Artifact & Ego ideas

All new ideas for the upcoming releases of ToME 4.x.x should be discussed here

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wobbly
Archmage
Posts: 400
Joined: Tue Jul 03, 2012 8:35 am

Re: Artifact & Ego ideas

#391 Post by wobbly »

a +5% or +10% nature damage bonus on serpent's glare for trappers & spider summons.

Omega Blue
Thalore
Posts: 190
Joined: Sun Oct 31, 2010 2:50 pm

Re: Artifact & Ego ideas

#392 Post by Omega Blue »

A belt of holding.

Take a base belt (e.g. a titan belt of carrying) and stitch some slots on it to carry charms (wands, totems, torques, etc.). Any charms in a slot is considered wielded/worn for the purpose of activation or gaining benefits.

Alternatively, have special slots for gems, so that all classes can use the benefits of gems.

omero
Higher
Posts: 60
Joined: Thu Feb 07, 2013 12:42 pm

Re: Artifact & Ego ideas

#393 Post by omero »

Et Requiescite

powered by: arcane forces
type: tool / misc
when wielded/worn:
light radius: +1
grants telepathy: udeads, demons, horrors

It can be used to call forward a single deep, gloomy, bell toll that will extend in a radius
affecting every undead, demons and horrors in the area,
dealing them arcane damage and incapacitate them for a few turns.

A rune-engraved somewhat heavy bell with a spherical handle, made by some weird metallic alloy.
It faintly glows with an aged-gold aura even in bright sunlight and emits a constant soft hum

Frumple
Sher'Tul Godslayer
Posts: 1517
Joined: Sat May 15, 2010 9:17 pm

Re: Artifact & Ego ideas

#394 Post by Frumple »

Rungof's Fang -- 100% drop for Rungof, obviously
Type: Held item
When in inventory:
Apr +5
Telepathy: Canines

Activate to summon a warg pack. Each activation strengthens the summon (starts at 3, ends at 9), but weakens the fang. On the eighth activation, the fang breaks (can no longer be activated, though the passive effect stays), but summons a melee warrior classed (bulwark/zerker/brawler at random) Warg Titan as a temporary ally.

Umbrall
Thalore
Posts: 153
Joined: Sat Feb 23, 2013 7:53 pm

Re: Artifact & Ego ideas

#395 Post by Umbrall »

Scarred Heart
When in inventory:
-100 Health
-30% Healing Effectiveness
+4 Life rating
+1 Vim rating

Needs to be barred from spawning for people with less than 150 health.

Should probably spawn around level 15-20

jotwebe
Uruivellas
Posts: 725
Joined: Fri Apr 15, 2011 6:58 am
Location: GMT+1

Re: Artifact & Ego ideas

#396 Post by jotwebe »

low-mid tier lamp:

Graveglimmer Vial

This vial shines with an uncanny bluish light. Shadows twist and sway strangely at the edge of its cold glow. When examined closely, it appears as if ghostly faces press themselves on the inside of the glass, and subliminal whispers seem to emanate from the object. The black iron stopper is inscibed with fell runes. It is icy to the touch.

arcane powered

+3 light radius
+3 infravision radius

+20% dark&cold damage
+10% dark&cold penetration

can be invoked for chill of the grave
Ghoul never existed, this never happened!

Razakai
Uruivellas
Posts: 889
Joined: Tue May 14, 2013 3:45 pm

Re: Artifact & Ego ideas

#397 Post by Razakai »

I think a useful way to approach artifacts would be to see what areas are currently lacking. I went through and put together a quick spreadsheet, ordered by tier and type (attached). We can see a couple of gaps, in particular the big one for dagger rogues between the moon/star set and tier 5 daggers, so I whipped up this:

Code: Select all

newEntity{ base = "BASE_KNIFE", define_as = "MERCY",
	power_source = {nature=true},
	unique = true,
	name = "Mercy", image = "object/artifact/dagger_silent_blade.png",
	unided_name = "wickedly sharp dagger",
	desc = [[This dagger was used by a nameless healer during the Age of Dusk. The plagues that ravaged his town were beyond the ability of mortal man to treat, so he took to using his dagger to as an act of mercy when faced with hopeless patients. Despite his good intentions, the deaths caused by it have imbued it with dark power, letting it kill in a single stroke against those already weakened.]],
	level_range = {30, 40},
	rarity = 250,
	require = { stat = { dex=42 }, },
	cost = 650,
	material_level = 4,
	combat = {
		dam = 36,
		apr = 9,
		physcrit = 20,
		dammod = {str=0.45, dex=0.55},
		special_on_hit = {desc="deals physical damage equal to 20% of foe's health", fct=function(combat, who, target)
			local tg = {type="ball", range=0, radius=0, selffire=false}
			who:project(tg, target.x, target.y, engine.DamageType.MERCY, 1)
		end},
	},
	wielder = {
		inc_stats = {[Stats.STAT_STR] = 6, [Stats.STAT_DEX] = 6,},
		combat_critical_power = 25,
	},
}
This would require a new damage type, so I used a modified version of the temporal echo:

Code: Select all

newDamageType{
	name = "mercy", type = "MERCY",
	projector = function(src, x, y, type, dam)
		local target = game.level.map(x, y, Map.ACTOR)
		if target then
			dam = (target.max_life - target.life) * 0.2
			DamageType:get(DamageType.PHYSICAL).projector(src, x, y, DamageType.PHYSICAL, dam)
		end
	end,
}
This hasn't been tested yet, and could probably do with some number tweaks.
Attachments
artifacts.xlsx
Artifact list
(17.63 KiB) Downloaded 370 times

Umbrall
Thalore
Posts: 153
Joined: Sat Feb 23, 2013 7:53 pm

Re: Artifact & Ego ideas

#398 Post by Umbrall »

Razakai wrote:

Description doesn't say it's missing; 20% is overpowered (10 at most, maybe like 8)

And as far as gaps go I think we need more maces, more one-handed axes, and I think ranged stuff is missing some things.

Razakai
Uruivellas
Posts: 889
Joined: Tue May 14, 2013 3:45 pm

Re: Artifact & Ego ideas

#399 Post by Razakai »

IIRC the Age of Dusk was a long time ago in the setting, so most stuff that existed back then is likely to have vanished.
Seeing as it's a high damage/crit % dagger, the proc is likely to be a little less potent than it seems as rogues using it will kill most things in a single stealth crit anyway, with the proc being useful just for bosses that won't die in 1 hit. Although I agree that it could be toned down to 10%.
In particular I think we could do with a couple of T4 or lower bows, maybe another T4 dagger, some more maces and waraxes in general and more slings of all tiers. Although I realise now my spreadsheet is missing a few items, as it didn't include zone-specific items.
As for armor, there's a lack of light gloves, helms and boots. It'd be nice to see an arcane powered light, some more shots, and maybe a T5 wizard hat suitable for all casters.

PureQuestion
Master Artificer
Posts: 726
Joined: Fri Feb 03, 2012 3:53 am

Re: Artifact & Ego ideas

#400 Post by PureQuestion »

The Age of Dusk was long ago, but there's no reason things could not survive.

Razakai
Uruivellas
Posts: 889
Joined: Tue May 14, 2013 3:45 pm

Re: Artifact & Ego ideas

#401 Post by Razakai »

Yeah, that's what I was going off the lore for Corpsebow: 'A lost artifact of the Age of Dusk, the Corpsebow is filled with a lingering essence of that era's terrible plagues. Those struck by arrows fired from its rotten string find themselves afflicted by echoes of ancient sickness.'
So just a normal dagger that ended up gaining some unpleasant powers from its use that would've presumably be lost after the owner's death.

pheonix89
Halfling
Posts: 118
Joined: Mon Mar 05, 2012 10:35 pm

Re: Artifact & Ego ideas

#402 Post by pheonix89 »

Greater Egos for infusions. Not sure quite how feasible this is. I was kinda inspired by the various artifact inscriptions for this. Took one look at how cool and quirky they are and decided we needed more of that. I've got two kinds of idea's - enhanced versions of the stat scaling ones, and themed ones. There will be a bit of overlap. And yes, some combo's are better than others. Not sure if the temporary boosts should have an independant duration when on inscriptions with a sustained effect. Would be cool, but the effect would have to scale against duration and would make wildgift/fungus's perma-regen setup even more OP.

of the Champion- scales with strength like warriors, and gives a temporary ++melee damage boost.

of the swashbuckler- scales with dex, and gives a temporary +physical crit and +defense boost.

of the guardian- scales with con, and gives temp +healing mod and +phys save.

of the archmage - scales with int, and gives ++spellpower.

(no idea for name, greater wil version) - scales with wil, +mindpower and +mind save.

of the infiltrator - scales with cun, +crit chance and damage.

of angolwen - adds arcane power source, is now also a spell, scales off magic. Defense/support/healing inscriptions and runes give mana regen and +spellsave. Doesn't show on insidious poison. Offense runes add arcane damage. Doesn't show on taints.

of the ziguranth - inscriptions only. Adds antimagic power source, should probably do VERY BAD things if you try to use it while being an arcane caster, definitely should stick you with antimagic disruption for trying. Runs off willpower, if you have antimagic above cat level 1, it uses that rating for the cat level. Possibly boosted by having antimagic items equipped, definitely boosted by having antimagic and any item that gets stronger for antimagic users equipped. On use, slightly lowers equilibrium and gives a global +save.

Simpler generic infusion

Infusion of Magebane Poison - Just a insidious poison infusion with a manaburn rider, not an arti. Antimagic powersource, treated like an ego item for rarity if it doesn't have an ego, greater if it does. Inflicts magic disruption on any mage trying to use it.

And a couple more artifact infusion ideas. These are far easier to implement. Angolwen runes inspired by the primary abilities of those characters and by the idea of returning their missing personal arti's.

Tarelion's Rune of Aegis: Acquired by giving him his staff back if you find it - really high-powered shield rune, scales with mag, treats spell/aegis as its talent level if you have it at above 1.0, adds 15 physical resist, 5 physical resist cap, and 2 all resist while active. Its basically the mother of all shield runes. Yes, tarelion has one in him also.

Linaniil's Rune of Restoration: Acquired by giving Neira's Memory to Linaniil. Fairly high-power healing rune (not inscription, rune). Scales with magic and cures diseases when used. Yes, she has one. Treats spell/aegis as its talent level if you have it at above 1.0.

Linaniil's Rune of Plasma Lance: Acquired by clearing the mark of the spellblaze and killing all the important NPC's in Zigur, without having gotten help from the grand corruptor, as a proper mage (archmage, any approriate mod class, paradox mage, anorithil. No hybrids or warriors for this one.) Think a combined heat beam and lightning rune. Scales with magic, does fire and lightning daze damage with a weak fireburn aftereffect. Treats lowest of Magic/Fire and Magic/Lightning as talent level, as long as that keeps it above 1.0. Unlocking Magic/Storm and Magic/Wildfire each adds .1 talent level.

Angolwen Rune of the Arcane Champion. Speak to Linaniil after making all preparations for the high peak. Must have completed the combat requirements for the Plasma Lance rune. Just having it equipped gives a tiny mana regen, resting or not. Activated, its a mana surge rune that converts extra mana to hp, then refilling any shield you have up. Boosted by magic, scales with Spell/Aegis. If you don't have a mana bar, you have one now, but no way to use it, so the rune skips the refill mana step, but is at grossly reduced effectiveness, because you have next to no mana regen to power the sustained effect. VERY LONG COOLDOWN. Cannot be reset or lowered by any means but time.

Inscription of Manaclash. Exactly what it says, its the antimagic ability as an inscription. Antimagic power source, treats antimagic as talent level. Does bad things to mages that try to use it. Possible random drop? Scales with wil

Inscription of Purification. Kill the Grand corruptor as antimagic, then tell Mysiil for this. Basically a wild infusion that covers magical and physical effects, as well as removing a disease and a hex without counting as effects removed. Scales with will.

Inscription of the Magehunter. Kill the grand corruptor as antimagic, then talk to mysiil when fully prepared for the high peak. Scales with will and uses antimagic for talent level. Passively, adds a small bit of manaburn on hit. Activated, it greatly boosts manaburn damage and adds more, causes manaburn damage dealt to lower your equilibrium, gives manaburn damage a lot of resist piercing. VERY LONG COOLDOWN, cannot be reset or lowered by any means but time.

Both of the VERY LONG COOLDOWN abilities are meant as trump cards for the final boss fight. Might be worth scripting them to automatically recharge when you first enter the final battle and have such a crazy recharge that trying to rest to have them ready for every battle will have you jumped by wandering bogies.

jotwebe
Uruivellas
Posts: 725
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Location: GMT+1

Re: Artifact & Ego ideas

#403 Post by jotwebe »

A set of three arcane mindstars, most useful for chronomancers and doomed. Wielding any two should gives access to talents, wielding all three (AFAIK only mindslayers can do that) should give a mindslayer specific bonus.

Fear
This smoky, dark grey crystal is clouded and opaque. There is an oppressive, ominous aura about it, as if a horrifying event were imminent.
tier 2, the fury of the future
* .10 mastery in Chronomancy/Chronomancy
* .10 mastery in Cursed/Darkness
* +10% temporal damage, +10% darkness damage
* +2 mag, +3 cun
* +9 mind save
* +0.5 hate on mind crit

Pain
Clear as cold water, this sharp-edged crystal flashes blindingly even in dim light. It gives the impression that if it somehow were to break, it violently explode into razor-sharp shards.
tier 3, the power of the present
* .10 mastery in Chronomancy/Speed Control
* .10 mastery in Cursed/Force of Will
* +15% physical damage
* +2 wil, +3 cun
* +9 physical save
* +1 hate on mind crit

Sorrow
A reddish crystal with scratched and gouged facets. Touching it brings to mind memories of past regrets.
tier 4, the perils of the past
* .10 mastery in Chronomancy/Timetravel
* .10 mastery in Cursed/Punishments
* +20% temporal damage, +20% mind damage
* +4 mag, +4 wil
* +9 magical save
* +1.5 hate on mind crit

Combinations:

* all increase masteries to .20

Fear + Pain
* +10 mind&spellpower
* +10% darkness & physical resistance penetration
* use Fear for talent: Cursed/Fears - Instill Fear (level 3)

Fear + Sorrow
* +15 mind&spellpower
* +15% temporal, darkness & mind resistance penetration
* use Sorrow for talent: Cursed/Punishments - Dark Whispers (level 3)

Pain + Sorrow
* +20 mind&spellpower
* +20% physical, temporal & mind resistance penetration
* use Pain for talent: Cursed/Force of Will - Blast (level 3)

All three
* all masteries .20 (shouldn't matter for mindslayers, but Adventurers maybe)
* +25 mind&spellpower
* +25% physical, darkness, mind & temporal resistance penetration
* once per turn, on spell or mind critical there is a 10% chance for one of:
* Cursed/Punishments - Reproach (level 3)
* Chronomancy/Age Manipulation - Turn Back the Clock (level 3)
Ghoul never existed, this never happened!

Mewtarthio
Uruivellas
Posts: 717
Joined: Mon Jul 16, 2012 6:03 pm

Re: Artifact & Ego ideas

#404 Post by Mewtarthio »

I like the idea, but I don't think it's possible to have a three-item set. You could do the two-out-of-three option, but it would probably have to be done like the drake mindstars, where you use one mindstar on the other to create the set bonuses.

Also, the names remind me of MGS 3. Fix that. :wink:

Final Master
Sher'Tul
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Re: Artifact & Ego ideas

#405 Post by Final Master »

Mewtarthio wrote:I like the idea, but I don't think it's possible to have a three-item set. You could do the two-out-of-three option, but it would probably have to be done like the drake mindstars, where you use one mindstar on the other to create the set bonuses.

Also, the names remind me of MGS 3. Fix that. :wink:
Mewtarthio, you can, if you read his post
wielding all three (AFAIK only mindslayers can do that)
Also, we need more armor items like helmets, belts, boots and cloaks than more weapons to be honest. I do like people coming up with more sets though. ;)
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