Object materials
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, xNetHack, SpliceHack, and EvilHack.
The information on this page is taken from GruntHack's version of object materials.
A version of the object materials patch (different from GruntHack's implementation) can be found here.
A user has suggested improving this page or section as follows:
"Add a section describing what unusual properties might come from different-material objects. For example, flesh objects can be eaten."
A user has suggested improving this page or section as follows:
"All the variants that implement object materials do them slightly differently. This page only describes GruntHack's implementation."
Generation
Base objects | Converts to | Probability (%) |
---|---|---|
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 | |
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 | |
Cloth or leather armor | Cloth | 60 |
Leather | 33 | |
Paper | 6 | |
Flesh | 1 | |
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 | |
Elven weapons and elven shields | Wood | 80 |
Copper | 10 | |
Mithril | 5 | |
Silver | 3 | |
Gold | 2 | |
Elven chain mails and helms | Copper | 80 |
Mithril | 20 |
Weights of different materials
When calculating an object's base weight, its weight is multiplied by a factor of current material multiplier / base object material multiplier
, where the multipliers are:
Material | 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
When calculating a piece of armor's total AC, a material bonus is calculated, which is usually current material AC - base armor material AC
. 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:
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
When calculating the base cost of an object, the cost is multiplied by a factor of current material cost multiplier / base object material cost multiplier
. The multipliers are:
Material | Multiplier |
---|---|
Liquid | 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 |