ToME: the Tales of Maj'Eyal

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 Post subject: Re: Artifact & Ego ideas
PostPosted: Fri Mar 28, 2014 6:22 pm 
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Uruivellas

Joined: Fri Apr 15, 2011 6:58 am
Posts: 725
Location: GMT+1
Some improvements for existing artifacts:

Hand of the World-Shaper: +.10 or +.20 mastery in Chronomancy/Gravity or Chronomancy/Matter would be thematic and would make PM's feel less left out. (There's already a staff that grants Gravity mastery, but IIRC it's only t3)

Crown/Bindings of Eternal Night: could be made attractive for non-AM Doomed with mind-based bonuses paralleling the magic ones (without making them more powerful for anyone but Stone Wardens, who're probably not going to wear them anyway)

Sludgegrip: How about adding some Cunning/Poison mastery here, and presto, gloves for Archers Rogues.

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 Post subject: Re: Artifact & Ego ideas
PostPosted: Sun Mar 30, 2014 12:21 pm 
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Wayist

Joined: Mon Dec 23, 2013 8:16 am
Posts: 17
Snakewill
Dagger
Powered by nature
tier 5
39.0-53.0 base damage
Physical damage
scales off of 50% Cun 40% Dex
10 APR
12% Phys crit chance
Talent on crit (level 3) Venomous Strike 10% chance
Damage on hit +15 deadly poison (Or however you would phrase having the weapon count as permanently having Deadly Poison applied to it, at 15 DPT)
100% Poison immunity
Reduces target's poison immunity by 6% for 5 turns on each hit (stacking)
This curved silver blade has an living snake's head appended to its hilt. The snake flickers its tongue excitedly


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 Post subject: Re: Artifact & Ego ideas
PostPosted: Thu Apr 03, 2014 2:03 pm 
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Uruivellas

Joined: Tue May 14, 2013 3:45 pm
Posts: 851
One thing we seem to be lacking is good endgame artifact belts. We effectively have Neira's Memory for mana casters, Emblem of Evasion for dex chars/general utility and Girdle of Preservation for defence. So a couple of offensive T4/5 belts would be welcome. Maybe someone else can take a shot at a melee belt? Here's a caster belt, not sure about the stats/aura effects though so feedback on those would be good.

Code:
newEntity{ base = "BASE_LEATHER_BELT",
   power_source = {arcane=true},
   unique = true,
   name = "Crystalline Links", image = "object/artifact/crystalline_links.png",
   unided_name = "chain of crystals",
   desc = [[This belt is formed of tiny crystals that have somehow been linked together with impossible precision. As you watch them reflect a rainbow of of colours, a slight humming can be heard.]],
   level_range = {40, 50},
   rarity = 350,
   cost = 750,
   material_level = 5,
   wielder = {
      lite = 1,
      inc_stats = { [Stats.STAT_MAG] = 5, [Stats.STAT_CUN] = 5, },
      combat_spellpower = 15,
      combat_spellresist = 20,
   },
   special_desc = function(self) return "On casting a spell, gain an aura for 5 turns granting 10% increased damage and affinity to that element, and a unique bonus." end,
--whatever code to trigger the elemental effects, which are listed below
   Arcane - Cooldown reduction
   Fire -  Global speed
   Cold - Damage shield
   Lightning - +all stats
   Acid - Heal over time
   Light - Debuff removal
   Darkness -  Evasion
   Temporal - Increased Paradox and reduced Paradox Failure
   Blight - Critical damage
   Physical - Resist all
}


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 Post subject: Re: Artifact & Ego ideas
PostPosted: Mon Jun 02, 2014 6:13 pm 
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Higher

Joined: Sun May 04, 2014 1:00 am
Posts: 66
IvenGray wrote:
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.

I think this guy has figured out a use for all that Fortress Energy you have lying around if you don't farportal.
Energy could be used to recharge the actives on such items. As energy costs are basically completely arbitrary, they could be set to any number for balance purposes.


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 Post subject: Re: Artifact & Ego ideas
PostPosted: Tue Jun 03, 2014 4:42 am 
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Higher

Joined: Sun Jun 01, 2014 4:30 am
Posts: 52
A torque/totem/wand ego that lets you imbue them with a gem(the imbue item talent not required), but instead of the bonus being passive, you get it as a temporary buff whenever you use the charm.


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 Post subject: Re: Artifact & Ego ideas
PostPosted: Wed Jun 18, 2014 11:17 am 
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Perspiring Physicist

Joined: Sun Sep 09, 2012 7:43 am
Posts: 5952
A Dual staff ego, that let's you set a second element on your staff.

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 Post subject: Re: Artifact & Ego ideas
PostPosted: Wed Aug 06, 2014 10:25 pm 
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Thalore

Joined: Fri Jun 13, 2014 6:28 pm
Posts: 164
Ricochet
Ammo Pouch
An old pouch of ammo, once belonging to Polmogga the One-Eyed, a Nargol Empire skirmisher with a habit of coming out on top despite overwhelming numbers. She never talked about how she lost her eye, and had a special helmet made to protect her remaining one.
50% chance for a shot to bounce off in a random direction, doing 50% damage on hit. Can bounce up to 3 times, losing 50% damage with each bounce. CAN bounce back into you!

Sack of Vials
Ammo Pouch
An alchemist's prototype design to save him some effort, later rejected because the pre-prepared flasks were too unstable.
Buffs to fire / cold / acid / lightning damage. Chance on hit: modified version of Throw Bomb, inheriting most of caster's talent benefits but with blast radius capped at 1. Chance to detonate a (harmful-to-you) explosion if you take a critical hit.

Garrote
Sling
A sling with a strong metal wire running through it, once used by Nargol assassins.
Increased Stealth mastery, and grants talent: Choke. Grapples the target, causing them to be silenced and lose air rapidly. Can only be used on an unaware or dazed target; does not break stealth, aside from your victim knowing exactly where you are. You can move with a choked target, dragging them with you, but this increases the chance of them breaking free.

Nature's Trophy
Staff
A staff dripping with slime, used as a ceremonial decoration in Zigur homes to celebrate the triumph of nature over magic.
Powered by anti-magic forces. Gives buffs to nature and acid damage.

Blastfist
Gloves (metal)
A heavy steel gauntlet with several destructive runes etched into the knuckles. Very effective, but very unsafe.
Powered by arcane forces. Chance on hit of causing an explosion with radius 2; this will damage and knockback enemies, and has a small chance of knocking you back or injuring your wrists (penalties to accuracy and physical power for a few turns). Only procs if used in unarmed combat.

Adhesive Gloves
Gloves (leather)
These pale gloves are dripping with slime, and don't seem to want to let go of anything they grab onto. You have to be careful to keep your equipment from sticking to it.
Anti-magic, provides disarm resistance, decreases chance of enemies breaking Grapple. Swapping weapons will take two extra turns, and being pinned will last one extra turn.

Instinctual Infusion
Infusion
Grants you the indomitable instincts - and poor tactical acumen - of a raging beast.
Clears a stun, confusion, or daze effect (possibly multiple?). For 3 turns, your actions are controlled by AI.


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 Post subject: Re: Artifact & Ego ideas
PostPosted: Tue Aug 19, 2014 5:18 pm 
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Thalore

Joined: Thu Dec 30, 2010 9:52 am
Posts: 156
Following this post: http://forums.te4.org/viewtopic.php?f=39&t=42174

Boss specific randarts that can happen only in Sandworm Lair - generated as randart chainmail, helm or cloak, with procedurally added specific ability:

Sandworm Hide - heavy armor that grants Speed Sap
Sandworm Skull - helmet granting the Sand Breath
Sandworm Cloak - cloak granting Burrow.


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 Post subject: Re: Artifact & Ego ideas
PostPosted: Sat Aug 23, 2014 10:33 am 
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Perspiring Physicist

Joined: Sun Sep 09, 2012 7:43 am
Posts: 5952
HousePet wrote:
A Dual staff ego, that let's you set a second element on your staff.

Never mind, I coded it myself. :P

_________________
My feedback meter decays into coding. Give me feedback and I make mods.


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 Post subject: Re: Artifact & Ego ideas
PostPosted: Mon Sep 22, 2014 10:06 pm 
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Uruivellas

Joined: Sat Aug 24, 2013 5:55 am
Posts: 731
After a brief discussion, I've settled on this to help improve certain mage classes but also make an item that would have broad utility. This was my solution:

The illuminated Eye Amulet:

+15% arcane resistance cap

+25% Arcane resistance

+10% Arcane damage

+25 stealth/invisibility (I'm not sure if those are two different or just redundant things but I'd like it to apply to the phantasm skill so…)

+3 Infravision

-15% crit multiplier

-15% heal mod

Adds useable skill: Aegis +1 (no sure about my terminology but it's a no-resource skill… just gives the user access to the skill).

I added the two penalties because it might be a bit overpowered on practically everyone. Thus, a 15% penalty for a very, very strong amulet for most classes… well, it doesn't seem to high a price to pay but maybe one of you will have a better suggestion. After all, I thought a 15% global speed penalty might be satisfactory as well.

Worthwhile?


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 Post subject: Re: Artifact & Ego ideas
PostPosted: Sat Sep 27, 2014 6:59 pm 
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Uruivellas

Joined: Sat Aug 24, 2013 5:55 am
Posts: 731
I think the necro could stand to have some more gear. Things with a creepy vibe:

Necklace of bones

A tool item that's just a dried out head or limb of a monster of legend… something like that.

The items that I really want though is this:

Flailed skin cloak, a cloak made from the flailed skin of a famous mage by his assistant, who was secretly a necromancer.

It's effect is this:

+12 spell power
+0.50 mana regen per turn
+100 mana
-2 Consume Soul cool down

Unique effect: If Blurred Mortality is active (or a heroism infusion, ring, etc., anything that allows you to not die when below zero life) and you're below 0 life then 100% of damage taken is absorbed by your mana pool until you're out of mana, at a ratio of 1 damage = .5 mana.

Active ability: None.

Cloak of the Spectre, body armor:

Only useable by the undead or those who are treated as undead. Player becomes incorporeal.

+ 0 defense
+ 0 Armor
-25% fire, light, and nature resistance
- 10% global speed
+15% cold and darkness damage
+50% physical resistance, +10% physical resistance cap
+15 spellpower
+10% spell crit
+ 0.25 crit multiplier
+25 mind and physical save.

Active ability: Can move through solid objects like walls without penalty for one turn… then, normal damage/suffocation applies. Essentially, it's only useful to cut a corner or skip a door.


Last edited by Delmuir on Sat Sep 27, 2014 9:25 pm, edited 2 times in total.

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 Post subject: Re: Artifact & Ego ideas
PostPosted: Sat Sep 27, 2014 7:42 pm 
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Uruivellas

Joined: Sat Aug 24, 2013 5:55 am
Posts: 731
I think this game is missing some interesting belts. Here are some of my suggestions:

The Cilice: a device for self-flagellation.

+10% all damage types
Reduces duration of all mind effects by 1 turn.
Significantly less resistant to bleeding.
-10% physical resistance cap.
- 5 hp per turn, scales to willpower to reduce down to 0 per turn at 125 willpower.

Active ability: Sacrifices 25% of max hp (cannot kill you) in order to improve movement by 250%, increase damage by 25%, and immunity to mind effects for four turns.

Belt of Bone: I really like this item and think it would be really valuable for virtually any character, especially in Dreadfell and other undead-heavy areas and one of the prides.

+0.20 spell/necrotic minions
Telepathy: Undead
Heal Mod +100% if, and only if, you're currently inside of the necrotic aura of a necromancer… yours or an enemies.

Active ability: create aura that raises all stats, saves, and resistances +2 for every undead within 10 radius (hence telepathy) of the user for 5 turns. As undead friendlies or enemies come and go into the aura, the stat bonus changes… so, it's not just on casting.


Last edited by Delmuir on Mon Oct 20, 2014 7:11 am, edited 1 time in total.

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 Post subject: Re: Artifact & Ego ideas
PostPosted: Sat Sep 27, 2014 8:20 pm 
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Uruivellas

Joined: Sat Aug 24, 2013 5:55 am
Posts: 731
This is just the make the cold-mage viable in nightmare and beyond.

Frozen carapace body armor:

When worn not in Shivgoroth form:
+8 armor
+100 hp
+10 dexterity
+ 0.30 crit multiplier
+ 0.20 heal mod

Additional benefits when worn in Shivgoroth form:

+15% armor hardness
+ 0.20 spell/water
+15% cold damage
+10% spell crit
+15% movement speed

Rain Wand:

+5% spell crit
+10% cold resistance penetration
+1 radius on Glacial Vapors.

Active ability: Rain Storm: causes a rainstorm to strike for one turn over 50% of the tiles within the vision of the player. Causes wet effect on anything hit.


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 Post subject: Re: Artifact & Ego ideas
PostPosted: Sat Sep 27, 2014 9:46 pm 
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Uruivellas

Joined: Fri May 24, 2013 4:27 pm
Posts: 717
An item wouldn't make a build viable.


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 Post subject: Re: Artifact & Ego ideas
PostPosted: Sat Sep 27, 2014 9:56 pm 
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Uruivellas

Joined: Sat Aug 24, 2013 5:55 am
Posts: 731
0player wrote:
An item wouldn't make a build viable.


That item or no item?

Either way, fair enough although I think that's a dubious claim.

It's just boring as hell playing anything past normal because there are so few builds that are viable.

That being said, have you any helpful input or were you just coming to nay-say? I mean, I'd like some help input.


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