Wikihack
(Added strategy section)
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Press '''[w]''' to [[wield]] a '''weapon'''. Press '''[x]''' to exchange between your primary and secondary weapons. Use #[[twoweapon]] to wield both at once, if you possess that [[skill]]. Attack monsters by trying to move to their square, or with the '''[F]'''ight command.
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Press '''[w]''' to [[wield]] a '''weapon'''. Press '''[x]''' to exchange between your primary and secondary weapons. Use #[[twoweapon]] to wield both at once, if you possess that [[skill]]. Attack monsters by trying to move to their square, or with the '''[F]'''ight command.
   
"w-" is the command to not wield a weapon, i.e. fight empty-handed. This is the default and ethical preference (see [[conduct]]) of [[monk]]s. It is also a preferred way to attack weapon-hazardous [[monster]]s such as [[acid blob]]s, [[rust monster]]s, etc. before you have a resistant weapon (unicorn horn).
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"w-" is the command to not wield a weapon, i.e. fight empty-handed. This is the default and ethical preference (see [[conduct]]) of [[monk]]s. It is also a preferred way to attack weapon-hazardous [[monster]]s such as [[acid blob]]s, [[rust monster]]s, etc. before you have a resistant weapon (unicorn horn).
   
 
A weapon can be made [[erosion|erodeproof]] by wielding it as one's primary weapon and reading a [[scroll of enchant weapon]] while confused. Erosion can be repaired by using a scroll to make the weapon erodeproof, or in some cases by dipping the weapon in a [[potion of oil]]. Note that there is little reason to erodeproof [[wood]]en weapons, because weapons can only be made to burn in very unusual circumstances.
 
A weapon can be made [[erosion|erodeproof]] by wielding it as one's primary weapon and reading a [[scroll of enchant weapon]] while confused. Erosion can be repaired by using a scroll to make the weapon erodeproof, or in some cases by dipping the weapon in a [[potion of oil]]. Note that there is little reason to erodeproof [[wood]]en weapons, because weapons can only be made to burn in very unusual circumstances.
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(1) When user is riding then the lance gets an additional 2d10 in case of a successful [[joust]], victim is also automatically [[stunned]] and thrown back a square.
 
(1) When user is riding then the lance gets an additional 2d10 in case of a successful [[joust]], victim is also automatically [[stunned]] and thrown back a square.
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==Strategy==
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[[File:NHC-Monster-Sizes.png|thumb|right]]
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* The majority of monsters in the game are classified as ''small'' on the table. However, many of the harder monsters in the game are classified as ''large''. In the early game, large monsters tend to be incredibly dangerous. In the later game, many of the most difficult monsters are "medium" size, which take damage as per ''small'' in the table. Some medium monsters include the four [[Riders]], the majority of monsters on the [[Astral Plane]], as well as both [[Rodney]] and the [[High priest of Moloch]]. Of note, however, the [[demon prince]]s in [[Gehennom]] may pose a serious threat to the player, and are all classed as ''large''.
   
 
== See also ==
 
== See also ==

Revision as of 06:22, 11 July 2010

Item Classes
" Amulets [ Armor
% Comestibles $ Coins
* Gems ! Potions
= Rings ? Scrolls
+ Spellbooks ` Statues and Boulders
( Tools / Wands
) Weapons

Press [w] to wield a weapon. Press [x] to exchange between your primary and secondary weapons. Use #twoweapon to wield both at once, if you possess that skill. Attack monsters by trying to move to their square, or with the [F]ight command.

"w-" is the command to not wield a weapon, i.e. fight empty-handed. This is the default and ethical preference (see conduct) of monks. It is also a preferred way to attack weapon-hazardous monsters such as acid blobs, rust monsters, etc. before you have a resistant weapon (unicorn horn).

A weapon can be made erodeproof by wielding it as one's primary weapon and reading a scroll of enchant weapon while confused. Erosion can be repaired by using a scroll to make the weapon erodeproof, or in some cases by dipping the weapon in a potion of oil. Note that there is little reason to erodeproof wooden weapons, because weapons can only be made to burn in very unusual circumstances.

Table of weapons and their properties

Weapon Name Cost Weight Prob (‰) Damage (S/L) Material Appearance Tile Glyph
daggers
orcish dagger 4 zm 10 12 d3 d3 iron crude dagger Orcish dagger )
dagger 4 zm 10 30 d4 d3 iron Dagger )
silver dagger 40 zm 12 3 d4 d3 silver Silver dagger )
athame 4 zm 10 N/A d4 d3 iron Athame )
elven dagger 4 zm 10 10 d5 d3 wood runed dagger Elven dagger )
knives
worm tooth 2 zm 20 N/A d2 d2 enamel Worm tooth )
knife 4 zm 5 20 d3 d2 iron Knife )
stiletto 4 zm 5 5 d3 d2 iron Stiletto )
scalpel 4 zm 5 N/A d3 d3 metal Scalpel )
crysknife 100 zm 20 N/A d10 d10 mineral Crysknife )
axes
axe 8 zm 60 40 d6 d4 iron Axe )
battle-axe 40 zm 120 10 d8+d4 d6+2d4 iron double-headed axe Battle-axe )
pick-axes
pick-axe 50 zm 100 tool d6 d3 iron Pick-axe (
dwarvish mattock 50 zm 120 13 d12 d8+2d6 iron broad pick Dwarvish mattock )
short swords
orcish short sword 10 zm 30 3 d5 d8 iron crude short sword Orcish short sword )
short sword 10 zm 30 8 d6 d8 iron Short sword )
dwarvish short sword 10 zm 30 2 d7 d8 iron broad short sword Dwarvish short sword )
elven short sword 10 zm 30 2 d8 d8 wood runed short sword Elven short sword )
broadswords
broadsword 10 zm 70 8 2d4 d6+1 iron Broadsword )
runesword 300 zm 40 N/A 2d4 d6+1 iron runed broadsword Runesword )
elven broadsword 10 zm 70 4 d6+d4 d6+1 wood runed broadsword Elven broadsword )
long swords
long sword 15 zm 40 50 d8 d12 iron Long sword )
katana 80 zm 40 4 d10 d12 iron samurai sword Katana )
two-handed swords
two-handed sword 50 zm 150 22 d12 3d6 iron Two-handed sword )
tsurugi 500 zm 60 N/A d16 d8+2d6 metal long samurai sword Tsurugi )
scimitars
scimitar 15 zm 40 15 d8 d8 iron curved sword Scimitar )
sabers
silver saber 75 zm 40 6 d8 d8 silver Silver saber )
clubs
club 3 zm 30 12 d6 d3 wood Club )
aklys 4 zm 15 8 d6 d3 iron thonged club Aklys )
maces
mace 5 zm 30 40 d6+1 d6 iron Mace )
morning stars
morning star 10 zm 120 12 2d4 d6+1 iron Morning star )
flails
flail 4 zm 15 40 d6+1 2d4 iron Flail )
grappling hook 50 zm 30 tool d2 d6 iron iron hook Grappling hook (
hammers
war hammer 5 zm 50 15 d4+1 d4 iron War hammer )
quarterstaves
quarterstaff 5 zm 40 11 d6 d6 wood staff Quarterstaff )
polearms
partisan 10 zm 80 5 d6 d6+1 iron vulgar polearm Partisan )
fauchard 5 zm 60 6 d6 d8 iron pole sickle Fauchard )
glaive 6 zm 75 8 d6 d10 iron single-edged polearm Glaive )
bec-de-corbin 8 zm 100 4 d8 d6 iron beaked polearm Bec de corbin )
spetum 5 zm 50 5 d6+1 2d6 iron forked polearm Spetum )
lucern hammer 7 zm 150 5 2d4 d6 iron pronged polearm Lucern hammer )
guisarme 5 zm 80 6 2d4 d8 iron pruning hook Guisarme )
ranseur 6 zm 50 5 2d4 2d4 iron hilted polearm Ranseur )
voulge 5 zm 125 4 2d4 2d4 iron pole cleaver Voulge )
bill-guisarme 7 zm 120 4 2d4 d10 iron hooked polearm Bill-guisarme )
bardiche 7 zm 120 4 2d4 3d4 iron long poleaxe Bardiche )
halberd 10 zm 150 8 d10 2d6 iron angled poleaxe Halberd )
spears
orcish spear 3 zm 30 13 d5 d8 iron crude spear Orcish spear )
spear 3 zm 30 50 d6 d8 iron Spear )
silver spear 40 zm 36 2 d6 d8 silver Silver spear )
elven spear 3 zm 30 10 d7 d8 wood runed spear Elven spear )
dwarvish spear 3 zm 35 12 d8 d8 iron stout spear Dwarvish spear )
javelins
javelin 3 zm 20 10 d6 d6 iron throwing spear Javelin )
tridents
trident 5 zm 25 8 d6+1 3d4 iron Trident )
lances
lance (1) 10 zm 180 4 d6 d8 iron Lance )
bows
orcish bow 60 zm 30 12 d2 d2 wood crude bow Orcish bow )
orcish arrow 2 zm 1 20 d5 d6 iron crude arrow Orcish arrow )
bow 60 zm 30 24 d2 d2 wood Bow )
arrow 2 zm 1 55 d6 d6 iron Arrow )
elven bow 60 zm 30 12 2 d2 wood runed bow Elven bow )
elven arrow 2 zm 1 20 d7 d6 wood runed arrow Elven arrow )
yumi 60 zm 30 0 d2 d2 wood long bow Yumi )
ya 4 zm 1 15 d7 d7 metal bamboo arrow Bamboo arrow )
silver arrow 5 zm 1 12 d6 d6 silver Silver arrow )
slings
sling 20 zm 3 40 d2 d2 leather Sling )
flintstone 1 zm 10 gem d6 d6 mineral gray stone Gray stone *
crossbows
crossbow 40 zm 50 45 d2 d2 wood Crossbow )
crossbow bolt 2 zm 1 55 d4+1 d6+1 iron Crossbow bolt )
darts
dart 2 zm 1 60 d3 d2 iron Dart )
shurikens
shuriken 5 zm 1 35 d8 d6 iron throwing star Shuriken )
boomerangs
boomerang 20 zm 5 15 d9 d9 wood Boomerang )
whips
bullwhip 4 zm 20 2 d2 1 leather Bullwhip )
rubber hose 3 zm 20 N/A d4 d3 plastic Rubber hose )
unicorn horns
unicorn horn 100 zm 20 tool d12 d12 bone Unicorn horn (

(‰) Relative probability.[1] Figures are given as probability in a thousand, or permille.

() Objects are significantly more common in play than their probability would otherwise imply due to monster starting inventory or certain traps.

(1) When user is riding then the lance gets an additional 2d10 in case of a successful joust, victim is also automatically stunned and thrown back a square.

Strategy

NHC-Monster-Sizes
  • The majority of monsters in the game are classified as small on the table. However, many of the harder monsters in the game are classified as large. In the early game, large monsters tend to be incredibly dangerous. In the later game, many of the most difficult monsters are "medium" size, which take damage as per small in the table. Some medium monsters include the four Riders, the majority of monsters on the Astral Plane, as well as both Rodney and the High priest of Moloch. Of note, however, the demon princes in Gehennom may pose a serious threat to the player, and are all classed as large.

See also

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