Starting Inventory In Slash'EM 7E6F3
Introduction
This spoiler listing the starting inventory of the different classes
in Slash'EM was written by Eva Myers. If you have any comments,
additions or corrections, please feel free to email me. Dylan O'Donnell's spoiler on starting
inventories in Nethack 3.4.3 was very useful in determining the
extent to which starting inventories are different in Slash'EM and
Nethack. Most classes have at least some changes, but Cavemen, Monks,
Rangers and Samurai do not.
You might also be interested in J. Ali Harlow's spoiler on the abilities
and intrinsics of the different classes and races.
Here are some general notes about items in your initial inventory.
They will never be generated cursed, and may be blessed if they are a
type of item which could be randomly generated as blessed.
(E.g. weapons can start out blessed but pick-axes cannot.) Spellbooks
will always start out blessed so that they can be read with no chance
of failure. Two rings of the same type will not be generated, and nor
will chargeable rings with zero or negative charges.
Certain specific items cannot appear in your initial inventory,
generally because they are either useless or too powerful. The
following items can never appear in initial inventory:
- Potions of hallucination or acid
- Scrolls of amnesia, blank paper, fire or stinking cloud
- Spellbooks of blank paper
- Rings of aggravate monster, hunger, sleeping or levitation
- Wands of nothing or of wishing (except in explore mode)
It is also impossible to begin the game with items providing both
polymorph and polymorph control i.e. a ring of polymorph control and a
wand, potion, ring or spellbook of polymorph.
Chaotic characters cannot start with holy wafers, which will be
replaced by lembas wafers. Only chaotic characters can start with
poisoned items. Flame Mages
and Ice Mages cannot start with rings of fire resistance or cold
resistance, or spellbooks of endure heat or endure cold. Monks cannot
start with a scroll of enchant weapon. Hobbits cannot start with a
ring of invisibility.
If your character is of a race other than human, there may be some
additional changes to your starting inventory. Weapons and armour
will be replaced by the equivalent weapons and armour of your race
(e.g. a short sword will become a dwarvish short sword if you are a
dwarf, an elven short sword if you are an elf, and so on). Orcs who
get inferior equipment as a result of this get 2-4 random extra food
items. Elves also get lembas wafers instead of
cram rations and an elven cloak instead of a cloak of displacement
(currently these changes only affect elven Rangers). Elven Priests
and Wizards get a random non-magical musical instrument (wooden flute,
tooled horn, wooden harp, bell, bugle or leather drum). Gnomes get a
crossbow and crossbow bolts instead of a bow and arrows. Lycanthropes
have food rations replaced by tripe rations, and silver daggers,
spears and bullets replaced by the ordinary versions of these items.
Contents
Archaeologist
- +2 bullwhip
- +0 leather jacket
- +0 fedora
- 3-6 food rations
- 2 random scrolls
- Spellbook of detect food, detect monsters, light, knock or wizard
lock
- +0 pick-axe
- Tinning kit
- Touchstone
- Sack
- 25% chance of blindfold, otherwise 25% chance of towel
- 25% chance of leash
- 25% chance of tin opener
- 25% chance of light source (50% chance of oil lamp, 50% chance of
torches)
- 12.5% chance of magic marker
Barbarian
- Weapons chosen from the following options:
- 50% chance of +0 two-handed sword and +0 axe
- 50% chance of +0 battle-axe and +0 (racial) short sword
- +0 (racial) ring mail
- 2-4 food rations
- 1/6 chance of torches
Caveman
- +1 club
- +2 sling
- +0 leather armour
- 10-20 flint stones
- 18-33 rocks
Flame Mage
- Blessed +1 quarterstaff
- +0 studded leather armour
- 2-4 food rations
- Random potion
- Random scroll
- Wand of fire
- Random ring
- Spellbook of flame sphere
- Spellbook of fireball
- Spellbook of detect monsters or light
- 20% chance of oil lamp, otherwise
- 20% chance of blindfold, otherwise
- 20% chance of magic marker
Healer
- 1001-2000 gold pieces
- +1 scalpel
- +1 leather gloves
- 10-20 apples
- Spellbook of healing
- Spellbook of stone to flesh
- 4 potions of healing
- 4 potions of extra healing
- Wand of sleep
- Wand of healing
- Stethoscope
- Medical kit
- 20% chance of oil lamp
- 20% chance of magic marker
- 20% chance of blindfold
Ice Mage
- Blessed +1 quarterstaff
- +0 studded leather armour
- 2-4 food rations
- Random potion
- Random scroll
- Wand of cold
- Random ring
- Spellbook of freeze sphere
- Spellbook of cone of cold
- Spellbook of confuse monster or slow monster
- 20% chance of oil lamp, otherwise
- 20% chance of blindfold, otherwise
- 20% chance of magic marker
Knight
- +1 long sword
- +0 lance
- +0 plate mail
- +0 helmet
- +0 large shield
- +0 leather gloves
- 10-20 apples
- 10-20 carrots
- (And their pony starts with a saddle.)
Monk
- +2 leather gloves
- +1 robe
- 3-6 food rations
- 5-10 apples
- 5-10 oranges
- 3-6 fortune cookies
- Random scroll
- Spellbook of healing, protection or sleep
- 3 potions of healing
- 20% chance of magic marker, otherwise 10% chance of oil lamp
Necromancer
- Blessed +1 quarterstaff
- 2 random rings
- 3 random potions
- 3 random scrolls
- Spellbook of summon undead
- Spellbook of command undead
- Spellbook of drain life
- Spellbook of force bolt, knock, magic missile, create monster or
wizard lock
- Wand of draining
- +0 pick-axe
- 20% chance of magic marker
- 20% chance of blindfold
Priest
- Blessed +0 mace
- Blessed +0 robe
- Blessed +2 small shield
- 1-2 blessed cloves of garlic
- 1-2 blessed sprigs of wolfsbane
- Spellbook of healing
- Spellbook of force bolt, sleep, resist poison, resist sleep,
detect food, detect monsters, light, knock or wizard lock
- Random blessed scroll
- 4 potions of holy water
- 10% chance of magic marker, otherwise 10% chance of light source
(50% chance of oil lamp, 50% chance of torches)
Ranger
- +1 (racial) dagger
- +1 (racial) bow
- 50-59 +2 (racial) arrows
- 30-39 +0 (racial) arrows
- +2 cloak of displacement (+2 elven cloak for elves)
- 4-8 cram rations (lembas wafers for elves)
Rogue
- 1500-1999 gold pieces
- +0 (racial) short sword
- Ranged weapons chosen from the following options:
- 70% chance of 6-15 +0 (racial) daggers and 25-34 +0 darts
- 30% chance of +0 pistol and 25-34 +0 bullets
- +1 leather armour
- Uncursed potion of sickness
- 4 blessed scrolls of gold detection
- 4 blessed scrolls of teleportation
- Lock pick
- Oilskin sack
- 20% chance of blindfold
Samurai
- +0 katana
- +0 wakizashi
- +0 yumi
- 26-45 +0 ya
- Rustproof +0 splint mail
- 20% chance of blindfold
Tourist
- 1000-1499 gold pieces
- 21-40 +2 darts
- +0 Hawaiian shirt
- 12-24 random food items
- 6 scrolls of magic mapping
- 2 potions of extra healing
- Expensive camera
- Credit card
- 4% chance of tin opener, otherwise
- 4% chance of leash, otherwise
- 4% chance of towel, otherwise
- 4% chance of magic marker
Undead Slayer
- +0 wooden stake
- Extra weapons and armour as follows:
- 25% chance of +0 pistol, 30-39 +0 silver bullets, +0 helmet and
+0 chain mail
- 25% chance of +0 crossbow, 30-39 +0 crossbow bolts, +1 low boots
and +1 leather jacket
- 25% chance of +2 bullwhip, 5 +0 silver daggers, +0 helmet and +0
chain mail
- 25% chance of +0 silver spear, 5 +0 silver daggers, +0 helmet and
+0 chain mail
- 5-10 blessed cloves of garlic
- 5-10 blessed sprigs of wolfsbane
- 4 holy wafers (lembas wafers for chaotics)
- 4 potions of holy water
- 1/6 chance of oil lamp
Valkyrie
- +1 spear
- 5 +0 daggers
- +3 small shield
- 1-2 food rations
- 1/6 chance of light source (50% chance of oil lamp, 50% chance of
torches)
Wizard
- Blessed +1 quarterstaff
- +0 cloak of magic resistance
- 3 random scrolls
- Spellbook of force bolt or sleep
- Spellbook of resist poison or resist sleep
- Spellbook of detect food, detect monsters, light, knock or wizard
lock
- Spellbook of magic missile, confuse monster, slow monster, cure
blindness, endure heat, endure cold, insulate, create monster or
healing
- 3 random potions
- 2 random rings
- Random wand
- 20% chance of magic marker
- 20% chance of blindfold
Yeoman
- +2 short sword
- +1 partisan
- +1 leather armour
- +0 high boots
- +0 leather gloves
- 10-20 apples
- 10-20 carrots
- 3 uncursed potions of water
- Fishing pole
- (And their pony starts with a saddle.)