UserManual > EgoItems > EgoItemsFull
Ego-Items - Full List
The names given below are partial; that is to say the name of an actual item will reflect the actual type of item as well as the ego-item class, e.g. Long Sword of Slay Animal, or Helm of Beauty.
Many ego-items specify that they sustain one stat, confer one ability or one resistance; the actual effect is determined randomly from the possible choices in that category.
No ego-items have resistance to poison, nether or chaos by default, but these can be found when chosen at random; all three are very rare, however.
In any category, most ego-items can be any type within that category; where this is not the case, it is noted.
| Item | Powers |
|---|---|
| Melee Weapons | |
| Branded Weapons | |
| Frost | Branded with, cannot be damaged by, and confers resistance to cold |
| Flame | Branded with, cannot be damaged by, and confers resistance to fire |
| Poison | Branded with poison |
| Lightning | Branded with, cannot be damaged by, and confers resistance to lightning |
| Acid | Branded with, cannot be damaged by, and confers resistance to acid |
| Weapons of Slaying | |
| Slay Orc | Multiplies the damage dealt to orcs |
| Slay Troll | Multiplies the damage dealt to trolls |
| Slay Giant | Multiplies the damage dealt to giants |
| Slay Animal | Multiplies the damage dealt to animals |
| Slay Evil | Multiplies the damage dealt to evil creatures |
| Slay Dragon | Multiplies the damage dealt to dragons |
| Slay Demon | Multiplies the damage dealt to demons |
| Slay Undead | Multiplies the damage dealt to undead creatures (can be any weapon other than a Mace of Disruption) |
| *Slay Orc* | Increases and sustains dexterity, and multiplies the damage dealt to orcs |
| *Slay Troll* | Increases strength, speeds healing and regaining of spell points, and multiplies the damage dealt to trolls |
| *Slay Giant* | Increases and sustains strength, and multiplies the damage dealt to giants |
| *Slay Evil* | Increases wisdom, gives one ability, multiplies the damage dealt to evil creatures and is blessed |
| *Slay Animal* | Increases intelligence, reduces the need for food, and multiplies the damage dealt to animals |
| *Slay Dragon* | Confers resistance to fear, increases constitution, and significantly multiplies the damage dealt to dragons |
| *Slay Demon* | Confers resistance to fire, increases intelligence, and significantly multiplies the damage dealt to demons |
| *Slay Undead* | Increases wisdom, significantly multiplies the damage dealt to undead creatures and enables the wielder to see invisible creatures (can be any weapon other than a Mace of Disruption) |
| Others | |
| Blessed | Increases wisdom, gives one ability and is blessed |
| Extra Attacks | Allows the wielder to strike one or more extra blows each turn |
| Defender | Cannot be damaged by any of the four elements, and confers resistance to all four and to paralysis, sustains one stat, reduces damage from falls, speeds healing and regaining of spell points, enables the wielder to see invisible creatures and increases stealth |
| Fury | Cannot be damaged by acid or fire, confers resistance to fear, increases strength, allows the wielder to strike one or more extra blows each turn, but aggravates creatures near the wielder (can be hafted, blunt or edged, but it must be a heavy weapon: for example it can be a morning star or flail, but not a whip or spear) |
| Holy Avenger | Confers resistance to fear, increases wisdom and sustains one stat, enables the wielder to see invisible creatures, multiplies the damage dealt to evil, undead and demons, and is blessed |
| Westernesse | Increases strength, dexterity and constitution, confers resistance to paralysis and enables the wielder to see invisible creatures, and multiplies the damage dealt to orcs, trolls and giants |
| Gondolin | Cannot be damaged by acid or fire, confers resistance to dark and paralysis, enables the wielder to see invisible creatures, gives one ability, provides illumination, and multiplies the damage dealt to orcs, trolls, dragons and demons |
| Cursed | |
| Morgul | A cursed weapon that aggravates creatures near the wielder and drains experience, however it is also branded with poison, confers resistance to life draining, sustains one stat, enables the wielder to see invisible creatures, and multiplies the damage dealt to undead |
| Missile Weapons | |
| Accuracy | Has a much higher to-hit bonus than normal enchanted weapons |
| Power | Has a much higher damage bonus than normal enchanted weapons |
| Extra Might | Has a higher damage multiplier than normal weapons of the type |
| Extra Shots | Allows the user to fire more shots |
| Lothlorien | Cannot be damaged by acid or fire, confers resistance to paralysis, increases dexterity, gives one ability and has a higher damage multiplier (can only be a short or long bow) |
| Haradrim | Cannot be damaged by acid or fire, has a higher damage multiplier and allows the user to fire more shots (can only be a light crossbow) |
| Buckland | Cannot be damaged by acid or fire, increases dexterity, has a higher damage multiplier and allows the user to fire more shots (can only be a sling) |
| Cursed | |
| Nazgul | A cursed weapon that drains experience, but also enables the wielder to see invisible creatures |
| Missiles | |
| Branded Missiles | |
| Frost | Branded with, and cannot be damaged by, cold |
| Flame | Branded with, and cannot be damaged by, fire |
| Venom | Branded with poison (cannot be mithril) |
| Lightning | Branded with, and cannot be damaged by, lightning |
| Acid | Branded with, and cannot be damaged by, acid |
| Missiles of Slaying | |
| Slay Animal | Multiplies the damage dealt to animals |
| Slay Evil | Multiplies the damage dealt to evil creatures (cannot be mithril) |
| Slay Giant | Multiplies the damage dealt to giants |
| Slay Demon | Multiplies the damage dealt to demons |
| Slay Undead | Multiplies the damage dealt to undead |
| Slay Dragon | Multiplies the damage dealt to dragons |
| Other Missiles | |
| Wounding | Has much higher to-hit and damage bonuses than normal missiles |
| Holy Might | Cannot be damaged by acid or fire, multiplies the damage dealt to demons, undead and evil creatures (can only be seeker or mithril missiles) |
| Cursed | |
| Backbiting | Cursed missiles with (extremely high) to-hit and damage penalties |
| Body Armour and Shields | |
| Armour of Resistance | |
| Resist Lightning | Cannot be damaged by, and confers resistance to, lightning |
| Resist Cold | Cannot be damaged by, and confers resistance to, cold |
| Resist Fire | Cannot be damaged by, and confers resistance to, fire |
| Resist Acid | Cannot be damaged by, and confers resistance to, acid |
| Resistance | Cannot be damaged by any of the four elements, and confers resistance against all four |
| Other Armour | |
| Dwarven | Cannot be damaged by acid or fire, confers resistance to paralysis, increases strength and constitution, and gives the wielder (or increases) infravision (can only be heavy armour, e.g. chain mail, plate mail, etc., and not rusty) |
| Elvenkind | Cannot be damaged by, and confers resistance to, all four elements, confers one resistance and increases stealth |
| Preservation | Cannot be damaged by, and confers resistance all four elements, confers resistance to disenchantment, life draining, and one resistance, and sustains strength, constitution and dexterity (can only be a shield) |
| Permanence | Cannot be damaged by, and confers resistance to, all four elements, confers resistance to life draining and one resistance and sustains all stats (can only be a robe) |
| Cursed | |
| Vulnerability | A cursed item that aggravates creatures near the wearer, and has a (potentially huge) penalty to armour class |
| Helms and Crowns | |
| Head Armour only | |
| Intelligence | Sustains and increases intelligence |
| Wisdom | Sustains and increases wisdom |
| Infravision | Confers or increases the wearer's infravision |
| Light | Confers resistance to light, and also provides illumination |
| Beauty | Sustains and increases charisma |
| Teleportation | A cursed item that teleports the wearer at intervals to a random destination. |
| Head Armour or Crowns | |
| Regeneration | Speeds healing and regaining of spell points |
| Seeing | Confers resistance to blindness, enhances searching ability, and enables the wearer to see invisible creatures |
| Telepathy | Enables the wearer to sense sentient creatures telepathically |
| Dullness | A cursed item that reduces intelligence, wisdom and charisma |
| Crowns Only | |
| Night and Day | Cannot be damaged by acid, confers resistance to light, darkness and blindness, enables the wearer to see invisible creatures and provides illumination |
| Serenity | Confers resistance to fear, confusion and sound |
| Might | Cannot be damaged by any of the four elements, confers resistance to paralysis, and sustains and increases strength, dexterity and constitution |
| Lordliness | Cannot be damaged by any of the four elements, confers resistance to fear, sustains and increases wisdom and charisma, and gives one ability |
| Magi | Cannot be damaged by, and confers resistance to, all four elements, sustains and increases intelligence and gives one extra ability |
| Sickliness | A cursed item that reduces strength, dexterity and constitution |
| Cloaks | |
| Stealth | Increases the wearer's stealth |
| Protection | Cannot be damaged by any of the four elements, confers resistance to shards |
| Magi | Cannot be damaged by acid, sustains and increases intelligence; increases stealth and gives one ability |
| Aman | Cannot be damaged by any of the four elements, confers one resistance and increases the wearer's stealth |
| Cursed | |
| Enveloping | A cursed cloak that restricts the wearer's freedom to move, reducing his or her to-hit and damage bonuses |
| Irritation | A cursed cloak that aggravates creatures around the wearer and reduces his or her to-hit and damage bonuses |
| Vulnerability | A cursed cloak that aggravates creatures near the wearer and severely reduces his or her armour class |
| Gloves | |
| Free Action | Confers resistance to paralysis |
| Agility | Increases the wearer's dexterity |
| Slaying | Increases the wearer's to-hit and damage bonuses |
| Power | Increases the wearer's strength, and increases his or her to-hit and damage bonuses |
| Thievery | Confers resistance to paralysis, increases dexterity, increases searching ability, and reduces damage from falls (can only be gloves, not gauntlets or cesti) |
| Combat | Increases strength and constitution, increases to-hit and damage bonuses, but also aggravates creatures near the wearer (cannot be gloves, only gauntlets or cesti) |
| Cursed | |
| Weakness | A cursed item that reduces the wearer's strength |
| Clumsiness | A cursed item that reduces the wearer's dexterity |
| Boots | |
| Slow Descent | Reduces damage from falls |
| Stealth | Increases the wearer's stealth |
| Free Action | Confers resistance to paralysis |
| Stability | Confers resistance to nexus and reduces damage from falls |
| Speed | Increases the wearer's movement speed |
| Elvenkind | Cannot be damaged by acid or fire, increases movement speed and stealth and reduces damage from falls (can only be Leather Boots – Soft or Hard) |
| Cursed | |
| Slowness | A cursed item that decreases the wearer's movement speed |
| Annoyance | A cursed item that decreases movement speed and stealth, and aggravates creatures near the wearer |
| Lanterns and Torches | |
| Brightness | Gives more powerful illumination |
| Everburning | Never needs fueling (cannot be a torch) |
| Digging Tools | |
| Digging | Branded with acid, increases the wielder's digging ability |
| Earthquakes | Branded with acid, increases strength, increases the wielder's digging ability |
