Difference between revisions of "User:Chris/dNethack/dNethack Items"

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(Advance through to the beginning of the armors section)
(Clothing/Body Armor: Through cloaks)
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=== Armor ===
 
=== Armor ===
*[[plate mail]]
+
*[[plate mail]]: Gives 10 AC
 
*'''droven plate mail''': Prone to evaporating in light.  If [[fixed]] it will recover from partial evaporation in the dark.
 
*'''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
 
*'''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
 
*'''crystal plate mail''': Very heavy, very high AC armor.  Can be enchanted to +14
 
*'''crystal plate mail''': Very heavy, very high AC armor.  Can be enchanted to +14
 +
*[[bronze plate mail]]: Gives 7 AC and allows 1/2 of the dex bonus to AC
 +
*'''plasteel armor''': Future tech.  Gives 7 AC.  Made out of [[plastic]]
 +
*[[splint mail]]
 +
*[[banded mail]]
 +
*[[dwarvish mithril-coat]]: Very light in dnethack, allows full dex bonus to AC
 +
*[[elven mithril-coat]]: Very light in dnethack, 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]]
  
 
=== Clothing ===
 
=== Clothing ===
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*'''gentleman's suit''': Boosts charisma but is unremarkable armor.
 
*'''gentleman's suit''': Boosts charisma but is unremarkable armor.
 
*'''gentlewoman's dress''': 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''':  Gives a bonus to spell failure for healing spells only
 +
*'''jumpsuit''': Future tech.  Gives reflection.
  
=== Underclothes ===
+
== Underclothes ==
 
*'''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.
 
*'''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]]
 +
*'''ruffled shirt''': Gives a small bonus to Charisma
 +
*'''victorian underwear''': Gives a bonus to Charisma, but imposes an AC penalty and prevents the use of the dex bonus to AC.  Gives MC3
 +
*'''bodyglove''':  Future Tech.  Gives immunity to [[sickness]]. 
 +
 +
== Cloaks ==
 +
*[[mummy wrapping]]
 +
*[[elven cloak]]
 +
*'''droven cloak''': Gives MC 3.  Can be (a)pplied to lay down or pick up webs.  Laying down webs reduces MC and will consume cloak at MC 0.  Picking up webs restores MC.
 +
*[[orcish cloak]]
 +
*[[dwarvish cloak]]
 +
*[[oilskin cloak]]
 +
*[[robe]]
 +
*[[alchemy smock]]
 +
*'''Leo Nemaeus hide''':  The skin of a [[son of Typhon]].  Halves physical damage.  Is MC 0.
 +
*[[leather cloak]]
 +
*[[cloak of protection]]
 +
*[[cloak of invisibility]]
 +
*[[cloak of magic resistance]]
 +
*[[cloak of displacement]]

Revision as of 04:05, 19 February 2016

Melee Weapons

Spears

Trident

Daggers

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

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

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 Weapons

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

Blasters

Lasers

Ammunition

Arrows

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).

Throwing Weapons

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

Bullets

Explosives

Headwear

  • 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.
  • 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.

Clothing/Body Armor

Dragon Scales

Armor

Clothing

  • elven toga: Boosts charisma but is otherwise unremarkable
  • consort's suit: Boosts charisma but is terrible armor, replace asap.
  • 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: Gives a bonus to spell failure for healing spells only
  • jumpsuit: Future tech. Gives reflection.

Underclothes

  • 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
  • ruffled shirt: Gives a small bonus to Charisma
  • victorian underwear: Gives a bonus to Charisma, but imposes an AC penalty and prevents the use of the dex bonus to AC. Gives MC3
  • bodyglove: Future Tech. Gives immunity to sickness.

Cloaks