Poor artifacts list/ideas for them!
Posted: Fri Jul 06, 2012 8:52 pm
A little while ago, I aired the idea of creating an artifact list, similar to the talent list I made.
This generally recieved positive feedback, so here I am. As a rule, I'll be trying to compare artifacts to one another, as statistical data on who uses what is a weird thing, especially for niche equips; A given person may desperately have wanted to use, say, Penitance, but not gotten it, while another may not have cared about it, gotten it, and ditched it, on the same class/race combo. This is going to end up somewhat more subjective as such, but hopefully I can keep things remotely objective.
Also, I'm going for anything that has clearly defined issues in my mind. Bill's Treetrunk is boring, but it's also simple and an earlygame item in a game that, well, has newbies. I'm not sure that's a bad thing.
Of course, more suggestions are welcome, as before.
Spellblaze Echoes:
Amulet; 6 Armor, 6 Defense. Can be activated to dig a radius of 3 around you, as well as deal(100+Magic*2) damage, with a power consumption of 300/300. Material Level 4, L30-39 range.
Issue: Mostly an artifact of the changes to charms; Originally, this could be used as a swap equip; You go in, swap this on, then switch back, giving this a niche of a kind-not necessarily a great one, because I'm not entirely sure how often you actually want to blow a large hole in the surrounding terrain and create an open room to fight in, but a thoughtful person could use it occasionally.
Now, it requires 300 turns of wearing a 6 Armor/6 Defense amulet that is way worse than any other option by L30. Comparing this to other artifacts of its tier is unecessary-it loses to a majority of Stralite egos.
Ideas: +Blight Damage/Resist, +Magic, +spellpower, etc. are obvious answers, but boring. Off the top of my head, the idea that seems most appealing though would be to make it a +spellcritical(6) and give it a form of on-spell-critical effect(Perhaps something as simple as a low damage burst of blight), as this would make it extremely distinctive among amulets. 300 is probably a little high either way, considering the longest talent recharge is 104 IIRC; I'd suggest 80.
Feathersteel:
Amulet; -20% Fatigue, +20 Encumberance, ignore pressure traps. Material Level 2, 5-15 range.
Issue: Another case where comparison isn't useful, as the equip is niche designed. Most people seem to not value its upsides, from my experience. This is somewhat subjective, of course. Encumberance is something people tend to not feel is a big deal in general(I personally agree, once you get the Chest). -20% Fatigue is excellent for...Arcane Blades and a few extremely off-pace weird class builds. Even an Archmage that wants to wear armor probably won't give up the slot(partially because they'd want to build up huge Mana costs for Disruption Shield but I digress). But in practice it tends to not get thought of. And pressure traps were undervalued before, but now the complex traps generally mean that it's less value-you might stop some of them, but you'll still get hit by a spinning beam.
Ideas: The change to Feather Wind makes for an obvious idea here; Have it grant Movement speed. 10% would be be good for a short term equip, while 20% could produce a decent longer term niche.
Burning Star:
Lite; 5 Lite radius. Can be activated for 20 radius magic mapping, consuming 100 power out of 150. Level 20-30, Material Level 3.
Issue: Well, you can give up 24 stat points from either Guidance or Eldritch Pearl(among plusses) to...get a Vision spell every 150 turns. Like Spellblaze Echoes, this is questionable, but Vision is probably less valuable than the unique impact of Spellblaze Echoes(and seems to be very little valued in general to judge by people's general picks from Sages). It does appear before the two mentioned items, but there's a solid argument for the Healing Modifier and Illuminate effects from the Summertide Phial being better... This is another victim of the changes to charms, as it used to be on-demand mapping in practice.
Ideas: This equip is such a blank slate that restoring its old functionality seems the most logical simple suggestion. Dropping the cost from 150 to 5-10, so that someone can swap it in, wait a bit, and then map at a quiet time, would be the logical answer to do that. Boosting it as a standard equip could go in very nearly any direction.
Dragon-helm of Kroltar:
Helmet; 5 Defense, 9 Armor, 10% Fatigue, +5 Strength/Con, -4 Luck. Can be activated for L2 Warshout, costing 45 Energy out of 45. 37-45 level range, material level 4.
Issues: Extremely bad competition with other helmets. Crown of Command is a lower material/level equip that grants 3 Defense/6 Armor/4% Fatigue/+3 Con/+10 Will, +8% Physical Resistance, and +.2% to two physical categories. The only selling point the helm has is the activate, and the cooldown on that is simply a little too long to make it useful unless you constantly rest to full(and even then, the low level on it means that it, say, can't range far enough to strike at most of the Pride-entry danger zones.).
Ideas: Make it a set with the Scale Mail of Kroltar. That this isn't already a set is confusing, honestly. The Scale Mail of Kroltar generally gets used the least out of the various armor artifacts(From my recollection, I've seen Cuirass of the Thronesman used more, even.), so both could use the help. For bonuses...perhaps higher defenses on Kroltar's mail and various status resistances on Kroltar's helm, off the top of my head?
Temporal Augmentation Robe - Designed in Style:
Robe; 9 Defense, 3 Armor. +5 Magic, +3 Willpower, +20% Temporal Resist, +20% Temporal Damage, +20% Temporal Resistance Penetration, +5% Temporal Resistance Cap, +10 Temporal damage on hit. Can be activated for Damage Smearing at L3, using 100 power out of 100. 30-40 level range, material level 4.
Issue: Good defensive bonuses and a solid niche makes this look like a very solid use for...well, the one class that cares. Unfortunately, it breaks down a bit on examination with the other robe with the same range and material type, Robe of the Archmagi. Which is +10 Defense/Armor/+12% All damage/+4 Magic/Will/Cun/+15 Spellpower/+18 Spell Resist/+15 Mental Resist/+40% Blind Immunity/Resists Fire/Cold 10%/+1 Lite/+1 Mana regen. This is a bit of a gap-Archmagi provides excellent everything, including, depending on your spellpower, possibly even more damage for Temporal skills in practice. This is mostly in competition with a 100 recharge defensive skill that only really appeals to Paradox Mages, and which doesn't get really highly regarded in general.
Ideas: Generally boosting its defensive stat bonuses(Defense/Armor) would fit its role as a defensive robe, as would lowering the cooldown on the Smearing, but the biggest change should probably be giving it Spellpower. Archmagi grants 15, Black Robe grants 30. Temporal Robe being somewhere in that range(I'd suggest 20) would give it a solid niche that would allow it to compete at endgame. The total lack is a fairly large hit.
Zemekkys' Broken Hourglass:
Amulet; +4 Will, +10% Temporal Damage, +20% Temporal Resistance, +5% Temporal Resistance Cap. Can be used to cast L2 Wormhole, at a cost of 60 out of 60. Level Range 30-40, material level 4.
Issue: It's generally okay for Paradox Mages, specifically, which already have the activation skill but may want +10% damage...then again, they could just use any number of other bonuses for their amulet through standard egos, as this isn't really a lot of damage. The resistances, outside of Damage Smearing abuse, are fairly minor. And the teleport, while okay, is oddly weak competition to Serpentine Cloak(the main other teleportation oriented artifact), which, combined with the totally Chronomancer-oriented bonuses, make this one of the most ridiculously narrow range artifacts in the game.
Ideas: Well, any number of things work for it(Stats, spellpower, whatever), but honestly I'd suggest something neat like a +10% range Global Speed bonus. Another option would be to give it -10% spell cooldown, similar to the rare boots ego.
Gravitational Staff:
Staff; 28 base Damage rating, 8 APR, 130% Magic Damage Modifier, Gravitypin type damage. 18 Spellpower, 8 Spellcrit, +14% Gravity Damage, +8% Temporal Damage, +10% Physical Resistance, +.2 Gravity category. Can be used to cast Gravity Spike L3, using 35 power out of 35. Level Range 25-33, Material Level 3.
Issue: Penitence is a 15/10 Spellpower/Spellcrit staff with a decent enough itemcast and similarly irrelevant-to-most-classes secondary bonuses(Indeed, there's a solid argument for 30% Blight resistance being better than 10% physical). It is 10-18 level range and Material Level 2, meaning it shows up 15 levels earlier. Bolbum's similarly is niche and is found in the same range, and is 12 Spellpower/18 Spellcrit, and actually raises physical damage more(And, at least in theory, the niche of being able to beat people with a staff is useful to any mage that has found an Alchemist). It's an okay enough Paradox Mage option, but it needs more broadening.
Idea: Raise the Spellpower to 25. This makes it essentially Penitence for the midgame, a staff that you would wield for Spellpower if you don't value a specific damage type very much.
Trident of the Tides:
Trident; 60 base Damage rating, 4 APR, 15 Physical Critical, 130% Strength modifier, +15 Cold/+20 Nature damage on hit, +10 Accuracy, +18 Spell Save, +2 See Invisible, +25% Cold Resistance, +20% Cold Damage increase. Can cast Water Bolt L3, consuming 60 power out of 150. (Water Bolt deals Spellpower based damage that never ends up very high.) Level Range 30-40, Material Level 4, generally will be obtained in the Temple of Creation if anywhere.
Issue: As a raw comparison to Drake's Bane-Which is L20-35 Material Level 3-this isn't so bad, though Drake's Bane's 9% physical resistance and 20% Stun Resistance makes up for the lack of power in comparison. Which is to say, it's matching, at best, a much earlier weapon. However, the real killer is that it's Exotic, meaning that a heavy investment is required to bring it up to the same level of power of any other weapon, especially now that the weapon power changes mean that leveling Weapon Mastery does literally nothing for an Exotic weapon.
Idea: This should probably be, relative to the power, out of place good, not out of place bad, in order to encourage builds involving it. 76 base damage would put it into the high-end twohanders for raw power, while high APR(20) would fit it being a piercing weapon. For a more pronounced niche, some level of Spellpower boosting(15? 20? There are no really good spellpower twohanders, besides staffs), on-hit ability to cast Water Bolt(ala how Crystalline Focus weapons can on hit Manathrust) 50% of the time, and an activate that instead casts Water Jet or Freeze at decent levels would be a fairly good overhaul for this.
Petrified Wood:
Gem; +25% Nature Resistance, +10% Cold Resistance, -10% Fire Resistance, +10 Con. L35-45, Material Level 5, dropped by Snaproot.
Issue: Well, the Fire resistance doesn't really match the old Wrathroot Shield anymore, and as a net overall thing it's extremely weak, dropping a more common resist to a damage type and raising two less common ones, then adding +10 to one stat when a Diamond can +5 all of them.
Ideas: Give it +10% Darkness resistance instead of -10% Fire Resistance(matches the shield tweak) and make it Material Level 4. All of the special gems being Material Level 5 means that you have to directly compete with much harder competition like Telos' Staff Crystal and Goedaleth, which this will lose out to even with that bonus.
Lifebinding Emerald:
Gem; +10 Constitution, +30% Healing Factor, +2.00 Life Regeneration, +10% Blight Resistance. Gained by getting the final item for the right alchemist.
Issue: Again, loses out fairly directly to Telos Staff Crystal and Goedaleth Rock. It's not as bad as what happened to Petrified Wood, but it's still fairly bad, especially since Goedaleth beats it at the same game of Healing Modifier. Characters will usually prioritize any Voratun blanks they get for the *chance* at being able to slot one of those two, or possibly a tier 5 gem they value more highly.
Ideas: Again, making it a tier 4 gem seems logical.
Molten Staff:
60 base damage range, 6 APR, 5 physicalcrit, 135% damage modifier, damage type Fireburn. 20 Spellpower, 10 Spellcrit, +20% Fire Damage, +24% Fire resistance, -10% Cold resistance, +10% fire resistance penetration. +.1 Fire and Wildfire categories. Can be activated for Flame (L5), consuming 5 power out of 6, and has a 20% chance of casting Flame (L2) on hit. Level range 40-50, material level 5, drops from Heavy Sentinel.
Issue: Lost Staff of Archmage Tarelion has literally twice the Spellpower and 10% more Fire Damage, in addition to lowering the cooldown on Fireflash, one of the strongest tools in an Archmage's library. This is in addition to it doing non-fire things. Telos Top is onehanded, has 30 Spellpower and can get 35% fire damage. The activation is the only real motivation for a non-Archmage to ever equip it, and while an Anorithil or a Necromancer may use it, it would be at the cost of crushing their general damage thanks to the terrible Spellpower.
Ideas: Higher Spellpower and Fire damage would help, but having talked it over with Pure, Pure's idea is probably to simply replace it instead, with a new fire-oriented equip.
Lesser ideas:
These aren't really majorly flawed artifacts, but artifacts I've heard complaints about getting, or artifacts that are okay but generally flawed in somewhat limited niche use or something similar.
-Lunar Shield is an interesting shield for Anorithils, but rather lackluster overall(Though, not nearly useless). An interesting niche to distinguish it, as well as seal it as a clearly useful option for Anorithil, would be to drop the Fatigue drastically-making it a 4%-6% Fatigue shield would make it the obvious "mage" shield, which is a fairly unique niche. Considering it's constructed out of potentially lightweight shell, this is thematic. And I don't think it would end up too powerful at all.
-Flamewrought has a small problem-It attempts to have a niche, but 5% damage boost to fire and 10% fire resistance are not good enough as earlygame selling points. However, it is more useful than nothing. Perhaps higher Fire damage% would give it a stronger niche?
-Prox's Lucky Foot is, generally, considered inferior to Tooth of the Mouth-the only people that want +5 Defense are Defense tank builds, and generally the rest is not that useful. Given the trap oriented nature of the item, perhaps it could get a power based activation to either range 1 reveal or range 1 destroy traps? I think the latter would be more useful, say 25/25 energy, radially destroy all traps in 1 range. And this would make its detection actually do something for people without trap skills(who would probably have been able to find that trap anyways).
-The Duathdlen Heart is pretty useful for people that specifically want to go Invisible, or for those that really want some added magical range offense, but the statistics are very close to null(Light damage is uncommon). This makes it usually hard to justify over Eldritch Pearl, despite it having a niche. Perhaps +spellpower, say 15(Eldritch Pearl grants 12) would make this more competitive outside of Invis builds? Or spellcrit/on hit(spell) effects?
-Voratun Hammer of the Deep Bellow has a solid niche, but again, there are few magic-oriented twohanders, and this is an obvious spot to make an Arcane Blade ultimate-level twohander(+fire damage, +spellpower).
-Pendant of Sun and Moons is a good Anorithil artifact, but for anyone else, Vox is better at the same game, unless you're more afraid of light/dark damage than you are Silence, as a mage. Perhaps a higher level or less cooldown version of the itemcast would help make it more of a universal draw? Or both, even?
-Unsetting Sun focuses on Darkness resist-an uncommon form of offense, and in the area it is most common, Blight is equally common-adding Lite, and some spell resist. Often, people are not going to choose a shield for its Spell Resist value, when they could choose something such as Sanguine Shield for its huge life regen. Perhaps some Cold Resistance would be a good idea as well.
This generally recieved positive feedback, so here I am. As a rule, I'll be trying to compare artifacts to one another, as statistical data on who uses what is a weird thing, especially for niche equips; A given person may desperately have wanted to use, say, Penitance, but not gotten it, while another may not have cared about it, gotten it, and ditched it, on the same class/race combo. This is going to end up somewhat more subjective as such, but hopefully I can keep things remotely objective.
Also, I'm going for anything that has clearly defined issues in my mind. Bill's Treetrunk is boring, but it's also simple and an earlygame item in a game that, well, has newbies. I'm not sure that's a bad thing.
Of course, more suggestions are welcome, as before.
Spellblaze Echoes:
Amulet; 6 Armor, 6 Defense. Can be activated to dig a radius of 3 around you, as well as deal(100+Magic*2) damage, with a power consumption of 300/300. Material Level 4, L30-39 range.
Issue: Mostly an artifact of the changes to charms; Originally, this could be used as a swap equip; You go in, swap this on, then switch back, giving this a niche of a kind-not necessarily a great one, because I'm not entirely sure how often you actually want to blow a large hole in the surrounding terrain and create an open room to fight in, but a thoughtful person could use it occasionally.
Now, it requires 300 turns of wearing a 6 Armor/6 Defense amulet that is way worse than any other option by L30. Comparing this to other artifacts of its tier is unecessary-it loses to a majority of Stralite egos.
Ideas: +Blight Damage/Resist, +Magic, +spellpower, etc. are obvious answers, but boring. Off the top of my head, the idea that seems most appealing though would be to make it a +spellcritical(6) and give it a form of on-spell-critical effect(Perhaps something as simple as a low damage burst of blight), as this would make it extremely distinctive among amulets. 300 is probably a little high either way, considering the longest talent recharge is 104 IIRC; I'd suggest 80.
Feathersteel:
Amulet; -20% Fatigue, +20 Encumberance, ignore pressure traps. Material Level 2, 5-15 range.
Issue: Another case where comparison isn't useful, as the equip is niche designed. Most people seem to not value its upsides, from my experience. This is somewhat subjective, of course. Encumberance is something people tend to not feel is a big deal in general(I personally agree, once you get the Chest). -20% Fatigue is excellent for...Arcane Blades and a few extremely off-pace weird class builds. Even an Archmage that wants to wear armor probably won't give up the slot(partially because they'd want to build up huge Mana costs for Disruption Shield but I digress). But in practice it tends to not get thought of. And pressure traps were undervalued before, but now the complex traps generally mean that it's less value-you might stop some of them, but you'll still get hit by a spinning beam.
Ideas: The change to Feather Wind makes for an obvious idea here; Have it grant Movement speed. 10% would be be good for a short term equip, while 20% could produce a decent longer term niche.
Burning Star:
Lite; 5 Lite radius. Can be activated for 20 radius magic mapping, consuming 100 power out of 150. Level 20-30, Material Level 3.
Issue: Well, you can give up 24 stat points from either Guidance or Eldritch Pearl(among plusses) to...get a Vision spell every 150 turns. Like Spellblaze Echoes, this is questionable, but Vision is probably less valuable than the unique impact of Spellblaze Echoes(and seems to be very little valued in general to judge by people's general picks from Sages). It does appear before the two mentioned items, but there's a solid argument for the Healing Modifier and Illuminate effects from the Summertide Phial being better... This is another victim of the changes to charms, as it used to be on-demand mapping in practice.
Ideas: This equip is such a blank slate that restoring its old functionality seems the most logical simple suggestion. Dropping the cost from 150 to 5-10, so that someone can swap it in, wait a bit, and then map at a quiet time, would be the logical answer to do that. Boosting it as a standard equip could go in very nearly any direction.
Dragon-helm of Kroltar:
Helmet; 5 Defense, 9 Armor, 10% Fatigue, +5 Strength/Con, -4 Luck. Can be activated for L2 Warshout, costing 45 Energy out of 45. 37-45 level range, material level 4.
Issues: Extremely bad competition with other helmets. Crown of Command is a lower material/level equip that grants 3 Defense/6 Armor/4% Fatigue/+3 Con/+10 Will, +8% Physical Resistance, and +.2% to two physical categories. The only selling point the helm has is the activate, and the cooldown on that is simply a little too long to make it useful unless you constantly rest to full(and even then, the low level on it means that it, say, can't range far enough to strike at most of the Pride-entry danger zones.).
Ideas: Make it a set with the Scale Mail of Kroltar. That this isn't already a set is confusing, honestly. The Scale Mail of Kroltar generally gets used the least out of the various armor artifacts(From my recollection, I've seen Cuirass of the Thronesman used more, even.), so both could use the help. For bonuses...perhaps higher defenses on Kroltar's mail and various status resistances on Kroltar's helm, off the top of my head?
Temporal Augmentation Robe - Designed in Style:
Robe; 9 Defense, 3 Armor. +5 Magic, +3 Willpower, +20% Temporal Resist, +20% Temporal Damage, +20% Temporal Resistance Penetration, +5% Temporal Resistance Cap, +10 Temporal damage on hit. Can be activated for Damage Smearing at L3, using 100 power out of 100. 30-40 level range, material level 4.
Issue: Good defensive bonuses and a solid niche makes this look like a very solid use for...well, the one class that cares. Unfortunately, it breaks down a bit on examination with the other robe with the same range and material type, Robe of the Archmagi. Which is +10 Defense/Armor/+12% All damage/+4 Magic/Will/Cun/+15 Spellpower/+18 Spell Resist/+15 Mental Resist/+40% Blind Immunity/Resists Fire/Cold 10%/+1 Lite/+1 Mana regen. This is a bit of a gap-Archmagi provides excellent everything, including, depending on your spellpower, possibly even more damage for Temporal skills in practice. This is mostly in competition with a 100 recharge defensive skill that only really appeals to Paradox Mages, and which doesn't get really highly regarded in general.
Ideas: Generally boosting its defensive stat bonuses(Defense/Armor) would fit its role as a defensive robe, as would lowering the cooldown on the Smearing, but the biggest change should probably be giving it Spellpower. Archmagi grants 15, Black Robe grants 30. Temporal Robe being somewhere in that range(I'd suggest 20) would give it a solid niche that would allow it to compete at endgame. The total lack is a fairly large hit.
Zemekkys' Broken Hourglass:
Amulet; +4 Will, +10% Temporal Damage, +20% Temporal Resistance, +5% Temporal Resistance Cap. Can be used to cast L2 Wormhole, at a cost of 60 out of 60. Level Range 30-40, material level 4.
Issue: It's generally okay for Paradox Mages, specifically, which already have the activation skill but may want +10% damage...then again, they could just use any number of other bonuses for their amulet through standard egos, as this isn't really a lot of damage. The resistances, outside of Damage Smearing abuse, are fairly minor. And the teleport, while okay, is oddly weak competition to Serpentine Cloak(the main other teleportation oriented artifact), which, combined with the totally Chronomancer-oriented bonuses, make this one of the most ridiculously narrow range artifacts in the game.
Ideas: Well, any number of things work for it(Stats, spellpower, whatever), but honestly I'd suggest something neat like a +10% range Global Speed bonus. Another option would be to give it -10% spell cooldown, similar to the rare boots ego.
Gravitational Staff:
Staff; 28 base Damage rating, 8 APR, 130% Magic Damage Modifier, Gravitypin type damage. 18 Spellpower, 8 Spellcrit, +14% Gravity Damage, +8% Temporal Damage, +10% Physical Resistance, +.2 Gravity category. Can be used to cast Gravity Spike L3, using 35 power out of 35. Level Range 25-33, Material Level 3.
Issue: Penitence is a 15/10 Spellpower/Spellcrit staff with a decent enough itemcast and similarly irrelevant-to-most-classes secondary bonuses(Indeed, there's a solid argument for 30% Blight resistance being better than 10% physical). It is 10-18 level range and Material Level 2, meaning it shows up 15 levels earlier. Bolbum's similarly is niche and is found in the same range, and is 12 Spellpower/18 Spellcrit, and actually raises physical damage more(And, at least in theory, the niche of being able to beat people with a staff is useful to any mage that has found an Alchemist). It's an okay enough Paradox Mage option, but it needs more broadening.
Idea: Raise the Spellpower to 25. This makes it essentially Penitence for the midgame, a staff that you would wield for Spellpower if you don't value a specific damage type very much.
Trident of the Tides:
Trident; 60 base Damage rating, 4 APR, 15 Physical Critical, 130% Strength modifier, +15 Cold/+20 Nature damage on hit, +10 Accuracy, +18 Spell Save, +2 See Invisible, +25% Cold Resistance, +20% Cold Damage increase. Can cast Water Bolt L3, consuming 60 power out of 150. (Water Bolt deals Spellpower based damage that never ends up very high.) Level Range 30-40, Material Level 4, generally will be obtained in the Temple of Creation if anywhere.
Issue: As a raw comparison to Drake's Bane-Which is L20-35 Material Level 3-this isn't so bad, though Drake's Bane's 9% physical resistance and 20% Stun Resistance makes up for the lack of power in comparison. Which is to say, it's matching, at best, a much earlier weapon. However, the real killer is that it's Exotic, meaning that a heavy investment is required to bring it up to the same level of power of any other weapon, especially now that the weapon power changes mean that leveling Weapon Mastery does literally nothing for an Exotic weapon.
Idea: This should probably be, relative to the power, out of place good, not out of place bad, in order to encourage builds involving it. 76 base damage would put it into the high-end twohanders for raw power, while high APR(20) would fit it being a piercing weapon. For a more pronounced niche, some level of Spellpower boosting(15? 20? There are no really good spellpower twohanders, besides staffs), on-hit ability to cast Water Bolt(ala how Crystalline Focus weapons can on hit Manathrust) 50% of the time, and an activate that instead casts Water Jet or Freeze at decent levels would be a fairly good overhaul for this.
Petrified Wood:
Gem; +25% Nature Resistance, +10% Cold Resistance, -10% Fire Resistance, +10 Con. L35-45, Material Level 5, dropped by Snaproot.
Issue: Well, the Fire resistance doesn't really match the old Wrathroot Shield anymore, and as a net overall thing it's extremely weak, dropping a more common resist to a damage type and raising two less common ones, then adding +10 to one stat when a Diamond can +5 all of them.
Ideas: Give it +10% Darkness resistance instead of -10% Fire Resistance(matches the shield tweak) and make it Material Level 4. All of the special gems being Material Level 5 means that you have to directly compete with much harder competition like Telos' Staff Crystal and Goedaleth, which this will lose out to even with that bonus.
Lifebinding Emerald:
Gem; +10 Constitution, +30% Healing Factor, +2.00 Life Regeneration, +10% Blight Resistance. Gained by getting the final item for the right alchemist.
Issue: Again, loses out fairly directly to Telos Staff Crystal and Goedaleth Rock. It's not as bad as what happened to Petrified Wood, but it's still fairly bad, especially since Goedaleth beats it at the same game of Healing Modifier. Characters will usually prioritize any Voratun blanks they get for the *chance* at being able to slot one of those two, or possibly a tier 5 gem they value more highly.
Ideas: Again, making it a tier 4 gem seems logical.
Molten Staff:
60 base damage range, 6 APR, 5 physicalcrit, 135% damage modifier, damage type Fireburn. 20 Spellpower, 10 Spellcrit, +20% Fire Damage, +24% Fire resistance, -10% Cold resistance, +10% fire resistance penetration. +.1 Fire and Wildfire categories. Can be activated for Flame (L5), consuming 5 power out of 6, and has a 20% chance of casting Flame (L2) on hit. Level range 40-50, material level 5, drops from Heavy Sentinel.
Issue: Lost Staff of Archmage Tarelion has literally twice the Spellpower and 10% more Fire Damage, in addition to lowering the cooldown on Fireflash, one of the strongest tools in an Archmage's library. This is in addition to it doing non-fire things. Telos Top is onehanded, has 30 Spellpower and can get 35% fire damage. The activation is the only real motivation for a non-Archmage to ever equip it, and while an Anorithil or a Necromancer may use it, it would be at the cost of crushing their general damage thanks to the terrible Spellpower.
Ideas: Higher Spellpower and Fire damage would help, but having talked it over with Pure, Pure's idea is probably to simply replace it instead, with a new fire-oriented equip.
Lesser ideas:
These aren't really majorly flawed artifacts, but artifacts I've heard complaints about getting, or artifacts that are okay but generally flawed in somewhat limited niche use or something similar.
-Lunar Shield is an interesting shield for Anorithils, but rather lackluster overall(Though, not nearly useless). An interesting niche to distinguish it, as well as seal it as a clearly useful option for Anorithil, would be to drop the Fatigue drastically-making it a 4%-6% Fatigue shield would make it the obvious "mage" shield, which is a fairly unique niche. Considering it's constructed out of potentially lightweight shell, this is thematic. And I don't think it would end up too powerful at all.
-Flamewrought has a small problem-It attempts to have a niche, but 5% damage boost to fire and 10% fire resistance are not good enough as earlygame selling points. However, it is more useful than nothing. Perhaps higher Fire damage% would give it a stronger niche?
-Prox's Lucky Foot is, generally, considered inferior to Tooth of the Mouth-the only people that want +5 Defense are Defense tank builds, and generally the rest is not that useful. Given the trap oriented nature of the item, perhaps it could get a power based activation to either range 1 reveal or range 1 destroy traps? I think the latter would be more useful, say 25/25 energy, radially destroy all traps in 1 range. And this would make its detection actually do something for people without trap skills(who would probably have been able to find that trap anyways).
-The Duathdlen Heart is pretty useful for people that specifically want to go Invisible, or for those that really want some added magical range offense, but the statistics are very close to null(Light damage is uncommon). This makes it usually hard to justify over Eldritch Pearl, despite it having a niche. Perhaps +spellpower, say 15(Eldritch Pearl grants 12) would make this more competitive outside of Invis builds? Or spellcrit/on hit(spell) effects?
-Voratun Hammer of the Deep Bellow has a solid niche, but again, there are few magic-oriented twohanders, and this is an obvious spot to make an Arcane Blade ultimate-level twohander(+fire damage, +spellpower).
-Pendant of Sun and Moons is a good Anorithil artifact, but for anyone else, Vox is better at the same game, unless you're more afraid of light/dark damage than you are Silence, as a mage. Perhaps a higher level or less cooldown version of the itemcast would help make it more of a universal draw? Or both, even?
-Unsetting Sun focuses on Darkness resist-an uncommon form of offense, and in the area it is most common, Blight is equally common-adding Lite, and some spell resist. Often, people are not going to choose a shield for its Spell Resist value, when they could choose something such as Sanguine Shield for its huge life regen. Perhaps some Cold Resistance would be a good idea as well.