Jewellery

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Version 0.27: This article may not be up to date for the latest stable release of Crawl.

Jewellery is a category of equipment that consists of rings and amulets. They are always magical, and beneficial in some way.

Most species can equip one amulet and two rings, although octopodes 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 forms 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.

Rings can increase stats, such as the Ring of strength, Ring of intelligence, and Ring of dexterity, as well as defenses such as the Ring of evasion and Ring of protection, or even your damage such as the Ring of slaying. You can also find rings that increase your ability to cast spells (Ring of wizardry) or elemental defenses (Ring of protection from fire) as well as your mental defenses (Ring of willpower).

Amulets are typically more defensively oriented and can increase your regenerative abilities (Amulet of regeneration), or increase your ability to block projectiles and even reflect them (Amulet of reflection). The Amulet of the acrobat makes you more evasive when moving and the Amulet of guardian spirit uses your mana to decrease damage taken.

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. They both require 10 turns to swap (or 5 turns each for removal and equip), making amulets 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.

Some amulets also have properties that should make you think twice before swapping:

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.
  • 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