The actual values are:
STR, DEX, CON, stealth: 1
INT, WIS: 0.75
CHR, infravision, tunnelling, searching: 0
Interestingly, speed is also rated at zero, so you could theoretically have +12 speed, STR, CON. (Speed has quite a high power rating in its own right, so it doesn't contribute to this additional term.)
I think it's probably worth putting tunnelling to 0.25 or thereabouts, based on Derakon's logic.
Randart luck :)
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I wouldn't. The difference between taking ten turns to clear a block of granite and taking two can occasionally be very significant. Every once in awhile you find yourself wanting to tunnel under pressure...Leave a comment:
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The highest non-speed pval I have ever seen is +10, which was INT and WIS IIRC - nice caster item.Leave a comment:
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Is there any special logic currently for adding other pval-dependent values if speed has already been added to the randart?Leave a comment:
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http://trac.rephial.org/ticket/571. I'm looking forward to tweaking the randart generator once that's implemented ...
@zikke: blows/might/shots are limited to +3
@siggesigge: when the randart generator picks a pval-dependent attribute, there is a one-in-(pval*x) chance of increasing the pval by one, where x is 1 unless blows/might/shots are present. The initial pval is set using 1d4, so the chances of getting +11 are at most 1 / (10x9x8x7x6x5x4), i.e. 0.000165%, and that's without factoring in the chances of picking pval-dependent stuff in the first place. Speed is treated differently though, with a higher initial pval, so +11 isn't quite so uncommon if speed is present.Leave a comment:
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Note, tho, that +11 Con *looks* impressive, but a lot of it will probably be wasted. The killer aspects on that katana are the speed boost, the extra damage dice, and the total combination of slays/brands...VERY few critters will NOT take significant extra damage.Leave a comment:
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The Katana 'Ivrion' (5d5) (+21,+19) [+2]
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+11 constitution, speed.
+55% to searching.
Slays undead.
*Slays* dragons, demons.
Branded with acid, lightning, flames, frost, venom.
Provides resistance to acid, fear, light, dark, sound, nexus.
Cannot be harmed by acid, electricity, fire, cold.
Sustains wisdom, charisma.
Grants the ability to see invisible things.Leave a comment:
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I believe he's saying he'd like a way to generate the artifact spoilers without having to commit suicide, but only once he's won.Leave a comment:
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Having never won, I didn't realise that anything different happened. I thought you had to suicide to finish the game after winning, and that took you to the death menu ... if that's not what happens, what's different?Leave a comment:
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Thanks for the tips. Downing P with non-ego ammo ? Im amazed that you can carry enough of them for that. Impressive
Basically thats what I did, went to kill some more of the nasty uniques and found a better weapon, finally. I did the jump-and-clw game, but often nasty summons rather made me do the teleport-and-heal. The main problem was mana, I have been keeping up buffs and glyph of warding. I can see how not doing that might be better.
After P was down, I got myself killed to get a peek into the artifact spoiler (could there be an option to do that not only after death, but also after winning ?). Some of the highlights which I never found:
The Katana 'Ivrion' (5d5) (+21,+19) [+2]
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+11 constitution, speed.
+55% to searching.
Slays undead.
*Slays* dragons, demons.
Branded with acid, lightning, flames, frost, venom.
Provides resistance to acid, fear, light, dark, sound, nexus.
Cannot be harmed by acid, electricity, fire, cold.
Sustains wisdom, charisma.
Grants the ability to see invisible things.
The Heavy Crossbow of Elcharin (x7) (+9,+12)
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+3 wisdom, shooting power.
Cannot be harmed by acid, electricity, fire, cold.
Slows your metabolism. Prevents paralysis. Sustains your life force.
When activated, it makes you very hungry but restores constitution and str
ength.
Takes 30 to 50 turns to recharge.
The Mithril Chain Mail 'Denen' (-1) [28,+21]
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+3 intelligence, charisma, attack speed.
Provides resistance to lightning, poison, fear, light, blindness,
confusion, shards.
Cannot be harmed by acid, electricity, fire, cold.
Prevents paralysis. Aggravates creatures nearby.
When activated, it teleports you two levels down.
Takes 380 to 722 turns to recharge.
Radius 1 light.
The Pair of Steel Shod Boots 'Earin' (+8,+2) [6,+18]
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+1 shooting speed.
Provides resistance to disenchantment.
Cannot be harmed by acid, electricity, fire, cold.
When activated, it heals cut damage, and cures stunning, poison and blindn
ess.
Takes 56 to 98 turns to recharge.
So the ranger items were there, I just never saw themLeave a comment:
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