Difference between revisions of "Movement tactics"

From NetHackWiki
Jump to navigation Jump to search
(created)
 
m (Remove some extra line breaks and repair some links.)
Line 4: Line 4:
 
tricks and exceptions.
 
tricks and exceptions.
  
==Roguespace cardinal directions==
+
== Roguespace cardinal directions ==
  
 
There are 8 cardinal directions in NetHack:
 
There are 8 cardinal directions in NetHack:
Line 16: Line 16:
 
   b  j  n
 
   b  j  n
  
(For the purposes of [[throwing]] and [[casting]], "up", "down" and "towards
+
(For the purposes of [[throwing]] and [[casting]], "up", "down" and "towards yourself" are valid directions too).
yourself" are valid directions too).
 
  
Certain [[ranged attacks]] of [[monster]]s only work when in line with you
+
Certain [[ranged attack]]s of [[monster]]s only work when in line with you along one of the cardinals. These include thrown projectiles, [[breath attack]]s, [[venom]], and zapped [[wand]]s. Other attacks, such as a [[pyrolisk]]'s gaze, [[Medusa]]'s stare, and spells, can work from any position within a certain range. In the following example, you are safe from the [[dragon]], but not from the pyrolisk:
along one of the cardinals. These include thrown projectiles, [[breath
 
attack]]s, [[venom]], and zapped [[wand]]s. Other attacks, such as a [[pyrolisk]]'s gaze,
 
[[Medusa]]'s stare, and spells, can work from any position within a certain
 
range. In the following example, you are safe from the [[dragon]], but not
 
from the pyrolisk:
 
  
 
  ...........
 
  ...........
Line 33: Line 27:
 
  ...........
 
  ...........
  
==Fighting in corridors==
+
== Fighting in corridors ==
  
 
In the following example, [[killer bee]]s are moving towards you:
 
In the following example, [[killer bee]]s are moving towards you:
Line 50: Line 44:
 
Be aware that corridors are not lit (though see the lit_corridor [[option]]), so monsters may be approaching you in the dark parts!
 
Be aware that corridors are not lit (though see the lit_corridor [[option]]), so monsters may be approaching you in the dark parts!
  
==Diagonal movement==
+
== Diagonal movement ==
  
 
If you are using the arrow keys to move, you are as good as dead. Switch
 
If you are using the arrow keys to move, you are as good as dead. Switch
Line 77: Line 71:
 
possibly more than any other single playing tip.
 
possibly more than any other single playing tip.
  
===Beartraps===
+
=== Beartraps ===
  
For some reason, escaping a [[beartrap]] is 5 times more likely when moving
+
For some reason, escaping a [[beartrap]] is 5 times more likely when moving diagonally than when moving orthogonally.<ref>[[hack.c#line1250]]</ref>.
diagonally than when moving orthogonally.<ref>[[hack.c#line1250]]</ref>.
 
  
===Doors===
+
=== Doors ===
  
 
Doorways cannot be passed diagonally. This creates a tactical challenge
 
Doorways cannot be passed diagonally. This creates a tactical challenge
Line 105: Line 98:
 
           |..
 
           |..
  
===Passing small gaps===
+
=== Passing small gaps ===
  
 
In the following mine level, the character can only move southwest if
 
In the following mine level, the character can only move southwest if
his total [[inventory]] weight is 600 or less. Otherwise, "You are carrying
+
his total [[inventory]] weight is 600 or less. Otherwise, "You are carrying too much to get through."
too much to get through."
 
  
 
         ---     
 
         ---     
Line 118: Line 110:
 
  --. ----------
 
  --. ----------
  
This limit applies to all tight gaps, not just those in the [[Gnomish
+
This limit applies to all tight gaps, not just those in the [[Gnomish Mines]].
Mines]].
 
  
===Northwest danger===
+
=== Northwest danger ===
  
 
If using the vi-keys, be cautious when moving northwest ('''[y]''')
 
If using the vi-keys, be cautious when moving northwest ('''[y]''')
Line 128: Line 119:
 
good idea to answer no.
 
good idea to answer no.
  
==Boulders==
+
== Boulders ==
  
 
[[Boulder]]s can be pushed around, but are otherwise impassable to
 
[[Boulder]]s can be pushed around, but are otherwise impassable to
Line 135: Line 126:
 
the boulder.
 
the boulder.
  
==Jumping==
+
== Jumping ==
 
      
 
      
 
[[Knight]]s can jump naturally, but only in the shape of a chess knight's
 
[[Knight]]s can jump naturally, but only in the shape of a chess knight's
Line 153: Line 144:
 
     eee
 
     eee
  
[[Jumping boot]]s let you jump as if casting the spell unskilled. All types
+
[[Jumping boot]]s let you jump as if casting the spell unskilled. All types of jumping require that you can see the target square, happen in one turn, and consume d25 nutrition.<ref>[[apply.c#line1363]]</ref> This means jumping is faster than walking with [[speed boot]]s.
of jumping require that you can see the target square, happen in one turn,
 
and consume d25 nutrition.<ref>[[apply.c#line1363]]</ref> This means
 
jumping is faster than walking with [[speed boot]]s.
 
  
You can jump out of [[pit]]s, [[web]]s, and [[lava]], and also beartraps, but doing
+
You can jump out of [[pit]]s, [[web]]s, and [[lava]], and also beartraps, but doing the latter wounds one of your legs for 500 to 1499
the latter wounds one of your legs for 500 to 1499
 
 
turns and causes d10 damage.<ref>[[apply.c#line1318]]</ref>
 
turns and causes d10 damage.<ref>[[apply.c#line1318]]</ref>
  
==Moving through crowds==
+
== Moving through crowds ==
  
 
[[Teleport control]] allows instant movement to any square on any
 
[[Teleport control]] allows instant movement to any square on any
Line 173: Line 160:
 
do have to kill to get past.
 
do have to kill to get past.
  
==The Plane of Air==
+
== The Plane of Air ==
  
Movement on the [[plane of air]] is controlled only if you are levitating or
+
Movement on the [[plane of air]] is controlled only if you are levitating or flying. Otherwise, only 1 in 4 of your attempts to move is successful.
flying. Otherwise, only 1 in 4 of your attempts to move is successful.
 
 
<ref>[[hack.c#line903]]</ref>
 
<ref>[[hack.c#line903]]</ref>
  
==References==
+
== References ==
  
 
<references/>
 
<references/>
  
[[Category:Guides]]
+
[[Category:Strategy]]

Revision as of 02:02, 22 June 2006

Most of your turns are spent moving around the dungeon, so it is wise to do so quickly and efficiently; the rules of movement in roguespace are eventually intuitive, but like all things in NetHack, there are tricks and exceptions.

Roguespace cardinal directions

There are 8 cardinal directions in NetHack:

 y  k  u
  \ | /
   \|/
h---@---l
   /|\
  / | \
 b  j  n

(For the purposes of throwing and casting, "up", "down" and "towards yourself" are valid directions too).

Certain ranged attacks of monsters only work when in line with you along one of the cardinals. These include thrown projectiles, breath attacks, venom, and zapped wands. Other attacks, such as a pyrolisk's gaze, Medusa's stare, and spells, can work from any position within a certain range. In the following example, you are safe from the dragon, but not from the pyrolisk:

...........
...........
....@......
.D.........
........c..
...........

Fighting in corridors

In the following example, killer bees are moving towards you:

---------    ----------
|.......|    |....a...|
|...@....#####.aaa....|
|.......|    |..aa.....
---------    ----------

If you stay where you are, they will swarm around you on 8 sides and very likely finish you off. If you move into the corridor, only one can be adjacent to you at once, allowing you to pick them off one at a time. Corridors are thus an excellent place to fight.

Be aware that corridors are not lit (though see the lit_corridor option), so monsters may be approaching you in the dark parts!

Diagonal movement

If you are using the arrow keys to move, you are as good as dead. Switch to either the numpad or the [yuhjklbn] keys, and you have access to diagonal movement, which can as much as double the efficiency of your moves (moving two spaces north, then two spaces east can be accomplished by moving two spaces northeast).

Reaching the door in 3 moves:

---------   ---------   ---------   ---------
|..q....|   |.......|   |.......|   |.......|
|....@..|   |...q.@.|   |....q.@|   |.......|
|.......+   |.......+   |.......+   |.....q@+
---------   ---------   ---------   ---------

Reaching the door in 2 moves:

---------   ---------   ---------
|..q....|   |.......|   |.......|
|....@..|   |...q.@.|   |.......|
|.......+   |.......+   |....q.@+
---------   ---------   ---------

Clearly, making good use of diagonal movement will save your life - possibly more than any other single playing tip.

Beartraps

For some reason, escaping a beartrap is 5 times more likely when moving diagonally than when moving orthogonally.[1].

Doors

Doorways cannot be passed diagonally. This creates a tactical challenge when escaping through one, but since the restriction applies to monsters too, it can be useful for creating bottlenecks.

In Fort Ludios, standing on the square shown allows you to kill soldiers as they come through the door one at a time, while also protecting you from thrown potions and wand zaps from the horde (since you are not in line with any of them along a cardinal direction).

    |........
-------......
|.....|......
|.....+......
|...@.|......
|.....|......
|..-+----....
|..|....|....
|..|..^.|....
-----------..
          |..

Passing small gaps

In the following mine level, the character can only move southwest if his total inventory weight is 600 or less. Otherwise, "You are carrying too much to get through."

        ---    
     ----.--   
  ---|.....--- 
 --..|@......| 
 |....--.--..| 
--. ----------

This limit applies to all tight gaps, not just those in the Gnomish Mines.

Northwest danger

If using the vi-keys, be cautious when moving northwest ([y]) around peaceful creatures. [y] is also the command to say yes to a question such as "Really attack the watchman?", and it's nearly always a good idea to answer no.

Boulders

Boulders can be pushed around, but are otherwise impassable to characters carrying items. If your inventory is completely empty, "you can squeeze yourself into a small opening" and occupy the same square as the boulder.

Jumping

Knights can jump naturally, but only in the shape of a chess knight's jump. Casting the spell of jumping allows you to jump to the following locations, depending on your skill in the escape category (unskilled, basic, skilled, or expert):


   eee
 esbubse
 suuuuus
ebuuuuube
euuu@uuue
ebuuuuube
 suuuuus
 esbubse
   eee

Jumping boots let you jump as if casting the spell unskilled. All types of jumping require that you can see the target square, happen in one turn, and consume d25 nutrition.[2] This means jumping is faster than walking with speed boots.

You can jump out of pits, webs, and lava, and also beartraps, but doing the latter wounds one of your legs for 500 to 1499 turns and causes d10 damage.[3]

Moving through crowds

Teleport control allows instant movement to any square on any teleport-enabled level. For non-teleport levels, teleportation still works on monsters, so zapping a wand of teleportation at a crowd is the best way to clear a path through them.

A ring of conflict can also help, firstly by distracting monsters from you, and secondly by reducing, through combat, the HP of any monster you do have to kill to get past.

The Plane of Air

Movement on the plane of air is controlled only if you are levitating or flying. Otherwise, only 1 in 4 of your attempts to move is successful. [4]

References