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Post by Lipa notyetamember on Sept 18, 2005 9:21:07 GMT -5
Have you found an amazing piece of equipment? An artifact? A mighty magical sword, perhaps? Or are you simply emotionally attached to one particular item that you can't seem to part with?
Share with us! ;D
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Post by Lipa notyetamember on Sept 18, 2005 9:22:58 GMT -5
The Hatchet “Weightless Viper” (2d5) (+30,+30) (+4 attacks)
Small, cancealable, crafted in light mithril ore, this hatchet is an attempt to create the lightest ever. In addition to the already light weight, an enchantment and a deadly poison has been put in, which has earned it the name Weightless Viper.
It affects your attack speed. It poisons your foes. It cannot be harmed by acid. It cannot be harmed by electricity. It cannot be harmed by fire. It cannot be harmed by cold.This was my first awesome item I found in this game. Luckily enough, RNG has granted this on dungeon level 1! You can imagine my “ “ when I identified it! Anyway, I still use this trusty hatchet, and I hope I’ll keep on using it for a while!
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Post by divinefistoka on Sept 18, 2005 21:16:29 GMT -5
Itll probably be replaced when you get something like this, which isnt even a magic item. Just NORMAL!!!!!!!!! (Found on Dlevel 20... and i may replace Asmodis with this.)
A sword of Devastation (E:3, L:2) (15d10) (+7, +25) (50%) (Dur: 21) {cursed}
It does extra damage from Acid It does extra damage from elctricity It does extra damage from fire It does extra damage from frost It poisons yoru foes. It is a great bane of dragons it is especially deadly against orcs it is especially deadly against trolls it strikes at demons with holy wrath it strikes at undead with holy wrath it fights against evil with holy fury it is especially deadly against natural creatures it increases your life it provides resistance to life draining. it can gain experience levels it is heavily cursed
And i should add, i already have a scroll of *remove curse*, so i may change this out for my artifact sword Asmodis!!!!!!!
And just think, this is a *NORMAL* item, all swords of devastation have this!!!!
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Post by Variaz on Sept 18, 2005 21:55:09 GMT -5
Heh heh... have you wielded that sword yet? If so, you probably realised that the Sword of Devastation is nothing more than a death trap for foolish, power-hungry adventurers!
Actually, in old versions, there used to be a Dark Lord class, which could use the swords of devastations. The game still says that you can't wield the sword because you're not dark lord, and your post just reminded me to change that message.
Hope you enjoyed my little sword trap! ;D
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Post by divinefistoka on Sept 18, 2005 22:09:53 GMT -5
i hadnt wielded it yet, but since i cant, ill post my other favorite 2 items. One's even an artifact that i got early on, but it doesnt level like it should... stupid bug.
The cloak (of warders) (+10, +14) [1, +4] (+3)
It is indestructible it affects yoru wisdom it makes yoru completely fearless. It provides resistance too electricity It provides resistance too fire It provides resistance too cold It provides resistance too dark It provides resistance too blindness It provides resistance too confusion It provides resistance too shards It provides resistance too nether It provides resistance too disenchantment it speed yoru regenrative powers You can Tweak it.
I *REALLY* like that, all but 3 or 4 resistances in one item, with other bonuses. Eternal is next, followed by an immunity other then fire.
The long Sword "Asmodis" (E:19183, L:0) (6d10), (+20, +12) (50%) (Energy: 69) (+5)
A very special sword that prevents you from burning yoru skin. It also has some never before seen powers...
It can be activated for "Release Asmodis Energy" if it is being worn.
It affects yoru strngth It affects your constitution it increases yoru life it provides immunity to fire It provides resisantce to life draining It provides resisantce to electircity It provides resisantce to dark It can gain experience levels. It does extra damages from pure magic. It cannot be harmed by acid It cannot be harmed by electricity It cannot be harmed by fire It cannot be harmed by cold
A daresay, but i believe that that fits the bill of both 'magical sword' and 'artifact', and the other fits 'wonderful piece of equipment' and they both are things i cnat part with. *whispers* (yet)
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Post by Lipa on Sept 19, 2005 11:31:22 GMT -5
The Spear of the Hunters (E:14, L:7) (8d6) (+206, +206) (100%) (+10 attacks)
Created by the Clan Of Genocide, the renowed ancient Hunters clan, this spear is magically enchanted to be deadly against whatever opponents it may strike. Dragon, demon or even animals will all suffer the wrath of this spear.
It affects your strength. It affects your dexterity. It affects your constitution. It affects your attack speed. It poisons your foes. It is especially deadly against dragons. It is especially deadly against orcs. It is especially deadly against trolls. It is especially deadly against giants. It strikes at demons with holy wrath. It strikes at undead with holy wrath. It is especially deadly against natural creatures. It increases your life. It provides resistance to shards. It can gain experience levels. It cannot be harmed by acid. It cannot be harmed by electricity. It cannot be harmed by fire. It cannot be harmed by cold. It is eternal and will not disappear when you die.I got this beauty on level 5, and this is my first “eternal” item in this game. I think it’s well worth the $50.000 I spent on the Scroll of Eternity… Oh boy, do I *LOVE* to see my damage as: 136d6 + 5899 !!! ;D
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Post by brent on Feb 2, 2006 21:30:04 GMT -5
Great stats on the sword of devastation... I used this just the other day and was a little bit surprised by the special effects.
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Post by nork on Feb 14, 2006 14:55:32 GMT -5
The best weapon I have found is this one...
The Adamantite Spear 'Neutralizer' (20d18) (+300,+300) {uncursed}
A spear of extremely fine crafting, it will pierce trough enemy flesh, and curse them with a great degree of clumsiness. Such a cursed opponent will be much easier to hit, and will have trouble hitting you in return.
It does extra damages from darkness. It reduces monsters defense. It reduces monsters HIT RATE. It can not be harmed by acid. It can not be harmed by electricity. It can not be harmed by fire. It can not be harmed by cold.
The only problem is that reducing to_hit and defense with melee hits is not working properly.
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Post by Variaz on Feb 14, 2006 18:15:56 GMT -5
Not working? These special features will only work with normal melee attacks. Are you using a special ability like Spin Attack? If not, then it's a bug...
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Post by nork on Feb 15, 2006 1:43:06 GMT -5
From what I have seen any normal melee attack that should lower to_hit and defense is not working properly. I have seen a few weapons that have those effects and a Zellar ability (disabling blows) that are either not working or not reporting accurately with scan monster. The spells that lower to_hit and lower defense are both working properly and so is the martial arts ability power punch.
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Post by Variaz on Feb 15, 2006 8:08:25 GMT -5
The Zelar ability should be working now. While creating the new formulas, and changing the way monk damages works, I noticed that the Zelar's ability was with the weapons, and would not trigger if you are unarmed!! This was bad... and should be fixed now.
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Post by hollywood on Feb 20, 2006 22:47:30 GMT -5
First let me say this is the best angband variant ever. Mechanically it is similiar to some others but the elites and bosses change the game flow enough that it is really a different game.
Just got an item of off a shadowhound boss on level 16 that made me want to register:
The Small Leather Shield 'Raven Hand' (+66, +102) [11, +20] (block: 26%) (+8 to i ... increases all stats resists: acid, poison, light, sound, nether, chaos it can be tweaked it is eternal
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Post by goombaboy on Feb 21, 2006 11:59:57 GMT -5
You know, if the next version actually implements that monsters use (and get full effects from) their items, things like that are not going to be fun... Not sure how a hound can use a shield, but still and all, ouch...
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Post by Variaz on Feb 21, 2006 18:58:20 GMT -5
After thinking about it, I am not sure I will implement the feature after all. I don't think it's that needed, and not sure it would be that fun. There are many things to consider here... 1. Most monsters would only have normal items. And weak ones. Why? Because if monsters starts getting like 18d20 weapons, this is going to be extremely crazy. A Disarm/Steal Weapon ability would have been fun, but if most monsters only have mundane stuff, it's not that useful. So you go down to dungeon level 60, use Disarm/Steal on the monster... and you get a Two-Handed Sword (3d6) (+5, +5). That's fine... except you already have a Paladin's Sword (8d8) (+40, +40) that is light branded, +6 attacks, +60% life, +6 to speed.... 2. Reduce Defense would not work well with monsters wearing armors. We reduce monster defense to 0. But it still have that armor... So what we do? Ruin the armor? That would not be fun, since the player will rather want to AVOID using Reduce Defense to not ruin the armor. And if you need to use Reduce Defense, that probably means the monster has a very good armor. 3. There is no point in implementing this feature if the monsters do not benefit from their items other than just the base stuff. Yet, if we do this, some monsters will become extremely deadly with all that magic stuff...unless we only give them weak stuff, in which case it goes back to problem 1... 4. The Monster race and Monster Mages will need to rely more on items if they play humanoid monsters. There is absolutely no points in playing the Monster race if you play it to rely on items. The Monster race is fun because you use the monster's innate powers and abilities! (even more so in the next release! ) So for these reasons, I might not implement this feature after all. Feel free to give your opinion... But I'm quite happy with how the new monster system is turning out right now. I'm actually REALLY happy!
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Post by nork on Feb 21, 2006 21:02:59 GMT -5
Depending on how you code it having monsters use items could be very nasty or not bad at all. I believe I read some where that monsters get more dice and die sides at higher levels (+1D+1 / 2 levels I think). Now a 50th level monster would have +25D+25 to it's natural attack. So if that same monster is using a 20D18 weapon if would not do as much damage. It would still have the other effects of that weapon, but just doing less base damage.
As far as the armor reduction goes you could have those effects effecting the +to_AC modifier directly instead of any items. And it could be cured by a remove condition spell or some new spell/effect. That way both monsters and players can use the effects and be able to cure them.
I'm not sure if it is possible to code things that way, but it is a possibility that sounds very interesting.
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