Object materials (SpliceHack)
SpliceHack is among the many variants with an object materials system, allowing items of the same type to be made of many different materials[1] - for example, skeleton keys can occur in iron, plastic and mithril forms among others.
Contents
New materials
Adamantine
Adamantine is a new material in SpliceHack. It is a metal with higher weight and armor class than mithril. Edged weapons made of adamantine have a +3 damage bonus. It is probably based on the "adamant" and "adamantine" materials mentioned in Greek mythology and in Paradise Lost.
Orichalcum
Orichalcum is a new material in SpliceHack. It offers the same armor class as mithril but is heavier. It is mentioned in some ancient Greek writings, and is often associated with the lost city of Atlantis. The ancient legends and the above materials percentages would suggest that orichalcum is a metal: however, it is internally treated as non-metallic.
Shadeweave
Shadeweave is a new material in SpliceHack. Shadeweave items are extremely lightweight.
Gelatinous
For the gelatinous cube monster, see gelatinous cube.
Gelatinous is a new material in SpliceHack, notable for having a -4 damage penalty when used for weapons.
Material properties
As with most object properties systems, the materials available to objects in SpliceHack have their weight and AC adjusted relative to already-existing materials such as iron, with bonuses and penalties to AC and damage depending on the material of the weapon or armor. Different materials are also subject to different types of erosion, while some are inherently proofed against erosion; some materials may be organic, metallic, or neither, and materials considered flimsy in vanilla NetHack remain unchanged in SpliceHack.[2][3][4][5][6][7][8][9][10]
Some materials have a different name in-game than in the source code.
Id | Material | Name | Density | AC | Damage | Erosion Type | Category |
---|---|---|---|---|---|---|---|
0 | undefined | mysterious | ? | ? | burn, rot | organic | |
1 | liquid | 10 | 0 | organic | |||
2 | wax | 15 | 1 | burn, rot | organic | ||
3 | veggy | organic | 10 | 1 | burn, rot | organic | |
4 | flesh | 10 | 3 | burn, rot | organic | ||
5 | paper | 5 | 1 | -2 | burn, rot | organic | |
6 | cloth | 10 | 2 | burn, rot | organic | ||
7 | leather | 15 | 3 | burn, rot | organic | ||
8 | wood | 30 | 4 | -1 for blades | burn, rot | organic | |
9 | bone | 25 | 4 | ||||
10 | dragon hide | 20 | 10 | ||||
11 | iron | 80 | 5 | corrode, rust | metallic | ||
12 | metal | 70 | 5 | metallic | |||
13 | copper | 85 | 4 | corrode | metallic | ||
14 | silver | 90 | 5 | metallic | |||
15 | gold | 120 | 3 | +2 for blunt weapons | metallic | ||
16 | platinum | 120 | 4 | +2 for blunt weapons | metallic | ||
17 | adamantine | 60 | 7 | +3 for sharp weapons | metallic | ||
18 | cold iron | 80 | 5 | rust | metallic | ||
19 | mithril | 50 | 6 | metallic | |||
20 | orichalcum | 90 | 6 | ||||
21 | plastic | 20 | 3 | -2 | burn | ||
22 | slime | gelatinous | 50 | 3 | -4 | ||
23 | glass | 60 | 5 | +3 for sharp weapons | |||
24 | gemstone | crystal | 55 | 7 | +3 for sharp weapons | ||
25 | shadow | shadeweave | 1 | 3 | |||
26 | mineral | stone | 70 | 6 | +1 for blunt weapons |
Materials by percentage
The tables in this section show the probabilities of items being generated as a different material than normal.[11]
The table immediately below applies to most weapons, weapon-tools and armor. Chests, large boxes and masks also count as "normally wooden", while skeleton keys, lock picks and tin openers count as "normally metal".
Material | Normally iron or metal | Normally wooden | Normally cloth | Normally leather |
---|---|---|---|---|
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. "Resonant" items are the bugle, lantern, oil lamp, magic lamp, magic whistle, flute, magic flute, harp, magic harp and lute.
Material | shiny | resonant |
---|---|---|
keep default | 54.3 | |
iron | 12.0 | 5.0 |
metal | 5.0 | |
copper | 22.0 | 25.0 |
silver | 29.5 | 6.0 |
gold | 10.0 | 3.0 |
platinum | 1.8 | 1.0 |
adamantine | 0.5 | 0.1 |
mithril | 7.0 | 5.0 |
orichalcum | 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 | elven |
---|---|---|
wood | 79.9 | |
iron | 84.5 | |
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 | firearms | horns | elven helm | bows |
---|---|---|---|---|
leather | 70.0 | |||
wood | 5.0 | 9.9 | 75.0 | |
bone | 68.5 | 4.0 | ||
iron | 64.5 | 7.0 | ||
copper | 12.5 | 10.0 | 20.0 | 4.0 |
silver | 12.5 | 5.0 | 2.0 | |
gold | 1.0 | 1.5 | 1.0 | |
platinum | 1.0 | |||
adamantine | 0.5 | 0.5 | ||
mithril | 7.0 | 8.0 | 5.0 | |
orichalcum | 1.0 | 0.5 | ||
plastic | 2.0 | |||
gemstone | 0.5 | |||
shadow | 0.5 | 0.1 |
Finally, the bullwhip, flaming lash 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.
Material hatred
Certain monsters receive extra damage when attacked by specific materials.[12] [13]
Material | Extra damage | Monster |
---|---|---|
silver | d20 | major demons, minor demons except the tengu, vampires (even when shapeshifted), werecreatures, infernal players |
iron, cold iron | d20 | elves, nymphs, minor demons, baobhan-sith |
copper | d6 | fungi, monsters with disease or sickness attacks |
Changing materials
Items can change materials through contact with a transmuter or the reading of a scroll of change material.
References
- ↑ https://github.com/NullCGT/SpliceHack/blob/Spl-R-1.1.0/include/objclass.h#L12
- ↑ https://github.com/NullCGT/SpliceHack/blob/Spl-R-1.1.0/src/decl.c#L107-L114
- ↑ https://github.com/NullCGT/SpliceHack/blob/Spl-R-1.1.0/src/mkobj.c#L1538
- ↑ https://github.com/NullCGT/SpliceHack/blob/Spl-R-1.1.0/src/mkobj.c#L1667
- ↑ https://github.com/NullCGT/SpliceHack/blob/Spl-R-1.1.0/src/weapon.c#L62-L63
- ↑ https://github.com/NullCGT/SpliceHack/blob/Spl-R-1.1.0/src/weapon.c#L510-L546
- ↑ https://github.com/NullCGT/SpliceHack/blob/Spl-R-1.1.0/include/objclass.h#L93-L97
- ↑ https://github.com/NullCGT/SpliceHack/blob/Spl-R-1.1.0/src/mkobj.c#L1960-L1983
- ↑ https://github.com/NullCGT/SpliceHack/blob/Spl-R-1.1.0/include/objclass.h#L87-L89
- ↑ https://github.com/NullCGT/SpliceHack/blob/Spl-R-1.1.0/include/obj.h#L390-L391
- ↑ https://github.com/NullCGT/SpliceHack/blob/Spl-R-1.1.0/src/mkobj.c#L3194-L3443
- ↑ https://github.com/NullCGT/SpliceHack/blob/Spl-R-1.1.0/src/mondata.c#L317
- ↑ https://github.com/NullCGT/SpliceHack/blob/Spl-R-1.1.0/src/mondata.c#L347