To-hit

From NetHackWiki
Jump to: navigation, search

When attacking a monster, you must make a successful to-hit roll to actually strike it. To do this, your to-hit bonus must exceed the roll of 1d20.[1]

Melee[edit]

These are some of the factors that might affect your chance to hit in melee:

Weapon and equipment[edit]

Your characteristics and status[edit]

Skills[edit]

  • A bonus or penalty from -4 to +3 (see table), depending on your skill with the wielded weapon, if you are not two-weaponing.[16]
  • A penalty from -9 to -3 (see table), depending on your two weapon combat skill (or your weapon skill, if it is lower), if you are two-weaponing.[17]
  • No bonus for bare hands or martial arts skill.[18]
  • A penalty if riding a steed: -2 if restricted or unskilled in riding, -1 if basic, and no penalty if skilled or better.[19]
  • An additional -2 if you engage in two weapon combat while riding a steed.[20]

Monster characteristics and status[edit]

  • The target monster's AC.[21]
  • +2 (cumulative) against a stunned, fleeing, or sleeping monster.[22]
  • +4 against a paralysed monster.[23]

Monster-specific[edit]

Ranged[edit]

These are some of the factors that might affect your chance to hit when throwing or kicking items, or when applying a polearm:

  • -1 for all ranged attacks.[29]
  • A bonus equal to the enchantment level(s) of any rings of increase accuracy you are wearing.[30]
  • The target monster's AC.[31]
  • A bonus based on your dexterity.
  • A bonus equal to your Luck.[32]
  • A bonus equal to your experience level, if you are in your natural form.
  • A bonus equal to your monster level (hit dice) if you are polymorphed.[33]
  • A bonus based on how far away the target is. A target adjacent to you gives a +2 bonus; this decreases by 1 for each move's worth of distance, to a maximum penalty of -4.
  • -2 if you are wielding any bow while wearing gauntlets of power.
  • -3 if you are wielding any bow while wearing gauntlets of fumbling.
  • A bonus or penalty from -2 to +5 (see table), depending on the size of the target monster.
  • +2 against a sleeping monster.
  • +4 against a paralysed monster.
  • +2 if the item used is a heavy iron ball.
  • +6 if the item used is a boulder.
  • A bonus (or penalty) equal to the weapon's enchantment, if using a weapon.
  • The natural to-hit bonus of the item, if it is a weapon or gem.
  • +2 for using a blessed weapon against a demon or undead.[34]
  • +2 for using any spear against a "kebabable" monster: xorns, nagas, dragons, jabberwocks, and giants.[35]
  • +4 for using a trident against any swimmer that is in water.[36]
  • +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.[37]
  • The artifact's to-hit bonus, if using an artifact weapon (or artifact gem) against an appropriate target.[38]
  • +1 if you are hitting any orc as an elven hero currently in natural form, or polymorphed into an elven monster.[39]
  • If you throw any gem at a unicorn, it will always be caught.
  • If you throw your quest artifact at your quest leader, and he/she is peaceful and not paralysed, it will be caught and returned to you.
  • -4 if you throw ammo without wielding the appropriate launcher.
  • A bonus (or penalty) equal to the enchantment of your launcher, if firing ammo from it.
  • A penalty based on the erosion of your launcher, if firing ammo from it: -1 if eroded, -2 if thoroughly eroded, or -3 if completely eroded.
  • The artifact's to-hit bonus, if firing appropriate ammo from an artifact launcher, against an appropriate target.
  • +1 if you are an elf or Samurai firing any arrows from any bow.
  • An additional +1 if you are an elf firing elven arrows from an elven bow.
  • An additional +1 if you are a Samurai firing ya from a yumi.
  • +4 if throwing or kicking a boomerang.
  • +2 if throwing or kicking an item that counts as a throwing weapon.
  • -2 if throwing or kicking an item that is neither a throwing weapon nor ammo.
  • A bonus or penalty from -4 to +3 (see table), depending on your skill with the thrown item, unless you throw ammo without wielding the appropriate launcher.

Spells[edit]

Spells to-hit calculation is quite different. For ray spells, your to-hit bonus must exceed the result of 4 minus 1d20.

The calculation of the to-hit bonus is simple:

  • A bonus or penalty from -4 to +3 (see table), depending on your skill with the spell school.[40]
  • A bonus based on your dexterity (see dexterity table).[41]
  • If the monster's AC is non-negative, add the monster's AC.
  • If the monster's AC is negative add a random number between -1 and its AC.

Non-ray spells work differently. Force bolt will hit if the roll of a d20 is lower than (10 + target's AC), with no modification for dexterity or skill. Other beam and non-directional spells will always hit, but may be resisted.

Bonus tables[edit]

Strength bonus[edit]

The strength bonus applies to melee attacks only.

Strength Bonus
3 to 5 -2
6 to 7 -1
8 to 16 0
17 to 18/50 +1
18/51 to 18/99 +2
18/** to 25 +3


Dexterity bonus[edit]

The dexterity bonus applies to both melee and ranged attacks.

Dexterity Bonus
3 -3
4 to 5 -2
6 to 7 -1
8 to 14 0
15 +1
16 +2
17 +3
18 +4
19 +5
20 +6
21 +7
22 +8
23 +9
24 +10
25 +11


Weapon skill bonus[edit]

The weapon skill bonus applies to both melee and ranged attacks.

Skill Bonus
Restricted or
Unskilled
-4
Basic 0
Skilled +2
Expert +3

Spell skill bonus[edit]

The spell skill bonus applies only to ray and beam attacks.

Skill Bonus
Restricted or
Unskilled
-4
Basic 0
Skilled +2
Expert +3

Two weapon penalty[edit]

The two weapon combat penalty applies to melee attacks only. It uses the lesser of the two weapon combat skill and your primary weapon's skill.

Skill Penalty
Restricted or
Unskilled
-9
Basic -7
Skilled -5
Expert -3


Monster size bonus[edit]

The monster size bonus applies to ranged attacks only.

Size Bonus
Tiny -2
Small -1
Medium 0
Large +1
Huge +2
Gigantic +5

Variants[edit]

SporkHack does grant to-hit bonues for bare-hands or martial arts skill when hitting in melee without any wielded item. Monks and Samurai get the martial arts bonus; other roles get the bare hands bonus.

Skill Bare hands
bonus
Martial arts
bonus
Unskilled +1 (n/a)
Basic +1 +3
Skilled +2 +4
Expert +2 +5
Master +3 +6
Grand Master +3 +7


References[edit]

  1. uhitm.c, line 478: to-hit roll
  2. weapon.c, line 133: enchantment bonus for weapons
  3. weapon.c, line 137: item to-hit bonus
  4. weapon.c, line 164: artifact bonus
  5. uhitm.c, line 236: your to-hit bonus from rings, u.uhitinc
  6. uhitm.c, line 267
  7. uhitm.c, line 267: monk penalty and bonus
  8. uhitm.c, line 236: base +1 for melee
  9. weapon.c, line 688: strength and dexterity bonuses
  10. uhitm.c, line 236: Luck bonus
  11. uhitm.c, line 237: natural and polymorphed level bonuses
  12. weapon.c, line 703: beginner to-hit bonus
  13. uhitm.c, line 277: weight penalty
  14. uhitm.c, line 278: trap penalty
  15. uhitm.c, line 478: always hit if engulfed
  16. weapon.c, line 1109: skill bonus
  17. weapon.c, line 1118: two weapon penalty
  18. weapon_hit_bonus in weapon.c: This function is never called because uhitm.c, line 283 or uhitm.c, line 1957 checks if you're wielding something
  19. weapon.c, line 1146: base riding penalty
  20. weapon.c, line 1154: two weapon riding penalty
  21. uhitm.c, line 236: monster AC
  22. uhitm.c, line 250: monster status bonuses
  23. uhitm.c, line 257: paralysed monster bonus
  24. weapon.c, line 142: blessed bonus against demons/undead
  25. weapon.c, line 145: spear versus "kebabable" monster
  26. weapon.c, line 149: trident versus swimmers
  27. weapon.c, line 155: pick versus phasing and thick-skinned
  28. uhitm.c, line 264: elves versus orcs
  29. dothrow.c, line 1198: base -1 for ranged
  30. uhitm.c, line 236: your to-hit bonus from rings, u.uhitinc
  31. uhitm.c, line 236: monster AC
  32. uhitm.c, line 236: Luck bonus
  33. uhitm.c, line 237: natural and polymorphed level bonuses
  34. weapon.c, line 142: blessed bonus against demons/undead
  35. weapon.c, line 145: spear versus "kebabable" monster
  36. weapon.c, line 149: trident versus swimmers
  37. weapon.c, line 155: pick versus phasing and thick-skinned
  38. weapon.c, line 164: artifact bonus
  39. dothrow.c, line 1232: elves versus orcs
  40. zap.c, line 2540: skill bonus
  41. zap.c, line 2548: spell dexterity bonus