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Requests For New Jewellery

MainPage»Idea

Amulet of Teleportation

  • Weight: 0.3
  • Defence : 0
  • Price: 300 gold
  • Type: Amulet
  • Special Powers: Randomly casts the teleport spell while worn.
  • Concept: Unpredictable, sometimes dangerous but potentially useful.
  • Purpose in game: Introduce a bit of risk and strategy.
  • Optional features: Could be impossible to remove it and change your mind.
  • Discussion:

Ring of Free Action

  • Weight: 0.1
  • Defence : 0
  • Price: 500 gold
  • Type: Ring
  • Special Powers: Prevents the wearer from being stunned
  • Concept: Stop yourself getting stunned.
  • Purpose in game: Stun can be a bit overpowered. This provides a counter to it.
  • Optional features:
  • Discussion: Discuss the idea here.

Ring of Courage

  • Weight: 0.1
  • Defence : 0
  • Price: 10 gold
  • Type: Ring
  • Special Powers: Makes you fearless
  • Concept: A very cheap ring that prevents some monsters from getting scared.
  • Purpose in game: Low cost, small benefit, decent starter rings
  • Optional features:
  • References: http://steamcommunity.com/app/329970/discussions/0/305509857557110382/
  • Discussion: Discuss the idea here.

Ring of Looting

  • Weight: 0.1
  • Defence : 0
  • Price: 2000 gold
  • Type: Ring
  • Special Powers: Lets you carry as much stuff as an imp (Carry Anything).
  • Concept: Imps can carry a huge amount but this ring lets other minions do that. The main sacrifice is losing fire or poison resistence on your ring slot.
  • Purpose in game: Helps when you want to loot things after or during a battle
  • Optional features: Removing the ring makes you drop it all.
  • Discussion: Discuss the idea here.

Ring of Trap Detection

  • Weight: 0.1
  • Defence : 0
  • Price: 200
  • Type: Ring
  • Special Powers: Allows you to walk past traps without triggering them
  • Concept: It should be possible to avoid traps sometimes.
  • Purpose in game: Traps can be a bit Over Powered at the moment.
  • Optional features: Disarm traps
  • Discussion: Discuss the idea here.

Amulet of Dexterity

  • Weight: 0.3
  • Defence : 0
  • Price: 300 gold
  • Type: Amulet
  • Special Powers: +4 dexterity
  • Concept: Stat bonus equipment is pretty standard in rogue-likes
  • Purpose in game: Alternative to the other amulets.
  • Optional features: More expensive/higher dex bonus
  • Discussion: Gloves of dexterity already present

Amulet of Strength

  • Weight: 0.3
  • Defence : 0
  • Price: 300 gold
  • Type: Amulet
  • Special Powers: +4 strength
  • Concept: Jewellery that boosts your stats. Pretty standard concept.
  • Purpose in game: More options for stat bonus equipment
  • Optional features: More expensive/higher strength bonus
  • Discussion: Gloves of strength already present

Ring of Sleeplessness (Implemented in Alpha 23)

  • Weight: 0.1
  • Defence : 0
  • Price: 10 gold
  • Type: Ring
  • Special Powers: Stops sleeping potions from sending you to sleep. Also cancels the “sleeping” task while worn.
  • Concept: Sleeping beauty needed this.
  • Purpose in game: Cheap ring, modest rewards. Good starter ring.
  • Optional features: Could also protect the player from future sleeping spells that don’t exist yet.
  • Discussion: Discuss the idea here.

Amulet of Accuracy

  • Weight: 0.3
  • Defence : 0
  • Price: 100 gold
  • Type: Amulet
  • Special Powers: +10 accuracy
  • Concept: Magic amulet to improve arrow and weapon accuracy.
  • Purpose in game: Accuracy boost (rare).
  • Optional features: Just improve ranged accuracy or just improve weapon accuracy
  • Discussion: Discuss the idea here.

Ring of Darkness (Implemented in Alpha 24 as artifact scroll)

  • Weight: 0.3
  • Defence : 0
  • Price: 100
  • Type: Ring
  • Special Powers: Creates a small halo of darkness around the bearer
  • Purpose in game: It allows creatures of the night to operate in daylight
  • Optional features: Instructions to craft such a thing should have to be discovered
  • Discussion:

Ring of Light

  • Weight: 0.3
  • Defence : 0
  • Price: 100
  • Type: Ring
  • Special Powers: Creates a (rather large) halo of light around the bearer
  • Purpose in game: Improves night vision
  • Optional features: Instructions to craft such a thing should have to be discovered
  • Discussion:

Ring of Stealth

  • Weight: 0.3
  • Price: 300
  • Type: Ring
  • Special Powers: The bearer turns invisible if he stands still for 10 turns.
  • Purpose in game: For solo stealth operations

Lucky Ring/Amulet

  • Weight: 0.3
  • Defence : 0
  • Price: 1000+G
  • Type: Ring or Amulet (there can be only one!)
  • Special Powers: The Minion that has this item equipped and this minion alone can find extra gold on killed minions/enemies or lying on the floor, A chance a trap won’t activate upon walking on it. Better chance to find rare and powerful weapons/armor/scrolls. so if you find nice looking piles of gold and loot send the Lucky minion in and see whats there. if you send in a normal minion, and see the loot, That is what you will get. RNG kind of thing.
  • Concept: Lots of RPG’s have a ring/Necklace like this.
  • Purpose in game: Gives you a lucky edge and full pockets (of Gold that is).
  • Craftable: No
  • Discussion: Discuss the idea here. <-Wot E sed :l

Amulet of Spirit Form

  • Weight: 0.5
  • Defence : 0
  • Price: 1500 G
  • Type: Amulet
  • Special Powers: Permits the wearer to take on a Spiritual Form at will, becoming immune to physical damage but unable to cast spells.
  • Concept: http://classic.battle.net/war3/orc/units/spiritwalker.shtml
  • Purpose in game: Acts as a way to escape tough opponents.
  • Optional features: When in use, make spirits visible and interactible. Possible Halloween event? :)
  • Discussion: Discuss the idea here.

Ring of Sacrificial Power

  • Weight: 0.3
  • Defence : 0
  • Price: N/A – MUST BE FOUND
  • Type: Ring
  • Special Powers: The Cycle of Sacrifice. The Cycle is an ancient ritual that is performed by the wearers of the ring. In order to wear the ring in its dormant state, the current owner needs to be killed. Once the owner is killed, the current Cycle ends and a new ritual begins. The next living creature to wear the ring is sacrificed, their life drained instantly down to zero. The next wearer is granted these life points as bonus damage on their next casted ability. Once the spell is casted, 1% of the life used is permanently kept within the ring to further boost spells in the future on top of the next sacrifice’s life points. After the cast is complete and the permanent life is stored, the ring may be given to the next sacrifice to continue the current Cycle.
    • Math: (Sacrificed Health + Permanent Bonus) = Total Bonus Ability Damage
    • Example: ONE HUNDRED 10-health creatures have been sacrificed during the length of the current Cycle. A new 10-health creature is sacrificed. (10 + 100) = 110 Total Bonus Ability Damage
  • Concept: With great power comes a greater cost.
  • Purpose in game: Allows the player to accumulate power through sacrifices of their servants or slaves.
  • Optional features: The eyes of the wearer (not sacrifice) grow a brighter red with each sacrifice.
  • Discussion: Discuss the idea here.

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