This page:
Page history
Links to here

Last modified:
2008-03-17 at 21:53

UserManual > RingsAndAmulets > RingsFull > RingsSpoiler

Rings

This table is ordered by ascending depth, then by cost and alphabetically.

NameDescriptionCostDepthRarityNotes
Aggravate MonsterA cursed ring that awakens all sleeping monsters within 200 feet of your character051
StupidityA cursed ring that reduces intelligence by 1+MB(5) points051(2)
TeleportationA cursed ring that randomly teleports the wearer at unpredictable intervals051
WeaknessA cursed ring that reduces strength by 1+MB(5) points051(2)
Feather FallingSlows falls: reducing damage when falling into pits, through trapdoors, and so on20051
SearchingGives a bonus of 1+MB(5) to searching25051(1), (2)
Slow DigestionSlows down the rate at which food is digested25051
Resist ColdGives permanent resistance to cold; cannot be harmed by cold250101
Resist FireGives permanent resistance to fire; cannot be harmed by fire250101
ProtectionGives a bonus of 5+1d5+MB(10) to armour class500101(1), (2)
Sustain CharismaPrevents charisma being reduced400201
Sustain ConstitutionPrevents constitution being reduced400201
Sustain DexterityPrevents dexterity being reduced400201
Sustain IntelligencePrevents intelligence being reduced400201
Sustain StrengthPrevents strength being reduced400201
Sustain WisdomPrevents wisdom being reduced400201
AccuracyGives a bonus of 5+1d3+MB(7) to hit in combat500201(1), (2)
DamageGives a bonus of 5+1d3+MB(7) to combat damage500201(1), (2)
Free ActionGives resistance to paralysis and slowing spells1,500201
See InvisibleEnables to see all invisible creatures340301
ConstitutionSustains and gives a bonus of 1+MB(5) to constitution500301(1), (2)
DexteritySustains and gives a bonus of 1+MB(5) to dexterity500301(1), (2)
StrengthSustains and gives a bonus of 1+MB(5) to strength500301(1), (2)
IntelligenceSustains and gives a bonus of 1+MB(5) to intelligence500301(1), (2)
SlayingGives bonuses of 1d5+MB(5) to combat damage and chance to hit, calculated independently for each1,000401(1), (2)
Resist PoisonGives permanent resistance to poison16,000402
WoeA 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))0501(2)
AcidGives 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 acid3,000502(2)
FlamesGives 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 fire3,000502(2)
IceGives 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 cold3,000502(2)
LightningGives 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 lightning5,000502(2)
SpeedGives a bonus 1d5+MB(5) (modified as below) to speed100,000751(1), (2), (3)

Notes:

  1. 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
  2. For an explanation of the MB(x) notation, see a further page (TBD)
  3. 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