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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. |
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. |
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.
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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.
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a) The Mace of Disruption of Felchalin (10d8) (+7,+14) (+2) {!k} |
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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} |
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> |
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. |
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... |
I've just found this:
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The Two-Handed Great Flail of Aique (9d6) (+31,+18) [+22] (+3) |
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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 ;) ) |
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I did find a great randart though, +9 speed boots with telepathy. Absolutely amazing since it allowed for major equipment reshuffles :) |
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Now that's a pretty nice hat...
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The Hard Leather Cap of Glithor [2,+21] (+2) |
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. |
I thought I'd mentioned this one already here, but apparently I haven't. So let's fix that.
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The Mattock 'Dildo' (1d8) (+8,+13) |
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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.
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The Set of Gauntlets of Gormendir [3, +10] (+2) |
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. |
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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. |
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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.
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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. |
"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.
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a) The Spear of Imbanwe (2d6) (+27,+14) [+8] (+4) |
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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.
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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.
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I don't get it. |
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...
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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.) |
This was pretty nice to have as a switch against dragons.
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s) The Scythe of Slicing of Helth (14d4) (+7,+14) [+9] |
I'm having a quite lucky (3.1.2) game with regards to randarts right now, this one stands out in particular:
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Mine isn't a randart. SoS+2 to attacks is deadly with ring of acid.
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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% |
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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. |
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.
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I'd take this elfstone in preference to fizzix's randart. Code:
e) The Elfstone 'Kelen' (+6,+5) (+3) {Evil,LGT,nx,FA} |
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*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. |
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...
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Best randart gauntlets ever?
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The Set of Gauntlets of Oiondurin [3, +8] |
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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%) |
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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". |
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The Set of Caestus of Berethar (+7,+10) [5,+18] (+4) |
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The Full Plate Armour of Targind (-3) [62,+14] These are more worth the effort: Code:
The Scimitar of Angrith (4d2) (+12,+14) [+4] <+3> Code:
The Great Hammer 'Elkas' (8d1) (+19,+13) <+3> I haven't found any artifact with ESP, so I stick with a weapon of gondolin as swap. |
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 |
)Thorin++ randart
What do you say about this one? Ín 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} 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 |
Checking the randart spoiler after my last char died, and found this interesting combo:
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The Light Crossbow 'Olach' (x6) (+7,+29) <+3> Code:
The Red Dragon Scale Mail of Ragorith (-2) [24,+26] <+2> |
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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. |
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The Pike of Hundann (6d5) (+23,+34) [+44] <+3> http://angband.oook.cz/ladder-show.php?id=11324 ________ 2Bestpussy4U |
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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. |
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I am confident that such a weapon would now rate as far more powerful than Bladeturner, and thus can no longer be generated. |
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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 |
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Unfortunately, burn and melt don't work quite right. |
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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 |
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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. |
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. |
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Given his current stats are insufficient to get more than 1.1 blows with that thing, he's probably neglecting melee anyway...
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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. |
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A. |
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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> |
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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. |
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By looking at the "Based on..." it seems broken regarding the +attack speed evaluation. See another example below from same game.
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The Mace of Disruption of Nilman (9d8) (+9,+7) <+3> |
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:attacked by giant mattock: |
For what's chiefly memorable about this one, see: second line.
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a) the Rapier 'Elith' (1d6) (+11,+12) [+7] <+4> |
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memorably pathetic: (DaJAngband of course)
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The sling 'Gilun' (ML2) (+1, +1) |
My first artifact in an iron man game:
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The Morning Star of Elithar (2d6) (+5, +9) |
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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:
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a) the Dagger of Talith (3d4) (+14,+19) |
Ehh, it's only a factor of 8 increase in your damage against most opponents. That's balanced, right? :)
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Min Level 38, Max Level 127, Generation chance 70, Power 216, 0.9 lbs 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.) |
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I'm afraid I still can't reproduce your bug - spoilers and chardumps work fine for me. |
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