --[[User:W4ffl35|W4ffl35]]&lt;br /&gt;
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'''Show which classes finished a dungeon -'''&lt;br /&gt;
Stormy: What about highlighting the classes who beat a particular dungeon. Just like it's currently done with the standard dungeon, but extended to the others, when the cursor hovers over the buttons.&lt;br /&gt;
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:On the main menu, rather than having to look at the rollover text to see if you've beaten a challenge with a class, instead give the dungeon selection buttons boarders like the class selection buttons get after beating the normal dungeon. Also, give the transmuter et al. classes boarders after beating the normal dungeon, don't leave them out.&lt;br /&gt;
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Can I suggest a menu redesign with a 'Go!' button, as opposed to simply clicking on the dungeon you want? That way, you can select each dungeon by clicking on it and the borders will show up around all the classes you've beaten it with for the dungeon you currently have selected. It'd streamline that aspect a bit.&lt;br /&gt;
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----&lt;br /&gt;
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'''Rand-seed -''' Almost: If it's possible, generate dungeons from a seed number, and allow the player to replay maps by giving it the seed again or challenge a friend to do better than they did on that map. Maps from any mode could be replayed in such a manner, but completion of these maps would not count for unlocking stuff or highscores. This would also allow players to retry a map that they think they could've done better on and attempt more ideal solutions while learning how to play.&lt;br /&gt;
&lt;br /&gt;
:Seconding this, and display the seed number during the game.  That way we can always recreate the game when someone posts a screenshot and asks questions about it.&lt;br /&gt;
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:: Seconded, but don't count a seeded game as a normal game, since a player could cheat by doing the same dungeon several times.&lt;br /&gt;
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----&lt;br /&gt;
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'''Picking up blood not compulsory''' Perhaps the Bloodmage and Vampire should have the ''option'' to pick up blood patches, or not.&lt;br /&gt;
Perhaps it could be done via the glyph interface.&lt;br /&gt;
Of course, if a summoned monster dies on a glyph, then I suppose that could lead to trouble.&lt;br /&gt;
: I'm not sure, I think it's an important bit of strategy, that you have to plan out where you stand. [[User:Neongrey|Neongrey]] 14:21, 23 April 2010 (UTC)&lt;br /&gt;
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'''Victory -'''  When I killed my first boss, I wasn't sure what to do next and spend several minutes clicking around before realising I should 'retire'. It would have been nice if the retire button was replaced with 'victory!' in those circumstances.&lt;br /&gt;
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'''Arrow keys -'''  I'd love to be able to use the arrow keys to navigate! -- [[Special:Contributions/99.238.53.245|99.238.53.245]] 16:58, 27 March 2010 (UTC)&lt;br /&gt;
: yes. Please.&lt;br /&gt;
:: Numeric keypad!&lt;br /&gt;
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'''Class description -'''&lt;br /&gt;
mtarini: I think it is a pity that the one-line descriptions of the classes are only visible once, when you unlock them (the ones like &amp;quot;rogue: a class that specializes at avoiding taking damage&amp;quot;).&lt;br /&gt;
Can we see them, maybe in smaller font and italics, when we roll over? BTW it the &amp;quot;three traits&amp;quot; system with traits name is very sweet.&lt;br /&gt;
[[User:Mtarini|Mtarini]] 19:30, 21 April 2010 (UTC)&lt;br /&gt;
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'''Fresh game start -''' Currently, when the game just first start, you have two dungeons: &amp;quot;normal&amp;quot; and &amp;quot;snake pit&amp;quot;. I would leave only &amp;quot;normal&amp;quot; for the first runs, until you win that one once. It just looks nicer... more &amp;quot;fresh and immediate&amp;quot; for newbie players. --[[User:Mtarini|Mtarini]] 23:21, 21 April 2010 (UTC)&lt;br /&gt;
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----&lt;br /&gt;
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'''Tooltip -''' Position: I frequently hover over my character to remember the information the tooltip shows. However this tend to cover other interesting stuff, like adjacent monsters, which is mildly annoying. A possible solution could be to (a) move the tooltip when it's closer than 2-3 squares from the character; (b) include that information (current effects, traits) in the area below the runes.&lt;br /&gt;
&lt;br /&gt;
Information: instant death protection is not taken into account on a monster's tooltip. --[[User:Lejonmanen|Lejonmanen]] 09:25, 24 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Suggestions for the Gods system ==&lt;br /&gt;
&lt;br /&gt;
1) Dracul rejects Priests. Should the Glowing Guardian accept Assassin followers? It seems out of character, and it's a cheap way to steamroll the Assassin/Crypt challenge.&lt;br /&gt;
:Seems TGG is pretty forgiving to me (more generous than the god they're copied from anyway!) - if you are an Assassin that isn't using poison, they're fine with it I think.  On the same topic, though, I think TGG altars shouldn't even spawn in the Crypt, because it basically makes it an auto-win for any class. --[[User:Twinge|Twinge]]&lt;br /&gt;
:: Agreed. By the same token, altars to Dracul shouldn't spawn in the crypt (unless it were to be included as a fourth &amp;quot;atmosphere&amp;quot; altar) due to his literally total uselessness there. --[[User:MrGuy|MrGuy]] 15:49, 9 May 2010 (UTC)&lt;br /&gt;
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2) Binlor Ironshield gives the wall-buster spell when you convert to him. This should be used for other gods: Mystera Annur should give Fireball since her worshipers are helpless without it, and the Earthmother should give the stoning spell.&lt;br /&gt;
&lt;br /&gt;
:Earthmother *does* give IMAWAL... providing it doesn't already exist.  Binlor is the same way with the ENDISWAL Glyph: if it already exists, he won't create it.  And that leads nicely to Mystera: BURNDAYRAZ is guaranteed to appear on every map anyways.  All this said, it wouldn't be a bad idea to move the Glyphs to the player's feet when they convert to these gods --[[Special:Contributions/94.7.130.253|94.7.130.253]] 15:14, 11 March 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
3) Speaking of the Earthmother and the stoning spell, she's lame mostly because the spell is lame. It denies you experience and doesn't clear obstacles out of the way; it has no use except to make her happy and her reward isn't good enough. I suggest having the spell only work on monsters below your level, but count as a regular kill (giving experience, triggering rewards/punishments from the gods, etc.). This would make it useful in its own right and make the Earthmother less painful to follow.&lt;br /&gt;
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:Rather than change the mechanic of the god and render the special Gorgon class somewhat irrelevant, why not just change the reward? +1HP per level per enemy petrified, perhaps. Or +1HP per monster level. -ChaoSpectre&lt;br /&gt;
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::The Earthmother giving regular XP for stone kills seems quite fair, as it balances with you not being able to take those stones out of the way.&lt;br /&gt;
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:::Some wild ideas   --[[User:Lejonmanen|Lejonmanen]] 09:41, 24 April 2010 (UTC)&lt;br /&gt;
:::a) EM doubles MP recovery when exploring&lt;br /&gt;
:::b) Petrifying a monster regenerates MP equal to monster level&lt;br /&gt;
:::c) Each time a monster would petrify you, EM kills the monster and gives you +10% physical damage resistance (stone skin)&lt;br /&gt;
:::d) EM gives another rune (LEMMETRU) that creates a &amp;quot;tunnel&amp;quot;, preserving the rock but enabling the hero to go through, for a cost of 1 permanent HP per level&lt;br /&gt;
:::e) Petrifying monsters creates a &amp;quot;tunnel&amp;quot; instead of a solid wall&lt;br /&gt;
:::f) &amp;quot;Knowledge of earth&amp;quot; - can see walls 3 tiles away without revealing. Like the eye of scouting, but only for walls&lt;br /&gt;
:::g) Destroying ENDISWAL glyph should please her.&lt;br /&gt;
&lt;br /&gt;
4) Glitterfingers just helps you get money, right? You can stockpile money easily enough anyway. How about having him spawn some potion shops to spend it on?&lt;br /&gt;
:How about if Glitterfingers removed the cap on gold for that run only? If you had more than the max at the end of your run, then it would be reduced to the max. [[Special:Contributions/68.159.130.228|68.159.130.228]] 16:21, 13 March 2010 (UTC)&lt;br /&gt;
:He could certainly use something - right now he's vaguely useful to grind up some gold slightly faster between real games, and even then mostly only if you don't have Goblin unlocked.  Giving 2 gold per kill instead of 1 - and maybe also removing the cap as mentioned above - probably still doesn't actually make him useful, but would be a start I guess.  Glittergfingers should probably be revamped completely, but that can wait until the whole gold system is revamped.&lt;br /&gt;
&lt;br /&gt;
5) Right now there's not much reason to renounce a god except to see what happens. I'd like the option pick a god from the start (like race and class) instead of spawning random alters, so why not use the god's curses as part of another unlock system? If you level up at least, say, 5 times AFTER earning a god's disfavor and still win the game, you get the option to start with him as your deity. As an adjunct to this, let the player brick an alter with the stone spell or shatter it with the wall-buster spell as a way of angering the deity.&lt;br /&gt;
:renouncing a God serves the purpose of being able to worship another one --[[User:Mtarini|Mtarini]] 17:04, 21 April 2010 (UTC)&lt;br /&gt;
::I was also able to renounce just to convert a glyph into a potion so that I had enough life to kill a boss.--[[User:Sxerks|Sxerks]] 02:22, 23 April 2010 (UTC)&lt;br /&gt;
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6) Fizanko: to make every gods more usefull and varied, maybe having them spawning a glyph or a new trait for the player, unique to them after the player successfully attacked and destroyed the other deities altars, giving alternatively an incentive for the player to explore the whole dungeon to find every altars.&lt;br /&gt;
Could then be used to balance the less interesting gods by having them spawning a more interesting glyph/trait.&lt;br /&gt;
&lt;br /&gt;
7) Mystera Annur is absolutely terrible. The mana bonus can be useful, sure, but reducing your attack power to one is absolutely crippling, especially given that BURNDAYRAZ is much weaker than the standard melee attack even for your average wizard. Either lower the damage penalty, or have Annur increase the power/decrease the cost of BURNDAYRAZ. --[[User:MrGuy|MrGuy]] 15:46, 9 May 2010 (UTC)&lt;br /&gt;
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8) I would like it if the game either let you know which altars are available on the map or let you choose that a certain altar will appear on the map. I'm trying to clear the Factory with a Wizard, and from what I can figure, you pretty much need Mystera Annur to lower magical resistance so you can win. If I don't find a Mystera Annur altar, I'm just going to retire without trying. If I could know ahead of time whether that altar exists in the dungeon, it will save me time playing maps where it doesn't exist [[User:Cyrai|Cyrai]] 19:49, 19 September 2010 (UTC)&lt;br /&gt;
:Or as an alternative, let players choose which god they serve before the game begins. As it is, each character goes into the dungeon as &amp;quot;atheist,&amp;quot; including priests, who by definition must serve a god in order to receive their divine powers. --[[User:KenLaird|KenLaird]]&lt;br /&gt;
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== Suggestions for the Scoring system ==&lt;br /&gt;
&lt;br /&gt;
rickgriffin: Thoughts about the high score board:&lt;br /&gt;
&lt;br /&gt;
1) Include which boss was defeated on the run.&lt;br /&gt;
: Agreed.  Also what god they were worshiping, if any. --[[User:Twinge|Twinge]]&lt;br /&gt;
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2) Besides the top score board, also have separate boards for each class, so people have a reason to have high score runs without just selecting the 'best' class/race.&lt;br /&gt;
:Ideally there wouldn't be any clear best combos, and I think that is the goal down the road; there may be some combos that suck, but there shouldn't be any that dominate ranked games (I'm looking at you, Vampire &amp;amp; Human Rouge/Monk!)  Not that having separate charts for each class would be a bad thing, I'm just saying the bigger issue is one of overall balance =) --[[User:Twinge|Twinge]]&lt;br /&gt;
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* What about also having top score boards for each of the challenge dungeons, as well? [[User:Neongrey|Neongrey]] 21:04, 11 March 2010 (UTC)&lt;br /&gt;
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* Now that I think about it, having a score breakdown would be a neat thing too, so you could see what all contributed to a high score. [[Special:Contributions/68.159.130.228|68.159.130.228]] 13:28, 21 March 2010 (UTC) (rickgriffin)&lt;br /&gt;
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3) Berserkers wish to die in battle. When playing as a berserker, get a bonus for dying and a sizable penalty for retiring. --[[User:Egasimus|Egasimus]] 20:32, 4 May 2010 (UTC)&lt;br /&gt;
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4) Have an off-line high-score table.--[[User:Egasimus|Egasimus]] 20:32, 4 May 2010 (UTC)&lt;br /&gt;
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5) Damage dealt being a part of the scoring system should probably be capped, or removed entirely.  As it stands, the maximum bonus for speed (an instant win) would be 60 * 3 * 15 = 27,000.  The difference between a one minute win (impressively quick) and a two minute win (not bad) is only 1800 points.  On the other hand, the max bonus earned by maximizing damage dealt (bringing all monsters to low hp, exploring to heal them, etc.) is literally over a hundred thousand, and easily achievable with a level 1 Human Sorcerer (infinite casts of 4 damage fireball, not &amp;quot;skill&amp;quot;).  I feel like ending up with a mid-to-low tier high score somewhat detracts from the impressiveness of doing the entire dungeon in under a minute.  Some quick ideas at other way of calculating scores:&lt;br /&gt;
* Score could be based entirely off 'moves made' (the fewer tiles traveled / clicks before killing the boss, the better) &lt;br /&gt;
* Have &amp;quot;lightning short&amp;quot; times give exponentially more points (Maybe start with a x 9 modifier to the time score, and every 30 seconds it drops by x1)&lt;br /&gt;
* Classify scores by &amp;quot;games under 5 minutes&amp;quot;, &amp;quot;games under 10 minutes&amp;quot;, etc. &lt;br /&gt;
* Break ranked mode into multiple modes, where scoring is done differently in each (a &amp;quot;speed runs&amp;quot; dungeon, a &amp;quot;fewest moves&amp;quot; dungeon, a &amp;quot;maximum damage&amp;quot; dungeon where monsters don't heal, etc.)&lt;br /&gt;
* It seems odd that ranked dungeons are randomly generated at all.  The dungeon arrangement has a huge influence on a player's max potential score.  [[User:Varuka|Varuka]]&lt;br /&gt;
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== Suggestions for the glyph system ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
1) Certain glyphs - mainly the three teleportation spells - are vastly inferior to most other glyphs.  Rather than try to make all spells equally useful, though, I suggest dividing glyphs into two categories: Master glyphs and Apprentice glyphs.  Master glyphs would work as glyphs do now.  Apprentice glyphs would be weaker and/or more costly and would give no bonus on conversion, but each game some of them would spawn next to the player's starting position.  This would balance the glyphs and help eliminate hopeless starts.&lt;br /&gt;
: I like that there are random difficult starts. Don't turn in into a chess solitaire. ----&lt;br /&gt;
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2) To go with the above idea, here's a suggested new spell: DUNBEESHOKD (Lightning Bolt) - 4 Mana.  Deals 2 damage per player level to a monster.  This would be an apprentice version of Fireball, suitable for giving to the player from the start in case they want to go the pure magic route.&lt;br /&gt;
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3) Suggestions for specific spells:&lt;br /&gt;
&lt;br /&gt;
....BLUDTUPOWA needs work.  How about letting it turn a health potion into a mana potion instead?  That would make it more generally useful while keeping with the Blood Mage's health-for-power theme.&lt;br /&gt;
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....WEYTWUT teleports you somewhere useless or dangerous too often.  How about having it only take you to shops, glyphs and alters?  Or at least making it send you somewhere you haven't already explored?&lt;br /&gt;
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....I already discussed fixing IMAWAL when I talked about the Earthmother earlier, but I'll repeat it here for completeness: restrict it to enemies below the player's level, but let it count as a normal kill for reward/penalty purposes.&lt;br /&gt;
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....make LEMMESEE work as an eye of scouting until the player attacks a monster. Or make it scout only nearby interesting stuff (monsters, shops, altars and runes) without displaying what they are (use a question mark icon) -Lejonmanen&lt;br /&gt;
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Limiting WEYTWUT to unexplored area would be a definite plus.&lt;br /&gt;
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'''Rename BURNDAYRAZ.'''  I understand and like all other glyph names.  BURNDAYRAZ, however, I didn't decode until I came to this wiki!  To me, it looks like either &amp;quot;Burned a Raise&amp;quot; or &amp;quot;Burn Day Raze&amp;quot;, neither of which makes sense.  Alternative suggestions:  BABIKIU, TOSTOR, OOELDUNN, FIYABUNN (the last has a nice Jamaican twang to it). --[[User:Rsl12|Rsl12]] 23:02, 28 June 2010 (UTC)&lt;br /&gt;
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== General suggestions==&lt;br /&gt;
'''Difficulty''':  After getting pretty good at the game with certain strategies, the fun becomes beating certain dungeons with certain classes.  I thought it'd be cool if it'd be possible to add some ability to increase the difficulty independently of class/race/dungeon, by adding bonus settings to place more (or bigger) bosses, or options to remove shops, not heal when exploring, etc.&lt;br /&gt;
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'''OpenSource?''' DGM: Nandrew, I assume you're reading this since I got the link for this wiki from you.  Are you going to share the source, so we can play with ideas you reject?  Failing that, would you use the discussion page and comment on which ideas being presented here that you're considering using?  I've got more ideas for the glyph system I suggested, but there's no point in talking about it if it will never be implemented.&lt;br /&gt;
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'''Randomness -'''  Jabberwock: One suggestion for the dodge - as it seems it is one of very few random elements after the game starts (maybe beside the Imp teleports), it is a little bit out of place. What if the order of the enemy miss was predetermined instead of random? That is, one of the five enemy hits misses - I receive hit no.1, 2 etc., and the no. 5 always misses... Would certainly make it more strategic.&lt;br /&gt;
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'''Minimum gold -''' fall_ark: This might sound a little cheap but... how about adding a &amp;quot;minimum gold&amp;quot; bonus? Or change the saved gold system as a whole. I mean, after unlocking the Goblin race it becomes super easy to gain 50~70 gold in a few minutes, and before that I used to choose rogue to do some rounds of hoarding...It just feels a bit tedious. Or I'm just lazy and spoiled...&lt;br /&gt;
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: I would like that your max gold go to full inbetteen rounds, basicly I max my gold with the goblin/trasmutat and just hit &amp;quot;retire&amp;quot; , doing this meny times can max gold - but - shouldnt the game just do this automaticaly &amp;quot;max&amp;quot; my gold since i can do this trick anyway?&lt;br /&gt;
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:: On the contrary - on retiring without beating the dungeon boss, you shouldn't be able to keep all your gold. Hoarding sessions seem a bit unfair to me.--[[User:Egasimus|Egasimus]] 19:53, 5 May 2010 (UTC)&lt;br /&gt;
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: I totally agree! What a waste of time. If you do have to do this use Goblin Wizard...--[[User:Greatdiwei|Greatdiwei]] 07:09, 19 August 2010 (UTC)&lt;br /&gt;
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'''ports -''' There really should be a /iTouch version of Desktop Dungeons. I think it would be awesome on the platform. Dont know how hard to port it is but you know, a suggestion:D&lt;br /&gt;
zreaperz-&lt;br /&gt;
:or even for Android. It is definitly the kind of time sink i'd love to have in my pocket&lt;br /&gt;
::It would definitely work well on a handheld.&lt;br /&gt;
::: What about an ? The  is desperately needing a good roguelike :) --[[User:Greatdiwei|Greatdiwei]] 07:09, 19 August 2010 (UTC)&lt;br /&gt;
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:Any chance of a version for  OS X?&lt;br /&gt;
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'''Other Dungeon Bosses''' Rather than just level 10 enemies, how about in some harder modes, the actual gods are in the dungeon to fight? or maybe there could be a mode for that. Simply because stumbling in on Taurog for example would be a totally kickass moment. --[[User:RocketShark|RocketShark]] 12:56, 23 July 2010 (UTC)&lt;br /&gt;
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&amp;lt;br&amp;gt;&lt;br /&gt;
'''Monster Tiles''': Might I suggest arbitrarily grouping different types of monsters into a tileset and then assigning a set randomly to a spawned dungeon? eg group off a set of 5-10 enemies... lets say in this case Orcs, Goblins &amp;amp; Ogres. Instead of the dungeon being populated with every enemy in the game, which gets increasingly bizarre with the number of available foes; This adds a lot more cohesion with very little spent in gross resources. --[[User:TokinAtheist|TokinAtheist]] 2 August 2010&lt;br /&gt;
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&amp;lt;br&amp;gt;[[File:Biased.jpg]]&lt;br /&gt;
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'''Placement biased tile sets''': Also I think it would do wonders for the game visually if the tiles in the dungeon had a placement bias. This trick can be done with very few lines of code and streamlines the appearance of the dungeon. It requires more work on behalf of the tile set authors but also gives them a lot more flexibility and control over the finished product. --[[User:TokinAtheist|TokinAtheist]] 2 August 2010&amp;lt;br&amp;gt;&lt;br /&gt;
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'''Keybindings?''' Self-explanatory. I'm just used to using the ASWD keys to move in nearly every other game I've played.&lt;br /&gt;
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== Suggestions for Objects / Shops ==&lt;br /&gt;
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'''&amp;quot;Dungeons and Dragons basic player manual&amp;quot;''' - after you buy this (expensive) object, you gain one extra EXP for each GOLD you collect! :-D  --[[User:Mtarini|Mtarini]] 22:59, 21 April 2010 (UTC)&lt;br /&gt;
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== Suggestions for the classes ==&lt;br /&gt;
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'''Religion oriented class? -''' It seems to me that the three current special classes could appear as Tier 4 classes.&lt;br /&gt;
* the &amp;quot;Transmuter&amp;quot; belongs to &amp;quot;Wizards&amp;quot;,  &lt;br /&gt;
* the &amp;quot;Crusader&amp;quot; belongs to &amp;quot;Fighters&amp;quot;, &lt;br /&gt;
* the &amp;quot;Tinker&amp;quot; belongs to &amp;quot;Thieves&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
That leaves the &amp;quot;Priest&amp;quot; line open for a new character: GOOD! because it is about time to have a ''Religion'' oriented class. Maybe one that senses altars, starts with an extra altar, and can belong to two religions (or, maybe, can get away with changing religions at any time).  --[[User:Mtarini|Mtarini]] 22:25, 21 April 2010 (UTC)&lt;br /&gt;
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'''Tiers 5 classes?''' &lt;br /&gt;
* Thieves -&amp;gt; ''Ninjas'', specialized at stealth (see below)&lt;br /&gt;
* Fighters -&amp;gt; ''Man-at-arms'', specialized at armours (physical protection)?&lt;br /&gt;
* Priests -&amp;gt; ''Disbeliver'', specialized ''against'' religions? (someway)&lt;br /&gt;
* Wizards -&amp;gt; ''Alchimist'', specialized at potions? &lt;br /&gt;
: or maybe &lt;br /&gt;
* Wizards -&amp;gt; ''Archmages'': 2 MP regeneration, negative protections (take double phys damage), 0 start attack?&lt;br /&gt;
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just brainstorming...--[[User:Mtarini|Mtarini]] 22:25, 21 April 2010 (UTC)&lt;br /&gt;
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'''Special Class for defeating Lothlorien''' &lt;br /&gt;
All that hard work should be rewarded :) --[[User:Greatdiwei|Greatdiwei]] 07:11, 19 August 2010 (UTC)&lt;br /&gt;
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----&lt;br /&gt;
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'''Ninjas''' - &amp;quot;a stealth assassin that acts in shadows&amp;quot;  ''[class porposal]''&lt;br /&gt;
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They have a glyph that allows them to go ''stealth mode'': in that mode, they explore the dungeon NOT revealing anything, but leaving stuff in shadow instead (just as the half-dragon's extended view radius, but at radius 1 not 2). So they sense monsters and stuff at radius 1, but cannot see what it is. That should feel like they are acting in total shadow. The very square they are in, the one &amp;quot;at radius 0&amp;quot;, is the only square being actually explored. Ninjas can attack a monster in shadow (not knowing what it actually is - risky!), gaining first strike, huge bonuses, and some 50% chance of monster being &amp;quot;dazed&amp;quot; and not fighting back for that round. The monster (if survives) is then revealed anyway. If the ninja would be killed in response, it gets out of stealth mode with 1 HP instead (and, if appropriate, poisoned, mana burned, or even turned into stone, etc). One can get out of stealth mode anytime by clicking on the glyph again (at no costs). &lt;br /&gt;
&lt;br /&gt;
Completing with the ninja might unlock the stealth glyph for other classes as well, but only the ninja should get the extra bonuses. So ninja would have, as traits: (1) starts with that glyph, (2) bonuses when attacking an unrevealed monster, (3) survives if killed by that monster. For other characters, attacking in stealth mode would be very very riscky (well, it ''would'' prevent life stealth from vampires, if they are killed).&lt;br /&gt;
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However stealth-mode is useful and powerful, for anyone, as it allows one to preview things but waste very little &amp;quot;explored space&amp;quot;. This could be balanced by negating the MP regeneration and/or one point of HP regeneration for the only square that is actually fully revealed (the one where the player is). The cost of activating the glyph itself should be 0.&lt;br /&gt;
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--[[User:Mtarini|Mtarini]] 22:25, 21 April 2010 (UTC)&lt;br /&gt;
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Going4Paladin: The monk needs a buff, his last 2 skills are lovely, but when he loses half attack, he has nothing to kill with.... maybe he needs a poison immunity???&lt;br /&gt;
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:The monk really doesn't need a buff.  His DIAMOND BODY skill already allows you to take half damage from the start, and you're doing half damage to the enemy, so fights tend to simply take twice as long.  But HAND TO HAND just has your Damage Bonus start at -50%.  Each Attack Powerup you find or Glyph you convert as a Human increases this by 10%.  So after 5 Glyphs/Powerups, you're back to base damage, whilst your enemies are still doing half damage to you.&lt;br /&gt;
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:The net result of these two abilities is that every boost to Damage Bonus has *double* the effect than for other characters, and that's one hell of a buff.  The same applies to any extra Physical or Magical Resistance items you may eventually find in the shops: they provide twice as much help to the Monk because his resistance is already so high.&lt;br /&gt;
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:So yes, while he can be a little difficult to work with at Level 1 due to damage being rounded down, he swiftly gets much stronger as you gain sources of Damage Bonus.  And his enhanced Health Regen makes hit and run tactics much much easier. --[[Special:Contributions/94.7.130.253|94.7.130.253]] 05:48, 18 March 2010 (UTC)&lt;br /&gt;
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Fizanko : i agree with DGM up there, i believe IMAWALL is in a need of a rework in my opinion, as in its current status it brings no advantage in comparison to every other glyph that cost a base 5 mana or even less, as by using it not only you deny yourself the xp of a petrified monster (and in Desktop Dungeons you need every xp you can) but by mistake you can block you own way.&lt;br /&gt;
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The only use is for The Earthmother deity, but still i don't see the +1 HP gain to balance the xp you will not get from the petrified monster and the blocked path it creates, or just converting it for a bonus.&lt;br /&gt;
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I can see and understand that to be a difficult glyph to balance, but i think it should count for a kill (so delivering the xp) when used for monsters that are below your own level (so you can't use it on a boss to get an &amp;quot;easy win&amp;quot;), or making it only in a limited amount of use so you can't overuse it.&lt;br /&gt;
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To round out the tier 1 classes, how about showing the locations of the altars to the priest, and the stores to the thief?&lt;br /&gt;
:I can see the benefits/symmetry there, but I find thieves to be pretty awesome already, and I can see the effective playstyle of priests, so I dunno if this is really needed.&lt;br /&gt;
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Okay, maybe I'm just bad at using them, but bloodmages strike me as pretty terrible. I can see where the devs were going with it, but it starts with a glyph that can only be used effectively by one class (and not even well by the bloodmage!), an ability that the vampire already gets and can make way better use of, and a boost to mana potions that also carries a cost in health that negates the benefit from blood pools anyway. So I think we need to replace the tier 3 wizard class.&lt;br /&gt;
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*The class should have a playstyle centered around a glyph of some sort, which is unlocked for other classes upon winning and should ideally be usable by anyone.&lt;br /&gt;
*The class should also have a playstyle that focuses on glyph usage, in keeping with wizards and sorcerers.&lt;br /&gt;
*I'll put down a few ideas that sound awesome in my head right now, feedback on any (or more suggestions) would be super appreciated:&lt;br /&gt;
**Enchanters, which start with the DINTURT glyph (-20% to enemy's next attack), use less mana to cast glyphs that give bonuses like GETINDARE, BYSSEPS, and such, and gets higher attack boosts per level at the cost of lower health boosts per level.&lt;br /&gt;
**Occultists, which start with the BIYAPAL glyph (cast on a monster to have it assist in your next attack if it can move next to a monster, expensive and only affects one monster at a time), can move through monsters, and has lower damage to start with.&lt;br /&gt;
**Wild mages, which start with the WUTZINDABOCKS glyph (low cost, random glyph effect), generate 1 more of either shops, potions, or glyphs, and have a slight chance to use up no mana in casting a spell.&lt;br /&gt;
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== Still uncategorized ==&lt;br /&gt;
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Some more Random idea:&lt;br /&gt;
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Other Offensive spells (Difficult to implement, because the fireball is pretty well balanced at the moment)&lt;br /&gt;
Have 1 off glyphs that can be cast once, so a big Fireball explosion, maybe 12 damage per level for example?&lt;br /&gt;
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Have an offensive spell that either ties in with Max Mana, or your attack Power...?&lt;br /&gt;
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A spell like poison, maybe &amp;quot;STASIS&amp;quot; that binds the enemy and as you explore the dungeon it loses health. Although this would be like poison, maybe to balance it you lose health as well?&lt;br /&gt;
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Attack Ideas:&lt;br /&gt;
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Make a class like a thief or ranger, that does ranged damage. How i see this working would be 1 &amp;quot;free&amp;quot; attack before the monster retaliates and fights back. Conversely some monsters could have the &amp;quot;Cover or Awareness&amp;quot; ability that counters this.&lt;br /&gt;
: The problem with this is that it's essentially equivalent to attacking and having first strike on your last hit - either way it's a sequence of blows where you hit them one more time than they hit you. It's a different implementation of a mechanic already in game. --[[User:Patashu|Patashu]] 15:01, 5 June 2010 (UTC) &amp;lt;br&amp;gt;&lt;br /&gt;
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Class ideas:&lt;br /&gt;
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There are classes that only use the health stat and not mana, how about the other way around? SO only mana? Maybe an Angel, or Elemental? Also for these classes have them do something usefull with the Mana or Health potions/Power ups..&lt;br /&gt;
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Other random ideas:&lt;br /&gt;
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Wildmage: When you use a mana potion you get a random effect.&lt;br /&gt;
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Quests and multiple ending solutions&lt;br /&gt;
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I might be fun and had some tactical challenges to had some basic quest with different ways to kill it. For example for a zombie game I made to win you can either :&lt;br /&gt;
- Survive the zombies untill the morning (implies lots of barricading and fighting)&lt;br /&gt;
- Break the charm causing them to appear (implies to be lucky enough to find a specific object, travel a bit in a dangerous house and get exposed to danger for a while)&lt;br /&gt;
You could have here:&lt;br /&gt;
- Save the child haunted by a deamon. Either kill the deamon (easy and brutal), or find a way to cast exorcism (should require some object and be more subtle and tricky to apply. For example every new level you get he is surrounded by nasty creatures you have to fight)&lt;br /&gt;
- The war. there are 2 different armies on the field. Your target is to kill the boss who is the leader of one army. you can either kill him, or kill all is army, and the other, (if you killed none of them) would kill themselves the boss&lt;br /&gt;
...&lt;br /&gt;
&lt;br /&gt;
If might be even better if the targets and different path are discovered in game, with a bit of randmoness.&lt;br /&gt;
&lt;br /&gt;
-----------------&lt;br /&gt;
Achievements: This game needs something to keep us addicted after getting the last unlock. The high score list won't do it for all players, but an achievements list would. It also provides a handy point system for a 'trait' system.&lt;br /&gt;
&lt;br /&gt;
Traits: Let players select benefits and penalties before each match. This can require 'points' (A certain number to start with, with more available as you complete achievements, or simply one point per dungeon beaten with each class) have an impact on the final score, or both. Example: Jerry selects four traits before his game. Heavy Handed, Explorer, Blackballed, and Veteran.&lt;br /&gt;
Heavy Handed prevents him from gaining any Dodge or First Strike abilities, but doubles damage dealt to creatures below level 5. (Score x 1)&lt;br /&gt;
Explorer adds 50% to health regeneration and +1 to mana regeneration from exploration. (Score x0.5)&lt;br /&gt;
Blackballed removes all shops from the map. (Score x1.25)&lt;br /&gt;
Veteran adds +1 xp per kill, as per the Fighter trait. (Score x0.8)&lt;br /&gt;
Jerry finishes the map with a score of 28000. After multipliers, he is awarded a final score of 14000 to submit to the leaderboards.&lt;br /&gt;
----&lt;br /&gt;
Brainstorming new glyphs:&lt;br /&gt;
&lt;br /&gt;
* IPHEELWEEK (Weaken) - Lower monster's attack power by 10%.&lt;br /&gt;
* WARIZHEL (Mass Charm) - Every monster makes an attack on an adjacent monster. (High-level monsters act first, targeting the lowest-level monster they can reach.)&lt;br /&gt;
* HIVOLTIJ (Chain lightning) - Deals 3 damage per level and leaps to any adjacent monsters.&lt;br /&gt;
* IKANSI (Selective Amnesia) - Unexplore twelve random tiles. (12 == casting cost.)&lt;br /&gt;
: A wizard could cast this, explore the tiles (possibly with LEMMISI) and regen hp AND be one mana up. Also consider that there's an item that doubles your mana regen, and I don't think a glyph like this is workable. --[[User:Patashu|Patashu]] 15:01, 5 June 2010 (UTC) &amp;lt;br&amp;gt;&lt;br /&gt;
* BEGON (Banish) - Instantly kill monster of lower level. Add their level to max health.&lt;br /&gt;
* CRAMBLEDEG (Warp world) - Scramble the dungeon. (Generate a new dungeon layout with the same number of monsters, shops, runes, etc. as the present.) Vanishes after one use.&lt;br /&gt;
: What about the state of visible/invisible tiles? Sounds like it would be either broken or...weird. --[[User:Patashu|Patashu]] 15:01, 5 June 2010 (UTC) &amp;lt;br&amp;gt;&lt;br /&gt;
* TOKIWOTOMARE (Time Stop) - Your next attack is completely unopposed. (Special monster abilities such as blink and life steal also turn off for the duration.) The strain on your body permanently reduces your damage bonus by 10%.&lt;br /&gt;
: Again, very similar to first strike. --[[User:Patashu|Patashu]] 15:01, 5 June 2010 (UTC) &amp;lt;br&amp;gt;&lt;br /&gt;
* NOTUITZME (Polymorph) - Transform monster into random monster of the same level.&lt;br /&gt;
* GLOINZADARK (Destruction) - Cause mass destruction centered on you. (Destroys all walls, shops, altars and floor objects within 3 tiles. Monsters 1 tile away take 6 * level damage, 2 tiles away take 4 * level damage, 3 tiles away take 2 * level damage. You go to 1 life.) Vanishes after one use.&lt;br /&gt;
: When would you use this? --[[User:Patashu|Patashu]] 15:01, 5 June 2010 (UTC) &amp;lt;br&amp;gt;&lt;br /&gt;
* SLEPOVREZN (Monster Migration) - Create new monster of level 1 to 9 somewhere in dungeon.&lt;br /&gt;
: Desktop Dungeons is meant to be about scarcity - this gets you something useful for almost nothing. Even if it's not something you can beat now, it'll be something you can beat later. --[[User:Patashu|Patashu]] 15:01, 5 June 2010 (UTC) &amp;lt;br&amp;gt;&lt;br /&gt;
* CUMONDEN (Enhance Monster) - Level up target monster.&lt;br /&gt;
* IZALWAZRITE (Summon Store) - Summon a phantasmal merchant. (One chance to purchase a random item.)&lt;br /&gt;
* BULKUP (Enhance Strength) - Increases base damage and max health by 1.&lt;br /&gt;
* INRI (Holy Symbol) - Drive monster back with 50% knockback damage, or 100% against undead.&lt;br /&gt;
* ZENERCARD (Clairvoyance) - Detect the location of any items and monsters within 3 tiles.&lt;br /&gt;
* NOUSIIT (Invisibility) - Gives 50% dodge chance for your next action.&lt;br /&gt;
&lt;br /&gt;
---------&lt;br /&gt;
Achievements:&lt;br /&gt;
* GODLESS - Follow no deity.&lt;br /&gt;
* AGNOSTIC - Follow all three available gods in a single run.&lt;br /&gt;
* SKIMMER - Reveal less than 50% of the map.&lt;br /&gt;
* PACIFIST - Killed boss but more than half of total monsters alive.&lt;br /&gt;
* THRIFTY - Didn't visit store.&lt;br /&gt;
* SCROOGE - Exited dungeon with 30 or more gold then you entered with.&lt;br /&gt;
&lt;br /&gt;
---------&lt;br /&gt;
Much like how vampires follow Dracul for free, Binlor should do something special for dwarves who follow him. [[User:Neongrey|Neongrey]] 03:11, 30 March 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
The dungeon specific monsters (naga, imp, vampire and armour) are pretty fun guys, and it would be nice to see them in the main dungeon. Perhaps as a reward for beating their dungeon with [x] classes.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
Petrification doesn't have any purpose but to please the Earthmother god. And the Earthmother doesn't have any purpose other than to make petrification useful. That's not good!&lt;br /&gt;
&lt;br /&gt;
SIMPLE IDEA:&lt;br /&gt;
Make petrification work in same way as a gorgon's death gaze: it counts as a kill in every way, but only works on monsters of less than some % health. Now it's a very situational assassination skill -- super-good against some bosses (like Super Meat Man) and super-bad against others (like Gharbad.)&lt;br /&gt;
&lt;br /&gt;
But this doesn't help that the gorgon class' innate petrification is either trivial (so long as they keep their ENDISWAL glyph) or game-wreckingly harmful (if they don't.) So:&lt;br /&gt;
&lt;br /&gt;
MORE COMPLEX IDEA:&lt;br /&gt;
Stoned monsters become statues which the character can push around the dungeon sokoban style.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-----------&lt;br /&gt;
&lt;br /&gt;
Love the game. Gushing aside, criticisms:&lt;br /&gt;
&lt;br /&gt;
Classes:&lt;br /&gt;
The best classes seem to be &amp;quot;mix&amp;quot; classes: thief and priest, for example. Classes that rely primarly on melee or magic (fighter, wizard) seem to have their work seriously cut out for them.&lt;br /&gt;
&lt;br /&gt;
Fighter is awful, and could use a buff. Perhaps &amp;quot;regenerate&amp;quot; his death save? (every 5 kills?)&lt;br /&gt;
Wizard is poor, even with the -1mp: largely because (imo) the only way to kill things with magic is fireball, and at high levels fireball does not scale well at all. Perhaps this more an issue with fireball, though.&lt;br /&gt;
Vampire is ungodly powerful, largely down to it having fireballs out the wazoo. Perhaps remove its ability to use magic? (and give it a buff somewhere else?)&lt;br /&gt;
Crusader seems weak to me... probably because momentum caps out. I have a hellish time defeating bosses with crusader, because after the first hit, damage drops significantly. Also, fireball causes momentum to reset - not sure if thats intended, but it renders fireball pretty much useless.&lt;br /&gt;
&lt;br /&gt;
Glyphs:&lt;br /&gt;
PISOF and WEYTWUT are both pretty much useless (unless you get trapped, but even still, id rather have pretty much anything else).&lt;br /&gt;
IMAWAL as noted many times above, is awful. Other people have good suggestions.&lt;br /&gt;
LEMMISI, even with the trick, I feel is underpowered: largely because once you run out of spaces to explore, it becomes useless. Perhaps reduce the MP cost to 1? Incidentally, it also causes vampire life leech to trigger. Not sure if thats meant.&lt;br /&gt;
APHEELSIK makes or breaks games, for many classes. Taking down Super Meat Man (or many others) becomes trivial with poison: if you dont have it, it becomes incredibly difficult (in some cases impossible - try take down Super Meat Man with a wizard, for example). As a possible alternative to messing around with poison, nerfing Boss Regen rate may help &amp;quot;fix&amp;quot; several aspects of the game.&lt;br /&gt;
BLUDTUPOWA is awful at high level. ~16 health for 1 MP is a rip. Increasing the MP gain or reducing the health drained (perhaps by half) would make it less awful, and would buff magic users.&lt;br /&gt;
BURNDAYRAZ as mentioned above, doesnt scale well. Magic users generally feel gimped as a result.&lt;br /&gt;
BYSSEPS could probably do with a &amp;quot;fail&amp;quot; if already cast. Not really important.&lt;br /&gt;
&lt;br /&gt;
Bosses:&lt;br /&gt;
Some bosses seem significantly easier than others. Part of the problem is what boss you get randomly assigned: perhaps thats just the nature of the game, but if i see a Tower of Goo as a melee class, I may as well just restart. Super meat man seems horrendously impossible without poison.&lt;br /&gt;
: it is not --[[User:Mtarini|Mtarini]] 19:41, 21 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
Other stuff:&lt;br /&gt;
As others have said, having to farm between games is sucky and encourages grinding. Remove the gold cap, start off every game with the bonus you would've got for clearing the crypt multiple times, and dont have gold transfer. Also, rather than having certain squares cause popups (such as altars or bosses), why not have the information appear at the side (and disappear if you move away)? It seems to break the game, and after the 300th boss conversation, I dont really care what they have to say. (Also, I had to fight a boss who was beside an altar, using poison. Every time I moved beside him, I got an altar popup. Bleh)&lt;br /&gt;
&lt;br /&gt;
Anyway, as I said, love the game and hope it continues to improve. --[[Special:Contributions/82.35.212.80|82.35.212.80]] 19:22, 5 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
------&lt;br /&gt;
&lt;br /&gt;
More people keeping an eye on spam and maybe only contributions for registered users. All this spam ;/&lt;br /&gt;
&lt;br /&gt;
-----------&lt;br /&gt;
&lt;br /&gt;
Should gorgons really still turn things to stone when they kill them with the fireball? They die from damage, not from the death gaze. [[User:Neongrey|Neongrey]] 14:21, 23 April 2010 (UTC)&lt;br /&gt;
 &lt;br /&gt;
---- &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Lots of assorted ideas:&amp;lt;br&amp;gt;&lt;br /&gt;
1. Slightly randomize the amount of goodies available in the dungeon. Perhaps one round there'd be one less gold pile and one more attack upgrade, or one less glyph and one more health potion, or an extra 5th level monster, or whatever. It makes it more interesting if two identical characters can reach the end game with different proportions. Naturally, there should be a wider variety of useful glyphs (I pretty much find myself using the fireball and poison above everything else) and gods (Enough gods are of dubious use to make it possible that I wouldn't want any of the gods) to supplement this.&amp;lt;br&amp;gt;&lt;br /&gt;
2. I thought of a way to make PISOF useful:&amp;lt;br&amp;gt;&lt;br /&gt;
2a. Have monsters guard the tiles around them, and if you try to pick up something off the floor next to them (or use an altar/shop next to them? (or attack an enemy next to them??)) they get an attack on you, either at full strength or at diminished strength and without their normal on-hit effects. That way you might want to teleport a monster away to get at its goodies scot free. Spend mana to save HP (or to not die) (or to not get poisoned).&amp;lt;br&amp;gt;&lt;br /&gt;
2b. Generate the level such that monsters explicitly block the paths to caches of stuff, or prevent you from picking up stuff near them outright. (Perhaps only on the orthagonals?)&amp;lt;br&amp;gt;&lt;br /&gt;
3. I thought of a way to make ENDISWAL...not useful, but preserve the feel of it:&amp;lt;br&amp;gt;&lt;br /&gt;
Right now, it feels like it's an item that would have limited tactical benefit (grabbing bits of explore from the edges of the map, going around a monster blocking your way, etc.) but otherwise doesn't fit in the game, so a god has also been shoehorned in, but he doesn't make it too appealing either, what with gold being a mostly metagame material AND there being another gold-based god. &lt;br /&gt;
Why not implement a system of doors, with keys lying around the map (or dangling off of enemy's belts in a tantalizing fashion), with various glyph/class/item assisted ways to pick, force or circumnavigate them? Then ENDISWAL would have a clear purpose (getting around doors), or it could be replaced with a specific make-the-door-go-away glyph. You'd need a smarter level generator to ensure that all levels would be reasonable even with doors, but I think a smarter level generator is a good goal to strive for anyway. You could even colour code keys, so that unnecessarily difficult monster is worth killing to get its goodie cache, or maybe the boss is hiding behind a door which its henchmen has the key to, or so on! Also, chests, mmm. Keys keys keys.&amp;lt;br&amp;gt;&lt;br /&gt;
(Also, renouncing the Earthmother shouldn't turn EVERYTHING into stone, just drop enough stone to hamper your life unless you have teleportation or wall removal.)&amp;lt;br&amp;gt;&lt;br /&gt;
4. I thought of a way to make WEYTWUT useful:&amp;lt;br&amp;gt;&lt;br /&gt;
Make it a controlled teleport. Click a spot on the map, and the game will put you on the nearest open tile. Now you can use it to your advantage in conjunction with any way to sense monsters/glyphs.&lt;br /&gt;
Might be interesting to consider other forms of detection to compliment this - perhaps a form of detection that reveals the 9 and 10 level monsters, or revealing all of X item, or all the altars...&amp;lt;br&amp;gt;&lt;br /&gt;
5. I thought of a way to make IMAWAL useful:&amp;lt;br&amp;gt;&lt;br /&gt;
Ditch the idea of it instakilling a monster. It's a nonsensical idea in a game where monsters only threaten you if you threaten them. Instead, it would be great if it did something to mitigate the amount of damage they could do to you - perhaps a -% damage increase that 'regenerated' either with every exchange of blows or with every tile explored.&amp;lt;br&amp;gt;&lt;br /&gt;
6. In general, it'd be neat to vary the monsters up a bit more - I didn't realize so many of the monsters had the same 100% for one or both of the stats! If too many things share the exact same numbers, you run into a kind of 'threshold' problem: if your stats aren't quite high enough to surpass X barrier, they aren't helping at all, but as soon as they are you can go to town.&amp;lt;br&amp;gt;&lt;br /&gt;
7. Glyph idea - X% physical or magical or both resist for your next hit only? Like a defensive BYSSEPS.&amp;lt;br&amp;gt;&lt;br /&gt;
8. Some way to burn gold for a raw effect? Not sure if it'd be class or glyph related, but it'd make for a cool theme. I'm kind of picturing it being dragged onto the glyph exchanger to burn it for a stat boost ala the racial effects.&amp;lt;br&amp;gt;&lt;br /&gt;
9. A race that can burn a glyph for a supercharged next hit - some combination of extra damage, resist and ignoring extra enemy effects. Picturing 'boss killer/level catapulter'. (Actually, talking about all this brings to mind the idea of having a 'damage potion' and a 'resistance potion' - or would that be two resistance potions? - to supplant the two current potions, but maybe that'd make things too homogeneous, so perhaps not.&amp;lt;br&amp;gt;&lt;br /&gt;
10. How about an enemy with an innate chance to evade? I picture a cloud of bats for some reason. Maybe because they're Goddamned Bats.&amp;lt;br&amp;gt;&lt;br /&gt;
11. The pathfinding should try and involve moving to hit a monster such that it reveals nearby tiles, because doing so is often unwanted behaviour.&amp;lt;br&amp;gt;&lt;br /&gt;
12. Thinking about keys et all earlier got me onto the idea of traps - but is that too much of a jerk move for the game? I guess it'd be a fundamental mechanic change, so maybe not worth talking about.&amp;lt;br&amp;gt;&lt;br /&gt;
--[[User:Patashu|Patashu]] 14:23, 5 June 2010 (UTC)&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>Headrock</name></author>	</entry>

	<entry>
		<id>http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=Alpha:CYDSTEPP&amp;diff=2391</id>
		<title>Alpha:CYDSTEPP</title>
		<link rel="alternate" type="text/html" href="http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=Alpha:CYDSTEPP&amp;diff=2391"/>
				<updated>2010-12-13T15:51:22Z</updated>
		
		<summary type="html">&lt;p&gt;Headrock: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{DDGlyph&lt;br /&gt;
|title=CYDSTEPP&lt;br /&gt;
|image=[[File:CydsteppLarge.png|75px]]&lt;br /&gt;
|mana=10&lt;br /&gt;
|effect=Protection from Killing Blow&lt;br /&gt;
|unlocked=Completing Normal with [[Warlord]]&lt;br /&gt;
|notes=None&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
CYDSTEPP (&amp;quot;Side-step&amp;quot;) is one of the [[Glyphs]] you can find in a game of Desktop Dungeons. When used, this Glyph grants you Protection from Killing Blow. Initially locked and available only to the [[Warlord]], it can become unlocked and available for all classes.&lt;br /&gt;
&lt;br /&gt;
==Usage==&lt;br /&gt;
&lt;br /&gt;
CYDSTEPP is cast by simply clicking it.&lt;br /&gt;
&lt;br /&gt;
Each use of CYDSTEPP costs 10 [[Mana]], except for the [[Wizard]] for whom it costs only 9 Mana, and the [[Berserker]] for whom it costs 12.&lt;br /&gt;
&lt;br /&gt;
==Effect==&lt;br /&gt;
&lt;br /&gt;
When cast, CYDSTEPP will give your hero the ability ''&amp;quot;Protection from Killing Blow&amp;quot;'' (commonly referred to as ''&amp;quot;Protection from Death&amp;quot;'', ''&amp;quot;Death Protection&amp;quot;'' and so forth, although the concept is slightly different).&lt;br /&gt;
&lt;br /&gt;
This ability will remain with the hero for an unlimited amount of time. However, it will instantly dissipate the moment your character receives a hit from a monster that would otherwise kill him. When this occurs, the hero's Health will be reduced to 1 instead of 0, and he will survive the hit. This is indicated by the words &amp;quot;Saved from Death&amp;quot; floating above your hero.&lt;br /&gt;
&lt;br /&gt;
If the hero receives a hit that would not reduce him to 0 or less Health, the Protection effect does not trigger and does not dissipate. It is therefore possible to receive any number of hits from a monster without losing the Protection effect as long as the hero doesn't receive a Killing Blow.&lt;br /&gt;
&lt;br /&gt;
CYDSTEPP will only protect you from attacks by enemies. Other effects that drop health below 0 or otherwise kill you (such as effects from racial abilities and/or [[Gods]]) will not trigger the protection, and will NOT save you from death.&lt;br /&gt;
&lt;br /&gt;
CYDSTEPP is ''not cumulative'': You may only be protected from one Killing Blow at a time. If your hero already has the ''&amp;quot;Protection from Killing Blow&amp;quot;'' ability, a second use of CYDSTEPP will not have any effect! However it is still considered a &amp;quot;successful&amp;quot; use of the Glyph, will cost Mana, and will trigger God-related effects if any. It does not matter which source gave you ''&amp;quot;Protection from Killing Blow&amp;quot;'', be it items, Gods, or a previous casting of CYDSTEPP.&lt;br /&gt;
&lt;br /&gt;
Once a previous ''&amp;quot;Protection from Killing Blow&amp;quot;'' has dissipated due to a monster's attack, CYDSTEPP may be cast as normal.&lt;br /&gt;
&lt;br /&gt;
''A note to remember: Triggering a Death Gaze from a [[Gorgon]] or other monster is considered a Killing Blow, and will trigger the ''&amp;quot;Protection from Killing Blow&amp;quot;'' effect accordingly.&lt;br /&gt;
&lt;br /&gt;
==Availability==&lt;br /&gt;
&lt;br /&gt;
For a new Player Profile, CYDSTEPP is not available for use. To be able to use CYDSTEPP at all, the player must unlock the [[Warlord]] class by defeating the Normal Dungeon with a [[Berserker]].&lt;br /&gt;
&lt;br /&gt;
Any game played with the Warlord will start with the CYDSTEPP Glyph on the starting tile. The Warlord needs to pick it up if he intends to use it. CYDSTEPP always appears when playing the Warlord class, regardless of any other factors.&lt;br /&gt;
&lt;br /&gt;
Once the Normal Dungeon is beaten with a Warlord, CYDSTEPP becomes fully unlocked. From that point onwards, the CYDSTEPP Glyph has a chance to appear in any dungeon played, regardless of any other factors. The chance for it to appear is supposedly the same as that of other Glyphs, though this has not yet been conclusively proven.&lt;br /&gt;
&lt;br /&gt;
==CYDSTEPP vs. Other Sources==&lt;br /&gt;
&lt;br /&gt;
CYDSTEPP is not the only source in the game for acquiring ''&amp;quot;Protection from Killing Blow&amp;quot;''. Items, Gods and Racial traits may bestow the same exact effect.&lt;br /&gt;
&lt;br /&gt;
Remember that you can only be protected from ''one'' Killing Blow at a time. The only way to survive two Killing Blows in a row is to acquire the effect, use it up (by surviving a Killing Blow), and then acquire it ''again''. You will need to repeat the process for every Killing Blow you wish to survive.&lt;br /&gt;
&lt;br /&gt;
The source of the effect makes no difference!&lt;br /&gt;
&lt;br /&gt;
==Stand-alone Use==&lt;br /&gt;
&lt;br /&gt;
CYDSTEPP is one of the few spells that has a serious impact on gameplay on its own - finding it in a Dungeon might dictate the rest of your game, if you choose to pick it up. This is especially true for all characters who subsist on heavy, powerful Melee combat - particularly [[Human(race)|Humans]].&lt;br /&gt;
&lt;br /&gt;
The general strategy involved is to cast CYDSTEPP as soon as you find it (or have the Mana for it), then replenish enough Mana to use it again (more than once, if at all possible) without actually activating it a second time. You then go fight a foe who is much tougher than you, to the point where it delivers a Killing Blow and your Protection leaves you alive at 1 Health. Proceed to cast CYDSTEPP a second time, and attack the monster again. You will remain at 1 Health, and will still be alive, after having delivered at least 2 blows to the enemy. If your Health was high enough to survive the first attack (or several), this will have increased the number of attacks you've made on the monster to 3 or more!&lt;br /&gt;
You can continue surviving and casting CYDSTEPP over and over until you run out of Mana to cast it.&lt;br /&gt;
&lt;br /&gt;
This strategy enables characters to take on very tough monsters in Melee combat. A character with a high Attack Strength can bring down monsters several level higher than himself this way.&lt;br /&gt;
&lt;br /&gt;
The reason why this spell is usually used &amp;quot;stand-alone&amp;quot; like this is because it costs so much mana to use (10 for most characters), leaving little or no mana for other spells. However, it is always possible to give up the second step of the above strategy (casting the second CYDSTEPP and surviving another Killing Blow) and instead use the built-up mana for casting other spells, such as BURNDAYRAZ, APHEELSIK, etc. (see Spell Combos, below).&lt;br /&gt;
&lt;br /&gt;
==Spell Combos==&lt;br /&gt;
&lt;br /&gt;
===APHEELSIK===&lt;br /&gt;
&lt;br /&gt;
This is a simple and extremely effective two-punch combo. CYDSTEPP is used in the regular fashion to suffer as many Killing Blows as possible while inflicting a lot of damage on the monster. 5 Mana are kept &amp;quot;Aside&amp;quot; at the end of the CYDSTEPP volley to Poison the monster with [[APHEELSIK]].&lt;br /&gt;
&lt;br /&gt;
At that point you are free to explore for Mana and Health, cast CYDSTEPP again, refill Mana again if necessary, and repeat the process on the monster until it dies.&lt;br /&gt;
&lt;br /&gt;
This combo can help you kill monsters that are of a MUCH higher level than yourself. The CYDSTEPP basically nullifies those monsters' Attack Strength (they'll just drop you to 1 Health every time, even if they have Death Gaze), and APHEELSIK makes sure that only the availability of unexplored tiles determines how much damage you can inflict on any monster.&lt;br /&gt;
&lt;br /&gt;
This is the basic Melee-oriented equivalent of the BURNDAYRAZ+APHEELSIK combo. &lt;br /&gt;
&lt;br /&gt;
Also remember that APHEELSIK doesn't work on the Undead, and can be Resisted by monsters who possess Magic Resistance.&lt;br /&gt;
&lt;br /&gt;
For a Three-Glyph-Combo, try BLUDTUPOWA. &lt;br /&gt;
&lt;br /&gt;
===BURNDAYRAZ===&lt;br /&gt;
&lt;br /&gt;
This is, usually, not a good combination of Glyphs to have. CYDSTEPP and BURNDAYRAZ are counterparts - they are the two primary Glyphs used to damage your enemies, where Melee-style characters employ the former, and spellcasters employ the latter. There is not much benefit in using the two together, especially when other combos can be acquired.&lt;br /&gt;
&lt;br /&gt;
The main reason why it's usually one-or-the-other is that they both cost a large amount of Mana to use. BURNDAYRAZ works well in combination with cheaper spells, or alone. CYDSTEPP doesn't really leave Mana for anything other than cheaper spells, and is already excellent if you have the mana to cast it more than once!&lt;br /&gt;
&lt;br /&gt;
However, barring other options, it is always possible to start your attack run with a BURNDAYRAZ fireball just to give your enemy the first &amp;quot;push&amp;quot;. You will need no less than 16 Mana for that to work though, so again, this is not the most favourable solution.&lt;br /&gt;
&lt;br /&gt;
===BLUDTUPOWA===&lt;br /&gt;
&lt;br /&gt;
At first this combination looks great: You can cast CYDSTEPP more often, and need to waste fewer tiles between fights. However, remember that characters who rely on CYDSTEPP will constantly be hanging around at 1 Health, so using this combo is risky.&lt;br /&gt;
&lt;br /&gt;
If you have other means to get your Health back, such as lots of Potions, assistance from Gods or racial abilities, this combo is much more acceptable. In addition, this leaves one extra Glyph Slot to be used for a low-cost spell of your choice - preferably APHEELSIK. In a three-Glyph-combo, CYDSTEPP, BLUDTUPOWA and APHEELSIK can be devastating to your enemies!  &lt;br /&gt;
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===BYSSEPS, GETINDARE===&lt;br /&gt;
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These are two very simple and very common combos. The low casting cost of these two Glyphs means that either of them can be cast with the little extra Mana that always seems to hang around after casting CYDSTEPP.&lt;br /&gt;
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Naturally, their use is very different:&lt;br /&gt;
BYSSEPS should be cast between every blow, until you are left with just enough Mana to cast CYDSTEPP. If you can come by a little extra Maximum Mana, you can cast it for the first, second, and even third round of combat (if you can survive that long).&lt;br /&gt;
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GETINDARE is a little different: It's a Mana saver combo. When you and your enemy reach the state where the next attack will kill both of you, instead of casting CYDSTEPP to survive this blow, cast GETINDARE. You will kill your enemy with the first strike, thus not wasting more than 3 Mana and not costing you any Health (though your Health would usually be 1 at this point...). Basically, it will save you about 7 Mana points per battle. This combo only works if you have enough Maximum Mana to cast both CYSTEPP and GETINDARE together (normally 13 Mana).&lt;br /&gt;
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==Specific Classes==&lt;br /&gt;
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===Warlord===&lt;br /&gt;
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Choosing a Warlord for a dungeon will always spawn the CYDSTEPP Glyph on the starting tile (see above). Warlords rely on CYDSTEPP to kill high-level enemies by surviving their deadly blows while causing as much damage as possible to the monster. This is their primary method for taking out bosses, as well.&lt;br /&gt;
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The same method is used by pretty much any other character who picks up CYDSTEPP once it's been unlocked, though each class will add its own twist to this method.&lt;br /&gt;
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Note that the Warlord has a special benefit that other classes do not: When his Health is below 50% of Maximum, he receives a +30% Attack Bonus. And since the Warlord spends most of his time at 1 Health (after surviving Killing Blows), this bonus is applied very often. Note that the bonus is ''cumulative'' with all other attack bonuses, so you can even double this up with BYSSEPS (see above).&lt;br /&gt;
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===Rogue===&lt;br /&gt;
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The Warlord may live on CYDSTEPP, but the Rogue is its greatest champion. Due to his extremely high attack damage, the Rogue can deliver massive damage to the enemy while sustaining several Killing Blows thanks to CYDSTEPP. In addition, the Rogue already has low health, and so doesn't sacrifice much from constantly hovering around 1 Health. Combine this with the Rogue's innate ability to First-Strike his victims, and you've got a winning combination - with two Glyph slots to spare!&lt;br /&gt;
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===Berserker===&lt;br /&gt;
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Similarly to the Rogue, the Berserker is built on Attack Strength and can use CYDSTEPP to deliver a lot of damage to an enemy.&lt;br /&gt;
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The downside to this is that to the Berserker, casting CYDSTEPP costs 12 Mana. Therefore finding and using CYDSTEPP early in the dungeon is rare. In addition, Berserkers tend to follow gods who dislike the use of CYDSTEPP, making this a little trickier choice.&lt;br /&gt;
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===Fighter, Thief, Assassin===&lt;br /&gt;
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All three are primarily Melee-oriented classes who can nonetheless withstand the cost of CYDSTEPP and benefit from it. If your character development is already leaning towards spellcasting though, you may want to forgo CYDSTEPP.&lt;br /&gt;
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===Gorgon===&lt;br /&gt;
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Another useful Melee class, the trick here is that you only need CYDSTEPP to lower your enemy's Health to the point where Death Gaze can finish it off. This saves up on some Mana, because on average you'll be using CYDSTEPP less often than other classes, especially if your Death Gaze ability is high.&lt;br /&gt;
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===Vampire===&lt;br /&gt;
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While the Vampire has a strong Melee attack, he is completely incapable of using CYDSTEPP properly. This is because Health is the Vampire's chief commodity, and is always scarce. Dropping to 1 Health after surviving a Killing Blow means you cannot cast CYDSTEPP again - giving you only one Killing Blow survival per fight. This is much less preferable to the Vampire's supreme BURNDAYRAZ specialty.&lt;br /&gt;
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==CYDSTEPP and the Gods==&lt;br /&gt;
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Several Gods in the game have various opinions about the use of CYDSTEPP - they may favour it or reject it, depending on their own particular creeds.&lt;br /&gt;
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===Glowing Guardian===&lt;br /&gt;
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As the god of Holy Warriors, Glowing Guardian respects any hero who can heroically risk his life and come out alive. For each use of the CYDSTEPP Glyph, he will reward you with +2 Piety Points. This occurs regardless of whether the character already had ''&amp;quot;Protection from Killing Blow&amp;quot;'' when the Glyph was cast.&lt;br /&gt;
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To make things even better, for each time you actually survive a Killing Blow (I.E. trigger the effect of the spell), you will receive another Piety point. (Note that this happens regardless of whether the Protection effect came from CYDSTEPP or any other source).&lt;br /&gt;
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This makes Glowing Guardian the veritable patron saint of CYDSTEPP.&lt;br /&gt;
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===Jehora Jeheyu===&lt;br /&gt;
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The God of Chaos, Jehora prefers his combats messy and deadly. If you try to cheat death, you will be punished.&lt;br /&gt;
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Jehora Jeheyu will deduct -10 Piety points each time you cast CYDSTEPP. Note that it doesn't matter if you already had the ''&amp;quot;Protection from Killing Blow&amp;quot;'' effect when you did so - you will still be punished.&lt;br /&gt;
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Note, however, that the spell is still considered successful - it will cost Mana as normal, and ''will'' give you the ''&amp;quot;Protection from Killing Blow&amp;quot;'' effect!&lt;br /&gt;
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===Taurog===&lt;br /&gt;
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As with any other Glyph, [[Taurog]] will penalize you -5 Piety points every time you use CYDSTEPP. Also, his reduction of Maximum Mana means you will usually remain with too little Mana to use the Glyph anyway.&lt;br /&gt;
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===Binlor Ironshield===&lt;br /&gt;
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[[Binlor]] is also averse to the use of spells, and will inflict a penalty of -1 Piety point per each use of CYDSTEPP, as with all other Glyphs (except [[ENDISWAL]]).&lt;br /&gt;
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===Mystera Annur===&lt;br /&gt;
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When you rely on CYDSTEPP, worshipping Mystera is a big mistake. It may boost your Maximum Mana, allowing you to cast CYDSTEPP more often, but it also reduces your Attack Strength to 1 permanently, meaning that survival in Melee combat brings you virtually no benefit.&lt;br /&gt;
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{{DDNav}}&lt;/div&gt;</summary>
		<author><name>Headrock</name></author>	</entry>

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