The following abbreviations are used for locations:
SB - Skara Brae
S# - Sewer level #
Ca# - Catacombs level #
HC - Harkyn's Castle
KT - Kylearan's Tower
MT - Mangar's Tower
Weapons[]
Magical weapon bonuses (e.g., Spectre Mace's 3d8+5) increase the damage done. However, unlike legacy D&D magical pluses, they do not increase the chance to hit.
Damage is "flattened" before rolling, in an arguably buggy fashion. Given a die roll of xdy, a value between 0 and x*y is rolled. If the value is lower than x, add x. This creates an effect where, unlike real dice, there is a tendency towards rolling lower values, which becomes exaggerated as the number of dice gets higher and the die size gets lower. A Thief Dagger, for example, has a 10 in 21 (48%) chance of rolling between 5 and 9, and an 11 in 21 (52%) chance to roll a value between 10 and 20. (Note: not all random numbers are generated in this fashion, but all weapons and most spells use this method; other random numbers in the game use a traditional die roll process.)
*Only Spellcasters can wield wands, Wizwand is Wizard's only.
Rings[]
Name
Cost
Special
Classes
Location
Dork Ring
100
-
All
MT1
Shield Ring
700
+2 AC
All
Ca2-3
Ring of Power
40,000
MIBL
Co, Ma, So, Wi
MT4
Deathring
60,000
+1 AC, ANDE
Hu, Co, Ma, So, Wi
MT4
Troll Ring
80,000
+1HP regen
All
MT
Other Items[]
Single use items: Torch, Lamp, figurines, Old Man, and all
Limited use items (Including Magic Weapons, Armors, etc) : 1/64th chance of expiration each time used[2]only refers to items with a function code of < 0x30, these are multiple use items like fire horn etc. Single use items always expire after the first use!
Figurines[]
Name
Cost
Summons
Location
Golem Fgn
300
Golem
MT2,4
Ogre Fgn
300
INOG
Ca3
Giant Fgn
400
War Giant
MT1
Samurai Fgn
500
Samurai
S3
Titan Fgn
600
Titan
MT2
Dragon Fgn
800
Dragon
Mage Fgn
1,000
Master wizard
MT4-5
Old Man Fgn
1,000
Old Man
Lich Fgn
1,200
Lich
Mongo Fgn
1,500
Mongo
Thor Fgn
2,000
Thor
MT4
Fgn's can be equipped by all classes, however, they have no AC.