Difference between revisions of "Need +x weapon to hit"

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[[SLASH'EM]] introduces two new properties derived from D&D: the ''Need +x weapon to hit'' and ''Hits monsters as a +x weapon'', where x is an integer from 1 to 4.  Essentially, monsters with the first property cannot be damaged with weapons with less than the required enchantment. It is effectively enchantment resistance.  The second property is mainly of relevance to those who keep pets, in particular, [[pacifist|pacifists]], as an otherwise strong pet may be unable to damage a particular monster.  Note that these two properties are given to both new monsters and monsters from vanilla. It is possible to gain the ''[[Monsters with hits creatures as a +x weapon (SLASH'EM)|"hits monsters as a +x weapon"]]'' property through [[polymorph]], but not the ''"needs +x weapon to hit"'' property.
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In [[SLASH'EM]] and [[SlashTHEM]], [[monster]]s can have the '''"Need +x weapon to hit"''' [[property]], where x is an integer from 1 to 4 - monsters with the property cannot be damaged with weapons with less than the required enchantment. This is also informally known as '''"enchantment resistance"''', and is derived from ''[[Dungeons & Dragons]]'' alongside the "[[Hits creatures as +x weapon]]" property.
  
==Mechanics==
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==Description==
What exactly the game checks for is dependent on what you are attacking with. If you can hit the monster, your weapon does normal damage. If you cannot, it does no damage, but will still count towards advancing your skill.
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When in combat, the game checks the enchantment of the attacker's wielded weapon against the target's "Need +x weapon to hit" flags if they possess any{{refsrc|uhitm.c|769|version=SLASH'EM 0.0.7E7F2}} - [[artifact]]s that [[you]] attack with gain a +2 bonus to this check {{refsrc|uhitm.c|886|version=SLASH'EM 0.0.7E7F2}}(e.g. a +0 [[Fire Brand]] will hit as +2 for this purpose), while [[Magicbane]] is always counted as a +4 weapon, effectively ignoring all forms of enchantment resistance when you attack with it.{{refsrc|uhitm.c|885|version=SLASH'EM 0.0.7E7F2}} For ranged weapons fired from [[launcher]]s, only the enchantment of the fired [[projectile]] matters. Monsters with the ''hits creatures as a +x weapon'' property have that property checked for enchantment purposes, including you if you are [[polyself]]ed into such a monster and attacking bare-handed; monsters attacking with artifact weapons do not gain bonuses.
  
===Wielded weapon===
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If the effective enchantment of the weapon is equal to or greater than the "enchantment resistance" of the target, the weapon will do normal damage - otherwise, it deals no damage and will print the appropriate message. Your weapons that fail to damage a monster with a "Need +x weapon to hit" property still count towards training that weapon's [[skill]]. There are some exceptions to this rule:
The game checks the enchantment {{refsrc|uhitm.c|769|version=SLASH'EM 0.0.7E7F2}} of the wielded weapon.  For artifact weapons, it adds two to the enchantment check{{refsrc|uhitm.c|886|version=SLASH'EM 0.0.7E7F2}}, and [[Magicbane]] always counts as a +4 weapon{{refsrc|uhitm.c|885|version=SLASH'EM 0.0.7E7F2}}.  If the thus derived enchantment is greater than or equal to the monster's resistance, it can hit.  For example, a +0 artifact weapon will hit a [[statue gargoyle]] (whose enchantment resistance is +1), but not [[Vecna]] (whose enchantment resistance is +4), since it is a +0 artifact, having for the purposes of this check +2 enchantment.  As always, there are exceptions:
 
*A silver weapon will do normal and silver damage against a silver-hating monster
 
*A poisoned weapon will always be able to hit (although it may become unpoisoned as usual)
 
*Monsters attacking with artifact weapons get no artifact bonus; only the enchantment itself is used
 
An artifact which is not sufficiently enchanted to hit a monster will not cause damage from any special attacks it might have. However, such attacks will still give their corresponding messages, leading to somewhat confusing situations such as the following:
 
  
''[[Serpent's Tongue|The twisted blade]] poisons the ki-rin!  The poison was deadly...''
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* A [[silver]] weapon will do normal damage ''and'' silver damage against a silver-hating monster.
''Your attack doesn't seem to harm the ki-rin.''
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* [[Poison]]ed weapons are always able to hit.
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* [[Lightsaber]]s ignore enchantment resistance, regardless of whether or not they are lit.
  
The ki-rin in the above situation was indeed unharmed.
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Magic attacks from [[spell]]s, [[scroll]]s and [[wand]]s will function as normal.
  
===Ranged weapons===
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===Bare-handed combat===
For ranged weapons, only the enchantment of the projectile matters, not the enchantment of the launcher.  Otherwise, it works as for wielded weapons.
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Bare-handed attacks count as a +0 weapon irrespective of your skill level or any worn [[gloves]], with two exceptions:
===Other items===
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If you are wielding an item that can be enchanted or charged, whether it is [[armor]], a [[tool]], or even a [[wand]], the game still checks the enchantment/charge of that item. The dependence on charge may seem strange, but enchantments and charges are stored by the same variable for objects ("spe"), which is the number that is checked for enchantment resistance. This means that bashing a statue gargoyle with a wand of wishing (0:0) will do nothing, but bashing it with a wand of wishing (0:1) will hurt it.  Therefore a charged wand or tool is actually a useful backup weapon, at least for weaker monsters with enchantment resistance.  As with wielded weapons, wielded non-weapon artifacts do get a +2 bonus to this check.
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* You are [[polymorph]]ed into a monster with the ''hits creatures as a +x weapon'' property as mentioned above, and can hit if ''x'' is high enough.
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* You are a [[Monk]]: Monks fighting bare-handed hit creatures as a +[[XL]]/4 weapon, i.e. a level 4-7 Monk hits as +1, level 8-11 Monks hit as +2, level 12-15 Monks hit as +3, and level 16+ Monks hit as +4.
  
===Lightsabers===
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===Kicking===
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If you are kicking a monster, the relevant enchantment is the enchantment of your boots. [[Kicking boots]] and artifact boots such as [[Whisperfeet]] do not gain bonuses for this check when worn.
  
[[Lightsaber]]s can do damage to all monsters, regardless of enchantment, charges or being lit. A +0 lit lightsaber will damage [[Vecna]], but also a +0 uncharged one. Note that when unlit, damage is puny, and enchantment is ignored.
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===Artifacts===
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The above bonuses to artifacts are not only applied to artifact weapons, but to any non-weapon artifact you wield that can be enchanted or charged - see [[#Other items|the section on other items]] below for details. An artifact that fails a check versus enchantment resistance will not cause damage from any special attacks it might have, though it will still print the corresponding messages, leading to somewhat confusing situations such as the following example with [[Serpent's Tongue]]:
  
===Kicking===
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{{message|The twisted blade poisons the [[ki-rin]]!  The poison was deadly...<br>Your attack doesn't seem to harm the ki-rin.}}
If you are kicking a monster, the relevant enchantment is the enchantment of your boots.  Note that [[kicking boots]] do not help towards this, as one might expect, and that [[Whisperfeet]], the artifact [[speed boots]], do not provide a +2 bonus for this check when worn.
 
  
===Bare-handed combat===
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The ki-rin in the above situation was indeed unharmed. It is also worth nothing that Serpent's Tongue is not poisoned in the same way as a weapon coated with a [[potion of sickness]], but instead has a chance of dealing poison damage to non-resistant monsters (including instakilling them).
Bare-handed attacks count as a +0 weapon irrespective of your skill, with two exceptions:
 
*You are polymorphed into a monster with the ''hits creatures as a +x weapon'' property, in which case you can hit if ''x'' is high enough.
 
*You are a [[monk]]: Monks fighting bare-handed hit creatures as a +[[XL]]/4 weapon, meaning that a level 4 monk hits as +1, level 8 as +2, level 12 as +3, and level 16 as +4.  Note that this does not apply for wielded weapons, i.e. a level 4 monk wielding a +0 weapon will not be able to hit a [[statue gargoyle]].
 
Note that enchanted gloves do not help, contrary to what one might expect.
 
  
===Magic attacks===
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===Other items===
Magic attacks, from spells, scrolls, and wands, will function as normal.
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If you are wielding an item that can be enchanted or charged, whether it is [[armor]], a [[tool]], or even a [[wand]], the game still checks the enchantment/charge of that item. This is because both values are stored by the same variable for objects ("spe"), which is checked for enchantment resistance. Therefore, bashing a [[statue gargoyle]] with a wand of wishing (0:0) will do nothing, but bashing it with a wand of wishing (0:1) will hurt it. This applies to artifacts that can be charged as well, and they will also gain the +2 bonus given to artifact weapons.
  
 
==Strategy==
 
==Strategy==
Finding yourself unable to attack a monster can be a deadly situation, as most of the monsters with enchantment resistance are rather dangerous. If you find that your main weapon is insufficiently enchanted, check the other cases above to see if you might have something able to attack the monster. If neither you nor your pet is able to damage it, then retreat and/or [[Elbereth]] are some of the only options.  Whatever you do, note that attempting to attack the monster still uses turns. Also note that many monsters from vanilla NetHack (notably [[vampire|vampires]] and [[lich|liches]]) now have enchantment resistance.
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Enchantment resistance makes it urgent that you maintain the enchantment of your weapons as you progress - being stonewalled by a monster with a high enchantment resistance can prove deadly. If your main weapon is insufficiently enchanted, check for wands and other sources of magic that you can use against monsters, and be sure to take note of the cases above. Charged wands or tools are actually useful last-resort options for monsters with weaker enchantment resistance; remember that artifacts get a +2 bonus to checks against enchantment. If neither you nor your pet can damage a monster and you have none of the listed options, your best bet is to retreat and/or engrave [[Elbereth]].
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The effective enchantment of a Monk's martial arts attacks rises quickly enough to keep up with the enchantmnet resistance of monsters, enough that they can avoid much of the aforementioned binds. Even so, they should avoid doing the [[Chaotic Quest]] before XL 16, since they will not be able to damage [[Vecna]]; descending too deep may also cause hard-to-hit [[Archon]]s to generate near the [[Castle]].
  
If you are a monk, in general you will find that the effective enchantment of your attacks rises quickly enough to keep up with the resistance of monsters being generated. However, monks should avoid descending too deep or doing the [[Chaotic Quest]] before [[XL]] 16, since they will not be able to damage [[Vecna]] or the [[Archon|Archons]] that can appear near the castle.
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Enchantment resistance also poses a problem for pets, since most of the readily-obtainable ones lack the ability to hit monsters with enchantment resistance. Some options and advice for managing pets that can hit through enchantment resistance and are somewhat easy to obtain are listed below:
  
If you are playing a [[pacifist]] or merely using a strong pet to attack monsters, the enchantment resistance can pose a problem.  Most easily obtainable early pets lack the ability to hit monsters with enchantment resistance. Probably the easiest route is to get a pet that can wield weapons, and give it an enchanted weapon.  Note that an artifact weapon confers no bonus to a monster merely for being an artifact weapon - it must be enchanted.  [[Magic trap|Magic traps]] in the [[Gnomish Mines]] can often leave you with some pet [[Dwarf (monster)|dwarves]] or [[Gnome (monster)|gnomes]] as pets, which can wield weapons.  Also, some baby dragons, obtainable from [[egg|eggs]], hit creatures as a +1 weapon, and are reasonably obtainable in the early game. Those who are unable to tame a baby dragon or an intelligent monster would be well advised to save [[banana]]s: in SLASH'EM, they can be used to tame many different {{white|Y}}, including [[yeti]]s, [[sasquatch]]es, and [[zruty]], all of which hit as a +1 weapon. In the later game, a [[bullwhip]] is quite useful for disarming your pet to enchant its weapon, a useful feature in vanilla that becomes almost crucial in SLASH'EM, as there are no tamable monsters that can naturally hit even an [[Archon]], let alone a [[Solar]].
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* Baby dragons obtained from random [[egg]]s early on can hit as +1 weapons.
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* Intelligent, weapon-wielding [[humanoid]] monsters can hit reliably with a sufficiently-enchanted weapon. Even [[Dwarf (monster)|dwarves]] or [[Gnome (monster)|gnomes]] can do the job if you manage to tame one, which can be done with [[magic trap]]s - these are usually not too hard to come by in the [[Gnomish Mines]], though getting the proper effect in a timely manner is another task entirely.
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* Save any [[banana]]s you find for the various {{monclass|Y}}s that you can encounter: you can use one to tame a [[yeti]], [[sasquatch]] or [[zruty]], which all hit as a +1 weapon and deal decent base damage.
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* Lucky [[pet shop]]s may provide you with a viable [[figurine]] that you can bless for an applicable pet, especially since they will come with their [[monster starting inventory]] - beware that you have a {{frac|4|5}} chance at most of a blessed figurine generating a tame monster.
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* Using a [[bullwhip]] to disarm your pet and enchant its weapon becomes almost crucial in the late game, as there are very few tameable monsters that can naturally hit an Archon or a Solar without a weapon (save e.g., another Solar or a Planetar, which are common targets for a figurine [[wish]]).
  
 
==See also==
 
==See also==
*[[Monsters with need +x weapon to hit]]
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* [[Monsters with need +x weapon to hit]]
*[[Monsters with hits creatures as a +x weapon]]
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* [[Monsters with hits creatures as a +x weapon]]
  
 
==References==
 
==References==
 
<references/>
 
<references/>
[[Category:SLASH'EM]]
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{{slashem-7E7|offset=1}}
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{{variant-343}}
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[[Category:SLASH'EM monsters]]
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[[Category:SlashTHEM monsters]]

Revision as of 16:10, 29 July 2023

In SLASH'EM and SlashTHEM, monsters can have the "Need +x weapon to hit" property, where x is an integer from 1 to 4 - monsters with the property cannot be damaged with weapons with less than the required enchantment. This is also informally known as "enchantment resistance", and is derived from Dungeons & Dragons alongside the "Hits creatures as +x weapon" property.

Description

When in combat, the game checks the enchantment of the attacker's wielded weapon against the target's "Need +x weapon to hit" flags if they possess any[1] - artifacts that you attack with gain a +2 bonus to this check [2](e.g. a +0 Fire Brand will hit as +2 for this purpose), while Magicbane is always counted as a +4 weapon, effectively ignoring all forms of enchantment resistance when you attack with it.[3] For ranged weapons fired from launchers, only the enchantment of the fired projectile matters. Monsters with the hits creatures as a +x weapon property have that property checked for enchantment purposes, including you if you are polyselfed into such a monster and attacking bare-handed; monsters attacking with artifact weapons do not gain bonuses.

If the effective enchantment of the weapon is equal to or greater than the "enchantment resistance" of the target, the weapon will do normal damage - otherwise, it deals no damage and will print the appropriate message. Your weapons that fail to damage a monster with a "Need +x weapon to hit" property still count towards training that weapon's skill. There are some exceptions to this rule:

  • A silver weapon will do normal damage and silver damage against a silver-hating monster.
  • Poisoned weapons are always able to hit.
  • Lightsabers ignore enchantment resistance, regardless of whether or not they are lit.

Magic attacks from spells, scrolls and wands will function as normal.

Bare-handed combat

Bare-handed attacks count as a +0 weapon irrespective of your skill level or any worn gloves, with two exceptions:

  • You are polymorphed into a monster with the hits creatures as a +x weapon property as mentioned above, and can hit if x is high enough.
  • You are a Monk: Monks fighting bare-handed hit creatures as a +XL/4 weapon, i.e. a level 4-7 Monk hits as +1, level 8-11 Monks hit as +2, level 12-15 Monks hit as +3, and level 16+ Monks hit as +4.

Kicking

If you are kicking a monster, the relevant enchantment is the enchantment of your boots. Kicking boots and artifact boots such as Whisperfeet do not gain bonuses for this check when worn.

Artifacts

The above bonuses to artifacts are not only applied to artifact weapons, but to any non-weapon artifact you wield that can be enchanted or charged - see the section on other items below for details. An artifact that fails a check versus enchantment resistance will not cause damage from any special attacks it might have, though it will still print the corresponding messages, leading to somewhat confusing situations such as the following example with Serpent's Tongue:

The twisted blade poisons the ki-rin! The poison was deadly...
Your attack doesn't seem to harm the ki-rin.

The ki-rin in the above situation was indeed unharmed. It is also worth nothing that Serpent's Tongue is not poisoned in the same way as a weapon coated with a potion of sickness, but instead has a chance of dealing poison damage to non-resistant monsters (including instakilling them).

Other items

If you are wielding an item that can be enchanted or charged, whether it is armor, a tool, or even a wand, the game still checks the enchantment/charge of that item. This is because both values are stored by the same variable for objects ("spe"), which is checked for enchantment resistance. Therefore, bashing a statue gargoyle with a wand of wishing (0:0) will do nothing, but bashing it with a wand of wishing (0:1) will hurt it. This applies to artifacts that can be charged as well, and they will also gain the +2 bonus given to artifact weapons.

Strategy

Enchantment resistance makes it urgent that you maintain the enchantment of your weapons as you progress - being stonewalled by a monster with a high enchantment resistance can prove deadly. If your main weapon is insufficiently enchanted, check for wands and other sources of magic that you can use against monsters, and be sure to take note of the cases above. Charged wands or tools are actually useful last-resort options for monsters with weaker enchantment resistance; remember that artifacts get a +2 bonus to checks against enchantment. If neither you nor your pet can damage a monster and you have none of the listed options, your best bet is to retreat and/or engrave Elbereth.

The effective enchantment of a Monk's martial arts attacks rises quickly enough to keep up with the enchantmnet resistance of monsters, enough that they can avoid much of the aforementioned binds. Even so, they should avoid doing the Chaotic Quest before XL 16, since they will not be able to damage Vecna; descending too deep may also cause hard-to-hit Archons to generate near the Castle.

Enchantment resistance also poses a problem for pets, since most of the readily-obtainable ones lack the ability to hit monsters with enchantment resistance. Some options and advice for managing pets that can hit through enchantment resistance and are somewhat easy to obtain are listed below:

  • Baby dragons obtained from random eggs early on can hit as +1 weapons.
  • Intelligent, weapon-wielding humanoid monsters can hit reliably with a sufficiently-enchanted weapon. Even dwarves or gnomes can do the job if you manage to tame one, which can be done with magic traps - these are usually not too hard to come by in the Gnomish Mines, though getting the proper effect in a timely manner is another task entirely.
  • Save any bananas you find for the various ​Y apelike creatures that you can encounter: you can use one to tame a yeti, sasquatch or zruty, which all hit as a +1 weapon and deal decent base damage.
  • Lucky pet shops may provide you with a viable figurine that you can bless for an applicable pet, especially since they will come with their monster starting inventory - beware that you have a 45 chance at most of a blessed figurine generating a tame monster.
  • Using a bullwhip to disarm your pet and enchant its weapon becomes almost crucial in the late game, as there are very few tameable monsters that can naturally hit an Archon or a Solar without a weapon (save e.g., another Solar or a Planetar, which are common targets for a figurine wish).

See also

References