memorable randarts
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Best bow I've ever seen...
the Long Bow 'Faladroth' (x5) (+25,+20) <+2>
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+2 strength, dexterity, shooting speed, shooting power.
+10% to searching.
Slays undead.
Provides immunity to acid.
Provides resistance to lightning, cold, poison, disenchantment.
Provides protection from blindness.
Cannot be harmed by acid, electricity, fire, cold.
Slows your metabolism. Feather Falling. Speeds regeneration.
...or rather, not actually seen. Needless to say, I'm keeping randarts after the untimely demise of my Half-Troll rogue.Leave a comment:
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It's not that great -- I've pretty much stopped playing that priest character. I haven't found the second +2 attack speed ring, but as it turns out, chasing that "impossible" gear may not the most fun gameplay one can have. Go figure. Of course, YMMV, there are still people who play Alchemists in ToME 2.x, so... .
I may still play the character to the end, but the thing is that you actually don't need +N attacks to win, so why bother?Leave a comment:
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Yup, I remember. I've gotten +4 blows many times, and I've seen another's character dump with +6. I would really prefer not to take the ultra-cheesy hand-editing route.Leave a comment:
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Also, I am working on generating a set of randarts that has a lategame kit giving at least 6 extra blows. If I can get 2 of the rings, the weapon, and the armor to do it, I'll be a happy man. And I'm pretty sure I remember generating a +blows light source one time. If/when I ever find what I'm looking for without cheating (beyond looking at artifact.spo), I'll post the savefile or something.Leave a comment:
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I had a "bump" message written out earlier but deleted the text and replaced it with "night of the living thread."
Ahem. Bump.
Also, I am working on generating a set of randarts that has a lategame kit giving at least 6 extra blows. If I can get 2 of the rings, the weapon, and the armor to do it, I'll be a happy man. And I'm pretty sure I remember generating a +blows light source one time. If/when I ever find what I'm looking for without cheating (beyond looking at artifact.spo), I'll post the savefile or something.Leave a comment:
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There's a large pool of items, and they all have different rarities relative to each other. Then the game picks from that pool. You don't really need to understand the source, but you do need to know what the total size of the pool is (i.e. the summation of all rarity values).
With reverse rarity setting you can do no-limit scenario. Now there are limits. 100 is too small. 1000 is too small. One million....perhaps, but rarest item should not be insane just extremely powerful.Leave a comment:
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There's a large pool of items, and they all have different rarities relative to each other. Then the game picks from that pool. You don't really need to understand the source, but you do need to know what the total size of the pool is (i.e. the summation of all rarity values).
If there's only 1 droppable item, then it doesn't matter what its rarity is; it'll drop every time. If there's 2 droppable items, one has a rarity of 99, the other has a rarity of 1, then the latter will drop 1% of the time. Et cetera.Leave a comment:
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I like the way that in discussing why Magnate dislikes the thread, we are making it longerLeave a comment:
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It's 1-1000 in v4, which is a lot better, but you can't really have arbitrary rarity while you're limited by integers.
I don't think I understand the need to have rare items have a high number though; alloc_proc seems equally if not more intuitive to me (number of occurrences on the number line).
I don't see how this is intuitive: "how rare is the thing? One." One what? You need to know the source to understand the limit. If you have it other way around IE one time in <rarity> then that's very intuitive to use to me.Leave a comment:
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...is anyone else on the forums using the threaded view?Leave a comment:
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