ToME: the Tales of Maj'Eyal

Everything about ToME
It is currently Sun Sep 22, 2019 4:42 pm

All times are UTC




Post new topic Reply to topic  [ 542 posts ]  Go to page Previous  1 ... 5, 6, 7, 8, 9, 10, 11 ... 37  Next
Author Message
 Post subject: Re: Artifact & Ego ideas
PostPosted: Tue Oct 19, 2010 7:39 am 
Offline
Wyrmic

Joined: Sun Aug 29, 2010 5:23 pm
Posts: 264
Location: Hessen, Germany
Susramanian wrote:
Code:
Weapon                6, 2           2, 0


Here's a list of the egos that I considered greater. Spoilery.

Weapon: elemental, slime-covered


I just realized i wanted to fix this for a few days now :).


Top
 Profile  
 
 Post subject: Re: Artifact & Ego ideas
PostPosted: Tue Oct 19, 2010 11:44 am 
Offline
Loremaster

Joined: Thu Sep 23, 2010 10:18 pm
Posts: 3516
Location: London, England
Digger egos:

glowing - +1 light
underworld - +4 infravision
whistling - alerts nearby enemies, shorter digging time
gnomish - chance to find gems when digging underground (higher gems at higher danger levels)

_________________
http://www.gamesofgrey.com - My own T-Engine games!
Roguelike Radio - A podcast about roguelikes


Top
 Profile  
 
 Post subject: Re: Artifact & Ego ideas
PostPosted: Tue Oct 19, 2010 12:24 pm 
Offline
Wyrmic

Joined: Mon Aug 23, 2010 12:52 pm
Posts: 239
Location: Poggibonsi (Siena), Italy
Goldberry's Girdle of the Calm Waters

+5 Willpower
+30% Cold resist
+30% Nature resist
+30% Healing effects

_________________
Don't fear the eyes of the Dark Lord / Morgoth I cry
All hope is gone, but I swear revenge / Hear my oath
I will take part in your damned fate


Top
 Profile  
 
 Post subject: Re: Artifact & Ego ideas
PostPosted: Wed Oct 20, 2010 1:20 am 
Offline
Master of Eyal

Joined: Wed Jul 24, 2002 9:26 pm
Posts: 10243
Location: Angolwen
Grey wrote:
golden three-edged sword 'The Truth' (greatsword)
"The wise ones say that truth is a three-edged sword. And sometimes, the truth hurts."
Req 20 St, 20 Wi, 20 Cu to handle the truth
25 attack
25 damage
25 dark damage on hit
25 light damage on hit
1 in 3 chance to stun on hit
1 in 3 chance to confuse on hit
Maybe some further bonus for Anorithils?
Weight should be around 20 ('tis a heavy truth).


Ahahah! I HAVE to have it ;)
Maybe I can add a Vorlon's planet killer next ? ;)
"You fire the Vorlon Planet Killer. The Istari die. You die. The world die."

_________________
[tome] joylove: You can't just release an expansion like one would release a Kraken XD
--
[tome] phantomfrettchen: your ability not to tease anyone is simply stunning ;)


Top
 Profile  
 
 Post subject: Re: Artifact & Ego ideas
PostPosted: Wed Oct 20, 2010 2:29 am 
Offline
Archmage

Joined: Wed Aug 05, 2009 2:17 am
Posts: 369
Grey wrote:
gnomish - chance to find gems when digging underground (higher gems at higher danger levels)


"Noldorin" would be more in-theme.


Top
 Profile  
 
 Post subject: Re: Artifact & Ego ideas
PostPosted: Wed Oct 20, 2010 7:19 am 
Offline
Loremaster

Joined: Thu Sep 23, 2010 10:18 pm
Posts: 3516
Location: London, England
Quote:
"You fire the Vorlon Planet Killer. The Istari die. You die. The world die."


"Iluvatar sighs and starts again."

_________________
http://www.gamesofgrey.com - My own T-Engine games!
Roguelike Radio - A podcast about roguelikes


Last edited by Grey on Fri Oct 22, 2010 6:14 pm, edited 1 time in total.

Top
 Profile  
 
 Post subject: Re: Artifact & Ego ideas
PostPosted: Fri Oct 22, 2010 6:09 pm 
Offline
Spiderkin

Joined: Sat May 15, 2010 3:09 am
Posts: 454
I think the implementation of torment weapons in svn is broken.

They're classified as greater egos, yet they only produce effects 10% of the time, and those effects include things that most players would find undesirable (knockback and teleport). These could end up being the ' of earthquakes' ego for T4. I'd recommend removing the annoying effects and increasing the chance of applying the remaining effects. It might also be fun to have them apply, say, 1d3 effects at a time.

Also, with only two types of weapon greater ego, half of all blue melee weapon drops will be torment weapons. We'll be seeing far too many of them once random uniques become more commonplace. I'd say that each gear slot should have at least three possible greater egos. Preferably at least four-- two prefix and two suffix. The more we have, the more variation we get in purple (double greater ego) items.


Top
 Profile  
 
 Post subject: Re: Artifact & Ego ideas
PostPosted: Fri Oct 22, 2010 9:38 pm 
Offline
Sher'Tul

Joined: Sat Mar 01, 2003 4:01 pm
Posts: 1067
What about some artifact projectiles?
Although it would be a bit awkard, you fire them and then have to switch to another ammo type(and then have to pick them up).

There's the Black Arrow of Bard :D ...

_________________
ToME online profile: http://te4.org/users/zonk
Addons (most likely obsolete): Wights, Trolls, Starting prodigy, Alternate save/resistance system


Top
 Profile  
 
 Post subject: Re: Artifact & Ego ideas
PostPosted: Sat Oct 23, 2010 12:50 am 
Offline
Loremaster

Joined: Thu Sep 23, 2010 10:18 pm
Posts: 3516
Location: London, England
Susramanian wrote:
I think the implementation of torment weapons in svn is broken.

They're classified as greater egos, yet they only produce effects 10% of the time, and those effects include things that most players would find undesirable (knockback and teleport). These could end up being the ' of earthquakes' ego for T4. I'd recommend removing the annoying effects and increasing the chance of applying the remaining effects. It might also be fun to have them apply, say, 1d3 effects at a time.


Huh, only 10% of the time? That completely goes against what I was thinking when suggesting it (racking up lots of statuses against an enemy, thus tormenting it). Indeed, against most enemies you'd be lucky to get one status... 1d3 effects at a time would be cool, though I think the "negative" ones should still be included, because they add to the fun unpredictability of the weapon.

_________________
http://www.gamesofgrey.com - My own T-Engine games!
Roguelike Radio - A podcast about roguelikes


Top
 Profile  
 
 Post subject: Re: Artifact & Ego ideas
PostPosted: Tue Oct 26, 2010 11:07 pm 
Offline
Wyrmic

Joined: Mon Oct 30, 2006 1:47 am
Posts: 217
some general ideas for a few mace/greatmaul artifacts...

the black mace of the witch-king (appears as a black mace)
power 50, attack 15, apr 12, crit 10
25 blight damage
+5 str, -10 constitution and -.5 regen rate for non-undead races.
20% chance to sunder armor upon hit. (or maybe activate for sunder armor costing 20 power out of 20)
"wielded by the witch king of angmar at the battle of pelennor fields, this foul instrument crushes its foes as it crushes the spirit of its wielder."
(if something like artifact sets are implemented, perhaps the crown and the cloak of the witch king would be interesting additions..)

the root of fangorn (branch of fangorn? treebeard's root club? a bit lost on name ideas, its a greatmaul)
power 65, attack 8, apr 6, crit 15
+3 str, +3 willpower, +3 magic, +30% nature resistance, +10 physical resist, +1.0 regen rate
activates for stone skin, costing 80 power out of 100.
(maybe silly to have yet another tree-based greatmaul, but i think its in-theme)

the smithing hammer of telchar (appears as a blackened hammer)
+6 willpower
power 48, attack 20, apr 8, crit 10
35 fire damage, 50% fire resist
activates for temporary fire immunity.
(maybe has some kind of bonus modifier for alchemy skills, or for smithing class skills if such a class is to be implemented)


Top
 Profile  
 
 Post subject: Re: Artifact & Ego ideas
PostPosted: Fri Oct 29, 2010 2:51 pm 
Offline
Loremaster

Joined: Thu Sep 23, 2010 10:18 pm
Posts: 3516
Location: London, England
heavy metallic helmet 'Lodestone Helm'
"Said to increase fertility, preserve faithfulness in marriage, cure back-aches and mend bad breath. However the benefits of using a lodestone for cranial protection are somewhat open to debate..."
-4 defense
-8 ranged defense
+6 armour
+40% mental resistance
-20% lightning resistance
+4 Luck

_________________
http://www.gamesofgrey.com - My own T-Engine games!
Roguelike Radio - A podcast about roguelikes


Top
 Profile  
 
 Post subject: Re: Artifact & Ego ideas
PostPosted: Sat Oct 30, 2010 11:15 pm 
Offline
Spiderkin

Joined: Mon Jul 26, 2004 5:20 am
Posts: 480
Location: Blighty
Some greater egos for lanterns, etc.

Of Shadows - Reduced light radius, but the light is invisible to enemies.
Piercing - Allows you to see one square beyond walls.
Beggar's - Grants one level of the Cursed's pity ability.

Artefact Light: Soul Torch (flickering lantern)
"This grand lantern blazes with light unparalleled. Unfortunately, it uses its wielder's soul as fuel..."
This light would have a radius that puts all other light sources to shame, with two caveats: Its radius would be largely dependent on your HP, with high HP resulting in a high radius and vice-versa, plus it would also drain your life a little.

A single normal wand:
Wand of Conjuration - Fires a bolt of random elemental damage.

And a single artefact wand:
Wand of Purging (mottled wand)
"This unusual wand draws negative energy from its wielder's body, then projects it at foes with deadly force."
This wand, when charged, could be used to remove a negative effect from yourself, and launch said effect at an enemy. Poison would result in a poison bolt, diseases would produce blight bolts, slow would produce a congeal time spell, etc.

And finally, a robe for humans. Mage humans to be precise:
Vestments of the Conclave (tattered robe)
"An ancient set of robes that has survived from the Age of Allure. Primal magic forces inhabit it."
    +3 Magic (+5 For Humans)
    +5 Cunning (For Humans Only)
    +10% Arcane Damage (+15% For Humans)
    +3% Spell Crit (+5% For Humans)


Top
 Profile  
 
 Post subject: Re: Artifact & Ego ideas
PostPosted: Wed Nov 03, 2010 1:53 am 
Offline
Archmage

Joined: Wed Aug 05, 2009 2:17 am
Posts: 369
Holocaust Cloak ("Burning cloak").

Does CUN fire damage to anything striking you in melee.
Activates for full healing if your health is at 5% or below.
Chance for nearby enemies to be scared.


Top
 Profile  
 
 Post subject: Re: Artifact & Ego ideas
PostPosted: Wed Nov 03, 2010 1:47 pm 
Offline
Loremaster

Joined: Thu Sep 23, 2010 10:18 pm
Posts: 3516
Location: London, England
Holocaust cloak should also make one fire-resistant, if you're referencing what I think you're referencing.

_________________
http://www.gamesofgrey.com - My own T-Engine games!
Roguelike Radio - A podcast about roguelikes


Top
 Profile  
 
 Post subject: Re: Artifact & Ego ideas
PostPosted: Thu Nov 04, 2010 4:11 pm 
Offline
Perspiring Physicist

Joined: Tue Jul 13, 2010 2:53 pm
Posts: 1332
Grey wrote:
Holocaust cloak should also make one fire-resistant, if you're referencing what I think you're referencing.


So "holocaust cloak" DOES mean what you think it means. :wink:

_________________
Quote:
<DarkGod> lets say it's intended


Top
 Profile  
 
Display posts from previous:  Sort by  
Post new topic Reply to topic  [ 542 posts ]  Go to page Previous  1 ... 5, 6, 7, 8, 9, 10, 11 ... 37  Next

All times are UTC


Who is online

Users browsing this forum: No registered users and 1 guest


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum

Search for:
Jump to:  
Powered by phpBB® Forum Software © phpBB Group