Introduced in v1.3, collars are the equivalent of amulets for pets or tamed creatures. Equipping them on a pet confers armor class (AC) bonuses or detriments to it based on the item's enchantment level. Pets do not equip collars automatically, unlike some other equipment. The player will have to first transfer the collar to the pet's inventory, then choose the new equip dialog button.
Obtained From[]
- Dungeon (chance to be found in chests or lying on the ground);
- Fine Jewelry (sold if available).
General Effects[]
Effects for wearing any collar, excluding individual collar abilities:
- Grants +1 charisma bonus if worn by a non-humanoid creature i.e. [pet name] "look cute;"
- Inflicts -10 charisma penalty if worn by humanoid creatures i.e. "You feel ridiculous wearing the [collar name]!".
Types[]
Collars, as with many items, come in random types, with no indication of what the actual powers might be until identified:
- Bejewelled;
- Leather;
- Spiked;
- Studded;
- Legendary (the Gleipnir - an astral collar).
Possible Enchantments[]
- Collar of Jaunting
- Grants the wearer to teleport at will, usually to instantly ascend or descend ladders when following the player. They can also teleport to the player if they are separated and near enough. The collar also grants immunity to all other forms of unintentional teleportation.
- Collar of Levitation
- Grants the wearer with the ability to levitate, which allows pet(s) to engage flying creatures. Their movement speed however, might be slightly effected.
- Collar of Protection
- Grants the wearer higher armor class (AC) than other collars and enables resistance to shock.
- Collar of Unchanging
- Grants the wearer immunity towards change i.e. any form of polymorph.
- Collar of Viciousness
- Grants the wearer Increased damage.