Difference between revisions of "Acquirement"

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An '''acquirement''' is a specific way of generating an item in ''Crawl'' that, unlike most item generation, is based in large part on your character's abilities and possessions. The item is biased towards being both good and useful to your character, but there are no guarantees: you may be given an item which allows you to win the game, or you may be given useless junk.
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{{version031}}
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''For the scroll, see [[scroll of acquirement]].''
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An '''acquirement''' is a specific way of generating an item in ''Crawl'' that, unlike most item generation, is based in large part on your character's abilities and possessions. It is guaranteed to be usable or equippable. The item is biased towards being both good and useful to your character, but your luck may still vary.
  
 
==Sources==
 
==Sources==
There are only a few sources of acquirements. Most are fairly rare, and those that are more common tend to not be as good. The sources are:
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There are only a few sources of acquirements. Most are fairly rare, and those that are more common tend to be not as good. The sources are:
  
*Reading a [[scroll of acquirement]] gives the player an acquirement, with a choice of item type. These are quite rare and valuable.
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*Reading a [[scroll of acquirement]] gives the player an acquirement, with a choice of item type. These are quite rare and valuable.
*When drawn, a [[genie card]] has a 50% chance of offering the player an acquirement with a choice of type, exactly as the scroll does. These are extremely rare: the [[deck of oddities]] never physically appears, but instead any card drawn has a 1% chance of being a card from said deck.
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*Three gods can give out acquirements:
*Three deities can give out acquirements:
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**[[Okawaru]] gives two acquirements at 6* piety: a choice of weapons and a choice of armour pieces. Each item is of the same quality as a scroll of acquirement.
**[[Okawaru]] gives out weapon, armour, and missile acquirements on a fairly regular basis at high piety. His weapons are heavily biased towards having high accuracy and low damage enchantments, and all of his acquirements are weaker than those created by other sources (worse item types).
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**[[Trog]] gives out weapons, usually [[antimagic]] branded, randomly as you gain piety. These items will be worse than Okawaru or a scroll of acquirement, but you'll constantly get gifts as you kill things.
**[[Trog]] gives out weapons and missiles at high piety, similar to Okawaru. However, his weapons are biased towards having low accuracy and high damage enchantments. Similar to Okawaru, his items are biased towards having slightly worse base types than other sources of acquirements.
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**[[Xom]] may occasionally give you acquirements, among all the other junk thrown at you.
**Among all the other junk he throws at you, [[Xom]] may occasionally give you acquirements.
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*Items in [[vault]]s may be created using acquirement code; the most notable example of this would be items in [[treasure trove]]s. As these items are placed when the trove is created, the player obviously cannot choose their type, but they generally are biased toward your predominant skills. Not all excellent items found in vaults are necessarily acquirements, though.
*Items in [[vault]]s may be created using acquirement code; the most notable example of this would be items in [[trove]]s. As these items are placed when the level is created, the player obviously cannot choose their type. Not all excellent items found in vaults are necessarily acquirements, though.
 
  
 
==General Mechanics==
 
==General Mechanics==
Acquirements are affected by a number of different factors. Among those common to all acquirement types are:
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Acquirements are affected by a number of different factors:
*They are biased towards items that match your skills. For instance, a character who has heavily invested in [[Maces & Flails]] is fairly likely to receive a weapon in that category should they opt for a weapon acquirement. Similarly, a conjurer who uses mainly [[Fire Magic]] will likely find themselves receiving a spellbook with more spells from that school should they choose a spellbook acquirement.
 
*They are biased against items that you have already seen, the logic there being that if you have seen it, you probably are either using it or have decided it isn't useful. This usually includes items in shops, but those which are far too expensive for your character to buy at present are excluded from being "seen."
 
*The item is guaranteed to be usable. This means that you will be able to equip it, and using it will not incur penance with your current deity. Note that these guarantees are fairly minimal: acquirement may well give your [[Armour]]-based [[hill orc]] an animal skin (although it will be biased against doing so if you have invested in the Armour skill).
 
*The item will not be [[cursed]], but it may (re)curse itself upon being equipped. There is one exception to this (see below).
 
*Your race and deity may occasionally also cause changes in the items given. Most notably, [[Ashenzari]] worshipers will always receive cursed items. Other examples include food acquirement giving fruit to [[Fedhas]] worshipers or [[potions of blood]] to [[vampire]]s.
 
 
 
Note that acquirements are NOT directly affected by your current depth or location. However, the bias against items you have already seen means that later acquirements do tend to give out rarer items, as the common ones have already been seen. This can often produce better acquirements later on, although how much better depends on the item type asked for.
 
 
 
==Specific acquirement types==
 
=====[a] [[Weapon]]=====
 
You receive a [[brand]]ed, [[randart]], or even possibly [[List of unrands|unrandart]] melee or ranged weapon that usually belongs to the weapon schools you are skilled in. It helps if you are skilled only with weapons you really want to use in combat. There is a small chance of obtaining a randart named after your character!
 
 
 
=====[b] [[Armour]]=====
 
You receive a good or randart piece of armour or shield, with a small chance of an [[List of unrands|unrandart]]. The creation process does consider your skills and even mutations, but the item is not guaranteed to be useful for you. It will, however, be one you are capable of wearing.
 
 
 
=====[c] [[Jewellery]]=====
 
You receive a random piece of jewellery, sometimes a randart. The game will try to give you something you haven't identified yet but that's not guaranteed. The chance for a randart is flat and doesn't depend on the amount of jewellery you have identified.
 
  
=====[d] [[Book]]=====
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*They are biased towards items that match your skills. For instance, a character who has heavily invested in [[Maces & Flails]] is fairly likely to receive a weapon in that category. A conjurer with high [[Fire Magic]] skill will likely find a spellbook with more fire spells.
You receive a book you don't yet have. Book acquirement doesn't give manuals to [[spellcaster]]s.
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*They are biased against items that you have already seen, the logic there being that if you have seen it, you're probably either using it or have decided it isn't useful. This usually includes items in shops, but those which are far too expensive for your character to buy at present are excluded from being "seen."
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*The item is guaranteed to be usable. This means that you will be able to equip it, and using it will not incur [[penance]] with your current god. Note that these guarantees are fairly minimal: acquirement may well give your [[Armour]]-based [[Hill Orc]] a robe (although it will be biased against doing so if you have invested in the Armour skill).
  
=====[e] [[magical staff|Staff]]=====
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Note that acquirements are ''not'' directly affected by your current depth or location. However, the bias against items you have already seen means that later acquirements do tend to give out rarer items, as the common ones have already been seen. This can often produce better acquirements later on, although how much better depends on the item type asked for, and saving an acquirement for later runs the risk of you dying due to poor equipment before you get the chance.
You receive a magical staff or rod based on the following conditions:
 
*If your best magical skill is [[Fire Magic]], [[Ice Magic]], [[Air Magic]], [[Earth Magic]], [[Poison Magic]], [[Conjurations]], [[Necromancy]], [[Summonings]] or [[Enchantment]], you receive the matching staff.
 
*If your best magical skill is [[Evocations]], you will likely (75%) receive a random rod.
 
*Otherwise you receive a staff of wizardy, channeling, power, or energy (i.e. your best skill is Spellcasting).
 
*If you already are carrying your best skill's staff, or your best magical skill is [[Invocations]], you will receive a random staff.
 
  
=====[f] [[Wand]]=====
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==Possible acquirements==
You receive a random wand, with a greater chance of receiving a wand you haven't identified yet or a powerful wand (e.g. hasting, heal wounds, teleportation, invisibility, etc.).
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*[[Weapon]]
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*[[Armour]]
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*[[Jewellery]]
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*Book ([[spellbook]] or [[manual]])
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*[[Magical staff]]
  
=====[g] [[:category:Miscellaneous items|Miscellaneous]]=====
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A scroll of acquirement, when first read, will roll items from 3 of the 5 categories, display them, and give you the option of 200 - 1400 [[gold]].<ref>{{source ref|0.31.0|acquire.cc|1321}}</ref> You can pick from one of the four choices. You can always cancel the scroll without destroying it. Scrolls are more likely to give you something "useful" (high-end weapons, etc.) than gods.
You receive a magical, wieldable, and [[evocable items|evocable]] item that is not a rod—for example a [[deck of destruction]], a [[lantern of shadows]] or a [[evocable items#Efreet_flask|bottled Efreet]].
 
  
=====[h] [[Comestible|Food]]=====
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[[Trove]]s can pick from one or more types of gear (e.g. "weapon trove", "armour trove"), based on [[vault]] selection. Then, it will give you ~16 items using acquirement code.
Worshippers of Fedhas receive fruit. Ghouls receive chunks of flesh. Vampires receive [[potions of blood]]. All other characters receive some rations, [[honeycomb]]s, or [[royal jelly]]. Nothing you will really miss unless starving or in dire need to restore your stats.
 
  
=====[i] [[Gold]]=====
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==History==
You receive a large amount of gold—from a few hundred to 3000, approximately. This can help you pay the entrance fee for a [[Ziggurat]] or go on a shopping spree in a [[bazaar]]. It can also be helpful for those [[trove]]s that ask you to give them an overly expensive randart in a shop.
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{{CBA|0.32|[[talisman]]s will be available as an acquirement.}}
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*Prior to [[0.25]], scrolls of acquirement worked differently. Instead of 3 pre-determined options, you could acquire one of 8 categories (Weapon, Armour, Jewllery, Book, Staff, Evocable, Food, Gold) and a random acquirement would be generated from there.
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*Prior to [[0.24]], [[Vampires]] could acquire 8-12 [[potions of blood]] as food.
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*Prior to [[0.21]], Fedhas worshippers received fruit, and other species could get royal jellies as well as rations - this was removed when food was merged into rations.
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*In [[0.20]], wand and misc acquirement were merged into evocables.
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*In [[0.19]], ammo acquirement was removed, and randart jewelry appeared twice as often as before. Prior to [[0.19]], rods were obtained through [e] Staff acquirement rather than [g] Misc Evocable.
  
==Racial restrictions==
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==References==
[[Felid]]s can only choose between: Jewellery, Book, Miscellaneous, Food, and Gold.
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<references/>

Latest revision as of 14:18, 8 March 2024

Version 0.31: This article is up to date for the latest stable release of Dungeon Crawl Stone Soup.

For the scroll, see scroll of acquirement.

An acquirement is a specific way of generating an item in Crawl that, unlike most item generation, is based in large part on your character's abilities and possessions. It is guaranteed to be usable or equippable. The item is biased towards being both good and useful to your character, but your luck may still vary.

Sources

There are only a few sources of acquirements. Most are fairly rare, and those that are more common tend to be not as good. The sources are:

  • Reading a scroll of acquirement gives the player an acquirement, with a choice of item type. These are quite rare and valuable.
  • Three gods can give out acquirements:
    • Okawaru gives two acquirements at 6* piety: a choice of weapons and a choice of armour pieces. Each item is of the same quality as a scroll of acquirement.
    • Trog gives out weapons, usually antimagic branded, randomly as you gain piety. These items will be worse than Okawaru or a scroll of acquirement, but you'll constantly get gifts as you kill things.
    • Xom may occasionally give you acquirements, among all the other junk thrown at you.
  • Items in vaults may be created using acquirement code; the most notable example of this would be items in treasure troves. As these items are placed when the trove is created, the player obviously cannot choose their type, but they generally are biased toward your predominant skills. Not all excellent items found in vaults are necessarily acquirements, though.

General Mechanics

Acquirements are affected by a number of different factors:

  • They are biased towards items that match your skills. For instance, a character who has heavily invested in Maces & Flails is fairly likely to receive a weapon in that category. A conjurer with high Fire Magic skill will likely find a spellbook with more fire spells.
  • They are biased against items that you have already seen, the logic there being that if you have seen it, you're probably either using it or have decided it isn't useful. This usually includes items in shops, but those which are far too expensive for your character to buy at present are excluded from being "seen."
  • The item is guaranteed to be usable. This means that you will be able to equip it, and using it will not incur penance with your current god. Note that these guarantees are fairly minimal: acquirement may well give your Armour-based Hill Orc a robe (although it will be biased against doing so if you have invested in the Armour skill).

Note that acquirements are not directly affected by your current depth or location. However, the bias against items you have already seen means that later acquirements do tend to give out rarer items, as the common ones have already been seen. This can often produce better acquirements later on, although how much better depends on the item type asked for, and saving an acquirement for later runs the risk of you dying due to poor equipment before you get the chance.

Possible acquirements

A scroll of acquirement, when first read, will roll items from 3 of the 5 categories, display them, and give you the option of 200 - 1400 gold.[1] You can pick from one of the four choices. You can always cancel the scroll without destroying it. Scrolls are more likely to give you something "useful" (high-end weapons, etc.) than gods.

Troves can pick from one or more types of gear (e.g. "weapon trove", "armour trove"), based on vault selection. Then, it will give you ~16 items using acquirement code.

History

  • In 0.32, talismans will be available as an acquirement.
  • Prior to 0.25, scrolls of acquirement worked differently. Instead of 3 pre-determined options, you could acquire one of 8 categories (Weapon, Armour, Jewllery, Book, Staff, Evocable, Food, Gold) and a random acquirement would be generated from there.
  • Prior to 0.24, Vampires could acquire 8-12 potions of blood as food.
  • Prior to 0.21, Fedhas worshippers received fruit, and other species could get royal jellies as well as rations - this was removed when food was merged into rations.
  • In 0.20, wand and misc acquirement were merged into evocables.
  • In 0.19, ammo acquirement was removed, and randart jewelry appeared twice as often as before. Prior to 0.19, rods were obtained through [e] Staff acquirement rather than [g] Misc Evocable.

References

  1. acquire.cc:1321 (0.31.0)