Item Destruction

From ADOM Wiki
Revision as of 14:25, 21 December 2012 by Anon123 (Talk | contribs) (Porting the page back from a MHT backup)

(diff) ← Older revision | Latest revision (diff) | Newer revision → (diff)
Jump to: navigation, search

NOTE: there is something wrong with this analysis. In a test, a blessed girdle of giant strength was destroyed in the ToEF despite intrinsic resistance, intrinsic immunity, and the ring of immunity. Something is missing here and requires investigation.


Under some circumstances, ADOM will subject your inventory to damage. This page describes how items are selected for destruction. It does not cover item destruction on the ground, nor armor damage in combat.

Item destruction has two parameters, the elemental type, and the maximum number of items to destroy. There are seven elements; fire (such as in the Tower of Eternal Flames), water (from rain, traps, and swimming), crushing (ceiling traps, falling doors, landing in the Rift), ripping (exploding rune door traps), electricity (in the Air Temple), acid, and cold. The maximum number of items to destroy depends on the source of the damage. Being in a room with the "scarred by many fights" descriptor triples the maximum. Any size of stack of items rusting only counts as a single damage event, otherwise damage is proportional to quantity consumed.

Order of consideration

All equipment items are considered for damage, starting from the bottom and working up; tools are the first to take a hit and the helmet is the last.

Inventory items are considered in the internal order. This order is stable from turn to turn, but it is not in general predictable where new items will be added. After checking inventory, the internal order is always the same as the display order. Only every second item starting from the top is considered; this is possibly a bug.

The game starts with a fixed quota of maximum items to destroy. Because the list of items is considered in a fixed order, if the quota is reached early items late in the sequence are protected.

Body armor cannot be damaged during donning or doffing. Rings cannot be damaged if gauntlets are worn (but due to test order, it is possible for the gauntlets to be destroyed before the rings are evaluated). No items can be damaged during a long interruptible action, such as reading a book.

Resistance effects

For fire, ice, lightning, and cold damage, being highly resistant decreases the chances of item damage. The divisor starts at 1; there is +2 if you are intrinsically resistant, +3 if you are intrinsically immune, +1 per equipped item granting resistance, and +3 per equipped item granting immunity. This is not the same as the formula for hitpoint damage resistance. Note that if the player is in the Tower of Eternal Flames and not taking fire damage, the divisor for fire item damage is always at least 4.

Direct countermeasures

If you are wearing a ring of ice or a ring of fire, you have a chance to negate fire or ice damage, respectively, directed at you. Let RingBonus represent the effectivity of all worn rings; a blessed ring grants 98, an uncursed ring 80, and a cursed ring 50. You will escape all item damage (including equipment, inventory, and blanket damage) if you are wearing at least one ring, and min(99, RingBonus + [/adom/index.php?title=Luck Luck]) <= 1d100. Some example situations:

Ring of ice effectivity
Situation Success% Equipment longevity increase
1 cursed ring 50.00 2.0
1 uncursed ring 80.00 5.0
1 blessed ring 98.00 50.0
2 blessed rings 99.00 100.0
1 uncursed ring, lucky + fate smiles + crowned + ankh 89.50 9.5
1 blessed ring, lucky + fate smiles 98.89 90.0
1 blessed ring, cursed and doomed 86.00 7.1
1 blessed ring, wearing CoS 93.50 15.4
2 uncursed rings, cursed and doomed 99.00 100.0

If you are carrying at least one waterproof blanket, regardless of B/U/C, water will not affect your inventory. There is no blanket damage possibility.

If you are carrying at least one fireproof blanket, regardless of B/U/C, fire will not affect your inventory. However, there is a chance to lose one blanket when using them in this way. The best blanket you are carrying by B/U/C is always the one evaluated for damage. Destruction occurs if 1d1000 <= (5, 15, or 100 by blanket B/U/C) + (GoodLuck + BadLuck) * 10. Note that a blanket will protect your inventory even on the turn it is destroyed.

Blanket lifespan
Situation Damage events
Cursed 10.00
Uncursed 66.67
Blessed 200.00
Blessed, lucky + fate smiles + crowned + ankh 4000.00
Uncursed, lucky + fate smiles + cursed + doomed (infinite)
Blessed, lucky + fate smiles + crowned + CoS 52800.00

Item damage immunity

Artifacts cannot be damaged by any element.

If the base destruction chance for the material and element (see below) is 0%, the item cannot be damaged regardless of any positive modifiers.

Rustproofed and naturally rustproof items cannot be affected by water.

Any item granting resistance to fire cannot be affected by fire. Items granting only immunity, including the iron crown of fire and ring of elemental mastery, are not so protected.

Any item granting resistance to shock cannot be affected by electricity. Items granting only immunity, including the iron crown of lightning and ring of elemental mastery, are not so protected.

Any item granting resistance to acid cannot be affected by acid. Items granting only immunity, including the black dragon scale mail (which is made of adamantium) (!), are not so protected.

Any item granting resistance to fire cannot be affected by cold. However, this has no effect, as all such items are metal or artifacts.

Item damage resistance

Items which are not immune have a base chance of destruction or damage depending only on the item's material and the element in question. This chance is reduced by 20% (rounding down) if the item is blessed. It is then increased by 50% if the item is rusty and twice your Luck is subtracted. Finally, the chance is divided by your resistance factor (see above) (rounding down) and rolled. Thick gauntlets automatically resist damage 75% of the time.

If a stack of items is targeted, from 1 to the entire stack (uniformly distributed) will be destroyed. If more items would be destroyed than remain in the maximum destruction limit, destruction is simply capped; this is why losing 2 gold pieces is so common in the ToEF.

Fire Water Crushing Tearing Lightning Acid Cold
iron 3% 15% 5% 10% 0% 25% 0%
mithril 0% 0% 1% 1% 0% 5% 0%
scales 5% 0% 1% 5% 5% 8% 0%
leather 10% 0% 0% 10% 10% 20% 0%
clothing 40% 0% 0% 50% 20% 10% 0%
glass 20% 0% 80% 60% 5% 0% 10%
paper 95% 40% 10% 50% 20% 50% 5%
various 25% 0% 10% 25% 5% 15% 0%
wood 30% 0% 30% 30% 20% 20% 0%
gold 15% 0% 0% 10% 0% 25% 0%
stone 2% 0% 5% 8% 3% 0% 1%
adamantium 0% 0% 1% 0% 0% 1% 0%
eternium 0% 0% 0% 0% 0% 0% 0%
minerals 0% 0% 0% 0% 0% 0% 0%

Causes of damage

Use of cursed climbing sets causes crushing damage, maximum damage/5 (min 1) items.

Swimming has a 50% chance of causing water damage, maximum 1000 items.

Falling into the Rift causes crushing damage, maximum 40 items, once per unsuccessful climb check.

Monsters breathing at you can cause item damage; parameters need investigation.

Exploding spellbooks (a possible side effect of reading failure) cause fire damage, maximum 1000 items.

Hitting oneself with bolts can cause item damage; parameters need investigation.

Exploding doors can cause item damage; parameters need investigation.

Water traps cause water damage, max 1000 items.

Acid traps cause acid damage, max damage/5 (min 1) items.

Ceiling traps cause crushing damage, max DL items.

Water orb insertion causes water damage; parameters need investigation.

Slipping and falling into a pool causes water damage; max 1000 items.

Gushes of water from frog quest failure causes water damage; max 1000 items.

Offensive alchemy causes fire damage; max (damage / 5) (min 1) items.

The ToEF causes fire damage every turn; maximum 2 items.

Air Temple background damage causes electricity damage; maximum (damage / 5) (min 1) items.

Drenching rain causes water damage; maximum 1 item.

Safe items

As mentioned above, artifacts, any item kept behind a blanket, and any item kept in an even inventory slot is always safe. Otherwise, it depends on material. Some items with low destruction chances can be made to round to 0; these items are safe only if you are not cursed or doomed.

Under fire threats such as red dragon vaults and the Tower of Eternal Flames, only higher metal and crystal items are unconditionally safe. Stone items are safe if blessed and you have any fire resistance, or if you have two fire resistance / intrinsic. Iron items are safe if blessed at two fire resistance sources; uncursed iron items are safe in the ToEF if you have enough fire protection to avoid damage. Blessed leather items can be made safe with three immunity sources, or two immunities and two resistances.

Water only damages paper and iron. Even they can be safely carried if a waterproof blanket is available.

Under crushing threats such as the Rift and trick doors, unconditionally safe materials are leather, cloth, gold, eternium, and crystal. Adamantium and mithril items are safe if blessed.

Exploding runes threaten all items except adamantium, eternium, and crystal. Mithril items are safe if blessed.

In electrical situations such as the Air Temple and Blue Dragon Caves, metal and crystal items are unconditionally safe. Stone items are safe if you have immunity or triple resistance; blessed leather items are safe with double immunity and double resistance.

Against acid, only stone, glass, crystal, and eternium are unconditionally safe. Adamantium is safe if blessed.

Cold only threatens glass, paper, and stone. Stone is safe if blessed.