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Version 0.24: 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 running, war axe of electrocution.

Egos on weapons are often referred to as brands. 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.


Name Effect Inscription Found On Putting On Taking Off
Resistance Gain 1 rank in fire resistance and cold resistance. {rF+ rC+} Robes, shields, scarves You feel resistant to extremes of temperature. You feel hot and cold all over.
Fire Resistance Gain 1 rank of fire resistance. {rF+} All body armour, barding, shields, * You feel resistant to fire. You feel less resistant to fire.
Cold Resistance Gain 1 rank of cold resistance. {rC+} All body armour, barding, shields, ** You feel resistant to cold. You feel less resistant to cold.
Poison Resistance Gain poison resistance. {rPois} Shields, cloaks, all body armour other than robes You feel resistant to poison. You no longer feel resistant to poison.
Positive Energy Gain 1 level of life protection. {rN+} All body armour, shields You feel protected from negative energy. You feel less protected from negative energy.
Protection On weapons, temporarily gain +7 AC after striking an enemy.
On shields, gain +3 AC.
{Protect} or {AC+3} Weapons, shields The [weapon] hums with potential! / You feel protected. The [weapon] goes still. / You feel less protected.
Invisibility Can be evoked for invisibility, but costs food to evoke and increases magical contamination. {+Inv} Cloaks You become transparent for a moment. n/a
Magic Resistance Gain +40 magic resistance. {MR+} All body armour, cloaks, wizard hats You feel resistant to magic. You feel less resistant to magic.
Strength Gain +3 strength. {Str+3} Gloves You feel stronger. You feel weaker.
Dexterity Gain +3 dexterity. {Dex+3} Gloves You feel agile. You feel clumsy.
Intelligence Gain +3 intelligence. {Int+3} Helmets, hats You feel clever. You feel stupid.
Running Decreases movement delay by 10% (1 for most species). {run} Boots You feel quick. You feel rather sluggish.
Flight Can be evoked for indefinite flight, but costs nutrition to activate. {+Fly} Boots, barding You feel rather light. n/a
Stealth Gain +50 stealth. {Stlth+} Boots, barding You feel stealthy. You feel less stealthy.
See Invisible Gain see invisible. {SInv} Helmets, hats You feel perceptive. You feel less perceptive.
Archmagi Boosts spell power for all spells. {Archmagi} or {Wiz} Robes You feel powerful. / You feel strangely lacking in power. You feel strangely numb.
Ponderousness Increases movement delay by 1 (10% slower for most species). {ponderous} Plate armour 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. {reflect} Shields n/a n/a
Spirit Shield Damage you receive is divided proportionally between HP and MP. Note: Sets MP to 0 when first equipped. {Spirit} Scarves You feel your power drawn to a protective spirit. / You feel spirits watching over you. / You feel the presence of a powerless spirit. You feel strangely alone.
Archery +4 accuracy and damage bonus to missile weapons. {archery} or (Slay+4) 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.

** In ice caves, can very rarely be found on cloaks.

Sets of crystal plate armour and animal skins are always generated without egos, except in some vaults like volcanoes.


  • 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 jumping ego was added for boots in 0.14 and removed in 0.16.