0% found this document useful (0 votes)
25 views6 pages

Armr 331

Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as TXT, PDF, TXT or read online on Scribd
0% found this document useful (0 votes)
25 views6 pages

Armr 331

Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as TXT, PDF, TXT or read online on Scribd
You are on page 1/ 6

armr-331.txt Update version 1 for NetHack 3.3.

1
Compiled for 3.2.2 by Kevin Hugo.
Updated for 3.3.1 by Dylan O'Donnell <psmith@spod-central.org>.

ARMOR COST WGT PR AC M EFFECT APPEARANCE


~~~~~~~~~~~~~~~~~~~~~~~~~ : ~~~~ ~~~ ~~ : ~~ ~ ~~~~~~~~ ~~~~~~~~~~
Shirts : :
Hawaiian shirt : $ 3 5 8 : 0 C Shops --
T-shirt : 2 5 2 : 0 C Shops --
Suits : :
leather jacket : 10 30 12 : 1 L --
leather armor : 5 150 82 : 2 L --
orcish ring mail : 80 250 20 : 2 I # crude ring mail
studded leather armor : 15 200 72 : 3 L # --
ring mail : 100 250 72 : 3 I --
scale mail : 45 250 72 : 4 I --
orcish chain mail : 75 300 20 : 4 I # crude chain mail
chain mail : 75 300 72 : 5 I # --
elven mithril coat : 240 150 15 : 5 M ### --
splint mail : 80 400 62 : 6 I # --
banded mail : 90 350 72 : 6 I --
dwarvish mithril coat : 240 150 10 : 6 M ### --
bronze plate mail : 400 450 25 : 6 B --
plate mail (tanko) : 600 450 44 : 7 I ## --
crystal plate mail : 820 450 10 : 7 G ## --
Dragon suits : :
red dragon scales : 500 40 0 : 3 D Fire --
white dragon scales : 500 40 0 : 3 D Cold --
orange dragon scales : 500 40 0 : 3 D Sleep --
blue dragon scales : 500 40 0 : 3 D Elec --
green dragon scales : 500 40 0 : 3 D Poison --
yellow dragon scales : 500 40 0 : 3 D Acd --
black dragon scales : 700 40 0 : 3 D Disint --
silver dragon scales : 700 40 0 : 3 D Reflect --
gray dragon scales : 700 40 0 : 3 D Magic --
red dragon scale mail : 900 40 0 : 9 D Fire --
white dragon scale mail : 900 40 0 : 9 D Cold --
orange dragon scale mail: 900 40 0 : 9 D Sleep --
blue dragon scale mail : 900 40 0 : 9 D Elec --
green dragon scale mail : 900 40 0 : 9 D Poison --
yellow dragon scale mail: 900 40 0 : 9 D Acd --
black dragon scale mail : 1200 40 0 : 9 D Disint --
silver dragon scale mail: 1200 40 0 : 9 D Reflect --
gray dragon scale mail : 1200 40 0 : 9 D Magic --
Cloaks : :
mummy wrapping : 2 3 0 : 0 C #Vis --
orcish cloak : 40 10 10 : 0 C ## coarse mantelet
dwarvish cloak : 50 10 10 : 0 C ## hooded cloak
cloak of displacement : 50 10 11 : 1 C ##Displ *piece of cloth
oilskin cloak : 50 10 10 : 1 C ###Water slippery cloak
alchemy smock : 50 10 9 : 1 C #Poi+Acd apron
cloak of invisibility : 60 10 11 : 1 C ##Invis *opera cloak
clk of magic resistance : 60 10 2 : 1 C ###Magic *ornamental cope
elven cloak : 60 10 10 : 1 C ###Stlth faded pall
robe : 50 15 0 : 2 C ###Spell --
cloak of protection : 50 10 10 : 3 C ###Prot *tattered cape
Helmets : :
fedora : 1 3 0 : 0 C --
dunce cap : 1 4 3 : 0 C Stupid conical hat
cornuthaum : 80 4 3 : 0 C ##Clair conical hat
dented pot : 8 10 2 : 1 I --
elven leather helm : 8 3 6 : 1 L leather hat
helmet (kabuto) : 10 30 10 : 1 I *plumed helmet
orcish helm : 10 30 6 : 1 I iron skull cap
helm of brilliance : 50 50 6 : 1 I Int+Wis *etched helmet
hm of opposite alignment: 50 50 6c: 1 I Align *crested helmet
helm of telepathy : 50 50 2 : 1 I ESP *visored helmet
dwarvish iron helm : 20 40 6 : 2 I hard hat
Gloves : :
leather gloves (yugake) : 8 10 16 : 1 L *old gloves
gauntlets of dexterity : 50 10 8 : 1 L Dex *padded gloves
gauntlets of fumbling : 50 10 8c: 1 L Fumble *riding gloves
gauntlets of power : 50 30 8 : 1 I Str *fencing gloves
Shields : :
small shield : 3 30 6 : 1 W --
orcish shield : 7 50 2 : 1 I red-eyed
Uruk-hai shield : 7 50 2 : 1 I white-handed
elven shield : 7 50 2 : 2 I blue and green
dwarvish roundshield : 10 100 4 : 2 I large round
large shield : 10 100 7 : 2 I --
shield of reflection : 50 50 3 : 2 S Reflect polished silver
Boots : :
low boots : 8 10 25 : 1 L walking shoes
elven boots : 8 15 12 : 1 L Stlth *mud boots
kicking boots : 8 15 12 : 1 I Kick *buckled boots
fumble boots : 30 20 12c: 1 L Fumble *riding boots
levitation boots : 30 15 12c: 1 L Lev *snow boots
jumping boots : 50 20 12 : 1 L Jump *hiking boots
speed boots : 50 20 12 : 1 L Speed *combat boots
water walking boots : 50 20 12 : 1 L WWalk *jungle boots
high boots : 12 20 15 : 2 L jackboots
iron shoes : 16 50 7 : 2 I hard shoes

Armor is listed above by category, then by increasing armor class, and


finally by increasing price. Alternative Japanese names for items are
given in parentheses (). The COST field denotes the base price of each
item. WGT specifies the weight (100 zorkmids weighs 1).

Armor comprises 10% of all randomly-generated items in the main dungeon,


0% in containers, 12% on the Rogue level, and 20% in hell. PR is
the relative probability of each subtype; the suffix specifies the chance
of blessed/cursed:
c Roughly 90% cursed, 9% uncursed, 1% blessed
otherwise 13.18% cursed, 78.18% uncursed, 8.64% blessed
Initial enchantment depends on whether the item was blessed or cursed,
and is exponentially distributed. Armor is never generated erodeproof
except for splint mail on a Samurai's first turn or on the Samurai Quest,
as equipment for certain monsters, or possibly in Rogue level bones piles.
Dragon armor is sometimes randomly generated for player-like monsters on
the Astral Plane, but is otherwise never randomly generated.

The base amount that your armor class is reduced (disregarding enchantment
or damage) is shown in the AC field. The material of each piece of armor,
described by M, affects whether the item can be damaged. In addition,
metallic armor increases your spell failure rate, and iron helmets protect
from falling rock traps. The materials are as follows:
M DESCRIPTION ERODES? HINDERS SPELLCASTING?
~ ~~~~~~~~~~~~~~~~ ~~~~~~~~~~ ~~~~~~~~~~~~~~~~~~~~~
B Bronze or copper Corrodes Yes
C Cloth Burns/Rots No
D Dragon hide No No
G Glass No No
I Iron Rusts/Corrodes Yes
L Leather Burns/Rots No
M Mithril No Yes
S Silver No Yes
W Wood Burns/Rots No

Some armors have EFFECTS. The number of hash signs (#) in this column
describes the degree of magic cancellation (see below). Other effects
are also possible:
Acd Gives acid resistance
Align Changes your alignment, removes protection, and auto-curses.
Clair Wizards get clairvoyance and +1 charisma, others block
clairvoyance and get -1 charisma.
Cold Gives cold resistance.
Dex Adds armor's enchantment to your dexterity.
Disint Gives disintegration resistance.
Displ Gives displacement.
Elec Gives electric shock resistance.
ESP Gives telepathy.
Fire Gives fire resistance.
Fumble You will occasionally fumble.
Int+Wis Adds armor's enchantment to your intelligence and wisdom.
Invis Gives invisibility.
Jump Gives jumping at will. The special restrictions for Knights
do not apply while this item is worn. In the figures below,
you (@) can jump to the places marked 'X':
Knights without boots Anyone with boots
~~~~~~~~~~~~~~~~~~~~~ ~~~~~~~~~~~~~~~~~
X
X.X XXXXX
X...X XXXXX
..@.. XXX@XXX
X...X XXXXX
X.X XXXXX
X
Kick Kicking does additional damage, and grants martial arts
bonuses.
Lev Causes levitation. Does NOT prevent drowning.
Magic Gives magic resistance. Does NOT affect magic cancellation.
Poison Gives poison resistance.
Prot An armor with good AC adjustment and magic cancellation.
In theory, it also grants the protection intrinsic ("You
are protected"), which does not seem to have any effects
at all -- not even on getting more protection from priests.
Reflect Gives reflection.
Shops If not covered by body armor or cloak, shopkeepers buy and
sell at the same rate as inexperienced (level < 15) Tourists:
buy at 1/3 of and sell at 4/3 of the normal price.
Sleep Gives sleep resistance.
Speed Makes you very fast, the same as a potion of speed or spell of
haste self. This is better than a wand of speed or eating a
quantum mechanic.
Spell Spellcasting is more likely to succeed, and reduces the
penalty for metallic armour.
Stlth Gives stealth.
Str Increases your strength to 25.
Stupid Your intelligence and wisdom are fixed at 6; auto-curses;
shopkeepers buy and sell at the inexperienced Tourist rate.
Vis Overrides invisibility so you are again visible.
Water Protects metal body armor from rusting/corroding (1/3 chance
of protection if cursed) and prevents grabbing attacks.
WWalk Allows you to walk on water. Does NOT prevent drowning.

Finally, some types of armor have a difference APPEARANCE when


unidentified. Those listed with an asterisk (*) are randomized within
their armor category. Boots with the appearance "snow boots" make ice
act like normal terrain (but the Fumble armor property still happens at
its normal rate). Gloves and boots with the appearance "riding gloves"
and "riding boots" give a (non-cumulative) bonus to the chance of
successfully saddling a steed. Helmets with the appearance "visored
helmet" provide defence against the blinding attack of ravens.

Armor erosion and enchantment


~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
(Adapted from the spoiler "enchant.lim" by Peter Snelling <snelling@bnr.ca>
and Boudewijn Waijers <kroisos@win.tue.nl>.)

Your armor class is reduced by the base amount shown above. However, if
armor is damaged, that amount of reduction is lowered by the greatest
degree of erosion (damaged = 1, very damaged = 2, and thoroughly
damaged = 3), but that will not lower the AC reduction beyond zero.
The armor's material determines what types of attacks can cause damage
(see above).

There are several ways to prevent erosion. Samurai, Angels, "player"


monsters, lawful demons, and Roguelike bones piles may be generated with
erodeproof armor. Specify "erodeproof","rustproof", "corrodeproof",
"fireproof", or "rotproof" when wishing for an armor (any of these will
do, and will be ignored if not applicable). You can temporarily prevent
rust and corrosion damage by (a)pplying grease to your armor from a can
of grease. An item can also be permanently erodeproofed by reading a
non-cursed scroll of enchant armor while confused (also removes damage)
or a cursed scroll of destroy armor while confused (does not remove
damage).

Your AC is then further reduced by the enchantment (e.g., +1) of the


armor. The enchantment may be changed by reading scrolls of enchant
armor while wearing the armor. One piece of worn armor is randomly
selected, so you should remove armor you don't want enchanted. A blessed
scroll may add several enchantments, an uncursed scroll adds one
enchantment, and a cursed scroll removes one enchantment. Other effects
are possible -- notably, dragon scales can be converted to dragon scale
mail -- please refer to the spoiler "scrl-331.txt". The enchantment
of armor may also be affected by wands or spells of cancellation, spell
of drain life if not currently in inventory, or by a disenchanter's
special attack.

If armor is enchanted above +3 (+5 for cornuthaums if you are a Wizard


or for elven armor), then there is a chance of it being destroyed if it
is enchanted further. Thus, the maximum safe enchantment is +5 (+7).
This is obtained by reading uncursed or blessed scrolls until +3 (+5) is
reached, and then reading a blessed scroll. If by chance this results in
+4 (+6), you could bring the enchantment back down to +3 (+5) -- by
reading a cursed scroll of enchant armor -- before trying again.

Magic cancellation
~~~~~~~~~~~~~~~~~~
(Adapted from the spoiler "protect", by Peter Snelling <snelling@bnr.ca>,
Boudewijn Waijers <kroisos@win.tue.nl>, and Michal Pawlak
<pawlak@zeubac.desy.de>.)

Magic cancellation affects the chance of success of the following special


attacks: fire, cold, electricity, sleep, poison, paralysis, level
drain, "sticking to" ("You cannot escape from the mimic!" -- but not
grab-attacks by, for example, owlbears or krakens), lycanthropy,
teleport, intrinsic speed stealing (shades and skeletons), energy drain,
slime and disenchanting. Note that it does NOT affect the success
probability of ray attacks, nor does it help against "defensive attacks"
(like a floating eye's paralysis).

The chances of any one of the above special attacks succeeding are
calculated in the following way:

- The attack must first hit (i.e. pass your AC). You take the associated
physical damage (if any) if the hit is successful and you are not
resistant to that type of attack.
- Some of the attacks succeed only sometimes anyway:
1/3 Drain level and paralysis
1/4 Lycanthropy, steal speed and drain energy
1/5 Sleep
1/8 Poison
- The attack must finally pass the cancellation test. The probability
of this depends on the greatest cancellation factor (the number of #s
above) among all your armor:
None 150/150 (100%)
# 101/150 (~67%)
## 52/150 (~35%)
### 3/150 (2%)
Monster cancelled 0/150 (0%)

If all the above tests have been passed, then you suffer the effect of
the special attack. For example: if you are wearing a gray dragon scale
mail, and are attacked by a vampire, then 1/3 of his successful bites
will end in you losing a level. If you however wear a lowly orcish cloak
over your armour (MC=2), the probability will immediately drop to about
1/9 (1/3 * 52/150) and an oilskin cloak will reduce the probability to
below 1%.

Note that the magical cancellation is different from intrinsic


resistances for fire/cold/electricity attacks. If you are hit by a fire
attack while fire resistant you get no physical damage, but there's still
a chance of losing your scrolls/spellbooks/potions. If you are protected
from a fire attack by cancellation, the attacks fails and your equipment
is safe.

Incidentally, if you wondered about the similarity between the name of


this property ("magic cancellation") and the name of a certain wand and
spell -- it is no accident. Zapping the attacker with the wand/spell of
cancellation makes the last test always fail and you will never suffer
from special attacks by this creature.
Do NOT confuse this property with magic resistance, which can only be
obtained by wearing gray dragon armor, wearing a cloak of magic resistance,
wielding Magicbane, or carrying certain Quest Artifacts. You CAN'T get it
permanently (i.e., by eating something). The resistance protects you from
the following:
Magic missile attacks (wand, spell, or dragon breath)
Explosions from breaking a wand of magic missile
Wand of striking / spell of force bolt attacks
Death attacks (wand, spell, "Oh no, <he>'s using the touch of death...",
or Death's attack)
Thrown potions of polymorph
Many spells cast by monsters
Attacks by someone else wielding Magicbane
Some traps (polymorph, anti-magic, teleport, and level teleport)
Curses on your items from angry gods
Reduced number of items randomly cursed (Magicbane also reduces frequency)
Exploding spellbooks
Reduced blast that sometimes occurs when touching artifacts
Because of all of these protections, it is one of the most coveted of
the intrinsics.

See also
~~~~~~~~
"speed" by Boudewijn Waijers <kroisos@win.tue.nl>

Acknowledgements
~~~~~~~~~~~~~~~~
Thanks to Bruce Cox <mathetes@tig.com.au> for proofreading the
original version of this file.
Snow boots corrected by Adrian Rowley <rowley@hoover.pcl.ox.ac.uk> and
Warrendy <warrendy@aol.com>.
Jumping figures by Sascha Wostmann <wostmann@geocities.com>.
AC reduction methods corrected by Pat Rankin <rankin@eql.caltech.edu>.

You might also like

pFad - Phonifier reborn

Pfad - The Proxy pFad of © 2024 Garber Painting. All rights reserved.

Note: This service is not intended for secure transactions such as banking, social media, email, or purchasing. Use at your own risk. We assume no liability whatsoever for broken pages.


Alternative Proxies:

Alternative Proxy

pFad Proxy

pFad v3 Proxy

pFad v4 Proxy