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PowerDiver July 17, 2010 21:03

memorable randarts
 
Every so often people ask if anyone has seen a randart with certain properties. Here is a weapon with all 3 *slays and all 5 brands.

a) The Battle Axe 'Gunion' (4d8) (+16,+20) [+3] (+6) (charging)
+6 charisma, infravision.
+30% to searching.
Slays orcs.
*Slays* dragons, demons, undead.
Branded with acid, lightning, flames, frost, venom.
Provides resistance to acid, fire, sound.
Cannot be harmed by acid, electricity, fire, cold.
Sustains wisdom, charisma.
Slows your metabolism. Prevents paralysis. Grants telepathy.

When activated, it attempts to magically enhance a weapon's to-dam
bonus.

Djabanete July 18, 2010 02:14

It's pretty underwhelming overall, but the slay orc saves it. :D

edit: Oh, and how could I miss the slow digestion! Seriously, though... nice find.

Derakon July 18, 2010 02:45

And 4d8 dice to boot. So that's an average of 37 dice damage/blow before crits are taken into consideration, when using the weakest of the available slays. Yeegh.

PowerDiver July 18, 2010 17:07

Quote:

Originally Posted by Djabanete (Post 37244)
It's pretty underwhelming overall, but the slay orc saves it. :D

It's too bad that it had slay orc instead of slay giant. I think that Atlas and Kronos are the only two monsters who are susceptible to an x3 attack it attacks normally.

PowerDiver August 25, 2010 00:28

I think this is the highest dice randart I have ever seen. It does more damage vs other than my 6d5 slay evil weapon did vs evil.

Code:

a) The Mace of Disruption of Felchalin (10d8) (+7,+14) (+2) {!k}
    +2 charisma, speed.
    Slays undead, demons.
    Cannot be harmed by acid, electricity, fire, cold.
   
    Combat info:
    5 blows/round.
    Average damage/hit: 197.7 vs. undead, 197.7 vs. demons, and 88.8
    vs. others.


Twilight August 27, 2010 23:30

Quote:

Originally Posted by PowerDiver (Post 39209)
I think this is the highest dice randart I have ever seen. It does more damage vs other than my 6d5 slay evil weapon did vs evil.

Code:

a) The Mace of Disruption of Felchalin (10d8) (+7,+14) (+2) {!k}
    +2 charisma, speed.
    Slays undead, demons.
    Cannot be harmed by acid, electricity, fire, cold.
   
    Combat info:
    5 blows/round.
    Average damage/hit: 197.7 vs. undead, 197.7 vs. demons, and 88.8
    vs. others.



I got a slight upgrade against that one dice-wise in my last ironman game - no fancy slays, but who cares :) :
Code:

The Mace of Disruption 'Arenen' (11d8) (+9,+10) (+1) {!k}
    +1 tunneling.
    Slays undead, orcs.
    Cannot be harmed by acid, electricity, fire, cold.
   
    Combat info:
    8 blows/round.
    Average damage/hit: 295.5 vs. undead, 295.5 vs. orcs, and 109.9
    vs. others.

Edit: As can be seen I had a +3 attacks artifact as well (one of the randomized rings of power), so after that I felt like buying a lottery ticket!

Arralen August 31, 2010 07:06

This one is from FAAngband 1.1.5.
Of course, I found it with a mage ... at least he's an elf, so he can make some use of it ;)

Code:

The Long Bow of the Eagle Lord (x4) (+16,+16) <+1>
Activation: brand missiles* every 1750 turns
+1 shooting power, +50% electricity resist, fearlessness, perm light;
Cannot be harmed by acid, electricity, fire, cold.

 (* means +2,+2 and fire, cold, or acid brand)


Timo Pietilš August 31, 2010 07:49

While not being artifact of any kind I have found few enormously powerful Buckland slings. (+20,+24) (+2) which means x4 modifier, two extra shots and +2 to DEX. That makes any character a clvl 40+ ranger with very good extra might (+1) bow.

I don't think I have seen anything that beats that in artifact weapons even all weapons included. Even with weakened additive brand modifiers that still makes something like 700 points of damage / turn.

Derakon August 31, 2010 15:28

My dwarf rogue just found this around 1300':

The Lance of Nurethiel (4d8) (+12,+13) (+4 DEX/Tunneling)

Slay trolls
*Slay* dragons
Lightning brand
Blessed

My damage/round went from about 105 vs. evil to about 300 vs anything not resistant to electricity. Now if only I had sources of free action and see invisible...

Ycombinator September 6, 2010 11:18

I've just found this:
Code:

The Two-Handed Great Flail of Aique (9d6) (+31,+18) [+22] (+3)
  +3 intelligence, wisdom, constitution, infravision, tunneling,
  speed.
  Slays animals, evil creatures, orcs, trolls, giants.
  *Slays* dragons, demons, undead.
  Branded with acid, lightning, flames, frost, venom.
  Provides immunity to acid, lightning.
  Provides resistance to fire, cold, dark, blindness, confusion,
  nexus.
  Cannot be harmed by acid, electricity, fire, cold.
  Sustains dexterity, constitution, charisma.
  Blessed by the gods.  Grants the ability to see invisible things. 
  Aggravates creatures nearby. 
 
  When activated, it restores all your stats and your experience poi
  nts.
  Takes 1193 to 2254 turns to recharge at your current speed.
  Your chance of success is 83.3%
 
  Combat info:
  8 blows/round.
  Average damage/hit: 193.7 vs. animals, 193.7 vs. evil creatures,
  232.1 vs. orcs, 232.1 vs. trolls, 232.1 vs. giants, 232.1 vs.
  creatures not resistant to acid, 232.1 vs. creatures not resistant
  to electricity, 232.1 vs. creatures not resistant to fire, 232.1
  vs. creatures not resistant to cold, 232.1 vs. creatures not
  resistant to poison, 308.9 vs. dragons, 308.9 vs. demons, 308.9
  vs. undead, and 116.8 vs. others.

I guess that's about as far as RNG can go in creating ultimate weapon. Combined with +3 blows Palantir it's just plain scary.

Magnate September 6, 2010 11:33

Quote:

Originally Posted by Ycombinator (Post 39609)
I've just found this:
Code:

The Two-Handed Great Flail of Aique (9d6) (+31,+18) [+22] (+3)
  +3 intelligence, wisdom, constitution, infravision, tunneling,
  speed.
  Slays animals, evil creatures, orcs, trolls, giants.
  *Slays* dragons, demons, undead.
  Branded with acid, lightning, flames, frost, venom.
  Provides immunity to acid, lightning.
  Provides resistance to fire, cold, dark, blindness, confusion,
  nexus.
  Cannot be harmed by acid, electricity, fire, cold.
  Sustains dexterity, constitution, charisma.
  Blessed by the gods.  Grants the ability to see invisible things. 
  Aggravates creatures nearby. 
 
  When activated, it restores all your stats and your experience poi
  nts.
  Takes 1193 to 2254 turns to recharge at your current speed.
  Your chance of success is 83.3%
 
  Combat info:
  8 blows/round.
  Average damage/hit: 193.7 vs. animals, 193.7 vs. evil creatures,
  232.1 vs. orcs, 232.1 vs. trolls, 232.1 vs. giants, 232.1 vs.
  creatures not resistant to acid, 232.1 vs. creatures not resistant
  to electricity, 232.1 vs. creatures not resistant to fire, 232.1
  vs. creatures not resistant to cold, 232.1 vs. creatures not
  resistant to poison, 308.9 vs. dragons, 308.9 vs. demons, 308.9
  vs. undead, and 116.8 vs. others.

I guess that's about as far as RNG can go in creating ultimate weapon. Combined with +3 blows Palantir it's just plain scary.

That is astoundingly good - Bladeturner-derived for sure. Which version are you playing? In the newer nightlies it should have had quite a power increment from all those slays, which makes it a little surprising that there was still enough power for two immunities ...

Ycombinator September 6, 2010 11:48

Quote:

Originally Posted by Magnate (Post 39610)
That is astoundingly good - Bladeturner-derived for sure. Which version are you playing? In the newer nightlies it should have had quite a power increment from all those slays, which makes it a little surprising that there was still enough power for two immunities ...

Pre-r2000, so latest restrictions don't apply. I've started this game almost two month ago and didn't want to change Angband binaries in the middle of it.

Magnate September 6, 2010 11:57

Quote:

Originally Posted by Ycombinator (Post 39613)
Pre-r2000, so latest restrictions don't apply. I've started this game almost two month ago and didn't want to change Angband binaries in the middle of it.

Ah, good. I'm pretty confident that such a gross weapon would not occur now then!

Ycombinator September 6, 2010 12:08

Quote:

Originally Posted by Magnate (Post 39615)
Ah, good. I'm pretty confident that such a gross weapon would not occur now then!

Would not occur at all, or the probability is vastly lower?

Magnate September 6, 2010 21:05

Quote:

Originally Posted by Ycombinator (Post 39616)
Would not occur at all, or the probability is vastly lower?

I doubt that it could occur at all now, because that combination of powers should have such a high rating that it can't be generated from any standart, even Bladeturner.

Sirridan September 13, 2010 05:03

I found a new randart, it's not awesome due to its stats, but its overwhelming calculated artifact power. I was going through the generated artifact.spo for a while, and checking out the artifacts above 250-300 power. Of course there are the big ones like Grond and MICOM with powers over 10,000, and The One Ring at 50k some.

There was one artifact however, with a power of 4294967205... it was supremely terrible. (I'll post the stats when I'm on my laptop.)

(I know the actual power is -91, I'm assuming it's being cast as an unsigned int ;) )

Magnate September 13, 2010 20:12

Quote:

Originally Posted by Sirridan (Post 39958)
I found a new randart, it's not awesome due to its stats, but its overwhelming calculated artifact power. I was going through the generated artifact.spo for a while, and checking out the artifacts above 250-300 power. Of course there are the big ones like Grond and MICOM with powers over 10,000, and The One Ring at 50k some.

There was one artifact however, with a power of 4294967205... it was supremely terrible. (I'll post the stats when I'm on my laptop.)

(I know the actual power is -91, I'm assuming it's being cast as an unsigned int ;) )

Yep, that's a %u in the print line which should be a %d. Will fix this.

Sirridan September 15, 2010 05:13

Quote:

Originally Posted by Magnate (Post 39991)
Yep, that's a %u in the print line which should be a %d. Will fix this.

Not a huge deal, unless someone wanted to make a parser or something.

I did find a great randart though, +9 speed boots with telepathy. Absolutely amazing since it allowed for major equipment reshuffles :)

Magnate September 15, 2010 16:29

Quote:

Originally Posted by Sirridan (Post 40048)
Not a huge deal, unless someone wanted to make a parser or something.

I did find a great randart though, +9 speed boots with telepathy. Absolutely amazing since it allowed for major equipment reshuffles :)

Very nice - telepathy is rare on boots.

Nomad November 6, 2010 21:29

Now that's a pretty nice hat...

Code:

The Hard Leather Cap of Glithor [2,+21] (+2)
(dropped by a Paladin at 1700 feet (level 34))

+2 wisdom, charisma.
Provides resistance to poison.
Cannot be harmed by acid, electricity, fire, cold.
Sustains charisma.
Sustains your life force.  Grants telepathy.  Grants the ability to see invisible things. 

When activated, it hastens you for d75+75 turns.
Takes 182 to 338 turns to recharge.
Your chance of success is 87.0%

Obviously, it's the sustain charisma that I anticipate being most useful to my half-troll warrior.

Therem Harth November 7, 2010 01:30

In ToME...

- The Cloak of Arwen. Surprisingly, it was cursed.

- Various items "of Moron", usually with horrible curses, have turned up several times.

- When I was messing with TFork, I once found a randart meteor hammer with all three *slays* and several brands. It was so stupidly effective that I was convinced to nerf chain weapons majorly.

Derakon November 7, 2010 01:38

I thought I'd mentioned this one already here, but apparently I haven't. So let's fix that.
Code:

The Mattock 'Dildo' (1d8) (+8,+13)
----------------------------------
+4 constitution, tunneling.
Provides resistance to fear, nether.
Cannot be harmed by acid, electricity, fire, cold.


Min Level 21, Max Level 95, Generation chance 22, 25.0 lbs


Therem Harth November 7, 2010 01:40

Quote:

+4 constitution, tunneling.
Provides resistance to fear, nether.
... Wow. :eek:

Nomad November 29, 2010 18:28

Okay, this has to be my favourite pair of gauntlets ever. To make it even better, rBlind and rConf just happened to be my two remaining gaping resistance holes.

Code:

The Set of Gauntlets of Gormendir [3, +10] (+2)
(lying on the floor at 1600 feet (level 32))

+2 wisdom, charisma, speed.
Provides resistance to blindness, confusion.
Grants telepathy.

When activated, it heals you a really large amount (35% of max HP, minimum
300HP), heals cut damage, and cures stunning, poisoning, blindness, and
confusion.
Takes 117 to 144 turns to recharge at your current speed.
Your chance of success is 87.9%


Sirridan November 29, 2010 18:55

I had a pair of sandals with +8 speed, and activate for CCW. It was memorable because when I found them, I figured I could crack a Vault I found at dlvl 35. I cracked it, and figured that Great wyrm of thunder won't breathe if I step back to teleport it and the queen ant behind it.

I ended up with -258 hp? I forgot the golden rule, if it can go wrong, it will.

stabbo December 2, 2010 12:40

Quote:

Originally Posted by Ycombinator (Post 39609)
I've just found this:
Code:

The Two-Handed Great Flail of Aique (9d6) (+31,+18) [+22] (+3)
  +3 intelligence, wisdom, constitution, infravision, tunneling,
  speed.
  Slays animals, evil creatures, orcs, trolls, giants.
  *Slays* dragons, demons, undead.
  Branded with acid, lightning, flames, frost, venom.
  Provides immunity to acid, lightning.
  Provides resistance to fire, cold, dark, blindness, confusion,
  nexus.
  Cannot be harmed by acid, electricity, fire, cold.
  Sustains dexterity, constitution, charisma.
  Blessed by the gods.  Grants the ability to see invisible things. 
  Aggravates creatures nearby. 
 
  When activated, it restores all your stats and your experience poi
  nts.
  Takes 1193 to 2254 turns to recharge at your current speed.
  Your chance of success is 83.3%
 
  Combat info:
  8 blows/round.
  Average damage/hit: 193.7 vs. animals, 193.7 vs. evil creatures,
  232.1 vs. orcs, 232.1 vs. trolls, 232.1 vs. giants, 232.1 vs.
  creatures not resistant to acid, 232.1 vs. creatures not resistant
  to electricity, 232.1 vs. creatures not resistant to fire, 232.1
  vs. creatures not resistant to cold, 232.1 vs. creatures not
  resistant to poison, 308.9 vs. dragons, 308.9 vs. demons, 308.9
  vs. undead, and 116.8 vs. others.

I guess that's about as far as RNG can go in creating ultimate weapon. Combined with +3 blows Palantir it's just plain scary.

Aique is apparently the elven word for 'Norris'.

Estie December 2, 2010 13:17

Yah that happens when the ~700-800 power item ("Bladeturner") becomes a weapon. I had this:

The Mace of Disruption of Ostolwar (9d8) (+13,+11) [+5] (+2)
+2 strength, wisdom, charisma, attack speed.
+10% to searching.
Slays evil creatures, undead, giants.
*Slays* dragons, demons, undead.
Provides immunity to lightning.
Provides resistance to light, chaos.
Cannot be harmed by acid, electricity, fire, cold.
Sustains constitution, charisma.
Speeds regeneration. Grants the ability to see invisible things.


When activated, it raises your dexterity at the expense of a rando
m attribute.
Takes 1755 to 3375 turns to recharge at your current speed.
Your chance of success is 78.5%

Combat info:
10 blows/round.
This weapon benefits from one or more off-weapon brands or slays.
Average damage/hit: 176.1 vs. evil creatures, 229.6 vs. undead,
229.6 vs. giants, 229.6 vs. dragons, 336.5 vs. dragons, 336.5 vs.
demons, 336.5 vs. undead, and 122.7 vs. others.

stabbo December 2, 2010 13:39

Quote:

Originally Posted by Estie (Post 43861)
Yah that happens when the ~700-800 power item ("Bladeturner") becomes a weapon. I had this:

The Mace of Disruption of Ostolwar (9d8) (+13,+11) [+5] (+2)
+2 strength, wisdom, charisma, attack speed.
+10% to searching.
Slays evil creatures, undead, giants.
*Slays* dragons, demons, undead.
Provides immunity to lightning.
Provides resistance to light, chaos.
Cannot be harmed by acid, electricity, fire, cold.
Sustains constitution, charisma.
Speeds regeneration. Grants the ability to see invisible things.


When activated, it raises your dexterity at the expense of a rando
m attribute.
Takes 1755 to 3375 turns to recharge at your current speed.
Your chance of success is 78.5%

Combat info:
10 blows/round.
This weapon benefits from one or more off-weapon brands or slays.
Average damage/hit: 176.1 vs. evil creatures, 229.6 vs. undead,
229.6 vs. giants, 229.6 vs. dragons, 336.5 vs. dragons, 336.5 vs.
demons, 336.5 vs. undead, and 122.7 vs. others.

Wow, 10 blows a round. Is that the max or can it go even higher?

Derakon December 2, 2010 15:29

The theoretical maximum would probably be 6 native blows for a warrior, and +3 blows on every item. In practice this won't happen; 10 is ludicrously high.

Timo Pietilš December 2, 2010 17:37

Quote:

Originally Posted by Derakon (Post 43875)
The theoretical maximum would probably be 6 native blows for a warrior, and +3 blows on every item. In practice this won't happen; 10 is ludicrously high.

10 blows itself is not so ludicrous, except that one happens to be MoD which is too heavy for 6 blows, so it is 5+2+3 = 10, instead of 6+2+3=11.

You can get 9 blows with standard artifacts too: 6 from warrior, 2 from weapon and one from shield. I have currently MoD of Fury +2 which reaches 8.2 blows (fractional blows in nightlies). I have seen several lighter +2 blows weapons but none of them has reached the same damage...yet.

What makes that randart enormously powerful is that 9d8 dice combined with *slay* for all three major groups. Basically 45d8 = 202.5 from dice alone against all major enemies + criticals + other boosts.

Nomad December 4, 2010 21:48

"He may carry a single good object," it says.
 
Most memorable thing about this particular weapon? The fact that it was dropped by Grishnakh the Hill Orc on dlevel 11. I believe I was using a Main Gauche (+3,+4) before I upgraded to this one.

Code:

a) The Spear of Imbanwe (2d6) (+27,+14) [+8] (+4)
    +4 dexterity.
    Slays animals, orcs, giants.
    *Slays* dragons, demons, undead.
    Branded with acid, flames, frost.
    Provides resistance to acid, fear, dark.
    Cannot be harmed by acid, electricity, fire, cold.
    Sustains wisdom, dexterity.
    Grants the ability to see invisible things. 
   
    When activated, it deals five times your level's damage to all
    evil creatures that you can see.
    Takes 98 to 120 turns to recharge.
    Your chance of success is 84.2%
   
    Combat info:
    3.5 blows/round.
    With an additional 1 strength and 0 dex you would get 4.0 blows
    With an additional 0 strength and 1 dex you would get 3.8 blows
    Average damage/hit: 32.4 vs. animals, 39.8 vs. orcs, 39.8 vs.
    giants, 39.8 vs. creatures not resistant to acid, 39.8 vs.
    creatures not resistant to fire, 39.8 vs. creatures not resistant
    to cold, 54.5 vs. dragons, 54.5 vs. demons, 54.5 vs. undead, and
    25.1 vs. others.

Admittedly, I am playing one of the nightlies from just before the randart drops were toned down. But all the same... damn.

Nick December 4, 2010 22:13

Quote:

Originally Posted by Nomad (Post 44055)

Code:

a) The Spear of Imbanwe (2d6) (+27,+14) [+8] (+4)
    +4 dexterity.
    Slays animals, orcs, giants.
    *Slays* dragons, demons, undead.
    Branded with acid, flames, frost.
    Provides resistance to acid, fear, dark.


That is outstanding.

Nomad December 4, 2010 22:30

Quote:

Originally Posted by Nick (Post 44056)
That is outstanding.

I also got an early ring of poison resistance and wand of teleport other in the same game. I am fully expecting to die of something really embarrassingly stupid before I make dlevel 20.

Timo Pietilš December 4, 2010 23:19

Quote:

Originally Posted by Nomad (Post 44059)
I also got an early ring of poison resistance and wand of teleport other in the same game. I am fully expecting to die of something really embarrassingly stupid before I make dlevel 20.

If you can beat my "killed by silver jelly" I'm surprised.

Therem Harth January 31, 2011 18:42

In T2 just now: the Ring of Ranarod, which grants +13 speed and attack speed. And this with a Melkor-worshipping Mindcrafter. Curse is already overpowered, but with 20 attacks per turn it's just plain bananas.

Derakon January 31, 2011 18:47

Yep, T2 randarts don't know what the word "balance" is. Amusingly enough, the only way to get that many extra attacks on a ring randart is to couple it with +speed, since +speed is the only modifier allowed to have such big bonuses.

will_asher February 1, 2011 05:09

<OT>
 
Quote:

Originally Posted by Therem Harth (Post 47900)
In T2 just now: the Ring of Ranarod, which grants +13 speed and attack speed. And this with a Melkor-worshipping Mindcrafter. Curse is already overpowered, but with 20 attacks per turn it's just plain bananas.

Melkor-worhsipping? Then what is the goal of the game? To kill your god?
I don't get it.

Derakon February 1, 2011 05:40

Pretty much, yep. You're angling for his position in the pantheon. Of course, he continues to power your spells even as you punch his face in...

Therem Harth February 2, 2011 01:48

T2 has this silly endgame plot where, if you destroy the One Ring, you can go into the Void after killing Morgoth and battle Melkor's true form there. So if you wield the one then presumably Melkor is still in charge, just with you as a proxy. What can I see, he's a schemer. :P

(Also there's this thing where you have to kill some kind of Lovecraftian evil spirit with an unpronounceable name to get the Flame Imperishable which lets you imbue an item with magical power to bypass Melkor's magical barriers, in the process giving you a weapon or armor of ridiculous power. If Tolkien were still alive, T2 would absolutely make him cry.)

Kaze February 3, 2011 18:54

This was pretty nice to have as a switch against dragons.
Code:

s) The Scythe of Slicing of Helth (14d4) (+7,+14) [+9]
    Found lying on the floor at 4150 feet (level 83).
   
    *Slays* dragons.
    Cannot be harmed by acid, electricity, fire, cold.
   
    When aimed, it creates a large frost ball with damage 200.
    Takes 466 to 572 turns to recharge at your current speed.
    Your chance of success is 97.5%
   
    Combat info:
    4.0 blows/round.
    Average damage/round: 918.8 vs. dragons, and 280.4 vs. others.


Siggesigge February 3, 2011 23:35

I'm having a quite lucky (3.1.2) game with regards to randarts right now, this one stands out in particular:

Quote:

g) The Bronze Dragon Scale Mail 'Celwil' (-2) [18,+17] (+6)
+6 constitution, speed.
Provides immunity to cold.
Provides resistance to acid, lightning, fire, fear, dark,
blindness, confusion.
Cannot be harmed by acid, electricity, fire, cold.
Sustains dexterity.
Feather Falling. Prevents paralysis.
This one is also pretty nifty combined with a ring of acid:

Quote:

a) The Katana of Beruneth (9d5) (+6,+19) (+7)
+7 speed.
Cannot be harmed by acid, electricity, fire, cold.
Blessed by the gods.

Combat info:
5 blows/round.
This weapon may benefit from one or more off-weapon brands or slays.
Average damage/hit: 168.3 vs. creatures not resistant to acid, and
80.8 vs. others.

Philip February 4, 2011 07:19

Mine isn't a randart. SoS+2 to attacks is deadly with ring of acid.

fizzix February 24, 2011 01:11

This is the best artifact I've ever seen, let alone found:

The Mithril Plate Mail of Athorith (+11,+15) [60,+26] <+4>
Found lying on the floor at 3150 feet (level 63).

+4 strength, intelligence, wisdom, dexterity, constitution,
charisma, stealth, speed.
Provides immunity to fire, cold.
Provides resistance to acid, lightning, poison, light, dark,
sound, nether, disenchantment.
Provides protection from fear, blindness, confusion.
Cannot be harmed by acid, electricity, fire, cold.
Speeds regeneration. Prevents paralysis. Sustains your life
force. Grants telepathy.

When activated, it heals 500 hit points, heals cut damage, and
cures stunning.
Takes 342 to 420 turns to recharge at your current speed.
Your chance of success is 97.0%

Timo Pietilš February 24, 2011 01:20

Quote:

Originally Posted by fizzix (Post 49114)
This is the best artifact I've ever seen, let alone found:

The Mithril Plate Mail of Athorith (+11,+15) [60,+26] <+4>
Found lying on the floor at 3150 feet (level 63).

+4 strength, intelligence, wisdom, dexterity, constitution,
charisma, stealth, speed.
Provides immunity to fire, cold.
Provides resistance to acid, lightning, poison, light, dark,
sound, nether, disenchantment.
Provides protection from fear, blindness, confusion.
Cannot be harmed by acid, electricity, fire, cold.
Speeds regeneration. Prevents paralysis. Sustains your life
force. Grants telepathy.

When activated, it heals 500 hit points, heals cut damage, and
cures stunning.
Takes 342 to 420 turns to recharge at your current speed.
Your chance of success is 97.0%

Bah, it lacks see invisible. ;-P

Seriously, that is pretty much perfect randart. Immunities to fire and cold, basic4 + poison + confusion + sound + disenchantment + blindness + telepathy + FA + regen + healing activation + stat-bonuses + speed + combat bonuses.

It really lacks only see-inv from main features. Maybe rChaos could count as another.

Derakon February 24, 2011 01:48

Yeah, that's ridiculous. About as no-brainer an artifact as you can get. What's it based off of? I don't think even the Rings of Power get rated that highly.

PowerDiver February 24, 2011 02:26

Quote:

Originally Posted by Timo Pietilš (Post 49115)
Bah, it lacks see invisible. ;-P

Seriously, that is pretty much perfect randart. Immunities to fire and cold, basic4 + poison + confusion + sound + disenchantment + blindness + telepathy + FA + regen + healing activation + stat-bonuses + speed + combat bonuses.

It really lacks only see-inv from main features. Maybe rChaos could count as another.

The immunities are great, but you can get the rest covered with egos, especially now that you can find chaos DSM of permanence. I'm not impressed. Here is a pair of randarts from my wife's current game that have finalized my decision to consider randarts as desrving of being in the cheat options list.

I'd take this elfstone in preference to fizzix's randart.

Code:

e) The Elfstone 'Kelen' (+6,+5) (+3) {Evil,LGT,nx,FA}
    Dropped by a Nightcrawler at 3900 feet (level 78).
   
    +3 charisma.
    It causes your melee attacks to slay evil creatures.
    Provides immunity to lightning.
    Provides resistance to acid, nexus.
    Cannot be harmed by acid, electricity, fire, cold.
    Prevents paralysis. 
   
    When aimed, it shoots a large ball of one of the base elements for
    120-200 damage.
    Takes 392 to 480 turns to recharge at your current speed.
    Your chance of success is 90.4%
   
f) The Palantir of Halador (+3) {+3Str/Int,*undead,dench}
    Dropped by a Great Hell Wyrm at 4050 feet (level 81).
   
    +3 strength, intelligence, wisdom, charisma.
    It causes your melee attacks to *slay* undead.
    Provides resistance to disenchantment.
    Cannot be harmed by acid, electricity, fire, cold.
   
    When activated, it maps the entire level and detects nearby
    objects, traps, doors, and stairs.
    Takes 204 to 400 turns to recharge at your current speed.
    Your chance of success is 87.5%
   
    Radius 4 light.


Timo Pietilš February 24, 2011 04:12

Quote:

Originally Posted by PowerDiver (Post 49118)
The immunities are great, but you can get the rest covered with egos, especially now that you can find chaos DSM of permanence. I'm not impressed.

Even BalanceDSM of permanence doesn't come close to that one. +4 to all stats and speed? Combat bonuses? Telepathy + confusion & blindness resists? Healing activation with 97% success?

*slay* undead is great from lightsource, but does it really compete with that armor? All those from single source frees up so many slots for free tweaking any way you want that I doubt that I would even think using that lightsource instead of that.

Derakon February 24, 2011 04:38

I'm with Timo here. Both artifacts are gamebreakers at some level, but the body armor gives way more versatility than the lightsource does. Besides, ISTR thata off-weapon brands/slays have been made much harder to get in the nightlies, so your examples shouldn't happen any more. At the very least, of the randarts I've found with off-weapon slays, both were for trolls and had nothing else useful on them...

fizzix February 24, 2011 15:18

Quote:

Originally Posted by Derakon (Post 49116)
Yeah, that's ridiculous. About as no-brainer an artifact as you can get. What's it based off of? I don't think even the Rings of Power get rated that highly.

When I finish, I'll definitely generate spoilers. I'm curious to see if the power rating got borked somehow. Unfortunately, that won't actually tell you what it's based off of...

Nomad April 11, 2011 01:04

Best randart gauntlets ever?

Code:

The Set of Gauntlets of Oiondurin [3, +8]
Found lying on the floor at 3700 feet (level 74).

Provides immunity to lightning.
Provides resistance to poison, confusion.
Cannot be harmed by acid, electricity, fire, cold.
Slows your metablism.  Speeds regeneration.  Grants telepathy.


scud April 11, 2011 02:13

Quote:

Originally Posted by Nomad (Post 50975)
Best randart gauntlets ever?

Out of idle curiosity what is the highest possible handgear-inflicted spellcasting penalty?

Derakon April 11, 2011 02:30

All of your MP, caused by the handgear in question massing several hundred pounds. :)

(The penalty from having non-agile handgear is a fixed cut in your MP of, if I recall correctly, 25%)

Timo Pietilš April 11, 2011 04:26

Quote:

Originally Posted by Nomad (Post 50975)
Best randart gauntlets ever?

Code:

The Set of Gauntlets of Oiondurin [3, +8]
Found lying on the floor at 3700 feet (level 74).

Provides immunity to lightning.
Provides resistance to poison, confusion.
Cannot be harmed by acid, electricity, fire, cold.
Slows your metablism.  Speeds regeneration.  Grants telepathy.


Well, it has ESP, but I would trade that to Cambeleg or Fingolfin any day.

Make it a cloak and then it probably would be close to best I have seen.

Is this copy & paste? It says "metablism" not "metabolism".

PowerDiver April 11, 2011 05:11

Quote:

Originally Posted by Derakon (Post 50980)
All of your MP, caused by the handgear in question massing several hundred pounds. :)

(The penalty from having non-agile handgear is a fixed cut in your MP of, if I recall correctly, 25%)

It can seem like more, because the weight penalty is applied after the 25% penalty. So if you have 40 mana reduced 20 by weight to 20, then the 25% drop of 10 seems like a drop of 50%. I have had mana drop to 0 from putting on gloves, playing some int-challenged race as a rogue or ranger.

Nomad April 11, 2011 09:36

Quote:

Originally Posted by Timo Pietilš (Post 50983)
Well, it has ESP, but I would trade that to Cambeleg or Fingolfin any day.

Make it a cloak and then it probably would be close to best I have seen.

Is this copy & paste? It says "metablism" not "metabolism".

Nah, I copied it out from the 'I' screen. Hence the typo. :D I haven't made a character dump of this guy yet because the last few times I've posted one to the ladder saying "Looks promising..." it has ended very badly immediately after. I'm trying to avoid tempting the RNG this time.

Timo Pietilš April 11, 2011 09:43

Quote:

Originally Posted by Nomad (Post 50991)
Nah, I copied it out from the 'I' screen. Hence the typo. :D I haven't made a character dump of this guy yet because the last few times I've posted one to the ladder saying "Looks promising..." it has ended very badly immediately after. I'm trying to avoid tempting the RNG this time.

...and now you are screwed. RNG reads these forums you know.

Ycombinator April 11, 2011 21:03

Quote:

Originally Posted by Nomad (Post 50975)
Best randart gauntlets ever?

Well, I don't know, is +4 to all stats packed with some pretty good combat bonuses better than immunity and ESP? :-)
Code:

The Set of Caestus of Berethar (+7,+10) [5,+18] (+4)
    +4 strength, intelligence, wisdom, dexterity, constitution,
    charisma.
    Provides resistance to cold, fear, light, nether.
    Cannot be harmed by acid, electricity, fire, cold.
    Sustains strength, charisma.
    Speeds regeneration.  Prevents paralysis.  Grants the ability to
    see invisible things. 
   
    When activated, it deals 120 damage to all creatures that you can
    see.

That's from 3.1.2+ nightlies, though.

Mondkalb April 13, 2011 13:20

Code:

The Full Plate Armour of Targind (-3) [62,+14]
    Dropped by Gabriel, the Messenger at 4850 feet (level 97).
   
    Provides resistance to poison.
    Cannot be harmed by acid, electricity, fire, cold.

I wonder why the RNG bothered to make it an artifact at all.

These are more worth the effort:
Code:

The Scimitar of Angrith (4d2) (+12,+14) [+4] <+3>
    Found lying on the floor at 3550 feet (level 71).
   
    +3 strength, constitution, tunneling, attack speed.
    Slays trolls.
    Provides resistance to lightning.
    Cannot be harmed by acid, electricity, fire, cold.
    Sustains dexterity.
   
    When activated, it maps the entire level and detects nearby
    objects, traps, doors, and stairs.
    Takes 789 to 1159 turns to recharge at your current speed.
    Your chance of success is 96.1%
   
    Combat info:
    8.0 blows/round.
    Average damage/round: 643.2 vs. trolls, and 532 vs. others

Code:

The Great Hammer 'Elkas' (8d1) (+19,+13) <+3>
    Found lying on the floor at 4350 feet (level 87).
   
    +3 intelligence, dexterity, attack speed.
    Branded with flames, frost.
    Provides immunity to acid.
    Provides resistance to cold.
    Cannot be harmed by acid, electricity, fire, cold.
    Grants the ability to see invisible things. 
   
    When aimed, it allows you to breathe lightning for 100 damage.
    Takes 617 to 831 turns to recharge at your current speed.
    Your chance of success is 96.9%
   
    Combat info:
    8.0 blows/round.
    Average damage/round: 696 vs. creatures not resistant to fire, 696
    vs. creatures not resistant to cold, and 544.8 vs. others.
   
    Radius 1 light.

The representations of the elven rings are very poor though, no ESP at all, no speed.
I haven't found any artifact with ESP, so I stick with a weapon of gondolin as swap.

Mondkalb April 14, 2011 18:27

Oh well, shortly after posting this I found the one ring (first time ever before killing Morgoth) and killed Morgoth first time with randarts and also with my lowest turn count so far. :)
http://angband.oook.cz/ladder-show.php?id=11291

Thraalbee April 19, 2011 20:02

)Thorin++ randart
 
What do you say about this one? Õn standart games I usually end up with Thorin but considering the randomness of randarts this recent randart find made me quite happy. No stat bonus but rPoi, rDis, pConf and +1 shots compensates well.

My only complaint is a bit of grumpiness - when activated it does Enchant Armour but the message is always "The large Metal Shield of Nardan glows in anger!"

Code:

i) The Large Metal Shield of Nardan [12,+17] <+1> (charging) {!d!x}
    Found lying on the floor at 2850 feet (level 57).
   
    +1 shooting speed.
    Provides immunity to acid.
    Provides resistance to lightning, fire, poison, disenchantment.
    Provides protection from confusion.
    Cannot be harmed by acid, electricity, fire, cold.
   
    When activated, it attempts to magically enhance a piece of
    armour.
    Takes 245 to 300 turns to recharge at your current speed.
    Your chance of success is 95.0%

Also I've found lot's of usable rConf items.
It's weapons I don't get this time - I'm still using a 2d5 lucern hammer of extra attacks and x4 +11,+23 long bow.

(Nightly angband-r6b79843c6b)

/Mathias

fph April 20, 2011 21:39

Checking the randart spoiler after my last char died, and found this interesting combo:
Code:

The Light Crossbow 'Olach' (x6) (+7,+29) <+3>
---------------------------------------------
 +3 wisdom, constitution, charisma, shooting power.
 Slays undead, demons.
 Branded with acid.
 Provides immunity to fire, cold.
 Provides resistance to lightning, poison, dark.
 Provides protection from fear.
 Cannot be harmed by acid, electricity, fire, cold.
 Slows your metabolism.  Speeds regeneration.  Aggravates creatures nearby. 
 

Min Level 58, Max Level 127, Generation chance 1, Power 354, 11.0 lbs

Code:

The Red Dragon Scale Mail of Ragorith (-2) [24,+26] <+2>
--------------------------------------------------------
 +2 strength, shooting speed.
 Provides resistance to fire.
 Provides protection from blindness.
 Cannot be harmed by acid, electricity, fire, cold.
 

Min Level 64, Max Level 127, Generation chance 6, Power 403, 16.0 lbs

Ouch. Incidentally, there was also a helm with +1 shooting speed in the set. I thought that in more recent versions getting +2 shots from a non-shooter was impossible, but... this is ra42bd6-whatever, the nightly from April 14.

Magnate April 20, 2011 21:56

Quote:

Originally Posted by fph (Post 51606)
I thought that in more recent versions getting +2 shots from a non-shooter was impossible, but... this is ra42bd6-whatever, the nightly from April 14.

Interesting - thanks for the report. I'll have to check. I won't be "fixing" randarts for a while though, because I'm working on a complete rewrite.

Estie April 22, 2011 01:57

The Quarterstaff of Drondin (1d9) (+13,+10) (+11)
Dropped by Draebor, the Imp at 3150 feet (level 63).

+11 speed.
Provides resistance to confusion.
Cannot be harmed by acid, electricity, fire, cold.


A priests wet dream, and hence only to be found by non-priests. My paladin had no use for it, alas.

Taha April 23, 2011 15:34

Code:

The Pike of Hundann (6d5) (+23,+34) [+44] <+3>
    Dropped by an Elder vampire at 4350 feet (level 87).
   
    +3 dexterity, constitution, charisma, stealth, infravision, attack
    speed.
    Slays animals, evil creatures, undead, orcs, trolls, giants.
    *Slays* dragons, demons.
    Branded with weak acid, lightning, flames, frost, venom.
    Provides immunity to cold.
    Provides resistance to acid, lightning, fire, poison, light, dark,
    sound, nexus, nether, chaos, disenchantment.
    Provides protection from fear, confusion.
    Cannot be harmed by acid, electricity, fire, cold.
    Sustains strength, intelligence, wisdom, dexterity, constitution,
    charisma.
    Blessed by the gods.  Slows your metabolism.  Feather Falling.
    Speeds regeneration.  Prevents paralysis.  Grants the ability to
    see invisible things.  Aggravates creatures nearby. 
   
    When aimed, it creates a large lightning ball with damage 250.

I posted about another amazing weapon on the acquirement thread, since that is where it came from. But this is better, even with a slight damage drop vs evil. The crossbow is also special, but no extra shots to compete with the weapon damage, and +13 speed artifact boots aren't bad either.
http://angband.oook.cz/ladder-show.php?id=11324
________
2Bestpussy4U

Timo Pietilš April 23, 2011 16:31

Quote:

Originally Posted by Taha (Post 51870)
Code:

The Pike of Hundann (6d5) (+23,+34) [+44] <+3>
    Dropped by an Elder vampire at 4350 feet (level 87).
   
    +3 dexterity, constitution, charisma, stealth, infravision, attack
    speed.
    Slays animals, evil creatures, undead, orcs, trolls, giants.
    *Slays* dragons, demons.
    Branded with weak acid, lightning, flames, frost, venom.
    Provides immunity to cold.
    Provides resistance to acid, lightning, fire, poison, light, dark,
    sound, nexus, nether, chaos, disenchantment.
    Provides protection from fear, confusion.
    Cannot be harmed by acid, electricity, fire, cold.
    Sustains strength, intelligence, wisdom, dexterity, constitution,
    charisma.
    Blessed by the gods.  Slows your metabolism.  Feather Falling.
    Speeds regeneration.  Prevents paralysis.  Grants the ability to
    see invisible things.  Aggravates creatures nearby. 
   
    When aimed, it creates a large lightning ball with damage 250.

I posted about another amazing weapon on the acquirement thread, since that is where it came from. But this is better, even with a slight damage drop vs evil. The crossbow is also special, but no extra shots to compete with the weapon damage, and +13 speed artifact boots aren't bad either.
http://angband.oook.cz/ladder-show.php?id=11324

+3 blows big-dice huge to_dam, branded with all elements + slay evil and kill dragons and demons???? That's insane weapon, though it does aggravate and IIRC that other one you had didn't.

Nothing in vanilla angband weapons comes close to that. What is it based on? Massive iron crown of Morgoth?? I'd say randarts are broken again.

Magnate April 23, 2011 16:46

Quote:

Originally Posted by Timo Pietilš (Post 51880)
+3 blows big-dice huge to_dam, branded with all elements + slay evil and kill dragons and demons???? That's insane weapon, though it does aggravate and IIRC that other one you had didn't.

Nothing in vanilla angband weapons comes close to that. What is it based on? Massive iron crown of Morgoth?? I'd say randarts are broken again.

He's playing 3.2.0, and it's not the randart generator that's broken, it's the object power algorithm not attaching enough weight to extra blows or to multiple brands, slays or resists. This unfortunately means that very good artifact armours can turn into over-powerful randart weapons, and I presume it was based on Bladeturner, since that's the most powerful standart.

I am confident that such a weapon would now rate as far more powerful than Bladeturner, and thus can no longer be generated.

camlost April 23, 2011 18:36

Quote:

Originally Posted by Magnate (Post 51882)
He's playing 3.2.0, and it's not the randart generator that's broken, it's the object power algorithm not attaching enough weight to extra blows or to multiple brands, slays or resists. This unfortunately means that very good artifact armours can turn into over-powerful randart weapons, and I presume it was based on Bladeturner, since that's the most powerful standart.

I am confident that such a weapon would now rate as far more powerful than Bladeturner, and thus can no longer be generated.

Everytime something uber-powerful shows up, there's supposition on it's "origin", any reason not to include it for players to see?

Taha April 23, 2011 18:36

I am playing the latest nightly from Apr. 17th. Started a fresh character after downloading. So everything there is from the latest and greatest...

Note the weak acid brand, which is relatively new in the nightlies. I don't mind it being weakened, but the message "you weakly corrode..." is just silly. And to have it on something that also slays evil is fairly useless, as it is now exactly the same damage as slay evil.

Aggravate is on this weapon and was not on the other, but the tradeoffs are more than worthwhile. Its not like I'm sneaking around the dungeon avoiding stuff with either weapon.
________
WEB SHOWS

Magnate April 23, 2011 19:01

Quote:

Originally Posted by camlost (Post 51895)
Everytime something uber-powerful shows up, there's supposition on it's "origin", any reason not to include it for players to see?

Not at all. I'll add it to the spoiler.

Magnate April 23, 2011 19:05

Quote:

Originally Posted by Taha (Post 51896)
I am playing the latest nightly from Apr. 17th. Started a fresh character after downloading. So everything there is from the latest and greatest...

That's troubling on two counts. First, your ladder dump says "3.2.0" - I presume you're playing on Windows, and the autobuilder script isn't picking up the git hash properly. Second, the issue of Bladeturner turning into sick weapons is obviously not solved. Please could you post or send me the randart.log file for this game?
Quote:

Note the weak acid brand, which is relatively new in the nightlies. I don't mind it being weakened, but the message "you weakly corrode..." is just silly.
Suggestions for improvement always welcome. I couldn't think of a synonym for corrode at the time.
Quote:

And to have it on something that also slays evil is fairly useless, as it is now exactly the same damage as slay evil.
But not all non-acid-resistant creatures are evil, so it's not useless at all in that particular context.
Quote:

Aggravate is on this weapon and was not on the other, but the tradeoffs are more than worthwhile. Its not like I'm sneaking around the dungeon avoiding stuff with either weapon.
Indeed. That weapon is way too powerful, and should not be possible even from Bladeturner. That's why I need to see the log file to work out where the bug is. I have a suspicion that it's not counting the multiple resists/brands/slays properly.

camlost April 23, 2011 19:51

Quote:

Originally Posted by Magnate (Post 51899)
Suggestions for improvement always welcome. I couldn't think of a synonym for corrode at the time.

Etch? Dissolve?

Unfortunately, burn and melt don't work quite right.

Timo Pietilš April 23, 2011 20:25

Quote:

Originally Posted by Taha (Post 51896)
I am playing the latest nightly from Apr. 17th. Started a fresh character after downloading. So everything there is from the latest and greatest...

Note the weak acid brand, which is relatively new in the nightlies.

That's what revealed to me that this is new(ish) nightly edition. Also angle brackets around PVAL were a giveaway.

Taha April 24, 2011 00:43

Magnate, I PM'd you a download link for the save and randart.log. This is all on Mac OS X. I would have reported it in a lot more detail, but I wasn't thinking of this in terms of a bug.

Quick glance through the log, this item went through a BUNCH of iterations. At the point when three blows were added it went from Power 151 to Power -2818, which is definitely a problem. Every now and then an iteration would make the power positive again, at which point it was rejected as too powerful. The final power is listed as -145, after 200 tries, with a mean of 227 and a variance of 15507. I think we have a rollover bug in the power calculations somewhere.
________
CALIFORNIA MEDICAL MARIJUANA DISPENSARY

Magnate April 24, 2011 00:49

Quote:

Originally Posted by Taha (Post 51928)
Magnate, I PM'd you a download link for the save and randart.log. This is all on Mac OS X. I would have reported it in a lot more detail, but I wasn't thinking of this in terms of a bug.

Quick glance through the log, this item went through a BUNCH of iterations. At the point when three blows were added it went from Power 151 to Power -2818, which is definitely a problem. Every now and then an iteration would make the power positive again, at which point it was rejected as too powerful. The final power is listed as -145, after 200 tries, with a mean of 227 and a variance of 15507. I think we have a rollover bug in the power calculations somewhere.

Yep - took me about five seconds to work it out once I saw the log: it got an inhibited power, and then had a load of subsequent calculations performed in its inhibited rating, which caused the overflow - and ended up leaving it with a legal rating!

The fix is reasonably simple - we just exit the function as soon as we apply INHIBIT_POWER.

Thanks for sending me the log. The fix should be in tomorrow's nightly.

Estie April 24, 2011 02:48

So my prayers have been heard:

The Great Hammer of Epheleme (8d1) (+11,+5) (+9)
Dropped by a Novice priest at 2650 feet (level 53).

+9 wisdom, speed.
Slays animals.
Cannot be harmed by acid, electricity, fire, cold.
Grants the ability to see invisible things.

Combat info:
1.1 blows/round.
With an additional 2 strength and 0 dex you would get 1.3 blows
With an additional 0 strength and 2 dex you would get 1.3 blows
Average damage/round: 36.2 vs. animals, and 26 vs. others.

Radius 1 light.

Yep. My _priest_ found this, unbelievably isnt it.

Magnate April 24, 2011 09:15

Quote:

Originally Posted by Estie (Post 51937)
So my prayers have been heard:

The Great Hammer of Epheleme (8d1) (+11,+5) (+9)
Dropped by a Novice priest at 2650 feet (level 53).

+9 wisdom, speed.
Slays animals.
Cannot be harmed by acid, electricity, fire, cold.
Grants the ability to see invisible things.

Combat info:
1.1 blows/round.
With an additional 2 strength and 0 dex you would get 1.3 blows
With an additional 0 strength and 2 dex you would get 1.3 blows
Average damage/round: 36.2 vs. animals, and 26 vs. others.

Radius 1 light.

Yep. My _priest_ found this, unbelievably isnt it.

Nice - that's a really cool piece of jewelry in your weapon slot. I just hope you are planning on killing *everything* with spells ...

Derakon April 24, 2011 16:17

Given his current stats are insufficient to get more than 1.1 blows with that thing, he's probably neglecting melee anyway...

Estie April 24, 2011 17:14

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.

Antoine April 25, 2011 09:09

Quote:

Originally Posted by camlost (Post 51908)
Etch? Dissolve?

Unfortunately, burn and melt don't work quite right.

"Only a little acid to counter the soporific on the Emperor's blade"?

A.

EpicMan April 26, 2011 21:23

Quote:

Originally Posted by Magnate (Post 51943)
Nice - that's a really cool piece of jewelry in your weapon slot. I just hope you are planning on killing *everything* with spells ...

With +9 wisdom you can afford to.

Thraalbee May 10, 2011 20:12

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.


Timo Pietilš May 11, 2011 06:18

Quote:

Originally Posted by Thraalbeast (Post 52719)
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.


Based on Calris?? That's about 100 times more powerful than Calris. Randarts broken again in that version.

camlost May 11, 2011 06:24

Quote:

Originally Posted by Timo Pietilš (Post 52740)
Based on Calris?? That's about 100 times more powerful than Calris. Randarts broken again in that version.

Maybe there are still overflows. That's what I assumed when I saw this. If anything could cause an overflow, it's +4 attacks.

Derakon May 11, 2011 06:29

I'm gonna guess that the cursed case of Calris caused calculation confusion.

Incidentally, the Palantir is unlikely to aggravate in randart games. Handy, that, if a bit cheesy, since it keeps its enlightenment activation.

Nick May 11, 2011 06:59

Quote:

Originally Posted by Derakon (Post 52742)
I'm gonna guess that the cursed case of Calris caused calculation confusion.

An astute assessment about artifact allocation and appearance.

Thraalbee May 11, 2011 07:30

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.

Note: I started with nightly April 23 (r712c297ec6). Then copied character files to May 05 and continued with that version from which I produced the artifact.spo file.

myshkin May 11, 2011 08:17

Quote:

Originally Posted by Timo Pietilš (Post 52740)
Based on Calris?? That's about 100 times more powerful than Calris. Randarts broken again in that version.

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.

camlost May 11, 2011 18:32

Quote:

Originally Posted by myshkin (Post 52748)
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.

Randarts of unusual strength? I don't think they exist.

:attacked by giant mattock:

Nomad August 14, 2011 12:15

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.

...This character is so doomed. If he makes it to dlevel 30 without the RNG orchestrating a humiliating death, I will be astonished.

Timo Pietilš August 14, 2011 15:26

Quote:

Originally Posted by Nomad (Post 58716)
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.

...This character is so doomed. If he makes it to dlevel 30 without the RNG orchestrating a humiliating death, I will be astonished.

If you are playing warrior, then that is RNG being cruel to you. You need to use better weapon soon, but not using that one with +4 STR, pConf, rPoison and ESP is a tough one.

will_asher September 11, 2011 04:42

memorably pathetic: (DaJAngband of course)
Code:

The sling 'Gilun' (ML2) (+1, +1)
It makes you fall like a feather. It grants you immunity to paralysis. It activates for frost bolt (6d8) about every 2 minutes.
...It was dropped by a goblin on level 32.


fizzix September 26, 2011 00:31

My first artifact in an iron man game:

Code:

The Morning Star of Elithar (2d6) (+5, +9)

Dropped by Ugluk, the Uruk at 1650 feet (level 33)

Cannot be harmed by acid, fire, electricity or cold

I wonder if it was based off of Melkor or something.

Magnate September 26, 2011 13:03

Quote:

Originally Posted by fizzix (Post 60741)
My first artifact in an iron man game:

Code:

The Morning Star of Elithar (2d6) (+5, +9)

Dropped by Ugluk, the Uruk at 1650 feet (level 33)

Cannot be harmed by acid, fire, electricity or cold

I wonder if it was based off of Melkor or something.

Probably. The current randart generator isn't very good at making interesting-but-not-powerful artifacts. So you get dull and not powerful instead.

Nomad October 28, 2011 20:19

So I've been playing the v4 dev versions, where damage for the early game is so low I was pretty happy to be running around dlevel 12 with a +3 shovel that did 21 damage per round. Then Wormtongue dropped the first randart I've yet encountered in v4:

Code:

a) the Dagger of Talith (3d4) (+14,+19)
    Dropped by Wormtongue, Agent of Saruman at 600 feet (level 12).
   
    Slays animals, undead, orcs, giants.
    Branded with weak lightning, acid.
    Provides resistance to light, nexus, chaos.
    Cannot be harmed by acid, electricty, fire, cold.
    Grants the ability to see invisible things.
   
    When activated, it deals 60 damage to all evil creatures that you
    can see.
    Takes 73 to 81 turns to recharge.
    Your chance of success is 90.6%
   
    Combat info:
    3.8 blows/round.
    With +1 STR and +0 DEX you would get 4.3 blows
    With +0 STR and +1 DEX you would get 4.1 blows
    Average damage/round: 144.7 vs. animals, 144.7 vs. creatures not
    resistant to electricity, 144.7 vs. undead, 173.9 vs. orcs, 173.9
    vs. giants, 173.9 vs. creatures not resistant to acid, and 115.2
    vs. others.

...Thanks, Wormie.

Derakon October 28, 2011 21:05

Ehh, it's only a factor of 8 increase in your damage against most opponents. That's balanced, right? :)

Magnate October 29, 2011 21:53

Quote:

Originally Posted by Derakon (Post 62734)
Ehh, it's only a factor of 8 increase in your damage against most opponents. That's balanced, right? :)

Well, it rather depends what it's based on, and what alloc_prob the randart generator gave it. It's way more powerful than a 'thanc, which account for about 80% of the artifacts v4 drops in the first ~20 dlevs. So I'd like to say it's a very nice, very rare drop - but it could be that the randart generator needs some tweaking to play nice with v4. Let's see how many other people have similar experiences with randarts.

Nomad October 29, 2011 22:17

Quote:

Originally Posted by Magnate (Post 62779)
Well, it rather depends what it's based on, and what alloc_prob the randart generator gave it. It's way more powerful than a 'thanc, which account for about 80% of the artifacts v4 drops in the first ~20 dlevs. So I'd like to say it's a very nice, very rare drop - but it could be that the randart generator needs some tweaking to play nice with v4. Let's see how many other people have similar experiences with randarts.

I checked the artefact spoilers after I died (they have the same bug with missing information as the chardumps, incidentally) and this was the one:

Code:

Min Level 38, Max Level 127, Generation chance 70, Power 216, 0.9 lbs
Based on Haradekket.

So, yep, pretty lucky drop I'd say.

That's the only randart I've found so far in about twenty games - mostly dying around dlevel 20, twice making it down to around 40 - so I don't think there's too obvious a problem. (I do seem to be finding a surprising number of OOD consumables in the early levels, though, but that may just be the RNG messing with me of course.)

Magnate October 29, 2011 22:27

Quote:

Originally Posted by Nomad (Post 62782)
I checked the artefact spoilers after I died (they have the same bug with missing information as the chardumps, incidentally) and this was the one:

Code:

Min Level 38, Max Level 127, Generation chance 70, Power 216, 0.9 lbs
Based on Haradekket.

So, yep, pretty lucky drop I'd say.

That's the only randart I've found so far in about twenty games - mostly dying around dlevel 20, twice making it down to around 40 - so I don't think there's too obvious a problem. (I do seem to be finding a surprising number of OOD consumables in the early levels, though, but that may just be the RNG messing with me of course.)

Hmmm. Yes that does sound pretty lucky - that was about 15 levels OOD, right? And a gen chance of 70 (scale of 1-1000) means it was probably the best/rarest artifact the generator could have picked at that point (unless something even deeper also passed an OOD check and made it into the allocation table).

I'm afraid I still can't reproduce your bug - spoilers and chardumps work fine for me.

Nomad October 29, 2011 22:39

Quote:

Originally Posted by Magnate (Post 62784)
I'm afraid I still can't reproduce your bug - spoilers and chardumps work fine for me.

Huh - maybe it's Windows specific? I'm on Win 7 64-bit. You'll be pleased to hear it's not a V4 problem, anyway: I just downloaded the latest Vanilla nightly (50c3f4b) to check, and yup, I get the same problem there. The last version of Vanilla I downloaded prior to that was bf11085, and the chardumps still work fine for me in that one.

Magnate October 29, 2011 22:51

Quote:

Originally Posted by Nomad (Post 62786)
Huh - maybe it's Windows specific? I'm on Win 7 64-bit. You'll be pleased to hear it's not a V4 problem, anyway: I just downloaded the latest Vanilla nightly (50c3f4b) to check, and yup, I get the same problem there. The last version of Vanilla I downloaded prior to that was bf11085, and the chardumps still work fine for me in that one.

Oh dear. It's likely to be a UTF8-related problem then. When the UTF8 change was first done there were quite a few problems with dumped files of all kinds, but most have been ironed out. As soon as one of the devs can reproduce it, we can start to sort it out.


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