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		<id>http://www.qcfdesign.com/wiki/DesktopDungeons/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=88.196.28.209&amp;*</id>
		<title>DDwiki - User contributions [en]</title>
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		<updated>2026-05-01T05:54:22Z</updated>
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		<id>http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=Brainstorming&amp;diff=289</id>
		<title>Brainstorming</title>
		<link rel="alternate" type="text/html" href="http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=Brainstorming&amp;diff=289"/>
				<updated>2010-03-18T14:58:37Z</updated>
		
		<summary type="html">&lt;p&gt;88.196.28.209: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;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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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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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;
&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;
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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;
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: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;
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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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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;
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: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;
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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;
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rickgriffin: Thoughts about the high score board:&lt;br /&gt;
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1) Include which boss was defeated on the run.&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;
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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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DGM: Suggestions for the glyph system:&lt;br /&gt;
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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;
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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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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;
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: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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Limiting WEYTWUT to unexplored area would be a definite plus.&lt;br /&gt;
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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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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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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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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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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;
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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;
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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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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;/div&gt;</summary>
		<author><name>88.196.28.209</name></author>	</entry>

	<entry>
		<id>http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=Gods&amp;diff=271</id>
		<title>Gods</title>
		<link rel="alternate" type="text/html" href="http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=Gods&amp;diff=271"/>
				<updated>2010-03-17T21:15:14Z</updated>
		
		<summary type="html">&lt;p&gt;88.196.28.209: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Gods work similarly to other roguelike games, each giving themed bonuses and penalties.&lt;br /&gt;
No class begins with a religion, and must instead find an altar. Each dungeon has three altars, each assigned to a random unique god.&lt;br /&gt;
Stepping on the altar will display a brief flavor text description, and the option to begin worship if you have not selected one yet.&lt;br /&gt;
Most gods' bonuses are cumulative from the moment of joining, so it is best to select one as early as possible. Some gods, particularly Dracul and The Pactmaker, inflict early penalties that makes the character unable to continue if they are level one, plan ahead if you want to use one of these from the first level.&lt;br /&gt;
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{| 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;&lt;br /&gt;
|- style=&amp;quot;background-color: #EEEEEE&amp;quot;&lt;br /&gt;
!God&lt;br /&gt;
!Rewards&lt;br /&gt;
!Restrictions&lt;br /&gt;
!Renouncement penalty&lt;br /&gt;
!Remarks&lt;br /&gt;
|-&lt;br /&gt;
|'''Taurog, the god of battle'''&lt;br /&gt;
|Increases Damage Bonus by 3% per enemy killed, and by a further 20% when all Glyphs in the dungeon have been destroyed.&lt;br /&gt;
|Removes Mana Burn immunity and gives an initial Mana Burn when first worshipped.  Reduces Damage Bonus by 10% if a Glyph is used.&lt;br /&gt;
|Reduces Max HP by 10 and Damage Bonus by 30%.&lt;br /&gt;
|Good for physical combat specialists.&lt;br /&gt;
|-&lt;br /&gt;
|'''The Earthmother'''&lt;br /&gt;
|Creates IMAWAL Glyph if it doesn't exist.  Grants inherent Death Gaze immunity.  Increases Max HP by 1 per enemy petrified.&lt;br /&gt;
|Reduces Max HP by 5 when ENDISWAL breaks a wall, and by 10 if IMAWAL is converted.&lt;br /&gt;
|Places a wall on every non-occupied square in the level.&lt;br /&gt;
|Good for gorgons, but beware of ENDISWAL.  Renouncement can be used to the advantage of a transmuter.&lt;br /&gt;
|-&lt;br /&gt;
|'''Glowing Guardian'''&lt;br /&gt;
|Grants Poison Immunity and increased Base Damage by 1 per Undead slain.  Death Protection is granted after your first 5 Undead have been killed.&lt;br /&gt;
|Life Steal and Poison Attack are removed when first worshipped.  Any attempt to buy a Venom Blade or Vampiric Sword or use the APHEELSIK or BLUDTUPOWA glyphs will result in the action failing with no gold/mana refunded, as well as a warning. Vampires attempting to worship the Guardian will be punished immediately.  Punishment permenantly renounces the Glowing Guardian and deals 100 Magic Damage to you.&lt;br /&gt;
|Poison Immunity, Death Protection and any extra Base Damage from slain Undead is removed.  If this is a voluntary renouncement, then you are permitted to return later to worship once more.&lt;br /&gt;
|Good when fighting many undead. Great in the Crypt.&lt;br /&gt;
|-&lt;br /&gt;
|'''Binlor Ironshield'''&lt;br /&gt;
|Creates the ENDISWAL glyph if it doesn't already exist, and Death Gaze Immunity is granted.  Base Damage goes up by 1 every level you gain while worshipping Binlor, and 1 Gold is gained whenever a wall is broken via ENDISWAL.&lt;br /&gt;
|Base Damage is reduced by 2 whenever you petrify an enemy with IMAWAL (Gorgon normal attack doesn't count).  All Health Potions carried will be destroyed if ENDISWAL is converted.&lt;br /&gt;
|Death Gaze Immunity is removed, and you can no longer regenerate HP by exploring.&lt;br /&gt;
|Decent deity to worship for all classes. Provides a lot of gold to transmuters.&lt;br /&gt;
|-&lt;br /&gt;
|'''Dracul'''&lt;br /&gt;
|3% Life Steal is gained whenever a non-Undead monster is killed, up to a maximum of 30% extra Life Steal.&lt;br /&gt;
|The HALPMEH Glyph is destroyed when you first worship Dracul.  10 Max HP is also removed when first worshipped by a non-Vampire.  Priests, Monks and Paladins are unable to worship Dracul and will have their Max HP reduced by 30 if they try.  Max HP is also reduced by 5 whenever you kill an Undead whilst following Dracul.&lt;br /&gt;
|Non-Vampires are killed instantly, and Vampires will be unable to use Life Steal.&lt;br /&gt;
|Good for vampires and physical combat specialists. Proceed with caution when serving this God. Do not renounce.&lt;br /&gt;
|-&lt;br /&gt;
|'''Tikki Tooki'''&lt;br /&gt;
|Killing an enemy without taking damage return awards an extra 1% Dodge Bonus and removes Poison and Mana Burn.  An extra Health Potion is awarded when you first worship Tikki Tooki as well.&lt;br /&gt;
|None.&lt;br /&gt;
|Causes any Potion you drink to poison you instead with no beneficial effect.&lt;br /&gt;
|Good for rogues and assassins. Decent fallback god if no one else on the map appeals due to the instant benefit and lack of restriction.&lt;br /&gt;
|-&lt;br /&gt;
|'''Jehora Jeheyu, god of destruction'''&lt;br /&gt;
|Max HP is increased by 1 for every 100 damage you take, and Base Damage is increased by 1 for every 250 damage you deal.&lt;br /&gt;
|Dodge Bonuses and any inherent First Strike are removed when you first worship Jehora, though conditional First Strike is still permitted (attacking lower level enemies and Assassin's Light Foot ability).  Any further use of the CYDSTEPP or GETINDARE glyphs will inflict Mana Burn on you.&lt;br /&gt;
|Life Steal is reduced by 20%.  Negative Life Steal causes you to take damage as well when you attack an enemy.&lt;br /&gt;
|Good for units that do not rely on defensive magic for their survival.&lt;br /&gt;
|-&lt;br /&gt;
|'''Mystera Annur'''&lt;br /&gt;
|Mana Burn Immunity is granted, and you gain 1 Max Mana for every enemy killed with the BURNDAYRAZ Glyph and 1 Max Mana for every level you gain.&lt;br /&gt;
|Your total damage for melee attacks will be capped at 1.  Does not affect Knockback damage, and Priests will still do 2 damage to Undead without some form of damage resistance.&lt;br /&gt;
|Mana Burn Immunity is revoked and you are inflicted with Mana Burn.  The melee attack restriction is lifted, but glyphs will break after use.  Drinking Mana Potions will also reduce your Max HP by 5 in addition to normal healing.&lt;br /&gt;
|Good for wizards and bloodmages.&lt;br /&gt;
|-&lt;br /&gt;
|'''The Pactmaker'''&lt;br /&gt;
|You gain an additional 1 Max HP, Max Mana and Base Damage per level gained, and an extra 1 Experience per enemy killed.&lt;br /&gt;
|When you begin worshipping, your Max HP and Base Damage are reduced by 5, and your Max Mana is reduced by 2.&lt;br /&gt;
|You are unable to gain any further levels.&lt;br /&gt;
|Good for assassins. Decent deity to worship for all classes.&lt;br /&gt;
|-&lt;br /&gt;
|'''Glitterfinger'''&lt;br /&gt;
|An extra 1 Gold is awarded whenever you kill an enemy.&lt;br /&gt;
|Current HP is reduced to 1 when you first worship Glitterfinger.&lt;br /&gt;
|Current HP is reduced to 1, and all your Gold is forfeited.  You are unable to collect any more Gold for the rest of this game.&lt;br /&gt;
|Can be useful for Tinkers looking to afford multiple high-level items or intermediary games where you are maxing out your Gold.&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>88.196.28.209</name></author>	</entry>

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