memorable randarts
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Yep. I was playing a half-orc rogue and only on character level 12 when I found it, so the weight of the armour completely wiped out my mana pool. I couldn't level up because the exp drain had such a severe effect at that early point that I had to keep constantly killing things just to try and prevent my character level from steadily dropping, and every time I tried to move towards the stairs or pick up items I got randomly teleported, plus it was impossible to rest because of the combo of teleportation and aggravation. I died not long afterwards, sadly, but it was an entertainingly mad game while it lasted... -
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Well, I'm not going to forget wield-testing this one in a hurry:
Code:the Metal Lamellar Armour of Arwedrind (-3) [58,-18] <+4> {cursed} Dropped by Brodda, the Easterling at 450 feet (level 9). Heavily cursed. +4 constitution. Provides resistance to lightning. Cannot be harmed by acid, electricity, fire, cold. Aggravates creatures nearby. Drains experience. Induces random teleportation.
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Well, I'm not going to forget wield-testing this one in a hurry:
Code:the Metal Lamellar Armour of Arwedrind (-3) [58,-18] <+4> {cursed} Dropped by Brodda, the Easterling at 450 feet (level 9). Heavily cursed. +4 constitution. Provides resistance to lightning. Cannot be harmed by acid, electricity, fire, cold. Aggravates creatures nearby. Drains experience. Induces random teleportation.
Last edited by Nomad; November 4, 2014, 18:12.Leave a comment:
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warriors palantir
the Palanti*r of Telberen (+0,+8) <+4>
Found lying on the floor in a vault at 4750 feet (level 95).
+4 wisdom.
Provides resistance to cold.
Cannot be harmed by acid, electricity, fire, cold.
Grants telepathy.
Radius 4 light.
+8 to dam is huge bonus on to_dam on light source ... now, I need something with +attacks for my kobolt warriorLeave a comment:
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Acid-branded 6d4 weapon that activates for teleport level? Well, it doesn't seem like that could possibly come in useful, but it does also have slow digestion, so hey, maybe it's worth keeping...
Code:a) the Great Axe of Mingorod (6d4) (+25,+19) [+12] Found lying on the floor of a special room at 3250 feet (level 65). Slays animals, giants. Branded with acid. Provides resistance to cold, light, dark. Cannot be harmed by acid, electricity, fire, cold. Slows your metabolism. Speeds regeneration. When activated, it teleports you one level up or down. Takes 344 to 462 turns to recharge at your current speed. Your chance of success is 92.2% Combat info: 4.7 blows/round. With +0 STR and +2 DEX you would get 5.2 blows Average damage/round: 328.9 vs. animals, 410.3 vs. giants, 410.3 vs. creatures not resistant to acid, and 247.5 vs. others.
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Not a randart, anything but, however damage ain't bad...
Code:a) a Shovel (1d2) (+14,+13) <+1> {!k !d} Bought from a store. +1 tunneling. Combat info: 7.5 blows/round. With +0 STR and +3 DEX you would get 7.8 blows Average damage/round: 579.8.
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Sometimes great randarts are entirely situational. I'm currently trying to shovel my way to victory for about the hundredth time (only harming anyone with the standard shovel bought from the shop). These gloves are great...
Code:u) the Set of Gauntlets of Valindil [3,+9] Found lying on the floor of a special room at 3950 feet (level 79). Provides resistance to acid, lightning, fire, cold, poison, light, dark, sound, chaos. Cannot be harmed by acid, electricity, fire, cold. Sustains wisdom. Prevents paralysis. When activated, it heals 500 hit points, heals cut damage, and cures stunning. Takes 228 to 280 turns to recharge at your current speed. Your chance of success is 89.9%
Code:k) the Set of Leather Gloves of Varverog [1,+20] <+2> Dropped by Hoarmurath of Dir at 3700 feet (level 74). +2 attack speed. +10% to searching. Provides resistance to lightning, cold, shards. Cannot be harmed by acid, electricity, fire, cold. Sustains dexterity. Prevents paralysis. Sustains your life force. When activated, it magically renders you well-fed, curing any gastrointestinal problems. Takes 114 to 126 turns to recharge at your current speed. Your chance of success is 87.9%
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Not a bad drop from Wormie at way past his natural depth:
Code:the Cloak of Nilad [1,+16] <+3> Dropped by Wormtongue, Agent of Saruman at 2550 feet (level 51). +3 strength, wisdom, speed. Provides resistance to acid, nether, disenchantment. Provides protection from confusion. Cannot be harmed by acid, electricity, fire, cold. Grants telepathy. When activated, it teleports you five levels down. Takes 341 to 459 turns to recharge at your current speed. Your chance of success is 91.4%
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Not a bad drop from Wormie at way past his natural depth:
Code:the Cloak of Nilad [1,+16] <+3> Dropped by Wormtongue, Agent of Saruman at 2550 feet (level 51). +3 strength, wisdom, speed. Provides resistance to acid, nether, disenchantment. Provides protection from confusion. Cannot be harmed by acid, electricity, fire, cold. Grants telepathy. When activated, it teleports you five levels down. Takes 341 to 459 turns to recharge at your current speed. Your chance of success is 91.4%
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It is Vanilla with the birth option "randomize some of the artifacts" turned on. You can print out the artifact file at death/retirement (and keep the same artifacts for your next character with another birth option if you so desire).Leave a comment:
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Min Level 56, Max Level 127, Generation chance 1, Power 359, 4.0 lbs
Based on Eönwë.Leave a comment:
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Code:the Pair of Leather Boots of Varad [2,+18] <+7> +7 constitution, speed. Provides resistance to fire. Cannot be harmed by acid, electricity, fire, cold. When activated, it restores your experience.
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