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Unrand Review
Edgar A. Bering IV edited this page Jun 17, 2022
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3 revisions
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Ensure that each unrand is good or interesting.
- Specifically, a good unrand is one that at the very least a player already somewhat skilled to use it will prefer or give serious consideration to using. Some are so good that they might even tempt a player to re-skill to use them. This is ok, but we should be careful not to go too far in this direction.
- An interesting unrand is one that has drawbacks but in such a way that its use requires a change in play style to fit the item. This change might or might not be desired by a given player, but at least some play styles should be interested or tempted by the unrand.
- Unambiguously bad items aren't interesting, and at best serve as newbie traps.
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Ensure that each unrand is unique.
- Ideally this would mean mechanical uniqueness.
- If an unrand is to be a "flavor" unrand, then it should probably be good and have a distinctive set of stats to accompany its flavor.
- Make sure that we don't have so many flavor unrands that they get lost and become bland. I think crawl is in a good place for this right now, but it's something to watch out for.
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Fix technical and balance issues with existing unrands.
- Several unrands lack proper prompting for harming allies due to their spell effects.
- Some don't trigger Okawaru penance when they should.
- At least one needs the above and rebalancing, but there may be others that are too strong presently.
For unrands that need a rework of their central ideas due to being uninteresting or too weak. Historical reworks are preserved here to help brainstormers get an idea of what is an appropriate revision.
- Vampire's Tooth: From a +4 dagger to a +12 quick blade, keeping the same 100% vampiric mechanic.
- Mace of Variability: Removed the variable plus gimmick, made it fixed enchant +7 and gave it chain of chaos on hit occasionally.
- Thermic Engine: Removed rF- and rC-.
- Spriggan's Knife: Loses Dex+4 and MR+ to de-stat-stick it some. Converts all stabs to sleep stabs.
- Singing Sword: Gains vorpal brand, sonic damage effect is on hit with the damage formula buffed and simplified.
- Robe of Misfortune: Now a +5 with {*Corrode *Contam *Drain *Slow Harm EV+5}
- Sceptre of Torment: Now a +7 eveningstar of pain that casts torment in 1 in 5 hits but spares the wielder.
- Finisher: (50-hd)/200 chance to instakill. Loses Str+3.
- robe of Clouds: +3 robe of Clouds {+Thunder rCloud rElec}. Lose the mist gimmick and flight in favor of cloud immunity and evocable storm clouds (5 MP, radius 2 flood fill lasting 8+r2a(8,2) turns).
- skin of Zhor: gains SInv and a one in seven chance per 10 auts to cast metabolic englaciation
- (new) demon trident Rift: +8 range 3 distortion demon trident with smite targeting.
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storm bow:
- (kitchen_ace): In PR 995 it is suggested that the storm bow gain piercing and piercer be removed. This is to differentiate storm from any old electric longbow.
- the Elemental Staff Make it an enhancer to all elemental schools. Implemented by sdynet
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Bloodbane and Leech:
- (kate) Both are +8 demon blades - they've now been merged to have Leech's always-effective vampiricism and Bloodbane's */+Rage.
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boots of the Assassin:
- (kate) The flavour for these doesn't really feel right on a pair of boots. Turned them into a hat (hood of the Assassin), although this does mean there are now no unrand boots, and a lot of unrand hats.
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Maxwell's etheric cage
- (kate) Removed in trunk - feels like a very underwhelming effect, especially since MP regen is now just a standard amulet. Multiplying contamination received also isn't very relevant with the Haste spell removed.
- salamander hide armour: Now the armour gives the effect of the old ring of flames spell.
- Maijin Bo: Gives spell vampirism instead of archmagi.
- shield of Resistance: Buff to 2 pips, being a resist ego shield with a pip of MR isn't that exciting.
- glaive of the Guard: Give it the spectral ego plus its elec ego? Spectral has good guard flavour. The plus might be too low now; could add a second spectral weapon for it (!)
- cloak of Starlight: Dazzles monsters on dodge, on contrast to the on-hit effects of the other two randart cloaks
- Sword of Power: Fires an energy bolt in the direction of your attack with chance to activate based on your HP%, and to only activate when actually swinging at a monster, not at empty space.
- The amulet of the Air: loses the EV bonus, becomes an Air enhancer
- the Wrath of Trog: extends berserk (like bloodlust) and gains Rampage, as well as berserk penalties on swap.
- the Robe of Folly: permanent brilliance, Int +8, and +4 enchant, sets willpower to 0.
- the hat of the bear spirit: now *Rage, doubles berserk HP bonus, and reduces slow duration
- the ring of the Mage: now grants Archmagi and Wizardry, losing Will++ and Int+3.
- Morg, robe of Augmentation: moved to an "early-game" unrand, where their power level is notable.
- amulet of Vitality: Regen++ and RegenMP++
- Zephyr: In a fine place, but we could make it a shortbow since we don't have any unrand shortbows.
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shroud of Golubria The spell was removed, freeing the name for some sweet unrand flavour.
- (ebering) A (robe/cloak/scarf) that does distortion effects on melee (hit/dodge) (can we find a way to flavour them as boots? like plane walking boots)
We don't have any specific ideas for these yet.
- captain's cutlass