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Implied Abilities/Facts/Things of note

PostPosted: Friday, 15th April 2016, 13:13
by Elitist
Things that aren't documented in game, but can be inferred by system messages, god attributes, items, and so on and so forth. Race should be noted and treated as a general gauge, so, no generalizations like "we all have hands and feet" "we are incapable of swimming", or, some of the less specific ones like "we are all alive" and "gods generally view us equally".

Pertaining to the player characters as a whole:

- We are literate. We come to the dungeon with the ability to read.
- We are able to understand, manipulate, and evoke magical wands and decks.
- We are particularly courageous for our species. Even near death, we fight at our best and are undeterred by adversity.
- We can all theoretically cast the vast majority of all of the spells in the world with enough knowledge, time, and experience.
- We are average for our kind, even if our kind isn't average.
- Our gender and sex mean nothing to the dungeon.
- We burn in lava.
- We lead a functioning life before entering the dungeon, and we are youths of our kind. Our gain in level coincides with our age as well as our experience as a dungeoneer.
- We come to the dungeon of our own free will.
- We move at a brisk pace (for our race) to keep our speed consistent, even in mortal danger.
- We have the ability to speak. We are not silent protagonists.

Zooty wrote:Also, our complete disregard for pants.

We won't grow feeble from age and could survive until apocalypse if it were not for our violent lifestyle.


Sprucery wrote:Our physical characteristics don't make any sense. Doesn't matter if we're small or large, strong or weak, we can always carry 52 plate mails but still not more than 52 daggers.


Pertaining to the dungeon as a whole:

swoonis wrote:The Spriggan Baker is a cold blooded murderer.


duvessa wrote:that elves are pretty


pubby wrote:That orcs and elves are a georgist metaphor for the struggles of the working class.


WingedEspeon wrote:Every adventure enter a dungeon in a parallel universe, and the consumables in each parallel universe have different appearances.



Post more. They will be added.

Re: Implied Abilities/Facts/Things of note

PostPosted: Friday, 15th April 2016, 14:19
by nago
We are most probably outcast by our society for our insatiable blood-lust and love to kill anything.

Re: Implied Abilities/Facts/Things of note

PostPosted: Friday, 15th April 2016, 15:21
by Elitist
nago wrote:We are most probably outcast by our society for our insatiable blood-lust and love to kill anything.

We need facts! Like, undeniable things. Who knows!

Re: Implied Abilities/Facts/Things of note

PostPosted: Friday, 15th April 2016, 15:38
by Zooty
nago wrote:We are most probably outcast by our society for our insatiable blood-lust and love to kill anything.

Also, our complete disregard for pants.

We won't grow feeble from age and could survive until apocalypse if it were not for our violent lifestyle.

Re: Implied Abilities/Facts/Things of note

PostPosted: Friday, 15th April 2016, 15:43
by swoonis
The Spriggan Baker is a cold blooded murderer.

Re: Implied Abilities/Facts/Things of note

PostPosted: Friday, 15th April 2016, 21:34
by archaeo
Elitist wrote:- We are average for our kind, even if our kind isn't average.
...
- We lead a functioning life before entering the dungeon, and we are youths of our kind. Our gain in level coincides with our age as well as our experience as a dungeoneer.
- We come to the dungeon of our own free will.

What evidence do you have for these in particular?

Re: Implied Abilities/Facts/Things of note

PostPosted: Friday, 15th April 2016, 22:06
by duvessa
"Average for our kind" is strongly implied since the manual entry for your species always reflects its attributes.

Re: Implied Abilities/Facts/Things of note

PostPosted: Friday, 15th April 2016, 23:44
by Sprucery
Our physical characteristics don't make any sense. Doesn't matter if we're small or large, strong or weak, we can always carry 52 plate mails but still not more than 52 daggers.

Re: Implied Abilities/Facts/Things of note

PostPosted: Saturday, 16th April 2016, 00:28
by pubby
That orcs and elves are a georgist metaphor for the struggles of the working class.

Re: Implied Abilities/Facts/Things of note

PostPosted: Saturday, 16th April 2016, 01:28
by duvessa
that elves are pretty

Re: Implied Abilities/Facts/Things of note

PostPosted: Saturday, 16th April 2016, 03:36
by cerealjynx
How about the fact that } lists Orbs of Power. Plural. I like to think the Disco Pan Ball is just as powerful as the Orb of Zot.

Re: Implied Abilities/Facts/Things of note

PostPosted: Saturday, 16th April 2016, 03:41
by Sar
I always liked that detail, it really is pretty funny.

Re: Implied Abilities/Facts/Things of note

PostPosted: Saturday, 16th April 2016, 07:09
by prozacelf
cerealjynx wrote:How about the fact that } lists Orbs of Power. Plural. I like to think the Disco Pan Ball is just as powerful as the Orb of Zot.


Apparently some of Linley's old code references other orbs besides Zot, there was just never anything done with any of them.

Re: Implied Abilities/Facts/Things of note

PostPosted: Saturday, 16th April 2016, 11:27
by dynast
There is a huge pile of discarded orbs of zot at the side of the dungeon's entrance.

Re: Implied Abilities/Facts/Things of note

PostPosted: Saturday, 16th April 2016, 21:47
by WingedEspeon
Every adventure enter a dungeon in a parallel universe, and the consumables in each parallel universe have different appearances.

Re: Implied Abilities/Facts/Things of note

PostPosted: Sunday, 17th April 2016, 10:48
by Elitist
WingedEspeon wrote:Every adventure enter a dungeon in a parallel universe, and the consumables in each parallel universe have different appearances.


That's always messed me up omg.

Re: Implied Abilities/Facts/Things of note

PostPosted: Wednesday, 20th April 2016, 18:48
by Xion350
WingedEspeon wrote:Every adventure enter a dungeon in a parallel universe, and the consumables in each parallel universe have different appearances.


I always imagined it as being like Castlevania. The dungeon is alive and changes. Or the Orb of Zot influences the dungeon.

Re: Implied Abilities/Facts/Things of note

PostPosted: Thursday, 21st April 2016, 03:55
by tedric
Experienced adventurers never enter the dungeon, because...

  • ...they're all experienced enough to know better.
  • ...the concept of training doesn't exist in the surface world.
  • ...crawling the dungeon is a rite of passage for which you're allowed only minimal preparation.
  • ...our "newly created" characters have already traveled the surface world gathering the best equipment available and training as hard as they can, but even the lowliest creatures and floor trash of the dungeon make everything else look like weaksauce.


Also, and kind of related: Once you leave the dungeon (with or without the Orb), you can never return.

Re: Implied Abilities/Facts/Things of note

PostPosted: Thursday, 21st April 2016, 23:50
by Reptisaurus
Elitist wrote:- We come to the dungeon of our own free will.


I sure don't. My buddies just LOVE the "Let's lock Repti in the Dungeon and run away" game.

Re: Implied Abilities/Facts/Things of note

PostPosted: Saturday, 23rd April 2016, 00:18
by genericpseudonym
tedric wrote:Experienced adventurers never enter the dungeon, because...

  • ...they're all experienced enough to know better.
  • ...the concept of training doesn't exist in the surface world.
  • ...crawling the dungeon is a rite of passage for which you're allowed only minimal preparation.
  • ...our "newly created" characters have already traveled the surface world gathering the best equipment available and training as hard as they can, but even the lowliest creatures and floor trash of the dungeon make everything else look like weaksauce.


Also, and kind of related: Once you leave the dungeon (with or without the Orb), you can never return.


Judging by dungeon trolls/ghouls/deep elves versus the player characters, the fourth one at least can't be true.

Re: Implied Abilities/Facts/Things of note

PostPosted: Sunday, 24th April 2016, 14:53
by archaeo
imo when you exit the dungeon some old man comes up and is like, "Well that was just great," and he gives you a friendly punch on the shoulder and says, "Look, the villagers are coming to celebrate your victory," and while you're distracted by the peasants' cheering he takes the orb and pushes you toward them with a single motion, so that by the time you realize you don't have the orb you're already chugging beer while being carried on the shoulders of villagers. And then he walks to the entrance, opens a little door, and sends the orb down a chute that lands it directly in its spot in Zot:5, resetting the entire dungeon in the process.

Not much money in victories, but he gets to split the belongings of all the corpses with the Lords of Pan, so it's pretty lucrative.