Instakill (or InstaDeath)

An InstaKill (sometimes written IK) is a situation where a fully healthy player can be killed before he has time to take any action.

In the more generic sense an IK also includes situations that make you doomed to die without actually killing you, such as not being able to stop poisoning when at a very low level.

Permanent catastrophes that make players abandon their characters on the spot have also been added

Moldoux on dungeon level 1 only

If you have joke monsters on, this unique purple mold may appear at level 1 (and level 1 only - includes death fates). Killing it brings great wyrms of power to avenge it! (Clearly illogical, but this is a joke monster). It has very few hit points so be careful.

Newbies of a character level under 10 are expected to die regardless of class/race in one dragon turn unless the great wyrm of power summons more ancient dragons as its first move. If you live due to the summoning, the dragon next turn may kill characters of level 20 in one turn (unless they have resists, and even then...). Those dragons are fast so you usually don't get to move until their second or third turn!

o save you from a GWOP's breath or melee attacks.

To avoid this IK:

Floating eyes (and other paralyzers)

Also at dungeon level 1 floating eyes start showing up. If you still use a torch you might walk next to one without seeing it first, and you might get paralyzed by its gaze until IK by starvation, or until the floating eye kills you. The floating eye's gaze counts as a melee attack, so it will "miss" you if your AC is high enough. Since the floating eye is a level 1 monster, it can't hit you very often if you have a decent AC. Floating eyes are therefore really only a problem for players who have extremely poor AC, either because they didn't buy any armor, or because they have set their Tactics to "Berserk" and left it there.

To avoid this IK:

Food eaters

Some monsters eat your food - that includes everything used with the 'E' command including Athelas Sprigs! While not technically an IK it can doom you instantly if not prepared.

To avoid this IK:

Melee attacks

Simply put, being in melee with too many monsters at once or one very powerful monster can be deadly.

To avoid this IK:

Melee Attacks Part II, or "It hit me for HOW MUCH?!?"

Around dungeon level 10, the game begins generating an invisible, fast, nominally friendly creature known as the Young spirit. These are always generated as your pets, but if you aggravate, or if you bump into it accidentally (it's invisible), or if it happens to wander into one of your lingering noxious clouds, it will turn hostile and attack you for up to 72 points of damage per normal-speed turn. (It has a 9d4 melee attack, and it's fast, and you can't see it.)

There are only three known defenses against this horrible IK:

Of course, that last one won't save you if a Crypt creep summons one of these in the middle of a fight, but you're far more likely to get one of these at level generation.

There is a weaker form of this (the Child spirit), and a few more powerful forms, but the Child spirit only hits for 3d4, and the other spirits appear much deeper in the dungeon.

Dragon breath, or group of hounds breath

According to LD's guide, dragon breath can do up to 1600 HP damage at once (double for fire on an Ent or certain possessed corpses). This is more HP loss than certain character classes or races can survive even at high level (example, yeek sorcerer).

To avoid this IK:

Nasty spells

Some monsters point at you and say "Die!". This can be the curse and cause wounds attack, usually IK people doing the spider or library quest unprepared.

Monsters such as Araneas, Patriarchs and some liches/priest types have this spell.

To avoid this IK:

Another nasty spell is mana bolt, which cannot be resisted. The first monster you'll find which uses this attack form is the dark elven warlock, which appears around dungeon level 25, in groups, and is fast. Dealing with these can be difficult:

The nastier upgrade of the mana bolt is the mana ball (also known as a mana storm.) It can't be reflected, goes right past monsters, can't be resisted, can't be dodged by the Dodging skill.

Lost souls

Lost souls start at dungeon level 98, and are usually doomed to a very quick death for being very underpowered compared to monsters or traps.

To avoid this IK:

Quakes, wall traps, wilderness hunger, etc

Some monsters and traps can leave you trapped. You can also have your light run out or get hungry in the wilderness (or get ambushed) and appear in a tree-surrounded area. Without diggers or treewalk you're stuck until starvation!

To avoid this IK:

Traps

Many traps can IK you in very deep dungeon, but some early traps (scatter items) can also make you unprepared for even a weak monster (especially if you're dependant on spellbooks or stacks of healing potions).

To avoid this IK:

Hacking corpses

Be extremely cautious when hacking corpses, especially dragon corpses. When hacked, some corpses release effects related to their nature. Hacking a baby electric dragon may cause electicity damage, for example. Multi-hued dragon corpses may cause damage from all four elements. Hacking even baby dragon corpses can kill you.

To avoid this IK:

Drowning

Drowning: just walking thru an innocent decorative water feature can kill you if you're low on HP. Carelessly going into water squares with too much weight on you may cost a bit more HP than you expect!

To avoid this IK:

Potions and junkarts

Some junkarts activate for death (or paralysis, which sometimes means nearby monsters will kill you before you recover). There is also the potion of death, that may appear as out-of-depth in even your first dungeon level! In ToME a death potion or death activation means 5000 HP loss (so a necromancer can actually come back)!

The detonation potion even pseudo-ID as {good} so pseudo-ID is risky too. A common lost soul death is to drink one of those and get about 500 non-resistable damage plus the "mortal wounds" cut level.

To avoid this IK:

Class- and Race- specific

Small levels, too many monsters

Some small levels are so crowded with monsters you can't even teleport to safety! You might have realised this too late or have been breathed on by a gravity hound. You're doomed before a recall scroll would get you out. Too much monster variety for genocide. What to do?

To avoid this IK:

Option-specific

One of my best characters got an IK from killing Improv, the mighty MoLD: upon dying Improv gave me the ancient Morgothian curse, which activated for paralyzation, and also was protected by a Great Wyrm of Power, who beat up my paralyzed character.

To avoid this IK:

Spoilers/Instakill (last edited 2007-11-29 06:34:57 by ElCuGo)