Difference between revisions of "Martial arts"

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The '''martial arts''' [[skill]] is used when attacking or [[kick]]ing enemies while wielding nothing. [[Monk]]s and [[samurai]] possess this skill, superior to the [[bare hands]] skill. The base damage for a martial arts attack is d4.
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'''Martial arts''' is a [[skill]] in ''[[NetHack]]'' that is used when attacking or [[kick]]ing enemies while not [[wield]]ing anything. The base damage for a martial arts attack is d4. Naturally, martial arts preserve the [[weaponless]] [[conduct]].
  
When attacking using martial arts without a [[shield]], there is a chance of dealing a [[staggering blow]], knocking the enemy backwards.{{refsrc|uhitm.c|972}}
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[[Monk]]s and [[Samurai]] possess this skill, while all other roles use the [[bare hands]] skill. When attacking using martial arts without a [[shield]], there is a chance of dealing a [[staggering blow]], knocking the enemy backwards.{{refsrc|src/uhitm.c|1174|nethack=3.6.7}}
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==Martial arts skill==
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{{Martial arts skill table}}
  
 
==To-hit and damage==
 
==To-hit and damage==
In [[NetHack]], an attack's skill-based damage bonus only applies if the attack rolls at least a 2 on its primary damage die.{{refsrc|uhitm.c|438}}{{refsrc|uhitm.c|904}} Therefore, the average damage for a d4 attack is not 2.5 + ''bonus'', but 2.5 + (0.75 * ''bonus''). This makes the +9 bonus for Grand Master skill less powerful than it might seem.  
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Attacking with martial arts deals [[silver damage]] if you are wearing a silver ring and no [[gloves]], similar to any wielded silver object. Blessed gloves or [[boots]] (when kicking) cause +d4 blessed damage against [[M2_DEMON|demons]] and the [[undead]].
  
Attacking with martial arts causes [[silver damage]] if you are wearing a silver ring and no [[gloves]], similar to any wielded silver object. Blessed gloves or [[boots]] (when kicking) cause +d4 blessed damage against [[M2_DEMON|demons]] and the [[undead]].
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An attack's skill-based damage bonus only applies if the attack rolls at least a 2 on its primary damage die{{refsrc|src/uhitm.c|494|nethack=3.6.7}}{{refsrc|src/uhitm.c|1111|nethack=3.6.7}} - the average damage for a d4 attack is not 2.5 + ''bonus'', but 2.5 + (0.75 * ''bonus''), making the +9 bonus for Grand Master skill less powerful than it might seem.  
  
 
In addition to the bonuses below, a Monk not wearing body armor or a shield gets an additional to-hit bonus of (''XL'' / 3) + 2.
 
In addition to the bonuses below, a Monk not wearing body armor or a shield gets an additional to-hit bonus of (''XL'' / 3) + 2.
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{{upcoming|NetHack 3.7.0|The martial arts damage bonus is now applied to all hits, though hits that roll a 1 on their d4 will still not train skill.
 
{{upcoming|NetHack 3.7.0|The martial arts damage bonus is now applied to all hits, though hits that roll a 1 on their d4 will still not train skill.
  
Bare-handed and martial arts combat has a 20% chance per skill level above basic to make an "off-hand" attack, as in [[two-weapon combat]]. The updated damage numbers (assuming both attacks hit) are:}}
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Bare-handed and martial arts combat has a {{frac|5}} chance per skill level above Basic to make an "off-hand" attack, as in [[two-weapon combat]]. The updated damage numbers (assuming both attacks hit) are:}}
  
 
{| class="prettytable" style="text-align: center"
 
{| class="prettytable" style="text-align: center"
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|style="color:gray"|''+3''||style="color:gray"|''+3''||style="color:gray"|''5.4''||+7||+9||20.7
 
|style="color:gray"|''+3''||style="color:gray"|''+3''||style="color:gray"|''5.4''||+7||+9||20.7
 
|}
 
|}
 
==Martial arts skill==
 
{{Martial arts skill table}}
 
  
 
==Strategy==
 
==Strategy==
The samurai has recourse to much better attacks than martial arts, but the extra damage compared to bare hands can come in handy against [[acid blob]]s and other weapon-damaging monsters.
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Martial arts is a more than suitable form of primary offense in the early game, but on its own will inevitably fall behind other weapon skills in the late game due to the low base damage, lack of enchantment bonuses, and {{frac|4}} chance of skill-based damage bonuses not applying. As a result, Monk characters often forgo martial arts in favor of obtaining an [[artifact weapon]] with a lower skill point investment, maximizing their [[luck]] to offset the to-hit penalties. While Samurai start with solid weaponry, martial arts gives them enough extra damage that the skill can be used as a fallback against [[acid blob]]s and other weapon-damaging monsters, and makes the Samurai one of the better choices for weaponless conducts after Monks.
Carrying some form of [[ranged attack]] will greatly reduce your need to resort to unarmed combat, and even a monk can benefit from having projectiles at his disposal.
 
  
A [[ring of increase damage]] is a worthwhile possession for a monk who loses out on benefits of weapon [[enchantment]], and these can be [[eating jewelry|eaten]] if appropriately polymorphed and the ring is of the appropriate type (metal for [[metallivore]]s, wooden for a [[gelatinous cube]]). The skill level for martial arts can reach Grand Master with large bonuses eventually accumulating.
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In any scenario, characters relying primarily on martial arts should carry some form of [[ranged attack]] to supplement it against monsters with dangerous passives, which usually overlap with monsters that can damage weapons. Outside of magic, Monks have very few options in terms of ranged weapons, and can only train three relevant skills to Basic: [[spear]], [[crossbow]] and [[shuriken]]. Samurai are much more limited in terms of magical skill, but have several more ranged weapon skills - they can reach Basic in [[dagger]]s, Skilled in [[knives]] and spears, and Expert in [[bow]]s and shuriken. Rings of {{= of|increase damage}} are incredibly valuable for martial arts practitioners, to the point that it is often worth [[Eating jewelry|eating the rings]] if possible to accrue large damage bonuses for martial arts and ranged skills alike.
 
 
In the late game, martial arts will inevitably fall behind other weapon skills due to the low base damage and lack of an enchantment bonus. A +6 [[spear]] at Basic skill deals about the same average damage as Grand Master martial arts, and only requires one skill slot rather than eight. A lawful Monk can unrestrict [[long sword]] skill by a [[sacrifice gift]] and then dip for [[Excalibur]], which even at +0 outdamages Grand Master martial arts, grants several useful effects, and again only needs one skill slot.
 
 
 
Martial arts attacks do not break the [[never hit with a wielded weapon]] [[conduct]], but neither do attacks from wielded non-weapon items, or ranged attacks.
 
  
 
==History==
 
==History==
In 3.4.3 and some variants based on it, martial arts erroneously received no skill-based to-hit bonus, because the code which grants it is only called if you're wielding a weapon. This was fixed in 3.6.0.
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In [[NetHack 3.4.3]] and previous versions, including some variants based on these versions, martial arts erroneously receives no skill-based to-hit bonus since the code that grants it is only called if the character is wielding a weapon. This is fixed in [[NetHack 3.6.0]].
  
 
==Variants==
 
==Variants==
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Many variants make some form of adjustment to improve martial arts.
  
 
===SporkHack===
 
===SporkHack===
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In [[SporkHack]], advancing skill in martial arts grants a [[to-hit]] bonus.
  
[[SporkHack]] grants a [[to-hit]] bonus if you advance the skill.
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===dNetHack===
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In [[dNetHack]], [[half-dragon]] [[Bard]]s can reach Expert in martial arts, and [[Elf (starting race)|elven]], [[Incantifier (starting race)|incantifier]] and [[Drow (starting race)|myrkalfar]] [[Anachrononaut]]s can reach Grand Master.
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Any role with the martial arts skill can [[twoweapon]] to attack with both hands, even if wielding only one weapon - Monks can reach Grand Master with two-weapon combat. Any character that is [[experience level]] 30 and reaches Grand Master in martial arts can [[name]] the [[dNetHack artifacts#Grandmaster's Robe|Grandmaster's Robe]], an artifact [[robe]] that increases the base dice for martial arts to 1d8 and grants it [[exploding dice]].
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The [[Spirits (dNetHack)|spirit]] [[Spirits (dNetHack)#Buer, who walks all places|Buer]] grants skill in martial arts and permanently unlocks the skill, while [[Spirits (dNetHack)#Eurynome, the Lonely Dancer|Eurynome]] increases the size of your unarmed attack's damage dice. Binding Buer allows you to reach Expert in martial arts, while having both Buer and Eurynome bound allows you to reach Grand Master. [[Crystals (dNetHack)|The Earth Crystal]] upgrades the bare-handed combat skill to martial arts and boosts a character's martial arts skill level.
  
 
===FIQHack===
 
===FIQHack===
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In [[FIQHack]], the enchantment of your gloves is used when calculating damage, and martial arts attacks no longer do only 1 damage {{frac|4}} of the time.
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===EvilHack===
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In [[EvilHack]], a lawful character wearing the [[Gauntlets of Purity]] gains a bonus to martial arts damage when fighting unarmed.
  
Martial arts have been buffed in [[FIQHack]]. Glove enchantment is used when calculating damage, and martial arts attacks no longer do only 1 damage 25% of the time.
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===SlashTHEM===
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In [[SlashTHEM]], [[Ninja (role)|Ninja]] can reach Master in martial arts.
  
 
==References==
 
==References==
 
<references/>
 
<references/>
{{nethack-366}}
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{{nethack-367}}
 
[[Category:Weapons]]
 
[[Category:Weapons]]

Revision as of 00:22, 15 February 2024

Martial arts is a skill in NetHack that is used when attacking or kicking enemies while not wielding anything. The base damage for a martial arts attack is d4. Naturally, martial arts preserve the weaponless conduct.

Monks and Samurai possess this skill, while all other roles use the bare hands skill. When attacking using martial arts without a shield, there is a chance of dealing a staggering blow, knocking the enemy backwards.[1]

Martial arts skill

Martial arts
Max Role
Master
Grand Master

To-hit and damage

Attacking with martial arts deals silver damage if you are wearing a silver ring and no gloves, similar to any wielded silver object. Blessed gloves or boots (when kicking) cause +d4 blessed damage against demons and the undead.

An attack's skill-based damage bonus only applies if the attack rolls at least a 2 on its primary damage die[2][3] - the average damage for a d4 attack is not 2.5 + bonus, but 2.5 + (0.75 * bonus), making the +9 bonus for Grand Master skill less powerful than it might seem.

In addition to the bonuses below, a Monk not wearing body armor or a shield gets an additional to-hit bonus of (XL / 3) + 2.

  Bare-hand Martial
Skill Level +Hit +Dam Avg. +Hit +Dam Avg.
Unskilled +1 0 1.5 +2 +1 3.25
Basic +1 +1 2 +3 +3 4.75
Skilled +2 +1 2 +4 +4 5.5
Expert +2 +2 2.5 +5 +6 7
Master +3 +2 2.5 +6 +7 7.75
Grand Master +3 +3 3 +7 +9 9.25

Note that both roles capable of martial arts start with Basic skill, and no roles can advance to Grand Master in bare hands, so two entries in the table are not actually possible.

The following information pertains to an upcoming version (NetHack 3.7.0). If this version is now released, please verify that it is still accurate, then update the page to incorporate this information.

The martial arts damage bonus is now applied to all hits, though hits that roll a 1 on their d4 will still not train skill.

Bare-handed and martial arts combat has a 15 chance per skill level above Basic to make an "off-hand" attack, as in two-weapon combat. The updated damage numbers (assuming both attacks hit) are:
  Bare-hand Martial
Skill Level +Hit +Dam Avg. +Hit +Dam Avg.
Unskilled +1 0 1.5 +2 +1 3.5
Basic +1 +1 2 +3 +3 5.5
Skilled +2 +1 2.4 +4 +4 7.8
Expert +2 +2 3.5 +5 +6 11.9
Master +3 +2 4 +6 +7 15.2
Grand Master +3 +3 5.4 +7 +9 20.7

Strategy

Martial arts is a more than suitable form of primary offense in the early game, but on its own will inevitably fall behind other weapon skills in the late game due to the low base damage, lack of enchantment bonuses, and 14 chance of skill-based damage bonuses not applying. As a result, Monk characters often forgo martial arts in favor of obtaining an artifact weapon with a lower skill point investment, maximizing their luck to offset the to-hit penalties. While Samurai start with solid weaponry, martial arts gives them enough extra damage that the skill can be used as a fallback against acid blobs and other weapon-damaging monsters, and makes the Samurai one of the better choices for weaponless conducts after Monks.

In any scenario, characters relying primarily on martial arts should carry some form of ranged attack to supplement it against monsters with dangerous passives, which usually overlap with monsters that can damage weapons. Outside of magic, Monks have very few options in terms of ranged weapons, and can only train three relevant skills to Basic: spear, crossbow and shuriken. Samurai are much more limited in terms of magical skill, but have several more ranged weapon skills - they can reach Basic in daggers, Skilled in knives and spears, and Expert in bows and shuriken. Rings of increase damage are incredibly valuable for martial arts practitioners, to the point that it is often worth eating the rings if possible to accrue large damage bonuses for martial arts and ranged skills alike.

History

In NetHack 3.4.3 and previous versions, including some variants based on these versions, martial arts erroneously receives no skill-based to-hit bonus since the code that grants it is only called if the character is wielding a weapon. This is fixed in NetHack 3.6.0.

Variants

Many variants make some form of adjustment to improve martial arts.

SporkHack

In SporkHack, advancing skill in martial arts grants a to-hit bonus.

dNetHack

In dNetHack, half-dragon Bards can reach Expert in martial arts, and elven, incantifier and myrkalfar Anachrononauts can reach Grand Master.

Any role with the martial arts skill can twoweapon to attack with both hands, even if wielding only one weapon - Monks can reach Grand Master with two-weapon combat. Any character that is experience level 30 and reaches Grand Master in martial arts can name the Grandmaster's Robe, an artifact robe that increases the base dice for martial arts to 1d8 and grants it exploding dice.

The spirit Buer grants skill in martial arts and permanently unlocks the skill, while Eurynome increases the size of your unarmed attack's damage dice. Binding Buer allows you to reach Expert in martial arts, while having both Buer and Eurynome bound allows you to reach Grand Master. The Earth Crystal upgrades the bare-handed combat skill to martial arts and boosts a character's martial arts skill level.

FIQHack

In FIQHack, the enchantment of your gloves is used when calculating damage, and martial arts attacks no longer do only 1 damage 14 of the time.

EvilHack

In EvilHack, a lawful character wearing the Gauntlets of Purity gains a bonus to martial arts damage when fighting unarmed.

SlashTHEM

In SlashTHEM, Ninja can reach Master in martial arts.

References