Goodies DH

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The complete item listing of goodies that can be found while exploring the dungeons

of Dungeon Hack.

Weapons

 Throwing Dart: Does weak damage


 Rock: Weak damage when thrown, usable to hold down switch plates
 Stone of Good Luck: Adds +1 to saving throws. Enhances a thief's chance to pick
locks
 Throwing dagger: Slightly better damage than the Throwing Dart
 Dagger: Usable by magic-users. Can't be thrown effectively. Damage is weak
compared to other weapons.
 Dagger of Venom: +1 to hit and damage. Chance of poisoning it's target
 Staff: Two-handed weapon usable by magic-users. It's bluntness does not allow for
significant damage.
 Staff of Striking: +3 to hit and damage. Embedded magic allows staff to do
significant damage
 Club: Blunt weapon that does weak damage. Usable by magic-users
 Mace: Blunt weapon that does moderate damage. Usable by a cleric
 Flail: Does slightly more damage than a mace. Usable by clerics.
 Morning Star: Does moderate damage. Also usable by clerics
 Throwing Hammer: Does weak damage. Can be thrown effectively
 Maul of the Titans: Very powerful weapon. Can be thrown, but needs to be picked up
after every use, thus limiting it's effectiveness.
 Axe: Edged weapon that does moderate damage
 Polearm: Two-handed weapon that does significant damage. Usable
by warrior classes only
 Halberd: Same as the Polearm
 Short Sword: Not as strong as the long sword
 Long Sword: Most effective one-handed weapon in the game. Usable by all classes
except cleric and magic-user
 Two-handed sword: Two-handed terror for warriors
 Sword of Slaying: Functions as a +1 long sword, but against the specified monster
type, the sword will deal double damage
 Arrow: Ammunition for bows. Light damage, but can be retrieved
 Arrow of Slaying: +3 to attack and damage against everything. Instantly kills
specified monster if it hits it

Armor

 Leather boots: Standard footwear for dungeon exploring. No significant bonus


 Drow boots: Allows wearer to move silently through the dungeon
 Robe: Best armor for mages. No significant bonus to armor class (AC)
 Leather Armor: -2 to AC
 Ring Mail: -3 to AC
 Brigadine Armor: -3 to AC
 Scale Mail: -4 to AC
 Chain Mail: -5 to AC
 Banded Armor: -6 to AC
 Bronze Plate: -6 to AC
 Plate Mail: -7 to AC
 Full Plate: -8 to AC
 Dragonskin Armor: -7 to AC
 Elven Chain Mail: -5 to AC, most powerful armor for thieves due to its light weight
 Cloak of Protection: Bonus to Armor Class and saving throws. Can't be used with
magical armor
 Cloak of Defenselessness: Cursed item that increases the wearer's Armor Class.
Needs to be uncursed to be removed
 Bracers of Protection: Adds a bonus to the wearer's Armor Class
 Bracers of Defenselessness: Cursed item that increases the wearer's Armor Class.
Needs to be uncursed to be removed
 Bracers of Archery: +2 to hit and +1 to damage for any bow attack while worn. No
benefit to Armor Class when worn
 Shield: -1 to AC. Can't be used by thieves and magic users
 Magic Shield: Stronger than a regular shield. Bonus to Armor Class is equal to the
bonus stated
 Cursed shield: Cursed item that raises wearer's Armor Class
 Magic helm: Same effect as a magic shield
 Cursed Helm: Same effect as a cursed shield
 Helm of Underwater Action: Allows wearer to move normally and breathe underwater
 Helm of Stupidity: Cursed item that lowers intelligence to 7
 Gauntlets of Dexterity: Increases dexterity. Bonus is based on
current dexterity score
 Gauntlets of Fire Giant Strength: Gives a strength score of 22 while worn
 Gauntlets of Hill Giant Strength: Gives a strength score of 19 while worn
 Gauntlets of Ogre Power: Gives a strength score of 18/00 while worn

Food

 Apple: delicious, but not very filling


 Rations: Typical adventurer's fare
 Iron Rations: Rations with added preservatives. Very delicious and extra filling.
These rarely spoil

Miscellaneous items

 Holy Symbol: Used by clerics and paladins to cast spells. Must be held to use
 Spellbook: Used by magic-users to cast spells. Must be held to be used
 Thieves' tools: A set of lockpicks for thieves to unlock doors without using a key
 Keys and Gems: Used as keys to open locked doors
 Journal page: Gives the finder a hint about an item or a monster
 Map parchment: Displays the full map of the level currently being explored
 Silver Coin: Used to activate healing orbs. Provide a small amount of healing
 Gold Coin: Used to activate healing orbs. Provides a greater amount of healing
 Dust of Remove Curse: Allows user to remove cursed items. Has a preset number of
uses before the supply is used up
 Scrying Glass: Hold in one hand, and an unidentified item in the other hand to
identify it. Magical items will have their magical properties revealed

Set items

 ITEMS OF FHANG
o Armor of Fhang: Gives fire resistance to wearer
o Helm of Fhang: Casts an aura of fear around wearer
o Shield of Fhang
o Sword of Fhang
 LOST ITEMS OF MIDNIGHT
o Lost Armor of Midnight: Wearer immune to damage caused by normal
weapons
o Lost Helm of Midnight: Wearer able to see illusionary walls
o Lost Shield of Midnight: Wearer absorbs some damage taken
o Lost Sword of Midnight
 ITEMS OF KEIGN
o Helm of Keign: Allows wearer to see invisible monsters
o Plate Armor of Keign
o Shield of Keign: Gives wearer some magic resistance
o Sword of Keign

Wearing all four items of this set will give the wearer some additional magic
resistance

 ITEMS OF RAVENNA
o Ravenna's Elven Mantle of Warding: Wearer immune to sleep and paralysis
effects
o Ravenna's Hat of Intellect
o Ravenna's Signet of Priestly Skill
o Ravenna's Staff of Swiftness
 ITEMS OF ONEX
o Hat of Onex: Bonus to saving throws
o Quarterstaff of Onex
o Ring of Onex
o Robe of Onex: Reduces time spent memorizing spells

Wearing all four items will give the wearer some magic resistance

 ITEMS OF GHREU
o Ghreu's Leather Armor of Free Action
o Ghreu's Nimble Boots of Prowling: Grants wearer feather falling and water
walking
o Ghreu's Shield of Dexterity
o Ghreu's Tools of Opening: Auto-repairs itself in one day after breaking

Wearing all four items will alow the wearer to detect illusionary walls and secret
doors.

 ITEMS OF HIGH PRIEST MYRH


o Chainmail of High Priest Myrh
o High Priest Myrh's Holy Symbol: Increases power of all clerical spells cast
o Mace of High Priest Myrh
o Steel Helm of High Priest Myrh

Wearing all four items will increase the power of clerical spells

 ITEMS OF PHOOS
o The Chain Armor of Phoos
o The Helm of Phoos
o The Mace of Phoos: Has a chance of healing person wielding upon a
successful hit
o The Symbol of Phoos: Holder can pray for an addtional clerical spell per spell
level

Wearing the complete set will give the wearer fire resistance

Books, Tomes, Librams, and Manuals

 Book of Exalted Deeds: Clerics of good alignment will get a +1 bonus to wisdom and
an experience bonus
 Book of Vile Darkness: Clerics of evil alignment will get a +1 bonus to wisdom and
an experience bonus
 Libram of Gainful Conjuration: Magic-users of neutral alignment gain an experience
bonus

Libram of Ineffable Damnation: Magic-users of evil alignment gain an experience


bonus

 Libram of Silver Magic: Magic-users of good alignment gain an experience bonus


 Manual of Bodily Health: +1 to constitution when read
 Manual of Gainful Excercise: +1 to strength when read
 Manual of Puissant Skill at Arms: Fighters (not paladins or rangers) will recieve an
experience bonus
 Manual of Quickness in Action: +1 to dexterity when read
 Manual of Stealthy Pilfering: Thieves get an experience bonus
 Tome of Clear Thought: +1 to intelligence when read
 Tome of Leadership and Influence: +1 to charisma when read
 Tome of Understanding: +1 to wisdom when read
 Vacuous Grimoire: A cursed tome. -1 to intelligence and/or -2 to wisdom when read

Scrolls

 Protection from cold scroll: Protects from cold attacks


 Protection from dragon breath scroll: Protects from blue dragon breath
 Protection from electricity scroll: Protects from electrical attacks
 Protection from gas scroll: Protects from gas attacks
 Protection from level drain scroll: Protects from level drain by undead
 Protection from magic scroll: Protects from magic attacks (Ex. magic missile)
 Protection from petrification scroll: Protects from stoning by medusae
 Protection from poison scroll: Protects from poisoning

Rings
Note that rings are unidentified when found

 Ring of adornment: Useless ring which doesn't do anything


 Ring of constitution: Adds 1 point of constitution as long as it is worn
 Ring of dexterity: Adds 1 point of dexterity as long as it is worn
 Ring of feather falling: Character doesn't take damage from falling down pits
 Ring of fire resistance: Character takes less damage from fire attacks
 Ring of free action: Cancels web, hold and paralyzation magic
 Ring of invisibility: Makes character invisible until he attacks a monster
 Ring of might: Makes attacks more powerful, allowing you to do more damage
 Ring of protection: Decreases AC by plus. Doesn't work with magic armor
 Ring of provocation: Cursed item which attracts and enrages monsters
 Ring of regeneration: Regenerates hit points slowly
 Ring of shocking grasp: When attacking with this hand, does 4-14 damage
 Ring of strength: Adds +1 to strength as long as it is worn
 Ring of sustain strength: Prevents strength drain by undead and special zones
 Ring of sustenance: Eliminates need for food
 Ring of weakness: Cursed item which drains both constitution and strength
 Ring of wisdom: Adds 1 point of wisdom as long as it is worn
 Ring of wizardry: Doubles the number of spells/spell level you can learn

Potions
Note that potions are unidentified when initially found

 Aqua Regia: Just a bottle of plain 'ol colored water


 Potion of Confusion: Disorients your character when consumed
 Potion of Extra Healing: Heals 6-27 hit points of damage
 Potion of Food Detection: Detects any food on the current level
 Potion of Giant Strength: Temporarily gives you strength of 19+
 Potion of Healing: Heals 4-10 hit points of damage
 Potion of Invisibility: Makes character invisible until he attacks a monster
 Potion of Monster Detection: Shows all the monsters on the current level
 Potion of 'Neutralize Poison': Removes the poisoned condition
 Potion of Poison: Poisons character when consumed. Throw at monsters to poison
them
 Potion of 'Resist Fire': Character takes less damage from fire attacks
 Potion of Restore Strength: Restores any strength lost from undead zones
 Potion of Speed: Allows character to move and attack twice as fast
 Potion of Vitality: Eliminates need for food temporarily
 Potion of 'Water Breathing': Allows movement underwater without losing HP
 Oil of Fiery Burning: When thrown at monsters, inflicts 5-30 HP of damage

Wands
Wands are unidentified when found. Some have a preset number of charges which is
randomly chosen when the wand is found. Wands with zero charges can't be recharged and
should be discarded.

 Mundane Wand: A useless, burned out wand


 Wand of Acid: Shoots acid in the direction you are facing
 Wand of Allurment: Teleports a monster in direction you're facing behind you
 Wand of Cold: Shoots a cone of cold in the direction you are facing
 Wand of Curing: Heals 6-21 hit points of damage
 Wand of Distance: Teleports a monster away
 Wand of Fire: Shoots a fireball in the direction you are facing
 Wand of Frost: Shoots frost in the direction you are facing
 Wand of Hasten Foe: A cursed wand which speeds up monsters
 Wand of Hinder Foe: Speeds the character up, doubling movement and attacks
 Wand of Lightning: Shoots lightning in the direction you are facing
 Wand of Magic Missiles: Shoots magic missile in the direction you are facing
 Wand of Paralyzation: Paralyzes the monster if front of you
 Wand of Restoration: Restores any levels lost because of undead
 Wand of Smiting: Equip as a weapon to use. Does 4-11 damage, plus extra
vs.Golems. Most effective weapon for magic-users. Excellent attack speed and can
also a second Wand of Smiting as a secondary weapon
 Wand of Trap Detection: Detects all traps on current level

Amulets
Amulets are unidentified when found

 Amulet of Magic Missiles: When held and used, it will fire a Magic Missile spell at a
target
 Amulet of Fireballs: When held and used, it will shoot a fireball at a target
 Amulet of Magic Resistance: Character will take less damage from magic
 Amulet of Imminent Return: Teleports you to stairs down on the level above. Useful
if surrounded by tough monsters and you are low on HP
 Necklace of Adornment: A useless, garbage amulet. Discard immediately when found

Source: Personal experience and www.gamefaqs.com

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