#5202
Ring of wizardry: doesn’t technically provide any extrinsics, but wearing one cuts down on your spellcasting penalties, the same as wearing a robe does (and not stacking with a robe if you also wear that).
Ring of wizardry: doesn’t technically provide any extrinsics, but wearing one cuts down on your spellcasting penalties, the same as wearing a robe does (and not stacking with a robe if you also wear that).
An amulet or a ring of sickness resistance. It would likely be better balanced as an amulet, but more convenient as a ring.
The spell of change metal to wood should work on rings and wands: it turns any metal ring or wand into a randomly selected wooden type of ring or wand. (Note that there is currently only 1 wooden ring). If the wand of wishing happens to be made of wood in the current game, it can’t be randomly chosen.
For wands, it works the same as polymorphing, so the resulting wand will keep its charge count, but of course unlike polymorphing it can’t be repeated since the wand will no longer be metal.
Ring of shooting stars (more or less a straightforward port of the ring of the same name from D&D): a chargeable ring which can be applied or invoked and then prompts for a direction. Once entered, a “shooting star” object (in the venom class?) flies in that direction, with no range limit, and explodes when it stops or hits the floor, possibly creating multiple explosions like the skilled fireball or cone of cold spell, and the ring loses a charge.
The damage type could be any of the following:
How the ring should work with negative charges is not well-defined. It should probably never generate with negative charges anyway, but options here include special-casing the ring so it can’t have negative charges, doing nothing while applied with negative charges, or consuming a negative charge, but with some bad effect like a large chance of exploding on the hero’s space.
This ring is a bit of an oddity in that it has no effect when worn. It probably should have to be worn in order to use it, which makes it more tactically interesting.
Make paranoid trap not a universal option, but tied to gear: certain “careful” pieces of gear such as elven boots passively warn you of known traps before you step into them.
Alternatively, add a ring of paranoia which enables the paranoid warnings for traps and liquids. Or simply add this functionality to the ring of warning.
A ring of monster attraction: Each individual ring is associated with a randomly selected specific, common monster species (or possibly monster class), and causes monsters of that species/class to generate disproportionately often while it’s worn. When the type is known, the ring appears as “ring of monster attraction”, but when an individual one is fully identified, it ring appears as e.g. a “ring of newt attraction”.
Depending on the potential for abuse, it should probably not be allowed to wish for specific monsters. E.g. it’s probably bad to allow the player to wish for a ring of wraith attraction.
Some mechanic (maybe involving forges?) that consumes valuable gems to add enchantment to weapons or rings, because gems tend to become useless at a fairly early point in the game.
Rogues automatically see rings as “low value”, “moderate value”, or “high value”, roughly (but not exactly) corresponding to their base price.
Wearing rings that correspond in appearance to wands double, augment, or otherwise enhance those wands’ effects, including possibly turning a beam into a cone shaped blast.
This could also extend to drinking potions with matching appearances to worn rings, such as drinking a ruby or emerald potion while wearing a ruby or emerald ring.
Artifact ring that provides a cocktail of basic resistances all at once (fire, cold, shock, poison, maybe sleep, maybe acid). This is interesting primarily because it is very useful early in the game and then becomes progressively less useful later on as the hero gets intrinsic resistances.
Could be named “The Ring of Everything Resistance” or “The Chromatic Ring”.
New role, the Artificer:
Also see dtsund’s proposed Tinker role.
If you are not wearing gloves, greased rings slip off your fingers as if you had greasy fingers.
In variants that have withering, add a ring of withering: causes extrinsic withering when worn, and is one of the rings which is usually generated cursed.
A nonmagical ring called a “regimental ring”, which when worn makes soldiers peaceful (unspecified whether higher ranking officers should respect it or not). It possibly appears as rare loot in barracks or rarely generated in the inventory of high-ranking officers.
Ring of quick change, which decreases the amount of time needed to put on and take off gear.
This could be a chargeable ring, which makes the decrease proportional to its enchantment (and a negatively charged ring making gear changes take more time). If implemented as non-chargeable, gear changes would most likely take a constant 1 or 0 turns.
One side effect of wearing this is that nymphs that charm you into taking off armor get fewer or no turns to make additional thefts while you are disrobing.
A ring which gives you effective Basic skill in all weapons when you wear it. (Not specified exactly how the #enhance interface would display your skills when using the ring.)
Eating cursed rings or amulets gives the opposite of the normal effect (likely stripping an intrinsic instead of gaining it).
You can remove a cursed ring by greasing it.
A way to transfer charges from one ring to another, within reasonable limits (such as, probably, the ring gaining charges has to roll for an explosion the same way as if a charging scroll was used on it).
Ring of opening, which unlocks locked doors and boxes instantly while you are wearing it and try to unlock them. If blessed, it additionally untraps doors and boxes when you try to interact with them, but there is a fixed chance it unblesses in the process every time it untraps something.
You can apply various rings to a wand of nothing to turn it into a wand of something related to the ring (e.g. polymorph ring makes a polymorph wand, increase damage becomes striking, see invisible becomes secret door detection, etc). Or instead of the ring identity, make it so that the wand becomes the corresponding material of the ring, e.g. a steel ring will produce a gold wand.
This gives a message, “As you thread the ring onto the [foo wand] it seems to twist in on itself. You now hold a [bar wand] in your hands.”
Possibly it should also work on any cancelled wand, in addition to nothing wands, which are rare and not always identified.
Rather than having fixed rings and amulets in the game, randomly shuffle the properties conferred by them in one big pool at the start of the game. Opening up all sorts of possibilities such as a ring versus poison, a ring of reflection, an amulet of conflict, an amulet of adornment, etc.
Worn rings are targeted last for destruction to electricity damage: they’ll only disintegrate if you’re not carrying any other rings to lose.
You can affix a ring to a suit of ring mail. This will make it part of the ring mail, and will raise its enchantment by 1 if it’s negative.
Ring of increase range, which makes all beams, rays, and projectiles you fire travel farther than normal. Possibly chargeable.
Hobbit players should always start the game with a non-harmful ring.
Ring of criticality, a charged ring that has an (enchantment)% chance per hit of changing the result of the die roll for that hit into a critical hit that deals double damage (and will trigger effects such as Vorpal Blade decapitation). If negatively enchanted, it has the same chance of changing the die roll into a critical failure that deals zero or 1 damage.
Wearing cursed rings causes you to hunger slightly faster than if they weren’t cursed.
Ring that provides magic resistance, but hinders your own spellcasting while you wear it by increasing your spell failure rates. Additionally, it gradually drains your magic energy while being worn. If you have no energy, the ring stops providing magic resistance.
Any rings the player starts with can’t be more than +2 or +3, because randomly starting with +5 rings is rather overpowered.
Magpies, a bird that has a stealing attack; unlike monkeys, the stealing attack is limited to shiny objects (possibly based on their material) that are under a certain weight. Under that rule, rings, gems, and amulets are common targets of theirs. They probably have a rather fast speed, too. They should likely generate in small groups.
Magpies would have an alignment of 0 and lack the M2_HOSTILE flag, and thus may be peaceful to neutrals, but angering one makes all other magpies angry as well.
Ring hunger is increased for rings that have high amounts of charges. For each ring you are wearing that is +4 or above, you lose two points of nutrition for it when its ring hunger is deducted, rather than one point.
Revamp ring explosion on charging them: a ring enchanted to a positive value has a enchantment in 7 chance of “vibrating unexpectedly” or something similar. This is a warning and, like weapon vibration, does not hurt the ring. If you get this message, the ring’s otrapped flag is set. Charging a ring with otrapped set always explodes it.
There is no other way to ascertain the otrapped value of a ring, other than getting this message. A ring that generates at +4 or above has an enchantment in 10 chance of already having otrapped set. Discharging the ring via cursed charging or drain life has a 50% chance of removing the otrapped flag per point lost.
Chargeable ring (or amulet, if it’s feasible to make chargeable amulets) of energy regeneration.
Make somewhat more of the effects from dropping a ring into a sink not lose the ring.
Ring of gold detection, which provides persistent passive gold detection in a radius. Lets you see how much gold a monster is carrying when you chat to them or use a stethoscope. Vault guards are guaranteed to carry one; leprechauns very rarely generate with one.
Ring of item protection (ported from Rogue’s ring of maintain armor): protects all inventory items from damage of any sort, which includes outright destruction such as monsters casting destroy armor and ring/wand explosions. Also includes protection from disenchanter disenchantment.
A “blank ring”, which has no powers. A gemstone can be inserted into it, which will turn it into that type of gemstone ring, whatever it happens to be. Possibly can be obtained by canceling other rings.
Some limited way to charge rings that isn’t the general-purpose magical charging that also charges wands and tools. Maybe add a “scroll of enchant ring” that, like armor and weapon scrolls, only works on rings.
See also L’s Scroll of Enchantment patch, which merges ring, weapon and armor enchanting into a single scroll.
Chargeable ring that reduces incoming damage (perhaps by half, not triggering if half physical or half spell damage applies from some other source) but may lose a charge every time you take damage.
Resistance rings, if worn while using barehanded ungloved combat, get a damage bonus of the elemental type they provide resistance to.
Erosion on rings and amulets makes their effect intermittent.
Brass knuckles, an item that increases damage done with bare hands and martial arts if you are unarmed. There are multiple takes on it:
Silver variants of gear should cost more, and “precious” rings should have some kind of surcharge too, above the base cost of that type of ring.
Make most if not all rings chargeable:
Merge the rings of slow digestion and hunger into a single chargeable ring of digestion. Negative values increase hunger faster, positive values slow it down. Duplicating the effect of a vanilla ring of slow digestion would require getting a +10 ring or stacking up to 10 with two rings. (Possibly the negative/positive values should be switched, but that would complicate the generation code.)
Ring of fast living: gives an experience multiplier and increases hunger rate drastically, multiplies your damage but also multiplies damage you take.
Ring of carrying: new chargeable ring that multiplies the weight of the player’s inventory by (1 - (0.05 * enchantment)) when worn. Stacks with a second ring. Initial charge and beatitude is set the same as any other charged ring.
Proposed nerfs for ring and wand destruction due to electric damage (some of them extensible to scrolls, spellbooks and potions for fire and cold damage):
Merge the rings of sustain ability and slow digestion into a “ring of stasis”. Double-edged effects: slows down digestion like normal, but also slows down healing, energy regeneration, timer effects like confusion and sickness, any timing-out intrinsics, prevents exercise from happening, blocks or reduces to 1 effects that directly change ability scores.
Add more acid resistance sources in FIQHack, to balance yellow dragons’ exploding acid breath. Possibly a ring or amulet of acid resistance.