Difference between revisions of "Jewellery"
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'''Jewellery''' is a category of equipment that consists of [[ring]]s and [[amulet]]s. They are always magical, but not necessarily in a beneficial way. | '''Jewellery''' is a category of equipment that consists of [[ring]]s and [[amulet]]s. They are always magical, but not necessarily in a beneficial way. | ||
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One important quality of jewellery is that it can be changed very quickly. It only requires 1 turn to remove a ring or amulet and equip another (specifically, 0.5 turns for each individual action). In contrast, removing and equipping another piece of armour requires 10 turns (or 5 turns for each individual action), making it far less versatile. | One important quality of jewellery is that it can be changed very quickly. It only requires 1 turn to remove a ring or amulet and equip another (specifically, 0.5 turns for each individual action). In contrast, removing and equipping another piece of armour requires 10 turns (or 5 turns for each individual action), making it far less versatile. | ||
− | That being said, it is wise to keep extra pieces of jewellery in your inventory for situational encounters, such as a [[ring of resist corrosion]] for a monster | + | That being said, it is wise to keep extra pieces of jewellery in your inventory for situational encounters, such as a [[ring of resist corrosion]] for a monster with [[acid]]ic attacks, or a ring that offers an elemental resistance versus a specific monster. |
− | Note, however, that | + | Note, however, that several amulets have properties that should make you think twice before swapping: |
− | * An [[amulet of faith]] decreases your piety by one third when removed | + | * An [[amulet of faith]] decreases your [[piety]] by one third when removed. |
− | * An [[amulet of guardian spirit]] depletes all your MP when put on | + | * An [[amulet of guardian spirit]] depletes all your MP when put on. |
− | * | + | * The effect from an [[amulet of the gourmand]] increases gradually over time. |
− | * An [[amulet of harm]] [[drain]]s you when removed | + | * An [[amulet of harm]] [[drain]]s you when removed. |
− | * An [[amulet of regeneration]] or [[amulet of | + | * An [[amulet of regeneration]] or [[amulet of the acrobat]] only activates once your HP is full, meaning that you can't swap them on between or during fights to gain their benefits. |
+ | ** Similarly, an [[amulet of magic regeneration]] only activates when your MP is full. | ||
==Curses== | ==Curses== | ||
Jewellery is sometimes cursed, most often when it has a negative effect. This makes trying on unidentified jewellery without a [[scroll of remove curse]] somewhat risky. | Jewellery is sometimes cursed, most often when it has a negative effect. This makes trying on unidentified jewellery without a [[scroll of remove curse]] somewhat risky. | ||
− | [[Rings | + | [[Rings of slaying]], [[ring of evasion|evasion]], [[ring of protection|protection]], [[ring of strength|strength]], [[ring of dexterity|dexterity]], and [[ring of intelligence|intelligence]] are always cursed when they have a negative modifier, which happens 20% of the time. |
− | + | [[Rings of teleportation]], [[ring of attention|attention]], and [[amulets of inaccuracy]] are always cursed. | |
Otherwise unidentified jewellery has a 2% chance of being cursed. | Otherwise unidentified jewellery has a 2% chance of being cursed. | ||
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+ | {{jewellery}} | ||
[[Category:Items]] | [[Category:Items]] | ||
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Revision as of 07:50, 12 August 2018
Jewellery is a category of equipment that consists of rings and amulets. They are always magical, but not necessarily in a beneficial way.
Most species can equip one amulet and two rings, although octopodes are able to wear eight rings at a time. Wearers of the unrandart macabre finger necklace can wear an extra ring. Worshippers of Ru who have sacrificed a hand have one less ring slot than normal. Some bad forms restrict your jewellery options. Rings and amulets are equipped with the P key and removed with the R key. You cannot change your jewellery while berserk.
Strategy
One important quality of jewellery is that it can be changed very quickly. It only requires 1 turn to remove a ring or amulet and equip another (specifically, 0.5 turns for each individual action). In contrast, removing and equipping another piece of armour requires 10 turns (or 5 turns for each individual action), making it far less versatile.
That being said, it is wise to keep extra pieces of jewellery in your inventory for situational encounters, such as a ring of resist corrosion for a monster with acidic attacks, or a ring that offers an elemental resistance versus a specific monster.
Note, however, that several amulets have properties that should make you think twice before swapping:
- An amulet of faith decreases your piety by one third when removed.
- An amulet of guardian spirit depletes all your MP when put on.
- The effect from an amulet of the gourmand increases gradually over time.
- An amulet of harm drains you when removed.
- An amulet of regeneration or amulet of the acrobat only activates once your HP is full, meaning that you can't swap them on between or during fights to gain their benefits.
- Similarly, an amulet of magic regeneration only activates when your MP is full.
Curses
Jewellery is sometimes cursed, most often when it has a negative effect. This makes trying on unidentified jewellery without a scroll of remove curse somewhat risky.
Rings of slaying, evasion, protection, strength, dexterity, and intelligence are always cursed when they have a negative modifier, which happens 20% of the time.
Rings of teleportation, attention, and amulets of inaccuracy are always cursed.
Otherwise unidentified jewellery has a 2% chance of being cursed.