ATTACKING AND DAMAGE Version 0.1.3 Update 2005-05-04 ======================== Chance to Hit Monsters ======================== To calculate your character's chance to hit a monster in melee, first take your base melee skill from your race and class and then add in your level times the bonus each provides per level. Add any bonuses provided by your equipment (gloves of slaying and the like), except for your weapon, bow, and quiver. Then add any bonuses or penalties due to your current status (if you have more than one status, they are cumulative, except stun and heavy stun are not cumulative with each other). Next add your bonus from dexterity. If you are currently shapechanged, apply the appropriate adjustment. Then if your bow weighs more than your maximum weapon weight by strength, subtract two for every pound it is over the limit. Do the same for your weapon (if any). Then, if you are a druid fighting bare-handed, you get a bonus to hit of 14 plus your level. For other classes, the martial arts specialty grants a bonus of half your level when not wielding a weapon. If you are wielding a weapon, if the weight of the weapon is greater than the base allowance for your class plus your level times the allowance per level, you suffer the listed penalty times the number of pounds you are over the limit, with the given maximum penalty. On the other hand, if the weight of your weapon is less than the allowance, you gain the listed bonus times the number of pounds you are under the limit, with the given maximum bonus. Note that all of this is in addition to any possible penalty from having insufficient strength to properly wield your weapon. Next, priests and paladins wielding non-blessed swords or polearms (but not diggers) suffer a penalty of 10 plus half their level to hit. Humans wielding swords and dwarves wielding polearms gain a bonus of 3 plus their level over 7 to hit, while ents wielding polearms have a 3 plus level over 7 penalty. Finally, add in any plusses from your weapon's enchantment. Together, all of this determines your base ability to hit any monster. This is the value on which your Fighting skill is based; the various descriptors and the ranges they encompass are also displayed below. There are two additional modifications which may apply depending on which monster you choose to attack, however. First, if the monster is sleeping and you can see it, you gain a bonus to hit based upon your class. Second, if you cannot see the monster, your melee skill is halved. To determine whether you hit a monster, you need to also know the monster's AC. This is specific to a monster type and can generally be determined either by killing enough of them or by looking in monster.txt. The only modifier which may apply is due to the terrain, which may make the monster easier or more difficult to hit. There is then a 10% chance that your melee skill and the monster's AC will be totally ignored: 5% of the time, you will automatically hit, and the other 5% of the time you will automatically miss. Otherwise, a random number between 0 and 1 less than your melee skill will be generated, and if this is greater than or equal to the monster's AC, you hit. As a concrete example, consider Sulad, a 16th level Dunadan Druid attacking a sleeping baby green dragon barehanded. His base melee skill from race and class is +14 (+2 for being a dunadan and +12 for being a druid), modified by +11 for his level (0.16 * 16 = 2 for being a dunadan and 0.60 * 16 = 9 for being a druid), for a total of 25. His armor (hard leather armor) provides a -1 to hit, but his dexterity (15) provides a +1, cancelling that out. Since he is fighting bare-handed and shooting a sling (0.5 lb.), he doesn't suffer any penalty for having a weapon or bow that is too heavy. Because he is a druid fighting bare-handed, he gets a +30 bonus to hit (+14 + 16 for his level), making his modified skill +55. Since the dragon is sleeping, he gains an additional +8 to hit, making his final skill +63. A baby green dragon has an AC of 12, meaning that Sulad has a 0.05 + 0.9 * (51 / 63) = 77.857% chance of hitting it. Suppose Sulad were instead wielding a two-handed flail. In this case, his melee skill from race, class, equipment, and dexterity remain the same, but since his strength is only 13 and a two-handed flail weighs 22 lbs., he suffers a -4 penalty to hit from his lack of strength (-2 * 2 lbs. over the limit for his strength). He no longer gains the druid bonus for fighting bare-handed. The weapon weight allowance for a 16th level druid is 7.24 lbs., rounded to 7.2 (because all weights are internally expressed as decipounds). He would therefore suffer an additional -48 penalty for his weapon's weight (-3.3 * 14.8 lbs. over the limit), but the maximum penalty for a druid is only -30, making his modified skill -9 (25 - 4 - 30). Since the dragon is sleeping, he still gains that +8 to hit, making his final skill -1. Because this is less than the monster's AC, he will only hit 5% of the time. +-----------------------------------+ +----------------------------------+ | Melee skill, by race | | Melee skill, by class | +--------------+--------+-----------+ +-------------+--------+-----------+ | Race | Base + | Per Level | | Class | Base + | Per Level | +--------------+--------+-----------+ +-------------+--------+-----------+ | Human | 0 | 0 | | Warrior | +25 | +2 | | Half-Elf | -1 | -0.08 | | Mage | +10 | +0.50 | | Elf | -1 | -0.12 | | Priest | +16 | +1 | | Hobbit | -3 | -0.34 | | Rogue | +15 | +1.40 | | Gnome | -3 | -0.26 | | Ranger | +15 | +1.30 | | Dwarf | +2 | +0.22 | | Paladin | +19 | +1.52 | | Half-Orc | +2 | +0.10 | | Druid | +12 | +0.60 | | Half-Troll | +3 | +0.34 | | Necromancer | +10 | +0.60 | | Dunadan | +2 | +0.16 | | Assassin | +20 | +1.70 | | High-Elf | 0 | 0 | +-------------+--------+-----------+ | Maia | +4 | +0.40 | | Shadow Fairy | -3 | -0.24 | +------------------------+ | Ent | +2 | +0.16 | | + to hit by status (c) | | Beorning | +2 | +0.12 | +------------+-----------+ +--------------+--------+-----------+ | Status | + to hit | +------------+-----------+ +-----------------------------------+ | Stun | -5 | | Maximum weapon weight by strength | | Heavy Stun | -20 | +-----------------+-----------------+ | Blessed | +10 (+15) | | Strength | Max Weight | | Heroism | +10 (+15) | +-----------------+-----------------+ | Berserk | +5 (+10) | | 3 | 4 lbs. | +------------+-----------+ | 4 | 5 lbs. | | 5 | 6 lbs. | +------------------------+ | 6 | 7 lbs. | | Shapechanging + to hit | | 7 | 8 lbs. | +-------------+----------+ | 8 | 10 lbs. | | Shape | + to hit | | 9 | 12 lbs. | +-------------+----------+ | 10 | 14 lbs. | | Normal | 0 | | 11 | 16 lbs. | | Mouse | -15 | | 12 | 18 lbs. | | Ferret | 0 | | 13 | 20 lbs. | | Hound | 0 | | 14 | 22 lbs. | | Gazelle | 0 | | 15 | 24 lbs. | | Lion | +10 | | 16 | 26 lbs. | | Ent | 0 | | 17 | 28 lbs. | | Bat | -5 | | 18 - 18/19 | 30 lbs. | | Werewolf | +20 | | 18/20 - 18/29 | 35 lbs. | | Vampire | +5 | | 18/30 - 18/39 | 40 lbs. | | Wyrm | 0 | | 18/40 - 18/49 | 45 lbs. | | Bear | +5 (a) | | 18/50 - 18/59 | 50 lbs. | +-------------+----------+ | 18/60 - 18/69 | 55 lbs. | | 18/70 - 18/79 | 60 lbs. | | 18/80 - 18/89 | 65 lbs. | | 18/90 - 18/99 | 70 lbs. | | 18/100 - 18/149 | 80 lbs. | | 18/150 - 18/199 | 90 lbs. | | >= 18/200 | 100 lbs. | +-----------------+-----------------+ +--------------------------------------------------------------+ | Weight allowances and consequent bonuses/penalties to hit | +-------------+--------+---------+------+-------+------+-------+ | Class | Allow | per Lev | -/lb | Max - | +/lb | Max + | +-------------+--------+---------+------+-------+------+-------+ | Warrior | 15 lbs | 0.6 lb | -1.7 | -10 | +0 | +0 | | Mage | 6 lbs | 0.2 lb | -3.3 | -30 | +0 | +0 | | Priest | 12 lbs | 0.2 lb | -2.5 | -25 | +0 | +0 | | Rogue | 10 lbs | 0.2 lb | -3.3 | -25 | +1.7 | +15 | | Ranger | 12 lbs | 0.26 lb | -2.0 | -20 | +0 | +0 | | Paladin | 15 lbs | 0.6 lb | -1.7 | -10 | +0 | +0 | | Druid | 5 lbs | 0.14 lb | -3.3 | -30 | +0 | +0 | | Necromancer | 6 lbs | 0.2 lb | -3.3 | -30 | +0 | +0 | | Assassin | 10 lbs | 0.2 lb | -3.3 | -25 | +2.2 | +20 | +-------------+--------+---------+------+-------+------+-------+ +-------------------------------------+ +----------------------------+ | Bonus to hit sleeping monsters | | Dexterity bonus to hit | +---------+-------+----------+--------+ +-----------------+----------+ | Level | Rogue | Assassin | Others | | Dexterity | + to hit | +---------+-------+----------+--------+ +-----------------+----------+ | 1 - 4 | +10 | +7 | +5 | | 3 | -4 | | 5 - 9 | +12 | +9 | +6 | | 4 | -3 | | 10 - 14 | +14 | +10 | +7 | | 5 | -2 | | 15 - 19 | +16 | +12 | +8 | | 6 - 7 | -1 | | 20 - 24 | +18 | +13 | +9 | | 8 - 14 | 0 | | 25 - 29 | +20 | +15 | +10 | | 15 | +1 | | 30 - 34 | +22 | +16 | +11 | | 16 | +2 | | 35 - 39 | +24 | +18 | +12 | | 17 - 18/19 | +3 | | 40 - 44 | +26 | +19 | +13 | | 18/20 - 18/49 | +4 | | 45 - 49 | +28 | +21 | +14 | | 18/50 - 18/69 | +5 | | 50 | +30 | +22 | +15 | | 18/70 - 18/89 | +6 | +---------+-------+----------+--------+ | 18/90 - 18/99 | +7 | | 18/100 - 18/109 | +8 | +-------------------------------------+ | 18/110 - 18/119 | +9 | | Monster Melee Terrain bonuses to AC | | 18/120 - 18/129 | +10 | +-------------------+-----------------+ | 18/130 - 18/139 | +11 | | Terrain | + to AC | | 18/140 - 18/149 | +12 | +-------------------+-----------------+ | 18/150 - 18/159 | +13 | | FEAT_RUBBLE | AC / 7 + 5 | | 18/160 - 18/169 | +14 | | FEAT_TREE | AC / 7 + 5 (b) | | 18/170 - 18/179 | +15 | | FEAT_WATER | - AC / 5 | | 18/180 - 18/189 | +16 | +-------------------+-----------------+ | 18/190 - 18/199 | +17 | | 18/200 - 18/209 | +18 | +-------------+-------------+ | 18/210 - 18/219 | +19 | | Description | Skill Value | | >= 18/220 | +20 | +-------------+-------------+ +-----------------+----------+ | Awful | < 0 | | Very Bad | 0 - 9 | | Bad | 10 - 19 | | Poor | 20 - 29 | | Mediocre | 30 - 39 | | Fair | 40 - 49 | | Good | 50 - 59 | | Very Good | 60 - 79 | | Excellent | 80 - 109 | | Superb | 110 - 139 | | Heroic | 140 - 179 | | Legendary | > 179 | +-------------+-------------+ Notes: (a) If the player is 40th level or above, this is +10 instead. (b) Does not apply if the character is a druid or ranger. (c) Bonuses in parentheses are those granted with the enhance magic specialty. ==================== Missile Weapons and Chance to Hit ==================== Your chance to hit with a fired missile is calculated similarly to your chance to hit with a melee weapon. The only differenes are as follows: First, your base missile skill from race, class, and level will be different, so use the table for those below. Next, being berserk provides a -15 or -10 to hit with a missile weapon (depending on whether you have the enhance magic specialty), rather than a +5 or +10 bonus (as in melee). Similarly, most shapechanges will cause a penalty to hit, as shown in the table below. The penalties for wielding a weapon or bow that is too heavy for your strength are the same as in melee. Instead of the melee bonus for using a specific type of melee weapon, certain races and classes get bonuses or penalties for using different types of missile weapons. Rogues gain a bonus to hit of 3 + level / 4 when using a sling and rangers gain a bonus of 3 + level / 4 when using a bow. Also, humans using crossbows, elves or half-elves (but not high elves) using bows, and hobbits susing slings gain a bonus of 3 + level / 7, but dwarves shooting bows suffer a penalty of 3 + level / 7. Add in your missile launcher and missile's enhantments, rather than your weapon's. Finally, in missile combat, rogues and assassins gain no special bonuses to hit sleeping monsters; all classes get only a 5 + level / 5 bonus to hit. The monster's AC is the same as with melee combat, with the exception that the bonuses or penalties from terrain tend to be more severe. There are three special modifiers which only apply to missile combat: first, if you are using a missile launcher of accuracy, there is a 1 / 5 chance that your target's AC will be cut in third. Second, if your target is farther away than half the range of your weapon (see the section below on thrown and missile weapon ranges) or more than 10 squares away, you suffer a penalty to hit equal to the additional distance between yourself and the target. Third, after the above penalty is applied, you gain a bonus of half your missile skill if this is a continuation of a piercing attack; if this is the continuation of a missed attack, your missile skill is redued to two thirds its previous value. Note that the bonus to hit sleeping monsters is not applied until after these modifications. Once your final missile skill and the monster's adjusted AC have both been calculated, whether you hit the monster is determined in the same way as with melee combat. Missiles that do not hit the opponent continue on; if you have the piercing shot specialty and are using a bow or crossbow, successful hits have a 50% chance of continuing. +-----------------------------------+ +----------------------------------+ | Missile + to hit, by race | | Missile + to hit, by class | +--------------+--------+-----------+ +-------------+--------+-----------+ | Race | Base + | Per Level | | Class | Base + | Per Level | +--------------+--------+-----------+ +-------------+--------+-----------+ | Human | 0 | 0 | | Warrior | +25 | +1.60 | | Half-Elf | +1 | +0.12 | | Mage | +15 | +0.50 | | Elf | +2 | +0.20 | | Priest | +15 | +0.50 | | Hobbit | +2 | +0.16 | | Rogue | +29 | +1.20 | | Gnome | 0 | 0 | | Ranger | +30 | +1.70 | | Dwarf | 0 | 0 | | Paladin | +15 | +0.40 | | Half-Orc | -1 | -0.12 | | Druid | +21 | +0.80 | | Half-Troll | -2 | -0.16 | | Necromancer | +15 | +0.60 | | Dunadan | 0 | 0 | | Assassin | +29 | +1.60 | | High-Elf | +3 | +0.24 | +-------------+--------+-----------+ | Maia | +4 | +0.40 | | Shadow Fairy | -1 | -0.08 | +-------------------------+ | Ent | -2 | -0.16 | | Shapechanging Missile + | | Beorning | 0 | 0 | +--------------+----------+ +--------------+--------+-----------+ | Shape | + to hit | +--------------+----------+ +---------------------------------------+ | Normal | 0 | | Monster Missile Terrain bonuses to AC | | Mouse | -45 | +---------------------+-----------------+ | Ferret | -30 | | Terrain | + to A | | Hound | -30 | +---------------------+-----------------+ | Gazelle | -30 | | FEAT_RUBBLE | AC / 5 + 5 | | Lion | -20 | | FEAT_TREE | AC / 5 + 5 (b) | | Ent | -30 | | FEAT_WATER | - AC / 4 | | Bat | -35 | +---------------------+-----------------+ | Werewolf | -10 | | Vampire | -5 | | Wyrm | -30 | | Bear | -25 (a) | +--------------+----------+ Notes: (a) If the player is 40th level or above, this is -20 instead. (b) Does not apply if the character is a druid or ranger. ==================== Thrown Weapons and Chance to Hit ==================== Thrown weapon are handled similarly to missile weapons and the base thowing skill is calculated in the same manner, with the following further modifications. First, there are no interations between the type of item being thrown and the player's race or class (dwarves do not gain a bonus to hit when throwing axes, nor do they suffer a penalty when throwing arrows). Second, if the weapon is not a throwing weapon (dagger, throwing hammer, storm hammer, spear, throwing axe, or dart), you do not gain any bonuses to hit that may be granted by your equipment. You also are not affected by certain other bonuses and penalties; these are those that result from statuses (except being berserk, which gives a -20 penalty), the bonus from a high dexterity, the penalty from wielding a weapon or bow that is too heavy for your strength, and some shapehange bonuses (you still suffer a -10 penalty when a Vampire, and a -30 penalty when in other non-normal forms). Basically, when you throw an item other than a throwing weapon, you do not gain any bonus or penalty which is displayed as a + to hit, rather than directly affecting your bows/throwing skill. However, you instead gain a bonus of half again of your base skill and all those modifiers which do affect it. You then gain the bonus to hit from the weapon being thrown's enhantment (whether or not it is a throwing weapon), rather than the bonus from your missile launcher and missile. Third, the only class which gains a bonus to hit sleeping monsters is the assassin, and only if throwing a throwing weapon. In this case, they gain a bonus of 15 + level / 2. Fourth, since throwing weapons of accuracy do not exist and throwing weapons do not continue beyond their targets, those modifications do not apply. The monster's AC is calculated as with a missile weapon, and once this is known, whether you hit the monster is determined in the same manner. =================== Missile and Thrown Weapon Ranges =================== Missile and thrown weapons continue in the direction they are fired or thrown until they either reach the end of their range, hit a wall or other obstacle, or reach a monster. Missile weapons (but not thrown weapons) continue after missing a monster, and if you have the Piercing Shot specialty they have a 50% chance of continuing after a hit. The range of a missile weapon is fairly easy to deterimine--it is simply 10, plus 5 time the multiplier of your missile launcher. This means that most slings and short bows have range 20, most long bows and light crossbows range 25, and most heavy crossbows range 30. Extra might multipliers can and do change these values. The range of a thrown object is dependent upon your strength and the weight of the object. Take your strength and add 20. (A strength of 18/xxx is treated as 20 + xx0, with a maximum of 240 for a strength of 18/220 or greater). Multiply this by 10, then divide it by the weight of the object in tenths of a pound (or by 10, if the object weighs less than one pound). The maximum distance an object can normally be thrown is 10 squares, so if the number is greater than 10, reduce it to 10. Finally, if you have the Mighty Throw specialty, double the range. For example, a dagger (1.2 lbs.) thrown by someone with strength 18/39 would have range ((20 + 30) + 20) * 10 / 12 = 58. Since this is greater than 10, the range is reduced to 10. In fact, any object with a weight of less than 2.3 lbs has the full range of 10 even when thrown by someone with a strength of 3, since (3 + 20) * 10 / 23 = 10. On the other hand, a large jeweled chest (weight 65.0 lbs) can only be thrown ((20 + 220) + 20) * 10 / 650 = 4 spaces, even by someone with strength 18/220. ========================= Damage in Melee Combat ========================= When computing the amount of damage done by a weapon in melee combat, two things matter most: the number of dice your weapon uses and the number of sides on each of those dice. Nearly every other modifier to your damage affects one of those two things, so raising them can be crucial. To compute the amount of damage done by an attack, the first thing that is checked is whether a critical occurred. If you have the armsman specialty and can see your opponent, one time out of six you will get a critical. If you don't get a critical from that, take your total melee skill versus the monster you hit. Your chance to get a critical is your melee skill divided by the quantity 240 plus your melee skill, so a melee skill of 120 means you critical one third of the time. If you do critical, you have a 1/40 chance of having five extra dice added to your weapon, a 13/160 chance of having four extra dice, a 143/480 chance of three, and a 143/240 chance of two. The mean number of dice that will be added by a critical is 2.535. If you have the mana burn specialty and this is your first critical hit of the attack, one additional die is added to the critical and the monster loses 20 mana (or all its mana, if it has less than 20 currently). Next, compute the average damage from one die for your weapon. This is equal to half the number of sides plus an additional one half. This (as with most of the numbers dealing with the damage done) will be computed without rounding. Then multiply it by the highest value given below corresponding to an applicable brand or slay that the weapon possesses. Brands are applicable if the monster that was hit does not resist that element; slays are applicable if the monster is of the appropriate type. If you have the holy light specialty and the monster being attacked is undead, add 0.4 to the multiplier if the multiplier would otherwise be 3.0 (because of a whip of the balrog), 0.3 if it would otherwise be 2.0 or 2.5 (like a weapon of *slay* orc versus a skeleton orc), and 0.2 if it would otherwise be 1.0, 1.5, or 1.7 (a weapon of slay animal versus a skeleton serpent, for example). If you have holy light and the monster is not undead but is evil, add 0.3 to the multiplier if it would otherwise be 3.0, 0.2 if it would otherwise be 2.0 or 2.5, and 0.1 if it would otherwise be 1.0, 1.5, or 1.7. Next, multiply the average damage done by 1 + your deadliness percentage. For example, if your deadliness percentage is 81%, multiply the average damage done by 1.81. Similarly, if your deadliness percentage is -81%, multiply the average damage done by 0.19. Note that this multiplier cannot be less than 0 nor more than 3.55. Next, convert the average damage done back into a number of sides by multiplying it by two and subtracting one. At this point, you will likely have a mixed number for the number of sides. Take the integer portion of this number as the number of sides. You then have a chance equal to the fractional portion of this number of having one added to the number of sides. Finally, roll the total number of dice from your weapon and any critical with sides as calculated above, and add in a bonus for your highest applicable brands or slay. This bonus is equal to the multiplier for the brand or slay times ten minus 10, so a weapon of *slay* dragon would add a +15 to damage in addition to its multiplier. +----------------------------+ | Brand and Slay Multipliers | +---------------+------------+ | Brand/Slay | Mul | +----------------------+-----+ | No Brand/Slay | 1.0 | | Slay Animal | 1.7 | | *Slay* Animal | 2.0 | | Slay Evil | 1.5 | | Holy Attack | 1.5 | | *Slay* Evil | 1.7 | | Slay Undead | 2.0 | | *Slay* Undead | 2.5 | | Slay Demon | 2.0 | | *Slay* Demon | 2.5 | | Slay Orc | 2.0 | | *Slay* Orc | 2.5 | | Slay Troll | 2.0 | | *Slay* Troll | 2.5 | | Slay Giant | 2.0 | | *Slay* Giant | 2.5 | | Slay Dragon | 2.0 | | *Slay* Dragon | 2.5 | | Acid Brand | 1.7 | | Electricity Brand | 1.7 | | Fire Brand | 1.7 | | Whip of the Balrog | 3.0 | | Cold Brand | 1.7 | | Poison Brand | 1.7 | +----------------------+-----+ ======================== Damage in Missile Combat ======================== Damage in missile combat is computed similarly to damage in melee combat, with one exception--the multiplier from your missile weapon. Again, the first thing checked is whether you obtained a critical hit. The marksman specialty gives you a flat 1 in 6 chance of getting a critical; if this fails (or you don't have the marksman specialty), your chance to get a critical is your missile skill divided by 360 plus your missile skill. Therefore, a ranger with the marksman specialty and a total missile skill of 90 has a 1 in 3 chance of getting a critical (1/6 from marksman + 5/6 * 90 / (360 + 90) from missile skill = 1/6 + 1/6 = 1/3). If you do critical, you have a 1/50 chance of having three extra dice, a 49/500 chance of two, and a 441/500 chance of one. The mean number of dice added by a critical is thus 1.138 (slightly less than half the mean number of dice added by a melee critical). Next, compute the average damage from one die for your weapon, as with a melee weapon (half the number of sides, plus one half). Multiply this by the launcher multiplier. Then multiply by the highest applicable slay or brand on the weapon (note that paladins do not gain the effect of temporary elemental brands on their missile weapons); all brands and slays have the same effects as with melee weapons. Finally, multiply this number by 1 plus your deadliness; as with melee weapons, this multiplier cannot be less than 0 nor more than 3.55. You now have the average damage done by one die for this shot. Convert the average damage back into a number of sides as with a melee weapon (multiply by 2, subtract one, and convert to a integer number of sides by taking the fractional part of the number of sides as the chance of having the integer portion plus one as the final number of sides, otherwise you just have the integer portion). Finally, roll the appropriate number of dice with the computed number of sides (unless you got a critical, you will only get a single die). Add an additional 15 points of damage to the rolled amount if you are firing a weapon of velocity and it activated (1 in 20 chance each shot). If you have a supershot active (from the activations of either the Heavy Crossbow of Harad or a random artifact), multiply the damage by 1.25 and then add an additional 35 points. Finally, assassins add additional damage based on their level and the type of missile weapon: half their level when using a sling, 40% of their level when using a bow, and 1/3 of their level when using a crossbow. The chance that your ammo breaks is 30% for arrows and 20% for bolts and shots that pass through an occupied square and 0% for arrows, bolts, and shots that do not. There is one special case which is treated completely differently: if you fire a missile of backbiting, it will strike you instead. In this case, the number of dice rolled for damage is equal to your launcher multiplier times either one or two, with a 50% chance for each. Each die has size equal to four times the size of the missile die. There is no chance of a critical hit, and the only special damage that applies is that from a weapon of velocity. You will also sustain cuts equal to a number between one and three times the damage inflicted. ===================== Damage Using Thrown Weapons ===================== Damage using thrown weapons is similar to that from missile weapons, with the following exceptions: * Many weapons have multiple dice. * Perfectly balanced throwing weapons get twice the normal number of dice (before critical hits are checked). * Your chance of a critical hit (after the marksman chance) is based on 3/2 your skill, rather than just your skill. * Throwing weapons have their dice multiplied by 2 plus one-twelfth your level, rounded down (so by 2 for levels 1-11, 3 for 12-23, * etc.), applied after critical hits are checked. * Non-throwing weapons (like potions of detonations) do not get deadliness bonuses from other equipment you may be wearing. * Supershots do not apply to thrown weapons. The chance that your item breaks is 0% for perfectly balanced weapons or items that don't pass through an occupied square, and 1% for other throwing weapons that miss their targets. For other objects that pass through an occupied square, the breakage chance is 100% for flasks, potions, bottles, food, and junk, 40% for lights and scrolls, 30% for arrows, 20% for wands, shots, bolts, and spikes, and 10% for other items. Note that artifacts can never break. The base damage dealt when thrown by all objects without displayed damage dice is listed below; first the objects that do at least 5 damage on average, then others (objects not listed don't do damage). Item | Damage ==============================+======= Average Damage >= 5 | ------------------------------+------- Mushroom of Unhealth | 8d7 Disease | 8d12 Full Plate Armour | 2d4 Ribbed Plate Armour | 2d4 Mithril Plate Mail | 2d4 Adamantite Plate Mail | 2d4 All Dragon Scale Mails | 2d4 Potion of Lose Life Force | 5d5 Ruination | 8d8 Detonations | 22d22 Death | 12d12 Large wooden chest | 2d5 Small iron chest | 2d4 Large iron chest | 2d6 Small steel chest | 2d4 Large steel chest | 2d6 Small Jeweled chest | 2d4 Large Jeweled chest | 2d6 Flask of oil | 2d6 ------------------------------+------- Average Damage < 5 | ------------------------------+------- Sling | 2d1 Short Bow | 2d1 Long Bow | 3d1 Light Crossbow | 3d1 Heavy Crossbow | 4d1 Pair of Leather Sandals | 1d1 Soft Leather Boots | 1d1 Hard Leather Boots | 1d1 Metal Shod Boots | 1d1 Dwarven Boots | 1d1 Metal Cap | 1d1 Barbut | 1d2 Iron Helm | 1d3 Steel Helm | 1d3 Iron Crown | 1d1 Golden Crown | 1d1 Jewel-Encrusted Crown | 1d1 Soft Studded Leather | 1d1 Hard Studded Leather | 1d1 Leather Scale Mail | 1d1 Rusty Chain Mail | 1d4 Metal Scale Mail | 1d4 Chain Mail | 1d4 Augmented Chain Mail | 1d4 Double Chain Mail | 1d4 Bar Chain Mail | 1d4 Metal Brigandine Armour | 1d4 Partial Plate Armour | 1d6 Metal Lamellar Armour | 1d6 Mithral Chain Mail | 1d4 Set of Mail Gauntlets | 1d1 Steel Gauntlets | 1d1 Cesti | 1d1 Wicker Shield | 1d2 Small Leather Shield | 1d2 Small Metal Shield | 1d3 Large Leather Shield | 1d4 Large Metal Shield | 1d5 Knight's Shield | 1d6 Body Shield | 1d7 Shield of Deflection | 1d4 All Potions (unless noted) | 1d1 All Wands | 1d1 All Staves | 1d2 All Rods | 1d1 Small wooden chest | 2d3 Iron Spike | 1d1 Wooden Torch | 1d1 Brass Lantern | 1d1 All Junk (unles noted) | 1d1 Gnome Skeleton | 1d2 Elf Skeleton | 1d2 Dwarf Skeleton | 1d2 Human Skeleton | 1d2 ============================ Shield Bashes ============================ To be able to shield bash, you must firstly be wearing a shield on your arm (not on your back), and the monster you are attacking must be awake, visible, and have a depth of at least half your level. If all these conditions are satisfied, your base chance to bash is equal to your melee skill (from race, class, and level only) plus your dexterity bonus (or penalty) to hit. If you are a warrior or paladin, add your level; if a mage, druid, or necromancer, divide this by three. Then if you aren't skilled in non-weapon combat (that is, a druid or a warrior with the martial arts specialty) and aren't wielding a weapon, your bash chance is quadrupled. If your weapon's dice times its sides (10 for a 2d5 longsword, for example) times your number of blows is less than three times your shield's dice times its sides (see below), your bash chance is doubled (no matter what your class). So, for example, a paladin wielding a 2d4 mace and having two blows would gain the doubled shield bash chance if wearing a knight's shield or a body shield, since 2 * 4 * 2 = 16 < 1 * 6 * 3. Shield Type | Base Damage | Shield Weight ----------------------+-------------+--------------- Wicker Shield | 1d2 | 3 lbs Small Leather Shield | 1d2 | 5 lbs of the Elements | 1d2 | 5 lbs Small Metal Shield | 1d3 | 7 lbs of Thorin | 1d3 | 7 lbs Large Leather Shield | 1d4 | 11 lbs of Celegorm | 1d4 | 11 lbs Large Metal Shield | 1d5 | 13.5 lbs of Anarion | 1d5 | 12 lbs Knight's Shield | 1d6 | 16 lbs of Earendil | 1d6 | 16 lbs Body Shield | 1d7 | 20 lbs Shield of Deflection | 1d4 | 8 lbs of Gil-Galad | 1d4 | 8 lbs If this bash chance is greater than a random number between zero and 239 plus 9 times the monster's depth, you get a shield bash. The 'quality' of the bash (on which the damage done depends) is equal to your skill melee skill (race, class, level only) plus one eighth your weight, plus one eighth the total weight of your equipment, plus 10 / 3 times the weight of your shield (all weights in pounds). If you have taken the shield mastery specialty, an additional twice the weight of your shield is added to the bash quality. The base damage from your shield is rolled, then multiplied by the sum of one twentieth the bash quality (rounded down) add one seventh your level (again rounded down). Your strength bonus to deadliness is then added, and the total capped at 125 damage maximum. A shield chance also has separate chances for three side effects. First, if the quality of the bash plus your level is greater than a random number between 1 and 200 plus 4 times the monster's depth, the monster is stunned for an (additional) 4 rounds, plus 1 round for every five levels you have, to maximum of 24 rounds (regardless of how stunned the monster started out). Second, if the quality of the bash plus your level is greater than a new random number between 1 and 300 plus 6 times the monster's depth, and the monster is not immune to confusion, the monster will be confused for an (additional) 4 rounds, plus 1 round for every five levels you have (no maximum). Third, if 30 plus your dex bonus (or penalty) to hit is less than a random number between 1 and 60, you lose a number of blows between 1 and your maximum number of blows (this also affects your chances of getting an extra attack this round, if you have the fast attacking specialty).