
   [angband3.gif] Good Items
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       Hand To Hand | Shooting | Ammo | Body Armor & Shields
       Dragon Armor | Cloaks | Helms | Crowns | Gloves | Boots | Other
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       In the listing for great items which follows, keep in mind that
       all great items get all the bonuses that good items get. If a
       bonus to-hit, to-dam or to AC is given for a great item, that
       bonus is in addition to the good item bonus.
       A "low resist" is one of the following: resist fire, resist cold,
       resist acid, resist lightning, sustain str., sustain int., sustain
       wis., sustain dex., sustain con., sustain cha.; all with equal
       probability.
       A "high resist" is resistance to one of the following: confusion,
       sound, light, darkness, chaos, nether, shards, nexus, blindness,
       disenchantment; all with equal probability. (Note that poison
       resistance does not qualify as a high resistance.)
       An item that has resist fire/cold/acid/lightning always has ignore
       fire/cold/acid/lightning as well. Exception: objects with a random
       low resist that is resist fire/cold/acid/lightning do not
       automatically get the corresponding ignore characteristic.
       The notation "XdY" indicates a number obtained by rolling an
       Y-sided die X times. (Thus 4d6 indicates a number from 4 to 24.)
       The notation MB(X,Y) indicates an integer between X and Y
       inclusive that is dependent on dungeon depth and has a normal
       distribution that is centered about (Y-X)*(Dungeon Level/100),
       with depths greater than level 100 (5000') counting as level 100.
       The notation "xdY(1 in Z)" indicates a number obtained by rolling
       a Y-sided die x times. x is equal to the number of times the 1 in
       Z is chance is made, until failure. Thus xd4(1 in 10) translates
       to: 0 (90% chance), 1d4 (9% chance), 2d4 (0.9% chance), 3d4 (0.09%
       chance) ... There is no limit, so theoretically it is possible to
       get maxint, but don't count on it :-).
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  Good Hand to Hand Weapons
       Good hand-to-hand weapons get a bonus of +1d3+MB(0,10) to-hit and
       a bonus of +1d3+MB (0,10) to-dam. Good hand-to-hand weapons get a
       50% bonus to the roll for greatness.
        
              Weapon (Blessed) (XdY) (+3,+3) (+1d3)
                      
              Probability: 1 in 15
              Rating +20; Price Bonus +5000
              +1d3 Bonus to Wisdom
              Blessed Weapon; One Low Resist
                      
              Weapon (Defender) (XdY) (+3,+3) [+5+1d5] (+1d3)
                      
              Probability: 1 in 30
              Rating +23; Price Bonus +15000
              +5+1d5 Bonus to AC
              +1d3 Bonus to Stealth
              Free Action; Resist Fire, Cold, Acid, Lightning; Feather
                      Fall;
                      
              Regenerate; See Invisible
                      
              Weapon (Holy Avenger) (XdY) (+5,+5) [+1d4] (+1d4)
                      
              Probability: 1 in 30
              Rating +25; Price Bonus +20000
              +1d4 Bonus to AC
              +1d4 Bonus to Wisdom
              Slay Evil, Undead, Demon; Blessed Weapon; See Invisible
              Sustain a random statistic (equal chance for any of the
                      six)
                      
              Weapon of Extra Attacks (XdY) (+5,+3) (+1d3)
                      
              Probability: 1 in 30
              Rating +20; Price Bonus +10000
              If the weapon weighs more than 13 lb.: +1 Extra Attack;
                      otherwise:
                      
              If the weapon weighs more than 8 lb.: +1d2 Extra Attacks;
                      otherwise:
                      
              If the weapon is 8 lb. or less: +1d3 Extra Attacks
                      
              Weapon of Flame (XdY) (+2,+2)
                      
              Probability: 1 in 15
              Rating +20; Price Bonus +3000
              Flame Tongue; Resist Fire
                      
              Weapon of Frost (XdY) (+2,+2)
                      
              Probability: 1 in 15
              Rating +20; Price Bonus +2500
              Frost Brand; Resist Cold
                      
              Weapon of Slay Animal (XdY) (+3,+3)
                      
              Probability: 1 in 15
              Rating +15; Price Bonus +2000
              Slay Animal
                      
              Weapon of Slay Demon (XdY) (+2,+2)
                      
              Probability: 1 in 10
              Rating +16; Price Bonus +1200
              Slay Demon
                      
              Weapon of Slay Dragon (XdY) (+3,+3)
                      
              Probability: 1 in 15
              Rating +18; Price Bonus +4000
              Slay Dragon
                      
              Weapon of Slay Evil (XdY) (+3,+3)
                      
              Probability: 1 in 15
              Rating +18; Price Bonus +4000
              Slay Evil
              1 in 3 chance of: +1 Bonus to Wisdom
              Blessed Weapon
                      
              Weapon of Slay Giant (XdY) (+2,+2)
                      
              Probability: 1 in 10
              Rating +14; Price Bonus +1200
              Slay Giant
                      
              Weapon of Slay Orc (XdY) (+2,+2)
                      
              Probability: 1 in 10
              Rating +13; Price Bonus +1200
              Slay Orc
                      
              Weapon of Slay Troll (XdY) (+2,+2)
                      
              Probability: 1 in 10
              Rating +13; Price Bonus +1200
              Slay Troll
                      
              Weapon of Slay Undead (XdY) (+2,+2)
                      
              Probability: 1 in 15
              Rating +18; Price Bonus +3000
              Slay Undead; See Invisible
              1 in 3 chance of: Hold Life
                      
              Weapon of Westernesse (XdY) (+3+1d5,+3+1d5) (+1)
                      
              Probability: 1 in 30
              Rating +20; Price Bonus +20000
              +1 Bonus to Strength, Dexterity, Constitution
              Slay Orc; One Low Resist; Free Action; See Invisible
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            Good Shooting Weapons
            Good shooting weapons get a bonus of +1d3+MB(0,10) to-hit,
            and a bonus of +1d3+MB(0,10) to-dam. If the roll for
            greatness succeeds:
        
              Shooting Weapon (+0,+MB(2,6))
                      
              Probability: 3 in 20
              No Rating or Price Bonus
                      
              Shooting Weapon (+MB(2,6),+0)
                      
              Probability: 3 in 20
              No Rating or Price Bonus
                      
              Shooting Weapon (+MB(2,6),+MB(2,6))
                      
              Probability: 1 in 5
              No Rating or Price Bonus
                      
              Shooting Weapon of Accuracy (+12,+5)
                      
              Probability: 1 in 5
              Rating +11; Price Bonus +1000
                      
              Shooting Weapon of Extra Might (+5,+10)
                      
              Probability: 1 in 20
              Rating +20; Price Bonus +10000
              Extra Might
                      
              Shooting Weapon of Extra Shots (+10,+3)
                      
              Probability: 1 in 20
              Rating +20; Price Bonus +10000
              Extra Shots
                      
              Shooting Weapon of Velocity (+5,+12)
                      
              Probability: 1 in 5
              Rating +11; Price Bonus +1000
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            Good Ammunition
            Good ammunition gets a bonus of +1d5+MB(0,15) to-hit and a
            bonus of +1d5+MB(0,15) to-dam. It also gets a bonus of 150%
            to the roll for greatness; if this succeeds:
            Great ammunition may have a higher number of damage dice than
            normal. Additional rolls for greatness are made, with each
            successful roll adding one damage die; this continues until a
            roll fails.
        
              Ammo of Fire (XdY) (+2,+4)
                      
              Probability: 2 in 11
              Rating +6; Price Bonus +25
              Flame Tongue; Ignore Fire
                      
              Ammo of Slaying ((X+2)dY) (+10,+10)
                      
              Probability: 1 in 11
              Rating +10; Price Bonus +45
                      
              Ammo of Slay Animal (XdY) (+2,+2)
                      
              Probability: 2 in 11
              Rating +5; Price Bonus +30
              Slay Animal
                      
              Ammo of Slay Dragon (XdY) (+3,+3)
                      
              Probability: 1 in 11
              Rating +9; Price Bonus +35
              Slay Dragon
                      
              Ammo of Slay Evil (XdY) (+3,+3)
                      
              Probability: 2 in 11
              Rating +7; Price Bonus +25
              Slay Evil
                      
              Ammo of Wounding ((X+1)dY) (+5,+5)
                      
              Probability: 3 in 11
              Rating +5; Price Bonus +30
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            Good Body Armor and Shields
            Good body armor and shields get an added bonus to AC of
            +1d3+MB(0,5). If the roll for greatness succeeds: If the item
            is a robe, it has a 1 in 30 chance of being a Robe of the
            Magi.
        
              Robe of the Magi [2,+10+1d5]
                      
              Rating +30; Price Bonus +30000
              One High Resist; Resist Fire, Cold, Acid, Lightning; Hold
                      Life;
                      
              Sustain All Stats
              Otherwise:
                      
              Armor of Elvenkind [X,+15] (+1d3)
                      
              Probability: 1 in 27
              Rating +25; Price Bonus +15000
              +1d3 Bonus to Stealth
              One High Resist; Resist Fire, Cold, Acid, Lightning
                      
              Armor of Resistance [X,+10]
                      
              Probability: 2 in 27
              Rating +20; Price Bonus +12500
              Resist Fire, Cold, Acid, Lightning
                      
              Armor of Resist Acid [X,+0]
                      
              Probability: 1 in 9
              Rating +18; Price Bonus +1000
              Resist Acid
                      
              Armor of Resist Cold [X,+0]
                      
              Probability: 2 in 9
              Rating +16; Price Bonus +600
              Resist Cold
                      
              Armor of Resist Fire [X,+0]
                      
              Probability: 2 in 9
              Rating +17; Price Bonus +600
              Resist Fire
                      
              Armor of Resist Lightning [X,+0]
                      
              Probability: 1 in 3
              Rating +15; Price Bonus +500
              Resist Lightning
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            Dragon Armor
            Good dragon armor gets an added bonus to AC of +1d3+MB(0,5).
            Note, that dragon armor starts out with a +10 bonus to AC (or
            +15 if the armor in question is Power Dragon Scale Mail) even
            if normal.
            Great dragon armor gets, in addition, an added bonus to AC of
            +1d5+MB(0,5). Great dragon armor can also have a high resist
            (1 in 5 chance) or a low resist (2 in 5 chance).
            Each suit of dragon armor always adds 30 to the rating of a
            level.
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            Good Cloaks
            Good cloaks have an added bonus to AC of +1d3+MB(0,20). If
            the roll for greatness succeeds:
        
              Cloak of Aman [X,+10+1d10] (+1d3)
                      
              Probability: 1 in 20
              Rating +16; Price Bonus +4000
              +1d3 Bonus to Stealth
              Resist Acid
                      
              Cloak of Protection [X,+5+1d3+MB(1,10)]
                      
              Probability: 1 in 2
              Rating +10; Price Bonus +250
              One Low Resist; Ignore Acid
                      
              Cloak of Stealth [X,+MB(3,10)]
                      
              Probability: 9 in 20
              Rating +9; Price Bonus +500
              +1d3 Bonus to Stealth
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            Good Helms
            Good helms have an added bonus to AC of +1d3+MB(0,10).
            If the roll for greatness succeeds:
        
              Helm of Infra-Vision [X,+0] (+1+1d4)
                      
              Probability: 2 in 7
              Rating +11; Price Bonus +500
              +10'*(1+1d4) Bonus to Infra-Vision
                      
              Helm of Intelligence [X,+0] (+1d2)
                      
              Probability: 1 in 7
              Rating +13; Price Bonus +500
              +1d2 Bonus to Intelligence
              Sustain Intelligence
                      
              Helm of Light [X,+0]
                      
              Probability: 1 in 7
              Rating +6; Price Bonus +500
              Resist Light; Permanent Light
                      
              Helm of Seeing [X,+0]
                      
              Probability: 1 in 7
              Rating +8; Price Bonus +1000
              Resist Blindness; See Invisible
              1 in 5 chance of: +1d2 Bonus to Searching
                      
              Helm of Telepathy [X,+0]
                      
              Probability: 1 in 14
              Rating +20; Price Bonus +50000
              Telepathy
                      
              Helm of Wisdom [X,+0] (+1d2)
                      
              Probability: 3 in 14
              Rating +13; Price Bonus +500
              +1d2 Bonus to Wisdom
              Sustain Wisdom
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            Good Crowns
            Good crowns have an added bonus to AC of +1d3+MB(0,10).
            Crowns get a bonus of 100% to the roll for greatness; if the
            roll for greatness succeeds:
        
              Crown of Beauty [0,+0] (+1d4)
                      
              Probability: 1 in 6
              Rating +8; Price Bonus +1000
              +1d4 Bonus to Charisma
              Sustain Charisma
                      
              Crown of Lordliness [0,+0] (+1d3)
                      
              Probability: 1 in 6
              Rating +17; Price Bonus +2000
              +1d3 Bonus to Wisdom, Charisma
              Sustain Wisdom, Charisma
                      
              Crown of the Magi [0,+0] (+1d3)
                      
              Probability: 1 in 6
              Rating +15; Price Bonus +7500
              +1d3 Bonus to Intelligence
              Resist Fire, Cold, Acid, Lightning; Sustain Intelligence
                      
              Crown of Might [0,+0] (+1d3)
                      
              Probability: 1 in 6
              Rating +19; Price Bonus +2000
              +1d3 Bonus to Strength, Dexterity, Constitution
              Free Action; Sustain Strength, Dexterity, Constitituion
                      
              Crown of Regeneration [0,+0]
                      
              Probability: 1 in 6
              Rating +10; Price Bonus +1500
              Regeneration
                      
              Crown of Seeing [0,+0] (+1+1d4)
                      
              Probability: 1 in 6
              Rating +8; Price Bonus +1000
              +1+1d4 Bonus to Searching
              Resist Blindness; See Invisible
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            Good Gloves
            Good gloves get an added bonus to AC of +1d3+MB(0,10). If the
            roll for greatness succeeds: All great gloves get one low
            resist.
        
              Gloves of Agility [X,+0] (+2+1d2)
                      
              Probability: 3 in 10
              Rating +14; Price Bonus +1000
              +2+1d2 Bonus to Dexterity
                      
              Gloves of Free Action [X,+0]
                      
              Probability: 3 in 10
              Rating +11; Price Bonus +1000
              Free Action
                      
              Gloves of Power (+1+1d4,+1+1d4) [X,+0] (+1+1d4)
                      
              Probability: 1 in 10
              Rating +22; Price Bonus +2500
              +1+1d4 Bonus To-Hit; +1+1d4 Bonus To-Dam
              +1+1d4 Bonus To Strength
                      
              Gloves of Slaying (+1+1d4,+1+1d4) [X,+0]
                      
              Probability: 3 in 10
              Rating +17; Price Bonus +1500
              +1+1d4 Bonus To-Hit; +1+1d4 Bonus To-Dam
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            Good Boots
            Good boots get an added bonus to AC of +1d3+MB(0,10). If the
            roll for greatness succeeds:
        
              Boots of Free Action [X,+0]
                      
              Probability: 1 in 6
              Rating +15; Price Bonus +1000
              Free Action
                      
              Boots of Slow Descent [X,+0]
                      
              Probability: 11 in 24
              Rating +7; Price Bonus +250
              Feather Fall
                      
              Boots of Speed [X,+0] (+1d3+MB(1,5)+xd2)
                      
              Probability: 1 in 24
              Rating +25+Speed Boost; Price Bonus +200000
              +1d3+MB(1,5)+xd2(1 in 2) Bonus to Speed
                      
              Boots of Stealth [X,+0] (+1d3)
                      
              Probability: 1 in 3
              Rating +16; Price Bonus +500
              +1d3 Bonus to Stealth
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            Other Items Which May Cause Feelings
             
                    Amulet of the Magi [+1d4+MB(0,6)] (+1d2+MB(0,8))
                            
                    Rating +25
                    +1d4+MB(0,6) Bonus to AC
                    +1d2+MB(0,8) Bonus to Searching
                    Free Action, See Invisible; Ignore Fire, Cold, Acid,
                            Lightning
                            
                    Ring of Speed (+1d3+MB(1,5)+xd2)
                            
                    Rating +25+Speed Boost
                    +1d3+MB(1,5)+xd2(1 in 2) Bonus to Speed
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