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-   -   New memorable randarts (http://angband.oook.cz/forum/showthread.php?t=7244)

Estie March 17, 2015 08:56

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.

Timo Pietilä March 17, 2015 14:11

Quote:

Originally Posted by Estie (Post 99558)
the Elven Cloak of Erennion (+23,+14) [6,+43] <-19, +1>
-----
Cursed.
-19 strength, intelligence, wisdom, dexterity, constitution, stealth,
infravision, tunneling, speed, attack speed, shooting speed.
-----

-19 shooting speed and attack speed. How does that translate to melee and shooting with fractional system? Everything gets 100+ free turns before you get to shoot anything?

You start to shoot and "you die -more-" before you actually make the shot.

Estie March 17, 2015 14:45

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.

MattB March 17, 2015 23:47

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.

Nomad March 28, 2015 03:33

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.

Code:

the Quarterstaff of Faladron (9d9) (+8,+15) [+13] <+1>
  Dropped by Khîm, Son of Mîm at 1950 feet (level 39)
   
  +1 strength.
  Provides protection from blindness.
  Cannot be harmed by acid, fire.
  Sustains strength.
  Grants the ability to see invisible things. 
   
  Combat info:
  2.8 blows/round.
  With +3 STR and +0 DEX you would get 3.1 blows
  With +0 STR and +1 DEX you would get 3.3 blows
  Average damage/round: 237.4.

ETA - one-shotted by Kavlax mere moments later. :/ Spoilers claim it was based on Thorin.

Estie March 28, 2015 05:14

Lovely; with that, its hoping to find some off-weapon brand and/or slay :)

Magnate March 29, 2015 14:00

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.

Nomad March 29, 2015 14:12

1 Attachment(s)
Quote:

Originally Posted by Magnate (Post 99964)
Second, which version is this? That's quite a serious bug, if my code generated that ... I'm guessing an overflow error somewhere.

This is in the new 4.0 beta. This is the only randart that's stood out so far: the others I've found have seemed perfectly normal. I've got the spoiler file, if that's any use to you. And I've still got randart.log from that game, but it's too big to attach. Here's the relevant bit:

Code:

********** ENTERING EVAL POWER ********
Artifact index is 30
the Quarterstaff of Faladron (9d9) (+8,+15) [+13] <+1>
Object is deemed known
37 power from to_dam
Add 112 power for damage dice, total is 149
Mult after extra might is 1
After multiplying power for might, total is 149
Add 12 power for to hit, total is 161
Add 13 power for to_ac of 13, total is 174
Add 9 power for 1 STR, total is 183
Object flags are:
SUST_STR
PROT_BLIND
SEE_INVIS
Add 9 power for SUST_STR, total is 192
Add 16 power for PROT_BLIND, total is 208
Add 12 power for SEE_INVIS, total is 220
Add 3 power for ignoring acid, total is 223
Add 1 power for ignoring electricity, total is 224
Add 3 power for ignoring fire, total is 227
Add 1 power for ignoring cold, total is 228
FINAL POWER IS 228


MattB March 29, 2015 17:16

Quote:

Originally Posted by Nomad (Post 99965)
This is in the new 4.0 beta. This is the only randart that's stood out so far: the others I've found have seemed perfectly normal.

In 4.0beta I've had an Arkenstone with zero light.
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).

Nomad March 29, 2015 17:19

Quote:

Originally Posted by MattB (Post 99971)
In 4.0beta I've had an Arkenstone with zero light.
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).

Huh - you're not going mad! I just searched that artefact spoiler file and the only weapons with slays were two Maces of Disruption with slay undead and Grond.

MattB March 29, 2015 17:45

Quote:

Originally Posted by Nomad (Post 99972)
Huh - you're not going mad! I just searched that artefact spoiler file and the only weapons with slays were two Maces of Disruption with slay undead and Grond.

Thanks, glad my sanity is vouchsafed, for now!

Estie March 30, 2015 14:24

Quote:

Originally Posted by Magnate (Post 99964)
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.

If you are refering to the -19 attacks randart, that was 3.5.1.

Magnate April 3, 2015 10:32

Quote:

Originally Posted by Estie (Post 99998)
If you are refering to the -19 attacks randart, that was 3.5.1.

I was indeed, and that is a bug which may or may not still be present in 4.0 beta. Nomad's quarterstaff is fine - arguably underrated by the algorithm but there's no bug. The absence of brands and slays is of course a bug - one of many resulting from the vast slew of changes in the beta. Rest assured that we'll get to it before 4.0 is final...

Thraalbee April 7, 2015 17:37

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%

MattB April 12, 2015 03:42

Now that is a *lot* of dice...

Code:

the Blade of Chaos of Luing (16d5) (+6,+27) [+15] <+5>
------------------------------------------------------
+5 intelligence.
Provides resistance to lightning, poison gas, chaos, disenchantment.
Provides protection from blindness, confusion.
Cannot be harmed by acid.
Sustains dexterity.
Blessed by the gods.  Slows your metabolism.  Feather Falling.  Prevents
paralysis.  Grants the ability to see invisible things.  Aggravates creatures
nearby. 

When activated, it removes curses.
Takes 164000 to 80160000 turns to recharge.
Your chance of success is 90.4%


Min Level 73, Max Level 127, Generation chance 2, Power 422, 14.5 lbs
Based on Ringil.


Estie April 12, 2015 04:19

*And* good damage enchantment. No brands or slays though, is there some off weapon by any chance ?

Carnivean April 12, 2015 09:43

Quote:

Originally Posted by MattB (Post 100420)
Now that is a *lot* of dice...

What's the average damage with that beast?

MattB April 12, 2015 16:52

Quote:

Originally Posted by Carnivean (Post 100423)
What's the average damage with that beast?

Sadly, I never found it before being nexus quylthulged into a room full of my discards from a vault on dlvl89 (I'd been too trigger happy with my TO's).

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...

Therem Harth June 6, 2015 13:29

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!

Nomad June 16, 2015 21:45

Not bad, as pre-stat gain weapons go...

Code:

  the Short Sword 'Irtheloki' (2d7) (+18,+12) [+7] <+3>
    Dropped by Gorbag, the Orc Captain at 1200 feet (level 24)
   
    +3 strength.
    Slays evil creatures, animals, dragons (powerfully), giants,
    demons (powerfully).
    Branded with weak fire, cold, lightning.
    Provides resistance to poison gas, light, chaos.
    Provides protection from fear.
    Cannot be harmed by acid.
    Slows your metabolism.  Feather Falling.  Grants the ability to
    see invisible things.


Timo Pietilä June 17, 2015 10:00

Quote:

Originally Posted by Nomad (Post 102675)
Code:

    Branded with weak fire, cold, lightning.

Is that weak fire, weak cold and weak lightning, or is this another not-so-clear grammar issue?

If those are not all weak, may I suggest that we just plain list those in different order: cold, lightning, weak fire.

Nomad June 17, 2015 12:33

Quote:

Originally Posted by Timo Pietilä (Post 102686)
Is that weak fire, weak cold and weak lightning, or is this another not-so-clear grammar issue?

If those are not all weak, may I suggest that we just plain list those in different order: cold, lightning, weak fire.

I think it was all three weak, yes. (Although I wasn't sure either when I first identified it, so I actually had to check they were all at the same level by comparing the damage per round to work it out.)

Estie June 17, 2015 18:44

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>."

Thraalbee July 8, 2015 13:43

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%

MattB July 8, 2015 14:23

Quote:

Originally Posted by Thraalbeast (Post 103074)
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%

Quote:

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%
I've never seen either of those activations before!

Carnivean July 8, 2015 15:01

Quote:

Originally Posted by MattB (Post 103078)
I've never seen either of those activations before!

Second one appears to be the same as a mushroom of Clear Mind(?). No speed in either ring is about the only major deficit.

Derakon July 8, 2015 17:26

Quote:

Originally Posted by Carnivean (Post 103080)
Second one appears to be the same as a mushroom of Clear Mind(?). No speed in either ring is about the only major deficit.

And the first is the activation on Razorback, a unique multihued DSM.

I find it amusing that the Ring of Fire provides immunity to cold. Curious how "Ring of Adamant" got generated though.

Carnivean July 8, 2015 17:30

Quote:

Originally Posted by Derakon (Post 103084)
Curious how "Ring of Adamant" got generated though.

Nenya base item. The Ring of Fire is Narya, while the not seen here Ring of Firmament is Vilya.

AnonymousHero July 8, 2015 23:48

Quote:

Originally Posted by Thraalbeast (Post 103074)
d) the Ring of Fire of Impheb <+4, +1>

So close! That should have been "Im-ho-tep".

MattB July 9, 2015 00:51

Quote:

Originally Posted by Carnivean (Post 103080)
Second one appears to be the same as a mushroom of Clear Mind(?). No speed in either ring is about the only major deficit.

Not Clear Mind, Second Sight maybe? Although if it also cures blindness I've never noticed.

ranger jeff July 9, 2015 06:55

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?

Carnivean July 9, 2015 06:58

Quote:

Originally Posted by MattB (Post 103096)
Not Clear Mind, Second Sight maybe? Although if it also cures blindness I've never noticed.

Yes, got the wrong one. It does clear blindness.

MattB July 15, 2015 14:12

Now that's just confusing...

Code:

the Zweihander of Frost (4d6) (+21,+14) [+7] <+1>
-------------------------------------------------
A sword designed for two hands.

+1 strength.
Slays demons, dragons, giants.
Provides resistance to dark.
Cannot be harmed by acid.


Min Level 32, Max Level 127, Generation chance 12, Power 191, 20.0 lbs
Based on Barukkheled.


Estie July 15, 2015 15:51

Maybe Robert Frost ?

Estie August 2, 2015 16:27

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.

Nick August 2, 2015 23:26

Quote:

Originally Posted by Estie (Post 103453)
Shouldnt the artifact have the base item properties ? Elven cloaks get +1 speed, how come this artifact doesnt have that.

It probably should. I probably won't be chasing down minor randart bugs like this pre-4.1, because there will be considerable changes to the randart code anyway, and a whole fresh batch of bugs to fix.

MattB August 7, 2015 16:05

This one's a bit odd...

Code:

the Long Bow of Hunen (x3) (-7,-12) <-3>
----------------------------------------
Heavily cursed.
-3 shooting power.
Provides resistance to lightning.
Cannot be harmed by acid, fire.
Speeds regeneration. 


Min Level 13, Max Level 8, Generation chance 5, Power -11, 4.0 lbs
Based on Camlost.


Philip August 8, 2015 09:56

Provides regen and one of the tougher base resists to arrange? That's an amazing artifact. Especially compared to Camlost.

Estie August 8, 2015 12:13

Quote:

Originally Posted by Philip (Post 103555)
Provides regen and one of the tougher base resists to arrange? That's an amazing artifact. Especially compared to Camlost.

:D

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.

MattB August 8, 2015 21:54

Not really what I meant. It's (x3), but has -3 Shooting Power...

Timo Pietilä August 12, 2015 10:09

Quote:

Originally Posted by MattB (Post 103566)
Not really what I meant. It's (x3), but has -3 Shooting Power...

I wonder if arrows from that make any damage at all. Multiplies damage by zero. Is multiplier one minimum or can that actually negate whole damage.

MattB August 12, 2015 10:33

And what happens if it goes negative?...

Carnivean August 12, 2015 11:29

Quote:

Originally Posted by MattB (Post 103644)
And what happens if it goes negative?...

They heal the monster obviously...

MattB August 12, 2015 16:57

Quote:

Originally Posted by Carnivean (Post 103645)
They heal the monster obviously...

It could harm @ instead?

Carnivean August 12, 2015 19:23

Quote:

Originally Posted by MattB (Post 103652)
It could harm @ instead?

If @ could target themselves would they hurt or harm?

MattB August 12, 2015 19:34

Quote:

Originally Posted by Carnivean (Post 103656)
If @ could target themselves would they hurt or harm?

Oooh...good point...

Ingwe Ingweron August 12, 2015 21:33

It turns arrows into foam formed darts. Great for kids to play with!

bio_hazard October 21, 2015 15:22

Playing a mage. If only it had +strength too!

Code:

a) the Dagger of Isilion (1d4) (+5,+7) [+9] <+3, +1>
    Found lying on the floor at 1950 feet (level 39)
   
    +3 intelligence.
    +3 wisdom.
    +3 dexterity.
    +3 constitution.
    Slays giants, trolls, demons, animals, dragons (powerfully).
    Branded with lightning, weak fire.
    Provides resistance to acid.
    Cannot be harmed by acid.
    Sustains dexterity.
    Blessed by the gods.  Speeds regeneration.  Prevents paralysis.
    Grants the ability to see invisible things. 
    Radius 1 light.
   
    When activated, it restores your experience to full.
    Takes 84 to 93 turns to recharge at your current speed.
    Your chance of success is 97.1%


Estie October 29, 2015 22:20

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!

PowerWyrm October 30, 2015 13:05

Quote:

Originally Posted by Estie (Post 105684)
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!

At least now it doesn't provide +10 extra might or extra shots ;)

Timo Pietilä October 30, 2015 15:10

Quote:

Originally Posted by PowerWyrm (Post 105697)
At least now it doesn't provide +10 extra might or extra shots ;)

+10 extra shots would be what in terms of energy?

How does that work in code level anyway? Does it divide energy needed for getting turn or multiply energy player gets / turn?

Derakon October 30, 2015 16:42

Quote:

Originally Posted by Timo Pietilä (Post 105701)
+10 extra shots would be what in terms of energy?

How does that work in code level anyway? Does it divide energy needed for getting turn or multiply energy player gets / turn?

It reduces the energy cost of the action. So normally, firing a shot would cost you 100 energy; with +10 shots, it would cost you 9 energy (100/11). Thus the amount of time that needs to pass before you get your next turn is greatly reduced.

The energy you get per game turn is strictly determined by your speed; nothing else affects it (except insofar as it affects your speed).

Thraalbee November 26, 2015 21:26

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.

Ingwe Ingweron November 27, 2015 10:31

Quote:

Originally Posted by Thraalbeast (Post 106685)
...the Glaive 'Celinath' (4d6) (+8,+13) [+14] <+3>...Based on Celinath.

The part I don't understand is it being based on itself. I thought this was a bug that had been fixed. Aren't randarts supposed to be based on the standart set? Or are they iterating from a previous randart set?

PowerWyrm November 27, 2015 11:54

Quote:

Originally Posted by Ingwe Ingweron (Post 106713)
The part I don't understand is it being based on itself. I thought this was a bug that had been fixed. Aren't randarts supposed to be based on the standart set? Or are they iterating from a previous randart set?

Yeah this bug was not fixed. You get the correct description only the first time, unless you set "Use same set of randarts" to off.

Nick November 27, 2015 13:31

Quote:

Originally Posted by PowerWyrm (Post 106717)
Yeah this bug was not fixed. You get the correct description only the first time, unless you set "Use same set of randarts" to off.

In fact, a more general statement is true - there is more than one unfixed randart bug in 4.0. The randart code has been less fully restructured than most other bits, because its intricacies made it difficult to redo without seriously affecting how randarts work - in fact, there are a umber of hacks in there to try to maintain the 3.5 behaviour. This was mostly successful, but when I venture in there again it's likely to be with a flamethrower, and randarts won't look quite the same afterwards.

Carnivean November 27, 2015 13:58

Quote:

Originally Posted by Nick (Post 106718)
when I venture in there again it's likely to be ... a flamethrower

Awesome. :D

PowerWyrm December 11, 2015 16:56

Code:

    The Iron Helm of Uilin [7,+13] <+1, +4, +3>

    +1 wisdom.
    +4 dexterity.
    +3 speed.
    Provides immunity to acid, fire, cold.
    Provides resistance to dark.
    Provides protection from blindness.
    Cannot be harmed by acid.
    Grants the ability to see invisible things.

Simply insane...

Estie December 12, 2015 01:33

Nice, but a hat of telepathy still takes priority. I keep that thing in the house till I get another source of ESP.

Bowman December 12, 2015 15:29

Quite ridiculous, aside from the "aggravates monsters" bit.
Code:

l) the Ring of Fire 'Mannar' <+3, +1>
    Dropped by Hoarmurath of Dir at 3500 feet (level 70)
   
    +3 strength.
    +3 intelligence.
    +3 dexterity.
    +3 infravision.
    +3 speed.
    Provides resistance to acid, lightning, fire, poison gas, dark, shards, chaos, disenchantment.
    Provides protection from confusion.
    Cannot be harmed by lightning.
    Prevents paralysis.  Grants the ability to see invisible things.
    Aggravates creatures nearby. 
    Radius 1 light.

Edit: Actually, that reminds me that I should post the one that my first winner had:
Code:

d) the Ring of Adamant 'Arath' (+6,+8) <+5>
    Dropped by The Witch-King of Angmar at 4000 feet (level 80)
   
    +5 strength.
    +5 intelligence.
    +5 dexterity.
    +5 tunneling.
    Provides immunity to acid, frost.
    Provides resistance to dark, chaos.
    Provides protection from confusion.
    Cannot be harmed by lightning.
    Sustains wisdom.
    Slows your metabolism.  Prevents paralysis.  Sustains your life force.

Double elemental immunity, pConf, free action, hold life, hefty stat boosts, and a couple of nice niche resists?! Man, that was one hell of a ring :D

Thraalbee December 12, 2015 21:35

Certainly powerful, but again if it is between that one and a Speed +16 it may not be a clear choice.

Timo Pietilä December 14, 2015 09:13

Quote:

Originally Posted by Estie (Post 107265)
Nice, but a hat of telepathy still takes priority. I keep that thing in the house till I get another source of ESP.

IM_ACID swap. IM_COLD swap. IM_FIRE swap. Three reasons to use that as swap helmet. Makes single-element monsters much easier to handle.

bio_hazard December 15, 2015 06:43

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.

Estie December 15, 2015 13:24

Quote:

Originally Posted by Timo Pietilä (Post 107340)
IM_ACID swap. IM_COLD swap. IM_FIRE swap. Three reasons to use that as swap helmet. Makes single-element monsters much easier to handle.

I would wait for an amulet of ESP and then start handling those, but yeah it qualifies as an excellent candidate for swapping.

Estie December 15, 2015 13:28

Quote:

Originally Posted by bio_hazard (Post 107375)
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.

Thats the main reason I dont like playing mages: if the weapon of the century turns up, he has little use for it.

bio_hazard December 15, 2015 17:54

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.

Thraalbee December 16, 2015 21:43

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>
 Found lying on the floor in a vault at 4650 feet (level 93)
 
 +4 strength.
 +4 intelligence.
 +4 wisdom.
 +4 dexterity.
 Provides resistance to fire, frost, poison gas, sound.
 Provides protection from blindness.
 Speeds regeneration. 
 
 When activated, it allows you to breathe lightning for 150 damage.
 Takes 588 to 792 turns to recharge at your current speed.
 Your chance of success is 92.8%


PowerWyrm December 17, 2015 12:53

Quote:

Originally Posted by Thraalbeast (Post 107426)
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.

For me it's a bug. Randarts should keep the activation from their base item if they have one.

Timo Pietilä December 17, 2015 14:03

Quote:

Originally Posted by PowerWyrm (Post 107445)
For me it's a bug. Randarts should keep the activation from their base item if they have one.

Most standart dragon armors don't have default dragon armor activations either, so for that's consistent with that. So not a bug, but not necessarily wanted behavior either unless you can guarantee that this non-standard is better than standard.

Thraalbee December 17, 2015 22:12

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>
 Dropped by Smaug the Golden at 3000 feet (level 60)
 
 +3 intelligence.
 +3 dexterity.
 +3 searching skill.
 Provides immunity to frost.
 Provides resistance to light, chaos.
 Provides protection from fear.
 Cannot be harmed by acid.
 Sustains dexterity.
 Grants telepathy.  Grants the ability to see invisible things. 
 Radius 1 light.
 
 When activated, it cures blindness and gives you telepathy for
 9d9+24 turns.
 Takes 360 to 440 turns to recharge at your current speed.
 Your chance of success is 96.9%

Code:


a) a Mace of Disruption of *Slay Evil* (5d8) (+13,+16) <+2>
 Found lying on the floor in a vault at 3700 feet (level 74)
 
 +2 wisdom.
 Slays undead, evil creatures.
 Provides protection from stunning.
 Blessed by the gods. 

 Combat info:
 4.7 blows/round.
 With +3 STR and +0 DEX you would get 5.0 blows
 This weapon may benefit from one or more off-weapon brands or
 slays.
 Average damage/round: 576.4 vs. undead, 443.6 vs. evil creatures,
 443.6 vs. animals, and 310.8 vs. others.

(As you can see I had an off weapon slays animals)

Estie January 2, 2016 10:39

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.

Timo Pietilä January 12, 2016 08:51

Quote:

Originally Posted by Estie (Post 107820)
a) the Great Axe of Turambal (4d4) (+8,+21) [+4] <+4>
Slays dragons (powerfully), demons (powerfully), orcs, undead
(powerfully).
Branded with cold, fire.

Double-branded, kill slays for big three, high base damage. That's near-endgame weapon. For endgame you want something with slay evil.

PowerWyrm January 12, 2016 13:41

Got these two stinkers on my last character:

Code:


l) the Amulet of Ladir (+1,+5)
    Found lying on the floor in a vault at 4950 feet (level 99).

    Grants the ability to see invisible things.

m) the Chain Mail of Cildaudh (-2) [32,+37] <+1>
    Found lying on the floor in a vault at 4950 feet (level 99).

    +1 constitution.
    Cannot be harmed by acid.

Nice crap for 4950ft drops...

Nivra January 21, 2016 19:36

Quote:

Originally Posted by Nomad (Post 99965)
This is in the new 4.0 beta. This is the only randart that's stood out so far: the others I've found have seemed perfectly normal. I've got the spoiler file, if that's any use to you.

How do you generate the spoiler file for a given save-game?

Timo Pietilä January 22, 2016 08:44

Quote:

Originally Posted by Nivra (Post 108318)
How do you generate the spoiler file for a given save-game?

Using debug-mode. Warning, this renders char as cheater, and you get no score for that char.

ctrl-a " (" is the command to create spoilers).

PowerWyrm January 22, 2016 13:40

Code:

q) the Mage Staff of Moron (1d1) (+8,+0) <+2, +3>
    Dropped by Smaug the Golden at 2600 feet (level 52).

    +2 intelligence.
    +3 constitution.
    Provides resistance to lightning, poison.
    Cannot be harmed by acid, fire.
    Sustains strength, dexterity.

    Combat info:
    This weapon should be wielded with both hands.
    2.0 blows/round.
    Average damage/round: 10.

Despite its name, it's quite nice for a spellcaster...

Nick January 24, 2016 21:22

Quote:

Originally Posted by Nivra (Post 108318)
How do you generate the spoiler file for a given save-game?

You can also generate spoilers from the death menu - I suspect that's how most people generate randart spoilers.

PowerWyrm February 1, 2016 13:36

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.

Code:

s) the Set of Gauntlets 'Nindirn' [3,-14] <-2, -10> {cursed}
    Dropped by a Nether wraith at 3800 feet (level 76).

    Heavily cursed.
    -2 dexterity.
    -10 mana capacity.
    Cannot be harmed by acid, fire.
    Drains experience.


PowerWyrm February 1, 2016 14:21

Not the best tohit/todam ever... but +2 ES on a heavy xbow is really nice.

Code:

b) the Heavy Crossbow of Narfin (x4) (+8,+15) <+2>
    Dropped by a Bandit at 3800 feet (level 76).

    +2 shooting speed.
    Provides resistance to lightning, fire, light, nether.
    Cannot be harmed by acid, fire.
    Sustains constitution.
    Speeds regeneration.
    Grants the ability to sense evil.


Nivra February 2, 2016 00:00

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.
Code:

t) the Jewel Encrusted Crown of Narrin [0,+48]
    Taken from a chest found at 3850 feet (level 77)
   
    Provides protection from confusion.
    Cannot be harmed by acid.
    Prevents paralysis. 
   
    When activated, it heals cut damage, and cures all stunning,
    poison, blindness and confusion.
    Takes 167 to 186 turns to recharge at your current speed.
    Your chance of success is 95.2%


PowerWyrm February 2, 2016 12:08

Quote:

Originally Posted by Nivra (Post 108634)
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.

I've had randart crowns in the past with nothing more than an AC boost. Or randart weapons with only tohit/todam boosts. Those are clearly marginally better than a "good" item, and clearly worse than any ego... No idea if randart generation will be rewritten someday, but it would be nice to ensure that artifacts get at least one extra ability besides tohit/todam/toac, even if it's something useless like feather falling.

Estie February 2, 2016 12:25

Quote:

Originally Posted by PowerWyrm (Post 108645)
I've had randart crowns in the past with nothing more than an AC boost. Or randart weapons with only tohit/todam boosts. Those are clearly marginally better than a "good" item, and clearly worse than any ego... No idea if randart generation will be rewritten someday, but it would be nice to ensure that artifacts get at least one extra ability besides tohit/todam/toac, even if it's something useless like feather falling.

Is that really horrible ? I find it amusing when I get one of those randarts. As long as there are bad randarts in the game, it doesnt matter in which way they are bad - they arent getting used anyway.

That crown by the op is perfectly fine, just not stellar. It has FA and pconf.

Derakon February 2, 2016 15:51

Quote:

Originally Posted by PowerWyrm (Post 108645)
I've had randart crowns in the past with nothing more than an AC boost. Or randart weapons with only tohit/todam boosts. Those are clearly marginally better than a "good" item, and clearly worse than any ego... No idea if randart generation will be rewritten someday, but it would be nice to ensure that artifacts get at least one extra ability besides tohit/todam/toac, even if it's something useless like feather falling.

One of the big lessons we learned in the ego remix project that was part of v4 is that pluses are one of the better attributes weapons can get. Think about it: would you rather have a Mace (2d4) <+0, +0> with See Invisible, or a Mace (2d4) <+10, +10>? It's not remotely a straightforward choice (unless you're a mage). The fact is that in current Vanilla, ego items are always built "on top of" good items, so they get the pluses from the good item and then often get additional pluses on top of that. Which isn't necessarily a bad thing, but oftentimes the pluses overshadow the other abilities on the item.

Of course, for armor pluses are less relevant, because AC has less impressive effects.

Pete Mack February 2, 2016 17:03

Well combat pluses are always a huge deal on armor: even Gorlim is tempting to try, though I've never quite pulled it off.

Nick February 2, 2016 21:21

Quote:

Originally Posted by Pete Mack (Post 108652)
Well combat pluses are always a huge deal on armor: even Gorlim is tempting to try, though I've never quite pulled it off.

I guess you mean you've always pulled it off :)

Timo Pietilä February 3, 2016 10:14

Quote:

Originally Posted by Derakon (Post 108650)
Of course, for armor pluses are less relevant, because AC has less impressive effects.

That's mostly because you have five slots for armor and one for weapon. If you would get all of your AC from just single item, then that AC would become pretty d*mn important.

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.

PowerWyrm February 3, 2016 13:08

Quote:

Originally Posted by Pete Mack (Post 108652)
Well combat pluses are always a huge deal on armor: even Gorlim is tempting to try, though I've never quite pulled it off.

Especially when you play a martial artist: http://angband.oook.cz/ladder-show.php?id=16703

Pete Mack February 3, 2016 17:44

Nice! Gorlim AND Haradrim (and Vilya and Cambeleg too.)

Quote:

Originally Posted by PowerWyrm (Post 108675)
Especially when you play a martial artist: http://angband.oook.cz/ladder-show.php?id=16703


Pete Mack February 8, 2016 18:06

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.

Derakon February 8, 2016 18:38

Quote:

Originally Posted by Pete Mack (Post 108831)
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.

The randart generator takes into account how much more powerful each brand makes the weapon, I believe including examining the monster list to say "okay, if this brand is added to this weapon, then it will do X bonus damage against Y additional enemies of respective power levels Z, that it didn't already do bonus damage to." In other words, the randart generator is perfectly aware that the marginal additional utility of an extra brand on a small-dice weapon is pretty small, so it doesn't assign much value to those brands when calculating the randart's power.

Timo Pietilä February 9, 2016 08:40

Quote:

Originally Posted by Pete Mack (Post 108831)
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.

Which standart item it was based on? If that's not very powerful either, then that's perfectly OK, if it was something very powerful then not.

Pete Mack February 9, 2016 09:09

I never checked. But with heal as the activation, it could not be a minor artifact.

StMicah February 10, 2016 00:33

I like this (as a swap) because it is so simple:

Cloak of Maloki [1 +12]
Provides immunity to lightning, fire.

Sweet.

StMicah February 10, 2016 02:53

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.

Pete Mack February 10, 2016 03:41

That's a nice midlevel bow. Go kill Smaug and some Bile Wyrms.

Pete Mack February 17, 2016 05:59

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

Estie February 17, 2016 15:35

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.

Estie February 24, 2016 04:34

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.

Timo Pietilä February 24, 2016 09:50

Quote:

Originally Posted by Estie (Post 109071)
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.

Based on Dor-Lomin and gets positive power rating with that bad stat, speed etc. penalties?? Something is wrong with randart generator. That should be far in negative rating.

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.

PowerWyrm February 24, 2016 12:59

Quote:

Originally Posted by Timo Pietilä (Post 109081)
Based on Dor-Lomin and gets positive power rating with that bad stat, speed etc. penalties?? Something is wrong with randart generator. That should be far in negative rating.

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.

That's the problem with the randart generator: it took the only negative modifier (-1 to stealth) to generate its pval, overcharged the negative value (since only positive values trigger power/inhibit checks), then overcompensated with a ton of positive stuff to reach the desired power.


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