@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.)
memorable randarts
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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%Leave a comment:
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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]
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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.Leave a comment:
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the Amulet of Windori <-2, +5, +2, -3> (cursed)
Dropped by a brigand at 1350 feet (level 27)
It makes your skin harder to damage, but conduct electricity.
It periodically turns your skin to stone.
It makes you too scared to fight.
It poisons you from time to time.
-2 strength.
+5 intelligence.
+2 wisdom.
-3 dexterity.
Provides immunity to Fire.
Provides resistance to Lightning, Light.
Provides protection from confusion.
Speeds regeneration. Grants telepathy. Prevents teleportation. Drains experience.Leave a comment:
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This damage output looks incredible even for more high power variants like Zangband branches.Leave a comment:
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So, err, when my latest @ died an unfortunate death, I looked at the randarts and saw this:
the Mace of Disruption 'Celdach' (16d8) (+17,+28) <+2, +3>
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A giant's weapon, enchanted with shattering power that breaks bones, bodies,
and spirit.
+2 intelligence.
+3 wisdom.
+3 constitution.
+2 extra blows.
Slays dragons (powerfully), demons (powerfully), undead.
Branded with weak fire.
Provides resistance to Acid, Poison, Light, Dark, Nether.
Provides protection from fear.
Cannot be harmed by Acid, Fire.
Speeds regeneration. Grants the ability to see invisible things. Blessed by
the gods (combat bonuses for holy casters).
Min Level 100, Max Level 127, Generation chance 1, Power 1056, 40.0 lbs
Random hafted of power 1056.
I guess Ill have to make another paladin now, though this thing is not going to turn up early.Leave a comment:
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So, err, when my latest @ died an unfortunate death, I looked at the randarts and saw this:
the Mace of Disruption 'Celdach' (16d8) (+17,+28) <+2, +3>
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A giant's weapon, enchanted with shattering power that breaks bones, bodies,
and spirit.
+2 intelligence.
+3 wisdom.
+3 constitution.
+2 extra blows.
Slays dragons (powerfully), demons (powerfully), undead.
Branded with weak fire.
Provides resistance to Acid, Poison, Light, Dark, Nether.
Provides protection from fear.
Cannot be harmed by Acid, Fire.
Speeds regeneration. Grants the ability to see invisible things. Blessed by
the gods (combat bonuses for holy casters).
Min Level 100, Max Level 127, Generation chance 1, Power 1056, 40.0 lbs
Random hafted of power 1056.
I guess Ill have to make another paladin now, though this thing is not going to turn up early.Leave a comment:
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I was close enough to endgame that the Con was more important to Int (I was already maxed out on Int) But it was worth 100+ HP
Going into the level I was wearing a ring of CON +6 and a ring of Speed +11
Leaving I had to artifaces that added up to the sameLeave a comment:
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Thats a sweet ring. Most fighter types want damage and couldnt care less about int; youre not supposed to find this as a necromancer.Leave a comment:
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Although - not anymore:
c) the Ring of Mirith <+6, +5, +2, +4, +8, +1>
Found lying on the floor in a vault at 4450 feet (level 89)
+6 intelligence.
+5 dexterity.
+2 constitution.
+4 searching skill.
+4 infravision.
+8 speed.
+1 light.
Provides immunity to Acid, Fire, Cold.
Provides resistance to Lightning, Dark.
Provides protection from fear, blindness.
Cannot be harmed by Lightning.
Sustains intelligence.
Prevents paralysis. Sustains your life force.
coupled with this:
b) the Heavy Crossbow 'Ancal' (x4) (+11,+23) <+3>
Found lying on the floor in a vault at 4250 feet (level 85)
+3 strength.
Provides immunity to Lightning.
Provides resistance to Light.
Cannot be harmed by Acid, Fire.
gives him base immunity
I've never seen more than two.Leave a comment:
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My Necromancer covets your arkenstone
All the artifact lights they find hurts their spell casting abilities
Here is a bizarre item I found - it maps and lights an entire level - but I can't read any scrolls because of the -3 light :/
There are some other nice aspects to it, and some other not so nice aspects...
Code:l) the Arkenstone of Gelwilda <+3, +5, +2, -3> (charging) {cursed} Taken from a chest found at 2550 feet (level 51) It paralyses you every now and then. It poisons you from time to time. +3 wisdom. +5 searching skill. +2 infravision. -3 light. Provides immunity to Fire. Provides resistance to Nexus, Chaos. Cannot be harmed by Fire. Feather Falling. Prevents teleportation. Intensity -3 light. When activated, it lights and maps the entire level, sensing objects. Takes 107 to 210 turns to recharge at your current speed. Your chance of success is 94.7%
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