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

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.

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

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

Cloaks with randomized appearances

Shields

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

Footwear

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

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