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(5.12) Curses ------------- Several items you find will be {cursed}! Cursed items usually have bad effects that outweigh or dominate their useful abilities, and you cannot take them off once you equipped them, as long as the curse isn't broken. Cursed artifacts and ego items are pseudo-ID'ed as {terrible}. Shops won't buy cursed items, they might buy the item after the curse is broken, however. If you equip an unidentified item and it carries a curse your character will notice 'Oops, it feels deadly cold!'. Note: Instead of dropping an item which curse you have successfully broken, you may of course also just outright destroy it with 'k' key instead. You cannot destroy artifacts though (for example Rings of Power dropped by Nazgul). There are different types of curses: CURSED can be broken by a regular 'remove curse'. Item cannot be taken off or destroyed (via 'k' key) until the curse is broken. HEAVY_CURSE requires a strong '*remove curse*' to be broken. Item cannot be removed until the curse is broken. On weapons, there is a high chance of resisting disarming. See the hint regarding the use of enchant scrolls to break a heavy curse instead of using a *rc* scroll, written at the bottom of this paragraph! PERMA_CURSE This curse can never be broken. Item can never be taken off or otherwise removed again! Mimics polymorphing into a form that cannot wear the specific item won't succeed getting rid of it either, instead they will still have the item equipped! There is absolutely no way to get rid of this item. If you find a way then you found a bug =). CURSE_NO_DROP these items cannot be dropped from inventory as long as the curse isn't broken. CURSE_NO_DROP occurs together with CURSED or HEAVY_CURSE. AUTO_CURSE occurs together with CURSED or HEAVY_CURSE. If the curse is broken, AUTO_CURSE items will automatically recurse themselves as soon as the item is equipped, taken off, or picked up. To get rid of an AUTO_CURSEd item that you don't need anymore (d)rop it to the ground after the curse has been broken. If you had the item equipped, don't take it off but (d)rop it to the ground right from your equipment! Otherwise it will recurse itself. To drop directly from your equipment, press '/' key at the "drop what?" prompt, which will switch to equipment (and back to inventory if pressed again). TY_CURSE "It carries an ancient foul curse." Randomly drains stats sometimes, even if the item is uncursed. (TY_CURSE will stay, even if the 'normal' curse is broken!) Lowers the items value by 15000 Au. This curse will be on hold while you're in a town, and will also occur rather rarely while you're on the world surface, ie not within a dungeon or tower. Note that your saving throw has a chance to suppress it. Having 'Holy Support' skill at 40.000 or better will completely negate TY_CURSE effects. DG_CURSE "It carries an ancient morgothian curse." Rarely summons a random non-unique monster on you, even if uncursed. The monster will yield no credit, xp or loot. Monster groups (escorts or friends) cannot be summoned by this curse, so it will always just be a single monster. The monster's level is random, but never greater than: (player level + dungeon_level + 1) / 2 + 1. (DG_CURSE will stay, even if the 'normal' curse is broken!) Greatly lowers the items value by 25000 Au. This curse will be on hold while you're in a town area. Note that an anti-magic field has a chance to suppress it. Having 'Holy Support' skill at 40.000 or better will completely negate DG_CURSE effects. If 'CURSED' or 'HEAVY_CURSE' occurs on an enchantable item such as a weapon or armour piece, the curses can alternatively be broken by enchanting the item's stats above +0 manually. (Note: The enchant service of shops CANNOT do this!) Each enchantment of any of their stats (to-hit, to-dam, to-ac) above +0 has a certain chance to break the curse. This can often be cheaper than buying a *Remove Curse* scroll for HEAVY_CURSE items. This is an especially commonly used trick for getting rid of Morgul weapons. Just pick the stat that is already higher. Example: A Dagger of Morgul (-33,-15) -> You'd enchant its damage to +0 or higher, since it requires you to buy less scrolls (15+) than going for to-hit (33+). If the item you want to enchant is among your equipment instead of your inventory, press '/' key at the "enchant what?" prompt, which will switch to equipment (and back to inventory if pressed again). Flipping of heavily cursed items: --------------------------------- Vampires, Hell Knights, and Corrupted Priests while Blood Sacrifice is active have a special take on heavy curses: If an item is heavily cursed and it is NOT the "of nothingness" type (weapons) and also not a Nazgul's ring of power, then if a vampire or Hell Knight (true one, not mimicked) or a Corrupted Priest in Blood Sacrifice form equips it, its negative boni will flip to positive numbers. Also vampires tend to greatly resist certain bad effects that heavily cursed items may exert, making for example Morgul weapons and some heavily cursed true artifacts quite useful. Look up the Vampire race description in (7.4) for more information. Randarts however will not get 'flipped' but rather rerolled completely! This follows three rules: a) the resulting randart won't be cursed, b) the resulting randart won't drain hitpoints of undead or demon users, c) the resulting randart keeps all 'good' abilities it might have had. In very rare cases rerolling the item might fail and it will stay cursed, oops! This happens if it already had holy flags SLAY_EVIL/SLAY_UNDEAD/SLAY_DEMON or even KILL_UNDEAD/KILL_DEMON, light radius and WHITE_LIGHT also affect this. However, if the item has the CHAOTIC flag, all of the 'good' flags mentioned above will no longer prevent flipping anymore! Note that the curse on an item must be heavy, not normal, for all of this bonus-flipping and rerolling to work.
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