Note leftover from 2005: This page is still in the outline stage; please don't start filling out any links yet. See the chatter below. Thanks!



Introduction

Every adventurer needs items. Items are essential for exploring the dungeon and for staying alive. Misused, items can ruin a battle or your entire game... What is an item? An item is an object that you carry in your inventory. Each item has a weight; if you carry too many heavy items, your character will move slower. You will find items in shops, on the floor of the dungeon, or dropped by monsters. In ToME, the depth of a dungeon level affects the items that you will find. As you travel deeper in the dungeon, you will find better items, but also more terrible items!

Beware, an item may be good or bad! Like many other roguelike games, ToME scrambles the identities of certain items by pairing each type with a random appearance, that differs each time you start a character. In one game, a Gloopy Green Potion might be a Potion of Cure Light Insanity; in the next, it might be a Potion of Poison. You may find a potion but it might not be healthy to drink. Other items have a fixed appearance, so a Broad Sword always looks like a Broad Sword. However, a particular Broad Sword might have hidden benefits, or a hidden curse.

This spoiler is not yet comprehensive, but it tries to give an overview of the items that you can find in ToME 2.3.4, and the ways that you might use them.

Basic items

Eventually food, potions, ... might have separate subpages, like Spoilers/Item/Food ...

Amulets

Amulets are relatively hard to find, and a new character may have an empty amulet for some time. The magic shop 6 occasionally sells an amulet, but usually it is Acid Resistance, Lightning Resistance, Charisma or Slow Digestion.

Food items

You can 'E'at food items. Any adventurer needs food, or he or she or it will starve to death. The only function of some food items, such as food rations, is to provide nutrition. However, some food items have other effects, and some are not healthy to eat.

Nutrition value of items:

Specific affects of some items:

Parchments

Parchments seem to come in three flavors:

Potions

A few potions have a fixed appearance:

All other potions have a random appearance, until you identify each type.

General effects of quaffing potions:

Potions that heal your hit points:

Potions that heal your character in other ways:

Potions that can harm your character:

Potions that you should throw at monsters instead of quaffing:

Potions which cause stat loss (do not quaff!):

Potions which increase stats:

Some other potions:

Rings

potential future of the Spoilers/Item/Ring page

Initially, each type of ring is unidentified and has a random appearance. Once you identify a ring, you recognize that type. For simple rings, like a Ring of Slow Digestion, this identifies all rings of that type; you never need to identify another Ring of Slow Digestion. For variable rings, like a Ring of Searching, you will need to identify each ring to learn its +n (or -n) bonus.

Avoid wearing cursed rings by mistake. All bad ring types (like a Ring of Aggravate Monster) and all rings with negative bonuses will be cursed. Before wearing that Ring of Protection from the dungeon floor, check if it has a curse! If so, it may give vulnerability instead of extra protection.

Some rings have the Indestructible ego, for example as an Indestructible Ring of Levitation. It cannot be harmed by acid, cold, lightning or fire. (You may use the destroy command or automatizer to destroy the ring.) Lightning attacks can destroy rings without this flag.

ToME will generate random-artifact rings by choosing a base ring type and adding extra attributes to that ring. These rings will appear as a "Ring" until you identify them, though if the base type is a simple type that you already identified, then the artifact ring is also already identified. You typically have to *identify* artifact rings to reveal the extra attributes.

Miscellaneous rings:

Rings that grant one character trait:

Sometimes, a useful ring will be your only source of an important trait, like levitation for the Old Forest, or free action for fighting spectral monsters. There is no reason to wear these rings if your other equipment already covers the same traits.

Cursed Rings (see Spoilers/Curses):

Rings that grant a good trait (see Spoilers/Character attribute):

Some rings provide one resistance. If you were looking for resistance to acid or electricity, those come in amulets instead.

Stat Rings:

Rings that sustain one stat:

Rings that increase one stat (some boosts come in amulets):

You may prefer to wait for other equipment that has sustains and stat boosts, instead of using these rings; but you might want to wear a ring that boosts a stat that is important to you. For example, you might wear a Ring of Constitution to increase your maximum hp.

Some rings decrease one stat instead of increasing it. These rings have different names, but also show up earlier:

Protection and elemental rings:

A Ring of Protection [+m] provides a bonus to your AC. Cursed ones harm your AC. The magic shop 6 might sell you a Ring of Protection [+15] or better!

Even better is a Ring of Lordly Protection [+m], which grants immunity to paralysis, resistance to poison, life draining, disenchantment, and a random high resist

There are also the elemental rings. These provide an AC bonus (like a Ring of Protection) with permanent resistance to one element (until you take off the ring). The activation:

  1. provides an attack that throws a ball of that element
  2. enables temporary resistance, which gives double resistance to the element

The rings:

Some chatter about double resistance (move to Spoilers/Character attribute?):

Rings that improve your combat ability:

Melee fighters often use these rings, because they add to the enchantment on their melee weapon, and make it easier to fight monsters.

These rings also seem to effect ranged to-hit, but not ranged to-dam. Thus characters who primarily fight using Archery should ignore Rings of Damage, and instead use the Ring of Accuracy or Ring of Slaying with the best accuracy bonus.

Artifact Rings:

Rods

potential future Spoilers/Item/Rod page

Rods are the best magic devices in ToME. Unlike wands and staffs, rods do not have finite charges. You can repeatedly zap a rod, if you wait for the rod to recharge between zaps. The rod's mana will regenerate while you carry it in your inventory (or while the rod sits on the floor).

The catch is that you must find a Rod of Nothing, then attach a Rod Tip, to make a useful rod. Rod parts almost never appear in town, so you would need to explore the dungeon for them. After you attach a rod tip to a rod, you cannot remove it! (This might not be true for an alchemist...) If you later want to attach that same rod tip to a better rod (such as an ego rod), then you would need to find another rod tip of the same type. Also, if the mana to zap the rod tip is greater than the maximum capacity of the rod, then that rod would be useless.

Rods and the Magic-Device skill

The Magic-Device skill will help with successfully zapping the rod, but unlike with wands or staffs, Magic-Device skill will not improve the effect of the rod. (That Rod of Trap Detection will detect within radius 25 forever!)

You can improve the effect of a rod of Slow Monster, Sleep Monster and Polymorph by gaining experience levels, but that maxes at 50, and those three rods will never affect any level 51 monster (thus these three rods become completely useless in Angband, so I guess).

Rods and k_info.txt

Rods and rod tips are defined in the k_info.txt file. The effect of zapping a rod is coded into cmd6.c, in the do_cmd_zap_rod function; there are several function calls, mostly into spells2.c for the effects that harm monsters.

There are also a variety of Ego effects that a rod may have as enumerated here.

The k_info.txt file lists the rarity x/y for each item; the item will come into depth at level x; a larger y reduces the chance that the item will appear. The first number on the 'W:' line, as applied to rod tips, is the level of the rod tip. The level is the rod tip is usually equal to x, but has a different meaning. A higher level means that rod tip is more difficult to zap. The third number on the 'I:' line (the pval) is the mana for that rod or rod tip.

Chance to successfully zap a rod

Let skill be your Magic-Device skill (on the 0.000 to 50.000 scale), and let level be the level of the rod tip on your rod.

If your Magic-Device skill is so low or the rod tip's level is so high that your chance is only 1 or 2, then you still have a slight chance to activate the rod, as follows:

(So if you increase Magic-Device to boost your chance from 2 to 3, then your rod is more difficult to activate, or maybe I am misreading cmd6.c at this point.)

Examples:

The consequence of this formula is that even if you would increase Magic-Device to 50.000 and try to use a Rod of Simplicity of Trap Location, your probability of success would always be less than a perfect 1.

Here is a table for your probability to activate any rod (without the ego of Simplicity) that has a rod tip of at least level 50.

Magic-Device

0

15

20

25

30

40

50

base chance

0

51

68

85

102

136

170

chance

1

1

18

35

52

86

120

probability

.33

.33

.83

.91

.94

.97

.98

List of rods

The following rods exist in ToME 2.3.4:

List of rod tips

Rod tips in ToME 2.3.4:

Staffs and Wands

ToME has three separate commands for aiming wands, using staffs and zapping rods. Each wand or staff contains a spell. Sometimes, the spell in a magic device may be your best option for a situation.

You can increase the level of the spell in your wand or staff by increasing your Magic-Device skill; this is explained at Documentation/Magic/Wands, Staves and Rods. For example, you might increase Magic-Device so that your Wand of Manathrust does more damage to monsters. Another benefit of increasing Magic-Device is to make wands and staffs (and rods and equipment) easier to activate. Many characters increase their Magic-Device skill at least above 10 or 20.

Each wand or staff has a finite number of charges; to learn the number of charges, identify the wand or staff. Each successful activation subtracts one charge. If you fail to activate the wand or staff, then you do not lose a charge. Thus, if your Staff of Identify fails to activate, just try again during your next turn!

When your wand or staff has 0 charges, you can add more charges with a Scroll of Recharging, or if you go to the Wizards Spire in town and pay for Recharging. You can also use this to add more charges to a wand/staff that already has charges, but there is a chance that the recharging fails and destroys your wand/staff... (insert success rate of recharging...)

You use most wands by targeting them at a monster. A wand has no effect if you target it at yourself; that only wastes a charge. Thus there is no way to use a Wand of Heal Monster to heal yourself.

Wands:

Staffs:

Scrolls

Scrolls have random appearances, and some are bad, so you want to identify each type. You can 'r'ead a scroll once to activate its magic, then the scroll will disappear. You need some light (and you must not be blind) to be able to read a scroll. Most scrolls are 100% reliable, though a few scrolls (like Enchant Foo) may fail and disappear.

Scrolls:

Scrolls that improve your equipment:

Trash (Junk)

Items useable for ammo creation (see Spoilers/Abilities/AmmoCreation):

Other items

Good items

Give good items section its own subpage

Better items

Identification and *Identification*

Sometimes, the function of an item is not obvious, and you do not know whether it is good or bad. Pseudo-identification (see Spoilers/Pseudo ID) only gives a hint. There are two things that you can do; you can Identify an item and you can *Identify* it (the *stars* are important).

If you Identify an item with a random appearance (such as a potion, scroll, amulet, ring or magic device), then you learn to recognize that type of item. This is all you need to know for each type of potion and scroll, and for some types of amulet and ring.

Identify also does the following to an individual object or stack:

*Identify* is more expensive but does the following to an individual object or stack:

There is at least one trait that *Identify* does not reveal. If you have ammo (exploding), the only way to learn the type of the explosion is to wield a matching shooter; then the type of explosion appears when you 'I'nspect the ammo or e'x'amine it in a shop.

More information

Chatter (2005)

MayLith: I just came across another use for this page, and depending on how we implement it, this page could get quite large, so I think it's worth discussing it before doing it:

Vagabond just gave me permission to carry across his fountain spoiler. While that's now a moot point, he *ALSO* gave me a nice little spoiler on how the Scroll of Enchant Foo works.

Pages like that seem to have an obvious home here. While I don't know that every last little scroll/whatever here has to have its own page, I can think of a bunch of other items that would be worthy... Slime molds, for example.

MassimilianoMarangio: Or Potions of Salt Water, Ruination, Death... I suggest to create subpages for item types, e.g. Spoiler/Item/Scroll or Spoiler/Item/Potion (for the fountain depths).

MayLith: That makes sense. (I just want to hash this out ahead of time and not mess it up the way the entire Spoiler page got messed up :roll:).

I'd put this sort of list under another subheading just after the Introduction; maybe "Interesting normal items"?? Also, I'd like to keep the individual subpages from being really short, so if they can all go on one page in some cases (like food items and the individual potions) that would be good...

Lastly... how much of this is going to change in 3.0? Should we just want until then to do this? Or is it worth it to do it now?

VagaBond: I know some about Craftmanship scrolls (it's actually quite similar to enchant foo, only it has a more steep percentage decrease rate, and a lower maximum) and I know a little secret of fountains too. Ever tried to Bash those? Hehheh..

MayLith: My suggestion would be to start out with whole pages for lots of items, then break out individuals if the text starts to get long (basically, I agree with you MM ;-) )

Re: doing it now for 2.x, good with me; I didn't know how much things are going to change.

Note to VagaBond: Your future input will be greatly valued! :)

Okay, I've put up a primitive format w/ alphabetization/etc... please don't start filling stuff out yet. I've tried to put down a logical structure; any corrections/expansions appreciated!

MassimilianoMarangio: added two subsections for potions (potions that deal damage when thrown and healing potions), and Potions of Enlightment.

MayLith: Good one! Uhh.. but what is the difference btw throwing potions, and potion splash effects?

MassimilianoMarangio: The potions with a high base damage. Splash damage, if any, is added to this, but can also occur if a sound attack shatters a potion, for example. And only Potions of Weakness have a high base damage, perhaps a bug.

MayLith: Note for SimonSorc: I appreciate your help. However, please don't start putting in definitions yet. The reason is that these are all just placeholders for right now. Also, there is no reason to list every single last item in the DB, such as !oWater.

SimonSorc: Potions of water have food value and saved me once, so I consider them not completely worthless to know about. I didn't know of it at the time, my potion was not ID and I wouldn't have tried it if I had known its a !oWater ...

MassimilianoMarangio: !oWater are the only Clear potions, and the food value is handled under Food. I've added some stubs in the list above...

VagaBond: Maylith, what about the success rate of recharging? Or some interesting (spoily) info about weaponless possessors? :) Or an idead about a new class, which would combine possession and mimicry (or more like it would make mimicry much more interesting..) What I really want to say is that I'm a chaotic store of knowledge and ideas, so it is better for You to ask instead of trying to understand what I write :)

The thing is that I'm usually somewhat lazy and it is better to ask me about something specific instead of waiting 'till I move my..

MassimilianoMarangio: ;) Looks good. Added also Morphic Oils with a link to the proper Spoiler page.

VagaBond: It would be good to have a page about critical hits, and a mention about maces of disruption.. (I can take the critical part.. :) )

MassimilianoMarangio: Speed, attacks, critical hits, etc. should probabily be explained in own pages, perhaps as subpages of Character attribute

MayLith: I agree that main explanations of speed, attacks, crit hits, etc. don't belong here... cross links would be good. Added recommendations for breaking out subpages in some parts.

FeathinSilyar: So is the outline form of this page finished now? This wiki and lots of spoiler pages have been sitting around for a long time with people offering to fill out stuff, but most of it has been blocked by mods asking that nothing be put up since the page is "still in outline form". As I see it, it is pretty much agreed to have subpages for each type of item, and a page has already been created for good equipment but unfortunately isn't yet a subpage of this one.

The Artifacts spoiler pages should have been subpages of this one. Obviously, it is impossible to move it now, what with the whole massive artifact list filled out. The Sentient Weapons one could still be moved. The Ego Items spoiler page should be a subpage of this one (and which would also be quite easy).

At the very least, on the main Spoilers page all spoilers related to items should be categorized as subpages of this one, even if their link structure isn't such.

I can do most of this, unless some wiki officials want to say no.

Chatter (2007)

spamtrap: Can someone tell me what is the Map of Bree, Lothlorien, etc... for? It costs a lot of gold to buy it, every now and then some of these pops up in the black market, but when I read it it just vanishes.


UserPageKernigh: This page was a brief outline since 2005. I decided that to help Agrelaa survive, I would work on this page. I added an introduction, expanded the list of items, inserted some notes, and squeezed in a section about identification and *identification*. I mostly note items that Agrelaa has encountered; those tend to appear shallow in the dungeon. Someone would need to check the source for more details, like the amount of HP from a Potion of Cure Critical Wounds. I may have some wrong details.

Spoilers/Item (last edited 2008-01-22 22:13:50 by UserPageKernigh)