A verbose listing of all items and their properties. =================================================== Are you sometimes wondering where you have the greatest chance to find a certain item, say, a Mushroom of Restoration (at 1500 feet)? Do you want to know how much something weighs BEFORE you spend your money on it, only to find out you cannot carry or wield it (you get a To-Hit penalty for wielding a weapon that weighs more than 1.5 pounds times your strength)? If your warrior identifies a Wand of Acid Balls, is it worth keeping, or should he sell it because he'll never be able to get it to work in combat (a Wand of Acid Balls is a 48th-level wand, which means that a warrior will never be able to use it reliably)? These questions and many like ones are now easy to answer! Just look the item in question up in one of the tables below, and you will find a multitude of information about it. In these tables, you may find some confusing numbers and other things. There is a table for each of the following types of items: swords, hafted weapons, polearms, bows, missiles, soft armor, hard armor, shields, footwear, headgear, miscellaneous armor, rings, amulets, scrolls, books, wands, staffs, potions, normal food, mushrooms, and other miscellany. The last table lists those items that are sold in the shops. It includes only those items that cannot be found in the dungeon itself (the Shovel, for example) and those that are normally stacked in quantities greater than one. More things are sold in the shops, but these are identical to the items you find in the dungeon. Per table, the items are sorted by level (in feet) first, and then by alphabet. In the tables, this is what the various columns mean: In the first column you will find the name of the item. Various things may be added to an item's name, in brackets: - If the item is a weapon, minuses To-Hit and To-Damage. - If "Light" is mentioned: the number of turns the lighting device will last. - If "Food" is mentioned: the number of turns this food will fill your stomach. - If "Dig" is mentioned: the items normal digging bonus. - If the item is a miscellaneous item or armor or sold in the Shops only, the character that is used to display the item on the screen. - If the item is a ring or amulet, some extra information, for example what extra protection a ring offers. - Also, in square brackets, plusses of minuses to Armor Class may be shown. Food: The number of turns this food will fill your stomach. "--" means the item has no food value. -tH: The minus To-Hit you gain when wearing this armor. Mul: A missile weapon's damage multiplier. The damage normally done by the missile used is multiplied by this number when you wield the missile weapon in question. $$: The relative cost of an item. This translates to a real value, which varies with your Charisma and race. Also, different shopkeepers may have different prices. Shopkeepers will not buy anything with a listed cost of "--", unless it has positive enchantments on it and has been identified (a Broken Sword (HA), for example, you would be able to sell). Special abilities of items, such as (RL) or "of Noise" may raise or lower the price of an item drastically, if you have identified them. Unidentified items have a fixed price: Potions and Scrolls: 20, Food: 1, Rings: 45, Wands: 50, Staffs: 70. Items whose type is known, but not the bonuses, sell for the base value. Wt: The weight of an item in pounds (if all items in the same table have the same weight, it is mentioned at the top of the table). AC: The item's base Armor Class: the higher, the better. Dam: The amount of damage item can cause. 3d5 means the total damage done by this item is 3 times a random number from 1 to 5 (if all items in the same table do the same amount of damage, it is mentioned at the top of the table). Feet: The minimum level on which the item is normally found. Note, however, that 1/12 of all items are chosen as if you were on a deeper level. The chance that such an item is chosen from level X or deeper is (current level/X), unless you are on level X-1, in which case it is always chosen from at least that level (the "level" associated with depth is found by dividing the number of feet you are underground by 50). Sometimes, an item is listed more than once (for example, the Scroll of Identify can be found on 50, 250, 500, and 1500 feet). This was done to make these objects more common on the deeper levels: it does not mean that these scrolls are in any way different. Num: The amount of objects normally generated in a shop. Note that these tables are correct for Umoria version 5.5.2, and almost correct for earlier 5.x versions. But now, without farther ado, the tables themselves! Swords (|) $$ Wt Dam Feet ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~~~~ ~~~~ ~~~~ ~~~~ a Broken Dagger (-2,-2) -- 1.5 1d1 Town a Broken Sword (-2,-2) -- 7.5 1d1 Town a Dagger (Misericorde) 10 1.5 1d4 Town a Dagger (Stiletto) 10 1.2 1d4 Town a Dagger (Bodkin) 10 2.0 1d4 50 a Dagger (Main Gauche) 25 3.0 1d5 100 a Foil 35 3.0 1d5 100 a Rapier 42 4.0 1d6 200 a Thrusting Sword (Bilbo) 60 8.0 1d6 200 a Sabre 50 5.0 1d7 250 a Small Sword 48 7.5 1d6 250 a Thrusting Sword (Baselard) 80 10.0 1d7 250 a Backsword 150 9.5 1d9 350 a Cutlass 85 11.0 1d7 350 a Broadsword 255 15.0 2d5 450 a Longsword 200 13.0 1d10 600 a Bastard Sword 350 14.0 3d4 700 a Katana 400 12.0 3d4 900 a Two-Handed Sword (Claymore) 775 20.0 3d6 1500 a Two-Handed Sword (Espadon) 655 18.0 3d6 1750 an Executioner's Sword 850 26.0 4d5 2000 a Two-Handed Sword (Flamberge) 1000 24.0 4d5 2250 a Two-Handed Sword (No-Dachi) 675 20.0 4d4 2250 a Two-Handed Sword (Zweihander) 1500 28.0 4d6 2500 Hafted weapons (\) $$ Wt Dam Feet ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~~~~ ~~~~ ~~~~ ~~~~ a Wooden Club 10 10.0 1d3 Town a Cat-o'-Nine-Tails 14 4.0 1d4 150 a War Hammer 225 12.0 3d3 250 a Mace 130 12.0 2d4 300 a Morningstar 396 15.0 2d6 500 a Flail 353 15.0 2d6 600 a Lead-Filled Mace 502 18.0 3d4 750 a Ball and Chain 200 15.0 2d4 1000 a Two-Handed Great Flail 590 28.0 3d6 2250 Polearms (/) $$ Wt Dam Feet ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~~~~ ~~~~ ~~~~ ~~~~ a Javelin 18 3.0 1d4 200 a Spear 36 5.0 1d6 250 an Awl-Pike 200 16.0 1d8 400 a Lance 230 30.0 2d8 500 a Lucerne Hammer 376 12.0 2d5 550 a Battle Axe (European) 334 17.0 3d4 650 a Beaked Axe 408 18.0 2d6 750 a Pike 358 16.0 2d5 750 a Broad Axe 304 16.0 2d6 850 a Fauchard 326 17.0 1d10 850 a Glaive 363 19.0 2d6 1000 a Halberd 430 19.0 3d4 1100 a Battle Axe (Balestarius) 500 18.0 2d8 1500 Bows (}) Mul $$ Wt Dam Feet ~~~~~~~~~~~~~~~~~~~~~~~~~ ~~~ ~~~~ ~~~~ ~~~~ ~~~~ a Sling 2 5 0.5 None 50 a Short Bow 2 50 3.0 None 150 a Long Bow 3 120 4.0 None 500 a Light Crossbow 3 140 11.0 None 750 a Heavy Crossbow 4 300 20.0 1d1 1500 a Composite Bow 4 240 4.0 None 2000 Missiles ({) $$ Wt Dam Feet ~~~~~~~~~~~~~~~~ ~~~~ ~~~~ ~~~~ ~~~~ a Rounded Pebble 1 0.4 1d2 Town a Bolt 2 0.3 1d5 100 an Arrow 1 0.2 1d4 100 an Iron Shot 2 0.5 1d3 150 an Arrow 1 0.2 1d4 750 a Bolt 2 0.3 1d5 1250 Soft Armor "(" -tH $$ Wt AC Dam Feet ~~~~~~~~~~~~~~~~~~~~~~ ~~~ ~~~~ ~~~~ ~~ ~~~~ ~~~~ a Robe 0 4 2.0 2 None 50 Soft Leather Armor 0 18 8.0 4 None 100 Soft Studded Leather 0 35 9.0 5 1d1 150 Hard Leather Armor 1 55 10.0 6 1d1 250 Hard Studded Leather 1 100 11.0 7 1d2 350 Woven Cord Armor 1 45 15.0 6 None 350 Soft Leather Ring Mail 1 160 13.0 6 1d2 500 Hard Leather Ring Mail 2 230 15.0 8 1d3 600 Leather Scale Mail 1 330 14.0 11 1d1 700 Hard Armor ([) -tH $$ Wt AC Dam Feet ~~~~~~~~~~~~~~~~~~~~~~ ~~~ ~~~~ ~~~~ ~~ ~~~~ ~~~~ Metal Scale Mail 2 430 25.0 13 1d4 1200 Chain Mail 2 530 22.0 14 1d4 1300 Rusty Chain Mail [-8] 5 -- 22.0 14 1d4 1300 Double Chain Mail 2 630 26.0 15 1d4 1400 Augmented Chain Mail 2 675 27.0 16 1d4 1500 Bar Chain Mail 2 720 28.0 18 1d4 1700 Metal Brigandine Armor 3 775 29.0 19 1d4 1800 Laminated Armor 3 825 30.0 20 1d4 1900 Partial Plate Armor 3 900 32.0 22 1d6 2100 Metal Lamellar Armor 3 950 34.0 23 1d6 2200 Full Plate Armor 3 1050 38.0 25 2d4 2400 Ribbed Plate Armor 3 1200 38.0 28 2d4 2500 Shields ")" $$ Wt AC Dam Feet ~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~~~~ ~~~~ ~~ ~~~~ ~~~~ a Small Leather Shield 30 5.0 2 1d1 150 a Medium Leather Shield 60 7.5 3 1d2 400 a Small Metal Shield 50 6.5 3 1d2 500 a Large Leather Shield 120 10.0 4 1d2 750 a Medium Metal Shield 125 9.0 4 1d3 1000 a Large Metal Shield 200 12.0 5 1d3 1500 Footwear (]) $$ Wt AC Dam Feet ~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~~~~ ~~~ ~~ ~~~~ ~~~~ a Pair of Soft Leather Shoes 4 0.5 1 None 50 a Pair of Soft Leather Boots 7 2.0 2 1d1 200 a Pair of Hard Leather Boots 12 4.0 3 1d1 300 Headgear (]) $$ Wt AC Dam Feet ~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~~~~ ~~~ ~~ ~~~~ ~~~~ a Soft Leather Cap 4 1.0 1 None 100 a Hard Leather Cap 12 1.5 2 None 200 a Metal Cap 30 2.0 3 1d1 350 an Iron Helm 75 7.5 5 1d3 1000 a Steel Helm 200 6.0 6 1d3 2000 a Silver Crown 500 2.0 0 1d1 2200 a Golden Crown 1000 3.0 0 1d2 2350 a Jewel-Encrusted Crown 2000 4.0 0 1d3 2500 Miscellaneous Armor... $$ Wt AC Dam Feet ~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~~~~ ~~~ ~~ ~~~~ ~~~~ some Filthy Rags (~) -- 2.0 1 None Town a Cloak "(" 3 1.0 1 None 50 a Set of Leather Gloves (]) 3 0.5 1 None 50 a Set of Gauntlets (]) 35 2.5 2 1d1 600 Rings (=) Weight: 0.2; Damage: None $$ Feet ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~~~~ ~~~~ Adornment 20 350 Aggravate Monster -- 350 Feather Falling 200 350 Protection 100 350 Searching 250 350 Slow Digestion 200 350 Stupidity (-5 to Intelligence) -- 350 Teleportation -- 350 Weakness (-5 to Strength) -- 350 Resist Cold 250 700 Resist Fire 250 700 Increase Damage 100 1000 Increase To-Hit 100 1000 Constitution 400 1500 Dexterity 400 1500 Intelligence 350 1500 Strength 400 1500 See Invisible 500 2000 Sustain Charisma 500 2200 Sustain Constitution 750 2200 Sustain Dexterity 750 2200 Sustain Intelligence 600 2200 Sustain Strength 750 2200 Sustain Wisdom 600 2200 Lordly Protection (ACID) [+5] 1200 2500 Lordly Protection (COLD) [+5] 1200 2500 Lordly Protection (FIRE) [+5] 1200 2500 Slaying 1000 2500 Speed 3000 2500 WOE [-3] (*) -- 2500 (*) A Ring of WOE is -5 to Wisdom and Searching, and causes Teleportation and Aggravate Monster. Amulets (") Weight: 0.3; Damage: None $$ Feet ~~~~~~~~~~~~~~~~~~~~~~~~~ ~~~~ ~~~~ Searching 250 700 Slow Digestion 200 700 Teleportation -- 700 Adornment 20 800 Charisma 250 1000 Wisdom 300 1000 Resist Acid 250 1200 DOOM (*) -- 2500 the Magi [+3] (**) 5000 2500 (*) An Amulet of DOOM is -5 to all your Statistics and to Searching. (**) An Amulet of the Magi grants See Invisible, Free Action (you cannot be slowed, slept, charmed, stunned, or paralysed), and a variable bonus to Searching. Scrolls (?) Weight: 0.5; Damage: None $$ Feet ~~~~~~~~~~~~~~~~~~~~~~~~~ ~~~~ ~~~~ Light 15 Town Object Detection 15 Town Treasure Detection 15 Town Blessing 15 50 Darkness -- 50 Detect Invisible 15 50 Identify 50 50 Phase Door 15 50 Summon Monster -- 50 Light 15 150 Aggravate Monster -- 250 Create Food 10 250 Door/Stair Location 35 250 Identify 50 250 Magic Mapping 40 250 Monster Confusion 30 250 Sleep Monster 35 250 Trap Detection 35 250 Word-of-Recall 150 250 Light 15 350 Remove Curse 100 350 Trap Detection 35 400 Door/Stair Location 35 500 Identify 50 500 Teleport 40 500 Door Creation 100 600 Enchant Armor 125 600 Enchant Weapon To-Dam 125 600 Enchant Weapon To-Hit 125 600 Holy Chant 40 600 Trap Creation -- 600 Trap Detection 35 600 Trap/Door Destruction 50 600 Door/Stair Location 35 750 Summon Undead -- 750 Teleport Level 50 1000 Holy Prayer 80 1200 Identify 50 1500 Protection from Evil 100 1500 Genocide 750 1750 *Destruction* 750 2000 Dispel Undead 200 2000 Recharging 200 2000 Curse Armor -- 2500 Curse Weapon -- 2500 *Enchant Armor* 500 2500 *Enchant Weapon* 500 2500 Mass Genocide 1000 2500 Rune of Protection 500 2500 Books (?) Weight: 3; Damage: 1d1 $$ Feet ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~~~ ~~~~ A Book of Magic Spells [Beginners-Magick] 25 2000 A Book of Magic Spells [Magick I] 100 2000 A Book of Magic Spells [Magick II] 400 2000 A Book of Magic Spells [The Mages' Guide to Power] 800 2000 A Holy Book of Prayers [Beginners Handbook] 25 2000 A Holy Book of Prayers [Words of Wisdom] 100 2000 A Holy Book of Prayers [Chants and Blessings] 400 2000 A Holy Book of Prayers [Exorcisms and Dispellings] 800 2000 Wands (-) Weight: 1; Damage: 1d1 $$ Feet ~~~~~~~~~~~~~~~~~~~~~~~~~ ~~~~ ~~~~ Confuse Monster 400 100 Haste Monster -- 100 Heal Monster -- 100 Light 200 100 Magic Missile 200 100 Slow Monster 500 100 Wonder 250 100 Stinking Cloud 400 250 Sleep Monster 500 350 Stone-to-Mud 300 600 Trap/Door Destruction 500 600 Clone Monster -- 750 Lightning Bolts 600 750 Disarming 500 1000 Frost Bolts 800 1000 Polymorph 400 1000 Teleport Away 350 1000 Wall Building 400 1250 Fire Bolts 1000 1500 Lightning Balls 1200 1750 Cold Balls 1500 2000 Acid Balls 1650 2400 Drain Life 1200 2500 Fire Balls 1800 2500 Staffs (_) Weight: 5; Damage: 1d2 $$ Feet ~~~~~~~~~~~~~~~~~~~~~~~~~ ~~~~ ~~~~ Cure Light Wounds 200 250 Darkness -- 250 Detect Invisible 200 250 Light 250 250 Object Location 200 250 Treasure Location 200 250 Door/Stair Location 350 500 Haste Monsters -- 500 Sleep Monsters 700 500 Slow Monsters 800 500 Summoning -- 500 Trap Location 350 500 Detect Evil 350 1000 Starlight 400 1000 Teleportation 800 1000 Curing 1000 1250 Earthquakes 350 2000 Slowness -- 2000 Speed 1000 2000 Mass Polymorph 750 2300 Remove Curse 500 2350 Dispel Evil 1200 2450 Darkness -- 2500 *Destruction* 2500 2500 Summoning -- 2500 Potions (!) Weight: 0.4; Damage: 1d1 Food $$ Feet ~~~~~~~~~~~~~~~~~~~~~~~~~~ ~~~~ ~~~~ ~~~~ Apple Juice 250 1 Town Blindness -- -- Town Confusion 50 -- Town Cure Light Wounds (*1) 50 15 Town Salt Water (*3) -- -- Town Sleep 100 -- Town Slime Mold Juice (*12) 400 2 Town Water 200 -- Town Boldness -- 10 50 Cure Light Wounds (*1) 50 15 50 Haste Self -- 75 50 Heroism -- 35 50 Resist Cold -- 30 50 Resist Heat -- 30 50 Slow Poison -- 25 50 Slowness 50 -- 50 Cure Light Wounds (*1) 50 15 100 Cure Serious Wounds (*12) 100 40 150 Detect Invisible -- 50 150 Infra-Vision -- 20 150 Poison -- -- 150 Super Heroism -- 100 150 Weakness -- -- 150 Cure Critical Wounds (*123) 100 100 250 Neutralize Poison -- 75 250 Lose Experience -- -- 500 Healing (*123) 200 200 600 Charisma -- 300 1250 Constitution 50 300 1250 Dexterity -- 300 1250 Intelligence -- 300 1250 Strength 50 300 1250 Wisdom -- 300 1250 Lose Intelligence -- -- 1250 Lose Wisdom -- -- 1250 Restore Mana -- 350 1250 Ugliness -- -- 1250 Invulnerability -- 1000 2000 Restore Charisma -- 300 2000 Restore Constitution (*13) -- 300 2000 Restore Dexterity -- 300 2000 Restore Intelligence -- 300 2000 Restore Life Levels -- 400 2000 Restore Strength -- 300 2000 Restore Wisdom -- 300 2000 Gain Experience -- 2500 2500 (*1) Cures blindness. (*2) Cures confusion. (*3) Cures poison. Normal Food (,) Damage: None Food $$ Wt Feet ~~~~~~~~~~~~~~~~~~~~~~~~~~ ~~~~ ~~ ~~~ ~~~~ a Ration of Food 5000 3 1.0 Town a Slime Mold 3000 2 0.5 50 a Ration of Food 5000 3 1.0 250 a Piece of Elvish Waybread 7500 25 0.3 300 a Ration of Food 5000 3 1.0 500 a Piece of Elvish Waybread 7500 25 0.3 600 a Piece of Elvish Waybread 7500 25 0.3 1000 a Pint of Fine Grade Mush 1500 1 0.1 (*) (*) This item can only be created magically. Mushrooms and Molds (,) (*) Weight: 0.1 Food $$ Dam Feet ~~~~~~~~~~~~~~~~~~~~ ~~~~ ~~~~ ~~~~~ ~~~~ Cure Confusion 500 50 None 300 First-Aid 500 5 None 300 Confusion 500 -- None 350 Minor Cures 500 20 None 350 Poison 500 -- None 350 Weakness (**) 500 -- None 350 Cure Poison 500 60 None 400 Blindness 500 -- None 450 Paranoia 500 -- None 450 Cure Blindness 500 50 None 500 Light Cures 500 30 None 500 Cure Paranoia 500 25 None 600 Hallucination 500 -- None 650 Poison 1200 -- None 750 Unhealth (**) 500 50 10d10 750 Major Cures 1200 75 None 800 Hallucination 1200 -- None 900 Cure Poison 1200 75 None 950 Restore Constitution 500 350 None 1000 Unhealth (**) 1200 75 10d12 1400 Restoration 500 1000 None 1500 (*) Items with a food value of 500 are Mushrooms, those with a food value of 1200 are Molds. (**) These items do 1d18 damage when eaten, in addition to lowering your stats. Miscellaneous... $$ Wt Dam Feet ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~~~~ ~~~~~ ~~~~ ~~~~ a broken set of teeth (s) -- 0.3 1d1 Town a broken stick (~) -- 0.3 1d1 Town a large broken bone (s) -- 0.2 1d1 Town an empty bottle (!) -- 0.2 1d1 Town some shards of pottery (~) -- 0.5 1d1 Town a Brass Lantern (~) (Light: 7500) 35 5.0 1d1 50 a Dwarf Skeleton (s) -- 5.0 1d1 50 a Flask of Oil (!) (Light: 7500) 3 1.0 2d6 50 a Giant Centipede Skeleton (s) -- 2.5 1d1 50 a Gnome Skeleton (s) -- 2.5 1d1 50 a Human Skeleton (s) -- 6.0 1d1 50 a Rat Skeleton (s) -- 1.0 1d1 50 a Wooden Torch (~) (Light: 4000) 2 3.0 1d1 50 an Elf Skeleton (s) -- 4.0 1d1 50 an Iron Spike (~) 1 1.0 1d1 50 a Small Wooden Chest (&) 20 25.0 2d3 350 a Large Wooden Chest (&) 60 50.0 2d5 750 a Gnomish Shovel (\) (Dig: +1) 100 5.0 1d2 1000 an Orcish Pick (\) (Dig: +2) 500 18.0 1d3 1000 a Small Iron Chest (&) 100 50.0 2d4 1250 a Large Iron Chest (&) 150 100.0 2d6 1750 a Dwarven Shovel (\) (Dig: +2) 250 12.0 1d3 2000 a Small Steel Chest (&) 200 50.0 2d4 2250 a Large Steel Chest (&) 250 100.0 2d6 2500 a Dwarven Pick (\) (Dig: +3) 1200 20.0 1d4 2500 Shop Items... $$ Wt Dam Num ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~~~~ ~~~~~ ~~~~ ~~~~ a Ration of Food (,) (Food: 5000) 3 1.0 None 5 a Hard Biscuit (,) (Food: 500) 1 0.2 None 5 a Strip of Beef Jerky (,) (Food: 1750) 2 0.4 None 5 a Pint of Fine Ale (,) (Food: 500) 1 1.0 None 3 a Pint of Fine Wine (,) (Food: 400) 2 1.0 None 1 a Pick (\) (Dig: +1) 50 15.0 1d3 1 a Shovel (\) (Dig: +0) 15 6.0 1d2 1 Identify (?) 50 0.5 None 2 Light (?) 15 0.5 None 3 Phase Door (?) 15 0.5 None 2 Magic Mapping (?) 40 0.5 None 2 Treasure Detection (?) 15 0.5 None 2 Object Detection (?) 15 0.5 None 2 Detect Invisible (?) 15 0.5 None 2 Blessing (?) 15 0.5 None 2 Word-of-Recall (?) 150 0.5 None 3 Cure Light Wounds (!) (*) (Food: 50) 15 0.4 1d1 2 Heroism (!) 35 0.4 1d1 2 Boldness (!) 10 0.4 1d1 2 Slow Poison (!) 25 0.4 1d1 2 a Wooden Torch (~) (Light: 4000) 2 3.0 1d1 5 a Flask of Oil (!) (Light: 7500) 3 1.0 2d6 5 (*) Cures blindness. Boudewijn Wayers (dedos4@win.tue.nl).