ring-340.html Last edited 2002-03-25 for NetHack 3.4.0
Compiled for 3.2.2 by Kevin Hugo.
Updated for 3.4.0 by Dylan O'Donnell <psmith@spod-central.org>.
HTML Conversion by Kate Nepveu <knepveu@steelypips.org>.
[Editor's note: For ring effects, see rint-340.html.]
RING | COST | WGT | PROB | CHG |
---|---|---|---|---|
meat ring | $5 | 1 | 0 | |
adornment | 100 | 3 | 1 | Y |
hunger | 100 | 3 | 1c | |
protection | 100 | 3 | 1 | Y |
protection from shape changers | 100 | 3 | 1 | |
stealth | 100 | 3 | 1 | |
sustain ability | 100 | 3 | 1 | |
warning | 100 | 3 | 1 | |
aggravate monster | 150 | 3 | 1c | |
cold resistance | 150 | 3 | 1 | |
gain constitution | 150 | 3 | 1 | Y |
gain strength | 150 | 3 | 1 | Y |
increase accuracy | 150 | 3 | 1 | Y |
increase damage | 150 | 3 | 1 | Y |
invisibility | 150 | 3 | 1 | |
poison resistance | 150 | 3 | 1 | |
see invisible | 150 | 3 | 1 | |
shock resistance | 150 | 3 | 1 | |
fire resistance | 200 | 3 | 1 | |
free action | 200 | 3 | 1 | |
levitation | 200 | 3 | 1 | |
regeneration | 200 | 3 | 1 | |
searching | 200 | 3 | 1 | |
slow digestion | 200 | 3 | 1 | |
teleportation | 200 | 3 | 1c | |
conflict | 300 | 3 | 1 | |
polymorph | 300 | 3 | 1c | |
polymorph control | 300 | 3 | 1 | |
teleport control | 300 | 3 | 1 |
Rings are listed in increasing order of base COST, then alphabetically by name. WGT specifies the weight (100 zorkmids weighs 1).
Rings comprise 3% of all randomly-generated items in the main dungeon, 5% in containers, 5% on the Rogue level, and 8% in hell. PROB is the relative probability of each subtype; the suffix specifies the chance of blessed/cursed:
c | 90% cursed, 10% uncursed, 0% blessed | ||||||||||||||||||||
charged | 42.93% cursed, 41.33% uncursed, 15.73% blessed
Courtesy of Bruce Cox:
|
||||||||||||||||||||
otherwise | 10% cursed, 90% uncursed, 0% blessed |
Rings of invisibility carried by Nazguls are always cursed.
The CHG field is Y if the ring can be charged. The initial enchantment has an exponentially-weighted probability, but tends to be in the range of -3 to +3. When a ring with a positive enchantment is charged, it has an (enchantment before) in 7 chance of exploding. Rings with enchantments of <= -5 or >= +7 will always explode when charged. Otherwise, blessed charging adds 1 to 3 enchantments, cursed charging has a 50% chance of removing one enchantment, and uncursed charging always adds +1. Therefore, the highest possible enchantment is +9 by charging and +10 by random generation. You may repeatedly enchant and unenchant a ring.
The effects of rings are controllable by putting on and removing the ring. Most rings will confer an intrinsic or a combat or stat modifier; see rint-340.html and drgn-340.html for descriptions of the intrinsics involved. It is possible to obtain an effect permanently by polymorphing into a metallivore or gelatinous cube (depending on the appearance of the ring; see below) and eating the ring. There is only a 1/3 chance of obtaining the effect this way ("Magic spreads through your body as you digest the ring."). Note that the effect of eating rings that affect stats (gain constitution, gain strength, adornment) will not persist when you change from this form. Eating a ring of free action will confer sleep resistance instead. Rings of slow digestion may not be eaten ("This ring is undigestable!").
Meat rings have no effect when worn, but can be eaten as normal food (see food-340.html). The appearances of other rings are randomized from the following descriptions. These can be eaten by any metallivore (rock mole, rust monster, or xorn):
pearl | iron | twisted | steel | wire |
engagement | shiny |
The following can additionally be eaten by metallivores not restricted to rustprone metals (rock mole or xorn):
bronze | brass | copper | silver | gold |
The following can be eaten by gelatinous cubes:
wooden
These appearances cannot be eaten by any monster:
granite | opal | clay | coral | black onyx |
moonstone | tiger eye | jade | agate | topaz |
sapphire | ruby | diamond | ivory | emerald |
You can determine the appearance of already identified rings using the discoveries command (\).
Wearing a ring (other than a chargeable ring at +0) will increase the rate at which you get hungry; see food-340.html.
When a ring is dropped on top of a sink, you will get a message that can help you identify the ring. Note that most messages require that you are not blind, and the ring of hunger requires that there is a (preferably worthless) object already on the sink; if these are not the case, you will just get "You hear the ring bouncing down the drain pipe." Except for the rings of searching and slow digestion, there is a 95% chance that the ring will fall down the drain and you will lose it forever.
RING | MESSAGE |
---|---|
meat ring | "Several flies buzz around the sink."
Works when blind. |
adornment | "The faucets flash brightly for a moment." |
hunger | If you are unblind and there are any items on the sink (except
ball or chain) and they fail a resistance roll, they disappear:
"Suddenly, <item> vanishes from the sink!" |
protection | "The sink glows silver/black for a moment."
depending on non-negative/negative enchantment. |
prot from shape changers | "The sink looks nothing like a fountain." |
stealth | "The sink seems to blend into the floor for a moment." |
sustain ability | "The water flow seems fixed."
Works when blind. |
warning | "The sink glows white for a moment." |
aggravate monster | "Several flies buzz angrily around the sink."
Works when blind. |
cold resistance | "The cold water faucet flashes brightly for a moment." |
gain constitution | "The water flow seems greater/lesser now."
depending on non-negative/negative enchantment. Works when blind. |
gain strength | "The water flow seems stronger/weaker now."
depending on non-negative/negative enchantment. Works when blind. |
increase accuracy | "The water flow hits/misses the drain."
depending on non-negative/negative enchantment. Works when blind. |
increase damage | "The water's force seems greater/smaller now."
depending on non-negative/negative enchantment. Works when blind. |
invisibility | "You don't see anything happen to the sink." |
poison resistance | "You smell rotten <fruit>."
Works when blind. |
see invisible | "You see some air in the sink." |
shock resistance | "Static electricity surrounds the sink."
Works when blind. |
fire resistance | "The hot water faucet flashes brightly for a moment." |
free action | "You see the ring slide right down the drain!" |
levitation | "The sink quivers upward for a moment."
Works when blind. |
regeneration | "The sink looks as good as new." |
searching | "You thought your ring got lost in the sink, but there it is!"
You never lose the ring. Works when blind. |
slow digestion | "The ring is regurgitated!"
You never lose the ring. Works when blind. |
teleportation | "The sink momentarily vanishes." |
conflict | "You hear loud noises coming from the drain."
Works when blind. |
polymorph | "The sink momentarily looks like a fountain." |
polymorph control | "The sink momentarily looks like a regularly erupting geyser." |
teleport control | "The sink looks like it is being beamed aboard somewhere." |
Thanks to Bruce Cox for proofreading the original version of
this file.
Further corrections and clarifications provided by
Irina Rempt.