ToME: the Tales of Maj'Eyal

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 Post subject: Re: Artifact & Ego ideas
PostPosted: Sun Dec 15, 2013 11:27 pm 
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Master Artificer

Joined: Fri Feb 03, 2012 3:53 am
Posts: 726
It may have changed with the infinite scaling changes, but prior to that it certainly went up to 100% (or nearly) if you went 5/5 and invested a category point.


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 Post subject: Re: Artifact & Ego ideas
PostPosted: Sun Dec 15, 2013 11:42 pm 
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Sher'Tul Godslayer

Joined: Tue Jun 18, 2013 10:46 pm
Posts: 2402
Location: Ambush!
The Revanchist wrote:
This may have been proposed earlier, and if so, I apologize, but what about an item that helps Solipsists?
Solipsists are already among the strongest classes in the game.

An item specifically for them, which is a buff... I dunno if it'd really add much to the game, you know?

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 Post subject: Re: Artifact & Ego ideas
PostPosted: Mon Dec 16, 2013 12:51 am 
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Master Artificer

Joined: Fri Feb 03, 2012 3:53 am
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To be fair, there are a lot of items designed for specific classes. I do like when they offer off-class benefits, but, say, the Temporal Augmentation Robe is clearly designed for Paradox Mages above all else, even if other classes might get some side benefits from it.


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 Post subject: Re: Artifact & Ego ideas
PostPosted: Mon Dec 16, 2013 1:49 am 
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Sher'Tul Godslayer

Joined: Tue Jun 18, 2013 10:46 pm
Posts: 2402
Location: Ambush!
Oh, were we talking about an artifact? IMHO that's less problematic than a general item.

(But I still don't really see Solipsists needing a boost to survival... ;) )

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 Post subject: Re: Artifact & Ego ideas
PostPosted: Mon Dec 16, 2013 2:59 am 
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Uruivellas

Joined: Sun Nov 03, 2013 12:14 am
Posts: 762
In that case, perhaps I can offer an artifact for another class? Perhaps it'll be better than an over-glorified resist-all?

The Amulet of Distraction
A pendant that, when wielded, can provide you with an ability to break (vs. Mindpower) enemy focus, in a radius around the tile. Costs ~7/10 power. Maybe. I've never really tried a rogue...

The amulet itself increases fatigue by ~5%, and increases your mental save noticably.

In addition, any creature on the tile is confused for 1 turn. Or more, you all would know if one turn is enough.

You may attempt to restealth immediately after using the amulet.

--------

Better? Worse?


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 Post subject: Re: Artifact & Ego ideas
PostPosted: Mon Dec 16, 2013 4:27 am 
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Master Artificer

Joined: Fri Feb 03, 2012 3:53 am
Posts: 726
Doctornull wrote:
Oh, were we talking about an artifact? IMHO that's less problematic than a general item.

(But I still don't really see Solipsists needing a boost to survival... ;) )


General? What like, an entire class of item ;)?

@Amulet of Distraction: What exactly would "breaking focus" entail? They stop targetting you?


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 Post subject: Re: Artifact & Ego ideas
PostPosted: Mon Dec 16, 2013 4:55 am 
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Uruivellas

Joined: Sun Nov 03, 2013 12:14 am
Posts: 762
PureQuestion wrote:
Doctornull wrote:
Oh, were we talking about an artifact? IMHO that's less problematic than a general item.

(But I still don't really see Solipsists needing a boost to survival... ;) )


General? What like, an entire class of item ;)?

@Amulet of Distraction: What exactly would "breaking focus" entail? They stop targetting you?


Exactly. And instead either have target set to "none", or the tile you specified. I don't know how the mechanics'd behave there.

Incidetally, using a mobile device and setting font size seems to have set the size for my name. Or not.


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 Post subject: Re: Artifact & Ego ideas
PostPosted: Tue Dec 17, 2013 10:12 am 
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Higher

Joined: Mon Aug 20, 2012 5:58 am
Posts: 69
Some unique Sher'tul artifacts and "of Sher'tul" ego.
Supposed to be extremely rare in the main campaign, but a little bit more common in ID.
Items with the ego should offer incredibly great passive bonus and/or grant the player some overwhelmingly powerful activate/sustained talents(lvl. 20 fire beam, for example). Since the artifacts use Sher'tul energy, player would not be able to recharge them. So the talents would only be able to be used for several times.


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 Post subject: Re: Artifact & Ego ideas
PostPosted: Tue Dec 17, 2013 1:14 pm 
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Uruivellas

Joined: Fri Apr 15, 2011 6:58 am
Posts: 725
Location: GMT+1
Treant-wood Clogs
  • leather or hardened boots, t1 or t2, weight 5
  • powered by nature
  • movement speed -20%
  • fatigue 10%
  • reduce stealth mastery
  • regen stamina per round
  • resist temporal, nature
  • boots temporal, nature
  • teleport immunity 100%, knockback immunity 50%
  • Desc: "These clogs are made from extremely heavy wood and carved with images of trees in leaf and bare, creeping vines and clinging ivy, and lots and lots of snails."
  • Activate for Clinging Moss talent

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 Post subject: Re: Artifact & Ego ideas
PostPosted: Fri Dec 20, 2013 7:46 pm 
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Wayist

Joined: Sun Jan 01, 2012 7:42 pm
Posts: 26
Someone's full-time job should be adding nearly all of these, or balancing them and then adding :> As DG said, MOAR!!


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 Post subject: Re: Artifact & Ego ideas
PostPosted: Fri Dec 20, 2013 8:17 pm 
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Uruivellas

Joined: Sun Nov 03, 2013 12:14 am
Posts: 762
That'd be interesting.

But do you know anyone with the experience to add to ToME's vanilla files without breaking it consistently, and the patience to sit down and sort through all these ideas?

...in all fairness, I don't.


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 Post subject: Re: Artifact & Ego ideas
PostPosted: Fri Dec 20, 2013 9:35 pm 
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Master Artificer

Joined: Fri Feb 03, 2012 3:53 am
Posts: 726
As the person who usually does it, it wouldn't really manage to be a full-time job.


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 Post subject: Re: Artifact & Ego ideas
PostPosted: Wed Jan 08, 2014 6:37 pm 
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Higher

Joined: Sat Jun 22, 2013 2:42 pm
Posts: 64
Is there a case for a pair of t5 matched weapons? Maybe a sword and dagger pitched at marauders (but useful to other melee classes), or even a pair of swords or axes (one of which with the special property of being usable as an off-hand weapon by non-reavers, but so bad without its twin as not to be worth it.)


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 Post subject: Re: Artifact & Ego ideas
PostPosted: Wed Jan 08, 2014 8:03 pm 
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Master Artificer

Joined: Fri Feb 03, 2012 3:53 am
Posts: 726
A pair of weapons akin to the time sword/dagger or sun/moon? Nothing such at the moment, no.

I might look into something like that.


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 Post subject: Re: Artifact & Ego ideas
PostPosted: Thu Jan 09, 2014 8:52 am 
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Uruivellas

Joined: Tue May 14, 2013 3:45 pm
Posts: 888
An interesting idea for an artifact of that sort might be a 1h weapon that grants the 'wield any 1h in offhand' property of corrupted strength.


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