Suggestions for the use of this page:
- Alphabetize.
- To use the definition list formatting correctly, make sure there is a leading space on your line before the term to be defined.
For bad ego pre/suffixes (e.g. "of Morgul"), I suggest listing them separately below the good ones in the same list. (If we want to bother listing them at all, that is...)
BTW, that big line in the middle is to help you keep things separated while you are editing this page.
Introduction
Ego items are better than both normal items and normal items with simple magical plusses to-hit, to-dam, to AC or to digging. They can be destroyed, however -- they are not artifacts.
In your equipment and inventory lists, an ego item's alphabetical index letter will be displayed in cyan after the item has been ID'd.
You cannot successfully read a Scroll of Artifact Creation on an Ego item.
Ego items are named by adding a prefix or a suffix (or both) to the name of an item. That prefix or suffix describes the additional powers added to the item.
Keep in mind that some items that are not ego items have prefixes and suffixes; the litmus test is the color of the index letter. For example, a Ring of Extra Attacks (+8) is not an ego item. A Club (+3,+4) of Extra Attacks (+1) is.
By the way, there are some objects that are not ego items, but nonetheless have abilities beyond those of normal weapons. Spoilers/Base Object types with ego properties.
Terminology
Some terminology that will be used in various ego-item descriptions:
- Random resist
- One of resist acid, lightning, fire, cold, poison, fear, light, dark, confusion, sound, shards, nether, nexus, chaos or disenchantment. Resist acid, lightning, fire and cold are more likely than the others; resist light and resist dark are less likely.
- Random low resist
- One of resist acid, lightning, fire or cold, with equal probability.
- Random elemental resist
- One of resist acid, lightning, fire, cold or poison; resist poison is less likely than the others.
- Random high resist
- One of resist poison, fear, light, dark, confusion, sound, shards, nether, nexus, chaos or disenchantment; resist light and resist dark are less likely than the others.
- Random high resist (old)
- One of resist blindness, confusion, sound, shards, nexus, chaos, disenchantment, poison, dark or light, with equal probability. Called "(old)" because (I think) it's the old "extra power" random high resist from Angband.
- Random ability
- One of levitation, radius-1 light, see invisible, telepathy, slow digestion, regeneration, free action or hold life, with equal probability.
- Random pval ability
- One of stealth, searching, infravision, tunneling, speed, and blows per round, with equal probability.
- Vorpal effects
"Your weapon cuts deep into <the monster>!" Doubles base weapon damage; with small probability, can do triple damage or higher.
- Cause wounds
"<The monster> is bleeding." The weapon can give a monster wounds; it will take extra damage from bleeding each turn until the wounds heal.
Ego prefixes
Weapons
- Acidic
- Does extra damage from acid. Provides resist acid.
- Blessed (+N)
Increases your wisdom by +N. Allows you to sense good monsters. Can be wielded by Eru worshippers without penalty. Provides a random ability.
- Chaotic
Causes random chaotic effects. Provides resist chaos and a random resist.
- Elemental
- It does extra damage from fire, cold, acid, and electricity. Provides resistance to fire, cold, acid, and electricity. Drains mana.
- Fiery
- Provides light (radius 1) forever. Does extra damage from fire. Provides resist fire.
- Frozen
- Does extra damage from cold. Provides resist cold.
- Sharp
Can cause vorpal effects. Only found on axes, swords and Demonblades.
- Shocking
- Does extra damage from electricity. Provides resist lightning.
- Spectral
- Activates for wraith-form every 50+d50 turns. Extra damage vs. undead. Provides see invisible and resistance to life draining. Drains hit points.
- Vampiric (-N%)
- Drains life from your foes when you hit them. Reduces your hit points by N%. Provides resistance to life draining. Only found on swords and Demonblades.
- Venomous
- Does extra damage from poison. Provides resist poison.
Diggers
- Magical
- Grants power of stone-to-mud.
Armor
Body armour
- Dwarven (+N)
- Increases your strength, constitution and infravision by +N. Sustains your strength and constitution. Provides free action and resist fear and darkness. Only available on hard armor.
- Elven
It provides resistance to fire, cold, acid, electricity, and a random high resist (old). With probability 25%, it also provides resist poison. It increases your stealth. It allows you to sense the presence of orcs.
- Polished
- It reflects bolts and arrows. Only found on Dragon Scale Mails.
Headwear
- Dwarven (+N)
- Increases your infravision and constitution by +N. Provides resistance to fire, allows you to sense the presence of trolls and dragons.
Magical items
Rings and amulets
- Cursed
- It's cursed and can re-curse itself. Handy for Possessors.
- Indestructible
- Cannot be destroyed by fire, cold, acid or electricity. It can still be destroyed by other attacks, and you yourself can destroy it.
Musical instruments
- Dragon
Activates for acid ball. Provides a random resist. Only found on Horns.
Scrolls, Staffs, Spellbooks
- Fireproof
- Cannot be destroyed by fire.
Trap kits
- Automatic
- Complicated
- Fully Automatic
- Obvious
- Well-hidden
Ego suffixes
Weapons
- of Aman (+N)
- Increases your wisdom by +N; with probability 10%, also gives you N extra blows per round. Extra damage vs. undead, demons and evil monsters. Sustains a random stat. Provides resist fear and see invisible. Allows you to sense evil monsters. Can be wielded by Eru worshippers without penalty.
- of Critical Hits (N%)
- Increases your chance of inflicting a critical hit by N%.
- (Defender) (+N)
Increases AC, to-hit and to-damage bonuses. Increases your stealth by +N. Provides free action, allows you to see invisible and levitate, causes your wounds to regenerate. Provides resistance to acid, electricity, fire and cold, a random high resist, and (with probability 33%) resistance to poison. Sustains a random stat.
- (*Defender*) (+N)
Increases your wisdom, dexterity constitution and stealth by +N. Increases AC; decreases to-hit and to-damage bonuses. Provides resist acid, lightning, fire, cold, and poison, a random resist, and a random low resist; with probability 30%, provides an additional random resist and random low resist; with separate probability 20%, provides an additional random resist and random low resist and a random high resist; and with separate probability 10%, provides an additional random resist. Provides resistance to life draining, free action, see invisible, levitation, and increased hit-point regeneration. With probability 10%, provides a random immunity.
- of Earthquakes (+N)
- Increases your strength and tunneling by +N. Causes earthquakes. Only found on Demonblades and hafted weapons (and diggers, as below).
- of Extra Attacks (+N)
- Gives you N extra blows per round.
- of Fury (+N)
- Increases your strength and blows per round by +N. Provides resist fear. Drains mana. Aggravates monsters.
- of Gondolin (+N)
Activates for teleport (range 100) every 45 turns. Increases your strength and constitution by +N; with probability 22%, also increases your dexterity by +N. Allows to sense evil creatures. Provides resistance to fear and darkness; with probability 33%, also provides a random high resist. Extra damage vs. evil monsters, trolls, dragons and demons. Provides free action and a random ability, allows to see invisible, serves as light source (radius 1). With probability 33%, also provides resistance to life draining.
- of Greater Life (N%)
- Increases your hitpoints by N%. This is usually 100%. Also provides resistance to life draining. Only found on two-handed weapons.
- of Life (N%)
- Increases your hitpoints by N%. This is usually less than 100%. Also provides hold life. Only found on one-handed weapons and weapons that can be wielded one- or two-handed.
- of Morgul (-N)
Decreases your luck by -N. Penalties to AC, to-hit and to-damage. Provides see invisible. Aggravates monsters. Drains experience. Can cause wounds. Gives you Black Breath. Heavily cursed, and can automatically re-curse itself.
- of Nothingness
- Substantial penalties to-hit and to-damage. Prevents you from attacking. Heavily cursed, and can automatically re-curse itself.
- of Slay Animal
- Extra damage vs. animals.
- of Slay Demon
- Extra damage vs. demons.
- of Slay Dragon
- Extra damage vs. dragons.
- of Slay Evil
- Extra damage vs. evil monsters.
- of Slay Giant
- Extra damage vs. giants.
- of Slay Orc
- Extra damage vs. orcs.
- of Slay Troll
- Extra damage vs. trolls.
- of Slay Undead
- Extra damage vs. undead.
- of *Slay Animal* (+N)
- Increases your intelligence and stealth by +N. Extra damage vs. animals. Provides slow digestion. Allows you to sense animals.
- of *Slay Demon* (+N)
- Increases your intelligence by +N. Substantial extra damage vs. demons. Provides resist fire and chaos. Allows you to sense demons.
- of *Slay Dragon* (+N)
Increases your Constitution by +N. Substantial Extra damage vs. dragons. Provides resist fear, a random low resist, a random elemental resist and (with probability 20%) resist poison. Allows you to sense dragons.
- of *Slay Evil* (+N)
Increases your wisdom by +N. Extra damage vs. evil monsters. Provides resist fear and a random ability. Allows you to sense evil creatures. Can be wielded by Eru worshippers without penalty.
- of *Slay Giant* (+N)
- Increases your strength by +N. Sustains your strength. Extra damage vs. giants. Provides resist shards. Allows you to sense giants.
- of *Slay Orc* (+N)
- Increases your dexterity by +N. Sustains your dexterity. Extra damage vs. orcs. Allows you to sense orcs.
- of *Slay Troll* (+N)
- Increases your strength by +N. Sustains your strength. Extra damage vs. trolls. Provides increased hit-point regeneration. Allows you to sense trolls.
- of *Slay Undead* (+N)
- Increases your wisdom by +N. Substantial extra damage vs. undead. Provides resist nether and see invisible. Allows you to sense undead.
- of Slaying
Greater damage dices. Can cause wounds. With probability 20%, does extra damage from poison. With probability 33%, on swords only, can cause vorpal effects.
- of Spinning (+N)
Activates for "spinning"; you will automatically attack each monster adjacent to you with a single weapon blow. Increases your strength and dexterity by +N. Can cause vorpal effects.
- of the Thunderlords (+N)
Increases searching by +N; with probability 2%, also increases a random pval ability by +N. Does extra damage from lightning, extra damage vs. evil monsters, and substantial extra damage vs. dragons. Provides resist nexus, a random high resist, free action, increased hit-point regeneration, slow digestion, flying, and (with probability 12%) a random ability. Allows you to sense dragons. Induces random teleportation.
- of Westernesse (+N)
- Increases your strength, dexterity and constitution by +N. Extra damage vs. orcs, trolls and giants. Provides free action, see invisible, and (with probability 33%) resist fear. Allows you to sense orcs, trolls and giants. With probability 50%, cannot be shattered by Ringwraiths.
Ammo
- of Acid
- Does extra damage from acid.
- of Backbiting
- Substantial penalty to-hit and to-damage.
- of Flame
- Does extra damage from fire.
- of Frost
- Does extra damage from cold.
- of Lightning
- Does extra damage from lightning.
- of Slay Animal
- Extra damage vs. animals.
- of Slay Demon
- Extra damage vs. demons.
- of Slay Dragon
- Extra damage vs. dragons.
- of Slay Evil
- Extra damage vs. evil monsters.
- of Slay Undead
- Extra damage vs. undead.
- of Venom
- Does extra damage from poison.
- of Wounding
- Does extra damage.
Missile launchers
- of Accuracy
- Increases to-hit.
- of Buckland (+N)
- Increases your dexterity, shots per round and the damage multiplier by +N. Only found on Slings.
- of Extra Might (+N)
Increases the damage multiplier by +N. Provides a random resist.
- of Extra Shots (+N)
- Gives you N shots per round.
- of the Haradrim (+N)
- Increases the damage multipler and shots per round by +N. Only found on Crossbows.
- of Lothlorien (+N)
Increases your dexterity and the damage multiplier by +N. Provides free action and a random ability. While wielding this bow, Eru worshippers can wield edged weapons without penalty. Only found on Bows.
- of Power
- Increases the to-damage bonus.
- of Siegecraft (+N)
Increases shots per round and damage multiplier by +N. Renders you immobile. Reflects bolts. Only found on Heavy Crossbows. (MrConceit I just wanted to add to this that you still are able to move -- sort of. You now directional blink very similar to the race deathmold. And you can still teleport and use void gates.)
Mage staffs
- of Mana (N%)
- Increases your mana by N%.
- of Power (+N)
- Increases your spell power level by N.
- of Spell
- Activates for two randomly assigned runespells. The two spells are considered separate activations, with separate recharge timers. Also note that unlike other ego Mage Staffs, Mage Staffs of Spell cannot store a spell.
- of Wizardry (X%)(+Y)
- Increases your mana by X%. Increases your spell power level by Y.
Diggers
- of Digging (+N)
- Increases your tunneling ability by +N. (A higher plus)
- of Earthquakes (+N)
- Increases your strength and tunneling by +N. Causes earthquakes.
Armour
Body armour
- of Defense
- Higher AC. Sustains a random stat. Only found on Dragon Scale Mails.
- of Leprousness
- Reduces strength, constitution, and another random stat. Cursed. Only found on Filthy Rags.
- of Immunity
- Provides a random immunity. Only found on Adamantite Plate Mail, Mithril Plate Mail and Power Dragon Scale Mail.
- of Permanence
Sustains all stats. Provides resist acid, lightning and cold, and a random high resist (old). Protects from life draining. 2% chance of a random immunity. Only found on Robes.
- of Resist Acid
- Provides resistance to acid.
- of Resist Cold
- Provides resistance to cold.
- of Resist Lightning
- Provides resistance to electricity.
- of Resist Fire
- Provides resistance to fire.
- of Resistance
Provides resistance to fire, cold, acid and electricity. 25% chance of an additional random high resist.
- of Vulnerability
- Substantial AC penalty. Aggravates monsters. Cursed.
Shields
- of Electricity
- Provides resist electricity and lightning aura (does lightning damage to attacking monsters). Only found on Metal Shields.
- of Preservation
Sustains your strength, constitution and dexterity. Provides resistance to life draining and disenchantment, a random high resist, and one (44% chance) or two (11% chance) random low resists.
- of Reflection
- Reflects bolts and arrows.
- of Resist Acid
- Provides resistance to acid.
- of Resist Cold
- Provides resistance to cold.
- of Resist Lightning
- Provides resistance to electricity.
- of Resist Fire
- Provides resistance to fire.
- of Resistance
- Provides resistance to fire, cold, acid and electricity.
- of Vulnerability
- Substantial AC penalty. Aggravates monsters. Cursed.
Cloaks
- of Air
- Allows you to breathe without air. Handy for Void-divers.
- of Aman (+N)
Increases your stealth by +N. Provides a random high resist (old).
- of the Bat (+N)
- Increases your speed, infravision and stealth by +N. Provides resist darkness, flying and see invisible. Penalties to-hit and to-damage.
- of Electricity
- Provides resist electricity and lightning aura (does lightning damage to attacking monsters).
- of Enveloping
- Decreases to-hit and to-damage bonuses.
- of Immolation
- Provides resist fire and fire aura (does fire damage to attacking monsters).
- of Invisibility (+N)
Increases your stealty by +N, and your invisibility power by N×10.
- of Irritation
- Aggravates monsters. Penalties to-hit and to-damage.
- of the Magi (+N)
- Increases your intelligence, speed and stealth by +N. Sustains your intelligence. Provides free action. Small penalties to-hit and to-damage. With probability 30%, can store a spell.
- of Protection
- Increased AC. Provides resist shards.
- of Stealth (+N)
- Increases your stealth by +N.
- of Vulnerability
- Decreases AC substantially. Aggravates monsters.
Handwear
- of Agility (+N)
- Increases your dexterity by +N.
- of Charming (+N)
- Increases your charisma by +N; with probability 33%, also increases your stealth by +N. Only found on Leather Gloves.
- of Clumsiness (-N)
- Decreases your dexterity by -N.
- of Combat (+N)
- Increases your strength, dexterity and blows per round (25% chance) by +N. Bonuses to-hit and to-damage. Provides resist fear. Drains hit points. Aggravates monsters.
- of Free Action
- Provides free action.
- of Peace
- Decreases to-hit and to-damage bonuses. Heavily cursed. Only found on Gauntlets.
- of Power (+N)
Increases your strength by +N. Provides a random high resist.
- of Slaying
- Increases to-hit and to-damage bonuses.
- of Thievery (+N)
- Increases your dexterity, searching and speed (10% chance) by +N. Provides levitation and free action. Only found on Leather Gloves.
- of Weakness (-N)
- Decreases your strength by -N.
Footwear
- of Annoyance (-N)
- Decreases your speed by -N. Aggravates monsters.
- of Dwarvish Endurance (+N)
- Increases your constitution and infravision by +N; with probability 33%, also increases your strength by +N. Provides resist darkness. Only found on Metal Shod Boots.
- of Elvenkind (+N)
Increases your stealth and speed by +N. Provides levitation and a random ability. Only found on Soft or Hard Leather Boots.
- of Free Action
- Provides free action.
- of Jumping
- Activates for phase door every 10+d10 turns. Grants power of blink (essentially also phase door).
- of Levitation
Provides levitation. With probability 40%, also provides a random high resist.
- of Noise
- Aggravates monsters.
- of Slowness (-N)
- Decreases your speed by -N.
- of Stability
- Provides resist nexus and levitation.
- of Stealth (+N)
- Increases your stealth by +N.
- of Speed (+N)
- Increases your speed by +N.
Headwear
- of Beauty (+N)
- Increases your charisma by +N. Sustains your charisma.
- of Infravision (+N)
- Increases your infravision by +N.
- of Intelligence (+N)
- Increases your intelligence by +N. Sustains your intelligence.
- of Light
- Provides radius-1 light and resist light.
- of Lordliness (+N)
Increases your wisdom and charisma by +N. Sustains your wisdom and charisma. Provides a random high resist. Only found on Crowns.
- of the Magi (+N)
Increases your intelligence by +N; with probability 40%, also increases spell power by +N. Sustains your intelligence. Provides resist acid, lightning, fire, and cold, a random high resist, and a random ability. With probability 50%, can store a spell. Only found on Crowns.
- of Might (+N)
Increases your strength, dexterity and constitution by +N. Sustains your strength, dexterity and constitution. Provides free action and a random high resist. Only found on Crowns.
- of Naivety (-N)
- Decreases your wisdom by -N. Cursed.
- of Night and Day
- Provides radius-1 light, see invisible, and resist light, dark and blindness. Only found on Crowns.
- of the Noldor (+N)
- Activates for detect treasure every 10+d20 turns. Also increases dexterity by +N, sustains dexterity and allows to sense presence of orcs.
- of Regeneration
- Increases your rate of hit-point regeneration.
- of Seeing (+N)
- Increases your searching by +N. Provides resist blindness and see invisible. With probability 20%, also provides telepathy.
- of Serenity
- Provides resist sound, confusion and fear.
- of Sickliness (-N)
- Decreases your strength, dexterity and constitution by -N. Cursed. Only found on Crowns.
- of Stupidity (-N)
- Decreases your intelligence by -N. Cursed.
- of Telepathy
- Provides telepathy. Only found on Crowns.
- of Teleportation
- Induces random teleportation. Cursed with probability 90%.
- of Ugliness (-N)
- Decreases your charisma by -N. Cursed.
- of Wisdom (+N)
- Increases your wisdom by +N. Sustains your wisdom.
- of Water Breathing
- Allows you to breathe underwater.
Magical items
Musical instruments
- of the Eldar (+N)
Increases your charisma by +N. Provides resist acid, see invisible, and a random resist.
- of Power (+N)
Increases your charisma by +N. Sustains your charisma. Provides resist acid, cold, fire, and lightning, see invisible, and a random resist.
Wands and staffs
- of Plenty
- Can hold more charges.
Rods
- of Capacity
- It holds more mana.
- of Charging
- It recharges faster.
- of Cheapness
- The mana cost of the spell is halved.
- of Quickness
- Takes less than a full turn to activate.
- of Simplicity
- It is easier to zap if you have poor magical device skill.
- of the Istari
- Combines the qualities of Capacity, Charging, Cheapness and Quickness.
Light sources
- of Boldness
- Grants power of remove fear.
- of Brightness
- Increases light radius by 1, 2 (60% chance) and/or 3 (30% chance); each increase is checked separately, and all are cumulative. With probability 30%, also provides resist darkness.
- of *Brightness*
- Increases light radius to 5. Provides resist darkness.
- of the Eternal Eye
- Provides resist blindness and see invisible.
- of the Ethereal Eye
- Grants power of magic mapping.
- of Fading
- Light source is fueled (like Brass Lanterns) instead of permanent.
- of Fearlessness
- Provides resist fear.
- of Illumination
- Grants power of illumination. Increases light radius by 1 (10% chance), 2 (5% chance) and/or 3 (2% chance); each increase is checked separately, and all are cumulative.
- of Infravision (+N)
- Increases your infravision by +N.
- of the Magi (+N)
Grants power of magic mapping. Increases your intelligence, wisdom and charisma by +N, and your invisibility power (60% chance) by N×10. Provides resist blindness (60% chance) and a random high resist (30% chance). With probability 30%, can store a spell.
- of the Shadows (+N)
Increases your invisibility power by N×10. Provides resist darkness (70% chance) and resist light (50% chance).
- of Warmth
- Provides resist cold.
Trap kits
- for Animals
- for Demons
- for Dragons
- for Evil
- for Undead
- of Extra Might
- of Extra Shots
Chatter
MayLith: I've been wanting to do this page for quite a while now. Hopefully someone will check those entries I wasn't quite sure about, and (of course!) this is by no means complete. Heh, most of my current character's inventory is artifacts, so it was surprisingly hard to remember. Also, it is completely beyond me why some sections are extra-idented. :? If anyone can figure it out, I would like to know.
ErisDiscordia: What about "of infravision," "of seeing," "of the Magi"... seems like there are a lot more armor suffixes that can be added... or will we only do the non-obvious ones?
MayLith: Yup. Add as you like; what I did was just the initial framework. Just make sure that you stay with ego items. For example, a Crown of the Magi is an ego item. An Amulet of the Magi is not.
MassimilianoMarangio: Feel free to add them, this is only a partial list.
AlexShuman: Described fiery, frozen, dwarven, defender, gondolin; changed noldor.
MayLith: I can't remember whether Bluesteel weapons and Dragon helms are ego items. I think not -- can anyone remember?
ZizzoTheInfinite: Bluesteel Blades and Dragon Helms are base object types.
And I think we have a bit of a collision problem: Dwarven helms and Dwarven armor give different bonuses.
MayLith: Then put in further subcategories under prefix armor: Body armor and Helms. (And whatever else is needed...) Just keep this page as ego items only.
SimonSorc: and a few non-ego items do deserve mention somewhere... mace of disruption (5d8) with a flag against undead does feel a bit magical even if it's not an ego... maybe we need a 'important non-ego items spoiler' page. If only to mention dragon armors.
MassimilianoMarangio: As well as Slaughter Axes (5d7, slay animal), Dark Swords (3d7, antimagic field), Scythes of Slycing (8d4, vorpal & wounding), Elven and Shadow Cloaks etc.
MayLith: IMHO those (cooler-than-usual non-ego items) all should go on their own page. We could link to that page from here, though.
TimmyBravo: And here it is: Spoilers/Base Object types with ego properties. Borrowed rather heavily from the style on this page and from ZizzoTheInfinite's spoilers, but it's now done.
ZizzoTheInfinite: Okay, one last question before I start filling in some of these: how precise do we want this to be? For instance, do we want to give the exact probability that a Defender weapon will have resist poison, or just say that it might?
MayLith: Well, this is the SpoilerArchive, so there's no reason why the page *shouldn't* give exact probabilities, etc. I haven't been that specific 'cos I don't know the exact figures.
ZizzoTheInfinite: Okay, this should cover just about everything, then (except Trap kits, with which I have no experience). This is all ca. 2.2.7, of course, and may need to be changed to reflect 2.3 or 3.0.
MayLith: Beautiful! One question: Is there a difference between "resistance to life draining" and "hold life"?
ZizzoTheInfinite: No; I was just trying to duplicate the wording I saw in other entries. We should probably eventually do a sweep over the whole file and try and make the wording consistent across all entries.
(A la 'of Greater Life' and 'of Life') Just curious... the one item of "Greater Life" I've ever found was 20%...
ZizzoTheInfinite: [reads k_info.txt] Weapons of Greater Life will on average have a higher life bonus that Weapons of Life; I don't think 100% is guaranteed for the former. Oh, and only two-handed weapons can get the 'of Greater Life' ego, and only one-handed weapons and weapons that can be wielded one- or two-handed can get the 'of Life' ego. I should probably go add a note to that effect...
SimonSorc: silly me, I was remembering my alchemist days where weapons of greater life are 90% likely to be +100% life. Seems like normally generated items aren't that way.
FeathinSilyar: Just how much damage, exactly, do the electricity and fire auras do?
ZizzoTheInfinite: [sound F/X: source diving] 2d6, looks like.
GhostBuster A set of questions that come to me.
1. Some non-weapon items (the mattock of Nain, for instance) have brand and slaying attributes. Does it means that these features are given to the wielded weapon? Is it also true of ammos (does an arrow of slay undead give the same feature to the weapon)? And if yes is it symmetric (are the weapon characteristics transfered to the ammo)?
FeathinSilyar: No, brand and slaying attributes on a digger or ammo do not get applied to your main weapon.
2. When wielding several weapons (as a possessor/mimic), I have the feeling that the second weapon never blows, but that its fonctionnalities are transfered to the main one. It is obvious for extra attacks. Is it true for others attributes (dragon slaying, etc)?
3. When a weapon has several extra damage (slay evil and dragon for instance), only the higher applies. Is it also true of random extra damages (like vorpal, critical hits, backstab, etc) or are they cumulative?
4. What about the resistances? Are several identical resistances cumulative? Is an elven armor of resist fire better than a plain elven armor?
FeathinSilyar: No, equipment-granted resistances are not cumulative. Only a temporary resistance (from a spell, potion, etc) will stack with an equipment resistance.
Malek The description of "Gondolin" weapon suffix is inaccurate - just found a short sword of gondoling and it does not activate for teleport.
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