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New memorable randarts
the Elven Cloak of Erennion (+23,+14) [6,+43] <-19, +1>
------------------------------------------------------- A mantle made of curious silken material by the Galadrim that wondrously takes on the hues and shapes of its surroundings. Cursed. -19 strength, intelligence, wisdom, dexterity, constitution, stealth, infravision, tunneling, speed, attack speed, shooting speed. -95% to searching. Provides immunity to fire, cold. Provides resistance to acid, lightning, poison, light, dark, shards, nexus, nether, chaos. Provides protection from fear, blindness, confusion, stunning. Cannot be harmed by acid, electricity, fire, cold. Slows your metabolism. Feather Falling. Speeds regeneration. Prevents paralysis. Sustains your life force. Aggravates creatures nearby. Radius 1 light. I am really curious how something like this can get created. Is -19 speed as likely as +19 speed ? Probably not, since +19 speed can only appear on a few randarts with highest power, whereas -19 has no such limitation. This thing is based on Beruthiel. Without the negative mods, it would be in the line of Deathwreaker I guess. |
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You start to shoot and "you die -more-" before you actually make the shot. |
I suspect its just capped at zero.
The carzy number here is 19. The only way it can be created other than on randarts would be ring of speed, with an extremely small chance. If created on a randart in a similar way, I suspect the randart woulnt pass its power check (assuming positive 19) ? So how exactly did this cloak get rolled, I am unaware of the exact generation algorithm. |
HaHa! That's hilarious!
How does -95% searching even work?? ...and it aggravates as well - glorious. On a serious note, I wonder what it's max/min depth was? Often bad randarts end up with a max depth shallower than its min depth. |
It's always such a bummer when your warrior finds an randart quarterstaff, because you know it's only likely to do a feeble amount of damage... er.
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the Quarterstaff of Faladron (9d9) (+8,+15) [+13] <+1> |
Lovely; with that, its hoping to find some off-weapon brand and/or slay :)
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First, my eternal thanks for starting a new thread.
Second, which version is this? That's quite a serious bug, if my code generated that ... I'm guessing an overflow error somewhere. |
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********** ENTERING EVAL POWER ******** |
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And I don't think I've had a single slay or brand on a randart weapon yet (but I might be going mad, of course). |
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Angband v4beta-121-gb12bbfe nice light source. Enlightenment, FA and one immunity, albeit lightning, is not bad.
f) the Arkenstone of Angwethar <+3> Found lying on the floor in a vault at 2100 feet (level 42) Provides immunity to lightning. Cannot be harmed by fire. Prevents paralysis. Radius 3 light. When activated, it completely lights up and magically maps the level, detects traps nearby, detects doors nearby and detects stairs nearby. Takes 51 to 100 turns to recharge at your current speed. Your chance of success is 83.9% |
Now that is a *lot* of dice...
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the Blade of Chaos of Luing (16d5) (+6,+27) [+15] <+5> |
*And* good damage enchantment. No brands or slays though, is there some off weapon by any chance ?
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But let's see... I had +7 damage on my gloves, +8 on my armour, a RoDam +14 and the bonus from Str 18/*** is, what, +20 IIRC. So IF I'd found it ( :( ) the calculation would be something like: 6*((16*3)+27+7+8+14+20))=744 average damage per round, against absolutely everything. Plus, of course, critical hits. But I've no idea how to calculate that. I'm feeling somewhat melancholy now... |
My current T2 character just found...
The Mage Staff of Turing (1d4) (+5, +15) [+4] Oddly appropriate. I think I'll keep it. :P Edit: whoops, character died to a Blood Sprout before I could get full ID on it. D'oh! |
Not bad, as pre-stat gain weapons go...
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the Short Sword 'Irtheloki' (2d7) (+18,+12) [+7] <+3> |
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If those are not all weak, may I suggest that we just plain list those in different order: cold, lightning, weak fire. |
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The description is clear, each property is separated by a comma. The convenience of not repeating the adjective each time doesnt apply to "code" text.
On a different note, I would remove weak brand alltogether and instead bind power to element: acid x2, fire and cold x3, lightning x4. Edit: Just to be perfectly clear, the reading is "Branded with <weak fire>, <cold>, <lightning>." |
Great Rings of Power combo
I found this excellent combo of Rings of Power only after having found the one ring for the first time ever, so I haven't really had any use for them. Still, together they offer all four immunities and a solid set of resistances.
i) the Ring of Adamant of Tholdur (+4,+3) <+3> Found lying on the floor in a vault at 5000 feet (level 100) +3 intelligence. +3 dexterity. +3 tunneling. Provides immunity to acid, lightning, fire. Provides resistance to frost, poison gas, light, dark, sound, disenchantment. Provides protection from fear. Cannot be harmed by lightning. Speeds regeneration. Prevents paralysis. When activated, it fires balls of electricity in all directions, each one causing 150 damage. Takes 441 to 594 turns to recharge at your current speed. Your chance of success is 93.7% d) the Ring of Fire of Impheb <+4, +1> Found lying on the floor in a vault at 5000 feet (level 100) +4 intelligence. +4 wisdom. +4 dexterity. +4 constitution. +4 infravision. Provides immunity to frost. Provides resistance to acid, fire, dark. Provides protection from fear, confusion. Cannot be harmed by lightning. Sustains strength. Slows your metabolism. Prevents paralysis. Sustains your life force. Radius 1 light. When activated, it cures blindness and gives you telepathy for 9d9+24 turns. Takes 246 to 300 turns to recharge at your current speed. Your chance of success is 94.8% |
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I find it amusing that the Ring of Fire provides immunity to cold. Curious how "Ring of Adamant" got generated though. |
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not good, but memorable...
playing the npp comp just now, on the floor at 1050', 2d5 longsword branded with acid, that's it, no rAcid, lol! worst randart ever? |
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Now that's just confusing...
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the Zweihander of Frost (4d6) (+21,+14) [+7] <+1> |
Maybe Robert Frost ?
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the Elven Cloak 'Essilindo' (+0,+8) [6,+16] <+2>
------------------------------------------------ A mantle made of curious silken material by the Galadrim that wondrously takes on the hues and shapes of its surroundings. +2 dexterity. +2 tunneling. Provides resistance to poison gas, light, nexus, chaos. Provides protection from fear. Cannot be harmed by acid, fire. Sustains intelligence. Shouldnt the artifact have the base item properties ? Elven cloaks get +1 speed, how come this artifact doesnt have that. |
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This one's a bit odd...
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the Long Bow of Hunen (x3) (-7,-12) <-3> |
Provides regen and one of the tougher base resists to arrange? That's an amazing artifact. Especially compared to Camlost.
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Not really, but its not inconceivable that it would be used. For example, a level 30 mage might want regen and has no better use for the launcher slot. |
Not really what I meant. It's (x3), but has -3 Shooting Power...
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And what happens if it goes negative?...
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It turns arrows into foam formed darts. Great for kids to play with!
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Playing a mage. If only it had +strength too!
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a) the Dagger of Isilion (1d4) (+5,+7) [+9] <+3, +1> |
the Short Bow 'Breguin' (x2) (+15,+14) <+10>
-------------------------------------------- +10 wisdom. +10 speed. Provides resistance to lightning, fire. Cannot be harmed by acid, fire. Speeds regeneration. Prevents paralysis. Min Level 58, Max Level 127, Generation chance 2, Power 375, 3.0 lbs Based on Razorback. Found by a priest! |
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How does that work in code level anyway? Does it divide energy needed for getting turn or multiply energy player gets / turn? |
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The energy you get per game turn is strictly determined by your speed; nothing else affects it (except insofar as it affects your speed). |
Did not find this one, but had it been named Swiss army knife I wouldn't have been surprised. Decent damage combined with fire immunity, protection against confusion, telepaty and activation for tele other
the Glaive 'Celinath' (4d6) (+8,+13) [+14] <+3> ----------------------------------------------- +3 strength. +3 dexterity. Provides immunity to fire. Provides resistance to frost. Provides protection from fear, confusion. Cannot be harmed by acid, fire. Sustains intelligence. Prevents paralysis. Grants telepathy. When activated, it teleports a target monster away. Takes 90 to 110 turns to recharge. Your chance of success is 85.8% Min Level 52, Max Level 127, Generation chance 30, Power 312, 17.1 lbs Based on Celinath. |
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The Iron Helm of Uilin [7,+13] <+1, +4, +3> |
Nice, but a hat of telepathy still takes priority. I keep that thing in the house till I get another source of ESP.
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Quite ridiculous, aside from the "aggravates monsters" bit.
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l) the Ring of Fire 'Mannar' <+3, +1> Code:
d) the Ring of Adamant 'Arath' (+6,+8) <+5> |
Certainly powerful, but again if it is between that one and a Speed +16 it may not be a clear choice.
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Look at my rBlind swap... for my hobbit mage :(
the Flail 'Ivien' (7d6) (+13, +33) <+4> Found lying on the floor at 1300 feet (level 26) +4 wisdom +4 dexterity Slays undead (powerfully), demons. Branded with weak lightning, weak cold. Provides protection from blindness. Cannot be harmed by acid, fire. |
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I'm tempted to replay with this same randart set with a paladin or something just to use that flail, but I'd probably go the whole game without finding it. It triggered an 8 treasure feeling.
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Look at the activation! Not a bug, just odd.
Fortunately only @ has access to deception. An Ancient Green Dragon suddenly breathing Lightning could lead to YASD. Code:
g) the Green Dragon Scale Mail 'Daithilme' (-2) [20,+26] <+4> |
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The best find in my latest game was the helm below. The second best was not an artifact, but at L74 still a fantastic find that I kept all the way down.
I was playing Ironman so concerned about collecting enough healing for the final fight. With early frost immunity from the helm it was not difficult, I probably ignored some 20-30 !Healing pots and *after* defeating Morgoth I still had a ridiculous amount left, 31 !Healing, 19 !*Healing*, 2 !Life. Code:
j) the Steel Helm of Calch (+3,+0) [9,+17] <+3, +1> Code:
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a) the Great Axe of Turambal (4d4) (+8,+21) [+4] <+4>
Dropped by Shagrat, the Orc Captain at 1200 feet (level 24) +4 wisdom. +4 dexterity. +4 stealth. Slays dragons (powerfully), demons (powerfully), orcs, undead (powerfully). Branded with cold, fire. Provides resistance to nether. Cannot be harmed by acid, fire. Blessed by the gods. Prevents paralysis. Grants the ability to see invisible things. Combat info: 1.6 blows/round. With +2 STR and +0 DEX you would get 2.0 blows With +0 STR and +1 DEX you would get 2.0 blows Average damage/round: 119.8 vs. creatures not resistant to cold, 119.8 vs. creatures not resistant to fire, 155.7 vs. dragons, 155.7 vs. demons, 119.8 vs. orcs, 155.7 vs. undead, and 83.9 vs. others. This one is noteworthy because it was the first artifact weapon I found and it upgraded my ht warriors trident of slay dragon which did 80 damage vs dragons. It is my first source of SI and stealth as well. This generosity by the RN-God is not natural and will have to be paid for. |
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Got these two stinkers on my last character:
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ctrl-a " (" is the command to create spoilers). |
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q) the Mage Staff of Moron (1d1) (+8,+0) <+2, +3> |
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Been a while I've gotten a pair of cursed randart gloves... This is PWMAngband though, and those are clearly not suited for a spellcaster.
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s) the Set of Gauntlets 'Nindirn' [3,-14] <-2, -10> {cursed} |
Not the best tohit/todam ever... but +2 ES on a heavy xbow is really nice.
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b) the Heavy Crossbow of Narfin (x4) (+8,+15) <+2> |
How much AC can you get from a Crown?
I saw this artifact on the ground and got super excited. I thought it was sourced from a really deep art and had tons of value. Apparently, all the value was in the AC bonus.
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t) the Jewel Encrusted Crown of Narrin [0,+48] |
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That crown by the op is perfectly fine, just not stellar. It has FA and pconf. |
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Of course, for armor pluses are less relevant, because AC has less impressive effects. |
Well combat pluses are always a huge deal on armor: even Gorlim is tempting to try, though I've never quite pulled it off.
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You can sacrifice one piece of armor completely for other features if the rest still give you usable amount of AC. The way angband is made makes AC a side-effect of other armor features: when you have a good set of armor-related features, you also have good AC almost without exception. |
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Nice! Gorlim AND Haradrim (and Vilya and Cambeleg too.)
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I got a weapon with four out of five brands, along with *slay* demon and some others. It also activated for healing. Unfortunately it was only (2d6) (+10,+13). Putting on slays does not make that weapon more powerful. More powerful means it can do more than 220 damage per turn after the slays are applied.
Weapon power should be based on dice and max damage after slays; if it is only mediocre all the slays in the world don't make it more powerful. |
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I never checked. But with heal as the activation, it could not be a minor artifact.
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I like this (as a swap) because it is so simple:
Cloak of Maloki [1 +12] Provides immunity to lightning, fire. Sweet. |
And this just seems wrong....
Long Bow of Tareth (x3) (+6 +15) (+1) Slays dragons Branded with poison Immunity to acid And it's activation is: makes you very hunger but restores strength and constitution. The only fair thing about it is the lowish to hit/to dam. |
That's a nice midlevel bow. Go kill Smaug and some Bile Wyrms.
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OK, here's one.
a) the Rapier 'Farost' (5d6) (+16,+12) <+2> Dropped by Akhorahil the Blind at 2550 feet (level 51) +2 strength. +2 speed. +2 attack speed. Slays trolls, giants, undead (powerfully), demons (powerfully), evil creatures, orcs. Branded with weak fire, weak poison, acid. Provides resistance to lightning. Cannot be harmed by acid. Blessed by the gods. Prevents paralysis. When activated, it restores your constitution. Takes 155 to 190 turns to recharge at your current speed. Your chance of success is 91.4% Combat info: 7.5 blows/round. With +0 STR and +2 DEX you would get 7.8 blows This weapon may benefit from one or more off-weapon brands or slays. Average damage/round: 505 vs. creatures not resistant to fire, 505 vs. creatures not resistant to poison, 644.7 vs. creatures not resistant to acid, 644.7 vs. trolls, 644.7 vs. giants, 924.8 vs. undead, 924.8 vs. demons, 505 vs. evil creatures, 644.7 vs. orcs, 924.8 vs. undead, and 364.6 vs. others. Bit of a step up from Halberd of Westernesse |
That one is sweet; especially as found with a warrior who can get 6 base blows with it. Now enjoy the rest of your run :D
The activation can be useful too if you dont forget about it the way I usually do. |
the Mattock 'Lingrin' (6d8) (+10,+40) [+34] <-10>
------------------------------------------------- -10 strength. -10 intelligence. -10 wisdom. -10 dexterity. -10 constitution. -10 stealth. -10 infravision. -10 tunneling. -10 speed. Slays orcs, demons (powerfully), giants, animals, dragons (powerfully), trolls, evil creatures, undead (powerfully). Branded with lightning, fire, acid, poison, cold. Provides immunity to frost. Provides resistance to acid, lightning, fire, light, sound, shards, chaos, disenchantment. Provides protection from blindness. Blessed by the gods. Slows your metabolism. Speeds regeneration. Prevents paralysis. Grants telepathy. Grants the ability to see invisible things. When activated, it allows you to breathe the elements for 250 damage. Takes 164 to 240 turns to recharge. Your chance of success is 71.7% Min Level 50, Max Level 127, Generation chance 5, Power 310, 20.2 lbs Based on Dor-Lómin. If I had Morgoth´s crown and a RoS +20, I´d probably use this. |
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My arbitrary count of points / ability gives that around -400. -700 from speed and stats, +300 from resistances, immunity, slays/brands and big dice & damage. |
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