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sffp December 2, 2022 00:16

My Necromancer covets your arkenstone

All the artifact lights they find hurts their spell casting abilities

Quote:

Originally Posted by malcontent (Post 158013)
Here is a bizarre item I found - it maps and lights an entire level - but I can't read any scrolls because of the -3 light :/

There are some other nice aspects to it, and some other not so nice aspects...

Code:

l) the Arkenstone of Gelwilda <+3, +5, +2, -3> (charging) {cursed}
    Taken from a chest found at 2550 feet (level 51)
   
    It paralyses you every now and then.
    It poisons you from time to time.
    +3 wisdom.
    +5 searching skill.
    +2 infravision.
    -3 light.
    Provides immunity to Fire.
    Provides resistance to Nexus, Chaos.
    Cannot be harmed by Fire.
    Feather Falling.  Prevents teleportation. 
    Intensity -3 light.
   
    When activated, it lights and maps the entire level, sensing
    objects.
    Takes 107 to 210 turns to recharge at your current speed.
    Your chance of success is 94.7%



sffp December 5, 2022 22:41

Although - not anymore:

c) the Ring of Mirith <+6, +5, +2, +4, +8, +1>
Found lying on the floor in a vault at 4450 feet (level 89)

+6 intelligence.
+5 dexterity.
+2 constitution.
+4 searching skill.
+4 infravision.
+8 speed.
+1 light.
Provides immunity to Acid, Fire, Cold.
Provides resistance to Lightning, Dark.
Provides protection from fear, blindness.
Cannot be harmed by Lightning.
Sustains intelligence.
Prevents paralysis. Sustains your life force.

coupled with this:

b) the Heavy Crossbow 'Ancal' (x4) (+11,+23) <+3>
Found lying on the floor in a vault at 4250 feet (level 85)

+3 strength.
Provides immunity to Lightning.
Provides resistance to Light.
Cannot be harmed by Acid, Fire.

gives him base immunity

I've never seen more than two.

Estie December 6, 2022 12:13

Thats a sweet ring. Most fighter types want damage and couldnt care less about int; youre not supposed to find this as a necromancer.

sffp December 11, 2022 17:13

I was close enough to endgame that the Con was more important to Int (I was already maxed out on Int) But it was worth 100+ HP

Going into the level I was wearing a ring of CON +6 and a ring of Speed +11
Leaving I had to artifaces that added up to the same :)

Sky December 12, 2022 10:29

prevents teleportation ...

Estie December 23, 2022 01:21

So, err, when my latest @ died an unfortunate death, I looked at the randarts and saw this:

the Mace of Disruption 'Celdach' (16d8) (+17,+28) <+2, +3>
----------------------------------------------------------
A giant's weapon, enchanted with shattering power that breaks bones, bodies,
and spirit.

+2 intelligence.
+3 wisdom.
+3 constitution.
+2 extra blows.
Slays dragons (powerfully), demons (powerfully), undead.
Branded with weak fire.
Provides resistance to Acid, Poison, Light, Dark, Nether.
Provides protection from fear.
Cannot be harmed by Acid, Fire.
Speeds regeneration. Grants the ability to see invisible things. Blessed by
the gods (combat bonuses for holy casters).


Min Level 100, Max Level 127, Generation chance 1, Power 1056, 40.0 lbs
Random hafted of power 1056.

I guess Ill have to make another paladin now, though this thing is not going to turn up early.

Ed_47569 December 24, 2022 19:04

Quote:

Originally Posted by Estie (Post 159953)
So, err, when my latest @ died an unfortunate death, I looked at the randarts and saw this:

the Mace of Disruption 'Celdach' (16d8) (+17,+28) <+2, +3>
----------------------------------------------------------
A giant's weapon, enchanted with shattering power that breaks bones, bodies,
and spirit.

+2 intelligence.
+3 wisdom.
+3 constitution.
+2 extra blows.
Slays dragons (powerfully), demons (powerfully), undead.
Branded with weak fire.
Provides resistance to Acid, Poison, Light, Dark, Nether.
Provides protection from fear.
Cannot be harmed by Acid, Fire.
Speeds regeneration. Grants the ability to see invisible things. Blessed by
the gods (combat bonuses for holy casters).


Min Level 100, Max Level 127, Generation chance 1, Power 1056, 40.0 lbs
Random hafted of power 1056.

I guess Ill have to make another paladin now, though this thing is not going to turn up early.

That's got to be a record - far more powerful than Grond even!

Cryomaniac December 24, 2022 19:52

This damage output looks incredible even for more high power variants like Zangband branches.

RegalStar January 22, 2023 01:12

Quote:

the Amulet of Windori <-2, +5, +2, -3> (cursed)
Dropped by a brigand at 1350 feet (level 27)

It makes your skin harder to damage, but conduct electricity.
It periodically turns your skin to stone.
It makes you too scared to fight.
It poisons you from time to time.
-2 strength.
+5 intelligence.
+2 wisdom.
-3 dexterity.
Provides immunity to Fire.
Provides resistance to Lightning, Light.
Provides protection from confusion.
Speeds regeneration. Grants telepathy. Prevents teleportation. Drains experience.
Really wish this was actually usable as anything but an 1-turn ESP button...

PowerWyrm January 23, 2023 08:32

Quote:

Originally Posted by RegalStar (Post 160095)
Really wish this was actually usable as anything but an 1-turn ESP button...

Remember that you can remove curses with scrolls, you should check what power these have to see if you can remove them.

Jay January 30, 2023 23:07

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.

Sky February 4, 2023 19:25

Quote:

Originally Posted by PowerWyrm (Post 160101)
Remember that you can remove curses with scrolls, you should check what power these have to see if you can remove them.

you can remove the first 4, but cannot remove no_tele

Ugramoth May 9, 2023 13:37

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%

Estie May 9, 2023 14:13

And +7 to hit helps a little with the launcher.

Pete Mack May 10, 2023 01:51

@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.)

Estie May 10, 2023 02:04

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.

sffp May 11, 2023 21:45

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

sffp May 11, 2023 22:07

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!

Pete Mack May 12, 2023 00:45

@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.

sffp May 12, 2023 17:23

Quote:

Originally Posted by Pete Mack (Post 160848)
@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.

Interesting.
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

Pete Mack May 13, 2023 17:51

Here's one that plugged a few holes. It let me dump a whole bunch of not quite good enough armor, and poison resistance+ CON really eased constraints on other equipment.

Code:

g) the Partial Plate Armour of Elorlad (-3) [40,+16] <+2>
    Dropped by Glaurung, Father of the Dragons, at 4000 feet (level
    80)
    +2 constitution.
    Provides resistance to acid, lightning, fire, cold, poison, light,
    chaos.
    Provides protection from fear, blindness, stunning.
    Cannot be harmed by acid.
    Slows your metabolism.  Grants the ability to see invisible
    things.

In contrast, my main weapon is a not-quite-great ego weapon.
Code:

a) an Executioner's Sword of Extra Attacks (4d5) (+16,+17) <+2>
    Found lying on the floor at 3050 feet (level 61)
   
    +2 extra blows.
   
    Combat info:
    7.0 blows/round.
    This weapon may benefit from one or more off-weapon brands or
    slays.
    Average damage/round: 551.6 vs creatures not resistant to
    lightning and 441 vs. others

For paladin, blows trumps brands and slays because of slay evil and kill demon spells. Off weapon weak brand helps too.

wobbly May 13, 2023 20:35

Quote:

Originally Posted by sffp (Post 160852)
Interesting.
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

Arguably what you want is any big dice weapon, preferably with a brand, but even an unbranded BoC, Mod or SoS should be up for contention.

The venom brand spell will give a bigger boost on a higher dice weapon. Obvious not so great against anything with poison immunity, but when the weapon is already branded, then there's a much lower chance that they resist both elements.

Werewolf form and bloodlust increase blows, again there is more of a boost from these with a heavier weapon.

Pete Mack May 13, 2023 21:04

His trouble is getting out of stat gain. And for that, any weapon that does the most damage per turn against most monsters. Haradekket would be ideal--good dice, about the right weight, and extra attacks. But weapon choice is more of a lottery for BG than for any other class.

wobbly May 15, 2023 16:06

Quote:

Originally Posted by Pete Mack (Post 160855)
His trouble is getting out of stat gain. And for that, any weapon that does the most damage per turn against most monsters. Haradekket would be ideal--good dice, about the right weight, and extra attacks. But weapon choice is more of a lottery for BG than for any other class.

a) a Scythe of Slicing (8d4) (+0,+0)
Found lying on the floor at 650 feet (level 13)

Well ok, it needs enchanting and you don't get venom brand till clvl 28. stats aside its 2 blows with whirlwind at clvl 20 and 3 at clvl 35.

Estie May 15, 2023 16:31

And oh so fitting.

wobbly May 15, 2023 21:59

This one is interesting in the sense that the recharge time on the activate is shorter then the effect length.

Code:

e) the Amulet 'Gilirhuri' <+2, +3>
    Dropped by Brodda, the Easterling, at 800 feet (level 16)
   
    +2 strength.
    +3 searching skill.
    +3 tunneling.
    Provides resistance to dark, chaos.
    Sustains wisdom, constitution.
    Slows your metabolism.  Grants the ability to see invisible
    things. 
   
    When activated, it hastes you for a while, but then makes you
    slower for a while afterward.
    Takes 82 to 90 turns to recharge at your current speed.
    Your chance of success is 89.5%



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