Jewellery
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.
- Rings can increase stats: attributes, defenses -- even your slaying. You can also find rings that bolster your resistances or spellcasting.
- 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.
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).