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  • **'''[[Translocations]]:''' Move yourself, enemies, or objects.
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  • ...effects, this is the amount of damage done. For status effects (slow and -Move), this is the duration in turns. Other effects as listed: ...anslocations miscast effect was named "-Move" instead of "Stuck". The new -Move status, which you get after casting [[Momentum Strike]], no longer prevents
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  • ...<br>+5 [[strength]] || 120% HP<br>9-15 AC || rPois<br>[[Amphibious]]||Sets move delay to 1.0<br>[[Cold blooded]]<br>[[Large]] ...50% HP<br>12-18 AC || rF++<br>rC-<br>rPois || Breathe Fire ability<br>Sets move delay to 1.0<br>[[Size#Giant|Giant]], [[Flying]]
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  • ...mphibious]] or [[aquatic]]. The caster is immune to the melee penalty, but move slowly regardless of [[flight]]. Monsters that are [[flying]], [[stationary
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  • ...drun]]s. Since you act at 1.5 delay, you'll regenerate 1.5 [[decaAut]] per move, while only taking 1 "[[turn]]".
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  • ...en fleeing from monsters at the edge of your LOS, forces ranged enemies to move closer to you, and generally reduces the amount of attention you attract si
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  • Petrified victims are unable to move or act for several turns. [[EV]] and [[SH]] are set to near 0. Monsters are ...an usually get 6.5 - 10.5 actions in a row. (You get to act, then monsters move, then you're petrified for 9 turns, so monsters get 10 actions in a row.)
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  • ...zzle out. Then, monsters following you have a full movement ''after'' your move to catch up to you. Against monsters with the same speed, you'll need to le
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  • ...For monsters, each movement reduces duration by 5 turns. For players, each move reduces duration by 6 turns. For players only, if your post-movement durati ...tile). This isn't useful against [[unseen horror]]s, since they constantly move around. Neither can it be used on [[shadow]]s, since they are insubstantial
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  • For the spell to remain in effect, you must remain in place. You can still move, but doing so ends the effect. Even "involuntary" movement (e.g. being [[te ...atural companion; it too is a level 3 Ice Magic spell that breaks when you move.
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  • ...his is not as effective as simply [[summon]]ing a meat shield, as foxfires move quickly and erratically and disappear once they strike something.
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  • ...rom a [[scroll of poison]] - just make sure you have no immediate plans to move anywhere. Can also convert clouds from a low-power [[condenser vane]].
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  • *They are unable to move away from you for more than 1 turn ("Cornered, <monster> turns to fight!"). The monster version of Cause Fear makes the player unable to move toward the caster. If the caster closes to melee range, the player will sti
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  • ...gle fights with dangerous opponents. Use it while waiting for the enemy to move into range.
    1 KB (160 words) - 13:47, 13 August 2017
  • *A way to move adjacent monsters away from you is helpful; spells like [[Iskenderun's Myst
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  • ...rget takes additional impact damage (2d11 at max power). This spell cannot move stationary monsters like [[statue]]s or [[oklob plant]]s.
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  • ...of which might prematurely set off the ball lightnings); the player should move backwards right after casting, to get out of range; should the target be de
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  • ...signated target, albeit with massive inertia. A smart and agile person may move out of its path, causing it to miss its target. It cannot be avoided by Dod ...specified direction. It occupies a tile on the dungeon and has 300% speed (move delay 3.33). Attacks do not have an effect on an orb, except for another OO
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  • ...onster one tile away, which will awaken it. However, if there's no room to move the monster, Passwall will fail. ...rrain on the other end, which will cancel the move if you cannot currently move through that terrain.
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  • ...l fail, as would being in a [[dungeon branch]]. If the player attempted to move beyond the limits of the dungeon, they would be prompted to select a differ
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  • ...ou'll need to let the spell run its course, kill the monster, or otherwise move away.
    5 KB (721 words) - 17:09, 21 November 2023
  • ...you'll take 0.7 to 0.8 [[decaAut]] to move under Swift, and 1.5 decaAut to move under -Swift. ...penalized [[stealth]] and [[trap]] detection while active. It also reduced move delay by a flat 0.2 instead of by a percentage.
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  • ...path will ''not'' prevent them from closing to melee. Monsters will freely move from one harmful cloud to another, and the clouds of fire they generate whe
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  • ...ve at least 2 tiles of space before using the wand (since a hasted foe can move 2 spaces).
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  • ...fusion''' will attempt to [[confusion|confuse]] a single target, making it move and attack randomly, rendering it unable to cast spells or use special abil
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  • ...attempt to fight, and may fall into deep water or lava if they attempt to move. *Move in a random direction if they try to move or melee attack. [[Ranged weapon]]s will be fired in a random direction. Be
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  • ...hly every 20 turns (about 49% chance to move towards 100 and 51% chance to move away). When Xom acts, there is a 20% chance that your piety will be set to ...w, they are moved toward you or away from you. For several turns, when you move on a stair or climb up or down a stair, there's a chance that it will slide
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  • ...th powerful AoE attacks. If you have a lot of orcs in a bad spot, you can move to the side and recall them to at least shuffle their positions. **Also, move at angles so that friendly orcs won't get hit by piercing attacks directed
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  • ...t enemies, but no enemy can be affected more than once per recite. You can move, fight, cast spells, read scrolls, etc. during this time. Being [[silence]]
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  • ...damage/hit) statuses. However, you restricted from most actions other than move and attack, runs out quickly if you aren't attacking, and are [[slow]]ed af
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  • ...alls inflict acidic damage on enemies. Unlike [[Frozen Ramparts]], you can move while sustaining these walls. (3 MP, 8-12 piety)
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  • ...t worshippers will gain the ability to inflict great harm on all those who move more quickly than they do, and finally the ability to step out of the flow ...thoroughly) appreciates the change of pace''"). Creatures slower than 100% move speed give no piety.
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  • Cheibriados worshipers are punished for making a mistake. A single move can give every enemy 2-3 turns. While Chei's later invocations help mitigat ...e speed penalty; preferably ones that can use every stat Chei offers. Slow move speed is usually most dangerous when you first join Chei, so characters tha
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  • *Note that monsters will remember your old position. Therefore, you should move a few tiles after becoming invisible. That way, monsters are much less like ...yph if playing in console. If you attack a square and the monster does not move from that square, the monster will be revealed as a disturbance until it mo
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  • When this is the case, the monster has a 1/3 chance to move either +0.1 turn quicker, -0.1 turn slower, or at normal speed.<ref>{{sourc ...et random energy. Instead, it has a 1/2 chance to either get -0.1 turn, or move normally. This can be thought of as "negative random energy". Monsters that
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  • * Monster move energy is no longer randomized. ...Wu Jian martial attacks & rampaging give immunity, and monsters that don't move fast enough to follow you can't attack.
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  • ...nd an [[Abyss]] exit or uncover the most tiles for [[Human]] regeneration, move diagonally.
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  • ...cape from danger and the number of enemy actions that will occur while you move. You can also move in all 8 directions with the number pad on your keyboard, or with h-j-k-l-b
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  • ...]], or weapon [[skill]] may change them. Most [[species]] and [[monster]]s move at 1 decaAut, and it is the normal time it takes to consume an item. Keep i ...es 10/5 = 2 decaAut, while a 20 speed monster takes 10/20 = 0.5 decaAut to move.
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  • ...nearby tiles, to see what would count as line of sight if a monster would move into it.
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  • * Move Divine Robustness from Zin to Elyvilon, replacing Incredible Healing.
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  • * Fixed Ctrl+move ignoring confusion. * Water elementals can now move around as intended and can be summoned on blue fountains.
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  • * Fixed bug where statues could move around.
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  • * Game time reported by Crawl clamps time-per-move at 5 minutes.
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  • * Monster double actions due to energy randomisation always include a move.
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  • * Move spells around among various spellbooks. * Boost ettins to hit as hard as dual-wielding stone giants. Move them deeper.
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  • * AI: confused high intelligence monsters don't move if next to a deadly cell.
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  • ...re naturally and permanently [[invisible]]. Like [[bat]]s, they constantly move around. They usually appear in mid-[[Dungeon]]; an [[out of depth]] unseen *Unseen horrors are batty - they'll hit you, move away to a random tile, and repeat. Because they are so fast, they'll comple
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  • *To avoid Orb of Destruction, you can move out of the way, [[Blink]], and/or create [[summon]]s. You can create your o
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  • ...s, a klown could cause you to turn into a bat ''before you got a chance to move'', losing all your resistances. (You could then be [[paralysed]], mauled by
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  • ...to fire. Blue devils have a swooping attack (range 4): this allows them to move past intervening creatures, land on the opposite side, and immediately perf
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  • *[[Haste]] lets you move at the same speed as a blademaster. Haste and [[Swiftness]] allow you to ou
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  • ...ost heavily armoured of characters, they tend to appear in packs, they can move at normal speed, and they have over twice the health of a [[skeletal warrio
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  • ...can temporarily exert themselves to do more damage, have better spells, or move quickly.
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  • ...SO, clear out the [[Crypt]] and find yourself at full [[piety]] before you move on to tackle the [[Realm of Zot]]. Another good God for the extended game i ...s]], if you have not done that before; the experience you gain here should move your success rates up some more.
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  • ...a decent attack which low-level characters should watch out for, but they move slowly and have meager durability. They can be found in the [[Ossuary]], [[
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  • ...real strong. After, I foun' more medicine, and Xom tole me it was time to move on, so I went down some stairs.
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  • ...red devils had the kiting [[attack flavour]] (on attack with reaching, may move back 1 square) instead of barbs.
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  • ...elee attacks and leave trails of [[miasma]] [[cloud]]s behind them as they move. Fortunately, they are not very durable. They can be found in [[the Abyss]]
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  • ...I. - they'll move backwards if it detects you are trying to go closer, and move closer if you attempt to retreat.
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  • ...packs. Although they resemble small [[skeleton (monster)|skeletons]], they move at average speed, have significant durability, and come armed with powerful
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  • |speed= 10 (move: 90%) *They move faster than a normal speed character. If they are at the edge of your sight
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  • **Fortunately, Pikel will move past his slaves to attack you, so if you can just lure the lot into a corri
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  • ...ker and took the rations gladly, with only a twinge of conscience. Need to move down a level… ...of raw ogre steaks. Found an amulet and more potions and scrolls. Ready to move down again.
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  • ...some of the most devastating weapons in the game. They are large enough to move and attack normally in [[shallow water]]. Giant creatures have a quality known as "fake amphibious" that lets them move through [[deep water]] without drowning. (They are tall enough that their h
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  • *In [[0.16]] onward, curse skulls can move like any other monster, now at fast (15) speed. *In [[0.13]] and [[0.14]], curse skulls could move only when outside player [[LOS]], at only 10 speed. They also had the [[vig
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  • ...ough weak, '''bats''' are one of most annoying creatures in the game. They move three times faster than the average player and aren't easy to hit, but do v ...f melee range between the player's actions. One way to minimize hits is to move away from them rather than toward them. They'll waste most of their turn ap
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  • ...[[Dungeon]]. They are more difficult to kill than [[frilled lizard]]s, and move faster than most players, making retreat difficult.
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  • ...gerous enemies you can find on D:1. As they are fast, quokkas occasionally move twice for every player turn. Don't be afraid to use your [[background]]'s s
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  • {{Flavour|A sickening rodent that has a tendency to move in packs.}}
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  • *Alternatively, the fact that monsters can't move through them allows them to serve as roadblocks, slowing a monster's pursui
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  • ...s, and create clouds of [[miasma]] when travelling. Thankfully, curse toes move slowly. They can be encountered in [[the Realm of Zot]], certain unpleasant
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  • Starburst2.png|So, when backing up, monsters will move themselves into a linear direction.
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  • ...fect but not negating it entirely. They are thankfully fairly fragile, but move very quickly and can deal decent damage with their bites even if you resist
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  • ...fungal monsters with [[confusing]] melee attacks. Hostile mushrooms cannot move while in your [[line of sight]]. Every time a wandering mushroom attacks, i
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  • ...ue the dance. Worshippers can stomp to damage foes around them and rapidly move through a line of creatures while confusing them. When a worshipper's dance
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  • ...to attack normally while standing in [[shallow water]] (though they still move slowly through it). ...moves the user up to the target and attacks, taking as long as either one move or one swing (whichever is higher). It bypasses [[trap]]s and other hazards
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  • ...f rats|rat]]. Like their weaker cousins, they have fairly low HP, but they move fast and have a powerful [[draining]] bite. They can be found as the bosses
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  • *Prior to [[0.14]], ball lightnings were permanently confused and would move erratically.
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  • '''Lesser Beckoning''' pulls a single target adjacent to the caster. It won't move victims into ineligible terrain (such as [[lava]]), but can move them past such terrain, and can move monsters into [[trap]]s or [[cloud]]s. It requires line of fire for enemies
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  • ...f structural arrangement to its parts, it lacks the coordination needed to move quickly. ...ement but still dangerous due to their mutagenic nature. They are weak and move very slowly, but their melee attacks can [[mutate]] you, making them worth
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  • Fortunately, sixfirthies pass 2/3 of their actions; they'll move in bursts of a few turns every now and then. They can be found in [[the Aby ...s per turn, it's nearly impossible to run from them. A sixfirthy will only move 1/3rd of the time, but there's always a chance that it gets to act every ti
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  • ...n the [[dungeon]] and its [[branch]]es. They are weak in melee combat, but move very quickly and often poison their foes at range or attack them with natur
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  • ...Unless the hydra's camping a branch entrance, there's water around, or you move slower than average, you can simply retreat, and enter from a different sta
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  • ...gaging them in melee can very often be a lethal mistake. Fortunately, they move at less than half the average character's speed.
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  • ...ttackers can keep him just barely within [[line of sight]]. So long as you move back out of LOS before he can act, the slug can never cast a spell. Just ma
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  • *Prior to [[0.15]], manticores didn't move as fast as the player, and had a finite number of spike volleys.
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  • ...snakemen who dwell in the [[Snake Pit]], usually travelling in packs. They move slowly and wear little armour, but carry heavy weapons and can spit [[poiso
    1,014 bytes (157 words) - 03:56, 11 December 2015
  • ...ften or kill them at range. If things get sketchy, remember that all nagas move slowly - you can walk away. Also remember that nagas [[constrict]], which p
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  • *Keep in mind that they move much faster when in water.
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  • ...n hide behind a couple yaktaurs while you wait for the rest of the pack to move up to you.
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  • ...ter or flying over deep water, escape may prove difficult; their tentacles move faster than any base species.
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  • *Hiding behind a corner or another monster will force a kobold to move into melee range with you, rather than throwing stones or darts at you from
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  • ...[[wall]]s or other enemies to keep acid blobs from shooting you while you move into combat range, it'll help.
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  • ...ess you are a [[Centaur]] or [[Spriggan]], however, it can be advisable to move to fight in a corridor.
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  • ...can also [[Acid#Corrosion|corrode]] you. Fortunately, oklob plants do not move and cannot pursue you if you flee. They are most often found in [[the Lair]
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  • *Shadow demons will spend many of their turns trying to move into melee range with you. Make them a high priority to keep them from call
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  • *Slime creatures generally merge when one slime "wants to move" into another slime's tile.
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  • ...ring unable to use [[spell]]s, [[scroll]]s, or [[god]] abilities until you move a tile or kill the ooze. Being surrounded by 8 jellies is already deadly, b
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  • ...eatures toward the target, causing damage if they collide. This effect can move monsters through ineligible terrain (like [[lava]]), but not into it. It do
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