Difference between revisions of "User:Aximili/Test"

From NetHackWiki
Jump to navigation Jump to search
m
(cleanup)
 
(18 intermediate revisions by the same user not shown)
Line 1: Line 1:
{{otheruses||special rooms in SLASH'EM|Special room (SLASH'EM)}}
+
[[SpliceHack]] is one of the many [[variant]]s with an [[object materials]] system, allowing items of the same type to be made of different [[material]]s. For example, in SpliceHack one [[skeleton key]] might be made of [[plastic]], and another might be made of [[mithril]].
{{otheruses||special rooms in UnNetHack|Special room (UnNetHack)}}
 
{{otheruses||special rooms in dNetHack|Special room (dNetHack)}}
 
  
A '''special room''' is different from the normal rooms of the randomly-generated [[dungeon]]. For example, it might contain a shop or a collection of monsters. They only appear in random rooms-and-corridors levels in the [[Dungeons of Doom]], not in mazes or cavern levels.
+
== Materials properties ==
 +
Each material has a relative [[weight]], internally called a density. Each material also has a relative [[AC]] bonus. Some materials are subject to [[erosion]]: the types of possible erosion vary between materials.
  
{|class="prettytable"
+
{|class="wikitable sortable"
! Name !! Min [[Dungeon Level|DL]] !! Frequency !! Notes !! Messages
+
! Material
 +
! Density<ref>https://github.com/NullCGT/SpliceHack/blob/Spl-R-1.1.0/src/mkobj.c#L1538</ref>
 +
! AC<ref>https://github.com/NullCGT/SpliceHack/blob/Spl-R-1.1.0/src/mkobj.c#L1667</ref>
 +
! Erosion Type<ref>https://github.com/NullCGT/SpliceHack/blob/Spl-R-1.1.0/include/objclass.h#L93</ref><ref>https://github.com/NullCGT/SpliceHack/blob/Spl-R-1.1.0/include/objclass.h#L96</ref><ref>https://github.com/NullCGT/SpliceHack/blob/Spl-R-1.1.0/src/mkobj.c#L1976</ref><ref>https://github.com/NullCGT/SpliceHack/blob/Spl-R-1.1.0/src/mkobj.c#L1982</ref>
 +
 
 +
|-
 +
|[[liquid]]    ||  10 ||  0 ||
 +
|-
 +
|[[wax]]        ||  15 ||  1 ||style="background-color:#ffbf00"| burn, rot
 +
|-
 +
|[[veggy]]      ||  10 ||  1 ||style="background-color:#ffbf00"| burn, rot
 +
|-
 +
|[[flesh]]     ||  10 ||  3 ||style="background-color:#ffbf00"| burn, rot
 +
|-
 +
|[[paper]]      ||  5 ||  1 ||style="background-color:#ffbf00"| burn, rot
 +
|-
 +
|[[cloth]]      ||  10 ||  2 ||style="background-color:#ffbf00"| burn, rot
 +
|-
 +
|[[leather]]    ||  15 ||  3 ||style="background-color:#ffbf00"| burn, rot
 +
|-
 +
|[[wood]]      ||  30 ||  4 ||style="background-color:#ffbf00"| burn, rot
 +
|-
 +
|[[bone]]      ||  25 ||  4 ||
 +
|-
 +
|[[dragonhide]] ||  20 || 10 ||
 +
|-
 +
|[[iron]]      ||  80 ||  5 ||style="background-color:pink"| corrode, rust
 +
|-
 +
|[[metal]]      ||  70 ||  5 ||
 +
|-
 +
|[[copper]]    ||  85 ||  4 ||style="background-color:pink"| corrode
 +
|-
 +
|[[silver]]    ||  90 ||  5 ||
 
|-
 
|-
| [[Shop]] || 2 || 3/DL || - || -
+
|[[gold]]       || 120 || 3 ||  
 
|-
 
|-
| [[Throne room]] || 5 || 1/6 || - || -
+
|[[platinum]]   || 120 || 4 ||  
 
|-
 
|-
| Leprechaun hall || 6 || 1/8 ||
+
|[[adamantine]] || 60 || 7 ||  
* Fails to generate if leprechauns are genocided/extinct
 
* Filled with sleeping leprechauns and gold
 
||
 
{{message|You enter a leprechaun hall!|entering}}
 
 
|-
 
|-
| [[Zoo]] || 7 || 1/7 || - || -
+
|[[cold iron]] || 80 || 5 ||style="background-color:pink"| rust
 
|-
 
|-
| [[Temple]] || 9 || 1/5 || - || -
+
|[[mithril]]   || 50 || 6 ||  
 
|-
 
|-
| Beehive || 10 || 1/5 ||
+
|[[orichalcum]] || 90 || 6 ||  
* Contain [[killer bee]]s and one [[queen bee]]
 
* Roughly 1/3 of the squares contain [[royal jelly]]
 
* Fails to generate if killer bees genocided/extinct
 
* Guaranteed in the [[Wizard's Tower]]
 
||
 
{{message|You hear a low buzzing.}}
 
{{message|You hear an angry drone.}}
 
{{message|You hear bees in your bonnet!|hallucinating, wearing helmet}}
 
{{message|You hear bees in your (nonexistent) bonnet!|hallucinating, no helmet}}
 
{{message|You enter a giant beehive!}}
 
 
|-
 
|-
| [[Graveyard]] || 12 || 1/6 || -
+
|[[plastic]]   || 20 || 3 ||style="background-color:#ffbf00"| burn
 
|-
 
|-
| Anthole || 13 || 1/8 ||
+
|[[slime]]     ||  50 || 3 ||  
* Filled with [[food]] items and [[ant]]s
 
* If ants are extinct, they will be replaced with random monsters
 
||
 
{{message|You enter an anthole!}}
 
 
|-
 
|-
| Barracks || 15 || 1/4 ||
+
|[[glass]]     || 60 || 5 ||  
* Filled with members of the [[Yendorian army]]
 
* Contains chests or boxes (created on roughly 1/20 of squares)
 
* Will not be generated if soldiers genocided/extinct
 
* guaranteed in
 
** the [[castle]]
 
** [[Fort Ludios]]
 
** the [[Tourist quest]]
 
||
 
{{message|You hear blades being honed.}}
 
{{message|You hear loud snoring.}}
 
{{message|You hear dice being thrown.}}
 
{{message|You hear General MacArthur!|hallucinating}}
 
{{message|You enter a military barracks!|entering}}
 
{{message|You enter an abandoned barracks.|entering, empty}}
 
 
|-
 
|-
| Swamp || 16 || 1/6 || -
+
|[[gemstone]]  || 55 || 7 ||  
 
|-
 
|-
| [[Cockatrice nest]] || 17 || 1/8 || -
+
|[[shadow]]     ||   1 || 3 ||  
 
|-
 
|-
| [[Vault]]s || - || - || -
+
|[[mineral]]   || 70 || 6 ||  
 
|}
 
|}
  
NetHack attempts to generate most special rooms on a level in the order they appear in the below table. Rooms lower on the table can only be generated if all rooms higher on the table failed to generate. For example, a temple is created with probability 1/5 from level 9 on in an ordinary rooms-and-corridors level in the main dungeon, provided the level does not already have a shop, a throne room, a leprechaun hall or a zoo.{{refsrc|mklev.c|735}}
+
== Materials percentages ==
 +
The tables in this section show the probabilities of items being generated as a different material than normal.
  
The exception to this system is the vault, which is generated independently of the other special rooms.  
+
The table immediately below applies to most [[weapon]]s, [[weapon-tool]]s and [[armor]].<ref>https://github.com/NullCGT/SpliceHack/blob/Spl-R-1.1.0/src/mkobj.c#L3429</ref> [[Chest]]s, [[large box]]es and [[mask]]s also count as "normally wooden",<ref>https://github.com/NullCGT/SpliceHack/blob/Spl-R-1.1.0/src/mkobj.c#L3386</ref> while [[skeleton key]]s, [[lock pick]]s and [[tin opener]]s count as "normally metal".<ref>https://github.com/NullCGT/SpliceHack/blob/Spl-R-1.1.0/src/mkobj.c#L3390</ref>
 +
{|class="wikitable sortable"
 +
! Material
 +
! Normally iron or metal<ref>https://github.com/NullCGT/SpliceHack/blob/Spl-R-1.1.0/src/mkobj.c#L3195</ref>
 +
! Normally wooden<ref>https://github.com/NullCGT/SpliceHack/blob/Spl-R-1.1.0/src/mkobj.c#L3248</ref>
 +
! Normally cloth<ref>https://github.com/NullCGT/SpliceHack/blob/Spl-R-1.1.0/src/mkobj.c#L3261</ref>
 +
! Normally leather<ref>https://github.com/NullCGT/SpliceHack/blob/Spl-R-1.1.0/src/mkobj.c#L3272</ref>
 +
|-
 +
|keep default ||  74.0 ||      ||      ||     
 +
|-
 +
|wax          ||  0.1 ||  0.1 ||  0.1 ||  0.1
 +
|-
 +
|paper        ||  0.1 ||  1.0 ||  2.7 ||  1.0
 +
|-
 +
|cloth        ||      ||      ||  79.9 ||  17.0
 +
|-
 +
|leather      ||      ||      ||  10.0 ||  74.7
 +
|-
 +
|wood        ||  5.0 ||  78.8 ||      ||     
 +
|-
 +
|bone        ||  1.0 ||  3.0 ||      ||     
 +
|-
 +
|iron        ||  4.9 ||  5.0 ||      ||     
 +
|-
 +
|copper      ||  3.0 ||  1.0 ||      ||     
 +
|-
 +
|silver      ||  5.0 ||  1.0 ||      ||     
 +
|-
 +
|gold        ||  1.0 ||      ||      ||     
 +
|-
 +
|adamantine  ||  0.1 ||      ||      ||     
 +
|-
 +
|cold iron    ||  0.1 ||      ||      ||     
 +
|-
 +
|mithril      ||  3.0 ||      ||      ||     
 +
|-
 +
|orichalcum  ||  0.1 ||      ||      ||     
 +
|-
 +
|plastic      ||  0.8 ||      ||  7.0 ||  6.9
 +
|-
 +
|slime        ||  0.1 ||  0.1 ||  0.1 ||  0.1
 +
|-
 +
|glass        ||  1.0 ||      ||      ||     
 +
|-
 +
|gemstone    ||  0.1 ||      ||      ||     
 +
|-
 +
|shadow      ||  0.1 ||      ||  0.2 ||  0.2
 +
|-
 +
|mineral      ||  0.5 ||  10.0 ||      ||     
 +
|}
  
 +
In the following table, "shiny" items include the [[shield of reflection]], [[resonant shield]], [[ornate mace]], [[chakram]], and most [[amulet]]s.<ref>https://github.com/NullCGT/SpliceHack/blob/Spl-R-1.1.0/src/mkobj.c#L3373</ref><ref>https://github.com/NullCGT/SpliceHack/blob/Spl-R-1.1.0/src/mkobj.c#L3424</ref> "Resonant" items are the [[bugle]], [[lantern]], [[oil lamp]], [[magic lamp]], [[magic whistle]], [[flute]], [[magic flute]], [[harp]], [[magic harp]] and [[lute]]. <ref>https://github.com/NullCGT/SpliceHack/blob/Spl-R-1.1.0/src/mkobj.c#L3395</ref>
 +
{|class="wikitable sortable"
 +
! Material
 +
! firearms<ref>https://github.com/NullCGT/SpliceHack/blob/Spl-R-1.1.0/src/mkobj.c#L3218</ref>
 +
! shiny<ref>https://github.com/NullCGT/SpliceHack/blob/Spl-R-1.1.0/src/mkobj.c#L3231</ref>
 +
! resonant<ref>https://github.com/NullCGT/SpliceHack/blob/Spl-R-1.1.0/src/mkobj.c#L3307</ref>
 +
|-
 +
|keep default ||      ||      ||  54.3
 +
|-
 +
|iron        ||  64.5 ||  12.0 ||  5.0
 +
|-
 +
|metal        ||      ||  5.0 ||     
 +
|-
 +
|copper      ||  12.5 ||  22.0 ||  25.0
 +
|-
 +
|silver      ||  12.5 ||  29.5 ||  6.0
 +
|-
 +
|gold        ||  1.0 ||  10.0 ||  3.0
 +
|-
 +
|platinum    ||  1.0 ||  1.8 ||  1.0
 +
|-
 +
|adamantine  ||  0.5 ||  0.5 ||  0.1
 +
|-
 +
|cold iron    ||      ||      ||     
 +
|-
 +
|mithril      ||  7.0 ||  7.0 ||  5.0
 +
|-
 +
|orichalcum  ||  1.0 ||  0.1 ||  0.1
 +
|-
 +
|slime        ||      ||  0.1 ||     
 +
|-
 +
|glass        ||      ||  12.0 ||     
 +
|-
 +
|gemstone    ||      ||      ||  0.5
 +
|}
  
 +
The following table applies to all [[Dwarf#Dwarvish_items|dwarven item]]s and [[Elf_(starting_race)#Elven_items|elven items]] except the [[elven leather helm|elven helm]] (and [[lembas wafer]]).
 +
{|class="wikitable sortable"
 +
! Material
 +
! dwarven<ref>https://github.com/NullCGT/SpliceHack/blob/Spl-R-1.1.0/src/mkobj.c#L3283</ref>
 +
! elven<ref>https://github.com/NullCGT/SpliceHack/blob/Spl-R-1.1.0/src/mkobj.c#L3297</ref>
 +
<!-- orcish -->
 +
|-
 +
|wood        ||      ||  79.9
 +
|-
 +
|dragonhide  ||      ||     
 +
|-
 +
|iron        ||  84.5 ||     
 +
|-
 +
|metal        ||      ||     
 +
|-
 +
|copper      ||  2.0 ||  10.0
 +
|-
 +
|silver      ||  1.0 ||  3.0
 +
|-
 +
|gold        ||  1.0 ||  2.0
 +
|-
 +
|platinum    ||  0.9 ||     
 +
|-
 +
|adamantine  ||  0.2 ||     
 +
|-
 +
|mithril      ||  9.8 ||  5.0
 +
|-
 +
|orichalcum  ||  0.1 ||     
 +
|-
 +
|gemstone    ||  0.5 ||     
 +
|-
 +
|shadow      ||      ||  0.1
 +
|}
  
 +
The following table has a couple of exceptions for specific groups of items.
 +
{|class="wikitable sortable"
 +
! Material
 +
! horns<ref>https://github.com/NullCGT/SpliceHack/blob/Spl-R-1.1.0/src/mkobj.c#L3320</ref>
 +
! elven helm<ref>https://github.com/NullCGT/SpliceHack/blob/Spl-R-1.1.0/src/mkobj.c#L3334</ref>
 +
! bows<ref>https://github.com/NullCGT/SpliceHack/blob/Spl-R-1.1.0/src/mkobj.c#L3340</ref>
 +
|-
 +
|leather      ||      ||  70.0 ||     
 +
|-
 +
|wood        ||  5.0 ||  9.9 ||  75.0
 +
|-
 +
|bone        ||  68.5 ||      ||  4.0
 +
|-
 +
|iron        ||      ||      ||  7.0
 +
|-
 +
|copper      ||  10.0 ||  20.0 ||  4.0
 +
|-
 +
|silver      ||  5.0 ||      ||  2.0
 +
|-
 +
|gold        ||  1.5 ||      ||  1.0
 +
|-
 +
|adamantine  ||  0.5 ||      ||     
 +
|-
 +
|mithril      ||  8.0 ||      ||  5.0
 +
|-
 +
|orichalcum  ||  0.5 ||      ||     
 +
|-
 +
|plastic      ||      ||      ||  2.0
 +
|-
 +
|gemstone    ||  0.5 ||      ||     
 +
|-
 +
|shadow      ||  0.5 ||  0.1 ||     
 +
|-
 +
|mineral      ||      ||      ||     
 +
|}
  
 +
Finally, the [[bullwhip]], [[flaming lash]]<ref>https://github.com/NullCGT/SpliceHack/blob/Spl-R-1.1.0/src/mkobj.c#L3369</ref> and all items not categorized above are only generated in their base materials. This means all [[comestible]]s, [[potion]]s, [[scroll]]s and [[spellbook]]s are only available in their base materials.
  
 
+
== Changing materials ==
 
+
Items can change materials through contact with a [[transmuter (SpliceHack)|transmuter]] or the reading of a [[scroll of change material]].  
 
 
 
 
 
 
 
 
 
 
 
 
==Shops==
 
{{main|Shop}}
 
 
 
Shops contain a [[shopkeeper]], an assortment of items, and allow you to buy and sell items. There is at least one guaranteed shop in [[Minetown]]. Shops will only be created in rooms with exactly one entrance (and no closets or special features), and are thus usually found at the left or right periphery of the map.
 
 
 
====Frequency====
 
(3/DL, DL 2+, not below Medusa, suitable room - note that this always tries to produce shops on levels 2 and 3, although they will only be created if there is a suitable room)
 
 
 
====Messages====
 
* "You hear someone cursing shoplifters."
 
* "You hear the chime of a cash register."
 
* "You hear Neiman and Marcus arguing!" (hallucinating)
 
* "Welcome to <shopkeeper>'s <merchandise> store!" (entering)
 
* "Hello, <[[player]]>! Welcome again to <shopkeeper>'s <merchandise> store!" (entering previously visited shop)
 
* "This shop appears to be deserted." (entering, no shopkeeper)
 
 
 
==Throne rooms==
 
 
 
Throne rooms contain an assortment of monsters, a [[throne]], and a [[chest]]. The monsters are always generated hostile.{{refsrc|mkroom.c|306}} There is a guaranteed throne room in [[Fort Ludios]] (if the Fort is generated at all). There are also guaranteed thrones in the [[Castle]] and in [[Vlad's Tower|Vlad's tower]]; however, the rooms they are located in are not considered throne rooms.
 
 
 
[[Throne room monster]]s are [[dragon]]s (on level 15+), [[giant]]s (13+), [[troll]]s (10+), [[centaur]]s (6+), [[orc (monster class)|orc]]s, [[bugbear]]s, [[hobgoblin]]s, [[gnome]]s and [[kobold]]s.{{reffunc|mkroom.c|courtmon}} Deeper levels are skewed to harder monsters. The limits for ordinary random monsters (based on the average of your and the dungeon floor's level) do not apply. Extinct or genocided monsters will be replaced with ordinary random monsters.
 
 
 
====Frequency====
 
(1/6, DL 5+)
 
 
 
====Messages====
 
* "You hear the tones of courtly conversation."
 
* "You hear a sceptre pounded in judgment."
 
* "Someone shouts "Off with <his/her> head!""
 
* "You hear Queen Beruthiel's cats!" (hallucinating)
 
* "You enter an opulent throne room!" (entering)
 
 
 
==Leprechaun hall==
 
 
 
Filled with sleeping [[leprechaun]]s and gold.
 
 
 
====Frequency====
 
(1/8, DL 6+, leprechauns not genocided/extinct)
 
 
 
====Messages====
 
No level sounds.
 
* "You enter a leprechaun hall!" (entering)
 
 
 
 
 
==Treasure zoo==
 
 
 
{{main|Zoo}}
 
 
 
Filled with random monsters, and a small pile of gold on every square. There are guaranteed treasure zoos at the top of [[Sokoban]], in the second level of the [[Wizard's Tower]], and in [[Fort Ludios]].
 
 
 
====Frequency====
 
(1/7, DL 7+)
 
 
 
====Messages====
 
* "You hear a sound reminiscent of an elephant stepping on a peanut."
 
* "You hear a sound reminiscent of a seal barking."
 
* "You hear Doctor Dolittle!" (hallucinating)
 
* "Welcome to David's treasure zoo!" (entering)
 
 
 
==Temples==
 
{{main|Temple}}
 
 
 
An [[altar]] with a [[Aligned priest|priest]] tending it is a temple. If the priest and altar are [[alignment|co-aligned]] with you and your alignment record is good enough, the temple is a [[sanctuary]]. If a temple's resident priest dies or is otherwise removed from the room, the temple becomes desecrated; every time you enter a desecrated temple, there is 1/5 chance of "an enormous ghost" appearing next to you, paralyzing you for three turns, and then acting as an ordinary [[ghost]].{{refsrc|priest.c|384}} A desecrated temple cannot be restored; all desecrated temples that are generated normally (i.e. not in a bones file) will have the altar be unaligned if one is present.
 
 
 
====Frequency and alignment====
 
One temple is created with probability 1/5 from level 9 on in an ordinary rooms-and-corridors level in the main dungeon, provided it does not already have a shop, a throne room, a leprechaun hall or a zoo.{{refsrc|mklev.c|735}} There is an 80% chance the temple is the same alignment as its hosting [[dungeon branch]], the rest of the time it has 1/3 chance of each alignment.{{refsrc|mkroom.c|513}}{{refsrc|dungeon.c|1434}}
 
 
 
====Messages====
 
Since [[NetHack 3.6.0]], the following sounds can be heard if a priest is present whose alignment matches that of the altar: {{refsrc|src/sounds.c|241|version=NetHack 3.6.0|comment=Temple sounds}}
 
* "You hear someone praising ''<deity>''." (only if the priest can speak)
 
* "You hear someone beseeching ''<deity>''." (only if the priest can speak)
 
* "You hear an an animal carcass being offered in sacrifice." (only if you can't see the priest or altar)
 
* "You hear a strident plea for donations." (only if the priest can speak)
 
 
 
The following other messages are related to temples:
 
* "You have a forbidding feeling." (entering, temple desecrated or cross-aligned)
 
* "You have a strange forbidding feeling." (entering, alignment record -4 or lower)
 
* "You experience a sense of peace." (entering, alignment record 20 or higher)
 
* "You experience an unusual sense of peace." (entering, alignment record less than 20)
 
* "You have an eerie feeling..." (entering, no priest)
 
* "You feel like you are being watched." (entering, no priest)
 
* "A shiver runs down your <[[Body parts|spine]]>." (entering, no priest)
 
 
 
==Beehive==
 
 
 
Beehives contain [[killer bee]]s and one [[queen bee]]. Roughly 1/3 of the squares will contain [[royal jelly]]. All residents are asleep when the room is generated.
 
 
 
====Frequency====
 
(1/5, DL 10+, killer bees not genocided/extinct)
 
 
 
====Message====
 
* "You hear a low buzzing."
 
* "You hear an angry drone."
 
* "You hear bees in your bonnet!" (hallucinating, wearing helmet)
 
* "You hear bees in your (nonexistent) bonnet!" (hallucinating, no helmet)
 
* "You enter a giant beehive!" (entering)
 
 
 
 
 
==Graveyard==
 
 
 
Also called ''crypts'' or ''morgues''. Contains [[undead]], [[demon]]s, corpses, chests, boxes and [[grave]]s. This is one of the few times [[demon|major demons]] will be randomly generated outside [[Gehennom]]. The chance any given monster is a demon is ([[dungeon level]] - 11)/(10* [[dungeon level]]).{{refsrc|mkroom.c|416}}  The [[Valley of the Dead]] contains three graveyards, though they are cavernous areas rather than rooms in the usual sense. The lair of [[Orcus]] also has a graveyard.
 
 
 
On levels containing graveyards, undead creatures are less likely to leave corpses{{refsrc|mon.c|26}} (1/9 as likely if killed by you, and 1/3 if otherwise).<ref>http://www.steelypips.org/nethack/343/mon2-343.html</ref> This includes [[wraiths]], whose corpses are highly desirable. Some players lure wraiths away from graveyard levels before killing them. Note that the [[Castle]] is considered a graveyard level, making luring wraiths up from the Valley of the Dead more difficult.
 
 
 
An exhaustive list of graveyard levels is:
 
* Any rooms-and-corridor level with a randomly created graveyard room
 
* Special levels with graveyards: the [[Valley of the Dead]], [[Orcus-town]], [[Moloch's Sanctum]], the three special levels in the [[tourist quest]], and all levels of the [[priest quest]].
 
* The [[Castle]], and the top and bottom levels of the [[Wizard of Yendor's Tower]].<!--[[Fort Ludios]] is unset in mkmaze.c-->
 
* Levels on which you have summoned [[undead]] with the cursed [[Book of the Dead]] or [[Bell of Opening]].
 
 
 
A [[headstone]] alone does not mark a level as a graveyard; nor do [[bones]].
 
 
 
====Frequency====
 
(1/6, DL 12+)
 
 
 
====Messages====
 
* "You suddenly realize it is unnaturally quiet."
 
* "The <hair> on the back of your <neck> stands up."
 
* "The <hair> on your <head> seems to stand up." (hallucinating)
 
* "You have an uncanny feeling..." (time of entrance is between 01:00 and 23:59)
 
* "<Run> away! <Run> away!" (time of entrance is between 00:00 and 00:59). Note that undead deal twice normal damage between these times.{{refsrc|mhitu.c|907}}
 
 
 
==Anthole==
 
 
 
Filled with [[food]] items and either [[soldier ant]]s, [[giant ant]]s, or [[fire ant]]s. The ants will be sleeping if nothing has woken them. If ants are extinct, they will be replaced with random monsters. Even if the random monsters are extinct, they will still appear in the anthole.
 
 
 
====Frequency====
 
(1/8, DL 13+)
 
 
 
====Messages====
 
No level sounds.
 
* "You enter an anthole!" (entering)
 
 
 
==Barracks==
 
 
 
Filled with either [[Yendorian_army|soldiers]], sergeants, lieutenants or captains, depending on depth. There are guaranteed barracks in the [[castle]] and in [[Fort Ludios]]. Contains chests or boxes (created on roughly 1/20 of squares).
 
 
 
The occupants will be asleep if nothing has woken them; Fort Ludios soldiers will automatically awaken when you enter the level.
 
 
 
====Frequency====
 
(1/4, DL 15+, soldiers not genocided/extinct)
 
 
 
====Messages====
 
* "You hear blades being honed."
 
* "You hear loud snoring."
 
* "You hear dice being thrown."
 
* "You hear General MacArthur!" (hallucinating)
 
* "You enter a military barracks!" (entering)
 
* "You enter an abandoned barracks." (entering, empty)
 
 
 
==Swamp==
 
 
 
Swamp rooms occur together: up to 5 rooms on a level may be swamps, with a checkered pattern of [[pool]]s of water containing [[sea monster]]s. Various [[fungi]] are generated on some of the land spaces.
 
 
 
You can easily guess the presence of hidden doors in swamps, because of the absence of water pools near the door. Very small swamp rooms can generate just one water pool, easily mistaken for a [[fountain]], so be careful.
 
 
 
====Frequency====
 
(1/6, DL 16+)
 
 
 
This room has been known to very rarely appear between Medusa's level and the Castle.
 
 
 
====Messages====
 
* "You hear mosquitoes!"
 
* "You smell marsh gas!"
 
* "You hear Donald Duck!" (hallucinating)
 
* "It looks rather muddy down here." (entering)
 
* "It feels rather humid down here." (entering, blind)
 
 
 
==Cockatrice nest==
 
{{main|Cockatrice nest}}
 
 
 
Cockatrice nests contain sleeping [[cockatrice]]s and [[chickatrice]]s, along with [[statue]]s of player-monsters (created on roughly 1/3 of squares) containing up to four random items.
 
 
 
====Frequency====
 
(1/8, DL 17+, cockatrices not genocided/extinct)
 
 
 
====Messages====
 
No level sounds.
 
* "You enter a disgusting nest!" (entering)
 
 
 
==Vaults==
 
 
 
{{main|Vault}}
 
 
 
Vaults are 2x2 rooms (4x4 including external walls) with gold on each of the empty squares. Tunnels are not generated to them so you will either have to dig to reach them, or fall through a trap door and land inside. Landing inside a vault without a pickaxe to escape with can be remedied by waiting for the guard to escort you outside.
 
 
 
Levels with vaults might contain a room with a square marked "ad aerarium" (Latin: ''to the treasury'') written in the dust. If you [[search]] long enough on such a square you will find a hidden door, behind which there may be a teleport trap. If there is a teleport trap, it will take you into the vault (unless you are magic resistant; you can press Control-T to use the trap while standing on it if this is the case). The trap disappears once used; you will have to escape the vault on your own.
 
 
 
On deeper levels, the "ad aerarium" message may have a [[level teleport trap]] generated [[Closet|behind it]] instead of a [[vault teleporter]].
 
 
 
====Frequency====
 
(independent approximately 35% chance)
 
 
 
====Messages====
 
* "You hear the footsteps of a guard on patrol."
 
* "You hear Ebenezer Scrooge!" (hallucinating)
 
* "You hear someone searching." (looted)
 
* "You hear someone counting money." (unlooted)
 
* "You hear the quarterback calling the play." (unlooted, hallucinating)
 
  
 
== References ==
 
== References ==
<references/>
+
<References />
 
 
== External links ==
 
* More information at http://www.steelypips.org/nethack/343/room-343.html
 
 
 
{{stub|TODO:Design more readable layout, and finish transferring individual room info from the DOD spoiler linked above.}}
 
 
 
{{DOD}}
 
 
 
{{nethack-343}}
 
[[Category:Special rooms| ]]
 

Latest revision as of 08:27, 3 May 2022

SpliceHack is one of the many variants with an object materials system, allowing items of the same type to be made of different materials. For example, in SpliceHack one skeleton key might be made of plastic, and another might be made of mithril.

Materials properties

Each material has a relative weight, internally called a density. Each material also has a relative AC bonus. Some materials are subject to erosion: the types of possible erosion vary between materials.

Material Density[1] AC[2] Erosion Type[3][4][5][6]
liquid 10 0
wax 15 1 burn, rot
veggy 10 1 burn, rot
flesh 10 3 burn, rot
paper 5 1 burn, rot
cloth 10 2 burn, rot
leather 15 3 burn, rot
wood 30 4 burn, rot
bone 25 4
dragonhide 20 10
iron 80 5 corrode, rust
metal 70 5
copper 85 4 corrode
silver 90 5
gold 120 3
platinum 120 4
adamantine 60 7
cold iron 80 5 rust
mithril 50 6
orichalcum 90 6
plastic 20 3 burn
slime 50 3
glass 60 5
gemstone 55 7
shadow 1 3
mineral 70 6

Materials percentages

The tables in this section show the probabilities of items being generated as a different material than normal.

The table immediately below applies to most weapons, weapon-tools and armor.[7] Chests, large boxes and masks also count as "normally wooden",[8] while skeleton keys, lock picks and tin openers count as "normally metal".[9]

Material Normally iron or metal[10] Normally wooden[11] Normally cloth[12] Normally leather[13]
keep default 74.0
wax 0.1 0.1 0.1 0.1
paper 0.1 1.0 2.7 1.0
cloth 79.9 17.0
leather 10.0 74.7
wood 5.0 78.8
bone 1.0 3.0
iron 4.9 5.0
copper 3.0 1.0
silver 5.0 1.0
gold 1.0
adamantine 0.1
cold iron 0.1
mithril 3.0
orichalcum 0.1
plastic 0.8 7.0 6.9
slime 0.1 0.1 0.1 0.1
glass 1.0
gemstone 0.1
shadow 0.1 0.2 0.2
mineral 0.5 10.0

In the following table, "shiny" items include the shield of reflection, resonant shield, ornate mace, chakram, and most amulets.[14][15] "Resonant" items are the bugle, lantern, oil lamp, magic lamp, magic whistle, flute, magic flute, harp, magic harp and lute. [16]

Material firearms[17] shiny[18] resonant[19]
keep default 54.3
iron 64.5 12.0 5.0
metal 5.0
copper 12.5 22.0 25.0
silver 12.5 29.5 6.0
gold 1.0 10.0 3.0
platinum 1.0 1.8 1.0
adamantine 0.5 0.5 0.1
cold iron
mithril 7.0 7.0 5.0
orichalcum 1.0 0.1 0.1
slime 0.1
glass 12.0
gemstone 0.5

The following table applies to all dwarven items and elven items except the elven helm (and lembas wafer).

Material dwarven[20] elven[21]
wood 79.9
dragonhide
iron 84.5
metal
copper 2.0 10.0
silver 1.0 3.0
gold 1.0 2.0
platinum 0.9
adamantine 0.2
mithril 9.8 5.0
orichalcum 0.1
gemstone 0.5
shadow 0.1

The following table has a couple of exceptions for specific groups of items.

Material horns[22] elven helm[23] bows[24]
leather 70.0
wood 5.0 9.9 75.0
bone 68.5 4.0
iron 7.0
copper 10.0 20.0 4.0
silver 5.0 2.0
gold 1.5 1.0
adamantine 0.5
mithril 8.0 5.0
orichalcum 0.5
plastic 2.0
gemstone 0.5
shadow 0.5 0.1
mineral

Finally, the bullwhip, flaming lash[25] and all items not categorized above are only generated in their base materials. This means all comestibles, potions, scrolls and spellbooks are only available in their base materials.

Changing materials

Items can change materials through contact with a transmuter or the reading of a scroll of change material.

References

  1. https://github.com/NullCGT/SpliceHack/blob/Spl-R-1.1.0/src/mkobj.c#L1538
  2. https://github.com/NullCGT/SpliceHack/blob/Spl-R-1.1.0/src/mkobj.c#L1667
  3. https://github.com/NullCGT/SpliceHack/blob/Spl-R-1.1.0/include/objclass.h#L93
  4. https://github.com/NullCGT/SpliceHack/blob/Spl-R-1.1.0/include/objclass.h#L96
  5. https://github.com/NullCGT/SpliceHack/blob/Spl-R-1.1.0/src/mkobj.c#L1976
  6. https://github.com/NullCGT/SpliceHack/blob/Spl-R-1.1.0/src/mkobj.c#L1982
  7. https://github.com/NullCGT/SpliceHack/blob/Spl-R-1.1.0/src/mkobj.c#L3429
  8. https://github.com/NullCGT/SpliceHack/blob/Spl-R-1.1.0/src/mkobj.c#L3386
  9. https://github.com/NullCGT/SpliceHack/blob/Spl-R-1.1.0/src/mkobj.c#L3390
  10. https://github.com/NullCGT/SpliceHack/blob/Spl-R-1.1.0/src/mkobj.c#L3195
  11. https://github.com/NullCGT/SpliceHack/blob/Spl-R-1.1.0/src/mkobj.c#L3248
  12. https://github.com/NullCGT/SpliceHack/blob/Spl-R-1.1.0/src/mkobj.c#L3261
  13. https://github.com/NullCGT/SpliceHack/blob/Spl-R-1.1.0/src/mkobj.c#L3272
  14. https://github.com/NullCGT/SpliceHack/blob/Spl-R-1.1.0/src/mkobj.c#L3373
  15. https://github.com/NullCGT/SpliceHack/blob/Spl-R-1.1.0/src/mkobj.c#L3424
  16. https://github.com/NullCGT/SpliceHack/blob/Spl-R-1.1.0/src/mkobj.c#L3395
  17. https://github.com/NullCGT/SpliceHack/blob/Spl-R-1.1.0/src/mkobj.c#L3218
  18. https://github.com/NullCGT/SpliceHack/blob/Spl-R-1.1.0/src/mkobj.c#L3231
  19. https://github.com/NullCGT/SpliceHack/blob/Spl-R-1.1.0/src/mkobj.c#L3307
  20. https://github.com/NullCGT/SpliceHack/blob/Spl-R-1.1.0/src/mkobj.c#L3283
  21. https://github.com/NullCGT/SpliceHack/blob/Spl-R-1.1.0/src/mkobj.c#L3297
  22. https://github.com/NullCGT/SpliceHack/blob/Spl-R-1.1.0/src/mkobj.c#L3320
  23. https://github.com/NullCGT/SpliceHack/blob/Spl-R-1.1.0/src/mkobj.c#L3334
  24. https://github.com/NullCGT/SpliceHack/blob/Spl-R-1.1.0/src/mkobj.c#L3340
  25. https://github.com/NullCGT/SpliceHack/blob/Spl-R-1.1.0/src/mkobj.c#L3369