Difference between revisions of "Throwing net"
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Victims will struggle if they try to move or melee attack. Eventually, the net will break, letting them free. | Victims will struggle if they try to move or melee attack. Eventually, the net will break, letting them free. | ||
− | Every time a victim struggles, they deal <code>1d5</code> "damage" to the net.<ref>{{source ref|0.30.0|traps.cc|884}}</ref> After taking | + | Every time a victim struggles, they deal <code>1d5</code> "damage" to the net.<ref>{{source ref|0.30.0|traps.cc|884}}</ref> After taking 8 or more damage, the net breaks.<ref>{{source ref|0.30.0|traps.h|7}}</ref> If they die or escape via other means (such as teleportation), the net has a <code>damage in 9</code> chance of being destroyed. <ref>{{source ref|0.30.0|traps.cc|949}}</ref> |
The [[Apportation]] spell can be used to recover a net, even if it's still on a monster. This can mulch the net, as if the monster had otherwise died/escaped. You cannot apport nets on you. | The [[Apportation]] spell can be used to recover a net, even if it's still on a monster. This can mulch the net, as if the monster had otherwise died/escaped. You cannot apport nets on you. |
Revision as of 05:22, 22 June 2023
Name | Throwing net |
---|---|
Launcher | throwing |
Base damage | 0 |
A mesh of ropes knotted together with weights around the edge. Originally used by hunters to entangle and entrap prey, it soon found obvious application in battle and gladiatorial arenas. Struggling victims can eventually destroy the net and break free, if they live long enough.
"The look of a scared thing -Edna St. Vincent Millay, "When the Year Grows Old". 1917. |
Throwing nets are Throwing implements which deal no damage directly, but ensnare their foe, lowering their evasion and allowing stabbing attacks.
Useful Info
Nets can be used to ensnare opponents. If the net hits, it has the following effects:
- EV of the target is reduced
- Player EV is divided by 2
- Monster EV is divided by
2 + body size
(tiny is 1, very small is 2, etc.)
- Prevents physical movement (including abilities like hopping), melee attacks, and use of ranged weapons
- Vulnerable to low-tier stabs
Giant and insubstantial creatures are immune to nets. Player with the slick slippers unrand are also immune.
Creatures can struggle through a net, which will eventually break it. Nets can also be escaped via blink, teleport, and certain abilities (like Ru's Draw Out Power and Zin's Sanctuary).
Unlike other Throwing implements, monsters do not have infinite ammo with throwing nets.
Mulching
Victims will struggle if they try to move or melee attack. Eventually, the net will break, letting them free.
Every time a victim struggles, they deal 1d5
"damage" to the net.[1] After taking 8 or more damage, the net breaks.[2] If they die or escape via other means (such as teleportation), the net has a damage in 9
chance of being destroyed. [3]
The Apportation spell can be used to recover a net, even if it's still on a monster. This can mulch the net, as if the monster had otherwise died/escaped. You cannot apport nets on you.
Sources
Gladiators begin play with a stack of throwing nets, and they can be found as random loot throughout the Dungeon. They are also held by gnolls and merfolk, though they'll usually throw the net at you, first.
Net traps, mostly found in Zot:5 and the Tomb, can drop a net on you, but these nets cannot be retrieved.
Strategy
Nets can be used to escape from a monster, to stab enemies, or to get the edge during a dangerous fight. They are quite rare, so use them wisely. Keep in mind that nets are able to miss.
Few monsters in the game are immune to nets. Even "bosses" like the Royal Jelly, all pandemonium lords, and 3 of the four Hell lords (Antaeus is giant) can be netted.
Watch out for enemy gnolls. As soon as you enter D:2, gnolls can generate with nets. Nets are just as dangerous in enemy hands as yours; they can make a sticky situation that much more dangerous.
Throwing net |
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History
- Prior to 0.26, you could retrieve nets dropped from net traps.
- Prior to 0.19, the mechanics of escaping nets were more complicated. A creature caught in a net could escape it by either ripping the net or slipping out of it. Being small, evasive and dexterous (player only) made slipping out of nets more likely. On the other hand, big, strong, and berserking creatures were more likely to rip the net. Nearby creatures were adding tension, which sped up both escaping and destroying nets for the player. Cutting weapons, especially flaming and vorpal ones, as well as claws, were good for shredding nets. Also, confused creatures, including the player, had a chance to struggle in a net without any result.
- Prior to 0.15, any flying creature had an additional 66.6% chance to avoid any nets thrown at it, separate from the normal miss chance.
- Prior to 0.14, flying opponents were completely immune to throwing nets, and instead of simply mulching, throwing nets would go through an elaborate deterioration process before finally falling apart entirely. Also, only medium or larger characters were able to use them.
References
- ↑ traps.cc:884 (0.30.0)
- ↑ traps.h:7 (0.30.0)
- ↑ traps.cc:949 (0.30.0)
Weapons | |
---|---|
Axes | Battleaxe • Broad axe • Executioner's axe • Hand axe • War axe |
Maces & Flails | Club • Demon whip • Dire flail • Eveningstar • Flail • Giant club • Giant spiked club • Great mace • Mace (Hammer) • Morningstar • Sacred scourge • Whip |
Long Blades | Demon blade • Double sword • Eudemon blade • Falchion • Great sword • Long sword • Scimitar • Triple sword |
Polearms | Bardiche • Demon trident • Glaive • Halberd (Scythe) • Spear • Trident • Trishula |
Ranged Weapons | Arbalest • Hand cannon • Longbow • Orcbow • Shortbow • Sling • Triple crossbow |
Short Blades | Dagger • Quick blade • Rapier • Short sword |
Staves | Lajatang • Magical staff • Quarterstaff |
Throwing | Boomerang • Dart • Javelin • Large rock • Stone • Throwing net |