Scroll of acquirement
|A wonderful scroll which causes the creation of a valuable item, with the reader choosing from a small selection. The items offered will be often be a good match for the reader's skills; and if nothing recommends itself, the reader can always choose a heap of gold.|
When read, a scroll of acquirement generates three acquirements and a sum of gold for you to choose from. The scroll can be cancelled at any time; the scroll will not be consumed (even if read blindly) and its options will persist.
Acquirements are affected by a number of different factors:
- They are biased towards items that match your skills. For instance, a character who has heavily invested in Maces & Flails is fairly likely to receive a weapon in that category. Similarly, a conjurer who uses mainly Fire Magic will likely find themselves receiving a spellbook with more spells from that school should a book generate.
- They are biased against items that you have already seen, the logic there being that if you have seen it, you're probably either using it or have decided it isn't useful. This usually includes items in shops, but those which are far too expensive for your character to buy at present are excluded from being "seen."
- The item is guaranteed to be usable. This means that you will be able to equip it, and using it will not incur penance with your current deity. For example, worshippers of good gods won't be given a draining weapon. Note that these guarantees are fairly minimal: acquirement may well give your heavy Armour-based hill orc a robe (although it will be biased against doing so if you have invested in the Armour skill).
Although unreliable, scrolls of acquirement are capable of producing gear that will carry you through to the end of the game in safety. While waiting for acquirements can give marginally better gear, waiting to use them is generally unwise. The increased chance of survival now is always more worthwhile than the slight chance of a better acquirement later.
Note that acquirements are not directly affected by your current depth or location. However, the bias against items you have already seen means that later acquirements do tend to give out rarer items, as the common ones have already been seen.
- Prior to its removal in 0.26, you could acquire food.
- Prior to 0.25, acquirement allowed you to choose to get an item from one of 8 categories (weapons, armour, jewellery, books, staves, evocables, food, or gold), but you did not know the specific item.
- Prior to 0.20, you could acquire wands and miscellaneous evocables separately.
- Prior to 0.19, you could acquire ammo.
|Acquirement • Amnesia • Butterflies • Blinking • Brand weapon • Enchant armour • Enchant weapon • Fear • Fog • Identify • Immolation • Magic mapping • Noise • Poison • Silence • Summoning • Teleportation • Torment • Vulnerability|