1 === Defending and Armor ===
3 In Hengband, monsters may damage and otherwise harm you in a number of
4 ways: in direct melee combat, by exploding next to you, by breathing
5 on you and by casting spells. Some monsters referred to as "summoners"
6 may not directly harm you but may summon other monsters to do their
9 Creatures will attack you in the same manner in which you attack them.
10 If they move into you, they attack you. Virtually all monsters can
11 lower your hit points by means of a melee attack, and, if you lose too
12 many, you die. Fortunately, this is also the attack most easily guarded
13 against (by wearing armor). Each monster has a maximum of four melee
14 attacks which may be of varying type, power and effect.
16 In addition to pure damage, there can be a number of side effects from
17 a monster hitting you. For example, an especially powerful attack may
18 stun or wound you. Stunning is cumulative and, if not addressed, may
19 eventually result in you becoming knocked out which allows your
20 opponent to continue attacking while you lie helpless. Wounds will
21 cause you to lose hit points each round until you either die or your
22 wound heals. You will slowly recover from any wound except a Mortal
23 Wound with time and all wounds can be healed magically.
25 In addition to wouds and stunning, some monsters melee attacks may have
26 other consequences. These include causing you to become blind, scared,
27 confused, poisoned or paralyzed. There are many others less common
28 effects. More information about monsters' melee attacks may be found
29 in the section on Monsters (see monster.txt).
31 Many monsters also have an array of magical spells or breath attacks
32 which they may use against you from a distance. For example, a red
33 dragon might breathe fire at you. You can defend yourself from the
34 side effects of melee attacks, monster spells and breath attacks
35 by searching for armor that is resistant to that form of attack.
37 As you descend deeper into the dungeon in search of better items,
38 you will need to steadily improve your defenses against pure damage,
39 wounds, stunning, bolts, balls, breaths of various kinds, reductions
40 of exp and stats, theft and a variety of miscellaneous magical
46 Your armor class (or AC) is a number that describes the amount and
47 quality of armor being worn. Armor class will generally run from about
48 0 to 150, but could become negative or greater than 150 with rarer
49 armor or by magical means. Note that spell casters receive a penalty
50 to their maximum mana for wearing armor that is too heavy. In addition,
51 monks lose much of their barehanded fighting skill if their armor
54 The larger your armor class, the more protective it is. A negative
55 armor class would actually help get you hit. Armor protects you in
56 three ways. First, it makes you harder to hit for damage. A hit for
57 no damage is the same as a miss. Second, good armor will absorb some
58 of the damage that your character would have taken from normal attacks.
59 Third, acid damage is reduced by wearing body armor (but the armor
60 will be damaged instead). It is obvious that a high armor class is
61 a must for surviving the deeper levels of Hengband. Note, however,
62 that armor class by itself will not protect you from the side effects
63 of monster melee attacks mentioned above.
65 Each piece of armor has a base armor value, which, like the damage from
66 weapons, is assumed known by the player and a magic bonus, which will
67 not be displayed unless the armor has been identified or was bought in
70 Armor class values are always displayed between a set of brackets as
71 '[#]' or '[#,+#]'. The first value is the armor class of the item. The
72 second number is the magical bonus of the item which is only displayed
73 if known and will always have a sign preceding the value.
75 Note: a few rings, amulets and weapons also have the '[+#]' notation,
76 indicating that they provide an armor bonus. Many pieces of heavy body
77 armor will also have a '(-#)' before the '[#,+#]', which indicates that
78 the weight of the armor decreases your chances of hitting monsters.
79 This can range from nonexistent for very light armor to (-8) for the
83 ***** <ResistingMagic>
84 === Resisting Magical Attacks ===
86 Against some magical attacks (such as cause wounds, cause blindness or
87 cause fear) the player will first get a saving throw (see the Skills
88 page). However, against attacks such as bolts and ball spells this does
89 not apply. Also, there is no saving throw against breath attacks. For
90 these types of attacks, your only recourse it to find items or other
91 means which grant you 'resistance' to that type of attack.
93 In Hengband there are many forms of resistance which may be obtained
94 either as bonuses from your equipment, as the result of casting a
95 magical spell, activating certain artifacts or as the result of a
96 mutation. Unfortunately, not all attacks available to monsters can be
97 resisted, and most can only be partially resisted.
99 Each resistance has one or more corresponding monster attacks which
100 it 'resists'. By this we mean that it reduces the amount of damage
101 that your character will take as a result of an attack of that kind.
102 For example, fire resistance will reduce the damage to your character
103 resulting from fire attacks such as a fire bolt or being breathed upon
104 by a red dragon. Note that appropriate resistances will also negate or
105 reduce some side effects of monster melee attacks.
107 There are two categories of resistances: (1) the low (or elemental)
108 resistances - acid, fire, cold and electricity; and (2) the high
109 resistances - poison, confusion, light, dark, blindness, sound, fear,
110 shards, nexus, chaos, nether, gravity, disenchantment and time. In
111 general, the low resistances are more commonly available, they can be
112 double-resisted and the corresponding attacks have a higher maximum
115 A common misconception amongst new players is that having multiple
116 sources of a particular resistance will increase your character's
117 resistance to attacks of that form. This is not true. You will get the
118 same benefit from wielding a single Amulet of Resist Acid as wielding
119 a Shield of Resist Acid, body armor that grants acid resistance and
120 an artifact weapon which grants acid resistance all at the same time.
122 As stated above, however, it is possible to get double resistance for
123 the low resists (and also poison). This is because these resistances
124 are also available on a temporary basis by casting certain spells or
125 by quaffing a Potion of Resistance. Some items may also activate for
126 temporary resistance. The temporary effect is cumulative with the
127 permanent effect and will increase your protection against these
128 kinds of attacks. It also prevents damage to your belongings by the
129 doubly-resisted element.
131 (Warning 1) Double resistance prevents an item from being destroyed,
132 but it does not prevent equipment from being damaged by acid. It is
133 necessary to obtain acid immunity to prevent that form of damage.
135 (Warning 2) The magical spells in some realms can temporarily add
136 a resistance, like nether, which is not a resistance to one of the
137 basic four elements nor poison resistance. Currently, that kind of
138 temporary resistance does not combine with a permanent resistance
139 to become a double resistance.
142 === Ego Armor and Artifacts ===
144 In addition to the ordinary armor items your character may find in
145 the dungeon, your character may find armor endowed with additional
146 powers. Those fall into two types: (1) artifacts and (2) ego armor.
147 Unlike artifacts which are unique and may only be found once in each
148 game, it is not unusual to find several pieces of ego armor of the
149 same type during the course of a character's adventures.
151 In general, artifacts and ego armor may boost one or more of your
152 primary statistics, may confer certain abilities upon your character
153 and may grant resistance to certain forms of attack. Each Ego type
154 may only be found on certain types of armor - for example, you can
155 find a Shield of Elvenkind but not Boots of Elvenkind.
159 A character using a shield of this type will take only one third
160 the normal damage from acid. The shield can be activated every
161 20+d20 turns to gain temporary resistance to acid. In addition,
162 the shield is not damaged by acid.
165 A character using a shield of this type will take only one third
166 the normal damage from electricity. The shield can be activated
167 every 20+d20 turns to gain temporary resistance to electricity.
170 A character using a shield of this type will take only one third
171 the normal damage from fire. The shield can be activated every
172 20+d20 turns to gain temporary resistance to fire.
175 A character using a shield of this type will take only one third
176 the normal damage from cold. The shield can be activated every
177 20+d20 turns to gain temporary resistance to cold.
180 A character using a shield of this type gains resistance to acid,
181 cold, fire and electricity. It may also have another, random,
182 resistance or resistance to poison.
185 A shield of this type can cause bolt spells to bounce off,
186 preventing damage from the spell and often damaging the caster.
187 The bounce effect happens most, but not all, of the time.
190 A shield of this type protects against damage from light and
191 darkness attacks and prevents the blinding effect of those
195 A shield of this type is not affected by acid, fire, cold
196 or electricity, but it does not provide resistance to them.
197 It usually provides a larger than normal bonus to AC.
200 A shield of this type has a larger bonus to AC than a normal
201 shield, increases the consitution of the wielder and provides
202 a random resistance to one of the four basic elements.
203 Furthermore, it is lighter than a normal shield.
208 Armor of this type provides resistance to acid, cold, fire
209 and electricity. It also provides another, random, resistance
210 and may provide resistance to poison.
213 Armor of this type provides resistance to acid, cold, fire
214 and electricity. It enhances the stealth of the wearer and
215 provides another, random, resistance.
218 Armor of this type gives attack bonuses for to-hit and
219 to-damage. It also provides resistance to acid, cold, fire,
220 electricity and one other, random, resistance.
223 Armor of this type has a larger bonus to AC than normal
224 armor, increases the constitution of the wearer and provides
225 a random resistance to one of the four basic elements.
226 Furthermore, it is lighter than normal armor.
229 Armor of this type gives attack bonuses for to-hit and
230 to-damage. It also increases the strength of the wearer and
231 provides a random resistance to one of the four basic elements.
234 Armor of this type increases the wisdom of the wearer. It also
235 provides a random resistance to one of the four basic elements
236 and another, random, resistance.
239 A robe of this type provides resistance to fire, cold, acid
240 and electricity. It sustains all the primary statistics of the
241 wearer and provides resistance to experience draining attacks.
242 It also provides one additional, random, resistance.
245 A robe of this type has a very wide range of abilities. It
246 provides resistance to the four basic elements and almost all
247 of the higher resistances. It sustains all the primary statistics
248 of the wearer and provides resistance to experience draining
249 attacks. It also can protect against paralyzation and reflect
250 bolt spells. The wearer can levitate and see invisible creatures.
251 However, the price is that the wearer's armor class is set to
255 Armor of this type provides resistance to cold, poison and
256 nether and may provide an additional, random, resistance.
257 Furthermore, it surrounds the wearer with a sheath of cold
258 air which can damage those that attack the wearer. It also
259 allows the wearer to always sense the presence of nearby
260 undead. However, this armor will drain experience from time
261 to time, spreads curses to equipped items, and has a random,
265 Armor of this type increases the strength, intelligence and
266 consitition of the wearer. If provides resistance to fire and
267 nether and may provide an additional, random resistance. It
268 allows the wearer to always sense the presence of nearby
269 demons and envelops the wearer in a fiery aura. However, it
270 has a random, unpleasant, effect.
272 --- Caps/Helms/Crowns ---
275 This item will increase and sustain your intelligence, wisdom,
279 This item will increase and sustain your intelligence. It grants
280 resistance to fire, cold, acid and electricity. It also has
281 an additional, random, ability and provides another, random,
285 This item will increase and sustain your strength, dexterity,
286 and constitution. It will protect you from paralyzation and
287 some slowing attacks. It provides one, random, resistance.
290 This item will increase and sustain your wisdom and charisma.
291 It provides one, random, resistance.
294 This item will grant the ability to see invisible creatures and
295 will also increase your ability to locate traps and secret doors.
296 In addition, it will prevent you from being blinded. Some items
297 of this type confer telepathic abilities.
300 This item will increase the range of your infravision and grants
301 infravision if you are a race which does not get it intrinsically.
304 This item provides a permanent light source. It also provides
305 resistance against light attacks.
308 This item provides resistance to darkness but also decreases the
309 radius or your light source.
312 This item grants its wielder telepathy.
315 This item will help you regenerate hit points and mana more
316 quickly than normal, allowing you to fight longer before needing
317 to rest. You will use food faster than normal while wearing this
318 headgear because of the regenerative effects.
321 This item will increase the range of your infravision. It also
322 provides resistance to poison and protects you from paralyzation
323 and some slowing attacks.
326 This item will increase your intelligence. It also provides
327 resistance to fire and nether and may provide an additional,
328 random resistance. It allows you to always sense the presence
329 of nearby demons and surrounds you with an aura of fire.
330 However, it has a random, unpleasant, effect.
335 These cloaks cannot be harmed by acid, fire, cold or lightning
336 attacks but do not grant resistance to those elements. They
337 usually have a larger than normal bonus to AC.
340 These cloaks will make your character more stealthy.
343 These cloaks cannot be harmed by acid, fire, cold or lightning
344 attacks but do not grant resistance to these elements. They also
345 make your character more stealthy and provide one random
349 These cloaks cannot be harmed by acid or fire attacks. They also
350 grant resistance to fire and give out a fiery aura.
353 These cloaks cannot be harmed by acid or electricity attacks. They
354 also grant resistance to electricity and give out an electric
358 These very powerful cloaks grant speed, stealth, infravision,
359 levitation, the ability to see invisible and resistance to
360 darkness. However, in return for those abilities, you will have
361 large penalties to to-hit and to-damage.
363 --- Gloves/Gauntlets/Sets of Cesti ---
366 This item will protect you from paralyzation and some slowing
367 attacks. A mage-type spellcaster who wears them will not have
368 his or her mana penalized.
371 In addition to its armor bonus, this item will grant a bonus to
372 your to-hit and to-damage.
375 This item will increase your dexterity. A mage-type spellcaster
376 who wears them will not have his or her mana penalized.
379 This item will increase your strength and will also grant a bonus
380 to your to-hit and to-damage. It also provides one random
384 This item will increase your dexterity and grant a bonus to
385 your to-hit. It can decrease the penalty for wielding two weapons
386 at once, one in each hand.
389 This item will increase your ability to use magical devices.
390 A mage-type spellcaster who wears them will not have his or
396 These boots will grant you levitation. Some provide one
400 These boots will make your character more stealthy.
403 These boots will protect you from paralyzation and some slowing
407 These boots can be activated to instantly teleport you a short
411 These boots will make your character more speedy.
413 --- Special Items ---
416 These extremely rare pieces of armor come in many different
417 colors, each protecting you against the dragons of that color.
418 They can not be damaged by acid, fire, cold or electricity.
419 They also occasionally allow you to breathe as a dragon would!
421 Dragon Shields, Helms, Boots and Gloves
422 These items have a chance of granting one or more random
423 resistances. They all can not be damaged by acid, fire, cold
429 Apart from these there are some very rare, and well made, pieces of
430 armor in the dungeon. Adamantite Plate Mail, Mithril Plate Mail,
431 and Mithril Chain Mail are not damaged by acid because of the quality
432 metals they contain. Mirror Shields have the ability to reflect bolt
433 spells. Elven Cloaks make the wearer more stealthy and make it easier
434 to find traps or secret doors. Shadow Cloaks provide resistance to
435 light and darkness attacks. All of those could also be ego items or
438 There are also legendary pieces of armor (artifacts) which are similar
439 to ego items but usually have more abilities and are very powerful.
440 Artifacts never break. However, they may deteriorate and, if caught
441 in the effect range of *destruction, may disappear forever.
443 In Hengband, there are two types of artifacts: fixed and random.
444 A fixed artifact has a predetermined name and attributes, so,
445 if you play the game many times, you may encounter the same fixed
446 artifact. The name and attributes of a random artifact are determined
447 when it is generated, so it is extremely unlikely that you would see
448 that artifact again in another game.
453 === The Resistances ===
455 This section describes the various types of attack available to monsters
456 and how they may be resisted.
459 Acid resistance will cut damage from acid attacks by two-thirds.
460 Temporary resistance will also reduce damage by two-thirds.
461 This means that a character with both permanent and temporary
462 resistance will only take one-ninth of the original damage. Double
463 resistance prevents the destruction of acid-sensitive belongings.
466 Fire resistance will cut damage from fire attacks by two-thirds.
467 Temporary resistance will also reduce damage by two-thirds.
468 This means that a character with both permanent and temporary
469 resistance will only take one-ninth of the original damage. Fire
470 resistance helps protect belongings from fire damage; double
471 resistance prevents the destruction of fire-sensitive belongings.
474 Cold resistance will cut damage from cold attacks by two-thirds.
475 Temporary resistance will also reduce damage by two-thirds.
476 This means that a character with both permanent and temporary
477 resistance will only take one-ninth of the original damage. Cold
478 resistance helps protect belongings from cold damage; double
479 resistance prevents the destruction of cold-sensitive belongings.
482 Electricity resistance will cut damage from electric attacks by
483 two-thirds. Temporary resistance will also reduce damage by
484 two-thirds. This means that a character with both permanent
485 and temporary resistance will only take one-ninth of the original
486 damage. Electricity resistance helps protect belongings from
487 damage due to electricity; double resistance prevents the
488 destruction of electricity-sensitive belongings.
491 Poison resistance will cut damage from poison attacks by
492 two-thirds. Temporary resistance will also reduce damage by
493 two-thirds. This means that a character with both permanent
494 and temporary resistance will only take one-ninth of the original
495 damage. Poison resistance will also protect you from becoming
496 'poisoned' but characters will not be healed of their 'poisoned'
497 status if they become resistant to poison after already being
498 poisoned. This must be cured by other means.
501 Confusion resistance will reduce the damage taken from confusion
502 attacks and breaths. It will also prevent your character from
503 becoming 'Confused' (if you are confused you will be unable to
504 read scrolls, cast spells or prayers and will have a dramatically
505 reduced ability to use magical devices). In particular, water
506 attacks may confuse as a side effect. That can be prevented if
507 you have confusion resistance.
510 Light attacks damage the player and cause blindness as a side
511 effect. Light resistance reduces the damage and also prevents
512 blindness caused from light attacks (but not from other attacks).
515 Darkness attacks damage the player and cause blindness as a
516 side effect. Darkness resistance reduces the damage and also
517 prevents blindness caused from darkness attacks (but not from other
518 attacks). In addition, some high-level monsters can cast Darkness
519 Storms. Those are a particularly dangerous form of attack but are
520 resisted if you have darkness resistance.
523 Resist blindness will protect you from spells which blind and from
524 being "hit to blind" (a few monsters can do this) as well as from
525 the blindness (but not the damage) caused by light and darkness
529 Sound resistance reduces damage from sound attacks and also the
530 stunning side effects of sound and some other attacks. (Sound,
531 plasma, water, force, gravity and shards attacks may all stun the
532 player as may ice bolt attacks). Sound resistance does not protect
533 against stunning from melee attacks.
536 Fear resistance gives immunity to attacks which make your character
537 'Afraid' (being afraid prevents your character from participating
538 in melee combat but does not otherwise affect you).
541 Shards resistance will reduce the damage taken from shards attacks
542 (this includes a Cyberdemon's Rocket Launchers). It also prevents
543 the cuts that come from these attacks (and also ice bolts). Some
544 shards attacks may also stun the player, this is prevented if you
545 have sound resistance and not by shard resistance.
548 Nexus attacks are one of the most annoying attacks in Hengband but
549 will rarely kill you directly. A Nexus attack will damage the player
550 and may teleport the player, teleport-level the player or swap two
551 of your primary statistics around. Nexus resistance will reduce the
552 damage taken from such attacks and prevent the side effects but
553 will not prevent you from being teleported by non-nexus attacks
554 (for that you will need an item granting anti-teleportation).
557 Chaos attacks are one of the most dangerous attack types in
558 Hengband. They have a relatively high maximum damage and may also
559 confuse the player, cause hallucinations, reduce your character's
560 experience and cause you to mutate. Chaos resistance will the
561 damage taken from such attacks and negate all side effects.
564 Nether is another dangerous attack type. Nether attacks are common
565 deeper in the dungeon, have a high maximum damage and will also
566 cause your character's experience to be drained. Nether resistance
567 will reduce the damage taken and the experience loss. It will not
568 reduce the experience loss from non-nether attacks (for this you
572 Gravity attacks damage the player and also cause you (and monsters
573 they hit) to be teleported a short distance. A side effect of this
574 is that since the effect is calculated on each spot in turn, it is
575 possible to be blinked into a spot which hasn't been calculated yet
576 but is in line to be affected by the breath - the net result is to
577 be hit twice, blinked twice and damaged twice by the same breath.
578 Gravity attacks may also stun your character. Levitation provides
579 resistance to the damaging effect of gravity, resist teleportation
580 prevents the blinking around and resistance to sound prevents you
581 from becoming stunned.
584 Disenchantment attacks damage the player and may result in the
585 to-hit, to-dam, to-AC, pval bonuses on your wielded equipment
586 being reduced. Disenchantment resistance will reduce the damage
587 you take and will prevent the disenchantment of your equipment.
590 Resist poison will resist the damage and side effects from Toxic
591 Waste attacks. Otherwise, you will suffer fearful side effects
592 include reducing stats and changing your race.
596 --- Unresistable Attacks ---
598 There is no resistance to the following types of attacks although some
599 of their side effects may be resisted.
602 Time attacks damage the player, drain experience and may reduce one
603 or more of your primary statistics. Some kinds of magic or very
604 rare items grant resistance to time attacks, but you usually won't
608 Plasma can damage you, stun you and burn your equipment. Fire
609 immunity (not resistance) prevents burning of equipment, sound
610 resistance prevents the stunning, but there is no resistance to
614 Inertia will damage you and slow you down by -10 speed. There is
615 no resistance to the damage or the slowing.
618 There is no resistance to this attack. It also destroys all items
622 There is no resistance this attack. It also destroys all non-permanent
623 walls and any items on the ground.
628 It is also possible that you may find items which grant immunity
629 to one or (very occasionally) more of the low resistances, i.e. acid,
630 fire, cold and electricity. In this case, when wielded, you will
631 take no damage from attacks of the relevant kind and, in addition,
632 your equipment and inventory are safe from being damaged or
633 destroyed by the attack.
635 In addition, free action, fear and blindness resistance may be
636 thought of as immunities since having they protect totally from the
637 respective form of attack.
639 (Warning) Even if you have free action, you may be paralyzed in
640 special circumstances. It can be caused by hunger, casting a spell
641 when you have insufficient mana or, more importantly, the blood
642 curse cast by an Amberite.
644 ***** <Miscellaneous>
645 --- Miscellaneous ---
647 The following are not properly resistances but may be sensibly included
651 Free action is immunity to paralysis: this is foolproof except in
652 the special case of the Ancient and Foul Curse which requires a
653 successful saving throw as well as free action to avoid should it
654 attempt to paralyze you. Spells, potions of paralysis and being
655 hit-to-paralyze are completely protected against.
658 Hold Life is protection from experience draining. It is 90%
659 foolproof: 10% of draining attacks will still drain you, but by
660 less than would otherwise have been the case.
664 === Recovering from Attacks ===
666 You cannot combat with the creatures in Hengband and expect to come out
667 unscathed every time. When a monster inflicts damage on you, you will
668 need to take steps to recover from the damage as soon as possible.
670 --- Healing Items ---
672 Healing is available in multiple forms including, from weakest to
673 strongest: Potions and Staffs of Cure Light Wounds, Potions of Cure
674 Serious Wounds, Potions of Cure Critical Wounds, Potions of Curing,
675 Potions, Staffs and Rods of Healing, Potions of *Healing* and
676 Potions of Life. Both the Life and Nature realms contain spells to
680 Restores 2d8 hitpoints and removes cuts, blindness and berserk.
683 Restores 4d8 hitpoints and removes cuts, blindness, confusion and
687 Restores 6d8 hitpoints and removes cuts, blindness, confusion,
688 stun, poison and berserk.
691 Restores 50 hitpoints and removes cuts, blindness, confusion,
692 stun, poison and hallucination.
695 Restores 300 hitpoints and removes cuts, blindness, confusion,
696 stun, poison and berserk.
699 Restores 1200 hitpoints and removes cuts, blindness, confusion,
700 stun, poison and berserk.
703 Restores 5000 hitpoints (about 5 times more than you'll ever
704 have), restores all drained stats and experience, and removes all
705 bad effects except hunger. These are very rare; save them in your
706 home for a dangerous fight.
709 --- Restoring Items ---
711 From time to time your primary statistics and/or experience may be
712 drained. Statistics can be restored by quaffing a Potion of Restore
713 {name of stat} or a Potion of {Name of stat} or by eating a Mushroom of
714 Restoring. Some towns may provide this service for a fee. Experience
715 may be restored by quaffing a Potion of Restore Life Levels or using a
716 Rod of Restoration. You may also regain it in the normal course of your
717 adventuring or by quaffing a Potion of Experience. Some spells regain
718 lost experience points.
722 There are also other items in the dungeon which may help you to recover
723 from various things that monsters may do to you. For example, some
724 mushrooms may help you recover from confusion, a Potion of Heroism
725 will prevent you from becoming afraid, a Potion of Slow Poison will
726 reduce the effects of becoming poisoned, etc. Most objects' names give
727 a clear idea of the benefits and dangers of using them and so an
728 exhaustive list is not provided in this document.
732 Original : (??), Leon Marrick and Chris Weisiger
734 Updated : Zangband DevTeam
735 Updated : Hengband 1.0.11
736 Updated : Hengband 3.0.0, English translation backwardsEric