memorable randarts

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  • wobbly
    Prophet
    • May 2012
    • 2631

    This one is interesting in the sense that the recharge time on the activate is shorter then the effect length.

    Code:
    e) the Amulet 'Gilirhuri' <+2, +3>
         Dropped by Brodda, the Easterling, at 800 feet (level 16)
         
         +2 strength.
         +3 searching skill.
         +3 tunneling.
         Provides resistance to dark, chaos.
         Sustains wisdom, constitution.
         Slows your metabolism.  Grants the ability to see invisible
         things.  
         
         When activated, it hastes you for a while, but then makes you
         slower for a while afterward.
         Takes 82 to 90 turns to recharge at your current speed.
         Your chance of success is 89.5%

    Comment

    • sffp
      Swordsman
      • Apr 2020
      • 434

      Classic LOOT!!!

      o) the Band 'Elduinur'
      Dropped by Wormtongue, Agent of Saruman, at 500 feet (level 10)

      Cannot be harmed by Lightning.
      Aggravates creatures nearby.


      My first ring!

      Comment

      • Jay
        Adept
        • Dec 2011
        • 104

        Wish I was playing a ranger for this one. Still, my warrior is making good use of it.

        the Long Bow of Elpion (x4) (+7,+29) <+5, +3, +1>

        +5 strength.
        +3 dexterity.
        +1 searching skill.
        +1 shooting power.
        Slays evil creatures.
        Branded with cold.
        Provides resistance to Acid, Lightning, Light.
        Provides protection from fear.
        Cannot be harmed by Acid, Fire.
        Sustains intelligence.
        Prevents paralysis.

        When activated, it fires a ball of acid with radius 2, dealing 120 damage at
        the centre, which your device skill increases by 23% for an average of 147.6
        damage.
        Takes 279 to 341 turns to recharge.
        Your chance of success is 95.4%
        Oh you icky things, don't you know you're driving your mamas and papas insane…

        Comment

        • Estie
          Veteran
          • Apr 2008
          • 2347

          Nice one; now hope you dont find a Lothlorien with ESP :P

          Comment

          • sffp
            Swordsman
            • Apr 2020
            • 434

            Originally posted by Jay
            Wish I was playing a ranger for this one. Still, my warrior is making good use of it.

            the Long Bow of Elpion (x4) (+7,+29) <+5, +3, +1>

            +5 strength.
            +3 dexterity.
            +1 searching skill.
            +1 shooting power.
            Slays evil creatures.
            Branded with cold.
            Provides resistance to Acid, Lightning, Light.
            Provides protection from fear.
            Cannot be harmed by Acid, Fire.
            Sustains intelligence.
            Prevents paralysis.

            When activated, it fires a ball of acid with radius 2, dealing 120 damage at
            the centre, which your device skill increases by 23% for an average of 147.6
            damage.
            Takes 279 to 341 turns to recharge.
            Your chance of success is 95.4%
            +5 strength, +3 dex - useful for just about anyone

            Comment

            • Jay
              Adept
              • Dec 2011
              • 104

              Originally posted by sffp
              +5 strength, +3 dex - useful for just about anyone
              True — it'd be helpful for a lot of classes to carry even if they rarely used it.

              In this case, I can confirm that it was quite helpful in knocking off Morgoth.

              Originally posted by Estie
              Nice one; now hope you dont find a Lothlorien with ESP :P
              I was really lucky with artifacts with ESP this game. Ended up with three different randart helmets with it, along with some other nice characteristics. Spoiled for choice, really. Quite a contrast from some other recent games where I was scrambling for it.
              Oh you icky things, don't you know you're driving your mamas and papas insane…

              Comment

              • Sky
                Veteran
                • Oct 2016
                • 2321

                once you get to DL90 ESP is pretty much on everything, if not on randarts, and for some reason you cannot free the head slot, cloaks of the magi have it, and so do lothloriens. cloaks are vastly more abundant, and i find that the randart cloak slot tends to have alltogether less bonuses than other slots.
                "i can take this dracolich"

                Comment

                • Ed_47569
                  Adept
                  • Feb 2010
                  • 114

                  Found in a vault just after killing Morgoth with a warrior (used MoD HA). Never seen +20 speed on a weapon before... Now I don't want to retire the character!

                  a) the Mace 'Eitharn' (8d4) (+7,+15) [+2] <+1, +4, +20>
                  Found lying on the floor in a vault at 5000 feet (level 100)

                  +1 wisdom.
                  +4 tunneling.
                  +20 speed.
                  Slays undead, demons, giants, orcs, evil creatures.
                  Branded with poison.
                  Provides immunity to Fire.
                  Provides resistance to Acid, Lightning, Cold.
                  Cannot be harmed by Acid, Fire.
                  Sustains dexterity.
                  Speeds regeneration. Grants the ability to see invisible things.


                  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 688 to 1008 turns to recharge at your current speed.
                  Your chance of success is 95.6%

                  Combat info:
                  6.0 blows/round.
                  Average damage/round: 790.2 vs undead, demons, giants, orcs, and
                  creatures not resistant to poison, 637.8 vs evil creatures, and
                  485.4 vs. others.

                  Comment

                  • Estie
                    Veteran
                    • Apr 2008
                    • 2347

                    Thats a nice one. Now you can equip 2 damage rings!

                    Comment

                    • Ed_47569
                      Adept
                      • Feb 2010
                      • 114

                      Originally posted by Estie
                      Thats a nice one. Now you can equip 2 damage rings!
                      Ended up at +51 speed and went back down to slaughter the remaining Uniques... Ancalagon, the two dogs and the Tarrasque.

                      Comment

                      • PowerWyrm
                        Prophet
                        • Apr 2008
                        • 2986

                        Sounds like a bug to me... weapons should not have +20 speed.
                        PWMAngband variant maintainer - check https://github.com/draconisPW/PWMAngband (or http://www.mangband.org/forum/viewforum.php?f=9) to learn more about this new variant!

                        Comment

                        • Estie
                          Veteran
                          • Apr 2008
                          • 2347

                          Occasionally the game creates a weapon with a 4 digit pool worth of attributes.
                          This weapon has a low probability to be created. It is also likely to have a minimum depth of 100, which makes it extremely unlikely to show up before you kill Morgoth.
                          Then normally this weapon ends up being not the best weapon in the game; for example, it might be a whip 3d3 base and have a long list of defensive stats.

                          I have seen (as in, read in the file after the game, not found) many of these and I have never seen double speed. I cant remember having seen ~10 speed either, but I may just not remember it. I assume the chance for +20 speed, provided the game decides to put speed on the weapon and the property pool is high enough, is the the same as for a ring to get +20 speed.

                          So, sometimes there is an enourmos fish down in the depth. I dont know if thats a bug; but finding big fish is the main reason for me to play, so I wouldnt want them removed.

                          Comment

                          • backwardsEric
                            Knight
                            • Aug 2019
                            • 527

                            The log for concocting that particular artifact is attached. The target power was 862. It received a supercharged speed bonus of 18 (chance of 5/139 to get that in this case - boots are more likely to get). The base supercharged bonus is 4+1d6 speed. There's a 1/2 chance (not dependent on item type) the base bonus is boosted to 4+1d6+1d3. There's a 1/6 chance (not dependent on item type) that base bonus is boosted to 5+2d6. In this case both bonuses were applied (1/12 chance) for a bonus of 5+2d6+1d3 (1/8 chance of being +18, 1/16 chance of being +19, 1/48 chance of being +20). The speed bonus was later adjusted to +20. The final power of the artifact was 851 with 400 of that coming from the speed bonus. As Estie guessed, the artifact's minimum depth is 100.
                            Attached Files

                            Comment

                            • Estie
                              Veteran
                              • Apr 2008
                              • 2347

                              Very interesting - but I dont think boots can get more than 10 speed, only rings.

                              4 + 1d6 would fit the boots range; if that is supercharged values, then what do not supercharged speed boots look like ?

                              Anything above 10 speed is either a ring or an artifact.

                              Comment

                              • Estie
                                Veteran
                                • Apr 2008
                                • 2347

                                Hmm I looked at that log; half of the actions are calculating value for the artifact property of being immune to elements. And very particular values - immunity to acid is worth 3, to lightning 1. There is a value assigned for each element and that value is taken into account multiple times in the process of creating the artifact.

                                This seems not a very economic approach when all we want to achieve is to make artifacts indestructible - there is no need to assign a value to that property if every artifact gets it anyway.

                                So this is how those early artifacts with no actual properties get created, then.

                                Comment

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