Some rare weapons and armor have special abilities in addition to those normal to their type. These are called ego items, and are considered great prizes by adventurers. It should be noted that some of these items are considerably more powerful than others, and generally the most powerful items are the rarest. Also important is the fact that not all ego-items are nice... some have good and bad points, others are totally worthless and dangerous to the player's health. == Ego Weapons == Ego weapons are denoted by the following "names": (Defender) A magical weapon that actually helps the wielder defend himself, thus increasing his/her armour class, and protecting him/her against damage from fire, cold, acid, lightning, and falls. This weapon also will let you see invisible creatures, protect you from paralyzation and some slowing attacks, and help you regenerate hit points and mana faster. As a result of the regeneration ability, you will use up food somewhat faster than normal while wielding such a weapon. These powerful weapons also will sustain your constitution and dexterity, and offer one additonal resistance that will vary from weapon to weapon. (Holy Avenger) A Holy Avenger is one of the more powerful of weapons. A Holy Avenger will increase your wisdom and your armour class. This weapon will do extra damage when used against evil, demonic and undead creatures, and will also give you the ability to see invisible creatures, and make you immune to fear. These weapons are basically extremely powerful versions of Blessed Blades and can be wielded by priests with no penalty. These weapons, like (Defender) weapons, also will sustain one random stat. (Blessed) A blessed blade will increase your wisdom. If you are a priest, wielding a non-blessed sword or polearm causes a small penalty while attacking and may infuriate your god, decreasing the chances that he will accept your prayers: a blessed blade may be wielded without this penalty. Blessed blades also have one extra, random, power. Weapon of Westernesse. A Weapon of Westernesse is one of the more powerful weapons. It slays humanoids, while increasing your strength, dexterity, and constitution. It also lets you see invisible creatures and protects from paralyzation and some slowing attacks. These blades were made by the Dunedain. Weapon of Gondolin. A weapon of this kind, from the last kingdom of the High Elves to fall under Morgoth's yoke, provides power against all his living servants - humanoids, demons and dragons. It also gives off light when there are enemies around (which, in Angband, is all the time), and provides resistance to darkness, the ability to see invisible monsters, and one extra random power. These weapons are powerful but rare. Weapon of Extra Attacks. A weapon of extra attacks will allow the wielder to deliver extra attacks during each round. Weapon of Fury. This weapon is a gift for all those whose sole wish is to smash their enemies to an unreconizable pulp. It provides bonuses to-hit, to-dam and to extra attacks. However, the wielder will be driven into such a berserk fury that his shouts and yells will awaken and aggravate every monster within earshot. Weapon of Terror. A weapon of terror will strike fear into the hearts of your enemies. A monster hit by this weapon will have a much larger chance of fleeing, even if only slightly damaged. Weapons of Law A weapon of law carries with it the brand and authority of justice. It does extra damage to those monsters who are affiliated with chaos or evil, In order that the pursuit of law will never be hampered, it provides its wielder with resistance to chaos and confusion, in addition to an immunity to blindness and fear, and will sustain its wisdom. Elemental Branded Weapons. Each of the four elemental attacks has a corresponding weapon which will do treble its base damage to creatures not resistant to that element. (It should be noted that the magical damage bonus is not affected by this: a weapon of Flame (2d6) (+5,+6) does 6d6+6 damage per hit, not 6d6+18, against creatures which are not fire-resistant.) There are weapons of Flame, Frost, Shocking and Melting elemental brands. Weapon of Venom Weapons of venom are branded not with an element but with posipn. It will inflict triple damage to creatures not resistant to poison, and might leave poison in their bodies which will cause additional damage over time. Weapon of the Day Weapons of the Day are enchanted with the power of concentrated light. They cause extra damage to creatures not resistant to light, and even more damage to those creatures who are hurt by light - and sometimes, the monster may be blinded by the attack. In addition, they grant you resistance to darkness attacks, and glow permanently. Weapon of the Night. The antithesis of the Weapons of the Day are the Weapons of the Night. Branded with the powers of darkness, they cause extra damage to non- resistant monsters and even further damage to monsters that are vulnerable, and stand a chance of blinding the target. In addition, they grant resistance to light attacks, and shroud you in shadows, increasing your stealth. Weapons of Slaying enemies. These weapons do extra damage against creatures of a vulnerable type. Weapons of Slay Evil, Chaos, Plant and Animal do double the base damage, while weapons of Slay Humanoid, Person, Dragon, Demon and Undead do triple the base damage. As with elemental branded weapons, the magical damage bonus is not affected. In addition, each slay type offers an additional power - . Weapons of Slay Animal will give a bonus to intelligence (which is what sets the sentient races apart from the animals), and provide slow digestion so that the player does not need to eat so often. Weapons of Slay Plant give a bonus to constitution, as the body grows more resistant to the hazardous chemicals found in some plants. Weapons of Slay Evil provide a bonus to wisdom and are blessed, so that priests may use them even if they are sharp: and they have a bonus power, as other Blessed weapons do. Weapons of Slay Chaos provide a bonus to charisma, and grant resistance to chaos: Weapons of Slay Undead will allow you to see into the invisible world of ghosts and wraiths, and provide a wisdom bonus: weapons of Slay Demon provide resistance to fire, the chief weapon of many demons, and grant intelligence; Weapons of Slay Preson will increase and sustain the character's dexterity, weapons of Slay Humanoid will increase and sustain the characer's strength. Weapons of Slay dragon provide a constitution bonus, and resistance to fear. Special weapons of *Slay Dragon* do five times their base damage, and also give a strength bonus and resistance to fire (in addition to the slay dragon powers) Weapons of Slay Nature - The bane of natural creatures, these weapons provide double damage to both animals and plants. It also provides a bonus to your health. Weapons of Carnage Used in the great wars, these weapons provide triple damage to both people and humanoids. Weapon of Morgul. These blades are so foully cursed with evil, it is rumored that it is nearly impossible to remove them without a special curse-removing spell, much stronger than normal Remove Curse. However, they can be powerful in the right hands - for they are weapons of the undead, and will thus give a certain amount of power over all things undead. The character will see invisible, and be protected against the forces of the netherworld and attempts by other creatures to drain his life force: on the other hand, the weapon itself will drain the character's life, and nearby monsters will know that this weapon is in the wrong hands and will come to recover it - no monster will remain asleep when the character wields a weapon of Morgul. Polearms of Hacking These axes and other polearms are built for rapid hacking, giving you a speed bonus and doing extra damage against plants. Swords of Sharpness These swords are sharpened far beyond the level acheivable by normal means. Wounds created by these weapons will be extra damaging, and cause additional bleeding damage over time. Blunt weapons of Crushing These weapons will crush the bones of whatever they contact, doing extra damage against undead and people, and also will raise and sustain your strength and dexterity. Shovels of Digging. These powerful diggers will dig through granite as if it were mere wood, and mineral veins as if they were butter. Permanent rock is still an impassable obstacle. Shovels of Earthquakes. These powerful but unpredictable items are magically enchanted to dig even faster than shovels of Digging: moreover, they possess a fair bonus to-hit and to-damage, and thus might actually be useful when used as a melee weapon. They increase the wielder's strength as well. They do, however, have a downside: the weapon will periodically cause a mighty earthquake when it hits a monster. Ego Missile Launchers and Ammo: ------------------------------- Launchers of Accuracy. These launchers have an unnaturally high to-hit number, making them extremely accurate. Launchers of Power. These launchers do an unnaturally high amount of damage due to their high to-hit number. Launchers of Extra Shots. These launchers allow the wielder to shoot more times per round than normal. Launchers of Extra Might. These launchers have a higher base damage than normally made launchers of their type. For instance, a Long Bow of Extra Might (x3)(+X,+Y)(+2) is really a Long Bow (x5)(+X,+Y) where (+X,+Y) is the standard to-hit and to-dam. As the damage multiplier with the bow affects *everything* - the base arrow damage, the magical damage bonus on both the bow and the arrow, and any bonuses for slaying or elemental-branded arrows - this makes it a powerful weapon. Slings of Buckland. These slings were made especially in the Shire by the most expert of Hobbit slingers. They deliver their missiles - admittedly, the missiles in question are mere pebbles and iron shots - with extra force, and at extra speed, and provide greater accuracy thanks to increased dexterity. Bows of Lothlorien. These bows belong to the highly secretive elves of the Golden Wood, all of them excellent archers. They allow the wielder to shoot with much greater power than normal (extra might), and increased accuracy (higher dexterity), and cannot be destroyed on the ground by acid and fire. Crossbows of the Haradrim. These mighty catapults are much faster to reload, and more powerfully sprung, than normal crossbows. The end result of this is that the character may shoot faster and with greater power than normal. Ammo of Wounding. Arrows and bolts of wounding are both sharper than normal arrows and covered with barbs. Creatures hit by these missiles will be likely to develop cuts. Ammo of Elemental Brands, and Ammo of Slaying. This works in the same way as melee weapons of the same type: double damage for slay evil, chaos, plant and animal, triple damage for all other slays and for all elemental brands. Unlike melee weapons, the slays and elemental brands *do* affect the magical damage bonus for ammo. Ammo of Darkness and Light This ammo works like weapons of the Day and the Night, causing extra damage and potentially blinding the target. Ammo (poisoned) Similar to weapons of Venom, these arrows are coated in poison and can cause monsters to become poisoned. Ammo of Holy Might. This can only be heavy ammo - seeker arrows and bolts, and iron shots. It is very rare, but is blessed and does extra damage to demons, undead and evil creatures, and is branded with holy fire. It also cannot be damaged on the ground or in the player's inventory by fire or acid. Launcher of the Nazgul. This cursed bow belongs to the Wraith-lords, and will drain the life experience from living beings that wield it. It does, however, allow the player to see into the wraith-world of invisibility. Ammo of Backbiting. This cursed ammunition will never hit what it is aimed at. Rumour has it that it will curve round and hit the person who shot it in the back: but so far, this rumour has proved unfounded, and is believed to be false. Apart from these there are some very rare and well made blades in the dungeon with not necessarily any special abilities. These include Blades of Chaos, Blades of Stability, Maces of Disruption, and Scythes of Slicing. They can also be ego weapons like the ones above. For example, a Blade of Chaos (Holy Avenger) is much more powerful than many artifact weapons! == Ego Armours Types == Some pieces of armor will possess special abilities denoted by the following names: Ego Amrours and Shields ----------------------- of Resist Acid, Lightning, Fire, Cold or Water. A character wearing armor or a shield with one such resistance will take considerably less damage from attacks involving the relevant acid, lightning, fire, cold or water. Note that multiple permanent sources of resistance are NOT cumulative: wearing two is no better than wearing one. However, armor which provides resistance to acid or water cannot itself be damaged by acid, and this is a good reason to wear more than one such piece of armor. of Resistance. A character wearing armor with this ability will have resistance to Acid, Cold, Fire, and Lightning as explained in each part above. It will also grant resistance to one other sort of attack, determined randomly (though never to the most powerful attack types). Armor of Health Armor of health enhances the wearer's general condition, giving a bonus to their hit points. Dwarven Armor. This is invariably heavy metal armor, and cannot be damaged by either acid or fire. It will impart to its wearer the strength and constitution of the Dwarven race, and the ability to see in the dark and never be paralyzed. Blackrock Studded Armor The mysterious substance known as blackrock can be used to enhance any form of metal armour, making it immune to any sort of damage or disenchantment. Armor of Elvenkind. This is the same as Resistance armor, only generally better enchanted. It will make you more stealthy. This armor also possesses an extra resistance, at random. Elven armor can not suffer the effects of disenchantment. Robes of Permanence. These robes are designed especially for wizards. Just like Elvenkind armor, they provide resistance to fire, cold, acid, and electricity and cannot be damaged by acid. They sustain all of your stats and protect you from a good deal of all experience draining. Also like Elvenkind armor, they have one random resistance. Robes of Mana The robes of scholars and sages, it provides an increase in the amount of mana available to the wearer. Shields of perfect health More powerful than armor of health, shields of perfect health provide protection from disease and poison in addition to the hit point bonus. Shields of Preservation. These rare shields will preserve the character's physical body, soul and magical enchantments: in addition to a large bonus to armor class, they sustain the character's strength, constitution and dexterity, and provide resistance to all disenchantment and most experience draining. It also provides one extra resistance. Shields of Unmagic These shields disrupt the magical forces around them, providing the wearer with resistance to mana attacks - but this resistance comes at a price, as not only does the wearer himself find himself possessing far less mana than without the shield, but also all his other equipment will slowly lose its magic. Armor and Shields of Vulnerability. This severely cursed armor appears to be powerful, but in fact lets through the full force of every attack directed at it. Dragon Scale Mails. These extremely rare pieces of armour come in many different colors, each protecting you against the relevant dragons. Naturally they are all resistant to acid damage. They also occasionally allow you to breathe as a dragon would! Ego Helms: ---------- Stat Boosting Helms. There are magical helms found in the dungeon that have the ability to boost the wearer's intelligence, wisdom, or charisma. Helms of Beauty are the ones that boost charisma. In addition to boosting the relevant stat these helms will also prevent that stat from being drained. Crown of the Magi. This is the great crown of the wizards. The wearer will have an increased (and sustained) intelligence, and will also be given resistance against fire, frost, acid, and lightning. These valuable helms also have an additional random power. Crown of Wizardry. Another crown designed for use by wizards, in provides a bonus to mana and prevents both intelligence and wisdom from being drained. Crown of Might. This is the crown of the warriors. The wearer will have an increased and sustained strength, dexterity, and constitution, and will also be immune to any foe's attempt to slow or paralyze him or her. Crown of Lordliness. This is the great crown of the priests. The wearer will have an increased and sustained wisdom and charisma, and will never be afraid. Helm/Crown of Seeing. This is the great helmet or crown of the rogues. The wearer will be able to see invisible creatures, and will have an increased ability to locate traps and secret doors. It is also rumored that the wearer of such a helm will not be able to be blinded, and will be able to see in the dark by seeing heat. Helm/Crown of Serenity. This item allows the wearer to remain clear-headed: he will not be affected by confusion or sound, nor will he ever be terrified out of his wits. Helm of Light. This helm provides a source of permanent light to the wearer. Helm/Crown of Telepathy. This helm or crown grants the wearer the power of telepathy. Helm of Regeneration. This helm will help you regenerate hit points and mana more quickly than normal, allowing you to fight longer before needing to rest. You will use food faster than normal while wearing this helm because of the regenerative effects. Crown of Night and Day. This special crown gives its wearer power over all things to do with light and darkness: attacks of these types will be resisted by the player, and the player will always have enough light to see. Helms of Teleportation. This cursed helm will always keep the player on the hop, never sure where he is and never able to stay in one place. Crowns of Sickliness. Ruling is such a drain on one's health... This crown will debilitate its wearer, reducing his strength, dexterity and constitution. Helms/Crowns of Dullness. You wonder why you didn't notice the huge "D" written on the front of this thing before you put it on... this dunce's headwear reduces intelligence and wisdom, and also charisma because nobody likes an idiot. Ego Cloaks: ----------- Cloak of Protection. This finely made cloak will come with an unnaturally high enchantment and is not affected by elemental based attacks. It is also made of an exceptionally thick and durable material, which protects the wearer from blasts of crystal shards. Cloak of Stealth. This cloak will increase the wearer's stealth, making the wearer less likely to wake up sleeping monsters. Cloak of Invisiblity. This cloak will make you totally unseen by most monsters, making it far harder for them to attack you properly. They still might hear you, though, and act accordingly, if you are not stealthy. Cloak of Kings. This cloak bears the mark of royalty, and is one of the most powerful objects that can be found. It grants the wearer protection from fear and confusion, protects him from falls, and raises and sustains his charisma and wisdom. It also provides a random resistance to one powerful attack type. Cloak of the Magi. This cloak increases and sustains intelligence, and allows its wearer to remain hidden from monsters, all the better to surprise them by casting a spell on them. Cloak of Aman. These exceptionally rare cloaks provide great stealth, have a very high enchantment, and one random resistance. Cloak of Enveloping. This cloak gets in the way of everything you try to do. You can't seem to hit monsters without having to shove aside several folds of cloth, and yet more layers cushion the blow and reduce the damage you do. Cloak of Irritation. This cloak not only envelops its wearer but aggravates all who see it. Ego Gloves: ----------- Gloves of Free Action. The wearer of these gloves will find himself resistant to paralyzing attacks as well as some slowing attacks. Because of the special nature of these gloves, magic users may wear these gloves without incurring a spellcasting penalty. Gloves of Slaying. These gloves will increase the wearer's fighting ability by boosting the wearer's to-hit and to-dam values. Gloves of Agility. These gloves will increase the wearer's dexterity. Because of the special nature of these gloves, magic users may wear these gloves without incurring a spellcasting penalty. Gloves of Spellcasting. These gloves are especially designed for use by wizards - not only do they not incur a penalty to spellcasting, they provide a bonus to mana! Also, the wearer can not be confused, and the gloves can not be harmed by disenchantment. Only delicate silk gloves can have these powers. Gauntlets of Power. These spiked gauntlets will boost the wearer's strength as well as the wearer's to-hit and to-dam numbers. They can only be gauntlets and cesti, not leather gloves. Gauntlets of Combat. More powerful than normal gloves of power, these gloves also provide a speed enhancement as well as the strength bonus - but they will aggravate nearby monsters. Gloves of Thievery. These gloves will boost the wearer's dexterity and provide free action, so they can be worn by people who cast mage spells without penalty. They also provide a bonus to-hit. They can only be thin leather gloves, not gauntlets or cesti. Gauntlets of Weakness. These gauntlets sap your strength. Gauntlets of Clumsiness. These gauntlets make you fumble. Ego Boots: ---------- Boots of Slow Descent. These boots protect the wearer from the effects of small falls. Boots of Stealth. These boots increase the wearer's stealth, like a Cloak of Stealth. Boots of Free Action. The wearer of these boots will find himself resistant to paralyzing attacks as well as some slowing attacks. Boots of Stability. The wearer of these boots will have a tendency to stay in one place should he wish to: a nexus attack will be resisted, and will not teleport the player or affect his stats. They also provide feather falling. Boots of Speed. The wearer of these boots will become unnaturally fast. Boots of Noise. The wearer of these boots will make great echoing stamps as he walks around the dungeon, waking up and aggravating all monsters. Boots of Slowness. They seem to be stuck to the ground, and you can hardly move at all while wearing these things. Apart from these there are some very rare and well-made armours in the dungeon with not necessarily any special abilities. These include Shields of Deflection, Adamantite Plate Mail, Mithril Plate Mail, Mithril Chain Mail, Wizard's Robes, Elven Cloaks and Shadow Cloaks. The first four cannot be damaged by acid because of the quality metals they contain, Wizard's Robes sustain your intelligence and wisdom, while Elven Cloaks and Shadow Cloaks provide a bonus to stealth - and all of these armours can gain additional "ego" properties. If you're lucky enough to find a Shadow Cloak of Invisiblity, monsters will have real trouble finding you. There are rumors of unique "artifact" items in the dungeon - weapons and armor of all types. Many of these are more powerful than even the greatest ego-items: some are weak and have little more than a name to recommend them. In all cases, and indeed if the player desires to find out the powers of an ego-item with random powers, use of a scroll of *Identify* will reveal all the powers of any given item.