The List of Everything You Could Carry For all non-artifacts, the values given are as close to the base values as can be guessed (or, in some cases, confirmed by Thomas). These values may be affected by how out of depth the item is when generated (a rare item found on level one will not have stats as good as these, but a mithril dagger found on level 50 will probably be significantly better). Items made of the higher metals (mithril, adamantium, eternium) tend to be lighter and stronger than those made of iron. Prior to 0.9.9 all metals and even crystal could "rust" when in contact with water; in 0.9.9+, only iron is subject to rust damage from water. Note that rusting reduces a weapon's damage by half, as does breaking (cumulative), but that a rusted weapon has a chance of causing blood poisoning in a stricken opponent; each rusted item worn reduces Appearance by 1. Artifacts cannot be damaged by any means. Artifacts One Handed Weapons, Two Handed Weapons, Missile Weapons, Missiles Helmets, Body Armor, Shields, Cloaks, Bracers, Gloves, Girdles, Footwear, Neckwear, Rings,Wands, Scrolls, Books, Potions, Tools, Comestibles, Gems --------------------------------------------------------------------------- Artifacts These are presented in the same order as the screen for wearing them. Guaranteed items are listed first within each category, along with their location. Head gear Crown of Science [+4,+8] {Le +9} * weight: 65s * powers: cursed, bad luck, doomed; immunity to fire * located in secret room in DarkForge * when used as a melee weapon: +0, 1d3 * when used as a missile: +0, 1d3 obsidian crown "Crown of Chaos" (-6, -6) [+0, +15] {Ma +10} (+10 spd) (ver. 0.9.9+) *weight: 500s *powers: part of trinity for chaos god, ? *defeat multi-headed chaos dragon in the stone circle Iron Crown of Havlor (-6,-6) [+12,+12] {Le+4} * weight: 65s * no special powers Neckwear ankh [+2,+2] (not shown on screen) * weight: 3s * powers: grants luck and makes Fate smile upon you, and increases luck (a hidden process other than the intrinsic) * defeat Rehetep in the pyramid * when used as a melee weapon: -4, 1d3 * when used as a missile: -4, 1d3 amulet of raw steel [?,?] {Pe+12} * weight: 10s * powers: corrupts * quest reward from dwarf in DarkForge black torc [+2, +1] (+5 spd) (ver. 0.9.9+) *weight: 3s *powers: undead slayer, returns when thrown, speed +5, resist. to cold *perm. cursed, bad luck *take from body of Keethrax, black druid goal of Druid side of elder/Druid quest branch *melee: (+0) 1d10+2 *missile: (+2) 2d6+2 obsidian medal "Medal of Chaos" [+12, +3] (ver. 0.9.9+) *weight: 300s *melee (-4, 1d3), missile (-4, 1d3) *powers: see invisible, breathe water, resist. petrification, stunning *permanently cursed, grants bad luck, dooms, corrupts *one part of Chaos trinity *reward from old crone for completing all of her quests silk scarf "Aylas Holy Scarf" [+10, +10] {Ch +6} * weight: 5s * powers: none * when used as a melee weapon: +0, 1d2 * when used as a missile: +0, 1d2 Armor Ancient mummy wrapping [+1,+5] {Ap-8} * weight: 60s * powers: see invisible; resistance to poison, sleep, stun, death rays; immunity to cold * defeat Rehetep in the pyramid * when used as a melee weapon: +0, 1d1 * when used as a missile: +0, 1d1 Perion's mithril plate mail (-1,-4) [-1,+13] * weight: 450s * powers: resistance to fire, acid * when used as a melee weapon: -1, 3d2 * when used as a missile: -4, 1d6+2 clothes "Shirt Of The Saints" [+8, +4] {Le. +2} (ver. 0.9.9g6+) * weight: 20s * powers: searching, see invisible, resist sleep and confusion * when used as a melee weapon: (+0, 1d1) *when used as a missile: (+0, 1d1) Girdles blessed golden girdle of the emperors "Celestrix" [+5,+5] {Ch+8} * weight: 25s * powers: see invisible, resistance to death and poison, immunity to shock *causes the wearer to be doomed Cloaks grey cloak "Brannalbin's Cloak of Defense" [+3,+3] * weight: 30s * powers: grants resistance to fire, ice, acid, shock; invisibility (increases food consumption, sometimes slows game down) dirty cloak "Cloak of Oman" [+4,+4] (+2,0) {Dx+8} * weight: 20s * powers: grants teleportation (not at will) Melee Weapons golden gladius "Death's Sting" (+2,2d5+2) [+3,+3] * weight: 30s * no special powers * reward for winning 20th fight in the Arena ancient scythe, scythe of corruption "Moon Sickle" (+6,10d4+6) [+2,+2] * weight: 70s * powers: always cursed, corrupts the wielder * located in Caverns of Chaos, below Dwarftown, usually guarded by a stone golem * when used as a missile: +0, 1d4 lead-filled mace "Big Punch" (+1,8d5+3) [-6,+0] * weight: 800s * powers: resistance to stunning * reward for final quest in Dwarftown * when used as a missile: +0, 1d4 sword of Nonnak (+2, 5d3+2) [+2, +2] {Wi+8} * weight: 80s * powers: resistance to cold, death rays * located in Griff Bloodaxe's grave dwarven rune axe "Rolf's Companion" (+3,3d8+6) [+2,+2] {To+12} * weight: 50s * powers: resistance to fire, returns when thrown * gift from Dwarven mystic (only if not doomed and not chaotic) * when used as a missile: +4, 3d8+4 rune-covered trident (+6, 3d12+6) [+4, +4] {Dx+12} * weight: 80s * powers: see invisible, breathe water, immunity to cold, returns when thrown * reward from Blup's Mom, appears late in game (slow delivery) obsidian sceptre "Sceptre of Chaos" (+8, 6d6+8) [-8, +0] {Mana +8} (+8 spd) (0.9.9+) * weight: 800s * powers: Mana +8, speed +8, bad luck, dooms, resistance to poison, shock * Found deep(~lvl 67) in infinite dungeon; beware the guardian as a missile (+0, 1d40+20) black rune-covered dagger "Needle" (+8, 3d4) [+4, +1] (ver 0.9.9 gamma 7+) * weight: * powers: none solo, greatly enhanced when double-wielded with "Sting" * when used as a missile +8, 3d4 * Carried by the assassin prince in the Assassins Guild (dusty cave) black rune-covered dagger "Sting" (+8, 3d4) [+4, +1] (ver 0.9.9 gamma 7+) * weight: * powers: none solo, greatly enhanced when double-wielded with "Needle" * when used as a missile +8, 3d4 * Reward for Ancient Karmic Dragon quest deep in Caverns of Chaos rune-covered club "Skullcrusher" (+12, 3d6+2) [-3, +0] {St+4} (ver. 0.9.9 gamma 5 (+12, 4d6+6), toned down in g6, again in g7) * weight: 120s * powers: humanoid slayer; resist. stunning, confusion * when used as a missile: +0, 1d4 * seems to show up more for dark elves jet-black glaive "Long Sting" (+4, 7d4) [+4, +0] {Pe +6} (+6 spd) (ver. 0.9.9 gamma 5+) *weight: 100s *powers: resist. paralyzation *when used as a missile: +66, 7d4 *frequently appears in the small cave for hobbits and gnomes scorched spear (+2,3d3) [+2,+0] * weight: 50s * powers: slays plants, immunity to cold * theoretically random, but feels like it always shows up first * when used as a missile: +0, 2d4 heavy cudgel "Black Thumb" (+1,5d3+4) [-2,0] {To+3} * weight: 50s * powers: slays plants, resistance to sleep * when used as a missile: +0, 5d3 ebony spear "Bugbiter" (+3,4d7+3) [+1,+1] {Dx+3} * weight: 100s * powers: slays bugs; resistance to poison thin dagger "Cat's Claw" (+4,3d3) {Dx+8} * weight: 10s * powers: none * when used as a missile: +0, 3d3 ancient claymore "Death's Blade" (+6,6d8+6) [+4,0] * weight: 400s * powers: resistance to death broadsword holy avenger "Justifier" (+4,3d5+10) [+6,+2] * weight: 60s * powers: slays undead, slays demons * when used as a missile: -6, 3d5 black long sword "Kinslayer" (+3,4d5+3) [+4,+4] * weight: 80s * powers: slays humanoids, always cursed * when used as a missile: -6, 1d3 rune-covered long sword "Trusted One" (+1,4d3) [+4,+4] * weight: 60s * powers: resistance to fire, ice, acid, shock, death rays, stun, sleep, paralyzation, and petrification blessed mighty morning star "Grod" (+16,4d5+8) [-8,+0] * weight: 220s * powers: immunity to fire, resistance to stunning * when used as a missile: +0, 2d6 hammer of the gods (+1,3d9+3) [-6,+0] * weight: 400s * powers: immunity to shock, returns when thrown Staff of the Wanderer (+2,3d8+2) [+6,+3] {To+10} * weight: 40s * powers: immunity to shock, resistance to fire and sleep silvery two-handed sword "Vanquisher" (+3,6d5+3) [-3,0] * weight: 300s * powers: slays undead, unliving(constructs), giants, dragons, humanoids, and demons Shields ancient dwarven shield "Rolf's Saviour" (+2) [+9,+6] * weight: 120s * powers: resistance to fire, ice and poison * reward for 4th quest in Dwarftown * when used as a melee weapon: +2, 1d6 (I don't know how, either) * when used as a missile: +0, 1d6 intricate wooden shield "Nature's Friend" [+6,+3] * weight: 80s * powers: resistance to fire, poison, cold, acid, shock small shield "Lust for Glory" [+5,+5] {Wi +3} * weight: 50s * powers: resistance to petrification, death rays, paralysis shield of raw steel (+2) [+12, +6] {To+4} * weight: 180s * powers: corrupts, resistance to fire, cold * quest reward from dwarf in DarkForge Rings Ring of the High Kings [+3, +2] * weight: 1s * powers: resistance to poison; allows passage by Eternal Guardian ring of the master cat [+0,+5] {Dx+8}/(0.9.9+){Dx+16} (+16 spd) * weight: 1s * powers: see invisible (0.9.0+), (0.9.9+) very good at scoring critical hits in melee, makes Fate smile upon you * reward for the Cat Lord "quest" Bracers shining silver bracers "Bracers of War" [+8, +4] {Dex +8} (ver. 0.9.9 gamma 7 +) * weight: ? * powers: regenerate hit points, helps score critical hits in melee, grants luck, resist stunning, death attacks, confusion * when used as melee weapon (+16, 1d1), missile (+16, 1d1) Gauntlets Elemental Gauntlets (-1,+0) [+0,+3] * weight: 10s * powers: resistance to fire, cold, poison * located in secret compartment on Dwarven crypt level (behind Nonnak's nook) gauntlets of eternal peace "Shezestriakis" (-15,-15) [+15,+3] * weight: 10s * powers: always cursed, resistance to fire, cold, poison, acid, shock * when used as a melee weapon: -15, 1d2 * when used as a missile: -15, 1d2 Boots fine leather boots "boots of the divine messenger" [+3,+3] {Dx+5} (0.9.4+) * weight: 25s * powers: teleport control, resistance to death rays and paralysis * when used as a melee weapon: +0, 1d2 * when used as a missile: +0, 1d2 hide boots "boots of great speed" [+5, +0] (+30 spd) (0.9.9+) * weight: 20s * power: speed +30, corrupts, dooms * found in the quickling tree Missile Weapons elven long bow "Sun's Messenger" (+15,+15) * weight: 30s * powers: slays undead crossbow "Far Slayer" (+18,+18) * weight: 350 * powers: ? Missiles obsidian quarrel "Thunderstroke" (+8,9d3+8) * weight: 2s * powers: long range silver arrow "True Aim" (+10,5d5) * weight: 2s * powers: long range Usable objects crystal phial "Phial of Caladriel" * weight: 2s * powers: uses power points to light rooms/level * located in dark and sinister tunnel, as far from entrance as possible Elemental Orb of Fire {St +10} * weight: 100s * powers: casts Fireball when (U)sed, corrupts when used * located on lvl 4 of Tower of Fire Elemental Orb of Water {Wi +10} *weight: 100s * powers: heals when (U)sed, corrupts when used * located in Caverns of Chaos, between dwarven portal and fire wall Elemental Orb of Air {Dx +10} *weight: 100s * powers: summons Air Elemental pet when (U)sed, corrupts when used * located in Caverns of Chaos, between DarkForge and Earth level Elemental Orb of Earth {To +10} * weight: 100s * powers: casts Earthquake when (U)sed, corrupts when used * located in Caverns of Chaos, between Air level and bottom Elemental Orb of Mana {Ma +10} *weight: 100s * powers: ? when (U)sed, corrupts when used * located in Caverns of Chaos, beneath Earth level, in side branch of main Caverns silver key * weight: 1s * powers: unlocks and untraps all doors * when used as a melee weapon: -8, 1d1 * when used as a missile: -8, 1d1 Misc. artifacts si * weight: 10s * powers: replicates self * located in Caverns of Chaos, between big room and Dwarftown * when used as a melee weapon: +0, 1d4 * when used as a missile: -4, 1d4 sulphuric potion "potion of literacy" * weight: 2s * powers: grants literacy when imbibed * reward from Dwarftown upon completion of first quest (only if character is illiterate) --------------------------------------------------------------------------- One Handed Weapons Metallic items are smith-able if ingots of the same metal are available. Weapon (MEM,DAM) [DVM,PVM] Weight Made of Special dagger (+0, 1d4) 10s i,m,a,e (bloody) orcish good at critical dagger (+5, 2d3+5) 10s ? hits skull dagger crystal dagger (+0, 2d3+4) 25s crystal dagger of death (+1, 5d6+6) 10s iron (grey) phase dagger (+1, 1d4) 5s iron bypasses PV knife (+0, 1d3) i,m,a,e (crude) orcish knife (+0, 1d3+2) 10s iron rabbit knife (+0, 1d3+4) 8s bunny slayer knife of regeneration, {+4 endurance (+6, 1d3+6 ) 8s To} (thin) dagger of returns when returning (+0, 1d4) 10s thrown scalpel (+2, 1d3+1) 2s iron short sword (+0, 1d6) 30s i,m,a,e long sword (+0, 1d8) 40s i,m,a,e scimitar (+0, 1d8) 40s i,m,a,e broadsword (+0, 1d7+1) 80s i,m,a,e sword of sharpness (+0, 4d8+6) 35s iron sickle (+0, 1d4+3) 55s hand axe (+0, 1d6) 50s i,m,a,e hatchet (+0, 1d6+1) 50s iron battle-axe (+0, 1d6+2) 70s i,m,a,e (crude)orcish battle-axe (+0, 1d6+2) ?s i,m,a,e stone axe (+0, 1d7+3) 170s stone club (+0, 1d6) 30s stone club (+0, 1d?) ?s skull club (+0, 1d?) ?s cudgel (+0, 2d4) 40s warhammer (+0, 2d3) 60s i,m,a,e large hammer (-1, 1d10+1) 120s i,m,a,e spear (+0, 1d8) 50s (crude)orcish spear (+1, 1d8+1) 75s short spear (+0, 1d6) 40s stone spear (+0, 1d8+2) 120s heavy spear (+0, 1d?) ?s spear of returning (+4, 1d6) 40s mace (0, 1d6+1) 100s i,m,a,e heavy mace (+3, 2d5+3) 200s mace of disruption (+0, 2d4+3) 100s iron slays undead mace of destruction (+4, 5d6+6) 120s flail (0, 2d4) 150s i,m,a,e pickaxe (0, 1d6+1) 75s ever-burning torch (+1, 2d4+2) [+1, +0] 10s torch (when lit) (+0, 10s 1d4+1d4) whip (-4,1d3) 15s whip of the snake (-1, 8d2+7 ) [ , ] 15s leather +7 speed, {+7 Dx} whip of slaughtering (-4, 1d48) 15s leather critical hits scourge (-4,1d3+3) 25s --------------------------------------------------------------------------- Two Handed Weapons Metallic items are smith-able if ingots of the same metal are available. Weapon (MEM, DAM) [DVM, Weight Made of Special PVM] two-handed sword (+3, 3d5+3) [-1, +0] 100s iron two-handed sword (+6, 3d5+6) [-1, +0] 80s mithril two-handed sword (+12, 3d5+12) [-1, +0] 70s adamantium two-handed sword (+18, 6d5+18) [-1, +0] 50s eternium two-handed sword of parrying (+3, 3d4+3) [+16, +0] 100s ? great axe (+2, 2d6+3) [-2, +0] 105s scythe (+?, ?) [?, ?] ?s huge iron hammer (-1, 2d9+2) [-3, +0] 200s hammer of the gods (+1, 3d9+3) [-6, +0] 400s heavy club (+1, 1d10+3) [-2, +0] 120s heavy skull club (+1, 1d10+3) [-1, +0] 120s quarterstaff (+0, 1d10) 40s skull staff (+0, 1d12) 40s staff of power (+0, 1d10+2) [+1, +1] 40s {Wi+6} staff of smiting (+0, 1d37) 40s staff of the magi (+2, 1d10+4) [+3, +3] 40s {Ma +8} heavy flail (+1, 3d4+5) [-3, +0] 200s halberd (+4, 2d5+4) [-2, +0] 100s iron halberd (+7, 2d7+4) [-2, +0] 80s mithril halberd (+0, 2d7+7) [-2, +0] 70s adamantium halberd (+11, 4d7+8) [-2, +0] 50s eternium halberd of defense (+4, 2d5+4) [+18, +0] 100s trident (+2, 3d3+1) [+0, +0] 70s --------------------------------------------------------------------------- Missile Weapons Metallic items are smith-able if ingots of the same metal are available. Weapon (MIM, MDM) Weight Made of Special sling (+0,+0) 3s leather sling of accuracy (+8, +0) 3s leather sling of the long shot (+2, +0) 3s leather long range shortbow (+1,+0) 20s shortbow of accuracy (+8, +3) 20s longbow (+2,+2) 30s longbow of accuracy (+8, +3) 30s elven longbow (?,?) ?s not yet implemented hand crossbow (+0,+0) 30s light crossbow (+2,+0) 70s iron light crossbow of accuracy (+8, +3) 70s iron heavy crossbow (+4,+6) 140s iron heavy crossbow of accuracy (+7, +4) 140s iron --------------------------------------------------------------------------- Missiles Metallic items are smith-able if ingots of the same metal are available. Missile (MIM, DAM) Weight Made of Special rock (+0,1d4) 5s stone huge rock (+0, 2d10 or 1000s stone 2d20) arrow (+0,1d6) 2s wood,m,a,e arrow of construct slaying (+3, 1d6+3) 2s arrow of demon slaying (+3, 1d6+3) 2s ? slays demons arrow of dragon slaying (+3, 1d6+4) 2s ? slays dragons arrow of giant slaying (+3, 1d10+3) 2s ? slays giants arrow of humanoid slaying (+3, 1d6+3) 2s ? slays humanoids arrow of undead slaying (+3, 2d4+3) 2s ? slays undead quarrel (+0,2d6) 2s wood,i,m,a,e quarrel of construct slaying (+4, 2d6+3) 4s ? slays constructs quarrel of demon slaying (+3, 2d6+3) 4s ? slays demons quarrel of dragon slaying (+3, 2d6+4) 4s ? slays dragons quarrel of giant slaying (+3, 2d8+3) 4s ? slays giants quarrel of humanoid slaying (+5, 2d6+3) 4s ? slays humanoids quarrel of undead slaying (+3, 2d6+3) 4s ? slays undead (tiny) dark elven quarrel (+3,1d4+3) 2s lead sling bullet (+4,1d5) 3s iron mithril sling bullets (+6, 2d5) 3s mithril adamantium sling bullets (+4, 3d4) 3s adamantium eternium sling bullets (?,?) 3s eternium sling bullets of demon slaying (+6, 2d5+3) 3s demon slayer sling bullets of crashing (+5, 5d5) 3s (thin)dagger of returns when returning (+2, 1d4) 10s thrown throwing knife (+1,1d3+1) 8s throwing club (+0,1d6) 30s curved throwing club (+0,1d6) ?s heavy throwing club (+0,?) ?s throwing club of death (?,?) ?s ? ? spear of returning (+2, 1d8+2) 40s (strange stick)boomerang (+3, 2d4+1) 20s drakish scurgar (+3,1d8+2) 10s iron drakish scurgar (+6, 1d8+5) 8s mithril drakish scurgar (+7, 1d8+7) 7s adamantium drakish scurgar (+11, 2d8+9) 5s eternium drakish scugar of death (+12, 6d8+4) 10s ? drakish scugar of returns when returning (+4, 2d6+2) 10s ? thrown (even when it hits) --------------------------------------------------------------------------- Helmets Metallic items are smith-able if ingots of the same metal are available. 40s Item [DVM, PVM] weight Made of Special leather cap [+0,+0] 5s leather hood [+0,+0] 3s cloth hat [+0,+0] 4s cloth metal cap [+0,+1] 50s iron mithril cap mithril adamantium cap adamantiun eternium cap [+0, +4] 26s eternium bone helmet 40s bone horned helmet [+1,+1] 100s ? (black) orcish helmet [+1,+3] ? Pe-n silver helmet [+0, +0] 50s iron brass crown iron crown of regeneration [+0, +0] 55s iron? increases hitpoint recovery rate diadem of beauty [+0, +0] 35s ? Ap +n helm of beauty [+0, +0] 50s Ap +n helm of leadership [+1, +2] 100s Ch+n helm of mental stability[+0, +1] 100s ? Learning +n, resist confusion helm of teleportation [+0, +1] 50s ? randomly teleports (blue) helm of water breathing [+0, +1] 30s iron breathe water --------------------------------------------------------------------------- Body Armor Metallic items are smith-able if ingots of the same metal are available. Armor (MEM, [DVM, PVM] weight Made of Special MIM) clothes [+0, +0] 40s cloth robe [+0, +1] 60s cloth black robe [+0, +1] 50s cloth robe of invisibility [+0, +1] ?s cloth invisibility mummy wrapping [+0, +1] 50s cloth {Ap -n} leather apron (-1, -1) [+0, +2] 75s leather light furs [+0, +1] hide heavy furs (-1, -1) [+0, +2] hide leather armor [+0, +2] 150s leather studded-leather armor (-1, -1) [-1, +3] 250s leather&iron scale mail (-1, -2) [-2, +4] iron (-1,-2) [-1,+6] 320s mithril (?,?) [?,?] ?s adamantium (-1,-1) [+0,+12] 220s eternium (-1,-2) [+3,+8] 620s crystal (spider) shell armor (0,-2) [-1,+2] 300s organic chain mail (-1, -3) [-3, +5] 400s iron (-1,-3) [-2,+7] 320s mithril (-1,-3) [-1,+8] 288s adamantium (?,?) [?,?] ?s eternium (-2,-4) [-1,+9] 620s crystal elven chain mail [+0, +5] 10s mithril dragon-hide scale dragon, mail (-2,-4) [-2,+11] 200s adamantium plate mail (-2,-4) [-4, +7] 500s iron (-2,-4) [-3,+12] 400s mithril (-2,-4) [-2,+11] 320s adamantium (-1,-2) [-1,+17] 240s eternium (-2,-4) [+1,+11] 720s crystal (Dragon hide products grant immunity to the element corresponding to the type of hide used, white/cold, red/fire, blue/electricity, black/acid.) --------------------------------------------------------------------------- Shields Metallic items are smith-able if ingots of the same metal are available. Shield (MEM) [DVM, PVM] Weight Made of small shield [+2, +0] 50s iron (+1) [+3,+1] 40s mithril [+5,+0] 36s adamantium (+2) [+9, +1] 24s eternium [+5,+0] 72s crystal wooden shield (+1) [+3, +1] 80s wood medium shield [+3, +1] 100s iron (?) [+6,+1] 80s mithril (+3) [+9,+2] 72s adamantium [+12,+2] 46s eternium (?) [+9,+2] 160s crystal large shield (-1) [+6, +1] iron (-1) [+8,+2] 96s mithril (-1) [+10,+2] 86s adamantium (-1) [+12,+6] 54s eternium tower shield (-2) [+10, +2] 150s iron (-2) [+11,+2] 120s mithril (-2) [+13,+2] 108s adamantium (-1) [+16,+6] 70s eternium (-2) [+13,+2] 260s crystal --------------------------------------------------------------------------- Cloaks cloak [DV, PV] weight special qualities light cloak [+0,+1] 20s hooded cloak [+1,+0] 40s rainproof cloak of adornment [+0, +0] 40s {Ap +4} cloak of defense [+3,+0] 20s cloak of protection [+0,+3] 20s cloak of invisibility[+0, +0] 30s invisibility when worn --------------------------------------------------------------------------- Bracers Metallic items are smith-able if ingots of the same metal are available. bracers [DV, PV] weight special qualities brass bracers [+0, +0] 10s bracers of defense [+2, +0] 10s bracers of protection [+0,+2] 10s bracers of regeneration[+0, +0] 18s increase healing rate bracers of resistance [+0 +0] 10s resist fire, cold, sleep, death rays, shock bracers of speed [+0, +0] 10s (speed +n) bracers of toughness [+0,+0] 10s {To +4} Return to top of page --------------------------------------------------------------------------- Gloves Metallic items are smith-able if ingots of the same metal are available. Glove to hit, to DV, PV Special Weight damage gloves [+0, +0] gloves of dexterity [+0,+0] {Dx+2} 6s gloves of smiting [+1,+0] (+5 damage) 6s gauntlets [+0, +1] 10s colored leather gauntlets [+0, +1] 10s dragon hide gauntlets (-2,+0) [+0, +2] immunity to dragon's 10s element thick gauntlets (-1,-2) [-2, +1] blocks poison from 15s hands alchemistic gloves (+0,+0) [+0, +0] poison, acid resist 10s gauntlets of peace (-15,-15) [+3, +3] 10s gauntlets of strength (-1,-1) [-1,+1] {St+2} 40s Brass knuckles [+0, +0] 20s --------------------------------------------------------------------------- Girdles Metallic items are smith-able if ingots of the same metal are available. Girdle DV, PV Special Weight leather girdle [+0, +0] 5s metal (iron) girdle [+0, +1] 25s mithril girdle [+0, +2] 20s adamantium girdle [+0, +3] 18s eternium girdle [+0, +4] 12s girdle of carrying [+0, +0] changes carrying capacity 15s (c-/u+/b++) (thick) girdle of strength[+0, +0] {St+1} 15s girdle of Giant Strength [+0,+0] {St+12} 30s (copper-hewn) girdle of adjusts carry capacity based on greed [+0, +0] gold, detects royal vaults 7s (strange-metal) girdle of weight [+0, +0] it's heavy ?s money belt [+0, +0] protects against pickpockets 5s --------------------------------------------------------------------------- Footwear Metallic items are smith-able if ingots of the same metal are available. item (to hit, to damage) weight special qualities [DV, PV] sandals [+0, +0] 6s light boots [+0, +0] 20s leather boots [+0, +0] 25s metal (iron) boots [+0, +1] 120s mithril boots [-1, +2] 96s adamantium boots [+0, +3] 89s eternium boots [+0, +5] 55s heavy boots [-1, +1] 30s gnomish boots (+1, +0) [+2, +0] ?s boots of sneakiness [+0, +0] 20s {Dex +2} (soft)boots of speed [+0, +0] 20s (+8 spd) (worn)seven league halves time/energy to boots [+1, +0] 30s walk spiked boots [-1, +1] 30s increase kicking damage --------------------------------------------------------------------------- Neckwear item weight Effect necklace of the eye 3s increases sight range amulet of balance 3s pulls toward balance pendant of beauty {Ap+5} 3s adjusts appearance brass amulet 3s ?? amulet of chaos 3s draws to chaotic amulet of the cold heart {Ch-11} 3s adjusts charisma, resist cold amulet of death ray resistance 7s resist death rays amulet of defense +/- n 3s adjusts DV +/- n amulet of free action 3s immunity to webs, paralysis amulet of greed 3s detects vaults amulet of health 3s resists sickness amulets of light 3s lights surroundings amulets of life saving 3s Restores life once amulet of luck 3s conveys luck intrinsic pendant of mana {Ma+2} 3s adjusts mana +/- n amulet of order 3s draws toward lawful amulet of perseverance {Wi+3} 3s adjusts willpower +/- n amulet of petrification resistance 3s resist petrification amulet of protection +2 3s adjusts PV +/- n amulet of protection from undead 3s amulet of protection from constructs(unlife) 3s resist constructs necklace of rabies resistance 2s resist rabies (sickness) necklaces of rapid healing 2s increases healing rate necklace of the silver tongue {Ch+6} 2s adjusts charisma +/- n amulet of speed 2s increases speed amulet of teleport control 3s choose teleport destination amulet of water breathing 3s lets you breathe water --------------------------------------------------------------------------- Rings Ring weight Effect brass ring rings of acid resistance 1s resist acid ring of cold resistance 1s resist cold rings of damage 1s increase damage to opponent ring of defense +1 1s improve DV by +value ring of djinni summoning 1s summons Djinni (get wish if blessed) ring of doom 1s dooms wearer ring of elemental mastery 1s immunity to fire & cold ring of minor elemental mastery 1s resist fire & cold ring of fire 1s protects equipment from cold attacks ring of fire resistance 1s resist fire ring of gain attribute 1s {+n St/Le/...} ring of ice 1s protects equipment from fire attacks ring of invisibility 1s makes wearer invisible ring of luck 1s grants wearer luck ring of mental stability {Le +1} 1s resist confusion, adjusts Learning ring of protection +1 1s improves PV by + value ring of regeneration 1s speeds healing (increases food use) ring of searching 1s searches surroundings on each turn ring of see invisible 1s gives see invisible intrinsic while worn ring of slaying 1s +6 melee damage, +6 missile damage ring of speed 1s increases speed (+5) ring of stun resistance 1s resist stunning ring of teleport control 1s controls teleportation ring of the clear mind 1s not confused for more than 1 round wedding ring 1s gift to the loveless --------------------------------------------------------------------------- Wands Wand weight Effect wand of acid 4s acid bolt wand of ball lightning 4s electric bolt in random direction wand of cold 4s cold ray wand of darkness 4s darkens surroundings wand of destruction 3s destroys surroundings, incl. most dig resist. walls (drains stats) wand of digging 3s tunnels (no debris) wand of door creation 3s create door in doorway (chance for locked & trapped if cursed) wand of earthquakes 3s wand of far slaying 3s ray from power points wand of fire 4s fire ray wand of fireballs 3s fireball wand of knocking 3s untraps, unlocks, opens door wands of light 4s illuminates surroundings wand of lightning 4s electric ray wand of magic missiles 3s magic ray wand of monster creation 3s creates random monster(many if cursed) wand of monster detection 3s reveals monsters on level wand of paralyzation 3s paralysis ray wand of poison 3s poison ray wand of stunning 3s stun ray wand of teleportation 4s teleport single target wand of trap creation 3s creates traps(random) wand of trap detection 3s detects surrounding traps wand of wonder 3s random spell wand of webbing 3s ray of webs wand of wishing 3s grants a wish --------------------------------------------------------------------------- Scrolls each weighs 2s and blessed versions are better scroll of information at entrance of small cave; good for training literacy in SMC (sealed)scroll of warning at entrance of small cave papyrus scroll invitation into pyramid strange message (Fox Nogawu) scribbled scroll ratling pamphlet magical scrolls: amnesia messes with memories of levels, items IDed, and spells balance measures alignment chaos resistance removes some % of corruption charging charges a wand danger increases danger factor of a level dark predictions reveals % of self corrupted darkness darkens surroundings defense increases DV of some worn item familiar summoning creates tame creature gold detection reveals gold on level great identify supplies info about item (most useful with artifacts) ibm instruction manual permanently confuses identify info on item(s) ill fate curses/dooms (depends on cursed status) increase melee accuracy changes to-hit of melee item increase melee damage changes damage of melee item item creation creates item (depends on level) item destruction destroys wielded/worn item item detection reveals items on level light brightens surroundings luck gives intrinsic (luck or Fate smiles, depending on uncursed/blessed status) magic mapping reveals surroundings of level monster aggravation angers monsters on level monster detection reveals monsters on level peace reduces danger factor of level power restores power points protection changes PV of worn item repair fixes broken item satiation fills stomach teleportation teleports character treasure creation creates gold uncursing removes curse from item(s) vermin control sterilizes breeders on level --------------------------------------------------------------------------- Books each weighs 100s (huge manual) Yrrigs' Manual of Bridge needed to improve bridge Building building skill (brittle book) The Collected Works of Confucious rumors spellbooks: see spell spoilers for effects Acid Bolt Bless Burning Hands / Baptism of Fire Calm Monster Create Item / Divine Favour Cure Critical Wounds Cure Disease Cure Light Wounds Cure Serious Wounds Darkness Death Ray / Greater Divine Touch Destroy Undead / Dispel Undead Disarm Traps Earthquake Farsight Fire Bolt / Hellish Flames Fireball / Major Punishment Frost Bolt / Nether Bolt Greater Identify / Greater Enlightenment Heal Identify/ Enlightenment Improved Fireball / Invoked Devastation Invisibility / Veil of the Gods Knock / Divine Key Know Alignment Light Lightning Bolt / Divine Wrath Magic Lock / Seal of the Spheres Magic Map / Knowledge of the Ancients Magic Missile / Minor Punishment Mystic Shovel / Divine Digger Neutralize Poison Petrification Remove curse Revelation Slow Monster Slow Poison Strength of Atlas/ Lordly Might Stun Ray / Lesser Divine Touch Summon Monsters Teleportation / Ethereal Bridge Web Wish / Divine Intervention --------------------------------------------------------------------------- Potions each weighs 2s balance adjusts stats toward median berzio food beauty changes Ap blindness blinds temporarily boost appearance temporarily adjusts Ap boost charisma temp. adjusts Ch boost dexterity temp. adjusts Dx boost learning temp. adjusts Le boost mana temp. adjusts Ma boost perception temp. adjusts Pe boost strength temp. adjusts St boost toughness temp. adjusts To boost willpower temp. adjusts Wi booze inebriates, charges wands carrot juice food/might improve Pe charisma adjusts Ch confusion confuses when consumed cure corruption removes % of current corruption cure poison dilutes poison in blood deafness deafens temporarily dexterity adjusts Dx education might grant new skill exchange switches stats if consumed, switches monster if hit when thrown, changes dipped items extra healing restores hit points healing restores a few hit points holy water blesses items dipped in it; injures undead if hit invisibility makes invisible learning adjusts Le longevity adjusts life span (max. age) mana adjusts Ma, charges dipped wands oil oil of rust removal removes rust(permanently if blessed) poison poisons (items dipped or consumed) potential beauty adjusts max Ap potential charisma adjusts max Ch potential dexterity adjusts max Dx potential learning adjusts max Le potential mana adjusts max Ma potential perceptionadjusts max Pe potential strength adjusts max St potential toughness adjusts max To potential willpower adjusts max Wi raw mana adjusts max pp sickness sickens when consumed speed temp. adjusts speed strength adjusts St toughness adjusts To training adjusts level in random skill troll blood adjusts healing rate ultra healing lots of healing unholy water curses dipped items uselessness mostly useless water food, rusts dipped iron willpower adjusts Wi youth reverses un-natural aging --------------------------------------------------------------------------- Tools Metallic items are smith-able if ingots of the same metal are available. item weight use Keys use in similarly shaped lock hexagonal key 1s round key 1s square key 1s small key 1s tiny key 1s triangular key 1s Fire tools torch 10s provides light when held and lit box with flint and steel 5s have in pack for starting fires tinderbox 3s have in pack for starting fires Blankets blanket 10s waterproof blanket 10s protects gear from water fireproof blanket 10s protects gear from fires (eventually wears out) Skill-related tools thieves' picks 5s needed to apply lockpicking skills cooking set 100s needed to apply/improve cooking skill fletchery set 70s needed to apply/improve fletchery skill climbing set 180s needed to move through mountains anvil 1000s needed for smithing Things for making other things wooden stick 30s wood for fletchery skill log 800s wood for fletchery or bridge building hatchet 50s (u)se in appropriate places to cut trees & build bridges iron ore 120s raw iron; smith into ingot mithril ore 110s raw mithril; smith into ingot adamantium ore 100s raw adamantium; smith into ingot eternium ore 90s raw eternium; smith into ingot iron ingot 40s for smithing iron items mithril ingot 5s for smithing mithril items adamantium ingot 4s for smithing adamantium items eternium ingot 3s for smithing eternium items Misc. bandages 2s (u)se to stop bleeding; chance for infection if cursed holy symbol 5s (u)se to check diety's mood & slightly improve standing (~1000 uses from angry to passive) stethoscope 5s (u)se to learn about monster health/strength musical instruments for (u)se; best with music skill fiddle 15s flute 3s glockenspiel 120s harp ?s lute 20s mandoline 23s tamborine 5s whistle 1s poor --------------------------------------------------------------------------- Comestibles item weight special large ration 200s iron ration 100s lembas wafer 3s extremely nourishing spider bread 3s lembas for dark elves, poisonous for most others hobbit cake 30s cursed ones stun non-Trolls (you'll see why) bit of candy 2s bit of gnomish candy 2s preferred by some children loaf of bread 40s dwarven sausage 20s piece of raw meat ?s acquired taste piece of fresh meat 20s piece of dry meat 15s fortune cookie 3s contains rumor bone 4s frog legs 2s cooked lizard 3s ratling ware fried bat ?s ratling ware roaches ?s ratling ware rat tails ?s ratling ware grubs ?s ratling ware apple 2s melon 20s alraunia antidote 2s herb (dilutes poison) curaria mancox herb 2s herb (cures disease) demon daisy 2s herb (poisons) devil's rose 2s herb (sickens) morgia root 2s herb (adjusts To & Wi) pepper petal 2s herb (heals when eaten) spenseweed 2s herb (heals when used) stomacemptia herb 2s herb (incresaes hunger) stomafillia herb 2s herb (satiates) plant seed 2s can be planted by gardeners herb seed 2s can be planted by gardeners lump of bee wax 5s can be eaten or used to plug ears gelee royal 3s may increase Ap if eaten, very nourishing corpses--see the Complete Creature Compendium --------------------------------------------------------------------------- Gems Rock weight special amber 1s aquamarine 1s crystal of darkness 1s casts darkness crystal of fire 1s casts firebolt crystal of health 1s restores hitpoints crystal of knowledge 1s casts magic map, +1 to Le if blessed crystal of light 1s casts light crystal of power 1s restores power points emerald 1s opal 1s ruby 1s sapphire 1s topaz 1s turquoise 1s worthless piece of *colored* glass 1s --------------------------------------------------------------------------- If you can add to this list, or correct anything, leave me a note, or e-mail me.