This page is a compendium of info screens for every tile type in Infinitesimal Quest 2 + ε. It's generated by simalq.tile.tilepedia.html. It reflects default values for each type; in game, for example, monsters can have more than 1 HP.
Scenery
██a wall
Blocks all movement
Blocks diagonal movement around itself
Blocks all shots
Permeable with a passwall amulet
Destructible with a wall-destroying wand
Among the most numerous and persistent of the obstacles that stand in the way of your inevitable victory.
This man, with lime and rough-cast, doth present
Wall, that vile Wall which did these lovers sunder;
And through Wall's chink, poor souls, they are content
To whisper, at the which let no man wonder.
██the Void
Blocks all movement
Blocks diagonal movement around itself
Blocks all shots
Not subject to magical transformation or passage
Unshaped matter of the realm outside time and space. Mortal magic can't so much as make a dent in it.
|a pillar
Blocks all movement
Blocks all shots
Permeable with a passwall amulet
Destructible with a wall-destroying wand
A structure of vaguely Roman style.
╷a broken pillar
Blocks all movement
Blocks monsters' shots, but not your shots
Permeable with a passwall amulet
Destructible with a wall-destroying wand
It's just a chest-high half of a pillar now. Good thing it wasn't load-bearing, huh? It makes for good cover against enemy shots.
◀▶a hole
Blocks all movement
Watch your step.
++a door
Blocks monster movement
Blocks all shots
It's unlocked, but it just won't stay open. Maybe that's for the best, since monsters are too dumb to operate it.
++a locked door
Blocks monster movement
Blocks all shots
Permeable with a passwall amulet
Effect when bumped: Consumes one key to replace the tile with a door.
Fortunately, Tris knows how to pick locks. Unfortunately, she was wearing her hair down when she got whisked away to the dungeon, so she doesn't have any hairpins. You may have to use a key.
++a locked disappearing door
Blocks monster movement
Blocks all shots
Permeable with a passwall amulet
Effect when bumped: Consumes one key to destroy the tile.
This advanced door destroys not only the key used to unlock it, but also itself. A true marvel of engineering.
##a closed portcullis
Blocks monster movement
Permeable with a passwall amulet
Effect when bumped: Consumes one key to replace the tile with an open portcullis.
Finally, a kind of door that can be locked more than once. The keys are still really fragile, though.
""an open portcullis
Blocks monster movement
Effect when stepped off of: The portcullis closes.
Open the gate! Close the gate! Open the gate a little!
+a treasure chest
Blocks monster movement
Blocks all shots
Effect when bumped: Consumes one key to destroy the tile.
This locked strongbox is too tough to smash apart, but its boards are so warped that you can peek (or even shoot) at what's inside before you decide to spend a key on it.
We'll dig up the box.
We know it's full of precious booty.
Burst open the locks,
And then we'll say "Hooray!"
++a metal door
Blocks all movement
Blocks all shots
This massive slab of steel will certainly not be opened with a sad little bargain-basement skeleton key. Your best bet is looking for a remote switch of some kind.
+|a metal-door control
Blocks all movement
Blocks all shots
Effect when bumped: If there's a metal door at None, it's destroyed. Otherwise, everything on the square is destroyed and a metal door is created there.
A switch (too awkwardly designed to be flipped with an arrow from Tris's bow) that can open a metal door somewhere in the dungeon. It can also close the door, in case you want to bring half a ton of steel hurtling down on somebody's head.
+↑a one-way door (north)
Blocks monster movement
Blocks all shots
Permeable with a passwall amulet
Effect when trying to enter: Only allows you to enter from the
south.
Effect when trying to exit: Only allows you to walk north.
My way or the highway!
+→a one-way door (east)
Blocks monster movement
Blocks all shots
Permeable with a passwall amulet
Effect when trying to enter: Only allows you to enter from the
west.
Effect when trying to exit: Only allows you to walk east.
My way or the highway!
+↓a one-way door (south)
Blocks monster movement
Blocks all shots
Permeable with a passwall amulet
Effect when trying to enter: Only allows you to enter from the
north.
Effect when trying to exit: Only allows you to walk south.
My way or the highway!
+←a one-way door (west)
Blocks monster movement
Blocks all shots
Permeable with a passwall amulet
Effect when trying to enter: Only allows you to enter from the
east.
Effect when trying to exit: Only allows you to walk west.
My way or the highway!
>an exit
Blocks monster movement
Effect when stepped onto: Takes you to dungeon level 2. If you're already on that level, it's refreshed. If there is no such level, you win the quest.
Get me outta here.
##a cracked wall
Hit points: 2
Immune to: poison, fire, death magic
Blocks all movement
Blocks diagonal movement around itself
Blocks monsters' shots, but not your shots
Permeable with a passwall amulet
Destructible with a wall-destroying wand
Effect when bumped: You attack the tile with your sword.
Point value: 0
I think this dungeon might not be up to code.
↑↓a breakable wall (meridional)
Blocks all movement
Blocks diagonal movement around itself
Blocks all shots
Permeable with a passwall amulet
Destructible with a wall-destroying wand
Effect when bumped: Destroys the wall, along with all other walls of the same
type that are either on the same square, adjacent to the north, or adjacent to the south. Those walls can themselves destroy further walls,
propagating a chain reaction.
Effect when you shoot it: As when bumped.
This dungeon is coming down like a house of cards.
←→a breakable wall (zonal)
Blocks all movement
Blocks diagonal movement around itself
Blocks all shots
Permeable with a passwall amulet
Destructible with a wall-destroying wand
Effect when bumped: Destroys the wall, along with all other walls of the same
type that are either on the same square, adjacent to the west, or adjacent to the east. Those walls can themselves destroy further walls,
propagating a chain reaction.
Effect when you shoot it: As when bumped.
This dungeon is coming down like a house of cards.
^█a fading wall
Blocks all movement
Blocks diagonal movement around itself
Blocks all shots
Permeable with a passwall amulet
Destructible with a wall-destroying wand
Behavior: Fade — If you're within 3 squares, the tile is destroyed.
A polite and bashful sort of wall that will opt to disappear into thin air rather than stand in the way of Her Royal Highness Princess Triskaidecagonn XIII. If only more of the dungeon was so mindful of your station.
☯█a phasing wall (in phase)
Blocks all movement
Blocks diagonal movement around itself
Blocks all shots
Permeable with a passwall amulet
Destructible with a wall-destroying wand
An all but completely ordinary wall. It can be temporarily warped out of existence by various devices, such as a phase trigger.
☯a phasing wall (out of phase)
Blocks monster movement
Blocks monsters' shots, but not your shots
A bit of gray fog betokening the ghost of a wall that was, and may be again. You can move and shoot through it freely. Monsters, on the other hand, can be a bit superstitious about it.
☯|a phase trigger
Blocks all movement
Blocks all shots
Effect when bumped: Phase-shifts all phasing walls on the level.
Effect when you shoot it: As when bumped.
An immobile switch that toggles phasing walls. Tris's expertise in target shooting allows her to trigger one of these with a single arrow.
■a pushblock
Blocks monster movement
Blocks all shots
Destructible with a wall-destroying wand
Effect when stepped onto: You push the block in the same direction that you entered the square. The destination square must be empty, or else you won't be able to step on the original square.
Where do video games get all their crates from? There must be entire warehouses full of 'em, am I right?
↑|a wall generator (north)
Blocks all movement
Blocks all shots
Effect when bumped: Creates a line of walls to the north, stopping at the first nonempty square. The wall generator itself then reverts to a normal wall.
Effect when you shoot it: As when bumped.
Ever wondered where all those walls come from?
→|a wall generator (east)
Blocks all movement
Blocks all shots
Effect when bumped: Creates a line of walls to the east, stopping at the first nonempty square. The wall generator itself then reverts to a normal wall.
Effect when you shoot it: As when bumped.
Ever wondered where all those walls come from?
↓|a wall generator (south)
Blocks all movement
Blocks all shots
Effect when bumped: Creates a line of walls to the south, stopping at the first nonempty square. The wall generator itself then reverts to a normal wall.
Effect when you shoot it: As when bumped.
Ever wondered where all those walls come from?
←|a wall generator (west)
Blocks all movement
Blocks all shots
Effect when bumped: Creates a line of walls to the west, stopping at the first nonempty square. The wall generator itself then reverts to a normal wall.
Effect when you shoot it: As when bumped.
Ever wondered where all those walls come from?
{a water fountain
Blocks all movement
Blocks all shots
Special effect: If you end your turn within 1 square of this tile, you'll take no damage from ambient poison or poisonous fountains. Other sources of poison damage are unaffected.
An ornate decorative fountain featuring a statue of a particularly homely goblin. The fountain's spray fills the air about it with a refreshing mist.
{a poisonous fountain
Blocks all movement
Blocks all shots
Special effect: If you end your turn within 1 square of this tile, you'll take 2 poison damage. This effect applies no more once per turn.
An ornate decorative fountain featuring a statue of Death himself. The fountain's spray fills the air about it with a suffocating miasma.
{}a gate
Blocks monster movement
Blocks all shots
Effect when stepped onto: Teleports you to None. Anything already there is unaffected.
A small stone arch containing a rippling, sparkling sheet of colored light. It functions as a magic portal that can send you elsewhere on this level. Sadly, arrows in flight won't survive the trip.
{}a one-shot gate
Blocks monster movement
Blocks all shots
Effect when stepped onto: Teleports you to None. Anything already there is unaffected. The gate is then destroyed.
A small stone arch containing a rippling, sparkling sheet of colored light. It functions as a magic portal that can send you elsewhere on this level. Sadly, arrows in flight won't survive the trip.
┣┫a teleporter
Blocks monster movement
Blocks diagonal movement around itself
Blocks all shots
Times used: 0
Output direction: None
Effect when stepped onto: Teleports you to a free square adjacent to the nearest other teleporter in the reality bubble. If there is no eligible destination teleporter, no teleportation occurs; if there are several tied for the nearest, you'll cycle through them when you re-enter this teleporter. Squares are considered to be free even if they contain monsters, which are slain instantly if you teleport into them. The free square that you appear on is cycled each time you re-exit a teleporter.
A bulky cubic device representing an early attempt at teleportation technology. Its operation is a bit convoluted. The fun part is, you can tele-frag with it.
┣┫a controllable teleporter
Blocks monster movement
Blocks diagonal movement around itself
Blocks all shots
Effect when stepped onto: Teleports you to an empty square of your choice within the reality bubble. You may choose to cancel this and not teleport.
Go anywhere your heart desires! Restrictions apply.
<1a wallfall trap
Blocks monster movement
Effect when stepped onto: Destroys all trapped walls on the level of type 1 or 0, along with all other wallfall traps of type 1.
Easy there, Admiral Ackbar. This kind of trap isn't necessarily dangerous. Well, admittedly, the key word here is "necessarily".
█1a trapped wall
Blocks all movement
Blocks diagonal movement around itself
Blocks all shots
Permeable with a passwall amulet
Destructible with a wall-destroying wand
Wallfall type: 1
The special thing about this wall is that it can be destroyed by wallfall traps.
What's the deal with monster closets? Monsters are proud of who they are, am I right? I'll be here all week.
<>a fixed damaging trap
Blocks monster movement
Effect when stepped onto: Does 5 damage.
A dense assortment of pointy, painful objects that can penetrate the toughest footwear.
<>a one-shot damaging trap
Blocks monster movement
Effect when stepped onto: Does 5 damage. Then, the tile is destroyed.
A tiny hole in the floor that shoots a ball bearing in your eye with uncanny accuracy. Fortunately, it has only one shot.
<>a paralysis trap
Blocks monster movement
Effect when stepped onto: Paralyzes you for 3 turns. While you're paralyzed, waiting is the only action you can take.
A magical field that causes you to vividly remember something embarrassing that you did as a teenager, forcing you to briefly freeze in horror. The problem with being royalty is that awkward adolescent moments all too easily become international incidents.
##a web
Blocks monster movement
Blocks all shots
Effect when stepped onto: The tile is destroyed, but you're paralyzed for 3 turns.
This spiderweb is the size of a really big spiderweb. Until Idok cleans up the dungeon properly, you'll have to tediously carve your way through the webs with your sword. Got any recommendations for a good smitemaster?
<>a weakness trap
Blocks monster movement
Effect when stepped onto: Makes you weak for 12 more turns, reducing the damage of your sword strikes by 1.
This complex gadget swiftly adorns Tris with impractical hyperfeminine attire, including a frilly pink dress and stiletto heels. It will take more than that to extinguish Tris's indomitable tomboyish fighting spirit; still, the new duds make fighting a bit awkward. Fortunately, these are all disposable fast-fashion items made solely for the 'Gram #ootd, and will disintegrate in moments.
<>an anti-magic trap
Blocks monster movement
Effect when stepped onto: Disenchants you, removing the first beneficial status effect that you have from the following list: Ivln, Ivis, Fast, Pois, Pass.
May I take your cloak?
<>a poison pressure plate
Blocks monster movement
Effect when stepped onto: Multiplies this level's ambient poison factor by 2 and destroys the tile.
Finally, some controls for the poison vents. But it's not very precise, and it can only be triggered once.
<>a poison-protecting pressure plate
Blocks monster movement
Effect when stepped onto: Multiplies this level's ambient poison factor by 1/2 and destroys the tile.
Finally, some controls for the poison vents. But it's not very precise, and it can only be triggered once.
<>an arrow trap
Blocks monster movement
Blocks your shots, but not monsters' shots
You'd think that something called an "arrow trap" would shoot arrows at you. But no, this thing traps arrows. A ghostly hand pops out of the occult sigil on the floor to grab your arrow midflight with unerring accuracy. Then the hand tears the arrow into bits, just so you can't recover it. How petty.
<>a phase trap
Blocks monster movement
Effect when stepped onto: Phase-shifts all phasing walls on the level. Then, the tile is destroyed.
A pressure plate faintly inscribed with a ying-yang symbol.
,a broken trap
Blocks monster movement
This once-vicious trap has decayed from neglect and is now pointlessly collecting dust. It was probably implemented in Flash or something.
,a pile of debris
Blocks monster movement
Effect when stepped onto: The tile is destroyed.
Dungeon trash like sawdust, loose stones, pebbles, greasy chicken bones left over from goblin feasts, broken wands, and maybe a dead body, all bunched together into a small mound. Running through it will knock it over and get your boots really gross.
||a magical barrier (meridional)
Blocks all movement
Blocks all shots
It's some kind of forcefield.
==a magical barrier (zonal)
Blocks all movement
Blocks all shots
It's some kind of forcefield.
()a magical energy shield
Blocks monster movement
Blocks monsters' shots, but not your shots
Turns remaining: 12
These glittering barriers of orange plasma offer you plenty of protection and monsters none at all. Enjoy 'em while they last.
Item
$a lump of fool's gold
Point value: 0
Whoa! This is worthless. But no less than worthless, at least.
$a pile of silver
Point value: 50
Ooh, not quite as shiny.
$a pile of gold
Point value: 100
Ooh, shiny.
$a handful of gems
Point value: 250
Ooh, shinier.
%a meal
Pickup effect: Grants 100 hit points.
Effect when you shoot it: The item is destroyed.
Point value: 0
Food, glorious food!
%a snack
Pickup effect: Grants 25 hit points.
Effect when you shoot it: The item is destroyed.
Point value: 0
A little something to tide you over.
☠some rotten food
Pickup effect: Deals 100 poison damage to you.
Effect when you shoot it: The item is destroyed.
Point value: 0
Idok was hoping to fool you with this, but he forgot to take off the label that says "POISON: Do Not Eat".
%an empty platter
Pickup effect: Grants 0 hit points.
Effect when you shoot it: The item is destroyed.
Point value: 0
It looks like one of the monsters got to this food first.
%some dessert
Pickup effect: Sets your hit points to at least 500. If you already have that many, the effect is wasted.
Effect when you shoot it: The item is destroyed.
Point value: 0
In the gustatory tradition of Tris's kingdom, saving room for dessert became so highly valued that there arose a practice of eating dessert as the first course.
☠a jar of poison
Pickup effect: Deals 50 poison damage to you.
Effect when you shoot it: Explodes in a 5-by-5 burst of poison, which does 3 poison damage to monsters and 20 to you.
Point value: 0
I think you're not supposed to drink this.
⚷a key
Pickup effect: Adds to your count of keys. If you're at the maximum number
of keys (8), you can't step on its square.
Point value: 50
Idok uses only the worst locks and keys that money can buy. The keys are bulky and heavy, yet immediately snap into pieces on being used once, and every lock can be opened by any old key.
↑some magic arrows
Pickup effect: Gives you 10 magic arrows. Magic arrows are fired in place of regular arrows. They do 3 damage, and hurt some monsters that are immune to mundane arrows. If a magic arrow destroys a monster or object, it continues on its path and can keep doing damage.
Point value: 100
Now we're talkin'! These missiles engraved with mystical runes hit hard and keep on going. Sadly, Tris is so excited to use them that she can't shoot mundane arrows until she's used them all up.
⏲a clock
Pickup effect: Adds 25 turns to the current time limit.
Point value: 0
Oh dear! Oh dear! I shall be late!
!an amulet of invulnerability
Pickup effect: Makes you invulnerable for 20 more turns, protecting you from all damage and ambient poison, but not harmful status effects or disenchantment.
Point value: 100
A star-shaped pendant with two black spots in the center. Its magic is short-lived but potent indeed.
!a cloak of invisibility
Pickup effect: Makes you invisible for 25 more turns. Most monsters can't track or shoot you while you're invisible, unless you're adjacent to them.
Point value: 100
A cape enchanted with the power of the night sky. Try not to get it snagged on any loose flagstones (especially when it's invisible).
!a potion of speed
Pickup effect: Lets you act twice per turn for 10 more turns.
Point value: 100
This cool concoction puts a pep in your step and a swiftness in your sword-swings.
!an amulet of poison
Pickup effect: Surrounds you in a cloud of poison for 15 more turns. You are immune to the effect, but all monsters within 1 square take 3 damage at the end of each turn.
Point value: 250
Finally, somebody concocted a poison that hurts monsters but not you. This handy wearable fumigator lets you apply it hands-free.
!a passwall amulet
Pickup effect: Makes you semi-material for 20 more turns, allowing you to walk through walls (plus other scenery types noted as affected by a passwall amulet). You ignore most properties of the affected scenery, such as a one-way door's restrictions on movement direction, or a locked door's consumption of a key.
Point value: 150
Looks like the ethereal power of one of those many, many evil undead phantasms rubbed off onto this little trinket. Try not to let the magic run out when you're entirely surrounded by walls. Getting buried alive is a bad way to go.
!a ring of protection
Pickup effect: Protects you (for 25 more turns) from harmful status effects and disenchantment.
Point value: 150
Also known as a ring of anti-anti-magic. Fortunately, anti-anti-anti-magic traps are still in dungeon R&D.
⚷a magical key
Pickup effect: Grants you a magical key for 12 more turns. In this state, you can open scenery objects that would require a key without actually using one. Furthermore, you can open metal doors, and bumping into a one-way door turns it into a normal door (even if its direction is such that you could normally enter it).
Point value: 100
A huge key blinged out with a nearly-as-huge finely cut amethyst. It's so powerful that within a few moments of being activated by your body heat, it opens itself, leaving only a shiny dust that has too many heavy metals to be useful as glitter.
/a wand of nothing
Pickup effect: Adds the item to your inventory. If you're at the maximum number
of usable items (3), you can't step on its square.
Effect when applied (untargeted): Does nothing.
Point value: 50
Technically magical, but not terribly useful.
/a wand of shielding
Pickup effect: Adds the item to your inventory. If you're at the maximum number
of usable items (3), you can't step on its square.
Effect when applied (untargeted): Creates a magical energy shield in each square adjacent to you. These shield tiles block monsters and their shots, but not you or your shots.
Point value: 100
Cowardice is the better part of valor.
/a wall-making wand
Pickup effect: Adds the item to your inventory. If you're at the maximum number
of usable items (3), you can't step on its square.
Effect when applied (targeted): Creates one tile of ordinary wall.
Point value: 150
This device is detested by the stonemason's union, but valued by homeowners and combat engineers, not to mention tyrants who desire vast dungeons.
/a wall-destroying wand
Pickup effect: Adds the item to your inventory. If you're at the maximum number
of usable items (3), you can't step on its square.
Effect when applied (targeted): Destroys one tile of wall, or other scenery types noted as affected by wall destruction.
Point value: 150
I always thought the phrase "open sesame" was a humorous deliberate corruption of "open says-a-me", but since it comes to us from French, if not from Arabic and then French, this is unlikely.
I've got a hole in me pocket.
/a wand of exit
Pickup effect: Adds the item to your inventory. If you're at the maximum number
of usable items (3), you can't step on its square.
Effect when applied (targeted): Creates an exit on a free square. The exit's destination level will be equal to the default "next level" of the current level (which might actually be a previous level, or even the very same level).
Point value: 200
Showmanship, George. When you hit that high note, you say goodnight and walk off.
/a phase wand
Pickup effect: Adds the item to your inventory. If you're at the maximum number
of usable items (3), you can't step on its square.
Effect when applied (targeted): If there's at least one phasing wall on the target square, then the topmost one is phase-shifted. Otherwise, a new out-of-phase wall is created.
Point value: 50
This attempt to create a portable phase trigger didn't entirely succeed.
/a wand of webs
Pickup effect: Adds the item to your inventory. If you're at the maximum number
of usable items (3), you can't step on its square.
Effect when applied (untargeted): Creates a web at every empty square in the reality bubble.
Point value: 150
Of all the wands you can find in the dungeon, this is definitely one of them. It looks and feels awfully like a body part from an oversized arachnid, and it makes a huge mess, but it has its uses.
/a wand of death
Pickup effect: Adds the item to your inventory. If you're at the maximum number
of usable items (3), you can't step on its square.
Effect when applied (targeted): Kills all monsters in a 5-by-5 burst, except those immune to death magic. If you're in the burst, you take 25 damage.
Point value: 250
This fell device vibrates with the barely contained energies of Hades as they hunger for the souls of the living. Aim carefully.
/a wand of annihilation
Pickup effect: Adds the item to your inventory. If you're at the maximum number
of usable items (3), you can't step on its square.
Effect when applied (targeted): Utterly destroys everything at the target.
Point value: 250
Now this is a real wand of nothing. A wand of nothingness. A wand of nothing left.
/a wand of flame
Pickup effect: Adds the item to your inventory. If you're at the maximum number
of usable items (3), you can't step on its square.
Effect when applied (targeted): Does 1 fire damage to all monsters in a 5-by-5 burst, except at the center square, where they take 2 fire damage. Furthermore, all webs in the burst are destroyed. You take no damage.
Point value: 100
Clean out the cobwebs and have yourself some barbecued goblin.
/a wand of teleportation
Pickup effect: Adds the item to your inventory. If you're at the maximum number
of usable items (3), you can't step on its square.
Effect when applied (targeted): Teleports you to a free square.
Point value: 150
A disposable controllable teleporter in convenient portable form, to get you in or out of trouble as the situation demands.
/a wand of remote action
Pickup effect: Adds the item to your inventory. If you're at the maximum number
of usable items (3), you can't step on its square.
Effect when applied (targeted): Performs an action on the topmost applicable tile on the square. Scenery that has a special effect when bumped, such as phase triggers, can be activated, and items can be picked up.
Point value: 50
This wand bears an uncanny resemblance to a grabber arm, and is nearly as useful. Many a wizard has used one to eat tortilla chips from across the room. Now this marvelous power is yours.
0a standard bomb
Pickup effect: Adds the item to your inventory. If you're at the maximum number
of usable items (3), you can't step on its square.
Effect when applied (targeted): Explodes in a 5-by-5 burst of fire, damaging monsters according to their distance from the center. The amounts of damage at the center and each successive distance are: 3, 2, 1. You take no damage.
Effect when you shoot it: Explodes in a weaker 3-by-3 burst, with these damages: 2, 1.
Point value: 100
Medieval-esque swordsmen tossing the occasional explosive has been a tradition since 1986. But you shouldn't expect to find a lot of these, so make 'em count.
0a strong bomb
Pickup effect: Adds the item to your inventory. If you're at the maximum number
of usable items (3), you can't step on its square.
Effect when applied (targeted): Explodes in a 7-by-7 burst of fire, damaging monsters according to their distance from the center. The amounts of damage at the center and each successive distance are: 3, 3, 2, 1. You take no damage.
Effect when you shoot it: Explodes in a weaker 5-by-5 burst, with these damages: 3, 2, 1.
Point value: 150
A bigger bomb for the discerning bomber.
0a super-bomb
Pickup effect: Adds the item to your inventory. If you're at the maximum number
of usable items (3), you can't step on its square.
Effect when applied (targeted): Explodes in an 11-by-11 burst of fire, damaging monsters according to their distance from the center. The amounts of damage at the center and each successive distance are: 3, 3, 2, 2, 1, 1. You take no damage.
Effect when you shoot it: Explodes in a weaker 7-by-7 burst, with these damages: 3, 3, 2, 1.
Point value: 200
Heavy ordnance. Kills monsters dead, with a bomb pattern that would put a feather in Colonel Cathcart's cap.
"Kaboom?"
"Yes, Rico. Kaboom."
0a poison-gas bomb
Pickup effect: Adds the item to your inventory. If you're at the maximum number
of usable items (3), you can't step on its square.
Effect when applied (targeted): Explodes in a 5-by-5 burst of poison, which does 3 poison damage to monsters and 20 to you.
Effect when you shoot it: As when applied, but with a smaller 3-by-3 burst.
Point value: 150
A lot of highly concentrated toxic gas, coupled with an explosive that quickly disperses it. Such poisons are indiscriminate in their death-dealing. Well, that's not true. They discriminate thoroughly in favor of the many poison-proof monsters. They just won't hold back on you.
Chemical Weapons Convention? More like Chemical Weapons Suggestion.
0an earthquake bomb
Pickup effect: Adds the item to your inventory. If you're at the maximum number
of usable items (3), you can't step on its square.
Effect when applied (targeted): Explodes in a 3-by-3 burst that does 3 fire damage to monsters and 2 damage to cracked walls. Furthermore, the blast turns normal walls and trapped walls into cracked walls with 4 HP, instantly destroys breakable walls and fading walls, and breaks pillars.
Effect when you shoot it: As when applied, but with a smaller 1-by-1 burst.
Point value: 200
Magic and technology have combined into an explosive that can make the earth itself tremble in a limited area. The methodology was originally developed as an alternative to fracking, but it proved more useful in military applications.
You were too tricky for your own good, Thanos!
[the Magic Shield
Pickup effect: Permanently reduces all damage from monsters' attacks to 3/4 the normal value, rounded up. Damage from other sources is unaffected.
Point value: 3,000
The best defense is a good defense.
(the Elven Bow
Pickup effect: Permanently increases your shot damage (with mundane arrows) to 2.
Point value: 4,000
A mighty weapon carved from sacred wood in the realm of maple syrup and free healthcare.
)the Holy Sword
Pickup effect: Permanently increases your melee damage to 3.
Point value: 5,000
A weapon blessed by the vaguely defined divine personages that may or may not watch over you. What it lacks in lore, in makes up for in murderyness.
I came not to send peace, but a sword.
Monster
☉ogenerator
Hit points: 1
Immune to: poison
Summoning power: 0
Summoning direction: None
Summoning frequency: 1/4
Type of summoned monsters: orc
Hit points of summoned monsters: 1
Behavior: Generate — The generator adds its summon frequency to its summon power. If the total is more than 1, the integer part is removed and a corresponding number of monsters are generated in adjacent empty squares. If there are no adjacent empty squares, the expended summon power is wasted. The square that the generator attempts to target rotates through the compass with each summon or failed attempt.
Point value: 12 (scored per HP lost)
A sort of orcish clown car, facetiously called a village.
oan orc
Hit points: 1
Melee damage: [3] / 6 / 9
Approach direction: None
Behavior: Approach — If the monster can attack, it does. Otherwise, it tries to get closer to you in a straight line. If its path to you is blocked, it will try to adjust its direction according to its approach direction. If it can't move that way, it wastes its turn, and its approach direction advances to the next cardinal direction.
Point value: 3 (scored per HP lost)
A green-skinned, muscle-bound, porcine humanoid with a pointy spear and a bad attitude.
ga goblin
Hit points: 1
Melee damage: [2] / 4 / 6
Approach direction: None
Behavior: Approach — If the monster can attack, it does. Otherwise, it tries to get closer to you in a straight line. If its path to you is blocked, it will try to adjust its direction according to its approach direction. If it can't move that way, it wastes its turn, and its approach direction advances to the next cardinal direction.
Point value: 2 (scored per HP lost)
Goblins are a smaller, uglier, smellier, and worse-equipped cousin of orcs that try to make up for it with even more sadistic malice. It almost works.
Ga ghost
Hit points: 1
Immune to: poison, death magic
Melee damage: [5] / 10 / 15
Kamikaze: When the monster attacks, it dies. You get no points for this.
Approach direction: None
Behavior: Approach — If the monster can attack, it does. Otherwise, it tries to get closer to you in a straight line. If its path to you is blocked, it will try to adjust its direction according to its approach direction. If it can't move that way, it wastes its turn, and its approach direction advances to the next cardinal direction.
Point value: 5 (scored per HP lost)
A spooky apparition bearing a striking resemblance to a man with a sheet draped over him. Giggle at your peril: it can discharge the negative energy that animates it to bring you closer to the grave yourself.
Lemme tell ya something: bustin' makes me feel good!
ba bat
Hit points: 1
Melee damage: [1] / 2 / 3
Next few wandering directions: ↑↗↓↓↓↓↓←↗↙↖↙↑↘↘↘→↑→↖ (this monster is not yet seeded, so values will change if it first acts on a later turn)
Behavior: Wander — If the monster can attack, it does. Otherwise, it chooses a direction (or, with equal odds as any given direction, nothing) with a simplistic pseudorandom number generator. It walks in the chosen direction if it can and the target square is inside the reality bubble.
Point value: 1 (scored per HP lost)
Dusk! With a creepy, tingling sensation, you hear the fluttering of leathery wings! Bats! With glowing red eyes and glistening fangs, these unspeakable giant bugs drop onto… wait. These aren't my lecture notes.
Ba giant bee
Hit points: 1
Melee damage: [5] / 7 / 9
Next few wandering directions: ↑↗↓↓↓↓↓←↗↙↖↙↑↘↘↘→↑→↖ (this monster is not yet seeded, so values will change if it first acts on a later turn)
Behavior: Wander — If the monster can attack, it does. Otherwise, it chooses a direction (or, with equal odds as any given direction, nothing) with a simplistic pseudorandom number generator. It walks in the chosen direction if it can and the target square is inside the reality bubble.
Point value: 5 (scored per HP lost)
Bees bafflingly being bigger'n bats. This is the kind that can survive stinging you. You might not be so lucky.
da devil
Hit points: 1
Melee damage: [3] / 6 / 9
Shot damage: 10
Approach direction: None
Behavior: Approach — If the monster can attack, it does. Otherwise, it tries to get closer to you in a straight line. If its path to you is blocked, it will try to adjust its direction according to its approach direction. If it can't move that way, it wastes its turn, and its approach direction advances to the next cardinal direction.
Point value: 5 (scored per HP lost)
A crimson-skinned, vaguely humanoid monster. Its eyes glow with the malevolent fires of hell, which it can hurl at you from a distance. Its claws are sharp, but don't hurt quite as much as getting roasted. To its enduring shame, it has no protection whatsoever against fire damage.
wa wizard
Hit points: 1
Melee damage: 4
Shot damage: [4] / 8 / 12
Approach direction: None
Behavior: Approach — If the monster can attack, it does. Otherwise, it tries to get closer to you in a straight line. If its path to you is blocked, it will try to adjust its direction according to its approach direction. If it can't move that way, it wastes its turn, and its approach direction advances to the next cardinal direction.
Point value: 5 (scored per HP lost)
This fresh-faced would-be scholar has finished sewing the stars onto his robe and is starting to grow a beard. Idok has told the whole class that whoever kills you gets tenure. Considering what the rest of the academic job market is like, the offer has proven irresistible to many.
sa shade
Hit points: 1
Immune to: mundane arrows, poison, death magic
Melee damage: [3] / 5 / 7
Approach direction: None
Behavior: Approach — If the monster can attack, it does. Otherwise, it tries to get closer to you in a straight line. If its path to you is blocked, it will try to adjust its direction according to its approach direction. If it can't move that way, it wastes its turn, and its approach direction advances to the next cardinal direction.
Point value: 6 (scored per HP lost)
A dark spirit with mastery of its semi-corporeal form, allowing ordinary arrows to pass right through it. As it approaches, it hisses "Death!"
ian imp
Hit points: 1
Shot damage: [1] / 2 / 3
Next few wandering directions: ↑↗↓↓↓↓↓←↗↙↖↙↑↘↘↘→↑→↖ (this monster is not yet seeded, so values will change if it first acts on a later turn)
Approach direction: None
Shot power: 0
Behavior: Coward — If the monster is within 2 squares of you, it flees (per `Approach` in reverse). Otherwise, if it has line of sight to you (ignoring all obstacles), it adds 4/5 to its shot power. If this is ≥1, it subtracts 1 to shoot you. Otherwise, it wanders (per `Wander`).
Point value: 4 (scored per HP lost)
Weak but incredibly annoying, this snickering little fiend is called a "lobber" in the tongue of the ancients. It throws hellstones, cursed missiles that can pierce most any obstacle. In close quarters, it resorts to cowering helplessly and begging for mercy, but, being a literal demon, it has no compunctions about getting right back to firing at you the moment it feels safe.
Ta thorn tree
Hit points: 1
Immune to: mundane arrows, magic arrows, poison
Instantly destroyed by: fire
Melee damage: 4
Behavior: Stationary — The monster attacks if it can, but is otherwise immobile.
Point value: 10
From a distance, you can safely giggle at the ghostly. Up close, this arboreal abomination will rake you with its twisted, spiny boughs. Arrows snag in its branches and glance off its gnarled bark, so an intimate encounter may be unavoidable. On the other hand, it's rather flammable. Remember, only you can start forest fires.
Ka Dark Knight
Hit points: 1
Melee damage: 12
Approach direction: None
Behavior: Approach — If the monster can attack, it does. Otherwise, it tries to get closer to you in a straight line. If its path to you is blocked, it will try to adjust its direction according to its approach direction. If it can't move that way, it wastes its turn, and its approach direction advances to the next cardinal direction.
Point value: 75
This dread warrior wears ink-black armor and carries a heavy chain mace. His devotion to the powers of evil (not to mention his willingness, nay, eagerness to kill you) makes his appropriation of Batman's epithet questionable at best. When you get down to it, he's just trying to distract you from the fact that he's the most basic enemy in the whole dungeon.
ta Tricorn
Hit points: 1
Melee damage: 5
Shot damage: 6
Shot range: 3
Approach direction: None
Behavior: Approach — If the monster can attack, it does. Otherwise, it tries to get closer to you in a straight line. If its path to you is blocked, it will try to adjust its direction according to its approach direction. If it can't move that way, it wastes its turn, and its approach direction advances to the next cardinal direction.
Point value: 10
Named not for a hat, but for the three horns projecting from their equine heads, Tricorns spend decades mediating while cocooned in woolen blankets. Their richly cultivated spirituality allows them to unleash a spark of static electricity from a fair distance, albeit still not as far as your arrows can fly. Up close, they can poke you with their horns for slightly less damage.
DDeath
Hit points: 1
Immune to: mundane arrows, fire, poison, death magic
Takes no more than 1 damage from: magic arrows
Melee damage: 20
Approach direction: None
Behavior: Approach — If the monster can attack, it does. Otherwise, it tries to get closer to you in a straight line. If its path to you is blocked, it will try to adjust its direction according to its approach direction. If it can't move that way, it wastes its turn, and its approach direction advances to the next cardinal direction.
Point value: 200
A shadowy hooded figure bearing a wicked scythe who speaks in all capital letters. It can be destroyed, but don't expect that to be easy.
Na negaton
Hit points: 1
Immune to: sword attacks, mundane arrows, fire, poison, death magic
Melee damage: 25
Kamikaze: When the monster attacks, it dies. You get no points for this.
Approach direction: None
Behavior: Approach — If the monster can attack, it does. Otherwise, it tries to get closer to you in a straight line. If its path to you is blocked, it will try to adjust its direction according to its approach direction. If it can't move that way, it wastes its turn, and its approach direction advances to the next cardinal direction.
Point value: 50
A quantum of negative energy motivated only by a hatred of princess-based life forms. It can expend its entire payload in a single attack, and, being essentially mindless, it has no qualms about doing so. Magic arrows are pretty much the only thing strong enough to hurt it.
fa floater
Hit points: 1
Shot damage: 10
Shot range: 1
Kamikaze: When the monster attacks, it dies. You get no points for this.
Effect on death: The monster can immediately attempt to attack, unless it killed itself by kamikaze.
Next few wandering directions: ↑↗↓↓↓↓↓←↗↙↖↙↑↘↘↘→↑→↖ (this monster is not yet seeded, so values will change if it first acts on a later turn)
Behavior: Float — If you're adjacent, increases your floater disturbance by 1/5. If your floater disturbance reaches 1, it's cleared and the monster attacks. Otherwise, the monster wanders per `Wander`.
Point value: 2
A giant aerial jellyfish, kept aloft by a foul-smelling and highly reactive gas. It doesn't fly so much as float about in the dungeon drafts. If disturbed, it readily explodes, and its explosions have the remarkable property of harming you and nobody else.
Oa blob
Hit points: 1
Immune to: mundane arrows, magic arrows
Melee damage: 6
Next few wandering directions: ↑↗↓↓↓↓↓←↗↙↖↙↑↘↘↘→↑→↖ (this monster is not yet seeded, so values will change if it first acts on a later turn)
Summoning power: 0
Summoning direction: None
Behavior: Blob – If the monster can attack, it does. Otherwise, if it has more than 1 HP, it builds up 1/10 summoning power per turn. With enough power, it can split (per `Generate`) into two blobs with half HP (in case of odd HP, the original gets the leftover hit point). If it lacks the HP or summoning power for splitting, it wanders per `Wander`.
Point value: 3 (scored per HP lost)
What looks like a big mobile puddle of slime is actually a man-sized amoeba. It retains the ability to divide (but not, fortunately, to grow), and its lack of distinct internal anatomy makes arrows pretty useless. It has just enough intelligence to notice that you're standing next to it and try to envelop you in its gloppy bulk.
sa gunk seed
Hit points: 1
Growth timer: 5
Behavior: Gunk Up — The monster's growth timer decreases by 1. If the timer has hit 0, it then transforms into an adult gunk.
Point value: 10
A seed of discord the size of a basketball that can flood a room inside of a minute. Think fast.
Oa gunk
Hit points: 1
Immune to: sword attacks, mundane arrows, magic arrows
Melee damage: 2
Effect on death: A gunk seed is created in its square.
Summoning power: 0
Summoning direction: None
Behavior: Gunky — If the monster can attack, it does. Otherwise, it builds up 1/5 summoning power per turn, which it can use to summon gunk seeds per `Generate`.
Point value: 0
A peevish and very prolific pile of puke that pokes with pseudopods. It resists most weapons, and even if you do manage to kill it, it leaves a seed behind.
Sa specter
Hit points: 1
Immune to: mundane arrows, poison, death magic
Melee damage: 15
Invisibility detection: The monster is unaffected by you being invisible.
Approach direction: None
Behavior: Haunt — Try to attack or approach per `Approach`. If that fails, try moving with a variation of `Approach` that allows skipping one intermediate tile.
Point value: 100
Yet another evil undead phantasm. This one's a real piece of work: it has a powerful heat-drain attack and the ability to teleport past obstacles.
Sa giant spider
Hit points: 1
Melee damage: 10
Next few wandering directions: ↑↗↓↓↓↓↓←↗↙↖↙↑↘↘↘→↑→↖ (this monster is not yet seeded, so values will change if it first acts on a later turn)
Approach direction: None
Behavior: Webcrawl — If the monster is within 2 squares of you, it approaches (per `Approach`). Otherwise, it wanders (per `Wander`). In both cases, it can move through webs, and it creates a web on its square afterwards if no web is there already.
Point value: 50
This eight-legged beastie has powerful jaws, high-speed spinnerets, and the mark of a white skull embedded in the brown fur of its big fat abdomen. It's definitely giant and ambiguously intelligent, but not friendly or talkative.
Za turret
Hit points: 1
Immune to: sword attacks, mundane arrows, magic arrows, fire, poison
Shot damage: 10
Behavior: Stationary — The monster attacks if it can, but is otherwise immobile.
Point value: 150
A wretched organic structure, fashioned from fiendish flesh. It twists about to aim its toothy maw, from which it belches flame. It's immobile, but dark magics make it almost invulnerable… almost.
Wa teleporting mage
Hit points: 1
Shot damage: 10
Shot power: 0
Behavior: Teleport Attack — If the monster has line of sight to you, it adds 3/4 to its shot power. If this is ≥1, it subtracts 1 to shoot you. If it doesn't shoot you, it tries to teleport into line of sight, preferring to be as close as possible to you without being adjacent. Its destination must lie in the reality bubble.
Point value: 100
This academic has perfected the art of avoiding faculty meetings, thesis committees, institutional review boards, classes, and his own office hours, preferring instead to transport himself to conferences in tropical destinations. His strategy for evaluating students (such as yourself) is to observe them from afar and see how they perform under pressure.
Wan archmage
Hit points: 1
Melee damage: 2
Shot damage: 12
Invisibility detection: The monster is unaffected by you being invisible.
Approach direction: None
Behavior: Disenchant — If it's not adjacent but has line of effect to you, the monster disenchants you, removing the first beneficial status effect that you have from the following list: Ivln, Ivis, Fast, Pois, Pass. Otherwise, it behaves per `Approach`.
Point value: 75
A professor emeritus whose killer instincts have been honed by decades of publishing and not perishing. His canny eye can detect the least visible academic politics, and his mastery of grant-review panels has bought him the reagents for powerful spells. But even with the best health insurance in the land, he's found that aging has taken its toll: he can no longer cane the young folk with the vigor of his early years.
Player
@Princess Triskaidecagonn XIII
Hit points: 500
Point value: 0
People who've met Tris and Argonn separately are sometimes surprised to learn that they're siblings. They don't look much alike.