Ideas for Low Tier Artifacts

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zsd
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Joined: Sun Apr 26, 2015 11:03 am

Ideas for Low Tier Artifacts

#1 Post by zsd »

HousePet is currently discussing ways to smooth out loot distribution in the development forum, and also has a thread about Chronomancer-themed artifacts that has blossomed into a discussion on artifacts in general.

http://forums.te4.org/viewtopic.php?f=36&t=42881
http://forums.te4.org/viewtopic.php?f=36&t=44219

With these threads in mind, I have been mulling over ideas for low tier artifacts, which seem to be in short supply. All I have are weapons at the moment, but I hope to have ideas for other categories in the future if I can stay focused. I hope to design these to not only be useful and relevant, but also to help teach new players (ever so slightly) about various parts of the game.

Molar of the Mouth - t1 greatmaul, unknown powered
+4 Con
On hit: 15% chance to proc Skullcracker(1.0)
Lore: "A molar from the Mouth of the Deep Bellow, fashioned into a mighty hammer."
Notes: Can share chance to drop from the Mouth with Tooth of the Mouth, which would make the Tooth more rare and provide a treat for all the most common race/class combo, dwarf berserkers. Skullcracker proc can reveal how powerful confusion is as a status. Con bonus puts Unflinching Resolve within closer reach.

Boltshackle - t1 longsword, arcane powered
+3 Str, +3 Mag
Damage type: Lightning
On crit: Shocks target for 4 turns
Lore: "A bolt of vital lightning, fixed in place by a hilt of cold iron."
Notes: A solid weapon for Reavers, Demonologists and Sun Paladins. Useful for Temporal Wardens. Alternate damage type is fun and lets Bulwarks dodge the damage penalty from Shield Wall. Shocked status is not particularly effective, mostly there for flavor and novelty value.

Woodsman's Hewer - t1 waraxe, psionic powered
+25% damage vs. plants
Grants plant telepathy
Use to enter a tree-chopping frenzy, enabling user to burrow into tree-covered tiles for 5 turns (25/25 power).
Lore: "Dried sap encrusts the blade of this lumberjack's axe. Whoever crafted it must have really hated trees."
Notes: Introduces the concept of telepathy on a small scale. Active ability helps reveal the power of digging. Damage bonus vs. plants for flavor.

More to come.

zsd
Cornac
Posts: 32
Joined: Sun Apr 26, 2015 11:03 am

Re: Ideas for Low Tier Artifacts

#2 Post by zsd »

Stoutwatch Blade - t1 longsword, master powered
On hit: 35% chance to gain 4 armour for 3 turns, stacks up to 3 times
Lore: "This well-forged but unadorned longsword has been prized for generations by those who keep the peace."
Notes: Nothing particularly special here, just a solid, broadly useful one-hander.

Zesto's Skull - t1 mace, arcane/psionic powered
+3 Mag, +2 Wil
On hit: 10% chance to proc Instill Fear(2.6)
On hit: 5% chance to beg for the merciful release of death (speech bubble)
Equipping Zesto's Skull, Quasit's Skull and the Skull of the Rat Lich at the same time grants the "Triple Header" achievement
Lore: "Heedless of the warnings of his peers, Zesto the mad wizard unsealed the tomb of the hexed demon Hargarach in an attempt to steal its power. Hargarach fashioned this mace out of Zesto's skull in response."
Notes: Mostly just a fun item that helps out spellcasting classes that melee. Lore slightly hints at the dangers of vaults.

HousePet
Perspiring Physicist
Posts: 6215
Joined: Sun Sep 09, 2012 7:43 am

Re: Ideas for Low Tier Artifacts

#3 Post by HousePet »

These are good ideas, keep it up.
My feedback meter decays into coding. Give me feedback and I make mods.

Atarlost
Sher'Tul Godslayer
Posts: 1973
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Location: GMT-8:00

Re: Ideas for Low Tier Artifacts

#4 Post by Atarlost »

Everfull Quiver (tier 1 or 2 unknown)
turns between self-loadings: 1
Capacity: 100
No other powers, just a quiver of bog standard elm or possibly ash arrows that practically never runs out.
Lore: Wherever the other end of this dimensional rift is, there are a lot of arrows.
Note: The poor damage gives is a rather short life, but never running out of arrows has some value. I suspect this might be better as a tier 2 to have a bit more longevity.


Zeno's Bow (tier 1 arcane)
max range as close to infinite as doesn't cause issues with the engine
damage and projectile speed are reduced to 90% per tile of range beyond the first (ie. at range 1 it deals 0.9^0=100%. At range 2 it deals 0.9^1=90%. At range 12 it deals 0.9^11=31.4%.)
Lore: An arrow's remaining flight can be subdivided with no end. A journey of an infinite number of steps can never be completed, but arrows that cannot possibly moving do not hit very hard.
Note: I have no clue if this can be practically implemented, but the damage and ability to hit non-stationary targets drops off enough that I think it wouldn't be too useful for tier 1.
Digitochracy
n. 1. technocracy. 2. government by the numbers. 3. rule by people with the longest fingers.

zsd
Cornac
Posts: 32
Joined: Sun Apr 26, 2015 11:03 am

Re: Ideas for Low Tier Artifacts

#5 Post by zsd »

Coat of Many Pockets - t1 light armor, nature powered
+2 Wil, +4 Cun
When hit: 5% chance to summon a friendly level 1 rat for 6 turns
On move: 2.5% chance to summon a friendly level 1 rat for 6 turns
Use to empty out some of the coat's pockets, summoning 6-10 friendly level 1 rats within radius 2 for 6 turns (30/30 power).
Lore: "If you had a coat with this many pockets, what would you put in them? If you were Cliona, the renowned summoner responsible for making this worn leather longcoat, the answer would be rats."
Notes: I had less than three hours of sleep last night and thought this would be a good idea.

Strongpoint
Wyrmic
Posts: 212
Joined: Tue Apr 10, 2012 5:33 pm

Re: Ideas for Low Tier Artifacts

#6 Post by Strongpoint »

"Rock of shadows."
T1. Mindstar that does darkness damage and gives +6% darkness damage, +8 mindpower, +0.2 to cursed\shadows, +15 to stealth power. Can be invoked for LVL1 blindslide
Lore: "A shadow is trapped inside this rock. "
Intendent users: Early offhand weapon for rogues\shadowblades. Nice starting mindstar for every mindstar user.

zsd
Cornac
Posts: 32
Joined: Sun Apr 26, 2015 11:03 am

Re: Ideas for Low Tier Artifacts

#7 Post by zsd »

The Rock of Shadows is freaking excellent.

Murk Waders - t1 heavy boots, master powered
+3 Str, +3 Con
25% chance each turn to shake off existing slows and become immune to slows for 5 turns (15 turn cooldown)
Lore: "These thick, muddy boots make quick work of treading through slime and gunk."
Notes: Slows, while not all that powerful at low levels, are pretty common and obnoxious, and more likely to be a problem for a melee character (who generally has quicker access to the Armour Training talent this needs). Mechanic obviously lifted from the lucky halfling foot.

Mal'Rok Wedding Band - t1 ring, arcane powered
+2 Str, +2 Dex, +2 Con, +2 Mag, +2 Wil, +2 Cun
+25hp, -20 air capacity
Instant use for Link of Pain(2.6) (20/20 power).
Lore: "Weddings in the Fearscape are rare, elaborate occasions that can be remembered for many generations afterwards."
Notes: Would require Ashes. The Black Plate can also use Link of Pain, but not instantly, which IMO defeats the purpose. A good all-around ring for pretty much everyone (except oozemancers of course).

Radon26
Sher'Tul
Posts: 1439
Joined: Mon Jun 23, 2014 11:50 am

Re: Ideas for Low Tier Artifacts

#8 Post by Radon26 »

Xizix's ward t2 ring
spell-aegis: + 0.3
on hit.
if you are hit with a spell, generate a damage shield with power of 100+5*SP for 5 turns.
while the shield lasts, it has reduces the triggering damage by (SP[<80])%, but 50% of any other damage will go though.
cooldown: 10-50 turns (will be decided on/if implemented)
triggers before damage are taken.

the rings we already have are... underwhelming, except for the elemental fury. also, no more surprise deaths by spells.
on 100 SP it can reach 600 shield... with aegis, it would be 850? 900? hmmm...

Tier 2 lite
lite radius: MP/10
+MP% to fire damage
-20% resistance to confusion
special: if confusion check is failed, 50% chance to activate this item instead of random movement.
use 10 power out of 100 to activate
release a wave of fire doing xxx fire damage

i just want more lites.... and hate confusion...

spell soaking quiver (or shots)
on hit, does SP arcane damage.
special: works with arcane combat

who DOESN'T want that?! ok, some random archer/slinger may roll a rare AB class AND this item... so what?

potion belt t1
+xxx
+xxx
+xxx
use 10 out of 10 power
tosses a random brew.
effect may vary

for more RNG... because we don't have enough of it.
Last edited by Radon26 on Sun Jul 19, 2015 12:16 pm, edited 1 time in total.

Strongpoint
Wyrmic
Posts: 212
Joined: Tue Apr 10, 2012 5:33 pm

Re: Ideas for Low Tier Artifacts

#9 Post by Strongpoint »

modification proposal
[Woodsman's Hewer - t1 waraxe, psionic powered
+25% damage vs. plants
Grants plant telepathy
Use to enter a tree-chopping frenzy, enabling user to burrow into tree-covered tiles for 5 turns (25/25 power).
Lore: "Dried sap encrusts the blade of this lumberjack's axe. Whoever crafted it must have really hated trees."
Notes: Introduces the concept of telepathy on a small scale. Active ability helps reveal the power of digging. Damage bonus vs. plants for flavor.
Woodsman's Hewer - t1 Greataxe, psionic powered
+10% physical damage
+14 physical power
+15% critical power
+25% damage vs. plants
Grants plant telepathy
Gives +0.2 to Cursed\Slaughter
Special: Gives more hate when fighting with plants
Use to enter a tree-chopping frenzy, enabling user to burrow into tree-covered tiles for 5 turns (25/25 power).
Lore: "Dried sap encrusts the blade of this lumberjack's axe. Whoever crafted it must have really hated trees."

Changes:
1) I think two-hander fits the general idea better than one-hander. When I imagine a mad lumberjack I imagine a huge axe in his hands.
2) +% to physical damage and physical power to make it better for intended users.
3) +to critical power makes it more interesting for hybrids because it applies for spells\mind powers
4) Lore begs for some interaction with cursed.

Radon26
Sher'Tul
Posts: 1439
Joined: Mon Jun 23, 2014 11:50 am

Re: Ideas for Low Tier Artifacts

#10 Post by Radon26 »

rod/wand of distraction - T1 wand
activate using 25 power out of 35.
a single enemy (or all enemies in sight?) do absolutely nothing for 1 single turn.
effect cannot be saved against.

your performance is truly stunning, and the enemies just don't know whether they should be attacking you or not. for a single turn however. have you ever had that moment when you are JUST 1 TURN away from activating your most awesome talent that is going to save you? yeah.

Strongpoint
Wyrmic
Posts: 212
Joined: Tue Apr 10, 2012 5:33 pm

Re: Ideas for Low Tier Artifacts

#11 Post by Strongpoint »

Radon26, you offer overpowered artefacts. They do not fit Tier 1. In fact I don't think that they fit Tier 5

zsd
Cornac
Posts: 32
Joined: Sun Apr 26, 2015 11:03 am

Re: Ideas for Low Tier Artifacts

#12 Post by zsd »

Strongpoint wrote:modification proposal
I agree with all of this.

Micbran
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Location: Yeehaw, pardner

Re: Ideas for Low Tier Artifacts

#13 Post by Micbran »

Change Woodsman's Hewer to T2, it seems a little powerful for T1.
A little bit of a starters guide written by yours truly here.

zsd
Cornac
Posts: 32
Joined: Sun Apr 26, 2015 11:03 am

Re: Ideas for Low Tier Artifacts

#14 Post by zsd »

Crystal Gridmail - t1 heavy armor, arcane powered
Resistances: +10% fire, +10% cold, +10% blight
Damage when wearer hit: 20 damage, equal chance of fire, ice or blight
When wearer hit: 15% to cast Tidal Wave(1.0), 15 turn cooldown
Use to cast Phase Door(1.0). (10/15 power).
Lore: "A coat of shimmering mail first discovered in the Scintillating Caves. Some scholars theorize that it spontaneously grew there."
Notes: No stats, but some nice resistances, good retaliation and a built-in escape.

Strongpoint
Wyrmic
Posts: 212
Joined: Tue Apr 10, 2012 5:33 pm

Re: Ideas for Low Tier Artifacts

#15 Post by Strongpoint »

Micbran wrote:Change Woodsman's Hewer to T2, it seems a little powerful for T1.
It really depends on base damage. I think T1 artefacts should be good till midgame or more. Artefact that will be thrown away as soon as one finds T2 weapon are bad for the game. Look at existing T1 artifact weapons and compare with what I propose:
Surefire: Firing Range:9 Accuracy:+12\ +3 Dexterity\ Critical Chance:+5%\ \ +5% Physical damage and 8/8 Steady shot talent
Archer\Temporal Warden usually stay with this bow for a long time.
Serpent's Glare: High (for mindstar) base damage, 8/8 poison spit. +10% nature damage, +5%mental crit chance
Again, no Tier 1 mindstar can compete with this one. Mindstar user can keep it till midgame.
Scullcleaver +10 Drain Life, Greater Weapon Focus(10% chance) +8% Blight
I love this one. It is a great "defensive" weapon. It is good long past earlygame if you are ready to trade damage for additional healing.

PS. Girdle of calm waters is T1, but so many of my characters never switched away from it

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