New memorable randarts
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The slippers would be nice in the standard artifact set Not too overpowered and no clear copy -
Yeah, that's very nice. But stacking up two god stats on the other side makes it a pretty decided choice.
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It's not just the INT, it's pConf/pBlind, FA, and sustINT. I mean, I'd also take the CON/Speed boots, but you have to admit the first pair is a really nice and interesting set of footgear.Leave a comment:
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v is junk. Speed +CON is almost certainly the best, as INT is pretty easy to come by for a mage.Leave a comment:
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Shoes galore
My ironman mage found all of these, all nice in their way for a mage.
Code:w) the Pair of Ethereal Slippers of Gondossa [0,+20] <+4, +1> Found lying on the floor in a vault at 4150 feet (level 83) +4 intelligence. +4 stealth. +1 speed. Provides resistance to fire, frost. Provides protection from blindness, confusion. Cannot be harmed by acid, fire. Sustains intelligence. Prevents paralysis. When activated, it creates a fire ball with damage 144. Takes 342 to 418 turns to recharge at your current speed. Your chance of success is 91.2% l) the Pair of Steel Shod Boots of Elladhri [7,+21] <+1, +3, +8> Found lying on the floor in a vault at 4150 feet (level 83) +1 wisdom. +3 constitution. +8 speed. Provides resistance to fire, light, dark. Provides protection from fear. Cannot be harmed by acid, fire. Feather Falling. When activated, it attempts to remove a curse from an item. Takes 247 to 273 turns to recharge at your current speed. Your chance of success is 95.9% v) the Pair of Mithril Shod Boots of Elwen [8,+15] {COLD} Found lying on the floor in a vault at 3700 feet (level 74) Provides immunity to frost. Cannot be harmed by acid, fire.
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a) the Lochaber Axe 'Cualim' (11d8) (+6,+11) <+4>
Found lying on the floor in a vault at 4850 feet (level 97)
+4 intelligence.
Slays giants, undead (powerfully), demons.
Branded with fire.
Provides resistance to acid.
Cannot be harmed by acid, fire.
Sustains your life force.
When activated, it attempts to magically enhance a weapon both
to-hit and to-dam. Also gives a chance to break a curse.
Takes 576 to 844 turns to recharge at your current speed.
Your chance of success is 93.3%
Combat info:
5.0 blows/round.
Average damage/round: 1196.5 vs. creatures not resistant to fire,
1196.5 vs. giants, 1771 vs. undead, 1196.5 vs. demons, and 622.5
vs. others.
Self-enchanting! Now to waste turns getting it to +15/+15....Leave a comment:
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Randarts can get heavier than the normal base item, but you can always get max blows regardless (unless you are a warrior). It might take a bit more str/dex.Leave a comment:
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So that was an easy fight. For all the huge stack of *Healing* and Mass Banishment, I used only 1 one of the former (replaced during th fight), and 2 of the latter, along with 6 !Heal and 11 CCWLeave a comment:
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It's a rapier, so sure I get max blows. I am now getting 665/turn vs. Evil, fully buffed (7 blows/turn for a Rogue.)
Edit: Killed Cantoras and Vecna, each in standup fights with no healing. Only ever did that with Deathwreaker and MoD +2 attacks before. Certainly not with a randart.Last edited by Pete Mack; September 26, 2016, 00:15.Leave a comment:
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Ok, this is nuts:
Rapier "Marimlon' (5d6) (+13,+15) <+2>
+2 attacks
Provides resistance to acid, chaos
Speeds regeneration. See invisible.
Activate for mass banishment
613 vs. Evil and creatures no resistant to acid
744 vs. Creatures not resistant to poison
1006 vs. Undead
Just offed With-King and Hoarmath without healing or stopping to rest
Is it heavy? Or can you get full blows with it?Leave a comment:
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