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- === The Zangband Newbie Guide ===
-
-
- Note: This guide has been adapted from The Angband Newbie Guide by
- Chris Weisiger and has undergone certain revisions to conform more
- closely to Zangband.
-
-
- === Basic Training ===
-
- When you load the game, select "Start a new character." Go through the
- step-by-step instructions for picking a gender, race, and class. For
- your first time, we recommend choosing a Golem Warrior. Avoid the
- spellcaster types; they're much more difficult to play. If you want
- basic information about races and classes, go to the on-line help
- (type "?") and read "Character Attributes". You should probably read
- most of the help files here; the commands list is especially important
- to someone new to Zangband.
-
- After naming your character, you'll start in the town. The various
- numbers represent stores, where you can buy new equipment and sell
- stuff you've found in the dungeon. The little ">" is a staircase, the
- entrance to the dungeon. If you want to know what a specific symbol
- stands for, type "/", and then the symbol. For instance, if you're
- wondering what all the t's are, type "/t", and the game will tell you
- that these are townspeople. You can also "l"ook at an item, feature, or
- monster. While looking, pressing space or enter will cycle through the
- different "interesting" things in view. There is also a full map
- function: type "M". It will bring up a map of the entire area (just a
- single screen in the case of the town, but useful later on in the
- dungeon). Finally, if you type "L", you can scroll the (full-zoom) map
- around the dungeon. In general, you can use "M" to find areas that look
- interesting and "L" to look at them in detail.
-
- Take a look around the town, but avoid the Mean-Looking Mercenaries and
- Battle-Scarred Veterans; they can kill you fairly easily. A note on
- shop #7; it's the black market, where very powerful items are sold for
- an absolutely ridiculous price. Any good item can show up in this store
- (barring standard artifacts), so look here for those items that don't
- show up in other stores.
-
-
- Be sure to visit shops #1 and #2, the General Store and Armory,
- respectively. At the General Store, buy a cloak and a Brass Lantern,
- and a flask of oil or two. Sell your torches. At the Armory, buy some
- of the light armor. Suggested: Hard Leather Boots, a Leather Cap,
- Leather Gloves. If a Small Leather Shield is on sale and you can afford
- it, buy it.
-
- This should have cleaned out your money. However, if it hasn't, it is
- strongly recommended that you go to the Alchemist's shop (#5) and
- purchase a scroll of Phase Door. If you get surrounded by monsters,
- read it, and you'll be teleported a short distance away.
-
- Of course, it's possible that these items will not be available in the
- stores. The stores will "refresh" themselves every 1000 turns, getting
- rid of old items and buying new ones. If you ever find that there's
- something you need which the stores don't currently have, you can wait
- a while for the stores to refresh.
-
- Zangband's not actually all that difficult to learn to play. You should
- get the hang of it fairly quickly.
-
- From here on we'll be giving detailed dungeon survival information.
- Some of it is intuitive, and some of it you aren't likely to find out
- without a lot of deaths first. If you want to experience the painful
- learning process in all it's glory, don't read further. If, however,
- you're sick and tired of dying, read ahead.
-
- === On weapons and multiple blows ===
-
- Most characters will start the game being able to get two blows per
- round with their weapon when attacking. Whether or not you get more
- blows than this later in the game will be determined by your class,
- your weapon weight, your Strength, and your Dexterity. Check your
- Character display (type "C"). Somewhere on this page, there is a number
- that is your number of blows/round.
-
- Multiple blows become very important later in the dungeon since the
- more times you hit, the more damage your weapon does (obviously).
-
-
- === On important magical items ===
-
- You might think that you can get by without magical items. If so,
- you're bound for an interesting, but short, stay in the dungeon. It'll
- probably be one-way, too.
-
- --- Teleportation Items ---
-
- The most important items have be those of teleportation. There are many
- basic types:
-
- Phase Door
- teleports you up to 10 squares away. Useful for the Shoot 'n Scoot
- maneuver; more on this later.
-
- Teleport
- teleports you across the dungeon, sometimes landing you in more
- trouble than you started in. Better than certain death, though.
-
- Teleport Away
- teleports a monster (or several monsters) away from you. Safer
- than Teleport, but you might not be able to get them all in one
- strike.
-
- Teleport Level
- moves you up or down one level. If the level you're on is full of
- dangerous monsters and you need to teleport, this could be your
- ticket to safety.
-
- *Destruction*
- this powerful spell removes everything except artifacts from the
- area around you, blasting the surroundings and causing rock to
- fall from the ceiling. If you're ever in deep trouble, this is the
- safest way to escape.
-
- --- Healing Items ---
-
- The second most important items are those of healing. Healing, in this
- case, covers Cure Light/Serious/Critical Wounds, Healing, *Healing*,
- and Life Potions, from weakest to strongest.
-
- Cure Light/Serious/Critical Wounds
- these generally restore a small amount of hitpoints and may also
- remove temporary bad effects like confusion, blindness, poison and
- cuts. The amount of hitpoints healed and the number of other bad
- effects cured increases from Light to Serious to Critical.
-
- Healing
- restores 200 hitpoints and removes all temporary bad effects with
- the exception of fear and cures all wounds.
-
- *Healing*
- restores 1000 hitpoints and removes all temporary bad effects and
- cures all wounds
-
- Potions of Life
- restores 5000 hitpoints (about 5 times more than you'll ever
- have), restores all drained stats and experience, and removes all
- bad effects except hunger. These are very rare; save them in your
- home for a dangerous fight.
-
- --- Items for Identifying Objects ---
-
- There are various methods of Identify which you *need*. Identify comes
- in the form of scrolls, Staffs of Perception, Rods of Perception, the
- spell Identify, and the prayer Perception. These will tell you any
- magical properties of the item, like magical bonuses to hit and to
- damage, and magical bonuses to stats. It also tells you if the item is
- cursed. It tells you what a wand/rod/staff/potion/scroll/mushroom/etc.
- does, and this is very important. There are nasty potions deep in the
- dungeon that you *do not* want to drink! Sometimes, the descriptions of
- the items are a little obscure; things like Staves of Holiness and
- Power, Mushrooms of Unhealth, and others. You may have to experiment a
- bit to determine their powers.
-
- There is also an advanced form of Identify, called *Identify*. This is
- available primarily as a Scroll of *Identify* but certain magic realms
- contain a similar spell although it may be called something different.
- In addition, some towns may provide a shop offering *identify* as a
- service. Identifying an item by one of these means tells you every
- single property of the item, like whether or not it lets you see
- invisible monsters, sustains stats, gives you regeneration, and so on.
- You should only use *identify* on artifacts and certain powerful
- ego-items some of which may have random abilities which can only be
- discovered by this method.
-
- --- Items for Lighting the Dungeon ---
-
- Notes on lighting: You can't do much without light. You won't be able
- to see most monsters, cast spells or read scrolls, or, in general, see
- the dungeon. You should carry a light source of which torches and brass
- lanterns are the most common and this will light up the area which is
- immediately around you. There are items which will light up the
- dungeon, but only parts of it. Any item/spell of Light or Illumination
- will light up the room you are standing it (or part of the corridor). A
- potion of Enlightenment/the prayer Clairvoyance will light up the
- entire level.
-
- --- Word of Recall ---
-
- Finally, the most useful magical item in general is a Scroll of
- Word-of-Recall (often abbreviated WoR). When you are in the town and
- read it, you are teleported to the lowest level you have been to in the
- dungeon. When read in the dungeon, you are teleported to the town. The
- activation takes place about 50 turns after reading the scroll, so it's
- not a perfect escape method.
-
- === On Resistances ====
-
- There are many different kinds of attacks in ZAngband, generally
- falling under physical, magical, and breath attacks. They can all cause
- specialized kinds of damage, which can kill a character if he/she does
- not have resistance to that attack. The majority of attack types have a
- corresponding resistance. These resistances include: acid, electricity,
- fire, and cold (often collectively referred to as "low" or "elemental"
- resists) and poison, light, dark, shards, confusion, sound, nether,
- nexus, chaos, disenchantment, blindness and fear (often collectively
- referred to as "high" resists). Two other abilities - free action, and
- hold life, can be considered as resists in some sense since they
- provide resistance to paralyzing/slowing attacks and to experience
- draining attacks respectively.
-
- Resistances can be provided by certain items and also may be part of
- your racial characteristics. There are certain types of items that
- provide all four elemental resistances. These include Defender weapons,
- Robes of Permanence, armors/shields of Resistance, armor of Elvenkind,
- and Helms/Crowns of the Magi. Many artifacts also provide some or all
- of the basic resistances, and also perhaps one or two "high"
- resistances.
-
- Resistances generally chop off a significant amount of damage, ranging
- from 1/5 to 2/3. Also, it is possible to doubly resist the basic four
- resistances and poison. When you doubly resist these, damage is chopped
- to 1/9. Double resistance is NOT having two permanent sources of the
- same resist! Double resistance is having both a permanent source and a
- temporary source. Multiple permanent sources do nothing for you.
- Resistances are vital to survival in the dungeon. For instance, the
- most powerful of fire dragons, the Great Hell Wyrm, can breath fire
- (big surprise). Unresisted, the damage caused is 1600 HPs worth; more
- than enough to kill the mightiest of warriors (if he's lucky, a warrior
- might top out at about 1200 HPs at level 50). However, if you have fire
- resistance, this is chopped to 1/3-533 damage. If you doubly resist the
- breath, the damage is a paltry 178 HP.
-
- === On Important Depths ===
-
- There are certain depths in the dungeon beyond which it is important to
- have a certain resist or attribute. The depths given here are
- guidelines, and should not be taken literally. However, if you decide
- to go past the depth without the attribute, be very careful and don't
- complain if you get the dreaded "It breathes -more- You are dead"
- message.
-
- 1000': Free Action, See Invisible
- 1250': Basic four Resistances
- 1900': Maxxed Stats, Confusion Resistance, Blindness Resistance
- 2000': Poison Resistance
- 2500': Hold Life
- 2700': Chaos Resistance, Nether Resistance
- 3000': Permanent and Temporary Speed of +20 or greater
- 4000': Permanent + Temporary Speed of +30 or greater
- 4950': As much as you can get. Sustains, Speed, every resistance,
-
- Notes: If you have high infravision, you can probably hold off on See
- Invisible for a few levels. Not very many, however; Ghosts start
- showing up soon, and they're cold-blooded.
-
- Without Free Action you are very dead. Some monsters have a melee
- paralyzation attack, which can keep you immobile until death. Also,
- monsters start getting the paralyze spell about here. Nothing is more
- aggravating than watching a puny monster slowly kill your character as
- you watch, helpless.
-
- Confusion and Blindness resistance are vital. If you have these, you
- can rely on scrolls of Teleportation to get you out of any situation.
- Before this, you need Staves of Teleportation which can be activated
- when blinded or confused, although with a decent failure rate. Scrolls
- are fail-safe.
-
- Poison Resistance is necessary because two monsters, Ancient Multi-Hued
- Dragons, and Drolems, start showing up at about depth. Both of these
- monsters breath poison for huge amounts of damage (700 and 800 points,
- respectively).
-
- Hold Life is very nice, but not important. If you can't get it, carry
- lots of Potions of Restore Life Levels.
-
- Chaos Resistance is *vital* since it not only does significant damage
- but can also have nasty side effects like causing hallucinations or
- mutating your character.
-
- Nether Resistance is also very important since there are a fairly large
- number of monsters with attacks of this type and because it can do
- significant damage.
-
- === On Secret Doors ===
-
- Throughout the dungeon, many doors are hidden from view. To find them,
- use the (S)earch command, which toggles on and off the Searching mode.
- However, it is often difficult enough just knowing where to search.
- Usually, situations like this will have secret doors (walls containing
- secret doors are marked by *s):
-
- #*### ###'### ####*# ###*###
- *@... ..'@'.. ..@'.* ..'@...
- #*### ###*### ####'# #######
-
- In general, if you see a door by itself in a corridor, there are
- usually others nearby. If you find a corner in a corridor with two
- doors, look for more. Intersections often have some secret doors.
- Finally, secret doors will never be in a situation where you have to
- move diagonally to open them. The dead-end situation (the first one)
- usually does have a secret door, but not always. If you search for a
- while and don't find anything, just give up and move on. Sometimes a
- dead end will occur near the end of a map, where there is no room to
- have a continuing corridor, and so no secret door is generated.
-
- === On the Maximize/Preserve modes ===
-
- These are selected on or off at character creation, and cannot be
- changed after that.
-
- Maximize mode: with Maximize mode off, your statistics max out at
- 18/100, without outside magical effects, like a Ring of Strength. When
- Maximize mode is on, where your stats max out at is determined by your
- race and class. For instance, any Mage has -5 to Strength. A Human
- Mage's strength (Humans have no racial stat differences), therefore,
- could max out at 18/50, instead of 18/100. However, Mages also have +3
- to Intelligence. A Human Mage's Intelligence would max out at 18/130.
- When Maximize mode is off, it is possible to achieve higher starting
- stats for characters; a Gnomish Mage might be able to start with 18/80
- Intelligence. However, since your stats can't reach as high levels,
- the end game is harder than with Maximize mode on.
-
- Preserve mode: with Preserve mode off, if a level is created with an
- artifact on it, and you don't get that artifact, it is gone forever.
- When Preserve mode is on, you always can find the artifact again unless
- you have already identified it and then leave it behind. However, in
- preserve mode you lose the "special" level feeling (more below).
-
- === On Level Feelings ===
-
- When you enter a level, you receive a feeling giving you a vague idea
- how good the level is. In general, the more scary the feeling sounds,
- the better the items on the level, and the more difficult the monsters.
- Each unusual item or monster bumps up the rating of the level a bit. An
- item or monster is considered unusual if it is out of depth [normally
- occurs at a lower depth; for instance, a Longsword has a base level of
- 20, and would be considered unusual anywhere above that level (although
- not below it)]. Items can be out of depth without necessarily being
- anything special; a normal, non-magical katana could provoke a high
- level feeling at low depths, because it is so unusual. Also, pits
- (large rooms filled with a single type of monster) and vaults (dense,
- dangerous rooms with many out of depth monsters and items) can cause
- high level feelings. There is also a Special feeling, available only to
- players with Preserve mode off, which tells the player that there is an
- artifact on the level (most of the time. Sometimes, especially in the
- earlier levels, a monster pit or a vault will often trigger a special
- feeling). Also, if you have not spent enough time on the previous level
- before entering the new one, you get the feeling "Looks like any other
- level" which gives you no information whatsoever.
-
- === On weapons and armor ===
-
- Your equipment will always carry around little numbers that tell you
- how effective it is. Armors take this form:
-
- A Foobar (+x, +y) [a, +b] (+c)
-
- Weapons take this form:
-
- A Foobaz XdY (+x, +y) [a, +b] (+c)
-
- When unidentified, armors will show just this:
-
- [a]
-
- Weapons will show this:
-
- XdY
-
- (+x, +y). This is the item's magical bonuses to your skill and your
- deadliness respectively. These are added to whatever other bonuses you
- have when you attack. Some armors have similar bonuses to your skill
- and deadliness, but they are mostly artifacts, the exceptions being
- Gloves/Gauntlets/Cesti of Slaying and Power. Many body armors have a
- small negative number before the base armor bonus (see below); this is
- a penalty to your skill (the armor is so heavy that you have trouble
- moving around in it). However, this penalty is small enough for all but
- the youngest of characters to ignore.
-
- Rings of Combat or Skill have a single (+y) or (+x). When worn, they
- affect your deadliness and skill in melee battle respectively.
-
- [a, +b]. This is the item's base armor class and magical bonus to
- armor. The higher, the better. While theoretically, a weapon could
- provide a base armor bonus, none of them do, and only a few weapons
- have a magical bonus to armor.
-
- Rings of Protection have a single [+b], which increases your AC. They
- are also practically worthless; the valuable ring slot is almost
- certainly better off being used for something else.
-
- (+c). This is the item's magical bonus to other statistics: Strength,
- Intelligence, Wisdom, Constitution, Dexterity, Charisma, Speed,
- Stealth, Searching, Infravision, Attacks, and Tunneling. Not on every
- item, it is generally a good reason to choose the item. [Note that it
- does not affect every stat in this list! Most items that have a +c only
- affect one or two of these stats. Some items affect more (A Weapon of
- Westernesse affects Strength, Dexterity, and Constitution)].
-
- As a side note for the above: Zangband follows the parenthesis for any
- item. If you see a number in brackets, like this: [b], it is a bonus to
- AC. If it is in parenthesis, like this: (+x), it is either a bonus to a
- stat or to hit/damage (and which should normally be obvious by the name
- of the item). For instance, a Holy Avenger (a powerful ego-item), looks
- like this:
-
- A Mace (Holy Avenger) (2d4) (+7, +5) [+4] (+1)
-
- Thus, it rolls 2 four-sided dice when attacking, has +7 bonus to your
- skill and +5 bonus to your deadliness, increases your AC by 4, and
- increases a stat (In this case Wisdom) by 1.
-
- XdY. This is the weapon's base damage. When you successfully hit a
- monster, X number of Y-sided dice are rolled. This number represents
- the amount of damage you do to the monster before magical bonuses,
- slays, brands, criticals, etc are applied. A Longsword, for example,
- rolls 2 five-sided dice (2d5) when you hit a monster.
-
- Ammunition, as well as having the normal weapon information, also
- shows how much damage they will do per shot and per round. This
- information will only be displayed if you have the proper shooting
- weapon. (Your melee weapon's average damage is displayed on the info-
- screen.) The format of this is:
-
- An arrow (3d5) (+0, +0) (26/26)
-
- The first number is the average damage per shot, and the second is
- average damage per round. The two numbers can differ because the
- shooting weapons have differing energy requirements per shot (unlike
- melee weapons.)
-
- === On Slays ===
-
- Many weapons you find in the dungeon are considered to be particularly
- deadly against a type of creature. These qualities are collectively
- known as slays. They double, triple, or multiply by five *the damage
- done by the damage dice*. They DO NOT affect bonuses to damage. Thus,
- while slays may play an important part in the early game (especially if
- you find a weapon of Slay Orc), in the later part of the game, where
- magical bonuses to damage all but take over combat, slays play a very
- minor role. The rundown on slays:
-
- Slay (or *Slay*) Evil: x1.7 damage dice against evil monsters
- Slay (or *Slay*) Animal, Undead, Demon, Giant, Dragon: x2 damage
- dice against the relevant monster type
-
- The brands ("of Melting", "of Burning", "of Freezing", "of Shocking",
- and "of Poisoning") all do x2 damage dice to those monsters not
- resistant to the relevant element. There is also a "(Vampiric)" brand
- which will suck life from your foes and heal you at the same time and
- a "(Chaotic)" brand which can cause some unexpected results when using
- it!
-
-
- === On the Monster Memory ===
-
- In many other games, you are required to take notes on monster's
- weaknesses, strengths, spells, et cetera. Zangband takes care of this
- for you, with the handy Monster Memory. Every time you find out
- something new about a monster, like that it can breathe fire, this is
- added to your knowledge of the monster. To look over this knowledge,
- type /, then the symbol of the monster. You may have to scroll through
- other monster memories to get to the one you're looking for. [Note: you
- can set a window to display the monster memory at the preferences
- screen (see below). This window will then automatically update as you
- fight monsters].
-
- In the unpleasant event of your character's death, you can create a new
- character using your old character's file (instead of simply creating a
- new character, open the dead character's savefile, and the Creating a
- Character section will come up). This new character will have all of
- the old one's monster memories, and some special text for the monster
- that killed him.
-
-
- === On the Colors of Monsters ===
-
- You can often determine some information about a monster based solely
- on it's color. This would be the color it is described as, like "a
- White Dragon," not the color of it's image on the screen (you can't
- rely on a white "p" to be a cold based monster! It will probably be a
- paladin or some such). In general, White monsters are cold-based, Red
- are fire-based, Blue are electrical, Black is acidic, and Yellow/Green
- are poisonous. A Multi-Hued monster is all of these. Crimson monsters
- can cause weakness.
-
-
- === On the Preferences ===
-
- The preferences screen is reached by typing "=". It contains many
- different preferences that make Zangband more enjoyable. There are a few
- that I would recommend. Turn both stacking options ON. This maximizes
- your treasure collection. Turn the Low Hitpoint Warning ON, and place
- the warning percent at about 50%. You'll see the effects of this
- whenever you start to die:). The Delay Factor determines how long it
- takes for special effects to "move;" that is: balls exploding, bolts
- moving, missile weapons flying, et cetera. This is machine dependant;
- I usually set mine at about 3 or 4. The Window Flags screen allows you
- to set various windows (assuming your platform supports them) to show
- certain things. Using this, you can set some windows to always show
- monster memory, your character's inventory and/or equipment, a dungeon
- map, and others.
-
- === On the Autoscummer ===
-
- Available in the Preferences screen, the autoscummer keeps generating
- levels until it comes across one that is interesting, meaning that it
- has a decent level feeling. At shallow depths, it doesn't do much,
- because it's very hard to generate out of depth monsters and items.
- Some people consider it cheating, but keep in mind that, along with
- better items, the autoscummer brings nastier monsters, and the monsters
- generally outweigh the items. The autoscummer becomes more effective
- at lower depths.
-
- === On Death ===
-
- Death in Zangband is permanent. Saving in Zangband is meant only to let
- you pick up where you left off; if you die, your savefile is marked.
- The next time you try to use the savefile, you will get the new
- character dialogue. Ancestors of dead characters will retain their
- monster memory and preferences. Many people here have characters like
- "Yuppy XIV"; people die very often in Zangband.
-
- Some people make backup savefiles; if their character dies, they simply
- load the older character, and pick up where they left off. They lose
- what happened after making the backup, but they're alive. However, this
- is considered cheating of the highest degree. The only really legal
- reason to use savefile abuse ("savefile scumming") is if your computer
- crashed or some other external problem killed your character.
-
- There is an option in the Cheating menu in the preferences which
- allows you to cheat death. However, like all the other cheating
- options, it invalidates your high-score and makes it impossible to
- truly win the game. It also sets your Social Status to zero, so
- everyone knows what a scumbag you are.
-
-
- === On ZAngband Time ===
-
- If there is one feature of Zangband that tends to confuse people
- (especially veterans of other roguelikes), it's how the speed system in
- Zangband works. Most other roguelikes have a simple incremental system,
- where +1 to speed means you move twice as fast as normal-speed
- monsters, +2 is three times as fast (or twice as fast as fast
- monsters), and so on. Zangband has a decimalized version. +10 is the
- old +1 to speed, and +20 is the old +2. This allows for characters to
- be "half again as fast" as a monster, with the in-game effect that the
- character occasionally gets a free turn.
-
- However, problems start to arise when one's speed gets much higher than
- about +28. After this, each point of extra speed contributes slightly
- less than a full point of speed (i.e. the points are worth less). There
- is little point in trying for speed higher than +35 or so.
-
- It might help to understand this if an explanation of Zangband time were
- given. In Zangband, every game turn, the player and monsters gain a
- certain amount of "energy". At normal speed, you gain 10 points of
- energy every game turn. Once you have 100 energy points, you get to
- take an action. Most actions cost 100 energy units (the major exception
- being shooting an arrow or bolt with a bow of Extra Shots. This divides
- the energy cost by two or, if it's a bow of Extra Shots +2, by three,
- thus allowing you to shoot several times before a monster gets an
- action).
-
- However, each extra speed point that you have gains you an extra energy
- point each game turn. Thus, if you have +10 to speed, you gain 20
- energy points per game turn, twice as fast as normal. Normal monsters
- only get 10 energy points per game turn (same as the player), so you
- move twice as fast as they do.
-
- The slowing of gains from speed that occurs at about +28 or so to speed
- is then translated to each point of speed not giving a complete point
- of energy each game turn. It's the same effect, subjectively.
-
-
- === Advanced techniques for killing monsters ===
-
- 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 that 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.
- Required 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 : Chris Weisiger (TANG version 1.6.2)
- Updated : Zangband DevTeam
- Last Update: January 13, 2000
-