User:Chris/dNethack/dNethack Items
Contents
- 1 Weapons
- 1.1 Launchers
- 1.2 Ammunition
- 1.3 Thrown Weapons
- 1.4 Melee Weapons
- 1.4.1 Spear
- 1.4.2 Trident
- 1.4.3 Dagger
- 1.4.4 Knife
- 1.4.5 Farm implements
- 1.4.6 Axe
- 1.4.7 Short sword
- 1.4.8 Scimitar
- 1.4.9 Saber
- 1.4.10 Broadsword
- 1.4.11 Long sword
- 1.4.12 Two handed sword
- 1.4.13 Pick axe
- 1.4.14 Mace
- 1.4.15 Morning star
- 1.4.16 Hammer
- 1.4.17 Club
- 1.4.18 Quarterstaff
- 1.4.19 Flail
- 1.4.20 Whip
- 1.4.21 Bare handed combat
- 1.4.22 Rakuyos
- 1.5 Polearms
- 1.6 Weapons of the Future
- 2 Armor
- 3 Rings
- 4 Amulets
- 5 Tools
- 6 Food
- 7 Potions
- 8 Scrolls
- 9 Spellbooks
- 10 Wands
- 11 Hellish Items
Weapons
Launchers
- bow: Launches arrows. Normally made of wood. Weighs 30 aum.
- elven bow: Appears as 'runed bow' when unidentified. Launches arrows. Fired projectiles have an extra +2 bonus to hit. Normally made of wood. Weighs 20 aum.
- orcish bow: Appears as 'crude bow' when unidentified. Launches arrows. Fired projectiles have an extra -2 bonus to hit. Normally made of wood. Weighs 30 aum.
- yumi: Appears as 'long bow' when unidentified. Launches arrows. Normally made of wood. Weighs 30 aum. Does not randomly generate.
- sling: Launches rocks and gemstones. Fired projectiles have an extra -1 bonus to hit. Normally made of leather. Weighs 3 aum.
- crossbow: Launches crossbow bolts. Fired projectiles have an extra +1 bonus to hit. Normally made of wood. Weighs 50 aum.
- droven crossbow: Appears as 'spider-emblemed crossbow' when unidentified. Launches crossbow bolts. Fired projectiles have an extra +4 bonus to hit. Normally made of silver. Weighs 50 aum. Does not randomly generate.
- atlatl: Appears as 'notched stick' when unidentified. Launches spears and javelins. Normally made of wood. Weighs 12 aum. Does not randomly generate.
Ammunition
- arrow: Deals 1d6 to small and 1d6 to large. Can be poisoned. Normally made of iron. Weighs 1 aum.
- elven arrow: Appears as 'runed arrow' when unidentified. Deals 1d7 to small and 1d5 to large, with a +2 bonus to hit. Can be poisoned. Normally made of wood. Weighs 1 aum.
- orcish arrow: Appears as 'crude arrow' when unidentified. Deals 1d5 to small and 1d8 to large, with a -1 bonus to hit. Can be poisoned. Normally made of iron. Weighs 1 aum.
- silver arrow: Deals 1d6 to small and 1d6 to large. Can be poisoned. Normally made of silver. Weighs 1 aum.
- golden arrow: Deals 1d13 to small and 1d13 to large. Can be poisoned. Normally made of gold. Weighs 2 aum.
- ancient arrow: Deals 1d10 to small and 1d10 to large. Can be poisoned. Normally made of metal. Weighs 1 aum. Does not randomly generate.
- ya: Appears as 'bamboo arrow' when unidentified. Deals 1d7 to small and 1d7 to large, with a +1 bonus to hit. Can be poisoned. Always made of metal. Weighs 1 aum.
- crossbow bolt: Deals 1d4+1 to small and 1d6+1 to large. Can be poisoned. Normally made of iron. Weighs 1 aum.
- droven bolt: Appears as 'crossbow bolt' when unidentified. Deals 1d9+1 to small and 1d6+1 to large, with a +2 bonus to hit. Can be poisoned. Normally made of obsidian. Weighs 1 aum. Does not randomly generate.
Thrown Weapons
Dart
- dart: Deals 1d3 to small and 1d2 to large. Deals piercing damage. Can be poisoned. Normally made of iron. Weighs 1 aum.
- spike: Deals 1d3 to small and 1d1 to large. Deals piercing damage. Can be poisoned. Normally made of bone. Always shows material in item name. Weighs 1 aum. Does not randomly generate.
Shuriken
- shuriken: Appears as 'throwing star' when unidentified. Deals 1d8 to small and 1d6 to large, with a +2 bonus to hit. Deals piercing and slashing damage. Can be poisoned. Normally made of iron. Weighs 1 aum.
Boomerang
- boomerang: Deals 1d9 to small and 1d9 to large. Deals bludgeoning damage. Normally made of wood. Weighs 5 aum.
- chakram: Appears as 'circular blade' when unidentified. Deals 1d9 to small and 1d9 to large. Deals slashing damage. Can be poisoned. Normally made of silver. Always shows material in item name. Weighs 5 aum.
Melee Weapons
Spear
All spears have an extra +2 to hit vs kebabable monsters.
- spear: Deals 1d8 to small and 1d10 to large. Deals piercing damage. Can be poisoned. Can be thrown with no to-hit penalty. Normally made of iron. Weighs 25 aum.
- atgeir: Deals 2d4 to small and 1d12 to large. Deals piercing and slashing damage. Can be poisoned. Normally made of iron. Weighs 45 aum.
- elven spear: Appears as 'runed spear' when unidentified. Deals 1d9 to small and 1d9 to large, with a +2 bonus to hit. Deals piercing damage. Can be poisoned. Can be thrown with no to-hit penalty. Normally made of wood. Weighs 10 aum.
- droven spear: Appears as 'long spear' when unidentified. Deals 1d12 to small and 1d12 to large, with a +2 bonus to hit. Deals piercing damage. Can be poisoned. Is two-handed for a medium-sized character. Can be thrown with no to-hit penalty. Normally made of obsidian. Shows material in item name when unidentified. Weighs 15 aum. Does not randomly generate.
- orcish spear: Appears as 'crude spear' when unidentified. Deals 1d6 to small and 1d12 to large, with a -1 bonus to hit. Deals piercing damage. Can be poisoned. Can be thrown with no to-hit penalty. Normally made of iron. Weighs 25 aum.
- dwarvish spear: Appears as 'stout spear' when unidentified. Deals 1d10 to small and 1d10 to large. Deals piercing damage. Can be poisoned. Can be thrown with no to-hit penalty. Normally made of iron. Weighs 30 aum.
- javelin: Appears as 'throwing spear' when unidentified. Deals 1d8 to small and 1d8 to large. Deals piercing damage. Can be poisoned. Can be thrown with no to-hit penalty. Normally made of iron. Weighs 20 aum.
Trident
All tridents have an extra +4 to hit vs enemies in water, or +2 to eel-class or snakes even out of water.
- trident: Deals 1d8+1 to small and 3d6 to large. Deals piercing damage. Can be poisoned. Normally made of iron. Weighs 25 aum.
Dagger
Daggers and knives can be used to carve magical staves.
- dagger: Deals 1d4 to small and 1d3 to large, with a +2 bonus to hit. Deals piercing damage. Can be poisoned. Can be thrown with no to-hit penalty. Normally made of iron. Weighs 10 aum.
- elven dagger: Appears as 'runed dagger' when unidentified. Deals 1d5 to small and 1d3 to large, with a +4 bonus to hit. Deals piercing damage. Can be poisoned. Can be thrown with no to-hit penalty. Normally made of wood. Weighs 3 aum.
- droven dagger: Appears as 'dagger' when unidentified. Deals 1d8 to small and 1d6 to large, with a +4 bonus to hit. Deals piercing damage. Can be poisoned. Can be thrown with no to-hit penalty. Normally made of obsidian. Shows material in item name when unidentified. Weighs 5 aum. Does not randomly generate.
- orcish dagger: Appears as 'crude dagger' when unidentified. Deals 1d3 to small and 1d5 to large, with a +1 bonus to hit. Deals piercing damage. Can be poisoned. Can be thrown with no to-hit penalty. Normally made of iron. Weighs 10 aum.
- athame: Deals 1d4 to small and 1d4 to large, with a +2 bonus to hit. Deals slashing damage. Can be poisoned. Normally made of iron. Weighs 10 aum. Does not randomly generate.
- set of crow talons: Appears as 'set of three feather-etched daggers' when unidentified. Deals 1d4 to small and 1d3 to large, with a +2 bonus to hit. Deals slashing damage. Can be poisoned. Is made of 3 individual talons, meaning an attack can hit up to 3 times. However, each individual hit must beat the AC of the target. Repeated hits will deal the base damage, including enchantment, and any bonus damage like object properties, artifact status, materials, etc., but strength/skill damage will not be repeated. Adds +3 study per talon that hits to struck targets. Normally made of metal. Weighs 9 aum. Does not randomly generate.
- tecpatl: Appears as 'notched dagger' when unidentified. Deals 1d8 to small and 1d6 to large, with a +4 bonus to hit. Deals piercing damage. Can be poisoned. Can be thrown with no to-hit penalty. Normally made of obsidian. Weighs 5 aum. Does not randomly generate.
Knife
Daggers and knives can be used to carve magical staves.
- scalpel: Deals 1d3 to small and 1d1 to large, with a +3 bonus to hit. Deals slashing damage. Can be poisoned. Normally made of metal. Weighs 5 aum. Does not randomly generate.
- knife: Deals 1d5 to small and 1d3 to large, with a +2 bonus to hit. Deals piercing and slashing damage. Can be poisoned. Can be thrown with no to-hit penalty. Normally made of iron. Weighs 5 aum.
- stiletto: Deals 1d6 to small and 1d2 to large, with a +1 bonus to hit. Deals piercing damage. Can be poisoned. Can be thrown with no to-hit penalty. Normally made of iron. Weighs 5 aum.
- worm tooth: Deals 1d2 to small and 1d2 to large. Deals piercing damage. Can be poisoned. Can be thrown with no to-hit penalty. Always made of stone. Weighs 20 aum. Does not randomly generate.
- crysknife: Deals 1d10 to small and 1d10 to large, with a +3 bonus to hit. Deals piercing damage. Can be poisoned. Can be thrown with no to-hit penalty. Always made of stone. Weighs 20 aum. Does not randomly generate.
Farm implements
All farm implements have an extra +6 to-hit and double damage vs plant-class monsters.
- sickle: Deals 1d4 to small and 1d1 to large, with a -2 bonus to hit. Deals slashing damage. Can be poisoned. Normally made of iron. Weighs 20 aum.
- elven sickle: Appears as 'runed sickle' when unidentified. Deals 1d6 to small and 1d3 to large. Deals slashing damage. Can be poisoned. Normally made of wood. Weighs 5 aum. Does not randomly generate.
- scythe: Deals 2d4 to small and 2d4 to large, with a -2 bonus to hit. Deals slashing damage. Can be poisoned. Is two-handed for a medium-sized character. Normally made of iron. Weighs 75 aum.
Axe
All axes can chop down trees, and deal an extra 1d4 damage to plants or wooden enemies.
- axe: Deals 1d6 to small and 1d4 to large. Deals slashing damage. Can be poisoned. Normally made of iron. Weighs 60 aum.
- battle-axe: Appears as 'double-bitted axe' when unidentified. Deals 1d8+1d4 to small and 1d6+2d4 to large. Deals slashing damage. Can be poisoned. Is two-handed for a medium-sized character. Normally made of iron. Weighs 120 aum.
- moon axe: Appears as 'two-handed axe' when unidentified. Deals base damage depending on its phase of moon (from 2d4 to 2d12). Deals slashing damage. Can be poisoned. Is two-handed for a medium-sized character. Normally made of silver. Shows material in item name when unidentified. Weighs 160 aum.
Short sword
- short sword: Deals 1d6 to small and 1d8 to large. Deals piercing damage. Can be poisoned. Normally made of iron. Weighs 30 aum.
- elven short sword: Appears as 'runed short sword' when unidentified. Deals 1d7 to small and 1d7 to large, with a +2 bonus to hit. Deals piercing damage. Can be poisoned. Normally made of wood. Weighs 10 aum.
- droven short sword: Appears as 'short sword' when unidentified. Deals 1d9 to small and 1d9 to large, with a +2 bonus to hit. Deals piercing damage. Can be poisoned. Normally made of obsidian. Shows material in item name when unidentified. Weighs 15 aum. Does not randomly generate.
- orcish short sword: Appears as 'crude short sword' when unidentified. Deals 1d5 to small and 1d10 to large, with a -1 bonus to hit. Deals piercing damage. Can be poisoned. Normally made of iron. Weighs 30 aum.
- dwarvish short sword: Appears as 'broad short sword' when unidentified. Deals 1d8 to small and 1d7 to large. Deals piercing and slashing damage. Can be poisoned. Normally made of iron. Weighs 35 aum.
- mirrorblade: Appears as 'polished short sword' when unidentified. Deals 1d6 to small and 1d8 to large. Deals piercing damage. Can be poisoned. May replace the damage dice with the opponent's weapon's base damage if they are better than the mirrorblade's. Infinite loops may have explosive results. Normally made of silver. Weighs 40 aum. Does not randomly generate.
- wakizashi: Appears as 'samurai short sword' when unidentified. Deals 1d8 to small and 1d6 to large, with a +1 bonus to hit. Deals piercing and slashing damage. Can be poisoned. Normally made of iron. Weighs 30 aum. Does not randomly generate.
Scimitar
- scimitar: Appears as 'curved sword' when unidentified. Deals 1d8 to small and 1d8 to large. Deals slashing damage. Can be poisoned. Normally made of iron. Weighs 40 aum.
- high-elven warsword: Appears as 'runed curved sword' when unidentified. Deals 1d10 to small and 1d10 to large, with a +2 bonus to hit. Deals slashing damage. Can be poisoned. Normally made of mithril. Shows material in item name when unidentified. Weighs 20 aum.
Saber
- rapier: Deals 1d6 to small and 1d4 to large, with a +2 bonus to hit. Deals piercing damage. Can be poisoned. Gets only 1/2 the normal strength bonus, but gets a full dex bonus to damage. Normally made of metal. Weighs 28 aum.
- saber: Deals 1d8 to small and 1d8 to large. Deals slashing damage. Can be poisoned. Normally made of silver. Always shows material in item name. Weighs 34 aum.
- crow quill: Appears as 'feather-etched rapier' when unidentified. Deals 1d8 to small and 1d8 to large, with a +2 bonus to hit. Deals piercing damage. Can be poisoned. Gets only 1/2 the normal strength bonus, but gets a full dex bonus to damage. Adds +4 study to struck targets. Normally made of metal. Weighs 34 aum. Does not randomly generate.
Broadsword
- broadsword: Deals 2d4 to small and 1d6+1 to large. Deals slashing damage. Can be poisoned. Normally made of iron. Weighs 70 aum.
- elven broadsword: Appears as 'runed broadsword' when unidentified. Deals 1d6+1d4 to small and 1d6+2 to large, with a +2 bonus to hit. Deals slashing damage. Can be poisoned. Normally made of wood. Weighs 20 aum.
- runesword: Appears as 'runed black blade' when unidentified. Deals 1d10+1d4 to small and 1d10+1 to large. Deals slashing damage. Can be poisoned. Normally made of iron. Weighs 40 aum. Does not randomly generate.
Long sword
- long sword: Deals 1d8 to small and 1d12 to large. Deals piercing and slashing damage. Can be poisoned. Normally made of iron. Weighs 40 aum.
- crystal sword: Deals 2d8 to small and 2d12 to large. Deals piercing and slashing damage. Can be poisoned. Deals an extra 1/3 (rounded down) enchantment damage. Normally made of glass. Weighs 120 aum.
- katana: Appears as 'samurai sword' when unidentified. Deals 1d10 to small and 1d12 to large, with a +1 bonus to hit. Deals slashing damage. Can be poisoned. Gets 1.5x strength damage when wielded with an empty offhand and without a shield. Normally made of iron. Weighs 40 aum.
Two handed sword
- two-handed sword: Deals 1d12 to small and 3d6 to large. Deals slashing damage. Can be poisoned. Is two-handed for a medium-sized character. Normally made of iron. Weighs 150 aum.
- droven greatsword: Appears as 'two-handed sword' when unidentified. Deals 1d18 to small and 1d30 to large, with a +2 bonus to hit. Deals slashing damage. Can be poisoned. Is two-handed for a medium-sized character. Normally made of obsidian. Shows material in item name when unidentified. Weighs 120 aum. Does not randomly generate.
- tsurugi: Appears as 'long samurai sword' when unidentified. Deals 1d16 to small and 1d8+2d6 to large, with a +2 bonus to hit. Deals slashing damage. Can be poisoned. Is two-handed for a medium-sized character. Normally made of metal. Weighs 60 aum. Does not randomly generate.
Pick axe
All picks can be used as digging implements, and have an extra +4 to hit vs xorns and earth elementals.
- dwarvish mattock: Appears as 'broad pick' when unidentified. Deals 1d12 to small and 1d8+2d6 to large, with a -1 bonus to hit. Deals bludgeoning and piercing damage. Is two-handed for a medium-sized character. Can be thrown with no to-hit penalty. Normally made of iron. Weighs 120 aum.
Mace
- mace: Deals 1d10+1 to small and 1d10 to large. Deals bludgeoning damage. Normally made of iron. Weighs 30 aum.
- elven mace: Appears as 'runed mace' when unidentified. Deals 1d7+3 to small and 1d7 to large, with a +2 bonus to hit. Deals bludgeoning damage. Normally made of wood. Weighs 10 aum. Does not randomly generate.
- kamerel vajra: Appears as 'short mace' when unidentified. Deals 1d4+1 to small and 1d4 to large when unlit, with a +1 bonus to hit. Is only lit when there is an Ara Kamerel on the level or following you (either incarnate or unincarnate). Deals blunt damage when unlit, and slashing and explosive/energy damage when lit. When lit, base damage changes from 1d4+1/1d4 + Enchantment to 2d6 + 2xEnchantment (3d6 + 3xEnchantment when wielded by an Ara Kamerel) and deals an extra 2d6 shock damage (6d6 when wielded by an Ara Kamerel), which can blind targets and destroy items. Normally made of gold. Shows material in item name when unidentified. Weighs 10 aum. Does not randomly generate.
Morning star
- morning star: Deals 2d6 to small and 1d8+1 to large. Deals bludgeoning and piercing damage. Normally made of iron. Weighs 80 aum.
Hammer
- war hammer: Deals 1d8+1 to small and 1d8 to large. Deals bludgeoning damage. Can be thrown with no to-hit penalty. Normally made of iron. Weighs 50 aum.
Club
- club: Deals 1d6 to small and 1d3 to large. Deals bludgeoning damage. Normally made of wood. Weighs 10 aum.
- aklys: Appears as 'thonged club' when unidentified. Deals 1d6 to small and 1d3 to large. Deals bludgeoning damage. Can be thrown with no to-hit penalty. Can be applied at range as a polearm, or used in melee. Normally made of iron. Weighs 15 aum.
- clawed hand: Deals 1d12 to small and 1d6 to large. Deals piercing and slashing damage. Can be poisoned. Normally made of bone. Weighs 10 aum. Does not randomly generate.
- macuahuitl: Appears as 'obsidian-edged club' when unidentified. Deals 1d8 to small and 1d6 to large. Deals bludgeoning and slashing damage. Normally made of wood. Weighs 40 aum. Does not randomly generate.
Quarterstaff
- quarterstaff: Appears as 'staff' when unidentified. Deals 1d6 to small and 1d6 to large. Deals bludgeoning damage. Is two-handed for a medium-sized character. Normally made of wood. Weighs 40 aum.
- khakkhara: Appears as 'monk's staff' when unidentified. Deals 1d6 to small and 1d4 to large. Deals bludgeoning and piercing damage. Is two-handed for a medium-sized character. Normally made of silver. Shows material in item name when identified. Weighs 120 aum.
- bar: Deals 1d8 to small and 1d6 to large, with a -10 bonus to hit. Deals bludgeoning damage. Is two-handed for a medium-sized character. Normally made of iron. Always shows material in item name. Weighs 400 aum. Does not randomly generate.
Flail
- flail: Deals 1d6+1 to small and 2d4 to large. Deals bludgeoning damage. Normally made of iron. Weighs 15 aum.
- nunchaku: Deals 1d4+1 to small and 1d3 to large. Deals bludgeoning damage. Normally made of wood. Weighs 7 aum.
Whip
- bullwhip: Deals 1d2 to small and 1d1 to large. Deals bludgeoning damage. Always made of leather. Weighs 10 aum.
- viperwhip: Deals 1d4 to small and 1d3 to large, with a +2 bonus to hit. Deals piercing damage. Can be poisoned. Is generated with a random number of heads between 1 and 5, tending towards 1-2. An attack can hit with as many heads as it has, but each individual hit must beat the AC of the target. Repeated hits will deal the base damage, including enchantment, and any bonus damage like object properties, artifact status, materials, etc., but strength/skill damage will not be repeated. Normally made of silver. Always shows material in item name. Weighs 30 aum.
Bare handed combat
- bestial claw: Deals 1d10 to small and 1d8 to large. Deals piercing and slashing damage. Can be poisoned. Can two-weapon with an empty offhand while the beast's embrace thought is active to make a powerful claw attack. The claw attack damage scales with your level and the enchantment of the claw, and inversely scales with your sanity, for around 4d7 at level 30 with a +7 claw at 100 sanity, or 4d18 at 0 sanity. Normally made of bone. Weighs 10 aum. Does not randomly generate.
Rakuyos
Rakuyos are unusual kinds of weapons not normally generated. They also have extra properties, which only are active at certain insight levels. All rakuyos can be enchanted to +10.
- At 20+ insight, appears as 'blood-drenched'. Attacking with one creates slices of blood that hit the square behind the target. These blood slices deal 1d(12+enchantment*2) rotten blood damage. To targets with blood, rotten blood attacks also deal an extra flat damage bonus equal to the targets level.
- At 40+ insight, appears as 'burning'. Attacking with one creates a 6d6 radius-1 fire explosion centered behind the target (hitting the original target as well, but not you). This effect stacks with the blood-drenched effect, and both adjectives will appear in the name.
- If you are two-weaponing with another rakuyo-class item in your offhand, then the blood slices roll 2 dice and there are two explosions.
By applying, a rakuyo can be unlatched into a rakuyo-saber and a rakuyo-dagger, which can be relatched together by wielding the saber, offhanding the dagger, and applying either item. The items must be identical other than base item type to fit together. All 3 types of rakuyo have the extra insight bonuses.
- rakuyo: Appears as 'double-bladed saber' when unidentified. Deals 1d8 to small and 1d8 to large, with a +2 bonus to hit. Uses the saber skill. Deals piercing and slashing damage. Can be poisoned. Gets no strength bonus, but gets double dex bonus to damage. When wielded and not two-weaponing, doubles enchantment and deals an extra 1d3/1d4 to large/small, but costs an extra 3 movement points to swing. Normally made of metal. Weighs 38 aum. Does not randomly generate.
- rakuyo-saber: Appears as 'latch-pommeled saber' when unidentified. Deals 1d8 to small and 1d8 to large, with a +2 bonus to hit. Uses the saber skill. Deals piercing and slashing damage. Can be poisoned. Gets no strength bonus, but gets double dex bonus to damage. Normally made of metal. Weighs 28 aum. Does not randomly generate.
- rakuyo-dagger: Appears as 'latch-pommeled dagger' when unidentified. Deals 1d4 to small and 1d3 to large, with a +2 bonus to hit. Uses the dagger skill. Deals piercing and slashing damage. Can be poisoned. Can be thrown with no to-hit penalty. Gets no strength bonus, but gets double dex bonus to damage. Normally made of metal. Weighs 10 aum. Does not randomly generate.
Polearms
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Polearms
- partisan: Appears as 'vulgar polearm' when unidentified. Deals 1d6 to small and 1d6+1 to large. Deals piercing damage. Can be poisoned. Is two-handed for a medium-sized character. Must be applied as a polearm, unless mounted. Normally made of iron. Weighs 80 aum.
- ranseur: Appears as 'hilted polearm' when unidentified. Deals 2d4 to small and 2d4 to large. Deals piercing damage. Can be poisoned. Is two-handed for a medium-sized character. Must be applied as a polearm, unless mounted. Normally made of iron. Weighs 50 aum.
- spetum: Appears as 'forked polearm' when unidentified. Deals 1d6+1 to small and 2d6 to large. Deals piercing damage. Can be poisoned. Is two-handed for a medium-sized character. Must be applied as a polearm, unless mounted. Normally made of iron. Weighs 50 aum.
- glaive: Appears as 'single-edged polearm' when unidentified. Deals 1d6 to small and 1d10 to large. Deals slashing damage. Can be poisoned. Is two-handed for a medium-sized character. Must be applied as a polearm, unless mounted. Normally made of iron. Weighs 75 aum.
- naginata: Appears as 'samurai-sword polearm' when unidentified. Deals 1d8 to small and 1d10 to large, with a +1 bonus to hit. Deals slashing damage. Can be poisoned. Is two-handed for a medium-sized character. Must be applied as a polearm, unless mounted. Normally made of iron. Weighs 75 aum.
- halberd: Appears as 'angled poleaxe' when unidentified. Deals 1d10 to small and 2d6 to large. Deals piercing and slashing damage. Can be poisoned. Is two-handed for a medium-sized character. Must be applied as a polearm, unless mounted. Normally made of iron. Weighs 75 aum.
- bardiche: Appears as 'long poleaxe' when unidentified. Deals 2d4 to small and 3d4 to large. Deals slashing damage. Can be poisoned. Is two-handed for a medium-sized character. Must be applied as a polearm, unless mounted. Normally made of iron. Weighs 80 aum.
- voulge: Appears as 'pole cleaver' when unidentified. Deals 2d4 to small and 2d4 to large. Deals slashing damage. Can be poisoned. Is two-handed for a medium-sized character. Must be applied as a polearm, unless mounted. Normally made of iron. Weighs 50 aum.
- fauchard: Appears as 'pole sickle' when unidentified. Deals 1d6 to small and 1d8 to large. Deals piercing and slashing damage. Can be poisoned. Is two-handed for a medium-sized character. Must be applied as a polearm, unless mounted. Normally made of iron. Weighs 60 aum.
- guisarme: Appears as 'pruning hook' when unidentified. Deals 2d4 to small and 1d8 to large. Deals slashing damage. Can be poisoned. Is two-handed for a medium-sized character. Must be applied as a polearm, unless mounted. Normally made of iron. Weighs 80 aum.
- bill-guisarme: Appears as 'hooked polearm' when unidentified. Deals 2d4 to small and 1d10 to large. Deals piercing and slashing damage. Can be poisoned. Is two-handed for a medium-sized character. Must be applied as a polearm, unless mounted. Normally made of iron. Weighs 80 aum.
- lucern hammer: Appears as 'pronged polearm' when unidentified. Deals 2d4 to small and 1d6 to large. Deals bludgeoning and piercing damage. Is two-handed for a medium-sized character. Must be applied as a polearm, unless mounted. Normally made of iron. Weighs 85 aum.
- bec de corbin: Appears as 'beaked polearm' when unidentified. Deals 1d8 to small and 1d6 to large. Deals bludgeoning and piercing damage. Is two-handed for a medium-sized character. Must be applied as a polearm, unless mounted. Normally made of iron. Weighs 75 aum.
Lance
- lance: Deals 1d6 to small and 1d8 to large. Deals piercing damage. Can be poisoned. Must be applied as a polearm, unless mounted. Normally made of iron. Weighs 80 aum.
- elven lance: Appears as 'runed lance' when unidentified. Deals 1d8 to small and 1d8 to large, with a +2 bonus to hit. Deals piercing damage. Can be poisoned. Must be applied as a polearm, unless mounted. Normally made of wood. Weighs 60 aum. Does not randomly generate.
- droven lance: Appears as 'lance' when unidentified. Deals 1d10 to small and 1d10 to large, with a +2 bonus to hit. Deals piercing damage. Can be poisoned. Is two-handed for a medium-sized character. Must be applied as a polearm, unless mounted. Normally made of obsidian. Shows material in item name when unidentified. Weighs 60 aum. Does not randomly generate.
Weapons of the Future
All of the following weapons are classified as future-tech, and are do not spawn randomly. They are only wishable by tourists, with the exception of any wishable artifacts with one of their base types.
Firearms
- flintlock: Appears as 'broken hand-crossbow' when unidentified. Has a maximum range of 8. Can fire bullets. Normally made of iron. Weighs 10 aum.
- pistol: Appears as 'broken hand-crossbow' when unidentified. Has a maximum range of 15. Can fire bullets. Normally made of iron. Weighs 12 aum.
- submachine gun: Appears as 'strange broken crossbow' when unidentified. Has a maximum range of 10. Fires 3 shots per volley. Can fire bullets. Normally made of iron. Weighs 25 aum.
- heavy machine gun: Appears as 'strange broken crossbow' when unidentified. Has a maximum range of 20. Fires 8 shots per volley. Can fire bullets. Normally made of iron. Weighs 100 aum.
- rifle: Appears as 'broken crossbow' when unidentified. Has a maximum range of 22. Can fire bullets. Normally made of iron. Weighs 30 aum.
- assault rifle: Appears as 'broken crossbow' when unidentified. Has a maximum range of 20. Fires 5 shots per volley. Can fire bullets. Normally made of iron. Weighs 40 aum.
- sniper rifle: Appears as 'broken crossbow' when unidentified. Has a maximum range of 25. Can fire bullets. Normally made of iron. Weighs 50 aum.
- shotgun: Appears as 'broken crossbow' when unidentified. Has a maximum range of 3. Can fire shotgun shells. Normally made of iron. Weighs 35 aum.
- auto shotgun: Appears as 'strange broken crossbow' when unidentified. Has a maximum range of 3. Fires 2 shots per volley. Can fire shotgun shells. Normally made of iron. Weighs 60 aum.
- rocket launcher: Appears as 'metal tube' when unidentified. Has a maximum range of 20. Can fire rockets. Normally made of iron. Weighs 100 aum.
- grenade launcher: Appears as 'strange broken crossbow' when unidentified. Has a maximum range of 6. Can fire grenades. Normally made of iron. Weighs 55 aum.
- BFG: Appears as 'ovoid device' when unidentified. Has a maximum range of 100. Fires 3 shots per volley. Can fire bullets, shotgun shells, grenades and rockets. Normally made of silver. Weighs 100 aum.
- hand blaster: Appears as 'hard black handmirror' when unidentified. Has a maximum range of 10. Requires charges to fire. Can be recharged up to 4 times, gaining up to 100 charges each time. Fires blaster bolts. Normally made of plastic. Weighs 2 aum.
- arm blaster: Appears as 'hard white bracer' when unidentified. Has a maximum range of 15. Fires 6 shots per volley. Requires charges to fire. Can be recharged up to 4 times, gaining up to 100 charges each time. Fires heavy blaster bolts. Normally made of plastic. Weighs 8 aum.
- mass-shadow pistol: Appears as 'rectangular device' when unidentified. Has a maximum range of 10. Requires charges to fire. Can be recharged infinitely, gaining up to 1000 charges each time. Is loaded with a bullet, silver bullet, rock, or other gemstone-class item, and fires phantom items of that base type. Normally made of plastic. Weighs 4 aum.
- cutting laser: Appears as 'hard tan lozenge' when unidentified. Has a maximum range of 3. Fires laser beams, which dig out squares in their path. Normally made of plastic. Weighs 1 aum.
- raygun: Appears as 'hard handle ending in glassy disks' when unidentified. Has a maximum range of 15. Can fire blaster bolts. Normally made of plastic. Weighs 8 aum.
Bullets
- bullet: Appears as 'pellet' when unidentified. Deals 2d8+4 to small and 2d6+4 to large. Can be fired from standard firearms. Normally made of metal. Weighs 1 aum.
- silver bullet: Appears as 'silver pellet' when unidentified. Deals 2d8+4 to small and 2d6+4 to large. Can be fired from standard firearms. Normally made of silver. Weighs 1 aum.
- shotgun shell: Appears as 'red tube' when unidentified. Deals 2d12+4 to small and 2d6+4 to large, with a +10 bonus to hit. Can be fired from shotguns. Normally made of metal. Weighs 1 aum.
- frag grenade: Appears as 'green spheroid' when unidentified. Deals 1d2 to small and 1d2 to large. Can be fired from grenade launchers or by being thrown normally. Normally made of iron. Weighs 5 aum.
- gas grenade: Appears as 'lime spheroid' when unidentified. Deals 1d2 to small and 1d2 to large. Can be fired from grenade launchers or by being thrown normally. Normally made of iron. Weighs 2 aum.
- rocket: Appears as 'firework' when unidentified. Deals 2d12+4 to small and 2d20+4 to large. Can be fired from rocket launchers. Normally made of silver. Weighs 20 aum.
- stick of dynamite: Appears as 'red stick' when unidentified. Deals 1d1 to small and 1d1 to large. Can be thrown normally. Normally made of plastic. Weighs 10 aum.
- blaster bolt: Appears as 'ruby bolt' when unidentified. Deals 3d6+6 to small and 3d8+8 to large. Only exists as the fired projectiles for some guns and cannot be obtained normally. Behaves similarly to a venom. Normally made of metal. Weighs 1 aum.
- heavy blaster bolt: Appears as 'scarlet bolt' when unidentified. Deals 3d10+10 to small and 3d12+12 to large. Only exists as the fired projectiles for some guns and cannot be obtained normally. Behaves similarly to a venom. Normally made of metal. Weighs 1 aum.
- laser beam: Appears as 'green bolt' when unidentified. Deals 3d1+10 to small and 3d1+10 to large. Only exists as the fired projectiles for some guns and cannot be obtained normally. Behaves similarly to a venom. Normally made of metal. Weighs 1 aum.
Vibroweapons
All vibroweapons are charged weapons. They have max of 99 charges and no recharge limit. Successful hits will drain one charge. Unless otherwise specified, a charged weapon deals an extra dice of damage and has a flat bonus equal to half the die size.
Some vibroweapons are either 'pure' weapons or 'dark' weapons, depending on their color. White vibroweapons are considered pure, and gold-bladed (black) are considered dark. Pure weapons and dark weapons have certain extra properties:
- Pure weapons always spawn with the holy object property, and dark weapons with the unholy property.
- +6 and above pure weapons deal an extra 0.2x damage when the wielder is at full health, and +6 and above dark weapons deal an extra 0.2x damage when the wielder is below 30% health.
- Pure and dark weapons swing faster than other weapons, costing 1/6 less movement to attack with.
Force weapons are a special kind of vibroweapon. When charged, all force weapons deal an extra dice and a half of irrestible energy damage. Force whips get an additional +2/1d4+2 energy damage to small/large monsters.
- vibroblade: Appears as 'gray short sword' when unidentified. Deals 1d6 to small and 1d8 to large. Uses the short sword skill. Deals piercing damage. Can be poisoned. Normally made of plastic. Weighs 5 aum.
- white vibrosword: Appears as 'white sword' when unidentified. Deals 1d10 to small and 1d12 to large, with a +1 bonus to hit. Uses the long sword skill. Deals piercing and slashing damage. Can be poisoned. Gets 1.5x strength damage when wielded with an empty offhand and without a shield. Normally made of silver. Weighs 40 aum.
- gold-bladed vibrosword: Appears as 'black and gold sword' when unidentified. Deals 1d10 to small and 1d12 to large, with a +1 bonus to hit. Uses the long sword skill. Deals piercing and slashing damage. Can be poisoned. Gets 1.5x strength damage when wielded with an empty offhand and without a shield. Normally made of gold. Weighs 53 aum.
- red-eyed vibrosword: Appears as 'blue-glowing sword' when unidentified. Deals 1d10 to small and 1d12 to large, with a +1 bonus to hit. Uses the long sword skill. Deals piercing and slashing damage. Can be poisoned. Normally made of plastic. Weighs 10 aum.
- white vibrozanbato: Appears as 'curved white sword' when unidentified. Deals 1d16 to small and 1d8+2d6 to large, with a +2 bonus to hit. Uses the two handed sword skill. Deals slashing damage. Can be poisoned. Is two-handed for a medium-sized character. Has an extra 4d6 damage to large when charged, or 2d6 when uncharged, on top of the normal additional damage. Gets 1.5x strength damage when wielded with an empty offhand and without a shield. Normally made of silver. Weighs 60 aum.
- gold-bladed vibrozanbato: Appears as 'curved black and gold sword' when unidentified. Deals 1d16 to small and 1d8+2d6 to large, with a +2 bonus to hit. Uses the two handed sword skill. Deals slashing damage. Can be poisoned. Is two-handed for a medium-sized character. Has an extra 4d6 damage to large when charged, or 2d6 when uncharged, on top of the normal additional damage. Gets 1.5x strength damage when wielded with an empty offhand and without a shield. Normally made of gold. Weighs 80 aum.
- white vibrospear: Appears as 'long white spear' when unidentified. Deals 1d6 to small and 1d8 to large, with a +2 bonus to hit. Uses the lance skill. Deals piercing and slashing damage. Can be poisoned. Can be applied at range as a polearm, or used in melee. Normally made of plastic. Weighs 30 aum.
- gold-bladed vibrospear: Appears as 'long black and gold spear' when unidentified. Deals 1d6 to small and 1d8 to large, with a +2 bonus to hit. Uses the lance skill. Deals piercing and slashing damage. Can be poisoned. Can be applied at range as a polearm, or used in melee. Normally made of gold. Weighs 30 aum.
- force blade: Appears as 'latch-ended blade' when unidentified. Deals 1d6 to small and 1d4 to large, with a +2 bonus to hit. Uses the short sword skill. Deals slashing damage. Can be poisoned. By applying with an identical force blade offhanded, can be latched together to form a double force blade. Normally made of plastic. Weighs 20 aum.
- double force-blade: Appears as 'double-bladed weapon' when unidentified. Deals 1d6 to small and 1d4 to large, with a +2 bonus to hit. Uses the quarterstaff skill. Deals slashing damage. Can be poisoned. Is two-handed for a medium-sized character. Can be applied to unlatch into two identical force blades. When wielded and not two-weaponing, deals double base damage and bonus energy damage, but costs an extra 3 movement points to swing. Normally made of plastic. Weighs 40 aum.
- force sword: Appears as 'hard segmented sword' when unidentified. Deals 1d8 to small and 1d6 to large, with a +2 bonus to hit. Uses the broadsword skill. Deals bludgeoning and piercing damage. Gets 2x strength damage when wielded with an empty offhand and without a shield. Can be applied to unlatch into a force whip. Normally made of plastic. Weighs 40 aum.
- force whip: Appears as 'segmented whip' when unidentified. Deals 1d6 to small and 1d4 to large, with a +2 bonus to hit. Uses the whip skill. Deals piercing and slashing damage. Can be poisoned. Has an extra 2d4+2 to large or +3 to small when charged, or 1d4 to large and +1 to when uncharged, on top of the normal additional damage. Can be applied to latch together into a force sword. Normally made of plastic. Weighs 40 aum.
- force pike: Appears as 'long gray spear' when unidentified. Deals 1d6 to small and 1d8 to large, with a +2 bonus to hit. Uses the lance skill. Deals piercing and slashing damage. Can be poisoned. Can be applied at range as a polearm, or used in melee. Normally made of plastic. Weighs 30 aum.
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 AC & -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 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. Modifies charisma by +1 + enchantment while 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. While worn, it modifies charisma by +2 + enchantment and reduces your dexterity bonus to AC to 0 if it is greater than 0. 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. It is 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. While wearing a healer uniform the player's emergency spell bonus is doubled. This doubles the emergency spell penalty for Rangers, Tourists, and Binders! 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.
- gray dragon scale mail: Grants magic resistance and half spell damage.
- silver dragon scale mail: Grants dragonbreath reflection.
- shimmering dragon scale mail: Grants displacement and infinite range see invisible.
- red dragon scale mail: Grants fire resistance, protection from green slime, and flying.
- white dragon scale mail: Grants cold resistance, protection from water damage, and magical breathing.
- orange dragon scale mail: Grants sleep resistance, hallucination resistance, and free action.
- black dragon scale mail: Grants disintegration resistance and drain resistance.
- blue dragon scale mail: Grants shock resistance and very fast speed.
- green dragon scale mail: Grants poison resistance and sickness resistance.
- yellow dragon scale mail: Grants acid resistance and stone resistance.
- deep dragon scale mail: Grants drain resistance and unchanging.
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.
- plain 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. The other random appearances are 'tattered cape', 'ornamental cope', and 'piece of cloth' and have no special properties.
- cloak of protection: Worth 1 AC and 1 DR. Grants MC3. Normally made of cloth. Weighs 10 aum.
- cloak of invisibility: Worth 1 AC and 0 DR. Grants invisibility while worn. Grants MC2. Normally made of cloth. Weighs 10 aum.
- cloak of magic resistance: Worth 0 AC and 0 DR. Grants magic resistance while worn. Grants MC3. Normally made of cloth. Weighs 10 aum.
- cloak of displacement: Worth 1 AC and 0 DR. 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 body armors do not have a timeout, but artifact shields still do.
- 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.
- deep dragon scale shield: Grants drain resistance and unchanging.
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. Grants +1 CHA and cuts speed by 1/6th, which usually means -2 move points, if not flying. 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
- wishes: While worn and with charges, can be invoked to make a wish, and will also avert death like an amulet of life saving. Both abilities use up one charge, and with no charges left the ring crumbles to dust. Starts with 1d3 charges and cannot be recharged.
- 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: Now informally auto-IDs ("Your finger feels cool!")
- cold resistance: Now informally auto-IDs ("Your finger feels warm!")
- shock resistance: Now informally auto-IDs ("Your finger feels numb!")
- free action
- slow digestion
- teleportation
- teleport control
- polymorph
- polymorph control
- invisibility
- see invisible
- alacrity: Grants very fast speed (Eating it gives intrinsic speed instead). Consumes extra nutrition as a ring of conflict or regeneration.
- protection from shape changers
- meat ring
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 spiderweb designs might also be found, these add +5 damage to unarmed attack.
- Dip the ring in an appropriate potion to have it absorb 30 doses of the poison.
Amulets
- amulet of drain resistance: Eating this amulet will give you drain resistance 100% of the time, but only for 1000 turns, unlike how it usually works.
- amulet of ESP
- amulet of life saving
- amulet of strangulation: Incantifiers can eat these amulets without consequence
- amulet of restful sleep: Note that Incantifiers may gain the restful sleep intrinsic from eating these amulets
- amulet versus poison
- amulet of change
- amulet versus curses: Provides 100% resistance to the curse items monster spell and throne effect.
- amulet of nullify magic: Provides magic resistance, but prevents spellcasting.
- amulet of unchanging
- amulet of reflection: Unlike SDSM and Silver Dragon Scale Shields, does not reflect dragon breath.
- amulet of magical breathing
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
- skeleton key
- universal key: A silver key. Serves as the base item type for several artifacts.
- lock pick
- credit card
Light Sources
- tallow candle
- wax candle
- candle of invocation: Infinite candle that can be invoked to summon a Djinni for a wish, a tame pet of your choice, or a hostile demon lord.
- brass lantern
- oil lamp
- magic lamp
- torch
- black torch: Torch that emits darkness instead of light.
- sunrod: Even larger radius torch that can't be turned off. Heavy.
Other Tools
- expensive camera
- mirror: Binders may wish to apply a mirror at themselves, to check for the presence of spirit signs that are not visible on the normal Ctrl-X self-examination screen.
- crystal ball
- mask: Worn over the eyes. Masks that show a valid polymorph form will cause you to change to that form if you are polymorphed, and so can be used to minimize damage from unexpected polymorph traps. Wearing the mask of a monster that is an invalid polymorph form will cause an ordinary random polymorph.
- R'lyehian faceplate/ebon pane: Magic item created by the old R'lyehians, whose psychic sight is blocked by large bodies of water. If worn over the eyes, protects your inventory from water damage, but acts as a blindfold as it is opaque to light.
- lenses
- blindfold
- towel
- saddle
- leash
- stethoscope
- tinning kit
- upgrade kit: Can be used by characters in clockwork automaton form to upgrade themselves, in conjunction with other items. It can also be used to resize armor to fit a player or their pet.
- tin opener
- can of grease
- figurine
- effigy: Acts as a blessed scroll of remove curse, regardless of the beatitude of the effigy. Fixes (or at least partly remedies) a number of bad effects, including weeping angel contamination, sanity loss, negative maxhp mod, morgul wounds, and punishment.
- magic marker
- land mine
- beartrap
- tin whistle
- magic whistle
- grappling hook
- unicorn horn: Now one handed. No longer restores damaged attributes.
- spoon: Convicts can use these to make sneak attacks.
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
- kelp frond
- eucalyptus leaf
- apple
- orange
- pear
- melon
- banana
- carrot
- sprig of wolfsbane
- clove of garlic
- slime mold
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 quarters 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 quarters the nutritional value of the ration.
- tin
Potions
- gain ability
- restore ability: unicorn horns don't restore ability points anymore, so this potion is useful.
- confusion
- blindness: Can be used to coat weapons. (makes weapon appear as "stained")
- paralysis: Can be used to coat weapons. (makes weapon appear as "envenomed")
- speed: This potion now grants permanent fast speed instead of temporary very fast speed.
- levitation
- hallucination
- invisibility
- see invisible
- healing
- extra healing
- gain level
- enlightenment
- monster detection
- object detection
- gain energy: This potion now also increases the characters current energy by a large amount.
- sleeping: Can be used to coat weapons. (makes weapon appear as "drug-coated")
- full healing: No longer reduces maximum-achieved level when restoring a lost level
- polymorph
- booze: Now gives ~140 points of nutrition in addition to its other effects. Drink booze to increase your resistance to confusion and stunning.
- sickness: As in vanilla, can be used to coat weapons. (makes weapon appear as "poisoned")
- fruit juice
- acid: Can be used in gem alchemy, and can be used to coat weapons.
- oil: Can be drunk by clockwork automatons for HP and nutrition.
- amnesia: Can be used to coat weapons.
- water
- blood: Similar to tins. Watch out for cockatrice blood! Potions of dangerous blood (from poisonous corpses, acidic corpses, cockatrices, etc.) can be used as throwing weapons. Incantifiers (and some other races) can make potions of blood with tinning kits. Incantifiers can also drink blood to gain intrinsics, similar to eating corpses (but since they can't eat those...).
- starlight: Cures sickness and lycanthropy, as with holy water. Deals 3d20 silver damage to lycanthropes and silver-hating polymorph forms. Quaffing breaks Marionette's seal. (potion.c, 550) Also acts as a light source (2 tiles). Can be used to coat weapons.
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, applies the consecracted or desecrated oprop to your equipped weapon, based on the scrolls beatitude. 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.
- 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: Stops on first target hit
- 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: Is a level 6 spell in dNetHack.
- protection
- 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
- light: Always has appearance "glass wand"
- darkness: Similar to wand of light, but creates a patch of darkness instead. Always has the appearance "obsidian wand"
- wishing: Deprecated in favour of placing a ring of wishes in the castle, and increased random generation of wishing items
- secret door detection
- enlightenment
- create monster
- nothing
- striking
- draining
- make invisible
- slow monster
- speed monster: Now grants temporary very fast speed instead of permanent fast speed.
- undead turning
- polymorph
- cancellation
- teleportation
- opening
- locking
- probing
- digging
- magic missile
- fire
- cold
- sleep
- death
- lightning
Hellish Items
The following items are found in special levels in Gehennom, which, due to dnethack's level generation, means most levels. All can be applied to destroy them and receive their effect. All of them have the following BUC properties: Blessed: ignores the usual effect for the item, removes 1 sin, reduces god's anger, improves alignment record by +7 (1/100 chance of removing 7 sins, removing all anger, and maxing alignment) Uncursed: gives the typical effect for the item, adds 1 sin Cursed: gives an increased effect for the item, adds 9 sins, reduces alignment record by 99 (1/100 chance of angering your god)
- Wage of Sloth: "black-eyed coin" when unidentified. Gives a few turns of stopped time, more if cursed.
- Wage of Wrath: "red-eyed coin" when unidentified. Does huge damage over time to a single target, even more if cursed.
- Wage of Envy: "green-eyed coin" when unidentified. Makes a single target drop their inventory, including their equipped items if cursed.
- Wage of Greed: "gold-eyed coin" when unidentified. Creates a golden mass that can be moved as an item or smashed open.
- Wage of Lust: "blue-eyed coin" when unidentified. Causes a hurricane around you to blow around monsters.
- Wage of Pride: "purple-eyed coin" when unidentified. Makes a single target vulnerable, with a special effect against angels.
- Wage of Gluttony: "orange-eyed coin" when unidentified. Makes a single target take heavy damage, even more if cursed. Only works on creatures that eat.
- Health soulstone: "gray stone" when unidentifed. Provides minor slotless regen when held (6 extra health per 90 turns, 15 needed to equal regen). When used it provides a large amount of healing, more if cursed.
- Spiritual soulstone: "gray stone" when unidentified. Provides energy regeneration when held. When used it provides a large amount of energy, more if cursed.