Difference between revisions of "Armor"

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|Blessed||47.37%||35.09%||7.81%||0.58%||0.01%||0.0001761
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Revision as of 09:44, 26 July 2015

Armor is an important concern for the hero entering the dungeon and is one of the primary things between you and death. Wearing armor will improve your armor class, reducing it by the amount shown in the "AC" column in the table below. Some types of armor may also provide "magic cancellation", as shown in the "MC" column below. There are 7 slots for armor: helm, cloak, body armor, shirt, shield, gloves/gauntlets, and boots. Some armor items reduce your ability to cast spells successfully, particularly shields and metal suits.

BUC

If you put on cursed armor, or if it is cursed while you are wearing it, you will be unable to take it off. (The item will be identified as cursed when you try to remove it.) Cursed gloves will also prevent you from putting on or removing rings. A cursed suit of body armor prevents you from unequipping shirts, and a cursed cloak prevents you from unequipping suits and shirts.

The inconvenience of cursed armor is amplified by the fact that armor generated cursed often also has negative enchantment. This is why it is a good idea to check the BUC of a piece of armor before wearing it.

The effects of blessed armor are minor. Blessed armor is more resistant to curses, because it must be made unblessed before it can become cursed. Blessed armor also has a chance of resisting some sources of erosion. Further, armor generated blessed has a higher chance of an enchantment.

Blessings and curses do not affect the magical abilities of most pieces of armor. A notable exception is a cursed oilskin cloak, which will only protect you from grabbing attacks 2/3 of the time. Similarly, any grease present on cursed armor will only prevent grabbing or mind-flaying attacks 2/3 of the time.

Most randomly generated armor is generated 12.31% cursed, 78.96% uncursed, 8.72% blessed. Four items (helm of opposite alignment, gauntlets of fumbling, fumble boots, and levitation boots) are generated 90.45% cursed, 8.6% uncursed, 0.95% blessed.[1]

The following table shows with what probability a piece of armor (not one of the above mentioned) with a given BUC status has a certain enchantment level. Levels 6 through 10 are unlocked as one's experience level rises, but anything exceeding 4 is rare.

+0 +1 +2 +3 +4 >4
Blessed 47.37% 35.09% 7.81% 0.58% 0.01% 0.0001761%
Uncursed 94.19% 3.88% 0.86% 0.06% 0.0015654% 0.0000194%
+0 -1 -2 -3 -4 <-4
Cursed 33.55% 44.3% 14.77% 1.09% 0.016406218% 0.0002501%

Monsters (pets) and armor

Some types of monsters can wear armor and profit from a subset of its magical capabilities.[2] Pets are of main interest here.

  • If a monster is polymorphed while wearing dragon scale (mail), it will always turn into the appropriately colored dragon. Since polymorphing is permanent in NetHack, the armor is lost.

Monsters know armor enchantment and will switch to maximize total armor value, taking into account the base AC an item confers, the enchantment, and erosion, but not the BUC status.[3] However, tame monsters do not pick up any cursed objects.

Table of Armor and Properties

Name Cost Weight AC AC / weight ratio Material Effect MC Magical Appearance
Shirts
Hawaiian shirt 3 5 0 .000 cloth Shop --
T-shirt 2 5 0 .000 cloth Shop --
Suits
leather jacket 10 30 1 .033 leather --
leather armor 5 150 2 .013 leather --
orcish ring mail 80 250 2 .008 iron 1 crude ring mail
studded leather armor 15 200 3 .015 leather 1 --
ring mail 100 250 3 .012 iron --
scale mail 45 250 4 .016 iron --
orcish chain mail 75 300 4 .013 iron 1 crude chain mail
chain mail 75 300 5 .017 iron 1 --
elven mithril-coat 240 150 5 .033 mithril 3 --
splint mail 80 400 6 .015 iron 1 --
banded mail 90 350 6 .017 iron --
dwarvish mithril-coat 240 150 6 .040 mithril 3 --
bronze plate mail 400 450 6 .013 copper --
plate mail (tanko) 600 450 7 .016 iron 2 --
crystal plate mail 820 450 7 .016 glass 2 --
Dragon Suits
dragon scales 500 40 3 .075 dragon Resist% --
dragon scale mail 900 40 9 .225 dragon Resist% Yes --
Cloaks
mummy wrapping 2 3 0 .000 cloth Vis 1 --
orcish cloak 40 10 0 .000 cloth 2 coarse mantelet
dwarvish cloak 50 10 0 .000 cloth 2 hooded cloak
leather cloak 40 15 1 .067 leather 1 --
cloak of displacement 50 10 1 .100 cloth Displ 2 Yes *piece of cloth
oilskin cloak 50 10 1 .100 cloth Water 3 slippery cloak
alchemy smock 50 10 1 .100 cloth Poi+Acd 1 Yes apron
cloak of invisibility 60 10 1 .100 cloth Invis 2 Yes *opera cloak
cloak of magic resistance 60 10 1 .100 cloth Magic 3 Yes *ornamental cope
elven cloak 60 10 1 .100 cloth Stlth 3 Yes faded pall
robe 50 15 2 .133 cloth Spell 3 Yes --
cloak of protection 50 10 3 .300 cloth Prot 3 Yes *tattered cape
Helms
fedora 1 3 0 .000 cloth --
dunce cap 1 4 0 .000 cloth Stupid Yes conical hat
cornuthaum 80 4 0 .000 cloth Clair 2 Yes conical hat
dented pot 8 10 1 .100 iron --
elven leather helm 8 3 1 .333 leather leather hat
helmet (kabuto) 10 30 1 .033 iron *plumed helmet
orcish helm 10 30 1 .033 iron iron skull cap
helm of brilliance 50 50 1 .020 iron Int+Wis Yes *etched helmet
helm of opposite alignment 50 50 1 .020 iron Align Yes *crested helmet
helm of telepathy 50 50 1 .020 iron ESP Yes *visored helmet
dwarvish iron helm 20 40 2 .050 iron hard hat
Gloves
leather gloves (yugake) 8 10 1 .100 leather *old gloves
gauntlets of dexterity 50 10 1 .100 leather Dex Yes *padded gloves
gauntlets of fumbling 50 10 1 .100 leather Fumble Yes *riding gloves
gauntlets of power 50 30 1 .033 iron Str Yes *fencing gloves
Shields
small shield 3 30 1 .033 wood --
orcish shield 7 50 1 .020 iron red-eyed
Uruk-hai shield 7 50 1 .020 iron white-handed
elven shield 7 40 2 .050 wood blue and green
dwarvish roundshield 10 100 2 .020 iron large round
large shield 10 100 2 .020 iron --
shield of reflection 50 50 2 .040 silver Reflect Yes polished silver
Boots
low boots 8 10 1 .100 leather walking shoes
elven boots 8 15 1 .067 leather Stlth Yes *mud boots
kicking boots 8 15 1 .067 iron Kick Yes *buckled boots
fumble boots 30 20 1 .050 leather Fumble Yes *riding boots
levitation boots 30 15 1 .067 leather Lev Yes *snow boots
jumping boots 50 20 1 .050 leather Jump Yes *hiking boots
speed boots 50 20 1 .050 leather Speed Yes *combat boots
water walking boots 50 20 1 .050 leather WWalk Yes *jungle boots
high boots 12 20 2 .100 leather jackboots
iron shoes 16 50 2 .040 iron hard shoes

Appearance

Those listed with an asterisk (*) are randomized within their armor category.
Boots with the appearance "snow boots" make ice act like normal terrain (but the Fumble armor property still happens at its normal rate).
Gloves and boots with the appearance "riding gloves" and "riding boots" give a (non-cumulative) bonus to the chance of successfully saddling a steed.
Helmets with the appearance "visored helmet" provide defence against the blinding attack of ravens and the spitting attack of cobras.

Materials

Material Erosion Hinders spellcasting?
bronze corroded yes
cloth burnt, rotten no
dragon hide - no
glass - no
iron rusty, corroded yes
leather burnt, rotten no
mithril - yes
silver - yes
wood burnt, rotten no

Effects

Acd Gives acid resistance.
Align Changes your alignment, removes protection, and auto-curses.
Clair A wizard gets clairvoyance and +1 charisma, but other characters have existing clairvoyance blocked and get -1 charisma.
Dex Adds armor's enchantment to your dexterity.
Displ Gives displacement.
ESP Gives telepathy.
Fumble You will occasionally fumble.
Int+Wis Adds armor's enchantment to your intelligence and wisdom.
Invis Gives invisibility.
Jump Gives jumping at will. The special restrictions for Knights do not apply while this item is worn.
Kick Kicking does additional damage, and grants martial arts bonuses.
Lev Causes levitation. Does NOT prevent you being drowned by monsters.
Magic Gives magic resistance. Does NOT affect magic cancellation.
Poison Gives poison resistance.
Reflect Gives reflection.
Resist% Dragon scales provide resistance according to the color of the dragon:
Shop If not covered by body armor or cloak, shopkeepers buy and sell at the same rate as inexperienced (level < 15) tourists (buy at 1/3 of and sell at 4/3 of the normal price).
Sleep Gives sleep resistance.
Speed Gives you the speed extrinsic, the same as a potion of speed or spell of haste self.
Spell Player spellcasting is more likely to succeed, and reduces the penalty for metallic armor.
Stlth Gives stealth.
Str Increases your strength to 25.
Stupid Your intelligence and wisdom are fixed at 6; auto-curses; shopkeepers buy and sell at the inexperienced Tourist rate.
Vis Overrides invisibility so you are again visible.
Water Protects metal body armor from rusting/corroding (1/3 chance of protection if cursed) and prevents grabbing attacks.
WWalk Allows you to walk on water. Does NOT prevent you being drowned by monsters.

The "magical" property some armor has is only important to polypiling: non-magical armor will tend to stay non-magical, and vice-versa.

Modifying armor class

See also: Scroll of enchant armor; Erosion

Enchantment increases (or decreases) the effective armor class (AC) bonus from wearing armor. Most armor will not be destroyed when enchanted beginning from +3. If a blessed scroll of enchant armor is used, then the new enchantment may reach +5. If only +4 is reached, the armor can be degraded to +3 with drain life magic or a disenchanter attack, and then an attempt made to enchant it again. Elven armor may be safely enchanted from +5, reaching up to +7. A wizard may also safely enchant a cornuthaum from +5. Attempting to enchant from higher enchantments has a high chance of destroying the item.

Eroded only affects the base AC and armor will still keep the full AC bonus from enchantment. Thus if enchantment scrolls are scarce, it is often better to use them to add enchantment than to erodeproof items, especially for items with low base AC.

Strategy

See also: Ascension kit

A careful selection of armor is part of the typical ascension kit. NetHack players may choose a combination of armor that conveys magic resistance, high magic cancellation, reflection, various intrinsics and bonuses, and, of course, high AC.

UnNetHack

A user has suggested improving this page or section as follows:

"could someone improve item list"

UnNetHack adds new pieces of armor, and new randomized appearances. In addition, racial armor tracking is implemented. Most notably, this means you get 1 additional AC for each piece of correct racial armor worn.

SporkHack

SporkHack adds, including:

References



This page is based on a spoiler by Dylan O'Donnell. The original license is:

Redistribution, copying, and editing of these spoilers, with or without modification, are permitted provided that the following conditions are met:

  1. The original contributors to any spoiler must continue to be credited.
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