memorable randarts
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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.
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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.
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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:
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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.
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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.
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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.
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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.
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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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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?Leave a comment:
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Slays multiply the dice damage, and have no effect on pluses. This weapon would deal 15d3 - 7 damage to demons, which honestly isn't too bad...Leave a comment:
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