Difference between revisions of "Extreme Edition"
Johnmyster (Talk | contribs) (Aqua Edition link formatted to the "main article" format consistent with the rest of the page. Rebalance section added.) |
Johnmyster (Talk | contribs) (Rebalance mentioned in article summary. "Rewind" capitalized in Rebalance section when referring to the Rewind version of DD.) |
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− | Desktop Dungeons Extreme Edition is a fan-made mod that adds content to nearly every area of the game, a lot of it much more challenging than the base game. It is intended to be released in five stages, four of which have already been released. | + | Desktop Dungeons Extreme Edition is a fan-made mod that adds content to nearly every area of the game, a lot of it much more challenging than the base game, along with optional balance changes. It is intended to be released in five stages, four of which have already been released. |
It is available for download here: http://ddmod.weebly.com | It is available for download here: http://ddmod.weebly.com | ||
Line 477: | Line 477: | ||
With QCF Design's permission, most features except for rewinding have been backported from the 2023 remake, ''[[Desktop Dungeons: Rewind]]''. Additional options include the traditional Vanilla balance and Rebalance, which builds on top of the Rewind changes. | With QCF Design's permission, most features except for rewinding have been backported from the 2023 remake, ''[[Desktop Dungeons: Rewind]]''. Additional options include the traditional Vanilla balance and Rebalance, which builds on top of the Rewind changes. | ||
− | Rewind scouting and the {{c|Fighter}} | + | Rewind scouting and the {{c|Fighter}} Rewind changes are able to be toggled on and off on their own. |
= Aqua Edition = | = Aqua Edition = |
Revision as of 11:33, 28 May 2023
Desktop Dungeons Extreme Edition is a fan-made mod that adds content to nearly every area of the game, a lot of it much more challenging than the base game, along with optional balance changes. It is intended to be released in five stages, four of which have already been released.
It is available for download here: http://ddmod.weebly.com
Contents
Added Features
Classes
Magician
Main article: Magician
Traits | Suggested Races | How to Unlock |
---|---|---|
TELEPORTATION: Starts with WEYTWUT glyph. SMOKE AND MIRRORS: Glyph conversion slows adjacent monsters and removes any debuffing traits FLASH: Heavy Fireballs against slowed monsters; +20% melee damage against slowed monsters |
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Upgrade Mage Tower to level 4. |
Heretic
Main article: Heretic
Traits | Suggested Races | How to Unlock |
---|---|---|
INDULGENT: Indulgences are never spent; gain health, base damage, and mana based on indulgences BLASPHEMOUS: Gain 3 CP/piety lost when angering a god, immune to punishments OBSCENE MISSION: Scout all altars, cannot convert or desecrate, auto-desecrate worshipped altar on level up and reduce piety to 0 |
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Upgrade Church to level 4. |
Spy
Main article: Spy
Traits | Suggested Races | How to Unlock |
---|---|---|
INFILTRATION: Scout a perimeter around newly revealed obstacles, can teleport to scouted, unoccupied, non-stair spaces. GADGETS: Boosters are scouted and provide additional bonuses until next level. INTEL: Wasteful exploration gives a temporary damage boost, full information scouting. |
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Upgrade Thief Den to level 4. |
Swashbuckler
Main article: Swashbuckler
Traits | Suggested Races | How to Unlock |
---|---|---|
PARRY: Start with GETINDARE, gain slow strike when not first striking. REPOSITION: Gain 10% temporary dodge chance when casting a glyph and restore 20% mana when dodging. COUP DE GRACE: Gain 50% temporary dodge on same or higher level kill, can only dodge at 100%. |
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Upgrade Guild to level 4. |
Bard
Main article: Bard
Traits | Suggested Races | How to Unlock |
---|---|---|
REFRESHING MELODY: Starts with the WONAFYT glyph, WONAFYT causes the next 4 tiles to regenerate twice as much health. DISSONANCE: XP-valuable kills reduce the max health of same-floor enemies by 3 times the slain enemy's level. SHOW GOES ON: Restore 1 mana for every 4 health per level lost during combat. |
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Subdungeon with two islands, with a monster and a bard on the opposite island. Requires WEYTWUT and WONAFYT glyphs to get to the island and have the monster in there as well. Then talk to the Bard three times. |
Abomination
Main article: Abomination
Traits | Suggested Races | How to Unlock |
---|---|---|
EARTHEN MAGIC: Starts with IMAWAL, IMAWAL creates plants, casting on empty spaces or targets grants temporary buffs. SEETHING BLOOD: +1% damage per health overhealed, overheal on level up, casting a glyph at or above max health gives 10% overheal. UNSTABLE MUTATION: +40% experience per level, +60% potion effect at the cost of 40% of the opposite bar. |
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Shadow Bog subdungeon; requires defeating a plant with huge riposte, 99% lifesteal, magic immune, and base 25 damage after being blocked off from the rest of the dungeon. Talk to the abomination afterwards to finalize the unlock. |
Troll
Main article: Troll
Traits | Conversion Bonus | How to Unlock |
---|---|---|
TROLL BRAIN: On death protection break, shroud 3 nearby tiles. TROLL FEAR: Gain death protection on every 6th tile you explore, all monsters have +10% knockback TROLL BODY: Resists capped at 35%, -30% attack bonus |
Trolls gain +1 health regen every 60 CP. | Fee-Fi-Fo-Fum Pt. 3 |
Djinn
Main article: Djinn
Traits | Conversion Bonus | How to Unlock |
---|---|---|
ASCENDED MIND: Max mana starts at 6 and resets on level up, glyph default to 0 cost and increase in cost by 1 on cast. COMMAND ESSENCE: -1 base damage per level, +20% extra damage for each unique glyph cast until attack, gain 25 CP on equal or higher level kills ARCANE SIPHONING: Converting a glyph with CP instead drains its CP and returns it, start near a few glyphs. |
Djinn reset their glyph costs to 0 every 100 CP. | Three Wishes Pt. 3 |
Items
Main article: Extreme Edition Items
Dungeons
Name | Region | Difficulty | Flavor Text | Boss(es) | Monsters |
---|---|---|---|---|---|
Central |
Normal |
This recently discovered basement beneath the oft-ignored Hobbler's Hold gives off a bit of a lived-in feel. The air drips with body odor, only some of the monstrous variety, and strange notes are scattered all over the place. In spite of all that, adventurers keep delving in, unable to escape the feeling that more here exists than meets the nose. |
Sign Painter, one of either Soul of Frost, Diogenes, Lurr, Prodigal Son |
4x random monster, 2x of either Freezing Wraith, Profaned Flesh, Goblin Trapper, Vileblood | |
North |
Normal |
Dumps like this one are some of the few remnants of the once great northern empire. Today, they are avoided, as the defective creations seem to have outlived their creators. |
Golem, Flint Devil, Arcane Golem, Risen Sculptor, 2x random monster | ||
North |
Hard |
This secret workshop has been hiding under the sands untouched since the fall of the Northern Empire. What purpose it serves is a mystery, but it certainly gives off an important vibe, given how hard it was to find. |
Flint Devil, Arcane Golem, Stone Jelly, Risen Sculpter, Piloted Golem, 1x random monster | ||
Oasis Town |
North |
Hard |
This small, peaceful desert town has sent out numerous requests for an adventurer to deal with a "minor goat-related issue." As the nearest kingdom, you feel duty-bound to help them and receive a hefty cash reward. |
Chieftain Dal'Zak |
Possessed Goat, Lost Brethren, Profane Flesh, 3x random monster |
North |
Vicious |
You've traced the influx of ancient golems to a flooded building, but strangely enough there isn't a water source for miles. All you can do is wonder: was the flooding to keep you out, or keep something in? |
Stone Jelly, Arcane Golem, Flint Devil, Risen Sculptor, Piloted Golem | ||
Lekon's Table |
North |
Vicious |
The recently growing Cult of Lekon are gathering at this ancient temple for some large ritual sacrifice. Preeminent divine scholars are in disagreement over what it will do, but they seem to generally agree this is a bad thing. |
The Sacrifice*, ??? |
Possessed Goat, Lost Brethren, Flint Devil, Soul Sucker, Thrall, Profaned Flesh, Lekon's Chosen |
East |
Normal |
Contrary to popular belief, this rarely traversed alpine path is named after its discoverer: Victor Deadman. Unfortunately, the roaming undead packs and fallen adventurers do little to clear up this misconception. |
Zombie, Frozen Corpse, Vampire, 2x random monster, Fallen Adventurers (fighter, thief, priest, wizard) | ||
East |
Hard |
This perpetually sub-zero peak hosts a wide selection of frozen adventurers. Occasionally, unscrupulous fellows will start up a sculpture boutique, but would be auctioneers tend to accidentally join their merchandise. |
Goblin, Frozen Troll, Frozen Corpse, Sapphire Golem, Freezing Wraith, 1x random monster | ||
Frigid Battlefield |
East |
Hard |
Most of the Far East is a frigid, grassy plain, haunted by spectral Naga. This land, however, seems more tainted than the rest. Whatever curse afflicts it has made the growth rampant, and the Naga guard its secret fiercely. |
Memory of the South, Memory of the East |
Naga Frostblade, Naga Swampsoul, Naga Sunseeker, Freezing Wraith, Soul Sucker, Sun Priestess |
Troll Laboratory |
East |
Vicious |
This giant cave network houses a growing society of trolls.This is strange and scary, as trolls are usually incapable of rational thought and organization. |
Dr. Victroll Trollenstein |
Failed Experiment, Bloodghast, Arcane Servant, Mutated Slave, Reanimated Troll, Troll Scientist |
Phantom Citadel |
East |
Vicious |
This massive Naga fortress stands in stark contrast to its surroundings. While snow stretches on forever in all directions, the citadel and its lands appear completely untouched by the weather. |
Elisssa Ahau |
Naga Swampsoul, Naga Frostblade, Naga Fireweaver, Naga Shadowsire, Sun Priestess |
Endless Blizzard |
East |
Vicious |
The lands beyond the Eastern Naga are shielded by an impenetrable snowstorm. It's unclear why anyone would want to enter such a place, as the source of the cold must lie within. |
??? |
Numerous! |
South |
Normal |
Goblins get a deservedly bad reputation for being the only kingdom race commonly found in dungeons. This justified discrimination leads to heroes constantly plundering goblin settlements, but being pillaged year in and year out makes for awfully well-guarded treasure. |
Goblin Trapper, Goblin Miner, Goblin, 3x random monster | ||
South |
Hard |
Sunken beneath Hexx Ruins, this eerily quiet sanctuary shows no signs of recent disturbance. Ancient riches lie within, yet the stale, silent air bears on intruders with a strange malice. |
Goblin, Rusted Guardian, Pythoness, Ratling, Shade, 1x random monster | ||
South |
Hard |
While the Naga usually prefer carving through bogs to claim new lands, these unusual fens have evaded colonization. The lack of Naga has allowed all sorts of irregular beasts to flourish, but the viscous shadows which haunt the area, consuming all they touch, present a danger no army could overcome... |
Swamp Worm, Rusted Guardian, Beholder, Muck Walker, Goblin Trapper, Pestilent Bloat | ||
South |
Vicious |
This unnavigable hellhole houses swarms of rats, but the original structures seems built for something much larger. Whatever once inhabited here, its residual corruption has seeped into the soil and granted the new inhabitants unusual strength. |
Spy'dir Le'egg, ??? |
Ratling, Ratling Priest, Ratling Warrior, Pythoness, Swamp Worm, Beholder | |
South |
Vicious |
Although this underground path was safe when Kingdom's founders first crossed it, the once empty trail has filled with monsters. Many have attempted a repeat crossing, but all have returned unsuccessfully in an anomalous sort of despair. |
??? |
Rusted Guardian, Goblin Trapper, Pestilent Bloat, Swamp Worm, Beholder, Siabrae | |
Darkwood Fringes |
West |
Normal |
The Darkwood is a truly wrong place, avoided by holy men and pagan druids alike. Corruption nestled in the heart of the forest seeps out endlessly, so even fringe groves must be cleared out regularly to preserve public safety. |
Star Eater |
Slime Blob, Siabrae, Shadow Fiend, 3x random monster |
Tainted Marsh |
West |
Hard |
Deeper in the Darkwood, the terrain gives way to a swamp populated by unnatural creatures. Whatever evil lies here has trickled down into the groundwater, making the foliage grow strange and dangerous. |
Lost Dragonspawn, Illarianix |
Vileblood, Siabrae, Shadow Fiend, Nameless Beast, Pestilent Bloat, 1x random monster |
Tranquil Beach |
West |
Hard |
The great sea beyond the jungle stretches on infinitely to the west. Recently, explorers have reported seeing ships arriving. While these reports are very much in doubt, no adventurer would pass up an excuse to go to the beach. |
Bluebeard, Lorelei, They'hi Eff |
Tokoloshe, Siabrae, Drowned One, Siren, Coral Snake, Seafolk |
Mire's Heart |
West |
Vicious |
Although none know what twisted the Darkwood into its malign form, reports from past incursions spoke of a single mire from which its corruption still spreads. To have any chance at taming these miserable lands, you must first cut out their foul heart! |
??? |
Vileblood, Soul Sucker, Shadow Fiend, Nameless Beast, Ratling Warrior, Forgotten Soul |
Seaside Fortress |
West |
Vicious |
The initial incursion of the seafolk has established a presence with this rapidly constructed coral keep. You must challenge it to have any hope of preventing a widespread invasion! |
Seafolk Adventurers, ??? |
Siabrae, Drowned One, Siren, Coral Snake, Seafolk, Sea Sludge |
Traits
Main Article: Extreme Edition Traits
Monsters and Bosses
Main Article: Extreme Edition Monsters
Badges
Rebalance
Main Article: Rebalance
With QCF Design's permission, most features except for rewinding have been backported from the 2023 remake, Desktop Dungeons: Rewind. Additional options include the traditional Vanilla balance and Rebalance, which builds on top of the Rewind changes.
Rewind scouting and the Fighter Rewind changes are able to be toggled on and off on their own.
Aqua Edition
Main Article: Aqua Edition
An expansion to the expansion, built on top of Extreme Edition, with even more classes, dungeons, and ways to die in 15 minutes or less.