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 |