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		<id>http://www.qcfdesign.com/wiki/DesktopDungeons/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Patashu</id>
		<title>DDwiki - User contributions [en]</title>
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		<link rel="alternate" type="text/html" href="http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=Special:Contributions/Patashu"/>
		<updated>2026-04-30T17:22:03Z</updated>
		<subtitle>User contributions</subtitle>
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	<entry>
		<id>http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=Alpha:Glyphs&amp;diff=974</id>
		<title>Alpha:Glyphs</title>
		<link rel="alternate" type="text/html" href="http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=Alpha:Glyphs&amp;diff=974"/>
				<updated>2010-06-18T09:50:57Z</updated>
		
		<summary type="html">&lt;p&gt;Patashu: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| 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; class=&amp;quot;sortable&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background-color: #EEEEEE&amp;quot;&lt;br /&gt;
!Image&lt;br /&gt;
!Glyph&lt;br /&gt;
!Cost (Mana)&lt;br /&gt;
!Effect&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Apheelsik.png|center]]&lt;br /&gt;
|APHEELSIK (Poison - &amp;quot;I feel sick&amp;quot;) &lt;br /&gt;
|5&lt;br /&gt;
|Inflicts the poison status on a monster, preventing it from regenerating health as you explore.  Will wear off when you attack anything.&lt;br /&gt;
* Unlocked by completing a normal game as an [[Assassin]]&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Bludtupowa.png|center]]&lt;br /&gt;
|BLUDTUPOWA (Blood Magic - &amp;quot;Blood to power&amp;quot;)&lt;br /&gt;
|0&lt;br /&gt;
|Enable to revoke health regeneration and boost mana regeneration by 1/tile.&lt;br /&gt;
* Unlocked by completing a normal game as a [[Blood_Mage]]&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Burndayraz.png|center]]&lt;br /&gt;
|BURNDAYRAZ (Fireball - &amp;quot;Burn their ass&amp;quot;)&lt;br /&gt;
|6&lt;br /&gt;
|Hits a monster with a fireball, causing 4 points of damage per player level. &lt;br /&gt;
|-&lt;br /&gt;
|[[File:Bysseps.png|center]]&lt;br /&gt;
|BYSSEPS (Power Strike - &amp;quot;Biceps&amp;quot;)&lt;br /&gt;
|2&lt;br /&gt;
|Player gets +30% damage bonus for next physical attack only.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Cydstepp.png|center]]&lt;br /&gt;
|CYDSTEPP (Protection from Death - &amp;quot;Sidestep&amp;quot;)&lt;br /&gt;
|10&lt;br /&gt;
|The player will be protected from the next fatal attack and will be reduced to 1 point of health instead of dying.&lt;br /&gt;
* Unlocked by completing a normal game as a [[Warlord]]&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Endiswal.png|center]]&lt;br /&gt;
|ENDISWAL (Passwall - &amp;quot;End this wall&amp;quot;)&lt;br /&gt;
|8&lt;br /&gt;
|Destroys a section of wall.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Getindare.png|center]]&lt;br /&gt;
|GETINDARE (First Strike - &amp;quot;Get in there&amp;quot;)&lt;br /&gt;
|3&lt;br /&gt;
|Player gets first strike status for next physical attack only.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Halpmeh.png|center]]&lt;br /&gt;
|HALPMEH (Heal - &amp;quot;Help me&amp;quot;)&lt;br /&gt;
|3&lt;br /&gt;
|Restores 3 points of health per player level and cures poison status.&lt;br /&gt;
* Unlocked by completing a normal game as a [[Paladin]]&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Imawal.png|center]]&lt;br /&gt;
|IMAWAL (Flesh to Stone - &amp;quot;I'm a wall&amp;quot;)&lt;br /&gt;
|5&lt;br /&gt;
|Transforms a monster into a section of wall.  Does not count as a kill for purposes of gaining experience, triggering rewards/punishments from gods, etc.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Lemmisi.png|center]]&lt;br /&gt;
|LEMMISI (Clairvoyance - &amp;quot;Let me see&amp;quot;)&lt;br /&gt;
|3&lt;br /&gt;
|Fully reveals 3 random unexplored tiles.  As a result, you'll usually regain as much or more mana than you spent casting it.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Pisorf.png|center]]&lt;br /&gt;
|PISORF (Teleport Monster - &amp;quot;Piss off&amp;quot;)&lt;br /&gt;
|10&lt;br /&gt;
|Teleports a monster to a random empty tile.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Weytwut.png|center]]&lt;br /&gt;
|WEYTWUT (Teleport Self - &amp;quot;Wait what?&amp;quot;)&lt;br /&gt;
|6&lt;br /&gt;
|Teleports the player to a random empty tile.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Wonafyt.png|center]]&lt;br /&gt;
|WONAFYT (Summon Monster - &amp;quot;Wanna fight&amp;quot;)&lt;br /&gt;
|6&lt;br /&gt;
|Teleports a random monster of the player's level to a random empty tile next to the player.  Fails if no such monster or tile exists.&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Patashu</name></author>	</entry>

	<entry>
		<id>http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=Gods&amp;diff=973</id>
		<title>Gods</title>
		<link rel="alternate" type="text/html" href="http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=Gods&amp;diff=973"/>
				<updated>2010-06-18T09:40:08Z</updated>
		
		<summary type="html">&lt;p&gt;Patashu: moved to better position&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;
Please note that due to the recent changes to how gods work, this page is very much a WIP. &lt;br /&gt;
&lt;br /&gt;
{| 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;
!Worship&lt;br /&gt;
!Piety Rewards&lt;br /&gt;
!Piety Penalties&lt;br /&gt;
!&amp;lt;0 Piety Penalty&lt;br /&gt;
!Options&lt;br /&gt;
|-&lt;br /&gt;
|'''Binlor Ironshield'''&lt;br /&gt;
|Grants 5 additional maximum HP&lt;br /&gt;
|&lt;br /&gt;
*Destroy a wall: +2 Piety&lt;br /&gt;
*Level up: +10 Piety&lt;br /&gt;
|&lt;br /&gt;
*Use a rune: -1 Piety&lt;br /&gt;
|&lt;br /&gt;
Reduce resistances by 10%&lt;br /&gt;
| &lt;br /&gt;
*Convert from Earthmother&lt;br /&gt;
*Convert from Glowing Guardian&lt;br /&gt;
*Boon: Mining. 20 Piety- destroys random chunks of wall&lt;br /&gt;
*Boon: Hardiness. 30 Piety- 25% Physical Resistance&lt;br /&gt;
*Boon: Heroics. 80 Piety- Advance instantly to level 10. No further piety gain.&lt;br /&gt;
|-&lt;br /&gt;
|'''Dracul'''&lt;br /&gt;
|Reduce max health by 5. Set current health to 1&lt;br /&gt;
|&lt;br /&gt;
*Kill a non-undead creature: +3 Piety&lt;br /&gt;
|&lt;br /&gt;
*Kill an undead creature: -5 Piety&lt;br /&gt;
|Die&lt;br /&gt;
|&lt;br /&gt;
*Boon: Bloodpower. 10 Piety- gain 5 max mana, lose 5 max health&lt;br /&gt;
*Boon: Bloodfury. 20 Piety- 20% bonus damage, lose 5 max health&lt;br /&gt;
*Boon: Bloodshield. 25 Piety- 20% resistances, lose 5 max health&lt;br /&gt;
*Boon: Bloodhunger. 30 Piety- 20% lifesteal, lose 5 max health&lt;br /&gt;
*Boon: Bloodswell. 40 Piety- Fully restore health, lose 5 max health&lt;br /&gt;
|-&lt;br /&gt;
|'''The Earthmother'''&lt;br /&gt;
|Creates IMAWAL Glyph if it doesn't exist.&lt;br /&gt;
|&lt;br /&gt;
*Use IMAWAL on a creature: +10 Piety&lt;br /&gt;
*Use IMAWAL on a plant: +3 Piety&lt;br /&gt;
|&lt;br /&gt;
*Destroy a wall: -? Piety&lt;br /&gt;
*Kill a goat: -3 Piety&lt;br /&gt;
|&lt;br /&gt;
*Prevents natural regeneration.&lt;br /&gt;
|&lt;br /&gt;
*Convert from Glowing Guardian&lt;br /&gt;
*Convert from Binlor Ironshield&lt;br /&gt;
*Boon: Greenblood. 15 Piety- Poison Immunity&lt;br /&gt;
*Boon: Plantation. 15 Piety- +10 Piety for every onscreen bloodstain&lt;br /&gt;
*Boon: Stoneform. 100 Piety- Leveling up grants 5 max HP, 2 base damage, 1 max mana. Only if worship is maintained.&lt;br /&gt;
|-&lt;br /&gt;
|'''Glowing Guardian'''&lt;br /&gt;
|&lt;br /&gt;
Fully heals you.&lt;br /&gt;
|&lt;br /&gt;
*Kill an undead enemy: +1 Piety&lt;br /&gt;
*Kill a snake: +1 Piety&lt;br /&gt;
*Kill an imp: +1 Piety&lt;br /&gt;
*Kill a warlock: +1 Piety&lt;br /&gt;
*Use the HALPMEH glyph: +? Piety&lt;br /&gt;
*Level up +3 Piety&lt;br /&gt;
|&lt;br /&gt;
*Use the BLUDTUPOWA glyph: Glowing Guardian dumps you, lose the ability to use BLUDTUPOWA&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
*Convert from Earthmother: -? Piety&lt;br /&gt;
*Convert from Binlor: -? Piety&lt;br /&gt;
*Boon: Healing. 50 Piety- The Glowing Guardian will fully restore your health.&lt;br /&gt;
*Boon: Protection. 50 Piety- The Glowing Guardian will offer you protection from the next killing strike.&lt;br /&gt;
*Boon: Absolution. 100 Piety- The Glowing Guardian will absolve all slain enemies, granting you +1 maximum health per on-screen blood stain.&lt;br /&gt;
|-&lt;br /&gt;
|'''Jehora Jeheyu, god of destruction'''&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
*Destroy a wall: +1 Piety&lt;br /&gt;
*Deal xx damage: +4 Piety&lt;br /&gt;
*Receive xx damage: +4 Piety&lt;br /&gt;
*Use the WEYTWUT glyph: +5 Piety&lt;br /&gt;
*Use the PISORF glyph: +1 Piety&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|'''Mystera Annur'''&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
*Use a glyph: +1 Piety&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|'''The Pactmaker'''&lt;br /&gt;
|&lt;br /&gt;
Nothing happens.&lt;br /&gt;
|&lt;br /&gt;
*Level up: +20 Piety&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|'''Taurog, the god of battle'''&lt;br /&gt;
|Subtracts 2 maximum mana, inflicts mana burn, and removes any immunity from mana burn&lt;br /&gt;
|&lt;br /&gt;
*Kill an enemy: +2 Piety&lt;br /&gt;
*Kill an enemy that uses magical attack: +5 Piety&lt;br /&gt;
*Convert a rune: +5 Piety&lt;br /&gt;
|&lt;br /&gt;
*Use a rune: -5 Piety&lt;br /&gt;
|Health is halved&lt;br /&gt;
|&lt;br /&gt;
*Boon: Fury. 15 Piety- Add 5 damage, lose 2 maximum mana&lt;br /&gt;
*Boon: Command. 15 Piety- Add 5 experience, lose 2 maximum mana&lt;br /&gt;
*Boon: Mageshield. 25 Piety- Gain 25% magical resistance, lose 2 maximum mana&lt;br /&gt;
*Boon: Penetration. 50 Piety- All monsters physical resistance reduced to 0, lose 2 maximum mana&lt;br /&gt;
*Boon: Rage. 90 Piety- Add 50% damage to all attacks, maximum mana reduced to 1&lt;br /&gt;
|-&lt;br /&gt;
|'''Tikki Tooki'''&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
*Avoid damage in combat: +4 Piety&lt;br /&gt;
*Dodge an attack that would deal xx% of your health: +5 Piety&lt;br /&gt;
|&lt;br /&gt;
*Take damage: -1 Piety&lt;br /&gt;
|&lt;br /&gt;
All enemies gain first strike. All dodge bonuses removed.&lt;br /&gt;
|&lt;br /&gt;
*Boon: Dodging. 15 Piety- Enhance your dodge chance by 10%&lt;br /&gt;
*Boon: Gold. 30 Piety- Gain a bonus of 40 gold&lt;br /&gt;
*Boon: Poison. 60 Piety- Melee attacks become Poisonous&lt;br /&gt;
*Boon: First Strike. 80 Piety- Gain permanent first strike in battle&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Patashu</name></author>	</entry>

	<entry>
		<id>http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=Gods&amp;diff=972</id>
		<title>Gods</title>
		<link rel="alternate" type="text/html" href="http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=Gods&amp;diff=972"/>
				<updated>2010-06-18T09:39:36Z</updated>
		
		<summary type="html">&lt;p&gt;Patashu: whoops, THIS is what caused it&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;
Please note that due to the recent changes to how gods work, this page is very much a WIP. &lt;br /&gt;
&lt;br /&gt;
{| 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;
!Worship&lt;br /&gt;
!Piety Rewards&lt;br /&gt;
!Piety Penalties&lt;br /&gt;
!&amp;lt;0 Piety Penalty&lt;br /&gt;
!Options&lt;br /&gt;
|-&lt;br /&gt;
|'''Binlor Ironshield'''&lt;br /&gt;
|Grants 5 additional maximum HP&lt;br /&gt;
|&lt;br /&gt;
*Destroy a wall: +2 Piety&lt;br /&gt;
*Level up: +10 Piety&lt;br /&gt;
|&lt;br /&gt;
*Use a rune: -1 Piety&lt;br /&gt;
|&lt;br /&gt;
Reduce resistances by 10%&lt;br /&gt;
| &lt;br /&gt;
*Convert from Earthmother&lt;br /&gt;
*Convert from Glowing Guardian&lt;br /&gt;
*Boon: Mining. 20 Piety- destroys random chunks of wall&lt;br /&gt;
*Boon: Hardiness. 30 Piety- 25% Physical Resistance&lt;br /&gt;
*Boon: Heroics. 80 Piety- Advance instantly to level 10. No further piety gain.&lt;br /&gt;
|-&lt;br /&gt;
|'''Dracul'''&lt;br /&gt;
|Reduce max health by 5. Set current health to 1&lt;br /&gt;
|&lt;br /&gt;
*Kill a non-undead creature: +3 Piety&lt;br /&gt;
|&lt;br /&gt;
*Kill an undead creature: -5 Piety&lt;br /&gt;
|Die&lt;br /&gt;
|&lt;br /&gt;
*Boon: Bloodpower. 10 Piety- gain 5 max mana, lose 5 max health&lt;br /&gt;
*Boon: Bloodfury. 20 Piety- 20% bonus damage, lose 5 max health&lt;br /&gt;
*Boon: Bloodshield. 25 Piety- 20% resistances, lose 5 max health&lt;br /&gt;
*Boon: Bloodhunger. 30 Piety- 20% lifesteal, lose 5 max health&lt;br /&gt;
*Boon: Bloodswell. 40 Piety- Fully restore health, lose 5 max health&lt;br /&gt;
|-&lt;br /&gt;
|'''The Earthmother'''&lt;br /&gt;
|Creates IMAWAL Glyph if it doesn't exist.&lt;br /&gt;
|&lt;br /&gt;
*Use IMAWAL on a creature: +10 Piety&lt;br /&gt;
*Use IMAWAL on a plant: +3 Piety&lt;br /&gt;
|&lt;br /&gt;
*Destroy a wall: -? Piety&lt;br /&gt;
*Kill a goat: -3 Piety&lt;br /&gt;
|&lt;br /&gt;
*Prevents natural regeneration.&lt;br /&gt;
|&lt;br /&gt;
*Convert from Glowing Guardian&lt;br /&gt;
*Convert from Binlor Ironshield&lt;br /&gt;
*Boon: Greenblood. 15 Piety- Poison Immunity&lt;br /&gt;
*Boon: Plantation. 15 Piety- +10 Piety for every onscreen bloodstain&lt;br /&gt;
*Boon: Stoneform. 100 Piety- Leveling up grants 5 max HP, 2 base damage, 1 max mana. Only if worship is maintained.&lt;br /&gt;
|-&lt;br /&gt;
|'''Glowing Guardian'''&lt;br /&gt;
|&lt;br /&gt;
Fully heals you.&lt;br /&gt;
|&lt;br /&gt;
*Kill an undead enemy: +1 Piety&lt;br /&gt;
*Kill a snake: +1 Piety&lt;br /&gt;
*Kill an imp: +1 Piety&lt;br /&gt;
*Kill a warlock: +1 Piety&lt;br /&gt;
*Use the HALPMEH glyph: +? Piety&lt;br /&gt;
*Level up +3 Piety&lt;br /&gt;
*Use the BLUDTUPOWA glyph: Glowing Guardian dumps you, lose the ability to use BLUDTUPOWA&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
*Convert from Earthmother: -? Piety&lt;br /&gt;
*Convert from Binlor: -? Piety&lt;br /&gt;
*Boon: Healing. 50 Piety- The Glowing Guardian will fully restore your health.&lt;br /&gt;
*Boon: Protection. 50 Piety- The Glowing Guardian will offer you protection from the next killing strike.&lt;br /&gt;
*Boon: Absolution. 100 Piety- The Glowing Guardian will absolve all slain enemies, granting you +1 maximum health per on-screen blood stain.&lt;br /&gt;
|-&lt;br /&gt;
|'''Jehora Jeheyu, god of destruction'''&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
*Destroy a wall: +1 Piety&lt;br /&gt;
*Deal xx damage: +4 Piety&lt;br /&gt;
*Receive xx damage: +4 Piety&lt;br /&gt;
*Use the WEYTWUT glyph: +5 Piety&lt;br /&gt;
*Use the PISORF glyph: +1 Piety&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|'''Mystera Annur'''&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
*Use a glyph: +1 Piety&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|'''The Pactmaker'''&lt;br /&gt;
|&lt;br /&gt;
Nothing happens.&lt;br /&gt;
|&lt;br /&gt;
*Level up: +20 Piety&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|'''Taurog, the god of battle'''&lt;br /&gt;
|Subtracts 2 maximum mana, inflicts mana burn, and removes any immunity from mana burn&lt;br /&gt;
|&lt;br /&gt;
*Kill an enemy: +2 Piety&lt;br /&gt;
*Kill an enemy that uses magical attack: +5 Piety&lt;br /&gt;
*Convert a rune: +5 Piety&lt;br /&gt;
|&lt;br /&gt;
*Use a rune: -5 Piety&lt;br /&gt;
|Health is halved&lt;br /&gt;
|&lt;br /&gt;
*Boon: Fury. 15 Piety- Add 5 damage, lose 2 maximum mana&lt;br /&gt;
*Boon: Command. 15 Piety- Add 5 experience, lose 2 maximum mana&lt;br /&gt;
*Boon: Mageshield. 25 Piety- Gain 25% magical resistance, lose 2 maximum mana&lt;br /&gt;
*Boon: Penetration. 50 Piety- All monsters physical resistance reduced to 0, lose 2 maximum mana&lt;br /&gt;
*Boon: Rage. 90 Piety- Add 50% damage to all attacks, maximum mana reduced to 1&lt;br /&gt;
|-&lt;br /&gt;
|'''Tikki Tooki'''&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
*Avoid damage in combat: +4 Piety&lt;br /&gt;
*Dodge an attack that would deal xx% of your health: +5 Piety&lt;br /&gt;
|&lt;br /&gt;
*Take damage: -1 Piety&lt;br /&gt;
|&lt;br /&gt;
All enemies gain first strike. All dodge bonuses removed.&lt;br /&gt;
|&lt;br /&gt;
*Boon: Dodging. 15 Piety- Enhance your dodge chance by 10%&lt;br /&gt;
*Boon: Gold. 30 Piety- Gain a bonus of 40 gold&lt;br /&gt;
*Boon: Poison. 60 Piety- Melee attacks become Poisonous&lt;br /&gt;
*Boon: First Strike. 80 Piety- Gain permanent first strike in battle&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Patashu</name></author>	</entry>

	<entry>
		<id>http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=Gods&amp;diff=971</id>
		<title>Gods</title>
		<link rel="alternate" type="text/html" href="http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=Gods&amp;diff=971"/>
				<updated>2010-06-18T09:37:13Z</updated>
		
		<summary type="html">&lt;p&gt;Patashu: said 'You've mocked the good word of the Glowing Guardian. You are no longer considered his servant.' when I did this to kill a snake&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;
Please note that due to the recent changes to how gods work, this page is very much a WIP. &lt;br /&gt;
&lt;br /&gt;
{| 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;
!Worship&lt;br /&gt;
!Piety Rewards&lt;br /&gt;
!Piety Penalties&lt;br /&gt;
!&amp;lt;0 Piety Penalty&lt;br /&gt;
!Options&lt;br /&gt;
|-&lt;br /&gt;
|'''Binlor Ironshield'''&lt;br /&gt;
|Grants 5 additional maximum HP&lt;br /&gt;
|&lt;br /&gt;
*Destroy a wall: +2 Piety&lt;br /&gt;
*Level up: +10 Piety&lt;br /&gt;
|&lt;br /&gt;
*Use a rune: -1 Piety&lt;br /&gt;
|&lt;br /&gt;
Reduce resistances by 10%&lt;br /&gt;
| &lt;br /&gt;
*Convert from Earthmother&lt;br /&gt;
*Convert from Glowing Guardian&lt;br /&gt;
*Boon: Mining. 20 Piety- destroys random chunks of wall&lt;br /&gt;
*Boon: Hardiness. 30 Piety- 25% Physical Resistance&lt;br /&gt;
*Boon: Heroics. 80 Piety- Advance instantly to level 10. No further piety gain.&lt;br /&gt;
|-&lt;br /&gt;
|'''Dracul'''&lt;br /&gt;
|Reduce max health by 5. Set current health to 1&lt;br /&gt;
|&lt;br /&gt;
*Kill a non-undead creature: +3 Piety&lt;br /&gt;
|&lt;br /&gt;
*Kill an undead creature: -5 Piety&lt;br /&gt;
|Die&lt;br /&gt;
|&lt;br /&gt;
*Boon: Bloodpower. 10 Piety- gain 5 max mana, lose 5 max health&lt;br /&gt;
*Boon: Bloodfury. 20 Piety- 20% bonus damage, lose 5 max health&lt;br /&gt;
*Boon: Bloodshield. 25 Piety- 20% resistances, lose 5 max health&lt;br /&gt;
*Boon: Bloodhunger. 30 Piety- 20% lifesteal, lose 5 max health&lt;br /&gt;
*Boon: Bloodswell. 40 Piety- Fully restore health, lose 5 max health&lt;br /&gt;
|-&lt;br /&gt;
|'''The Earthmother'''&lt;br /&gt;
|Creates IMAWAL Glyph if it doesn't exist.&lt;br /&gt;
|&lt;br /&gt;
*Use IMAWAL on a creature: +10 Piety&lt;br /&gt;
*Use IMAWAL on a plant: +3 Piety&lt;br /&gt;
|&lt;br /&gt;
*Destroy a wall: -? Piety&lt;br /&gt;
*Kill a goat: -3 Piety&lt;br /&gt;
|&lt;br /&gt;
*Prevents natural regeneration.&lt;br /&gt;
|&lt;br /&gt;
*Convert from Glowing Guardian&lt;br /&gt;
*Convert from Binlor Ironshield&lt;br /&gt;
*Boon: Greenblood. 15 Piety- Poison Immunity&lt;br /&gt;
*Boon: Plantation. 15 Piety- +10 Piety for every onscreen bloodstain&lt;br /&gt;
*Boon: Stoneform. 100 Piety- Leveling up grants 5 max HP, 2 base damage, 1 max mana. Only if worship is maintained.&lt;br /&gt;
|-&lt;br /&gt;
|'''Glowing Guardian'''&lt;br /&gt;
|&lt;br /&gt;
Fully heals you.&lt;br /&gt;
|&lt;br /&gt;
*Kill an undead enemy: +1 Piety&lt;br /&gt;
*Kill a snake: +1 Piety&lt;br /&gt;
*Kill an imp: +1 Piety&lt;br /&gt;
*Kill a warlock: +1 Piety&lt;br /&gt;
*Use the HALPMEH glyph: +? Piety&lt;br /&gt;
*Level up +3 Piety&lt;br /&gt;
*Use the GETINDARE glyph to kill?: Dumps you&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
*Convert from Earthmother: -? Piety&lt;br /&gt;
*Convert from Binlor: -? Piety&lt;br /&gt;
*Boon: Healing. 50 Piety- The Glowing Guardian will fully restore your health.&lt;br /&gt;
*Boon: Protection. 50 Piety- The Glowing Guardian will offer you protection from the next killing strike.&lt;br /&gt;
*Boon: Absolution. 100 Piety- The Glowing Guardian will absolve all slain enemies, granting you +1 maximum health per on-screen blood stain.&lt;br /&gt;
|-&lt;br /&gt;
|'''Jehora Jeheyu, god of destruction'''&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
*Destroy a wall: +1 Piety&lt;br /&gt;
*Deal xx damage: +4 Piety&lt;br /&gt;
*Receive xx damage: +4 Piety&lt;br /&gt;
*Use the WEYTWUT glyph: +5 Piety&lt;br /&gt;
*Use the PISORF glyph: +1 Piety&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|'''Mystera Annur'''&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
*Use a glyph: +1 Piety&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|'''The Pactmaker'''&lt;br /&gt;
|&lt;br /&gt;
Nothing happens.&lt;br /&gt;
|&lt;br /&gt;
*Level up: +20 Piety&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|'''Taurog, the god of battle'''&lt;br /&gt;
|Subtracts 2 maximum mana, inflicts mana burn, and removes any immunity from mana burn&lt;br /&gt;
|&lt;br /&gt;
*Kill an enemy: +2 Piety&lt;br /&gt;
*Kill an enemy that uses magical attack: +5 Piety&lt;br /&gt;
*Convert a rune: +5 Piety&lt;br /&gt;
|&lt;br /&gt;
*Use a rune: -5 Piety&lt;br /&gt;
|Health is halved&lt;br /&gt;
|&lt;br /&gt;
*Boon: Fury. 15 Piety- Add 5 damage, lose 2 maximum mana&lt;br /&gt;
*Boon: Command. 15 Piety- Add 5 experience, lose 2 maximum mana&lt;br /&gt;
*Boon: Mageshield. 25 Piety- Gain 25% magical resistance, lose 2 maximum mana&lt;br /&gt;
*Boon: Penetration. 50 Piety- All monsters physical resistance reduced to 0, lose 2 maximum mana&lt;br /&gt;
*Boon: Rage. 90 Piety- Add 50% damage to all attacks, maximum mana reduced to 1&lt;br /&gt;
|-&lt;br /&gt;
|'''Tikki Tooki'''&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
*Avoid damage in combat: +4 Piety&lt;br /&gt;
*Dodge an attack that would deal xx% of your health: +5 Piety&lt;br /&gt;
|&lt;br /&gt;
*Take damage: -1 Piety&lt;br /&gt;
|&lt;br /&gt;
All enemies gain first strike. All dodge bonuses removed.&lt;br /&gt;
|&lt;br /&gt;
*Boon: Dodging. 15 Piety- Enhance your dodge chance by 10%&lt;br /&gt;
*Boon: Gold. 30 Piety- Gain a bonus of 40 gold&lt;br /&gt;
*Boon: Poison. 60 Piety- Melee attacks become Poisonous&lt;br /&gt;
*Boon: First Strike. 80 Piety- Gain permanent first strike in battle&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Patashu</name></author>	</entry>

	<entry>
		<id>http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=Alpha:Glyphs&amp;diff=970</id>
		<title>Alpha:Glyphs</title>
		<link rel="alternate" type="text/html" href="http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=Alpha:Glyphs&amp;diff=970"/>
				<updated>2010-06-18T09:26:46Z</updated>
		
		<summary type="html">&lt;p&gt;Patashu: updated poison and blood magic effects&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| 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; class=&amp;quot;sortable&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background-color: #EEEEEE&amp;quot;&lt;br /&gt;
!Image&lt;br /&gt;
!Glyph&lt;br /&gt;
!Cost (Mana)&lt;br /&gt;
!Effect&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Apheelsik.png|center]]&lt;br /&gt;
|APHEELSIK (Poison - &amp;quot;I feel sick&amp;quot;) &lt;br /&gt;
|5&lt;br /&gt;
|Inflicts the poison status on a monster, preventing it from regenerating health as you explore.  Will wear off when you attack anything.&lt;br /&gt;
* Unlocked by completing a normal game as an [[Assassin]]&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Bludtupowa.png|center]]&lt;br /&gt;
|BLUDTUPOWA (Blood Magic - &amp;quot;Blood to power&amp;quot;)&lt;br /&gt;
|0&lt;br /&gt;
|Enable to revoke health regeneration and boost mana regeneration.&lt;br /&gt;
* Unlocked by completing a normal game as a [[Blood_Mage]]&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Burndayraz.png|center]]&lt;br /&gt;
|BURNDAYRAZ (Fireball - &amp;quot;Burn their ass&amp;quot;)&lt;br /&gt;
|6&lt;br /&gt;
|Hits a monster with a fireball, causing 4 points of damage per player level. &lt;br /&gt;
|-&lt;br /&gt;
|[[File:Bysseps.png|center]]&lt;br /&gt;
|BYSSEPS (Power Strike - &amp;quot;Biceps&amp;quot;)&lt;br /&gt;
|2&lt;br /&gt;
|Player gets +30% damage bonus for next physical attack only.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Cydstepp.png|center]]&lt;br /&gt;
|CYDSTEPP (Protection from Death - &amp;quot;Sidestep&amp;quot;)&lt;br /&gt;
|10&lt;br /&gt;
|The player will be protected from the next fatal attack and will be reduced to 1 point of health instead of dying.&lt;br /&gt;
* Unlocked by completing a normal game as a [[Warlord]]&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Endiswal.png|center]]&lt;br /&gt;
|ENDISWAL (Passwall - &amp;quot;End this wall&amp;quot;)&lt;br /&gt;
|8&lt;br /&gt;
|Destroys a section of wall.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Getindare.png|center]]&lt;br /&gt;
|GETINDARE (First Strike - &amp;quot;Get in there&amp;quot;)&lt;br /&gt;
|3&lt;br /&gt;
|Player gets first strike status for next physical attack only.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Halpmeh.png|center]]&lt;br /&gt;
|HALPMEH (Heal - &amp;quot;Help me&amp;quot;)&lt;br /&gt;
|3&lt;br /&gt;
|Restores 3 points of health per player level and cures poison status.&lt;br /&gt;
* Unlocked by completing a normal game as a [[Paladin]]&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Imawal.png|center]]&lt;br /&gt;
|IMAWAL (Flesh to Stone - &amp;quot;I'm a wall&amp;quot;)&lt;br /&gt;
|5&lt;br /&gt;
|Transforms a monster into a section of wall.  Does not count as a kill for purposes of gaining experience, triggering rewards/punishments from gods, etc.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Lemmisi.png|center]]&lt;br /&gt;
|LEMMISI (Clairvoyance - &amp;quot;Let me see&amp;quot;)&lt;br /&gt;
|3&lt;br /&gt;
|Fully reveals 3 random unexplored tiles.  As a result, you'll usually regain as much or more mana than you spent casting it.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Pisorf.png|center]]&lt;br /&gt;
|PISORF (Teleport Monster - &amp;quot;Piss off&amp;quot;)&lt;br /&gt;
|10&lt;br /&gt;
|Teleports a monster to a random empty tile.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Weytwut.png|center]]&lt;br /&gt;
|WEYTWUT (Teleport Self - &amp;quot;Wait what?&amp;quot;)&lt;br /&gt;
|6&lt;br /&gt;
|Teleports the player to a random empty tile.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Wonafyt.png|center]]&lt;br /&gt;
|WONAFYT (Summon Monster - &amp;quot;Wanna fight&amp;quot;)&lt;br /&gt;
|6&lt;br /&gt;
|Teleports a random monster of the player's level to a random empty tile next to the player.  Fails if no such monster or tile exists.&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Patashu</name></author>	</entry>

	<entry>
		<id>http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=Feedback&amp;diff=868</id>
		<title>Feedback</title>
		<link rel="alternate" type="text/html" href="http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=Feedback&amp;diff=868"/>
				<updated>2010-06-08T23:02:22Z</updated>
		
		<summary type="html">&lt;p&gt;Patashu: /* Game Bugs */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Game Bugs===&lt;br /&gt;
*I'm playing as a Human Warlord in the snake pit. My patron deity is The Glowing Guardian. I've got 56at, 84/84hp, and 8/13mp. I have the BURNDAYRAZ, CYDSTEPP, and LEMMISI spells. I've purchased an item that shows me enemy locations and there is one still hidden. The issue: using the LEMMISI spell does not recharge my MP at all.&lt;br /&gt;
: Why would it recharge your MP? It costs 3 and reveals 3 tiles. You'll only get MP back if you're a wizard or have the item that doubles mana regeneration. --[[User:Patashu|Patashu]] 23:02, 8 June 2010 (UTC)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*I made my patron deity the Earthmother, then renounced my faith. In her rage she turned the level to stone. Then I tried to cast WEYTWAT to teleport to a random spot, and it hung indefinitely, unable to find an empty spot to send me.&lt;br /&gt;
::Yup, it'd do that. Thanks for finding the edge case! --Dislekcia&lt;br /&gt;
&lt;br /&gt;
*I just finished a game in which I was able to cast LEMMISI without it costing any mana. I'm not sure if this is a bug or an effect from a god (I'm a noob), but I thought I should mention it anyway.&lt;br /&gt;
::Ah, that's exactly how it's supposed to work. That's why you get a &amp;quot;Surprisingly Handy&amp;quot; award if you use it at least once...It might be better that you figure it out yourself. :)&lt;br /&gt;
&lt;br /&gt;
*Minor bugs with message displays and altars - 1) If you move on to an altar which also uncovers a boss at the same time, you'll only get the boss's speech and no altar message.  2) If you attack a monster on an altar (summoned by WONAFYT), you'll get the altar message and conversion opportunity without actually stepping on the altar (like the other altar bug below, this only happens if you haven't been to that altar most recently).  The first issue arises with shops as well, but not the second. --[[User:Twinge|Twinge]]&lt;br /&gt;
::Just for the record: the attack-on-an-altar also occurs if the monster is there because of the knockback ability, not just from WONAFYT. And it looks like the same thing may happen for monsters on shops? --Tahnan&lt;br /&gt;
:::All attack-on-interactive element bugs should be solved in the new interface version. --Dislekcia&lt;br /&gt;
&lt;br /&gt;
*The Scouting Orb's description says it increases sight radius, but it does nothing if your sight radius is already above the normal (half-dragon).  The description should probably say e.g. 'increases sight radius to 2 spaces' or something along those lines. --[[User:Twinge|Twinge]]&lt;br /&gt;
&lt;br /&gt;
*Another bug: I fell into negative XP.  I believe the bug is associated with the CYDSTEPP (survive next killing blow) rune, and possibly how it interacts with the Paladin's HP for killing undead ability.  I'd just killed a level 5 wraith which was supposed to do enough damage to kill me (and removing my death protection), but instead my protection remained, my HP stayed the same (I think), and I went into negative XP.  Later just messing around, I died and lost the protection, recast it with some mana potions, and died again and my XP finally fixed itself, jumping to level 6.  Screenshot: http://it-is-law.com/dump/DD-NegXPBug.png --[[User:Twinge|Twinge]]&lt;br /&gt;
::I had the same thing happen, except with the Glowing Guardian Deity not the CYDSTEPP glyph. I think it has a problem trying to process all the events that occurred (the death of the monster, your not dying, gain of life, gain of attack, gain of exp, and/or anything else). So this may be possible with any character/race.&lt;br /&gt;
::same- paladin orc with CYDSTEPP in the crypt. I think I got down to -28 xp before a save-vs-death finally realigned the numbers.--[[User:Sxerks|Sxerks]] 18:14, 22 March 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
*Bug- by clicking on covered(black) areas you can find and get the deity dialog and worship without ever uncovering the block.--[[User:Sxerks|Sxerks]] 18:14, 22 March 2010 (UTC)&lt;br /&gt;
::Specifically, this seems to happen after you just went to another altar.  In this example: http://it-is-law.com/dump/DD-AltarBug.png if I go to the bottom right altar, I can then click on and activate the top left altar without traveling there.  This does not seem to be the case for shops.  This is likely related to the other altar bug I posted above.  --[[User:Twinge|Twinge]]&lt;br /&gt;
:::Awesome, more info helped us figure out what was up. Fixed. --Dislekcia&lt;br /&gt;
&lt;br /&gt;
*Bug? - Sorry if this is not the right place to report but can't see a better one.  Getting error message &amp;quot;Unexpected error occured when running the game&amp;quot; immediately on launch, when trying to play on Netbook.  Suppose it might be something to do with supported resolution (on this netbook, resolution is 1024x600).  Or something else perhaps? --[[User:Serioustiger|serioustiger]] 19:26, 24 March 2010 (UTC)&lt;br /&gt;
:: It runs fine on my netbook that runs at the same resolution, so it shouldn't be that. --[[User:Charcoal|Charcoal]] 00:41, 1 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:: Getting the same error on a desktop system with Windows XP Pro SP3. Core2 Duo CPU, 2 GB RAM, NVIDIA GeForce 9800 GT running at 1280x1024, the game's folder is directly in the root of drive C: (C:\DeskDungeons_0051).&lt;br /&gt;
:::Hmmm. Could be some sort of GM bug, like not finding the right fallback version of DirectX or something. Unexpected errors usually happen in GM games when it tries to do something graphics card related and can't figure out how. Will probably turn on logging in the next version so that we can see what's up. --Dislekcia&lt;br /&gt;
&lt;br /&gt;
*Bug - I was standing on the HALPME glyph and accidently pressed WEYTWAT (teleport glyph). I got teleported but HELPME stayed in the &amp;quot;on the ground&amp;quot; slot. So i, being cheater am i, just happily added to my slots. ;)&lt;br /&gt;
:: It does seem to at least delete the glyph from the original spot, though. Alas, I was hoping it might be cloning it... but it's not. [[User:Neongrey|Neongrey]] 02:05, 6 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
*Bug - I've not been able to get the game to run at all on my Windows XP system.  It gives the loading screen, tells me it's loading stuff for about ten seconds, and then the screen simply closes itself with no error messages at all.  I'm running a standard XP system (32 bit mode) in 800x600 resolution.  Suggestions?  Anyone else have the same problem?&lt;br /&gt;
::Do you have DirectX installed? If so, which version? --Dislekcia&lt;br /&gt;
&lt;br /&gt;
*Bug - if you reveal a boss monster by going onto an altar or shop, the altar/shop prompt will be visible for a split second before it's replaced by the boss monster prompt. It would be slightly cleaner to not show the altar/shop prompt at all. --[[User:Patashu|Patashu]] 15:03, 5 June 2010 (UTC) &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*Bug - it is possible to 'phantom' attack an enemy, if you click an open tile, and before the move completely registers have your mouse over an enemy. It'll count as striking the enemy, and can even strike an enemy two or more tiles from where you actually clicked to! Very annoying to die to this. --[[User:Patashu|Patashu]] 15:03, 5 June 2010 (UTC) &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Other Game Issues (Balance, Interface, etc.)===&lt;br /&gt;
&lt;br /&gt;
*About Health and Attack powerups (the kind scattered about the dungeon): Can we get some explanation on these things?  After noticing that the attack power up does nothing for a level 1 character, I've been holding off on getting them. Likewise, the health power ups give more health at higher levels. What I want to know is, should I hold off on getting them or do they scale to level even after you've gotten them? --golden_cow2&lt;br /&gt;
::The attack power ups give you a 10% percentage bonus over your base damage per power up, so this extra damage will raise as your base damage does.  So get them as soon as your strategy allows you. --Lanis&lt;br /&gt;
::Likewise the health bonus also scales with your level (1 MAX HP per level, the same as Dwarf glyph conversion). No need to hold off. --fall_ark &lt;br /&gt;
:::The Health Bonus should probably be shown when you hover over your health as it does for damage, then, to at least partially clear up the issue. --[[User:Twinge|Twinge]]&lt;br /&gt;
&lt;br /&gt;
*I've found it really evil that the Escape key closes the entire game instantly.  I've already lost at least 2 characters from tapping escape trying to cancel a spell :/  (I'm aware right click cancels, but habits from other games don't die so easily...) --[[User:Twinge|Twinge]]&lt;br /&gt;
::Agreed. I lost 5 or so promising characters because of that. Changing the 'instant close' key to something like F12 and having the ESC key one ask if you want to exit would work better and without functionality loss. --Lanis&lt;br /&gt;
::Agreed again.  I just started playing and hit escape thinking it would be used for options or something and poof.  Ugh.  &lt;br /&gt;
:More keyboard-friendly controls will certainly make the game better! e.g. Arrow keys for moving, 5/6 for potions, SPACE/ENTER/ESC for shop and altar conversations. So on. --fall_ark&lt;br /&gt;
:::Absolutely, I just listed the most pressing issue first =)  Even if the mouse is still required in the end (though it probably doesn't need to be), numpad movement would be a definitely improvement.  I'm thinking Y/N for shops and altars to make it clear what your selection is - though space could also default to a 'no' response. --[[User:Twinge|Twinge]]&lt;br /&gt;
::Wait. Instead of remapping the Escape key, just make it pop up a screen that asks if you really want to quit the game. Alternatively, make it so that holding down Escape for two seconds closes the whole application. --HydroKirby&lt;br /&gt;
::I also like a full keyboard control, azeqdwxc for moving, keybinded potions, yay and nay etc. The only point of using the mouse would be, in some cases, to prevent the discovering of some tiles, but if you really want to it's still possible to put something like selecting a tile with arrow keys and enter to go there. [[User:Rex4|Rex4]] 20:33, 21 March 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
*The current gold system is essentially a pointless grinding mechanic - after each game, load up Goblin Wizard or whatever, go grab some quick cash, then start playing again.  I don't currently have a great idea to replace it with, but the implementation as-is adds unfun grinding time without adding any actual thought or decision to the process. --[[User:Twinge|Twinge]]&lt;br /&gt;
::Removing the shared gold between runs and making gold coins give you more gold depending on your race/class/max gold should be enough. Basically, a gold-hunting race/class combo should allow you to be able to buy one or two good items more than other classes under the same circumstances. Now not only this removes the gold grinding, but it'll allow people to use goblins for serious ranked games, for example. --Lanis&lt;br /&gt;
::Concurred. I would suggest adding a &amp;quot;Minimum Gold&amp;quot; bonus (or simply replace the Max Gold bonus). There should still be a little room for gold hoarding for new players though, like Max Gold = Minimum Gold + 50 or something. --fall_ark&lt;br /&gt;
&lt;br /&gt;
*The chances of getting a completely unwinnable game are too high.  If it happens occasionally that's fine, but right now it's fairly common and at least some check to help avoid these situations would be desirable.  Example games: &lt;br /&gt;
:http://it-is-law.com/dump/Unbeatable1.png&lt;br /&gt;
:http://it-is-law.com/dump/Unbeatable2.png&lt;br /&gt;
:http://it-is-law.com/dump/Unbeatable3.png&lt;br /&gt;
:My proposal: map out the monsters and runes in area that can be reached by a new character during level generation; mapping should 'go through' level 1 and 2 monsters but treat higher level monsters as walls, so to speak.  There must be one of: a) Any of the Passwall, Teleport Monster, or Teleport Self glyphs are reachable; b) At least five level 1 monsters available to fight; c) At least two level 1 monsters and one level 2 monster; or d) The Summon Monster glyph is reachable and at least five total level 1 monsters are on the board (if this is guaranteed already, simply make it a straight glyph check as with [a].)&lt;br /&gt;
:The idea isn't to make it easier - just to remove impossible scenarios.  You might still have to, say, use your starting health potion to take out a level 2 or whatever which is fine.  This won't remove all unwinnable situations, but should remove a significant percentage of them without making anything easier the rest of the time. --[[User:Twinge|Twinge]]&lt;br /&gt;
&lt;br /&gt;
*Worshiping Pactmaker as an unimproved Rogue results in instant death. Is this intended? --Azeltir&lt;br /&gt;
:Pactmaker takes 5 Base Damage and 5 Max Health so an unimproved Rogue will indeed die instantly due to Health drop to zero. Most characters &amp;quot;unimproved&amp;quot; would be screwed though, since your base damage is now likely zero. --fall_ark&lt;br /&gt;
&lt;br /&gt;
*Nidhogg is supposed to be a dragon; the World Serpent is actually actually Jormungand. There's some Norse mythology for ya!&lt;br /&gt;
&lt;br /&gt;
*I bought the rebirth-item (Restore health to full) on a level 9 Human Crusader while having death protection up, and got healed no health at all. Afterwards I attacked the boss and died where 300% of my attack damage would've been enough to kill it, but I did not get the last-blow Crusaders are supposed to. --Amadi&lt;br /&gt;
&lt;br /&gt;
*Glyph balance {[[User:Twinge|Twinge]]}: &lt;br /&gt;
:*Teleport Monster is just worse than Remove Wall; it costs more mana and can potentially relocate the monster somewhere inconvenient, while Remove Wall also has other benefits (such as opening up more total blocks that can be explored).  I'd keep Remove Wall's 8 mana cost, but reduce Teleport Monster to 5.&lt;br /&gt;
:*Teleport Self is also weak, and primarily only useful for getting outside of an early-game bubble of high-level monsters; I think it would still be weak at 4 mana, but certainly a little more useable.&lt;br /&gt;
:*Blood to Power is rather weak at high levels (right now it seems primarily useful for Level 1 Sorcerers); it's a little less clean, but perhaps making the cost 1.5hp per level rounded up would work? (2/3/5/6/8/9/11/12/14/15 instead of 2/4/6/8/10/12/14/16/18/20) I'm not entirely happy with that change and there might be a better option, but that's all that comes to mind for it immediately.&lt;br /&gt;
:*Poison is clearly to strong as it stands, but merely raising the mana cost is not enough to properly balance it; something more fundamental needs to be changed to fix Poison.&lt;br /&gt;
:*Petrify isn't especially useful right now either, as it doesn't help you get past any monsters and it gives you no XP for kills.  This, of course, also ties in with the usefulness of the Earth Mother God (which currently is primarily good for giving a Transmuter lots of blocks to heal from).  One option would be to simply make petrify kills give you half the level of the monster you killed; this would probably require an additional restriction such as being unable to petrify anything more than 1 level above you?  There's surely some other options here too, but it does need something to make it more appealing.  It might also still count as a kill for Mystera since you are essentially killing with Magic (would need to be tested in-game for balance).&lt;br /&gt;
&lt;br /&gt;
*Monster balance {[[User:Twinge|Twinge]]} - monsters should be fairly close in average power level so that games aren't randomly especially easy or hard simply due to the monsters that randomly spawned; obviously this will still vary quite a bit depending on class, but currently there are some monsters that clearly stand out as strong or weak in general:&lt;br /&gt;
:*Animated Armor - Should these be almost strictly killable by Fireball only?  The damage might be lowered a bit (160% -&amp;gt; 150%) to make it at least somewhat feasible (though still painful) to kill them in melee.  On a related note, XP Gains should perhaps have a stepdown or raise up less rapidly based on level; it is a neat trick to go from level 1 to 6 in a single kill, but is also pretty overpowered.  The first 2 steps (+2 and +6) are perfect and should remain as is.  Past that, perhaps a flat +4 (or even +6) bonus per level difference to prevent it from getting so high so quickly?  I'd like to see fireballing a high-level animated armor remain good, just not insanely good.&lt;br /&gt;
:*Gorgon, Goat, Bandit, Imp (to a lesser extent) - The reduced health is a huge deal for these monsters; I love seeing these guys around because it's often trivial to kill one of these monsters 1, 2, or even 3 levels above me.  Gorgons sound threatening at first, but in practice they are pushovers for almost all classes and merely serve as a lucky XP bonus (*worth noting is that they can be bothersome to some of the currently strongest classes like Vampire, but still generally aren't too threatening).  Bandits are in the same camp; they have nasty side effects, but it's usually easy to set up the kill right before leveling and snag some bonus XP in the process.  Imps are more minor since they're only in the Library and Blinking can be an effective escape at times.  I'm thinking:&lt;br /&gt;
::*Gorgon: damage 100%-&amp;gt;115%; this means they do enough damage to level 4-6 players (considering some levels of health boosts) to reduce them below half HP, making their death gaze more threatening; this emphasizes their special ability while making them a bit less of a pushover.  Possibly increase health 70%-&amp;gt;75%, but this is probably unnecessary with the damage increase.&lt;br /&gt;
::*Bandit &amp;amp; Imp: I love seeing Bandits right now because they're almost guaranteed bonus XP.  Part of the problem is that their negatives are so strong that you only want to fight them to level up on, and then their reduced stats make it easy to do just that. 80%-&amp;gt;85% health seems like a good idea here, though I haven't done the math to see exactly what situations this would affect.  Likewise with Imp, simply boosting the HP one notch seems like a good change but it'd need to be tested (or numbers run) to say for sure.&lt;br /&gt;
::*Goat: This poor guy is a strictly worse Golem!  This is clearly subpar.  Even against spellcasters they're quite easy, because they are essentially 100%/100% ability-less mobs in that case.  I'd probably look at raising the attack at least 100%-&amp;gt;110% (possibly as high as 120%), and raise their health from 75%-&amp;gt;80% to make their magic resist matter a little more (could bump the resist from 25% to 30% instead, though this means level 1 spellcasters get an especially big hit from the resist which may be fine).  Even with these changes they'd be worse than golems in most cases, but it'd at least be a step in the right direction; they could be buffed again later if deemed appropriate.&lt;br /&gt;
:*Goo Blob - The strongest enemy in the game.  Even most spellcasters are using enough physical attacks that these guys are somewhat daunting; to a pure melee character, they're like a 100%/200% mob which is insanely strong.  The current monster design treats magical resist and physical resist as pretty equal, but physical resist is much more powerful.  The simple fix would be to reduce their HP, at least 100%-&amp;gt;90%; another option would be to make them magic vulnerable, so magic does 25% more damage to them (either of these changes makes Fireball enough better on these guys that they are no longer so strong across the board).  A 3rd option would be reducing the physical resist 50%-&amp;gt;40%, though I haven't done any math to figure the ramifications of that.  (Similar arguments apply to the Tower of Goo, of course, though I haven't had a chance to go into depth for the bosses yet.)&lt;br /&gt;
:*Vampire - The life steal is a weak effect, and after they do that they've got nothing special left and are mere 100%/100%s.  I'd suggest either increasing attack slightly (from 100%-&amp;gt;110% to 100%-&amp;gt;120%) or increasing the amount of life steal a bit (40%-&amp;gt;50%), or possibly both if they are still weak.  Worth noting is that as long as these mobs only appear in the Crypt it is more acceptable for them to just be weaker, so like the Imp it's not as important to tweak Vampires as other monsters.&lt;br /&gt;
:*Zombie - Definitely on the strong side, though not as drastically as the Goo Blobs.  I'd reduce their HP slightly, possibly only 150%-&amp;gt;145% but probably 150%-&amp;gt;140% (compare to Dragonspawn).&lt;br /&gt;
*TGG And The Crypt -- I'd suggest straight up making TGG altars not spawn in the crypt.  Finding one early essentially gives you an auto-win for whatever class you're playing with; it's simply way too strong. --[[User:Twinge|Twinge]]&lt;br /&gt;
&lt;br /&gt;
*What's the point of Dracul coming up for every class if only vampires can worship him? Seems like a waste of altar most of the times.&lt;br /&gt;
::Anyone can worship Dracul.  Vampires can worship him without penalty.  Try joining him when you're not level 1; you lose 10hp but then get the benefits from there on.&lt;br /&gt;
&lt;br /&gt;
===Game Feedback===&lt;br /&gt;
&lt;br /&gt;
*I like this game a lot :)&lt;br /&gt;
&lt;br /&gt;
*This game is what I was looking for since years! In order to introduce roguelikes to my 6 years old son, I would be interested in translate it in french. You can e-mail me if it sounds interesting for you ! &lt;br /&gt;
&lt;br /&gt;
My today exploit : the Priest Massacre : I'm not quite sure that Benedict XVI will bless that ;) [[File:PriestMassacre.png|right|thumb|150px|Priest Massacre]] --[[User:Lepoulpe303|Lepoulpe303]] 15:08, 30 March 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
*I found the Rogue class to be a bit underbalanced. Most bosses have an attack high enough to kill him in one hit, so, in order to kill them, I must spamm sidestep or fireball and that destroys the feeling of playing as a rogue. --[[User:NickDX|NickDX]] 20:07, 30 March 2010&lt;br /&gt;
::Actually, Rogue is one of the most powerful classes at present and is overpowered rather than underpowered - surpassed only by Vampire and possibly Monk (which people have also thought too weak for some reason).  Try perhaps getting your HP high enough to survive one strike (e.g. Dwarf) or getting your attack high enough to slay the boss in a single stroke.  --[[User:Twinge|Twinge]]&lt;br /&gt;
&lt;br /&gt;
*Is it possible to actually beat the factory with the wizard class? Not using BURNDAYRAZ with Mystera... The meat man is mostly unkillable. A 50 damage wizard would have to hit him 20 times! And we have the golem boss too...&lt;br /&gt;
**It's easier than you think.  Remember that you know where all the Glyphs are and can thus check what has spawned for you in any given game easily, so you can restart quickly if you don't get what you want.  Even failing that, don't treat the Wizard as if magic is his only method of dealing damage.  Wizard's melee damage is quite respectable after the 3 Attack Powerups, especially if you play a human.  And if you find BURNDAYRAZ fast, then you're ready to use Animated Armors to level up very quickly.  Don't use Mystera, in any case: having lots of mana only matters when you use a Mana Potion or gain a level; your regen per tile is unchanged, and losing out on your physical damage in a dungeon with the Iron Man is a very bad idea.--[[Special:Contributions/94.3.189.97|94.3.189.97]] 23:16, 5 April 2010 (UTC)&lt;br /&gt;
***I can't seem to find the condition in which you could win this challenge... Even as a human wizard, using halpme and iphalseek I could only kill Tony Stark, at the cost of all my mana AND health potions, leaving ALL the maze explored and the Meat Man still unscathed...&lt;br /&gt;
****At L7 (which is reachable from about 3-5 kills if you use Animated Armor carefully), you'll likely have around 40 Attack, 84 Health and 12-13 Mana.  HALPMEH will heal 21 HP for 2 Mana at that point, whilst BURNDAYRAZ will deal 28 damage for 5 Mana.  If you only use melee and healing, Iron Man will be dead after exploring about 30-40 tiles (which is about 8-10 squares of an unexplored corridor).  You'd also need less tiles to do it at L8, but that would require a few more kills which you may or may not have access to.  SMM is better left until you're L8 or 9, since you'll need something along the lines of 60 tiles to kill him.  LEMMISI can be useful to get the necessary regen, and none of this is taking into account helpful items from shops (like Fine Sword or Tower Shield), use of Potions, or other Glyphs like BYSSEPS (very effective extra damage for minimal mana cost).  In short, the strategy is simply to level up fast and start your run as early as possible, and knowing where the Glyphs are is very helpful in pulling that off. --[[Special:Contributions/94.3.189.97|94.3.189.97]] 04:10, 6 April 2010 (UTC)&lt;br /&gt;
*****So it's actually easy... ...if you have Halmpmeh, burnandrayz, lemmisi and 3 high leveled animated armors sitting right next to you. That's does not sound like a specific situation at all...&lt;br /&gt;
******Again, knowing where the Glyphs are allows you to check them quickly.  And HALPMEH and LEMMISI are merely helpful, not *required*.  BURNDAYRAZ is guaranteed to be somewhere on the map, and finding high levelled Animated Armors isn't difficult.  The only real gamebreaker of a glyph to be looking for is APHEELSIK, and that appears in at almost half the games you play by the time the Factory is unlocked.  The point isn't that *every* Factory run is going to be easy for the Wizard -- it's that it's easy for the Wizard to search for favourable conditions.&lt;br /&gt;
******Just to prove my point, I started another Factory game with a Human Wizard.  I succeeded on that same game.  I had a bit of luck in that BURNDAYRAZ spawned near me, as did a L8 Animated Armor.  I did not find APHEELSIK during this game, but I did get HALPMEH.  The only things I bought from the shops were a Spoon and Fine Sword, and I found an altar to Jehora after a bit of exploration as well.  I also found LEMMISI, but I completed the game without using it.  I ended up killing SMM at L7 and Iron Man at L8.  I finished off both bosses whilst only exploring just over 75% of the map, never using LEMMISI, and never drinking a Health or Mana Potion.  Sure, I got a relatively advantageous start, but I didn't get APHEELSIK (which meant SMM was a battle of attrition).  Jehora helped, of course, but it was merely one of many things I could've found to lead me to success, especially given what I ended up *not* having to use.  So yeah, you don't need a perfect game to beat the Factory with the Wizard.&lt;br /&gt;
*******I also just beat factory with Gnome Wizard. No APHEELSIK, but HALPMEH + BYSSEPS went the distance on both bosses after using Pactmaker + L8 Animated armor as my first kill. I was swinging for 72 a pop, and finished with 52 hp, 14 MP, a mana pot, and a Zombie Dog still active on me.[[Special:Contributions/78.101.75.189|78.101.75.189]]&lt;br /&gt;
*Also, Vampire is absurdly overpowered. You don't even need luck, I just had a game where I had to waste all my health potions at level 1, but after I got the fireball, 100 health points converted to 28 damage each fireball could destroy both bosses in the library without the need for any item, god or skill.&lt;br /&gt;
&lt;br /&gt;
*I don't get &amp;quot;The Pactmaker&amp;quot;, it takes 5 max HP and DMG, but only grants +1 max HP and DMG per level, this way, if you get it on lvl 2 (worshiping the pactmaker at level 1 is mostly impractical), you'll only have the real benefits at level 8.&lt;br /&gt;
Since most boss fights are at level 7-8, you'll get only +1 damage and +1 max hp. Sure, the exp boost is nice, but even if the exp boost were absurdly high, and you could get to level 10, you would only get +3 damage and +3 max hp.&lt;br /&gt;
Compare it with taurog, in which killing half of the 39 monster on the map, would grant you +60% atk, or even +90% if you found all the glyphs. Heck, even Binlor Ironshield at level 2 would grant you +6 damage at level 8, and you don't lose any HP.&lt;br /&gt;
The increase in experience gain is overrated. The pactmaker must be booster, a suggestion would be having the character gain +2 max hp and damage per level and +2 experience per monster. That would prove a very strong god.&lt;br /&gt;
**The pactmaker is actually quite powerful in the right situations. You're overlooking that he also boosts max mana too. In addition, if you get enough health buffs or are using the right class, you can pretty much ignore Pactmaker's drawback at level 1 and pick it up then. This gives (at level 10, which pactmaker can actually make doable) a total gain of 4 max hp, 4 max damage and 9 max mana. The latter is what can make him very nice. I used pactmaker to finish two different dungeons. Unlike Taurog or Mystra which give bigger versions of their individual buffs, you can use both your magic and melee skills together. With the right class/race combo, this can be a very nasty god. [[Special:Contributions/78.101.75.189|78.101.75.189]]&lt;br /&gt;
***Update: Just used pactmaker to finish Factory with Gnome Wizard. Finished with 50 health, 14 mana, and a mana pot, plus a death protection effect. I was using BYSSEPS to swing for 72 a pop, healing with HALPME or potions, rinse repeat. I was level 10 thanks to grabbing Pactmaker before killng a single mob and using the Nuke &amp;amp; Explore trick on a level 8 Animated armor as my first kill, giving me a massive starting bonus. I still had about 1/5 of the dungeon unexplored as a backup reserve.[[Special:Contributions/78.101.75.189|78.101.75.189]]&lt;br /&gt;
&lt;br /&gt;
*I don't trust the tiki took too. I just played a rogue in the cript, and killed 35 out of 39 monsters without beeing hit, having a 55% dodge chance to face the bosses and some level 9 monsters. Having milked the most out of the god, it actually didn't help me very much. I know he doesn't have any restrictions and gives you a free health potion, but I got the feeling that he's a weak god.&lt;br /&gt;
Maybe increasing the dodge gain to 1.5% or even 2%, or maybe you could get free health potions for each 5 kills without taking damage.&lt;br /&gt;
**I agree here. I haven't gotten Tiki to contribute to a boss kill, because you wind up having to rely on luck for the final boss kill and it usually doesn't work, since you often need it  or 3 times in a row, whereas with a 50+ mana pool from the arcane god you can just spam fireball, even on magic resistant monsters.&lt;br /&gt;
**I disagree entirely. I think Tiki is one of the best gods: unlike almost every other god, theres no downside to worshipping him. Free health pot = awesome bonus. In one Library run, I started off with a Rogue, and by the end of the game my dodge rate was nearly 60%. Taking out the bosses was a cinch (although I did use cydstepp to help with the Wizard boss, admittedly).&lt;br /&gt;
***It IS completely based by luck, I had the same run as you, with a Rogue at the Crypt with 60% dodge and, even with cydsteep I could dodge the Wraith only once in five hits...&lt;/div&gt;</summary>
		<author><name>Patashu</name></author>	</entry>

	<entry>
		<id>http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=Alpha:Monk&amp;diff=866</id>
		<title>Alpha:Monk</title>
		<link rel="alternate" type="text/html" href="http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=Alpha:Monk&amp;diff=866"/>
				<updated>2010-06-06T01:05:46Z</updated>
		
		<summary type="html">&lt;p&gt;Patashu: Poison Monk Strategy&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Skills===&lt;br /&gt;
*Hand to Hand - attack damage reduced by 50%&lt;br /&gt;
*Diamond Body - 50% physical and magical resistance&lt;br /&gt;
*Discipline - health regeneration rate doubled&lt;br /&gt;
&lt;br /&gt;
===General Strategy===&lt;br /&gt;
In general, your initial strategy should be to kill low level monsters, seeking out anything which can mitigate your initial attack penalty; level 1 meat men will do 0 damage to you.  Any shop items which reduce damage are of special interest to monks.  A platemail or mage plate will bring armor up to an insane 70%.&lt;br /&gt;
&lt;br /&gt;
After the first few levels, monks should seek out higher level enemies with low damage and high health.  Because of monks' faster healing and high armor, they can often refill health via exploring without the monsters having enough time to do the same.&lt;br /&gt;
&lt;br /&gt;
Glyphs of special interest to Monks are:&lt;br /&gt;
*Bysseps - Mitigates damage penalty&lt;br /&gt;
*Halpmeh - High armor makes health more valuable&lt;br /&gt;
*Lemmisi - Useful to avoid exploring accessible areas of the dungeon prematurely, and to heal between attacks against some bosses.  Fast regeneration makes this especially effective.&lt;br /&gt;
&lt;br /&gt;
===Race and Deity Choices===&lt;br /&gt;
Playing as a human to compensate for the hand to hand penalty is typically the best choice.  Attack damage bonuses have a higher proportional effect for monks due to the lower initial damage.&lt;br /&gt;
&lt;br /&gt;
Monks are incredibly effective fighters once their attack penalty is canceled out, but the value of their health can make sacrificing Halpmeh and Lemmisi too painful to make Taurog a strong choice.  The Pactmaker is an excellent choice for any class, Monks included.  A free potion from Tikki Tooki is helpful despite Monk's poor ability at achieving one shot kills.&lt;br /&gt;
&lt;br /&gt;
===Poison Monk Strategy===&lt;br /&gt;
Because of the monk's resistance, it has a heightened ability to survive first attacks. This means you can, upon finding APHEELSIK, wear down higher level monsters with up to twice as much attack as other characters! Using your spare mana for BURNDAYRAZ (or BYSSEPS or CYDESTEPP) plus taking advantage of your double HP regeneration you can level catapult in greater comfort than other classes.&lt;br /&gt;
&lt;br /&gt;
===Challenge Modes===&lt;br /&gt;
&lt;br /&gt;
====Library====&lt;br /&gt;
After a few levels you can easily defeat Dragonspawns 2-3 levels above you with fast regeneration. Having HALPMEH and/or LEMMISI will make things even easier. If neither of those is found, you can use fireballs to accumulate damage.&lt;br /&gt;
&lt;br /&gt;
On Level 7 you will be able to defeat the Matron of Flame without even touching your potions (assumed, you have a few tiles to regenerate). Afterwards Aequitas won't be much of a challenge either.&lt;br /&gt;
&lt;br /&gt;
====Crypt====&lt;br /&gt;
Rather easy, even without Glowing Guardian, just make sure you get HALPMEH, otherwise it's a torture (you won't need fireballs though). When you reach level 3-4 you can easily take on enemies 2-4 levels above you, leaving many enemies for midfight leveling. You should also leave some tiles unexplored. Due to the Monks high defence, tile regeneration is often enough to get in a few more hits on bosses, making them even easier to kill.&lt;br /&gt;
&lt;br /&gt;
If you manage you health, mana and xp cleverly you'll have both bosses deafeated before coming near level 9. First take on the tormented one. He may have insane defense, but you'll outlast him with HALPMEH (and maybe a level up). Same goes for Frank: attack, heal, level up if needed and he shouldn't last for too long. You can do that one without using a single potion.&lt;br /&gt;
&lt;br /&gt;
====Factory====&lt;br /&gt;
&amp;lt;br&amp;gt;Once you have reached level 3-4, the combination of high armor and fast regeneration should make it fairly easy to kill higher level animated armors.  Attack the highest level animated armor you can that cannot kill you in one hit.  The assistance of Burndayraz will make this more efficient, though Halpmeh or Lemmisi are a reasonable substitutes.&lt;br /&gt;
&lt;br /&gt;
Super Meat man is rather easy to defeat with monk, especially if you have bought the tower shield or platemail.  Try to be at level 8 or higher before fighting the bosses.  It should be possible to heal (via some mixture of Halpmeh, Limmisi, and exploring) faster than Super Meat man can damage you.&lt;br /&gt;
&lt;br /&gt;
The Iron Man doesn't have much health, so killing him should be fairly easy.  You should still have most or all of your potions at this point, but you may want to time this fight to enable you to level up in the middle of it to assist further.&lt;/div&gt;</summary>
		<author><name>Patashu</name></author>	</entry>

	<entry>
		<id>http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=Brainstorming&amp;diff=864</id>
		<title>Brainstorming</title>
		<link rel="alternate" type="text/html" href="http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=Brainstorming&amp;diff=864"/>
				<updated>2010-06-05T15:05:56Z</updated>
		
		<summary type="html">&lt;p&gt;Patashu: /* Still uncategorized */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Suggestions about this wiki ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&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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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;
&lt;br /&gt;
== Suggestions for the game interface ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Avoid math computations -'''&lt;br /&gt;
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;
&lt;br /&gt;
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;
&lt;br /&gt;
:Account for damage reduction when showing how much damage enemies do.&lt;br /&gt;
&lt;br /&gt;
: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;br /&gt;
:Agree.  This applies to both the damage the monsters will deal to you after Monk bonus, Tower Shields, etc. and the damage you'll deal to them after their resistances, your Berserker bonus, etc.  This can either shown in the monsters Health Line or next to your attack value. --[[User:Twinge|Twinge]]&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
'''Show which classes finished a dungeon -'''&lt;br /&gt;
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;
&lt;br /&gt;
: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;
&lt;br /&gt;
Can I suggest a menu redesign with a 'Go!' button, as opposed to simply clicking on the dungeon you want? That way, you can select each dungeon by clicking on it and the borders will show up around all the classes you've beaten it with for the dungeon you currently have selected. It'd streamline that aspect a bit.&lt;br /&gt;
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'''Rand-seed -''' 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;
&lt;br /&gt;
: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;
&lt;br /&gt;
:: Seconded, but don't count a seeded game as a normal game, since a player could cheat by doing the same dungeon several times.&lt;br /&gt;
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'''Picking up blood not compulsory''' Perhaps the Bloodmage and Vampire should have the ''option'' to pick up blood patches, or not.&lt;br /&gt;
Perhaps it could be done via the glyph interface.&lt;br /&gt;
Of course, if a summoned monster dies on a glyph, then I suppose that could lead to trouble.&lt;br /&gt;
: I'm not sure, I think it's an important bit of strategy, that you have to plan out where you stand. [[User:Neongrey|Neongrey]] 14:21, 23 April 2010 (UTC)&lt;br /&gt;
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'''Victory -'''  When I killed my first boss, I wasn't sure what to do next and spend several minutes clicking around before realising I should 'retire'. It would have been nice if the retire button was replaced with 'victory!' in those circumstances.&lt;br /&gt;
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'''Arrow keys -'''  I'd love to be able to use the arrow keys to navigate! -- [[Special:Contributions/99.238.53.245|99.238.53.245]] 16:58, 27 March 2010 (UTC)&lt;br /&gt;
: yes. Please.&lt;br /&gt;
:: Numeric keypad!&lt;br /&gt;
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'''Class description -'''&lt;br /&gt;
mtarini: I think it is a pity that the one-line descriptions of the classes are only visible once, when you unlock them (the ones like &amp;quot;rogue: a class that specializes at avoiding taking damage&amp;quot;).&lt;br /&gt;
Can we see them, maybe in smaller font and italics, when we roll over? BTW it the &amp;quot;three traits&amp;quot; system with traits name is very sweet.&lt;br /&gt;
[[User:Mtarini|Mtarini]] 19:30, 21 April 2010 (UTC)&lt;br /&gt;
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'''Fresh game start -''' Currently, when the game just first start, you have two dungeons: &amp;quot;normal&amp;quot; and &amp;quot;snake pit&amp;quot;. I would leave only &amp;quot;normal&amp;quot; for the first runs, until you win that one once. It just looks nicer... more &amp;quot;fresh and immediate&amp;quot; for newbie players. --[[User:Mtarini|Mtarini]] 23:21, 21 April 2010 (UTC)&lt;br /&gt;
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'''Tooltip -''' Position: I frequently hover over my character to remember the information the tooltip shows. However this tend to cover other interesting stuff, like adjacent monsters, which is mildly annoying. A possible solution could be to (a) move the tooltip when it's closer than 2-3 squares from the character; (b) include that information (current effects, traits) in the area below the runes.&lt;br /&gt;
&lt;br /&gt;
Information: instant death protection is not taken into account on a monster's tooltip. --[[User:Lejonmanen|Lejonmanen]] 09:25, 24 April 2010 (UTC)&lt;br /&gt;
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== Suggestions for the Gods 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;
:Seems TGG is pretty forgiving to me (more generous than the god they're copied from anyway!) - if you are an Assassin that isn't using poison, they're fine with it I think.  On the same topic, though, I think TGG altars shouldn't even spawn in the Crypt, because it basically makes it an auto-win for any class. --[[User:Twinge|Twinge]]&lt;br /&gt;
:: Agreed. By the same token, altars to Dracul shouldn't spawn in the crypt (unless it were to be included as a fourth &amp;quot;atmosphere&amp;quot; altar) due to his literally total uselessness there. --[[User:MrGuy|MrGuy]] 15:49, 9 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
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;
&lt;br /&gt;
: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;
&lt;br /&gt;
:Rather than change the mechanic of the god and render the special Gorgon class somewhat irrelevant, why not just change the reward? +1HP per level per enemy petrified, perhaps. Or +1HP per monster level. -ChaoSpectre&lt;br /&gt;
&lt;br /&gt;
::The Earthmother giving regular XP for stone kills seems quite fair, as it balances with you not being able to take those stones out of the way.&lt;br /&gt;
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:::Some wild ideas   --[[User:Lejonmanen|Lejonmanen]] 09:41, 24 April 2010 (UTC)&lt;br /&gt;
:::a) EM doubles MP recovery when exploring&lt;br /&gt;
:::b) Petrifying a monster regenerates MP equal to monster level&lt;br /&gt;
:::c) Each time a monster would petrify you, EM kills the monster and gives you +10% physical damage resistance (stone skin)&lt;br /&gt;
:::d) EM gives another rune (LEMMETRU) that creates a &amp;quot;tunnel&amp;quot;, preserving the rock but enabling the hero to go through, for a cost of 1 permanent HP per level&lt;br /&gt;
:::e) Petrifying monsters creates a &amp;quot;tunnel&amp;quot; instead of a solid wall&lt;br /&gt;
:::f) &amp;quot;Knowledge of earth&amp;quot; - can see walls 3 tiles away without revealing. Like the eye of scouting, but only for walls&lt;br /&gt;
&lt;br /&gt;
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;
: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;
:He could certainly use something - right now he's vaguely useful to grind up some gold slightly faster between real games, and even then mostly only if you don't have Goblin unlocked.  Giving 2 gold per kill instead of 1 - and maybe also removing the cap as mentioned above - probably still doesn't actually make him useful, but would be a start I guess.  Glittergfingers should probably be revamped completely, but that can wait until the whole gold system is revamped.&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;
:renouncing a God serves the purpose of being able to worship another one --[[User:Mtarini|Mtarini]] 17:04, 21 April 2010 (UTC)&lt;br /&gt;
::I was also able to renounce just to convert a glyph into a potion so that I had enough life to kill a boss.--[[User:Sxerks|Sxerks]] 02:22, 23 April 2010 (UTC)&lt;br /&gt;
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6) 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;
&lt;br /&gt;
7) Mystera Annur is absolutely terrible. The mana bonus can be useful, sure, but reducing your attack power to one is absolutely crippling, especially given that BURNDAYRAZ is much weaker than the standard melee attack even for your average wizard. Either lower the damage penalty, or have Annur increase the power/decrease the cost of BURNDAYRAZ. --[[User:MrGuy|MrGuy]] 15:46, 9 May 2010 (UTC)&lt;br /&gt;
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== Suggestions for the Scoring system ==&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;
: Agreed.  Also what god they were worshiping, if any. --[[User:Twinge|Twinge]]&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;
:Ideally there wouldn't be any clear best combos, and I think that is the goal down the road; there may be some combos that suck, but there shouldn't be any that dominate ranked games (I'm looking at you, Vampire &amp;amp; Human Rouge/Monk!)  Not that having separate charts for each class would be a bad thing, I'm just saying the bigger issue is one of overall balance =) --[[User:Twinge|Twinge]]&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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* Now that I think about it, having a score breakdown would be a neat thing too, so you could see what all contributed to a high score. [[Special:Contributions/68.159.130.228|68.159.130.228]] 13:28, 21 March 2010 (UTC) (rickgriffin)&lt;br /&gt;
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3) Berserkers wish to die in battle. When playing as a berserker, get a bonus for dying and a sizable penalty for retiring. --[[User:Egasimus|Egasimus]] 20:32, 4 May 2010 (UTC)&lt;br /&gt;
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4) Have an off-line high-score table.--[[User:Egasimus|Egasimus]] 20:32, 4 May 2010 (UTC)&lt;br /&gt;
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5) Damage dealt being a part of the scoring system should probably be capped, or removed entirely.  As it stands, the maximum bonus for speed (an instant win) would be 60 * 3 * 15 = 27,000.  The difference between a one minute win (impressively quick) and a two minute win (not bad) is only 1800 points.  On the other hand, the max bonus earned by maximizing damage dealt (bringing all monsters to low hp, exploring to heal them, etc.) is literally over a hundred thousand, and easily achievable with a level 1 Human Sorcerer (infinite casts of 4 damage fireball, not &amp;quot;skill&amp;quot;).  I feel like ending up with a mid-to-low tier high score somewhat detracts from the impressiveness of doing the entire dungeon in under a minute.  Some quick ideas at other way of calculating scores:&lt;br /&gt;
* Score could be based entirely off 'moves made' (the fewer tiles traveled / clicks before killing the boss, the better) &lt;br /&gt;
* Have &amp;quot;lightning short&amp;quot; times give exponentially more points (Maybe start with a x 9 modifier to the time score, and every 30 seconds it drops by x1)&lt;br /&gt;
* Classify scores by &amp;quot;games under 5 minutes&amp;quot;, &amp;quot;games under 10 minutes&amp;quot;, etc. &lt;br /&gt;
* Break ranked mode into multiple modes, where scoring is done differently in each (a &amp;quot;speed runs&amp;quot; dungeon, a &amp;quot;fewest moves&amp;quot; dungeon, a &amp;quot;maximum damage&amp;quot; dungeon where monsters don't heal, etc.)&lt;br /&gt;
* It seems odd that ranked dungeons are randomly generated at all.  The dungeon arrangement has a huge influence on a player's max potential score.  [[User:Varuka|Varuka]]&lt;br /&gt;
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== 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;
: I like that there are random difficult starts. Don't turn in into a chess solitaire. ----&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;
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....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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....make LEMMESEE work as an eye of scouting until the player attacks a monster. Or make it scout only nearby interesting stuff (monsters, shops, altars and runes) without displaying what they are (use a question mark icon) -Lejonmanen&lt;br /&gt;
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Limiting WEYTWUT to unexplored area would be a definite plus.&lt;br /&gt;
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== General suggestions==&lt;br /&gt;
'''Difficulty''':  After getting pretty good at the game with certain strategies, the fun becomes beating certain dungeons with certain classes.  I thought it'd be cool if it'd be possible to add some ability to increase the difficulty independently of class/race/dungeon, by adding bonus settings to place more (or bigger) bosses, or options to remove shops, not heal when exploring, etc.&lt;br /&gt;
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'''OpenSource?''' 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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'''Randomness -'''  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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'''Minimum gold -''' 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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: I would like that your max gold go to full inbetteen rounds, basicly I max my gold with the goblin/trasmutat and just hit &amp;quot;retire&amp;quot; , doing this meny times can max gold - but - shouldnt the game just do this automaticaly &amp;quot;max&amp;quot; my gold since i can do this trick anyway?&lt;br /&gt;
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:: On the contrary - on retiring without beating the dungeon boss, you shouldn't be able to keep all your gold. Hoarding sessions seem a bit unfair to me.--[[User:Egasimus|Egasimus]] 19:53, 5 May 2010 (UTC)&lt;br /&gt;
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'''ports -''' There really should be a iPhone/iTouch version of Desktop Dungeons. I think it would be awesome on the platform. Dont know how hard to port it is but you know, a suggestion:D&lt;br /&gt;
zreaperz-&lt;br /&gt;
:or even for Android. It is definitly the kind of time sink i'd love to have in my pocket&lt;br /&gt;
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:Any chance of a version for Mac OS X?&lt;br /&gt;
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== Suggestions for Objects / Shops ==&lt;br /&gt;
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'''&amp;quot;Dungeons and Dragons basic player manual&amp;quot;''' - after you buy this (expensive) object, you gain one extra EXP for each GOLD you collect! :-D  --[[User:Mtarini|Mtarini]] 22:59, 21 April 2010 (UTC)&lt;br /&gt;
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== Suggestions for the classes ==&lt;br /&gt;
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'''Religion oriented class? -''' It seems to me that the three current special classes could appear as Tier 4 classes.&lt;br /&gt;
* the &amp;quot;Transmuter&amp;quot; belongs to &amp;quot;Wizards&amp;quot;,  &lt;br /&gt;
* the &amp;quot;Crusader&amp;quot; belongs to &amp;quot;Fighters&amp;quot;, &lt;br /&gt;
* the &amp;quot;Tinker&amp;quot; belongs to &amp;quot;Thieves&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
That leaves the &amp;quot;Priest&amp;quot; line open for a new character: GOOD! because it is about time to have a ''Religion'' oriented class. Maybe one that senses altars, starts with an extra altar, and can belong to two religions (or, maybe, can get away with changing religions at any time).  --[[User:Mtarini|Mtarini]] 22:25, 21 April 2010 (UTC)&lt;br /&gt;
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'''Tiers 5 classes?''' &lt;br /&gt;
* Thieves -&amp;gt; ''Ninjas'', specialized at stealth (see below)&lt;br /&gt;
* Fighters -&amp;gt; ''Man-at-arms'', specialized at armours (physical protection)?&lt;br /&gt;
* Priests -&amp;gt; ''Disbeliver'', specialized ''against'' religions? (someway)&lt;br /&gt;
* Wizards -&amp;gt; ''Alchimist'', specialized at potions? &lt;br /&gt;
: or maybe &lt;br /&gt;
* Wizards -&amp;gt; ''Archmages'': 2 MP regeneration, negative protections (take double phys damage), 0 start attack?&lt;br /&gt;
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just brainstorming...--[[User:Mtarini|Mtarini]] 22:25, 21 April 2010 (UTC)&lt;br /&gt;
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'''Ninjas''' - &amp;quot;a stealth assassin that acts in shadows&amp;quot;  ''[class porposal]''&lt;br /&gt;
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They have a glyph that allows them to go ''stealth mode'': in that mode, they explore the dungeon NOT revealing anything, but leaving stuff in shadow instead (just as the half-dragon's extended view radius, but at radius 1 not 2). So they sense monsters and stuff at radius 1, but cannot see what it is. That should feel like they are acting in total shadow. The very square they are in, the one &amp;quot;at radius 0&amp;quot;, is the only square being actually explored. Ninjas can attack a monster in shadow (not knowing what it actually is - risky!), gaining first strike, huge bonuses, and some 50% chance of monster being &amp;quot;dazed&amp;quot; and not fighting back for that round. The monster (if survives) is then revealed anyway. If the ninja would be killed in response, it gets out of stealth mode with 1 HP instead (and, if appropriate, poisoned, mana burned, or even turned into stone, etc). One can get out of stealth mode anytime by clicking on the glyph again (at no costs). &lt;br /&gt;
&lt;br /&gt;
Completing with the ninja might unlock the stealth glyph for other classes as well, but only the ninja should get the extra bonuses. So ninja would have, as traits: (1) starts with that glyph, (2) bonuses when attacking an unrevealed monster, (3) survives if killed by that monster. For other characters, attacking in stealth mode would be very very riscky (well, it ''would'' prevent life stealth from vampires, if they are killed).&lt;br /&gt;
&lt;br /&gt;
However stealth-mode is useful and powerful, for anyone, as it allows one to preview things but waste very little &amp;quot;explored space&amp;quot;. This could be balanced by negating the MP regeneration and/or one point of HP regeneration for the only square that is actually fully revealed (the one where the player is). The cost of activating the glyph itself should be 0.&lt;br /&gt;
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--[[User:Mtarini|Mtarini]] 22:25, 21 April 2010 (UTC)&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;
:I can see the benefits/symmetry there, but I find thieves to be pretty awesome already, and I can see the effective playstyle of priests, so I dunno if this is really needed.&lt;br /&gt;
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Okay, maybe I'm just bad at using them, but bloodmages strike me as pretty terrible. I can see where the devs were going with it, but it starts with a glyph that can only be used effectively by one class (and not even well by the bloodmage!), an ability that the vampire already gets and can make way better use of, and a boost to mana potions that also carries a cost in health that negates the benefit from blood pools anyway. So I think we need to replace the tier 3 wizard class.&lt;br /&gt;
&lt;br /&gt;
*The class should have a playstyle centered around a glyph of some sort, which is unlocked for other classes upon winning and should ideally be usable by anyone.&lt;br /&gt;
*The class should also have a playstyle that focuses on glyph usage, in keeping with wizards and sorcerers.&lt;br /&gt;
*I'll put down a few ideas that sound awesome in my head right now, feedback on any (or more suggestions) would be super appreciated:&lt;br /&gt;
**Enchanters, which start with the DINTURT glyph (-20% to enemy's next attack), use less mana to cast glyphs that give bonuses like GETINDARE, BYSSEPS, and such, and gets higher attack boosts per level at the cost of lower health boosts per level.&lt;br /&gt;
**Occultists, which start with the BIYAPAL glyph (cast on a monster to have it assist in your next attack if it can move next to a monster, expensive and only affects one monster at a time), can move through monsters, and has lower damage to start with.&lt;br /&gt;
**Wild mages, which start with the WUTZINDABOCKS glyph (low cost, random glyph effect), generate 1 more of either shops, potions, or glyphs, and have a slight chance to use up no mana in casting a spell.&lt;br /&gt;
&lt;br /&gt;
== Still uncategorized ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Some more Random idea:&lt;br /&gt;
&lt;br /&gt;
Other Offensive spells (Difficult to implement, because the fireball is pretty well balanced at the moment)&lt;br /&gt;
Have 1 off glyphs that can be cast once, so a big Fireball explosion, maybe 12 damage per level for example?&lt;br /&gt;
&lt;br /&gt;
Have an offensive spell that either ties in with Max Mana, or your attack Power...?&lt;br /&gt;
&lt;br /&gt;
A spell like poison, maybe &amp;quot;STASIS&amp;quot; that binds the enemy and as you explore the dungeon it loses health. Although this would be like poison, maybe to balance it you lose health as well?&lt;br /&gt;
&lt;br /&gt;
Attack Ideas:&lt;br /&gt;
&lt;br /&gt;
Make a class like a thief or ranger, that does ranged damage. How i see this working would be 1 &amp;quot;free&amp;quot; attack before the monster retaliates and fights back. Conversely some monsters could have the &amp;quot;Cover or Awareness&amp;quot; ability that counters this.&lt;br /&gt;
: The problem with this is that it's essentially equivalent to attacking and having first strike on your last hit - either way it's a sequence of blows where you hit them one more time than they hit you. It's a different implementation of a mechanic already in game. --[[User:Patashu|Patashu]] 15:01, 5 June 2010 (UTC) &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Class ideas:&lt;br /&gt;
&lt;br /&gt;
There are classes that only use the health stat and not mana, how about the other way around? SO only mana? Maybe an Angel, or Elemental? Also for these classes have them do something usefull with the Mana or Health potions/Power ups..&lt;br /&gt;
&lt;br /&gt;
Other random ideas:&lt;br /&gt;
&lt;br /&gt;
Wildmage: When you use a mana potion you get a random effect.&lt;br /&gt;
&lt;br /&gt;
-----------------&lt;br /&gt;
Achievements: This game needs something to keep us addicted after getting the last unlock. The high score list won't do it for all players, but an achievements list would. It also provides a handy point system for a 'trait' system.&lt;br /&gt;
&lt;br /&gt;
Traits: Let players select benefits and penalties before each match. This can require 'points' (A certain number to start with, with more available as you complete achievements, or simply one point per dungeon beaten with each class) have an impact on the final score, or both. Example: Jerry selects four traits before his game. Heavy Handed, Explorer, Blackballed, and Veteran.&lt;br /&gt;
Heavy Handed prevents him from gaining any Dodge or First Strike abilities, but doubles damage dealt to creatures below level 5. (Score x 1)&lt;br /&gt;
Explorer adds 50% to health regeneration and +1 to mana regeneration from exploration. (Score x0.5)&lt;br /&gt;
Blackballed removes all shops from the map. (Score x1.25)&lt;br /&gt;
Veteran adds +1 xp per kill, as per the Fighter trait. (Score x0.8)&lt;br /&gt;
Jerry finishes the map with a score of 28000. After multipliers, he is awarded a final score of 14000 to submit to the leaderboards.&lt;br /&gt;
----&lt;br /&gt;
Brainstorming new glyphs:&lt;br /&gt;
&lt;br /&gt;
* IPHEELWEEK (Weaken) - Lower monster's attack power by 10%.&lt;br /&gt;
* WARIZHEL (Mass Charm) - Every monster makes an attack on an adjacent monster. (High-level monsters act first, targeting the lowest-level monster they can reach.)&lt;br /&gt;
* HIVOLTIJ (Chain lightning) - Deals 3 damage per level and leaps to any adjacent monsters.&lt;br /&gt;
* IKANSI (Selective Amnesia) - Unexplore twelve random tiles. (12 == casting cost.)&lt;br /&gt;
: A wizard could cast this, explore the tiles (possibly with LEMMISI) and regen hp AND be one mana up. Also consider that there's an item that doubles your mana regen, and I don't think a glyph like this is workable. --[[User:Patashu|Patashu]] 15:01, 5 June 2010 (UTC) &amp;lt;br&amp;gt;&lt;br /&gt;
* BEGON (Banish) - Instantly kill monster of lower level. Add their level to max health.&lt;br /&gt;
* CRAMBLEDEG (Warp world) - Scramble the dungeon. (Generate a new dungeon layout with the same number of monsters, shops, runes, etc. as the present.) Vanishes after one use.&lt;br /&gt;
: What about the state of visible/invisible tiles? Sounds like it would be either broken or...weird. --[[User:Patashu|Patashu]] 15:01, 5 June 2010 (UTC) &amp;lt;br&amp;gt;&lt;br /&gt;
* TOKIWOTOMARE (Time Stop) - Your next attack is completely unopposed. (Special monster abilities such as blink and life steal also turn off for the duration.) The strain on your body permanently reduces your damage bonus by 10%.&lt;br /&gt;
: Again, very similar to first strike. --[[User:Patashu|Patashu]] 15:01, 5 June 2010 (UTC) &amp;lt;br&amp;gt;&lt;br /&gt;
* NOTUITZME (Polymorph) - Transform monster into random monster of the same level.&lt;br /&gt;
* GLOINZADARK (Destruction) - Cause mass destruction centered on you. (Destroys all walls, shops, altars and floor objects within 3 tiles. Monsters 1 tile away take 6 * level damage, 2 tiles away take 4 * level damage, 3 tiles away take 2 * level damage. You go to 1 life.) Vanishes after one use.&lt;br /&gt;
: When would you use this? --[[User:Patashu|Patashu]] 15:01, 5 June 2010 (UTC) &amp;lt;br&amp;gt;&lt;br /&gt;
* SLEPOVREZN (Monster Migration) - Create new monster of level 1 to 9 somewhere in dungeon.&lt;br /&gt;
: Desktop Dungeons is meant to be about scarcity - this gets you something useful for almost nothing. Even if it's not something you can beat now, it'll be something you can beat later. --[[User:Patashu|Patashu]] 15:01, 5 June 2010 (UTC) &amp;lt;br&amp;gt;&lt;br /&gt;
* CUMONDEN (Enhance Monster) - Level up target monster.&lt;br /&gt;
* IZALWAZRITE (Summon Store) - Summon a phantasmal merchant. (One chance to purchase a random item.)&lt;br /&gt;
* BULKUP (Enhance Strength) - Increases base damage and max health by 1.&lt;br /&gt;
* INRI (Holy Symbol) - Drive monster back with 50% knockback damage, or 100% against undead.&lt;br /&gt;
* ZENERCARD (Clairvoyance) - Detect the location of any items and monsters within 3 tiles.&lt;br /&gt;
* NOUSIIT (Invisibility) - Gives 50% dodge chance for your next action.&lt;br /&gt;
&lt;br /&gt;
---------&lt;br /&gt;
Achievements:&lt;br /&gt;
* GODLESS - Follow no deity.&lt;br /&gt;
* AGNOSTIC - Follow all three available gods in a single run.&lt;br /&gt;
* SKIMMER - Reveal less than 50% of the map.&lt;br /&gt;
* PACIFIST - Killed boss but more than half of total monsters alive.&lt;br /&gt;
* THRIFTY - Didn't visit store.&lt;br /&gt;
* SCROOGE - Exited dungeon with 30 or more gold then you entered with.&lt;br /&gt;
&lt;br /&gt;
---------&lt;br /&gt;
Much like how vampires follow Dracul for free, Binlor should do something special for dwarves who follow him. [[User:Neongrey|Neongrey]] 03:11, 30 March 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
The dungeon specific monsters (naga, imp, vampire and armour) are pretty fun guys, and it would be nice to see them in the main dungeon. Perhaps as a reward for beating their dungeon with [x] classes.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
Petrification doesn't have any purpose but to please the Earthmother god. And the Earthmother doesn't have any purpose other than to make petrification useful. That's not good!&lt;br /&gt;
&lt;br /&gt;
SIMPLE IDEA:&lt;br /&gt;
Make petrification work in same way as a gorgon's death gaze: it counts as a kill in every way, but only works on monsters of less than some % health. Now it's a very situational assassination skill -- super-good against some bosses (like Super Meat Man) and super-bad against others (like Gharbad.)&lt;br /&gt;
&lt;br /&gt;
But this doesn't help that the gorgon class' innate petrification is either trivial (so long as they keep their ENDISWAL glyph) or game-wreckingly harmful (if they don't.) So:&lt;br /&gt;
&lt;br /&gt;
MORE COMPLEX IDEA:&lt;br /&gt;
Stoned monsters become statues which the character can push around the dungeon sokoban style.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-----------&lt;br /&gt;
&lt;br /&gt;
Love the game. Gushing aside, criticisms:&lt;br /&gt;
&lt;br /&gt;
Classes:&lt;br /&gt;
The best classes seem to be &amp;quot;mix&amp;quot; classes: thief and priest, for example. Classes that rely primarly on melee or magic (fighter, wizard) seem to have their work seriously cut out for them.&lt;br /&gt;
&lt;br /&gt;
Fighter is awful, and could use a buff. Perhaps &amp;quot;regenerate&amp;quot; his death save? (every 5 kills?)&lt;br /&gt;
Wizard is poor, even with the -1mp: largely because (imo) the only way to kill things with magic is fireball, and at high levels fireball does not scale well at all. Perhaps this more an issue with fireball, though.&lt;br /&gt;
Vampire is ungodly powerful, largely down to it having fireballs out the wazoo. Perhaps remove its ability to use magic? (and give it a buff somewhere else?)&lt;br /&gt;
Crusader seems weak to me... probably because momentum caps out. I have a hellish time defeating bosses with crusader, because after the first hit, damage drops significantly. Also, fireball causes momentum to reset - not sure if thats intended, but it renders fireball pretty much useless.&lt;br /&gt;
&lt;br /&gt;
Glyphs:&lt;br /&gt;
PISOF and WEYTWUT are both pretty much useless (unless you get trapped, but even still, id rather have pretty much anything else).&lt;br /&gt;
IMAWAL as noted many times above, is awful. Other people have good suggestions.&lt;br /&gt;
LEMMISI, even with the trick, I feel is underpowered: largely because once you run out of spaces to explore, it becomes useless. Perhaps reduce the MP cost to 1? Incidentally, it also causes vampire life leech to trigger. Not sure if thats meant.&lt;br /&gt;
APHEELSIK makes or breaks games, for many classes. Taking down Super Meat Man (or many others) becomes trivial with poison: if you dont have it, it becomes incredibly difficult (in some cases impossible - try take down Super Meat Man with a wizard, for example). As a possible alternative to messing around with poison, nerfing Boss Regen rate may help &amp;quot;fix&amp;quot; several aspects of the game.&lt;br /&gt;
BLUDTOPOWA is awful at high level. ~16 health for 1 MP is a rip. Increasing the MP gain or reducing the health drained (perhaps by half) would make it less awful, and would buff magic users.&lt;br /&gt;
BURNDAYRAZ as mentioned above, doesnt scale well. Magic users generally feel gimped as a result.&lt;br /&gt;
BYSSEPS could probably do with a &amp;quot;fail&amp;quot; if already cast. Not really important.&lt;br /&gt;
&lt;br /&gt;
Bosses:&lt;br /&gt;
Some bosses seem significantly easier than others. Part of the problem is what boss you get randomly assigned: perhaps thats just the nature of the game, but if i see a Tower of Goo as a melee class, I may as well just restart. Super meat man seems horrendously impossible without poison.&lt;br /&gt;
: it is not --[[User:Mtarini|Mtarini]] 19:41, 21 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
Other stuff:&lt;br /&gt;
As others have said, having to farm between games is sucky and encourages grinding. Remove the gold cap, start off every game with the bonus you would've got for clearing the crypt multiple times, and dont have gold transfer. Also, rather than having certain squares cause popups (such as altars or bosses), why not have the information appear at the side (and disappear if you move away)? It seems to break the game, and after the 300th boss conversation, I dont really care what they have to say. (Also, I had to fight a boss who was beside an altar, using poison. Every time I moved beside him, I got an altar popup. Bleh)&lt;br /&gt;
&lt;br /&gt;
Anyway, as I said, love the game and hope it continues to improve. --[[Special:Contributions/82.35.212.80|82.35.212.80]] 19:22, 5 April 2010 (UTC)&lt;br /&gt;
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&lt;br /&gt;
More people keeping an eye on spam and maybe only contributions for registered users. All this spam ;/&lt;br /&gt;
&lt;br /&gt;
-----------&lt;br /&gt;
&lt;br /&gt;
Should gorgons really still turn things to stone when they kill them with the fireball? They die from damage, not from the death gaze. [[User:Neongrey|Neongrey]] 14:21, 23 April 2010 (UTC)&lt;br /&gt;
 &lt;br /&gt;
---- &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Lots of assorted ideas:&amp;lt;br&amp;gt;&lt;br /&gt;
1. Slightly randomize the amount of goodies available in the dungeon. Perhaps one round there'd be one less gold pile and one more attack upgrade, or one less glyph and one more health potion, or an extra 5th level monster, or whatever. It makes it more interesting if two identical characters can reach the end game with different proportions. Naturally, there should be a wider variety of useful glyphs (I pretty much find myself using the fireball and poison above everything else) and gods (Enough gods are of dubious use to make it possible that I wouldn't want any of the gods) to supplement this.&amp;lt;br&amp;gt;&lt;br /&gt;
2. I thought of a way to make PISOF useful:&amp;lt;br&amp;gt;&lt;br /&gt;
2a. Have monsters guard the tiles around them, and if you try to pick up something off the floor next to them (or use an altar/shop next to them? (or attack an enemy next to them??)) they get an attack on you, either at full strength or at diminished strength and without their normal on-hit effects. That way you might want to teleport a monster away to get at its goodies scot free. Spend mana to save HP (or to not die) (or to not get poisoned).&amp;lt;br&amp;gt;&lt;br /&gt;
2b. Generate the level such that monsters explicitly block the paths to caches of stuff, or prevent you from picking up stuff near them outright. (Perhaps only on the orthagonals?)&amp;lt;br&amp;gt;&lt;br /&gt;
3. I thought of a way to make ENDISWAL...not useful, but preserve the feel of it:&amp;lt;br&amp;gt;&lt;br /&gt;
Right now, it feels like it's an item that would have limited tactical benefit (grabbing bits of explore from the edges of the map, going around a monster blocking your way, etc.) but otherwise doesn't fit in the game, so a god has also been shoehorned in, but he doesn't make it too appealing either, what with gold being a mostly metagame material AND there being another gold-based god. &lt;br /&gt;
Why not implement a system of doors, with keys lying around the map (or dangling off of enemy's belts in a tantalizing fashion), with various glyph/class/item assisted ways to pick, force or circumnavigate them? Then ENDISWAL would have a clear purpose (getting around doors), or it could be replaced with a specific make-the-door-go-away glyph. You'd need a smarter level generator to ensure that all levels would be reasonable even with doors, but I think a smarter level generator is a good goal to strive for anyway. You could even colour code keys, so that unnecessarily difficult monster is worth killing to get its goodie cache, or maybe the boss is hiding behind a door which its henchmen has the key to, or so on! Also, chests, mmm. Keys keys keys.&amp;lt;br&amp;gt;&lt;br /&gt;
(Also, renouncing the Earthmother shouldn't turn EVERYTHING into stone, just drop enough stone to hamper your life unless you have teleportation or wall removal.)&amp;lt;br&amp;gt;&lt;br /&gt;
4. I thought of a way to make WEYTWUT useful:&amp;lt;br&amp;gt;&lt;br /&gt;
Make it a controlled teleport. Click a spot on the map, and the game will put you on the nearest open tile. Now you can use it to your advantage in conjunction with any way to sense monsters/glyphs.&lt;br /&gt;
Might be interesting to consider other forms of detection to compliment this - perhaps a form of detection that reveals the 9 and 10 level monsters, or revealing all of X item, or all the altars...&amp;lt;br&amp;gt;&lt;br /&gt;
5. I thought of a way to make IMAWAL useful:&amp;lt;br&amp;gt;&lt;br /&gt;
Ditch the idea of it instakilling a monster. It's a nonsensical idea in a game where monsters only threaten you if you threaten them. Instead, it would be great if it did something to mitigate the amount of damage they could do to you - perhaps a -% damage increase that 'regenerated' either with every exchange of blows or with every tile explored.&amp;lt;br&amp;gt;&lt;br /&gt;
6. In general, it'd be neat to vary the monsters up a bit more - I didn't realize so many of the monsters had the same 100% for one or both of the stats! If too many things share the exact same numbers, you run into a kind of 'threshold' problem: if your stats aren't quite high enough to surpass X barrier, they aren't helping at all, but as soon as they are you can go to town.&amp;lt;br&amp;gt;&lt;br /&gt;
7. Glyph idea - X% physical or magical or both resist for your next hit only? Like a defensive BYSSEPS.&amp;lt;br&amp;gt;&lt;br /&gt;
8. Some way to burn gold for a raw effect? Not sure if it'd be class or glyph related, but it'd make for a cool theme. I'm kind of picturing it being dragged onto the glyph exchanger to burn it for a stat boost ala the racial effects.&amp;lt;br&amp;gt;&lt;br /&gt;
9. A race that can burn a glyph for a supercharged next hit - some combination of extra damage, resist and ignoring extra enemy effects. Picturing 'boss killer/level catapulter'. (Actually, talking about all this brings to mind the idea of having a 'damage potion' and a 'resistance potion' - or would that be two resistance potions? - to supplant the two current potions, but maybe that'd make things too homogeneous, so perhaps not.&amp;lt;br&amp;gt;&lt;br /&gt;
10. How about an enemy with an innate chance to evade? I picture a cloud of bats for some reason. Maybe because they're Goddamned Bats.&amp;lt;br&amp;gt;&lt;br /&gt;
11. The pathfinding should try and involve moving to hit a monster such that it reveals nearby tiles, because doing so is often unwanted behaviour.&amp;lt;br&amp;gt;&lt;br /&gt;
12. Thinking about keys et all earlier got me onto the idea of traps - but is that too much of a jerk move for the game? I guess it'd be a fundamental mechanic change, so maybe not worth talking about.&amp;lt;br&amp;gt;&lt;br /&gt;
--[[User:Patashu|Patashu]] 14:23, 5 June 2010 (UTC)&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>Patashu</name></author>	</entry>

	<entry>
		<id>http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=Feedback&amp;diff=863</id>
		<title>Feedback</title>
		<link rel="alternate" type="text/html" href="http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=Feedback&amp;diff=863"/>
				<updated>2010-06-05T15:03:56Z</updated>
		
		<summary type="html">&lt;p&gt;Patashu: /* Game Bugs */ added two&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Game Bugs===&lt;br /&gt;
*I made my patron deity the Earthmother, then renounced my faith. In her rage she turned the level to stone. Then I tried to cast WEYTWAT to teleport to a random spot, and it hung indefinitely, unable to find an empty spot to send me.&lt;br /&gt;
::Yup, it'd do that. Thanks for finding the edge case! --Dislekcia&lt;br /&gt;
&lt;br /&gt;
*I just finished a game in which I was able to cast LEMMISI without it costing any mana. I'm not sure if this is a bug or an effect from a god (I'm a noob), but I thought I should mention it anyway.&lt;br /&gt;
::Ah, that's exactly how it's supposed to work. That's why you get a &amp;quot;Surprisingly Handy&amp;quot; award if you use it at least once...It might be better that you figure it out yourself. :)&lt;br /&gt;
&lt;br /&gt;
*Minor bugs with message displays and altars - 1) If you move on to an altar which also uncovers a boss at the same time, you'll only get the boss's speech and no altar message.  2) If you attack a monster on an altar (summoned by WONAFYT), you'll get the altar message and conversion opportunity without actually stepping on the altar (like the other altar bug below, this only happens if you haven't been to that altar most recently).  The first issue arises with shops as well, but not the second. --[[User:Twinge|Twinge]]&lt;br /&gt;
::Just for the record: the attack-on-an-altar also occurs if the monster is there because of the knockback ability, not just from WONAFYT. And it looks like the same thing may happen for monsters on shops? --Tahnan&lt;br /&gt;
:::All attack-on-interactive element bugs should be solved in the new interface version. --Dislekcia&lt;br /&gt;
&lt;br /&gt;
*The Scouting Orb's description says it increases sight radius, but it does nothing if your sight radius is already above the normal (half-dragon).  The description should probably say e.g. 'increases sight radius to 2 spaces' or something along those lines. --[[User:Twinge|Twinge]]&lt;br /&gt;
&lt;br /&gt;
*Another bug: I fell into negative XP.  I believe the bug is associated with the CYDSTEPP (survive next killing blow) rune, and possibly how it interacts with the Paladin's HP for killing undead ability.  I'd just killed a level 5 wraith which was supposed to do enough damage to kill me (and removing my death protection), but instead my protection remained, my HP stayed the same (I think), and I went into negative XP.  Later just messing around, I died and lost the protection, recast it with some mana potions, and died again and my XP finally fixed itself, jumping to level 6.  Screenshot: http://it-is-law.com/dump/DD-NegXPBug.png --[[User:Twinge|Twinge]]&lt;br /&gt;
::I had the same thing happen, except with the Glowing Guardian Deity not the CYDSTEPP glyph. I think it has a problem trying to process all the events that occurred (the death of the monster, your not dying, gain of life, gain of attack, gain of exp, and/or anything else). So this may be possible with any character/race.&lt;br /&gt;
::same- paladin orc with CYDSTEPP in the crypt. I think I got down to -28 xp before a save-vs-death finally realigned the numbers.--[[User:Sxerks|Sxerks]] 18:14, 22 March 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
*Bug- by clicking on covered(black) areas you can find and get the deity dialog and worship without ever uncovering the block.--[[User:Sxerks|Sxerks]] 18:14, 22 March 2010 (UTC)&lt;br /&gt;
::Specifically, this seems to happen after you just went to another altar.  In this example: http://it-is-law.com/dump/DD-AltarBug.png if I go to the bottom right altar, I can then click on and activate the top left altar without traveling there.  This does not seem to be the case for shops.  This is likely related to the other altar bug I posted above.  --[[User:Twinge|Twinge]]&lt;br /&gt;
:::Awesome, more info helped us figure out what was up. Fixed. --Dislekcia&lt;br /&gt;
&lt;br /&gt;
*Bug? - Sorry if this is not the right place to report but can't see a better one.  Getting error message &amp;quot;Unexpected error occured when running the game&amp;quot; immediately on launch, when trying to play on Netbook.  Suppose it might be something to do with supported resolution (on this netbook, resolution is 1024x600).  Or something else perhaps? --[[User:Serioustiger|serioustiger]] 19:26, 24 March 2010 (UTC)&lt;br /&gt;
:: It runs fine on my netbook that runs at the same resolution, so it shouldn't be that. --[[User:Charcoal|Charcoal]] 00:41, 1 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:: Getting the same error on a desktop system with Windows XP Pro SP3. Core2 Duo CPU, 2 GB RAM, NVIDIA GeForce 9800 GT running at 1280x1024, the game's folder is directly in the root of drive C: (C:\DeskDungeons_0051).&lt;br /&gt;
:::Hmmm. Could be some sort of GM bug, like not finding the right fallback version of DirectX or something. Unexpected errors usually happen in GM games when it tries to do something graphics card related and can't figure out how. Will probably turn on logging in the next version so that we can see what's up. --Dislekcia&lt;br /&gt;
&lt;br /&gt;
*Bug - I was standing on the HALPME glyph and accidently pressed WEYTWAT (teleport glyph). I got teleported but HELPME stayed in the &amp;quot;on the ground&amp;quot; slot. So i, being cheater am i, just happily added to my slots. ;)&lt;br /&gt;
:: It does seem to at least delete the glyph from the original spot, though. Alas, I was hoping it might be cloning it... but it's not. [[User:Neongrey|Neongrey]] 02:05, 6 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
*Bug - I've not been able to get the game to run at all on my Windows XP system.  It gives the loading screen, tells me it's loading stuff for about ten seconds, and then the screen simply closes itself with no error messages at all.  I'm running a standard XP system (32 bit mode) in 800x600 resolution.  Suggestions?  Anyone else have the same problem?&lt;br /&gt;
::Do you have DirectX installed? If so, which version? --Dislekcia&lt;br /&gt;
&lt;br /&gt;
*Bug - if you reveal a boss monster by going onto an altar or shop, the altar/shop prompt will be visible for a split second before it's replaced by the boss monster prompt. It would be slightly cleaner to not show the altar/shop prompt at all. --[[User:Patashu|Patashu]] 15:03, 5 June 2010 (UTC) &amp;lt;br&amp;gt;&lt;br /&gt;
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*Bug - it is possible to 'phantom' attack an enemy, if you click an open tile, and before the move completely registers have your mouse over an enemy. It'll count as striking the enemy, and can even strike an enemy two or more tiles from where you actually clicked to! Very annoying to die to this. --[[User:Patashu|Patashu]] 15:03, 5 June 2010 (UTC) &amp;lt;br&amp;gt;&lt;br /&gt;
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===Other Game Issues (Balance, Interface, etc.)===&lt;br /&gt;
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*About Health and Attack powerups (the kind scattered about the dungeon): Can we get some explanation on these things?  After noticing that the attack power up does nothing for a level 1 character, I've been holding off on getting them. Likewise, the health power ups give more health at higher levels. What I want to know is, should I hold off on getting them or do they scale to level even after you've gotten them? --golden_cow2&lt;br /&gt;
::The attack power ups give you a 10% percentage bonus over your base damage per power up, so this extra damage will raise as your base damage does.  So get them as soon as your strategy allows you. --Lanis&lt;br /&gt;
::Likewise the health bonus also scales with your level (1 MAX HP per level, the same as Dwarf glyph conversion). No need to hold off. --fall_ark &lt;br /&gt;
:::The Health Bonus should probably be shown when you hover over your health as it does for damage, then, to at least partially clear up the issue. --[[User:Twinge|Twinge]]&lt;br /&gt;
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*I've found it really evil that the Escape key closes the entire game instantly.  I've already lost at least 2 characters from tapping escape trying to cancel a spell :/  (I'm aware right click cancels, but habits from other games don't die so easily...) --[[User:Twinge|Twinge]]&lt;br /&gt;
::Agreed. I lost 5 or so promising characters because of that. Changing the 'instant close' key to something like F12 and having the ESC key one ask if you want to exit would work better and without functionality loss. --Lanis&lt;br /&gt;
::Agreed again.  I just started playing and hit escape thinking it would be used for options or something and poof.  Ugh.  &lt;br /&gt;
:More keyboard-friendly controls will certainly make the game better! e.g. Arrow keys for moving, 5/6 for potions, SPACE/ENTER/ESC for shop and altar conversations. So on. --fall_ark&lt;br /&gt;
:::Absolutely, I just listed the most pressing issue first =)  Even if the mouse is still required in the end (though it probably doesn't need to be), numpad movement would be a definitely improvement.  I'm thinking Y/N for shops and altars to make it clear what your selection is - though space could also default to a 'no' response. --[[User:Twinge|Twinge]]&lt;br /&gt;
::Wait. Instead of remapping the Escape key, just make it pop up a screen that asks if you really want to quit the game. Alternatively, make it so that holding down Escape for two seconds closes the whole application. --HydroKirby&lt;br /&gt;
::I also like a full keyboard control, azeqdwxc for moving, keybinded potions, yay and nay etc. The only point of using the mouse would be, in some cases, to prevent the discovering of some tiles, but if you really want to it's still possible to put something like selecting a tile with arrow keys and enter to go there. [[User:Rex4|Rex4]] 20:33, 21 March 2010 (UTC)&lt;br /&gt;
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*The current gold system is essentially a pointless grinding mechanic - after each game, load up Goblin Wizard or whatever, go grab some quick cash, then start playing again.  I don't currently have a great idea to replace it with, but the implementation as-is adds unfun grinding time without adding any actual thought or decision to the process. --[[User:Twinge|Twinge]]&lt;br /&gt;
::Removing the shared gold between runs and making gold coins give you more gold depending on your race/class/max gold should be enough. Basically, a gold-hunting race/class combo should allow you to be able to buy one or two good items more than other classes under the same circumstances. Now not only this removes the gold grinding, but it'll allow people to use goblins for serious ranked games, for example. --Lanis&lt;br /&gt;
::Concurred. I would suggest adding a &amp;quot;Minimum Gold&amp;quot; bonus (or simply replace the Max Gold bonus). There should still be a little room for gold hoarding for new players though, like Max Gold = Minimum Gold + 50 or something. --fall_ark&lt;br /&gt;
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*The chances of getting a completely unwinnable game are too high.  If it happens occasionally that's fine, but right now it's fairly common and at least some check to help avoid these situations would be desirable.  Example games: &lt;br /&gt;
:http://it-is-law.com/dump/Unbeatable1.png&lt;br /&gt;
:http://it-is-law.com/dump/Unbeatable2.png&lt;br /&gt;
:http://it-is-law.com/dump/Unbeatable3.png&lt;br /&gt;
:My proposal: map out the monsters and runes in area that can be reached by a new character during level generation; mapping should 'go through' level 1 and 2 monsters but treat higher level monsters as walls, so to speak.  There must be one of: a) Any of the Passwall, Teleport Monster, or Teleport Self glyphs are reachable; b) At least five level 1 monsters available to fight; c) At least two level 1 monsters and one level 2 monster; or d) The Summon Monster glyph is reachable and at least five total level 1 monsters are on the board (if this is guaranteed already, simply make it a straight glyph check as with [a].)&lt;br /&gt;
:The idea isn't to make it easier - just to remove impossible scenarios.  You might still have to, say, use your starting health potion to take out a level 2 or whatever which is fine.  This won't remove all unwinnable situations, but should remove a significant percentage of them without making anything easier the rest of the time. --[[User:Twinge|Twinge]]&lt;br /&gt;
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*Worshiping Pactmaker as an unimproved Rogue results in instant death. Is this intended? --Azeltir&lt;br /&gt;
:Pactmaker takes 5 Base Damage and 5 Max Health so an unimproved Rogue will indeed die instantly due to Health drop to zero. Most characters &amp;quot;unimproved&amp;quot; would be screwed though, since your base damage is now likely zero. --fall_ark&lt;br /&gt;
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*Nidhogg is supposed to be a dragon; the World Serpent is actually actually Jormungand. There's some Norse mythology for ya!&lt;br /&gt;
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*I bought the rebirth-item (Restore health to full) on a level 9 Human Crusader while having death protection up, and got healed no health at all. Afterwards I attacked the boss and died where 300% of my attack damage would've been enough to kill it, but I did not get the last-blow Crusaders are supposed to. --Amadi&lt;br /&gt;
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*Glyph balance {[[User:Twinge|Twinge]]}: &lt;br /&gt;
:*Teleport Monster is just worse than Remove Wall; it costs more mana and can potentially relocate the monster somewhere inconvenient, while Remove Wall also has other benefits (such as opening up more total blocks that can be explored).  I'd keep Remove Wall's 8 mana cost, but reduce Teleport Monster to 5.&lt;br /&gt;
:*Teleport Self is also weak, and primarily only useful for getting outside of an early-game bubble of high-level monsters; I think it would still be weak at 4 mana, but certainly a little more useable.&lt;br /&gt;
:*Blood to Power is rather weak at high levels (right now it seems primarily useful for Level 1 Sorcerers); it's a little less clean, but perhaps making the cost 1.5hp per level rounded up would work? (2/3/5/6/8/9/11/12/14/15 instead of 2/4/6/8/10/12/14/16/18/20) I'm not entirely happy with that change and there might be a better option, but that's all that comes to mind for it immediately.&lt;br /&gt;
:*Poison is clearly to strong as it stands, but merely raising the mana cost is not enough to properly balance it; something more fundamental needs to be changed to fix Poison.&lt;br /&gt;
:*Petrify isn't especially useful right now either, as it doesn't help you get past any monsters and it gives you no XP for kills.  This, of course, also ties in with the usefulness of the Earth Mother God (which currently is primarily good for giving a Transmuter lots of blocks to heal from).  One option would be to simply make petrify kills give you half the level of the monster you killed; this would probably require an additional restriction such as being unable to petrify anything more than 1 level above you?  There's surely some other options here too, but it does need something to make it more appealing.  It might also still count as a kill for Mystera since you are essentially killing with Magic (would need to be tested in-game for balance).&lt;br /&gt;
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*Monster balance {[[User:Twinge|Twinge]]} - monsters should be fairly close in average power level so that games aren't randomly especially easy or hard simply due to the monsters that randomly spawned; obviously this will still vary quite a bit depending on class, but currently there are some monsters that clearly stand out as strong or weak in general:&lt;br /&gt;
:*Animated Armor - Should these be almost strictly killable by Fireball only?  The damage might be lowered a bit (160% -&amp;gt; 150%) to make it at least somewhat feasible (though still painful) to kill them in melee.  On a related note, XP Gains should perhaps have a stepdown or raise up less rapidly based on level; it is a neat trick to go from level 1 to 6 in a single kill, but is also pretty overpowered.  The first 2 steps (+2 and +6) are perfect and should remain as is.  Past that, perhaps a flat +4 (or even +6) bonus per level difference to prevent it from getting so high so quickly?  I'd like to see fireballing a high-level animated armor remain good, just not insanely good.&lt;br /&gt;
:*Gorgon, Goat, Bandit, Imp (to a lesser extent) - The reduced health is a huge deal for these monsters; I love seeing these guys around because it's often trivial to kill one of these monsters 1, 2, or even 3 levels above me.  Gorgons sound threatening at first, but in practice they are pushovers for almost all classes and merely serve as a lucky XP bonus (*worth noting is that they can be bothersome to some of the currently strongest classes like Vampire, but still generally aren't too threatening).  Bandits are in the same camp; they have nasty side effects, but it's usually easy to set up the kill right before leveling and snag some bonus XP in the process.  Imps are more minor since they're only in the Library and Blinking can be an effective escape at times.  I'm thinking:&lt;br /&gt;
::*Gorgon: damage 100%-&amp;gt;115%; this means they do enough damage to level 4-6 players (considering some levels of health boosts) to reduce them below half HP, making their death gaze more threatening; this emphasizes their special ability while making them a bit less of a pushover.  Possibly increase health 70%-&amp;gt;75%, but this is probably unnecessary with the damage increase.&lt;br /&gt;
::*Bandit &amp;amp; Imp: I love seeing Bandits right now because they're almost guaranteed bonus XP.  Part of the problem is that their negatives are so strong that you only want to fight them to level up on, and then their reduced stats make it easy to do just that. 80%-&amp;gt;85% health seems like a good idea here, though I haven't done the math to see exactly what situations this would affect.  Likewise with Imp, simply boosting the HP one notch seems like a good change but it'd need to be tested (or numbers run) to say for sure.&lt;br /&gt;
::*Goat: This poor guy is a strictly worse Golem!  This is clearly subpar.  Even against spellcasters they're quite easy, because they are essentially 100%/100% ability-less mobs in that case.  I'd probably look at raising the attack at least 100%-&amp;gt;110% (possibly as high as 120%), and raise their health from 75%-&amp;gt;80% to make their magic resist matter a little more (could bump the resist from 25% to 30% instead, though this means level 1 spellcasters get an especially big hit from the resist which may be fine).  Even with these changes they'd be worse than golems in most cases, but it'd at least be a step in the right direction; they could be buffed again later if deemed appropriate.&lt;br /&gt;
:*Goo Blob - The strongest enemy in the game.  Even most spellcasters are using enough physical attacks that these guys are somewhat daunting; to a pure melee character, they're like a 100%/200% mob which is insanely strong.  The current monster design treats magical resist and physical resist as pretty equal, but physical resist is much more powerful.  The simple fix would be to reduce their HP, at least 100%-&amp;gt;90%; another option would be to make them magic vulnerable, so magic does 25% more damage to them (either of these changes makes Fireball enough better on these guys that they are no longer so strong across the board).  A 3rd option would be reducing the physical resist 50%-&amp;gt;40%, though I haven't done any math to figure the ramifications of that.  (Similar arguments apply to the Tower of Goo, of course, though I haven't had a chance to go into depth for the bosses yet.)&lt;br /&gt;
:*Vampire - The life steal is a weak effect, and after they do that they've got nothing special left and are mere 100%/100%s.  I'd suggest either increasing attack slightly (from 100%-&amp;gt;110% to 100%-&amp;gt;120%) or increasing the amount of life steal a bit (40%-&amp;gt;50%), or possibly both if they are still weak.  Worth noting is that as long as these mobs only appear in the Crypt it is more acceptable for them to just be weaker, so like the Imp it's not as important to tweak Vampires as other monsters.&lt;br /&gt;
:*Zombie - Definitely on the strong side, though not as drastically as the Goo Blobs.  I'd reduce their HP slightly, possibly only 150%-&amp;gt;145% but probably 150%-&amp;gt;140% (compare to Dragonspawn).&lt;br /&gt;
*TGG And The Crypt -- I'd suggest straight up making TGG altars not spawn in the crypt.  Finding one early essentially gives you an auto-win for whatever class you're playing with; it's simply way too strong. --[[User:Twinge|Twinge]]&lt;br /&gt;
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*What's the point of Dracul coming up for every class if only vampires can worship him? Seems like a waste of altar most of the times.&lt;br /&gt;
::Anyone can worship Dracul.  Vampires can worship him without penalty.  Try joining him when you're not level 1; you lose 10hp but then get the benefits from there on.&lt;br /&gt;
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===Game Feedback===&lt;br /&gt;
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*I like this game a lot :)&lt;br /&gt;
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*This game is what I was looking for since years! In order to introduce roguelikes to my 6 years old son, I would be interested in translate it in french. You can e-mail me if it sounds interesting for you ! &lt;br /&gt;
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My today exploit : the Priest Massacre : I'm not quite sure that Benedict XVI will bless that ;) [[File:PriestMassacre.png|right|thumb|150px|Priest Massacre]] --[[User:Lepoulpe303|Lepoulpe303]] 15:08, 30 March 2010 (UTC)&lt;br /&gt;
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*I found the Rogue class to be a bit underbalanced. Most bosses have an attack high enough to kill him in one hit, so, in order to kill them, I must spamm sidestep or fireball and that destroys the feeling of playing as a rogue. --[[User:NickDX|NickDX]] 20:07, 30 March 2010&lt;br /&gt;
::Actually, Rogue is one of the most powerful classes at present and is overpowered rather than underpowered - surpassed only by Vampire and possibly Monk (which people have also thought too weak for some reason).  Try perhaps getting your HP high enough to survive one strike (e.g. Dwarf) or getting your attack high enough to slay the boss in a single stroke.  --[[User:Twinge|Twinge]]&lt;br /&gt;
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*Is it possible to actually beat the factory with the wizard class? Not using BURNDAYRAZ with Mystera... The meat man is mostly unkillable. A 50 damage wizard would have to hit him 20 times! And we have the golem boss too...&lt;br /&gt;
**It's easier than you think.  Remember that you know where all the Glyphs are and can thus check what has spawned for you in any given game easily, so you can restart quickly if you don't get what you want.  Even failing that, don't treat the Wizard as if magic is his only method of dealing damage.  Wizard's melee damage is quite respectable after the 3 Attack Powerups, especially if you play a human.  And if you find BURNDAYRAZ fast, then you're ready to use Animated Armors to level up very quickly.  Don't use Mystera, in any case: having lots of mana only matters when you use a Mana Potion or gain a level; your regen per tile is unchanged, and losing out on your physical damage in a dungeon with the Iron Man is a very bad idea.--[[Special:Contributions/94.3.189.97|94.3.189.97]] 23:16, 5 April 2010 (UTC)&lt;br /&gt;
***I can't seem to find the condition in which you could win this challenge... Even as a human wizard, using halpme and iphalseek I could only kill Tony Stark, at the cost of all my mana AND health potions, leaving ALL the maze explored and the Meat Man still unscathed...&lt;br /&gt;
****At L7 (which is reachable from about 3-5 kills if you use Animated Armor carefully), you'll likely have around 40 Attack, 84 Health and 12-13 Mana.  HALPMEH will heal 21 HP for 2 Mana at that point, whilst BURNDAYRAZ will deal 28 damage for 5 Mana.  If you only use melee and healing, Iron Man will be dead after exploring about 30-40 tiles (which is about 8-10 squares of an unexplored corridor).  You'd also need less tiles to do it at L8, but that would require a few more kills which you may or may not have access to.  SMM is better left until you're L8 or 9, since you'll need something along the lines of 60 tiles to kill him.  LEMMISI can be useful to get the necessary regen, and none of this is taking into account helpful items from shops (like Fine Sword or Tower Shield), use of Potions, or other Glyphs like BYSSEPS (very effective extra damage for minimal mana cost).  In short, the strategy is simply to level up fast and start your run as early as possible, and knowing where the Glyphs are is very helpful in pulling that off. --[[Special:Contributions/94.3.189.97|94.3.189.97]] 04:10, 6 April 2010 (UTC)&lt;br /&gt;
*****So it's actually easy... ...if you have Halmpmeh, burnandrayz, lemmisi and 3 high leveled animated armors sitting right next to you. That's does not sound like a specific situation at all...&lt;br /&gt;
******Again, knowing where the Glyphs are allows you to check them quickly.  And HALPMEH and LEMMISI are merely helpful, not *required*.  BURNDAYRAZ is guaranteed to be somewhere on the map, and finding high levelled Animated Armors isn't difficult.  The only real gamebreaker of a glyph to be looking for is APHEELSIK, and that appears in at almost half the games you play by the time the Factory is unlocked.  The point isn't that *every* Factory run is going to be easy for the Wizard -- it's that it's easy for the Wizard to search for favourable conditions.&lt;br /&gt;
******Just to prove my point, I started another Factory game with a Human Wizard.  I succeeded on that same game.  I had a bit of luck in that BURNDAYRAZ spawned near me, as did a L8 Animated Armor.  I did not find APHEELSIK during this game, but I did get HALPMEH.  The only things I bought from the shops were a Spoon and Fine Sword, and I found an altar to Jehora after a bit of exploration as well.  I also found LEMMISI, but I completed the game without using it.  I ended up killing SMM at L7 and Iron Man at L8.  I finished off both bosses whilst only exploring just over 75% of the map, never using LEMMISI, and never drinking a Health or Mana Potion.  Sure, I got a relatively advantageous start, but I didn't get APHEELSIK (which meant SMM was a battle of attrition).  Jehora helped, of course, but it was merely one of many things I could've found to lead me to success, especially given what I ended up *not* having to use.  So yeah, you don't need a perfect game to beat the Factory with the Wizard.&lt;br /&gt;
*******I also just beat factory with Gnome Wizard. No APHEELSIK, but HALPMEH + BYSSEPS went the distance on both bosses after using Pactmaker + L8 Animated armor as my first kill. I was swinging for 72 a pop, and finished with 52 hp, 14 MP, a mana pot, and a Zombie Dog still active on me.[[Special:Contributions/78.101.75.189|78.101.75.189]]&lt;br /&gt;
*Also, Vampire is absurdly overpowered. You don't even need luck, I just had a game where I had to waste all my health potions at level 1, but after I got the fireball, 100 health points converted to 28 damage each fireball could destroy both bosses in the library without the need for any item, god or skill.&lt;br /&gt;
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*I don't get &amp;quot;The Pactmaker&amp;quot;, it takes 5 max HP and DMG, but only grants +1 max HP and DMG per level, this way, if you get it on lvl 2 (worshiping the pactmaker at level 1 is mostly impractical), you'll only have the real benefits at level 8.&lt;br /&gt;
Since most boss fights are at level 7-8, you'll get only +1 damage and +1 max hp. Sure, the exp boost is nice, but even if the exp boost were absurdly high, and you could get to level 10, you would only get +3 damage and +3 max hp.&lt;br /&gt;
Compare it with taurog, in which killing half of the 39 monster on the map, would grant you +60% atk, or even +90% if you found all the glyphs. Heck, even Binlor Ironshield at level 2 would grant you +6 damage at level 8, and you don't lose any HP.&lt;br /&gt;
The increase in experience gain is overrated. The pactmaker must be booster, a suggestion would be having the character gain +2 max hp and damage per level and +2 experience per monster. That would prove a very strong god.&lt;br /&gt;
**The pactmaker is actually quite powerful in the right situations. You're overlooking that he also boosts max mana too. In addition, if you get enough health buffs or are using the right class, you can pretty much ignore Pactmaker's drawback at level 1 and pick it up then. This gives (at level 10, which pactmaker can actually make doable) a total gain of 4 max hp, 4 max damage and 9 max mana. The latter is what can make him very nice. I used pactmaker to finish two different dungeons. Unlike Taurog or Mystra which give bigger versions of their individual buffs, you can use both your magic and melee skills together. With the right class/race combo, this can be a very nasty god. [[Special:Contributions/78.101.75.189|78.101.75.189]]&lt;br /&gt;
***Update: Just used pactmaker to finish Factory with Gnome Wizard. Finished with 50 health, 14 mana, and a mana pot, plus a death protection effect. I was using BYSSEPS to swing for 72 a pop, healing with HALPME or potions, rinse repeat. I was level 10 thanks to grabbing Pactmaker before killng a single mob and using the Nuke &amp;amp; Explore trick on a level 8 Animated armor as my first kill, giving me a massive starting bonus. I still had about 1/5 of the dungeon unexplored as a backup reserve.[[Special:Contributions/78.101.75.189|78.101.75.189]]&lt;br /&gt;
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*I don't trust the tiki took too. I just played a rogue in the cript, and killed 35 out of 39 monsters without beeing hit, having a 55% dodge chance to face the bosses and some level 9 monsters. Having milked the most out of the god, it actually didn't help me very much. I know he doesn't have any restrictions and gives you a free health potion, but I got the feeling that he's a weak god.&lt;br /&gt;
Maybe increasing the dodge gain to 1.5% or even 2%, or maybe you could get free health potions for each 5 kills without taking damage.&lt;br /&gt;
**I agree here. I haven't gotten Tiki to contribute to a boss kill, because you wind up having to rely on luck for the final boss kill and it usually doesn't work, since you often need it  or 3 times in a row, whereas with a 50+ mana pool from the arcane god you can just spam fireball, even on magic resistant monsters.&lt;br /&gt;
**I disagree entirely. I think Tiki is one of the best gods: unlike almost every other god, theres no downside to worshipping him. Free health pot = awesome bonus. In one Library run, I started off with a Rogue, and by the end of the game my dodge rate was nearly 60%. Taking out the bosses was a cinch (although I did use cydstepp to help with the Wizard boss, admittedly).&lt;br /&gt;
***It IS completely based by luck, I had the same run as you, with a Rogue at the Crypt with 60% dodge and, even with cydsteep I could dodge the Wraith only once in five hits...&lt;/div&gt;</summary>
		<author><name>Patashu</name></author>	</entry>

	<entry>
		<id>http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=Brainstorming&amp;diff=862</id>
		<title>Brainstorming</title>
		<link rel="alternate" type="text/html" href="http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=Brainstorming&amp;diff=862"/>
				<updated>2010-06-05T15:01:22Z</updated>
		
		<summary type="html">&lt;p&gt;Patashu: added lots of comments&lt;/p&gt;
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&lt;div&gt;== Suggestions about this wiki ==&lt;br /&gt;
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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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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;
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== Suggestions for the game interface ==&lt;br /&gt;
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'''Avoid math computations -'''&lt;br /&gt;
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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:Account for damage reduction when showing how much damage enemies do.&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;br /&gt;
:Agree.  This applies to both the damage the monsters will deal to you after Monk bonus, Tower Shields, etc. and the damage you'll deal to them after their resistances, your Berserker bonus, etc.  This can either shown in the monsters Health Line or next to your attack value. --[[User:Twinge|Twinge]]&lt;br /&gt;
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'''Show which classes finished a dungeon -'''&lt;br /&gt;
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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: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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Can I suggest a menu redesign with a 'Go!' button, as opposed to simply clicking on the dungeon you want? That way, you can select each dungeon by clicking on it and the borders will show up around all the classes you've beaten it with for the dungeon you currently have selected. It'd streamline that aspect a bit.&lt;br /&gt;
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'''Rand-seed -''' 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;
&lt;br /&gt;
:: Seconded, but don't count a seeded game as a normal game, since a player could cheat by doing the same dungeon several times.&lt;br /&gt;
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&lt;br /&gt;
'''Picking up blood not compulsory''' Perhaps the Bloodmage and Vampire should have the ''option'' to pick up blood patches, or not.&lt;br /&gt;
Perhaps it could be done via the glyph interface.&lt;br /&gt;
Of course, if a summoned monster dies on a glyph, then I suppose that could lead to trouble.&lt;br /&gt;
: I'm not sure, I think it's an important bit of strategy, that you have to plan out where you stand. [[User:Neongrey|Neongrey]] 14:21, 23 April 2010 (UTC)&lt;br /&gt;
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'''Victory -'''  When I killed my first boss, I wasn't sure what to do next and spend several minutes clicking around before realising I should 'retire'. It would have been nice if the retire button was replaced with 'victory!' in those circumstances.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
'''Arrow keys -'''  I'd love to be able to use the arrow keys to navigate! -- [[Special:Contributions/99.238.53.245|99.238.53.245]] 16:58, 27 March 2010 (UTC)&lt;br /&gt;
: yes. Please.&lt;br /&gt;
:: Numeric keypad!&lt;br /&gt;
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'''Class description -'''&lt;br /&gt;
mtarini: I think it is a pity that the one-line descriptions of the classes are only visible once, when you unlock them (the ones like &amp;quot;rogue: a class that specializes at avoiding taking damage&amp;quot;).&lt;br /&gt;
Can we see them, maybe in smaller font and italics, when we roll over? BTW it the &amp;quot;three traits&amp;quot; system with traits name is very sweet.&lt;br /&gt;
[[User:Mtarini|Mtarini]] 19:30, 21 April 2010 (UTC)&lt;br /&gt;
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'''Fresh game start -''' Currently, when the game just first start, you have two dungeons: &amp;quot;normal&amp;quot; and &amp;quot;snake pit&amp;quot;. I would leave only &amp;quot;normal&amp;quot; for the first runs, until you win that one once. It just looks nicer... more &amp;quot;fresh and immediate&amp;quot; for newbie players. --[[User:Mtarini|Mtarini]] 23:21, 21 April 2010 (UTC)&lt;br /&gt;
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'''Tooltip -''' Position: I frequently hover over my character to remember the information the tooltip shows. However this tend to cover other interesting stuff, like adjacent monsters, which is mildly annoying. A possible solution could be to (a) move the tooltip when it's closer than 2-3 squares from the character; (b) include that information (current effects, traits) in the area below the runes.&lt;br /&gt;
&lt;br /&gt;
Information: instant death protection is not taken into account on a monster's tooltip. --[[User:Lejonmanen|Lejonmanen]] 09:25, 24 April 2010 (UTC)&lt;br /&gt;
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== Suggestions for the Gods 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;
:Seems TGG is pretty forgiving to me (more generous than the god they're copied from anyway!) - if you are an Assassin that isn't using poison, they're fine with it I think.  On the same topic, though, I think TGG altars shouldn't even spawn in the Crypt, because it basically makes it an auto-win for any class. --[[User:Twinge|Twinge]]&lt;br /&gt;
:: Agreed. By the same token, altars to Dracul shouldn't spawn in the crypt (unless it were to be included as a fourth &amp;quot;atmosphere&amp;quot; altar) due to his literally total uselessness there. --[[User:MrGuy|MrGuy]] 15:49, 9 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
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;
&lt;br /&gt;
: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;
&lt;br /&gt;
:Rather than change the mechanic of the god and render the special Gorgon class somewhat irrelevant, why not just change the reward? +1HP per level per enemy petrified, perhaps. Or +1HP per monster level. -ChaoSpectre&lt;br /&gt;
&lt;br /&gt;
::The Earthmother giving regular XP for stone kills seems quite fair, as it balances with you not being able to take those stones out of the way.&lt;br /&gt;
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:::Some wild ideas   --[[User:Lejonmanen|Lejonmanen]] 09:41, 24 April 2010 (UTC)&lt;br /&gt;
:::a) EM doubles MP recovery when exploring&lt;br /&gt;
:::b) Petrifying a monster regenerates MP equal to monster level&lt;br /&gt;
:::c) Each time a monster would petrify you, EM kills the monster and gives you +10% physical damage resistance (stone skin)&lt;br /&gt;
:::d) EM gives another rune (LEMMETRU) that creates a &amp;quot;tunnel&amp;quot;, preserving the rock but enabling the hero to go through, for a cost of 1 permanent HP per level&lt;br /&gt;
:::e) Petrifying monsters creates a &amp;quot;tunnel&amp;quot; instead of a solid wall&lt;br /&gt;
:::f) &amp;quot;Knowledge of earth&amp;quot; - can see walls 3 tiles away without revealing. Like the eye of scouting, but only for walls&lt;br /&gt;
&lt;br /&gt;
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;
: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;
:He could certainly use something - right now he's vaguely useful to grind up some gold slightly faster between real games, and even then mostly only if you don't have Goblin unlocked.  Giving 2 gold per kill instead of 1 - and maybe also removing the cap as mentioned above - probably still doesn't actually make him useful, but would be a start I guess.  Glittergfingers should probably be revamped completely, but that can wait until the whole gold system is revamped.&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;
:renouncing a God serves the purpose of being able to worship another one --[[User:Mtarini|Mtarini]] 17:04, 21 April 2010 (UTC)&lt;br /&gt;
::I was also able to renounce just to convert a glyph into a potion so that I had enough life to kill a boss.--[[User:Sxerks|Sxerks]] 02:22, 23 April 2010 (UTC)&lt;br /&gt;
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6) 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;
&lt;br /&gt;
7) Mystera Annur is absolutely terrible. The mana bonus can be useful, sure, but reducing your attack power to one is absolutely crippling, especially given that BURNDAYRAZ is much weaker than the standard melee attack even for your average wizard. Either lower the damage penalty, or have Annur increase the power/decrease the cost of BURNDAYRAZ. --[[User:MrGuy|MrGuy]] 15:46, 9 May 2010 (UTC)&lt;br /&gt;
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== Suggestions for the Scoring system ==&lt;br /&gt;
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rickgriffin: Thoughts about the high score board:&lt;br /&gt;
&lt;br /&gt;
1) Include which boss was defeated on the run.&lt;br /&gt;
: Agreed.  Also what god they were worshiping, if any. --[[User:Twinge|Twinge]]&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;
:Ideally there wouldn't be any clear best combos, and I think that is the goal down the road; there may be some combos that suck, but there shouldn't be any that dominate ranked games (I'm looking at you, Vampire &amp;amp; Human Rouge/Monk!)  Not that having separate charts for each class would be a bad thing, I'm just saying the bigger issue is one of overall balance =) --[[User:Twinge|Twinge]]&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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* Now that I think about it, having a score breakdown would be a neat thing too, so you could see what all contributed to a high score. [[Special:Contributions/68.159.130.228|68.159.130.228]] 13:28, 21 March 2010 (UTC) (rickgriffin)&lt;br /&gt;
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3) Berserkers wish to die in battle. When playing as a berserker, get a bonus for dying and a sizable penalty for retiring. --[[User:Egasimus|Egasimus]] 20:32, 4 May 2010 (UTC)&lt;br /&gt;
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4) Have an off-line high-score table.--[[User:Egasimus|Egasimus]] 20:32, 4 May 2010 (UTC)&lt;br /&gt;
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5) Damage dealt being a part of the scoring system should probably be capped, or removed entirely.  As it stands, the maximum bonus for speed (an instant win) would be 60 * 3 * 15 = 27,000.  The difference between a one minute win (impressively quick) and a two minute win (not bad) is only 1800 points.  On the other hand, the max bonus earned by maximizing damage dealt (bringing all monsters to low hp, exploring to heal them, etc.) is literally over a hundred thousand, and easily achievable with a level 1 Human Sorcerer (infinite casts of 4 damage fireball, not &amp;quot;skill&amp;quot;).  I feel like ending up with a mid-to-low tier high score somewhat detracts from the impressiveness of doing the entire dungeon in under a minute.  Some quick ideas at other way of calculating scores:&lt;br /&gt;
* Score could be based entirely off 'moves made' (the fewer tiles traveled / clicks before killing the boss, the better) &lt;br /&gt;
* Have &amp;quot;lightning short&amp;quot; times give exponentially more points (Maybe start with a x 9 modifier to the time score, and every 30 seconds it drops by x1)&lt;br /&gt;
* Classify scores by &amp;quot;games under 5 minutes&amp;quot;, &amp;quot;games under 10 minutes&amp;quot;, etc. &lt;br /&gt;
* Break ranked mode into multiple modes, where scoring is done differently in each (a &amp;quot;speed runs&amp;quot; dungeon, a &amp;quot;fewest moves&amp;quot; dungeon, a &amp;quot;maximum damage&amp;quot; dungeon where monsters don't heal, etc.)&lt;br /&gt;
* It seems odd that ranked dungeons are randomly generated at all.  The dungeon arrangement has a huge influence on a player's max potential score.  [[User:Varuka|Varuka]]&lt;br /&gt;
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== Suggestions for the glyph system ==&lt;br /&gt;
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&lt;br /&gt;
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;
: I like that there are random difficult starts. Don't turn in into a chess solitaire. ----&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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....make LEMMESEE work as an eye of scouting until the player attacks a monster. Or make it scout only nearby interesting stuff (monsters, shops, altars and runes) without displaying what they are (use a question mark icon) -Lejonmanen&lt;br /&gt;
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Limiting WEYTWUT to unexplored area would be a definite plus.&lt;br /&gt;
&lt;br /&gt;
== General suggestions==&lt;br /&gt;
'''Difficulty''':  After getting pretty good at the game with certain strategies, the fun becomes beating certain dungeons with certain classes.  I thought it'd be cool if it'd be possible to add some ability to increase the difficulty independently of class/race/dungeon, by adding bonus settings to place more (or bigger) bosses, or options to remove shops, not heal when exploring, etc.&lt;br /&gt;
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'''OpenSource?''' 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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'''Randomness -'''  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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'''Minimum gold -''' 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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: I would like that your max gold go to full inbetteen rounds, basicly I max my gold with the goblin/trasmutat and just hit &amp;quot;retire&amp;quot; , doing this meny times can max gold - but - shouldnt the game just do this automaticaly &amp;quot;max&amp;quot; my gold since i can do this trick anyway?&lt;br /&gt;
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:: On the contrary - on retiring without beating the dungeon boss, you shouldn't be able to keep all your gold. Hoarding sessions seem a bit unfair to me.--[[User:Egasimus|Egasimus]] 19:53, 5 May 2010 (UTC)&lt;br /&gt;
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'''ports -''' There really should be a iPhone/iTouch version of Desktop Dungeons. I think it would be awesome on the platform. Dont know how hard to port it is but you know, a suggestion:D&lt;br /&gt;
zreaperz-&lt;br /&gt;
:or even for Android. It is definitly the kind of time sink i'd love to have in my pocket&lt;br /&gt;
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:Any chance of a version for Mac OS X?&lt;br /&gt;
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== Suggestions for Objects / Shops ==&lt;br /&gt;
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'''&amp;quot;Dungeons and Dragons basic player manual&amp;quot;''' - after you buy this (expensive) object, you gain one extra EXP for each GOLD you collect! :-D  --[[User:Mtarini|Mtarini]] 22:59, 21 April 2010 (UTC)&lt;br /&gt;
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== Suggestions for the classes ==&lt;br /&gt;
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'''Religion oriented class? -''' It seems to me that the three current special classes could appear as Tier 4 classes.&lt;br /&gt;
* the &amp;quot;Transmuter&amp;quot; belongs to &amp;quot;Wizards&amp;quot;,  &lt;br /&gt;
* the &amp;quot;Crusader&amp;quot; belongs to &amp;quot;Fighters&amp;quot;, &lt;br /&gt;
* the &amp;quot;Tinker&amp;quot; belongs to &amp;quot;Thieves&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
That leaves the &amp;quot;Priest&amp;quot; line open for a new character: GOOD! because it is about time to have a ''Religion'' oriented class. Maybe one that senses altars, starts with an extra altar, and can belong to two religions (or, maybe, can get away with changing religions at any time).  --[[User:Mtarini|Mtarini]] 22:25, 21 April 2010 (UTC)&lt;br /&gt;
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----&lt;br /&gt;
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'''Tiers 5 classes?''' &lt;br /&gt;
* Thieves -&amp;gt; ''Ninjas'', specialized at stealth (see below)&lt;br /&gt;
* Fighters -&amp;gt; ''Man-at-arms'', specialized at armours (physical protection)?&lt;br /&gt;
* Priests -&amp;gt; ''Disbeliver'', specialized ''against'' religions? (someway)&lt;br /&gt;
* Wizards -&amp;gt; ''Alchimist'', specialized at potions? &lt;br /&gt;
: or maybe &lt;br /&gt;
* Wizards -&amp;gt; ''Archmages'': 2 MP regeneration, negative protections (take double phys damage), 0 start attack?&lt;br /&gt;
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just brainstorming...--[[User:Mtarini|Mtarini]] 22:25, 21 April 2010 (UTC)&lt;br /&gt;
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'''Ninjas''' - &amp;quot;a stealth assassin that acts in shadows&amp;quot;  ''[class porposal]''&lt;br /&gt;
&lt;br /&gt;
They have a glyph that allows them to go ''stealth mode'': in that mode, they explore the dungeon NOT revealing anything, but leaving stuff in shadow instead (just as the half-dragon's extended view radius, but at radius 1 not 2). So they sense monsters and stuff at radius 1, but cannot see what it is. That should feel like they are acting in total shadow. The very square they are in, the one &amp;quot;at radius 0&amp;quot;, is the only square being actually explored. Ninjas can attack a monster in shadow (not knowing what it actually is - risky!), gaining first strike, huge bonuses, and some 50% chance of monster being &amp;quot;dazed&amp;quot; and not fighting back for that round. The monster (if survives) is then revealed anyway. If the ninja would be killed in response, it gets out of stealth mode with 1 HP instead (and, if appropriate, poisoned, mana burned, or even turned into stone, etc). One can get out of stealth mode anytime by clicking on the glyph again (at no costs). &lt;br /&gt;
&lt;br /&gt;
Completing with the ninja might unlock the stealth glyph for other classes as well, but only the ninja should get the extra bonuses. So ninja would have, as traits: (1) starts with that glyph, (2) bonuses when attacking an unrevealed monster, (3) survives if killed by that monster. For other characters, attacking in stealth mode would be very very riscky (well, it ''would'' prevent life stealth from vampires, if they are killed).&lt;br /&gt;
&lt;br /&gt;
However stealth-mode is useful and powerful, for anyone, as it allows one to preview things but waste very little &amp;quot;explored space&amp;quot;. This could be balanced by negating the MP regeneration and/or one point of HP regeneration for the only square that is actually fully revealed (the one where the player is). The cost of activating the glyph itself should be 0.&lt;br /&gt;
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--[[User:Mtarini|Mtarini]] 22:25, 21 April 2010 (UTC)&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;
&lt;br /&gt;
: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;
:I can see the benefits/symmetry there, but I find thieves to be pretty awesome already, and I can see the effective playstyle of priests, so I dunno if this is really needed.&lt;br /&gt;
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Okay, maybe I'm just bad at using them, but bloodmages strike me as pretty terrible. I can see where the devs were going with it, but it starts with a glyph that can only be used effectively by one class (and not even well by the bloodmage!), an ability that the vampire already gets and can make way better use of, and a boost to mana potions that also carries a cost in health that negates the benefit from blood pools anyway. So I think we need to replace the tier 3 wizard class.&lt;br /&gt;
&lt;br /&gt;
*The class should have a playstyle centered around a glyph of some sort, which is unlocked for other classes upon winning and should ideally be usable by anyone.&lt;br /&gt;
*The class should also have a playstyle that focuses on glyph usage, in keeping with wizards and sorcerers.&lt;br /&gt;
*I'll put down a few ideas that sound awesome in my head right now, feedback on any (or more suggestions) would be super appreciated:&lt;br /&gt;
**Enchanters, which start with the DINTURT glyph (-20% to enemy's next attack), use less mana to cast glyphs that give bonuses like GETINDARE, BYSSEPS, and such, and gets higher attack boosts per level at the cost of lower health boosts per level.&lt;br /&gt;
**Occultists, which start with the BIYAPAL glyph (cast on a monster to have it assist in your next attack if it can move next to a monster, expensive and only affects one monster at a time), can move through monsters, and has lower damage to start with.&lt;br /&gt;
**Wild mages, which start with the WUTZINDABOCKS glyph (low cost, random glyph effect), generate 1 more of either shops, potions, or glyphs, and have a slight chance to use up no mana in casting a spell.&lt;br /&gt;
&lt;br /&gt;
== Still uncategorized ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Some more Random idea:&lt;br /&gt;
&lt;br /&gt;
Other Offensive spells (Difficult to implement, because the fireball is pretty well balanced at the moment)&lt;br /&gt;
Have 1 off glyphs that can be cast once, so a big Fireball explosion, maybe 12 damage per level for example?&lt;br /&gt;
&lt;br /&gt;
Have an offensive spell that either ties in with Max Mana, or your attack Power...?&lt;br /&gt;
&lt;br /&gt;
A spell like poison, maybe &amp;quot;STASIS&amp;quot; that binds the enemy and as you explore the dungeon it loses health. Although this would be like poison, maybe to balance it you lose health as well?&lt;br /&gt;
&lt;br /&gt;
Attack Ideas:&lt;br /&gt;
&lt;br /&gt;
Make a class like a thief or ranger, that does ranged damage. How i see this working would be 1 &amp;quot;free&amp;quot; attack before the monster retaliates and fights back. Conversely some monsters could have the &amp;quot;Cover or Awareness&amp;quot; ability that counters this.&lt;br /&gt;
: The problem with this is that it's essentially equivalent to attacking and having first strike on your last hit - either way it's a sequence of blows where you hit them one more time than they hit you. It's a different implementation of a mechanic already in game. --[[User:Patashu|Patashu]] 15:01, 5 June 2010 (UTC) &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Class ideas:&lt;br /&gt;
&lt;br /&gt;
There are classes that only use the health stat and not mana, how about the other way around? SO only mana? Maybe an Angel, or Elemental? Also for these classes have them do something usefull with the Mana or Health potions/Power ups..&lt;br /&gt;
&lt;br /&gt;
Other random ideas:&lt;br /&gt;
&lt;br /&gt;
Wildmage: When you use a mana potion you get a random effect.&lt;br /&gt;
&lt;br /&gt;
-----------------&lt;br /&gt;
Achievements: This game needs something to keep us addicted after getting the last unlock. The high score list won't do it for all players, but an achievements list would. It also provides a handy point system for a 'trait' system.&lt;br /&gt;
&lt;br /&gt;
Traits: Let players select benefits and penalties before each match. This can require 'points' (A certain number to start with, with more available as you complete achievements, or simply one point per dungeon beaten with each class) have an impact on the final score, or both. Example: Jerry selects four traits before his game. Heavy Handed, Explorer, Blackballed, and Veteran.&lt;br /&gt;
Heavy Handed prevents him from gaining any Dodge or First Strike abilities, but doubles damage dealt to creatures below level 5. (Score x 1)&lt;br /&gt;
Explorer adds 50% to health regeneration and +1 to mana regeneration from exploration. (Score x0.5)&lt;br /&gt;
Blackballed removes all shops from the map. (Score x1.25)&lt;br /&gt;
Veteran adds +1 xp per kill, as per the Fighter trait. (Score x0.8)&lt;br /&gt;
Jerry finishes the map with a score of 28000. After multipliers, he is awarded a final score of 14000 to submit to the leaderboards.&lt;br /&gt;
----&lt;br /&gt;
Brainstorming new glyphs:&lt;br /&gt;
&lt;br /&gt;
* IPHEELWEEK (Weaken) - Lower monster's attack power by 10%.&lt;br /&gt;
* WARIZHEL (Mass Charm) - Every monster makes an attack on an adjacent monster. (High-level monsters act first, targeting the lowest-level monster they can reach.)&lt;br /&gt;
* HIVOLTIJ (Chain lightning) - Deals 3 damage per level and leaps to any adjacent monsters.&lt;br /&gt;
* IKANSI (Selective Amnesia) - Unexplore twelve random tiles. (12 == casting cost.)&lt;br /&gt;
: A wizard could cast this, explore the tiles (possibly with LEMMISI) and regen hp AND be one mana up. Also consider that there's an item that doubles your mana regen, and I don't think a glyph like this is workable. --[[User:Patashu|Patashu]] 15:01, 5 June 2010 (UTC) &amp;lt;br&amp;gt;&lt;br /&gt;
* BEGON (Banish) - Instantly kill monster of lower level. Add their level to max health.&lt;br /&gt;
* CRAMBLEDEG (Warp world) - Scramble the dungeon. (Generate a new dungeon layout with the same number of monsters, shops, runes, etc. as the present.) Vanishes after one use.&lt;br /&gt;
: What about the state of visible/invisible tiles? Sounds like it would be either broken or...weird. --[[User:Patashu|Patashu]] 15:01, 5 June 2010 (UTC) &amp;lt;br&amp;gt;&lt;br /&gt;
* TOKIWOTOMARE (Time Stop) - Your next attack is completely unopposed. (Special monster abilities such as blink and life steal also turn off for the duration.) The strain on your body permanently reduces your damage bonus by 10%.&lt;br /&gt;
: Again, very similar to first strike. --[[User:Patashu|Patashu]] 15:01, 5 June 2010 (UTC) &amp;lt;br&amp;gt;&lt;br /&gt;
* NOTUITZME (Polymorph) - Transform monster into random monster of the same level.&lt;br /&gt;
* GLOINZADARK (Destruction) - Cause mass destruction centered on you. (Destroys all walls, shops, altars and floor objects within 3 tiles. Monsters 1 tile away take 6 * level damage, 2 tiles away take 4 * level damage, 3 tiles away take 2 * level damage. You go to 1 life.) Vanishes after one use.&lt;br /&gt;
: When would you use this? --[[User:Patashu|Patashu]] 15:01, 5 June 2010 (UTC) &amp;lt;br&amp;gt;&lt;br /&gt;
* SLEPOVREZN (Monster Migration) - Create new monster of level 1 to 9 somewhere in dungeon.&lt;br /&gt;
: Desktop Dungeons is meant to be about scarcity - this gets you something useful for almost nothing. Even if it's not something you can beat now, it'll be something you can beat later. --[[User:Patashu|Patashu]] 15:01, 5 June 2010 (UTC) &amp;lt;br&amp;gt;&lt;br /&gt;
* CUMONDEN (Enhance Monster) - Level up target monster.&lt;br /&gt;
* IZALWAZRITE (Summon Store) - Summon a phantasmal merchant. (One chance to purchase a random item.)&lt;br /&gt;
* BULKUP (Enhance Strength) - Increases base damage and max health by 1.&lt;br /&gt;
* INRI (Holy Symbol) - Drive monster back with 50% knockback damage, or 100% against undead.&lt;br /&gt;
* ZENERCARD (Clairvoyance) - Detect the location of any items and monsters within 3 tiles.&lt;br /&gt;
* NOUSIIT (Invisibility) - Gives 50% dodge chance for your next action.&lt;br /&gt;
&lt;br /&gt;
---------&lt;br /&gt;
Achievements:&lt;br /&gt;
* GODLESS - Follow no deity.&lt;br /&gt;
* AGNOSTIC - Follow all three available gods in a single run.&lt;br /&gt;
* SKIMMER - Reveal less than 50% of the map.&lt;br /&gt;
* PACIFIST - Killed boss but more than half of total monsters alive.&lt;br /&gt;
* THRIFTY - Didn't visit store.&lt;br /&gt;
* SCROOGE - Exited dungeon with 30 or more gold then you entered with.&lt;br /&gt;
&lt;br /&gt;
---------&lt;br /&gt;
Much like how vampires follow Dracul for free, Binlor should do something special for dwarves who follow him. [[User:Neongrey|Neongrey]] 03:11, 30 March 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
The dungeon specific monsters (naga, imp, vampire and armour) are pretty fun guys, and it would be nice to see them in the main dungeon. Perhaps as a reward for beating their dungeon with [x] classes.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
Petrification doesn't have any purpose but to please the Earthmother god. And the Earthmother doesn't have any purpose other than to make petrification useful. That's not good!&lt;br /&gt;
&lt;br /&gt;
SIMPLE IDEA:&lt;br /&gt;
Make petrification work in same way as a gorgon's death gaze: it counts as a kill in every way, but only works on monsters of less than some % health. Now it's a very situational assassination skill -- super-good against some bosses (like Super Meat Man) and super-bad against others (like Gharbad.)&lt;br /&gt;
&lt;br /&gt;
But this doesn't help that the gorgon class' innate petrification is either trivial (so long as they keep their ENDISWAL glyph) or game-wreckingly harmful (if they don't.) So:&lt;br /&gt;
&lt;br /&gt;
MORE COMPLEX IDEA:&lt;br /&gt;
Stoned monsters become statues which the character can push around the dungeon sokoban style.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-----------&lt;br /&gt;
&lt;br /&gt;
Love the game. Gushing aside, criticisms:&lt;br /&gt;
&lt;br /&gt;
Classes:&lt;br /&gt;
The best classes seem to be &amp;quot;mix&amp;quot; classes: thief and priest, for example. Classes that rely primarly on melee or magic (fighter, wizard) seem to have their work seriously cut out for them.&lt;br /&gt;
&lt;br /&gt;
Fighter is awful, and could use a buff. Perhaps &amp;quot;regenerate&amp;quot; his death save? (every 5 kills?)&lt;br /&gt;
Wizard is poor, even with the -1mp: largely because (imo) the only way to kill things with magic is fireball, and at high levels fireball does not scale well at all. Perhaps this more an issue with fireball, though.&lt;br /&gt;
Vampire is ungodly powerful, largely down to it having fireballs out the wazoo. Perhaps remove its ability to use magic? (and give it a buff somewhere else?)&lt;br /&gt;
Crusader seems weak to me... probably because momentum caps out. I have a hellish time defeating bosses with crusader, because after the first hit, damage drops significantly. Also, fireball causes momentum to reset - not sure if thats intended, but it renders fireball pretty much useless.&lt;br /&gt;
&lt;br /&gt;
Glyphs:&lt;br /&gt;
PISOF and WEYTWUT are both pretty much useless (unless you get trapped, but even still, id rather have pretty much anything else).&lt;br /&gt;
IMAWAL as noted many times above, is awful. Other people have good suggestions.&lt;br /&gt;
LEMMISI, even with the trick, I feel is underpowered: largely because once you run out of spaces to explore, it becomes useless. Perhaps reduce the MP cost to 1? Incidentally, it also causes vampire life leech to trigger. Not sure if thats meant.&lt;br /&gt;
APHEELSIK makes or breaks games, for many classes. Taking down Super Meat Man (or many others) becomes trivial with poison: if you dont have it, it becomes incredibly difficult (in some cases impossible - try take down Super Meat Man with a wizard, for example). As a possible alternative to messing around with poison, nerfing Boss Regen rate may help &amp;quot;fix&amp;quot; several aspects of the game.&lt;br /&gt;
BLUDTOPOWA is awful at high level. ~16 health for 1 MP is a rip. Increasing the MP gain or reducing the health drained (perhaps by half) would make it less awful, and would buff magic users.&lt;br /&gt;
BURNDAYRAZ as mentioned above, doesnt scale well. Magic users generally feel gimped as a result.&lt;br /&gt;
BYSSEPS could probably do with a &amp;quot;fail&amp;quot; if already cast. Not really important.&lt;br /&gt;
&lt;br /&gt;
Bosses:&lt;br /&gt;
Some bosses seem significantly easier than others. Part of the problem is what boss you get randomly assigned: perhaps thats just the nature of the game, but if i see a Tower of Goo as a melee class, I may as well just restart. Super meat man seems horrendously impossible without poison.&lt;br /&gt;
: it is not --[[User:Mtarini|Mtarini]] 19:41, 21 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
Other stuff:&lt;br /&gt;
As others have said, having to farm between games is sucky and encourages grinding. Remove the gold cap, start off every game with the bonus you would've got for clearing the crypt multiple times, and dont have gold transfer. Also, rather than having certain squares cause popups (such as altars or bosses), why not have the information appear at the side (and disappear if you move away)? It seems to break the game, and after the 300th boss conversation, I dont really care what they have to say. (Also, I had to fight a boss who was beside an altar, using poison. Every time I moved beside him, I got an altar popup. Bleh)&lt;br /&gt;
&lt;br /&gt;
Anyway, as I said, love the game and hope it continues to improve. --[[Special:Contributions/82.35.212.80|82.35.212.80]] 19:22, 5 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
------&lt;br /&gt;
&lt;br /&gt;
More people keeping an eye on spam and maybe only contributions for registered users. All this spam ;/&lt;br /&gt;
&lt;br /&gt;
-----------&lt;br /&gt;
&lt;br /&gt;
Should gorgons really still turn things to stone when they kill them with the fireball? They die from damage, not from the death gaze. [[User:Neongrey|Neongrey]] 14:21, 23 April 2010 (UTC)&lt;br /&gt;
 &lt;br /&gt;
---- &lt;br /&gt;
 &lt;br /&gt;
Lots of assorted ideas:&amp;lt;br&amp;gt;&lt;br /&gt;
1. Slightly randomize the amount of goodies available in the dungeon. Perhaps one round there'd be one less gold pile and one more attack upgrade, or one less glyph and one more health potion, or an extra 5th level monster, or whatever. It makes it more interesting if two identical characters can reach the end game with different proportions. Naturally, there should be a wider variety of useful glyphs (I pretty much find myself using the fireball and poison above everything else) and gods (Enough gods are of dubious use to make it possible that I wouldn't want any of the gods) to supplement this.&amp;lt;br&amp;gt;&lt;br /&gt;
2. I thought of a way to make PISOF useful:&amp;lt;br&amp;gt;&lt;br /&gt;
2a. Have monsters guard the tiles around them, and if you try to pick up something off the floor next to them (or use an altar/shop next to them? (or attack an enemy next to them??)) they get an attack on you, either at full strength or at diminished strength and without their normal on-hit effects. That way you might want to teleport a monster away to get at its goodies scot free. Spend mana to save HP (or to not die) (or to not get poisoned).&amp;lt;br&amp;gt;&lt;br /&gt;
2b. Generate the level such that monsters explicitly block the paths to caches of stuff, or prevent you from picking up stuff near them outright. (Perhaps only on the orthagonals?)&amp;lt;br&amp;gt;&lt;br /&gt;
3. I thought of a way to make ENDISWAL...not useful, but preserve the feel of it:&amp;lt;br&amp;gt;&lt;br /&gt;
Right now, it feels like it's an item that would have limited tactical benefit (grabbing bits of explore from the edges of the map, going around a monster blocking your way, etc.) but otherwise doesn't fit in the game, so a god has also been shoehorned in, but he doesn't make it too appealing either, what with gold being a mostly metagame material AND there being another gold-based god. &lt;br /&gt;
Why not implement a system of doors, with keys lying around the map (or dangling off of enemy's belts in a tantalizing fashion), with various glyph/class/item assisted ways to pick, force or circumnavigate them? Then ENDISWAL would have a clear purpose (getting around doors), or it could be replaced with a specific make-the-door-go-away glyph. You'd need a smarter level generator to ensure that all levels would be reasonable even with doors, but I think a smarter level generator is a good goal to strive for anyway. You could even colour code keys, so that unnecessarily difficult monster is worth killing to get its goodie cache, or maybe the boss is hiding behind a door which its henchmen has the key to, or so on! Also, chests, mmm. Keys keys keys.&amp;lt;br&amp;gt;&lt;br /&gt;
(Also, renouncing the Earthmother shouldn't turn EVERYTHING into stone, just drop enough stone to hamper your life unless you have teleportation or wall removal.)&amp;lt;br&amp;gt;&lt;br /&gt;
4. I thought of a way to make WEYTWUT useful:&amp;lt;br&amp;gt;&lt;br /&gt;
Make it a controlled teleport. Click a spot on the map, and the game will put you on the nearest open tile. Now you can use it to your advantage in conjunction with any way to sense monsters/glyphs.&lt;br /&gt;
Might be interesting to consider other forms of detection to compliment this - perhaps a form of detection that reveals the 9 and 10 level monsters, or revealing all of X item, or all the altars...&amp;lt;br&amp;gt;&lt;br /&gt;
5. I thought of a way to make IMAWAL useful:&amp;lt;br&amp;gt;&lt;br /&gt;
Ditch the idea of it instakilling a monster. It's a nonsensical idea in a game where monsters only threaten you if you threaten them. Instead, it would be great if it did something to mitigate the amount of damage they could do to you - perhaps a -% damage increase that 'regenerated' either with every exchange of blows or with every tile explored.&amp;lt;br&amp;gt;&lt;br /&gt;
6. Monsters that need buffs:&amp;lt;br&amp;gt;&lt;br /&gt;
6a. Animated armour need some kind of regeneration. Obviously any such system is going to be arbitrary, but maybe 1 level of save vs. death per...3, 4, 5, 6 tiles explored? Should the time it takes decrease with level? It's hard to think of a system for that. Obviously playtesting is needed, but if poison is broken so is this.&amp;lt;br&amp;gt;&lt;br /&gt;
6b. Goats should be tougher. Once golems come in there's nothing goats have on them. I mean, goats are basically the best animal, so they deserve better. Working off the idea of their boss, perhaps they could be a glass cannon that slightly resists magic?&amp;lt;br&amp;gt;&lt;br /&gt;
6c. Goo blobs, gorgons and bandits have already been given a mention.&amp;lt;br&amp;gt;&lt;br /&gt;
6d. In general, it'd be neat to vary the monsters up a bit more - I didn't realize so many of the monsters had the same 100% for one or both of the stats! If too many things share the exact same numbers, you run into a kind of 'threshold' problem: if your stats aren't quite high enough to surpass X barrier, they aren't helping at all, but as soon as they are you can go to town.&amp;lt;br&amp;gt;&lt;br /&gt;
7. Glyph idea - X% physical or magical or both resist for your next hit only? Like a defensive BYSSEPS.&amp;lt;br&amp;gt;&lt;br /&gt;
8. Some way to burn gold for a raw effect? Not sure if it'd be class or glyph related, but it'd make for a cool theme. I'm kind of picturing it being dragged onto the glyph exchanger to burn it for a stat boost ala the racial effects.&amp;lt;br&amp;gt;&lt;br /&gt;
9. A race that can burn a glyph for a supercharged next hit - some combination of extra damage, resist and ignoring extra enemy effects. Picturing 'boss killer/level catapulter'. (Actually, talking about all this brings to mind the idea of having a 'damage potion' and a 'resistance potion' - or would that be two resistance potions? - to supplant the two current potions, but maybe that'd make things too homogeneous, so perhaps not.&amp;lt;br&amp;gt;&lt;br /&gt;
10. How about an enemy with an innate chance to evade? I picture a cloud of bats for some reason. Maybe because they're Goddamned Bats.&amp;lt;br&amp;gt;&lt;br /&gt;
11. The pathfinding should try and involve moving to hit a monster such that it reveals nearby tiles, because doing so is often unwanted behaviour.&amp;lt;br&amp;gt;&lt;br /&gt;
12. Thinking about keys et all earlier got me onto the idea of traps - but is that too much of a jerk move for the game? I guess it'd be a fundamental mechanic change, so maybe not worth talking about.&amp;lt;br&amp;gt;&lt;br /&gt;
--[[User:Patashu|Patashu]] 14:23, 5 June 2010 (UTC)&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>Patashu</name></author>	</entry>

	<entry>
		<id>http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=Brainstorming&amp;diff=861</id>
		<title>Brainstorming</title>
		<link rel="alternate" type="text/html" href="http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=Brainstorming&amp;diff=861"/>
				<updated>2010-06-05T14:28:56Z</updated>
		
		<summary type="html">&lt;p&gt;Patashu: argh why are line breaks so hard&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Suggestions about this wiki ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&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;
&lt;br /&gt;
&lt;br /&gt;
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;
&lt;br /&gt;
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;
&lt;br /&gt;
== Suggestions for the game interface ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Avoid math computations -'''&lt;br /&gt;
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;
&lt;br /&gt;
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;
&lt;br /&gt;
:Account for damage reduction when showing how much damage enemies do.&lt;br /&gt;
&lt;br /&gt;
: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;br /&gt;
:Agree.  This applies to both the damage the monsters will deal to you after Monk bonus, Tower Shields, etc. and the damage you'll deal to them after their resistances, your Berserker bonus, etc.  This can either shown in the monsters Health Line or next to your attack value. --[[User:Twinge|Twinge]]&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
'''Show which classes finished a dungeon -'''&lt;br /&gt;
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;
&lt;br /&gt;
: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;
&lt;br /&gt;
Can I suggest a menu redesign with a 'Go!' button, as opposed to simply clicking on the dungeon you want? That way, you can select each dungeon by clicking on it and the borders will show up around all the classes you've beaten it with for the dungeon you currently have selected. It'd streamline that aspect a bit.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
'''Rand-seed -''' 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;
&lt;br /&gt;
: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;
&lt;br /&gt;
:: Seconded, but don't count a seeded game as a normal game, since a player could cheat by doing the same dungeon several times.&lt;br /&gt;
&lt;br /&gt;
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&lt;br /&gt;
'''Picking up blood not compulsory''' Perhaps the Bloodmage and Vampire should have the ''option'' to pick up blood patches, or not.&lt;br /&gt;
Perhaps it could be done via the glyph interface.&lt;br /&gt;
Of course, if a summoned monster dies on a glyph, then I suppose that could lead to trouble.&lt;br /&gt;
: I'm not sure, I think it's an important bit of strategy, that you have to plan out where you stand. [[User:Neongrey|Neongrey]] 14:21, 23 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
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'''Victory -'''  When I killed my first boss, I wasn't sure what to do next and spend several minutes clicking around before realising I should 'retire'. It would have been nice if the retire button was replaced with 'victory!' in those circumstances.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
'''Arrow keys -'''  I'd love to be able to use the arrow keys to navigate! -- [[Special:Contributions/99.238.53.245|99.238.53.245]] 16:58, 27 March 2010 (UTC)&lt;br /&gt;
: yes. Please.&lt;br /&gt;
:: Numeric keypad!&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
'''Class description -'''&lt;br /&gt;
mtarini: I think it is a pity that the one-line descriptions of the classes are only visible once, when you unlock them (the ones like &amp;quot;rogue: a class that specializes at avoiding taking damage&amp;quot;).&lt;br /&gt;
Can we see them, maybe in smaller font and italics, when we roll over? BTW it the &amp;quot;three traits&amp;quot; system with traits name is very sweet.&lt;br /&gt;
[[User:Mtarini|Mtarini]] 19:30, 21 April 2010 (UTC)&lt;br /&gt;
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&lt;br /&gt;
'''Fresh game start -''' Currently, when the game just first start, you have two dungeons: &amp;quot;normal&amp;quot; and &amp;quot;snake pit&amp;quot;. I would leave only &amp;quot;normal&amp;quot; for the first runs, until you win that one once. It just looks nicer... more &amp;quot;fresh and immediate&amp;quot; for newbie players. --[[User:Mtarini|Mtarini]] 23:21, 21 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
'''Tooltip -''' Position: I frequently hover over my character to remember the information the tooltip shows. However this tend to cover other interesting stuff, like adjacent monsters, which is mildly annoying. A possible solution could be to (a) move the tooltip when it's closer than 2-3 squares from the character; (b) include that information (current effects, traits) in the area below the runes.&lt;br /&gt;
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Information: instant death protection is not taken into account on a monster's tooltip. --[[User:Lejonmanen|Lejonmanen]] 09:25, 24 April 2010 (UTC)&lt;br /&gt;
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== Suggestions for the Gods system ==&lt;br /&gt;
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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;
:Seems TGG is pretty forgiving to me (more generous than the god they're copied from anyway!) - if you are an Assassin that isn't using poison, they're fine with it I think.  On the same topic, though, I think TGG altars shouldn't even spawn in the Crypt, because it basically makes it an auto-win for any class. --[[User:Twinge|Twinge]]&lt;br /&gt;
:: Agreed. By the same token, altars to Dracul shouldn't spawn in the crypt (unless it were to be included as a fourth &amp;quot;atmosphere&amp;quot; altar) due to his literally total uselessness there. --[[User:MrGuy|MrGuy]] 15:49, 9 May 2010 (UTC)&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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:Rather than change the mechanic of the god and render the special Gorgon class somewhat irrelevant, why not just change the reward? +1HP per level per enemy petrified, perhaps. Or +1HP per monster level. -ChaoSpectre&lt;br /&gt;
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::The Earthmother giving regular XP for stone kills seems quite fair, as it balances with you not being able to take those stones out of the way.&lt;br /&gt;
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:::Some wild ideas   --[[User:Lejonmanen|Lejonmanen]] 09:41, 24 April 2010 (UTC)&lt;br /&gt;
:::a) EM doubles MP recovery when exploring&lt;br /&gt;
:::b) Petrifying a monster regenerates MP equal to monster level&lt;br /&gt;
:::c) Each time a monster would petrify you, EM kills the monster and gives you +10% physical damage resistance (stone skin)&lt;br /&gt;
:::d) EM gives another rune (LEMMETRU) that creates a &amp;quot;tunnel&amp;quot;, preserving the rock but enabling the hero to go through, for a cost of 1 permanent HP per level&lt;br /&gt;
:::e) Petrifying monsters creates a &amp;quot;tunnel&amp;quot; instead of a solid wall&lt;br /&gt;
:::f) &amp;quot;Knowledge of earth&amp;quot; - can see walls 3 tiles away without revealing. Like the eye of scouting, but only for walls&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;
: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;
:He could certainly use something - right now he's vaguely useful to grind up some gold slightly faster between real games, and even then mostly only if you don't have Goblin unlocked.  Giving 2 gold per kill instead of 1 - and maybe also removing the cap as mentioned above - probably still doesn't actually make him useful, but would be a start I guess.  Glittergfingers should probably be revamped completely, but that can wait until the whole gold system is revamped.&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;
:renouncing a God serves the purpose of being able to worship another one --[[User:Mtarini|Mtarini]] 17:04, 21 April 2010 (UTC)&lt;br /&gt;
::I was also able to renounce just to convert a glyph into a potion so that I had enough life to kill a boss.--[[User:Sxerks|Sxerks]] 02:22, 23 April 2010 (UTC)&lt;br /&gt;
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6) 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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7) Mystera Annur is absolutely terrible. The mana bonus can be useful, sure, but reducing your attack power to one is absolutely crippling, especially given that BURNDAYRAZ is much weaker than the standard melee attack even for your average wizard. Either lower the damage penalty, or have Annur increase the power/decrease the cost of BURNDAYRAZ. --[[User:MrGuy|MrGuy]] 15:46, 9 May 2010 (UTC)&lt;br /&gt;
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== Suggestions for the Scoring system ==&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;
: Agreed.  Also what god they were worshiping, if any. --[[User:Twinge|Twinge]]&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;
:Ideally there wouldn't be any clear best combos, and I think that is the goal down the road; there may be some combos that suck, but there shouldn't be any that dominate ranked games (I'm looking at you, Vampire &amp;amp; Human Rouge/Monk!)  Not that having separate charts for each class would be a bad thing, I'm just saying the bigger issue is one of overall balance =) --[[User:Twinge|Twinge]]&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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* Now that I think about it, having a score breakdown would be a neat thing too, so you could see what all contributed to a high score. [[Special:Contributions/68.159.130.228|68.159.130.228]] 13:28, 21 March 2010 (UTC) (rickgriffin)&lt;br /&gt;
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3) Berserkers wish to die in battle. When playing as a berserker, get a bonus for dying and a sizable penalty for retiring. --[[User:Egasimus|Egasimus]] 20:32, 4 May 2010 (UTC)&lt;br /&gt;
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4) Have an off-line high-score table.--[[User:Egasimus|Egasimus]] 20:32, 4 May 2010 (UTC)&lt;br /&gt;
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5) Damage dealt being a part of the scoring system should probably be capped, or removed entirely.  As it stands, the maximum bonus for speed (an instant win) would be 60 * 3 * 15 = 27,000.  The difference between a one minute win (impressively quick) and a two minute win (not bad) is only 1800 points.  On the other hand, the max bonus earned by maximizing damage dealt (bringing all monsters to low hp, exploring to heal them, etc.) is literally over a hundred thousand, and easily achievable with a level 1 Human Sorcerer (infinite casts of 4 damage fireball, not &amp;quot;skill&amp;quot;).  I feel like ending up with a mid-to-low tier high score somewhat detracts from the impressiveness of doing the entire dungeon in under a minute.  Some quick ideas at other way of calculating scores:&lt;br /&gt;
* Score could be based entirely off 'moves made' (the fewer tiles traveled / clicks before killing the boss, the better) &lt;br /&gt;
* Have &amp;quot;lightning short&amp;quot; times give exponentially more points (Maybe start with a x 9 modifier to the time score, and every 30 seconds it drops by x1)&lt;br /&gt;
* Classify scores by &amp;quot;games under 5 minutes&amp;quot;, &amp;quot;games under 10 minutes&amp;quot;, etc. &lt;br /&gt;
* Break ranked mode into multiple modes, where scoring is done differently in each (a &amp;quot;speed runs&amp;quot; dungeon, a &amp;quot;fewest moves&amp;quot; dungeon, a &amp;quot;maximum damage&amp;quot; dungeon where monsters don't heal, etc.)&lt;br /&gt;
* It seems odd that ranked dungeons are randomly generated at all.  The dungeon arrangement has a huge influence on a player's max potential score.  [[User:Varuka|Varuka]]&lt;br /&gt;
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== 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;
: I like that there are random difficult starts. Don't turn in into a chess solitaire. ----&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;
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....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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....make LEMMESEE work as an eye of scouting until the player attacks a monster. Or make it scout only nearby interesting stuff (monsters, shops, altars and runes) without displaying what they are (use a question mark icon) -Lejonmanen&lt;br /&gt;
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Limiting WEYTWUT to unexplored area would be a definite plus.&lt;br /&gt;
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== General suggestions==&lt;br /&gt;
'''Difficulty''':  After getting pretty good at the game with certain strategies, the fun becomes beating certain dungeons with certain classes.  I thought it'd be cool if it'd be possible to add some ability to increase the difficulty independently of class/race/dungeon, by adding bonus settings to place more (or bigger) bosses, or options to remove shops, not heal when exploring, etc.&lt;br /&gt;
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'''OpenSource?''' 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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'''Randomness -'''  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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'''Minimum gold -''' 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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: I would like that your max gold go to full inbetteen rounds, basicly I max my gold with the goblin/trasmutat and just hit &amp;quot;retire&amp;quot; , doing this meny times can max gold - but - shouldnt the game just do this automaticaly &amp;quot;max&amp;quot; my gold since i can do this trick anyway?&lt;br /&gt;
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:: On the contrary - on retiring without beating the dungeon boss, you shouldn't be able to keep all your gold. Hoarding sessions seem a bit unfair to me.--[[User:Egasimus|Egasimus]] 19:53, 5 May 2010 (UTC)&lt;br /&gt;
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'''ports -''' There really should be a iPhone/iTouch version of Desktop Dungeons. I think it would be awesome on the platform. Dont know how hard to port it is but you know, a suggestion:D&lt;br /&gt;
zreaperz-&lt;br /&gt;
:or even for Android. It is definitly the kind of time sink i'd love to have in my pocket&lt;br /&gt;
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:Any chance of a version for Mac OS X?&lt;br /&gt;
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== Suggestions for Objects / Shops ==&lt;br /&gt;
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'''&amp;quot;Dungeons and Dragons basic player manual&amp;quot;''' - after you buy this (expensive) object, you gain one extra EXP for each GOLD you collect! :-D  --[[User:Mtarini|Mtarini]] 22:59, 21 April 2010 (UTC)&lt;br /&gt;
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== Suggestions for the classes ==&lt;br /&gt;
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'''Religion oriented class? -''' It seems to me that the three current special classes could appear as Tier 4 classes.&lt;br /&gt;
* the &amp;quot;Transmuter&amp;quot; belongs to &amp;quot;Wizards&amp;quot;,  &lt;br /&gt;
* the &amp;quot;Crusader&amp;quot; belongs to &amp;quot;Fighters&amp;quot;, &lt;br /&gt;
* the &amp;quot;Tinker&amp;quot; belongs to &amp;quot;Thieves&amp;quot;. &lt;br /&gt;
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That leaves the &amp;quot;Priest&amp;quot; line open for a new character: GOOD! because it is about time to have a ''Religion'' oriented class. Maybe one that senses altars, starts with an extra altar, and can belong to two religions (or, maybe, can get away with changing religions at any time).  --[[User:Mtarini|Mtarini]] 22:25, 21 April 2010 (UTC)&lt;br /&gt;
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'''Tiers 5 classes?''' &lt;br /&gt;
* Thieves -&amp;gt; ''Ninjas'', specialized at stealth (see below)&lt;br /&gt;
* Fighters -&amp;gt; ''Man-at-arms'', specialized at armours (physical protection)?&lt;br /&gt;
* Priests -&amp;gt; ''Disbeliver'', specialized ''against'' religions? (someway)&lt;br /&gt;
* Wizards -&amp;gt; ''Alchimist'', specialized at potions? &lt;br /&gt;
: or maybe &lt;br /&gt;
* Wizards -&amp;gt; ''Archmages'': 2 MP regeneration, negative protections (take double phys damage), 0 start attack?&lt;br /&gt;
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just brainstorming...--[[User:Mtarini|Mtarini]] 22:25, 21 April 2010 (UTC)&lt;br /&gt;
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'''Ninjas''' - &amp;quot;a stealth assassin that acts in shadows&amp;quot;  ''[class porposal]''&lt;br /&gt;
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They have a glyph that allows them to go ''stealth mode'': in that mode, they explore the dungeon NOT revealing anything, but leaving stuff in shadow instead (just as the half-dragon's extended view radius, but at radius 1 not 2). So they sense monsters and stuff at radius 1, but cannot see what it is. That should feel like they are acting in total shadow. The very square they are in, the one &amp;quot;at radius 0&amp;quot;, is the only square being actually explored. Ninjas can attack a monster in shadow (not knowing what it actually is - risky!), gaining first strike, huge bonuses, and some 50% chance of monster being &amp;quot;dazed&amp;quot; and not fighting back for that round. The monster (if survives) is then revealed anyway. If the ninja would be killed in response, it gets out of stealth mode with 1 HP instead (and, if appropriate, poisoned, mana burned, or even turned into stone, etc). One can get out of stealth mode anytime by clicking on the glyph again (at no costs). &lt;br /&gt;
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Completing with the ninja might unlock the stealth glyph for other classes as well, but only the ninja should get the extra bonuses. So ninja would have, as traits: (1) starts with that glyph, (2) bonuses when attacking an unrevealed monster, (3) survives if killed by that monster. For other characters, attacking in stealth mode would be very very riscky (well, it ''would'' prevent life stealth from vampires, if they are killed).&lt;br /&gt;
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However stealth-mode is useful and powerful, for anyone, as it allows one to preview things but waste very little &amp;quot;explored space&amp;quot;. This could be balanced by negating the MP regeneration and/or one point of HP regeneration for the only square that is actually fully revealed (the one where the player is). The cost of activating the glyph itself should be 0.&lt;br /&gt;
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--[[User:Mtarini|Mtarini]] 22:25, 21 April 2010 (UTC)&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;
:I can see the benefits/symmetry there, but I find thieves to be pretty awesome already, and I can see the effective playstyle of priests, so I dunno if this is really needed.&lt;br /&gt;
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Okay, maybe I'm just bad at using them, but bloodmages strike me as pretty terrible. I can see where the devs were going with it, but it starts with a glyph that can only be used effectively by one class (and not even well by the bloodmage!), an ability that the vampire already gets and can make way better use of, and a boost to mana potions that also carries a cost in health that negates the benefit from blood pools anyway. So I think we need to replace the tier 3 wizard class.&lt;br /&gt;
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*The class should have a playstyle centered around a glyph of some sort, which is unlocked for other classes upon winning and should ideally be usable by anyone.&lt;br /&gt;
*The class should also have a playstyle that focuses on glyph usage, in keeping with wizards and sorcerers.&lt;br /&gt;
*I'll put down a few ideas that sound awesome in my head right now, feedback on any (or more suggestions) would be super appreciated:&lt;br /&gt;
**Enchanters, which start with the DINTURT glyph (-20% to enemy's next attack), use less mana to cast glyphs that give bonuses like GETINDARE, BYSSEPS, and such, and gets higher attack boosts per level at the cost of lower health boosts per level.&lt;br /&gt;
**Occultists, which start with the BIYAPAL glyph (cast on a monster to have it assist in your next attack if it can move next to a monster, expensive and only affects one monster at a time), can move through monsters, and has lower damage to start with.&lt;br /&gt;
**Wild mages, which start with the WUTZINDABOCKS glyph (low cost, random glyph effect), generate 1 more of either shops, potions, or glyphs, and have a slight chance to use up no mana in casting a spell.&lt;br /&gt;
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== Still uncategorized ==&lt;br /&gt;
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Some more Random idea:&lt;br /&gt;
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Other Offensive spells (Difficult to implement, because the fireball is pretty well balanced at the moment)&lt;br /&gt;
Have 1 off glyphs that can be cast once, so a big Fireball explosion, maybe 12 damage per level for example?&lt;br /&gt;
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Have an offensive spell that either ties in with Max Mana, or your attack Power...?&lt;br /&gt;
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A spell like poison, maybe &amp;quot;STASIS&amp;quot; that binds the enemy and as you explore the dungeon it loses health. Although this would be like poison, maybe to balance it you lose health as well?&lt;br /&gt;
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Attack Ideas:&lt;br /&gt;
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Make a class like a thief or ranger, that does ranged damage. How i see this working would be 1 &amp;quot;free&amp;quot; attack before the monster retaliates and fights back. Conversely some monsters could have the &amp;quot;Cover or Awareness&amp;quot; ability that counters this.&lt;br /&gt;
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Class ideas:&lt;br /&gt;
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There are classes that only use the health stat and not mana, how about the other way around? SO only mana? Maybe an Angel, or Elemental? Also for these classes have them do something usefull with the Mana or Health potions/Power ups..&lt;br /&gt;
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Other random ideas:&lt;br /&gt;
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Wildmage: When you use a mana potion you get a random effect.&lt;br /&gt;
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Achievements: This game needs something to keep us addicted after getting the last unlock. The high score list won't do it for all players, but an achievements list would. It also provides a handy point system for a 'trait' system.&lt;br /&gt;
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Traits: Let players select benefits and penalties before each match. This can require 'points' (A certain number to start with, with more available as you complete achievements, or simply one point per dungeon beaten with each class) have an impact on the final score, or both. Example: Jerry selects four traits before his game. Heavy Handed, Explorer, Blackballed, and Veteran.&lt;br /&gt;
Heavy Handed prevents him from gaining any Dodge or First Strike abilities, but doubles damage dealt to creatures below level 5. (Score x 1)&lt;br /&gt;
Explorer adds 50% to health regeneration and +1 to mana regeneration from exploration. (Score x0.5)&lt;br /&gt;
Blackballed removes all shops from the map. (Score x1.25)&lt;br /&gt;
Veteran adds +1 xp per kill, as per the Fighter trait. (Score x0.8)&lt;br /&gt;
Jerry finishes the map with a score of 28000. After multipliers, he is awarded a final score of 14000 to submit to the leaderboards.&lt;br /&gt;
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Brainstorming new glyphs:&lt;br /&gt;
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* IPHEELWEEK (Weaken) - Lower monster's attack power by 10%.&lt;br /&gt;
* WARIZHEL (Mass Charm) - Every monster makes an attack on an adjacent monster. (High-level monsters act first, targeting the lowest-level monster they can reach.)&lt;br /&gt;
* HIVOLTIJ (Chain lightning) - Deals 3 damage per level and leaps to any adjacent monsters.&lt;br /&gt;
* IKANSI (Selective Amnesia) - Unexplore twelve random tiles. (12 == casting cost.)&lt;br /&gt;
* BEGON (Banish) - Instantly kill monster of lower level. Add their level to max health.&lt;br /&gt;
* CRAMBLEDEG (Warp world) - Scramble the dungeon. (Generate a new dungeon layout with the same number of monsters, shops, runes, etc. as the present.) Vanishes after one use.&lt;br /&gt;
* TOKIWOTOMARE (Time Stop) - Your next attack is completely unopposed. (Special monster abilities such as blink and life steal also turn off for the duration.) The strain on your body permanently reduces your damage bonus by 10%.&lt;br /&gt;
* NOTUITZME (Polymorph) - Transform monster into random monster of the same level.&lt;br /&gt;
* GLOINZADARK (Destruction) - Cause mass destruction centered on you. (Destroys all walls, shops, altars and floor objects within 3 tiles. Monsters 1 tile away take 6 * level damage, 2 tiles away take 4 * level damage, 3 tiles away take 2 * level damage. You go to 1 life.) Vanishes after one use.&lt;br /&gt;
* SLEPOVREZN (Monster Migration) - Create new monster of level 1 to 9 somewhere in dungeon.&lt;br /&gt;
* CUMONDEN (Enhance Monster) - Level up target monster.&lt;br /&gt;
* IZALWAZRITE (Summon Store) - Summon a phantasmal merchant. (One chance to purchase a random item.)&lt;br /&gt;
* BULKUP (Enhance Strength) - Increases base damage and max health by 1.&lt;br /&gt;
* INRI (Holy Symbol) - Drive monster back with 50% knockback damage, or 100% against undead.&lt;br /&gt;
* ZENERCARD (Clairvoyance) - Detect the location of any items and monsters within 3 tiles.&lt;br /&gt;
* NOUSIIT (Invisibility) - Gives 50% dodge chance for your next action.&lt;br /&gt;
&lt;br /&gt;
---------&lt;br /&gt;
Achievements:&lt;br /&gt;
* GODLESS - Follow no deity.&lt;br /&gt;
* AGNOSTIC - Follow all three available gods in a single run.&lt;br /&gt;
* SKIMMER - Reveal less than 50% of the map.&lt;br /&gt;
* PACIFIST - Killed boss but more than half of total monsters alive.&lt;br /&gt;
* THRIFTY - Didn't visit store.&lt;br /&gt;
* SCROOGE - Exited dungeon with 30 or more gold then you entered with.&lt;br /&gt;
&lt;br /&gt;
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Much like how vampires follow Dracul for free, Binlor should do something special for dwarves who follow him. [[User:Neongrey|Neongrey]] 03:11, 30 March 2010 (UTC)&lt;br /&gt;
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The dungeon specific monsters (naga, imp, vampire and armour) are pretty fun guys, and it would be nice to see them in the main dungeon. Perhaps as a reward for beating their dungeon with [x] classes.&lt;br /&gt;
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Petrification doesn't have any purpose but to please the Earthmother god. And the Earthmother doesn't have any purpose other than to make petrification useful. That's not good!&lt;br /&gt;
&lt;br /&gt;
SIMPLE IDEA:&lt;br /&gt;
Make petrification work in same way as a gorgon's death gaze: it counts as a kill in every way, but only works on monsters of less than some % health. Now it's a very situational assassination skill -- super-good against some bosses (like Super Meat Man) and super-bad against others (like Gharbad.)&lt;br /&gt;
&lt;br /&gt;
But this doesn't help that the gorgon class' innate petrification is either trivial (so long as they keep their ENDISWAL glyph) or game-wreckingly harmful (if they don't.) So:&lt;br /&gt;
&lt;br /&gt;
MORE COMPLEX IDEA:&lt;br /&gt;
Stoned monsters become statues which the character can push around the dungeon sokoban style.&lt;br /&gt;
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&lt;br /&gt;
Love the game. Gushing aside, criticisms:&lt;br /&gt;
&lt;br /&gt;
Classes:&lt;br /&gt;
The best classes seem to be &amp;quot;mix&amp;quot; classes: thief and priest, for example. Classes that rely primarly on melee or magic (fighter, wizard) seem to have their work seriously cut out for them.&lt;br /&gt;
&lt;br /&gt;
Fighter is awful, and could use a buff. Perhaps &amp;quot;regenerate&amp;quot; his death save? (every 5 kills?)&lt;br /&gt;
Wizard is poor, even with the -1mp: largely because (imo) the only way to kill things with magic is fireball, and at high levels fireball does not scale well at all. Perhaps this more an issue with fireball, though.&lt;br /&gt;
Vampire is ungodly powerful, largely down to it having fireballs out the wazoo. Perhaps remove its ability to use magic? (and give it a buff somewhere else?)&lt;br /&gt;
Crusader seems weak to me... probably because momentum caps out. I have a hellish time defeating bosses with crusader, because after the first hit, damage drops significantly. Also, fireball causes momentum to reset - not sure if thats intended, but it renders fireball pretty much useless.&lt;br /&gt;
&lt;br /&gt;
Glyphs:&lt;br /&gt;
PISOF and WEYTWUT are both pretty much useless (unless you get trapped, but even still, id rather have pretty much anything else).&lt;br /&gt;
IMAWAL as noted many times above, is awful. Other people have good suggestions.&lt;br /&gt;
LEMMISI, even with the trick, I feel is underpowered: largely because once you run out of spaces to explore, it becomes useless. Perhaps reduce the MP cost to 1? Incidentally, it also causes vampire life leech to trigger. Not sure if thats meant.&lt;br /&gt;
APHEELSIK makes or breaks games, for many classes. Taking down Super Meat Man (or many others) becomes trivial with poison: if you dont have it, it becomes incredibly difficult (in some cases impossible - try take down Super Meat Man with a wizard, for example). As a possible alternative to messing around with poison, nerfing Boss Regen rate may help &amp;quot;fix&amp;quot; several aspects of the game.&lt;br /&gt;
BLUDTOPOWA is awful at high level. ~16 health for 1 MP is a rip. Increasing the MP gain or reducing the health drained (perhaps by half) would make it less awful, and would buff magic users.&lt;br /&gt;
BURNDAYRAZ as mentioned above, doesnt scale well. Magic users generally feel gimped as a result.&lt;br /&gt;
BYSSEPS could probably do with a &amp;quot;fail&amp;quot; if already cast. Not really important.&lt;br /&gt;
&lt;br /&gt;
Bosses:&lt;br /&gt;
Some bosses seem significantly easier than others. Part of the problem is what boss you get randomly assigned: perhaps thats just the nature of the game, but if i see a Tower of Goo as a melee class, I may as well just restart. Super meat man seems horrendously impossible without poison.&lt;br /&gt;
: it is not --[[User:Mtarini|Mtarini]] 19:41, 21 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
Other stuff:&lt;br /&gt;
As others have said, having to farm between games is sucky and encourages grinding. Remove the gold cap, start off every game with the bonus you would've got for clearing the crypt multiple times, and dont have gold transfer. Also, rather than having certain squares cause popups (such as altars or bosses), why not have the information appear at the side (and disappear if you move away)? It seems to break the game, and after the 300th boss conversation, I dont really care what they have to say. (Also, I had to fight a boss who was beside an altar, using poison. Every time I moved beside him, I got an altar popup. Bleh)&lt;br /&gt;
&lt;br /&gt;
Anyway, as I said, love the game and hope it continues to improve. --[[Special:Contributions/82.35.212.80|82.35.212.80]] 19:22, 5 April 2010 (UTC)&lt;br /&gt;
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More people keeping an eye on spam and maybe only contributions for registered users. All this spam ;/&lt;br /&gt;
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Should gorgons really still turn things to stone when they kill them with the fireball? They die from damage, not from the death gaze. [[User:Neongrey|Neongrey]] 14:21, 23 April 2010 (UTC)&lt;br /&gt;
 &lt;br /&gt;
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 &lt;br /&gt;
Lots of assorted ideas:&amp;lt;br&amp;gt;&lt;br /&gt;
1. Slightly randomize the amount of goodies available in the dungeon. Perhaps one round there'd be one less gold pile and one more attack upgrade, or one less glyph and one more health potion, or an extra 5th level monster, or whatever. It makes it more interesting if two identical characters can reach the end game with different proportions. Naturally, there should be a wider variety of useful glyphs (I pretty much find myself using the fireball and poison above everything else) and gods (Enough gods are of dubious use to make it possible that I wouldn't want any of the gods) to supplement this.&amp;lt;br&amp;gt;&lt;br /&gt;
2. I thought of a way to make PISOF useful:&amp;lt;br&amp;gt;&lt;br /&gt;
2a. Have monsters guard the tiles around them, and if you try to pick up something off the floor next to them (or use an altar/shop next to them? (or attack an enemy next to them??)) they get an attack on you, either at full strength or at diminished strength and without their normal on-hit effects. That way you might want to teleport a monster away to get at its goodies scot free. Spend mana to save HP (or to not die) (or to not get poisoned).&amp;lt;br&amp;gt;&lt;br /&gt;
2b. Generate the level such that monsters explicitly block the paths to caches of stuff, or prevent you from picking up stuff near them outright. (Perhaps only on the orthagonals?)&amp;lt;br&amp;gt;&lt;br /&gt;
3. I thought of a way to make ENDISWAL...not useful, but preserve the feel of it:&amp;lt;br&amp;gt;&lt;br /&gt;
Right now, it feels like it's an item that would have limited tactical benefit (grabbing bits of explore from the edges of the map, going around a monster blocking your way, etc.) but otherwise doesn't fit in the game, so a god has also been shoehorned in, but he doesn't make it too appealing either, what with gold being a mostly metagame material AND there being another gold-based god. &lt;br /&gt;
Why not implement a system of doors, with keys lying around the map (or dangling off of enemy's belts in a tantalizing fashion), with various glyph/class/item assisted ways to pick, force or circumnavigate them? Then ENDISWAL would have a clear purpose (getting around doors), or it could be replaced with a specific make-the-door-go-away glyph. You'd need a smarter level generator to ensure that all levels would be reasonable even with doors, but I think a smarter level generator is a good goal to strive for anyway. You could even colour code keys, so that unnecessarily difficult monster is worth killing to get its goodie cache, or maybe the boss is hiding behind a door which its henchmen has the key to, or so on! Also, chests, mmm. Keys keys keys.&amp;lt;br&amp;gt;&lt;br /&gt;
(Also, renouncing the Earthmother shouldn't turn EVERYTHING into stone, just drop enough stone to hamper your life unless you have teleportation or wall removal.)&amp;lt;br&amp;gt;&lt;br /&gt;
4. I thought of a way to make WEYTWUT useful:&amp;lt;br&amp;gt;&lt;br /&gt;
Make it a controlled teleport. Click a spot on the map, and the game will put you on the nearest open tile. Now you can use it to your advantage in conjunction with any way to sense monsters/glyphs.&lt;br /&gt;
Might be interesting to consider other forms of detection to compliment this - perhaps a form of detection that reveals the 9 and 10 level monsters, or revealing all of X item, or all the altars...&amp;lt;br&amp;gt;&lt;br /&gt;
5. I thought of a way to make IMAWAL useful:&amp;lt;br&amp;gt;&lt;br /&gt;
Ditch the idea of it instakilling a monster. It's a nonsensical idea in a game where monsters only threaten you if you threaten them. Instead, it would be great if it did something to mitigate the amount of damage they could do to you - perhaps a -% damage increase that 'regenerated' either with every exchange of blows or with every tile explored.&amp;lt;br&amp;gt;&lt;br /&gt;
6. Monsters that need buffs:&amp;lt;br&amp;gt;&lt;br /&gt;
6a. Animated armour need some kind of regeneration. Obviously any such system is going to be arbitrary, but maybe 1 level of save vs. death per...3, 4, 5, 6 tiles explored? Should the time it takes decrease with level? It's hard to think of a system for that. Obviously playtesting is needed, but if poison is broken so is this.&amp;lt;br&amp;gt;&lt;br /&gt;
6b. Goats should be tougher. Once golems come in there's nothing goats have on them. I mean, goats are basically the best animal, so they deserve better. Working off the idea of their boss, perhaps they could be a glass cannon that slightly resists magic?&amp;lt;br&amp;gt;&lt;br /&gt;
6c. Goo blobs, gorgons and bandits have already been given a mention.&amp;lt;br&amp;gt;&lt;br /&gt;
6d. In general, it'd be neat to vary the monsters up a bit more - I didn't realize so many of the monsters had the same 100% for one or both of the stats! If too many things share the exact same numbers, you run into a kind of 'threshold' problem: if your stats aren't quite high enough to surpass X barrier, they aren't helping at all, but as soon as they are you can go to town.&amp;lt;br&amp;gt;&lt;br /&gt;
7. Glyph idea - X% physical or magical or both resist for your next hit only? Like a defensive BYSSEPS.&amp;lt;br&amp;gt;&lt;br /&gt;
8. Some way to burn gold for a raw effect? Not sure if it'd be class or glyph related, but it'd make for a cool theme. I'm kind of picturing it being dragged onto the glyph exchanger to burn it for a stat boost ala the racial effects.&amp;lt;br&amp;gt;&lt;br /&gt;
9. A race that can burn a glyph for a supercharged next hit - some combination of extra damage, resist and ignoring extra enemy effects. Picturing 'boss killer/level catapulter'. (Actually, talking about all this brings to mind the idea of having a 'damage potion' and a 'resistance potion' - or would that be two resistance potions? - to supplant the two current potions, but maybe that'd make things too homogeneous, so perhaps not.&amp;lt;br&amp;gt;&lt;br /&gt;
10. How about an enemy with an innate chance to evade? I picture a cloud of bats for some reason. Maybe because they're Goddamned Bats.&amp;lt;br&amp;gt;&lt;br /&gt;
11. The pathfinding should try and involve moving to hit a monster such that it reveals nearby tiles, because doing so is often unwanted behaviour.&amp;lt;br&amp;gt;&lt;br /&gt;
12. Thinking about keys et all earlier got me onto the idea of traps - but is that too much of a jerk move for the game? I guess it'd be a fundamental mechanic change, so maybe not worth talking about.&amp;lt;br&amp;gt;&lt;br /&gt;
--[[User:Patashu|Patashu]] 14:23, 5 June 2010 (UTC)&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>Patashu</name></author>	</entry>

	<entry>
		<id>http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=Brainstorming&amp;diff=860</id>
		<title>Brainstorming</title>
		<link rel="alternate" type="text/html" href="http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=Brainstorming&amp;diff=860"/>
				<updated>2010-06-05T14:23:45Z</updated>
		
		<summary type="html">&lt;p&gt;Patashu: /* Still uncategorized */ added lots of thoughts&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Suggestions about this wiki ==&lt;br /&gt;
&lt;br /&gt;
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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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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;
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== Suggestions for the game interface ==&lt;br /&gt;
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'''Avoid math computations -'''&lt;br /&gt;
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;
&lt;br /&gt;
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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:Account for damage reduction when showing how much damage enemies do.&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;br /&gt;
:Agree.  This applies to both the damage the monsters will deal to you after Monk bonus, Tower Shields, etc. and the damage you'll deal to them after their resistances, your Berserker bonus, etc.  This can either shown in the monsters Health Line or next to your attack value. --[[User:Twinge|Twinge]]&lt;br /&gt;
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'''Show which classes finished a dungeon -'''&lt;br /&gt;
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;
&lt;br /&gt;
: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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Can I suggest a menu redesign with a 'Go!' button, as opposed to simply clicking on the dungeon you want? That way, you can select each dungeon by clicking on it and the borders will show up around all the classes you've beaten it with for the dungeon you currently have selected. It'd streamline that aspect a bit.&lt;br /&gt;
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'''Rand-seed -''' 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;
&lt;br /&gt;
: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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:: Seconded, but don't count a seeded game as a normal game, since a player could cheat by doing the same dungeon several times.&lt;br /&gt;
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'''Picking up blood not compulsory''' Perhaps the Bloodmage and Vampire should have the ''option'' to pick up blood patches, or not.&lt;br /&gt;
Perhaps it could be done via the glyph interface.&lt;br /&gt;
Of course, if a summoned monster dies on a glyph, then I suppose that could lead to trouble.&lt;br /&gt;
: I'm not sure, I think it's an important bit of strategy, that you have to plan out where you stand. [[User:Neongrey|Neongrey]] 14:21, 23 April 2010 (UTC)&lt;br /&gt;
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'''Victory -'''  When I killed my first boss, I wasn't sure what to do next and spend several minutes clicking around before realising I should 'retire'. It would have been nice if the retire button was replaced with 'victory!' in those circumstances.&lt;br /&gt;
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'''Arrow keys -'''  I'd love to be able to use the arrow keys to navigate! -- [[Special:Contributions/99.238.53.245|99.238.53.245]] 16:58, 27 March 2010 (UTC)&lt;br /&gt;
: yes. Please.&lt;br /&gt;
:: Numeric keypad!&lt;br /&gt;
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'''Class description -'''&lt;br /&gt;
mtarini: I think it is a pity that the one-line descriptions of the classes are only visible once, when you unlock them (the ones like &amp;quot;rogue: a class that specializes at avoiding taking damage&amp;quot;).&lt;br /&gt;
Can we see them, maybe in smaller font and italics, when we roll over? BTW it the &amp;quot;three traits&amp;quot; system with traits name is very sweet.&lt;br /&gt;
[[User:Mtarini|Mtarini]] 19:30, 21 April 2010 (UTC)&lt;br /&gt;
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'''Fresh game start -''' Currently, when the game just first start, you have two dungeons: &amp;quot;normal&amp;quot; and &amp;quot;snake pit&amp;quot;. I would leave only &amp;quot;normal&amp;quot; for the first runs, until you win that one once. It just looks nicer... more &amp;quot;fresh and immediate&amp;quot; for newbie players. --[[User:Mtarini|Mtarini]] 23:21, 21 April 2010 (UTC)&lt;br /&gt;
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'''Tooltip -''' Position: I frequently hover over my character to remember the information the tooltip shows. However this tend to cover other interesting stuff, like adjacent monsters, which is mildly annoying. A possible solution could be to (a) move the tooltip when it's closer than 2-3 squares from the character; (b) include that information (current effects, traits) in the area below the runes.&lt;br /&gt;
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Information: instant death protection is not taken into account on a monster's tooltip. --[[User:Lejonmanen|Lejonmanen]] 09:25, 24 April 2010 (UTC)&lt;br /&gt;
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== Suggestions for the Gods 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;
:Seems TGG is pretty forgiving to me (more generous than the god they're copied from anyway!) - if you are an Assassin that isn't using poison, they're fine with it I think.  On the same topic, though, I think TGG altars shouldn't even spawn in the Crypt, because it basically makes it an auto-win for any class. --[[User:Twinge|Twinge]]&lt;br /&gt;
:: Agreed. By the same token, altars to Dracul shouldn't spawn in the crypt (unless it were to be included as a fourth &amp;quot;atmosphere&amp;quot; altar) due to his literally total uselessness there. --[[User:MrGuy|MrGuy]] 15:49, 9 May 2010 (UTC)&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;
&lt;br /&gt;
: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;
&lt;br /&gt;
:Rather than change the mechanic of the god and render the special Gorgon class somewhat irrelevant, why not just change the reward? +1HP per level per enemy petrified, perhaps. Or +1HP per monster level. -ChaoSpectre&lt;br /&gt;
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::The Earthmother giving regular XP for stone kills seems quite fair, as it balances with you not being able to take those stones out of the way.&lt;br /&gt;
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:::Some wild ideas   --[[User:Lejonmanen|Lejonmanen]] 09:41, 24 April 2010 (UTC)&lt;br /&gt;
:::a) EM doubles MP recovery when exploring&lt;br /&gt;
:::b) Petrifying a monster regenerates MP equal to monster level&lt;br /&gt;
:::c) Each time a monster would petrify you, EM kills the monster and gives you +10% physical damage resistance (stone skin)&lt;br /&gt;
:::d) EM gives another rune (LEMMETRU) that creates a &amp;quot;tunnel&amp;quot;, preserving the rock but enabling the hero to go through, for a cost of 1 permanent HP per level&lt;br /&gt;
:::e) Petrifying monsters creates a &amp;quot;tunnel&amp;quot; instead of a solid wall&lt;br /&gt;
:::f) &amp;quot;Knowledge of earth&amp;quot; - can see walls 3 tiles away without revealing. Like the eye of scouting, but only for walls&lt;br /&gt;
&lt;br /&gt;
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;
: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;
:He could certainly use something - right now he's vaguely useful to grind up some gold slightly faster between real games, and even then mostly only if you don't have Goblin unlocked.  Giving 2 gold per kill instead of 1 - and maybe also removing the cap as mentioned above - probably still doesn't actually make him useful, but would be a start I guess.  Glittergfingers should probably be revamped completely, but that can wait until the whole gold system is revamped.&lt;br /&gt;
&lt;br /&gt;
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;
:renouncing a God serves the purpose of being able to worship another one --[[User:Mtarini|Mtarini]] 17:04, 21 April 2010 (UTC)&lt;br /&gt;
::I was also able to renounce just to convert a glyph into a potion so that I had enough life to kill a boss.--[[User:Sxerks|Sxerks]] 02:22, 23 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
6) 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;
&lt;br /&gt;
7) Mystera Annur is absolutely terrible. The mana bonus can be useful, sure, but reducing your attack power to one is absolutely crippling, especially given that BURNDAYRAZ is much weaker than the standard melee attack even for your average wizard. Either lower the damage penalty, or have Annur increase the power/decrease the cost of BURNDAYRAZ. --[[User:MrGuy|MrGuy]] 15:46, 9 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Suggestions for the Scoring system ==&lt;br /&gt;
&lt;br /&gt;
rickgriffin: Thoughts about the high score board:&lt;br /&gt;
&lt;br /&gt;
1) Include which boss was defeated on the run.&lt;br /&gt;
: Agreed.  Also what god they were worshiping, if any. --[[User:Twinge|Twinge]]&lt;br /&gt;
&lt;br /&gt;
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;
:Ideally there wouldn't be any clear best combos, and I think that is the goal down the road; there may be some combos that suck, but there shouldn't be any that dominate ranked games (I'm looking at you, Vampire &amp;amp; Human Rouge/Monk!)  Not that having separate charts for each class would be a bad thing, I'm just saying the bigger issue is one of overall balance =) --[[User:Twinge|Twinge]]&lt;br /&gt;
&lt;br /&gt;
* 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;
&lt;br /&gt;
* Now that I think about it, having a score breakdown would be a neat thing too, so you could see what all contributed to a high score. [[Special:Contributions/68.159.130.228|68.159.130.228]] 13:28, 21 March 2010 (UTC) (rickgriffin)&lt;br /&gt;
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3) Berserkers wish to die in battle. When playing as a berserker, get a bonus for dying and a sizable penalty for retiring. --[[User:Egasimus|Egasimus]] 20:32, 4 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
4) Have an off-line high-score table.--[[User:Egasimus|Egasimus]] 20:32, 4 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
5) Damage dealt being a part of the scoring system should probably be capped, or removed entirely.  As it stands, the maximum bonus for speed (an instant win) would be 60 * 3 * 15 = 27,000.  The difference between a one minute win (impressively quick) and a two minute win (not bad) is only 1800 points.  On the other hand, the max bonus earned by maximizing damage dealt (bringing all monsters to low hp, exploring to heal them, etc.) is literally over a hundred thousand, and easily achievable with a level 1 Human Sorcerer (infinite casts of 4 damage fireball, not &amp;quot;skill&amp;quot;).  I feel like ending up with a mid-to-low tier high score somewhat detracts from the impressiveness of doing the entire dungeon in under a minute.  Some quick ideas at other way of calculating scores:&lt;br /&gt;
* Score could be based entirely off 'moves made' (the fewer tiles traveled / clicks before killing the boss, the better) &lt;br /&gt;
* Have &amp;quot;lightning short&amp;quot; times give exponentially more points (Maybe start with a x 9 modifier to the time score, and every 30 seconds it drops by x1)&lt;br /&gt;
* Classify scores by &amp;quot;games under 5 minutes&amp;quot;, &amp;quot;games under 10 minutes&amp;quot;, etc. &lt;br /&gt;
* Break ranked mode into multiple modes, where scoring is done differently in each (a &amp;quot;speed runs&amp;quot; dungeon, a &amp;quot;fewest moves&amp;quot; dungeon, a &amp;quot;maximum damage&amp;quot; dungeon where monsters don't heal, etc.)&lt;br /&gt;
* It seems odd that ranked dungeons are randomly generated at all.  The dungeon arrangement has a huge influence on a player's max potential score.  [[User:Varuka|Varuka]]&lt;br /&gt;
&lt;br /&gt;
== Suggestions for the glyph system ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
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;
: I like that there are random difficult starts. Don't turn in into a chess solitaire. ----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
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;
&lt;br /&gt;
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;
&lt;br /&gt;
....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;
&lt;br /&gt;
....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;
&lt;br /&gt;
....make LEMMESEE work as an eye of scouting until the player attacks a monster. Or make it scout only nearby interesting stuff (monsters, shops, altars and runes) without displaying what they are (use a question mark icon) -Lejonmanen&lt;br /&gt;
&lt;br /&gt;
Limiting WEYTWUT to unexplored area would be a definite plus.&lt;br /&gt;
&lt;br /&gt;
== General suggestions==&lt;br /&gt;
'''Difficulty''':  After getting pretty good at the game with certain strategies, the fun becomes beating certain dungeons with certain classes.  I thought it'd be cool if it'd be possible to add some ability to increase the difficulty independently of class/race/dungeon, by adding bonus settings to place more (or bigger) bosses, or options to remove shops, not heal when exploring, etc.&lt;br /&gt;
&lt;br /&gt;
'''OpenSource?''' 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;
&lt;br /&gt;
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'''Randomness -'''  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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'''Minimum gold -''' 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;
&lt;br /&gt;
: I would like that your max gold go to full inbetteen rounds, basicly I max my gold with the goblin/trasmutat and just hit &amp;quot;retire&amp;quot; , doing this meny times can max gold - but - shouldnt the game just do this automaticaly &amp;quot;max&amp;quot; my gold since i can do this trick anyway?&lt;br /&gt;
&lt;br /&gt;
:: On the contrary - on retiring without beating the dungeon boss, you shouldn't be able to keep all your gold. Hoarding sessions seem a bit unfair to me.--[[User:Egasimus|Egasimus]] 19:53, 5 May 2010 (UTC)&lt;br /&gt;
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'''ports -''' There really should be a iPhone/iTouch version of Desktop Dungeons. I think it would be awesome on the platform. Dont know how hard to port it is but you know, a suggestion:D&lt;br /&gt;
zreaperz-&lt;br /&gt;
:or even for Android. It is definitly the kind of time sink i'd love to have in my pocket&lt;br /&gt;
&lt;br /&gt;
:Any chance of a version for Mac OS X?&lt;br /&gt;
&lt;br /&gt;
== Suggestions for Objects / Shops ==&lt;br /&gt;
&lt;br /&gt;
'''&amp;quot;Dungeons and Dragons basic player manual&amp;quot;''' - after you buy this (expensive) object, you gain one extra EXP for each GOLD you collect! :-D  --[[User:Mtarini|Mtarini]] 22:59, 21 April 2010 (UTC)&lt;br /&gt;
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&lt;br /&gt;
== Suggestions for the classes ==&lt;br /&gt;
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'''Religion oriented class? -''' It seems to me that the three current special classes could appear as Tier 4 classes.&lt;br /&gt;
* the &amp;quot;Transmuter&amp;quot; belongs to &amp;quot;Wizards&amp;quot;,  &lt;br /&gt;
* the &amp;quot;Crusader&amp;quot; belongs to &amp;quot;Fighters&amp;quot;, &lt;br /&gt;
* the &amp;quot;Tinker&amp;quot; belongs to &amp;quot;Thieves&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
That leaves the &amp;quot;Priest&amp;quot; line open for a new character: GOOD! because it is about time to have a ''Religion'' oriented class. Maybe one that senses altars, starts with an extra altar, and can belong to two religions (or, maybe, can get away with changing religions at any time).  --[[User:Mtarini|Mtarini]] 22:25, 21 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Tiers 5 classes?''' &lt;br /&gt;
* Thieves -&amp;gt; ''Ninjas'', specialized at stealth (see below)&lt;br /&gt;
* Fighters -&amp;gt; ''Man-at-arms'', specialized at armours (physical protection)?&lt;br /&gt;
* Priests -&amp;gt; ''Disbeliver'', specialized ''against'' religions? (someway)&lt;br /&gt;
* Wizards -&amp;gt; ''Alchimist'', specialized at potions? &lt;br /&gt;
: or maybe &lt;br /&gt;
* Wizards -&amp;gt; ''Archmages'': 2 MP regeneration, negative protections (take double phys damage), 0 start attack?&lt;br /&gt;
&lt;br /&gt;
just brainstorming...--[[User:Mtarini|Mtarini]] 22:25, 21 April 2010 (UTC)&lt;br /&gt;
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----&lt;br /&gt;
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'''Ninjas''' - &amp;quot;a stealth assassin that acts in shadows&amp;quot;  ''[class porposal]''&lt;br /&gt;
&lt;br /&gt;
They have a glyph that allows them to go ''stealth mode'': in that mode, they explore the dungeon NOT revealing anything, but leaving stuff in shadow instead (just as the half-dragon's extended view radius, but at radius 1 not 2). So they sense monsters and stuff at radius 1, but cannot see what it is. That should feel like they are acting in total shadow. The very square they are in, the one &amp;quot;at radius 0&amp;quot;, is the only square being actually explored. Ninjas can attack a monster in shadow (not knowing what it actually is - risky!), gaining first strike, huge bonuses, and some 50% chance of monster being &amp;quot;dazed&amp;quot; and not fighting back for that round. The monster (if survives) is then revealed anyway. If the ninja would be killed in response, it gets out of stealth mode with 1 HP instead (and, if appropriate, poisoned, mana burned, or even turned into stone, etc). One can get out of stealth mode anytime by clicking on the glyph again (at no costs). &lt;br /&gt;
&lt;br /&gt;
Completing with the ninja might unlock the stealth glyph for other classes as well, but only the ninja should get the extra bonuses. So ninja would have, as traits: (1) starts with that glyph, (2) bonuses when attacking an unrevealed monster, (3) survives if killed by that monster. For other characters, attacking in stealth mode would be very very riscky (well, it ''would'' prevent life stealth from vampires, if they are killed).&lt;br /&gt;
&lt;br /&gt;
However stealth-mode is useful and powerful, for anyone, as it allows one to preview things but waste very little &amp;quot;explored space&amp;quot;. This could be balanced by negating the MP regeneration and/or one point of HP regeneration for the only square that is actually fully revealed (the one where the player is). The cost of activating the glyph itself should be 0.&lt;br /&gt;
&lt;br /&gt;
--[[User:Mtarini|Mtarini]] 22:25, 21 April 2010 (UTC)&lt;br /&gt;
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----&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;
&lt;br /&gt;
: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;
&lt;br /&gt;
: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;
&lt;br /&gt;
: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;
&lt;br /&gt;
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;
:I can see the benefits/symmetry there, but I find thieves to be pretty awesome already, and I can see the effective playstyle of priests, so I dunno if this is really needed.&lt;br /&gt;
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Okay, maybe I'm just bad at using them, but bloodmages strike me as pretty terrible. I can see where the devs were going with it, but it starts with a glyph that can only be used effectively by one class (and not even well by the bloodmage!), an ability that the vampire already gets and can make way better use of, and a boost to mana potions that also carries a cost in health that negates the benefit from blood pools anyway. So I think we need to replace the tier 3 wizard class.&lt;br /&gt;
&lt;br /&gt;
*The class should have a playstyle centered around a glyph of some sort, which is unlocked for other classes upon winning and should ideally be usable by anyone.&lt;br /&gt;
*The class should also have a playstyle that focuses on glyph usage, in keeping with wizards and sorcerers.&lt;br /&gt;
*I'll put down a few ideas that sound awesome in my head right now, feedback on any (or more suggestions) would be super appreciated:&lt;br /&gt;
**Enchanters, which start with the DINTURT glyph (-20% to enemy's next attack), use less mana to cast glyphs that give bonuses like GETINDARE, BYSSEPS, and such, and gets higher attack boosts per level at the cost of lower health boosts per level.&lt;br /&gt;
**Occultists, which start with the BIYAPAL glyph (cast on a monster to have it assist in your next attack if it can move next to a monster, expensive and only affects one monster at a time), can move through monsters, and has lower damage to start with.&lt;br /&gt;
**Wild mages, which start with the WUTZINDABOCKS glyph (low cost, random glyph effect), generate 1 more of either shops, potions, or glyphs, and have a slight chance to use up no mana in casting a spell.&lt;br /&gt;
&lt;br /&gt;
== Still uncategorized ==&lt;br /&gt;
&lt;br /&gt;
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Some more Random idea:&lt;br /&gt;
&lt;br /&gt;
Other Offensive spells (Difficult to implement, because the fireball is pretty well balanced at the moment)&lt;br /&gt;
Have 1 off glyphs that can be cast once, so a big Fireball explosion, maybe 12 damage per level for example?&lt;br /&gt;
&lt;br /&gt;
Have an offensive spell that either ties in with Max Mana, or your attack Power...?&lt;br /&gt;
&lt;br /&gt;
A spell like poison, maybe &amp;quot;STASIS&amp;quot; that binds the enemy and as you explore the dungeon it loses health. Although this would be like poison, maybe to balance it you lose health as well?&lt;br /&gt;
&lt;br /&gt;
Attack Ideas:&lt;br /&gt;
&lt;br /&gt;
Make a class like a thief or ranger, that does ranged damage. How i see this working would be 1 &amp;quot;free&amp;quot; attack before the monster retaliates and fights back. Conversely some monsters could have the &amp;quot;Cover or Awareness&amp;quot; ability that counters this.&lt;br /&gt;
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Class ideas:&lt;br /&gt;
&lt;br /&gt;
There are classes that only use the health stat and not mana, how about the other way around? SO only mana? Maybe an Angel, or Elemental? Also for these classes have them do something usefull with the Mana or Health potions/Power ups..&lt;br /&gt;
&lt;br /&gt;
Other random ideas:&lt;br /&gt;
&lt;br /&gt;
Wildmage: When you use a mana potion you get a random effect.&lt;br /&gt;
&lt;br /&gt;
-----------------&lt;br /&gt;
Achievements: This game needs something to keep us addicted after getting the last unlock. The high score list won't do it for all players, but an achievements list would. It also provides a handy point system for a 'trait' system.&lt;br /&gt;
&lt;br /&gt;
Traits: Let players select benefits and penalties before each match. This can require 'points' (A certain number to start with, with more available as you complete achievements, or simply one point per dungeon beaten with each class) have an impact on the final score, or both. Example: Jerry selects four traits before his game. Heavy Handed, Explorer, Blackballed, and Veteran.&lt;br /&gt;
Heavy Handed prevents him from gaining any Dodge or First Strike abilities, but doubles damage dealt to creatures below level 5. (Score x 1)&lt;br /&gt;
Explorer adds 50% to health regeneration and +1 to mana regeneration from exploration. (Score x0.5)&lt;br /&gt;
Blackballed removes all shops from the map. (Score x1.25)&lt;br /&gt;
Veteran adds +1 xp per kill, as per the Fighter trait. (Score x0.8)&lt;br /&gt;
Jerry finishes the map with a score of 28000. After multipliers, he is awarded a final score of 14000 to submit to the leaderboards.&lt;br /&gt;
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Brainstorming new glyphs:&lt;br /&gt;
&lt;br /&gt;
* IPHEELWEEK (Weaken) - Lower monster's attack power by 10%.&lt;br /&gt;
* WARIZHEL (Mass Charm) - Every monster makes an attack on an adjacent monster. (High-level monsters act first, targeting the lowest-level monster they can reach.)&lt;br /&gt;
* HIVOLTIJ (Chain lightning) - Deals 3 damage per level and leaps to any adjacent monsters.&lt;br /&gt;
* IKANSI (Selective Amnesia) - Unexplore twelve random tiles. (12 == casting cost.)&lt;br /&gt;
* BEGON (Banish) - Instantly kill monster of lower level. Add their level to max health.&lt;br /&gt;
* CRAMBLEDEG (Warp world) - Scramble the dungeon. (Generate a new dungeon layout with the same number of monsters, shops, runes, etc. as the present.) Vanishes after one use.&lt;br /&gt;
* TOKIWOTOMARE (Time Stop) - Your next attack is completely unopposed. (Special monster abilities such as blink and life steal also turn off for the duration.) The strain on your body permanently reduces your damage bonus by 10%.&lt;br /&gt;
* NOTUITZME (Polymorph) - Transform monster into random monster of the same level.&lt;br /&gt;
* GLOINZADARK (Destruction) - Cause mass destruction centered on you. (Destroys all walls, shops, altars and floor objects within 3 tiles. Monsters 1 tile away take 6 * level damage, 2 tiles away take 4 * level damage, 3 tiles away take 2 * level damage. You go to 1 life.) Vanishes after one use.&lt;br /&gt;
* SLEPOVREZN (Monster Migration) - Create new monster of level 1 to 9 somewhere in dungeon.&lt;br /&gt;
* CUMONDEN (Enhance Monster) - Level up target monster.&lt;br /&gt;
* IZALWAZRITE (Summon Store) - Summon a phantasmal merchant. (One chance to purchase a random item.)&lt;br /&gt;
* BULKUP (Enhance Strength) - Increases base damage and max health by 1.&lt;br /&gt;
* INRI (Holy Symbol) - Drive monster back with 50% knockback damage, or 100% against undead.&lt;br /&gt;
* ZENERCARD (Clairvoyance) - Detect the location of any items and monsters within 3 tiles.&lt;br /&gt;
* NOUSIIT (Invisibility) - Gives 50% dodge chance for your next action.&lt;br /&gt;
&lt;br /&gt;
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Achievements:&lt;br /&gt;
* GODLESS - Follow no deity.&lt;br /&gt;
* AGNOSTIC - Follow all three available gods in a single run.&lt;br /&gt;
* SKIMMER - Reveal less than 50% of the map.&lt;br /&gt;
* PACIFIST - Killed boss but more than half of total monsters alive.&lt;br /&gt;
* THRIFTY - Didn't visit store.&lt;br /&gt;
* SCROOGE - Exited dungeon with 30 or more gold then you entered with.&lt;br /&gt;
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Much like how vampires follow Dracul for free, Binlor should do something special for dwarves who follow him. [[User:Neongrey|Neongrey]] 03:11, 30 March 2010 (UTC)&lt;br /&gt;
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The dungeon specific monsters (naga, imp, vampire and armour) are pretty fun guys, and it would be nice to see them in the main dungeon. Perhaps as a reward for beating their dungeon with [x] classes.&lt;br /&gt;
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Petrification doesn't have any purpose but to please the Earthmother god. And the Earthmother doesn't have any purpose other than to make petrification useful. That's not good!&lt;br /&gt;
&lt;br /&gt;
SIMPLE IDEA:&lt;br /&gt;
Make petrification work in same way as a gorgon's death gaze: it counts as a kill in every way, but only works on monsters of less than some % health. Now it's a very situational assassination skill -- super-good against some bosses (like Super Meat Man) and super-bad against others (like Gharbad.)&lt;br /&gt;
&lt;br /&gt;
But this doesn't help that the gorgon class' innate petrification is either trivial (so long as they keep their ENDISWAL glyph) or game-wreckingly harmful (if they don't.) So:&lt;br /&gt;
&lt;br /&gt;
MORE COMPLEX IDEA:&lt;br /&gt;
Stoned monsters become statues which the character can push around the dungeon sokoban style.&lt;br /&gt;
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Love the game. Gushing aside, criticisms:&lt;br /&gt;
&lt;br /&gt;
Classes:&lt;br /&gt;
The best classes seem to be &amp;quot;mix&amp;quot; classes: thief and priest, for example. Classes that rely primarly on melee or magic (fighter, wizard) seem to have their work seriously cut out for them.&lt;br /&gt;
&lt;br /&gt;
Fighter is awful, and could use a buff. Perhaps &amp;quot;regenerate&amp;quot; his death save? (every 5 kills?)&lt;br /&gt;
Wizard is poor, even with the -1mp: largely because (imo) the only way to kill things with magic is fireball, and at high levels fireball does not scale well at all. Perhaps this more an issue with fireball, though.&lt;br /&gt;
Vampire is ungodly powerful, largely down to it having fireballs out the wazoo. Perhaps remove its ability to use magic? (and give it a buff somewhere else?)&lt;br /&gt;
Crusader seems weak to me... probably because momentum caps out. I have a hellish time defeating bosses with crusader, because after the first hit, damage drops significantly. Also, fireball causes momentum to reset - not sure if thats intended, but it renders fireball pretty much useless.&lt;br /&gt;
&lt;br /&gt;
Glyphs:&lt;br /&gt;
PISOF and WEYTWUT are both pretty much useless (unless you get trapped, but even still, id rather have pretty much anything else).&lt;br /&gt;
IMAWAL as noted many times above, is awful. Other people have good suggestions.&lt;br /&gt;
LEMMISI, even with the trick, I feel is underpowered: largely because once you run out of spaces to explore, it becomes useless. Perhaps reduce the MP cost to 1? Incidentally, it also causes vampire life leech to trigger. Not sure if thats meant.&lt;br /&gt;
APHEELSIK makes or breaks games, for many classes. Taking down Super Meat Man (or many others) becomes trivial with poison: if you dont have it, it becomes incredibly difficult (in some cases impossible - try take down Super Meat Man with a wizard, for example). As a possible alternative to messing around with poison, nerfing Boss Regen rate may help &amp;quot;fix&amp;quot; several aspects of the game.&lt;br /&gt;
BLUDTOPOWA is awful at high level. ~16 health for 1 MP is a rip. Increasing the MP gain or reducing the health drained (perhaps by half) would make it less awful, and would buff magic users.&lt;br /&gt;
BURNDAYRAZ as mentioned above, doesnt scale well. Magic users generally feel gimped as a result.&lt;br /&gt;
BYSSEPS could probably do with a &amp;quot;fail&amp;quot; if already cast. Not really important.&lt;br /&gt;
&lt;br /&gt;
Bosses:&lt;br /&gt;
Some bosses seem significantly easier than others. Part of the problem is what boss you get randomly assigned: perhaps thats just the nature of the game, but if i see a Tower of Goo as a melee class, I may as well just restart. Super meat man seems horrendously impossible without poison.&lt;br /&gt;
: it is not --[[User:Mtarini|Mtarini]] 19:41, 21 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
Other stuff:&lt;br /&gt;
As others have said, having to farm between games is sucky and encourages grinding. Remove the gold cap, start off every game with the bonus you would've got for clearing the crypt multiple times, and dont have gold transfer. Also, rather than having certain squares cause popups (such as altars or bosses), why not have the information appear at the side (and disappear if you move away)? It seems to break the game, and after the 300th boss conversation, I dont really care what they have to say. (Also, I had to fight a boss who was beside an altar, using poison. Every time I moved beside him, I got an altar popup. Bleh)&lt;br /&gt;
&lt;br /&gt;
Anyway, as I said, love the game and hope it continues to improve. --[[Special:Contributions/82.35.212.80|82.35.212.80]] 19:22, 5 April 2010 (UTC)&lt;br /&gt;
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More people keeping an eye on spam and maybe only contributions for registered users. All this spam ;/&lt;br /&gt;
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&lt;br /&gt;
Should gorgons really still turn things to stone when they kill them with the fireball? They die from damage, not from the death gaze. [[User:Neongrey|Neongrey]] 14:21, 23 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Lots of assorted ideas:&lt;br /&gt;
1. Slightly randomize the amount of goodies available in the dungeon. Perhaps one round there'd be one less gold pile and one more attack upgrade, or one less glyph and one more health potion, or an extra 5th level monster, or whatever. It makes it more interesting if two identical characters can reach the end game with different proportions. Naturally, there should be a wider variety of useful glyphs (I pretty much find myself using the fireball and poison above everything else) and gods (Enough gods are of dubious use to make it possible that I wouldn't want any of the gods) to supplement this.&lt;br /&gt;
2. I thought of a way to make PISOF useful:&lt;br /&gt;
2a. Have monsters guard the tiles around them, and if you try to pick up something off the floor next to them (or use an altar/shop next to them? (or attack an enemy next to them??)) they get an attack on you, either at full strength or at diminished strength and without their normal on-hit effects. That way you might want to teleport a monster away to get at its goodies scot free. Spend mana to save HP (or to not die) (or to not get poisoned).&lt;br /&gt;
2b. Generate the level such that monsters explicitly block the paths to caches of stuff, or prevent you from picking up stuff near them outright. (Perhaps only on the orthagonals?)&lt;br /&gt;
3. I thought of a way to make ENDISWAL...not useful, but preserve the feel of it:&lt;br /&gt;
Right now, it feels like it's an item that would have limited tactical benefit (grabbing bits of explore from the edges of the map, going around a monster blocking your way, etc.) but otherwise doesn't fit in the game, so a god has also been shoehorned in, but he doesn't make it too appealing either, what with gold being a mostly metagame material AND there being another gold-based god.&lt;br /&gt;
Why not implement a system of doors, with keys lying around the map (or dangling off of enemy's belts in a tantalizing fashion), with various glyph/class/item assisted ways to pick, force or circumnavigate them? Then ENDISWAL would have a clear purpose (getting around doors), or it could be replaced with a specific make-the-door-go-away glyph. You'd need a smarter level generator to ensure that all levels would be reasonable even with doors, but I think a smarter level generator is a good goal to strive for anyway. You could even colour code keys, so that unnecessarily difficult monster is worth killing to get its goodie cache, or maybe the boss is hiding behind a door which its henchmen has the key to, or so on! Also, chests, mmm. Keys keys keys.&lt;br /&gt;
(Also, renouncing the Earthmother shouldn't turn EVERYTHING into stone, just drop enough stone to hamper your life unless you have teleportation or wall removal.)&lt;br /&gt;
4. I thought of a way to make WEYTWUT useful:&lt;br /&gt;
Make it a controlled teleport. Click a spot on the map, and the game will put you on the nearest open tile. Now you can use it to your advantage in conjunction with any way to sense monsters/glyphs.&lt;br /&gt;
Might be interesting to consider other forms of detection to compliment this - perhaps a form of detection that reveals the 9 and 10 level monsters, or revealing all of X item, or all the altars...&lt;br /&gt;
5. I thought of a way to make IMAWAL useful:&lt;br /&gt;
Ditch the idea of it instakilling a monster. It's a nonsensical idea in a game where monsters only threaten you if you threaten them. Instead, it would be great if it did something to mitigate the amount of damage they could do to you - perhaps a -% damage increase that 'regenerated' either with every exchange of blows or with every tile explored.&lt;br /&gt;
6. Monsters that need buffs:&lt;br /&gt;
6a. Animated armour need some kind of regeneration. Obviously any such system is going to be arbitrary, but maybe 1 level of save vs. death per...3, 4, 5, 6 tiles explored? Should the time it takes decrease with level? It's hard to think of a system for that. Obviously playtesting is needed, but if poison is broken so is this.&lt;br /&gt;
6b. Goats should be tougher. Once golems come in there's nothing goats have on them. I mean, goats are basically the best animal, so they deserve better. Working off the idea of their boss, perhaps they could be a glass cannon that slightly resists magic?&lt;br /&gt;
6c. Goo blobs, gorgons and bandits have already been given a mention.&lt;br /&gt;
6d. In general, it'd be neat to vary the monsters up a bit more - I didn't realize so many of the monsters had the same 100% for one or both of the stats! If too many things share the exact same numbers, you run into a kind of 'threshold' problem: if your stats aren't quite high enough to surpass X barrier, they aren't helping at all, but as soon as they are you can go to town.&lt;br /&gt;
7. Glyph idea - X% physical or magical or both resist for your next hit only? Like a defensive BYSSEPS.&lt;br /&gt;
8. Some way to burn gold for a raw effect? Not sure if it'd be class or glyph related, but it'd make for a cool theme. I'm kind of picturing it being dragged onto the glyph exchanger to burn it for a stat boost ala the racial effects.&lt;br /&gt;
9. A race that can burn a glyph for a supercharged next hit - some combination of extra damage, resist and ignoring extra enemy effects. Picturing 'boss killer/level catapulter'.&lt;br /&gt;
10. How about an enemy with an innate chance to evade? I picture a cloud of bats for some reason. Maybe because they're Goddamned Bats.&lt;br /&gt;
11. The pathfinding should try and involve moving to hit a monster such that it reveals nearby tiles, because doing so is often unwanted behaviour.&lt;br /&gt;
12. Thinking about keys et all earlier got me onto the idea of traps - but is that too much of a jerk move for the game? I guess it'd be a fundamental mechanic change, so maybe not worth talking about.&lt;br /&gt;
--[[User:Patashu|Patashu]] 14:23, 5 June 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Patashu</name></author>	</entry>

	<entry>
		<id>http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=Alpha:Meat_man&amp;diff=859</id>
		<title>Alpha:Meat man</title>
		<link rel="alternate" type="text/html" href="http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=Alpha:Meat_man&amp;diff=859"/>
				<updated>2010-06-05T13:14:00Z</updated>
		
		<summary type="html">&lt;p&gt;Patashu: /* Strategies */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The '''meat man''' is one of the [[monsters]] that roams the Desktop Dungeons. It is one of the four default monsters available at the start, and features low attack power, but high defense. The boss version of the meat man is '''Super Meat Man''', a reference to the game Super Meat Boy and one of the tougher bosses in the game.&lt;br /&gt;
&lt;br /&gt;
==Statistics==&lt;br /&gt;
*Health: 200%&lt;br /&gt;
*Damage: 65%&lt;br /&gt;
&lt;br /&gt;
==Strategies==&lt;br /&gt;
Meat men have no incredible tricks to their strategy, serving mostly to absorb lots of hits. They deal pitiful amounts of damage, so your best bet is usually an outright slugfest to the end, especially if you have some kind of edge in physical combat. If your attack is stronger than theirs by a factor greater than their regeneration over yours, you can regenerate between hits and still get the edge on them. BURNDAYRAZ is not as effective as usual due to the high cost and low relative damage, and attacking higher level meat men is not recommended unless you're willing to expend some resources.&lt;br /&gt;
&lt;br /&gt;
==Boss info==&lt;br /&gt;
Super Meat Man boasts the highest amount of health in the game, having a whopping 954 health to deplete. His meager 48 damage might seem underwhelming, but the big problem with Super Meat Man isn't about surviving big attacks, but killing him before your resources deplete completely. Any trick you can use to weaken him, particularly APHEELSIK, can and should be used against him. It's also feasible to fight him in melee combat due to his low damage, provided you have enough power to put enough of a dent in his health before having to heal.&lt;/div&gt;</summary>
		<author><name>Patashu</name></author>	</entry>

	<entry>
		<id>http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=Alpha:New_Players_Guide&amp;diff=858</id>
		<title>Alpha:New Players Guide</title>
		<link rel="alternate" type="text/html" href="http://www.qcfdesign.com/wiki/DesktopDungeons/index.php?title=Alpha:New_Players_Guide&amp;diff=858"/>
				<updated>2010-06-05T08:03:09Z</updated>
		
		<summary type="html">&lt;p&gt;Patashu: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Gameplay Basics ==&lt;br /&gt;
===Object of the Game===&lt;br /&gt;
#Your object is to kill the level 10 &amp;quot;boss monster&amp;quot; in the dungeon.&lt;br /&gt;
===[[Level|Gaining Levels]]===&lt;br /&gt;
#You start at level 1, and will increase in level as you gain experience, which you get for killing monsters in the dungeon.&lt;br /&gt;
#Each time you gain a new level, your attack damage and hit points increase.&lt;br /&gt;
&lt;br /&gt;
===Combat===&lt;br /&gt;
#A combat exchange happens whenever the hero bumps into a monster.&lt;br /&gt;
#The higher level combatant strikes first. If the hero and monster are same level, then the monster goes first.&lt;br /&gt;
#The first attacker deals damage to the opponent equal to its attack power.&lt;br /&gt;
#The second attacker, if still alive, then deals damage to the opponent equal to its attack power.&lt;br /&gt;
&lt;br /&gt;
===Mana and Spells===&lt;br /&gt;
#Mana is used for casting spells. You start with no spells, and must find the spell [[glyphs]] in the dungeon.&lt;br /&gt;
#In order to learn a spell after you've found it, you must click it in the &amp;quot;on ground&amp;quot; slot, and it will appear in your spell slots.&lt;br /&gt;
#Casting a spell on a monster does NOT trigger a combat exchange.&lt;br /&gt;
#Glyphs that aren't very useful to you should be converted by dragging them into the teal-and-red conversion icon. This will give you a benefit depending upon your [[races|race]]. Humans get more attack power, for example.&lt;br /&gt;
&lt;br /&gt;
===Healing and Restoring Mana===&lt;br /&gt;
#As you explore the dungeon, you will restore depleted hit points and mana. THIS IS VERY IMPORTANT. The unexplored dungeon is a scarce resource that heals you and restores your mana pool. Use it wisely.&lt;br /&gt;
#For every square of the dungeon you uncover, you recover 1 mana point, and health equal to your level.&lt;br /&gt;
#When you are poisoned, you will not gain health from exploring squares. Poison can be cured by drinking a health potion, casting a healing spell, or by gaining a level.&lt;br /&gt;
#When you suffer from mana burn, you will not gain mana from exploring squares. Mana burn can be cured by drinking a mana potion, or by gaining a level.&lt;br /&gt;
&lt;br /&gt;
===Potions and Powerups===&lt;br /&gt;
#3 each of the following items: Health Powerup, Mana Powerup, Attack Powerup, Health Potion and Mana Potion. A Thief will cause 4 of each to be created.&lt;br /&gt;
#Potions restore 40% of your Max Health/Mana, rounded down, except for Priest (Health Potion 100% effective) and Blood Mage (Mana Potion 100% effective at the expense of 6 Health per Level).&lt;br /&gt;
#Every Health Powerup gives you 1 Max Health per Level. This scales as you level up, so don't hesitate when you see one -- pick it up! Dwarf's Glyph Conversion works in the same way. &lt;br /&gt;
#Every Attack Powerup gives you 10% Damage bonus, which can be viewed by hovering your mouse cursor on your character's attack icon, left to your current damage. This, naturally, scales as you level up. Human's Glyph Conversion works in the same way.&lt;br /&gt;
#Every Mana Powerup gives you 1 Max Mana. Elf's Glyph Conversion, on the other hand, gives 2 Max Mana per Glyph converted.&lt;br /&gt;
&lt;br /&gt;
===Monster Health Regeneration===&lt;br /&gt;
#As you explore the dungeon, wounded monsters regenerate health. They heal 1 health point per level per square uncovered.&lt;br /&gt;
#No other actions &amp;amp;mdash; including fighting other monsters and moving around parts of the map that you've already explored &amp;amp;mdash; will cause monsters to regenerate.&lt;br /&gt;
&lt;br /&gt;
===Gold and Items===&lt;br /&gt;
#You gain gold by finding it in piles in the dungeon.&lt;br /&gt;
#Gold is persistent from one character to the next. However much gold your last character ended up with is how much your next character will start with.&lt;br /&gt;
#There is a cap on how much gold you can have.&lt;br /&gt;
#There are stores in the dungeon which sell items for gold. These items disappear when the character is done with the dungeon.&lt;br /&gt;
&lt;br /&gt;
== Playthrough Videos ==&lt;br /&gt;
&lt;br /&gt;
[http://www.youtube.com/watch?v=9miGBr17gE4 Commented fresh Gnome Wizard win]&lt;br /&gt;
&lt;br /&gt;
[http://www.youtube.com/watch?v=iNt8vCYmksE A fresh start win video].  This player has nothing unlocked and wins a regular game as a Human Fighter. Unfortunately it doesn't feature any commentary and may be hard to follow for a new player.&lt;br /&gt;
&lt;br /&gt;
== Basic Hints ==&lt;br /&gt;
&lt;br /&gt;
#Always fight the highest [[level]] [[monsters|monster]] you can defeat. This requires doing some quick math to determine how the combat will play out before you engage and realize you're in over your head.&lt;br /&gt;
#Exploring the dungeon is the main way you will regain health and mana, but it is a limited resource.&lt;br /&gt;
#Potions are very useful to immediately gain health and mana, but you may need many of them for the fight with the boss.&lt;br /&gt;
#Keep in mind that wounded monsters gradually heal as you explore the dungeon. You can't just smack a monster, run and heal, and repeat. However, the regeneration will sometimes benefit you more than him...&lt;br /&gt;
#Use your level ups for all they are worth, they cure bad status and return you to full HP / MP, so don't be afraid of being poisoned / manaburned by a monster you'll level up after killing&lt;br /&gt;
#The first-strike spell is useful for finishing a monster off. It gets no retaliation shot if you kill it.&lt;br /&gt;
#The fireball spell is useful for softening monsters up before combat&lt;br /&gt;
#Lose gracefully :) sometimes the random number generator creates an impossible situation such as a room with all exits blocked by level 3 and higher monsters and no means of defeating any of them.  Retire and try again!&lt;br /&gt;
#When you realize you can't possibly beat the boss, make sure to grab the loot before you retire. Gold carries over between games, so you can at least finance the next expedition.&lt;br /&gt;
#The second &amp;quot;win&amp;quot; always seems the hardest. Before your first &amp;quot;win&amp;quot;, enemies only have 80% of the normal HP and Attack, and you'll now have unlocked the first special monster, and will likely have trouble adapting to the new enemy's ability (poison, manaburn etc.) Just remember that the game (at the moment) is designed to ease you into the more complex mechanics.&lt;/div&gt;</summary>
		<author><name>Patashu</name></author>	</entry>

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