Difference between revisions of "Scroll of acquirement"

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(The Wand and Mis. Evocable categories were merged into just Evocable. Safe to mark it as updated to 0.21 now.)
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{{flavour|A wonderful scroll which causes the creation of a valuable item, with the reader choosing from a small selection. The items offered will often be a good match for the reader's skills; and if nothing recommends itself, the reader can always choose a heap of gold.}}
  
{{flavour|A wonderful scroll which causes the creation of a valuable item, with the reader choosing the type of item to be created. The item produced will be heavily biased towards something fitting the reader's skills, and also towards gear that hasn't been seen yet, but, alas, nothing is guaranteed.}}
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When read, a '''scroll of acquirement''' generates three [[acquirement]]s and a sum of [[gold]] for you to choose from.  
  
When read, a '''scroll of acquirement''' immediately generates a single [[acquirement]] at your feet. This is an item that will always be possibly usable by your character. As the developers rebalanced its random mixed distribution, it will only rarely be of high quality. It will nevertheless be weighted to reflect your current [[skill]]s, and something that you have not yet found in your explorations.
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==Useful Info==
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A scroll of acquirement gives 3 options, chosen from the following categories: [[weapon]], [[armour]] (including [[shield]]s), book ([[spellbook]] or [[manual]]), [[jewellery]], [[magical staff]], [[talisman]]. Categories cannot repeat. There is a 4th option for 200 - 1400 [[gold]].<ref>{{source ref|0.32.0|acquire.cc|1258}}</ref> These options are displayed for you to choose. The selected item is then generated on the floor.
  
Once read, you are immediately asked to request one of the following options (see the [[Acquirement]] page for in-depth details):
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[[Felid]]s will always get a book and jewellery (plus gold and possibly a talisman), as they cannot use weapons, any type of armour, or magical staves.
*Weapons
 
*Armour
 
*Jewellery
 
*Book
 
*Staff
 
*Evocable
 
*Food
 
*Gold
 
  
The degree of control over the prize is limited, which often leads to disappointment and acquirement remorse syndrome ("''I knew I should have asked for a book instead of armour''"). Items received via acquirement are never [[cursed]], unless the player worships [[Ashenzari]] (in which case they are always cursed). It is possible for acquired artefact items to have a trait which makes them curse themselves when equipped.
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The scroll can be cancelled with '''Esc''' at any time; the scroll will not be consumed (even if read blindly) and its options will persist.
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===Acquirement Mechanics===
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The items themselves are affected by a number of different factors:
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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. Similarly, a caster with high [[Fire Magic]] is more likely to get Fire spells from a book.
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*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."
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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 deity. For example, worshippers of [[good god]]s won't be given a [[draining]] weapon. Note that these guarantees are fairly minimal: acquirement may well give your heavy [[Armour]]-based [[Mountain Dwarf]] a robe (although it will be biased against doing so if you have invested in the Armour skill).
  
 
==Strategy==
 
==Strategy==
Although unreliable, scrolls of acquirement are capable of producing gear that will carry you through to the end of the game in safety. It is technically true that waiting for acquirements can yield slightly better gear, since you will have seen more 'common' items later on.  However, waiting to use scrolls of acquirement is generally unwise: the increased chance of survival now is always more worthwhile than the slight chance of a better acquirement later.
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Although unreliable, scrolls of acquirement are capable of producing gear that will carry you through to the end of the game in safety.  
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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.
  
If you select "Armour", you might occasionally get a mundane, potentially negatively-enchanted item to fill an empty slot.  These 'slot-filling acquirements' only ever replace completely mundane acquirement items.  Thus, your chance of getting a 'bad' armour acquirement is not increased by having empty slots.
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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.
  
 
==History==
 
==History==
In [[0.20]], the wand and miscellaneous evocable categories were merged into just evocable aquirement.
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*Prior to [[0.32]], [[talisman]]s were not available as an acquirement option.
 
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*Prior to its removal in [[0.26]], you could acquire [[food]] as a 5th option.
In [[0.19]], ammo acquirement was removed.
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*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. Also, the maximum amount of gold you could get was higher.
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*Prior to [[0.20]], you could acquire [[wand]]s and miscellaneous [[evocable]]s separately.
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*Prior to [[0.19]], you could acquire ammo.
  
 
==See Also==
 
==See Also==
 
*[[Acquirement]]
 
*[[Acquirement]]
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==References==
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<references/>
  
 
{{scrolls}}
 
{{scrolls}}

Latest revision as of 23:38, 12 November 2024

Version 0.32: This article is up to date for the latest stable release of Dungeon Crawl Stone Soup.
Type Scroll
Name Scroll of acquirement
Icon Scroll of acquirement.png
A wonderful scroll which causes the creation of a valuable item, with the reader choosing from a small selection. The items offered will 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.

Useful Info

A scroll of acquirement gives 3 options, chosen from the following categories: weapon, armour (including shields), book (spellbook or manual), jewellery, magical staff, talisman. Categories cannot repeat. There is a 4th option for 200 - 1400 gold.[1] These options are displayed for you to choose. The selected item is then generated on the floor.

Felids will always get a book and jewellery (plus gold and possibly a talisman), as they cannot use weapons, any type of armour, or magical staves.

The scroll can be cancelled with Esc at any time; the scroll will not be consumed (even if read blindly) and its options will persist.

Acquirement Mechanics

The items themselves 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 caster with high Fire Magic is more likely to get Fire spells from a book.
  • 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 Mountain Dwarf a robe (although it will be biased against doing so if you have invested in the Armour skill).

Strategy

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.

History

  • Prior to 0.32, talismans were not available as an acquirement option.
  • Prior to its removal in 0.26, you could acquire food as a 5th option.
  • 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. Also, the maximum amount of gold you could get was higher.
  • Prior to 0.20, you could acquire wands and miscellaneous evocables separately.
  • Prior to 0.19, you could acquire ammo.

See Also

References

  1. acquire.cc:1258 (0.32.0)
Scrolls
AcquirementAmnesiaButterfliesBlinkingBrand weaponEnchant armourEnchant weaponFearFogIdentifyImmolationNoisePoisonRevelationSilenceSummoningTeleportationTormentVulnerability