Difference between revisions of "To-hit"

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When attacking a monster, you must make a successful '''to-hit''' roll in order to actually strike it.
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When [[attack]]ing 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''.<ref>[[uhitm.c#line478]]</ref>
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== Melee ==
  
 
These are some of the factors that might affect your chance to hit in [[melee]]:
 
These are some of the factors that might affect your chance to hit in [[melee]]:
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=== Weapon and equipment ===
  
 
* A bonus (or penalty) equal to the weapon's [[enchantment]], if using a [[weapon]].<ref>[[weapon.c#line133]] (enchantment bonus for weapons)</ref>
 
* A bonus (or penalty) equal to the weapon's [[enchantment]], if using a [[weapon]].<ref>[[weapon.c#line133]] (enchantment bonus for weapons)</ref>
 
* The natural to-hit bonus of the object used to strike.<ref>[[weapon.c#line137]] (item to-hit bonus)</ref>
 
* The natural to-hit bonus of the object used to strike.<ref>[[weapon.c#line137]] (item to-hit bonus)</ref>
* +2 for using a [[blessed]] weapon against a [[demon]] or [[undead]].<ref>[[weapon.c#line142]] (blessed bonus against demons/undead)</ref>
 
* +2 for using any [[spear]] against a "kebabable" monster: [[xorn]]s, [[naga]]s, [[dragon]]s, [[jabberwock]]s, and [[giant]]s.<ref>[[weapon.c#line145]] (spear versus "kebabable" monster)</ref>
 
* +4 for using a [[trident]] against any ''swimmer'' that is in [[water]].<ref>[[weapon.c#line149]] (trident versus swimmers)</ref> Swimmers are: [[gremlin]]s, [[water nymph]]s, [[woodchuck]]s, [[water elemental]]s, [[rust monster]]s, [[water troll]]s, [[Medusa]], [[water demon]]s, [[mail daemon]]s, [[newt]]s, [[baby crocodile]]s, [[crocodile]]s, [[Orion]], and all {{white|S}} ([[snake]]s) and {{white|;}} ([[sea monster]]s).<ref>[[mondata.h#line30]] (<code>is_swimmer</code>)</ref>
 
* +2 for using a trident against any {{white|S}} or {{white|;}} that is not in water.
 
* +2 for using a [[pick-axe]] or [[dwarvish mattock|mattock]] against a [[xorn]] or [[earth elemental]].<ref>[[weapon.c#line155]] (pick versus phasing and thick-skinned)</ref>
 
 
* The artifact's to-hit bonus, if using an [[artifact weapon]] against an appropriate target.<ref>[[weapon.c#line164]] (artifact bonus)</ref>
 
* The artifact's to-hit bonus, if using an [[artifact weapon]] against an appropriate target.<ref>[[weapon.c#line164]] (artifact bonus)</ref>
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* A bonus equal to the enchantment level(s) of any [[ring of increase accuracy|rings of increase accuracy]] you are wearing.<ref>[[uhitm.c#line236]] (your to-hit bonus from rings, <code>u.uhitinc</code>)</ref>
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* -20 if you are a [[Monk]] wearing [[body armor]].
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* If you are a Monk not wearing body armor or a shield, and not wielding any item, +(''experience level'' / 3)+2.<ref>[[uhitm.c#line267]] (monk penalty and bonus)</ref>
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=== Your characteristics and status ===
  
 
* +1 for all melee attacks.<ref>[[uhitm.c#line236]] (base +1 for melee)</ref>
 
* +1 for all melee attacks.<ref>[[uhitm.c#line236]] (base +1 for melee)</ref>
 
* Bonuses based on your [[strength]] and [[dexterity]].<ref>[[weapon.c#line688]] (strength and dexterity bonuses)</ref>
 
* Bonuses based on your [[strength]] and [[dexterity]].<ref>[[weapon.c#line688]] (strength and dexterity bonuses)</ref>
 
* A bonus equal to your [[Luck]].<ref>[[uhitm.c#line236]] (Luck bonus)</ref>
 
* A bonus equal to your [[Luck]].<ref>[[uhitm.c#line236]] (Luck bonus)</ref>
* The target monster's [[AC]].<ref>[[uhitm.c#line236]] (monster AC)</ref>
 
* A bonus equal to the enchantment level(s) of any [[ring of increase accuracy|rings of increase accuracy]] you are wearing.<ref>[[uhitm.c#line236]] (your to-hit bonus from rings, <code>u.uhitinc</code>)</ref>
 
 
* A bonus equal to your [[experience level]], if you are in your natural form.
 
* 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 [[polymorph]]ed.<ref>[[uhitm.c#line237]] (natural and polymorphed level bonuses)</ref>
 
* A bonus equal to your monster type's "level" if you are [[polymorph]]ed.<ref>[[uhitm.c#line237]] (natural and polymorphed level bonuses)</ref>
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* -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.<ref>[[uhitm.c#line277]] (weight penalty)</ref>
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* -3 if you are currently [[trap]]ped.<ref>[[uhitm.c#line278]] (trap penalty)</ref>
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* If you are [[engulfing|engulfed]], you always hit.<ref>[[uhitm.c#line478]]</ref>
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=== Monster characteristics and status ===
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* The target monster's [[AC]].<ref>[[uhitm.c#line236]] (monster AC)</ref>
 
* +2 (cumulative) against a stunned, fleeing, or sleeping monster.<ref>[[uhitm.c#line250]] (monster status bonuses)</ref>
 
* +2 (cumulative) against a stunned, fleeing, or sleeping monster.<ref>[[uhitm.c#line250]] (monster status bonuses)</ref>
 
* +4 against a paralysed monster.<ref>[[uhitm.c#line257]] (paralysed monster bonus)</ref>
 
* +4 against a paralysed monster.<ref>[[uhitm.c#line257]] (paralysed monster bonus)</ref>
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=== Monster-specific ===
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* +2 for using a [[blessed]] weapon against a [[demon]] or [[undead]].<ref>[[weapon.c#line142]] (blessed bonus against demons/undead)</ref>
 +
* +2 for using any [[spear]] against a "kebabable" monster: [[xorn]]s, [[naga]]s, [[dragon]]s, [[jabberwock]]s, and [[giant]]s.<ref>[[weapon.c#line145]] (spear versus "kebabable" monster)</ref>
 +
* +4 for using a [[trident]] against any ''swimmer'' that is in [[water]].<ref>[[weapon.c#line149]] (trident versus swimmers)</ref> Swimmers are: [[gremlin]]s, [[water nymph]]s, [[woodchuck]]s, [[water elemental]]s, [[rust monster]]s, [[water troll]]s, [[Medusa]], [[water demon]]s, [[mail daemon]]s, [[newt]]s, [[baby crocodile]]s, [[crocodile]]s, [[Orion]], and all {{white|S}} ([[snake]]s) and {{white|;}} ([[sea monster]]s).<ref>[[mondata.h#line30]] (<code>is_swimmer</code>)</ref>
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* +2 for using a trident against any {{white|S}} or {{white|;}} that is not in water.
 +
* +2 for using a [[pick-axe]] or [[dwarvish mattock|mattock]] against a [[xorn]] or [[earth elemental]].<ref>[[weapon.c#line155]] (pick versus phasing and thick-skinned)</ref>
 
* +1 if you are an [[elf]] (either naturally or by polymorph) hitting any [[orc]].<ref>[[uhitm.c#line264]] (elves versus orcs)</ref>
 
* +1 if you are an [[elf]] (either naturally or by polymorph) hitting any [[orc]].<ref>[[uhitm.c#line264]] (elves versus orcs)</ref>
* -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.<ref>[[uhitm.c#line267]] (monk penalty and bonus)</ref>
 
* -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.<ref>[[uhitm.c#line277]] (weight penalty)</ref>
 
* -3 if you are currently [[trap]]ped.<ref>[[uhitm.c#line278]] (trap penalty)</ref>
 
 
  
 
== References ==
 
== References ==
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[[Category:Articles]]

Revision as of 12:10, 3 November 2006

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]

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

References

  1. uhitm.c#line478
  2. weapon.c#line133 (enchantment bonus for weapons)
  3. weapon.c#line137 (item to-hit bonus)
  4. weapon.c#line164 (artifact bonus)
  5. uhitm.c#line236 (your to-hit bonus from rings, u.uhitinc)
  6. uhitm.c#line267 (monk penalty and bonus)
  7. uhitm.c#line236 (base +1 for melee)
  8. weapon.c#line688 (strength and dexterity bonuses)
  9. uhitm.c#line236 (Luck bonus)
  10. uhitm.c#line237 (natural and polymorphed level bonuses)
  11. uhitm.c#line277 (weight penalty)
  12. uhitm.c#line278 (trap penalty)
  13. uhitm.c#line478
  14. uhitm.c#line236 (monster AC)
  15. uhitm.c#line250 (monster status bonuses)
  16. uhitm.c#line257 (paralysed monster bonus)
  17. weapon.c#line142 (blessed bonus against demons/undead)
  18. weapon.c#line145 (spear versus "kebabable" monster)
  19. weapon.c#line149 (trident versus swimmers)
  20. mondata.h#line30 (is_swimmer)
  21. weapon.c#line155 (pick versus phasing and thick-skinned)
  22. uhitm.c#line264 (elves versus orcs)


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