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» Contents » (0) Quickstart » (1) Introduction » (2) Installation & setup » (3) Creating a character & starting to play » (4) The world » (5) Item and flag details, elements » (6) Monster details » (6.2a) Unusual monster spells
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(6.2a) Unusual monster spells ----------------------------- Further, monsters may have one or more spells they can cast. Breathing elements and shooting or throwing boulders belong to those too (but aren't affected by anti-magic fields since they aren't 'real spells' but rather physical actions). Among the monster spells, such as casting bolt or ball spells, teleporting, healing, trying to blind/scare/confuse/paralyze/slow the player, summoning other monsters for help, or speeding itself up with a haste-self spell, there are some particularly special spells that will be explained here in more detail: SHRIEK Not a real spell but a physical action, some monsters can emit an aggravating noise that will wake up all nearby monsters and even haste those within line-of-sight of the shrieker. This can be extremely dangerous and you'll see a light red message in the combat message log when a monster shrieks. If you have the sound pack installed, you'll also clearly hear it, which can help further to react quickly: On shallow levels shrieking might not be that bad, but on deep levels it might well be reason enough to teleport out instantly. The haste effect is permanent, but most non-unique monsters can be slowed down again by using any slowing magic. TRAPS Again not a spell but nasty nevertheless. The monster casts a 3x3 'circle' of traps around you, watch where you step. UNMAGIC This can be extremely nasty for istari. Unmagic cancels nearly all kind of magic effects your character is currently under, such as speed from a speed potion and even Disruption Shield. This won't affect classes much such as warriors and archers but is life-threatening if it neutralizes the Disruption Shield of an Istar. 'Holy Martyr' and mimicry-forms either native or temporarily gained from a ring of polymorphing are unaffected though. MIND_BLAST A psionic attack spell that hurts your sanity and can cause confusion and hallucinations. BRAIN_SMASH A powerful psionic attack spell that hurts your sanity and can cause blindness, confusion, paralysis and slowness. FORGET Aka "Amnesia". This mind blanking spell will create darkness around you, erase your map knowledge and makes you forget about some or all of the items you are carrying, effectively un-identifying them (you won't lose flavour knowledge though). Saving throw, 'Willpower' spell and being a Mindcrafter help. HOLD Although not so special and already mentioned further above this spell is listed because it's a ranged paralysis spell. Ghouls can do this for example, so make sure that you get Free Action as early as possible, definitely before venturing into Mordor though. TPORT Not only allows a monster to teleport at will, but also will cause it to try and teleport-follow the player whenever they teleport away from it from within melee range! To teleport-follow, when the player initiates teleportation, the monster must stand adjacent to player (ie in melee range) and not have RES_TELE or IM_TELE flag. Also the monster must not be asleep or running from the player. Finally the monster will have to succeed a d100 roll against its racial base level.
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