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.
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.
(Poison - "I feel sick")
|7||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.
(Blood Magic - "Blood to power")
|0||Can be toggled to gain double mana regeneration per tile, but disables health regeneration and take 1 magic damage per revealed tile. No damage while cursed.
(Fireball - "Burn their ass")
|6||Hits a monster with a fireball, causing 4 points of damage per player level, and applying 1 stack of Burned.|
(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|
(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 at full health, unless you are a Warlord. Can only have one layer of Death Protection at a time.
(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.|
(First Strike - "Get in there")
|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.|
(Heal - "Help me")
|5||Restores 4 points of health per player (5 points per level for Paladins) level and cures Poison status.
(Flesh to Stone - "I'm a wall")
|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.|
(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.|
(Knockback Monster - "Piss off")
|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.|
(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.|
(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 and slows it. Fails if no such monster exists.|