Difference between revisions of "Kill hole"
m (→Creating a kill hole) |
|||
Line 4: | Line 4: | ||
Kill holes may occasionally form naturally, but most mentions of them refer to the creation of artificial kill holes with a [[formicid]]'s digging ability or a [[wand of digging]]. | Kill holes may occasionally form naturally, but most mentions of them refer to the creation of artificial kill holes with a [[formicid]]'s digging ability or a [[wand of digging]]. | ||
− | == | + | ==Explaination== |
In short, a killhole is the intersection of 2 diagonal lines ('V', '^', '<', or '>' shaped). Cardinal directions do not work - see below for a demonstration. | In short, a killhole is the intersection of 2 diagonal lines ('V', '^', '<', or '>' shaped). Cardinal directions do not work - see below for a demonstration. | ||
Line 82: | Line 82: | ||
########.#### | ########.#### | ||
− | Having that bit of extra space has a few minor downsides. Enemies with [[blink]] can end up behind you. Hostile summoners can summon monsters in that space, | + | Having that bit of extra space has a few minor downsides. Enemies with [[blink]] can end up behind you. Hostile summoners can summon monsters in that space, and things like [[trample]] can push you back. Otherwise, it works just like the "perfect" killhole as mentioned above. |
− | == | + | ==Strategy== |
− | + | Killholes are best used when you ''know'' there are nearby monsters, with dangerous abilities that rely on sight. Dangerous summons, powerful ranged attacks/spells, [[Smiting]], [[Damnation]], and [[Torment]] are all good examples. If you alert a number of monsters with these abilities while exploring, you may wish create a killhole. | |
− | + | ||
− | *Kill holes prevent monsters from seeing you, but they also prevent you from seeing monsters. Try to pay attention to any messages that mention noises coming from behind whatever you're fighting, as that might announce the presence of a monster you hadn't known about when you retreated. Formicids have yet another advantage | + | If you know there is a [[vault]] with such monsters, you may want to pre-emptively dig a killhole. Examples of good places include [[Orcish Mines|Orc]]:2, [[Elven Halls|Elf]]:3 (though watch for [[deep elf earth elementalist]]s), and [[Zot]]:5. Then, you can stay in the hole, and [[shout]] to lure monsters into it. |
+ | |||
+ | Killholes are not infallible. The following can make one ineffective: | ||
+ | |||
+ | * You must be able to fight whatever's approaching, or have a way to escape from the killhole. You can dig a path back to nearby stairs, for example. | ||
+ | * If there is space behind you, a monster can [[Blink]] behind you, push you back with [[trample]] / knockback, or summon things behind you. | ||
+ | * [[Draconian shifter]]s can use [[Blink Other]] to force you outside the killhole. | ||
+ | * The [[Dig]] spell is one of the few spells that monsters can use outside of your LOS. [[Deep trol earth mage]]s, [[cacodemon]]s, or any monster with their own wand of digging can bust through. | ||
+ | ** While [[deep elf earth elementalist]]s can't attack outside of LOS, their [[Awaken Earth]] spell can destroy walls. | ||
+ | |||
+ | In addition, killholes are unnecessary if enemies don't have ranged attacks. When fighting a pack of melee enemies, you can dig an ordinary hallway, which saves a charge of your wand of digging. | ||
+ | |||
+ | ===Tips & Tricks=== | ||
+ | *Kill holes prevent monsters from seeing you, but they also prevent you from seeing monsters. Try to pay attention to any messages that mention noises coming from behind whatever you're fighting, as that might announce the presence of a monster you hadn't known about when you retreated. Formicids have yet another advantage, as their [[antennae]] can sense monsters. | ||
*Always make sure you have an escape plan. Even with the advantage of facing your enemies one at a time, you may get unlucky and end up overwhelmed and backed into a corner. Alternatively, something far more dangerous than the enemies you were fighting might be attracted by the noise and suddenly appear with little to no warning. A [[scroll of teleportation]] is perfect for escaping -- just be sure to leave enough time for it to kick in. | *Always make sure you have an escape plan. Even with the advantage of facing your enemies one at a time, you may get unlucky and end up overwhelmed and backed into a corner. Alternatively, something far more dangerous than the enemies you were fighting might be attracted by the noise and suddenly appear with little to no warning. A [[scroll of teleportation]] is perfect for escaping -- just be sure to leave enough time for it to kick in. | ||
− | |||
==History== | ==History== |
Revision as of 03:25, 5 July 2023
A kill hole (murder hole) is a type of wall formation that only allows one monster into your line of sight at a time. Since most monsters can't do anything when outside your sight, killholes are an improvement over a regular corridor. In a hallway, an orc priest might smite you from behind other orcs. But in a killhole, it is unable to see you, and thus unable to attack.
Kill holes may occasionally form naturally, but most mentions of them refer to the creation of artificial kill holes with a formicid's digging ability or a wand of digging.
Contents
Explaination
In short, a killhole is the intersection of 2 diagonal lines ('V', '^', '<', or '>' shaped). Cardinal directions do not work - see below for a demonstration.
X's show line of sight radius.
Left: Not a killhole; priest can attack from 2 tiles away
Right: Killhole, priest forced in melee.
Natural Examples
######### ####.#### ###.#.### ##.###@## <--stand on ..#####g# the @ ##.###g## ###.#g### ####g#### ####.####
This is an example of a naturally formed kill hole you might see in the Dungeon or Elf. Do note that it allows monsters to come from behind. While these gnolls are unlikely to find the other entrance, other monsters may hear the noise and approach from the west.
.###### ..YY#.. .YY+@.# <--stand on ..##### the @ #######
Another example, this time of something you might see in a semi-common layout of the Lair. In this example, a door (the + between yaks and player) is blocking enemies through. If an enemy can open doors, this kill hole won't function correctly. Also, like the previous example, creatures may still show up from the east to attack you from behind.
Creating a kill hole
To make your own kill hole, you'll need a section of rock wall, and a way to dig through it (formicid ability, or wand of digging). Ideally, the wall you're digging into won't have any open spaces behind it that you might break into by accident, which can open a whole new can of worms. The edges of the floor are usually safe, but if you're too close to the edge of the map, you might run into the indestructible border walls.
While Shatter can destroy walls (even walls made of more durable substances like stone, metal, or crystal), it lacks precision. You might get lucky and make a kill hole, or you might just break the entire wall down, and either way, you'll be making an incredible amount of noise.
A perfect kill hole (one which only ever allows one enemy into your LOS) looks something like this:
#### .#@# #.## ####
Formicids can dig walls one at a time, so this configuration would be trivial. In contrast, a wand of digging will always dig multiple tiles in a direction. You can still make a perfectly functional killhole, though there'll be a space behind you.
To begin, find a suitable patch of rock wall:
############# .############ ..########### ...########## ..@########## ...*######### <-- Dig pointing at ...########## the asterisk ...########## ..########### .############ #############
Now, take a couple steps into your new tunnel, then dig diagonally in the other direction:
############# .############ ..########### ...########## ...########## ....#*####### <-- Dig pointing at ...#@######## the asterisk ...##.####### ..####.###### .######.##### ########.####
Stand just inside the entrance to the second tunnel, and congratulations, you've got a kill hole!
##########.## .########.### ..######.#### ...####.##### ...###.###### ....#@####### ...#.######## ...##.####### ..####.###### .######.##### ########.####
Having that bit of extra space has a few minor downsides. Enemies with blink can end up behind you. Hostile summoners can summon monsters in that space, and things like trample can push you back. Otherwise, it works just like the "perfect" killhole as mentioned above.
Strategy
Killholes are best used when you know there are nearby monsters, with dangerous abilities that rely on sight. Dangerous summons, powerful ranged attacks/spells, Smiting, Damnation, and Torment are all good examples. If you alert a number of monsters with these abilities while exploring, you may wish create a killhole.
If you know there is a vault with such monsters, you may want to pre-emptively dig a killhole. Examples of good places include Orc:2, Elf:3 (though watch for deep elf earth elementalists), and Zot:5. Then, you can stay in the hole, and shout to lure monsters into it.
Killholes are not infallible. The following can make one ineffective:
- You must be able to fight whatever's approaching, or have a way to escape from the killhole. You can dig a path back to nearby stairs, for example.
- If there is space behind you, a monster can Blink behind you, push you back with trample / knockback, or summon things behind you.
- Draconian shifters can use Blink Other to force you outside the killhole.
- The Dig spell is one of the few spells that monsters can use outside of your LOS. Deep trol earth mages, cacodemons, or any monster with their own wand of digging can bust through.
- While deep elf earth elementalists can't attack outside of LOS, their Awaken Earth spell can destroy walls.
In addition, killholes are unnecessary if enemies don't have ranged attacks. When fighting a pack of melee enemies, you can dig an ordinary hallway, which saves a charge of your wand of digging.
Tips & Tricks
- Kill holes prevent monsters from seeing you, but they also prevent you from seeing monsters. Try to pay attention to any messages that mention noises coming from behind whatever you're fighting, as that might announce the presence of a monster you hadn't known about when you retreated. Formicids have yet another advantage, as their antennae can sense monsters.
- Always make sure you have an escape plan. Even with the advantage of facing your enemies one at a time, you may get unlucky and end up overwhelmed and backed into a corner. Alternatively, something far more dangerous than the enemies you were fighting might be attracted by the noise and suddenly appear with little to no warning. A scroll of teleportation is perfect for escaping -- just be sure to leave enough time for it to kick in.
History
- Prior to 0.22, Lee's Rapid Deconstruction could destroy walls, possibly enabling the creation of kill holes in stone, crystal, or metal structures. With a bit of luck, it was possible to make a kill hole even in Tomb:3.
- Prior to 0.20, wands of disintegration could be used to remove one tile of rock wall at a time, giving all characters access to formicid-level precision in making kill holes.
- Prior to 0.14, players had access to the Dig spell.