Difference between revisions of "Conflict"

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This property creates a scene of '''conflict''' around you, and so is one of the most useful but dangerous features in the game.
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{{merge|ring of conflict}}This property creates a scene of '''conflict''' around you, and so is one of the most useful but dangerous features in the game.
  
 
Conflict has several effects. [[Peaceful]] or [[tame]] monsters will start attacking you or other monsters near them, though for all other intents and purposes they are still peaceful/tame, e.g. attacking them still carries consequences. This makes conflict dangerous near strong [[pet]]s, [[shopkeeper]]s, or other peacefuls. However, it will also make nearby monsters attack each other instead of you, which is incredibly helpful, especially in high-density areas like the [[Astral Plane]] and [[Moloch's Sanctum]].
 
Conflict has several effects. [[Peaceful]] or [[tame]] monsters will start attacking you or other monsters near them, though for all other intents and purposes they are still peaceful/tame, e.g. attacking them still carries consequences. This makes conflict dangerous near strong [[pet]]s, [[shopkeeper]]s, or other peacefuls. However, it will also make nearby monsters attack each other instead of you, which is incredibly helpful, especially in high-density areas like the [[Astral Plane]] and [[Moloch's Sanctum]].

Revision as of 22:02, 1 January 2011

A user has suggested this page be merged with "ring of conflict"

This property creates a scene of conflict around you, and so is one of the most useful but dangerous features in the game.

Conflict has several effects. Peaceful or tame monsters will start attacking you or other monsters near them, though for all other intents and purposes they are still peaceful/tame, e.g. attacking them still carries consequences. This makes conflict dangerous near strong pets, shopkeepers, or other peacefuls. However, it will also make nearby monsters attack each other instead of you, which is incredibly helpful, especially in high-density areas like the Astral Plane and Moloch's Sanctum.

Specifically, monsters are affected if they are in your line of sight and at most 8 squares away. Blinded monsters and the Wizard are impervious to conflict.[1] Monsters with a sufficiently high combined magic resistance and level can resist this.[2][3]

Additionally, if you are generating conflict when you arrive on the Astral Plane, instead of getting a guardian angel you will be attacked by some hostile angels. If you aren't wearing the ring when you arrive, but later put it on and your guardian angel notices, it will also turn hostile. Conflict also has another effect: Monsters will move around randomly if they engulf you. This can be very helpful, if used properly, to a pacifist.

The main source of conflict is the ring of conflict. Unfortunately, wearing a ring of conflict burns nutrition very quickly: every even-numbered turn your nutrition is decremented.

A ring of conflict can often be eaten for a chance of obtaining conflict as an intrinsic. Note that intrinsic conflict has the same nutrition cost as extrinsic conflict, minus the ring hunger.

If you are not wearing the ring, conflict can be toggled by invoking the Sceptre of Might. This has exactly the same effects as the ring, including attack level in resistance rolls, but will spare you from hunger.

References

  1. Mon.c#line618
  2. Source:Mhitm.c#line115, Zap.c#resist
  3. All these extra checks do not apply to spellcasters casting spells at range monmove.c#line502


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