memorable randarts

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  • Derakon
    replied
    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.

    Leave a comment:


  • MattB
    replied
    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.

    Leave a comment:


  • Nomad
    replied
    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.

    Leave a comment:


  • Kosonen
    replied
    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.

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  • debo
    replied
    Originally posted by scud
    Wot no charisma?
    It's ok but +3 attacks would have made it better imo

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  • scud
    replied
    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?

    Leave a comment:


  • Kosonen
    replied
    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.

    Leave a comment:


  • scud
    replied
    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!

    Leave a comment:


  • Nomad
    replied
    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.

    Leave a comment:


  • Nomad
    replied
    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.

    Leave a comment:


  • PowerWyrm
    replied
    Originally posted by MattB
    It's not THAT stupid.

    (But it is probably the best name ever for a heroic sword of yore.)

    Code:
      
    t) the Main Gauche 'Moron' (2d5) (+8,+5)
         Dropped by Lagduf, the Snaga at 1350 feet (level 27).
         
         Slays orcs.
         Cannot be harmed by acid, electricity, fire, cold.
         Grants the ability to see invisible things.  
         
         Combat info:
         1.1 blows/round.
         With +3 STR and +0 DEX you would get 1.3 blows
         With +0 STR and +2 DEX you would get 1.3 blows
         Average damage/round: 39.4 vs. orcs, and 24.9 vs. others.
    I find the name appropriate! Lagduf is indeed a moron for carrying a blade that can slay him...

    Leave a comment:


  • MattB
    replied
    It's not THAT stupid.

    (But it is probably the best name ever for a heroic sword of yore.)

    Code:
      
    t) the Main Gauche 'Moron' (2d5) (+8,+5)
         Dropped by Lagduf, the Snaga at 1350 feet (level 27).
         
         Slays orcs.
         Cannot be harmed by acid, electricity, fire, cold.
         Grants the ability to see invisible things.  
         
         Combat info:
         1.1 blows/round.
         With +3 STR and +0 DEX you would get 1.3 blows
         With +0 STR and +2 DEX you would get 1.3 blows
         Average damage/round: 39.4 vs. orcs, and 24.9 vs. others.

    Leave a comment:


  • MattB
    replied
    Originally posted by Nomad
    The damage is too low for my late-game warrior to get much use out of this now, but otherwise wow:

    Code:
    the Short Sword of Fearad (1d7) (+6,+16) <+4>
    Found lying on the floor in a vault at 3800 feet (level 76).
    
    +4 dexterity.
    Slays giants, dragons.
    Provides immunity to lightning, cold.
    Provides resistance to disenchantment.
    Provides protection from fear.
    Cannot be harmed by acid, electricity, fire, cold.
    Grants telepathy.
    immelec, immcold AND ESP. Yes, wow!

    Leave a comment:


  • Nomad
    replied
    The damage is too low for my late-game warrior to get much use out of this now, but otherwise wow:

    Code:
    the Short Sword of Fearad (1d7) (+6,+16) <+4>
    Found lying on the floor in a vault at 3800 feet (level 76).
    
    +4 dexterity.
    Slays giants, dragons.
    Provides immunity to lightning, cold.
    Provides resistance to disenchantment.
    Provides protection from fear.
    Cannot be harmed by acid, electricity, fire, cold.
    Grants telepathy.

    Leave a comment:


  • Timo Pietilä
    replied
    Originally posted by scud
    I've never stuck around long enough to break a *heavy curse*. Do regular Enchants have any chance of breaking one? Is it currently a dice roll to break, or is it an incremental decursification process?
    Every scroll has chance to break the curse. Even when actual enchantment failed. Also priest "dispel curse" breaks heavy curses (dungeon book spell, not the "remove curse" -version). Those spells have been removed from 3.4, but they are in 3.3 (I think).

    Leave a comment:

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