No full list, but there are possibilities here:
Light on player tile affects morale on light sensitive enemies (light level -3 as penalty afaik). High native light + floor lamp should already reach a zone where song of trees works as selective Elbereth. (Now this is hardly useful as trolls resist fear and need an active effect to be put to flight even if they already have negative morale.) E.g. if there were two tile wide floors a double line of lamps (with you standing on it) should be better than warding against light sensitive opponents.
Another (not really secret) tech is worm farming in midgame to build up slaying bonus against uniques, but it is hardly ever mentioned or practiced it seems.
Losing the path to you means instant unawareness, making earthquakes in corridors a surprising stealth option.
@archer: The group AI would improve tremendously if the enemies were to set up crossfire positions from time to time - where all of them can shoot you when you try to shoot one of them and wait there for you instead of moving into LoS one by one (just making some of them not shooting into corridor tiles could probably do the deed) + flee from being trapped just one turn earlier.
Light on player tile affects morale on light sensitive enemies (light level -3 as penalty afaik). High native light + floor lamp should already reach a zone where song of trees works as selective Elbereth. (Now this is hardly useful as trolls resist fear and need an active effect to be put to flight even if they already have negative morale.) E.g. if there were two tile wide floors a double line of lamps (with you standing on it) should be better than warding against light sensitive opponents.
Another (not really secret) tech is worm farming in midgame to build up slaying bonus against uniques, but it is hardly ever mentioned or practiced it seems.
Losing the path to you means instant unawareness, making earthquakes in corridors a surprising stealth option.
@archer: The group AI would improve tremendously if the enemies were to set up crossfire positions from time to time - where all of them can shoot you when you try to shoot one of them and wait there for you instead of moving into LoS one by one (just making some of them not shooting into corridor tiles could probably do the deed) + flee from being trapped just one turn earlier.
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