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-   -   memorable randarts (http://angband.oook.cz/forum/showthread.php?t=3486)

Nomad October 29, 2011 23:16

Quote:

Originally Posted by Magnate (Post 62787)
Oh dear. It's likely to be a UTF8-related problem then. When the UTF8 change was first done there were quite a few problems with dumped files of all kinds, but most have been ironed out. As soon as one of the devs can reproduce it, we can start to sort it out.

I downloaded a bunch of the nightlies and managed to isolate the specific update that introduced the problem. It was working in this one:

24 Oct 2011 at 19:39 UTC, revision 883bab2

And then broken in this one:

24 Oct 2011 at 20:51 UTC, revision de47bfb

Magnate October 30, 2011 08:10

Quote:

Originally Posted by Nomad (Post 62789)
I downloaded a bunch of the nightlies and managed to isolate the specific update that introduced the problem. It was working in this one:

24 Oct 2011 at 19:39 UTC, revision 883bab2

And then broken in this one:

24 Oct 2011 at 20:51 UTC, revision de47bfb

Nicely done - that narrows it down exactly. My apologies to the UTF-8 folks, because it's not that at all. This was a change to how V does capitalisation. I've no idea why it should glitch on Windows, but
I've opened it as #1572.

EDIT: this doesn't make sense. de47bfb is a one-line change - the main capitalisation work was earlier, before 883bab2. That one line is related to prompts in the game, so I don't understand how it can affect dumps or spoilers.

Nomad October 31, 2011 11:26

Quote:

Originally Posted by Magnate (Post 62799)
EDIT: this doesn't make sense. de47bfb is a one-line change - the main capitalisation work was earlier, before 883bab2. That one line is related to prompts in the game, so I don't understand how it can affect dumps or spoilers.

That's very weird, because chardumps definitely work for me in 883bab2. However, I have also noticed something else wonky with the caps that apparently pre-dates that change: monsters referred to as 'it' or 'the' are not capitalised at the start of sentences, i.e. you get "the Village idiot wakes up." instead of "The Village idiot". So maybe something's buggy with the original capitalisation change and for some reason that one line of cleanup caused the prexisting bug to break the dumps? :confused:

Storm-Sky November 6, 2011 22:36

Just found an awsome randart in 3.3.2

The guantlets of Randen [3+46] provides resistants to fire, prevents paralyzes, activates for restore life levels, found on level 20

What artifact is this based on? It's extreemly powerful

Derakon November 6, 2011 22:40

Ehh, besides the AC it's nothing much; it just happened to be useful when you found it.

I don't think there's any way of knowing what it was based on.

Storm-Sky November 7, 2011 00:04

I just noticed a an extra benefit not listed, it also restores your stats when reduced, that isn't listed on the item properties, by the way I find it very useful as im playing a half-troll warrior.

Narvius November 7, 2011 09:50

Wasn't that a side effect of restoring a level with Restore Life Levels?

Timo Pietilš November 7, 2011 10:03

Quote:

Originally Posted by Narvius (Post 63206)
Wasn't that a side effect of restoring a level with Restore Life Levels?

Yes if you lose entire level, and not just XP. Kind of loophole to fix time-ruined stats, but can take a while if you are at clvl 50 with huge XP buffer. I don't know if that is worth "fixing", it just creates one more strategy to fix stats.

Magnate November 7, 2011 10:47

Quote:

Originally Posted by Derakon (Post 63184)
Ehh, besides the AC it's nothing much; it just happened to be useful when you found it.

I don't think there's any way of knowing what it was based on.

It should now say "Based on Something" in the dump text. Not sure if that only shows up in the spoiler, but it should definitely be there somewhere.

Thraalbee November 26, 2011 22:18

Quote:

Originally Posted by Storm-Sky (Post 63183)
Just found an awsome randart in 3.3.2

The guantlets of Randen [3+46] provides resistants to fire, prevents paralyzes, activates for restore life levels, found on level 20

What artifact is this based on? It's extreemly powerful

Once game is over create a spoiler for artifacts. In the spo file you will see which artifact it was based on . At least it worked in 3.2

Nomad December 16, 2011 00:08

I haven't even fully identified this one yet, but it's already managed to be memorable:

Code:

h) the Cloak of Naron [1] <+4, +1> {special}
    Found lying on the floor at 50 feet (level 1).
   
    You do not know the full extent of this item's powers.
    +4 strength, stealth.
    +1 light radius.
    Grants telepathy. 
   
    It can be activated.

Literally the first thing I picked up, four steps from the up stairs.

Magnate December 16, 2011 11:02

Quote:

Originally Posted by Nomad (Post 64880)
I haven't even fully identified this one yet, but it's already managed to be memorable:

Code:

h) the Cloak of Naron [1] <+4, +1> {special}
    Found lying on the floor at 50 feet (level 1).
   
    You do not know the full extent of this item's powers.
    +4 strength, stealth.
    +1 light radius.
    Grants telepathy. 
   
    It can be activated.

Literally the first thing I picked up, four steps from the up stairs.

Wow - nice. Please print the spoiler when you finish the game, as I'd like to see what its min/max depths are, and its overall power level, and its parent standart. Is this v4 btw?

Nomad December 16, 2011 11:49

Quote:

Originally Posted by Magnate (Post 64904)
Wow - nice. Please print the spoiler when you finish the game, as I'd like to see what its min/max depths are, and its overall power level, and its parent standart. Is this v4 btw?

Yep. 14th December version; I've played quite a lot of games in this version and the drops have seemed fairly balanced so far in the early game, so this might just be luck of the RNG. The only other artefact I've found, a couple of games back, was a fairly low-level randart helm around dlevel 15.

This game's still in progress, but if I'm deciphering randart.log correctly, it appears to be based off of Thorin, with these stats:

Code:

FINAL POWER IS 240
Old depths are min 40, max 127
Alloc prob is 51
k_ptr->alloc_prob is 25
New depths are min 41, max 127
Power-based alloc_prob is 51


Magnate December 16, 2011 11:54

Quote:

Originally Posted by Nomad (Post 64908)
Yep. 14th December version; I've played quite a lot of games in this version and the drops have seemed fairly balanced so far in the early game, so this might just be luck of the RNG. The only other artefact I've found, a couple of games back, was a fairly low-level randart helm around dlevel 15.

This game's still in progress, but if I'm deciphering randart.log correctly, it appears to be based off of Thorin, with these stats:

Code:

FINAL POWER IS 240
Old depths are min 40, max 127
Alloc prob is 51
k_ptr->alloc_prob is 25
New depths are min 41, max 127
Power-based alloc_prob is 51


Oh good, that's very encouraging - you were just freakishly lucky to find it 40 levels OOD. Its alloc_prob of 51 (roughly 5 in old money, or rarity 20 in very old money) is not too bad. It isn't ultra-rare or overpowered, just really uber for dl1.

I'm glad that the general balance of items seems ok now. I did a very quick adjustment when I confirmed that I had overshot on the generosity of affixes, and I'm glad it's turning out ok. I'll be running some more stats to analyse it more closely this weekend or next week.

Timo Pietilš December 16, 2011 13:04

Quote:

Originally Posted by Nomad (Post 64908)
This game's still in progress, but if I'm deciphering randart.log correctly, it appears to be based off of Thorin, with these stats:

If it is based on Thorin it probably has quite a lot more than just ESP, STR and some stealth. That is unless Thorin has been severely weakened in v4 (Magnate has tried to do that in vanilla countless times, but has been voted down each time by other people).

Magnate December 17, 2011 10:37

Quote:

Originally Posted by Timo Pietilš (Post 64913)
If it is based on Thorin it probably has quite a lot more than just ESP, STR and some stealth. That is unless Thorin has been severely weakened in v4 (Magnate has tried to do that in vanilla countless times, but has been voted down each time by other people).

Wow, your malice is getting the better of you. I actually tried just once, removing rSound. This was then reverted after the fuss kicked up by you/Eddie about how this ruined "standard endgame kit" (the entire concept of which is bogus).

What I have done "countless times" is point how how totally unbalanced Thorin is for its depth and rarity.

Eventually I succeeded in persuading the community to accept changes to Thorin in V, though they were made by Jens rather than me. There are also now some more competing artifact shields.

Timo Pietilš December 17, 2011 13:42

Quote:

Originally Posted by Magnate (Post 64942)
Wow, your malice is getting the better of you. I actually tried just once, removing rSound. This was then reverted after the fuss kicked up by you/Eddie about how this ruined "standard endgame kit" (the entire concept of which is bogus).

What I have done "countless times" is point how how totally unbalanced Thorin is for its depth and rarity.

Which I count as trying to weaken Thorin (by lobbying).

Quote:

Originally Posted by Magnate (Post 64942)
Eventually I succeeded in persuading the community to accept changes to Thorin in V, though they were made by Jens rather than me. There are also now some more competing artifact shields.

I would not have agreed with that change, but at that time several other things changed as well (multiple PVAL:s got implemented), so I was not sure how well it played out. It wasn't very severe change (STR dropped by one and it got negative stealth of -1) unlike what you tried to lobby (plain PVAL drop which would have dropped CON as well). I would believe you are still trying to do that off the scene (in dev IRC?).

After 3.3 was released my interest in playing the game severely dropped, I guess because it is so badly broken in so many ways, and devs are not interested at all to discuss what they think should be changed in V with mundane people. I feel that when Takkaria left vanilla was deserted. It is now that stagnate game that it was before he started working with it, problem is that it is now left in much worse condition than what Robert left it.

Djabanete December 17, 2011 17:32

Come on, now, what's with the guerilla warfare? :(

From Entroband Vanilla mode, dropped by Shagrat in the mid-teens:

The Cloak 'Faroth' [1,+14] (+4 to searching)
It has +4 to STR, INT, DEX, CON; sus CON; res elec, disenchantment, and fear; hold life. Not bad! This helped rocket my one and only Entro winner to victory =D

debo December 18, 2011 04:02

Quote:

Originally Posted by Timo Pietilš (Post 64945)
After 3.3 was released my interest in playing the game severely dropped, I guess because it is so badly broken in so many ways, and devs are not interested at all to discuss what they think should be changed in V with mundane people.

I'm really curious as to what you think is "broken" in 3.3. I'm dead new to Angband, but I've played the hell out of and won several other roguelikes, and Angband 3.3 is probably the best I've played of the bunch IMO. I was astonished to find this level of polish in a console Roguelike. Also, I liked how I was able to pick it up as a newbie with a character that is supposed to be newbie friendly, and that it only took a few times (with many close brushes with death) before I was able to win.

I think that if I hadn't played so many other roguelikes, I would have died countless times playing vanilla 3.3, regardless of what character I picked.

Magnate December 18, 2011 07:09

Quote:

Originally Posted by Timo Pietilš (Post 64945)
I would not have agreed with that change, but at that time several other things changed as well (multiple PVAL:s got implemented), so I was not sure how well it played out. It wasn't very severe change (STR dropped by one and it got negative stealth of -1) unlike what you tried to lobby (plain PVAL drop which would have dropped CON as well). I would believe you are still trying to do that off the scene (in dev IRC?).

Not really - I'm quite a lot more relaxed about Thorin now, and haven't lobbied for changing it for quite a while. Jens's changes (which included increased rarity), and the introductions of Elros and The Sun, seem to be enough.

Timo Pietilš December 18, 2011 10:57

Quote:

Originally Posted by debo (Post 64976)
I'm really curious as to what you think is "broken" in 3.3.

Pick a concept. I tell what's broken in it.

Vanilla 3.3 is strongly "work in progress" and not finished product. It has potential being really great, but almost everything has been meddled with and nothing has been really finished, barring some small things (which are subject to change again because larger issues).

Magnate December 18, 2011 13:46

Quote:

Originally Posted by Timo Pietilš (Post 64987)
Pick a concept. I tell what's broken in it.

Vanilla 3.3 is strongly "work in progress" and not finished product. It has potential being really great, but almost everything has been meddled with and nothing has been really finished, barring some small things (which are subject to change again because larger issues).

Just in case people think I disagree with Timo on principle, there's a lot of truth in this statement. It's why I so regret that we didn't create v4 earlier. There *are* a lot of half-finished changes in 3.3, which are now evolving in v4 (new item generation, new combat etc.). I hope someone who's interested will step up and 'fix' V for 3.4, smoothing out a bunch of gameplay stuff and, most importantly IMO, fixing the input layer. I can't see the V wood for the v4 trees, but lots of people seem to have a fair idea of what V needs.

In fact, takkaria popped up on IRC recently saying something similar. There's absolutely no imperative to keep V and v4 close together: the whole point of the fork was so they can happily diverge. So, to take examples close to my heart, if there's a consensus to rip power-based pricing or fractional blows out of V, to move back towards 3.0.9's gameplay, that would be fine.

Estie January 12, 2012 11:46

Boots
=====

the Pair of Ethereal Slippers of Eoreth [0,+17] <+6>
----------------------------------------------------
+6 strength, wisdom, dexterity, charisma.
Provides resistance to dark.
Cannot be harmed by acid, electricity, fire, cold.
Feather Falling.

When aimed, it creates a frost bolt with damage 12d8.
Takes 57 to 63 turns to recharge.

Radius 1 light.


I suppose Gandalf gave her these to avoid tirades about herbs in the future.

Jay January 13, 2012 23:24

"Memorable" doesn't necessarily mean "good," right? How about this, then:

The Lochaber Axe of Lostolwe (3d8) (+8, +10) [+5]
Dropped by Saruman of Many Colours at 3100 feet (level 62).

Cannot be harmed by acid, electricity, fire, cold.
Sustains dexterity.
Grants the ability to see invisible things.

When activated, it speeds you up temporarily but also makes you mortally afraid.
Takes 98 to 108 turns to recharge at your current speed.
Your chance of success is 95.9%



Lostolwe was apparently a fearsome warrior who ran like hell whenever things got really bad.

Estie January 14, 2012 07:16

Quote:

Originally Posted by Jay (Post 66123)
"Memorable" doesn't necessarily mean "good," right? How about this, then:

The Lochaber Axe of Lostolwe (3d8) (+8, +10) [+5]
Dropped by Saruman of Many Colours at 3100 feet (level 62).

Cannot be harmed by acid, electricity, fire, cold.
Sustains dexterity.
Grants the ability to see invisible things.

When activated, it speeds you up temporarily but also makes you mortally afraid.
Takes 98 to 108 turns to recharge at your current speed.
Your chance of success is 95.9%



Lostolwe was apparently a fearsome warrior who ran like hell whenever things got really bad.

If that really was his weapon, then thats understandable :D

dzhang January 15, 2012 01:09

Quote:

Originally Posted by Jay (Post 66123)
"Memorable" doesn't necessarily mean "good," right? How about this, then:

The Lochaber Axe of Lostolwe (3d8) (+8, +10) [+5]
Dropped by Saruman of Many Colours at 3100 feet (level 62).

Cannot be harmed by acid, electricity, fire, cold.
Sustains dexterity.
Grants the ability to see invisible things.

When activated, it speeds you up temporarily but also makes you mortally afraid.
Takes 98 to 108 turns to recharge at your current speed.
Your chance of success is 95.9%



Lostolwe was apparently a fearsome warrior who ran like hell whenever things got really bad.

I guess Olwe was so scared when he was running that he's always lost...

Estie January 15, 2012 06:55

Actually this all sounds more like the alliteration of a mediocre poet: Lostolwes Lochaberaxe....

That Lostolwe guy never existed and the weapon is a fake.

ghengiz January 15, 2012 09:55

Quote:

Originally Posted by Estie (Post 66145)
That Lostolwe guy never existed and the weapon is a fake.

congratulations! you found the cheap plastic imitation of the axe of Thorin ;)
edit: rebranded as Lostolwe for copyright reasons :p

Jay March 26, 2012 04:23

This one just showed up in the game that's being used in Comp 119:

The Dagger 'Halebrim' (11d4) (+6, +14) [+9] <+2>
+2 DEX
Slays undead
Provides resistance to acid, cold, sound
Grants the ability to see invisible things

An 11d4 dagger! And, of course, the character in the comp is a priest.

ranger jeff March 29, 2012 03:40

Nice shield for my 3.3.2 priest:

(+0,+4) [12,+11]
+3 int, wis
causes melee attacts to *slay* demons
immunity to cold
res lightning

Activate for berserk rage, bless, and resistance

Jay March 29, 2012 20:43

This showed up in Competition 119. Glad it activates for enchant armor; would have been almost useless otherwise.

the Morning Star 'Elethalad' (5d6) (+10,+31) [+10] <+4>
Found lying on the floor at 3450 feet (level 69).

+4 strength, intelligence, tunneling.
Slays animals, trolls, giants.
*Slays* dragons, demons, undead.
Branded with weak flames, acid, lightning.
Provides resistance to cold, dark.
Provides protection from fear, confusion.
Cannot be harmed by acid, electricity, fire, cold.
Slows your metabolism. Feather Falling. Grants the ability to
see invisible things.

When activated, it attempts to magically enhance a piece of
armour.
Takes 205 to 252 turns to recharge at your current speed.

debo March 30, 2012 15:29

Quote:

Originally Posted by Jay (Post 67992)
This showed up in Competition 119. Glad it activates for enchant armor; would have been almost useless otherwise.

the Morning Star 'Elethalad' (5d6) (+10,+31) [+10] <+4>
Found lying on the floor at 3450 feet (level 69).

+4 strength, intelligence, tunneling.
Slays animals, trolls, giants.
*Slays* dragons, demons, undead.
Branded with weak flames, acid, lightning.
Provides resistance to cold, dark.
Provides protection from fear, confusion.
Cannot be harmed by acid, electricity, fire, cold.
Slows your metabolism. Feather Falling. Grants the ability to
see invisible things.

When activated, it attempts to magically enhance a piece of
armour.
Takes 205 to 252 turns to recharge at your current speed.

Looks like thunderfist :)

Jay March 31, 2012 17:01

Quote:

Originally Posted by debo (Post 68028)
Looks like thunderfist :)

It's similar, but Thunderfist doesn't have all those *slays*, does it? I know there was a version of vanilla at some point that listed the basis for each randart -- don't know what happened to it, but I thought that was cool. Maybe it's a user option and I just missed it.

Magnate March 31, 2012 17:06

Quote:

Originally Posted by Jay (Post 68056)
It's similar, but Thunderfist doesn't have all those *slays*, does it? I know there was a version of vanilla at some point that listed the basis for each randart -- don't know what happened to it, but I thought that was cool. Maybe it's a user option and I just missed it.

It's in the description text, shown on the 'I'nspect screen. It doesn't get printed in dumps.

Jay March 31, 2012 17:56

Quote:

Originally Posted by Magnate (Post 68058)
It's in the description text, shown on the 'I'nspect screen. It doesn't get printed in dumps.

I don't see it in 3.3.2. The description ends after the part about how many turns it will take to cut through rubble, magma, etc.

Magnate March 31, 2012 17:56

Quote:

Originally Posted by Jay (Post 68060)
I don't see it in 3.3.2. The description ends after the part about how many turns it will take to cut through rubble, magma, etc.

Oh, sorry. This must be a 3.4-dev feature. My bad.

PowerWyrm October 11, 2012 16:21

Last game with randarts on was generated this toy:

The Mace of Disruption of Silwe (8d8) (+13,+29) [+21] <+3>

+3 to dexterity, constitution, speed
branded with weak frost
slays evil, trolls, giants
*slays* dragons, undead
sustains strength, intelligence
provides immunity to fire
provides resistance to electricity, light, dark
provides protection from blindness, confusion
makes you fall like a feather
grants the ability to see invisible things
prevents paralysis
aggravates nearby creatures

Time to splatter endgame uniques!

Derakon October 11, 2012 17:29

That looks awfully similar to Deathwreaker damage-wise. I'm guessing you get well over 1k damage/round against undead. Sheesh!

fizzix October 11, 2012 17:54

Quote:

Originally Posted by Derakon (Post 73878)
That looks awfully similar to Deathwreaker damage-wise. I'm guessing you get well over 1k damage/round against undead. Sheesh!

It's significantly better than deathwreaker. 8d8 vs 7d8, and +29 damage vs +18. pconf and pblind are an upgrade over rdisen as well. It's far better than any standard artifact.

Randarts like that don't show up often, and when they do they have crazy high rarities. When you finish, please generate the artifact spoiler so we can see what it was based off of.

What's funny is I often whine about how annoying the late-game uniques are. They have so many hitpoints and do so much damage. But, then you find something like deathwreaker and you essentially just walk through them.

debo October 11, 2012 18:31

Quote:

Originally Posted by PowerWyrm (Post 73872)
Last game with randarts on was generated this toy:

The Mace of Disruption of Silwe (8d8) (+13,+29) [+21] <+3>

+3 to dexterity, constitution, speed
branded with weak frost
slays evil, trolls, giants
*slays* dragons, undead
sustains strength, intelligence
provides immunity to fire
provides resistance to electricity, light, dark
provides protection from blindness, confusion
makes you fall like a feather
grants the ability to see invisible things
prevents paralysis
aggravates nearby creatures

Time to splatter endgame uniques!

<font size="1000">O____O</font>

Timo Pietilš October 12, 2012 07:28

Quote:

Originally Posted by PowerWyrm (Post 73872)
Last game with randarts on was generated this toy:

The Mace of Disruption of Silwe (8d8) (+13,+29) [+21] <+3>

+3 to dexterity, constitution, speed
branded with weak frost
slays evil, trolls, giants
*slays* dragons, undead
sustains strength, intelligence
provides immunity to fire
provides resistance to electricity, light, dark
provides protection from blindness, confusion
makes you fall like a feather
grants the ability to see invisible things
prevents paralysis
aggravates nearby creatures

Time to splatter endgame uniques!

Bah. That doesn't slay demons or have extra blows. ;-)

Seriously though, I have seen standard ego Mace of Disruption of Fury (5d8) (~+15,~+25) (+2) which was pretty insane against undead and made even without slays extremely high damage (dwarf priest, so blows got from four to six).

While this randart is extremely good weapon it isn't unbalanced because of the extreme rarity, but weapons of Fury can be rather insane (they have +20 to dam base according to ego-items.txt), and they are nowhere near as rare as this kind of randarts.

Or should I say "were insane". 3.4 has tval/sval values commented out which I think means that Fury is already removed.

fizzix October 12, 2012 16:14

Quote:

Originally Posted by Timo Pietilš (Post 73888)
Or should I say "were insane". 3.4 has tval/sval values commented out which I think means that Fury is already removed.

Yes fury is removed. A mace of disruption of extra attacks will munch through undead though.

donalde November 11, 2012 17:53

my hT Warrior just got drop:

s) the Long Sword of Galin (2d5) (+7,+11) <+11>
Dropped by a Greater titan at 3350 feet (level 67).

+11 wisdom, speed.
Cannot be harmed by acid, electricity, fire, cold.
Blessed by the gods.

Combat info:
6.2 blows/round.
With +0 STR and +1 DEX you would get 6.5 blows
Average damage/round: 386.2.

That would be ideal weapon for any priest. Oh, and number of blows comes from my armor, +1 to attack speed. :)

Estie December 22, 2012 08:11

From the randart set of a character who met an untimely end (and never found a single artifact, let alone this beauty):

the Mithril Shield of Valach [16,+44] <+2>
------------------------------------------
+2 strength, intelligence, dexterity, attack speed.
Provides immunity to acid, lightning, cold.
Provides resistance to fire, light, dark, sound, disenchantment.
Provides protection from blindness, confusion.
Cannot be harmed by acid, electricity, fire, cold.
Sustains strength, intelligence.
Slows your metabolism. Speeds regeneration. Sustains your life force.

When activated, it raises your constitution at the expense of a random
attribute.
Takes 246 to 420 turns to recharge.


Min Level 100, Max Level 127, Generation chance 1, Power 826, 10.0 lbs
Based on Bladeturner.

kaypy January 6, 2013 02:42

From FA, just for the activation:

Quote:

t) The Executioner's Sword Barmen (5d6) (+15,+15) <+4 to stealth>
Dropped by a Dreadmaster in Tol-In-Gaurhoth Level 64.
4 dexterity.
4 stealth.
It slays demons.
Branded with cold.
Provides resistance to acid(50%), fire(55%).
Powers: Provides permanent light. Grants telepathy.
Cannot be harmed by acid, electricity, fire, cold. When activated, it
curses your currently worn body armor.
Takes 640 turns to recharge at your current speed.
Your chance of success is 97.9%
4 blows av. dam. 84 against demons, 69 against non cold resistant
creatures, 37 against other monsters. + 34 to skill.
Radius 1 light forever.
Clears rubble in 1.6 turns, magma veins in 3.6 turns, quartz veins in
7.9 turns, and granite in 20 turns.
Look out, Morgoth, my supply of cursed armour is now unlimited!

Mr Mushroom January 28, 2013 11:56

Rings in FA are, to my mind, randarts...

c) a Steel Ring of Basic Resistance <+6>
Dropped by an Uruk in Amon dh Level 16.
+6 strength, +6 dexterity, +6 constitution.
Makes you vulnerable to fire(35%).

Timo Pietilš January 28, 2013 12:01

Quote:

Originally Posted by Mr Mushroom (Post 76730)
Rings in FA are, to my mind, randarts...

c) a Steel Ring of Basic Resistance <+6>
Dropped by an Uruk in Amon dh Level 16.
+6 strength, +6 dexterity, +6 constitution.
Makes you vulnerable to fire(35%).

Basic RESISTANCE???

Nick January 28, 2013 12:40

Quote:

Originally Posted by Timo Pietilš (Post 76731)
Basic RESISTANCE???

Indeed :)

They are basically constructed like randarts, to a template. I'm guessing that one started out with some RFire, picked up some bonuses, picked up a vunerability (to Fire...), and then removed the contradictory resistance.

Just reading the tin isn't enough :)

LostTemplar January 31, 2013 20:51

And it probably have about 8 of various curses also, or it is too good for level 16.

donalde February 7, 2013 18:27

so close...
 
My hT Warrior looted 'Crown' vault:

s) the Amulet 'Dolande' <+5>
Found lying on the floor in a vault at 3850 feet (level 77).

+5 dexterity, stealth.
Provides resistance to lightning, cold, light.
Cannot be harmed by acid, electricity, fire, cold.
Sustains strength, dexterity.
Sustains your life force.

When aimed, it creates random and unpredictable effects.
Takes 262 to 291 turns to recharge at your current speed.
Your chance of success is 79.4%

Bah, that amulet misspells my nickname :)

scud February 10, 2013 04:01

Quote:

Originally Posted by Timo Pietilš (Post 73888)
Bah. That doesn't slay demons

I give you...

the Trident of Eonieng (8d10) (+7,+16)
--------------------------------------
Slays trolls, dragons.
*Slays* demons.
Branded with weak acid, frost.
Provides immunity to fire.
Provides resistance to acid, lightning.
Cannot be harmed by acid, electricity, fire, cold.
Blessed by the gods. Slows your metabolism.

When aimed, it allows you to breathe chaos or disenchantment for 220 damage. Takes 188 to 276 turns to recharge.

Min Level 70, Max Level 127, Generation chance 1, Power 489, 7.0 lbs
Based on Ringil.


Well hello, Greater Balrogs.

My mage spent ten minutes vs Morgoth trying to do appropriately magely things, before deciding to simply prod him with the trident. Much more effective!

Derakon February 10, 2013 06:27

Holy crap.

8d10, and branded to boot? I guess this is what happens when Ringil's normal +10 speed is redirected towards straight-up damage. If that were wielded by a warrior against a demon, you'd be doing 6 * (40d10 + 16) damage per round, not counting off-weapon damage bonuses. That's an average of 1416 damage!

Magnate February 11, 2013 09:55

Quote:

Originally Posted by Derakon (Post 77137)
Holy crap.

8d10, and branded to boot? I guess this is what happens when Ringil's normal +10 speed is redirected towards straight-up damage. If that were wielded by a warrior against a demon, you'd be doing 6 * (40d10 + 16) damage per round, not counting off-weapon damage bonuses. That's an average of 1416 damage!

This is quite a satisfying validation of how the v4 approach deals with blows properly - or if not perfectly at least better than V. The main problem with this randart is its weight: at that damage output, it should be limited to something like 2.5 blows/round. I think the relationship between dice/heft/weight/blows in v4 would get much closer to this. The V randart generator doesn't understand weight at all, which is why this occasionally happens.

Thraalbee February 13, 2013 18:45

I'm playing a High Elf Ranger. No spectacular randarts as such, but the timing and high usefulness of each is certainly more than I would expect in most games. [EDIT: These are the only three I've found so far]

Code:

#1) the Phial 'Essinwe' <+2>
    Dropped by Sangahyando of Umbar at 1600 feet (level 32).
   
    Provides resistance to fire.
    Cannot be harmed by acid, electricity, fire, cold.
   
    When activated, it lights up the surrounding area, hurting
    light-sensitive creatures.
    Takes 15 to 28 turns to recharge at your current speed.
    Your chance of success is 96.4%
   
    Radius 2 light.

#2) the Long Bow of Rathilon (x3) (+7,+19) <+4> {my first artifact after the Phial}
    Found lying on the floor at 1800 feet (level 36).
   
    +4 speed.
    Provides resistance to cold, dark, sound.
    Cannot be harmed by acid, electricity, fire, cold.
    Slows your metabolism.  Prevents paralysis. 
   
    When activated, it restores your charisma.
    Takes 46 to 50 turns to recharge at your current speed.
    Your chance of success is 89.9%
   
#3) the Iron Helm of Luini [7,+16] <+3>
    Dropped by a Death knight at 2000 feet (level 40).
   
    +3 intelligence, wisdom, constitution, charisma.
    Provides resistance to lightning, dark.
    Provides protection from blindness.
    Cannot be harmed by acid, electricity, fire, cold.
    Grants telepathy.

Dump: http://angband.oook.cz/ladder-show.php?id=14008

Estie February 14, 2013 09:14

Quote:

Originally Posted by scud (Post 77136)

Well hello, Greater Balrogs.

A wise Balrog would run. Fast. Far.

Bagplant February 14, 2013 22:13

Found by my current mage character. I'm not sure I would trade this for any weapon in the standard artifact set. Doesn't hit very hard, but who cares?

the Whip of Eliondor (3d3) (+11,+11) [+19] <+5, +1>
Dropped by a Vampire lord at 3000 feet (level 60).

+5 intelligence, wisdom, constitution.
Slays orcs, giants.
*Slays* dragons, undead.
Branded with weak flames, weak venom.
Provides resistance to acid, lightning, fire, light.
Cannot be harmed by acid, electricity, fire, cold.
Prevents paralysis.

When activated, it restores both intelligence and manapoints to
maximum.
Takes 295 to 432 turns to recharge at your current speed.
Your chance of success is 93.1%

Combat info:
2.7 blows/round.
With +2 STR and +0 DEX you would get 3.0 blows
With +0 STR and +5 DEX you would get 3.0 blows
Average damage/round: 103 vs. creatures not resistant to fire, 103
vs. creatures not resistant to poison, 120.4 vs. orcs, 120.4 vs.
giants, 155.3 vs. dragons, 155.3 vs. undead, and 85.5 vs. others.

Therem Harth February 14, 2013 23:38

For some reason, I find the idea of a Vampire Lord dropping a whip vaguely amusing.

Bagplant February 15, 2013 03:03

Quote:

Originally Posted by Therem Harth (Post 77297)
For some reason, I find the idea of a Vampire Lord dropping a whip vaguely amusing.

It might have been funnier if it was a master vampire.

Timo Pietilš February 15, 2013 07:36

Quote:

Originally Posted by Therem Harth (Post 77297)
For some reason, I find the idea of a Vampire Lord dropping a whip vaguely amusing.

I sense a movie reference here. I can't figure out which movie though.

Derakon February 15, 2013 15:16

Quote:

Originally Posted by Timo Pietilš (Post 77306)
I sense a movie reference here. I can't figure out which movie though.

I believe the reference is to the Castlevania games, in which Dracula is fought by various whip-wielding protagonists.

Therem Harth February 15, 2013 23:27

I don't think I've ever been so misunderstood!

Thraalbee February 19, 2013 17:43

worst xbow ever?
 
s) the Heavy Crossbow of Fauglain (x4) (-13,-19) <-2> {cursed}
Conjured forth by magic at 2550 feet (level 51).

Heavily cursed.
-2 strength.
Cannot be harmed by acid, electricity, fire, cold.
Drains experience. Induces random teleportation.

Derakon February 19, 2013 18:42

Quote:

Originally Posted by Thraalbeast (Post 77383)
s) the Heavy Crossbow of Fauglain (x4) (-13,-19) <-2> {cursed}
Conjured forth by magic at 2550 feet (level 51).

Heavily cursed.
-2 strength.
Cannot be harmed by acid, electricity, fire, cold.
Drains experience. Induces random teleportation.

So named because its creator said "Faugh! I'm layin' this right down here and going to get a drink." :)

Mr Mushroom February 20, 2013 11:08

Quote:

Originally Posted by LostTemplar (Post 76889)
And it probably have about 8 of various curses also, or it is too good for level 16.

If I recall correctly it came with random teleportation. A ?remove curse is a small price to pay though.

scud February 23, 2013 05:41

Having reached CL49 using a succession of randart daggers, this one looked promising prior to identification...

Code:

u) the Great Axe of Lorniquen (4d4) (+7,+12)
    Dropped by a Black reaver at 3650 feet (level 73).
   
    *Slays* undead.
    Cannot be harmed by acid, electricity, fire, cold.
   
    When activated, it raises your charisma at the expense of a random
    attribute.
    Takes 159 to 175 turns to recharge at your current speed.
    Your chance of success is 97.0%
   
    Combat info:
    4.3 blows/round.
    With +2 STR and +0 DEX you would get 4.5 blows
    With +0 STR and +3 DEX you would get 4.7 blows
    Average damage/round: 404.9 vs. undead, and 208.7 vs. others.

My DEX has *no* equipment bonuses, which is ridiculous at such a level.

My equipment bonuses of +17 make me the brightest paladin in town, though.

scud February 23, 2013 06:29

Ooh, and another having just reached CL50...

Code:

u) the Long Bow of Erion (x3) (+11,+15) <+3>
    Dropped by a Dracolisk at 3650 feet (level 73).
   
    +3 intelligence, constitution, infravision.
    Provides resistance to lightning, light.
    Provides protection from blindness.
    Cannot be harmed by acid, electricity, fire, cold.
    Feather Falling. 
   
    When aimed, it fires a stinking cloud with damage 12.
    Takes 75 to 81 turns to recharge at your current speed.
    Your chance of success is 97.1%

My first randart missile weapon of the game and a major step down purely as a weapon, but I'm short of blindness options and until now have had absolutely no infravision plus it takes my EB INT to +20. If only I was a spellcaster :)

The clincher, though, is the stinking cloud. It's an absolute game changer, so it is.

Thraalbee February 23, 2013 09:06

My first artifact handgear in this game were these, a wee bit better than the set of annoyingly useless handgear you tend to find in the early game with standarts

k) the Set of Caestus of Belwe (+8,+8) [5,+19] <+4>
Found lying on the floor at 2900 feet (level 58).

+4 strength, constitution, charisma.
Provides resistance to lightning, poison, dark, shards.
Cannot be harmed by acid, electricity, fire, cold.
Grants telepathy.

When aimed, it creates an acid ball with damage 125.
Takes 279 to 341 turns to recharge at your current speed.
Your chance of success is 96.4%

Philip February 23, 2013 11:58

Lets see. 4 STR, CON. Very nice for a warrior. +8+8, very nice for a warrior. Poison, shards are nice for anyone. Telepathy, nice for anyone. Acid ball activate, nice for warrior. I hope you're playing a warrior.

Thraalbee February 23, 2013 12:51

Ranger. Doing a lot of melee too, although arrows are doing more damage.

http://angband.oook.cz/ladder-show.php?id=14008

Derakon February 23, 2013 16:51

Quote:

Originally Posted by Philip (Post 77482)
Lets see. 4 STR, CON. Very nice for a warrior. +8+8, very nice for a warrior. Poison, shards are nice for anyone. Telepathy, nice for anyone. Acid ball activate, nice for warrior. I hope you're playing a warrior.

Hell, if I were playing a mage I'd be seriously tempted to wear them, casting penalties or no. Those gloves are amazing.

scud February 26, 2013 03:16

Code:

c) the Ring of Nahaegur (+1,+1) <+3>
    Dropped by a Pit Fiend at 4700 feet (level 94).
   
    +3 strength, intelligence, wisdom, constitution, charisma.
    +15% to searching.
    Provides immunity to fire.
    Provides resistance to acid, lightning, cold, poison, light, dark,
    shards, disenchantment.
    Provides protection from fear, blindness.
    Cannot be harmed by acid, electricity, fire, cold.
    Sustains strength, intelligence, constitution, charisma.
    Slows your metabolism.  Feather Falling.  Prevents paralysis.
    Grants the ability to see invisible things. 
   
    When activated, it brands bolts with fire, in an unbalanced
    fashion.
    Takes 799 to 1267 turns to recharge at your current speed.
    Your chance of success is 87.5%

It's a lovely ring, allowing me to ditch the Weaponmastery (disen) and Quarterstaff 'Asbestoscottonwoolbud'. It also maintained my total lack of equipment-based DEX, at least until I got home and put on my lovingly stored Trickery.

But... can someone please tell me what 'unbalanced branding' is?

Derakon February 26, 2013 03:35

It's a comment on how Cubragol's old activation was bad for gameplay (providing unlimited fire-branded bolts if you were willing to spend ages tediously waiting for it to recharge). Arguably the activation should no longer be available for items, so you wouldn't ever see that description.

scud February 26, 2013 04:24

It all makes sense now.

Oh yes.

emulord February 26, 2013 04:38

Surely firebranded bolts aren't too overpowered considering Cubragol already gives +10 speed?

Maybe discount them 100% off if you don't want them breaking the money game.
Its another variant of townscumming otherwise. Firebranded is probably the worst brand anyway.

Derakon February 26, 2013 05:35

I'm uncertain exactly why they're considered to be unbalanced, but the way they provoke tedious gameplay is definitely to be discouraged. The "modern" solution was to give Cubragol a fire brand so that it automatically shoots flaming bolts without any need to enchant ammo (and deal with the extremely lengthy cooldown). However, the activation still exists, even if it is unused in the standard artifact set.

Thraalbee February 27, 2013 17:34

Just completed a game in Vanilla 3.4.1. Found nice stuff but never this cloak.
Not bad for any character and definitely not for magician

Code:

the Ethereal Cloak of Elurod [0,+36] <+6>
-----------------------------------------
 This unearthly, completely transparent body mantle folds and drapes in
 iridescent patterns around you.  It weighs absolutely nothing.
 
 +6 intelligence, dexterity, constitution, charisma.
 +30% to searching.
 Provides resistance to fire, sound.
 Provides protection from fear, blindness.
 Cannot be harmed by acid, electricity, fire, cold.
 Slows your metabolism. 
 

Min Level 62, Max Level 127, Generation chance 30, Power 406, 0.0 lbs
Based on Celeborn.


scud March 3, 2013 04:50

Quote:

Originally Posted by Thraalbeast (Post 77548)
Not bad for any character and definitely not for magician

Heh, I just found these...
Code:

u) the Pair of Leather Boots of Rufin [2,+10] <+9>
    Found lying on the floor in a vault at 3500 feet (level 70).
   
    +9 intelligence, speed.
    Provides protection from fear.
    Cannot be harmed by acid, electricity, fire, cold.
    Feather Falling.

Bleedin' useless to me, of course.

I've had boots with +8 or +9 to speed and stealth before, but I've never seen +9 on a 'stat'.

Elbereth March 3, 2013 12:52

Quote:

Originally Posted by scud (Post 77651)
Heh, I just found these...
Code:

u) the Pair of Leather Boots of Rufin [2,+10] <+9>
    Found lying on the floor in a vault at 3500 feet (level 70).
   
    +9 intelligence, speed.
    Provides protection from fear.
    Cannot be harmed by acid, electricity, fire, cold.
    Feather Falling.


*drools* :D

scud March 8, 2013 02:02

CL27 / DL28 high elf mage, wielding a main gauche of venom (1d5) (+7,+8) dropped by Wormtongue an age ago for a mighty 65.4 / 50.9 pts of damage. I try to avoid melee! I encountered one strange level that was littered with *slays* and elemental branded weapons for no apparent reason, where I found two of my three DSMs. So now if I encounter anything serious I have to ask them to wait while I go through wardrobe changes, activate breathes, and subsequently destroy most of the drops.

Other than the obligatory early Phial of Meh I'd found not a single randart until now...

Code:

t) the Set of Gauntlets of Shelin [3,-17] <-2> {cursed}
    Dropped by Draebor, the Imp at 1400 feet (level 28).
   
    Heavily cursed.
    -2 strength, constitution.
    Cannot be harmed by acid, electricity, fire, cold.
    Aggravates creatures nearby.

I didn't even know that there was such a thing as a heavily cursed randart.

PowerWyrm March 8, 2013 11:54

This is based on Camlost, which is one of the few garbage arts, so you'll get a cursed randart as well.

scud March 8, 2013 16:16

Historically I've got with the stock artefacts, but over the last few months I've racked up at a guess 150m XP while playing with randarts and that's the first proper cursed item I've found.

Now CL31/DL33 and I've found one more...

The Broad Sword of Bormeneng (2d5) (+10,+14) <+2>
+2 wisdom.
+10% to searching.
Cannot be harmed by acid, electricity, fire, cold.
Sustains wisdom.
Blessed by the gods.


That bad boy would dish out 67.4 pts a round at my current STR/DEX.

Looking at a few of my obituaries it appears that randart acquisition doesn't really kick in until CL31/32 and approaching DL40, so I'm not actually that far behind but I haven't got the means to survive encounters with anything significant. Given my current vulnerability I'm reduced to mugging trolls and the occasional ancient dragon until something useful turns up.

Ah well.

fph March 8, 2013 19:02

Quote:

Originally Posted by scud (Post 77750)
Looking at a few of my obituaries it appears that randart acquisition doesn't really kick in until CL31/32 and approaching DL40, so I'm not actually that far behind but I haven't got the means to survive encounters with anything significant. Given my current vulnerability I'm reduced to mugging trolls and the occasional ancient dragon until something useful turns up.

The probability of finding an artifact depends on DL only and not on CL. So if you wish to find artifacts soon you should probably dive faster. Just watch out for out-of-depth Drolems and you'll be fine (famous last words).

scud March 9, 2013 05:29

Quote:

Originally Posted by fph (Post 77752)
The probability of finding an artifact depends on DL only and not on CL. So if you wish to find artifacts soon you should probably dive faster. Just watch out for out-of-depth Drolems and you'll be fine (famous last words).

The problem was that I had (and still have) such huge resistance holes that getting down to 'randart levels' was a real problem. Found randart ethereal slippers +9 speed, which compensates for the holes and the lack of decent weaponry.

Have found four other artefacts between DL34-38, all of them very average, but have now broken the magic DL40 barrier and am stat-gaining nicely. Just *destroyed* Scatha thanks to some nice anti-dragon arrows, my biggest scalp so far.

But it's been a struggle: has taken me 1.5m turns to get to CL34, which is half my usual speed. Dave the Conjurer better be worth the effort!

scud March 13, 2013 02:47

Dave the Mage was struggling with those pesky unique angels until he retrained as an archer, allowing him to drop *everything* as far down as Lungorthin before they got within 50' of him...

http://img585.imageshack.us/img585/7...30313at023.jpg

Which is just as well, because he still melees like a girl.

Derakon March 13, 2013 05:26

Angband mages are a bit counterintuitive for many people, since they are a lot better at melee and ranged combat than most fantasy mages, and comparatively worse at using magic to blast things. Of course, they're still the worst melee/ranged class in the game (and one of the two best blaster classes); the main point is that that doesn't make melee or ranged combat completely unviable.

Hell, back in the day mages primarily did their damage through melee/ranged combat, because a) their attack spells were much more expensive (and Raal's was the last dungeon spellbook instead of the first), and b) they had Globe of Invulnerability in the late game.

scud March 13, 2013 07:43

It's the fortuitous pairing of...

HTML Code:

b) the Short Bow 'Balach' (x5) (+10,+18) <+3>
    Dropped by a Lesser Balrog at 3450 feet (level 69).
   
    +3 strength, dexterity, speed, shooting power.
    +15% to searching.
    Provides resistance to chaos.
    Provides protection from fear.
    Cannot be harmed by acid, electricity, fire, cold.
    Slows your metabolism. 

r) the Wicker Shield 'Lumon' [2,+12] <+2> {RAILGUN!}
    Found lying on the floor in a vault at 3500 feet (level 70).
   
    +2 shooting speed.
    Cannot be harmed by acid, electricity, fire, cold.

Don't have any Holy Mights to hand, but a 3d4 +17 Slay Evil = 937.2 v evil, 669.3 v others. Dave still has to hit the target, of course, which doesn't come naturally to him. Keeping him in arrows is also a problem, as he can fire off a hundred of them (with a 35% loss rate) in *very* short time.

Also has the following, which is the fastest randart I've ever seen and has a tasty heal too. Guinosse is good for you?

HTML Code:

a) the Two-Handed Great Flail 'Guinosse' (6d6) (+10,+8) <+14>
    Found lying on the floor in a vault at 3850 feet (level 77).
   
    +14 speed.
    Cannot be harmed by acid, electricity, fire, cold.
   
    When activated, it restores 1200 hit points, heals cut damage, and
    cures stunning, poisoning, blindness, and confusion.
    Takes 646 to 871 turns to recharge at your current speed.
    Your chance of success is 98.1%
   
    Combat info:
    4.0 blows/round.
    Average damage/round: 195.6.

The to hit / to dam values can be jazzed up a bit but it obviously doesn't do enough damage for the end game, although nothing else I've currently got goes higher than 230ish v evil.

This is the first time I've really played mages and priests consecutively, and I have to say I rarely use magely magic in combat: not enough damage to monsters and too much damage to pick-ups. There's certainly nothing in the orb of draining class. I do appreciate the selective banishment and stone to mud, though.

EDIT: where did that colour come from?

PowerWyrm March 13, 2013 12:09

+2 shooting speed on a shield sounds silly... this is still possible in 3.4?

Timo Pietilš March 13, 2013 13:49

Quote:

Originally Posted by PowerWyrm (Post 77862)
+2 shooting speed on a shield sounds silly... this is still possible in 3.4?

IMO shots/blows should be only with jewelry and weapon and just maybe gloves, might only with weapon (might is kinda like extra dice in melee-weapons, nothing affects that). Anything else having those feels wrong.

Derakon March 13, 2013 14:09

Off-weapon bonuses to blows/shots are considered very powerful in 3.4 and thus shouldn't happen at all often. I'm curious what standart that shield is based on and how likely to be generated it was. I wouldn't be surprised if the game considers it to be on a similar tier as Ringil.

scud March 13, 2013 15:04

Quote:

Originally Posted by Derakon (Post 77864)
I'm curious what standart that shield is based on and how likely to be generated it was.

*duplicates savefile and commits suicide*

Code:

the Wicker Shield 'Lumon' [2,+12] <+2>
--------------------------------------
 A light circular frame of wood surrounding fine-grained wickerwork.
 
 +2 shooting speed.
 Cannot be harmed by acid, electricity, fire, cold.
 
Min Level 38, Max Level 127, Generation chance 12, Power 216, 3.0 lbs
Based on Gil-galad.

*pokes around other randarts*

Hmmm, my 'Ringil' is an as yet unfound armour that looks rather underwhelming. There doesn't appear to be a melee superweapon, but this crossbow should be fun. Looks like I might be pincushioning Morgy...

HTML Code:

the Heavy Crossbow of Tilthar (x7) (+8,+16) <+3, +3, -1>
--------------------------------------------------------
 +3 strength, dexterity, charisma, stealth, infravision, shooting power.
 Provides resistance to cold, light, nether.
 Cannot be harmed by acid, electricity, fire, cold.
 Sustains intelligence.
 Prevents paralysis.  Sustains your life force. 

Min Level 55, Max Level 127, Generation chance 1, Power 353, 20.0 lbs
Based on Durin.

What does that '-1' at the end refer to?

Timo Pietilš March 13, 2013 15:18

Quote:

Originally Posted by scud (Post 77865)
*duplicates savefile and commits suicide*

[CODE]
the Heavy Crossbow of Tilthar (x7) (+8,+16) <+3, +3, -1>
--------------------------------------------------------
+3 strength, dexterity, charisma, stealth, infravision, shooting power.
Provides resistance to cold, light, nether.
Cannot be harmed by acid, electricity, fire, cold.
Sustains intelligence.
Prevents paralysis. Sustains your life force.

Min Level 55, Max Level 127, Generation chance 1, Power 353, 20.0 lbs
Based on Durin.
What does that '-1' at the end refer to?

Also, why didn't it merge two equal +3 bonuses? All multi-PVAL items like Trickery amulet I have seen show one value if they match. Looks like spoiler-creation for those has some parsing bug.

If you keep randarts and then enable debug-mode and create Durin, does it create that randart? Durin would be 101, so 0 (for beginning count) 101^aC.

scud March 13, 2013 16:21

Quote:

Originally Posted by Timo Pietilš (Post 77866)
If you keep randarts and then enable debug-mode and create Durin, does it create that randart? Durin would be 101, so 0 (for beginning count) 101^aC.

If I 'create' that crossbow it displays the attributes as '(x7) (+8,+16) <+3>'.

Looking at the artifact.spo it appears that a lot of them have superfluous modifier values which aren't displayed 'in game'.

How strange.

scud March 13, 2013 16:52

That crossbow – should I find it – will be very handy with a quiverful of Holy Mights...

http://img607.imageshack.us/img607/3...30313at164.jpg

scud March 14, 2013 03:58

Shouldn't have generated the artifact.spo file. Or perhaps I should.

Looked at the things waiting to be discovered and decided there was absolutely no way I was going to be able to juggle melee capability / CON / ESP / resists.

Shift-Q.

scud March 28, 2013 03:58

HTML Code:

a) the Main Gauche of Celen (2d5) (+12,+24) <+4>
    Dropped by Feagwath, the Undead Sorcerer at 2950 feet (level 59).
   
e) the Elfstone of Cirim <+4>
    Dropped by Kham˚l, the Black Easterling at 2950 feet (level 59).

p) the Amulet of Cirin <+4>
    Found lying on the floor in a vault at 2700 feet (level 54).
   
v) the Flail of Serim (3d6) (+13,+16) <+3>
    Found lying on the floor at 1950 feet (level 39).

I might not have noticed if I hadn't been wearing Cirin and Serim when I found Cirim and Celen.

Mondkalb March 28, 2013 08:22

Yeah, but the original cursed artifacts have at least one benefit like FA or SI or something ...
Not that I ever have used one of them beisides a certain sword.

scud April 6, 2013 08:16

Didn't find it, but other than the aggravate this is very pretty...

HTML Code:

the Power Dragon Scale Mail of Norin (-3) [60,+24] <+3>
-------------------------------------------------------
 +3 intelligence, wisdom, dexterity, constitution, charisma.
 It causes your melee attacks to slay demons.
 Provides immunity to fire.
 Provides resistance to acid, lightning, fire, cold, poison, light, dark, sound,
 shards, nether, chaos, disenchantment.
 Provides protection from fear, blindness, confusion.
 Cannot be harmed by acid, electricity, fire, cold.
 Sustains dexterity.
 Prevents paralysis.  Aggravates creatures nearby. 
 
 When activated, it restores your mana points to maximum.
 Takes 164 to 240 turns to recharge.
 

Min Level 100, Max Level 127, Generation chance 6, Power 875, 24.3 lbs
Based on Bladeturner.

I do spend some quite some time mucking about on DL100 before taking on Morgy; there's usually a vault there, and he's the dumbest chaser in the game when confronted with a permanent wall.

Are there always DL100+ randarts (or indeed regular artefacts) other than Grond / The Massive Iron Crown / The One Ring?

Mondkalb April 6, 2013 08:28

Looks like Razorback in disguise, a bit buffed up though with the + to stats.

scud April 6, 2013 08:51

Quote:

Originally Posted by Mondkalb (Post 78526)
Looks like Razorback in disguise

Something makes me suspect it's Bladeturner :)

Looking at the spoilers, Bladeturner is also a DL100-127 artefact. Didn't realise they existed, other than the Morgy-related items.

Thraalbee April 13, 2013 13:32

Just lost a game that quickly turned from slightly boring to really interesting at L26 (cleared a minor vault with nice loot) but then met a Basilisk and since I had no ESP or free action item (never saw one in the entire game) I was screwed ...

Anyway, I wish I had been able to play on and find this little masterpiece. The combo of being rather powerful and the superb activation for a half troll warrior makes it very attractive.

Code:

the Great Axe 'Beldorel' (6d4) (+6,+10) <+2>
--------------------------------------------
 +2 intelligence, dexterity, speed, attack speed.
 Slays animals, undead.
 Branded with weak acid, lightning, venom.
 Provides resistance to cold, sound, disenchantment.
 Cannot be harmed by acid, electricity, fire, cold.
 Sustains dexterity.
 Prevents paralysis.  Grants the ability to see invisible things. 
 
 When activated, it restores 1200 hit points, heals cut damage, and cures
 stunning, poisoning, blindness, and confusion.
 Takes 147 to 198 turns to recharge.
 

Min Level 68, Max Level 127, Generation chance 1, Power 460, 23.0 lbs
Based on Ringil.



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