User:Chris/dNethack/dNethack Items

From NetHackWiki
< User:Chris
Revision as of 16:58, 26 January 2020 by NeroOneTrueKing (talk | contribs) (Update spellbooks)
Jump to navigation Jump to search

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.

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").

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
  • bronze helm: "helmet" when unidentified
  • 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 helm that protects vs mind flayer brain-drain but prevents eating or drinking while worn. Gives 1 AC and 1 DR, but gains full enchantment to AC and DR (instead of half like normal armor).

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

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
  • high-elven plate: Mithril plate armor. Very light (60 units). Gives 10 AC, MC3 and allows 1/2 of the dex bonus to AC.
  • bronze plate mail: Gives 7 AC, MC3 and allows 1/2 of the dex bonus to AC.
  • crystal plate mail: Gives 3 DR and 3 AC natively. 225 weight. Enchantment is worth double, so +7 is worth 7 bonus points of AC and 7 DR, instead of 4 and 3.
  • droven plate mail: Prone to evaporating in light. If fixed it will recover from partial evaporation in the dark. Gives 10 AC.
  • 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. Gives 7 AC.
  • 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. Gives 4 AC.
  • orcish chain mail
  • scale mail
  • studded leather armor
  • ring mail
  • orcish ring mail
  • leather armor
  • elven toga: Boosts charisma but is otherwise unremarkable. Gives 1 AC.
  • consort's suit: Boosts charisma but is poor armor otherwise. Gives no AC.
  • gentleman's suit: Boosts charisma but is unremarkable armor. Gives no AC.
  • gentlewoman's dress: Boosts charisma but is unremarkable armor. Gives no AC.
  • leather jacket
  • straitjacket: Currently has no special properties and gives no AC.
  • healer uniform: Provides sickness resistance and gives 1 AC.
  • jumpsuit: Future tech. Grants reflection but no AC.

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. Gives no AC.
  • 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, but no AC.
  • victorian underwear: Gives a bonus to Charisma, but imposes an AC penalty counted against your dexterity AC bonus. If still positive, reduces dexterity bonus to 0.
  • bodyglove: Future Tech. Gives immunity to sickness but no AC.

Cloaks

Cloaks with randomized appearances

Shields

Each dragon scale shield grants 3 AC.

  • gray dragon scale shield: Grants magic resistance and half-spell damage
  • silver dragon scale shield: Grants improved reflection (Reflects dragon breath)
  • shimmering dragon scale shield: Grants displacement
  • red dragon scale shield: Grants fire resistance and protects from green slime
  • white dragon scale shield: Grants cold resistance, magical breathing, swimming, and protects inventory from water damage.
  • 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 and sickness resistance
  • yellow dragon scale shield: Grants acid and petrification resistance
    • dragon scale shields when worn with dragon scales or dragon scale mail of the same color grant the corresponding breath weapon via #monster, which consumes 15 power and is subject to a rnz(100) turn timeout (Cavemen receive a 20% bonus to this timeout)
  • small shield: Does not impede spell casting.
  • elven shield
  • Uruk-hai shield
  • orcish shield
  • large shield
  • bronze roundshield: Gives 2 AC.
  • dwarvish roundshield
  • crystal shield: Gives 1 AC, but gains double enchantment to AC (instead of +enchantment like normal shields)
  • shield of reflection

Gloves

  • crystal gauntlets: Gives 1 AC, but gains full enchantment to AC and DR (instead of half like normal armor)
  • iron gauntlets: Gives 2 AC.
  • bronze guantlets: Gives 2 AC.
  • high-elven gauntlets: Mithril gauntlets. Gives 2 AC.
  • plasteel gauntlets: Future tech. Gives 2 points of AC. Made of plastic

Gloves with randomized appearances

Boots

  • low boots
  • iron shoes
  • bronze boots: Gives 3 AC.
  • plasteel boots: Made of plastic
  • high boots
  • crystal boots: , Gives 1 AC but gains full enchantment to AC and DR (instead of half like normal armor). Is very heavy.

Boots with randomized appearances

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

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.
  • 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