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, and beneficial in some way. Most [[species]] can equip one amulet and two rings, although [[octopode]]s are able to wear eight rings at a time. 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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'''Jewellery''' is a category of equipment, consisting of [[ring]]s and [[amulet]]s. Most [[species]] can equip one amulet and two rings at a time. Rings and amulets are equipped with the '''P''' key and removed with the '''R''' key. You cannot change your jewellery while [[berserk]].
  
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.  
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==Useful Info==
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Jewellery is always magical and typically helpful to your character.
  
Rings can increase stats: attributes, defenses -- even your [[ring of slaying|slaying]]. You can also find rings that bolster your resistances or spellcasting.
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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.
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* [[Amulet]]s are typically more defensively oriented. The [[Amulet of regeneration]] and [[amulet of reflection]] bolster your combat proess directly, while the [[amulet of the acrobat]] makes you more evasive when moving.
  
Amulets are typically more defensively oriented. The [[Amulet of regeneration]] and [[amulet of reflection]] bolster your combat proess directly, while the [[amulet of the acrobat]] makes you more evasive when moving.
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[[Octopode]]s are able to wear eight rings at a time. Wearing the [[macabre finger necklace]] will let you equip one additional ring, no matter the species. Worshippers of [[Ru]] who have sacrificed a hand have one less ring slot than normal.
  
 
==Strategy==
 
==Strategy==
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, requiring 10 turns to swap (or 5 turns each for removal and equip). Therefore, amulets are far less versatile than rings.
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Rings can be changed very quickly; it takes 1 turn to unequip a ring and equip a new one (0.5 turns for each individual action). However, amulets take 10 turns to unequip/equip. Therefore, amulets are far less versatile than rings.
  
 
It is wise to keep extra rings 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.
 
It is wise to keep extra rings 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.
  
Some amulets also have properties that should make you think twice before swapping:
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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%.
 
 
* An [[amulet of faith]] decreases your [[piety]] by one third when removed.
 
* An [[amulet of regeneration]] only activates once your HP is full, meaning that you can't swap it on between or during fights to gain its benefit.
 
** Similarly, an [[amulet of magic regeneration]] only activates when your MP is full.
 
  
 
==History==
 
==History==
*Prior to [[0.27]], you could find amulets of inaccuracy, rings of teleportation, and rings of attention, which were always cursed.
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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.
 
*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 [[0.27]], 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 atuned to their user first (or had some other cost).
 
*Prior to [[0.26]], amulets could be removed as quickly as rings, but often needed to be atuned to their user first (or had some other cost).

Revision as of 22:19, 10 June 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. Most species can equip one amulet and two rings at a time. Rings and amulets are equipped with the P key and removed with the R key. You cannot change your jewellery while berserk.

Useful Info

Jewellery is always magical and typically helpful to your character.

Octopodes are able to wear eight rings at a time. Wearing the macabre finger necklace will let you equip one additional ring, no matter the species. Worshippers of Ru who have sacrificed a hand have one less ring slot than normal.

Strategy

Rings can be changed very quickly; it takes 1 turn to unequip a ring and equip a new one (0.5 turns for each individual action). However, amulets take 10 turns to unequip/equip. Therefore, amulets are far less versatile than rings.

It is wise to keep extra rings in your inventory for situational encounters, such as a ring of resist corrosion for a monster with acidic attacks, or a ring that offers an elemental resistance versus a specific monster.

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 atuned 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