Ego
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 running, war axe of electrocution.
Egos on weapons are often referred to as brands. Unlike other egos, many 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
Name | Effect | Found on | Putting On | Taking Off |
---|---|---|---|---|
Resistance | Gain 1 rank in fire resistance and cold resistance. | Robes, shields | You feel resistant to extremes of temperature. | You feel hot and cold all over. |
Fire resistance | Gain 1 rank of fire resistance. | All body armour, barding, shields, * | You feel resistant to fire. | Was it this warm in here before? |
Cold resistance | Gain 1 rank of cold resistance. | All body armour, barding, shields, ** | You feel resistant to cold. | You catch a bit of a chill. |
Poison resistance | Gain poison resistance. | Shields, cloaks, all body armour other than robes | You feel healthy. | You feel less healthy. |
Positive energy | Gain 1 level of life protection. | All body armour, shields | Your life-force is being protected. | You feel vulnerable. |
Protection | Gain +5 AC if on a weapon, +3 if on a shield. | Weapons, shields | You feel protected. | You feel less protected. |
Darkness | Can be evoked for invisibility, but costs food to evoke and increases hunger cost per action. | Cloaks | You become transparent for a moment. | n/a |
Magic Resistance | Gain +30 magic resistance. | All body armour, cloaks, wizard hats | You feel resistant to magic. | You feel less resistant to magic. |
Strength | Gain +3 strength. | Gloves | You feel stronger. | You feel weaker. |
Dexterity | Gain +3 dexterity. | Gloves | You feel agile. | You feel clumsy. |
Intelligence | Gain +3 intelligence. | Helmets, hats | You feel clever. | You feel stupid. |
Running | Decreases movement delay by 1 (11% faster, for most species). | Boots | You feel quick. | You feel rather sluggish. |
Jumping | Allows you to quickly leap into melee range with an enemy. | Boots | You feel more sure on your feet. | You feel less sure on your feet. |
Flight | Can be evoked for indefinite flight, but costs nutrition to activate. | Boots, barding | You feel rather light. | n/a |
Stealth | Gain +50 stealth. | Boots, barding | You feel stealthy. | You feel less stealthy. |
See invisible | Gain see invisible. | Helmets | You feel perceptive. | You feel less perceptive. |
Archmagi | Boosts spell power for all spells. | Robes | You feel powerful. | You feel strangely numb. |
Ponderousness | Worsens your movement speed by 1 (10% for most species). | Plate armours | You feel rather ponderous. | That put a bit of spring back into your step. |
Reflection | Reflects any blocked physical or magical ranged attacks back at the attacker. | Shields | n/a | n/a |
Spirit shield | Damage you receive is divided proportionally between HP and MP. Sets MP to 0 when first equipped. | Hats | You feel spirits watching over you. | You feel strangely alone. |
Archery | +5,+3 bonus to missile weapons. | Gloves | You feel that your aim is more steady. | Your aim is not that steady any more. |
* In volcanoes, can very rarely be found on cloaks, boots, and gloves.
** In ice caves, can very rarely be found on cloaks, boots, and gloves.
Crystal plate armours and animal skins are always generated without ego, except in some vaults, like volcanoes.
History
Prior to 0.15, the archery ego also penalised melee (-1,-1).
The preservation ego was removed in 0.15.