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2008-03-11 at 21:28

UserManual > MissileWeapons

Combat at a Distance

When fighting stronger monsters, or when your character is weak, inflicting injury from afar while they are still unable to land a blow on your character is often a sensible option.

All characters can carry a missile weapon, each of which is capable of launching specific missile ammunition some distance to wound your enemies. A missile weapon has to be wielded ('w') to be used, and your character must have ammunition in his or her inventory. To fire a missile, type 'f', and select a target with 't'. If there is more than one option for ammunition to fire, you will be prompted to choose which one to fire.

Missile weapons are represented like this:

 Long Bow (x3) (+0, +0)

The second set of parentheses, as for melee weapons, contains information on combat bonuses the weapon may have due to enchantments; the first shows the multiplier that the weapon applies when damage is calculated: with missile weapons, it is the missile that determines the base damage, and this is multiplied by the power of the weapon.

Ammunition is represented like this, exactly like a melee weapon:

 Arrow (1d4) (+0, +0)

Types of Missile Weapon and Ammunition

There are three types of missile weapon, each with specific associated ammunition:

  • Sling, which fires pebbles or shot
  • Bow - arrows
  • Crossbow - bolts

Chance of Hitting

Before determining how much damage a hit deals, the chance of it connecting has to be calculated; this depends on:

  • the character's innate skill with missile weapons
  • combat bonuses on the weapon and ammunition
  • bonuses from other magical equipment that affect combat
  • magical effects from potions, scrolls, etc.
  • any armour the enemy may have
  • special attributes of the enemy, such as invisibility

Once this probability has been calculated, a random number is generated to see if the blow is landed.

Damage Dealt

Basic damage is represented by a number of dice of a specified size. So the Arrow in the example deals 1 4-sided die of damage, i.e. between 1 and 4 points for each hit, or on average 2.5 points (1 plus 4, divided by 2) per hit. A Mithril Shot (damage 3d4) deals 3 4-sided dice of damage; 3-12 points; average 7.5 points per hit.

This damage can be modified by a number of things:

  • the damage multiplier of the missile weapon used
  • the combat bonuses on the missile weapon used and on the ammunition
  • other magical attributes of the weapon or ammunition
  • any bonuses the character has from characteristics or abilities
  • bonuses from other magical equipment that affect combat
  • the possibility of a 'critical hit'

Multiple Shots

Characters in certain classes gain the ability to take extra shots each turn as they become more experienced; in addition, some magical weapons bestow the ability to fire multiple shots. Being able to hit an opponent several times in this way can dramatically increase combat prowess.

Throwing Things

If you run out of ammunition your character still has one resort: throwing things at the enemy. Any melee weapon can deal some damage when thrown (although much less than when used as intended), and some potions and mushrooms have explosive effects when thrown.

Full list of Missile Weapons and Ammunition