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#411 |
Veteran
Join Date: Mar 2013
Location: Berkshire, UK
Posts: 1,165
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Not a randart, anything but, however damage ain't bad...
Code:
a) a Shovel (1d2) (+14,+13) <+1> {!k !d} Bought from a store. +1 tunneling. Combat info: 7.5 blows/round. With +0 STR and +3 DEX you would get 7.8 blows Average damage/round: 579.8. |
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#412 | |
Apprentice
Join Date: Sep 2013
Location: virginia, usa
Posts: 80
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Quote:
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#413 |
Veteran
Join Date: Mar 2013
Location: Berkshire, UK
Posts: 1,165
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#414 |
Knight
Join Date: Sep 2010
Location: England
Posts: 958
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Acid-branded 6d4 weapon that activates for teleport level? Well, it doesn't seem like that could possibly come in useful, but it does also have slow digestion, so hey, maybe it's worth keeping...
Code:
a) the Great Axe of Mingorod (6d4) (+25,+19) [+12] Found lying on the floor of a special room at 3250 feet (level 65). Slays animals, giants. Branded with acid. Provides resistance to cold, light, dark. Cannot be harmed by acid, electricity, fire, cold. Slows your metabolism. Speeds regeneration. When activated, it teleports you one level up or down. Takes 344 to 462 turns to recharge at your current speed. Your chance of success is 92.2% Combat info: 4.7 blows/round. With +0 STR and +2 DEX you would get 5.2 blows Average damage/round: 328.9 vs. animals, 410.3 vs. giants, 410.3 vs. creatures not resistant to acid, and 247.5 vs. others. |
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#415 |
Apprentice
Join Date: Jun 2007
Location: Hellsinki, Finland
Posts: 86
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warriors palantir
the Palanti*r of Telberen (+0,+8) <+4>
Found lying on the floor in a vault at 4750 feet (level 95). +4 wisdom. Provides resistance to cold. Cannot be harmed by acid, electricity, fire, cold. Grants telepathy. Radius 4 light. +8 to dam is huge bonus on to_dam on light source ... now, I need something with +attacks for my kobolt warrior ![]() |
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#416 |
Knight
Join Date: Sep 2010
Location: England
Posts: 958
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Well, I'm not going to forget wield-testing this one in a hurry:
Code:
the Metal Lamellar Armour of Arwedrind (-3) [58,-18] <+4> {cursed} Dropped by Brodda, the Easterling at 450 feet (level 9). Heavily cursed. +4 constitution. Provides resistance to lightning. Cannot be harmed by acid, electricity, fire, cold. Aggravates creatures nearby. Drains experience. Induces random teleportation. Last edited by Nomad; November 4, 2014 at 19:12. |
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#417 | |
Angband Devteam member
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Quote:
__________________
"3.4 is much better than 3.1, 3.2 or 3.3. It still is easier than 3.0.9, but it is more convenient to play without being ridiculously easy, so it is my new favorite of the versions." - Timo Pietila |
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#418 |
Prophet
Join Date: Dec 2009
Posts: 9,024
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#419 |
Knight
Join Date: Sep 2010
Location: England
Posts: 958
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Yep. I was playing a half-orc rogue and only on character level 12 when I found it, so the weight of the armour completely wiped out my mana pool. I couldn't level up because the exp drain had such a severe effect at that early point that I had to keep constantly killing things just to try and prevent my character level from steadily dropping, and every time I tried to move towards the stairs or pick up items I got randomly teleported, plus it was impossible to rest because of the combo of teleportation and aggravation. I died not long afterwards, sadly, but it was an entertainingly mad game while it lasted...
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#420 |
Veteran
Join Date: Apr 2008
Location: Germany
Posts: 1,823
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Something for the extreme shoveler ?
the Mattock of Vainarnim (4d8) (-10,+14) [+16] <-9> --------------------------------------------------- Cursed. -9 strength, intelligence, wisdom, dexterity, constitution, infravision, tunneling, attack speed. -45% to searching. Slays animals, evil creatures, orcs, trolls, giants. *Slays* dragons, demons, undead. Branded with weak acid, frost, venom. Provides resistance to acid, lightning, fire, cold, light, dark. Provides protection from stunning. Cannot be harmed by acid, electricity, fire, cold. Grants the ability to see invisible things. |
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