Object materials (SpliceHack)

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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.

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