Activating strange objects

Have some questions about gameplay? Dying to post your DitL? Want to answer some questions for people? You've come to the right place.

Moderator: Moderator

Post Reply
Message
Author
redcrosser
Posts: 3
Joined: Tue Jan 26, 2010 8:46 pm

Activating strange objects

#1 Post by redcrosser »

I found an object in the remains of a Hell knight in The Sacred Land Of Mountains and when I identified it with an *identify* scroll, it reads that these objects are only know of by rumors etc. and that it could be activated for something every 10 turns.

But how can I activate it? It cannot be wielded and it doesn't appear in the list of stuff when I press "A".

paboperfecto
Wyrmic
Posts: 216
Joined: Tue Mar 31, 2009 7:45 pm
Location: New Mexico

Re: Activating strange objects

#2 Post by paboperfecto »

The list is probably your equipment list which is the default if you have equipped items that you can activate. There should be a line at the top that tells you what to press to access your inventory after you press 'A'. If I remember correctly it is '/'.

Shoob
Reaper
Posts: 1535
Joined: Mon Jan 22, 2007 6:31 pm
Location: East of the sun, west of the moon

Re: Activating strange objects

#3 Post by Shoob »

and prepare to be amazed when you activate it (if it works). (or not)

I am pretty sure that is the something weird one... right?
Oliphant am I, and I never lie.

Derakon
Halfling
Posts: 85
Joined: Mon May 08, 2006 12:45 am
Location: Seattle

Re: Activating strange objects

#4 Post by Derakon »

Always *Identify* these items before trying to use them. There's numerous very bad activations, including Ruination (permanently decrease all stats), Gain Corruption, and Death.

There's also several very useful activations, though, which make them always worth checking out:
* Heal 700 hitpoints
* Satisfy Hunger
* Light Absorption (an easy ringwraith-killer)
* Cure Sanity

To my knowledge there's no restriction on which activations can appear where, so you should always keep every junkart you find to *ID* them.

redcrosser
Posts: 3
Joined: Tue Jan 26, 2010 8:46 pm

Re: Activating strange objects

#5 Post by redcrosser »

Shoob wrote:and prepare to be amazed when you activate it (if it works). (or not)

I am pretty sure that is the something weird one... right?
I *identified* it before I activated it, so I knew what it could do to me. However, I activated it.
Breathing fire is not the baddest thing, although I lost some of my flammable stuff. ;)

goldenbloo
Posts: 2
Joined: Tue Apr 27, 2010 3:26 am

Re: Activating strange objects

#6 Post by goldenbloo »

Sorry if this is well-known, but what affects the success rate of these objects? Is it Magic-Device, Magic, or what? Is there any way to check the concrete success rate of these objects?

Shoob
Reaper
Posts: 1535
Joined: Mon Jan 22, 2007 6:31 pm
Location: East of the sun, west of the moon

Re: Activating strange objects

#7 Post by Shoob »

magic-device affects it, as well as the level upon which you find the junkart and the activation of the junkart, with lower levels resulting in a easier to activate junkart, and better powers having higher fail rate.

I am not sure about the fail rates with respect to increasing your magic device skill though... lets just say higher magic device is better.
Oliphant am I, and I never lie.

goldenbloo
Posts: 2
Joined: Tue Apr 27, 2010 3:26 am

Re: Activating strange objects

#8 Post by goldenbloo »

Shoob wrote:magic-device affects it, as well as the level upon which you find the junkart and the activation of the junkart, with lower levels resulting in a easier to activate junkart, and better powers having higher fail rate.

I am not sure about the fail rates with respect to increasing your magic device skill though... lets just say higher magic device is better.
Thanks a lot!

Post Reply