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Old December 12, 2015, 20:35   #61
Thraalbee
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Certainly powerful, but again if it is between that one and a Speed +16 it may not be a clear choice.
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Old December 14, 2015, 08:13   #62
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Quote:
Originally Posted by Estie View Post
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.
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Old December 15, 2015, 05:43   #63
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Look at my rBlind swap... for my hobbit mage

the Flail 'Ivien' (7d6) (+13, +33) <+4>
Found lying on the floor at 1300 feet (level 26)

+4 wisdom
+4 dexterity
Slays undead (powerfully), demons.
Branded with weak lightning, weak cold.
Provides protection from blindness.
Cannot be harmed by acid, fire.
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Old December 15, 2015, 12:24   #64
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Quote:
Originally Posted by Timo Pietilš View Post
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.
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Old December 15, 2015, 12:28   #65
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Originally Posted by bio_hazard View Post
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.
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Old December 15, 2015, 16:54   #66
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I'm tempted to replay with this same randart set with a paladin or something just to use that flail, but I'd probably go the whole game without finding it. It triggered an 8 treasure feeling.
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Old December 16, 2015, 20:43   #67
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Look at the activation! Not a bug, just odd.
Fortunately only @ has access to deception. An Ancient Green Dragon suddenly breathing Lightning could lead to YASD.

Code:
g) the Green Dragon Scale Mail 'Daithilme' (-2) [20,+26] <+4>
 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%
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Old December 17, 2015, 11:53   #68
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Originally Posted by Thraalbeast View Post
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.
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Old December 17, 2015, 13:03   #69
Timo Pietilš
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Originally Posted by PowerWyrm View Post
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.
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Old December 17, 2015, 21:12   #70
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The best find in my latest game was the helm below. The second best was not an artifact, but at L74 still a fantastic find that I kept all the way down.
I was playing Ironman so concerned about collecting enough healing for the final fight.
With early frost immunity from the helm it was not difficult, I probably ignored some 20-30 !Healing pots and *after* defeating Morgoth I still had a ridiculous amount left, 31 !Healing, 19 !*Healing*, 2 !Life.

Code:
j) the Steel Helm of Calch (+3,+0) [9,+17] <+3, +1>
 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)
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