FANDOM


To-hit is the colloquial shorthand for "chance to hit in combat" and refers to the statistic individual creatures use in checks to hit with melee attacks, missiles, or kicks, against the DV of other creatures. Note that spells are not affected by to-hit in any way since they do not check against DV. The chance of bolt spells being shrugged off is instead governed by magic resistance and experience level.

MechanicsEdit

To-hit for melee attacks is affected by the Strength attribute; for missile to-hit, Dexterity is the most important attribute. In both cases, a value below 9 gives a penalty and a value above 13 gives a bonus, with the size of either being proportional to the deviation. To-hit is also affected by the weapon or missile used, other equipment, class and level, class powers, weapon skills, status conditions, and tactics. When fighting with two weapons, the presence and level of the Two weapon combat skill and the weight of the weapons involved become major factors.

Equipped items can often provide to-hit bonuses or penalties in different ways. Examples include:

  • Melee weapons: an orcish spear (+1, 1d8+2) has a +1 bonus to melee to-hit;
  • Missile weapons: a long bow (+3, +3) grants a +3 bonus to to-hit with arrows;
  • Armor: thick gauntlets (-1, -2) [+0, +1] give a -1 penalty to melee to-hit and a -2 penalty to missile to-hit;
  • Shields: large shield (-1) [+5, +1] gives a -1 penalty to melee to-hit.

Circumstantial penalties to to-hit are common: various status afflictions affect to-hit directly, and being adjacent to more than one monster (two for martially-trained characters such as Fighters, Barbarians, or Rangers) causes to-hit penalties. To-hit with missiles is greatly reduced if the PC is blind, wielding a shield in each hand ("dual-shielding"), or in a room where there is a "shifting breeze".

The changelog for ADOM 0.9.9 Gamma 13 includes an official commentary on how to-hit calculation works:

"The internal mechanics for the melee and missile combat system have been rewritten to use different mechanics: attacks no longer need to surpass the DV of the opponent on a roll of 1d20 + bonusses but rather 1d(20 + bonusses) is rolled to surpass the DV value. This adds some randomness to combat (no longer will there be automatic hits in all cases). Also monster hit bonusses (at high levels) have been increased to counter the 'a DV of X is enough — you'll never need more' effect observed in recent versions. Everyone still has a 5% chance to score an automatic hit (actually the chance is slightly higher, especially for extremely powerful monsters, but that's the baseline)."[1]

It is not known whether this exact formula is still in effect or has been modified for newer versions of the game.

In summary, your to-hit value is of crucial importance in combat with melee or ranged weapons. No amount of damage is sufficient if you can't hit your opponent in the first place. The higher the DV of the creatures you encounter, the higher your to-hit needs to be to stay competitive, though there are diminishing returns once your to-hit surpasses the DV of even the most elusive monster by a large margin.

Class melee to-hitEdit

Classes by progressionEdit

Lowest to-hit: Healer, Mindcrafter
Low to-hit: Elementalist, Wizard
Medium to-hit: Bard, Farmer, Merchant, Necromancer, Priest
High to-hit: Archer, Assassin, Beastfighter (ignoring unarmed bonus), Druid, Monk (ignoring unarmed bonus), Paladin, Ranger, Thief, Weaponsmith
Highest to-hit: Barbarian, Chaos Knight, Duelist, Fighter
Special to-hit: Beastfighter (unarmed), Monk (unarmed)

Progression tableEdit

Level Lowest Low Medium High Highest Special

2

+1 +1 +1 +1 +2 +3
3 +2 +2 +2 +3 +3 +6
4 +3 +3 +4 +4 +5 +8
5 +4 +5 +5 +5 +6 +10
6 +5 +5 +5 +6 +7 +12
7 +6 +6 +6 +7 +8 +14
8 +7 +7 +8 +8 +10 +16
9 +8 +8 +9 +10 +11 +19
10 +9 +10 +10 +11 +13 +21
11 +9 +10 +10 +11 +13 +22
12 +11 +11 +12 +13 +15 +25
13 +12 +12 +13 +14 +16 +27
14 +13 +13 +14 +15 +18 +29
15 +14 +15 +15 +17 +19 +32
16 +14 +15 +16 +17 +20 +33
17 +15 +16 +17 +18 +21 +35
18 +17 +17 +18 +20 +23 +38
19 +18 +18 +19 +21 +24 +40
20 +19 +20 +21 +22 +26 +42
21 +19 +20 +21 +23 +26 +44
22 +20 +21 +22 +24 +28 +46
23 +21 +22 +23 +25 +29 +48
24 +23 +23 +25 +27 +31 +51
25 +24 +25 +26 +28 +32 +53
26 +24 +25 +26 +28 +33 +54
27 +25 +26 +27 +30 +34 +57
28 +26 +27 +29 +31 +36 +59
29 +27 +28 +30 +32 +37 +61
30 +29 +30 +31 +34 +39 +64
31 +29 +30 +31 +34 +39 +65
32 +30 +31 +33 +35 +41 +67
33 +31 +32 +34 +37 +42 +70
34 +32 +33 +35 +38 +44 +72
35 +33 +35 +36 +39 +45 +74
36 +34 +35 +37 +40 +46 +76
37 +35 +36 +38 +41 +47 +78
38 +36 +37 +39 +42 +49 +80
39 +37 +38 +40 +44 +50 +83
40 +38 +40 +42 +45 +52 +85
41 +38 +40 +42 +45 +52 +86
42 +40 +41 +43 +47 +54 +89
43 +41 +42 +44 +48 +55 +91
44 +42 +43 +46 +49 +57 +93
45 +43 +45 +47 +51 +58 +96
46 +43 +46 +47 +51 +59 +97
47 +44 +47 +48 +52 +60 +99
48 +46 +48 +50 +54 +62 +102
49 +47 +50 +51 +55 +63 +104
50 +48 +50 +52 +56 +65 +106

Class ranged to-hitEdit

Classes by progressionEdit

Lowest to-hit: Healer, Mindcrafter
Very, very low to-hit: Wizard, Elementalist
Very low to-hit: Farmer, Merchant, Necromancer, Priest
Low to-hit: Beastfighter, Druid, Monk, Weaponsmith
Medium-low to-hit: Duelist, Chaos Knight
Medium to-hit: Paladin, Thief
Medium-high to-hit: Bard
High to-hit: Assassin
Very high to-hit: Barbarian, Fighter
Very, very high to-hit: Ranger
Highest to-hit: Archer

Progression tableEdit

Level Lowest VV Low V Low Low M Low Medium M High High V High VV High Highest
2

+0

+0 +0 +0 +1 +1 +1 +1 +2 +2 +1
3 +0 +0 +0 +1 +1 +2 +2 +3 +2 +4 +3
4 +1 +1 +2 +2 +3 +3 +3 +3 +4 +4 +4
5 +1 +2 +2 +2 +3 +3 +4 +4 +4 +5 +5
6 +2 +2 +2 +3 +4 +5 +5 +6 +6 +7 +7
7 +2 +2 +2 +3 +4 +5 +5 +6 +6 +7 +8
8 +3 +3 +4 +4 +6 +6 +7 +7 +8 +9 +9
9 +3 +3 +4 +5 +6 +7 +8 +9 +8 +11 +11
10 +3 +4 +4 +5 +7 +8 +8 +9 +10 +11 +12
11 +3 +4 +4 +5 +7 +8 +9 +10 +10 +12 +13
12 +5 +5 +6 +7 +9 +10 +11 +12 +12 +14 +15
13 +5 +5 +6 +7 +9 +10 +11 +12 +12 +14 +16
14 +5 +5 +6 +7 +10 +11 +12 +13 +14 +16 +17
15 +5 +6 +6 +8 +10 +12 +13 +15 +14 +18 +19
16 +6 +7 +8 +9 +12 +13 +14 +15 +16 +18 +20
17 +6 +7 +8 +9 +12 +13 +15 +16 +16 +19 +21
18 +7 +7 +8 +10 +13 +15 +16 +18 +18 +21 +23
19 +7 +7 +8 +10 +13 +15 +16 +18 +18 +21 +24
20 +8 +9 +10 +11 +15 +16 +18 +19 +20 +23 +25
21 +8 +9 +10 +12 +15 +17 +19 +21 +20 +25 +27
22 +8 +9 +10 +12 +16 +18 +19 +21 +22 +25 +28
23 +8 +9 +10 +12 +16 +20 +20 +22 +22 +26 +29
24 +10 +10 +12 +14 +18 +20 +22 +24 +24 +28 +31
25 +10 +11 +12 +14 +18 +21 +22 +24 +24 +28 +32
26 +10 +11 +12 +14 +19 +22 +23 +25 +26 +30 +33
27 +10 +11 +12 +15 +19 +23 +24 +27 +26 +32 +35
28 +11 +12 +14 +16 +21 +23 +25 +27 +28 +32 +36
29 +11 +12 +14 +16 +21 +25 +26 +28 +28 +33 +37
30 +12 +13 +14 +17 +22 +25 +27 +30 +30 +35 +39
31 +12 +13 +14 +17 +22 +26 +27 +30 +30 +35 +40
32 +13 +14 +16 +18 +24 +27 +29 +31 +32 +37 +41
33 +13 +14 +16 +19 +24 +28 +30 +33 +32 +39 +43
34 +13 +14 +16 +19 +25 +28 +30 +33 +34 +39 +44
35 +13 +15 +16 +19 +25 +30 +31 +34 +34 +40 +45
36 +15 +16 +18 +21 +27 +30 +33 +36 +36 +42 +47
37 +15 +16 +18 +21 +27 +31 +33 +36 +36 +42 +48
38 +15 +16 +18 +21 +28 +32 +34 +37 +38 +44 +49
39 +15 +16 +18 +22 +28 +33 +35 +39 +38 +46 +51
40 +16 +18 +20 +23 +30 +33 +36 +39 +40 +46 +52
41 +16 +18 +20 +23 +30 +35 +37 +40 +40 +47 +53
42 +17 +18 +20 +24 +31 +35 +38 +42 +42 +49 +55
43 +17 +18 +20 +24 +31 +36 +38 +42 +42 +49 +56
44 +18 +19 +22 +25 +33 +37 +40 +43 +44 +51 +57
45 +18 +20 +22 +26 +33 +38 +41 +45 +44 +53 +59
46 +18 +21 +22 +26 +34 +38 +41 +45 +46 +53 +60
47 +18 +21 +22 +26 +34 +40 +42 +46 +46 +54 +61
48 +20 +21 +24 +28 +36 +40 +44 +48 +48 +56 +63
49 +20 +22 +24 +30 +36 +41 +44 +48 +48 +56 +64
50 +20 +22 +24 +30 +37 +42 +45 +49 +50 +58 +65

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