memorable randarts
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Since we compare MoD lengths, lemme show mine:
a) the Mace of Disruption of Oiontana (11d8) (+13,+13) {!k}
Found lying on the floor in a vault at 4900 feet (level 98).
Slays animals, undead.
*Slays* demons.
Branded with weak acid.
Cannot be harmed by acid, electricity, fire, cold.
Combat info:
7.0 blows/round.
Average damage/round: 1491 vs. animals, 1491 vs. creatures not
resistant to acid, 1958.6 vs. undead, 2894.5 vs. demons, and
1023.4 vs. others.
Alas, no slay evil, and also its Feanor not Deathwreaker. It started out with crappy damage enchantment, I got it up to +13 with scrolls.
Without the +2 off weapon blows, it would be about 1065 acid, 1477 demon, 730 other.Leave a comment:
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Wow, with 5 blows/round and no other sources of +damage, you'd be doing 5*(10d8+44) ~= 445 damage/round vs. evil. Which doesn't sound like much, but you'd assuredly have more +damage somewhere on you (if nothing else, your STR score should be good for another +15 or so).
The dual immunities, useful resists, and other abilities are just icing on the cake, really.
And check out the activation!Leave a comment:
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Wow, with 5 blows/round and no other sources of +damage, you'd be doing 5*(10d8+44) ~= 445 damage/round vs. evil. Which doesn't sound like much, but you'd assuredly have more +damage somewhere on you (if nothing else, your STR score should be good for another +15 or so).
The dual immunities, useful resists, and other abilities are just icing on the cake, really.Leave a comment:
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I see your Mace of Disruption, and I give you...
Code:the Mace of Disruption 'Belfaur' (5d8) (+9,+44) [+28] <+3> ---------------------------------------------------------- +3 intelligence, wisdom. +15% to searching. Slays animals, evil creatures, undead, orcs, giants. *Slays* dragons, demons, undead. Branded with frost. Provides immunity to acid, fire. Provides resistance to poison, dark, nexus, nether. Provides protection from blindness. Cannot be harmed by acid, electricity, fire, cold. Blessed by the gods. Prevents paralysis. When activated, it raises your dexterity at the expense of a random attribute. Takes 205 to 325 turns to recharge.
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Very nice randart set in my last game, which went on to be my second ever winner. Managed to get three immunities and all protections and resistances covered apart from chaos (and feather falling, tragically), and this was the weapon I was wielding against Morgoth:
Code:the Mace of Disruption of Aradamlor (6d8) (+5,+20) <+2> ------------------------------------------------------- +2 infravision. +10% to searching. Slays evil creatures, undead, orcs, trolls. *Slays* demons, undead. Branded with weak venom, lightning, flames. Provides resistance to acid, lightning. Cannot be harmed by acid, electricity, fire, cold. Slows your metabolism. Prevents paralysis. Sustains your life force. Grants the ability to see invisible things. Min Level 84, Max Level 127, Generation chance 3, Power 586, 40.0 lbs Based on Deathwreaker.
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I'll take +3 charisma over +3 attacks any day.(It's 3.5-dev-somethingorother, so no charisma anywhere.)
That's not even close being the best Bladeturner-variant on this thread, but I just love those random activations. I'm quite cautious and slow player, but if I'd find an artifact with Deep Descent as an activation, I'd spam that bastard like there's no tomorrow.Leave a comment:
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My hElf rogue is already dead and (probably not) buried, which doesn't come as a huge surprise, considering that RNG decided to give these two pieces of crap as my first two artifacts:
Code:the Metal Cap 'Hundi' [3,+11] ----------------------------- Provides resistance to cold, dark. Cannot be harmed by acid, electricity, fire, cold. Grants the ability to see invisible things. Min Level 20, Max Level 52, Generation chance 18, Power 66, 2.5 lbs Based on Gorlim.
Code:the Pair of Leather Boots of Galroth [2,+17] -------------------------------------------- Provides resistance to fire, cold. Cannot be harmed by acid, electricity, fire, cold. Sustains wisdom. Min Level 19, Max Level 44, Generation chance 23, Power 55, 1.8 lbs Based on Pauraegen.
On an entirely different note, this thing would've been lovely (and fun! w/ the aggro) for a powerdiver:
Code:the Augmented Chain Mail 'Agondin' (-2) [42,+27] <+3> ----------------------------------------------------- +3 strength, intelligence, wisdom, dexterity, constitution, stealth, infravision, tunneling, speed. Provides resistance to acid, lightning, fire, cold, poison, light, dark, sound, nether, chaos, disenchantment. Provides protection from fear, blindness, stunning. Cannot be harmed by acid, electricity, fire, cold. Sustains strength. Sustains your life force. Aggravates creatures nearby. When activated, it teleports you five levels down. Takes 155 to 209 turns to recharge. Min Level 100, Max Level 127, Generation chance 1, Power 775, 27.0 lbs Based on Bladeturner.
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Same game, a little later:
Code:the Golden Crown of Uronna [0,+12] <+3> Found lying on the floor in a vault at 2300 feet (level 46). +3 strength. Provides immunity to cold. Provides resistance to shards. Provides protection from blindness. Cannot be harmed by acid, electricity, fire, cold. Grants telepathy.
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Maybe not the greatest weapon overall, but I have to say I blinked a little bit at that damage bonus.
Code:the Lucerne Hammer 'Mithlor' (2d5) (+9,+32) [+2] <+1> Found lying on the floor in a vault at 1850 feet (level 37). +1 constitution. Slays evil creatures, trolls. *Slays* demons. Provides resistance to cold. Cannot be harmed by acid, electricity, fire, cold. Grants the ability to see invisible things. Combat info: 3.5 blows/round. With +1 STR and +0 DEX you would get 3.8 blows With +0 STR and +2 DEX you would get 3.8 blows Average damage/round: 232.7 vs. evil creatures, 255.6 vs. trolls, 301.3 vs. demons, and 209.9 vs. others.
Last edited by Nomad; September 27, 2013, 22:10.Leave a comment:
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It's not THAT stupid.
(But it is probably the best name ever for a heroic sword of yore.)
Code:t) the Main Gauche 'Moron' (2d5) (+8,+5) Dropped by Lagduf, the Snaga at 1350 feet (level 27). Slays orcs. Cannot be harmed by acid, electricity, fire, cold. Grants the ability to see invisible things. Combat info: 1.1 blows/round. With +3 STR and +0 DEX you would get 1.3 blows With +0 STR and +2 DEX you would get 1.3 blows Average damage/round: 39.4 vs. orcs, and 24.9 vs. others.
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