1 === Attacking Monsters ===
3 Attacking is simple in Zangband. If you move into a creature, you
4 attack it. If you are wielding a weapon (including digging implements
5 which are considered to be weapons) when you do so, the damage for the
6 weapon is used when you hit a creature. Otherwise, you will attack with
7 your bare hands which does minimal damage (unless you are playing a
10 Melee can do more damage per turn than any other form of attack, and
11 the basic equipment (a weapon) is easy to find. On the other hand,
12 melee only works against adjacent monsters and takes a great deal of
13 training and equipment to come into its own deeper in the dungeon.
14 Upgrading to weapons with higher base damages is vital but heavy
15 weapons are harder to master. You will have to find a compromise,
16 depending on class, experience level, and available equipment (use the
17 'C'haracter screen to see how various weapons affect your melee skill).
19 You may wield both a primary weapon for melee combat, and a bow or
20 other missile launcher for launching missiles at the same time. Most
21 classes will benefit from carrying an assortment of attacking magical
24 ***** <DistanceAttack>
25 --- Attacking from a Distance ---
27 You can attack creatures from a distance by firing a missile from a bow
28 or other missile launcher, by throwing an object or by using magical
29 items such as wands, rods and staves. If you have chosen to play a
30 spell casting class, you may be able to learn some spells which allow
31 you to attack a creature from a distance. You can use distance attacks
32 even when your target is next to you.
34 Whenever you give a command to fire a weapon, cast a spell, or use an
35 attacking magical device (unless the spell or device has an area
36 effect), you will be prompted for a direction. You may choose any of
37 the eight movement directions or press '*' to enter targeting mode. A
38 detailed explanation of targeting mode can be found in the section on
39 Command Descriptions (see commdesc.txt#ThrowFire [1]).
41 You may also wish to make use of the use_old_target option which
42 automatically selects the last target. This prevents you from having to
43 target the same monster every time you attack it. An explanation of
44 this option is found the section on User Interface Options (see
45 option.txt#UserInterface [2]).
48 --- Attacking Monsters in Walls ---
50 You should note that some creatures, for example ghosts, can pass
51 through the dungeon walls. When such a creature is in a wall, it can
52 not be damaged by attacks which are normally stopped by walls (this
53 includes most types of magical attacks). You can, however, attack a
54 creature in a wall with your weapon by trying to move into the wall
55 space which contains the creature. If the creature is invisible and
56 you do not have the ability to see invisible creatures, you must tunnel
57 into the wall space containing the creature.
60 --- Body and Shield Bashes ---
62 If a creature is positioned next to you, you may bash it. Weight is the
63 primary factor in being able to bash something, but strength plays a
64 role too. If a shield is currently being worn, the bash is a shield
65 bash and will do more damage. A successful bashing will damage your
66 opponent and may throw an opponent off balance for a number of rounds,
67 allowing a player to get in a free hit or more. Unfortunately, the
68 converse is also true. Having a high dexterity reduces the chance of
69 you being thrown off balance. This is a risky attack.
71 Note: You will automatically do shield bashes during melee combat.
72 These bashes have a chance to stun or confuse your opponent.
78 Carrying a weapon in your backpack does you no good. You must wield a
79 weapon before it can be used in a fight. A secondary weapon can be kept
80 by keeping it in the backpack, and switching it with the primary weapon
83 Zangband assumes that your youth in the rough environment near the
84 dungeons has taught you the relative merits of different weapons, and
85 displays as part of their description the damage dice which define
86 their capabilities. The dice used for a given weapon is displayed as
87 "#d#". The first number indicates how many dice to roll, and the second
88 indicates how many sides they have. A "2d6" weapon will give damage
89 from 2 to 12, before considering any other bonuses. The weight of a
90 weapon is also a consideration.
92 In addition to their base damage, each weapon has two main magical
93 characteristics, their bonus to your skill and their bonus to your
94 deadliness, expressed as "(+#,+#)". A normal weapon would be "(+0,+0)"
95 but many weapons in Zangband have bonuses to your skill and/or
96 deadliness. These bonuses may be increased, subject to certain upper
97 limits, by magical means through a process referred to as 'enchanting'.
98 Some weapons are cursed, and will have penalties that hurt the player.
99 Cursed weapons cannot be unwielded until the curse is lifted. Note that
100 identifying a weapon will inform you of the magical bonuses and
101 penalties and whether or not it is cursed.
103 Although you receive any magical bonuses an unidentified weapon may
104 possess when you wield it, those bonuses will not be added in to the
105 displayed values of skill and deadliness on your character sheet. You
106 must identify the weapon before the displayed values reflect the real
110 ***** <MissileLaunch>
111 === Missile Launchers ===
113 Firing a missile while wielding the appropriate launcher is the only
114 way to get the "full" power out of the missile. You may of course throw
115 an arrow at a monster without firing it from a bow, but you will find
116 the effects may not be what you had hoped. Slings will fire pebbles or
117 shots, bows will fire arrows and crossbows will fire bolts. Missiles of
118 varying type and quality can be bought in the town and may be found
119 throughout the dungeon.
121 Missile launchers, have their characteristics added to those of the
122 missile used, if the proper weapon/missile combination is used, and the
123 launcher multiplier is applied to the total damage, making missile
124 weapons very powerful given the proper missiles. This is especially
125 true if both the launcher and the missile are enchanted.
127 Hits and misses are determined by your ability to hit versus your
128 target's armor class. A hit is a strike that does some damage; a miss
129 may in fact reach a target, but fails to do any damage. Higher armor
130 class makes it harder to do damage, and so leads to more misses; it
131 will also reduce the damage from a strike that actually occurs.
133 The varying types of missile launchers each have their own strengths
134 and weaknesses. Which can be summarized as follows:
136 energy to fire multiplier remarks
139 Long Bow: 100 2 strength < 16
141 Light Crossbow: 120 4
142 Heavy Crossbow: 150 5 dexterity >= 16
145 Bows tend to be good at dealing constant streams of damage. A sling is
146 good for killing many small monsters - it even does more damage per
147 round than a short bow if you can carry enough ammunition. Crossbows
148 deal enormous amounts of damage in one shot. However, the reload time
149 is such that a longbow will deal more damage over time.
151 Certain classes automatically receive additional shots as they become
152 more experienced. Rangers receive an additional shot with a bow at
153 level 20 and at level 40 and an additional shot with a crossbow at
154 level 30. Rogues receive an extra shot with a sling at level 20 and at
155 level 40. Warriors receive an additional shot with any missile launcher
160 == Ego Weapons and Artifacts ===
162 In addition to the ordinary weapons your character may find in the
163 dungeon, some of them may be endowed with additional powers. These
164 weapons fall into two types: (1) artifacts; and (2) ego weapons. Unlike
165 artifacts which are unique and may only be found once in each game, it
166 is not unusual to find several ego weapons of the same type during the
167 course of a character's adventures.
169 In general, artifacts and ego weapons may boost one or more of your
170 primary statistics, may confer certain abilities upon your character,
171 may grant resistance to certain forms of attack and may be especially
172 deadly against certain types of creature. Take note that if your weapon
173 has two attributes that make it deadly to your opponent (for example
174 you are fighting a demon and your weapon slays both evil and demons
175 (demons are evil)), only the most effective slay will apply.
177 Zangband has extended the original Angband's concept of adding random
178 abilities to the various Ego types considerably. These can be either
179 guaranteed or have only a varying chance of being granted. (See
180 'Randabil.spo' for details of the random powers of Ego Weapons).
184 A magical weapon that actually helps the wielder defend himself,
185 by increasing his/her armor class, and providing resistance
186 against damage from fire, cold, acid and lightning attacks. It also
187 grants levitation, increases your stealth, let you see invisible
188 creatures and protects from paralyzation and some slowing attacks.
189 It also helps you regenerate hit-points and mana faster.
192 A Holy Avenger is one of the more powerful of weapons. It will
193 increase your wisdom and your armor class and prevent you from
194 becoming afraid. This weapon will do extra damage when used against
195 evil, demonic and undead creatures, and will also give you the
196 ability to see invisible creatures. These weapons are also blessed
197 and so can be wielded by priests with no penalty.
199 Weapon of Westernesse
200 A Weapon of Westernesse is one of the more powerful weapons. It
201 slays orcs, trolls and giants while increasing your strength,
202 dexterity, and constitution. It also allows you to see invisible
203 creatures and protects from paralyzation and some slowing attacks.
206 A Trump Weapon is especially deadly against evil creatures and will
207 increase your ability to discover hidden dungeon features. It will
208 help you regenerate hit-points and mana faster and at the same time
209 will reduce your rate of food consumption. It provides resistance
210 to nexus and protects from paralyzation and some slowing attacks.
211 In addition it may cause you to teleport randomly and can be
212 activated for teleport once every 50+1d50 turns.
215 A Pattern Weapon has been embedded with a fragment of the Pattern.
216 It will increase your strength and constitution and also has a
217 chance of increasing your dexterity. It is especially effective
218 when used against evil, undead and demonic creatures. It will allow
219 you to see invisible creatures and protects from paralyzation and
220 some slowing attacks.
223 A blessed blade will increase your wisdom and can be wielded by
224 priests with no penalty.
226 Weapon of Extra Attacks
227 These weapons will grant the user additional attacks per round.
229 Weapon of Sharpness (edged weapon only)
230 These are known to occasionally score vorpal hits (see below) and
231 will also increase your ability to tunnel through the dungeon
234 Weapon of Earthquakes (hafted weapon only)
235 These weapons may cause an earthquake when they strike an opponent
236 which potentially may cause other monsters in the area to take
237 damage from falling rocks and will destroy a small portion of the
238 surrounding dungeon. They also increase your ability to tunnel
239 through the dungeon walls.
242 These weapons have a chance of being granted unusually high damage
246 These digging implements increase your ability to tunnel through
247 the dungeon walls, and have the acid brand (see below).
249 --- The Elemental and Other Brands ---
252 These bizarre, feared weapons have been manufactured in the Courts
253 of Chaos, and are very unpredictable in combat often producing
254 chaotic effects when they strike your opponent. Effects include
255 *destruction*, teleport away and vampiric drain among others. A
256 Chaotic weapon grants resistance to chaos attacks and cannot be
257 damaged by acid, fire and electricity.
260 These foul weapons have been created by Death magic. They lust for
261 blood, and if such a weapon scores a hit, it greedily sucks life
262 from the hapless victim, transferring the life energy to its
263 master and healing them in the process.
266 A magical weapon of acid that will inflict three times the normal
267 damage when used against a creature that is not resistant to acid.
268 It also provides resistance against acid attacks.
271 A magical weapon of lightning that will inflict three times the
272 normal damage when used against a creature that is not resistant to
273 electricity. It also provides resistance against lightning attacks.
276 A magical weapon of ice that will inflict three times the normal
277 damage when used against a creature that is not resistant to cold.
278 It also provides resistance against cold attacks.
281 A magical weapon of fire that will inflict three times the normal
282 damage when used against a creature that is not resistant to fire.
283 It also provides resistance against fire attacks.
286 A magical weapon, coated with poison, that will inflict three times
287 the normal damage to creatures not resistant to poison. It also
288 provides resistance against toxic and poisonous attacks.
290 --- Weapons of Slay {Monster-Type} ---
292 Weapon of Slay Animal
293 This weapon is especially effective against natural creatures and
294 will do three times the normal damage against such creatures.
297 This weapon is especially effective against evil creatures and will
298 do two times the normal damage against such creatures.
300 Weapon of Slay Undead
301 This weapon is especially effective against undead creatures and
302 will do three times the normal damage against such creatures. It
303 will also provide resistance to life draining attacks.
306 This weapon is especially effective against demonic creatures and
307 will do three times the normal damage against such creatures.
310 This weapon is especially effective against orcs and will do
311 three times the normal damage against such creatures.
314 This weapon is especially effective against trolls and will do
315 three times the normal damage against such creatures.
318 This weapon is especially effective against giant humanoids and
319 will do three times the normal damage against such creatures.
321 Weapon of Slay Dragon
322 This weapon is especially effective against dragons and will do
323 three times the normal damage against such creatures.
325 --- Weapons of *Slay* {Monster-Type} ---
327 Weapon of *Slay* Animal
328 This weapon is especially effective against natural creatures and
329 will do three times the normal damage against such creatures. It
330 will also increase your intelligence and allow you to regenerate
331 hit-points and mana faster.
333 Weapon of *Slay* Evil
334 This weapon is especially effective against evil creatures and will
335 do two times the normal damage against such creatures. It will
336 increase your wisdom and will also be a blessed blade.
338 Weapon of *Slay* Undead
339 This weapon is especially effective against undead creatures and
340 will do three times the normal damage against such creatures. It
341 will increase your wisdom and will also provide resistance to both
342 nether and life-draining attacks. Finally, it will allow you to see
345 Weapon of *Slay* Demon
346 This weapon is especially effective against demonic creatures and
347 will do three times the normal damage against such creatures. It
348 will also increase your intelligence.
351 This weapon is especially effective against orcs and will do three
352 times the normal damage against such creatures. It will also
353 increase your dexterity.
355 Weapon of *Slay* Troll
356 This weapon is especially effective against trolls and will do
357 three times the normal damage against such creatures. It will also
358 increase your strength.
360 Weapon of *Slay* Giant
361 This weapon is especially effective against giant humanoids and
362 will do three times the normal damage against such creatures. It
363 will also increase your strength.
365 Weapon of *Slay* Dragon
366 This weapon is especially effective against dragons and will do
367 five times the normal damage against such creatures. It will also
368 increase your constitution.
370 --- Missile Launchers ---
373 These missile launchers have an unusually high bonus to hit.
376 These missile launchers have an unusually high bonus to dam.
378 Launcher of Extra Might
379 These missile launchers have an unusually high damage multiplier.
381 Launcher of Extra Shots
382 These missile launchers grant additional shots per round.
386 Ammunition of Hurt Animal
387 This ammunition is especially effective against natural creatures
388 and will do three times the normal damage against such creatures.
390 Ammunition of Hurt Evil
391 This ammunition is especially effective against evil creatures and
392 will do two times the normal damage against such creatures.
394 Ammunition of Hurt Dragon
395 This ammunition is especially effective against dragons and will do
396 three times the normal damage against such creatures.
398 Ammunition of Shocking
399 This ammunition will inflict three times the normal damage when
400 used against a creature that is not resistant to electricity.
403 This ammunition will inflict three times the normal damage when
404 used against a creature that is not resistant to fire.
407 This ammunition will inflict three times the normal damage when
408 used against a creature that is not resistant to cold.
410 Ammunition of Slaying
411 This ammunition will have unusually large damage dice.
413 Ammunition of Wounding
414 This ammunition will have unusually bonuses +to-hit and +to-dam.
418 Apart from these there are some very rare and well made blades in the
419 dungeon. These include Blades of Chaos (which grant resistance to
420 chaos), Maces of Disruption (which are especially effective against
421 undead creatures) and Scythes of Slicing (which may score vorpal hits).
423 Note on Vorpal Weapons: A weapon with the vorpal flag will have a
424 1-in-6 chance of doing additional damage each time it strikes. If it
425 passes the roll it has a chance of doing it again. This continues until
426 a roll is failed. The calculations are nasty but the net effect is an
427 average 22% increase in damage output.
431 === Magical Aids to Physical Combat ===
433 There are several magical means of increasing your physical combat
434 ability. The most common of these are potions of heroism and berserk
435 strength and various scrolls (blessing, holy prayer, etc.). Typically,
436 these grant small cumulative bonuses to your combat skill. Some magic
437 realms contain equivalent spells.
441 === Calculating Damage ===
443 Unlike standard Angband, however you attack a monster, whether in melee
444 or by firing or throwing missiles, the weapon or object's base number
445 of damage dice are cumulatively multiplied by any and all applicable
446 modifiers. Actual damage is determined by rolling the final number of
447 dice. The biggest conceptual difference is how Skill and Deadliness
448 (formerly known as to-hit and to-damage respectively) work:
450 Combat Skill: (formerly called the plus to hit)
451 Your combat skill affects your ability to hit a monster, and also
452 determines how often you get critical hits. The more skilled you
453 are, the better those critical hits. You know you have scored a
454 critical hit when you get any combat message other than "you hit"
455 (or punch) "the <monster_name>".
457 Deadliness: (formerly called the plus to damage)
458 Deadliness acts as a percentage bonus to damage (you may inspect
459 your current bonus on the character screen). It is not unusual
460 for high-level characters to have bonuses in excess of 200%, and
461 therefore triple the number of dice they roll on every blow with
462 the Deadliness multiplier alone.
468 The formula for calculating the damage done by a weapon whose base
469 damage dice are XdY is as follows:
471 Z = X * (bonus from any applicable slays/brands) * (the critical
472 multiplier (if any)) * (bonus from your deadliness percentage)
474 Then roll a Y-sided dice Z times adding each result to give the
479 You hit a Troll with a dagger (1d4)
481 there is one damage die : 1x damage
482 it's a weapon of Slay Troll : 2x damage
483 you get a critical hit for 2x damage : 2x damage
484 you have a total bonus to Deadliness of 200% : 2x damage
488 Z = 1 * 2 * 2 * 2 = 8
490 Rolling a four-sided dice 8 times yields an average damage of 20
495 --- Bare Handed Combat ---
497 The calculation for bare handed combat is identical to that of melee
498 combat. With the exception of the monk class, it is assumed that your
499 hands will do a base damage of 1d1. Thus you will get two 1d1 attacks
500 per round. Monk bare handed combat is addressed separately below.
504 --- Missile Launchers ---
506 The formula for calculating the damage done by a missile launcher
507 firing ammunition whose base damage dice are XdY is as follows:
509 Z = X * (missile launcher damage multiplier) * (bonus from any
510 applicable slays/brands) * (the critical multiplier (if any))
511 * (bonus from your deadliness percentage)
513 Then roll a Y-sided dice Z times adding each result to give the
518 You use a long bow to hit a Dragon with an arrow (3d4)
520 there are three damage dice : 3x damage
521 its a long bow, and you have high strength : 3x damage
522 it's an arrow of Hurt Dragon : 2x damage
523 you don't get a critical hit : 1x damage
524 you have a total bonus to Deadliness of 200% : 2x damage
528 Z = 3 * 3 * 2 * 1 * 2 = 36
530 Rolling a four-sided dice 36 times yields an average damage of 90
537 Throwing and firing are broadly similar, with five main differences:
538 firstly, only throwing weapons have a damage multiplier, which
539 increases as you gain experience levels (it ranges from 4 to 12).
540 Secondly, no thrown object other than the special throwing weapons
541 may take advantage of bonuses to Skill or Deadliness granted by your
542 equipment. Thirdly, only throwing weapons can get critical hits when
543 thrown. Fourthly, thrown objects may break, but throwing weapons only
544 do so rarely. Finally, you may never throw more than one object per
545 round. Note that throwing weapons are very rare...
547 The formula for calculating the damage done by a thrown object whose
548 base damage dice are XdY is as follows:
550 Z = X * (throwing damage multiplier (if any)) * (bonus from any
551 applicable slays/brands) * (the critical multiplier (if any))
552 * (bonus from your deadliness percentage)
554 Then roll a Y-sided dice Z times adding each result to give the
559 You throw a spear (1d6) to hit an Orc and at your level throwing
560 weapons receive a 6x multiplier.
562 there is one damage die : 1x damage
563 its a throwing weapon : 6x damage
564 no applicable slay or brand : 1x damage
565 you get a critical hit for 3x damage : 3x damage
566 you have a total bonus to Deadliness of 200% : 2x damage
570 Z = 1 * 6 * 1 * 3 * 2 = 36
572 Rolling a six sided dice 36 times yields an average damage of 126
578 You throw a flail (2d6) to hit an Orc and at your level throwing
579 weapons receive a 2x multiplier.
581 there are two damage dice : 2x damage
582 its not a throwing weapon : 1x damage
583 no applicable slay or brand : 1x damage
584 no critical hit (its not a throwing weapon) : 1x damage
585 no Deadliness bonus (its not a throwing weapon) : 1x damage
589 Z = 2 * 1 * 1 * 1 * 1 = 2
591 Rolling a six-sided dice 2 times yields an average damage of 7.
597 The Monk character is designed to be a barehanded fighter rather than
598 using a weapon like the other Zangband classes. As a Monk's level
599 increases the number of attacks they get per round increases and new,
600 increasingly powerful attacks become available. Higher level attacks
601 have a chance to stun the Monk's opponent.
603 While the type of attack that a Monk uses for each blow is chosen at
604 random from the list of available attacks, at higher levels there is a
605 bias towards the attacks which do greater damage. This is because at
606 these levels, the game will roll several times for each blow with the
607 highest attack type chosen.
610 ***** <MonkAttackTypes>
611 --- Monks Attack Types ---
613 Attack Name Min.lvl Damage Stun Notes
614 -----------------------------------------------------------------------
618 Knee 5 2d3 * Likely to stun male opponents
621 Ankle Kick 11 2d5 - May slow down the opponent
626 Eagle's Claw 29 5d6 -
627 Circle Kick 33 5d8 10
629 Flying Kick 41 7d8 12
630 Dragon Fist 45 7d10 16
631 Crushing Blow 48 7d12 18
635 === Basic Tactics ===
640 Requires that you be at least twice as fast as the monster you are
641 fighting. Find a single block of wall, freestanding, and lure your
642 enemy to it. When both you and your enemy are standing next to the
643 pillar, hit him, and then move so that you are opposite the pillar from
644 him. He will use his turn to move so that he's standing next to you.
645 Hit him again, and then move again. Repeat until he's dead.
647 Note: Some monsters move erratically, and cannot be relied upon to move
648 in the method expected. Also, some monsters (mostly Ghosts) can move
649 through walls, and a small number of monsters can chew through walls.
654 Requires a large room, Phase Door, and some type of missile weapon.
655 Stand at one end of the room, your enemy at the other. Fire your
656 missile weapon at him until he gets close, and then Phase Door. Fire
657 again, until he gets close, and repeat. By the time you run out of
658 ammunition, he should be dead or weak enough for you to finish him HTH
664 Requires that you be at least twice as fast as your opponent. Stand
665 next to your enemy, hit him, and back up. He should use his turn to
666 move towards you instead of using a missile weapon or a spell. Hit him
667 again, back up again, repeat. This is a little more dangerous than
668 Pillardancing, because the monster gets a chance to breathe or cast a
669 spell, but it's easier to set up.
674 Requires Teleport items. Fight the monster until you're almost dead,
675 teleport out, find him, and resume fighting. This is dangerous, because
676 you could teleport right next to some nasty that will kill you. Also,
677 it is not generally useful for killing unique monsters, as they
678 regenerate damage very quickly, and by the time you find them again,
679 they will have healed what you did to them.
682 The Anti-Summoning Corridor
683 ---------------------------
684 Requires a little time to set up. This can be done just about anywhere.
685 Dig a twisting corridor into the rock, and station yourself at one end
686 of it. When your opponent arrives, he won't be able to summon any
687 monsters next to you. This is a very important technique for fighting
688 many higher-end monsters which very quickly bring in a horde of other
693 Original : (??) and Leon Marrick
695 Updated : Zangband DevTeam
696 Last update: January 13, 2000
698 ***** Begin Hyperlinks
699 ***** [1] commdesc.txt#ThrowFire
700 ***** [2] option.txt#UserInterface