Scroll of acquirement

From CrawlWiki
Jump to: navigation, search
Version 0.21: This article may not be up to date for the latest stable release of Crawl.
Type Scroll
Name Scroll of acquirement
Icon Scroll of acquirement.png
A wonderful scroll which causes the creation of a valuable item, with the reader choosing the type of item to be created. The item produced will be heavily biased towards something fitting the reader's skills, and also towards gear that hasn't been seen yet, but, alas, nothing is guaranteed.

When read, a scroll of acquirement immediately generates a single acquirement at your feet. This is an item that will always be possibly usable by your character. As the developers rebalanced its random mixed distribution, it will only rarely be of high quality. It will nevertheless be weighted to reflect your current skills, and something that you have not yet found in your explorations.

Once read, you are immediately asked to request one of the following options (see the Acquirement page for in-depth details):

  • Weapons
  • Armour
  • Jewellery
  • Book
  • Staff
  • Evocable
  • Food
  • Gold

The degree of control over the prize is limited, which often leads to disappointment and acquirement remorse syndrome ("I knew I should have asked for a book instead of armour"). Items received via acquirement are never cursed, unless the player worships Ashenzari (in which case they are always cursed). It is possible for acquired artefact items to have a trait which makes them curse themselves when equipped.


Although unreliable, scrolls of acquirement are capable of producing gear that will carry you through to the end of the game in safety. It is technically true that waiting for acquirements can yield slightly better gear, since you will have seen more 'common' items later on. However, waiting to use scrolls of acquirement is generally unwise: the increased chance of survival now is always more worthwhile than the slight chance of a better acquirement later.

If you select "Armour", you might occasionally get a mundane, potentially negatively-enchanted item to fill an empty slot. These 'slot-filling acquirements' only ever replace completely mundane acquirement items. Thus, your chance of getting a 'bad' armour acquirement is not increased by having empty slots.


In 0.20, the wand and miscellaneous evocable categories were merged into just evocable aquirement.

In 0.19, ammo acquirement was removed.

See Also

AcquirementAmnesiaBlinkingBrand weaponEnchant armourEnchant weaponFearFogHoly wordIdentifyImmolationMagic mappingNoiseRandom uselessnessRemove curseSilenceSummoningTeleportationTormentVulnerability