New memorable randarts

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  • Thraalbee
    replied
    The slippers would be nice in the standard artifact set Not too overpowered and no clear copy

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  • Pete Mack
    replied
    Yeah, that's very nice. But stacking up two god stats on the other side makes it a pretty decided choice.
    Originally posted by Derakon
    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.

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  • Pete Mack
    replied
    Swaps in ironman are very expensive. Tele other as a mage is dirt cheap.

    Originally posted by Patashu
    Why is it junk? You can use it as a swap for cold monsters to protect your potions, and leave it off the rest of the time.

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  • Patashu
    replied
    Originally posted by Pete Mack
    v is junk. Speed +CON is almost certainly the best, as INT is pretty easy to come by for a mage.
    Why is it junk? You can use it as a swap for cold monsters to protect your potions, and leave it off the rest of the time.

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  • Derakon
    replied
    Originally posted by Pete Mack
    v is junk. Speed +CON is almost certainly the best, as INT is pretty easy to come by for a mage.
    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.

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  • Pete Mack
    replied
    v is junk. Speed +CON is almost certainly the best, as INT is pretty easy to come by for a mage.

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  • Thraalbee
    replied
    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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  • PowerWyrm
    replied
    Originally posted by MattB
    That, sir, is a *lot* of damage!
    Even more if you consider that its activation is *enchant weapon* and it's only (+6,+11)...

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  • MattB
    replied
    That, sir, is a *lot* of damage!

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  • Estie
    replied
    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....

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  • Estie
    replied
    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.

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  • MattB
    replied
    Originally posted by Pete Mack
    It's a rapier, so sure I get max blows.
    Don't randarts simetimes 'compensate' by making absurdly heavy versions of light weapons? Or did I imagine that...?

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  • Pete Mack
    replied
    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 CCW

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  • Pete Mack
    replied
    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.

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  • MattB
    replied
    Originally posted by Pete Mack
    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
    Oh my god!
    Is it heavy? Or can you get full blows with it?

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