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Items

Steel, cloth and glass taken from the dead. Every base item in the depths, with the numbers the game uses.

These tables list base items: the plain form of each item, before any magic. Magic items add prefixes and suffixes to these bases, and unique items are built on them.

Swords #

The Two-Handed Sword and the Great Sword need both hands; the rest leave a hand free for a shield.

ItemDamageDurabilityRequiresItem levelValueSizeNotes
DaggerDagger1–416—1601×2One-handed · Uniques: Mercy's End, Brittle Fang, Coven Spike
Short SwordShort Sword2–62418 Str11201×3One-handed
SabreSabre1–84517 Str11701×3One-handed · Uniques: Duelist's Doom, Stormlash
FalchionFalchion4–82030 Str22501×3One-handed · Uniques: Butcherbird, Hungering Crescent
ScimitarScimitar3–72823 Str, 23 Dex42001×3One-handed · Unique: Flaying Whirl
BladeBlade3–83025 Str, 30 Dex42801×3One-handed
ClaymoreClaymore1–123635 Str54501×3One-handed · Unique: Skullsunder
Long SwordLong Sword2–104030 Str, 30 Dex63501×3One-handed · Uniques: Pyrewarden, Cinderheart
Broad SwordBroad Sword4–125040 Str87501×3One-handed · Uniques: Duskward Blade, Leechblade
Bastard SwordBastard Sword6–156050 Str101,0001×3One-handed · Unique: Ruinbringer
Two-Handed SwordTwo-Handed Sword8–167565 Str141,8002×3Two-handed · Unique: Tombfall
Great SwordGreat Sword10–2010075 Str173,0002×3Two-handed · Unique: Oathbreaker's Greatblade

Axes #

Every axe needs both hands.

ItemDamageDurabilityRequiresItem levelValueSizeNotes
Small AxeSmall Axe2–1024—21502×2Two-handed · Unique: Hexcarver
AxeAxe4–123222 Str44502×3Two-handed
Large AxeLarge Axe6–164030 Str67502×3Two-handed · Uniques: Gutsplitter, Headsman's Due, Stonejaw
Broad AxeBroad Axe8–205050 Str81,0002×3Two-handed · Uniques: Demonsunder, Stormwrack
Battle AxeBattle Axe10–256065 Str101,5002×3Two-handed · Uniques: Hollow Reaper, Bloodtithe
Great AxeGreat Axe12–307580 Str122,5002×3Two-handed · Unique: Doomreaver

Maces & Clubs #

Maces, clubs, flails and hammers. The Maul needs both hands; the rest leave a hand free for a shield.

ItemDamageDurabilityRequiresItem levelValueSizeNotes
ClubClub1–620—1201×3One-handed · Unique: Skullcrusher
MaceMace1–83216 Str22002×3One-handed · Uniques: Penitent's Mace, Censer of Wrath, Scepter of Vespers
Morning StarMorning Star1–104026 Str33002×3One-handed · Unique: Black Sun
Spiked ClubSpiked Club3–62018 Str42251×3One-handed · Unique: Skullcrusher
War HammerWar Hammer5–95040 Str56002×3One-handed · Unique: Thunderknell
FlailFlail2–123630 Str75002×3One-handed · Unique: Lich Lantern
MaulMaul6–205055 Str109002×3Two-handed · Uniques: Gravestone Maul, Anvilhead

Bows #

Every bow needs both hands. When a normal monster's drop or Tostig's common arms are picked, each bow counts twice as much as any other base item.

ItemDamageDurabilityRequiresItem levelValueSizeNotes
Short BowShort Bow1–430—11002×3Two-handed · Uniques: Witchwood Bow, Carrion Wasp
Hunter's BowHunter's Bow2–54020 Str, 35 Dex33502×3Two-handed · Unique: Pyre String
Long BowLong Bow1–63525 Str, 30 Dex52502×3Two-handed · Uniques: Gallows Yew, Nightgaunt String, Corpsefinder
Composite BowComposite Bow3–64525 Str, 40 Dex76002×3Two-handed · Uniques: Exorcist's Arc, Gravewood Bow
Short Battle BowShort Battle Bow3–74530 Str, 50 Dex97502×3Two-handed
Long Battle BowLong Battle Bow1–105030 Str, 60 Dex111,0002×3Two-handed · Unique: Deathknell
Short War BowShort War Bow4–85535 Str, 70 Dex151,5002×3Two-handed
Long War BowLong War Bow1–146045 Str, 80 Dex192,0002×3Two-handed · Unique: Requiem

Staves #

Every staff needs both hands. Three in four staves carry a spell with charges and are named after it (Long Staff of Fireball). The spell's staff level is at most half the item level, and the staff then needs the spell's Magic. The other staves roll prefixes and suffixes instead. Sabine the Witch sells staves and recharges them.

ItemDamageDurabilityRequiresItem levelValueSizeNotes
Short StaffShort Staff2–425—1301×3Two-handed · Uniques: Petrifier, Thornwarden
Long StaffLong Staff4–835—41001×3Two-handed · Uniques: Shadowcane, Pyrebrand, Phantom Staff
Composite StaffComposite Staff5–1045—65001×3Two-handed · Unique: Tempest Rod
Quarter StaffQuarter Staff6–125520 Str91,0001×3Two-handed · Unique: Mad Prophet's Staff
War StaffWar Staff8–167530 Str121,5001×3Two-handed · Uniques: Stormspine, Golemheart

Class weapons #

Claws, wands and pelts each belong to one class (Assassin, Necromancer and Druid). Every other hero sees them in red and cannot use them. They only appear for their own class: about one weapon drop in eight becomes a claw for an Assassin or a wand for a Necromancer, and one helm drop in eight becomes a pelt for a Druid, picked among the two best that the drop's item level allows. Tostig the Smith stocks one or two for your class, and the slain hero on depth 9 leaves a magic one.

The Assassin can wield a claw or a sword in each hand; the off-hand weapon adds half its damage.

Claws

ItemDamageDurabilityRequiresItem levelValueSizeNotes
KatarKatar3–62415 Str, 25 Dex11201×3One-handed · Assassin only
Wrist BladeWrist Blade4–93225 Str, 40 Dex64501×3One-handed · Assassin only
Hatchet HandsHatchet Hands6–124035 Str, 60 Dex121,1001×3One-handed · Assassin only
Blade TalonsBlade Talons8–154845 Str, 80 Dex182,2001×3One-handed · Assassin only

Wands

ItemDamageDurabilityRequiresItem levelValueSizeNotes
WandWand1–315—1601×2One-handed · Necromancer only
Yew WandYew Wand2–42020 Mag63001×2One-handed · Necromancer only
Bone WandBone Wand2–62535 Mag129001×2One-handed · Necromancer only · +1 to Necromancer ability levels
Grim WandGrim Wand3–73055 Mag182,0001×2One-handed · Necromancer only · +1 to Necromancer ability levels

Light armour #

Light armour needs little or no Strength. The Monk gains armour equal to twice his level in light armour or none.

ItemArmourDurabilityRequiresItem levelValueSizeNotes
RagsRags2–66—152×3Unique: Leper's Shroud
CapeCape1–512—1102×3Unique: Nightveil
CloakCloak3–718—2402×3Unique: Shroud of Many Sorrows
RobeRobe4–724—3752×3Unique: Vestments of the Coven
Quilted ArmorQuilted Armor7–1030—42002×3
Leather ArmorLeather Armor10–1335—63002×3Unique: Ghoulhide
Hard Leather ArmorHard Leather Armor11–1440—74502×3
Studded Leather ArmorStudded Leather Armor15–174520 Str97002×3Unique: Flayed Hide

Medium armour #

The Monk gains half his level in armour in medium armour, or twice his level if it is unique.

ItemArmourDurabilityRequiresItem levelValueSizeNotes
Ring MailRing Mail17–205025 Str119002×3
Chain MailChain Mail18–225530 Str131,2502×3Unique: Stormchain
Scale MailScale Mail23–286035 Str152,3002×3
Splint MailSplint Mail30–356540 Str173,2502×3

Heavy armour #

Heavy armour gives the Monk no bonus, unless it is unique (half his level).

ItemArmourDurabilityRequiresItem levelValueSizeNotes
Breast PlateBreast Plate20–248040 Str162,8002×3Unique: Carapace of the Pit
Plate MailPlate Mail42–507560 Str194,6002×3Unique: Phantom Plate
Field PlateField Plate40–458065 Str215,8002×3
Gothic PlateGothic Plate50–6010080 Str238,0002×3
Full Plate MailFull Plate Mail60–759090 Str256,5002×3Unique: Infernal Bulwark

Helms #

The last 4 are the pelts of the Druid, the only hero who can wear them (see class weapons for how class items drop).

ItemArmourDurabilityRequiresItem levelValueSizeNotes
CapCap1–315—1152×2
Skull CapSkull Cap2–420—4252×2Unique: Cowl of Whispers
HelmHelm4–63025 Str8402×2Uniques: Vampire's Visor, Warmonger's Helm, Helm of the Bleeding Saint
Full HelmFull Helm6–83535 Str12902×2
CrownCrown8–1240—162002×2Unique: Diadem of Ashen Kings
Great HelmGreat Helm10–156050 Str204002×2Unique: Eclipse Helm
Wolf HeadWolf Head8–112020 Str33002×2Druid only
Hawk HelmHawk Helm10–152425 Str87002×2Druid only
AntlersAntlers12–183030 Str131,5002×2Druid only · +1 to Druid ability levels
Falcon MaskFalcon Mask15–213635 Str183,0002×2Druid only · +1 to Druid ability levels

Shields #

A shield lets its bearer block blows.

ItemArmourDurabilityRequiresItem levelValueSizeNotes
BucklerBuckler1–516—1302×2Uniques: Martyr's Buckler, Gravemarker
Small ShieldSmall Shield3–82425 Str5902×2Unique: Coffin Lid
Large ShieldLarge Shield5–103240 Str92002×3Unique: Rampart of Bones
Kite ShieldKite Shield8–154050 Str144002×3Unique: Wyrmscale Kite
Tower ShieldTower Shield12–205060 Str208502×3Unique: Thundergate
Gothic ShieldGothic Shield14–186080 Str232,3002×3Unique: Thundergate

Jewellery #

Rings and amulets never drop plain: each one is magic or unique, and the ones Tostig and Hob sell are magic. Their worth lies in their affixes.

ItemItem levelValueSizeNotes
RingRing51,0001×1Always magic or unique · 3 entries in the item table (item levels 5, 10 and 15) · Uniques: Ring of Cruelty, Occultist's Loop, Bloodwell Ring, Ring of the Devouring Covenant, Ring of Barbs
AmuletAmulet81,2001×1Always magic or unique · 2 entries in the item table (item levels 8 and 16)

Potions & elixirs #

Potions and elixirs are used with a right click or a belt key. Partial potions are multiplied by your class's factor below; full potions always restore everything.

ItemEffectItem levelValueNotes
Potion of HealingPotion of HealingRestores some life: 1/8 to 3/8 of your maximum life, times your class's potion factor.150Brother Ansel always has it
Potion of Full HealingPotion of Full HealingRestores all life.1150Brother Ansel always has it
Potion of ManaPotion of ManaRestores some mana: 1/8 to 3/8 of your maximum mana, times your class's potion factor.150Sabine the Witch always has it
Potion of Full ManaPotion of Full ManaRestores all mana.1150Sabine the Witch always has it
Potion of RejuvenationPotion of RejuvenationRestores some life and some mana, each as the potions above, and refills your stamina.3120
Potion of Full RejuvenationPotion of Full RejuvenationRestores all life, mana and stamina.7600
Elixir of StrengthElixir of Strength+1 Strength for good, up to your class's maximum.155,000
Elixir of MagicElixir of Magic+1 Magic for good, up to your class's maximum, with the mana that point brings.155,000
Elixir of DexterityElixir of Dexterity+1 Dexterity for good, up to your class's maximum.155,000
Elixir of VitalityElixir of Vitality+1 Vitality for good, up to your class's maximum, with the life that point brings.205,000
Potion factor by class (healing, mana and rejuvenation potions)
ClassLife potionsMana potions
Warrior×2×1
Rogue×1.5×1.5
Sorcerer×1×2
Monk×1.5×1.5
Necromancer×2×1.5
Druid×1.5×1.5
Assassin×1.5×1.25

Scrolls #

Reading a scroll casts its spell once and uses the scroll up. A scroll with a Magic requirement needs that much Magic to read. In town only the scrolls marked "Works in town" do anything.

ItemSpellRequiresItem levelValueNotes
Scroll of HealingScroll of HealingHealing—150Works in town
Scroll of IdentifyScroll of IdentifyIdentify—1100Read it, then click an item · Works in town
Scroll of InfernoScroll of InfernoInferno19 Mag1100Read it, then click a target
Scroll of LightningScroll of LightningLightning—4150Read it, then click a target
Scroll of Town PortalScroll of Town PortalTown Portal—4200Read it, then click a target · Sabine the Witch always has it
Scroll of Fire WallScroll of Fire WallFire Wall17 Mag4400Read it, then click a target
Scroll of PhasingScroll of PhasingPhasing25 Mag6200
Scroll of FlashScroll of FlashFlash21 Mag6500
Scroll of Stone CurseScroll of Stone CurseStone Curse33 Mag6800Read it, then click a target
Scroll of FireballScroll of FireballFireball31 Mag8300Read it, then click a target
Scroll of InfravisionScroll of InfravisionInfravision23 Mag8600
Scroll of Mana ShieldScroll of Mana ShieldMana Shield—81,200
Scroll of Flame WaveScroll of Flame WaveFlame Wave29 Mag10650Read it, then click a target
Scroll of Chain LightningScroll of Chain LightningChain Lightning35 Mag10750
Scroll of GolemScroll of GolemGolem51 Mag101,100Read it, then click a target
Scroll of GuardianScroll of GuardianGuardian47 Mag12950Read it, then click a target
Scroll of NovaScroll of NovaNova57 Mag141,300
Scroll of TeleportScroll of TeleportTeleport81 Mag143,000Read it, then click a target
Scroll of ApocalypseScroll of ApocalypseApocalypse117 Mag222,000

Books #

A book is one base item that takes a spell when it is made. Reading it teaches the spell, or raises it one level (up to 15), and refills mana equal to the spell's mana cost. The cover shows the spell's school.

BookSchoolBook levelRequiresPrice
Book of Charged BoltBook of Charged BoltLightning125 Mag1,000
Book of FireboltBook of FireboltFire115 Mag1,000
Book of HealingBook of HealingMagic117 Mag1,000
Book of Holy BoltBook of Holy BoltMagic120 Mag1,000
Book of TelekinesisBook of TelekinesisMagic233 Mag2,500
Book of Fire WallBook of Fire WallFire327 Mag6,000
Book of InfernoBook of InfernoFire320 Mag2,000
Book of Town PortalBook of Town PortalMagic320 Mag3,000
Book of LightningBook of LightningLightning420 Mag3,000
Book of FlashBook of FlashLightning533 Mag7,500
Book of Mana ShieldBook of Mana ShieldMagic625 Mag16,000
Book of Stone CurseBook of Stone CurseMagic651 Mag12,000
Book of PhasingBook of PhasingMagic739 Mag3,500
Book of Chain LightningBook of Chain LightningLightning854 Mag11,000
Book of ElementalBook of ElementalFire868 Mag10,500
Book of FireballBook of FireballFire848 Mag8,000
Book of Bone SpiritBook of Bone SpiritMagic934 Mag11,500
Book of Flame WaveBook of Flame WaveFire954 Mag10,000
Book of GuardianBook of GuardianFire961 Mag14,000
Book of GolemBook of GolemFire1181 Mag18,000
Book of Blood StarBook of Blood StarMagic1470 Mag27,500
Book of TeleportBook of TeleportMagic14105 Mag20,000

Quest items #

Quest items cannot be sold. Elder Enoch has something to say about each one; his words are quoted below.

Fallen Starstone

Fallen Starstone #

Quest: The Fallen Star

The Fallen Starstone. Cold as a grave and heavier than it looks. Tostig is waiting for it.
Inn Signboard

Inn Signboard #

Quest: The Stolen Sign

Osric's signboard. The crow is a little chewed. Take it home.
Tome of Rot

Tome of Rot #

Quest: Rotcap

The Tome of Rot: an herbalist's notes on what grows in dead places. Sabine would prize it.
Rotcap Mushroom

Rotcap Mushroom #

Quest: Rotcap

Rotcap. Do not eat it. Do not sniff it. Give it to Sabine, and wash your hands after.
Festering Brain

Festering Brain #

Quest: Rotcap

A demon's brain, still festering. Brother Ansel has asked for such a thing, saints help him.
Elixir of the Grave

Elixir of the Grave #

Quest: Rotcap

The Elixir of the Grave. It smells of fresh-turned earth. Drink it only when you stand closer to death than to life.

Drinking it gives +3 to Strength, Magic, Dexterity and Vitality, each up to your class's maximum. It can only be drunk once the Rotcap quest is done.

Martyr's Heartstone

Martyr's Heartstone #

Quest: The Last Paladin

A Martyr's Heartstone. Set it upon its pedestal where the paladin's chamber waits.
Anvil of Embers

Anvil of Embers #

Quest: The Anvil of Embers

The Anvil of Embers, still warm to the touch. The saint's chains were forged on it. Tostig's hands are waiting.
Elixir of Absolution

Elixir of Absolution #

Quest: The Forsworn Knight

The Elixir of Absolution, in the saints' gold glass. It was brewed for the oathbroken. Ser Calden waits for it.
Staff of the Betrayer

Staff of the Betrayer #

Quest: The Betrayer

This is Vossarin's staff. Give it to me, quickly. We must speak of what it means.

The quest rewards that are unique items are on the Uniques page: The Gravedigger's Cleaver, Crown of the Hollow King, Band of the Fallen Star, Eye of the Sightless, Ring of the Penitent, Mourner's Cowl, Iron Penance, Mantle of the Last Paladin, Emberwrought Edge.

Gold #

A pile of gold

Gold is not carried as an item. Picking up a pile empties it into your purse, which takes no room in the pack, the belt or the stash and has no limit. Shops take their prices from the purse. See the gold purse.

A pile on the floor holds between 5 × L and 15 × L − 1 gold, where L is the depth (L + 16 on Nightmare, L + 32 on Hell). On depths 13 to 16 a pile holds an eighth more. No pile holds more than 5,000 gold.