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		<updated>2026-04-30T19:14:42Z</updated>
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	<entry>
		<id>http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=CYDSTEPP&amp;diff=15731</id>
		<title>CYDSTEPP</title>
		<link rel="alternate" type="text/html" href="http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=CYDSTEPP&amp;diff=15731"/>
				<updated>2014-04-03T15:08:55Z</updated>
		
		<summary type="html">&lt;p&gt;Kestrel: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{alphapage|Alpha:CYDSTEPP}}&amp;lt;onlyinclude&amp;gt;{{&lt;br /&gt;
{{{tpl|GlyphInfobox}}}&lt;br /&gt;
|Name=CYDSTEPP&lt;br /&gt;
|ManaCost=10&lt;br /&gt;
|Effects=&lt;br /&gt;
* Can only be cast when over 50% hp, unless playing a {{c|Warlord}}&lt;br /&gt;
* Gain {{t|Death Protection}}&lt;br /&gt;
|Hotkey = C&lt;br /&gt;
}}&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
{{Stub}}&lt;br /&gt;
&lt;br /&gt;
The '''CYDSTEPP''' glyph is used to grant {{t|Death protection}}, enabling yourself to survive attacks that would otherwise kill you.  Death protection is almost completely foolproof, and it will enable you to survive any attack no matter how powerful.  For this reason, the CYDSTEPP glyph is highly prized when fighting high-damage bosses such as {{m|Bleaty the Goat}}.&lt;br /&gt;
&lt;br /&gt;
Unlike the [[Alpha:CYDSTEPP|alpha version]] of this glyph, you must be at 50% or more health in order to cast CYDSTEPP, making the spell more difficult to use in the middle of a fight. The sole exception to this rule is the {{c|Warlord}}, which can activate CYDSTEPP at any time.  This enables Warlords to continually chain death protection even when they are at 1 HP.  &lt;br /&gt;
&lt;br /&gt;
There are only two type of effects in the game that can overcome death protection. The first is the swift hands class feature of the {{c|Assassin}}, which is not a concerned to human players. The other effects are [[Gods|godly]] punishments. Death protection will not save you from the wrath of {{g|Jehora Jeheyu}}.&lt;br /&gt;
&lt;br /&gt;
CYDSTEPP is unlocked together with the {{c|Warlord}}.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
&lt;br /&gt;
The usual strategy with the CYDSTEPP glyph is to use it as a prebuff before battle, to allow you to eke out one extra attack in combat.  In this respect, it's often very similar to the {{s|GETINDARE}} or {{s|ENDISWAL}} glyphs which can also be used to get one extra attack in combat.  It's entirely possible to combine CYDSTEPP with other prebuffs to empower yourself before battle, making it an exceptionally useful glyph for [[damage-spiking]] striker-type characters.&lt;br /&gt;
&lt;br /&gt;
CYDSTEPP has the highest mana cost of any glyph in the game by a considerable margin. In fact, it's so high that the {{c|Berserker}} cannot even cast this spell until he's found multiple mana boosters. This also causes a problem for {{g|Taurog}} Worshippers, who lose the ability to use this glyph once they obtain all of his gear, which is problematic since CYDSTEPP is otherwise one of the best glyphs a Taurog worshipper can obtain. {{g|Mystera Annur}}'s Mystic Balance boon is one way to reduce the cost, and of great value to Warlords in particular since it's a lot easier to get to 16 mana to cast twice during a fight than 20.&lt;br /&gt;
&lt;br /&gt;
Because CYDSTEPP functions the same way no matter how powerful the incoming attack is, it works best against enemies with high attack damage.  This means that CYDSTEPP often is less useful in low-difficulty dungeons than it is in high-difficulty dungeons.  It's also very useful if you're attempting to kill a boss as a low-level character, since it's effectively the only way to survive an attack from a foe that deals enough damage to kill you twice over.  &lt;br /&gt;
&lt;br /&gt;
{{MainNav}}&lt;/div&gt;</summary>
		<author><name>Kestrel</name></author>	</entry>

	<entry>
		<id>http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=Sorcerer&amp;diff=15730</id>
		<title>Sorcerer</title>
		<link rel="alternate" type="text/html" href="http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=Sorcerer&amp;diff=15730"/>
				<updated>2014-04-03T13:19:54Z</updated>
		
		<summary type="html">&lt;p&gt;Kestrel: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{alphapage|Alpha:Sorcerer}}&lt;br /&gt;
&amp;lt;onlyinclude&amp;gt;{{&lt;br /&gt;
{{{tpl|ClassInfobox}}}&lt;br /&gt;
|Name=Sorcerer&lt;br /&gt;
|ShortHand=So&lt;br /&gt;
|Traits=&lt;br /&gt;
;ESSENCE TRANSIT: Every mana point spent regenerates 2 health&lt;br /&gt;
;ARCANE KNOWLEDGE: +5 starting mana&lt;br /&gt;
;MANA SHIELD: Deal one magic damage (per character level) whenever an opponent hits you&lt;br /&gt;
|SuggestedRaces=&lt;br /&gt;
{{HuSo}},{{ElSo}},{{GnSo}}&lt;br /&gt;
|Unlock=&lt;br /&gt;
Level 2 [[Mage Tower]]&lt;br /&gt;
|Group=Tier 2&lt;br /&gt;
}}&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Class Features ==&lt;br /&gt;
&lt;br /&gt;
*'''ESSENCE TRANSIT''': Every mana point spent regenerates 2 health&lt;br /&gt;
*'''ARCANE KNOWLEDGE''': +5 starting mana&lt;br /&gt;
*'''MANA SHIELD''': Deal one magic damage (per character level) whenever an opponent hits you&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
&lt;br /&gt;
Sorcerers are easily the most powerful class as a low-level character.  Their essence transit special ability allows them to heal enormous amounts of hit points every time they cast a spell.  In fact, a Sorcerer has enough mana to fully heal himself three times over as a 1st level character, in addition to whatever benefits are afforded by the specific spell he's casting.&lt;br /&gt;
&lt;br /&gt;
This incredible power quickly fades away, however, because essence transit does not improve as you gain levels and still heals the same number of hit points.  What begins as a massive advantage becomes almost inconsequential as the Sorcerer matures, and his entire game plan will change accordingly, usually focusing more heavily on his enlarged mana pool. Sorcerers should seek out ways to refill their mana pool in the late game.&lt;br /&gt;
&lt;br /&gt;
To succeed, a Sorcerer needs to leverage his strong early-game to put himself in a stronger position.  He's relatively weakest at higher levels, so you'll need every advantage you can muster to overcome the boss.  Sorcerers naturally lend themselves to hybrid fighter/caster approaches, but are versatile enough to be played as defensive brawler-type characters or as pure casters.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Races ==&lt;br /&gt;
&lt;br /&gt;
Gnomes get plenty of extra mana potions, which refill more due to the Sorcerer's high mana.&lt;br /&gt;
&lt;br /&gt;
Humans are suitable for a more melee-oriented Sorcerer, as their attack bonus starts getting powerful in the late game when Mana Shield and Essence Transit fall off. &lt;br /&gt;
&lt;br /&gt;
Goblins' ability to convert for extra XP gives the Sorcerer more opportunities to level up and get those 20+ mana refills.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Deities ==&lt;br /&gt;
&lt;br /&gt;
Mystera gives both more efficient fireballing via Mystic Balance, and a lot of mana in the endgame with Refreshment. An obvious and strong choice.&lt;br /&gt;
&lt;br /&gt;
Jehora Jeheyu's health bonus can be quite useful to a Sorcerer and enable him to fight higher level enemies that would otherwise be impossible due to being one-shot killers before the Sorcerer's healing can kick in. Chaos Avatar, typically used as an extra level-up during the boss fight with associated mana refill, also synergizes well with the sorcerer's large mana pool.&lt;br /&gt;
&lt;br /&gt;
The Earthmother is always a strong option for casters, even if her mana-restoring Clearance doesn't care about the size of the Sorcerer's mana pool.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MainNav}}&lt;/div&gt;</summary>
		<author><name>Kestrel</name></author>	</entry>

	<entry>
		<id>http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=The_Earthmother&amp;diff=15722</id>
		<title>The Earthmother</title>
		<link rel="alternate" type="text/html" href="http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=The_Earthmother&amp;diff=15722"/>
				<updated>2014-03-27T15:42:42Z</updated>
		
		<summary type="html">&lt;p&gt;Kestrel: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{alphapage|Alpha:The_Earthmother}}&lt;br /&gt;
&amp;lt;onlyinclude&amp;gt;{{&lt;br /&gt;
{{{tpl|GodInfobox}}}&lt;br /&gt;
|Name=The Earthmother&lt;br /&gt;
|ShortHand=EM&lt;br /&gt;
|InitialWorship=&lt;br /&gt;
* +5 Piety, grants {{s|IMAWAL}} glyph&lt;br /&gt;
|Punishment=&lt;br /&gt;
* applies 5 layers of {{t|Corrosion}} to your character&lt;br /&gt;
|RewardedActions=&lt;br /&gt;
;Cast {{s|IMAWAL}} on an XP-granting enemy: {{piety|+10}}&lt;br /&gt;
;Cast {{s|IMAWAL}} on a non-XP granting enemy (such as a plant): {{piety|+5}}&lt;br /&gt;
|PenalizedActions=&lt;br /&gt;
;Kill a plant: {{piety|-15}}&lt;br /&gt;
;Use {{t|Life steal}}: {{piety|-5}}&lt;br /&gt;
;Use {{t|Sanguine}}: {{piety|-10}}&lt;br /&gt;
|Boons=&lt;br /&gt;
;Plantation (Repeatable)&lt;br /&gt;
:'''Cost''': {{piety|5}}&lt;br /&gt;
:'''Effect''': Grows a plant on each visible bloodstain, and gain {{Piety|5}} for each plant grown in this manner&lt;br /&gt;
;Clearance (Repeatable)&lt;br /&gt;
:'''Cost''': {{piety|5 + 5n}}&lt;br /&gt;
:'''Effect''': Removes 10 plants and restores 1 Mana for each removed plant.&lt;br /&gt;
;Greenblood (Repeatable)&lt;br /&gt;
:'''Cost''': {{piety|5 + 3n}}&lt;br /&gt;
:'''Effect''': Every monster on this dungeon level is inflicted with 1 point of {{t|Corrosion}}, spawns 3 random plants and removes one layer of {{t|Cursed}}.&lt;br /&gt;
;Entanglement (Repeatable)&lt;br /&gt;
:'''Cost''': {{piety|5}}&lt;br /&gt;
:'''Effect''': Every monster on this dungeon floor is {{t|slowed}}, spawns 5 random plants&lt;br /&gt;
;Vine Form (Repeatable)&lt;br /&gt;
:'''Cost''': {{piety|5 + 3n}}&lt;br /&gt;
:'''Effect''': Grants you +4 to your maximum hit points 1 point of {{t|Damage Reduction}}, spawns 2 plants&lt;br /&gt;
}}&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Earthmother is the goddess of nature and plants, and doesn't enjoy heroes cutting a safari-style path through her precious flora. The Earthmother is one of the most straightforward deities in the game to please, and in practice the one of the few which you can reliably go the entire game without ever incurring any penalty to piety. She offers strong combat boosts in the early game, good experience boosts throughout, and potentially a lot of mana refreshment for the late game. However, her boons spawn plants which can cause exploration to be difficult.&lt;br /&gt;
&lt;br /&gt;
The Earthmother is uncovered in a subdungeon to the South. Her subdungeon is completely revealed, filled with plants and level 9 &amp;quot;gardeners&amp;quot;. Cut your way across the room to her altar to unlock her.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
&lt;br /&gt;
The only two acts that anger the Earthmother are destroying plant life and using the life-steal ability. The only act that pleases her is using {{s|IMAWAL}} (you can also use the plantation boon to gain piety). This makes her fairly easy to play; petrify stuff to gain piety, and leave her plants alone. Since most dungeons don't have any plants to begin with, and the Earthmother does not create very many, it's unlikely you will ever have serious issues before the time comes to convert out.&lt;br /&gt;
&lt;br /&gt;
The Earthmother's best boon is entanglement, slowing every monster on-screen. Slowed monsters lose their first strike benefits, and also grant 1 extra XP when killed. For a mere 5 piety, this is a very good boon and one that you should almost always take. It's cheap enough to be used multiple times as a finishing move against single higher level enemies.&lt;br /&gt;
&lt;br /&gt;
Vine Form is quite useful for low-level characters, granting extra hit points and damage reduction. Against low-damage monsters such as meatmen, this can allow you to fight enemies three or four levels higher than yourself. When fighting high damage enemies, vine form can also be used to boost your hitpoints to a level where you can take one hit. However, these benefits do not scale with your level and they will be largely meaningless by the time you're level 10. Try not to invest in more than you need. &lt;br /&gt;
&lt;br /&gt;
Greenblood boon adds a flat amount of corrosion damage per hit and ignores resistances, and therefore works well when more attacks will be required to kill the enemy. It's strongest in the early game, but the added damage remains relevant throughout the game when combined with attacks that deal low damage, such as knockback, fireballs, and monk hits. For example, four uses of Greenblood is equivalent to having an extra character level for the purpose of casting fireballs. The curse removal can also occasionally come in handy.&lt;br /&gt;
&lt;br /&gt;
Clearance restores 10 mana if there are enough plants on the map to be cleared, at a very affordable piety cost. This allows Earthmother followers a massive amount of extra spellcasting during the late game. If there aren't enough plants remaining on the map, the full amount of mana won't be restored. Entanglement can be used to spawn plants cheaply if needed.&lt;br /&gt;
&lt;br /&gt;
The plantation boon can be used to generate large sums of piety, and is particularly useful when converting into the Earthmother during the end-game.  Keep in mind that using this boon will effectively preclude a conversion into {{g|Dracul}}, since those blood pools will no longer be available for him.  If you intend to make such a conversion at some point, avoid plantation.&lt;br /&gt;
&lt;br /&gt;
The Earthmother grants 5 piety for petrifying plants and other non-XP enemies, and 10 piety for petrifying XP-yielding enemies. The best targets for this are plants, high level monsters that are poor targets anyway such as Animated Armours, and low level monsters. Petrifying plants can be used as a renewable piety generator, since the piety gained from petrifying the plants can be used to buy more boons which will spawn more plants. In this way, the penalty for preparing Earthmother's altar can sometimes actually be beneficial, although you will need to be able to cope with having your path blocked sometimes.&lt;br /&gt;
&lt;br /&gt;
Sometimes you may need to chop down a plant or two as a last resort if you get blocked and take the piety hit, so in cramped levels consider maintaining a small piety buffer. An early Clearance can also be used for this purpose, particularly if the mana restoration can be put to good use to kill a high level enemy.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Earthmother's boons are strongest during the levelling up phase of the game. A dedicated Earthmother worshipper is often able to kill enemies one level higher than otherwise, and the bonus XP from these kills will be further multiplied by IMAWAL's 50% boost. This translates to more Entangled popcorn left on the field, and makes it easier to to level up twice during the boss fight.&lt;br /&gt;
&lt;br /&gt;
One strategy with the Earthmother is to use a variety of her boons at a low cost, then either use IMAWAL or plantation to build up to 100 piety, activate the entanglement boon, and convert to another god with 50 piety. On the flip side, converting into the Earthmother to use plantation and then spend your piety on clearance to get mana for the final boss is a great &amp;quot;last-ditch&amp;quot; move for characters dependent on spellcasting. The Earthmother also makes a good &amp;quot;escape deity&amp;quot; choice if you just want to avoid taking further piety punishments. If there are no plants on the field and you don't have a life-steal ability, she will never punish you.&lt;br /&gt;
&lt;br /&gt;
The Earthmother also has the least harmful desecration penalty on her altar, causing a mere 5 layers of corrosion. You can cure this with a burn cure potion, and it's not going to be a huge deal for a higher-level character anyway. This makes her pretty much the only deity who is routinely desecrated immediately after converting out, and one of the most frequent victims of desecration of any deity.&lt;br /&gt;
&lt;br /&gt;
{{MainNav}}&lt;/div&gt;</summary>
		<author><name>Kestrel</name></author>	</entry>

	<entry>
		<id>http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=Wizard&amp;diff=15720</id>
		<title>Wizard</title>
		<link rel="alternate" type="text/html" href="http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=Wizard&amp;diff=15720"/>
				<updated>2014-03-20T16:37:24Z</updated>
		
		<summary type="html">&lt;p&gt;Kestrel: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{alphapage|Alpha:Wizard}}&lt;br /&gt;
&amp;lt;onlyinclude&amp;gt;{{&lt;br /&gt;
{{{tpl|ClassInfobox}}}&lt;br /&gt;
|Name=Wizard&lt;br /&gt;
|ShortHand=Wi&lt;br /&gt;
|Traits=&lt;br /&gt;
;[[File:MAGIC SENSE.png]] MAGIC SENSE: Can see locations of all glyphs from level start&lt;br /&gt;
;[[File:MAGIC AFFINITY.png]] MAGIC AFFINITY: Skills cost -1 mana, glyphs donate 10 points to other conversions&lt;br /&gt;
;[[File:MAGIC ATTUNEMENT.png]] MAGIC ATTUNEMENT: Starts with {{s|BURNDAYRAZ}}, all glyphs are small items&lt;br /&gt;
|SuggestedRaces=&lt;br /&gt;
{{ElWi}}, {{GnWi}}, {{OrWi}}&lt;br /&gt;
|Unlock=&lt;br /&gt;
Level 1 [[Mage Tower]]&lt;br /&gt;
|Group=Tier 1&lt;br /&gt;
}}&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
{{Stub}}&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
&lt;br /&gt;
The Wizard is the first class unlocked at the Mage Tower and a very flexible and potent spellcaster. The most obvious strength of the Wizard is the discount on casting costs, which is very noticeable with repeatable combat spells such as BURNDAYRAZ, APHEELSIK, PISORF, and BYSSEPS. A wizard can cast two fireballs out of the gate with no preparations, and quickly gains access to stronger combinations.&lt;br /&gt;
&lt;br /&gt;
Wizards are able to find all the glyphs quickly, have the unique ability to hold all of them at the same time, and can accumulate significant conversion bonuses without the need to convert many glyphs. More than any other class, a Wizard is likely to have the right glyph as a tool to deal with specific situations or enemies.&lt;br /&gt;
&lt;br /&gt;
Wizards usually want to start by making a beeline to all the glyphs before converting anything. Once all the glyphs are collected, they can buy cheap items from dungeon shops if nothing better is available, and convert them for bonuses. Holding 6 glyphs, each item converted will also collect 60 CP from the glyphs without destroying them. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Deities ==&lt;br /&gt;
&lt;br /&gt;
Earthmother is a powerful deity for wizards, as her Greenblood bonus damage can be taken multiple times and is inflicted with every cast of BURNDAYRAZ or PISORF, and her repeatable Clearance boon gives a wizard exactly two fireballs every time. Holding on to IMAWAL until the late game to grab lots of bonus experience, together with utility spells to get around plants that spawn in bad locations without having to kill them, is also easy for Wizards to do.&lt;br /&gt;
&lt;br /&gt;
Mystera may seem to be an obvious choice as the goddess of magic, although Mystic Balance is usually harmful to a Wizard who already has discounted spell costs. Still, she offers a couple of mana points for very little cost, and is generous with her piety. If no better deity is available in the endgame, Wizards can recover a significant amount of mana by converting their stored glyphs with Refreshment, and her Weakness boon can help with resists.&lt;br /&gt;
&lt;br /&gt;
Although Binlor doesn't synergize that well with a dedicated fireball caster as his boons lean towards melee combat, he makes a good choice for Orcs, being the only deity to guarantee two spells including the mighty PISORF. His knockback boon also goes well with Orcs' enhanced based damage. His Stone Heart power is also one of the most efficient ways to wear down enemy resistances if there are enough walls on the level.&lt;br /&gt;
&lt;br /&gt;
The wizard is flexible enough that most deities can be made to work well, with the notable exception of Taurog.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Races ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Orc wizards ({{tl|OrWi}}, {{OrWi}}) are one of the most versatile characters in the game, as they can easily stack up physical base damage while keeping hold most of their glyphs. As PISORF works off base damage, and the wizard gets a 25% discount on its cost, an Orc Wizard can make this spell a very powerful weapon. The Orc also gets a lot of use out of physical combat glyphs such as BYSSEPS, GETINDARE and CYDSTEPP.&lt;br /&gt;
&lt;br /&gt;
Elf wizards ({{tl|ElWi}}, {{ElWi}}) are strong because more mana = more fireballs = good. The Wizard's Magic Affinity allows to exploit {{s|BURNDAYRAZ}} without requiring Mystera's Mystic Balance, and you can easily cast 4 or even 5 fireballs at once with an elf wizard.&lt;br /&gt;
&lt;br /&gt;
Gnome wizards ({{tl|GnWi}}, {{GnWi}}) are strong because mana is an important resource to wizards, so obviously more mana potions can mean a lot for the wizard, especially against bosses.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Items ==&lt;br /&gt;
&lt;br /&gt;
Elven Boots are available early on in the game and make an excellent prep item, allowing the Wizard to get to a 3-fireball mana pool easily. Especially if Extra Mana is also chosen. The Crystal Ball charges very quickly in the hands of a Wizard, especially combined with a deity that can help regenerate mana. Dragon Soul gives a lot of free spells over the course of the game, and is recommended when taken with a deity that lets you convert early mana into piety.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MainNav}}&lt;/div&gt;</summary>
		<author><name>Kestrel</name></author>	</entry>

	<entry>
		<id>http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=Jehora_Jeheyu&amp;diff=15719</id>
		<title>Jehora Jeheyu</title>
		<link rel="alternate" type="text/html" href="http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=Jehora_Jeheyu&amp;diff=15719"/>
				<updated>2014-03-19T16:44:36Z</updated>
		
		<summary type="html">&lt;p&gt;Kestrel: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{alphapage|Alpha:Jehora_Jeheyu}}&lt;br /&gt;
&amp;lt;onlyinclude&amp;gt;{{&lt;br /&gt;
{{{tpl|GodInfobox}}}&lt;br /&gt;
|Name=Jehora Jeheyu&lt;br /&gt;
|ShortHand=JJ&lt;br /&gt;
|InitialWorship=&lt;br /&gt;
* Randomly 0-25 piety&lt;br /&gt;
* Free {{s|WEYTWUT}} glyph&lt;br /&gt;
|Punishment=&lt;br /&gt;
* 50% chance of reducing your health to 1 and mana to 0, and reducing attack, max health and max mana by 33%.&lt;br /&gt;
|RewardedActions=&lt;br /&gt;
;All of the following effects may randomly grant 1-3 piety OR cause Jehora Jeheyu to randomly punish you (no piety loss):&lt;br /&gt;
;Discover a monster while exploring (plants excluded)&lt;br /&gt;
;Kill an XP-valuable enemy&lt;br /&gt;
;Cast {{s|BYSSEPS}}, {{s|WONAFYT}}, {{s|WEYTWUT}}, {{s|GETINDARE}}, {{s|APHEELSIK}}, {{s|CYDSTEPP}}&lt;br /&gt;
;Dodge an attack&lt;br /&gt;
;Convert an item or glyph&lt;br /&gt;
|PenalizedActions=&lt;br /&gt;
;On minor punishment: randomly inflicts {{t|Poisoned}}, {{t|Mana Burned}}, {{t|Weakening}}, {{t|Corrosion}} debuffs, or sets your health to 1&lt;br /&gt;
|Boons=&lt;br /&gt;
;Petition&lt;br /&gt;
:'''Cost''': {{piety|45}}&lt;br /&gt;
:'''Effect''': Jehora Jeheyu stops randomly punishing you (effect resets on conversion; if you convert back to Jehora Jeheyu, you must petition again)&lt;br /&gt;
;Last Chance&lt;br /&gt;
:'''Cost''': {{piety|all remaining}}&lt;br /&gt;
:'''Effect''': Grants a chance to fully restore your health and mana; probability improves if you have more piety&lt;br /&gt;
;Boost Health (Repeatable)&lt;br /&gt;
:'''Cost''': {{piety|20 + 25n}}, 1 {{i|Health Potion}}&lt;br /&gt;
:'''Effect''': Increases your maximum health by 25&lt;br /&gt;
;Boost Mana (Repeatable)&lt;br /&gt;
:'''Cost''': {{piety|20 + 25n}}, 1 {{i|Mana Potion}}&lt;br /&gt;
:'''Effect''': Increases your maximum mana by 3&lt;br /&gt;
;Chaos Avatar&lt;br /&gt;
:'''Cost''': {{piety|80}}&lt;br /&gt;
:'''Effect''': Increases your current level by 1, granting a full heal and mana restore, grants +100 conversion points, removes all {{t|Weakening blow}} and {{t|Corrosion}} from your character, and reduces the physical and magical {{t|Resistance}} of all monsters on the current level by 20%&lt;br /&gt;
}}&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Jehora Jeheyu, the mad god of primordial chaos, is an unsolvable enigma. He grants power and punishment in equal measures, depending on how amused or bored he is at the time. He is one of the most balanced gods in terms of the benefits he grants from his boons, and works well with almost any type of character.&lt;br /&gt;
&lt;br /&gt;
Jehora is unlocked from a subdungeon with 25 unique imps in it. Once the altar is touched, a maze is generated that hinders the passage back, so bring {{s|ENDISWAL}} with you.&lt;br /&gt;
&lt;br /&gt;
== Piety Gain Mechanics ==&lt;br /&gt;
JJ performs a piety/punish roll on the following actions:&lt;br /&gt;
* Enemy reveal (non-plants only)&lt;br /&gt;
* Enemy death (XP-valuable only)&lt;br /&gt;
* Successful dodging&lt;br /&gt;
* Item conversion&lt;br /&gt;
* Casting the following: BYSEPPS, WONAFYT, WEYTWUT, GETINDARE, APHEELSIK, CYDSTEPP&lt;br /&gt;
&lt;br /&gt;
This roll picks a random integer from 1-15, which is compared to an internal &amp;quot;happiness value&amp;quot; for the god which starts at 14. If the rolled number is less than or equal to JJ's happiness, 2-4 piety will be granted and JJ's internal happiness value will be decreased by 1 (to a minimum of 5).&lt;br /&gt;
&lt;br /&gt;
If the rolled number is higher, a minor punishment is inflicted and JJ's happiness increases by 2 (to a maximum of 14 again).&lt;br /&gt;
&lt;br /&gt;
The minor punishments are determined by another roll, from 0 to 10.&lt;br /&gt;
*0 = poison&lt;br /&gt;
*1 = burn&lt;br /&gt;
*2 = health loss&lt;br /&gt;
*3-5 = weaken&lt;br /&gt;
*6-8 = corrode&lt;br /&gt;
*9-10 = curse&lt;br /&gt;
&lt;br /&gt;
This is where it gets a little trickier to describe: each status ailment now has a &amp;quot;reroll threshold&amp;quot;, and if the punishment roll lands on an ailment with a threshold that's too high, it rerolls instead of inflicting that punishment. All thresholds start at 0 (except health loss and burn, which start more graciously at 1). The threshold number represents the minimum number of RNG rolls needed in any given punishment check before that particular punishment is available.&lt;br /&gt;
&lt;br /&gt;
Thus -- given starting values as an example -- if the first roll lands on health loss, it will force a reroll. That reroll is then at liberty to inflict health loss OR mana burn. If any ailments exist at a threshold of 2 or more, on the other hand, those are exempt for at least one more RNG.&lt;br /&gt;
&lt;br /&gt;
Whenever a particular punishment is successfully inflicted, that punishment's threshold will permanently increase by 1.&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
&lt;br /&gt;
Jehora is actually much less threatening than he appears, but you must move to acquire the petition boon as early as possible. The weakening punishment in particular can cripple a low-level character, and avoiding taking too many penalties is important. If you're both poisoned and mana burned, it can become very difficult to survive. The burn cure and fortitude potions are both very useful for followers of Jehora Jeheyu.&lt;br /&gt;
&lt;br /&gt;
Jehora's strategy is rather simple: Survive his random punishments for long enough to get Petition, then climb to Avatar of Chaos while picking up health and mana boosts along the way. If you get him early enough, you're likely to still have enough piety to change deities for the endgame or use his other boons.&lt;br /&gt;
&lt;br /&gt;
Jehora Jeheyu's &amp;quot;boost mana&amp;quot; and &amp;quot;boost health&amp;quot; boons are two of the most powerful boons in the game. Boost health, particularly at lower levels, can vastly increase a character's durability and allow him to fight monsters he normally wouldn't stand a chance against. Boost mana enables you to play like an elf, using more elaborate spellcasting combos with a more generous mana pool. The loss of potions isn't as bad as it first appears; because potions grant benefits based on a % of your maximum health and mana, your remaining potions will actually become more powerful. If you combine with a schadenfreude potion and use boost mana sparingly, it's actually possible to come out ahead in terms of how much MP you get from your remaining potions! &lt;br /&gt;
&lt;br /&gt;
Jehora's greatest strength comes when you use Chaos Avatar and/or Last Chance. These boons fully restore your health and mana when used, and if you've been using his other boons you'll have that much more health and mana to re-fill. Followers of Jehora Jeheyu can be terrifying engines of destruction in the end-game, and the broad range of bonuses provided by this deity often makes for some of the most powerful hybrid characters possible.&lt;br /&gt;
&lt;br /&gt;
Despite the high cost of Chaos Avatar, you don't need to be a dedicated worshipper of Jehora to use it in the endgame. It's possible to accumulate 100 piety from another deity, convert to JJ, and immediately desecrate an altar to reach the 80 piety for Chaos Avatar. Mystera or Earthmother altars are ideal desecration targets for this strategy, as Chaos Avatar immediately cancels out their desecration penalties.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Synergies ==&lt;br /&gt;
&lt;br /&gt;
Gnomes and Halflings make particularly good worshippers of Jehora Jeheyu since they have more potions to begin with and can more easily afford to sacrifice them. Rogues benefit enormously from the boost health boon, and at low-levels there is no better deity for a rogue to worship. The free WEYTWUT glyph also works well for rogues, who need a way to bypass monster first strike. Elves also work well with Jehora Jeheyu; though they lose out more than other races from the loss of mana potions, the absolutely massive amount of mana that an elf worshipper can accumulate makes them insanely good spellcasters. Raising your maximum mana above 30 is quite easy for an elven worshipper of Jehora Jeheyu. Bloodmages lack starting mana, and extra health also works very well with their class features, so are another natural fit.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MainNav}}&lt;/div&gt;</summary>
		<author><name>Kestrel</name></author>	</entry>

	<entry>
		<id>http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=Jehora_Jeheyu&amp;diff=15718</id>
		<title>Jehora Jeheyu</title>
		<link rel="alternate" type="text/html" href="http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=Jehora_Jeheyu&amp;diff=15718"/>
				<updated>2014-03-19T16:43:26Z</updated>
		
		<summary type="html">&lt;p&gt;Kestrel: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{alphapage|Alpha:Jehora_Jeheyu}}&lt;br /&gt;
&amp;lt;onlyinclude&amp;gt;{{&lt;br /&gt;
{{{tpl|GodInfobox}}}&lt;br /&gt;
|Name=Jehora Jeheyu&lt;br /&gt;
|ShortHand=JJ&lt;br /&gt;
|InitialWorship=&lt;br /&gt;
* Randomly 0-25 piety&lt;br /&gt;
* Free {{s|WEYTWUT}} glyph&lt;br /&gt;
|Punishment=&lt;br /&gt;
* 50% chance of reducing your health to 1 and mana to 0, and reducing attack, max health and max mana by 33%.&lt;br /&gt;
|RewardedActions=&lt;br /&gt;
;All of the following effects may randomly grant 1-3 piety OR cause Jehora Jeheyu to randomly punish you (no piety loss):&lt;br /&gt;
;Discover a monster while exploring (plants excluded)&lt;br /&gt;
;Kill an XP-valuable enemy&lt;br /&gt;
;Cast {{s|BYSSEPS}}, {{s|WONAFYT}}, {{s|WEYTWUT}}, {{s|GETINDARE}}, {{s|APHEELSIK}}, {{s|CYDSTEPP}}&lt;br /&gt;
;Dodge an attack&lt;br /&gt;
;Convert an item or glyph&lt;br /&gt;
|PenalizedActions=&lt;br /&gt;
;On minor punishment: randomly inflicts {{t|Poisoned}}, {{t|Mana Burned}}, {{t|Weakening}}, {{t|Corrosion}} debuffs, or sets your health to 1&lt;br /&gt;
|Boons=&lt;br /&gt;
;Petition&lt;br /&gt;
:'''Cost''': {{piety|45}}&lt;br /&gt;
:'''Effect''': Jehora Jeheyu stops randomly punishing you (effect resets on conversion; if you convert back to Jehora Jeheyu, you must petition again)&lt;br /&gt;
;Last Chance&lt;br /&gt;
:'''Cost''': {{piety|all remaining}}&lt;br /&gt;
:'''Effect''': Grants a chance to fully restore your health and mana; probability improves if you have more piety&lt;br /&gt;
;Boost Health (Repeatable)&lt;br /&gt;
:'''Cost''': {{piety|20 + 25n}}, 1 {{i|Health Potion}}&lt;br /&gt;
:'''Effect''': Increases your maximum health by 25&lt;br /&gt;
;Boost Mana (Repeatable)&lt;br /&gt;
:'''Cost''': {{piety|20 + 25n}}, 1 {{i|Mana Potion}}&lt;br /&gt;
:'''Effect''': Increases your maximum mana by 3&lt;br /&gt;
;Chaos Avatar&lt;br /&gt;
:'''Cost''': {{piety|80}}&lt;br /&gt;
:'''Effect''': Increases your current level by 1, granting a full heal and mana restore, grants +100 conversion points, removes all {{t|Weakening blow}} and {{t|Corrosion}} from your character, and reduces the physical and magical {{t|Resistance}} of all monsters on the current level by 20%&lt;br /&gt;
}}&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Jehora Jeheyu, the mad god of primordial chaos, is an unsolvable enigma. He grants power and punishment in equal measures, depending on how amused or bored he is at the time. He is one of the most balanced gods in terms of the benefits he grants from his boons, and works well with almost any type of character.&lt;br /&gt;
&lt;br /&gt;
Jehora is unlocked from a subdungeon with 25 unique imps in it. Once the altar is touched, a maze is generated that hinders the passage back, so bring {{s|ENDISWAL}} with you.&lt;br /&gt;
&lt;br /&gt;
== Piety Gain Mechanics ==&lt;br /&gt;
JJ performs a piety/punish roll on the following actions:&lt;br /&gt;
* Enemy reveal (non-plants only)&lt;br /&gt;
* Enemy death (XP-valuable only)&lt;br /&gt;
* Successful dodging&lt;br /&gt;
* Item conversion&lt;br /&gt;
* Casting the following: BYSEPPS, WONAFYT, WEYTWUT, GETINDARE, APHEELSIK, CYDSTEPP&lt;br /&gt;
&lt;br /&gt;
This roll picks a random integer from 1-15, which is compared to an internal &amp;quot;happiness value&amp;quot; for the god which starts at 14. If the rolled number is less than or equal to JJ's happiness, 2-4 piety will be granted and JJ's internal happiness value will be decreased by 1 (to a minimum of 5).&lt;br /&gt;
&lt;br /&gt;
If the rolled number is higher, a minor punishment is inflicted and JJ's happiness increases by 2 (to a maximum of 14 again).&lt;br /&gt;
&lt;br /&gt;
The minor punishments are determined by another roll, from 0 to 10.&lt;br /&gt;
*0 = poison&lt;br /&gt;
*1 = burn&lt;br /&gt;
*2 = health loss&lt;br /&gt;
*3-5 = weaken&lt;br /&gt;
*6-8 = corrode&lt;br /&gt;
*9-10 = curse&lt;br /&gt;
&lt;br /&gt;
This is where it gets a little trickier to describe: each status ailment now has a &amp;quot;reroll threshold&amp;quot;, and if the punishment roll lands on an ailment with a threshold that's too high, it rerolls instead of inflicting that punishment. All thresholds start at 0 (except health loss and burn, which start more graciously at 1). The threshold number represents the minimum number of RNG rolls needed in any given punishment check before that particular punishment is available.&lt;br /&gt;
&lt;br /&gt;
Thus -- given starting values as an example -- if the first roll lands on health loss, it will force a reroll. That reroll is then at liberty to inflict health loss OR mana burn. If any ailments exist at a threshold of 2 or more, on the other hand, those are exempt for at least one more RNG.&lt;br /&gt;
&lt;br /&gt;
Whenever a particular punishment is successfully inflicted, that punishment's threshold will permanently increase by 1.&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
&lt;br /&gt;
Jehora is actually much less threatening than he appears, but you must move to acquire the petition boon as early as possible. The weakening punishment in particular can cripple a low-level character, and avoiding taking too many penalties is important. If you're both poisoned and mana burned, it can become very difficult to survive. The burn cure and fortitude potions are both very useful for followers of Jehora Jeheyu.&lt;br /&gt;
&lt;br /&gt;
Jehora's strategy is rather simple: Survive his random punishments for long enough to get Petition, then climb to Avatar of Chaos while picking up health and mana boosts along the way. If you get him early enough, you're likely to still have enough piety to change deities for the endgame or use his other boons.&lt;br /&gt;
&lt;br /&gt;
Jehora Jeheyu's &amp;quot;boost mana&amp;quot; and &amp;quot;boost health&amp;quot; boons are two of the most powerful boons in the game. Boost health, particularly at lower levels, can vastly increase a character's durability and allow him to fight monsters he normally wouldn't stand a chance against. Boost mana enables you to play like an elf, using more elaborate spellcasting combos with a more generous mana pool. The loss of potions isn't as bad as it first appears; because potions grant benefits based on a % of your maximum health and mana, your remaining potions will actually become more powerful. If you combine with a schadenfreude potion and use boost mana sparingly, it's actually possible to come out ahead in terms of how much MP you get from your remaining potions! &lt;br /&gt;
&lt;br /&gt;
Gnomes and Halflings make particularly good worshippers of Jehora Jeheyu since they have more potions to begin with and can more easily afford to sacrifice them. Rogues benefit enormously from the boost health boon, and at low-levels there is no better deity for a rogue to worship. The free WEYTWUT glyph also works well for rogues, who need a way to bypass monster first strike. Elves also work well with Jehora Jeheyu; though they lose out more than other races from the loss of mana potions, the absolutely massive amount of mana that an elf worshipper can accumulate makes them insanely good spellcasters. Raising your maximum mana above 30 is quite easy for an elven worshipper of Jehora Jeheyu. Bloodmages lack starting mana, and extra health also works very well with their class features, so are another natural fit.&lt;br /&gt;
&lt;br /&gt;
Jehora's greatest strength comes when you use Chaos Avatar and/or Last Chance. These boons fully restore your health and mana when used, and if you've been using his other boons you'll have that much more health and mana to re-fill. Followers of Jehora Jeheyu can be terrifying engines of destruction in the end-game, and the broad range of bonuses provided by this deity often makes for some of the most powerful hybrid characters possible.&lt;br /&gt;
&lt;br /&gt;
Despite the high cost of Chaos Avatar, you don't need to be a dedicated worshipper of Jehora to use it in the endgame. It's possible to accumulate 100 piety from another deity, convert to JJ, and immediately desecrate an altar to reach the 80 piety for Chaos Avatar. Mystera or Earthmother altars are ideal desecration targets for this strategy, as Chaos Avatar immediately cancels out their desecration penalties.&lt;br /&gt;
&lt;br /&gt;
{{MainNav}}&lt;/div&gt;</summary>
		<author><name>Kestrel</name></author>	</entry>

	<entry>
		<id>http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=The_Earthmother&amp;diff=15717</id>
		<title>The Earthmother</title>
		<link rel="alternate" type="text/html" href="http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=The_Earthmother&amp;diff=15717"/>
				<updated>2014-03-15T01:40:24Z</updated>
		
		<summary type="html">&lt;p&gt;Kestrel: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{alphapage|Alpha:The_Earthmother}}&lt;br /&gt;
&amp;lt;onlyinclude&amp;gt;{{&lt;br /&gt;
{{{tpl|GodInfobox}}}&lt;br /&gt;
|Name=The Earthmother&lt;br /&gt;
|ShortHand=EM&lt;br /&gt;
|InitialWorship=&lt;br /&gt;
* +5 Piety, grants {{s|IMAWAL}} glyph&lt;br /&gt;
|Punishment=&lt;br /&gt;
* applies 5 layers of {{t|Corrosion}} to your character&lt;br /&gt;
|RewardedActions=&lt;br /&gt;
;Cast {{s|IMAWAL}} on an XP-granting enemy: {{piety|+10}}&lt;br /&gt;
;Cast {{s|IMAWAL}} on a non-XP granting enemy (such as a plant): {{piety|+5}}&lt;br /&gt;
|PenalizedActions=&lt;br /&gt;
;Kill a plant: {{piety|-15}}&lt;br /&gt;
;Use {{t|Life steal}}: {{piety|-5}}&lt;br /&gt;
;Use {{t|Sanguine}}: {{piety|-10}}&lt;br /&gt;
|Boons=&lt;br /&gt;
;Plantation (Repeatable)&lt;br /&gt;
:'''Cost''': {{piety|5}}&lt;br /&gt;
:'''Effect''': Grows a plant on each visible bloodstain, and gain {{Piety|5}} for each plant grown in this manner&lt;br /&gt;
;Clearance (Repeatable)&lt;br /&gt;
:'''Cost''': {{piety|5 + 5n}}&lt;br /&gt;
:'''Effect''': Removes 10 plants and restores 1 Mana for each removed plant.&lt;br /&gt;
;Greenblood (Repeatable)&lt;br /&gt;
:'''Cost''': {{piety|5 + 3n}}&lt;br /&gt;
:'''Effect''': Every monster on this dungeon level is inflicted with 1 point of {{t|Corrosion}}, spawns 3 random plants and removes one layer of {{t|Cursed}}.&lt;br /&gt;
;Entanglement (Repeatable)&lt;br /&gt;
:'''Cost''': {{piety|5}}&lt;br /&gt;
:'''Effect''': Every monster on this dungeon floor is {{t|slowed}}, spawns 5 random plants&lt;br /&gt;
;Vine Form (Repeatable)&lt;br /&gt;
:'''Cost''': {{piety|5 + 3n}}&lt;br /&gt;
:'''Effect''': Grants you +4 to your maximum hit points 1 point of {{t|Damage Reduction}}, spawns 2 plants&lt;br /&gt;
}}&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Earthmother is the goddess of nature and plants, and doesn't enjoy heroes cutting a safari-style path through her precious flora. The Earthmother is one of the most straightforward deities in the game to please, and in practice the one of the few which you can reliably go the entire game without ever incurring any penalty to piety. However, her boons are mostly useful to low-level characters and of little help to high-level characters, meaning most players will opt to convert out at a certain point.&lt;br /&gt;
&lt;br /&gt;
The Earthmother is uncovered in a subdungeon to the South. Her subdungeon is completely revealed, filled with plants and level 9 &amp;quot;gardeners&amp;quot;. Cut your way across the room to her altar to unlock her.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
The only two acts that anger the Earthmother are destroying plant life and using the life-steal ability. The only act that pleases her is using {{s|IMAWAL}} (you can also use the plantation boon to gain piety). This makes her fairly easy to play; petrify stuff to gain piety, and leave her plants alone. Since most dungeons don't have any plants to begin with, and the Earthmother does not create very many, it's unlikely you will ever have serious issues before the time comes to convert out.&lt;br /&gt;
&lt;br /&gt;
The Earthmother's best boon is entanglement, slowing every monster on-screen. Slowed monsters lose their first strike benefits, and also grant 1 extra XP when killed. For a mere 5 piety, this is a very good boon and one that you should almost always take. It's cheap enough to be used multiple times as a finishing move against single higher level enemies.&lt;br /&gt;
&lt;br /&gt;
Her vine form boon is quite useful for low-level characters, granting extra hit points and damage reduction. Against low-damage monsters such as meatmen, this can allow you to fight enemies three or four levels higher than yourself. When fighting high damage enemies, vine form can also be used to boost your hitpoints to a level where you can take one hit. However, these benefits do not scale with your level and they will be largely meaningless by the time you're level 10. Try not to invest in more than you need. &lt;br /&gt;
&lt;br /&gt;
The greenblood boon is more difficult to leverage, but can be somewhat useful in some circumstances.  Corrosion adds a flat amount of damage per hit and ignores resistances, and works particularly well when combined with attacks that deal low damage, such as knockback, fireballs, and monk attacks. The cost for this boon also scales up quickly.&lt;br /&gt;
&lt;br /&gt;
The clearance boon allows you to request the Earthmother remove plants for you while simultaneously restoring some mana.  This makes the Earthmother invaluable for fuelling a late-game spellcasting approach.  Because her bonus doesn't scale based on max mana, it's most useful to characters with poor spellcaster skills who need a little bit of a boost in that regard.  Dedicated spellcasters are better suited to pursuing other more potent combos, but will still benefit from this given the opportunity.&lt;br /&gt;
&lt;br /&gt;
The plantation boon can be used to generate large sums of piety, and is particularly useful when converting into the Earthmother during the end-game.  Keep in mind that using this boon will effectively preclude a conversion into {{g|Dracul}}, since those blood pools will no longer be available for him.  If you intend to make such a conversion at some point, avoid plantation.&lt;br /&gt;
&lt;br /&gt;
The Earthmother grants 5 piety for petrifying plants and other non-XP enemies, and 10 piety for petrifying XP-yielding enemies. Try to focus on using this glyph on 1st level monsters and avoid touching higher-level targets that could be worth lots of XP.&lt;br /&gt;
&lt;br /&gt;
Sometimes you may need to chop down a plant or two as a last resort if you get blocked, so in cramped levels consider maintaining a small piety buffer. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Earthmother's boons are strongest during the levelling up phase of the game. A dedicated Earthmother worshipper is often able to kill enemies one level higher than otherwise, and will get bonus XP from these kills thanks to IMAWAL. This translates to more Entangled popcorn left on the field, and makes it easier to to level up twice during the boss fight.&lt;br /&gt;
&lt;br /&gt;
One strategy with the Earthmother is to use a variety of her boons at a low cost, then either use IMAWAL or plantation to build up to 100 piety, activate the entanglement boon, and convert out of her religion. Converting into the Earthmother to use plantation and then spend your piety on clearance is a great &amp;quot;last-ditch&amp;quot; move, though typically less powerful than what can be done with the {{g|Glowing Guardian}} or {{g|Dracul}}.  The Earthmother also makes a good &amp;quot;escape deity&amp;quot; choice if you just want to avoid taking further piety punishments. If there are no plants on the field and you don't have a life-steal ability, she will never punish you.&lt;br /&gt;
&lt;br /&gt;
The Earthmother also has the least harmful desecration penalty on her altar, causing a mere 5 layers of corrosion. You can cure this with a burn cure potion, and it's not going to be a huge deal for a higher-level character anyway. This makes her pretty much the only deity who is routinely desecrated immediately after converting out, and one of the most frequent victims of desecration of any deity.&lt;br /&gt;
&lt;br /&gt;
{{MainNav}}&lt;/div&gt;</summary>
		<author><name>Kestrel</name></author>	</entry>

	<entry>
		<id>http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=Monk&amp;diff=15704</id>
		<title>Monk</title>
		<link rel="alternate" type="text/html" href="http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=Monk&amp;diff=15704"/>
				<updated>2014-03-08T03:56:01Z</updated>
		
		<summary type="html">&lt;p&gt;Kestrel: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{alphapage|Alpha:Monk}}&lt;br /&gt;
&amp;lt;onlyinclude&amp;gt;{{&lt;br /&gt;
{{{tpl|ClassInfobox}}}&lt;br /&gt;
|Name=Monk&lt;br /&gt;
|ShortHand=Mo&lt;br /&gt;
|Traits=&lt;br /&gt;
;[[File:Hand to hand.png]] HAND TO HAND: -2 base damage per level, -30% attack bonus&lt;br /&gt;
;DIAMOND BODY: {{t|Physical resist}} starts at +50%, higher resistance cap (both) (65% to 75%)&lt;br /&gt;
;[[File:Discipline.png]] DISCIPLINE: Health regeneration rate is doubled&lt;br /&gt;
|SuggestedRaces=&lt;br /&gt;
{{HuMo}},{{OrMo}}&lt;br /&gt;
|Unlock=&lt;br /&gt;
Level 2 [[Church]]&lt;br /&gt;
|Group=Tier 2&lt;br /&gt;
}}&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Class Features ==&lt;br /&gt;
&lt;br /&gt;
*'''HAND TO HAND''': -2 base damage per level, -30% attack bonus&lt;br /&gt;
*'''DIAMOND BODY''': +50% to starting physical resistance cap&lt;br /&gt;
*'''DISCIPLINE''': Health regeneration rate is doubled&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
The Monk's a rather complicated class. The Monk's reliant on &amp;quot;[[regen-fighting]]&amp;quot;, and requires to make the most out of your tiles. Although the Monk's natural damage penalty would suggest you to build a Monk as a magic-oriented class, he really benefits more from damage boosts.&lt;br /&gt;
&lt;br /&gt;
The Discipline trait is the most essential part of the Monk. The Monk's combat strategy involves whittling down a monster as low as it can before you die from it, retreat and regenerate health, and beat it up some more. Discipline allows the Monk to outpace most monsters' natural health regenerations, sans higher level monsters and trolls. Smart management of tile regeneration lets the Monk kill higher level monsters. Unlike most classes, Monks should start fighting the boss early as possible due to this trait.&lt;br /&gt;
&lt;br /&gt;
Unfortunately, while the Monk handles some monsters with ease, he has a difficult time with other monsters. First and most obviously, monsters with magical attacks are a big obstacle for the Monk, due to his lack of natural Magic resistance. Luckily, magic resistance is easier to obtain than physical resistance. Worshipping {{g|Binlor Ironshield}} allows the Monk to get his magic resistance to reasonable levels, so that he can tackle magical monsters.&lt;br /&gt;
&lt;br /&gt;
Another one of the Monk's worst enemies are monsters that apply Corrosion or Weakness. For other classes, these monsters can be taken care of by finishing them off as fast as possible. This is a more difficult task for the Monk, due to his natural tendency to finish off enemies slowly. This is why boosting the Monk's damage is essential.  It may be advisable to prep a Fortitude Tonic or Burn Salve if there are many such monsters in the dungeon.&lt;br /&gt;
&lt;br /&gt;
The third worst enemies are Cursed enemies. Cursed enemies remove all sources of damage reduction, thus removing the Monk's greatest strength. Like corroded and weakening monsters, the best way to kill cursed monsters is to kill them as fast as possible, which monks are not as easily able to do.&lt;br /&gt;
&lt;br /&gt;
One approach to tackling monsters that cause problems in melee is to use BLUDTOPOWA in combination with a small amount of exploration, leveraging the Monk's high life regeneration into mana for more fireballs (which do full damage, unlike the Monk's melee attacks).  You should be careful not to rely too heavily on this tactic, however, as BLUDTOPOWA will use up your precious blackspace.&lt;br /&gt;
&lt;br /&gt;
Monks benefit greatly from base damage, since they have a base damage penalty per level up. One conversion from Orcs allows you to overcome one level of base damage reduction, making them great choices for Monks. Humans work well as Monks, too, although the reduced base damage means human monks could be weaker in the long run.&lt;br /&gt;
&lt;br /&gt;
The two best gods for the Monk are {{g|Taurog}} and {{g|Binlor Ironshield}}. Taurog provides desperately needed damage boosts to monks, this effectively negating their weakness. Binlor works well since his boons provide natural magic resistance, so monks won't be as gimped when fighting magical monsters. {{g|Glowing Guardian}} is an okay choice for monks, since his Prayer Beads provides a small amount of magic resistance, and Enlightenment doubles the amount, as well as an HP boost.  {{g|Dracul}} is a good deity to worship in the late game, providing considerable extra healing and resists that will be sorely needed once you have run out of blackspace and potions. {{g|The Earthmother}}'s Greenblood boon can help with the monk's low damage, especially in the early game. {{g|Jehora Jeheyu}} is usually not the best choice as the usual monk fighting style benefits more from the resistances and damage boosts that other gods can provide rather than a flat HP increase, and an early Weakness hurts a lot. &lt;br /&gt;
&lt;br /&gt;
Items that provide resists and damage boosts are very important to monks. Martyr Wraps are made for monks, and aid in the Monk's regen fighting by providing corrosion. Dragon Shield works nicely with the monk as well. If you want to play a more spellcasting focused monk, Avatar's Codex is practically made for this purpose as monks can soak up the retaliation damage better than any other class.&lt;br /&gt;
&lt;br /&gt;
{{MainNav}}&lt;/div&gt;</summary>
		<author><name>Kestrel</name></author>	</entry>

	<entry>
		<id>http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=Gorgon_(Class)&amp;diff=15688</id>
		<title>Gorgon (Class)</title>
		<link rel="alternate" type="text/html" href="http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=Gorgon_(Class)&amp;diff=15688"/>
				<updated>2014-03-02T12:40:12Z</updated>
		
		<summary type="html">&lt;p&gt;Kestrel: blood pool correction&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{alphapage|Alpha:Gorgon}}&lt;br /&gt;
&amp;lt;onlyinclude&amp;gt;{{&lt;br /&gt;
{{{tpl|MonsterClassInfobox}}}&lt;br /&gt;
|Name=Gorgon&lt;br /&gt;
|ShortHand=&lt;br /&gt;
|Traits=&lt;br /&gt;
;AZURE BODY: +25% to starting physical resistance&lt;br /&gt;
;SAPPHIRE LOCKS: Naturally poisonous strikes, petrifies enemies, starts with ENDISWAL glyph&lt;br /&gt;
;AMETHYST GAZE: Deathgaze effect deals unresistable damage upon attacking enemies with low health&lt;br /&gt;
|Conversion=5% Deathgaze per 100 Conversion Points&lt;br /&gt;
|Unlock=&lt;br /&gt;
Complete [[Naga City]] with 3 [[Class]]es&lt;br /&gt;
|Group=Monster&lt;br /&gt;
}}&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
{{Stub}}&lt;br /&gt;
&lt;br /&gt;
== Class Features ==&lt;br /&gt;
*'''AZURE BODY''': +25% to starting physical resistance, Death Gaze immune&lt;br /&gt;
*'''SAPPHIRE LOCKS''': Naturally poisonous strikes, petrifies enemies, starts with ENDISWAL glyph, -50% attack bonus&lt;br /&gt;
*'''AMETHYST GAZE''': Deathgaze effect deals unresistable damage upon attacking enemies with low health, starts with 10% Deathgaze&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
The Gorgon is a very bizarre class. Gorgons play sort of like monks, in that they both rely on the &amp;quot;regen fight&amp;quot; strategy, and they both have naturally bad damage. Gorgons don't have base damage reductions, but unfortunately raising bonus damage is harder to accomplish. However, with the right items, the Gorgon should negate their negative bonus damage and beyond.&lt;br /&gt;
&lt;br /&gt;
The most powerful part about gorgons are their intrinsic poison attacks. Combined with their natural physical resistance, gorgons are able to tackle higher level enemies than monks can manage. Combining this with their death gaze immunity means gorgons are easy prey.&lt;br /&gt;
&lt;br /&gt;
What the Gorgon's Deathgaze does is that when the enemy is below the Deathgaze %, their resistances and First Strike are nullified. A good Deathgaze % essentially removes the need of {{s|GETINDARE}} and {{s|WEYTWUT}} at later levels.&lt;br /&gt;
&lt;br /&gt;
The biggest handicap that gorgons have to face is that they petrify enemies on kill. This includes kills with {{s|BURNDAYRAZ}}. The bad part about this is that in narrow places, the gorgon has to spend 6 mana to progress further. This means the gorgon is at a disadvantage on maps with many narrow hallways. Petrified enemies do leave blood pools, but they're only accessible after the statue is destroyed, so this means gorgons have poor synergy with {{g|The Earthmother}} and {{g|Dracul}}. Gorgons also fare poorly against maps with lots of undead enemies, because poison doesn't work against them.&lt;br /&gt;
&lt;br /&gt;
Certain glyphs are a blessing to gorgons. {{s|IMAWAL}} synergizes with the gorgon very well because of their playstyle depending on facing higher level enemies. An early {{s|BURNDAYRAZ}} is an important tool for gorgons, since it maximizes their damage. Adding a few fireballs before poisoning will take down high-level enemies faster with less resource wasted. {{s|BLUDTUPOWA}} is also useful for gorgons, because they will need mana for {{s|ENDISWAL}}.&lt;br /&gt;
&lt;br /&gt;
{{g|Binlor Ironshield}} is one of the best god for a gorgon to worship. Since you'll be casting {{s|ENDISWAL}} many, many times as a gorgon, Stone Form is the best boon a gorgon could ever ask for. There is never a shortage of walls as a gorgon, so gaining and spend piety is no sweat. {{g|Taurog}} helps with the Gorgon's low damage and his armour synergizes well with the Gorgon's innate physical resistance, but constant casting of {{s|ENDISWAL}} means you'll be losing a lot of piety for long-term worship, so consider converting out after acquiring one or two items.  {{g|The Earthmother}} can work well, despite the smaller numbers of blood pools for Plantation, as the Gorgon's starting ENDISWAL ensures she won't find herself stuck, and Greenblood and Vine Form are strong with the gorgon's slant towards fireballs and regen fighting. The only really unusable deity is {{g|Glowing Guardian}} due to his hatred for poison.&lt;br /&gt;
&lt;br /&gt;
Gorgons need bonus damage badly, so that means Perseverance Badge and Dwarven Gauntlets are excellent items for gorgons. Battlemage Ring is also a good option.&lt;br /&gt;
&lt;br /&gt;
{{MainNav}}&lt;/div&gt;</summary>
		<author><name>Kestrel</name></author>	</entry>

	<entry>
		<id>http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=Gorgon_(Class)&amp;diff=15685</id>
		<title>Gorgon (Class)</title>
		<link rel="alternate" type="text/html" href="http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=Gorgon_(Class)&amp;diff=15685"/>
				<updated>2014-03-02T12:02:23Z</updated>
		
		<summary type="html">&lt;p&gt;Kestrel: updated deities&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{alphapage|Alpha:Gorgon}}&lt;br /&gt;
&amp;lt;onlyinclude&amp;gt;{{&lt;br /&gt;
{{{tpl|MonsterClassInfobox}}}&lt;br /&gt;
|Name=Gorgon&lt;br /&gt;
|ShortHand=&lt;br /&gt;
|Traits=&lt;br /&gt;
;AZURE BODY: +25% to starting physical resistance&lt;br /&gt;
;SAPPHIRE LOCKS: Naturally poisonous strikes, petrifies enemies, starts with ENDISWAL glyph&lt;br /&gt;
;AMETHYST GAZE: Deathgaze effect deals unresistable damage upon attacking enemies with low health&lt;br /&gt;
|Conversion=5% Deathgaze per 100 Conversion Points&lt;br /&gt;
|Unlock=&lt;br /&gt;
Complete [[Naga City]] with 3 [[Class]]es&lt;br /&gt;
|Group=Monster&lt;br /&gt;
}}&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
{{Stub}}&lt;br /&gt;
&lt;br /&gt;
== Class Features ==&lt;br /&gt;
*'''AZURE BODY''': +25% to starting physical resistance, Death Gaze immune&lt;br /&gt;
*'''SAPPHIRE LOCKS''': Naturally poisonous strikes, petrifies enemies, starts with ENDISWAL glyph, -50% attack bonus&lt;br /&gt;
*'''AMETHYST GAZE''': Deathgaze effect deals unresistable damage upon attacking enemies with low health, starts with 10% Deathgaze&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
The Gorgon is a very bizarre class. Gorgons play sort of like monks, in that they both rely on the &amp;quot;regen fight&amp;quot; strategy, and they both have naturally bad damage. Gorgons don't have base damage reductions, but unfortunately raising bonus damage is harder to accomplish. However, with the right items, the Gorgon should negate their negative bonus damage and beyond.&lt;br /&gt;
&lt;br /&gt;
The most powerful part about gorgons are their intrinsic poison attacks. Combined with their natural physical resistance, gorgons are able to tackle higher level enemies than monks can manage. Combining this with their death gaze immunity means gorgons are easy prey.&lt;br /&gt;
&lt;br /&gt;
What the Gorgon's Deathgaze does is that when the enemy is below the Deathgaze %, their resistances and First Strike are nullified. A good Deathgaze % essentially removes the need of {{s|GETINDARE}} and {{s|WEYTWUT}} at later levels.&lt;br /&gt;
&lt;br /&gt;
The biggest handicap that gorgons have to face is that they petrify enemies on kill. This includes kills with {{s|BURNDAYRAZ}}. The bad part about this is that in narrow places, the gorgon has to spend 6 mana to progress further. This means the gorgon is at a disadvantage on maps with many narrow hallways. Petrified enemies also don't leave any bloodstains, so this means gorgons have terrible synergy with {{g|The Earthmother}} and {{g|Dracul}}. Gorgons also fare poorly against maps with lots of undead enemies, because poison doesn't work against them.&lt;br /&gt;
&lt;br /&gt;
Certain glyphs are a blessing to gorgons. {{s|IMAWAL}} synergizes with the gorgon very well because of their playstyle depending on facing higher level enemies. An early {{s|BURNDAYRAZ}} is an important tool for gorgons, since it maximizes their damage. Adding a few fireballs before poisoning will take down high-level enemies faster with less resource wasted. {{s|BLUDTUPOWA}} is also useful for gorgons, because they will need mana for {{s|ENDISWAL}}.&lt;br /&gt;
&lt;br /&gt;
{{g|Binlor Ironshield}} is one of the best god for a gorgon to worship. Since you'll be casting {{s|ENDISWAL}} many, many times as a gorgon, Stone Form is the best boon a gorgon could ever ask for. There is never a shortage of walls as a gorgon, so gaining and spend piety is no sweat. {{g|Taurog}} helps with the Gorgon's low damage and his armour synergizes well with the Gorgon's innate physical resistance, but constant casting of {{s|ENDISWAL}} means you'll be losing a lot of piety for long-term worship, so consider converting out after acquiring one or two items.  {{g|The Earthmother}} can work well, despite the lack of blood pools for Plantation, as the Gorgon's starting ENDISWAL ensures she won't find herself stuck, and Greenblood and Vine Form are strong with the gorgon's slant towards fireballs and regen fighting. The only really unusable deity is {{g|Glowing Guardian}} due to his hatred for poison.&lt;br /&gt;
&lt;br /&gt;
Gorgons need bonus damage badly, so that means Perseverance Badge and Dwarven Gauntlets are excellent items for gorgons. Battlemage Ring is also a good option.&lt;br /&gt;
&lt;br /&gt;
{{MainNav}}&lt;/div&gt;</summary>
		<author><name>Kestrel</name></author>	</entry>

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