Difference between revisions of "User:Rogerb-on-NAO/sandbox"
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=Scare= | =Scare= | ||
− | '''Scaring''' monsters, causing them to '''flee''' can be useful in many cirumstances. The following methods can be used to scare monsters; each has its own set of requirements and limitations. | + | '''Scaring''' monsters, causing them to '''flee''' can be useful in many cirumstances. Scaring a monster will prevent it from using [[melee]] attacks, and will typically cause it to move away from your position. It will not prevent the use of [[ranged attack]]s however, including offensive [[wand]]s and [[breath]] attacks. |
+ | |||
+ | The following methods can be used to scare monsters; each has its own set of requirements and limitations. | ||
Note this table does not describe every nuance of each method; see the pages of the individual methods for full details. | Note this table does not describe every nuance of each method; see the pages of the individual methods for full details. | ||
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{|class="prettytable" | {|class="prettytable" | ||
! Scare Method | ! Scare Method | ||
+ | ! Monster can [[Magic resistance (monster)|Resist]]? | ||
! Turns | ! Turns | ||
! Advantages | ! Advantages | ||
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|- | |- | ||
! [[Sanctuary]] in a [[co-aligned]] [[temple]] | ! [[Sanctuary]] in a [[co-aligned]] [[temple]] | ||
+ | | N | ||
| 1-10 (6/7) | | 1-10 (6/7) | ||
1-100(1/7) | 1-100(1/7) | ||
− | | | + | | Most comprehensive effect. |
− | | Does not work on minions ( | + | | Does not work on minions ( {{white|A}} [[angelic being]]s, {{monsymlink|high priest}}s) or {{magenta|&}} [[Riders]]. Does not work if you have [[alignment record|sinned or worse]]. |
|- | |- | ||
! Stand on [[Elbereth]] | ! Stand on [[Elbereth]] | ||
+ | | N | ||
| 1-10 (6/7) | | 1-10 (6/7) | ||
1-100(1/7) | 1-100(1/7) | ||
− | | | + | | No tools or skills required. |
− | | Most types of engraving degrade | + | | Requires suitable terrain. You cannot [[engrave]] while levitating. Most types of engraving degrade. Does not work on [[blind]]ed creatures with eyes, {{white|@}} [[Human or elf|humans or elves]], {{white|A}} [[angelic being]]s, {{monsymlink|minotaur}}s or {{magenta|&}} [[Riders]]. Breaks [[illiterate]] conduct. |
|- | |- | ||
! Stand on a dropped [[Scroll of scare monster]] | ! Stand on a dropped [[Scroll of scare monster]] | ||
+ | | N | ||
| 1-10 (6/7) | | 1-10 (6/7) | ||
1-100(1/7) | 1-100(1/7) | ||
− | | Fast deployment. Portable | + | | Fast deployment. Portable. Using it does not break [[illiterate]] conduct. |
− | | Needs to be re-[[blessed]] to be reusable. Can be burned by [[fire]]. Does not work on [[blind]]ed creatures with eyes, {{white|@}} [[Human or elf|humans or elves]], {{white|A}} [[angelic being]]s, {{monsymlink|minotaur}}s or {{magenta|&}} [[Riders]] | + | | Requires suitable terrain. Needs to be re-[[blessed]] to be reusable. Can be burned by [[fire]]. Does not work on [[blind]]ed creatures with eyes, {{white|@}} [[Human or elf|humans or elves]], {{white|A}} [[angelic being]]s, {{monsymlink|minotaur}}s or {{magenta|&}} [[Riders]] |
|- | |- | ||
! Read a noncursed [[Scroll of scare monster]] | ! Read a noncursed [[Scroll of scare monster]] | ||
+ | | Y | ||
| Untimed | | Untimed | ||
− | | Can affect any monster | + | | Can affect any monster. |
− | | Uses up scroll | + | | Uses up scroll. Breaks [[illiterate]] conduct. |
|- | |- | ||
! cast [[Spellbook of cause fear|cause fear]] | ! cast [[Spellbook of cause fear|cause fear]] | ||
+ | | Y | ||
| Untimed | | Untimed | ||
− | | Can affect any monster | + | | Can affect any monster. |
− | | | + | | |
|- | |- | ||
− | ! Improvise on a [[tooled horn]] | + | ! Improvise on a [[tooled horn]] or an uncharged [[frost horn]] or [[fire horn]] |
+ | | Y | ||
| Untimed | | Untimed | ||
− | | Always available once acquired. Can affect any monster | + | | Always available once acquired. Can affect any monster. Works while [[engulf]]ed. Tool can be used to play [[passtune]]. |
− | | Awakens sleeping monsters | + | | Awakens sleeping monsters. |
|- | |- | ||
! Apply a [[leather drum]] | ! Apply a [[leather drum]] | ||
+ | | Y | ||
| Untimed | | Untimed | ||
− | | Always available once acquired. Can affect any monster | + | | Always available once acquired. Can affect any monster. Works while [[engulf]]ed. Larger area of effect than tooled horn. |
− | | Awakens sleeping monsters | + | | Awakens sleeping monsters. |
|- | |- | ||
! Apply a [[drum of earthquake]] | ! Apply a [[drum of earthquake]] | ||
+ | | Y | ||
| Untimed | | Untimed | ||
| Affects entire level when charged. Works while [[engulf]]ed. Works as leather drum once charges are used. | | Affects entire level when charged. Works while [[engulf]]ed. Works as leather drum once charges are used. | ||
− | | Creates an earthquake when charged. Awakens sleeping monsters | + | | Creates an earthquake when charged. Awakens sleeping monsters. |
|- | |- | ||
! [[Blind]] a monster by applying a [[camera]] or breaking a [[wand of light]] | ! [[Blind]] a monster by applying a [[camera]] or breaking a [[wand of light]] | ||
+ | | N | ||
| 1-100 (1/4) | | 1-100 (1/4) | ||
Untimed(3/4) | Untimed(3/4) | ||
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|- | |- | ||
! Apply a [[mirror]] at a monster | ! Apply a [[mirror]] at a monster | ||
+ | | N | ||
| [[D notation|2d4]] | | [[D notation|2d4]] | ||
| Always available once acquired. Some useful special cases. | | Always available once acquired. Some useful special cases. | ||
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|- | |- | ||
! Hit the monster with [[Magicbane]] | ! Hit the monster with [[Magicbane]] | ||
+ | | Y | ||
| 3 | | 3 | ||
− | | Always available once acquired. Can affect any monster | + | | Always available once acquired. Can affect any monster. Works while [[engulf]]ed(?). |
− | | Occasional effect | + | | Occasional effect. |
|- | |- | ||
! use [[Turn undead]] ability | ! use [[Turn undead]] ability | ||
+ | | Y | ||
| Untimed | | Untimed | ||
− | | | + | | |
− | | Available only to [[priest]]s and [[knight]]s. Cannot be done in Gehennom. Works only on | + | | Available only to [[priest]]s and [[knight]]s. Cannot be done in Gehennom. Works only on {{white|Z}} {{white|M}} {{white|W}} {{white|V}} {{white| }} {{white|L}} [[undead]] or {{white|i}} {{white|&}} [[demon]]s at level 16 or higher |
|- | |- | ||
− | ! use [[wand of | + | ! use [[wand of undead turning]] or [[Spellbook of turn undead|spell of turn undead]] |
+ | | Y | ||
| Untimed | | Untimed | ||
| | | | ||
− | | Works only on | + | | Works only on {{white|Z}} {{white|M}} {{white|W}} {{white|V}} {{white| }} {{white|L}} [[undead]] |
|- | |- | ||
! Hit [[undead]] with a [[clove of garlic]] | ! Hit [[undead]] with a [[clove of garlic]] | ||
+ | | N | ||
| [[D notation|2d4] | | [[D notation|2d4] | ||
− | | | + | | |
− | | Works only on | + | | Works only on {{white|Z}} {{white|M}} {{white|W}} {{white|V}} {{white| }} {{white|L}} [[undead]] |
|- | |- | ||
! Read the [[blessed]] [[Book of the Dead]] as a non-[[chaotic]] | ! Read the [[blessed]] [[Book of the Dead]] as a non-[[chaotic]] | ||
+ | | N | ||
| Untimed | | Untimed | ||
− | | Always available once acquired | + | | Always available once acquired. |
− | | Works only on | + | | Works only on {{white|Z}} {{white|M}} {{white|W}} {{white|V}} {{white| }} {{white|L}} [[undead]] |
+ | |- | ||
+ | ! Stand on an [[Altar]] | ||
+ | | N | ||
+ | | 1-10 (6/7) | ||
+ | 1-100(1/7) | ||
+ | | | ||
+ | | Works only on {{white|V}} [[vampire]]s | ||
|- | |- | ||
− | ! Get the " | + | ! Get the "This water gives you bad breath!" effect from a [[fountain]] |
+ | | N | ||
| Untimed | | Untimed | ||
− | | | + | | Affects all monsters on the level. |
| One of several fountain effects; cannot be predicted. | | One of several fountain effects; cannot be predicted. | ||
|- | |- | ||
! Reduce a [[monster]] to less than half hit points | ! Reduce a [[monster]] to less than half hit points | ||
+ | | N | ||
|1-100 (1/3) | |1-100 (1/3) | ||
Untimed (2/3) | Untimed (2/3) | ||
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|- | |- | ||
! [[Shatter]] a [[monster]]'s [[weapon]] | ! [[Shatter]] a [[monster]]'s [[weapon]] | ||
+ | | N | ||
| [[D notation|2d3]] | | [[D notation|2d3]] | ||
| | | | ||
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|- | |- | ||
! Cause a monster to use an [[escape item]] | ! Cause a monster to use an [[escape item]] | ||
+ | | N | ||
| 3-33 (depends on hit points) | | 3-33 (depends on hit points) | ||
− | | | + | | |
− | | | + | | Usually you don't want the monster to use up charges in an escape item. |
|- | |- | ||
! Have an item stolen by a [[monster]] with a [[steal]] attack | ! Have an item stolen by a [[monster]] with a [[steal]] attack | ||
+ | | N | ||
| Untimed | | Untimed | ||
− | | | + | | |
| You must have an item stolen first. | | You must have an item stolen first. | ||
|- | |- | ||
− | ! {{white|;}} [[sea monster]] | + | ! Encounter a {{white|;}} [[sea monster]] out of water |
+ | | N | ||
| 2 | | 2 | ||
− | | | + | | These creatures are vulnerable when out of water and always flee when they are. |
− | | | + | | These creatures are usually encountered ''in'' water. |
|- | |- | ||
− | ! Be healed by a nurse | + | ! Be healed by a [[nurse]] |
+ | | N | ||
| [[D notation|3d6]] | | [[D notation|3d6]] | ||
− | | | + | | |
| Slows down [[nurse dancing]] | | Slows down [[nurse dancing]] | ||
|- | |- | ||
! Fail to [[displace]] a [[pet]] | ! Fail to [[displace]] a [[pet]] | ||
+ | | N | ||
| 1-6 | | 1-6 | ||
| | | | ||
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|- | |- | ||
! Attack a [[pet]] | ! Attack a [[pet]] | ||
+ | | N | ||
| 10*(1-damage done) | | 10*(1-damage done) | ||
| | | | ||
− | | Only affects pets. | + | | Only affects pets. Attacking a pet reduces [[tameness]] |
|- | |- | ||
! [[Kick]] a [[pet]] | ! [[Kick]] a [[pet]] | ||
+ | | N | ||
| 1-(damage inflicted) | | 1-(damage inflicted) | ||
| | | | ||
− | | Only affects pets. | + | | Only affects pets. Kicking a pet reduces [[tameness]] |
|} | |} | ||
− | + | ==Strategy== | |
+ | |||
+ | There is no single perfect method of scaring enemies; all methods either allow monsters to [[Magic resistance (monster)|resist]] or have significant exceptions. Thus it pays to keep multiple methods available. For example, Sanctuary, Elbereth or a tooled horn will not scare a [[ki-rin]], but because this [[angelic being]] is not [[humanoid]], applying a mirror will scare it 4/5ths of the time. A high level player might scare it with a spell of cause fear, but this will be successful less frequently than the humble mirror. | ||
+ | |||
+ | Typically, in the early game, you can rely upon Elbereth, until you start meeting {{white|@}} [[humans or elves]]. Lower difficulty monsters in this group typically have little or no [[Magic resistance (monster)|magic resistance]] and can be scared by an instrument, spell or wand. Later in the game, {{white|A}} [[angelic being]]s and higher difficulty {{white|@}} have higher resistance and are thus harder to scare. | ||
+ | |||
+ | The utility of scaring a monster depends on its behaviour. If you want to avoid a monster's melee attack, scaring is is very useful. This makes it ideal for creatures such as {{monsymlink|cockatrice}}s and {{monsymlink|master mind flayer}}s. Scaring an {{monsymlink|arch-lich}} however is of dubious benefit, assuming you have [[magic resistance]]. | ||
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![[Warning of undead]] | ![[Warning of undead]] | ||
| "You are warned of undead" | | "You are warned of undead" | ||
− | | You are [[warned of undead]] (nothing in [[Nethack]] currently warns of undead. Note this is a separate category to warning of monster type. | + | | You are [[warned of undead]] (nothing in [[Nethack]] currently warns of undead). Note this is a separate category to warning of monster type. |
|- | |- | ||
![[Searching]] | ![[Searching]] |
Revision as of 00:32, 5 June 2008
Scare
Scaring monsters, causing them to flee can be useful in many cirumstances. Scaring a monster will prevent it from using melee attacks, and will typically cause it to move away from your position. It will not prevent the use of ranged attacks however, including offensive wands and breath attacks.
The following methods can be used to scare monsters; each has its own set of requirements and limitations.
Note this table does not describe every nuance of each method; see the pages of the individual methods for full details.
Scare Method | Monster can Resist? | Turns | Advantages | Limitations |
---|---|---|---|---|
Sanctuary in a co-aligned temple | N | 1-10 (6/7)
1-100(1/7) |
Most comprehensive effect. | Does not work on minions ( A angelic beings, @ high priests) or & Riders. Does not work if you have sinned or worse. |
Stand on Elbereth | N | 1-10 (6/7)
1-100(1/7) |
No tools or skills required. | Requires suitable terrain. You cannot engrave while levitating. Most types of engraving degrade. Does not work on blinded creatures with eyes, @ humans or elves, A angelic beings, H minotaurs or & Riders. Breaks illiterate conduct. |
Stand on a dropped Scroll of scare monster | N | 1-10 (6/7)
1-100(1/7) |
Fast deployment. Portable. Using it does not break illiterate conduct. | Requires suitable terrain. Needs to be re-blessed to be reusable. Can be burned by fire. Does not work on blinded creatures with eyes, @ humans or elves, A angelic beings, H minotaurs or & Riders |
Read a noncursed Scroll of scare monster | Y | Untimed | Can affect any monster. | Uses up scroll. Breaks illiterate conduct. |
cast cause fear | Y | Untimed | Can affect any monster. | |
Improvise on a tooled horn or an uncharged frost horn or fire horn | Y | Untimed | Always available once acquired. Can affect any monster. Works while engulfed. Tool can be used to play passtune. | Awakens sleeping monsters. |
Apply a leather drum | Y | Untimed | Always available once acquired. Can affect any monster. Works while engulfed. Larger area of effect than tooled horn. | Awakens sleeping monsters. |
Apply a drum of earthquake | Y | Untimed | Affects entire level when charged. Works while engulfed. Works as leather drum once charges are used. | Creates an earthquake when charged. Awakens sleeping monsters. |
Blind a monster by applying a camera or breaking a wand of light | N | 1-100 (1/4)
Untimed(3/4) |
Constant 25% chance of failure. Does not affect y lights, A archons, monsters that are blind, have no eyes or are protected from blinding by an artifact. Attack blinds the affected monster. | |
Apply a mirror at a monster | N | 2d4 | Always available once acquired. Some useful special cases. | Cannot affect humanoid monsters, blind monsters (with or without eyes), u unicorns or monsters that are asleep. Constant 20% chance of failure. Some useless special cases. Cannot be used underwater. |
Hit the monster with Magicbane | Y | 3 | Always available once acquired. Can affect any monster. Works while engulfed(?). | Occasional effect. |
use Turn undead ability | Y | Untimed | Available only to priests and knights. Cannot be done in Gehennom. Works only on Z M W V L undead or i & demons at level 16 or higher | |
use wand of undead turning or spell of turn undead | Y | Untimed | Works only on Z M W V L undead | |
Hit undead with a clove of garlic | N | [[D notation|2d4] | Works only on Z M W V L undead | |
Read the blessed Book of the Dead as a non-chaotic | N | Untimed | Always available once acquired. | Works only on Z M W V L undead |
Stand on an Altar | N | 1-10 (6/7)
1-100(1/7) |
Works only on V vampires | |
Get the "This water gives you bad breath!" effect from a fountain | N | Untimed | Affects all monsters on the level. | One of several fountain effects; cannot be predicted. |
Reduce a monster to less than half hit points | N | 1-100 (1/3)
Untimed (2/3) |
Happens 4% of the time | |
Shatter a monster's weapon | N | 2d3 | Happens 25% of the time | |
Cause a monster to use an escape item | N | 3-33 (depends on hit points) | Usually you don't want the monster to use up charges in an escape item. | |
Have an item stolen by a monster with a steal attack | N | Untimed | You must have an item stolen first. | |
Encounter a ; sea monster out of water | N | 2 | These creatures are vulnerable when out of water and always flee when they are. | These creatures are usually encountered in water. |
Be healed by a nurse | N | 3d6 | Slows down nurse dancing | |
Fail to displace a pet | N | 1-6 | Only affects pets. | |
Attack a pet | N | 10*(1-damage done) | Only affects pets. Attacking a pet reduces tameness | |
Kick a pet | N | 1-(damage inflicted) | Only affects pets. Kicking a pet reduces tameness |
Strategy
There is no single perfect method of scaring enemies; all methods either allow monsters to resist or have significant exceptions. Thus it pays to keep multiple methods available. For example, Sanctuary, Elbereth or a tooled horn will not scare a ki-rin, but because this angelic being is not humanoid, applying a mirror will scare it 4/5ths of the time. A high level player might scare it with a spell of cause fear, but this will be successful less frequently than the humble mirror.
Typically, in the early game, you can rely upon Elbereth, until you start meeting @ humans or elves. Lower difficulty monsters in this group typically have little or no magic resistance and can be scared by an instrument, spell or wand. Later in the game, A angelic beings and higher difficulty @ have higher resistance and are thus harder to scare.
The utility of scaring a monster depends on its behaviour. If you want to avoid a monster's melee attack, scaring is is very useful. This makes it ideal for creatures such as c cockatrices and h master mind flayers. Scaring an L arch-lich however is of dubious benefit, assuming you have magic resistance.
Attributes Displayed
Enlightenment will give you information about the following attributes. If you do not have a particular attribute, no message will be displayed.
attribute | message | meaning |
---|---|---|
Crowning | "You are the Hand of Elbereth" | You are crowned and lawful |
"You are the Envoy of Balance" | You are crowned and neutral | |
"You are the Glory of Arioch" | You are crowned and chaotic | |
Alignment record
(always displayed) |
"You are piously aligned" | Your alignment record is 20 or more |
"You are devoutly aligned" | Your alignment record is 14 to 19 | |
"You are fervently aligned" | Your alignment record is 9 to 13 | |
"You are stridently aligned" | Your alignment record is 4 to 8 | |
"You are aligned" | Your alignment record is 3 | |
"You are haltingly aligned" | Your alignment record is 1 or 2 | |
"You are nominally aligned" | Your alignment record is 0 | |
"You have strayed" | Your alignment record is -3 to -1 | |
"You have sinned" | Your alignment record is -8 to -4 | |
"You have transgressed" | Your alignment record is -9 or less | |
Fire resistance | "You are fire resistant" | You have fire resistance |
Cold resistance | "You are cold resistant" | You have cold resistance |
Sleep resistance | "You are sleep resistant" | You have sleep resistance |
Disintegration resistance | "You are disintegration-resistant" | You have disintegration resistance |
Shock resistance | "You are shock resistant" | You have shock resistance |
Poison resistance | "You are poison resistant" | You have poison resistance |
Level drain resistance | "You are level-drain resistant" | You have drain resistance |
Sickness resistance | "You are immune to sickness" | You have Sickness resistance and cannot get food poisoning or disease |
Magic resistance | "You are Magic-Protected" | You have magic resistance |
Acid resistance | "You are acid resistant" | You have acid resistance |
Stoning resistance | "You are petrification resistant" | You have stoning resistance |
Invulnerability | "You are invulnerable" | You have invulnerability |
Food appraisal | "You can recognize detrimental food" | You have food appraisal |
Hallucination resistance | "You resist hallucinations" | You have hallucination resistance |
Hallucination | "You were hallucinating" | You were hallucinating when the game ended |
Stunning | "You were stunned" | You were stunned when the game ended |
Confusion | "You were confused" | You were confused when the game ended |
Blinded | "You were blinded" | You were blind from a cause other than wearing a blindfold or being polymorphed into a blind monster when the game ended, or would have been blind had you not had astral vision |
Food poisoning | "You are sick from food poisoning" | You have food poisoning |
Disease | "You are sick from illness" | You are diseased |
Turning to stone | "You are turning to stone" | You are stiffening |
Turning to slime | "You are turning into slime" | You are slimed |
Strangulation | "You are being strangled" | You have the strangulation intrinsic. |
"You are buried" | You have the strangulation intrinsic and are buried (deferred feature) | |
Slippery fingers | "You have slippery foo" | You have slippery fingers |
Fumbling | "You fumble" | You are fumbling |
Wounded legs | "You have wounded foo" | You have wounded legs |
restful sleep | "You fall asleep" | You have restful sleep |
Hunger | "You hunger rapidly" | You have the Hunger property |
See invisible | "You see invisible" | You have see invisible |
Telepathy | "You are telepathic" | You have telepathy |
Warning | "You are warned" | You have warning |
Warning of monster type | "You are warned of orcs" | You are warned of orcs. |
"You are warned of demons" | You are warned of demons (nothing currently warns of demons). This message can only appear for players who are not warned about orcs. | |
"You are warned of something" | Catchall default. This message can only appear for players who are not warned about orcs or demons. | |
Warning of undead | "You are warned of undead" | You are warned of undead (nothing in Nethack currently warns of undead). Note this is a separate category to warning of monster type. |
Searching | ||
Clairvoyance | ||
Infravision | ||
Detection of monsters | ||
Confusion of monsters | ||
adornment | ||
Invisibility | ||
Displacing | ||
Stealth | ||
Aggravation of monsters | ||
Conflict | ||
Ability to jump | ||
Ability to teleport | ||
Ability to control teleport | ||
Levitation or flying | ||
Ability to walk on water | ||
Ability to swim | ||
Need to breathe | ||
Ability to pass through walls | ||
Riding | ||
Engulfing by monsters | ||
Holding by monsters | ||
To hit bonus | ||
Damage bonus | ||
Slow digestion | ||
Regeneration | ||
Protection | ||
Protection from shape changers | ||
Polymorphitis | ||
Polymorph Control | ||
Polymorphed form | ||
Unchanging | ||
Speed | ||
Reflection | ||
Free action | ||
Sustaining abilities | ||
Life saving | ||
Twoweaponing | ||
Luck | ||
Extra luck | ||
Luck timeout | ||
God's anger | ||
Ability to pray |