January 31st, 2015

Amulets

Some amulets teach the wearer a spell that can be cast by using the amulet as an energy source. This will, however, trigger a cooldown on the amulet that prevents the spell from being cast again until the cooldown reaches 0. In addition to casting a spell, an amulet with the qualities mentioned above will trigger a 30 turn cooldown when it is equipped, unless it is on a longer cooldown already. Note that an amulet on a cooldown must be worn in order for the cooldown to reach 0 (the amulet drains energy from the wearer or something...).

Blessed amulets can have up to two different enchants on them instead of one. Some blessed amulets can have additional benefits such as stronger bonuses or more powerful spell effects than they would normally have.

Cursed amulets that teach a spell always result to a miscast when the spell is cast. Otherwise cursed amulets have no additional harmful effects besides the usual penalties (see Cursed Items).

Amulet of Abjuration

    Teaches the wearer how to cast Divine Shield that absorbs 5D6 points of damage and lasts for 5D6 x 10 turns or until the shield breaks. Divine Shield has a 180 turn cooldown and it may not be cast again during the cooldown.

Amulet of Asphyxia

    Causes 1 point of damage per turn when equipped. Amulet of Asphyxia will become magically bound on equip and cannot be unequipped (see Cursed Items).

Amulet of Conjuration

    Teaches the wearer how to cast Conjure Daemon (see Scroll of Summoning). Conjure Daemon has a 180 turn cooldown and it may not be cast again during the cooldown.

Amulet of Divination

    Teaches the wearer how to cast Identify Item (see Scroll of Identify). Identify Item has a 60 turn cooldown and it may not be cast again during the cooldown.

Amulet of Enchantment

    Teaches the wearer how to cast Enchant Item (see Scroll of Enchanting). Enchant Item has a 180 turn cooldown and it may not be cast again during the cooldown.

Amulet of Evocation

    Teaches the wearer how to cast Elemental Orb that counts as an enlarged Flaming, Frozen and Electric Orb but it does not gain the extra damage for being enlarged and its damage modifier is (STA / 2 rounding up). The damage modifier is capped to 3 unless the amulet is blessed in which case it is always 5. Elemental Orb has a 120 turn cooldown and it may not be cast again during the cooldown.

Amulet of Exhaustion

    Causes one point of energy damage to the wearer on a D6 roll of 1, 2, and 3. Amulet of Exhaustion will become magically bound on equip and cannot be unequipped (see Cursed Items).

Amulet of Fire Ward

    Increases fire resistance by 5 and grants immunity against fire effects.

Amulet of Free Action

    Grants a haste effect and immunity against slow effects.

Amulet of Frost Ward

    Increases frost resistance by 5 and grants immunity against frost effects.

Amulet of Ghost Form

    Turns the wearer ethereal. Ethereal creatures ignore one half of physical, poison and disease damage but suffer double damage from magical, fire, frost and shock spells. Enchanted weapons work normally against ethereal creatures.

Amulet of Illusion

    Teaches the wearer how to cast Clone Creature that creates a clone of the target creature that aids the caster for 5D6 x 10 turns. Clone Creature has a 180 turn cooldown and it may not be cast again during the cooldown.

Amulet of Necromancy

    Teaches the wearer how to cast Animate Dead (see Scroll of Animation). Animate Dead has a 180 turn cooldown and it may not be cast again during the cooldown.

Amulet of Nine Lives

    Restores the wearer to half or full health upon death on a D6 roll of 5 or 6.

Amulet of Pestilence

    Summons a giant rat on a D6 roll of a 1. Amulet of Pestilence will become magically bound on equip and cannot be unequipped (see Cursed Items).

Amulet of Protection

    Increases all resistances by 1 and grants immunity against stun effects.

Amulet of Reflection

    Reflects half or full weapon and orb spell damage back at the attacker on a D6 roll of 5 or 6.

Amulet of Seven Keys

    Allows the wearer to automatically pick locks and moving no longer breaks stealth (while the wearer is hidden, any normal move to an empty space is a free Silent Move that always succeeds).

Amulet of Shock Ward

    Increases shock resistance by 5 and grants immunity against shock effects.

Amulet of Stone Form

    Paralyses the wearer for D6 turns, or instantly kills if already paralysed, on a 2D6 roll of 2. Amulet of Stone Form will become magically bound on equip and cannot be unequipped (see Cursed Items).

Amulet of Transmutation

    Teaches the wearer how to cast Transmute Item that converts the targeted item in the caster's inventory into gold coins. Transmute Item has a 60 turn cooldown and it may not be cast again during the cooldown.

Amulet of Yendor

    Adorable piece of jewelry, contains no magical powers though.