memorable randarts
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Damage is roughly equal to half accuracy, except for priests and especially mages. (And a ring of +16 damage is astonishingly good in any case--I have never seen better than +13.) -
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Its in the same ballpark as Fingolfin and Cambeleg, but yes, that quality of gloves is rare in randarts. I usually end up using "of Combat" for the last fights when aggravation doesnt matter any more. Those go up to +11 damage if the base is cestus.Leave a comment:
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It's still roughly equivalent to a ring of damage +16...without wasting a ring slot. In my current game I two-fisted RoD for +25 damage,til I finally found a weak speed ring--with 2 real curses +1 useless!--at DL 67. Fortunately I had 4 *remove curse.* One failed at power 62; two succeeded. Meaningless poison curse still remains.Leave a comment:
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I think these are together the highest bonuses to hit and to damage I've seen on gloves. No attribute bonuses but fortunately I've got enough of those elsewhere.
The Set of Leather Gloves of Tauru (+17, +9) [1, +10]
Provides resistance to Cold, Dark, Sound.
Provides protection from fear.
Cannot be harmed by Acid, Fire.
Sustains dexterity.Leave a comment:
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So, started a new dwarf priest to play along with the borg. The first artifact I found, at dlvl 17, dropped by Orfax, was Wrath. Which would be worthy of a post except I wanted to set randarts and apparently havent. So I post anyway, and restart.Leave a comment:
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Cost is 30K, which is ridiculously low. The cost per se doesn't matter, but this thing should guarantee item LF 8 at least.Leave a comment:
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The log for concocting that particular artifact is attached. The target power was 862. It received a supercharged speed bonus of 18 (chance of 5/139 to get that in this case - boots are more likely to get). The base supercharged bonus is 4+1d6 speed. There's a 1/2 chance (not dependent on item type) the base bonus is boosted to 4+1d6+1d3. There's a 1/6 chance (not dependent on item type) that base bonus is boosted to 5+2d6. In this case both bonuses were applied (1/12 chance) for a bonus of 5+2d6+1d3 (1/8 chance of being +18, 1/16 chance of being +19, 1/48 chance of being +20). The speed bonus was later adjusted to +20. The final power of the artifact was 851 with 400 of that coming from the speed bonus. As Estie guessed, the artifact's minimum depth is 100.
# Random hafted of power 851
name:'Eitharn'
base-object:hafted:Mace
level:20
weight:120
cost:30000
alloc:17:100 to 127
attack:8d4:7:15
armor:0:2
flags:SUST_DEX | REGEN | SEE_INVIS
values:WIS[1] | TUNNEL[4] | SPEED[20]
values:RES_ACID[1] | RES_ELEC[1] | RES_FIRE[3] | RES_COLD[1]
slay:UNDEAD_3
slayEMON_3
slay:GIANT_3
slay:ORC_3
slay:EVIL_2
brand:POIS_3
actRAGON_MULTIHUED
time:160+4d20
desc:Random hafted of power 851
And yes, it was found at 5000' in a GV, just after killing M.Leave a comment:
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Hmm I looked at that log; half of the actions are calculating value for the artifact property of being immune to elements. And very particular values - immunity to acid is worth 3, to lightning 1. There is a value assigned for each element and that value is taken into account multiple times in the process of creating the artifact.
This seems not a very economic approach when all we want to achieve is to make artifacts indestructible - there is no need to assign a value to that property if every artifact gets it anyway.
So this is how those early artifacts with no actual properties get created, then.Leave a comment:
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