Difference between revisions of "Object materials"

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'''Object materials''' is a system that allows various objects to generate as a different material from their ordinary base material. It was first introduced by [[NetHack brass]], and L later made it into a [[patch]]. Variants that incorporate some kind of object materials include [[GruntHack]], [[dNetHack]], and [[xNetHack]].  
+
{{patch
 +
|name=Object materials
 +
|author=L
 +
|download=https://web.archive.org/web/20180902003236/http://l.j-factor.com/nethack/material.diff
 +
}}
 +
'''Object materials''' is the name of an item system that allows various objects to generate made of something different from their ordinary base material. It was first introduced in [[NetHack brass]], and [[L (person)|L]] later made it into a standalone [[patch]].
  
The information on this page is taken from GruntHack's version of object materials.
+
==Summary==
 +
The general purpose of the patch is to increase the variance in equipment that a player may come across in ''NetHack'' and/or its variants, as well as the strategies employed with such items. This can have diverse effects on a given game: one hero may realize too late that their [[gold]] [[wand of death]] is a valid target for an overlooked leprechaun; another may employ a pair of [[mithril]] [[short sword]]s to slice their way through hordes of [[Orc (monster class)|orcs]]; still others may try to assemble an all-silver full-body set of armor to thoroughly "[[M2_DEMON|demon]]-proof" themselves before entering [[Gehennom]]; and aspiring casters may try to wear as much non-metallic armor as possible.
  
A version of the object materials patch (different from GruntHack's implementation) can be found [http://l.j-factor.com/nethack/material.diff here].
+
===Artifacts===
 +
[[Artifact]]s, including artifact weapons, tend to have a set base material; it is sometimes possible to name or create certain artifacts such as [[Sting]] and [[Excalibur]], with a weapon of the desired material, though whether this is allowed depends on the variant.
  
{{todo|Add a section describing what unusual properties might come from different-material objects. For example, flesh objects can be eaten.}}
+
===Monsters and object materials===
 +
In games with some form of object materials included (typically variants), monsters also have various interactions with each type of object, the more common of which are listed below.
  
== Generation ==
+
====Material hatred====
 +
'''Material hatred''' is used to refer to any particular material that deals extra damage to a certain type of monster and cannot be safely touched by them, much like the interactions between [[werecreature]]s and [[silver]] in vanilla ''NetHack'' - e.g., [[Elf (monster attribute)|elves]] may have an aversion to [[iron]] weapons. Monsters with a material hatred will usually avoid using items of that material where possible, and [[racial equipment]] is generally expanded and/or altered to avoid generating monsters with weapons or armor of a hated material; [[death drop]]s will naturally ignore this restriction.
  
{|class="wikitable"
+
====Golems====
!Base objects
+
[[Golem]]s that are generated randomly or via [[polypiling]] may death drop items made of that material among the pile of objects that they leave behind as their standard "corpse".
!Converts to
 
!Probability (%)
 
|-
 
|rowspan="9"|Iron non-dwarvish weapons, weapon-tools, and armor
 
|Iron
 
|80
 
|-
 
|Wood
 
|5
 
|-
 
|Silver
 
|5
 
|-
 
|Copper
 
|3
 
|-
 
|Mithril
 
|3
 
|-
 
|Gold
 
|1
 
|-
 
|Bone
 
|1
 
|-
 
|Glass
 
|1
 
|-
 
|Plastic
 
|1
 
|-
 
|rowspan="6"|Wooden non-elven non-dwarvish weapons, weapon-tools, armor, chests, and large boxes
 
|Wood
 
|80
 
|-
 
|Stone
 
|10
 
|-
 
|Iron
 
|5
 
|-
 
|Bone
 
|3
 
|-
 
|Copper
 
|1
 
|-
 
|Silver
 
|1
 
|-
 
|rowspan="4"|Cloth or leather armor
 
|Cloth
 
|60
 
|-
 
|Leather
 
|33
 
|-
 
|Paper
 
|6
 
|-
 
|Flesh
 
|1
 
|-
 
|rowspan="6"|Dwarvish armor: dwarvish helms, chain mails, cloaks, and roundshields; and weapons: dwarvish spears, short swords, and mattocks
 
|Iron
 
|85
 
|-
 
|Mithril
 
|10
 
|-
 
|Copper
 
|2
 
|-
 
|Silver
 
|1
 
|-
 
|Gold
 
|1
 
|-
 
|Platinum
 
|1
 
|-
 
|rowspan="5"|Elven weapons and elven shields
 
|Wood
 
|80
 
|-
 
|Copper
 
|10
 
|-
 
|Mithril
 
|5
 
|-
 
|Silver
 
|3
 
|-
 
|Gold
 
|2
 
|-
 
|rowspan="2"|Elven chain mails and helms
 
|Copper
 
|80
 
|-
 
|Mithril
 
|20
 
|}
 
  
== Weights of different materials ==
+
====Leprechauns====
When calculating an object's base weight, its weight is multiplied by a factor of <code>current material multiplier / base object material multiplier</code>, where the multipliers are:
+
[[Leprechaun]]s are usually able to steal items made of [[gold]] in addition to [[zorkmids|gold coins]].
  
{|class="wikitable"
+
====Croesus====
!Material
+
[[Croesus]] often generates with weapons and/or armor that are made of gold.
!Multiplier
 
|-
 
|Liquid
 
|1
 
|-
 
|Wax
 
|1
 
|-
 
|Veggy
 
|1
 
|-
 
|Flesh
 
|1
 
|-
 
|Paper
 
|1
 
|-
 
|Cloth
 
|2
 
|-
 
|Leather
 
|3
 
|-
 
|Wood
 
|4
 
|-
 
|Bone
 
|5
 
|-
 
|Dragonhide
 
|2
 
|-
 
|Iron
 
|12
 
|-
 
|Metal
 
|12
 
|-
 
|Copper
 
|10
 
|-
 
|Silver
 
|12
 
|-
 
|Gold
 
|14
 
|-
 
|Platinum
 
|10
 
|-
 
|Mithril
 
|6
 
|-
 
|Plastic
 
|3
 
|-
 
|Glass
 
|5
 
|-
 
|Gemstone
 
|16
 
|-
 
|Mineral
 
|14
 
|}
 
  
== Effect on AC ==
+
==Object materials by variant==
When calculating a piece of armor's total AC, a material bonus is calculated, which is usually <code>current material AC - base armor material AC</code>. If this material bonus is negative, it will decrease the base AC of the armor, to a minimum of 0. Thus, higher material AC is better. The material AC values are:
+
Variants that incorporate some kind of object materials include [[GruntHack]], [[dNetHack]], [[xNetHack]], [[SpliceHack]], and [[EvilHack]]; GruntHack's implementation diverges the most from that of L's patch, and is thus much different from other variant implementations.
  
{|class="wikitable"
+
Below is a list of each variant's implementation of object materials.
!Material
 
!Material AC
 
|-
 
|Liquid
 
| -5
 
|-
 
|Wax
 
| -4
 
|-
 
|Veggy
 
| -4
 
|-
 
|Flesh
 
| -2
 
|-
 
|Paper
 
| -4
 
|-
 
|Cloth
 
| -3
 
|-
 
|Leather
 
| -2
 
|-
 
|Wood
 
| -1
 
|-
 
|Bone
 
| +1
 
|-
 
|Dragonhide
 
| +5
 
|-
 
|Iron
 
|0
 
|-
 
|Metal
 
|0
 
|-
 
|Copper
 
| -1
 
|-
 
|Silver
 
|0
 
|-
 
|Gold
 
| -2
 
|-
 
|Platinum
 
| -1
 
|-
 
|Mithril
 
|0
 
|-
 
|Plastic
 
| -2
 
|-
 
|Glass
 
|0
 
|-
 
|Gemstone
 
| +2
 
|-
 
|Mineral
 
| +3
 
|}
 
  
== Cost ==
+
* [[Object materials (GruntHack)]]
When calculating the base cost of an object, the cost is multiplied by a factor of <code>current material cost multiplier / base object material cost multiplier</code>. The multipliers are:
+
* [[Object materials (dNetHack)]]
 
+
* [[Object materials (xNetHack)]]
{|class="wikitable"
+
* [[Object materials (SpliceHack)]]
!Material
+
* [[Object materials (EvilHack)]]
!Multiplier
+
{{noversion}}
|-
+
[[Category:Object materials]]
|Liquid
+
[[Category:Patches]]
|1
 
|-
 
|Wax
 
|1
 
|-
 
|Veggy
 
|1
 
|-
 
|Flesh
 
|3
 
|-
 
|Paper
 
|2
 
|-
 
|Cloth
 
|3
 
|-
 
|Leather
 
|5
 
|-
 
|Wood
 
|8
 
|-
 
|Bone
 
|20
 
|-
 
|Dragonhide
 
|200
 
|-
 
|Iron
 
|10
 
|-
 
|Metal
 
|10
 
|-
 
|Copper
 
|10
 
|-
 
|Silver
 
|30
 
|-
 
|Gold
 
|30
 
|-
 
|Platinum
 
|30
 
|-
 
|Mithril
 
|32
 
|-
 
|Plastic
 
|10
 
|-
 
|Glass
 
|20
 
|-
 
|Gemstone
 
|500
 
|-
 
|Mineral
 
|10
 
|}
 

Latest revision as of 07:26, 12 February 2024

Object materials
Author L
Download link
NetHack PatchDB unknown

Object materials is the name of an item system that allows various objects to generate made of something different from their ordinary base material. It was first introduced in NetHack brass, and L later made it into a standalone patch.

Summary

The general purpose of the patch is to increase the variance in equipment that a player may come across in NetHack and/or its variants, as well as the strategies employed with such items. This can have diverse effects on a given game: one hero may realize too late that their gold wand of death is a valid target for an overlooked leprechaun; another may employ a pair of mithril short swords to slice their way through hordes of orcs; still others may try to assemble an all-silver full-body set of armor to thoroughly "demon-proof" themselves before entering Gehennom; and aspiring casters may try to wear as much non-metallic armor as possible.

Artifacts

Artifacts, including artifact weapons, tend to have a set base material; it is sometimes possible to name or create certain artifacts such as Sting and Excalibur, with a weapon of the desired material, though whether this is allowed depends on the variant.

Monsters and object materials

In games with some form of object materials included (typically variants), monsters also have various interactions with each type of object, the more common of which are listed below.

Material hatred

Material hatred is used to refer to any particular material that deals extra damage to a certain type of monster and cannot be safely touched by them, much like the interactions between werecreatures and silver in vanilla NetHack - e.g., elves may have an aversion to iron weapons. Monsters with a material hatred will usually avoid using items of that material where possible, and racial equipment is generally expanded and/or altered to avoid generating monsters with weapons or armor of a hated material; death drops will naturally ignore this restriction.

Golems

Golems that are generated randomly or via polypiling may death drop items made of that material among the pile of objects that they leave behind as their standard "corpse".

Leprechauns

Leprechauns are usually able to steal items made of gold in addition to gold coins.

Croesus

Croesus often generates with weapons and/or armor that are made of gold.

Object materials by variant

Variants that incorporate some kind of object materials include GruntHack, dNetHack, xNetHack, SpliceHack, and EvilHack; GruntHack's implementation diverges the most from that of L's patch, and is thus much different from other variant implementations.

Below is a list of each variant's implementation of object materials.