The Items

Contents:


Following is a complete description of every item in the game. Note that it is difficult to identify any of the items without just trying them out.

The Perception skill will allow you to notice magical armor and weapons. They will appear as {magik} and you will get a message about something in your pack or something that you're wearing/wielding.

The names (like metalic green potion, and scroll named "xj dsy") are generated differently every time, but in the same game of Moria will always represent the same object.

Items preceded by an * are always damned. Any item with a negative enchantment is also damned. Items preceded by a + are never damned and never have negative enchantments.

All Chests, Bows, Polearms, Body armor, Staves are considered large. All other weapons and diggers weighing more than 15lbs are large. All other items are small. Large items will not be dropped by monsters carrying 'small' items and will not be found in chests.

When a range of charges or enchantments is given, the distribution in the game is in the shape of a bell curve. Therefore, the vast majority of items will be in the middle of this range, and not at the ends. For example: An amulet of searching has a range from -100 to +50, but both of these will be very rare. Much more common are amulets in the range -50 to +30 with values in the middle generated quite often.

Note: No generated item will have an enchantment of zero except for weapon +to hit, +to dam and armor +to AC


Amulets

+----------------------------------------------------------+
| Amulet         | Level | + Range | Base Cost | Cost/Plus |
+----------------------------------------------------------+
| Searching      |   14  |-100..50 |   250     |     50    |
|+Slow Digestion |   14  |         |   200     |           |
|*Teleportation  |   14  |         |     0     |           |
|+Adornment      |   16  |         |    20     |           |
| Charisma       |   20  | -20..10 |   250     |    100    |
| Wisdom         |   20  | -20..10 |   300     |    100    |
|+Resist Acid    |   24  |         |   250     |           |
|*DOOM           |   50  |   -5    |     0     |      0    |
|+the Magi       |   50  |  5..125 |  5000     |     20    |
+----------------------------------------------------------+
Descrptions
Amulet of Searching:
Adds the enchantment to your searching attribute
Amulet of Slow Digestion:
Reduces food consumption by 1 (see Food)
Amulet of Teleportation:
Randomly does a long range teleport on the level.
Amulet of Adornment:
No effect
Amulet of Charisma:
Raises/lowers charisma by enchantment
Amulet of Wisom:
Raises/lowers wisdom by enchantment
Amulet of Resist Acid:
Gives you a permanent resistance to acid.
Amulet of DOOM:
Reduces all of your attributes by 5.
Amulet of the Magi:
Increases searching by bonus, and grants free action and see invisible

Armor

Each plus to AC increases the value by 100.
+---------------------------------------------------------------+
| Armor                    | Level | Weight | AC | - Hit | Cost |
+---------------------------------------------------------------+
| Robe                     |   1   |    2.0 |  2 |   0   |    4 |
| Soft Leather Armor       |   2   |    8.0 |  4 |   0   |   18 |  
| Soft Studded Leather     |   3   |    9.0 |  5 |   0   |   35 |
| Hard Leather Armor       |   5   |   10.0 |  6 |  -1   |   55 |
| Hard Studded Leather     |   7   |   11.0 |  7 |  -1   |  100 |
| Woven Cord Armor         |   7   |   15.0 |  6 |  -1   |   45 |
| Soft Leather Ring Mail   |  10   |   13.0 |  6 |  -1   |  160 |
| Hard Leather Ring Mail   |  12   |   15.0 |  8 |  -2   |  230 |
| Leather Scale Mail       |  14   |   14.0 | 11 |  -1   |  330 |
| Metal Scale Mail         |  24   |   25.0 | 13 |  -2   |  430 |
| Chain Mail               |  26   |   22.0 | 14 |  -2   |  530 |
| Rusty Chain Mail         |  26   |   22.0 | 14 |  -5   |    0 |
| Double Chain Mail        |  28   |   26.0 | 15 |  -2   |  630 |
| Augmented Chain Mail     |  30   |   27.0 | 16 |  -2   |  675 |
| Bar Chain Mail           |  34   |   28.0 | 18 |  -2   |  720 |
| Metal Brigandine Armor   |  36   |   29.0 | 19 |  -3   |  775 |
| Laminated Armor          |  38   |   30.0 | 20 |  -3   |  825 |
| Partial Plate Armor      |  42   |   32.0 | 22 |  -3   |  900 |
| Metal Lamellar Armor     |  44   |   34.0 | 23 |  -3   |  950 |
| Full Plate Armor         |  48   |   38.0 | 25 |  -3   | 1050 |
| Ribbed Plate Armor       |  50   |   38.0 | 28 |  -3   | 1200 |
+---------------------------------------------------------------+

+-------------------------------------------------------+
| Helms                    | Level | Weight | AC | Cost |
+-------------------------------------------------------+
| Soft Leather Cap         |   2   |    1.0 |  1 |    4 |
| Hard Leather Cap         |   4   |    1.5 |  2 |   12 |
| Metal Cap                |   7   |    2.0 |  3 |   30 |
| Iron Helm                |  20   |    7.5 |  5 |   75 |
| Steel Helm               |  40   |    6.0 |  6 |  200 |
| Silver Crown             |  44   |    2.0 |  0 |  500 |
| Golden Crown             |  47   |    3.0 |  0 | 1000 |
| Jewel-Encrused Crown     |  50   |    4.0 |  0 | 2000 |
+-------------------------------------------------------+

+------------------------------------------------------------------+
| Shields                  | Level | Weight | AC | Cost | Bash Dam |
+------------------------------------------------------------------+
| Small Leather Shield     |   3   |    5.0 |  2 |   30 |    1     |
| Medium Leather Shield    |   8   |    7.5 |  3 |   60 |   1d2    |
| Large Leather Shield     |  15   |   10.0 |  4 |  120 |   1d2    |
| Small Metal Shield       |  10   |    6.5 |  3 |   50 |   1d2    |
| Medium Metal Shield      |  20   |    9.0 |  4 |  125 |   1d3    |
| Large Metal Shield       |  30   |   12.0 |  5 |  200 |   1d3    |
+------------------------------------------------------------------+

+-------------------------------------------------------+
| Gloves                   | Level | Weight | AC | Cost |
+-------------------------------------------------------+
| Set of Leather Gloves    |   1   |    0.5 |  1 |    3 |
| Set of Gauntlets         |  12   |    2.5 |  2 |   35 |
+-------------------------------------------------------+

+-------------------------------------------------------+
| Boots                    | Level | Weight | AC | Cost |
+-------------------------------------------------------+
| Pair Soft Leather Shoes  |   1   |    0.5 |  1 |    4 |
| Pair Soft Leather Boots  |   4   |    2.0 |  2 |    7 |
| Pair Hard Leather Boots  |   6   |    4.0 |  3 |   12 |
+-------------------------------------------------------+

+-------------------------------------------------------+
| Cloak                    | Level | Weight | AC | Cost |
+-------------------------------------------------------+
| Cloak                    |   1   |    1.0 |  1 |    3 |
+-------------------------------------------------------+

Armor Artifacts:

Shields and armor

(RA) Resist Acid.
Acid does 1/2 damage if an item is corroded (or resist corrosion), 1/3 damage if you have an item of Resist Acid, or 1/4 if both. Cost +1000.
(RC) Resist Cold.
1/3 damage to cold attacks. Cost +600
(RF) Resist Fire.
1/3 damage to fire attacks. Cost +600
(RL) Resist Lightning.
1/3 damage to lightning. Cost +500
(R) Resist Acid, Cold, Fire, Lightning.
Cost +2500
Temporary Resist Fire and Cold combined with (RC), (RF), or (R) will give 1/9 resistance to fire or cold.

Helms

Intelligence
Increases INT by 1-2 points. Cost +500*bonus
Wisdom
Increases WIS by 1-2 points. Cost +500*bonus
Infravision
Adds 10-40' to infravision Cost 25*ft'
*Stupidity
Lowers INT by 1d5 points.
*Dullness
Lowers WIS by 1d5 points.
*Blindness
Blinds the wearer. (Can be cured by normal means)
*Timidness
Wearer is always afraid.
*Weakness
Lowers STR by 1d5 points.
*Teleportation
Randomly teleports the wearer.
*Ugliness
Lowers CHR by 1d5 points.

Crowns

(can also be the cursed items above)
Might
Increases CON, DEX, STR by 1d3, Free Action Cost +1000+500*bonus
Lordiness
Increases CHR, WIS by 1d3 points. Cost +1000+500*bonus
Magi
Increases INT by 1d3 points, (R), Cost +3000+500*bonus
Beauty
Increases CHR by 1d3 points, Cost +750
Seeing
See invisbile, 5-20 search bonus. Cost +1000+100*bonus
Regeneration
Regeneration occurs 1.5 times as fast. Cost +1500

Gloves

Free Action
Cannot be paralyzed, slept, charmed, or stunned. Cost +1000
Slaying
Bonus To hit, To Dam. Cost +250*(hit+dam)
*Clumsiness
Dex lowered by 1-10 points
*Weakness
Str lowered by 1-10 points

Boots

Slow Descent
Feather falling. Cost +250
Speed
Increases speed by 1. Cost +5000
Stealth
Increases stealth by 1d3. Cost +500
*Slowness
Decreases speed by 1
*Noise
Aggravate monster
*Great Mass
Weight*5, -2..45 AC

Cloaks

Protection
2..40 AC bonus. Cost +250
Stealth
1..20 Stealth bonus. Cost +500
*Irritation
Aggravate Monster
*Vulnerab.
AC = -10..-100
*Enveloping
-2..-40 hit, damage

Diggers

Each plus to digging above the Dig ability increases the price by 100.
+-------------------------------------------------------+
| Diggers        | Dig | Damage | Weight | Level | Cost |
+-------------------------------------------------------+
| Shovel         |  0  |  1d2   |   6.0  |    0  |   15 |
| Pick           |  1  |  1d3   |  15.0  |    0  |   50 |
| Gnomish Shovel |  1  |  1d2   |   5.0  |   20  |  100 |
| Orcish Pick    |  2  |  1d3   |  18.0  |   20  |  500 |
| Dwarven Shovel |  2  |  1d3   |  12.0  |   40  |  250 |
| Dwarven Pick   |  3  |  1d4   |  20.0  |   50  | 1200 |
+-------------------------------------------------------+
Chance to knock down a wall by digging is:
     With a shovel/pick          Without a shovel/pick

        Strength                   Strength
      + to Dig bonus * 50        + Max damage of weapon
      + 25                       + To hit bonus
      - item too heavy penalty   + to damage bonus
                                 / 2, digging penalty
                                 - Weapon too heavy penalty
    --- Digging ability         --- Digging ability
Wall hardnesses: Granite 1d1200+80, Magma 1d600+10, Quartz 1d400+10

If there is a monster in the wall, it is treated as an attack against that monster. Note: If you do not have see invisible, the only way to attack invisible monsters in walls is to tunnel.

If the hardness < digging ability, then tunnel is completed.


Food

Note: rations are always identified

Food consumption per move is:

        2 (base)
      + speed squared
      + 3 for regeneration
      - 1 if resting

+-------------------------------------------------------+
| Food                        | Food Val | Level | Cost |
+-------------------------------------------------------+
| Pint of Fine Wine           |    400   |   0   |    2 |
| Pint of Fine Ale            |    500   |   0   |    2 |
| Hard Biscuit                |    500   |   0   |    1 |
| Strip of Beef Jerkey        |   1750   |   0   |    4 |
| Ration of Food              |   5000   |   0   |    3 |
| Pint of fine grade mush     |   1500   |   1   |    1 |
| Slime Mold                  |   3000   |   1   |    2 |
| Mushroom of First-Aid       |    500   |   5   |    5 |
| Mushroom of Cure Confusion  |    500   |   6   |   50 |
| Piece of Elvish Waybread    |   7500   |   6   |   25 |
| Mushroom of Posion          |    500   |   7   |    0 |
| Mushroom of Confusion       |    500   |   7   |    0 |
| Mushroom of Weakness        |    500   |   7   |    0 |
| Mushroom of Minor Cures     |    500   |   7   |   20 |
| Mushroom of Cure Poison     |    500   |   8   |   60 |
| Mushroom of Blindness       |    500   |   9   |    0 |
| Mushroom of Paranoia        |    500   |   9   |    0 |
| Mushroom of Light Cures     |    500   |  10   |   30 |
| Mushroom of Cure Blindness  |    500   |  10   |   50 |
| Mushroom of Cure Paranoia   |    500   |  12   |   25 |
| Mushroom of Hallucination   |    500   |  13   |    0 |
| Mushroom of Unhealth        |    500   |  15   |   75 |
| Mold of Poison              |   1200   |  15   |    0 |
| Mold of Major Cures         |   1200   |  16   |   75 |
| Mold of Hallucinations      |   1200   |  18   |    0 |
| Mold of Cure Poison         |   1200   |  19   |   75 |
| Mushroom of Restore Const.  |    500   |  20   |  350 |
| Mold of Unhealth            |   1200   |  28   |   25 |
| Mushroom of Restoration     |    500   |  30   | 1000 |
+-------------------------------------------------------+

Special effects of food

Cure Confusion
Cures confusion
Elvish Waybread
Cure poison, heal 3d12 damage
First-Aid
Heals 1d6 damage
Poison
Poisoned for 1d10+itemlevel
Confusion
Confused for 1d10+itemlevel
Weakness
Lowers STR by 1, 1d18 dam
Minor Cures
Heals 1d12 damage
Cure Poison
Removes poison
Blindness
Blinds for 1d250+100+10*itemlev
Paranoia
Fear for 1d10+itemlevel
Light Cures
Heals 1d18 damage
Cure Blindness
Cures Blindness
Cure Paranoia
Cures Fear
Hallucination
Hallucination for 1d200+25*itemlev+200
Unhealth
Lose CON point, 1d18 dam. If thrown at a monster a hairy mold does 10d10 and a mushroom does 10d12 (if hits)
Restoration
Restores all lost atribute points
Major Cures
Heals 3d12 damage.

Gold and Gems

+---------------------------+
| Types      | Value | Type |
+---------------------------+
| Copper     |    3  |   $  |
| Copper     |    4  |   $  |
| Copper     |    5  |   $  |
| Silver     |    6  |   $  |
| Silver     |    7  |   $  |
| Silver     |    8  |   $  |
| Garnets    |    9  |   *  |
| Garnets    |   10  |   *  |
| Gold       |   12  |   $  |
| Gold       |   14  |   $  |
| Gold       |   16  |   $  |
| Opals      |   18  |   *  |
| Sapphires  |   20  |   *  |
| Gold       |   24  |   $  |
| Rubies     |   28  |   *  |
| Diamonds   |   32  |   *  |
| Emeralds   |   40  |   *  |
| Mithril    |   80  |   $  |
+---------------------------+
Generated gold piece value will be from value+9 to 9*value+8


Potions

+--------------------------------------------+
| Potion               | Level | Cost | Food |
+--------------------------------------------+
| Blindness            |   0   |    0 |    0 |
| Confusion            |   0   |    0 |    0 |
| Salt Water           |   0   |    0 |    0 |
| Sleep                |   0   |    0 |   50 |
| Water                |   0   |    0 |  200 |
| Apple Juice          |   0   |    1 |  250 |
| Slime Mold Juice     |   0   |    2 |  400 |
| Cure Light Wounds    |   0   |   15 |   50 |
| Slowness             |   1   |    0 |    0 |
| Boldness             |   1   |   10 |    0 |
| Slow Poison          |   1   |   25 |    0 |
| Resist Heat          |   1   |   30 |    0 |
| Resist Cold          |   1   |   30 |    0 |
| Heroism              |   1   |   35 |    0 |
| Haste Self           |   1   |   75 |    0 |
| Poison               |   3   |    0 |    0 |
| Weakness             |   3   |    0 |    0 |
| Infra-Vision         |   3   |   20 |    0 |
| Cure Serious Wounds  |   3   |   40 |  100 |
| Detect Invisible     |   3   |   50 |    0 |
| Super Heroism        |   3   |  100 |    0 |
| Neutralize Poison    |   5   |   75 |    0 |
| Cure Critical Wounds |   5   |  100 |  100 |
| Lose Experience      |  10   |    0 |    0 |
| Healing              |  12   |  200 |  200 |
| Lose Intelligence    |  25   |    0 |    0 |
| Lose Wisdom          |  25   |    0 |    0 |
| Ugliness             |  25   |    0 |    0 |
| Charisma             |  25   |  300 |    0 |
| Constitution         |  25   |  300 |   50 |
| Dexterity            |  25   |  300 |    0 |
| Intelligence         |  25   |  300 |    0 |
| Strength             |  25   |  300 |   50 |
| Wisdom               |  25   |  300 |    0 |
| Restore Mana         |  25   |  350 |    0 |
| Invulnerability      |  40   | 1000 |    0 |
| Restore Charisma     |  40   |  300 |    0 |
| Restore Constitution |  40   |  300 |    0 |
| Restore Dexterity    |  40   |  300 |    0 |
| Restore Intelligence |  40   |  300 |    0 |
| Restore Strength     |  40   |  300 |    0 |
| Restore Wisdom       |  40   |  300 |    0 |
| Restore Life Levels  |  40   |  400 |    0 |
| Gain Experience      |  50   | 2500 |    0 |
+--------------------------------------------+

Potion effects

Blindness
Blinded 1d100+100 turns
Confusion
Confused for 1d20+12 turns
Salt Water
Vomit, go down to 150 food, paralyzed for 4 turns, cures poison
Sleep
Fall asleep for 1d4+4 turns
Water
Nothing
Apple Juice
Nothing
Slime Mold J.
Cures blindness and confusion
Cure Light
Heal 2d7 HP, cure blindness
Slowness
Reduce speed for 1d25+15 turns
Boldness
Cures Fear
Slow Poison
Cuts poison time in half
Resist Heat
(RF) for 1d10+10 turns
Resist Cold
(RC) for 1d10+10 turns
Heroism
+10 HP, +12 to fight and bow skill for 1d25+25 turns
Haste Self
+1 speed for 1d25+15 turns
Poison
Poison for 1d15+10 turns
Weakness
Lower STR by 1
Infravision
10' infravision for 1d100+100 turns
Cure Serious
Heals 4d7 HP, cure blindness, cure confusion
Detect Invis
Detect invisible for 1d12+12 turns
Super Heroism
+20 HP, +24 to fight and bow skill for 1d25+25 turns
Neutral. Pos.
Cures poison
Cure Critical
Heals 6d7 HP, cure blindness, confusion, poison
Lose EXP
Drains 20-40% exp
Healing
Heals 1000 HP, cure blindness, confusion, poison
Lose Intel.
-1 INT
Lose Wisdom
-1 WIS
Ugliness
-1 CHA
Charisma
+1 CHA
Gain Con
+1 CON
Gain Dex
+1 DEX
Gain Intel
+1 INT
Gain Strength
+1 STR
Gain Wisdom
+1 WIS
Restore Mana
Mana reset to max mana
Invulnerab.
+100 AC, immunity to all physical attacks (including breath) You can still have items burned, lose experience, etc
Restore *
Restores attribute to maximum value Restore constitution also cures confusion and poison
Gain exp.
Experience*1.5, max 100,000 added.

Rings

+---------------------------------------------------------+
| Rings             | Level |  Bonus  | Cost | Cost/bonus |
+---------------------------------------------------------+
|*Aggravate Monster |    7  |         |    0 |            |
|*Stupidity         |    7  |    -5   |    0 |       0    |
|*Teleportation     |    7  |         |    0 |            |
|*Weakness          |    7  |    -5   |    0 |       0    |
|+Adornment         |    7  |         |   20 |            |
| Protection        |    7  | -20..20 |  100 |     100    |
|+Feather Falling   |    7  |         |  200 |            |
| Searching         |    7  |-100..100|  250 |      50    |
|+Slow Digestion    |    7  |         |  200 |            |
|+Resist Cold       |   14  |         |  250 |            |
|+Resist Fire       |   14  |         |  250 |            |
| Increase Damage   |   20  | -20..20 |  100 |     100    |
| Increase To-Hit   |   20  | -20..20 |  100 |     100    |
| Constitution      |   30  | -20..10 |  400 |     100    |
| Dexterity         |   30  | -20..10 |  400 |     100    |
| Intelligence      |   30  | -20..10 |  400 |     100    |
| Strength          |   30  | -20..10 |  400 |     100    |
|+See invisible     |   40  |         |  500 |            |
|+Sustain Charisma  |   44  |         |  500 |            |
|+Sustain Intellig. |   44  |         |  600 |            |
|+Sustain Wisdom    |   44  |         |  600 |            |
|+Sustain Constitut.|   44  |         |  750 |            |
|+Sustain Dexterity |   44  |         |  750 |            |
|+Sustain Strength  |   44  |         |  750 |            |
|*WOE               |   50  |    -5   |    0 |       0    |
| Slaying           |   50  | -25..25 | 1000 |     100    |
|+Lordly Prot (Acid)|   50  |    +5   | 1200 |       0    |
|+Lordly Prot (Cold)|   50  |    +5   | 1200 |       0    |
|+Lordly Prot (Fire)|   50  |    +5   | 1200 |       0    |
| Speed             |   50  |  -3..1  | 3000 |       0    |
+---------------------------------------------------------+ 

Ring effects

Aggravate Monster
No stealth, wakes all monsters on level
Stupidity
Lowers INT
Teleportation
Randomly teleports wearer
Weakness
Lowers STR
Adornment
Nothing
Protection
Adds to AC
Feather Falling
No damage from pits/trap doors
Searching
Adds to search attribute
Slow Digestion
Reduces digestion by 1. (See food.)
Resist Cold/Fire
(RC)/(RF)
Increase Damage
Adds to weapon damage as 'item bonus'
Increase To-Hit
Adds to hit formula as 'item bonus'
Gain Con/Dex/Int/Str
Adds bonus to that attribute
See Invisible
Invisible monsters are now lit
Sustain *
That attribute can never be drained.
WOE
-3 to AC, -5 to WIS, searching
Slaying
Bonus to hit and damage, as 'item bonus'
Lordly protection
+5 to AC, and resistance to Acid, Cold, or Fire
Speed
Hastens the wearer by the amount.

Scrolls

Note: You cannot read scrolls while blind or confused.
+---------------------------------------+
| Scroll                 | Level | Cost |
+---------------------------------------+
| Light                  |    0  |   15 |
| Object Detection       |    0  |   15 |
| Treasure Detection     |    0  |   15 |
| Darkness               |    1  |    0 |
| Summon Monster         |    1  |    0 |
| Blessing               |    1  |   15 |
| Detect Invisible       |    1  |   15 |
| Phase Door             |    1  |   15 |
| Identify               |    1  |   50 |
| Aggravate Monster      |    5  |    0 |
| Create Food            |    5  |   10 |
| Monster Confusion      |    5  |   30 |
| Door/Stair Location    |    5  |   35 |
| Sleep Monster          |    5  |   35 |
| Trap Detection         |    5  |   35 |
| Magic Mapping          |    5  |   40 |
| Word of Recall         |    5  |  150 |
| Remove Curse           |    7  |  100 |
| Teleport               |   10  |   40 |
| Trap Creation          |   12  |    0 |
| Holy Chant             |   12  |   40 |
| Trap/Door Destruction  |   12  |   50 |
| Door Creation          |   12  |  100 |
| Enchant Weapon To-Hit  |   12  |  125 |
| Enchant Weapon To-Dam  |   12  |  125 |
| Enchant Armor          |   12  |  125 |
| Summon Undead          |   15  |    0 |
| Teleport Level         |   20  |   50 |
| Holy Prayer            |   24  |   80 |
| Protection from Evil   |   30  |  100 |
| Genocide               |   35  |  750 |
| Dispel Undead          |   40  |  200 |
| Recharging             |   40  |  200 |
| *Destruction*          |   40  |  750 |
| Curse Armor            |   50  |    0 |
| Curse Weapon           |   50  |    0 |
| *Enchant Armor*        |   50  |  500 |
| *Enchant Weapon*       |   50  |  500 |
| Rune of Protection     |   50  |  500 |
| Mass Genocide          |   50  | 1000 |
+---------------------------------------+

Scroll effects

Light
Lights area
Obj. Detect
Lights all objects on the screen
Trea. Detect
Lights all * and $ on the screen
Darkness
Unlights area
Summon Monst.
Creates 1d8 monsters appropriate for the level 100' deeper
Blessing
+2 AC, +5 to fight and bow skill for 1d12+6 turns
Detect Invis.
Lights all invisible creatures for 1 turn
Phase Door
Short range teleport
Identify
Displays the type and bonuses on an item
Aggravate
Wakes all monsters on the level.
Create Food
Pint of fine grade mush created at your feet
Monster Conf.
Next monster you hit will become confused.
Door/Stair
Lights all doors and stairs on the screen
Sleep Monster
Sleeps all visible monsters
Trap Detect
Lights all traps on the screen
Magic Mapping
Maps the entire screen
Word-Recall
Teleports you to the town from the dungeon and to the deepest level you've been in the dungeon from the town.
Remove Curse
Removes the {damned} attribute from everything you're wearing
Teleport
Teleports you anywhere on the level
Trap Creation
Creates traps on all eight squares around you. No experience for these traps
Door Creation
Creates 8 doors around you
Enchant *
Tries to add +1 to a worn armor or wielded weapon.
Summon undead
Creates 1d8 undead creatures around you.
Teleport Lev.
Teleports you up 3 to down 2 levels.
Holy Prayer
+2 AC, +5 to fight and bow skill for 1d24+12 turns
Protect/Evil
Evil creatures that are lower level than you can't attack.
Genocide
Removes all of one letter of monster from the level. The Balrog is immune to this.
Dispel Undead
Does 60 damage to all undead on panel
Recharging
Adds 1..(60/(lev+2))+1 charges
*Destruction*
Tactical nuke on ground zero. Kills all monsters (no exp)
Curse A/W
-2d5 to hit/dam/AC, lose all ego bonus.
*Enc. Armor*
Tries to add +2 or +3 (chosen randomly) to one piece of armor
*Enc. Weapon*
Tries to add +1 to hit and +1 to dam to current weapon
Rune of Prot.
Nothing can attack you. If 1d3000 < monster level, rune breaks
Mass Genocide
Kills all monsters within 20 squares. Balrog is immune.
The chance that something will successfully enchant is related to the current enchantment and the type of equipment. First, take the current enchantment on the item. One time in 100, this value will be reduced by selecting a random number between 0 and the enchantment. This means that there is always a 1 in 100 chance of succeeding. Next, take this value and compare it to a random number between 0 and the enchantment limit. If this random number is larger than the enchantment chance, the enchantment succeeds. The *Enchant Weapon* and *Enchant Armor* attempts to enchant it multiple times, not one time for the large bonus.

The enchantment limit is +10 to AC for armor, +10 'to hit' for weapons and the weapon's maximum damage for the 'to damage' for melee weapons and +10 to damage for missiles and missile weapons.


Staves

Your chance to use a staff correctly relies on the following formula:
      +  Saving throw number (see races/classes)
      +  INT bonus for devices (See INT table)
      -  Level of staff
      -  5
      +  Device use number (see races/classes)
      /  2 if confused
    ---
         Chance number.
If a random number between 1 and chance < 3 then you fail.

If your chance is < 3 then you have one chance in 3*(4-chance) to succeed.

(All staffs add 5% per charge to the base cost. If the cost = 0, then the stores will not buy/sell that staff.)

+----------------------------------------------+
| Staff               | Level | Charges | Cost |
+----------------------------------------------+
| Cure Light Wounds   |    5  |  1d5+6  |  200 |
| Darkenss            |    5  | 1d10+6  |    0 |
| Detect Invisible    |    5  | 1d10+12 |  200 |
| Light               |    5  | 1d20+12 |  250 |
| Object Location     |    5  | 1d15+6  |  200 |
| Treasure Location   |    5  | 1d20+12 |  200 |
| Door/Stair Location |   10  |  1d8+6  |  350 |
| Haste Monsters      |   10  | 1d10+12 |    0 |
| Sleep Monsters      |   10  |  1d5+6  |  700 |
| Slow Monsters       |   10  |  1d5+6  |  800 |
| Summoning           |   10  |  1d3+1  |    0 |
| Trap Location       |   10  |  1d5+6  |  350 |
| Detect Evil         |   20  | 1d10+12 |  350 |
| Starlight           |   20  |  1d5+6  |  400 |
| Teleportation       |   20  |  1d4+5  |  800 |
| Curing              |   25  |  1d3+4  | 1000 |
| Earthquakes         |   40  |  1d5+3  |  350 |
| Slowness            |   40  |  1d5+6  |    0 |
| Speed               |   40  |  1d3+4  | 1000 |
| Mass Polymorph      |   46  |  1d5+6  |  750 |
| Remove Curse        |   47  |  1d3+4  |  500 |
| Dispel Evil         |   49  |  1d3+4  | 1200 |
| *Destruction*       |   50  |  1d3+1  | 2500 |
+----------------------------------------------+

Staff Effects:

Cure Light Wounds
Heals 1d8 HP.
Curing
Cures blindness, poison, confusion
Darkness
unlights the current room.
*Destruction*
Blind 1d12 turns, kill all monsters on screen, melts cavern.
Detect Evil
Lights all evil creatures on the screen.
Detect Invisible
Lights all invisible creatures on screen.
Dispel Evil
1d60 HP damage to all visible evil creatures within 20 squares
Door/Stair Location
Lights all the doors and stairs on the screen.
Earthquakes
Turns some walls into passageways, and vice versa.
Haste Monsters
Speeds up all visible monsters within 20 squares.
Light
Lights the room you are in.
Mass Polymorph
Polymorphs all monsters within 20 squares randomly.
Object Location
Lights all objects on the screen.
Remove Curse
Removes any {damned} items that you're wearing
Sleep Monsters
Puts all visible monsters within 20 squraes to sleep.
Slow Monsters
Slows down all visible monsters within 20 squares.
Slowness
Slows you down for 1d30+15 turns.
Starlight
Bolt of light all six directions, 2d8 dam to light sensitive mon.
Speed
Speeds you up for 1d30+15 turns.
Summoning
Creates 1d4 monsters around you.
Trap Location
Detect all the traps on the screen.
Treasure Location
Lights all the $ and * treasure on the screen.
Teleportation
Teleports user to random location on the level.

Wands

Your chance to use a wand correctly relies on the following formula:
      +  Saving throw number (see races/classes)
      +  INT bonus for devices (See INT table)
      -  Level of wand
      -  5
      +  Device use number (see races/classes)
      /  2 if confused
    ---
         Chance number.
If a random number between 1 and chance < 3 then you fail.

If chance < 3 then you still have 1 chance in 3*(4-chance) to succeed. If you are confused, then the wand will zap in a random direction.

(All wands add 5% per charge to the base cost. If the cost = 0, then the stores will not buy/sell that wand.)

+------------------------------------------------+
| Wand                  | Level | Charges | Cost |
+------------------------------------------------+
| Confuse Monster       |    2  | 1d12+6  |  400 |
| Haste Monster         |    2  | 1d20+12 |    0 |
| Heal Monster          |    2  | 1d20+12 |    0 |
| Light                 |    2  | 1d10+6  |  200 |
| Magic Missile         |    2  | 1d10+6  |  200 |
| Slow Monster          |    2  | 1d10+6  |  500 |
| Wonder                |    2  | 1d12+12 |  250 |
| Stinking Cloud        |    5  |  1d8+6  |  400 |
| Sleep Monster         |    7  | 1d10+12 |  500 |
| Stone-to-Mud          |   12  |  1d4+3  |  300 |
| Trap/Door Destruction |   12  |  1d8+6  |  500 |
| Lightning Bolts       |   15  |  1d8+6  |  600 |
| Clone Monster         |   15  |  1d5+3  |    0 |
| Disarming             |   20  |  1d5+4  |  500 |
| Frost Bolts           |   20  |  1d5+6  |  800 |
| Polymorph             |   20  |  1d8+6  |  400 |
| Teleport Away         |   20  |  1d5+6  |  350 |
| Wall Building         |   25  |  1d5+3  |  400 |
| Fire Bolts            |   30  |  1d8+6  | 1000 |
| Lightning Balls       |   35  |  1d8+4  | 1200 |
| Cold Balls            |   40  |  1d6+2  | 1500 |
| Acid Balls            |   48  |  1d5+2  | 1650 |
| Drain Life            |   50  |  1d3+3  | 1200 |
| Fire Balls            |   50  |  1d8+6  | 1800 |
+------------------------------------------------+

Wand Effects:

Acid Ball
60 HP acid damage in a ball
Clone Monster
Makes a duplicate of a monster
Cold Ball
48 HP cold damage in a ball
Confuse Monsters
Monster walks/attacks randomly
Disarming
Removes trap, or trap on chest.
Drain Life
75 HP damage to non-undead creatures
Fire Bolt
9d8 HP fire damage to a monster
Fire Ball
72 HP fire damage in a ball
Frost Bolt
6d8 HP cold damage to a monster
Haste Monster
Speed up monster.
Heal Monster
Heals 4d6 HP on a monster
Light
Line of light, does 2d8 damage to light sensitive creatures
Lightning Ball
32 HP lightning damage in a ball
Lightning Bolt
4d8 HP lightning damage to a monster
Magic Missile
2d6 magic damage to monster
Polymorph
Turns monster into a new random monster.
Sleep Monster
puts monster to sleep.
Slow Monster
Slows down monster
Stinking Cloud
12 HP poison ball.
Stone to Mud
Dissolves wall. Does 100 HP to rock based monsters
Teleport Away
Teleports monster short distance away.
Trap/Door Destruction
Removes traps and doors in a line
Wall Building
Builds walls. Kills immobile creatures, else 4d8 damage Earth Elementals and Earth Spirits get healed by 4d8 HP.
Wonder
Random wand effect.
All balls do full damage to target, 1/2 damage 1 square away, and 1/3 damage 2 squares away.


Weapons

Each plus to Hit and to Dam increases the cost by 100.
+-----------------------------------------------------------------+
| Melee Weapon                   | Damage | Weight | Level | Cost |
+-----------------------------------------------------------------+
| Broken Sword                   |  1d1   |   7.5  |    0  |   24 | (-2, -2)
| Broken Dagger                  |  1d1   |   1.5  |    0  |    0 | (-2, -2)
| Dagger (Misericorde)           |  1d4   |   1.5  |    0  |   10 |
| Dagger (Stiletto)              |  1d4   |   1.2  |    0  |   10 |
| Hands (ie No weapon)           |  1d2   |   0.0  |    0  |    0 | (-2, -2)
| Wooden Club                    |  1d3   |  10.0  |    0  |   10 |
| Dagger (Bodkin)                |  1d4   |   2.0  |    1  |   10 |
| Dagger (Main Gauche)           |  1d5   |   3.0  |    2  |   25 |
| Cat-o'-Nine Tails              |  1d4   |   4.0  |    3  |   14 |
| Javelin                        |  1d4   |   3.0  |    4  |   18 |
| Rapier                         |  1d6   |   4.0  |    4  |   42 |
| Thrusting Sword (Bilbo)        |  1d6   |   8.0  |    4  |   60 |
| Sabre                          |  1d7   |   5.0  |    5  |   50 |
| Small Sword                    |  1d6   |   7.5  |    5  |   48 |
| Spear                          |  1d6   |   5.0  |    5  |   36 |
| Thrusting Sword (Baselard)     |  1d7   |  10.0  |    5  |   80 |
| War Hammer                     |  3d3   |  12.0  |    5  |  225 |
| Mace                           |  2d4   |  12.0  |    6  |  130 |
| Backsword                      |  1d9   |   9.5  |    7  |  150 |
| Cutlass                        |  1d7   |  11.0  |    7  |   85 |
| Awl-Pike                       |  1d8   |  16.0  |    8  |  200 |
| Broadsword                     |  2d5   |  15.0  |    9  |  255 |
| Lance                          |  2d8   |  30.0  |   10  |  230 |
| Morningstar                    |  2d6   |  15.0  |   10  |  396 |
| Lucerne Hammer                 |  2d5   |  12.0  |   11  |  376 |
| Flail                          |  2d6   |  15.0  |   12  |  353 |
| Longsword                      |  1d10  |  13.0  |   12  |  200 |
| Battle Axe (European)          |  3d4   |  17.0  |   13  |  334 |
| Bastard Sword                  |  3d4   |  14.0  |   14  |  350 |
| Beaked Axe                     |  2d6   |  18.0  |   15  |  408 |
| Lead-filled Mace               |  3d4   |  18.0  |   15  |  502 |
| Pike                           |  2d5   |  16.0  |   15  |  358 |
| Broad Axe                      |  2d6   |  16.0  |   17  |  304 |
| Fauchard                       |  1d10  |  17.0  |   17  |  376 |
| Katana                         |  3d4   |  12.0  |   18  |  400 |
| Ball and Chain                 |  2d4   |  15.0  |   20  |  200 |
| Glaive                         |  2d6   |  19.0  |   20  |  363 |
| Halberd                        |  3d4   |  19.0  |   22  |  430 |
| Battle Axe (Balestarius)       |  2d8   |  18.0  |   30  |  500 |
| Two-Handed Sword (Claymore)    |  3d6   |  20.0  |   30  |  775 |
| Foil                           |  1d5   |   3.0  |   35  |    2 |
| Two-Handed Sword (Espadon)     |  3d6   |  18.0  |   35  |  655 |
| Executioner's Sword            |  4d5   |  26.0  |   40  |  850 |
| Two-Handed Great Flail         |  3d6   |  28.0  |   45  |  590 |
| Two-Handed Sword (Flamberge)   |  4d5   |  24.0  |   45  | 1000 |
| Two-Handed Sword (No-Dachi)    |  4d4   |  20.0  |   45  |  675 |
| Two-Handed Sword (Zweihander)  |  4d6   |  28.0  |   50  | 1500 |
+-----------------------------------------------------------------+
Each plus on ammo increases the cost by 5/piece of ammo.
+----------------------------------------------------------------------------+
| Missile and Ammo           | Type | Damage | Level | Weight | Cost | Range |
+----------------------------------------------------------------------------+
| Rounded Pebble             | Rock |  1d2   |   0   |   0.1  |    1 |       |
| Sling                      | Rock |   x1   |   1   |   0.5  |    5 |   20  |
| Arrow                      |  Bow |  1d4   |   2   |   0.2  |    1 |       |
| Bolt                       | Xbow |  1d5   |   2   |   0.3  |    2 |       |
| Iron Shot                  | Rock |  1d3   |   3   |   0.5  |    2 |       |
| Short Bow                  |  Bow |   x2   |   3   |   3.0  |   50 |   25  |
| Long Bow                   |  Bow |   x3   |  10   |   4.0  |  120 |   30  |
| Light Crossbow             | Xbow |   x3   |  15   |  11.0  |  140 |   25  |
| Heavy Crossbow             | Xbow |   x4   |  30   |  20.0  |  300 |   35  |
| Composite Bow              |  Bow |   x4   |  40   |   5.0  |  240 |   35  |
+----------------------------------------------------------------------------+

Ego Weapons

Melee weapons:

(bonuses to hit and damage are added in when generated. An identified HA (+7, +9) already includes the +5 to hit and damage listed below.)
(HA) Holy Avenger:
See Invisible, Sustain stat, Slay Undead, Slay Evil +5 to Hit, +5 to Dam, +1d4 to STR, +1d4 to AC, +10000+500*[STR] to cost.

Stat sustained is based on the bonus to strength: 1=STR, 2=INT, 3=WIS, 4=CON

(DF) Defender:
Feather Fall, Resist Lightning, See Invisible, Free Action Resist Cold, Resist Acid, Resist Fire, Regeneration +1d3 to stealth, +3 to hit, +3 to dam, +1d5+5 to AC +7500+500*[Stealth] to cost
(SA) Slay Animal:
*2 Damage to animals, +2 to Hit, +2 to Dam, +3000 to cost
(SD) Slay Dragon:
*4 Damage to dragons, +3 to Hit, +3 to Dam, +4000 to cost
(SE) Slay Evil:
*2 Damage to evil monsters, +3 to Hit, +3 to Dam +4000 to cost
(SU) Slay Undead:
*3 to undead, See invisible, +3 to hit, +3 to dam, +5000 to cost
(FT) Flame Tounge:
*1.5 damage to monsters vulnerable to fire, +1 to Hit, +3, to Damage, +2000 to cost
(FB) Frost Brand:
*1.5 damage to monsters vulnerable to cold, +1 to hit, +1 to damage, +1200 to cost

Ammunition:

(cost is per ammo. Usually comes in packets of ~20)
Slaying:
+5 to Hit, +5 to damage, +20 to cost
Fire:
+2 to Hit, +4 to Damage, *1.5 dam to monsters vul. to fire
Slay Evil:
+3 to Hit, +3 to Dam, *2 to evil, +25 to cost
Slay Animal:
+2 to hit, +2 to dam, *2 to animal, +30 to cost
Dragon Slaying:
+3 to hit, +3 to dam, *4 to dragon, +35 to cost