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(5.9) What does item xxx do exactly? ------------------------------------ Some items might look bad (Mushrooms of Unhealth), but keep in mind that you can often throw ('v') these items to damage or impair an enemy. For more information about items and especially ego items see (8.4). Weapons & Armour ---------------- Dark Sword Dark Swords have a so-called 'anti-magic field', which prevents the user from using magic devices or casting spells, and also has a chance to interrupt nearby monsters and players who try to cast spells but doesn't affect their magic devices. You can still use scrolls and potions, but their effect duration might get reduced. The chance to interrupt spellcasters is 30% minus 3/5 of the to-hit and to-dam values of the dark sword. Example: A Dark Sword (+3,+7) has 30 - (3+7) * 3/5 = 24% chance of interrupting spellcasters. The radius of the anti-magic field is several fields (chance to interrupt spells, divided by 9), getting smaller if the chance is smaller than 30%. Your party members are not affected by your anti-magic field. Dark Swords never give more than 30% AM, even if tohit and todam boni added together result in a negative number. They also never give 'negative anti-magic', 0% AM is the minimum, even if tohit+todam are greater than its AM. AC boni on Dark Swords won't affect the anti-magic field. The anti-magic chance and field radius of a dark sword stacks with the 'Anti-magic' skill (see (7.2)). Note that if you dual-wield dark swords the stronger AM field will override the weaker one, so they don't stack. Similarly, if there are multiple players around nearby who have anti-magic fields affecting the same monster then only the strongest AM field will work, overriding the weaker ones. Dark swords cannot be enchanted nor disenchanted and do not take damage from water or fire. Shadow Blade Resists darkness and provides a fixed stealth bonus of +2. Does not get damaged by acid, water or fire. Bluesteel Blade Especially sharp (see 'VORPAL' under (5.8)). Does not get damaged by water or fire. Blade of Chaos Grants chaos resistance and produces chaotic effects on hits, which in most cases means either life drain or confuse target, with other (in turn detrimental to the wielder) effects being very rare, see (5.8) for details on CHAOTIC flag. As a specialty, this weapon will never gain ego powers or artifact powers that harm (aka hit point drain) an undead or demonic wielder. Does not get damaged by fire, acid and water. Scourge of Repentance Slays undead and demons. Does not get damaged by water, acid, or fire. Demon Hammer *Slays* demons. Does not get damaged by water, acid or fire. Mace of Disruption *Slays* undead. Not damaged by water, acid or fire. Hunting Spear Slays animals. Dragon Lance *Slays* dragons. Does not get damaged by water, acid, or fire. Scythe of Slicing Especially sharp (see 'VORPAL' under (5.8)). Does not get damaged by water, acid, or fire. Slaughter Axe Slays animals. Infernal Axe Fire-branded. As a specialty, this weapon will never gain ego powers or artifact powers that harm (aka hit point drain) an undead or demonic wielder. Does not get damaged by water, acid or fire. Thunder Axe Slays giants, is lightning-branded. Is not damaged by fire. Does not get damaged by water, acid or fire. Weapons of Morgul These are terribly cursed weapons. They are no good in any way and you should just never pick them up, and if you made that mistake, try to get rid of them as soon as you can to free up that inventory slot again - except if you are truly of the undead vampire race or a maiar so corrupted that you became a hell knight! In these cases, as all heavily cursed equipment, these weapons will get their mali reversed into boni when you equip them, working in your favour! That doesn't mean their curse is broken, though.. Since they have a heavy curse on them, if you want to get rid of them you will need to either use a scroll of *remove curse* or use enchant scrolls to break it. For details about the trick with enchant-scrolls, which are usually much cheaper, see the paragraph '(5.12) Curses'. Wielding a weapon of Morgul will allow you to see the invisible but also infect you with Black Breath, drain your experience and aggravate nearby monsters. Note that this weapon can auto-recurse itself when you move it between equipment and inventory, so when you uncursed it drop it to the ground right away! If you find a weapon of morgul, inscribe it '!w' to prevent wielding it accidentally. Wielded against Nazgul however, Morgul weapons will greatly resist destruction on touching them, same as artifacts and the Stormbringer do! Weapons of Nothingness Similarly terribly cursed as weapons of Morgul. You are unable to strike while wielding this weapon. There is noone who can possibly make use of these, as they simply refuse to work. Fortunately you can just drop or destroy these weapons via 'd' and 'k' keys just like any other items, just make sure you never ever accidentally wield one. See 'Weapons of Morgul' right above on how to break the curse of this weapon to get rid of it, as these kinds both are heavily cursed. Note that this weapon can auto-recurse itself, same as Morgul weapons, when you move it between equipment and inventory, so if you ever accidentally wield one and then managed to uncurse it, do NOT take it off as that will make it recurse itself, but instead 'd'rop it straight to the ground or simply destroy it with 'k' right away! Shattered weapons Weapons that have the prefix "shattered" deal less damage than usual, in most cases the +hit and +dam values are in negative numbers. However, other than bad damage, the weapon is not cursed or impared in any way. Weapons of Slaying (SLAY_WEAP) These weapons can have greatly boosted damage dice and sometimes poison brand. If it's a sword, axe or slice-type polearm it could also get a 'vorpal' effect - see 'VORPAL' under (5.8). Magic ammunition (Magic Arrows, Magic Bolts, Magic Shots). Those will return into your quiver magically, so just having one will already serve, as long as it isn't destroyed by some elemental attack.. Artifact ammunition of any type auto-returns too, same as magic ammunition. Silver ammunition *Slays* undead. Ethereal ammunition Magically returns after being fired, has a small chance to fade away instead though. Cannot be enchanted. Blasted armour Armour that has the prefix "blasted" has much less +AC bonus than usual, in most cases the +AC value is deeply in the negative numbers. However, other than bad +AC the armour is not cursed or impared in any way. Dragon Scale Mail Dracolich Bone Armour Legendary piece of armour that often grants some elemental immunity and can be activated for elemental breath. Also has neutral water buoyancy, so it doesn't hamper (nor help) your ability to swim in terms of weight it puts on you. Usually When mentioning DSM, the Dracolich version is included, it also works the same as DSM, so it's just different in name. Dragonrider Coat Resists heat & cold. Elven Cloak Increases your stealth and luck. For details about luck see LUCK flag in (5.8). Elven Gloves Regenerate hit points and mana points. Multi-hued Dragon Scale Mail Gives base + poison resistance ('base' resistance means fire/cold/lightning/acid) and two random immunities out of those five. For example one MHDSM might give fire and cold immunity, while another MHDSM gives poison and lightning immunity. Royal Armour Super-heavy armour that can only be worn by (fallen) winners, 'winner' meaning queens, kings, empresses and emperors. (These armour pieces usually have a level requirement of 51 or more and can have special boni not found on other armour.) 'Royal armour' is not a base item name itself but just describes various types of adamantite and mithril heavy armour or shields that will display "It is to be used by royalties exclusively." in violet colour when inspected/examined. Serpent Scale Mail Resists acid. Shadow Cloak Makes you hard to spot for other players, regarding.. a) them seeing you b) them being able to look at your current equipment. Shadow Cloaks work especially well to further disguise yourself while being invisible vs. someone who is able to see invisible creatures/players. See '(5.14) Invisibility'. Potions ------- Augmentation Raises all your stats. Berserk Strength Temporary effects: Heals you for 30, increases CHP and MHP by 20, become fearless, -10 malus to ac and +10 to strength, compare (4.11b). Does not stack with 'Berserk' technique. ("You feel like a killing machine!") Blood Cannot be found or bought, but only gathered from fountains of blood which are found in the Paths of the Dead. These feed true vampires, but they expire after some time. This process can be delayed by carrying snow in your backpack, obtaining an aura of cold, avoiding an aura of fire, sticking to cold terrain, or being proficient in Water wizardry school (at least 8.000). If the carrier is of white draconian lineage that also helps, while being of red draconian lineage will accelerate going bad. Since vampires don't emanate much body heat, they are also good carriers, provided they are also moving on cold terrain. Not all of these effects actually stack, but carrying more snow is always effective, especially if the ratio of snow to blood potions is higher. Boldness Removes fear and keeps your heart boldened for a while. Chauve-Souris Turns you into a fruit bat. Quaff another one to be restored to your original form. A wand/rod of polymorph might help too. Make sure you don't resist nexus if someone tries to polymorph you back. Or just use 'Morph Restoration' service. Characters with 'Fruit Bat' body modification are immune. Mimicry users can simply polymorph out to any form they like. Cure Light Wounds Cures blindness and heals cuts somewhat; heals 3d8 HP. Cure Serious Wounds Cures blindness, some cuts, confusion; heals 6d8 HP. Cure Critical Wounds Cures blindness, most cuts, confusion, stun; heals 14d8 HP. Curing Heals 9d10 HP, removes blindness/confusion/stun, cures poison/disease/cuts/hallucinations, heals some insanity, cures being gorged, restores all your stats (except exp). Detect Invisible Temporarily grants you the ability to see invisible. ("Your eyes feel very sensitive!") (See (5.14) for details about invisibility.) Detonations / Death Better not drink it (or you deserve it). Also, handle with caution! Make sure those won't shatter in your backpack when you're hit by potion-damaging effects, or you might not see the next sunrise. If thrown (press 'v' to throw an item) these potions show the strongest effect by far of all potions - devastating! Accordingly useful to be used in fumes traps. Death potions can be consumed by undead without taking damage and they will even restore their stamina. Enlightenment Illuminates and maps the whole level and reveals all objects. It also identifies all of the user's items. *Enlightenment* Raises your intelligence and wisdom, detect treasures, objects, secret doors, stairs, traps. Identifies all items. Tells you about yourself like a potion of Self-Knowledge. Experience Gives you additionally half your current experience plus 10, but only up to a maximum of +100,000 points. So you'll get the most out of it if you quaff it when you reached 200,000 exp. (Ok, 199,980 - thanks Sav...) However, some players prefer to quaff it earlier, when it's especially hard for them to reach the next level for some reason, maybe harder than if they were at 200,000 exp already. The XP gain from this potion is not affected by the experience gain penalties (exp ratio) of your class or race. Heroism Temporary effects: Increases CHP and MHP by 10. Removes fear. +12 bonus to-hit, compare (4.11b). ("You feel like a hero!") Infra-vision Temporarily grants you 100..200 ft of infra-vision randomly, ie the ability to see warm-blooded creatures from afar, even in complete darkness or if they are invisible to normal sight. If you already have fixed infra-vision, this potion will add to your fixed infra-vision radius, further increasing it. ("Your eyes begin to tingle!") Invulnerability Will turn you partially invulnerable (40% chance to fully deflect any attack, 50% damage reduction if it still hits) and increases armour class by 100 temporarily. ("A powerful iridescent shield forms around your body!") Learning Gives you 1..3 (random) additional skill points to spend. Life Heals 700 HP, removes blindness/confusion/stun, cures poison/disease/cuts/hallucinations, cures Black Breath, restores all your stats and experience and your stamina. Lose Memories Lose 25% experience (if Hold Life is missing). Resistance Gives you temporary resistance against heat, cold, acid, electricity and poison. (Stacks with permanent resistance to lower the damage to 1/9 (1/3 temp * 1/3 perm)). Speed Temporary speed increase by +10. Healing Cures blindness, most cuts, confusion, stun; heals 300 HP. *Healing* Cures blindness, cuts, confusion, stun, poison, disease and heals 700 HP. Restore Life Levels Restores your experience, if it has been drained. You can see that your experience has been drained by it being displayed in yellow colour instead of the usual light green. Note that this potion does not restore experience you lost by dying (there is no way to restore experience loss from death). Restore Mana Restores 500 MP. ('You feel your head clearing') *Restore Mana* Restores 1000 MP. ('You feel your head clearing') Ruination Take 10d10 damage. All stats are decreased by 25 (restorable). Self-Knowledge Tells you everything about yourself and identifies your items. Scrolls ------- Acquirement Gives you a great item, generated randomly (may sometimes be very great and sometimes less great). Reading it on deeper dungeon levels produces better results in general (although the outcome is still pretty random). Note that while some towns also have a high level, reading this scroll in town won't guarantee a 'great' item, which will be guaranteed if you read it in the dungeon. What you usually do: Either try to quickly visit a really deep dungeon level just to read the scroll, grab the item and get out of there. Or sell it to a town store for good cash. Acquirement is not affected by 'luck'. Acquirement does have a chance to produce artifacts. *Acquirement* Same as Acquirement, but gives you two or three great items. Aggravate Monsters Wakes up all monsters within about twice the maximum sight range (a constant defaulting to 20, so aggrav. radius is ~40). Unlike static aggravation (from item flag) this hastes all monsters in your line of sight (same as SHRIEK ability or traps of aggravation or the "/scream" command). The haste effect is permanent, but most non-unique monsters can be slowed down again by using any slowing magic. Blessing Holy Chant Holy Prayer Temporarily increases your AC by 8 (blessing), 14 (holy chant) or 20 (holy prayer) and also increases your to-hit bonus by half that amount ("You feel righteous!"). Blood Bond Inscribe this @P<playername>, for example @PGandalf, then read it to form a blood bond between you and that player. (Only one of you has to read a BB scroll, it's working bidirectional). Everyone on the server will receive messages about that blood bond been formed: "<player A> blood bonds with <player B>". If you don't see this message, you did something wrong. Get another scroll and repeat the blood bonding until you see the correct confirmation message. Your characters will automatically be hostile to each other, so you can fight in a friendly duel. This even works in town, which otherwise is a safe zone from PvP. The loser won't suffer a real death while blood-bonded, but just get teleported away. The hostility will automatically be cancelled when the blood bond ends or when a player logs out. Everyone on the server will be informed about the result: "<A> wins the blood bond against <B>". Cancellation Don't use it! It will heavily disenchant and blast all sorts of magic items in your inventory and render them worthless, including magic devices. Artifacts (and Stormbringer) are unaffected. Your equipment is unaffected. Curse Weapon Will remove all special powers and enchantments of your primary or (in case you don't wield a primary weapon) your secondary weapon and turn it into a 'shattered' weapon without any useful abilities. Artifacts have a chance to resist the effect. Curse Armour Will remove all special powers and enchantments of your body armour (if you wear any) and turn it into a 'blasted' armour without any useful abilities. Artifacts have a chance to resist the effect. Cheque These are automatically generated in player stores when someone buys an item. They can be 'I'nspected to check their value or 'r'ead to cash in the money. For more information see (4.10a). Deed Some of the parchments are deeds, which are used as rewards for various purpose, such as events (see (4.13)) and pvp fights of PvP mode-characters (see (7.13)). Press 'r' to read a deed, which will usually tell you what to do with it. In most cases, you have to turn it in at the mayor's office in Bree (one of the '+' doors in town). Some deeds can be traded to other characters, but usually they will get a lesser reward (eg a luck buff instead of an item) than the original owner could have gotten. Also, the luck buff from a traded master deed won't be as strong as the luck buff form your own master deed. Luck buffs of lesser deeds (contender) usually last about 30 minutes each or 45 minutes on the Ironman server, while luck buffs of master deeds (winner) usually last about 60 minutes or 90 on Iornman server (duration is relative to world surface.) Note that temporary luck buffs from deeds stack in duration up to ~ 1 hour as long as their buff power is the same, and also will end prematurely when you log out before the buff ran out. The luck buffs are on hold while on the world surface, so you won't lose buff time from running around. (Of course this also means that the luck effect is not being applied.) *Destruction* Causes a local earthquake, nearly completely wiping the area of monsters and objects (see (5.11) about earthquakes). Extremely powerful magic which causes a searing blast of light and a terrible shockwave that will blind you and knock you and everyone else out. Use this as a last resort! This magic will fail inside vaults and in towns or in the area surrounding a town within a radius of 3 worldmap sectors. It will also fail on dungeon floors that do not allow *destruction* magic explicitely (orange floor feeling saying "The walls here seem very solid.", also see (4.8)). *Destruction* does not yield any kind of credit such as experience points, loot or monster-form for mimics. *Destruction* actually erases objects completely, so potions caught up in it will not cause any shatter-effects. Enchant weapon to-dam Enchant weapon to-hit Enchant armour Will attempt to enchant a selectable item of appropriate type. The higher the item is already enchanted the more unlikely it will succeed another time. The chance to succeed will also drop if the scroll is used on a stack of items, instead of a single item, depending on the stack size. It is easier to enchant a stack of ammunition than enchanting a same-size stack of regular weapons/armour though. *Enchant* weapon *Enchant armour Much more likely to enchant up to +15 than normal 'Enchant' scroll types, and likely to enchant by several points at once. The chance to succeed will drop if the scroll is used on a stack of items, instead of a single item, depending on the stack size. It is easier to enchant a stack of ammunition than enchanting a same-size stack of regular weapons/armour though. Fire Ice Chaos Fires a ball of the according type around you. Make sure you resist it or you will take damage too. Genocide Removes all monsters of a certain kind from the current level. Drains your HP for each one removed. The race will be determined by the monster which stands closest to you when firing off the spell. For each monster you will suffer randomly from just 1 up to 4+(monsterlevel/8) points of damage, which cannot be absorbed by any magic shield or other protective effect! Depending on the server configuration, the caster's remaining hit points are usually halved (as an additional extra penalty) after the spell finished. Monsters have a chance to resist genocide, depending on their level. Monsters inside vaults, Uniques, and monsters that are immune to teleportation attacks cannot be genocided. (Genocide-type spells do not yield any kind of credit such as experience points, loot or monster-form for mimics.) Golem Creation Allows you to create a golem which follows you and which you can control to some extent, see (9.3) for more information. Life Resurrects another player's ghost if standing on a directly adjacent field to you when you read it. Does not work inside vaults, and only over solid ground. Also restores your experience points if they were drained. Since it was often asked: Non-everlasting and everlasting players can revive each other without problems. Lottery This might be your chance today to win the Jackpot! Just read it, if you win any money, it will appear under/around your character on the floor. You will always get a message that tells you if you won or not. A common question is if someone ever won the first prize and how much it is: Yes, several people have won it, although it happens extremely rarely. The prize at the time of writing this is about 1.5M Au. Obliteration Removes all monsters that are close to you. Drains your HP. All monsters within a radius (equal to your sight range) around you are annihilated. For each monster you will suffer between 1 and 3+(monsterlevel/8) points of damage, which cannot be absorbed by any magic shield or other protective effects! Depending on the server configuration, the caster's remaining hit points might be halved (extra penalty) after the spell finished (this penalty is enabled by default). Monsters have a chance to resist genocide, depending on their level. Monsters inside vaults, Uniques, and monsters that are immune to teleportation attacks cannot be genocided. (Genocide-type spells do not yield any kind of credit such as experience points, loot or monster-form for mimics.) Parchments These contain informations about the game, they won't disappear if you read them. Protection from evil Repels evil creatures that try to attack you in melee. See the prayer 'Protection from evil' in (7.8)! ("You feel safe from evil!") Recharging Recharges a magical device (rod, wand or staff, see (5.18)). Remove Curse Breaks lesser curses on items, allowing you to unwear or destroy them. Note that many items can be sold for good cash as soon as they are uncursed! Also, non- or uncursed items that induce random teleportation can be inscribed .. to have the teleportation stop (compare (0.3 Important Inscriptions). (Scrolls give you the message: 'You feel as if someone is watching over you.'.) *Remove Curse* Breaks heavy curses. Note that curses (including heavy ones) on weapons or armours can also be broken by enchanting one of their boni some points above +0 manually. (The enchant service of shops won't help!) Rune of Protection Creates a rune on the ground that monsters cannot cross nor summon on. Monsters have a chance to break it on each turn. Weak monsters will rarely succeed while powerful monsters may break it quickly. Monsters of level 98+ can instantly break it. Rumour Makes a random rumour come to your character's (and everyone else's characters') mind. Has no further effect and is not necessarily true even. Wilderness Mapping Maps the wilderness area around the worldmap sector you are currently within. These scrolls also sometimes carry an inscription telling the location of a hidden dungeon. If you discover a dungeon's location this way, you must still go there in person and find the entrance staircase (get it into unobstructed line-of-sight of your character) for it to register! Only then it will be officially 'known', to you and server-wide (in the Mathom House). Word of Recall Use it to quickly travel from the town or the wilderness into a dungeon or tower within your current sector. It can also be used to travel between towns or on the worldmap in general. See "(0.3) Important Inscriptions, Word of Recall" for more info about Word of Recall! ("Word of Recall", "WoR") Word of Recall scrolls can be exchanged between an everlasting and a non-everlasting player! Vermin Control Stops breeders on the whole floor from multiplying. Doesn't have effect on certain non-natural breeders such as Unmakers. This scroll affects all currently existing breeders on the dungeon level, but also all breeders that additionall may get spawned in the future, so Vermin Control doesn't need to be used more than once per dungeon floor, ever. Wands/Rods/Staves ----------------- Annihilation Wand only: Drains 10..20% life from your target. Unique monsters can resist. The damage drained caps at 1200. Clone Monster Duplicates a monster. The duplicate, aka 'clone', does not give experience, drop items, or count as form credit for mimicry users. Curing Cures being gorged, poison, diseases and cuts, removes blindness/confusion/stun/hallucinations. *Destruction* See scroll of *Destruction* further above. Detection Detects treasures, objects, traps, secret doors, stairs and non-invisible creatures. Dragon's Breath These wands fire a ball of dragon odem (more powerful than normal ball spell wands.) - randomly on each cast one of: Fire, frost, lightning, acid or poison. Drain Life Wand/rod: Drains 10..20% life from your target, giving you 25% of the drained life force. Undead and nonliving monsters are unaffected, unique monsters can resist. The damage drained caps at 900. Enlightenment Magically maps your surroundings. Genocide See 'Scrolls'. Havoc Fires a strong initial havoc ball that leaves a lingering havoc cloud behind, dealing additional damage over time. Note: Rods of Havoc do not stack! That means each rod you carry will occupy one inventory slot. Healing Staves: Heals 250 to 400 hit points, depending on magic device skill, cures stun and cuts. Rods: Heals 100 to 400 hit points, depending on magic device skill, cures stun and cuts. Holiness Dispels nearby undead. Also protects you from evil for a while. Cures poison/disease/cuts, removes fear/stun, heals somewhat. Magi Restores your intelligence and 500 mana points. ('You feel your head clearing') Perception Identifies a specific item. *Perception* *Identifies* a specific item, you guessed it.. Polymorph Polymorphs your target randomly into another form. Doesn't works on players who resist nexus. Power Dispels nearby monsters. Probing Tells you hit points, melee attacks, speed and armour class of monsters in your line of sight. Restoration Restores experience points (aka live levels) and drained stats, ie STR/INT/WIS/DEX/CON/CHR. Starlight Casts 8 beams of light in a star-shaped pattern. Teleport To Attempts to teleport your target towards you, placing it on an adjacant grid next to you. Some monsters are immune and will give an 'unaffected' message, all monsters have a chance to resist in which case it'll give you a 'resists' message. Wonder Wands of wonder cast random magic spells. Jewelry ------- Talisman (Amulet) Increases your luck, helping you finding better loot. (See LUCK flag in (5.8) for details about luck.) Amulet of Adornment They might be looking fancy, but they don't do anything and have no effect on your character. Amulet of Anti-Magic See (5.8), 'NO_MAGIC' Amulet of Anti-Teleportation If worn it will suppress all attemps to teleport, phase or recall the wearer, regardless whether initiated by a monster or by himself. It will also prevent certain effects of unresisted nexus attacks. Amulet of Brilliance increase intelligence and wisdom, provide light. Amulet of the Moon Gives infra-vision, the power to see invisible, and it can be activated to sleep monsters nearby. It also improves your +hit and +dam boni. Amulet of Terken Gives the power to see invisible, free action, and improves your searching (usually by quite a lot). Amulet of Sustenance sustain all six attributes, provide 'Hold Life' resistance to experience-draining attacks, and provide slow digestion. Sustenance of a stat will prevent it from being drained by various sort of attacks, potions, or other effects. For most things it works 100% of the time, but for some effects it just reduces the chance of a decrease to occur. Sustaining STR and DEX for example will ensure that you don't lose attacks/round, so wearing a ring of Sustain Ability can be helpful for melee fighters, especially if they enter an ironman dungeon which they cannot leave early in case they need to restore drained stats. Ring of Prowess increase and sustain strength and intelligence. Ring of Tenacity increase and sustain strength and wisdom. Ring of Might increase and sustain strength and constitution. Ring of Cunningness increase and sustain dexterity and intelligence. Ring of Gallantry increase and sustain dexterity and wisdom. Ring of Toughness increase and sustain dexterity and constitution. Ring of Preparedness increase and sustain constitution and intelligence. Ring of Steadiness increase and sustain constitution and wisdom. Ring of Flames Ring of Ice Ring of Acid Ring of Lightning Provide the according resistance and can be activated for temporary resistance too, thereby temporarily giving you "double resistance" (see (5.15) for details). They also brand your physical attacks with the according element. Ring of Lordly Protection Resist poison, disenchantment, life drain and give free action (immunity to paralysis). Amulet of Slow Digestion Ring of Slow Digestion will slow your food digestion so you have to eat less often. Also prevents instant paralysis if your food state hits red 'Starved' (or red 'Weak' in old game versions up to 4.8.0). Ring of Polymorphing Can be used by adept Mimicry-users to tansform themselves. See (7.7a) for details on these rings. Misc -- Ale Wine Will satisfy your hunger somewhat, and may have random side effects: Confusion, stun, hallucinations, 1 point of sanity damage, paralysis, fear, blindness (methyl? ew), vomitting if your stomach isn't relatively empty, temporary stat decrease (except for strength), slowness, heroism, berserk, speed (compare (4.11b)). Note that the unique dwarven ale of the Khazad is vastly superiour to normal ale or wine, and will mostly affect the drinker positively, not ever causing negative side effects besides possible confusion. Chest Chests may contain treasures or items. Usually, chests you find will have hidden traps on them. So what you do is to hit 's' to search for traps while standing next to the chest, or use any trap detection magic. When you have discovered the trap, hit 'D' to disarm it, or again use any sort of disarming magic. The disarmed chest is finally safe to open with 'o' key. Happy looting. Note that only the chest's level affects what kind of items you may find in it. It does not matter where you actually are when you open it or who opens it. A player's 'Luck' value has no effect on the outcome either. On average, large chests tend to contain items rather than money while small chests mostly contain money. Chests have an increased chance to drop good items, same as monsters that have DROP_GOOD flag. Also see (6.3) for more information. Since client 4.8.0, emptied chests can be used for storing items to extend your inventory slightly, see (3.4). Climbing set Allows you to travel over mountain fields. Info for mimics & co: In order to be able to use it, your appearance form must have arms and fingers. (Equip it!) Backpack safety lock When equipped it has a very high chance to prevent thieves from stealing items from your backpack or money from your purse. Also somewhat protects against traps that cause your items to drop or that somehow try to steal your items (thirst). Empty bottle You can /fill these at fountains to turn them into potions. (See (0.2b) for more details.) Firestone These can be eaten by Draconians and players in dragon forms and have various random effects (small firestones just have reduced duration): - If the player isn't a Draconian but he is currently in dragon form he will get some mana refilled. ('You feel your head clearing') - If he is a Draconian, the following effects can apply: - Adrenaline: Consume way more food. Get STR/CON/DEX bonus. Get to-hit/to-dam bonus. Sometimes get EA. Get AC malus. - Biofeedback: Consume more food. Regenerate HP / heal cuts faster. Reduce damage from arrows/missiles, shards, sound and ice shards. - ESP: You can see telepathically. - Physical Instability: Probability Travel. - Fury: speed bonus, to-dam bonus, no fear, to-hit malus, to-ac malus. Compare (4.11b). - Speed-up: Speed bonus. - Heroism: +10 CHP/MHP, +12 to-hit, resist fear, compare (4.11b). - Temp res: Temporary base and poison resistance. If you eat too many of them over a short period of time you might get poisoned by adrenaline overdose, with lethal outcome. Flint Prevents your light from going out by automatically refilling it right when it would've reached 0 turns. For this to work you'll need to carry appropriate items in your inventory that will be used up in the process, eg a flask of oil or another lantern for refilling a lantern or another torch for refilling a torch. The flint will fail if you are paralyzed at the time your light goes out. The flint will ignore all inventory items that carry '!F' inscription or are ego- or artifact-class items. Fortune Cookie Gives you a line of wisdom. Guild key See (7.9). Dwarven lantern Make you resist fear. Don't need to be fueled. Feanorian lamp Make you resist fear and see the invisible. Don't need to be fueled. Lembas (elvish waybread) Satisfies your hunger, heals 5d8 hit points, cures poison, disease, confusion and lessens non-lethal cuts. Shovel Pick Mattock Digging tools, improving your digging capabilities. (+to-hit, +to-dam) on digging tools as well as a high weight help to further increase their effectiveness. Main factor is the (+diggingpower) mod though. (Equip it!) If you lack any of these valuable digging tools, axes and swords can help you hacking down trees or bushes. For hacking away spider webs certain polearms used for slashing (scythes and sickles) may help too, at least as well as swords or axes. (see 'Digging' skill in (7.2) and (5.17) for more information about digging). Starting in 4.8.0 you can press SHIFT+W to wield a digging tool as a weapon. You will still use it for digging too. If you try to dig while having a digging tool equipped in the weapon slot and another one in the tool slot, the better one of the two will be used automatically. Mushroom of Hallucination Deals some chaos damage to your sanity which will cause hallucinations. Also restores a little mana. Mushroom of Paranoia Causes fear and hallucinations. Mushroom of Cure Paranoia Removes fear and hallucinations. Mushroom of Unmagic Removes all magical effects from your body if eaten. Mushroom of Restoring Restores your stats and your experience if drained. Mushrooms with bad effects in general are also often poisonous when eaten. Also, try throwing bad mushrooms at enemies to apply bad status effects. Mummy Wrapping Reduces your charisma slightly, and prevents other players from seeing your equipment except for your melee and/or ranged weapon. Also makes you look dark like being infected by Black Breath. (Equip it!) Vampires start with a mummy wrapping, because it can protect them from the sunlight. If they are moving on the world surface (meaning not in a dungeon/tower) while it's day, the sun will burn them if they don't resist light or wear a mummy wrapping. Hint: Polymorphing into a vampire bat may improve hit point regeneration rate. Picklock When equipped, improves your trap-disarming (and therefore also your lockpicking) ability. Rubble (':' on the floor) You can create sling ammo from this. You cannot pick up rubble, just stand next to it (see (7.12)). Skeleton Bone Skull You can craft ammunition from these if your Archery skill is sufficient (see (7.12)). Snowball Can be thrown at other people or target dummies. Can also be used to cool potions of blood. The more snowballs you carry, the slower they tend to melt. Moving in cold terrain will preserve the snowballs in your inventory. Other than that, basically everything about cooling that is written further above about potions of blood does also apply to snowballs. Spell scroll Although called "scrolls" they actually persist and can be used infinite times. They may however get destroyed by certain damage effects (most notably fire and acid) same as regular scrolls. Spell scrolls ignore water damage though, which can harm regular scrolls. Spell crystal They are like "spell scrolls", except they are used for mindcrafter spells. A specialty of spell crystals is that they ignore fire damage (and water damage, same as spell scrolls), but are susceptible to electricity! Codex Spellbook Grimoire These are magic books that may contain magic spells of any type and school. However, these books start out empty, devoid of any spells and it's up to the player to add spells of his choice to them. To do so, he needs to find or buy spell scrolls in the bookstore (orange '9' in town), then press 'A' to activate the Codex, Spellbook or Grimoire, then choose the spell scroll he wants to transcribe into the book. The scroll will vanish and the spell will be permanently and irreversibly added to the book. Condition for this to work is that the book still has free space left, and that the player has actually learned the spell he wants to transcribe. Codices can carry the least amount of spells (3), spellbooks being intermediate (4), while Grimoires have the most space (5). Tip: You can stack multiple of these books if they have the exact same spells in the exact same sequence in them. (Note that you cannot use these books if your game client version is below 4.4.2!) Sprig of Athelas Eat this one to cure Black Breath (see (1.3a) for more information about Black Breath), also heals for 8d8, cures poison, disease, stun, cuts, confusion and hallucinations. Tarpaulin When equipped a tarp prevents your inventory from taking water or acid damage damage, for example when crossing water grids or when you are attacked with water- or acid- based effects. Note that a Tarpaulin doesn't protect your equipment. Grinding Tool Used by demolitionists (see "Digging" skill in (7.2)) to grind items containing wood or metal, which they don't have any other use for, to wood chips or reactive metal powder.
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