Difference between revisions of "Escape Options"

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(list of escape options)
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==characteristics of escape options==
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'''Methods'''
One of the main method of surviving is to escape in time. Tome provides several escape options useful for many different situations. First there is a difference between escaping and just repositioning. If you only want to get some distance to your foe or only want one or two rounds to wait for a cooldown, you don't want to get far away with a teleport rune. Then you only reposition. Nevertheless repostion and escaping works in the same way, you just want to get farer or behind a wall with a long way to get there if you want to escape.
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Last but not least an alternative to repositioning yourself can be to move your most threatening foe.
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The other main difference between escape options are the situations you can use they. It is really important to have a look for that because normally, if you want to flee, something has gone bad and that is often a reason, which limit your escape options.
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The main method of surviving is to put distance between yourself and your enemy, so that you can heal or otherwise recover resources to resume fighting. ToME provides several escape options, useful for many different situations. Many of these options are also used for tactical repositioning - moving yourself or your enemies in order to gain and advantage during combat.
* '''Surrounded''' If you are surrounded you can't normally move away. But teleport works fine. alternatively you can go through walls or swap with an enemy, if you are able to.
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* '''Pinned, Grappled''' All movements are impossible. You can still try teleport or try to get rid of your status effect before you move away
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The other main difference between escape options are the situations you can use them. If you only want to get a few tiles distance from your foe or only want to wait one or two rounds for a talent to finish cooldown, a teleport rune is not helpful - you'll be out of combat range.
* '''Silenced''' You can't use your spells. This affected most of teleport options. Movement still works fine.
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** '''Silenced and grappled''' This is a real threat for magic user and the main reason why bloated ooze are so dangerous. If you can't get rid of the status effects you could try a [[torque of psychoportation]].
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There are also a few different types of situations in which you need a quick escape, and for which some of the escape options are not useful. Here are a few examples:
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* '''Surrounded''' If you are surrounded you can't normally move away. Teleport works fine. Alternatively you can go through walls or swap with an enemy.
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* '''[[Effect#Pinned|Pin]]ed, Grappled''' All movements are impossible. You can still try teleport or try to get rid of your status effect before you move away.
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* '''Silenced''' You can't use your spells. This also affects [[rune]]s, including most of teleport runes, because runes are considered spells. Normal movement is unaffected.
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* '''Silenced and grappled/pinned''' This is a real threat for a magic user and the main reason why bloated oozew are so dangerous. If you can't get rid of the status effects you could try a [[torque of psychoportation]].
  
 
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==list of escape options==
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==Escape Methods==
 
{| class="wikitable"
 
{| class="wikitable"
 
|-
 
|-
! escape option !! spell !! Movement/ Teleportation !! typical range per round !! need preparation !! need special situation
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! Method !! spell !! Movement/Teleportation !! typical range per round !! need preparation !! need special situation
 
|-
 
|-
 
| Simple movement|| No || Movement || 1 || No || No
 
| Simple movement|| No || Movement || 1 || No || No

Revision as of 23:50, 11 February 2016

Methods

The main method of surviving is to put distance between yourself and your enemy, so that you can heal or otherwise recover resources to resume fighting. ToME provides several escape options, useful for many different situations. Many of these options are also used for tactical repositioning - moving yourself or your enemies in order to gain and advantage during combat.

The other main difference between escape options are the situations you can use them. If you only want to get a few tiles distance from your foe or only want to wait one or two rounds for a talent to finish cooldown, a teleport rune is not helpful - you'll be out of combat range.

There are also a few different types of situations in which you need a quick escape, and for which some of the escape options are not useful. Here are a few examples:

  • Surrounded If you are surrounded you can't normally move away. Teleport works fine. Alternatively you can go through walls or swap with an enemy.
  • Pined, Grappled All movements are impossible. You can still try teleport or try to get rid of your status effect before you move away.
  • Silenced You can't use your spells. This also affects runes, including most of teleport runes, because runes are considered spells. Normal movement is unaffected.
  • Silenced and grappled/pinned This is a real threat for a magic user and the main reason why bloated oozew are so dangerous. If you can't get rid of the status effects you could try a torque of psychoportation.


Escape Methods

Method spell Movement/Teleportation typical range per round need preparation need special situation
Simple movement No Movement 1 No No
Swapping with adjacent friendly creature No Movement 1 No adjacent friendly creature
Movement infusion No Movement 3- ~9 No No
Phase door Yes Teleportation 4-13 No No
Teleport Yes Teleportation 15+ No No
Psychoportation No Teleportation  ? No No
Hack'n'back No Movement 1-3 No No
Dream walk No  ? 7 No No
Heave No Movement 3-7 No No
Rush No Movement 6-10 No No
Switch place No Movement?  ? No No
Disengage No Movement 7 No No
Probability travel Yes Teleport 4-20 Sustain active Next to wall
Vault No Movement 3-8 No Next to creature
Path of the sun Yes Movement 4-9 1 round No
Dimensional step Yes Teleportation 3-7 No No
Wormhole Yes Teleportation 10+ 1 round No
Stone Walking No Movement 2-10 No Next to wall