=== Attacking and Weapons===
 
Attacking is simple in Hengband. If you move into a creature, you
attack it. If you are wielding a weapon (including digging implements
which are considered to be weapons) when you do so, the damage for the
weapon is used when you hit a creature. Otherwise, you will attack with
your bare hands which does minimal damage (unless you are playing a
monk).

Melee can do more damage per turn than any other form of attack, and
the basic equipment (a weapon) is easy to find. On the other hand,
melee only works against adjacent monsters and takes a great deal of
training and equipment to come into its own deeper in the dungeon.
Upgrading to weapons with higher base damages is vital but heavy
weapons are harder to master. You will have to find a compromise,
depending on class, experience level, and available equipment (use the
'C'haracter screen to see how various weapons affect your melee skill).

You may wield both a primary weapon for melee combat, and a bow or
other missile launcher for launching missiles at the same time. Most
classes will benefit from carrying an assortment of attacking magical
devices.

***** <DistanceAttack>
--- Attacking from a Distance ---

You can attack creatures from a distance by firing a missile from a bow
or other missile launcher, by throwing an object or by using magical
items such as wands, rods and staves. If you have chosen to play a
spell casting class, you may be able to learn some spells which allow
you to attack a creature from a distance. You can use distance attacks
even when your target is next to you.

Whenever you give a command to fire a weapon, cast a spell, or use an
attacking magical device (unless the spell or device has an area
effect), you will be prompted for a direction. You may choose any of
the eight movement directions or press '*' to enter targeting mode. A
detailed explanation of targeting mode can be found in the section on
Command Descriptions (see commdesc.txt#ThrowFire [b]).

You may also wish to make use of the use_old_target option which
automatically selects the last target. This prevents you from having to
target the same monster every time you attack it. An explanation of
this option is found the section on User Interface Options (see
option.txt#UserInterface [c]).

***** <AttackWalls>
--- Attacking Monsters in Walls ---

You should note that some creatures, for example ghosts, can pass
through the dungeon walls. You can attack a creature in a wall with
your weapon by trying to move into the wall space which contains the
creature. If the creature is invisible and you do not have the ability
to see invisible creatures, you must tunnel into the wall space
containing the creature.

Bolt spells does full damage to such creature in a wall, but ball
spells will be stopped and blow up just in front of a wall and does
only half damages. Inversely, when you have ghost like form, and are
in a wall, you will take only half damage from ball spells and
breathes of monsters, which is very important privilege.

***** <MeleeWeapons>
=== Melee Weapons ===

Carrying a weapon in your backpack does you no good. You must wield a
weapon before it can be used in a fight. A secondary weapon can be kept
by keeping it in the backpack, and switching it with the primary weapon
when needed.

Weapons have two main magical characteristics, their enchanted ability
to hit and their enchanted ability to do damage, expressed as
`(+#,+#)'. A normal weapon would be `(+0,+0)'. Many weapons in Hengband
have bonuses to hit and/or do damage. Some weapons are cursed, and have
penalties that hurt the player. Cursed weapons cannot be unwielded
until the curse is lifted. Identifying a weapon will inform you of the
magical bonuses and penalties and whether or not it is cursed.

Hengband assumes that your youth in the rough environment near the
dungeons has taught you the relative merits of different weapons, and
displays as part of their description the damage dice which define
their capabilities. Any damage enchantment is added to the dice roll
for that weapon. The dice used for a given weapon is displayed as
"#d#". The first number indicates how many dice to roll, and the second
indicates how many sides they have. A "2d6" weapon will give damage
from 2 to 12, plus any damage bonus. The weight of a weapon is also a
consideration. Heavy weapons may hit harder, but they are also harder
to use. Depending on your strength, dexterity, character class, and
weapon weight, you may get several attacks per turn.


***** <MissileLaunch>
=== Missile Launchers ===

Firing a missile while wielding the appropriate launcher is the only
way to get the "full" power out of the missile. You may of course throw
an arrow at a monster without firing it from a bow, but you will find
the effects may not be what you had hoped. Slings will fire pebbles or
shots, bows will fire arrows and crossbows will fire bolts. Missiles of
varying type and quality can be bought in the town and may be found
throughout the dungeon.

Missile launchers, have their characteristics added to those of the
missile used, if the proper weapon/missile combination is used, and the
launcher multiplier is applied to the total damage, making missile
weapons very powerful given the proper missiles. This is especially
true if both the launcher and the missile are enchanted.

Hits and misses are determined by your ability to hit versus your
target's armor class. A hit is a strike that does some damage; a miss
may in fact reach a target, but fails to do any damage. Higher armor
class makes it harder to do damage, and so leads to more misses; it
will also reduce the damage from a strike that actually occurs.

The varying types of missile launchers each have their own strengths
and weaknesses. Which can be summarized as follows:

                 Shots per turn    Multiplier
Sling:                1.25             2
Short Bow:            1.00             2
Long Bow:             1.00             3
Light Crossbow:       0.83             3
Heavy Crossbow:       0.75             4

Bows tend to be good at dealing constant streams of damage.  A sling is
good for killing many small monsters - it even does more damage per
round than a short bow if you can carry enough ammunition.  Crossbows
deal enormous amounts of damage in one shot.  However, the reload time
is such that a longbow will deal more damage over time.

Certain classes automatically receive additional shots as they become
more experienced. Rangers and Cavalry receive some additional shots
with a bow. Rogues receive some extra shots with a sling. Archers and
Warriors receive some additional shots with any missile launcher.


***** <EgoArtifact>
== Ego Weapons and Artifacts ===

In addition to the ordinary weapons your character may find in the
dungeon, some of them may be endowed with additional powers. These
weapons fall into two types: (1) artifacts; and (2) ego weapons. Unlike
artifacts which are unique and may only be found once in each game, it
is not unusual to find several ego weapons of the same type during the
course of a character's adventures.

In general, artifacts and ego weapons may boost one or more of your
primary statistics, may confer certain abilities upon your character,
may grant resistance to certain forms of attack and may be especially
deadly against certain types of creature. Take note that if your weapon
has two attributes that make it deadly to your opponent (for example
you are fighting a demon and your weapon slays both evil and demons
(demons are evil)), only the most effective slay will apply.

(Defender)
    A magical weapon that actually helps the wielder defend himself,
    by increasing his/her armor class, and providing resistance
    against damage from fire, cold, acid and lightning attacks. It also
    grants levitation, increases your stealth, let you see invisible
    creatures and protects from paralyzation and some slowing attacks.
    It also helps you regenerate hit-points and mana faster.

(Holy Avenger)
    A Holy Avenger is one of the more powerful of weapons. It will
    increase your wisdom and your armor class and prevent you from
    becoming afraid. This weapon will do extra damage when used against
    evil, demonic and undead creatures, and will also give you the
    ability to see invisible creatures. These weapons are also blessed
    and so can be wielded by priests with no penalty.

Weapon of Westernesse
    A Weapon of Westernesse is one of the more powerful weapons. It
    slays orcs, trolls and giants while increasing your strength,
    dexterity, and constitution. It also allows you to see invisible
    creatures and protects from paralyzation and some slowing attacks.

(Trump Weapon)
    A Trump Weapon is especially deadly against evil creatures and will
    increase your ability to discover hidden dungeon features. It will
    help you regenerate hit-points and mana faster and at the same time
    will reduce your rate of food consumption. It provides resistance
    to nexus and protects from paralyzation and some slowing attacks.
    In addition it may cause you to teleport randomly and can be
    activated for teleport once every 50+1d50 turns.

(Pattern Weapon)
    A Pattern Weapon has been embedded with a fragment of the Pattern.
    It will increase your strength and constitution and also has a
    chance of increasing your dexterity. It is especially effective
    when used against evil, undead and demonic creatures. It will allow
    you to see invisible creatures and protects from paralyzation and
    some slowing attacks.

(Blessed Blade)
    A blessed blade will increase your wisdom and can be wielded by
    priests with no penalty.

Weapon of Extra Attacks
    These weapons will grant the user additional attacks per round.

Weapon of Sharpness (edged weapon only)
    These are known to occasionally score vorpal hits (see below) and
    will also increase your ability to tunnel through the dungeon
    walls.

Weapon of Earthquakes (hafted weapon only)
    These weapons may cause an earthquake when they strike an opponent
    which potentially may cause other monsters in the area to take
    damage from falling rocks and will destroy a small portion of the
    surrounding dungeon. They also increase your ability to tunnel
    through the dungeon walls.

Weapon of Slaying
    These weapons have a chance of being granted unusually high damage
    dice.

Implement of Digging
    These digging implements increase your ability to tunnel through
    the dungeon walls, and have the acid brand (see below).

--- The Elemental and Other Brands ---

(Chaotic)
    These bizarre, feared weapons have been manufactured in the Courts
    of Chaos, and are very unpredictable in combat often producing
    chaotic effects when they strike your opponent. Effects include
    *destruction*, teleport away and vampiric drain among others. A
    Chaotic weapon grants resistance to chaos attacks and cannot be
    damaged by acid, fire and electricity.

(Vampiric)
    These foul weapons have been created by Death magic. They lust for
    blood, and if such a weapon scores a hit, it greedily sucks life
    from the hapless victim, transferring the life energy to its
    master and healing them in the process.

Weapon of Melting
    A magical weapon of acid that will inflict damage with 2.5 times
    the normal dice when used against a creature that is not resistant
    to acid.  It also provides resistance against acid attacks.

Weapon of Shocking
    A magical weapon of lightning that will inflict damage with 2.5
    times the normal dice when used against a creature that is not
    resistant to electricity. It also provides resistance against
    lightning attacks.

Weapon of Freezing
    A magical weapon of ice that will inflict damage with 2.5 the
    normal dice when used against a creature that is not resistant to
    cold.  It also provides resistance against cold attacks.

Weapon of Burning
    A magical weapon of fire that will inflict damage with 2.5 the
    normal dice when used against a creature that is not resistant to
    fire.  It also provides resistance against fire attacks.

Weapon of Poisoning
    A magical weapon, coated with poison, that will inflict damage
    with 2.5 times the normal dice to creatures not resistant to
    poison. It also provides resistance against toxic and poisonous
    attacks.

Weapon of Force
    This weapon will attack monsters with your mana power and will
    inflict damage with six times the normal dice.

--- Weapons of Slay {Monster-Type} ---

Weapon of Slay Animal
    This weapon is especially effective against natural creatures and
    will inflict damage with two times the normal dice against such
    creatures.

Weapon of Slay Evil
    This weapon is especially effective against evil creatures and
    will inflict damage with two times the normal dice against such
    creatures.

Weapon of Slay Undead
    This weapon is especially effective against undead creatures and
    will inflict three times the normal dice against such
    creatures. It will also provide resistance to life draining
    attacks.

Weapon of Slay Demon
    This weapon is especially effective against demonic creatures and
    will inflict damage with three times the normal dice against such
    creatures.

Weapon of Slay Orc
    This weapon is especially effective against orcs and will inflict
    damage with three times the normal dice against such creatures.

Weapon of Slay Troll
    This weapon is especially effective against trolls and will
    inflict damage with three times the normal dice against such
    creatures.

Weapon of Slay Giant
    This weapon is especially effective against giant humanoids and
    will inflict damage with three times the normal dice against such
    creatures.

Weapon of Slay Dragon
    This weapon is especially effective against dragons and will
    inflict damage with three times the normal dice against such
    creatures.

--- Weapons of *Slay* {Monster-Type} ---

Weapon of *Slay* Animal
    This weapon is especially effective against natural creatures and
    will inflict damage with two times the normal dice against such
    creatures. It will also increase your intelligence and allow you
    to regenerate hit-points and mana faster.

Weapon of *Slay* Evil
    This weapon is especially effective against evil creatures and
    will inflict damage with two times the normal dice against such
    creatures. It will increase your wisdom and will also be a blessed
    blade.

Weapon of *Slay* Undead
    This weapon is especially effective against undead creatures and
    will inflict damage with three times the normal dice against such
    creatures. It will increase your wisdom and will also provide
    resistance to both nether and life-draining attacks. Finally, it
    will allow you to see invisible creatures.

Weapon of *Slay* Demon
    This weapon is especially effective against demonic creatures and
    will inflict damage with three times the normal dice against such
    creatures. It will also increase your intelligence.

Weapon of *Slay* Orc
    This weapon is especially effective against orcs and will inflict
    damage with three times the normal dice against such creatures. It
    will also increase your dexterity.

Weapon of *Slay* Troll
    This weapon is especially effective against trolls and will
    inflict damage with three times the normal dice against such
    creatures. It will also increase your strength.

Weapon of *Slay* Giant
    This weapon is especially effective against giant humanoids and
    will inflict damage with three times the normal dice against such
    creatures. It will also increase your strength.

Weapon of *Slay* Dragon
    This weapon is especially effective against dragons and will
    inflict damage with five times the normal dice against such
    creatures. It will also increase your constitution.


--- Missile Launchers ---

Launcher of Accuracy
    These missile launchers have an unusually high bonus to hit.

Launcher of Velocity
    These missile launchers have an unusually high bonus to dam.

Launcher of Extra Might
    These missile launchers have an unusually high damage multiplier.

Launcher of Extra Shots
    These missile launchers grant additional shots per round.

--- Ammunition ---

Ammunition of Hurt Animal
    This ammunition is especially effective against natural creatures
    and will do 1.7 times the normal damage against such creatures.

Ammunition of Hurt Evil
    This ammunition is especially effective against evil creatures and
    will do 1.5 times the normal damage against such creatures.

Ammunition of Hurt Dragon
    This ammunition is especially effective against dragons and will do
    three two the normal damage against such creatures.

Ammunition of Shocking
    This ammunition will inflict 1.7 times the normal damage when
    used against a creature that is not resistant to electricity.

Ammunition of Flame
    This ammunition will inflict 1.7 times the normal damage when
    used against a creature that is not resistant to fire.

Ammunition of Frost
    This ammunition will inflict 1.7 times the normal damage when
    used against a creature that is not resistant to cold.

Ammunition of Slaying
    This ammunition will have unusually large damage dice.

Ammunition of Wounding
    This ammunition will have unusually bonuses +to-hit and +to-dam.

--- Other Items ---

Apart from these there are some very rare and well made blades in the
dungeon. These include Blades of Chaos (which grant resistance to
chaos), Maces of Disruption (which are especially effective against
undead creatures) and Scythes of Slicing (which may score vorpal hits).

Note on Vorpal Weapons: A weapon with the vorpal flag will have a
1-in-6 chance of doing additional damage each time it strikes. If it
passes the roll it has a chance of doing it again. This continues until
a roll is failed. The calculations are nasty but the net effect is an
average 22% increase in damage output.


***** <MagicalAids>
=== Magical Aids to Physical Combat ===

There are several magical means of increasing your physical combat
ability. The most common of these are potions of heroism and berserk
strength and various scrolls (blessing, holy prayer, etc.). Typically,
these grant small cumulative bonuses to your combat skill. Some magic
realms contain equivalent spells.


***** <MonkAttacks>
=== Monk Attacks ===

The Monk and ForceTrainer is designed to be a barehanded fighter
rather than using a weapon like the other Hengband classes. As a
Monk's level increases the number of attacks they get per round
increases and new, increasingly powerful attacks become
available. Higher level attacks have a chance to stun the Monk's
opponent.

While the type of attack that a Monk uses for each blow is chosen at
random from the list of available attacks, at higher levels there is a
bias towards the attacks which do greater damage. This is because at
these levels, the game will roll several times for each blow with the
highest attack type chosen.


***** <MonkAttackTypes>
--- Monks Attack Types ---

Attack Name   Min.lvl   Damage   Stun    Notes
-----------------------------------------------------------------------
Punch            1       1d5       -
Kick             2       1d7       -
Strike           3       1d9       -
Knee             5       2d4       *     Likely to stun male opponents
Elbow            7       1d12      -
Butt             9       2d6       -
Ankle Kick      11       3d6       -     May slow down the opponent
Uppercut        13       5d5       6
Double-kick     16       5d6       8
Cat's Claw      20       5d8       -
Jump Kick       24       6d8      10
Eagle's Claw    28       7d9       -
Circle Kick     32       8d10     10
Iron Fist       35       8d11     10
Flying Kick     39       8d12     12
Dragon Fist     43       9d12     16
Crushing Blow   48      10d13     18


***** <MeleeTactics>
=== Basic Tactics ===


Pillardancing
-------------
Not recommended in Hengband:  monsters move at irregular speeds.


Shoot'n Scoot
-------------
Requires a large room, Phase Door, and some type of missile weapon.
Stand at one end of the room, your enemy at the other. Fire your
missile weapon at him until he gets close, and then Phase Door. Fire
again, until he gets close, and repeat. By the time you run out of
ammunition, he should be dead or weak enough for you to finish him HTH
(Hand to Hand).


Wail'n Bail
-----------
Requires Teleport items. Fight the monster until you're almost dead,
teleport out, find him, and resume fighting. This is dangerous, because
you could teleport right next to some nasty that will kill you. Also,
it is not generally useful for killing unique monsters, as they
regenerate damage very quickly, and by the time you find them again,
they will have healed what you did to them.


The Anti-Summoning Corridor
---------------------------
Requires a little time to set up. This can be done just about anywhere.
Dig a twisting corridor into the rock, and station yourself at one end
of it. When your opponent arrives, he won't be able to summon any
monsters next to you. This is a very important technique for fighting
many higher-end monsters which very quickly bring in a horde of other
monsters.


--
Original   : (??) Chris Weisiger and Leon Marrick
Updated    : (??)
Updated    : Zangband DevTeam
Updated    : Hengband 1.0.11

***** Begin Hyperlinks
***** [b] commdesc.txt#ThrowFire
***** [c] option.txt#UserInterface
