Difference between revisions of "Jewellery"

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* Worshippers of [[Ru]] who have sacrificed a hand have one less ring slot than normal.
 
* Worshippers of [[Ru]] who have sacrificed a hand have one less ring slot than normal.
  
Jewellery is equipped with the '''P''' key and removed with the '''R''' key. Rings take 0.5 turns to take off, and another 0.5 turns to put back on. Amulets take 5 turns to take off and 5 turns to put back on. You cannot change your jewellery while [[berserk]].
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Jewellery is equipped with the '''P''' key and removed with the '''R''' key. Rings take 0.5 turns to take off or put on (or 1 turn to swap between rings). Amulets take 5 turns to take off or put on. You cannot change your jewellery while [[berserk]].
  
 
==Strategy==
 
==Strategy==

Revision as of 12:46, 11 June 2023

Version 0.30: This article may not be up to date for the latest stable release of Crawl.

Jewellery is a category of equipment, consisting of rings and amulets.

Useful Info

Jewellery is always magical and typically helpful to your character.

Most species can equip one amulet and two rings at a time.

  • Octopodes are able to wear eight rings at a time.
  • Wearing the macabre finger necklace will let you equip one additional ring.
  • Worshippers of Ru who have sacrificed a hand have one less ring slot than normal.

Jewellery is equipped with the P key and removed with the R key. Rings take 0.5 turns to take off or put on (or 1 turn to swap between rings). Amulets take 5 turns to take off or put on. You cannot change your jewellery while berserk.

Strategy

Rings can be changed very quickly; it's wise to keep extra rings for situational encounters, such as having a ring of resist corrosion for a monster with acidic attacks. Meanwhile, amulets cannot be changed quickly.

The amulet of faith is the only piece of jewellery that punishes you for unequipping it; removing Faith will cut piety by 33%.

History

  • Prior to 0.27, you could find amulets of inaccuracy, rings of teleportation, and rings of attention, which were always cursed.
  • Prior to 0.27, ring enchantments could be negative or positive, so you could find a -4 ring of slaying or a -6 ring of strength.
  • Prior to 0.26, amulets could be removed as quickly as rings, but often needed to be atuned to their user first (or had some other cost).
  • Prior to 0.25, ring enchantments were random values between 1 and 6 (positive and negative).
Jewellery
Amulets AcrobatFaithGuardian spiritMagic regenerationReflectionRegeneration
Rings DexterityEvasionFireFlightIceIntelligenceMagical power
Poison resistancePositive energyProtectionProtection from coldProtection from fireResist corrosionSee invisibleSlayingStrengthWillpowerWizardry