<!DOCTYPE html PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN"> <html> <head> <meta content="text/html; charset=ISO-8859-1" http-equiv="content-type"> <title>Attack Methods in Unangband - Advantages and Disadvantages</title> </head> <body> <table style="text-align: left; width: 100%;" border="1" cellpadding="2" cellspacing="2"> <tbody> <tr> <td>Attack type</td> <td>Advantages</td> <td>Disadvantages</td> </tr> <tr> <td>Melee</td> <td>Doesn't use up any resources<br> High damage output<br> Uses less than a full turn of energy if less than full blows required to kill a monster</td> <td>Requires you be adjacent to monsters to attack<br> Light weapons are less effective on first attack and against huge monsters<br> Weapon damage is reduced by monster armour class, by up to 75%<br> Evasive monsters can evade<br> Can miss</td> </tr> <tr> <td>Attacking with blunt weapon<br> (in addition to melee / throwing comments)</td> <td>Does stunning damage for criticals<br> Sufficiently stunned monsters will not alert their comrades when you attack (?)<br> Can instead be set in traps</td> <td>Ghosts and semi-substantial monsters are resistant or immune<br> A lot of monsters ignore the stun effect<br> </td> </tr> <tr> <td>Attacking with sword<br> (in addition to melee / throwing comments)</td> <td>Does cutting damage for criticals<br> Sufficiently cut monsters will not alert their comrades when you attack (?)<br> Cut monsters can bleed to death independently of you doing further damage<br> Can coat these weapons with potions, flasks or mushrooms for additional damage and a variety of effects<br> Can instead be set in traps</td> <td>Rocky or metallic monsters are resistant or immune<br> A lot of monsters ignore the cutting effect</td> </tr> <tr> <td>Attacking with polearm<br> (in addition to melee / throwing / shooting comments)</td> <td>Does additonal damage for criticals<br> Can coat these weapons with potions, flasks or mushrooms for additional damage and a variety of effects<br> Can instead be set in traps</td> <td>Rocky or metallic monsters are resistant or immune</td> </tr> <tr> <td>Throwing - from hands</td> <td>Can use at range<br> You can hit multiple targets with a single throw, including having the weapon return to your hands<br> Weapon damage is not reduced by monster armour class<br> If you miss a target, you can sometimes hit the target behind them instead<br> 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</td> <td>Thrown weapon can be damaged or break<br> If you miss or fumble, you end up with no wielded weapon<br> Heavier weapons have shorter range<br> You cannot wield a stack of ammunition<br> Evasive monsters can evade<br> Can miss<br> Requires line of fire to the target</td> </tr> <tr> <td>Throwing - from quiver, backpack or floor</td> <td>Can use at range<br> Weapon damage is not reduced by monster armour class<br> If you miss a target, you can sometimes hit the target behind them instead<br> Can store up to 10 different throwing weapons in the quiver<br> Ammunition will be dropped by monsters that use it<br> Can instead be set in traps<br> Each throw uses less than a full turn of energy with multiple hurls</td> <td>Thrown weapon can be damaged or break<br> Stacks of ammunition can be very heavy<br> You go through ammunition quickly<br> Ammunition is vulnerable to destruction from elemental attacks<br> Evasive monsters can evade<br> Can miss<br> Are more likely to miss or be blocked by monsters with shields<br> Requires line of fire to the target</td> </tr> <tr> <td>Throwing - potions / flasks</td> <td>Magical bags can hold a large stack of ammunition<br> A wide variety of effects<br> Can hit multiple targets in area of effect<br> If you miss a target, you can sometimes hit the target behind them instead<br> Explodes if blocked by a monster's shield<br> Damage is not reduced by monster armour class<br> Potions and flasks stack easily<br> Can instead be set in traps or used to coat weapons<br> A limited range of potions and flasks will be dropped by monsters that use them, and by certain traps<br> Can instead be set in traps<br> Monsters that resist magic always affected<br> Each throw uses less than a full turn of energy with multiple hurls</td> <td>Monsters can be resistant or immune to specific effects<br> Potions/flasks will always be destroyed when thrown<br> Must break against a target to explode<br> Evasive monsters can evade<br> Can miss<br> Potions/flasks are vulnerable to destruction from a variety of elemental attacks<br> Potions/flasks destroyed under the player can damage you<br> Requires line of fire to the target or an adacent grid<br> Damage drops away from the centre of effect</td> </tr> <tr> <td>Throwing - spores</td> <td>A wide variety of effects<br> Affects a radius 1 area<br> If you miss a target, you can sometimes hit the target behind them instead<br> Explodes if blocked by a monster's shield<br> Damage is not reduced by monster armour class<br> Spores stack easily<br> Spores will be dropped by dead mushroom patches<br> Can instead be set in traps<br> Monsters that resist magic always affected<br> Each throw uses less than a full turn of energy with multiple hurls</td> <td>Monsters can be resistant or immune to specific effects<br> Spores will always be destroyed when thrown<br> Spores are only dropped from dead mushroom patches<br> Must break against a target to explode<br> Evasive monsters can evade<br> Can miss<br> Requires line of fire to the target or an adjacent grid<br> Damage drops away from the centre of effect</td> </tr> <tr> <td>Shooting</td> <td>Can use at long range<br> Weapon damage is not reduced by monster armour class<br> If you miss a target, you can sometimes hit the target behind them instead<br> Can store up to 10 different types of ammunition in the quiver<br> Damage is not reduced by monster armour class<br> Ammunition will be dropped by monsters that use it<br> Can instead be set in traps, but requires a missile launcher for the trap as well<br> Each shot uses less than a full turn of energy with multiple shots</td> <td>Ammunition can break<br> Stacks of ammunition can be heavy<br> You go through ammunition quickly<br> Ammunition is vulnerable to destruction from elemental attacks<br> Evasive monsters can evade<br> Can miss<br> Are more likely to miss or be blocked by monsters with shields<br> Requires line of fire to the target, but can sometimes bypass a closer target</td> </tr> <tr> <td>Shooting - with sling<br> </td> <td>Can use any thrown weapons as sling ammunition<br> Does stunning damage for criticals<br> Can collect ammunition from terrain in the dungeon</td> <td>Ghosts and semi-substantial monsters are resistant or immune to sling shot<br> A lot of monsters ignore the stun effect of sling shot<br> Stacks of ammunition can be very heavy<br> Shots are less likely to break</td> </tr> <tr> <td>Shooting - with bow</td> <td>Does additonal damage for criticals<br> Can coat ammunition with potions, flasks or mushrooms for additional damage and a variety of effects<br> </td> <td>Rocky or metallic monsters are resistant or immune<br> Stacks of ammunition can be heavy</td> </tr> <tr> <td>Shooting - with crossbow</td> <td>Does additonal damage for criticals<br> Can coat ammunition with potions, flasks or mushrooms for additional damage and a variety of effects</td> <td>Rocky or metallic monsters are resistant or immune<br> Stacks of ammuntion can be very heavy</td> </tr> <tr> <td>Shooting - with gun (?)</td> <td>Does stunning damage for criticals</td> <td>Ghosts and semi-substantial monsters are resistant or immune to sling shot<br> A lot of monsters ignore the stun effect of sling shot<br> Stacks of ammunition can be very heavy<br> Shots are less likely to break<br> Requires flasks of gunpowder to recharge<br> Stacks of ammunition can be very heavy<br> Shots are less likely to break</td> </tr> <tr> <td>Shooting - with wandbow</td> <td>Can use any wand as ammunition<br> A wide variety of effects<br> Does not require magic device skill to use<br> Magical bags can hold a large number of wands</td> <td>Monsters can be resistant or immune to specific effects<br> Charges on wands run out through use</td> </tr> <tr> <td>Coating - potions / flasks</td> <td>A wide variety of effects<br> Damage is not reduced by monster armour class<br> Monsters that resist magic always affected</td> <td>Monsters can be resistant or immune to specific effects<br> Coating runs out periodically<br> Cannot coat powerful ego items or artifacts<br> Have a chance of hitting yourself with coated weapon (?)</td> </tr> <tr> <td>Coating - mushrooms</td> <td>A wide variety of effects<br> Damage is not reduced by monster armour class<br> Monsters that resist magic always affected</td> <td>Monsters can be resistant or immune to specific effects<br> Ineffective against non-living targets<br> Coating runs out through use<br> Cannot coat powerful ego items or artifacts<br> Have a chance of hitting yourself with coated weapon (?)</td> </tr> <tr> <td>Rods</td> <td>A wide variety of effects<br> Rods stack easily when charged<br> Effects include both directed attacks and utility powers<br> Can instead be set in traps<br> A stack of fast charging rods can be used every turn if the stack size exceeds the charge time</td> <td>Requires magical device skill to use<br> Chance of failure when used<br> Stacks can be heavy<br> Monsters can be resistant or immune to specific effects<br> Requires many inventory slots for charging rods<br> Requires at least one inventory slot for each type of effect<br> Rod requires recharging after use<br> Electrical attacks discharge rods<br> Often has no effect on monsters that resist magic</td> </tr> <tr> <td>Wands</td> <td>A wide variety of effects<br> Magical bags can hold a large number of wands<br> Wands stack easily when they have similar charges<br> Stacks are light<br> Can instead be set in traps</td> <td>Effects are primarily elemental damage attacks<br> Requires magical device skill to use<br> Chance of failure when used<br> Monsters can be resistant or immune to specific effects<br> Requires many equipment slots for wands of different charges, if the appropriate magical bag has not been found<br> Requires at least one inventory slot for each type of effect, if the appropriate magical bag has not been found<br> A limited number of charges before requiring recharge<br> Electrical attacks discharge wands<br> Effects only include directed attacks<br> Often has no effect on monsters that resist magic</td> </tr> <tr> <td>Staffs</td> <td>Can be wielded as a blunt weapon<br> A wide variety of effects<br> Effects include both undirected attacks and utility powers<br> Can instead be set in traps</td> <td>Requires magical device skill to use<br> Chance of failure when used<br> Monsters can be resistant or immune to specific effects<br> Requires many equipment slots for staffs of different charges<br> Requires at least one inventory slot for each type of effect<br> A limited number of charges before requiring recharge<br> Staffs do not stack very easily<br> Cannot target specific enemies with effects<br> Often has no effect on monsters that resist magic</td> </tr> <tr> <td>Rings</td> <td>A wide variety of effects<br> Up to 5 rings of one type can be worn on a hand<br> Rings are immune to destruction from elemental attacks<br> Stacks are very light<br> Can instead be set in traps</td> <td>Effects are primarily elemental damage attacks<br> Requires magical device skill to use<br> Chance of failure when used<br> Monsters can be resistant or immune to specific effects<br> Only two different types of rings can be worn at any one time<br> Rings requires recharging after use<br> Rings must be worn to be used<br> Often has no effect on monsters that resist magic</td> </tr> <tr> <td>Scrolls</td> <td>A wide variety of effects<br> Effects include both undirected attacks and utility powers<br> Stacks are light<br> Requires no skill to use<br> No chance of failure<br> Can instead be set in traps</td> <td>Monsters can be resistant or immune to specific effects<br> Requires one inventory slot for each type of effect, if the appropriate magical bag has not been found<br> Scrolls are vulnerable to destruction from a wide variety of elemental attacks<br> Often has no effect on monsters that resist magic</td> </tr> <tr> <td>Dragon armour</td> <td>A variety of effects<br> Activate for multiple effects simultaneously<br> Can choose amongst several different effects when activated<br> Effects are amongst the most damaging in the game<br> Can instead be set in traps<br> </td> <td>Effects are primarily elemental damage attacks<br> Some types of dragon breaths blind the user when used<br> Requires magical device skill to use<br> Chance of failure when used<br> Monsters can be resistant or immune to specific effects<br> Only one suit of dragon armour can be worn at any one time<br> Dragon armour requires recharging after use<br> Dragon armour must be worn to be used<br> Stacks are very heavy<br> Often has no effect on monsters that resist magic</td> </tr> <tr> <td>Artifacts</td> <td>A wide variety of effects<br> Can activate for multiple effects simultaneously<br> Can be inscribed with =A to activate the artifact against a target when attacking it<br> If a weapon, can instead be set in traps to strike a blow only<br> Which equipment slot required varies<br> Up to 10 artifacts can be worn<br> Monsters that resist magic always affected</td> <td>Requires magical device skill to use, except when used attacking with inscription<br> Chance of failure when used, except when used attacking with inscription<br> Monsters can be resistant or immune to specific effects<br> Artifact requires recharging after use<br> Artifact must be wielded or worn to be used<br> Only one artifact of each type exists</td> </tr> <tr> <td>Food / mushrooms</td> <td>Requires that the monster eat the food to take effect<br> Can instead be set in traps<br> Mushrooms can be used to coat weapons instead<br> Mushrooms have a variety of effects<br> Mushrooms will be dropped by dead mushroom patches<br> Monsters that resist magic always affected</td> <td>Normal food does no damage<br> Mushroom effects are normally low damage, and only detrimental to monster stats<br> Monsters are resistant to specific effects<br> Ineffective against non-living targets</td> </tr> <tr> <td>Bolt / missile spells (including effects from the above items)</td> <td>Multiple bolt spells do very high damage at high levels<br> Unlimited range<br> Never misses<br> A wide variety of effects</td> <td>Monsters can be resistant or immune to specific effects<br> Requires mana, charges or activation depending on source<br> Requires line of fire to the target<br> Evasive monsters can evade<br> Sometimes has no effect on monsters that resist magic, depending on the source</td> </tr> <tr> <td>Area / storm / orb spells</td> <td>Do very high damage at high levels<br> Damage consistant across the whole radius of effect<br> Only requires line of sight to the target or a nearby grid<br> Unlimited range<br> Evasive monsters cannot evade these<br> Never misses<br> Can hit multiple targets in area of effect</td> <td>Effects are primarily elemental damage attacks<br> Monsters can be resistant or immune to specific effects<br> Requires mana, charges or activation depending on source<br> Can be expensive mana-wise or occur only on harder to find items<br> Sometimes has no effect on monsters that resist magic, depending on the source<br> Evasive monsters can evade<br> Can destroy objects on the ground</td> </tr> <tr> <td>Ball spells</td> <td>Only requires line of sight to the target, can target nearby grids for less damage<br> Unlimited range<br> Evasive monsters cannot evade these<br> Never misses<br> Can hit multiple targets in area of effect</td> <td>Effects are primarily elemental damage attacks<br> Monsters can be resistant or immune to specific effects<br> Requires mana, charges or activation depending on source<br> Damage drops away from the centre of effect<br> Sometimes has no effect on monsters that resist magic, depending on the source<br> Requires mana, charges or activation depending on source<br> Can destroy objects on the ground</td> </tr> <tr> <td>Beam / hand spells</td> <td>A wide variety of effects<br> Only requires line of sight to the target<br> Never misses<br> Damage consistant across the whole line of effect<br> Can hit multiple targets in area of effect<br> Very efficient damage to mana ratio, if many targets caught in the effect</td> <td>Effects are primarily elemental damage attacks<br> Monsters can be resistant or immune to specific effects<br> Requires mana, charges or activation depending on source<br> Limited range, very limited for hand spells<br> Sometimes has no effect on monsters that resist magic, depending on the source<br> Evasive monsters can evade</td> </tr> <tr> <td>Line of sight spells</td> <td>A wide variety of effects<br> Affect all monsters in line of sight<br> Unlimited range<br> Evasive monsters cannot evade these<br> Damage consistent against all targets</td> <td>Effects are primarily elemental damage attacks<br> Monsters can be resistant or immune to specific effects<br> Requires mana, charges or activation depending on source<br> Can be expensive mana-wise or occur only on harder to find items<br> Sometimes has no effect on monsters that resist magic, depending on the source<br> Can destroy objects on the ground under a target</td> </tr> <tr> <td>Blast spells</td> <td><br> Evasive monsters cannot evade these<br> Never misses<br> Can hit multiple targets in area of effect</td> <td>Effects are primarily elemental damage attacks<br> Monsters can be resistant or immune to specific effects<br> Centred on a grid adjacent to the player, with limited area of effect<br> Damage drops away with distance<br> Requires mana, charges or activation depending on source<br> Sometimes has no effect on monsters that resist magic, depending on the source</td> </tr> <tr> <td>Minor bolt spells</td> <td>Never misses</td> <td>Effects are primarily elemental damage attacks<br> Monsters can be resistant or immune to specific effects<br> Requires line of fire to the target<br> Evasive monsters can evade<br> Limited range<br> Requires mana, charges or activation depending on source<br> Sometimes has no effect on monsters that resist magic, depending on the source</td> </tr> <tr> <td>Minor ball spells</td> <td>Never misses<br> Evasive monsters cannot evade this<br> Can hit multiple targets in area of effect</td> <td>Effects are primarily elemental damage attacks<br> Requires line of fire to the target, or can target a nearby grid<br> Damage drops away with distance<br> Monsters can be resistant or immune to specific effects<br> Requires mana, charges or activation depending on source<br> Sometimes has no effect on monsters that resist magic, depending on the source</td> </tr> <tr> <td>Aura / splash spells</td> <td>Never misses<br> Evasive monsters cannot evade this<br> Can hit multiple targets in area of effect</td> <td>Effects are primarily elemental damage attacks<br> Monsters can be resistant or immune to specific effects<br> Centred on the player, with limited area of effect<br> Requires mana, charges or activation depending on source<br> Sometimes has no effect on monsters that resist magic, depending on the source</td> </tr> <tr> <td>Arc spells / breaths</td> <td>Never misses<br> Does very high damage at high levels<br> Evasive monsters cannot evade this<br> Can hit multiple targets in area of effect</td> <td>Effects are primarily elemental damage attacks<br> Monsters can be resistant or immune to specific effects<br> Damage drops away with distance from the player<br> Sometimes has no effect on monsters that resist magic, depending on the source</td> </tr> <tr> <td>Setting traps</td> <td>Does not require line of sight to the target<br> Can be set to prepare the ground and channel monsters into a specific area<br> Virtually any object can be set in a trap<br> A trap can take effect whilst you are on the other side of the dungeon<br> An unlimited number of traps can be set</td> <td>Monsters can be resistant or immune to specific effects<br> Can miss<br> Evasive monsters can evade<br> Intelligent monsters can disarm<br> Traps can go off if you fail to set it correctly<br> Requires disarming skill to set<br> Requires a turn to prepare the trap<br> Requires that the monster walk onto the trap<br> Cannot affect monsters that fly or climb or pass through walls<br> Only affects the grid the trap is in<br> Requires mana, charges or activation depending on source, or can damage or break ammunition</td> </tr> </tbody> </table> <br> </body> </html>