diff --git a/doc/game/Priest.html b/doc/game/Priest.html
index c91aa275a..7e1af304a 100644
--- a/doc/game/Priest.html
+++ b/doc/game/Priest.html
@@ -28,7 +28,7 @@
Level 1
amount of damage to it. It has no effect on non-undead.
Location: (C 1) Returns the party's x-y location in the town or outdoors.
Sanctuary: (C 1) The target of this spell becomes magically shielded.
-For a time, monsters probably won't be able to attack them. The effects disappears
+For a time, monsters probably won't be able to attack them. The effects disappear
when the PC attacks someone.
Symbiosis: (C 3) This spell has the caster absorb the damage taken by another
character. The higher the caster's level, the less damage the caster takes per health
diff --git a/src/game/boe.combat.cpp b/src/game/boe.combat.cpp
index 447ee9caa..cafb57219 100644
--- a/src/game/boe.combat.cpp
+++ b/src/game/boe.combat.cpp
@@ -2801,13 +2801,15 @@ void monster_attack(short who_att,iLiving* target) {
cCreature* m_target = dynamic_cast(target);
cPlayer* pc_target = dynamic_cast(target);
- // Check sanctuary
+ // Check sanctuary for melee
if(target->status[eStatus::INVISIBLE] > 0 || (m_target != nullptr && m_target->invisible)) {
r1 = get_ran(1,1,100);
+ // Usually hit_chance would be indexed by the weapon skill, not monster level.
+ // Indexing by monster level is usually a debuff, and half-level moreso.
if(r1 > hit_chance[attacker->level / 2]) {
add_string_to_buf(" Can't find target!");
+ return;
}
- return;
}
for(short i = 0; i < attacker->a.size(); i++) {
@@ -3077,7 +3079,10 @@ void monst_fire_missile(short m_num,short bless,std::pair a
snd = 12;
if(abil.second.missile.pic < 0) play_sound(snd);
else run_a_missile(source, targ_space, abil.second.missile.pic, 1, snd, 0, 0, 100);
+ // Check sanctuary for missile attack
if(target->status[eStatus::INVISIBLE] > 0 || (m_target != nullptr && m_target->invisible)) {
+ // Usually hit_chance would be indexed by the weapon skill, not monster level.
+ // Indexing by monster level is usually a debuff.
if(get_ran(1,1,100) > hit_chance[univ.town.monst[m_num].level]) {
add_string_to_buf(" Can't find target!");
return;