Difference between revisions of "User:Chris/dNethack/dNethack Items"
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(→Cloaks: Through gloves) |
(Through rings) |
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*'''plasteel helm''': Plastic helm that protects vs mind flayer brain-drain but prevents eating or drinking while worn. | *'''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. | *'''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. | *[[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 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. | ||
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*[[alchemy smock]] | *[[alchemy smock]] | ||
*'''Leo Nemaeus hide''': The skin of a [[son of Typhon]]. Halves physical damage. Is MC 0. | *'''Leo Nemaeus hide''': The skin of a [[son of Typhon]]. Halves physical damage. Is MC 0. | ||
+ | === Cloaks with randomized appearances === | ||
*[[leather cloak]] | *[[leather cloak]] | ||
*[[cloak of protection]] | *[[cloak of protection]] | ||
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*'''plasteel gauntlets''': Future tech. Gives 2 points of AC. Made of plastic | *'''plasteel gauntlets''': Future tech. Gives 2 points of AC. Made of plastic | ||
+ | === Gloves with randomized appearances === | ||
*[[leather gloves]] | *[[leather gloves]] | ||
*[[gauntlets of fumbling]] | *[[gauntlets of fumbling]] | ||
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*'''orihalcyon gauntlets''': Grants Magic Resistance | *'''orihalcyon gauntlets''': Grants Magic Resistance | ||
*[[gauntlets of dexterity]] | *[[gauntlets of dexterity]] | ||
+ | |||
+ | == Footwear == | ||
+ | *[[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]] | ||
+ | === Random appearances with special properties === | ||
+ | *'''combat boots''': Give +1 to hit. | ||
+ | *'''jungle boots''': reduce the duration of leg wounds | ||
+ | *'''hiking boots''': Increase max carrying capacity by 100 units (10% of max possible) | ||
+ | *'''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 | ||
+ | |||
+ | == Magic 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]]: More useful due to lack of permanent resistance from eating corpses. | ||
+ | *[[cold resistance]]: More useful due to lack of permanent resistance from eating corpses. | ||
+ | *[[shock resistance]]: More useful due to lack of permanent resistance from eating corpses. | ||
+ | *[[free action]] | ||
+ | *[[slow digestion]] | ||
+ | *[[teleportation]] | ||
+ | *[[teleport control]] | ||
+ | *[[polymorph]] | ||
+ | *[[polymorph control]] | ||
+ | *[[invisibility]] | ||
+ | *[[see invisible]] | ||
+ | *'''alacrity''': Grants very fast speed | ||
+ | *[[protection from shape changers]] | ||
+ | === Random appearances with special properties === | ||
+ | *'''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 the silver holy symbol of Lolth. These rings add silver damage to unarmed melee attacks. | ||
+ | *'''engagement''': Protects vs seduction attacks, including nymph item theft |
Revision as of 02:40, 20 February 2016
Contents
Melee Weapons
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 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
- 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).
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
- rocket: Are silver in dnethack
- frag grenade
- gas grenade
- stick of dynamite
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.
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.
Clothing/Body Armor
Dragon Scales
- 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 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 resistance and adds poison to all attacks
- yellow dragon scale mail: Grants acid and stone resistance and adds acid to all attacks
Armor
- plate mail: Gives 10 AC
- 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
- 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
- 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
- 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.
Cloaks with randomized appearances
- leather cloak
- cloak of protection
- cloak of invisibility
- cloak of magic resistance
- cloak of displacement
Shields
- small shield
- elven shield
- Uruk-hai shield
- orcish shield
- large shield
- dwarvish roundshield
- crystal shield: Grants 6 points of AC but is heavy
- shield of reflection
Dragon Scale 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 Free Action
- black dragon scale shield: Grants Disintegration Resistance
- blue dragon scale shield: Grants Shock Resistance
- green dragon scale shield: Grants Poison Resistance
- yellow dragon scale shield: Grants Acid and Stoning Resistance
Gloves and Gauntlets
- 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
- gauntlets of dexterity
Footwear
- low boots
- iron shoes
- plasteel boots: Made of plastic
- high boots
- crystal boots: Gives 4 AC but is very heavy
Boots with randomized appearances
Random appearances with special properties
- combat boots: Give +1 to hit.
- jungle boots: reduce the duration of leg wounds
- hiking boots: Increase max carrying capacity by 100 units (10% of max possible)
- 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
Magic 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: More useful due to lack of permanent resistance from eating corpses.
- cold resistance: More useful due to lack of permanent resistance from eating corpses.
- shock resistance: More useful due to lack of permanent resistance from eating corpses.
- free action
- slow digestion
- teleportation
- teleport control
- polymorph
- polymorph control
- invisibility
- see invisible
- alacrity: Grants very fast speed
- protection from shape changers
Random appearances with special properties
- 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 the silver holy symbol of Lolth. These rings add silver damage to unarmed melee attacks.
- engagement: Protects vs seduction attacks, including nymph item theft