Difference between revisions of "ENDISWAL"
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* Destroy a wall
* Destroy a wall
* +20% for the next attack (stackable)
Revision as of 01:03, 23 April 2012
ENDISWAL is blahblahblah ... brief introduction, as per wiki tradition.
Unlocking the glyph
ENDISWAL begins unlocked.
ENDISWAL is best used between fights as a "pre-buff", so you can fully regenerate your mana after using it. If you still have a large amount of space to explore, this can make ENDISWAL a brutally powerful glyph. Instead of wasting mana as you explore, you can instead build up a layer of physical resistance. Because the protection only lasts for a single attack, "striker"-type attackers with high damage values benefit more; Rogues, Warlords, Berserkers, and Crusaders all gain enormously from this glyph. Characters with low damage won't benefit nearly as much, and characters with naturally high physical resistance will simply hit their resistance cap. As a result, "brawler"-type characters like the Monk or Paladin or dedicated casters such as the wizard have little use for the glyph and should convert it unless they need to break through walls to explore blocked areas.
The ENDISWAL glyph is the most reliable way to break through walls. This makes it invaluable on maze-like dungeons such as the Labyrinth or Rock Garden. It can also be used to access hidden subdungeons. For this reason, it's often worthwhile to hold off on converting it until you've at least done some preliminary exploration. Once you've completed exploration, the ENDISWAL glyph is considerably weaker. Unless you desperately need physical resistances for the boss, it's usually worth converting in the end-game.
Stoneskin created by ENDISWAL lasts for only a single attack. Being struck by a plant effect counts as an attack, and will discharge the effect of ENDISWAL. Similarly, attacking a monster which has first-strike will also remove your stoneskin. This means you must be careful what you attack. However, a Rogue (or any Tikki Tooki worshipper) will not expend stoneskin if they successfully dodge. This makes the ENDISWAL glyph very useful for Rogues and Tikki Tooki worshippers, which are often high-damage/low-durability characters who benefit most from this glyph.
The ENDISWAL glyph is naturally at its best for the worshippers of Binlor Ironshield, awarding them 5 piety every time it is used. For characters who repeatedly charge up stoneskin between battles, piety will be a non-issue and you can either gain the benefit of Binlor's boons or else convert to another religion to spend that piety. Similarly, this glyph gives you a practical way to expend mana when not fighting, allowing you to maximize piety gain with Mystera Annur.
Monsters that have a magical attack are unaffected by stoneskin, and will still strike at full force. Their attacks will also remove any stoneskin you have, so it won't stay for the next battle. This can make it very difficult for characters relying on ENDISWAL to tackle these monsters.
- Some specific subdungeon challenges (which ones?) require you to destroy walls, making them impossible to solve if you converted ENDISWAL, and only few of them can alternatively be solved with PISORF.
- ENDISWAL is one of the few glyphs that is worth gold as "loot". It's only worth 20 gold, however, which is mostly inconsequential.
- The Magnet: Defense preparation allows you to begin with ENDISWAL in your inventory, but this does not have a 100% success rate. If ENDISWAL does not spawn on the level, the preparation will grab a different glyph instead. This is often used by experienced players to check if this glyph exists and then restart if it does not.
- The Ying/Yang subdungeon used to be completely sealed, with only a handful for explorable tiles. Most of it was inaccessible without the ENDISWAL glyph.