Items

💰Why can’t I sell anything in town?
In Tangaria your character can’t sell items to NPC, but at the same time, you get additional significant gold drops in the dungeon. Don’t worry, this system is well balanced and you would have enough gold to carry on. At the same time, you are welcome to trade with other players!

Where to get good items?
If a monster drops an item, it can be anything. Really. You may find rare spellbooks on illiterate Trolls, and jellies may drop artifact weapons. Some rare monsters, like powerful dragons, will carry good or even exceptional objects — but still, the dungeon level is the most important factor. What was “exceptional” on dungeon level 8 will probably be rather uninteresting on level 30.

For every single item, there is a tiny chance that it will be an artifact. This might seem slim, but considering the number of monsters you will slay, it soon adds up. If you work through a large room full of orcs, there’s about a quite solid chance that you’ll discover at least one artifact among the carnage. Artifacts typically have impressive statistics and an ability that can be activated.

🗡️What are the last two numbers on weapons, eg Long Sword (2d6) (+3,+4)?
The first number (+3) is hit chance; the second (+4) is a damage bonus.

📃How to identify items and equipment? Where can I buy research scrolls for {??} items?
Equipment – just wear/wield it; if it’s possible – try to Activate them. For other items: aim magic wands, Use staves, zap rods. Consumables could be used to identify the flavour. Also you can buy Identify scrolls in town (the black market occasionally sells them cheaper than Decard Coin). Check the guide section for more details.

Note: you can’t ID slays/brands and effects (eg wand) while outside the dungeon.

👁️‍How to ID rod/wand/staff? When I read ID scroll it won’t work on it
ID scroll works only on wearable items; all other items can be IDed by using them.

🤷🏿‍♂️How do I know that the item is the artifact? How to distinguish true artifact and randart?
True artifacts (truarts) are special unique items that can be on the server in just one exemplar. There are also randarts – randomly generated artifacts. All artifacts got a special name, eg The Long Sword ‘Elvagil’, where Elvagil is the name of the artifact. To distinguish them: true arts have special fictional descriptions; randarts don’t. Also you could try to put artifact to a house; you won’t be able to drop on the house floor true artifact.

🤷🏽‍♀️So artifacts are not allowed to be stored in houses, right?
Yep, you could store there only ‘random’ ones.

Do we have true art expiration system? Like after n-days true art will disappear?
Yes, we have a true art expiration system – it’s called “dying”.

🎒I found an artifact and can not drop it.
You cannot drop an artifact below its BASE depth. This doesn’t mean you can drop it at the depth you find it, but only at the depth corresponding to the artifact’s level (or deeper). Sometimes you could find powerful OOD (out of depth) artifacts; to get rid of them, you shall go deeper to drop them.

📯I’ve found a horn and it looks like a very bad thing, no point to use it (put monsters awake)
High stealth characters might find it useful. Sometimes you want to wake up something close without having to go melee range. Horns are there for “aggravation on demand”.

🧞I’ve found a lamp which apparently contains a djinn. How to activate it?
Press Eject (the same button as Eat)

👘I can’t wear a certain item!
Check, maybe you’ve inscribed it as !* (eg in TomeNET it doesn’t deny wearing item, in PWMA – does).

⚖️What are the item qualities for pseudo-ID?

 'terrible'  - cursed artifact, usually bad
 'worthless' - cursed ego item
 'cursed'    - cursed item
 'broken'    - useless normal item
 'average'   - normal item
 'good'      - item with bonuses
 'excellent' - item with special powers (ego item)
 'special'   - artifact, usually good

🥶What is a weapon of freezing/burning/shocking/melting?
These weapons are “branded” with one of the four elements, cold/fire/electricity/acid (respectively). A monster that is not resistant to the branded element will take x3 base damage from any attack with that weapon.

⚔️I found ‘Dark Sword’ and ‘Magic Arrows’. What do they do?
Dark Sword: This sword emits an anti-magic aura around you when wielded.
Magic Arrows: These arrows return to you when shot.
Crystals[of *]: Spellbooks for telepath.
Scroll of House Creation: expands house

🔪How do missile weapon to-hit and to-damage bonuses work?
The to-hit bonuses for using a bow can come from any source: rings, DEX, gauntlets of slaying, the bow or the arrows. But the to-damage bonus for shooting a bow comes only from the arrows and the bow, so a Ring of Damage (+18) won’t help your bow damage.

Why is one elemental weapon (fire, cold, etc.) much worse than another?
Eg my dagger has less damage with elemental bonus than 2h weapon?
Note that, for weapon attacks, the special multiplier for the weapon (if any) does not affect the damage bonuses. This means that a dagger (1d4), even if it does x5 damage, is not as good as a two-handed sword (3d6) that does x2 damage, unless you get more swings with the dagger, or the dagger has a very high to-dam bonus.

For bow attacks, it’s vice versa – the basic multiplier for the bow and the special multiplier for the ammo (if any) both affect the damage bonuses. This makes a heavy crossbow (x4) with a high to-dam-bow very powerful, even with non-magical bolts.

✝️My priest character doesn’t feel comfortable wielding his or her weapon. Why?
Priests are penalized for wielding “non-priestly” weapons. Priests are basically restricted to blunt weapons and “blessed blades.” They should get a warning message if they wield a non-priestly weapon. Priests get a whopping to their spell failure rate (before adjustments) for wielding one of these, and also a malus to hit and damage. However, some of the more powerful artifact weapons may be worth wielding regardless of these penalties. And of course, your character can always switch weapons before praying.

😶When inspecting pile of items, it says “Owner: <name>”. Why?
Not a bug — this is because owner is recorded as id and last time when server savefile was wiped the ids changed, so it points to invalid owner — to fix this, just drop the item and pick it back.

🧰I just found a ruined chest, how to open it?
It’s ruined = opened by someone else. Deco item for your house 🙂

🤔Some items in the game priced incorrectly, like a ring of levitation (50 gold?) vs lantern (500 g!)
Note: it’s not a ring of flying, just levitation. A ring that makes you fly (hover, really) is pretty useless to adventurers going underground. The only thing it helps with is avoiding drowning when crossing water and feather falling effect; while Brass lanterns are very important! The shopkeepers know what you want and are perfectly willing to gouge you for it.

🤔Mushrooms of Shadows is pretty imba
There is nothing imbalanced there for having 10 turns of stealth at the cost of wasting one inventory slot (so putting bad effects is as good as putting them permanently ignored in the menu like all other trash).

Why are some items different colors?
Every base object type (body armour, potion, boots, etc) has a color that it uses for inventory lists. Body armour is grey, most other armour is brown (potions are light blue, rings are red, etc).

 

🤔I’ve found item with the magic of endless enhancement. Not sure that such magic should be allowed. 
Enchant on activation seems powerful but it’s in fact not that good, all you can do is enchant your stuff to +9, maybe +10 and if you want more you will take hours just to go up to +15, and most of the items you find are +20 up to +30 sometimes. It’s like having healing on activation — you think it’s powerful but since you can use it like once every 10 minutes it isn’t that good.

Why is this item got +2?
It’s mod antimagic. +1 = 10%

 

 

I found magic Throwing Rocks {??}. But when I picked them up – they become regular..
When you buy rocks in shop they are identified but you don’t learn the rune associated with them (stunning brand), so you have to find more and throw them at mobs to learn the stunning brand rune that’s why they first appear as {??}

What does it mean “moves +3”?
It’s like speed +3, but only when you move, not when you attack

Cursed items

Many items — typically armor and weapons — are often cursed in various ways. These terrible objects look completely ordinary, but they reduce the hero’s stats or bonuses, and sometimes cause other unpleasant effects, such as attracting monsters. Some items are so heavily cursed that a regular curse removal won’t work, and more powerful methods are required. All cursed items are automatically recognized as cursed when you equip them —once you put on cursed armor or pick up a cursed weapon, you’ll immediately feel a chilling cold, and the item will be marked as {cursed}.

How to deal with cursed items?

If you wear (not just have in inventory) cursed item – can be taken off with several attempts. Just try several times and eventually you will take it off and it will appear in your inventory.

Now, how to drop it on the ground? You can get rid of cursed items in different ways.

  1. if curse is weak you can simply drop it on the ground when you are outside of the dungeon or if the dungeon is open-sky (eg Old Forest). Note that daylight makes it easier to drop items.
  2. if curse is hard you can use scroll of remove curse. Especially powerful curses may require several of such scrolls.
  3. some items might have permanent curses (they got “this curse cannot be removed” in description). Thess items you can drop with ease anywhere.
  4. some very rare powerful end-game artifacts got ‘sticky’ curses, which means that you cannot take them off. Beware to wear them, check item’s descriptions.

Sticky items

Some extremely rare cursed artifacts are sticky — once equipped, they cannot be taken off by any means. These items are bound to your character and will remain equipped permanently. However, there is a small exception: if the item is not of the highest tier (for example, not the One Ring or the Crown) and your character is exactly level 10, 20, 30, 40, or 49, and you are on the surface (not in a dungeon), you may be able to drop it on the ground. This allows very limited opportunities to get rid of such items, so always check the item’s level requirement and your current level before equipping suspicious artifacts. Sticky items are extremely dangerous — be cautious.

General information about items

Tangaria has potions, spell books, wands, staffs, rods, activate-able items, melee weapons, ranged weapons, and whatnot. They’re meant to be used, for crying out loud! It can take a while to get used to using all the different types of items, but they work best when used in concert. For those able to use magic devices, rods wands and staves can be very useful when your mana is running low, and allow you access to spells that may not normally be available to your class.

Players may not be inclined to carry multiples of an item, or do so in a limited quantity, perhaps due to weight encumbrance concerns. Don’t be afraid to carry a LOT of an item, particularly the basics — food, light, projectiles, cure potions, “run away” scrolls, etc. Don’t be afraid to MAX OUT important items! Some monsters will steal or destroy your items, so it’s worth carrying additional quantities of key items – such as Scrolls of Recall or important spell/prayer books. This becomes very important when you reach dungeon levels in which monsters develop fire and acid-based attacks. Mages and priests tend to start out with low strength, and so are very limited in how much stuff they can carry, so consider carrying additional copies of the spellbooks that you know you can’t afford to lose during a fight.

Common fallacy: you find an incredibly powerful Staff of Mighty BOOM! (3 charges), or a single Potion of Become Chuck Norris, and then you keep carrying it around and never actually use it. It could be a life insurance, but you might still reconsider your strategy: maybe you’ve become too careful lately (Tangaria rewards deliberate risk-taking, after all). Or maybe you should just sell the thing and invest the money into something you do use.

Don’t be afraid to buy from the “blackmarket”. Sure the prices are more expensive than the other stores, but it tends to offer a good selection of items and it can be worth the gold versus not having it in the dungeon. You can always get more gold, but the RNG is random. It’s just another store — don’t worry about the name. The blackmarket may become a good source of valuable consumables, so it’s worth checking each time you visit the town – and try to have enough gold to purchase potions with the most important properties for your character.

Your Weapon

Carrying a weapon in your backpack does you no good. You must wield a weapon before it can be used in combat. A secondary weapon can be kept by keeping it in the backpack, and switching it with the primary weapon when needed. This is most often used when carrying two weapons, each of which provides a rare power that the character needs at two separate times.

Weapons have two main magical characteristics, their enchanted ability to hit and their enchanted ability to do damage, expressed as ‘(+#,+#)’. A normal weapon would be ‘(+0,+0)’. Many weapons in Tangaria have bonuses to hit and/or to damage.

Tangaria assumes that your youth in the rough environment near the dungeons has taught you the relative merits of different weapons, and displays as part of their description the damage dice which define their capabilities. Any damage enchantment is added to the dice roll for that weapon. The dice used for a given weapon is displayed as ‘XdY’. The number ‘X’ indicates how many dice to roll, and number ‘Y’ indicates how many sides they have.
A ‘2d6’ weapon will thus give damage from 2 to 12, plus any damage bonus. The weight of a weapon is also a consideration. Heavy weapons may hit harder, but they are also harder to use. Depending on your strength, dexterity, character class, and weapon weight, you may get attacks more quickly: high dexterity and strength and low weapon weight are the main factors. Warriors may get up to a maximum of 6 attacks per round; mages and
priests are limited to only 4; other classes may get up to 5. Your attacks per round with a weapon are displayed as a decimal, e.g. 2.3 or 3.4 etc. The fractions take the form of unused energy which is carried over to your next turn.

Missile weapons, such as bows, have their characteristics added to those of the missile used, if the proper weapon/missile combination is used, and then the launcher multiplier is applied to the total damage, making missile weapons very powerful given the proper missiles, especially if they are enchanted. Like weapons, Inspecting ammunition will tell you how much damage you will do with your current missile launcher.

Finally, some rare weapons have special abilities. These are called ego weapons, and are feared by the great and the meek. An ego weapon must be wielded to receive the benefit of its abilities. It should be noted that some of these items are considerably more powerful than others, and generally the most powerful items are the rarest. Some items will have an obvious effect, like increase in infravision, or extra strength. These effects will be
noticed as soon as you wield the item. Other effects, like most resistances, will need to be learned. You can learn them by either suffering an appropriate attack, or by using magical means of identification.

Some of the more common ego weapons are described at the end of this article.

Your Armor Class

Your armour class (or AC) is a number that describes the amount and the quality of armour being worn. Armour class will generally run from about 0 to 200, though exceptionally good armour can improve even on the latter figure.

The higher your armour class, the more protective it is. A negative armour class would actually help get you hit. Armour protects you in three manners. First, it makes you harder to be hit for damage. A hit for no damage counts as a miss, and is described as a miss. Second, good armour will absorb some of the damage that your character would have taken from normal attacks. Third, acid damage is reduced by wearing body armour (but the armour may be damaged instead). It is obvious that a high armour class is vital for surviving the deeper levels of the dungeons.

Armour class values are always displayed between a set of square brackets, as ‘[#]’ or ‘[#,+#]’. The first value is the base armour class of the armour. The second number is the magical bonus of the item, which is only displayed if known, and will always have a sign preceding the value. These plusses can be determined by wielding the armour in combat and being hit. Note that a few rings, amulets, and weapons also have the ‘[+#]’ notation, indicating that they provide an armour bonus. Many pieces of heavy body armour will also have a ‘(-#)’ (in normal brackets) before the ‘[#,+#]’, which indicates that the weight of the armour decreases your chances of hitting monsters. This can range from nonexistent for very light armour to ‘(-8)’ for the heaviest armour!

Item Collecting

It’s easy to stockpile, but you’ll run out of space VERY quickly. Further, what was useful may not be useful now and what’s useful now may not be useful later.

Inventory full of standard items and found a magical one? Toss a standard one and pick it up. Got a lot of magical and found an ego item? Toss a magical one. As your character progresses and you continue to dive you will find better classes of items. If you can differentiate even by pseudo-ID, don’t be afraid to toss the less valuable stuff to make room, so you can continue diving.

This is particularly important while diving. If you let a full inventory be a limiting factor, you won’t be able to reach the dungeon boss unless you are willing to discard items along the way — even if they would have fetched a decent value. Remember, magic is usually worth still more than standard, and ego is usually worth more than magic…

Ego weapons and armour

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.