Object materials (EvilHack)
EvilHack's implementation of object materials uses modified code taken from xNetHack's implementation. As with xNetHack and other variants like GruntHack, an object's material affects its weight, its cost in a shop, how much protection it can grant as armor, how damage it delivers as a weapon, and what types of damage and decay it is subject to (if any). Material hatred is retained and expanded on as well. In addition, various material types will further affect spellcasting failure percentage, as well as magic cancellation rating.
When making a wish, the material type of a desired item can be chosen if the category of object allows for it, with the exception of artifacts and a few other items.
A user has suggested improving this page or section as follows:
"Elaborate on those exceptions, update for the bronze changes in the 0.9.0 beta, detail the article in general, and work out a strategy section."
List of material qualities
In the below table, iron is the baseline on which every other material is based. Density is an arbitrary value, as is cost - e.g., an item made of iron weighs X amount, while the same item made of cloth would be one-eighth its weight; an item made of iron costs X amount, while the same item made from gemstone will cost 50 times that amount. For armor class, a poor material can never make the wearer's AC worse if in an undamaged state.
Material | Density | AC (as armor) | Damage (as weapon)^ | Relative cost | Erosion type | Notes |
---|---|---|---|---|---|---|
Liquid | 10 | 0 | 1 | |||
Wax | 15 | 1 | 1 | |||
Veggy | 10 | 1 | 1 | |||
Flesh | 10 | 3 | 3 | |||
Paper | 5 | 1 | -2 damage penalty | 2 | burn, rot | can be made fireproof via wielding object and reading a scroll of enchant weapon when confused (if object is armor, read a scroll of enchant armor while confused and wearing said object) |
Cloth | 10 | 2 | 3 | burn, rot | can be made fireproof via wielding object and reading a scroll of enchant weapon when confused (if object is armor, read a scroll of enchant armor while confused and wearing said object) | |
Spider silk | 5 | 4 | 30 | burn, rot | can be made fireproof via wielding object and reading a scroll of enchant weapon when confused (if object is armor, read a scroll of enchant armor while confused and wearing said object) | |
Leather | 15 | 3 | 5 | burn, rot | can be made fireproof via wielding object and reading a scroll of enchant weapon when confused (if object is armor, read a scroll of enchant armor while confused and wearing said object) | |
Wood | 30 | 4 | -1 damage penalty for slashing weapons | 8 | burn, rot | can be made fireproof via wielding object and reading a scroll of enchant weapon when confused (if object is armor, read a scroll of enchant armor while confused and wearing said object) |
Bone | 25 | 5 | 20 | burn | can be made fireproof via wielding object and reading a scroll of enchant weapon when confused (if object is armor, read a scroll of enchant armor while confused and wearing said object), grants MC3 for orcs when worn as body armor | |
Dragonhide | 20 | 8 | 200 | deteriorate | inherently fixed, but is subject to decay via the destroy armor monster spell | |
Iron | 80 | 5 | 10 | corrode, rust | can be made rustproof via wielding object and reading a scroll of enchant weapon when confused (if object is armor, read a scroll of enchant armor while confused and wearing said object), bonus damage against elves, player as an elf cannot heal if iron armor or weapon touches their skin | |
Steel | 75 | 5 | +1 damage bonus (1⁄3 chance of +2) for slashing and piercing weapons | 15 | deteriorate | Inherently fixed, but is subject to decay via the monster spell 'destroy armor' |
Copper | 85 | 4 | 18 | corrode | can be made corrodeproof via wielding object and reading a scroll of enchant weapon when confused (if object is armor, read a scroll of enchant armor while confused and wearing said object) | |
Bronze | 80 | 5 | +1 damage bonus for slashing and piercing weapons | 12 | corrode | can be made corrodeproof via wielding object and reading a scroll of enchant weapon when confused (if object is armor, read a scroll of enchant armor while confused and wearing said object) |
Silver | 90 | 5 | 30 | deteriorate | inherently fixed, but is subject to decay via the monster spell 'destroy armor', bonus damage against demons, werefoo, vampires and shades | |
Gold | 120 | 3 | +1 damage bonus for blunt weapons | 60 | deteriorate | inherently fixed, but is subject to decay via the monster spell 'destroy armor' |
Platinum | 120 | 4 | +1 damage bonus for blunt weapons | 80 | deteriorate | inherently fixed, but is subject to decay via the monster spell 'destroy armor' |
Mithril | 30 | 6 | +2 damage bonus for slashing and piercing weapons | 50 | deteriorate | inherently fixed, but is subject to decay via the monster spell 'destroy armor', grants MC3 for elves when worn as body armor (MC2 for all other races), bonus damage against orcs, player as an orc cannot heal if mithril armor or weapon touches their skin |
Adamantine | 50 | 7 | +2 damage bonus for slashing and piercing weapons | 70 | deteriorate | inherently fixed, but is subject to decay via the monster spell 'destroy armor'. Drow armor made of adamantine can be enchanted up to +7, but only by that race. Drow objects made of this alloy becomes brittle in the presence of light, and can break with use |
Plastic | 20 | 3 | -2 damage penalty | 10 | burn | can be made fireproof via wielding object and reading a scroll of enchant weapon when confused (if object is armor, read a scroll of enchant armor while confused and wearing said object) |
Glass | 60 | 5 | +3 damage bonus for slashing and piercing weapons | 20 | fracture | can be made tempered via wielding object and reading a scroll of enchant weapon when confused (if object is armor, read a scroll of enchant armor while confused and wearing said object) |
Gemstone | 55 | 7 | +3 damage bonus for slashing and piercing weapons | 500 | referred to as 'crystal', immune to erosion | |
Mineral | 70 | 6 | +2 damage bonus for slashing and piercing weapons | 10 | deteriorate | referred to as 'stone', inherently fixed, but is subject to decay via the monster spell 'destroy armor', grants MC3 for orcs when worn as body armor |
Material percentages
All objects have a probability of generating with a given set of materials; this also limits what object materials can be applied to items the hero wishes for, since items can only generate with materials they are eligible for normally (e.g., an item like plate mail with exclusively hard materials usually cannot be made of dragonhide).
Default base type iron or steel:
- 60% its base material
- 10% steel
- 5% (each) bronze, bone, wood
- 4% (each) silver, copper
- 3% mithril
- 1% (each) gold, glass, platinum, stone
Default base type wood:
- 80% wood
- 8% stone
- 3% iron
- 2% (each) bone, steel, mithril
- 1% (each) silver, copper, bronze
Default base type cloth:
- 80% cloth
- 19% leather
- 0.9% dragonhide
- 0.1% spider silk
Default base type leather:
- 86% leather
- 13% cloth
- 0.9% dragonhide
- 0.1% spider silk
Armor of dwarvish make (minus cloth items):
- 60% iron
- 20% steel
- 15% mithril
- 3% silver
- 1% gold
- 0.8% platinum
- 0.2% adamantine
Weapons of dwarvish make:
- 50% iron
- 25% steel
- 20% mithril
- 4.8% gemstone
- 0.2% adamantine
Armor and weapons of elven make (except cloth items):
- 60% its base material
- 20% wood
- 10% copper
- 5% mithril
- 3% silver
- 2% gold
Heavy armor and weapons of dark elven (Drow) make:
- 100% adamantine
Light armor of dark elven (Drow) make:
- 100% spider silk
Armor and weapons of orcish make (minus cloth items):
- 60% iron
- 20% bone
- 10% (each) bronze, stone
Bracers:
- 50% leather
- 16% iron
- 10% bone
- 5% mineral
- 4% (each) steel, wood
- 2% (each) mithril, silver, copper, bronze, gold
- 1% dragonhide
Reflectable objects (shields of reflection and amulets):
- 50% its base material
- 20% silver
- 15% gold
- 4% copper
- 3% (each) mithril, steel, bronze
- 1% (each) platinum, adamantine
Most bows:
- 75% wood
- 7% (each) iron, bone
- 4% mithril
- 2% (each) silver, copper, bronze
- 1% gold
Horns:
- 60% bone
- 10% (each) copper, bronze
- 8% mithril
- 5% (each) wood, silver
- 2% gold
Portable containers (sacks, bags of holding)
- 93% cloth
- 6% leather
- 1% dragonhide
Rods
- 90% gemstone
- 4% gold
- 3% (each) silver, platinum
Sling bullets
- 60% iron
- 15% steel
- 10% mithril
- 5% silver
- 4% (each) copper, bronze
- 1% (each) gold, platinum
Strategy
- To be written.
References
[1] Damage penalties and bonuses apply to all weapon types unless specified otherwise.