Artifact & Ego ideas
Moderator: Moderator
Re: Artifact & Ego ideas
Hi, since i love playing rogue and i die a lot XD, is any chance we might get a few more dagger types?
Would be nice to have daggers that have purely augmented damage..
What I mean is that instead of having green blue purple daggers that deals on average x dmg and also have like different dmg types on hit, just have a daggers that deal more dmg cause of their augmented pure power level...
Would be nice to have daggers that have purely augmented damage..
What I mean is that instead of having green blue purple daggers that deals on average x dmg and also have like different dmg types on hit, just have a daggers that deal more dmg cause of their augmented pure power level...
Re: Artifact & Ego ideas
Do you mean something like daggers "of massacre"? They boost the base power of the dagger, increasing the damage, with no other effects. This is usually about the same as bumping them up to the next material tier.BasiC wrote:Hi, since i love playing rogue and i die a lot XD, is any chance we might get a few more dagger types?
Would be nice to have daggers that have purely augmented damage..
What I mean is that instead of having green blue purple daggers that deals on average x dmg and also have like different dmg types on hit, just have a daggers that deal more dmg cause of their augmented pure power level...
Re: Artifact & Ego ideas
Could use some Mindstar artifacts or artifact ideas.
-
- Master Artificer
- Posts: 726
- Joined: Fri Feb 03, 2012 3:53 am
Re: Artifact & Ego ideas
I will definitely try to turn my incredible artifact prowess to Mindstars in the near future ;3
You're already familiar with that Antimagic mindstar idea I had a while ago..
(The corruptible one, that is.)
You're already familiar with that Antimagic mindstar idea I had a while ago..
(The corruptible one, that is.)
-
- Archmage
- Posts: 372
- Joined: Fri Jan 20, 2012 12:13 am
Re: Artifact & Ego ideas
The Eye of Harkor'Zun
Physical damage-type, with good damage for a mindstar and stat scaling around 50% str/50%wil. Deals additional acid damage when used in melee. Has physical and acid resist penetration.
Forms a set with the Stone Gauntlets of Harkor'Zun, giving a large acid bonus damage to all melee attacks (ring of blasting or searing armor style) and acid retaliation damage.
I envision it as a good offhand weapon for cursed.
Physical damage-type, with good damage for a mindstar and stat scaling around 50% str/50%wil. Deals additional acid damage when used in melee. Has physical and acid resist penetration.
Forms a set with the Stone Gauntlets of Harkor'Zun, giving a large acid bonus damage to all melee attacks (ring of blasting or searing armor style) and acid retaliation damage.
I envision it as a good offhand weapon for cursed.
<Ferret> The Spellblaze was like a nuclear disaster apparently: ammo became the "real" currency.
Re: Artifact & Ego ideas
Code: Select all
newEntity{ base = "BASE_TRIDENT",
power_source = {nature=true},
unided_name = "rusty pitchfork", image="object/artifact/wintertide.png", -- May want to switch this, is just a placeholder
name = "Giantslaying Pitchfork", unique=true, -- Blame Torokasi for this
desc = [[In the Age of Allure, a lone farmer managed to fend off a roaming group of giants from Daikara with this pitchfork.
After the victory, he headed into the mountains to challenge their leader, and both halfling and pitchfork were not seen again.]],
require = { stat = { str=15, dex=15, }, },
level_range = {1, 15},
rarity = 200,
cost = 75,
material_level = 1,
combat = {
dam = 25,
apr = 6,
physcrit = 5,
dammod = {str=0.65, dex=0.65},
damrange = 1.5,
inc_damage_type = {giant=33},
resists_actor_type = {giant=16},
},
wielder = {
esp = { giant = 1 }, esp_range = -4,
inc_stats = { [Stats.STAT_DEX] = 2, [Stats.STAT_STR] = 2, },
confusion_immune = 0.25,
knockback_immune = 0.25,
},
on_wear = function(self, who)
if who.descriptor and who.descriptor.race == "Halfling" then
local Stats = require "engine.interface.ActorStats"
local DamageType = require "engine.DamageType"
self:specialWearAdd({"wielder","inc_stats"}, { [Stats.STAT_STR] = 3, [Stats.STAT_DEX] = 3, [Stats.STAT_LCK] = 5, })
self:specialWearAdd({"wielder", "talents_types_mastery"}, { ["race/halfling"] = 0.15 })
game.logPlayer(who, "#LIGHT_BLUE#The spirit of the heroic halfling farmer flows through you!")
end
end,
}
Re: Artifact & Ego ideas
The famous tentacle shield! Pulls enemies to you and grapples them. 

Code: Select all
newEntity{ base = "BASE_SHIELD",
power_source = {nature=true},
unique = true,
name = "Black Mesh", image = "object/artifact/shield_mesh.png",
unided_name = "pile of tendrils",
desc = [[Black, interwoven tendrils form this mesh that can be used as shield. It reacts visibly to your touch, clinging to your arm and engulfing it in a warm, black mass.]],
color = colors.BLACK,
level_range = {15, 30},
rarity = 270,
require = { stat = { str=2 }, }, --make str to 20
cost = 400,
material_level = 3,
metallic = false,
special_combat = {
dam = resolvers.rngavg(25,35),
block = resolvers.rngavg(90, 120),
physcrit = 5,
dammod = {str=1},
},
wielder = {
combat_armor = 2,
combat_def = 8,
combat_def_ranged = 8,
fatigue = 12,
learn_talent = { [Talents.T_BLOCK] = 3, },
resists = { [DamageType.BLIGHT] = 15, [DamageType.DARKNESS] = 30, },
stamina_regen = 2,
},
on_block = function(self, who, src, type, dam, eff)
if rng.percent(30) then
--if not src.dead and not who.turn_procs.melee_talent then
--who.turn_procs.melee_talent = true
if not src then return end
src:pull(who.x, who.y, 15)
game.logSeen(src, "Black tendrils shoot out of the mesh and pull %s to you!", src.name:capitalize())
who:startGrapple(src)
--end
end
end,
}
Re: Artifact & Ego ideas
Conviction's Heart: Primarily Antimagic mindstar. Silences on crit (with some increased crit chance), notable manaburn damage and moderate slime damage on hit, significant boost to magic save, a few appropriate resists (arcane and blight, at least, possibly light, dark, and temporal as well) and an activatable that's essentially a pull effect, possibly with some sort of debuff/damage, courtesy of tentacles of slime (silence/immobilize for a turn or two, maybe? Is having silence show up twice on the same item too much?). Otherwise exactly as an unenhanced mindstar of its material level (4 maybe?) Might form a set with other antimagic artifacts, or might not.
Creation story: Mardeth was a true daughter of Zigur, and a great force for good in the world. Sadly, she, like so many others, was brought low by magish treachery. They broke her body beyond repair and left her, hoping to torment her with her new helplessness. They could not break her spirit, though, and she refused to accept that he had no more left to give for this world. Instead, she turned her powers inward, focusing them with her indomitable will. The screams carried through the night, and the mages smiled, unknowing. Her companions found her the next day, dead, with this pulsing purple mindstar thrusting up through her chest from where her heart had been. It has been serving in her stead ever since.
Idea: basically, everything this mindstar has over and above the base effects is focused on killing mages. the bone grab equivalent (which I'm seeing as tentacles of slime) is to get them to you so you can start whaling on them faster, and the slime damage is to make it harder for them to get away. Everything else should be pretty obvious. At the same time, it covers enough bases (given the resists, the save, and the slime damage) that someone who just likes antimagic as a theme should be able to take it as a piece of kit and find use in it, even if they don't have *particular* problem with magic-wielding enemies). Obviously, this should go on the list of "items that don't work as well if you aren't antimagic".
Creation story: Mardeth was a true daughter of Zigur, and a great force for good in the world. Sadly, she, like so many others, was brought low by magish treachery. They broke her body beyond repair and left her, hoping to torment her with her new helplessness. They could not break her spirit, though, and she refused to accept that he had no more left to give for this world. Instead, she turned her powers inward, focusing them with her indomitable will. The screams carried through the night, and the mages smiled, unknowing. Her companions found her the next day, dead, with this pulsing purple mindstar thrusting up through her chest from where her heart had been. It has been serving in her stead ever since.
Idea: basically, everything this mindstar has over and above the base effects is focused on killing mages. the bone grab equivalent (which I'm seeing as tentacles of slime) is to get them to you so you can start whaling on them faster, and the slime damage is to make it harder for them to get away. Everything else should be pretty obvious. At the same time, it covers enough bases (given the resists, the save, and the slime damage) that someone who just likes antimagic as a theme should be able to take it as a piece of kit and find use in it, even if they don't have *particular* problem with magic-wielding enemies). Obviously, this should go on the list of "items that don't work as well if you aren't antimagic".
Re: Artifact & Ego ideas
Artifact (pseudo-pair) staff and lamp.
The staff's designed to be a single-handed Paradox Mage ultimate-level staff(which they don't really have, right now-any of, not just one-handed ones), with relatively low spellpower/spellcrit and no statistical bonuses, and fairly low damage bonuses.
In exchange, it grants Paradox-on-hit(currently not existant in any other way, and would technically require a small alteration to do-I'd do that, but I think someone with more experience would probably take two minutes, while I would take ages fumbling for it), and grants good on-hit(spell) and invokes, as well as relatively high raw attack power for a staff, making it good for Alchemists and Anorithils(Who like high stick power and on-hits and good damage beams respectively), and possibly an odd magic-heavy build Temporal Warden could use it as a primary weapon as well.
The lamp is designed to be a competitive option with Guidance/Eldritch Pearl; Right now, this is one of the most linear decisions for lamps, in general, and a vast majority of clearing characters use one or the other, depending on if they do or don't have Antimagic.
The set is designed to be a kind of clashing reinforcement, rather than a normal set-the Distaff is a space/time altering and stabilizing artifact, while the Lamp represents the end of space-time, so it's not too odd of an idea. In this case, the lamp becomes a strong but purely defensive artifact, instead of the middle-road option between Guidance and Eldritch Pearl it was designed to be-a unique role, still-and the wand becomes a stronger overall option, while still not being a raw power weapon on the whole.
Hopefully these will work decently enough to be used. :)
The staff's designed to be a single-handed Paradox Mage ultimate-level staff(which they don't really have, right now-any of, not just one-handed ones), with relatively low spellpower/spellcrit and no statistical bonuses, and fairly low damage bonuses.
In exchange, it grants Paradox-on-hit(currently not existant in any other way, and would technically require a small alteration to do-I'd do that, but I think someone with more experience would probably take two minutes, while I would take ages fumbling for it), and grants good on-hit(spell) and invokes, as well as relatively high raw attack power for a staff, making it good for Alchemists and Anorithils(Who like high stick power and on-hits and good damage beams respectively), and possibly an odd magic-heavy build Temporal Warden could use it as a primary weapon as well.
The lamp is designed to be a competitive option with Guidance/Eldritch Pearl; Right now, this is one of the most linear decisions for lamps, in general, and a vast majority of clearing characters use one or the other, depending on if they do or don't have Antimagic.
The set is designed to be a kind of clashing reinforcement, rather than a normal set-the Distaff is a space/time altering and stabilizing artifact, while the Lamp represents the end of space-time, so it's not too odd of an idea. In this case, the lamp becomes a strong but purely defensive artifact, instead of the middle-road option between Guidance and Eldritch Pearl it was designed to be-a unique role, still-and the wand becomes a stronger overall option, while still not being a raw power weapon on the whole.
Hopefully these will work decently enough to be used. :)
Code: Select all
newEntity{ base = "BASE_STAFF",
power_source = {arcane=true},
define_as = "ART_PAIR_DISTAFF", image = "object/artifact/staff_broken_top_telos.png",
slot_forbid = false,
twohanded = false,
unided_name = "crystalline-thread covered stick", flavor_name = "starstaff",
name = "Distaff of the Reweaver", unique=true,
desc = [[A mysterious short staff, wrapped in shining threads. A sense of reformation and renewal flows from it, a feeling that it could resolve anything.]],
require = { stat = { mag=40, wil=30 }, },
level_range = {35, 50},
rarity = 290,
encumber = 2.5,
material_level = 5,
cost = 350,
combat = {
dam = 54,
apr = 0,
physcrit = 1.5,
dammod = {mag=0.8,wil=0.5},
damtype = DamageType.TEMPORAL,
},
wielder = {
combat_spellpower = 25,
combat_spellcrit = 10,
inc_damage = {[DamageType.TEMPORAL] = 30 },
resists_pen = {[DamageType.TEMPORAL] = 20 },
resists_cap = { [DamageType.TEMPORAL] = 10 },
resists = { [DamageType.TEMPORAL] = 20 },
paradox_regen_on_hit = 3,
},
max_power = 25, power_regen = 1,
use_talent = { id = Talents.T_DUST_TO_DUST, level = 3, power = 10 },
talent_on_spell = {{chance=10, talent=Talents.T_RETHREAD, level=3},
set_list = { {"define_as", "ART_PAIR_EMBER"} },
on_set_complete = function(self, who)
self:specialSetAdd({"wielder","resists"}, {[engine.DamageType.TEMPORAL]=-20,})
self:specialSetAdd({"wielder","resists_cap"}, {[engine.DamageType.TEMPORAL]=-10,})
self:specialSetAdd({"wielder","combat_physcrit"}, 15,)
self:specialSetAdd({"wielder","combat_spellcrit"}, 15,)
self:specialSetAdd({"wielder","inc_damage"}, {all = 10,})
game.logSeen(who, "#ANTIQUE_WHITE#The Distaff's rainbow-tinted thread turns blood red!")
end,
on_set_broken = function(self, who)
game.logPlayer(who, "#ANTIQUE_WHITE#The Distaff's threads revert to a myriad of hues.")
end,
}
newEntity{ base = "BASE_LITE",
power_source = {unknown=true},
define_as = "ART_PAIR_EMBER", unique = true,
name = "Ember of Existence", image = "object/artifact/guidance.png",
unided_name = "a sullenly-glowing crystalline lamp",
level_range = {40, 50},
color = colors.RED,
encumber = 1,
desc = [[No Chronomancer knows when this lamp was-or will be-fashioned, but few fail to know what it is-a small, somehow still-glowing wisp of the last still-shining star, in a possible far future. Encased in mysterious, unbreakable crystal and emanating a feeling of despair, it is said to have been crafted as a warning to all life; that all things eventually end.]],
cost = 500,
material_level = 5,
wielder = {
lite = 7,
combat_dam = 8,
combat_spellpower = 8,
combat_mindpower = 8,
combat_def = 5,
combat_physresist = 5,
combat_mentalresist = 5,
combat_spellresist = 5,
blind_immune = 0.4,
confusion_immune = 0.2,
resists = { [DamageType.FIRE] = 10, [DamageType.DARKNESS] = 10, },
on_melee_hit={[DamageType.FIRE] = 15, [DamageType.LIGHT] = 15},
},
set_list = { {"define_as", "ART_PAIR_DISTAFF"} },
on_set_complete = function(self, who)
self:specialSetAdd({"wielder","lite"}, 3)
self:specialSetAdd({"wielder","inc_stats"}, { [Stats.STAT_LCK] = 10})
self:specialSetAdd({"wielder","combat_def"}, 10)
self:specialSetAdd({"wielder","combat_physresist"}, 10)
self:specialSetAdd({"wielder","combat_spellresist"}, 10)
self:specialSetAdd({"wielder","combat_mentalresist"}, 10)
self:specialSetAdd({"wielder","blind_immune"}, 0.6)
self:specialSetAdd({"wielder","combat_dam"}, -8)
self:specialSetAdd({"wielder","combat_spellpower"}, -8)
self:specialSetAdd({"wielder","combat_mindpower"}, -8)
game.logSeen(who, "#ANTIQUE_WHITE#The Ember takes on a brilliant, hope-filled shine!")
end,
on_set_broken = function(self, who)
game.logPlayer(who, "#ANTIQUE_WHITE#The Ember's light dims.")
end,
}
Re: Artifact & Ego ideas
I hope there can be a quest to put the three parts of Telos' Staff together.
Re: Artifact & Ego ideas
An artifact that increases the max number of souls by 5( subject to change) i am thinking a ring.
you could add a new ring or modify an existising one. maybe it could give .30 necrotic minions mastery change if needed
you could add a new ring or modify an existising one. maybe it could give .30 necrotic minions mastery change if needed
Re: Artifact & Ego ideas
Putting these here too, since I'm not sure many people noticed them in the Rogue Tweaks topic(since I'm not entirely sure how many people noticed the Rogue Tweaks topic).
Code: Select all
newEntity{ base = "BASE_KNIFE", define_as = "MANDIBLE_UNGOLMOR",
power_source = {nature=true},
unique = true,
name = "Mandible of Ungolmor", image = "object/artifact/dagger_life_drinker.png",
unided_name = "curved, serrated black dagger",
desc = [[This obsidian-crafted, curved blade is studded with the deadly fangs of the Ungolmor. It seems to drain light from the world around it.]],
level_range = {40, 50},
rarity = 270,
require = { stat = { cun=38 }, },
cost = 650,
material_level = 5,
combat = {
dam = 40,
apr = 12,
physcrit = 22,
dammod = {cun=0.30, str=0.35, dex=0.35},
convert_damage ={[DamageType.DARKNESS] = 30},
special_on_crit = {desc="inflicts pinning spydric poison upon the target", fct=function(combat, who, target)
if target:canBe("poison") then
local tg = {type="hit", range=1}
local x, y = who:getTarget(tg)
who:project(tg, target.x, target.y, engine.DamageType.SPYDRIC_POISON, {src=who, dam=30, dur=3})
end
end},
},
wielder = {
inc_damage={[DamageType.NATURE] = 30, [DamageType.DARKNESS] = 20,},
inc_stats = {[Stats.STAT_CUN] = 8, [Stats.STAT_DEX] = 4,},
combat_armor = 5,
combat_armor_hardiness = 5,
lite = -2,
},
max_power = 40, power_regen = 1,
use_talent = { id = Talents.T_CREEPING_DARKNESS, level = 3, power = 25 },
}
newEntity{ base = "BASE_KNIFE", define_as = "KINETIC_SPIKE",
power_source = {psionic=true},
unique = true,
name = "Kinetic Spike", image = "object/artifact/dagger_life_drinker.png",
unided_name = "bladeless hilt",
desc = [[A simple, rudely crafted stone hilt, this object manifests a blade of wavering, nearly invisible force, like a heat haze, as you grasp it. Despite its simple appearance, it is capable of shearing through solid granite, in the hands of those with the necessary mental fortitude to use it properly.]],
level_range = {42, 50},
rarity = 310,
require = { stat = { wil=42 }, },
cost = 450,
material_level = 5,
combat = {
dam = 38,
apr = 40, -- Hard to imagine much being harder to stop with armor.
physcrit = 10,
dammod = {wil=0.30, str=0.30, dex=0.40},
},
wielder = {
combat_atk = 8,
combat_dam = 15,
resists_pen = {[DamageType.PHYSICAL] = 30},
},
max_power = 10, power_regen = 1,
use_power = { name = "fires a bolt of kinetic force, doing 150%% weapon damage", power = 10,
use = function(self, who)
local tg = {type="bolt", range=8}
local x, y = who:getTarget(tg)
if not x or not y then return nil end
local _ _, x, y = who:canProject(tg, x, y)
local target = game.level.map(x, y, engine.Map.ACTOR)
if target then
who:attackTarget(target, engine.DamageType.PHYSICAL, 1.5, true)
game.logSeen(who, "The %s fires a bolt of kinetic force!", self:getName())
else
return
end
return {id=true, used=true}
end
},
}
-
- Master Artificer
- Posts: 726
- Joined: Fri Feb 03, 2012 3:53 am
B43 artifact bash!
B43 is going to be the last update before version 1 to allow new content.
After that, it's all polish. Which means I need you to give me ideas to make to give to darkgod for him to add.
And if you do that, maybe I'll stop abusing italics.
After that, it's all polish. Which means I need you to give me ideas to make to give to darkgod for him to add.
And if you do that, maybe I'll stop abusing italics.
Re: Artifact & Ego ideas
I wanna give Melinda whatever the Orc Great Mother is taking! 

darkgod wrote:OMFG tiger eye you are my hero!
-
- Uruivellas
- Posts: 708
- Joined: Wed Apr 30, 2008 5:55 pm
Re: Artifact & Ego ideas
Belts:
Mirror Shards - a broken mirror woven into a loose rope. +20% light resist, +10% light damage, +1 lite, can be activated for a reflection shield. 10% chance to blind for 3 turns when hit.
Emblem of Fear - -20 mental save, -40% fear resistance, you can always move successfully when under the effects of confusion or fear.
Emblem of Confidence - +10 mental save, +250 life, you cannot see your life.
Brilliant Buckle - +2 lite, +10% light piercing, +0.2 Celestial/Sun
Everthorn Wreath - T2 belt, maybe hat
-20% bleed immunity, +20% nature resistance, +8% physical damage
+30 bleed damage when hit
Activate for bleeding edge
Boots:
Miststepper - T2 leather boots
Boots made of a rough blue leather, a cold mist constantly emanates from them.
+10% light, fire resist. +10% cold, darkness damage.
+15 stealth bonus.
+10 defense, ranged defense.
+0.1 Spell/Water mastery
Let's take another crack at iron anchor, since you dislike it so much PQ
Stonewrought - T2 metal boots
Boots wrought of seemingly solid stone, yet they remain flexible enough to walk in.
+8% fatigue, +5% hardiness, +10 armour
+0.1 Spell/Earth, Chronomancy/Gravity mastery.
Gives you a sustain which gives you 100% knockback and teleport resistance, but you can't move.
Aetherwalker - T4 leather boots
These boots are almost completely transparent.
+10% arcane resistance, +5% arcane resistance cap
+0.1 Spell/Aether Mastery
+0.3 Spell/Conveyance Mastery
May activate for a controlled phase door.
Flowering Sandals - T1 leather boots
A pair of simple wooden sandal from which flowers seem to grow.
+5% nature damage.
+10% blight resistance.
+0.2 Wild-Gift/Fungus mastery.
May be activated for a weak regeneration.
Snakeskin Boots - T2 leather boots
+5% global speed.
+10% nature resistance.
+50% poison immunity.
Helms:
Reverbrating Helm - T1 helm
This iron helm is specially shaped to let the user pick up sounds, and let's the wearer hear the currents of the air.
+4 armour
+10 ranged defense
+30 see stealth, 10 see invisible
+0.2 Technique/Archery mastery
Blackened Helm - T2 helm
This heavy helm of blackened steel seems to absorb light from its surroundings. It is also rather difficult to see out of.
+8 armour, +10% hardiness, +12% fatigue.
-1 vision range.
+15% light resistance, -15% darkness resistance.
Gloves:
Potion-master's Gloves - T2 leather gloves
+40% acid resistance, +10% acid resistance cap.
+15 acid blind when hit.
Trickster's Gloves - T1 leather gloves
+0.3 Cunning/Dirty Fighting mastery
-1 dirty fighting cooldown
Robes:
Flowing Robes - T1 robe
These flowing robes let you move as the rushing water.
+10% cold damage, +5% cold piercing
+0.1 Spell/Water mastery
+30% movement speed
Mails:
Ionized Mail - T1 mail
This suit of iron mail seems to be able to store electrical energy.
+10% lightning resistance.
+20% stun immunity.
+3 lightning cooldown
+0.5 Spell/Air/Lightning mastery
Oozing Mail - T1 mail
This armour seems to ooze and warp when hit, grabbing weapons and refusing to let go.
+7 armour, + 5 defense.
+10% nature resistance.
+10 slime damage on melee hit.
5% chance to use disarm level 1 when struck.
Swords:
Summertide - a sword fashioned of raw, transparent crystal, it glows with an inner light. +20% light damage, +20 light burst 1 on hit. 20% chance to fire a beam of blindness on hit.
Broken Blade - This stralite sword has been shattered halfway up its length - yet some master craftsman has salvaged what is left of it into a suitable weapon.
T4 sword, with the basic stats of a T3 mace.
65% chance to disarm on hit.
+65% disarm immunity.
This weapon is also immune to effects which would reduce it's power.
Maces:
Smith's Hammer - A dreamforge hammer made into reality by a powerful solipsist. +20% mind and fire damage, +10 mental save, activate for area mind + fire damage.
Axes:
Forest's Bane - T1 axe, +50% damage to plants, +15% nature resist, +15% poison resist. Made by a mage who hid in the old forest after the spellblaze.
Greatswords
Immaterial Blade - T1 greatsword.
Almost weightless and invisible, you can barely even tell that this sword is there.
90% attack speed, blindfighting, +10 arcane damage on hit.
Greatmauls
Hammer of Earth - T3 greatmaul.
This great hammer can be used to control and shape the earth.
Activate 40/50 for earthwall level 5.
Giant Molar - T1 greatmaul
A rough wooden handle attached to the tooth of an impossibly large beast.
5% chance to stun on hit.
30% chance to pin on hit.
Battleaxes
Youregonnarenamethisanyway - T2 battleaxe
+50% damage to elementals, +20 manaburn on hit.
Daggers:
Spellblaze Shard - T1 dagger, +12 fire and blight on hit. +10% fire and blight damage. Gives stamina regen when standing on a spellblaze scar.
Bloodthirst - T4 dagger
May activate 3/3 for bleeding edge level 1.
Whips:
Bone-link Whip - T1 whip, made of lengths of bone tied together. May activate for bone grasp.
Timethread - A single thread of the timeline, manifested in physical form. T4 Whip
+5% temporal damage, +15% temporal resistance, +15 spell save
30% chance to cast rethread on hit.
Gives you a passive 30% continuum destabilization resistance.
Cloaks:
Forgetten Cloak - Activate 300/300 to make everything lose you as a target.
Quivers:
Void Quiver - T5 quiver, infinite ammo, half temporal half darkness damage.
Bee's Stinger - T1 quiver, 6 ammo, +10 spydric poison on hit.
Quiver of Bone - T2 quiver, 20% chance to cast the bone explosion centered on target.
Pouches:
Shadow Shot - T2 shot, darkness damage. Moves 1 space/turn in lit spaces, instantaneously travels through unlit spaces.
Rapid Shot - T1 shot, -3 firing range, -30% attack speed.
Wind-worn Shot - T3 shot, +10% lightning damage, +5% lightning pierce. 6% chance for tornado on hit.
Familiar Shot - T4 shot, psionic.
If you don't pay attention, you find yourself inspecting or handling this bag.
+20 mind damage on hit, +100% chance to use reload on hit.
Shields:
Shimmering Shield - T3 shield, +10% light/darkness resist, +200 mana
Lites:
Will'o the Wisp Lantern - +20% cold damage, +20% cold resist, +5% cold resist cap. 20 ice damage burst 2 on crit. Can be used to summon a will'o the wisp.
Beacon of Angolwen - Casting an eerie purple light, this was used when Angolwen was founded to call mages to safety from far and near.h
+100 mana, +2 mana regen, +4 infravision, +8 spellpower
Any creature with a mana bar can see you as if they had telepathy.
Amulets:
Iron Anchor - +10% fatigue, +100% teleport resist, +10% temporal resist. May activate to prevent teleportation in radius 10 for 15 turns.
Shard of Insanity - -100% confuse resist, +30 mental save, +4% chance to confuse when struck in melee.
Mindstars:
Deep-earth Diamond - Recovered from the depths of the earth. +3 mindpower, +12% physical damage, +20 apr when worn.
Volcanic Diamond - Found in the caldera. Fire damage, +20% fire damage, +10% fire resist cap, +5 mindpower. May be used to cure burning.
Crystal Eye - T4 mindstar
Formed in the shape of an eye, this mindstar gives you glimpses into nearby places.
Activate 25/200 for earth's eye
+3 mindpower, +20 spell save, +10% nature damage
Tools:
Broken Melody - Some sort of arcane artifact, obviously broken, it plays a strange, haunting music. On use, confuse everything in radius 10, including yourself.
Spellblaze Atonement - Wand, 100 manaburn damage in a line. Made by a mage turned magehunter after the spellblaze.
Mirror Shards - a broken mirror woven into a loose rope. +20% light resist, +10% light damage, +1 lite, can be activated for a reflection shield. 10% chance to blind for 3 turns when hit.
Emblem of Fear - -20 mental save, -40% fear resistance, you can always move successfully when under the effects of confusion or fear.
Emblem of Confidence - +10 mental save, +250 life, you cannot see your life.
Brilliant Buckle - +2 lite, +10% light piercing, +0.2 Celestial/Sun
Everthorn Wreath - T2 belt, maybe hat
-20% bleed immunity, +20% nature resistance, +8% physical damage
+30 bleed damage when hit
Activate for bleeding edge
Boots:
Miststepper - T2 leather boots
Boots made of a rough blue leather, a cold mist constantly emanates from them.
+10% light, fire resist. +10% cold, darkness damage.
+15 stealth bonus.
+10 defense, ranged defense.
+0.1 Spell/Water mastery
Let's take another crack at iron anchor, since you dislike it so much PQ

Stonewrought - T2 metal boots
Boots wrought of seemingly solid stone, yet they remain flexible enough to walk in.
+8% fatigue, +5% hardiness, +10 armour
+0.1 Spell/Earth, Chronomancy/Gravity mastery.
Gives you a sustain which gives you 100% knockback and teleport resistance, but you can't move.
Aetherwalker - T4 leather boots
These boots are almost completely transparent.
+10% arcane resistance, +5% arcane resistance cap
+0.1 Spell/Aether Mastery
+0.3 Spell/Conveyance Mastery
May activate for a controlled phase door.
Flowering Sandals - T1 leather boots
A pair of simple wooden sandal from which flowers seem to grow.
+5% nature damage.
+10% blight resistance.
+0.2 Wild-Gift/Fungus mastery.
May be activated for a weak regeneration.
Snakeskin Boots - T2 leather boots
+5% global speed.
+10% nature resistance.
+50% poison immunity.
Helms:
Reverbrating Helm - T1 helm
This iron helm is specially shaped to let the user pick up sounds, and let's the wearer hear the currents of the air.
+4 armour
+10 ranged defense
+30 see stealth, 10 see invisible
+0.2 Technique/Archery mastery
Blackened Helm - T2 helm
This heavy helm of blackened steel seems to absorb light from its surroundings. It is also rather difficult to see out of.
+8 armour, +10% hardiness, +12% fatigue.
-1 vision range.
+15% light resistance, -15% darkness resistance.
Gloves:
Potion-master's Gloves - T2 leather gloves
+40% acid resistance, +10% acid resistance cap.
+15 acid blind when hit.
Trickster's Gloves - T1 leather gloves
+0.3 Cunning/Dirty Fighting mastery
-1 dirty fighting cooldown
Robes:
Flowing Robes - T1 robe
These flowing robes let you move as the rushing water.
+10% cold damage, +5% cold piercing
+0.1 Spell/Water mastery
+30% movement speed
Mails:
Ionized Mail - T1 mail
This suit of iron mail seems to be able to store electrical energy.
+10% lightning resistance.
+20% stun immunity.
+3 lightning cooldown
+0.5 Spell/Air/Lightning mastery
Oozing Mail - T1 mail
This armour seems to ooze and warp when hit, grabbing weapons and refusing to let go.
+7 armour, + 5 defense.
+10% nature resistance.
+10 slime damage on melee hit.
5% chance to use disarm level 1 when struck.
Swords:
Summertide - a sword fashioned of raw, transparent crystal, it glows with an inner light. +20% light damage, +20 light burst 1 on hit. 20% chance to fire a beam of blindness on hit.
Broken Blade - This stralite sword has been shattered halfway up its length - yet some master craftsman has salvaged what is left of it into a suitable weapon.
T4 sword, with the basic stats of a T3 mace.
65% chance to disarm on hit.
+65% disarm immunity.
This weapon is also immune to effects which would reduce it's power.
Maces:
Smith's Hammer - A dreamforge hammer made into reality by a powerful solipsist. +20% mind and fire damage, +10 mental save, activate for area mind + fire damage.
Axes:
Forest's Bane - T1 axe, +50% damage to plants, +15% nature resist, +15% poison resist. Made by a mage who hid in the old forest after the spellblaze.
Greatswords
Immaterial Blade - T1 greatsword.
Almost weightless and invisible, you can barely even tell that this sword is there.
90% attack speed, blindfighting, +10 arcane damage on hit.
Greatmauls
Hammer of Earth - T3 greatmaul.
This great hammer can be used to control and shape the earth.
Activate 40/50 for earthwall level 5.
Giant Molar - T1 greatmaul
A rough wooden handle attached to the tooth of an impossibly large beast.
5% chance to stun on hit.
30% chance to pin on hit.
Battleaxes
Youregonnarenamethisanyway - T2 battleaxe
+50% damage to elementals, +20 manaburn on hit.
Daggers:
Spellblaze Shard - T1 dagger, +12 fire and blight on hit. +10% fire and blight damage. Gives stamina regen when standing on a spellblaze scar.
Bloodthirst - T4 dagger
May activate 3/3 for bleeding edge level 1.
Whips:
Bone-link Whip - T1 whip, made of lengths of bone tied together. May activate for bone grasp.
Timethread - A single thread of the timeline, manifested in physical form. T4 Whip
+5% temporal damage, +15% temporal resistance, +15 spell save
30% chance to cast rethread on hit.
Gives you a passive 30% continuum destabilization resistance.
Cloaks:
Forgetten Cloak - Activate 300/300 to make everything lose you as a target.
Quivers:
Void Quiver - T5 quiver, infinite ammo, half temporal half darkness damage.
Bee's Stinger - T1 quiver, 6 ammo, +10 spydric poison on hit.
Quiver of Bone - T2 quiver, 20% chance to cast the bone explosion centered on target.
Pouches:
Shadow Shot - T2 shot, darkness damage. Moves 1 space/turn in lit spaces, instantaneously travels through unlit spaces.
Rapid Shot - T1 shot, -3 firing range, -30% attack speed.
Wind-worn Shot - T3 shot, +10% lightning damage, +5% lightning pierce. 6% chance for tornado on hit.
Familiar Shot - T4 shot, psionic.
If you don't pay attention, you find yourself inspecting or handling this bag.
+20 mind damage on hit, +100% chance to use reload on hit.
Shields:
Shimmering Shield - T3 shield, +10% light/darkness resist, +200 mana
Lites:
Will'o the Wisp Lantern - +20% cold damage, +20% cold resist, +5% cold resist cap. 20 ice damage burst 2 on crit. Can be used to summon a will'o the wisp.
Beacon of Angolwen - Casting an eerie purple light, this was used when Angolwen was founded to call mages to safety from far and near.h
+100 mana, +2 mana regen, +4 infravision, +8 spellpower
Any creature with a mana bar can see you as if they had telepathy.
Amulets:
Iron Anchor - +10% fatigue, +100% teleport resist, +10% temporal resist. May activate to prevent teleportation in radius 10 for 15 turns.
Shard of Insanity - -100% confuse resist, +30 mental save, +4% chance to confuse when struck in melee.
Mindstars:
Deep-earth Diamond - Recovered from the depths of the earth. +3 mindpower, +12% physical damage, +20 apr when worn.
Volcanic Diamond - Found in the caldera. Fire damage, +20% fire damage, +10% fire resist cap, +5 mindpower. May be used to cure burning.
Crystal Eye - T4 mindstar
Formed in the shape of an eye, this mindstar gives you glimpses into nearby places.
Activate 25/200 for earth's eye
+3 mindpower, +20 spell save, +10% nature damage
Tools:
Broken Melody - Some sort of arcane artifact, obviously broken, it plays a strange, haunting music. On use, confuse everything in radius 10, including yourself.
Spellblaze Atonement - Wand, 100 manaburn damage in a line. Made by a mage turned magehunter after the spellblaze.
Last edited by grayswandir on Wed Sep 05, 2012 9:49 pm, edited 20 times in total.
Addons: Arcane Blade Tweaks, Fallen Race, Monk Class, Weapons Pack
Currently working on Elementals. It's a big project, so any help would be appreciated.
Currently working on Elementals. It's a big project, so any help would be appreciated.
