Hidden abilities / undocumented features

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Hidden abilities / undocumented features

Postby Nurator on Sun May 25, 2014 6:00 pm

Hi :)

After just reading about the Thief in another thread, I found out something new about him, that is stated NOWHERE in the game. After thinking for a while I found two other similar stats. So I thought, why not make a thread where we can collect all the hidden abilities or undocumented features, that occur!

I will update this first post to show all features that we found. Maybe sometime it will find its way into the wiki :) Special thanks to Lynzkar for sorting the list!

Classes
♣Thief : The text states +33% more items/gold on the map. It also increases the amount of shops by 33%!
♣Thief : The text states that health and mana potions also restore the other kind. But its only 50% of the other effect!
♣Thief : Naga Cauldron will NOT increase the amout of mana you restore with hp potions, and not the amout of hp you restore with mana potions.
♣Sorcerer : Is slightly allergic to BLUDTUPOWA. Using the glyph needs an additional HP per cast ( I am not exactly sure how much, can someone add this?)
♣Priest : Naga Cauldron will allways make hp potions overheal you.
♣Gorgon : Deathgaze circumvents the lifeleach restriction of stealing at most the amount of hp the monster has left.
♣Goatperson : Your conversion boost will NOT heal mana burn and poison. (Even though this is not listed, it's easy to asume)
♣Assassin: Is supposed to override any other status effect when instantly killing low level enemies. But if you kill a cursed enemy you still get cursed.
Fighter : In the Cursed Oasis your instincts will see the Shade's locations from "the cursed dimension".
♣The half-dragon is incapable of killing most plants without having anything to knock them into. (due to it's magical attacks and the plant's magic immunity
♣If you have both magic damage and knockback you can use magic immune plants as projectiles by knocking them into an enemy. This is only doable with the Half-Dragon and the strat is called "Dragon Cannon".
♣Gorgon: If you get your death gaze up to 100% then you always lifesteal up to your base damage even if it exceeds the monsters health. So you could get full lifesteal off a plant despite it having 1 hp

Items & Glyphs
♦Soub Orb and Venom Ward don't just prevent future afflictions, but also cure their respective status conditions if you purchase them when you're already burned/poisoned.
♦A couple of items cannot be lockered, but it isn't shown anywhere in their description.
♦The Alchemist's Scroll claims to activate by any potion, but does not when you drink the one of Jadetooth. I guess other unique potions may behave the same
♦LEMISII(?) reveals everything on the floor you use it on.
♦Quaffing both Reflex and Whupaz potions at the same time will result in the two reflex hits taking place after the whupaz damage in one single round of combat, effectively granting you a free 'dodge'.
♦Corossive stick and Matyr wraps does not cause stacking corrosion (still just 1 stack of corrosion / hit)
♦When casting BURNDAYRAZ with heavy fireball, you will get first strike, that ignores even enemies with first strike's first stike, thus ignores deathgaze (If you kill the enemy on your next hit)
♦IMAWALLing cursed enemies or Plants still decreases amount of curse by 1. You dont get cursed again.
♦ Avatar's Codex will make Whurrbarbl apply maxstacks of burning per hit
♦The exact Buffs Patches can give you is +3 gold, +3 life, +1 mana, +4% resist both or +5% attack. I think. He also gives poison you, mana burn you, teleport you randomly or reveal an area of the map without healing you.
♦When you summon enemies with lifesteal from within blackspace using the wonafyt glyph, their lifesteal will not activate, giving the glyph a nice niche in wraith/vampire heavy dungeons (as well as the Pan Labyrinth sub-dungeon). This also applies to means of "ranged" blackspace unveiling, such as bludtopowa and lemmisi.

Mechanics
♠Corrosion damage is only applied when taking damage.
♠The spider temple warns us, that too much exploration can be deadly, but doesn't say that not even death protection will save us.
♠ Mana burn does not prevent mana recovery from alternative sources other than exploration, including BLUDTUPOWA. The only exception is the blue bead, whose mana recovery is prevented by mana burn.
♠Using knockback to hit a creature into a wall will prevent it from blinking, but knocking it into another creature will cause it blink, this will also damage the other creature for the knockback damage.
♠Prestige will restore your hp and mana to full
♠+% Enrage on monsters does not increase the resulting damage by that amount. Instead it increases a (internly) hidden base stat, so the +% percentage is only a upper bound on the real damage
♠If an enemy knockbacks you into another enemy, the second one gets damaged by the same amount you got damaged. Resistances reduce this effect. Using Death Protections will let you stay at 1 HP, but the second enemy gets the full amount of damage.
♠Attack Order: Fireball/Gorgon Deathgaze >Enemy w Firststike > Firststrike > Normal Attack
♠You can get around 2000 CP (or more) out of a dungeon with some prepwork. People actualy lack a frame of reference on this so it's kind of a number material. The less focused spontanous average is quite lower.
♠If you have double strike and knockback you actually knock the monster through two walls in one click. This can leave you wondering where the bugger went and whether you have in fact vaporized him as well as help provide enough damage to kill a Super Meat Man with a Rogue at lvl1. If that monster had knockback too, you fly 2 tiles as well
♠ Retaliate fireball's half damage gets further reduced by your resistances
♠ You can overheal to a maximum of 150% of base health

Dieties
♥ Getting punished by TT takes off some of his permanent boons.
♥ Tikki Tooki doesn't punish you if you don't receive damage from a blow.
♥ Converting Taurog's gifts will allways reduce your bonus damage by 10%, even when not workshipping him. (Also, it's technically just -5% bonus damage, cause his boons give +5% bonus damage)
♥ In Gaan Telet, you can activate an altar on the main level and the sublevel you found it. This gives you the possibility to spam plants in an empty sublevel or using remaining walls there aswell.
♥ The best way to get MA piety is casting IMAWALL on empty tiles. It costs 5 mana, thus giving you 2 piety. But you get 2 mana refunded, effectively giving you 1 piety per 1.5 mana, and not 1 per 2.


Enemies & Bosses
+ You can win the cursed oasis by only killing the cursed dragon on the normal phase. If you are curse immune this level gets a LOT easier by this. Or IMAWALL plants to remove your curses.
+ Stheno's bonus resistances only kicks in after your first attack resolves, allowing a physical damage specialist to get in a good opening strike. In addition, any level 8/9 monsters she removes count as being "killed" for the purposes of the unstoppable badge.
+ You can also stand inside the Cursed Dragon, if you kill an enemy, causing you to lose all your stacks of curse, while standing on it's location.

MISC
- Glen "Glenrick" Goodrick really is a warlord. Really.
- Sprite layering: Enemy level > Your level > You > Enemy > Item > Shop > Stairs / Sign
- The map dungeon areas change aperance after you have defeated it once, then changes bottom-border color based on how many classes you have beaten it with and how many badges you have.
From beaten once to "aced" : Normal Border ► Black/White Border ► Gold Border ► Rainbowborder (All badges, all classes)
- Vicious Token will not counter Purist badge
- Translocation Seal will not counter Miser badge
Last edited by Nurator on Wed Jun 11, 2014 6:44 pm, edited 6 times in total.
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Re: Hidden abilities / undocumented features

Postby Lujo on Sun May 25, 2014 7:50 pm

4. The Naga Cauldron sayes it makes health and mana potions more effective. Except for the thief, who's bonus effect on potions doesn't work for the "other" restore for some reason.
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Re: Hidden abilities / undocumented features

Postby Blovski on Mon May 26, 2014 2:44 am

5. Priest 100% heal on potions combines with the Naga Cauldron allowing Overheal.
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Re: Hidden abilities / undocumented features

Postby Gakato on Mon May 26, 2014 12:42 pm

6. Corrosion damage is only applied when taking damage.
7. Gorgons deathgaze circumvents the lifeleach restriction of stealing at most the amount of hp the monster has left.
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Re: Hidden abilities / undocumented features

Postby Lynzkar on Mon May 26, 2014 12:49 pm

8. Glen "Glenrick" Goodrick really is a warlord.
"Trample them under hoof!"
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Favorite Diety : Dracul & Tikki-Tooki
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Re: Hidden abilities / undocumented features

Postby Nurator on Mon May 26, 2014 1:21 pm

9. IMAWALLing cursed enemies still decreases amount of curse by 1. You dont get cursed again.
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Re: Hidden abilities / undocumented features

Postby Astral on Mon May 26, 2014 4:21 pm

10. A couple of items cannot be lockered, but it isn't shown anywhere in their description.
Examples: Draco's heart, Jadetooth's potion, Orb of Lusory...
A new icon on them would work too, like an X, and if you'd mouse over it explained it.

11. The Alchemist's Scroll claims to activate by any potion, but does not when you drink the one of Jadetooth. I guess other unique potions may behave the same (tea, or the spider temple's potion)
Is this the reason the wizards don't value his potion? :P

12. The spider temple warns us, that too much exploration can be deadly, but doesn't say that not even death protection will save us.
(This just made me curious about what would happen if a hungry goatperson with 1 HP and 1 DP explored 1 more tile.)
Somebody spilled raspberry juice all over the place!
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Re: Hidden abilities / undocumented features

Postby Darvin on Mon May 26, 2014 5:47 pm

Astral wrote:10. A couple of items cannot be lockered, but it isn't shown anywhere in their description.
Examples: Draco's heart, Jadetooth's potion, Orb of Lusory...

Some of those are understandable, but I've never gotten why Draco's heart is non-lockerable. It's +3 health per level is equitable (if not slightly inferior) to dwarven gauntlet's +2 health per level and +20% attack bonus. It'd be reasonable as a locker item, and due to its status as a 1 CP it'd actually be a little on the weak side for a shop item.

Is this the reason the wizards don't value his potion? :P

The potion was originally much weaker. It was a permanent +10 maximum hit points with a permanent -1 maximum mana penalty, with no "full restore" effect when you drank it. In addition, there was no blackspace in the subdungeon so if that tradeoff didn't appeal to you it was effectively like having no subdungeon at all. As a result, this subdungeon was a frequent source of complaints and derision on the forums. The "wizards" in this case were the forum-goers.

And to avoid going too far off topic:

13) Stheno's bonus resistances only kicks in after your first attack resolves, allowing a physical damage specialist to get in a good opening strike. In addition, any level 8/9 monsters she removes count as being "killed" for the purposes of the unstoppable badge.

14) Soub Orb and Venom Ward don't just prevent future afflictions, but also cure their respective status conditions if you purchase them when you're already burned/poisoned.

15) Mana burn does not prevent mana recovery from alternative sources other than exploration, including BLUDTUPOWA. The only exception is the blue bead, whose mana recovery is prevented by mana burn.
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Re: Hidden abilities / undocumented features

Postby Lujo on Mon May 26, 2014 6:42 pm

But I've never gotten why Draco's heart is non-lockerable. It's +3 health per level is equitable (if not slightly inferior) to dwarven gauntlet's +2 health per level and +20% attack bonus. It'd be reasonable as a locker item, and due to its status as a 1 CP it'd actually be a little on the weak side for a shop item.


Because it outdoes troll heart. I prepped Troll Heart before, it's a nice prep for certain runs. However, the CP part of Troll Heart is important, so if Draco's Heart has non, then it's a bit moot. However, +3 health per level, available from the start with certainty is quite big.

16) Getting punished by TT takes off some of his permanent boons. Or at least it used to. However, one of them was the old poison, so if it still works, you can lose the poison strike you had from other sources.
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Re: Hidden abilities / undocumented features

Postby Darvin on Mon May 26, 2014 7:39 pm

However, +3 health per level, available from the start with certainty is quite big.

Sure, but is it really overpowering compared to +2 health per level and +20% attack bonus of the dwarven gauntlets? Rather, it seems about right for an exotic locker item.

17) using knockback to hit a creature into a wall will prevent it from blinking, but knocking it into another creature will cause it blink
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