ring-322.txt  Final version for NetHack 3.2.2
Compiled by Kevin Hugo <hugo@cae.wisc.edu>.

RING                             COST  WGT  PROB   CHG
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ : ~~~~  ~~~  ~~~~ : ~~~
adornment                      : $100   3     1  :  Y
hunger                         :  100   3     1c :
protection                     :  100   3     1  :  Y
protection from shape changers :  100   3     1  :
stealth                        :  100   3     1  :
warning                        :  100   3     1  :
aggravate monster              :  150   3     1c :
cold resistance                :  150   3     1  :
gain strength                  :  150   3     1  :  Y
increase damage                :  150   3     1  :  Y
invisibility                   :  150   3     1  :
poison resistance              :  150   3     1  :
see invisible                  :  150   3     1  :
shock resistance               :  150   3     1  :
fire resistance                :  200   3     1  :
levitation                     :  200   3     1  :
regeneration                   :  200   3     1  :
searching                      :  200   3     1  :
teleportation                  :  200   3     1c :
conflict                       :  300   3     1  :
polymorph                      :  300   3     1c :
polymorph control              :  300   3     1  :
teleport control               :  300   3     1  :

Rings are listed in increasing order of base COST, then alphabetically
by name.  WGT specifies the weight (100 zorkmids weighs 1).

Rings comprise 3% of all randomly-generated items in the main dungeon,
5% in containers, 5% in Rougelike bones piles, and 8% in hell.  PROB is
the relative probability of each subtype; the suffix specifies the chance
of blessed/cursed:
    c           90% cursed, 10% uncursed, 0% blessed
    charged     42.93% cursed, 41.33% uncursed, 15.73% blessed
                Courtesy of Bruce Cox:
                              +ve     +0       -ve
		        blessed    181/1200  1/240    7/3000  =  59/375
		        uncursed     1/3     1/60    19/300   =  31/75
		        cursed      19/1200  1/240  307/750   = 161/375
    otherwise   10% cursed, 90% uncursed, 0% blessed
Rings of invisibility carried by Nazguls are always cursed.

The CHG field is Y if the ring can be charged.  The initial enchantment
has an exponentially-weighted probability, but tends to be in the range
of -3 to +3.  When a ring with a positive enchantment is charged, it
has an (enchantment before) in 7 chance of exploding.  Rings with
enchantments of <= -5 or >= +7 will always explode when charged.
Otherwise, blessed charging adds 1 to 3 enchantments, cursed chaging
has a 50% chance of removing one enchantment, and uncursed charging
always adds +1.  Therefore, the highest possible enchantment is +9 by
charging and +10 by random generation.  You may repeatedly enchant and
unenchant a ring.

The effects of rings are controllable by putting on and removing the
ring.  It is possible to obtain an effect permanently by polymorphing
into a metallivore or gelatinous cube (depending on the appearance of
the ring; see below) and eating the ring.  There is only a 1/3 chance
of obtaining the effect this way ("Magic spreads through your body as
you digest the ring.").

The appearances of rings are randomized from the following descriptions.
These can be eaten by a metallivore (rock mole, rust monster, or xorn):
    pearl       iron        brass       copper      silver
    gold        wire        engagement  shiny
The following can be eaten by gelatinous cubes:
    wooden      ivory
These appearances cannot be eaten by any monster:
    granite     coral       black onyx  moonstone   tiger eye
    jade        agate       topaz       sapphire    ruby
    diamond     emerald
You can determine the appearance of already identified rings using the
discoveries command (\).


Identifying rings using sinks
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
When a ring is dropped on top of a sink, you will get a message that
can help you identify the ring.  Note that most messages require that
you are not blind, and the ring of hunger requires that there is a
(preferably worthless) object already on the sink; if these are not the
case, you will just get "You hear the ring bouncing down the drain pipe."
Except for the ring of searching, there is a 95% chance that the ring
will fall down the drain and you will lose it forever.

RING                      MESSAGE
~~~~~~~~~~~~~~~~~~~~~~~~  ~~~~~~~
adornment                 "The faucets flash brightly for a moment."

hunger                    If you are unblind and there are any items on
                          the sink (except ball or chain), they disappear:
                          "Suddenly, <item> vanishes from the sink!"

protection                "The sink glows silver/black for a moment."
                          depending on non-negative/negative enchantment.

prot from shape changers  "The sink looks nothing like a fountain."

stealth                   "The sink seems to blend into the floor for a
                           moment."

warning                   "The sink glows white for a moment."

aggravate monster         "Several flies buzz angrily around the sink."
                          Works when blind.

cold resistance           "The cold water faucet flashes brightly for a
                           moment."

gain strength             "The water flow seems stronger/weaker now."
                          depending on non-negative/negative enchantment.
                          Works when blind.

increase damage           "The water's force seems stronger/weaker now."
                          depending on non-negative/negative enchantment.
                          Works when blind.

invisibility              "You don't see anything happen to the sink."

poison resistance         "You smell rotten fruit."
                          Works when blind.

see invisible             "You see some air in the sink."

shock resistance          "Static electricity surrounds the sink."
                          Works when blind.

fire resistance           "The hot water faucet flashes brightly for a
                           moment."

levitation                "The sink quivers upward for a moment."
                          Works when blind.

regeneration              "The sink looks as good as new."

searching                 "You thought your ring got lost in the sink,
                           but there it is!"
                          You never lose the ring.
                          Works when blind.

teleportation             "The sink momentarily vanishes."

conflict                  "You hear loud noises coming from the drain."
                          Works when blind.

polymorph                 "The sink momentarily looks like a fountain."

polymorph control         "The sink momentarily looks like a regularly
                           erupting geyser."

teleport control          "The sink looks like it is being beamed aboard
                           somewhere."


Acknowledgements
~~~~~~~~~~~~~~~~
Thanks to Bruce Cox <bruce@maths.usyd.edu.au> for proofreading this file.
