Difference between revisions of "Escape Options"

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(Fix typo. Formatting. Remove options that have been removed from the game (or no longer available). New Vault talent (old one is no longer available). TODO: Add new escape options?)
 
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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:
 
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.
+
* '''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.
* '''[[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.
+
* '''[[Effect#Pinned|Pinned]], 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 [[rune]]s, including most of teleport runes, because runes are considered spells. Normal movement is unaffected.
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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.
* '''Silenced and grappled/pinned''' This is a real threat for a magic user and the main reason why bloated oozes are so dangerous. If you can't get rid of the status effects you could try a [[torque of psychoportation]].
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* '''Silenced and grappled/pinned:''' This is a real threat for a magic user and the main reason why bloated oozes are so dangerous.
  
 
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|-
 
|-
 
| Teleport || Yes || Teleportation || 15+ || 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
 
| Dream walk || No || ? || 7 || No || No
|-
 
| Heave || No || Movement || 3-7 || No || No
 
 
|-
 
|-
 
| Rush || No || Movement || 6-10 || No || No
 
| Rush || No || Movement || 6-10 || No || No
|-
 
| Switch place || No || Movement? || ? || No || No
 
 
|-
 
|-
 
| Disengage || No || Movement || 7 || No || No
 
| Disengage || No || Movement || 7 || No || No
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| Probability travel || Yes || Teleport || 4-20 || Sustain active || Next to wall
 
| Probability travel || Yes || Teleport || 4-20 || Sustain active || Next to wall
 
|-
 
|-
| Vault || No || Movement || 3-8 || No || Next to creature
+
| Vault || No || Movement || 3-5 || No || Next to creature
 
|-
 
|-
 
| Path of the sun || Yes || Movement || 4-9 || 1 round || No
 
| Path of the sun || Yes || Movement || 4-9 || 1 round || No

Latest revision as of 11:52, 2 August 2024

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.
  • Pinned, 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 oozes are so dangerous.


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
Dream walk No  ? 7 No No
Rush No Movement 6-10 No No
Disengage No Movement 7 No No
Probability travel Yes Teleport 4-20 Sustain active Next to wall
Vault No Movement 3-5 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