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Movement tricks

1. Hit & retreat
If player is faster than monster, and monster has no breath / ranged attacks, hit & retreat method can be applied. So, hit monster, retreat one (or more) steps, monster will follow you, hit, retreat and so on.

2. Line of sight abuse (shoot it while it cannot see you)
#Q###
#..@#
Monster (Q) cannot see player, while player has LoS to monster, so player can shoot monster with ranged attack. This is for hurting monster before it can hurt you, summon, or such.

3. Shooting behind corner with ball spell
......#
..@...#		@ = player
####.##		W = monster
..W..*#		* = place to target ball spell, like Orb of Draining
#######
Please note, that there must be a hole in a wall for ball spell. Hole can be easily digged using Stone to mud spell. Also, ball spell must have radius 3, so this won't work in following situation:
......#
..@...#
####.##
..W..##
#######
Shooting behind corner takes lot of mana, but it is safe, priest can take out most of evil monsters in this method, up to somewhere dlvl 80, where Orb of Draining isn't doing enough damage fast enough. This is boring method, but quite risk free. Please note, that monsters that move randomly, cannot be killed with this method, sooner or later they will appear in doorway (Polyphemus, the Blind Cyclops for example).

4. Anti-summoning corridor
Antisummoning corridor is used against monsters that summon, this kind of tunnel prevents summoning. Beware of monsters that a) teleport to or b) teleport away.
#######  
#.#.#@#
.#.#A##
#######
5. Hockey puck corridor with runes

1) Dig tunnel in wall, it must go diagonally.
2) Fill tunnel with Runes of Protections or Glyphs of Warding.
3) Lure monster into tunnel. Leaving few first grids of tunnel without runes usually helps.
4) Shoot your best ranged attack at monster (Orb of Draining, arrows, bolts, etc.)
5) If monster gets too close, use teleport other and begin again from step 2.
########
#@;#####
###;####
####;###
#####A##
######.#
6. Pillardance

Monster, in this example dragon, is at speed +0, player has +10.
#####
.....
.d#@.
.....
#####
Dragon moves.
#####
..d..
..#@.
.....
#####
Dragon has used it's energy, you have energy, so you can hit him and move to '1'.
#####
.....
.d#..
..@..
#####
Dragon will follow you, using all it's energy, so you can hit him again. After attack dance to '9'.

Keypresses are '5' (wait to come to near), '7' (hit), '1' (dance), '7' (hit), '9' (dance), '7', '1', etc.

Hint: For some odd reason, monsters do favour west and north side of pillars.

7. Advanced pilardance (requires calculation)

Due fractional speed system, pillardancing at higher speeds needs some calculations.

So, if monster has +10 speed, and player has +20 speed, monsters energy is 20, and player 30, so every third move is free. Pillardancing at this speed is dance, dance, hit, dance, dance, hit, dance, dance, hit, etc.

At speed +35, player has 40 energy, while monster at speed +20 has 30, so every fourth move is free. Dancing goes dance, dance, dance, hit, dance, dance, dance, hit, etc.

Other speed combinations can be calculated from a table below.
/* Slow */     1,  1,  1,  1,  1,  1,  1,  1,  1,  1,
/* Slow */     1,  1,  1,  1,  1,  1,  1,  1,  1,  1,
/* Slow */     1,  1,  1,  1,  1,  1,  1,  1,  1,  1,
/* Slow */     1,  1,  1,  1,  1,  1,  1,  1,  1,  1,
/* Slow */     1,  1,  1,  1,  1,  1,  1,  1,  1,  1,
/* Slow */     1,  1,  1,  1,  1,  1,  1,  1,  1,  1,
/* S-50 */     1,  1,  1,  1,  1,  1,  1,  1,  1,  1,
/* S-40 */     2,  2,  2,  2,  2,  2,  2,  2,  2,  2,
/* S-30 */     2,  2,  2,  2,  2,  2,  2,  3,  3,  3,
/* S-20 */     3,  3,  3,  3,  3,  4,  4,  4,  4,  4,
/* S-10 */     5,  5,  5,  5,  6,  6,  7,  7,  8,  9,
/* Norm */    10, 11, 12, 13, 14, 15, 16, 17, 18, 19,
/* F+10 */    20, 21, 22, 23, 24, 25, 26, 27, 28, 29,
/* F+20 */    30, 31, 32, 33, 34, 35, 36, 36, 37, 37,
/* F+30 */    38, 38, 39, 39, 40, 40, 40, 41, 41, 41,
/* F+40 */    42, 42, 42, 43, 43, 43, 44, 44, 44, 44,
/* F+50 */    45, 45, 45, 45, 45, 46, 46, 46, 46, 46,
/* F+60 */    47, 47, 47, 47, 47, 48, 48, 48, 48, 48,
/* F+70 */    49, 49, 49, 49, 49, 49, 49, 49, 49, 49,
/* Fast */    49, 49, 49, 49, 49, 49, 49, 49, 49, 49,

This article was contributed by Pasi 'donalde' Vartiainen. Thanks!



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