Some game mechanics are hardly known, yet people tend to find out about them earlier or later, well, at least sometimes :-p
The intention of this thread is to keep track who finds out about the more obscure things and inform others about it, as it would be sad if once discovered things were actually forgotten again. So if you find out anything, just add to this thread!
If you have suggestions for new additions of special mechanics, please use the in-game "/rfe" command as usual (or create another forum thread if you want to discuss it), as this thread is for referencing already existing things rather than creating new ones.
I'll write down the first three things that come to mind as already been "discovered" by players, correct me if wrong.

- Dropping The One Ring into the lava inside Mt Doom will weaken Sauron the next time he spawns (for as long as he isn't defeated).
This also works in IDDC, and the "two Saurons" (IDDC vs non-IDDC) are handled separately.
IIRC this was discovered first by Meregord and someone who was with him, but I don't remember it clearly at all.
Small additional teaser perhaps: The same old volcano, Mt Doom, is involved into another item-related issue.
- Using wand of heal monster on sick townies can cure them.
I forgot who discovered this.
Very small teaser: Healing monsters could have its use in very specific circumstances, considering that monsters or mechanics in general might behave/work differently depending on monster health state. For example you cannot charm monsters that aren't at full HP. However, this is not something that will turn around any particular gameplay and I believe has no real importance (uh, although I'm never sure what kind of weird stuff/mechanics/ideas players will come up with at some point, that I have never thought about, been surprised several times in the past).
- Armour weight is actually kind of realistic, while weapon weight is more like reallife x 3.
I noticed this and adjusted outliers accordingly when I checked weapons and armour for consistency in relation to each other.
Related to this point perhaps, I also adjusted metal weight to be consistent.
Regarding fantasy metals Mithril and Adamantite (leaving out Ebonite for now):
I'm treating Mithril somewhat as counterpart to our real-life Titanium, as their properties seemed, uh, kind of similar, remotely >_> and as anyone looking into bicycles will know, both are very difficult to forge and therefore very expensive.
Titanium does exist as "item flavour" for wands in the game though, this could maybe get resolved at some point.
Adamantium could be any kind of super-dense metal maybe (as its weight is reflecting it realistically and not being "magically" light at all).
Tungsten comes to mind, where we could assume raw tungsten only for massive golem pieces where weight can be excessive, and for armour we have highly capable dwarven forge masters producing finest tungsten carbide >,>' keeping the weight as we know it in-game, but still somewhat in check compared to actual raw tungsten. Fits roughly pretty well imo.
Another small teaser for further discovery: I also looked into melting points of some metals.
- Salt water is rather effective at melting ice.