That means it doesn't have any runes you don't know. Try activating it; activations don't count as runes, but it won't show as fully known until you know the activation.
One for the Dark Lord on his dark throne
In the Land of Mordor where the Shadows lie.
Nick, you know that there is no indication in the game that one must activate an item to fully know its abilities. And not all items work the same, artifacts will tell you their activation without the need for a test.
Just out of curiosity, in the roleplaying aspect of the game, how would a character actually activate an item he/she is wearing? Do they say a word or think really hard about it? Even more so, would it work if they don't know what it is supposed to do? Not that it has to be realistic, but I've always wondered what @ actually does.
A(3.1.0b) CWS "Fyren_V" NEW L:50 DL:127 A++ R+++ Sp+ w:The Great Axe of Eonwe
A/FA W H- D c-- !f PV+++ s? d P++ M+
C- S+ I- !So B ac++ GHB? SQ? !RQ V F:
That means it doesn't have any runes you don't know. Try activating it; activations don't count as runes, but it won't show as fully known until you know the activation.
This is particularly problematic for The One Ring, since it's activation for "bizarre things" includes a draconian permanent experience drain that cannot be undone.
“We're more of the love, blood, and rhetoric school. Well, we can do you blood and love without the rhetoric, and we can do you blood and rhetoric without the love, and we can do you all three concurrent or consecutive. But we can't give you love and rhetoric without the blood. Blood is compulsory. They're all blood, you see.”
― Tom Stoppard, Rosencrantz and Guildenstern are Dead
This is particularly problematic for The One Ring, since it's activation for "bizarre things" includes a draconian permanent experience drain that cannot be undone.
This was even more problematic in PWMAngband where one flavor of ring is "ring of Polymorphing" and the only way to ID the flavor was activating it... to polymorph into the ring's shape (which could be game ending if it was a nonmoving monster) which also destroyed the ring with a "ruination + detonation" (as per the old potion) effect. I fixed the issue by automatically IDing the flavor on wield, since forcing to activate the ring was unfair.
This is particularly problematic for The One Ring, since it's activation for "bizarre things" includes a draconian permanent experience drain that cannot be undone.
You don't really need to fully ID the One Ring. Unlike those rings of digging and open wounds, you'll never find another, and it can't possibly be confused for anything else.
You don't really need to fully ID the One Ring. Unlike those rings of digging and open wounds, you'll never find another, and it can't possibly be confused for anything else.
Tell that to the newbie who thinks they need to activate it to discover some unknown rune. This was identified as a bug in early play testing of runeid and was corrected, but may have crept back in.
“We're more of the love, blood, and rhetoric school. Well, we can do you blood and love without the rhetoric, and we can do you blood and rhetoric without the love, and we can do you all three concurrent or consecutive. But we can't give you love and rhetoric without the blood. Blood is compulsory. They're all blood, you see.”
― Tom Stoppard, Rosencrantz and Guildenstern are Dead
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