Jump to content
Toggle menu
  • 3.1K articles
  • 4.4K files
  • 19 users
  • 91.5K edits
Ashenzari's Archive
Toggle preferences menu
Toggle personal menu
Not logged in
Your IP address will be publicly visible if you make any edits.

Necklace of Bloodlust: Difference between revisions

From Ashenzari's Archive
Hordes (talk | contribs)
Hordes (talk | contribs)
m unbullet
Line 13: Line 13:
The '''necklace of Bloodlust'''<ref>{{source ref|0.30.0|art-data.txt|1113}}</ref> is definitely not the sort of item that a melee character would want to use regularly. While +6 slay and Will++ are excellent properties, the berserkitis makes it a risky piece of gear.  
The '''necklace of Bloodlust'''<ref>{{source ref|0.30.0|art-data.txt|1113}}</ref> is definitely not the sort of item that a melee character would want to use regularly. While +6 slay and Will++ are excellent properties, the berserkitis makes it a risky piece of gear.  


If you can't go berserk, you can take "full" advantage of Bloodlust's other properties.  
If you can't go berserk, you can take "full" advantage of Bloodlust's other properties. [[Undead]] players and those with [[clarity]] are unaffected by *Rage, making it a safe amulet to use. [[Ranged weapon]] users greatly appreciate this amulet - ranged weapons benefit from slaying, but don't trigger the berserk. Casters can use this amulet for the Will++; the -3 intelligence penalty is too small to matter.
*[[Undead]] players and those with [[clarity]] are unaffected by *Rage, making it a safe amulet to use.
*[[Ranged weapon]] users greatly appreciate this amulet, as these weapons benefit from slaying, but don't trigger *Rage.
*Casters can use this amulet for the Will++; the -3 intelligence penalty is too small to matter.


Even if you're a melee character who is affected by rage, it can be useful as a niche swapout. Swap it in whenever berserk is helpful (such as before taking on a [[ghost vault]]), though note that it takes 5 turns to put on an amulet (and another 5 turns to remove one).
Even if you're a melee character who is affected by berserk, it can be a niche swapout. Swap it in whenever berserk is helpful (such as before taking on a [[ghost vault]]), though note that it takes 5 turns to put on an amulet (and another 5 turns to remove one).


==History==
==History==

Revision as of 19:45, 17 October 2023

Version 0.30: This article may not be up to date for the latest stable release of Crawl.
A necklace made of bloodstained human and animal teeth, and something that appears to be a piece of spine.

the necklace of Bloodlust

Forces berserk (on 50% of melee attacks)
-3 intelligence
+80 willpower (Will++)
+6 slaying
Extends berserk on 50% of kills for (1 + 1d4) / 2 turns

Desirability

The necklace of Bloodlust[1] is definitely not the sort of item that a melee character would want to use regularly. While +6 slay and Will++ are excellent properties, the berserkitis makes it a risky piece of gear.

If you can't go berserk, you can take "full" advantage of Bloodlust's other properties. Undead players and those with clarity are unaffected by *Rage, making it a safe amulet to use. Ranged weapon users greatly appreciate this amulet - ranged weapons benefit from slaying, but don't trigger the berserk. Casters can use this amulet for the Will++; the -3 intelligence penalty is too small to matter.

Even if you're a melee character who is affected by berserk, it can be a niche swapout. Swap it in whenever berserk is helpful (such as before taking on a ghost vault), though note that it takes 5 turns to put on an amulet (and another 5 turns to remove one).

History

  • Prior to 0.28, the amulet only forced berserk on 5% of melee attacks, but had evocable berserk.
  • Prior to the removal of curses in 0.27, this item would curse on equip.
  • Prior to 0.25, this amulet's base type was an amulet of rage.
  • Prior to 0.20, the amulet only gave +3 slaying and +40 magic resistance.
  • Prior to 0.19, the amulet had a +2 strength buff was removed and only a -2 intelligence malus.
  • Prior to 0.18, the forced berserk chances were decreased from 9% to 5%.
  • Prior to 0.15, the amulet had a stealth penalty of -20.
  • Prior to 0.14, the amulet only gave 30 MR.
  • In 0.12 the odds of the amulet causing berserk were changed.

References