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My Necromancer covets your arkenstone
All the artifact lights they find hurts their spell casting abilities Quote:
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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. |
Thats a sweet ring. Most fighter types want damage and couldnt care less about int; youre not supposed to find this as a necromancer.
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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 :) |
prevents teleportation ...
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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. |
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This damage output looks incredible even for more high power variants like Zangband branches.
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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 |
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.
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g) the Partial Plate Armour of Elorlad (-3) [40,+16] <+2> Code:
a) an Executioner's Sword of Extra Attacks (4d5) (+16,+17) <+2> |
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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. |
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.
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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. |
And oh so fitting.
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This one is interesting in the sense that the recharge time on the activate is shorter then the effect length.
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e) the Amulet 'Gilirhuri' <+2, +3> |
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