Armr 331
Armr 331
1
Compiled for 3.2.2 by Kevin Hugo.
Updated for 3.3.1 by Dylan O'Donnell <psmith@spod-central.org>.
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.
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).
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>.)
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%.
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>.