To-hit
When attacking a monster, 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]
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.[6]
- If you are a Monk not wearing body armor or a shield, and not wielding any item, +(experience level / 3)+2.[7]
Your characteristics and status
- +1 for all melee attacks.[8]
- Bonuses based on your strength and dexterity (see strength table and dexterity table).[9]
- A bonus equal to your Luck.[10]
- 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.[11]
- +1 if you are at experience level 1 or 2.[12]
- -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.[13]
- -3 if you are currently trapped.[14]
- If you are engulfed, you always hit.[15]
Skills
- A bonus or penalty from -4 to +3 (see table), depending on your skill with the wielded weapon, if you are not two-weaponing.[16]
- 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.[17]
- No bonus for bare hands or martial arts skill.[18]
- A penalty if riding a steed: -2 if restricted or unskilled in riding, -1 if basic, and no penalty if skilled or better.[19]
- An additional -2 if you engage in two weapon combat while riding a steed.[20]
Monster characteristics and status
- The target monster's AC.[21]
- +2 (cumulative) against a stunned, fleeing, or sleeping monster.[22]
- +4 against a paralysed monster.[23]
Monster-specific
- +2 for using a blessed weapon against a demon or undead.[24]
- +2 for using any spear against a "kebabable" monster: xorns, nagas, dragons, jabberwocks, and giants.[25]
- +4 for using a trident against any swimmer that is in water.[26]
- +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.[27]
- +1 if you are hitting any orc as an elven hero currently in natural form, or polymorphed into an elven monster.[28]
Ranged
These are some of the factors that might affect your chance to hit when throwing or kicking items, or when applying a polearm:
- -1 for all ranged attacks.[29]
- A bonus equal to the enchantment level(s) of any rings of increase accuracy you are wearing.[30]
- The target monster's AC.[31]
- A bonus based on your dexterity.
- A bonus equal to your Luck.[32]
- 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.[33]
- 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.
- A bonus or penalty from -2 to +5 (see table), depending on the size of the target monster.
- +2 against a sleeping monster.
- +4 against a paralysed monster.
- +2 if the item used is a heavy iron ball.
- +6 if the item used is a boulder.
- A bonus (or penalty) equal to the weapon's enchantment, if using a weapon.
- The natural to-hit bonus of the item, if it is a weapon or gem.
- +2 for using a blessed weapon against a demon or undead.[34]
- +2 for using any spear against a "kebabable" monster: xorns, nagas, dragons, jabberwocks, and giants.[35]
- +4 for using a trident against any swimmer that is in water.[36]
- +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.[37]
- The artifact's to-hit bonus, if using an artifact weapon (or artifact gem) against an appropriate target.[38]
- +1 if you are hitting any orc as an elven hero currently in natural form, or polymorphed into an elven monster.[39]
- 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 paralysed, 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 thoroughly eroded, or -3 if completely eroded.
- The artifact's to-hit bonus, if firing appropriate ammo from an artifact launcher, against an appropriate target.
- +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.
- A bonus or penalty from -4 to +3 (see table), depending on your skill with the thrown item, unless you throw ammo without wielding the appropriate launcher.
Spells
Spells to-hit calculation is quite different. In 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.
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 |
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#line478 (to-hit roll)
- ↑ 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
- ↑ 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)
- ↑ weapon.c#line703 (beginner to-hit bonus)
- ↑ uhitm.c#line277 (weight penalty)
- ↑ uhitm.c#line278 (trap penalty)
- ↑ uhitm.c#line478 (always hit if engulfed)
- ↑ weapon.c#line1109 (skill bonus)
- ↑ weapon.c#line1118 (two weapon penalty)
- ↑ The bonus would be added by weapon_hit_bonus in weapon.c, but this is never called because uhitm.c, line 283 or uhitm.c, line 1957 checks if you're wielding something.
- ↑ weapon.c#line1146 (base riding penalty)
- ↑ weapon.c#line1154 (two weapon riding penalty)
- ↑ 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)
- ↑ weapon.c#line155 (pick versus phasing and thick-skinned)
- ↑ uhitm.c#line264 (elves versus orcs)
- ↑ dothrow.c#line1198 (base -1 for ranged)
- ↑ uhitm.c#line236 (your to-hit bonus from rings,
u.uhitinc
) - ↑ uhitm.c#line236 (monster AC)
- ↑ uhitm.c#line236 (Luck bonus)
- ↑ uhitm.c#line237 (natural and polymorphed level bonuses)
- ↑ weapon.c#line142 (blessed bonus against demons/undead)
- ↑ weapon.c#line145 (spear versus "kebabable" monster)
- ↑ weapon.c#line149 (trident versus swimmers)
- ↑ weapon.c#line155 (pick versus phasing and thick-skinned)
- ↑ weapon.c#line164 (artifact bonus)
- ↑ uhitm.c#line264 (elves versus orcs)
- ↑ zap.c#line2540(skill bonus)
- ↑ zap.c#line2548(spell dexterity bonus)