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.
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'''Jewellery''' is a category of equipment, consisting of [[ring]]s and [[amulet]]s.  
  
Most [[species]] can equip one amulet and two rings, although [[octopode]]s are able to wear eight rings at a time, and some [[bad form]]s restrict your jewellery options. 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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==Useful Info==
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Jewellery is always magical and typically helpful to your character.
  
One of the most important differences between jewellery and armour is that jewellery can be put on or removed extremely quickly. Swapping even light body armour in the middle of a battle will leave you unable to act for a dangerous amount of time. Swapping rings or amulets, however, takes no longer than [[quaff]]ing a [[potion]] or reading a [[scroll]]. As such, jewellery swapping is an easy way to quickly give yourself the resistances you need in the middle of a battle.
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* [[Ring]]s can increase stats: attributes, defenses -- even your [[ring of slaying|slaying]]. You can also find rings that bolster your resistances or spellcasting.
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* [[Amulet]]s are typically more defensively oriented. The [[amulet of regeneration]] and [[amulet of reflection]] bolster your combat prowess directly, while the [[amulet of the acrobat]] makes you more evasive when moving or waiting.
  
==Curses==
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Most [[species]] can equip one amulet and two rings at a time.
Unidentified rings have a 2% chance of being cursed, with the following exceptions:
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* [[Octopode]]s are able to wear eight rings at a time.
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* Wearing the [[macabre finger necklace]] will let you equip one additional ring.
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* Worshippers of [[Ru]] who have sacrificed a hand have one less ring slot than normal.
  
*[[Ring of slaying]] - 21%
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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 two rings). Amulets take 5 turns to take off or put on (10 turns to swap between 2 amulets). You cannot change your jewellery while [[berserk]].
*[[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.
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==Strategy==
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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 [[acid]]ic attacks. This isn't true for amulets, however.
  
[[Category:Item]]
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The [[amulet of faith]] is the only piece of jewellery that punishes you for unequipping it; removing Faith will cut piety by 33%.
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==History==
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*Prior to [[0.27]], you could find amulets of inaccuracy, rings of teleportation, and rings of attention, which were always [[curse]]d.
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*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.
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*Prior to [[0.26]], amulets could be removed as quickly as rings, but often needed to be attuned to their user first (or had some other cost).
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*Prior to [[0.25]], ring enchantments were random values between 1 and 6 (positive and negative).
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{{jewellery}}
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[[Category:Items]]

Latest revision as of 16:31, 28 August 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 two rings). Amulets take 5 turns to take off or put on (10 turns to swap between 2 amulets). 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. This isn't true for amulets, however.

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 attuned 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