Difference between revisions of "Glyphs"

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{{alphapage|Alpha:Glyphs}}
 
 
 
'''Glyphs''' are spells located throughout a dungeon that must first be picked up before they can be used. Each glyph occupies a full inventory slot, and otherwise is treated like any other item.  The [[Wizard]], however, treats all glyphs as small items.  Glyphs are each worth 100 conversion points, which will grant you a special bonus by destroying them.  The result of the conversion is based on their [[races|race]].
 
'''Glyphs''' are spells located throughout a dungeon that must first be picked up before they can be used. Each glyph occupies a full inventory slot, and otherwise is treated like any other item.  The [[Wizard]], however, treats all glyphs as small items.  Glyphs are each worth 100 conversion points, which will grant you a special bonus by destroying them.  The result of the conversion is based on their [[races|race]].
  
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|[[File:APHEELSIK.png|center]]
 
|[[File:APHEELSIK.png|center]]
 
|[[APHEELSIK]]<br />(Poison - "I feel sick")  
 
|[[APHEELSIK]]<br />(Poison - "I feel sick")  
|align="center" |7
+
|align="center" |5
|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.  When the assassin uses this glyph, he also applies a stack of corrosion to the target.
+
|Cast to inflict 1 stack of poison per level on a monster. Each stack of poison prevents 10 HP regen. May be applied multiple times or to multiple monsters.
 
* Unlocked when you unlock the [[Assassin]] class
 
* Unlocked when you unlock the [[Assassin]] class
 
|-
 
|-
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|[[BLUDTUPOWA]]<br />(Blood Magic - "Blood to power")
 
|[[BLUDTUPOWA]]<br />(Blood Magic - "Blood to power")
 
|align="center" |0
 
|align="center" |0
|Can be toggled to gain double mana regeneration per tile, but disables health regeneration and take 1 magic damage per level per revealed tile.
+
|Activate to lose 3 health per level and reveal 3 nearby shrouded tiles. Gain 1 mana per tile revealed.
 
* Unlocked when you unlock the [[Bloodmage]] class
 
* Unlocked when you unlock the [[Bloodmage]] class
 
|-
 
|-
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|[[CYDSTEPP]]<br />(Protection from Death - "Sidestep")
 
|[[CYDSTEPP]]<br />(Protection from Death - "Sidestep")
 
|align="center" |10
 
|align="center" |10
|The player receives Death Protection, and any fatal attack will reduce you to 1 HP instead. Can only be used when at full health, unless you are a Warlord. Can only have one layer of Death Protection at a time.
+
|The player receives Death Protection, and any fatal attack will reduce you to 1 HP instead. Can only be used when above half health, unless you are a Warlord. Can only have one layer of Death Protection at a time.
 
* Unlocked when you unlock the [[Warlord]] class.
 
* Unlocked when you unlock the [[Warlord]] class.
 
|-
 
|-
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|[[GETINDARE]]<br />(First Strike - "Get in there")
 
|[[GETINDARE]]<br />(First Strike - "Get in there")
 
|align="center" |3
 
|align="center" |3
|Player gets First Strike status for their next physical attack and a stacking temporary 5% dodge and dodge prediction. Dodge is removed when you successfully dodge an attack.
+
|Player gets First Strike status for their next physical attack and a stacking, temporary 5% dodge. Dodge is removed when you successfully dodge an attack.
 
|-
 
|-
 
|[[File:HALPMEH.png|center]]
 
|[[File:HALPMEH.png|center]]
 
|[[HALPMEH]]<br />(Heal - "Help me")
 
|[[HALPMEH]]<br />(Heal - "Help me")
|align="center" |4
+
|align="center" |5
|Restores 3 points of health per player level and cures Poison status.
+
|Restores 4 points of health per player (5 points per level for Paladins) level and cures Poison status.
 
* Unlocked when you unlock the [[Paladin]] class.
 
* Unlocked when you unlock the [[Paladin]] class.
 
|-
 
|-
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|[[IMAWAL]]<br />(Flesh to Stone - "I'm a wall")
 
|[[IMAWAL]]<br />(Flesh to Stone - "I'm a wall")
 
|align="center" |5
 
|align="center" |5
|Transforms the target into a section of wall, and grants +50% experience bonus on your next attack (bonus XP is also multiplier).  No experience is granted for the target of the petrification.  Plants (presuming they are not magic immune) and no-XP monsters are valid targets and you still get the +50% XP bonus.
+
|Transforms the target into a section of wall, and grants +50% experience bonus on your next experience kill (bonus XP is also multiplied).  No experience is granted for the target of the petrification unless they are slowed (in which case you will receive 1 XP).  Plants (presuming they are not magic immune) and no-XP monsters are valid targets and you still get the +50% XP bonus. May be cast on a monster-less space to create a wall for 3 mana (does not grant XP bonus).
 
|-
 
|-
 
|[[File:LEMMISI.png|center]]
 
|[[File:LEMMISI.png|center]]
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|[[PISORF]]<br />(Knockback Monster - "Piss off")
 
|[[PISORF]]<br />(Knockback Monster - "Piss off")
 
|align="center" |4
 
|align="center" |4
|Pushes the monster away. If monster is pushed to a wall, deals 60% of your physical damage and destroys the wall. Deals 50% damage if monster collides with another monster.
+
|Pushes the monster away. If monster is pushed into a wall, deals 60% of your base physical damage and destroys the wall. If monster collides with another monster, deals 50% of base damage to both.
 
|-
 
|-
 
|[[File:WEYTWUT.png|center]]
 
|[[File:WEYTWUT.png|center]]
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|[[WONAFYT]]<br />(Summon Monster - "Wanna fight")
 
|[[WONAFYT]]<br />(Summon Monster - "Wanna fight")
 
|align="center" |5
 
|align="center" |5
|Teleports a random monster of the player's level or lower to a random empty tile next to the player and slows it. Fails if no such monster exists.
+
|Teleports a random monster of the player's level or lower to a random empty tile next to the player (cardinal directions always first) and slows it. Fails if no such monster exists. Prioritizes unslowed monsters.
 
|}
 
|}
  
 
{{MainNav}}
 
{{MainNav}}

Revision as of 20:27, 27 October 2014

Glyphs are spells located throughout a dungeon that must first be picked up before they can be used. Each glyph occupies a full inventory slot, and otherwise is treated like any other item. The Wizard, however, treats all glyphs as small items. Glyphs are each worth 100 conversion points, which will grant you a special bonus by destroying them. The result of the conversion is based on their race.

Summary

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. Note that the Wizard and Berserker classes respectively get a 1 point discount and 2 point penalty to mana costs for their glyphs. As well, the deity Mystera Annur has a boon which will change the cost of various glyphs, raising the cost of some and reducing the cost of others.

Image Glyph Cost (Mana) Effect
APHEELSIK.png
APHEELSIK
(Poison - "I feel sick")
5 Cast to inflict 1 stack of poison per level on a monster. Each stack of poison prevents 10 HP regen. May be applied multiple times or to multiple monsters.
  • Unlocked when you unlock the Assassin class
BLUDTUPOWA.png
BLUDTUPOWA
(Blood Magic - "Blood to power")
0 Activate to lose 3 health per level and reveal 3 nearby shrouded tiles. Gain 1 mana per tile revealed.
  • Unlocked when you unlock the Bloodmage class
BURNDAYRAZ.png
BURNDAYRAZ
(Fireball - "Burn their ass")
6 Hits a monster with a fireball, causing 4 points of damage per player level, and applying 1 stack of Trait: Burning Burning.
BYSSEPS.png
BYSSEPS
(Power Strike - "Biceps")
2 Player gets +30% damage bonus for their next physical attack, and causes the victim of your attack to lose 3% of physical and magic resistance
CYDSTEPP.png
CYDSTEPP
(Protection from Death - "Sidestep")
10 The player receives Death Protection, and any fatal attack will reduce you to 1 HP instead. Can only be used when above half health, unless you are a Warlord. Can only have one layer of Death Protection at a time.
  • Unlocked when you unlock the Warlord class.
ENDISWAL.png
ENDISWAL
(Wall destruction - "End this wall")
6 Destroys a section of wall and grants temporary 20% physical resist against the next attack. This stacks up to your maximum resistance value if used repeatedly.
GETINDARE.png
GETINDARE
(First Strike - "Get in there")
3 Player gets First Strike status for their next physical attack and a stacking, temporary 5% dodge. Dodge is removed when you successfully dodge an attack.
HALPMEH.png
HALPMEH
(Heal - "Help me")
5 Restores 4 points of health per player (5 points per level for Paladins) level and cures Poison status.
  • Unlocked when you unlock the Paladin class.
IMAWAL.png
IMAWAL
(Flesh to Stone - "I'm a wall")
5 Transforms the target into a section of wall, and grants +50% experience bonus on your next experience kill (bonus XP is also multiplied). No experience is granted for the target of the petrification unless they are slowed (in which case you will receive 1 XP). Plants (presuming they are not magic immune) and no-XP monsters are valid targets and you still get the +50% XP bonus. May be cast on a monster-less space to create a wall for 3 mana (does not grant XP bonus).
LEMMISI.png
LEMMISI
(Clairvoyance - "Let me see")
2 Fully reveals 3 random unexplored tiles. Is more likely to reveal tiles that contain monsters, powerups, shops, or glyphs than empty 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.
PISORF.png
PISORF
(Knockback Monster - "Piss off")
4 Pushes the monster away. If monster is pushed into a wall, deals 60% of your base physical damage and destroys the wall. If monster collides with another monster, deals 50% of base damage to both.
WEYTWUT.png
WEYTWUT
(Self-Monster Swap - "Wait what?")
8 Swaps the player's position with the target monster and slows it. Slowed monsters lose many special abilities (including First Strike, Counters Fireball, and Cowardly) and also grant 1 extra bonus XP if slain while slowed. Slowed only expires when the monster is attacked, and you can have as many monsters slowed at a time as you like.
WONAFYT.png
WONAFYT
(Summon Monster - "Wanna fight")
5 Teleports a random monster of the player's level or lower to a random empty tile next to the player (cardinal directions always first) and slows it. Fails if no such monster exists. Prioritizes unslowed monsters.