New memorable randarts
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I've had randart crowns in the past with nothing more than an AC boost. Or randart weapons with only tohit/todam boosts. Those are clearly marginally better than a "good" item, and clearly worse than any ego... No idea if randart generation will be rewritten someday, but it would be nice to ensure that artifacts get at least one extra ability besides tohit/todam/toac, even if it's something useless like feather falling. -
How much AC can you get from a Crown?
I saw this artifact on the ground and got super excited. I thought it was sourced from a really deep art and had tons of value. Apparently, all the value was in the AC bonus.
Code:t) the Jewel Encrusted Crown of Narrin [0,+48] Taken from a chest found at 3850 feet (level 77) Provides protection from confusion. Cannot be harmed by acid. Prevents paralysis. When activated, it heals cut damage, and cures all stunning, poison, blindness and confusion. Takes 167 to 186 turns to recharge at your current speed. Your chance of success is 95.2%
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Not the best tohit/todam ever... but +2 ES on a heavy xbow is really nice.
Code:b) the Heavy Crossbow of Narfin (x4) (+8,+15) <+2> Dropped by a Bandit at 3800 feet (level 76). +2 shooting speed. Provides resistance to lightning, fire, light, nether. Cannot be harmed by acid, fire. Sustains constitution. Speeds regeneration. Grants the ability to sense evil.
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Been a while I've gotten a pair of cursed randart gloves... This is PWMAngband though, and those are clearly not suited for a spellcaster.
Code:s) the Set of Gauntlets 'Nindirn' [3,-14] <-2, -10> {cursed} Dropped by a Nether wraith at 3800 feet (level 76). Heavily cursed. -2 dexterity. -10 mana capacity. Cannot be harmed by acid, fire. Drains experience.
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Code:q) the Mage Staff of Moron (1d1) (+8,+0) <+2, +3> Dropped by Smaug the Golden at 2600 feet (level 52). +2 intelligence. +3 constitution. Provides resistance to lightning, poison. Cannot be harmed by acid, fire. Sustains strength, dexterity. Combat info: This weapon should be wielded with both hands. 2.0 blows/round. Average damage/round: 10.
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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.
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Double-branded, kill slays for big three, high base damage. That's near-endgame weapon. For endgame you want something with slay evil.Leave a comment:
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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.Leave a comment:
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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.
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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.Leave a comment:
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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%
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