Attack type Advantages Disadvantages
Melee Doesn't use up any resources
High damage output
Uses less than a full turn of energy if less than full blows required to kill a monster
Requires you be adjacent to monsters to attack
Light weapons are less effective on first attack and against huge monsters
Weapon damage is reduced by monster armour class, by up to 75%
Evasive monsters can evade
Can miss
Attacking with blunt weapon
(in addition to melee / throwing comments)
Does stunning damage for criticals
Sufficiently stunned monsters will not alert their comrades when you attack (?)
Can instead be set in traps
Ghosts and semi-substantial monsters are resistant or immune
A lot of monsters ignore the stun effect
Attacking with sword
(in addition to melee / throwing comments)
Does cutting damage for criticals
Sufficiently cut monsters will not alert their comrades when you attack (?)
Cut monsters can bleed to death independently of you doing further damage
Can coat these weapons with potions, flasks or mushrooms for additional damage and a variety of effects
Can instead be set in traps
Rocky or metallic monsters are resistant or immune
A lot of monsters ignore the cutting effect
Attacking with polearm
(in addition to melee / throwing / shooting comments)
Does additonal damage for criticals
Can coat these weapons with potions, flasks or mushrooms for additional damage and a variety of effects
Can instead be set in traps
Rocky or metallic monsters are resistant or immune
Throwing - from hands Can use at range
You can hit multiple targets with a single throw, including having the weapon return to your hands
Weapon damage is not reduced by monster armour class
If you miss a target, you can sometimes hit the target behind them instead
Uses less than a full turn of energy if number of targets less than number of hurls, counting returning to your hands as one target
Thrown weapon can be damaged or break
If you miss or fumble, you end up with no wielded weapon
Heavier weapons have shorter range
You cannot wield a stack of ammunition
Evasive monsters can evade
Can miss
Requires line of fire to the target
Throwing - from quiver, backpack or floor Can use at range
Weapon damage is not reduced by monster armour class
If you miss a target, you can sometimes hit the target behind them instead
Can store up to 10 different throwing weapons in the quiver
Ammunition will be dropped by monsters that use it
Can instead be set in traps
Each throw uses less than a full turn of energy with multiple hurls
Thrown weapon can be damaged or break
Stacks of ammunition can be very heavy
You go through ammunition quickly
Ammunition is vulnerable to destruction from elemental attacks
Evasive monsters can evade
Can miss
Are more likely to miss or be blocked by monsters with shields
Requires line of fire to the target
Throwing - potions / flasks Magical bags can hold a large stack of ammunition
A wide variety of effects
Can hit multiple targets in area of effect
If you miss a target, you can sometimes hit the target behind them instead
Explodes if blocked by a monster's shield
Damage is not reduced by monster armour class
Potions and flasks stack easily
Can instead be set in traps or used to coat weapons
A limited range of potions and flasks will be dropped by monsters that use them, and by certain traps
Can instead be set in traps
Monsters that resist magic always affected
Each throw uses less than a full turn of energy with multiple hurls
Monsters can be resistant or immune to specific effects
Potions/flasks will always be destroyed when thrown
Must break against a target to explode
Evasive monsters can evade
Can miss
Potions/flasks are vulnerable to destruction from a variety of elemental attacks
Potions/flasks destroyed under the player can damage you
Requires line of fire to the target or an adacent grid
Damage drops away from the centre of effect
Throwing - spores A wide variety of effects
Affects a radius 1 area
If you miss a target, you can sometimes hit the target behind them instead
Explodes if blocked by a monster's shield
Damage is not reduced by monster armour class
Spores stack easily
Spores will be dropped by dead mushroom patches
Can instead be set in traps
Monsters that resist magic always affected
Each throw uses less than a full turn of energy with multiple hurls
Monsters can be resistant or immune to specific effects
Spores will always be destroyed when thrown
Spores are only dropped from dead mushroom patches
Must break against a target to explode
Evasive monsters can evade
Can miss
Requires line of fire to the target or an adjacent grid
Damage drops away from the centre of effect
Shooting Can use at long range
Weapon damage is not reduced by monster armour class
If you miss a target, you can sometimes hit the target behind them instead
Can store up to 10 different types of ammunition in the quiver
Damage is not reduced by monster armour class
Ammunition will be dropped by monsters that use it
Can instead be set in traps, but requires a missile launcher for the trap as well
Each shot uses less than a full turn of energy with multiple shots
Ammunition can break
Stacks of ammunition can be heavy
You go through ammunition quickly
Ammunition is vulnerable to destruction from elemental attacks
Evasive monsters can evade
Can miss
Are more likely to miss or be blocked by monsters with shields
Requires line of fire to the target, but can sometimes bypass a closer target
Shooting - with sling
Can use any thrown weapons as sling ammunition
Does stunning damage for criticals
Can collect ammunition from terrain in the dungeon
Ghosts and semi-substantial monsters are resistant or immune to sling shot
A lot of monsters ignore the stun effect of sling shot
Stacks of ammunition can be very heavy
Shots are less likely to break
Shooting - with bow Does additonal damage for criticals
Can coat ammunition with potions, flasks or mushrooms for additional damage and a variety of effects
Rocky or metallic monsters are resistant or immune
Stacks of ammunition can be heavy
Shooting - with crossbow Does additonal damage for criticals
Can coat ammunition with potions, flasks or mushrooms for additional damage and a variety of effects
Rocky or metallic monsters are resistant or immune
Stacks of ammuntion can be very heavy
Shooting - with gun (?) Does stunning damage for criticals Ghosts and semi-substantial monsters are resistant or immune to sling shot
A lot of monsters ignore the stun effect of sling shot
Stacks of ammunition can be very heavy
Shots are less likely to break
Requires flasks of gunpowder to recharge
Stacks of ammunition can be very heavy
Shots are less likely to break
Shooting - with wandbow Can use any wand as ammunition
A wide variety of effects
Does not require magic device skill to use
Magical bags can hold a large number of wands
Monsters can be resistant or immune to specific effects
Charges on wands run out through use
Coating - potions / flasks A wide variety of effects
Damage is not reduced by monster armour class
Monsters that resist magic always affected
Monsters can be resistant or immune to specific effects
Coating runs out periodically
Cannot coat powerful ego items or artifacts
Have a chance of hitting yourself with coated weapon (?)
Coating - mushrooms A wide variety of effects
Damage is not reduced by monster armour class
Monsters that resist magic always affected
Monsters can be resistant or immune to specific effects
Ineffective against non-living targets
Coating runs out through use
Cannot coat powerful ego items or artifacts
Have a chance of hitting yourself with coated weapon (?)
Rods A wide variety of effects
Rods stack easily when charged
Effects include both directed attacks and utility powers
Can instead be set in traps
A stack of fast charging rods can be used every turn if the stack size exceeds the charge time
Requires magical device skill to use
Chance of failure when used
Stacks can be heavy
Monsters can be resistant or immune to specific effects
Requires many inventory slots for charging rods
Requires at least one inventory slot for each type of effect
Rod requires recharging after use
Electrical attacks discharge rods
Often has no effect on monsters that resist magic
Wands A wide variety of effects
Magical bags can hold a large number of wands
Wands stack easily when they have similar charges
Stacks are light
Can instead be set in traps
Effects are primarily elemental damage attacks
Requires magical device skill to use
Chance of failure when used
Monsters can be resistant or immune to specific effects
Requires many equipment slots for wands of different charges, if the appropriate magical bag has not been found
Requires at least one inventory slot for each type of effect, if the appropriate magical bag has not been found
A limited number of charges before requiring recharge
Electrical attacks discharge wands
Effects only include directed attacks
Often has no effect on monsters that resist magic
Staffs Can be wielded as a blunt weapon
A wide variety of effects
Effects include both undirected attacks and utility powers
Can instead be set in traps
Requires magical device skill to use
Chance of failure when used
Monsters can be resistant or immune to specific effects
Requires many equipment slots for staffs of different charges
Requires at least one inventory slot for each type of effect
A limited number of charges before requiring recharge
Staffs do not stack very easily
Cannot target specific enemies with effects
Often has no effect on monsters that resist magic
Rings A wide variety of effects
Up to 5 rings of one type can be worn on a hand
Rings are immune to destruction from elemental attacks
Stacks are very light
Can instead be set in traps
Effects are primarily elemental damage attacks
Requires magical device skill to use
Chance of failure when used
Monsters can be resistant or immune to specific effects
Only two different types of rings can be worn at any one time
Rings requires recharging after use
Rings must be worn to be used
Often has no effect on monsters that resist magic
Scrolls A wide variety of effects
Effects include both undirected attacks and utility powers
Stacks are light
Requires no skill to use
No chance of failure
Can instead be set in traps
Monsters can be resistant or immune to specific effects
Requires one inventory slot for each type of effect, if the appropriate magical bag has not been found
Scrolls are vulnerable to destruction from a wide variety of elemental attacks
Often has no effect on monsters that resist magic
Dragon armour A variety of effects
Activate for multiple effects simultaneously
Can choose amongst several different effects when activated
Effects are amongst the most damaging in the game
Can instead be set in traps
Effects are primarily elemental damage attacks
Some types of dragon breaths blind the user when used
Requires magical device skill to use
Chance of failure when used
Monsters can be resistant or immune to specific effects
Only one suit of dragon armour can be worn at any one time
Dragon armour requires recharging after use
Dragon armour must be worn to be used
Stacks are very heavy
Often has no effect on monsters that resist magic
Artifacts A wide variety of effects
Can activate for multiple effects simultaneously
Can be inscribed with =A to activate the artifact against a target when attacking it
If a weapon, can instead be set in traps to strike a blow only
Which equipment slot required varies
Up to 10 artifacts can be worn
Monsters that resist magic always affected
Requires magical device skill to use, except when used attacking with inscription
Chance of failure when used, except when used attacking with inscription
Monsters can be resistant or immune to specific effects
Artifact requires recharging after use
Artifact must be wielded or worn to be used
Only one artifact of each type exists
Food / mushrooms Requires that the monster eat the food to take effect
Can instead be set in traps
Mushrooms can be used to coat weapons instead
Mushrooms have a variety of effects
Mushrooms will be dropped by dead mushroom patches
Monsters that resist magic always affected
Normal food does no damage
Mushroom effects are normally low damage, and only detrimental to monster stats
Monsters are resistant to specific effects
Ineffective against non-living targets
Bolt / missile spells (including effects from the above items) Multiple bolt spells do very high damage at high levels
Unlimited range
Never misses
A wide variety of effects
Monsters can be resistant or immune to specific effects
Requires mana, charges or activation depending on source
Requires line of fire to the target
Evasive monsters can evade
Sometimes has no effect on monsters that resist magic, depending on the source
Area / storm / orb spells Do very high damage at high levels
Damage consistant across the whole radius of effect
Only requires line of sight to the target or a nearby grid
Unlimited range
Evasive monsters cannot evade these
Never misses
Can hit multiple targets in area of effect
Effects are primarily elemental damage attacks
Monsters can be resistant or immune to specific effects
Requires mana, charges or activation depending on source
Can be expensive mana-wise or occur only on harder to find items
Sometimes has no effect on monsters that resist magic, depending on the source
Evasive monsters can evade
Can destroy objects on the ground
Ball spells Only requires line of sight to the target, can target nearby grids for less damage
Unlimited range
Evasive monsters cannot evade these
Never misses
Can hit multiple targets in area of effect
Effects are primarily elemental damage attacks
Monsters can be resistant or immune to specific effects
Requires mana, charges or activation depending on source
Damage drops away from the centre of effect
Sometimes has no effect on monsters that resist magic, depending on the source
Requires mana, charges or activation depending on source
Can destroy objects on the ground
Beam / hand spells A wide variety of effects
Only requires line of sight to the target
Never misses
Damage consistant across the whole line of effect
Can hit multiple targets in area of effect
Very efficient damage to mana ratio, if many targets caught in the effect
Effects are primarily elemental damage attacks
Monsters can be resistant or immune to specific effects
Requires mana, charges or activation depending on source
Limited range, very limited for hand spells
Sometimes has no effect on monsters that resist magic, depending on the source
Evasive monsters can evade
Line of sight spells A wide variety of effects
Affect all monsters in line of sight
Unlimited range
Evasive monsters cannot evade these
Damage consistent against all targets
Effects are primarily elemental damage attacks
Monsters can be resistant or immune to specific effects
Requires mana, charges or activation depending on source
Can be expensive mana-wise or occur only on harder to find items
Sometimes has no effect on monsters that resist magic, depending on the source
Can destroy objects on the ground under a target
Blast spells
Evasive monsters cannot evade these
Never misses
Can hit multiple targets in area of effect
Effects are primarily elemental damage attacks
Monsters can be resistant or immune to specific effects
Centred on a grid adjacent to the player, with limited area of effect
Damage drops away with distance
Requires mana, charges or activation depending on source
Sometimes has no effect on monsters that resist magic, depending on the source
Minor bolt spells Never misses Effects are primarily elemental damage attacks
Monsters can be resistant or immune to specific effects
Requires line of fire to the target
Evasive monsters can evade
Limited range
Requires mana, charges or activation depending on source
Sometimes has no effect on monsters that resist magic, depending on the source
Minor ball spells Never misses
Evasive monsters cannot evade this
Can hit multiple targets in area of effect
Effects are primarily elemental damage attacks
Requires line of fire to the target, or can target a nearby grid
Damage drops away with distance
Monsters can be resistant or immune to specific effects
Requires mana, charges or activation depending on source
Sometimes has no effect on monsters that resist magic, depending on the source
Aura / splash spells Never misses
Evasive monsters cannot evade this
Can hit multiple targets in area of effect
Effects are primarily elemental damage attacks
Monsters can be resistant or immune to specific effects
Centred on the player, with limited area of effect
Requires mana, charges or activation depending on source
Sometimes has no effect on monsters that resist magic, depending on the source
Arc spells / breaths Never misses
Does very high damage at high levels
Evasive monsters cannot evade this
Can hit multiple targets in area of effect
Effects are primarily elemental damage attacks
Monsters can be resistant or immune to specific effects
Damage drops away with distance from the player
Sometimes has no effect on monsters that resist magic, depending on the source
Setting traps Does not require line of sight to the target
Can be set to prepare the ground and channel monsters into a specific area
Virtually any object can be set in a trap
A trap can take effect whilst you are on the other side of the dungeon
An unlimited number of traps can be set
Monsters can be resistant or immune to specific effects
Can miss
Evasive monsters can evade
Intelligent monsters can disarm
Traps can go off if you fail to set it correctly
Requires disarming skill to set
Requires a turn to prepare the trap
Requires that the monster walk onto the trap
Cannot affect monsters that fly or climb or pass through walls
Only affects the grid the trap is in
Requires mana, charges or activation depending on source, or can damage or break ammunition