Artifact & Ego ideas

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

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Re: Artifact & Ego ideas

#166 Post by Final Master »

First, a quick errata to Star/Moon pairing DG - There was some code that got switched around and a couple lines I forgot to put up. You can just completely replace the current code you have with this:

Code: Select all

-- The Twin blades Moon and Star
local activate_pair = function(moon, star, who)
	local DamageType = require "engine.DamageType"
	moon.paired = {}
	star.paired = {}

	-- The Moon knife's bonuses
	moon.paired._special1 = {who, "lite", who:addTemporaryValue("lite", 1)}
	moon.paired._special2 = {moon, "combat", moon:addTemporaryValue("combat", {melee_project={[DamageType.RANDOM_CONFUSION]=3}})}
	moon.paired._special3 = {who, {"inc_damage", DamageType.DARKNESS}, who:addTemporaryValue({"inc_damage", DamageType.DARKNESS}, 10)}
	-- The Star knife's bonuses
	star.paired._special1 = {who, "lite", who:addTemporaryValue("lite", 1)}
	star.paired._special2 = {star, "combat", star:addTemporaryValue("combat", {melee_project={[DamageType.RANDOM_BLINDPHYSICAL]=3}})}
	star.paired._special3 = {who, "inc_damage", who:addTemporaryValue("inc_damage", {[DamageType.LIGHT]=10}) }
	game.log("The two blades glow brightly as they are brought close together.")
end

local deactivate_pair = function(moon, star, who)
	-- Remove the paired bonusese
	for k, id in pairs(moon.paired) do
		id[1]:removeTemporaryValue(id[2], id[3])
	end
	for k, id in pairs(star.paired) do
		id[1]:removeTemporaryValue(id[2], id[3])
	end
	moon.paired = nil
	star.paired = nil
	game.log("The light from the two blades fades as they are separated.")
end

newEntity{ base = "BASE_KNIFE", define_as = "ART_PAIR_MOON",
	unique = true,
	name = "Moon",
	unided_name = "crescent blade",
	desc = [[A viciously curved blade that a folk story says is made from a material that originates from the moon.  Devouring the light abound, it fades.]],
	level_range = {20, 30},
	rarity = 200,
	require = { stat = { dex=24, cun=24 }, },
	cost = 300,
	material_level = 3,
	combat = {
		dam = 30,
		apr = 30,
		physcrit = 10,
		dammod = {dex=0.45,cun=0.45},
		melee_project={[DamageType.DARKNESS] = 20},
	},
	wielder = {
		lite = -1,
		inc_damage={
			[DamageType.DARKNESS] = 10,
		},
	},
	activate_pair = activate_pair,
	deactivate_pair = deactivate_pair,
	on_wear = function(self, who)
		-- Look for the Moon knife
		local o, item, inven_id = who:findInAllInventoriesBy("define_as", "ART_PAIR_STAR")
		if o and who:getInven(inven_id).worn then
			self.activate_pair(o, self, who)
		end
	end,
	on_takeoff = function(self, who)
		if self.paired then
			local o, item, inven_id = who:findInAllInventoriesBy("define_as", "ART_PAIR_STAR")
			if o and who:getInven(inven_id).worn then
				self.deactivate_pair(o, self, who)
			end
		end
	end,
}

newEntity{ base = "BASE_KNIFE", define_as = "ART_PAIR_STAR",
	unique = true,
	name = "Star",
	unided_name = "jagged blade",
	desc = [[Legend tells of a blade, shining bright as a star. Forged from a material fallen from the skies, it glows.]],
	level_range = {20, 30},
	rarity = 200,
	require = { stat = { dex=24, cun=24 }, },
	cost = 300,
	material_level = 3,
	combat = {
		dam = 25,
		apr = 20,
		physcrit = 20,
		dammod = {dex=0.45,cun=0.45},
		melee_project={[DamageType.LIGHT] = 20},
	},
	wielder = {
		lite = 1,
		inc_damage={
			[DamageType.LIGHT] = 10,
		},
	},
	activate_pair = activate_pair,
	deactivate_pair = deactivate_pair,
	on_wear = function(self, who)
		-- Look for the Moon knife
		local o, item, inven_id = who:findInAllInventoriesBy("define_as", "ART_PAIR_MOON")
		if o and who:getInven(inven_id).worn then
			self.activate_pair(o, self, who)
		end
	end,
	on_takeoff = function(self, who)
		if self.paired then
			local o, item, inven_id = who:findInAllInventoriesBy("define_as", "ART_PAIR_MOON")
			if o and who:getInven(inven_id).worn then
				self.deactivate_pair(o, self, who)
			end
		end
	end,
}

Sorry for messing up, and thanks again for including them!

Sirrocco wrote:I'd suggest that if you do include armor sets, you also include a bit of code to make them encourage themselves - ie, once you have one or two of a given set, getting the rest of that set becomes more likely (perhaps at the cost of items from other sets). That way, at the end of the game, you have two or three full or nearly full sets, rather than one or two items out of every set there is. You'd also be able to sell the items from sets you don't want in order to encourage the ones you do.
I'm unsure how to do that, but I do have an 'armor set' designed already, in fact the first piece of it is posted here. It will be a Massive Helmet, Massive Armor, Massive Boots and Massive Gloves [obviously this is for those that are heavy on str and defense minded] -

Thanks again DG

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marvalis
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Re: Artifact & Ego ideas

#167 Post by marvalis »

I noticed there are slightly less wil+ items in the game than others

possibly a wil/cun blue ring would be nice, like the current thief version that has dex/cun and -2 light (blue quality ego, voratun ring of the summoner 7-9 wil and cun)

Code: Select all

newEntity{
	power_source = {technique=true},
	name = "summoner's", prefix=true, instant_resolve=true,
	level_range = {15, 50},
	greater_ego = true,
	rarity = 12,
	cost = 20,
	wielder = {
		inc_stats = {
			[Stats.STAT_WIL] = resolvers.mbonus_material(6, 4, function(e, v) return v * 3 end),
			[Stats.STAT_CUN] = resolvers.mbonus_material(6, 4, function(e, v) return v * 3 end),
	},
	},
}
Adding 5% melee damage increase would make the ring even more desirable for summoners.

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Re: Artifact & Ego ideas

#168 Post by marvalis »

artifact mace:
newEntity{ base = "BASE_MACE",
power_source = {technique=true, arcane=true},
unique = true,
name = "Voratun Mace of the desert queen", color = colors.SANDY_BROWN,
unided_name = "Sand-covered voratun mace",
desc = [[The legendary mace of the sand stalker queen. It was buried under the sand for ages and still contains some of its previous user's magical energies.]],
level_range = {38, 50},
rarity = 250,
require = { stat = { str=48 }, },
cost = 650,
material_level = 5,
combat = {
dam = 60,
apr = 7,
physcrit = 4,
dammod = {str=1},
melee_project={[DamageType.RANDOM_CONFUSION] = 15},
melee_project={[DamageType.RANDOM_BLIND] = 15},
},
wielder = {
inc_damage={[DamageType.PHYSICAL] = 15, },
inc_stats = { [Stats.STAT_STR] = 5, [Stats.STAT_WIL] = 5, },
},
}
does a tiny bit more damage than a crystal-focused voratun mace + (slightly) better bonuses
Last edited by marvalis on Tue Feb 15, 2011 12:44 am, edited 1 time in total.

edge2054
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Re: Artifact & Ego ideas

#169 Post by edge2054 »

70 damage is really high for a one hander and aside from Crystal weapons the best damage one hander artifact in the game right now does 55 to give you some idea.

marvalis
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Re: Artifact & Ego ideas

#170 Post by marvalis »

I'm all for balance, but then the crystal focus is unbalanced
I also fixed a typo
Here is the edited artifact.

Code: Select all

newEntity{ base = "BASE_MACE",
power_source = {technique=true, arcane=true},
unique = true,
name = "Voratun Mace of the desert queen", color = colors.SANDY_BROWN,
unided_name = "Sand-covered voratun mace",
desc = [[The legendary mace of the sand stalker queen. It was buried under the sand for ages and still contains some of its previous user's magical energies.]],
level_range = {38, 50},
rarity = 250,
require = { stat = { str=48 }, },
cost = 650,
material_level = 5,
combat = {
dam = 55,
apr = 7,
physcrit = 4,
dammod = {str=1},
melee_project={[DamageType.RANDOM_CONFUSION] = 15},
melee_project={[DamageType.RANDOM_BLIND] = 15},
},
wielder = {
inc_damage={[DamageType.PHYSICAL] = 15, },
inc_stats = { [Stats.STAT_STR] = 5, [Stats.STAT_WIL] = 5, },
},
}

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Re: Artifact & Ego ideas

#171 Post by Grey »

Edge suggested on IRC that we need more lore-based artifacts, so here's some ideas. I'll put them into code where it's simple enough. More to come soon...

For the East:

Code: Select all

newEntity{ base = "BASE_SHIELD",
power_source = {arcane=true},
unique = true,
unided_name = "shimmering gold shield",
name = "Unsetting Sun",
desc = [[When Elmio Panason, captain of the Vanguard, first sought shelter for his shipwrecked crew he reflected the last rays of the sun off his shield.  Where the beam hit they rested and built the settlement that would become the Sunwall.  In the dark days that followed the shield became a symbol of hope for a better future.]],
color = colors.YELLOW,
rarity = 300,
level_range = {35, 45},
require = { stat = { str=40 }, },
cost = 400,
material_level = 5,
special_combat = {
   dam = 50,
   physcrit = 4.5,
   dammod = {str=1},
   damtype = DamageType.LIGHT,
},
wielder = {
   lite = 2,
   combat_armor = 6,
   combat_def = 18,
   combat_def_ranged = 10,
   fatigue = 14,
   combat_spellresist = 12,
   resists={[DamageType.DARKNESS] = 20},
},
}
East again, I presume "base_metal_boot" is correct.

Code: Select all

newEntity{ base = "BASE_METAL_BOOT",
	power_source = {arcane=true},
	unique = true,
	name = "Scorched Boots",
	unided_name = "pair of blackened boots",
	desc = [[The master blood mage Ru'Khan was the first orc to experiment with the power of the Sher'Tul farportals in the Age of Pyre.  However that first experiment was not particularly successful, and after the explosion of energy all that could be found of Ru'Khan was a pair of scorched boots.]],
	color = colors.DARK_GRAY,
	level_range = {30, 40},
	rarity = 250,
	cost = 200,
	material_level = 4,
	wielder = {
		combat_armor = 6,
		combat_def = 4,
		fatigue = 8,
		combat_spellpower = 13,
      inc_damage = { [DamageType.BLIGHT] = 20 },
	},
}
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Grey
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Re: Artifact & Ego ideas

#172 Post by Grey »

I suggest removing the orc ESP from Spellblade, since it's no longer Gandalf's sword, and since it's more appropriate on this sword:

Code: Select all

newEntity{ base = "BASE_GREATSWORD",
	power_source = {nature=true, technique=true},
	unique = true,
	name = "Genocide",
	unided_name = "pitch black blade",
	level_range = {25, 35},
	color=colors.GRAY,
	rarity = 300,
	desc = [[Farian was King Toknor's captain, and fought by his side in the great Battle of Last Hope.  However when he returned after the battle to find his hometown burnt in an orcish pyre a madness overtook him.  The desire for vengeance made him quit the army and strike out on his own, lightly armoured and carrying nought but his sword.  Most thought him dead till the reports came back of a fell figure tearing through the orcish encampments, slaughtering all before him and mercilessly butchering the corpses after.  It is said his blade drank the blood of 100 orcs each day until finally all of Maj'Eyal was cleared of their presence.  When the final orc was slain and no more were to be found Farian at the last turned the blade on himself and stuck it through his chest.  Those nearby said his body shook with convulsions as he did so, and they could not tell if he was laughing or crying.]],
	cost = 400,
	require = { stat = { str=40, wil=20 }, },
	material_level = 5,
	combat = {
		dam = 42,
		apr = 4,
		physcrit = 14,
		dammod = {str=1.2},
	},
	wielder = {
		stamina_regen = 1,
		life_regen = 0.5,
		inc_stats = { [Stats.STAT_STR] = 4, [Stats.STAT_DEX] = 2 },
		esp = {["humanoid/orc"]=1},
	},
}
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Re: Artifact & Ego ideas

#173 Post by Grey »

Code: Select all

newEntity{ base = "BASE_KNIFE",
	power_source = {technique=true},
	unique = true,
	name = "Unerring Scalpel",
	unided_name = "long sharp scalpel",
	desc = [[This scalpel was used by the dread sorcerer Kor'Pul when he began learning the necromantic arts in the Age of Dusk.  Many were the bodies, living and dead, that became unwilling victims of his terrible experiments.]],
	level_range = {1, 12},
	rarity = 200,
	require = { stat = { cun=16 }, },
	cost = 80,
	material_level = 3,
	combat = {
		dam = 15,
		apr = 10,
		atk = 40,
		physcrit = 0,
		dammod = {dex=0.55,cun=0.35},
	},
}

Code: Select all

newEntity{ base = "BASE_CLOAK",
	power_source = {arcane=true},
	unique = true,
	name = "Wind's Whisper",
	unided_name = "flowing light cloak",
	desc = [[When the enchanter Razeen was cornered by Spellhunters near the Daikara mountain pass she wrapped her cloak about her and fled down a narrow ravine.  The hunters fired volley after volley of arrows at her, but by miracle or magic they all missed.  Razeen was able to escape and flee to the hidden city in the west.]],
	level_range = {15, 25},
	rarity = 400,
	cost = 250,
	material_level = 3,
	wielder = {
		inc_stats = { [Stats.STAT_DEX] = 3, },
		combat_def = 4,
		combat_ranged_def = 12,
		silence_immune = 0.3,
	},
	max_power = 50, power_regen = 1,
	use_talent = { id = Talents.T_EVASION, level = 2, power = 50 },
}
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Re: Artifact & Ego ideas

#174 Post by Grey »

Would be good if there was a way of making this cause more damage to dragons:

Code: Select all

newEntity{ base = "BASE_BATTLEAXE",
	power_source = {technique=true},
	unique = true,
	unided_name = "viciously sharp battle axe",
	name = "Drake's Bane",
	color = colors.RED,
	desc = [[The killing of Kroltar, mightiest of wyrms, took seven months and the lives of 20,000 dwarven warriors.  Finally the beast was worn down and mastersmith Gruxim, standing atop the bodies of his fallen comrades, was able slit its throat with this axe crafted purely for the purpose of penetrating the wyrm's hide.]],
	require = { stat = { str=45 }, },
	rarity = 300,
	cost = 400,
	level_range = {20, 35},
	material_level = 4,
	combat = {
		dam = 54,
		apr = 18,
		physcrit = 4,
		dammod = {str=1.2},
	},
	wielder = {
		inc_stats = { [Stats.STAT_STR] = 6, },
		stun_immune = 0.2,
		knockback_immune = 0.4,
		combat_physresist = 9,
	},
}
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Grey
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Re: Artifact & Ego ideas

#175 Post by Grey »

Code: Select all

newEntity{ base = "BASE_CLOTH_ARMOR",
	power_source = {arcane=true},
	unique = true,
	name = "Firewalker", color = colors.RED,
	unided_name = "blazing robe",
	desc = [[This fiery robe was worn by the mad pyromancer Halchot, who terrorised many towns in the late Age of Dusk, burning and looting villages as they tried to recover from the Spellblaze.  Eventually he was tracked down by the Ziguranth, who cut out his tongue, chopped off his head, and rent his body to shreds.  The head was encased in a block of ice and paraded through the streets of nearby towns amidst the cheers of the locals.  Only this robe remains of the flames of Halchot.]],
	level_range = {20, 30},
	rarity = 300,
	cost = 280,
	material_level = 4,
	wielder = {
		inc_damage = {[DamageType.FIRE]=20},
		combat_def = 8,
		combat_armor = 2,
		inc_stats = { [Stats.STAT_MAG] = 3, [Stats.STAT_CUN] = 3, },
		resists={[DamageType.FIRE] = 20, [DamageType.COLD] = -10},
		on_melee_hit={[DamageType.FIRE] = 18},
	},
}

Code: Select all

newEntity{ base = "BASE_HELM",
	power_source = {technique=true},
	unique = true,
	name = "Crown of Command",
	unided_name = "unblemished silver crown",
	desc = [[This crown was worn by the halfling king Roupar, who ruled over the Nargol lands in the Age of Dusk.  Those were dark times, and the king enforced order and discipline under the harshest of terms.  Any who deviated were punished, any who disagreed were repressed, and many disappeared without a trace into his numerous prisons.  All must be loyal to the crown or suffer dearly.  When he died without heir the crown was lost and his kingdom fell into chaos.]],
	require = { stat = { cun=25 } },
	level_range = {20, 35},
	rarity = 280,
	cost = 300,
	material_level = 5,
	wielder = {
		inc_stats = { [Stats.STAT_CON] = 3, [Stats.STAT_WIL] = 5, },
		combat_def = 3,
		combat_armor = 6,
		fatigue = 4,
		resists = { [DamageType.PHYSICAL] = 8},
		talents_types_mastery = { ["techniques/superiority"] = 0.2, ["techniques/field-control"] = 0.2 },
	},
}
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Grey
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Re: Artifact & Ego ideas

#176 Post by Grey »

Would be nice if these two artifacts could have strong powers if the player was infused with anti-magic:

Code: Select all

newEntity{ base = "BASE_LIGHT_ARMOR",
	power_source = {nature=true},
	unique = true,
	name = "Nature's Blessing",
	unided_name = "supple leather armour entwined with willow bark",
	desc = [[Worn by Protector Ardon, who first formed the Ziguranth during the mage wars between the humans and the halflings.  This armour is infused with the powers of nature, and protected against the disruptive forces of magic.]],
	color = colors.BROWN,
	level_range = {15, 30},
	rarity = 350,
	require = { stat = { str=20 }, {wil=20} },
	cost = 350,
	material_level = 4,
	wielder = {
		inc_stats = { [Stats.STAT_WIL] = 3, [Stats.STAT_CON] = 4 },

		combat_armor = 6,
		combat_def = 8,
		combat_def_ranged = 4,

		life_regen = 1,
		fatigue = 8,
		stun_immune = 0.25,
		healing_factor = 0.2,
		combat_spellresist = 18,

		resists = {
			[DamageType.NATURE] = 20,
			[DamageType.ARCANE] = 25,
		},

		talents_types_mastery = { ["gifts/antimagic"] = 0.2},

	},
}

Code: Select all

newEntity{ base = "BASE_MACE",
	power_source = {nature=true},
	unique = true,
	name = "Nature's Vengeance", color = colors.BROWN,
	unided_name = "thick wooden mace",
	desc = [[This thick-set mace was used by the Spellhunter Vorlan, who crafted it from the wood of an ancient oak that was uprooted during the Spellblaze.  Many were the wizards and witches felled by this weapon, brought to justice for the crimes they committed against nature.]],
	level_range = {20, 34},
	rarity = 340,
	require = { stat = { str=42 } },
	cost = 350,
	material_level = 4,
	combat = {
		dam = 48,
		apr = 4,
		atk = 6,
		physcrit = 9,
		dammod = {str=1},
		melee_project={[DamageType.RANDOM_SILENCE] = 10, [DamageType.NATURE] = 18},
	},

	max_power = 25, power_regen = 1,
	use_talent = { id = Talents.T_RUSH, level = 3, power = 15 },
}
Does that melee_project work with the random_silence?
Last edited by Grey on Thu Feb 17, 2011 8:59 am, edited 1 time in total.
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darkgod
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Re: Artifact & Ego ideas

#177 Post by darkgod »

Neat!
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Grey
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Re: Artifact & Ego ideas

#178 Post by Grey »

Description of Nature's Vengeance slightly updated.
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Re: Artifact & Ego ideas

#179 Post by Frumple »

A low-level artifact bow, basically an ash bow with a neat trick. It comes with a new damage type (basically corrupted blood with set variables), as that was the only way I, poor coder that I am, could figure out how to get the artifact to function. Minor worries on balance, but some in-game testing seemed to show that while the disease-on-every-hit thing isn't too major of a bonus, it is one. Regardless, the damage type data could be adjusted to nudge the effects down... or someone better at coding could figure out how to define the necessary variables inside the item code. It stumped me, personally. Also, the disease resistance doesn't show in the item tooltip... or the character screen. Disease resistance seems to be invisible.

In any case, the artifact itself:

world-artifacts.lua entry:

Code: Select all

newEntity{ base = "BASE_LONGBOW",
	power_source = {arcane=true, nature=true},
	name = "Corpsebow", unided_name = "rotting longbow", unique=true,
	desc = [[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.]],
	level_range = {10, 20},
	rarity = 150,
	require = { stat = { dex=16 }, },
	cost = 50,
	material_level = 2,
	combat = {
		range = 7,
		physspeed = 0.8,
	},
	basic_ammo = {
		dam = 20,
		apr = 7,
		physcrit = 1.5,
		dammod = {dex=0.7, str=0.5},
	},
	wielder = {
		disease_immune = 0.5,
		ranged_project={[DamageType.VIRULENT_DISEASE] = 15}},
	},
damage_types.lua entry:

Code: Select all

newDamageType{
	name = "virulent disease", type = "VIRULENT_DISEASE",
	projector = function(src, x, y, type, dam)
		if _G.type(dam) == "number" then dam = {dam=dam} end
		DamageType:get(DamageType.BLIGHT).projector(src, x, y, DamageType.BLIGHT, dam.dam)
		local target = game.level.map(x, y, Map.ACTOR)
		if target and target:canBe("disease") then
			local eff = rng.table{{target.EFF_ROTTING_DISEASE, "con"}, {target.EFF_DECREPITUDE_DISEASE, "dex"}, {target.EFF_WEAKNESS_DISEASE, "str"}}
			target:setEffect(eff[1], 5, { src = src, [eff[2]] = 5, dam = (dam.dam / 5) })
		end
	end,
	}

darkgod
Master of Eyal
Posts: 10750
Joined: Wed Jul 24, 2002 9:26 pm
Location: Angolwen
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Re: Artifact & Ego ideas

#180 Post by darkgod »

Added many!
New features available:
- power_source={antimagic=true} => item can only be worn by characters with antimagic
- comat = {inc_damage_type={dragon=20}} => weapon deals 20% more damage to dragons
[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 ;)

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