memorable randarts

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  • Sirridan
    Knight
    • May 2009
    • 560

    #16
    I found a new randart, it's not awesome due to its stats, but its overwhelming calculated artifact power. I was going through the generated artifact.spo for a while, and checking out the artifacts above 250-300 power. Of course there are the big ones like Grond and MICOM with powers over 10,000, and The One Ring at 50k some.

    There was one artifact however, with a power of 4294967205... it was supremely terrible. (I'll post the stats when I'm on my laptop.)

    (I know the actual power is -91, I'm assuming it's being cast as an unsigned int )

    Comment

    • Magnate
      Angband Devteam member
      • May 2007
      • 5110

      #17
      Originally posted by Sirridan
      I found a new randart, it's not awesome due to its stats, but its overwhelming calculated artifact power. I was going through the generated artifact.spo for a while, and checking out the artifacts above 250-300 power. Of course there are the big ones like Grond and MICOM with powers over 10,000, and The One Ring at 50k some.

      There was one artifact however, with a power of 4294967205... it was supremely terrible. (I'll post the stats when I'm on my laptop.)

      (I know the actual power is -91, I'm assuming it's being cast as an unsigned int )
      Yep, that's a %u in the print line which should be a %d. Will fix this.
      "Been away so long I hardly knew the place, gee it's good to be back home" - The Beatles

      Comment

      • Sirridan
        Knight
        • May 2009
        • 560

        #18
        Originally posted by Magnate
        Yep, that's a %u in the print line which should be a %d. Will fix this.
        Not a huge deal, unless someone wanted to make a parser or something.

        I did find a great randart though, +9 speed boots with telepathy. Absolutely amazing since it allowed for major equipment reshuffles

        Comment

        • Magnate
          Angband Devteam member
          • May 2007
          • 5110

          #19
          Originally posted by Sirridan
          Not a huge deal, unless someone wanted to make a parser or something.

          I did find a great randart though, +9 speed boots with telepathy. Absolutely amazing since it allowed for major equipment reshuffles
          Very nice - telepathy is rare on boots.
          "Been away so long I hardly knew the place, gee it's good to be back home" - The Beatles

          Comment

          • Nomad
            Knight
            • Sep 2010
            • 958

            #20
            Now that's a pretty nice hat...

            Code:
            The Hard Leather Cap of Glithor [2,+21] (+2)
            (dropped by a Paladin at 1700 feet (level 34))
            
            +2 wisdom, charisma.
            Provides resistance to poison.
            Cannot be harmed by acid, electricity, fire, cold.
            Sustains charisma.
            Sustains your life force.  Grants telepathy.  Grants the ability to see invisible things.  
            
            When activated, it hastens you for d75+75 turns.
            Takes 182 to 338 turns to recharge.
            Your chance of success is 87.0%
            Obviously, it's the sustain charisma that I anticipate being most useful to my half-troll warrior.

            Comment

            • Therem Harth
              Knight
              • Jan 2008
              • 926

              #21
              In ToME...

              - The Cloak of Arwen. Surprisingly, it was cursed.

              - Various items "of Moron", usually with horrible curses, have turned up several times.

              - When I was messing with TFork, I once found a randart meteor hammer with all three *slays* and several brands. It was so stupidly effective that I was convinced to nerf chain weapons majorly.

              Comment

              • Derakon
                Prophet
                • Dec 2009
                • 9022

                #22
                I thought I'd mentioned this one already here, but apparently I haven't. So let's fix that.
                Code:
                The Mattock 'Dildo' (1d8) (+8,+13)
                ----------------------------------
                +4 constitution, tunneling.
                Provides resistance to fear, nether.
                Cannot be harmed by acid, electricity, fire, cold.
                
                
                Min Level 21, Max Level 95, Generation chance 22, 25.0 lbs

                Comment

                • Therem Harth
                  Knight
                  • Jan 2008
                  • 926

                  #23
                  +4 constitution, tunneling.
                  Provides resistance to fear, nether.
                  ... Wow.

                  Comment

                  • Nomad
                    Knight
                    • Sep 2010
                    • 958

                    #24
                    Okay, this has to be my favourite pair of gauntlets ever. To make it even better, rBlind and rConf just happened to be my two remaining gaping resistance holes.

                    Code:
                    The Set of Gauntlets of Gormendir [3, +10] (+2)
                    (lying on the floor at 1600 feet (level 32))
                    
                    +2 wisdom, charisma, speed.
                    Provides resistance to blindness, confusion.
                    Grants telepathy.
                    
                    When activated, it heals you a really large amount (35% of max HP, minimum 
                    300HP), heals cut damage, and cures stunning, poisoning, blindness, and 
                    confusion.
                    Takes 117 to 144 turns to recharge at your current speed.
                    Your chance of success is 87.9%

                    Comment

                    • Sirridan
                      Knight
                      • May 2009
                      • 560

                      #25
                      I had a pair of sandals with +8 speed, and activate for CCW. It was memorable because when I found them, I figured I could crack a Vault I found at dlvl 35. I cracked it, and figured that Great wyrm of thunder won't breathe if I step back to teleport it and the queen ant behind it.

                      I ended up with -258 hp? I forgot the golden rule, if it can go wrong, it will.

                      Comment

                      • stabbo
                        Scout
                        • Nov 2010
                        • 26

                        #26
                        Originally posted by Ycombinator
                        I've just found this:
                        Code:
                        The Two-Handed Great Flail of Aique (9d6) (+31,+18) [+22] (+3)
                          +3 intelligence, wisdom, constitution, infravision, tunneling, 
                          speed.
                          Slays animals, evil creatures, orcs, trolls, giants.
                          *Slays* dragons, demons, undead.
                          Branded with acid, lightning, flames, frost, venom.
                          Provides immunity to acid, lightning.
                          Provides resistance to fire, cold, dark, blindness, confusion, 
                          nexus.
                          Cannot be harmed by acid, electricity, fire, cold.
                          Sustains dexterity, constitution, charisma.
                          Blessed by the gods.  Grants the ability to see invisible things.  
                          Aggravates creatures nearby.  
                          
                          When activated, it restores all your stats and your experience poi
                          nts.
                          Takes 1193 to 2254 turns to recharge at your current speed.
                          Your chance of success is 83.3%
                          
                          Combat info:
                          8 blows/round.
                          Average damage/hit: 193.7 vs. animals, 193.7 vs. evil creatures, 
                          232.1 vs. orcs, 232.1 vs. trolls, 232.1 vs. giants, 232.1 vs.
                          creatures not resistant to acid, 232.1 vs. creatures not resistant
                          to electricity, 232.1 vs. creatures not resistant to fire, 232.1
                          vs. creatures not resistant to cold, 232.1 vs. creatures not
                          resistant to poison, 308.9 vs. dragons, 308.9 vs. demons, 308.9
                          vs. undead, and 116.8 vs. others.
                        I guess that's about as far as RNG can go in creating ultimate weapon. Combined with +3 blows Palantir it's just plain scary.
                        Aique is apparently the elven word for 'Norris'.

                        Comment

                        • Estie
                          Veteran
                          • Apr 2008
                          • 2347

                          #27
                          Yah that happens when the ~700-800 power item ("Bladeturner") becomes a weapon. I had this:

                          The Mace of Disruption of Ostolwar (9d8) (+13,+11) [+5] (+2)
                          +2 strength, wisdom, charisma, attack speed.
                          +10% to searching.
                          Slays evil creatures, undead, giants.
                          *Slays* dragons, demons, undead.
                          Provides immunity to lightning.
                          Provides resistance to light, chaos.
                          Cannot be harmed by acid, electricity, fire, cold.
                          Sustains constitution, charisma.
                          Speeds regeneration. Grants the ability to see invisible things.


                          When activated, it raises your dexterity at the expense of a rando
                          m attribute.
                          Takes 1755 to 3375 turns to recharge at your current speed.
                          Your chance of success is 78.5%

                          Combat info:
                          10 blows/round.
                          This weapon benefits from one or more off-weapon brands or slays.
                          Average damage/hit: 176.1 vs. evil creatures, 229.6 vs. undead,
                          229.6 vs. giants, 229.6 vs. dragons, 336.5 vs. dragons, 336.5 vs.
                          demons, 336.5 vs. undead, and 122.7 vs. others.

                          Comment

                          • stabbo
                            Scout
                            • Nov 2010
                            • 26

                            #28
                            Originally posted by Estie
                            Yah that happens when the ~700-800 power item ("Bladeturner") becomes a weapon. I had this:

                            The Mace of Disruption of Ostolwar (9d8) (+13,+11) [+5] (+2)
                            +2 strength, wisdom, charisma, attack speed.
                            +10% to searching.
                            Slays evil creatures, undead, giants.
                            *Slays* dragons, demons, undead.
                            Provides immunity to lightning.
                            Provides resistance to light, chaos.
                            Cannot be harmed by acid, electricity, fire, cold.
                            Sustains constitution, charisma.
                            Speeds regeneration. Grants the ability to see invisible things.


                            When activated, it raises your dexterity at the expense of a rando
                            m attribute.
                            Takes 1755 to 3375 turns to recharge at your current speed.
                            Your chance of success is 78.5%

                            Combat info:
                            10 blows/round.
                            This weapon benefits from one or more off-weapon brands or slays.
                            Average damage/hit: 176.1 vs. evil creatures, 229.6 vs. undead,
                            229.6 vs. giants, 229.6 vs. dragons, 336.5 vs. dragons, 336.5 vs.
                            demons, 336.5 vs. undead, and 122.7 vs. others.
                            Wow, 10 blows a round. Is that the max or can it go even higher?

                            Comment

                            • Derakon
                              Prophet
                              • Dec 2009
                              • 9022

                              #29
                              The theoretical maximum would probably be 6 native blows for a warrior, and +3 blows on every item. In practice this won't happen; 10 is ludicrously high.

                              Comment

                              • Timo Pietilä
                                Prophet
                                • Apr 2007
                                • 4096

                                #30
                                Originally posted by Derakon
                                The theoretical maximum would probably be 6 native blows for a warrior, and +3 blows on every item. In practice this won't happen; 10 is ludicrously high.
                                10 blows itself is not so ludicrous, except that one happens to be MoD which is too heavy for 6 blows, so it is 5+2+3 = 10, instead of 6+2+3=11.

                                You can get 9 blows with standard artifacts too: 6 from warrior, 2 from weapon and one from shield. I have currently MoD of Fury +2 which reaches 8.2 blows (fractional blows in nightlies). I have seen several lighter +2 blows weapons but none of them has reached the same damage...yet.

                                What makes that randart enormously powerful is that 9d8 dice combined with *slay* for all three major groups. Basically 45d8 = 202.5 from dice alone against all major enemies + criticals + other boosts.

                                Comment

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