root/trunk/lib/help/attack.txt

Revision 919, 32.1 kB (checked in by takkaria, 6 months ago)

(#500) Use consistent line terminators in the help files, with the help of svn:eol-style.

  • Property svn:eol-style set to native
Line 
1 === Attacking and Being Attacked ===
2  
3 Attacking is simple in Angband.  If you move into a creature, you attack him.
4 You can attack from a distance by firing a missile or by magical means (such
5 as aiming a wand).  Creatures attack in the same way.  If they move into you,
6 they attack you.  Some creatures can also cast spells from a distance, and
7 others can use various breath weapons (such as fire) on you from a distance.
8
9 Creatures in walls can not be attacked by wands or other magic attacks
10 normally stopped by walls, nor can they be shot at with bows and arrows.
11 Tunnelling into the wall (using the "tunnel" or "alter" command) will allow
12 you to attack any creature in the wall. This applies to creatures which
13 "pass through" walls: if they "bore through" walls, the wall is no longer
14 there, and the creature can be targetted normally.
15
16 If you are wielding a weapon, the damage for the weapon is used when you hit
17 a creature.  Otherwise you get a single punch which does minimal damage.
18
19 You may "w"ield one weapon for melee combat, and also one missile launcher
20 (bow, crossbow or sling.) You may also wear one amulet (around the one and
21 only neck of the character), two rings (on the two "ring" fingers, i.e. the
22 third finger of each hand: a magic ring does not function when worn on any
23 other finger, nor may two be worn on the same finger), one light source,
24 and a full set of armor - body armor, shield, helmet, gloves, boots and a
25 cloak. Any or all of these items may provide powers to the character in
26 terms of bonuses to-hit, to-damage, to-armor class, or to other stats (in
27 the latter case, a single numerical bonus applies to all affected stats.)
28  
29 Firing a missile (while wielding the appropriate launcher) is the only way to
30 get the "full" power out of the missile.  You may of course throw an arrow at
31 a monster without shooting it, but you will find the effects will not be what
32 you had hoped.
33
34 Hits and misses are determined by ability to hit versus armor class.  A hit
35 is a strike that does some damage; a miss may in fact reach a target, but
36 fails to do any damage.  Higher armor classes make it harder to do damage,
37 and so lead to more misses; they also reduce the damage from a strike that
38 actually occurs.
39  
40
41 === Monster Memories ===
42
43 There are hundreds of different creatures in the pits of Angband, many of
44 which have the same letter symbol and color on the screen.  The exact species
45 of a creature can be discovered by looking at it.  It is also very difficult
46 to keep track of the capabilities of various creatures.  Luckily, Angband
47 automatically keeps track of your experiences with a particular creature.
48 This feature is called the monster memory.  You monster memory recalls the
49 particular attacks of each creature (whether or not technically a monster)
50 which you have suffered, as well as recalling if you have observed them to
51 multiply or move erratically, or drop treasure, etc.  Otherwise you would
52 simply have to take notes, which is an unnecessary bother.
53
54 If you have killed enough of a particular creature, or suffered enough
55 attacks, recalling the monster memory may also provide you with information
56 not otherwise available, such as a armor class or hit dice.  These are not
57 explained, but may be useful to give the relative danger of each creature.
58 This memory can be passed on to a new character even after you die by means
59 of a reduced save file. (You must start the new character by "opening the
60 existing save file" of the dead character for this to happen: using the
61 "start new character" option will not give access to any monster memory.)
62  
63
64 === Your Weapon ===
65
66 Carrying a weapon in your backpack does you no good.  You must wield a weapon
67 before it can be used in a fight.  A secondary weapon can be kept by keeping
68 it in the backpack, and switching it with the primary weapon when needed. This
69 is most often used when switching between a melee weapon and a digging tool,
70 or when carrying two weapons, each of which provides a rare power that the
71 character needs at two separate times.
72
73 Weapons have two main magical characteristics, their enchanted ability to hit
74 and their enchanted ability to do damage, expressed as `(+#,+#)'.  A normal
75 weapon would be `(+0,+0)'.  Many weapons in Angband have bonuses to hit
76 and/or do damage.  Some weapons are cursed, and have penalties that hurt the
77 player.  Cursed weapons cannot be unwielded until the curse is lifted.
78 Identifying a weapon will inform you of the magical bonuses and penalties
79 and whether or not it is cursed.
80
81 Angband assumes that your youth in the rough environment near the dungeons
82 has taught you the relative merits of different weapons, and displays as
83 part of their description the damage dice which define their capabilities.
84 Any damage enchantment is added to the dice roll for that weapon.  The dice
85 used for a given  weapon is displayed as "XdY".  The number "X" indicates
86 how many dice to roll, and number "Y" indicates how many sides they have. A
87 "2d6" weapon will thus give damage from 2 to 12, plus any damage bonus. The
88 weight of a weapon is also a consideration.  Heavy weapons may hit harder,
89 but they are also harder to use.  Depending on your strength, dexterity,
90 character class, and weapon weight, you may get several attacks per turn:
91 high dexterity and strength and low weapon weight are the main factors.
92 Warriors may get up to a maximum of 6 attacks per turn: mages are limited
93 to only 4: other classes may get up to 5.
94
95 Missile booster weapons, such as bows, have their characteristics added to
96 those of the missile used, if the proper weapon/missile combination is used,
97 and the the launcher multiplier is applied to the total damage, making
98 missile weapons very powerful given the proper missiles, especially if they
99 are enchanted.
100
101 Although you receive any magical bonuses an unidentified weapon may possess
102 when you wield it, those bonuses will not be added in to the displayed
103 values of to-hit and to-dam on your character sheet.  You must identify the
104 weapon before the displayed values reflect the real values used.
105
106 Finally, some rare weapons have special abilities.  These are called ego
107 weapons, and are feared by great and meek.  An ego weapon must be wielded
108 to receive the benefit of its abilities. It should be noted that some of
109 these items are considerably more powerful than others, and generally the
110 most powerful items are the rarest. Also important is the fact that not all
111 ego-items are nice...
112
113 Ego weapons are denoted by the following "names": 
114
115 (Defender)
116      A magical weapon that actually helps the wielder defend himself, thus
117      increasing his/her armor class, and protecting him/her against damage
118      from fire, cold, acid, lightning, and falls.  This weapon also will
119      increase your stealth, let you see invisible creatures, protect you
120      from paralyzation and some slowing attacks, and help you regenerate hit
121      points and mana faster.  As a result of the regeneration ability, you
122      will use up food somewhat faster than normal while wielding such a
123      weapon.  These powerful weapons also will sustain one stat, though this
124      stat will vary from weapon to weapon.
125
126 (Holy Avenger)
127      A Holy Avenger is one of the more powerful of weapons.  A Holy Avenger
128      will increase your wisdom and your armour class.  This weapon will do
129      extra damage when used against evil, demonic and undead creatures, and
130      will also give you the ability to see invisible creatures.  These
131      weapons are basically extremely powerful versions of Blessed Blades
132      and can be wielded by priests with no penalty. These weapons, like
133      (Defender) weapons, also will sustain one random stat.
134
135 (Blessed)
136      A blessed blade will increase your wisdom.  If you are a priest,
137      wielding a non-blessed sword or polearm causes a small penalty while
138      attacking and may infuriate your god, decreasing the chances that he
139      will accept your prayers: a blessed blade may be wielded without
140      this penalty.  Blessed blades also have one extra, random, power.
141
142 Weapon of Westernesse.
143      A Weapon of Westernesse is one of the more powerful weapons.  It slays
144      orcs, trolls, and giants, while increasing your strength, dexterity,
145      and constitution.  It also lets you see invisible creatures and protects
146      from paralyzation and some slowing attacks.  These blades were made by
147      the Dunedain.
148
149 Weapon of Extra Attacks.
150      A weapon of extra attacks will allow the wielder to deliver extra
151      attacks during each round.
152
153 Elemental Branded Weapons.
154      Each of the four elemental attacks has a corresponding weapon which
155      will do treble its base damage to creatures not resistant to that
156      element. (It should be noted that the magical damage bonus is not
157      affected by this: a weapon of Flame (2d6) (+5,+6) does 6d6+6 damage
158      per hit, not 6d6+18, against creatures which are not fire-resistant.)
159      There are weapons of Flame, Frost, Lightning, Acid and Poison brands.
160
161 Weapons of Slaying enemies.
162      These weapons do extra damage against creatures of a vulnerable type.
163      Weapons of Slay Evil and Slay Animal do double the base damage, while
164      weapons of Slay Orc, Troll, Giant, Dragon, Demon and Undead do triple
165      the base damage. As with elemental branded weapons, the magical damage
166      bonus is not affected.
167
168 Weapons of *Slaying* enemies.
169      These weapons, in addition to doing extra damage to your enemies, have
170      extra powers as well. In each case, one stat is increased. Weapons of
171      *Slay Dragon* are also more powerful against their opponents, doing
172      five times their base damage rather than the normal three.
173
174 Weapon of Morgul.
175      These blades are so foully cursed with evil, it is rumored that it is
176      nearly impossible to remove them without a special curse-removing spell,
177      much stronger than normal Remove Curse.
178
179 Shovels of Digging.
180      These powerful diggers will dig through granite as if it were mere wood,
181      and mineral veins as if they were butter. Permanent rock is still an
182      impassable obstacle.
183
184 Ego Missile Launchers and Ammo:
185 -------------------------------
186 Launchers of Accuracy.
187     These launchers have an unnaturally high to-hit number, making them
188     extremely accurate.
189
190 Launchers of Velocity.
191     These launchers do an unnaturally high amount of damage due to their
192     high to-hit number.
193
194 Launchers of Extra Shots.
195     These launchers allow the wielder to shoot more times per round than
196     normal.
197
198 Launchers of Extra Might.
199     These launchers have a higher base damage than normally made launchers
200     of their type. For instance, a Long Bow of Extra Might (x3)(+X,+Y)(+2)
201     is really a Long Bow (x5)(+X,+Y) where (+X,+Y) is the standard to-hit
202     and to-dam. As the damage multiplier with the bow affects *everything*
203     - the base arrow damage, the magical damage bonus on both the bow and
204     the arrow, and any bonuses for slaying or elemental-branded arrows -
205     this makes it a powerful weapon.
206
207 Ammo of Wounding.
208     This ammunition - whether it be pebbles, iron shots, arrows, bolts,
209     seeker arrows or seeker bolts - has big bonuses to-hit and to-damage.
210
211 Ammo of Elemental Brands, and Ammo of Slaying enemies.
212     This works in the same way as melee weapons of the same type: double
213     damage for slay evil and slay animal, triple damage for all other
214     slays and for all elemental brands. Unlike melee weapons, the slays
215     and elemental brands *do* affect the magical damage bonus for ammo.
216
217 Ammo of Backbiting.
218     This cursed ammunition will never hit what it is aimed at. Rumour has
219     it that it will curve round and hit the person who shot it in the
220     back: but so far, this rumour has proved unfounded, and is believed
221     to be false.
222
223 These are the most common types of ego-weapon: note that they are not the
224 ONLY ego-items available in the dungeon, there may be more.
225
226 Apart from these there are some very rare and well made weapons in the
227 dungeon with not necessarily any special abilities. These include Blades
228 of Chaos, Maces of Disruption, and Scythes of Slicing.  They can also be
229 ego weapons like the ones above.  For example, a Blade of Chaos (Holy
230 Avenger) is much more powerful than many artifact weapons!
231
232 === Your Armor Class ===
233
234 Your armor class (or AC) is a number that describes the amount and the
235 quality of armor being worn. Armor class will generally run from about 0 to
236 150, though exceptionally good armor can improve even on the latter figure.
237  
238 The larger your armor class, the more protective it is.  A negative armor
239 class would actually help get you hit.  Armor protects you in three manners.
240 Firstly, it makes you harder to be hit for damage.  A hit for no damage
241 counts as a miss, and is described as a miss.  Secondly, good armor will
242 absorb some of the damage that your character would have taken from normal
243 attacks.  Thirdly, acid damage is reduced by wearing body armor (but the
244 armor will be damaged instead).  It is obvious that a high armor class is
245 vital for surviving the deeper levels of Angband.
246
247 Each piece of armour has a base armor value, which, like the damage from
248 weapons, is assumed known by the player, and a magic bonus, which will not
249 be displayed unless the armor has been identified or was bought in a store.
250
251 Armor class values are always displayed between a set of square brackets,
252 as "[#]" or "[#,+#]".  The first value is the base armor class of the armor. 
253 The second number is the magical bonus of the item, which is only displayed
254 if known, and will always have a sign preceding the value.  Note that a few
255 rings, amulets, and weapons also have the "[+#]" notation, indicating that
256 they provide an armor bonus.  Many pieces of heavy body armor will also have
257 a "(-#)" (in normal brackets) before the "[#,+#]", which indicates that the
258 weight of the armor decreases your chances of hitting monsters.  This can
259 range from nonexistent for very light armor to (-8) for the heaviest armor!
260
261 Some pieces of armor will possess special abilities denoted by the following
262 names:
263
264 Ego Armors and Shields:
265 -----------------------
266 of Resist Acid, Lightning, Fire or Cold.
267      A character wearing armor or a shield with one such resistance will
268      take only 1/3 of normal damage from attacks involving the relevant
269      element of acid, lightning, fire or cold. Note that multiple
270      permanent sources of resistance are NOT cumulative: wearing two is
271      no better than wearing one. However, armor which provides resistance
272      to acid cannot itself be damaged by acid, and this is a good reason
273      to wear more than one such piece of armor.
274  
275 of Resistance.
276      A character wearing armor with this ability will have resistance to
277      Acid, Cold, Fire, and Lightning as explained in each part above.
278
279 Armor of Elvenkind.
280      This is the same as Resistance armor, only generally better enchanted.
281      It will make you more stealthy.  This armor also possesses an extra
282      resistance, at random from the following list: poison, light, dark,
283      blindness, confusion, nexus, fear, nether, chaos, disenchantment,
284      sound and shards.
285  
286 Robes of Permanence.
287      These robes are designed especially for wizards.  Just like Elvenkind
288      armor, they provide resistance to fire, cold, acid, and electricity and
289      cannot be damaged by acid.  They sustain all of your stats and protect
290      you from a good deal of all experience draining.  Also like Elvenkind
291      armor, they have one random resistance.
292
293 Dragon Scale Mails.
294      These extremely rare pieces of armour come in many different colors,
295      each protecting you against the relevant dragons.  Naturally they are
296      all resistant to acid damage.  They also occasionally allow you to
297      breathe as a dragon would!
298
299 Ego Helms:
300 ----------
301 Stat Boosting Helms.
302      There are magical helms found in the dungeon that have the ability
303      to boost the wearer's intelligence, wisdom, or charisma.  Helms of
304      Beauty are the ones that boost charisma.  In addition to boosting
305      the relevant stat these helms will also prevent that stat from being
306      drained.
307
308 Crown of the Magi.
309      This is the great crown of the wizards.  The wearer will have an
310      increased (and sustained) intelligence, and will also be given
311      resistance against fire, frost, acid, and lightning.  These valuable
312      helms also have an additional random power.
313
314 Crown of Might.
315      This is the crown of the warriors.  The wearer will have an
316      increased and sustained strength, dexterity, and constitution,
317      and will also be immune to any foe's attempt to slow or paralyze
318      him or her.
319
320 Crown of Lordliness.
321      This is the great crown of the priests.  The wearer will have an
322      increased and sustained wisdom and charisma.
323
324 Helm/Crown of Seeing.
325      This is the great helmet or crown of the rogues.  The wearer will be
326      able to see invisible creatures, and will have an increased ability to
327      locate traps and secret doors.  It is also rumored that the wearer of
328      such a helm will not be able to be blinded.
329
330 Helm of Infravision.
331      This helmet allows the character to see monsters even in total
332      darkness, with the ability to see heat. Note that spellbooks are the
333      same temperature as the surroundings, and so cannot be read unless
334      some real light is present. (Some monsters which are invisible to
335      normal vision can be seen under infravision.)
336
337 Helm of Light.
338      In addition to providing a permanent light source for the wearer, this
339      helm also provides resistance against light-based attacks.
340
341 Helm/Crown of Telepathy.
342      This helm or crown grants the wearer the power of telepathy.
343
344 Helm of Regeneration.
345      This helm will help you regenerate hit points and mana more quickly
346      than normal, allowing you to fight longer before needing to rest.  You
347      will use food faster than normal while wearing this helm because of
348      the regenerative effects.
349
350 Helms of Teleportation.
351      This cursed helm will always keep the player on the hop, never sure
352      where he is and never able to stay in one place.
353
354 Crowns of Sickliness.
355      Ruling is such a drain on one's health... This crown will debilitate
356      its wearer, reducing his strength, dexterity and constitution.
357
358 Helms/Crowns of stat reducing.
359      These helms can reduce your wisdom, intelligence or charisma.
360  
361 Ego Cloaks:
362 -----------
363 Cloak of Protection.
364      This finely made cloak will come with an unnaturally high enchantment
365      and is not affected by elemental based attacks.
366
367 Cloak of Stealth.
368      This cloak will increase the wearer's stealth, making the wearer less
369      likely to wake up sleeping monsters.
370
371 Cloak of Aman.
372      These exceptionally rare cloaks provide great stealth, have a very
373      high enchantment, and one random resistance.
374
375 Cloak of Enveloping.
376      This cloak gets in the way of everything you try to do. You can't seem
377      to hit monsters without having to shove aside several folds of cloth,
378      and yet more layers cushion the blow and reduce the damage you do.
379
380 Cloak of Irritation.
381      This cloak not only envelops its wearer but aggravates all who see it.
382
383 Cloaks of Vulnerability.
384      This severely cursed cloak appears to be powerful, but in fact lets
385      through the full force of every attack directed at it.
386
387 Ego Gloves:
388 -----------
389 Gloves of Free Action.
390      The wearer of these gloves will find himself resistant to paralyzing
391      attacks as well as some slowing attacks.  Because of the special
392      nature of these gloves, magic users may wear these gloves without
393      incurring a mana penalty.   
394
395 Gloves of Slaying.
396      These gloves will increase the wearer's fighting ability by boosting
397      the wearer's to-hit and to-dam values.
398
399 Gloves of Agility.
400      These gloves will increase the wearer's dexterity.  Because of the
401      special nature of these gloves, magic users may wear these gloves
402      without incurring a mana penalty.   
403
404 Gauntlets of Power.
405      These spiked gauntlets will boost the wearer's strength as well as the
406      wearer's  to-hit and to-dam numbers.
407
408 Gauntlets of Weakness.
409      These gauntlets sap your strength.
410
411 Gauntlets of Clumsiness.
412      These gauntlets make you fumble.
413
414 Ego Boots:
415 ----------
416 Boots of Slow Descent.
417      These boots protect the wearer from the effects of small falls.
418
419 Boots of Stealth.
420      These boots increase the wearer's stealth, like a Cloak of Stealth.
421
422 Boots of Free Action.
423      The wearer of these boots will find himself resistant to paralyzing
424      attacks as well as some slowing attacks.
425
426 Boots of Speed.
427      The wearer of these boots will become unnaturally fast.
428
429 Boots of Noise.
430      The wearer of these boots will make great echoing stamps as he walks
431      around the dungeon, waking up and aggravating all monsters.
432
433 Boots of Slowness.
434      They seem to be stuck to the ground, and you can hardly move at all
435      while wearing these things.
436
437 Boots of Annoyance.
438      These boots will both slow the player and aggravate monsters.
439
440 Once again, these are not necessarily the ONLY ego-items in the dungeon,
441 only the most common.
442
443 Apart from these there are some very rare and well-made armours in the
444 dungeon with not necessarily any special abilities. These include Shields of
445 Deflection, Adamantite Plate Mail, Mithril Plate Mail, Mithril Chain Mail,
446 and Shadow Cloaks.  The first four cannot be damaged by acid because of the
447 quality metals they contain.
448
449 There are rumors of unique "artifact" items in the dungeon - weapons and
450 armor of all types. Many of these are more powerful than even the greatest
451 ego-items: some are weak and have little more than a name to recommend them.
452 In all cases, and indeed if the player desires to find out the powers of an
453 ego-item with random powers, use of a scroll of *Identify* will reveal all
454 the powers of any given item.
455
456 === Non-melee attacks and resistances ===
457
458 The player may at some time gain access to non-melee attacks, and many
459 monsters also have them. Perhaps the most famous of this type of attack is
460 dragon breath, but monsters may also cast spells at the player, and vice
461 versa. This damage generally is not affected by armor class, and does not
462 need a hit roll to hit the player or monster being aimed at.
463
464 Some attacks are purely magical: attack spells which blind, confuse, slow,
465 scare or paralyze the target.  In some cases, a melee attack may also do
466 this.  These attacks are resisted by monsters of higher level (native to
467 deeper dungeon depths) and characters with a high saving throw - saving
468 throws being dependent on class, level and wisdom. There are also available
469 resistances to fear, blindness and confusion, and the power of "free
470 action" prevents magical paralysis and most slowing attacks (the player may
471 still be paralyzed by being "knocked out" in melee or by a stunning attack,
472 but this is very rare.) It should also be noticed that unique monsters
473 automatically pass their saving throws, and some monsters are naturally
474 resistant to confusion, fear and sleep-monster attacks. Monster spells
475 to "cause wounds" are included in this category, of attacks which do no
476 damage if a saving throw is made, or full damage if it is failed.
477
478 Some melee attacks by monsters may drain a stat, as can some traps: this is
479 prevented by having that stat sustained.
480
481 Some monsters may cast spells that teleport the player character. To these,
482 there is no saving throw, except to those that would actually teleport him
483 up or down one dungeon level. Having resistance to nexus will also prevent
484 being level-teleported, but not normal teleportation spell attacks. The
485 player may teleport monsters in the same way, with a spell, wand or rod.
486
487 Other attacks are usually elemental-based, including the aforementioned
488 example of dragon breath. Many monsters can breathe various attacks or
489 cast bolt or ball spells, and the player may also have access to bolt and
490 ball spells (or breathe like a dragon, if he is wearing a dragon scale mail.
491 The player, and the monsters, may be resistant to these forms of attack:
492 and resistance is handled in different ways for the player and the monster,
493 and for different attack forms.
494
495 Bolt spells will hit the first monster (or the player) in the line of fire:
496 ball spells and breaths may centre on a target which may be hiding behind
497 other targets. Ball spells and breath weapons affect an area: other monsters
498 caught in the blast take reduced damage depending on how close to the
499 centre of the blast they are. Bolt and ball spells depend on the level of
500 the monster or player: breath weapons are proportional to a fraction of the
501 monster's current hit points, with a maximum cap on the damage (which is
502 higher for the most common of such attacks, owing to the fact that the
503 resistances are also easier to find.)
504
505 In the case of fire, cold, lightning, acid and poison, if the monster has
506 resistance to a player attack of this kind it will take almost no damage.
507 If the player has one or more permanent sources of resistance, he will take
508 1/3 of the damage he would normally take: if the player has a temporary
509 source of resistance (whether from potion, spell or artifact), this will
510 also reduce the damage to 1/3 of its normal level, allowing the character
511 to take only 1/9 damage if he has both permanent and temporary resistance.
512 Having more than one source of permanent resistance confers no extra bonus,
513 and using more than one source of temporary resistance increases only the
514 duration of the resistance: in both cases, either the resistance is present
515 or it is not. But one permanent resistance and one temporary resistance are
516 both effective simultaneously.
517
518 The character may also gain immunity to fire, cold, lightning and acid if
519 he is fortunate to find any of the two or three artifacts that provide
520 these immunities: immunity means that no damage is taken, and the
521 character's equipment is also totally protected. Immunities are EXTREMELY
522 rare, and nothing else can protect the player's equipment or inventory
523 from damage. So expect your armor to take damage from acid attacks even if
524 you yourself are resistant - unless you are wearing armor which cannot be
525 damaged by acid (which may not necessarily provide the resistance to the
526 player, in the case of armor and shields made out of high-quality materials),
527 and expect your staffs, scrolls, spellbooks and arrows to be damaged by fire,
528 your potions by frost, your wands, rings and amulets in your inventory (but
529 not worn or wielded rings or amulets) by lightning, and weapons and armor in
530 the inventory may both be damaged or destroyed by acid and fire.
531
532 Another attack that the player will come into contact with all too often
533 is the soul-chilling nature of the undead, which can drain the character's
534 life experience. Some monsters have a life-draining melee attack, others may
535 cast ball or bolt spells or, in extreme cases, breathe the very force of the
536 netherworld (shortened by the game to "nether".) There are two powers which
537 are of assistance in this case: that of "hold life" will prevent 90% of all
538 experience drains, and in the other 10% of cases, the amount of experience
539 lost will be reduced by 90%. That of "resistance to nether forces" will
540 provide resistance to nether bolts, balls and breaths, reducing the damage
541 and preventing any experience drains from these attacks, but has no effect
542 on melee "hits to drain experience".  Monsters caught in the blast from a
543 nether ball or breath will take damage proportional to distance from the
544 centre of the attack, except for undead who are totally immune. The player
545 may find wands or rods of Drain Life, which similarly are ineffective on
546 those undead creatures which have no life to drain: however, the real
547 player equivalent attack spell is the priest/paladin spell of "Orb of
548 Draining", a ball spell which does damage to all monsters, double damage to
549 evil monsters, and is resisted by none.
550
551 Other attack forms are rarer, but may include: disenchantment (both in melee
552 or by a monster breath), chaos (a monster breath only, which if unresisted
553 will cause the player to hallucinate and be confused, and may drain life
554 experience), nexus (which may teleport the player to the monster, away from
555 the monster, up or down a level, or swap over two of the player's "internal"
556 stats), confusion breath attack, light and darkness (which will blind a non-
557 resistant character), sound (which will stun a non-resistant character and
558 may destroy his potions), crystal shards (which will cut a non-resistant
559 character and may destroy his potions), inertia (which will slow a character
560 even if he has free action), gravity (which will blink a character, also
561 stunning and slowing), force (which will stun the character), plasma (which
562 will stun, and may destroy items which are vulnerable to either fire or
563 lightning), time (which may drain experience regardless of hold life, or
564 drain stats regardless of sustains), water bolts and balls (which may confuse
565 and stun, and do considerable damage from high-level monsters), ice bolts
566 (which may cut and stun, and damage potions), and mana bolts and balls (the
567 latter usually known as Mana Storms.) Magic missiles are included in the
568 "mana" category, whether cast by the monster or the player.
569
570 There are resistances available to chaos, disenchantment, confusion, nexus,
571 sound, shards, light and darkness: all of these will reduce the damage and
572 prevent side-effects other than physical damage. With these resistances, as
573 with nether resistance, damage is a random fraction: for light and dark, it
574 is between 4/7 and 4/12, for sound and confusion it is between 5/7 and 5/12,
575 and for chaos, disenchantment, nexus, shards and nether it is between 6/7
576 and 6/12.
577
578 It should be noted that not all of these are actually vital to completing
579 the game: indeed, of the above list, only fire, cold, acid, lightning, poison
580 and confusion resists are regarded as truly vital, with blindness, chaos and
581 nether the next most desirable. Some attack forms are not resistable, but
582 thankfully these are rare: resist shards will prevent all other magical
583 attacks which cut (namely ice bolts), and resist sound will prevent all
584 magical stunning (force breath, water bolts and balls, ice bolts, gravity and
585 plasma), and confusion resistance will prevent confusion by a water bolt or
586 ball, but there is no resistance to the physical damage caused by these
587 following attacks: inertia, force, gravity, plasma, time, ice, water, mana.
588 There is no resistance to any of the side-effects of a time attack, or indeed
589 to anything but the stunning effects of a gravity attack.
590
591
592 === A note on speed ===
593
594 Monsters which do not move at normal speed generally move "slowly" (-10 to
595 speed), "fast" (+10), "very fast" (+20) or "incredibly fast" (+30). (It will
596 surprise nobody that Morgoth is one of the few monsters in the last category.)
597 This is further adjusted by the fact that any given individual monster may
598 have a random adjustment from (-2) to (+2) to its own speed.
599
600 Generally, (+10) is exactly double normal speed, and (-10) exactly half.
601 (+20) is about three times normal speed, but after that there is less
602 noticeable improvement as speed goes higher - for instance, (+30) is not
603 quite four times normal speed, and higher values than this are largely
604 irrelevant. The player may find items which can be worn or wielded that
605 provide speed bonuses: these may include boots of speed, rings of speed
606 and a few very rare artifacts. Boots will provide a random 1d10 to speed:
607 rings of speed may be bigger than that - generally the best that the player
608 will get is two just over (+10), but individual rings of up to (+22) speed
609 have been known (although the record cursed one is much higher, at (-56):
610 only one unsuccessful roll away from being a (+56) ring...)
611
612 Separate from the question of permanent speed (as determined by the player's
613 speed items and the monster's natural speed) is that of temporary speed. The
614 player may cast a spell of haste-self, or use a potion, staff or rod of speed
615 or use an artifact activation to speed him temporarily: or a monster may cast
616 a haste-self spell, or be affected by another monster "shrieking for help"
617 or the player reading a scroll of aggravate monster. In all cases, (+10)
618 speed is added temporarily to the affected monster or player. Using two or
619 more sources of temporary speed is cumulative only in duration - one cannot
620 get from normal speed to (+20) using a potion and a spell of speed. Spells
621 of temporary slowing (including monsters breathing inertia or gravity) are
622 handled the same way, with exactly (-10) being subtracted from the player
623 or monster's speed temporarily, for the duration of the spell or breath's
624 effect.
625
626
Note: See TracBrowser for help on using the browser.