Dragon Marked For Death
Dragon Marked For Death |
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Also known as: DMFD, DragonMFD, ドラゴンMFD This game has unused areas. This game has a notes page |
This article is a work in progress. ...Well, all the articles here are, in a way. But this one moreso, and the article may contain incomplete information and editor's notes. |
Dragon Marked For Death is a multiplayer-focused 2D side-scrolling action game for up to 4 players. It was in development from 2006-2019, spanning through four console generations (PSP, Xbox 360, 3DS, and Switch). The game was further heavily updated throughout 2020.
To do: UNUSED AREAS
UNUSED ENEMY CONTENT
UNUSED NPC CONTENT
UNUSED GRAPHICS
UNSUED ITEMS
UNUSED OBJECTS
UNUSED TEXT
UNUSED TRANSLATIONS
UNUSED ABILITIES
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Contents
- 1 Sub-Pages
- 2 Unused Areas
- 3 Unused Enemy Content
- 4 Unused NPC Content
- 4.1 Medius City NPCs
- 4.2 Dreaming of Treasure Canere Run Animation
- 4.3 Sea of Tumult Bandero Animations
- 4.4 Dangerous Wine Caymar Animations
- 4.5 Cruise Escort Yunda Animations
- 4.6 Over the Ice Wall Bao Run Animation
- 4.7 Werewolf Hunting Cauda Walk Animation
- 4.8 The Bell Tolls Gratio Animations
- 4.9 Haunting Grounds Wursuth Animations
- 4.10 Twin Dragon's End Unknown Character
- 4.11 The Sleeping Tome Kasper Animations
- 4.12 A Cry from the Tower Propei Shivering Animations
- 4.13 Pillar Maintenance Paries Animations
- 5 Unused Graphics
- 5.1 Playable Character Mugshots
- 5.2 Status Effects and Icons
- 5.3 Silver Artifacts
- 5.4 Tarpol Mountains Alabaster Moon Background
- 5.5 Quest Tag with Writing Animation
- 5.6 Fingerprint Quest Stamp
- 5.7 Blue and Red Clear Quest Stamps
- 5.8 Event Splash Arrows
- 5.9 "Danger" and "Go!!" Event Splashes
- 5.10 "Medius City" Location Splashes
- 5.11 Bar Details Menu Background
- 5.12 Old Tutorial Paper Pop-ups
- 5.13 Old Atruum's Den Menu Graphics
- 6 Unseen Graphics
- 7 Unused Items
- 8 Unused Objects
- 9 Unused Abilities
- 10 Unused Text
- 11 Unused Translations
- 12 Scrapped Black Market Crafting Materials
- 13 References
Sub-Pages
Notes |
Scrapped Flavor Text We had a peek at these in Version 1.1.0n. |
Unused Areas
To do: Add footage of the blocked-off area from the Quest "Lost in White", which is confirmed a remnant of an early version of the Tarpol Mountains (Quest "The Frigid Nest") from one of the pre-release English livestreams. Discovered by Adroit Fang (please add the credit when completed). |
Debug Room
The Debug Room is stored in the file st000.stb (hashed as 60e85a0ef47154b0ad108220b60b374e in the Steam version).
The room contains several similar slope testing areas with different tile types (normal, ice, conveyor belt, etc.). When loaded in place of the Sica Village location in the quest "Ogre Fort," the Debug Room has no associated minimap, and the player spawns on a semi-jagged hill area. The room ends with a long, empty stretch and a wall of normal tiles.
Lanza Channel Second Boat
Timestamp | Label |
---|---|
00:19 | Quest start |
00:36 | No-clipping start |
00:45 | Extra space at the mouth of sea monster map |
01:00 | 1st boat map |
01:22 | 2nd boat map |
Turn on captions for more information.
Located directly to the right of the main boat is a separate map for a second boat that appears to be floating in midair, complete with its own mini-map. However, the mini-map does not match the actual location of the second boat. There is no water, no sails, and the ceiling is very low, so that the player cannot stand on the top masts. The walls and floor have collision detection. There is a wooden door that cannot be opened leading into the hull, but it is impossible to enter the hull, even through no-clipping.
Tarpol Mountains Placeholder Tiles and Odd Map Placement
Timestamp | Label |
---|---|
00:11 | Quest start |
00:15 | No-clipping start |
00:25 | Placeholder tiles in top-left corner of map |
00:41 | Strange level placement at the top of map |
2:05 | Unreachable tree branch and hook stump |
2:44 | Clipping through the barrier |
3:31 | Clipping to the inner ice cave map (used in Over the Ice Wall) |
Turn on captions for more information.
In the top-left corner of the map, there are white, hollow placeholder tiles as well as what looks to be a remnant or a copy of some level tiles. Some tiles at the top include ice spikes, wooden platforms, broken wooden platforms, and some background elements. This continues until around the middle of the overall mountain map.
There appears to be an unreachable tree branch placed much higher than the other branches. In the quest "Over the Ice Wall," this branch is accompanied by a tree stump that the Empress can hook onto. However, there are no other tree stumps near that area.
In the quest "Over the Ice Wall," there is a switch across the far-right barrier of the mountain. Clipping there reveals that it is attached to the wall you must destroy in the quest "The Frigid Nest".
Labyrinth of Flame Lower Area
Timestamp | Label |
---|---|
00:10 | Quest start |
00:34 | No-clipping start |
00:40 | Out-of-bounds in beginning area |
01:00 | Vacant patches |
01:08 | Closed-off area with enemies |
01:19 | Accessible teleporter glyph areas |
01:35 | Beginning area of quest "Resurging Flames," with enemies |
02:27 | Out-of-bounds in opposite beginning area |
02:38 | Giant unused area / loading area(?) underneath the entire map |
05:02 | Testing pillar length, out-of-bounds |
Turn on captions for more information.
Located directly underneath the main map, there appears to be an unused or placeholder loading area, with its own mini-map. This area does not appear to be traversable by any normal means. There is a copy of one of the Asura Goblin boss areas in the middle of the map. Most of it is submerged in a void with various background assets floating around. Some areas are covered in the fog filter, while others are not. There is no barrier at the bottom of the map, so it is possible to get lost by falling into the void while the camera does not follow.
Developer Text in Maps
Timestamp | Label |
---|---|
00:10 | No-clipping start |
00:14 | CoT Intro Area - Developer Text 1 |
00:38 | Atruum Boss Room - Developer Text 2 |
01:06 | Developer Text 13 |
01:25 | Developer Text 14 |
01:42 | Developer Text 15 |
02:02 | Developer Text 16 |
02:23 | Developer Text 17 |
02:52 | Developer Text 18 |
03:00 | Developer Text 19 |
03:20 | Developer Text 20 |
03:38 | Going backwards |
04:39 | Developer Text 3 |
04:50 | Rolling Rocks - Developer Text 4 |
05:12 | Water Room - Developer Text 5 |
05:34 | Developer Text 10 and Developer Text 6 |
06:28 | Developer Text 12 |
06:41 | Developer Text 11 |
07:07 | Developer Text 21 |
07:15 | The Tempest Steed Boss Room - Developer Text 23 |
07:52 | Developer Text 24 |
08:14 | The Ancient Primal Lord Boss Room - Developer Text 28 |
08:33 | The Twin Dragon's Coffin Boss Room - Developer Text 29 |
08:45 | Rivalis Form 2 Boss Room - Developer Text 32 |
08:58 | [PRESENT IN VERSION 3.0.4s] The False God of the Abyss Boss Room - Developer Text 33 |
10:10 | [MISSING COLOR PALETTE] The Sea Lord's Executioner Boss Room - Developer Text 30 |
10:48 | [MISSING COLOR PALETTE] The Sea Lord's Executioner Boss Room - Developer Text 30 |
10:31 | [MISSING COLOR PALETTE] The Horn Breaker Boss Room - Developer Text 25 |
11:12 | [MISSING COLOR PALETTE] Poison Water Room - Developer Text 79 |
11:40 | [MISSING COLOR PALETTE] Water Room with Layers and Mismatched Minimap - Developer Text 78 |
12:04 | [MISSING COLOR PALETTE] Water Room - Developer Text 73 |
12:06 | [MISSING COLOR PALETTE] Developer Text 77 |
12:46 | [MISSING COLOR PALETTE] Rolling Rocks Room w/o Rocks - Developer Text 72 |
12:55 | Developer Text ?? |
13:14 | [MISSING COLOR PALETTE] Developer Text 76 |
13:34 | [MISSING COLOR PALETTE] Developer Text 71 |
13:53 | Developer Text 7 |
14:07 | Developer Text 3, again |
14:20 | Back to the start |
15:02 | Cthulhu / Sea of Tumult Boss Room - Developer Text 22 |
15:55 | One last look at The False God of the Abyss Boss Room |
Unused Enemy Content
Unused Common Enemy Palettes
Name | Icon | Sprite (Mockup) |
---|---|---|
Asura Bat | TBA | |
Demonpillar | TBA | |
Lampic | TBA | |
Skullbee | TBA | |
Tough Chick | TBA | |
Watcher | TBA |
Some unused Enemy icons imply that there are unused palettes.
Unused Boss Enemy Palettes
Name | Icon | Sprite (Mockup) |
---|---|---|
Jinryu / The Celestial's Goliath | TBA | |
Lycanthrope | TBA |
Some unused Boss icons imply that there are unused palettes.
Mismatched Lycanthrope Icons
Unused (Correct) | Used (Incorrect) |
---|---|
Although the actual white-haired, pink-colored Lycanthrope palette is unused, it is incorrectly used as the Lycanthrope's icon in the final game.
Unused Enemy Icons
These "enemies" are in the game, but do not necessarily appear on the HUD as such.
Unused NPC Content
Medius City NPCs
Medius City "Hopeless" Sprites
Every interactable NPC in Medius City, both in the slums and in the Upper City, have unused sprites where they appear to look sad, hopeless, and almost lifeless. There are no transitional animations for these sprites. Currently, it is unknown what would have triggered these sprites to appear. According to DMFD's director Ryota Ito in a 2020 interview:
"Early designs for DMFD shared a system with Dragon Contract — 'Sacrifice.' The protagonist could offer the souls of his allies to the elder dragons in exchange for power. Using the dragon’s power would cause these allies’ souls to slowly erode though, which eventually rendered them unable to talk."[6]
Based on the early DMFD designs and the lack of transitional animations, these sprites may have been intended to appear as a consequence of sacrificing the related NPCs' souls.
np131_np Unused NPC
This hooded old man NPC was discovered in the file "np131_np", located alphabetically next to the NPC Ciconia ("np130_np") from the Dragonblood Bandit DLC scenario. He has an unused dialogue mugshot and a single animation of him stroking his beard. He does not appear in any known concept art.
Philip Unused NPC Sprites
Philip, the General Store (Upper City) shopkeeper, has unused animated sprites for a cut appearance in the town.
Melior Unused NPC Sprites
Melior, the Weapons Shop (Upper City) shopkeeper, has unused animated sprites for a cut appearance in the town.
Dreaming of Treasure Canere Run Animation
Canere from the quest "Dreaming of Treasure" has an unused run animation. In the final game, Canere is idle.
Sea of Tumult Bandero Animations
Bandero from the quest "Sea of Tumult" has unused blinking and pouch animations.
Dangerous Wine Caymar Animations
Caymar from the quest "Dangerous Wine" has unused coughing and walking animations. These animations are identical to those of the NPC Capire from the Upper City.
Cruise Escort Yunda Animations
Yunda from the quest "Cruise Escort" has unused coughing and walking animations. These animations are identical to those of the NPC Capire from the Upper City, but in a blue costume instead of maroon.
Over the Ice Wall Bao Run Animation
To do: Rearrange the order of the sprites and fix the animated gif (the order of sprites seems to have been mistakenly put backwards). |
Bao from the quest "Over the Ice Wall" has an unused run animation. In the final game, Bao is idle.
Werewolf Hunting Cauda Walk Animation
Cauda from the quest "Werewolf Hunting" has an unused walk animation. In the final game, Cauda is idle.
The Bell Tolls Gratio Animations
Gratio from the quest "The Bell Tolls" has unused blinking and coughing animations. The coughing animation is identical to that of the NPC Capire from the Upper City.
Haunting Grounds Wursuth Animations
Wursuth from the quest "Haunting Grounds" has unused blinking, neck scratching, and walking animations.
Twin Dragon's End Unknown Character
This unknown NPC from the quest "Twin Dragon's End" has unused blinking, sighing, and surveying animations. This character is shown in the game's concept art as "シスター系" but currently does not have any known in-game name.
The Sleeping Tome Kasper Animations
Kasper from the quest "The Sleeping Tome" has unused scratching and walking animations.
A Cry from the Tower Propei Shivering Animations
Propei from the quest "A Cry from the Tower" has unused shivering and walking animations.
Pillar Maintenance Paries Animations
Paries from the quest "Pillar Maintenance" has unused animations for walking, getting alarmed, and dying. Combined with the stage dialogue, these animations imply that "Pillar Maintenance" may have been an escort mission (similar to "Undying Dragon" and "The Castle Burns") at some point. In the final game, Paries simply arrives at the top of the tower before the player.
Interestingly, a unique idle animation, in which he blinks then thumbs his nose, plays only after the quest end gate appears. The nose-thumbing and the hammering animation are the only used animations Paries has.
Unused Graphics
Playable Character Mugshots
Original from the sprite sheet | Edited for clarity |
---|---|
Unused mugshots for the first four playable characters were discovered in the top left of the raw Mugshots sprite sheet. For some reason, these four mugshots are the only ones with a shadow covering. According to Inti Creates's president Takuya Aizu in a 2018 interview:
"One of the biggest things you wouldn’t know just from the original trailer is that there’s a main story for the game. Also, each of the four characters, Empress, Warrior, Shinobi, and the Witch, have their own individual stories. When playing online, players will be able to progress their respective character’s story by playing the same map and advance that character’s story at the player’s own pace. There comes a point in the story where the stories intertwine and you find a common enemy to fight later on in the game."[7]
It is likely that these mugshots are remnants of when each playable character was supposed to have individual narratives.
Similar, albeit scrunched-up, mugshots were used as placeholder character icons in the Party menu during the Hangin' at Inti HQ Livestream on September 27, 2018 (YouTube, Timestamped 40:18).
Status Effects and Icons
To do:
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- Status effects in the first column are completely unused. The first most likely indicates "DEF Up."
- Status effects in the second column were used from Version... [wip]
- Status effects in the third column are completely unused. It is unknown what their functions were, though they seem to relate to aggro, escorts, sight, smell, and hearing.
- The icon in the fourth column, which is a drop of water or a smooth gemstone, appears to indicate a collection quest that was removed or revamped.
Silver Artifacts
These sprites were likely used for a fetch quest that was scrapped or revamped.
Tarpol Mountains Alabaster Moon Background
This unused background in the stage "Tarpol Mountains" appears to be a recolor and edit of the red sky background seen in the stage "Ensys Castle." Unlike the background in "Ensys Castle," this background contains a white moon and animated shooting stars (not pictured). In the final game, the only background used in the stage is a cloudy, grey background.
This background was used in the stage "Tarpol Mountains" during the Hangin' at Inti HQ Livestream on September 27, 2018 (YouTube, timestamped 56:45).
Quest Tag with Writing Animation
This is a manually arranged mockup animation of an unused quest tag sprite. It shares the spritesheet with the quest roster showing the "CLR" and "NEW" sprites. The style of the tag—a scrap of paper with a yellow loop at the end—has a similar design as the "Depart" tag seen in the Recruit menu. The red text appears to spell out "Investigating." Currently, it is unknown what this tag was for.
Fingerprint Quest Stamp
These two fingerprint sprites share the spritesheet with the quest roster showing the "CLR" and "NEW" sprites. For some reason, there is a large and small variant. Currently, it is unknown what these stamps were for.
Blue and Red Clear Quest Stamps
These four Clear sprites share the spritesheet with the quest roster showing the "CLR" and "NEW" sprites. For some reason, there are large and small variants. Currently, it is unknown what these stamps were for.
Event Splash Arrows
These arrows share the spritesheet with the Event Splashes reading "Quest Start" and "Time Up," for example.
These arrows were used as pointers in various stages during the Hangin' at Inti HQ Livestream on September 27, 2018 (YouTube).
"Danger" and "Go!!" Event Splashes
Currently, it is unknown exactly what these splashes were for.
"Medius City" Location Splashes
Language | Graphic |
---|---|
Japanese & English | |
Korean | |
Chinese (Traditional) |
Location splashes for an area called "Medius City" are available in the Japanese (English), Korean, and Chinese (Traditional) spritesheets. Location splashes appear only at the beginnings of quests. While Medius City is a location in the game (notably the Upper City), it is not considered a quest as it instead serves as a hub area. The existence of a "Medius City" splash implies that the Upper City was once planned to be a quest location.
Bar Details Menu Background
This sprite was found in the sprite sheet with the Bar's town background. Based on the shape of the sections in this sprite and the stamp, it seems to have been used to list player details. Currently, it is unknown how this details menu was originally supposed to look like.
In the final game, player details are listed simply on a clean, rectangular menu style within the Party menu.
Old Tutorial Paper Pop-ups
These paper tutorial pop-ups (file name "zentame00") appeared in the Quest "The Doomed Clan" in one of the older builds of DMFD, during an English stream. (NOTE: PLEASE PUT A LINK AND TIMESTAMP -G.R)
Old Atruum's Den Menu Graphics
This is the old version of the Atruum's Den (in this sheet, "Dragon's Cave") menu graphics (file name "s_o0301") featured in the "System" page of the Dragon Marked For Death official website.
Unseen Graphics
Although these graphics are in the game, they are obscured by other elements such as text or extend past the borders of the camera.
Character Healthbars
Underneath the the character icons and other components, the character healthbars have eye sockets and other details.
Uos Tower Third Floor Background
The margins of this background stretching to Hasta (far left), Marlayus (far right), and the bottom of Litus (bottom) cannot be seen in the game.
Cadena Forest Hasta Background
This background is used in the beginning area of the quest "Undying Dragon." It depicts the Hasta Divine Weapon behind the port town. However, nearly the whole top half of this background cannot be seen in the game, even at high altitude.
Muramasa Castle Moon Background
This background in the stage "Muramasa Castle" is obscured by a large moving cloud sprite.
Bandit Poison Contract Dragon Dash
To do:
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This graphic is in the game, but may be hard to see due to being obscured by special effects and other sprites.
Unused Items
Food Drops
These raw meat, green apples, and green cacao fruit are in the sprite sheet for Item Drops, but are unused.
- The raw meat sprites are recolors of the cooked meat sprites.
- The green apple sprites are recolors of the red apple sprites with added leaves at the top.
- The green cacao fruit is a recolor of the pink cacao fruit.
These food drops have names in the internal data:
Internal Name | In-Game Name (All Languages) |
---|---|
ID00_URI
ID00_CUT_URI |
Unknown (most likely "Uri" or "Melon") |
ID01_RAW_MEET_SMALL
ID01_RAW_MEAT_BIG |
Unknown (most likely "Raw Meat (S)") Unknown (most likely "Raw Meat (L)") |
ID04_CACAO_BLUE | Unknown |
Black Market Item Chest
Version 2.0.0n (Nintendo Switch only) introduced the Black Market system, along with the Black Market Item Chest. These small chests had a chance of dropping from certain enemies, with specific crafting materials inside. For example, killing a Battle Crab may drop an item chest with a Crab Claw. Version 2.2.0n removed the old Black Market Item Chest system and replaced it with the regional coins system. Any crafting materials earned from Black Market Item Chests could be exchanged for Litus coins.
Unused Gemstone Drops
These gemstone drops were intended for the DLC quest "Paying the Miser". Currently, it is unknown how many points these gemstones gave.
Unused Ice Crystal Drop
Unused | Used |
---|---|
This ice crystal drop was intended for the quest "Frozen Fusion". Although it has a noticeably different design from the used ice crystals, the ice crystal on the left has the exact same color palette as the crystals on the right. Currently, it is unknown how many points this ice crystal gave.
Gold Enhance Cube
This unused Gold Enhance Cube Item exists in Version 3.1.5 but can only be hacked in. There is also no known graphic available for Gold Enhance Cube in any game version.
Unused Objects
Pots
Three pots are unused for unknown reasons.
- The first is a striped pot with a woven cover.
- The second is a red variant of the blue pot seen in the stage "Muramasa Castle".
- The third appears to be an industrial-themed pot related to the Pagnas region ("Tarpol Mountains" and "Labyrinth of Flame").
Cavern of Torment Breakable Block
This unused block with a red eye in the center is from the stage objects spritesheet of the quest "Cavern of Torment". Currently, the behavior of this object is unknown.
Tarpol Mountains Bunny
This is a mockup animation of the snow bunny found in the stage objects spritesheet of the stage "Tarpol Mountains". For some reason, there are stray red pixels in some of the frames. Currently, the behavior of this object is unknown.
Ensys Castle Rusted Bell
Unused | Used |
---|---|
According to the priest's intro dialogue in the quest "The Bell Tolls," there was originally going to be a rusted bell that the player would have to clean before ringing. This is reflected in the objects spritesheet of the stage "Ensys Castle." In the final game, instead of a rusted bell, the bell is already clean.
Unused Treasure Chests
In the spritesheet for treasure chests, there are two unused ones: a large yellow treasure chest and a small red treasure chest. Currently, it is unknown what these treasure chests were for.
Unused Abilities
Unused Incantations and Incantation Levels
The second unused incantation sprite is similar to the Regen incantation sprite in the final game. The fourth seems to be an alternate version of the Cure incantation. Currently, it is unknown how these unused incantations functioned.
These unused incantation levels imply that that the Witch and Oracle were originally going to be able to cast BXBXBXBX up to 4 times (Level 5).
These Level 4 and Level 5 incantation sprites were used in place of Level 2 and Level 3 incantations during the Hangin' at Inti HQ Livestream on September 27, 2018 (YouTube, Timestamped 58:54). In that build, the level-ups seemed to tint basic Wind attacks purple, and Homing Wind attacks bright green.
Warrior Guard Point
This ability was originally used for the Warrior and the Axe weapon type. The Warrior's shield would flash orange before performing an attack similar to the Greatsword Tackle in the final game. The shield could be held onto for longer. If an enemy hit the Warrior while the shield was up, the Warrior would not be knocked over.
This ability was shown in the Hangin' at Inti HQ Livestream on August 23, 2018 (YouTube, Timestamped 32:33).
Unused Text
Unused Equipment Effect Strings
String | Internal Order? | Used? | Notes |
---|---|---|---|
(No Mod) | 1613 | ✔ | |
Heal <var/val0>% HP | 1614 | ✔ | |
Heal <var/val0> HP | 1615 | ✔ | |
Heal <var/val0>% HP in an area | 1616 | ✔ | |
Heal <var/val0>% (<var/val1> <var/val2>%) | 1617 | ✔ | |
<var/val1> <var/val0>% UP(Max <var/val2>) for <var/time> sec. | 1618 | ✔ | |
<var/val1> <var/val0> UP for <var/time> sec. | 1619 | ✔ | |
Heal <var/val0> | 1620 | ||
Heal <var/val0> in an area | 1621 | ||
Heal <var/val0> | 1622 | Copy of 1620 | |
Heal <var/val0> in an area | 1623 | Copy of 1621 | |
Revive char. at <var/val0>% HP | 1624 | Doesn't work? | |
Null <var/val0> for <var/time> sec. | 1625 | ✔ | |
Null <var/val0> for <var/time> sec. | 1626 | Copy of 1625 | |
Illuminate area for <var/time> sec. | 1627 | ✔ | |
Aggro UP for <var/time> sec. | 1628 | ✔ | |
Undetectable for <var/time> sec. | 1629 | ||
Phys. atk. UP for <var/time> sec. | 1630 | ||
Magic atk. UP for <var/time> sec. | 1631 | ||
Phys. def. UP for <var/time> sec. | 1632 | ||
Heal <var/val0>% HP <var/val1> <var/val2>% UP(Max <var/val2>) for <var/time> sec. | 1633 | ||
<var/val0>% P.dmg. VS <var/val1> | 1634 | ✔ | |
Attack powerincreases as aggro increases | 1635 | Incomplete Localization, typo | |
Atk. DOWN when HP is healed | 1636 | Incomplete Localization | |
The more people sacrificed, the more powerful it gets | 1637 | Incomplete Localization | |
Standing in the Dragon Guard aura increases atk. power | 1638 | Incomplete Localization | |
Acc. increases while under a negative status effect | 1639 | Incomplete Localization | |
Does heavy damage to <var/val0> enemies | 1640 | ||
Reduces the effectof <var/val0> attacks | 1641 | Typo | |
The lower your HP is the more your defense increases | 1642 | Incomplete Localization | |
dummy20 | 1643 | Incomplete Localization | |
Renders <var/val0> ineffective | 1644 | ||
<var/val0>% <var/val1> resistance | 1645 | ✔ | |
HP+<var/val0> | 1646 | Incomplete Localization | |
<var/val0> magic effect DOWN | 1647 | Incomplete Localization | |
The lower your HP the more your atk. power increases | 1648 | Incomplete Localization | |
dummy25 | 1649 | Incomplete Localization | |
HP increases when under a negative status effect | 1650 | Incomplete Localization | |
Physical attack power <var/val0>% | 1651 | ||
Deals magical damage | 1652 | ✔ | |
P.Atk.<var/val0>% during Drg Sphere | 1653 | ✔ | |
<var/val0>% P.dmg. to Lv.<var/val1> enemies | 1654 | ✔ | |
Deals physical damage | 1655 | ✔ | |
Mag. effect duration <var/val0>% | 1656 | ||
Night vision | 1657 | ✔ | |
Phys. dmg. taken -<var/val0>% | 1658 | ✔ | |
Magic dmg. taken -<var/val0>% | 1659 | ✔ | |
<var/val0>% chance to resist mag. | 1660 | ||
Divine dmg. taken -<var/val0>% | 1661 | ✔ | |
<var/val0>% chance to res. Divine | 1662 | ||
Resist instant-death | 1663 | ✔ | |
Movement speed <var/val0>% | 1664 | ✔ | |
Jump distance <var/val0>% | 1665 | ✔ | |
Permanent | 1666 | ||
Money gain UP | 1667 | ||
Find treasure UP | 1668 | ||
Find enchanted ice UP | 1669 | ||
Find key UP | 1670 | ||
<var/val0>% <var/val1> magic acc. | 1671 | ✔ | |
Aggro <var/val0>% | 1672 | ✔ | |
Magic attack power <var/val0>% | 1673 | ||
<var/val0>% M.dmg. to Lv.<var/val1> enemies | 1674 | ✔ | |
<var/val0>% M.dmg. VS <var/val1> | 1675 | ✔ | |
Regen for <var/val1> seconds | 1676 | ✔ | |
+<var/val1>% to <var/val0> buffing magic | 1677 | ||
+<var/val0>% effectiveness to Regen | 1678 | ✔ | |
+<var/val0>% to standard magic attack | 1679 | ||
+<var/val0>% to Homing magic attack | 1680 | ✔ | |
+<var/val1>% to <var/val0> magic attack | 1681 | ✔ | |
+<var/val1>% damage to <var/val0> enemies | 1682 | ||
+<var/val0>% to Familiar attack | 1683 | ✔ | |
Restore <var/val1>% HP every <var/val0> seconds | 1684 | ✔ | |
+<var/val0>% P.dmg. damage for <var/time> sec. | 1685 | ||
+<var/val0>% M.dmg. for <var/time> sec. | 1686 | ||
+<var/val0>% Holy dmg. for <var/time> sec. | 1687 | ||
+<var/val0>% P.Atk. while fatigued | 1688 | ✔ | |
+<var/val0>% M.Atk. while fatigued | 1689 | ✔ | |
+<var/val0>% Holy Atk. while fatigued | 1690 | ✔ | |
+<var/val0>% P.Atk. while HP full | 1691 | ✔ | |
+<var/val0>% M.Atk. while HP full | 1692 | ✔ | |
+<var/val0>% Holy Atk. while HP full | 1693 | ✔ | |
Max <var/val0>% P.Atk+ from Retry pts. | 1694 | ✔ | |
Max <var/val0>% M.Atk+ from Retry pts. | 1695 | ✔ | |
Max <var/val0>% H.Atk+ from Retry pts. | 1696 | ||
M.Atk.<var/val0>% during Drg Sphere | 1697 | ✔ | |
Holy Atk.<var/val0>% during Drg Sphere | 1698 | ||
+<var/val0>% P.Atk. during neg. status | 1699 | ✔ | |
+<var/val0>% M.Atk. during neg. status | 1700 | ✔ | |
+<var/val0>% H.Atk. during neg. status | 1701 | ✔ | |
Permanent Burn status | 1702 | ✔ | |
Permanent Confusion status | 1703 | ✔ | |
Permanent Poison status | 1704 | ✔ | |
Positive status time +<var/val0)% | 1705 | ✔ | |
Recover <var/val0>% DP when taking dmg | 1706 | ✔ | |
Natural DP recovery limit +<var/val0>% | 1707 | ✔ | |
Plant items heal <var/val0>% on use | 1708 | ✔ | |
Negate Blight Mushroom, heal <var/val0>% | 1709 | ✔ | |
Plant item pick-ups become panacea | 1710 | ✔ | |
<var/val0>% Blight Mush. become Might | 1711 | ✔ | |
<val/val0>% items not consumed when used | 1712 | ||
Powder items effect +<var/val0> sec. | 1713 | ✔ | Mistranslation: Should be "Relics" not "Powders" |
Candy items effect +<var/val0> sec. | 1714 | ||
Bone items effect +<var/val0> sec. | 1715 | ✔ | |
Healing items become AOE | 1716 | ✔ | |
Magic attacks always hit | 1717 | ✔ | |
Holy attacks always hit | 1718 | ✔ | |
Cannot die from poison damage | 1719 | ✔ | |
Super armor and knockback immunity | 1720 | ✔ | |
<var/val0>% Holy dmg. VS <var/val1> | 1721 |
[insert description here later]
Failsafe Gate Text in "Invisible Anger"
Blood has yet to be offered to every scroll.
In the quest "Invisible Anger," it is impossible to reach this area by normal means without offering blood to every scroll first, as the left side of the map is blocked off. After offering blood to all 3 scrolls, a teleporation glyph appears, which sends you to this area. However, if you somehow manage to reach this area by breaking the boundaries before this condition is fulfilled, this text appears and prevents you from fighting the boss of the quest.
Unused Translations
By the latest version of the game, Version 3.1.0 (all systems), only the languages of English, Japanese, Chinese (Traditional), and Korean are used. However, there are several traces of menu sprites showing unused translations in French, Italian, German, and Spanish. Also, the .tb2 files, which include almost all the text from the game, show language codes for Chinese (Traditional) (zh-cn), German (de), English (en), Spanish (es), French (fr), Italian (it), Japanese (ja), Korean (ko), Dutch (nl), Portuguese (pt), and Russian (ru). Dutch, Portuguese, and Russian are referenced but have no translated text listed. Every other language has translated text, including the unused German, Spanish, French, and Italian translations. Currently, it is unknown who worked on these translations.
Status Effects
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Only the English sprites show the blue- and yellow-arrow status effects; they are present here along with the unused languages for comparison.
Loading Screen Text
Quest List Page Arrows
Scrapped Black Market Crafting Materials
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Version 2.0.0n introduced the Black Market system, along with the Black Market Item Chest. These small chests had a chance of dropping from certain enemies, with specific crafting materials inside. For example, killing a Battle Crab may drop an item chest with a Crab Claw. These materials were used to create special items. Version 2.2.0n removed the old Black Market Item Chest system and replaced it with the regional coins system. Any crafting materials earned from Black Market Item Chests could be exchanged for Litus coins.
Although these items are technically unused, they remain in the game's data to compensate for any players who still have them in their inventory post-Version 2.2.0n. Interestingly, although the game's different console versions do not have cross-play, data for these items still exist in them. Players of the Steam and PS4 versions of the game never got to collect these crafting materials, as those versions of the game were released with 3.0.0.
Item (English) | Item (Japanese) | Item (Korean) | Item (Chinese (Traditional)) | Rarity (Stars) | Dropped from Enemy | Obtainable before removal |
---|---|---|---|---|---|---|
Tough Beak | クチバシ | 부리 | 喙 | 1 | Tough Chick | ✔ |
Honey | 蜂蜜 | 벌꿀 | 蜂蜜 | 1 | Skullbee | ✔ |
Fiendish Carapace | 甲虫の甲殻 | 갑충의 갑각 | 甲蟲的甲殼 | 1 | Demonpillar | ✔ |
Sticky Thread | 粘糸 | 끈끈이 실 | 粘絲 | 3 | Demonpillar | ✔ |
Golden Scales | 金色の鱗 | 금빛 비늘 | 金色鱗片 | 1 | Flygolin (Thunder) | ✔ |
Blue Scales | 水色の鱗 | 푸른 빛 비늘 | 水色鱗片 | 1 | Flygolin (Ice) | ✔ |
Bombud Fruit | ボムツボミの実 | 폭탄 봉오리의 열매 | 炸彈花蕾果實 | 1 | Bombud (Yellow) | ✔ |
Bombud Poison | ボムツボミの毒 | 폭탄 봉오리의 독 | 炸彈花蕾的毒 | 1 | Bombud (Purple) | ✔ |
Fly Juice | 羽虫の体液 | 날벌레의 체액 | 昆蟲體液 | 1 | Fruit Fly | ✔ |
Slime Juice | スライムの体液 | 슬라임의 체액 | 史萊姆體液 | 1 | Deva Slime | ✔ |
Ice | 氷 | 얼음 | 冰 | 1 | Cloudfish (Ice) | ✔ |
Oil | 油 | 기름 | 油 | 1 | Cloudfish (Fire) | ✔ |
Paralyzing Venom | 麻連毒 | 마비 독 | 麻痺毒 | 1 | Cloudfish (Thunder) | ✔ |
Crab Shell | カニの甲羅 | 게의 껍데기 | 螃蟹殼 | 1 | Battle Crab | ✔ |
Crab Claw | カニの爪 | 게의 발톱 | 螃蟹爪 | 3 | Battle Crab | ✔ |
Do-dune Skin | ドードドーの皮 | 도도도의 가죽 | 渡渡渡鳥皮 | 1 | Do-dune | ✔ |
Suspicious Fruit | 怪しげな実 | 수상한 열매 | 詭異的果實 | 1 | Currently unknown | Currently unknown |
Smoldering Tail | 燃え続ける尻尾 | 불타는 꼬리 | 持續燃燒的尾巴 | 1 | Asura Bat (Fire) | ✔ |
Smoldering Wing | 燃え続ける羽 | 불타는 날개 | 持續燃燒的翅膀 | 4 | Asura Bat (Fire) | ✔ |
Frozen Tail | 凍った尻尾 | 얼어 붙은 꼬리 | 冰凍尾巴 | 1 | Asura Bat (Ice) | ✔ |
Frozen Wing | 凍った羽 | 얼어 붙은 날개 | 冰凍翅膀持 | 4 | Asura Bat (Ice) | ✔ |
Twitching Tail | 動き続ける尻尾 | 꿈틀 대는 꼬리 | 續蠕動的尾巴 | 1 | Asura Bat (Wind) | ✔ |
Twitching Wing | 動き続ける羽 | 꿈틀 대는 날개 | 持續抖動的翅膀 | 4 | Asura Bat (Wind) | ✔ |
Paralyzed Tail | 麻揮した尻尾 | 마비 된 꼬리 | 麻痺的尾巴 | 1 | Asura Bat (Thunder) | ✔ |
Paralyzed Wing | 麻痩した羽 | 마비 된 날개 | 麻痺的翅膀 | 4 | Asura Bat (Thunder) | ✔ |
Toxic Tail | 劇毒の尻尾 | 극 독성 꼬리 | 劇毒尾巴 | 1 | Asura Bat (Poison) | ✔ |
Toxic Wing | 劇毒の羽 | 극 독성 날개 | 劇毒翅膀 | 4 | Asura Bat (Poison) | ✔ |
Ogre Nails | オーガの爪 | 오우거의 손톱 | 巨魔指甲 | 1 | Ogre | ✔ |
Shockfish Scales | デンキウオの鱗 | 전기 어의 비늘 | 電魚鱗片 | 1 | Shockfish | ✔ |
Shockfish Sac | デンキウオの毒袋 | 전기 어의 독주 머니 | 電魚的毒袋 | 4 | Shockfish | ✔ |
Goblin Bow | ゴブリンの弓 | 고블린의 활 | 哥布林弓 | 1 | Pale Goblin | ✔ |
Bio-bulb Husk | バルブワームの抜け殻 | 벌브 웜의 허물 | 流體蟲的空殼 | 1 | Bio-bulb | ✔ |
Goblin Torch | ゴブリンの松明 | 고블린의 횃불 | 哥布林火把 | 1 | Red Goblin | ✔ |
Fire Rat Ear | 火ネズミの耳 | 불쥐의 귀 | 火鼠的耳朵 | 1 | Deva Rat (Fire) | ✔ |
Water Rat Foot | 水ネズミの足 | 물쥐의 발 | 水鼠的耳朵 | 1 | Deva Rat (Ice) | ✔ |
Electric Rat Tail | 電気ネズミの尻尾 | 전기 쥐의 꼬리 | 電鼠的耳朵 | 1 | Deva Rat (Thunder) | ✔ |
Toad Oil | ガマの油 | 두꺼비의 기름 | 蟾蜍油 | 1 | Thundertoad | ✔ |
Beetle Wing | 甲虫の超 | 갑충의 날개 | 甲蟲的翅膀 | 1 | Gold Beetle | ✔ |
Rusted Chain | 錆びた鎖 | 녹슨 사슬 | 生鋪的鎖 | 1 | Lampic | ✔ |
Spider Cocoon | クモの繭 | 거미의 고치 | 蜘蛛繭 | 1 | Void Spider | ✔ |
Watcher Whiskers | モルモルの髭 | 모르 모르의 수염 | 觸手眼球的鬚 | 1 | Watcher | ✔ |
Watcher Guts | モルモルの腸 | 모르 모르의 내장 | 觸手眼球的腸 | 5 | Watcher | ✔ |
Diamond | ダイアモンド | 다이아몬드 | 鑽石 | 8 | Unknown / None | |
Horse Meat | 桜肉 | 말고기 | 馬肉 | 8 | [not sure, Equus? Named Monster The Tempest Steed?] | ? |
Enormous Hoof | 巨大な蹄 | 거대한 발굽 | 巨蹄 | 8 | [not sure, Equus? Named Monster The Tempest Steed?] | ? |
Ogre Fang | オーガの牙 | 오우거 송곳니 | 巨魔牙 | 8 | [not sure, Ogre Prince? Named Monster The Horn Breaker?] | ? |
Gold Enhance Cube | エンハンスキューブ・金 | 인핸스 큐브 금 | 增幅魔方・金 | 1 | Unknown / None |
Placeholder Black Market Crafting Materials in Japanese Version
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These placeholder items were discovered in the Black Market shop list in Version 3.0.4s. Only in the Japanese translation do they have placeholder names. In the English, Korean, and Chinese (Traditional) translations, these item names are blank. All items listed have a rarity of 1 star and are in Item Trunk order.
Item |
---|
素材0045_ |
素材0046_ |
素材0047_ |
素材0048_ |
素材0049_ |
素材004A_ |
素材004B_ |
素材004C_ |
素材004D_ |
素材004E_ |
素材004F_ |
素材0050_ |
素材0051_ |
素材0052_ |
素材0053_ |
素材0054_ |
素材0055_ |
素材0056_ |
素材0057_ |
素材0058_ |
素材0059_ |
素材005A_ |
素材005B_ |
素材005C_ |
素材005D_ |
素材005E_ |
素材005F_ |
素材0060_ |
素材0061_ |
素材0062_ |
素材0063_ |
素材0064_ |
素材0065_ |
素材0066_ |
素材0067_ |
素材0068_ |
素材0069_ |
素材006A_ |
素材006B_ |
素材006C_ |
素材006D_ |
素材006E_ |
素材006F_ |
素材0070_ |
素材0071_ |
素材0072_ |
素材0073_ |
素材0074_ |
素材0075_ |
素材0076_ |
素材0077_ |
素材0078_ |
素材0079_ |
素材007A_ |
素材007B_ |
素材007C_ |
素材007D_ |
素材007E_ |
素材007F_ |
References
- ↑ 1.0 1.1 1.2 1.3 http://dragonmfd.com/en/product/
- ↑ 2.0 2.1 http://dragonmfd.com/en/index.html
- ↑ http://dragonmfd.com/jp/product/
- ↑ http://dragonmfd.com/kr/product/
- ↑ http://dragonmfd.com/hk/product/
- ↑ Matt Papa, Dragon Marked for Death: 14 years in the making and out today on PS4, 22th July 2020
- ↑ DualShockers, Inti Creates Interview - President Talks Dragon: Marked for Death, Gal*Gun 2, and Fanservice, 24th May 2018
- Games developed by Inti Creates
- Games published by Marvelous Inc.
- Games published by Inti Creates
- Nintendo Switch games
- Windows games
- PlayStation 4 games
- Games released in 2019
- Games released in January
- Games released on January 31
- Games released in March
- Games released on March 7
- Games with unused areas
- Games with hidden development-related text
- Games with unused enemies
- Games with unused graphics
- Games with unused items
- Games with unused abilities
- Games with unused text
- Works In Progress
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