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Old October 30, 2015, 14:10   #51
Timo Pietilš
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Quote:
Originally Posted by PowerWyrm View Post
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?
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Old October 30, 2015, 15:42   #52
Derakon
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Quote:
Originally Posted by Timo Pietilš View Post
+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).
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Old November 26, 2015, 20:26   #53
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Did not find this one, but had it been named Swiss army knife I wouldn't have been surprised. Decent damage combined with fire immunity, protection against confusion, telepaty and activation for tele other

the Glaive 'Celinath' (4d6) (+8,+13) [+14] <+3>
-----------------------------------------------
+3 strength.
+3 dexterity.
Provides immunity to fire.
Provides resistance to frost.
Provides protection from fear, confusion.
Cannot be harmed by acid, fire.
Sustains intelligence.
Prevents paralysis. Grants telepathy.

When activated, it teleports a target monster away.
Takes 90 to 110 turns to recharge.
Your chance of success is 85.8%


Min Level 52, Max Level 127, Generation chance 30, Power 312, 17.1 lbs
Based on Celinath.
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Old November 27, 2015, 09:31   #54
Ingwe Ingweron
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Quote:
Originally Posted by Thraalbeast View Post
...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?
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Old November 27, 2015, 10:54   #55
PowerWyrm
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Quote:
Originally Posted by Ingwe Ingweron View Post
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.
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Old November 27, 2015, 12:31   #56
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Quote:
Originally Posted by PowerWyrm View Post
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.
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Old November 27, 2015, 12:58   #57
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when I venture in there again it's likely to be ... a flamethrower
Awesome.
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Old December 11, 2015, 15:56   #58
PowerWyrm
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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...
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Old December 12, 2015, 00:33   #59
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Nice, but a hat of telepathy still takes priority. I keep that thing in the house till I get another source of ESP.
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Old December 12, 2015, 14:29   #60
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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

Last edited by Bowman; December 12, 2015 at 19:44.
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