Artifact & Ego ideas

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

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

Re: Artifact & Ego ideas

#331 Post by Frumple »

Dunno if it's been suggested yet (cursory look didn't see anything), but a series of artifacts that can activate to temporarily manifest the various mini-event things (font of life, anti magic bush, spellblaze scar, etc.) would be pretty interesting, I think. Or proc a temp one on hit or as a retaliation effect. Any/all of the above.

Alternately (or additionally, I guess), arts that interact with said things might also be interesting. Bath a unique mindstar in fonts of life (consuming the font) to give it a minor boost, corrupt an antimagic bush into a spellblaze scar... stuff like that.

Certain egos might be able to gain an affinity for certain things, as well. Life stuff working better inside fonts of life, AM egos getting a minor boost inside a bush, things along those lines.

donkatsu
Uruivellas
Posts: 819
Joined: Mon Dec 12, 2011 4:33 pm

Re: Artifact & Ego ideas

#332 Post by donkatsu »

I made a list of some things I'd like to see more of, especially in the lategame:
Lightning damage
Nature damage
Darkness damage
Mindpower
On_mind_crit
More daggers
Non-arcane gloves
Non-arcane lite
Tools

And came up with the following artifact ideas to incorporate as many of them as possible:

Blacklight:
Tier 5 lite
Psionic powered
+7 infravision
+10 Cun
+7 mindpower
+15% darkness damage
+50% blind immunity
A silver lantern that emits no light, instead imparting vision directly into the mind of its bearer.

Stormchaser:
Tier 4 boots
Nature powered
+6 Dex, +4 Wil
+20% lightning damage
+10% lightning resistance, +10% cold resistance
+25% stun immunity, +25% knockback immunity
Activate for Lightning Speed (20/30 power)

Tree of Life:
Tier 5 totem
Nature powered
+10 Wil, +10 Con
+10% nature damage, +10% nature resistance
+15% Fatigue
Activate to plant the Tree of Life (40/40 power) granting the following effect for 10 turns:
You can't move
+60% heal mod
+30 life, +6 stamina and +2 equilibrium recovery each turn.
Does not count as a regeneration effect, does count as a beneficial effect (can be shrugged off)
A huge wooden totem with branches and leaves still left on. The leaves shimmer a vibrant green, practically thrumming with life.

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

Re: Artifact & Ego ideas

#333 Post by Frumple »

Blacklight looks like something that'd be neat if it activated for darkness or sumthin'. Maybe a chance for blindness retaliation? Might even tie it into the doomed class... they've got a few neat talents that might be able to but stuck in it.

Lemme' get back to that, actually. I'm thinking a shadow-related totem, but need to make sure it hasn't already been suggested.

E: Not seeing anything this year, so let's try this...

Totem of the Twilight:
Tier four or five totem
Mixed arcane/psionic totem
While worn:
10% light/dark resistance and penetration
+5 max hate, +20 max negative
Regain .5 hate, 5 negative when creating a shadow
10% chance to spawn a shadow when hit (call shadow/shadow warriors Tlvl @ 3), lasting five turns.
10% chance to spawn a shadow when killing something (call shadow/shadow Mages Tlvl 3), lasting five turns.
Creates two shadows (Tlvl 4 call/warriors/mages) when casting shadow simulacrum, lasting ten turns.
Activates to cast Tlvl 2 or 3 shadow simulacrum.
The strange creation of a broken mind, the Totem of the Twilight was crafted by a rare survivor of orcish experimentation. <Name> was an <anowhatsit> captured by an Orc war band. Inflicted with great tortures ultimately culminating in having part of his soul forcibly bonded with a vengeful spirit, <Name>, after much suffering, managed to escape his orcish tormenters, but not without great cost. Lost in the eastern wilderness and broken in mind from his experience, ever tempted by the mad whispers of the spirit, <name> tore at his own flesh, shaping from the grisly material a sickening fetich of muscle and bone. With his last breaths, <name> ripped out the part of his soul hosting the hated spirit, trapping the creature and a portion of his own lingering celestial powers into the twisted device. Echoes of the beast's powers linger about the creation, ever sending fragments of its shadowy power to seek a new host.
Last edited by Frumple on Mon Aug 27, 2012 6:20 am, edited 1 time in total.

grayswandir
Uruivellas
Posts: 708
Joined: Wed Apr 30, 2008 5:55 pm

Re: Artifact & Ego ideas

#334 Post by grayswandir »

Shadow Shot - t2 shot, darkness damage. Moves 1 space/turn in lit spaces, instantaneously travels through unlit spaces.
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. :)

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

Re: Artifact & Ego ideas

#335 Post by Frumple »

Incidentally, psionic light, I think. Whatever doomed stuff counts as.

Umbraphage
Tier 3 or 4 light
Psionic powered
Light radius 5
Darkness affinity 20%
10% darkness penetration
Special features: Light is true light, ala summertide activation.
For every darkened square lit, heal .5% your max HP.
Darkness based talents have a 20% chance to fail when used against targets within the light radius, putting them on cooldown and healing the umbraphage's master for 1% max HP.
Shadows and shadow simulacrum have a 5% chance per turn to be consumed for 5% of your max health.
Negative powered sustains on creatures within the light radius have a 10% chance per turn to face a mindpower vs mindsave check to be dispelled; sustains dispelled this way heal the umbraphage wielder for 5% max HP. Other shadow related sustains are similarly effected.
For every 100% to 150% healed, umbraphage spawns a hostile shadow simulacrum of its wielder. Untill the simulacrum is killed, the effects of umbraphage reverse; emitting true darkness, damaging you when darkness talents are used within the radius, etc.
A strange lantern of shining bone-white crystal and an unusual dark, wispy silk, the Umbraphage is the prison of a powerful shadow beast. Its powers greatly weakened by its container, the terrible creature consumes all sources of shadow near the lantern in a constant struggle to amass enough dark power to tear itself free of its incarceration. Should it ever do so, there is little doubt the raging monster will turn on its erstwhile warden in a violent rage.

Caveat here being that while I think it's a neat idea, I have no doubt it'd be a beast to code, if it's even possible with the engine as-is.

lukep
Sher'Tul Godslayer
Posts: 1712
Joined: Mon Mar 14, 2011 10:32 am
Location: Canada

Re: Artifact & Ego ideas

#336 Post by lukep »

Armour of Disbelief
T3 robe, antimagic/psi powered
+30 mind save
+30 spell save
+20% resist mind
+7 mind power
Some of my tools for helping make talents:
Melee Talent Creator
Annotated Talent Code (incomplete)

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

Re: Artifact & Ego ideas

#337 Post by Frumple »

Another psionic tool that would be annoying to code :P

Tool
Masochist's Reprieve
Tier 4 or 5 tool
Psionic powered
+5 con
+5 phys save
5% physical affinity
-3 will
-5 mind save
-5% resall
Special feature: For any hit that does more than 5% of your health, the reprieve gains that many points added to a power pool. This pool has no upper limit and does not decay, but cannot gain points from self or ally inflicted damage.
At any point that the reprieve's pool has power in it, the wielder may activate the reprieve to consume all the pool's stored energy, restoring health, stamina, psi, and hate (At 1:2, 1:5, 1:10, and 1:20 ratio), up to the player's maximum, reducing the pool as it restores health and resources.
Any excess energy is released in an electrified blast centered on the player, gaining one radius (minimum one) for every 250 points of excess energy, knocking back anything caught in the blast and doing fire damage at a 1:4 ratio, lightning damage at a 1:4 ratio, and mind damage at a 1:8 ratio.

A strange device of unknown origin, the Masochist's Reprieve somehow stores the suffering of its wearer in a rarefied state. When released, the concentrated energy reinvigorates its user and, should there be any of the condensed pain remaining, blasts back nearby entities with a synaptic inferno.

grayswandir
Uruivellas
Posts: 708
Joined: Wed Apr 30, 2008 5:55 pm

Re: Artifact & Ego ideas

#338 Post by grayswandir »

Timethread
A single thread of the timeline, manifested in physical form.
Tier 4 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.
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. :)

grayswandir
Uruivellas
Posts: 708
Joined: Wed Apr 30, 2008 5:55 pm

Re: Artifact & Ego ideas

#339 Post by grayswandir »

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 use level 3 disarm on hit.
+65% disarm immunity.
This weapon is also immune to effects which would reduce it's power.
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. :)

grayswandir
Uruivellas
Posts: 708
Joined: Wed Apr 30, 2008 5:55 pm

Re: Artifact & Ego ideas

#340 Post by grayswandir »

Should I keep posting new posts, or just edit my latest?

Everthorn Wreath
T1/T2 hat or belt
-20% bleed immunity, +20% nature resistance, +8% physical damage
+30 bleed damage when hit
Activate for bleeding edge
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. :)

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

Re: Artifact & Ego ideas

#341 Post by PureQuestion »

Might be nicer to keep them all grouped.

grayswandir
Uruivellas
Posts: 708
Joined: Wed Apr 30, 2008 5:55 pm

Re: Artifact & Ego ideas

#342 Post by grayswandir »

Alright, I'll add them to my big post a page back, then.
Added a bunch more, too.
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. :)

Zonk
Sher'Tul
Posts: 1067
Joined: Sat Mar 01, 2003 4:01 pm

Re: Artifact & Ego ideas

#343 Post by Zonk »

Iron mail of bloodletting should be arcane-powered(or get a different desc!)
Blood drips continuously from this fell suit of iron, and dark magics churn almost visibly around it...

Also, it has BLOODCASTING as a talent, so might as well give it a bit of a max_vim bonus. In fact, max_vim from artifacts seems to be extremely rare - I think it would fit on Duathleden Heart and Corpus.
ToME online profile: http://te4.org/users/zonk
Addons (most likely obsolete): Wights, Trolls, Starting prodigy, Alternate save/resistance system

edge2054
Retired Ninja
Posts: 3756
Joined: Fri May 28, 2010 4:38 pm

Re: Artifact & Ego ideas

#344 Post by edge2054 »

Zonk wrote:Iron mail of bloodletting should be arcane-powered(or get a different desc!)
Blood drips continuously from this fell suit of iron, and dark magics churn almost visibly around it...

Also, it has BLOODCASTING as a talent, so might as well give it a bit of a max_vim bonus. In fact, max_vim from artifacts seems to be extremely rare - I think it would fit on Duathleden Heart and Corpus.
Fixed bloodletting power source for the ego patch I'm putting together.

phantomglider
Archmage
Posts: 372
Joined: Fri Jan 20, 2012 12:13 am

Re: Artifact & Ego ideas

#345 Post by phantomglider »

Star Shard
Tier-1 or tier-2 wand
+5% light damage, +5% dark damage, possibly a bit of spellcrit
+0.2 positive regeneration, +0.2 negative regeneration
Activates for the Celestial/Sun blind+illuminate.
<Ferret> The Spellblaze was like a nuclear disaster apparently: ammo became the "real" currency.

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