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I have to question Carindore's personal hygiene if, long after his boots have become legendary, they can be used to initiate a poison gas attack.
the Pair of Leather Boots of Carindore [2,+20] ---------------------------------------------- These are calf-high boots of flexible leather, laced from heel to calf. Provides resistance to Dark. Cannot be harmed by Acid, Fire. Feather Falling. Speeds regeneration. When activated, it fires a ball of poison gas with radius 3, dealing 12 damage at the centre, which your device skill increases by 20% for an average of 14.4 damage. |
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This ring is quite a confidence booster for a mid level HE blackguard:
the Band 'Haril' (+7, +1) <+4, +5, +1> Found lying on the floor in a vault at 1600 feet (level 32) +4 intelligence. +4 dexterity. +5 tunneling. +1 light. Provides immunity to Fire Provides resistance to Acid, Lightning, Cold, Dark, Sound, Nexus, Chaos, Disenchantment. Provides protection from fear. Cannot be harmed by Lightning. Slows your metabolism. Speeds regeneration. Prevents paralysis. Sustains your life force. When activated, it breathes a cone of acid, lightning, fire, frost or poison gas with width 20 degrees, dealing 250 damage at the source. Takes 164 to 240 turns to recharge. Your chance of success is 96.1% |
And +7 to hit helps a little with the launcher.
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@Estie--
Blackguards only ever carry stat sticks after the very early game. +7 is not going to make a difference for truly abysmal shooting ability. (The only use is knight's moves against druj, Wiruin, and Q, and for that accuracy is of lityle importsnce.) |
Well I made heave use of range despite abysmal hit chance, carrying both bless and berserk or heroism; many shots miss but its still competitive with equally terrible melee.
So yes, +7 is not the reason to equip that ring, neverthess I dont say no in that worst phase before the spells come online. |
So I was wearing a nice little main gauche of lightning for a while doing ~30 points of damage
when I ran into this this and this in rapid succession d) a Ring of Damage (+0,+9) Dropped by a mind flayer at 1150 feet (level 23) s) a Scimitar (Holy Avenger) (7d2) (+13,+9) [+3] <+3> Dropped by Wormtongue, Agent of Saruman, at 1150 feet (level 23) +3 wisdom. Slays undead, demons, evil creatures. Provides protection from fear. Sustains strength. Grants the ability to see invisible things. Blessed by the gods (combat bonuses for holy casters). a) the Main Gauche 'Goren' (1d5) (+6,+8) <+4, +3, +1> Found lying on the floor at 1150 feet (level 23) +4 intelligence. +3 dexterity. +3 stealth. +1 light. Slays undead, animals. Provides immunity to Acid, Fire. Cannot be harmed by Acid. Combat info: 2.8 blows/round. With +2 STR and +0 DEX you would get 3.1 blows With +0 STR and +2 DEX you would get 3.3 blows Average damage/round: 87.4 vs undead, 78 vs animals, and 68.6 vs. others. I like the damage to evil I was getting from the HA and it was my source of FA (although I can swap in boots of FA for stealth) But look at the double immunitiy on the main Gauche Provides immunity to Acid, Fire. wow |
SAME LEVEL (6-7 btw)
b) a Heavy Crossbow of Power (x4) (+3,+23) Found lying on the floor in a vault at 1150 feet (level 23) 0) 26 Bolts (1d5) (+6,+6) Combat info: When fired, hits targets up to 140 feet away. Average damage/round: 129.2. 20% chance of breaking upon contact. less impressive but still quite useful c) a Ring of Dexterity <+2> Found lying on the floor in a vault at 1150 feet (level 23) +2 dexterity. Sustains dexterity. And two Dex potions! |
@sftp--
Double immunity makes an OK weapon for mage or ranger. But without extra attacks, high damage bonus, a brand, or even slay evil it's junk as a blackguard weapon. Blackguard biggest weakness early on is in damage. That weapon makes the problem worse. |
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I find my BG's dying (almost all the time) around 1500-2000 because I run out of Cure potions/escapes. I probably need them because I'm not doing enough damage. What raw number do you think they need btw? I've got this Main Gauche doing around 143/round at 1800' btw |
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