memorable randarts

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  • AnonymousHero
    replied
    ... but hey! It *slays* demons! That's gotta be worth something, right?

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  • Nomad
    replied
    Originally posted by scud
    And you IDed it before use?!?
    Well, fortunately the {cursed} status showed on pickup. (I'm playing 3.5 dev.) Though the character managed to die of stupidity a few levels later anyway.

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  • scud
    replied
    Originally posted by Nomad
    Code:
    the Whip of Anilmar (3d3) (-14,-7) [-24] {cursed}
    Dropped by Nár, the Dwarf at 1000 feet (level 20).
    
    Heavily cursed.
    *Slays* demons.
    Cannot be harmed by acid, electricity, fire, cold.
    Aggravates creatures nearby.
    And you IDed it before use?!? Good work. I've only encountered a single heavily cursed randart in 3.4.1. Can't remember what it did, but the only viable solution was suicide.

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  • Nomad
    replied
    The first artefact my warrior found so far this game:

    Code:
    the Whip of Anilmar (3d3) (-14,-7) [-24] {cursed}
    Dropped by Nár, the Dwarf at 1000 feet (level 20).
    
    Heavily cursed.
    *Slays* demons.
    Cannot be harmed by acid, electricity, fire, cold.
    Aggravates creatures nearby.

    Leave a comment:


  • Bagplant
    replied
    Originally posted by Magnate
    That's going to result in an awful lot of things getting Feather Falling (or +1 CHA or +1 Searching).

    This happens when the base item is significantly 'better' (in terms of damage dice or base AC) than the standart's base item, so there's not much room for abilities. Personally I'd rather have +hit/dam on a weapon than FF or +1 stat.

    We could address this by narrowing the range of allowable base items - at the moment they're allowed to take up to 85% (IIRC) of the available power. We could lower this limit to something like 60%. My instinct is that this would make randart generation take noticeably longer (many more rejected items and sets), but it might not.
    I would also call this a bug I think. There are definitely examples in the standart set that are comparable to a normal ego item in power (the -thancs for example are basically just branded weapons with an extra damage die and activation). However this one would pseudo-id as 'good' if it were a non-artifact and I can't think of any in the basic set for which that's true. (The Glaive doesn't count as the huge boost to damage dice and +damage makes it out of the ordinary - compare DSM of craftsmanship or launchers of accuracy/power).

    If the base item can take up to 85% of the power calculation, that seems way too high and more or less guarantees that you will see artifacts of this type. (I wonder what the maximum base item percentage is in the standart set? Well below 85%, I'd bet).

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  • Timo Pietilä
    replied
    Originally posted by scud
    Not a randart, but Dave XXXI was so excited to find some purple headgear at 500' that he IDed it prior to wearing...



    Dave is feeling rather let down.
    It ignores acid and is light, so if you enchant it up it could be useful.

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  • scud
    replied
    Not a randart, but Dave XXXI was so excited to find some purple headgear at 500' that he IDed it prior to wearing...



    Dave is feeling rather let down.

    Leave a comment:


  • ranger jeff
    replied
    Yeah, as said, just the default artifact property of immune to the elements is great to have early game, so your plusses don't go away.

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  • Derakon
    replied
    Remember also the Glaive of Pain, which has no special abilities on it besides doing a crapload of damage. I don't think randarts necessarily have to do anything beyond have pluses if they don't want to.

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  • Magnate
    replied
    Originally posted by PowerWyrm
    I would consider this as a flaw/bug. Same if you find a randart armor part with only +AC. The randart engine should ensure that weapons and armor parts get at least one ability, even if it's feather falling or similar crap.
    That's going to result in an awful lot of things getting Feather Falling (or +1 CHA or +1 Searching).

    This happens when the base item is significantly 'better' (in terms of damage dice or base AC) than the standart's base item, so there's not much room for abilities. Personally I'd rather have +hit/dam on a weapon than FF or +1 stat.

    We could address this by narrowing the range of allowable base items - at the moment they're allowed to take up to 85% (IIRC) of the available power. We could lower this limit to something like 60%. My instinct is that this would make randart generation take noticeably longer (many more rejected items and sets), but it might not.

    Leave a comment:


  • MattB
    replied
    Originally posted by PowerWyrm
    I would consider this as a flaw/bug. Same if you find a randart armor part with only +AC. The randart engine should ensure that weapons and armor parts get at least one ability, even if it's feather falling or similar crap.
    Well, it can't be harmed by the elements. Which is handy...ish.

    Leave a comment:


  • PowerWyrm
    replied
    Originally posted by fizzix
    My first artifact in an iron man game:

    Code:
    The Morning Star of Elithar (2d6) (+5, +9)
    
    Dropped by Ugluk, the Uruk at 1650 feet (level 33)
    
    Cannot be harmed by acid, fire, electricity or cold
    I wonder if it was based off of Melkor or something.
    I would consider this as a flaw/bug. Same if you find a randart armor part with only +AC. The randart engine should ensure that weapons and armor parts get at least one ability, even if it's feather falling or similar crap.

    Leave a comment:


  • Estie
    replied
    Its missing pconfusion.

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  • PowerWyrm
    replied
    Slightly improved Thranduil? Sounds to me like a massively improved Dor-Lomin!

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  • MattB
    replied
    Eek! Nice!
    (And a hat that makes you hallucinate on demand is pretty cool.
    Think how much money you'll save on mushrooms at parties.)

    Leave a comment:

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