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== Strategy ==
 
== Strategy ==
   
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You can couple jumping, speed, and polymorph-self to move through the dungeon as fast as possible.
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You can couple jumping, speed and polymorph-self to move through the dungeon as fast as possible.
   
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Starting with [[Polymorphitis|polymorph-self]], the [[air elemental]] is the fastest creature with 36 movement points. As an air elemental, you'll get three movements in every turn. However, being an air elemental has serious drawbacks. You have relatively weak attacks, you can't open, close, engrave, wear any armor, or wield any tools. You can't put on or take off rings, though any ring you're wearing when you polymorph will still be worn. Strangely, you can put on and take off amulets, zap wands and spells, read scrolls and quaff potions. Because of this, Air Elementals make great travel forms, but terrible fighting forms.
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Starting with [[Polymorphitis|polymorph-self]], the [[air elemental]] is the fastest creature with 36 movement points. As an air elemental, you'll get three movements in every turn. However, being an air elemental has serious drawbacks. You have relatively weak attacks, you can't open, close, engrave, wear any armor or wield any tools. You can't put on or take off rings, though any ring you're wearing when you polymorph will still be worn. Strangely, you can put on and take off amulets, zap wands and spells, read scrolls and quaff potions. Because of this, Air Elementals make great travel forms, but terrible fighting forms.
   
 
A less fast form, but still fast, is the [[Titan]] with 18 movement points. The Titan has the obvious advantage of being able to fight well while still being fast.
 
A less fast form, but still fast, is the [[Titan]] with 18 movement points. The Titan has the obvious advantage of being able to fight well while still being fast.
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Another alternative is to be [[riding]], as a swift steed like a [[warhorse]] or [[unicorn]] can have up to 24 movement points, and intrinsic speed can make it even faster. [[Kick]]ing or [[whip]]ping a steed can make it gallop for 20-30 turns, which on average increases its movement to 1.5 times normal,<ref>{{sourcecode|mon.c|506}}</ref> but this decreases [[tameness]] and risks being dismounted.
 
Another alternative is to be [[riding]], as a swift steed like a [[warhorse]] or [[unicorn]] can have up to 24 movement points, and intrinsic speed can make it even faster. [[Kick]]ing or [[whip]]ping a steed can make it gallop for 20-30 turns, which on average increases its movement to 1.5 times normal,<ref>{{sourcecode|mon.c|506}}</ref> but this decreases [[tameness]] and risks being dismounted.
   
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[[Jumping]] can be done on any of the movement's turns, but it always advances to the next turn and resets your movement counter. Hence, if you're hasted, you should move as far as your hasted self can before advancing the turn counter, then, with your last movement, execute the jump. To accomplish this, you will have to carefully watch the turn counter and know where you are in the cycle. Using this strategy as an air elemental will allow you to move up to seven squares in a single turn.
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[[Jumping]] can be done on any of the movement's turns, but it always advances to the next turn and resets your movement counter. Hence, if you're hasted, you should move as far as your hasted self can before advancing the turn counter, then, with your last movement, execute the jump. To accomplish this you will have to carefully watch the turn counter and know where you are in the cycle. Using this strategy as an air elemental will allow you to move up to seven squares in a single turn.
   
 
==References==
 
==References==
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