Unrandart Discussions and Proposals

Name dcss:brainstorm:item:unrandarts
Summary Brainstorm new unrandarts and changes to existing randarts.
Further information
Added by MarvinPA
Added on 2010-12-06 19:55

This is a page for brainstorming changes and improvements to current unrandarts. I cleaned up the page and removed the unrands that were already improved in trunk. — marvinpa 2011-02-01 18:17

Existing Unrandarts

Weapons

A lot of unrandart weapons have a cool theme, but a very weak base type of weapon, making them likely to be inferior to things that the player will already have found, and definitely no use as a primary weapon throughout the later stages of the game. Although obviously every unrand shouldn't necessarily be usable as an ultimate endgame weapon, they should at least be often viable and generally good (ie not using a base type that drops all over the early dungeon), and ideally in some cases tempting even for characters who are already invested in another weapon type.

  • Mace of Brilliance: Currently a +5, +5 mace of holy wrath with AC+5, Int+5, rN+, SInv, -Stlth. Proposed to change to an eveningstar, making it a strong single-handed mace of holy wrath — weaker than a holy scourge but with some good bonuses to make up for that.
    • Could also be a great mace. — dpeg 2010-12-10 22:03
      • I suggested eveningstar since it would stay single-handed. There's already an unrandart great mace of holy wrath (Undeadhunter, a +7, +7 great mace of holy wrath with rN+). It's quite good so I didn't suggest changing it here, although I suppose it's not hard at all to find and enchant a great mace of holy wrath from the Hall of Blades (or bless one with TSO) to be just as good or better, other than the rN+. I suppose if anything, the mace of Brilliance could just be removed and Undeadhunter could get some selection of its bonuses (+AC, +Int, SInv, -Stlth). — marvinpa 2010-12-11 14:08
    • How about removing SInv and -Stlth (it has a Halo these days anyways, with those effects) and capitalizing the remaining boni a bit? — chris 2014-06-23 03:17
  • Knife of Accuracy: A +27, -1 dagger which isn't actually any good for stabbing since the accuracy bonus doesn't matter - I'm not particularly sure how to make it useful.
    • Pain brand here would work, but I'm not sure it fits the theme. The theme is sort of the problem, though. Maybe it's just meant to be useless. — Pedjt 2010-12-21 09:09
      • If it's already not a knife, might as well make it a quick blade. Could also give it +SInv/Clarity (so accurate it's not fooled by invisibility/confusion) or returning (could be accurate when thrown.) — JeffQyzt 2010-12-21
        • Switching to quick blade is a good idea. I'd suggest making it a VD-style always-hit (but still can be blocked), regardless of whether doing normal melee or stabbing, and regardless of whether the opponent is visible or phase shift or whatever. The +27 accuracy can just be cosmetic. — Eronarn 2011-03-29 20:09
    • How about making this thing ignore AC? Finding the chinks in armour very much fits with the theme, and that'd make it ever so slightly less useless, without making it overpowered. Its AC-ignoring ability could be made to apply only to its base damage and enchantment, not to any slaying, if necessary. — IonFrigate 2013-01-08 05:28
  • Trident of the Octopus King: What about adding a different flavor message (at the very least) for when Octopode players wield it? Something similar is already done for when Vampire players wield the Vampire's Tooth. — dolorous 2011-11-06 15:33

Armour

  • Robe of Misfortune: See 727.
    • Several of the suggestions on the mantis entry refer to randomly swapping out its tile/description with standard ones for enchanted robes. However, the counter-argument seems to be that this would be unthematic. What if it's part of the theme? Just add some text like “The Robe of Misfortune was created long ago in an unfortunate alchemical accident involving potions of mutation, a scroll of curse armor, demon ichor, and a very nearsighted mage. It has the unusual property of mimicing other robes it has encountered in its long history, but its true nature is immediately evident once donned.” — jeffqyzt 2011-03-29 23:17

Jewellery

  • Ring of Shaolin: A ring of evasion with a bigger +. Kind of boring. How about a slaying bonus for UC or something? — Pedjt 2010-12-21 09:00
    • This would buff an already very-good item, but in keeping with theme you could give it repel missiles. I like the +unarmed effectiveness suggestion. — JeffQyzt 2010-12-21
    • You could also just reduce the evasion bonus and give it either unarmed combat bonus or repel missiles (unarmed is a great suggestion, very flavourful) Sealer

Brainstorming New Unrands

I couldn't really find a place for suggesting new unrands and fixedarts, so feel free to remove this and point me in the right direction if this doesn't work. I've been thinking of some unrands over the past few days, perhaps a buckler so that spriggans can have some more options, since they can't use the lovely Shield of Resistance. What's the policy on giving egos such as reflection and preservation to artefacts? I know that Maxwell's Plate has preservation, but I can't think of any others. — inspector071 2011-10-05 07:29

Over time, this ideas list has gotten some terrible ideas based on brief whims or flavour without much consideration for simplicity or good play (grapes of berserkitis, really?). I'm tempted to split this page off from the currently-in unrand brainstorming, since this wiki rarely does any purges. — tenofswords 2014-02-04 18:56

Weapons

  • The long sword “Silencer” The Silent Sword: a +n, +0 long sword {frost, Stealth+}. A sword forged and enchanted for a warrior who got tired of hearing weeps and wails of his foes but still wanted to fight for his land. Whenever it hits somebody, it has a fairly big chance (3 out of 5) to Silence the square the victim is standing on for a turn or two (however, it's not fixed to the victim so it can step back and cast something). Occasionally (one time out of twenty), instead of silencing a square, it instead affixes a small short-lived Silence (that lasts three or four times less and starts with a radius 3 or 4) to the victim. If that's not enough, the affixed Silence has a chance to apply resistable Fear to the victim, forcing it to run away from the attacker. — MyOtheHedgeFox 2011-11-15 15:52
    • A long sword with +0 damage enchantment will not be useful for damaging anything post early game. Even a +7 Singing Sword is just ok for killing stuff in the mid game and not useful past orc (not sure it's good there either). Sealer
      • The bonuses and branding are not final: I just wanted to share the idea of “The Silent Sword”, and I don't know what is really strong and what is actually weak. =) By the way, what about making the sword HEAVILY boost its enchantments (+10 to each) when you are silenced? — MyOtheHedgeFox 2011-11-15 17:24
      • This should really have some kind of special interaction with the Singing Sword. — jeffqyzt 2011-11-18 21:55
        • When they meet in the same inventory, they both selfdestruct in double-powered Shatter. ;) — MyOtheHedgeFox 2011-11-19 08:53
  • the Spear of Destiny: an evil God in the form of a Spear with pimped out basic characteristics: Acc +4, Dam 14, Delay 11, 1.5h, also big plusses eventually. If you wield it, you must worship it (so this weapon would include a new religion, “D” for Destiny, Spear of?). If you unwield it (or refuse to worship it when you wield it while un-ID'd! But that is less severe) you abandon the religion and get wrath, which takes the form of the Spear showing up in Dancing form and trying to kill you, then vanishing in a puff if you defeat it. If you get wrath without abandoning the spear, that wrath takes the form of making-you-miss or even having the spear stab you.
    • The spear wants you to kill things with it (that gives you piety, you can injure them by other means but the spear drinks souls it wants the kill), and it's + rises for piety. It's Vampiric, and unusual in that it can be vampiric against demons; also gives you nutrition for kills you make with the Spear. The spear is effectively a magic rod, as well, and you can invoke it for a variety of ambition-themed powers, some of which cost you piety. One the invokable powers of the spear is to feed meat or fresh corpses to it's little siblings, which are dancing spears with brands chosen from: pain, reaping, draining, vampiric, distortion, chaos. The spear periodically tells you that you're destined for greatness, to trample anyone who gets in your way, and so forth. Need to come up with a list of other powers for it, but I'm thinking something like - Cause Fear, Majesty (like Warding, but affects anything that isn't mindless), and Energy Purge (if you are contaminated, hurls blasts of energy at things and decontaminates you.)
  • the Unsubtle Knife: -7 Hit, 22 Dam, 350 mass, 18 speed, 1 handed, slicing (piercing) damage, Str weight of 10%, Little size. In other words, a giant spiked club in knife form. “The artificer who made this was drunk at the time. Or at least, that's what he claimed afterwords.”
  • +3, +4 Oklob Blade Sabre with acid-branded attack, that will deal acid damage and corrode armors. It also enables you to evoke Acid Spit, something like Poison Spit but with acid. — red_kangaroo 2013-05-06 08:18
  • the Unbelievably Sharp [any bladed weapon] “You cannot believe how sharp the edge on this weapon is…no matter how hard you try. You're beginning to think that, maybe, no one else can believe it either.” (+3, +10), but it's main thing is that it ignores a percentage of intelligent enemies' EV based on how much AC they have and how intelligent they are, with Normal intelligence, high-AC enemies taking the highest EV reduction. Suggested starting balance: AC and intelligence mattering equally, min 14% (at no AC, bug int., Butterfly), and max 91% (30 AC, normal int., Cerebov). Nivim 2013-05-15 02:23
    • Sadly, however clever that may sound to you, since most creatures in the game form a smooth graph of AC to EV, this would probably be just an extremely overcomplicated +7 accuracy.
  • Woorali Staff: +4, +0 Quarterstaff, Curare brand, +Curare, -Stealth
    • “A bamboo quarterstaff once wielded by the shaman of a southern tribe, perpetually dripping sap reeking of the essence of paralytic poison. No one can wield it without proper protection, but any hit by it may be dealt a poisonous paralytic blow.”
    • BONUS: May cause curare damage to any target hit.
    • PENALTY: Causes potential for curare damage to wielder during any round it is held when wielder does not have rPois.
    • PENALTY: Stench of dripping curare reduces stealth
  • Shackles of Ashenzari: +2 'Gauntlets' Cursed, recurses itself. Looks like a pair of broken handcuffs when on the ground. Counts as a two-handed weapon, causes Ash to support Unarmed though otherwise attack works like a normal Unarmed attack with Claws 1. Sometimes found in Ash altar vaults. (Needs to block the weapon slot to really count for Ash's normally weapon bonus. Nivim 2014-01-30 12:30)
  • Cigotuvi's Claw ±*, +* Unarmed Weapon {Xrot XdrainStr -rHoly -rPois} “What looks like the hacked off forelimb of some giant, twisted insectoid creature, connective tissue still writhing at the stump, is in fact (or in addition) a freakish 'symbiotic' weapon. Perhaps a result of some deranged experiment, or a tool in many such experiments, it fuses to the limb of a living host and may be treated just as their own; seemingly harmless. But upon attempted removal, the claw's connection will rip away some of their vitality and strength with it, and in doing so, it grows. Each further attempt to use it and remove it will result in a stronger weapon…and also a stronger cost.” Essentially: rots (, drains strength I guess?,) and increases acc&dmg bonuses every time it's unwielded. The acc goes up slowly, the dmg quickly, and the rot very quickly. It's like a way to turn !HW and !Cure into slaying, but by the time it starts getting overpowered, it can one-shot even high-HP characters with rot (“Cigotuvi's Claw goes sluuurrrp!”).
    • Non-essentially: It acts like half a claws mutation jammed in your weapon slot, overridding half of similar mutations; it's demonic/undead/good-gods-hate-it so gives -rHoly; and it (insert favored mumbo-jumbo|does horrible things to its wielder's circulatory system|is super buggy) so -rPois.
    • Starts at a random low place on it's slurping curve, with the minimum having +2 damage and negative accuracy.
  • Vow of Silence: proposal for a cursed +15/+15 gsc of speed with a small (radius 2?) permanent aura of silence. Clearly as a pure weapon the best you'll ever find, but it cannot be removed (on IRC amethyst mentioned potentially bad interaction with moths of suppression) and you sacrifice scrolls, spells and active god abilities forever to wield it. As an unrandart would be pre-id'd, and as cursed would generate the Really wield this? prompt, but might want to call more attention to the situation. — ackack 2013-06-06 10:36
    • A tempting idea, although there are enough corner cases that this is probably a bad idea: the player would need to be warned whenever wearing any unidentified piece of armour or jewelry; any mummy/Zot trap curse means binding an item forever, having -TELE anywhere may ;eave the player trapped, so can having no means of levitation. Thus, I'd say the risk of leaving the game uncompletable makes this item a bad idea. — KiloByte 2013-06-06 19:37
  • the Lajatang “Silver Moon”, silver branded, pluses oscillate between +7 and +9 so that one oscillation takes about as much xp as the new elemental evokables, but only the xp gained by using it in melee causes the pluses to change. Starts with 7 charges that can be consumed to evoke a silver blats (a la silver stars) and one oscillation gives one charge. Evoking costs 7 mp food and hp if you are mutated. — Grandiloquent Gentleman 2013-06-09 07:35

Armour

  • the Buckler “Pong”: a +4 buckler with reflection, +3 EV, and +2 Dex. Perhaps rElec too to go with the Pong videogame reference.
  • The Mithril Chain Mail: A very light-weight, yet durable piece of armour, most probably of elven origin. It's a +5 Chain Mail that weighs half the normal weight of what a normal chain mail would and has the EV penalty (and the associated penalty to spellcasting) of a ring mail. When identified, it reveals the following properties: {MR, Stlth++}. — TehDruid 2011-11-16 01:10
    • This would be only marginally better than a standard elven chain mail (which is already lighter and has reduced casting penalties.) If you're going for the Tolkien-style thing that Frodo wears under his shirt, you'd also want to reduce the EVP. Also - any orcs should beserk when they see it, as they'll want to steal it :-P — jeffqyzt 2011-11-18 21:55
      • Okay first of all, I guess it shouldn't be Elven, since artifacts are never racial as far as I know. Second, I explicitly mention that it has the same Evasion penalty and Spellcasting penalty as a Ring Mail, which means -2 instead of -4 which would make a pretty big difference in the mid game. — TehDruid 2011-11-21 12:47
  • The Wolf's Guise: A +4 cap, when unidentified it's named “a thick wolf mane” made out of a wolf's scalp and enchanted by a powerful druid of old. It is said to bring the wearer more in touch with the beast within them and their predatory instincts. When identified, it reveals the following properties: {SInv, Str+5, Dex+5, Hunger}. Some extra ideas: This artifact could allow you to earn canine monsters' trust, similar to how Beogh Priests work. That's mostly flavour, since there's not really threatening monsters of this type after lair (hellhounds shouldn't be tamable probably, seeing how they are hellish beings). Or, you could have the ability to sense nearby monsters (and even sense them while they are invisible, removing SInv in this case) making it inferior for combat, because the monsters would still have their bonuses to avoid your attack but you'd know where they are at least. — TehDruid 2011-11-16 01:10
    • I would expect an artifact that allows one to take on aspects of the wolf to have *Rage, and to grant a Carnivore-mutation like effect. Also, neutralizing early jackal packs would be neat. Probably wouldn't be worth the extra coding, but if it allowed transformation to wolf form (melding the cap, of course) that would get bonus cool points. Definitely sense-invis instead of See Invis. — jeffqyzt 2011-11-18 22:02
      • No, *berserk is a very bad idea. Berserkitis on items procs all the time, it's not the same as the mutation. Go into WIZmode and generate the sword of Jihad for example. It will proc on every battle that doesn't end in 1 hit. I was going more for a shamanic/druidic headdress, which means it doesn't turn you into a bloodthirsty, mindless monster, rather makes you feel more akin to the wild animals of the dungeon like a proper tree-hugging hippie. I thought boosts to the core “physical” stats are appropriate. Maybe there could be an INT penalty (like -3) for becoming too much of an animal. I too prefer sense surrounding monsters (by smell, I suppose :P) but you should be able to keep track of their position while they're invisible AND in your LOS in the same way. — TehDruid 2011-11-21 13:15
  • The +5 +1 gauntlets of Lightning {Dex-1, rElec}: a strange pair of gauntlets, covered with weird-looking pieces and stripes of metal and cumbersome to wear. They appear to be one of the strange devices created by Nikola for his own means – and judging by the rust on the metal, their creator lost need in them soon after their creation. When evoked, they get charged up with electricity (like a max-charged Confusing Touch): whenever you hit anyone in unarmed combat with pre-charged gloves, there is a chance for an “explosion of sparks” (and each portion of sparks might cost you 1-5 HP). Basically, they give evokable temporary electrocution brand to UC-lovers. — MyOtheHedgeFox 2011-11-18 13:18
    • I think this would work better if you didn't need to evoke it first, and it just always gave its bonus while worn; evoking an item before almost every fight wouldn't be very fun. Also, +5 AC is probably too good - even if you weren't unarmed, it would be better than any other non-artefact gloves. — minmay 2011-11-18 16:03
    • So…essentially this would be electric branded unarmed, right? That would be good enough right there full stop for any UC user except perhaps trolls, and of reasonable utility to any character who only does melee as a backup plan. No need for any armor enchantment. Adding rElec might be thematic though. — jeffqyzt 2011-11-18 22:02
      • I am against rElec because, first of all, these gloves are rusty (and so they don't work well enough – and might shock the user), and because Nikola had already been insulated by some other means, so he did not need to make them “foolproof”. | No armour enchantment sounds reasonable, but I'm still inclined to add at least +1 – otherwise it would be Mask of the Dragon MKII. — MyOtheHedgeFox 2011-11-19 08:55
        • Nikola does not have rElec.
          • A very nice idea, since wearing gloves over claws 1/claws 2 negates the damage bonuses of these mutations anyway, so it's essentially what the average character would do damage wise, if you remove the brand, which frankly ain't that useful after the early to mid game (where you're not very likely to have the gloves) with so many levitating mobs, but still very decent. I would definitely like some AC and rElec on it, since it's essentially just an elec branded unarmed booster and offers nothing else and on top of that decreases your DEX (I think there should be an EV penalty (-2 or -3) instead of touching a core stat actually, and the reason behind this is you're still dexterous, it's just the gloves that are encumbering and get in the way (similar to how heavy armour/shields don't lower your DEX, but rather EV. Just think of the shield “Bullseye”.)). — TehDruid 2011-11-21 13:23
            • The idea is that it is not simply hard for you to dodge while wearing them (they are not too heavy, but they still should be two or three times heavier then regular gauntlets), but they are rusty and itchy, and this not only makes it hard for you to take your hand away as a blade tries to hit it (EV), but simply to pick something up or to hold a sword tighter (Dexterity in general). They were not intentionally designed for active combat, after all: I doubt that Nikola had this in mind before he became who he is now. — MyOtheHedgeFox 2011-12-09 16:34
          • Claws 1/2 only provides an extra 1-2/1-4 damage (okay, up to about 1-5 if you have 27 Fighting), not nearly as good as electrocution, and there really aren't very many dangerous levitating/flying/rElec enemies in a 3-rune game. — minmay 2011-11-23 03:33
          • Really? He doesn't? Well, then, I guess they need to give rElec! But I am still thinking of a minor malus for that: these are some electrocuteass gloves, after all. Or are they so electrocuteass they don't need a malus for this? — MyOtheHedgeFox 2011-12-09 16:34
  • The +0 White Glove {rN}: A single glove of impeccable white colour made by an unknown battlemage alchemist. Nothing can stain its whiteness. It can transform most kinds of matter into silver – and even though this change doesn't last too long, somebody might find it useful. It is capable of creating small projectiles that sear chaotic creatures like silver.MyOtheHedgeFox 2011-12-14 14:53, edited 2011-12-14 18:42
    • Every projectile you throw (except small and large stones) becomes silver while it flies and reverts to its normal form after it hits the enemy/the floor.
    • When evoked, this glove let you throw a +1 silver dart that doesn't last too long in this realm; however, it still can seriously wound a chaotic or heavily mutated creature. (Food)
      • You throw a +1 silver dart. The silver dart hits the kobold! The silver dart disappears in a flash of light.
    • If the Silver Dart theme is too weak to make a competent artefact, consider these ideas:MyOtheHedgeFox 2011-12-14 18:12
      • Replace silver darts with silver bolts, but make it cost Food and Mana Points and spend Breath, in example.
      • Make it “breath” cleansing flame in close combat on evocation.
      • Add one of the following brands to the already existing “silver” brand:
        • Magicdartness: silver darts created by the White Glove never miss.
        • Portal Projectile: silver darts are portal-projectiled to the chosen target, increasing accuracy and making the attack somewhat smite-targeted. Can be used if Magicdartness is too strong.
        • Possible Explosion: occasionally, a silver dart created by the glove becomes too unstable – the Glove was made by a battlemage, after all… When such unstable dart hits an enemy, a weak “dart explosion” adds some damage, also catching the other enemies.
        • Holy Retribution: when a silver dart from the Glove kills a chaotic (or undead?) creature, it explodes in a fireball made of cleansing flame.
        • Penetration: ever heard of silver darts of penetration?
        • All Of The Above: each dart has a random chance of having one of the alternations mentioned above.
    • As an evokable item this definitely needs a stronger effect and at least an MP cost - without the former it wouldn't be worth using at all unless you find it in the very early game, and without the latter it would be something you'd evoke many times in every fight, which would be annoying. Staff of Olgreb is a good example of an item like this. It should also probably use a spell instead of physical missiles, for simplicity's sake.
    • Alternatively, instead of evoking it, it could make all your thrown missiles into silver. They would convert back to their original type after being thrown, of course, similar how plain bolts fired from a crossbow of penetration turn back into plain bolts once they hit the ground. — minmay 2011-12-14 18:40
      • Excellent suggestion! Making it the main one. — MyOtheHedgeFox 2011-12-14 18:42
  • +6 Holy Armour of Zin (Plate Armour), {rN++ Str+3 MR}. Why was this removed? It's not brokenly powerful, and I think good god-themed unrands are a nice idea. Having the unique rN++ is a nice, and with the MR makes it decidedly superior to a mundane branded plate mail, though probably inferior to PDA. -IonFrigate
  • +3 Gauntlets of Elyvilon's Mercy {rF+ rC+ rN+ rPois Acc-8 Dam-8} UnID'd description: A pair of silver gauntlets; Flavor text: “Forged by the Healing god in Heaven itself, these gauntlets provide their wearer excellent protection against the elements, but severely blunt the impact of his or her attacks, both mundane and magical.” Lots of resistances in exchange for a massive slaying malus. Shamelessly copied from ADOM's Gauntlets of Eternal Peace but I think it fits Ely's theme very nicely - protecting you while discouraging harm to others. Arguably should have a malus for casters as well; -CAST is too harsh, but perhaps a negative wizardry bonus to offensive spells (i.e. the same criteria that Vehumet uses)? -IonFrigate
  • The +1 Gauntlet of Dartmaster {EV-1}: a single gauntlet with a metallic plate on the outer side of the palm: attached to this plate is a peculiar mechanism that can hold a dart and later release it with a swift movement of a hand. The device seems to be imbued with some charms, for the darts thrown in this strange manner hit better and harder; and if that is not enough, each dart is tipped with poison before it is thrown! However, it is slightly hard to dodge attacks with such a device attached to you. — MyOtheHedgeFox 2011-12-30 09:43
    • When worn, this glove slighly improves accuracy and damage for all thrown darts (as a +2~+3 enchantment) and temporarily brands them with venom.
    • Can't tell if it is going to be useful after all, but the idea of Portable Hand Crossbow was bugging me for quite a while. And those poison darts were definitely rare. I'd say it will find its users! — MyOtheHedgeFox 2011-12-30 09:43
  • +0 Crown of the Olympian (cap), {running swimming ACC+4 Steath–} UnID'd description: A golden wreath; Flavor text: “The long lost prize of some long lost hero, this crown lets the wearer stand out at all athletic contests.” It increases your movment speed and allows you to swim like a merfolk or octopode.
  • the Cerulean butterfly cloak: a vestment made with wings of blue butterflies, it casts summon butterflies when tension is high.
  • The +2 Helm of Niu MoWang “His mouth seemed like a bloody bowl; His teeth stood like slabs of bronze; A roaring snort that made the mountain gods cringe; An imposing stride that vile spirits feared. Famed in the Four Seas, he was named World-Wrecker; The Powerful of the West, called Demon King.” -Journey to the West. This item can by worn by Mintoaurs only. It grants the user rF+, *Rage, and +5 Strength. It adds a fire brand to all headbutt attacks. — Pedjt 2013-04-08 03:09
  • Nemeian lion hide +3 animal skin, it has 50% chance to nullify every damage taken by the player (that means, if you haven’t blocked it or evade it, you still have 50% chance not to také any damage, and only when that does not work, you’re AC will be used
  • Crown of the lich king There’s no need to hurry when you have all eternity. Cursed, recurses itself;Permanent lich form;No healing;Stasis — red_kangaroo 2013-05-06 08:18
  • Ceremonial Vestment of the Doomed “broken sarcophagus half” unidentified with description “A massive chunk of gold with a stylized face on the front and ragged strips of cloth hanging out.”, identified “An ancient treasure storing all the dark and ritual power necessary for the creation of a mummy, a process normally taking a host of slaves, acolytes, and priests with precise knowledge of such rites. All this needs is the creation of a fresh corpse within its confines…but remember, the eternal unlife it grants is bound eternal to it, and removing it renders the undead created inanimate and unraisable.” Permanent lichform with -rF at the permanent cost of the helmet slot and all the penalties of heavy armour. Stats tweakable. Would probably suck be a booby-item for those obsessed with lichform.
  • (-10 to 20) Xom’s Pyjamas Robe with randomized appearance while unID'd; has random enchantement and properties and a chance every turn that both its enchantement and properties will change (from rSteam and Inacc to rHellfire or rTorment, from –Cast or stasis to +Fire storm); incures Xom’s wrath when removed (Xom isn't into giving wrath unless you already promised you'd be his toy; his card is the only non-worship, non-vault way of getting him to act, and then it's just a normal Xom act. It can probably go the way of ~Xom's mace; the variation is enough to ensure no one uses it, and more people stop wear-IDing robes. [And if it's pajamas, it can take slots and equip time kinda like current Lear's.] — Nivim 2013-07-23)
  • +11 Jester’s Hat Randomized appearance while unID'd; cursed, recurses itself; creates noise (due to cascabeles); incures Xom’s wrath when removed — red_kangaroo 2013-05-24 21:19
  • +0 Golubria's Formal Clogs Permanent Shroud of Golubria effect: It collapses like the spell. Has a 33.3% chance to refresh after dealing damage with a physical attack; always refreshes after 5 turns pass with no monsters in your line of sight. Stealth-. “These adorable wooden shoes are engraved with thin silver lines and elegant runes. They compel the wearer to move to unearthly, unheard music, generating a field of untouchable energy around her, but it doesn't take much to knock the wearer out of her rhythm. Also, their clacking, rigid soles don't exactly lend themselves to subtlety.” SoG is a spell that, once learned, should be up at all times. These provide constant access to it without needing to constantly recast it in combat in exchange for a slight hit to stealth and a near-waste of your boots slot (no running). Also, tap dancing hill orc barbarians FTW. — MoogleDan 2013-08-12 20:54
  • +2 Redcap's Boots Evoke: Swiftness (Cost: 4% max HP, food). Gourmand. +3 damage. Possibly berserkitis? “A pair of magically light steel boots, splattered with encrusted gore. They were worn by a fearsome feral goblinoid who would run down prey and bathe his bald head in their blood.”MoogleDan 2013-08-12 20:54

Jewellery

  • Amulet of the Mentalist* Clarity, Dex +3, Int +3, EV +3, Mesmerizes all monsters in line of sight. “Along with providing the wearer with moderate mastery of mind and motion, this amulet is just an absolutely fascinating piece of jewellery, really. I mean just look at it! I could look at it all day…” Mesmerized opponents would be unable to move away from you, preventing monsters from fleeing and allowing any of your ranged attack allies to fight in relative safety from melee opponents. — MoogleDan 2013-08-13 16:12

Artifact Potions and Scrolls

Single-use Scrolls

DrPraetor 2011-11-30 08:50

  • Ascend Weapon/Armour/Jewelry - Scrolls. When read, transmutes an item (of choice in the corresponding category) into a randart, keeping the existing +s and Ego. This is better than an acquirement (on average), so is placed as a fixed-art level treasure.
  • Pact of Abimoloch. Scroll, when read a chaos or evil god is chosen at random, if you convert (or luck up and already worship), gives you Abimoloch (an &, but only slightly tougher than a shadow fiend; knows Dispel Undead, Crystal Spear, Haste and Sleep) as a permanent pet, in exchange for your soul. Once Abimoloch has shown up, if he's not on a level with you he'll show up whenever you read a regular scroll of summoning or generate a recall effect.
    • This one must have a warning to it. In addition to that, what are the negative effects of losing a soul via this scroll? — MyOtheHedgeFox 2011-12-09 16:46
      • Why does it require a warning? You can just read the scroll and refuse the pact (possibly this doesn't even use up the scroll?). Losing your soul is meant purely as a flavor thing: you get the message “so-and-so claims your soul” if you die. Possibly also you die if you abandon your religion?

Multi-use "Scrolls"

  • Sermon of the Pillar. Scroll, can be read repeatedly. You can read this to Recite. If you don't worship a good god, there's a chance that it'll vanish and that you'll get Zin wrath - or, possibly, Zin gives you a chance to convert? If you worship a good god, you get a regular Recite and it costs you piety. If you worship Zin, you get a boosted Recite.
    • Why not Tome of Destruction-like book? — MyOtheHedgeFox 2011-12-09 16:58
      • The Sermon of the Pillar is clearly short enough to read in combat. Although a book full of Zin's various and sundry teachings might be more appropriate, it's true. — DrPraetor 2011-12-17 22:24
  • Song of Madness. Scroll, can be read repeatedly, gives you Lugonu corruption *and* a point of Xom wrath! Fun at parties. Has a chance of disappearing when read, possibly is better for Chaos worshippers.
  • First and Final Principle. Scroll, can be read repeatedly, but probably prefers Ashenzari/Sif Muna worshippers somehow. Replaces one known spell with a randomly selected spell, weighted towards the kind of spell you can cast, and/or untrains a skill and retrains another skill like the Ashenzari power (?).

Potions

  • Elixir of Theme. Where Theme would be something like Invulnerability, Might, etc. The Elixir gives you ~4 mutations, 3 good and 1 bad, chosen from a list related to the Theme. So the Elixir of Invulnerability gives you scales, resistances and such.
    • When I read “Elixir”, I immediately remember about “Lands of Lore: The Throne of Chaos”. I hope there will be the Elixir of Healing of some kind, with bottle shaped as a beautiful statue head. — MyOtheHedgeFox 2011-12-09 16:42
  • Phial of Caladrial. Invoke to give you a halo. From the place we got Halflings, via Adom.
    • This isn't a potion, it is an evokable that looks kind of like a potion. I assume it does not look enough like one that players will actually drink it. — Infiniplex 2012-11-04 20:45
  • Philter of Ascension. Drink to become a demigod, losing your religion (or maybe not?), gaining a bunch of attributes and probably losing skills (and levels?). Should possibly result in untraining of Invo, as well.
  • Seed of Moloch. Don't think about what this is before you drink it. Gives you a full complement of demonspawn mutations, but doesn't actually make you a demonspawn. Good gods won't take you on, and will kick you out on a timer, but if you worship Zin you can use your all-mutation cure to change back.
  • Vial of Black Brew Changes player race to zuvembie (see http://en.wikipedia.org/wiki/Zuvembie): The player retains his species but turns to undead (changing his tile to a zombie version?). He gains undead resistances, but his permanent HP and MP are decreased by 5% and his Int by 1d3. He gains +1 to Stealth, Necromancy and Hexes, but also -1 to Fire Magic and Armour and his Experience are set to -2. He gains no food clock, no potions and no healing and also vampiric attack for unarmed combat. He gains Mesmerize and Raise Dead abilities. He can no longer mutate (he will retain his mutations, but won’t gain any new) nor use most Transmutations etc. — red_kangaroo 2013-05-24 21:29
Logged in as: Anonymous (VIEWER)
dcss/brainstorm/item/unrandarts.txt · Last modified: 2014-06-23 03:21 by chris
 
Recent changes RSS feed Donate Powered by PHP Valid XHTML 1.0 Valid CSS Driven by DokuWiki