Object materials (EvilHack)

From NetHackWiki
Jump to navigation Jump to search

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 (13 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.