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- === Attacking Monsters ===
-
- Attacking is simple in Zangband. If you move into a creature, you
- attack it. If you are wielding a weapon (including digging implements
- which are considered to be weapons) when you do so, the damage for the
- weapon is used when you hit a creature. Otherwise, you will attack with
- your bare hands which does minimal damage (unless you are playing a
- monk).
-
- Melee can do more damage per turn than any other form of attack, and
- the basic equipment (a weapon) is easy to find. On the other hand,
- melee only works against adjacent monsters and takes a great deal of
- training and equipment to come into its own deeper in the dungeon.
- Upgrading to weapons with higher base damages is vital but heavy
- weapons are harder to master. You will have to find a compromise,
- depending on class, experience level, and available equipment (use the
- 'C'haracter screen to see how various weapons affect your melee skill).
-
- You may wield both a primary weapon for melee combat, and a bow or
- other missile launcher for launching missiles at the same time. Most
- classes will benefit from carrying an assortment of attacking magical
- devices.
-
- ***** <DistanceAttack>
- --- Attacking from a Distance ---
-
- You can attack creatures from a distance by firing a missile from a bow
- or other missile launcher, by throwing an object or by using magical
- items such as wands, rods and staves. If you have chosen to play a
- spell casting class, you may be able to learn some spells which allow
- you to attack a creature from a distance. You can use distance attacks
- even when your target is next to you.
-
- Whenever you give a command to fire a weapon, cast a spell, or use an
- attacking magical device (unless the spell or device has an area
- effect), you will be prompted for a direction. You may choose any of
- the eight movement directions or press '*' to enter targeting mode. A
- detailed explanation of targeting mode can be found in the section on
- Command Descriptions (see commdesc.txt#ThrowFire [1]).
-
- You may also wish to make use of the use_old_target option which
- automatically selects the last target. This prevents you from having to
- target the same monster every time you attack it. An explanation of
- this option is found the section on User Interface Options (see
- option.txt#UserInterface [2]).
-
- ***** <AttackWalls>
- --- Attacking Monsters in Walls ---
-
- You should note that some creatures, for example ghosts, can pass
- through the dungeon walls. When such a creature is in a wall, it can
- not be damaged by attacks which are normally stopped by walls (this
- includes most types of magical attacks). You can, however, attack a
- creature in a wall with your weapon by trying to move into the wall
- space which contains the creature. If the creature is invisible and
- you do not have the ability to see invisible creatures, you must tunnel
- into the wall space containing the creature.
-
- ***** <Bashing>
- --- Body and Shield Bashes ---
-
- If a creature is positioned next to you, you may bash it. Weight is the
- primary factor in being able to bash something, but strength plays a
- role too. If a shield is currently being worn, the bash is a shield
- bash and will do more damage. A successful bashing will damage your
- opponent and may throw an opponent off balance for a number of rounds,
- allowing a player to get in a free hit or more. Unfortunately, the
- converse is also true. Having a high dexterity reduces the chance of
- you being thrown off balance. This is a risky attack.
-
- Note: You will automatically do shield bashes during melee combat.
- These bashes have a chance to stun or confuse your opponent.
-
-
- ***** <MeleeWeapons>
- === Melee Weapons ===
-
- Carrying a weapon in your backpack does you no good. You must wield a
- weapon before it can be used in a fight. A secondary weapon can be kept
- by keeping it in the backpack, and switching it with the primary weapon
- when needed.
-
- Zangband assumes that your youth in the rough environment near the
- dungeons has taught you the relative merits of different weapons, and
- displays as part of their description the damage dice which define
- their capabilities. The dice used for a given weapon is displayed as
- "#d#". The first number indicates how many dice to roll, and the second
- indicates how many sides they have. A "2d6" weapon will give damage
- from 2 to 12, before considering any other bonuses. The weight of a
- weapon is also a consideration.
-
- In addition to their base damage, each weapon has two main magical
- characteristics, their bonus to your skill and their bonus to your
- deadliness, expressed as "(+#,+#)". A normal weapon would be "(+0,+0)"
- but many weapons in Zangband have bonuses to your skill and/or
- deadliness. These bonuses may be increased, subject to certain upper
- limits, by magical means through a process referred to as 'enchanting'.
- Some weapons are cursed, and will have penalties that hurt the player.
- Cursed weapons cannot be unwielded until the curse is lifted. Note that
- identifying a weapon will inform you of the magical bonuses and
- penalties and whether or not it is cursed.
-
- Although you receive any magical bonuses an unidentified weapon may
- possess when you wield it, those bonuses will not be added in to the
- displayed values of skill and deadliness on your character sheet. You
- must identify the weapon before the displayed values reflect the real
- values used.
-
-
- ***** <MissileLaunch>
- === Missile Launchers ===
-
- Firing a missile while wielding the appropriate launcher is the only
- way to get the "full" power out of the missile. You may of course throw
- an arrow at a monster without firing it from a bow, but you will find
- the effects may not be what you had hoped. Slings will fire pebbles or
- shots, bows will fire arrows and crossbows will fire bolts. Missiles of
- varying type and quality can be bought in the town and may be found
- throughout the dungeon.
-
- Missile launchers, have their characteristics added to those of the
- missile used, if the proper weapon/missile combination is used, and the
- launcher multiplier is applied to the total damage, making missile
- weapons very powerful given the proper missiles. This is especially
- true if both the launcher and the missile are enchanted.
-
- Hits and misses are determined by your ability to hit versus your
- target's armor class. A hit is a strike that does some damage; a miss
- may in fact reach a target, but fails to do any damage. Higher armor
- class makes it harder to do damage, and so leads to more misses; it
- will also reduce the damage from a strike that actually occurs.
-
- The varying types of missile launchers each have their own strengths
- and weaknesses. Which can be summarized as follows:
-
- energy to fire multiplier remarks
- Sling: 50 2
- Short Bow: 100 2
- Long Bow: 100 2 strength < 16
- 100 3 strength >= 16
- Light Crossbow: 120 4
- Heavy Crossbow: 150 5 dexterity >= 16
- 200 5 dexterity < 16
-
- Bows tend to be good at dealing constant streams of damage. A sling is
- good for killing many small monsters - it even does more damage per
- round than a short bow if you can carry enough ammunition. Crossbows
- deal enormous amounts of damage in one shot. However, the reload time
- is such that a longbow will deal more damage over time.
-
- Certain classes automatically receive additional shots as they become
- more experienced. Rangers receive an additional shot with a bow at
- level 20 and at level 40 and an additional shot with a crossbow at
- level 30. Rogues receive an extra shot with a sling at level 20 and at
- level 40. Warriors receive an additional shot with any missile launcher
- at level 40.
-
-
- ***** <EgoArtifact>
- == Ego Weapons and Artifacts ===
-
- In addition to the ordinary weapons your character may find in the
- dungeon, some of them may be endowed with additional powers. These
- weapons fall into two types: (1) artifacts; and (2) ego weapons. Unlike
- artifacts which are unique and may only be found once in each game, it
- is not unusual to find several ego weapons of the same type during the
- course of a character's adventures.
-
- In general, artifacts and ego weapons may boost one or more of your
- primary statistics, may confer certain abilities upon your character,
- may grant resistance to certain forms of attack and may be especially
- deadly against certain types of creature. Take note that if your weapon
- has two attributes that make it deadly to your opponent (for example
- you are fighting a demon and your weapon slays both evil and demons
- (demons are evil)), only the most effective slay will apply.
-
- Zangband has extended the original Angband's concept of adding random
- abilities to the various Ego types considerably. These can be either
- guaranteed or have only a varying chance of being granted. (See
- 'Randabil.spo' for details of the random powers of Ego Weapons).
-
-
- (Defender)
- A magical weapon that actually helps the wielder defend himself,
- by increasing his/her armor class, and providing resistance
- against damage from fire, cold, acid and lightning attacks. It also
- grants levitation, increases your stealth, let you see invisible
- creatures and protects from paralyzation and some slowing attacks.
- It also helps you regenerate hit-points and mana faster.
-
- (Holy Avenger)
- A Holy Avenger is one of the more powerful of weapons. It will
- increase your wisdom and your armor class and prevent you from
- becoming afraid. This weapon will do extra damage when used against
- evil, demonic and undead creatures, and will also give you the
- ability to see invisible creatures. These weapons are also blessed
- and so can be wielded by priests with no penalty.
-
- Weapon of Westernesse
- A Weapon of Westernesse is one of the more powerful weapons. It
- slays orcs, trolls and giants while increasing your strength,
- dexterity, and constitution. It also allows you to see invisible
- creatures and protects from paralyzation and some slowing attacks.
-
- (Trump Weapon)
- A Trump Weapon is especially deadly against evil creatures and will
- increase your ability to discover hidden dungeon features. It will
- help you regenerate hit-points and mana faster and at the same time
- will reduce your rate of food consumption. It provides resistance
- to nexus and protects from paralyzation and some slowing attacks.
- In addition it may cause you to teleport randomly and can be
- activated for teleport once every 50+1d50 turns.
-
- (Pattern Weapon)
- A Pattern Weapon has been embedded with a fragment of the Pattern.
- It will increase your strength and constitution and also has a
- chance of increasing your dexterity. It is especially effective
- when used against evil, undead and demonic creatures. It will allow
- you to see invisible creatures and protects from paralyzation and
- some slowing attacks.
-
- (Blessed Blade)
- A blessed blade will increase your wisdom and can be wielded by
- priests with no penalty.
-
- Weapon of Extra Attacks
- These weapons will grant the user additional attacks per round.
-
- Weapon of Sharpness (edged weapon only)
- These are known to occasionally score vorpal hits (see below) and
- will also increase your ability to tunnel through the dungeon
- walls.
-
- Weapon of Earthquakes (hafted weapon only)
- These weapons may cause an earthquake when they strike an opponent
- which potentially may cause other monsters in the area to take
- damage from falling rocks and will destroy a small portion of the
- surrounding dungeon. They also increase your ability to tunnel
- through the dungeon walls.
-
- Weapon of Slaying
- These weapons have a chance of being granted unusually high damage
- dice.
-
- Implement of Digging
- These digging implements increase your ability to tunnel through
- the dungeon walls, and have the acid brand (see below).
-
- --- The Elemental and Other Brands ---
-
- (Chaotic)
- These bizarre, feared weapons have been manufactured in the Courts
- of Chaos, and are very unpredictable in combat often producing
- chaotic effects when they strike your opponent. Effects include
- *destruction*, teleport away and vampiric drain among others. A
- Chaotic weapon grants resistance to chaos attacks and cannot be
- damaged by acid, fire and electricity.
-
- (Vampiric)
- These foul weapons have been created by Death magic. They lust for
- blood, and if such a weapon scores a hit, it greedily sucks life
- from the hapless victim, transferring the life energy to its
- master and healing them in the process.
-
- Weapon of Melting
- A magical weapon of acid that will inflict two times the normal
- damage when used against a creature that is not resistant to acid.
- It also provides resistance against acid attacks.
-
- Weapon of Shocking
- A magical weapon of lightning that will inflict two times the
- normal damage when used against a creature that is not resistant to
- electricity. It also provides resistance against lightning attacks.
-
- Weapon of Freezing
- A magical weapon of ice that will inflict two times the normal
- damage when used against a creature that is not resistant to cold.
- It also provides resistance against cold attacks.
-
- Weapon of Burning
- A magical weapon of fire that will inflict two times the normal
- damage when used against a creature that is not resistant to fire.
- It also provides resistance against fire attacks.
-
- Weapon of Poisoning
- A magical weapon, coated with poison, that will inflict two times
- the normal damage to creatures not resistant to poison. It also
- provides resistance against toxic and poisonous attacks.
-
- --- Weapons of Slay {Monster-Type} ---
-
- Weapon of Slay Animal
- This weapon is especially effective against natural creatures and
- will do 1.7 times the normal damage against such creatures.
-
- Weapon of Slay Evil
- This weapon is especially effective against evil creatures and will
- do 1.7 times the normal damage against such creatures.
-
- Weapon of Slay Undead
- This weapon is especially effective against undead creatures and
- will do two times the normal damage against such creatures. It
- will also provide resistance to life draining attacks.
-
- Weapon of Slay Demon
- This weapon is especially effective against demonic creatures and
- will do two times the normal damage against such creatures.
-
- Weapon of Slay Orc
- This weapon is especially effective against orcs and will do
- two times the normal damage against such creatures.
-
- Weapon of Slay Troll
- This weapon is especially effective against trolls and will do
- three two the normal damage against such creatures.
-
- Weapon of Slay Giant
- This weapon is especially effective against giant humanoids and
- will do two times the normal damage against such creatures.
-
- Weapon of Slay Dragon
- This weapon is especially effective against dragons and will do
- three two the normal damage against such creatures.
-
- --- Weapons of *Slay* {Monster-Type} ---
-
- Weapon of *Slay* Animal
- This weapon is especially effective against natural creatures and
- will do 1.7 times the normal damage against such creatures. It
- will also increase your intelligence and allow you to regenerate
- hit-points and mana faster.
-
- Weapon of *Slay* Evil
- This weapon is especially effective against evil creatures and will
- do 1.7 times the normal damage against such creatures. It will
- increase your wisdom and will also be a blessed blade.
-
- Weapon of *Slay* Undead
- This weapon is especially effective against undead creatures and
- will do two times the normal damage against such creatures. It
- will increase your wisdom and will also provide resistance to both
- nether and life-draining attacks. Finally, it will allow you to see
- invisible creatures.
-
- Weapon of *Slay* Demon
- This weapon is especially effective against demonic creatures and
- will do two times the normal damage against such creatures. It
- will also increase your intelligence.
-
- Weapon of *Slay* Orc
- This weapon is especially effective against orcs and will do two
- times the normal damage against such creatures. It will also
- increase your dexterity.
-
- Weapon of *Slay* Troll
- This weapon is especially effective against trolls and will do
- two times the normal damage against such creatures. It will also
- increase your strength.
-
- Weapon of *Slay* Giant
- This weapon is especially effective against giant humanoids and
- will do two times the normal damage against such creatures. It
- will also increase your strength.
-
- Weapon of *Slay* Dragon
- This weapon is especially effective against dragons and will do
- three times the normal damage against such creatures. It will also
- increase your constitution.
-
- --- Missile Launchers ---
-
- Launcher of Accuracy
- These missile launchers have an unusually high bonus to hit.
-
- Launcher of Velocity
- These missile launchers have an unusually high bonus to dam.
-
- Launcher of Extra Might
- These missile launchers have an unusually high damage multiplier.
-
- Launcher of Extra Shots
- These missile launchers grant additional shots per round.
-
- --- Ammunition ---
-
- Ammunition of Hurt Animal
- This ammunition is especially effective against natural creatures
- and will do 1.7 times the normal damage against such creatures.
-
- Ammunition of Hurt Evil
- This ammunition is especially effective against evil creatures and
- will do 1.7 times the normal damage against such creatures.
-
- Ammunition of Hurt Dragon
- This ammunition is especially effective against dragons and will do
- two times the normal damage against such creatures.
-
- Ammunition of Shocking
- This ammunition will inflict two times the normal damage when
- used against a creature that is not resistant to electricity.
-
- Ammunition of Flame
- This ammunition will inflict two times the normal damage when
- used against a creature that is not resistant to fire.
-
- Ammunition of Frost
- This ammunition will inflict two times the normal damage when
- used against a creature that is not resistant to cold.
-
- Ammunition of Slaying
- This ammunition will have unusually large damage dice.
-
- Ammunition of Wounding
- This ammunition will have unusually bonuses +to-hit and +to-dam.
-
- --- Other Items ---
-
- Apart from these there are some very rare and well made blades in the
- dungeon. These include Blades of Chaos (which grant resistance to
- chaos), Maces of Disruption (which are especially effective against
- undead creatures) and Diamond Edges and Scythes of Slicing (which may
- both score vorpal hits).
-
- Note on Vorpal Weapons: A weapon with the vorpal flag will have a
- 1-in-6 chance of doing additional damage each time it strikes. If it
- passes the roll it has a chance of doing it again. This continues until
- a roll is failed. The calculations are nasty but the net effect is an
- average 22% increase in damage output.
-
-
- ***** <MagicalAids>
- === Magical Aids to Physical Combat ===
-
- There are several magical means of increasing your physical combat
- ability. The most common of these are potions of heroism and berserk
- strength and various scrolls (blessing, holy prayer, etc.). Typically,
- these grant small cumulative bonuses to your combat skill. Some magic
- realms contain equivalent spells.
-
-
- ***** <DamageCalc>
- === Calculating Damage ===
-
- Unlike standard Angband, however you attack a monster, whether in melee
- or by firing or throwing missiles, the weapon or object's base number
- of damage dice are cumulatively multiplied by any and all applicable
- modifiers. Actual damage is determined by rolling the final number of
- dice. The biggest conceptual difference is how Skill and Deadliness
- (formerly known as to-hit and to-damage respectively) work:
-
- Combat Skill: (formerly called the plus to hit)
- Your combat skill affects your ability to hit a monster, and also
- determines how often you get critical hits. The more skilled you
- are, the better those critical hits. You know you have scored a
- critical hit when you get any combat message other than "you hit"
- (or punch) "the <monster_name>".
-
- Deadliness: (formerly called the plus to damage)
- Deadliness acts as a percentage bonus to damage (you may inspect
- your current bonus on the character screen). It is not unusual
- for high-level characters to have bonuses in excess of 200%, and
- therefore triple the number of dice they roll on every blow with
- the Deadliness multiplier alone.
-
-
- ***** <MeleeCalc>
- --- Melee ---
-
- The formula for calculating the damage done by a weapon whose base
- damage dice are XdY is as follows:
-
- Z = X * (bonus from any applicable slays/brands) * (the critical
- multiplier (if any)) * (bonus from your deadliness percentage)
-
- Then roll a Y-sided dice Z times adding each result to give the
- total damage.
-
- Example 1
- ---------
- You hit a Troll with a dagger (1d4)
-
- there is one damage die : 1x damage
- it's a weapon of Slay Troll : 2x damage
- you get a critical hit for 2x damage : 2x damage
- you have a total bonus to Deadliness of 200% : 2x damage
-
- Thus,
-
- Z = 1 * 2 * 2 * 2 = 8
-
- Rolling a four-sided dice 8 times yields an average damage of 20
- per blow.
-
-
- ***** <BareHandCalc>
- --- Bare Handed Combat ---
-
- The calculation for bare handed combat is identical to that of melee
- combat. With the exception of the monk class, it is assumed that your
- hands will do a base damage of 1d1. Thus you will get two 1d1 attacks
- per round. Monk bare handed combat is addressed separately below.
-
-
- ***** <FireCalc>
- --- Missile Launchers ---
-
- The formula for calculating the damage done by a missile launcher
- firing ammunition whose base damage dice are XdY is as follows:
-
- Z = X * (missile launcher damage multiplier) * (bonus from any
- applicable slays/brands) * (the critical multiplier (if any))
- * (bonus from your deadliness percentage)
-
- Then roll a Y-sided dice Z times adding each result to give the
- total damage.
-
- Example 1
- ---------
- You use a long bow to hit a Dragon with an arrow (3d4)
-
- there are three damage dice : 3x damage
- its a long bow, and you have high strength : 3x damage
- it's an arrow of Hurt Dragon : 2x damage
- you don't get a critical hit : 1x damage
- you have a total bonus to Deadliness of 200% : 2x damage
-
- Thus,
-
- Z = 3 * 3 * 2 * 1 * 2 = 36
-
- Rolling a four-sided dice 36 times yields an average damage of 90
- per blow.
-
-
- ***** <ThrowCalc>
- --- Throwing ---
-
- Throwing and firing are broadly similar, with five main differences:
- firstly, only throwing weapons have a damage multiplier, which
- increases as you gain experience levels (it ranges from 4 to 12).
- Secondly, no thrown object other than the special throwing weapons
- may take advantage of bonuses to Skill or Deadliness granted by your
- equipment. Thirdly, only throwing weapons can get critical hits when
- thrown. Fourthly, thrown objects may break, but throwing weapons only
- do so rarely. Finally, you may never throw more than one object per
- round. Note that throwing weapons are very rare...
-
- The formula for calculating the damage done by a thrown object whose
- base damage dice are XdY is as follows:
-
- Z = X * (throwing damage multiplier (if any)) * (bonus from any
- applicable slays/brands) * (the critical multiplier (if any))
- * (bonus from your deadliness percentage)
-
- Then roll a Y-sided dice Z times adding each result to give the
- total damage.
-
- Example 1
- ---------
- You throw a spear (1d6) to hit an Orc and at your level throwing
- weapons receive a 6x multiplier.
-
- there is one damage die : 1x damage
- its a throwing weapon : 6x damage
- no applicable slay or brand : 1x damage
- you get a critical hit for 3x damage : 3x damage
- you have a total bonus to Deadliness of 200% : 2x damage
-
- Thus,
-
- Z = 1 * 6 * 1 * 3 * 2 = 36
-
- Rolling a six sided dice 36 times yields an average damage of 126
- per blow.
-
-
- Example 2
- ---------
- You throw a flail (2d6) to hit an Orc and at your level throwing
- weapons receive a 2x multiplier.
-
- there are two damage dice : 2x damage
- its not a throwing weapon : 1x damage
- no applicable slay or brand : 1x damage
- no critical hit (its not a throwing weapon) : 1x damage
- no Deadliness bonus (its not a throwing weapon) : 1x damage
-
- Thus,
-
- Z = 2 * 1 * 1 * 1 * 1 = 2
-
- Rolling a six-sided dice 2 times yields an average damage of 7.
-
-
- ***** <MonkAttacks>
- === Monk Attacks ===
-
- The Monk character is designed to be a barehanded fighter rather than
- using a weapon like the other Zangband classes. As a Monk's level
- increases the number of attacks they get per round increases and new,
- increasingly powerful attacks become available. Higher level attacks
- have a chance to stun the Monk's opponent.
-
- While the type of attack that a Monk uses for each blow is chosen at
- random from the list of available attacks, at higher levels there is a
- bias towards the attacks which do greater damage. This is because at
- these levels, the game will roll several times for each blow with the
- highest attack type chosen.
-
-
- ***** <MonkAttackTypes>
- --- Monks Attack Types ---
-
- Attack Name Min.lvl Damage Stun Notes
- -----------------------------------------------------------------------
- Punch 1 1d4 -
- Kick 2 1d5 -
- Strike 3 1d6 -
- Knee 5 2d3 * Likely to stun male opponents
- Elbow 7 1d7 -
- Butt 9 2d4 -
- Ankle Kick 11 2d5 - May slow down the opponent
- Uppercut 13 3d5 6
- Double-kick 16 6d3 8
- Cat's Claw 20 4d6 -
- Jump Kick 25 4d7 10
- Eagle's Claw 29 5d6 -
- Circle Kick 33 5d8 10
- Iron Fist 37 6d8 10
- Flying Kick 41 7d8 12
- Dragon Fist 45 7d10 16
- Crushing Blow 48 7d12 18
-
-
- ***** <MeleeTactics>
- === Basic Tactics ===
-
-
- Pillardancing
- -------------
- Requires that you be at least twice as fast as the monster you are
- fighting. Find a single block of wall, freestanding, and lure your
- enemy to it. When both you and your enemy are standing next to the
- pillar, hit him, and then move so that you are opposite the pillar from
- him. He will use his turn to move so that he's standing next to you.
- Hit him again, and then move again. Repeat until he's dead.
-
- Note: Some monsters move erratically, and cannot be relied upon to move
- in the method expected. Also, some monsters (mostly Ghosts) can move
- through walls, and a small number of monsters can chew through walls.
-
-
- Shoot'n Scoot
- -------------
- Requires a large room, Phase Door, and some type of missile weapon.
- Stand at one end of the room, your enemy at the other. Fire your
- missile weapon at him until he gets close, and then Phase Door. Fire
- again, until he gets close, and repeat. By the time you run out of
- ammunition, he should be dead or weak enough for you to finish him HTH
- (Hand to Hand).
-
-
- Hack'n Back
- -----------
- Requires that you be at least twice as fast as your opponent. Stand
- next to your enemy, hit him, and back up. He should use his turn to
- move towards you instead of using a missile weapon or a spell. Hit him
- again, back up again, repeat. This is a little more dangerous than
- Pillardancing, because the monster gets a chance to breathe or cast a
- spell, but it's easier to set up.
-
-
- Wail'n Bail
- -----------
- Requires Teleport items. Fight the monster until you're almost dead,
- teleport out, find him, and resume fighting. This is dangerous, because
- you could teleport right next to some nasty that will kill you. Also,
- it is not generally useful for killing unique monsters, as they
- regenerate damage very quickly, and by the time you find them again,
- they will have healed what you did to them.
-
-
- The Anti-Summoning Corridor
- ---------------------------
- Requires a little time to set up. This can be done just about anywhere.
- Dig a twisting corridor into the rock, and station yourself at one end
- of it. When your opponent arrives, he won't be able to summon any
- monsters next to you. This is a very important technique for fighting
- many higher-end monsters which very quickly bring in a horde of other
- monsters.
-
-
- --
- Original : (??) and Leon Marrick
- Updated : (??)
- Updated : Zangband DevTeam
- Last update: May 25, 2001
-
- ***** Begin Hyperlinks
- ***** [1] commdesc.txt#ThrowFire
- ***** [2] option.txt#UserInterface
-