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Old September 5, 2021, 04:26   #461
ewert
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If it was bolt of acid, doubly so
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Old October 11, 2021, 19:36   #462
Thraalbee
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Must be a big hammer to fit all those runes on it's surface.

Code:
s) the Throwing Hammer of Ulinuvalf (2d4) (+20,+31) [+15] <+3, +1, +5, +2, +4>
     Dropped by an ancient black dragon at 4600 feet (level 92)
     
     +3 strength.
     +1 intelligence.
     +5 wisdom.
     +1 dexterity.
     +3 constitution.
     +1 searching skill.
     +2 infravision.
     +4 speed.
     +1 light.
     Slays undead (powerfully), dragons (powerfully), demons
     (powerfully), giants, trolls, orcs, animals, evil creatures.
     Branded with weak fire, poison.
     Provides immunity to Lightning.
     Provides resistance to Acid, Cold, Light, Dark, Sound, Shards,
     Nexus, Disenchantment.
     Provides protection from fear, blindness.
     Cannot be harmed by Acid, Fire.
     Sustains strength, intelligence, wisdom.
     Slows your metabolism.  Grants the ability to see invisible
     things.  Prevents paralysis.  
     
     When activated, it attempts to magically enhance a piece of armour
     with high chance of success.
     Takes 430 to 577 turns to recharge at your current speed.
     Your chance of success is 97.0%
     
     Combat info:
     5.0 blows/round.
     Average damage/round: 412.5 vs undead, dragons, and demons, 352.5
     vs giants, trolls, orcs, and creatures not resistant to poison,
     322.5 vs evil creatures, creatures not resistant to fire, and
     animals, and 292.5 vs. others.
     Average thrown damage: 1144.8 vs undead, dragons, and demons,
     686.9 vs giants, trolls, orcs, and creatures not resistant to
     poison, 457.9 vs evil creatures, creatures not resistant to fire,
     and animals, and 228.9 vs. others.
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Old October 12, 2021, 00:57   #463
will_asher
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Quote:
Originally Posted by Thraalbee View Post
Must be a big hammer to fit all those runes on it's surface.

Code:
s) the Throwing Hammer of Ulinuvalf...
Wow. Seems like a throwing hammer shouldn't be able to get all those bonuses that only apply when wielded.
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http://sites.google.com/site/dajangbandwebsite/home (defunct and so old it's forked from Angband 3.1.0 -I think- but it's probably playable...)
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Old October 14, 2021, 00:34   #464
Ed_47569
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My 4.2.3 Warrior just found this in a small vault... not too shabby!

g) the Black Dragon Scale Mail 'Regri' (-2) [16,+42] <+1, +4, +3>
Found lying on the floor in a vault at 3050 feet (level 61)

+1 strength.
+4 tunneling.
+3 speed.
+1 light.
It causes your melee attacks to slay undead.
Provides resistance to Acid, Lightning, Fire, Cold, Poison, Light,
Dark, Sound, Nexus, Nether, Chaos, Disenchantment.
Provides protection from fear, blindness.
Sustains strength, dexterity.
Grants the ability to see invisible things. Sustains your life
force.

When activated, it raises your wisdom at the expense of a random
attribute.
Takes 738 to 1170 turns to recharge at your current speed.
Your chance of success is 94.8%
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Old November 6, 2021, 15:50   #465
Estie
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the Mace of Disruption 'Essereda' (14d8) (+17,+25) <+1, +4>
Found lying on the floor in a vault at 4900 feet (level 98)

+1 strength.
+4 wisdom.
+1 light.
Slays dragons (powerfully), demons (powerfully), undead.
Branded with poison.
Provides resistance to Lightning, Cold.
Cannot be harmed by Acid, Fire.
Speeds regeneration. Grants the ability to see invisible things.


Combat info:
5.0 blows/round.
This weapon may benefit from one or more off-weapon brands or
slays.
Average damage/round: 2874 vs dragons and demons, 1904 vs undead
and creatures not resistant to poison, 1419 vs evil creatures, and
933.5 vs. others.


14d8 is highest base damage I have seen. Is there a cap ?

Slay evil owing to the paldin spell.
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Old November 6, 2021, 15:56   #466
Pete Mack
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About the dice cap? Clearly there is no hard cap. What I dont understand is how that got generated. It has way more power than any "non-special" artifact in the game.
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Old November 6, 2021, 16:08   #467
Estie
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Power is listed as 612; Deathwreaker has 616. In the same set is also a quarterstaff with power 661 (which I didnt find):

the Quarterstaff 'Mirim' (3d9) (+15,+31) <+3, +4, +2, +6, +1>
-------------------------------------------------------------
Six feet of oak which can be wielded in both hands to give a drubbing or block
one.

+3 strength.
+4 wisdom.
+2 dexterity.
+2 constitution.
+6 speed.
+1 extra blows.
Slays undead (powerfully), dragons (powerfully), animals, evil creatures.
Branded with cold.
Provides resistance to Acid, Sound, Shards, Disenchantment.
Cannot be harmed by Acid, Fire.
Sustains constitution.
Grants the ability to see invisible things.

When activated, it breathes a cone of fire with width 20 degrees, dealing 200
damage at the source.
Takes 164 to 240 turns to recharge.
Your chance of success is 30.3%


Min Level 80, Max Level 127, Generation chance 1, Power 661, 15.0 lbs
Random hafted of power 661.
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Old November 6, 2021, 16:25   #468
Estie
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I think the main reason Deathwreaker has the same power value as the 14d8 mace is that slay evil is considered about the same as 2x base dice ?

In which case it is mostly the paladin spell that messes up.

And of course, there are the other slays/brands.
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Old November 6, 2021, 16:54   #469
Pete Mack
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But 14d8 dominates 7d8 with Slay Evil. Yeah, there's no +5 STR and fire immunity, but those are negligible compared to the insane damage.
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Old November 6, 2021, 17:12   #470
Estie
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Yeah, so slay evil is valued too highly.
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