Object materials (EvilHack)
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