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, 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

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, 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

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

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

DRAGON ROBE, FIRE

Armour
Def +3 against fire damage only, and +1 damage when dealing fire damage.
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

EMPTY MUG

Tool
Can be used to collect liquids.
Weight 1, Cost 1

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

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 –

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

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, 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 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 PROTECTION, COPPER

Ring
Def +1.
Weight 1, Cost 20

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

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

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 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

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

UPGRADE PRESS

Tool
Once per dungeon can combine two identical weapons, shields, or armours to create a superior version.
Weight 3, Cost 100

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 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 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

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