Weapon

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In NetHack, a weapon is an item used to attack opponents.

Description

Most weapons are wielded with w and used to hit enemies; you cannot wield a weapon if you are handless or tiny.[1] To attack with a wielded weapon, simply try to move into a monster's space, or use Shift + F to attack in any direction.

Some weapons are missiles that are designed to be thrown or shot with t (or f to fire quivered weapons), and others require a launcher to be wielded in order to shoot them as ammo—still other items are not designed as weaponry, but can be improvised to serve as one, such as a cream pie. Hitting monsters properly with actual weapons can increase your skill in that weapon.

You can ready a second weapon for use, and use x to exchange between your primary and secondary weapons. Some roles can wield both weapons at once using the #twoweapon command. Pressing w, then - will unwield your current weapon and have you fight empty-handed; this is the default for Monks, who excel in fighting without a weapon, and Tourists that start the game without a tin opener.

Weapon generation

Randomly generated weapons have the following total probability of beatitude and enchantment:[2]

+0 +1 +2 +3 +4 >+4
Blessed 4.09% 3.03% 1.01% 0.34% 0.11% 0.06%
Uncursed 73.64% 3.03% 1.01% 0.34% 0.11% 0.06%
+0 -1 -2 -3 -4 <-4
Cursed 4.09% 6.06% 2.02% 0.67% 0.22% 0.11%

Given the BUC status, the chance of enchantment is:

+0 +1 +2 +3 +4 >+4
Blessed 47.37% 35.09% 11.70% 3.90% 1.30% 0.65%
Uncursed 94.19% 3.88% 1.29% 0.43% 0.14% 0.07%
+0 -1 -2 -3 -4 <-4
Cursed 31.03% 45.98% 15.33% 5.11% 1.70% 0.85%

After the type of weapon is chosen, if an artifact matching the base type exists, there is a 1/(20 + 10*N) chance that the weapon is converted into an artifact (where N is the number of artifacts already existing).

Poisonable weapons are generated as poisoned 1% of the time.

Weapons and erosion

Many weapons are subject to possible erosion from various sources, such as rust traps and monsters with eroding attacks (typically in the form of a passive attack); erosion can significantly reduce a weapon's effectiveness. Most metallic weapons can rust or corrode, while wooden weapons can be burnt.

A weapon can be made erodeproof by wielding it as a primary weapon and reading a scroll of enchant weapon while confused; this also repairs any current erosion on the weapon in question. Some weapons can also have their erosion repaired by dipping the weapon in a potion of oil.

Weapon attacks and usage

A hero or monster that has a weapon attack will use their wielded weapon when performing that attack, and weapon attacks are denoted with the AT_WEAP attack type flag within monattk.h in the source code.[3] The damage from a weapon attack serves as the base damage that is modified by the wielded weapon's damage if applicable, which includes any enchantments and damage bonuses:[4][5] for example, a hill orc has a 1d6 weapon attack (as detailed in its infobox), and if it attacks without a wielded weapon, it will only deal 1-6 damage—if that same hill orc attacks while wielding an uncursed +0 scimitar, which deals 1d8 damage to small and large monsters, the hill orc will deal 1-6 damage plus 1-8 damage from the scimitar for a total damage range of 2-14.

Monsters with weapon attacks can also throw or shoot projectiles at distant targets, depending on whether the ammo requires an appropriate launcher and if the attacker currently has that launcher wielded. If a monster with ammo that requires a launcher wants to shoot at a target but does not have the proper launcher wielded, they will take a turn to attempt wielding that launcher.

Table of weapons and their properties

Weapon Skill Cost Hands Weight Prob (‰) Dam. (S) Dam. (L) Material Appearance Tile Glyph
orcish dagger dagger 4 zm 1 10 12 2 2 iron crude dagger )
dagger dagger 4 zm 1 10 30 2.5 2 iron )
silver dagger dagger 40 zm 1 12 3 2.5 2 silver )
athame dagger 4 zm 1 10 N/A 2.5 2 iron )
elven dagger dagger 4 zm 1 10 10 3 2 wood runed dagger )
worm tooth knife 2 zm 1 20 N/A 1.5 1.5 bone )
knife (shito) knife 4 zm 1 5 20 2 1.5 iron )
stiletto knife 4 zm 1 5 5 2 1.5 iron )
scalpel knife 6 zm 1 5 N/A 2 2 metal )
crysknife knife 100 zm 1 20 N/A 5.5 5.5 bone )
axe axe 8 zm 1 60 40 3.5 2.5 iron )
battle-axe axe 40 zm 2 120 10 7 8.5 iron double-headed axe )
pick-axe pick-axe 50 zm 1 100 tool 3.5 2 iron (
dwarvish mattock pick-axe 50 zm 2 120 13 6.5 11.5 iron broad pick )
orcish short sword short sword 10 zm 1 30 3 3 4.5 iron crude short sword )
short sword (wakizashi) short sword 10 zm 1 30 8 3.5 4.5 iron )
dwarvish short sword short sword 10 zm 1 30 2 4 4.5 iron broad short sword )
elven short sword short sword 10 zm 1 30 2 4.5 4.5 wood runed short sword )
broadsword (ninja-to) broadsword 10 zm 1 70 8 5 4.5 iron )
runesword broadsword 300 zm 1 40 N/A 5 4.5 iron runed broadsword )
elven broadsword broadsword 10 zm 1 70 4 6 4.5 wood runed broadsword )
long sword long sword 15 zm 1 40 50 4.5 6.5 iron )
katana long sword 80 zm 1 40 4 5.5 6.5 iron samurai sword )
two-handed sword two-handed sword 50 zm 2 150 22 6.5 10.5 iron )
tsurugi two-handed sword 500 zm 2 60 N/A 8.5 11.5 metal long samurai sword )
scimitar saber 15 zm 1 40 15 4.5 4.5 iron curved sword )
silver saber saber 75 zm 1 40 6 4.5 4.5 silver )
club club 3 zm 1 30 12 3.5 2 wood )
aklys club 4 zm 1 15 8 3.5 2 iron thonged club )
mace mace 5 zm 1 30 40 4.5 3.5 iron )
silver mace mace 60 zm 1 36 2 4.5 3.5 silver )
morning star morning star 10 zm 1 120 12 5 4.5 iron )
flail (nunchaku) flail 4 zm 1 15 40 4.5 5 iron )
grappling hook flail 50 zm 1 30 tool 1.5 3.5 iron iron hook (
war hammer hammer 5 zm 1 50 15 3.5 2.5 iron )
quarterstaff quarterstaff 5 zm 2 40 11 3.5 3.5 wood staff )
partisan polearms 10 zm 2 80 5 3.5 4.5 iron vulgar polearm )
fauchard polearms 5 zm 2 60 6 3.5 4.5 iron pole sickle )
glaive (naginata) polearms 6 zm 2 75 8 3.5 5.5 iron single-edged polearm )
bec de corbin polearms 8 zm 2 100 4 4.5 3.5 iron beaked polearm )
spetum polearms 5 zm 2 50 5 4.5 7 iron forked polearm )
lucern hammer polearms 7 zm 2 150 5 5 3.5 iron pronged polearm )
guisarme polearms 5 zm 2 80 6 5 4.5 iron pruning hook )
ranseur polearms 6 zm 2 50 5 5 5 iron hilted polearm )
voulge polearms 5 zm 2 125 4 5 5 iron pole cleaver )
bill-guisarme polearms 7 zm 2 120 4 5 5.5 iron hooked polearm )
bardiche polearms 7 zm 2 120 4 5 7.5 iron long poleaxe )
halberd polearms 10 zm 2 150 8 5.5 7 iron angled poleaxe )
orcish spear spear 3 zm 1 30 13 3 4.5 iron crude spear )
spear spear 3 zm 1 30 50 3.5 4.5 iron )
silver spear spear 40 zm 1 36 2 3.5 4.5 silver )
elven spear spear 3 zm 1 30 10 4 4.5 wood runed spear )
dwarvish spear spear 3 zm 1 35 12 4.5 4.5 iron stout spear )
javelin spear 3 zm 1 20 10 3.5 3.5 iron throwing spear )
trident trident 5 zm 1 25 8 4.5 7.5 iron )
lance1 lance 10 zm 1 180 4 3.5 4.5 iron )
orcish bow bow 60 zm 1 30 12 1.5 1.5 wood crude bow )
orcish arrow2 bow 2 zm 1 1 20 3 3.5 iron crude arrow )
bow bow 60 zm 1 30 24 1.5 1.5 wood )
arrow2 bow 2 zm 1 1 55 3.5 3.5 iron )
elven bow bow 60 zm 1 30 12 1.5 1.5 wood runed bow )
elven arrow2 bow 2 zm 1 1 20 4 3.5 wood runed arrow )
yumi bow 60 zm 1 30 0 1.5 1.5 wood long bow )
ya2 bow 4 zm 1 1 15 4 4 metal bamboo arrow )
silver arrow2 bow 5 zm 1 1 12 3.5 3.5 silver )
sling sling 20 zm 1 3 40 1.5 1.5 leather )
flint stone2 sling 1 zm 1 10 gem 3.5 3.5 mineral gray stone *
crossbow crossbow 40 zm 1 50 45 1.5 1.5 wood )
crossbow bolt2 crossbow 2 zm 1 1 55 3.5 4.5 iron )
dart2 dart 2 zm 1 1 60 2 1.5 iron )
shuriken2 shuriken 5 zm 1 1 35 4.5 3.5 iron throwing star )
boomerang2 boomerang 20 zm 1 5 15 5 5 wood )
bullwhip whip 4 zm 1 20 2 1.5 1 leather )
rubber hose whip 3 zm 1 20 N/A 2.5 2 plastic )
unicorn horn unicorn horn 100 zm 2 20 tool 6.5 6.5 bone (

(‰) Relative probability.[6] Figures are given as probability in a thousand, or permille.

() Objects are significantly more common in play than their probability would otherwise imply due to monster starting inventory or certain traps.

(1) When the user is riding, the lance gets an additional 2d10 in case of a successful joust if the lance is wielded as a primary weapon and 2d2 if it is wielded as a secondary weapon[7]. The victim is also automatically stunned and thrown back a square.

(2) This is a projectile weapon that is meant to be thrown or fired, not wielded, in order to deal damage.

Strategy

A significant part of NetHack strategy comes down to weapon selection. On a basic level, curse-testing any weapons you find before wielding them is ideal, whether it be via a starting pet or an altar.

Erodeproofing

Once you have settled on your main weapon(s), erodeproof them as soon as you can in order to preserve their damage output. The urgency of this varies with your role and weapon(s) of choice: for instance, while most wooden and organic weapons risk being burnt, this is only a risk against monsters with fiery passive attacks (i.e. the fire elemental, fire vortex, and red mold), and fire traps also do not affect weapons.[8] Therefore, you can save scrolls of enchant weapon by switching to a metallic weapon or other burn-proof alternative against those monsters.

Weapons and monster size

Monsters by size
Main article: Physical size

Another aspect of weapon selection is accounting for the physical size of hostile monsters that you will face in the various stages of the game. As shown in the table above, various weapons have different hit dice against monsters depending on whether they are small (medium-sized or smaller) or large (large-sized or bigger).

The majority of monsters in the game are classified as small; this includes most of the monsters you encounter early on, with large monsters being intermittent and often more difficult in comparison. In contrast, the mid-game tends towards a mix of medium-sized monsters and larger; during the late game and end game, a majority of the most threatening monsters you will face - the Wizard of Yendor, the high priest of Moloch, and many of the Astral Plane denizens - are at least medium-sized, and most of the demon princes in Gehennom are large minus the dangerous but rarely-seen Dispater.

Fighting weaponless

In addition to being the preferred combat style of Monks, unwielding a weapon is viable if you must take on weapon-hazardous monsters such as acid blobs or rust monsters in melee, provided you lack a resistant weapon (e.g. a silver weapon or unicorn horn).

Encyclopedia entry

A weapon is a device for making your enemy change his mind.

[ The Vor Game, by Lois McMaster Bujold ]

See also

References