Depth types modify a depth's landscape and terrain, governing how it is generated. There are three distinctive types of terrains, and they can significantly alter the gameplay or difficulty of the floor they appear on.
- Ranged enemies are significantly tougher to dispatch.
- With flying enemies, be careful not to slay them while they are over a chasm tile, as you will lose the potion/dewdrop that they drop.
- When levitating over the chasm, a Wand of Reach can be tactically used to switch places with non-flying enemies.
- If you find yourself pinned down on a bridge, or under barrage from a ranged caster with no escape to cover, you can jump into the chasm (though be wary of your HP).
- Be hyper-vigilant where ranged enemies spawn; they will attack your Hero at range and will be hard to slay without taking a lot of damage if your Hero isn't near a room/wall to hide in/behind.
- Be very careful with evil eyes as they fly and are ranged; they can be impossible to hit if they are flying over a chasm tile at least one tile away from the Special flooring tiles, and if you don't have any wands or a potion of levitation.
Hallways and rooms are filled with water.
- Be hyper-vigilant where gnoll shamans spawn; their lightning attack will be devastatingly more powerful.
- When there is a flooded vault, be mindful not to use your Wand of Teleportation (or seeds of fadeleaf) on the giant piranhas, should you have one. You will be unleashing their range of travel to the entire room they were sent to.
- A Wand of Lightning (with an upgraded Ring of Power) will be significantly more powerful.
- In the Dwarven Metropolis stage, inscribing the glyph of anti-entropy (with the Ring of Elements and Ring of Mending equipped) will be a useful advantage against fire elementals.
Hallways and rooms are filled with vegetation.
- Be aware of attacks made with a blazing weapon; one successful Burning attack from them will light most, if not the whole depth on fire.
- Playing as the Warden (with a Ring of Herbalism) will provide a much more significant amount of Dewdrops and seeds, sustaining both the Warden and your dew vial. Vegetation depths will also provide the Barkskin buff more frequently.
- Be very careful if any depth terrains are generated for depths 13 and 14; all the enemy types listed above, spawn at these two depths.
Depth feelings alert the player to special characteristics of the floor layout. There are several different feelings. When entering a special depth for the first time, you will get orange text at the bottom-left corner of the screen announcing it. If you do not receive a depth feeling, it is a standard depth with 3 or fewer secret doors.
Be cautious, since the dungeon is even more dangerous at night!
This message appears after midnight and indicates that the enemies' spawn rates are significantly higher.
The atmosphere hints that this floor hides many secrets.
This message appears at every regular depth (i.e. non-boss) that has at least 4 hidden doors, independently of the depth's terrain.
Your steps echo across the dungeon.
This message appears when you are on the chasm depth. This message cannot appear on boss floors and on floors direclty above them.
The smell of vegetation is thick in the air.
This message appears when you are on the vegetation depth.
You hear the water splashing around you.
This message appears when you are on the flooded depth.
If the next depth below is a boss depth, Chasm probability drops to 0%, and None will instead be 80%.
|1.6.4||ADDED to the game|