Artifact & Ego ideas
Moderator: Moderator
Re: Artifact & Ego ideas
While there's tons of items that interact with stamina and mana, there's almost nothing that interacts with any of the other resource meters, which seems odd. Some ideas:
* An ego type that causes a weapon to do more damage the higher your paradox, but also has a small chance of risking an anomaly with your current anomaly chance after each attack. (That is, it only has a small chance of even checking for an anomaly.) For those with no paradox meter, it does nothing.
* An ego that reduces the failure rate of all skills, both paradox and equilibrium-based. Has no effect on the probability of anomalies and backfires.
* An ego type that causes a weapon to do more damage the higher your paradox, but also has a small chance of risking an anomaly with your current anomaly chance after each attack. (That is, it only has a small chance of even checking for an anomaly.) For those with no paradox meter, it does nothing.
* An ego that reduces the failure rate of all skills, both paradox and equilibrium-based. Has no effect on the probability of anomalies and backfires.
Re: Artifact & Ego ideas
Hmm... "of the untempered schism" maybe? Provided this wouldn't incur the wrath of the BBC.Aquillion wrote:While there's tons of items that interact with stamina and mana, there's almost nothing that interacts with any of the other resource meters, which seems odd. Some ideas:
* An ego type that causes a weapon to do more damage the higher your paradox, but also has a small chance of risking an anomaly with your current anomaly chance after each attack. (That is, it only has a small chance of even checking for an anomaly.) For those with no paradox meter, it does nothing.
"of tranquility" maybe?Aquillion wrote:* An ego that reduces the failure rate of all skills, both paradox and equilibrium-based. Has no effect on the probability of anomalies and backfires.
Idea for vim regeneration ego: "of sadism" - 10+mlvl% chance to regain 5*mlvl vim on strike (or on use of vim abilities to make corruptors happy)
Re: Artifact & Ego ideas
Also: An ego that raises the weapon's stat-modifiers by adding +20% influence from a specific stat. Constitution is not possible, but all other stats are. (Eg. a Bow of Intelligent Attacks would do damage based on +50% Str, +70% Dex, +20% Int.) Possibly forbid it from choosing a stat that is already used.
Re: Artifact & Ego ideas
For next beta you can create artifacts sets much more easily!
Example with the Moon&Star pair upgraded to the new code:
As you can see you simply define "set_list" to tell the game what other items to match and when all are worn it'll call on_set_complete on each and on_set_broken when it's broken.
Those two functions should use self:specialSetAdd() to alter *the object itself* not the player. This means that additional properties WILL show up in the item's description!
Also for items like the crude axe and the vestments of the conclave taht give more power under some conditions:
As you can see, in the normal on_wear section you can simply call self:specialWearAdd() to, again, alter the object itself.
Now: go get wild and make many new fun artifacts !
Example with the Moon&Star pair upgraded to the new code:
Code: Select all
newEntity{ base = "BASE_KNIFE", define_as = "ART_PAIR_MOON",
power_source = {arcane=true},
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,str=0.45},
melee_project={[DamageType.DARKNESS] = 20},
},
wielder = {
lite = -1,
inc_damage={
[DamageType.DARKNESS] = 10,
},
},
set_list = { {"define_as","ART_PAIR_STAR"} },
on_set_complete = function(self, who)
self:specialSetAdd({"wielder","lite"}, 1)
self:specialSetAdd({"combat","melee_project"}, {[engine.DamageType.RANDOM_CONFUSION]=3})
self:specialSetAdd({"wielder","inc_damage"}, {[engine.DamageType.DARKNESS]=10})
game.logSeen(who, "#ANTIQUE_WHITE#The two blades glow brightly as they are brought close together.")
end,
on_set_broken = function(self, who)
game.logPlayer(who, "#ANTIQUE_WHITE#The light from the two blades fades as they are separated.")
end,
}
newEntity{ base = "BASE_KNIFE", define_as = "ART_PAIR_STAR",
power_source = {arcane=true},
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,str=0.45},
melee_project={[DamageType.LIGHT] = 20},
},
wielder = {
lite = 1,
inc_damage={
[DamageType.LIGHT] = 10,
},
},
set_list = { {"define_as","ART_PAIR_MOON"} },
on_set_complete = function(self, who)
self:specialSetAdd({"wielder","lite"}, 1)
self:specialSetAdd({"combat","melee_project"}, {[engine.DamageType.RANDOM_BLIND]=3})
self:specialSetAdd({"wielder","inc_damage"}, {[engine.DamageType.LIGHT]=10})
end,
}
Those two functions should use self:specialSetAdd() to alter *the object itself* not the player. This means that additional properties WILL show up in the item's description!
Also for items like the crude axe and the vestments of the conclave taht give more power under some conditions:
Code: Select all
newEntity{ base = "BASE_CLOTH_ARMOR",
power_source = {arcane=true},
unique = true,
name = "Vestments of the Conclave", color = colors.DARK_GREY,
unided_name = "tattered robe",
desc = [[An ancient set of robes that has survived from the Age of Allure. Primal magic forces inhabit it.
It was made by Humans for Humans; only they can harness the true power of the robes.]],
level_range = {12, 22},
rarity = 220,
cost = 150,
material_level = 3,
wielder = {
inc_damage = {[DamageType.ARCANE]=10},
inc_stats = { [Stats.STAT_MAG] = 6 },
combat_spellcrit = 15,
},
on_wear = function(self, who)
if who.descriptor and who.descriptor.race == "Human" then
local Stats = require "engine.interface.ActorStats"
local DamageType = require "engine.DamageType"
self:specialWearAdd({"wielder","inc_stats"}, { [Stats.STAT_MAG] = 3, [Stats.STAT_CUN] = 9, })
self:specialWearAdd({"wielder","inc_damage"}, {[DamageType.ARCANE]=7})
self:specialWearAdd({"wielder","combat_spellcrit"}, 2)
game.logPlayer(who, "#LIGHT_BLUE#You feel as surge of power as you wear the vestments of the old Human Conclave!")
end
end,
}
Now: go get wild and make many new fun artifacts !
[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

-
- Sher'Tul
- Posts: 1022
- Joined: Fri May 21, 2010 8:16 pm
- Location: Inside the minds of all
- Contact:
Re: Artifact & Ego ideas
Man, that is a lot simplier. I'll be putting up some of my set ideas in the coming weeks then to give me short breaks from the guide. Thanks alot DG!
Final Master's Character Guides
Final Master's Guide to the Arena
Edge: Final Master... official Tome 4 (thread) necromancer.
Zonk: I'd rather be sick than on fire! :D
Final Master's Guide to the Arena
Edge: Final Master... official Tome 4 (thread) necromancer.
Zonk: I'd rather be sick than on fire! :D
Re: Artifact & Ego ideas
There's a lot of spells that no items (artifacts or egos) seem to cast; or, at least, I haven't seen them yet. Granted that many new things were added recently that I might not have seen yet, overall the spells cast by staves, other egos, and artifacts seem to be biased heavily towards very old effects. The following spells seem like they'd be ripe for usage somewhere -- some are really powerful, of course, but that could be balanced by limiting them to things with few other powers and / or with a long cooldown; it's good to have a few really powerful things out there, powerful enough to make you change the way you play and the direction you build your character if you find them -- that uncertainty about what you'll find is part of what makes roguelikes fun. Anyway:
Smoke Bomb.
Providence.
Haste.
Dimensional Step.
Wormhole.
Disperse Magic (level 3, so it can be targeted?)
Suppress Summoning.
Perhaps also one of the Summoner's summons? Granted, yeah, they're unique and iconic to it, but so are a lot of other abilities currently available via items; the limited charges and access to only one spell would prevent anyone from really stepping on their shtick. Plus, there's a lot of interesting stuff that various classes could do with one summon. Even just the war hound or the flamespitter could be interesting.
Smoke Bomb.
Providence.
Haste.
Dimensional Step.
Wormhole.
Disperse Magic (level 3, so it can be targeted?)
Suppress Summoning.
Perhaps also one of the Summoner's summons? Granted, yeah, they're unique and iconic to it, but so are a lot of other abilities currently available via items; the limited charges and access to only one spell would prevent anyone from really stepping on their shtick. Plus, there's a lot of interesting stuff that various classes could do with one summon. Even just the war hound or the flamespitter could be interesting.
Re: Artifact & Ego ideas
Items with talent use on melee and ranged hit, (like the Black robe, or Fire amulet, but not for spells).
Cursed weapons: chance to use Slash (lvl 3) on melee hit
Garkul's Teeth amulet: 10% chance to use Stunning Blow (lvl 3)
Thaloren Tree Longbow: 10% chance to use Steady shot (lvl 3) on hit
Eldoral's Last resort: 10% chance to use Flare (level 3) on hit.
Spellblade: 10% chance lightning (lvl 3), 10% chance Flame (lvl 3)
Genocide: 10% chance Death Blow (lvl 3) (does not drain Stamina)
Unerring Scalpel: 10% chance perfect Strikes (lvl 3)
Ring of the War Master: 10% chance Death dance (lvl 3)
Spider-Silk Robe of Spydre: 10% chance of Ruined Strike (lvl 3)
Iron Mail of Bloodletting: 10% chance of Bleeding Edge (lvl 3)
Cursed weapons: chance to use Slash (lvl 3) on melee hit
Garkul's Teeth amulet: 10% chance to use Stunning Blow (lvl 3)
Thaloren Tree Longbow: 10% chance to use Steady shot (lvl 3) on hit
Eldoral's Last resort: 10% chance to use Flare (level 3) on hit.
Spellblade: 10% chance lightning (lvl 3), 10% chance Flame (lvl 3)
Genocide: 10% chance Death Blow (lvl 3) (does not drain Stamina)
Unerring Scalpel: 10% chance perfect Strikes (lvl 3)
Ring of the War Master: 10% chance Death dance (lvl 3)
Spider-Silk Robe of Spydre: 10% chance of Ruined Strike (lvl 3)
Iron Mail of Bloodletting: 10% chance of Bleeding Edge (lvl 3)
Re: Artifact & Ego ideas
Err why should all spells be castable by items ????
[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
Mostly just going off of the lead from Lunar Shield, Fiery Choker, Eelskin Armour, and Black Robe, although they can be quite bugged, so I'm not too sure anymore.darkgod wrote:Err why should all spells be castable by items ????
Re: Artifact & Ego ideas
I wouldn't say ALL spells (or even all techniques), but the direct damage/damage over time spells should probably have egos that activate them, so long as they don't have a requisite like a shield or a twohanded weapon or something. Having all spells/techniques have "10% chance on strike" on artefacts... no. Too cheesy... prolly better if it was a greater ego. Lukep's Eldoral Last Resort one is probably going to end... badly, for example. I agree with change to Ring of the War Master though, and Spellblade. Genocide I think should instead give something like:
instead of Death Blow.
Perfect Strike level 3... on an item you could conceivably acquire on the first boss you fight... umm... no. -maybe- flurry level 2.
Code: Select all
inc_damage_type = {orc=40},
Perfect Strike level 3... on an item you could conceivably acquire on the first boss you fight... umm... no. -maybe- flurry level 2.
Re: Artifact & Ego ideas
The spellblade suggestion would be absolutely hilarious, methinks. I can only imagine what would result from a TW flurrying with it. Death dance on the war master's ring would be a comedy of errors. 90% chance it causes you to kill every escort you meet after getting it.
I'd love to see more talent-like effects on artifacts or particular greater egos. The unstoppable mauler (or some new greatmaul) would be awesome for a low-key shattering impact effect, ferex, probably with a nice speed penalty. Native bleed damage (the Bloodletter needs this), lingering DoT effects on hit (like searing light!), more things like my delicious Corpsebow (damtype or added damage types that don't normally show up outside of talents), stuff like that.
If we're adding neat stuff to things, though, we should definitely keep to some sort of theme. Ruined cut would be bad on the spydric robe, ferex, but something like a retaliatory poison spit or webbing would be spot on. Garkul's teeth could occasionally drop that old skeleton trap talent, either randomly while walking around or as a when hit thing. Try to keep offensive effects to offensive artifacts, utility to utility, defensive to defensive, etc. Fit the effect to the theme and artifact nature.
Really, all that'd be nice is seeing more complicated mechanics on the artifacts, not just 'throw on some egos and bonuses'. The spell activated, on-strike/retaliatory, and unique damage types are all excellent moves in this direction that powerfully separate artifacts from egos.
--
Other interest, has there been any thought given to greater ego inscriptions? Let's get some gladiator/conjurer heat beams up in this joint, neh?
I'd love to see more talent-like effects on artifacts or particular greater egos. The unstoppable mauler (or some new greatmaul) would be awesome for a low-key shattering impact effect, ferex, probably with a nice speed penalty. Native bleed damage (the Bloodletter needs this), lingering DoT effects on hit (like searing light!), more things like my delicious Corpsebow (damtype or added damage types that don't normally show up outside of talents), stuff like that.
If we're adding neat stuff to things, though, we should definitely keep to some sort of theme. Ruined cut would be bad on the spydric robe, ferex, but something like a retaliatory poison spit or webbing would be spot on. Garkul's teeth could occasionally drop that old skeleton trap talent, either randomly while walking around or as a when hit thing. Try to keep offensive effects to offensive artifacts, utility to utility, defensive to defensive, etc. Fit the effect to the theme and artifact nature.
Really, all that'd be nice is seeing more complicated mechanics on the artifacts, not just 'throw on some egos and bonuses'. The spell activated, on-strike/retaliatory, and unique damage types are all excellent moves in this direction that powerfully separate artifacts from egos.
--
Other interest, has there been any thought given to greater ego inscriptions? Let's get some gladiator/conjurer heat beams up in this joint, neh?
Re: Artifact & Ego ideas
ego inscriptions maybe.
And yes artifacts should feel "special".
I have boosted some arts (mostly caster ones because I had the most experience with them).
I welcome boosting suggestions and new additions!
PS: artifacts please, we have enough egos now I think
And yes artifacts should feel "special".
I have boosted some arts (mostly caster ones because I had the most experience with them).
I welcome boosting suggestions and new additions!
PS: artifacts please, we have enough egos now I think
[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
*checks notes* I still have that sling idea sitting around...
18:17 Frumple Sorta' like a inverse displace damage, only the number of effected critters shift. Splits the weapon damage among 1-3 other targets, dealing 1x,1/2,1/3 weapon damage in temporal.
Sling belonging to the halfling fellow responsible for the project Z stuff. Probably some temporal crap related to it (temporal pen, lowered speed, whatever), but the big thing would be the special effect, which would do the above. Which effect would probably be random -- it'd either hit one target for full damage, two targets for half each, or three for a third each. Brand damage and talent effects would probably only apply to the main target.
Does anyone have a list of artifacts sorted by type (armor, boots, gloves, 1h axes, etc.)? If we had that, it'd be easier to fill in the lower numbered ones. I know we need more bows and slings, but I'm not sure what else is poorly represented, numbers wise. There was also some kind of timeline or something? That still around?
18:17 Frumple Sorta' like a inverse displace damage, only the number of effected critters shift. Splits the weapon damage among 1-3 other targets, dealing 1x,1/2,1/3 weapon damage in temporal.
Sling belonging to the halfling fellow responsible for the project Z stuff. Probably some temporal crap related to it (temporal pen, lowered speed, whatever), but the big thing would be the special effect, which would do the above. Which effect would probably be random -- it'd either hit one target for full damage, two targets for half each, or three for a third each. Brand damage and talent effects would probably only apply to the main target.
Does anyone have a list of artifacts sorted by type (armor, boots, gloves, 1h axes, etc.)? If we had that, it'd be easier to fill in the lower numbered ones. I know we need more bows and slings, but I'm not sure what else is poorly represented, numbers wise. There was also some kind of timeline or something? That still around?
Re: Artifact & Ego ideas
Here's a few artifact ideas >.>
edge2054 wrote:Posting an idea for a new unique monster in this thread along with a couple of nature based artifacts (one is antimagic). The unique uses the Axe I'm posting.
In npcs\orc.lua
And a new artifact for objects\boss-artifacts.Code: Select all
-- unique orcs newEntity{ base = "BASE_NPC_ORC", name = "Kra'Tor the Gluttonous", unique = true, color=colors.DARK_KHAKI, desc = [[A morbidly obese orc with greasy pockmarked skin and oily long black hair. He's clad in plate mail and carries a huge granite battleaxe that's nearly as large as he is.]], level_range = {38, nil}, exp_worth = 2, rarity = 50, rank = 3.5, max_life = resolvers.rngavg(600, 800), life_rating = 22, move_others=true, resolvers.equip{ {type="weapon", subtype="battleaxe", defined="GAPING_MAW", random_art_replace={chance=75}, autoreq=true}, {type="armor", subtype="massive", ego_change=100, autoreq=true}, }, resolvers.drops{chance=100, nb=2, {ego_chance=100} }, combat_armor = 2, combat_def = 0, blind_immune = 0.5, confuse_immune = 0.5, knockback_immune = 1, autolevel = "wyrmic", ai = "tactical", ai_state = { talent_in=1, ai_move="move_astar", }, ai_tactic = resolvers.tactic"melee", resolvers.inscriptions(4, {"movement infusion", "healing infusion", "regeneration infusion", "wild infusion"}), resists = { all=25}, resolvers.talents{ [Talents.T_ICE_CLAW]=2, [Talents.T_ICY_SKIN]=5, [Talents.T_SAND_BREATH]=5, [Talents.T_RESOLVE]=5, [Talents.T_AURA_OF_SILENCE]=5, [Talents.T_MANA_CLASH]=5, [Talents.T_WARSHOUT]=5, [Talents.T_DEATH_DANCE]=3, [Talents.T_BERSERKER]=5, [Talents.T_CRUSH]=2, [Talents.T_WEAPON_COMBAT]=7, [Talents.T_WEAPONS_MASTERY]=5, [Talents.T_MASSIVE_ARMOUR_TRAINING]=5, }, resolvers.sustains_at_birth(), }
And a couple artifacts for objects\world-artifacts.luaCode: Select all
newEntity{ base = "BASE_BATTLEAXE", power_source = {nature=true,}, define_as = "GAPING_MAW", name = "The Gaping Maw", color = colors.SLATE, unided_name = "huge granite battleaxe", unique = true, desc = [[This huge granite battleaxe is as much mace as it is axe. The shaft is made of blackened wood tightly bound in drakeskin leather and the sharpened granite head glistens with a viscous green fluid.]], level_range = {38, 50}, rarity = 250, require = { stat = { str=60 }, }, cost = 650, material_level = 5, combat = { dam = 72, apr = 4, physcrit = 8, dammod = {str=1.2}, melee_project={[DamageType.SLIME] = 50, [DamageType.ACID] = 50}, }, wielder = { inc_stats = { [Stats.STAT_STR] = 6, [Stats.STAT_WIL] = 6, }, inc_damage={ [DamageType.NATURE] = 15, }, talent_cd_reduction={ [Talents.T_SWALLOW] = 2, }, }, }
Code: Select all
newEntity{ base = "BASE_LONGSWORD", power_source = {nature=true, antimagic=true}, unique = true, name = "Witch-Bane", color = colors.LIGHT_STEEL_BLUE, unided_name = "an ivory handled voratun longsword", desc = [[A thin voratun blade with an ivory handle wrapped in purple cloth. The weapon is nearly as legendary as it's former owner, Marcus Dunn, and was thought to have been destroyed after Marcus' was slain near the end of the Spellhunt.]], level_range = {38, 50}, rarity = 250, require = { stat = { str=48 }, }, cost = 650, material_level = 5, combat = { dam = 45, apr = 4, physcrit = 10, dammod = {str=1}, talent_on_hit = { [Talents.T_MANA_CLASH] = {level=1, chance=25} }, }, wielder = { inc_stats = { [Stats.STAT_WIL] = 6, [Stats.STAT_CUN] = 6,}, talent_cd_reduction={ [Talents.T_AURA_OF_SILENCE] = 2, [Talents.T_MANA_CLASH] = 2, }, resists = { all = 10, [DamageType.PHYSICAL] = - 10, }, }, } newEntity{ base = "BASE_LITE", power_source = {nature=true}, unique = true, name = "Guidance", unided_name = "a softly glowing crystal", level_range = {38, 50}, color = colors.YELLOW, encumber = 1, rarity = 300, desc = [[Said to have once belonged to Inquisitor Marcus Dunn during the Spellhunt this fist sized quartz crystal glows constantly with a soft white light and was rumoured to be a great aid in meditation, helping focus the mind, body, and soul of the owner as well as protecting them from the foulest of magics.]], cost = 100, wielder = { lite = 4, inc_stats = { [Stats.STAT_WIL] = 6, [Stats.STAT_CUN] = 6,}, combat_physresist = 12, combat_mentalresist = 12, combat_spellresist = 12, confusion_immune = 0.5, talents_types_mastery = { ["wild-gift/call"] = 0.2, }, resists_cap = { [DamageType.BLIGHT] = 10, }, resists = { [DamageType.BLIGHT] = 20, }, }, }
Re: Artifact & Ego ideas
edge2054 wrote:And an Uber end game caster cloak (that's even more uber for chronomancy classes).
Code: Select all
newEntity{ base = "BASE_CLOAK", power_source = {arcane=true}, unique = true, name = "Threads of Fate", unided_name = "a shimmering white cloak", desc = [[Untouched by the ravages of time, this fine spun white cloak appears to be crafted of an otherworldly material that shifts and shimmers in the light. While it has cropped up in the hands of many through out history, from great mages to lowly card sharks, no one has ever claimed to be its creator or know its true origins.]], level_range = {40, 50}, color = colors.WHITE, rarity = 400, cost = 300, material_level = 3, wielder = { combat_def = 10, combat_spellpower = 8, inc_stats = { [Stats.STAT_MAG] = 6, [Stats.STAT_WIL] = 6, [Stats.STAT_LCK] = 10, }, inc_damage = { [DamageType.TEMPORAL]= 10 }, resists_cap = { [DamageType.TEMPORAL] = 10, }, resists = { [DamageType.TEMPORAL] = 20, }, combat_physresist = 20, combat_mentalresist = 20, combat_spellresist = 20, talents_types_mastery = { ["chronomancy/timeline-threading"] = 0.2, ["chronomancy/chronomancy"] = 0.1, ["spell/divination"] = 0.1, }, }, max_power = 1000, power_regen = 1, use_talent = { id = Talents.T_SEE_THE_THREADS, level = 1, power = 1000 }, }