# This file contains the definitions of undrandarts (and what used to be # fixed artefacts). util/art-data.pl translates this file into # art-data.h, and also updates the enumeration and NO_UNRANDARTS in # artefact.h. C/C++ functions which give unrandarts non-standard # behaviour are in art-func.h; util/art-data.pl scans art-func.h and # puts the function names found into art-data.h # # Each artefact definition is separated by one or more blank lines. # # Each artefact definition must have the NAME, APPEAR, OBJ and COLOUR # fields. # # The name and appearance of each unrandart must be unique. # # Changing the name of an unrand will change its automatically # generated enumeration, unless its enumeration is forced with ENUM. # # "ENUM: FOO" can be used to force the enumeration for an unrand to be # "UNRAND_FOO", for cases where the automatically generated enumerations # of different unrandarts conflict. # # Add new artefact definitions at the end of the file; doing so should cause # no problems with save-file compatibilty, but for tile builds it will # cause a shift of remembered tiles (since each new unrandart needs its # own tiles). Changing the order of the definitions will likely cause # strange behaviour in games saved previous to the change, and deleting # definitions will break savefile compatibility. # # ####### TILES ############################# # # Each unrandart needs at the very least an item tile, and weapons and armour # also need an equipment tile for the player doll. For the former, you can # define the image file within this file using the keyword TILE. The files are # assumed to be png and the syntax does not include the file type. The # artefacts' base type decides where a tile needs to be placed. These are as # follows: # Weapons: rltiles/item/weapon/artefact # Armour: rltiles/item/armour/artefact # Rings: rltiles/item/ring/artefact # Amulets: rltiles/item/amulet/artefact # # If the tile requires a black outline (because it would be hard to see # otherwise) add "tilerim" to the artefact's boolean properties. Otherwise # the image is used without modification. # # For the equipment tile, place the tile into the appropriate subfolder of # rltiles/player/ and define it in rltiles/dc-player.txt as well as here, using # the keyword TILE_EQ. Tiles are sorted into folders by equipment slot: # Weapons: rltiles/player/hand1/artefact # Body armour: rltiles/player/body # Boots: rltiles/player/boots # Cloaks: rltiles/player/cloak # Gloves: rltiles/player/gloves # Shields: rltiles/player/hand2 # Helms, caps: rltiles/player/head # # Rings and amulets are too small to be displayed with the player doll. # # To begin with, placeholders (e.g. the base type tiles) are fine, but they'll # eventually need to be replaced with proper tiles, though this is less of a # problem for the equipment tiles. # No checks are made for whether path or files actually exist. However, if that # is not the case the tile compilation will fail. ############################################################################# # Explanation of unusual fields: # BOOL: Turn certain boolean properties of the artefact on, with the list # of properties separated by commas. The list includes: # # * berserk: Lets wearer evoke berserking ability. # * blink: Lets wearer evoke the blink ability. # * chaotic: Is treated as a chaotic item. # * cursed: Item is generated cursed. # * elec: Grants electrical resistance. # * evil: Is treated as an evil item. # * holy: Is treated as a holy item. # * inv: Lets wearer evoke invisibility ability. # * lev: Lets wearer evoke levitation ability. # * life: Grants negative energy resistance. # * noises: Weapon makes noises. Can be given its own set of noises by # making an entry in dat/database/wpnnoise.txt, with the # entry's key exactly the same as the weapon's name, but all # lowercase. # * nospell: Prevents wearer from casting spells. # * notelep: Prevents wearer from teleporting or blinking. # * poison: Grants poison resistance. # * rnd_tele: Induces random teleportation. # * seeinv: Lets wearer see invisible. # * special: Artefact is "special": can't be picked up by monsters, # can't be affected by Tukima's Dance, generated less # frequently than normal randarts, can be generated in the # Abyss if its been lost elsewhere. # * tilerim: Adds a black outline to the tile, see above section. # ENUM: Forces the artefact's enumeration literal to something specific. # For example, "ENUM: FOO" gives the enumeration "UNRAND_FOO". The # default enumeration is determined as follows: # # 1) If there's a string between double quotes, use that. # 2) If #1 doesn't apply and the name contains " of " or " of the ", # use what's after that. # 3) If neither #1 no #2 apply, use the full name. # 4) Remove apostrophes, change spaces and dashes to underscores, # uppercase the whole thing, and add "UNRAND_" to the front. # OBJ: The enumerations of the base type and sub type of the artefact, # separated by a dash. E.g., OBJ_WEAPONS/WPN_SWORD # PLUS: The pluses of the artefact. For an object with two pluses, # this is specified with "plus/plus2". For an object with just one plus, # this is specified with "plus". ##### # Explanation of normal fields: # AC: Armour class modifier (for non-armour artefacts). # ACC: Accuracy modifier (for non-weapon artefacts). # ANGRY Each time the wielder of the weapon strikes a victim there's # a chance of the wielder going berserk, with the chance # increasing with the value of ANGRY. # APPEAR: Unidentified appearance of artifact. # COLD: Cold resistance/vulnerability. # COLOUR: The colour of the artifact, either as listed in defines.h # (e.g., LIGHTRED) or as listed under element_type in view.h # (e.g., ETC_FIRE) # CURSED: The artefact has a one-in-num chance of becoming cursed each # time it's equipped. # DAM: Damage modifier (for non-weapon artefacts). # DESC: Description which replaces the database (dat/descript/items.txt) # description of the item. # DESC_ID: Description which replaces the database desc or DESC when the # artefact is identified. # DESC_END: String which goes at the end of the artefact's description, if # the item is identified. # DEX: Dexterity modifier. # EV: Evasion modifier. # FIRE: Fire resistance/vulnerability. # INT: Intelligence modifier. # MAGIC: Magic resistance modifier. # METAB: Hunger modifier. # MP: Mana capacity modifier. # NAME: Name of artefact when identified. # MUTATE: Gives artifact mutagenic glow. # STEALTH: Stealth modifier. # STR: Strength modifier. # TILE: The file containing the artefact's tile, with file type png. # See Tiles section above. # TILE_EQ: The file containing the equipment tile for the player doll as # defined in rltiles/dc-player.txt. See Tiles section above. # VALUE: item_value() will return this number instead of doing automatic # calculations to determine the value. ################################################################## # This entry must always be first. ENUM: DUMMY1 NAME: DUMMY UNRANDART 1 APPEAR: DUMMY UNRANDART 1 OBJ: OBJ_UNASSIGNED/250 PLUS: 250/250 COLOUR: BLACK ####################### First come the old fixed arts. NAME: Singing Sword APPEAR: golden long sword OBJ: OBJ_WEAPONS/WPN_LONG_SWORD PLUS: +7/+7 COLOUR: ETC_GOLD TILE: spwpn_singing_sword TILE_EQ: singing_sword VALUE: 1200 BOOL: noises, special DESC_ID: This blessed weapon loves nothing more than to sing to its owner, whether they want it to or not. NAME: Wrath of Trog APPEAR: bloodstained battleaxe OBJ: OBJ_WEAPONS/WPN_BATTLEAXE PLUS: +3/+11 COLOUR: ETC_BLOOD TILE: spwpn_wrath_of_trog TILE_EQ: axe_trog VALUE: 1000 BOOL: special DESC_ID: 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. NAME: Mace of Variability APPEAR: shimmering mace OBJ: OBJ_WEAPONS/WPN_MACE PLUS: 0/0 # Set on generation COLOUR: ETC_RANDOM TILE: spwpn_mace_of_variability TILE_EQ: mace_of_variability VALUE: 700 BOOL: special DESC_ID: It is rather unreliable. NAME: Glaive of Prune APPEAR: purple glaive OBJ: OBJ_WEAPONS/WPN_GLAIVE PLUS: 0/+12 COLOUR: MAGENTA TILE: spwpn_glaive_of_prune TILE_EQ: glaive_of_prune VALUE: 1000 BOOL: special DESC_ID: 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. NAME: Sword of Power APPEAR: chunky great sword OBJ: OBJ_WEAPONS/WPN_GREAT_SWORD PLUS: 0/0 # Set on wield COLOUR: RED TILE: spwpn_sword_of_power TILE_EQ: sword_of_power VALUE: 1000 BOOL: tilerim, special DESC_ID: It rewards the powerful with power and the meek with weakness. NAME: Staff of Olgreb APPEAR: green glowing staff OBJ: OBJ_WEAPONS/WPN_QUARTERSTAFF PLUS: 0/0 # Set on wield COLOUR: ETC_POISON TILE: spwpn_staff_of_olgreb TILE_EQ: olgreb VALUE: 1000 BRAND: SPWPN_VENOM BOOL: poison, special DESC_ID: 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. NAME: Staff of Wucad Mu APPEAR: ephemeral quarterstaff OBJ: OBJ_WEAPONS/WPN_QUARTERSTAFF PLUS: 0/0 # Set on wield COLOUR: ETC_MAGIC TILE: spwpn_wucad_mu TILE_EQ: wucad_mu VALUE: 1000 BOOL: special DESC_ID: Its power varies in proportion to its wielder's intelligence. Using it can be a bit risky. NAME: Vampire's Tooth APPEAR: ivory dagger OBJ: OBJ_WEAPONS/WPN_DAGGER PLUS: +3/+4 COLOUR: ETC_BONE TILE: spwpn_vampires_tooth TILE_EQ: vampires_tooth BRAND: SPWPN_VAMPIRICISM VALUE: 1000 BOOL: special DESC_ID: It is lethally vampiric. NAME: Scythe of Curses APPEAR: warped scythe OBJ: OBJ_WEAPONS/WPN_SCYTHE PLUS: +13/+13 COLOUR: ETC_NECRO TILE: spwpn_scythe_of_curses TILE_EQ: finisher VALUE: 800 CURSED: 3 BOOL: special, evil DESC_ID: This weapon carries a terrible and highly irritating curse. NAME: Sceptre of Torment APPEAR: jewelled golden mace OBJ: OBJ_WEAPONS/WPN_MACE PLUS: +7/+6 COLOUR: ETC_GOLD TILE: spwpn_sceptre_of_torment TILE_EQ: mace_ruby VALUE: 1200 BOOL: tilerim, special, evil DESC_ID: This truly accursed weapon is an instrument of Hell. NAME: Sword of Zonguldrok APPEAR: bone long sword OBJ: OBJ_WEAPONS/WPN_LONG_SWORD PLUS: +9/+9 COLOUR: ETC_BONE TILE: spwpn_sword_of_zonguldrok TILE_EQ: zonguldrok VALUE: 1250 BOOL: tilerim, special, evil DESC_ID: This dreadful weapon is used at the user's peril. NAME: Sword of Cerebov APPEAR: great serpentine sword OBJ: OBJ_WEAPONS/WPN_GREAT_SWORD PLUS: +6/+6 COLOUR: ETC_FIRE TILE: spwpn_sword_of_cerebov TILE_EQ: sword_twist VALUE: 2000 BRAND: SPWPN_FLAMING BOOL: cursed, tilerim, special, evil DESC: Eerie flames cover its twisted blade. NAME: Staff of Dispater APPEAR: golden staff OBJ: OBJ_WEAPONS/WPN_QUARTERSTAFF PLUS: +4/+4 COLOUR: ETC_GOLD TILE: spwpn_staff_of_dispater TILE_EQ: dispater VALUE: 1200 BOOL: tilerim, special, evil DESC_ID: This legendary item can unleash the fury of Hell. NAME: Sceptre of Asmodeus APPEAR: ruby sceptre OBJ: OBJ_WEAPONS/WPN_QUARTERSTAFF PLUS: +7/+7 COLOUR: ETC_BLOOD TILE: spwpn_sceptre_of_asmodeus TILE_EQ: asmodeus VALUE: 1500 BOOL: tilerim, special, evil DESC_ID: It carries some of the powers of the arch-fiend Asmodeus. ##################### End of old fixed arts. NAME: long sword "Bloodbane" APPEAR: blackened long sword OBJ: OBJ_WEAPONS/WPN_LONG_SWORD PLUS: +7/+8 COLOUR: ETC_DARK TILE: urand_bloodbane TILE_EQ: bloodbane BRAND: SPWPN_VORPAL ANGRY: 1 BOOL: berserk STEALTH: -20 NAME: scimitar of Flaming Death APPEAR: smoking scimitar OBJ: OBJ_WEAPONS/WPN_SCIMITAR PLUS: +7/+5 COLOUR: ETC_FIRE TILE: urand_flaming_death TILE_EQ: flaming_death BRAND: SPWPN_FLAMING FIRE: 2 COLD: -1 BOOL: poison MAGIC: 20 NAME: mace of Brilliance APPEAR: brightly glowing mace OBJ: OBJ_WEAPONS/WPN_MACE PLUS: +5/+5 COLOUR: ETC_HOLY TILE: urand_brilliance TILE_EQ: mace_of_brilliance BRAND: SPWPN_HOLY_WRATH AC: 5 INT: 5 STEALTH: -20 BOOL: life, seeinv NAME: demon blade "Leech" APPEAR: runed demon blade OBJ: OBJ_WEAPONS/WPN_DEMON_BLADE PLUS: +13/+4 COLOUR: MAGENTA TILE: urand_leech TILE_EQ: leech BRAND: SPWPN_VAMPIRICISM EV: -1 STR: -1 INT: -1 DEX: -1 BOOL: life CURSED: 4 NAME: dagger of Chilly Death APPEAR: sapphire dagger OBJ: OBJ_WEAPONS/WPN_DAGGER PLUS: +5/+7 COLOUR: ETC_ICE TILE: urand_chilly_death TILE_EQ: chilly_death BRAND: SPWPN_FREEZING FIRE: -1 COLD: 2 MAGIC: 20 BOOL: poison DESC: A dagger made of one huge piece of sapphire. NAME: dagger "Morg" APPEAR: rusty dagger OBJ: OBJ_WEAPONS/WPN_DAGGER PLUS: -1/+4 COLOUR: LIGHTRED TILE: urand_morg TILE_EQ: morg BRAND: SPWPN_PAIN INT: 5 MAGIC: 30 DESC: An ugly rusty dagger. DESC_END: Many years ago it was the property of a powerful mage called Boris. He got lost in the Dungeon while seeking the Orb. NAME: scythe "Finisher" APPEAR: blackened scythe OBJ: OBJ_WEAPONS/WPN_SCYTHE PLUS: +3/+5 COLOUR: ETC_DARK TILE: urand_finisher TILE_EQ: finisher BRAND: SPWPN_SPEED STR: 3 BOOL: cursed DESC: A long and sharp scythe, specially modified for combat purposes. NAME: sling "Punk" APPEAR: blue sling OBJ: OBJ_WEAPONS/WPN_SLING PLUS: +9/+12 COLOUR: ETC_ICE TILE: urand_punk TILE_EQ: punk BRAND: SPWPN_FROST COLD: 1 DESC: A sling made of weird blue leather. ENUM: KRISHNA NAME: bow of Krishna "Sharnga" APPEAR: golden bow OBJ: OBJ_WEAPONS/WPN_BOW PLUS: +8/+8 COLOUR: ETC_GOLD TILE: urand_krishna TILE_EQ: krishna BRAND: SPWPN_SPEED DEX: 3 BOOL: seeinv DESC: A wonderful golden bow. DESC_END: It once belonged to a foreign god. It works best with special arrows which are not generally available. NAME: giant club "Skullcrusher" APPEAR: brutal giant club OBJ: OBJ_WEAPONS/WPN_GIANT_CLUB PLUS: +0/+5 COLOUR: BROWN TILE: urand_skullcrusher TILE_EQ: giant_club_slant BRAND: SPWPN_SPEED STR: 5 NAME: glaive of the Guard APPEAR: polished glaive OBJ: OBJ_WEAPONS/WPN_GLAIVE PLUS: +5/+8 COLOUR: ETC_ELECTRICITY TILE: urand_guard TILE_EQ: glaive_of_the_guard BRAND: SPWPN_ELECTROCUTION AC: 5 BOOL: seeinv, berserk DESC_END: This weapon once belonged to Gar Dogh, the guard of a king's treasures. According to legend he was lost somewhere in the Dungeon. NAME: sword of Jihad APPEAR: crystal sword OBJ: OBJ_WEAPONS/WPN_LONG_SWORD PLUS: +12/+10 COLOUR: ETC_HOLY TILE: urand_jihad TILE_EQ: jihad BRAND: SPWPN_HOLY_WRATH EV: 3 MAGIC: 20 ANGRY: 1 STEALTH: -50 BOOL: life DESC_END: This sword was The Shining One's gift to a worshipper. DESC: A long sword made of one huge piece of crystal. NAME: crossbow "Hellfire" APPEAR: flaming crossbow OBJ: OBJ_WEAPONS/WPN_CROSSBOW PLUS: +6/+9 COLOUR: ETC_FIRE TILE: urand_hellfire TILE_EQ: crossbow_fire BRAND: SPWPN_FLAME FIRE: 2 COLD: -1 MAGIC: 40 DESC: A flaming crossbow, forged in the fires of the Hells. NAME: sword of the Doom Knight APPEAR: adamantine great sword OBJ: OBJ_WEAPONS/WPN_GREAT_SWORD PLUS: +13/+13 COLOUR: BLUE TILE: urand_doom_knight TILE_EQ: doom_knight BRAND: SPWPN_PAIN MAGIC: 50 BOOL: nospell DESC: An adamantine great sword. NAME: "Eos" APPEAR: encrusted morningstar OBJ: OBJ_WEAPONS/WPN_MORNINGSTAR PLUS: +5/+5 COLOUR: ETC_JEWEL TILE: urand_eos TILE_EQ: eos BRAND: SPWPN_ELECTROCUTION BOOL: elec, seeinv, notelep # Was "spear of Voo-Doo". In the African origin, there is a distinction # between voodoo and bo, the latter dealing with curses, witchcraft and # spells designed to do harm. Priests (or rather sorcerers) of bo are # called botono. NAME: spear of the Botono APPEAR: ebony spear OBJ: OBJ_WEAPONS/WPN_SPEAR PLUS: +2/+10 COLOUR: ETC_UNHOLY TILE: urand_botono TILE_EQ: botono BRAND: SPWPN_VAMPIRICISM STEALTH: -30 BOOL: poison, life, noises DESC_END: A really dark and malign artefact, which no wise man would even touch. NAME: trident of the Octopus King APPEAR: mangy trident OBJ: OBJ_WEAPONS/WPN_TRIDENT PLUS: +10/+4 COLOUR: ETC_WATER TILE: urand_octopus_king TILE_EQ: trident_octopus_king BRAND: SPWPN_VENOM BOOL: elec, poison MAGIC: 50 DESC_END: 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! NAME: mithril axe "Arga" APPEAR: mithril axe OBJ: OBJ_WEAPONS/WPN_WAR_AXE PLUS: +10/+6 COLOUR: WHITE TILE: urand_arga TILE_EQ: arga BRAND: SPWPN_SPEED STR: 2 MAGIC: 30 DESC: A beautiful mithril axe, probably lost by some dwarven hero. NAME: Elemental Staff APPEAR: black staff OBJ: OBJ_WEAPONS/WPN_QUARTERSTAFF PLUS: +3/+1 COLOUR: DARKGREY TILE: urand_elemental TILE_EQ: elemental_staff BRAND: SPWPN_PROTECTION FIRE: 2 COLD: 2 MAGIC: 60 METAB: 2 BOOL: noises DESC_END: This powerful staff used to belong to the leader of the Guild of Five Elements. NAME: hand crossbow "Sniper" APPEAR: black crossbow OBJ: OBJ_WEAPONS/WPN_CROSSBOW PLUS: +10/+0 COLOUR: ETC_DARK TILE: urand_sniper TILE_EQ: sniper BRAND: SPWPN_VENOM BOOL: seeinv DESC: A crossbow made of some black material. NAME: longbow "Piercer" APPEAR: very long metal bow OBJ: OBJ_WEAPONS/WPN_LONGBOW PLUS: +2/+10 COLOUR: CYAN TILE: urand_piercer TILE_EQ: great_bow BRAND: SPWPN_VORPAL EV: -2 DESC: An exceptionally large metal longbow. ENUM: BLOWGUN_ASSASSIN NAME: blowgun of the Assassin APPEAR: tiny blowgun OBJ: OBJ_WEAPONS/WPN_BLOWGUN PLUS: +6/+6 COLOUR: WHITE TILE: urand_blowgun TILE_EQ: blowgun STEALTH: 60 BOOL: inv, tilerim DESC: It is designed for easy concealment, but still packs a nasty punch. NAME: Wyrmbane APPEAR: scale-covered lance OBJ: OBJ_WEAPONS/WPN_SPEAR PLUS: +9/+6 COLOUR: LIGHTGREEN TILE: urand_wyrmbane TILE_EQ: wyrmbane BRAND: SPWPN_DRAGON_SLAYING AC: 5 FIRE: 1 BOOL: poison, berserk, tilerim NAME: Spriggan's Knife APPEAR: dainty little knife OBJ: OBJ_WEAPONS/WPN_KNIFE PLUS: +4/+10 COLOUR: LIGHTCYAN TILE: urand_spriggans_knife TILE_EQ: spriggans_knife BOOL: tilerim EV: 4 DEX: 4 MAGIC: 20 STEALTH: 50 DESC: A dainty little knife. DESC_END: This knife was made by Spriggans, or for Spriggans, or possibly from Spriggans. Anyway, it's in some way associated with those fey folk. NAME: plutonium sword APPEAR: glowing long sword OBJ: OBJ_WEAPONS/WPN_LONG_SWORD PLUS: +12/+16 COLOUR: ETC_RANDOM TILE: urand_plutonium TILE_EQ: plutonium_sword MUTATE: 6 CURSED: 1 STEALTH: -20 DESC: A long sword made of weird glowing metal. NAME: great mace "Undeadhunter" APPEAR: great steel mace OBJ: OBJ_WEAPONS/WPN_GREAT_MACE PLUS: +7/+7 COLOUR: LIGHTGREY TILE: urand_undeadhunter TILE_EQ: undeadhunter BRAND: SPWPN_HOLY_WRATH BOOL: life NAME: whip "Serpent-Scourge" APPEAR: forked whip OBJ: OBJ_WEAPONS/WPN_WHIP PLUS: +5/+10 COLOUR: DARKGREY TILE: urand_serpent_scourge TILE_EQ: serpent_scourge BRAND: SPWPN_VENOM BOOL: poison, tilerim DESC_ID: A double-ended whip made from the cured hides of the Lair of Beasts' deadly anacondas. NAME: knife of Accuracy APPEAR: thin dagger OBJ: OBJ_WEAPONS/WPN_DAGGER PLUS: +27/-1 COLOUR: LIGHTCYAN TILE: urand_knife_of_accuracy TILE_EQ: knife_of_accuracy BOOL: tilerim DESC_END: It is almost unerringly accurate. # A play on the spell of the same name. Colour taken from crystal walls. ENUM: CRYSTAL_SPEAR NAME: Lehudib's crystal spear APPEAR: crystal spear OBJ: OBJ_WEAPONS/WPN_SPEAR PLUS: +6/+6 COLOUR: GREEN TILE: urand_crystal_spear TILE_EQ: crystal_spear INT: 3 DESC_END: Presumably this relic led to the invention of the famous spell, or maybe the other way around. NAME: captain's cutlass APPEAR: black cutlass OBJ: OBJ_WEAPONS/WPN_SABRE PLUS: +6/+7 COLOUR: DARKGRAY TILE: urand_cutlass TILE_EQ: cutlass BRAND: SPWPN_SPEED DAM: 3 DESC_END: 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 a proof to the contrary in your very hands. NAME: storm bow APPEAR: night blue bow OBJ: OBJ_WEAPONS/WPN_LONGBOW PLUS: +8/+8 COLOUR: BLUE TILE: urand_storm_bow TILE_EQ: bow_blue BRAND: SPWPN_ELECTROCUTION BOOL: special DESC: This bow has the color of dark rain clouds, and the smell of wet ozone. NAME: shield of Ignorance APPEAR: dull large shield OBJ: OBJ_ARMOUR/ARM_LARGE_SHIELD PLUS: +8 COLOUR: BROWN TILE: urand_ignorance TILE_EQ: shield_of_ignorance AC: 2 EV: 2 INT: -6 BOOL: life CURSED: 3 NAME: robe of Augmentation APPEAR: silk robe OBJ: OBJ_ARMOUR/ARM_ROBE PLUS: +4 COLOUR: LIGHTRED TILE: urand_augmentation TILE_EQ: robe_white_blue STR: 2 INT: 2 DEX: 2 DESC: A robe made of the finest silk. NAME: cloak of the Thief APPEAR: tattered cloak OBJ: OBJ_ARMOUR/ARM_CLOAK PLUS: +1 COLOUR: ETC_DARK TILE: urand_thief TILE_EQ: black EV: 2 DEX: 2 DAM: -3 STEALTH: 60 BOOL: seeinv, inv, lev DESC_END: It allows its wearer to excel in the arts of thievery. NAME: shield "Bullseye" APPEAR: round shield OBJ: OBJ_ARMOUR/ARM_SHIELD PLUS: +15 COLOUR: RED TILE: urand_bullseye TILE_EQ: bullseye EV: -5 NAME: crown of Dyrovepreva APPEAR: jewelled bronze crown OBJ: OBJ_ARMOUR/ARM_CAP PLUS: +3 COLOUR: ETC_JEWEL TILE: urand_dyrovepreva TILE_EQ: dyrovepreva INT: 2 METAB: 1 BOOL: elec, seeinv DESC: A large crown of dull bronze, set with a dazzling array of gemstones. NAME: hat of the Bear Spirit APPEAR: fur hat OBJ: OBJ_ARMOUR/ARM_CAP PLUS: +2 COLOUR: DARKGREY TILE: urand_bear TILE_EQ: bear BRAND: SPARM_SPIRIT_SHIELD BOOL: life, berserk MAGIC: 50 DESC_END: Once owned by Ukta, a powerful ogre shaman, this fur hat houses the spirit of an especially mighty bear. NAME: robe of Misfortune APPEAR: fabulously ornate robe OBJ: OBJ_ARMOUR/ARM_ROBE PLUS: -5 COLOUR: MAGENTA TILE: urand_misfortune TILE_EQ: robe_misfortune EV: -4 STR: -2 INT: -2 DEX: -2 MUTATE: 5 CURSED: 1 STEALTH: -80 BOOL: nospell, rnd_tele DESC: A splendid flowing robe of fur and silk. NAME: cloak of Flash APPEAR: vibrating cloak OBJ: OBJ_ARMOUR/ARM_CLOAK PLUS: +3 COLOUR: ETC_GILA TILE: urand_flash TILE_EQ: red EV: 4 BOOL: lev DESC: A vibrating cloak. ENUM: BOOTS_ASSASSIN NAME: boots of the Assassin APPEAR: soft boots OBJ: OBJ_ARMOUR/ARM_BOOTS PLUS: +2 COLOUR: BROWN TILE: urand_assassin TILE_EQ: middle_gray DEX: 3 STEALTH: 80 BOOL: inv DESC: Some soft boots. DESC_END: These boots were specially designed by the Assassin's Guild. ENUM: LEAR NAME: Lear's chain mail APPEAR: golden chain mail OBJ: OBJ_ARMOUR/ARM_CHAIN_MAIL PLUS: -1 COLOUR: ETC_GOLD TILE: urand_lear TILE_EQ: lears_chain_mail DEX: -3 BOOL: cursed, nospell DESC: A chain mail made of pure gold. NAME: skin of Zhor APPEAR: smelly skin OBJ: OBJ_ARMOUR/ARM_ANIMAL_SKIN PLUS: +4 COLOUR: BROWN TILE: urand_zhor TILE_EQ: zhor COLD: 2 DESC: The skin of some strange animal. ENUM: SALAMANDER NAME: salamander hide armour APPEAR: red leather armour OBJ: OBJ_ARMOUR/ARM_LEATHER_ARMOUR PLUS: +3 COLOUR: ETC_FIRE TILE: urand_salamander TILE_EQ: leather_red FIRE: 2 BOOL: berserk DESC: A leather armour made of a salamander's skin. NAME: gauntlets of War APPEAR: thick gauntlets OBJ: OBJ_ARMOUR/ARM_GLOVES PLUS: +3 COLOUR: BROWN TILE: urand_war TILE_EQ: glove_black ACC: 3 DAM: 3 NAME: shield of Resistance APPEAR: bronze shield OBJ: OBJ_ARMOUR/ARM_SHIELD PLUS: +5 COLOUR: LIGHTRED TILE: urand_resistance TILE_EQ: shield_of_resistance FIRE: 1 COLD: 1 MAGIC: 40 DESC: A bronze shield. NAME: robe of Folly APPEAR: dull robe OBJ: OBJ_ARMOUR/ARM_ROBE PLUS: -1 COLOUR: LIGHTGREY TILE: urand_folly TILE_EQ: robe_red2 INT: -5 CURSED: 2 BOOL: nospell DESC: A dull grey robe. ENUM: MAXWELL NAME: Maxwell's patent armour APPEAR: weird-looking armour OBJ: OBJ_ARMOUR/ARM_PLATE_MAIL PLUS: +10 COLOUR: LIGHTGREEN TILE: urand_maxwell TILE_EQ: maxwell BOOL: nospell, notelep, cursed DESC: A weird-looking armour. ENUM: DRAGONMASK NAME: mask of the Dragon APPEAR: blue mask OBJ: OBJ_ARMOUR/ARM_CAP COLOUR: ETC_SHIMMER_BLUE TILE: urand_dragonmask TILE_EQ: art_dragonhelm MAGIC: 40 ACC: 2 DAM: 2 BOOL: seeinv DESC: A blue mask. NAME: robe of Night APPEAR: black robe OBJ: OBJ_ARMOUR/ARM_ROBE PLUS: +4 COLOUR: ETC_DARK TILE: urand_night TILE_EQ: robe_of_night MAGIC: 30 STEALTH: 50 BOOL: seeinv, inv DESC: A long black robe made of strange glossy material. DESC_END: According to legend, this robe was the gift of Ratri the Goddess of the Night to one of her followers. NAME: armour of the Dragon King APPEAR: shiny dragon armour OBJ: OBJ_ARMOUR/ARM_GOLD_DRAGON_ARMOUR PLUS: +5 COLOUR: ETC_GOLD TILE: urand_dragon_king TILE_EQ: dragonarm_gold MAGIC: 50 NAME: hat of the Alchemist APPEAR: dirty hat OBJ: OBJ_ARMOUR/ARM_WIZARD_HAT PLUS: +2 COLOUR: MAGENTA TILE: urand_alchemist TILE_EQ: turban_purple FIRE: 1 COLD: 1 MAGIC: 30 BOOL: elec DESC: A dirty hat. NAME: Fencer's gloves APPEAR: silk gloves OBJ: OBJ_ARMOUR/ARM_GLOVES PLUS: +2 COLOUR: WHITE TILE: urand_fencer TILE_EQ: glove_white EV: 3 DEX: 3 ACC: 5 DESC: A pair of gloves made of white silk. NAME: cloak of Starlight APPEAR: phosphorescent cloak OBJ: OBJ_ARMOUR/ARM_CLOAK COLOUR: ETC_ICE TILE: urand_starlight TILE_EQ: white EV: 4 COLD: 1 STEALTH: -30 BOOL: elec DESC_END: A cloak woven of pure light beams. DESC: A phosphorescent cloak. NAME: ratskin cloak APPEAR: motley cloak OBJ: OBJ_ARMOUR/ARM_CLOAK PLUS: +1 COLOUR: ETC_BEOGH TILE: urand_ratskin_cloak TILE_EQ: ratskin INT: -1 DEX: -1 BOOL: life, poison DESC_END: 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. NAME: shield of the gong APPEAR: bronze gong OBJ: OBJ_ARMOUR/ARM_SHIELD PLUS: +6 COLOUR: ETC_GOLD TILE: urand_gong TILE_EQ: gong BRAND: SPARM_SPIRIT_SHIELD MAGIC: 50 BOOL: elec, life DESC: This is a large gong; you wonder if it could be worn as a shield. DESC_ID: This shield surely will be heard! NAME: amulet of the Air APPEAR: sky-blue amulet OBJ: OBJ_JEWELLERY/AMU_CONTROLLED_FLIGHT COLOUR: ETC_ELECTRICITY TILE: urand_air EV: 3 STEALTH: 50 BOOL: elec, lev DESC: A sky-blue amulet. NAME: ring of Shadows APPEAR: black ring OBJ: OBJ_JEWELLERY/RING_INVISIBILITY COLOUR: ETC_DARK TILE: urand_shadows EV: 4 ACC: -3 STEALTH: 40 BOOL: life, seeinv NAME: amulet of Cekugob APPEAR: crystal amulet OBJ: OBJ_JEWELLERY/AMU_WARDING COLOUR: LIGHTGREY TILE: urand_cekugob AC: 1 EV: 1 BOOL: elec, poison, life, notelep METAB: 2 NAME: amulet of the Four Winds APPEAR: jade amulet OBJ: OBJ_JEWELLERY/AMU_CLARITY COLOUR: ETC_POISON TILE: urand_four_winds BOOL: life MAGIC: 100 NAME: necklace of Bloodlust APPEAR: blood-stained necklace OBJ: OBJ_JEWELLERY/AMU_RAGE COLOUR: ETC_BLOOD TILE: urand_bloodlust STR: 2 INT: -2 MAGIC: 30 ANGRY: 1 DAM: 3 CURSED: 3 STEALTH: -20 NAME: ring of Shaolin APPEAR: jade ring OBJ: OBJ_JEWELLERY/RING_EVASION PLUS: +8 COLOUR: ETC_POISON TILE: urand_shaolin NAME: ring of Robustness APPEAR: steel ring OBJ: OBJ_JEWELLERY/RING_PROTECTION PLUS: +8 COLOUR: LIGHTGREY TILE: urand_robustness NAME: ring of the Mage APPEAR: sapphire ring OBJ: OBJ_JEWELLERY/RING_WIZARDRY COLOUR: ETC_ENCHANT TILE: urand_mage INT: 3 MAGIC: 50 NAME: brooch of Shielding APPEAR: shield-shaped amulet OBJ: OBJ_JEWELLERY/AMU_WARDING COLOUR: ETC_MAGIC TILE: urand_brooch_of_shielding AC: 4 EV: 4 DESC: A shield-shaped amulet. DESC_END: Back in the good old days, every adventurer had one of these handy devices. That, and a pony. ENUM: RCLOUDS NAME: robe of Clouds APPEAR: flimsy blue robe OBJ: OBJ_ARMOUR/ARM_ROBE PLUS: +3 COLOUR: ETC_MIST TILE: urand_clouds TILE_EQ: robe_clouds BOOL: elec, lev DESC: A robe of a material so flimsy it could almost be clouds. NAME: hat of Pondering APPEAR: slimy wizard hat OBJ: OBJ_ARMOUR/ARM_WIZARD_HAT PLUS: +3 COLOUR: LIGHTRED TILE: urand_pondering TILE_EQ: wizard_bluegreen BRAND: SPARM_PONDEROUSNESS INT: +5 MP: +10 MAGIC: 30 DESC: A slimy wizard hat. DESC_END: 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. # This entry must always be last. ENUM: DUMMY2 NAME: DUMMY UNRANDART 2 APPEAR: DUMMY UNRANDART 2 OBJ: OBJ_UNASSIGNED/250 PLUS: 250/250 COLOUR: BLACK