=== Attacking and Being Attacked ===
Attacking is simple in Cthangband.  If you move into a creature, you attack him.  
You can attack from a distance by firing a missile or by magical means such as 
aiming a wand.  Creatures attack in the same way.  If they move into you, they 
attack you.  Some creatures can also cast spells from a distance, and others can 
use various breath weapons such as fire on you from a distance.
Wands can not attack creatures in walls and walls normally stop other magic 
attacks.  You can attack a creature in a wall normally by trying to move into 
the wall space containing the creature.  However, if the creature is invisible 
(such as a ghost), you must tunnel into the wall containing the creature.  If 
you just try to move into the wall, you will bump your head and look quite 
silly. If you are wielding a weapon, the damage for the weapon is used when you 
hit a creature.  Otherwise you get a single punch which does minimal damage. You 
may wield both a primary weapon for melee combat, and a bow or other missile 
launcher for launching missiles at the same time (along with a light, an amulet, 
two rings, a helmet, boots, gloves, a shield, a cloak, and body armour).  Be 
sure not to try and kill a dragon with a shovel, it makes you look silly and 
probably won't work...
Firing a missile while wielding the appropriate launcher is the only way to get 
the "full" power out of the missile.  You may of course throw an arrow at a 
monster without shooting it, but you will find the effects may not be what you 
had hoped.
Hits and misses are determined by ability to hit versus armour class.  A hit is 
a strike that does some damage; a miss may in fact reach a target, but fails to 
do any damage.  Higher armour classes make it harder to do damage, and so lead 
to more misses; they also reduce the damage from a strike that actually occurs.

=== Monster Memories ===
There are hundreds of different creatures in the pits of Cthangband, many of 
which have the same letter symbol and colour on the screen (unless you are 
playing in a graphical mode).  Looking at it can discover the exact species of a 
creature.  It is also very difficult to keep track of the capabilities of 
various creatures.  Luckily, Cthangband automatically keeps track of your 
experiences with a particular creature.  This feature is called the monster 
memory.  You monster memory recalls the particular attacks of each creature 
(whether or not technically a monster) which you have suffered, as well as 
recalling if you have observed them to multiply or move erratically, or drop 
treasure, etc.  Otherwise you would simply have to take notes, which is an 
unnecessary bother.
If you have killed enough of a particular creature, or suffered enough attacks, 
recalling the monster memory may also provide you with information not otherwise 
available, such as an armour class or hit dice.  These are not explained, but 
may be useful to give the relative danger of each creature.  This memory can be 
passed on to a new character even after you die by means of a reduced save file.

=== Your Weapon ===
Carrying a weapon in your backpack does you no good.  You must wield a weapon 
before it can be used in a fight.  A secondary weapon can be kept by keeping it 
in the backpack, and switching it with the primary weapon when needed. Weapons 
have two main magical characteristics, their enchanted ability to hit and their 
enchanted ability to do damage, expressed as '(+#, +#)'.  A normal weapon would 
be '(+0, +0)'.  Many weapons in Cthangband have bonuses to hit and/or do damage.  
Some weapons are cursed, and have penalties that hurt the player.  Cursed 
weapons cannot be unwielded until the curse is lifted.  Identifying a weapon 
will inform you of the magical bonuses and penalties and whether or not it is 
cursed.
Cthangband assumes that your youth in the rough environment near the dungeons 
has taught you the relative merits of different weapons, and displays as part of 
their description the damage dice, which define their capabilities.  Any damage 
enchantment is added to the dice roll for that weapon.  The dice used for a 
given weapon is displayed as "#d#".  The first number indicates how many dice to 
roll, and the second indicates how many sides they have.  A "2d6" weapon will 
give damage from 2 to 12, plus any damage bonus.  The weight of a weapon is also 
a consideration.  Heavy weapons may hit harder, but they are also harder to use.  
Depending on your strength, dexterity, character class, and weapon weight, you 
may get several attacks per turn. Missile booster weapons, such as bows, have 
their characteristics added to those of the missile used, if the proper 
weapon/missile combination is used, and the launcher multiplier is applied to 
the total damage, making missile weapons very powerful given the proper 
missiles, especially if they are enchanted. Although you receive any magical 
bonuses an unidentified weapon may possess when you wield it, those bonuses will 
not be added in to the displayed values of to-hit and to-dam on your character 
sheet.  You must identify the weapon before the displayed values reflect the 
real values used.
Finally, some rare weapons have special abilities.  These are called ego 
weapons, and are feared by great and meek.  An ego weapon must be wielded to 
receive the benefit of its abilities. Ego weapons are denoted by the following 
"names": (note - these descriptions are more or less out of date)
(Defender)
A magical weapon that actually helps the wielder defend himself, thus increasing 
his/her armour class, and protecting him/her against damage from fire, cold, 
acid, lightning, and falls.  This weapon also will increase your stealth, let 
you see invisible creatures, protect you from paralyzation and some slowing 
attacks, and help you regenerate hit points and mana faster.  As a result of the 
regeneration ability, you will use up food somewhat faster than normal while 
wielding such a weapon.
(Elder Sign Inscribed)
A weapon inscribed with the Elder Sign is one of the more powerful of weapons.  
An Elder Sign inscribed weapon will increase your wisdom and your armour class.  
This weapon will do extra damage when used against evil, demonic and undead 
creatures, and will also give you the ability to see invisible creatures.  These 
weapons are basically extremely powerful versions of Blessed Blades and can be 
wielded by priests with no penalty.
(Blessed Blade)
A blessed blade will increase your wisdom.  If you are a priest, wielding a non-
blessed sword or polearm causes a small penalty while attacking and may 
infuriate your god, decreasing the chances that he will accept your prayers.
Blade of Sharpness
These weapons are known to score very deadly hits.
(Planar Weapon)
A planar weapon is a curious object. Its full powers are not known, but it can 
teleport its wielder, when it chooses to (provided its wielder gives it the 
permission for a teleport).
(Chaotic)
These bizarre, feared weapons have been manufactured in the nether planes, and 
they are powered by raw Chaos itself. They are very unpredictable in combat: the 
Chaos can provide a number of various effects when it touches your opponent.
(Vampiric)
These foul weapons have been created by Death magic. They lust for blood, and if 
such a weapon scores a hit, it greedily sucks life from the hapless victim, 
transferring the life energy to its master.
Weapon of Freezing
A magical weapon of ice that delivers a cold critical to creatures not resistant 
to cold.  It will inflict thrice the normal damage when used against such a 
creature. It also defends you against cold and frost attacks.
Weapon of Burning
A magical weapon of fire that delivers a heat critical to creatures not 
resistant to fire.  It will inflict thrice the normal damage when used against 
such a creature. It also defends you against fire and heat attacks.
Weapon of Poisoning
A magical weapon coated with poison that delivers a poison critical to creatures 
not resistant to poison. It also defends you against toxic and poisonous 
attacks.
Weapon of Kadath
A Weapon of Kadath is one of the more powerful weapons.  It slays orcs while 
increasing your strength, dexterity, and constitution.  It also lets you see 
invisible creatures and protects from paralyzation and some slowing attacks. The 
Great Ones made these blades.
(Weapon of Law)
A Weapon of Law has been embedded with true Law. As a result, it is very deadly 
against the minions of Chaos. A rumour has it that they are at least as powerful 
as Weapons of Kadath, or even the weaker artifacts...
Weapon of Slay Dragon
A Slay Dragon weapon is a special purpose weapon whose sole intent is to destroy 
dragon-kind.  Therefore, when used against a dragon, the amount of damage done 
is three times the normal amount.
Weapon of Slay Evil
A Slay Evil weapon is a special purpose weapon whose sole intent is to destroy 
all forms of evil.  When used against an evil creature, either alive or undead, 
the damage done is twice the normal amount.  Some of these weapons are also 
Blessed Blades.
Weapon of Slay Animal
A Slay Animal weapon is a special purpose weapon whose sole intent is to destroy 
all the dangerous animals in the world.  An animal is any creature natural to 
the world.  Therefore an orc would not be an animal, but a giant snake would be. 
This will inflict twice the normal amount of damage when used against an animal.
Weapon of Slay Undead
A Slay Undead weapon is a special purpose weapon whose sole intent is to destroy 
all forms of undead.  These weapons are hated and feared by the intelligent 
undead, for a single blow from this weapon will inflict three times the normal 
amount of damage.  This weapon also gives you the ability to see invisible 
creatures, which is especially useful against undead, since many of them are 
normally invisible.  Some of these weapons have the additional ability to 
protect against the life-draining attacks that many undead creatures possess.
Weapon of Slay Orc
A Slay Orc weapon does treble damage against anything of orcish-kind. Often 
these are elvish blades.
Weapon of Slay Troll
A Slay Troll weapon does treble damage against anything of troll-kind. Often 
these are elvish blades.
Weapon of Slay Giant
A Slay Giant weapon does treble damage against anything of giant-humanoid form.
Weapon of Slay Demon
A Slay Demon weapon does treble damage against anything of Hellish nature such 
as the Minor and Major Demons.
Whips of Fire
These are one of the balrogs' favorite weapons, delivering heat criticals just 
like a weapon of Flame.
Weapon of Leng.
These blades are so foully cursed with evil; it is rumoured that it is 
impossible to remove them.  BEWARE!
Apart from these there are some very rare and well-made blades in the dungeon 
with not necessarily any special abilities. These include Blades of Chaos, Maces 
of Disruption, and Scythes of Slicing.  They can also be ego weapons like the 
ones above.  For example, a Blade of Chaos (Holy Avenger) is much more powerful 
than many artifact weapons!
For artifact weapons, see "rumors.hlp".

=== Body and Shield Bashes ===
Weight is the primary factor in being able to bash something, but strength plays 
a role too.  After bashing, a character may be off balance for several rounds 
depending upon his dexterity. Bashing them can break down doors.  Once a door is 
bashed open, it is forever useless and cannot be closed. Finally, a creature may 
be bashed.  If a shield is currently being worn, the bash is a shield bash and 
will do more damage.  In either case, a bash may throw an opponent off balance 
for a number of rounds, allowing a player to get in a free hit or more.  If the 
player is thrown off balance, his opponent may get free hits on him.  This is a 
risky attack

=== Your Armour Class ===
Your armour class (or AC) is a number that describes the amount and the quality 
of armour being worn. Armour class will generally run from about 0 to 150, but 
could become negative or greater than 150 with rarer armour or by magical 
means.The larger your armour class, the more protective it is.  A negative 
armour class would actually help get you hit.  Armour protects you in three 
manners.
One, it makes you harder to be hit for damage.  A hit for no damage is the same 
as a miss.  Two, good armour will absorb some of the damage that your character 
would have taken from normal attacks.  Three, acid damage is reduced by wearing 
body armour (but the armour will be damaged instead).  It is obvious that a high 
armour class is a must for surviving the deeper levels of Cthangband.
Each piece of armour has a base armour value, which, like the damage from 
weapons, is assumed known by the player, and a magic bonus, which will not be 
displayed unless the armour has been identified or was bought in a store. Armour 
class values are always displayed between a set of brackets as "[#]" or 
"[#,+#]".  The first value is the armour class of the item.  The second number 
is the magical bonus of the item which is only displayed if known, and will 
always have a sign preceding the value.  Note that a few rings, amulets, and 
weapons also have the "[+#]" notation, indicating that they provide an armour 
bonus.  Many pieces of heavy body armour will also have a "(-#)" before the 
"[#,+#]", which indicates that the weight of the armour decreases your chances 
of hitting monsters.  This can range from non-existent for very light armour to 
(-8) for the very heaviest armour! Some pieces of armour will possess special 
abilities denoted by the following names: (these are very out of date!)of Resist 
Acid. A character using such an object will take only one third normal damage 
from any acid thrown upon him.  In addition, armour so enchanted will resist the 
acid's effects and not be damaged by it.
of Resist Lightning.
A character using a resist lightning object will take only one third damage from 
electrical attacks.
of Resist Fire.
A character using a resist fire object will take only one third damage from heat 
and fire.
of Resist Cold.
A character using a resist cold object will take only one third damage from 
frost and cold.
of Resistance.
A character wearing armour with this ability will have resistance to Acid, Cold, 
Fire, and Lightning as explained in each part above.
of Yith.
This is the same as Resistance armour, only generally better enchanted.  It will 
make you stealthier.  This armour can also possess extra resistances beyond the 
four basic elemental ones.
Robes of the Magi.
These robes are designed especially for wizards.  Just like Yithian armour, they 
provide resistance to fire, cold, acid, and electricity and cannot be damaged by 
acid.  They sustain all of your stats and protect you from a good deal of all 
experience draining.  Also like Yithian armour, they can have additional special 
resistances.  These robes are so good that their owners are rarely killed, 
perhaps explaining the incredible rarity.
Crown of Might
This is the great crown of the warriors.  The wearer will have an increased 
strength, dexterity, and constitution, and will also be immune to any foe's 
attempt to slow or paralyse him or her.
Crown of the Magi
This is the great crown of the wizards.  The wearer will have an increased 
intelligence, and will also be given resistance against fire, frost, acid, and 
lightning.
Crown of Lordliness
This is the great crown of the priests.  The wearer will have an increased 
wisdom and charisma.
Crown of Seeing
This is the great crown of the rogues.  The wearer will be able to see even 
invisible creatures, and will have an increased ability to locate traps and 
secret doors.
Crown of Regeneration
This crown will help you regenerate hit points and mana more quickly than 
normal, allowing you to fight longer before needing to rest.  You will use food 
faster than normal while wearing this crown because of the regenerative effects.
Crown of Beauty
This crown looks impressive and will increase your charisma, but is otherwise 
not useful.
Dragon Scale Mails.
These extremely rare pieces of armour come in many different colours, each 
protecting you against the relevant dragons.  Naturally they are all resistant 
to acid damage.  They also occasionally allow you to breathe as a dragon would!
Apart from these there are some very rare, and well-made armours in the dungeon 
with not necessarily any special abilities. These include Shields of Deflection, 
Adamantite Plate Mail, Mithril Plate Mail, Mithril Chain Mail, and Shadow 
Cloaks.  The first four cannot be damaged by acid because of the quality metals 
they contain.

