memorable randarts
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*Grotug bows before the God of Angband.*
I keep playing Ranger to get an insane launcher, but I only get good or very good launchers, but no broken launchers. That Mace is the absolute dream. Like the perfect weapon. High dice, high enchantment, and all the slays. When a weapon doesn't hold back in any metric of damage. Even a mage could rearrange their kit to kill morgoth with that.Leave a comment:
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*Grotug bows before the God of Angband.*
I keep playing Ranger to get an insane launcher, but I only get good or very good launchers, but no broken launchers. That Mace is the absolute dream. Like the perfect weapon. High dice, high enchantment, and all the slays. When a weapon doesn't hold back in any metric of damage. Even a mage could rearrange their kit to kill morgoth with that.Leave a comment:
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Same character, playing a warrior...I mean, what even is this?!!!!
a) the Mace of Disruption of Elpel (5d8) (+20,+30) [+2] <+5, +2> (charging)
Dropped by Pazuzu, Lord of Air, at 4400 feet (level 88)
+5 intelligence.
+2 extra blows.
Slays undead (powerfully), dragons (powerfully), demons
(powerfully), trolls, animals, evil creatures.
Provides resistance to dark.
Cannot be harmed by acid, fire.
Sustains your life force.
When activated, it destroys an area around you in the shape of a
circle radius 15, and blinds you for 1d10+10 turns.
Takes 343 to 420 turns to recharge at your current speed.
Your chance of success is 92.0%
Combat info:
7.2 blows/round.
Average damage/round: 1561.5 vs undead, dragons, and demons,
1149.3 vs trolls, 943.2 vs animals and evil creatures, and 737.1
vs. others.Leave a comment:
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And again, same character as the last two...3 immunities on one ring! V4.2.5
x) the Band 'Tirmen' <+3>
Found lying on the floor in a vault at 4600 feet (level 92)
+3 wisdom.
+3 constitution.
+3 stealth.
Provides immunity to acid, lightning, cold.
Provides resistance to poison, nether, disenchantment.
Provides protection from fear.
Cannot be harmed by lightning.
Slows your metabolism. Grants the ability to see invisible
things. Prevents paralysis.
When activated, it heals 1200 hit points, cut damage, and cures
stunning, poisoning, blindness, and confusion.
Takes 573 to 772 turns to recharge at your current speed.
Your chance of success is 95.7%Leave a comment:
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Same character, playing a warrior...I mean, what even is this?!!!!
a) the Mace of Disruption of Elpel (5d8) (+20,+30) [+2] <+5, +2> (charging)
Dropped by Pazuzu, Lord of Air, at 4400 feet (level 88)
+5 intelligence.
+2 extra blows.
Slays undead (powerfully), dragons (powerfully), demons
(powerfully), trolls, animals, evil creatures.
Provides resistance to dark.
Cannot be harmed by acid, fire.
Sustains your life force.
When activated, it destroys an area around you in the shape of a
circle radius 15, and blinds you for 1d10+10 turns.
Takes 343 to 420 turns to recharge at your current speed.
Your chance of success is 92.0%
Combat info:
7.2 blows/round.
Average damage/round: 1561.5 vs undead, dragons, and demons,
1149.3 vs trolls, 943.2 vs animals and evil creatures, and 737.1
vs. others.Last edited by Ed_47569; October 30, 2023, 01:21.Leave a comment:
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This is pretty good.
g) the Law Dragon Scale Mail 'Livrast' (-2) [40,+26] <+3, +2>
Found lying on the floor in a vault at 3400 feet (level 68)
+3 wisdom.
+2 speed.
Provides resistance to acid, lightning, fire, cold, poison, light,
dark, sound, shards, nexus, nether.
Provides protection from fear, blindness, confusion.
Sustains intelligence, constitution.
Feather Falling. Speeds regeneration. Prevents paralysis.
When aimed, it breathes a cone of sound or shards with width 20
degrees, dealing 230 damage at the source.
Takes 175 turns to recharge at your current speed.
Your chance of success is 94.5%Leave a comment:
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Max MoD blows are 5.2 for warriors, 4 for pure casters and 5 for everyone else (not sure about BG).Leave a comment:
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At the current damage, 376 DPT. At 4.0 blows, 940 DPT. At 4.7*, 1107 DPT.
* IIIRC this is the most possible with a MoD.Leave a comment:
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the Mace of Disruption of Arfearth (9d8) (+9,+11)
Dropped by Saruman of Many Colours at 3000 feet (level 60)
Slays undead, demons, orcs.
Branded with cold.
Provides resistance to cold.
Cannot be harmed by acid, fire.
Combat info:
1.6 blows/round.
With +6 STR and +0 DEX you would get 2.0 blows
With +0 STR and +2 DEX you would get 2.0 blows
Average damage/round: 282.1 vs undead, demons, orcs, and creatures
not resistant to cold, and 119.6 vs. others.
I'll start wielding it when my wis gets a little higher.Leave a comment:
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the Mace of Disruption of Arfearth (9d8) (+9,+11)
Dropped by Saruman of Many Colours at 3000 feet (level 60)
Slays undead, demons, orcs.
Branded with cold.
Provides resistance to cold.
Cannot be harmed by acid, fire.
Combat info:
1.6 blows/round.
With +6 STR and +0 DEX you would get 2.0 blows
With +0 STR and +2 DEX you would get 2.0 blows
Average damage/round: 282.1 vs undead, demons, orcs, and creatures
not resistant to cold, and 119.6 vs. others.
I'll start wielding it when my wis gets a little higher.Leave a comment:
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I remember it being significant. I'd forgotten it was huge. Abolishing the shield spell for 50% of the classes makes up for some of it. Abolishing a number of other buffs makes up for more. (I rarely have double cold resistance anymore, and only sometimes have double fire resistance.)Leave a comment:
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+13 Damage is conditionally equivalent to a +10 RoSpeed. If you've got base speed 25, yes. If you have an midgsme weapon or an ordinary endgame weapon yes. But if you've got +2 attacks MoD with Slay Evil spell, or some massive damage randart, no.Leave a comment:
Leave a comment: