Ticket #1544: attack.txt

File attack.txt, 34.9 KB (added by PowerWyrm, 8 years ago)

Reviewed version of attack.txt. Mainly fixes outdated ego items.

2Attacking monsters
5Attacking and Being Attacked
8Attacking is simple in Angband. If you move into a creature, you attack it.
9You can attack from a distance by firing a missile or by magical means
10(such as aiming a wand). Creatures attack in the same way. If they move
11into you, they attack you. Some creatures can also cast spells from a
12distance, and others can use various breath weapons (such as fire) on you
13from a distance.
15Creatures in walls can not be attacked by wands or other magic attacks
16normally stopped by walls, nor can they be shot at with bows and arrows.
17Tunnelling into the wall (using the "tunnel" or "alter" command) will allow
18you to attack any creature in the wall with your main weapon. This applies
19to creatures which "pass through" walls: if they "bore through" walls, the
20wall is no longer there, and the creature can be targetted normally.
22If you are wielding a weapon, the damage for the weapon is used when you
23hit a creature. Otherwise you get a single punch which does minimal damage.
25You may |``w``ield| one weapon for melee combat, and also one missile
26launcher (bow, crossbow or sling). You may also wear one amulet (around the
27one and only neck of the character), two rings (on the two "ring" fingers,
28i.e. the third finger of each hand: a magic ring does not function when
29worn on any other finger, nor may two be worn on the same finger), one
30light source, and a full set of armor - body armor, shield, helmet, gloves,
31boots and a cloak. Any or all of these items may provide powers to the
32character in terms of bonuses to-hit, to-damage, to-armor class, or to
33other stats.
35.. |``w``ield| replace:: ``w``\ield
37Firing a missile (while wielding the appropriate launcher) is the only way
38to get the "full" power out of the missile. You may of course throw an
39arrow at a monster without shooting it, but you will find the effects will
40not be what you had hoped.
42Hits and misses are determined by ability to hit versus armor class. A hit
43is a strike that does some damage; a miss may in fact reach a target, but
44fails to do any damage. Higher armor classes make it harder to do damage,
45and so lead to more misses. Characters with higher armor classes also
46receive a damage reduction. This is not true for monsters, whose AC only
47affects the character's difficulty to hit them.
49If you wish to see how much damage your weapon will do, you can
50|``I``nspect| it. You will find the number of blows and how much damage you
51would do per round, including information on whether your weapon damages
52other types of monsters differently.
54.. |``I``nspect| replace:: ``I``\nspect
56Monster Memories
59There are hundreds of different creatures in the pits of Angband, many of
60which have the same letter symbol and color on the screen. The exact
61species of a creature can be discovered by |``l``ooking| at it. It is also
62very difficult to keep track of the capabilities of various creatures.
63Luckily, Angband automatically keeps track of your experiences with a
64particular creature. This feature is called the monster memory. Your
65monster memory recalls the particular attacks of each creature (whether or
66not technically a monster) which you have suffered, as well as recalling if
67you have observed them to multiply or move erratically, or drop treasure,
68etc. Otherwise you would imply have to take notes, which is an unnecessary
71.. |``l``ooking| replace:: ``l``\ooking
73If you have killed enough of a particular creature, or suffered enough
74attacks, recalling the monster memory may also provide you with information
75not otherwise available, such as a armor class, hit dice, spell types,
76frequency of spell casting, or the amount of damage for breaths or spells.
77These attacks will be color coded to inform you of whether or not you
78currently resist a specific attack. Red or orange means you do not resist
79it, yellow means you partially resist it, and green means you resist it or
80are immune. If you attack a monster with specific elemental attacks you will
81learn if the monster resists that element or if they are immune. There are
82other magical means to learn about monster's abilities that don't require
83you to actually experience the attacks.
85This memory can be passed on to a new character even after you die by means
86of a re-used save file. (You must start the new character by opening the
87existing save file of the dead character for this to happen: using the
88"start new character" option will not give access to any monster memory.)
90Your Weapon
93Carrying a weapon in your backpack does you no good. You must wield a
94weapon before it can be used in a fight. A secondary weapon can be kept by
95keeping it in the backpack, and switching it with the primary weapon when
96needed. This is most often used when switching between a melee weapon and a
97digging tool, or when carrying two weapons, each of which provides a rare
98power that the character needs at two separate times.
100Weapons have two main magical characteristics, their enchanted ability to
101hit and their enchanted ability to do damage, expressed as ``(+#,+#)``. A
102normal weapon would be ``(+0,+0)``. Many weapons in Angband have bonuses to
103hit and/or do damage. A very few weapons are cursed, and have penalties
104that diminish your hit and/or damage bonuses. Cursed weapons cannot be
105unwielded until the curse is lifted. Identifying a weapon will inform you
106of the magical bonuses and penalties and whether or not it is cursed.
108Angband assumes that your youth in the rough environment near the dungeons
109has taught you the relative merits of different weapons, and displays as
110part of their description the damage dice which define their capabilities.
111Any damage enchantment is added to the dice roll for that weapon. The dice
112used for a given weapon is displayed as ``XdY``. The number ``X`` indicates
113how many dice to roll, and number ``Y`` indicates how many sides they have.
114A ``2d6`` weapon will thus give damage from 2 to 12, plus any damage bonus.
115The weight of a weapon is also a consideration. Heavy weapons may hit
116harder, but they are also harder to use. Depending on your strength,
117dexterity, character class, and weapon weight, you may get attack more
118quickly: high dexterity and strength and low weapon weight are the main
119factors. Warriors may get up to a maximum of 6 attacks per round: mages and
120priests are limited to only 4: other classes may get up to 5. Your attacks
121per round with a weapon are displayed as a decimal, e.g. 2.3 or 3.4 etc.
122The fractions take the form of unused energy which is carried over to your
123next turn.
125Missile weapons, such as bows, have their characteristics added to those of
126the missile used, if the proper weapon/missile combination is used, and
127then the launcher multiplier is applied to the total damage, making missile
128weapons very powerful given the proper missiles, especially if they are
129enchanted. Like weapons, |``I``nspecting| ammunition will tell you how much
130damage you will do with your current missile launcher.
132.. |``I``nspecting| replace:: ``I``\nspecting
134Although you receive any magical bonuses an unidentified weapon may possess
135when you wield it, those bonuses will not be immediately added to the
136displayed values of to-hit and to-dam on your character sheet. In order to
137learn these plusses you must use the weapon in combat or use magical means
138of identification. The same applies for missiles and launchers.
140Finally, some rare weapons have special abilities. These are called ego
141weapons, and are feared by great and meek. An ego weapon must be wielded to
142receive the benefit of its abilities. It should be noted that some of these
143items are considerably more powerful than others, and generally the most
144powerful items are the rarest. Also important is the fact that not all
145ego-items are nice. Some items will have an obvious effect, like an
146increase in infravision, or extra strength. These effects will be noticed
147as soon as you wield the item. Other effects, like most resistances, will
148need to be learned. You can learn them by either suffering an appropriate
149attack, or by using magical means of identification.
151Some of the more common ego weapons are described at the end of this file.
153Your Armor Class
156Your armor class (or AC) is a number that describes the amount and the
157quality of armor being worn. Armor class will generally run from about 0 to
158200, though exceptionally good armor can improve even on the latter figure.
160The larger your armor class, the more protective it is. A negative armor
161class would actually help get you hit. Armor protects you in three manners.
162First, it makes you harder to be hit for damage. A hit for no damage counts
163as a miss, and is described as a miss. Secondly, good armor will absorb
164some of the damage that your character would have taken from normal
165attacks. Thirdly, acid damage is reduced by wearing body armor (but the
166armor may be damaged instead). It is obvious that a high armor class is
167vital for surviving the deeper levels of Angband.
169Each piece of armour has a base armor value, which, like the damage from
170weapons, is assumed known by the player, and a magic bonus, which will not
171be displayed unless the armor has been identified or was bought in a store.
173Armor class values are always displayed between a set of square brackets,
174as ``[#]`` or ``[#,+#]``. The first value is the base armor class of the
175armor. The second number is the magical bonus of the item, which is only
176displayed if known, and will always have a sign preceding the value. These
177plusses can be determined by wielding the armor in combat and being hit.
178Note that a few rings, amulets, and weapons also have the ``[+#]``
179notation, indicating that they provide an armor bonus. Many pieces of heavy
180body armor will also have a ``(-#)`` (in normal brackets) before the
181``[#,+#]``, which indicates that the weight of the armor decreases your
182chances of hitting monsters. This can range from nonexistent for very light
183armor to ``(-8)`` for the heaviest armor!
185Non-melee attacks and resistances
188The player may at some time gain access to non-melee attacks, and many
189monsters also have them. Perhaps the most famous of this type of attack is
190dragon breath, but monsters may also cast spells at the player, and vice
191versa. This damage generally is not affected by armor class, and does not
192need a hit roll to hit the player or monster being aimed at.
194Some attacks are purely magical: attack spells which blind, confuse, slow,
195care or paralyze the target. In some cases, a melee attack may also do
196this. These attacks are resisted by monsters of higher level (native to
197deeper dungeon depths) and characters with a high saving throw - saving
198throws being dependent on class, level and wisdom. There are also available
199resistances to fear, blindness and confusion, and the power of "free
200action" prevents magical paralysis and most slowing attacks (the player may
201still be paralyzed by being "knocked out" in melee or by a stunning attack,
202but this is very rare.) It should also be noticed that unique monsters
203automatically pass their saving throws, and some monsters are naturally
204resistant to confusion, fear and sleep-monster attacks. Some monsters may
205have spells that 'cause wounds' that can be deadly if successful but do no
206damage if the saving throw is passed.
208Some melee attacks by monsters may drain a stat, as can some traps: this is
209prevented by having that stat sustained. Drained stats are temporary and
210can be restored on gaining a new character level or consuming rare items
211found in the dungeon.
213Some monsters may cast spells that teleport the player character. There is
214no saving throw, except to those that would actually teleport him up or
215down one dungeon level. Having resistance to nexus will also prevent being
216level-teleported, but will not help against normal teleportation spell
217attacks. The player may teleport monsters in the same way, with a spell,
218wand or rod. No monsters, even Morgoth himself, resist this teleportation.
221Other attacks are usually element-based, including the aforementioned
222example of dragon breath. Many monsters can breathe various attacks or cast
223bolt or ball spells, and the player may also have access to bolt and ball
224spells (or breathe like a dragon, in some rare circumstances). The player,
225and the monsters, may be resistant to these forms of attack: resistance is
226handled in different ways for the player and the monster, and for different
227attack forms.
229Bolt spells will hit the first monster (or the player) in the line of fire:
230ball spells and breaths may centre on a target which may be hiding behind
231other targets. Ball spells and breath weapons affect an area: other
232monsters caught in the blast take reduced damage depending on how close to
233the centre of the blast they are. Breath weapons are proportional to a
234fraction of the monster's current hit points, with a maximum cap on the
235damage (which is higher for the most common of such attacks, owing to the
236fact that the resistances are also easier to find). Bolt and ball spell
237damage is calculated differently - often (but not always) relative to
238character or monster level.
240In the case of fire, cold, lightning, acid and poison, if the monster has
241resistance to a player attack of this kind it will take almost no damage.
242If the player has one or more permanent sources of resistance, he will take
2431/3 of the damage he would normally take: if the player has a temporary
244source of resistance (whether from potion, spell or item activation), this
245will also reduce the damage to 1/3 of its normal level, allowing the
246character to take only 1/9 damage if he has both permanent and temporary
247resistance. Having more than one source of permanent resistance confers no
248extra bonus, and using more than one source of temporary resistance
249increases only the duration of the resistance: in both cases, either the
250resistance is present or it is not. But one permanent resistance and one
251temporary resistance are both effective simultaneously.
253Elemental attacks also have a chance to damage wielded equipment or destroy
254items in the character's inventory. Fire attacks destroy scrolls, staves,
255magic books and arrows. Acid attacks destroy scrolls, staves, arrows, bolts
256and can damage armor. Electricity attacks can destroy wands, rods, rings
257and amulets. Cold attacks can destroy potions. Items in your inventory get
258a saving throw, and they are unharmed if they pass it. Having resistance to
259the element will make an item less likely to be destroyed. Items on the
260floor that get caught in an elemental ball or breath are automatically
261destroyed without a saving throw. Weapons, armor and chests can also be
262destroyed if they are lying on the floor, but cannot be harmed if they are
263in your pack.
265The character may also gain immunity to fire, cold, lightning and acid if
266he is fortunate to find any of the few artifacts that provide these
267immunities: immunity means that no damage is taken, and the character's
268equipment is also totally protected. Immunities are EXTREMELY rare.
270Another attack that the player will come into contact with all too often is
271the soul-chilling nature of the undead, which can drain the character's
272life experience. Some monsters have a life-draining melee attack, others
273may cast ball or bolt spells or, in extreme cases, breathe the very force
274of the netherworld (shortened by the game to "nether".) There are two
275powers which are of assistance in this case: that of "hold life" will
276prevent 90% of all experience drains, and in the other 10% of cases, the
277amount of experience lost will be reduced by 90%. That of "resistance to
278nether forces" will provide resistance to nether bolts, balls and breaths,
279reducing the damage and preventing any experience drains from these
280attacks, but has no effect on melee "hits to drain experience". Monsters
281caught in the blast from a nether ball or breath will take damage
282proportional to distance from the centre of the attack, except for undead
283who are totally immune. The player may find wands or rods of Drain Life,
284which similarly are ineffective on those undead creatures which have no
285life to drain: however, the real player equivalent attack spell is the
286priest/paladin spell of "Orb of Draining", a ball spell which does damage
287to all monsters, double damage to evil monsters, and is resisted by none.
289Other attack forms are rarer, but may include: disenchantment (both in
290melee or by a monster breath), chaos (breath or melee, which if unresisted
291will cause the player to hallucinate and be confused, and may drain life
292experience), nexus (which may teleport the player to the monster, away from
293the monster, up or down a level, or swap over two of the player's
294"internal" stats), light and darkness (which will blind a non-resistant
295character), sound (which will stun a non-resistant character and may destroy
296his potions), crystal shards (which will cut a non-resistant character and
297may destroy his potions), inertia (which will slow a character even if he
298has free action), gravity (which will blink a character, also stunning and
299lowing), force (which will stun the character), plasma (which will stun,
300and may destroy items which are vulnerable to either fire or lightning),
301time (which may drain experience regardless of hold life, or drain stats
302regardless of sustains), water bolts and balls (which may confuse and stun,
303and do considerable damage from high-level monsters), ice bolts (which may
304cut and stun, and damage potions), and mana bolts and balls (the latter
305usually known as Mana Storms.) Magic missiles are included in the "mana"
306category, whether cast by the monster or the player.
308Some attacks may stun or cut the player. These can either be spells or
309breath attacks (sound, water balls) or from melee. A stunned character
310receives a penalty to hit and is much more likely to fail a spell or
311activation. If a character gets very stunned, they may be knocked out and
312at the mercy of the enemies. A cut character will slowly lose life until
313healed either by potions, spells or natural regeneration. Both stunning and
314cut status are displayed at the bottom of the screen.
316There are resistances available to chaos, disenchantment, confusion, nexus,
317sound, shards, light and darkness: all of these will reduce the damage and
318prevent side-effects other than physical damage. With these resistances, as
319with nether resistance, damage is a random fraction: for light and dark, it
320is between 4/7 and 4/12, for sound and confusion it is between 5/7 and
3215/12, and for chaos, disenchantment, nexus, shards and nether it is between
3226/7 and 6/12.
324It should be noted that not all of these are actually vital to completing
325the game: indeed, of the above list, only fire, cold, acid, lightning,
326poison and confusion resists are regarded as truly vital, with blindness,
327chaos and nether the next most desirable. Some attack forms are not
328resistable, but thankfully these are rare: resist shards will prevent all
329other magical attacks which cut (namely ice bolts), and resist sound will
330prevent all magical stunning (force breath, water bolts and balls, ice
331bolts, gravity and plasma), and confusion resistance will prevent confusion
332by a water bolt or ball, but there is no resistance to the physical damage
333caused by these following attacks: inertia, force, gravity, plasma, time,
334ice, water, mana. There is no resistance to any of the side-effects of a
335time attack, or indeed to anything but the stunning effects of a gravity
338A note on speed
341Monsters which do not move at normal speed generally move "slowly" (-10 to
342peed), "fast" (+10), "very fast" (+20) or "incredibly fast" (+30). (It will
343surprise nobody that Morgoth is one of the few monsters in the last
344category.) This is further adjusted by the fact that any non-unique monster
345may have a random adjustment from (-2) to (+2) to its own speed.
347Generally, (+10) is exactly double normal speed, and (-10) exactly half.
348(+20) is about three times normal speed, but after that there is less
349noticeable improvement as speed goes higher - for instance, (+30) is not
350quite four times normal speed, and higher values than this are largely
351irrelevant. The player may find items which can be worn or wielded that
352provide speed bonuses: these may include boots of speed, rings of speed and
353a few very rare artifacts. Boots will provide a random 1d10 to speed: rings
354of speed may be bigger than that - generally the best that the player will
355get is two just over (+10), but individual rings of up to (+23) speed have
356been known (although the record cursed one is much higher, at (-56): only
357one unsuccessful roll away from being a (+56) ring...)
359Separate from the question of permanent speed (as determined by the
360player's peed items and the monster's natural speed) is that of temporary
361speed. The player may cast a spell of haste-self, or use a potion, staff or
362rod of speed or use an artifact activation to speed him temporarily: or a
363monster may cast a haste-self spell, or be affected by another monster
364"shrieking for help" or the player reading a scroll of aggravate monster.
365In all cases, (+10) peed is added temporarily to the affected monster or
366player. Using two or more sources of temporary speed is cumulative only in
367duration - one cannot get from normal speed to (+20) using a potion and a
368spell of speed. Spells of temporary slowing (including monsters breathing
369inertia or gravity) are handled the same way, with exactly (-10) being
370subtracted from the player or monster's speed temporarily, for the duration
371of the spell or breath's effect.
373Ego weapons and armor
376Some of the ego weapons that you might find in the dungeon are listed
377below. This will give you a small taste of the items that can be found.
378However if you wish to discover these items on your own, you may not wish
379to continue. Ego weapons are denoted by the following "names":
381Ego Melee Weapons:
384  A magical weapon that actually helps the wielder defend himself, thus
385  increasing his/her armor class, and protecting him/her against damage
386  from fire, cold, acid, lightning, and falls. This weapon also will
387  increase your stealth, let you see invisible creatures, protect you from
388  paralyzation and some slowing attacks, and help you regenerate hit points
389  and mana faster. As a result of the regeneration ability, you will use up
390  food somewhat faster than normal while wielding such a weapon. These
391  powerful weapons also will sustain one stat, though this stat will vary
392  from weapon to weapon.
394(Holy Avenger)
395  A Holy Avenger is one of the more powerful of weapons. A Holy Avenger
396  will increase your wisdom and your armour class. This weapon will do
397  extra damage when used against evil, demonic and undead creatures, and
398  will also give you the ability to see invisible creatures. These weapons
399  are basically extremely powerful versions of Blessed Blades and can be
400  wielded by priests with no penalty. These weapons, like (Defender)
401  weapons, also will sustain one random stat. They will allow the wielder
402  to fear no monster.
405  A blessed blade will increase your wisdom. If you are a priest, wielding
406  a non-blessed sword or polearm causes a small penalty while attacking and
407  may infuriate your god, decreasing the chances that he will accept your
408  prayers: a blessed blade may be wielded without this penalty. Blessed
409  blades also have one extra, random, power.
411Weapon of Westernesse
412  A Weapon of Westernesse is one of the more powerful weapons. It does
413  extra damage against orcs, trolls, and giants, while increasing your
414  strength, dexterity, and constitution. It also lets you see invisible
415  creatures and protects from paralyzation and some slowing attacks. These
416  blades were made by the Dunedain.
418Weapon of Extra Attacks
419  A weapon of extra attacks will allow the wielder to deliver extra attacks
420  during each round.
422Elemental Branded Weapons
423  Each of the five elemental attacks has a corresponding weapon which will
424  do treble its base damage to creatures not resistant to that element. (It
425  should be noted that the magical damage bonus is not affected by this: a
426  weapon of Flame ``(2d6) (+5,+6)`` does 6d6+6 damage per hit, not 6d6+18,
427  against creatures which are not fire-resistant.) There are weapons of
428  Flame, Frost, Lightning, Acid and Poison brands.
430Weapons of Slaying enemies
431  These weapons do extra damage against creatures of a vulnerable type.
432  Weapons of Slay Evil and Slay Animal do double the base damage, while
433  weapons of Slay Orc, Troll, Giant, Dragon, Demon and Undead do triple the
434  base damage. As with elemental branded weapons, the magical damage bonus
435  is not affected.
437Weapons of |*Slay*ing| enemies
438  These weapons, in addition to doing extra damage to your enemies, have
439  extra powers as well. In each case, one stat is increased. Weapons of
440  |*Slay*| Dragon, Demon or Undead are also more powerful against their
441  opponents, doing five times their base damage rather than the normal
442  three.
444Weapon of Morgul
445  These blades are so foully cursed with evil, it is rumored that it is
446  nearly impossible to remove them without a special curse-removing spell,
447  much stronger than normal Remove Curse.
449Shovels and Picks of Digging
450  These powerful diggers will dig through granite as if it were mere wood,
451  and mineral veins as if they were butter. Permanent rock is still an
452  impassable obstacle.
454Ego Missile Launchers and Ammo:
456Launchers of Accuracy
457  These launchers have an unnaturally high to-hit number, making them
458  extremely accurate.
460Launchers of Power
461  These launchers do an unnaturally high amount of damage due to their high
462  to-dam number.
464Launchers of Extra Shots
465  These launchers allow the wielder to shoot more times per round than
466  normal.
468Launchers of Extra Might
469  These launchers have a higher base damage than normally made launchers of
470  their type. For instance, a ``Long Bow of Extra Might (x3)(+X,+Y)(+1)``
471  is really a Long Bow ``(x4)(+X,+Y)`` where ``(+X,+Y)`` is the standard
472  to-hit and to-dam. As the damage multiplier with the bow affects
473  **everything** the base arrow damage, the magical damage bonus on both
474  the bow and the arrow, and any bonuses for slaying or elemental-branded
475  arrows - this makes it a powerful weapon.
477Ammo of Wounding
478  This ammunition - whether it be pebbles, iron shots, arrows, bolts,
479  seeker arrows or seeker bolts - has big bonuses to-hit and to-damage.
481Ammo of Elemental Brands, and Ammo of Slaying enemies
482  This works in the same way as melee weapons of the same type: double
483  damage for slay evil and slay animal, triple damage for all other lays
484  and for all elemental brands. Unlike melee weapons, the slays and
485  elemental brands **do** affect the magical damage bonus for ammo.
487Ammo of Backbiting
488  This cursed ammunition will never hit what it is aimed at. Rumour has it
489  that it will curve round and hit the person who shot it in the back: but
490  so far, this rumour has proved unfounded, and is believed to be false.
492These are the most common types of ego-weapon: note that they are not the
493ONLY ego-items available in the dungeon, there may be more.
495Apart from these there are some very rare and well made weapons in the
496dungeon with not necessarily any special abilities. These include Blades
497of Chaos, Maces of Disruption, and Scythes of Slicing.  They can also be
498ego weapons like the ones above.  For example, a Blade of Chaos (Holy
499Avenger) is much more powerful than many artifact weapons!
501Some pieces of armor will possess special abilities denoted by the following
504Ego Armors and Shields:
506of Resist Acid, Lightning, Fire or Cold
507  A character wearing armor or a shield with one such resistance will take
508  only 1/3 of normal damage from attacks involving the relevant element of
509  acid, lightning, fire or cold. Note that multiple permanent sources of
510  resistance are NOT cumulative: wearing two is no better than wearing one.
511  However, armor which provides resistance to acid cannot itself be damaged
512  by acid, and this is a good reason to wear more than one such piece of
513  armor.
515of Resistance
516  A character wearing armor or a shield with this ability will have resistance
517  to Acid, Cold, Fire, and Lightning as explained in each part above.
519of Elvenkind
520  This is the same as "of Resistance", only generally better enchanted. It
521  will make you more stealthy. It also possesses an extra
522  resistance, at random from the following list: poison, light, dark,
523  blindness, confusion, nexus, fear, nether, chaos, disenchantment, sound
524  and shards.
526Robes of Permanence
527  These robes are designed especially for wizards. Just like Elvenkind
528  armor, they provide resistance to fire, cold, acid, and electricity and
529  cannot be damaged by acid. They sustain all of your stats and protect you
530  from a good deal of all experience draining. Also like Elvenkind armor,
531  they have one random resistance.
533Dragon Scale Mails
534  These extremely rare pieces of armour come in many different colors, each
535  protecting you against the relevant dragons. Naturally they are all
536  resistant to acid damage. They also occasionally allow you to breathe as
537  a dragon would!
539Ego Helms:
541Stat Boosting Helms
542  There are magical helms found in the dungeon that have the ability to
543  boost the wearer's intelligence, wisdom, or charisma. Helms of Beauty are
544  the ones that boost charisma. In addition to boosting the relevant stat
545  these helms will also prevent that stat from being drained.
547Crown of the Magi
548  This is the great crown of the wizards. The wearer will have an increased
549  (and sustained) intelligence, and will also be given resistance against
550  fire, frost, acid, and lightning. These valuable helms also have an
551  additional random power.
553Crown of Might
554  This is the crown of the warriors. The wearer will have an increased and
555  sustained strength, dexterity, and constitution, and will also be immune
556  to any foe's attempt to slow or paralyze him or her.
558Crown of Lordliness
559  This is the great crown of the priests. The wearer will have an increased
560  and sustained wisdom and charisma, and won't fear any creature. These
561  valuable helms also have an additional random power.
563Helm of Seeing
564  This is the great helmet of the rogues. The wearer will be able
565  to see invisible creatures, and will have an increased ability to locate
566  traps and secret doors. It is also rumored that the wearer of such a helm
567  will not be able to be blinded.
569Helm of Infravision
570  This helmet allows the character to see monsters even in total darkness,
571  with the ability to see heat. Note that spellbooks are the same
572  temperature as the surroundings, and so cannot be read unless some real
573  light is present. (Some monsters which are invisible to normal vision can
574  be seen under infravision.)
576Helm of Light
577  In addition to providing a permanent light source for the wearer, this
578  helm also provides resistance against light-based attacks.
580Helm of Telepathy
581  This helm grants the wearer the power of telepathy.
583Helm of Regeneration
584  This helm will help you regenerate hit points and mana more quickly than
585  normal, allowing you to fight longer before needing to rest. You will use
586  food faster than normal while wearing this helm because of the
587  regenerative effects.
589Helms of Teleportation
590  This cursed helm will always keep the player on the hop, never sure where
591  he is and never able to stay in one place.
593Crowns of Sickliness
594  Ruling is such a drain on one's health... This crown will debilitate its
595  wearer, reducing his strength, dexterity and constitution.
597Crowns of Dullness
598  These crowns can reduce your wisdom, intelligence and charisma.
600Ego Cloaks:
602Cloak of Protection
603  This finely made cloak will come with an unnaturally high enchantment and
604  is not affected by elemental based attacks. It will also provide
605  resistance to shards.
607Cloak of Stealth
608  This cloak will increase the wearer's stealth, making the wearer less
609  likely to wake up sleeping monsters.
611Cloak of Aman
612  These exceptionally rare cloaks provide great stealth, have a very high
613  enchantment, and one random resistance.
615Cloak of Enveloping
616  This cloak gets in the way of everything you try to do. You can't seem to
617  hit monsters without having to shove aside several folds of cloth, and
618  yet more layers cushion the blow and reduce the damage you do.
620Cloak of Irritation
621  This cloak not only envelops its wearer but aggravates all who see it.
623Cloaks of Vulnerability
624  This severely cursed cloak appears to be powerful, but in fact lets
625  through the full force of every attack directed at it.
627Ego Gloves:
629Gloves of Free Action
630  The wearer of these gloves will find himself resistant to paralyzing
631  attacks as well as some slowing attacks. Because of the special nature of
632  these gloves, magic users may wear these gloves without incurring a mana
633  penalty.
635Gloves of Slaying
636  These gloves will increase the wearer's fighting ability by boosting the
637  wearer's to-hit and to-dam values.
639Gloves of Agility
640  These gloves will increase the wearer's dexterity. Because of the special
641  nature of these gloves, magic users may wear these gloves without
642  incurring a mana penalty.
644Gauntlets of Power
645  These spiked gauntlets will boost the wearer's strength as well as the
646  wearer's to-hit and to-dam numbers.
648Gauntlets of Weakness
649  These gauntlets sap your strength.
651Gauntlets of Clumsiness
652  These gauntlets make you fumble.
654Ego Boots:
656Boots of Slow Descent
657  These boots protect the wearer from the effects of small falls.
659Boots of Stealth
660  These boots increase the wearer's stealth, like a Cloak of Stealth.
662Boots of Free Action
663  The wearer of these boots will find himself resistant to paralyzing
664  attacks as well as some slowing attacks.
666Boots of Speed
667  The wearer of these boots will become unnaturally fast.
669Boots of Slowness
670  They seem to be stuck to the ground, and you can hardly move at all while
671  wearing these things.
673Boots of Annoyance
674  These boots will both slow the player and aggravate monsters.
676Once again, these are not necessarily the ONLY ego-items in the dungeon,
677only the most common.
679Apart from these there are some very rare and well-made armours in the
680dungeon with not necessarily any special abilities. These include Shields
681of Deflection, Adamantite Plate Mail, Mithril Plate Mail, Mithril Chain
682Mail, and Elven Cloaks. The first four cannot be damaged by acid because of
683the quality metals they contain.
685There are rumors of unique "artifact" items in the dungeon - weapons and
686armor of all types. Many of these are more powerful than even the greatest
687ego-items: some are weak and have little more than a name to recommend
690.. |*Slay*| unicode:: *Slay*
691.. |*Slay*ing| unicode:: *Slay*ing