Object materials (EvilHack)

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EvilHack's implementation of object materials uses modified code taken from xNetHack's implementation. As with xNetHack, 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.

In EvilHack, the material type of a desired item can be chosen when wishing for that item, if the category of object allows for it. Artifacts are the exception, as are a few other items.

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 (all) 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 (slash) 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 magic cancellation level 3 (MC3) for orcs when worn as body armor
Dragonhide 20 8 200 deteriorate inherently fixed, but is subject to decay via the monster spell 'destroy armor'
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
Metal 75 5 +1 damage bonus 15 deteriorate referred to as 'steel', inherently fixed, but is subject to decay via the monster spell 'destroy armor'
Copper 85 4 10 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 (whack) 60 deteriorate inherently fixed, but is subject to decay via the monster spell 'destroy armor'
Platinum 120 4 +1 damage bonus (whack) 80 deteriorate inherently fixed, but is subject to decay via the monster spell 'destroy armor'
Mithril 30 6 +2 damage bonus (slash, pierce) 50 deteriorate inherently fixed, but is subject to decay via the monster spell 'destroy armor', grants magic cancellation level 3 (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 (slash, pierce) 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 (all) 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 (slash, pierce) 20 fracture can be made shatterproof 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 (slash, pierce) 500 referred to as 'crystal', immune to erosion
Mineral 70 6 +2 damage bonus (slash, whack) 10 deteriorate referred to as 'stone', inherently fixed, but is subject to decay via the monster spell 'destroy armor', grants magic cancellation level 3 (MC3) for orcs when worn as body armor

Material percentages

As in GruntHack, all objects have a probability of generating with a given set of materials; this also limits what object materials can be applied to items you wish for (e.g., wishing for dragonhide plate mail won't work, as plate mail base material is iron).

Default base type iron or steel:

  • 60% its base material
  • 10% steel
  • 5% iron
  • 5% bone
  • 5% wood
  • 4% (each) silver, copper
  • 3% mithril
  • 1% (each) gold, glass, platinum, stone

Default base type wood:

  • 80% wood
  • 8% stone
  • 4% iron
  • 2% (each) bone, steel, mithril
  • 1% (each) silver, copper

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):

  • 65% iron
  • 25% bone
  • 10% stone

Reflectable objects (shields of reflection and amulets):

  • 50% its base material
  • 20% silver
  • 15% gold
  • 5% mithril
  • 4% copper
  • 3% steel
  • 2% platinum
  • 1% adamantine

Most bows:

  • 70% wood
  • 7% iron
  • 7% bone
  • 6% mithril
  • 2% (each) silver, copper
  • 1% gold

Horns:

  • 70% bone
  • 10% copper
  • 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

  • 65% iron
  • 15% steel
  • 10% mithril
  • 5% silver
  • 3% copper
  • 1% (each) gold, platinum