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#21 |
Knight
Join Date: Jan 2008
Posts: 926
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In ToME...
- The Cloak of Arwen. Surprisingly, it was cursed. - Various items "of Moron", usually with horrible curses, have turned up several times. - When I was messing with TFork, I once found a randart meteor hammer with all three *slays* and several brands. It was so stupidly effective that I was convinced to nerf chain weapons majorly. |
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#22 |
Prophet
Join Date: Dec 2009
Posts: 9,022
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I thought I'd mentioned this one already here, but apparently I haven't. So let's fix that.
Code:
The Mattock 'Dildo' (1d8) (+8,+13) ---------------------------------- +4 constitution, tunneling. Provides resistance to fear, nether. Cannot be harmed by acid, electricity, fire, cold. Min Level 21, Max Level 95, Generation chance 22, 25.0 lbs |
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#23 | |
Knight
Join Date: Jan 2008
Posts: 926
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Quote:
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#24 |
Knight
Join Date: Sep 2010
Location: England
Posts: 958
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Okay, this has to be my favourite pair of gauntlets ever. To make it even better, rBlind and rConf just happened to be my two remaining gaping resistance holes.
Code:
The Set of Gauntlets of Gormendir [3, +10] (+2) (lying on the floor at 1600 feet (level 32)) +2 wisdom, charisma, speed. Provides resistance to blindness, confusion. Grants telepathy. When activated, it heals you a really large amount (35% of max HP, minimum 300HP), heals cut damage, and cures stunning, poisoning, blindness, and confusion. Takes 117 to 144 turns to recharge at your current speed. Your chance of success is 87.9% |
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#25 |
Knight
Join Date: May 2009
Posts: 560
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I had a pair of sandals with +8 speed, and activate for CCW. It was memorable because when I found them, I figured I could crack a Vault I found at dlvl 35. I cracked it, and figured that Great wyrm of thunder won't breathe if I step back to teleport it and the queen ant behind it.
I ended up with -258 hp? I forgot the golden rule, if it can go wrong, it will. |
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#26 | |
Scout
Join Date: Nov 2010
Posts: 26
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#27 |
Veteran
Join Date: Apr 2008
Location: Germany
Posts: 2,162
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Yah that happens when the ~700-800 power item ("Bladeturner") becomes a weapon. I had this:
The Mace of Disruption of Ostolwar (9d8) (+13,+11) [+5] (+2) +2 strength, wisdom, charisma, attack speed. +10% to searching. Slays evil creatures, undead, giants. *Slays* dragons, demons, undead. Provides immunity to lightning. Provides resistance to light, chaos. Cannot be harmed by acid, electricity, fire, cold. Sustains constitution, charisma. Speeds regeneration. Grants the ability to see invisible things. When activated, it raises your dexterity at the expense of a rando m attribute. Takes 1755 to 3375 turns to recharge at your current speed. Your chance of success is 78.5% Combat info: 10 blows/round. This weapon benefits from one or more off-weapon brands or slays. Average damage/hit: 176.1 vs. evil creatures, 229.6 vs. undead, 229.6 vs. giants, 229.6 vs. dragons, 336.5 vs. dragons, 336.5 vs. demons, 336.5 vs. undead, and 122.7 vs. others. |
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#28 | |
Scout
Join Date: Nov 2010
Posts: 26
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#29 |
Prophet
Join Date: Dec 2009
Posts: 9,022
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The theoretical maximum would probably be 6 native blows for a warrior, and +3 blows on every item. In practice this won't happen; 10 is ludicrously high.
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#30 | |
Prophet
Join Date: Apr 2007
Location: Climbing up from hole I just dug.
Posts: 4,096
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Quote:
You can get 9 blows with standard artifacts too: 6 from warrior, 2 from weapon and one from shield. I have currently MoD of Fury +2 which reaches 8.2 blows (fractional blows in nightlies). I have seen several lighter +2 blows weapons but none of them has reached the same damage...yet. What makes that randart enormously powerful is that 9d8 dice combined with *slay* for all three major groups. Basically 45d8 = 202.5 from dice alone against all major enemies + criticals + other boosts. |
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