memorable randarts
Collapse
X
-
Yes, with priest (and mage) I dont use melee for most of the game, instead relying purely on spells. To kill the big uniques, either of the 3 options (melee, archery, spells) works, but melee I find to be the least aggravating by far so I usually end up using it.
Back in the days when archery damage modifiers were multiplicative and x3 might and shots werent unheard of, I would sometimes opt for archery. After the changes though I never find myself tempted; imho archery needs to do more damage per round than melee to be competitive. I know that opinion differs, pointing to the fact that where the meleeing guy has incoming damage when the monsters attacks, the guy at range has none (the monster moves closer instead of damaging). However, I find it more inconvenient to phase and maintain ammo than to phase and heal up.Comment
-
-
Ultimate weapon take 2?
Playing nightlies from April and then upgraded to May 5. REALLY enojoying the improvements to the game! Unfortunately I failed my quest just when the kit to kill M was complete and I was getting close.
I found several great weapons but look at this little toy below!
Gotta love randarts sometimes!
/Mathias
Code:The Mattock 'Turth' (11d8) (+25,+40) [+55] <+4> ----------------------------------------------- +4 charisma, tunneling, attack speed. Slays animals, orcs, trolls, giants. *Slays* dragons, demons, undead. Branded with lightning, flames, frost, venom. Provides immunity to lightning, cold. Provides resistance to acid, fire, light, dark, sound, nether, chaos, disenchantment. Provides protection from fear. Cannot be harmed by acid, electricity, fire, cold. Sustains strength, intelligence, wisdom, constitution, charisma. Blessed by the gods. Slows your metabolism. Feather Falling. Prevents paralysis. Grants the ability to see invisible things. When activated, it cures blindness and gives you telepathy for 6d6+12 turns. Takes 82 to 100 turns to recharge. Radius 1 light. Min Level 100, Max Level 127, Generation chance 7, Power 20223, 13.0 lbs Based on Calris.
Comment
-
Playing nightlies from April and then upgraded to May 5. REALLY enojoying the improvements to the game! Unfortunately I failed my quest just when the kit to kill M was complete and I was getting close.
I found several great weapons but look at this little toy below!
Gotta love randarts sometimes!
/Mathias
Code:The Mattock 'Turth' (11d8) (+25,+40) [+55] <+4> ----------------------------------------------- +4 charisma, tunneling, attack speed. Slays animals, orcs, trolls, giants. *Slays* dragons, demons, undead. Branded with lightning, flames, frost, venom. Provides immunity to lightning, cold. Provides resistance to acid, fire, light, dark, sound, nether, chaos, disenchantment. Provides protection from fear. Cannot be harmed by acid, electricity, fire, cold. Sustains strength, intelligence, wisdom, constitution, charisma. Blessed by the gods. Slows your metabolism. Feather Falling. Prevents paralysis. Grants the ability to see invisible things. When activated, it cures blindness and gives you telepathy for 6d6+12 turns. Takes 82 to 100 turns to recharge. Radius 1 light. Min Level 100, Max Level 127, Generation chance 7, Power 20223, 13.0 lbs Based on Calris.
Comment
-
a chunk of Bronze {These look tastier than they are. !E}
3 blank Parchments (Vellum) {No french novels please.}Comment
-
Comment
-
By looking at the "Based on..." it seems broken regarding the +attack speed evaluation. See another example below from same game.
Code:The Mace of Disruption of Nilman (9d8) (+9,+7) <+3> --------------------------------------------------- +3 attack speed. Slays undead, orcs. *Slays* dragons. Branded with weak flames. Provides resistance to lightning, cold, poison. Cannot be harmed by acid, electricity, fire, cold. Blessed by the gods. Speeds regeneration. Grants the ability to see invisible things. Min Level 36, Max Level 127, Generation chance 24, Power 20118, 40.0 lbs Based on Careth Asdriag.
Comment
-
Yes, savefiles created with the version Thraalbeast used to start the game may have randarts with unusual power. The newer development versions will not go back and change those randarts, but also should not generate such randarts for new games.Comment
-
:attacked by giant mattock:a chunk of Bronze {These look tastier than they are. !E}
3 blank Parchments (Vellum) {No french novels please.}👍 1Comment
-
For what's chiefly memorable about this one, see: second line.
Code:a) the Rapier 'Elith' (1d6) (+11,+12) [+7] <+4> Found lying on the floor at 500 feet (level 10). +4 strength, tunneling. Slays demons, giants. Provides resistance to poison, nether, chaos. Provides protection from confusion. Cannot be harmed by acid, electricity, fire, cold. Slows your metabolism. Grants telepathy. Combat info: 4.1 blows/round. With +0 STR and +1 DEX you would get 4.5 blows Average damage/round: 125.6 vs. demons, 125.6 vs. giants, and 95.6 vs. others.
Comment
-
For what's chiefly memorable about this one, see: second line.
Code:a) the Rapier 'Elith' (1d6) (+11,+12) [+7] <+4> Found lying on the floor at 500 feet (level 10). +4 strength, tunneling. Slays demons, giants. Provides resistance to poison, nether, chaos. Provides protection from confusion. Cannot be harmed by acid, electricity, fire, cold. Slows your metabolism. Grants telepathy. Combat info: 4.1 blows/round. With +0 STR and +1 DEX you would get 4.5 blows Average damage/round: 125.6 vs. demons, 125.6 vs. giants, and 95.6 vs. others.
Comment
Comment