- 1 Weapons
- 1.1 Melee
- 1.1.1 Spears
- 1.1.2 Trident
- 1.1.3 Daggers
- 1.1.4 Knives
- 1.1.5 Farm Implements
- 1.1.6 Axes
- 1.1.7 Short Swords
- 1.1.8 Scimitars
- 1.1.9 Sabers
- 1.1.10 Broadswords
- 1.1.11 Long Swords
- 1.1.12 Two-Handed Swords
- 1.1.13 Maces
- 1.1.14 Morning Star
- 1.1.15 Hammers
- 1.1.16 Clubs
- 1.1.17 Flail
- 1.1.18 Whip
- 1.1.19 Quarterstaves
- 1.2 Polearms
- 1.3 Digging implements
- 1.4 Ranged
- 1.5 Ammunition
- 1.6 Thrown
- 1.1 Melee
- 2 Armor
- 3 Rings
- 4 Amulets
- 5 Tools
- 6 Food
- 7 Potions
- 8 Scrolls
- 9 Spellbooks
- 10 Wands
- elven spear
- droven spear: These obsidian spears deal high damage (1d12) but almost always shatter if thrown.
- orcish spear
- dwarvish spear
- silver spear
- elven dagger
- droven dagger: These obsidian daggers deal high damage (1d8 vs small, 1d6 vs large) but almost always shatter when thrown.
- orcish dagger
- silver dagger
- 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.
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 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
- high-elven warsword: Mithril scimtar, does 1d10 damage vs large and small and has +2 to-hit. Weighs 4 units.
- 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.
- long sword
- crystal sword: Deals 2d8 damage vs small targets and 2d12 vs large targets. Can be safely enchanted at +8 (ie, can be enchanted to +9). Breaks if thrown. Heavy (120 units). Does not dull if used to engrave, but engraves slow like other weapons, not fast like an athame.
- two-handed sword
- droven greatsword: These obsidian swords are high damage (1d18 vs small, 1d30 vs large) but almost always shatter if thrown.
- elven mace: Does 1d7 vs large and small and is +2 to-hit.
- 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.
- lucern hammer
- bec de corbin
- 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.
- droven crossbow: These spider-themed crossbows bear the silver holy symbol of Lolth, and will deal silver damage if used in melee.
- flintlock: An inaccurate firearm, flintlocks sometimes misfire as though cursed.
- submachine gun
- heavy machine gun
- assault rifle
- sniper rifle: Sniper rifles are more accurate at long range.
- auto shotgun
- rocket launcher: Rockets and rocket launchers are both reduced in weight in dNetHack relative to other variants.
- grenade launcher
- BFG: BFGs are not generated normally. The Annulus has a BFG form, however. BFGs can fire any type of firearm ammunition.
- elven arrow
- orcish arrow
- silver arrow
- golden arrow: High damage (1d13 vs large and small) rare arrow variant.
- ancient arrow: High damage (1d10 vs large and small) arrow variant, is not randomly generated, base item for the Black Arrow
- crossbow bolt
- droven bolt: High damage (1d9 vs small, 1d6 vs large) glass crossbow bolt. Guaranteed to break when used. Often generated coated in drugged (coated in sleep poison).
- silver chakram: silver circular boomerang, deals 1d9 damage to large and small targets.
- 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.
- 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, high AC helm that protects vs mind flayer brain-drain but prevents eating or drinking while worn.
Helms with randomized appearances
- helmet: May be called a 'circlet' in some games, in which case it is made out of gold and raises charisma by its enchantment when worn.
- helm of brilliance: May be called a 'crown of cognizance' in some games, in which case it is made out of gold and also raises charisma by its enchantment when worn.
- helm of opposite alignment: May be called a 'tiara of treachery' in some games, in which case it is made out of gold and also raises charisma by its enchantment when worn.
- helm of telepathy: May be called a 'tiara of telepathy' in some games, in which case it is made out of gold and also raises charisma by its enchantment when worn.
- helm of drain resistance: May be called a 'diadem of drain resistance' in some games, in which case it is made out of gold and also raises charisma by its enchantment when worn.
- gray dragon scale mail: Also grants half spell damage.
- silver dragon scale mail: Also reflects dragon breath.
- shimmering dragon scale mail: Grants displacement
- red dragon scale mail: Grants fire resistance and protects from green slime
- white dragon scale mail: Grants cold resistance, magical breathing, swimming, and protects inventory from water damage.
- orange dragon scale mail: Grants sleep 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 and sickness resistance.
- yellow dragon scale mail: Grants acid and petrification resistance
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 16 AC, MC2 and doubled enchantment values (max 14). Very heavy.
- droven plate mail: Prone to evaporating in light. If fixed it will recover from partial evaporation in the dark.
- noble's dress: Prone to evaporating in light. If fixed it will recover from partial evaporation in the dark. If the dress's armored components evaporate, a black dress will be left
- 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
- orcish chain mail
- scale mail
- studded leather armor
- ring mail
- orcish ring mail
- leather armor
- elven toga: Boosts charisma but is otherwise unremarkable
- consort's suit: Boosts charisma but is poor armor otherwise.
- gentleman's suit: Boosts charisma but is unremarkable armor.
- gentlewoman's dress: Boosts charisma but is unremarkable armor.
- leather jacket
- straitjacket: Currently has no special properties
- healer uniform: Provides sickness resistance.
- jumpsuit: Future tech. Gives reflection.
- black dress: Boosts charisma. Deliberately exposing your noble's dress to light is a good way to recycle it once you've found more permanent armor.
- Hawaiian shirt
- 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
- victorian underwear: Gives a bonus to Charisma, but imposes an AC penalty counted against your dexterity AC bonus. If still positive, reduce dexterity bonus to 0.
- bodyglove: Future Tech. Gives immunity to sickness.
- mummy wrapping
- elven cloak
- droven cloak: Gives MC3. Can be (a)pplied to lay down or pick up webs. Laying down webs reduces MC and will consume cloak at MC0. Picking up webs restores MC up to MC3.
- orcish cloak
- dwarvish cloak
- oilskin cloak
- alchemy smock
- Leo Nemaeus hide: The skin of a son of Typhon. Halves physical damage, but provides no MC and is notably heavy.
- leather cloak
Cloaks with randomized appearances
- 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 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 6 AC but is heavy
- shield of reflection
- crystal gauntlets: Gives 3 AC but is slightly heavy.
- 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
- leather gloves
- gauntlets of fumbling
- gauntlets of power
- orihalcyon gauntlets: Grants magic resistance, are made of metal (so impacts spellcasting success rate)
- gauntlets of dexterity
- low boots
- iron shoes
- bronze boots: Gives 3 AC.
- plasteel boots: Made of plastic
- high boots
- crystal boots: Gives 4 AC but is very heavy
Boots with randomized appearances
- speed boots
- water walking boots
- jumping boots
- elven boots
- kicking boots
- fumble boots
- flying boots: replaces levitation boots and grants flying instead of levitation
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
- gain strength
- gain constitution
- increase accuracy
- increase damage
- sustain ability
- aggravate monster
- 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
- teleport control
- polymorph control
- see invisible
- alacrity: Grants very fast speed (Eating it gives intrinsic speed instead)
- 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.
- 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.
- 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 unchanging
- amulet of reflection: Unlike SDSM and Silver Dragon Scale Shields, does not reflect dragon breath.
- amulet of magical breathing
- 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.
- 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
- 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
- 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.
- R'lyehian faceplate/ebon pane: Magic item created by the old R'lyehians, who's 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.
- tinning kit
- upgrade kit: Can be used by characters in clockwork automaton form to upgrade themselves, in conjunction with other items.
- tin opener
- can of grease
- effigy: Acts as a blessed scroll of remove curse, regardless of the beatitude of the effigy. Becomes a weeping angel if used to remove weeping angel contamination.
- magic marker
- land mine
- tin whistle
- magic whistle
- grappling hook
- unicorn horn: 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.
- power pack: Apply to a chargeable item to recharge it. Acts as a scroll of charging in all respects.
Fruits and Veggies
- kelp frond
- eucalyptus leaf
- sprig of wolfsbane
- clove of garlic
- slime mold
- 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
- 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.
- gain ability
- restore ability: unicorn horns don't restore ability points anymore, so this potion is useful.
- blindness: Can be used to coat weapons.
- paralysis: Can be used to coat weapons.
- speed: This potion now grants permanent fast speed instead of temporary very fast speed.
- see invisible
- extra healing
- gain level
- 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.
- full healing
- 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.
- fruit juice
- acid: Can be used in gem alchemy.
- oil: Can be drunk by clockwork automatons for HP and nutrition.
- amnesia: Can be used to coat weapons.
- 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)
- enchant armor
- destroy armor
- confuse monster
- scare monster
- remove curse
- enchant weapon
- create monster
- gold detection
- food detection
- magic mapping
- 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 an random illusionary ward, rather than the noted ward.
- 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.
- 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.
- 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.
- 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.
- 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.
- 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).
- Negatively affects your alignment record.
- magic missile
- cone of cold
- finger of death
- lightning bolt: Level 5 Attack spell. At unskilled or basic, fires a single bolt of lightning a la wand of lightning. At skilled or expert, choose a location to unleash 2-9 explosions of lightning. 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 blast: Is a level 4 Matter spell in dNetHack. This spellbook cannot be wished for and is not found randomly in the dungeon.
- detect monsters
- 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
- cure sickness
- charm monster: 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
- extra healing
- restore ability
- detect treasure
- remove curse
- magic mapping
- create monster: Is a level 6 spell in dNetHack.
- teleport away
- create familiar
- stone to flesh
- 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"
- secret door detection
- create monster
- make invisible
- slow monster
- speed monster: Now grants temporary very fast speed instead of permanent fast speed.
- undead turning
- magic missile