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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 trapsLo 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. |
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. |
In other words, that curse is going to lure you into getting yourself killed, which makes it an ideal curse. :)
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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. |
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