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(6.5) Monster attack types and brands ------------------------------------- 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. DISEASE no resistance (except in PvP, where it acts as poison instead). This attack can in rare cases also decrease your constitution, and in extremely rare cases decrease it permanently even. True vampires and initiated maiar are immune against the continuously damaging infection, although they may still suffer the initial consitution loss. BLIND blindness. CONFUSE confusion (or chaos). TERRIFY fear. PARALYZE free action. EXP_xx hold life; necromancy skill; necromancy AND unlife skill maxed; attaining character level level 99. This attack drains xp and the only full protection is being level 99 or having both Necromancy and Unlife both at 50.000. Other than that, reducing the chance to lose xp from this attack is done (stackingly) by having 'hold life', having a higher saving throw, and having a higher 'necromancy' skill. Variations: EXP_10, EXP_20, EXP_40, EXP_80. LOSE_xxx sustain the affected stat or even all stats for LOSE_ALL. This attack would reduce your stat(s) if they're not sustained: LOSE_STR, LOSE_INT, LOSE_WIS, LOSE_DEX, LOSE_CON, LOSE_CHR. EAT_xxxx There are five types with different means of mitigation: - EAT_ITEM (item stealing) and - EAT_GOLD (money stealing) attempts: DEX and stealing skill increase your chance to resist these. A backpack safety lock makes you highly resistant to both. - EAT_FOOD (eats an edible item straight from your backpack) - EAT_LITE (consumes the fuel of your light source, if fueled) - EAT_MANA (drains your mana points): Nothing helps against these three. UN_BONUS disenchantment. If unresisted, this attack will disenchant a random piece of your equipment. The damage can partially be mitigated by having disenchantment resistance. UN_POWER magic device skill; fast-casting UN_POWER monster forms. It drains charges/energy from your items: "Energy drains from your pack" for magic devices or polymorph rings in your inventory or "Energy drains from your equipment" for worn polymorph rings. Additionally it drains some of your mana. Magic Device skill helps to prevent draining though. See (7.10) 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 resistance. If unresisted it can drain xp, a single stat or all your stats at once, same as any magical time-based attacks. The damage can be mitigated partially by time resistance. INSANITY none. But certain mimicry forms, skills and classes/races gain some damage reduction in three tiers, see (7.6) for details. HALLU chaos. If unresisted, you will hallucinate for some time. 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, parried or dodged if their attack type can be blocked, parried or dodged, which is currently the case for all monsters that can disarm because the monsters all use the HIT attack type for it. 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. When dual-wielding, the secondary weapon cannot get disarmed while the wielder is in 'Main-Hand' mode. 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, therefore only AC helps. Hits & causes an earthquake - very dangerous, see (5.11). This damage type can be mitigated by AC. LITE Light or blindness resistance. Blindness resistance will prevent any blindness effect. 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.) In general, unique undead monsters of at least level 35 can infect you, and non-unique undead monsters of at least level 40 can infect you. The chance of infection increases with monster level. Nazgul have an especially high chance (much greater than any other monster) of infecting you. Aside from monsters, certain cursed items might infect you when you equip them (such as weapons of Morgul). Last but not least the Black Breath is contagious and can be transmitted by an infected player bumping into another player (Bree and the Training Tower are safe zones though). 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. The haste effect is permanent, but most non-unique monsters can be slowed down again by using any slowing magic. 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, paralysis 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 paralysis 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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