Artifact & Ego ideas
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Re: Artifact & Ego ideas
Ring of Speed: arcane powered, greater ego
+ (5-25)% global speed, -(0.1-1.0) stamina per turn (or health?)
Sinister Gloves/Gauntlets: mastery powered, lesser ego
+(10-40)% offhand weapon and shield damage.
Swift Gloves: mastery powered, greater ego
+10% attack speed (like enraging amulet), +100% projectile speed.
Entangling Cloak: mastery powered, greater ego
+(1-5) defence, 10% chance to disarm enemy for 3 turns when you are hit in melee.
Forceful Bow/Sling: mastery powered, greater ego
+(10-30)% chance to knockback 2 tiles on hit.
Precise Bow/Sling: mastery powered, lesser ego
+(10-20) accuracy, +(5-10)% physical crit chance.
Bow/Sling of Power: mastery powered, lesser ego
+(5-20) physical power
Dagger of Interference: mastery powered, greater ego
25% chance to apply one of the following on hit: disarmed, stunned, dazed, sunder armour, sunder arms, pinned, bleeding.
(it's similar to Torment, but physical effects only, and only on daggers)
Staff of Knowledge: arcane powered, greater ego
Grants telepathy (but only range 3), +(0.10-0.40) mastery to divination, +(10-30) see invisible, Activates for Arcane eye (level 3) costing 30 energy out of 60/60.
Staff of the Elements: arcane powered, greater ego
+(5-15)% fire, lightning, cold and acid damages, +(0.05-0.25) mastery to fire, air, stone, and water spell trees.
Staff of Nightmares: nature powered, greater ego
+(10-20)% mind and darkness damage, +5 willpower, +5 cunning, -2 light radius, +4 infravision
(staff designed for a Doomed)
+ (5-25)% global speed, -(0.1-1.0) stamina per turn (or health?)
Sinister Gloves/Gauntlets: mastery powered, lesser ego
+(10-40)% offhand weapon and shield damage.
Swift Gloves: mastery powered, greater ego
+10% attack speed (like enraging amulet), +100% projectile speed.
Entangling Cloak: mastery powered, greater ego
+(1-5) defence, 10% chance to disarm enemy for 3 turns when you are hit in melee.
Forceful Bow/Sling: mastery powered, greater ego
+(10-30)% chance to knockback 2 tiles on hit.
Precise Bow/Sling: mastery powered, lesser ego
+(10-20) accuracy, +(5-10)% physical crit chance.
Bow/Sling of Power: mastery powered, lesser ego
+(5-20) physical power
Dagger of Interference: mastery powered, greater ego
25% chance to apply one of the following on hit: disarmed, stunned, dazed, sunder armour, sunder arms, pinned, bleeding.
(it's similar to Torment, but physical effects only, and only on daggers)
Staff of Knowledge: arcane powered, greater ego
Grants telepathy (but only range 3), +(0.10-0.40) mastery to divination, +(10-30) see invisible, Activates for Arcane eye (level 3) costing 30 energy out of 60/60.
Staff of the Elements: arcane powered, greater ego
+(5-15)% fire, lightning, cold and acid damages, +(0.05-0.25) mastery to fire, air, stone, and water spell trees.
Staff of Nightmares: nature powered, greater ego
+(10-20)% mind and darkness damage, +5 willpower, +5 cunning, -2 light radius, +4 infravision
(staff designed for a Doomed)
Re: Artifact & Ego ideas
For alchemists that like to make use of the staff combat tree:
Code: Select all
newEntity{ base = "BASE_STAFF",
power_source = {arcane=true},
unique = true,
name = "Bolbum's Big Knocker",
unided_name = "thick staff",
level_range = {20, 35},
color=colors.UMBER,
rarity = 220,
desc = [[A thick staff with a heavy knob on the end. It was said to be used by the grand alchemist Bolbum in the Age of Allure. Much renowned is the fear of his students for their master, and the high rate of cranial injuries amongst them. Bolbum died with seven daggers in his back and his much-cursed staff went missing after.]],
cost = 300,
material_level = 4,
require = { stat = { mag=38 }, },
combat = {
dam = 64,
apr = 6,
atk = 7,
dammod = {mag=1.4},
damtype = DamageType.PHYSICAL,
},
wielder = {
combat_spellpower = 6,
combat_spellcrit = 13,
inc_damage={
[DamageType.PHYSICAL] = resolvers.mbonus(20, 8),
},
talents_types_mastery = {
["spells/staff-combat"] = 0.2,
}
},
}
Re: Artifact & Ego ideas
To add to world-artifacts-far-east.lua:
Idea is it has some penalties when simply carried, so if the player wants to enjoy its powers then he/she must put up with the penalties until it can be imbued.
Code: Select all
newEntity{ base = "BASE_GEM",
power_source = {arcane=true},
unique = true,
unided_name = "unearthly black stone",
name = "Goedalath Rock", subtype = "black",
color = colors.PURPLE, image="object/onyx.png",
level_range = {35, 45},
desc = [[A small rock that seems from beyond this world, vibrating with a fierce energy. It feels warped and terrible and evil... and yet oh so powerful.]],
rarity = 300,
cost = 100,
material_level = 5,
carrier = {
on_melee_hit={[DamageType.DARKNESS] = -17]},
lite = -2,
combat_mentalresist = -18,
healing_factor = -0.5,
},
imbue_powers = {
combat_physpower = 12,
combat_spellpower = 16,
see_invisible = 14,
infravision = 3,
inc_damage = {all=9},
inc_damage_type = {demon=20},
esp = {["demon/major"]=1, ["demon/minor"]=1},
on_melee_hit={[DamageType.DARKNESS] = 34]},
healing_factor = 0.5,
},
}
Re: Artifact & Ego ideas
Woh that's one hell of a powerful imbue!
Oh and what is
Supposed to achieve ?
Oh and what is
Code: Select all
on_melee_hit={[DamageType.DARKNESS] = -17]},
[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
--
[tome] phantomfrettchen: your ability not to tease anyone is simply stunning

Re: Artifact & Ego ideas
Things attacking you in melee get dark healing? Not sure if that would work :P
Also some of the imbue stuff is to counter the negative stuff, which as far as I know sticks around after imbuing?
Also some of the imbue stuff is to counter the negative stuff, which as far as I know sticks around after imbuing?
Re: Artifact & Ego ideas
Ah
nope, but DamageType.HEAL will 


[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
--
[tome] phantomfrettchen: your ability not to tease anyone is simply stunning

Re: Artifact & Ego ideas
Ah, that'd do the trick then. If using that then take off the on_melee_hit from the imbue and maybe tone down some stats to your liking. It's designed as east-only though, and some of its powers have very specific applications, and it still carries serious penalties, so overall I don't think it's too imbalanced.
Re: Artifact & Ego ideas
Greater weapon ego "Celerity". Switching weapon with x take no time. Example "Celerity bow of speed" 

Re: Artifact & Ego ideas
Some ideas for store-only egos (and maybe adventurer as well), potentially for the store upgrade ideas mentioned in this thread. Power sources are (in parentheses).
Quickdraw ammunition: Basically, would add to speed. Not sure how unbalanced this would be with a bow of great speed. (master) Alternatively...
Ammunition of quickflight: Increases projectile speed by a percent. Maybe +arpen as well. (master)
Light non-suit armour: A smaller speed boost than (of speed), it would also have a "fatigue modifier" for the item, dropping the normal fatigue incurred for the item by a percent. (master)
Ensorcelled cloak: +MAG, +CUN, +arcane damage%, maybe a small on-hit in melee of arcane damage as well. Greater ego, only found in the lost merchy's store unless Angolwen is getting a cloth armour store. (arcane)
Aligned heavy/massive suit armour: +armour, +5% armour hardiness. In essence, a storebought Reshape Armour. Would only be available in Irkkk. (psionic, same as Bloodcaller)
Honed bladed weapon: +arpen, +physical damage%, 5-15% chance to use Bleeding Edge (Rank 2) on strike. Greater ego, only available in Irkkk. (psionic)
Quickdraw ammunition: Basically, would add to speed. Not sure how unbalanced this would be with a bow of great speed. (master) Alternatively...
Ammunition of quickflight: Increases projectile speed by a percent. Maybe +arpen as well. (master)
Light non-suit armour: A smaller speed boost than (of speed), it would also have a "fatigue modifier" for the item, dropping the normal fatigue incurred for the item by a percent. (master)
Ensorcelled cloak: +MAG, +CUN, +arcane damage%, maybe a small on-hit in melee of arcane damage as well. Greater ego, only found in the lost merchy's store unless Angolwen is getting a cloth armour store. (arcane)
Aligned heavy/massive suit armour: +armour, +5% armour hardiness. In essence, a storebought Reshape Armour. Would only be available in Irkkk. (psionic, same as Bloodcaller)
Honed bladed weapon: +arpen, +physical damage%, 5-15% chance to use Bleeding Edge (Rank 2) on strike. Greater ego, only available in Irkkk. (psionic)
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- Wyrmic
- Posts: 233
- Joined: Thu Dec 20, 2007 12:08 am
- Location: California
Re: Artifact & Ego ideas
Minor suggestion- give the Eelskin Armor water breathing ability.
-
- Halfling
- Posts: 84
- Joined: Wed Apr 13, 2011 6:43 pm
Re: Artifact & Ego ideas
(staff) of faded light - adds .50% mastery to shades/darkness/twilght/eclipse masteries, -20% darkness damage and +20% light damage recieved.
(Element) Drinking Cloak of the Elementals- regains health when taking damage from one element instead of taking damage. adds - 100% resistance to opposing element. converts 50% of damage dealt to named element.
on finding - lightweight elemental corpse
Lore-
The skin of the elementals is next to impossible to work with, to say nothing of obtaining them. This fact alone grants respect to anyone found wearing this cloak. Virtually everyone who has owned this cloak has risen to power... and died violently.
Cold iron (amulet) - drains mana on hit equal to half of users will stat. target takes damage equal to mana drained
Wendigo's (helm) - allows wielder to use talent swallow.
Fractured Mirror - allows user to summon a living reflection of itself, these reflections are destroyed on first melee hit, or when they take 1/3 the health of the user in elemental damage.
Shades do 1/3 of user, last until killed, and cannot heal. only one reflection can exist at a time.
fractured mirror is powered by arcane forces, and cost 3000/3000 to activate.
on finding - eerie ruined mirror
Lore - it looks like a tiny mirrored shield, though the front has a terrible crack running through the center. disturbingly the crack glows with a pale yellow light, and your reflection seems not to follow your movements exactly
I hope to see something like these eventually!
(Element) Drinking Cloak of the Elementals- regains health when taking damage from one element instead of taking damage. adds - 100% resistance to opposing element. converts 50% of damage dealt to named element.
on finding - lightweight elemental corpse
Lore-
The skin of the elementals is next to impossible to work with, to say nothing of obtaining them. This fact alone grants respect to anyone found wearing this cloak. Virtually everyone who has owned this cloak has risen to power... and died violently.
Cold iron (amulet) - drains mana on hit equal to half of users will stat. target takes damage equal to mana drained
Wendigo's (helm) - allows wielder to use talent swallow.
Fractured Mirror - allows user to summon a living reflection of itself, these reflections are destroyed on first melee hit, or when they take 1/3 the health of the user in elemental damage.
Shades do 1/3 of user, last until killed, and cannot heal. only one reflection can exist at a time.
fractured mirror is powered by arcane forces, and cost 3000/3000 to activate.
on finding - eerie ruined mirror
Lore - it looks like a tiny mirrored shield, though the front has a terrible crack running through the center. disturbingly the crack glows with a pale yellow light, and your reflection seems not to follow your movements exactly
I hope to see something like these eventually!
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- Uruivellas
- Posts: 656
- Joined: Thu Jul 25, 2002 8:07 am
- Location: Leafy East Surrey, UK
- Contact:
Re: Artifact & Ego ideas
Love this, but would it not need to be moved to a later game artifact? My inital characters have often ended up with it before lvl 10, often in a starting dungeon.bio_hazard wrote:Minor suggestion- give the Eelskin Armor water breathing ability.
Re: Artifact & Ego ideas
Except that you get better armour later so I usually end up transmogrifying it.fearoffours wrote:Love this, but would it not need to be moved to a later game artifact? My inital characters have often ended up with it before lvl 10, often in a starting dungeon.bio_hazard wrote:Minor suggestion- give the Eelskin Armor water breathing ability.
Regards
Jon.
Jon.
-
- Uruivellas
- Posts: 656
- Joined: Thu Jul 25, 2002 8:07 am
- Location: Leafy East Surrey, UK
- Contact:
Re: Artifact & Ego ideas
Bah, last 10 characters I've played have either not gotten water breathing before Sunwall, or died in the west before getting it, all after clvl 15+. Maybe RNG is just laughing at me, I dunno.