Draft:Rings

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Omega 0.90.4

Rings are equipment worn in four dedicated inventory slots. Omega's ten ordinary types share a yellow = symbol, but offer very different benefits: protection, stronger attributes, vision, regeneration or information. Some have no useful power. Ring mail is body armor, not a ring.[1]

Types

Value is the base value in Au, not a shop quotation. Item level affects generation, not the character level needed to wear a ring. All begin at weight 1; burden becomes much heavier while worn. The table is ordered by value, then name.[2]

Ring Value Item level Main effect
Ring of burden 1 0 Becomes weight 1000 while worn; ordinary copies start cursed
Ring of brass and glass 10 0 No magical effect
Ring of fire resistance 100 3 Fire damage immunity, even when cursed
Ring of gaze immunity 100 2 Gaze immunity, even when cursed
Ring of poison resistance 100 4 Poison immunity and cure; cursed form removes immunity and poisons
Ring of self-knowledge 100 0 Character report when equipped noncursed
Ring of strength 100 1 Adds current Strength; cursed form subtracts it
Ring of truesight 400 3 Sustained true sight; cursed form causes blindness
Ring of protection 500 4 Adds Protection; cursed form subtracts it
Ring of regeneration 1000 5 Converts mana into gradual HP recovery, even when cursed

Generation and identification

Rings can occur in random loot and monster possessions, pawn-shop stock and acquirement. A positive-strength acquirement can select the type, but still makes an ordinary random ring. Ten of the 135 initial random-item category slots choose rings; the constructor then selects one of ten types before the caller accepts or rejects its item level.[3]

For candidate item level L and generation level D, the acceptance weight is 100% if L is below D, about 67% if equal, 34% if L = D + 1, and 1% if higher. Within the ring category, each type's final share is its weight divided by the sum of all ten weights. These are not ten equally likely final drops.[4]

Ordinary rings other than burden are 60% neutral, 20% blessed and 20% cursed; nonzero blessing or curse magnitude ranges from 1 to 10. Burden instead starts with curse -1. Enchantment is rolled separately before the cursed adjustment:[5]

Enchantment-roll probability Noncursed result Cursed result
1/2 +1 -2
1/4 +2 -3
1/8 +3 -4
Continuing halves +4, +5, and higher -5, -6, and lower

Alchemy supplies blessed rings of fire resistance, gaze immunity, poison resistance, strength and truesight from eight kinds of remains. These copies use the source species' level as enchantment instead of the ordinary roll. A recipe is not evidence that the living monster carries a ring; individual pages list prices and ingredients.[6]

Appearances

Each game shuffles twenty appearances and assigns ten to the ring types. Neither material nor gemstone establishes the power across games.[7]

Possible appearance Possible appearance
Gold ring with a blue gem Collegium Magii class ring
Brass ring Worn stone ring
Mithril ring with a red gem Diorite ring
Platinum ring Ancient scarab ring
Gold dragon's head ring Plastic charm ring
Bronze ring Soapy gypsum ring
Aardvark seal ring Glass ring
Grey metal ring Glowing bluestone ring
Silver skull ring Ring with eye sigil
Onyx ring Zirconium ring

Identification

Full identification displays blessing or curse and enchantment. Recognizing the type alone does not establish whether this particular ring is safe to wear.[8]

Worn type Automatic knowledge
Strength; truesight Reveals this ring and its type, including cursed use
Regeneration; self-knowledge Reveals this ring; reveals the type for other copies only when noncursed
Burden; brass and glass; fire resistance; gaze immunity; poison resistance; protection The worn effect does not itself set identification

An observable benefit or harmful message can suggest an identity without fully identifying the item. Several cursed rings keep their normal names and powers, but still become stuck.[9]

Truesight additionally resets the individual ring to type-only knowledge when its power is applied or removed. Previously displayed curse and enchantment details can disappear without those actual properties changing.[10]

Wearing rings

Use i to manage inventory and place a ring in one of the four ring slots. In the full-screen inventory, select an empty ring slot and use t to take a ring from the pack; use e to exchange the selected slot with the up-in-air slot. A ring merely carried in the pack or a hand supplies no worn power. These operations take time: taking from the pack adds five ticks to the inventory action, and an exchange adds two.[11]

Rings have no activation-charge cost. Regeneration is an exception to a cost-free ongoing benefit: its healing consumes mana. A cursed ring in use blocks ordinary removal, dropping and putting it into the pack. This applies even to a harmless brass-and-glass ring or a cursed ring that still grants useful immunity. Cancel before equipping an unknown copy, rather than expecting to undo the experiment afterward.[12]

Separate copies may occupy separate ring slots. Strength and Protection contributions add; immunity checks only need a positive total, so redundant fire rings do not make fire protection stronger. Extra true-sight or regeneration contributions sustain the same effect, without sharper sight or faster healing. Removing a ring subtracts its contribution from the current shared total, rather than restoring a saved prior state; effects that clear or alter that total can change the result. Poison resistance has a particularly important curse-removal exception.[13]

Enchantment and strategy

Strength and protection are the two ring powers that scale directly with absolute enchantment: a noncursed ring adds |P| + 1 to its attribute or Protection, while a cursed ring subtracts the same amount. Additional pluses do not improve the other eight powers. Blessing magnitude likewise does not strengthen those powers merely by becoming more positive.[14]

Enchantment can improve useful rings, but checks for an explosion against the old positive enchantment: +1 is safe at that check, +2 already has a 5% risk, and high positive values become increasingly dangerous. Enchanting does not itself remove a curse. Adding to a negative enchantment may reduce its absolute magnitude rather than improve its effect. Hostile disenchantment can erase a ring's power; ordinary later enchanting does not restore it.[15]

Blessing and self-targeted dispelling can address stuck equipment under different strength rules. They can also remove and reapply a worn effect immediately. Cure blindness, poisoning or lost protection separately when the ring's special behavior requires it; changing the curse label is not proof that every consequence has been repaired.[16]

Choose for the encounter. Fire and poison immunity solve different damage threats; truesight locates invisible opponents but does not block a catoblepas' gaze. A truesight ring also frees the cloak slot for negative-energy protection or displacement. Preserve mana when relying on regeneration, and remove a noncursed self-knowledge ring after consulting its report if another power would be more useful in that slot.[17]

References

  1. defs.h in Omega 0.90.4, line 683; defs.h in Omega 0.90.4, line 748; defs.h in Omega 0.90.4, lines 1411–1414; iinit.h in Omega 0.90.4, lines 334–352.
  2. iinit.h in Omega 0.90.4, lines 334–352; item.c in Omega 0.90.4, lines 7–41; itemf2.c in Omega 0.90.4, lines 45–64.
  3. item.c in Omega 0.90.4, lines 7–41; item.c in Omega 0.90.4, lines 143–152; lev.c in Omega 0.90.4, lines 373–394; site1.c in Omega 0.90.4, lines 1043–1052; effect1.c in Omega 0.90.4, lines 689–697.
  4. item.c in Omega 0.90.4, lines 29–33; util.c in Omega 0.90.4, lines 26–31.
  5. item.c in Omega 0.90.4, lines 143–152; item.c in Omega 0.90.4, lines 506–533; iinit.h in Omega 0.90.4, line 336.
  6. minit.h in Omega 0.90.4, lines 97–99; minit.h in Omega 0.90.4, lines 163–167; minit.h in Omega 0.90.4, lines 217–221; minit.h in Omega 0.90.4, line 263; minit.h in Omega 0.90.4, line 275; site1.c in Omega 0.90.4, lines 845–869.
  7. omega.c in Omega 0.90.4, lines 436–463; item.c in Omega 0.90.4, lines 421–447.
  8. inv.c in Omega 0.90.4, lines 221–277.
  9. itemf1.c in Omega 0.90.4, lines 11–14; itemf1.c in Omega 0.90.4, lines 854–870; itemf1.c in Omega 0.90.4, lines 900–934; itemf2.c in Omega 0.90.4, lines 12–125; inv.c in Omega 0.90.4, lines 1584–1592.
  10. itemf1.c in Omega 0.90.4, lines 900–934; inv.c in Omega 0.90.4, lines 221–277.
  11. command1.c in Omega 0.90.4, lines 72–74; inv.c in Omega 0.90.4, lines 909–1104; inv.c in Omega 0.90.4, lines 1345–1454; inv.c in Omega 0.90.4, lines 1492–1572.
  12. inv.c in Omega 0.90.4, lines 1274–1314; inv.c in Omega 0.90.4, lines 1354–1358; inv.c in Omega 0.90.4, lines 1584–1592; itemf2.c in Omega 0.90.4, lines 107–125; aux2.c in Omega 0.90.4, lines 233–245.
  13. itemf1.c in Omega 0.90.4, lines 854–934; itemf2.c in Omega 0.90.4, lines 23–125; aux2.c in Omega 0.90.4, lines 172–176; aux2.c in Omega 0.90.4, lines 233–245.
  14. itemf1.c in Omega 0.90.4, lines 854–934; itemf2.c in Omega 0.90.4, lines 12–125.
  15. effect1.c in Omega 0.90.4, lines 8–114.
  16. effect1.c in Omega 0.90.4, lines 118–201; effect3.c in Omega 0.90.4, lines 827–855; itemf2.c in Omega 0.90.4, lines 80–98.
  17. itemf1.c in Omega 0.90.4, lines 900–934; itemf2.c in Omega 0.90.4, lines 12–21; itemf2.c in Omega 0.90.4, lines 66–125; mstrike.c in Omega 0.90.4, lines 42–66; aux2.c in Omega 0.90.4, lines 233–245.