Archived from groups: rec.games.roguelike.nethack (
More info?)
Boudewijn Waijers wrote:
>
> Hey, I'm not on the Dev Team...! I think the magic resistance on
quest
> artifacts is just a nice addition to some of them (not all have it),
but
> nothing to rely on. Most quest artifacts confer some useless
intrinsic,
> and I consider it being magic resistance a small bonus.
Heh, didn't mean to imply that you were. It just that sometimes I have
to wonder what they're thinking. (Though of course they aren't a
monolithic entity, anyway.)
> *All* useful properties are available from few sources. Take for
example
> reflection or free action: the first needs an amulet, or body armour
(or
> the ranger quest artifact), the latter *needs* a ring.
This is obviously true for an arbitrary value of "few," but there are
plenty of intrinsics that are available from a large number of sources.
Poison resistance is as essential as magic resistance, comes from
eating many corpses, wearing the amulet, wearing the ring, eating the
ring, some characters get it as they grow and some have it out of the
box, and it's also available from crowning. (I think gods also
sometimes give you a miscellaneous intrinsic upon prayer, but I haven't
seen that for a while.) Fire resistance is similar, except there's no
amulet that grants it. Luck is harder, but that's offset by the fact
that you don't have to *wear* its item to get it.
(Note: I _think_ there's a Ring of Poison Resistance, someone check on
this.)
Free Action, while useful, isn't absolutely *necessary* like magic
resistance is (or speed boots are), so if it's never even generated in
a game it's no biggie. Reflection is also not an essential
characteristic, especially if you genocide/are wary of black dragons
and are careful with lightning.
> If you really want some of the intrinsics, you need to make choices,
and
> those choices are deliberately scarce.
I understand this argument for most intrinsics, but it fails here
because magic resistance isn't a real choice -- it's so massively
useful due to polytraps destroying armor (polycontrol is the only other
complete protection from this), and one of its benefits is almost
required due to Touch of Death and Destroy Armor users. ToD makes it a
special case due to the Wizard popping up repeatedly in the endgame,
who is always generated in melee range, and sometimes with friends.
> Note my use of *extremely* above. But even an *extremely* small
chance
> will once in a while pop up, and I don't want *that* once to occur
with
> a character of mine.
Hmmm... (late-game Nymph theft) might actually make the foregone ascent
(and ascension) more intersting.
- John H.