The teleportionating bosses are pain in the ass. It is not so hard to damage them, but when thew teleport you sometimes need to search all map to find them.
Try to have the map mostly explored before you seriously try to take them on. That way, when you get teleported away you'll be able to get back to the fight quickly, since you'll know the route and there won't be many monsters around to distract you.
If the monster is teleporting itself away instead of teleporting you away, then you want to focus on detection so you can quickly find it again.
Remember that you don't have to kill something just because it's there. It's a lot easier to kill Smeagol, or Harowen, etc. when you massively overpower them since they have fewer opportunities to try to escape.
The teleportionating bosses are pain in the ass. It is not so hard to damage them, but when thew teleport you sometimes need to search all map to find them.
Is there advise to make life easier?
Detect evil usually works pretty well. If you can teleport/detect evil/teleport, even better. Don't forget, although it teleported away, it's not necessarily afraid. It's looking for you too (once you get in range of it. until then I think it just stays still).
But that does suggest a potentially interesting spell...Anchor. For the duration, the target cannot teleport, be teleported, or the like (side effect of gravity attack, for example), although its other movement modes are unaffected. 2 versions, one used against someone else, the other can be used *on* yourself.
Somebody tried to fill a level with doors or Runes of Protection (for spellcasters)?
Whether the monster can teleport to that cell, where a door or Rune/Glyph?
The only monster of this type that I find abominably annoying is the unique qlqylyjtghg thing... the one that teleports every round after summoning the universe. But I feel like he was intentionally designed to be an annoyance of the greatest degree, so I can't really complain
A spell like "anchor" might be interesting with a monster like him, because he'll just end up summoning god-awful monsters every single turn!
Glaurung, Father of the Dragons says, 'You cannot avoid the ballyhack.'
The only monster of this type that I find abominably annoying is the unique qlqylyjtghg thing... the one that teleports every round after summoning the universe. But I feel like he was intentionally designed to be an annoyance of the greatest degree, so I can't really complain
A spell like "anchor" might be interesting with a monster like him, because he'll just end up summoning god-awful monsters every single turn!
A) Yes, he was desinged to be annoying, along with all Quylthulgs. We have confirmation from their maker.
B) You can hockeystick him and he won't do anything.(unless the system has changed)
C) I thought specifically the unique couldn't teleport.
In the same category, Sauron can be annoying. He could teleport away at low health and completely regenerate before you find him again. In some variants, he WILL teleport away at low health, leaving you no choice but to get insane amount of speed to be able to one-shot him when he's below 20% of max hps. At least it's still not the case in V...
In the same category, Sauron can be annoying. He could teleport away at low health and completely regenerate before you find him again. In some variants, he WILL teleport away at low health, leaving you no choice but to get insane amount of speed to be able to one-shot him when he's below 20% of max hps. At least it's still not the case in V...
I like Sauron as a monster that summons unique monsters and forces you to fight them while he disappears. If it was up to me, Sauron's spells would include only the following.
summon uniques
summon wraiths
call uniques
teleport self
teleport to
water ball
nether ball
darkness storm
mana storm
If it was really up to me, if over 20 uniques were left alive, his spells would be
summon uniques
teleport self
call uniques
Call Uniques is a new spell that summons uniques that are currently on the level.
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