|amulet of change||150||20||130c||Y|
|amulet of ESP||150||20||175||Y|
|amulet of life saving||150||20||75||-|
|amulet of magical breathing||150||20||65||Y|
|amulet of reflection||150||20||75||-|
|amulet of restful sleep||150||20||135c||Y|
|amulet of strangulation||150||20||135c||Y|
|amulet of unchanging||150||20||45||Y|
|amulet versus poison||150||20||165||Y|
|Amulet of Yendor||30000||20||0||-|
Amulets are listed in alphabetical order above. The COST field denotes the base price of each amulet. WGT specifies the weight (100 zorkmids weighs 1).
Amulets comprise 1% of all randomly-generated items in the main dungeon, 1% in containers, and 4% in hell. PROB is the relative probability of each subtype; the suffix specifies the chance of blessed/cursed:
|c||0% blessed, 10% uncursed, 90% cursed|
|otherwise||5% blessed, 90% uncursed, 5% cursed|
Imitation Amulets of Yendor may be found on the bones pile of the Rogue level (50% chance), with "double trouble" Wizards of Yendor when you don't have the real Amulet (50% chance), and with the player-like monsters on the Astral Plane (100%). The real Amulet of Yendor is carried by the high priest(ess) of Moloch.
Except as noted below, the effects of amulets are controllable by putting on and removing the amulet. If the EAT field is Y, then it is possible to obtain an effect permanently by polymorphing into a metallivore (rock mole, rust monster, or xorn) and eating the amulet. There is only a 1/5 chance of obtaining the effect this way ("Magic spreads through your body as you digest the amulet.").
The appearances of the first nine types of amulets are randomized from the following descriptions:
Wearing an amulet will increase the rate at which you get hungry (see Hunger and Nutrition).