ITEMS
ARACHNOMANCER HELM
Accessory
Def +2 against spiders. Spider pets have +1 Atk.
Weight 1, Cost 18
ARROW
Ammunition
Can be used with a bow. Expended after use.
Weight 1 (Stack 6), Cost 2
ARROW, DEATH
Ammunition
Can be used with a bow. All damage dealt with this arrow deals unblockable damage. Expended after use.
Weight 1 (Stack 6), Cost 12
ARROW, PIERCING
Ammunition
Can be used with a bow. If it cannot pierce Def, it deals 1 unblockable damage. Expended after use.
Weight 1 (Stack 6), Cost 6
ARROWCATCHER
Shield
Def +1, or Def +5 against ranged attacks.
Weight 1, Cost 25
ATLATL
Tool
While carrying this item, thrown spears and similar weapons deal +2 damage.
Weight 1, Cost 10
BALL AND CHAIN
Tool
Does nothing but weigh you down. Cannot be traded or discarded unless it is unlocked.
Weight 5, Cost 8
BALL, COOL
Treasure
A very cool ball. It bounces very high.
Weight 1, Cost 2
BALL, CRAPPY
Treasure
Not a very good ball. Does not bounce.
Weight 1, Cost 1
BANDIT TOKEN
Consumable
Lets a group of bandits know you’re with them, making them docile.
Weight 1 (Stack 5), Cost –
BATTLEAXE
Weapon
Atk +1-3
Weight 1, Cost 7
BATTLEAXE, IMPERIAL
Weapon
Atk +1-3. You’ll get in serious trouble if caught with this. It must be discarded at the end of the dungeon.
Weight 1, Cost –
BATTLESMITH HAMMER
Weapon
Atk +2, or Atk +4 against targets made of metal or wearing metal armour.
Weight 2, Cost 18
BIRTHDAY CAKE
Consumable
Any creature can eat this special treat to recover 1 HP per year that has passed since the first dungeon was crawled.
Weight 1, Cost –
BOLT
Ammunition
Can be used with a crossbow. Expended after use.
Weight 1 (Stack 6), Cost 1
BOLT, HEAVY
Ammunition
Can be used with a crossbow. Deals +2 damage. Expended after use.
Weight 1 (Stack 3), Cost 4
BOLT, EXPLOSIVE
Ammunition
Can be used with a crossbow. Deals area fire damage. Expended after use.
Weight 1, Cost 5
BONE ARMOUR
Armour
Def +1 against attacks from living creatures, or Def +3 against non-living creatures or hazards. Undead gain an additional +1 Def when wearing it.
Weight 2, Cost 20
BOOTS
Accessory
Protects slightly against some ground-based hazards.
Weight 1, Cost 4
BOW
Ranged Weapon
2-handed. Can be used to fire arrows. Deals 3 damage at range.
Weight 1, Cost 10
BOW, HUNTING
Ranged Weapon
2-handed. Can be used to fire arrows. Deals 3 damage at range, or 5 damage to animals.
Weight 1, Cost 18
BOX OF PARTS
Tool
A crate full of bits of metal, wood, and assorted chemicals. Intended to maintain weapons and armour, but possibly useful for something else.
Weight 3, Cost 20
BOXED GOODS
Tool
A container full of unknown cargo which is desired by a third party. There’s no way to know what’s inside without opening it, but once opened it can’t be repackaged.
Weight 1, Cost –
BUCKET
Accessory
Worn on the head. Def +1, but all attacks have a 50% chance to miss. 10% chance to break after being attacked.
Weight 1, Cost 6
BUCKLER, CRACKED
Shield
Def +1. 30% chance to break after being attacked.
Weight 1, Cost 4
BUCKLER, SPIKED
Shield
Def +1. Also grants Atk +1 against creatures that attack the wielder.
Weight 1, Cost 13
CARROT
Treasure
Can be used to grow more carrots.
Weight 1 (Stack 5), Cost 1
CHAIN ARMOUR
Armour
Def +3.
Weight 3, Cost 23
CHAIN ARMOUR, IMPERIAL
Armour
Def +3. You’ll get in serious trouble if caught with this. It must be discarded at the end of the dungeon.
Weight 3, Cost –
CHAIN ARMOUR, RUSTY
Armour
Def +3. 30% chance to break after being attacked.
Weight 3, Cost 11
CHEAP ALE
Consumable
Living creatures can drink it to gain +1 Def and a 20% chance to miss all attacks for five turns.
Weight 1, Cost 3
COIN OF REVELRY
Consumable/Treasure
A gold coin stamped with the mark of the God of Revelry. Can be dissolved in an alcoholic beverage when it is drunk in order to bestow +2 Atk for as long as the drink’s effects last. Consuming more of the same drink can extend the duration.
Weight 1, Cost 10
CORONA
Shield
Def +2, or Def +4 against holy damage or if in an outdoor room.
Weight 1, Cost 30
CORN
Treasure
Can be used to grow more corn.
Weight 1 (Stack 5), Cost 1
CRIT GAUNTLETS
Accessory
30% chance for Atk +1 when attacking.
Weight 1, Cost 6
CRIT GAUNTLETS, GREATER
Accessory
30% chance for Atk +2 when attacking.
Weight 1, Cost 19
CRIT GREAVES
Accessory
30% chance for Atk +1 when attacking.
Weight 1, Cost 6
CRIT GREAVES, GREATER
Accessory
30% chance for Atk +2 when attacking.
Weight 1, Cost 19
CROSSBOW
Ranged Weapon
2-handed. Can be used to fire bolts. Deals 3 damage at range.
Weight 2, Cost 25
CROSSBOW, DOUBLE
Ranged Weapon
2-handed. Can be used to fire bolts. Deals 3 damage at range, or 5 damage if two bolts are fired at once.
Weight 2, Cost 32
CROW CALL
Consumable/Treasure
A black whistle etched with the symbol of the God of Crows. Can be used to summon a random magicrow, who will remain hovering in the air near where it is summoned. The magicrow is friendly and will attack hostile creatures with magic, but will not change rooms or locations.
Weight 1, Cost 18
CROWSTONE, BARRIER OF LIGHT
Consumable
Gives all nearby allies +3 Def for the turn.
Weight 1, Cost 10
CROWSTONE, BEAM OF LIGHT
Consumable
Deals 3 holy damage in a straight line. Provides light.
Weight 1, Cost 10
CROWSTONE, FIREBALL
Consumable
Deals 3-6 fire damage at range.
Weight 1, Cost 9
CROWSTONE,INFERNO
Consumable
Deals 3-6 fire damage in an area at range.
Weight 1, Cost 11
CROWSTONE, RAY OF FROST
Consumable
Deals 2 ice damage at range.
Weight 1, Cost 6
CROWSTONE, STATIC BOLT
Consumable
Deals 2 lightning damage in an area at range.
Weight 1, Cost 9
CROWSTONE, VENOMOUS BARRAGE
Consumable
Deals 8 poison damage at range.
Weight 1, Cost 11
DAGGER
Weapon
Atk +1.
Weight 1, Cost 3
DAGGER, RAT FANG
Weapon
Atk +1, or Atk +2 against rats of all kinds. When attacking, the wielder can expend a Rat Tail from their inventory to gain +3 Atk for that turn.
Weight 1, Cost 10
DAGGER, RUSTY
Weapon
Atk +1. 30% chance to break when used.
Weight 1, Cost 1
DAGGER, THROWING
Weapon/Ranged Weapon
Atk +1, or can be thrown to deal 2 damage. Must be recovered after throwing.
Weight 1, Cost 5
DAWN MITRE
Accessory
Allows the wearer to make ranged attacks that deal 1 holy damage and light up the room.
Weight 1, Cost 20
DEADLY
Enhancement
Applies to weapons and ranged weapons. Attacks with the weapon deal 1 unblockable damage on top of their normal damage.
Cost +9
DEBRIS
Weapon/Shield
Atk +1 if used as a weapon, or Def +1 if used as a shield. 50% to break each time it is used.
Weight 1, Cost –
DIVING HELMET
Accessory
Def +1. Removes the penalties from fighting underwater. Prevents damage from drowning five times per dungeon.
Weight 2, Cost 30
DOLLY
Treasure
A child’s beloved toy. An adult’s worst nightmare.
Weight 1, Cost 2
DOMESTICOLLAR
Pet Item
When worn, gives a pet -2 Atk. If the pet finishes a dungeon while wearing the collar, it gains the Well-Trained ability, gaining +1 Atk and Def, and the collar disappears. Renders enemy creatures too cute to butcher for loot drops.
Weight 1, Cost 20
DRAGON ROBE, FIRE
Armour
Def +3 against fire damage only, and +1 damage when dealing fire damage.
Weight 1, Cost 20
DRAGON ROBE, HOLY
Armour
Def +3 against holy damage only, and +1 damage when dealing holy damage.
Weight 1, Cost 20
DRAGON ROBE, LIFE
Armour
Healing received or given is increased by 1.
Weight 1, Cost 20
DRAGON ROBE, POISON
Armour
Def +3 against poison damage only, and +1 damage when dealing poison damage.
Weight 1, Cost 20
DUBIOUS RECIPE
Treasure
To make a FUN THING, you will need:
-hammer (any)
-anvil
-spare parts
-rope (substitute stringy biological material if need be)
-golem core
Weight 1, Cost 25
EGG
Treasure
Can be used to grow more chickens, who in turn will lay more eggs.
Weight 1 (Stack 3), Cost 1
ELEMENTAL HEART
Consumable/Treasure
Can be thrown at an energy-based elemental in order to render it permanently docile. The elemental reverts to normal behaviour if you or an ally take a hostile action against it. It will still attack other creatures as normal.
Weight 1, Cost 30
EMPTY MUG
Tool
Can be used to collect liquids.
Weight 1, Cost 1
ENCHANTMENT SCROLL OF DEADLY
Consumable
Can be consumed to bestow the Deadly enhancement on a weapon or ranged weapon until the end of the dungeon. If 5 HP are spent when doing so, the enhancement is instead permanent.
Weight 1, Cost 25
ENCHANTMENT SCROLL OF SHOCKING
Consumable
Can be consumed to bestow the Shocking enhancement on a weapon or ranged weapon until the end of the dungeon. If 5 HP are spent when doing so, the enhancement is instead permanent.
Weight 1, Cost 25
ENCHANTMENT SCROLL OF VENOMOUS
Consumable
Can be consumed to bestow the Venomous enhancement on a weapon or ranged weapon until the end of the dungeon. If 5 HP are spent when doing so, the enhancement is instead permanent.
Weight 1, Cost 25
ENCYCYLOPEDIA APOCRYPHA
Tool/Treasure
When using a Magic Lens or a similar item or ability, this tome of dubious knowledge can be used to give the item or ability a 50% chance not to be expended but also a 20% chance to fail and provide no information.
Weight 1, Cost 10
FISHING ROD
Weapon
Atk +1, or Atk +5 against aquatic creatures.
Weight 1, Value 8
GARDENING GLOVES
Accessory
+2 Atk against plants. Allows plants to be pulled from the ground easily.
Weight 1, Value 5
GOLD COIN
Treasure
The currency of the Empire.
Weight 1 (Stack 20), Value 1
GOLEM CORE
Consumable
Can be thrown to deal 3 holy damage in an area, or a golem can drain it to restore 3 HP.
Weight 1, Value 20
GOLEM CORE BOMB
Tool
Can be dropped somewhere and then detonated with fire, dealing 10 holy damage to anything near it. Can destroy various dungeon elements, but not walls or floors.
Weight 1, Value 30
GRAVE FLOWER
Consumable
Atk and Def +1 against undead when carried. One flower is expended when attacking or when attacked by undead.
Weight 1 (Stack 5), Cost 2
GREATAXE
Weapon
Atk +4-6, 2-handed.
Weight 2, Cost 19
GREATAXE, IMPERIAL
Weapon
Atk +4-6, 2-handed. You’ll get in serious trouble if caught with this. It must be discarded at the end of the dungeon.
Weight 2, Cost –
GREATSWORD
Weapon
Atk +3, 2-handed.
Weight 1, Cost 12
GREATSWORD, RUSTY
Weapon
Atk +3, 2-handed. 30% chance to break when used.
Weight 1, Cost 6
GROUNDED BOOTS
Accessory
Def +3 against lightning damage. Additionally, when using a staff, there is a 50% chance not to consume a charge.
Weight 1, Cost 35
HARPOON
Weapon/Ranged Weapon
Atk +2 and Def +1, 2-handed. Can be thrown to deal 4 damage at range. Must be recovered after throwing. Suffers no penalties when used underwater.
Weight 1, Cost 15
HEAVY GAUNTLETS
Accessory
Def +1.
Weight 1, Cost 14
HEAVY GREAVES
Accessory
Def +1.
Weight 1, Cost 14
HELMET
Accessory
Def +1.
Weight 1, Cost 16
HELMET, FULL
Accessory
Def +2.
Weight 2, Cost 24
HELMET, GOLD
Accessory/Treasure
Def +1. 30% chance to break when attacked.
Weight 2, Cost 16
HIDE ARMOUR, BAT
Armour
Def +2. As an action can use echolocation to identify roosting bats at range without activating them.
Weight 2, Cost 20
HIDE ARMOUR, WOLF
Armour
Def +2. Canine pets gain Atk +1.
Weight 2, Cost 20
HOLY WATER
Consumable
Can be used on a weapon as part of an attack to cause it to shed light and deal +2 holy damage for 5 turns.
Weight 1, Cost 12
HONEYCOMB
Consumable
Living creatures can eat it to recover 1 HP. It can also be used at the same time as another food item or potion; the effects stack and the flavour improves!
Weight 1, Cost 6
IMBUED SKULL
Consumable
When thrown on the ground, creates a friendly Skeleton that attacks nearby enemies.
Weight 1 (Stack 3), Cost 5
IMMACULATE SUIT
Armour/Treasure
Atk and Def +1 when HP is full.
Weight 1, Cost 18
IMPERIAL RESERVE BRANDY
Consumable/Treasure
Living creatures can drink it to gain +2 Atk and Def and a 40% chance to miss all attacks for five turns.
Weight 1, Cost 15
IRON BOOTS
Accessory
Removes Atk and Def penalties for fighting in water, but also prevents swimming.
Weight 2, Cost 6
KAMAU’S HILT
Weapon
Atk +3. Counts as both a light and heavy sword. Has the name “Kamau” inscribed on it.
Weight 1, Cost –
KEYS
Tool
Unlocks certain doors, chests, or other elements. All keys found are added to the same ring, then discarded at the end of the dungeon.
Weight 1, Cost –
LEATHER ARMOUR
Armour
Def +1.
Weight 1, Cost 13
LEATHER ARMOUR, IMPERIAL
Armour
Def +1. You’ll get in serious trouble if caught with this. It must be discarded at the end of the dungeon.
Weight 1, Cost –
LOHK’S CANE
Weapon
Atk +1. Twice per dungeon can be used to replicate the effect of any carried wand or staff, even if the other item has no uses remaining. Two charges can be used to replicate one use of Channel.
Weight 1, Cost –
LONGBOW
Ranged Weapon
2-handed. Can be used to fire arrows. Deals 5 damage at range, or 4 damage if used by a Small character.
Weight 2, Cost 20
LONGSWORD
Weapon
Atk +2.
Weight 1, Cost 6
LONGSWORD, GOLD
Weapon/Treasure
Atk +2. 30% chance to break when used.
Weight 2, Cost 6
LONGSWORD, IMPERIAL
Weapon
Atk +2. You’ll get in serious trouble if caught with this. It must be discarded at the end of the dungeon.
Weight 1, Cost –
LONGSWORD, RUSTY
Weapon
Atk +2. 30% chance to break when used.
Weight 1, Cost 3
MAGIC LENS
Consumable
Use on an enemy at range to learn their stats. Someone who can see enemies through walls can use this item through walls as well.
Weight 1, Cost 10
MAUL, IMPERIAL
Armour
Atk +6, 2-handed. You’ll get in serious trouble if caught with this. It must be discarded at the end of the dungeon.
Weight 3, Cost –
MIDAS GLOVES
Accessory
Wielded gold weapons gain +2 Atk and have no break chance. Also, once per dungeon when you defeat or help defeat an enemy, a number of Gold Coins equal to the enemy’s maximum HP drops. Attempting to use this ability but failing to defeat an enemy doesn’t expend the ability.
Weight 1, Cost 40
MOLDY CHEESE
Consumable
Throw to distract rats for 1 turn. Goblins and rats can eat it to recover 1 HP, others can eat it to make themselves sick. Discarded at the end of the dungeon.
Weight 1, Cost –
MONK ROBES
Armour
Atk +2 and Def +2 if not wielding a weapon or shield.
Weight 1, Cost 25
ONION
Treasure
Can be used to grow more onions.
Weight 1 (Stack 5), Cost 1
OVEN MITTS
Accessory
Def +1 against fire damage.
Weight 1, Cost 4
OVEN MITTS, HEAVY DUTY
Accessory
Def +4 against fire damage.
Weight 1, Cost 9
OWLBEAR COWLWEAR
Accessory
Allows the wearer to see in the dark.
Weight 1, Cost 15
OWLBEAR TALONS
Accessory
Mov +1 when below half HP.
Weight 1, Cost 12
OXIDICER
Weapon
Atk +2, target’s rusty items are twice as likely to break this turn. 30% chance to deal +3 damage and become a Broken Oxidicer.
Weight 1, Cost 12
OXIDICER, BROKEN
Weapon
Atk +1, target’s rusty items are twice as likely to break this turn. At the end of the dungeon this weapon is restored to an Oxidicer. It can also be restored by using it to break an enemy’s rusty item, or by sacrificing another rusty item in the wielder’s inventory as an action.
Weight 1, Cost 12
OXYMOSS
Consumable
Enriched with oxygen. When about to take damage from staying underwater too long, one clump of moss will automatically be eaten instead to prevent the damage.
Weight 1 (Stack 3), Cost 7
PACK OF CIGARETTES
Consumable
Can be used as part of any other action to take 1 unblockable damage and gain +2 Atk until the end of the turn. An Addicted character has a 10% chance each turn to smoke without being prompted if they haven’t done so yet in the current dungeon. A character who is not Addicted has a 10% chance to become Addicted when smoking. Has a 50% chance not to be expended when used.
Weight 1, Cost 6
PET EGG
Tool
So long as it is never set down, this egg will hatch into a mystery pet at the end of the dungeon.
Weight 1, Cost –
PICK
Weapon
Atk +1, 20% chance to deal +2 damage.
Weight 1, Cost 7
PICK, HEAVY
Weapon
Atk +4, 2-handed, 20% chance to deal +3 damage.
Weight 2, Cost 17
PILE OF SPOOKY CANDY
Consumable
Eating this entire pile of candy at once restores 1 HP and grants +1 Atk, Def, and Mov for 5 turns. Happy Halloween!
Weight 1, Cost –
PIPES
Tool
When used to play a song, gives one enemy in the room a 20% chance to miss its attacks that turn, or a 60% chance if used as part of a Musical ability.
Weight 1, Cost 15
PLATE ARMOUR
Armour
Def +4, or Def +5 if no accessories are worn on the hands and feet.
Weight 5, Cost 30
PLATE ARMOUR, CRAB
Armour
Def +4, or Def +5 if no accessories are worn on the hands and feet. +2 Atk against aquatic creatures.
Weight 4, Cost 47
PLATE ARMOUR, IMPERIAL
Armour
Def +4, or Def +5 if no accessories are worn on the hands and feet. You’ll get in serious trouble if caught with this. It must be discarded at the end of the dungeon.
Weight 5, Cost –
PLATE ARMOUR, RUSTY
Armour
Def +4, or Def +5 if no accessories are worn on the hands and feet. 30% chance to break after being attacked.
Weight 5, Cost 15
POCKET HEARTH
Consumable/Treasure
A small stone hearth with a real fire burning inside, engraved with the symbol of the God of the Home. Can be placed on the ground to transform into a real hearth which provides light and grants +1 Def to all allies in the room.
Weight 1, Cost 12
POTATO
Treasure
Can be used to grow more potatoes.
Weight 1 (Stack 5), Cost 1
POTION BANDOLIER
Tool
Can hold 3 Enc worth of potions only.
Weight 1, Cost 8
POTION OF ECTOPLASM
Consumable
Restores 5 HP to any creature when consumed, but reduces the maximum HP of living creatures by 2 until the end of the dungeon.
Weight 1, Cost 12
POTION OF GREATER HEALING
Consumable
Restores 5 HP to any living creature when consumed.
Weight 1, Cost 17
POTION OF HEALING
Consumable
Restores 2 HP to any living creature when consumed.
Weight 1, Cost 10
POTION OF HOLY RESISTANCE
Consumable
Def +5 against holy damage only for 5 turns when consumed.
Weight 1, Cost 15
POTION OF POISON RESISTANCE
Consumable
Def +5 against poison damage only for 5 turns when consumed.
Weight 1, Cost 15
POTION OF RAGE
Consumable
Atk +2 for 5 turns when consumed.
Weight 1, Cost 15
POTION OF SHIELD
Consumable
Def +2 for 5 turns when consumed.
Weight 1, Cost 15
PURSE
Tool
Can hold 3 Enc worth of Gold Coins only.
Weight 1, Cost 5
RABBIT PAW
Consumable/Treasure
It must be lucky, because when you use it Paws will find you and set up shop for 5 turns. Can only be used in an area free of enemies and hazards. If enemies or hazards appear, Paws will cut and run early. He takes this item with him when he goes, but you can always pay to borrow it again. It costs 10 extra gold each time it is purchased, but gets 5 gold cheaper after each dungeon (to a minimum of 10). Its sell cost never changes.
Weight 1, Cost 10+
RAT TAIL
Treasure
The tail of a rat. Worthless?
Weight 1 (Stack 5), Cost –
RAW MEAT
Consumable
Carnivorous beasts can eat it to recover 3 HP, but other creatures can’t digest it well.
Weight 1 (Stack 3), Cost 2
RING, COPPER
Ring
Pretty, but seemingly useless.
Weight 1, Cost 5
RING, GOLD
Ring
Pretty, but seemingly useless.
Weight 1, Cost 15
RING, SILVER
Ring
Pretty, but seemingly useless.
Weight 1, Cost 10
RING OF AGGRESSION, COPPER
Ring
Atk +1.
Weight 1, Cost 20
RING OF AGGRESSION, GOLD
Ring
Atk +3.
Weight 1, Cost 30
RING OF AGGRESSION, SILVER
Ring
Atk +2.
Weight 1, Cost 25
RING OF EVASION, GOLD
Ring
All attacks have a 30% chance to miss you.
Weight 1, Cost 30
RING OF EVASION, SILVER
Ring
All attacks have a 20% chance to miss you.
Weight 1, Cost 25
RING OF PROTECTION, COPPER
Ring
Def +1.
Weight 1, Cost 20
RING OF PROTECTION, GOLD
Ring
Def +3.
Weight 1, Cost 30
RING OF PROTECTION, SILVER
Ring
Def +2.
Weight 1, Cost 25
ROPE
Tool
Can be used in a variety of situations, primarily to reach high or low places.
Weight 1, Cost 8
ROTFANG HOOD
Accessory
Worn on the head. When dealing poison damage, bypass poison immunity and reduce poison-specific bonus Def by half.
Weight 1, Cost 27
SALVESHELL ARMOUR
Armour
Def +5, Mov -1 (to a minimum of 1). Recover to 3 HP at the end of the turn if at 2 HP or less.
Weight 4, Cost 39
SHIELD
Shield
Def +2.
Weight 1, Cost 20
SHIELD, CRACKED
Shield
Def +2. 30% chance to break after being attacked.
Weight 1, Cost 10
SHIELD, GOLD HEAVY
Shield/Treasure
Def +3. 30% chance to break when attacked.
Weight 3, Cost 26
SHIELD, HEAVY
Shield
Def +3.
Weight 2, Cost 26
SHIELD, IMPERIAL HEAVY
Shield
Def +3. You’ll get in serious trouble if caught with this. It must be discarded at the end of the dungeon.
Weight 2, Cost –
SHIELD, RUSTY HEAVY
Shield
Def +3. 30% chance to break when attacked.
Weight 2, Cost 13
SHIELD, MAGMA
Shield
Def +3, or Def +6 against fire.
Weight 2, Cost 37
SHIELD, TOWER
Shield
Def +4, Atk -1.
Weight 2, Cost 34
SHOCKING
Enhancement
Applies to weapons and ranged weapons. Grants +1 lightning damage.
Cost +6
SHOCKTAIL JAVELIN
Weapon/Ranged Weapon
Atk +4. Deals lightning damage. Can be thrown to deal 5 lightning damage at range. Regrows at the end of the turn when thrown.
Weight 1, Cost 25
SIEGESWORD
Weapon
Atk +6, Def -1, 2-handed.
Weight 2, Cost 24
SOLAR ARMOUR, TARNISHED
Armour
Def+3, or Def +4 against holy damage. 10% chance to break after being attacked.
Weight 4, Cost 30
SPEAR
Weapon/Ranged Weapon
Atk +2 and Def +1, 2-handed. Can be thrown to deal 3 damage at range. Must be recovered after throwing.
Weight 1, Cost 9
SPEAR, CORN
Weapon/Consumable
Atk +2 and Def +1, 2-handed. Grants +2 Atk against undead. Not consumed when used as a weapon, but it can be eaten by most living creatures to restore 1 HP. Meat eaters can’t digest it well.
Weight 1, Cost 12
STAFF OF ANIMATION
Staff
Can target a nearby environmental skeleton to animate it into a pet for the rest of the dungeon. Can only be used once per dungeon.
Weight 1, Cost 12 per charge
STAFF OF BUBBLES
Staff
This staff can cause an air bubble to magically form around an ally (and their pet if they have one) at range. In addition to containing breathable air, this bubble provides +10 Def. The bubble lasts for up to 10 turns, but it bursts if the target is attacked or triggers a damaging trap. The bubble doesn’t prevent items from being picked up or traded, dungeon elements from being interacted with, etc. Can only be used once per dungeon.
Weight 1, Cost 8 per charge
STAFF OF GRAVITY
Staff
Permanently alters a room when used in one of three ways; preventing flight and forcing all flying creatures to land, reducing all falling damage sustained in the room by half, or cancelling either other effect that is already active. Can only be used once per dungeon.
Weight 1, Cost 10 per charge
STAFF OF TURNING
Staff
Can target a group of skeletons or skeletal creatures at range to either render them docile or deal 10 holy damage to each. Docile skeletons will still attack any other creature that is hostile to you. Attacking docile skeletons will return them to their previous behaviour. Can only be used once per dungeon.
Weight 1, Cost 10 per charge
STEAK
Consumable
Can be eaten by most living creatures to restore 2 HP.
Weight 1 (Stack 3), Cost 5
SUN SPHERE, TARNISHED
Consumable
Can be dropped or rolled towards a creature, dealing 5 holy damage in an area when it makes contact.
Weight 3, Cost 20
SUN’S RAZE
Weapon
Atk +2. Three times per dungeon, can add 1-3 additional holy damage to an attack, or 3-5 additional holy damage if in an outdoor room.
Weight 1, Cost 15
SWIFTBLADE
Weapon
Atk +1. Deals extra damage equal to wielder’s Mov.
Weight 1, Cost 25
THIEVES’ TOOLS
Tool
Can be used by a skilled thief to open locks or disable traps. Expended when used.
Weight 1, Cost 5
TOMATO
Treasure
Can be used to grow more tomatoes.
Weight 1 (Stack 5), Cost 1
TORCH
Weapon
Atk +1, deals fire damage and provides light. Extinguished and destroyed automatically after being dropped, thrown, or doused. 10% chance to go out each time it is used to attack.
Weight 1, Cost 2
TYRANT FANG
Consumable/Treasure
A tooth fallen from the jaw of a powerful lizard, said to be able to pierce anything. It can be attached to a weapon or piece of ammunition when attacking in order to deal +5 unblockable damage.
Weight 1 (Stack 3), Cost 10
TYRANT HORN
Tool/Treasure
A horn made from the bone of a powerful lizard. When blown, it attracts the attention to any tyrant lizard in the dungeon. It’s designed for a kobold’s snout, and shatters after being used by anyone else.
Weight 1, Cost 10
UPGRADE PRESS
Tool
Once per dungeon can combine two identical weapons, shields, or armours to create a superior version.
Weight 3, Cost 100
UPGRADED
Enhancement
Applies to weapons, shields, and armour. Grants +1 damage to weapons and +1 Def to shields or armour. Stacks with other enhancements.
Cost +8
VENOM GLAND, CENTIPEDE
Consumable
A character with Poison Use can apply this venom to a weapon when making an attack. That attack deals 1-2 additional poison damage.
Weight 1 (Stack 5), Cost 2
VENOM GLAND, ROTFANG COBRA
Consumable
A character with Poison Use can apply this venom to a weapon when making an attack. That attack deals 4-6 additional poison damage.
Weight 1 (Stack 5), Cost 10
VENOM GLAND, SCORPION
Consumable
A character with Poison Use can apply this venom to a weapon when making an attack. That attack deals 3-4 additional poison damage.
Weight 1 (Stack 5), Cost 6
VENOM GLAND, SPIDER
Consumable
A character with Poison Use can apply this venom to a weapon when making an attack. That attack deals 2-3 additional poison damage.
Weight 1 (Stack 5), Cost 4
VENOMOUS
Enhancement
Applies to weapons and ranged weapons. Grants +1 poison damage.
Cost +6
WAND HOLSTER
Tool
Can hold 3 Enc worth of wands only.
Weight 1, Cost 7
WAND OF DEATH TOUCH
Wand
Deals 1 unblockable damage. The amount of damage cannot be modified by abilities or other items. Can only be used 3 times per dungeon.
Weight 1, Cost 35
WAND OF FIREBALL
Wand
Deals 3-6 fire damage at range. Can only be used twice per dungeon.
Weight 1, Cost 45
WAND OF FROSTBITE
Wand
Deals 2 ice damage at range and imposes -3 Def on the target for 3 turns. The penalty lessens by 1 each turn. Can only be used twice per dungeon.
Weight 1, Cost 45
WAND OF HEAL
Wand
Can heal 3 HP to a nearby ally. Can only be used once per dungeon.
Weight 1, Cost 40
WAND OF MAGIC MISSILE
Wand
Deals 1-3 damage at range. Cannot miss.
Weight 1, Cost 40
WAND OF MAGIC MISSILE, BENT
Wand
Deals 1-3 damage at range. Cannot miss. Has a 30% chance to break every time it is used.
Weight 1, Cost 20
WAND OF MEND
Wand
Can heal 1 HP to a nearby ally that has 3 current HP or less.
Weight 1, Cost 35
WAND OF MEND, BENT
Wand
Can heal 1 HP to a nearby ally that has 3 current HP or less. Has a 30% chance to break every time it is used.
Weight 1, Cost 17
WAND OF VENOMOUS BARRAGE
Wand
Deals 8 poison damage at range. Can only be used once per dungeon.
Weight 1, Cost 55
WAND OF VENOMOUS STING
Wand
Deals 2 poison damage at range.
Weight 1, Cost 30
WAND WIELDER GLOVES
Accessory
Three times per dungeon, can be used to activate two wands at the same time.
Weight 1, Cost 40
WANTED POSTER
Consumable
Can be posted on the wall in a room while naming a specific type of creature in that room. All such creatures have -1 Atk and Def while in the room. Cannot be removed once posted.
Weight 1 (Stack 5), Cost 10
WARHAMMER
Weapon
Atk +3.
Weight 2, Cost 9
WARHAMMER, GOLD
Weapon/Treasure
Atk +3. 30% chance to break when used.
Weight 3, Cost 9
WHIP
Weapon
Atk +1, or Atk +3 against large beastly creatures.
Weight 1, Cost 7
WISH COIN
Consumable
A wish to cleanse the poisoned water. When taking poison water damage, a coin will automatically be consumed and one instance of damage will be blocked. Only one coin can be used per turn. Upon leaving the dungeon, remaining wish coins become ordinary Gold Coins.
Weight 1 (Stack 20), Cost –
WOODEN STAKE
Weapon
Atk +1. When used to attack undead, deals +4 extra damage and is destroyed.
Weight 1 , Cost 9
ZING AND THRUM, BLADES
Weapon
Atk +2 per hand used to wield these matching swords. As an action, can transform the blades into an instrument.
Weight 1, Cost –
ZING AND THRUM, VIOLIN
Tool
Can be played to give all nearby allies +1 Def, or +2 Def if used as part of a Musical ability. As an action, can transform the violin into a weapon.
Weight 1, Cost –
ZOMBIE PLAGUE SAMPLE
Consumable/Treasure
This lump of pulsating necrotic flesh can be used to revive the zombie plague… or cure it. If consumed alongside any potion, that potion’s normal effects are cancelled. Instead it reduces Infection by 3 points.
Weight 1, Cost 30