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That generation chance of 1 means you probably wouldn't have found it, but man, that is a very nice weapon. I'm surprised that the activation doesn't take longer to recharge.
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This was a nice find for Dave the Dwarf Priest; has been a while since I've had a pStun...
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g) the Mithril Plate Mail of Erebri (-3) [60,+9] <+4> HTML Code:
Min Level 100, Max Level 127, Generation chance 1, Power 796, 30.0 lbs Also found the Ringil-based weapon with +3 to all six stats, *slay* to dragons/demons/undead, frost and flame branding, lightning immunity.... on a crummy trident. Absolutely useless to me by the time I found it. Also, third completed game in a row in which I've ended up wearing an Amulet of Sustenance. |
Artifacts, like anything else, can be generated out of depth; the only hard-and-fast rule is that they can't be generated in the town (as I understand it). I believe that the system is simply that when an item gets dropped, its effective depth can be "supercharged" (pick a random number; if it passes, add 1 to the item level and repeat; otherwise stop). Since this process is uncapped, anything can drop anywhere...it's just very unlikely to get a high-level item early on.
Having to pass 4 out-of-depth checks is not especially onerous, and moreover, items in vaults get boosts to their level so you wouldn't even need that. Starting from dlvl 87, an item on the floor of a vault could potentially be in-depth even if its native depth were 127. |
Derakon is correct. Moreover, this applies to monsters, too. So it's possible to see Carcharoth in a LV at dl 56. (I did, and ran like hell.)
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There was GV in that level. |
Just got a good drop from Medusa.
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g) the Bar Chain Mail of Nimran (-2) [45,+22] |
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Hm, I believe that the rarity of a randart is based on the compounded rarity of the standart's base item and its artifact, so that overall rarity is unchanged. I admit I could be wrong though.
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Doubt that is Bladeturner, though its a sweet armour. I have had many a game without an armour close to that.
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Didn't find it, but this was in my last completed game...
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the Green Dragon Scale Mail 'Cirrahadh' (-2) [20,+39] <+4> |
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The great thing about randarts is that for every incredible Main Gauche you find (see below), you get one of the attached...
(What a handy activation! Where on earth did it come from?) ------------------------------------ the Main Gauche of Andir (7d5) (+15,+15) <+1> Dropped by a Greater Maia at 2500 feet (level 50). +1 charisma. Slays evil creatures. *Slays* dragons. Provides resistance to lightning, fire. Cannot be harmed by acid, electricity, fire, cold. Combat info: 5.5 blows/round. With +0 STR and +2 DEX you would get 5.8 blows Average damage/round: 507.8 vs. evil creatures, 878.5 vs. dragons, and 384 vs. others. ---------------------------------- |
Wish I'd found this before I died - would have been really handy for a Half-Troll warrior...
the Fur Cloak of Cardil (+8,+3) [3,+16] <+10> --------------------------------------------- A heavy cloak made from fur and lined with leather; a luxury. +10 dexterity, speed. Provides resistance to lightning. Cannot be harmed by acid, electricity, fire, cold. Min Level 60, Max Level 127, Generation chance 12, Power 394, 2.5 lbs Based on Gondricam. |
Just found this monster in 3.4.1(The trident does 1d10 normally):
the Trident of Guingwe (7d10) (+7,+16) [+26] <+3> Dropped by a Berserker at 3300 feet (level 66). +3 wisdom. Provides resistance to light. Cannot be harmed by acid, electricity, fire, cold. Blessed by the gods. Combat info: 5.0 blows/round. Average damage/round: 424. |
Holy carp!
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Not a particularly rare item, either. |
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If that had some brand/useful slays like evil then it would be a killer weapon. |
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Just for fun, this is Gondricam in 3.4.1: Code:
N:79:'Gondricam' resist basic 4, feather fall, see_inv, regen, FA. Just +4 DEX and bit better AC bonus over ordinary defender cutlass. |
The game thinks that cloak has power 394, which sounds about right from what I can remember of other listed power levels. What I'm curious about is what it thinks Gondricam's power is. Randarts have a fairly wide variance in power compared to their base objects, if I recall correctly, so I wouldn't be surprised if the game considers Gondricam to only be around 100-150.
That cloak represents a combination of rare factors, though: first, getting lots of speed on a non-boot/ring slot (usually you only see maybe +4 speed outside of those slots), and second, adding a second stat bonus with the same pval. It is pretty absurdly good. |
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Separately, large speed bonuses are *still* underrated, but I gave up trying to deal with that after four years of trying different approaches. As soon as they're properly rated, everything else breaks. |
Just picked up this awesome chest piece in a vault - activates to be a potion of life!
the Ribbed Plate Armour of Sulur (-3) [66,+11] <+4, +1> Dropped by an Ancient multi-hued dragon at 4900 feet (level 98). +4 wisdom, dexterity, constitution, tunneling. Provides resistance to acid, lightning, fire, cold, poison, dark, sound, nexus. Provides protection from fear, blindness, confusion. Cannot be harmed by acid, electricity, fire, cold. Speeds regeneration. When activated, it heals 5000 hit points, restores experience and stats, heals cut damage, and cures stunning, poison, blindness, and confusion. Takes 722 to 1058 turns to recharge at your current speed. Your chance of success is 93.9% |
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Yes, it's nominally pretty common, but I had been hanging around in the sixties for maybe 50 level generations and it didn't show up! Ironically, the reason that I spent so long around that depth was that I DIDN'T HAVE ANY SPEED! Seriously, I was on normal speed with no potions or staves of speed so every unkilled unique was lethal. So I decided to hang around until I found boots or ring of speed, or both. I was wearing 2 RoDams and cycling through pairs of standard magic boots so the slots were going begging. But before I found either I recalled into a 'cavern' level in the middle of two packs of hounds (plasma and hell) and died pretty quickly (no scrolls of tele, both staves of tele incinerated immediately and my recall method was a ruddy charging randart, naturally). My point is this (and there is one, I promise): Randarts are not broken just because my delicious cloak was a theoretical possibility. If I'd been playing standart I wouldn't have been in the situation I was in because I would probably have had Dal-i-Thallies or whatever. Equally, if I had found that cloak, I would probably have been stuck wielding a lead-filled mace (+2,+2) that activates to restore charisma (like that shield I posted on this thread a while back). If playing randart you have to accept that your game will be a lot more, well, random! And I like it! |
Oh sure, I'm not trying to claim that randarts are broken just because there exist broken randarts. There are standarts that are broken too. I mean really, +10 speed in a bow slot? We just think that's normal. :)
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And I mean really, a pair of gauntlets with rfire, rdisen and FrAct - that's just waaaay overpowered...oh no...hang on a minute... |
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Assuming that cloak frees a ring slot, conceivably it would be used for a damage ring instead - lets say +10 damage (10 speed is on the low end for endgame rings), which means the cloak would be worth about the same as one with (+8, +13) and no speed. As for the dex boost, the value of that depends very much on race/class played AND other artifacts in the kit. Lets see. The combat stats - str dex con - have about the same importance to get to the cap. A typical randart has maybe a +3 bonus, so lets call that 1 point. You want on average 2 boosts to max out, so the +10 dex would be worth 2 points - same as +6 dex in this estimation. With con ring and damage ring both being used, they should have about the same value, so lets add another +15 damage (the maximum ring value, since +6 is also the maximum con boost on a ring), so our cloak would become (+8, +27) with lightning resistance :) The reason why this looks so much more powerful than Gondricam is that there are 50 artifact weapons but only 5 cloaks. Imagine it being the other way round - 50 cloaks, but only 5 weapons - and also lets assume there are no ego items for the moment - now pick 5 random weapons from the standard set, and add 45 cloaks. Under those conditions, chances are that Gondricam would end up in this thread while the cloak would be considered mediocre. |
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If you can survive dlvl 60 without any speed you can survive dlvl 90. Next time you should dive to native RoS depth ASAP in that case. RoS is native at dlvl 75. Many better objects deep in that depth. Trickery is native at 70. |
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When my mage found this, I knew I was doomed... That extra radius 1 light is completely OP.
the Lucerne Hammer 'Herenya' (3d5) (+13,+40) [+19] <+2, +1> Found lying on the floor in a vault at 4500 feet (level 90). +2 stealth, attack speed. Slays evil creatures. *Slays* demons, undead. Provides immunity to acid. Provides resistance to cold, dark. Cannot be harmed by acid, electricity, fire, cold. Slows your metabolism. Speeds regeneration. When activated it restores all your stats and your experience points. Takes 569 to 766 turns to recharge at your current speed. 6.0 blows/round. Average damage/round: 549.6 vs. evil creatures, 729 vs. demons, 729 vs undead, and 489.6 vs others. Radius 1 light. |
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Speed +10 is not endgame quality on weapons. Spear (+10,+10) <+10> speed and nothing else is junk as soon as you have 1 other speed item +10. And such weapons are fairly common, I see them like every 2nd game. In other slots, it becomes immediate consideration for the endgame kit, but isnt necessarily superior. For example, consider a game where you find a +10 speed helm. If you get speed boots, speed ring, you are likely to prefer an ESP hat over it, or a crown of might for the stats/sustains. |
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Thats a nice one, particularly for a mage. |
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Any how, he's dead and gone but his son, Ran Dunt XVI, is on the way down to level 60 to find that sodding cloak his Daddy missed! P.S. Thanks for the advice |
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Also: no matter how many rods you have, you should still carry wands of Tele other. The fail rate is much lower. |
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As far as helms go, I probably would use ESP over speed if I already had +10, but ESP always seems to appear on at least two or three randart slots, and then there are cloaks of Magi and such. A helm of serenity would be tempting if I lacked one or two of the things it gives, in such a case I would probably use one. |
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It also allows you to move same amount as that damage before monsters get turn and can wake up, so it also helps stealth same amount. Speed trumps (almost) everything else until you hit +30 or so (+20 for those that have easy access to haste). For classes that do not have access to easy haste that weapon would be rather obvious choice at least until you find something a lot better while still at speed that is manageable. For armor that is not boots speed is huge bonus. That is why DSM of Speed got removed from game. Everybody ended up using one if they found one. +10 in cloak is better than any normal artifact set armor except Feanor. I would probably use that over Bladeturner-equal cloak in endgame (that is unless I have +30 speed from other obvious choices, like Ringil & Feanor & Nenya & Vilya, and even then it is still tempting) |
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Having said that, though, V randarts still work pretty well. And it's possible that you could add per-slot restrictions/modifications that might improve things. Here's me, sitting on the fence again. |
Object power is OK, however it should then be translated into object rarity, using some function, which should depend on slot. Gaussian definitely should work. Simply compute means and sigmas for standard artifacts (for every slot) and use the same values for randart distributions. Remove 'based on' stuff.
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I did implement per-slot ratings/restrictions/mods, but I can no longer remember what made it into V, what's in v4 and what's only possible in Pyrel. Pyrel is definitely the most advanced/flexible system, and Pyrel's randarts will I hope combine the best of both approaches. |
This is possibly the best randart I've found so far:
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the Ring of Estelon <+3, +1> |
Er...looking at the min/max depths, can this ever exist?
the Small Metal Shield of Avatarad [5,-21] ------------------------------------------ Cursed. Provides resistance to acid. Cannot be harmed by acid, electricity, fire, cold. Drains experience. Min Level 12, Max Level 4, Generation chance 8, Power 5, 6.0 lbs Based on Berúthiel. Maybe in a chest on dlvl 2-4? (Not that I'm overly concerned to be missing out on this little beauty!). |
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7d7 on a Short Sword is highly unusual, isn't it?. However without *slay* or brand it is not overpowered, just odd.
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w) the Short Sword of Athron (7d7) (+12,+10) <+7> {!d!x!v} |
Hey, you may get *Really* lucky and find a shield or something that grants you a brand or slay. The +7 speed on that is enough to make it great, but being only (+10,+12) is kind of weak. Without the brand/slay, 7d7+12 averages the same as 5d5+25. If you have other gear that together gets you up to (+30,+30) somehow I might stick with it for a while, you'll average 300dpr or so against everything, and you'll move faster than most monsters... if you also don't need your weapon slot to cover resists or something.
And I've seen, IIRC, several 6d7's, at least one 7d7, and I think... maybe it was a dagger like 11d4. 9d8 sounds familiar, too, but that's probably Grond. So probably not that rare. |
Thranduil++
Just picked up a slightly improved Thranduil for my Kobold Fighter. Sweet!
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o) the Metal Cap 'Elebriel' [3,+13] <+4> |
Eek! Nice!
(And a hat that makes you hallucinate on demand is pretty cool. Think how much money you'll save on mushrooms at parties.) |
Slightly improved Thranduil? Sounds to me like a massively improved Dor-Lomin!
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Its missing pconfusion.
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This happens when the base item is significantly 'better' (in terms of damage dice or base AC) than the standart's base item, so there's not much room for abilities. Personally I'd rather have +hit/dam on a weapon than FF or +1 stat. We could address this by narrowing the range of allowable base items - at the moment they're allowed to take up to 85% (IIRC) of the available power. We could lower this limit to something like 60%. My instinct is that this would make randart generation take noticeably longer (many more rejected items and sets), but it might not. |
Remember also the Glaive of Pain, which has no special abilities on it besides doing a crapload of damage. I don't think randarts necessarily have to do anything beyond have pluses if they don't want to.
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Yeah, as said, just the default artifact property of immune to the elements is great to have early game, so your plusses don't go away.
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Not a randart, but Dave XXXI was so excited to find some purple headgear at 500' that he IDed it prior to wearing...
http://img560.imageshack.us/img560/4103/pp0l.jpg Dave is feeling rather let down. |
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If the base item can take up to 85% of the power calculation, that seems way too high and more or less guarantees that you will see artifacts of this type. (I wonder what the maximum base item percentage is in the standart set? Well below 85%, I'd bet). |
The first artefact my warrior found so far this game:
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the Whip of Anilmar (3d3) (-14,-7) [-24] {cursed} |
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... but hey! It *slays* demons! That's gotta be worth something, right? :)
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Slays multiply the dice damage, and have no effect on pluses. This weapon would deal 15d3 - 7 damage to demons, which honestly isn't too bad...
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...And 8 vs. everything else. |
At least its a good sink for Enchant scrolls.
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The damage is too low for my late-game warrior to get much use out of this now, but otherwise wow:
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the Short Sword of Fearad (1d7) (+6,+16) <+4> |
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It's not THAT stupid.
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Maybe not the greatest weapon overall, but I have to say I blinked a little bit at that damage bonus.
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the Lucerne Hammer 'Mithlor' (2d5) (+9,+32) [+2] <+1> |
Same game, a little later:
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the Golden Crown of Uronna [0,+12] <+3> |
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My hElf rogue is already dead and (probably not) buried, which doesn't come as a huge surprise, considering that RNG decided to give these two pieces of crap as my first two artifacts:
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the Metal Cap 'Hundi' [3,+11] Code:
the Pair of Leather Boots of Galroth [2,+17] On an entirely different note, this thing would've been lovely (and fun! w/ the aggro) for a powerdiver: Code:
the Augmented Chain Mail 'Agondin' (-2) [42,+27] <+3> |
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That's not even close being the best Bladeturner-variant on this thread, but I just love those random activations. I'm quite cautious and slow player, but if I'd find an artifact with Deep Descent as an activation, I'd spam that bastard like there's no tomorrow. |
Very nice randart set in my last game, which went on to be my second ever winner. Managed to get three immunities and all protections and resistances covered apart from chaos (and feather falling, tragically), and this was the weapon I was wielding against Morgoth:
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the Mace of Disruption of Aradamlor (6d8) (+5,+20) <+2> |
I see your Mace of Disruption, and I give you...
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the Mace of Disruption 'Belfaur' (5d8) (+9,+44) [+28] <+3> |
Wow, with 5 blows/round and no other sources of +damage, you'd be doing 5*(10d8+44) ~= 445 damage/round vs. evil. Which doesn't sound like much, but you'd assuredly have more +damage somewhere on you (if nothing else, your STR score should be good for another +15 or so).
The dual immunities, useful resists, and other abilities are just icing on the cake, really. |
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And check out the activation! |
Since we compare MoD lengths, lemme show mine:
a) the Mace of Disruption of Oiontana (11d8) (+13,+13) {!k} Found lying on the floor in a vault at 4900 feet (level 98). Slays animals, undead. *Slays* demons. Branded with weak acid. Cannot be harmed by acid, electricity, fire, cold. Combat info: 7.0 blows/round. Average damage/round: 1491 vs. animals, 1491 vs. creatures not resistant to acid, 1958.6 vs. undead, 2894.5 vs. demons, and 1023.4 vs. others. Alas, no slay evil, and also its Feanor not Deathwreaker. It started out with crappy damage enchantment, I got it up to +13 with scrolls. Without the +2 off weapon blows, it would be about 1065 acid, 1477 demon, 730 other. |
You don't need Slay Evil when you have 11d8 base damage dice...
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You: *WHACK* Balrog: That's just unfair. <dies> |
Yeah, the demon damage is nice, but you can't ignore the Acid Brand. Hi sauron!
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High-dice extra blow weapons can still be rather good even without any other bonuses, and MoD has inherit slay undead. |
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http://angband.oook.cz/ladder-show.php?id=14911 Its a project where some character died, I checked the artifact list and made a new one with same artifacts, playing till I found all the goodies. In a normal playthrough you dont get such a setup :P Nonetheless, it was fun. |
My HT Ranger (clvl 28, dlvl 30) was wearing long bow of power (+16, +15), doing decent damage with 2 shots / round. Then Mim dropped this game changer:
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i) the Wicker Shield of Idrimlaid [2,+16] <+2> |
Am I the only one to think that extra shots on anything other than a shooter feels really WRONG???
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Well, that's random artifacts for you. They're random. Off-weapon blows, and off-launcher shots, are both really powerful, though, which means that the artifact ought not to have many other abilities even if it's based on a powerful standard artifact. Frankly I'm kind of surprised we're still seeing +2 shots on randarts.
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Currently, even with randarts the optimal setups look very much alike: 1 speed ring, 1 damage ring, speed boots, whatever damage mods you can get in other slots while maintaining vitals such as ESP or poison resistance. ESP can come from many sources (ego items, not artifacts; ESP in otherwise useful artifacts is rare) so that makes for somewhat of a variation. Id prefer much, much more of it though rather than less. |
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a) the Lance 'Rialdir' (6d8) (+11,+15) |
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the Pair of Mithril Shod Boots 'Archal' [8,+21] <+12>
----------------------------------------------------- +12 stealth, speed. Provides resistance to light, chaos. Cannot be harmed by acid, electricity, fire, cold. Prevents paralysis. Aggravates creatures nearby. Min Level 53, Max Level 127, Generation chance 2, Power 338, 4.0 lbs Based on Doomcaller. From the set of my latest character (who didnt find the boots...thankfully). I would call them cursed. |
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