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!
Contents
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.
Nothing
Adornment - also does nothing
Acid Resistance
Lightning Resistance
Anti-Teleportation - Prevents anything from teleporting you; this amulet might be useful as a swap, when tengu or phase spiders are around. Unlike the Anchor of Space-Time, this amulet does not stop monster teleportation.
Regeneration - Your hp and mana regenerate faster when you wear this.
Slow Digestion - Magic shop may sell this amulet; there are also Rings of Slow Digestion.
Telepathy - Provides full ESP. This amulet appears deep in the dungeon, you might first want to buy one from a dungeon town.
Teleportation {cursed} - Random teleportation. There are also Rings of Teleportation {cursed}.
Charisma (+n) - The magic shop sometimes has an Amulet of Charisma (+1). You could swap in an Amulet of Charisma whenever you shop for slightly better prices.
Wisdom (+n) - Wisdom bonus. You will have to look in the dungeon for this amulet.
Infravision (+n) - Cursed ones decrease your infravision.
Searching (+n) - Boosts your Perception and Searching abilities; cursed amulets decrease those abilities. There are also Rings of Searching.
Amulet of Devotion (+n) - Provides a wisdom bonus and I forgot what else this does.
Amulet of the Serpents [+m] (+n) - AC bonus, dexterity bonus, poison resistance, activates to spit poison.
Amulet of Weaponmastery (+h,+d) [+m] (+n) - To-hit bonus, to-dam bonus (like a Ring of Slaying), AC bonus, +n to strength and constitution, sustain strength and constitution, free action, fear resistance! Also provides a random resistance. This amulet is great for melee fighters, but you have to explore deeper to find ones with larger bonuses.
- ...
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.
- Most food items have a fixed appearance, but mushrooms have random appearances.
- Some undead subraces receive only a fraction of the nutrition from the items that they eat. They still receive the other effects of the items.
- There are also a few monsters (like green glutton ghosts) who can eat your food, so carry plenty. Keep your armor class up or use ranged attacks.
Nutrition value of items:
- Food value of items...
- Food value of potions...
Specific affects of some items:
- Lembas - Eat a Lembas and you become Full, as if you had read a Scroll of Satisfy Hunger. This effect also works with undead subraces.
Slime Mold - It is a good source of nutrition, but there is a small chance of the message: You feel a sudden affinity for mold. This gives the power "grow mold", see Spoilers/Bonus power.
- Sprig of Athelas - This is a cure for the Black Breath. If you find one in the black market or in the dungeon, then you might want to keep it at home so you have the cure when you need it. If you are wielding a Morgul weapon, then use a Scroll of *Remove Curse* and unwield the weapon before you eat your Sprig of Athelas.
- Corpses and raw meat - Sometimes, a monster will drop a corpse. Some types of monsters cannot drop a corpse. You cannot eat a corpse, but there is a command to hack meat off a corpse, and you can eat that. If the monster only dropped a skeleton, then it has no meat. If you find yourself stuck in the dungeon with no food, you might need to eat meats from corpses to survive! Note that some meats are unhealthy; eating an acidic meat could instakill your character. So, try to avoid eating meats except as a last resort, or if you want one of the special effects.
- Damage from hacking corpses
Special effects - see Spoilers/Effects from eating corpses
- Mushrooms
- Disease (10d10)
- Poison (4d4)
- Sickness (4d4)
- Unhealth (10d10)
- Weakness (5d5)
- Stupidity
- Naivety
- Paralysis
- Blindness, Paranoia, Confusion, Hallucination
- Cure Blindness, Cure Paranoia, Cure Confusion, Cure Hallucination
- Restoration
- Restore Constitution
- Restore Strength
- Cure Serious Wounds
- ...
Parchments
Parchments seem to come in three flavors:
Parchments that only contain text. You might want to read it, but it has no gameplay effects. The Adventurer's Guide to Middle-earth in your new character's inventory is of this flavor of parchment. Except for the Adventurer's Guide, the information in these parchments is mostly useless.
Parchments that teach a language. After your character reads each type of parchment, your character may use a new floor inscription, see Spoilers/Floor inscriptions.
- Maps of {Bree,Lothlorien,Minas Anor,Gondolin}. This is the only type of parchment that disappears after you read it (like a scroll would do). It will reveal a town and the area around it in your wilderness map. This is only useful if you have trouble locating the towns.
Potions
A few potions have a fixed appearance:
Clear Potion -> Potion of Water
Light Brown -> Potion of Apple Juice or Morphic Oil
Icky Green -> Potion of Slime Mold Juice
All other potions have a random appearance, until you identify each type.
General effects of quaffing potions:
- Food value: link to or from Food...
- Potion depths; crosslink to Fountains...
- Potion splash effects...
Potions that heal your hit points:
- Cure Light Wounds - CLW heals a small amount of hit points; almost worthless. You should try to afford Cure Serious Wounds instead. You can buy CLW potions from a temple '4'.
- Cure Serious Wounds - CSW heals more hit points than CLW. Carry these into the early dungeon levels, so that you can recover from emergencies, until you can afford Cure Critical Wounds. You can buy CSW potions from a temple '4'.
- Cure Critical Wounds - CCW heals more hit points than CSW, and also cures blindness, confusion, hallucination, poison. CCW potions are very useful in the early to middle game; you might want to carry a stack of 5 or 10 or 20 into the dungeon. Eventually, CCW will not provide enough hit points, but may still be useful to cure things like confusion. You can buy CCW potions from a temple '4'.
- Potion of Healing - Heals more than CCW. You can only Potions of Healing find these in the dungeon, and occasionally in the black market, but eventually you will need these. CCW potions will become insufficient, perhaps useless.
- Potion of *Healing* - Heals more than a Potion of Healing. This may be your best option if you are in much trouble and near things that do *much* damage.
Potions that heal your character in other ways:
Cure {Light,Serious,Critical} Insanity - If a monster reduces your sanity points, then you will occasionally see the wrong names for monsters. (This messes up some messages in battle, and it can also affect things like listing or dismissing pets.) Because sanity does not regenerate, you have to continue until you find a Cure Foo Insanity potion. You will not find these potions in town (unless you become lucky with the black market), so explore the dungeon until you see them.
- Slow Poison - Reduces the time until your body naturally heals from poison. You might also just quaff a Potion of Cure Serious Wounds to give yourself more time.
- Neutralize Poison - Cures poison. CCW potions will fill this role for many characters.
- Curing - Cures many ailments. Also cures insanity?
- Life - Restores lost stats (all of str/int/wis/dex/con/chr) and restores lost experience points, does it do anything else?
Potions that can harm your character:
- Poison
- Lose Memories - experience loss, anything else?
Potions that you should throw at monsters instead of quaffing:
- Death (20d20) 5000 HP damage if quaffed.
- Detonations (25d25)
- Ruination (20d20) permanent stat loss if quaffed.
Potions which cause stat loss (do not quaff!):
- Weakness (3d12) - decreases strength
- Stupidity (3d12?) - decreases intelligence
- Naivety (3d12?) - decreases wisdom
- Clumsiness?? (3d12?) - decreases dexterity
- Sickness (3d12?) - decreases constitution
- Ugliness (3d12?) - decreases charisma
Potions which increase stats:
- Strength (depth 25)
- Intelligence (depth 25)
- Wisdom (depth 25)
- Dexterity (depth 25)
- Constitution (depth 25)
- Charisma (depth 20)
Augmentation (boosts all six stats, you can get one from Spoilers/Quests/Spiders of Mirkwood)
Some other potions:
Salt Water (cures meat <-- doesn't work; when quaffed, causes starving and cures poison)
- Poison
- Enlightment
- '*Enlightment*'
- Self Knowledge
- '*Self Knowledge*'
Morphic Oils: see Spoilers/Skills/Mimicry
Water Curing (use during poisoned water quest, see Spoilers/Quests/Poisoned Water)
- ...
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:
- Ring of Nothing
- Ring of Searching (+n) - Boosts your Perception and Searching abilities. Cursed rings will decrease those abilities instead. There are also Amulets of Searching.
- Ring of Speed (+n) - These are very good items! You may find a dungeon town with a Speed Ring Market, otherwise expect to go very deep to find these rings. Prefer Indestructible Rings of Speed, because you may be wearing them into the late game, when all your other rings are artifacts. Cursed rings will slow you.
- Ring of Spell - The ones that you find in the dungeon will always be empty, but you can copy a spell into each one. They must be worn in order to cast a spell from. Players who don't cast spells can sell empty ones for up to 5400gp each. There are also Amulets of Spell.
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):
- Aggravate Monster
- Teleportation {cursed} - Grants random teleportation, and can be activated for teleportation and self destruction. (There are also Amulets of Teleportation.) Uncursing one of these rings might be slightly useful, until some monster curses it again. Instead of bothering with this ring, just carry some Potions of Cure Critical Wounds (to cure blindness) and Scrolls of Teleportation.
Rings that grant a good trait (see Spoilers/Character attribute):
- Free Action - grants immunity to paralysis.
- Levitation - You can sometimes find a Ring of Levitation in the magic shop, and it may be exactly what you need to explore the Old Forest.
- Flying - Grants flight, which is better than levitation as it also allows you to fly over trees (and piles of rubble). This is useful in places like Mirkwood or the Old Forest, and also allows you to pass forests on the wilderness map.
- Invisibility - Smeagol always drops one of these. Read Spoilers/Character attribute to learn how invisibility works.
- See Invisible - lets you see invisible monsters
- Slow Digestion - There are also Amulets of Slow Digestion.
Some rings provide one resistance. If you were looking for resistance to acid or electricity, those come in amulets instead.
- Fire Resistance
- Cold Resistance
- Fear Resistance
- Nether Resistance
- Nexus Resistance
- Shard Resistance
- Confusion Resistance
- Poison Resistance
- Sound Resistance
- Shard Resistance
- Chaos Resistance
- Disenchantment Resistance
- Blindness Resistance
- Light and Dark Resistance - provides both resistances
Stat Rings:
Rings that sustain one stat:
- Sustain Strength
- Sustain Intelligence
- Sustain Wisdom
- Sustain Dexterity
- Sustain Constitution
- Sustain Charisma
Rings that increase one stat (some boosts come in amulets):
- Strength (+n)
- Intelligence (+n)
- Wisdom (+n)
- Dexterity (+n)
- Constitution (+n)
- Charisma (+n)
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:
- Weakness (-n)
- Stupidity (-n)
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:
- provides an attack that throws a ball of that element
- enables temporary resistance, which gives double resistance to the element
The rings:
- Flames [+m] - AC bonus, fire resistance, activates for ball of fire and fire resistance
- Acid [+m] - AC bonus, acid resistance, activates for ball of acid and acid resistance
- Lightning [+m] - AC bonus, lightning (electric) resistance, activates for ball of lightning and lightning resistance
- Ice [+m] - AC bonus, cold resistance, activates for ball of cold and cold resistance
Some chatter about double resistance (move to Spoilers/Character attribute?):
- ...which gives double resistance? what does that do?
- o
TobiasParker: A permanent and a temporary resistance stack and basically count as IMMunity for the duration of the temporary resistance.
- + Derakon: Not in fact true - you will still take damage, but it is cut to (I believe) 1/9th normal strength. However, I've never seen any of the other side effects from such damage (e.g. destroyed scrolls from fire, or lost DEX from electricity) when having doubled resistance.
# UserPageKernigh: Double resistance to acid (from an artifact Ring of Acid) seemed to protect equipment from acid damage, but not inventory; acid hounds' breath attack destroyed some scrolls.
- + Derakon: Not in fact true - you will still take damage, but it is cut to (I believe) 1/9th normal strength. However, I've never seen any of the other side effects from such damage (e.g. destroyed scrolls from fire, or lost DEX from electricity) when having doubled resistance.
- o
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.
- Accuracy (+n) - boosts your melee to-hit, also boosts your ranged to-hit
- Damage (+n) - boosts your melee to-dam
- Slaying (+h,+d) - boosts both melee to-hit and to-dam, also boosts your ranged to-hit
- Ring of Critical Hits (+n% of critical hits) - not really worth it
- Ring of Extra Attacks (+n) - Increases the number of blows per round of your character.
Artifact Rings:
The Ring of Barahir
The Ring of Tulkas
The Ring of Durin
The Ring of Flare
The Ring of Phasing
The Ring of Power of <Nazgul>
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.
The base chance is approximately skill * 170 / 50
The chance is equal to base chance - max(level, 50)
The chance has a minimum value of one. When using a Rod of Simplicity, multiply the chance by ten; the chance has a mimimum value of ten.
Roll a random number from 1 to chance.
- Rolled 1 or 2? The zap fails.
- Rolled at least 3? The zap succeeds.
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:
If chance is 1, then the rod activates with probability 1/3.
If chance is 2, then the rod activates with probability 1/2.
(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:
Suppose that you have a Rod of Trap Location (rod tip level 5) and you have a Magic-Device skill of 3. Then your base chance is about 10, which gives you a chance of 5, so your attempt to zap the rod and detect traps has a probability of success about 0.70.
Later, you increase your Magic-Device skill to 10. Then your base chance is now about 34, which gives you a chance of 29, so your attempt to detect traps has probability about 0.90.
Now consider a Rod of Healing (rod tip level 80). Because of the max(level, 50) in the formula, this rod is no more difficult to zap then if the rod tip had level 50. At a Magic-Device skill of 10, your base chance of about 34 would give you the minimum of chance of 1, which gives you probability 1/3.
At a Magic-Device skill of 20, your base chance would increase to about 68, for a chance of around 18, which gives you a probability of about 0.83 to heal 500 hit points.
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:
Wooden Rod of Nothing (10/10) - "The most common rod of all, cut at midnight by a fair maiden." Level 10; rarity 5/1 and 10/1.
Copper Rod of Nothing (20/20) - "This is the common rod of the dwarves. It is created by chanting incessantly for 48 hours." Level 15; rarity 15/1.
Iron Rod of Nothing (50/50) - "This is the better version of the copper rod. It has been forged with iron that comes from the greatest deeps, where even the dwarves fear to go." Level 20; rarity 20/1.
Moonstone Rod of Nothing (75/75) - "This rod has been fashioned from moonrock. Its alien nature gives it quite a bit of capacity." Level 25; rarity 25/1.
Silver Rod of Nothing (100/100) - "This rod is used often used by court mages. Its creation costs an insane amount of gold but it is still lesser than a Golden Rod." Level 30; rarity 30/1.
Golden Rod of Nothing (125/125) - "These rods are rare, since finding gold that can withstand the great magic capacity that this rod holds is very difficult." Level 40; rarity 40/2.
Mithril Rod of Nothing (160/160) - "The mithril of this rod comes from very deep, too deep. Unknown powers have been infused in this rod, making it the second most powerful type of rod on Middle-earth." Level 50; rarity 50/5.
Adamantite Rod of Nothing (200/200) "This is the rarest and most powerful kind of rod there is. Treasure it!" Level 60; rarity 60/10.
List of rod tips
Rod tips in ToME 2.3.4:
- Rod Tip of Nothing (1 Mana to cast) - You can actually find this rod tip in the game! I assume that it is worthless? What happens if I attach it to a Rod of Nothing?
Trap Location (8 Mana to cast) - "Zapping this rod will release a minor detection magic, alerting you of nearby pits and snares." Level 5; rarity 5/1, 10/1, 20/1. Detects traps within radius 25. A Rod of Trap Location is essential if you have no other way to detect traps. This rod tip appears soon enough; you might find it in the Barrow-downs, or in the next dungeons. Attach this rod tip to your first Wooden Rod of Nothing; the rod will recharge as you walk to the next place to detect traps. You might assign an inventory number to this rod (with an inscription like {@1}) and then make a macro that zaps this rod, so that you can detect traps often.
Illumination (8 Mana to cast) - "This rod carries a minor spell of brightness, lighting your immediate surroundings whenever activated." Level 20; rarity 20/1. It lights the current room (if any). Within a radius 2 around the player, it also lights each square and does 2d8 damage to each monster only if that monster is vulnerable to light. This is weaker than the activation on the Phial of Galadriel. A few monsters (certain orcs and undead) have vulnerability to light.
Door/Stair Location (10 Mana to cast) - "When fuelled with enough ambient mana, this rod can detect nearby passages." Level 15; rarity 15/1. Sense nearby doors and stairs within radius 25. While carrying a Wooden Rod of Door/Stair Location, you never need to search for hidden doors! The ability to sense stairs is useful if you want to dive (or need to surface).
Light (15 Mana to cast) - "This rod can shoot a lance of bright light, hurting creatures which lurk in the dark." Level 10; rarity 10/1. Launches a beam of light that does 6d8 damage only to monsters that are vulnerable to light; the beam also lights the squares that it passes through.
Perception (20 Mana to cast) - "This rod makes you insightful, laying open the identity of your possessions." Level 50; rarity 50/8 and 100/8. Identifies a single object. You have to go deep to find this rod tip, but you might use it to replace those scrolls or staffs of identify into the dungeon.
Slow Monster (25 Mana to cast) - "This obstructive rod emits an energy bolt which will slow the creature it hits." Level 30; rarity 30/1. Tries to decrease the speed of one monster, but it does not work against any unique monster, or if the monster level is greater than the player's experience level; it also has a chance to fail if the player's experience level is less than ten plus the monster level.
Sleep Monster (25 Mana to cast) - "This sorcerous rod will cause its target to stop in its tracks." Level 30; rarity 30/1. Tries to force one monster to sleep, but it does not work if the monster resists sleep, or if the monster level is greater than the player's experience level; it also has a chance to fail if the player's experience level is less than ten plus the monster level.
Polymorph (25 Mana to cast) - "This rod of change will cause its target creature to mutate into something else." Level 35; rarity 35/1. Tries to polymorph one monster, but it does not work against any unique monster or any quest monster, or if the monster level is greater than the player's experience level; it also has a chance to fail if the player's experience level is less than ten plus the monster level.
Lightning Bolts (30 Mana to cast) - "This rod shoots a small spark of lightning, zapping the creature it hits." Level 20; rarity 20/1. Launches an electric bolt (10% chance of beam) for 3d8 damage.
Drain Life (30 Mana to cast) - "This necromantic magical rod will hurt a living creature struck by its spell." Level 75; rarity 75/4. Does 75 damage to one monster, unless that monster is undead, a demon, a nonliving monster or any of 'E', 'g', 'v'.
Frost Bolts (35 Mana to cast) - "This rod shoots a small spark of lightning, zapping the creature it hits." Level 25; rarity 25/1. Launches a cold bolt (10% chance of beam) for 5d8 damage.
Curing (35 Mana to cast) - "This is a rod with minor healing powers, alleviating many disabling conditions." Level 65; rarity 65/8. Cures blindness, poison, confusion, stun, bleeding (cuts), hallucination. It is probably easy enough to carry Potions of Cure Critical Wounds instead of this rod.
Fire Bolts (40 Mana to cast) - "This rod fires a magical flaming arrow at your foe, burning it." Level 30; rarity 30/1. Launches a fire bolt (10% chance of beam) for 8d8 damage.
Acid Bolts (40 Mana to cast) - "This rod will shoot a small glob of powerful acid at its target." Level 40; rarity 40/1. Launches an acid bolt (10% chance of beam) for 6d8 damage.
Enlightenment (40 Mana to cast) - "This rod grants you knowledge of your surroundings." Level 65; rarity 65/4. Maps an area around you; equivalent to reading a Scroll of Magic Mapping.
Disarming (50 Mana to cast) - "This rod will clear a path for you, triggering and thus rendering harmless all traps on the way." Level 35; rarity 35/1. Disarms one trap or chest. You need to zap this rod, then aim it at the trap or chest that you want to disarm. The easiest way is to stand adjacent to (not on) the trap or chest, zap the rod, and type the direction of the trap or chest. Before you find this rod tip (and an Iron Rod to attach it to), you can use a Staff of Disarm for your trap-removal and chest-opening needs.
Probing (50 Mana to cast) - "A rod of knowledge which will tell you about nearby creatures' health." Level 40; rarity 40/4. Probes all monsters within your line of sight, displaying the exact amount of hp for each monster. For companions only, this rod also displays information about AC, speed, attacks and experience points.
Lightning Balls (50 Mana to cast) - "This rod will hurl a large ball of lightning at its target, electrifying all it engulfs." Level 55; rarity 55/1. Throws an electric ball of radius 2 for 60 damage.
Cold Balls (55 Mana to cast) - "This rod will call forth a minor storm of ice which freezes everything in the area of its blast." Level 60; rarity 60/1. Throws a cold ball of radius 2 for 48 damage.
Acid Balls (60 Mana to cast) - "This destructive rod will drown its target and its immediate surroundings in caustic acid." Level 70; rarity 70/1. Throws an acid ball of radius 2 for 60 damage.
Fire Balls (60 Mana to cast) - "This rod will cause a small storm of flame to rage in a small circular area of your choice." Level 75; rarity 75/1. Throws a fire ball of radius 2 for 72 damage.
Teleport Other (60 Mana to cast) - "This rod of movement will displace its target to another location." Level 45; rarity 45/2. Teleports one monster away from the player.
Recall (80 Mana to cast) - "A rod of knowledge which will tell you about nearby creatures' health." Rarity 30/4. Zap is equivalent to reading a Scroll of Word of Recall. I guess that this rod is for those who do not want to buy more Scrolls of Word of Recall. You might find this rod tip in the dungeon, or you can earn a Rod Tip of Recall by rescuing Merton (see Spoilers/Dungeons/TheMaze), but you would need at least a Silver Rod of Nothing for attachment.
Detection (80 Mana to cast) - "This rod grants knowledge about all things worthy of notice in your vicinity." Level 30; rarity 30/8. Detects all traps, doors, stairs, treasure, items and monsters within radius 25.
Havoc (90 Mana to cast) - "This powerful rod will release great blasts of destructive energy, but there's no knowing what this effect will concentrate on." Level 95; rarity 100/16. Launches an attack, randomly choosing one of thirty damage types.
1/24 chance to fire beams in eight directions for 75 damage
1/8 chance to fire balls of radius 2 in eight directions for 75 damage
5/18 chance to explode a ball, centered on the player, of radius 8 for 300 damage
5/36 chance to prompt for a target and fire a beam for 150 damage
5/12 chance to prompt for a target and fire a ball of radius 3 for 150 damage; this becomes radius 4 at experience level 35
Speed (100 Mana to cast) - "This energising rod will allow you to act a lot faster for some time." Level 95; rarity 95/16. Grants a temporary +10 to speed for 1d30 + 15 turns; if you already have a temporary speed boost (for example from this rod or a Potion of Speed), then lengthens that boost by 5 turns. One turn is the same as one turn of lantern light.
Healing (120 Mana to cast) - "This rod has major healing powers and can restore your health if you have been wounded." Level 80; rarity 80/8. Heals 500 hit points and also cures stun and bleeding (cuts). The rod may fail to activate, so always carry potions for reliable healing during emergencies.
Restoration (140 Mana to cast) - "This rod lets you remember your previous abilities and gain them back, should they have been reduced." Level 80; rarity 80/16. Restores experience points and the six attributes of strength, intelligence, wisdom, dexterity, constitution, charisma. Useful if your equipment is missing Hold Life ("resistance to life draining") or sustains.
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:
- Haste Monster - Worthless (target your enemy to give it more speed, but does it work with pets?)
- Heal Monster - Worthless (target your enemy to heal it, but does it work with pets?)
- Slow Monster - Useful; slower monsters attack less often and it is easier to run away.
- Manathrust - Attacks a monster.
- Dig - Point this at a (not permanent) wall to change it into floor.
- Ice Storm
- Fireflash
- ...
Staffs:
- Nothing - It holds charges but does nothing.
- Summon - Summons hostile monsters; you might be able to sell this staff for more than 1000 gold.
- Disarm - Useful if you have no other way to disarm traps.
- Identify - Identify a single object (like a Scroll of Identify, except that the staff may fail). The staff is lighter than a stack of scrolls, but the scrolls are more plentiful in shops. At high spell levels, the staff might be more useful. You can sometimes buy this staff from the magic shop.
Wishing - Very rare, see Spoilers/Wishing
- ...
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:
- Summon Undead - Worthless scroll that summons hostile undead monsters.
- Satisfy Hunger - Sets your hunger status to Full. This scroll is lighter and more nutritious than a food ration. The problem is that scrolls can burn; you might be lucky enough to find Fireproof Scrolls of Satisfy Hunger in the alchemist shop, to carry for emergencies.
- Identify - Identifies an item, see section on identification. The alchemist shop often sells a stack of these. The library will sell an unlimited number of Scrolls of Identify; if you buy them all then the shopkeeper restocks. Some shops also has a service that identifies your entire inventory and equipment.
- *Identify* - Reveals more than the Scroll of Identify, see section on *identification*. The alchemist shop sometimes has one or a few of these. If you need to *identify* more items, then go to a shop that provides that service.
- ...
Scrolls that improve your equipment:
- Remove Curse - Cancels the curses on all of your equipped items, so that you may unequip them. For heavy curses, you need to use *Remove Curse* instead. The temple may sell this scroll.
- *Remove Curse* - Cancels the curses and heavy curses on all of your equipped items, so that you may unequip them. The temple may sell this scroll. If you are using Remove Curse or *Remove Curse* to remove something that can re-curse itself, then you should remove that item immediately after using this scroll.
Enchant Foo - Increases an enchantment on weapons or armour by one, but as the enchantment increases away from zero, the enchantment has a greater chance to fail and waste the scroll. You can enchant any weapon or armour in your equipment or inventory. You can sometimes buy Enchant Foo scrolls at the alchemy shop. You can probably reach +8; with *many* Enchant Foo scrolls you could go higher. A comment in the source code states that the chance to go from +9 to +10 is 1%, and that in theory you can reach +15...
- Enchant Weapon To-Hit - Only works with weapons, for example you cannot enchant a Ring of Accuracy.
- Enchant Weapon To-Dam - Only works with weapons, for example you cannot encahnt a Ring of Damage.
- Enchant Armour - Only works with armour, for example you cannot enchant a Ring of Protection.
- Also note that some shops provide a service that enchants weapons or armour. These shops can enchant up to +(character level/5), so especially if you have a damaged weapon or armour with negative enchantment, then you want to use such a shop before you start reading the scrolls.
- *Enchant Weapon* - Makes multiple attempts to enchant your weapon.
- *Enchant Armour* - Makes multiple attempts to enchant a piece of armour.
- Craftmanship - Works like Enchant Foo, but it enchants the 'pval' of an item.
- Artifact Creation - Transforms an ordinary piece of equipment into an artifact. (You want something that is not already an artifact or ego item, where did I read the spoiler?)
- ...
Trash (Junk)
Items useable for ammo creation (see Spoilers/Abilities/AmmoCreation):
- Broken Bone
- Dwarf Skeleton
- Elf Skeleton
- Gnome Skeleton
- Human Skeleton
- Shard of Pottery
- ...
Other items
Piece of the relic of god
Good items
Give good items section its own subpage
- Amulets
- Amulet of Resistance
- Armours
- Adamantite Armour
- Dragon Armour
- Elven Cloak
- Gold Armour
- Mithril Armour
- Shadow Cloak
- Shield of Deflection
- Thunderlord Coat
- Diggers
- Gnomish Shovel
- Orcish Pick
- Rings
- Ring of Extra Attacks, link to Blows spoiler
- Ring of Lordly Protection
- Ring of Speed, link to Speed/Energy spoiler
- Weapons
- Blade of Chaos
- Bluesteel Blade
- Dark Sword
- Demonblade
- Mace of Disruption
- Scythe of Slicing
- Shadow Blade
- Slaughter Axe
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:
- It reveals if the item is cursed!
It reveals the prefixes and suffixes of ego items. (see Spoilers/Ego Item)
- It reveals the names of artifacts.
- It reveals the to-hit and to-damage bonuses, of weapons and of other items that have them (such as Rings of Slaying).
- It reveals the bonus to armour class, of pieces of armour and of other items have the bonus (such as Rings of Protection or Defender weapons).
- If the item provides a percent bonus to life or mana (as do weapons of Life), then it reveals the bonus, for example "(20%)".
- It reveals the 'pval' of a piece of equipment but it may or may not tell you how the pval affects your character.
- The code in object1.c will check for effects in the following order:
- speed "(+N to speed)"
- attack speed "(+N attacks)"
- chance of critical hit "(+N% critical hits)"
- stealth "(+N to stealth)"
- searching "(+N to searching)"
- infravision "(+N to infravision)"
- If the pval only reads "(+N)" or if it affects your character in more than one way, then you need to use *Identify*. For example, *Identify* with a Dwarven Metal Scale Mail (+2 to infravision) would reveal that the +2 also applies to strength and constitution. If you wore that item, you would need to *Identify* it if you wanted the boost to appear in the display and on your character sheet.
- Exception: some 'pval' are very obvious, for example there is no reason to *Identify* an Amulet of Charisma (+1).
- The code in object1.c will check for effects in the following order:
- More...
*Identify* is more expensive but does the following to an individual object or stack:
- It reveals everything that *Identify* would reveal.
- It reveals if the item can re-curse itself!
It reveals the function of an activation. For example, a Ring of Flames always has the same activation, so you might choose to not *Identify* it; but a junkart has a random, possibly very bad activation, and it is extremely important to *identify* a junkart before activating it (see Spoilers/Junkarts).
It reveals the resistances and other traits provided by wearing a piece of equipment. See Spoilers/Character attributes.
- Exception: some traits are very obvious, for example there is no reason to *Identify* an Amulet of Acid Resistance or a Metal Scale Mail of Resist Acid. As another example, an Acidic Short Sword obviously has an acid brand, but its acid resistance is less obvious. If you wore it, you would need to *Identify* it for its acid resistance to show in your character sheet.
- If you *Identify* an object an recharge it later, you immediately know the new number of charges.
- More...
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
in-game spoiler: Type ^A"1 for an item list
edit files see Spoilers/Item/k_info.txt
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...
MassimilianoMarangio: OK, if the entries will be short. If they become too long, we can move them to proper sub-pages.
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?
MassimilianoMarangio: I would say to do it now for 2.x, even if we only write some entries. The items in the ToME module did not change, but you can use percentual resistances, even for the different melee attacks, so that there could be some radical changes. Added some throwing damages in the list above.
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..
- And one more thing: don't forget the Enlightment potions!
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
MayLith: LOL!
Cool. I know you're new to the wiki; it takes a while to figure out where stuff goes. (And sometimes we end up moving stuff around, anyway.) Well, let's see here... This page (or rather, a subpage thereof) would seem to be an admirable home for info on recharging success rates -- What do you say, MM? (Btw, MM... re: your little (accurate) wisecrack about wiki list format not working on the forum: nyah!
) Anyway, I put in a stub for it above. (I'm not sure if it's named the best; I can think of other things besides Rods and Staffs that can be recharged, but at least they are not "normal" items.) Spoily info on cool ideas for weaponless possessors should live in Spoilers/Classes/Possessor.
Ideas on new classes, etc, should live in the IdeaArchive.
VagaBond: Ok, I'll do my best when I'll have some spare time. Btw, I know wiki quite well, because I have an idea in my mind to make a wiki like note application for myself.
MayLith: Interesting....
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..
)
MayLith: There's a stub about Maces of Disruption above.
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.
SaricRitzden: The maps update your wilderness map with a view of where the town listed is. You will only notice the difference if you use the wilderness map. You use it by pressing < while in the town or wilderness. They are more useful before you know where all the towns are, but I just read them anyway.
UserPageKernigh: Maps are negligibly useful; my characters have already found the towns (following the directions in the parchment Adventurer's Guide to Middle-earth) before they find a map in the dungeon. If I find another map, maybe I should not read it, but should sell it to the black market?
Derakon: If you like. Selling stuff to the Black Market rarely gets you a good return on your money, though, and you'll fairly quickly be finding more valuable things. Frankly I'd rather find maps that revealed a circular area on your personal map with a random center. That way they'd always have the potential to be useful, up until you'd fully mapped the world.
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.
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