Difference between revisions of "Acquirement"

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''For the scroll, see [[scroll of acquirement]].''
An '''acquirement''' is a specific way of generating an item in ''Crawl'' that, unlike most item generation, is based in large part on your character's abilities and possessions. It is guaranteed to be usable or equippable. The item is biased towards being both good and useful to your character, but your luck may still vary. You may be given an item that allows you to win the game, or you may be given useless junk.
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An '''acquirement''' is a specific way of generating an item in ''Crawl'' that, unlike most item generation, is based in large part on your character's abilities and possessions. It is guaranteed to be usable or equippable. The item is biased towards being both good and useful to your character, but your luck may still vary.
  
 
==Sources==
 
==Sources==
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*Reading a [[scroll of acquirement]] gives the player an acquirement, with a choice of item type. These are quite rare and valuable.
 
*Reading a [[scroll of acquirement]] gives the player an acquirement, with a choice of item type. These are quite rare and valuable.
*Three deities can give out acquirements:
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*Three gods can give out acquirements:
**[[Okawaru]] gives out weapon, armour, and ammunition acquirements on a fairly regular basis at high piety. These weapons are biased toward worse item types than those created by other sources.
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**[[Okawaru]] gives two acquirements at 6* piety: a choice of weapons and a choice of armour pieces. Each item is of the same quality as a scroll of acquirement.
**[[Trog]] gives out weapons, usually [[antimagic]] branded, and ammunition at high piety. Similar to Okawaru, Trog's items are biased towards having slightly worse base types than other sources of acquirements.
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**[[Trog]] gives out weapons, usually [[antimagic]] branded, randomly as you gain piety. These items will be worse than Okawaru or a scroll of acquirement, but you'll constantly get gifts as you kill things.
 
**[[Xom]] may occasionally give you acquirements, among all the other junk thrown at you.
 
**[[Xom]] may occasionally give you acquirements, among all the other junk thrown at you.
 
*Items in [[vault]]s may be created using acquirement code; the most notable example of this would be items in [[treasure trove]]s. As these items are placed when the trove is created, the player obviously cannot choose their type, but they generally are biased toward your predominant skills. Not all excellent items found in vaults are necessarily acquirements, though.
 
*Items in [[vault]]s may be created using acquirement code; the most notable example of this would be items in [[treasure trove]]s. As these items are placed when the trove is created, the player obviously cannot choose their type, but they generally are biased toward your predominant skills. Not all excellent items found in vaults are necessarily acquirements, though.
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==General Mechanics==
 
==General Mechanics==
 
Acquirements are affected by a number of different factors:
 
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 should they opt for a weapon acquirement. Similarly, a conjurer who uses mainly [[Fire Magic]] will likely find themselves receiving a spellbook with more spells from that school should they choose a spellbook acquirement.
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*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. A conjurer with high [[Fire Magic]] skill will likely find a spellbook with more fire spells.
 
*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."
 
*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. Note that these guarantees are fairly minimal: acquirement may well give your [[Armour]]-based [[hill orc]] a robe (although it will be biased against doing so if you have invested in the Armour skill).
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*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 god. Note that these guarantees are fairly minimal: acquirement may well give your [[Armour]]-based [[Mountain Dwarf]] a robe (although it will be biased against doing so if you have invested in the Armour skill).
*The item will not be [[cursed]] (although it may curse itself upon being equipped, if it possesses that particular [[ego]]). Worshipers of [[Ashenzari]] will always receive cursed items.
 
*Your [[species]] and [[god]] may also cause changes in the items given. For example, [[Ghouls]] will receive [[chunk]]s as food, and followers of [[good gods]] won't receive weapons of [[draining]].
 
  
 
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. This can often produce better acquirements later on, although how much better depends on the item type asked for, and saving an acquirement for later runs the risk of you dying due to poor equipment before you get the chance.
 
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. This can often produce better acquirements later on, although how much better depends on the item type asked for, and saving an acquirement for later runs the risk of you dying due to poor equipment before you get the chance.
  
==Specific acquirement types==
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==Possible acquirements==
=====[a] [[Weapon]]=====
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*[[Weapon]]
You receive a [[brand]]ed, [[randart]], or even possibly [[List of unrands|unrandart]] melee or ranged weapon that usually belongs to the weapon schools you are skilled in. It helps if you are skilled only with weapons that you really want to use in combat.
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*[[Armour]]
 
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*[[Jewellery]]
=====[b] [[Armour]]=====
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*Book ([[spellbook]] or [[manual]])
You receive a good or randart piece of armour or shield, with a small chance of an [[List of unrands|unrandart]]. The creation process does consider your skills and even mutations, but the item is not guaranteed to be useful for you. However, it will always be one that you are capable of wearing.
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*[[Magical staff]] (2/3 normal chance)
 
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*[[Talisman]] (1/3 normal chance)
=====[c] [[Jewellery]]=====
 
You receive a random piece of jewellery, sometimes a randart. The game will try to give you something you have not identified yet, but there is no guarantee. The chance for a randart is flat and does not depend on the amount of jewellery you have identified.
 
 
 
=====[d] [[Book]]=====
 
You receive a randart [[spell book]] or [[manual]]. Melee/ranged combat players are less likely to receive spellbooks. Worshipers of [[Trog]] will always receive a [[manual]], but never one that trains magic. Randart spellbooks will tend to include spells from the player's most knowledgeable spell school.
 
 
 
=====[e] [[magical staff|Staff]]=====
 
You receive a magical staff based on the following conditions:
 
*If your best magical skill is [[Fire Magic]], [[Ice Magic]], [[Air Magic]], [[Earth Magic]], [[Poison Magic]], [[Conjurations]], [[Necromancy]] or [[Summonings]] you may receive the matching staff (50%), or a non-enhancer staff (a staff of wizardry, power, or energy).
 
*Otherwise you may receive completely random staff (33%) or a non-enhancer staff (i.e. your best skill is Spellcasting, or you already are carrying your best skill's staff).
 
 
 
=====[f] [[Evocable]]s=====
 
You either receive a random wand with a greater chance of receiving a wand you haven't identified yet or a powerful wand, or you receive a random [[evocable items|evocable]] item with the exception of [[Horn of Geryon]].
 
 
 
=====[h] [[Comestible|Food]]=====
 
[[Ghoul]]s receive 5-18 [[Chunk#Chunks_of_flesh|chunks of flesh]]. All other characters receive 3-7 [[ration]]s.
 
  
=====[i] [[Gold]]=====
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A scroll of acquirement, when first read, will roll items from 3 of the 5 categories, display them, and give you the option of 200 - 1400 [[gold]].<ref>{{source ref|0.32.0|acquire.cc|1258}}</ref> You can pick from one of the four choices. You can always cancel the scroll without destroying it. Scrolls are more likely to give you something "useful" (high-end weapons, etc.) than gods.
You receive a large amount of gold, from 220 to 5520 gold coins (Mean=1218, Median=880, Std=911)<ref>{{source ref|0.24.0|acquire.cc|1344}}</ref>. This can help you go on a shopping spree in a [[bazaar]], obtain an expensive [[randart]] in a shop for a [[treasure trove]], or provide you with some opportunities to use [[Gozag]]'s abilities.
 
  
==Racial restrictions==
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[[Trove]]s can pick from one or more types of gear (e.g. "weapon trove", "armour trove"), based on [[vault]] selection. Then, it will give you ~16 items using acquirement code.
*[[Felid]]s can only choose between five categories: Jewellery, Book, Evocables, Food, and Gold.
 
*[[Mummies]] and [[Vampires]] cannot acquire food.
 
  
 
==History==
 
==History==
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*Prior to [[0.32]], [[talisman]]s were not available as acquirements.
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*Prior to [[0.25]], scrolls of acquirement worked differently. Instead of 3 pre-determined options, you could acquire one of 8 categories (Weapon, Armour, Jewllery, Book, Staff, Evocable, Food, Gold) and a random acquirement would be generated from there.
 
*Prior to [[0.24]], [[Vampires]] could acquire 8-12 [[potions of blood]] as food.
 
*Prior to [[0.24]], [[Vampires]] could acquire 8-12 [[potions of blood]] as food.
 
*Prior to [[0.21]], Fedhas worshippers received fruit, and other species could get royal jellies as well as rations - this was removed when food was merged into rations.
 
*Prior to [[0.21]], Fedhas worshippers received fruit, and other species could get royal jellies as well as rations - this was removed when food was merged into rations.

Latest revision as of 01:35, 6 September 2024

Version 0.32: This article is up to date for the latest stable release of Dungeon Crawl Stone Soup.

For the scroll, see scroll of acquirement.

An acquirement is a specific way of generating an item in Crawl that, unlike most item generation, is based in large part on your character's abilities and possessions. It is guaranteed to be usable or equippable. The item is biased towards being both good and useful to your character, but your luck may still vary.

Sources

There are only a few sources of acquirements. Most are fairly rare, and those that are more common tend to be not as good. The sources are:

  • Reading a scroll of acquirement gives the player an acquirement, with a choice of item type. These are quite rare and valuable.
  • Three gods can give out acquirements:
    • Okawaru gives two acquirements at 6* piety: a choice of weapons and a choice of armour pieces. Each item is of the same quality as a scroll of acquirement.
    • Trog gives out weapons, usually antimagic branded, randomly as you gain piety. These items will be worse than Okawaru or a scroll of acquirement, but you'll constantly get gifts as you kill things.
    • Xom may occasionally give you acquirements, among all the other junk thrown at you.
  • Items in vaults may be created using acquirement code; the most notable example of this would be items in treasure troves. As these items are placed when the trove is created, the player obviously cannot choose their type, but they generally are biased toward your predominant skills. Not all excellent items found in vaults are necessarily acquirements, though.

General Mechanics

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. A conjurer with high Fire Magic skill will likely find a spellbook with more fire spells.
  • 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 god. Note that these guarantees are fairly minimal: acquirement may well give your Armour-based Mountain Dwarf a robe (although it will be biased against doing so if you have invested in the Armour skill).

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. This can often produce better acquirements later on, although how much better depends on the item type asked for, and saving an acquirement for later runs the risk of you dying due to poor equipment before you get the chance.

Possible acquirements

A scroll of acquirement, when first read, will roll items from 3 of the 5 categories, display them, and give you the option of 200 - 1400 gold.[1] You can pick from one of the four choices. You can always cancel the scroll without destroying it. Scrolls are more likely to give you something "useful" (high-end weapons, etc.) than gods.

Troves can pick from one or more types of gear (e.g. "weapon trove", "armour trove"), based on vault selection. Then, it will give you ~16 items using acquirement code.

History

  • Prior to 0.32, talismans were not available as acquirements.
  • Prior to 0.25, scrolls of acquirement worked differently. Instead of 3 pre-determined options, you could acquire one of 8 categories (Weapon, Armour, Jewllery, Book, Staff, Evocable, Food, Gold) and a random acquirement would be generated from there.
  • Prior to 0.24, Vampires could acquire 8-12 potions of blood as food.
  • Prior to 0.21, Fedhas worshippers received fruit, and other species could get royal jellies as well as rations - this was removed when food was merged into rations.
  • In 0.20, wand and misc acquirement were merged into evocables.
  • In 0.19, ammo acquirement was removed, and randart jewelry appeared twice as often as before. Prior to 0.19, rods were obtained through [e] Staff acquirement rather than [g] Misc Evocable.

References

  1. acquire.cc:1258 (0.32.0)