memorable randarts

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  • AnonymousHero
    replied
    Holy carp!

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  • OOD Town drunk
    replied
    Just found this monster in 3.4.1(The trident does 1d10 normally):

    the Trident of Guingwe (7d10) (+7,+16) [+26] <+3>
    Dropped by a Berserker at 3300 feet (level 66).

    +3 wisdom.
    Provides resistance to light.
    Cannot be harmed by acid, electricity, fire, cold.
    Blessed by the gods.

    Combat info:
    5.0 blows/round.
    Average damage/round: 424.

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  • MattB
    replied
    Wish I'd found this before I died - would have been really handy for a Half-Troll warrior...

    the Fur Cloak of Cardil (+8,+3) [3,+16] <+10>
    ---------------------------------------------
    A heavy cloak made from fur and lined with leather; a luxury.

    +10 dexterity, speed.
    Provides resistance to lightning.
    Cannot be harmed by acid, electricity, fire, cold.


    Min Level 60, Max Level 127, Generation chance 12, Power 394, 2.5 lbs
    Based on Gondricam.

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  • MattB
    replied
    The great thing about randarts is that for every incredible Main Gauche you find (see below), you get one of the attached...
    (What a handy activation! Where on earth did it come from?)
    ------------------------------------

    the Main Gauche of Andir (7d5) (+15,+15) <+1>
    Dropped by a Greater Maia at 2500 feet (level 50).

    +1 charisma.
    Slays evil creatures.
    *Slays* dragons.
    Provides resistance to lightning, fire.
    Cannot be harmed by acid, electricity, fire, cold.

    Combat info:
    5.5 blows/round.
    With +0 STR and +2 DEX you would get 5.8 blows
    Average damage/round: 507.8 vs. evil creatures, 878.5 vs. dragons,
    and 384 vs. others.
    ----------------------------------
    Attached Files

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  • scud
    replied
    Didn't find it, but this was in my last completed game...

    Code:
    the Green Dragon Scale Mail 'Cirrahadh' (-2) [20,+39] <+4>
    ----------------------------------------------------------
     +4 strength, wisdom, dexterity, constitution, charisma.
     +20% to searching.
     It causes your melee attacks to *slay* dragons.
     It brands your melee attacks with weak frost.
     Provides resistance to acid, lightning, fire, cold, poison, light, nexus,
     nether.
     Provides protection from fear, blindness.
     Cannot be harmed by acid, electricity, fire, cold.
     Sustains wisdom, charisma.
     Prevents paralysis.  Sustains your life force.  Grants the ability to see
     invisible things.  
     
     When aimed, it allows you to breathe sound for 130 damage.
     Takes 155 to 209 turns to recharge.
     
    Min Level 100, Max Level 127, Generation chance 1, Power 777, 11.3 lbs
    Based on Bladeturner.
    Now *that* is what a 'Bladeturner' should look like, although I'd say the Bladeturner-derived armour in post #202 is better because of the pBlnd/pConf/pStun triple whammy.

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  • Estie
    replied
    Doubt that is Bladeturner, though its a sweet armour. I have had many a game without an armour close to that.

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  • Derakon
    replied
    Hm, I believe that the rarity of a randart is based on the compounded rarity of the standart's base item and its artifact, so that overall rarity is unchanged. I admit I could be wrong though.

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  • Pete Mack
    replied
    Originally posted by Derakon
    When I play randarts I assume that I will never manage to cover both pConf and pBlind without compromising my character badly in other important areas. Looks like you're pretty well-set though.
    Yep, I suspect it is Bladeturner. It is only missing rNether and rShards. It's one benefit of Randarts that artifacts can get turned into much more common base items, rather than (say) PDSM, BoC, MoD

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  • Derakon
    replied
    Originally posted by Pete Mack
    First source of pConf all game.
    When I play randarts I assume that I will never manage to cover both pConf and pBlind without compromising my character badly in other important areas. Looks like you're pretty well-set though.

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  • Pete Mack
    replied
    Just got a good drop from Medusa.
    Code:
    g) the Bar Chain Mail of Nimran (-2) [45,+22]
         Dropped by Medusa, the Gorgon at 4200 feet (level 84).
         
         Provides resistance to acid, lightning, fire, cold, poison, light,
         nexus, chaos, disenchantment.
         Provides protection from blindness, confusion.
         Cannot be harmed by acid, electricity, fire, cold.
         Slows your metabolism.
    First source of pConf all game.

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  • Timo Pietilä
    replied
    Originally posted by Pete Mack
    Derakon is correct. Moreover, this applies to monsters, too. So it's possible to see Carcharoth in a LV at dl 56. (I did, and ran like hell.)
    I got Vecna in NPP at around 1500'. In NPP Vecna can teleport himself toward you, so it was rather scary 10 or so turns (my turns, 20 or so Vecnas) before I managed to teleport close enough to stairs that Vecna could not get more than four free turns, each of which could kill me instantly. Lucky me, I survived.

    There was GV in that level.

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  • Pete Mack
    replied
    Derakon is correct. Moreover, this applies to monsters, too. So it's possible to see Carcharoth in a LV at dl 56. (I did, and ran like hell.)

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  • Derakon
    replied
    Artifacts, like anything else, can be generated out of depth; the only hard-and-fast rule is that they can't be generated in the town (as I understand it). I believe that the system is simply that when an item gets dropped, its effective depth can be "supercharged" (pick a random number; if it passes, add 1 to the item level and repeat; otherwise stop). Since this process is uncapped, anything can drop anywhere...it's just very unlikely to get a high-level item early on.

    Having to pass 4 out-of-depth checks is not especially onerous, and moreover, items in vaults get boosts to their level so you wouldn't even need that. Starting from dlvl 87, an item on the floor of a vault could potentially be in-depth even if its native depth were 127.

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  • scud
    replied
    This was a nice find for Dave the Dwarf Priest; has been a while since I've had a pStun...
    HTML Code:
    g) the Mithril Plate Mail of Erebri (-3) [60,+9] <+4>
         Dropped by a Dread at 4800 feet (level 96).
         
         +4 wisdom, dexterity, stealth, speed.
         It brands your melee attacks with weak acid.
         Provides resistance to acid, lightning, fire, cold, poison, light,
         dark, chaos, disenchantment.
         Provides protection from fear, blindness, confusion, stunning.
         Cannot be harmed by acid, electricity, fire, cold.
         Sustains constitution.
         Speeds regeneration.  Sustains your life force.
    The artifact.spo says that it's...
    HTML Code:
     Min Level 100, Max Level 127, Generation chance 1, Power 796, 30.0 lbs
    Based on Bladeturner
    ...so how did it end up at DL96? I didn't realise that artefacts travelled OOD.

    Also found the Ringil-based weapon with +3 to all six stats, *slay* to dragons/demons/undead, frost and flame branding, lightning immunity.... on a crummy trident. Absolutely useless to me by the time I found it.

    Also, third completed game in a row in which I've ended up wearing an Amulet of Sustenance.
    Last edited by scud; April 16, 2013, 03:29.

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  • Derakon
    replied
    That generation chance of 1 means you probably wouldn't have found it, but man, that is a very nice weapon. I'm surprised that the activation doesn't take longer to recharge.

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