Attack flavour

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Template:Version034

Almost all monsters are capable of dealing physical damage to you by attacking in melee, but many of them also cause elemental damage or inflict a wide variety of detrimental status effects. What a monster's melee attacks are capable of is determined by the monster's attack flavour. These modify a monster's melee attacks in many ways, and apply whether the monster is attacking unarmed or while wielding a weapon.

Flavour Example Description
Plain Template:Monsterlink No special effects.
Reaching Template:Monsterlink Inherent reaching (can melee attack from two tiles away).
Constrict Template:Monsterlink Inflicts constriction (pins victim in place, dealing damage over time).
Barbs Template:Monsterlink The attacker inflicts barbs on the target when attacking, making further movement painful.
Trample Template:Monsterlink Has a chance of knocking the defender back one tile (chance depends on defender's size relative to the attacker). If successful, the attacker moves into the tile the defender occupied.
Drag Template:Monsterlink Pulls the defender towards themselves, and backs up one tile. If the attacker has reaching and attacks from afar, they will not step backwards.
Fire Template:Monsterlink Adds HD + 1d(HD) - 1 fire damage.
Pure fire Template:Monsterlink Deals no physical damage. Consists solely of HD + 1d(HD + 1) + (HD / 2) fire damage.
Sear Template:Monsterlink May strip one level of fire resistance from the defender.
Cold Template:Monsterlink Adds HD + 1d(HD*2) - 1 cold damage.
Electricity Template:Monsterlink Adds HD + 1d(HD/2) - 1 electricity damage.
Acid Template:Monsterlink Splashes the defender with 4d3 acid damage, dealing additional damage and possibly causing corrosion.
Reach tongue Template:Monsterlink Inherent reaching and splashes the defender with acid, possibly corroding it.
Poison Template:Monsterlink Inflicts HD*2 to HD*4 poison damage, with a 1 in 3 chance to affect poison-resistant targets. See poison types for specifics.
Strong poison Template:Monsterlink Inflicts HD*11/3 to HD*13/2 poison damage, with a 1 in 3 chance to affect poison-resistant targets. See poison types for specifics.
Paralytic poison Template:Monsterlink If not immune to poison, the defender will be poisoned, slowed for 1d3 turns, and has a 1 in 6 chance to be paralysed for 1d3 turns. Has a 1 in 3 chance to affect poison-resistant targets.
Momentary paralysis Template:Monsterlink Similar to Paralytic poison, but without the slowing and with a 100% chance to paralyse the target for 1 turn (reduced accordingly by poison resistance and immunity).
Reach sting Template:Monsterlink Inherent reaching and inflicts poison.
Drown Template:Monsterlink Attacks do a small amount of asphyxiation damage.
Flood Template:Monsterlink Attacks have a chance of engulfing the target, giving it Flooded status, which continuously deals asphyxiation damage and mimics the effect of silence on targets that need to breathe. Asphyxiation resistance negates both effects.
Holy Template:Monsterlink Does an additional 75% damage against evil and unholy targets. This is similar to the holy wrath weapon brand, but without a random component.
Distortion Template:Monsterlink Inherent distortion brand (deals additional irresistible damage, causes the defender to blink, or banishes defender to the Abyss).
Rift Template:Monsterlink Smite-targeted attacks that can reach targets up to 3 tiles away. Also applies the distortion brand.
Pain Template:Monsterlink Inherent pain brand (deals negative energy damage based on attacker HD)
Drain XP Template:Monsterlink Has a 50% chance of draining the target (temporary max HP reduction vs. player, temporary HD loss vs. monsters). This only has a 3% chance of activating if the attack deals less than 6 damage, and a 33% chance if the attack normally does no damage (i.e., "touch"). In spite of the name, player experience is completely unaffected by this attack flavour.
Vampiric Template:Glyph File:Vampire (monster).png Vampire Will heal the attacker for 1d(damage inflicted) if the defender is cold-blooded or warm-blooded. Deals normal damage but has no healing effect against bloodless defenders.
Shadow stab Template:Monsterlink When invisible and not backlit, the attacker gains a boost to movement speed, 100% accuracy, and deals 2.5x damage for a single attack. If the defender has see invisible it negates the extra damage and accuracy, but not the added speed. After the attack, the attacker's invisibility ends.
Drain strength, dexterity, intelligence, stat Template:Monsterlink May deal 1 point of stat damage to the associated stat (33% chance per attack, or 5% if the attack did no damage. Each rank of negative energy resistance has a further 33% chance to negate the stat loss.).
Drain speed Template:Monsterlink May slow the victim.
Scarab Template:Monsterlink Combines vampiric and drain speed.
Ensnare Template:Monsterlink If the attack does any damage, it has a 50% chance of trapping the defender in a web.
Steal Template:Monsterlink Each attack steals one item from inventory (only affects players).
Corrode Template:Monsterlink Corrodes the defender.
Weakness Template:Monsterlink Attacks have a chance to inflict weakness on a target.
Sleep Template:Monsterlink Has a 50% chance of putting the defender to sleep when dealing damage.
Confuse Template:Monsterlink Has a 33% chance of confusing the defender, or 10% if the attack did less than 3 damage. Duration is 1d(HD + 3) / 10 turns, rounded up, with a cumulative maximum of 4 turns.
Rage Template:Monsterlink Has a 33% chance of sending the defender into a berserk rage, if it is capable of doing so.
Bloodzerk Template:Monsterlink When striking targets that bleed, the user is strengthened, then sent into into a berserk rage.
Vulnerable Template:Monsterlink Has a 33% chance of temporarily halving the defender's willpower. If the defender is already so afflicted, it instead increases the duration of the effect.
Antimagic Template:Monsterlink Inherent antimagic brand (drains player MP, or causes monsters to have a spell failure chance that rises with antimagic damage dealt and decreases with time).
Swoop Template:Monsterlink The attacker swoops in to perform a melee attack if far away.
Flank Template:Monsterlink Slips behind the target before attacking.
Blink Template:Monsterlink The attacker has a 33% chance of blinking after a successful hit.
Blink with Template:Monsterlink After a successful hit, the attacker may blink both itself and the defender.
Spider Template:Monsterlink May summon a spider when attacking.
Hell hunt Template:Monsterlink Summons a hell hound or hell rat on hit.
Swarm Template:Monsterlink Summons a copy of itself on hit.
Chaos Template:Monsterlink Changes flavour with every attack, to one of the following:
Foul flame Template:Monsterlink Deals an additional 75% damage to holy creatures, 50% damage to neutral creatures, and 25% damage to evil creatures.
Airstrike Template:Monsterlink Deals increased damage with more open spaces adjacent to the target, similarly to the Airstrike spell.
Vent fumes Template:Monsterlink Creates poison clouds on and around the target when striking them.
Bomblet Template:Monsterlink May summon a bomblet when attacking.
Trickster Template:Monsterlink May irresistibly drain, daze, or confuse the target.
Dim Template:Monsterlink Diminishes the power of target's spells.
Doom Template:Monsterlink Draws target's Doom closer by increasing "doom meter" by a number in interval from (5 + HD / 3) to (8 + HD). The amount will be lowered for player in case of existing banes.
Slimify Template:Monsterlink Slimifies the target. For player it will result in Slimifying status which will turn them into Jelly after several turns, monsters will be transformed immediately with 25% chance.

History

  • In 0.34 the Engulf flavour was changed to apply a flooded debuff, and the new Doom, Reach-cleave ugly, Diminished Spells and Slimify flavours were added.
  • 0.33 added the Airstrike, Alembic, Bomblet, and Trickster flavours.
  • 0.32 added the Drag, Swarm, Hell Hunt and Foul Flame flavours.
  • 0.31 added the Flank and Momentary paralysis flavours and removed the Sticky Flame and Mutate flavours. The latter had a 25% chance of malmutating the player (or polymorphing if the defender was a monster).
  • 0.30 added the Sleep and Bloodzerk flavours.
  • 0.29 added the Rift flavour.
  • 0.28 removed the Kite flavour and added the Barbs and Spider flavours.
  • 0.27 added the Blink with flavour.
  • 0.26 removed the Rot and Hunger flavours; enemies that caused rot now inflict draining, which now temporarily reduces the player's maximum HP.
  • 0.23 removed the Klown flavour that could choose randomly between Fire, Cold, Electricity, Strong poison, Drain speed, Pain, or Antimagic.
  • Prior to 0.22, Engulf applied a movement penalty, which doubled the player's movement delay.
  • 0.19 removed the Miasmata flavour.
  • 0.18 introduced the Miasmata flavour and removed the Firebrand flavour.
  • 0.16 introduced the Corrode, Scarab, Trample, Kite, and Swoop flavours. It also made Drain Speed apply slow even through rN+.
  • As of 0.15, the Plague flavour was removed and the Sticky flame attack flavour was added. Item destruction was removed, reducing the threat from Fire and Cold attacks, as well as anything which can duplicate them (Chaos and Klown).
  • 0.14 contained many monster flavour changes:
    • The Klown attack flavour chose from the following types: Fire, Cold, Nasty poison, Drain XP, Rot, Blink, and Anti-magic.
    • Harpies had a Steal Food brand; attacks would occasionally consume one or more food items from your inventory or on the ground, if the target was standing on any food.
    • There were Poison (stat) attack flavours. These vaguely copied the Drain stat brand: they had a 33% chance of temporarily reducing a point of a given stat if the target was not resistant to poison.
    • Poison's overhaul removed the Nasty Poison and Medium Poison attack flavours, as detailed in poison types. Each were moved to normal poison and strong poison as appropriate per monster.
  • 0.13 removed the Disease flavour and introduced the Plague flavour.