Difference between revisions of "Ego"

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'''Egos''' are special abilities and [[intrinsic]]s found on [[weapons]], [[armour]], and other character items. When an item name shows as "+x foo of barring", the "of barring" is the ego. For example: boots ''of running'', war axe ''of electrocution''.  
+
'''Egos''' are special abilities and [[intrinsic]]s found on [[weapons]], [[armour]], and other character items. When an item name shows as "+x foo of barring", the "of barring" is the ego. For example: boots ''of rampaging'', war axe ''of electrocution''.  
  
Egos on [[weapons]] are often referred to as [[brand]]s. Unlike other egos, some weapon brands can be added to normal weapons temporarily through certain spells (or permanently through certain exceptional methods). This page focuses on non-weapon egos; see the [[brand]] page for weapon egos.
+
Egos on [[weapons]] are often referred to as [[brand]]s. This page focuses only on non-weapon egos; see the [[brand]] page for weapon egos.
  
 
==Egos==
 
==Egos==
 +
 +
===Armour egos===
 
{| class="wikitable sortable"
 
{| class="wikitable sortable"
 
!Name
 
!Name
Line 10: Line 12:
 
!Inscription
 
!Inscription
 
!Found On
 
!Found On
!Putting On
 
!Taking Off
 
 
|-style="vertical-align:top;"
 
|-style="vertical-align:top;"
 
|[[Resistance (ego)|Resistance]]
 
|[[Resistance (ego)|Resistance]]
 
| Gain 1 rank in [[fire resistance]] and [[cold resistance]].
 
| Gain 1 rank in [[fire resistance]] and [[cold resistance]].
 
| {rF+ rC+}
 
| {rF+ rC+}
| [[Robe]]s, [[shields]], [[scarves]]
+
| Body armour (only [[robe]]s), [[shields]], [[scarves]]
| You feel resistant to extremes of temperature.
 
| You feel hot and cold all over.
 
 
|-style="vertical-align:top;"
 
|-style="vertical-align:top;"
 
|[[Fire resistance|Fire Resistance]]
 
|[[Fire resistance|Fire Resistance]]
 
| Gain 1 rank of [[fire resistance]].
 
| Gain 1 rank of [[fire resistance]].
 
| {rF+}
 
| {rF+}
| All [[body armour]], [[barding]], [[shields]], *
+
| All [[body armour]], [[barding]], [[shields]]<br><small>Cloaks found in [[Volcano]]</small>
| You feel resistant to fire.
 
| You feel less resistant to fire.
 
 
|-style="vertical-align:top;"
 
|-style="vertical-align:top;"
 
|[[Cold Resistance]]
 
|[[Cold Resistance]]
 
| Gain 1 rank of [[cold resistance]].
 
| Gain 1 rank of [[cold resistance]].
 
| {rC+}
 
| {rC+}
| All [[body armour]], [[barding]], [[shields]], **
+
| All [[body armour]], [[barding]], [[shields]]<br><small>Cloaks found in an [[Ice cave]]</small>
| You feel resistant to cold.
 
| You feel less resistant to cold.
 
 
|-style="vertical-align:top;"
 
|-style="vertical-align:top;"
 
|[[Poison Resistance]]
 
|[[Poison Resistance]]
 
| Gain [[poison resistance]].
 
| Gain [[poison resistance]].
 
| {rPois}
 
| {rPois}
| Shields, [[cloak]]s, all [[body armour]] other than [[robe]]s
+
| All [[body armour]] (other than [[robe]]s), [[cloak]]s, [[shields]]
| You feel resistant to poison.
 
| You no longer feel resistant to poison.
 
 
|-style="vertical-align:top;"
 
|-style="vertical-align:top;"
 
|[[Life Protection|Positive Energy]]
 
|[[Life Protection|Positive Energy]]
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| {rN+}
 
| {rN+}
 
| All [[body armour]], [[shields]]
 
| All [[body armour]], [[shields]]
| You feel protected from negative energy.
+
|-style="vertical-align:top;"
| You feel less protected from negative energy.
+
|[[corrosion resistance]]
 +
| Gain [[corrosion resistance]]
 +
| {rCorr}
 +
| [[Cloak]]s, [[Shield]]s
 
|-style="vertical-align:top;"
 
|-style="vertical-align:top;"
 
|[[Protection]]
 
|[[Protection]]
| On weapons, temporarily gain +7 [[AC]] after striking an enemy.<br>On shields, gain +3 AC.
+
| Shield: gain +3 AC.<br>Weapon: temporarily gain +7 [[AC]] after striking an enemy.
 
| {Protect} or {AC+3}
 
| {Protect} or {AC+3}
| [[Weapons]], [[shields]]
+
| [[Shields]], [[weapons]]  
| The [weapon] hums with potential! / You feel protected.
 
| The [weapon] goes still. / You feel less protected.
 
 
|-style="vertical-align:top;"
 
|-style="vertical-align:top;"
|[[Invisibility (ego)|Invisibility]]
+
|[[Willpower]]
| Can be [[evoke]]d for [[invisibility]], but costs food to evoke and increases [[magical contamination]].
+
| Gain +40 [[willpower]].
| {+Inv}
+
| {Will+}
| [[Cloak]]s
+
| All [[body armour]], [[cloak]]s, [[hat]]s
| You become transparent for a moment.
 
| n/a
 
|-style="vertical-align:top;"
 
|[[Magic resistance|Magic Resistance]]
 
| Gain +40 [[magic resistance]].
 
| {MR+}
 
| All [[body armour]], [[cloak]]s, [[wizard hat]]s
 
| You feel resistant to magic.
 
| You feel less resistant to magic.
 
 
|-style="vertical-align:top;"
 
|-style="vertical-align:top;"
 
|[[Strength]]
 
|[[Strength]]
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| {Str+3}
 
| {Str+3}
 
| [[Gloves]]
 
| [[Gloves]]
| You feel stronger.
 
| You feel weaker.
 
 
|-style="vertical-align:top;"
 
|-style="vertical-align:top;"
 
|[[Dexterity]]
 
|[[Dexterity]]
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| {Dex+3}
 
| {Dex+3}
 
| [[Gloves]]
 
| [[Gloves]]
| You feel agile.
 
| You feel clumsy.
 
 
|-style="vertical-align:top;"
 
|-style="vertical-align:top;"
 
|[[Intelligence]]
 
|[[Intelligence]]
 
| Gain +3 [[intelligence]].
 
| Gain +3 [[intelligence]].
 
| {Int+3}
 
| {Int+3}
| [[Helmet]]s, [[hat]]s
+
| [[Hat]]s, [[helmet]]s
| You feel clever.
 
| You feel stupid.
 
 
|-style="vertical-align:top;"
 
|-style="vertical-align:top;"
|[[Running (ego)|Running]]
+
|[[Rampaging]]
| Decreases [[movement]] delay by 10% (1 for most [[species]]).
+
| Adds an additional tile of movement when moving directly towards an enemy.
| {run}
+
| {rampage}
| [[Boots]]
+
| [[Boots]], [[barding]]
| You feel quick.
 
| You feel rather sluggish.
 
 
|-style="vertical-align:top;"
 
|-style="vertical-align:top;"
 
|[[Flight (ego)|Flight]]
 
|[[Flight (ego)|Flight]]
| Can be [[evoke]]d for indefinite [[fly|flight]], but costs [[nutrition]] to activate.
+
| Grants [[fly|flight]] while equipped.
| {+Fly}
+
| {Fly}
 
| [[Boots]], [[barding]]
 
| [[Boots]], [[barding]]
| You feel rather light.
 
| n/a
 
 
|-style="vertical-align:top;"
 
|-style="vertical-align:top;"
 
|[[Stealth]]
 
|[[Stealth]]
 
| Gain +50 [[stealth]].
 
| Gain +50 [[stealth]].
 
| {Stlth+}
 
| {Stlth+}
| [[Boots]], [[barding]]
+
| [[Boots]], [[barding]], [[cloak]]s
| You feel stealthy.
 
| You feel less stealthy.
 
 
|-style="vertical-align:top;"
 
|-style="vertical-align:top;"
 
|[[See Invisible]]
 
|[[See Invisible]]
 
| Gain [[see invisible]].
 
| Gain [[see invisible]].
 
| {SInv}
 
| {SInv}
| [[Helmet]]s, [[hat]]s
+
| [[Hat]]s, [[helmet]]s
| You feel perceptive.
 
| You feel less perceptive.
 
 
|-style="vertical-align:top;"
 
|-style="vertical-align:top;"
 
|[[Archmagi (ego)|Archmagi]]
 
|[[Archmagi (ego)|Archmagi]]
 
| Boosts [[spell power]] for all spells.
 
| Boosts [[spell power]] for all spells.
| {Archmagi} or {Wiz}
+
| {Archmagi}
| [[Robe]]s
+
| Body armour (only [[robe]]s)
| You feel powerful. / You feel strangely lacking in power.
 
| You feel strangely numb.
 
 
|-style="vertical-align:top;"
 
|-style="vertical-align:top;"
 
|[[Ponderousness]]
 
|[[Ponderousness]]
| Increases [[Movement#Character_Speed|movement delay]] by 1 (10% slower for most species).
+
| Increases [[Movement#Character_Speed|movement delay]] by 0.1 (10% slower for most species).
 
| {ponderous}
 
| {ponderous}
| [[Plate armour]]
+
| Body armour (only [[chain mail]], [[plate armour]]), [[Tower shield]]s
| You feel rather ponderous.
 
| That put a bit of spring back into your step.
 
 
|-style="vertical-align:top;"
 
|-style="vertical-align:top;"
 
|[[Reflection]]
 
|[[Reflection]]
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| {reflect}
 
| {reflect}
 
| [[Shields]]
 
| [[Shields]]
| n/a
 
| n/a
 
 
|-style="vertical-align:top;"
 
|-style="vertical-align:top;"
|[[Spirit shield|Spirit Shield]]
+
|[[Hurling]]
| Damage you receive is divided proportionally between [[HP]] and [[MP]]. Note: Sets MP to 0 when first equipped.
+
| +4 [[slaying]] to [[Throwing]] weapons.
| {Spirit}
+
| {hurl}
| [[Scarves]]
+
| [[Gloves]]
| You feel your power drawn to a protective spirit. / You feel spirits watching over you. / You feel the presence of a powerless spirit.
+
|-style="vertical-align:top;"
| You feel strangely alone.
+
|[[Archery (ego)|Archery]]
 +
| Halves armour [[encumberance]] penalties for ranged weapons.
 +
| {Archery}
 +
| Heavy armour ([[Chain mail]] and [[Plate armour]] only)
 +
|-style="vertical-align:top;"
 +
|[[Command (ego)|Command]]
 +
| Gives [[Summoning]] spells a success chance and spellpower bonus based on your [[Armour]] skill.
 +
| {Command}
 +
| Heavy armour ([[Chain mail]] and [[Plate armour]] only)
 
|-style="vertical-align:top;"
 
|-style="vertical-align:top;"
|[[Archery]]
+
|[[Death (ego)|Death]]
| +4 accuracy and damage bonus to missile weapons.
+
| Gives [[Necromancy]] spells a success chance and spellpower bonus, but makes all non-Necromancy spells cost as much HP as they cost MP.
| {archery} or (Slay+4)
+
| {Death}
 +
| Heavy armour ([[Chain mail]] and [[Plate armour]] only)
 +
|-style="vertical-align:top;"
 +
|[[Resonance (ego)|Resonance]]
 +
| Gives [[Forgecraft]] spells a success chance bonus and also increases the damage of the wearer's melee attacks based on their Forgecraft skill.
 +
| {Resonance}
 +
| Heavy armour ([[Chain mail]] and [[Plate armour]] only)
 +
|-style="vertical-align:top;"
 +
|[[Sniping (ego)|Sniping]]
 +
| It increases your damage by an additional 50% with ranged and thrown weapons against incapacitated (asleep, paralysed, petrified, confused or netted) targets.
 +
| {Snipe}
 +
| [[Hats]]
 +
|-style="vertical-align:top;"
 +
|[[Ice (ego)|Ice]]
 +
| It enhances your Ice magic.
 +
| {Ice}
 +
| [[Hats]] and [[Helmet]]s
 +
|-style="vertical-align:top;"
 +
|[[Air (ego)|Air]]
 +
| It enhances your Air magic.
 +
| {Air}
 +
| [[Cloak]]
 +
|-style="vertical-align:top;"
 +
|[[Fire (ego)|Fire]]
 +
| It enhances your Fire magic.
 +
| {Ice}
 
| [[Gloves]]
 
| [[Gloves]]
| You feel that your aim is more steady.
+
|-style="vertical-align:top;"
| Your aim is not that steady any more.
+
|[[Earth (ego)|Earth]]
 +
| It enhances your Earth magic.
 +
| {Earth}
 +
| [[Boots]]
 +
|-style="vertical-align:top;"
 +
|[[Light]]
 +
| Gives you a 3-tile [[halo]], revealing invisible enemies, increasing [[to-hit]] against anyone but you, decreasing your [[stealth]].
 +
| {Light}
 +
| [[Helmet]]
 
|}
 
|}
  
<nowiki>*</nowiki> In [[volcano]]es, can very rarely be found on cloaks.
+
[[Animal skin]]s and [[crystal plate armour]] won't generate with egos outside of certain [[vault]]s. [[Dragon scales]] can never generate with egos (though they can have rF+, rC+, etc. as [[artefact]] properties).
  
<nowiki>**</nowiki> In [[ice cave]]s, can very rarely be found on cloaks.
+
===Scarf egos===
 +
[[Scarves]] have a unique list of egos, some only found on scarves.
 +
{| class="wikitable sortable"
 +
!Name
 +
!Effect
 +
!Inscription
 +
|-style="vertical-align:top;"
 +
|[[Harm]]
 +
| Increases damage dealt and taken.
 +
| {Harm}
 +
|-style="vertical-align:top;"
 +
|[[Invisibility (ego)|Invisibility]]
 +
| Can be [[evoke]]d for [[invisibility]], but each attempt [[drain]]s the wearer.
 +
| {+Inv}
 +
|-style="vertical-align:top;"
 +
|[[Repulsion]]
 +
| Lowers [[to-hit]] of ranged attacks.
 +
| {repulsion}
 +
|-style="vertical-align:top;"
 +
|[[Resistance (ego)|Resistance]]
 +
| Gain 1 rank in [[fire resistance]] and [[cold resistance]].
 +
| {rF+ rC+}
 +
|-style="vertical-align:top;"
 +
|[[Shadows]]
 +
| Reduces [[LOS]] range by 1 tile.
 +
| {shadows}
 +
|}
  
Sets of [[crystal plate armour]] and [[animal skin]]s are always generated without egos, except in some vaults like [[volcano]]es.
+
===Orb egos===
 +
[[Orb]]s also have a unique list of egos, these can only be found on orbs.
 +
{| class="wikitable sortable"
 +
!Name
 +
!Effect
 +
!Inscription
 +
|-style="vertical-align:top;"
 +
|[[Attunement]]
 +
| Doubles the enhancer effects of [[magical staves]], and gives magical staff melee hits a chance to recover 1-3 MP.
 +
| {Attunement}
 +
|-style="vertical-align:top;"
 +
|[[Energy]]
 +
| On successful [[spell]] cast, 20% to refund MP. On spell miscast, 100% to refund MP. Increases spell failure rate.
 +
| {energy}
 +
|-style="vertical-align:top;"
 +
|[[Glass]]
 +
| Has a chance to inflict [[Vitrify]] on enemies when damage is dealt, the chance of which scales with evocations.
 +
| {Glass}
 +
|-style="vertical-align:top;"
 +
|[[Guile]]
 +
| Reduces [[willpower]] of you and enemies by 80 (Will--).
 +
| {guile}
 +
|-style="vertical-align:top;"
 +
|[[Light]]
 +
| Gives you a 3-tile [[halo]], revealing invisible enemies, increasing [[to-hit]] against anyone but you, decreasing your [[stealth]].
 +
| {light}
 +
|-style="vertical-align:top;"
 +
|[[Mayhem]]
 +
| On kill, 50% chance to send another enemy into [[frenzy]].
 +
| {mayhem}
 +
|-style="vertical-align:top;"
 +
|[[Mesmerism]]
 +
| Inflicts [[dazed]] when hurt in melee, and recharges by standing still. Daze duration, cooldown, and effect radius scale with evocations.
 +
| {Mesmerism}
 +
|-style="vertical-align:top;"
 +
|[[Pyromania]]
 +
| Boosts [[Fire Magic]] and may cause a 3-tile explosion when an enemy is killed with a non-weapon attack (spells, wands, abilities). Trigger chance and damage scales with evocations.
 +
| {Pyromania}
 +
|-style="vertical-align:top;"
 +
|[[Stardust]]
 +
| Upon spending MP for the first time in a battle, conjures several shooting stars around the player, which behave like [[foxfire]]s but knock enemies back upon contact and can be shot through. The number of shooting stars created scales with the MP used, and the damage scales with evocations. Recharges after returning to full MP and spending a few turns out of sight from enemies.
 +
| {Stardust}
 +
|-style="vertical-align:top;"
 +
|}
  
 
==History==
 
==History==
 +
*In [[0.34]] various new egos were added to heavy armour, orbs and auxillary armours. The [[Preservation]] ego was simplified to be [[corrosion resistance]].
 +
*Prior to [[0.28]], [[archery]] was an ego instead of [[hurling]]; also 5 new [[orb]] egos were added.
 +
*Prior to [[0.27]], hats and gloves could not get the stealth ego. Running could be found on boots and bardings. Flight needed to be evoked instead of being permanent.
 +
*[[0.26]] added the rampaging and shadows egos, caused the invisibility ego to [[drain]] the user, and renamed magic resistance to willpower.
 +
*Prior to [[0.25]], [[spirit shield]] could be found as an ego on scarves.
 
*Prior to [[0.15]], the archery ego penalised melee (-1,-1) and gave more accuracy than damage (+5,+3).
 
*Prior to [[0.15]], the archery ego penalised melee (-1,-1) and gave more accuracy than damage (+5,+3).
*The [[preservation]] ego was removed in [[0.15]].
+
*The [[preservation]] ego was removed in [[0.15]], and returned in [[0.25]].
 
*The [[jumping]] ego was added for boots in [[0.14]] and removed in [[0.16]].
 
*The [[jumping]] ego was added for boots in [[0.14]] and removed in [[0.16]].
  
 
[[Category:Egos]]
 
[[Category:Egos]]

Latest revision as of 15:37, 8 March 2026

Version 0.30: This article may not be up to date for the latest stable release of Crawl.

Egos are special abilities and intrinsics found on weapons, armour, and other character items. When an item name shows as "+x foo of barring", the "of barring" is the ego. For example: boots of rampaging, war axe of electrocution.

Egos on weapons are often referred to as brands. This page focuses only on non-weapon egos; see the brand page for weapon egos.

Egos

Armour egos

Name Effect Inscription Found On
Resistance Gain 1 rank in fire resistance and cold resistance. {rF+ rC+} Body armour (only robes), shields, scarves
Fire Resistance Gain 1 rank of fire resistance. {rF+} All body armour, barding, shields
Cloaks found in Volcano
Cold Resistance Gain 1 rank of cold resistance. {rC+} All body armour, barding, shields
Cloaks found in an Ice cave
Poison Resistance Gain poison resistance. {rPois} All body armour (other than robes), cloaks, shields
Positive Energy Gain 1 level of life protection. {rN+} All body armour, shields
corrosion resistance Gain corrosion resistance {rCorr} Cloaks, Shields
Protection Shield: gain +3 AC.
Weapon: temporarily gain +7 AC after striking an enemy.
{Protect} or {AC+3} Shields, weapons
Willpower Gain +40 willpower. {Will+} All body armour, cloaks, hats
Strength Gain +3 strength. {Str+3} Gloves
Dexterity Gain +3 dexterity. {Dex+3} Gloves
Intelligence Gain +3 intelligence. {Int+3} Hats, helmets
Rampaging Adds an additional tile of movement when moving directly towards an enemy. {rampage} Boots, barding
Flight Grants flight while equipped. {Fly} Boots, barding
Stealth Gain +50 stealth. {Stlth+} Boots, barding, cloaks
See Invisible Gain see invisible. {SInv} Hats, helmets
Archmagi Boosts spell power for all spells. {Archmagi} Body armour (only robes)
Ponderousness Increases movement delay by 0.1 (10% slower for most species). {ponderous} Body armour (only chain mail, plate armour), Tower shields
Reflection Reflects any blocked physical or magical ranged attacks back at the attacker. {reflect} Shields
Hurling +4 slaying to Throwing weapons. {hurl} Gloves
Archery Halves armour encumberance penalties for ranged weapons. {Archery} Heavy armour (Chain mail and Plate armour only)
Command Gives Summoning spells a success chance and spellpower bonus based on your Armour skill. {Command} Heavy armour (Chain mail and Plate armour only)
Death Gives Necromancy spells a success chance and spellpower bonus, but makes all non-Necromancy spells cost as much HP as they cost MP. {Death} Heavy armour (Chain mail and Plate armour only)
Resonance Gives Forgecraft spells a success chance bonus and also increases the damage of the wearer's melee attacks based on their Forgecraft skill. {Resonance} Heavy armour (Chain mail and Plate armour only)
Sniping It increases your damage by an additional 50% with ranged and thrown weapons against incapacitated (asleep, paralysed, petrified, confused or netted) targets. {Snipe} Hats
Ice It enhances your Ice magic. {Ice} Hats and Helmets
Air It enhances your Air magic. {Air} Cloak
Fire It enhances your Fire magic. {Ice} Gloves
Earth It enhances your Earth magic. {Earth} Boots
Light Gives you a 3-tile halo, revealing invisible enemies, increasing to-hit against anyone but you, decreasing your stealth. {Light} Helmet

Animal skins and crystal plate armour won't generate with egos outside of certain vaults. Dragon scales can never generate with egos (though they can have rF+, rC+, etc. as artefact properties).

Scarf egos

Scarves have a unique list of egos, some only found on scarves.

Name Effect Inscription
Harm Increases damage dealt and taken. {Harm}
Invisibility Can be evoked for invisibility, but each attempt drains the wearer. {+Inv}
Repulsion Lowers to-hit of ranged attacks. {repulsion}
Resistance Gain 1 rank in fire resistance and cold resistance. {rF+ rC+}
Shadows Reduces LOS range by 1 tile. {shadows}

Orb egos

Orbs also have a unique list of egos, these can only be found on orbs.

Name Effect Inscription
Attunement Doubles the enhancer effects of magical staves, and gives magical staff melee hits a chance to recover 1-3 MP. {Attunement}
Energy On successful spell cast, 20% to refund MP. On spell miscast, 100% to refund MP. Increases spell failure rate. {energy}
Glass Has a chance to inflict Vitrify on enemies when damage is dealt, the chance of which scales with evocations. {Glass}
Guile Reduces willpower of you and enemies by 80 (Will--). {guile}
Light Gives you a 3-tile halo, revealing invisible enemies, increasing to-hit against anyone but you, decreasing your stealth. {light}
Mayhem On kill, 50% chance to send another enemy into frenzy. {mayhem}
Mesmerism Inflicts dazed when hurt in melee, and recharges by standing still. Daze duration, cooldown, and effect radius scale with evocations. {Mesmerism}
Pyromania Boosts Fire Magic and may cause a 3-tile explosion when an enemy is killed with a non-weapon attack (spells, wands, abilities). Trigger chance and damage scales with evocations. {Pyromania}
Stardust Upon spending MP for the first time in a battle, conjures several shooting stars around the player, which behave like foxfires but knock enemies back upon contact and can be shot through. The number of shooting stars created scales with the MP used, and the damage scales with evocations. Recharges after returning to full MP and spending a few turns out of sight from enemies. {Stardust}

History

  • In 0.34 various new egos were added to heavy armour, orbs and auxillary armours. The Preservation ego was simplified to be corrosion resistance.
  • Prior to 0.28, archery was an ego instead of hurling; also 5 new orb egos were added.
  • Prior to 0.27, hats and gloves could not get the stealth ego. Running could be found on boots and bardings. Flight needed to be evoked instead of being permanent.
  • 0.26 added the rampaging and shadows egos, caused the invisibility ego to drain the user, and renamed magic resistance to willpower.
  • Prior to 0.25, spirit shield could be found as an ego on scarves.
  • Prior to 0.15, the archery ego penalised melee (-1,-1) and gave more accuracy than damage (+5,+3).
  • The preservation ego was removed in 0.15, and returned in 0.25.
  • The jumping ego was added for boots in 0.14 and removed in 0.16.