Gems | ||||
---|---|---|---|---|
COLORS | ENGR | GEM | PROB | COST |
black | soft | jetstone | 1* | 850 |
obsidian | 1* | 200 | ||
black glass | 76% | 0 | ||
hard | black opal | 13* | 2500 | |
blue | soft | turquoise | 7* | 2000 |
flourite | 1* | 400 | ||
blue glass | 77% | 0 | ||
hard | sapphire | 16* | 3000 | |
aquamarine | 1* | 1500 | ||
green | soft | turquoise | 7* | 2000 |
flourite | 1* | 400 | ||
jade | 1* | 400 | ||
green glass | 77% | 0 | ||
hard | emerald | 10** | 2500 | |
aquamarine | 1* | 1500 | ||
orange | soft | agate | 1 | 200 |
orange glass | 76% | 0 | ||
hard | jacynth | 19* | 3250 | |
violet | soft | amethyst | 1** | 600 |
flourite | 1* | 400 | ||
violet glass | 77% | 0 | ||
red | soft | garnet | 1* | 700 |
jasper | 1* | 500 | ||
red glass | 77% | 0 | ||
hard | ruby | 22** | 3500 | |
white | soft | dilithium crystal | 28* | 4500 |
opal | 1* | 800 | ||
flourite | 1* | 400 | ||
white glass | 77% | 0 | ||
hard | diamond | 4000 | 25** | |
yellow | soft | citrine | 4* | 1500 |
chrysoberyl | 1* | 700 | ||
yellow glass | 77% | 0 | ||
yellowish brown | soft | amber | 1* | 1000 |
yellowish brown glass | 77% | 0 | ||
hard | topaz | 1* | 100 |
Stones | |||||
---|---|---|---|---|---|
STONE | COST | WGT | PROB | ENGR | APP |
luckstone | 60 | 10 | 10 | soft | gray stone |
flintstone | 1 | 10 | 18 | soft | gray stone |
loadstone | 1 | 500 | 10 | soft | gray stone |
touchstone | 45 | 10 | 8 | soft | gray stone |
rock | 0 | 10 | 100 | soft | rock |
Gems are listed above by color and hardness, then by decreasing price. Stones are listed above by category, then by decreasing price. The COST field denotes the base price of each item. WGT specifies the weight (100 zorkmids weighs 1). All gems weigh 1.
Gems comprise 8% of all randomly-generated items in the main dungeon, 18% in containers, 0% on the Rogue level, and 10% in hell. PROB is the relative probability of each subtype, except for those marked with an asterisk (valuable gems); the figures so marked instead represent the first level on which the gems can occur (this limitation only applying to the main dungeon, and these restrictions are only reviewed when creating a new level). Probs marked with two asterisks can be found on special levels (see Identifying gems, nr. 8). Permissible valuable gems have roughly equal probabilites of being generated among themselves, always set such that the total for the category as a whole is 171.
Loadstones are always generated cursed (except potentially in containers), all others are uncursed. Rocks appear in piles of 6 to 11. Valuable gems, worthless gems, and flintstones have a 1/6 chance of appearing in a pile of 2.
The ENGR field denotes how the gem appears when you attempt to engrave with it (see Identifying gems, nr. 1). COLORS resp. APP specifies the possible appearance of the gem. If more than one color is possible, then one will be randomly chosen for the appearance.