Difference between revisions of "Jewellery"

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m (1 revision: more stuff, amulets, items, strategy guides)
(that article still needs to be imported, but this is going to the wrong place)
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*[[ring of slaying]] - 21%
 
*[[ring of slaying]] - 21%
  
*[[Protection|ring of protection]]/[[Ring of evasion|evasion]]/[[ring of strength|strength]]/[[Ring of dexterity|dexterity]]/[[Ring of intelligence|intelligence]] - 22% (usually with negative attributes)
+
*[[ring of protection]]/[[Ring of evasion|evasion]]/[[ring of strength|strength]]/[[Ring of dexterity|dexterity]]/[[Ring of intelligence|intelligence]] - 22% (usually with negative attributes)
  
 
*[[ring of hunger]]/[[Ring of teleportation|teleportation]] - 100%
 
*[[ring of hunger]]/[[Ring of teleportation|teleportation]] - 100%

Revision as of 02:19, 23 December 2012

Jewellery consists of rings and amulets. They are always magical, but not necessarily in a beneficial way.

Most races may equip one amulet and two rings, although Octopodes are able to wear eight rings at a time. Rings and amulets are equipped with the P key ("putting"), and removed with the R key. You can't put on a ring if you're wearing a cursed pair of gloves/gauntlets or if you are berserk. Berserking will also prevent you from changing amulets.

Curses

Unidentified rings have a 2% chance of being cursed, with the following exceptions:

Unidentified amulets have a 2% chance of being cursed, regardless of their usefulness.