memorable randarts

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  • Ed_47569
    replied
    Originally posted by Estie
    Thats a nice one. Now you can equip 2 damage rings!
    Ended up at +51 speed and went back down to slaughter the remaining Uniques... Ancalagon, the two dogs and the Tarrasque.

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  • Estie
    replied
    Thats a nice one. Now you can equip 2 damage rings!

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  • Ed_47569
    replied
    Found in a vault just after killing Morgoth with a warrior (used MoD HA). Never seen +20 speed on a weapon before... Now I don't want to retire the character!

    a) the Mace 'Eitharn' (8d4) (+7,+15) [+2] <+1, +4, +20>
    Found lying on the floor in a vault at 5000 feet (level 100)

    +1 wisdom.
    +4 tunneling.
    +20 speed.
    Slays undead, demons, giants, orcs, evil creatures.
    Branded with poison.
    Provides immunity to Fire.
    Provides resistance to Acid, Lightning, Cold.
    Cannot be harmed by Acid, Fire.
    Sustains dexterity.
    Speeds regeneration. Grants the ability to see invisible things.


    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 688 to 1008 turns to recharge at your current speed.
    Your chance of success is 95.6%

    Combat info:
    6.0 blows/round.
    Average damage/round: 790.2 vs undead, demons, giants, orcs, and
    creatures not resistant to poison, 637.8 vs evil creatures, and
    485.4 vs. others.

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  • Sky
    replied
    once you get to DL90 ESP is pretty much on everything, if not on randarts, and for some reason you cannot free the head slot, cloaks of the magi have it, and so do lothloriens. cloaks are vastly more abundant, and i find that the randart cloak slot tends to have alltogether less bonuses than other slots.

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  • Jay
    replied
    Originally posted by sffp
    +5 strength, +3 dex - useful for just about anyone
    True — it'd be helpful for a lot of classes to carry even if they rarely used it.

    In this case, I can confirm that it was quite helpful in knocking off Morgoth.

    Originally posted by Estie
    Nice one; now hope you dont find a Lothlorien with ESP :P
    I was really lucky with artifacts with ESP this game. Ended up with three different randart helmets with it, along with some other nice characteristics. Spoiled for choice, really. Quite a contrast from some other recent games where I was scrambling for it.

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  • sffp
    replied
    Originally posted by Jay
    Wish I was playing a ranger for this one. Still, my warrior is making good use of it.

    the Long Bow of Elpion (x4) (+7,+29) <+5, +3, +1>

    +5 strength.
    +3 dexterity.
    +1 searching skill.
    +1 shooting power.
    Slays evil creatures.
    Branded with cold.
    Provides resistance to Acid, Lightning, Light.
    Provides protection from fear.
    Cannot be harmed by Acid, Fire.
    Sustains intelligence.
    Prevents paralysis.

    When activated, it fires a ball of acid with radius 2, dealing 120 damage at
    the centre, which your device skill increases by 23% for an average of 147.6
    damage.
    Takes 279 to 341 turns to recharge.
    Your chance of success is 95.4%
    +5 strength, +3 dex - useful for just about anyone

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  • Estie
    replied
    Nice one; now hope you dont find a Lothlorien with ESP :P

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  • Jay
    replied
    Wish I was playing a ranger for this one. Still, my warrior is making good use of it.

    the Long Bow of Elpion (x4) (+7,+29) <+5, +3, +1>

    +5 strength.
    +3 dexterity.
    +1 searching skill.
    +1 shooting power.
    Slays evil creatures.
    Branded with cold.
    Provides resistance to Acid, Lightning, Light.
    Provides protection from fear.
    Cannot be harmed by Acid, Fire.
    Sustains intelligence.
    Prevents paralysis.

    When activated, it fires a ball of acid with radius 2, dealing 120 damage at
    the centre, which your device skill increases by 23% for an average of 147.6
    damage.
    Takes 279 to 341 turns to recharge.
    Your chance of success is 95.4%

    Leave a comment:


  • sffp
    replied
    Classic LOOT!!!

    o) the Band 'Elduinur'
    Dropped by Wormtongue, Agent of Saruman, at 500 feet (level 10)

    Cannot be harmed by Lightning.
    Aggravates creatures nearby.


    My first ring!

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  • wobbly
    replied
    This one is interesting in the sense that the recharge time on the activate is shorter then the effect length.

    Code:
    e) the Amulet 'Gilirhuri' <+2, +3>
         Dropped by Brodda, the Easterling, at 800 feet (level 16)
         
         +2 strength.
         +3 searching skill.
         +3 tunneling.
         Provides resistance to dark, chaos.
         Sustains wisdom, constitution.
         Slows your metabolism.  Grants the ability to see invisible
         things.  
         
         When activated, it hastes you for a while, but then makes you
         slower for a while afterward.
         Takes 82 to 90 turns to recharge at your current speed.
         Your chance of success is 89.5%

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  • Estie
    replied
    And oh so fitting.

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  • wobbly
    replied
    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.

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  • Pete Mack
    replied
    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.

    Leave a comment:


  • wobbly
    replied
    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.

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  • Pete Mack
    replied
    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.

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