| Item | Powers | Value | Depth | Rarity |
|---|
| Melee Weapons |
| Branded Weapons: Multiplies (3x) damage to creatures not resistant to the branded element |
| Frost | Branded with, cannot be damaged by, and confers resistance to cold | 3,000 | 0 | 8 |
| Flame | Branded with, cannot be damaged by, and confers resistance to fire | 3,500 | 0 | 8 |
| Poison | Branded with poison | 4,000 | 0 | 8 |
| Lightning | Branded with, cannot be damaged by, and confers resistance to lightning | 4,500 | 0 | 10 |
| Acid | Branded with, cannot be damaged by, and confers resistance to acid | 5,000 | 0 | 10 |
| Weapons of Slaying |
| Slay Orc | Multiplies (x3) damage dealt to orcs | 2,500 | 0 | 6 |
| Slay Troll | Multiplies (x3) damage dealt to trolls | 2,500 | 0 | 6 |
| Slay Giant | Multiplies (x3) damage dealt to giants | 2,500 | 0 | 6 |
| Slay Animal | Multiplies (x2) damage dealt to animals | 3,000 | 0 | 6 |
| Slay Evil | Multiplies (x2) dealt to evil creatures | 3,000 | 0 | 6 |
| Slay Dragon | Multiplies (x3) damage dealt to dragons | 3,500 | 0 | 6 |
| Slay Demon | Multiplies (x3) damage dealt to demons | 3,500 | 0 | 6 |
| Slay Undead | Multiplies (x3) damage dealt to undead creatures (can be any weapon other than a Mace of Disruption) | 3,500 | 0 | 6 |
| *Slay Orc* | Increases by up to +2 and sustains dexterity, and multiplies (x3) damage dealt to orcs | 4,000 | 0 | 20 |
| *Slay Troll* | Increases strength by up t0 +2, speeds healing and regaining of spell points, and multiplies (x3) damage dealt to trolls | 4,000 | 0 | 20 |
| *Slay Giant* | Increases by up to +2 and sustains strength, and multiplies (x3) damage dealt to giants | 4,000 | 0 | 20 |
| *Slay Evil* | Increases wisdom by up to +2, gives one ability, multiplies (x2) dealt to evil creatures and is blessed | 5,000 | 0 | 20 |
| *Slay Animal* | Increases intelligence by up to +2, reduces the need for food, and multiplies (x2) damage dealt to animals | 6,000 | 0 | 20 |
| *Slay Dragon* | Confers resistance to fear, increases constitution by up to +2, and multiplies (x5) damage dealt to dragons | 8,000 | 0 | 20 |
| *Slay Demon* | Confers resistance to fire, increases intelligence by up to +2, and multiplies (x5) damage dealt to demons | 8,000 | 0 | 20 |
| *Slay Undead* | Increases wisdom by up to +2, multiplies (x5) damage dealt to undead creatures and enables the wielder to see invisible creatures (can be any weapon other than a Mace of Disruption) | 8,000 | 0 | 20 |
| Others |
| Blessed | Increases wisdom by up to +3, gives one ability and is blessed | 5,000 | 0 | 10 |
| Extra Attacks | Allows the wielder to strike up to 2 extra blows each turn | 10,000 | 0 | 10 |
| Defender | Cannot be damaged by any of the four elements, and confers resistance to all four and to paralysis, sustains one stat, reduces damage from falls, speeds healing and regaining of spell points, enables the wielder to see invisible creatures and increases stealth by up to +4; increases to-hit and damage bonuses by up to +4 and AC class by up to +8 | 15,000 | 0 | 12 |
| Fury | Cannot be damaged by acid or fire, confers resistance to fear, increases strength by up to +2, allows the wielder to strike up to 2 extra blows each turn, but aggravates creatures near the wielder; increases to-hit and damage bonuses by up to +10 (can be hafted, blunt or edged, but it must be a heavy weapon: for example it can be a morning star or flail, but not a whip or spear) | 20,000 | 40 | 20 |
| Holy Avenger | Confers resistance to fear, increases wisdom by up to +4 and sustains one stat, enables the wielder to see invisible creatures, multiplies the damage dealt to evil (x2), undead (x3) and demons (x3), and is blessed; increases to-hit and damage bonuses by up to +6 and AC by up to +4 | 20,000 | 0 | 12 |
| Westernesse | Increases strength, dexterity and constitution by up to +2, confers resistance to paralysis and enables the wielder to see invisible creatures, and multiplies (x3) the damage dealt to orcs, trolls and giants; increases to-hit and damage bonuses by up to +5 | 20,000 | 0 | 10 |
| Gondolin | Cannot be damaged by acid or fire, confers resistance to dark and paralysis, enables the wielder to see invisible creatures, gives one ability, provides illumination, and multiplies (x3) the damage dealt to orcs, trolls, dragons and demons; increases to-hit and damage bonuses by up to +7 | 25,000 | 30 | 20 |
| Cursed |
| Morgul | A cursed weapon that aggravates creatures near the wielder and drains experience, however it is also branded with poison, confers resistance to life draining, sustains one stat, enables the wielder to see invisible creatures, and multiplies (x3) the damage dealt to undead | 1 | 0 | 5 |
| Missile Weapons |
| Accuracy | Has a much higher to-hit bonus (up to +15) than normal enchanted weapons; damage bonus is up to +5 | 1,000 | 0 | 1 |
| Power | Has a much higher damage bonus (up to +15) than normal enchanted weapons; to-hit bonus is up to +5 | 1,000 | 0 | 1 |
| Extra Might | Has a higher damage multiplier (+1) than normal weapons of the type; to-hit bonus is up to +5 and damage bonus is up to +10 | 10,000 | 0 | 2 |
| Extra Shots | Allows the user to fire 1 more shot; to-hit bonus is up to +10 and damage bonus is up to +5 | 10,000 | 0 | 2 |
| Lothlorien | Cannot be damaged by acid or fire, confers resistance to paralysis, increases dexterity by up to +2, gives one ability and has a higher damage multiplier (up to +2); to-hit and damage bonuses are up to +10 (can only be a short or long bow) | 20,000 | 50 | 4 |
| Haradrim | Cannot be damaged by acid or fire, has a higher damage multiplier (up to +1) and allows the user to fire 1 more shot; to-hit and damage bonuses are up to +5 (can only be a light crossbow) | 20,000 | 50 | 4 |
| Buckland | Cannot be damaged by acid or fire, increases dexterity by up to +2, has a higher damage multiplier (up to +2) and allows the user to fire up to 2 more shots; to-hit and damage bonuses are up to +8 (can only be a sling) | 20,000 | 40 | 4 |
| Cursed |
| Nazgul | A cursed weapon that drains experience, but also enables the wielder to see invisible creatures; to-hit and damage penalties are up to -10 | 0 | 0 | 2 |
| Missiles |
| Branded Missiles |
| Frost | Branded with, and cannot be damaged by, cold | 30 | 0 | 6 |
| Flame | Branded with, and cannot be damaged by, fire | 35 | 0 | 6 |
| Venom | Branded with poison (cannot be mithril) | 40 | 0 | 6 |
| Lightning | Branded with, and cannot be damaged by, lightning | 45 | 0 | 9 |
| Acid | Branded with, and cannot be damaged by, acid | 50 | 0 | 9 |
| Missiles of Slaying |
| Slay Animal | Multiplies (x2) the damage dealt to animals | 20 | 0 | 6 |
| Slay Evil | Multiplies (x2) the damage dealt to evil creatures (cannot be mithril) | 20 | 0 | 6 |
| Slay Giant | Multiplies (x3) the damage dealt to giants | 25 | 0 | 8 |
| Slay Demon | Multiplies (x3) the damage dealt to demons | 25 | 0 | 8 |
| Slay Undead | Multiplies (x3) the damage dealt to undead | 25 | 0 | 8 |
| Slay Dragon | Multiplies (x3) the damage dealt to dragons | 40 | 0 | 8 |
| Other Missiles |
| Wounding | Has much higher to-hit and damage bonuses (up to +5) than normal missiles | 20 | 0 | 4 |
| Holy Might | Cannot be damaged by acid or fire, multiplies the damage dealt to demons (x3), undead (x3) and evil creatures (x2) (can only be seeker or mithril missiles); to-hit and damage bonuses up to +10 | 60 | 40 | 15 |
| Cursed |
| Backbiting | Cursed missiles with to-hit and damage penalties up to -50 | 0 | 0 | 1 |
| Body Armour and Shields |
| Armour of Resistance |
| Resist Lightning | Cannot be damaged by, and confers resistance to, lightning | 400 | 0 | 1 |
| Resist Cold | Cannot be damaged by, and confers resistance to, cold | 600 | 0 | 1 |
| Resist Fire | Cannot be damaged by, and confers resistance to, fire | 800 | 0 | 1 |
| Resist Acid | Cannot be damaged by, and confers resistance to, acid | 1,000 | 0 | 1 |
| Resistance | Cannot be damaged by any of the four elements, and confers resistance against all four; maximum AC bonus: +10 | 12,500 | 0 | 2 |
| Other Armour |
| Dwarven | Cannot be damaged by acid or fire, confers resistance to paralysis, increases strength and constitution by up to +2, and gives the wielder (or increases) infravision up to +2; maximum AC bonus: +15 (can only be heavy armour, e.g. chain mail, plate mail, etc., and not rusty) | 5,000 | 0 | 2 |
| Elvenkind | Cannot be damaged by, and confers resistance to, all four elements, confers one resistance and increases stealth by up to +3; maximum AC bonus: +10 | 15,000 (armour), 18,000 (shield) | 0 | 4 |
| Preservation | Cannot be damaged by, and confers resistance all four elements, confers resistance to disenchantment, life draining, and one resistance, and sustains strength, constitution and dexterity; maximum AC bonus: +20 (can only be a shield) | 24,000 | 60 | 4 |
| Permanence | Cannot be damaged by, and confers resistance to, all four elements, confers resistance to life draining and one resistance and sustains all stats; maximum AC bonus: +20 (can only be a robe) | 30,000 | 0 | 4 |
| Cursed |
| Vulnerability | A cursed item that aggravates creatures near the wearer, and has a penalty to armour class up to -50 | 0 | 0 | 2 |
| Helms and Crowns |
| Head Armour only |
| Intelligence | Sustains and increases intelligence by up to +2 | 500 | 0 | 2 |
| Wisdom | Sustains and increases wisdom by up to +2 | 500 | 0 | 2 |
| Infravision | Confers or increases the wearer's infravision by up to +5 | 500 | 0 | 2 |
| Light | Confers resistance to light, and also provides illumination | 1,000 | 0 | 2 |
| Beauty | Sustains and increases charisma by up to +4 | 1,000 | 0 | 2 |
| Teleportation | A cursed item that teleports the wearer at intervals to a random destination. | 0 | 0 | 2 |
| Head Armour or Crowns |
| Regeneration | Speeds healing and regaining of spell points | 1,500 | 0 | 4 |
| Seeing | Confers resistance to blindness, enhances searching ability by up to +5, and enables the wearer to see invisible creatures | 2,000 | 0 | 2 |
| Telepathy | Enables the wearer to sense sentient creatures telepathically | 50,000 | 0 | 6 |
| Dullness | A cursed item that reduces intelligence, wisdom and charisma by up to -5 | 0 | 0 | 2 |
| Crowns Only |
| Night and Day | Cannot be damaged by acid, confers resistance to light, darkness and blindness, enables the wearer to see invisible creatures and provides illumination | 4,000 | 35 | 6 |
| Serenity | Confers resistance to fear, confusion and sound | 4,000 | 0 | 6 |
| Might | Cannot be damaged by any of the four elements, confers resistance to paralysis, and sustains and increases strength, dexterity and constitution by up to +3 | 7,500 | 0 | 4 |
| Lordliness | Cannot be damaged by any of the four elements, confers resistance to fear, sustains and increases wisdom and charisma by up to +3, and gives one ability | 7,500 | 0 | 2 |
| Magi | Cannot be damaged by, and confers resistance to, all four elements, sustains and increases intelligence by up to +3 and gives one extra ability | 7,500 | 0 | 4 |
| Sickliness | A cursed item that reduces strength, dexterity and constitution by up to -5 | 0 | 0 | 2 |
| Cloaks |
| Stealth | Increases the wearer's stealth by up to +3 | 500 | 0 | 1 |
| Protection | Cannot be damaged by any of the four elements, confers resistance to shards; maximum AC bonus: +10 | 1,500 | 0 | 2 |
| Magi | Cannot be damaged by acid, sustains and increases intelligence by up to +2; increases stealth by up to +2 and gives one ability; maximum AC bonus: +4 | 2,000 | 30 | 3 |
| Aman | Cannot be damaged by any of the four elements, confers one resistance and increases the wearer's stealth by up to +3; maximum AC bonus: +20 | 4,000 | 0 | 6 |
| Cursed |
| Enveloping | A cursed cloak that restricts the wearer's freedom to move, reducing his or her to-hit and damage bonuses by up to -10 | 0 | 0 | 1 |
| Irritation | A cursed cloak that aggravates creatures around the wearer and reduces his or her to-hit and damage bonuses by up to -15 | 0 | 0 | 1 |
| Vulnerability | A cursed cloak that aggravates creatures near the wearer and severely reduces his or her armour class by up to -50 | 0 | 0 | 1 |
| Gloves |
| Free Action | Confers resistance to paralysis | 1,000 | 0 | 4 |
| Agility | Increases the wearer's dexterity by up to +5 | 1,000 | 0 | 6 |
| Slaying | Increases the wearer's to-hit and damage bonuses by up to +5 | 1,500 | 0 | 4 |
| Power | Increases the wearer's strength by up to +5, and increases his or her to-hit and damage bonuses by up to +5 | 2,500 | 0 | 6 |
| Thievery | Confers resistance to paralysis, increases dexterity by up to +5, increases searching ability by up to +5, and reduces damage from falls; increases to-hit bonus by up to +8 and damage bonus by up to +3 (can only be gloves, not gauntlets or cesti) | 5,000 | 40 | 12 |
| Combat | Increases strength and constitution by up to +2, increases to-hit bonus by up to +3 and damage bonus by up to +8, but also aggravates creatures near the wearer (cannot be gloves, only gauntlets or cesti) | 7,000 | 50 | 12 |
| Cursed |
| Weakness | A cursed item that reduces the wearer's strength by up to -10 | 0 | 0 | 2 |
| Clumsiness | A cursed item that reduces the wearer's dexterity by up to -10 | 0 | 0 | 2 |
| Boots |
| Slow Descent | Reduces damage from falls | 250 | 0 | 5 |
| Stealth | Increases the wearer's stealth by up to +3 | 500 | 0 | 6 |
| Free Action | Confers resistance to paralysis | 1,000 | 0 | 8 |
| Stability | Confers resistance to nexus and reduces damage from falls | 5,000 | 0 | 10 |
| Speed | Increases the wearer's movement speed by up to +10 | 100,000 | 0 | 24 |
| Elvenkind | Cannot be damaged by acid or fire, increases movement speed and stealth by up to +5 and reduces damage from falls (can only be Leather Boots – Soft or Hard) | 200,000 | 60 | 30 |
| Cursed |
| Slowness | A cursed item that decreases the wearer's movement speed by up to -5 | 0 | 0 | 5 |
| Annoyance | A cursed item that decreases movement speed and stealth by up to -10, and aggravates creatures near the wearer | 0 | 0 | 10 |
| Lanterns and Torches |
| Brightness | Gives more powerful illumination | 2,000 | 0 | 2 |
| Everburning | Never needs fueling (cannot be a torch) | 2,500 | 0 | 3 |
| Digging Tools |
| Digging | Branded with acid, increases the wielder's digging ability by up to +4 | 500 | 0 | 1 |
| Earthquakes | Branded with acid, increases strength by up to +6, increases the wielder's digging ability by up to +6, increases to-hit and damage bonuses by up to +10 | 3,000 | 20 | 4 |