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Old September 22, 2010, 23:56   #21
Pete Mack
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I don't use *Teleport Self for an escape unless I'm truly desperate. It makes a very nice means of transportation, especially for a rogue with high stealth:

1. Teleport Self
2. Detect Monsters
3. Detect Treasure
4. Pick up loot if any.
5. Repeat.

Unfortunately, the spell gets "stronger" with character level, so pretty soon it tends to bounce you back and forth between the two furthest points in the dungeon.
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Old September 23, 2010, 00:00   #22
Timo Pietilš
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Quote:
Originally Posted by Pete Mack View Post
I don't use *Teleport Self

....

Unfortunately, the spell gets "stronger" with character level, so pretty soon it tends to bounce you back and forth between the two furthest points in the dungeon.
That is why I prefer Priest Portal over Teleport self from Ethereal Openings. Even that tends to do that same, but at least it does it less than Teleport self.

Maybe it is time to lower the range of that spell or give it a more variability in distance at higher levels.
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Old September 23, 2010, 05:11   #23
krugar
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Teleport Self absolutely saved my life today when my level 28 (248 HP) Ranger found my first Enchantress on 1550' (L31).

She woke up as I was sneaking closer with designs on her pretty head. And before I could say "So sorry for waking you. Don't mind me. I'm on my way", there's 4 ancient dragons plus an entourage of mature ones, all wanting to have a word about my manners.

Several cycles of teleport self, going back, holy chant, and getting drunk on cure critical potions helped me have the final word on the debate. Which was a glorious "Who's da man!?"

I found the spell very reliable already at this level with only a 5% fail chance. But this fight had also taught me something very important about it. I can't rely on the book. One of the dragons used Confuse and that nearly got me killed if it wasn't for a rod of curing I carry.
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Old September 23, 2010, 06:10   #24
Derakon
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Remember that !CCW is a guaranteed cure-confusion (and blindness, hallucination, etc.). Also, your rod has a failure rate, which increases if you're confused. If I'm going to try to use a fallible item when confused, it'll generally be a Staff of Teleportation (or a Staff of Destruction), not a Rod of Curing. Better to get away from the thing that confused me before I try to heal myself up.

You also shouldn't come to depend on Teleport Self too strongly. It tends to bop you between two or three common places on the map, so it's all too easy to get stuck teleporting between a rock and a hard place. It's fine for now when most threats can be fled from, but later you should move to Teleport Level / Deep Descent, and Destruction.
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Old September 23, 2010, 12:48   #25
Timo Pietilš
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Quote:
Originally Posted by Derakon View Post
Remember that !CCW is a guaranteed cure-confusion (and blindness, hallucination, etc.)..
Doesn't work on hallucination. Only potion of Life and mushroom of clear mind works on hallucination. CCW cures everything else though.
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Old September 23, 2010, 14:54   #26
krugar
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Quote:
Originally Posted by Derakon View Post
Remember that !CCW is a guaranteed cure-confusion (and blindness, hallucination, etc.). Also, your rod has a failure rate, which increases if you're confused. If I'm going to try to use a fallible item when confused, it'll generally be a Staff of Teleportation (or a Staff of Destruction), not a Rod of Curing. Better to get away from the thing that confused me before I try to heal myself up.

You also shouldn't come to depend on Teleport Self too strongly. It tends to bop you between two or three common places on the map, so it's all too easy to get stuck teleporting between a rock and a hard place. It's fine for now when most threats can be fled from, but later you should move to Teleport Level / Deep Descent, and Destruction.
Thanks will follow that advise for sure.

But, for clarity, the rod of curing wasn't part of any strategy. I just happened to be carrying it around for the money and it was instrumental in this case since I was about to run off !CCW.

...

Back on topic, my only small pet peeve with lights in the game is that so far, on all my plays, by the time I start seeing everlasting lanterns or lanterns of brightness, I'm already carrying the phial. A whole class of light improvements is ignored. But it really is nothing much, because on the other hand, for me at least, light is really the last thing I want to give a thought to. I do enjoy the fact the game tends towards removing that variable early on and allows me to concentrate on other more interesting things.
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Old September 23, 2010, 16:30   #27
Derakon
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If you upgrade, then lanterns of Everburning / Brightness will usually show up before the Phial does.
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Old September 23, 2010, 18:12   #28
ewert
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As a side note, considering it has a failrate, rods of curing could be upgraded to full ccw (including healing) effect, as was brainstormed during some discussion ... Then it'd be quite useful.
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Old September 23, 2010, 19:27   #29
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As a side note, considering it has a failrate, rods of curing could be upgraded to full ccw (including healing) effect, as was brainstormed during some discussion ... Then it'd be quite useful.
Not so long as it has a non-0 failure rate to use when confused.

This is a game of slot management. If you are already devoting a slot to !CCW, it is a mistake to devote another to a rod of curing.

It used to be useful as a sort of equivalent to one of Sangband's 10K AU diamonds, but now it is pointless.
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Old September 23, 2010, 19:51   #30
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I could see carrying a failure-prone Rod of CCW for use as a healing accelerator -- it'd reduce the amount of time I'd have to spend resting. I wouldn't actually use it in fights when I absolutely need the effect to go off, though. And yeah, it'd get dumped in favor of more useful stuff -- a carry-until-inventory-is-full item.
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