# Tool

Item classes

"&nbsp;Amulets

[&nbsp;Armor

%&nbsp;Comestibles

$&nbsp;Coins

*&nbsp;Gems

!&nbsp;Potions

=&nbsp;Rings

?&nbsp;Scrolls

+&nbsp;Spellbooks

`&nbsp;Statues

(&nbsp;Tools

`&nbsp;Boulders

)&nbsp;Weapons

/&nbsp;Wands

Tools, represented by (, are the miscellaneous items in the game which don't fall into any other category, and include containers, light sources, and musical instruments. Most tools can be used by applying them via a.

Contents

1 Generation
2 List of tools
3 Identification

3.1 Bags
3.2 Lamp
3.3 Whistle
3.4 Horn
3.5 Flute
3.6 Harp
3.7 Drum
3.8 Candle

Generation
Tools compose 8% of all randomly-generated items in the main dungeon and 12% in Gehennom.
Some tools can be randomly generated as blessed or cursed: lighting sources, cans of grease, crystal balls, and figurines. Other tools created by normal random generation are always uncursed; the exception to this is the "fake bones" left on some early-dungeon traps, which may include tools among the cursed items placed on that square.

List of tools

Name
Cost
Weight
Cost:weight ratio
Use (where not obvious)
Prob (‰)
Creation
Magic?

Character accessories

blindfold
20 zm
2
10
Blinds you
50

No

lenses
80 zm
3
27
Spellbook reading
5

No

Eyes of the Overworld
2500 zm
3
833
Enlightenment
0
Monk quest artifact
No

towel
50 zm
2
25
Blinds you, cleans face and hands
50

No

Pet accessories

leash
20 zm
12
1.67
Keeps pets nearby
65

No

saddle
150 zm
200
.75
Riding
5

No

Containers

bag of holding
100 zm
15
5.67
Makes items lighter
20
Contains 0-1 items
Yes

chest
16 zm
600
0.027

35
Contains 0-5 items
No

ice box
42 zm
900
0.047
Keeps corpses fresh
5
Contains 0-20 corpses
No

large box
8 zm
350
0.023

40
Contains 0-3 items
No

oilskin sack
100 zm
15
5.67
Prevents blanking
5
Contains 0-1 items
No

sack
2 zm
15
0.133

35
Contains 0-1 items
No

Tonal instruments
Passtune

bugle
15 zm
10
1.5
Aggravates nearby soldiers
4

No

fire horn
50 zm
18
2.78
Ray of fire
2

Yes

frost horn
50 zm
18
2.78
Ray of frost
2

Yes

magic flute
36 zm
5
7.2
Lulls monsters to sleep
2

Yes

magic harp
50 zm
30
1.67
Tames monsters
2

Yes

tooled horn
15 zm
18
0.83
Scares monsters
5

No

wooden flute
12 zm
5
2.4
Pacifies snakes
4

No

wooden harp
50 zm
30
1.67
Pacifies nymphs
4

No

Atonal instruments

bell
50 zm
30
1.67
Wakes monsters, summons nymphs
2

No

Bell of Opening
5000 zm
10
500
Invocation

get from quest nemesis
Yes

drum of earthquake
25 zm
25
1
Creates pits, scares monsters, angers peacefuls
2

Yes

leather drum
25 zm
25
1
Wakes and scares monsters
4

No

magic whistle
10 zm
3
3.33
Teleports pets to you
30

Yes

tin whistle
10 zm
3
3.33
Calls pets
100

No

Light sources

brass lantern
20 zm
30
0.67

30

No

Candelabrum of Invocation
5000 zm
10
500
Invocation

get from Vlad
Yes

magic lamp
50 zm
20
2.5
Possible wish
15

Yes

oil lamp
10 zm
20
0.5

45

No

tallow candle
10 zm
2
5
Invocation
20
stack of 1 (4/7 prob.) or 2-7 (1/14 prob. each)
No

wax candle
20 zm
2
10
Invocation
5
stack of 1 (4/7 prob.) or 2-7 (1/14 prob. each)
No

Traps

beartrap
60 zm
200
0.3

0

No

land mine
180 zm
300
0.6

0

No

Unlocking tools

credit card
10 zm
1
10

15

No

The Platinum Yendorian Express Card
7000 zm
1
7000
Charging

Tourist quest artifact
No

lock pick (osaku to Samurai)
20 zm
4
5

60

No

skeleton key
10 zm
3
3.33

80

No

The Master Key of Thievery
3500 zm
3
1166

0
Rogue quest artifact
No

Weapon-tools

grappling hook
50 zm
30
1.67

20

No

pick-axe
50 zm
100
0.5
Digging
5

No

unicorn horn
100 zm
20
5
Cure status effects, various other
0

Yes

Miscellaneous

bag of tricks
100 zm
15
6.67
Summoning monsters
20
1-20 charges
Yes

can of grease
20 zm
20
1
Protects against mind flayers, drowning attacks, and water damage
15
1-25 charges
No

crystal ball
60 zm
150
.4

15
1-5 charges
Yes

The Orb of Detection
2500 zm
150
16.7
Invisibility
0
Archeologist quest artifact
No

The Orb of Fate
2500 zm
150
16.7
Level teleport
0
Valkyrie quest artifact
No

expensive camera
200 zm
12
16.7
Scare monsters
15

No

figurine
80 zm
50
1.6
Summons a monster
25

Yes

horn of plenty
50 zm
18
2.78
Produces food or some potions
2

Yes

magic marker
50 zm
2
25
Writes scrolls and spellbooks
15
30-99 charges
Yes

mirror
10 zm
13
.77
Nymph and foocubus control, Luck management, scare monsters
45

No

The Magic Mirror of Merlin
1500 zm
13
115.385

0
Knight quest artifact
No

stethoscope
75 zm
4
18.3
Get monster status information, detect secret doors/corridors
25

No

tin opener
30 zm
4
7.5

35

No

tinning kit
30 zm
100
.3
Prevents troll resurrection, tins corpses for intrinsics
15

No

Identification
Bags
A bag is either of the four: bag of tricks, sack, bag of holding, or oilskin bag.
If you see an unknown bag, first try to loot it, unless you are low on HP (say, HP&lt;25). If it is a bag of tricks, it "develops a huge set of teeth and bites you!", causes 1-10 points of damage, and becomes identified. Otherwise, you loot it like any container.
If it is not a bag of tricks, it is either a sack (7/12 chance), a bag of holding (4/12 chance), or an oilskin bag (1/12 chance). (The chances are for randomly generated bag.)  
Since sack costs 2, and all other bags cost 100, you can identify the sack with price identification.
To identify the bag of holding, pick up just enough stuff to be burdened, but if you drop a small object, you are not burdened anymore. Then put a lot of stuff into your bag. If you are not burdened anymore, it is a bag of holding.
Oilskin bags are rare, and can be identified by not belonging to other types.
If you found a bag in a 1*1 room at the last level of Sokoban, it is a bag of holding.
If you found a bag in a bones pile, it may well be a bag of holding, and has 80% chance of being cursed. When you open a bag of holding, each item has 1/13 chance of disappearing. You may want to uncurse the bag (wand of cancellation, holy water, scroll of remove curse) before looting it.

Lamp
Each lamp is either a magic lamp or an oil lamp.  A newly generated lamp has 1/4 chance of being magic.  Magic lamp costs 50, and oil lamp costs 10, so you can use price identification.
If a lamp "flickers", "flickers considerably", "seems about to go out", or "has gone out", or "has no oil", it is an oil lamp.
If an unknown lamp is blessed, and in case it is magic, you want to use it for a wish immediately, just try to rub it (don't forget to snuff it before) until you see a djinnie. If you rubbed it 20 times, and each time you got the message "Nothing happens", you have less than 1/320 (about 1 in 3.5 billion) chance it is a magic lamp.

Whistle
Just apply it. If you produce a "high whistling sound" or a "shrill whistling sound", it is a tin whistle. If you produce a "strange whistling sound", a "normal whistling sound", or a "high-pitched humming noise", it is a magic whistle.
However, if you found it in bone piles, it is probably cursed. Cursed magic whistle has a 50% chance of producing a high-pitched humming noise, in which case it may wake up nearby monsters, so use with caution.  Newly generated whistles are always uncursed.
Price identification doesn't work for whistles, as both cost 10.
From randomly generated whistles, 3/13 are magic.

Horn
A horn is either a fire horn (5/11 chance), a frost horn, a tooled horn, or a horn of plenty (2/11 chance each).
Tooled horn costs 18, other horns cost 50, so you can use price identification to separate tooled horns from others.
You can identify a horn by applying it. 

If it produces food or water, it is a horn of plenty.
If it asks "Improvise?", it is a tooled horn. You may play a tune, or improvise. In the latter case, you will wake up and scare nearby monsters.
If it asks for direction, it is either a fire horn or a frost horn. Give a direction to determine which one is it. Unless you have reflection, stand at a big corridor or one end of a big room to not hurt yourself.  Also be careful not to hurt your pets or peaceful monsters.
Note that uncharged fire or frost horn would behave as a tooled horn.
Flute
It is either a magic flute or a wooden flute. 1/3 of randomly generated flutes are magic.
Magic flute costs 36, wooden flute costs 12, so price identification works.
When played, with wooden flute you either "trill" or "toot", and with magic flute you "produce soft music".
Uncharged magic flute behaves as a wooden flute.

Harp
It is either a magic harp or a wooden harp. 1/3 of randomly generated harps are magic.
Both cost 50, so price identification does not work.
When played, wooden harp priduces "lilting melody" or "twangs", while magic harp with charges "produce very attractive music".
Uncharged magic harp behaves as a wooden harp.

Drum
It is either a drum of earthquake or a leather drum. 1/3 of randomly generated drums are drums of earthquake.
Both cost 25, so price identification does not work.
When applied, a leather drum would "beat a deafening row!", awake and scare nearby monsters. A drum of earthquake would "produce a heavy, thunderous rolling!", awake and possibly scare all monsters on the level, and create pits around and possibly under you.
Uncharged drum of earthquake behaves as a leather drum.
While you can identify a drum by applying it, you may not want to do it, as the effects of the drum of earthquake are rather strong.

Candle
There are two kinds of these, a wax candle and a tallow candle. The only differences between wax and tallow candles are their lifespans, value, and that eating tallow candles breaks vegetarian conduct, so you probably don't need to identify a candle.  If you still want to, use price identification. Tallow candle costs 10, and wax candle costs 20.
Tallow candles are much more common.  4/5 of all randomly generated candles, or stacks of candles, are tallow.

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