New memorable randarts

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  • Thraalbee
    Knight
    • Sep 2010
    • 707

    #61
    Certainly powerful, but again if it is between that one and a Speed +16 it may not be a clear choice.

    Comment

    • Timo Pietilä
      Prophet
      • Apr 2007
      • 4096

      #62
      Originally posted by Estie
      Nice, but a hat of telepathy still takes priority. I keep that thing in the house till I get another source of ESP.
      IM_ACID swap. IM_COLD swap. IM_FIRE swap. Three reasons to use that as swap helmet. Makes single-element monsters much easier to handle.

      Comment

      • bio_hazard
        Knight
        • Dec 2008
        • 649

        #63
        Look at my rBlind swap... for my hobbit mage

        the Flail 'Ivien' (7d6) (+13, +33) <+4>
        Found lying on the floor at 1300 feet (level 26)

        +4 wisdom
        +4 dexterity
        Slays undead (powerfully), demons.
        Branded with weak lightning, weak cold.
        Provides protection from blindness.
        Cannot be harmed by acid, fire.

        Comment

        • Estie
          Veteran
          • Apr 2008
          • 2346

          #64
          Originally posted by Timo Pietilä
          IM_ACID swap. IM_COLD swap. IM_FIRE swap. Three reasons to use that as swap helmet. Makes single-element monsters much easier to handle.
          I would wait for an amulet of ESP and then start handling those, but yeah it qualifies as an excellent candidate for swapping.

          Comment

          • Estie
            Veteran
            • Apr 2008
            • 2346

            #65
            Originally posted by bio_hazard
            Look at my rBlind swap... for my hobbit mage

            the Flail 'Ivien' (7d6) (+13, +33) <+4>
            Found lying on the floor at 1300 feet (level 26)

            +4 wisdom
            +4 dexterity
            Slays undead (powerfully), demons.
            Branded with weak lightning, weak cold.
            Provides protection from blindness.
            Cannot be harmed by acid, fire.
            Thats the main reason I dont like playing mages: if the weapon of the century turns up, he has little use for it.

            Comment

            • bio_hazard
              Knight
              • Dec 2008
              • 649

              #66
              I'm tempted to replay with this same randart set with a paladin or something just to use that flail, but I'd probably go the whole game without finding it. It triggered an 8 treasure feeling.

              Comment

              • Thraalbee
                Knight
                • Sep 2010
                • 707

                #67
                Look at the activation! Not a bug, just odd.
                Fortunately only @ has access to deception. An Ancient Green Dragon suddenly breathing Lightning could lead to YASD.

                Code:
                g) the Green Dragon Scale Mail 'Daithilme' (-2) [20,+26] <+4>
                 Found lying on the floor in a vault at 4650 feet (level 93)
                 
                 +4 strength.
                 +4 intelligence.
                 +4 wisdom.
                 +4 dexterity.
                 Provides resistance to fire, frost, poison gas, sound.
                 Provides protection from blindness.
                 Speeds regeneration.  
                 
                 When activated, it allows you to breathe lightning for 150 damage.
                 Takes 588 to 792 turns to recharge at your current speed.
                 Your chance of success is 92.8%

                Comment

                • PowerWyrm
                  Prophet
                  • Apr 2008
                  • 2986

                  #68
                  Originally posted by Thraalbeast
                  Look at the activation! Not a bug, just odd.
                  Fortunately only @ has access to deception. An Ancient Green Dragon suddenly breathing Lightning could lead to YASD.
                  For me it's a bug. Randarts should keep the activation from their base item if they have one.
                  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

                  • Timo Pietilä
                    Prophet
                    • Apr 2007
                    • 4096

                    #69
                    Originally posted by PowerWyrm
                    For me it's a bug. Randarts should keep the activation from their base item if they have one.
                    Most standart dragon armors don't have default dragon armor activations either, so for that's consistent with that. So not a bug, but not necessarily wanted behavior either unless you can guarantee that this non-standard is better than standard.

                    Comment

                    • Thraalbee
                      Knight
                      • Sep 2010
                      • 707

                      #70
                      The best find in my latest game was the helm below. The second best was not an artifact, but at L74 still a fantastic find that I kept all the way down.
                      I was playing Ironman so concerned about collecting enough healing for the final fight.
                      With early frost immunity from the helm it was not difficult, I probably ignored some 20-30 !Healing pots and *after* defeating Morgoth I still had a ridiculous amount left, 31 !Healing, 19 !*Healing*, 2 !Life.

                      Code:
                      j) the Steel Helm of Calch (+3,+0) [9,+17] <+3, +1>
                       Dropped by Smaug the Golden at 3000 feet (level 60)
                       
                       +3 intelligence.
                       +3 dexterity.
                       +3 searching skill.
                       Provides immunity to frost.
                       Provides resistance to light, chaos.
                       Provides protection from fear.
                       Cannot be harmed by acid.
                       Sustains dexterity.
                       Grants telepathy.  Grants the ability to see invisible things.  
                       Radius 1 light.
                       
                       When activated, it cures blindness and gives you telepathy for
                       9d9+24 turns.
                       Takes 360 to 440 turns to recharge at your current speed.
                       Your chance of success is 96.9%
                      Code:
                      a) a Mace of Disruption of *Slay Evil* (5d8) (+13,+16) <+2>
                       Found lying on the floor in a vault at 3700 feet (level 74)
                       
                       +2 wisdom.
                       Slays undead, evil creatures.
                       Provides protection from stunning.
                       Blessed by the gods.  
                      
                       Combat info:
                       4.7 blows/round.
                       With +3 STR and +0 DEX you would get 5.0 blows
                       This weapon may benefit from one or more off-weapon brands or
                       slays.
                       Average damage/round: 576.4 vs. undead, 443.6 vs. evil creatures,
                       443.6 vs. animals, and 310.8 vs. others.
                      (As you can see I had an off weapon slays animals)

                      Comment

                      • Estie
                        Veteran
                        • Apr 2008
                        • 2346

                        #71
                        a) the Great Axe of Turambal (4d4) (+8,+21) [+4] <+4>
                        Dropped by Shagrat, the Orc Captain at 1200 feet (level 24)

                        +4 wisdom.
                        +4 dexterity.
                        +4 stealth.
                        Slays dragons (powerfully), demons (powerfully), orcs, undead
                        (powerfully).
                        Branded with cold, fire.
                        Provides resistance to nether.
                        Cannot be harmed by acid, fire.
                        Blessed by the gods. Prevents paralysis. Grants the ability to
                        see invisible things.

                        Combat info:
                        1.6 blows/round.
                        With +2 STR and +0 DEX you would get 2.0 blows
                        With +0 STR and +1 DEX you would get 2.0 blows
                        Average damage/round: 119.8 vs. creatures not resistant to cold,
                        119.8 vs. creatures not resistant to fire, 155.7 vs. dragons,
                        155.7 vs. demons, 119.8 vs. orcs, 155.7 vs. undead, and 83.9 vs.
                        others.

                        This one is noteworthy because it was the first artifact weapon I found and it upgraded my ht warriors trident of slay dragon which did 80 damage vs dragons. It is my first source of SI and stealth as well.
                        This generosity by the RN-God is not natural and will have to be paid for.

                        Comment

                        • Timo Pietilä
                          Prophet
                          • Apr 2007
                          • 4096

                          #72
                          Originally posted by Estie
                          a) the Great Axe of Turambal (4d4) (+8,+21) [+4] <+4>
                          Slays dragons (powerfully), demons (powerfully), orcs, undead
                          (powerfully).
                          Branded with cold, fire.
                          Double-branded, kill slays for big three, high base damage. That's near-endgame weapon. For endgame you want something with slay evil.

                          Comment

                          • PowerWyrm
                            Prophet
                            • Apr 2008
                            • 2986

                            #73
                            Got these two stinkers on my last character:

                            Code:
                            l) the Amulet of Ladir (+1,+5)
                                 Found lying on the floor in a vault at 4950 feet (level 99).
                            
                                 Grants the ability to see invisible things.
                            
                            m) the Chain Mail of Cildaudh (-2) [32,+37] <+1>
                                 Found lying on the floor in a vault at 4950 feet (level 99).
                            
                                 +1 constitution.
                                 Cannot be harmed by acid.
                            Nice crap for 4950ft drops...
                            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

                            • Nivra
                              Adept
                              • Aug 2015
                              • 112

                              #74
                              Originally posted by Nomad
                              This is in the new 4.0 beta. This is the only randart that's stood out so far: the others I've found have seemed perfectly normal. I've got the spoiler file, if that's any use to you.
                              How do you generate the spoiler file for a given save-game?

                              Comment

                              • Timo Pietilä
                                Prophet
                                • Apr 2007
                                • 4096

                                #75
                                Originally posted by Nivra
                                How do you generate the spoiler file for a given save-game?
                                Using debug-mode. Warning, this renders char as cheater, and you get no score for that char.

                                ctrl-a " (" is the command to create spoilers).

                                Comment

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