Artifact & Ego ideas

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

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Grey
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Re: Artifact & Ego ideas

#76 Post by Grey »

More egos:

of unerring flight (ammo)
Always hits, destroyed upon impact

of the Ghan-buri-Ghan (ammo)
24 poison damage on hit

of Barad-dur (heavy and ultra-heavy armour)
+6 armour, +20% fire resistance, -50% light resistance, +30% item weight

troll-hide (light armour only - never drakeskin though :/)
+0.8 HP regeneration, +4 Co

behemoth (ultra-heavy armour only)
+20 armour, +10 defence, +20% physical damage resistance, -25% global speed

rabbit-skin (boots - but not drakeskin)
+5 Luck, +2 Dx

of tactical retreat (or 'of fleeing' or 'of bravely bravely running away')
50% movement speed when HP is under 25% of max

of Rohan (bows)
+4 range, +50% flight speed, +8 attack

of the hunter (ammo and weapons)
+30% damage against animal-type creatures

Numenorian (weapon)
+3 St, +8 attack, +8 damage

Noldoran (weapon)
+4 St, +2 Wi, +2 Cu, +10% crits, +10% physical damage, -20% item weight

orcish (weapon - no higher than steel/cured leather)
+5% crits, causes bleeding, +25% item weight

orcish (armour - no higher than steel/cured leather)
+3 armour, -1 defense, +15% stun resistance, +25% item weight

infesting (weapon)
Causes disease on hit

of many scars (weapon)
+6% crits. Stops regeneration in target.

of pummelling (greatmauls only)
+5% crits. Causes knockback on crit.

of piercing (longswords only)
+5% crits. Causes Sunder Armour on crit.

of wounding (greatswords only)
+5% crits. Cripples target on crit.

of thomping (maces only)
+5% crits. Stuns target on crit.

of blood-letting (waraxes only)
+5% crits. Causes heavy bleeding on crit.

of cleaving (battleaxes only)
+5% crits. Causes Sunder Arms on crit.

of suppression (tridents only)
+5% crits. Causes pinning on crit.

(note that I've not included a similar ego for daggers because an on crit ability for thieves would be quite unbalanced)

of torment (weapons)
On a successful hit it causes a random negative status effect: stun, blind, confuse, silence, freeze, pin, poison, burn, bleed or disease. (Should be fairly rare, but would be damned fun to play with.)
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Susramanian
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Re: Artifact & Ego ideas

#77 Post by Susramanian »

I hope I'm not alone in thinking that Tome 4 is vastly more difficult right now than Tome 2. Difficult is good, but getting one-shotted despite clever tactics and preparation is bad. I think that the main reason Tome 4 is so much harder than Tome 2 right now is that the gear in Tome 2 is so much better. Consider a simple defender weapon, which you often find within a half hour of starting a game. Translated into Tome 4, it would have 67% acid, electricity, fire, cold, and poison resistance, 67% resistance to some other random damage type, 100% stun resistance, a huge quantity of see invisible, boosts to both health and mana regen, increased attack, increased damage, increased stealth, and increased armor. Holy crap. And that's just one item. Throw a bunch of other even more powerful items in there, along with speed, and you're looking at vast quantities of power from equipment. With preparation, we could have 67% resistance to almost all damage types, immunity to double moves, as well as immunity to paralysis, blinding, confusion, etc. This is (almost?) impossible to achieve in Tome 4.

I'm certainly not calling for items as powerful as Tome 2 items. I just want to point out that in Tome 2, we had plenty of tools for avoiding one-shots. And since we haven't seen any Tome 4 winner posts in quite a while (not since monsters started tossing spells over each others' heads), this seems like a good area to focus on. I'd recommend making artifacts and ego types with small quantities of resistances sprinkled here and there. Nothing like the defender above, of course. But maybe you could get bonuses comparable to that defender with a combination of three or four good items.

Long story short: we don't have enough items with percent-based damage reduction on them.

I'll be posting some more artifacts and egos, and I'll be keeping the following in mind when I design them:

1) Resistance to stunning and blindness and confusion are particularly important. Plenty of items should have some resistance to these.

2) Resistances to non-elemental damage types are currently too rare.

3) Players do awesome damage already. We're not dying for lack of offense, so offense will take a back seat for now.

4) We don't have enough gear that boosts health. Getting health pools up will do a lot to protect against one-shots.


All this will require some fine tuning later on. We don't want characters roaming around with 100% resistance to most of the damage types. One idea that could be interesting is a cap on resistances. Suppose the cap is (25+LEVEL)%. Then level 50 characters will not be able to pass 75% resistance to any damage type (100% should still be possible for things like stun and blindness resistance). And of course that idea immediately makes me want very rare items that raise the cap by X%, making it still technically possible to achieve immunity. But all this is a problem for much later. Right now, we need to get characters more survivability.

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Re: Artifact & Ego ideas

#78 Post by darkgod »

I think sus is right, I have added some objects from your list Grey, mainly defensive ones (and torment weapon because it makes me giggle ;) )
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Shoob
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Re: Artifact & Ego ideas

#79 Post by Shoob »

however in T2 things did not stack, so you couldnt go past the 67% resistance unless you found one of the "few" immunity items.
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Susramanian
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Re: Artifact & Ego ideas

#80 Post by Susramanian »

Shoob wrote:however in T2 things did not stack, so you couldnt go past the 67% resistance unless you found one of the "few" immunity items.
That is true, but the important thing is the prevention of insta-kills. 67% from a single item pretty much prevents insta-kills from that element. In T4 you need to do a lot more work to get to that point. So while in theory it's possible to get overall higher protection in T4 because of resistance stacking, in practice we don't really have the gear to do it for more than one or two stats at a time.

Here are some amulet prefixes, since we don't have any.

Code: Select all

newEntity{
	name = "shielding ", prefix=true,
	level_range = {1, 50},
	rarity = 6,
	cost = 5,
	wielder = {
		resists = { blind_immune = 0.15, confusion_immune = 0.15,},
	},
}


newEntity{
	name = "insulating ", prefix=true,
	level_range = {1, 50},
	rarity = 6,
	cost = 5,
	wielder = {
		resists={
			[DamageType.FIRE] = resolvers.mbonus_material(10, 5, function(e, v) return v * 0.15 end),
			[DamageType.COLD] = resolvers.mbonus_material(10, 5, function(e, v) return v * 0.15 end),
			},
	},
}



newEntity{
	name = "grounding ", prefix=true,
	level_range = {1, 50},
	rarity = 6,
	cost = 5,
	wielder = {
		resists={
			[DamageType.LIGHTNING] = resolvers.mbonus_material(10, 5, function(e, v) return v * 0.15 end),
			stun_immune = 0.1,
			},
	},
}



newEntity{
	name = "stabilizing ", prefix=true,
	level_range = {1, 50},
	rarity = 6,
	cost = 5,
	wielder = {
		resists={
			stun_immune = 0.15,
			knockback_immune = 0.15,
			},
	},
}



newEntity{
	name = "cleansing ", prefix=true,
	level_range = {1, 50},
	rarity = 6,
	cost = 5,
	wielder = {
		resists={
			[DamageType.ACID] = resolvers.mbonus_material(10, 5, function(e, v) return v * 0.15 end),
			[DamageType.POISON] = resolvers.mbonus_material(10, 5, function(e, v) return v * 0.15 end),
			},
	},
}


newEntity{
	name = "vitalizing ", prefix=true,
	level_range = {20, 50},
	greater_ego = true,
	rarity = 15,
	cost = 30,
	wielder = {
		resists={
			[DamageType.BLIGHT] = resolvers.mbonus_material(10, 5, function(e, v) return v * 0.15 end),
			},
		inc_stats={
			[Stats.STAT_CON] = resolvers.mbonus_material(4, 2, function(e, v) return v * 3 end),
			},
		combat_physresist = 5,
		max_life=resolvers.mbonus_material(70, 30, function(e, v) return v * 0.1 end),
		life_regen = resolvers.mbonus_material(12, 3, function(e, v) v=v/10 return v * 10, v end),
		max_stamina = 20,


	},

}

life-leeching: reduces the character's health regen rate, but grants health for each kill. I have no idea how to code this.
Last edited by Susramanian on Sun Oct 17, 2010 12:27 am, edited 1 time in total.

Grey
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Re: Artifact & Ego ideas

#81 Post by Grey »

I think some of the current egos that gives resistance need boosts.10% cold resistance is pretty worthless. The range should more be on the lines of 20 to 80%, especially for suits of armour. Also:

Absorbant (armour)
20% physical resistance

Anti-magical (armour)
20% spell resistance, +8 spell save, -10 Magic

Sinewous (light armour)
+6 St, +4 Dx, +40 HP

Visored (metal helms)
+70% blind resistance, +15% fire resistance

Foil-lined (helms)
+12 mental save

Of health (armour)
+50 HP

Of life (armour)
+100 HP

Of the Valar (armour - mithril only)
+200 HP, +25% all resistances

Perhaps coloured Drake-hides giving 100% elemental resistances too (crimson, sapphire, blazing gold, uh... what are the others?)
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Susramanian
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Re: Artifact & Ego ideas

#82 Post by Susramanian »

Here are some armor egos. The first few are just beefed up versions of amulet egos I posted earlier. I really wanted one of the egos to add a point to Feather Wind while worn, but the best I could figure out how to do is to make it activate for Feather Wind. I've got a couple armors in here that increase max life, and I noticed while I was looking for code to copy/paste that similar existing items start with values too low to be really useful. +10 life from an ego? That's weak even at level 1. Put that on every item you have and you'd barely see a difference. +10% cold resistance, on the other hand, puts you a tenth of the way to being immune to cold.

Code: Select all

newEntity{
    name = "insulating ", prefix=true,
    level_range = {1, 50},
    rarity = 6,
    cost = 5,
    wielder = {
        resists={
            [DamageType.FIRE] = resolvers.mbonus_material(15, 10, function(e, v) return v * 0.15 end),
            [DamageType.COLD] = resolvers.mbonus_material(15, 10, function(e, v) return v * 0.15 end),
            },
    },
}



newEntity{
    name = "grounding ", prefix=true,
    level_range = {1, 50},
    rarity = 6,
    cost = 5,
    wielder = {
        resists={
            [DamageType.LIGHTNING] = resolvers.mbonus_material(15, 10, function(e, v) return v * 0.15 end),
            stun_immune = 0.3,
            },
    },
}


newEntity{
    name = "cleansing ", prefix=true,
    level_range = {1, 50},
    rarity = 6,
    cost = 5,
    wielder = {
        resists={
            [DamageType.ACID] = resolvers.mbonus_material(15, 10, function(e, v) return v * 0.15 end),
            [DamageType.POISON] = resolvers.mbonus_material(15, 10, function(e, v) return v * 0.15 end),
            },
    },
}

newEntity{
    name = "fortifying ", prefix=true, instant_resolve=true,
    level_range = {20, 50},
    greater_ego = true,
    rarity = 15,
    cost = 35,
    wielder = {

        inc_stats = { 
            [Stats.STAT_CON] = resolvers.mbonus_material(5, 2, function(e, v) return v * 3 end),  
            [Stats.STAT_STR] = resolvers.mbonus_material(5, 2, function(e, v) return v * 3 end),
         },
        max_life=resolvers.mbonus_material(70, 30, function(e, v) return v * 0.1 end),
    },
}


newEntity{
    name = "hardened ", prefix=true, instant_resolve=true,
    level_range = {20, 50},
    greater_ego = true,
    rarity = 15,
    cost = 35,
    wielder = {
        resists={
            [DamageType.ACID] = resolvers.mbonus_material(15, 10, function(e, v) return v * 0.15 end),
            [DamageType.LIGHTNING] = resolvers.mbonus_material(15, 10, function(e, v) return v * 0.15 end),
            [DamageType.FIRE] = resolvers.mbonus_material(15, 10, function(e, v) return v * 0.15 end),
            [DamageType.COLD] = resolvers.mbonus_material(15, 10, function(e, v) return v * 0.15 end),
            [DamageType.PHYSICAL] = resolvers.mbonus_material(10, 5, function(e, v) return v * 0.15 end),
    },
        combat_armor = resolvers.mbonus_material(5, 5, function(e, v) return v * 1 end),
    },
}



newEntity{
    name = " of resilience", suffix=true, instant_resolve=true,
    level_range = {1, 50},
    rarity = 6,
    cost = 5,
    wielder = {
        max_life=resolvers.mbonus_material(70, 30, function(e, v) return v * 0.1 end),
    },
}



newEntity{
    name = " of the sky", suffix=true, instant_resolve=true,
    level_range = {20, 50},
    greater_ego = true,
    rarity = 15,
    cost = 35,
    wielder = {
        resists={
            [DamageType.ACID] = resolvers.mbonus_material(15, 10, function(e, v) return v * 0.15 end),
            [DamageType.LIGHTNING] = resolvers.mbonus_material(15, 10, function(e, v) return v * 0.15 end),
            [DamageType.FIRE] = resolvers.mbonus_material(15, 10, function(e, v) return v * 0.15 end),
            [DamageType.COLD] = resolvers.mbonus_material(15, 10, function(e, v) return v * 0.15 end),
    },
        inc_stats = {
            [Stats.STAT_DEX] = resolvers.mbonus_material(6, 2, function(e, v) return v * 3 end),
        },
        max_power = 80, power_regen = 1,
        use_talent = { id = Talents.T_FEATHER_WIND, level = 1, power = 80 },
    },
}
Last edited by Susramanian on Sun Oct 17, 2010 12:26 am, edited 1 time in total.

Shoob
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Re: Artifact & Ego ideas

#83 Post by Shoob »

I would disagree with edge regarding his thoughts, in t4 all the resists stack, so having 20-80% is far to high, and I think it is good where it is at. I think, and DG mentioned this before, that the game should not really go into the immunity range much at all from single items or from monsters (certain immunities like stun/confusion/etc are fine).
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Susramanian
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Re: Artifact & Ego ideas

#84 Post by Susramanian »

Here are some belt egos. I wanted the 'Restorative ' ego to make the character's potions X% more effective, but I have no idea how, so I just stuck that in as a comment.

First, some recycled egos: Insulating, grounding, stabilizing, and cleansing as in my post for amulets earlier.

New ones:

Code: Select all

newEntity{
    name = "blurring ", prefix=true, instant_resolve=true,
    level_range = {1, 50},
    rarity = 5,
    cost = 6,
    wielder = {
        combat_def_ranged = resolvers.mbonus_material(8, 2, function(e, v) return v * 1 end),
        inc_stealth = resolvers.mbonus_material(10, 5, function(e, v) return v * 1, v end),

    },
}


newEntity{
    name = "restorative ", prefix=true, instant_resolve=true,
    level_range = {20, 50},
    greater_ego = true,
    rarity = 15,
    cost = 35,
    wielder = {
        resists={
            [DamageType.POISON] = resolvers.mbonus_material(20, 10, function(e, v) return v * 0.15 end),
    },
        life_regen = resolvers.mbonus_material(12, 3, function(e, v) v=v/10 return v * 10, v end),
        talents.T_REGENERATION = math.min((talents.T_REGENERATION or 0) + 2, 5)
        --insert code that makes potions X% more effective here
    },
}



newEntity{
    name = " of inertia", suffix=true, instant_resolve=true,
    level_range = {10, 50},
    rarity = 10,
    cost = 8,
    wielder = {
        resists={
            knockback_immune = 0.75,
    },
        max_power = 80, power_regen = 1,
        use_talent = { id = Talents.T_RUSH, level = 3, power = 40 },
    },



newEntity{
    name = " of resilience", suffix=true, instant_resolve=true,
    level_range = {1, 50},
    rarity = 6,
    cost = 5,
    wielder = {
        max_life=resolvers.mbonus_material(40, 30, function(e, v) return v * 0.1 end),
    },
}




newEntity{
    name = " of dampening", suffix=true, instant_resolve=true,
    level_range = {20, 50},
    greater_ego = true,
    rarity = 15,
    cost = 35,
    wielder = {
        resists={
            [DamageType.ARCANE] = resolvers.mbonus_material(10, 5, function(e, v) return v * 0.15 end),
            [DamageType.BLIGHT] = resolvers.mbonus_material(10, 5, function(e, v) return v * 0.15 end),
            [DamageType.LIGHT] = resolvers.mbonus_material(10, 5, function(e, v) return v * 0.15 end),
            [DamageType.DARKNESS] = resolvers.mbonus_material(10, 5, function(e, v) return v * 0.15 end),
            [DamageType.NATURE] = resolvers.mbonus_material(10, 5, function(e, v) return v * 0.15 end),
        },
    },
}



newEntity{
    name = " of burglary", suffix=true, instant_resolve=true,
    level_range = {10, 50},
    rarity = 5,
    cost = 6,
    wielder = {
        talents.T_TRAP_DETECTION = math.min((talents.T_TRAP_DETECTION or 0) + 2, 5)
        talents.T_TRAP_DISARM = math.min((talents.T_TRAP_DISARM or 0) + 2, 5)
    },
}

Susramanian
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Re: Artifact & Ego ideas

#85 Post by Susramanian »

For new boot egos, I was considering reusing egos posted earlier: insulating, grounding, cleansing, hardened, of resilience, and of the sky.

A new one for boots:

Code: Select all

newEntity{
    name = "tireless ", prefix=true, instant_resolve=true,
    level_range = {1, 50},
    rarity = 9,
    cost = 7,
    wielder = {
        max_stamina = resolvers.mbonus_material(30, 10, function(e, v) return v * 0.1 end),
        stamina_regen = resolvers.mbonus_material(10, 3, function(e, v) v=v/10 return v * 10, v end),
    },
}
For new cloak egos, how about reusing life-leeching, restorative, of resilience, and of stability.

Here are a few more:

Code: Select all

newEntity{
    name = "oiled ", prefix=true, instant_resolve=true,
    level_range = {1, 40},
    rarity = 6,
    cost = 7,
    wielder = {
        resists={[DamageType.ACID] = resolvers.mbonus_material(20, 10, function(e, v) return v * 0.15 end)},
    },
}


newEntity{
    name = "billowing ", prefix=true, instant_resolve=true,
    level_range = {10, 50},
    rarity = 9,
    cost = 7,
    wielder = {
        talents.T_FEATHER_WIND = math.min((talents.T_FEATHER_WIND or 0) + 1, 5),
    },
}

newEntity{
	name = " of traveling", suffix=true, instant_resolve=true,
	level_range = {10, 50},
	rarity = 9,
	cost = 7,
	wielder = {
		talents.T_PHASE_DOOR = math.min((talents.T_PHASE_DOOR or 0) + 1, 5),
	},
}


newEntity{
	name = " of fog", suffix=true, instant_resolve=true,
	level_range = {30, 50},
	greater_ego = true,
	rarity = 18,
	cost = 25,
	wielder = {
		resists={
			[DamageType.FIRE] = resolvers.mbonus_material(20, 10, function(e, v) return v * 0.15 end),
			[DamageType.LIGHT] = resolvers.mbonus_material(20, 10, function(e, v) return v * 0.15 end),
			confusion_immune = -0.2,
			},
		combat_def=resolvers.mbonus_material(6, 4, function(e, v) return v * 1 end),
		lite = -1,
		inc_stealth = resolvers.mbonus_material(10, 5, function(e, v) return v * 1, v end),
	},
}



Grey
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Re: Artifact & Ego ideas

#86 Post by Grey »

Are there some guidelines somewhere to item and ego coding? I'd love to make suggestions in code form like others are doing, but I'm afraid of copy-pasting things incorrectly.
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edge2054
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Re: Artifact & Ego ideas

#87 Post by edge2054 »

Shoob wrote:I would disagree with edge regarding his thoughts, in t4 all the resists stack, so having 20-80% is far to high, and I think it is good where it is at. I think, and DG mentioned this before, that the game should not really go into the immunity range much at all from single items or from monsters (certain immunities like stun/confusion/etc are fine).
Susramanian I think you meant.

Susramanian
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Re: Artifact & Ego ideas

#88 Post by Susramanian »

edge2054 wrote:
Shoob wrote:I would disagree with edge regarding his thoughts, in t4 all the resists stack, so having 20-80% is far to high, and I think it is good where it is at. I think, and DG mentioned this before, that the game should not really go into the immunity range much at all from single items or from monsters (certain immunities like stun/confusion/etc are fine).
Susramanian I think you meant.
Grey I think you both meant.

Grey
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Re: Artifact & Ego ideas

#89 Post by Grey »

Susramanian wrote:
edge2054 wrote:
Shoob wrote:I would disagree with edge regarding his thoughts, in t4 all the resists stack, so having 20-80% is far to high, and I think it is good where it is at. I think, and DG mentioned this before, that the game should not really go into the immunity range much at all from single items or from monsters (certain immunities like stun/confusion/etc are fine).
Susramanian I think you meant.
Grey I think you both meant.
Shoob I think you all meant. (just to get a loop going)

In response, I suppose 20-80% is too high. But I think 10% on a full suit of armour is quite negligible. For proper armour suits we should have minimum 20% in my mind, with minor armour pieces having around 10-15%. It's still very hard to build up even 50% resistance to one element (never mind several).
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Final Master
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Re: Artifact & Ego ideas

#90 Post by Final Master »

Grey wrote:Are there some guidelines somewhere to item and ego coding? I'd love to make suggestions in code form like others are doing, but I'm afraid of copy-pasting things incorrectly.
Ya, you can just copy and base an example item, (for instance you want to do an ego for 2handed axes, you just go to the ego/2hand_axe and if you want a suffix/prefix you can copy/paste one of those (or just change the true value to something else), and when you paste it in here, you have to use the [ code] [/code ] tags around it (without the spaces, otherwise it will come out all wonky and unusable.
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