memorable randarts

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  • Nomad
    Knight
    • Sep 2010
    • 958

    Maybe not the greatest weapon overall, but I have to say I blinked a little bit at that damage bonus.

    Code:
    the Lucerne Hammer 'Mithlor' (2d5) (+9,+32) [+2] <+1>
         Found lying on the floor in a vault at 1850 feet (level 37).
         
         +1 constitution.
         Slays evil creatures, trolls.
         *Slays* demons.
         Provides resistance to cold.
         Cannot be harmed by acid, electricity, fire, cold.
         Grants the ability to see invisible things.  
         
         Combat info:
         3.5 blows/round.
         With +1 STR and +0 DEX you would get 3.8 blows
         With +0 STR and +2 DEX you would get 3.8 blows
         Average damage/round: 232.7 vs. evil creatures, 255.6 vs. trolls,
         301.3 vs. demons, and 209.9 vs. others.
    Last edited by Nomad; September 27, 2013, 22:10.

    Comment

    • Nomad
      Knight
      • Sep 2010
      • 958

      Same game, a little later:

      Code:
      the Golden Crown of Uronna [0,+12] <+3>
           Found lying on the floor in a vault at 2300 feet (level 46).
           
           +3 strength.
           Provides immunity to cold.
           Provides resistance to shards.
           Provides protection from blindness.
           Cannot be harmed by acid, electricity, fire, cold.
           Grants telepathy.
      Pretty hard to do better than that for artefact headgear.

      Comment

      • scud
        Swordsman
        • Jan 2011
        • 323

        Originally posted by Nomad
        Pretty hard to do better than that for artefact headgear.
        Chuck in fire immunity, pConf, and pStun and you've got a deal!

        Comment

        • Kosonen
          Rookie
          • Aug 2013
          • 15

          My hElf rogue is already dead and (probably not) buried, which doesn't come as a huge surprise, considering that RNG decided to give these two pieces of crap as my first two artifacts:

          Code:
          the Metal Cap 'Hundi' [3,+11]
          -----------------------------
           Provides resistance to cold, dark.
           Cannot be harmed by acid, electricity, fire, cold.
           Grants the ability to see invisible things.  
           
          
          Min Level 20, Max Level 52, Generation chance 18, Power 66, 2.5 lbs
          Based on Gorlim.
          Code:
          the Pair of Leather Boots of Galroth [2,+17]
          --------------------------------------------
           Provides resistance to fire, cold.
           Cannot be harmed by acid, electricity, fire, cold.
           Sustains wisdom.
           
          
          Min Level 19, Max Level 44, Generation chance 23, Power 55, 1.8 lbs
          Based on Pauraegen.



          On an entirely different note, this thing would've been lovely (and fun! w/ the aggro) for a powerdiver:

          Code:
          the Augmented Chain Mail 'Agondin' (-2) [42,+27] <+3>
          -----------------------------------------------------
           +3 strength, intelligence, wisdom, dexterity, constitution, stealth,
           infravision, tunneling, speed.
           Provides resistance to acid, lightning, fire, cold, poison, light, dark, sound,
           nether, chaos, disenchantment.
           Provides protection from fear, blindness, stunning.
           Cannot be harmed by acid, electricity, fire, cold.
           Sustains strength.
           Sustains your life force.  Aggravates creatures nearby.  
           
           When activated, it teleports you five levels down.
           Takes 155 to 209 turns to recharge.
           
          
          Min Level 100, Max Level 127, Generation chance 1, Power 775, 27.0 lbs
          Based on Bladeturner.
          Too bad with the Min Level, though. Not much use for the activation when it's finally obtainable.

          Comment

          • scud
            Swordsman
            • Jan 2011
            • 323

            Originally posted by Kosonen
            Code:
            the Augmented Chain Mail 'Agondin' (-2) [42,+27] <+3>
            -----------------------------------------------------
             +3 strength, intelligence, wisdom, dexterity, constitution, stealth,
             infravision, tunneling, speed.
            Wot no charisma?

            Comment

            • debo
              Veteran
              • Oct 2011
              • 2402

              Originally posted by scud
              Wot no charisma?
              It's ok but +3 attacks would have made it better imo
              Glaurung, Father of the Dragons says, 'You cannot avoid the ballyhack.'

              Comment

              • Kosonen
                Rookie
                • Aug 2013
                • 15

                Originally posted by debo
                It's ok but +3 attacks would have made it better imo
                I'll take +3 charisma over +3 attacks any day. (It's 3.5-dev-somethingorother, so no charisma anywhere.)

                That's not even close being the best Bladeturner-variant on this thread, but I just love those random activations. I'm quite cautious and slow player, but if I'd find an artifact with Deep Descent as an activation, I'd spam that bastard like there's no tomorrow.

                Comment

                • Nomad
                  Knight
                  • Sep 2010
                  • 958

                  Very nice randart set in my last game, which went on to be my second ever winner. Managed to get three immunities and all protections and resistances covered apart from chaos (and feather falling, tragically), and this was the weapon I was wielding against Morgoth:

                  Code:
                  the Mace of Disruption of Aradamlor (6d8) (+5,+20) <+2>
                  -------------------------------------------------------
                   +2 infravision.
                   +10% to searching.
                   Slays evil creatures, undead, orcs, trolls.
                   *Slays* demons, undead.
                   Branded with weak venom, lightning, flames.
                   Provides resistance to acid, lightning.
                   Cannot be harmed by acid, electricity, fire, cold.
                   Slows your metabolism.  Prevents paralysis.  Sustains your life force.  Grants
                   the ability to see invisible things.  
                   
                  
                  Min Level 84, Max Level 127, Generation chance 3, Power 586, 40.0 lbs
                  Based on Deathwreaker.

                  Comment

                  • MattB
                    Veteran
                    • Mar 2013
                    • 1214

                    I see your Mace of Disruption, and I give you...
                    Code:
                    the Mace of Disruption 'Belfaur' (5d8) (+9,+44) [+28] <+3>
                    ----------------------------------------------------------
                    +3 intelligence, wisdom.
                    +15% to searching.
                    Slays animals, evil creatures, undead, orcs, giants.
                    *Slays* dragons, demons, undead.
                    Branded with frost.
                    Provides immunity to acid, fire.
                    Provides resistance to poison, dark, nexus, nether.
                    Provides protection from blindness.
                    Cannot be harmed by acid, electricity, fire, cold.
                    Blessed by the gods.  Prevents paralysis.  
                    
                    When activated, it raises your dexterity at the expense of a random attribute.
                    Takes 205 to 325 turns to recharge.
                    Needless to say, I didn't actually find it.

                    Comment

                    • Derakon
                      Prophet
                      • Dec 2009
                      • 9022

                      Wow, with 5 blows/round and no other sources of +damage, you'd be doing 5*(10d8+44) ~= 445 damage/round vs. evil. Which doesn't sound like much, but you'd assuredly have more +damage somewhere on you (if nothing else, your STR score should be good for another +15 or so).

                      The dual immunities, useful resists, and other abilities are just icing on the cake, really.

                      Comment

                      • MattB
                        Veteran
                        • Mar 2013
                        • 1214

                        Originally posted by Derakon
                        Wow, with 5 blows/round and no other sources of +damage, you'd be doing 5*(10d8+44) ~= 445 damage/round vs. evil. Which doesn't sound like much, but you'd assuredly have more +damage somewhere on you (if nothing else, your STR score should be good for another +15 or so).

                        The dual immunities, useful resists, and other abilities are just icing on the cake, really.
                        And don't forget the fact that it's a blessed blunt weapon, which is handy.
                        And check out the activation!

                        Comment

                        • Estie
                          Veteran
                          • Apr 2008
                          • 2342

                          Since we compare MoD lengths, lemme show mine:

                          a) the Mace of Disruption of Oiontana (11d8) (+13,+13) {!k}
                          Found lying on the floor in a vault at 4900 feet (level 98).

                          Slays animals, undead.
                          *Slays* demons.
                          Branded with weak acid.
                          Cannot be harmed by acid, electricity, fire, cold.

                          Combat info:
                          7.0 blows/round.
                          Average damage/round: 1491 vs. animals, 1491 vs. creatures not
                          resistant to acid, 1958.6 vs. undead, 2894.5 vs. demons, and
                          1023.4 vs. others.

                          Alas, no slay evil, and also its Feanor not Deathwreaker. It started out with crappy damage enchantment, I got it up to +13 with scrolls.

                          Without the +2 off weapon blows, it would be about 1065 acid, 1477 demon, 730 other.

                          Comment

                          • Derakon
                            Prophet
                            • Dec 2009
                            • 9022

                            You don't need Slay Evil when you have 11d8 base damage dice...

                            Comment

                            • Timo Pietilä
                              Prophet
                              • Apr 2007
                              • 4096

                              Originally posted by Derakon
                              You don't need Slay Evil when you have 11d8 base damage dice...
                              Since normal MoD dice is 5d8 that's 2x slay everything and then some.

                              Comment

                              • MattB
                                Veteran
                                • Mar 2013
                                • 1214

                                Originally posted by Estie
                                Since we compare MoD lengths, lemme show mine:
                                Alright, I'll admit it: your one's bigger than my one.

                                Comment

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