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#201 |
Knight
Join Date: Sep 2010
Location: England
Posts: 958
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Now that's really not bad for an early game find:
Code:
e) the Amulet of Antarsil <+1> Dropped by Shagrat, the Orc Captain at 1050 feet (level 21) +1 constitution. Provides resistance to acid, poison. Grants telepathy. |
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#202 |
Veteran
Join Date: Apr 2008
Posts: 2,303
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This funny shield is based on... the Wicker Shield of Elros.
Code:
the Wicker Shield of Eleros [2,+21] <+1, +4> -------------------------------------------- A light circular frame of wood surrounding fine-grained wickerwork. +1 strength. +4 constitution. Provides resistance to acid, lightning, dark, chaos. Provides protection from confusion. Cannot be harmed by acid. Grants telepathy. Sustains your life force.
__________________
PWMAngband variant maintainer - check http://powerwyrm.monsite-orange.fr (or http://www.mangband.org/forum/viewforum.php?f=9) to learn more about this new variant! |
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#203 |
Veteran
Join Date: Apr 2008
Posts: 2,303
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New randart rings can be nice...
Code:
the Band 'Aewenna' <+3, +4, +2, +8> ----------------------------------- +3 intelligence. +3 wisdom. +4 dexterity. +4 constitution. +2 searching skill. +8 speed. Provides immunity to acid. Provides resistance to lightning, fire, cold, light, dark, shards, chaos. Provides protection from fear, blindness. Cannot be harmed by lightning. Sustains strength. Speeds regeneration. When activated, it tries to recharge a wand or staff, destroying the wand or staff on failure. Takes 90 to 110 turns to recharge. Your chance of success is 63.1%
__________________
PWMAngband variant maintainer - check http://powerwyrm.monsite-orange.fr (or http://www.mangband.org/forum/viewforum.php?f=9) to learn more about this new variant! |
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#204 |
Veteran
Join Date: Apr 2008
Posts: 2,303
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And this one...
Code:
the Ring 'Irthir' (+0,+15) <+10> ------------------------------- +10 speed. Provides resistance to poison. Cannot be harmed by lightning.
__________________
PWMAngband variant maintainer - check http://powerwyrm.monsite-orange.fr (or http://www.mangband.org/forum/viewforum.php?f=9) to learn more about this new variant! |
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#205 |
Knight
Join Date: Jul 2009
Location: Prague,Czech Republic
Posts: 801
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And poison resistance too. Literally the three most interesting normal rings in one.
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#206 |
Veteran
Join Date: Apr 2008
Location: Germany
Posts: 1,525
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Wow hats a sweet one. And the values are perfect, too.
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#207 |
Veteran
Join Date: Apr 2008
Location: Germany
Posts: 1,525
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My mage likes this:
a) the Ball-and-Chain of Falim (2d4) (+13,+8) <+3, +11> Found lying on the floor in a vault at 4000 feet (level 80) +3 constitution. +11 speed. Provides protection from stunning. Cannot be harmed by acid, fire. Combat info: 1.6 blows/round. With +4 STR and +0 DEX you would get 2.0 blows With +0 STR and +1 DEX you would get 2.0 blows This weapon may benefit from one or more off-weapon brands or slays. Average damage/round: 49.9 vs. undead, and 13.7 vs. others. |
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#208 |
Prophet
Join Date: Apr 2007
Location: Seattle, WA
Posts: 4,454
Donated: $40
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#209 | |
Apprentice
Join Date: Jan 2017
Location: Pennsylvania, United States
Posts: 63
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Quote:
__________________
Everything you need to know about my roguelike playstyle: I took nearly two years to win with a single character in PosChengband. |
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#210 |
Swordsman
Join Date: Dec 2007
Posts: 281
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Here's a winner:
Code:
t) the Iron Helm of Amare [7,-11] {cursed} Dropped by Boldor, King of the Yeeks at 2400 feet (level 48) It makes you vulnerable to fire attacks, but resistant to cold. It paralyses you every now and then. It occasionally makes a loud noise. It makes you mentally slow. Provides protection from blindness. Cannot be harmed by acid. Grants the ability to see invisible things. Prevents paralysis. Aggravates creatures nearby. Drains experience. |
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