Difference between revisions of "Traits"

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(File:Retaliate-_Fireball.png Retaliate: Fireball)
(File:Knockback.png Knockback)
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Knockback damages are indulged after normal damages : 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.
 
Knockback damages are indulged after normal damages : 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 damages are applied after the [[Traits#Cowardly|cowardly]] effect. Thus when fighting a monster with this trait :
 +
* if you throw it '''into a wall''', it will take the knockback damages
 +
* if you throw it '''into a monster''', it will escape before taking knockback damages.
  
 
=== [[File:Learning.png]] Learning ===
 
=== [[File:Learning.png]] Learning ===

Revision as of 06:58, 28 March 2015

Resistances

Magic resist.png Magic resist

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

Non-damaging spells (Glyph: IMAWAL IMAWAL,Glyph: WEYTWUT WEYTWUT,Glyph: WONAFYT WONAFYT) have a percentage chance to fail equal to the target's magic resistance. Glyph: PISORF 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.png 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 Trait: Burning 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 Item: Can of Whupaz Can of Whupaz.

Curse Immune.png Curse Immune

Immune to curses.

Damage Reduction.png Damage Reduction

Incoming damage is reduced by the Trait: Damage Reduction 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 1hp 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 Trait: No Experience 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 opponents doesn't have Trait: First strike First strike as well.

HeavyFireball.png Heavy Fireball

Fireballs do +4 damage per level and apply immediately the maximum of Trait: Burning 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 damages are indulged after normal damages : 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 damages are applied after the cowardly effect. Thus when fighting a monster with this trait :

  • if you throw it into a wall, it will take the knockback damages
  • if you throw it into a monster, it will escape before taking knockback damages.

Learning.png Learning

Grants 1 extra XP upon killing an enemy, doesn't work on Trait: No Experience No Experience enemies, not to be confused with Trait: Experience Boost 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 Trait: Physical resist Physical resist and Trait: Magic resist 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 Trait: Poisoned 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 percentage of Sanguine.

If there are 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 Trait: Might 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 Trait: Might Might, whenever a wall is destroyed.

Stone skin.png Stone skin

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

Physical resist from Trait: Stone skin 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), God: The Earthmother The Earthmother's Greenblood (1 stack), God: Glowing Guardian Glowing Guardian's Enlightenment (all stacks)

Removal: Item: Burn Salve Burn Salve (all stacks), God: Glowing Guardian Glowing Guardian's Cleansing (1 stack), God: Jehora Jeheyu 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 Item: Mana Potion Mana Potion or Item: Burn Salve Burn Salve, God: Glowing Guardian Glowing Guardian's Cleansing, or equipping the Item: Soul Orb Soul Orb.

Note: some effects, such as the Glyph: BLUDTUPOWA 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 Item: Health Potion Health Potion or Item: Fortitude Tonic Fortitude Tonic, God: Glowing Guardian Glowing Guardian's Cleansing, casting Glyph: HALPMEH HALPMEH, or equipping the Item: Viper Ward 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: Item: Fortitude Tonic Fortitude Tonic (all stacks), God: Glowing Guardian Glowing Guardian's Cleansing (1 stack), God: Jehora Jeheyu 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 Trait: Burning 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: Trait: Blinks Blinks, Trait: Cowardly Cowardly, Trait: First strike First strike, Trait: Retaliate: Fireball 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 Glyph: BURNDAYRAZ BURNDAYRAZ or Glyph: PISORF 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.
  • Pisorfing a blinking monster into a wall or empty air, will NOT make it blink.
  • Pisorfing a 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.

Retaliate- Fireball.png Retaliate: Fireball

When this monster is attacked with a Glyph: BURNDAYRAZ 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 and retaliating fireball.

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.

Cursed.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. Trait: Poisoned 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 Trait: Mana Burned Mana Burned debuff.

No Experience.png No Experience

Killing the monster yields No Experience.

Poisonous.png Poisonous

The monster's attack applies the Trait: Poisoned Poisoned debuff.

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 Trait: No Experience 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 Trait: No Experience 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 Trait: Poisonous Poisonous attacks and untargetable by Glyph: APHEELSIK APHEELSIK, and are susceptible to some Undead-specific effects.

Weakening blow.png Weakening blow

The monster's attack applies a stack of Trait: Weakened Weakened.

Magic Immune.png Magic Immune

The monster is immune to magic.

Physical Immune.png Physical Immune

The monster is immune to physical damage.