Difference between revisions of "Jewellery"
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'''Jewellery''' is a category of equipment that consists of [[ring]]s and [[amulet]]s. They are always magical, but not necessarily in a beneficial way. | '''Jewellery''' is a category of equipment that consists of [[ring]]s and [[amulet]]s. They are always magical, but not necessarily in a beneficial way. | ||
− | Most | + | Most [[species]] can equip one amulet and two rings, although [[octopode]]s 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 form]]s 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]]. |
+ | |||
+ | ==Strategy== | ||
+ | One important quality of jewellery is that it can be changed very quickly. It only requires 1 turn to remove a ring or amulet and equip another (specifically, 0.5 turns for each individual action). In contrast, removing and equipping another piece of armour requires 10 turns (or 5 turns for each individual action), making it far less versatile. | ||
+ | |||
+ | That being said, it is wise to keep extra pieces of jewellery in your inventory for situational encounters, such as a [[ring of resist corrosion]] for a monster with [[acid]]ic attacks, or a ring that offers an elemental resistance versus a specific monster. | ||
+ | |||
+ | Note, however, that several amulets have properties that should make you think twice before swapping: | ||
+ | |||
+ | * An [[amulet of faith]] decreases your [[piety]] by one third when removed. | ||
+ | * An [[amulet of guardian spirit]] depletes all your MP when put on. | ||
+ | * The effect from an [[amulet of the gourmand]] increases gradually over time. | ||
+ | * An [[amulet of harm]] [[drain]]s you when removed. | ||
+ | * An [[amulet of regeneration]] or [[amulet of the acrobat]] only activates once your HP is full, meaning that you can't swap them on between or during fights to gain their benefits. | ||
+ | ** Similarly, an [[amulet of magic regeneration]] only activates when your MP is full. | ||
==Curses== | ==Curses== | ||
− | + | Jewellery is sometimes cursed, most often when it has a negative effect. This makes trying on unidentified jewellery without a [[scroll of remove curse]] somewhat risky. | |
− | + | [[Rings of slaying]], [[ring of evasion|evasion]], [[ring of protection|protection]], [[ring of strength|strength]], [[ring of dexterity|dexterity]], and [[ring of intelligence|intelligence]] are always cursed when they have a negative modifier, which happens 20% of the time. | |
− | + | [[Rings of teleportation]], [[ring of attention|attention]], and [[amulets of inaccuracy]] are always cursed. | |
− | + | Otherwise unidentified jewellery has a 2% chance of being cursed. | |
− | + | {{jewellery}} | |
− | [[Category: | + | [[Category:Items]] |
Revision as of 07:50, 12 August 2018
Jewellery is a category of equipment that consists of rings and amulets. They are always magical, but not necessarily in a beneficial 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.
Strategy
One important quality of jewellery is that it can be changed very quickly. It only requires 1 turn to remove a ring or amulet and equip another (specifically, 0.5 turns for each individual action). In contrast, removing and equipping another piece of armour requires 10 turns (or 5 turns for each individual action), making it far less versatile.
That being said, it is wise to keep extra pieces of jewellery 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.
Note, however, that several amulets have properties that should make you think twice before swapping:
- An amulet of faith decreases your piety by one third when removed.
- An amulet of guardian spirit depletes all your MP when put on.
- The effect from an amulet of the gourmand increases gradually over time.
- An amulet of harm drains you when removed.
- An amulet of regeneration or amulet of the acrobat only activates once your HP is full, meaning that you can't swap them on between or during fights to gain their benefits.
- Similarly, an amulet of magic regeneration only activates when your MP is full.
Curses
Jewellery is sometimes cursed, most often when it has a negative effect. This makes trying on unidentified jewellery without a scroll of remove curse somewhat risky.
Rings of slaying, evasion, protection, strength, dexterity, and intelligence are always cursed when they have a negative modifier, which happens 20% of the time.
Rings of teleportation, attention, and amulets of inaccuracy are always cursed.
Otherwise unidentified jewellery has a 2% chance of being cursed.