To-hit
Jump to navigation
Jump to search
When attacking a monster, you must make a successful to-hit roll in order to actually strike it.
These are some of the factors that might affect your chance to hit in melee:
- A bonus (or penalty) equal to the weapon's enchantment, if using a weapon.[1]
- The natural to-hit bonus of the object used to strike.[2]
- +2 for using a blessed weapon against a demon or undead.[3]
- +2 for using any spear against a "kebabable" monster: xorns, nagas, dragons, jabberwocks, and giants.[4]
- +4 for using a trident against any swimmer that is in water.[5] Swimmers are: gremlins, water nymphs, woodchucks, water elementals, rust monsters, water trolls, Medusa, water demons, mail daemons, newts, baby crocodiles, crocodiles, Orion, and all S (snakes) and ; (sea monsters).[6]
- +2 for using a trident against any S or ; that is not in water.
- +2 for using a pick-axe or mattock against a xorn or earth elemental.[7]
- The artifact's to-hit bonus, if using an artifact weapon against an appropriate target.[8]
References
- ↑ weapon.c#line133 (enchantment bonus for weapons)
- ↑ weapon.c#line137 (item to-hit bonus)
- ↑ weapon.c#line142 (blessed bonus against demons/undead)
- ↑ weapon.c#line145 (spear versus "kebabable" monster)
- ↑ weapon.c#line149 (trident versus swimmers)
- ↑ mondata.h#line30 (
is_swimmer
) - ↑ weapon.c#line155 (pick versus phasing and thick-skinned)
- ↑ weapon.c#line164 (artifact bonus)
- This page is a stub. Should you wish to do so, you can contribute by expanding this page.