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Old October 9, 2016, 05:03   #1
bio_hazard
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Detection Activation

I'm not sure what it's like in nightlies, but in 4.0.5, I have a randart with the following:

Code:
When activated, it maps the entire level and detects nearby
     objects, traps, doors, and stairs.
     Takes 127 to 250 turns to recharge at your current speed.
     Your chance of success is 80.2%
It seems to map all objects on the entire level, some doors on the entire level (not sure if secret or non-secret), all doors and traps within the normal trap detection radius.

Just kind of sucks that it doesn't reveal all traps and doors on the level. Any reason not to make it useful enough you don't need another 2 rods?

(and yes, I am writing this after falling through a trap door after I forgot to detect traps)
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Old October 9, 2016, 05:50   #2
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That sounds like the Palantir's activation from when the Palantir was still in the game. I don't think it ever got serious consideration for balance/playability.
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Old October 9, 2016, 06:02   #3
Estie
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I am sad that it got removed

Not because of the activation; I just want to have 2 different endgame lights instead of Arkenstone being a nobrainer.

Why is light the only slot where we have no options ? Boring.
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Old October 9, 2016, 06:26   #4
Pete Mack
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Rods of detection are the complement to the detect-entire-level activation.you still need to detect monsters
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Old October 9, 2016, 13:13   #5
MattB
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Quote:
Originally Posted by Estie View Post
I am sad that it got removed

Not because of the activation; I just want to have 2 different endgame lights instead of Arkenstone being a nobrainer.

Why is light the only slot where we have no options ? Boring.
Actually, I end the game with a Lantern of True Sight more often than the Arkenstone.
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Old October 9, 2016, 13:14   #6
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Quote:
Originally Posted by MattB View Post
Actually, I end the game with a Lantern of True Sight more often than the Arkenstone.
Well, actually, I end the game with a standard wooden torch more often than any other light, but you get what I mean.
;-)
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Old October 9, 2016, 15:46   #7
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Quote:
Originally Posted by Estie View Post
I am sad that it got removed

Not because of the activation; I just want to have 2 different endgame lights instead of Arkenstone being a nobrainer.

Why is light the only slot where we have no options ? Boring.
I suspect it got removed because people were annoyed that the only artifact light with a "light the entire level" activation also had aggravation. Arkenstone's activation was changed to Detection when the Palantir was in the game, and that was a definite downgrade.

IMO the only thing we really need to change about the lights is giving a buff to the Star. Magic mapping is nice, but the long recharge time is a killer.
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Old October 10, 2016, 13:44   #8
Bogatyr
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Yeah the star is nearly useless. I'd like to have a reason to use an artifact light instead of the lantern of true sight for the whole game. I usually keep the arkenstone around because light and map the whole level is useful, but if I have no other source of pBlind I'll go with the LoTS.

The Phial of Galadriel should have a chance of turning orcs/spiders, or make its light activation also scare orc/spiders, or something. That would be cool and not too powerful.
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Old October 10, 2016, 19:49   #9
bio_hazard
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Phial should at least
rDark
rFear (or activate includes remove fear like !boldness)

The Star should have regen and sustains

In addition to the Palantir, I'd also support having a Silmaril, as rare or rarer than the one ring but likely to be dropped by Morgroth. Aggravates but bad-ass. Why not?
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Old October 11, 2016, 01:50   #10
Ingwe Ingweron
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Quote:
Originally Posted by bio_hazard View Post
... I'd also support having a Silmaril, as rare or rarer than the one ring but likely to be dropped by Morgroth. Aggravates but bad-ass. Why not?
All the Silmarils are actually there, two are in Morgoth's crown and one is in The Necklace of the Dwarves.
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