To-hit
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When attacking a monster, you must make a successful to-hit roll in order to actually strike it. To do this, your to-hit bonus must exceed the roll of 1d20.[1]
Contents
Melee
These are some of the factors that might affect your chance to hit in melee:
Weapon and equipment
- A bonus (or penalty) equal to the weapon's enchantment, if using a weapon.[2]
- The natural to-hit bonus of the object used to strike.[3]
- The artifact's to-hit bonus, if using an artifact weapon against an appropriate target.[4]
- A bonus equal to the enchantment level(s) of any rings of increase accuracy you are wearing.[5]
- -20 if you are a Monk wearing body armor.
- If you are a Monk not wearing body armor or a shield, and not wielding any item, +(experience level / 3)+2.[6]
Your characteristics and status
- +1 for all melee attacks.[7]
- Bonuses based on your strength and dexterity.[8]
- A bonus equal to your Luck.[9]
- A bonus equal to your experience level, if you are in your natural form.
- A bonus equal to your monster type's "level" if you are polymorphed.[10]
- -1 if you are burdened, -3 if you are stressed, or -5 if you are strained; if you are overtaxed or overloaded you will be unable to attack at all.[11]
- -3 if you are currently trapped.[12]
- If you are engulfed, you always hit.[13]
Monster characteristics and status
- The target monster's AC.[14]
- +2 (cumulative) against a stunned, fleeing, or sleeping monster.[15]
- +4 against a paralysed monster.[16]
Monster-specific
- +2 for using a blessed weapon against a demon or undead.[17]
- +2 for using any spear against a "kebabable" monster: xorns, nagas, dragons, jabberwocks, and giants.[18]
- +4 for using a trident against any swimmer that is in water.[19] 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).[20]
- +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.[21]
- +1 if you are an elf (either naturally or by polymorph) hitting any orc.[22]
Strength and dexterity bonuses
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 |
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 |
References
- ↑ uhitm.c#line478
- ↑ weapon.c#line133 (enchantment bonus for weapons)
- ↑ weapon.c#line137 (item to-hit bonus)
- ↑ weapon.c#line164 (artifact bonus)
- ↑ uhitm.c#line236 (your to-hit bonus from rings,
u.uhitinc
) - ↑ uhitm.c#line267 (monk penalty and bonus)
- ↑ uhitm.c#line236 (base +1 for melee)
- ↑ weapon.c#line688 (strength and dexterity bonuses)
- ↑ uhitm.c#line236 (Luck bonus)
- ↑ uhitm.c#line237 (natural and polymorphed level bonuses)
- ↑ uhitm.c#line277 (weight penalty)
- ↑ uhitm.c#line278 (trap penalty)
- ↑ uhitm.c#line478
- ↑ uhitm.c#line236 (monster AC)
- ↑ uhitm.c#line250 (monster status bonuses)
- ↑ uhitm.c#line257 (paralysed monster 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)
- ↑ uhitm.c#line264 (elves versus orcs)
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