Jewelry


Although the central place for design discussion is ##crawl-dev on freenode, some may find it helpful to discuss requests and suggestions here first.

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Tomb Titivator

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Joined: Monday, 31st January 2011, 23:19

Post Tuesday, 18th September 2012, 10:33

Jewelry

A few things:

1. Shouldn't there be a blinking ring or amulet?
2. Why is the Control Teleport spell so common and the ring so rare? This doesn't seem fair.
3. The amulet of warding really needs evocable abjuration and mass abjuration (at higher evocation levels).
4. Does the teleportation ring need teleportitis? If curses are being changed this should be changed too.
5. If curses aren't changed there should probably be a contamination ring or amulet.
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Tartarus Sorceror

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Post Tuesday, 18th September 2012, 10:36

Re: Jewelry

snow wrote:2. Why is the Control Teleport spell so common and the ring so rare? This doesn't seem fair.

It's perfectly fair, since you don't need to evoke the ring.

Halls Hopper

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Joined: Sunday, 15th April 2012, 08:40

Post Tuesday, 18th September 2012, 11:10

Re: Jewelry

snow wrote:1. Shouldn't there be a blinking ring or amulet?

I guess not, because Blink is single-school and lvl2 spell, which makes it really easy to master. As fot Trog, well, designing a special item for one of the strongest backgrounds/gods is not necessary :)

snow wrote:2. Why is the Control Teleport spell so common and the ring so rare? This doesn't seem fair.

It's the best ring in the game, why shouldn't it be rare?

snow wrote:5. If curses aren't changed there should probably be a contamination ring or amulet.

Wouldn't it only add a silly requirement to have at least one ?RC before trying jewellery? Contamination is outright bad (which is ok) and easily noticable (which is not ok), so one should remove it the next turn the char starts to glow. As for inaccuracy, it's not easily noticable and could spoil you a number of fights, it's cool. Cursed rings of tele are okay too in my opinion, 'cause they can be worn a couple hundreds of turns and not kill the char. Raw damage from the contamination will kill the char if there are no ?RC available, and with a ?RC it's just a minor nuisance, so the item is either not interesting or interesting for a couple of turns only.

Vestibule Violator

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Joined: Friday, 21st January 2011, 22:56

Post Tuesday, 18th September 2012, 11:14

Re: Jewelry

1. No.
2. Crawl is both not fair at all and extremely fair, depending on your definition. Saying something isn't fair makes no sense without a definition in this context. Also, good stuff being rare is okay. Just learn the spell if it's so frequent. You can probably immediately think of a few reasons why you don't want to do that and would rather have the ring. Those are some of the reasons it is rare.
3. Why? Warding sucks, sure, but not every amulet can be a winner. It's better than inacc. Probably still the best suggestion in this bunch, minus mass abjuration. Improving warding in some way would be nice.
4. Meh. Whatever. There is some elaborate proposal for nerfing ctele in an implementable or on the wiki that includes not letting you control teleports from teleportitis or hostile spells. Curses are as they are, and currently the teleportitis on the ring is interesting.
5. No.

Crypt Cleanser

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Post Tuesday, 18th September 2012, 11:27

Re: Jewelry

onton wrote:
snow wrote:5. If curses aren't changed there should probably be a contamination ring or amulet.

Wouldn't it only add a silly requirement to have at least one ?RC before trying jewellery? Contamination is outright bad (which is ok) and easily noticable (which is not ok), so one should remove it the next turn the char starts to glow. As for inaccuracy, it's not easily noticable and could spoil you a number of fights, it's cool. Cursed rings of tele are okay too in my opinion, 'cause they can be worn a couple hundreds of turns and not kill the char. Raw damage from the contamination will kill the char if there are no ?RC available, and with a ?RC it's just a minor nuisance, so the item is either not interesting or interesting for a couple of turns only.


If you want to be evil, make it so it doesn't cause contamination; it instead causes things that contaminate you to do so more than usual. That will fix the problem of being too obvious. Come to think of it, that could make for an interesting bad randart property.

For this message the author Tiber has received thanks:
Bloax

Mines Malingerer

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Post Tuesday, 2nd October 2012, 07:09

Re: Jewelry

Tiber wrote:If you want to be evil, make it so it doesn't cause contamination; it instead causes things that contaminate you to do so more than usual. That will fix the problem of being too obvious. Come to think of it, that could make for an interesting bad randart property.



You know, that is not a half bad idea. Instead of getting awesome randarts with glow that you immediately throw away because they aren't good switches, you would have to make the choice of being say, twice as vulnerable to sources of glow because of the background radiation of the item. The Plutonium sword would be decent, and wouldn't need to be cursed necessarily, it won't kill you by wearing it, but if you plan on being a melee fighter you better not be too 'hasty' with it or you'll be mutating in the 'blink' of an eye!

Off topic but if this change were implemented I'd like to see the monster Polymorph Other spell not give mutations outright, rather it 'fills you with mutagenic energies!' that result in contamination, that will make you glow, make it more dangerous to do things that give you contamination and ultimately, after 10 points of contamination you will start erupting in magical explosions and mutating. This makes the spell way more interesting, less immediately necessary to swap to rMut items, slightly deadlier in the short run because of the magical explosions, without instantly crippling a player with bad mutations to die of later. Any thoughts?
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Ziggurat Zagger

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Post Tuesday, 2nd October 2012, 14:11

Re: Jewelry

snow wrote:A few things:

1. Shouldn't there be a blinking ring or amulet?
2. Why is the Control Teleport spell so common and the ring so rare? This doesn't seem fair.
3. The amulet of warding really needs evocable abjuration and mass abjuration (at higher evocation levels).
4. Does the teleportation ring need teleportitis? If curses are being changed this should be changed too.
5. If curses aren't changed there should probably be a contamination ring or amulet.


1. +Blink appears uncommonly on random artefacts, including non-weapons.
2. Requires skill in 2(?) spell schools and must be pre-cast vs. a ring which just needs to be put on.
3. That is a nice idea; it would make the amulet useful. Then-again, that invalidates two(?) standard rods.
4. Do you really wear the teleportation ring perpetually? I know I swap it (and sustenance) out whenever I can.
5. +Contam appears uncommonly on random artefacts.
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