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 races may equip one amulet and two rings, although [[octopode]]s are able to wear eight rings at a time. Rings and amulets are equipped with the '''P''' key ("putting"), and removed with the '''R''' key. You can't put on a ring if you're wearing a [[curse]]d pair of [[gloves]]/[[gauntlets]] or if you are [[berserk]]. Berserking will also prevent you from changing amulets.
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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]].
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==Strategy==
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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.
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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.
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Note, however, that several amulets have properties that should make you think twice before swapping:
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* An [[amulet of faith]] decreases your [[piety]] by one third when removed.
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* An [[amulet of guardian spirit]] depletes all your MP when put on.
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* The effect from an [[amulet of the gourmand]] increases gradually over time.
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* An [[amulet of harm]] [[drain]]s you when removed.
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* 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.
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** Similarly, an [[amulet of magic regeneration]] only activates when your MP is full.
  
 
==Curses==
 
==Curses==
Unidentified rings have a 2% chance of being cursed, with the following exceptions:
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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.
  
*[[Ring of slaying]] - 21%
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[[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.
  
*[[Ring of protection]]/[[Ring of evasion|evasion]]/[[ring of strength|strength]]/[[Ring of dexterity|dexterity]]/[[Ring of intelligence|intelligence]] - 22% (usually with negative attributes)
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[[Rings of teleportation]], [[ring of attention|attention]], and [[amulets of inaccuracy]] are always cursed.
  
*[[Ring of hunger]]/[[Ring of teleportation|teleportation]] - 100%
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Otherwise unidentified jewellery has a 2% chance of being cursed.
  
Unidentified amulets have a 2% chance of being cursed, regardless of their usefulness.
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{{jewellery}}
  
[[Category:Item]]
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[[Category:Items]]

Revision as of 07:50, 12 August 2018

Version 0.22: 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, 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:

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.

Jewellery
Amulets AcrobatFaithGuardian spiritMagic regenerationReflectionRegeneration
Rings DexterityEvasionFireFlightIceIntelligenceMagical power
Poison resistancePositive energyProtectionProtection from coldProtection from fireResist corrosionSee invisibleSlayingStrengthWillpowerWizardry