The curse that isn't

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  • Moving Pictures
    Adept
    • Mar 2018
    • 190

    The curse that isn't

    I can't tell you the number of times some critter has teleported @ away, and I've said "If only there were some way of stopping an unwanted teleport."
    Teleport traps
    Tengus
    Vampires
    Titans (who will gleefully do the "come hither" trick when you've lined up a corridor for your speed-enhanced ranger to turn Bubba into a pincushion from afar)
    Some way-down uniques - Witch King, iirc, teleports you away just as you've got him down to an asterisk or two....
    Nexus critters
    Qulthywhateveryouspellsem

    Lo and behold, @ found a [+7] ring of protection, "cursed" with "stops teleporting." And slipped it on for a nexus vortex that could only scramble, but not teleport elsewhere.

    That "cursed" ring is not going away. Will take that to the depths of hell, or death, whicheve comes first.

    Also found a +5 ring of strength cursed with "makes occasional noise" that frankly, has no meaning if used as a swap before some nasty softened up with range weapons closes the gap.
  • Philip
    Knight
    • Jul 2009
    • 881

    #2
    Consistently using that ring will get you killed. It extends the timeline for getting out of a nasty situation by one turn, and that is plenty of time to die. Teleportation is the only feasible way of getting out of danger past dlvl 20 or so, when pretty much every monster can kill you while running away on foot. Titans and deep uniques in particular have a tendency to summon a bunch of monsters that could quite possibly kill you in one round, and if you have no way of teleporting, then your only option is Banish or Destruct, and those are in limited supply for most characters.

    As for the ring of strength, well, the effect of the curse is to make it a swap item (costing a pack slot and being vulnerable to electricity) rather than a constant use item.

    Comment

    • Derakon
      Prophet
      • Dec 2009
      • 8820

      #3
      In other words, that curse is going to lure you into getting yourself killed, which makes it an ideal curse.

      Comment

      • konijn_
        Hellband maintainer
        • Jul 2007
        • 345

        #4
        Originally posted by Moving Pictures
        I can't tell you the number of times some critter has teleported @ away, and I've said "If only there were some way of stopping an unwanted teleport."
        Teleport traps
        Tengus
        Vampires
        Titans (who will gleefully do the "come hither" trick when you've lined up a corridor for your speed-enhanced ranger to turn Bubba into a pincushion from afar)
        Some way-down uniques - Witch King, iirc, teleports you away just as you've got him down to an asterisk or two....
        Nexus critters
        Qulthywhateveryouspellsem

        Lo and behold, @ found a [+7] ring of protection, "cursed" with "stops teleporting." And slipped it on for a nexus vortex that could only scramble, but not teleport elsewhere.

        That "cursed" ring is not going away. Will take that to the depths of hell, or death, whicheve comes first.

        Also found a +5 ring of strength cursed with "makes occasional noise" that frankly, has no meaning if used as a swap before some nasty softened up with range weapons closes the gap.
        Same for aggravation curse; in some variants it will turn off any AI, getting those hounds right where you want them.
        * Are you ready for something else ? Hellband 0.8.8 is out! *

        Comment

        • Moving Pictures
          Adept
          • Mar 2018
          • 190

          #5
          Originally posted by Philip
          Consistently using that ring will get you killed..
          Used it once. Angband giveth, blue dragon breath taketh away.

          Comment

          • Timo Pietilä
            Prophet
            • Apr 2007
            • 3964

            #6
            Originally posted by Philip
            Consistently using that ring will get you killed. It extends the timeline for getting out of a nasty situation by one turn, and that is plenty of time to die. Teleportation is the only feasible way of getting out of danger past dlvl 20 or so, when pretty much every monster can kill you while running away on foot. Titans and deep uniques in particular have a tendency to summon a bunch of monsters that could quite possibly kill you in one round, and if you have no way of teleporting, then your only option is Banish or Destruct, and those are in limited supply for most characters.
            Not if you choose where you fight, know what the monster you are fighting can do and have reliable tele-other if/when nasty summon happens, if it can happen at all (anti-summoning corridors and use of glyphs). There you really don't want to teleport away or teleport to to happen...unless of course teleport prevention curse prevents tele-other too. Never fight summoners in open space deep in the dungeon.

            Fighting with it does require some planning though. Not be able to blink or portal away from sticky situation can easily turn deadly if you fight without preparation and something very feeble and usually ignorable like priest or quythlygwhatitscalled can turn deadly by summoning something you really don't want to fight. So use that only when you have properly prepared for prolonged fight.

            Comment

            • Grotug
              Veteran
              • Nov 2013
              • 1562

              #7
              Originally posted by Derakon
              In other words, that curse is going to lure you into getting yourself killed, which makes it an ideal curse.
              You must spread some Reputation around before giving it to Derakon again.
              Beginner's Guide to Angband 4.2.3 Part 1: https://www.youtube.com/watch?v=m9c9e2wMngM

              Detailed account of my Ironman win here.

              "My guess is that Grip and Fang have many more kills than Gothmog and Lungorthin." --Fizzix

              Comment

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