memorable randarts

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  • Jay
    Adept
    • Dec 2011
    • 104

    I have to question Carindore's personal hygiene if, long after his boots have become legendary, they can be used to initiate a poison gas attack.


    the Pair of Leather Boots of Carindore [2,+20]
    ----------------------------------------------
    These are calf-high boots of flexible leather, laced from heel to calf.

    Provides resistance to Dark.
    Cannot be harmed by Acid, Fire.
    Feather Falling. Speeds regeneration.

    When activated, it fires a ball of poison gas with radius 3, dealing 12 damage
    at the centre, which your device skill increases by 20% for an average of 14.4
    damage.
    Oh you icky things, don't you know you're driving your mamas and papas insane…

    Comment

    • Sky
      Veteran
      • Oct 2016
      • 2319

      Originally posted by PowerWyrm
      Remember that you can remove curses with scrolls, you should check what power these have to see if you can remove them.
      you can remove the first 4, but cannot remove no_tele
      "i can take this dracolich"

      Comment

      • Ugramoth
        Adept
        • Mar 2017
        • 120

        This ring is quite a confidence booster for a mid level HE blackguard:
        the Band 'Haril' (+7, +1) <+4, +5, +1>
        Found lying on the floor in a vault at 1600 feet (level 32)

        +4 intelligence.
        +4 dexterity.
        +5 tunneling.
        +1 light.

        Provides immunity to Fire
        Provides resistance to Acid, Lightning, Cold, Dark, Sound, Nexus, Chaos, Disenchantment.
        Provides protection from fear.
        Cannot be harmed by Lightning.
        Slows your metabolism. Speeds regeneration. Prevents paralysis. Sustains your life force.

        When activated, it breathes a cone of acid, lightning, fire, frost or poison gas with width 20 degrees, dealing 250 damage at the source.
        Takes 164 to 240 turns to recharge.
        Your chance of success is 96.1%

        Comment

        • Estie
          Veteran
          • Apr 2008
          • 2342

          And +7 to hit helps a little with the launcher.

          Comment

          • Pete Mack
            Prophet
            • Apr 2007
            • 6883

            @Estie--
            Blackguards only ever carry stat sticks after the very early game. +7 is not going to make a difference for truly abysmal shooting ability. (The only use is knight's moves against druj, Wiruin, and Q, and for that accuracy is of lityle importsnce.)

            Comment

            • Estie
              Veteran
              • Apr 2008
              • 2342

              Well I made heave use of range despite abysmal hit chance, carrying both bless and berserk or heroism; many shots miss but its still competitive with equally terrible melee.

              So yes, +7 is not the reason to equip that ring, neverthess I dont say no in that worst phase before the spells come online.

              Comment

              • sffp
                Swordsman
                • Apr 2020
                • 434

                So I was wearing a nice little main gauche of lightning for a while doing ~30 points of damage

                when I ran into this this and this in rapid succession

                d) a Ring of Damage (+0,+9)
                Dropped by a mind flayer at 1150 feet (level 23)

                s) a Scimitar (Holy Avenger) (7d2) (+13,+9) [+3] <+3>
                Dropped by Wormtongue, Agent of Saruman, at 1150 feet (level 23)

                +3 wisdom.
                Slays undead, demons, evil creatures.
                Provides protection from fear.
                Sustains strength.
                Grants the ability to see invisible things. Blessed by the gods
                (combat bonuses for holy casters).



                a) the Main Gauche 'Goren' (1d5) (+6,+8) <+4, +3, +1>
                Found lying on the floor at 1150 feet (level 23)

                +4 intelligence.
                +3 dexterity.
                +3 stealth.
                +1 light.
                Slays undead, animals.
                Provides immunity to Acid, Fire.
                Cannot be harmed by Acid.

                Combat info:
                2.8 blows/round.
                With +2 STR and +0 DEX you would get 3.1 blows
                With +0 STR and +2 DEX you would get 3.3 blows
                Average damage/round: 87.4 vs undead, 78 vs animals, and 68.6 vs.
                others.

                I like the damage to evil I was getting from the HA and it was my source of FA (although I can swap in boots of FA for stealth)

                But look at the double immunitiy on the main Gauche

                Provides immunity to Acid, Fire.

                wow

                Comment

                • sffp
                  Swordsman
                  • Apr 2020
                  • 434

                  SAME LEVEL (6-7 btw)

                  b) a Heavy Crossbow of Power (x4) (+3,+23)
                  Found lying on the floor in a vault at 1150 feet (level 23)

                  0) 26 Bolts (1d5) (+6,+6)
                  Combat info:
                  When fired, hits targets up to 140 feet away.
                  Average damage/round: 129.2.
                  20% chance of breaking upon contact.

                  less impressive but still quite useful

                  c) a Ring of Dexterity <+2>
                  Found lying on the floor in a vault at 1150 feet (level 23)

                  +2 dexterity.
                  Sustains dexterity.



                  And two Dex potions!

                  Comment

                  • Pete Mack
                    Prophet
                    • Apr 2007
                    • 6883

                    @sftp--
                    Double immunity makes an OK weapon for mage or ranger. But without extra attacks, high damage bonus, a brand, or even slay evil it's junk as a blackguard weapon. Blackguard biggest weakness early on is in damage. That weapon makes the problem worse.

                    Comment

                    • sffp
                      Swordsman
                      • Apr 2020
                      • 434

                      Originally posted by Pete Mack
                      @sftp--
                      Double immunity makes an OK weapon for mage or ranger. But without extra attacks, high damage bonus, a brand, or even slay evil it's junk as a blackguard weapon. Blackguard biggest weakness early on is in damage. That weapon makes the problem worse.
                      Interesting.
                      I find my BG's dying (almost all the time) around 1500-2000 because I run out of Cure potions/escapes. I probably need them because I'm not doing enough damage. What raw number do you think they need btw? I've got this Main Gauche doing around 143/round at 1800' btw

                      Comment

                      • Pete Mack
                        Prophet
                        • Apr 2007
                        • 6883

                        Here's one that plugged a few holes. It let me dump a whole bunch of not quite good enough armor, and poison resistance+ CON really eased constraints on other equipment.

                        Code:
                        g) the Partial Plate Armour of Elorlad (-3) [40,+16] <+2>
                             Dropped by Glaurung, Father of the Dragons, at 4000 feet (level
                             80)
                             +2 constitution.
                             Provides resistance to acid, lightning, fire, cold, poison, light,
                             chaos.
                             Provides protection from fear, blindness, stunning.
                             Cannot be harmed by acid.
                             Slows your metabolism.  Grants the ability to see invisible
                             things.
                        In contrast, my main weapon is a not-quite-great ego weapon.
                        Code:
                        a) an Executioner's Sword of Extra Attacks (4d5) (+16,+17) <+2>
                             Found lying on the floor at 3050 feet (level 61)
                             
                             +2 extra blows.
                             
                             Combat info:
                             7.0 blows/round.
                             This weapon may benefit from one or more off-weapon brands or
                             slays.
                             Average damage/round: 551.6 vs creatures not resistant to
                             lightning and 441 vs. others
                        For paladin, blows trumps brands and slays because of slay evil and kill demon spells. Off weapon weak brand helps too.

                        Comment

                        • wobbly
                          Prophet
                          • May 2012
                          • 2627

                          Originally posted by sffp
                          Interesting.
                          I find my BG's dying (almost all the time) around 1500-2000 because I run out of Cure potions/escapes. I probably need them because I'm not doing enough damage. What raw number do you think they need btw? I've got this Main Gauche doing around 143/round at 1800' btw
                          Arguably what you want is any big dice weapon, preferably with a brand, but even an unbranded BoC, Mod or SoS should be up for contention.

                          The venom brand spell will give a bigger boost on a higher dice weapon. Obvious not so great against anything with poison immunity, but when the weapon is already branded, then there's a much lower chance that they resist both elements.

                          Werewolf form and bloodlust increase blows, again there is more of a boost from these with a heavier weapon.

                          Comment

                          • Pete Mack
                            Prophet
                            • Apr 2007
                            • 6883

                            His trouble is getting out of stat gain. And for that, any weapon that does the most damage per turn against most monsters. Haradekket would be ideal--good dice, about the right weight, and extra attacks. But weapon choice is more of a lottery for BG than for any other class.

                            Comment

                            • wobbly
                              Prophet
                              • May 2012
                              • 2627

                              Originally posted by Pete Mack
                              His trouble is getting out of stat gain. And for that, any weapon that does the most damage per turn against most monsters. Haradekket would be ideal--good dice, about the right weight, and extra attacks. But weapon choice is more of a lottery for BG than for any other class.
                              a) a Scythe of Slicing (8d4) (+0,+0)
                              Found lying on the floor at 650 feet (level 13)

                              Well ok, it needs enchanting and you don't get venom brand till clvl 28. stats aside its 2 blows with whirlwind at clvl 20 and 3 at clvl 35.

                              Comment

                              • Estie
                                Veteran
                                • Apr 2008
                                • 2342

                                And oh so fitting.

                                Comment

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