1 # This file contains the definitions of undrandarts (and what used to be
2 # fixed artefacts). util/art-data.pl translates this file into
3 # art-data.h, and also updates the enumeration and NO_UNRANDARTS in
4 # artefact.h. C/C++ functions which give unrandarts non-standard
5 # behaviour are in art-func.h; util/art-data.pl scans art-func.h and
6 # puts the function names found into art-data.h.
8 # Each artefact definition is separated by one or more blank lines.
10 # Each artefact definition must have the NAME, APPEAR, OBJ and COLOUR
13 # The name and appearance of each unrandart must be unique.
15 # Changing the name of an unrand will change its automatically
16 # generated enumeration, unless its enumeration is forced with ENUM.
18 # "ENUM: FOO" can be used to force the enumeration for an unrand to be
19 # "UNRAND_FOO", for cases where the automatically generated enumerations
20 # of different unrandarts conflict.
22 # Add new artefact definitions at the end of the file; doing so should cause
23 # no problems with save-file compatibilty, but for tile builds it will
24 # cause a shift of remembered tiles (since each new unrandart needs its
25 # own tiles). Changing the order of the definitions will likely cause
26 # strange behaviour in games saved previous to the change, and deleting
27 # definitions will break savefile compatibility.
29 # ####### TILES #############################
31 # Each unrandart needs at the very least an item tile, and weapons and armour
32 # also need an equipment tile for the player doll. For the former, you can
33 # define the image file within this file using the keyword TILE. The files are
34 # assumed to be png and the syntax does not include the file type. The
35 # artefacts' base type decides where a tile needs to be placed. These are as
37 # Weapons: rltiles/item/weapon/artefact
38 # Armour: rltiles/item/armour/artefact
39 # Rings: rltiles/item/ring/artefact
40 # Amulets: rltiles/item/amulet/artefact
42 # If the tile requires a black outline (because it would be hard to see
43 # otherwise) add "tilerim" to the artefact's boolean properties. Otherwise
44 # the image is used without modification.
46 # For the equipment tile, place the tile into the appropriate subdirectory of
47 # rltiles/player/ and define it in rltiles/dc-player.txt as well as here, using
48 # the keyword TILE_EQ. Tiles are sorted into directories by equipment slot:
49 # Weapons: rltiles/player/hand1/artefact
50 # Body armour: rltiles/player/body
51 # Boots: rltiles/player/boots
52 # Cloaks: rltiles/player/cloak
53 # Gloves: rltiles/player/gloves
54 # Shields: rltiles/player/hand2
55 # Helms, caps: rltiles/player/head
57 # Rings and amulets are too small to be displayed with the player doll.
59 # To begin with, placeholders (e.g. the base type tiles) are fine, but they'll
60 # eventually need to be replaced with proper tiles, though this is less of a
61 # problem for the equipment tiles.
62 # No checks are made for whether path or files actually exist. However, if that
63 # is not the case the tile compilation will fail.
65 #############################################################################
67 # Explanation of unusual fields:
69 # BOOL: Turn certain boolean properties of the artefact on, with the list
70 # of properties separated by commas. The list includes:
72 # * berserk: Lets wearer evoke berserking ability.
73 # * blink: Lets wearer evoke the blink ability.
74 # * chaotic: Is treated as a chaotic item.
75 # * cursed: Item is generated cursed.
76 # * elec: Grants electrical resistance.
77 # * evil: Is treated as an evil item.
78 # * holy: Is treated as a holy item.
79 # * inv: Lets wearer evoke invisibility ability.
80 # * lev: Lets wearer evoke levitation ability.
81 # * life: Grants negative energy resistance.
82 # * noises: Weapon makes noises. Can be given its own set of noises by
83 # making an entry in dat/database/wpnnoise.txt, with the
84 # entry's key exactly the same as the weapon's name, but all
86 # * nospell: Prevents wearer from casting spells.
87 # * notelep: Prevents wearer from teleporting or blinking.
88 # * poison: Grants poison resistance.
89 # * rnd_tele: Induces random teleportation.
90 # * seeinv: Lets wearer see invisible.
91 # * special: Artefact is "special": can't be picked up by monsters,
92 # can't be affected by Tukima's Dance, generated less
93 # frequently than normal randarts, can be generated in the
94 # Abyss if its been lost elsewhere.
95 # * tilerim: Adds a black outline to the tile, see above section.
97 # ENUM: Forces the artefact's enumeration literal to something specific.
98 # For example, "ENUM: FOO" gives the enumeration "UNRAND_FOO". The
99 # default enumeration is determined as follows:
101 # 1) If there's a string between double quotes, use that.
102 # 2) If #1 doesn't apply and the name contains " of " or " of the ",
103 # use what's after that.
104 # 3) If neither #1 no #2 apply, use the full name.
105 # 4) Remove apostrophes, change spaces and dashes to underscores,
106 # uppercase the whole thing, and add "UNRAND_" to the front.
108 # OBJ: The enumerations of the base type and sub type of the artefact,
109 # separated by a dash. E.g., OBJ_WEAPONS/WPN_SWORD
111 # PLUS: The pluses of the artefact. For an object with two pluses,
112 # this is specified with "plus/plus2". For an object with just one plus,
113 # this is specified with "plus".
117 # Explanation of normal fields:
119 # AC: Armour class modifier (for non-armour artefacts).
120 # ACC: Accuracy modifier (for non-weapon artefacts).
121 # ANGRY Each time the wielder of the weapon strikes a victim there's
122 # a chance of the wielder going berserk, with the chance
123 # increasing with the value of ANGRY.
124 # APPEAR: Unidentified appearance of artifact.
125 # COLD: Cold resistance/vulnerability.
126 # COLOUR: The colour of the artifact, either as listed in defines.h
127 # (e.g., LIGHTRED) or as listed under element_type in view.h
129 # CURSED: The artefact has a one-in-num chance of becoming cursed each
130 # time it's equipped.
131 # DAM: Damage modifier (for non-weapon artefacts).
132 # DESC: Description which replaces the database (dat/descript/items.txt)
133 # description of the item.
134 # DESC_ID: Description which replaces the database desc or DESC when the
135 # artefact is identified.
136 # DESC_END: String which goes at the end of the artefact's description, if
137 # the item is identified.
138 # DEX: Dexterity modifier.
139 # EV: Evasion modifier.
140 # FIRE: Fire resistance/vulnerability.
141 # INT: Intelligence modifier.
142 # MAGIC: Magic resistance modifier.
143 # METAB: Hunger modifier.
144 # MP: Mana capacity modifier.
145 # NAME: Name of artefact when identified.
146 # MUTATE: Gives artifact mutagenic glow.
147 # STEALTH: Stealth modifier.
148 # STR: Strength modifier.
149 # TILE: The file containing the artefact's tile, with file type png.
150 # See Tiles section above.
151 # TILE_EQ: The file containing the equipment tile for the player doll as
152 # defined in rltiles/dc-player.txt. See Tiles section above.
153 # VALUE: item_value() will return this number instead of doing automatic
154 # calculations to determine the value.
156 ##################################################################
158 # This entry must always be first.
160 NAME: DUMMY UNRANDART 1
161 APPEAR: DUMMY UNRANDART 1
162 OBJ: OBJ_UNASSIGNED/250
166 ####################### First come the old fixed arts.
169 APPEAR: golden long sword
170 OBJ: OBJ_WEAPONS/WPN_LONG_SWORD
173 TILE: spwpn_singing_sword
174 TILE_EQ: singing_sword
176 BOOL: noises, special
177 DESC_ID: This blessed weapon loves nothing more than to sing to its owner,
178 whether they want it to or not.
181 APPEAR: bloodstained battleaxe
182 OBJ: OBJ_WEAPONS/WPN_BATTLEAXE
185 TILE: spwpn_wrath_of_trog
189 BRAND: SPWPN_ANTIMAGIC
190 DESC_ID: This was the favourite weapon of the old god Trog, before it was
191 lost one day. It induces a bloodthirsty berserker rage in anyone
192 who uses it to strike another.
194 NAME: Mace of Variability
195 APPEAR: great shimmering mace
196 OBJ: OBJ_WEAPONS/WPN_GREAT_MACE
197 PLUS: 0/0 # Set on generation
199 TILE: spwpn_mace_of_variability
200 TILE_EQ: mace_of_variability
204 DESC_ID: It is rather unreliable.
206 NAME: Glaive of Prune
207 APPEAR: purple glaive
208 OBJ: OBJ_WEAPONS/WPN_GLAIVE
211 TILE: spwpn_glaive_of_prune
212 TILE_EQ: glaive_of_prune
215 DESC_ID: It is the creation of a mad god, and carries a curse which
216 transforms anyone possessing it into a prune. Fortunately, the
217 curse works very slowly, and one can use it briefly with no
218 consequences worse than slightly purple skin and a few wrinkles.
221 APPEAR: chunky great sword
222 OBJ: OBJ_WEAPONS/WPN_GREAT_SWORD
223 PLUS: 0/0 # Set on wield
225 TILE: spwpn_sword_of_power
226 TILE_EQ: sword_of_power
228 BOOL: tilerim, special
229 DESC_ID: It rewards the powerful with power and the meek with weakness.
231 NAME: Staff of Olgreb
232 APPEAR: green glowing staff
233 OBJ: OBJ_WEAPONS/WPN_QUARTERSTAFF
234 PLUS: 0/0 # Set on wield
236 TILE: spwpn_staff_of_olgreb
239 BOOL: poison, special
240 DESC_ID: It was the magical weapon wielded by the mighty wizard Olgreb
241 before he met his fate somewhere within these dungeons. It
242 increases the ability of its wielder to use venomous magic, and
243 carries magical powers which can be evoked.
244 The tales say that Olgreb researched rare venoms that may have
245 some limited effect even on creatures immune to all commonly known
248 NAME: Staff of Wucad Mu
249 APPEAR: ephemeral quarterstaff
250 OBJ: OBJ_WEAPONS/WPN_QUARTERSTAFF
251 PLUS: 0/0 # Set on wield
257 DESC_ID: Its power varies in proportion to its wielder's intelligence.
258 Using it can be a bit risky.
260 NAME: Vampire's Tooth
262 OBJ: OBJ_WEAPONS/WPN_DAGGER
265 TILE: spwpn_vampires_tooth
266 TILE_EQ: vampires_tooth
267 BRAND: SPWPN_VAMPIRICISM
270 DESC_ID: It is lethally vampiric.
272 NAME: Scythe of Curses
273 APPEAR: warped scythe
274 OBJ: OBJ_WEAPONS/WPN_SCYTHE
277 TILE: spwpn_scythe_of_curses
282 DESC_ID: This weapon carries a terrible and highly irritating curse.
284 NAME: Sceptre of Torment
285 APPEAR: jewelled golden mace
286 OBJ: OBJ_WEAPONS/WPN_MACE
289 TILE: spwpn_sceptre_of_torment
292 BOOL: tilerim, special, evil
293 DESC_ID: This truly accursed weapon is an instrument of Hell.
295 NAME: Sword of Zonguldrok
296 APPEAR: bone long sword
297 OBJ: OBJ_WEAPONS/WPN_LONG_SWORD
300 TILE: spwpn_sword_of_zonguldrok
303 BOOL: tilerim, special, evil, corpse_violating
304 DESC_ID: This dreadful weapon is used at the user's peril.
306 NAME: Sword of Cerebov
307 APPEAR: great serpentine sword
308 OBJ: OBJ_WEAPONS/WPN_GREAT_SWORD
311 TILE: spwpn_sword_of_cerebov
315 BOOL: cursed, tilerim, special, evil, nogen
316 DESC: Eerie flames cover its twisted blade.
318 NAME: Staff of Dispater
320 OBJ: OBJ_WEAPONS/WPN_QUARTERSTAFF
323 TILE: spwpn_staff_of_dispater
326 BOOL: tilerim, special, evil, nogen
327 DESC_ID: This legendary item can unleash the fury of Hell.
329 NAME: Sceptre of Asmodeus
331 OBJ: OBJ_WEAPONS/WPN_QUARTERSTAFF
334 TILE: spwpn_sceptre_of_asmodeus
337 BOOL: tilerim, special, evil, nogen
338 DESC_ID: It carries some of the powers of the arch-fiend Asmodeus.
340 # Randomised properties, fixed appearance.
341 # Reserved for the Enchantress.
343 NAME: faerie dragon armour
344 APPEAR: faerie dragon armour
345 OBJ: OBJ_ARMOUR/ARM_MOTTLED_DRAGON_ARMOUR
349 TILE_EQ: faerie_dragon_armour
351 DESC: Faerie dragons used to be a race of the same species as mottled ones.
352 Too bad, their vivid colours became their bane, as they alerted
353 potential prey. They are now extinct, and this prized relic is one of
354 the last proofs they ever existed.
356 ##################### End of old fixed arts.
358 NAME: katana "Bloodbane"
359 APPEAR: blackened katana
360 OBJ: OBJ_WEAPONS/WPN_KATANA
363 TILE: urand_bloodbane
370 NAME: scimitar of Flaming Death
371 APPEAR: smoking scimitar
372 OBJ: OBJ_WEAPONS/WPN_SCIMITAR
375 TILE: urand_flaming_death
376 TILE_EQ: flaming_death
383 NAME: mace of Brilliance
384 APPEAR: brightly glowing mace
385 OBJ: OBJ_WEAPONS/WPN_MACE
388 TILE: urand_brilliance
389 TILE_EQ: mace_of_brilliance
390 BRAND: SPWPN_HOLY_WRATH
396 NAME: demon blade "Leech"
397 APPEAR: runed demon blade
398 OBJ: OBJ_WEAPONS/WPN_DEMON_BLADE
403 BRAND: SPWPN_VAMPIRICISM
411 NAME: dagger of Chilly Death
412 APPEAR: sapphire dagger
413 OBJ: OBJ_WEAPONS/WPN_DAGGER
416 TILE: urand_chilly_death
417 TILE_EQ: chilly_death
418 BRAND: SPWPN_FREEZING
423 DESC: A dagger made of one huge piece of sapphire.
427 OBJ: OBJ_WEAPONS/WPN_DAGGER
435 DESC: An ugly rusty dagger.
436 DESC_END: Many years ago it was the property of a powerful mage called Boris.
437 He got lost in the Dungeon while seeking the Orb.
439 NAME: scythe "Finisher"
440 APPEAR: blackened scythe
441 OBJ: OBJ_WEAPONS/WPN_SCYTHE
449 DESC: A long and sharp scythe, specially modified for combat purposes.
453 OBJ: OBJ_WEAPONS/WPN_SLING
460 DESC: A sling made of weird blue leather.
463 NAME: bow of Krishna "Sharnga"
465 OBJ: OBJ_WEAPONS/WPN_BOW
473 DESC: A wonderful golden bow.
474 DESC_END: It once belonged to a foreign god. It works best with special
475 arrows which are not generally available.
477 NAME: giant club "Skullcrusher"
478 APPEAR: brutal giant club
479 OBJ: OBJ_WEAPONS/WPN_GIANT_CLUB
482 TILE: urand_skullcrusher
483 TILE_EQ: giant_club_slant
487 NAME: glaive of the Guard
488 APPEAR: polished glaive
489 OBJ: OBJ_WEAPONS/WPN_GLAIVE
491 COLOUR: ETC_ELECTRICITY
493 TILE_EQ: glaive_of_the_guard
494 BRAND: SPWPN_ELECTROCUTION
496 BOOL: seeinv, berserk
497 DESC_END: This weapon once belonged to Gar Dogh, the guard of a king's
498 treasures. According to legend he was lost somewhere in the Dungeon.
501 APPEAR: crystal sword
502 OBJ: OBJ_WEAPONS/WPN_EUDEMON_BLADE
507 BRAND: SPWPN_HOLY_WRATH
513 DESC_END: This sword was The Shining One's gift to a worshipper.
514 DESC: A long sword made of one huge piece of crystal.
516 NAME: crossbow "Hellfire"
517 APPEAR: flaming crossbow
518 OBJ: OBJ_WEAPONS/WPN_CROSSBOW
522 TILE_EQ: crossbow_fire
527 DESC: A flaming crossbow, forged in the fires of the Hells.
529 NAME: sword of the Doom Knight
530 APPEAR: adamantine great sword
531 OBJ: OBJ_WEAPONS/WPN_GREAT_SWORD
534 TILE: urand_doom_knight
539 DESC: An adamantine great sword.
541 NAME: morningstar "Eos"
542 APPEAR: encrusted morningstar
543 OBJ: OBJ_WEAPONS/WPN_MORNINGSTAR
548 BRAND: SPWPN_ELECTROCUTION
549 BOOL: elec, seeinv, notelep
551 # Was "spear of Voo-Doo". In the African origin, there is a distinction
552 # between voodoo and bo, the latter dealing with curses, witchcraft and
553 # spells designed to do harm. Priests (or rather sorcerers) of bo are
555 NAME: spear of the Botono
557 OBJ: OBJ_WEAPONS/WPN_SPEAR
562 BRAND: SPWPN_VAMPIRICISM
564 BOOL: poison, life, noises
565 DESC_END: A really dark and malign artefact, which no wise man would even touch.
567 NAME: trident of the Octopus King
568 APPEAR: mangy trident
569 OBJ: OBJ_WEAPONS/WPN_TRIDENT
572 TILE: urand_octopus_king
573 TILE_EQ: trident_octopus_king
577 DESC_END: This trident was stolen many years ago from the Octopus King's
578 garden by a really unimportant and already dead man. But beware
579 of the Octopus King's wrath!
581 NAME: mithril axe "Arga"
583 OBJ: OBJ_WEAPONS/WPN_WAR_AXE
591 DESC: A beautiful mithril axe, probably lost by some dwarven hero.
593 NAME: Elemental Staff
595 OBJ: OBJ_WEAPONS/WPN_QUARTERSTAFF
598 TILE: urand_elemental
599 TILE_EQ: elemental_staff
600 BRAND: SPWPN_PROTECTION
606 DESC_END: This powerful staff used to belong to the leader of the Guild of
609 NAME: crossbow "Sniper"
610 APPEAR: black crossbow
611 OBJ: OBJ_WEAPONS/WPN_CROSSBOW
618 DESC: A crossbow made of some black material.
620 NAME: longbow "Piercer"
621 APPEAR: very long metal bow
622 OBJ: OBJ_WEAPONS/WPN_LONGBOW
629 DESC: An exceptionally large metal longbow.
631 ENUM: BLOWGUN_ASSASSIN
632 NAME: blowgun of the Assassin
634 OBJ: OBJ_WEAPONS/WPN_BLOWGUN
641 DESC: It is designed for easy concealment, but still packs a nasty punch.
644 APPEAR: scale-covered lance
645 OBJ: OBJ_WEAPONS/WPN_SPEAR
650 BRAND: SPWPN_DRAGON_SLAYING
653 BOOL: poison, berserk, tilerim
655 NAME: Spriggan's Knife
656 APPEAR: dainty little knife
657 OBJ: OBJ_WEAPONS/WPN_KNIFE
660 TILE: urand_spriggans_knife
661 TILE_EQ: spriggans_knife
667 DESC: A dainty little knife.
668 DESC_END: This knife was made by Spriggans, or for Spriggans, or possibly
669 from Spriggans. Anyway, it's in some way associated with those
672 NAME: plutonium sword
673 APPEAR: glowing triple sword
674 OBJ: OBJ_WEAPONS/WPN_TRIPLE_SWORD
677 TILE: urand_plutonium
678 TILE_EQ: plutonium_sword
682 DESC: A triple sword made of weird glowing metal.
684 NAME: great mace "Undeadhunter"
685 APPEAR: great steel mace
686 OBJ: OBJ_WEAPONS/WPN_GREAT_MACE
689 TILE: urand_undeadhunter
690 TILE_EQ: undeadhunter
691 BRAND: SPWPN_HOLY_WRATH
694 NAME: whip "Snakebite"
696 OBJ: OBJ_WEAPONS/WPN_WHIP
699 TILE: urand_snakebite
702 BOOL: poison, tilerim
703 DESC_ID: A double-ended whip made from the cured hides of the Lair of Beasts'
706 NAME: knife of Accuracy
708 OBJ: OBJ_WEAPONS/WPN_DAGGER
711 TILE: urand_knife_of_accuracy
712 TILE_EQ: knife_of_accuracy
714 DESC_END: It is almost unerringly accurate.
716 # A play on the spell of the same name. Colour taken from crystal walls.
718 NAME: Lehudib's crystal spear
719 APPEAR: crystal spear
720 OBJ: OBJ_WEAPONS/WPN_SPEAR
723 TILE: urand_crystal_spear
724 TILE_EQ: crystal_spear
726 BRAND: SPWPN_RETURNING
727 DESC_END: Presumably this relic led to the invention of the famous spell, or maybe the other way around.
729 NAME: Captain's cutlass
730 APPEAR: black cutlass
731 OBJ: OBJ_WEAPONS/WPN_SABRE
738 DESC_END: This infamous weapon was used by a vile pirate captain to
739 slaughter countless innocents. Finally, he met his destiny
740 when a kraken swallowed his ship with all the crew aboard.
741 The cutlass was thought to be forever lost, but now you have
742 a proof to the contrary in your very hands.
745 APPEAR: night blue bow
746 OBJ: OBJ_WEAPONS/WPN_LONGBOW
749 TILE: urand_storm_bow
751 BRAND: SPWPN_ELECTROCUTION
753 DESC: This bow has the color of dark rain clouds, and the smell of wet ozone.
755 NAME: shield of Ignorance
756 APPEAR: dull large shield
757 OBJ: OBJ_ARMOUR/ARM_LARGE_SHIELD
760 TILE: urand_ignorance
761 TILE_EQ: shield_of_ignorance
768 NAME: robe of Augmentation
770 OBJ: OBJ_ARMOUR/ARM_ROBE
773 TILE: urand_augmentation
774 TILE_EQ: robe_white_blue
778 DESC: A robe made of the finest silk.
780 NAME: cloak of the Thief
781 APPEAR: tattered cloak
782 OBJ: OBJ_ARMOUR/ARM_CLOAK
791 BOOL: seeinv, inv, lev
792 DESC_END: It allows its wearer to excel in the arts of thievery.
794 NAME: shield "Bullseye"
796 OBJ: OBJ_ARMOUR/ARM_SHIELD
803 NAME: crown of Dyrovepreva
804 APPEAR: jewelled bronze crown
805 OBJ: OBJ_ARMOUR/ARM_CAP
808 TILE: urand_dyrovepreva
813 DESC: A large crown of dull bronze, set with a dazzling array of gemstones.
815 NAME: hat of the Bear Spirit
817 OBJ: OBJ_ARMOUR/ARM_CAP
822 BRAND: SPARM_SPIRIT_SHIELD
825 DESC_END: Once owned by Ukta, a powerful ogre shaman, this fur hat houses
826 the spirit of an especially mighty bear.
828 NAME: robe of Misfortune
829 APPEAR: fabulously ornate robe
830 OBJ: OBJ_ARMOUR/ARM_ROBE
833 TILE: urand_misfortune
834 TILE_EQ: robe_misfortune
842 BOOL: nospell, rnd_tele
843 DESC: A splendid flowing robe of fur and silk.
846 APPEAR: vibrating cloak
847 OBJ: OBJ_ARMOUR/ARM_CLOAK
854 DESC: A vibrating cloak.
857 NAME: boots of the Assassin
859 OBJ: OBJ_ARMOUR/ARM_BOOTS
867 DESC: Some soft boots.
868 DESC_END: These boots were specially designed by the Assassin's Guild.
871 NAME: Lear's chain mail
872 APPEAR: golden chain mail
873 OBJ: OBJ_ARMOUR/ARM_CHAIN_MAIL
877 TILE_EQ: lears_chain_mail
879 BOOL: cursed, nospell
880 DESC: A chain mail made of pure gold.
884 OBJ: OBJ_ARMOUR/ARM_ANIMAL_SKIN
890 DESC: The skin of some strange animal.
893 NAME: salamander hide armour
894 APPEAR: red leather armour
895 OBJ: OBJ_ARMOUR/ARM_LEATHER_ARMOUR
898 TILE: urand_salamander
902 DESC: A leather armour made of a salamander's skin.
904 NAME: gauntlets of War
905 APPEAR: thick gauntlets
906 OBJ: OBJ_ARMOUR/ARM_GLOVES
914 NAME: shield of Resistance
915 APPEAR: bronze shield
916 OBJ: OBJ_ARMOUR/ARM_SHIELD
919 TILE: urand_resistance
920 TILE_EQ: shield_of_resistance
924 DESC: A bronze shield.
928 OBJ: OBJ_ARMOUR/ARM_ROBE
936 DESC: A dull grey robe.
939 NAME: Maxwell's patent armour
940 APPEAR: weird-looking armour
941 OBJ: OBJ_ARMOUR/ARM_PLATE_MAIL
946 BRAND: SPARM_PRESERVATION
948 BOOL: nospell, notelep, cursed
949 DESC: A weird-looking armour.
952 NAME: mask of the Dragon
954 OBJ: OBJ_ARMOUR/ARM_CAP
955 COLOUR: ETC_SHIMMER_BLUE
956 TILE: urand_dragonmask
957 TILE_EQ: art_dragonhelm
966 OBJ: OBJ_ARMOUR/ARM_ROBE
970 TILE_EQ: robe_of_night
974 DESC: A long black robe made of strange glossy material.
975 DESC_END: According to legend, this robe was the gift of Ratri the Goddess
976 of the Night to one of her followers.
978 NAME: armour of the Dragon King
979 APPEAR: shiny dragon armour
980 OBJ: OBJ_ARMOUR/ARM_GOLD_DRAGON_ARMOUR
983 TILE: urand_dragon_king
984 TILE_EQ: dragonarm_gold
987 NAME: hat of the Alchemist
989 OBJ: OBJ_ARMOUR/ARM_WIZARD_HAT
992 TILE: urand_alchemist
993 TILE_EQ: turban_purple
1000 NAME: Fencer's gloves
1002 OBJ: OBJ_ARMOUR/ARM_GLOVES
1006 TILE_EQ: glove_white
1010 DESC: A pair of gloves made of white silk.
1012 NAME: cloak of Starlight
1013 APPEAR: phosphorescent cloak
1014 OBJ: OBJ_ARMOUR/ARM_CLOAK
1016 TILE: urand_starlight
1022 DESC_END: A cloak woven of pure light beams.
1023 DESC: A phosphorescent cloak.
1026 APPEAR: motley cloak
1027 OBJ: OBJ_ARMOUR/ARM_CLOAK
1030 TILE: urand_ratskin_cloak
1035 DESC_END: An enchantress with a magic loom and way too much time on
1036 her hands stitched this cloak from the hides of hundreds
1037 of rats, most of them orange. It's a bit awkward to wear
1038 and looks rather foolish, but it provides excellent protection
1039 from rats of all kinds.
1041 NAME: shield of the gong
1043 OBJ: OBJ_ARMOUR/ARM_SHIELD
1048 BRAND: SPARM_SPIRIT_SHIELD
1051 DESC: This is a large gong; you wonder if it could be worn as a shield.
1052 DESC_ID: This shield surely will be heard!
1054 NAME: amulet of the Air
1055 APPEAR: sky-blue amulet
1056 OBJ: OBJ_JEWELLERY/AMU_CONTROLLED_FLIGHT
1057 COLOUR: ETC_ELECTRICITY
1062 DESC: A sky-blue amulet.
1064 NAME: ring of Shadows
1066 OBJ: OBJ_JEWELLERY/RING_INVISIBILITY
1074 NAME: amulet of Cekugob
1075 APPEAR: crystal amulet
1076 OBJ: OBJ_JEWELLERY/AMU_WARDING
1081 BOOL: elec, poison, life, notelep
1084 NAME: amulet of the Four Winds
1086 OBJ: OBJ_JEWELLERY/AMU_CLARITY
1088 TILE: urand_four_winds
1092 NAME: necklace of Bloodlust
1093 APPEAR: blood-stained necklace
1094 OBJ: OBJ_JEWELLERY/AMU_RAGE
1096 TILE: urand_bloodlust
1105 NAME: ring of Shaolin
1107 OBJ: OBJ_JEWELLERY/RING_EVASION
1112 NAME: ring of Robustness
1114 OBJ: OBJ_JEWELLERY/RING_PROTECTION
1117 TILE: urand_robustness
1119 NAME: ring of the Mage
1120 APPEAR: sapphire ring
1121 OBJ: OBJ_JEWELLERY/RING_WIZARDRY
1127 NAME: brooch of Shielding
1128 APPEAR: shield-shaped amulet
1129 OBJ: OBJ_JEWELLERY/AMU_WARDING
1131 TILE: urand_brooch_of_shielding
1134 DESC: A shield-shaped amulet.
1135 DESC_END: Back in the good old days, every adventurer had one of these
1136 handy devices. That, and a pony.
1139 NAME: robe of Clouds
1140 APPEAR: flimsy blue robe
1141 OBJ: OBJ_ARMOUR/ARM_ROBE
1145 TILE_EQ: robe_clouds
1147 DESC: A robe of a material so flimsy it could almost be clouds.
1149 NAME: hat of Pondering
1150 APPEAR: slimy wizard hat
1151 OBJ: OBJ_ARMOUR/ARM_WIZARD_HAT
1154 TILE: urand_pondering
1155 TILE_EQ: wizard_bluegreen
1156 BRAND: SPARM_PONDEROUSNESS
1160 DESC: A slimy wizard hat.
1161 DESC_END: The favorite hat of the slug wizard Gastronok, stained with reddish
1162 slime and enchanted to aid in his arcane pondering. It has been
1163 specially enchanted to protect against the effects of salt, though
1164 you probably don't care.
1166 # This entry must always be last.
1168 NAME: DUMMY UNRANDART 2
1169 APPEAR: DUMMY UNRANDART 2
1170 OBJ: OBJ_UNASSIGNED/250