Rings =

See also: Identifying rings using sinks | Ring Intrinsics

RINGCOSTWGTPROBCHG
meat ring510 
adornment10031Y
hunger10031c 
protection10031Y
protection from shape changers10031  
stealth10031 
sustain ability10031 
warning10031 
aggravate monster15031c 
cold resistance15031 
gain constitution15031Y
gain strength15031Y
increase accuracy15031Y
increase damage15031Y
invisibility15031 
poison resistance15031 
see invisible15031 
shock resistance15031 
fire resistance20031 
free action20031 
levitation20031 
regeneration20031 
searching20031 
slow digestion20031 
teleportation20031c 
conflict30031 
polymorph30031c 
polymorph control30031 
teleport control30031 

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% on the Rogue level, and 8% in hell. PROB is the relative probability of each subtype; the suffix specifies the chance of blessed/cursed:
c90% cursed, 10% uncursed, 0% blessed
charged42.93% cursed, 41.33% uncursed, 15.73% blessed
 +ve+0-ve=
blessed181/1200
(15.08%)
1/240
(0.42%)
7/3000
(0.23%)
=59/375
(15.73%)
uncursed1/3
(33.33%)
1/60
(1.67%%)
19/300
(6.33%)
=31/75
(41.33%)
cursed19/1200
(1.58%)
1/240
(0.42%)
307/750
(40.93%)
=161/375
(42.93%)
otherwise10% 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 charging 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."). Note that the effect of eating rings that affect stats (gain constitution, gain strength, adornment) will not persist when you change from this form. Eating a ring of free action will confer sleep resistance instead. Rings of slow digestion may not be eaten ("This ring is undigestable!").

Meat rings have no effect when worn, but can be eaten as normal food (see Food). The appearances of other rings are randomized from the following descriptions.
These can be eaten by a metallivore (rock mole, rust monster, or xorn):
bronzepearlironbrasscopper
twistedsteelsilvergoldwire
engagementshiny    
The following can be eaten by gelatinous cubes:
woodenivory   
These appearances cannot be eaten by any monster:
graniteopalclaycoralblack onyx
moonstonetiger eyejadeagatetopaz
sapphirerubydiamondemerald 

You can determine the appearance of already identified rings using the discoveries command (\).