Difference between revisions of "Dreamshard necklace"
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==Desirability== | ==Desirability== | ||
The '''dreamshard necklace'''<ref>{{source ref|0.29.1|art-data.txt|1603}}</ref> lets you escape from a deadly situation once a game. This lets you take somewhat greater risks than you otherwise would. | The '''dreamshard necklace'''<ref>{{source ref|0.29.1|art-data.txt|1603}}</ref> lets you escape from a deadly situation once a game. This lets you take somewhat greater risks than you otherwise would. | ||
− | *At a human level of play, [[YASD|mistakes]] are inevitable. It can save you as you were mindlessly [[tab]]bing enemies. | + | *At a human level of play, [[YASD|mistakes]] of some kind are inevitable. It can save you as you were mindlessly [[tab]]bing enemies. |
− | * | + | *For careful players, it increases your risk tolerance. For example: say a god ability has a 95% chance of keeping you alive, but a [[scroll of blinking]] has a 100% chance. Normally, you should use the scroll of blinking ASAP, since a 5% chance of death is too high in a permadeath game. With the dreamshard necklace, however, you can afford the risk. You can use the god ability, thus saving you from having to use the scroll 95% of the time. |
*There are a few cases where you can [[instadeath|instantly die]] in 1 turn, from 100% health, due no fault of your own. For instance, you could be teleported into the lungs of [[Zot:5]], and take too much damage. This amulet offers some protection against these theoretical cases. | *There are a few cases where you can [[instadeath|instantly die]] in 1 turn, from 100% health, due no fault of your own. For instance, you could be teleported into the lungs of [[Zot:5]], and take too much damage. This amulet offers some protection against these theoretical cases. | ||
Revision as of 03:27, 15 January 2024
Version 0.31: This article may not be up to date for the latest stable release of Crawl.
A beautiful rainbow of colour and motion trapped within a delicate crystal on a thin silver chain. Listening carefully, one can hear the distant echo of a thousand dreams from all corners of reality, their melody giving a warm sense of safety. |
Protects the wearer from lethal damage once
Contents
Mechanics
If the user is reduced to 0 HP,[1] the dreamshard necklace's *Dream effect activates, causing the following effects:[2]
- The triggering blow is negated; the wearer is left at 1 HP. Poison is removed, but Sticky Flame and Flay are not.
- The wearer is immune to all damage until their next action.
- Shadow Creatures is cast, creating several floor-appropriate allies
- A bank of fog is created.
Afterwards, it loses the *Dream property, effectively becoming a regular amulet of the acrobat.
Desirability
The dreamshard necklace[3] lets you escape from a deadly situation once a game. This lets you take somewhat greater risks than you otherwise would.
- At a human level of play, mistakes of some kind are inevitable. It can save you as you were mindlessly tabbing enemies.
- For careful players, it increases your risk tolerance. For example: say a god ability has a 95% chance of keeping you alive, but a scroll of blinking has a 100% chance. Normally, you should use the scroll of blinking ASAP, since a 5% chance of death is too high in a permadeath game. With the dreamshard necklace, however, you can afford the risk. You can use the god ability, thus saving you from having to use the scroll 95% of the time.
- There are a few cases where you can instantly die in 1 turn, from 100% health, due no fault of your own. For instance, you could be teleported into the lungs of Zot:5, and take too much damage. This amulet offers some protection against these theoretical cases.
It is best not to 'rely on the dreamshard necklace: the *Dream effect can only be used once, and only leaves you at 1 HP. But if used carefully, it can be a powerful tool.
Despite already having multiple lives, Felids still receive a benefit from this amulet, as it will save them from experiencing the XL reduction from an actual death.
History
- Prior to 0.31, the *Dream effect was much stronger:
- The dreamshard necklace didn't have Acrobat, and drained the wearer on unequip. Also, when activated, the necklace was destroyed (this didn't trigger the *Drain).
- The dreamshard necklace would restore 50% - 100% of your max HP, instead of leaving you at 1 HP.
- It had a 50% chance to activate if you lost half of your current HP in a single turn.
- The dreamshard necklace was added in 0.28.
References
- ↑ ouch.cc:936 (0.29.1)
- ↑ spl-goditem.cc:1313 (0.30.0)
- ↑ art-data.txt:1603 (0.29.1)