I pretty much took that 50 kg from thin air as I wanted to cover the worst case scenario.
Indeed, 15-20 kg sounds more reasonable.
Also, I agree that there are more important exploits to address than this.
Frankly, I don't see this as much of an exploit at all, after all how many things can you actually do in the wilderness with skin burning iron items equipped versus any other location?
Sure, you can travel to someplace where you can get something to remove mentioned iron item if it wasn't possible before but that is a stretch, I would still be hard pressed time-wise to pull this off.
We're talking about low-mid level mist elves with low-mid toughness score since they are the most vulnerable here.
More advanced will have more HP and possibly some damage reducing talents/regenerating items that will offset this enough to prevent death, not to mention holy water, extra healing, spenseweed, scrolls of uncursing etc.
Originally Posted by
adom-admin
Let's say you put on unknown armor while standing on an exit to the wilderness (as a mist elf). The armor is iron and you start to receive damage. Unequipping the armor takes a couple of turns which results in more damage. If that were lessened in wilderness (to no instant death) you just could exit to the wilderness, unequip the armor (which in wilderness takes but one turn) and avoid death by moving to a different location.
I might be wrong but I don't see this as an exploit or a cheat. When I play a mist elf (1 in 100 chars, maybe even less), I take special precautions before equipping unknown stuff, especially armor since if it's cursed, this means death.
Even if it took only a single turn to take it off/put it on in the wilderness, I'd most likely not do it, for two reasons:
- It may be cursed which means I'm dead if I don't remove it in time (impossible mostly in the early game)
- I know from experience the materials from which various items are made and wouldn't intentionally put such an item on, even in wilderness with 1 turn cost of action, just to identify it
I don't know about others but I don't really see anything wrong with having a single turn removal/equip of armor in wilderness; its potential to identify item's dv/pv stats is more than offset by the chance of it being cursed and besides, except Grey, people don't equip-id items with mist elves without ample supply of uncursing.
There is no tremendous advantage gained by 1-turn unequipping of iron armor in the wilderness when the skin begins to burn.