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. 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]].
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==Useful Info==
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Jewellery is always magical and typically helpful to your character.
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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.
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Most [[species]] can equip one amulet and two rings at a time.
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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.
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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]].
  
 
==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.
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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.
 
 
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.
 
  
==Curses==
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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%.
Unidentified rings have a 2% chance of being cursed, with the following exceptions:
 
  
*[[Ring of slaying]] - 21%
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==History==
*[[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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*Prior to [[0.27]], you could find amulets of inaccuracy, rings of teleportation, and rings of attention, which were always [[curse]]d.
*[[Ring of hunger]]/[[Ring of teleportation|teleportation]] - 100%
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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).
  
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]]

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