    === Attacking and Being Attacked ===

    Attacking is simple in ToME; attempting to move over a creature
    attacks it. It is also possible to attack from a distance by firing a missile
    or by magical means (wand, rod, spell, etc). Creatures attack in the same way.
    This means that if you do not wish to melee with a creature, it is wise to keep
    distant from it. This strategy is not perfect -- some monsters, such as
    dragons, have a way to attack from a distance.

    Some creatures, such as Ghosts, have the ability to pass through walls.
    To attack creatures (that you can see) who are currently in a wall,
    attempt to move over it (even if you cannot pass through walls, the
    attack will still happen). Monsters will take less damage from attacks
    while they are in walls. Also, if you cannot see the monster (e.g. if you
    are blind, or it is invisible and you do not have see invisible), this
    will not work: you'll have to try to tunnel. Most spells and magic devices
    cannot target monsters in walls. In situations like this, it is usually wise to
    lure the monster out of the wall before attacking it.

    Melee attacks are handled as such:
            To-hit:
                    Your strength grants a bonus or penalty to-hit
                    Your class might grant a bonus or penalty to-hit
                    Your skill with specific kinds of weapons gives a bonus
                            to-hit (e.g.: Swordmastery gives a to-hit bonus
                            when using swords)
                    Enchantments on your weapon grant a bonus or penalty to-hit
                    Certain rings (accuracy, slaying) may also grants a bonus
                            or penalty to-hit
                    Your Tactic setting may give bonuses o penalties to-hit
                            (to change it, press 'C' and then 't'or'T')
                    Other temporary effects (berserk, etc) might affect your
                            chance to hit
                    The armor rating of the monster you're attacking makes a
                            big difference

            Blows:
                    Your strength and dexterity affect how many blows you get
                    Your class and level might affect how many blows you get
                    The weight of the weapon very likely will affect how many
                            blows you get
                    Enchantments on your weapon might also affect how many
                            blows you get (this is rare)
                    Certain very rare rings (of attacks) may also affect how
                            many blows you get

            Damage:
                    The base damage of your weapon is rolled
                    Strength grants a bonus or penalty
                    Your class might grant a bonus or penalty
                    Combat and Weaponmastery skills increase your melee damage
                    Ranged masteries increase the damage multiplier of slings,
                            bows, crossbows or boomerangs(see below)
                    Enchantments on your weapon might also grant a bonus or
                            penalty
                    Your Tactic setting may give bonuses o penalties to damage
                            (to change it, press 'C' and then 't'or'T')
                    Temporary effects also might grant a bonus or penalty

    So, each blow you are entitled to is checked for a hit. If this is the case,
    the damage is then applied to the monster. Note that unless you have some
    barehanded combat training or are possessing a monster, melee without a weapon
    will result in a single blow that does base damage of 1d1. This might, however,
    be useful in attacking certain rare monsters that destroy weapons.

    Combat with a bow/sling is similar, except ammo is used (which will eventually
    run out, requiring replacement). Bows don't have a base damage rating (ammo
    does), instead having a damage multiplier. Bows can, however, be enchanted,
    and enchantment on bows and arrows is cumulative (meaning that well-enchanted
    bows and arrows can be one of the more effective weapons in the game. They
    do, however, tend to be very expensive, as non-artifact arrows frequently break
    after being fired).
    Using ammo without the appropriate bow generally has poor results.
    === Armor ===

    As the armor class of a monster greatly affects how hard it is for it
    to be hit, your armor class affects how hard it is for it to hit you.
    A high armor rating will make it much easier to survive deep in the dungeon.
    For a warrior style class (Unbelievers, Fighters, Archers, etc), it is
    generally wise to wear as much and as powerful armor as possible (subject
    to weight limitations, of course). Spellcasting classes, however, have
    limits on how much armor they can wear before it disrupts their motion
    and makes it hard for them to cast spells properly. For many of these classes,
    gloves are especially bad for spellcasting. Monks and Rogues skilled
    at dodging will often find heavy armor cumbersome, too.
    Armor has a base rating and an enchantment rating. The base rating is constant
    for the type of armor (e.g. paper armor always has a base rating of 4), and
    the enchantment depends on the item. There are also ways to further enchant
    armor you have. Certain very powerful enchantments grant resistances.
    === Resistances and typed attacks===
    Many kinds of monsters, traps, and other effects do damage that has a type.
    Types can have side effects in addition to the raw damage they deal. Certain
    enchanted items can grant resistances, reducing the raw damage and possibly
    reducing or eliminating the side effects. Some monsters also have resistances,
    so watching the messages when attacking a monster can often reveal that a
    particular attack is ineffective.
    Low attacks
          Fire - Destroys weapons, armor, scrolls, and staves. Reduces strength
          Cold - Shatters potions.
          Elec - Reduces dexterity, destroys rings.
          Acid - Reduces bonuses on equipped armor, reduces charisma

    Middle attacks
          Poison - Player becomes poisoned
          Light - Blinds player, perma-lights area
          Dark - Blinds player, darkens area
          Confusion - Confuses player

    High attacks
          Nether - Drains experience
          Nexus - Scrambles statistics, teleports player randomly
          Disenchantment - Reduces bonuses on equipped items
          Chaos - Polymorphs or corrupts player
          Sound - Shatters potions
          Shards - Cuts player

    Unresistable attacks
          Water - Stuns player
          Ice - Stuns player, shatters potions
          Plasma - Stuns player, otherwise same as fire attacks
          Force - Pushes player a few squares back
          Inertia - Slows player, pushes them a few squares back
          Gravity - Same as Inertia
          Disintegration - Destroys items on ground, destroys walls
          Mana - Destroys items on ground
    === Monster Memory ===

    The thousands of different creatures in ToME have many different
    characteristics, including spells, resistances, health, attacks, and speed.
    The information you have learned about each monster from your encounters
    with them is recorded in the monster memory (accessed with '/' or by 'l'ooking
    at a monster). It is possible to eventually learn all the characteristics
    of any given monster by interacting with them enough, but this is not always
    desirable (hanging around great hell wyrms, for example, can be hazardous
    to one's health). Certain spells may help you learn faster, as well as
    research centres in town.