What's the difference between AC in poscheng and AC in vanilla? You die and you die in poscheng unless you have big AC or can avoid meleeing things.
							
						
					memorable randarts
				
					Collapse
				
			
		
	X
- 
	
	
	
		
	
		
	
	
	
	
	
AC isn't useless, problem is that in order to make any difference you need to have *really* big bonus to AC. Armor comes from at least six, potentially ten slots (weapon, rings, amulet), so in order to one of them making any difference is much less than in weapons having damage bonus.
Also malus and bonus in AC are quite a different values. -75AC would be very nasty, while +75 doesn't make much difference, because it's just fractional improvement over your other equipment.
If you have 5 * 25 AC (average) then that one having +75 instead of another +25 is just 200/150 = 33% improvement. And +75 is huge bonus.
OTOH in that same scenario -75 would be same as 125-75/150 = 66% drop in AC.Comment
 - 
	
	
	
		
	
		
	
	
	
	
	
Just found the Whip of Galdor off Azog, king of the Uruk-Hai, dlvl 35.
The stuff I know it has:
4 INT, tunneling, no other immediate things
1d3 dice, +5 +28(+28 to_dam is pretty high in the upper regions of standart stuff, at dlvl 35 on a whip it is hilarious)
slay evil (as if it were necessary)
Certainly remarkable, considering the Glaive of Painish damage bonus, and on a whip it will be beautiful all through statgain.
EDIT: Of course, slay evil only adds ten damage, but it's fun. Total damage output is 180 against normal creatures on my gnome warrior.
EDIT2: It was incredibly handy in killing Bolg
							
						Comment
 - 
	
	
	
		
	
		
	
	
	
	
	
Make that two points (with five blows it is ten). Pretty insignificant bonus.Comment
 - 
	
	
	
		
	
		
	
	
	
	
	
I prefer playing with randarts but in the current comp it's the standard set. But fortunately, ego items are finally almost as interesting as randarts. I mean, I've always wanted to find Doomcaller or Ringil but never did and now when I find Doomcaller I used it only once to kill a Wyrm just for the sake of it. Look at
.v.s.Code:a) a Mace of Disruption (Holy Avenger) (5d8) (+14,+19) [+2] <+4> {!d!x!v @w1} Found lying on the floor at 4600 feet (level 92). +4 wisdom. Slays evil creatures, undead, demons. Provides protection from fear. Sustains dexterity. Blessed by the gods. Grants the ability to see invisible things. Combat info: 4.0 blows/round. Average damage/round: 419.6 vs. evil creatures, 531.2 vs. undead, 531.2 vs. demons, and 308 vs. others.
orCode:s) the Blade of Chaos 'Doomcaller' (6d5) (+18,+28) [-50] {FIRST TIME FOUND} Dropped by Maeglin, the Traitor of Gondolin at 5000 feet (level 100). Slays animals, evil creatures, demons, trolls. *Slays* dragons. Branded with frost. Provides resistance to acid, lightning, fire, cold, chaos. Cannot be harmed by acid, electricity, fire, cold. Prevents paralysis. Grants telepathy. Grants the ability to see invisible things. Aggravates creatures nearby. Combat info: 4.0 blows/round. Average damage/round: 392.8 vs. animals, 392.8 vs. evil creatures, 474.8 vs. demons, 474.8 vs. trolls, 474.8 vs. creatures not resistant to cold, 639.2 vs. dragons, and 310.8 vs. others.
.v.s.Code:b) a Sling of Buckland (x4) (+21,+27) <+4, +2> {+2 SHOTS!} Found lying on the floor in a vault at 5000 feet (level 100). +4 dexterity. +2 shooting speed, shooting power. Cannot be harmed by acid, fire.
Code:t) the Long Bow 'Belthronding' (x3) (+20,+22) <+3, +1> Dropped by a Horned Reaper at 4250 feet (level 85). +3 dexterity. +1 stealth, speed, shooting speed. Provides resistance to disenchantment. Cannot be harmed by acid, electricity, fire, cold.Comment
 - 
	
	
	
		
	
		
	
	
	
	
	
I can do you one better.:
Code:the Two-Handed Great Flail 'Elron' (3d6) (-11,+3) [+1] ------------------------------------------------------ Cursed. Cannot be harmed by acid, electricity, fire, cold. Min Level 12, Max Level 3, Generation chance 8, Power 21, 28.0 lbs Based on Berúthiel.
Comment
 - 
	
	
	
		
	
		
	
	
	
	
	
Ah, I didn't realize. Because I don't preserve my randarts from game to game, I usually generate and peruse artifact.spo after death/victory. I feel like my games generate cursed artifacts with no drawback beyond negative to-hit/dam/AC less often than plain "good" (but functionally merely magical) artifacts.
Edit: Also, I've noticed that most games randart sets contain at least one (and often two or more) "artifact" boots of speed that, aside from having a purple name, differ not at all from the ego boots.Last edited by krazyhades; February 7, 2014, 19:02.Comment
 - 
	
	
	
		
	
		
	
	
	
	
	
They have enough pool to get the speed (otherwise they would be junk compared to ego speed boots), but not much allowance for anything on top.
Thats why those boots above get created: 12 speed (awesome), 12 stealth (big bonus on top), aggravating (malus without which they would break the limit and not get created at all).
The best ones I have seen had something like +8 speed and +8 to a stat.
I wonder what Deathwreaker created on boot base would look like (afaik, impossible to happen with current randart algorithm).Comment
 - 
	
	
	
		
	
		
	
	
	
	
	
Comment
 - 
	
	
	
		
	
		
	
	
	
	
	
I believe Feanor has less power than Deathwreaker (but dont quote me on that); 12 speed and 12 stealth should be more valuable than what Feanor has, no ?
Last version I recall they had 15 speed and featherfall or somesuch.
I know of no reason why Feanor boots couldnt get rolled as boots; I assume they can (and become 8 speed 8 stat in the process or so).Comment
 - 
	
	
	
		
	
		
	
	
	
	
	
Feanor has +15 speed, resistance to nexus, and activation for Haste Self. That activation is pretty powerful, especially since the recharge time isn't that unreasonable (200 turns).I believe Feanor has less power than Deathwreaker (but dont quote me on that); 12 speed and 12 stealth should be more valuable than what Feanor has, no ?
Last version I recall they had 15 speed and featherfall or somesuch.
I know of no reason why Feanor boots couldnt get rolled as boots; I assume they can (and become 8 speed 8 stat in the process or so).
That said, it's usually just an extra +5 speed over what you'd be wearing otherwise, which is great, but not the kind of game-changer that Deathwreaker is.Comment
 - 
	
	
	
		
	
		
	
	
	
	
	
Deathwreaker used to be too heavy to get full blows with it. It also aggravates, so it isn't that useful, and it also isn't that big game changer unless you manage to get it early. MoD of Extra Attacks +2 can be very close to be as good as D is, or if you get lucky with bonuses even better if you play mage or priest (50% more blows).Feanor has +15 speed, resistance to nexus, and activation for Haste Self. That activation is pretty powerful, especially since the recharge time isn't that unreasonable (200 turns).
That said, it's usually just an extra +5 speed over what you'd be wearing otherwise, which is great, but not the kind of game-changer that Deathwreaker is.
That +5 to speed from body gear is actually quite big deal. It is usually enough to tip the scale to make new choices for rest of your gear. That is one of the reasons why +3 from Thalkettoth and +3 or +2 from few of the artifact cloaks and Trickery amulet also are big deals. They stack up freeing up a ring slot, and that is why even small speed boosts outside rings are big deal.Comment
 - 
	
	
	
		
	
		
	
	
	
	
	
Notice anything these have in common?
(and, yes, these are all in the same game... which I'm re-playing right now. I just have to see how powerful this will make a Priest. Of course even if I find both rings, one of them will probably have to be swapped with a speed ring.)Code:the Set of Gauntlets 'Uturumet' [3,+14] <+2> -------------------------------------------- +2 intelligence, attack speed. Provides resistance to fire, sound. Cannot be harmed by acid, electricity, fire, cold. Prevents paralysis. When aimed, it causes you to breathe either cold or flames for 80 damage. Takes 65 to 72 turns to recharge. Min Level 47, Max Level 127, Generation chance 2, Power 289, 2.5 lbs Based on Oromë. the Ring of Power of Mendor <+2, +1> ------------------------------------ +2 speed, attack speed. Provides resistance to acid, lightning, fire, cold. Cannot be harmed by acid, electricity, fire, cold. Sustains strength. Grants telepathy. Grants the ability to see invisible things. Radius 1 light. When activated, it hastens you for 2d10+20 turns. Takes 82 to 100 turns to recharge. Min Level 65, Max Level 127, Generation chance 1, Power 380, 0.2 lbs Based on Narya. the Ring of Power 'Ascar' (+8,+6) <+2> -------------------------------------- +2 wisdom, attack speed. +10% to searching. Provides resistance to lightning, cold, chaos, disenchantment. Provides protection from fear. Cannot be harmed by acid, electricity, fire, cold. Feather Falling. Speeds regeneration. Prevents paralysis. Grants telepathy. When activated, it raises your intelligence at the expense of a random attribute. Takes 205 to 325 turns to recharge. Min Level 78, Max Level 127, Generation chance 1, Power 488, 0.2 lbs Based on Nenya.
Comment
 
Comment