Wikihack
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Projectiles are objects thrown by you or a monster, or shot with a launcher.

Thrown objects[]

Any item can be thrown (and thus be considered a projectile) if the entity throwing it is strong enough. Use the [t]hrow command to provide a list of readily-thrown items. You can expand this list to include your entire inventory by pressing [*].

Thrown items may receive a penalty to hit if there is an appropriate launcher (see below) for the item

Launchers and their ammunitions[]

Launchers and their ammunitions
Launcher Ammunition allowed
Sling
Bow
Crossbow

To get the most out of the ammunition projectiles, you need to wield [w] the corresponding launcher and then either throw [t] the ammunition, or quiver [Q] a stack and then fire [f] from that stack. There is no bonus or penalty for using the fire command; it is merely a convenience.

Breakage[]

Some projectiles are at risk of breakage if they score a hit. The chance of breakage is determined as follows:

  1. Calculate chance = 3 + erosion - enchantment, where erosion is 3 if thoroughly eroded, 2 if very eroded, 1 if just eroded, and 0 otherwise. If the projectile has both types of erosion for its material, use the greater erosion only; erosions do not add.
  2. If chance is at least 2, the projectile has a (chance-1)/chance chance of breakage. Otherwise, it has a 1/4 chance.
  3. If the projectile is blessed, there is a further chance of is being unbroken, modified by the character's luck.[1] Multiply the value from step 2 by the value from the table below. The result is the total chance of the projectile breaking.
Luck Range Exact Value[2] Average Value
-13 to -3 0.987
-2 to 2 0.740
3 to 5 0.495
6 to 8 0.25
9 to 13 0.006

Breakable projectiles are:

Daggers do not break, and as such are a favorite projectile for those classes that can gain skill in their use.

Footnotes[]

  1. Dothrow.c, line 1332 Breakage: Blessed projectiles
  2. Rnd.c, line 38 Breakage: Luck
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