Heh. Be grateful it wasn't an orc slayer.
I've never stuck around long enough to break a *heavy curse*. Do regular Enchants have any chance of breaking one? Is it currently a dice roll to break, or is it an incremental decursification process?
memorable randarts
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Slays multiply the dice damage, and have no effect on pluses. This weapon would deal 15d3 - 7 damage to demons, which honestly isn't too bad...Leave a comment:
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... but hey! It *slays* demons! That's gotta be worth something, right?Leave a comment:
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And you IDed it before use?!? Good work. I've only encountered a single heavily cursed randart in 3.4.1. Can't remember what it did, but the only viable solution was suicide.Leave a comment:
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The first artefact my warrior found so far this game:
Code:the Whip of Anilmar (3d3) (-14,-7) [-24] {cursed} Dropped by Nár, the Dwarf at 1000 feet (level 20). Heavily cursed. *Slays* demons. Cannot be harmed by acid, electricity, fire, cold. Aggravates creatures nearby.
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That's going to result in an awful lot of things getting Feather Falling (or +1 CHA or +1 Searching).
This happens when the base item is significantly 'better' (in terms of damage dice or base AC) than the standart's base item, so there's not much room for abilities. Personally I'd rather have +hit/dam on a weapon than FF or +1 stat.
We could address this by narrowing the range of allowable base items - at the moment they're allowed to take up to 85% (IIRC) of the available power. We could lower this limit to something like 60%. My instinct is that this would make randart generation take noticeably longer (many more rejected items and sets), but it might not.
If the base item can take up to 85% of the power calculation, that seems way too high and more or less guarantees that you will see artifacts of this type. (I wonder what the maximum base item percentage is in the standart set? Well below 85%, I'd bet).Leave a comment:
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Not a randart, but Dave XXXI was so excited to find some purple headgear at 500' that he IDed it prior to wearing...
Dave is feeling rather let down.Leave a comment:
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Yeah, as said, just the default artifact property of immune to the elements is great to have early game, so your plusses don't go away.Leave a comment:
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Remember also the Glaive of Pain, which has no special abilities on it besides doing a crapload of damage. I don't think randarts necessarily have to do anything beyond have pluses if they don't want to.Leave a comment:
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This happens when the base item is significantly 'better' (in terms of damage dice or base AC) than the standart's base item, so there's not much room for abilities. Personally I'd rather have +hit/dam on a weapon than FF or +1 stat.
We could address this by narrowing the range of allowable base items - at the moment they're allowed to take up to 85% (IIRC) of the available power. We could lower this limit to something like 60%. My instinct is that this would make randart generation take noticeably longer (many more rejected items and sets), but it might not.Leave a comment:
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