Traits

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Contents

Resistances

Magic resist.png

Magic resist

All attacks of magical nature (this also includes APHEELSIK.png APHEELSIK) toward the target are reduced by the stated amount (rounded down).

Non-damaging spells (IMAWAL.png IMAWAL,WEYTWUT.png WEYTWUT,WONAFYT.png WONAFYT) have a percentage chance to fail equal to the target's magic resistance. PISORF.png PISORF will always work unless they have 100% magic resistance.
Physical resist.png

Physical resist

All attacks of physical nature toward the target are reduced by the stated amount (rounded down).

Player Buffs

Alchemist's Pact.png

Alchemist's Pact

-4 Piety and +3 XP per health/mana potion

Blood Curse.png

Blood Curse

Level number increased by 1.

Body Pact

-4 Piety and +1% physical and magical resistance per enemy attack (once per enemy)

Burning Strike.png

Burning Strike

Attacks add one level of Burning.png Burning to the target. Does 1 magical damage per stack.

Chaos Form.png

Chaos Form

Accepted Avatar of Jehora Jeheyu.

Consecrated Strike.png

Consecrated Strike

Temporary Magic Attack.

Corrosive.png

Corrosive (player)

Corrosive Attack (target permanently takes extra damage.

Crushing Blow.png

Crushing Blow

The next strike deals an additional 25% of the target's max HP in damage. Gained by drinking Can of Whupaz.png Can of Whupaz.

Curse Immune.png

Curse Immune

Immune to curses.

Damage Reduction.png

Damage Reduction

Incoming damage is reduced by the Damage Reduction.png Damage Reduction amount.

Death Gaze Immune.png

Death Gaze Immune

Death Gazes have no effect.

Death Protection.png

Death Protection

Next time you would die, you will instead survive with 1 HP left. The next hit prediction box will state "Barely Alive" instead of "Death" when Death Protection is about to be consumed. If the hit will kill the monster it will predict "Barely Win" instead of "Barely Alive"

Dodge.png

Dodge

When you take damage, there is a chance equal to your Dodge % that the next damage you take can be dodged, preventing you from taking damage.

All temporary sources of Dodge provide Dodge prediction, where the next hit prediction box will state "Dodge!" when the next attack received will be dodged.
Experience Boost.png

Experience Boost

Your next monster kill will grant 50% more XP, rounded down. This is consumed even by killing a No Experience.png No Experience enemy, granting 0 bonus XP. Any bonus experience earned from killing higher-level monsters is also multiplied.

First strike.png

First strike

First strike changes the usual strike order: If your next attack will kill an higher level opponent, first strike will allow to you to kill him without letting him damaging you. This only works for the final blow, and if the opponent doesn't have First strike.png First strike as well.

HeavyFireball.png

Heavy Fireball

Fireballs do +4 damage per level and apply immediately the maximum of Burning.png Burning stacks. Monsters retaliate with 50% attack when damaged with fireballs.

Humility.png

Humility

Level lowered by one.

Indulgence.png

Indulgence

Avoid next x Piety penalty.

Knockback.png

Knockback

Attacks by a knockback entity will cause the target to be knocked back the opposite direction, and will cause specific effects based on the tile behind it:

  • A wall: the wall is destroyed, the target takes its place, and its dealt Knockback% of your base damage as physical damage.
  • A monster: both entities are dealt Knockback% of your base damage as physical damage.
  • Empty: the target is moved to the empty tile
  • Indestructible tile or map edge: no effect
Knockback damage is applied after normal damage: if you are relying on the knockback damage to finish off the monster, first strike won't be of any use and your opponent will have time to hit you.
Also, note that the knockback damage is applied after the cowardly effect. Thus when fighting a monster with this trait:
  • if you throw it into a wall, it will take knockback damage
  • if you throw it into a monster, it will escape before taking knockback damage
Learning.png

Learning

Grants 1 extra XP upon killing an enemy, doesn't work on No Experience.png No Experience enemies, not to be confused with Experience Boost.png Experience Boost. Can be stacked.

Lekon Devout.png

Lekon Devout

Killing goats grants 2 Piety.

Life steal.png

Life steal

Attacking a monster heals you equal to (Life steal x your level). Attacking a lower level monster heals double the amount. The health gained from Life Steal can heal you beyond your maximum HP.

The health is recovered directly after your hit. This means striking first can give you a chance at hitting an enemy for which your current health would be too low otherwise.
Magical Attack (Player).png

Magical Attack (Player)

Deals magic damage.

Mana Burn Immune.png

Mana Burn Immune

Immune to mana burn.

Might.png

Might

Temporarily boosts your next physical attack by 30% and reduces Physical resist.png Physical resist and Magic resist.png Magic resist of the enemy by 3%.

Mystic Balance.png

Mystic Balance

Averages glyph costs towards 5.

Petition.png

Petition

No random punishments.

PiercePhysical.png

Pierce Physical

Regular attack pierces 35% physical resistance.

Poison Immune.png

Poison Immune

Immune to poison.

Poisonous.png

Poisonous

Applies the Poisoned.png Poisoned debuff on the target.

Prestige.png

Prestige

The number level ups after level 10.

Reflexes.png

Reflexes

Guaranteed retaliation against next monster strike.

Refreshment.png

Refreshment

Restore mana on glyph convert (Mystera: 50%, other god: 25%)

Sanguine.png

Sanguine

Can drink a blood pool to heal a percentage of your max health equal to the level of Sanguine.

If there is more than one pool on one tile (you killed more than one monster there), their effect stack. However, you will have to remember where these multiple pools are, as there is no obvious sign to recognize them.
Schadenfreude.png

Schadenfreude

The next enemy attack will regenerate mana equal to its damage.

Scholar's Pact.png

Scholar's Pact

-10 Piety, overheal and Might.png Might per levelup

Spirit Pact.png

Spirit Pact

-5 Piety and +15 Conversion Points per item converted

Spirit Strength.png

Spirit Strength

Adds base damage until next attack.

Stone form.png

Stone form

Adds Might.png Might, whenever a wall is destroyed.

Stone skin.png

Stone skin

Temporary Physical resist.png Physical resist. Grants 20% Physical resist.png Physical resist per charge. Removed when taking damage from a monster (including Magical attacks).

Physical resist from Stone skin.png Stone skin still abides by maximum resistance, so you cannot raise physical resistance above the maximum.
Warrior's Pact.png

Warrior's Pact

-3 Piety and +1 max health per kill

Player Debuffs

Consensus.png

Consensus

Lose 50 max Piety.

Corrosion.png

Corrosion

Corroded targets take extra damage equal to the number of Corrosion stacks when damaged.

Cursed.png

Cursed

While cursed, all sources of damage reduction and resistances you have are nullified.

Removal: Killing a non-Cursed monster (1 stack), The Earthmother Icon.png The Earthmother's Greenblood (1 stack), Glowing Guardian Icon.png Glowing Guardian's Enlightenment (all stacks)
Removal: Burn Salve.png Burn Salve (all stacks), Glowing Guardian Icon.png Glowing Guardian's Cleansing (1 stack), Jehora Jeheyu Icon.png Jehora Jeheyu's Chaos Avatar (all stacks)
Exhausted.png

Exhausted

Mana won't regenerate until full health is restored.

Mana Burned.png

Mana Burned

When mana burned, you do not regenerate mana from exploration and your mana is immediately set to 0.

Removal: Leveling up, drinking a Mana Potion.png Mana Potion or Burn Salve.png Burn Salve, Glowing Guardian Icon.png Glowing Guardian's Cleansing, or equipping the Soul Orb.png Soul Orb.
Note: some effects, such as the BLUDTUPOWA.png BLUDTUPOWA glyph, can still restore your mana while mana-burned. These will not cure the affliction, however.
Poisoned.png

Poisoned

The poisoned target (monster/player) does not regenerate HP from player exploration.

Removal: Leveling up, drinking a Health Potion.png Health Potion or Fortitude Tonic.png Fortitude Tonic, Glowing Guardian Icon.png Glowing Guardian's Cleansing, casting HALPMEH.png HALPMEH, or equipping the Viper Ward.png Viper Ward.
Poison on monsters expires after the specified amount of tiles have been revealed.
Slow Strike.png

Slow Strike

Will strike last in a combat round. For more details see Strike Order.

Weakened.png

Weakened

Your base damage is reduced by an amount equal to the number of stacks of Weakened.

Removal: Fortitude Tonic.png Fortitude Tonic (all stacks), Glowing Guardian Icon.png Glowing Guardian's Cleansing (1 stack), Jehora Jeheyu Icon.png Jehora Jeheyu's Chaos Avatar (all stacks)

Applicable Monster Debuffs

Burning.png

Burning

One stack of Burning is applied to a monster when the attack source has the Burning.png Burning trait. (BURNDAYRAZ or attack w/ Whurrgarbl). Only one enemy can be Burning at any given time.

Attacking another monster or applying an attack to the Burned monster from a non-Burning attack removes the trait, dealing Magical damage equal to the number of Burning stacks on expiration; hitting a monster with this trait using an attack which inflicts Burning will deal bonus damage equal to the number of pre-existing Burning stacks on it, then the new stacks are applied.
Maximum charges of Burning equal x2 of your current level.
When exploring tiles, a monster with this trait will regenerate HP as though it were 1 level lower than it actually is, regardless of how many stacks it has.
Slowed.png

Slowed

The target has a slow attack speed, meaning that it will usually attack last in combat (and thus not injure the player for the final blow). See more details in strike order.

Being Slowed also disables the following monster traits: Blinks.png Blinks, Cowardly.png Cowardly, First strike.png First strike, Retaliate: Fireball.png Retaliate: Fireball. Killing a Slowed monster grants a bonus of 1 XP. If a monster has been Slowed, the effect will usually wear off as soon as the monster takes damage (including from BURNDAYRAZ.png BURNDAYRAZ or PISORF.png PISORF).
Wicked Sick.png

Wicked Sick

The monster got leveled up by playing the guitar.

Zotted.png

Zotted

The monster has its max hp halved by using the Orb of Zot.

Monster traits

Berserks.png

Berserks

When monster's health is below the Berserk %, its attacks deal 50% more damage.

Blinks.png

Blinks

When attacked, the monster will teleport to a random location on the map.

More precisely, if a blinking enemy is next to the player when a round of damage is finished being taken, it'll blink.

Also, note that a slowed monster will not blink.

For example:
  • Hitting or casting a fire ball to a blinking monster will make it blink.
  • Hitting or casting a fire ball to a SLOWED blinking monster will NOT make it blink.
  • Pisorfing a blinking monster into another monster will make it blink. It won't take knockback damages.
  • Pisorfing a blinking monster into a wall or empty air, will NOT make it blink.
  • Pisorfing a regular monster into a blinking monster will NOT make it blink.
Bloodless.png

Bloodless

This monster does not leave behind a blood pool after being slain, and does not allow life steal.

Cowardly.png

Cowardly

When attacked, the monster will flee the opposite direction of you if possible.

To determine whether a monster will flee or not, it will use the same rule as blinking.

Curse Bearer.png

Curse Bearer

Every time you kill or take damage from a Curse Bearer monster, you will gain a stack of Cursed.

Corrosive.png

Corrosive

The monster's attack applies a stack of Corrosion. When killed, it leaves a pool of acid which applies Corrosion when stepped on instead of a blood pool.

Death Protection.png

Death Protection

If a monster with Death Protection were to die, the next hit reduces it to 1 HP and a stack of Death Protection removed.

Death-gaze.png

Death-gaze

Death-gaze is always accompanied by a percent value, if you get hit by a monster who has death gaze while your life is below the stated percent, you'll die by being turned to stone, the Next Hit prediction box will state "Petrified" when this is going to occur.

Fast regen.png

Fast regen

The monster regenerates health twice as fast. Poisoned.png Poisoned is depleted twice as quickly.

Knockback.png

Knockback

When attacked, you are knocked back to the opposite direction of the monster. If you collide to a wall or monster, you will take additional damage equal to the Knockback %. Knockback damage cannot kill you.

Life steal.png

Life steal

If you reveal a monster from exploration, your Hitpoints will be reduced to (100% - the Life steal percentage) and the monster will heal (beyond its max HP) the amount of damage it did.

Magical attack.png

Magical attack

The attacks of the monster are considered Magical in nature, instead of Physical.

Mana burn.png

Mana Burn

The monster's attack applies the Mana Burned.png Mana Burned debuff.

No Experience.png

No Experience

Killing the monster yields No Experience.

Poisonous.png

Poisonous

The monster's attack applies the Poisoned.png Poisoned debuff.

Retaliate- Fireball.png

Retaliate: Fireball

When this monster is attacked with a BURNDAYRAZ.png BURNDAYRAZ he will attack the caster. This retaliation deals half normal damage. Slowed monsters lose the ability to retaliate for one attack. Fireball always strikes first, and you will not suffer retaliation if you successfully kill the monster with the spell.

Note that monsters with the weakening trait will also weaken you when retaliating.
Revives.png

Revives

Upon death the monster is replaced with a fully healthy monster. It is usually of a different type and is 1 level lower than the original or the second monster has No Experience.png No Experience.

Spawns.png

Spawns

When attacked and not killed, the monster spawns a creature at the nearest empty tile. The spawned creature is particular to the monster, but it always the same level and grants No Experience.png No Experience

Spawn Plants.png

Spawn Plants

When attacked and not killed, the monster spawns the specified amount of plants.

Undead.png

Undead

Undead monsters are immune to Poisonous.png Poisonous attacks and untargetable by APHEELSIK.png APHEELSIK, and are susceptible to some Undead-specific effects.

Weakening blow.png

Weakening blow

The monster's attack applies a stack of Weakened.png Weakened.

Magic Immune.png

Magic Immune

The monster is immune to magic.

Physical Immune.png

Physical Immune

The monster is immune to physical damage.


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