<?xml version="1.0"?>
<feed xmlns="http://www.w3.org/2005/Atom" xml:lang="en">
		<id>http://qcfdesign.com/wiki/DesktopDungeons/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Breaker</id>
		<title>DDwiki - User contributions [en]</title>
		<link rel="self" type="application/atom+xml" href="http://qcfdesign.com/wiki/DesktopDungeons/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Breaker"/>
		<link rel="alternate" type="text/html" href="http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Special:Contributions/Breaker"/>
		<updated>2026-05-04T00:09:39Z</updated>
		<subtitle>User contributions</subtitle>
		<generator>MediaWiki 1.25.1</generator>

	<entry>
		<id>http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Brainstorming&amp;diff=3897</id>
		<title>Brainstorming</title>
		<link rel="alternate" type="text/html" href="http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Brainstorming&amp;diff=3897"/>
				<updated>2011-05-09T16:27:31Z</updated>
		
		<summary type="html">&lt;p&gt;Breaker: /* Still uncategorized */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{ArchiveBox|[[Brainstorming/Archive1|Archive 1]]||}}&lt;br /&gt;
&lt;br /&gt;
== Suggestions about this wiki ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Suggestions for the game interface ==&lt;br /&gt;
*Make a tile selection overlay, so we can avoid misclicking a tile.&lt;br /&gt;
*Remove the &amp;quot;death/safe/victory&amp;quot; system. It gets too easy when you can just rely on that.(Disagree) [Maybe as an option, but not generally.]&lt;br /&gt;
*Add a way of turning off the custom cursor, which causes lag on some slower computers.(Seconded)&lt;br /&gt;
**When the game window loses focus, the mouse cursor does not get shown when you move it inside the game window again. This might be fixed by the above suggestion.&lt;br /&gt;
*As mentioned before, add diagonal movement for arrow keys. Right now it is possible, but not optimal to use the keys because you have to use the mouse to access certain places.&lt;br /&gt;
*Hotkeys: P for Pray/Pick Up/Purchase, numbers to choose between worship options, Space exits the Game Over screen.&lt;br /&gt;
*Delayed keypress to allow for diagonal movement without numerical keyboard.(Yes,yes,yes!)&lt;br /&gt;
*Please, please, PLEASE include WASD functionality.  Arrow keys/mouse or just clicking around both feel awkward.&lt;br /&gt;
== Suggestions for the Gods system ==&lt;br /&gt;
* Taurog followers get 50% HP restoration from any potion and no mana restoration.&lt;br /&gt;
* New boon for Glowing Guardian: +25% damage to undead.&lt;br /&gt;
* Increase initial piety when joining Mystera Annur.&lt;br /&gt;
* New boon for Earthmother: double HP regeneration.&lt;br /&gt;
* Give -5 max HP for joining to Dracul, but don’t increase hero level. &lt;br /&gt;
** I would prefer -5 max HP OR -15% to -20% max HP, whichever bigger. That way, it encourages joining early on, making for risky gameplay. In fact, all of Dracul's boon should work like that. Currently, the costs for boons are rather weak.&lt;br /&gt;
* Reduce piety gain for teleporting glyph when worshipping Tikki Tooki.&lt;br /&gt;
* a stupid one, but maybe host a contest and the winner is made a god in DD, with stats s/he decides.&lt;br /&gt;
* [[Taurog]] should not ban the usage of [[WONAFYT]]. (Seconded)&lt;br /&gt;
* Converting should be consolidated to a single slot. Having to take up a slot for each god is redundant. It should also be less expensive to convert in the first place.&lt;br /&gt;
* [[Binlor Ironshield]] should only grant 1.6 piety gain for wall destroying with ENDISWAL. This can be accomplished easily by giving out 8 piety gain for every 5 walls destroyed.&lt;br /&gt;
* [[Jehora Jeheyu]] should give better piety gain outside of [[WEYTWUT]]&lt;br /&gt;
* [[Tikki Tooki|Tikki Tooki's]] First Strike boon needs it's cost reduced significantly. It's nowhere near as good as the Poison Strike boon. And forget about converting from Pactmaker. I'd rather have another boon.&lt;br /&gt;
*Each god should have their own unique altar sprite, especially since the new build is trying to be more visually informative.  It would also be awesome if some character art of the god was pictured next to their list of boons.&lt;br /&gt;
&lt;br /&gt;
== Suggestions for the Scoring system ==&lt;br /&gt;
* Make score not dependent on time.&lt;br /&gt;
* For ranked matches, have it throw out any run over 15 minutes.  These runs will never score high up anyway, and it makes fixing the current scoring measure unneccessary.&lt;br /&gt;
* Unstoppable is grossly overrated at 2000 points.  You're already getting a lot of score for having killed the monsters, and this amounts to double-dipping the same activity.  It's not even that hard to do; unless you're down to the wire and have no resources left, you're essentially over the hump and it's all downhill after killing the boss.  Other achievements such as &amp;quot;Cocky, aren't you?&amp;quot; are significantly more difficult to pull off.&lt;br /&gt;
* Give us a bonus for never worshipping gods or buying items.  A bad set of shops/alters can be a big handicap, and being able to abstain altogether for a score boost would be a nice equilizer.&lt;br /&gt;
* &amp;quot;Tooth and Fricken Nail&amp;quot; should not be earned when using death protection.  This method is just too easy to perform.&lt;br /&gt;
&lt;br /&gt;
== Suggestions for the glyph system ==&lt;br /&gt;
* Reduce ENDISWAL mana cost by 1-4 points.&lt;br /&gt;
* Reduce CYDSTEPP mana cost by 1-2 points.&lt;br /&gt;
** CYDSTEPP is horribly overpowered; if anything it needs a cost increase of 1 to 2 points (let the Warlord use it for 10; everyone else should need a mana powerup to use this glyph)&lt;br /&gt;
* Reduce PISORF mana cost by 2-5 points.&lt;br /&gt;
* Reduce BURNDAYRAZ mana cost by 1 point.&lt;br /&gt;
* Make IMAWAL spawn only if there's a Earthmother altar around.&lt;br /&gt;
** Just grant IMAWAL upon worshipping the Earthmother, and never make it spawn in.  Really it needs a secondary benefit; otherwise its only use is appeasing the Earthmother.&lt;br /&gt;
* Add a glyph that allows you to Scry a part of the dungeon without actually exploring it.  You could make it random, but instead of random spots, it reveals a 3x3 or 4x4 somewhere around the map each use.&lt;br /&gt;
* An &amp;quot;undo&amp;quot; spell.  You could call it &amp;quot;UPZIDAYZI&amp;quot; or something.  I can't count the number of times I've made a game losing mistake just because I've misclicked. You could keep undoing until you ran out of mana, but would not be able to extend this with mana potions since you would just &amp;quot;undo&amp;quot; their usage, and obviously wouldn't be able to undo death.&lt;br /&gt;
&lt;br /&gt;
== General suggestions==&lt;br /&gt;
*Remove the gold keep between levels. As it is pointless since one can farm gold with some good characters. (seconded; looking at you goblin + any T3 class)&lt;br /&gt;
**This would also allow us to &amp;quot;score&amp;quot; based on accumulated gold.&lt;br /&gt;
*Starting gold could be set to 50 Gold, and gold piles could give more gold (5 + lvl/2).&lt;br /&gt;
*Online play would be neato. Maybe Co-Op and Versus. (Disagree, I don't think that would work to well for a game like this, especially one that's meant as a coffee-break/on your Iphone, sort of thing.  Perhaps what your looking for instead, is some sort of party gameplay where you get to use multiple characters. Maybe 3?)&lt;br /&gt;
*Settings or configuration of some sort, perhaps with options similar to other roguelikes, would be a good idea.&lt;br /&gt;
*Once again, carry-over gold is a pretty ineffective part of the game right now.  I would suggest removing it, increase the amount of gold per pickup during dungeons, and add a carry-over stat for minimum gold and have it increase via special dungeon wins the same way maximum gold does now.  Right now, gold pick ups don't matter much mid-dungeon, even if you waste quite a few, but you still want the maximum gold value to matter.&lt;br /&gt;
*Add &amp;quot;traps&amp;quot;. Invisible to player they do damage when stepped on, if player lives &amp;amp; tiles have been revealed health &amp;amp; mana is added as normal.  Trap is now visible but will still do damage each crossing. 3 types for increasing difficulty; pit,spiked pit,poisoned spiked pit.  IMAWAL fills in pits removing trap.  Some characters have 'detect trap' trait allowing them to see traps before stepping on them. 'detect trap' boon for earthmother. earthmother gives piety for traps removed with IMAWAL as her goats are now safe :) (this also makes imawal &amp;amp; earthmother more attractive)(If they considered using traps, they could also add trapdoors that forced a player into one of the new minidungeons)&lt;br /&gt;
**Walking over an invisible trap with a low HP character right after a tough battle and dying right then and there would be ''really'' annoying.  Definitely make traps visible all the time.  These would also make playing a 1st level vampire an exercise in frustration, but if visible they could act as a much-needed vampire nerf.&lt;br /&gt;
&lt;br /&gt;
== Suggestions for Objects / Shops ==&lt;br /&gt;
* Make health potions and vampiric items cheaper in shops.&lt;br /&gt;
** How much cheaper can health potions go!?  They cost 12 gold.&lt;br /&gt;
* Add the number of health/mana restored by the potion to it's tooltip. (SECONDED) [THIRDED]&lt;br /&gt;
* Give Troll Heart some more benefit.  The benefits it grants trickle in too slowly and are rarely meaningful even for a rogue.&lt;br /&gt;
* Lower the cost of Bonebreaker.  29 gold for the effect of a 2 mana glyph is a joke, especially with Band of Courage offering a the effect of a 10 mana glyph for only 20 gold.&lt;br /&gt;
* Give some sort of penalty to buying zombie dog.  1 GP for death protection is a ridiculously good deal.&lt;br /&gt;
* Remove the option for shops to sell WEYTWUT; most players would prefer to restart if they're penned in then blow 50 gold and gamble they end up somewhere useful.  Sell a more interesting glyph in its place, like LEMMISI, APHEELSIK or CYDSTEPP.&lt;br /&gt;
* Wicked Guitar's downside is so steep it's almost never beneficial, especially at that high price point.&lt;br /&gt;
&lt;br /&gt;
== Suggestions for the Classes/Races ==&lt;br /&gt;
* Add a class (such as &amp;quot;Explorer&amp;quot; or &amp;quot;Spelunker&amp;quot;) that semi-reveals tiles 2 spaces away from the character, showing the player what is on the tile without uncovering it.&lt;br /&gt;
* Number of gold gained by Tinker for killing monsters depends on monster’s level (divided by 2, rounded up).( If this was incorporated, it would probably round down instead)&lt;br /&gt;
* Halfling and gnome have not bonus in potion count, but bonus in potions effectiveness.(about 60% instead of 40%)&lt;br /&gt;
* Mana potions restore some (20-30%) health for berserkers.&lt;br /&gt;
* Add a race that converts glyphs to piety. (Seconded)&lt;br /&gt;
** Such a race really screams &amp;quot;restart until I get the alter I want&amp;quot;.&lt;br /&gt;
** And Golbin doesn't already scream &amp;quot; Restart until I get the shops I want?&amp;quot;.  Honestly, when you make a characters, as long as it isn't to easy to use, the amount of restarting the player would WANT to do (not need to do) shouldn't be taken into account as long as the class is still fun.&lt;br /&gt;
&lt;br /&gt;
* Increase goblin gold when converting glyphs to something like 4+level.&lt;br /&gt;
** So long as we can enter the dungeon with a whopping 160 gold, the goblin will never be anything more than a method to cheese gold farming.&lt;br /&gt;
* Do not consume blood when a blood mage with full health steps on it.(Seconded) [THIRDED]&lt;br /&gt;
* Add something akin to an amazon race, so that some female characters get thrown into the mix before someone inevitably asks for a female portrait of every character in the game come retail launch.&lt;br /&gt;
* Priest starts with either all altars on map, or choice of god from the get-go.&lt;br /&gt;
* Make a class that can only live for so many actions before dying&lt;br /&gt;
* [[Fighter|Fighter's]] Pit Dog should be changed so that you have either kill 10 enemies or kill an enemy above your level to gain death protection. (Seconded)&lt;br /&gt;
* [[Thief]] should lose Survivor and gain the ability to steal from stores. It should be an option under buy and it works 50% of the time. Currently Stabber and Survivor make it way too easy to conserve potions, making any dungeon a breeze. Plus Survivor, it's rather unrougelike ability.(Voted down, the amount of randomness in the game should be decreased, plus, the concequence for this type of choice could make or break a game consistantly)(it would make or break the game as much as Dodge would)(An average of a handful of free hits a game vs half the items on your map potentially free are two completely different bags of candy, my friend.)&lt;br /&gt;
* Speaking of Survivor, Health Potions should not cure Mana Burn and Mana Potions should not cure Poison. Also cut the amount of mana Health Potions heal and vice versa.&lt;br /&gt;
* Survivor and Hoarder should become it's own class, the Treasure Hunter. Add the ability to see items on the map an it's a solid class&lt;br /&gt;
** The Thief kind of is the treasure hunter you're describing.  It's just poorly named.&lt;br /&gt;
* [[Crusader|Martyr]] should have first strike properties. Otherwise it's a joke. ( It's definitely not a joke with death protection, my friend.)(Except that it doesn't work with Death Protection either.)(My bad, you are correct, but at the same time, Martyr, as the name implies, is only useful once in a game, but when it is useful ITS REALLY USEFUL, when you are facing down a boss, it essentially does have first strike, you die, but you get credit for the kill)&lt;br /&gt;
* Fearless is bad on Crusaders and needs to be replaced with something better. I would suggest something similar to [[Berserker|Berserker's]] Bloodlust or the ability to spawn more [[Boosters|Attack Boosters.]] &lt;br /&gt;
* I don't remember if this was already suggested, but BURNDAYRAZ should not break Momentum&lt;br /&gt;
** This would make it too easy to keep momentum.  It's a liability, but a fitting liability.&lt;br /&gt;
** Maybe casting fireball halves your current momentum? Replace the half with anything, but fireball should not be completely oppossed to the crusader's playing style(different user, btw).&lt;br /&gt;
* [[Bloodmage]] with Power Hungry and [[BLUDTUPOWA]] currently do not jive very well. I propose that they lose Power Hungry and gain the ability to ignore magic resistance.&lt;br /&gt;
* Meanwhile, Power Hungry along with the extra damaging [[BURNDAYRAZ]] ability and automatically summons BURNDARYAZ to your feet should be made into it's own class&lt;br /&gt;
** Automatically summoning fireball is what the wizard will essentially be in the next version, the wiz will spawn two on the map and have a weighted chance of finding one early. Remember, the wiz can kill lvl 1's without magic, so he doesn't need it immediatly, no one really does.&lt;br /&gt;
* [[Transmuter]] is cheap. I suggest that you only get HP when you destroy 5 walls as opposed to getting HP every time you destroy one wall.&lt;br /&gt;
** Just raise the cost of ENDISWALL for him.  If he runs out of mana, he has to explore to keep healing.  Right now, if he has sufficient mana he can almost invariably finish his target before he runs out.&lt;br /&gt;
* [[Vampire(race)|Vampires]] should have a higher costing BURNDARYAZ spell. Like 8 HP.&lt;br /&gt;
** The spell cost is about right at the 1st level, but doesn't increase fast enough towerds the higher levels.&lt;br /&gt;
* Maybe add a Ranger class? Comes with a glyph that deals physical damage without retaliation, but costs 8 gold instead of mana per cast. Then make it so that he deals less damage with BURNDAYRAZ?&lt;br /&gt;
* Building off of the above idea, perhaps there could be a class that uses gold to cast glyphs, &amp;quot;Mercenary&amp;quot; or something, but has low health and attack?&lt;br /&gt;
&lt;br /&gt;
== Still uncategorized ==&lt;br /&gt;
* Make a mode with several dungeon levels (except campaign) like in classic roguelike games.&lt;br /&gt;
* Give some gold for boss slaying.&lt;br /&gt;
* Make monster stats specific; a bit various for every monster. For example, a monster of type x of level y can have random HP value from 50 to 65 and random attack from 20 to 25. It will make game a bit more unpredictable and interesting.&lt;br /&gt;
* Linux support.&lt;br /&gt;
* Special Dungeon: Colliseum.  This special dungeon has no reward for completion and is unlocked after winning (AND SUBMITTING) a ranked game.  This dungeon allows you to create your own dungeons and put them up for download for other players, the same way you can with tilesets currently.  The control you have over the dungeon is over the types and amounts of monsters appearing( by lvl, so if I want all the lvl 1's in the dungeon to be goblins, I can), but not over the labrynth layout and the unlocks the player can bring in.  You can also design your own boss ( or two bosses, I suppose) based on the normal bosses, but with variable special qualities, similar to the campaign bosses.  Participating in this process might unlock a new class or some other bonus. This would help introduce new players to the DD community and can prove to be an even greater challenge on top of the campaign.&lt;br /&gt;
* Save and view replays.  The game would automatically record the player's actions and give the option to save or view it upon death or retirement.  When viewing a replay, the player would only be allowed to move forward or back one action at a time and to mouse over objects for information.&lt;br /&gt;
* A new monster, possibly for a special dungeon, that can reflect BURNDAYRAZ damage back to the player. ( Unless it still took damage from the spell, burn would essentially be completely useless, so why not make it just plain immune to the spell? )&lt;/div&gt;</summary>
		<author><name>Breaker</name></author>	</entry>

	<entry>
		<id>http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Brainstorming&amp;diff=3896</id>
		<title>Brainstorming</title>
		<link rel="alternate" type="text/html" href="http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Brainstorming&amp;diff=3896"/>
				<updated>2011-05-09T16:24:39Z</updated>
		
		<summary type="html">&lt;p&gt;Breaker: /* Suggestions for the Classes/Races */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{ArchiveBox|[[Brainstorming/Archive1|Archive 1]]||}}&lt;br /&gt;
&lt;br /&gt;
== Suggestions about this wiki ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Suggestions for the game interface ==&lt;br /&gt;
*Make a tile selection overlay, so we can avoid misclicking a tile.&lt;br /&gt;
*Remove the &amp;quot;death/safe/victory&amp;quot; system. It gets too easy when you can just rely on that.(Disagree) [Maybe as an option, but not generally.]&lt;br /&gt;
*Add a way of turning off the custom cursor, which causes lag on some slower computers.(Seconded)&lt;br /&gt;
**When the game window loses focus, the mouse cursor does not get shown when you move it inside the game window again. This might be fixed by the above suggestion.&lt;br /&gt;
*As mentioned before, add diagonal movement for arrow keys. Right now it is possible, but not optimal to use the keys because you have to use the mouse to access certain places.&lt;br /&gt;
*Hotkeys: P for Pray/Pick Up/Purchase, numbers to choose between worship options, Space exits the Game Over screen.&lt;br /&gt;
*Delayed keypress to allow for diagonal movement without numerical keyboard.(Yes,yes,yes!)&lt;br /&gt;
*Please, please, PLEASE include WASD functionality.  Arrow keys/mouse or just clicking around both feel awkward.&lt;br /&gt;
== Suggestions for the Gods system ==&lt;br /&gt;
* Taurog followers get 50% HP restoration from any potion and no mana restoration.&lt;br /&gt;
* New boon for Glowing Guardian: +25% damage to undead.&lt;br /&gt;
* Increase initial piety when joining Mystera Annur.&lt;br /&gt;
* New boon for Earthmother: double HP regeneration.&lt;br /&gt;
* Give -5 max HP for joining to Dracul, but don’t increase hero level. &lt;br /&gt;
** I would prefer -5 max HP OR -15% to -20% max HP, whichever bigger. That way, it encourages joining early on, making for risky gameplay. In fact, all of Dracul's boon should work like that. Currently, the costs for boons are rather weak.&lt;br /&gt;
* Reduce piety gain for teleporting glyph when worshipping Tikki Tooki.&lt;br /&gt;
* a stupid one, but maybe host a contest and the winner is made a god in DD, with stats s/he decides.&lt;br /&gt;
* [[Taurog]] should not ban the usage of [[WONAFYT]]. (Seconded)&lt;br /&gt;
* Converting should be consolidated to a single slot. Having to take up a slot for each god is redundant. It should also be less expensive to convert in the first place.&lt;br /&gt;
* [[Binlor Ironshield]] should only grant 1.6 piety gain for wall destroying with ENDISWAL. This can be accomplished easily by giving out 8 piety gain for every 5 walls destroyed.&lt;br /&gt;
* [[Jehora Jeheyu]] should give better piety gain outside of [[WEYTWUT]]&lt;br /&gt;
* [[Tikki Tooki|Tikki Tooki's]] First Strike boon needs it's cost reduced significantly. It's nowhere near as good as the Poison Strike boon. And forget about converting from Pactmaker. I'd rather have another boon.&lt;br /&gt;
*Each god should have their own unique altar sprite, especially since the new build is trying to be more visually informative.  It would also be awesome if some character art of the god was pictured next to their list of boons.&lt;br /&gt;
&lt;br /&gt;
== Suggestions for the Scoring system ==&lt;br /&gt;
* Make score not dependent on time.&lt;br /&gt;
* For ranked matches, have it throw out any run over 15 minutes.  These runs will never score high up anyway, and it makes fixing the current scoring measure unneccessary.&lt;br /&gt;
* Unstoppable is grossly overrated at 2000 points.  You're already getting a lot of score for having killed the monsters, and this amounts to double-dipping the same activity.  It's not even that hard to do; unless you're down to the wire and have no resources left, you're essentially over the hump and it's all downhill after killing the boss.  Other achievements such as &amp;quot;Cocky, aren't you?&amp;quot; are significantly more difficult to pull off.&lt;br /&gt;
* Give us a bonus for never worshipping gods or buying items.  A bad set of shops/alters can be a big handicap, and being able to abstain altogether for a score boost would be a nice equilizer.&lt;br /&gt;
* &amp;quot;Tooth and Fricken Nail&amp;quot; should not be earned when using death protection.  This method is just too easy to perform.&lt;br /&gt;
&lt;br /&gt;
== Suggestions for the glyph system ==&lt;br /&gt;
* Reduce ENDISWAL mana cost by 1-4 points.&lt;br /&gt;
* Reduce CYDSTEPP mana cost by 1-2 points.&lt;br /&gt;
** CYDSTEPP is horribly overpowered; if anything it needs a cost increase of 1 to 2 points (let the Warlord use it for 10; everyone else should need a mana powerup to use this glyph)&lt;br /&gt;
* Reduce PISORF mana cost by 2-5 points.&lt;br /&gt;
* Reduce BURNDAYRAZ mana cost by 1 point.&lt;br /&gt;
* Make IMAWAL spawn only if there's a Earthmother altar around.&lt;br /&gt;
** Just grant IMAWAL upon worshipping the Earthmother, and never make it spawn in.  Really it needs a secondary benefit; otherwise its only use is appeasing the Earthmother.&lt;br /&gt;
* Add a glyph that allows you to Scry a part of the dungeon without actually exploring it.  You could make it random, but instead of random spots, it reveals a 3x3 or 4x4 somewhere around the map each use.&lt;br /&gt;
* An &amp;quot;undo&amp;quot; spell.  You could call it &amp;quot;UPZIDAYZI&amp;quot; or something.  I can't count the number of times I've made a game losing mistake just because I've misclicked. You could keep undoing until you ran out of mana, but would not be able to extend this with mana potions since you would just &amp;quot;undo&amp;quot; their usage, and obviously wouldn't be able to undo death.&lt;br /&gt;
&lt;br /&gt;
== General suggestions==&lt;br /&gt;
*Remove the gold keep between levels. As it is pointless since one can farm gold with some good characters. (seconded; looking at you goblin + any T3 class)&lt;br /&gt;
**This would also allow us to &amp;quot;score&amp;quot; based on accumulated gold.&lt;br /&gt;
*Starting gold could be set to 50 Gold, and gold piles could give more gold (5 + lvl/2).&lt;br /&gt;
*Online play would be neato. Maybe Co-Op and Versus. (Disagree, I don't think that would work to well for a game like this, especially one that's meant as a coffee-break/on your Iphone, sort of thing.  Perhaps what your looking for instead, is some sort of party gameplay where you get to use multiple characters. Maybe 3?)&lt;br /&gt;
*Settings or configuration of some sort, perhaps with options similar to other roguelikes, would be a good idea.&lt;br /&gt;
*Once again, carry-over gold is a pretty ineffective part of the game right now.  I would suggest removing it, increase the amount of gold per pickup during dungeons, and add a carry-over stat for minimum gold and have it increase via special dungeon wins the same way maximum gold does now.  Right now, gold pick ups don't matter much mid-dungeon, even if you waste quite a few, but you still want the maximum gold value to matter.&lt;br /&gt;
*Add &amp;quot;traps&amp;quot;. Invisible to player they do damage when stepped on, if player lives &amp;amp; tiles have been revealed health &amp;amp; mana is added as normal.  Trap is now visible but will still do damage each crossing. 3 types for increasing difficulty; pit,spiked pit,poisoned spiked pit.  IMAWAL fills in pits removing trap.  Some characters have 'detect trap' trait allowing them to see traps before stepping on them. 'detect trap' boon for earthmother. earthmother gives piety for traps removed with IMAWAL as her goats are now safe :) (this also makes imawal &amp;amp; earthmother more attractive)(If they considered using traps, they could also add trapdoors that forced a player into one of the new minidungeons)&lt;br /&gt;
**Walking over an invisible trap with a low HP character right after a tough battle and dying right then and there would be ''really'' annoying.  Definitely make traps visible all the time.  These would also make playing a 1st level vampire an exercise in frustration, but if visible they could act as a much-needed vampire nerf.&lt;br /&gt;
&lt;br /&gt;
== Suggestions for Objects / Shops ==&lt;br /&gt;
* Make health potions and vampiric items cheaper in shops.&lt;br /&gt;
** How much cheaper can health potions go!?  They cost 12 gold.&lt;br /&gt;
* Add the number of health/mana restored by the potion to it's tooltip. (SECONDED) [THIRDED]&lt;br /&gt;
* Give Troll Heart some more benefit.  The benefits it grants trickle in too slowly and are rarely meaningful even for a rogue.&lt;br /&gt;
* Lower the cost of Bonebreaker.  29 gold for the effect of a 2 mana glyph is a joke, especially with Band of Courage offering a the effect of a 10 mana glyph for only 20 gold.&lt;br /&gt;
* Give some sort of penalty to buying zombie dog.  1 GP for death protection is a ridiculously good deal.&lt;br /&gt;
* Remove the option for shops to sell WEYTWUT; most players would prefer to restart if they're penned in then blow 50 gold and gamble they end up somewhere useful.  Sell a more interesting glyph in its place, like LEMMISI, APHEELSIK or CYDSTEPP.&lt;br /&gt;
* Wicked Guitar's downside is so steep it's almost never beneficial, especially at that high price point.&lt;br /&gt;
&lt;br /&gt;
== Suggestions for the Classes/Races ==&lt;br /&gt;
* Add a class (such as &amp;quot;Explorer&amp;quot; or &amp;quot;Spelunker&amp;quot;) that semi-reveals tiles 2 spaces away from the character, showing the player what is on the tile without uncovering it.&lt;br /&gt;
* Number of gold gained by Tinker for killing monsters depends on monster’s level (divided by 2, rounded up).( If this was incorporated, it would probably round down instead)&lt;br /&gt;
* Halfling and gnome have not bonus in potion count, but bonus in potions effectiveness.(about 60% instead of 40%)&lt;br /&gt;
* Mana potions restore some (20-30%) health for berserkers.&lt;br /&gt;
* Add a race that converts glyphs to piety. (Seconded)&lt;br /&gt;
** Such a race really screams &amp;quot;restart until I get the alter I want&amp;quot;.&lt;br /&gt;
** And Golbin doesn't already scream &amp;quot; Restart until I get the shops I want?&amp;quot;.  Honestly, when you make a characters, as long as it isn't to easy to use, the amount of restarting the player would WANT to do (not need to do) shouldn't be taken into account as long as the class is still fun.&lt;br /&gt;
&lt;br /&gt;
* Increase goblin gold when converting glyphs to something like 4+level.&lt;br /&gt;
** So long as we can enter the dungeon with a whopping 160 gold, the goblin will never be anything more than a method to cheese gold farming.&lt;br /&gt;
* Do not consume blood when a blood mage with full health steps on it.(Seconded) [THIRDED]&lt;br /&gt;
* Add something akin to an amazon race, so that some female characters get thrown into the mix before someone inevitably asks for a female portrait of every character in the game come retail launch.&lt;br /&gt;
* Priest starts with either all altars on map, or choice of god from the get-go.&lt;br /&gt;
* Make a class that can only live for so many actions before dying&lt;br /&gt;
* [[Fighter|Fighter's]] Pit Dog should be changed so that you have either kill 10 enemies or kill an enemy above your level to gain death protection. (Seconded)&lt;br /&gt;
* [[Thief]] should lose Survivor and gain the ability to steal from stores. It should be an option under buy and it works 50% of the time. Currently Stabber and Survivor make it way too easy to conserve potions, making any dungeon a breeze. Plus Survivor, it's rather unrougelike ability.(Voted down, the amount of randomness in the game should be decreased, plus, the concequence for this type of choice could make or break a game consistantly)(it would make or break the game as much as Dodge would)(An average of a handful of free hits a game vs half the items on your map potentially free are two completely different bags of candy, my friend.)&lt;br /&gt;
* Speaking of Survivor, Health Potions should not cure Mana Burn and Mana Potions should not cure Poison. Also cut the amount of mana Health Potions heal and vice versa.&lt;br /&gt;
* Survivor and Hoarder should become it's own class, the Treasure Hunter. Add the ability to see items on the map an it's a solid class&lt;br /&gt;
** The Thief kind of is the treasure hunter you're describing.  It's just poorly named.&lt;br /&gt;
* [[Crusader|Martyr]] should have first strike properties. Otherwise it's a joke. ( It's definitely not a joke with death protection, my friend.)(Except that it doesn't work with Death Protection either.)(My bad, you are correct, but at the same time, Martyr, as the name implies, is only useful once in a game, but when it is useful ITS REALLY USEFUL, when you are facing down a boss, it essentially does have first strike, you die, but you get credit for the kill)&lt;br /&gt;
* Fearless is bad on Crusaders and needs to be replaced with something better. I would suggest something similar to [[Berserker|Berserker's]] Bloodlust or the ability to spawn more [[Boosters|Attack Boosters.]] &lt;br /&gt;
* I don't remember if this was already suggested, but BURNDAYRAZ should not break Momentum&lt;br /&gt;
** This would make it too easy to keep momentum.  It's a liability, but a fitting liability.&lt;br /&gt;
** Maybe casting fireball halves your current momentum? Replace the half with anything, but fireball should not be completely oppossed to the crusader's playing style(different user, btw).&lt;br /&gt;
* [[Bloodmage]] with Power Hungry and [[BLUDTUPOWA]] currently do not jive very well. I propose that they lose Power Hungry and gain the ability to ignore magic resistance.&lt;br /&gt;
* Meanwhile, Power Hungry along with the extra damaging [[BURNDAYRAZ]] ability and automatically summons BURNDARYAZ to your feet should be made into it's own class&lt;br /&gt;
** Automatically summoning fireball is what the wizard will essentially be in the next version, the wiz will spawn two on the map and have a weighted chance of finding one early. Remember, the wiz can kill lvl 1's without magic, so he doesn't need it immediatly, no one really does.&lt;br /&gt;
* [[Transmuter]] is cheap. I suggest that you only get HP when you destroy 5 walls as opposed to getting HP every time you destroy one wall.&lt;br /&gt;
** Just raise the cost of ENDISWALL for him.  If he runs out of mana, he has to explore to keep healing.  Right now, if he has sufficient mana he can almost invariably finish his target before he runs out.&lt;br /&gt;
* [[Vampire(race)|Vampires]] should have a higher costing BURNDARYAZ spell. Like 8 HP.&lt;br /&gt;
** The spell cost is about right at the 1st level, but doesn't increase fast enough towerds the higher levels.&lt;br /&gt;
* Maybe add a Ranger class? Comes with a glyph that deals physical damage without retaliation, but costs 8 gold instead of mana per cast. Then make it so that he deals less damage with BURNDAYRAZ?&lt;br /&gt;
* Building off of the above idea, perhaps there could be a class that uses gold to cast glyphs, &amp;quot;Mercenary&amp;quot; or something, but has low health and attack?&lt;br /&gt;
&lt;br /&gt;
== Still uncategorized ==&lt;br /&gt;
* Make a mode with several dungeon levels (except campaign) like in classic roguelike games.&lt;br /&gt;
* Give some gold for boss slaying.&lt;br /&gt;
* Make monster stats specific; a bit various for every monster. For example, a monster of type x of level y can have random HP value from 50 to 65 and random attack from 20 to 25. It will make game a bit more unpredictable and interesting.&lt;br /&gt;
* Linux support.&lt;br /&gt;
* Special Dungeon: Colliseum.  This special dungeon has no reward for completion and is unlocked after winning (AND SUBMITTING) a ranked game.  This dungeon allows you to create your own dungeons and put them up for download for other players, the same way you can with tilesets currently.  The control you have over the dungeon is over the types and amounts of monsters appearing( by lvl, so if I want all the lvl 1's in the dungeon to be goblins, I can), but not over the labrynth layout and the unlocks the player can bring in.  You can also design your own boss ( or two bosses, I suppose) based on the normal bosses, but with variable special qualities, similar to the campaign bosses.  Participating in this process might unlock a new class or some other bonus. This would help introduce new players to the DD community and can prove to be an even greater challenge on top of the campaign.&lt;br /&gt;
* Save and view replays.  The game would automatically record the player's actions and give the option to save or view it upon death or retirement.  When viewing a replay, the player would only be allowed to move forward or back one action at a time and to mouse over objects for information.&lt;br /&gt;
* A new monster, possibly for a special dungeon, that can reflect BURNDAYRAZ damage back to the player.&lt;/div&gt;</summary>
		<author><name>Breaker</name></author>	</entry>

	<entry>
		<id>http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Brainstorming&amp;diff=3895</id>
		<title>Brainstorming</title>
		<link rel="alternate" type="text/html" href="http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Brainstorming&amp;diff=3895"/>
				<updated>2011-05-09T16:22:55Z</updated>
		
		<summary type="html">&lt;p&gt;Breaker: /* Suggestions for the Classes/Races */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{ArchiveBox|[[Brainstorming/Archive1|Archive 1]]||}}&lt;br /&gt;
&lt;br /&gt;
== Suggestions about this wiki ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Suggestions for the game interface ==&lt;br /&gt;
*Make a tile selection overlay, so we can avoid misclicking a tile.&lt;br /&gt;
*Remove the &amp;quot;death/safe/victory&amp;quot; system. It gets too easy when you can just rely on that.(Disagree) [Maybe as an option, but not generally.]&lt;br /&gt;
*Add a way of turning off the custom cursor, which causes lag on some slower computers.(Seconded)&lt;br /&gt;
**When the game window loses focus, the mouse cursor does not get shown when you move it inside the game window again. This might be fixed by the above suggestion.&lt;br /&gt;
*As mentioned before, add diagonal movement for arrow keys. Right now it is possible, but not optimal to use the keys because you have to use the mouse to access certain places.&lt;br /&gt;
*Hotkeys: P for Pray/Pick Up/Purchase, numbers to choose between worship options, Space exits the Game Over screen.&lt;br /&gt;
*Delayed keypress to allow for diagonal movement without numerical keyboard.(Yes,yes,yes!)&lt;br /&gt;
*Please, please, PLEASE include WASD functionality.  Arrow keys/mouse or just clicking around both feel awkward.&lt;br /&gt;
== Suggestions for the Gods system ==&lt;br /&gt;
* Taurog followers get 50% HP restoration from any potion and no mana restoration.&lt;br /&gt;
* New boon for Glowing Guardian: +25% damage to undead.&lt;br /&gt;
* Increase initial piety when joining Mystera Annur.&lt;br /&gt;
* New boon for Earthmother: double HP regeneration.&lt;br /&gt;
* Give -5 max HP for joining to Dracul, but don’t increase hero level. &lt;br /&gt;
** I would prefer -5 max HP OR -15% to -20% max HP, whichever bigger. That way, it encourages joining early on, making for risky gameplay. In fact, all of Dracul's boon should work like that. Currently, the costs for boons are rather weak.&lt;br /&gt;
* Reduce piety gain for teleporting glyph when worshipping Tikki Tooki.&lt;br /&gt;
* a stupid one, but maybe host a contest and the winner is made a god in DD, with stats s/he decides.&lt;br /&gt;
* [[Taurog]] should not ban the usage of [[WONAFYT]]. (Seconded)&lt;br /&gt;
* Converting should be consolidated to a single slot. Having to take up a slot for each god is redundant. It should also be less expensive to convert in the first place.&lt;br /&gt;
* [[Binlor Ironshield]] should only grant 1.6 piety gain for wall destroying with ENDISWAL. This can be accomplished easily by giving out 8 piety gain for every 5 walls destroyed.&lt;br /&gt;
* [[Jehora Jeheyu]] should give better piety gain outside of [[WEYTWUT]]&lt;br /&gt;
* [[Tikki Tooki|Tikki Tooki's]] First Strike boon needs it's cost reduced significantly. It's nowhere near as good as the Poison Strike boon. And forget about converting from Pactmaker. I'd rather have another boon.&lt;br /&gt;
*Each god should have their own unique altar sprite, especially since the new build is trying to be more visually informative.  It would also be awesome if some character art of the god was pictured next to their list of boons.&lt;br /&gt;
&lt;br /&gt;
== Suggestions for the Scoring system ==&lt;br /&gt;
* Make score not dependent on time.&lt;br /&gt;
* For ranked matches, have it throw out any run over 15 minutes.  These runs will never score high up anyway, and it makes fixing the current scoring measure unneccessary.&lt;br /&gt;
* Unstoppable is grossly overrated at 2000 points.  You're already getting a lot of score for having killed the monsters, and this amounts to double-dipping the same activity.  It's not even that hard to do; unless you're down to the wire and have no resources left, you're essentially over the hump and it's all downhill after killing the boss.  Other achievements such as &amp;quot;Cocky, aren't you?&amp;quot; are significantly more difficult to pull off.&lt;br /&gt;
* Give us a bonus for never worshipping gods or buying items.  A bad set of shops/alters can be a big handicap, and being able to abstain altogether for a score boost would be a nice equilizer.&lt;br /&gt;
* &amp;quot;Tooth and Fricken Nail&amp;quot; should not be earned when using death protection.  This method is just too easy to perform.&lt;br /&gt;
&lt;br /&gt;
== Suggestions for the glyph system ==&lt;br /&gt;
* Reduce ENDISWAL mana cost by 1-4 points.&lt;br /&gt;
* Reduce CYDSTEPP mana cost by 1-2 points.&lt;br /&gt;
** CYDSTEPP is horribly overpowered; if anything it needs a cost increase of 1 to 2 points (let the Warlord use it for 10; everyone else should need a mana powerup to use this glyph)&lt;br /&gt;
* Reduce PISORF mana cost by 2-5 points.&lt;br /&gt;
* Reduce BURNDAYRAZ mana cost by 1 point.&lt;br /&gt;
* Make IMAWAL spawn only if there's a Earthmother altar around.&lt;br /&gt;
** Just grant IMAWAL upon worshipping the Earthmother, and never make it spawn in.  Really it needs a secondary benefit; otherwise its only use is appeasing the Earthmother.&lt;br /&gt;
* Add a glyph that allows you to Scry a part of the dungeon without actually exploring it.  You could make it random, but instead of random spots, it reveals a 3x3 or 4x4 somewhere around the map each use.&lt;br /&gt;
* An &amp;quot;undo&amp;quot; spell.  You could call it &amp;quot;UPZIDAYZI&amp;quot; or something.  I can't count the number of times I've made a game losing mistake just because I've misclicked. You could keep undoing until you ran out of mana, but would not be able to extend this with mana potions since you would just &amp;quot;undo&amp;quot; their usage, and obviously wouldn't be able to undo death.&lt;br /&gt;
&lt;br /&gt;
== General suggestions==&lt;br /&gt;
*Remove the gold keep between levels. As it is pointless since one can farm gold with some good characters. (seconded; looking at you goblin + any T3 class)&lt;br /&gt;
**This would also allow us to &amp;quot;score&amp;quot; based on accumulated gold.&lt;br /&gt;
*Starting gold could be set to 50 Gold, and gold piles could give more gold (5 + lvl/2).&lt;br /&gt;
*Online play would be neato. Maybe Co-Op and Versus. (Disagree, I don't think that would work to well for a game like this, especially one that's meant as a coffee-break/on your Iphone, sort of thing.  Perhaps what your looking for instead, is some sort of party gameplay where you get to use multiple characters. Maybe 3?)&lt;br /&gt;
*Settings or configuration of some sort, perhaps with options similar to other roguelikes, would be a good idea.&lt;br /&gt;
*Once again, carry-over gold is a pretty ineffective part of the game right now.  I would suggest removing it, increase the amount of gold per pickup during dungeons, and add a carry-over stat for minimum gold and have it increase via special dungeon wins the same way maximum gold does now.  Right now, gold pick ups don't matter much mid-dungeon, even if you waste quite a few, but you still want the maximum gold value to matter.&lt;br /&gt;
*Add &amp;quot;traps&amp;quot;. Invisible to player they do damage when stepped on, if player lives &amp;amp; tiles have been revealed health &amp;amp; mana is added as normal.  Trap is now visible but will still do damage each crossing. 3 types for increasing difficulty; pit,spiked pit,poisoned spiked pit.  IMAWAL fills in pits removing trap.  Some characters have 'detect trap' trait allowing them to see traps before stepping on them. 'detect trap' boon for earthmother. earthmother gives piety for traps removed with IMAWAL as her goats are now safe :) (this also makes imawal &amp;amp; earthmother more attractive)(If they considered using traps, they could also add trapdoors that forced a player into one of the new minidungeons)&lt;br /&gt;
**Walking over an invisible trap with a low HP character right after a tough battle and dying right then and there would be ''really'' annoying.  Definitely make traps visible all the time.  These would also make playing a 1st level vampire an exercise in frustration, but if visible they could act as a much-needed vampire nerf.&lt;br /&gt;
&lt;br /&gt;
== Suggestions for Objects / Shops ==&lt;br /&gt;
* Make health potions and vampiric items cheaper in shops.&lt;br /&gt;
** How much cheaper can health potions go!?  They cost 12 gold.&lt;br /&gt;
* Add the number of health/mana restored by the potion to it's tooltip. (SECONDED) [THIRDED]&lt;br /&gt;
* Give Troll Heart some more benefit.  The benefits it grants trickle in too slowly and are rarely meaningful even for a rogue.&lt;br /&gt;
* Lower the cost of Bonebreaker.  29 gold for the effect of a 2 mana glyph is a joke, especially with Band of Courage offering a the effect of a 10 mana glyph for only 20 gold.&lt;br /&gt;
* Give some sort of penalty to buying zombie dog.  1 GP for death protection is a ridiculously good deal.&lt;br /&gt;
* Remove the option for shops to sell WEYTWUT; most players would prefer to restart if they're penned in then blow 50 gold and gamble they end up somewhere useful.  Sell a more interesting glyph in its place, like LEMMISI, APHEELSIK or CYDSTEPP.&lt;br /&gt;
* Wicked Guitar's downside is so steep it's almost never beneficial, especially at that high price point.&lt;br /&gt;
&lt;br /&gt;
== Suggestions for the Classes/Races ==&lt;br /&gt;
* Add a class (such as &amp;quot;Explorer&amp;quot; or &amp;quot;Spelunker&amp;quot;) that semi-reveals tiles 2 spaces away from the character, showing the player what is on the tile without uncovering it.&lt;br /&gt;
* Number of gold gained by Tinker for killing monsters depends on monster’s level (divided by 2, rounded up).( If this was incorporated, it would probably round down instead)&lt;br /&gt;
* Halfling and gnome have not bonus in potion count, but bonus in potions effectiveness.(about 60% instead of 40%)&lt;br /&gt;
* Mana potions restore some (20-30%) health for berserkers.&lt;br /&gt;
* Add a race that converts glyphs to piety. (Seconded)&lt;br /&gt;
** Such a race really screams &amp;quot;restart until I get the alter I want&amp;quot;.&lt;br /&gt;
** And Golbin doesn't already scream &amp;quot; Restart until I get the shops I want?&amp;quot;.  Honestly, when you make a characters, as long as it isn't to easy to use, the amount of restarting the player would WANT to do (not need to do) shouldn't be taken into account as long as the class is still fun.&lt;br /&gt;
&lt;br /&gt;
* Increase goblin gold when converting glyphs to something like 4+level.&lt;br /&gt;
** So long as we can enter the dungeon with a whopping 160 gold, the goblin will never be anything more than a method to cheese gold farming.&lt;br /&gt;
* Do not consume blood when a blood mage with full health steps on it.(Seconded) [THIRDED]&lt;br /&gt;
* Add something akin to an amazon race, so that some female characters get thrown into the mix before someone inevitably asks for a female portrait of every character in the game come retail launch.&lt;br /&gt;
* Priest starts with either all altars on map, or choice of god from the get-go.&lt;br /&gt;
* Make a class that can only live for so many actions before dying&lt;br /&gt;
* [[Fighter|Fighter's]] Pit Dog should be changed so that you have either kill 10 enemies or kill an enemy above your level to gain death protection. (Seconded)&lt;br /&gt;
* [[Thief]] should lose Survivor and gain the ability to steal from stores. It should be an option under buy and it works 50% of the time. Currently Stabber and Survivor make it way too easy to conserve potions, making any dungeon a breeze. Plus Survivor, it's rather unrougelike ability.(Voted down, the amount of randomness in the game should be decreased, plus, the concequence for this type of choice could make or break a game consistantly)(it would make or break the game as much as Dodge would)(An average of a handful of free hits a game vs half the items on your map potentially free are two completely different bags of candy, my friend.)&lt;br /&gt;
* Speaking of Survivor, Health Potions should not cure Mana Burn and Mana Potions should not cure Poison. Also cut the amount of mana Health Potions heal and vice versa.&lt;br /&gt;
* Survivor and Hoarder should become it's own class, the Treasure Hunter. Add the ability to see items on the map an it's a solid class&lt;br /&gt;
** The Thief kind of is the treasure hunter you're describing.  It's just poorly named.&lt;br /&gt;
* [[Crusader|Martyr]] should have first strike properties. Otherwise it's a joke. ( It's definitely not a joke with death protection, my friend.)(Except that it doesn't work with Death Protection either.)(My bad, you are correct, but at the same time, Martyr, as the name implies, is only useful once in a game, but when it is useful ITS REALLY USEFUL, when you are facing down a boss, it essentially does have first strike, you die, but you get credit for the kill)&lt;br /&gt;
* Fearless is bad on Crusaders and needs to be replaced with something better. I would suggest something similar to [[Berserker|Berserker's]] Bloodlust or the ability to spawn more [[Boosters|Attack Boosters.]] &lt;br /&gt;
* I don't remember if this was already suggested, but BURNDAYRAZ should not break Momentum&lt;br /&gt;
** This would make it too easy to keep momentum.  It's a liability, but a fitting liability.&lt;br /&gt;
** Maybe casting fireball halves your current momentum? Replace the half with anything, but fireball should not be completely oppossed to the crusader's playing style(different user, btw).&lt;br /&gt;
* [[Bloodmage]] with Power Hungry and [[BLUDTUPOWA]] currently do not jive very well. I propose that they lose Power Hungry and gain the ability to ignore magic resistance.&lt;br /&gt;
* Meanwhile, Power Hungry along with the extra damaging [[BURNDAYRAZ]] ability and automatically summons BURNDARYAZ to your feet should be made into it's own class&lt;br /&gt;
* [[Transmuter]] is cheap. I suggest that you only get HP when you destroy 5 walls as opposed to getting HP every time you destroy one wall.&lt;br /&gt;
** Just raise the cost of ENDISWALL for him.  If he runs out of mana, he has to explore to keep healing.  Right now, if he has sufficient mana he can almost invariably finish his target before he runs out.&lt;br /&gt;
* [[Vampire(race)|Vampires]] should have a higher costing BURNDARYAZ spell. Like 8 HP.&lt;br /&gt;
** The spell cost is about right at the 1st level, but doesn't increase fast enough towerds the higher levels.&lt;br /&gt;
* Maybe add a Ranger class? Comes with a glyph that deals physical damage without retaliation, but costs 8 gold instead of mana per cast. Then make it so that he deals less damage with BURNDAYRAZ?&lt;br /&gt;
* Building off of the above idea, perhaps there could be a class that uses gold to cast glyphs, &amp;quot;Mercenary&amp;quot; or something, but has low health and attack?&lt;br /&gt;
&lt;br /&gt;
== Still uncategorized ==&lt;br /&gt;
* Make a mode with several dungeon levels (except campaign) like in classic roguelike games.&lt;br /&gt;
* Give some gold for boss slaying.&lt;br /&gt;
* Make monster stats specific; a bit various for every monster. For example, a monster of type x of level y can have random HP value from 50 to 65 and random attack from 20 to 25. It will make game a bit more unpredictable and interesting.&lt;br /&gt;
* Linux support.&lt;br /&gt;
* Special Dungeon: Colliseum.  This special dungeon has no reward for completion and is unlocked after winning (AND SUBMITTING) a ranked game.  This dungeon allows you to create your own dungeons and put them up for download for other players, the same way you can with tilesets currently.  The control you have over the dungeon is over the types and amounts of monsters appearing( by lvl, so if I want all the lvl 1's in the dungeon to be goblins, I can), but not over the labrynth layout and the unlocks the player can bring in.  You can also design your own boss ( or two bosses, I suppose) based on the normal bosses, but with variable special qualities, similar to the campaign bosses.  Participating in this process might unlock a new class or some other bonus. This would help introduce new players to the DD community and can prove to be an even greater challenge on top of the campaign.&lt;br /&gt;
* Save and view replays.  The game would automatically record the player's actions and give the option to save or view it upon death or retirement.  When viewing a replay, the player would only be allowed to move forward or back one action at a time and to mouse over objects for information.&lt;br /&gt;
* A new monster, possibly for a special dungeon, that can reflect BURNDAYRAZ damage back to the player.&lt;/div&gt;</summary>
		<author><name>Breaker</name></author>	</entry>

	<entry>
		<id>http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Brainstorming&amp;diff=3894</id>
		<title>Brainstorming</title>
		<link rel="alternate" type="text/html" href="http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Brainstorming&amp;diff=3894"/>
				<updated>2011-05-09T16:21:07Z</updated>
		
		<summary type="html">&lt;p&gt;Breaker: /* Suggestions for the Classes/Races */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{ArchiveBox|[[Brainstorming/Archive1|Archive 1]]||}}&lt;br /&gt;
&lt;br /&gt;
== Suggestions about this wiki ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Suggestions for the game interface ==&lt;br /&gt;
*Make a tile selection overlay, so we can avoid misclicking a tile.&lt;br /&gt;
*Remove the &amp;quot;death/safe/victory&amp;quot; system. It gets too easy when you can just rely on that.(Disagree) [Maybe as an option, but not generally.]&lt;br /&gt;
*Add a way of turning off the custom cursor, which causes lag on some slower computers.(Seconded)&lt;br /&gt;
**When the game window loses focus, the mouse cursor does not get shown when you move it inside the game window again. This might be fixed by the above suggestion.&lt;br /&gt;
*As mentioned before, add diagonal movement for arrow keys. Right now it is possible, but not optimal to use the keys because you have to use the mouse to access certain places.&lt;br /&gt;
*Hotkeys: P for Pray/Pick Up/Purchase, numbers to choose between worship options, Space exits the Game Over screen.&lt;br /&gt;
*Delayed keypress to allow for diagonal movement without numerical keyboard.(Yes,yes,yes!)&lt;br /&gt;
*Please, please, PLEASE include WASD functionality.  Arrow keys/mouse or just clicking around both feel awkward.&lt;br /&gt;
== Suggestions for the Gods system ==&lt;br /&gt;
* Taurog followers get 50% HP restoration from any potion and no mana restoration.&lt;br /&gt;
* New boon for Glowing Guardian: +25% damage to undead.&lt;br /&gt;
* Increase initial piety when joining Mystera Annur.&lt;br /&gt;
* New boon for Earthmother: double HP regeneration.&lt;br /&gt;
* Give -5 max HP for joining to Dracul, but don’t increase hero level. &lt;br /&gt;
** I would prefer -5 max HP OR -15% to -20% max HP, whichever bigger. That way, it encourages joining early on, making for risky gameplay. In fact, all of Dracul's boon should work like that. Currently, the costs for boons are rather weak.&lt;br /&gt;
* Reduce piety gain for teleporting glyph when worshipping Tikki Tooki.&lt;br /&gt;
* a stupid one, but maybe host a contest and the winner is made a god in DD, with stats s/he decides.&lt;br /&gt;
* [[Taurog]] should not ban the usage of [[WONAFYT]]. (Seconded)&lt;br /&gt;
* Converting should be consolidated to a single slot. Having to take up a slot for each god is redundant. It should also be less expensive to convert in the first place.&lt;br /&gt;
* [[Binlor Ironshield]] should only grant 1.6 piety gain for wall destroying with ENDISWAL. This can be accomplished easily by giving out 8 piety gain for every 5 walls destroyed.&lt;br /&gt;
* [[Jehora Jeheyu]] should give better piety gain outside of [[WEYTWUT]]&lt;br /&gt;
* [[Tikki Tooki|Tikki Tooki's]] First Strike boon needs it's cost reduced significantly. It's nowhere near as good as the Poison Strike boon. And forget about converting from Pactmaker. I'd rather have another boon.&lt;br /&gt;
*Each god should have their own unique altar sprite, especially since the new build is trying to be more visually informative.  It would also be awesome if some character art of the god was pictured next to their list of boons.&lt;br /&gt;
&lt;br /&gt;
== Suggestions for the Scoring system ==&lt;br /&gt;
* Make score not dependent on time.&lt;br /&gt;
* For ranked matches, have it throw out any run over 15 minutes.  These runs will never score high up anyway, and it makes fixing the current scoring measure unneccessary.&lt;br /&gt;
* Unstoppable is grossly overrated at 2000 points.  You're already getting a lot of score for having killed the monsters, and this amounts to double-dipping the same activity.  It's not even that hard to do; unless you're down to the wire and have no resources left, you're essentially over the hump and it's all downhill after killing the boss.  Other achievements such as &amp;quot;Cocky, aren't you?&amp;quot; are significantly more difficult to pull off.&lt;br /&gt;
* Give us a bonus for never worshipping gods or buying items.  A bad set of shops/alters can be a big handicap, and being able to abstain altogether for a score boost would be a nice equilizer.&lt;br /&gt;
* &amp;quot;Tooth and Fricken Nail&amp;quot; should not be earned when using death protection.  This method is just too easy to perform.&lt;br /&gt;
&lt;br /&gt;
== Suggestions for the glyph system ==&lt;br /&gt;
* Reduce ENDISWAL mana cost by 1-4 points.&lt;br /&gt;
* Reduce CYDSTEPP mana cost by 1-2 points.&lt;br /&gt;
** CYDSTEPP is horribly overpowered; if anything it needs a cost increase of 1 to 2 points (let the Warlord use it for 10; everyone else should need a mana powerup to use this glyph)&lt;br /&gt;
* Reduce PISORF mana cost by 2-5 points.&lt;br /&gt;
* Reduce BURNDAYRAZ mana cost by 1 point.&lt;br /&gt;
* Make IMAWAL spawn only if there's a Earthmother altar around.&lt;br /&gt;
** Just grant IMAWAL upon worshipping the Earthmother, and never make it spawn in.  Really it needs a secondary benefit; otherwise its only use is appeasing the Earthmother.&lt;br /&gt;
* Add a glyph that allows you to Scry a part of the dungeon without actually exploring it.  You could make it random, but instead of random spots, it reveals a 3x3 or 4x4 somewhere around the map each use.&lt;br /&gt;
* An &amp;quot;undo&amp;quot; spell.  You could call it &amp;quot;UPZIDAYZI&amp;quot; or something.  I can't count the number of times I've made a game losing mistake just because I've misclicked. You could keep undoing until you ran out of mana, but would not be able to extend this with mana potions since you would just &amp;quot;undo&amp;quot; their usage, and obviously wouldn't be able to undo death.&lt;br /&gt;
&lt;br /&gt;
== General suggestions==&lt;br /&gt;
*Remove the gold keep between levels. As it is pointless since one can farm gold with some good characters. (seconded; looking at you goblin + any T3 class)&lt;br /&gt;
**This would also allow us to &amp;quot;score&amp;quot; based on accumulated gold.&lt;br /&gt;
*Starting gold could be set to 50 Gold, and gold piles could give more gold (5 + lvl/2).&lt;br /&gt;
*Online play would be neato. Maybe Co-Op and Versus. (Disagree, I don't think that would work to well for a game like this, especially one that's meant as a coffee-break/on your Iphone, sort of thing.  Perhaps what your looking for instead, is some sort of party gameplay where you get to use multiple characters. Maybe 3?)&lt;br /&gt;
*Settings or configuration of some sort, perhaps with options similar to other roguelikes, would be a good idea.&lt;br /&gt;
*Once again, carry-over gold is a pretty ineffective part of the game right now.  I would suggest removing it, increase the amount of gold per pickup during dungeons, and add a carry-over stat for minimum gold and have it increase via special dungeon wins the same way maximum gold does now.  Right now, gold pick ups don't matter much mid-dungeon, even if you waste quite a few, but you still want the maximum gold value to matter.&lt;br /&gt;
*Add &amp;quot;traps&amp;quot;. Invisible to player they do damage when stepped on, if player lives &amp;amp; tiles have been revealed health &amp;amp; mana is added as normal.  Trap is now visible but will still do damage each crossing. 3 types for increasing difficulty; pit,spiked pit,poisoned spiked pit.  IMAWAL fills in pits removing trap.  Some characters have 'detect trap' trait allowing them to see traps before stepping on them. 'detect trap' boon for earthmother. earthmother gives piety for traps removed with IMAWAL as her goats are now safe :) (this also makes imawal &amp;amp; earthmother more attractive)(If they considered using traps, they could also add trapdoors that forced a player into one of the new minidungeons)&lt;br /&gt;
**Walking over an invisible trap with a low HP character right after a tough battle and dying right then and there would be ''really'' annoying.  Definitely make traps visible all the time.  These would also make playing a 1st level vampire an exercise in frustration, but if visible they could act as a much-needed vampire nerf.&lt;br /&gt;
&lt;br /&gt;
== Suggestions for Objects / Shops ==&lt;br /&gt;
* Make health potions and vampiric items cheaper in shops.&lt;br /&gt;
** How much cheaper can health potions go!?  They cost 12 gold.&lt;br /&gt;
* Add the number of health/mana restored by the potion to it's tooltip. (SECONDED) [THIRDED]&lt;br /&gt;
* Give Troll Heart some more benefit.  The benefits it grants trickle in too slowly and are rarely meaningful even for a rogue.&lt;br /&gt;
* Lower the cost of Bonebreaker.  29 gold for the effect of a 2 mana glyph is a joke, especially with Band of Courage offering a the effect of a 10 mana glyph for only 20 gold.&lt;br /&gt;
* Give some sort of penalty to buying zombie dog.  1 GP for death protection is a ridiculously good deal.&lt;br /&gt;
* Remove the option for shops to sell WEYTWUT; most players would prefer to restart if they're penned in then blow 50 gold and gamble they end up somewhere useful.  Sell a more interesting glyph in its place, like LEMMISI, APHEELSIK or CYDSTEPP.&lt;br /&gt;
* Wicked Guitar's downside is so steep it's almost never beneficial, especially at that high price point.&lt;br /&gt;
&lt;br /&gt;
== Suggestions for the Classes/Races ==&lt;br /&gt;
* Add a class (such as &amp;quot;Explorer&amp;quot; or &amp;quot;Spelunker&amp;quot;) that semi-reveals tiles 2 spaces away from the character, showing the player what is on the tile without uncovering it.&lt;br /&gt;
* Number of gold gained by Tinker for killing monsters depends on monster’s level (divided by 2, rounded up).( If this was incorporated, it would probably round down instead)&lt;br /&gt;
* Halfling and gnome have not bonus in potion count, but bonus in potions effectiveness.(about 60% instead of 40%)&lt;br /&gt;
* Mana potions restore some (20-30%) health for berserkers.&lt;br /&gt;
* Add a race that converts glyphs to piety. (Seconded)&lt;br /&gt;
** Such a race really screams &amp;quot;restart until I get the alter I want&amp;quot;.&lt;br /&gt;
** And Golbin doesn't already scream &amp;quot; Restart until I get the shops I want?&amp;quot;.  Honestly, when you make a characters, as long as it isn't to easy to use, the amount of restarting the player would WANT to do (not need to do) shouldn't be taken into account as long as the class is still fun.&lt;br /&gt;
&lt;br /&gt;
* Increase goblin gold when converting glyphs to something like 4+level.&lt;br /&gt;
** So long as we can enter the dungeon with a whopping 160 gold, the goblin will never be anything more than a method to cheese gold farming.&lt;br /&gt;
* Do not consume blood when a blood mage with full health steps on it.(Seconded) [THIRDED]&lt;br /&gt;
* Add something akin to an amazon race, so that some female characters get thrown into the mix before someone inevitably asks for a female portrait of every character in the game come retail launch.&lt;br /&gt;
* Priest starts with either all altars on map, or choice of god from the get-go.&lt;br /&gt;
* Make a class that can only live for so many actions before dying&lt;br /&gt;
* [[Fighter|Fighter's]] Pit Dog should be changed so that you have either kill 10 enemies or kill an enemy above your level to gain death protection. (Seconded)&lt;br /&gt;
* [[Thief]] should lose Survivor and gain the ability to steal from stores. It should be an option under buy and it works 50% of the time. Currently Stabber and Survivor make it way too easy to conserve potions, making any dungeon a breeze. Plus Survivor, it's rather unrougelike ability.(Voted down, the amount of randomness in the game should be decreased, plus, the concequence for this type of choice could make or break a game consistantly)(it would make or break the game as much as Dodge would)(An average of a handful of free hits a game vs half the items on your map potentially free are two completely different bags of candy, my friend.)&lt;br /&gt;
* Speaking of Survivor, Health Potions should not cure Mana Burn and Mana Potions should not cure Poison. Also cut the amount of mana Health Potions heal and vice versa.&lt;br /&gt;
* Survivor and Hoarder should become it's own class, the Treasure Hunter. Add the ability to see items on the map an it's a solid class&lt;br /&gt;
** The Thief kind of is the treasure hunter you're describing.  It's just poorly named.&lt;br /&gt;
* [[Crusader|Martyr]] should have first strike properties. Otherwise it's a joke. ( It's definitely not a joke with death protection, my friend.)(Except that it doesn't work with Death Protection either.)(My bad, you are correct, but at the same time, Martyr, as the name implies, is only useful once in a game, but when it is useful ITS REALLY USEFUL, when you are facing down a boss, it essentially does have first strike, you die, but you get credit for the kill)&lt;br /&gt;
* Fearless is bad on Crusaders and needs to be replaced with something better. I would suggest something similar to [[Berserker|Berserker's]] Bloodlust or the ability to spawn more [[Boosters|Attack Boosters.]] &lt;br /&gt;
* I don't remember if this was already suggested, but BURNDAYRAZ should not break Momentum&lt;br /&gt;
** This would make it too easy to keep momentum.  It's a liability, but a fitting liability.&lt;br /&gt;
* [[Bloodmage]] with Power Hungry and [[BLUDTUPOWA]] currently do not jive very well. I propose that they lose Power Hungry and gain the ability to ignore magic resistance.&lt;br /&gt;
* Meanwhile, Power Hungry along with the extra damaging [[BURNDAYRAZ]] ability and automatically summons BURNDARYAZ to your feet should be made into it's own class&lt;br /&gt;
* [[Transmuter]] is cheap. I suggest that you only get HP when you destroy 5 walls as opposed to getting HP every time you destroy one wall.&lt;br /&gt;
** Just raise the cost of ENDISWALL for him.  If he runs out of mana, he has to explore to keep healing.  Right now, if he has sufficient mana he can almost invariably finish his target before he runs out.&lt;br /&gt;
* [[Vampire(race)|Vampires]] should have a higher costing BURNDARYAZ spell. Like 8 HP.&lt;br /&gt;
** The spell cost is about right at the 1st level, but doesn't increase fast enough towerds the higher levels.&lt;br /&gt;
* Maybe add a Ranger class? Comes with a glyph that deals physical damage without retaliation, but costs 8 gold instead of mana per cast. Then make it so that he deals less damage with BURNDAYRAZ?&lt;br /&gt;
* Building off of the above idea, perhaps there could be a class that uses gold to cast glyphs, &amp;quot;Mercenary&amp;quot; or something, but has low health and attack?&lt;br /&gt;
&lt;br /&gt;
== Still uncategorized ==&lt;br /&gt;
* Make a mode with several dungeon levels (except campaign) like in classic roguelike games.&lt;br /&gt;
* Give some gold for boss slaying.&lt;br /&gt;
* Make monster stats specific; a bit various for every monster. For example, a monster of type x of level y can have random HP value from 50 to 65 and random attack from 20 to 25. It will make game a bit more unpredictable and interesting.&lt;br /&gt;
* Linux support.&lt;br /&gt;
* Special Dungeon: Colliseum.  This special dungeon has no reward for completion and is unlocked after winning (AND SUBMITTING) a ranked game.  This dungeon allows you to create your own dungeons and put them up for download for other players, the same way you can with tilesets currently.  The control you have over the dungeon is over the types and amounts of monsters appearing( by lvl, so if I want all the lvl 1's in the dungeon to be goblins, I can), but not over the labrynth layout and the unlocks the player can bring in.  You can also design your own boss ( or two bosses, I suppose) based on the normal bosses, but with variable special qualities, similar to the campaign bosses.  Participating in this process might unlock a new class or some other bonus. This would help introduce new players to the DD community and can prove to be an even greater challenge on top of the campaign.&lt;br /&gt;
* Save and view replays.  The game would automatically record the player's actions and give the option to save or view it upon death or retirement.  When viewing a replay, the player would only be allowed to move forward or back one action at a time and to mouse over objects for information.&lt;br /&gt;
* A new monster, possibly for a special dungeon, that can reflect BURNDAYRAZ damage back to the player.&lt;/div&gt;</summary>
		<author><name>Breaker</name></author>	</entry>

	<entry>
		<id>http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Brainstorming&amp;diff=3893</id>
		<title>Brainstorming</title>
		<link rel="alternate" type="text/html" href="http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Brainstorming&amp;diff=3893"/>
				<updated>2011-05-09T16:18:25Z</updated>
		
		<summary type="html">&lt;p&gt;Breaker: /* Suggestions for the Classes/Races */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{ArchiveBox|[[Brainstorming/Archive1|Archive 1]]||}}&lt;br /&gt;
&lt;br /&gt;
== Suggestions about this wiki ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Suggestions for the game interface ==&lt;br /&gt;
*Make a tile selection overlay, so we can avoid misclicking a tile.&lt;br /&gt;
*Remove the &amp;quot;death/safe/victory&amp;quot; system. It gets too easy when you can just rely on that.(Disagree) [Maybe as an option, but not generally.]&lt;br /&gt;
*Add a way of turning off the custom cursor, which causes lag on some slower computers.(Seconded)&lt;br /&gt;
**When the game window loses focus, the mouse cursor does not get shown when you move it inside the game window again. This might be fixed by the above suggestion.&lt;br /&gt;
*As mentioned before, add diagonal movement for arrow keys. Right now it is possible, but not optimal to use the keys because you have to use the mouse to access certain places.&lt;br /&gt;
*Hotkeys: P for Pray/Pick Up/Purchase, numbers to choose between worship options, Space exits the Game Over screen.&lt;br /&gt;
*Delayed keypress to allow for diagonal movement without numerical keyboard.(Yes,yes,yes!)&lt;br /&gt;
*Please, please, PLEASE include WASD functionality.  Arrow keys/mouse or just clicking around both feel awkward.&lt;br /&gt;
== Suggestions for the Gods system ==&lt;br /&gt;
* Taurog followers get 50% HP restoration from any potion and no mana restoration.&lt;br /&gt;
* New boon for Glowing Guardian: +25% damage to undead.&lt;br /&gt;
* Increase initial piety when joining Mystera Annur.&lt;br /&gt;
* New boon for Earthmother: double HP regeneration.&lt;br /&gt;
* Give -5 max HP for joining to Dracul, but don’t increase hero level. &lt;br /&gt;
** I would prefer -5 max HP OR -15% to -20% max HP, whichever bigger. That way, it encourages joining early on, making for risky gameplay. In fact, all of Dracul's boon should work like that. Currently, the costs for boons are rather weak.&lt;br /&gt;
* Reduce piety gain for teleporting glyph when worshipping Tikki Tooki.&lt;br /&gt;
* a stupid one, but maybe host a contest and the winner is made a god in DD, with stats s/he decides.&lt;br /&gt;
* [[Taurog]] should not ban the usage of [[WONAFYT]]. (Seconded)&lt;br /&gt;
* Converting should be consolidated to a single slot. Having to take up a slot for each god is redundant. It should also be less expensive to convert in the first place.&lt;br /&gt;
* [[Binlor Ironshield]] should only grant 1.6 piety gain for wall destroying with ENDISWAL. This can be accomplished easily by giving out 8 piety gain for every 5 walls destroyed.&lt;br /&gt;
* [[Jehora Jeheyu]] should give better piety gain outside of [[WEYTWUT]]&lt;br /&gt;
* [[Tikki Tooki|Tikki Tooki's]] First Strike boon needs it's cost reduced significantly. It's nowhere near as good as the Poison Strike boon. And forget about converting from Pactmaker. I'd rather have another boon.&lt;br /&gt;
*Each god should have their own unique altar sprite, especially since the new build is trying to be more visually informative.  It would also be awesome if some character art of the god was pictured next to their list of boons.&lt;br /&gt;
&lt;br /&gt;
== Suggestions for the Scoring system ==&lt;br /&gt;
* Make score not dependent on time.&lt;br /&gt;
* For ranked matches, have it throw out any run over 15 minutes.  These runs will never score high up anyway, and it makes fixing the current scoring measure unneccessary.&lt;br /&gt;
* Unstoppable is grossly overrated at 2000 points.  You're already getting a lot of score for having killed the monsters, and this amounts to double-dipping the same activity.  It's not even that hard to do; unless you're down to the wire and have no resources left, you're essentially over the hump and it's all downhill after killing the boss.  Other achievements such as &amp;quot;Cocky, aren't you?&amp;quot; are significantly more difficult to pull off.&lt;br /&gt;
* Give us a bonus for never worshipping gods or buying items.  A bad set of shops/alters can be a big handicap, and being able to abstain altogether for a score boost would be a nice equilizer.&lt;br /&gt;
* &amp;quot;Tooth and Fricken Nail&amp;quot; should not be earned when using death protection.  This method is just too easy to perform.&lt;br /&gt;
&lt;br /&gt;
== Suggestions for the glyph system ==&lt;br /&gt;
* Reduce ENDISWAL mana cost by 1-4 points.&lt;br /&gt;
* Reduce CYDSTEPP mana cost by 1-2 points.&lt;br /&gt;
** CYDSTEPP is horribly overpowered; if anything it needs a cost increase of 1 to 2 points (let the Warlord use it for 10; everyone else should need a mana powerup to use this glyph)&lt;br /&gt;
* Reduce PISORF mana cost by 2-5 points.&lt;br /&gt;
* Reduce BURNDAYRAZ mana cost by 1 point.&lt;br /&gt;
* Make IMAWAL spawn only if there's a Earthmother altar around.&lt;br /&gt;
** Just grant IMAWAL upon worshipping the Earthmother, and never make it spawn in.  Really it needs a secondary benefit; otherwise its only use is appeasing the Earthmother.&lt;br /&gt;
* Add a glyph that allows you to Scry a part of the dungeon without actually exploring it.  You could make it random, but instead of random spots, it reveals a 3x3 or 4x4 somewhere around the map each use.&lt;br /&gt;
* An &amp;quot;undo&amp;quot; spell.  You could call it &amp;quot;UPZIDAYZI&amp;quot; or something.  I can't count the number of times I've made a game losing mistake just because I've misclicked. You could keep undoing until you ran out of mana, but would not be able to extend this with mana potions since you would just &amp;quot;undo&amp;quot; their usage, and obviously wouldn't be able to undo death.&lt;br /&gt;
&lt;br /&gt;
== General suggestions==&lt;br /&gt;
*Remove the gold keep between levels. As it is pointless since one can farm gold with some good characters. (seconded; looking at you goblin + any T3 class)&lt;br /&gt;
**This would also allow us to &amp;quot;score&amp;quot; based on accumulated gold.&lt;br /&gt;
*Starting gold could be set to 50 Gold, and gold piles could give more gold (5 + lvl/2).&lt;br /&gt;
*Online play would be neato. Maybe Co-Op and Versus. (Disagree, I don't think that would work to well for a game like this, especially one that's meant as a coffee-break/on your Iphone, sort of thing.  Perhaps what your looking for instead, is some sort of party gameplay where you get to use multiple characters. Maybe 3?)&lt;br /&gt;
*Settings or configuration of some sort, perhaps with options similar to other roguelikes, would be a good idea.&lt;br /&gt;
*Once again, carry-over gold is a pretty ineffective part of the game right now.  I would suggest removing it, increase the amount of gold per pickup during dungeons, and add a carry-over stat for minimum gold and have it increase via special dungeon wins the same way maximum gold does now.  Right now, gold pick ups don't matter much mid-dungeon, even if you waste quite a few, but you still want the maximum gold value to matter.&lt;br /&gt;
*Add &amp;quot;traps&amp;quot;. Invisible to player they do damage when stepped on, if player lives &amp;amp; tiles have been revealed health &amp;amp; mana is added as normal.  Trap is now visible but will still do damage each crossing. 3 types for increasing difficulty; pit,spiked pit,poisoned spiked pit.  IMAWAL fills in pits removing trap.  Some characters have 'detect trap' trait allowing them to see traps before stepping on them. 'detect trap' boon for earthmother. earthmother gives piety for traps removed with IMAWAL as her goats are now safe :) (this also makes imawal &amp;amp; earthmother more attractive)(If they considered using traps, they could also add trapdoors that forced a player into one of the new minidungeons)&lt;br /&gt;
**Walking over an invisible trap with a low HP character right after a tough battle and dying right then and there would be ''really'' annoying.  Definitely make traps visible all the time.  These would also make playing a 1st level vampire an exercise in frustration, but if visible they could act as a much-needed vampire nerf.&lt;br /&gt;
&lt;br /&gt;
== Suggestions for Objects / Shops ==&lt;br /&gt;
* Make health potions and vampiric items cheaper in shops.&lt;br /&gt;
** How much cheaper can health potions go!?  They cost 12 gold.&lt;br /&gt;
* Add the number of health/mana restored by the potion to it's tooltip. (SECONDED) [THIRDED]&lt;br /&gt;
* Give Troll Heart some more benefit.  The benefits it grants trickle in too slowly and are rarely meaningful even for a rogue.&lt;br /&gt;
* Lower the cost of Bonebreaker.  29 gold for the effect of a 2 mana glyph is a joke, especially with Band of Courage offering a the effect of a 10 mana glyph for only 20 gold.&lt;br /&gt;
* Give some sort of penalty to buying zombie dog.  1 GP for death protection is a ridiculously good deal.&lt;br /&gt;
* Remove the option for shops to sell WEYTWUT; most players would prefer to restart if they're penned in then blow 50 gold and gamble they end up somewhere useful.  Sell a more interesting glyph in its place, like LEMMISI, APHEELSIK or CYDSTEPP.&lt;br /&gt;
* Wicked Guitar's downside is so steep it's almost never beneficial, especially at that high price point.&lt;br /&gt;
&lt;br /&gt;
== Suggestions for the Classes/Races ==&lt;br /&gt;
* Add a class (such as &amp;quot;Explorer&amp;quot; or &amp;quot;Spelunker&amp;quot;) that semi-reveals tiles 2 spaces away from the character, showing the player what is on the tile without uncovering it.&lt;br /&gt;
* Number of gold gained by Tinker for killing monsters depends on monster’s level (divided by 2, rounded up).( If this was incorporated, it would probably round down instead)&lt;br /&gt;
* Halfling and gnome have not bonus in potion count, but bonus in potions effectiveness.(about 60% instead of 40%)&lt;br /&gt;
* Mana potions restore some (20-30%) health for berserkers.&lt;br /&gt;
* Add a race that converts glyphs to piety. (Seconded)&lt;br /&gt;
** Such a race really screams &amp;quot;restart until I get the alter I want&amp;quot;.&lt;br /&gt;
** And Golbin doesn't already scream &amp;quot; Restart until I get the shops I want?&amp;quot;.  Honestly, when you make a characters, as long as it isn't to easy to use, the amount of restarting the player would WANT to do (not need to do) shouldn't be taken into account as long as the class is still fun.&lt;br /&gt;
&lt;br /&gt;
* Increase goblin gold when converting glyphs to something like 4+level.&lt;br /&gt;
** So long as we can enter the dungeon with a whopping 160 gold, the goblin will never be anything more than a method to cheese gold farming.&lt;br /&gt;
* Do not consume blood when a blood mage with full health steps on it.(Seconded) [THIRDED]&lt;br /&gt;
* Add something akin to an amazon race, so that some female characters get thrown into the mix before someone inevitably asks for a female portrait of every character in the game come retail launch.&lt;br /&gt;
* Priest starts with either all altars on map, or choice of god from the get-go.&lt;br /&gt;
* Make a class that can only live for so many actions before dying&lt;br /&gt;
* [[Fighter|Fighter's]] Pit Dog should be changed so that you have either kill 10 enemies or kill an enemy above your level to gain death protection. (Seconded)&lt;br /&gt;
* [[Thief]] should lose Survivor and gain the ability to steal from stores. It should be an option under buy and it works 50% of the time. Currently Stabber and Survivor make it way too easy to conserve potions, making any dungeon a breeze. Plus Survivor, it's rather unrougelike ability.(Voted down, the amount of randomness in the game should be decreased, plus, the concequence for this type of choice could make or break a game consistantly)(it would make or break the game as much as Dodge would)(An average of a handful of free hits a game vs half the items on your map potentially free are two completely different bags of candy, my friend.)&lt;br /&gt;
* Speaking of Survivor, Health Potions should not cure Mana Burn and Mana Potions should not cure Poison. Also cut the amount of mana Health Potions heal and vice versa.&lt;br /&gt;
* Survivor and Hoarder should become it's own class, the Treasure Hunter. Add the ability to see items on the map an it's a solid class&lt;br /&gt;
** The Thief kind of is the treasure hunter you're describing.  It's just poorly named.&lt;br /&gt;
* [[Crusader|Martyr]] should have first strike properties. Otherwise it's a joke. ( It's definitely not a joke with death protection, my friend.)(Except that it doesn't work with Death Protection either.)&lt;br /&gt;
* Fearless is bad on Crusaders and needs to be replaced with something better. I would suggest something similar to [[Berserker|Berserker's]] Bloodlust or the ability to spawn more [[Boosters|Attack Boosters.]] &lt;br /&gt;
* I don't remember if this was already suggested, but BURNDAYRAZ should not break Momentum&lt;br /&gt;
** This would make it too easy to keep momentum.  It's a liability, but a fitting liability.&lt;br /&gt;
* [[Bloodmage]] with Power Hungry and [[BLUDTUPOWA]] currently do not jive very well. I propose that they lose Power Hungry and gain the ability to ignore magic resistance.&lt;br /&gt;
* Meanwhile, Power Hungry along with the extra damaging [[BURNDAYRAZ]] ability and automatically summons BURNDARYAZ to your feet should be made into it's own class&lt;br /&gt;
* [[Transmuter]] is cheap. I suggest that you only get HP when you destroy 5 walls as opposed to getting HP every time you destroy one wall.&lt;br /&gt;
** Just raise the cost of ENDISWALL for him.  If he runs out of mana, he has to explore to keep healing.  Right now, if he has sufficient mana he can almost invariably finish his target before he runs out.&lt;br /&gt;
* [[Vampire(race)|Vampires]] should have a higher costing BURNDARYAZ spell. Like 8 HP.&lt;br /&gt;
** The spell cost is about right at the 1st level, but doesn't increase fast enough towerds the higher levels.&lt;br /&gt;
* Maybe add a Ranger class? Comes with a glyph that deals physical damage without retaliation, but costs 8 gold instead of mana per cast. Then make it so that he deals less damage with BURNDAYRAZ?&lt;br /&gt;
* Building off of the above idea, perhaps there could be a class that uses gold to cast glyphs, &amp;quot;Mercenary&amp;quot; or something, but has low health and attack?&lt;br /&gt;
&lt;br /&gt;
== Still uncategorized ==&lt;br /&gt;
* Make a mode with several dungeon levels (except campaign) like in classic roguelike games.&lt;br /&gt;
* Give some gold for boss slaying.&lt;br /&gt;
* Make monster stats specific; a bit various for every monster. For example, a monster of type x of level y can have random HP value from 50 to 65 and random attack from 20 to 25. It will make game a bit more unpredictable and interesting.&lt;br /&gt;
* Linux support.&lt;br /&gt;
* Special Dungeon: Colliseum.  This special dungeon has no reward for completion and is unlocked after winning (AND SUBMITTING) a ranked game.  This dungeon allows you to create your own dungeons and put them up for download for other players, the same way you can with tilesets currently.  The control you have over the dungeon is over the types and amounts of monsters appearing( by lvl, so if I want all the lvl 1's in the dungeon to be goblins, I can), but not over the labrynth layout and the unlocks the player can bring in.  You can also design your own boss ( or two bosses, I suppose) based on the normal bosses, but with variable special qualities, similar to the campaign bosses.  Participating in this process might unlock a new class or some other bonus. This would help introduce new players to the DD community and can prove to be an even greater challenge on top of the campaign.&lt;br /&gt;
* Save and view replays.  The game would automatically record the player's actions and give the option to save or view it upon death or retirement.  When viewing a replay, the player would only be allowed to move forward or back one action at a time and to mouse over objects for information.&lt;br /&gt;
* A new monster, possibly for a special dungeon, that can reflect BURNDAYRAZ damage back to the player.&lt;/div&gt;</summary>
		<author><name>Breaker</name></author>	</entry>

	<entry>
		<id>http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Brainstorming&amp;diff=3892</id>
		<title>Brainstorming</title>
		<link rel="alternate" type="text/html" href="http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Brainstorming&amp;diff=3892"/>
				<updated>2011-05-09T16:15:35Z</updated>
		
		<summary type="html">&lt;p&gt;Breaker: /* Suggestions for the Classes/Races */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{ArchiveBox|[[Brainstorming/Archive1|Archive 1]]||}}&lt;br /&gt;
&lt;br /&gt;
== Suggestions about this wiki ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Suggestions for the game interface ==&lt;br /&gt;
*Make a tile selection overlay, so we can avoid misclicking a tile.&lt;br /&gt;
*Remove the &amp;quot;death/safe/victory&amp;quot; system. It gets too easy when you can just rely on that.(Disagree) [Maybe as an option, but not generally.]&lt;br /&gt;
*Add a way of turning off the custom cursor, which causes lag on some slower computers.(Seconded)&lt;br /&gt;
**When the game window loses focus, the mouse cursor does not get shown when you move it inside the game window again. This might be fixed by the above suggestion.&lt;br /&gt;
*As mentioned before, add diagonal movement for arrow keys. Right now it is possible, but not optimal to use the keys because you have to use the mouse to access certain places.&lt;br /&gt;
*Hotkeys: P for Pray/Pick Up/Purchase, numbers to choose between worship options, Space exits the Game Over screen.&lt;br /&gt;
*Delayed keypress to allow for diagonal movement without numerical keyboard.(Yes,yes,yes!)&lt;br /&gt;
*Please, please, PLEASE include WASD functionality.  Arrow keys/mouse or just clicking around both feel awkward.&lt;br /&gt;
== Suggestions for the Gods system ==&lt;br /&gt;
* Taurog followers get 50% HP restoration from any potion and no mana restoration.&lt;br /&gt;
* New boon for Glowing Guardian: +25% damage to undead.&lt;br /&gt;
* Increase initial piety when joining Mystera Annur.&lt;br /&gt;
* New boon for Earthmother: double HP regeneration.&lt;br /&gt;
* Give -5 max HP for joining to Dracul, but don’t increase hero level. &lt;br /&gt;
** I would prefer -5 max HP OR -15% to -20% max HP, whichever bigger. That way, it encourages joining early on, making for risky gameplay. In fact, all of Dracul's boon should work like that. Currently, the costs for boons are rather weak.&lt;br /&gt;
* Reduce piety gain for teleporting glyph when worshipping Tikki Tooki.&lt;br /&gt;
* a stupid one, but maybe host a contest and the winner is made a god in DD, with stats s/he decides.&lt;br /&gt;
* [[Taurog]] should not ban the usage of [[WONAFYT]]. (Seconded)&lt;br /&gt;
* Converting should be consolidated to a single slot. Having to take up a slot for each god is redundant. It should also be less expensive to convert in the first place.&lt;br /&gt;
* [[Binlor Ironshield]] should only grant 1.6 piety gain for wall destroying with ENDISWAL. This can be accomplished easily by giving out 8 piety gain for every 5 walls destroyed.&lt;br /&gt;
* [[Jehora Jeheyu]] should give better piety gain outside of [[WEYTWUT]]&lt;br /&gt;
* [[Tikki Tooki|Tikki Tooki's]] First Strike boon needs it's cost reduced significantly. It's nowhere near as good as the Poison Strike boon. And forget about converting from Pactmaker. I'd rather have another boon.&lt;br /&gt;
*Each god should have their own unique altar sprite, especially since the new build is trying to be more visually informative.  It would also be awesome if some character art of the god was pictured next to their list of boons.&lt;br /&gt;
&lt;br /&gt;
== Suggestions for the Scoring system ==&lt;br /&gt;
* Make score not dependent on time.&lt;br /&gt;
* For ranked matches, have it throw out any run over 15 minutes.  These runs will never score high up anyway, and it makes fixing the current scoring measure unneccessary.&lt;br /&gt;
* Unstoppable is grossly overrated at 2000 points.  You're already getting a lot of score for having killed the monsters, and this amounts to double-dipping the same activity.  It's not even that hard to do; unless you're down to the wire and have no resources left, you're essentially over the hump and it's all downhill after killing the boss.  Other achievements such as &amp;quot;Cocky, aren't you?&amp;quot; are significantly more difficult to pull off.&lt;br /&gt;
* Give us a bonus for never worshipping gods or buying items.  A bad set of shops/alters can be a big handicap, and being able to abstain altogether for a score boost would be a nice equilizer.&lt;br /&gt;
* &amp;quot;Tooth and Fricken Nail&amp;quot; should not be earned when using death protection.  This method is just too easy to perform.&lt;br /&gt;
&lt;br /&gt;
== Suggestions for the glyph system ==&lt;br /&gt;
* Reduce ENDISWAL mana cost by 1-4 points.&lt;br /&gt;
* Reduce CYDSTEPP mana cost by 1-2 points.&lt;br /&gt;
** CYDSTEPP is horribly overpowered; if anything it needs a cost increase of 1 to 2 points (let the Warlord use it for 10; everyone else should need a mana powerup to use this glyph)&lt;br /&gt;
* Reduce PISORF mana cost by 2-5 points.&lt;br /&gt;
* Reduce BURNDAYRAZ mana cost by 1 point.&lt;br /&gt;
* Make IMAWAL spawn only if there's a Earthmother altar around.&lt;br /&gt;
** Just grant IMAWAL upon worshipping the Earthmother, and never make it spawn in.  Really it needs a secondary benefit; otherwise its only use is appeasing the Earthmother.&lt;br /&gt;
* Add a glyph that allows you to Scry a part of the dungeon without actually exploring it.  You could make it random, but instead of random spots, it reveals a 3x3 or 4x4 somewhere around the map each use.&lt;br /&gt;
* An &amp;quot;undo&amp;quot; spell.  You could call it &amp;quot;UPZIDAYZI&amp;quot; or something.  I can't count the number of times I've made a game losing mistake just because I've misclicked. You could keep undoing until you ran out of mana, but would not be able to extend this with mana potions since you would just &amp;quot;undo&amp;quot; their usage, and obviously wouldn't be able to undo death.&lt;br /&gt;
&lt;br /&gt;
== General suggestions==&lt;br /&gt;
*Remove the gold keep between levels. As it is pointless since one can farm gold with some good characters. (seconded; looking at you goblin + any T3 class)&lt;br /&gt;
**This would also allow us to &amp;quot;score&amp;quot; based on accumulated gold.&lt;br /&gt;
*Starting gold could be set to 50 Gold, and gold piles could give more gold (5 + lvl/2).&lt;br /&gt;
*Online play would be neato. Maybe Co-Op and Versus. (Disagree, I don't think that would work to well for a game like this, especially one that's meant as a coffee-break/on your Iphone, sort of thing.  Perhaps what your looking for instead, is some sort of party gameplay where you get to use multiple characters. Maybe 3?)&lt;br /&gt;
*Settings or configuration of some sort, perhaps with options similar to other roguelikes, would be a good idea.&lt;br /&gt;
*Once again, carry-over gold is a pretty ineffective part of the game right now.  I would suggest removing it, increase the amount of gold per pickup during dungeons, and add a carry-over stat for minimum gold and have it increase via special dungeon wins the same way maximum gold does now.  Right now, gold pick ups don't matter much mid-dungeon, even if you waste quite a few, but you still want the maximum gold value to matter.&lt;br /&gt;
*Add &amp;quot;traps&amp;quot;. Invisible to player they do damage when stepped on, if player lives &amp;amp; tiles have been revealed health &amp;amp; mana is added as normal.  Trap is now visible but will still do damage each crossing. 3 types for increasing difficulty; pit,spiked pit,poisoned spiked pit.  IMAWAL fills in pits removing trap.  Some characters have 'detect trap' trait allowing them to see traps before stepping on them. 'detect trap' boon for earthmother. earthmother gives piety for traps removed with IMAWAL as her goats are now safe :) (this also makes imawal &amp;amp; earthmother more attractive)(If they considered using traps, they could also add trapdoors that forced a player into one of the new minidungeons)&lt;br /&gt;
**Walking over an invisible trap with a low HP character right after a tough battle and dying right then and there would be ''really'' annoying.  Definitely make traps visible all the time.  These would also make playing a 1st level vampire an exercise in frustration, but if visible they could act as a much-needed vampire nerf.&lt;br /&gt;
&lt;br /&gt;
== Suggestions for Objects / Shops ==&lt;br /&gt;
* Make health potions and vampiric items cheaper in shops.&lt;br /&gt;
** How much cheaper can health potions go!?  They cost 12 gold.&lt;br /&gt;
* Add the number of health/mana restored by the potion to it's tooltip. (SECONDED) [THIRDED]&lt;br /&gt;
* Give Troll Heart some more benefit.  The benefits it grants trickle in too slowly and are rarely meaningful even for a rogue.&lt;br /&gt;
* Lower the cost of Bonebreaker.  29 gold for the effect of a 2 mana glyph is a joke, especially with Band of Courage offering a the effect of a 10 mana glyph for only 20 gold.&lt;br /&gt;
* Give some sort of penalty to buying zombie dog.  1 GP for death protection is a ridiculously good deal.&lt;br /&gt;
* Remove the option for shops to sell WEYTWUT; most players would prefer to restart if they're penned in then blow 50 gold and gamble they end up somewhere useful.  Sell a more interesting glyph in its place, like LEMMISI, APHEELSIK or CYDSTEPP.&lt;br /&gt;
* Wicked Guitar's downside is so steep it's almost never beneficial, especially at that high price point.&lt;br /&gt;
&lt;br /&gt;
== Suggestions for the Classes/Races ==&lt;br /&gt;
* Add a class (such as &amp;quot;Explorer&amp;quot; or &amp;quot;Spelunker&amp;quot;) that semi-reveals tiles 2 spaces away from the character, showing the player what is on the tile without uncovering it.&lt;br /&gt;
* Number of gold gained by Tinker for killing monsters depends on monster’s level (divided by 2, rounded up).( If this was incorporated, it would probably round down instead)&lt;br /&gt;
* Halfling and gnome have not bonus in potion count, but bonus in potions effectiveness.(about 60% instead of 40%)&lt;br /&gt;
* Mana potions restore some (20-30%) health for berserkers.&lt;br /&gt;
* Add a race that converts glyphs to piety. (Seconded)&lt;br /&gt;
** Such a race really screams &amp;quot;restart until I get the alter I want&amp;quot;.&lt;br /&gt;
** And Golbin doesn't already scream &amp;quot; Restart until I get the shops I want?&amp;quot;.  Honestly, when you make a characters, as long as it isn't to easy to use, the amount of restarting the player would WANT to do (not need to do) shouldn't be taken into account as long as the class is still fun.&lt;br /&gt;
&lt;br /&gt;
* Increase goblin gold when converting glyphs to something like 4+level.&lt;br /&gt;
** So long as we can enter the dungeon with a whopping 160 gold, the goblin will never be anything more than a method to cheese gold farming.&lt;br /&gt;
* Do not consume blood when a blood mage with full health steps on it.(Seconded) [THIRDED]&lt;br /&gt;
* Add something akin to an amazon race, so that some female characters get thrown into the mix before someone inevitably asks for a female portrait of every character in the game come retail launch.&lt;br /&gt;
* Priest starts with either all altars on map, or choice of god from the get-go.&lt;br /&gt;
* Make a class that can only live for so many actions before dying&lt;br /&gt;
* [[Fighter|Fighter's]] Pit Dog should be changed so that you have either kill 10 enemies or kill an enemy above your level to gain death protection. (Seconded)&lt;br /&gt;
* [[Thief]] should lose Survivor and gain the ability to steal from stores. It should be an option under buy and it works 50% of the time. Currently Stabber and Survivor make it way too easy to conserve potions, making any dungeon a breeze. Plus Survivor, it's rather unrougelike ability.(Voted down, the amount of randomness in the game should be decreased, plus, the concequence for this type of choice could make or break a game consistantly)(it would make or break the game as much as Dodge would)&lt;br /&gt;
* Speaking of Survivor, Health Potions should not cure Mana Burn and Mana Potions should not cure Poison. Also cut the amount of mana Health Potions heal and vice versa.&lt;br /&gt;
* Survivor and Hoarder should become it's own class, the Treasure Hunter. Add the ability to see items on the map an it's a solid class&lt;br /&gt;
** The Thief kind of is the treasure hunter you're describing.  It's just poorly named.&lt;br /&gt;
* [[Crusader|Martyr]] should have first strike properties. Otherwise it's a joke. ( It's definitely not a joke with death protection, my friend.)(Except that it doesn't work with Death Protection either.)&lt;br /&gt;
* Fearless is bad on Crusaders and needs to be replaced with something better. I would suggest something similar to [[Berserker|Berserker's]] Bloodlust or the ability to spawn more [[Boosters|Attack Boosters.]] &lt;br /&gt;
* I don't remember if this was already suggested, but BURNDAYRAZ should not break Momentum&lt;br /&gt;
** This would make it too easy to keep momentum.  It's a liability, but a fitting liability.&lt;br /&gt;
* [[Bloodmage]] with Power Hungry and [[BLUDTUPOWA]] currently do not jive very well. I propose that they lose Power Hungry and gain the ability to ignore magic resistance.&lt;br /&gt;
* Meanwhile, Power Hungry along with the extra damaging [[BURNDAYRAZ]] ability and automatically summons BURNDARYAZ to your feet should be made into it's own class&lt;br /&gt;
* [[Transmuter]] is cheap. I suggest that you only get HP when you destroy 5 walls as opposed to getting HP every time you destroy one wall.&lt;br /&gt;
** Just raise the cost of ENDISWALL for him.  If he runs out of mana, he has to explore to keep healing.  Right now, if he has sufficient mana he can almost invariably finish his target before he runs out.&lt;br /&gt;
* [[Vampire(race)|Vampires]] should have a higher costing BURNDARYAZ spell. Like 8 HP.&lt;br /&gt;
** The spell cost is about right at the 1st level, but doesn't increase fast enough towerds the higher levels.&lt;br /&gt;
* Maybe add a Ranger class? Comes with a glyph that deals physical damage without retaliation, but costs 8 gold instead of mana per cast. Then make it so that he deals less damage with BURNDAYRAZ?&lt;br /&gt;
* Building off of the above idea, perhaps there could be a class that uses gold to cast glyphs, &amp;quot;Mercenary&amp;quot; or something, but has low health and attack?&lt;br /&gt;
&lt;br /&gt;
== Still uncategorized ==&lt;br /&gt;
* Make a mode with several dungeon levels (except campaign) like in classic roguelike games.&lt;br /&gt;
* Give some gold for boss slaying.&lt;br /&gt;
* Make monster stats specific; a bit various for every monster. For example, a monster of type x of level y can have random HP value from 50 to 65 and random attack from 20 to 25. It will make game a bit more unpredictable and interesting.&lt;br /&gt;
* Linux support.&lt;br /&gt;
* Special Dungeon: Colliseum.  This special dungeon has no reward for completion and is unlocked after winning (AND SUBMITTING) a ranked game.  This dungeon allows you to create your own dungeons and put them up for download for other players, the same way you can with tilesets currently.  The control you have over the dungeon is over the types and amounts of monsters appearing( by lvl, so if I want all the lvl 1's in the dungeon to be goblins, I can), but not over the labrynth layout and the unlocks the player can bring in.  You can also design your own boss ( or two bosses, I suppose) based on the normal bosses, but with variable special qualities, similar to the campaign bosses.  Participating in this process might unlock a new class or some other bonus. This would help introduce new players to the DD community and can prove to be an even greater challenge on top of the campaign.&lt;br /&gt;
* Save and view replays.  The game would automatically record the player's actions and give the option to save or view it upon death or retirement.  When viewing a replay, the player would only be allowed to move forward or back one action at a time and to mouse over objects for information.&lt;br /&gt;
* A new monster, possibly for a special dungeon, that can reflect BURNDAYRAZ damage back to the player.&lt;/div&gt;</summary>
		<author><name>Breaker</name></author>	</entry>

	<entry>
		<id>http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Brainstorming&amp;diff=3891</id>
		<title>Brainstorming</title>
		<link rel="alternate" type="text/html" href="http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Brainstorming&amp;diff=3891"/>
				<updated>2011-05-09T16:15:00Z</updated>
		
		<summary type="html">&lt;p&gt;Breaker: /* Suggestions for the Classes/Races */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{ArchiveBox|[[Brainstorming/Archive1|Archive 1]]||}}&lt;br /&gt;
&lt;br /&gt;
== Suggestions about this wiki ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Suggestions for the game interface ==&lt;br /&gt;
*Make a tile selection overlay, so we can avoid misclicking a tile.&lt;br /&gt;
*Remove the &amp;quot;death/safe/victory&amp;quot; system. It gets too easy when you can just rely on that.(Disagree) [Maybe as an option, but not generally.]&lt;br /&gt;
*Add a way of turning off the custom cursor, which causes lag on some slower computers.(Seconded)&lt;br /&gt;
**When the game window loses focus, the mouse cursor does not get shown when you move it inside the game window again. This might be fixed by the above suggestion.&lt;br /&gt;
*As mentioned before, add diagonal movement for arrow keys. Right now it is possible, but not optimal to use the keys because you have to use the mouse to access certain places.&lt;br /&gt;
*Hotkeys: P for Pray/Pick Up/Purchase, numbers to choose between worship options, Space exits the Game Over screen.&lt;br /&gt;
*Delayed keypress to allow for diagonal movement without numerical keyboard.(Yes,yes,yes!)&lt;br /&gt;
*Please, please, PLEASE include WASD functionality.  Arrow keys/mouse or just clicking around both feel awkward.&lt;br /&gt;
== Suggestions for the Gods system ==&lt;br /&gt;
* Taurog followers get 50% HP restoration from any potion and no mana restoration.&lt;br /&gt;
* New boon for Glowing Guardian: +25% damage to undead.&lt;br /&gt;
* Increase initial piety when joining Mystera Annur.&lt;br /&gt;
* New boon for Earthmother: double HP regeneration.&lt;br /&gt;
* Give -5 max HP for joining to Dracul, but don’t increase hero level. &lt;br /&gt;
** I would prefer -5 max HP OR -15% to -20% max HP, whichever bigger. That way, it encourages joining early on, making for risky gameplay. In fact, all of Dracul's boon should work like that. Currently, the costs for boons are rather weak.&lt;br /&gt;
* Reduce piety gain for teleporting glyph when worshipping Tikki Tooki.&lt;br /&gt;
* a stupid one, but maybe host a contest and the winner is made a god in DD, with stats s/he decides.&lt;br /&gt;
* [[Taurog]] should not ban the usage of [[WONAFYT]]. (Seconded)&lt;br /&gt;
* Converting should be consolidated to a single slot. Having to take up a slot for each god is redundant. It should also be less expensive to convert in the first place.&lt;br /&gt;
* [[Binlor Ironshield]] should only grant 1.6 piety gain for wall destroying with ENDISWAL. This can be accomplished easily by giving out 8 piety gain for every 5 walls destroyed.&lt;br /&gt;
* [[Jehora Jeheyu]] should give better piety gain outside of [[WEYTWUT]]&lt;br /&gt;
* [[Tikki Tooki|Tikki Tooki's]] First Strike boon needs it's cost reduced significantly. It's nowhere near as good as the Poison Strike boon. And forget about converting from Pactmaker. I'd rather have another boon.&lt;br /&gt;
*Each god should have their own unique altar sprite, especially since the new build is trying to be more visually informative.  It would also be awesome if some character art of the god was pictured next to their list of boons.&lt;br /&gt;
&lt;br /&gt;
== Suggestions for the Scoring system ==&lt;br /&gt;
* Make score not dependent on time.&lt;br /&gt;
* For ranked matches, have it throw out any run over 15 minutes.  These runs will never score high up anyway, and it makes fixing the current scoring measure unneccessary.&lt;br /&gt;
* Unstoppable is grossly overrated at 2000 points.  You're already getting a lot of score for having killed the monsters, and this amounts to double-dipping the same activity.  It's not even that hard to do; unless you're down to the wire and have no resources left, you're essentially over the hump and it's all downhill after killing the boss.  Other achievements such as &amp;quot;Cocky, aren't you?&amp;quot; are significantly more difficult to pull off.&lt;br /&gt;
* Give us a bonus for never worshipping gods or buying items.  A bad set of shops/alters can be a big handicap, and being able to abstain altogether for a score boost would be a nice equilizer.&lt;br /&gt;
* &amp;quot;Tooth and Fricken Nail&amp;quot; should not be earned when using death protection.  This method is just too easy to perform.&lt;br /&gt;
&lt;br /&gt;
== Suggestions for the glyph system ==&lt;br /&gt;
* Reduce ENDISWAL mana cost by 1-4 points.&lt;br /&gt;
* Reduce CYDSTEPP mana cost by 1-2 points.&lt;br /&gt;
** CYDSTEPP is horribly overpowered; if anything it needs a cost increase of 1 to 2 points (let the Warlord use it for 10; everyone else should need a mana powerup to use this glyph)&lt;br /&gt;
* Reduce PISORF mana cost by 2-5 points.&lt;br /&gt;
* Reduce BURNDAYRAZ mana cost by 1 point.&lt;br /&gt;
* Make IMAWAL spawn only if there's a Earthmother altar around.&lt;br /&gt;
** Just grant IMAWAL upon worshipping the Earthmother, and never make it spawn in.  Really it needs a secondary benefit; otherwise its only use is appeasing the Earthmother.&lt;br /&gt;
* Add a glyph that allows you to Scry a part of the dungeon without actually exploring it.  You could make it random, but instead of random spots, it reveals a 3x3 or 4x4 somewhere around the map each use.&lt;br /&gt;
* An &amp;quot;undo&amp;quot; spell.  You could call it &amp;quot;UPZIDAYZI&amp;quot; or something.  I can't count the number of times I've made a game losing mistake just because I've misclicked. You could keep undoing until you ran out of mana, but would not be able to extend this with mana potions since you would just &amp;quot;undo&amp;quot; their usage, and obviously wouldn't be able to undo death.&lt;br /&gt;
&lt;br /&gt;
== General suggestions==&lt;br /&gt;
*Remove the gold keep between levels. As it is pointless since one can farm gold with some good characters. (seconded; looking at you goblin + any T3 class)&lt;br /&gt;
**This would also allow us to &amp;quot;score&amp;quot; based on accumulated gold.&lt;br /&gt;
*Starting gold could be set to 50 Gold, and gold piles could give more gold (5 + lvl/2).&lt;br /&gt;
*Online play would be neato. Maybe Co-Op and Versus. (Disagree, I don't think that would work to well for a game like this, especially one that's meant as a coffee-break/on your Iphone, sort of thing.  Perhaps what your looking for instead, is some sort of party gameplay where you get to use multiple characters. Maybe 3?)&lt;br /&gt;
*Settings or configuration of some sort, perhaps with options similar to other roguelikes, would be a good idea.&lt;br /&gt;
*Once again, carry-over gold is a pretty ineffective part of the game right now.  I would suggest removing it, increase the amount of gold per pickup during dungeons, and add a carry-over stat for minimum gold and have it increase via special dungeon wins the same way maximum gold does now.  Right now, gold pick ups don't matter much mid-dungeon, even if you waste quite a few, but you still want the maximum gold value to matter.&lt;br /&gt;
*Add &amp;quot;traps&amp;quot;. Invisible to player they do damage when stepped on, if player lives &amp;amp; tiles have been revealed health &amp;amp; mana is added as normal.  Trap is now visible but will still do damage each crossing. 3 types for increasing difficulty; pit,spiked pit,poisoned spiked pit.  IMAWAL fills in pits removing trap.  Some characters have 'detect trap' trait allowing them to see traps before stepping on them. 'detect trap' boon for earthmother. earthmother gives piety for traps removed with IMAWAL as her goats are now safe :) (this also makes imawal &amp;amp; earthmother more attractive)(If they considered using traps, they could also add trapdoors that forced a player into one of the new minidungeons)&lt;br /&gt;
**Walking over an invisible trap with a low HP character right after a tough battle and dying right then and there would be ''really'' annoying.  Definitely make traps visible all the time.  These would also make playing a 1st level vampire an exercise in frustration, but if visible they could act as a much-needed vampire nerf.&lt;br /&gt;
&lt;br /&gt;
== Suggestions for Objects / Shops ==&lt;br /&gt;
* Make health potions and vampiric items cheaper in shops.&lt;br /&gt;
** How much cheaper can health potions go!?  They cost 12 gold.&lt;br /&gt;
* Add the number of health/mana restored by the potion to it's tooltip. (SECONDED) [THIRDED]&lt;br /&gt;
* Give Troll Heart some more benefit.  The benefits it grants trickle in too slowly and are rarely meaningful even for a rogue.&lt;br /&gt;
* Lower the cost of Bonebreaker.  29 gold for the effect of a 2 mana glyph is a joke, especially with Band of Courage offering a the effect of a 10 mana glyph for only 20 gold.&lt;br /&gt;
* Give some sort of penalty to buying zombie dog.  1 GP for death protection is a ridiculously good deal.&lt;br /&gt;
* Remove the option for shops to sell WEYTWUT; most players would prefer to restart if they're penned in then blow 50 gold and gamble they end up somewhere useful.  Sell a more interesting glyph in its place, like LEMMISI, APHEELSIK or CYDSTEPP.&lt;br /&gt;
* Wicked Guitar's downside is so steep it's almost never beneficial, especially at that high price point.&lt;br /&gt;
&lt;br /&gt;
== Suggestions for the Classes/Races ==&lt;br /&gt;
* Add a class (such as &amp;quot;Explorer&amp;quot; or &amp;quot;Spelunker&amp;quot;) that semi-reveals tiles 2 spaces away from the character, showing the player what is on the tile without uncovering it.&lt;br /&gt;
* Number of gold gained by Tinker for killing monsters depends on monster’s level (divided by 2, rounded up).( If this was incorporated, it would probably round down instead)&lt;br /&gt;
* Halfling and gnome have not bonus in potion count, but bonus in potions effectiveness.(about 60% instead of 40%)&lt;br /&gt;
* Mana potions restore some (20-30%) health for berserkers.&lt;br /&gt;
* Add a race that converts glyphs to piety. (Seconded)&lt;br /&gt;
** Such a race really screams &amp;quot;restart until I get the alter I want&amp;quot;. &lt;br /&gt;
** And Golbin doesn't already scream &amp;quot; Restart until I get the shops I want?&amp;quot;.  Honestly, when you make a characters, as long as it isn't to easy to use, the amount of restarting the player would WANT to do (not need to do) shouldn't be taken into account as long as the class is still fun.&lt;br /&gt;
* Increase goblin gold when converting glyphs to something like 4+level.&lt;br /&gt;
** So long as we can enter the dungeon with a whopping 160 gold, the goblin will never be anything more than a method to cheese gold farming.&lt;br /&gt;
* Do not consume blood when a blood mage with full health steps on it.(Seconded) [THIRDED]&lt;br /&gt;
* Add something akin to an amazon race, so that some female characters get thrown into the mix before someone inevitably asks for a female portrait of every character in the game come retail launch.&lt;br /&gt;
* Priest starts with either all altars on map, or choice of god from the get-go.&lt;br /&gt;
* Make a class that can only live for so many actions before dying&lt;br /&gt;
* [[Fighter|Fighter's]] Pit Dog should be changed so that you have either kill 10 enemies or kill an enemy above your level to gain death protection. (Seconded)&lt;br /&gt;
* [[Thief]] should lose Survivor and gain the ability to steal from stores. It should be an option under buy and it works 50% of the time. Currently Stabber and Survivor make it way too easy to conserve potions, making any dungeon a breeze. Plus Survivor, it's rather unrougelike ability.(Voted down, the amount of randomness in the game should be decreased, plus, the concequence for this type of choice could make or break a game consistantly)(it would make or break the game as much as Dodge would)&lt;br /&gt;
* Speaking of Survivor, Health Potions should not cure Mana Burn and Mana Potions should not cure Poison. Also cut the amount of mana Health Potions heal and vice versa.&lt;br /&gt;
* Survivor and Hoarder should become it's own class, the Treasure Hunter. Add the ability to see items on the map an it's a solid class&lt;br /&gt;
** The Thief kind of is the treasure hunter you're describing.  It's just poorly named.&lt;br /&gt;
* [[Crusader|Martyr]] should have first strike properties. Otherwise it's a joke. ( It's definitely not a joke with death protection, my friend.)(Except that it doesn't work with Death Protection either.)&lt;br /&gt;
* Fearless is bad on Crusaders and needs to be replaced with something better. I would suggest something similar to [[Berserker|Berserker's]] Bloodlust or the ability to spawn more [[Boosters|Attack Boosters.]] &lt;br /&gt;
* I don't remember if this was already suggested, but BURNDAYRAZ should not break Momentum&lt;br /&gt;
** This would make it too easy to keep momentum.  It's a liability, but a fitting liability.&lt;br /&gt;
* [[Bloodmage]] with Power Hungry and [[BLUDTUPOWA]] currently do not jive very well. I propose that they lose Power Hungry and gain the ability to ignore magic resistance.&lt;br /&gt;
* Meanwhile, Power Hungry along with the extra damaging [[BURNDAYRAZ]] ability and automatically summons BURNDARYAZ to your feet should be made into it's own class&lt;br /&gt;
* [[Transmuter]] is cheap. I suggest that you only get HP when you destroy 5 walls as opposed to getting HP every time you destroy one wall.&lt;br /&gt;
** Just raise the cost of ENDISWALL for him.  If he runs out of mana, he has to explore to keep healing.  Right now, if he has sufficient mana he can almost invariably finish his target before he runs out.&lt;br /&gt;
* [[Vampire(race)|Vampires]] should have a higher costing BURNDARYAZ spell. Like 8 HP.&lt;br /&gt;
** The spell cost is about right at the 1st level, but doesn't increase fast enough towerds the higher levels.&lt;br /&gt;
* Maybe add a Ranger class? Comes with a glyph that deals physical damage without retaliation, but costs 8 gold instead of mana per cast. Then make it so that he deals less damage with BURNDAYRAZ?&lt;br /&gt;
* Building off of the above idea, perhaps there could be a class that uses gold to cast glyphs, &amp;quot;Mercenary&amp;quot; or something, but has low health and attack?&lt;br /&gt;
&lt;br /&gt;
== Still uncategorized ==&lt;br /&gt;
* Make a mode with several dungeon levels (except campaign) like in classic roguelike games.&lt;br /&gt;
* Give some gold for boss slaying.&lt;br /&gt;
* Make monster stats specific; a bit various for every monster. For example, a monster of type x of level y can have random HP value from 50 to 65 and random attack from 20 to 25. It will make game a bit more unpredictable and interesting.&lt;br /&gt;
* Linux support.&lt;br /&gt;
* Special Dungeon: Colliseum.  This special dungeon has no reward for completion and is unlocked after winning (AND SUBMITTING) a ranked game.  This dungeon allows you to create your own dungeons and put them up for download for other players, the same way you can with tilesets currently.  The control you have over the dungeon is over the types and amounts of monsters appearing( by lvl, so if I want all the lvl 1's in the dungeon to be goblins, I can), but not over the labrynth layout and the unlocks the player can bring in.  You can also design your own boss ( or two bosses, I suppose) based on the normal bosses, but with variable special qualities, similar to the campaign bosses.  Participating in this process might unlock a new class or some other bonus. This would help introduce new players to the DD community and can prove to be an even greater challenge on top of the campaign.&lt;br /&gt;
* Save and view replays.  The game would automatically record the player's actions and give the option to save or view it upon death or retirement.  When viewing a replay, the player would only be allowed to move forward or back one action at a time and to mouse over objects for information.&lt;br /&gt;
* A new monster, possibly for a special dungeon, that can reflect BURNDAYRAZ damage back to the player.&lt;/div&gt;</summary>
		<author><name>Breaker</name></author>	</entry>

	<entry>
		<id>http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Brainstorming&amp;diff=3360</id>
		<title>Brainstorming</title>
		<link rel="alternate" type="text/html" href="http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Brainstorming&amp;diff=3360"/>
				<updated>2011-04-08T16:49:41Z</updated>
		
		<summary type="html">&lt;p&gt;Breaker: /* Suggestions for the Classes/Races */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{ArchiveBox|[[Brainstorming/Archive1|Archive 1]]||}}&lt;br /&gt;
&lt;br /&gt;
== Suggestions about this wiki ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Suggestions for the game interface ==&lt;br /&gt;
*Make a tile selection overlay, so we can avoid misclicking a tile.&lt;br /&gt;
*Remove the &amp;quot;death/safe/victory&amp;quot; system. It gets too easy when you can just rely on that.(Disagree)&lt;br /&gt;
*Add a way of turning off the custom cursor, which causes lag on some slower computers.(Seconded)&lt;br /&gt;
*As mentioned before, add diagonal movement for arrow keys. Right now it is possible, but not optimal to use the keys because you have to use the mouse to access certain places.&lt;br /&gt;
*Hotkeys: P for Pray/Pick Up/Purchase, numbers to choose between worship options, Space exits the Game Over screen.&lt;br /&gt;
*Delayed keypress to allow for diagonal movement without numerical keyboard.(Yes,yes,yes!)&lt;br /&gt;
&lt;br /&gt;
== Suggestions for the Gods system ==&lt;br /&gt;
* Taurog followers get 50% HP restoration from any potion and no mana restoration.&lt;br /&gt;
* New boon for Glowing Guardian: +25% damage to undead.&lt;br /&gt;
* Increase initial piety when joining Mystera Annur.&lt;br /&gt;
* New boon for Earthmother: double HP regeneration.&lt;br /&gt;
* Give -5 max HP for joining to Dracul, but don’t increase hero level. &lt;br /&gt;
** I would prefer -5 max HP OR -15% to -20% max HP, whichever bigger. That way, it encourages joining early on, making for risky gameplay. In fact, all of Dracul's boon should work like that. Currently, the costs for boons are rather weak.&lt;br /&gt;
* Reduce piety gain for teleporting glyph when worshipping Tikki Tooki.&lt;br /&gt;
* a stupid one, but maybe host a contest and the winner is made a god in DD, with stats s/he decides.&lt;br /&gt;
* [[Taurog]] should not ban the usage of [[WONAFYT]]. (Seconded)&lt;br /&gt;
* Converting should be consolidated to a single slot. Having to take up a slot for each god is redundant. It should also be less expensive to convert in the first place.&lt;br /&gt;
* [[Binlor Ironshield]] should only grant piety gain for wall destroying when you have destroyed 10 walls. ( Do you mind elaborating as to why?)&lt;br /&gt;
* Remove [[Mystera Annur|Mystera Annur's]] Faith Boon and just give 2 piety for every cast.&lt;br /&gt;
* [[Jehora Jeheyu]] should give better piety gain outside of [[WEYTWUT]]&lt;br /&gt;
* [[Tikki Tooki|Tikki Tooki's]] First Strike boon needs it's cost reduced significantly. It's nowhere near as good as the Poison Strike boon. And forget about converting from Pactmaker. I'd rather have another boon.&lt;br /&gt;
&lt;br /&gt;
== Suggestions for the Scoring system ==&lt;br /&gt;
* Make score not dependent on time.&lt;br /&gt;
* For ranked matches, have it throw out any run over 15 minutes.  These runs will never score high up anyway, and it makes fixing the current scoring measure unneccessary.&lt;br /&gt;
&lt;br /&gt;
== Suggestions for the glyph system ==&lt;br /&gt;
* Reduce ENDISWAL mana cost by 1-4 points.&lt;br /&gt;
* Reduce CYDSTEPP mana cost by 1-2 points.&lt;br /&gt;
* Reduce PISORF mana cost by 2-5 points.&lt;br /&gt;
* Reduce BURNDAYRAZ mana cost by 1 point.&lt;br /&gt;
* Make IMAWAL spawn only if there's a Earthmother altar around.&lt;br /&gt;
* Add a glyph that allows you to Scry a part of the dungeon without actually exploring it.  You could make it random, but instead of random spots, it reveals a 3x3 or 4x4 somewhere around the map each use.&lt;br /&gt;
&lt;br /&gt;
== General suggestions==&lt;br /&gt;
*Remove the gold keep between levels. As it is pointless since one can farm gold with some good characters.&lt;br /&gt;
*Starting gold could be set to 50 Gold, and gold piles could give more gold (5 + lvl/2).&lt;br /&gt;
*Online play would be neato. Maybe Co-Op and Versus. (Disagree, I don't think that would work to well for a game like this, especially one that's meant as a coffee-break/on your Iphone, sort of thing.  Perhaps what your looking for instead, is some sort of party gameplay where you get to use multiple characters. Maybe 3?)&lt;br /&gt;
*Settings or configuration of some sort, perhaps with options similar to other roguelikes, would be a good idea.&lt;br /&gt;
*Once again, carry-over gold is a pretty ineffective part of the game right now.  I would suggest removing it, increase the amount of gold per pickup during dungeons, and add a carry-over stat for minimum gold and have it increase via special dungeon wins the same way maximum gold does now.  Right now, gold pick ups don't matter much mid-dungeon, even if you waste quite a few, but you still want the maximum gold value to matter.&lt;br /&gt;
*Add &amp;quot;traps&amp;quot;. Invisible to player they do damage when stepped on, if player lives &amp;amp; tiles have been revealed health &amp;amp; mana is added as normal.  Trap is now visible but will still do damage each crossing. 3 types for increasing difficulty; pit,spiked pit,poisoned spiked pit.  IMAWAL fills in pits removing trap.  Some characters have 'detect trap' trait allowing them to see traps before stepping on them. 'detect trap' boon for earthmother. earthmother gives piety for traps removed with IMAWAL as her goats are now safe :) (this also makes imawal &amp;amp; earthmother more attractive)(If they considered using traps, they could also add trapdoors that forced a player into one of the new minidungeons)&lt;br /&gt;
&lt;br /&gt;
== Suggestions for Objects / Shops ==&lt;br /&gt;
* Make health potions and vampiric items cheaper in shops.&lt;br /&gt;
* Add the number of health/mana restored by the potion to it's tooltip. (SECONDED)&lt;br /&gt;
&lt;br /&gt;
== Suggestions for the Classes/Races ==&lt;br /&gt;
* Add a class (such as &amp;quot;Explorer&amp;quot; or &amp;quot;Spelunker&amp;quot;) that semi-reveals tiles 2 spaces away from the character, showing the player what is on the tile without uncovering it.&lt;br /&gt;
* Number of gold gained by Tinker for killing monsters depends on monster’s level (divided by 2, rounded up).( If this was incorporated, it would probably round down instead)&lt;br /&gt;
* Halfling and gnome have not bonus in potion count, but bonus in potions effectiveness.(about 60% instead of 40%)&lt;br /&gt;
* Mana potions restore some (20-30%) health for berserkers.&lt;br /&gt;
* Add a race that converts glyphs to piety. (Seconded)&lt;br /&gt;
* Increase goblin gold when converting glyphs to something like 4+level.&lt;br /&gt;
* Do not consume blood when a blood mage with full health steps on it.(Seconded)&lt;br /&gt;
* Add something akin to an amazon race, so that some female characters get thrown into the mix before someone inevitably asks for a female portrait of every character in the game come retail launch.&lt;br /&gt;
* Priest starts with either all altars on map, or choice of god from the get-go.&lt;br /&gt;
* Make a class that can only live for so many actions before dying&lt;br /&gt;
* [[Fighter|Fighter's]] Pit Dog should be changed so that you have either kill 10 enemies or kill an enemy above your level to gain death protection.&lt;br /&gt;
* [[Thief]] should lose Survivor and gain the ability to steal from stores. It should be an option under buy and it works 50% of the time. Currently Stabber and Survivor make it way too easy to conserve potions, making any dungeon a breeze. Plus Survivor, it's rather unrougelike ability.(Voted down, the amount of randomness in the game should be decreased, plus, the concequence for this type of choice could make or break a game consistantly)&lt;br /&gt;
* Speaking of Survivor, Health Potions should not cure Mana Burn and Mana Potions should not cure Poison. Also cut the amount of mana Health Potions heal and vice versa.&lt;br /&gt;
* Survivor and Hoarder should become it's own class, the Treasure Hunter. Add the ability to see items on the map an it's a solid class&lt;br /&gt;
* [[Crusader|Martyr]] should have first strike properties. Otherwise it's a joke. ( It's definitely not a joke with death protection, my friend.)&lt;br /&gt;
* Fearless is bad on Crusaders and needs to be replaced with something better. I would suggest something similar to [[Berserker|Berserker's]] Bloodlust or the ability to spawn more [[Boosters|Attack Boosters.]] &lt;br /&gt;
* I don't remember if this was already suggested, but BURNDAYRAZ should not break Momentum&lt;br /&gt;
* [[Bloodmage]] with Power Hungry and [[BLUDTUPOWA]] currently do not jive very well. I propose that they lose Power Hungry and gain the ability to ignore magic resistance.&lt;br /&gt;
* Meanwhile, Power Hungry along with the extra damaging [[BURNDAYRAZ]] ability and automatically summons BURNDARYAZ to your feet should be made into it's own class&lt;br /&gt;
* [[Transmuter]] is cheap. I suggest that you only get HP when you destroy 5 walls as opposed to getting HP every time you destroy one wall.&lt;br /&gt;
* [[Vampire(race)|Vampires]] should have a higher costing BURNDARYAZ spell. Like 8 HP.&lt;br /&gt;
* Maybe add a Ranger class? Comes with a glyph that deals physical damage without retaliation, but costs 8 gold instead of mana per cast. Then make it so that he deals less damage with BURNDAYRAZ?&lt;br /&gt;
&lt;br /&gt;
== Still uncategorized ==&lt;br /&gt;
* Make a mode with several dungeon levels (except campaign) like in classic roguelike games.&lt;br /&gt;
* Give some gold for boss slaying.&lt;br /&gt;
* Make monster stats specific; a bit various for every monster. For example, a monster of type x of level y can have random HP value from 50 to 65 and random attack from 20 to 25. It will make game a bit more unpredictable and interesting.&lt;br /&gt;
* Linux support.&lt;br /&gt;
* Special Dungeon: Colliseum.  This special dungeon has no reward for completion and is unlocked after winning (AND SUBMITTING) a ranked game.  This dungeon allows you to create your own dungeons and put them up for download for other players, the same way you can with tilesets currently.  The control you have over the dungeon is over the types and amounts of monsters appearing( by lvl, so if I want all the lvl 1's in the dungeon to be goblins, I can), but not over the labrynth layout and the unlocks the player can bring in.  You can also design your own boss ( or two bosses, I suppose) based on the normal bosses, but with variable special qualities, similar to the campaign bosses.  Participating in this process might unlock a new class or some other bonus. This would help introduce new players to the DD community and can prove to be an even greater challenge on top of the campaign.&lt;/div&gt;</summary>
		<author><name>Breaker</name></author>	</entry>

	<entry>
		<id>http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Brainstorming&amp;diff=3359</id>
		<title>Brainstorming</title>
		<link rel="alternate" type="text/html" href="http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Brainstorming&amp;diff=3359"/>
				<updated>2011-04-08T16:43:20Z</updated>
		
		<summary type="html">&lt;p&gt;Breaker: /* Suggestions for the Gods system */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{ArchiveBox|[[Brainstorming/Archive1|Archive 1]]||}}&lt;br /&gt;
&lt;br /&gt;
== Suggestions about this wiki ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Suggestions for the game interface ==&lt;br /&gt;
*Make a tile selection overlay, so we can avoid misclicking a tile.&lt;br /&gt;
*Remove the &amp;quot;death/safe/victory&amp;quot; system. It gets too easy when you can just rely on that.(Disagree)&lt;br /&gt;
*Add a way of turning off the custom cursor, which causes lag on some slower computers.(Seconded)&lt;br /&gt;
*As mentioned before, add diagonal movement for arrow keys. Right now it is possible, but not optimal to use the keys because you have to use the mouse to access certain places.&lt;br /&gt;
*Hotkeys: P for Pray/Pick Up/Purchase, numbers to choose between worship options, Space exits the Game Over screen.&lt;br /&gt;
*Delayed keypress to allow for diagonal movement without numerical keyboard.(Yes,yes,yes!)&lt;br /&gt;
&lt;br /&gt;
== Suggestions for the Gods system ==&lt;br /&gt;
* Taurog followers get 50% HP restoration from any potion and no mana restoration.&lt;br /&gt;
* New boon for Glowing Guardian: +25% damage to undead.&lt;br /&gt;
* Increase initial piety when joining Mystera Annur.&lt;br /&gt;
* New boon for Earthmother: double HP regeneration.&lt;br /&gt;
* Give -5 max HP for joining to Dracul, but don’t increase hero level. &lt;br /&gt;
** I would prefer -5 max HP OR -15% to -20% max HP, whichever bigger. That way, it encourages joining early on, making for risky gameplay. In fact, all of Dracul's boon should work like that. Currently, the costs for boons are rather weak.&lt;br /&gt;
* Reduce piety gain for teleporting glyph when worshipping Tikki Tooki.&lt;br /&gt;
* a stupid one, but maybe host a contest and the winner is made a god in DD, with stats s/he decides.&lt;br /&gt;
* [[Taurog]] should not ban the usage of [[WONAFYT]]. (Seconded)&lt;br /&gt;
* Converting should be consolidated to a single slot. Having to take up a slot for each god is redundant. It should also be less expensive to convert in the first place.&lt;br /&gt;
* [[Binlor Ironshield]] should only grant piety gain for wall destroying when you have destroyed 10 walls. ( Do you mind elaborating as to why?)&lt;br /&gt;
* Remove [[Mystera Annur|Mystera Annur's]] Faith Boon and just give 2 piety for every cast.&lt;br /&gt;
* [[Jehora Jeheyu]] should give better piety gain outside of [[WEYTWUT]]&lt;br /&gt;
* [[Tikki Tooki|Tikki Tooki's]] First Strike boon needs it's cost reduced significantly. It's nowhere near as good as the Poison Strike boon. And forget about converting from Pactmaker. I'd rather have another boon.&lt;br /&gt;
&lt;br /&gt;
== Suggestions for the Scoring system ==&lt;br /&gt;
* Make score not dependent on time.&lt;br /&gt;
* For ranked matches, have it throw out any run over 15 minutes.  These runs will never score high up anyway, and it makes fixing the current scoring measure unneccessary.&lt;br /&gt;
&lt;br /&gt;
== Suggestions for the glyph system ==&lt;br /&gt;
* Reduce ENDISWAL mana cost by 1-4 points.&lt;br /&gt;
* Reduce CYDSTEPP mana cost by 1-2 points.&lt;br /&gt;
* Reduce PISORF mana cost by 2-5 points.&lt;br /&gt;
* Reduce BURNDAYRAZ mana cost by 1 point.&lt;br /&gt;
* Make IMAWAL spawn only if there's a Earthmother altar around.&lt;br /&gt;
* Add a glyph that allows you to Scry a part of the dungeon without actually exploring it.  You could make it random, but instead of random spots, it reveals a 3x3 or 4x4 somewhere around the map each use.&lt;br /&gt;
&lt;br /&gt;
== General suggestions==&lt;br /&gt;
*Remove the gold keep between levels. As it is pointless since one can farm gold with some good characters.&lt;br /&gt;
*Starting gold could be set to 50 Gold, and gold piles could give more gold (5 + lvl/2).&lt;br /&gt;
*Online play would be neato. Maybe Co-Op and Versus. (Disagree, I don't think that would work to well for a game like this, especially one that's meant as a coffee-break/on your Iphone, sort of thing.  Perhaps what your looking for instead, is some sort of party gameplay where you get to use multiple characters. Maybe 3?)&lt;br /&gt;
*Settings or configuration of some sort, perhaps with options similar to other roguelikes, would be a good idea.&lt;br /&gt;
*Once again, carry-over gold is a pretty ineffective part of the game right now.  I would suggest removing it, increase the amount of gold per pickup during dungeons, and add a carry-over stat for minimum gold and have it increase via special dungeon wins the same way maximum gold does now.  Right now, gold pick ups don't matter much mid-dungeon, even if you waste quite a few, but you still want the maximum gold value to matter.&lt;br /&gt;
*Add &amp;quot;traps&amp;quot;. Invisible to player they do damage when stepped on, if player lives &amp;amp; tiles have been revealed health &amp;amp; mana is added as normal.  Trap is now visible but will still do damage each crossing. 3 types for increasing difficulty; pit,spiked pit,poisoned spiked pit.  IMAWAL fills in pits removing trap.  Some characters have 'detect trap' trait allowing them to see traps before stepping on them. 'detect trap' boon for earthmother. earthmother gives piety for traps removed with IMAWAL as her goats are now safe :) (this also makes imawal &amp;amp; earthmother more attractive)(If they considered using traps, they could also add trapdoors that forced a player into one of the new minidungeons)&lt;br /&gt;
&lt;br /&gt;
== Suggestions for Objects / Shops ==&lt;br /&gt;
* Make health potions and vampiric items cheaper in shops.&lt;br /&gt;
* Add the number of health/mana restored by the potion to it's tooltip. (SECONDED)&lt;br /&gt;
&lt;br /&gt;
== Suggestions for the Classes/Races ==&lt;br /&gt;
* Add a class (such as &amp;quot;Explorer&amp;quot; or &amp;quot;Spelunker&amp;quot;) that semi-reveals tiles 2 spaces away from the character, showing the player what is on the tile without uncovering it.&lt;br /&gt;
* Number of gold gained by Tinker for killing monsters depends on monster’s level (divided by 2, rounded up).&lt;br /&gt;
* Halfling and gnome have not bonus in potion count, but bonus in potions effectiveness.(about 60% instead of 40%)&lt;br /&gt;
* Mana potions restore some (20-30%) health for berserkers.&lt;br /&gt;
* Add a race that converts glyphs to piety. (Seconded)&lt;br /&gt;
* Increase goblin gold when converting glyphs to something like 4+level.&lt;br /&gt;
* Do not consume blood when a blood mage with full health steps on it.(Seconded)&lt;br /&gt;
* Add something akin to an amazon race, so that some female characters get thrown into the mix before someone inevitably asks for a female portrait of every character in the game come retail launch.&lt;br /&gt;
* Priest starts with either all altars on map, or choice of god from the get-go.&lt;br /&gt;
* Make a class that can only live for so many actions before dying&lt;br /&gt;
* [[Fighter|Fighter's]] Pit Dog should be changed so that you have either kill 10 enemies or kill an enemy above your level to gain death protection.&lt;br /&gt;
* [[Thief]] should lose Survivor and gain the ability to steal from stores. It should be an option under buy and it works 50% of the time. Currently Stabber and Survivor make it way too easy to conserve potions, making any dungeon a breeze. Plus Survivor, it's rather unrougelike ability.&lt;br /&gt;
* Speaking of Survivor, Health Potions should not cure Mana Burn and Mana Potions should not cure Poison. Also cut the amount of mana Health Potions heal and vice versa.&lt;br /&gt;
* Survivor and Hoarder should become it's own class, the Treasure Hunter. Add the ability to see items on the map an it's a solid class&lt;br /&gt;
* [[Crusader|Martyr]] should have first strike properties. Otherwise it's a joke.&lt;br /&gt;
* Fearless is bad on Crusaders and needs to be replaced with something better. I would suggest something similar to [[Berserker|Berserker's]] Bloodlust or the ability to spawn more [[Boosters|Attack Boosters.]] &lt;br /&gt;
* I don't remember if this was already suggested, but BURNDAYRAZ should not break Momentum&lt;br /&gt;
* [[Bloodmage]] with Power Hungry and [[BLUDTUPOWA]] currently do not jive very well. I propose that they lose Power Hungry and gain the ability to ignore magic resistance.&lt;br /&gt;
* Meanwhile, Power Hungry along with the extra damaging [[BURNDAYRAZ]] ability and automatically summons BURNDARYAZ to your feet should be made into it's own class&lt;br /&gt;
* [[Transmuter]] is cheap. I suggest that you only get HP when you destroy 5 walls as opposed to getting HP every time you destroy one wall.&lt;br /&gt;
* [[Vampire(race)|Vampires]] should have a higher costing BURNDARYAZ spell. Like 8 HP.&lt;br /&gt;
* Maybe add a Ranger class? Comes with a glyph that deals physical damage without retaliation, but costs 8 gold instead of mana per cast. Then make it so that he deals less damage with BURNDAYRAZ?&lt;br /&gt;
&lt;br /&gt;
== Still uncategorized ==&lt;br /&gt;
* Make a mode with several dungeon levels (except campaign) like in classic roguelike games.&lt;br /&gt;
* Give some gold for boss slaying.&lt;br /&gt;
* Make monster stats specific; a bit various for every monster. For example, a monster of type x of level y can have random HP value from 50 to 65 and random attack from 20 to 25. It will make game a bit more unpredictable and interesting.&lt;br /&gt;
* Linux support.&lt;br /&gt;
* Special Dungeon: Colliseum.  This special dungeon has no reward for completion and is unlocked after winning (AND SUBMITTING) a ranked game.  This dungeon allows you to create your own dungeons and put them up for download for other players, the same way you can with tilesets currently.  The control you have over the dungeon is over the types and amounts of monsters appearing( by lvl, so if I want all the lvl 1's in the dungeon to be goblins, I can), but not over the labrynth layout and the unlocks the player can bring in.  You can also design your own boss ( or two bosses, I suppose) based on the normal bosses, but with variable special qualities, similar to the campaign bosses.  Participating in this process might unlock a new class or some other bonus. This would help introduce new players to the DD community and can prove to be an even greater challenge on top of the campaign.&lt;/div&gt;</summary>
		<author><name>Breaker</name></author>	</entry>

	<entry>
		<id>http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Brainstorming&amp;diff=3312</id>
		<title>Brainstorming</title>
		<link rel="alternate" type="text/html" href="http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Brainstorming&amp;diff=3312"/>
				<updated>2011-04-04T18:26:27Z</updated>
		
		<summary type="html">&lt;p&gt;Breaker: /* Still uncategorized */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{ArchiveBox|[[Brainstorming/Archive1|Archive 1]]||}}&lt;br /&gt;
&lt;br /&gt;
== Suggestions about this wiki ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Suggestions for the game interface ==&lt;br /&gt;
*Make a tile selection overlay, so we can avoid misclicking a tile.&lt;br /&gt;
*Remove the &amp;quot;death/safe/victory&amp;quot; system. It gets too easy when you can just rely on that.(Disagree)&lt;br /&gt;
*Add a way of turning off the custom cursor, which causes lag on some slower computers.(Seconded)&lt;br /&gt;
*As mentioned before, add diagonal movement for arrow keys. Right now it is possible, but not optimal to use the keys because you have to use the mouse to access certain places.&lt;br /&gt;
*Hotkeys: P for Pray/Pick Up/Purchase, numbers to choose between worship options, Space exits the Game Over screen.&lt;br /&gt;
*Delayed keypress to allow for diagonal movement without numerical keyboard.(Yes,yes,yes!)&lt;br /&gt;
&lt;br /&gt;
== Suggestions for the Gods system ==&lt;br /&gt;
* Taurog followers get 50% HP restoration from any potion and no mana restoration.&lt;br /&gt;
* New boon for Glowing Guardian: +25% damage to undead.&lt;br /&gt;
* Increase initial piety when joining Mystera Annur.&lt;br /&gt;
* New boon for Earthmother: double HP regeneration.&lt;br /&gt;
* Give -5 max HP for joining to Dracul, but don’t increase hero level.&lt;br /&gt;
* Reduce piety gain for teleporting glyph when worshipping Tikki Tooki.&lt;br /&gt;
* a stupid one, but maybe host a contest and the winner is made a god in DD, with stats s/he decides.&lt;br /&gt;
* [[Taurog]] should not ban the usage of [[WONAFYT]]. (Seconded)&lt;br /&gt;
&lt;br /&gt;
== Suggestions for the Scoring system ==&lt;br /&gt;
* Make score not dependent on time.&lt;br /&gt;
* For ranked matches, have it throw out any run over 15 minutes.  These runs will never score high up anyway, and it makes fixing the current scoring measure unneccessary.&lt;br /&gt;
&lt;br /&gt;
== Suggestions for the glyph system ==&lt;br /&gt;
* Reduce ENDISWAL mana cost by 1-4 points.&lt;br /&gt;
* Reduce CYDSTEPP mana cost by 1-2 points.&lt;br /&gt;
* Reduce PISORF mana cost by 2-5 points.&lt;br /&gt;
* Make IMAWAL spawn only if there's a Earthmother altar around.&lt;br /&gt;
* Add a glyph that allows you to Scry a part of the dungeon without actually exploring it.  You could make it random, but instead of random spots, it reveals a 3x3 or 4x4 somewhere around the map each use.&lt;br /&gt;
&lt;br /&gt;
== General suggestions==&lt;br /&gt;
*Remove the gold keep between levels. As it is pointless since one can farm gold with some good characters.&lt;br /&gt;
*Starting gold could be set to 50 Gold, and gold piles could give more gold (5 + lvl/2).&lt;br /&gt;
*Online play would be neato. Maybe Co-Op and Versus. (Disagree, I don't think that would work to well for a game like this, especially one that's meant as a coffee-break/on your Iphone, sort of thing.  Perhaps what your looking for instead, is some sort of party gameplay where you get to use multiple characters. Maybe 3?)&lt;br /&gt;
*Settings or configuration of some sort, perhaps with options similar to other roguelikes, would be a good idea.&lt;br /&gt;
*Once again, carry-over gold is a pretty ineffective part of the game right now.  I would suggest removing it, increase the amount of gold per pickup during dungeons, and add a carry-over stat for minimum gold and have it increase via special dungeon wins the same way maximum gold does now.  Right now, gold pick ups don't matter much mid-dungeon, even if you waste quite a few, but you still want the maximum gold value to matter.&lt;br /&gt;
*Add &amp;quot;traps&amp;quot;. Invisible to player they do damage when stepped on, if player lives &amp;amp; tiles have been revealed health &amp;amp; mana is added as normal.  Trap is now visible but will still do damage each crossing. 3 types for increasing difficulty; pit,spiked pit,poisoned spiked pit.  IMAWAL fills in pits removing trap.  Some characters have 'detect trap' trait allowing them to see traps before stepping on them. 'detect trap' boon for earthmother. earthmother gives piety for traps removed with IMAWAL as her goats are now safe :) (this also makes imawal &amp;amp; earthmother more attractive)(If they considered using traps, they could also add trapdoors that forced a player into one of the new minidungeons)&lt;br /&gt;
&lt;br /&gt;
== Suggestions for Objects / Shops ==&lt;br /&gt;
* Make health potions and vampiric items cheaper in shops.&lt;br /&gt;
* Add the number of health/mana restored by the potion to it's tooltip. (SECONDED)&lt;br /&gt;
&lt;br /&gt;
== Suggestions for the Classes/Races ==&lt;br /&gt;
* Add a class (such as &amp;quot;Explorer&amp;quot; or &amp;quot;Spelunker&amp;quot;) that semi-reveals tiles 2 spaces away from the character, showing the player what is on the tile without uncovering it.&lt;br /&gt;
* Number of gold gained by Tinker for killing monsters depends on monster’s level (divided by 2, rounded up).&lt;br /&gt;
* Halfling and gnome have not bonus in potion count, but bonus in potions effectiveness.(about 60% instead of 40%)&lt;br /&gt;
* Mana potions restore some (20-30%) health for berserkers.&lt;br /&gt;
* Add a race that converts glyphs to piety. (Seconded)&lt;br /&gt;
* Increase goblin gold when converting glyphs to something like 4+level.&lt;br /&gt;
* Do not consume blood when a blood mage with full health steps on it.(Seconded)&lt;br /&gt;
* Add something akin to an amazon race, so that some female characters get thrown into the mix before someone inevitably asks for a female portrait of every character in the game come retail launch.&lt;br /&gt;
* Priest starts with either all altars on map, or choice of god from the get-go.&lt;br /&gt;
&lt;br /&gt;
== Still uncategorized ==&lt;br /&gt;
* Make a mode with several dungeon levels (except campaign) like in classic roguelike games.&lt;br /&gt;
* Give some gold for boss slaying.&lt;br /&gt;
* Make monster stats specific; a bit various for every monster. For example, a monster of type x of level y can have random HP value from 50 to 65 and random attack from 20 to 25. It will make game a bit more unpredictable and interesting.&lt;br /&gt;
* Linux support.&lt;br /&gt;
* Special Dungeon: Colliseum.  This special dungeon has no reward for completion and is unlocked after winning (AND SUBMITTING) a ranked game.  This dungeon allows you to create your own dungeons and put them up for download for other players, the same way you can with tilesets currently.  The control you have over the dungeon is over the types and amounts of monsters appearing( by lvl, so if I want all the lvl 1's in the dungeon to be goblins, I can), but not over the labrynth layout and the unlocks the player can bring in.  You can also design your own boss ( or two bosses, I suppose) based on the normal bosses, but with variable special qualities, similar to the campaign bosses.  Participating in this process might unlock a new class or some other bonus. This would help introduce new players to the DD community and can prove to be an even greater challenge on top of the campaign.&lt;/div&gt;</summary>
		<author><name>Breaker</name></author>	</entry>

	<entry>
		<id>http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Brainstorming&amp;diff=3228</id>
		<title>Brainstorming</title>
		<link rel="alternate" type="text/html" href="http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Brainstorming&amp;diff=3228"/>
				<updated>2011-03-28T16:49:28Z</updated>
		
		<summary type="html">&lt;p&gt;Breaker: /* Suggestions for the Gods system */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{ArchiveBox|[[Brainstorming/Archive1|Archive 1]]||}}&lt;br /&gt;
&lt;br /&gt;
== Suggestions about this wiki ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Suggestions for the game interface ==&lt;br /&gt;
*Make a tile selection overlay, so we can avoid misclicking a tile.&lt;br /&gt;
*Remove the &amp;quot;death/safe/victory&amp;quot; system. It gets too easy when you can just rely on that.(Disagree)&lt;br /&gt;
*Add a way of turning off the custom cursor, which causes lag on some slower computers.(Seconded)&lt;br /&gt;
*As mentioned before, add diagonal movement for arrow keys. Right now it is possible, but not optimal to use the keys because you have to use the mouse to access certain places.&lt;br /&gt;
*Hotkeys: P for Pray/Pick Up/Purchase, numbers to choose between worship options, Space exits the Game Over screen.&lt;br /&gt;
*Delayed keypress to allow for diagonal movement without numerical keyboard.(Yes,yes,yes!)&lt;br /&gt;
&lt;br /&gt;
== Suggestions for the Gods system ==&lt;br /&gt;
* Taurog followers get 50% HP restoration from any potion and no mana restoration.&lt;br /&gt;
* New boon for Glowing Guardian: +25% damage to undead.&lt;br /&gt;
* Increase initial piety when joining Mystera Annur.&lt;br /&gt;
* New boon for Earthmother: double HP regeneration.&lt;br /&gt;
* Give -5 max HP for joining to Dracul, but don’t increase hero level.&lt;br /&gt;
* Reduce piety gain for teleporting glyph when worshipping Tikki Tooki.&lt;br /&gt;
* a stupid one, but maybe host a contest and the winner is made a god in DD, with stats s/he decides.&lt;br /&gt;
* [[Taurog]] should not ban the usage of [[WONAFYT]]. (Seconded)&lt;br /&gt;
&lt;br /&gt;
== Suggestions for the Scoring system ==&lt;br /&gt;
* Make score not dependent on time.&lt;br /&gt;
* For ranked matches, have it throw out any run over 15 minutes.  These runs will never score high up anyway, and it makes fixing the current scoring measure unneccessary.&lt;br /&gt;
&lt;br /&gt;
== Suggestions for the glyph system ==&lt;br /&gt;
* Reduce ENDISWAL mana cost by 1-4 points.&lt;br /&gt;
* Reduce CYDSTEPP mana cost by 1-2 points.&lt;br /&gt;
* Reduce PISORF mana cost by 2-5 points.&lt;br /&gt;
* Make IMAWAL spawn only if there's a Earthmother altar around.&lt;br /&gt;
* Add a glyph that allows you to Scry a part of the dungeon without actually exploring it.  You could make it random, but instead of random spots, it reveals a 3x3 or 4x4 somewhere around the map each use.&lt;br /&gt;
&lt;br /&gt;
== General suggestions==&lt;br /&gt;
*Remove the gold keep between levels. As it is pointless since one can farm gold with some good characters.&lt;br /&gt;
*Starting gold could be set to 50 Gold, and gold piles could give more gold (5 + lvl/2).&lt;br /&gt;
*Online play would be neato. Maybe Co-Op and Versus. (Disagree, I don't think that would work to well for a game like this, especially one that's meant as a coffee-break/on your Iphone, sort of thing.  Perhaps what your looking for instead, is some sort of party gameplay where you get to use multiple characters. Maybe 3?)&lt;br /&gt;
*Settings or configuration of some sort, perhaps with options similar to other roguelikes, would be a good idea.&lt;br /&gt;
*Once again, carry-over gold is a pretty ineffective part of the game right now.  I would suggest removing it, increase the amount of gold per pickup during dungeons, and add a carry-over stat for minimum gold and have it increase via special dungeon wins the same way maximum gold does now.  Right now, gold pick ups don't matter much mid-dungeon, even if you waste quite a few, but you still want the maximum gold value to matter.&lt;br /&gt;
*Add &amp;quot;traps&amp;quot;. Invisible to player they do damage when stepped on, if player lives &amp;amp; tiles have been revealed health &amp;amp; mana is added as normal.  Trap is now visible but will still do damage each crossing. 3 types for increasing difficulty; pit,spiked pit,poisoned spiked pit.  IMAWAL fills in pits removing trap.  Some characters have 'detect trap' trait allowing them to see traps before stepping on them. 'detect trap' boon for earthmother. earthmother gives piety for traps removed with IMAWAL as her goats are now safe :) (this also makes imawal &amp;amp; earthmother more attractive)(If they considered using traps, they could also add trapdoors that forced a player into one of the new minidungeons)&lt;br /&gt;
&lt;br /&gt;
== Suggestions for Objects / Shops ==&lt;br /&gt;
* Make health potions and vampiric items cheaper in shops.&lt;br /&gt;
* Add the number of health/mana restored by the potion to it's tooltip. (SECONDED)&lt;br /&gt;
&lt;br /&gt;
== Suggestions for the Classes/Races ==&lt;br /&gt;
* Number of gold gained by Tinker for killing monsters depends on monster’s level (divided by 2, rounded up).&lt;br /&gt;
* Halfling and gnome have not bonus in potion count, but bonus in potions effectiveness.(about 60% instead of 40%)&lt;br /&gt;
* Mana potions restore some (20-30%) health for berserkers.&lt;br /&gt;
* Add a race that converts glyphs to piety. (Seconded)&lt;br /&gt;
* Increase goblin gold when converting glyphs to something like 4+level.&lt;br /&gt;
* Do not consume blood when a blood mage with full health steps on it.(Seconded)&lt;br /&gt;
* Add something akin to an amazon race, so that some female characters get thrown into the mix before someone inevitably asks for a female portrait of every character in the game come retail launch.&lt;br /&gt;
* Priest starts with either all altars on map, or choice of god from the get-go.&lt;br /&gt;
&lt;br /&gt;
== Still uncategorized ==&lt;br /&gt;
* Make a mode with several dungeon levels (except campaign) like in classic roguelike games.&lt;br /&gt;
* Give some gold for boss slaying.&lt;br /&gt;
* Make monster stats specific; a bit various for every monster. For example, a monster of type x of level y can have random HP value from 50 to 65 and random attack from 20 to 25. It will make game a bit more unpredictable and interesting.&lt;br /&gt;
* Linux support.&lt;/div&gt;</summary>
		<author><name>Breaker</name></author>	</entry>

	<entry>
		<id>http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Brainstorming&amp;diff=3227</id>
		<title>Brainstorming</title>
		<link rel="alternate" type="text/html" href="http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Brainstorming&amp;diff=3227"/>
				<updated>2011-03-28T16:48:39Z</updated>
		
		<summary type="html">&lt;p&gt;Breaker: /* General suggestions */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{ArchiveBox|[[Brainstorming/Archive1|Archive 1]]||}}&lt;br /&gt;
&lt;br /&gt;
== Suggestions about this wiki ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Suggestions for the game interface ==&lt;br /&gt;
*Make a tile selection overlay, so we can avoid misclicking a tile.&lt;br /&gt;
*Remove the &amp;quot;death/safe/victory&amp;quot; system. It gets too easy when you can just rely on that.(Disagree)&lt;br /&gt;
*Add a way of turning off the custom cursor, which causes lag on some slower computers.(Seconded)&lt;br /&gt;
*As mentioned before, add diagonal movement for arrow keys. Right now it is possible, but not optimal to use the keys because you have to use the mouse to access certain places.&lt;br /&gt;
*Hotkeys: P for Pray/Pick Up/Purchase, numbers to choose between worship options, Space exits the Game Over screen.&lt;br /&gt;
*Delayed keypress to allow for diagonal movement without numerical keyboard.(Yes,yes,yes!)&lt;br /&gt;
&lt;br /&gt;
== Suggestions for the Gods system ==&lt;br /&gt;
* Taurog followers get 50% HP restoration from any potion and no mana restoration.&lt;br /&gt;
* New boon for Glowing Guardian: +25% damage to undead.&lt;br /&gt;
* Increase initial piety when joining Mystera Annur.&lt;br /&gt;
* New boon for Earthmother: double HP regeneration.&lt;br /&gt;
* Give -5 max HP for joining to Dracul, but don’t increase hero level.&lt;br /&gt;
* Reduce piety gain for teleporting glyph when worshipping Tikki Tooki.&lt;br /&gt;
* a stupid one, but maybe host a contest and the winner is made a god in DD, with stats s/he decides.&lt;br /&gt;
* [[Taurog]] should not ban the usage of [[WONAFYT]]. (Seconded)&lt;br /&gt;
* Rather than wasting a level straight out of the gate, Dracul worshippers are limited to lvl 8 stats, but can still get health refills for filling the xp bar.&lt;br /&gt;
&lt;br /&gt;
== Suggestions for the Scoring system ==&lt;br /&gt;
* Make score not dependent on time.&lt;br /&gt;
* For ranked matches, have it throw out any run over 15 minutes.  These runs will never score high up anyway, and it makes fixing the current scoring measure unneccessary.&lt;br /&gt;
&lt;br /&gt;
== Suggestions for the glyph system ==&lt;br /&gt;
* Reduce ENDISWAL mana cost by 1-4 points.&lt;br /&gt;
* Reduce CYDSTEPP mana cost by 1-2 points.&lt;br /&gt;
* Reduce PISORF mana cost by 2-5 points.&lt;br /&gt;
* Make IMAWAL spawn only if there's a Earthmother altar around.&lt;br /&gt;
* Add a glyph that allows you to Scry a part of the dungeon without actually exploring it.  You could make it random, but instead of random spots, it reveals a 3x3 or 4x4 somewhere around the map each use.&lt;br /&gt;
&lt;br /&gt;
== General suggestions==&lt;br /&gt;
*Remove the gold keep between levels. As it is pointless since one can farm gold with some good characters.&lt;br /&gt;
*Starting gold could be set to 50 Gold, and gold piles could give more gold (5 + lvl/2).&lt;br /&gt;
*Online play would be neato. Maybe Co-Op and Versus. (Disagree, I don't think that would work to well for a game like this, especially one that's meant as a coffee-break/on your Iphone, sort of thing.  Perhaps what your looking for instead, is some sort of party gameplay where you get to use multiple characters. Maybe 3?)&lt;br /&gt;
*Settings or configuration of some sort, perhaps with options similar to other roguelikes, would be a good idea.&lt;br /&gt;
*Once again, carry-over gold is a pretty ineffective part of the game right now.  I would suggest removing it, increase the amount of gold per pickup during dungeons, and add a carry-over stat for minimum gold and have it increase via special dungeon wins the same way maximum gold does now.  Right now, gold pick ups don't matter much mid-dungeon, even if you waste quite a few, but you still want the maximum gold value to matter.&lt;br /&gt;
*Add &amp;quot;traps&amp;quot;. Invisible to player they do damage when stepped on, if player lives &amp;amp; tiles have been revealed health &amp;amp; mana is added as normal.  Trap is now visible but will still do damage each crossing. 3 types for increasing difficulty; pit,spiked pit,poisoned spiked pit.  IMAWAL fills in pits removing trap.  Some characters have 'detect trap' trait allowing them to see traps before stepping on them. 'detect trap' boon for earthmother. earthmother gives piety for traps removed with IMAWAL as her goats are now safe :) (this also makes imawal &amp;amp; earthmother more attractive)(If they considered using traps, they could also add trapdoors that forced a player into one of the new minidungeons)&lt;br /&gt;
&lt;br /&gt;
== Suggestions for Objects / Shops ==&lt;br /&gt;
* Make health potions and vampiric items cheaper in shops.&lt;br /&gt;
* Add the number of health/mana restored by the potion to it's tooltip. (SECONDED)&lt;br /&gt;
&lt;br /&gt;
== Suggestions for the Classes/Races ==&lt;br /&gt;
* Number of gold gained by Tinker for killing monsters depends on monster’s level (divided by 2, rounded up).&lt;br /&gt;
* Halfling and gnome have not bonus in potion count, but bonus in potions effectiveness.(about 60% instead of 40%)&lt;br /&gt;
* Mana potions restore some (20-30%) health for berserkers.&lt;br /&gt;
* Add a race that converts glyphs to piety. (Seconded)&lt;br /&gt;
* Increase goblin gold when converting glyphs to something like 4+level.&lt;br /&gt;
* Do not consume blood when a blood mage with full health steps on it.(Seconded)&lt;br /&gt;
* Add something akin to an amazon race, so that some female characters get thrown into the mix before someone inevitably asks for a female portrait of every character in the game come retail launch.&lt;br /&gt;
* Priest starts with either all altars on map, or choice of god from the get-go.&lt;br /&gt;
&lt;br /&gt;
== Still uncategorized ==&lt;br /&gt;
* Make a mode with several dungeon levels (except campaign) like in classic roguelike games.&lt;br /&gt;
* Give some gold for boss slaying.&lt;br /&gt;
* Make monster stats specific; a bit various for every monster. For example, a monster of type x of level y can have random HP value from 50 to 65 and random attack from 20 to 25. It will make game a bit more unpredictable and interesting.&lt;br /&gt;
* Linux support.&lt;/div&gt;</summary>
		<author><name>Breaker</name></author>	</entry>

	<entry>
		<id>http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Brainstorming&amp;diff=3226</id>
		<title>Brainstorming</title>
		<link rel="alternate" type="text/html" href="http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Brainstorming&amp;diff=3226"/>
				<updated>2011-03-28T16:47:18Z</updated>
		
		<summary type="html">&lt;p&gt;Breaker: /* Suggestions for the game interface */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{ArchiveBox|[[Brainstorming/Archive1|Archive 1]]||}}&lt;br /&gt;
&lt;br /&gt;
== Suggestions about this wiki ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Suggestions for the game interface ==&lt;br /&gt;
*Make a tile selection overlay, so we can avoid misclicking a tile.&lt;br /&gt;
*Remove the &amp;quot;death/safe/victory&amp;quot; system. It gets too easy when you can just rely on that.(Disagree)&lt;br /&gt;
*Add a way of turning off the custom cursor, which causes lag on some slower computers.(Seconded)&lt;br /&gt;
*As mentioned before, add diagonal movement for arrow keys. Right now it is possible, but not optimal to use the keys because you have to use the mouse to access certain places.&lt;br /&gt;
*Hotkeys: P for Pray/Pick Up/Purchase, numbers to choose between worship options, Space exits the Game Over screen.&lt;br /&gt;
*Delayed keypress to allow for diagonal movement without numerical keyboard.(Yes,yes,yes!)&lt;br /&gt;
&lt;br /&gt;
== Suggestions for the Gods system ==&lt;br /&gt;
* Taurog followers get 50% HP restoration from any potion and no mana restoration.&lt;br /&gt;
* New boon for Glowing Guardian: +25% damage to undead.&lt;br /&gt;
* Increase initial piety when joining Mystera Annur.&lt;br /&gt;
* New boon for Earthmother: double HP regeneration.&lt;br /&gt;
* Give -5 max HP for joining to Dracul, but don’t increase hero level.&lt;br /&gt;
* Reduce piety gain for teleporting glyph when worshipping Tikki Tooki.&lt;br /&gt;
* a stupid one, but maybe host a contest and the winner is made a god in DD, with stats s/he decides.&lt;br /&gt;
* [[Taurog]] should not ban the usage of [[WONAFYT]]. (Seconded)&lt;br /&gt;
* Rather than wasting a level straight out of the gate, Dracul worshippers are limited to lvl 8 stats, but can still get health refills for filling the xp bar.&lt;br /&gt;
&lt;br /&gt;
== Suggestions for the Scoring system ==&lt;br /&gt;
* Make score not dependent on time.&lt;br /&gt;
* For ranked matches, have it throw out any run over 15 minutes.  These runs will never score high up anyway, and it makes fixing the current scoring measure unneccessary.&lt;br /&gt;
&lt;br /&gt;
== Suggestions for the glyph system ==&lt;br /&gt;
* Reduce ENDISWAL mana cost by 1-4 points.&lt;br /&gt;
* Reduce CYDSTEPP mana cost by 1-2 points.&lt;br /&gt;
* Reduce PISORF mana cost by 2-5 points.&lt;br /&gt;
* Make IMAWAL spawn only if there's a Earthmother altar around.&lt;br /&gt;
* Add a glyph that allows you to Scry a part of the dungeon without actually exploring it.  You could make it random, but instead of random spots, it reveals a 3x3 or 4x4 somewhere around the map each use.&lt;br /&gt;
&lt;br /&gt;
== General suggestions==&lt;br /&gt;
*Remove the gold keep between levels. As it is pointless since one can farm gold with some good characters.&lt;br /&gt;
*Starting gold could be set to 50 Gold, and gold piles could give more gold (5 + lvl/2).&lt;br /&gt;
*Online play would be neato. Maybe Co-Op and Versus. (Disagree, I don't think that would work to well for a game like this, especially one that's meant as a coffee-break/on your Iphone, sort of thing.  Perhaps what your looking for instead, is some sort of party gameplay where you get to use multiple characters. Maybe 3?)&lt;br /&gt;
*Settings or configuration of some sort, perhaps with options similar to other roguelikes, would be a good idea.&lt;br /&gt;
*Once again, carry-over gold is a pretty ineffective part of the game right now.  I would suggest removing it, increase the amount of gold per pickup during dungeons, and add a carry-over stat for minimum gold and have it increase via special dungeon wins the same way maximum gold does now.  Right now, gold pick ups don't matter much mid-dungeon, even if you waste quite a few, but you still want the maximum gold value to matter.&lt;br /&gt;
*Add &amp;quot;traps&amp;quot;. Invisible to player they do damage when stepped on, if player lives &amp;amp; tiles have been revealed health &amp;amp; mana is added as normal.  Trap is now visible but will still do damage each crossing. 3 types for increasing difficulty; pit,spiked pit,poisoned spiked pit.  IMAWAL fills in pits removing trap.  Some characters have 'detect trap' trait allowing them to see traps before stepping on them. 'detect trap' boon for earthmother. earthmother gives piety for traps removed with IMAWAL as her goats are now safe :) (this also makes imawal &amp;amp; earthmother more attractive)&lt;br /&gt;
&lt;br /&gt;
== Suggestions for Objects / Shops ==&lt;br /&gt;
* Make health potions and vampiric items cheaper in shops.&lt;br /&gt;
* Add the number of health/mana restored by the potion to it's tooltip. (SECONDED)&lt;br /&gt;
&lt;br /&gt;
== Suggestions for the Classes/Races ==&lt;br /&gt;
* Number of gold gained by Tinker for killing monsters depends on monster’s level (divided by 2, rounded up).&lt;br /&gt;
* Halfling and gnome have not bonus in potion count, but bonus in potions effectiveness.(about 60% instead of 40%)&lt;br /&gt;
* Mana potions restore some (20-30%) health for berserkers.&lt;br /&gt;
* Add a race that converts glyphs to piety. (Seconded)&lt;br /&gt;
* Increase goblin gold when converting glyphs to something like 4+level.&lt;br /&gt;
* Do not consume blood when a blood mage with full health steps on it.(Seconded)&lt;br /&gt;
* Add something akin to an amazon race, so that some female characters get thrown into the mix before someone inevitably asks for a female portrait of every character in the game come retail launch.&lt;br /&gt;
* Priest starts with either all altars on map, or choice of god from the get-go.&lt;br /&gt;
&lt;br /&gt;
== Still uncategorized ==&lt;br /&gt;
* Make a mode with several dungeon levels (except campaign) like in classic roguelike games.&lt;br /&gt;
* Give some gold for boss slaying.&lt;br /&gt;
* Make monster stats specific; a bit various for every monster. For example, a monster of type x of level y can have random HP value from 50 to 65 and random attack from 20 to 25. It will make game a bit more unpredictable and interesting.&lt;br /&gt;
* Linux support.&lt;/div&gt;</summary>
		<author><name>Breaker</name></author>	</entry>

	<entry>
		<id>http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Brainstorming&amp;diff=3157</id>
		<title>Brainstorming</title>
		<link rel="alternate" type="text/html" href="http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Brainstorming&amp;diff=3157"/>
				<updated>2011-03-21T17:12:50Z</updated>
		
		<summary type="html">&lt;p&gt;Breaker: /* Suggestions for the game interface */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{ArchiveBox|[[Brainstorming/Archive1|Archive 1]]||}}&lt;br /&gt;
&lt;br /&gt;
== Suggestions about this wiki ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Suggestions for the game interface ==&lt;br /&gt;
*Make a tile selection overlay, so we can avoid misclicking a tile.&lt;br /&gt;
*Remove the &amp;quot;death/safe/victory&amp;quot; system. It gets too easy when you can just rely on that.(Disagree)&lt;br /&gt;
*Add a way of turning off the custom cursor, which causes lag on some slower computers.(Seconded)&lt;br /&gt;
*As mentioned before, add diagonal movement for arrow keys. Right now it is possible, but not optimal to use the keys because you have to use the mouse to access certain places.&lt;br /&gt;
&lt;br /&gt;
== Suggestions for the Gods system ==&lt;br /&gt;
* Taurog followers get 50% HP restoration from any potion and no mana restoration.&lt;br /&gt;
* New boon for Glowing Guardian: +25% damage to undead.&lt;br /&gt;
* Increase initial piety when joining Mystera Annur.&lt;br /&gt;
* New boon for Earthmother: double HP regeneration.&lt;br /&gt;
* Give -5 max HP for joining to Dracul, but don’t increase hero level.&lt;br /&gt;
* Reduce piety gain for teleporting glyph when worshipping Tikki Tooki.&lt;br /&gt;
* a stupid one, but maybe host a contest and the winner is made a god in DD, with stats s/he decides.&lt;br /&gt;
* [[Taurog]] should not ban the usage of [[WONAFYT]]. (Seconded)&lt;br /&gt;
* Rather than wasting a level straight out of the gate, Dracul worshippers are limited to lvl 8 stats, but can still get health refills for filling the xp bar.&lt;br /&gt;
&lt;br /&gt;
== Suggestions for the Scoring system ==&lt;br /&gt;
* Make score not dependent on time.&lt;br /&gt;
* For ranked matches, have it throw out any run over 15 minutes.  These runs will never score high up anyway, and it makes fixing the current scoring measure unneccessary.&lt;br /&gt;
&lt;br /&gt;
== Suggestions for the glyph system ==&lt;br /&gt;
* Reduce ENDISWAL mana cost by 1-4 points.&lt;br /&gt;
* Reduce CYDSTEPP mana cost by 1-2 points.&lt;br /&gt;
* Reduce PISORF mana cost by 2-5 points.&lt;br /&gt;
* Make IMAWAL spawn only if there's a Earthmother altar around.&lt;br /&gt;
* Add a glyph that allows you to Scry a part of the dungeon without actually exploring it.  You could make it random, but instead of random spots, it reveals a 3x3 or 4x4 somewhere around the map each use.&lt;br /&gt;
&lt;br /&gt;
== General suggestions==&lt;br /&gt;
*Remove the gold keep between levels. As it is pointless since one can farm gold with some good characters.&lt;br /&gt;
*Starting gold could be set to 50 Gold, and gold piles could give more gold (5 + lvl/2).&lt;br /&gt;
*Online play would be neato. Maybe Co-Op and Versus. (Disagree, I don't think that would work to well for a game like this, especially one that's meant as a coffee-break/on your Iphone, sort of thing.  Perhaps what your looking for instead, is some sort of party gameplay where you get to use multiple characters. Maybe 3?)&lt;br /&gt;
*Settings or configuration of some sort, perhaps with options similar to other roguelikes, would be a good idea.&lt;br /&gt;
*Once again, carry-over gold is a pretty ineffective part of the game right now.  I would suggest removing it, increase the amount of gold per pickup during dungeons, and add a carry-over stat for minimum gold and have it increase via special dungeon wins the same way maximum gold does now.  Right now, gold pick ups don't matter much mid-dungeon, even if you waste quite a few, but you still want the maximum gold value to matter.&lt;br /&gt;
&lt;br /&gt;
== Suggestions for Objects / Shops ==&lt;br /&gt;
* Make health potions and vampiric items cheaper in shops.&lt;br /&gt;
* Add the number of health/mana restored by the potion to it's tooltip. (SECONDED)&lt;br /&gt;
&lt;br /&gt;
== Suggestions for the Classes/Races ==&lt;br /&gt;
* Number of gold gained by Tinker for killing monsters depends on monster’s level (divided by 2, rounded up).&lt;br /&gt;
* Halfling and gnome have not bonus in potion count, but bonus in potions effectiveness.(about 60% instead of 40%)&lt;br /&gt;
* Mana potions restore some (20-30%) health for berserkers.&lt;br /&gt;
* Add a race that converts glyphs to piety. (Seconded)&lt;br /&gt;
* Increase goblin gold when converting glyphs to something like 4+level.&lt;br /&gt;
* Do not consume blood when a blood mage with full health steps on it.(Seconded)&lt;br /&gt;
* Add something akin to an amazon race, so that some female characters get thrown into the mix before someone inevitably asks for a female portrait of every character in the game come retail launch.&lt;br /&gt;
* Priest starts with either all altars on map, or choice of god from the get-go.&lt;br /&gt;
&lt;br /&gt;
== Still uncategorized ==&lt;br /&gt;
* Make a mode with several dungeon levels (except campaign) like in classic roguelike games.&lt;br /&gt;
* Give some gold for boss slaying.&lt;br /&gt;
* Make monster stats specific; a bit various for every monster. For example, a monster of type x of level y can have random HP value from 50 to 65 and random attack from 20 to 25. It will make game a bit more unpredictable and interesting.&lt;br /&gt;
* Linux support.&lt;/div&gt;</summary>
		<author><name>Breaker</name></author>	</entry>

	<entry>
		<id>http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Brainstorming&amp;diff=3156</id>
		<title>Brainstorming</title>
		<link rel="alternate" type="text/html" href="http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Brainstorming&amp;diff=3156"/>
				<updated>2011-03-21T17:10:54Z</updated>
		
		<summary type="html">&lt;p&gt;Breaker: /* Suggestions for the Classes/Races */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{ArchiveBox|[[Brainstorming/Archive1|Archive 1]]||}}&lt;br /&gt;
&lt;br /&gt;
== Suggestions about this wiki ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Suggestions for the game interface ==&lt;br /&gt;
*Make a tile selection overlay, so we can avoid misclicking a tile.&lt;br /&gt;
*Remove the &amp;quot;death/safe/victory&amp;quot; system. It gets too easy when you can just rely on that.(Disagree)&lt;br /&gt;
*Add a way of turning off the custom cursor, which causes lag on some slower computers.(Seconded)&lt;br /&gt;
&lt;br /&gt;
== Suggestions for the Gods system ==&lt;br /&gt;
* Taurog followers get 50% HP restoration from any potion and no mana restoration.&lt;br /&gt;
* New boon for Glowing Guardian: +25% damage to undead.&lt;br /&gt;
* Increase initial piety when joining Mystera Annur.&lt;br /&gt;
* New boon for Earthmother: double HP regeneration.&lt;br /&gt;
* Give -5 max HP for joining to Dracul, but don’t increase hero level.&lt;br /&gt;
* Reduce piety gain for teleporting glyph when worshipping Tikki Tooki.&lt;br /&gt;
* a stupid one, but maybe host a contest and the winner is made a god in DD, with stats s/he decides.&lt;br /&gt;
* [[Taurog]] should not ban the usage of [[WONAFYT]]. (Seconded)&lt;br /&gt;
* Rather than wasting a level straight out of the gate, Dracul worshippers are limited to lvl 8 stats, but can still get health refills for filling the xp bar.&lt;br /&gt;
&lt;br /&gt;
== Suggestions for the Scoring system ==&lt;br /&gt;
* Make score not dependent on time.&lt;br /&gt;
* For ranked matches, have it throw out any run over 15 minutes.  These runs will never score high up anyway, and it makes fixing the current scoring measure unneccessary.&lt;br /&gt;
&lt;br /&gt;
== Suggestions for the glyph system ==&lt;br /&gt;
* Reduce ENDISWAL mana cost by 1-4 points.&lt;br /&gt;
* Reduce CYDSTEPP mana cost by 1-2 points.&lt;br /&gt;
* Reduce PISORF mana cost by 2-5 points.&lt;br /&gt;
* Make IMAWAL spawn only if there's a Earthmother altar around.&lt;br /&gt;
* Add a glyph that allows you to Scry a part of the dungeon without actually exploring it.  You could make it random, but instead of random spots, it reveals a 3x3 or 4x4 somewhere around the map each use.&lt;br /&gt;
&lt;br /&gt;
== General suggestions==&lt;br /&gt;
*Remove the gold keep between levels. As it is pointless since one can farm gold with some good characters.&lt;br /&gt;
*Starting gold could be set to 50 Gold, and gold piles could give more gold (5 + lvl/2).&lt;br /&gt;
*Online play would be neato. Maybe Co-Op and Versus. (Disagree, I don't think that would work to well for a game like this, especially one that's meant as a coffee-break/on your Iphone, sort of thing.  Perhaps what your looking for instead, is some sort of party gameplay where you get to use multiple characters. Maybe 3?)&lt;br /&gt;
*Settings or configuration of some sort, perhaps with options similar to other roguelikes, would be a good idea.&lt;br /&gt;
*Once again, carry-over gold is a pretty ineffective part of the game right now.  I would suggest removing it, increase the amount of gold per pickup during dungeons, and add a carry-over stat for minimum gold and have it increase via special dungeon wins the same way maximum gold does now.  Right now, gold pick ups don't matter much mid-dungeon, even if you waste quite a few, but you still want the maximum gold value to matter.&lt;br /&gt;
&lt;br /&gt;
== Suggestions for Objects / Shops ==&lt;br /&gt;
* Make health potions and vampiric items cheaper in shops.&lt;br /&gt;
* Add the number of health/mana restored by the potion to it's tooltip. (SECONDED)&lt;br /&gt;
&lt;br /&gt;
== Suggestions for the Classes/Races ==&lt;br /&gt;
* Number of gold gained by Tinker for killing monsters depends on monster’s level (divided by 2, rounded up).&lt;br /&gt;
* Halfling and gnome have not bonus in potion count, but bonus in potions effectiveness.(about 60% instead of 40%)&lt;br /&gt;
* Mana potions restore some (20-30%) health for berserkers.&lt;br /&gt;
* Add a race that converts glyphs to piety. (Seconded)&lt;br /&gt;
* Increase goblin gold when converting glyphs to something like 4+level.&lt;br /&gt;
* Do not consume blood when a blood mage with full health steps on it.(Seconded)&lt;br /&gt;
* Add something akin to an amazon race, so that some female characters get thrown into the mix before someone inevitably asks for a female portrait of every character in the game come retail launch.&lt;br /&gt;
* Priest starts with either all altars on map, or choice of god from the get-go.&lt;br /&gt;
&lt;br /&gt;
== Still uncategorized ==&lt;br /&gt;
* Make a mode with several dungeon levels (except campaign) like in classic roguelike games.&lt;br /&gt;
* Give some gold for boss slaying.&lt;br /&gt;
* Make monster stats specific; a bit various for every monster. For example, a monster of type x of level y can have random HP value from 50 to 65 and random attack from 20 to 25. It will make game a bit more unpredictable and interesting.&lt;br /&gt;
* Linux support.&lt;/div&gt;</summary>
		<author><name>Breaker</name></author>	</entry>

	<entry>
		<id>http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Brainstorming&amp;diff=3155</id>
		<title>Brainstorming</title>
		<link rel="alternate" type="text/html" href="http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Brainstorming&amp;diff=3155"/>
				<updated>2011-03-21T17:09:44Z</updated>
		
		<summary type="html">&lt;p&gt;Breaker: /* Suggestions for the game interface */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{ArchiveBox|[[Brainstorming/Archive1|Archive 1]]||}}&lt;br /&gt;
&lt;br /&gt;
== Suggestions about this wiki ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Suggestions for the game interface ==&lt;br /&gt;
*Make a tile selection overlay, so we can avoid misclicking a tile.&lt;br /&gt;
*Remove the &amp;quot;death/safe/victory&amp;quot; system. It gets too easy when you can just rely on that.(Disagree)&lt;br /&gt;
*Add a way of turning off the custom cursor, which causes lag on some slower computers.(Seconded)&lt;br /&gt;
&lt;br /&gt;
== Suggestions for the Gods system ==&lt;br /&gt;
* Taurog followers get 50% HP restoration from any potion and no mana restoration.&lt;br /&gt;
* New boon for Glowing Guardian: +25% damage to undead.&lt;br /&gt;
* Increase initial piety when joining Mystera Annur.&lt;br /&gt;
* New boon for Earthmother: double HP regeneration.&lt;br /&gt;
* Give -5 max HP for joining to Dracul, but don’t increase hero level.&lt;br /&gt;
* Reduce piety gain for teleporting glyph when worshipping Tikki Tooki.&lt;br /&gt;
* a stupid one, but maybe host a contest and the winner is made a god in DD, with stats s/he decides.&lt;br /&gt;
* [[Taurog]] should not ban the usage of [[WONAFYT]]. (Seconded)&lt;br /&gt;
* Rather than wasting a level straight out of the gate, Dracul worshippers are limited to lvl 8 stats, but can still get health refills for filling the xp bar.&lt;br /&gt;
&lt;br /&gt;
== Suggestions for the Scoring system ==&lt;br /&gt;
* Make score not dependent on time.&lt;br /&gt;
* For ranked matches, have it throw out any run over 15 minutes.  These runs will never score high up anyway, and it makes fixing the current scoring measure unneccessary.&lt;br /&gt;
&lt;br /&gt;
== Suggestions for the glyph system ==&lt;br /&gt;
* Reduce ENDISWAL mana cost by 1-4 points.&lt;br /&gt;
* Reduce CYDSTEPP mana cost by 1-2 points.&lt;br /&gt;
* Reduce PISORF mana cost by 2-5 points.&lt;br /&gt;
* Make IMAWAL spawn only if there's a Earthmother altar around.&lt;br /&gt;
* Add a glyph that allows you to Scry a part of the dungeon without actually exploring it.  You could make it random, but instead of random spots, it reveals a 3x3 or 4x4 somewhere around the map each use.&lt;br /&gt;
&lt;br /&gt;
== General suggestions==&lt;br /&gt;
*Remove the gold keep between levels. As it is pointless since one can farm gold with some good characters.&lt;br /&gt;
*Starting gold could be set to 50 Gold, and gold piles could give more gold (5 + lvl/2).&lt;br /&gt;
*Online play would be neato. Maybe Co-Op and Versus. (Disagree, I don't think that would work to well for a game like this, especially one that's meant as a coffee-break/on your Iphone, sort of thing.  Perhaps what your looking for instead, is some sort of party gameplay where you get to use multiple characters. Maybe 3?)&lt;br /&gt;
*Settings or configuration of some sort, perhaps with options similar to other roguelikes, would be a good idea.&lt;br /&gt;
*Once again, carry-over gold is a pretty ineffective part of the game right now.  I would suggest removing it, increase the amount of gold per pickup during dungeons, and add a carry-over stat for minimum gold and have it increase via special dungeon wins the same way maximum gold does now.  Right now, gold pick ups don't matter much mid-dungeon, even if you waste quite a few, but you still want the maximum gold value to matter.&lt;br /&gt;
&lt;br /&gt;
== Suggestions for Objects / Shops ==&lt;br /&gt;
* Make health potions and vampiric items cheaper in shops.&lt;br /&gt;
* Add the number of health/mana restored by the potion to it's tooltip. (SECONDED)&lt;br /&gt;
&lt;br /&gt;
== Suggestions for the Classes/Races ==&lt;br /&gt;
* Number of gold gained by Tinker for killing monsters depends on monster’s level (divided by 2, rounded up).&lt;br /&gt;
* Halfling and gnome have not bonus in potion count, but bonus in potions effectiveness.(about 60% instead of 40%)&lt;br /&gt;
* Mana potions restore some (20-30%) health for berserkers.&lt;br /&gt;
* Add a race that converts glyphs to piety. (Seconded)&lt;br /&gt;
* Increase goblin gold when converting glyphs to something like 4+level.&lt;br /&gt;
* Do not consume blood when a blood mage with full health steps on it.&lt;br /&gt;
* Add something akin to an amazon race, so that some female characters get thrown into the mix before someone inevitably asks for a female portrait of every character in the game come retail launch.&lt;br /&gt;
* Priest starts with either all altars on map, or choice of god from the get-go.&lt;br /&gt;
&lt;br /&gt;
== Still uncategorized ==&lt;br /&gt;
* Make a mode with several dungeon levels (except campaign) like in classic roguelike games.&lt;br /&gt;
* Give some gold for boss slaying.&lt;br /&gt;
* Make monster stats specific; a bit various for every monster. For example, a monster of type x of level y can have random HP value from 50 to 65 and random attack from 20 to 25. It will make game a bit more unpredictable and interesting.&lt;br /&gt;
* Linux support.&lt;/div&gt;</summary>
		<author><name>Breaker</name></author>	</entry>

	<entry>
		<id>http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Brainstorming&amp;diff=3154</id>
		<title>Brainstorming</title>
		<link rel="alternate" type="text/html" href="http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Brainstorming&amp;diff=3154"/>
				<updated>2011-03-21T17:08:51Z</updated>
		
		<summary type="html">&lt;p&gt;Breaker: /* General suggestions */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{ArchiveBox|[[Brainstorming/Archive1|Archive 1]]||}}&lt;br /&gt;
&lt;br /&gt;
== Suggestions about this wiki ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Suggestions for the game interface ==&lt;br /&gt;
*Make a tile selection overlay, so we can avoid misclicking a tile.&lt;br /&gt;
*Remove the &amp;quot;death/safe/victory&amp;quot; system. It gets too easy when you can just rely on that.&lt;br /&gt;
*Add a way of turning off the custom cursor, which causes lag on some slower computers.&lt;br /&gt;
&lt;br /&gt;
== Suggestions for the Gods system ==&lt;br /&gt;
* Taurog followers get 50% HP restoration from any potion and no mana restoration.&lt;br /&gt;
* New boon for Glowing Guardian: +25% damage to undead.&lt;br /&gt;
* Increase initial piety when joining Mystera Annur.&lt;br /&gt;
* New boon for Earthmother: double HP regeneration.&lt;br /&gt;
* Give -5 max HP for joining to Dracul, but don’t increase hero level.&lt;br /&gt;
* Reduce piety gain for teleporting glyph when worshipping Tikki Tooki.&lt;br /&gt;
* a stupid one, but maybe host a contest and the winner is made a god in DD, with stats s/he decides.&lt;br /&gt;
* [[Taurog]] should not ban the usage of [[WONAFYT]]. (Seconded)&lt;br /&gt;
* Rather than wasting a level straight out of the gate, Dracul worshippers are limited to lvl 8 stats, but can still get health refills for filling the xp bar.&lt;br /&gt;
&lt;br /&gt;
== Suggestions for the Scoring system ==&lt;br /&gt;
* Make score not dependent on time.&lt;br /&gt;
* For ranked matches, have it throw out any run over 15 minutes.  These runs will never score high up anyway, and it makes fixing the current scoring measure unneccessary.&lt;br /&gt;
&lt;br /&gt;
== Suggestions for the glyph system ==&lt;br /&gt;
* Reduce ENDISWAL mana cost by 1-4 points.&lt;br /&gt;
* Reduce CYDSTEPP mana cost by 1-2 points.&lt;br /&gt;
* Reduce PISORF mana cost by 2-5 points.&lt;br /&gt;
* Make IMAWAL spawn only if there's a Earthmother altar around.&lt;br /&gt;
* Add a glyph that allows you to Scry a part of the dungeon without actually exploring it.  You could make it random, but instead of random spots, it reveals a 3x3 or 4x4 somewhere around the map each use.&lt;br /&gt;
&lt;br /&gt;
== General suggestions==&lt;br /&gt;
*Remove the gold keep between levels. As it is pointless since one can farm gold with some good characters.&lt;br /&gt;
*Starting gold could be set to 50 Gold, and gold piles could give more gold (5 + lvl/2).&lt;br /&gt;
*Online play would be neato. Maybe Co-Op and Versus. (Disagree, I don't think that would work to well for a game like this, especially one that's meant as a coffee-break/on your Iphone, sort of thing.  Perhaps what your looking for instead, is some sort of party gameplay where you get to use multiple characters. Maybe 3?)&lt;br /&gt;
*Settings or configuration of some sort, perhaps with options similar to other roguelikes, would be a good idea.&lt;br /&gt;
*Once again, carry-over gold is a pretty ineffective part of the game right now.  I would suggest removing it, increase the amount of gold per pickup during dungeons, and add a carry-over stat for minimum gold and have it increase via special dungeon wins the same way maximum gold does now.  Right now, gold pick ups don't matter much mid-dungeon, even if you waste quite a few, but you still want the maximum gold value to matter.&lt;br /&gt;
&lt;br /&gt;
== Suggestions for Objects / Shops ==&lt;br /&gt;
* Make health potions and vampiric items cheaper in shops.&lt;br /&gt;
* Add the number of health/mana restored by the potion to it's tooltip. (SECONDED)&lt;br /&gt;
&lt;br /&gt;
== Suggestions for the Classes/Races ==&lt;br /&gt;
* Number of gold gained by Tinker for killing monsters depends on monster’s level (divided by 2, rounded up).&lt;br /&gt;
* Halfling and gnome have not bonus in potion count, but bonus in potions effectiveness.(about 60% instead of 40%)&lt;br /&gt;
* Mana potions restore some (20-30%) health for berserkers.&lt;br /&gt;
* Add a race that converts glyphs to piety. (Seconded)&lt;br /&gt;
* Increase goblin gold when converting glyphs to something like 4+level.&lt;br /&gt;
* Do not consume blood when a blood mage with full health steps on it.&lt;br /&gt;
* Add something akin to an amazon race, so that some female characters get thrown into the mix before someone inevitably asks for a female portrait of every character in the game come retail launch.&lt;br /&gt;
* Priest starts with either all altars on map, or choice of god from the get-go.&lt;br /&gt;
&lt;br /&gt;
== Still uncategorized ==&lt;br /&gt;
* Make a mode with several dungeon levels (except campaign) like in classic roguelike games.&lt;br /&gt;
* Give some gold for boss slaying.&lt;br /&gt;
* Make monster stats specific; a bit various for every monster. For example, a monster of type x of level y can have random HP value from 50 to 65 and random attack from 20 to 25. It will make game a bit more unpredictable and interesting.&lt;br /&gt;
* Linux support.&lt;/div&gt;</summary>
		<author><name>Breaker</name></author>	</entry>

	<entry>
		<id>http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Brainstorming&amp;diff=3153</id>
		<title>Brainstorming</title>
		<link rel="alternate" type="text/html" href="http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Brainstorming&amp;diff=3153"/>
				<updated>2011-03-21T17:05:55Z</updated>
		
		<summary type="html">&lt;p&gt;Breaker: /* Suggestions for the Gods system */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{ArchiveBox|[[Brainstorming/Archive1|Archive 1]]||}}&lt;br /&gt;
&lt;br /&gt;
== Suggestions about this wiki ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Suggestions for the game interface ==&lt;br /&gt;
*Make a tile selection overlay, so we can avoid misclicking a tile.&lt;br /&gt;
*Remove the &amp;quot;death/safe/victory&amp;quot; system. It gets too easy when you can just rely on that.&lt;br /&gt;
*Add a way of turning off the custom cursor, which causes lag on some slower computers.&lt;br /&gt;
&lt;br /&gt;
== Suggestions for the Gods system ==&lt;br /&gt;
* Taurog followers get 50% HP restoration from any potion and no mana restoration.&lt;br /&gt;
* New boon for Glowing Guardian: +25% damage to undead.&lt;br /&gt;
* Increase initial piety when joining Mystera Annur.&lt;br /&gt;
* New boon for Earthmother: double HP regeneration.&lt;br /&gt;
* Give -5 max HP for joining to Dracul, but don’t increase hero level.&lt;br /&gt;
* Reduce piety gain for teleporting glyph when worshipping Tikki Tooki.&lt;br /&gt;
* a stupid one, but maybe host a contest and the winner is made a god in DD, with stats s/he decides.&lt;br /&gt;
* [[Taurog]] should not ban the usage of [[WONAFYT]]. (Seconded)&lt;br /&gt;
* Rather than wasting a level straight out of the gate, Dracul worshippers are limited to lvl 8 stats, but can still get health refills for filling the xp bar.&lt;br /&gt;
&lt;br /&gt;
== Suggestions for the Scoring system ==&lt;br /&gt;
* Make score not dependent on time.&lt;br /&gt;
* For ranked matches, have it throw out any run over 15 minutes.  These runs will never score high up anyway, and it makes fixing the current scoring measure unneccessary.&lt;br /&gt;
&lt;br /&gt;
== Suggestions for the glyph system ==&lt;br /&gt;
* Reduce ENDISWAL mana cost by 1-4 points.&lt;br /&gt;
* Reduce CYDSTEPP mana cost by 1-2 points.&lt;br /&gt;
* Reduce PISORF mana cost by 2-5 points.&lt;br /&gt;
* Make IMAWAL spawn only if there's a Earthmother altar around.&lt;br /&gt;
* Add a glyph that allows you to Scry a part of the dungeon without actually exploring it.  You could make it random, but instead of random spots, it reveals a 3x3 or 4x4 somewhere around the map each use.&lt;br /&gt;
&lt;br /&gt;
== General suggestions==&lt;br /&gt;
*Remove the gold keep between levels. As it is pointless since one can farm gold with some good characters.&lt;br /&gt;
*Starting gold could be set to 50 Gold, and gold piles could give more gold (5 + lvl/2).&lt;br /&gt;
*Online play would be neato. Maybe Co-Op and Versus.&lt;br /&gt;
*Settings or configuration of some sort, perhaps with options similar to other roguelikes, would be a good idea.&lt;br /&gt;
*Once again, carry-over gold is a pretty ineffective part of the game right now.  I would suggest removing it, increase the amount of gold per pickup during dungeons, and add a carry-over stat for minimum gold and have it increase via special dungeon wins the same way maximum gold does now.  Right now, gold pick ups don't matter much mid-dungeon, even if you waste quite a few, but you still want the maximum gold value to matter.&lt;br /&gt;
&lt;br /&gt;
== Suggestions for Objects / Shops ==&lt;br /&gt;
* Make health potions and vampiric items cheaper in shops.&lt;br /&gt;
* Add the number of health/mana restored by the potion to it's tooltip. (SECONDED)&lt;br /&gt;
&lt;br /&gt;
== Suggestions for the Classes/Races ==&lt;br /&gt;
* Number of gold gained by Tinker for killing monsters depends on monster’s level (divided by 2, rounded up).&lt;br /&gt;
* Halfling and gnome have not bonus in potion count, but bonus in potions effectiveness.(about 60% instead of 40%)&lt;br /&gt;
* Mana potions restore some (20-30%) health for berserkers.&lt;br /&gt;
* Add a race that converts glyphs to piety. (Seconded)&lt;br /&gt;
* Increase goblin gold when converting glyphs to something like 4+level.&lt;br /&gt;
* Do not consume blood when a blood mage with full health steps on it.&lt;br /&gt;
* Add something akin to an amazon race, so that some female characters get thrown into the mix before someone inevitably asks for a female portrait of every character in the game come retail launch.&lt;br /&gt;
* Priest starts with either all altars on map, or choice of god from the get-go.&lt;br /&gt;
&lt;br /&gt;
== Still uncategorized ==&lt;br /&gt;
* Make a mode with several dungeon levels (except campaign) like in classic roguelike games.&lt;br /&gt;
* Give some gold for boss slaying.&lt;br /&gt;
* Make monster stats specific; a bit various for every monster. For example, a monster of type x of level y can have random HP value from 50 to 65 and random attack from 20 to 25. It will make game a bit more unpredictable and interesting.&lt;br /&gt;
* Linux support.&lt;/div&gt;</summary>
		<author><name>Breaker</name></author>	</entry>

	<entry>
		<id>http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Brainstorming&amp;diff=3152</id>
		<title>Brainstorming</title>
		<link rel="alternate" type="text/html" href="http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Brainstorming&amp;diff=3152"/>
				<updated>2011-03-21T17:04:27Z</updated>
		
		<summary type="html">&lt;p&gt;Breaker: /* Suggestions for the Classes/Races */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{ArchiveBox|[[Brainstorming/Archive1|Archive 1]]||}}&lt;br /&gt;
&lt;br /&gt;
== Suggestions about this wiki ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Suggestions for the game interface ==&lt;br /&gt;
*Make a tile selection overlay, so we can avoid misclicking a tile.&lt;br /&gt;
*Remove the &amp;quot;death/safe/victory&amp;quot; system. It gets too easy when you can just rely on that.&lt;br /&gt;
*Add a way of turning off the custom cursor, which causes lag on some slower computers.&lt;br /&gt;
&lt;br /&gt;
== Suggestions for the Gods system ==&lt;br /&gt;
* Taurog followers get 50% HP restoration from any potion and no mana restoration.&lt;br /&gt;
* New boon for Glowing Guardian: +25% damage to undead.&lt;br /&gt;
* Increase initial piety when joining Mystera Annur.&lt;br /&gt;
* New boon for Earthmother: double HP regeneration.&lt;br /&gt;
* Give -5 max HP for joining to Dracul, but don’t increase hero level.&lt;br /&gt;
* Reduce piety gain for teleporting glyph when worshipping Tikki Tooki.&lt;br /&gt;
* a stupid one, but maybe host a contest and the winner is made a god in DD, with stats s/he decides.&lt;br /&gt;
* [[Taurog]] should not ban the usage of [[WONAFYT]].&lt;br /&gt;
* Rather than wasting a level straight out of the gate, Dracul worshippers are limited to lvl 8 stats, but can still get health refills for filling the xp bar.&lt;br /&gt;
&lt;br /&gt;
== Suggestions for the Scoring system ==&lt;br /&gt;
* Make score not dependent on time.&lt;br /&gt;
* For ranked matches, have it throw out any run over 15 minutes.  These runs will never score high up anyway, and it makes fixing the current scoring measure unneccessary.&lt;br /&gt;
&lt;br /&gt;
== Suggestions for the glyph system ==&lt;br /&gt;
* Reduce ENDISWAL mana cost by 1-4 points.&lt;br /&gt;
* Reduce CYDSTEPP mana cost by 1-2 points.&lt;br /&gt;
* Reduce PISORF mana cost by 2-5 points.&lt;br /&gt;
* Make IMAWAL spawn only if there's a Earthmother altar around.&lt;br /&gt;
* Add a glyph that allows you to Scry a part of the dungeon without actually exploring it.  You could make it random, but instead of random spots, it reveals a 3x3 or 4x4 somewhere around the map each use.&lt;br /&gt;
&lt;br /&gt;
== General suggestions==&lt;br /&gt;
*Remove the gold keep between levels. As it is pointless since one can farm gold with some good characters.&lt;br /&gt;
*Starting gold could be set to 50 Gold, and gold piles could give more gold (5 + lvl/2).&lt;br /&gt;
*Online play would be neato. Maybe Co-Op and Versus.&lt;br /&gt;
*Settings or configuration of some sort, perhaps with options similar to other roguelikes, would be a good idea.&lt;br /&gt;
*Once again, carry-over gold is a pretty ineffective part of the game right now.  I would suggest removing it, increase the amount of gold per pickup during dungeons, and add a carry-over stat for minimum gold and have it increase via special dungeon wins the same way maximum gold does now.  Right now, gold pick ups don't matter much mid-dungeon, even if you waste quite a few, but you still want the maximum gold value to matter.&lt;br /&gt;
&lt;br /&gt;
== Suggestions for Objects / Shops ==&lt;br /&gt;
* Make health potions and vampiric items cheaper in shops.&lt;br /&gt;
* Add the number of health/mana restored by the potion to it's tooltip. (SECONDED)&lt;br /&gt;
&lt;br /&gt;
== Suggestions for the Classes/Races ==&lt;br /&gt;
* Number of gold gained by Tinker for killing monsters depends on monster’s level (divided by 2, rounded up).&lt;br /&gt;
* Halfling and gnome have not bonus in potion count, but bonus in potions effectiveness.(about 60% instead of 40%)&lt;br /&gt;
* Mana potions restore some (20-30%) health for berserkers.&lt;br /&gt;
* Add a race that converts glyphs to piety. (Seconded)&lt;br /&gt;
* Increase goblin gold when converting glyphs to something like 4+level.&lt;br /&gt;
* Do not consume blood when a blood mage with full health steps on it.&lt;br /&gt;
* Add something akin to an amazon race, so that some female characters get thrown into the mix before someone inevitably asks for a female portrait of every character in the game come retail launch.&lt;br /&gt;
* Priest starts with either all altars on map, or choice of god from the get-go.&lt;br /&gt;
&lt;br /&gt;
== Still uncategorized ==&lt;br /&gt;
* Make a mode with several dungeon levels (except campaign) like in classic roguelike games.&lt;br /&gt;
* Give some gold for boss slaying.&lt;br /&gt;
* Make monster stats specific; a bit various for every monster. For example, a monster of type x of level y can have random HP value from 50 to 65 and random attack from 20 to 25. It will make game a bit more unpredictable and interesting.&lt;br /&gt;
* Linux support.&lt;/div&gt;</summary>
		<author><name>Breaker</name></author>	</entry>

	<entry>
		<id>http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Brainstorming&amp;diff=3151</id>
		<title>Brainstorming</title>
		<link rel="alternate" type="text/html" href="http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Brainstorming&amp;diff=3151"/>
				<updated>2011-03-21T17:03:09Z</updated>
		
		<summary type="html">&lt;p&gt;Breaker: /* Suggestions for the Gods system */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{ArchiveBox|[[Brainstorming/Archive1|Archive 1]]||}}&lt;br /&gt;
&lt;br /&gt;
== Suggestions about this wiki ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Suggestions for the game interface ==&lt;br /&gt;
*Make a tile selection overlay, so we can avoid misclicking a tile.&lt;br /&gt;
*Remove the &amp;quot;death/safe/victory&amp;quot; system. It gets too easy when you can just rely on that.&lt;br /&gt;
*Add a way of turning off the custom cursor, which causes lag on some slower computers.&lt;br /&gt;
&lt;br /&gt;
== Suggestions for the Gods system ==&lt;br /&gt;
* Taurog followers get 50% HP restoration from any potion and no mana restoration.&lt;br /&gt;
* New boon for Glowing Guardian: +25% damage to undead.&lt;br /&gt;
* Increase initial piety when joining Mystera Annur.&lt;br /&gt;
* New boon for Earthmother: double HP regeneration.&lt;br /&gt;
* Give -5 max HP for joining to Dracul, but don’t increase hero level.&lt;br /&gt;
* Reduce piety gain for teleporting glyph when worshipping Tikki Tooki.&lt;br /&gt;
* a stupid one, but maybe host a contest and the winner is made a god in DD, with stats s/he decides.&lt;br /&gt;
* [[Taurog]] should not ban the usage of [[WONAFYT]].&lt;br /&gt;
* Rather than wasting a level straight out of the gate, Dracul worshippers are limited to lvl 8 stats, but can still get health refills for filling the xp bar.&lt;br /&gt;
&lt;br /&gt;
== Suggestions for the Scoring system ==&lt;br /&gt;
* Make score not dependent on time.&lt;br /&gt;
* For ranked matches, have it throw out any run over 15 minutes.  These runs will never score high up anyway, and it makes fixing the current scoring measure unneccessary.&lt;br /&gt;
&lt;br /&gt;
== Suggestions for the glyph system ==&lt;br /&gt;
* Reduce ENDISWAL mana cost by 1-4 points.&lt;br /&gt;
* Reduce CYDSTEPP mana cost by 1-2 points.&lt;br /&gt;
* Reduce PISORF mana cost by 2-5 points.&lt;br /&gt;
* Make IMAWAL spawn only if there's a Earthmother altar around.&lt;br /&gt;
* Add a glyph that allows you to Scry a part of the dungeon without actually exploring it.  You could make it random, but instead of random spots, it reveals a 3x3 or 4x4 somewhere around the map each use.&lt;br /&gt;
&lt;br /&gt;
== General suggestions==&lt;br /&gt;
*Remove the gold keep between levels. As it is pointless since one can farm gold with some good characters.&lt;br /&gt;
*Starting gold could be set to 50 Gold, and gold piles could give more gold (5 + lvl/2).&lt;br /&gt;
*Online play would be neato. Maybe Co-Op and Versus.&lt;br /&gt;
*Settings or configuration of some sort, perhaps with options similar to other roguelikes, would be a good idea.&lt;br /&gt;
*Once again, carry-over gold is a pretty ineffective part of the game right now.  I would suggest removing it, increase the amount of gold per pickup during dungeons, and add a carry-over stat for minimum gold and have it increase via special dungeon wins the same way maximum gold does now.  Right now, gold pick ups don't matter much mid-dungeon, even if you waste quite a few, but you still want the maximum gold value to matter.&lt;br /&gt;
&lt;br /&gt;
== Suggestions for Objects / Shops ==&lt;br /&gt;
* Make health potions and vampiric items cheaper in shops.&lt;br /&gt;
* Add the number of health/mana restored by the potion to it's tooltip. (SECONDED)&lt;br /&gt;
&lt;br /&gt;
== Suggestions for the Classes/Races ==&lt;br /&gt;
* Number of gold gained by Tinker for killing monsters depends on monster’s level (divided by 2, rounded up).&lt;br /&gt;
* Halfling and gnome have not bonus in potion count, but bonus in potions effectiveness.(about 60% instead of 40%)&lt;br /&gt;
* Mana potions restore some (20-30%) health for berserkers.&lt;br /&gt;
* Add a race that converts glyphs to piety.&lt;br /&gt;
-Seconded&lt;br /&gt;
* Increase goblin gold when converting glyphs to something like 4+level.&lt;br /&gt;
* Do not consume blood when a blood mage with full health steps on it.&lt;br /&gt;
* Add something akin to an amazon race, so that some female characters get thrown into the mix before someone inevitably asks for a female portrait of every character in the game come retail launch.&lt;br /&gt;
* Priest starts with either all altars on map, or choice of god from the get-go.&lt;br /&gt;
&lt;br /&gt;
== Still uncategorized ==&lt;br /&gt;
* Make a mode with several dungeon levels (except campaign) like in classic roguelike games.&lt;br /&gt;
* Give some gold for boss slaying.&lt;br /&gt;
* Make monster stats specific; a bit various for every monster. For example, a monster of type x of level y can have random HP value from 50 to 65 and random attack from 20 to 25. It will make game a bit more unpredictable and interesting.&lt;br /&gt;
* Linux support.&lt;/div&gt;</summary>
		<author><name>Breaker</name></author>	</entry>

	<entry>
		<id>http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Brainstorming&amp;diff=3150</id>
		<title>Brainstorming</title>
		<link rel="alternate" type="text/html" href="http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Brainstorming&amp;diff=3150"/>
				<updated>2011-03-21T17:01:30Z</updated>
		
		<summary type="html">&lt;p&gt;Breaker: /* Suggestions for the Scoring system */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{ArchiveBox|[[Brainstorming/Archive1|Archive 1]]||}}&lt;br /&gt;
&lt;br /&gt;
== Suggestions about this wiki ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Suggestions for the game interface ==&lt;br /&gt;
*Make a tile selection overlay, so we can avoid misclicking a tile.&lt;br /&gt;
*Remove the &amp;quot;death/safe/victory&amp;quot; system. It gets too easy when you can just rely on that.&lt;br /&gt;
*Add a way of turning off the custom cursor, which causes lag on some slower computers.&lt;br /&gt;
&lt;br /&gt;
== Suggestions for the Gods system ==&lt;br /&gt;
* Taurog followers get 50% HP restoration from any potion and no mana restoration.&lt;br /&gt;
* New boon for Glowing Guardian: +25% damage to undead.&lt;br /&gt;
* Increase initial piety when joining Mystera Annur.&lt;br /&gt;
* New boon for Earthmother: double HP regeneration.&lt;br /&gt;
* Give -5 max HP for joining to Dracul, but don’t increase hero level.&lt;br /&gt;
* Reduce piety gain for teleporting glyph when worshipping Tikki Tooki.&lt;br /&gt;
* a stupid one, but maybe host a contest and the winner is made a god in DD, with stats s/he decides.&lt;br /&gt;
* [[Taurog]] should not ban the usage of [[WONAFYT]].&lt;br /&gt;
&lt;br /&gt;
== Suggestions for the Scoring system ==&lt;br /&gt;
* Make score not dependent on time.&lt;br /&gt;
* For ranked matches, have it throw out any run over 15 minutes.  These runs will never score high up anyway, and it makes fixing the current scoring measure unneccessary.&lt;br /&gt;
&lt;br /&gt;
== Suggestions for the glyph system ==&lt;br /&gt;
* Reduce ENDISWAL mana cost by 1-4 points.&lt;br /&gt;
* Reduce CYDSTEPP mana cost by 1-2 points.&lt;br /&gt;
* Reduce PISORF mana cost by 2-5 points.&lt;br /&gt;
* Make IMAWAL spawn only if there's a Earthmother altar around.&lt;br /&gt;
* Add a glyph that allows you to Scry a part of the dungeon without actually exploring it.  You could make it random, but instead of random spots, it reveals a 3x3 or 4x4 somewhere around the map each use.&lt;br /&gt;
&lt;br /&gt;
== General suggestions==&lt;br /&gt;
*Remove the gold keep between levels. As it is pointless since one can farm gold with some good characters.&lt;br /&gt;
*Starting gold could be set to 50 Gold, and gold piles could give more gold (5 + lvl/2).&lt;br /&gt;
*Online play would be neato. Maybe Co-Op and Versus.&lt;br /&gt;
*Settings or configuration of some sort, perhaps with options similar to other roguelikes, would be a good idea.&lt;br /&gt;
*Once again, carry-over gold is a pretty ineffective part of the game right now.  I would suggest removing it, increase the amount of gold per pickup during dungeons, and add a carry-over stat for minimum gold and have it increase via special dungeon wins the same way maximum gold does now.  Right now, gold pick ups don't matter much mid-dungeon, even if you waste quite a few, but you still want the maximum gold value to matter.&lt;br /&gt;
&lt;br /&gt;
== Suggestions for Objects / Shops ==&lt;br /&gt;
* Make health potions and vampiric items cheaper in shops.&lt;br /&gt;
* Add the number of health/mana restored by the potion to it's tooltip. (SECONDED)&lt;br /&gt;
&lt;br /&gt;
== Suggestions for the Classes/Races ==&lt;br /&gt;
* Number of gold gained by Tinker for killing monsters depends on monster’s level (divided by 2, rounded up).&lt;br /&gt;
* Halfling and gnome have not bonus in potion count, but bonus in potions effectiveness.(about 60% instead of 40%)&lt;br /&gt;
* Mana potions restore some (20-30%) health for berserkers.&lt;br /&gt;
* Add a race that converts glyphs to piety.&lt;br /&gt;
-Seconded&lt;br /&gt;
* Increase goblin gold when converting glyphs to something like 4+level.&lt;br /&gt;
* Do not consume blood when a blood mage with full health steps on it.&lt;br /&gt;
* Add something akin to an amazon race, so that some female characters get thrown into the mix before someone inevitably asks for a female portrait of every character in the game come retail launch.&lt;br /&gt;
* Priest starts with either all altars on map, or choice of god from the get-go.&lt;br /&gt;
&lt;br /&gt;
== Still uncategorized ==&lt;br /&gt;
* Make a mode with several dungeon levels (except campaign) like in classic roguelike games.&lt;br /&gt;
* Give some gold for boss slaying.&lt;br /&gt;
* Make monster stats specific; a bit various for every monster. For example, a monster of type x of level y can have random HP value from 50 to 65 and random attack from 20 to 25. It will make game a bit more unpredictable and interesting.&lt;br /&gt;
* Linux support.&lt;/div&gt;</summary>
		<author><name>Breaker</name></author>	</entry>

	<entry>
		<id>http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Brainstorming&amp;diff=3149</id>
		<title>Brainstorming</title>
		<link rel="alternate" type="text/html" href="http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Brainstorming&amp;diff=3149"/>
				<updated>2011-03-21T17:00:32Z</updated>
		
		<summary type="html">&lt;p&gt;Breaker: /* Suggestions for the glyph system */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{ArchiveBox|[[Brainstorming/Archive1|Archive 1]]||}}&lt;br /&gt;
&lt;br /&gt;
== Suggestions about this wiki ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Suggestions for the game interface ==&lt;br /&gt;
*Make a tile selection overlay, so we can avoid misclicking a tile.&lt;br /&gt;
*Remove the &amp;quot;death/safe/victory&amp;quot; system. It gets too easy when you can just rely on that.&lt;br /&gt;
*Add a way of turning off the custom cursor, which causes lag on some slower computers.&lt;br /&gt;
&lt;br /&gt;
== Suggestions for the Gods system ==&lt;br /&gt;
* Taurog followers get 50% HP restoration from any potion and no mana restoration.&lt;br /&gt;
* New boon for Glowing Guardian: +25% damage to undead.&lt;br /&gt;
* Increase initial piety when joining Mystera Annur.&lt;br /&gt;
* New boon for Earthmother: double HP regeneration.&lt;br /&gt;
* Give -5 max HP for joining to Dracul, but don’t increase hero level.&lt;br /&gt;
* Reduce piety gain for teleporting glyph when worshipping Tikki Tooki.&lt;br /&gt;
* a stupid one, but maybe host a contest and the winner is made a god in DD, with stats s/he decides.&lt;br /&gt;
* [[Taurog]] should not ban the usage of [[WONAFYT]].&lt;br /&gt;
&lt;br /&gt;
== Suggestions for the Scoring system ==&lt;br /&gt;
* Make score not dependent on time.&lt;br /&gt;
&lt;br /&gt;
== Suggestions for the glyph system ==&lt;br /&gt;
* Reduce ENDISWAL mana cost by 1-4 points.&lt;br /&gt;
* Reduce CYDSTEPP mana cost by 1-2 points.&lt;br /&gt;
* Reduce PISORF mana cost by 2-5 points.&lt;br /&gt;
* Make IMAWAL spawn only if there's a Earthmother altar around.&lt;br /&gt;
* Add a glyph that allows you to Scry a part of the dungeon without actually exploring it.  You could make it random, but instead of random spots, it reveals a 3x3 or 4x4 somewhere around the map each use.&lt;br /&gt;
&lt;br /&gt;
== General suggestions==&lt;br /&gt;
*Remove the gold keep between levels. As it is pointless since one can farm gold with some good characters.&lt;br /&gt;
*Starting gold could be set to 50 Gold, and gold piles could give more gold (5 + lvl/2).&lt;br /&gt;
*Online play would be neato. Maybe Co-Op and Versus.&lt;br /&gt;
*Settings or configuration of some sort, perhaps with options similar to other roguelikes, would be a good idea.&lt;br /&gt;
*Once again, carry-over gold is a pretty ineffective part of the game right now.  I would suggest removing it, increase the amount of gold per pickup during dungeons, and add a carry-over stat for minimum gold and have it increase via special dungeon wins the same way maximum gold does now.  Right now, gold pick ups don't matter much mid-dungeon, even if you waste quite a few, but you still want the maximum gold value to matter.&lt;br /&gt;
&lt;br /&gt;
== Suggestions for Objects / Shops ==&lt;br /&gt;
* Make health potions and vampiric items cheaper in shops.&lt;br /&gt;
* Add the number of health/mana restored by the potion to it's tooltip. (SECONDED)&lt;br /&gt;
&lt;br /&gt;
== Suggestions for the Classes/Races ==&lt;br /&gt;
* Number of gold gained by Tinker for killing monsters depends on monster’s level (divided by 2, rounded up).&lt;br /&gt;
* Halfling and gnome have not bonus in potion count, but bonus in potions effectiveness.(about 60% instead of 40%)&lt;br /&gt;
* Mana potions restore some (20-30%) health for berserkers.&lt;br /&gt;
* Add a race that converts glyphs to piety.&lt;br /&gt;
-Seconded&lt;br /&gt;
* Increase goblin gold when converting glyphs to something like 4+level.&lt;br /&gt;
* Do not consume blood when a blood mage with full health steps on it.&lt;br /&gt;
* Add something akin to an amazon race, so that some female characters get thrown into the mix before someone inevitably asks for a female portrait of every character in the game come retail launch.&lt;br /&gt;
* Priest starts with either all altars on map, or choice of god from the get-go.&lt;br /&gt;
&lt;br /&gt;
== Still uncategorized ==&lt;br /&gt;
* Make a mode with several dungeon levels (except campaign) like in classic roguelike games.&lt;br /&gt;
* Give some gold for boss slaying.&lt;br /&gt;
* Make monster stats specific; a bit various for every monster. For example, a monster of type x of level y can have random HP value from 50 to 65 and random attack from 20 to 25. It will make game a bit more unpredictable and interesting.&lt;br /&gt;
* Linux support.&lt;/div&gt;</summary>
		<author><name>Breaker</name></author>	</entry>

	<entry>
		<id>http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Brainstorming&amp;diff=3148</id>
		<title>Brainstorming</title>
		<link rel="alternate" type="text/html" href="http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Brainstorming&amp;diff=3148"/>
				<updated>2011-03-21T16:58:22Z</updated>
		
		<summary type="html">&lt;p&gt;Breaker: /* General suggestions */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{ArchiveBox|[[Brainstorming/Archive1|Archive 1]]||}}&lt;br /&gt;
&lt;br /&gt;
== Suggestions about this wiki ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Suggestions for the game interface ==&lt;br /&gt;
*Make a tile selection overlay, so we can avoid misclicking a tile.&lt;br /&gt;
*Remove the &amp;quot;death/safe/victory&amp;quot; system. It gets too easy when you can just rely on that.&lt;br /&gt;
*Add a way of turning off the custom cursor, which causes lag on some slower computers.&lt;br /&gt;
&lt;br /&gt;
== Suggestions for the Gods system ==&lt;br /&gt;
* Taurog followers get 50% HP restoration from any potion and no mana restoration.&lt;br /&gt;
* New boon for Glowing Guardian: +25% damage to undead.&lt;br /&gt;
* Increase initial piety when joining Mystera Annur.&lt;br /&gt;
* New boon for Earthmother: double HP regeneration.&lt;br /&gt;
* Give -5 max HP for joining to Dracul, but don’t increase hero level.&lt;br /&gt;
* Reduce piety gain for teleporting glyph when worshipping Tikki Tooki.&lt;br /&gt;
* a stupid one, but maybe host a contest and the winner is made a god in DD, with stats s/he decides.&lt;br /&gt;
* [[Taurog]] should not ban the usage of [[WONAFYT]].&lt;br /&gt;
&lt;br /&gt;
== Suggestions for the Scoring system ==&lt;br /&gt;
* Make score not dependent on time.&lt;br /&gt;
&lt;br /&gt;
== Suggestions for the glyph system ==&lt;br /&gt;
* Reduce ENDISWAL mana cost by 1-4 points.&lt;br /&gt;
* Reduce CYDSTEPP mana cost by 1-2 points.&lt;br /&gt;
* Reduce PISORF mana cost by 2-5 points.&lt;br /&gt;
* Make IMAWAL spawn only if there's a Earthmother altar around.&lt;br /&gt;
&lt;br /&gt;
== General suggestions==&lt;br /&gt;
*Remove the gold keep between levels. As it is pointless since one can farm gold with some good characters.&lt;br /&gt;
*Starting gold could be set to 50 Gold, and gold piles could give more gold (5 + lvl/2).&lt;br /&gt;
*Online play would be neato. Maybe Co-Op and Versus.&lt;br /&gt;
*Settings or configuration of some sort, perhaps with options similar to other roguelikes, would be a good idea.&lt;br /&gt;
*Once again, carry-over gold is a pretty ineffective part of the game right now.  I would suggest removing it, increase the amount of gold per pickup during dungeons, and add a carry-over stat for minimum gold and have it increase via special dungeon wins the same way maximum gold does now.  Right now, gold pick ups don't matter much mid-dungeon, even if you waste quite a few, but you still want the maximum gold value to matter.&lt;br /&gt;
&lt;br /&gt;
== Suggestions for Objects / Shops ==&lt;br /&gt;
* Make health potions and vampiric items cheaper in shops.&lt;br /&gt;
* Add the number of health/mana restored by the potion to it's tooltip. (SECONDED)&lt;br /&gt;
&lt;br /&gt;
== Suggestions for the Classes/Races ==&lt;br /&gt;
* Number of gold gained by Tinker for killing monsters depends on monster’s level (divided by 2, rounded up).&lt;br /&gt;
* Halfling and gnome have not bonus in potion count, but bonus in potions effectiveness.(about 60% instead of 40%)&lt;br /&gt;
* Mana potions restore some (20-30%) health for berserkers.&lt;br /&gt;
* Add a race that converts glyphs to piety.&lt;br /&gt;
-Seconded&lt;br /&gt;
* Increase goblin gold when converting glyphs to something like 4+level.&lt;br /&gt;
* Do not consume blood when a blood mage with full health steps on it.&lt;br /&gt;
* Add something akin to an amazon race, so that some female characters get thrown into the mix before someone inevitably asks for a female portrait of every character in the game come retail launch.&lt;br /&gt;
* Priest starts with either all altars on map, or choice of god from the get-go.&lt;br /&gt;
&lt;br /&gt;
== Still uncategorized ==&lt;br /&gt;
* Make a mode with several dungeon levels (except campaign) like in classic roguelike games.&lt;br /&gt;
* Give some gold for boss slaying.&lt;br /&gt;
* Make monster stats specific; a bit various for every monster. For example, a monster of type x of level y can have random HP value from 50 to 65 and random attack from 20 to 25. It will make game a bit more unpredictable and interesting.&lt;br /&gt;
* Linux support.&lt;/div&gt;</summary>
		<author><name>Breaker</name></author>	</entry>

	<entry>
		<id>http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Brainstorming&amp;diff=3147</id>
		<title>Brainstorming</title>
		<link rel="alternate" type="text/html" href="http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Brainstorming&amp;diff=3147"/>
				<updated>2011-03-21T16:55:16Z</updated>
		
		<summary type="html">&lt;p&gt;Breaker: /* Suggestions for the Classes/Races */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{ArchiveBox|[[Brainstorming/Archive1|Archive 1]]||}}&lt;br /&gt;
&lt;br /&gt;
== Suggestions about this wiki ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Suggestions for the game interface ==&lt;br /&gt;
*Make a tile selection overlay, so we can avoid misclicking a tile.&lt;br /&gt;
*Remove the &amp;quot;death/safe/victory&amp;quot; system. It gets too easy when you can just rely on that.&lt;br /&gt;
*Add a way of turning off the custom cursor, which causes lag on some slower computers.&lt;br /&gt;
&lt;br /&gt;
== Suggestions for the Gods system ==&lt;br /&gt;
* Taurog followers get 50% HP restoration from any potion and no mana restoration.&lt;br /&gt;
* New boon for Glowing Guardian: +25% damage to undead.&lt;br /&gt;
* Increase initial piety when joining Mystera Annur.&lt;br /&gt;
* New boon for Earthmother: double HP regeneration.&lt;br /&gt;
* Give -5 max HP for joining to Dracul, but don’t increase hero level.&lt;br /&gt;
* Reduce piety gain for teleporting glyph when worshipping Tikki Tooki.&lt;br /&gt;
* a stupid one, but maybe host a contest and the winner is made a god in DD, with stats s/he decides.&lt;br /&gt;
* [[Taurog]] should not ban the usage of [[WONAFYT]].&lt;br /&gt;
&lt;br /&gt;
== Suggestions for the Scoring system ==&lt;br /&gt;
* Make score not dependent on time.&lt;br /&gt;
&lt;br /&gt;
== Suggestions for the glyph system ==&lt;br /&gt;
* Reduce ENDISWAL mana cost by 1-4 points.&lt;br /&gt;
* Reduce CYDSTEPP mana cost by 1-2 points.&lt;br /&gt;
* Reduce PISORF mana cost by 2-5 points.&lt;br /&gt;
* Make IMAWAL spawn only if there's a Earthmother altar around.&lt;br /&gt;
&lt;br /&gt;
== General suggestions==&lt;br /&gt;
*Remove the gold keep between levels. As it is pointless since one can farm gold with some good characters.&lt;br /&gt;
*Starting gold could be set to 50 Gold, and gold piles could give more gold (5 + lvl/2).&lt;br /&gt;
*Online play would be neato. Maybe Co-Op and Versus.&lt;br /&gt;
*Settings or configuration of some sort, perhaps with options similar to other roguelikes, would be a good idea.&lt;br /&gt;
&lt;br /&gt;
== Suggestions for Objects / Shops ==&lt;br /&gt;
* Make health potions and vampiric items cheaper in shops.&lt;br /&gt;
* Add the number of health/mana restored by the potion to it's tooltip. (SECONDED)&lt;br /&gt;
&lt;br /&gt;
== Suggestions for the Classes/Races ==&lt;br /&gt;
* Number of gold gained by Tinker for killing monsters depends on monster’s level (divided by 2, rounded up).&lt;br /&gt;
* Halfling and gnome have not bonus in potion count, but bonus in potions effectiveness.(about 60% instead of 40%)&lt;br /&gt;
* Mana potions restore some (20-30%) health for berserkers.&lt;br /&gt;
* Add a race that converts glyphs to piety.&lt;br /&gt;
-Seconded&lt;br /&gt;
* Increase goblin gold when converting glyphs to something like 4+level.&lt;br /&gt;
* Do not consume blood when a blood mage with full health steps on it.&lt;br /&gt;
* Add something akin to an amazon race, so that some female characters get thrown into the mix before someone inevitably asks for a female portrait of every character in the game come retail launch.&lt;br /&gt;
* Priest starts with either all altars on map, or choice of god from the get-go.&lt;br /&gt;
&lt;br /&gt;
== Still uncategorized ==&lt;br /&gt;
* Make a mode with several dungeon levels (except campaign) like in classic roguelike games.&lt;br /&gt;
* Give some gold for boss slaying.&lt;br /&gt;
* Make monster stats specific; a bit various for every monster. For example, a monster of type x of level y can have random HP value from 50 to 65 and random attack from 20 to 25. It will make game a bit more unpredictable and interesting.&lt;br /&gt;
* Linux support.&lt;/div&gt;</summary>
		<author><name>Breaker</name></author>	</entry>

	<entry>
		<id>http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Brainstorming&amp;diff=3146</id>
		<title>Brainstorming</title>
		<link rel="alternate" type="text/html" href="http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Brainstorming&amp;diff=3146"/>
				<updated>2011-03-21T16:54:53Z</updated>
		
		<summary type="html">&lt;p&gt;Breaker: /* Suggestions for the Classes/Races */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{ArchiveBox|[[Brainstorming/Archive1|Archive 1]]||}}&lt;br /&gt;
&lt;br /&gt;
== Suggestions about this wiki ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Suggestions for the game interface ==&lt;br /&gt;
*Make a tile selection overlay, so we can avoid misclicking a tile.&lt;br /&gt;
*Remove the &amp;quot;death/safe/victory&amp;quot; system. It gets too easy when you can just rely on that.&lt;br /&gt;
*Add a way of turning off the custom cursor, which causes lag on some slower computers.&lt;br /&gt;
&lt;br /&gt;
== Suggestions for the Gods system ==&lt;br /&gt;
* Taurog followers get 50% HP restoration from any potion and no mana restoration.&lt;br /&gt;
* New boon for Glowing Guardian: +25% damage to undead.&lt;br /&gt;
* Increase initial piety when joining Mystera Annur.&lt;br /&gt;
* New boon for Earthmother: double HP regeneration.&lt;br /&gt;
* Give -5 max HP for joining to Dracul, but don’t increase hero level.&lt;br /&gt;
* Reduce piety gain for teleporting glyph when worshipping Tikki Tooki.&lt;br /&gt;
* a stupid one, but maybe host a contest and the winner is made a god in DD, with stats s/he decides.&lt;br /&gt;
* [[Taurog]] should not ban the usage of [[WONAFYT]].&lt;br /&gt;
&lt;br /&gt;
== Suggestions for the Scoring system ==&lt;br /&gt;
* Make score not dependent on time.&lt;br /&gt;
&lt;br /&gt;
== Suggestions for the glyph system ==&lt;br /&gt;
* Reduce ENDISWAL mana cost by 1-4 points.&lt;br /&gt;
* Reduce CYDSTEPP mana cost by 1-2 points.&lt;br /&gt;
* Reduce PISORF mana cost by 2-5 points.&lt;br /&gt;
* Make IMAWAL spawn only if there's a Earthmother altar around.&lt;br /&gt;
&lt;br /&gt;
== General suggestions==&lt;br /&gt;
*Remove the gold keep between levels. As it is pointless since one can farm gold with some good characters.&lt;br /&gt;
*Starting gold could be set to 50 Gold, and gold piles could give more gold (5 + lvl/2).&lt;br /&gt;
*Online play would be neato. Maybe Co-Op and Versus.&lt;br /&gt;
*Settings or configuration of some sort, perhaps with options similar to other roguelikes, would be a good idea.&lt;br /&gt;
&lt;br /&gt;
== Suggestions for Objects / Shops ==&lt;br /&gt;
* Make health potions and vampiric items cheaper in shops.&lt;br /&gt;
* Add the number of health/mana restored by the potion to it's tooltip. (SECONDED)&lt;br /&gt;
&lt;br /&gt;
== Suggestions for the Classes/Races ==&lt;br /&gt;
* Number of gold gained by Tinker for killing monsters depends on monster’s level (divided by 2, rounded up).&lt;br /&gt;
* Halfling and gnome have not bonus in potion count, but bonus in potions effectiveness.(about 60% instead of 40%)&lt;br /&gt;
* Mana potions restore some (20-30%) health for berserkers.&lt;br /&gt;
* Add a race that converts glyphs to piety.&lt;br /&gt;
  -Seconded&lt;br /&gt;
* Increase goblin gold when converting glyphs to something like 4+level.&lt;br /&gt;
* Do not consume blood when a blood mage with full health steps on it.&lt;br /&gt;
* Add something akin to an amazon race, so that some female characters get thrown into the mix before someone inevitably asks for a female portrait of every character in the game come retail launch.&lt;br /&gt;
* Priest starts with either all altars on map, or choice of god from the get-go.&lt;br /&gt;
&lt;br /&gt;
== Still uncategorized ==&lt;br /&gt;
* Make a mode with several dungeon levels (except campaign) like in classic roguelike games.&lt;br /&gt;
* Give some gold for boss slaying.&lt;br /&gt;
* Make monster stats specific; a bit various for every monster. For example, a monster of type x of level y can have random HP value from 50 to 65 and random attack from 20 to 25. It will make game a bit more unpredictable and interesting.&lt;br /&gt;
* Linux support.&lt;/div&gt;</summary>
		<author><name>Breaker</name></author>	</entry>

	<entry>
		<id>http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Playthroughs/Yeoman_Johnson05&amp;diff=3145</id>
		<title>Playthroughs/Yeoman Johnson05</title>
		<link rel="alternate" type="text/html" href="http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Playthroughs/Yeoman_Johnson05&amp;diff=3145"/>
				<updated>2011-03-21T16:49:13Z</updated>
		
		<summary type="html">&lt;p&gt;Breaker: /* Chatter */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Adventures of Yeoman Johnson, Episode 5: The Berserker by [[OrigamiGuy]]&lt;br /&gt;
&lt;br /&gt;
Welcome to Tier 2, stout Yeoman. The Berserker is the first of the classes we'll tackle in that second row.&lt;br /&gt;
&lt;br /&gt;
In my opinion, the Tier 2 classes are the toughest to get by. If you're playing (as I am, for this series of playthroughs) all the Tier 2 classes before any of the Tier 3's, then you're stuck with tougher enemies all around with none of the bonus glyphs you get in Tier 3. There's a LOT of benefit to having those extra glyphs to play with, and I'll be enjoying none of that here.&lt;br /&gt;
&lt;br /&gt;
On the plus side, Tier 2 has much more dramatic class bonuses (boni? bonae?) than Tier 1 has. We're getting out of the realm of cheesing the gods for killing power and into the area of true awesomeness.&lt;br /&gt;
&lt;br /&gt;
The Berserker is just such a character. Extra power when &lt;br /&gt;
&lt;br /&gt;
== Race Selection ==&lt;br /&gt;
As with most of the fighter classes, I'm sticking with Human. That attack bonus that grows over time is just too good to ignore, and the Berserker's special attack bonuses will play into that nicely.&lt;br /&gt;
&lt;br /&gt;
== Beginning Exploration ==&lt;br /&gt;
It took many (''many'') false starts to get a decent map going. Once I finally get a decent array of monsters to begin with, it turns out to be a doozy. The Pactmaker's altar is here, so I explore out as far as I can go (which turns out to be a lot) and begin worship with 26 piety.&lt;br /&gt;
&lt;br /&gt;
I convert three glyphs (BURNDAYRAZ, ENDISWAL, and WEYTWUT; useless here anyway) and keep a fourth I've found, GETINDARE. A lv2 Wraith goes down in straight hits (thank you, Mageslay bonus!) and now I'm ready to grind.&lt;br /&gt;
&lt;br /&gt;
[[file:YJ_Berserker01.jpg|right|thumb|250px|The Pactmaker it is, then...]]&lt;br /&gt;
&lt;br /&gt;
A lv1 Warlock brings me to clvl 2, I get 20 more piety and use it to buy the Learning boon, and off we go!&lt;br /&gt;
&lt;br /&gt;
== The Grind Begins ==&lt;br /&gt;
Lv3 Warlock, down in two swings. I've got enough health left over to make one hit on a lv6 Wraith, then I kill off two lv1's to level up and refill. Two more hits finishes off the Wraith, and I end up at clvl4 after it's all said and done.&lt;br /&gt;
&lt;br /&gt;
A lv7 Wraith dies in straight hits. At least that's what I ''think'', until I realize (two hits in) that my plan involved using GETINDARE to get first strike on the last hit. In my haste, I forgot that Wraiths give mana burn. I decide to quaff two mana potions to get enough mana for the glyph, then finish it on the third hit. Clvl 5.&lt;br /&gt;
&lt;br /&gt;
For the next one I take one swing at a lv8 Goat, cast GETINDARE, and swing again for the KO, which makes me clvl 6 if only just barely.&lt;br /&gt;
&lt;br /&gt;
Exploring behind the Goat gets me the IMAWAL glyph (useless, instantly converted) and reveals the boss (''finally''). It's the Tormented One, a souped-up Wraith that gives Mana Burn and has 60% physical resist. That negates my attack bonus and then some.&lt;br /&gt;
&lt;br /&gt;
Oh well; I'll deal with that later. At least I'll resist his attack as well. His little brother, a lv9 Wraith, waits just up the corridor. I've got 93 health after buying the appropriate boon from TP. The Wraith's attack is 63, which with my resist (half, rounded down) gives him 31 damage per whack. His HP is down to a sliver in two hits, so I have enough leeway to explore one square of corridor and regain enough HP to survive the last hit. Two more lowbies bring me to 29/30 XP.&lt;br /&gt;
&lt;br /&gt;
I pop down to the shop for a health potion, then kill a lv5 Zombie for the level-up to 7. More lowbies raise my XP to 29/35.&lt;br /&gt;
&lt;br /&gt;
== Tormenting the Tormented ==&lt;br /&gt;
It's a pretty standard battle from here on out. Some of the lowbies I killed have first strike, so I get two hits off (just BARELY) on the boss before I've got to heal up. He's got 174 HP left.&lt;br /&gt;
&lt;br /&gt;
[[file:YJ_Berserker02.jpg|right|thumb|250px|THAT was close...]]&lt;br /&gt;
&lt;br /&gt;
Three more lowbies level me up and give me full HP. I'm able to survive three swings this time, leaving me with 8 HP and the boss within two hits of being dead. Or un-undead. Or whatever.&lt;br /&gt;
&lt;br /&gt;
At this point, I've got enough potions to seal the deal. Quaff, hit, quaff, victory. I've now got access to more shop stuff, the Warlord class, and Goo Blobs will now spawn. Next episode: the Rogue!&lt;br /&gt;
&lt;br /&gt;
Victory screenshot:&lt;br /&gt;
&lt;br /&gt;
[[file:YJ_Victory05.jpg|Managed to see the final bloodstain AND the victory message!]]&lt;br /&gt;
&lt;br /&gt;
== Ending Analysis ==&lt;br /&gt;
I won't lie to you: Getting the Mageslay bonus with a magic-using boss worked in my favor more than anything else that could have happened. I daresay that The Pactmaker wasn't even necessary by the end; I had enough leftover monsters to make clvl 10 and then some, so without Learning I could have at least made 8 with no troubles. The health bonus wasn't strictly necessary either, but it made everything go much faster.&lt;br /&gt;
&lt;br /&gt;
== Chatter ==&lt;br /&gt;
If you'd like a transcript of this episode, get out a pen and write down everything I've said. Other than that, comments and stuff are welcome.&lt;br /&gt;
&lt;br /&gt;
Solid run, can't wait to see you get to Sorc, gave me sooo much trouble when I first played.&lt;/div&gt;</summary>
		<author><name>Breaker</name></author>	</entry>

	<entry>
		<id>http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Playthroughs/Yeoman_Johnson04&amp;diff=3144</id>
		<title>Playthroughs/Yeoman Johnson04</title>
		<link rel="alternate" type="text/html" href="http://qcfdesign.com/wiki/DesktopDungeons/index.php?title=Playthroughs/Yeoman_Johnson04&amp;diff=3144"/>
				<updated>2011-03-21T16:44:30Z</updated>
		
		<summary type="html">&lt;p&gt;Breaker: /* Chatter */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Adventures of Yeoman Johnson, Episode 4: The Wizard by [[OrigamiGuy]]&lt;br /&gt;
&lt;br /&gt;
Wizards are, of course, natural candidates for high magic use. Their -25% to attack makes melee attacking tricky, and their reliance on magic limits their choice of god worship. On the other hand, the -1 spell cost makes them potentially more effective than any other class when it comes to spell-friendly gods.&lt;br /&gt;
&lt;br /&gt;
== Race Selection ==&lt;br /&gt;
Wizards need either more mana or more mana potions; Gnome or Elf is the way to go here. I'll go with Elf, to allow for more fireballs per recharge. Here we go!&lt;br /&gt;
&lt;br /&gt;
== Beginning Exploration ==&lt;br /&gt;
I get one false start, trapped by mid-level baddies with no glyphs in range but IMAWAL, which is about as helpful as Dracul's altar in the Crypt when you're boxed in. I grab what little gold there is to have, retire, and start again.&lt;br /&gt;
&lt;br /&gt;
MUCH better. Exploring out to the edges of the enemy formation gives me ENDISWAL, BURNDAYRAZ, PISORF, The Pactmaker's altar, and two mana-ups, as well as other random goodies. Binlor's altar is also here, but we'll ignore that. PISORF gets converted immediately, since we're definitely '''not''' going to worship a god that grants piety for destroying glyphs. This dungeon is also ruled over by Lord Gobb, once again.&lt;br /&gt;
&lt;br /&gt;
[[file:YJ_Wizard01.jpg|right|thumb|250px|Much better start than the first time.]]&lt;br /&gt;
&lt;br /&gt;
I'm going to branch out a little further here, to get a little more mileage out of TP's initial piety boost. Also, it'll give a chance to see if the third altar, by a longshot, is Mystera (which might be a little better than TP at this point). ENDISWAL clears the path to BYSSEPS, a.k.a. 2 more mana points. &lt;br /&gt;
&lt;br /&gt;
Two more walls down, and the last two glyphs are mine: WONAFYT and WEYTWUT. Four more mana for me, then. The last altar is Glowing Guardian, so looks like it's The Pactmaker this round. I knock down some more walls to get more area explored, then go worship. &lt;br /&gt;
&lt;br /&gt;
Not bad; looks like 31 piety for my signing bonus, which means at 20 piety per level I'll be able to afford Learning by level 2.&lt;br /&gt;
&lt;br /&gt;
== Killing Monsters for Fun and Profit ==&lt;br /&gt;
A lv2 Gorgon, followed by a lv1 Wraith is enough for clvl 2. The piety bonus is enough to buy me the Learning boon. With 21 mana, that's four fireballs at 8 damage apiece, getting me 32 damage for free. That lv4 Warlock in the corner looks like a likely target; he's got 35HP, just enough to finish him off with a stab to the face and level up in the process.&lt;br /&gt;
&lt;br /&gt;
At clvl 3, four burns is 48 damage, taking care of a lv6 Gorgon. That's clvl 4, and 64 damage for free. That plus our 21 points of melee will more than end a lv7 Warlock on the northwest edge. Clvl 5, and 80 damage. The lv9 Gorgon goes down in the exact same manner, and now we're clvl 6 with enough piety to buy the Mana boon.&lt;br /&gt;
&lt;br /&gt;
== Going After Gobb ==&lt;br /&gt;
We've got more than enough oomph to take out the boss now. Four 'balls takes him down to 210/286 HP; seems I forgot about his 20% Magic Resistance. Oh well. Our experience catapult left enough lowbies to easily level up to clvl 7 for the refill, even with the Wizard's horrible melee. I manage to level up just by killing the remaining lv1 monsters (thank you, Learning!).&lt;br /&gt;
&lt;br /&gt;
Now that the extra mana from my boon earlier has been refilled, I get six free shots. Gobb's now at 88/286 HP, and his armor is looking a little singed. The remaining lv2's, 3's, and two 4's are enough to get clvl 8. With the mana refill and increased damage, four more fireballs is good for the win. Victory!&lt;br /&gt;
&lt;br /&gt;
We've now got access to more shop stuff, the Sorceror class, and a new enemy: the mighty Goat. Until next time, when I tackle the Tier 2 classes, starting with the Berserker!&lt;br /&gt;
&lt;br /&gt;
Victory screenshot:&lt;br /&gt;
&lt;br /&gt;
[[file:YJ_Victory04.jpg|Short and to the point.]]&lt;br /&gt;
&lt;br /&gt;
== Ending Analysis ==&lt;br /&gt;
The Pactmaker can be ultimately broken if he's used correctly: Once I saw the altar, I decided to get as much dungeon explored as I could. Before I even killed my first enemy I had every enemy tile revealed, every item in the dungeon, and less than five squares I could uncover after kills without using ENDISWAL again. While most times it's better to save as much unexplored area as possible, TP allows for the alternate strategy of mapping out the entire region for the starting bonus and using the information to plan out your entire battle strategy free of surprises.&lt;br /&gt;
&lt;br /&gt;
The Elf Wizard has a double opportunity for being an unmerciful killing machine, since the extra mana from converting glyphs plays so well with the reduced cost of spells, and the Wizard's other ability makes more glyphs to convert. Even without boosts, however, it's possible to throw two fireballs from the get-go, a HUGE advantage in the early game.&lt;br /&gt;
&lt;br /&gt;
Combine this with the starting piety boost from exploring everything before TP worship, thus allowing Learning at clvl 2 and Mana at clvl 6, instead of one level earlier for each. I was so grossly overpowered by the end (Note that it was never even necessary to quaff a potion) that it was almost impossible to play normally and NOT beat the boss. Just for curiosity, I stuck around after the boss fight and killed off the remaining monsters. I ended up at clvl 10 with no help from potions either, and with 27 XP worth of remaining bad guys. Also possible and unnecessary was being able to take the Health boon at clvl 10.&lt;br /&gt;
&lt;br /&gt;
== Chatter ==&lt;br /&gt;
You've got something to say. You '''know''' you do. So put it here.&lt;br /&gt;
&lt;br /&gt;
I have never seen such amazingly, destructive work from a low-unlock wizard.  I've never been too good with him, but to say the least you have, infact, broken the game on this run... Amazing.&lt;/div&gt;</summary>
		<author><name>Breaker</name></author>	</entry>

	</feed>