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Non magical combat
Without using magic, you may attack monsters in hand-to-hand (melee) combat, by using missile weapons, or by throwing objects at them.
Example:
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Dagger (1d4): 1 die rolling four
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Gets a critical hit which adds two extra damage dice: 3 dice rolling four. The average value of a die with four sides is 2.5. (sides + 1) / 2 --> (4 + 1) / 2 --> 5 / 2 --> 2.5
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Dagger is a weapon of Slay Orc, and monster is an orc: Multiply the average value by the brand/slay multiplier (x2 in this case). average of each die is now 2.5 * 2 --> 5
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Player has a Deadliness value shown on his character screen of about 40%: 5 * (100% + 40%) --> average of each die is now 7
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Roll three dice, each with an average of 7, to get an average damage of 21.
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Finally, the special bonus for orc slaying weapons against orcs is added: 21 + 10 bonus --> average damage of 31.
Missile and throwing weapons work exactly the same way, except that the first benefit from a launcher multiplier and the second from a special thrown weapons multiplier.
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 dungeons. As you will discover, upgrading to weapons with higher base damages is vital but heavy weapons are very hard to master. You will have to find a compromise, depending on class, experience level, and available equipment (use the 'C'haracter screen or the 'I' (observe) command to see how various weapons affect your melee skill). Magical aids to combat (Bless, Heroism, and Berserk) can make all the difference when fighting tough monsters.
Managing Weapons and Shields: Most melee weapons fit comfortably in one hand, keeping your shield arm free. If you have a shield on your arm, you can automatically take advantage of opportunities to bash, gain a significant amount of standard protection (shield have a high base armour class), and sometimes even deflect non-magical missiles or partially protect against shards. Other weapons require two hands (but many of these can be wielded in one hand by very strong players). Any shield worn is transferred to your back. This reduces armour protection, removes the special shield abilities above, but has no effect on magical resistances or other attributes.
Attacking: If you move your character into a square containing a monster, you will attack that monster. If you are wielding no weapon, and are not a Druid or a Warrior with the Martial Arts specialty ability, you will do very little damage. If you are wielding a weapon, things are a little different.
Number of Blows: On your character screen ('C') is displayed the number of blows you can get per turn. If you are wielding no weapon, you get between two and four blows, depending on your level. If your weapon is too heavy for you to wield properly, you get one blow. Otherwise, you get between two and six blows, depending solely on weapon weight, Dexterity, and Strength.
Your Weapon and its Damage Dice: All weapons have damage dice displayed after their name. When you hit a monster with a Dagger (1d4), you start off rolling one die with four sides. Damage dice are the single most important attribute of any weapon, the expression of what is like to wield in battle. You will want to upgrade to higher values if your character has enough combat ability (it's hard for a lot of characters to wield heavy weapons). Increasing the number of dice both adds damage and makes the attack more reliable (because the damage done is more likely to be closer to the average). Increasing dice sides raises the average damage without affecting reliability.
Combat Skill: Your total combat skill not only allows you to even hit a monster, but also determines how often you get critical hits. Critical hits are vital for any serious fighter using any weapon, especially ones rolling few dice. They always add at least two damage dice to the attack, and possibly as many as five. You know you just got a critical hit when you get any combat message other than "you hit" (or punch) "the <>".
Brands and Slays: Some remarkable weapons do extra damage to various kinds of monsters; a Dagger of Fire, for instance, would do extra damage to creatures not immune to fire. Against such creatures, the average value of each of the dice the weapon rolls is multiplied by 1.7, and 7 points are added to the final damage figure. Things work very similarly with the other special brands you may find. Slays, in contrast, do extra damage to particular monster races, so wield that Mace of Orc Slaying if you come upon any orcs. Only the best applicable quality is used; they do not combine.
Deadliness: As you descend deeper into the dungeons, a character relying on melee will need to play careful attention to Deadliness. It acts as a percentage bonus (you may inspect your current bonus on the character screen). High-level characters may have bonuses of 200% displayed on their character screens, and therefore triple the damage they do with the Deadliness multiplier alone.
Special bonuses to Damage: Once Deadliness if applied, the dice are rolled to give the final damage. To this value, any bonuses from slays or brands are added.
Shield Bashes: When fighting hand-to-hand, you will occasionally get in a shield bash, if you are wearing a shield on your arm. The frequency of shield bashes depends on Dexterity, melee combat skill, and the level of monster you are fighting. Warriors and Paladins get in more shield bashes. The effectiveness of shield bashes depends mostly on strength and shield size and weight. When you bash a monster, you will inflict damage, and possibly stunning or even confusion. You may also stumble, and lose normal melee blows.
Special Notes: In order to attack a creature that you can't see in a wall or door, you must issue the Tunnel or alter adjacent grid command.
Ranged fire with missile launchers is a non-magical method of doing damage at a safe distance. As in melee, lighter weapons are much easier to effectively use, but heavier weapons can do enormous damage in skilled hands. Skill and Deadliness bonuses are used from all equipped items other than your melee weapon. As in melee, magical aids to combat (Bless and Heroism) can make all the difference, but note that Berserkers make lousy archers and throwers.
Setting up to Shoot: Slings shoot shots and seeker shots, bows shoot arrows and seeker arrows, and crossbows shoot bolts and seeker bolts. Simply equip the weapon and keep plenty of the ammo on hand and you're ready.
The Quiver Slots: Ammo is best kept in special quiver slots. You may "wield" up to ten different groups of ammo, then fire them just as you would those in the backpack. Ammo in the quiver will use space in your backpack.
Attacking: You shoot at a monster by typing 'f' (or 't' in the rogue-like command set), then selecting a missile you would like to fire. This activates the targeting interface described in the help file "cmddesc.txt".
Number of Shots: On your character screen ('C') is displayed the number of shots you can get per turn. The number of shots depends on class and dexterity, plus any bonus shots that the weapon provides. Unlike in melee, extra shots are not fired all at once (to avoid wasted ammo). Instead, each shot takes less time, making monsters appear to move in slow motion.
Your Launcher and Ammo: All launchers have a multiplier to damage, for example a Longbow (x3) would multiply the average damage of the ammo it fires by three. Like melee weapons, launchers can have plusses to Skill and to Deadliness. Unlike such weapons, they can have bonuses to shots, bonuses to their damage multiplier, and cannot impart slays and brands. Ammo also can have bonuses to Skill and to Deadliness, and occasionally possess the same kinds of slays and brands you can find on melee weapons.
What Happens When You Hit a Monster: Here, archery and melee are virtually identical, with the biggest difference being that missile weapons have a damage multiplier. In addition, critical hits add fewer dice than in melee, but - since all ammunition rolls only one die to begin with - they remain very power- ful. As in melee, Skill is essential to fighting effectively, having the right slays for tough targets is very handy, and Deadliness can make all the difference in the long run.
Throwing objects requires less skill than using missile weapons, and can be an important combat method in FAangband. On the other hand, most thrown objects do not benefit from Skill and Deadliness bonuses from other equipped items. For novice adventurers, throwing flasks of oil can be a life-saver, and there are rumours of objects deep in the dungeon that can do large amounts of damage when thrown. Perhaps the most effective use of a high throwing skill is whipping daggers, darts, spears, throwing axes, and throwing hammers at your foes. Such items do benefit from other Skill and Deadliness bonuses. Rogues, Warriors, Assassins and Rangers have the best throwing skills; Mages can get similar throwing ability with a spell.
Attacking: To throw an object, you use the 'v' command and select any item in your backpack, on your person, or on the floor. This activates the targeting interface described in the help file "cmddesc.txt".
Number of Throws: You may never throw more than one item per turn.
Your Thrown Object: All objects have damage dice, but most do not display them. If you think an object should do nasty things to your foes, it's certainly worth trying to throw it at them, just to see if anything happens. Whether or not they display them, all thrown objects may benefit from bonuses to Skill and Deadliness, should they possess any. In addition, throwing weapons may have the same kind of elemental brands and monster slaying abilities as other weapons do. If they possess such special qualities, they may also be perfectly balanced and do even more damage.
What Happens When You Hit a Monster: Here, throwing and melee are broadly similar. Throwing weapons, however, benefit from a special damage multiplier, which increases as you gain experience levels (it ranges from 2 to 6, or 4 to 12 with perfectly balanced weapons), and are the only thrown objects that can get critical hits, or benefit from bonuses to Skill and Deadliness granted by your equipment.
Note that thrown objects may break, but throwing weapons seldom do.
Only Rogues may steal. Characters with the Trap Setting ability may
set traps. If you type the alter command ('+' in either keyset), enter a
direction and target a visible monster, you will attempt to steal. If you
target a totally bare floor square, you will set a monster trap. You may not
use these abilities when shapeshifted.
Stealing is lucrative but risky. All monsters that drop anything will
have at least some treasure on them. Humans, humanoids, and dragons are the
juiciest targets, and most other smart bipedal creatures, nagas, or wraiths
are fairly well-off too; the higher the monster level, the larger the purse.
Uniques are especially rich. High-level monsters and other thieves are harder
to steal from, but sleeping monsters are easier. But burglary is not all fun
and games. Every time you steal on a level, the monsters get warier. Steal
too often, and you may very quickly get hunted down.
Monster traps are trivial to set and upgrade using the alter command '+'.
They can be disarmed like any other trap. The power of traps increases with
player level and disarming skill. Monsters may sometimes disarm traps, or
they may be destroyed when they activate. Monsters that trigger traps may
temporarily become wary and less susceptible to further traps. Only one
monster trap may exist on a level at any one time, so disarm an old trap to
use your trap gear elsewhere. If your trap is buried in rubble, you will not
be able to reset it on that level.
There are 13 types of monster trap: the basic trap, and 12 advanced traps.
Advanced traps are created by updgrading a basic trap using the alter command.
As your level increases, you gain access to more of the advanced traps.
Characters with the "Extra Trap" specialty ability learn to use the advanced
traps sooner and get access to the most advanced traps. Most traps are
unreliable versus flying and insubstantial monsters. The traps are as follows:
Basic Monster Trap - This is the fastest to set, and does the most damage of any trap. Sturdy Trap - This trap is less likely to be destroyed after activation. Netted Trap - Consistently affects flying monsters but is unreliable against non-flying monsters. (Requires level 6) Confusion Trap - Confuses monsters but does not damage them. (Requires level 12) Poison Gas Trap - Releases a cloud of poison gas. Covers a good area, but does the least damage of any damage dealing trap. Though the gas can affect any monster, flyers and insubstantial monsters will rarely trigger it. (Requires level 18) Spirit Trap - Consistently affects insubstantial monsters such as ghosts but never affects others. (Requires level 24) Lightning Trap - Shoots a bolt of lightning at the target. May stun, unless the target resists electricity. Consistently triggered by flying and non-flying monsters. (Requires level 30) Explosive Trap - Releases a burst of fire and shards. Does damage over an area. Though the explosion can affect any monster, flyers and insubstantial monsters will rarely trigger it. This trap is always destroyed when it detonates. (Requires level 36) Portal Trap - Does not damage monsters, but teleports them away. (Requires level 42) Stasis Trap - Places a monsters in suspended animation, so they can take no actions and can not be moved or harmed. Does no damage. Consistently triggered by all sorts of monsters. This trap is always destroyed when activated. (Requires level 48) Drain Life Trap - Releases a blast of life draining, damaging living monsters in a good area. (Requires level *) Unmagic Trap - Unleashes disenchantment, damaging the target and reducing mana. (Requires level *) Dispel Monsters Trap - Damages all monsters within sight of the trap when detonated. (Requires level *)
* These traps are available at high levels to those with the Extra Trap ability.
Name number of dice, sides to each die
"punch", 1, 5
"kick", 2, 4
"knee", 1,12
"chop", 2, 7
"uppercut", 3, 6
"boot", 3, 9
"bang on", 6, 4
"slam", 4, 9
"grapple with", 13, 3
"hammer", 9, 6
"head butt", 3,24
"strangle", 8,10
"roundhouse kick", 5,19
"assault", 10,11
"crush", 11,11
"double-kick", 21, 6
"thunderclap belt", 8,19
"blizzard gouge", 14,11
"tsunami whirl", 7,26
"stormwind chop", 10,22
There are twenty possible barehanded attacks for druids (and warriors with the Martial Arts specialty ability). The highest level attack a druid is capable of depends on his experience level: for example, a 25th level druid can use the first 10 attack types. In combat, druids will automatically pick one at random, biased towards those with the largest damage. Deadliness does not affect the damage of these attacks, but increases the bias toward larger attacks.