Difference between revisions of "Necklace of Bloodlust"

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(Updated to 0.27. Updated to reflect lack of curses on gear.)
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{{flavour|A necklace made of bloodstained human and animal teeth, and something that appears to be a piece of spine.}}
 
{{flavour|A necklace made of bloodstained human and animal teeth, and something that appears to be a piece of spine.}}
  
 
[[File:Necklace_of_bloodlust.png]] '''''the necklace of Bloodlust'''''
 
[[File:Necklace_of_bloodlust.png]] '''''the necklace of Bloodlust'''''
  
[[Amulet of rage]]<br>
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Forces [[berserk]] (on 50% of melee attacks)<br>
Forces [[berserk]] (on 5% of melee attacks)<br>
 
 
-3 [[intelligence]]<br>
 
-3 [[intelligence]]<br>
 
+80 [[willpower]] (Will++)<br>
 
+80 [[willpower]] (Will++)<br>
 
+6 [[slaying]]<br>
 
+6 [[slaying]]<br>
Extends berserk on 50% of kills for (1 + 1d4) / 2 turns
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Extends berserk on 50% of kills for <code>(1 + 1d4) / 2</code> turns
  
 
==Desirability==
 
==Desirability==
The '''necklace of Bloodlust'''<ref>{{source ref|0.27|art-data.txt|1093}}</ref> is definitely not the sort of item you'd want to use regularly, but it can still be situationally useful. Although +6 slaying and +80 willpower on an amulet are both excellent properties, the berserkitis makes it a risky piece of gear for any character who isn't [[undead]] or doesn't have [[clarity]] to wear for any extended period of time. However, it may be useful for characters who find themselves facing a particularly nasty lone melee threat: the slaying bonus will be quite helpful, and moreover, going berserk would likely be useful in this situation instead of harmful. However, at a 5% chance per attack, it is not a good idea to rely on the berserkitis from this item to start a rage; fortunately, the amulet can also be evoked like a mundane [[amulet of rage]].
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The '''necklace of Bloodlust'''<ref>{{source ref|0.32.0|art-data.txt|1107}}</ref> is definitely not the sort of item that a melee character would want to use regularly. While +6 slay and Will++ are excellent properties, the berserkitis makes it a risky piece of gear.  
  
==Tips & Tricks==
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[[Undead]] players, [[Formicid]]s, and those with [[clarity]] are unaffected by *Rage, which allows getting full advantage of Bloodlust's other properties. [[Ranged weapon]] users greatly appreciate this amulet too - ranged weapons benefit from slaying, but don't trigger the berserk. Casters, in a similar vein, can use this amulet for the Will++; the -3 intelligence penalty is too small to matter.
*The berserk effect won't trigger with ranged attacks. This makes the necklace an interesting proposition for characters primarily relying on ranged combat, giving them easy access to berserk rage while always providing a bonus to slaying and willpower.
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Even if you're a melee character who is affected by berserk, it can be a niche swapout. Swap it in whenever berserk is helpful, such as before taking on a [[ghost vault]]). Do note that it takes 5 turns to put on an amulet (and another 5 turns to remove one).
  
 
==History==
 
==History==
*In [[0.27]] curses were removed from all items outside of Ashenzari curses, including unrands such as this one.
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*Prior to [[0.28]], the amulet only forced berserk on 5% of melee attacks, but had evocable berserk.
*In [[0.20]] the slaying was increased from +3 to +6 and the magic resistance increased from +40 to +80 (MR+ to MR++).
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*Prior to the removal of [[curse]]s in [[0.27]], this item would curse on equip.
*In [[0.19]] the +2 strength buff was removed and the -2 intelligence became -3.
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*Prior to [[0.25]], this amulet's base type was an [[amulet of rage]].
*In [[0.18]] the forced berserk chances were decreased from 9% to 5%.
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*Prior to [[0.20]], the amulet only gave +3 slaying and +40 magic resistance.
*In [[0.15]] the stealth penalty of -20 was removed.
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*Prior to [[0.19]], the amulet had a +2 strength buff was removed and only a -2 intelligence malus.
*In [[0.14]] the amount of MR given was increased from 30 to 40.
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*Prior to [[0.18]], the forced berserk chances were decreased from 9% to 5%.
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*Prior to [[0.15]], the amulet had a stealth penalty of -20.
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*Prior to [[0.14]], the amulet only gave 30 MR.
 
*In [[0.12]] the odds of the amulet causing berserk were changed.
 
*In [[0.12]] the odds of the amulet causing berserk were changed.
  

Latest revision as of 23:50, 29 August 2024

Version 0.32: This article is up to date for the latest stable release of Dungeon Crawl Stone Soup.
A necklace made of bloodstained human and animal teeth, and something that appears to be a piece of spine.

Necklace of bloodlust.png the necklace of Bloodlust

Forces berserk (on 50% of melee attacks)
-3 intelligence
+80 willpower (Will++)
+6 slaying
Extends berserk on 50% of kills for (1 + 1d4) / 2 turns

Desirability

The necklace of Bloodlust[1] is definitely not the sort of item that a melee character would want to use regularly. While +6 slay and Will++ are excellent properties, the berserkitis makes it a risky piece of gear.

Undead players, Formicids, and those with clarity are unaffected by *Rage, which allows getting full advantage of Bloodlust's other properties. Ranged weapon users greatly appreciate this amulet too - ranged weapons benefit from slaying, but don't trigger the berserk. Casters, in a similar vein, can use this amulet for the Will++; the -3 intelligence penalty is too small to matter.

Even if you're a melee character who is affected by berserk, it can be a niche swapout. Swap it in whenever berserk is helpful, such as before taking on a ghost vault). Do note that it takes 5 turns to put on an amulet (and another 5 turns to remove one).

History

  • Prior to 0.28, the amulet only forced berserk on 5% of melee attacks, but had evocable berserk.
  • Prior to the removal of curses in 0.27, this item would curse on equip.
  • Prior to 0.25, this amulet's base type was an amulet of rage.
  • Prior to 0.20, the amulet only gave +3 slaying and +40 magic resistance.
  • Prior to 0.19, the amulet had a +2 strength buff was removed and only a -2 intelligence malus.
  • Prior to 0.18, the forced berserk chances were decreased from 9% to 5%.
  • Prior to 0.15, the amulet had a stealth penalty of -20.
  • Prior to 0.14, the amulet only gave 30 MR.
  • In 0.12 the odds of the amulet causing berserk were changed.

References