# Object materials (SpliceHack)
SpliceHack and SpliceHack-Rewrite are 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

1 Material properties
2 Materials by percentage
3 Material hatred
4 Changing materials
5 New materials

5.1 Adamantine
5.2 Orichalcum
5.3 Shadeweave
5.4 Gelatinous

6 References

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
demons, 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. 

New materials
Adamantine

Wikipedia has an article about:
Adamant

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

Wikipedia has an article about:
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.

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