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diff --git a/lib/help/attack.txt b/lib/help/attack.txt new file mode 100644 index 00000000..68fce965 --- /dev/null +++ b/lib/help/attack.txt @@ -0,0 +1,148 @@ +|||||oy +~~~~~01|Attacking Monsters +~~~~~02|Monsters|Attacking +#####R=== Attacking and Being Attacked === + +{{{{{<p>}Attacking is simple in ToME; attempting to move over a creature +attacks it. It is also possible to attack from a distance by firing a missile +or by magical means (wand, rod, spell, etc). Creatures attack in the same way. +This means that if you do not wish to melee with a creature, it is wise to keep +distant from it. This strategy is not perfect -- some monsters, such as +dragons, have a way to attack from a distance. + +Some creatures, such as Ghosts, have the ability to pass through walls. +To attack creatures (that you can see) who are currently in a wall, +attempt to move over it (even if you cannot pass through walls, the +attack will still happen). Monsters will take less damage from attacks +while they are in walls. Also, if you cannot see the monster (e.g. if you +are blind, or it is invisible and you do not have see invisible), this +will not work: you'll have to try to tunnel. Most spells and magic devices +cannot target monsters in walls. In situations like this, it is usually wise to +lure the monster out of the wall before attacking it. + +Melee attacks are handled as such: +#####G To-hit: + Your strength grants a bonus or penalty to-hit + Your class might grant a bonus or penalty to-hit + Your skill with specific kinds of weapons gives a bonus + to-hit (e.g.: Swordmastery gives a to-hit bonus + when using swords) + Enchantments on your weapon grant a bonus or penalty to-hit + Certain rings (accuracy, slaying) may also grants a bonus + or penalty to-hit + Your Tactic setting may give bonuses o penalties to-hit + (to change it, press 'C' and then 't' or 'T') + Other temporary effects (berserk, etc) might affect your + chance to hit + The armor rating of the monster you're attacking makes a + big difference + +#####G Blows: + Your strength and dexterity affect how many blows you get + Your class and level might affect how many blows you get + The weight of the weapon very likely will affect how many + blows you get + Certain skills (e.g. Swordmastery) may affect how many blows + you get with particular weapons + Enchantments on your weapon might also affect how many + blows you get (this is rare) + Certain very rare rings (of attacks) may also affect how + many blows you get + +#####G Damage: + The base damage of your weapon is rolled + Strength grants a bonus or penalty + Your class might grant a bonus or penalty + Combat and Weaponmastery skills increase your melee damage + Ranged masteries increase the damage multiplier of slings, + bows, crossbows or boomerangs(see below) + Enchantments on your weapon might also grant a bonus or + penalty + Your Tactic setting may give bonuses o penalties to damage + (to change it, press 'C' and then 't'or'T') + Temporary effects also might grant a bonus or penalty + +So, each blow you are entitled to is checked for a hit. If this is the case, +the damage is then applied to the monster. Note that unless you have some +barehanded combat training or are possessing a monster, melee without a weapon +will result in a single blow that does base damage of 1d1. This might, however, +be useful in attacking certain rare monsters that destroy weapons. + +Combat with a bow/sling is similar, except ammo is used (which will eventually +run out, requiring replacement). Bows don't have a base damage rating (ammo +does), instead having a damage multiplier. Bows can, however, be enchanted, +and enchantment on bows and arrows is cumulative (meaning that well-enchanted +bows and arrows can be one of the more effective weapons in the game. They +do, however, tend to be very expensive, as non-artifact arrows frequently break +after being fired). +Using ammo without the appropriate bow generally has poor results. +~~~~~03|Armor +#####R=== Armor === + +As the armor class of a monster greatly affects how hard it is for it +to be hit, your armor class affects how hard it is for it to hit you. +A high armor rating will make it much easier to survive deep in the dungeon. +For a warrior style class (Unbelievers, Fighters, Archers, etc), it is +generally wise to wear as much and as powerful armor as possible (subject +to weight limitations, of course). Spellcasting classes, however, have +limits on how much armor they can wear before it disrupts their motion +and makes it hard for them to cast spells properly. For many of these classes, +gloves are especially bad for spellcasting. Monks and Rogues skilled +at dodging will often find heavy armor cumbersome, too. +Armor has a base rating and an enchantment rating. The base rating is constant +for the type of armor (e.g. paper armor always has a base rating of 4), and +the enchantment depends on the item. There are also ways to further enchant +armor you have. Certain very powerful enchantments grant resistances to +specific forms of magical attacks. +~~~~~04|Attacking Monsters|Resistances +~~~~~05|Armor|Resistances +#####R=== Resistances and typed attacks=== +Many kinds of monsters, traps, and other effects do damage that has a type. +Types can have side effects in addition to the raw damage they deal. Certain +enchanted items can grant resistances, reducing the raw damage and possibly +reducing or eliminating the side effects. Some monsters also have resistances, +so watching the messages when attacking a monster can often reveal that a +particular attack is ineffective. +~~~~~06|Attacking Monsters|Damage Effect type (Fire/cold/nether etc) +~~~~~09|Damage Effects +#####GLow attacks + Fire - Destroys weapons, armor, scrolls, and staves. Reduces strength. + Cold - Shatters potions. + Elec - Reduces dexterity, destroys rings and wands. + Acid - Reduces bonuses on equipped armor, reduces charisma. + +#####GMiddle attacks + Poison - Player becomes poisoned + Light - Blinds player, perma-lights area + Dark - Blinds player, darkens area + Confusion - Confuses player + +#####GHigh attacks + Nether - Drains experience + Nexus - Scrambles statistics, teleports player randomly + Disenchantment - Reduces bonuses on equipped items + Chaos - Confuses, drains life, causes hallucination, and more + Sound - Shatters potions + Shards - Cuts player + +#####GUnresistable attacks + Water - Stuns player + Ice - Stuns player, shatters potions + Plasma - Stuns player, otherwise same as fire attacks + Force - Pushes player a few squares back + Inertia - Slows player + Gravity - Slows and teleports player a few squares + Disintegration - Destroys items on ground, destroys walls + Mana - Destroys items on ground +~~~~~07|Monsters|Monster Memory +#####R=== Monster Memory === + +The thousands of different creatures in ToME have many different +characteristics, including spells, resistances, health, attacks, and speed. +The information you have learned about each monster from your encounters +with them is recorded in the monster memory (accessed with '/' or by 'l'ooking +at a monster). It is possible to eventually learn all the characteristics +of any given monster by interacting with them enough, but this is not always +desirable (hanging around great hell wyrms, for example, can be hazardous +to one's health). Certain spells may help you learn faster, as well as +research centres in town. |