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]] 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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==Useful Info==
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Jewellery is always magical and typically helpful to your character.
  
==Strategy==
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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.
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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* [[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.
  
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 that can [[corrode]] you, or a ring that offers an elemental resistance versus a specific monster.
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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.
  
Note, however, that some amulets have properties that should make you think twice before swapping:
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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]].
  
* An [[amulet of dismissal]] causes a few turns of [[vertigo]] when put on
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==Strategy==
* An [[amulet of faith]] decreases your piety by one third when removed
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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.
* An [[amulet of guardian spirit]] depletes all your MP when put on
 
* An [[amulet of the gourmand]] activates gradually over time
 
* An [[amulet of harm]] [[drain]]s you when removed
 
* An [[amulet of regeneration]] or [[amulet of magic regeneration|magic regeneration]] only activates once your HP or MP (respectively) is full, meaning that you can't swap them on between fights to regenerate faster.
 
 
 
==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|ring 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.
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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%.
  
A [[ring of teleportation]], [[ring of loudness]], or [[amulet of inaccuracy]] is always cursed.
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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).
  
Otherwise unidentified jewellery has a 2% chance of being cursed.
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{{jewellery}}
  
 
[[Category:Items]]
 
[[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