All ideas tagged "rings"

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.

#4399

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vanilla

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.

#4237

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vanilla

Rogues automatically see rings as “low value”, “moderate value”, or “high value”, roughly (but not exactly) corresponding to their base price.

#4145

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vanilla

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”.

#3974

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vanilla

New role, the Artificer:

  • Artificers can innately see charges on things and use wands at a higher skill level than everyone else.
  • Starts with an inventory of consumables comparable to vanilla wizards’, a scroll of charging, offensive wands, a magic marker, and random tools.
  • Starts with all armors (magic and nonmagic) identified and all tools identified.
  • Restricted in nearly all weapon skills like a monk, or can only reach Basic in a few ones like knife.
  • Quest involves lots of golems.
  • Quest artifact grants double damage with tools and gives blessed charging when invoked.
  • Gnome is a playable race.
  • Has a special tool, an artificer’s knife, which they can use for ring crafting. This works by removing the gem from the ring and replacing it with another gem. Not specified how this works for non-gem rings or rings containing things like black onyx or pearl which aren’t obtainable gems; possibly these are just uncraftable. Crafting a ring like this may destroy it depending on the beatitude of the knife, 75%/90%/99% for B/U/C for non-Artificers, 20%/50%/80% for Artificers.

Also see dtsund’s proposed Tinker role.

#3931

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vanilla

If you are not wearing gloves, greased rings slip off your fingers as if you had greasy fingers.

#3878

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vanilla

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.

#3876

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vanilla

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.

#3875

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vanilla

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.

#3871

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vanilla

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.)

#3733

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vanilla

Eating cursed rings or amulets gives the opposite of the normal effect (likely stripping an intrinsic instead of gaining it).

#3533

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vanilla

You can remove a cursed ring by greasing it.

#3512

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vanilla

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).

#3508

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vanilla

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.

#3318

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vanilla

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.

#3296

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vanilla

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.

#3249

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vanilla

Worn rings are targeted last for destruction to electricity damage: they’ll only disintegrate if you’re not carrying any other rings to lose.

#3225

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vanilla

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.

#3211

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vanilla

Ring of increase range, which makes all beams, rays, and projectiles you fire travel farther than normal. Possibly chargeable.

#3195

 · 
EvilHack

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.

#3019

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vanilla

Wearing cursed rings causes you to hunger slightly faster than if they weren’t cursed.

#2979

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vanilla

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.

#2739

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vanilla

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.

#2733

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vanilla

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.

#2033

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vanilla

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.

#1979

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vanilla

Chargeable ring (or amulet, if it’s feasible to make chargeable amulets) of energy regeneration.

#1939

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vanilla

Make somewhat more of the effects from dropping a ring into a sink not lose the ring.

#1867

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vanilla

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.

#1860

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vanilla

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.

#1452

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vanilla

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.

#1356

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vanilla

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.

#1257

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vanilla

Resistance rings, if worn while using barehanded ungloved combat, get a damage bonus of the elemental type they provide resistance to.

#1030

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vanilla

Erosion on rings and amulets makes their effect intermittent.

#1002

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vanilla

Brass knuckles, an item that increases damage done with bare hands and martial arts if you are unarmed. There are multiple takes on it:

  1. They are a ring-slot item, possibly occupying both ring slots at once, or just one. In this case, you must also not be wearing gloves in order to get the bonus damage, or else you can’t even put on gloves while wearing the knuckles. Can be charged like other rings to increase the damage dealt by them; however, the damage boost even when they are +0 is significant.
  2. They are glove-slot armor. This is nice because it means they can be enchanted with enchant armor rather than charging. While the enchantment increases damage, it does NOT provide any AC bonus.

#972

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vanilla

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:

  • Hunger / slow digestion: merge, and the positive and negative enchantment work different ways.
  • Stealth works in a radius / makes monsters have to roll higher to detect you.
  • Warning increases or decreases its regular radius.
  • Aggravate monster works in a radius, or affects monsters’ rolls for being aggravated.
  • Invisibility / see invisible: work in a radius, possibly.
  • Searching: radius or have it affect your chance of finding something
  • Polymorph / teleportation: affect the frequency at which it triggers
  • Conflict: radius or affect monster rolls
  • Most other rings that confer binary trinsics like teleport control or free action or sustain ability are difficult to make chargeable.

#727

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vanilla

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.)

#713

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vanilla

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):

  • Rings never explode, as they are rarer and a more crucial part of a player’s gear. Only wands explode.
  • Wands and rings made of metal never explode.
  • The amount of wands and rings that can be destroyed by a single shock attack has a fixed cap. (Currently it has no cap and everything can be destroyed if you’re unlucky.)
  • Extrinsic shock resistance (and only extrinsic) protects against these effects completely.
  • Wands and rings hit by electricity act similarly to being charged, though they don’t actually get charged. Wands have their recharge counter incremented then roll for explosion. Chargeable rings roll for explosion at their current enchantment (meaning +0 rings will be safe). Not specified what should happen to unchargeable rings; perhaps they should just behave like +2 rings or something.
  • The maximum number of items that will be destroyed is the amount of damage divided by 10, so an attack dealing less than 10 damage will never destroy anything, and e.g. a 6d6 damage attack from a wand will destroy at most 3 things. Combined with a possible hard cap of 5 or so items per 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 attributes.

More acid resistance sources in FIQHack, to balance yellow dragons’ exploding acid breath. Possibly a ring or amulet of acid resistance.