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.
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'''Jewellery''' is a category of equipment, consisting of [[ring]]s and [[amulet]]s.  
  
Most [[species]] can equip one amulet and two rings, although [[octopode]]s 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 form]]s 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]].
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==Useful Info==
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Jewellery is always magical and typically helpful to your character.
  
==Strategy==
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* [[Ring]]s can increase stats: attributes, defenses -- even your [[ring of slaying|slaying]]. You can also find rings that bolster your resistances or spellcasting.
One important quality of jewellery is that rings can be changed very quickly. It only requires 1 turn to remove a ring and equip another (specifically, 0.5 turns for each individual action). However, take note that amulets take as long to remove and equip as armor. They both require 10 turns (or 5 turns for each individual action), making them far less versatile.
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* [[Amulet]]s are typically more defensively oriented. The [[amulet of regeneration]] and [[amulet of reflection]] bolster your combat prowess directly, while the [[amulet of the acrobat]] makes you more evasive when moving or waiting.
  
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.
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Most [[species]] can equip one amulet and two rings at a time.
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* [[Octopode]]s are able to wear eight rings at a time.
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* Wearing the [[macabre finger necklace]] will let you equip one additional ring.
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* Worshippers of [[Ru]] who have sacrificed a hand have one less ring slot than normal.
  
Many amulets also have properties that should make you think twice before swapping:
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Jewellery is equipped with the '''P''' key and removed with the '''R''' key. Rings take 0.5 turns to take off or put on (or 1 turn to swap between two rings). Amulets take 5 turns to take off or put on (10 turns to swap between 2 amulets). You cannot change your jewellery while [[berserk]].
  
* An [[amulet of faith]] decreases your [[piety]] by one third when removed.
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==Strategy==
* An [[amulet of guardian spirit]] depletes all your MP when put on.
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Rings can be changed very quickly; it's wise to keep extra rings for situational encounters, such as having a [[ring of resist corrosion]] for a monster with [[acid]]ic attacks. This isn't true for amulets, however.
* The effect from an [[amulet of the gourmand]] increases gradually over time.
 
* An [[amulet of harm]] [[drain]]s 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==
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The [[amulet of faith]] is the only piece of jewellery that punishes you for unequipping it; removing Faith will cut piety by 33%.
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]], [[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.
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==History==
 
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*Prior to [[0.27]], you could find amulets of inaccuracy, rings of teleportation, and rings of attention, which were always [[curse]]d.
[[Rings of teleportation]], [[ring of attention|attention]], and [[amulets of inaccuracy]] are always cursed.
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*Prior to [[0.27]], ring enchantments could be negative or positive, so you could find a -4 ring of slaying or a -6 ring of strength.
 
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*Prior to [[0.26]], amulets could be removed as quickly as rings, but often needed to be attuned to their user first (or had some other cost).
Otherwise unidentified jewellery has a 2% chance of being cursed.
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*Prior to [[0.25]], ring enchantments were random values between 1 and 6 (positive and negative).
  
 
{{jewellery}}
 
{{jewellery}}
  
 
[[Category:Items]]
 
[[Category:Items]]
 
==History==
 
Prior to [[0.26]] Amulets could be removed as quickly as rings.
 

Latest revision as of 16:31, 28 August 2023

Version 0.30: This article may not be up to date for the latest stable release of Crawl.

Jewellery is a category of equipment, consisting of rings and amulets.

Useful Info

Jewellery is always magical and typically helpful to your character.

Most species can equip one amulet and two rings at a time.

  • Octopodes are able to wear eight rings at a time.
  • Wearing the macabre finger necklace will let you equip one additional ring.
  • Worshippers of Ru who have sacrificed a hand have one less ring slot than normal.

Jewellery is equipped with the P key and removed with the R key. Rings take 0.5 turns to take off or put on (or 1 turn to swap between two rings). Amulets take 5 turns to take off or put on (10 turns to swap between 2 amulets). You cannot change your jewellery while berserk.

Strategy

Rings can be changed very quickly; it's wise to keep extra rings for situational encounters, such as having a ring of resist corrosion for a monster with acidic attacks. This isn't true for amulets, however.

The amulet of faith is the only piece of jewellery that punishes you for unequipping it; removing Faith will cut piety by 33%.

History

  • Prior to 0.27, you could find amulets of inaccuracy, rings of teleportation, and rings of attention, which were always cursed.
  • Prior to 0.27, ring enchantments could be negative or positive, so you could find a -4 ring of slaying or a -6 ring of strength.
  • Prior to 0.26, amulets could be removed as quickly as rings, but often needed to be attuned to their user first (or had some other cost).
  • Prior to 0.25, ring enchantments were random values between 1 and 6 (positive and negative).
Jewellery
Amulets AcrobatFaithGuardian spiritMagic regenerationReflectionRegeneration
Rings DexterityEvasionFireFlightIceIntelligenceMagical power
Poison resistancePositive energyProtectionProtection from coldProtection from fireResist corrosionSee invisibleSlayingStrengthWillpowerWizardry