Difference between revisions of "Object properties"

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* '''Aggravation''': Grants [[aggravate monster]].
 
* '''Aggravation''': Grants [[aggravate monster]].
  
===Weapon properties===
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===Weapon-specific properties===
 
* '''Fire''': Deals double damage to non-[[Fire_resistance|fire-resistant]] targets; has a chance of [[Fire|destroying]] potions, scrolls, and spellbooks.
 
* '''Fire''': Deals double damage to non-[[Fire_resistance|fire-resistant]] targets; has a chance of [[Fire|destroying]] potions, scrolls, and spellbooks.
 
* '''Frost''': Deals double damage to non-[[Cold_resistance|cold-resistant]] targets; has a chance of [[Cold|destroying]] potions.
 
* '''Frost''': Deals double damage to non-[[Cold_resistance|cold-resistant]] targets; has a chance of [[Cold|destroying]] potions.
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Note that in the very last development version of GruntHack, the extra fire and frost damage was changed from 2x to d6. This is the version of object properties that was incorporated in DynaHack. The version of GruntHack that can be played on ''grunthack.org'' does not have these changes.
 
Note that in the very last development version of GruntHack, the extra fire and frost damage was changed from 2x to d6. This is the version of object properties that was incorporated in DynaHack. The version of GruntHack that can be played on ''grunthack.org'' does not have these changes.
  
===Armor properties===
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===Armor-specific properties===
 
* '''Fire resistance''': Grants [[fire resistance]].
 
* '''Fire resistance''': Grants [[fire resistance]].
 
* '''Cold resistance''': Grants [[cold resistance]].
 
* '''Cold resistance''': Grants [[cold resistance]].
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* '''Displacement''': Grants [[displacement]], as the [[cloak of displacement]].
 
* '''Displacement''': Grants [[displacement]], as the [[cloak of displacement]].
 
* '''Clairvoyance''': Grants [[clairvoyance]], as though wearing a [[cornuthaum]] as a wizard.
 
* '''Clairvoyance''': Grants [[clairvoyance]], as though wearing a [[cornuthaum]] as a wizard.
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 +
==dNetHack==
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[[dNetHack]] uses a completely different version of object properties compared to most other variants. Objects with properties cannot be wished for, and for the most part cannot be added to existing objects. They are primarily found in the initial inventories of certain monsters, and are also generated during the creation of certain special rooms and levels. Most properties appear in the item name when identified, but some will appear when unidentified as well.
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===Offensive===
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Most damage-enhancing properties add bonus damage of a certain type, often equal to base damage, to the object when used as a weapon - for example, a flaming [[long sword]] would deal (1d8 + enchantment) physical damage and (1d8 + enchantment) fire damage versus small monsters. This includes specific non-weapon objects that are also valid for weapon attacks, e.g. [[boots]] for [[kick]]ing attacks and [[gloves]] for unarmed (i.e. bare-handed) attacks. Some of these properties also have a weaker form as well, which usually deals +2d6 damage instead.
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These bonuses only apply if the object is a valid weapon (e.g. a flaming [[newt]] [[corpse]] grants no bonuses), and are additive with other attack bonuses rather than multiplicative.
 +
 +
* '''Flaming''': The object deals +1x base damage as fire damage, which can destroy flammable items in the target's inventory, and deals an additional +1x base damage to fire-vulnerable targets (i.e. 3x to monsters that have cold resistance but not fire resistance).
 +
** '''Red-hot''': A weaker form of flaming that deals +2d6 damage and can destroy flammable items.
 +
* '''Freezing''': The object deals +1x base damage as cold damage, which can destroy freezable items in the target's inventory, and deals an additional +1x base damage to cold-vulnerable targets (i.e. 3x to monsters that have fire resistance but not cold resistance).
 +
** '''Frosted''': A weaker form of freezing that deal +2d6 damage and can destroy freezable items.
 +
* '''Shocking''': The object deals +1x base damage as shock damage, which can remove one or more charges from wands in the target's inventory.
 +
** '''Sparking''': A weaker form of shocking that deals +2d6 damage and can use up wand charges.
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* '''Sizzling''': The object deals +1x base damage as acid damage, which can destroy a single potion in the target's inventory.
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** '''Acrid''': A weaker form of sizzling that deals +2d6 damage and can destroy a potion on each hit.
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* '''Sparkling''': The object deals +1x base damage as magic damage (the same as [[magic missile]], which checks for player-style [[magic resistance]]).
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** '''Glittering''': A weaker form of sparkling that deals +3d4 damage.
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* '''Misty''': The object deals +1x base damage as water damage, which is resisted by waterproofing (e.g. oilskin, [[white dragon scales]], etc.), and deals an additional +1x base damage (i.e. 3x total) to flaming monsters, earth elementals, iron golems, and chain golems.
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** '''Damp''': A weaker form of misty that deals +2d6 damage.
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* '''Psionic''': The object deals +1x base damage with an additional damage bonus equal to enchantment (i.e. 3x enchantment and 2x base damage) to telepathic creatures. A psionic item used as a weapon also has a {{frac|5}} chance of triggering versus non-telepathic, non-mindless creatures. Appears when telepathic (even when not blinded) or when fully identified; when not fully identified but seen via telepathy, appears as "whispering" instead of "psionic".
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** '''Rustling''': A weaker form of psionic that deals +2d12 damage, with the same rules for vulnerable targets as psionic. Appears only when telepathic, even if fully identified.
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* '''Anarchic''': The object deals +1x base damage to non-chaotic targets. Only appears when the object is fully identified.
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** '''Unruly''': A weaker form of anarchic that deals +2d6 damage to non-chaotic targets. Only appears when the object is fully identified.
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* '''Concordant''': The object deals +1x base damage to non-neutral targets. Only appears when the object is fully identified.
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** '''Accordant''': A weaker form of concordant that deals +2d6 damage to non-neutral targets. Only appears when the object is fully identified.
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* '''Axiomatic''': The object deals +1x base damage to non-lawful targets. Only appears when the object is fully identified.
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** '''Apodictic''': A weaker form of axiomatic that deals +2d6 damage to non-lawful targets. Only appears when the object is fully identified.
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* '''Forge-hot''': The object deals +1d8 fire and +1d8 axiomatic damage.
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* '''Crystalline''': The object deals +1d8 cold and +1d8 axiomatic damage.
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* '''Arcing''': The object deals +1d8 shock and +1d8 axiomatic damage.
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* '''Holy''': When blessed, a holy object deals +1x base damage to targets vulnerable to blessed damage. Appears when blessed with "holy" replacing "blessed" in the object's name, but doesn't require the object to be fully identified.
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** '''Consecrated''': A weaker form of holy that deals +2d6 damage and appears with the same rules as holy.
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* '''Unholy''': When cursed, an unholy object deals double damage to targets vulnerable to cursed damage. Appears when cursed with "unholy" replacing "cursed" in the object's name, but doesn't require the object to be fully identified.
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** '''Desecrated''': A weaker form of unholy that deals +2d6 damage and appears with the same rules as unholy.
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* '''Flaying''': A flaying object breaks armor off struck targets, damaging a random piece of worn armor 1+d4 times; if the armor's protection is reduced to 0, it will be destroyed. If the monster has no armor left, living monsters without thick skin will "scream from the pain" and be slowed by 6 movement points. Only appears when the object is fully identified.
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** '''Excoriating''': A weaker form of flaying that damages worn armor by 1 point, and slows unarmored targets for 2 movement points. Only appears when the object is fully identified.
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* '''Morgul''': When a morgul object hits you, it embeds a morgul-blade shard in you. When used versus a monster, it drains their current and maximum HP by 1d4, bypassing drain resistance. Morgul shards abuse your constitution, wisdom, and charisma, killing you if they bring all of those stats below their minimums.
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** '''Morgul-shard''': A weaker form of morgul, a morgul-shard object that hits you only embeds a shard if one was not already present. Against a monster, it drains their current and maximum HP by 1.
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* '''Wrathful''': When used to kill a monster, the object gains a +0.25 damage bonus versus that monster type (stacking to a cap of 4 kills and 2x damage) until you kill a monster of a different type. This damage applies to all monsters of that kind, based on factions (zombified, skeletons, etc.), racial flags (demons, humans, etc.), or just the exact same monster.
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* '''Faded''': The object is treated as an armor-phasing weapon, which bypasses the [[AC]] and [[DR]] of the target's worn armor and always hits insubstantial targets such as [[shade]]s.
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* '''Vorpal''': The weapon can decapitate/bisect/etc. monsters with a {{frac|20}} chance. The vorpal type is chosen based off the object's damage types. Weapons that are both slashing and piercing decapitate the target, slashing-only will bisect the target, piercing-only will pierce the target's heart or heart-equivalent, and bludgeoning will smash the target flat. Only appears when fully identified.
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* '''Deep''': The weapon has a {{frac|40}} chance per turn of emitting a level-wide damaging mind blast, targeting you and other monsters. The mind blast's damage die size and amount increases inversely based on its enchantment, and is represented by the equation 15 - 2x where ''x'' is the enchantment of the weapon - this also determines the amount of dice used: 1 die for a result of 1-5 (1.e. +5 to +7), 2 dice for 6-10 (+3 to +4), 3 dice for 11-14 (+1 to +2), and 5 dice at 15 or more (+0 and below).
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** At +2 enchantment or lower, a deep weapon's mind blasts that hit you will either awaken all monsters or any monsters with telepathy on the level and reveal your location, similar to a cursed [[potion of invisibility]] - it additionally encourages them and provides a [[morale]]-style boost to damage and accuracy, equal to the amount of damage done divided by the amount of damage dice (effectively the average of those dice rolls). Deep weapon mind blasts that hit monsters at this enchantment will inflict the [[studied]] status on them for duration to a length equal to the amount of damage done, unless that amount is lower than their current studied duration.
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** At +0 enchantment or lower, a deep weapon's mind blasts have a {{frac|20}} chance of occurring each turn. Mind blasts that hit you will stun you for 10 turns per point of damage in addition to the above, while monsters hit by the mind blast are confused in addition to the above.
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* '''Self-acidifying''': The object has a 2.5% chance of coating itself in acid each turn, which adds +1d10 acid damage and stacks with sizzling and acrid properties. This only appears when the object is not acid-coated, and appears as "acid-secreting" when above 10 [[insight]].
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* '''Loyal''': The weapon returns when thrown, similar to [[Mjollnir]] or any weapon thrown by [[android]]s. This only appears as "loyal" when above 10 insight, and otherwise appears as "returning".
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===Defensive===
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These are exclusively extrinsic properties applied to items in any worn slot, including rings, amulets, and wielded items; items [[twoweapon]]ed in the off-hand do not count.
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* '''Flameproof''': Grants fire resistance. Only appears when the object is fully identified. Flameproofed items are immune to fire damage.
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* '''Coldproof''': Grants cold resistance. Only appears when the object is fully identified.
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* '''Voltproof''': Grants shock resistance. Only appears when the object is fully identified.
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* '''Acidproof''': Grants acid resistance. Only appears when the object is fully identified.
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* '''Magic-resistant''': Grants magic resistance. Only appears when the object is fully identified.
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* '''Disintegration-proof''': Grants disintegration resistance. Objects with this property can't be destroyed by disintegration attacks, but can be destroyed by other armor shredding attacks. Only appears when the object is fully identified.
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* '''Reflective''': Grants normal reflection.
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* '''Woolen''': Grants both fire and cold resistance. Woolen items are immune to fire damage.
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* '''Prayer-warded''': Blocks effects that curse inventory items (such as the curse items monster spell). Also protects against [[mummy curse]]s.
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* '''Healing''': Periodically heals the wearer with a ~0.5% to ~2% chance per turn; the healing effect occurs more often when the wearer is below 50% hp and when enemies are nearby. The healing restores 5d8 HP, with no more than half of the wearer's lost HP healed this way, and has a 5% chance per turn of healing sickness and sliming. Only appears as healing if fully identified; above 20 insight, it appears as "angel-haunted" (or "angel-imprisoning" if cursed).
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* '''[[Life-saving]]''': If the wearer dies, their life will be saved, as with an [[amulet of life saving]]; the property will trigger after an actual amulet of life saving, but before any other sources of the property such as a [[ring of wishes]] or [[Spirits (dNetHack)#Jack, of the Lantern|Jack]]. The item will lose the property after it is triggered, but otherwise remains intact. On objects that are not fully identified, it appears as "haloed" on helmets, "gold-feather-encrusted" on silver items, and "silver-feather-encrusted" on other items.
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* '''Self-greasing''': The object has a {{frac|40}} chance of greasing itself each turn if not greased. Only appears when the object is not greased. Appears as "grease-secreting" when above 10 insight.
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* '''Anarchic''': Grants double DR vs lawful and neutral attackers, but only half DR vs chaotic attackers. Only appears when the object is fully identified.
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* '''Concordant''': Grants double DR vs lawful and chaotic attackers, but only half DR vs neutral attackers. Only appears when the object is fully identified.
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* '''Axiomatic''': Grants double DR vs neutral and chaotic attackers, but only half DR vs lawful attackers. Only appears when the object is fully identified.
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* '''Holy''': When blessed, grants double DR vs. holy-hating attackers, but only half DR vs unholy-hating attackers. Only appears when the object is fully identified.
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* '''Unholy''': When cursed, grants double DR vs. unholy-hating attackers, but only half DR vs holy-hating attackers. Only appears when the object is fully identified.
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===Other===
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These qualities are similar to object properties, and can apply to weapons and armor alike.
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* '''Bladed''': Bladed armor and weapons deal slashing damage in addition to the base damage type(s) for that weapon.
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* '''Spiked''': Spiked armor and weapons deal piercing damage in addition to the base damage type(s) for that weapon.
  
 
==DynaHack==
 
==DynaHack==
DynaHack works mostly similar to GruntHack, with some caveats:
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[[DynaHack]] works mostly similar to GruntHack, with some caveats:
  
 
* All players can sense object properties regardless of role.
 
* All players can sense object properties regardless of role.
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* Armor get properties 1/100 of the time (similar to GruntHack).
 
* Armor get properties 1/100 of the time (similar to GruntHack).
 
* Jewelry gets properties 1/250 of the time (except for the Amulet of Yendor).
 
* Jewelry gets properties 1/250 of the time (except for the Amulet of Yendor).
* Only magical wishes can apply an object property, and even then they can only be applied on non-magical base item. Oilskin doesn't count as an innate power, as it does not change player attributes; note that "oilskin cloak of displacement" is parsed as a cloak of displacement with the oilskin property, and thus counts as wishing for an object property to be applied. The proper syntax is instead "slippery cloak of displacement".
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* Only magical wishes can apply an object property, and even then they can only be applied on non-magical base items. Oilskin doesn't count as an innate power, as it does not change player attributes - note that "oilskin cloak of displacement" is parsed as a cloak of displacement with the oilskin property, and thus counts as wishing for an object property to be applied; the proper syntax is instead "slippery cloak of displacement".
  
 
== FIQHack ==
 
== FIQHack ==
FIQHack object properties differ from those of GruntHack and DynaHack as follows:
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[[FIQHack]] object properties are as follows, with some cues and differences from those of GruntHack and DynaHack:
  
 
* '''Vorpal''' doesn't generate randomly.
 
* '''Vorpal''' doesn't generate randomly.
 
* Weapons and weapon-tools get properties (level difficulty)/100 of the time, much like DynaHack.
 
* Weapons and weapon-tools get properties (level difficulty)/100 of the time, much like DynaHack.
 
* Magical armor gets properties half as often as weapons, and jewelry gets properties 1/4 as often.
 
* Magical armor gets properties half as often as weapons, and jewelry gets properties 1/4 as often.
* Bags can generate with the '''oilskin''' property (which functions), with equal probability as weapons getting properties
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* Bags and armor can generate with the '''oilskin''' property, with equal probability as weapons getting properties.
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** Wearing armor with the oilskin property protects the wearer and their items from water damage.
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** Bags with the oilskin property protect their contents from water damage, in addition to their base properties.
 
* The following properties generate 10% as often: reflection, telepathy, speed, power, dexterity, brilliance, displacement
 
* The following properties generate 10% as often: reflection, telepathy, speed, power, dexterity, brilliance, displacement
 
* Added properties:
 
* Added properties:
** '''Lightning''': Deals d6 to non-[[shock_resistance|shock-resistant]] targets; has a chance of [[Lightning|destroying]] wands.
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** '''Lightning''': Deals d6 to non-[[shock resistance|shock-resistant]] targets; has a chance of [[Lightning|destroying]] wands.
** '''Shock resistance''': Grants [[shock resistance]].
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** '''Shock resistance''': Grants shock resistance.
 
** '''Mercy''': autocurses and converts damage to healing, healing the opponent the equal amount as it would otherwise have damaged
 
** '''Mercy''': autocurses and converts damage to healing, healing the opponent the equal amount as it would otherwise have damaged
 
** '''Carrying''': increases carrying capacity by +10%, per item of carrying. Generates on armor only.
 
** '''Carrying''': increases carrying capacity by +10%, per item of carrying. Generates on armor only.
 
** '''Nasty''': Deals +2d6 damage, but does 1d6 to the user on each melee hit or miss. Generates on melee weapons.
 
** '''Nasty''': Deals +2d6 damage, but does 1d6 to the user on each melee hit or miss. Generates on melee weapons.
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* Added container-only properties:
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** '''Greed''': Makes gold inside weightless, but causes 50% of attempts to take things out to fail.
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** '''Discovery''': Automatically reveals the base type of stashed items.
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** '''Refrigeration''': Prevents stashed corpses from rotting.
 
* You cannot wish for properties at all. However, you can add or remove properties using a [[potion of wonder]] (which can be wished for).
 
* You cannot wish for properties at all. However, you can add or remove properties using a [[potion of wonder]] (which can be wished for).
 
* Weapons can no longer generate with '''fumbling''', but armor still can.
 
* Weapons can no longer generate with '''fumbling''', but armor still can.
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* Detonations are fire-based by default; they become cold-based with weapons of frost, and lightning-based with weapons of shock.
 
* Detonations are fire-based by default; they become cold-based with weapons of frost, and lightning-based with weapons of shock.
 
* Price-wise, if an object has any property, its base price is increased by 50. In addition to this, each property double the overall price -- so if something's base price is 5, one property would have it at 110 ((50+5) * 2), two properties at 220 ((50+5) * 2 * 2), etc.
 
* Price-wise, if an object has any property, its base price is increased by 50. In addition to this, each property double the overall price -- so if something's base price is 5, one property would have it at 110 ((50+5) * 2), two properties at 220 ((50+5) * 2 * 2), etc.
 
==dNetHack==
 
dNetHack uses a completely different version of object properties compared to most other variants. Objects with properties cannot be wished for, are not randomly generated, and for the most part properties can't be added to existing objects. They are primarily found in the starting inventories of certain monsters or pre-placed in certain special levels. Most properties appear in the item name when identified, but some will appear when unidentified as well.
 
 
=== Weapons ===
 
Most weapon-enhancing properties add double damage of a certain type to the object when used as a weapon. Some of those come with a weaker form as well, which usually deals 2d6 damage instead. These bonuses only apply if you're making a valid weapon attack, so something like a flaming newt corpse grants no bonuses.
 
 
* Flaming: Deals double fire damage, which can destroy items in the target's inventory. If the target is considered fire-vulnerable (doesn't resist fire but does resist cold), deals an addition 1x damage for a total of 3x.
 
** Red-hot: A weaker form of flaming, dealing 2d6 damage instead. Can still destroy items.
 
* Freezing: Deals double cold damage, which can destroy items in the target's inventory. If the target is considered cold-vulnerable (doesn't resist cold but does resist fire), deals an addition 1x damage for a total of 3x.
 
** Frosted: A weaker form of freezing, dealing 2d6 damage instead. Can still destroy items.
 
* Shocking: Deals double electrical damage, which can destroy items in the target's inventory.
 
** Sparking: A weaker form of shocking, dealing 2d6 damage instead. Can still destroy items.
 
* Sizzling: Deals double acid damage, which can destroy items in the target's inventory.
 
** Acrid: A weaker form of sizzling, dealing 2d6 damage instead. Can still destroy items.
 
* Sparkling: Deals double magic damage (same as [[magic missile]], checks player-style MR).
 
** Glittering: A weaker form of sparkling, dealing 3d4 damage instead.
 
* Misty: Deals double water damage, which is resisted by waterproofing (oilskin, white dragon scales, etc.). Deals an additional 1x damage to flaming monsters, earth elementals, iron golems, or chain golems.
 
** Damp: A weaker form of misty, dealing 2d6 damage instead.
 
* Psionic: Deals double damage, plus enchantment again for 3x enchantment and 2x base dice, to telepathic creatures. Has an addition 20% to trigger vs. non-telepathic but non-mindless creatures. Appears when telepathic (even when not blinded), or when fully identified. When not fully identified but seen via telepathy, appears as "whispering" instead of "psionic".
 
** Rustling: A weaker form of psionic, dealing 2d12 damage instead. Follows the same rules for vulnerable targets as psionic. Appears when telepathic only, even if fully identified.
 
* Anarchic: Deals double damage to non-chaotic targets. Only appears when the object is fully identified.
 
** Unruly: A weaker form of anarchic. Only appears when the object is fully identified.
 
* Concordant: Deals double damage to non-neutral targets. Only appears when the object is fully identified.
 
** Accordant: A weaker form of concordant. Only appears when the object is fully identified.
 
* Axiomatic: Deals double damage to non-lawful targets. Only appears when the object is fully identified.
 
** Apodictic: A weaker form of axiomatic. Only appears when the object is fully identified.
 
* Forge-hot: Deals 1d8 fire and 1d8 axiomatic damage.
 
* Crystalline: Deals 1d8 cold and 1d8 axiomatic damage.
 
* Arcing: Deals 1d8 shock and 1d8 axiomatic damage.
 
* Holy: When blessed, deals double damage to targets vulnerable to blessed items. Appears when blessed with "holy" replacing "blessed" in the object's name, but doesn't require the object to be fully identified.
 
** Consecrated: A weaker form of holy, dealing 2d6 damage instead. Appears with the same rules as holy.
 
* Unholy: When cursed, deals double damage to targets vulnerable to cursed items. Appears when cursed with "unholy" replacing "cursed" in the object's name, but doesn't require the object to be fully identified.
 
** Desecrated: A weaker form of unholy, dealing 2d6 damage instead. Appears with the same rules as unholy.
 
* Flaying: slices armor of struck targets, damaging a random piece of worn armor 1+d4 times. If the armor is reduced to giving no protection, the armor will be destroyed. If the monster has no armor left, living monsters without thick skin will "scream from the pain" and be slowed by 6 movement points. Only appears when the object is fully identified.
 
** Excoriating: a weaker form of flaying, only damaging worn armor by 1 point, and only slowing for 2 movement points. Only appears when the object is fully identified.
 
* Morgul: When used against you, embeds you with a morgul-blade shard. When used versus a monster, drains 1d4 hp and max hp from the target, bypassing drain resistance. Morgul shards abuse constitution, wisdom, and charisma, killing you if they bring all of those stats below their minimums.
 
** Morgul-shard: A weaker form of morgul, only giving you a shard if you didn't already have one in you. When used versus a monster, drains 1 hp and max hp.
 
* Wrathful: When used to kill a monster, gains +0.25 damage vs that monster type, maxing out at 4 kills and 2x damage. This damage applies to all monsters of that kind, based on factions (zombified, skeletons, etc.), racial flags (demons, humans, etc.), or just the exact same monster.
 
* Faded: The object is treated as shining, bypassing AC/DR of worn targets and always hitting insubstantial targets (shades, etc.).
 
* Vorpal: Can decapitate/bisect/etc. monsters with a 5% chance. The vorpal type is chosen based off the object's damage types. Weapons that are both slashing and piercing decapitate the target, only slashing bisect the target, only piercing pierce the target's heart or heart-equivalent, and bludgeoning smash the target flat. Only appears when fully identified.
 
 
===Armor===
 
These are exclusively extrinsic propertiesm applied to items in any worn slot including rings/amulets or wielded items; offhanded items do not count.
 
 
* Flameproof: Grants fire resistance. Only appears when the object is fully identified. Flameproofed items are immune to fire damage.
 
* Coldproof: Grants cold resistance. Only appears when the object is fully identified.
 
* Voltproof: Grants shock resistance. Only appears when the object is fully identified.
 
* Acidproof: Grants acid resistance. Only appears when the object is fully identified.
 
* Magic-resistant: Grants magic resistance. Only appears when the object is fully identified.
 
* Disintegration-proof: Grants disintegration resistance. Objects with this property can't be destroyed by disintegration attacks, but can be destroyed by other armor shredding attacks. Only appears when the object is fully identified.
 
* Reflective: Grants normal reflection.
 
* Woolen: Grants both fire and cold resistance. Woolen items are immune to fire damage.
 
* Anarchic: Grants double DR vs lawful and neutral attackers, but only half DR vs chaotic attackers. Only appears when the object is fully identified.
 
* Concordant: Grants double DR vs lawful and chaotic attackers, but only half DR vs neutral attackers. Only appears when the object is fully identified.
 
* Axiomatic: Grants double DR vs neutral and chaotic attackers, but only half DR vs lawful attackers. Only appears when the object is fully identified.
 
* Holy: When blessed, grants double DR vs. holy-hating attackers, but only half DR vs unholy-hating attackers. Only appears when the object is fully identified.
 
* Unholy: When cursed, grants double DR vs. unholy-hating attackers, but only half DR vs holy-hating attackers. Only appears when the object is fully identified.
 
  
 
==EvilHack==
 
==EvilHack==
 
+
[[EvilHack]] has its own set of [[EvilHack#Object properties|object properties]].  It is based on the GruntHack system, with significant alterations:
[[EvilHack]] has its own set of [[EvilHack#Object properties|object properties]].  It is based on the [[GruntHack]] system, with significant alterations:
 
  
 
* There are fewer object properties and they are only applicable to weapons and armor, with the exception of artifacts, unique items and dragon scales/scale mail.
 
* There are fewer object properties and they are only applicable to weapons and armor, with the exception of artifacts, unique items and dragon scales/scale mail.
 
* Items with object properties are less likely to be found in the dungeon, but can appear randomly on eligible magical items, and are more likely to occur with higher-level objects.
 
* Items with object properties are less likely to be found in the dungeon, but can appear randomly on eligible magical items, and are more likely to occur with higher-level objects.
** The odds of an eligible item having a magical property are 1 in 150, and those odds improve with dungeon depth. For [[player monster]]s, the odds of their weapon having a magical property is 1 in 20 if they are of a high enough level or areencountered on the Astral Plane. [[Angelic being]]s flagged as M2_LORD have a 1 in 16 chance of their long sword being generated with a magical property.
+
** The odds of an eligible item having a magical property are {{frac|150}}, and those odds improve with dungeon depth. For [[player monster]]s, the odds of their weapon having a magical property is {{frac|20}} if they are of a high enough level or are encountered on the Astral Plane. [[Angelic being]]s flagged as M2_LORD have a 1 in 16 chance of their long sword being generated with a magical property.
** Regular armor and weapons obtained via [[sacrifice gift]] have a 1 in 8 chance of being generated with a magical property, provided the player has at least five [[Luck]].
+
** Regular armor and weapons obtained via [[sacrifice gift]] have a {{frac|8}} chance of being generated with a magical property, provided the player has at least five point of [[luck]].
** There is a 1 in 100,000 chance of an eligible item randomly spawning with two properties.
+
** There is a {{frac|100,000}} chance of an eligible item randomly spawning with two properties.
 
* A players' starting inventory will never have an object property.
 
* A players' starting inventory will never have an object property.
 
* Extrinsic properties that are applied to weapons or armor are active only when those objects are wielded/worn. With weapons, extrinsic properties work in the offhand whilst [[twoweaponing]].
 
* Extrinsic properties that are applied to weapons or armor are active only when those objects are wielded/worn. With weapons, extrinsic properties work in the offhand whilst [[twoweaponing]].
* Object properties can be wished for on an eligible item, but not on an already magical item (e.g. no wishing for a [[cloak of magic resistance]] and [[drain resistance]]). Object properties also cannot stack via wishing, e.g. you can't wish for a long sword of fire and venom.
+
* Object properties can be wished for on an eligible item, but not on an already-magical item (e.g. no wishing for a [[cloak of magic resistance]] and drain resistance). Object properties also cannot stack via wishing, e.g. you can't wish for a long sword of fire and venom.
 
* Changing a regular item with object properties into an artifact (e.g., dipping for [[Excalibur]]) will strip that item of its object properties.
 
* Changing a regular item with object properties into an artifact (e.g., dipping for [[Excalibur]]) will strip that item of its object properties.
 
* Wizards have an innate ability to 'sense' if an item is magical (much like a Priest knowing the [[beatitude]] of all items).
 
* Wizards have an innate ability to 'sense' if an item is magical (much like a Priest knowing the [[beatitude]] of all items).
Line 151: Line 173:
 
|Shock      || X || X || provides shock resistance        || does 1d5 + 3 of extra shock damage
 
|Shock      || X || X || provides shock resistance        || does 1d5 + 3 of extra shock damage
 
|-
 
|-
|Venom      || X || X || provides poison resistance        || does 1d2 + 10% chance of an additional 6-15 of extra poison damage, has a 10% chance to poison instakill
+
|Venom      || X || X || provides poison resistance        || does 1d2 + 10% chance of an additional 6-15 of extra poison damage, has a 10% chance of instakill by poison
 
|-
 
|-
 
|Decay      || X ||  || provides drain resistance        ||
 
|Decay      || X ||  || provides drain resistance        ||

Latest revision as of 11:11, 19 April 2024

In many variants of NetHack, an object property is a magical attribute associated with a non-artifact item which does not normally have that property; for example, a leather cloak of fire resistance would have the "fire resistance" property. Only weapons (including weapon-tools), armor, rings, and amulets can have object properties.

GruntHack

In GruntHack, randomly generated objects have a 1 in 100 chance of being generated with at least one property. A wish can apply a single non-detrimental property to the object wished for. Of those objects, each has a recursive 1 in 250 chance of having an additional property applied to it.

Wizards can sense object properties before they are identified, and see a "magical" prefix before the relevant properties are known.

Item properties

Weapon-specific properties

Note that in the very last development version of GruntHack, the extra fire and frost damage was changed from 2x to d6. This is the version of object properties that was incorporated in DynaHack. The version of GruntHack that can be played on grunthack.org does not have these changes.

Armor-specific properties

dNetHack

dNetHack uses a completely different version of object properties compared to most other variants. Objects with properties cannot be wished for, and for the most part cannot be added to existing objects. They are primarily found in the initial inventories of certain monsters, and are also generated during the creation of certain special rooms and levels. Most properties appear in the item name when identified, but some will appear when unidentified as well.

Offensive

Most damage-enhancing properties add bonus damage of a certain type, often equal to base damage, to the object when used as a weapon - for example, a flaming long sword would deal (1d8 + enchantment) physical damage and (1d8 + enchantment) fire damage versus small monsters. This includes specific non-weapon objects that are also valid for weapon attacks, e.g. boots for kicking attacks and gloves for unarmed (i.e. bare-handed) attacks. Some of these properties also have a weaker form as well, which usually deals +2d6 damage instead.

These bonuses only apply if the object is a valid weapon (e.g. a flaming newt corpse grants no bonuses), and are additive with other attack bonuses rather than multiplicative.

  • Flaming: The object deals +1x base damage as fire damage, which can destroy flammable items in the target's inventory, and deals an additional +1x base damage to fire-vulnerable targets (i.e. 3x to monsters that have cold resistance but not fire resistance).
    • Red-hot: A weaker form of flaming that deals +2d6 damage and can destroy flammable items.
  • Freezing: The object deals +1x base damage as cold damage, which can destroy freezable items in the target's inventory, and deals an additional +1x base damage to cold-vulnerable targets (i.e. 3x to monsters that have fire resistance but not cold resistance).
    • Frosted: A weaker form of freezing that deal +2d6 damage and can destroy freezable items.
  • Shocking: The object deals +1x base damage as shock damage, which can remove one or more charges from wands in the target's inventory.
    • Sparking: A weaker form of shocking that deals +2d6 damage and can use up wand charges.
  • Sizzling: The object deals +1x base damage as acid damage, which can destroy a single potion in the target's inventory.
    • Acrid: A weaker form of sizzling that deals +2d6 damage and can destroy a potion on each hit.
  • Sparkling: The object deals +1x base damage as magic damage (the same as magic missile, which checks for player-style magic resistance).
    • Glittering: A weaker form of sparkling that deals +3d4 damage.
  • Misty: The object deals +1x base damage as water damage, which is resisted by waterproofing (e.g. oilskin, white dragon scales, etc.), and deals an additional +1x base damage (i.e. 3x total) to flaming monsters, earth elementals, iron golems, and chain golems.
    • Damp: A weaker form of misty that deals +2d6 damage.
  • Psionic: The object deals +1x base damage with an additional damage bonus equal to enchantment (i.e. 3x enchantment and 2x base damage) to telepathic creatures. A psionic item used as a weapon also has a 15 chance of triggering versus non-telepathic, non-mindless creatures. Appears when telepathic (even when not blinded) or when fully identified; when not fully identified but seen via telepathy, appears as "whispering" instead of "psionic".
    • Rustling: A weaker form of psionic that deals +2d12 damage, with the same rules for vulnerable targets as psionic. Appears only when telepathic, even if fully identified.
  • Anarchic: The object deals +1x base damage to non-chaotic targets. Only appears when the object is fully identified.
    • Unruly: A weaker form of anarchic that deals +2d6 damage to non-chaotic targets. Only appears when the object is fully identified.
  • Concordant: The object deals +1x base damage to non-neutral targets. Only appears when the object is fully identified.
    • Accordant: A weaker form of concordant that deals +2d6 damage to non-neutral targets. Only appears when the object is fully identified.
  • Axiomatic: The object deals +1x base damage to non-lawful targets. Only appears when the object is fully identified.
    • Apodictic: A weaker form of axiomatic that deals +2d6 damage to non-lawful targets. Only appears when the object is fully identified.
  • Forge-hot: The object deals +1d8 fire and +1d8 axiomatic damage.
  • Crystalline: The object deals +1d8 cold and +1d8 axiomatic damage.
  • Arcing: The object deals +1d8 shock and +1d8 axiomatic damage.
  • Holy: When blessed, a holy object deals +1x base damage to targets vulnerable to blessed damage. Appears when blessed with "holy" replacing "blessed" in the object's name, but doesn't require the object to be fully identified.
    • Consecrated: A weaker form of holy that deals +2d6 damage and appears with the same rules as holy.
  • Unholy: When cursed, an unholy object deals double damage to targets vulnerable to cursed damage. Appears when cursed with "unholy" replacing "cursed" in the object's name, but doesn't require the object to be fully identified.
    • Desecrated: A weaker form of unholy that deals +2d6 damage and appears with the same rules as unholy.
  • Flaying: A flaying object breaks armor off struck targets, damaging a random piece of worn armor 1+d4 times; if the armor's protection is reduced to 0, it will be destroyed. If the monster has no armor left, living monsters without thick skin will "scream from the pain" and be slowed by 6 movement points. Only appears when the object is fully identified.
    • Excoriating: A weaker form of flaying that damages worn armor by 1 point, and slows unarmored targets for 2 movement points. Only appears when the object is fully identified.
  • Morgul: When a morgul object hits you, it embeds a morgul-blade shard in you. When used versus a monster, it drains their current and maximum HP by 1d4, bypassing drain resistance. Morgul shards abuse your constitution, wisdom, and charisma, killing you if they bring all of those stats below their minimums.
    • Morgul-shard: A weaker form of morgul, a morgul-shard object that hits you only embeds a shard if one was not already present. Against a monster, it drains their current and maximum HP by 1.
  • Wrathful: When used to kill a monster, the object gains a +0.25 damage bonus versus that monster type (stacking to a cap of 4 kills and 2x damage) until you kill a monster of a different type. This damage applies to all monsters of that kind, based on factions (zombified, skeletons, etc.), racial flags (demons, humans, etc.), or just the exact same monster.
  • Faded: The object is treated as an armor-phasing weapon, which bypasses the AC and DR of the target's worn armor and always hits insubstantial targets such as shades.
  • Vorpal: The weapon can decapitate/bisect/etc. monsters with a 120 chance. The vorpal type is chosen based off the object's damage types. Weapons that are both slashing and piercing decapitate the target, slashing-only will bisect the target, piercing-only will pierce the target's heart or heart-equivalent, and bludgeoning will smash the target flat. Only appears when fully identified.
  • Deep: The weapon has a 140 chance per turn of emitting a level-wide damaging mind blast, targeting you and other monsters. The mind blast's damage die size and amount increases inversely based on its enchantment, and is represented by the equation 15 - 2x where x is the enchantment of the weapon - this also determines the amount of dice used: 1 die for a result of 1-5 (1.e. +5 to +7), 2 dice for 6-10 (+3 to +4), 3 dice for 11-14 (+1 to +2), and 5 dice at 15 or more (+0 and below).
    • At +2 enchantment or lower, a deep weapon's mind blasts that hit you will either awaken all monsters or any monsters with telepathy on the level and reveal your location, similar to a cursed potion of invisibility - it additionally encourages them and provides a morale-style boost to damage and accuracy, equal to the amount of damage done divided by the amount of damage dice (effectively the average of those dice rolls). Deep weapon mind blasts that hit monsters at this enchantment will inflict the studied status on them for duration to a length equal to the amount of damage done, unless that amount is lower than their current studied duration.
    • At +0 enchantment or lower, a deep weapon's mind blasts have a 120 chance of occurring each turn. Mind blasts that hit you will stun you for 10 turns per point of damage in addition to the above, while monsters hit by the mind blast are confused in addition to the above.
  • Self-acidifying: The object has a 2.5% chance of coating itself in acid each turn, which adds +1d10 acid damage and stacks with sizzling and acrid properties. This only appears when the object is not acid-coated, and appears as "acid-secreting" when above 10 insight.
  • Loyal: The weapon returns when thrown, similar to Mjollnir or any weapon thrown by androids. This only appears as "loyal" when above 10 insight, and otherwise appears as "returning".

Defensive

These are exclusively extrinsic properties applied to items in any worn slot, including rings, amulets, and wielded items; items twoweaponed in the off-hand do not count.

  • Flameproof: Grants fire resistance. Only appears when the object is fully identified. Flameproofed items are immune to fire damage.
  • Coldproof: Grants cold resistance. Only appears when the object is fully identified.
  • Voltproof: Grants shock resistance. Only appears when the object is fully identified.
  • Acidproof: Grants acid resistance. Only appears when the object is fully identified.
  • Magic-resistant: Grants magic resistance. Only appears when the object is fully identified.
  • Disintegration-proof: Grants disintegration resistance. Objects with this property can't be destroyed by disintegration attacks, but can be destroyed by other armor shredding attacks. Only appears when the object is fully identified.
  • Reflective: Grants normal reflection.
  • Woolen: Grants both fire and cold resistance. Woolen items are immune to fire damage.
  • Prayer-warded: Blocks effects that curse inventory items (such as the curse items monster spell). Also protects against mummy curses.
  • Healing: Periodically heals the wearer with a ~0.5% to ~2% chance per turn; the healing effect occurs more often when the wearer is below 50% hp and when enemies are nearby. The healing restores 5d8 HP, with no more than half of the wearer's lost HP healed this way, and has a 5% chance per turn of healing sickness and sliming. Only appears as healing if fully identified; above 20 insight, it appears as "angel-haunted" (or "angel-imprisoning" if cursed).
  • Life-saving: If the wearer dies, their life will be saved, as with an amulet of life saving; the property will trigger after an actual amulet of life saving, but before any other sources of the property such as a ring of wishes or Jack. The item will lose the property after it is triggered, but otherwise remains intact. On objects that are not fully identified, it appears as "haloed" on helmets, "gold-feather-encrusted" on silver items, and "silver-feather-encrusted" on other items.
  • Self-greasing: The object has a 140 chance of greasing itself each turn if not greased. Only appears when the object is not greased. Appears as "grease-secreting" when above 10 insight.
  • Anarchic: Grants double DR vs lawful and neutral attackers, but only half DR vs chaotic attackers. Only appears when the object is fully identified.
  • Concordant: Grants double DR vs lawful and chaotic attackers, but only half DR vs neutral attackers. Only appears when the object is fully identified.
  • Axiomatic: Grants double DR vs neutral and chaotic attackers, but only half DR vs lawful attackers. Only appears when the object is fully identified.
  • Holy: When blessed, grants double DR vs. holy-hating attackers, but only half DR vs unholy-hating attackers. Only appears when the object is fully identified.
  • Unholy: When cursed, grants double DR vs. unholy-hating attackers, but only half DR vs holy-hating attackers. Only appears when the object is fully identified.

Other

These qualities are similar to object properties, and can apply to weapons and armor alike.

  • Bladed: Bladed armor and weapons deal slashing damage in addition to the base damage type(s) for that weapon.
  • Spiked: Spiked armor and weapons deal piercing damage in addition to the base damage type(s) for that weapon.

DynaHack

DynaHack works mostly similar to GruntHack, with some caveats:

  • All players can sense object properties regardless of role.
  • Vorpal no longer randomly generates.
  • Weapons and weapon-tools get properties (level difficulty)/100 of the time.
  • Armor get properties 1/100 of the time (similar to GruntHack).
  • Jewelry gets properties 1/250 of the time (except for the Amulet of Yendor).
  • Only magical wishes can apply an object property, and even then they can only be applied on non-magical base items. Oilskin doesn't count as an innate power, as it does not change player attributes - note that "oilskin cloak of displacement" is parsed as a cloak of displacement with the oilskin property, and thus counts as wishing for an object property to be applied; the proper syntax is instead "slippery cloak of displacement".

FIQHack

FIQHack object properties are as follows, with some cues and differences from those of GruntHack and DynaHack:

  • Vorpal doesn't generate randomly.
  • Weapons and weapon-tools get properties (level difficulty)/100 of the time, much like DynaHack.
  • Magical armor gets properties half as often as weapons, and jewelry gets properties 1/4 as often.
  • Bags and armor can generate with the oilskin property, with equal probability as weapons getting properties.
    • Wearing armor with the oilskin property protects the wearer and their items from water damage.
    • Bags with the oilskin property protect their contents from water damage, in addition to their base properties.
  • The following properties generate 10% as often: reflection, telepathy, speed, power, dexterity, brilliance, displacement
  • Added properties:
    • Lightning: Deals d6 to non-shock-resistant targets; has a chance of destroying wands.
    • Shock resistance: Grants shock resistance.
    • Mercy: autocurses and converts damage to healing, healing the opponent the equal amount as it would otherwise have damaged
    • Carrying: increases carrying capacity by +10%, per item of carrying. Generates on armor only.
    • Nasty: Deals +2d6 damage, but does 1d6 to the user on each melee hit or miss. Generates on melee weapons.
  • Added container-only properties:
    • Greed: Makes gold inside weightless, but causes 50% of attempts to take things out to fail.
    • Discovery: Automatically reveals the base type of stashed items.
    • Refrigeration: Prevents stashed corpses from rotting.
  • You cannot wish for properties at all. However, you can add or remove properties using a potion of wonder (which can be wished for).
  • Weapons can no longer generate with fumbling, but armor still can.
  • "Properties applicable to most or all items" no longer includes projectile weapons, which only can have fire, cold, shock, thirsty or detonation.
  • Detonations are fire-based by default; they become cold-based with weapons of frost, and lightning-based with weapons of shock.
  • Price-wise, if an object has any property, its base price is increased by 50. In addition to this, each property double the overall price -- so if something's base price is 5, one property would have it at 110 ((50+5) * 2), two properties at 220 ((50+5) * 2 * 2), etc.

EvilHack

EvilHack has its own set of object properties. It is based on the GruntHack system, with significant alterations:

  • There are fewer object properties and they are only applicable to weapons and armor, with the exception of artifacts, unique items and dragon scales/scale mail.
  • Items with object properties are less likely to be found in the dungeon, but can appear randomly on eligible magical items, and are more likely to occur with higher-level objects.
    • The odds of an eligible item having a magical property are 1150, and those odds improve with dungeon depth. For player monsters, the odds of their weapon having a magical property is 120 if they are of a high enough level or are encountered on the Astral Plane. Angelic beings flagged as M2_LORD have a 1 in 16 chance of their long sword being generated with a magical property.
    • Regular armor and weapons obtained via sacrifice gift have a 18 chance of being generated with a magical property, provided the player has at least five point of luck.
    • There is a 1100,000 chance of an eligible item randomly spawning with two properties.
  • A players' starting inventory will never have an object property.
  • Extrinsic properties that are applied to weapons or armor are active only when those objects are wielded/worn. With weapons, extrinsic properties work in the offhand whilst twoweaponing.
  • Object properties can be wished for on an eligible item, but not on an already-magical item (e.g. no wishing for a cloak of magic resistance and drain resistance). Object properties also cannot stack via wishing, e.g. you can't wish for a long sword of fire and venom.
  • Changing a regular item with object properties into an artifact (e.g., dipping for Excalibur) will strip that item of its object properties.
  • Wizards have an innate ability to 'sense' if an item is magical (much like a Priest knowing the beatitude of all items).

The table below lists all available magical properties, what items they can be applied to, and what their function is.

Object property Armor Weapon Armor attributes Weapon attributes
Fire X X provides fire resistance does 1d5 + 3 of extra fire damage
Frost X X provides cold resistance does 1d5 + 3 of extra cold damage
Shock X X provides shock resistance does 1d5 + 3 of extra shock damage
Venom X X provides poison resistance does 1d2 + 10% chance of an additional 6-15 of extra poison damage, has a 10% chance of instakill by poison
Decay X provides drain resistance
Oilskin X acts as being permanently greased, can only be applied to cloth armor pieces (e.g. "oilskin cloth elven helm")
ESP X X extrinsic telepathy when worn extrinsic telepathy when wielded
Searching X X extrinsic searching when worn extrinsic searching when wielded
Warning X X extrinsic warning when worn extrinsic warning when wielded
Excellence X X charisma adjustment equal to the enchantment charisma adjustment when wielded based on BUC status (25/18/6 – blessed/uncursed/cursed)
Fumbling X extrinsic fumbling when worn
Hunger X X extrinsic hunger when worn extrinsic hunger when wielded