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» (5.12a) Monster attack types and brands
» (6) Character details
» (7) Tactics & strategy
» (8) Miscellanous

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(5.12) Monster attack mechanism, Armour Class, damage caps
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(5.13) Earthquakes
(5.12a) Monster attack types and brands                                         
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Monsters can strike you with branded attacks, for example acidic hits, or hits
that poison you if you get hit. If you resist the according brand you won't be
affected by it alot, and the overall damage will be reduced. If you're immune
you won't be affected at all and only take a physical part of the damage -
if there is a physical part. This depends on the attack type.
Here is a list of attack types and brands:

Attack type      Contact/Cut/Stun/Bypasses AC/No Block/No Parry
---------------------------------------------------------------
HIT                                  + + + - - -
PUNCH,KICK,BUTT,CRUSH                + - + - - -
CLAW, BITE                           + + - - - -
TOUCH,STING,ENGULF,CHARGE,CRAWL      + - - - - -
SPIT                                 - - - - - -
GAZE,WAIL,SPORE,BEG                  - - - + + +
INSULT,MOAN,SHOW,WHISPER             - - - + + +
EXPLODE                              - - - + - +
DROOL                                - - - - - +
(Note that 'Bypasses AC' also means that this attack type cannot be dodged.)

Brand           Needed resistance to reduce/avoid its effect
(also called    (These help to avoid the effect but do not mitigate damage
'damage type')  unless explicitely states that they do.)
-------------------------------------------------------------------------------
HURT            Only AC - raw damage.
                This damage type can be mitigated by AC.
ACID,ELEC,FIRE,COLD
                According elemental damage.
                The damage can partially be mitigated by having the particular
                (double) resistances or immunities and gets amplified by
                susceptibility.
POISON          poison.
                The damage can partially be mitigated by having the particular
                (double) resistances or immunities and gets amplified by
                susceptibility.
BLIND           blindness.
CONFUSE         confusion (or chaos).
TERRIFY         fear.
PARALYZE        free action.
EXP_xx          hold life.
LOSE_xxx        sustain stats.
EAT_xxx         DEX and stealing skill increase your chance to resist
                EAT_ITEM (item stealing) or EAT_GOLD (money stealing) attempts.
                A device of theft prevention makes you immune to EAT_ITEM.
                A money belt makes you immune to EAT_GOLD.
                Nothing helps against EAT_FOOD or EAT_LITE.
UN_BONUS        disenchantment.
                The damage can partially be mitigated by having the resistance.
UN_POWER        no resistance. It drains charges/energy from your items.
                Additionally it drains some of your mana.

                Magic Device skill helps to prevent draining though.
                See (6.10) for more information about the Magic Device skill.

                Mimicking a monster form that has UN_POWER attacks and at the
                same time is a very proficient caster (at least 1_IN_2 spell
                frequency) will help to prevent draining too.

                Also reduces the remaining duration of a polymorph ring form
                the player is currently mimicking (this effect cannot be
                mitigated by magic device skill or un_power-form).
TIME            time.
                The damage can partially be mitigated by having the resistance.
DISEASE         poison.
                This attack can also decrease your constitution.
INSANITY        none. But certain mimicry forms, skills and classes/races gain
                some damage reduction in three tiers, see (6.6) for details.
HALLU           chaos.
PARASITE        <currently no effect>
DISARM          'Fighting' ability.
                Weapons wielded 2-handely are harder to disarm (stacking).
                Artifacts are also harder to disarm (stacking).
                Heavily cursed items are quite hard to disarm (stacking).
                Note that DISARM effects have a chance to be blocked or parried
                if their attack type can be blocked or parried, which is
                usually the case (they usually have HIT attack type).

                Sometimes disarmed weapons land in your backpack, but sometimes
                you drop them to the ground instead. If there is no empty floor
                (for example because you're fighting on mountain terrain) they
                will instead be scattered across the dungeon level and you will
                have to search it to retrieve them.
FAMINE          none. Makes you hungry.
SEDUCE          none. Makes you take off equipped items.
                Can have random side effects, if your HP are still above 40%
                and if no other players or monsters are standing next to you:
                - drain half of current mana or hit points
                - drain constitution or wisdom
                - get a disease (equals poison effect)
                - lose an item or gold (monster steals it; tools won't help!)
                - gain some experience
                - regain some drained sanity, if any.
SHATTER         purely physical damage. Hits & causes an earthquake - very
                dangerous, see (5.13).
                This damage type can be mitigated by AC.
LITE            Light or blindness resistance.
                The damage can partially be mitigated by having light
                resistance and gets amplified by susceptibility.

Getting hit by higher undead creatures may also infect you with the
Black Breath! (See (1.3a) for more information about Black Breath.)


Further, monsters may have one or more spells they can cast. Breathing elements
and shooting or throwing boulders belong to those too (but aren't affected by
anti-magic fields since they aren't 'real spells' but rather physical actions).

Among the monster spells, such as casting bolt or ball spells, teleporting,
healing, trying to blind/scare/confuse/paralyze/slow the player, summoning
other monsters for help, or speeding itself up with a haste-self spell, there
are some particularly special spells that will be explained here in more
detail:

SHRIEK          Not a real spell but a physical action, some monsters can emit
                an aggravating noise that will wake up all nearby monsters and
                even haste those within line-of-sight of the shrieker.
                This can be extremely dangerous and you'll see a light red
                message in the combat message log when a monster shrieks.
                If you have the sound pack installed, you'll also clearly hear
                it, which can help further to react quickly: On shallow levels
                shrieking might not be that bad, but on deep levels it might
                well be reason enough to teleport out instantly.
TRAPS           Again not a spell but nasty nevertheless. The monster casts a
                3x3 'circle' of traps around you, watch where you step.
UNMAGIC         This can be extremely nasty for istari. Unmagic cancels nearly
                all kind of magic effects your character is currently under,
                such as speed from a speed potion and even Disruption Shield.
                This won't affect classes much such as warriors and archers but
                is life-threatening if it neutralizes the Disruption Shield
                of an Istar. (Note: Holy Martyr cannot be cancelled.)
MIND_BLAST      A psionic attack spell that hurts your sanity and can cause
                confusion and hallucinations.
BRAIN_SMASH     A powerful psionic attack spell that hurts your sanity and can
                cause blindness, confusion, paralyzation and slowness.
FORGET          This mind blanking spell will create darkness around you and
                make you forget about some or all of the items you are carrying
                effectively un-identifying them (except for flavoured items).
HOLD            Although not so special and already mentioned in the text above
                this spell is listed because it's a ranged paralyzation spell.
                Ghouls can do this for example, so make sure that you get
                Free Action as early as possible, definitely before venturing
                into Mordor though.
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(5.12) Monster attack mechanism, Armour Class, damage caps
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(5.13) Earthquakes