Some of the ego weapons that you might find in the dungeon are listed below. This will give you a small taste of the items that can be found. However if you wish to discover these items on your own, you may not wish to continue. Ego weapons are denoted by the following “names”:
Ego Melee Weapons (and Diggers):
(Defender)
A magical weapon that actually helps the wielder defend himself, thus increasing his/her armour class, and protecting him/her against damage from fire, cold, acid, lightning, and falls. This weapon also will increase your stealth, let you see invisible creatures, protect you from paralysation and some slowing attacks, and help you regenerate hit points and mana faster. As a result of the regeneration ability, you will use up food somewhat faster than normal while wielding such a weapon. These powerful weapons also will sustain one stat, though this stat will vary from weapon to weapon.
(Holy Avenger)
A Holy Avenger is often one of the most powerful weapons. A Holy Avenger will increase your wisdom and your armour class. This weapon will do extra damage when used against evil, demonic and undead creatures, and will also give you the ability to see invisible creatures. These weapons are basically extremely powerful versions of Blessed Blades and can be wielded by priests with no penalty. These weapons, like (Defender) weapons, also will sustain one random stat. They will allow the wielder to fear no monster, and be aware of the presence of undead and demonic creatures.
(Blessed)
A blessed blade will increase your wisdom. If you are a priest, wielding a non-blessed sword or polearm causes a small penalty while attacking and may infuriate your god, decreasing the chances that he will accept your prayers: a blessed blade may be wielded without this penalty. Blessed blades also have one extra, random, power.
Weapon of Westernesse
A Weapon of Westernesse is one of the more powerful weapons. It does extra damage against orcs, trolls, and giants, making the wielder aware of these types of creatures, while increasing your strength, dexterity, and constitution. It also lets you see invisible creatures and protects from paralysation and some slowing attacks. These blades were made by the Dunedain.
Weapon of Extra Attacks
A weapon of extra attacks will allow the wielder to deliver extra attacks during each round.
Elemental Branded Weapons
Each of the five elemental attacks has a corresponding weapon which will do treble its base damage to creatures not resistant to that element. (It should be noted that the magical damage bonus is not affected by this: a weapon of Flame ‘(2d6) (+5,+6)’ does 6d6+6 damage per hit, not 6d6+18, against creatures which are not fire-resistant.) There are weapons of Flame, Frost, Lightning, Acid and Poison brands.
Weapons of Slaying enemies
These weapons do extra damage against creatures of a vulnerable type. Weapons of Slay Evil and Slay Animal do double the base damage, while weapons of Slay Orc, Troll, Giant, Dragon, Demon and Undead do triple the base damage. As with elemental branded weapons, the magical damage bonus is not affected.
Weapons of *Slay*ing enemies
These weapons, in addition to doing extra damage to your enemies, have extra powers as well. In each case, one stat is increased. Weapons of *Slay* Dragon, Demon or Undead are also more powerful against their opponents, doing five times their base damage rather than the normal three.
Shovels and Picks of Digging
These powerful diggers will dig through granite as if it were mere wood, and mineral veins as if they were butter. Permanent rock is still an impassable obstacle.
Ego Missile Launchers and Ammo:
Bow of Lothlorien
These bows were made by the elves that dwell in the forests of Lothlorien, and are made to fire quickly and silently.
Crossbow of Numenor
These crossbows were made by the ancient men of Numenor, and fire powerfully. They make the wearer’s wounds heal quicker, and his mind clear.
Sling of Buckland
Halflings learned how to make these wondrous slings from elves.
Launchers of Accuracy
These launchers have an unnaturally high to-hit number, making them extremely accurate.
Launchers of Power
These launchers do an unnaturally high amount of damage due to their high to-dam number.
Launchers of Extra Shots
These launchers allow the wielder to shoot more times per round than normal.
Launchers of Extra Might
These launchers have a higher base damage than normally made launchers of their type. For instance, a ‘Long Bow of Extra Might (x3)(+X,+Y)(+1)’ is really a Long Bow ‘(x4)(+X,+Y)’ where ‘(+X,+Y)’ is the standard to-hit and to-dam. As the damage multiplier with the bow affects **everything** the base arrow damage, the magical damage bonus on both
the bow and the arrow, and any bonuses for slaying or elemental-branded arrows – this makes it a powerful weapon.
Ammo of Wounding
This ammunition – whether it be pebbles, iron shots, arrows, bolts, seeker arrows or seeker bolts – has big bonuses to-hit and to-damage.
Ammo of Elemental Brands, and Ammo of Slaying enemies
This works in the same way as melee weapons of the same type: double damage for slay evil and slay animal, triple damage for all other slays and for all elemental brands. Unlike melee weapons, the slays and elemental brands **do** affect the magical damage bonus for ammo.
These are the most common types of ego-weapon: note that they are not the ONLY ego-items available in the dungeon, there may be more.
Apart from these there are some very rare and well made weapons in the dungeon with not necessarily any special abilities. These include Blades of Chaos, Maces of Disruption, and Scythes of Slicing. They can also be ego weapons like the ones above. For example, a Blade of Chaos (Holy Avenger) is much more powerful than many artifact weapons!
Some pieces of armour will possess special abilities denoted by the following names:
Ego Armours and Shields:
of Resist Acid, Lightning, Fire or Cold
A character wearing armour or a shield with one such resistance will take only 1/3 of normal damage from attacks involving the relevant element of acid, lightning, fire or cold. Note that multiple permanent sources of resistance are NOT cumulative: wearing two is no better than wearing one. However, armour which provides resistance to acid cannot itself be damaged by acid, and this is a good reason to wear more than one such piece of armour.
of Resistance
A character wearing armour or a shield with this ability will have resistance to Acid, Cold, Fire, and Lightning as explained in each part above.
of Elvenkind
This is the same as “of Resistance”, only generally better enchanted. It will make you more stealthy. It also possesses an extra resistance, chosen at random from the following list: poison, light, dark, nexus, nether, chaos, disenchantment, sound, and shards.
Robes of Permanence
These robes are designed especially for wizards. Just like Elvenkind armour, they provide resistance to fire, cold, acid, and electricity and cannot be damaged by acid. They sustain all of your stats and protect you from a good deal of all experience draining. Also like Elvenkind armour, they have one random resistance.
Dragon Scale Mails
These extremely rare pieces of armour come in many different colours, each protecting you against the relevant dragons. Naturally they are all resistant to acid damage. They also occasionally allow you to breathe as a dragon would. Dragon Scale Mails can also have egos as well.
Ego Helms:
Stat Boosting Helms
There are magical helms found in the dungeon that have the ability to boost the wearer’s intelligence, or wisdom. In addition to boosting the relevant stat these helms will also prevent that stat from being drained.
Crown of the Magi
This is the great crown of the wizards. The wearer will have an increased (and sustained) intelligence, and will also be given resistance against fire, frost, acid, and lightning. These valuable helms also have an additional random power.
Crown of Might
This is the crown of the warriors. The wearer will have an increased and sustained strength, dexterity, and constitution, and will also be immune to any foe’s attempt to slow or paralyze him or her.
Crown of Lordliness
This is the great crown of the priests. The wearer will have an increased and sustained wisdom, and won’t fear any creature. These valuable helms also have an additional random power.
Helm of Seeing
This is the great helmet or crown of the rogues. The wearer will be able to see invisible creatures, and will have an increased ability to locate traps. It is also rumoured that the wearer of such a helm will not be able to be blinded.
Helm of Infravision
This helmet allows the character to see monsters even in total darkness, with the ability to see heat. Note that spellbooks are the same temperature as the surroundings, and so cannot be read unless some real light is present. (Some monsters which are invisible to normal vision can be seen under infravision.)
Helm of Light
In addition to providing a permanent light source for the wearer, this helm also provides resistance against light-based attacks.
Helm of Telepathic Awareness
This helm or crown grants the wearer an ability to sense the presence of different types of creatures.
Helm of Regeneration
This helm will help you regenerate hit points and mana more quickly than normal, allowing you to fight longer before needing to rest. You will use food faster than normal while wearing this helm because of the regenerative effects.
Ego Cloaks:
Cloak of Protection
This finely made cloak will come with an unnaturally high enchantment and is not affected by elemental based attacks. It will also provide resistance to shards.
Cloak of Stealth
This cloak will increase the wearer’s stealth, making the wearer less likely to wake up sleeping monsters.
Cloak of Aman
These exceptionally rare cloaks provide great stealth, have a very high enchantment, and one random resistance.
Cloak of the Teleri
These cloaks are excellent protection against Undead creatures, which drain the very life from the adventurer’s body. Though they cannot completely eliminate this, they reduce the chance of the undead monster succeeding in the Drain Life attack, and the effects.
Ego Gloves:
Gloves of Free Action
The wearer of these gloves will find himself resistant to paralyzing attacks as well as some slowing attacks. Because of the special nature of these gloves, magic users may wear these gloves without incurring a mana penalty.
Gloves of Slaying
These gloves will increase the wearer’s fighting ability by boosting the wearer’s to-hit and to-dam values.
Gloves of Agility
These gloves will increase the wearer’s dexterity. Because of the special nature of these gloves, magic users may wear these gloves without incurring a mana penalty.
Gauntlets of Power
These spiked gauntlets will boost the wearer’s strength as well as the wearer’s to-hit and to-dam numbers.
Gloves/etc of the Istari
These gloves are indispensable for any class that uses spells, and often very useful for all classes. They are quite rare and expensive.
Ego Boots:
Boots of Slow Descent
These boots protect the wearer from the effects of small falls.
Boots of Stealth
These boots increase the wearer’s stealth, like a Cloak of Stealth.
Boots of Free Action
The wearer of these boots will find himself resistant to paralyzing attacks as well as some slowing attacks.
Boots of Mirkwood
These boots were designed by the Wood Elves of Mirkwood, to protect the wearers against the dangerous spiders that live there.
Boots of Speed
The wearer of these boots will become unnaturally fast.
Once again, these are not necessarily the ONLY ego-items in the dungeon, only the most common.
Apart from these there are some very rare and well-made armours in the dungeon with not necessarily any special abilities. These include Shields of Deflection, Adamantite Plate Mail, Mithril Plate Mail, Mithril Chain Mail, and Elven Cloaks. The first four cannot be damaged by acid because of the quality metals they contain.
Some rare armours may even possess special abilities, while not being ego items in themselves. They are denoted by the following names:
Orcish Shield
This shield increases strength and constitution. It may have a higher than average enchantment.
Kolla
This cloak increases strength, dexterity, constitution, and sustains these three stats. It may have a higher than average enchantment.
Witan Boots
These heavy metallic boots have a high base armour class and a higher than average enchantment. However, the wearer of such boots will make a lot of noise while wearing them, and therefore will wake up sleeping monsters more often.
Elven Gloves
These gloves help the wearer regenerate hit points and mana more quickly than normal.
There are rumours of unique “artifact” items in the dungeon – weapons and armour of all types. Many of these are more powerful than even the greatest ego-items; some are weak and have little more than a name to recommend them.