Feel free to point out anything you think is totally screwed up or missing or needs work. The more this gets discussed in advance the more refined a system we end up with!
Creating a randart:
First determine the artifact's base type and material. Often add a level or two to the material, so you'll usually find steel randart weapons in the Trollshaws, for example.
Second, determine the number of points the randart gets. If the dungeon level is x, then it gets x + 1d10 points.
Third, determine if the randart has a theme. If so, pick a theme.
Fourth, choose 2 + 1d(x/5) powers (if themed, use the theme subset) and distribute half of the points evenly between them. For the remaining half, distribute them evenly between between 1d(x/5) of the already chosen powers. This can occasionally result in very lopsided point distributions. This is good.
Fifth, one in ten times choose 1d3 powers not already chosen and distribute y = 1d10 negative points among them. (A negative point means applying the opposite of the power; a negative point in the fire resistance power results in a -5% fire resistance modifier, for example.) Then distribute 2y points evenly among 1d(x/5) of the original, non-penalized powers. This results in mixed-blessing type artifacts, but with higher point totals than otherwise possible.
Sixth, check to see if any powers exceed any existing caps. (It might be a good idea to cap things like movement speed or physical resistance, for example). If any caps are exceeded, restart step four.
When picking powers to give a randart, obey these rules:
Weapon stats are weighted towards the stat checked to determine equippability. (Two-handers biased towards strength, etc.)
Robes are weighted towards magic and willpower
Hats are weighted towards willpower and cunning
Gloves weighted towards strength and dex
Diggers weighted towards strength and con
Heavily bias weapons towards physical power, attack, APR, and crit.
Heavily bias staves towards spellpower, spell crit, mana, and mana regen.
Code: Select all
Power Points Frequency
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1 Str/Dex/Con
Mag/Wil/Con/Lck 1 10
2 atk 1 6
2 armor 1 6
2 def 1 6
2 r. def 1 6
1 APR 1 4
10% Stun, kb,
blind, conf, fear
silence, disarm 1 10
5% elemental 1 6
4% nature, blight,
lit, drk 1 4
2% Mind, arcane, phys 1 3
5 save 1 4
2 spellpower 1 6
2 phys power 1 6
1% phys, spell crit 1 6
2% damage inc 1 6
.04 talent mastery 1 3
.04 mana per turn 1 4
.4 mana when hit 1 3
.1 life per turn 1 6
1 life when hit 1 3
.1 stamina per turn 1 4
1 stamina when hit 1 3
.1 equilibrium per turn 1 4
1 equilibrium when hit 1 3
10 life 1 10
10 mana 1 4
5 stamina 1 4
2 see invis 1 6
-2% fatigue 1 6
3 damage on hit 1 4
5% heal improve 1 3
2% crit magnitude 1 3
10 encumbrance 1 4
1 stealth 1 4
1% movement speed 2 2
1 light radius 2 4
Water breathing 5 2
Talent activation level*tier 3
Talent cooldown
reduction by X N 4
specific telep 10 2
General telep 40 1
N = (X/cooldown)*tier*3