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» (0) Quickstart
» (1) Introduction
» (2) Installation & setup
» (3) Creating a character & starting to play
» (4) The world
» (4.1a) Auto-retaliation
» (5) Item and flag details, elements
» (6) Monster details
» (7) Character details
» (8) Tactics & strategy
» (9) Miscellanous

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(4.1a) Auto-retaliation                                                         
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If you stand still and an enemy is on an adjacent grid (directly next to you,
no space between you and the enemy) then your character will automatically
attack it with the equipped melee weapon.

Starting in 4.9.3 there is an option 'instant_retaliator' that toggles the
behaviour of auto-retaliation and of fire-till-kill, in Gameplay Options 1:

- If on, your character will instantly attack anything adjacent (or targetted
in the case of fire-till-kill) if you have spare energy, up to two turns at
once if your character was standing around idly before.
This is how auto-retaliator and FTK have always worked so far.

- If off, your character will make sure to keep 1 turn of energy in reserve.
If you move next to an enemy this might result in your character waiting for
one turn to recuperate the movement energy before it starts auto-attacking or
firing-till-kill. This is the new way, choosable starting in 4.9.3.

Why you might want to choose the new way ie turn it off:
 The advantage of having this turned off is that the stored up energy can be
 used to break out of auto-retaliation or fire-till-kill almost instantly, for
 example if you hit your teleport macro.
 So it guarantees a fast escape without having to wait for energy recuperation
 and thereby greatly increases survival chances for classes that don't split
 their energy on attacks like melee or archer-type classes do. Istari are for
 example strongly affected by this option.
 Also, if this is on, as your character won't instantly auto-attack if you
 step next to an enemy, this allows you to easily walk past sleeping monsters
 without your character starting to attack them and thereby waking them up.

-- More about auto-retaliation: --

Instead of melee attacks, you can also configure the auto-retaliator to use
other items. To do so, you use '@O...' (the letter 'O', not the number zero!)
item inscriptions:

Note: To inscribe an item press '{' key, to uninscribe press '}'.
Note: You cannot use any sort of teleportation or recall for auto-retaliation.

Weapons:
    @Ox         Don't auto-retaliate with it.
                It's recommended for spell-casters who just wear a weapon to
                profit from its magical abilities to always inscribe it @Ox
                so it won't accidentally get destroyed when fighting a Nazgul
                and the auto-retaliator won't take over.

Ranged weapons:
    @O          Auto-retaliate with it (shooting ammo).
                (Note: @O can either be on your ammunition or on the bow.)

Magic devices:
    @O          Auto-retaliate with it. (Wands, staves, rods.)
                Note that you cannot use self-relocation magic such as teleport
                or word of recall for auto-retaliation.
                You can restrict auto-retaliation to town-only by adding a 't'
                after the '@O' like this: '@Ot'.

Spell scrolls, books or crystals:
    @Oc         You will auto-retaliate by casting the spell 'c)' from this
                book (or any other spell, change the inscription accordingly).
                You can restrict auto-retaliation to town-only by adding a 't'
                after the '@O' like this: '@Otc'.
                IMPORTANT: If you cannot cast spells from the book or you
                inscribe an unsuitable item, auto-retaliation will be disabled
                completely!
                If the spell letter, in this example 'c', is omittted, the
                first spell in the book will be chosen.
                Note that you cannot use self-relocation spells such as
                phase door, teleport or word of recall for auto-retaliation.

If you want an auto-retaliation-enabling inscription to only work while you are
around a town (in town or in the town area aka housing area), add a 't' after
the 'O', examples: '@Ot', '@Otb'.
(Note that 't' cannot be combined with 'x'.)

Alternative to @O inscriptions, can be used on magic devices and for spells:
     @Q         If you want to fall back to melee-autoretaliation in case you
                cannot cast right now (or out of charges/energy on magic
                devices), use a 'Q' symbol instead of the 'O'.
                Examples: '@Qt', '@Qtb'.
                This is useful for classes that may use attack spells yet can
                perform decently in close combat, such as paladin or
                mindcrafter.

Aside from inscriptions there are also three commands for auto-retaliation:

Melee:
    /ar [t]+   or   /ar -
                Turn melee auto-retaliation on or off, see (0.2b) for details.
                Optionally use 't' for 'in town only'.
    /ar help    Shows details for the /ar command.

Mimic powers:
    /arm [Q][t]<power>   or   /arm -
                Auto-retaliate with a mimic power, see (0.2b) for details.
                Optionally use 't' for 'in town only',
                and/or 'Q' for 'fallback to melee if cannot cast'.
    /arm help   Shows details for the /arm command.

Runes:
    /arr [Q][t]<a-f><a-f><a-h><a-f>   or   /arr -
                Auto-retaliate with a runespell, See (0.2b) for details.
                Optionally use 't' for 'in town only',
                and/or 'Q' for 'fallback to melee if cannot cast'.
                The four mandatory parameters: rune, rune, mode, type.
    /arr help   Shows details for the /arr command.
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