Artifact & Ego ideas

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

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mirrizin
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Re: Artifact & Ego ideas

#46 Post by mirrizin »

Saruman's Robe:

A silk robe that adds to cunning & magic, +3 or so. Casts Illuminate, perhaps raising one's ability in the "illusion" school. Resists fire +20% or something. Perhaps physical as well.

"You see here a robe that scintillates in the sun, one second blue, the next orange, the next indigo. From a distance it looks glistening white. Such a fancy-looking garment to be lost in the middle of nowhere, you wonder who the previous owner was..."

Taxorgian
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Re: Artifact & Ego ideas

#47 Post by Taxorgian »

DG has confirmed in another thread that there will be cloaks....

Additional ego ideas (some standard ones probably already available):

thick - + to cold resistance
plush - + to armor (since the blow is softer)
absorptive - when you get hit by a magic attack of a particular element, it acts like an icy, slime-covered, etc. on the next five melee hits
holy - acts as a +1 to chants and/or hymns in use
of Gondor - +1 to 2 random stats except +2 if human
of the Lonely Mountain - +1 to STR and CON except +2 if dwarf
of the Shire - +1 to DEX and CUN except +2 if hobbit
of the Sindar - +1 to WIL and MAG except +2 if elven

The Cloak of Grima [tattered cloak] (good defense)
+4 CUN, +3 DEX
0.20 to Stealth tree
Activates for Phase Door(4) for 60 out of 60/60

Worn by the Wormtongue when feigning to be a councilor to Theoden while carrying intelligence back to Saruman.

Hedrachi
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Re: Artifact & Ego ideas

#48 Post by Hedrachi »

'flowing' or 'billowing' cloak: +10 defense, lets you snag blades and confuse archers easier.
not sure if this cloak idea's been given yet, but a 'cloak of lorien' either really rare ego item or artifact, gives +2 dex +1 cun, +0.20 stealth mastery. It's one of the cloaks given to Elf-friends of the Woods of Lothlorien, among them Frodo of the Shire.
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Shoob
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Re: Artifact & Ego ideas

#49 Post by Shoob »

Saruman's staff crystal
- when used on a staff it will create an artifact out of the staff
- when carried it gives you confusion immunity and fear resistance (70%) and resist mind damage (30%)

The Voice of Saruman (staff)
- 1 light radius
- 30 spellpower, 100 mana, 6 magic, 5 willpower, 5 cunning
- base damage is staff used * 1.2
- damage type either is a little of everything, or alternates between things, or if those are not possible, arcane or mind then.
- all damage + 7%
- description: "A closer look at this pure white staff reveals that it is really a plethora of colors swirling and scintillating. Although Saruman's power was weakened at the end of the third age, this staff still is a force to be reckoned with."
- it can be used to persuade costing 200/250 power. (temporarily makes the target your faction, can't be used on bosses)
- no rarity field (because it is made not generated)
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Grey
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Re: Artifact & Ego ideas

#50 Post by Grey »

To repeat an idea I mentioned briefly on IRC:

deadly black blade "Gurthang"
Description: "The ancient meteor-iron blade of legend forged by Eol the dark elf, and reforged to be wielded by Turin Turambar after it drank the blood of its master Beleg. Lost to time after used by Turin to commit suicide, and said to curse whoever wields it."

- requires 48 Strength and 24 Willpower to wield
- very high damage and attack, causes very bad luck
- it slays dragons
- it inspires fear in lesser enemies
- it talks in a cold ringing voice now and then, with entertaining messages along the lines of:
"Measly animal, thou art not worthy of my steel."
"Ah, dragon-kin, how happily I drink thy blood!"
"Servant of Morgoth, I curse thee with my every cut!"
"Piteous creature, thou were doomed once thou came within my reach."
"Bah, what a chore to slice up undead flesh."
"Insipid worm, I shall carve thee like the pig thou art."
"I slay thee swiftly, though it is not born of mercy."
"I am the Iron of Death! Meet thy doom!"
"Thou hast opposed me, so thou must die a fool's death."
"I like the look of thine head - but it would look better on this dungeon floor."
"Dost thou value life so little that thou wouldst face the black blade?"
"I will not pity thine stupidity. Die at once, dunce."
"So many necks, so little time..."
"Shall I slit thine throat now, or shall I let thee bleed a little more?"
"My, what a pathetic enemy. Neither of us shall remember this encounter for long..."
"Ah, at last a worthy foe! Come, let me feel thine flesh!"
"Mmm, thine blood tastes good... Give me more!"
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Charlatan73
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Randarts ideas

#51 Post by Charlatan73 »

I've seen many great references to artifacts that improve skill levels. i think it would be cool to put together a randart template for skills. It would be interesting to see some effects that manipulate only certain aspects of the skill, potentially aspects that are not normally improved with additional levels taken in the skill. Cross skills would be interesting to see as well.

Some examples:

Warriors
[Weapon] of Agressiveness - +1 to Rush skill
[Shield] of Bashing - +1 to Shield Pummel stun duration
[Armor] of Comfort - +1 [armor type] skill level

Berserkers
[Weapon] of Balance - -1 to Stunning Blow cooldown

Summoner
Staff of Channeling - +1 to Channel Staff Skill, enables staff mastery tree access

Zaive
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Re: Artifact & Ego ideas

#52 Post by Zaive »

There could be an ego for cloaks that increase the power of stealth, or the talent mastery of the stealth tree. A cloak of sneaking or something.
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Grey
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Re: Artifact & Ego ideas

#53 Post by Grey »

Cloak of Lothlorien, perhaps? Needn't be an artifact, just a very rare cloak type. Increases stealth, especially in forests, though provides little in the way of protection.

On a similar note, lembas wafers - used up they restore stamina, though they can't be eaten in battle (maybe take 3 turns to eat).

Orcish grog - increases strength and constitution for 10 turns, at the cost of willpower and cunning. Will cause a comedown for 20 turns after with a 10% failure chance on all talents.

Uruk firebalm - heals wounds (amount varies with St), but does so with immense pain, increasing fatigue by 20 for 6 turns (reduced amount by high Willpower).

Dwarven special brew - gives +50% max HP for 8 turns (currently HP is upscaled to match), after which it reduces stamina by 50% for 16 turns. If it catches fire it can explode, damaging other items and setting its holder on fire. Drinking two within 20 turns will stun and potentially blind all non-dwarves.

darkgod
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Re: Artifact & Ego ideas

#54 Post by darkgod »

Added some!
Gimme more artifacts !
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Taxorgian
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Re: Artifact & Ego ideas

#55 Post by Taxorgian »

The Dagger of Bloodthirst (40 power, 15 APR) [obsidian dagger]
Requires 25 DEX
+1 DEX, +6 CUN, -2 CON
Reduces cooldown of all Cunning Fighter effects by 1
10 disease damage

This fearsome crystalline dagger seems to drain the life from everything around it.

The Ring of the Chief Alchemist

+5 to all stats
+8% to all damage
Activates for radius 2 bomb of a random element (acid, electric, cold or fire) 60 out of 60/60

A beautiful ring inlaid with diamonds and amber, radiating terrible power.

Final Master
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Re: Artifact & Ego ideas

#56 Post by Final Master »

Egos
Prefixes
Weapons
Sharp
Only on bladed weapons
Makes target *bleed* 'x' for 'y' turns or % chance to make target *bleed*

Amulets
Masterful
Increase rate for purchase and selling (Maybe include an extractable gem or a dormant gem that needs to be activated to have it's effect?)

Rings
Masterful
Increase rate for purchase and selling (Maybe include an extractable gem or a dormant gem that needs to be activated to have it's effect?)

Shields
Reinforced
Increased shield damage by 'x' %

Headwear
Crested
Add 5% duration on racial ability

Cloak
Heavy
'x' % cold and physical resistance, increase encumbrance by 25%

Crested
Add 5% duration on racial ability

Armor
Sturdy
'x' % physical resistance

Crested
Add 5% duration on racial ability

Handwear
Locked
Metal gloves only
70% disarm resistance

Footwear
Weighted
Doubled encumbrance value, reduce movement speed by .2 - add 2-6 con, and 50% knock back resistance

Thick
Decrease the damage from snake and spider bite poison by 50%

Ammo
Exploding
Ammo generates ball effect radius 1 dealing nonphysical damage type

Piercing
Arrows only
Ammo has raised APR

Ricocheting
Shot only
Ammo has 'x' chance to ricochet to a second target 'y' squares away

Digger
Heavy
'x' increase in tunneling


Suffixes
Weapons


Amulets
of Summoning
Increase duration of summoned friendly mobs

Rings


Shields
of Bashing
'x' % increase chance of stun when shield bashing


Headwear
of Seeing
50% blindness increase

of Lesser Telepathy
Range 'x' telepathy for 'r' mob(s)

of Telepathy
Range 'x' telepathy for non unique non elite mobs


Cloak
of Stealth
Increase stealth talent category by .10-.20 or effective stealth talent level by 2

of Invisibility
Power 'x' invisibility either passive (probably too strong) or for 'y' turns using 80/80

of Flames
Deal 'x' fire damage when hit and 'y' % fire resistance

of Darkness
Deal 'x' darkness damage when hit and 'y' % darkness resistance

of the Spider
Summon elite level friendly spider for 'x' turns using 50/50

of the Bear
Summon leveled friendly bear for 'x' turns using 30/30

Armor
of Resilience
'x' % increase in maximum hp


Handwear
of Strength
'x' strength increase

of Dexterity
'x' dexterity increase

of Accuracy
'x' attack increase

of Damage
'x' damage increase

of Finesse
'x' apr and critical increase


Footwear
of Stability
30% resistance to knock back and stuns

of Rushing
+1 effective talent in Rush and/or activate for Rush costing 15/20 (or whatever the cool down is)

of Stealth
Increase stealth talent category by .10-.20 or effective stealth talent level by 2

of Jumping
A controlled phase door effect but with only 5 range costing 30/30

of Levitation
Either permanent levitation (seeing as it doesn't seem to do anything yet?) or activate for levitation costing 10/20

of Trailing
Mobs will follow you (but not assault you) from a further distance and for a further distance but your movement speed is increased by .2
*Should not be able to be double ego with Weighted

of Evasion
When talent Evasion is used these passively double the duration of Evasion

of Resistance
Activated for resist 4 random damage types by 15% costing 100/100

of Fire resistance
'x' % fire resistance

of Cold resistance
'x' % cold resistance

of Nature resistance
'x' % nature resistance

of Acid resistance
'x' % acid resistance

Ammo


Digger
of Light
Increase light radius by 1 and 'x' % darkness resistance

of Corrosion
'x' increase in tunneling non wood material


Artifacts
Orb of Pyres
+5% fire damage
+5% fire resistance
Use talent fireflash level 3 costing 30/50

Orb of Storms
+5% lightning damage
+5% lightning resistance
Use talent chain lightning level 4 costing 30/50

Orb of Blizzards
+5% cold damage
+5% cold resistance
Use talent Ice storm level 2 costing 30/50

Orb of Shadows
+5% darkness damage
+5% darkness resistance
Use talent 'x' level 'y' costing 30/50

Orb of Visions
25% blind resistance
Use talent sense and vision level 5 costing 50/50

Adamantine Plate Armor
Requires 55 Strength and 25 Constitution
40 Encumbrance, 30 Armor, 20 Defense
50% knockback and sunder armor resistance
10% physical resistance

newEntity{ base = "BASE_KNIFE",
name = "Moon",
level_range = {20, 30},
require = { stat = { dex=28 cun=20 }, },
cost = 300,
material_level = 3,
combat = {
dam = resolvers.rngavg(18,24),
apr = 15,
physcrit = 5,
dammod = {dex=0.45,str=0.45},
wielder = {
melee_project={[DamageType.DARKNESS] = resolvers.mbonus_material(15, 4, function(e, v) return v * 0.7 end)}
},
}

newEntity{ base = "BASE_KNIFE",
name = "Star",
level_range = {20, 30},
require = { stat = { dex=20 cun=28 }, },
cost = 300,
material_level = 3,
combat = {
dam = resolvers.rngavg(19,22),
apr = 7
physcrit = 13,
dammod = {dex=0.45,str=0.45},
wielder = {
melee_project={[DamageType.LIGHT] = resolvers.mbonus_material(15, 4, function(e, v) return v * 0.7 end)}
},
}

newEntity{ base = "BASE_WARAXE",
name = "Blood-Letter",
level_range = {40, 50},
require = { stat = { str=48 dex=24 }, },
cost = 450,
material_level = 5,
combat = {
dam = resolvers.rngavg(40,45),
apr = 3,
physcrit = 12,
dammod = {str=1},
wielder = {
melee_project={[DamageType.ICE] = resolvers.mbonus_material(15, 4, function(e, v) return v * 0.7 end)}
},
}


I'll be filling this in more as I get more ideas.

Edit: I added prefix Masterful to amulets and rings, Crested on cloaks, helmets, armor, added more formatting, Added artifacts Moon and Star, Blood-Letter

Edit: I hope that I added the proper coding...
Last edited by Final Master on Mon Oct 04, 2010 7:56 pm, edited 1 time in total.
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Grey
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Re: Artifact & Ego ideas

#57 Post by Grey »

Some more Silmarillion-inspired items:

Girdle of Melian (amulet? ring?)
An ancient charm belonging to Melian the Maiar who protected the kingdom of Thingol from all intruders.
When activated it prevents any enemies from moving within 5 squares of the wearer. Can be used once every 70 turns.

Brand of Maedhros (longsword)
The sword used by Maedhros after he lost his right arm on the cliffs of Angband. Through his fierce hatred of Morgoth he learned to wield the sword with left hand more deadly than the right had been.
Stats akin to mithril longsword but with higher APR and critical chance.
When wielded one-handed (no shield) it gives Strength +5, Willpower +5, talent Combat training +0.25

Luthien's Cloak
Woven by the blessed Luthien from her own hair whilst in captivity. It still retains some of the magic of the most beautiful elf to grace Middle Earth.
+8 Magic
Can be used every 50 turns to put enemies to sleep (no saving throw) in a radius of 2.

Echo of Melkor (amulet)
This ancient charm still retains a distant echo of the earth-rending scream let forth by Morgoth when attacked by Ungoliant in the vale of Lammoth.
+4 def, +4 armour, -4% critical chance
When activated it tears apart structures (walls, trees, etc turned to normal floor as well as destroying traps) in the vicinity and stuns enemies within 10 squares. Can be activated once per 250 turns.


Some generic egos:

phased (armour type)
+4 Def. Randomly phases player every 100-200 turns. 1 in 10 chance that the armour will simply phase on its own (item is unequipped and leaves inventory to be placed on a random tile).

blazing (armour type)
+15% fire resistance. Enemies striking the player have a chance to receive fire damage and be set alight for 2 turns.

freezing (armour type)
+15% cold resistance. Enemies striking the player have a chance to receive cold damage and become frozen for 2 turns.

shocking (armour type)
+15% lightning resistance. Enemies striking player have a chance to receive shock damage and become stunned for 2 turns.

corrosive (armour type)
+15% acid resistance. Enemies striking player have a chance to receive acid damage and to have their attack power reduced by 6.


Artifact shield: Titanic
18 defence, 18 armour. Gives a 10% increased chance to receive critical hits.
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Repton
Archmage
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Re: Artifact & Ego ideas

#58 Post by Repton »

Bullroarer's Golf Club [mace]: With this club, Bullroarer knocked the head off the goblin chief Golfimbul into a rabbit hole 100 yards away, simultaneously winning the battle and inventing the game of golf.

+6 dex, +4 cun, 50% chance of shattering impact on strike

teachu2die
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Re: Artifact & Ego ideas

#59 Post by teachu2die »

here are some end-game artifact axe ideas to help make axe-mastery a little more desirable - suggestions/numerical tweaks/etc are more than welcome... just want to get the ball rolling on axe artifacts...

dramborleg, the razor sharp war axe of tuor (appears as a razor sharp war axe)
power 52, apr 16, crit 7
str req 48
+4 str, +4 dex
may cause bleeding.
enemies have a 30% reduced chance to resist attacks that stun. (if that's not feasible to code, something like a 3-5% chance to stun or a reduced cooldown on some basic stun attacks)
"the mighty axe of tuor can cleave through armor like the sharpest swords, yet hit with all the impact of a heavy club. its name means 'thudder sharp'."

the crude iron battle axe of durin the deathless (appears as a crude iron battle axe)
power 65, apr 7, crit 10
str req 54
+4 constitution (and +4 strength for dwarves)
+6 defense/armor
+50% stun/knockback resistance (100% for dwarves)
"made in times before the dwarves learned beautiful craftsmanship from the noldor, the rough appearance of this axe belies its great power. only dwarves may harness its true strength, however"

Final Master
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Re: Artifact & Ego ideas

#60 Post by Final Master »

Can we maybe get this topic stickied as it is a good place to share the valid ideas, and so to prevent more threads with the same ideas. Along with that, I won't need to look for it every time it goes a couple weeks without anything new posted.

Edit: Thank you!
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