Menu Close

Non-melee attacks and resistances

The player may at some time gain access to non-melee attacks, and many monsters also have them. Perhaps the most famous of this type of attack is dragon breath, but monsters may also cast spells at the player, and vice versa. This damage generally is not affected by armor class, and does not need a hit roll to hit the player or monster being aimed at.

Some attacks are purely magical: attack spells which blind, confuse, slow, scare or paralyze the target. These attacks are resisted by monsters of higher level (native to deeper dungeon depths) and characters with a high saving throw – saving throws being dependent on class, level and wisdom. There are also available resistances to fear, blindness, confusion and stunning, and the power of “free action” prevents magical paralysis and most slowing attacks (the player may still be paralyzed by being “knocked out” in melee or by a stunning attack, but this is very rare and can be prevented with protection from stunning.) There are monsters that can cause status effects such as blindness, paralysis or confusion through their melee attack. Since this is a physical effect and not a mental one, the player will not get a saving throw. However, having resistance to that effect will prevent the negative status in all cases. It should also be noticed that most unique monsters automatically pass their saving throws, and some monsters are naturally resistant to confusion, fear and sleep. Some monsters may have spells that ‘cause wounds’ that can be deadly if successful but do no damage if the saving throw is passed. Some melee attacks by monsters may drain a stat, as can some traps: this is prevented by having that stat sustained. Drained stats are temporary and can be restored on gaining a new character level or consuming rare items found in the dungeon.

Some monsters may cast spells that teleport the player character. There is no saving throw, except to those that would actually teleport him up or down one dungeon level. Having resistance to nexus will also prevent being level-teleported, but will not help against normal teleportation spell attacks. The player may teleport monsters in the same way, with a spell, wand or rod. No monsters, even Morgoth himself, can resist this teleportation. Yet…

Other attacks are usually element-based, including the aforementioned example of dragon breath. Many monsters can breathe various attacks or cast bolt or ball spells, and the player may also have access to bolt and ball spells (or breathe like a dragon, in some rare circumstances). The player, and the monsters, may be resistant to these forms of attack: resistance is handled in different ways for the player and the monster, and for different attack forms.

Bolt spells will hit the first monster (or the player) in the line of fire: ball spells may centre on a target which may be hiding behind other targets. Ball spells and breath weapons affect an area: other monsters caught in the blast take reduced damage depending on their distance from the centre of the blast. Breath weapons are proportional to a fraction of the monster’s current hit points and drop off in power with distance from the monster, with a maximum cap on the damage (which is higher for the most common of such attacks, owing to the fact that the resistances are also easier to find). Bolt and ball spell damage is calculated differently – often (but not always) relative to character or monster level.

In the case of fire, cold, lightning, acid and poison, if the monster has resistance to a player attack of this kind it will take almost no damage. If the player has one or more permanent sources of resistance, they will take 1/3 of the damage they would normally take: if the player has a temporary source of resistance (whether from potion, spell or item activation), this will also reduce the damage to 1/3 of its normal level, allowing the character to take only 1/9 damage if they have both permanent and temporary resistance. Having more than one source of permanent resistance confers no extra bonus, and using more than one source of temporary resistance increases only the duration of the resistance: in both cases, either the resistance is present or it is not. But one permanent resistance and one temporary resistance are both effective simultaneously.

Elemental attacks also have a chance to damage wielded equipment or destroy items in the character’s inventory. Fire attacks destroy scrolls, staves, magic books and arrows. Acid attacks destroy scrolls, staves, arrows, bolts and can damage armor. Electricity attacks can destroy wands, rods, rings and amulets. Cold attacks can destroy potions. Items in your inventory get a saving throw, and they are unharmed if they pass it. Having resistance to the element will make an item less likely to be destroyed. Items on the floor that get caught in an elemental ball or breath are automatically destroyed without a saving throw. Weapons, armor and chests can also be destroyed if they are lying on the floor, but cannot be harmed if they are in your pack.

The character may also gain immunity to fire, cold, lightning and acid if he is fortunate to find any of the few artifacts that provide these immunities: immunity means that no damage is taken, and the character’s equipment is also totally protected. Immunities are EXTREMELY rare.

Another attack that the player will come into contact with all too often is the soul-chilling nature of the undead, which can drain the character’s life experience. Some monsters have a life-draining melee attack, others may cast ball or bolt spells or, in extreme cases, breathe the very force of the netherworld (shortened by the game to “nether”.) There are two powers which are of assistance in this case: that of “hold life” will prevent 90% of all experience drains, and in the other 10% of cases, the amount of experience lost will be reduced by 90%. That of “resistance to nether forces” will provide resistance to nether bolts, balls and breaths, reducing the damage and preventing any experience drains from these attacks, but has no effect on melee “hits to drain experience”. Monsters caught in the blast from a nether ball or breath will take damage proportional to distance from the centre of the attack, except for undead who are totally immune. The player may find wands or rods of Drain Life, which similarly are ineffective on those undead creatures which have no life to drain: however, the real player equivalent attack spell is the priest/paladin spell of “Orb of Draining”, a ball spell which does damage to all monsters, double damage to evil monsters, and is resisted by none.

Other attack forms are rarer, but may include: disenchantment (both in melee or by a monster breath), chaos (breath or melee, which if unresisted will cause the player to hallucinate and be confused, and may drain life experience), nexus (which may teleport the player to the monster, away from the monster, up or down a level, or swap over two of the player’s “internal” stats), light and darkness (which will blind a character unless they have protection from blindness or resistance to light or dark), sound (which will stun a character without sound resistance or protection from stunning), crystal shards (which will cut a non-resistant character), inertia (which will slow a character regardless of free action), gravity (which will blink a character, also stunning and slowing), force (which will stun the character), plasma (which will stun), time (which may drain experience regardless of hold life, or drain stats regardless of sustains), water bolts and balls (which may confuse and stun, and do considerable damage from high-level monsters), ice bolts (which may cut and stun, and damage potions), and mana bolts and balls (the latter usually known as Mana Storms.) Magic missiles are included in the “mana” category, whether cast by the monster or the player.

In addition items on the ground are especially vulnerable to elemental effects. Potions on the ground will always be destroyed by cold, shards, sound and force. Scrolls, staves, books, and non-metal gear will always get destroyed by fire or plasma. Scrolls, staves, and all non-mithril gear will be destroyed by acid. Rings, amulets, wands and rods will be destroyed by lightning and plasma. And finally nearly everything will be destroyed by a mana storm if left on the ground.

Some attacks may stun or cut the player. These can either be spells or breath attacks (sound, water balls) or from melee. A stunned character receives a penalty to hit and is much more likely to fail a spell or activation. If a character gets very stunned, they may be knocked out and at the mercy of the enemies. A cut character will slowly lose life until healed either by potions, spells or natural regeneration. Both stunning and cut status are displayed at the bottom of the screen.

There are resistances available to chaos, disenchantment, confusion, nexus, sound, shards, light and darkness: all of these will reduce the damage and prevent side-effects other than physical damage. With these resistances, as with nether resistance, damage is a random fraction between 1/2 and 2/3.

It should be noted that not all of these are actually vital to completing the game: indeed, of the above list, only fire, cold, acid, lightning, poison and confusion resists are regarded as truly vital, with blindness, chaos and nether the next most desirable. Some attack forms are not resistible, but thankfully these are rare: resist shards will prevent all other magical attacks which cut (namely ice bolts), and confusion resistance will prevent confusion by a water bolt or ball, but there is no resistance to the physical damage caused by these following attacks: inertia, force, gravity, plasma, time, ice, water, mana. There is no resistance to any of the side-effects of a time attack, or indeed to anything but the stunning effects of a gravity attack.