Difference between revisions of "Jewellery"

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(Update amulets - they take 5 turns to equip/unequip)
(Remove some old references amulet attunement penalties that were removed in 0.26)
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* An [[amulet of faith]] decreases your [[piety]] by one third when removed.
 
* 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 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.
+
* An [[amulet of regeneration]] only activates once your HP is full, meaning that you can't swap it on between or during fights to gain its benefit.
 
** Similarly, an [[amulet of magic regeneration]] only activates when your MP is full.
 
** Similarly, an [[amulet of magic regeneration]] only activates when your MP is full.
  

Revision as of 02:26, 13 January 2022

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 rings can be changed very quickly. It only requires 1 turn to remove a ring and equip another (specifically, 0.5 turns for each individual action). However, take note that amulets take as long to remove and equip as armor. They both require 10 turns (or 5 turns for each individual action), making them 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.

Many amulets also 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

History

Prior to 0.26 Amulets could be removed as quickly as rings.