Defending and Armor There are a number of ways in which monsters can attack you: in direct melee combat, by exploding next to you, by breathing on you, or by casting spells (this is to say nothing of those lovely summoners who summon other monsters to lend them a helping hand!). All types of monster attacks can either harm your hit points directly, cause status effects ([a]), cause other nasty side-effects (like stat drain or elemental damage to your items), or - way too often - all of the above. Virtually all monsters have melee attacks; usually they can only use them if they are directly next to you, but a few monsters have longer (two-square) reach, and then there are the dreaded beholders... Melee attacks are not guaranteed to hit, though; often they miss. Many monsters also have an array of magical spells which they may use against you; and some have breath attacks (for example, red dragons breathe fire). Spell and breath attacks can be used from some distance away; usually they require line of sight, but sometimes a powerful ball or breath attack might snipe you from around a corner, still doing some damage even though the monster could not target you directly. You need three things to protect you from this onslaught of attacks: armor class (AC) to make melee attacks miss more; resistances to reduce damage from elements (like fire) and to mitigate or eliminate the side-effects that elements have; and enough hit points (HP) to survive the damage you can't help taking. (In practice, you also need a fourth thing as well: plenty of healing to recover from the damage!) Armor Class The higher your armor class (or AC) is, the better. The effects of high AC are twofold: it causes all monster melee attacks to miss more often, and it reduces damage from some melee attacks even when they do hit. The latter only happens against the "Hurt" and "Shatter" attack types, and not against melee attacks of other types. You can get some AC from your dexterity (essentially this is your ability to dodge attacks, interpreted as AC); but the bulk of your AC will be accounted for by your equipment, especially your armor. All armor-type items (body armors, shields, cloaks, gloves, boots, helmets etc.) have two different AC values: base AC and bonus AC. These are displayed in square brackets as [x,+y] (e.g. [8,+0]), where x is the base AC and y is the bonus AC. Base AC is usually the same for all items of the same kind (e.g. all small leather shields), cannot be magically enchanted or otherwise improved, and cannot be damaged. Bonus AC can be magically enchanted, but can also suffer damage from disenchantment and acid. Non-armor items (such as weapons, amulets or rings) never have base AC, but may still have bonus AC. If present, this is indicated simply as [+y] (e.g. [+10]); since these items never have base AC, only one number is needed. See [b] for a full account of all numbers that might be displayed in an item description. For most characters, AC runs from around 0 to 150, maybe a bit higher. AC can go arbitrarily high; direct damage reduction from AC reaches its maximum level at an AC of 180, but the more important hit chance reduction from AC is not similarly capped. Yet, since armor is needed for resistances as much as (or even more than) it is needed for AC, compromises that limit AC are often necessary. Resisting Magical Attacks A few evil curses might give you a saving throw (see [c]); but breaths, bolts, balls, and other nasty spell attacks offer no such easy way out. Against them, your only recourse is to find equipment (or some other source) that grants resistance to the attack's damage type, or element. There are two categories of resistances: 1) the base or low resistances (acid, electricity, fire, cold, poison); and 2) the high resistances: light, dark, confusion, nether, nexus, sound, shards, chaos, disenchantment, blindness and time. (Poison is sometimes counted as a high resistance, but is functionally a low one.) In addition, there is the special resistance to fear, which works differently (see [d]). Each resistance both reduces damage from the corresponding element and gives you a saving roll against side-effects caused by that element. Multiple sources of the same resistance stack, though not linearly: one source of fire resistance (or another low resistance), for example, provides 50% resistance; two sources would give 65%, three sources 72%, and so on. The corresponding numbers for high resistances are lower: 30% for one source of resistance, 40% for two and 45% for three. These resistance percentages are displayed on the Character Sheet, so there is no need to memorize them. For damage reduction, 50% resistance simply means damage is reduced by approximately 50% (there is slight randomness, so for any one attack it could be 52% or 49%, but it will be close to 50%). For side-effects, the calculation is somewhat different: the resistance level (here 50) is compared to a 66-sided die for item destruction calculations, and a 55-sided die for other side effects. So two sources of fire resistance (65%) would almost eliminate item damage from fire, but there's still that pesky 1 in 66 chance... For high resistances the numbers are lower: a 41-sided die for item destruction, and a 33-sided die for other side effects; again, two sources of resistance are almost but not quite enough to prevent item destruction. A few races, such as Androids (electricity) or Werewolves and Ents (fire), are exceptionally vulnerable to one element and trigger special resistance calculations for that element only. The item destruction limit is lowered in these special cases; Androids use a 54-sided die for electricity, as do Ents for fire; and Werewolves use a 53-sided die for fire, allowing them to still fully protect their inventory with three sources of resistance. But damage and side-effect calculations are not similarly forgiving. A number of exotic elements (like gravity) have no corresponding resistance, though it may still be possible to resist some of their effects (see [e]). Ego Armor and Artifacts Ordinary, mundane armor isn't likely to give you a resistance; but armor crafted by the great smiths of the age and imbued with mighty magics is another matter entirely. These items will fall into two broad categories: 1) artifacts and 2) ego items. These categories are explained in more detail elsewhere ([f] and [g]); the main difference between them is that an artifact can only be found once in each game, while an ego item shares its type with unlimitedly many other items. Both artifacts and ego items can be highly valuable, and can provide not only resistances but also other nice stuff - boosts to your statistics, boosts to your speed, protection from paralysis, the ability to reflect enemy arrows and bolt spells, even skill with magical devices or telepathy. A list of all artifacts and ego types, and all the bonuses they give, would be both a spoiler and excessively long; so play the game and find out what there is :) List of Resistances This section describes the various damage types that you can resist. As mentioned above, your current resistance sources (and resistance percentages) are noted on your Character Sheet (accessed with the C command), and you should look there regularly to see what you have and what you still lack. You start the game with few or no resistances, but by the endgame you will resist nearly everything. The most important resistances are to the four base elements: acid, electricity, fire and cold. These are the first four resistances your character needs, and as early as DL 30-35 you should already have them doubly covered if possible, to reduce both direct damage and item loss. In the midgame and late game, attacks based on electricity, fire and cold can do extremely high damage, and might kill even a fully developed character from full health if not resisted. The high resistances are not as important in the early game, but by the late game you should have at least most of them covered too. Nether, Shards and Chaos are particularly important resistances in the endgame; you should always have them in the really deep dungeons, even if it means major compromises elsewhere. Acid Acid is a corrosive form of attack. Not only is it painful to you, the player, but it may also damage your armor and destroy items such as staves and scrolls. Worse, the damage to equipped armor ignores normal resistance, and can only be prevented with full immunity or by wearing acid-proof equipment (use the Inspect command to see if a given piece of armor is acid-proof; all artifacts and many egos are). Acid damage is halved by armor, making it less deadly than the other base elements, but the damage to staves combined with the commonness of acid-based attacks still makes Acid Resistance a must-have. Electricity/Lightning Electricity is quite shocking (and quite painful) to experience up close. In addition, it destroys rings and wands, and you can be sure that the unidentified ring that just got fried was that Ring of Speed you'd long been looking for... Resistance to electricity is slightly more negotiable than the other three base elements, but not by much: you don't want to lose your wands, and you probably don't want to take 900 damage from a single lightning breath either. Fire In addition to causing physical damage to the player, fire-based attacks are prolific destroyers of essential gear in your backpack. Without resistance you can say goodbye to your staves, scrolls, town spellbooks, unequipped equipment, and (pretty soon) this cruel world. Of all resistances in the game, resistance to Fire is the most important, and Werewolves and Ents (who are vulnerable to fire) never stop feeling the pain. Cold/Frost Cold-based attacks may destroy potions (in addition to killing you outright). Some potions are so rare, so precious and so essential that they must be protected at all costs... but unfortunately, also so fragile that Cold resistance is only a part of that puzzle. Poison Poison does extremely high damage, the highest of any element, but it does so with some delay (see [h]). This means that you can use curing items such as Mushrooms of Cure Poison to tackle poisoning, and so this resistance is not absolutely needed... except that there's an exotic element called Toxic Waste, which is basically poison (and checks poison resistance) but has some very nasty extra side-effects. Light You need light to see, it is true, but too much light can blind you! While blinded, you won't be able to read scrolls or spellbooks, or even see the monsters around you (see [i])... and a few monsters have Light-based attacks that deal high damage directly. Luckily, these monsters are relatively rare, which makes Light one of the least important high resistances. Dark In addition to causing physical damage, darkness may also blind the player and darken the dungeon; so having resistance will protect your eyesight as well as your health. Darkness-based attacks tend to be fairly mild in the early game, but late-game Darkness Storms can be deadly. Confusion This form of attack is quite baffling, and I must confess to being puzzled as to how it manages to hurt the player, but it does. The main problem, though, is not the damage but the side-effect: a confused player cannot read scrolls, cast spells or even reliably move in the right direction. See [j] for tips on how to deal with confusion. Nether Nether is the element of the underworld; not only is it deadly, but it can drain your life points (see [k]). In the late game, the undead are everywhere, and you lack Nether resistance at your peril. Nexus Nexus is seldom deadly, but often highly annoying; it can teleport you to very unexpected places, or even swap your primary stats around. Some of nexus's side-effects are so hated that birth options ([l] and [m]) exist to replace them with a mere foul curse... Sound Loud noises can be very painful, stun you, and cause your potions to shatter. Resistance to Sound also protects you from stunning as a side-effect of exotic elements; see [n] for why being stunned is bad. Shards Shard-based attacks may cause bleeding as well as direct damage. While bleeding, you lose hit points every turn; the deeper the gash, the faster you will die (see [o]). In addition, shards can destroy potions. Resistance to shards is not needed in the early game, but in the late game it rivals base resistances in importance. Chaos/Logrus Chaos is another of the most dangerous damage types: if chaos attacks don't kill you outright, their side effects might. You may find yourself a confused, hallucinating, mutated wretch, twisted by forces unfathomable. Oh, and chaos destroys staves and wands too... Best to resist it, if you can. Disenchantment Disenchantment is the undoing of magic of all kinds. Not only might it (permanently!) reduce the quality of your equipment, it can also dispel the beneficial spells you weave; and it is plenty deadly, too. Disenchantment is the only element capable of harming an artifact. Blindness Blindness resistance, unlike all of the resistances listed above, does not reduce damage; its sole purpose is to protect you from the Blindness status effect, whether caused by directly blinding attacks or as a side-effect of Light or Dark. Apart from Time, Blindness is the least important resistance. Time Time-based attacks can be an enormous inconvenience; they have the potential to drain your experience or your stats, even ignoring any sustains you might have. Luckily, Time attacks are very rare, and the direct damage from them tends to be low; this makes Time resistance one you don't really need, which is good since it is by far the hardest resistance to find. Fear There is much in the world that may un-nerve the boldest hero, not least the special game mechanics around this resistance, which functions unlike any of the others. See [p] for an explanation of fear and fear resistance. Immunities If you are very lucky, you may find items which grant immunity to one or (very occasionally) more of the four base elements (Acid, Fire, Cold and Electricity). An immunity fully protects you from all damage and other effects that element might otherwise cause. Other Protection These item attributes are not technically resistances, but will still help you stay safe: Free Action Free Action gives you a saving throw against paralysis, and becomes a necessity once you start going into quests with paralyzing monsters (such as the Old Barracks quest or the Old Man Willow quest). Three sources of Free Action are always good enough to save you from paralysis (regardless of how bad your saving throw is), and two sources are always good enough against monsters of level 41 and below. Free Action also helps you recover much faster if you do get paralyzed; with no Free Action at all, paralysis often means death. Hold Life Having your experience drained is often an inconvenience, and sometimes outright dangerous if you lose levels. Hold Life gives you a save against experience drain, and generally reduces the amount of experience lost even if the saves fail. Multiple sources of Hold Life will stack. Hold Life also gives some protection against life point drain, which in the late game can be an even more serious problem than experience loss. As you lose life points, your maximum HP is effectively lowered ([q]); even worse, some life-draining attacks make the draining monster stronger! If you run out of life points, you will usually turn into an undead rather than die outright; but some races (like Androids, Werewolves and monster races) cannot turn undead and will therefore die. See Invisible Some monsters are invisible, and cannot be seen by ordinary eyes. Needless to say, being attacked by something you cannot see is very frustrating, not to mention deadly! See Invisible gives you a chance to see these monsters; the more sources of See Invisible you have, and the better your Searching skill is, the more reliably you can see invisible threats. Note that some invisible monsters are warm blooded; if you have infravision, you may see these monsters once they get close enough, even if you have no See Invisible. Unfortunately for you, though, all the really dangerous invisible monsters are cold-blooded... Telepathy Telepathy is the ultimate in monster detection: it lets you see all approaching monsters and keep track of where nearby monsters are, and allows you to see invisible monsters more reliably. Telepathic sight is not even affected by blindness, often allowing normal combat while blind. Don't let up your guard, though: the common, "universal" form of Telepathy only detects monsters with minds. Dangerous mindless monsters, like drolems or steam-powered mechanical dragons, can still surprise you if you don't detect regularly. The Power of Monster Attacks Damage from monster melee attacks is usually a dice roll that depends on the monster's race (and is reduced by your AC for the Hurt and Shatter attack methods). The damage is not affected by the monster's health. The hit chance of monster melee attacks depends on your AC and the native level of the monster's race. Damage from monster spells can be either fixed, a dice roll or a combination of both, depending on the monster's race. The damage is not affected by the monster's health, but may be reduced for ball attacks if you are not hit directly. Damage from monster breath attacks is usually a percentage of the monster's current HP (and therefore is affected by the monster's health). Breath damage has an upper limit (for example, 900 for the base elements); this cap varies from element to element, and is applied before resistances. Breath damage can be reduced if the player is not hit directly. Melee and spell attacks can become stronger if the attacking monster grows more powerful through Unlife attacks (see [r]). All attacks based on resistable elements, whether melee, spell or breath, can be defended against through appropriate resistances. Recovering from Attacks You cannot combat monsters and expect to come out unscathed every time; you will suffer damage many times, even come close to death. If there is no danger about, you can simply rest (R) to recover, but often this cannot be safely (or efficiently) done and magical healing is required. In the early game, this usually means Potions of Cure Serious Wounds, Mushrooms of Fast Recovery or an effect-specific cure like a Mushroom of Cure Confusion. Later, you will rely on Potions of Curing, Staves of Cure Wounds, Wands of Vampirism, Potions of Healing and Staves of Healing, maybe even a Rod of Angelic Healing. Simple heals and cures will not fix everything, though: some attacks can drain your statistics, your experience, or even your life points. These can also be cured with certain potions or with a Rod of Restoring, but it is often simpler to seek a healer in the town. Original : (??), Leon Marrick and Chris Weisiger Updated : (??) Updated : Zangband DevTeam Updated : Hengband 1.0.11 Updated : PosChengband 7.0.0 Updated : FrogComposband 7.1.liquorice