The following features currently exist in the game, but are unobtainable (aside from old saves) or serve no purpose.
Artifacts[]
Cape of Thorns[]
- Replaces Ring of Thorns, unobtainable since v0.7.0
Cape of Thorns | ||
These collapsed sheets of metal from the DM-300 have formed together into a rigid cape. It seems to store a deep energy, perhaps it has some of the DM-300's power? inactive: The cape feels reassuringly heavy on your shoulders, it seems to be gaining energy from the damage you take.active: The cape seems to be releasing stored energy, it is radiating a protective power.
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This item can only be obtained as a drop by DM-300.
Abilities:
Once the Cape is fully charged, it will activate, reducing all damage by a random amount. If the attacker is adjacent to the Hero, the amount of damage reduced is deflected back at the attacker.
Charging:
The Cape steadily charges up as the user takes damage, gaining
damage×0.05(10+level)
% per hit.
Upgrading:
The Cape grows in levels based on the amount of damage reflected, upgrading when it reflects a total of
5(level+1)
damage.
When Cursed:
The Cape of Thorns cannot be found cursed, and has no special effects when it becomes cursed through special means (e.g. a cursing trap).
Lloyd's Beacon[]
- Modifies Lloyd's Beacon, Replaces Wand of Teleportation, Unobtainable since v0.7.0
Lloyd's Beacon | ||
Lloyd's beacon is an intricate magical device which grants the user control of teleportation magics. The beacon can be used to return to a set location, but can also expel bursts of random teleportation magic once it has charged from being equipped. This magic can be directed at a target or at the user themselves.
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Lloyd's Beacon can only be obtained as a drop from Goo, and is obtained with a 1/3 chance. It is also the only artifact that has a usable function when not equipped. Similarly to how it behaves in Vanilla, It can be used to return to a previous location in the dungeon, provided the Hero used the Set function earlier.
Abilities:
- Zapping with the Lloyd's Beacon will teleport the target to a random place on the depth, just like a Wand of Teleportation.
- The target can be the Hero.
- This makes it much more versatile than it otherwise would be.
- It can be used defensively to escape near-death situations.
- It can also be used offensively combined with the Wand of Corrosion to pull off a "hit and run" strategy where the Hero zaps the wand and immediately teleports out. The targets will stay in place and thus die to the Corrosion.
- This makes it much more versatile than it otherwise would be.
- Zapping the Beacon consumes one charge until the player reaches depth 21.
- At that point, the Beacon will begin consuming two charges when zapped.
- The target can be the Hero.
- The Beacon can also be used to instantly return to a desired location as long as it is Set there.
- This not only makes it useful for returning to shops, but also allows it to be used as an emergency heal if set directly over a Well of Healing.
Charging:
- If it is not already at its maximum amount of charges, the Beacon will regain a charge after
10(10−chargesMissing)
turns.
Upgrading:
- Each time it is upgraded, it will gain the ability to hold an additional charge.
- After beating the Tengu, it will automatically be upgraded to +3.
- Defeating DM-300 always upgrades it to +7.
- Killing the Dwarf King will fully upgrade it to +10.
When Cursed:
- Lloyd's Beacon cannot be found cursed, and has no special effects when it becomes cursed through special means (e.g. a cursing trap).
Fungal Caverns[]
A third and currently unused variant of the Old Mine subfloor with its unique enemies.
Fungal Spinner[]
Fungal Spinner | ||
This cave spinner appears to be being controlled by a parasitic fungus. The fungus has also changed its abilities, replacing its web and venom sacks with fungal growth.The fungal spinner will spit plant life at you instead of webs, spreading fungal vegetation and potentially rooting you. While it can't poison, the fungal spinner will gain substantial damage resistance if it is adjacent to any mushrooms.
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Fungal Sentry[]
Fungal Sentry | ||
This especially tall mushroom acts as a point of defense for the larger fungal network living in this cave.It is immobile, but will shoot precise blasts of poison at anything that gets within its line of sight. While the impact of these blasts is fairly weak, they can stack up deadly amounts of poison very quickly. While it can be killed, it's probably best to avoid it.
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Fungal Core[]
Fungal Core | ||
This gigantic mushroom must be the source of all the fungal activity in this cave.
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Buffs[]
Furious[]
- Unobtainable since v0.6.5
Furious | ||
You are angry, enemies won't like you when you're angry.A great rage burns within you, increasing the damage you deal with physical attacks by 50%. This rage will last as long as you are injured below 50% health. |
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Berserker used to receive this buff whenever his HP fell below 50%. It was removed when the rage mechanics was added.
Other features[]
Sign[]
- Unused since v0.6.1
Signs used to be situated in the entrance room on each floor. They contained useful tips as well as bits of lore. With the addition of the Journal, sign generation was disabled and and most of the text which used to be on signs was moved into it.
Sprites[]
Besides sprites for the features mentioned above, the game also contains a number of sprites that correspond to features that were removed or have never existed in the first place.
Unused trap sprites[]
- Never actually used
While the trap sprites include every combination of color and shape (56 total), the number of existing traps is only 31. That leaves 25 trap sprites unused.
Reworked item sprites[]
- Unused since v1.0.0
When the Dew Vial and Armor kit were thematically reworked, their old sprites were left in the game files.
Undead dwarf sprite[]
- Unused since v0.8.0
Despite the enemy being removed with Dwarf King fight rework, its sprite still exists in the game files.