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  • 21 bytes (2 words) - 08:38, 22 July 2023

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  • *'''[[Spriggan]] (Sp):''' A tiny, fey humanoid. They move extremely swiftly and have high aptitudes for the subtler schools of magic,
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  • ...t slowed down. Keep in mind that any summoned hydras that are still around move faster in water.
    4 KB (553 words) - 17:22, 18 December 2023
  • ...well as in the water. Experts at swimming, they need not fear drowning and move very quickly through water.
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  • ...o've been tormented to low HP. The amount of mushrooms can make it hard to move, and their [[confusion]]-branded melee can make it harder to fight the toe.
    702 bytes (108 words) - 16:14, 11 August 2023
  • ...3]]''': Spriggans cover ground extremely quickly during [[movement]]. Each move takes 0.6 [[decaAut]] (which is as fast as a 167% speed monster).
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  • ...tures, and have tough skin, but their tails are relatively slow and cannot move them around as quickly as can other creatures' legs (this only affects thei **Nagas are large enough to move and attack normally while standing in [[shallow water]].
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  • Centaurs can move very quickly on their four legs, and are excellent with bows and other miss ...to attack normally while standing in [[shallow water]] (though they still move slowly through it).
    4 KB (555 words) - 02:12, 2 October 2023
  • **They can attack and move normally in [[shallow water]].
    5 KB (788 words) - 04:56, 15 January 2024
  • **They can attack and move normally in [[shallow water]].
    7 KB (1,083 words) - 00:50, 14 January 2024
  • **Felids had fast movement speed (0.8 move delay). This was more valuable as, in prior versions, being faster than a m
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  • {{flavour|These land-capable relatives of common octopuses can move about as fast as humans and yet retain the ability to swim underwater, alth Octopodes have eight tentacle-shaped legs, and need four of them to move. While a tentacle lacks fingers, two tentacles are a rough equivalent of a
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  • ...aralysis''' is a status effect which renders a player or monster unable to move or act for a period of time.
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  • ...ground has no direct impact on this; it only gives you a starting point to move forward from. Your choice of [[species]], however, will make certain skills
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  • |special = Needs open space to spawn and move}} ...ravel at [[Movement#Monster Speed|speed]] 30 towards nearby monsters. They move like any other monster, so they need an unobstructed path to a target. On i
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  • ...t. [[Ozocubu's Armour]] further increases your defense, but it ends if you move, and it only works if you have light armour. Both are worth casting, at lea
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  • ...prevents enemies from using spells, and gives a 66% chance for enemies to move randomly instead of their normal action. A confused enemy is easy pickings.
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  • ...t]], is Earth Magic's tendency toward utility. [[Bombard]] has a chance to move you away from your target, while [[Borgnjor's Vile Clutch]] constricts a li
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  • ...preventing all spells, and monsters only have a 1/3 chance to successfully move towards you. However, this spell is quite loud, attracting other enemies to
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  • ...u hit, ''you are prevented from moving'' for a few turns. And if you can't move, you can't cast this spell (e.g. it has a cooldown). Position yourself in a
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  • ...ga]] and [[Spriggan]] with the same Stealth score have the same chance per move to be detected. Once they've spotted you, they'll only lose track of you on
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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.)
    6 KB (948 words) - 20:47, 27 April 2024
  • ...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.
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  • *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.
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  • ...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
    862 bytes (130 words) - 20:15, 13 August 2022
  • ...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
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  • ...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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  • ...than a crawling corpse (a [[bat]] won't kill them in a single attack), but move much more slowly.
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  • *All alligators move frighteningly fast when travelling through water, and the Swamp provides fe
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  • ...]]. If you have a weapon delay of 0.7, you'll always perform 1 attack on a move (taking 0.7 / 1.0 of the time), and have a 3/7 (0.3 remaining / 0.7) chance ...ovement directions count (ie. does not trigger on enemies a chess knight's move away).
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  • *Ettins are not complicated opponents; they move into melee range and crush you as best they can. All they have going for th
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  • *Unlike normal cyclopes, Polyphemus does '''not''' move slowly. Polyphemus himself is significantly more dangerous than a normal cy
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  • '''Quicksilver dragons''' are rare and dangerous [[dragon]]s that move 50% faster than average and breathe irresistible status-dispelling energy b
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  • ...ng hulks which deal moderate damage and have a tough protective shell, but move and act at less than half average speed. When badly injured, it will [[with
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  • ...ms''' are one of the more dangerous monsters in [[the Realm of Zot]]. They move as fast as [[spriggan]]s and [[Blink]] constantly while shooting lightning ...them with either open space or metal walls behind you, and be prepared to move if it blinks to a more dangerous angle.
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  • '''Executioners''' are terrifying [[tier-1 demon]]s that move at twice normal speed. Against poorly armoured characters, they can deal hu
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  • ...ignores half of your [[AC]], but also hurts themselves for 10 damage. They move around fast, but randomly. Unless encountered early, fire vortices are main
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  • ...nd they can both give and take the most abuse in combat. Fortunately, they move slowly, and apart from partial fire and ice resistance have no other distin
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  • ...ls]], except that they're bigger, dirtier, and even less coordinated. They move slowly due to their crusty hide, but still have rapid [[regeneration]]. The
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  • '''Rocks worms''' are irritating foes that move quickly and have the unusual ability to travel freely and ''quickly'' throu
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  • ...though this usually isn't an option ([[Haste]] + better than average base move speed required). Those who want to engage her in melee should buff themselv
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  • ...ing]] still has risks. They may still land a hit or two in melee, so don't move in for the kill unless you've got full health.
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  • |speed= 10 (move: 90%)
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  • ...guess an invisible sky beast's location. As melee enemies, sky beasts will move directly towards you and attack.
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  • ...n found in circular [[vault]]s in the later parts of the game. They cannot move and have no attacks to speak of, but they are nearly invulnerable and surro
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  • ...k of [[harpy|harpies]] or [[merfolk (monster)|merfolk]]. Fortunately, they move slowly on land, and they are not resistant to any elements or [[poison]].
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  • ...ned somewhere that is difficult to engage them at range. However, once you move away from them, they are harmless. They can be found defending the treasure
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  • ...d attacks, the easiest strategy is to simply [[kite]] them at range - they move on land slowly. Otherwise, they hit fairly hard and can heal themselves on
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  • ...d. Teleports send you to any random location on the floor, that 1. you can move to, 2. does not contain a dangerous [[cloud]], and 3. is outside of certain
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  • ...o highlight susceptible monsters and activate targeting mode where you can move the cursor and check the chance.
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  • {{flavour|Causes the caster to move across terrain more rapidly for a short duration.}}
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  • {{crawlquote|''You suddenly lose the ability to move!''}}
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  • ...kes you immune to [[sleep]]. However, your actions are limited to (mostly) move & attack, not attacking will quickly lower its duration, and you are [[slow
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  • Having [[willpower]] (to resist mesmerise / [[sleep]]) and [[flight]] (to move normally over water) is recommended. [[Repulsion]], if you have it, can be ...ing, or larger than average, staying in water has severe penalties. You'll move slower, fumble melee attacks (but not ranged attacks / spells), and your [[
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  • ...down there can be ''immediately fatal''. Many players will do Vaults:1-4, move on to the other branches, then come down to get the rune.
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  • ...he [[corrosion]] status on adjacent players. This wears off the moment you move away from the walls.
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  • ...eath scarab}} - Extremely fast, hit hard, and their attacks slow you. They move like [[bat]]s or [[unseen horror]]s, backing away after hitting you. ...(or any place, really), are the bounty of [[trap]]s. Dispersal traps will move teleport-vulnerable players off the stairs, net traps will disable your mov
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  • ..., all led by a single Pandemonium lord. ''Extremely dangerous'': one false move and you receive 5-8 damnation bursts. Always be wary of lava pools as an in
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  • {{flavour|Whereas most elven folk would never move into a dark subterranean complex like this, the deep elves did. Their halls
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  • ...llapse portions of the roof, sealing off the treasure chambers one by one. Move quickly if you want to get the treasure. ...te]] and encounter one of these maps, it might well be worth your while to move to grab as much loot as quickly as possible. Just be careful not to attract
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  • ...with slightly randomized stats. The big ones hit much harder, but tend to move slower.
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  • *{{monsterlink|Jiangshi}} - [[Vampiric]] zombies that move extremely quickly, but skip most turns.
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  • ...ack]] can deal 33 - 58 HP worth of [[poison]] per hit, and each spider can move twice per player turn. If you don't have rPois, be prepared to use many [[p
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  • ...two or three tiles away, and if you activate early, simply pass a turn or move to meet it. This will reduce the duration of your berserk slightly, but you
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  • **Similarly, [[Armataur]]s wearing the [[lightning scales]] move fast; having ponderousness puts them back at normal speed.
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  • ...great choice, as they are already slower than usual. Going from 1.4 to 1.5 move delay isn't a big deal, since most enemies are still faster than you. It do ...ng]]. If all else, [[Swiftness]] and/or a [[potion of haste]] will let you move faster for a short period of time.
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  • ...e being attacked. The addition of [[Swiftness]] will allow them to finally move faster than average. Armataurs, meanwhile, get to permanently move at above-average speed. This is a large benefit - fast speed means you can
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  • ...s will often get 2 turns to move. Fast enemies, like [[orbs of fire]], can move thrice. Be wary of using this against especially fast enemies, or foes with
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  • ...orm]] for several turns, increasing your defense but leaving you unable to move.
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  • * '''[[Bad mutations#Slow|Slow 1]]''': Barachim move slowly. They move 2 [[aut]] slower than average, taking a total of 1.2 [[turn]]s per movement
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  • *'''Don't move towards enemies.''' In unknown territory, ''anything'' could be there. You ...ks enemies back and creates a mass of butterflies, which must be killed or move out of the way for enemies to attack you. Does not generate if a scroll of
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  • *Attempting to [[Movement|move]] into a monster's tile will attack it.
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  • * Manticore barbs now can only be picked out if the player can move, isn't confused, and isn't asleep.
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  • {{CBA|0.32|Frozen will increase move delay by 50% for players and 100% for monsters. Its duration will also incr
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  • ...ls castable in heavy armour should be a tertiary focus, unless you plan to move to a lighter armour like [[fire dragon scales]].
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  • ...top and think about every aspect before picking a solution and making your move. Indeed, you can even save your game and leave the computer to do something ...behind it! Doorways are another option, although intelligent monsters will move past you to give their companions a shot at mauling you.
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  • ...lenty of threats can dissuade Dungeon divers. [[Ugly thing]]s hit hard and move quickly, [[skeletal warrior]]s are even tougher, and pregenerated entrance ...[mana viper]]s are especially dangerous to spellcasters. Most of the nagas move fairly slow (until [[haste]]d), which combined with the Pit's Dungeon-like
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  • ...d compared to everything else on Zot:5, these melee monsters are powerful, move quickly, and come in great numbers. ...on traps. (If and only if a monster would move into a normal tile, they'll move into a tile with traps)
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  • ...water while confused. Also, enemies with high intelligence would refuse to move while confused and adjacent to deep water.
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  • ...sed and next to deep water, you will at least get a warning when trying to move (and possibly falling in). Monsters can fall in when confused, but in 0.9,
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  • *Certain effects can move you off the stairs, interrupting travel. For example, [[elephant]]s and [[d ...also prevent use of stairs. Being inflicted by [[sleep]], [[paralysis]], -Move, etc. will interrupt all actions, forcing you to go up again. [[Confusion]]
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  • ...stible cold damage, lift creatures into [[flight]], and cause creatures to move counter-clockwise around the caster. In addition, they can destroy trees. ...only be affected by these clouds if they end their turn inside one. If you move outside of dust the moment it appears, then you won't get petrified.
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  • Monsters with the '''Maintain range''' flag will move to the edge of your line of sight and attack you with ranged attacks.
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  • ...r, but are not allies. They will not attack the player, and attempting to move onto their square simply displaces them. They will roam around, attempting
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  • '''m''' : move monster or player
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  • ...rned herself into a [[statue]] when a spell went horribly wrong. She can't move, but her magic is as strong as ever.
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  • ...can't move diagonally with them. Pressing '''Shift''' and a direction will move until you see/hit something. ...and a big damage boost. Note that Berserk prevents most actions other than move and melee attack, and runs out very quickly if you aren't attacking. And af
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  • | Move the templates in [[:Category:Size]] to [[:Category:Size templates]]. Also e
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  • * <s>Item mimics can move once revealed</s>.
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  • ...th empty space where that monster used to be. When auto-attacking, you may move into an unintended spot.
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  • ...ssible paths to attack the tile (i.e., the attack is like a chess knight's move [http://en.wikipedia.org/wiki/Knight_%28chess%29] with no walls in the way) *If you can both move and attack faster than your enemy can move, it's possible to [[kite]] melee opponents with reach attacks. Simply flee
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  • *Between [[0.16]] and [[0.18]], the chaos brand could move nearby stairs.
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  • ...humb|300px|right|The 8 directions you can rampage.<br>Monsters "a knight's move" away cannot be rampaged to.]] ...itional time. If the wearer is only one space away from their target, they move next to the target and immediately make a melee attack.
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  • * Item mimics can move once revealed.
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  • O
    *Pressing '''O''' is the command to open a [[door]] (you may also just move on the door's tile).
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  • B
    *Pressing '''b''' will [[movement|move]] you one square down and left. *Pressing '''shift+b''' will move you in this direction until you encounter a [[monster]] or something else i
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  • H
    *Pressing '''h''' will move you one square to the left. *Pressing '''shift+h''' will move you in this direction until you encounter a [[monster]] or something else i
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  • J
    *Pressing '''j''' will move you down one square. *Pressing '''shift+j''' will move you in this direction until you encounter a [[monster]] or something else i
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  • K
    *Pressing '''k''' will move you up one square. *Pressing '''shift+k''' will move you in this direction until you encounter a [[monster]] or something else i
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  • L
    *Pressing '''l''' will move you one space to the right. *Pressing '''shift+l''' will move you in this direction until you encounter a [[monster]] or something else i
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  • N
    *Pressing '''n''' will [[movement | move]] your character one square down and right. *Pressing '''shift+n''' will move you in this direction until you encounter a [[monster]] or something else i
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  • U
    *Pressing '''u''' will [[movement | move]] your character one square up and to the right. *Pressing '''shift+u''' will move you in this direction until you encounter a [[monster]] or something else i
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  • Y
    *Pressing '''y''' will [[movement|move]] your character one square up and to the left. *Pressing '''shift+y''' will move you in this direction until you encounter a [[monster]] or something else i
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  • ...yer steps on it. If hit by the net, the victim becomes [[held]] and cannot move or attack until they break the net. The net cannot be recovered, even if yo
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  • ...it were hit by a [[throwing net]]. The victim becomes entangled and cannot move, melee attack, or use [[ranged weapon]]s until they slip out of the web. We
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  • ...ud]]s when you step on it. Although not too dangerous if you have space to move away from the gas, they can be extremely dangerous if stepped on in tight q
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  • ...e the [[bat]] AI. This makes them move somewhat randomly, and they tend to move away after attacking. As most batty monsters have a higher speed than the p ...ve away tactics, move away from the monster yourself. It will then have to move and attack to hit you, finishing its turn next to you, allowing you to hit
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  • ...e a 33% chance of casting [[Orb of Destruction]] against you each time you move or take an action. They are generally positioned in order to force you to c
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  • ...acking. While offering great protection, splint mail is quite difficult to move in without proper training.}}
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  • *Bat beasts fly and move very quickly, but erratically.
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  • ...me Covered Rock|slime covered rock]]. (Corrosion will cease as soon as you move away from the wall.)
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  • ...option to back off. This forces the enemy outside LOS, thus forcing it to move (and not attack).
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  • ...attacks, and using a [[shield]] until you manage to break loose. Trying to move or attack will instead cause you to struggle against, and possibly escape,
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  • ...nical semblance of life-it is a dead body with is made to walk and act and move as if it was alive. People who have the power to do this go to a fresh grav
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  • ...r monsters EV is divided by <code>2 + body [[size]]</code>). Attempting to move away will constitute an escape attempt, using all of the above variables al
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  • ...delay) with a [[quick blade]] (0.3 attack delay) would attack 4 times per move, with a 50% chance of a 5th attack. ...ake a free step before attacking. If you are 1 space from an enemy, you'll move instantly and then attack at your normal attack delay.
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  • ...l Steal stuff in [[Orcish Mines]]. Aside from needing to use [[Recall]] to move your friends from floor to floor this is one of the easiest combos in the g
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  • ...akemen who dwell in the [[Snake Pit]], a side branch of [[the Lair]]. They move slowly and wear little armour, but carry heavy weapons, spit [[poison]] at
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  • {{monsterlink|Chaos spawn}}- Ever-shifting creatures that move swiftly and have [[chaos]]-[[brand]]ed melee attacks. They degenerate into
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  • ...and gives [[blink]]s a chance to fail. You can break out by attempting to move. Targets flying above or swimming in [[deep water]] or [[lava]] are immune.
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  • Victims will struggle if they try to move or melee attack. Eventually, the net will break, letting them free.
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  • ...Sheza's Dance will summon a pack of hasted [[dancing weapon]]s, which will move at stupendous speed to encircle the player. For every two weapons adjacent
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  • ...u rPois, but be careful where you turn into a tree -- you won't be able to move afterwards, and the orange demon can strike you from a distance.
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  • ...in some ways to [[statue]]s, constructs are set apart by their ability to move. ...ons assumed a lugubrious aspect. The restless light of the flame made them move to the eye. There were griffins which had the air of laughing, gargoyles wh
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  • '''Stationary''' monsters cannot move and usually rely on ranged attacks to harm you. [[Oklob plant]]s and certai
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  • ...luggish at low temperatures, the hotter they became, the faster they could move. This was removed while the species was still only available in trunk.
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  • ...to ignore the effects of both water tiles. [[Size#Large|Large]] creatures move and attack normally in shallow water; [[Size#Giant|Giant]] creatures can al
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  • ...rently flopping around on land, it cannot really control where it wants to move, but there is a 50% chance of flopping into an adjacent water (or lava) til
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  • {{flavour|Makes a targeted creature unwilling to move away from the caster. Leaving the caster's line of sight will end the effec ...ibly fascinating. If the spell beats your [[willpower]], you are unable to move away from the caster, and become unable to [[berserk]]. You can still attac
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  • {{flavour|Sings a haunting song, making nearby victims unwilling to move away from the singer. Leaving the caster's line of sight will end the effec
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  • ...n occupies the tile previously occupied by its target. The knockback can't move a target through an impassible (wall, lava, etc.) or occupied tile.
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  • ...on unseen horrors, but keep in mind that it is risky since unseen horrors move around randomly like bats. Smite is also a good panic button but keep in mi
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  • ...tle as possible since monsters spawn faster than you can kill them. Always move towards the closest stairway up, fight only if a monster is directly blocki
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  • ...speed will increase slouch damage, but is still worse than a flat 2.0 turn move speed on other Cheibriados races. [[Cheibriados]] is a fairly straightforward god - you refuse haste and move slowly in exchange for +15 to all stats and powerful abilities. See the god
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  • ...kill a single fast monster. Teleport tip: If you need to teleport quickly, move. The monsters only get to act after your long turn, and if it's enough to t
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  • ...er stop summoning. You have absolutely no food cost to worry about so just move very slowly (don't auto explore except after the level is pretty much clear
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  • ...no easy escape effects, so a bad situation can quickly become a fatal one. Move cautiously. You are slow and lack the ability to deal with crowds well. If
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  • ...tentially dangerous, use EH with one space between you and the monster and move in for the stab when they fall asleep. Cast EH from too far and they will w
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  • ...cc|579}}</ref> So when encountered at the edge of LOS, it is likely to not move, but the closer you get, the more likely it is to charge at you. ...Previously, lurking horrors, in addition to distance, were more likely to move when there was more open space.
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  • ...movement is stopped and the target takes impact damage instead. It cannot move stationary monsters like [[statue]]s or [[oklob plant]]s.
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  • *Prior to [[0.20]], players in the wisp form had a 10% chance to move as if confused. Although, you wouldn't bump into walls or into allies.
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  • ...have been transformed into a tree and are rooted to the ground, unable to move or teleport. You have minimal evasion but increased health and natural armo *Cannot move or be moved.
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  • ...e Abyss]], seeking out invaders and smashing them beneath their bulk. They move erratically, like [[bat]]s, and when seriously injured, they can [[might]]
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  • ...chaos (this randomly affects adjacent walls, and always affects walls they move into). Their better-than-[[spriggan]] speed, wall destruction, and rapid [[
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  • *Monsters can move on the turn they're recalled (but not always). If you're unlucky, you can t
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  • ...d that the battlesphere has the [[maintain range]] flag, so it will try to move away from monsters.
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  • Time to move downstairs.
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  • ...t [[q]]uivered. If no target is within range, it will cause you to instead move toward the nearest monster. ...ed weapon once at the nearest enemy (as if you pressed 'ff'). You will not move towards enemies with this command.
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  • ...ely berserk. This means that they'll move into melee with you much faster. Move cautiously so as to avoid letting them enter melee with you and hit you bef ...d to pieces. If you can determine where they're at and have a free turn to move, feel free to position yourself so they don't have a clear line of fire aga
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  • ...lease spores to cause confusion when attacking in melee, but are unable to move when hostile creatures are present. You are resistant to poison and immune *The player can't move while there are hostile monsters in [[line of sight]].
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  • *Anything with animal [[intelligence]] or worse will occasionally move as though confused, rather than pursuing or attacking you. Anything of huma
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  • {{flavour|You have been transformed into a pig. You move quickly but are less effective in melee.
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  • ** [[Spectral thing]]s move at their full base monster speed. ...ng mushroom]]s, but preferring to place themselves where a player needs to move the most to actually reach them.
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  • ...cover you in a sheet of protective ice, boosting [[AC]]. It breaks if you move, though. [[Confusion|Confused]] creatures can't choose which direction to move or attack in and many actions are disabled.
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  • ...ime|realtime speedruns]]. However, ''Crawl'' is turn-based; monsters won't move and the game won't progress no matter how much clock time passes. Clock tim
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  • Oh yeah, to attack, you just gotta move towards the thing that you want to attack. ...shoot electricity at you. Hurts like hell if you don't have relec. Either move out of their sight or do deathmatch with them. Don't chicken out though bec
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  • ...- High AC, relatively strong [[Unarmed Combat]], poison resistance. Can't move or teleport, melds armour. * [[Fungus Form]] - [[Confusing]] Unarmed attacks, poison resistance. Can't move when monsters are visible, melds all equipment.
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  • ...in erratic bursts of movement. Accounting for this, they have an effective move speed of about 16 and action speed of about 9.5. ...ion of zombies. Covered in mold and stiffened by rigor mortis, they cannot move their legs sufficiently to walk, and thus hop at their prey before draining
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  • ...likely to sacrifice themselves for weaker things. On their own, lost souls move quickly and avoid getting close to you, but are generally fragile.
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  • |speed= 10 (move: 60%)
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  • |speed= 10 (move: 60%)
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  • ...hase the my elf in a circle around a three-by-two pillar. We two creatures move at the same speed. ''Your Stealth skill increases to level 3!'' I wait unti ...ers are around. ''You struggle against the net.'' My grey elf is unable to move or flee. ''You try to slip out of the net.'' After some more attempts, ''Yo
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  • |speed= 8 (move: 160%)
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  • ...sping Roots ability inflicted a special 'grasping roots' status (-EV, +0.3 move delay, prevents [[flight]]) instead of [[constriction]].
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  • ...and will wither quickly when damaged. Worshipers of [[Fedhas Madash]] may move (albeit slowly) and attack freely through them. [[Tree]]s also exist, but t
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  • ...want [[Dexterity]] for increased [[evasion]] most of the time, but if you move on to heavier armours, [[Strength]] can help offset the spellcasting and ev Eventually you might move on to a heavier armour. [[Dragon armour]] is popular in the late game, espe
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  • ...monster is a [[hobgoblin]] wieldin an orcish [[club]]. I let the hobgoblin move adjacent. ''You hit the hobgoblin. The hogoblin is moderately wounded. The ...w be in range of Ijyb's wand, but if I press 'y', then Ijyb should have to move again before using the wand. I press 'y'. Ijyb steps southwest. It is well
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  • ...Is it really true? Oh never mind! I'll surely be ambushed here if I don't move. Enough on that matter! ...e? Maybe it's best that I find my father. He may know. But for now, I must move. Two more orc knights follow me. Down I go. I now understand why there was
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  • ...save me, but would only postpone the problem. Still, it would enable me to move where I wanted to be. In one move, a spit of acid from the plant seriously injured me. I hoped my abomination
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  • ...be another space that was unreachable from any visible doors. I decided to move on to try to find the stairs on D:4. ...it was an easy task taking out the jelly. It didn't even have a chance to move!
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  • ...nds. I won. I nearly died thanks to a grey snake; I've never seen anything move so fast, but somehow I lasted. Then I attacked the witch Louise... who deci
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  • ...I once inhabited. I shiver at the memory of their hatred and torment, and move on. There is much to destroy. ...ger I felt. So much more...robust. 20% more robust, to be in fact. Good. I move on, content with my find.
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  • ...EP TROUBLE! Was amazingly saved by an orc zombie who was adjacent. First move was to put the zombie between the centaur and myself (ranged creatures I th
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  • ...dungeon. I have decided that dungeon level 3 is too dangerous and I shall move directly on to the fourth level. Beogh protect.
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  • ...strange as it is dangerous. But the glow's worn off, now. I may as well move on. I think I'm feeling better enough to get up and move on. I'll keep writing if anything else happens.
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  • After enjoyng a delicious snack of bat, I move down the hall. A kobold, startled by my imposing figure, shouts and hurls a
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  • ...rough the wall and Exploded, Greko was thoroughly confused, but decided to move onwards anyways.
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  • ...said unique _was_ Eustachio. A kobold pelts me with poisoned needles. As I move in to make my kill, an ogre attacks me from around a corner. Time to berser
    22 KB (4,066 words) - 18:47, 15 August 2013
  • ...s soon as I advanced, he waved a strange wand and I found myself unable to move! he struck me with the flail twice before I regained mobility and turned to
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  • ...to boost Polearms to Level 4! Neat. I try to get the potion, but just as I move onto it a worm appears. It takes surprisingly many hits to knock out the in
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  • ...trying to leave that bread ration for worse situation, or for a strategic move. Found a worm, feel much better now that I've eaten some of my lesser rela
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  • ...harm you.” Sounds like a guardian amulet or something like that. I then move on, pondering on the things I’ve seen. ...g of the disturbed dead raised from the very floor and walls it summoned I move on. Among the many horrors that stalk these halls, one of them resembled my
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  • ...t Jozef, but this time, he runs at me and tries to engage me in melee. Bad move! Four Bolts of Magma later I'm sitting on a pretty chunk of XP for training ...osses a throwing net at me. I'm entangled, but no worries, I don't need to move to blast you into oblivion... Oh, and here's the entrance to the Hive! With
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  • ...s at once; thus, it's a better idea to explore the outer edges first, then move towards the middle, which is what I start doing. Ooooh, my first hydra! Eat ...op my loot, and take stock of everything. I should grab my Temple loot and move it down here soon; after that, finish the Orcish Mines and see if its shops
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  • ...but isn't very good for a non-casting mummy with no Necromancy skill, so I move on.
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  • ...imes in opposite direction after I read the scroll. He had only 1 shot per move then, so my chances to survive would be 3 times higher.
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  • ...ge, I step forward, he quaffs ANOTHER Invis potion. Thankfully, he doesn't move and I kill him before my berserk even wears off. At this point, I figure that the best move is to go back to the Dungeon before I start messing around with more side b
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  • ...where to go, and suddenly was paralyzed and chopped away at. When I could move again I tried to slash away at him as he had just flickered. He brutally mi
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  • ...as an innate ability. First, they have to extend their mandibles, and then move into a [[rock wall]] or [[iron grate]] to start making the tunnel. Digging
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  • ...t is taking a nap. I presume they have good sensing abilities, so I do not move closer. Instead I prepare to snipe it with my magic darts. After the first
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  • ** [[Spectral thing]]s move at their full base monster speed. ...ng mushroom]]s, but preferring to place themselves where a player needs to move the most to actually reach them.
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  • $
    *Pressing '''$''' in a [[shop]] is the command to move all selected items for sale to your shopping list. The game will alert you
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  • #When the player is [[confuse]]d, the map rotates or flips after every move. #The serpentine rune has snake-level move speed and poison bite, and doesn't want to be picked up
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  • ...[[armour]] is melded, [[EV]] is reduced to almost nothing, and you cannot move, [[blink]], or [[teleport]]. However, Tree Form grants significant HP, natu *The inability to move also gives immunity to enemies that shove you around ([[wind drake]]s, [[sw
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  • Argh, poisoned by a worker ant. Smash with Sandblast and move on.
    9 KB (1,693 words) - 04:54, 19 November 2020
  • ...he's using a digging wand to maximize the swarming of his goblins. Hard to move around too, since he throws them. First time I've used an escape hatch in f
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  • ...n resistance removed. Take advantage of the fact that a ritualist's snakes move much faster than it does and separate them to make the fight much easier.
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  • **All nagas move slowly. If you are faster than a naga, a good option is to walk away, go up
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  • ...istible. Affected creatures will be [[frozen]], causing them to [[movement|move]] 4 [[aut]]s slower. Additionally, monsters killed by this spell may turn i
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  • ...Every ~2 turns, it has a 75% chance to cast a spell (if it doesn't have to move to get in range). Don't rely on the servitor casting a spell to survive a s
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  • The long duration of summoned clouds typically means that you'll need to move if you want to try for a different effect against a given set of creatures,
    2 KB (317 words) - 21:32, 26 January 2022
  • ...).<ref>{{source ref|0.30.1|movement.cc|141}}</ref> [[Rampaging]] makes you move twice, so you take double the damage while rampaging.
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  • ...or has achieved mastery over the rocks as well as the waves. Its tentacles move with uncanny grace and seem capable of sending you hurtling through the air
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  • ...the miasma off you as long as the fog lasts. Barring that, just be sure to move out of the miasma clouds as soon as they are generated, as they only affect
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  • :-Sometimes, if you are standing on a staircase, will move it to under the monter you just attacked. WTF?!
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  • ...+5,+3! And I still have four scrolls of identification left over. Time to move on. ...his enchanted halberd. But he cannot withstand me, and I take my loot and move out of the Labyrinth.
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  • * Manticores now move as fast as the player, and have an unlimited number of spike volleys.
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  • {{flavour|A ring that allows its wearer to move quietly, making them more stealthy.}}
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  • .... This doesn't immediately injure you, but it does cut off your ability to move toward the caster or to escape by foot. It is possible to cut through the b
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  • .... Usually this should`ve attracted the royal jelly already, else shout and move closer. Kill it using all your buffs (My suggestion is to use lich form as ...realms) you`ll want to just search your way to the nearest next portal and move on.
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  • ...allow water & land; deep water is neither created nor destroyed. The tides move 15 times faster than before. * [[Curse skull]]s now move - fast!
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  • ...than helpful. I kill Natasha twice more to put her out of her misery, and move on to D6. ...ut deprives me of what I need most: experience. My counter almost didn’t move at all towards XL 14, my coveted milestone level. L4 is not much better, bu
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  • .... Trouble is, this number will bounce up somewhat when I’m doing my next move, becoming an apostate.
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  • ..., goblins, hobgoblins; try not to engage snakes and worker ants since they move quickly and can poison you). It is usually possible to achieve this by the
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  • ...rom your position and find silent spectres to kill, as well as letting you move at all while surrounded.
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  • *Pins the target in place, allowing the player to move away even from fast enemies without [[attacks of opportunity]].
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  • ...t on me! It seemed to partly work, because I was overpowered and unable to move for a moment. She began to summon more imps against me. When I managed to b ...not sure what to do. I didn't take my eyes off Natasha, wondering if she'd move. I wish I could have buried her, but I don't have a shovel and all of the c
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  • ...oices of the game determine your strategy, even before you make your first move: You need to pick a [[species]] and a [[background]]. These two choices tog ...their horror once they are no longer unseen. If you can’t see invisible, move into a corridor, so that you have a better idea from which side your enemy
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  • ...ms, you'll get a lot of them soon. Use the numpad or click around to move. Move into monsters to attack them, and hopefully you won't die. There's a lot of ...stay still. So by walking away, eventually they'll double turn in order to move twice, allowing you to get the first hit again.
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  • This spell doesn't use the caster's turn -- the caster may move or act normally after casting the spell.
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  • The warping effect will move monsters around in its AoE, possibly dropping them into lava or water simil
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  • ** [[Juggernaut]]s, terrifying giants that lurk in Depths. They move quickly and deliver fantastically punishing blows, but must rest after each ...lamander firebrand|firebrand]]s, and stormcallers now all have normal land move speed and fast swimming speed.
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  • ...receive spellbooks with every spell in the game, so you could potentially move from her to Nemelex. However, if you can train Channel Energy to a high eno
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  • Juggernauts move quickly (as fast as a [[centaur (monster)|centaur]]) and hit for up to 120 ...l emergency consumables work. A [[potion of haste]] allows most species to move at the same speed as a juggernaut; it can make one [[attack of opportunity]
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  • *Translocations miscasts now inflict -Move which prevents walking in addition to translocating. ...ne_unsafe_move. Setting this option to true causes auto-travel to make one move towards its goal before conducting the usual safety checks.
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  • ...owerfully haunting song; in addition to making nearby victims unwilling to move away from the singer, it calls forth drowned souls from any nearby bodies o
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  • ...power]] -- instead, the spell becomes harder to resist as more dream sheep move into view. Even if a dream sheep is [[asleep]], [[petrified]], or [[paralys
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  • ...achi''' (plural '''barachim''') is an amphibious, frog-like humanoid. They move slowly, but can swim.
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  • ...ing of Flames]], new clouds are constantly created around the user as they move.
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  • * [[Confusion|Confused]] monsters now get a 1 in 3 chance to move normally, like players do.
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  • ...y has balance adjustments to make the school not so strong and to begin to move it closer to a melee support school:
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  • ...d consider using a different spell against creatures that can force you to move. *Prior to [[0.26]], you could move without ending the spell.
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  • ...spectral weapon is formed, then it attacks before monsters get a chance to move.
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  • **[[Flight]] and a [[potion of haste]] allow most species to move at the same speed as a bunyip. [[Passage of Golubria]] (or a [[scroll of bl
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  • *Goat Beats increases the "energy" of nearby animals, giving them a chance to move again.
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  • '''Quicksilver oozes''' move fast and hit fast, with attacks that [[engulf]] and drain MP. They are comm *Their [[engulf]] will effectively [[silence]] you until you move away (or kill the ooze). Try to avoid being surrounded by jellies when quic
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  • ...rcy, two or more, do not even attempt to test their mettle. Press “X”, move the cursor towards them, and press “e” to set up an exclusion - this is ...ill, I propose an alternative - a disciplinary paw-scratch. Hold Ctrl, and move in the direction of your Lightning Spire. This will attack it, and immediat
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  • ...cc|579}}</ref> So when encountered at the edge of LOS, it is likely to not move, but the closer you get, the more likely it is to charge at you.
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  • ...MP-draining attacks make them particularly lethal to casters. They tend to move in erratic patterns.
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  • ...ct the [[Barbs]] status effect on melee hit, which hurts you if you try to move.
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  • *How to kill and when to move **If possible move south if there is a square that you can enter without being hit, or be hit
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  • ...nearby beasts to act faster. The effect is fleeting, but repeated use can move even the most stubborn mule.}} ...ster's [[line of sight]] a bonus to action energy, giving them a chance to move again. The effect is similar to [[haste]] for 1 turn, but a bit weaker.
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  • {{crawlquote|When you move away from an enemy, they have a small (1/3) chance of taking advantage and '''Attacks of opportunity''' ('''AOO''', '''AOOp''') can trigger whenever you move away from an enemy in melee.
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  • Most [[species]] and [[monster]]s take 1 decaAut to move, and it is the time it takes for all species in their natural form and cond ...f how long the command takes. For example, a [[Naga]] takes 1.4 decaAut to move, but this is counted as 1 turn for the turn counter. However, the [[Zot clo
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  • ...ncover more tiles than cardinal movement. This allows you to heal more per move.
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  • ...|[[File:Gozag altar.png]] Yeah, no, we can't fit this one into the budget. Move along. Just kill those D:2 adders with quokkas and quit whining. We'll need ...rcy, two or more, do not even attempt to test their mettle. Press “X”, move the cursor towards them, and press “e” to set up an exclusion - this is
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  • ...If there’s one great thing about demon slaying, it’s that it lets one move from ignorance to mastery of any given topic in a matter of minutes. Of cou ...sposing of your pursuers, who will be overjoyed to oneshot you. Move down, move up, kill, repeat. Nothing more.
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  • **Large species move at normal speed through shallow water.
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  • ...you escape from a fight going south or give you some much needed space to move. Blink can be a life-saver and cut down on your use of consumables. ...ster in sight and attack when next to it. This is rarely the best tactical move. However, once you are actually fighting a monster, you might prefer <code>
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  • Armataurs instinctively roll when moving toward foes, getting a free move and regenerating magic. They have great aptitudes with armour and shields, **Armataurs are large enough to attack and move normally while standing in [[shallow water]].
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  • ...evel. But if the spell hits, then the caster is inflicted with the the '''-Move''' [[status effect]] for 5-8 turns. This prevents regular movement, physica ...vents you from moving, you cannot cast Momentum Strike. In addition to '''-Move''', you cannot cast this spell if you are '''Stuck''' (from [[miscast effec
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  • ...mune to this cloud while you cast this spell, however you must immediately move out of the cloud to avoid suffering its effects.
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  • ...k. You must be at least 2 tiles away from the target (i.e. this spell must move you at least 1 tile). It bypasses [[monster]]s, impassable liquids ([[deep ...s your melee attack for damage. Time to cast will be as long as either one move or one swing, whichever is higher. [[Auxiliary attack]]s and [[cleaving]] s
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  • However, the slippery effect is generally a negative. Being forced to move, at seemingly random intervals, can cause a lot of problems. It makes [[sta
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  • |1||[[Rampaging]]. Heal MP when making a rampage move. || You regenerate magic when rolling toward enemies. |2||Also heal HP when making a rampage move. ||You regenerate magic and health when rolling toward enemies.
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  • ...ingly enough), as it lets them move at normal speed. [[Barachim]] can also move normally, though they'll lose their hop.
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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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  • ...ely to move when in [[line of sight]] and far away, but are more likely to move as they get closer. When destroyed, a creeping inferno creates a [[Fire Sto
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  • The boulder is treated as a monster: you cannot move into its tile, and it can be destroyed by attacks. It moves at [[Movement#M
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  • When a creature, including the player, steps on a sigil, they cannot move for a short time. After a monster is trapped, they gain a [[Sprint]] effect
    2 KB (272 words) - 22:07, 19 January 2024
  • ...uire 9 energy to move. This is displayed as 111% travel speed in game, or (move: 90%) in the wiki.
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  • ...xed blessing. If you happen to want to move backwards, Bombard can let you move and attack in the same turn. Also, since it pushes you away from the target
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  • **They can attack and move normally in [[shallow water]].
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  • {{flavour|A ritual chant that briefly rouses several nearby undead allies to move more swiftly and strike with greater might.}}
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  • ...raps you in webs, which can be ''brutal''. While stuck in a web, you can't move, go up stairs, or use weapons/unarmed combat. Plus, the webbing can last up
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  • ...s not adjacent for more than 1 turn, it becomes dormant: it will no longer move, attack, or create a fiery core on death. Standing next to the golem afterw *The explosion happens before monsters get a turn to move.
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  • ...preventing all spells, and monsters only have a 1/3 chance to successfully move towards you. However, this spell is quite loud, attracting other enemies to
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  • *It can only move or attack when the player is adjacent to it. Otherwise, it stops and become
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  • ...pful, as it can help avoid being in melee range. But watch out - you could move yourself off stairs, out of a corridor, and so on. If you've found another
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  • Enemies only take collision damage if they move at least one space from this effect.
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