%%%%
acid (acid) weapon ego

It splashes victims with acid (2d4 damage, Corrosion).
%%%%
antimagic (antimagic) weapon ego

It reduces your magical energy, and disrupts the spells and magical abilities of
those it strikes. Natural abilities and divine invocations are not affected.
%%%%
chaos (chaos) weapon ego

Each hit from it has a different, random effect.
%%%%
concussion (concuss) weapon ego

It pushes those it hits backwards, briefly stunning them in the process. If it
pushes them into a solid feature, they will instead take an additional one-third
of any damage that pierces their armour.
%%%%
distortion (distort) weapon ego

It warps and distorts space around it, and may blink, banish, or inflict extra
damage upon those it strikes. Unwielding it can teleport you to foes or banish
you to the Abyss.
%%%%
devious (devious) weapon ego

It has an increased chance to perform stab attacks against vulnerable targets,
and temporarily increases the wielder's EV and slaying each time they do so.
%%%%
draining (drain) weapon ego

It sometimes drains living victims (1/2 chance). This deals an additional
one-quarter of any damage that pierces defenders' armour as well as a flat 2-4
damage, and also weakens them slightly.
%%%%
electrocution (elec) weapon ego

It sometimes electrocutes victims (1/4 chance, 8-20 damage).
%%%%
entangling (entangle) weapon ego

It sometimes constricts those it attacks with vines. (1/2 chance, 2-4 damage).
%%%%
flaming (flame) weapon ego

It burns victims, dealing an additional one-quarter of any damage that pierces
defenders' armour.
%%%%
flaming (flame) weapon ego blade

It burns victims, dealing an additional one-quarter of any damage that pierces
defenders' armour. Big, fiery blades are also staple armaments of hydra-hunters.
%%%%
freezing (freeze) weapon ego

It freezes victims, dealing an additional one-quarter of any damage that pierces
defenders' armour. It may also slow down cold-blooded creatures.
%%%%
foul flame (foul flame) weapon ego

It has been infused with foul flame, dealing an additional three-quarters damage
to holy beings, an additional one-quarter damage to undead and demons, and an
additional half damage to all others, so long as it pierces armour. Holy beings
and good god worshippers cannot use this.
%%%%
heavy (heavy) weapon ego

It deals dramatically more damage, but attacks with it are much slower.
%%%%
heavy (heavy) weapon ego ranged

Any ammunition fired from it deals dramatically more damage, but attacks with
it are much slower.
%%%%
holy wrath (holy) weapon ego

It has been blessed by the Shining One, dealing an additional three-quarters of
any damage that pierces undead and demons' armour. Undead and demons cannot use
this.
%%%%
pain (pain) weapon ego

It inflicts extra damage on living creatures proportional to your Necromancy
skill.{{
    if you.god() == "Trog" then
        return " Trog prevents you from unleashing this effect.";
    end
}}{{
    if you.is_useless_skill("necromancy") then
        return " Your inability to study Necromancy prevents you from drawing on the full power of this weapon.";
    end
}}
%%%%
penetration (penet) weapon ego

Any ammunition fired by it continues flying after striking targets, potentially
hitting everything in its path until it leaves sight.
%%%%
protection (protect) weapon ego

It grants you temporary protection after it strikes (+7 AC).
%%%%
reaping (reap) weapon ego

Any living, holy, or demonic foe damaged by it may be temporarily reanimated
upon death as a friendly spectral, with an increasing chance as more damage is
dealt.
%%%%
rebuke (rebuke) weapon ego

It shields the wearer if their last action was a melee attack (+10 SH) and
redirects blocked melee attacks to other nearby enemies.
%%%%
spectralising (spect) weapon ego

When you attack with it, this weapon's spirit leaps out and launches a second,
slightly weaker strike. The spirit shares part of any damage it takes with you.
%%%%
speed (speed) weapon ego

Attacks with it are significantly faster.
%%%%
sundering (sunder) weapon ego

After you perform multiple consecutive attacks, its next attack will deal
greatly increased damage and also cleave into targets an extra space away.
%%%%
valour (valour) weapon ego

It fires a beam of energy whenever it strikes an enemy while its wielder has
no less than 80% of their maximum hit points remaining. Unwielding it will
briefly Weaken its wielder.
%%%%
vampirism (vamp) weapon ego

It occasionally heals you for a portion of the damage dealt when it wounds a
living creature.
%%%%
venom (venom) weapon ego

It poisons victims.
%%%%
air (Air) armour ego

It enhances your Air magic.
%%%%
archery (Archery) armour ego

It has one-third the normal encumbrance for the purpose of ranged combat.
%%%%
attunement (Attunement) armour ego

When worn alongside a magical staff, it doubles the effectiveness of that
staff's primary enhancer and causes melee attacks made with it to restore a
small amount of MP.
%%%%
cold resistance (rC+) armour ego

It protects you from cold.
%%%%
command (Command) armour ego

It improves the power and success of your Summoning spells in proportion to your
Armour skill.
%%%%
corrosion resistance (rCorr) armour ego

It protects you from the effects of acid and corrosion.
%%%%
death (Death) armour ego

It empowers your Necromancy spells and improves their success rate, but imposes
a health cost for other magic.
%%%%
dexterity (Dex+3) armour ego

It increases your dexterity (Dex +3).
%%%%
earth (Earth) armour ego

It enhances your Earth magic.
%%%%
energy (Energy) armour ego

It may return the magic spent to cast spells, but lowers their success rate. It
always returns the magic spent on miscasts. The spell refund chance is increased
by your Evocations skill.
%%%%
fire (Fire) armour ego

It enhances your Fire magic.
%%%%
fire resistance (rF+) armour ego

It protects you from fire.
%%%%
flying (Fly) armour ego

It grants you flight.
%%%%
glass (Glass) armour ego

It may vitrify enemies when you injure them, making them more vulnerable to
further damage. Your Evocations skill increases the likelihood and duration of
vitrification.
%%%%
guile (Guile) armour ego

It weakens both your willpower and the willpower of everyone you hex, the latter
of which is increased by your Evocations skill.
%%%%
harm (Harm) armour ego

It increases damage dealt and taken.
%%%%
hurling (Hurl) armour ego

It improves your accuracy and damage with thrown weapons, such as rocks and
javelins (Slay +4).
%%%%
ice (Ice) armour ego

It enhances your Ice magic.
%%%%
infusion (Infuse) armour ego

It empowers each of your melee hits with a small part of your magic.
%%%%
intelligence (Int+3) armour ego

It increases your intelligence (Int +3).
%%%%
invisibility (+Inv) armour ego

When activated, it grants you temporary invisibility, but also drains your
maximum health.
%%%%
light (Light) armour ego

It surrounds you with a glowing halo, revealing invisible creatures, increasing
accuracy against all within it other than you, and reducing your stealth.
%%%%
mayhem (Mayhem) armour ego

It causes witnesses of your kills to go into a frenzy, attacking everything
nearby with great strength and speed.
%%%%
mesmerism (Mesmerism) armour ego

When you are struck in melee, it briefly dazes all nearby enemies, then must
recharge by standing still for a while. Its duration, radius, and recharge
speed are improved by your Evocations skill.
%%%%
parrying (Parrying) armour ego

It shields you if your last action was a melee attack. The shielding is half as
effective if your offhand is occupied by an item other than a weapon.
%%%%
poison resistance (rPois) armour ego

It protects you from poison.
%%%%
ponderousness (Ponderous) armour ego

It is very cumbersome, slowing your movement.
%%%%
positive energy (rN+) armour ego

It protects you from the effects of negative energy.
%%%%
protection (AC+3) armour ego

It protects you from most sources of damage (AC +3).
%%%%
pyromania (Pyromania) armour ego

It enhances your Fire magic and may unleash a blast of flames around you
whenever you kill an enemy by any means other than an attack. The explosion
chance and damage both scale with Evocations and it may trigger no more than
once each turn.
%%%%
rampaging (Rampage) armour ego

It causes one to take an extra step when moving towards enemies, briefly
stunning them if this results in an attack.
%%%%
reflection (Reflect) armour ego

It reflects blocked missile attacks.
%%%%
repulsion (Repulsion) armour ego

It helps you evade both magical and non-magical projectiles (EV +15).
%%%%
resistance (rC+ rF+) armour ego

It protects you from the effects of both fire and cold.
%%%%
resonance (Resonance) armour ego

It improves the success rate of your Forgecraft spells and enhances your melee
attacks proportionally to your Forgecraft skill.
%%%%
see invisible (SInv) armour ego

It allows you to see invisible things.
%%%%
shadows (Shadows) armour ego

It reduces the distance you can be seen at and can see.
%%%%
sniping (Snipe) armour ego

It increases your damage by an additional 50% with ranged and thrown weapons
against incapacitated targets. Incapacitated targets are those that are asleep,
paralysed, petrified, confused or caught in a net.
%%%%
spirit shield (Spirit) armour ego

It causes incoming damage to be divided between your reserves of health and
magic.
%%%%
stardust (Stardust) armour ego

It conjures a barrage of shooting stars the first time you spend MP to use a
spell or ability each battle, recharging only when your MP is restored and no
more enemies remain. Your Evocations skill increases the number and damage of
the stars and MP spent further increases damage.
%%%%
stealth (Stlth+) armour ego

It enhances your stealth.
%%%%
strength (Str+3) armour ego

It increases your strength (Str +3).
%%%%
the Archmagi (Archmagi) armour ego

It increases the power of your magical spells.
%%%%
willpower (Will+) armour ego

It increases your willpower, protecting against certain magical effects.
%%%%
wrath (*Rage) armour ego

It berserks you when you make melee attacks (20% chance).
%%%%
atropa-tipped (atropa) missile ego

It is tipped with a substance that causes blindness and brief confusion.

The chance of successfully applying its effect increases with your Throwing and
Stealth skill.
%%%%
chaos (chaos) missile ego

When thrown, it has a random effect.
%%%%
curare-tipped (curare) missile ego

It is tipped with a substance that causes asphyxiation, dealing direct damage as
well as poisoning and slowing those it strikes.

It is twice as likely to be destroyed on impact as other darts.
%%%%
datura-tipped (datura) missile ego

It is tipped with a substance that sends those it hits into a mindless frenzy,
attacking friend and foe alike.

The chance of successfully applying its effect increases with your Throwing and
Stealth skill.
%%%%
disjunction (disjunct) missile ego

It causes any target it hits to become temporarily untethered in space, blinking
away from you for several turns and taking minor damage each time it does so.
%%%%
dispersal (disperse) missile ego

It causes any target it hits to blink, with a tendency towards blinking further
away from you.
%%%%
poisoned (poison) missile ego

It is coated with poison.
%%%%
silver (silver) missile ego

It deals increased damage compared to normal missiles and substantially
increased damage to chaotic and magically transformed beings. It also inflicts
extra damage against mutated beings, depending on how mutated they are.
%%%%
