memorable randarts
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Same game, a little later:
Pretty hard to do better than that for artefact headgear.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.Leave a comment:
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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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I find the name appropriate! Lagduf is indeed a moron for carrying a blade that can slay him...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.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.Leave a comment:
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immelec, immcold AND ESP. Yes, wow!The damage is too low for my late-game warrior to get much use out of this now, but otherwise wow:
Code:the Short Sword of Fearad (1d7) (+6,+16) <+4> Found lying on the floor in a vault at 3800 feet (level 76). +4 dexterity. Slays giants, dragons. Provides immunity to lightning, cold. Provides resistance to disenchantment. Provides protection from fear. Cannot be harmed by acid, electricity, fire, cold. Grants telepathy.
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The damage is too low for my late-game warrior to get much use out of this now, but otherwise wow:
Code:the Short Sword of Fearad (1d7) (+6,+16) <+4> Found lying on the floor in a vault at 3800 feet (level 76). +4 dexterity. Slays giants, dragons. Provides immunity to lightning, cold. Provides resistance to disenchantment. Provides protection from fear. Cannot be harmed by acid, electricity, fire, cold. Grants telepathy.
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Every scroll has chance to break the curse. Even when actual enchantment failed. Also priest "dispel curse" breaks heavy curses (dungeon book spell, not the "remove curse" -version). Those spells have been removed from 3.4, but they are in 3.3 (I think).Leave a comment:
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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?Leave a comment:
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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?
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