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

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*[[elven mithril-coat]]: Worth 3 AC and 2 DR. Grants MC3. Always made of mithril. Can be enchanted to +7. Weighs 20 aum.
 
*[[elven mithril-coat]]: Worth 3 AC and 2 DR. Grants MC3. Always made of mithril. Can be enchanted to +7. Weighs 20 aum.
 
*[[chain mail]]: Worth 2 AC and 3 DR. Grants MC1. Normally made of iron. Weighs 150 aum.
 
*[[chain mail]]: Worth 2 AC and 3 DR. Grants MC1. Normally made of iron. Weighs 150 aum.
*'''droven chain mail''': Worth 2 AC and 4 DR. Appears as 'crested black mail' when unidentified. Grants MC2. Normally made of shadowsteel. Shadowsteel items are prone to evaporating in light, with a reduced chance if the bearer has MC3 or is invisible. Fixed items will recover from partial evaporation. Grants a bonus to spellcasting failure rates when worn. Weighs 50 aum. Does not randomly generate.
+
*'''droven chain mail''': Worth 2 AC and 4 DR. Appears as 'crested black mail' when unidentified. Grants MC2. Normally made of shadowsteel. Shadowsteel items are prone to evaporating in light, with a reduced chance if the bearer has MC3 or is invisible. Fixed items will recover from partial evaporation. Grants a bonus to spell failure chance equivalent to wearing a robe without [[metallic]] [[body armor]] when worn. This bonus stacks with the bonus from an actual robe. Weighs 50 aum. Does not randomly generate.
 
*[[orcish chain mail]]: Worth 2 AC and 2 DR. Appears as 'crude chain mail' when unidentified. Grants MC1. Normally made of iron. Weighs 150 aum.
 
*[[orcish chain mail]]: Worth 2 AC and 2 DR. Appears as 'crude chain mail' when unidentified. Grants MC1. Normally made of iron. Weighs 150 aum.
 
*[[scale mail]]: Worth 2 AC and 2 DR. Normally made of iron. Weighs 125 aum.
 
*[[scale mail]]: Worth 2 AC and 2 DR. Normally made of iron. Weighs 125 aum.

Revision as of 04:02, 29 June 2020

Weapons

Melee

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. Appears as "two-handed axe" when unidentified, not a "silver two-handed axe".

    • 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.

Sabers

  • silver saber
  • rapier: Deals 1d6 damage to small monsters and 1d4 damage to large. Rapiers receive only half the normal strength bonus to damage, but gain additional bonus damage from dexterity: (dexterity - 11)/2.

Broadswords

Long Swords

  • long sword
  • crystal sword: Deals 2d8 damage vs small targets and 2d12 vs large targets. Breaks if thrown. Heavy (120 units). Does not dull if used to engrave, but engraves slow like other weapons, not fast like an athame. Deals an extra enchantment/3 damage, rounded down.
  • 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

  • bullwhip
  • silver (one to eight)-headed viperwhip: Silvered droven whip. Can generate with up to eight heads, which each deal 1d3 to small and 1d4 to big damage, for a raw maximum of 8d3/4, with a +1 to-hit bonus for each head, capping at ´+7. In addition, it contains an internal reservoir of poison, allowing them to be poisoned multiple times, and recieving 2 for each dipping. Droven female noblemen start with 8 sleep coatings on their viperwhip. Deals bonus silver and/or (un)holy damage based on how many heads it has (i.e. <heads>d20 silver).

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.
  • shepherd's crook: Deals 1d6 to small and 1d4 to large. Can be applied at a square like a polearm to pull a monster or item to you. When wielded, boots failure rate of enchantment spells, makes pets follow you like you recently blew a tin whistle, and increases the radius of pets following you up/down stairs by 1.

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

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

Rayguns

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 as drug-coated (coated in sleep poison).

Bullets

Thrown

Darts

  • dart
  • spike: Bone dart associated with manticores, typically found coated in paralysis venom ("envenomed spike"). Deals 1d3 to small and 1d2 to large.

Shuriken

Boomerangs

  • boomerang
  • silver chakram: silver circular boomerang, deals 1d9 damage to large and small targets.

Explosives

Armor

Helms

  • sedge hat: Worth 0 AC and 1 DR. Appears as 'wide conical hat' when unidentified. Normally made of veggy. Protects vs the 'acid rain' monster spell when worn. Weighs 3 aum.
  • leather helm: Worth 0 AC and 1 DR. Appears as 'leather hat' when unidentified. Always made of leather. Weighs 5 aum.
  • orcish helm: Worth 1 AC and 0 DR. Appears as 'skull cap' when unidentified. Normally made of iron. Weighs 30 aum.
  • dwarvish helm: Worth 1 AC and 1 DR. Appears as 'hard hat' when unidentified. Normally made of iron. Has an attached lantern that can be turned on/off by applying. Renamed from the vanilla dwarvish iron helm. Weighs 40 aum.
  • gnomish pointy hat: Worth 0 AC and 0 DR. Appears as 'conical hat' when unidentified. Normally made of cloth. Has an attached candle that can be turned on/off by applying. Weighs 3 aum. Does not randomly generate.
  • fedora: Worth 0 AC and 0 DR. Normally made of cloth. Weighs 3 aum. Does not randomly generate.
  • cornuthaum: Worth 0 AC and 0 DR. Appears as 'conical hat' when unidentified. Grants clairvoyance while worn. Grants MC2. Normally made of cloth. Weighs 4 aum.
  • witch hat: Worth 0 AC and 0 DR. Appears as 'wide-brimmed conical hat' when unidentified. Grants MC2. Normally made of cloth. Protects vs the 'acid rain' monster spell when worn. Weighs 4 aum. Does not randomly generate.
  • dunce cap: Worth 0 AC and 0 DR. Appears as 'conical hat' when unidentified. Normally made of cloth. Weighs 4 aum.
  • war hat: Worth 2 AC and 2 DR. Appears as 'wide helm' when unidentified. Grants MC2. Normally made of iron. Protects vs the 'acid rain' monster spell when worn. Weighs 60 aum.
  • archaic helm: Worth 1 AC and 2 DR. Appears as 'helmet' when unidentified. Normally made of copper. Weighs 30 aum. Does not randomly generate.
  • harmonium helm: Worth 1 AC and 2 DR. Has an additional +1 DR vs neutral attackers, or +2 DR vs chaotic attackers. Appears as 'red-lacquered spined helm' when unidentified. Always made of metal. Weighs 45 aum. Does not randomly generate.
  • elven helm: Worth 1 AC and 1 DR. Appears as 'runed helm' when unidentified. Normally made of wood. Can be enchanted to +7. Replaces the vanilla elven leather helm. Weighs 10 aum. Does not randomly generate.
  • high-elven helm: Worth 1 AC and 2 DR. Appears as 'runed helm' when unidentified. Normally made of mithril. Shows material when unidentified, even if material is the same as base material. Can be enchanted to +7. Weighs 15 aum. Does not randomly generate.
  • droven helm: Worth 2 AC and 2 DR. Appears as 'spider-shaped helm' when unidentified. Normally made of shadowsteel. Shadowsteel items are prone to evaporating in light, with a reduced chance if the bearer has MC3 or is invisible. Fixed items will recover from partial evaporation. Weighs 20 aum. Does not randomly generate.
  • crystal helm: Worth 1 AC and 1 DR. Appears as 'fish bowl' when unidentified. Normally made of glass. Shows material when unidentified, even if material is the same as base material. Can be enchanted to +7. Crystal armor gets double enchantment value, adding full enchantment to both AC and DR rather than half to each. Covers your entire face, preventing eating or drinking when worn but blocking bite or tentacle attacks to your head. Weighs 150 aum. Does not randomly generate.
  • pontiff's crown: Worth 2 AC and 3 DR. Appears as 'filigreed faceless helm' when unidentified. Normally made of metal. Covers your entire face, preventing eating or drinking when worn but blocking bite or tentacle attacks to your head. Weighs 90 aum. Does not randomly generate.
  • shemagh: Worth 0 AC and 0 DR. Appears as 'white headscarf' when unidentified. Always made of cloth. Shows material when unidentified, even if material is the same as base material. Blocks blindness and any other negative effects of being inside dust storms (the terrain or the interior of the monster). Weighs 5 aum. Does not randomly generate.

Helms with Randomized Appearances

  • helmet: Worth 1 AC and 2 DR. Normally made of iron. As a band, appears as a 'circlet'. Weighs 30 aum.
  • helm of brilliance: Worth 1 AC and 1 DR. Normally made of iron. As a band, appears as a 'crown of cognizance'. Weighs 30 aum.
  • helm of opposite alignment: Worth 1 AC and 1 DR. Normally made of iron. As a band, appears as a 'tiara of treachery'. Weighs 30 aum.
  • helm of telepathy: Worth 1 AC and 1 DR. Grants telepathy while worn. Normally made of iron. As a band, appears as a 'tiara of telepathy'. Weighs 30 aum.
  • helm of drain resistance: Worth 1 AC and 1 DR. Grants drain resistance while worn. Normally made of gold. As a band, appears as a 'diadem of drain resistance'. Weighs 30 aum.

Some randomized appearances have special properties.

  • A new appearance, 'band', is added for helms. Bands are normally made of gold, and this appearance grants -1 DR to whichever helm it is. When worn, adds enchantment to charisma.
  • The appearance 'visored helmet' adds +1 DR and blocks blinding claws or venom.

Body Armor

  • plate mail: Worth 5 AC and 5 DR. Grants MC3. Normally made of iron. Weighs 225 aum.
  • high-elven plate: Worth 6 AC and 6 DR. Appears as 'runed plate mail' when unidentified. Grants MC3. Normally made of mithril. Can be enchanted to +7. Weighs 110 aum. Does not randomly generate.
  • droven plate mail: Worth 6 AC and 6 DR. Appears as 'crested black plate' when unidentified. Grants MC1. Normally made of shadowsteel. Shadowsteel items are prone to evaporating in light, with a reduced chance if the bearer has MC3 or is invisible. Fixed items will recover from partial evaporation. Weighs 85 aum. Does not randomly generate.
  • elven toga: Worth 0 AC and 1 DR. Grants MC2. Normally made of cloth. Can be enchanted to +7. Grants +2 to charisma when worn. Weighs 5 aum. Does not randomly generate.
  • noble's dress: Worth 4 AC and 4 DR. Appears as 'armored black dress' when unidentified. Grants MC3. Normally made of shadowsteel. Shadowsteel items are prone to evaporating in light, with a reduced chance if the bearer has MC3 or is invisible. Fixed items will recover from partial evaporation. Grants +1+enchantment to charisma when worn. Weighs 40 aum. Does not randomly generate.
  • consort's suit: Worth 0 AC and 1 DR. Appears as 'loud foppish suit' when unidentified. Grants MC1. Normally made of cloth. Grants +2+enchantment to charisma when worn, but reduces your dexterity bonus to AC to 0 if it is positive. Weighs 10 aum. Does not randomly generate.
  • gentleman's suit: Worth 0 AC and 1 DR. Appears as 'expensive clothes' when unidentified. Grants MC2. Normally made of cloth. Grants 2*(1+enchantment) to charisma when worn. Weighs 10 aum. Does not randomly generate.
  • gentlewoman's dress: Worth 0 AC and 1 DR. Appears as 'expensive dress' when unidentified. Grants MC3. Normally made of bone. Grants 2*(1+enchantment) to charisma when worn. Weighs 100 aum. Does not randomly generate.
  • crystal plate mail: Worth 3 AC and 3 DR. Normally made of glass. Can be enchanted to +7. Crystal armor gets double enchantment value, adding full enchantment to both AC and DR rather than half to each. Weighs 170 aum.
  • archaic plate mail: Worth 4 AC and 4 DR. Grants MC3. Normally made of copper. Weighs 200 aum.
  • harmonium plate: Worth 4 AC and 4 DR. Has an additional +1 DR vs neutral attackers, or +2 DR vs chaotic attackers. Appears as 'red-lacquered bladed armor' when unidentified. Grants MC3. Always made of metal. Weighs 225 aum. Does not randomly generate.
  • harmonium scale mail: Worth 2 AC and 2 DR. Has an additional +1 DR vs neutral attackers, or +2 DR vs chaotic attackers. Appears as 'red-lacquered spiked scale mail' when unidentified. Grants MC3. Always made of metal. Weighs 125 aum. Does not randomly generate.
  • splint mail: Worth 3 AC and 3 DR. Grants MC1. Normally made of iron. Weighs 200 aum.
  • barnacle armor: Worth 3 AC and 3 DR. Appears as 'giant shell armor' when unidentified. Grants MC1. Always made of shell. Weighs 150 aum. Does not randomly generate.
  • banded mail: Worth 3 AC and 3 DR. Normally made of iron. Weighs 175 aum.
  • dwarvish mithril-coat: Worth 3 AC and 3 DR. Grants MC3. Always made of mithril. Weighs 40 aum.
  • elven mithril-coat: Worth 3 AC and 2 DR. Grants MC3. Always made of mithril. Can be enchanted to +7. Weighs 20 aum.
  • chain mail: Worth 2 AC and 3 DR. Grants MC1. Normally made of iron. Weighs 150 aum.
  • droven chain mail: Worth 2 AC and 4 DR. Appears as 'crested black mail' when unidentified. Grants MC2. Normally made of shadowsteel. Shadowsteel items are prone to evaporating in light, with a reduced chance if the bearer has MC3 or is invisible. Fixed items will recover from partial evaporation. Grants a bonus to spell failure chance equivalent to wearing a robe without metallic body armor when worn. This bonus stacks with the bonus from an actual robe. Weighs 50 aum. Does not randomly generate.
  • orcish chain mail: Worth 2 AC and 2 DR. Appears as 'crude chain mail' when unidentified. Grants MC1. Normally made of iron. Weighs 150 aum.
  • scale mail: Worth 2 AC and 2 DR. Normally made of iron. Weighs 125 aum.
  • studded leather armor: Worth 1 AC and 2 DR. Grants MC1. Always made of leather. Weighs 50 aum.
  • ring mail: Worth 1 AC and 2 DR. Normally made of iron. Weighs 125 aum.
  • orcish ring mail: Worth 1 AC and 1 DR. Appears as 'crude ring mail' when unidentified. Grants MC1. Normally made of iron. Weighs 125 aum.
  • leather armor: Worth 0 AC and 2 DR. Always made of leather. Weighs 40 aum.
  • living armor: Worth 0 AC and 2 DR. Appears as 'giant sea anemone' when unidentified. Normally made of flesh. Weighs 80 aum. Does not randomly generate.
  • jacket: Worth 0 AC and 1 DR. Grants MC2. Normally made of leather. Shows material, even if material is the same as base material. Renamed from the vanilla leather jacket. Weighs 20 aum.
  • straitjacket: Worth 0 AC and 1 DR. Appears as 'long-sleeved jacket' when unidentified. Grants MC2. Normally made of cloth. Weighs 15 aum. Does not randomly generate.
  • healer uniform: Worth 0 AC and 1 DR. Appears as 'clean white clothes' when unidentified. Grants sickness resistance while worn. Normally made of cloth. Weighs 30 aum. Does not randomly generate.

Dragon Armors

All dragon scale mails are 5 AC, 4 DR, and always made of dragonhide. They weigh 150 units and never randomly generate. Dragon scales are the same, but 1 AC and 2 DR. Both dragon scale mails and dragon scales now grant additional properties to their base resistances.

Shirts

  • Hawaiian shirt: Worth 0 AC and 0 DR. Appears as 'flowery shirt' when unidentified. Normally made of cloth. Weighs 5 aum.
  • T-shirt: Worth 0 AC and 0 DR. Normally made of cloth. Weighs 5 aum.
  • ichcahuipilli: Worth 0 AC and 0 DR. Appears as 'thick undershirt' when unidentified. Normally made of cloth. Weighs 10 aum. Does not randomly generate.
  • striped shirt: Worth 0 AC and 0 DR. Normally made of cloth. Wearing this exposed in view of shopkeepers prompts them to permanently ban you from the shop. Weighs 5 aum. Does not randomly generate.
  • black dress: Worth 0 AC and 0 DR. Grants MC2. Normally made of cloth. Grants +1+enchantment to charisma when worn. Weighs 5 aum. Does not randomly generate.
  • ruffled shirt: Worth 0 AC and 0 DR. Normally made of cloth. Grants +1 to charisma when worn. Weighs 5 aum. Does not randomly generate.
  • victorian underwear: Worth -2 AC and 2 DR. Appears as 'white dress' when unidentified. Grants MC3. Normally made of cloth. Grants 2*(1+enchantment) to charisma when worn, but reduces your dexterity bonus by 2. If your dexterity bonus is still positive after that, sets it to 0. Weighs 5 aum. Does not randomly generate.

Cloaks

  • mummy wrapping: Worth 0 AC and 0 DR. Grants MC1. Normally made of cloth. Weighs 3 aum. Does not randomly generate.
  • elven cloak: Worth 1 AC and 0 DR. Appears as 'faded pall' when unidentified. Grants stealth while worn. Grants MC3. Always made of cloth. Can be enchanted to +7. Weighs 10 aum.
  • droven cloak: Worth 0 AC and 0 DR. Appears as 'cobwebbed cloak' when unidentified. Grants MC3. Always made of cloth. Can be applied to lay down or pick up webs on adjacent squares. Laying down webs reduces MC and will consume cloak at MC0. Picking up webs restores MC up to MC3. Weighs 10 aum.
  • orcish cloak: Worth 0 AC and 0 DR. Appears as 'coarse mantelet' when unidentified. Grants MC2. Normally made of cloth. Weighs 10 aum.
  • dwarvish cloak: Worth 0 AC and 1 DR. Appears as 'hooded cloak' when unidentified. Grants MC2. Normally made of cloth. Weighs 10 aum.
  • oilskin cloak: Worth 1 AC and 0 DR. Appears as 'slippery cloak' when unidentified. Grants MC3. Always made of cloth. Weighs 10 aum.
  • robe: Worth 0 AC and 2 DR. Grants MC3. Always made of cloth. Grants a bonus to spellcasting failure rates when worn. Weighs 15 aum.
  • white faceless robe: Worth 0 AC and 1 DR. Grants MC3. Always made of cloth. Grants a bonus to spellcasting failure rates when worn. Weighs 20 aum. Does not randomly generate.
  • black faceless robe: Worth 0 AC and 2 DR. Grants cold resistance while worn. Grants MC3. Always made of cloth. Grants a bonus to spellcasting failure rates when worn. Weighs 20 aum. Does not randomly generate.
  • smoky violet faceless robe: Worth 0 AC and 3 DR. Grants cold resistance while worn. Grants MC3. Always made of cloth. Grants a bonus to spellcasting failure rates when worn. Grants enchantment bonus to charisma and constitution when worn. Weighs 20 aum. Does not randomly generate.
  • alchemy smock: Worth 0 AC and 1 DR. Appears as 'apron' when unidentified. Grants poison resistance and acid resistance while worn. Grants MC3. Normally made of cloth. Weighs 10 aum.
  • Leo Nemaeus hide: Worth 0 AC and 5 DR. Appears as 'lion skin' when unidentified. Grants half physical damage while worn. Normally made of dragonhide. Weighs 60 aum. Does not randomly generate.
  • cloak: Worth 0 AC and 2 DR. Grants MC1. Normally made of leather. Shows material, even if material is the same as base material. Renamed from the vanilla leather cloak. Weighs 15 aum.

Cloaks with Randomized Appearances

The 'opera cloak' appearance grants +1 to charisma when worn by a vampire.

  • cloak of protection: Worth 1 AC and 1 DR. Appears as 'tattered cape' when unidentified. Grants MC3. Normally made of cloth. Weighs 10 aum.
  • cloak of invisibility: Worth 1 AC and 0 DR. Appears as 'opera cloak' when unidentified. Grants invisibility while worn. Grants MC2. Normally made of cloth. Weighs 10 aum.
  • cloak of magic resistance: Worth 0 AC and 0 DR. Appears as 'ornamental cope' when unidentified. Grants magic resistance while worn. Grants MC3. Normally made of cloth. Weighs 10 aum.
  • cloak of displacement: Worth 1 AC and 0 DR. Appears as 'piece of cloth' when unidentified. Grants displacement while worn. Grants MC2. Normally made of cloth. Weighs 10 aum.

Shields

Shields get no bonus to DR from enchantment, but add full enchantment to AC.

  • buckler: Worth 1 AC and 0 DR. Normally made of wood. Renamed from the vanilla small shield. Weighs 30 aum.
  • elven shield: Worth 2 AC and 0 DR. Appears as 'blue and green shield' when unidentified. Grants MC2. Normally made of wood. Can be enchanted to +7. Weighs 30 aum.
  • Uruk-hai shield: Worth 2 AC and 0 DR. Appears as 'white-handed shield' when unidentified. Grants MC1. Normally made of iron. Weighs 50 aum.
  • orcish shield: Worth 1 AC and 0 DR. Appears as 'red-eyed shield' when unidentified. Normally made of iron. Weighs 50 aum.
  • kite shield: Worth 2 AC and 0 DR. Grants MC1. Normally made of iron. Weighs 100 aum.
  • roundshield: Worth 2 AC and 0 DR. Appears as 'round shield' when unidentified. Grants MC1. Normally made of copper. Shows material when identified, even if material is the same as base material. Weighs 120 aum.
  • dwarvish roundshield: Worth 3 AC and 0 DR. Appears as 'round shield' when unidentified. Grants MC1. Normally made of iron. Weighs 80 aum.
  • crystal shield: Worth 1 AC and 0 DR. Appears as 'shield' when unidentified. Normally made of glass. Shows material when unidentified, even if material is the same as base material. Can be enchanted to +7. Crystal armor gets double enchantment value, adding full enchantment to both AC and DR rather than half to each. Weighs 80 aum. Does not randomly generate.
  • shield of reflection: Worth 2 AC and 0 DR. Appears as 'polished shield' when unidentified. Grants reflection while worn. Always made of silver. Weighs 60 aum.

Dragon Scale Shields

All dragon scale shields are 3 AC and 0 DR, and are always made of dragonhide. They weigh 75 units and never randomly generate. They grant the same properties as the matching scale mail or scales, and are made by reading confused enchant armor while wearing dragon scales. When worn with the body armor of the matching color, you can #monster to use the corresponding breath weapon for 15 power. This power sets a rnz(100), or rnz(80) if you are a Caveman, cooldown on both armor pieces. Artifacts do not have a timeout.

  • gray dragon scale shield: Grants magic resistance and half spell damage.
  • silver dragon scale shield: Grants dragonbreath reflection.
  • shimmering dragon scale shield: Grants displacement and infinite range see invisible.
  • red dragon scale shield: Grants fire resistance and protection from green slime.
  • white dragon scale shield: Grants cold resistance, protection from water damage, and magical breathing.
  • orange dragon scale shield: Grants sleep resistance, hallucination resistance, and free action.
  • black dragon scale shield: Grants disintegration resistance and drain resistance.
  • blue dragon scale shield: Grants shock resistance and very fast speed.
  • green dragon scale shield: Grants poison resistance and sickness resistance.
  • yellow dragon scale shield: Grants acid resistance and stone resistance.

Gauntlets

  • crystal gauntlets: Worth 1 AC and 0 DR. Appears as 'gauntlets' when unidentified. Normally made of glass. Shows material when unidentified, even if material is the same as base material. Can be enchanted to +7. Crystal armor gets double enchantment value, adding full enchantment to both AC and DR rather than half to each. Weighs 20 aum. Does not randomly generate.
  • gauntlets: Worth 2 AC and 2 DR. Normally made of iron. Weighs 25 aum.
  • archaic gauntlets: Worth 2 AC and 2 DR. Normally made of copper. Weighs 25 aum. Does not randomly generate.
  • long gloves: Worth 0 AC and 2 DR. Grants MC1. Normally made of cloth. Weighs 5 aum. Does not randomly generate.
  • harmonium gauntlets: Worth 1 AC and 2 DR. Has an additional +1 DR vs neutral attackers, or +2 DR vs chaotic attackers. Appears as 'red-lacquered hooked gauntlets' when unidentified. Always made of metal. Weighs 40 aum. Does not randomly generate.
  • high-elven gauntlets: Worth 2 AC and 2 DR. Appears as 'runed gauntlets' when unidentified. Normally made of mithril. Can be enchanted to +7. Weighs 15 aum. Does not randomly generate.
  • plasteel gauntlets: Worth 2 AC and 2 DR. Appears as 'hard white gauntlets' when unidentified. Normally made of plastic. Weighs 15 aum. Does not randomly generate.

Gauntlets with randomized appearances

  • gloves: Worth 0 AC and 1 DR. Normally made of leather. Shows material when identified, even if material is the same as base material. Renamed from the vanilla leather gloves. Weighs 10 aum.
  • gauntlets of fumbling: Worth 0 AC and 1 DR. Grants fumbling while worn. Normally made of leather. Weighs 10 aum.
  • gauntlets of power: Worth 1 AC and 1 DR. Normally made of iron. Weighs 30 aum.
  • orihalcyon gauntlets: Worth 2 AC and 2 DR. Grants magic resistance while worn. Always made of metal. Weighs 30 aum.
  • gauntlets of dexterity: Worth 2 AC and 0 DR. Normally made of leather. Weighs 10 aum.

Each randomized appearance has a special property.

  • A new appearance, 'fighting gloves', is added. When used for bare handed combat, they give an addition 1 damage, upgraded to 3 damage with martial arts.
  • The appearance 'old gloves' are immune from eroding any farther than they are generated with.
  • The appearance 'padded gloves' grants +1 DR.
  • The appearance 'riding gloves' grants +10% chance to successfully mount a steed.
  • The appearance 'fencing gloves' grants +2 to hit when fighting with a free offhand.

Boots

  • low boots: Worth 0 AC and 1 DR. Appears as 'walking shoes' when unidentified. Normally made of leather. Weighs 10 aum.
  • shoes: Worth 1 AC and 1 DR. Appears as 'hard shoes' when unidentified. Normally made of iron. Shows material when identified, even if material is the same as base material. Weighs 50 aum.
  • armored boots: Worth 2 AC and 2 DR. Appears as 'boots' when unidentified. Grants MC1. Normally made of iron. Shows material, even if material is the same as base material. Weighs 75 aum. Does not randomly generate.
  • archaic boots: Worth 2 AC and 2 DR. Appears as 'boots' when unidentified. Grants MC1. Normally made of copper. Shows material when unidentified, even if material is the same as base material. Weighs 75 aum. Does not randomly generate.
  • harmonium boots: Worth 2 AC and 2 DR. Has an additional +1 DR vs neutral attackers, or +2 DR vs chaotic attackers. Appears as 'red-lacquered boots' when unidentified. Grants MC1. Always made of metal. Weighs 95 aum. Does not randomly generate.
  • plasteel boots: Worth 2 AC and 2 DR. Appears as 'hard white boots' when unidentified. Grants MC1. Normally made of plastic. Weighs 25 aum. Does not randomly generate.
  • stilettos: Worth 0 AC and 0 DR. Appears as 'high-heeled shoes' when unidentified. Normally made of metal. Weighs 10 aum. Does not randomly generate.
  • high boots: Worth 0 AC and 2 DR. Appears as 'jackboots' when unidentified. Normally made of leather. Weighs 20 aum.
  • heeled boots: Worth 0 AC and 2 DR. Appears as 'tall boots' when unidentified. Normally made of leather. Weighs 20 aum. Does not randomly generate.
  • crystal boots: Worth 1 AC and 0 DR. Appears as 'boots' when unidentified. Normally made of glass. Shows material when unidentified, even if material is the same as base material. Can be enchanted to +7. Crystal armor gets double enchantment value, adding full enchantment to both AC and DR rather than half to each. Weighs 60 aum. Does not randomly generate.

Boots with randomized appearances

  • speed boots: Worth 1 AC and 0 DR. Grants very fast speed while worn. Normally made of leather. Weighs 20 aum.
  • water walking boots: Worth 0 AC and 1 DR. Grants water walking while worn. Normally made of leather. Weighs 20 aum.
  • jumping boots: Worth 1 AC and 1 DR. Grants jumping while worn. Normally made of leather. Weighs 20 aum.
  • elven boots: Worth 1 AC and 0 DR. Grants stealth while worn. Normally made of wood. Can be enchanted to +7. Weighs 10 aum.
  • kicking boots: Worth 1 AC and 2 DR. Normally made of iron. Weighs 15 aum.
  • fumble boots: Worth 0 AC and 1 DR. Grants fumbling while worn. Normally made of leather. Weighs 20 aum.
  • flying boots: Worth 1 AC and 1 DR. Grants flying while worn. Normally made of leather. Replaces levitation boots. Weighs 15 aum.

Each randomized appearance has a special property.

  • The appearance 'snow boots' grants immunity to slipping on ice.
  • The appearance 'combat boots' grants +1 to hit.
  • The appearance 'hiking boots' grants +100 to carrying capacity when non-cursed and not levitating or weightless.
  • The appearance 'mud boots' grants immunity to drowning attacks.
  • The appearance 'riding boots' grants +10% chance to successfully mount a steed.
  • The appearance 'jungle boots' grants immunity to leg damage from xans or stepping in a bear trap. Damage taken from being forced out of a bear trap by a thrown iron ball or similar is lessened, but the boots are damaged.

Rings

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.
        • Can be dipped in any potion also able to poison weapons (sleeping, sickness, blindness, paralysis).
      • 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

Tools

Containers

  • large box
  • huge stone crate: Found in Sokoban, combines the properties of a container and a boulder. Contains food. Breaking the crate or pushing it into a pit extracts the contents.
  • chest
  • magic chest/huge chest with 10 keyholes: Objects placed into one magic chest can be removed from any magic chest, making them a good stash location. The magic chest has 10 compartments, accessed via the 10 locks. Magic chests are wishable and may be found randomly. They can't be used for shoplifting purposes.
  • ice box
  • sack
  • oilskin sack
  • bag of holding
  • bag of tricks

Lock Opening Tools

Light Sources

Other Tools

Tools of the Future

  • sensor pack: Can be used to detect creatures, reveal secret doors and traps, detect objects, scan an adjacent monster, or map the nearby terrain. Uses charges.
  • hypospray: Required to make use of hypospray ampules. Can be used to inject the ampule into oneself or an adjacent target.
  • hypospray ampule: Replicates the effects of one of a small collection of potions. Once you have IDed the hypospray ampule item type, you will be able to tell what potion any given ampule duplicates.
  • bullet fabber: Converts rocks into bullets, and silver rocks into silver bullets. Converts bullets to shotgun shells and silver bullets to rockets. Will also convert rockets and shotgun shells back to the bullet form (but not bullets into rocks).
  • power pack: Apply to a chargeable item to recharge it. Acts as a scroll of charging in all respects.

Food

Meat

Fruits and Veggies

People Food

  • lump of royal jelly
  • cream pie
  • candy bar: Some small fraction of candy bars are made of "rare candy" and will grant a level up.
  • fortune cookie
  • pancake
  • lembas wafer
  • cram ration
  • food ration
  • protein pill: Product of future tech. All the nutrition of a food ration, 1/20th the weight. Does not go bad.
  • loaf of bread: Effectively a slime mold
  • honey drop: Effectively a slime mold
  • K-ration: This military ration contains a meat serving. The player may be prompted to discard the meat serving, if they do so it halves the nutritional value of the ration.
  • C-ration: This military ration contains a meat serving. The player may be prompted to discard the meat serving, if they do so it halves the nutritional value of the ration.
  • tin

Potions

Scrolls

  • enchant armor
  • destroy armor
  • confuse monster
  • scare monster
  • remove curse
  • enchant weapon
  • create monster
  • taming
  • genocide
  • light
  • teleportation
  • gold detection
  • food detection
  • identify
  • magic mapping
  • amnesia
  • fire
  • earth
  • punishment
  • charging
  • stinking cloud
  • ward: This is a catch-all term for a scroll of any given ward, for example "scroll of pentagram", "scroll of hamsa mark".
    • Reading one of these scrolls will engrave the noted ward on your current space. Blessed scrolls burn the ward, cursed scrolls write the ward with blood, and uncursed scrolls semi-permanently engrave the ward.
    • Reading one of these scrolls while confused will scare all adjacent monsters (the scroll wards off the monsters, rather that drawing a ward).
    • Reading one of these scrolls while hallucinating will draw a random illusionary ward, rather than the noted ward.
    • After one has been read, you will automatically recognize all scrolls of ward, no matter the ward they give. (i.e. reading a "scroll of hamsa mark" will let you recognize a "scroll of pentagram" later)
    • Base price 300. (same as charging, punishment, etc.)
  • warding:
    • Reading this scroll semi-permanently engraves a chosen, known ward on your current space. Blessed scrolls engrave the maximum possible number of wards, uncursed wards engrave one (more) of the chosen wards, and cursed scrolls erase all wards and drawings on the current level.
    • Reading this scroll while confused engraves a random ward that you do not currently know (the opposite of burning a chosen ward that you do know).
    • Reading this scroll while hallucinating randomizes all wards on the current level.
    • If you don't know any wards, will do nothing.
    • Base price 300. (same as charging, punishment, etc.)
  • antimagic: Reading a blessed or uncursed scroll grants magic resistance but block your own spellcasting for 400 turns. Cursed scroll instead reduces your current energy by 400.
    • Reading a blessed or uncursed scroll while confused removes your magic protection from a previously read antimagic scroll.
    • Reading a cursed scroll while confused increases your current energy by 400.
    • Based price 250. No vanilla scrolls share this price, but the scroll of resistance does.
  • resistance: Reading this scroll grants all 5 temporary energy resistances (Fire, Cold, Shock, Sleep, Acid) for 5000 turns if blessed, 250 turns if uncursed and 5 turns if cursed.
    • Reading this scroll while confused instead generates random explosions of fire, cold, shock and acid around you.
    • Base price 250. No vanilla scrolls share this price, but the scroll of antimagic does.
  • consecration: Reading this scroll creates an altar. Blessed or uncursed scrolls create a coaligned altar, while cursed scrolls create an unaligned altar. If read while confused, creates a randomly aligned altar. If not read on a regular floor square, your god will get angry at you and you won't get the altar. You can't write or wish for scrolls of this type.
    • One scroll of consecration is found in Moloch's Temple, in the treasure chamber on the right.
    • Never randomly generated.
    • Base price 3000, though this doesn't matter much.
  • mail
  • blank paper
  • gold scroll of law:
    • Weight 50 (10 ordinary scrolls, equal to spellbooks).
    • Scare chaotic monster for 77 turns when read by a lawful character.
    • Scare neutral monster for 7 turns when read by a lawful character.
    • Scare chaotic monsters for 7 turns when read by a neutral character.
    • You gain 777 XP. For context, it takes about 800 XP to get to XP level 8 from level 7, and around 6000 XP to get from 13 to 14.
    • Tame lawful monsters (law only).
    • Heal you (heals you by your alignment record. Law only. This is trivial in the early game, but by late game is a nice chunk of HP).
    • Confuse chaotic characters or poorly aligned lawful characters (Number of turns = your alignment record). "Poorly aligned" is set at under 20 alignment record, the same as for doing the role quest. If you are poorly aligned lawful, it will also decrease your alignment record by 8 and increase your sins by 8.
    • Will decrease your alignment record and increase your sins by eight if neutral, and decrease your alignment record by 20 and sins by 10 if unaligned (i.e. binder).
    • Negatively affects your alignment record. Specifically, it halves your alignment record and increases the number of sins you've done by four. It's unlikely you'll be able to read two scrolls in succession, because of this.
    • Only found in the Library of Law in the Law Quest (embedded in the walls). The walls are undiggable, so you'll need a way to get them out. Kicking or teleportation works.

Spellbooks

  • dig
  • magic missile
  • fireball: Skilled+ alternate spell is separate.
  • fire storm: Level 6 Attack spell. Creates a single large powerful fiery explosion. This spellbook is not found randomly in the dungeon, but the spell can be learned from a spellbook of fireball.
  • cone of cold: Skilled+ alternate spell is separate.
  • blizzard: Level 6 Attack spell. Creates 2-4 cold explosions. This spellbook is not found randomly in the dungeon, but the spell can be learned from a spellbook of cone of cold.
  • sleep
  • finger of death
  • lightning bolt: Level 5 Attack spell. Fires a single bolt of lightning a la wand of lightning. This spellbook cannot be wished for and is not found randomly in the dungeon.
  • lightning storm: Level 7 Attack spell. Unleashes many explosions of lightning in a wide area. This spellbook cannot be wished for and is not found randomly in the dungeon.
  • poison spray: Level 4 Matter spell. Releases a blast of poison gas in the chosen direction. The blast does not bounce off walls, but kills any non-poison-resistant creature it hits. This spellbook cannot be wished for and is not found randomly in the dungeon.
  • acid splash: Level 4 Matter spell. Creates an explosion of acid adjacent to you. This spellbook cannot be wished for and is not found randomly in the dungeon.
  • light
  • detect monsters: Is a level 2 spell in dNetHack.
  • healing
  • knock
  • force bolt
  • confuse monster
  • cure blindness
  • drain life
  • slow monster
  • wizard lock
  • turn undead: Is a level 2 spell in dNetHack.
  • detect food
  • cause fear
  • clairvoyance
  • cure sickness
  • pacify monster: Level 3 Enchantment spell. Functionally identical to dNetHack's charm monster spell, but only ever pacifies creatures, and never tames them.
  • charm monster: Is a level 5 spell in dNetHack. This is a single-target spell in dNetHack, and is subject to the new rule limiting the number of pets to Cha/3. When going over that limit, the weakest pet will untame after a few turns.
  • haste self
  • detect unseen
  • levitation
  • extra healing
  • restore ability
  • invisibility
  • detect treasure
  • remove curse
  • magic mapping
  • identify
  • create monster: Is a level 6 spell in dNetHack.
  • polymorph: Is a level 7 spell in dNetHack.
  • teleport away
  • create familiar
  • cancellation
  • protection: Is a level 6 spell in dNetHack.
  • jumping
  • stone to flesh
  • secrets: This is a "ragged leather spellbook" when unidentified. Does not normally generate, but three artifact spellbooks (the Necronomicon, Book of Infinite Spells, and Book of Lost Names) exist of this type. Unwishable and unwriteable. Attempting to write one consumes 65 charges, but will leave a plain spellbook. Non-artifact spellbooks of secrets that are somehow obtained will provide nothing useful, merely a couple YAFMs and a chance of another random spellbook.

Wands