User:Darth l33t/To-hit
When attacking a monster in NetHack, 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] Otherwise, your attack misses.
To-hit factors
These are the factors that affect your chance of hitting with any non-spell attack, whether melee or ranged:
Weapon and equipment
- The natural to-hit bonus of the weapon.[2]
- A bonus (or penalty) equal to the weapon's enchantment.[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]
Your characteristics and status
- A bonus based on your dexterity (see dexterity table).[6]
- A bonus equal to your Luck.[7]
- 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.[8]
- −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.[9]
- −3 if you are currently trapped.[10]
- If you are engulfed, you always hit.[11]
Skills
- A bonus or penalty from −4 to +3 (see table), depending on your skill with the wielded weapon (or bare hands or martial arts, if you are not two-weaponing.[12]
- A penalty if riding a steed: −2 if restricted or Unskilled in riding, −1 if Basic, and no penalty if Skilled or better.[13]
Monster characteristics and status
- The target monster's AC.[14]
- +2 (cumulative) against a stunned, fleeing, or sleeping monster; a sleeping monster will wake up.[15]
- +4 against a paralyzed monster; it has a 10% chance to wake up.[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]
- +2 for using a trident against any S or ; that is not in water.
- +2 for using a pick-axe or dwarvish mattock against a xorn or earth elemental.[20]
- +1 if you are hitting any orc as an elven hero currently in natural form, or polymorphed into an elven monster.[21]
Melee
These factors only affect your chance to hit with melee attacks:
Weapon and equipment
- −20 if you are a Monk wearing body armor.[22]
- If you are a Monk not wearing body armor or a shield, and not wielding any item, +(experience level / 3)+2.[23]
Your characteristics and status
- +1 for all melee attacks.[24]
- A bonus based on your strength (see strength table).[25]
- +1 if you are at experience level 1 or 2.[26]
- 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.[27]
- An additional −2 if you engage in two weapon combat while riding a steed.[28]
- −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.[29]
- −3 if you are currently trapped.[30]
- If you are engulfed, you always hit.[31]
Ranged
These are some of the factors that might affect your chance of hitting when throwing or kicking items, or when applying a polearm:
- −1 for all ranged attacks.[32]
- 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.
- +2 for using a blessed weapon against a demon or undead.[33]
- +2 for using any spear against a "kebabable" monster: xorns, nagas, dragons, jabberwocks, and giants.[34]
- +4 for using a trident against any swimmer that is in water.[35]
- +2 for using a trident against any S or ; that is not in water.
- +2 for using a pick-axe or dwarvish mattock against a xorn or earth elemental.[36]
- +1 if you are hitting any orc as an elven hero currently in natural form, or polymorphed into an elven monster.[37]
- 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 paralyzed, 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 very eroded, or −3 if completely eroded.
- +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.
Monster characteristics and status
- A bonus or penalty from −2 to +5 (see table), depending on the size of the target monster.
- +2 (cumulative) against a stunned, fleeing, or sleeping monster; a sleeping monster will wake up.[38]
- +4 against a paralyzed monster; it has a 10% chance to wake up.[39]
- +2 if the item used is a heavy iron ball.
- +6 if the item used is a boulder.
Spells
The to-hit calculation for spells 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
Strength bonus
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
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
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
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
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 |
Riding penalty
The riding penalty applies if you are mounted on a steed, and varies based on your riding skill.
Skill | Penalty |
---|---|
Restricted or Unskilled | −2 |
Basic | −1 |
Skilled or Expert | 0 |
Monster size bonus
The monster size bonus applies to ranged attacks only.
Size | Bonus |
---|---|
Tiny | −2 |
Small | −1 |
Medium | 0 |
Large | +1 |
Huge | +2 |
Gigantic | +5 |
Variants
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
- ↑ uhitm.c in NetHack 3.4.3, line 478: to-hit roll
- ↑ weapon.c in NetHack 3.4.3, line 137: item to-hit bonus
- ↑ weapon.c in NetHack 3.4.3, line 133: enchantment bonus for weapons
- ↑ weapon.c in NetHack 3.4.3, line 164: artifact bonus
- ↑ uhitm.c in NetHack 3.4.3, line 236: your to-hit bonus from rings,
u.uhitinc
- ↑ weapon.c in NetHack 3.4.3, line 688: strength and dexterity bonuses
- ↑ uhitm.c in NetHack 3.4.3, line 236: Luck bonus
- ↑ uhitm.c in NetHack 3.4.3, line 237: natural and polymorphed level bonuses
- ↑ uhitm.c in NetHack 3.4.3, line 277: weight penalty
- ↑ uhitm.c in NetHack 3.4.3, line 278: trap penalty
- ↑ uhitm.c in NetHack 3.4.3, line 478: always hit if engulfed
- ↑ weapon.c in NetHack 3.4.3, line 1109: skill bonus
- ↑ weapon.c in NetHack 3.4.3, line 1146: base riding penalty
- ↑ uhitm.c in NetHack 3.4.3, line 236: monster AC
- ↑ uhitm.c in NetHack 3.4.3, line 250: monster status bonuses
- ↑ uhitm.c in NetHack 3.4.3, line 257: paralyzed monster bonus
- ↑ weapon.c in NetHack 3.4.3, line 142: blessed bonus against demons/undead
- ↑ weapon.c in NetHack 3.4.3, line 145: spear versus "kebabable" monster
- ↑ weapon.c in NetHack 3.4.3, line 149: trident versus swimmers
- ↑ weapon.c in NetHack 3.4.3, line 155: pick versus phasing and thick-skinned
- ↑ uhitm.c in NetHack 3.4.3, line 264: elves versus orcs
- ↑ uhitm.c in NetHack 3.4.3, line 267
- ↑ uhitm.c in NetHack 3.4.3, line 267: monk penalty and bonus
- ↑ uhitm.c in NetHack 3.4.3, line 236: base +1 for melee
- ↑ weapon.c in NetHack 3.4.3, line 688: strength and dexterity bonuses
- ↑ weapon.c in NetHack 3.4.3, line 703: beginner to-hit bonus
- ↑ weapon.c in NetHack 3.4.3, line 1118: two weapon penalty
- ↑ weapon.c in NetHack 3.4.3, line 1154: two weapon riding penalty
- ↑ uhitm.c in NetHack 3.4.3, line 277: weight penalty
- ↑ uhitm.c in NetHack 3.4.3, line 278: trap penalty
- ↑ uhitm.c in NetHack 3.4.3, line 478: always hit if engulfed
- ↑ dothrow.c in NetHack 3.4.3, line 1198: base −1 for ranged
- ↑ weapon.c in NetHack 3.4.3, line 142: blessed bonus against demons/undead
- ↑ weapon.c in NetHack 3.4.3, line 145: spear versus "kebabable" monster
- ↑ weapon.c in NetHack 3.4.3, line 149: trident versus swimmers
- ↑ weapon.c in NetHack 3.4.3, line 155: pick versus phasing and thick-skinned
- ↑ dothrow.c in NetHack 3.4.3, line 1232: elves versus orcs
- ↑ uhitm.c in NetHack 3.4.3, line 250: monster status bonuses
- ↑ uhitm.c in NetHack 3.4.3, line 257: paralyzed monster bonus
- ↑ zap.c in NetHack 3.4.3, line 2540: skill bonus
- ↑ zap.c in NetHack 3.4.3, line 2548: spell dexterity bonus