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.
 
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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==General Mechanics==
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Acquirements are affected by a number of different factors.  Among those common to all acquirement types are:
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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 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.
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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 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."
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* The item is guaranteed not to be unusable.  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).
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* The item will not be [[cursed]], but it may (re)curse itself upon being equipped.  There is one exception to this (see below).
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* 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 [[potion of blood|potions of blood]] to [[Vampire]]s.
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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.
  
 
==Specific acquirement types==
 
==Specific acquirement types==

Revision as of 05:58, 23 March 2013

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.

General Mechanics

Acquirements are affected by a number of different factors. Among those common to all acquirement types are:

  • 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 not to be unusable. 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 Vampires.

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 branded, randart, or even possibly 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 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

You receive a book you don't yet have. Book acquirement doesn't give manuals to spellcasters anymore.

[e] Staff

You receive a magical staff or rod based on the following conditions:

  • Note that in 0.10, staff acquirement has been changed to be more random.
[f] Wand

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.).

[g] Miscellaneous

You receive a magical, wieldable, and evocable item that is not a rod—for example a deck of destruction, a lantern of shadows or a bottled Efreet.

[h] Food

Worshippers of Fedhas receive fruit. Ghouls receive chunks of flesh. Vampires receive potions of blood. All other characters receive some rations, honeycombs, or royal jellies. Nothing you will really miss unless starving or in dire need to restore your stats.

[i] Gold

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 a treasure trove, or go on a shopping spree in a bazaar.

Racial restrictions

Felids can only choose between: Jewellery, Book, Miscellaneous, Food, and Gold.