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egoitem.txt
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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.