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UserManual > RingsAndAmulets > RingsFull > RingsSpoiler
Rings
This table is ordered by ascending depth, then by cost and alphabetically.
| Name | Description | Cost | Depth | Rarity | Notes |
|---|---|---|---|---|---|
| Aggravate Monster | A cursed ring that awakens all sleeping monsters within 200 feet of your character | 0 | 5 | 1 | |
| Stupidity | A cursed ring that reduces intelligence by 1+MB(5) points | 0 | 5 | 1 | (2) |
| Teleportation | A cursed ring that randomly teleports the wearer at unpredictable intervals | 0 | 5 | 1 | |
| Weakness | A cursed ring that reduces strength by 1+MB(5) points | 0 | 5 | 1 | (2) |
| Feather Falling | Slows falls: reducing damage when falling into pits, through trapdoors, and so on | 200 | 5 | 1 | |
| Searching | Gives a bonus of 1+MB(5) to searching | 250 | 5 | 1 | (1), (2) |
| Slow Digestion | Slows down the rate at which food is digested | 250 | 5 | 1 | |
| Resist Cold | Gives permanent resistance to cold; cannot be harmed by cold | 250 | 10 | 1 | |
| Resist Fire | Gives permanent resistance to fire; cannot be harmed by fire | 250 | 10 | 1 | |
| Protection | Gives a bonus of 5+1d5+MB(10) to armour class | 500 | 10 | 1 | (1), (2) |
| Sustain Charisma | Prevents charisma being reduced | 400 | 20 | 1 | |
| Sustain Constitution | Prevents constitution being reduced | 400 | 20 | 1 | |
| Sustain Dexterity | Prevents dexterity being reduced | 400 | 20 | 1 | |
| Sustain Intelligence | Prevents intelligence being reduced | 400 | 20 | 1 | |
| Sustain Strength | Prevents strength being reduced | 400 | 20 | 1 | |
| Sustain Wisdom | Prevents wisdom being reduced | 400 | 20 | 1 | |
| Accuracy | Gives a bonus of 5+1d3+MB(7) to hit in combat | 500 | 20 | 1 | (1), (2) |
| Damage | Gives a bonus of 5+1d3+MB(7) to combat damage | 500 | 20 | 1 | (1), (2) |
| Free Action | Gives resistance to paralysis and slowing spells | 1,500 | 20 | 1 | |
| See Invisible | Enables to see all invisible creatures | 340 | 30 | 1 | |
| Constitution | Sustains and gives a bonus of 1+MB(5) to constitution | 500 | 30 | 1 | (1), (2) |
| Dexterity | Sustains and gives a bonus of 1+MB(5) to dexterity | 500 | 30 | 1 | (1), (2) |
| Strength | Sustains and gives a bonus of 1+MB(5) to strength | 500 | 30 | 1 | (1), (2) |
| Intelligence | Sustains and gives a bonus of 1+MB(5) to intelligence | 500 | 30 | 1 | (1), (2) |
| Slaying | Gives bonuses of 1d5+MB(5) to combat damage and chance to hit, calculated independently for each | 1,000 | 40 | 1 | (1), (2) |
| Resist Poison | Gives permanent resistance to poison | 16,000 | 40 | 2 | |
| Woe | A cursed ring that randomly teleports the wearer at unpredictable intervals, and gives penalties to wisdom (1+MB(5)), charisma (1+MB(5)) and AC (5+MB(10)) | 0 | 50 | 1 | (2) |
| Acid | Gives resistance to acid; activates for acid resistance every 20+d20 turns and acid ball for 70 damage every 50+d50 turns; gives a bonus of +5+1d5+MB(10) to Armour Class; cannot be harmed by acid | 3,000 | 50 | 2 | (2) |
| Flames | Gives resistance to fire; activates for fire resistance every 20+d20 turns and fire ball for 80 damage every 50+d50 turns; gives a bonus of +5+1d5+MB(10) to Armour Class; cannot be harmed by fire | 3,000 | 50 | 2 | (2) |
| Ice | Gives resistance to cold; activates for cold resistance every 20+d20 turns and cold ball for 75 damage every 50+d50 turns; gives a bonus of +5+1d5+MB(10) to Armour Class; cannot be harmed by cold | 3,000 | 50 | 2 | (2) |
| Lightning | Gives resistance to lightning; activates for lightning resistance every 20+d20 turns and lightning ball for 85 damage every 50+d50 turns; gives a bonus of +5+1d5+MB(10) to Armour Class; cannot be harmed by lightning | 5,000 | 50 | 2 | (2) |
| Speed | Gives a bonus 1d5+MB(5) (modified as below) to speed | 100,000 | 75 | 1 | (1), (2), (3) |
Notes:
- Has a 50% chance of being cursed, in which case the bonus becomes a penalty (i.e. positive becomes negative) and the sale value becomes 0
- For an explanation of the MB(x) notation, see a further page (TBD)
- The bonus calculation for a Ring of Speed is unique to that item: after calculating the base bonus of 1d5+MB(5), there is then a 50% chance of an extra bonus; if there is such a bonus, there is an iterated chance of it increasing, with the chance of success reducing by half each time; thus there is then a 25% chance of +1, 12.5% chance of +2, 6.25% chance of +3 and so on. In theory there is no limit beyond the maximum possible size of an integer, but the probabilities grow inreasingly infinitesimal
- All rings weigh 0.2 lbs
- Rings can be destroyed by lightning
