Difference between revisions of "Ring of magical power"

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{{flavour|A ring that increases its wearer's reserves of magical power for so long as it is worn.}}
 
{{flavour|A ring that increases its wearer's reserves of magical power for so long as it is worn.}}
  
Wearing a '''ring of magical power''' increases your max [[MP]] by 9. Due to the way that MP regeneration rates work, this increase in max MP also results in a small increase in MP regeneration per turn. The effects of multiple rings of magical power and other +MP items stack.  
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Wearing a '''ring of magical power''' increases your max [[MP]] by 9. This also results in a small increase to MP regeneration. The effects of multiple rings of magical power and other +MP items stack.
  
 
When removing the ring, 9 MP will retroactively be removed, even if you weren't at maximum MP. There is no extra penalty when removing this ring at 0 MP.
 
When removing the ring, 9 MP will retroactively be removed, even if you weren't at maximum MP. There is no extra penalty when removing this ring at 0 MP.
  
 
==Desirability==
 
==Desirability==
The usefulness of an additional 9 MP varies from character to character. A spellcaster can greatly benefit from an early ring of magical power, but melee thugs in heavy armour will likely have no use for it, unless they happen to have [[spirit shield]]. Even if they master a few basic support spells, they rarely need large MP pools to fuel them.
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Casters will appreciate having this ring, since extra MP can make the difference between winning the fight and being forced to run away. It's most useful in the early game, as it gives a flat +9 MP bonus. Going from 10 MP -> 19 MP is a much bigger jump than 50 -> 59 MP. As the value of magical power decreases throughout the game, don't be afraid to switch to a different ring eventually.
  
Characters built around offensive or debilitating spells, however, can always use more MP, espeicaly if their magic is limited. The more ammunition you have before running dry, the better. Even characters with [[Sublimation of Blood]] benefit from lasting longer before they have to waste turns on MP recovery.
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Can also be good for [[spirit shield]], especially for low HP species like [[Vine Stalker]] and [[Felid]]. A [[ring of protection]] may be stronger on average, but the extra +9 HP can ''always'' prevent one-shots - AC only has a ''chance'' to.  
  
Even so, don't be afraid to eventually retire this ring for a spell enhancer or vital resistance. By the mid- and late-game, getting one or two more shots of a level 5+ attack spell might not be all that critical compared to some of your other options.
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For non-casters without spirit shield, MP is generally unimportant. Can be helpful for [[infusion]] or when spamming [[god]] abilities, but other rings are generally better.
  
 
==History==
 
==History==
*Prior to [[0.29]], MP-increasing did not retroactively decrease MP when removed (beyond lowering the maximum).
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*Prior to [[0.29]], MP-increasing items did not decrease MP when removed (beyond lowering the maximum).
 
*Prior to [[0.17]], raising MP over a certain limit had diminishing returns. Any max MP over 50 was halved, so 52 MP would be reduced to 51, 54 to 52, and so on.
 
*Prior to [[0.17]], raising MP over a certain limit had diminishing returns. Any max MP over 50 was halved, so 52 MP would be reduced to 51, 54 to 52, and so on.
  
 
{{jewellery}}
 
{{jewellery}}

Latest revision as of 21:41, 25 July 2023

Version 0.30: This article may not be up to date for the latest stable release of Crawl.
Type Jewellery
Name Ring of magical power
Icon Ring of magical power.png
A ring that increases its wearer's reserves of magical power for so long as it is worn.

Wearing a ring of magical power increases your max MP by 9. This also results in a small increase to MP regeneration. The effects of multiple rings of magical power and other +MP items stack.

When removing the ring, 9 MP will retroactively be removed, even if you weren't at maximum MP. There is no extra penalty when removing this ring at 0 MP.

Desirability

Casters will appreciate having this ring, since extra MP can make the difference between winning the fight and being forced to run away. It's most useful in the early game, as it gives a flat +9 MP bonus. Going from 10 MP -> 19 MP is a much bigger jump than 50 -> 59 MP. As the value of magical power decreases throughout the game, don't be afraid to switch to a different ring eventually.

Can also be good for spirit shield, especially for low HP species like Vine Stalker and Felid. A ring of protection may be stronger on average, but the extra +9 HP can always prevent one-shots - AC only has a chance to.

For non-casters without spirit shield, MP is generally unimportant. Can be helpful for infusion or when spamming god abilities, but other rings are generally better.

History

  • Prior to 0.29, MP-increasing items did not decrease MP when removed (beyond lowering the maximum).
  • Prior to 0.17, raising MP over a certain limit had diminishing returns. Any max MP over 50 was halved, so 52 MP would be reduced to 51, 54 to 52, and so on.
Jewellery
Amulets AcrobatFaithGuardian spiritMagic regenerationReflectionRegeneration
Rings DexterityEvasionFireFlightIceIntelligenceMagical power
Poison resistancePositive energyProtectionProtection from coldProtection from fireResist corrosionSee invisibleSlayingStrengthWillpowerWizardry