User:Chris/dNethack/dNethack Items
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Contents
Weapons
Melee
Spears
Trident
Daggers
- dagger
- elven dagger
- droven dagger: These obsidian daggers deal high damage (1d8 vs small, 1d6 vs large) but almost always shatter when thrown.
- orcish dagger
- silver dagger
- athame
Knives
Farm Implements
- sickle: One handed farm implement, does 1d4 damage to small targets, 1 damage to large targets, and is -2 to-hit. Becomes +6 to-hit vs plants, and does double damage.
- elven sickle: Improved sickle that does 1d6 vs small targets, 1d3 to large ones, and is +0 to hit.
- scythe: Two handed farm implement, does 2d4 damage to large and small targets, and is -2 to-hit. Becomes +6 to-hit vs plants, and deals double damage.
Axes
- axe
- battle-axe
- moon axe: Two handed silver axe,
weight and damage based on the phase of the moon when found. Can be wished for in any phase.
- Eclipse: 2d12 small, 2d4 large, 40 weight
- Crescent: 2d6 both, 40 weight
- Half: 2d8 both, 80 weight
- Gibbous: 2d10 both, 120 weight
- Full: 2d12 both, 160 weight
Short Swords
- short sword
- vibroblade: Powered weapon from the future. When charged deals 2d6+3 damage to small targets and 2d8+4 damage to large targets. When uncharged does 1d6 damage vs small and 1d8 vs large.
- elven short sword
- droven short sword: These obsidian swords are high damage (1d9) but almost always shatter if thrown.
- orcish short sword
- dwarvish short sword
Scimitars
- scimitar
- high-elven warsword: Mithril scimtar, does 1d10 damage vs large and small and has +2 to-hit. Weighs 4 units.
Broadswords
Long Swords
- long sword
- crystal sword: Deals 2d8 damage vs small targets and 2d12 vs large targets. Can be safely enchanted at +8 (ie, can be enchanted to +9). Breaks if thrown. Heavy (120 units). Does not dull if used to engrave, but engraves slow like other weapons, not fast like an athame.
- katana
Two-Handed Swords
- two-handed sword
- droven greatsword: These obsidian swords are high damage (1d18 vs small, 1d30 vs large) but almost always shatter if thrown.
- tsurugi
Maces
- mace
- elven mace: Does 1d7 vs large and small and is +2 to-hit.
Morning Star
Hammers
Clubs
Flail
Whip
Quarterstaves
- quarterstaff
- silver khakkhara: Silver quarterstaff which deals 1d6 damage vs small targets and 1d4 damage vs large targets. Against silver-haters, it deals an additional 1-3 d20s damage, rather than the flat 1d20 extra damage provided by most silver objects. While wielded, it boosts spellcasting as a robe, but prevents stealth.
- iron bar: Unwieldy metal quarterstaves, iron bars deal 1d8 damage vs small targets and 1d6 vs large targets, but are -10 to-hit.
Polearms
- partisan
- ranseur
- spetum
- glaive
- halberd
- bardiche
- voulge
- fauchard
- guisarme
- bill-guisarme
- lucern hammer
- bec de corbin
Lances
- lance
- force pike: Powered weapon from the future. When charged deals 2d6+6 damage vs small targets and 2d8+8 damage vs large targets. When uncharged deals 1d6 vs small and 1d8 vs large. Has +2 to-hit. Can be used in melee, unlike other polearms. Can be used to joust, but has the same chance of breaking as a base lance.
- elven lance: Lance which deals 1d8 damage to large and small targets and has +2 to-hit.
- droven lance: Lance which deals 1d10 damage to large and small targets and has +2 to-hit. Quite likely to break if used to joust.
Digging implements
Ranged
Bows
Sling
Crossbows
- crossbow
- droven crossbow: These spider-themed crossbows bear the silver holy symbol of Lolth, and will deal silver damage if used in melee.
Firearms
- flintlock: An inaccurate firearm, flintlocks sometimes misfire as though cursed.
- pistol
- submachine gun
- heavy machine gun
- rifle
- assault rifle
- sniper rifle: Sniper rifles are more accurate at long range.
- shotgun
- auto shotgun
- rocket launcher: Rockets and rocket launchers are both reduced in weight in dNetHack relative to other variants.
- grenade launcher
- BFG: BFGs are not generated normally. The Annulus has a BFG form, however. BFGs can fire any type of firearm ammunition.
Blasters
Lasers
Ammunition
Arrows
- arrow
- elven arrow
- orcish arrow
- silver arrow
- golden arrow: High damage (1d13 vs large and small) rare arrow variant.
- ancient arrow: High damage (1d10 vs large and small) arrow variant, is not randomly generated, base item for the Black Arrow
- ya
Bolts
- crossbow bolt
- droven bolt: High damage (1d9 vs small, 1d6 vs large) glass crossbow bolt. Guaranteed to break when used. Often generated coated in drugged (coated in sleep poison).
Bullets
- bullet
- silver bullet
- shotgun shell
- rocket: Are silver in dnethack
Thrown
Darts
- dart
- spike: Bone dart associated with manticores, typically found coated in paralysis venom.
Shuriken
Boomerangs
- boomerang
- silver chakram: silver circular boomerang, deals 1d9 damage to large and small targets.
Javelin
Explosives
Armor
Headgear
- sedge hat: Wide conical straw hat, protects vs the "acid rain" monster spell.
- leather helm: Poor quality helmet worn by some soldiers.
- orcish helm
- dwarvish iron helm: Has an attached lantern, turn on and off via (a)pply.
- gnomish pointy hat: Has an attached candle, snuff and light via (a)pply.
- fedora
- cornuthaum
- dunce cap
- war hat: Wide conical metal helm, protects vs the "acid rain" monster spell.
- flack helmet: Plastic helm
- elven helm: Wood helm, can be enchanted to +7
- high-elven helm: Mithril helm, can be enchanted to +7
- droven helm: Prone to evaporating in light. Fixed helms recover from partial evaporation in the dark.
- plasteel helm: Plastic helm that protects vs mind flayer brain-drain but prevents eating or drinking while worn.
- crystal helm: Heavy, high AC helm that protects vs mind flayer brain-drain but prevents eating or drinking while worn.
Helms with randomized appearances
- helmet: May be called a 'circlet' in some games, in which case it is made out of gold and raises charisma by its enchantment when worn.
- helm of brilliance: May be called a 'crown of cognizance' in some games, in which case it is made out of gold and also raises charisma by its enchantment when worn.
- helm of opposite alignment: May be called a 'tiara of treachery' in some games, in which case it is made out of gold and also raises charisma by its enchantment when worn.
- helm of telepathy: May be called a 'tiara of telepathy' in some games, in which case it is made out of gold and also raises charisma by its enchantment when worn.
- helm of drain resistance: May be called a 'diadem of drain resistance' in some games, in which case it is made out of gold and also raises charisma by its enchantment when worn.
Body armor
- gray dragon scale mail
- silver dragon scale mail: Can reflect dragon breath, which most reflecting items can't.
- mercurial dragon scale mail: Grants very fast speed
- shimmering dragon scale mail: Grants displacement
- deep dragon scale mail: Grants drain resistance
- red dragon scale mail: Grants fire resistance and adds 1d20 fire damage to all attacks
- white dragon scale mail: Grants cold resistance and adds 1d20 cold damage to all attacks
- orange dragon scale mail: Grants sleep resistance and free action
- black dragon scale mail: Grants disintegration resistance and adds a 5% chance to disintegrate targets to all attacks
- blue dragon scale mail: Grants shock resistance and adds 1d20 electrical damage to all attacks
- green dragon scale mail: Grants poison and sickness resistance and adds poison to all attacks
- yellow dragon scale mail: Grants acid and petrification resistance and adds acid to all attacks
Dragon scale mail in general was made heavier, up to 150 weight. Artifact dragon scale mail has 225 weight instead.
- plate mail: Gives 10 AC and MC3
- bronze plate mail: Gives 7 AC, MC3 and allows 1/2 of the dex bonus to AC
- crystal plate mail: Gives 16 AC, MC2 and doubled enchantment values (max 14). Very heavy.
- droven plate mail: Prone to evaporating in light. If fixed it will recover from partial evaporation in the dark.
- noble's dress: Prone to evaporating in light. If fixed it will recover from partial evaporation in the dark. If the dress's armored components evaporate, a black dress will be left
- plasteel armor: Future tech. Gives 7 AC. Made out of plastic
- splint mail
- banded mail
- dwarvish mithril-coat: Very light in dnethack (40 weight), allows full dex bonus to AC
- elven mithril-coat: Very light in dnethack (20 weight), allows full dex bonus to AC
- chain mail
- droven chain mail: to evaporating in light. If fixed it will recover from partial evaporation in the dark. Gives a bonus to spell failure chance
- orcish chain mail
- scale mail
- studded leather armor
- ring mail
- orcish ring mail
- leather armor
- elven toga: Boosts charisma but is otherwise unremarkable
- consort's suit: Boosts charisma but is poor armor otherwise.
- gentleman's suit: Boosts charisma but is unremarkable armor.
- gentlewoman's dress: Boosts charisma but is unremarkable armor.
- leather jacket
- straitjacket: Currently has no special properties
- healer uniform: Provides sickness resistance.
- jumpsuit: Future tech. Gives reflection.
Shirts/etc
- black dress: Boosts charisma. Deliberately exposing your noble's dress to light is a good way to recycle it once you've found more permanent armor.
- Hawaiian shirt
- T-shirt
- striped shirt: Wearing this exposed in view of shopkeeper prompts him/her to permanently ban you from the shop.
- ruffled shirt: Gives a small bonus to Charisma
- victorian underwear: Gives a bonus to Charisma, but imposes an AC penalty counted against your dexterity AC bonus. If still positive, reduce dexterity bonus to 0.
- bodyglove: Future Tech. Gives immunity to sickness.
Cloaks
- mummy wrapping
- elven cloak
- droven cloak: Gives MC3. Can be (a)pplied to lay down or pick up webs. Laying down webs reduces MC and will consume cloak at MC0. Picking up webs restores MC up to MC3.
- orcish cloak
- dwarvish cloak
- oilskin cloak
- robe
- alchemy smock
- Leo Nemaeus hide: The skin of a son of Typhon. Halves physical damage, but provides no MC and is notably heavy.
Cloaks with randomized appearances
- leather cloak
- cloak of protection
- cloak of invisibility
- cloak of magic resistance
- cloak of displacement
Shields
- gray dragon scale shield: Grants magic resistance
- silver dragon scale shield: Grants improved reflection (Reflects dragon breath)
- mercurial dragon scale shield: Grants very fast speed
- shimmering dragon scale shield: Grants displacement
- deep dragon scale shield: Grants drain resistance
- red dragon scale shield: Grants fire resistance
- white dragon scale shield: Grants cold resistance
- orange dragon scale shield: Grants sleep resistance and free action
- black dragon scale shield: Grants disintegration resistance
- blue dragon scale shield: Grants shock resistance
- green dragon scale shield: Grants poison and sickness resistance
- yellow dragon scale shield: Grants acid and petrification resistance
- small shield
- elven shield
- Uruk-hai shield
- orcish shield
- large shield
- dwarvish roundshield
- crystal shield: Gives 6 AC but is heavy
- shield of reflection
Gloves
- plasteel gauntlets: Future tech. Gives 2 points of AC. Made of plastic
Gloves with randomized appearances
- leather gloves
- gauntlets of fumbling
- gauntlets of power
- orihalcyon gauntlets: Grants magic resistance, are made of metal (so impacts spellcasting success rate)
- gauntlets of dexterity
Boots
- low boots
- iron shoes
- plasteel boots: Made of plastic
- high boots
- crystal boots: Gives 4 AC but is very heavy
Boots with randomized appearances
- speed boots
- water walking boots
- jumping boots
- elven boots
- kicking boots
- fumble boots
- flying boots: replaces levitation boots and grants flying instead of levitation
Random appearances with special properties
- combat boots: Give +1 to hit.
- jungle boots: reduce the duration of wounded legs
- hiking boots: Increase max carrying capacity by 100 units (10% of usual maximum)
- mud boots: Protects you from drowning attacks
- buckled boots: Can't be sucked off by shoggoths
- riding boots: +10% chance to successfully mount a steed
- snow boots: Prevent slipping on ice
Rings
- adornment
- gain strength
- gain constitution
- increase accuracy
- increase damage
- protection
- regeneration
- searching
- stealth
- sustain ability
- levitation
- hunger
- aggravate monster
- conflict
- warning
- poison resistance
- fire resistance: Now informally auto-IDs ("Your finger feels cool!")
- cold resistance: Now informally auto-IDs ("Your finger feels warm!")
- shock resistance: Now informally auto-IDs ("Your finger feels numb!")
- free action
- slow digestion
- teleportation
- teleport control
- polymorph
- polymorph control
- invisibility
- see invisible
- alacrity: Grants very fast speed (Eating it gives intrinsic speed instead)
- protection from shape changers
- meat ring
Random appearances with special properties
- engagement: Protects vs seduction attacks, including nymph item theft
- black signet
- Rings with this appearance are guaranteed to be of a type eligible to be given to starting players.
- These rings are poison injection rings.
- Dip the ring in an appropriate potion to have it absorb 30 doses of the poison.
- When you make unarmed melee attacks while wearing the ring, you may inject your target with a dose of poison.
- Most signet rings bear the insignia of one of the ruling houses of the drow (past or present). A few, however, bear instead silver holy symbols belonging to drow deities. These rings add silver damage to unarmed melee attacks. Signet rings with obsidian spidierweb designs might also be found, these add +5 damage to unarmed attack.
Amulets
- amulet of drain resistance
- amulet of ESP
- amulet of life saving
- amulet of strangulation: Incantifiers can eat these amulets without consequence
- amulet of restful sleep: Note that Incantifiers may gain the restful sleep intrinsic from eating these amulets
- amulet versus poison
- amulet of change
- amulet versus curses: Provides 100% resistance to the curse items monster spell and throne effect.
- amulet of unchanging
- amulet of reflection: Unlike SDSM and Silver Dragon Scale Shields, does not reflect dragon breath.
- amulet of magical breathing