DRL > Discussion
Spoiler/Wiki Random Artifact List?
Xael:
Some additions:
Spoiler (click to show/hide)Minigun
Stats: 1d5x10, 100/100 10mm clip
Also Grammaton Beretta has a special reload mode, which switches it between semi-auto, full auto and single mode.
Stats (Semi-auto): 1d8x3
Stats (Full auto): 1d7x6
P.S. My first post, by the way.
DaEezT:
--- Quote from: Conker on January 20, 2008, 22:01 ---Personally, considering that roguelikes don't really reward experimentation (Really, who's going to get to the very end of Nethack and go 'Wow, I might win for the first time here. But first I'll just see what happens if I offer the amulet to the wrong God...') what with perma-death and all, I support the posting of spoilers. Those who want to be spoiled can read them. Those who don't can choose not to. It'll save a frustrating situation like 'Oh, I wonder what 'R'eloading this plasma rifle do- ARGH I'M DEAD' from occurring.
--- End quote ---
QFT
But those who post spoilers should use the handy Spoiler (click to show/hide)42tags to prevent accidental spoilage.
Blade:
Ok, if noone is against this topic, i'll post what i found, and abilities and stats that i know.)
Spoiler (click to show/hide)Gothic Armor [7/7] (200%)
durability 200%, move speed -70%, knockback -90%
Baron Armor [6/6] (100%)
durability 100%, move speed -40%, knockback -50%
Malek's Armor [3/3] (100%)
durability 100%, move speed +25%, knockback +0%
Repairs 1% of it's durability per 1 turn.
Phaseshift Armor [2/2] (100%)
durability 100%, move speed +25%, knockback +50%
DO NOT makes phase devices to work as homing phase devices. But seems that it increases chance to dodge.
Necroarmor [6/6] (100%)
durability 100%, move speed +10%, knockback -20%
Repairs itself for cost of 1% HP for 2% of armor durability per 1 second.
Butcher's Cleaver 5d6
Melee.
No special reload.
Dragonslayer 9d9
Melee.
When you try to pick it up, it says "It's too heavy. No human being can lift it."(something like that). Maybe only player with Brute*3 can use it.
Revenant's Launcher (7d6) [3/3]
fire 1.0s, reload 1.4s, acc +10
Uses rockets.
No special reload
Minigun (1d5)x10 [100/100]
fire 1.2s, reload 3.5s, acc +1
Uses 10mm.
No special reload
Railgun (6d6) [40/40]
fire 1.5s, reload 2.0s, acc +12
Uses cells.
Eats 5 cells per shot, have penetrating attack(deals damage to every monster in a line).
No special reload
Missile Launcher (6d6) [1/1]
fire 1.0s, reload 2.0s, acc +8
Uses rockets.
No special reload (?)
Trigun (3d6) [6/6]
fire 0.7s, reload 2.0s, acc +6
Uses 10mm.
On Special Reload nukes map, you die if you are not invincible. This depleates Trigun's magazin, but weapon not becomes destroyed. Possibly decreases MaxHP by some value on every use.
Nuclear Plama Rifle (1d7)x8 [24/24]
fire 1.0s, reload 2.0s, acc +2
Regenerates ammo over time(1 point per 1 sec), cannot be reloaded.
On Special Reload nukes map, you die if you are not invincible. This destroys weapon.
Jackhammer (6d3)x3 [9/9]
fire 1.0s, reload 2.5s, acc +0
Uses shells.
No special reload.
BFG 10K (5d5)x5 [40/40]
fire 1.0s, reload 2.0s, acc +2
Uses cells.
Eats 4 cells per shot, 5 shots in 1 burst.
No special reload.
Hell Staff - works as reusable phase device, but only if you're not tired. Changes you condition to tired.
Seems to eat 5 HP from your MaxHP when you carry it in your backpack.
Do Finesse affects somehow characteristics that are shown in "@" screen? And what about EE?
Kornel Kisielewicz:
--- Quote ---Do Finesse affects somehow characteristics that are shown in "@" screen? And what about EE?
--- End quote ---
No it doesn't. The stats under weapons on the char screen are pure weapon stats.
Zeb:
Are Planeshift Boots a special item? I found those, but I didn't see a special message in the level I got them, and they didn't seem to do anything special.
Navigation
[0] Message Index
[#] Next page
[*] Previous page
Go to full version