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equip.txt
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============================= Equipment Attributes ============================
All effective combat methods other than Druid bare-handed attacks require
equipment, and all benefit greatly from various qualities that your equipped
items may possess. Defence is similarly equipment-dependent.
This file explains every attribute of any wearable item you might encounter
in your adventures. Some of the special attributes are quite rare.
--- Ordinary Attributes ---
Example 1: A Glaive (3d4) (+6, +4) [8, +0]
Bonus to Skill:
The glaive above increases melee Skill by 6. This bonus improves your
chance to strike a monster and the number and quality of critical hits. Apart
from rare gloves, armours seldom have bonuses to Skill.
Bonus to Deadliness:
The glaive above increases melee Deadliness by 4. This increases the
damage of every blow you land. Apart from rare gloves, armours seldom have
bonuses to Deadliness.
Bonus to Base Armour Class:
All armours have bonuses to base armour class. Glaives and some other
weapons have bonuses to base armour class, usually because they help keep
monsters further away from you, or parry blows. The example above increases
this value by 8.
Bonus, Plus to Armour Class:
Armour of unusually good quality or that is magical also increases your
plus to armour class. This adds to your total protection value. Only rare
weapons do the same.
--- Attributes that can be increased or decreased by a number ---
Stat Bonuses:
Any kind of special wearable item may affect one or more stats. See the
help file "abilattr.txt" to find out more about what altering a stat does.
Sustain Stats:
Any kind of special wearable item may sustain one or more stats. This
ensures that the attacks of your foes never lowers that stat.
Magic Mastery:
Certain amulets and gloves improve your skills with magical devices and
activatable items.
Stealth:
Certain cloaks, boots, and (more rarely) other items lessen the amount
of noise you make when moving around the dungeon. This is very handy for
avoiding fights and getting in the first hit. Stealth also reduces the
noise you make in combat, but the effect is less noticeable.
Searching:
Some rings, headgear, and various other items improve your chances to
reveal secret doors and find traps before they find you.
Infravision:
Some headgear and (more rarely) other items increase the range at which
you can see warm-blooded creatures, even those that would otherwise be
invisible.
Tunnelling:
Some gloves and weapons allow you to dig through rock more effectively.
All special digging tools have a bonus to tunnelling.
Speed:
Boots, rings, and weapons that hasten you are rare and powerful, for a fast
player can perform several actions in the time it used to take to do just one.
Players moving at speed -10 are half as fast as normal, at +10 are twice as fast
as normal, and at +20 are three times as fast as normal. The maximum useful
speed is (roughly) +40.
--- Missile Weapon Qualities ---
Extra Might:
Rare missile launchers have a greater than normal missile damage multi-
plier. For example: a "Sling of Extra Might (x3)" multiplies damage, not by two
like lesser slings, but by three. The true missile weapon multiplier is never
known for sure until the object is identified.
Extra Shots:
Rare missile launchers may allow the player to shoot more quickly than
normal. Each shot takes a fraction of a turn, making your target appear to move
in slow motion. Some classes get innate extra shots.
--- Melee Weapon and Missile Ammunition Qualities ---
Note: Only the largest applicable multiplier is used.
Slay Animals:
Multiplies the number of damage dice rolled by 1.7 against natural
creatures. For example, a Broadsword of Slay Animal would normally roll 2 dice,
but 3.4 against animals. The ".4" is significant. Rare weapons of *Slay
Animal* multiply the number of dice rolled by 2.
Slay Evil:
Multiplies the number of damage dice rolled by 1.5 against evil creatures.
(exception: *Slay Evil* weapons multiply the dice by 1.7).
Slay Undead:
Multiplies the number of damage dice rolled by 2.0 against the undead.
(exception: *Slay Undead* weapons multiply the dice by 2.5).
Slay Demons:
Multiplies the number of damage dice rolled by 2.0 against demons.
(exception: *Slay Demon* weapons multiply the dice by 2.5).
Slay Orcs:
Multiplies the number of damage dice rolled by 2.0 against orcs.
(exception: *Slay Orc* weapons multiply the dice by 2.5).
Slay Trolls:
Multiplies the number of damage dice rolled by 2.0 against trolls.
(exception: *Slay Troll* weapons multiply the dice by 2.5).
Slay Giants:
Multiplies the number of damage dice rolled by 2.0 against giants.
(exception: *Slay Giant* weapons multiply the dice by 2.5).
Slay Dragons:
Multiplies the number of damage dice rolled by 2.0 against dragons.
(exception: *Slay Dragon* weapons multiply the dice by 2.5).
Poison Brand:
Multiplies the number of damage dice rolled by 1.7 against monsters
who do not resist poison.
Lightning Brand:
Multiplies the number of damage dice rolled by 1.7 against monsters
who do not resist electricity.
Flame Brand:
Multiplies the number of damage dice rolled by 1.7 against monsters
who do not resist fire. Weapons of the Balrog multiply the dice by three.
Frost Brand:
Multiplies the number of damage dice rolled by 1.7 against monsters
who do not resist frost.
--- Miscellaneous Weapon Attributes ---
Perfect Balance:
This weapon can be thrown with unusual force, doubling the number of damage
dice rolled should it hit. This bonus is cumulative with slays or brands.
Earthquake:
Rarely, a weapon will possess the earthquake brand. Every time you hit a
monster for large amounts of damage using one of these, the walls and floors of
the immediate neighborhood are rearranged. This can put a wall between you and
nasty breathers, but most people find this quality to be really annoying.
Two-handed Wield Required:
Glaives, Halberds, and Quarterstaffs require two hands to wield.
Two-handed Wield Desired:
A fair number of large, powerful weapons must be wielded in two hands
unless the player has amazing strength (normally around 18/140, varying with
weapon weight).
Blessed:
Priests and Paladins normally cannot wield edged weapons and polearms
comfortably, unless they are especially blessed for their use.
--- Immunities ---
If you should ever be fortunate enough to find a piece of equipment that
grants immunity to an element, you will take no damage from that element. Be
warned that immunity does not extend to your backpack; the stuff you are
carrying in inventory can still be destroyed on rare occasions.
Immunity to Acid:
You take no damage from acid. Worn items will not be affected by acid.
Staffs, missiles, weapons, armour, and scrolls in your backpack become highly
resistant to destruction.
Immunity to Electricity:
You take no damage from electricity. Rings, wands, and rods in your back-
pack become highly resistant to destruction.
Immunity to Cold:
You take no damage from cold. Potions in your backpack become highly
resistant to destruction.
Immunity to Fire:
You take no damage from fire. Spellbooks, scrolls, staffs, and burnable
weapons, missiles, and armour in your backpack become highly resistant to
destruction.
--- Resistances ---
Resistances from equipment cannot be combined; You either have it or you
don't.
Resist Acid:
You take one-thirds damage from acid. Staffs, missiles, weapons, armour,
and scrolls in your backpack become a little more resistant to destruction.
Resist Electricity:
You take one-thirds damage from electricity. Rings, wands, and rods in
your backpack become a little more resistant to destruction.
Resist Cold:
You take one thirds damage from cold. Potions in your backpack become
a little more resistant to destruction.
Resist Fire:
You take one-thirds damage from fire. Spellbooks, scrolls, staffs, and
burnable weapons, missiles, and armour in your backpack become a little more
resistant to destruction.
Resist Poison:
You take one thirds damage from poison.
Resist Light:
The damage you take from light is reduced. You cannot be blinded by
bright light.
Resist Darkness:
The damage you take from darkness is reduced. You cannot be blinded by
darkness.
Resist Sound:
The damage you take from sound is reduced. You cannot be stunned by
sound or by a few other kinds of distance attacks.
Resist Shards:
The damage you take from blasts of shards is reduced. You cannot be cut
by shards.
Resist Nexus:
The damage you take from nexus attacks is reduced. You cannot be randomly
teleported by nexus, and will sometimes resist being warped around by gravity.
Resist Nether:
The damage you take from nether is reduced. You cannot lose experience to
nether.
Resist Chaos:
The damage you take from chaos is reduced, and you are immune to all the
nasty things chaos can do to you. This resistance does not make you resistant
to confusion.
Resist Disenchantment:
Rarest of all the resistances, this reduces damage from disenchantment
attacks and renders your equipment immune to disenchantment.
--- Survival Attributes ---
Resist Fear:
Renders you fearless.
Resist Blindness:
Protects you from being blinded.
Resist Confusion:
Makes you incapable of being confused. Also reduces damage from blasts
of confusion.
--- Character Qualities ---
Slow Digestion:
Reduces your need to consume food.
Feather Fall:
Protects you from all pit traps, however deadly, and reduces the damage
you take when walking on lava and the chance for you to be warped around by
gravity.
Light:
Some weapons and helms shine with inner light. Wearing any number of
such objects will increase your illumination radius by one.
Regeneration:
Players who regenerate recover hitpoints twice as quickly as normal,
and mana 3/2rds as quickly. They also need to eat more.
Telepathy (ESP):
It is not easy to acquire this, but players who do can see smart monsters
nearby. Stupid monsters never appear, and "kind of smart" monsters only appear
occasionally.
See Invisible:
Allows you to see and target monsters invisible to ordinary sight.
Free Action:
Protects you from paralyzation and most slowing attacks. Because paraly-
zation can instantly kill you, keep an eye out for this important survival aid.
Hold Life:
Offers a high degree of protection from attacks that drain experience.
Such attacks will either have no effect, or drain much less exp.
--- Curses and other Nastiness ---
Random Teleportation:
Some foul rings, amulets, and boots randomly take control of your movement
and whisk you around the dungeon.
Aggravate:
Aggravation effectively reduces your stealth to nil, immediately waking up
all monsters nearby. Some rings and amulets possess curses that aggravate, and
some weapons and armours are so powerful that no creature can ignore them.
Drain Exp:
Objects that drain experience are perilous, because they slowly but surely
erase your accumulated memories. Of course, you can keep killing monsters to
replace the experience which you lose.
Light (Normal) Curse:
Many objects have light curses. If you should wear or wield one, read a
scroll of remove curse.
Heavy Curse:
The curses on some objects are less easy to remove. If a ordinary scroll
of Remove Cure fails, find and read one of *Remove Curse*.
Permanent Curse:
There is exactly one object, seen by perhaps one character in a thousand,
that can never be removed once put on.
--- Ego-Weapons and Armours ---
Some rare weapons and armours have special abilities. These are called
ego items, and are feared by great and meek. Ego-item information is no longer
provided in the standard Oangband help files, because you can 'I'nspect any
normally identified ego-item to learn everything about 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!
--- Artifacts ---
There are rumors of incredibly rare "artifact" armours which are even more
powerful than ego armour. Some artifact are standard, and you may already know
of their fame, while others will certainly be unfamiliar to you and will need to
be fully identified (*identified*).