weap-322.txt  Final version 2 for NetHack 3.2.2
Compiled by Kevin Hugo <hugo@cae.wisc.edu>.

WEAPON (Table 1)            COST  WGT  PROB   MATL  APPEARANCE
~~~~~~~~~~~~~~~~~~~~~~~~~ : ~~~~  ~~~  ~~~~ : ~~~~  ~~~~~~~~~~
Dagger                    :                 :
  orcish dagger           : $ 4    10   10  : IRON  crude dagger
  dagger                  :   4    10   25  : IRON  --
  athame                  :   4    10    0  : IRON  --
  elven dagger            :   4    10    8  : IRON  runed dagger
Knife                     :                 :
  worm tooth              :   2    20    0  : NONE  --
  knife           (shito) :   4     5   20  : IRON  --
  stiletto                :   4     5    5  : IRON  --
  scalpel                 :   4     5    0  : IRON  --
  crysknife               : 100    20    0  : MINL  --
Axe                       :                 :
  axe                     :   8    60   40  : IRON  --
  battle-axe              :  40   120   10  : IRON  double-headed axe
Pick-axe                  :                 :
  pick-axe                :  50   100  tool : IRON  --
  dwarvish mattock        :  50   120   13  : IRON  broad pick
Short sword               :                 :
  orcish short sword      :  10    30    3  : IRON  crude short sword
  short sword (wakizashi) :  10    30    8  : IRON  --
  dwarvish short sword    :  10    30    2  : IRON  broad short sword
  elven short sword       :  10    30    2  : IRON  runed short sword
Broadsword                :                 :
  broadsword   (ninja-to) :  10    70    8  : IRON  --
  runesword               : 300    40    0  : IRON  runed broadsword
  elven broadsword        :  10    70    4  : IRON  runed broadsword
Long sword                :                 :
  long sword              :  15    40   50  : IRON  --
  katana                  :  80    40    4  : IRON  samurai sword
Two-handed sword          :                 :
  two-handed sword        :  50   150   22  : IRON  --
  tsurugi                 : 500    60    0  : METL  long samurai sword
Scimitar                  :                 :
  scimitar                :  15    40   15  : IRON  curved sword
Saber                     :                 :
  silver saber            :  75    40    6  : SILV  --
Club                      :                 :
  club                    :   3    30   12  : WOOD  --
  aklys                   :   4    15    8  : IRON  thonged club
Mace                      :                 :
  mace                    :   5    30   40  : IRON  --
Morning star              :                 :
  morning star            :  10   120   12  : IRON  --
Flail                     :                 :
  flail        (nunchaku) :   4    15   40  : IRON  --
Hammer                    :                 :
  war hammer              :   5    50   15  : IRON  --
Quarterstaff              :                 :
  quarterstaff            :   5    40   11  : WOOD  staff
Polearm                   :                 :
  partisan                :  10    80   10  : IRON  vulgar polearm
  fauchard                :   5    60   11  : IRON  pole sickle
  glaive       (naginata) :   6    75   15  : IRON  single-edged polearm
  bec-de-corbin           :   8   100    8  : IRON  beaked polearm
  spetum                  :   5    50   10  : IRON  forked polearm
  lucern hammer           :   7   150   10  : IRON  pronged polearm
  guisarme                :   5    80   11  : IRON  pruning hook
  ranseur                 :   6    50   10  : IRON  hilted polearm
  voulge                  :   5   125    8  : IRON  pole cleaver
  bill-guisarme           :   7   120    8  : IRON  hooked polearm
  bardiche                :   7   120    8  : IRON  long poleaxe
  halberd                 :  10   150   16  : IRON  angled poleaxe
Spear                     :                 :
  orcish spear            :   3    30   13  : IRON  crude spear
  spear                   :   3    30   50  : IRON  --
  elven spear             :   3    30   10  : IRON  runed spear
  dwarvish spear          :   3    35   12  : IRON  stout spear
Javelin                   :                 :
  javelin                 :   3    20   10  : IRON  throwing spear
Trident                   :                 :
  trident                 :   5    25    8  : IRON  --
Lance                     :                 :
  lance                   :  10   180    8  : IRON  --
Bow                       :                 :
  orcish bow              :  60    30   12  : WOOD  crude bow
  bow                     :  60    30   24  : WOOD  --
  elven bow               :  60    30   12  : WOOD  runed bow
  yumi                    :  60    30    0  : WOOD  long bow
  orcish arrow            :   2     1   11  : IRON  crude arrow
  arrow                   :   2     1   42  : IRON  --
  silver arrow            :   2     1    8  : SILV  --
  elven arrow             :   2     1   10  : IRON  runed arrow
  ya                      :   4     1    5  : METL  bamboo arrow
Sling                     :                 :
  sling                   :  20     3   40  : WOOD  --
  flintstone              :   1    10  gems : MINL  --
  other rocks/gems/glass  : vary  vary gems : vary  --
Crossbow                  :                 :
  crossbow                :  40    50   45  : WOOD  --
  crossbow bolt           :   2     1   50  : IRON  --
Dart                      :                 :
  dart                    :   2     1   60  : IRON  --
Shuriken                  :                 :
  shuriken                :   5     1   35  : IRON  throwing star
Boomerang                 :                 :
  boomerang               :  20     5   15  : WOOD  --
Whip                      :                 :
  bullwhip                :   4    20    2  : LEAT  --
  rubber hose             :   3    20    0  : PLAS  --
Unicorn horn              :                 :
  unicorn horn            : 100    20  tool : BONE  --
Two weapon combat         :  --    --  none : NONE  --
Bare-handed combat        :  --    --  hand : NONE  --
Martial arts              :  --    --  hand : NONE  --


WEAPON (Table 2)            ABCE HKPR STVW  +HIT  SDAM SAVG  LDAM   LAVG
~~~~~~~~~~~~~~~~~~~~~~~~~ : ~~~~ ~~~~ ~~~~  ~~~~  ~~~~ ~~~~  ~~~~~~ ~~~~
Dagger                    : bbbE sb-E bEEE
  orcish dagger           :                  +2   d3    2.0  d3      2.0
  dagger                  :                  +2   d4    2.5  d3      2.0
  athame                  :                  +2   d4    2.5  d3      2.0
  elven dagger            :                  +2   d5    3.0  d3      2.0
Knife                     : b-ss Eb-E ss-s
  worm tooth              :                       d2    1.5  d2      1.5
  knife           (shito) :                       d3    2.0  d2      1.5
  stiletto                :                       d3    2.0  d2      1.5
  scalpel                 :                  +2   d3    2.0  d3      2.0
  crysknife               :                  +3   d10   5.5  d10     5.5
Axe                       : -Es- -s-- -bEs
  axe                     :                       d6    3.5  d4      2.5
  battle-axe              :                       d8+d4 7.0  d6+2d4  8.5
Pick-axe                  : EEb- -b-- -bs-
  pick-axe                :                       d6    3.5  d3      2.0
  dwarvish mattock        :                  -1   d12   6.5  d8+2d6 11.5
Short sword               : bb-E ss-E EEsb
  orcish short sword      :                       d5    3.0  d8      4.5
  short sword (wakizashi) :                       d6    3.5  d8      4.5
  dwarvish short sword    :                       d7    4.0  d8      4.5
  elven short sword       :                       d8    4.5  d8      4.5
Broadsword                : -s-E -s-s sbs-
  broadsword   (ninja-to) :                       2d4   5.0  d6+1    4.5
  runesword               :                       2d4   5.0  d6+1    4.5
  elven broadsword        :                       d6+d4 6.0  d6+1    4.5
Long sword                : -s-s -E-s EbE-
  long sword              :                       d8    4.5  d12     6.5
  katana                  :                  +1   d10   5.5  d12     6.5
Two-handed sword          : -E-b -s-b EbE-
  two-handed sword        :                       d12   6.5  3d6    10.5
  tsurugi                 :                  +2   d16   8.5  d8+2d6 11.5
Scimitar                  : ss-s bb-s bsb-
  scimitar                :                       d8    4.5  d8      4.5
Saber                     : Eb-s bs-s bsb-
  silver saber            :                       d8    4.5  d8      4.5
Club                      : ssE- sbEs ---s
  club                    :                       d6    3.5  d3      2.0
  aklys                   :                       d6    3.5  d3      2.0
Mace                      : -sE- bsEs -b-b
  mace                    :                       d6+1  4.5  d6      3.5
Morning star              : -sb- -sEb -b--
  morning star            :                       2d4   5.0  d6+1    4.5
Flail                     : -bs- -bEb sb--
  flail        (nunchaku) :                       d6+1  4.5  2d4     5.0
Hammer                    : -Es- -bEb -bE-
  war hammer              :                       d4+1  3.5  d4      2.5
Quarterstaff              : sbE- E-E- bbbE
  quarterstaff            :                       d6    3.5  d6      3.5
Polearm                   : --s- bssb sbss
  partisan                :                       d6    3.5  d6+1    4.5
  fauchard                :                       d6    3.5  d8      4.5
  glaive       (naginata) :                       d6    3.5  d10     5.5
  bec-de-corbin           :                       d8    4.5  d6      3.5
  spetum                  :                       d6+1  4.5  2d6     7.0
  lucern hammer           :                       2d4   5.0  d6      3.5
  guisarme                :                       2d4   5.0  d8      4.5
  ranseur                 :                       2d4   5.0  2d4     5.0
  voulge                  :                       2d4   5.0  2d4     5.0
  bill-guisarme           :                       2d4   5.0  d10     5.5
  bardiche                :                       2d4   5.0  3d4     7.5
  halberd                 :                       d10   5.5  2d6     7.0
Spear                     : -sEE bssb bbsb
  orcish spear            :                       d5    3.0  d8      4.5
  spear                   :                       d6    3.5  d8      4.5
  elven spear             :                       d7    4.0  d8      4.5
  dwarvish spear          :                       d8    4.5  d8      4.5
Javelin                   : --sb bss- bbbb
  javelin                 :                       d6    3.5  d6      3.5
Trident                   : -ss- bbs- -bbb
  trident                 :                       d6+1  4.5  3d4     7.5
Lance                     : ---- -Eb- sbs-
  lance                   :                       d6    3.5  d8      4.5
Bow                       : -bEE -bb- Eb--
  orcish bow              :                       d2    1.5  d2      1.5
  bow                     :                       d2    1.5  d2      1.5
  elven bow               :                       d2    1.5  d2      1.5
  yumi                    :                       d2    1.5  d2      1.5
  orcish arrow            :                       d5    3.0  d6      3.5
  arrow                   :                       d6    3.5  d6      3.5
  silver arrow            :                       d6    3.5  d6      3.5
  elven arrow             :                       d7    4.0  d6      3.5
  ya                      :                  +1   d7    4.0  d7      4.0
Sling                     : s-sb s-b- -bbs
  sling                   :                       d2    1.5  d2      1.5
  flintstone              :                       d6    3.5  d6      3.5
  other rocks/gems/glass  :                       d3    2.0  d3      2.0
Crossbow                  : ---b -sbE -b--
  crossbow                :                       d2    1.5  d2      1.5
  crossbow bolt           :                       d4+1  3.5  d6+1    4.5
Dart                      : b--- E-bE -E-E
  dart                    :                       d3    2.0  d2      1.5
Shuriken                  : ---b s-bs Eb-b
  shuriken                :                  +2   d8    4.5  d6      3.5
Boomerang                 : E-E- --b- -b--
  boomerang               :                       d9    5.0  d9      5.0
Whip                      : E--- ---- -b--
  bullwhip                :                       d2    1.5  1       1.0
  rubber hose             :                       d4    2.5  d3      2.0
Unicorn horn              : s-b- E-s- -s--
  unicorn horn            :                       d12   6.5  d12     6.5
Two weapon combat         : bb-E -s-E Ess-
Bare-handed combat        : EGG- bE-b -EEb        d2    1.5  d2      1.5
Martial arts              : ---b ---- G---        d4    2.5  d4      2.5


Weapons are listed above first by skill class, then by increasing damage.
Alternative Japanese names are listed in parenthesis ().  The COST field
denotes the base price of each weapon.  WGT specifies the weight (100
zorkmids weighs 1).

Weapons comprise 10% of all randomly-generated items in the main dungeon,
0% in containers, 12% in Roguelike bones piles, and 20% in hell.  PROB is
the relative probability of each subtype.  If an object is mergable, then
6d6 (6 to 36) quantity is generated.  Weapons have a roughly 10% chance
of being blessed, roughly 10% of being cursed, and roughly 10% chance of
a non-zero enchantment (exponentially distributed).  Pick axes, unicorn
horns, gems, glass, rocks, bare-handed combat, and martial arts are also
listed here for their weapon skills and damage, even though they are not
technically weapons.  Two-weapon combat is not completely implemented.

The MATL column describes the material of the weapon.  This affects
whether the weapon can be damaged (eroded); see the section below to
find out how to repair and prevent damage.
    MATL  DESCRIPTION                      ERODES?
    ~~~~  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~  ~~~~~~~
    BONE  Horn or bone                     No
    IRON  Iron                             Rusts
    LEAT  Leather                          Burns/Rots
    METL  Other metal                      No
    MINL  Mineral                          No
    NONE  Not an item or unusual material  No
    PLAS  Plastic or rubber                No
    SILV  Silver                           No
    WOOD  Wood                             Burns/Rots

Some character classes know the true identity of some or all weapons at
the start of the game.  Weapons whose identity has not yet been established
will have the APPEARANCE listed.

Each character class has a limit to the amount of skill that can be
obtained in each weapon class.  The maximum skill level is noted under
the ABCE HKPR STVW columns: - for restricted (cannot advance beyond
unskilled), b for basic skill, s for skilled, E for expert, M for master,
and G for grand master.  Weapon skills are explained further below.

Finally, information about each weapon's ability to hit and cause damage
is listed.  A few weapons have an additional bonus to hit, listed in the
+HIT column.  The base amount of damage to small and large monsters is
given in the SDAM and LDAM fields, and is expressed in terms of die rolls.
For example, 2d6 means 2 dice which can each range from 1 to 6, for a
total from 2 to 12.  The average amount of damage (useful for comparing
weapons) against small and large monsters is given under SAVG and LAVG.


Weapon skills
~~~~~~~~~~~~~
The table of weapons above is organized by "skill classes".  Continued
use of a weapon gives you practice in its skill class.  With enough
practice in a skill class and experience levels, you may have the
opportunity to advance your skill level in that skill class.  This will
in turn lead to an improvement in your chance to hit and the damage
produced by weapons in that class.

               NEEDED       WEAPON    2-WEAP   BARE-HAND     MARTIAL
SKILL LEVEL   HITS  EXP   +HIT  +DAM   +HIT   +HIT  +DAM   +HIT  +DAM
~~~~~~~~~~~   ~~~~  ~~~   ~~~~  ~~~~   ~~~~   ~~~~  ~~~~   ~~~~  ~~~~
Unskilled       0    0     -4    -2     -9      0     0      0     0
Basic          20    1      0     0     -7     +1    +1     +3    +2
Skilled        80    2*    +2    +1     -5     +2    +1     +4    +3
Expert        180    3*    +3    +2     -3     +2    +2     +5    +4
Master        320    1     --    --     --     +3    +2     +6    +5
Grand master  500    1     --    --     --     +3    +3     +7    +6

There are specifically two requirements needed to advance a skill class:
a number of successful hits by any weapon in the skill class and a
number of experience levels.  A hit is considered successful if it
causes more than one point of damage to a monster, regardless if the
weapon is wielded or thrown.  The particular damage value used for this
determination is decribed in "Calculating damage" below.

The number of HITS needed to advance to a particular SKILL LEVEL is
shown in the table above; this is the number accumulated since the
beginning of the game.  Thus, if you start unskilled in a weapon, it
takes 20 hits to become basic and 60 more hits to become skilled; but if
you start with basic skill, you will need a full 80 hits to advance from
basic to skilled.

The other criterion used to advance skill levels is experience levels.
Each time you gain an experience level, you earn a "skill slot" that is
used up when you an advance a skill.  Thus you can earn a maximum of 29
skill slots, by advancing from level 1 to level 30.  If you lose an
experience level, you lose the associated skill slot; if that skill slot
was used to enhance a skill, you will lose the most recently earned skill
and are refunded the remaining skill slots from that skill level.

The table above also lists the number of additional EXPerience levels
(skill slots) needed to advance to that skill level.  Bare-handed combat
and martial arts need only 1 additional skill slot to advance to each
skill level (noted by *).  Unlike the number of hits, this number is not
cumulative.  Thus, it takes 2 skill slots to advance a weapon from basic
to skilled, no matter if you started with it as basic or unskilled.

When you start the game, you will have basic skill for the weapons and
weapon-tools in your initial inventory, have basic skill in bare-handed
combat if you can advance it beyond expert, and will be unskilled in all
other weapon categories.  When you reach the point when you can advance
a skill category, you will see the message, "You feel more confident in
your fighting skills."  You can then advance the skill using the #enhance
command (alt-e on some systems).  You may choose to not advance a skill
level if you want to reserve the skill slots for a better weapon class.
After advancing a skill, if you are ready to advance another skill
(possibly the same one), you will get the message "You feel you could be
more dangerous!"  The #enhance command can also be used at any time to
check your current skill levels.

Of course, there are limits to how much you can advance a particular
skill category.  Each character class has different maximum levels for
each skill category, as can be seen in weapons table 2 above.  These
differences help to distinguish the various character classes late in
the game.  For example, note that many of the fighter classes have skill
with swords, whereas priests are restricted from edged weapons but are
good with bludgeons and missiles.  Note that you can usually advance your
starting weapons and your quest artifact (if it is a weapon) to expert
skill.

The term "restricted" is used to describe skill categories that are
permanently unskilled.  They do not appear in the #enhance menu, although
you will see skills that are unskilled and can be advanced.  If you
receive an artifact weapon from crowning or sacrificing, and the
artifact's skill category is restricted, then the restriction will be
removed and you will be able to advance that skill to basic level.

Weapon skills affect your game by adding a bonus to your chance to hit
and your damage.  The WEAPON +HIT and +DAM columns in the table above
shows the amount of this bonus for each skill level.  The to-hit bonus
for 2-WEAPon combat is also shown, although this type of combat is not
fully implemented in NetHack 3.2.2.

If you attack a monster while not wielding any weapon, you will cause
either bare-handed damage (d2) or martial arts (d4) damage.  You only
cause one or the other, depending on your character class.  These skills
can be enhanced just like weapon skills -- even to levels beyond those
of weapons (master and grand master) and have their own bonuses to-hit
(+HIT) and +DAMage.  The martial arts bonus also applies when attacking
a monster by kicking it.


Calculating the chance to hit
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
(Adapted from the spoiler "weapons", by Robert DeLoura
<deloura@noaapmel.gov> and Boudewijn Wayers <kroisos@win.tue.nl>.)

There are three ways to attack a monster with a weapon.  You can hit the
monster directly by wielding the weapon and stepping into that monster's
square.  If no weapon is wielded, you use your bare-handed or martial
arts skill.  Second, you can use the throw command to throw a weapon or
any other object (just type the object's inventory letter).  Missiles
(such as arrows) are fired from launchers (such as bows) by wielding the
launcher and throwing the missile.  Finally, you can kick an object at a
monster, or just kick a monster in an adjacent square.

Your chance to hit is based on the sum of the following items.  The larger
the number, the better your chance to hit.
+   The target monster's armor class.
+   Your experience level, or your hit dice if you are polymorphed.
+   Your total numerical luck, which can range from -13 to +13.
+   A bonus based on your dexterity (see DEXT +HIT in the table below).
+   1 if you are in elven form and are attacking an orc (any o).
+   2 if the target monster was asleep.  It will awaken, whether you hit
    or miss it.
+   4 if the target monster was paralyzed.  There is a 10% chance that
    the monster will be unfrozen.

The following are added only when attacking a monster directly (i.e.,
not throwing or kicking):
+   1 bonus for attacking directly.
+   A bonus based on your strength (see STRENGTH +HIT in the table
    below).
+   -1 if you are burdened, -3 if stressed, -5 if strained.  You cannot
    attack in any way if you are overtaxed or overloaded.
+   -3 if you are trapped.
+   2 if the target monster was stunned.
+   2 if the target monster was fleeing.

The following are added only when attacking by throwing or kicking a
weapon (i.e., not wielding):
+   -1 penalty for attacking from a distance.
+   +2 to -4, depending on your distance to the target monster.
+   -2 to +5, depending on the size of the target monster.
+   2 with a heavy iron ball.
+   4 with a boomerang.
+   6 with a boulder.
+   1 if you are an Elf or Samurai wielding any bow and shooting any arrow.
    This bonus is 2 when an Elf uses an elven bow or a Samurai uses a yumi.
+   Some gloves are a hindrance if you wield any bow class.  Gauntlets of
    power are -2, and gauntlets of fumbling are -3.
+   -4 if you throw or kick a missile without wielding a matching
    launcher:
        LAUNCHER(S)                  MISSILE(S)
        ~~~~~~~~~~~~~~~~~~~~~~~~~~~  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
        orcish bow, bow, elven bow,  orcish arrow, arrow, silver arrow,
          yumi                         elven arrow, ya
        sling                        gems and stones
        crossbow                     crossbow bolt
+   Enchantment of the launcher you are wielding, if you threw or kicked
    a matching missile.
+   -1 if your launcher is damaged, -2 if it is very damaged, or -3 if
    it is thouroughly damaged.  This only applies when you kick or throw
    a matching missile.

If the target monster is hit by a weapon or weapon-tool -- your wielded
one when attacking directly, or the missile if thrown or kicked -- there
are additional bonuses based on that object:
+   The object's enchantment.
+   The object type's to-hit bonus.  See +HIT in weapons table 2.
+   A weapon skill +HIT bonus; see WEAPON +HIT in the weapon skills
    table above, for the current skill level of that weapon.
+   2 for blessed weapon(-tool) against a demon or undead monster.
+   2 for weapons in spear class against X, D, J, N, or H.
+   2 for a trident against snakes or eels out of water.
+   4 for a trident against any swimmer in water.
+   2 for weapons in pick-axe class against xorns and earth elementals.
+   An artifact +HIT bonus, if any applies.

A die from 1 to 20 is rolled and compared to the to-hit total.  If the
die roll is less than the to-hit total (or equal when throwing or
kicking), you hit the monster and inflict damage as described below;
otherwise, you miss the monster.  The die roll is also used in determining
if certain "chance" artifact effects occur (e.g., beheading or Magicbane's
special attacks).

There are also some special cases.  If you are swallowed or engulfed by
a monster, then direct or thrown attacks always succeed, although you
will be unable to kick.  Unicorns will always catch gems and glass that
is thrown or kicked at them, causing no damage.

Here is the table of attribute adjustments:
                  STRENGTH   DEXT   :                   STRENGTH   DEXT
  ATTRIBUTE      +HIT  +DAM  +HIT   :   ATTRIBUTE      +HIT  +DAM  +HIT
  ~~~~~~~~~~~~~  ~~~~  ~~~~  ~~~~   :   ~~~~~~~~~~~~~  ~~~~  ~~~~  ~~~~
        3         -2    -1    -3    :   18/76 - 18/89   +2    +4    --
     4 to  5      -2    -1    -2    :   18/90 - 18/99   +2    +5    --
     6 to  7      -1     0    -1    :       18/**       +3    +6    --
     8 to 14       0     0     0    :        19         +3    +6    +5
       15          0     0    +1    :        20         +3    +6    +6
       16          0     0    +2    :        21         +3    +6    +7
       17         +1    +1    +3    :        22         +3    +6    +8
       18         +1    +2    +4    :        23         +3    +6    +9
  18/01 - 18/50   +1    +3    --    :        24         +3    +6   +10
  18/51 - 18/75   +2    +3    --    :        25         +3    +6   +11


Calculating damage
~~~~~~~~~~~~~~~~~~
(Adapted from the spoiler "weapons", by Robert DeLoura
<deloura@noaapmel.gov> and Boudewijn Wayers <kroisos@win.tue.nl>.)

If you hit directly without wielding anything, you inflict either bare-
handed base damage (d2) or martial arts base damage (d4).  No base damage
occurs against shades.  If the base damage is more than one point, you
exercise that weapon skill.  There is also a small chance of stunning
your opponent.

Damage from weapons, weapon-tools, gems, stones, ball, or chain is the
total of the following:
+   Wielded object's base damage (SDAM or LDAM above, accordingly)
+   Wielded object's enchantment (weapon and weapon-tool only)
------------------------------------------------------------------------
=   Subtotal A
#   Subtotal A is set to zero if attacking thick-skinned creature with
    item made of venom, wax, food, paper, cloth, or leather (namely, a
    bullwhip).  Thick-skinned creatures include: gargoyle, winged gargoyle,
    all mimics, mumak, titanothere, baluchitherium, all baby and adult
    dragons (D), earth elemental, all baby and adult nagas (N), xorn,
    skeleton, wood golem, clay golem, stone golem, iron golem, horned
    devil, barbed devil, crocodile, salamander, Chromatic Dragon, and
    Ixoth.
#   Subtotal A is set to zero if attacking a shade without silver.
#   Heavy iron ball sets subtotal A to 1-25, depending on weight.
+   d4 if using a blessed item against undead or demon.  Undead include
    all liches (L), all mummies (M), all vampires (V) and vampire bats,
    all wraiths/wights (W), all zombies (Z), ghosts, and shades.  Demons
    are all & except Death, Pestilence, Famine, the mail daemon, and
    djinni.  This bonus can't be doubled.
+   d4 if using an axe or battle axe against wooden creature (namely,
    wood golems).  This bonus can't be doubled.
+   d20 if silver weapon against silver-hating creature.  These include
    all were-creatures (in both human and creature form); all vampires
    (V); all demons (&) except Death, Pestilence, Famine, the mail
    daemon, and djinni; shades; and all imps (i) except tengu.  This
    bonus can't be doubled.
+   erosion penalty (-1 = rusty, -2 = very rusty, -3 = thoroughly rusty).
    This won't reduce subtotal B beyond 1.
------------------------------------------------------------------------
=   Subtotal B.  This is the value that must be greater than one for the
    hit to be counted toward a weapon skill.
+   If you are a Rogue in human form hitting a fleeing monster, aren't
    stuck, and subtotal B is more than one point, you strike from behind
    with an additional random damage from 1 to your experience level.
+   If you attack directly with a boomerang, there's approximately 1/3
    chance (depending on luck) that the boomerang breaks, causing another
    1 point of damage (no damage to shades).
+   1 if you're a Samurai using ya with a yumi, or are an Elf using elven
    arrows with an elven bow.  Your role (not your polymorph form) is
    what matters.
+   Artifact damage bonus, doubling, and/or special attacks.  This may
    apply only against certain creatures.  See arti-322.txt.
------------------------------------------------------------------------
=   Total damage
Hitting directly with a launcher, hitting directly with a missile, or
using the wrong missile with a launcher causes only d2 damage (zero
against shades) and does not exercise your weapon skill.  

Damage from other objects are as follows.  No weapon skills are exercised.
  OBJECT            DAMAGE
  ~~~~~~~~~~~~~~~~  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  corpses           2 to 8, depending on size.  Cockatrice corpses
                    (nicknamed "rubber chickens") turn monsters to stone,
                    or do no damage if monster is stoning-resistant.
  eggs              1, penalize luck if you laid it, and no increase
                    damage bonus.
                    Cockatrice eggs (nicknamed "stoning grenades") turn
                    monsters to stone, or do no damage if monster is
                    stoning-resistant.
  clove of garlic   1, makes undead (but NOT demons) flee for 2d4 (more)
                    turns.
  cream pie,        0, blinds target; no increase damage bonus.
    blinding venom  
  acid venom        2d6 to monsters not acid resistant; no increase
                    damage bonus.
  potions           See pot1-322.txt.
  expensive camera  0, breaks camera.
  mirror            1, with a -2 penalty to your luck.
  boulder           d20.
  heavy iron ball   1 to 25, depending on weight and subject to rusting.
  iron chain        d4+1, subject to rusting.
  other objects     1 to 6, depending on weight.

Additional damage can occur to all of the above attacks (even against
shades):
+   Your increase damage bonus (such as from rings), unless if noted
    above.
+   The STRENGTH +DAM bonus from the attributes adjustment table above.
    This won't occur if you aren't allowed the increase damage bonus, or
    if you're throwing/kicking a missile without a matching launcher.
+   If you scored a hit that exercises a weapon skill, the +DAM bonus
    for that weapon skill.
+   If you attack a non-poison-resistant monster with a poisoned missile,
    there's a 10% chance of an instant kill, else you inflict d6 more
    damage.
Your total damage is limited from being negative.  If you are allowed an
increase damage bonus, you will score at least 1 point of damage.

When you attack a monster and are polymorphed into a creature, you usually
use the attacks of your polymorphed form.  However, if you are in a form
that can use a weapon, are wielding something, and attempt a weapon,
claw, kick, bite, sting, touch, butt, or tentacle attack, then you will
attack with the wielded object instead.

You may sometimes shatter your opponent's weapon if you are wielding a
two-handed weapon, or are a Samurai wielding a katana with no shield.
Your skill with your weapon must be skilled or better.  The chance
depends upon your weapon's erosion and the ability of your opponent's
weapon to resist; it is about 2.5% under the best circumstances.  This
attack also causes the monster to flee for 2d3 (more) turns.

Some monsters fight back passively when attacked.  Also, when black or
brown puddings are hit directly with an iron weapon, it will be cloned
after taking damage.


Choosing an early weapon
~~~~~~~~~~~~~~~~~~~~~~~~
Most players know that the best weapons in NetHack are artifacts (see
arti-322.txt).  However, you usually won't find a good artifact weapon
until you are well into a game.  Which weapons should you use until
then?

The best general advice is to use the same weapon preferences that
monsters use.  Their choices of wielded weapons for hand-to-hand combat,
from most to least preferred, are as follows:
  cockatrice corpse, tsurugi, runesword, dwarvish mattock, two-handed
  sword, battle-axe, katana, unicorn horn, crysknife, trident, long
  sword, elven broadsword, broadsword, lucern hammer, scimitar, silver
  saber, halberd, partisan, lance, fauchard, bill-guisarme, bec-de-corbin,
  guisarme, ranseur, spetum, voulge, bardiche, morning star, glaive,
  elven short sword, dwarvish short sword, short sword, orcish short
  sword, mace, axe, dwarvish spear, elven spear, spear, orcish spear,
  flail, bullwhip, quarterstaff, javelin, aklys, club, pick-axe, rubber
  hose, war hammer, elven dagger, dagger, orcish dagger,  athame,
  scalpel, knife, worm tooth.

If monsters can attack you from a distance with a ranged weapon, they
will use them in the following order:
  dwarvish spear, elven spear, spear, orcish spear, javelin,
  shuriken, ya, silver arrow, elven arrow, arrow, orcish arrow,
  crossbow bolt, elven dagger, dagger, orcish dagger, knife, rock,
  loadstone, luckstone, dart, boomerang (not yet implemented), cream pie.

Classes that are good fighters usually start with good weapons (for
example, BEKRSV), but other classes may want to switch to a different
type of weapon as soon as possible.  During the first few levels of the
game, you can #untrap dart and arrow traps to get some ranged weapons to
throw.  Daggers (especially elven) are often left by monsters in the
first few levels and in the mines, and have a +2 to-hit bonus.  Pick-axes
(good to practice skill for dwarvish mattock), unicorn horns, and
quarterstaffs (from wood golems) appear somewhat later in the game and
are good choices for certain classes.

Note that you will start out unskilled in weapon categories other than
your starting weapons, which makes fighting with other weapons difficult
until you can advance them to basic.  Using cockatrice corpses requires
gloves and has other risks.  Naturally, there are other ways to fight
and defend yourself as well.


Weapon enchantment and erosion
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
(Adapted from the spoiler "enchant.lim" by Peter Snelling <snelling@bnr.ca>
and Boudewijn Wayers <kroisos@win.tue.nl>.)

Your weapon's enchantment (e.g., -1, +0, +2) affects both your chance to
hit monsters and the amount of damage produced.  However, damage is
reduced if your weapon has been eroded by rust, fire, or rotting.  Some
weapons are made of materials that do not erode (see weapons table 1),
but others must be specially protected to prevent erosion.  This section
explains how to enchant your weapon and protect it from erosion.

All of the weapons and tools listed above can only be enchanted by reading
scrolls of enchant weapon.  You must wield the weapon first.  The effect
is dependent upon the blessed status of the scroll and the weapon's
enchantment before reading the scroll.  A blessed scroll adds 1 or more
enchantments, based on the current enchantment (see table below).  An
uncursed scroll adds only one enchantment.  Cursed scrolls remove one
enchantment; however, artifacts other than Sting or Orcrist are not
affected by cursed scrolls of enchant weapon in any way.
  Current enchantment  -3 to -1  +0 to +2  +3 to +5  +6 to +8  +9 or more
  ~~~~~~~~~~~~~~~~~~~  ~~~~~~~~  ~~~~~~~~  ~~~~~~~~  ~~~~~~~~  ~~~~~~~~~~
  Additional possible   1 to 4    1 to 3    1 to 2       1       0 to 1

A blessed or uncursed scroll will further make a cursed weapon uncursed,
and will convert a worm tooth into a crysknife.  Cursed scrolls will
convert a crysknife into a worm tooth.  There is also a 2/3 chance of
your weapon being destroyed if it was more than +5 (less than -5) before
reading a nonncursed (cursed) scroll.

Thus, the maximum safe enchantment for a weapon is +7.  This is obtained
by reading uncursed or blessed scrolls until +5 is reached, and then
reading a blessed scroll.  If by chance this results in +6, you should
bring the enchantment back down to +5 -- by engraving one letter with
the weapon or by reading a cursed scroll of enchant weapon -- before
trying again.  Note: Engraving works only for weapons with edges, and
for athames only when they are cursed.

The artifact Magicbane has special attack effects that decrease in
frequency as the enchantment is increased.  See arti-322.txt for a
discussion on why it works best when enchanted at +2.

A special case occurs if you are confused while reading a scroll of
enchant weapon.  Blessed or uncursed scrolls of enchant weapon while
confused will remove any rust, fire, or rot damage and rustproof/fireproof
your weapon.  The weapon's current enchantment does not matter.  Reading
a cursed scroll of enchant weapon while confused removes any rustproofing
or fireproofing, but will not otherwise damage your weapon.  You can
also choose a weapon that doesn't damage (such as one made of silver),
temporarily protect your weapon by applying a layer of grease from a can
of grease, or #dip a damaged weapon into a non-cursed potion of oil to
remove one level of damage.


Acknowledgements
~~~~~~~~~~~~~~~~
David Richerby <davidr@chiark.greenend.org.uk>, David Grabiner
  <grabiner@math.lsa.umich.edu>, and Dylan O'Donnell <dylanw@demon.net>
  provided many corrections.
Spelling corrections by Aaron Bell <abell@uk.ibm.com> and Ivan
  <pi@sol.wohnheim.uni-ulm.de>.
