Difference between revisions of "Jewellery"

From CrawlWiki
Jump to: navigation, search
m (Move to Items category.)
(4 intermediate revisions by 3 users not shown)
Line 1: Line 1:
{{version016}}
+
{{version|022}}
 
'''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 [[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]] may wear an extra ring. Some [[bad form]]s restrict your jewellery options. Rings and amulets are equipped with the '''P''' key and removed with the '''R''' key. You can't put on a ring if you're wearing a [[curse]]d pair of [[gloves]], and you may not change your jewellery at all while [[berserk]].
+
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==
 
==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.
 
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 an [[amulet of resist mutation]] for a monster that can cast [[Malmutate]], or a ring that offers an elemental resistance versus a specific monster.
+
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==
Unidentified rings have a 2% chance of being cursed, with the following exceptions:
+
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.
  
*[[Ring of slaying]] - 21%
+
Otherwise unidentified jewellery has a 2% chance of being cursed.
*[[Ring of protection]]/[[Ring of evasion|evasion]]/[[ring of strength|strength]]/[[Ring of dexterity|dexterity]]/[[Ring of intelligence|intelligence]] - 22% (usually with negative attributes)
 
*[[Ring of hunger]]/[[Ring of teleportation|teleportation]] - 100%
 
  
Unidentified amulets have a 2% chance of being cursed, regardless of their usefulness.
+
{{jewellery}}
  
 
[[Category:Items]]
 
[[Category:Items]]

Revision as of 08:50, 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