Difference between revisions of "List of unrands"
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Revision as of 02:18, 23 December 2012
An unrand (or unrandart) is short for "unrandom artefact," which is an artefact with a set appearance and properties (unlike a randart). (There's no such thing as a "List of Randarts" because they're, well, infinite and random.) An unrandart that is specialized to have unique, hardcoded properties is referred to as a fixedart.
NOTE: Before adding something to this list, go into wizard mode and use the command "create all unrandart items." If the item you want to add is not generated by that command, then it's just a randart so don't add it.
Contents
- 1 Rings
- 2 Amulets
- 3 Short Blades
- 4 Long Blades
- 4.1 (-4 to +20), (-4 to +20) Sword of Power
- 4.2 +7, +8 demon blade "Bloodbane"
- 4.3 +7, +5 Scimitar of Flaming Death
- 4.4 +13, +4 Demon Blade "Leech"
- 4.5 +12, +10 Sword of Jihad
- 4.6 +13, +13 Sword of the Doom Knight
- 4.7 +12, +16 Plutonium Sword
- 4.8 +9, +9 Sword of Zonguldrok
- 4.9 +7, +7 Singing Sword
- 4.10 +8, +8 Autumn Katana
- 4.11 +6, +6 Sword of Cerebov
- 5 Staves
- 6 Axes
- 7 Polearms
- 8 Maces & Flails
- 9 Ranged Weapons
- 10 Armour
- 10.1 +X Faerie Dragon Armour
- 10.2 +9 Armour of the Dragon King
- 10.3 +15 Maxwell's Patent Armour
- 10.4 +4 Robe of Augmentation
- 10.5 +4 Skin of Zhor
- 10.6 +3 Salamander Hide Armour
- 10.7 +4 Robe of Night
- 10.8 +3 Robe of Clouds
- 10.9 +10 Black Knight's Horse Barding
- 10.10 +3 Lightning Scales
- 10.11 -1 Lear's Chain Mail
- 10.12 -1 Robe of Folly
- 10.13 -5 Robe of Misfortune
- 11 Shields
- 12 Cloaks
- 13 Helmets
- 14 Boots
- 15 Gloves
Rings
Ring of the Mage
A sapphire ring
Wizardry ego
+3 INT
+50 MR
An excellent item for most casters, although those with enough MR may eventually prefer a ring of intelligence with a higher enchantment. Also valuable to any character who needs MR, as it provides more than a mundane ring of magic resistance.
Ring of Robustness
Better for low-AC characters, since 8 AC proportionally means a lot more damage reduction when your AC is low than when it's high.
Ring of Shaolin
File:Ring of shaolin.png A jade ring
+8 EV
Strangely, this ring is actually best for low-EV characters. There's not a world of difference between 42 EV and 50, but the difference between 10 and 18 is considerable.
Ring of Shadows
A black ring
+4 EV
rN+
See Invisible
-3 Accuracy
+40 Stealth
Very nice for stealthy characters and still good for most others. The accuracy penalty on this ring is generally negligible.
Ring of the Octopus King
"A mermaid who fancied to sing, Roused lust in the Octopus King. |
A coral ring
+1 AC
+1 EV
+1 Str
+1 Int
+1 Dex
One extra effect
There are eight of these, each with one of eight extra effects: Hunger-, Wiz, rN+, rF+, rC+, SustAb, MP+9, and Regen.
Ring of Vitality
This famed ring greatly improves its wearer's health |
An amethyst ring with an ankh
Regeneration ego
HP+15
Amulets
Brooch of Shielding
Back in the good old days, every adventurer had one of these handy devices. That, and a pony. |
A shield-shaped amulet
Warding ego
+4 AC
+4 EV
Reasonably useful, particularly for those who have trouble with AC, such as felids and spriggans. Be sure to swap it out if something else becomes necessary, though.
Necklace of Bloodlust
A blood-stained necklace
Cursed, 33% chance of recursing itself on equip
+2 STR
-2 INT
+30 MR
Forces Berserk
+3 Damage
-20 Stealth
Not terribly useful, even for a berserker: an amulet that recurses itself, reduces intelligence, causes berserkitis, and reduces stealth is simply not worth it. The only exceptions might be undead and Ashenzari worshipers: those for whom the berserk will not be a problem. Even then, the only real benefit is the +3 slaying, which is nice but often obtainable through less painful means.
Amulet of the Four Winds
A jade amulet
Clarity ego
rN+
+100 MR
A very respectable source of magic resistance and clarity, although an ordinary amulet of resist corrosion, conservation or resist mutation may be a higher priority.
Amulet of Cekugob
A crystal amulet
Warding ego
+1 AC
+1 EV
rElec
rPois
rN+
Prevents teleportation
+2 Metabolism
This amulet is best used as a switch in certain situations. It provides two levels of negative energy resistance, and as such can quickly render you drain-resistant if you find yourself looking down a shadow dragon's maw. Don't leave it on, though; the -TELE can easily cost you your life, and the increased hunger is not much fun either.
Amulet of the Air
A sky-blue amulet
Controlled Flight ego
+3 EV
rElec
Allows Levitate
+50 Stealth
A great source of rElec, and a good amulet to wear for general purposes. The only amulet of controlled flight worth wearing, and since 0.11 came out, it's the only one left in the game.
Short Blades
+3, +4 Vampire's Tooth
It is lethally vampiric. |
An ivory dagger
Vampiric brand
This weapon always heals its wielder for the full damage it does when used against a susceptible target. Unfortunately it doesn't do all that much damage to start with. It can be good in the early- to mid-game, where there are many living targets with only moderate amounts of HP, but one must be sure to support this dagger with spellcasting.
+5, +7 Dagger of Chilly Death
A dagger made of one huge piece of sapphire. |
A sapphire dagger
Frost brand
rF-
rC++
rPois
+20 MR
Not terribly useful, except perhaps for the rPois. Unlike its fiery big brother, it's simply not a strong enough base weapon to use in typical combat.
-1, +4 Dagger "Morg"
Identified: Many years ago it was the property of a powerful mage called Boris. He got lost in the Dungeon while seeking the Orb. Unidentified: An ugly rusty dagger. |
A rusty dagger
Pain brand
+5 INT
+30 MR
A dagger of pain, this a great weapon for a necromancer. The INT boost is likely to be highly beneficial to them. Unfortunately, Boris will never drop it; you have to find it randomly. Obviously don't expect this little dagger to be any use against anything resistant to its pain brand.
+4, +10 Spriggan's Knife
Identified: This knife was made by Spriggans, or for Spriggans, or possibly from Spriggans. Anyway, it's in some way associated with those fey folk. Unidentified: A dainty little knife. |
A dainty little knife
+4 EV
+4 DEX
+20 MR
+50 Stealth
This weapon is very useful to a stabber; the stealth boost can be what you need to approach a monster undetected, while the EV, Dex, and MR boosts may help you survive if things don't go the way you plan. For other classes, not so much, as its base damage is too low to be used against strong/high-AC targets even with the high damage enchantment.(Although called a knife, this weapon has since been upgraded to a dagger with the removal of knives in 0.9.)
+6, +7 Captain's Cutlass
This infamous weapon was used by a vile pirate captain to slaughter countless innocents. Finally, he met his destiny when a kraken swallowed his ship with all the crew aboard. The cutlass was thought to be forever lost, but now you have proof to the contrary in your hands. |
A black cutlass
Speed brand
Base stats are 9 damage, +3 accuracy, 12 delay. As good as any quick blade if not better, this is a very useful weapon if you can get your hands on it. Like all short blades it may need some slaying help against high-AC targets in the end-game, even with its higher base damage. A very respectable weapon nonetheless.
+27, -1 Knife of Accuracy
It is almost unerringly accurate. |
And it is almost entirely useless. Accuracy is not needed for stabbing, and that is all that a dagger, particularly one with a -1 to-damage enchantment, is good for. Might be useful in the very early game, but is very unlikely to be found there.
Long Blades
(-4 to +20), (-4 to +20) Sword of Power
It rewards the powerful with power and the meek with weakness. |
A chunky great sword
Enchantment varies based on your current HP: It starts at -4, -4, and gains +1, +1 for every 5 HP up to 40, and then a further +1, +1 for every 10 HP beyond 40 up to 200.
Although beefy characters, especially berserkers, can get satisfying results out of this, it prevents the use of a shield and becomes useless just when things look most grim. Don't use without some means of quick escape and a solid backup weapon. Alternatively, just use a well-enchanted, branded triple sword.
+7, +8 demon blade "Bloodbane"
A blackened demon blade
Vorpal brand
Allows Berserk
Forces Berserk
-20 Stealth
Truly a shapeshifting weapon, first it was a long sword, then a katana, now a demon blade. Nice if you have clarity, are undead, or are an Ash worshiper; it's at best situationally useful otherwise. Similar to but somewhat weaker than the Sword of Jihad. Note that in 0.9 this weapon was the only katana in the game.
+7, +5 Scimitar of Flaming Death
A smoking scimitar
Flaming brand
rF++
rC-
rPois
+20 MR
This weapon is decent in the early- to mid-game if it happens to be found there; strangely, it is a good weapon in Lair, since it will kill hydras with ease, protects against the numerous sources of poison, and protects against the one ranged threat there, fire drakes. Its damage is not really high enough for the later game, however.
+13, +4 Demon Blade "Leech"
A runed demon blade
Vampiric brand
Cursed, 25% chance of recursing itself on equip
-1 AC
-1 EV
-1 STR
-1 INT
-1 DEX
rN+
A vampiric demon blade is a very nice thing to have, and the slight stat, AC and EV costs are reasonably well worth it.
+12, +10 Sword of Jihad
Identified: This sword was The Shining One's gift to a worshipper. Unidentified: A long sword made of one huge piece of crystal. |
A crystal sword
Holy wrath brand
+3 EV
rN+
+20 MR
Forces Berserk
-50 Stealth
This weapon has since been upgraded to a eudemon blade, and as such is very useful if you can nerf the berserkitis. Clarity is the best means of doing so, either through the amulet or through being an Ashenzari worshiper.
+13, +13 Sword of the Doom Knight
An adamantine great sword
Pain brand
+50 MR
Prevents Spellcasting
Most characters will have little use for this weapon. In order for it to be worth using, a character must have very high Long Blades skill, decent Necromancy skill, and be the type of character that can readily go without magic during fights. A melee fighter who dabbles in Necromancy would find it useful, but even then, a well-enchanted triple sword or executioner's axe of freezing will provide better damage, unless the character's Necromancy skill is quite high indeed. The MR does make it appealing as a switch for characters low on that property, though.
+12, +16 Plutonium Sword
A triple sword made of weird glowing metal. |
A glowing triple sword
Cursed, recurses itself on equip
Heavily mutates you (+6)
-20 Stealth
Even with its upgrade from a long sword to a triple sword, this weapon is still not at all useful. It mutates you too heavily; even a single battle can leave you with yellow glow.
+9, +9 Sword of Zonguldrok
This dreadful weapon is used at the user's peril. |
A bone long sword
Reaping brand
Cursed, 33% chance to recurse itself on equip
Raises angry dead
Evil
Monsters killed with the weapon itself will be raised as friendly undead if they drop a corpse, due to the reaping brand. The weapon also animates all other corpses in sight as hostile undead (providing no experience or piety) every turn, however. Despite its description, this has the stats of a double sword.
+7, +7 Singing Sword
This blessed weapon loves nothing more than to sing to its owner, whether they want it to or not. |
A golden long sword
Makes noise
At high tension, its name changes to the Screaming Sword and starts screaming instead of singing. Its ear-splitting shrieks do minor damage to all nearby monsters, including allies (in addition to waking and attracting even more monsters than usual). When you are within the range of Silence, its name changes to Sulking Sword.
+8, +8 Autumn Katana
This exotic sword is a weapon for truly enlightened users. |
A long, slightly curved sword
Vorpal brand
Clarity ego
Base stats are 14 damage, +3 accuracy, and 12 speed: identical to the now-removed katana. A very nice weapon if you find it, having excellent speed, good damage output, a low skill requirement (it hits min delay at 12 Long Blades), and giving clarity without taking the amulet slot.
+6, +6 Sword of Cerebov
Eerie flames cover its twisted blade. |
A great serpentine sword
Flaming brand
Cursed
Pierces 1 rank of fire resistance
Evil
The fixedart great sword wielded by the unique Pandemonium lord Cerebov. The damage from its flame brand is calculated against the victim's fire resistance minus one, meaning it can even burn fire immune enemies. This effect does not reduce the enemy's fire resistance against fire damage from any other source. As a great sword, it is decent at low long blade levels, but will be outperformed by branded triple swords at high skill levels.
Staves
+4, +4 Staff of Dispater
This legendary item can unleash the fury of Hell. |
A golden staff
Can be evoked to fire ranged Hellfire
Evil
+7, +7 Sceptre of Asmodeus
It carries some of the powers of the arch-fiend Asmodeus. |
A ruby sceptre
Can be evoked to summon a Greater Demon
Evil
+0, +0 Staff of Olgreb
It was the magical weapon wielded by the mighty wizard Olgreb before he met his fate somewhere within these dungeons. It increases the ability of its wielder to use venomous magic, and carries magical powers which can be evoked. The tales say that Olgreb researched rare venoms that may have some limited effect even on creatures immune to all commonly known poisons. |
A green glowing staff
Venom brand
rPois
Strengthens Poison
Can be evoked to cast Olgreb's Toxic Radiance, with (10 * Evocations)% chance to also cast Venom Bolt simultaneously
+3, +1 Elemental Staff
Identified: This powerful staff used to belong to the leader of the Guild of Five Elements. Unidentified: A black glyphic staff. |
A black staff
rF++
rC++
+60 MR
Makes noise
+2 Metabolism
Great for a mummy, who needs all the fire resistance s/he can get and doesn't care about hunger. Note that it is a fairly bad weapon, so unless you're a caster, it's not really worth using.
+0, +0 Staff of Wucad Mu
Its power varies in proportion to its wielder's intelligence. It can be evoked to restore large amounts of magical energy, but at the risk of damaging the user's mind. |
An ephemeral quarterstaff
Channels magic power
The most powerful source of mana channeling in the game. Damage and Accuracy are initially +0/+0, but when you wield it, your INT modifies these values, to a maximum of +22/+13. You need high Evocations to evoke it and to derive susbstantial MP gains. However, with its 25% chance of incurring a Divinations miscast upon successful evocation (confusion, MP loss, or temporary INT loss) you also need Clarity and SustAbil to make it worth it.
Axes
+3, +11 Wrath of Trog
This was the favourite weapon of the old god Trog, before it was lost one day. It induces a bloodthirsty berserker rage in anyone who uses it to strike another. |
A bloodstained battleaxe
Forces Berserk
+10, +6 Mithril Axe "Arga"
A beautiful mithril axe, probably lost by some dwarven hero. |
A mithril axe
Speed brand
+2 STR
+30 MR
Base damage is roughly 10, accounting for the speed brand, and the min delay is 4; this makes it well superior to an unbranded quick blade, and in terms of raw damage output superior to an unbranded demon whip, although the demon whip will do better against armoured targets.
+12, +15 Obsidian Axe
This axe has had a curse placed upon it by one of the lords of Pandemonium so that unsuspecting adventurers like you would unleash demons into this world. Beware, for this axe has ways of taking its wielder under its command... |
A bloodied obsidian axe
Vorpal brand
Cursed, recurses itself on equip
Allow Levitate
See Invisible
+3 STR
Evil
Mesmerizes user if any hostile monster present
If you are wielding this broad axe and a monster is visible, you will be mesmerized and restricted from moving any farther away from the monster: "Visions of slaying the [monster] flood into your mind." If there are multiple monsters, you will fixate on the closest one. When mesmerized by the axe, you lose any current confusion and gain temporary clarity (suggesting a possible emergency use, if you lack potions of curing). Unwielding the axe (by scroll or Tukima's Dance) dispels the mesmerization. (The unwielding dispels all mesmerization, even if merfolk/sirens are involved.)
Every time you attack in melee with it, there's a 10% chance of summoning a friendly common demon (60% chance of Tier-4; 40%, Tier-3).
Polearms
+13, +13 Scythe of Curses
This weapon carries a terrible and highly irritating curse. |
A warped scythe
Draining brand
Cursed, 33% chance to recurse itself on equip
Inflicts Necromancy miscasts on monsters
Periodically curses random equipment in your inventory
It sometimes spawns an allied death-themed monster in combat, like a shadow, a reaper or a Soul Eater.
Evil
This weapon will drain monsters, in addition to inflicting Necromancy miscasts on them a la mummy death curses. It will also curse random inventory items, and has a terrible weapon as its base type. Only consider it if you already have 26 skill in polearms, and really don't care about your inventory being cursed constantly.
Ashenzari "absorbs" the curses if you worship him, preventing them from affecting you.
+4, +12 Glaive of Prune
It is the creation of a mad god, and carries a curse which transforms anyone possessing it into a prune. Fortunately, the curse works very slowly, and one can use it briefly with no consequences worse than slightly purple skin and a few wrinkles. |
A purple glaive
Vorpal brand
Chaotic
It's a +4, +12 glaive of chopping. Zin hates it. Glaives are bad weapons, generally. You're probably better off with a bardiche or a demon trident.
+3, +5 Scythe "Finisher"
A long and sharp scythe, specially modified for combat purposes. |
A blackened scythe
Speed brand
Cursed
+3 STR
Sigmund's dream weapon, this is a reasonable choice for those who are already using two-handed polearms and have the skill to get it to min delay. Probably not worth training polearms to 26 just to use it though.
+5, +8 Glaive of the Guard
This weapon once belonged to Gar Dogh, the guard of a king's treasures. According to legend he was lost somewhere in the Dungeon. |
A polished glaive
Electrocution brand
+5 AC
See Invisible
Allows Berserk
The protection is nice, but there really are better weapons, and electrocution is generally better on small, fast weapons.
+2, +10 Spear of the Botono
It's a really dark and malign artefact and no wise man would even touch it. |
An ebony spear
Reaping brand
rPois
rN+
Makes noise
-3 HP
A good weapon for the early- and mid-games, but sadly a spear will be outclassed later on, even one as good as this.
+10, +4 Trident of the Octopus King
This trident was stolen many years ago from the Octopus king's garden by a really unimportant and already dead man. But beware of the Octopus king's wrath! |
A mangy trident
Venom brand
rElec
rPois
+50 MR
A good weapon if you find it early on, where its properties can be a lifesaver. Unfortunately its to-damage enchantment is generally too low for general use.
+9, +6 Wyrmbane
A scale-covered lance
Dragon slaying brand
+5 AC
rF+
rPois
Allows Berserk
Base stats are 8 damage, +4 accuracy, and 11 delay. If a Dragon slaying-vulnerable target is killed by the base damage of this weapon, it will gain +1, +1 enchantment up to the HD of the dragon killed. The maximum enchantment it can gain this way is +18, +18. This ability makes Wyrmbane a decent weapon if you're willing to invest the time killing dragons with it.
+6, +6 Lehudib's Crystal Spear
Presumably this relic led to the invention of the famous spell, or maybe the other way around. |
A crystal spear
Returning brand
+3 INT
Good if you have decent throwing skill or find it early on. The spell does more damage, obviously.
Maces & Flails
+5, +5 Mace of Brilliance
A brightly glowing mace
Holy wrath brand
+5 AC
+5 INT
rN+
See Invisible
-20 Stealth
This mace also creates a halo effect similar to TSO's halo. The halo from this mace has a radius of 3 squares.
Its AC, SInv and Int bonus are useful early on, but a mace is too weak a base weapon to be good against later-game monsters, even those vulnerable to holy wrath.
+0, +5 Giant Club "Skullcrusher"
A brutal giant club
Speed brand
+5 STR
It's a giant club of speed. If you find this and can wield it, it's about the best weapon you can hope for, barring the occasional Trog gift.
+11, +11 Morningstar "Eos"
An encrusted morningstar
Electrocution brand
rElec
See Invisible
Prevents Teleportation
Has a nice enchantment and brand, but is of a mediocre base type. The -TELE isn't a huge problem, since you can just unwield it, but be careful not to get yourself into a situation where that extra turn costs you your life.
+7, +7 Great Mace "Undeadhunter"
This weapon is imbued with magic that can counter and disrupt the magic holding undead together, inflicting great damage. |
A great steel mace
Disrupt undead (special brand)
rN+
Deals special damage to undead but no extra to demonic monsters. If you find it and are already using two-handed maces, it's a good switch for places such as Tomb or Crypt.
+5, +10 Whip "Snakebite"
A double-ended whip made from the cured hides of the Lair of the Beasts' deadly black mambas. |
A forked whip
Venom brand
rPois
Good early on, but you'll want something with more base damage later.
(-4 to +16), (-4 to +16) Mace of Variability
It is rather unreliable. |
A great shimmering mace
Chaos brand
A great mace that has no fixed damage or accuracy bonuses. Anything between -4/-4 and +16/+16 is possible. The mace has a 40% chance to change its attributes each turn it is wielded. Changes its color as well. Probably not very useful, since it is two-handed and requires a large investment in Maces & Flails skill.
+7, +6 Sceptre of Torment
This truly accursed weapon is an instrument of Hell. |
A jewelled golden mace
Forces Symbol of Torment
Evil
The effect triggers on 50% of attacks and 0.5% of turns that it is wielded. Great if you're undead, useless otherwise. Even if you are undead, make sure to have a backup, since the weapon is barely mediocre against anything torment-immune.
+4, +8 Shillelagh "Devastator"
You guess this stick is loaded with something else than just lead |
A loaded stick
Explodes on attack
This is basically an upgraded club that makes things explode when you hit them with it. Useful for quickly clearing out swarms of fragile enemies like bats or killer bees, but the explosions will be hurting you, too, so be careful.
Ranged Weapons
+9, +12 Sling "Punk"
A sling made of weird blue leather. |
A blue sling
Frost brand
rC+
A great weapon if you're using slings.
+8, +8 Longbow "Storm Bow"
This bow has the colour of dark rain clouds, and the smell of wet ozone. |
A night blue bow
Electrocution brand
rElec
Randomly spawns rain clouds, which is of dubious use even for amphibians, because of electricity's behavior in water. Otherwise a great weapon.
+8, +8 Bow of Krishna "Sharnga"
Identified: It once belonged to a foreign god. It works best with special arrows which are not generally available. Unidentified: A wonderful golden bow. |
A golden bow
Speed brand
+3 DEX
See Invisible
Luckily, it doesn't need any special arrows to be effective. Experienced archers may still prefer a longbow to this weapon, though the speed is quite advantageous against unarmoured targets.
+6, +9 Crossbow "Hellfire"
A flaming crossbow, forged in the fires of the Hells. |
A flaming crossbow
Flame brand
rF++
rC-
+40 MR
Useful if you're using crossbows and can take the rC hit. Seems to have a strong tendency to be found on Gehenna:7.
+10, +0 Crossbow "Sniper"
A crossbow made of some black material. |
A black crossbow
Venom brand
See Invisible
The venom effect is nice, but a well-enchanted crossbow of velocity is probably better.
+2, +10 Longbow "Piercer"
An exceptionally large metal longbow. |
A very long metal bow
Vorpal brand
-2 EV
Does a huge amount of damage at the cost of a small amount of evasion. Pretty good.
+6, +6 Blowgun of the Assassin
It is designed for easy concealment, but still packs a nasty punch. |
A tiny blowgun
Allows Invisible
+60 Stealth
The stealth bonus is somewhat nice, but most stabbers will need to switch to a dagger when close to their targets, somewhat limiting this weapon's usefulness. Note that unlike all other randart blowguns, it does not have a speed brand (nor any brand).
Armour
+X Faerie Dragon Armour
Faerie dragons used to be a race of the same species as mottled ones. Too bad, their vivid colours became their bane, as they alerted potential prey. They are now extinct, and this prized relic is one of the last proofs they ever existed. |
A faerie dragon armour
Has 1d3 Random Effects
Found by killing the Enchantress and can be useful depending on the attributes, although they are generally positive. Base stats are identical to mottled dragon armour: 6 AC, -1 EV, wearable by all races that can wear armour. It even provides the same sticky flame resistance.
+9 Armour of the Dragon King
A shiny gold dragon armour
rF+
rC+
rPois
+50 MR
A +9 gold dragon armour with 50 MR. Very nice if you can wear it, although with enough scrolls of enchant armour you can get slightly more AC out of a normal GDA.
+15 Maxwell's Patent Armour
A weird-looking armour
Preservation ego
Cursed
+50 MR
Prevents Spellcasting
Prevents Teleportation
This plate mail is only wearable by non-spellcasters, and even then it is very risky, since it cannot be taken off quickly if you need to teleport. Otherwise, an excellent piece of armour.
+4 Robe of Augmentation
A robe made of the finest silk. |
A silk robe
+4 STR
+4 INT
+4 DEX
Nice, although many players may prefer resistances in their body armour slot instead.
+4 Skin of Zhor
The skin of some strange animal. |
A very nice choice for races which cannot wear most armour and thus have trouble getting resistances. Base type is an animal skin.
+3 Salamander Hide Armour
A leather armour made of salamander's skin. |
A red leather armour
rF++
Allows Berserk
Another very nice unrand, as it provides all the fire resistance most players will ever need.
+4 Robe of Night
Identified: According to legend, this robe was the gift of Ratri the Goddess of the Night to one of her followers. Unidentified: A long black robe made of strange glossy material. |
A black robe
+30 MR
See Invisible
Allows Invisible
+50 Stealth
Good for a stabber, although as with the Robe of Augmentation many players may prefer something which gives elemental resistances to be in their armour slot. Useful in the Elven Halls, where monsters use Hexes against you and make themselves invisible.
+3 Robe of Clouds
A robe of a material so flimsy it could almost be clouds. |
A flimsy blue robe
rElec
Allows Levitate
Generates mist and rain
This item will randomly generate thin mist and rain around you. The rain may turn into shallow water or turn shallow water into deep water. Unfortunately this makes using it for any prolonged period of time impractical for most players other than merfolk, flying tengu, and Fedhas worshipers.
+10 Black Knight's Horse Barding
Identified: This gear used to be worn by the personal horse of the Black Knight during his reign of terror. Pitch-black, it appears to be made not only of some strange black steel, but also of entire plates of black diamond! Naturally, such weight of metal and stone cannot be good for the mount's speed. However, it offers not only mundane protection against blows; the adamant bears an enchantment that makes its wearer partially undead. Unidentified: You feel sorry for the horse that has to wear this mass of metal. |
A black horse barding
Ponderousness ego
Hunger--
rN+
Evil
It's your choice whether excellent AC, reduced hunger, and a rank of life protection are worth losing a bit of your centaur's speed advantage, but they probably are.
+3 Lightning Scales
Identified: These scales have been fashioned into armour for a naga's lower body. Faintly crackling with electricity, they have been enchanted to allow their wearer to slither at almost a human's pace Unidentified:This naga barding is made of some very metallic dragon hide, to the point of confusing you at first glance into thinking that it's actually made of metal. |
A metallic naga barding
+2 Movement speed
rElec
Probably the best naga barding out there, giving a useful resistance and almost nerfing naga's slow speed.
-1 Lear's Chain Mail
A chain mail made of pure gold. |
A chainmail armor [with a randomized appearance]
-3 DEX
Prevents Spellcasting
There's obviously no reason to wear this, although it is nowhere near as bad as the Robe of Misfortune or Folly.
-1 Robe of Folly
A dull grey robe. |
A robe [with a randomized appearance]
Cursed, 50% chance to recurse itself on equip
-5 INT
Prevents Spellcasting
This robe can be dangerous if your INT is particularly low. Nowhere near as bad as the Robe of Misfortune, of course.
-5 Robe of Misfortune
A splendid flowing robe of fur and silk. |
A robe [with a randomized appearance]
Cursed, recurses itself on equip
-4 EV
-2 STR
-2 DEX
-2 INT
Prevents Spellcasting
Forces Teleportation
-80 Stealth
Heavily mutates you (+5)
The worst artefact in the game. It is quite dangerous to wear for any period of time, given its mutagenic radiation, its teleportitis, and its prevention of spellcasting. And due to its randomized appearance, wearing any unidentified randart robe always poses a risk. Make sure you have scrolls of remove curse handy.
Shields
+8 Shield of Ignorance
A dull large shield
Cursed, 33% chance to recurse itself on equip
+2 AC
+2 EV
-6 INT
rN+
A nice shield if you can take the INT hit. Be aware that walking around with 2 intelligence is unwise, even if you're not a spellcaster. Being crippled by every passing neqoxec is not fun, even if you don't suffer a statdeath.
+15 Shield "Bullseye"
If you care about SH more than EV, then you should probably just upgrade to a large shield then. Only Kobolds and Halflings might consider wearing it.
+5 Shield of Resistance
A bronze shield. |
A bronze shield
rF+
rC+
+40 MR
A wonderful item for any player to have; even spellcasters should train their Shields skill to 15 to negate the penalties from this beautiful item should they find it.
+6 Shield of the Gong
Unidentified: This is a large gong; you wonder if it could be worn as a shield. Identified: This shield shall surely be heard! |
A bronze gong
Guardian Spirit ego
rElec
rN+
+50 MR
Makes noise when you block
Despite first appearances, this item is actually incredibly dangerous to use. The noises it makes are worse than shouting or the Singing Sword; they attract every monster on the level to your position. Combined with the fact that the guardian spirit attribute renders it useless to casters, who have crowd control spells, it is very difficult to imagine a character who would find this shield safe and usable.
Cloaks
+1 Cloak of the Thief
It allows its wearer to excel in the arts of thievery. |
A tattered cloak
+2 EV
+2 DEX
-3 Damage
See Invisible
Allows Invisible
Allows Levitate
+60 Stealth
Stabbers might consider it, but most characters probably won't want to take the -3 damage unless they already have a lot of slaying.
+1 Ratskin Cloak
An enchantress with a magic loom and way too much time on her hands stitched this cloak from the hides of hundreds of rats, most of them orange. It's a bit awkward to wear and looks rather foolish, but it provides excellent protection from rats of all kinds. |
A motley cloak
-1 DEX
-1 INT
rPois
rN+
Useful if you need rPois and/or life protection, although a normal cloak of poison resistance is probably better.
+3 Cloak of Flash
A vibrating cloak
+4 EV
Allows Levitate
A very nice item to have, although some might say a cloak of preservation is better.
+0 Cloak of Starlight
A cloak woven of pure light beams. |
A phosphorescent cloak
+4 EV
rC+
rElec
-30 Stealth
A good source of rElec and EV, although at the cost of 2 potential AC. The Stealth hit is not generally too terrible; usually you either have enough stealth it doesn't matter, or you aren't using stealth at all. Only stabbers might disagree.
+4 Dragonskin cloak
This opalescent cloak gleams with all dragon colours |
The fixedart cloak Tiamat leaves upon her demise. When worn by the player, it has a 50% chance of granting one level of resistance to any of the following elements (rolled at the time of the attack): Fire, Steam, Cold, Electricity, Poison, Sticky Flame, Negative energy.
Helmets
+2 Hat of the Bear Spirit
Once owned by Ukta, a powerful Ogre shaman, this fur hat houses the spirit of an especially mighty bear. |
A fur hat
Guardian Spirit ego
+2 AC
Allows Rage
rN+
+50 MR
For berserkers who want guardian spirit but also want a free amulet slot, this is a great way to go about that.
+3 Crown of Dyrovepreva
A large crown of dull bronze, set with a dazzling array of gemstones. |
A jewelled bronze crown
+2 INT
rElec
See Invisible
+1 Metabolism
A good switch if you need SInv or rElec, although the hunger cost means you shouldn't wear it for long unless you don't have hunger issues.
+0 Mask of the Dragon
A blue mask
+3 Accuracy
+3 Damage
+40 MR
See Invisible
Slaying is always nice, although you are giving up any AC from your helmet slot to wear this. This is usually worthwhile, unless you are really low on AC.
+2 Hat of the Alchemist
A dirty hat
rF+
rC+
rElec
+30 MR
A very desirable artefact, particularly for Spriggans, Ogres, and Trolls, who often have trouble gaining resistances due to their restricted armour. A wonderful item for an Octopode.
+3 Hat of Pondering
The favorite hat of the slug wizard Gastronok, stained with reddish slime and enchanted to aid in his arcane pondering. It has been specially enchanted to protect against the effects of salt, though you probably don't care. |
A slimy wizard hat
Ponderousness ego
+5 INT
+30 MR
+10 MP
Can you take the movement hit? You have to decide. Luckily, this hat is most beneficial to those who are likely to have the means to speed themselves up, i.e. casters with Swiftness or Haste. Sometimes found on Gastronok.
Boots
+2 Boots of the Assassin
These boots were specially designed by the Assassin's Guild. |
Some soft boots
+3 DEX
Allows Invisible
+80 Stealth
A boon to stabbers, good for anyone else, although boots of running are preferable if you find them.
Gloves
+3 Gauntlets of War
A pair of thick gauntlets
+5 Accuracy
+5 Damage
+5 slaying in the gloves slot: what more could you want? Very useful for anybody.
+2 Fencer's Gloves
A pair of gloves made from white silk. |
A pair of silk gloves
+3 EV
+3 DEX
+8 Accuracy
Between the DEX bonus and the raw EV bonus, these gloves give you a lot of extra EV. They're very nice if you find them.