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
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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)


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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


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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


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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


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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)


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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


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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.)


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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


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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


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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}

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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


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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


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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


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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


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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


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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


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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


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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


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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


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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


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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


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   If you can add to this list, or correct anything, leave me a note, or
                                e-mail me.
