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

#181 Post by Grey »

Hmm, maybe slime should be an anti-magic only ego? That would give a very nice incentive to get anti-magic on its own.
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Re: Artifact & Ego ideas

#182 Post by Grey »

Is it possible for the game to force anti-magic egos to not be paired with magic egos?

Some anti-magic only egos:

Spellhunter's (all weapon types)
- chance to silence target
- added nature damage to weapon
- increased chance to hit
- added damage to undead

Spellhunter's (all non-cloth body armour)
- arcane resistance
- increased spell save
- regens equilibrium

Spellhunter's (all non-cloth helms)
- increase spell and mental save
- confusion resistance

Spellhunter's (shield)
- increase spell save
- freeze, curse and hex resistance
- nature on-hit damage
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Re: Artifact & Ego ideas

#183 Post by Grey »

New cloak ego:

billowing (technique)
+4 defense, +10% crit defense, +2 Dex

Incidentally, plush should give less armour - 6 is just too much, even with the change in how armour works. Should be about 2-3, which is still nice for a cloak.


Artifact:

Code: Select all

newEntity{ base = "BASE_LEATHER_BOOT",
	power_source = {technique=true},
	unique = true,
	name = "Boots of Kicking",
	unided_name = "pair of steel toe-capped boots",
	desc = [[Worn by the wily rogue halfling Fupin, these boots frequently got him out of trouble with the law.  However he met his fate when he was caught with his boots off, canoodling with the baron's daughter.]],
	color = colors.GRAY,
	level_range = {1, 20},
	rarity = 240,
	cost = 150,
	material_level = 3,
	wielder = {
		combat_armor = 2,
		combat_def = 2,
		fatigue = 3,
		inc_stats = { [Stats.STAT_DEX] = 2, },
	},

	max_power = 30, power_regen = 1,
	use_talent = { id = Talents.T_DIRTY_FIGHTING, level = 3, power = 15 },
}
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Re: Artifact & Ego ideas

#184 Post by edge2054 »

Boots of Kicking sound like an ego name.

How about Old Iron Toe or.... Ball-Crusher!!

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Re: Artifact & Ego ideas

#185 Post by Grey »

Ball-Crusher I like :D
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Re: Artifact & Ego ideas

#186 Post by Grey »

All of the "anchoring" egos should give knockback resistance as well as temporal resistance.
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Re: Artifact & Ego ideas

#187 Post by edge2054 »

They actually give teleport resistance but it doesn't show up on the tooltip.

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Re: Artifact & Ego ideas

#188 Post by Grey »

A few ego ideas:

juggler's (leather gloves, technique)
+4 Dx, +3 defence, 50% weapon swap speed, 25% disarm resistance

dancing (leather boots, arcane)
-8% movement speed, +8 defence

smoothened (leather armour, technique)
+4 defence, +8 physical save

deflective (leather armour, technique)
+8 defence, +2 armour, +8% phys resistance, +20% knockback resistance

of the wyrm's wings (leather armour, nature)
+12 defence, +6 Cunning, +10% elemental resistances, can activate Wing Buffet (level 3)

betoothed (leather helm, nature)
8 physical on hit damage, +0.2 Warcries mastery

crystal-set (metal helm, nature)
+1 lite, +8 mental save, +6 spell save
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Re: Artifact & Ego ideas

#189 Post by edge2054 »

Posting an idea for a new unique monster in this thread along with a couple of nature based artifacts (one is antimagic). The unique uses the Axe I'm posting.

In npcs\orc.lua

Code: Select all

-- unique orcs
newEntity{ base = "BASE_NPC_ORC",
	name = "Kra'Tor the Gluttonous", unique = true,
	color=colors.DARK_KHAKI,
	desc = [[A morbidly obese orc with greasy pockmarked skin and oily long black hair.  He's clad in plate mail and carries a huge granite battleaxe that's nearly as large as he is.]],
	level_range = {38, nil}, exp_worth = 2,
	rarity = 50,
	rank = 3.5,
	max_life = resolvers.rngavg(600, 800),
	life_rating = 22,
	move_others=true,
	
	resolvers.equip{
		{type="weapon", subtype="battleaxe", defined="GAPING_MAW", random_art_replace={chance=75}, autoreq=true},
		{type="armor", subtype="massive", ego_change=100, autoreq=true},
	},
	resolvers.drops{chance=100, nb=2, {ego_chance=100} },
	
	combat_armor = 2, combat_def = 0,
	
	blind_immune = 0.5,
	confuse_immune = 0.5,
	knockback_immune = 1,

	autolevel = "wyrmic",
	ai = "tactical", ai_state = { talent_in=1, ai_move="move_astar", },
	ai_tactic = resolvers.tactic"melee",
	resolvers.inscriptions(4, {"movement infusion", "healing infusion", "regeneration infusion", "wild infusion"}),

	resists = { all=25},
	
	resolvers.talents{
		[Talents.T_ICE_CLAW]=2,
		[Talents.T_ICY_SKIN]=5,
		[Talents.T_SAND_BREATH]=5,
		
		[Talents.T_RESOLVE]=5,
		[Talents.T_AURA_OF_SILENCE]=5,
		[Talents.T_MANA_CLASH]=5,
		
		[Talents.T_WARSHOUT]=5,
		[Talents.T_DEATH_DANCE]=3,
		[Talents.T_BERSERKER]=5,
		[Talents.T_CRUSH]=2,
		
		[Talents.T_WEAPON_COMBAT]=7,
		[Talents.T_WEAPONS_MASTERY]=5,

		[Talents.T_MASSIVE_ARMOUR_TRAINING]=5,
	},
	resolvers.sustains_at_birth(),
}
And a new artifact for objects\boss-artifacts.

Code: Select all

newEntity{ base = "BASE_BATTLEAXE",
	power_source = {nature=true,},
	define_as = "GAPING_MAW",
	name = "The Gaping Maw", color = colors.SLATE,
	unided_name = "huge granite battleaxe", unique = true,
	desc = [[This huge granite battleaxe is as much mace as it is axe.  The shaft is made of blackened wood tightly bound in drakeskin leather and the sharpened granite head glistens with a viscous green fluid.]],
	level_range = {38, 50},
	rarity = 250,
	require = { stat = { str=60 }, },
	cost = 650,
	material_level = 5,
	combat = {
		dam = 72,
		apr = 4,
		physcrit = 8,
		dammod = {str=1.2},
		melee_project={[DamageType.SLIME] = 50, [DamageType.ACID] = 50},
	},
	wielder = {
		inc_stats = { [Stats.STAT_STR] = 6, [Stats.STAT_WIL] = 6, },
		inc_damage={
			[DamageType.NATURE] = 15,
		},
		talent_cd_reduction={
			[Talents.T_SWALLOW] = 2,
		},
	},
}
And a couple artifacts for objects\world-artifacts.lua

Code: Select all

newEntity{ base = "BASE_LONGSWORD",
	power_source = {nature=true, antimagic=true},
	unique = true,
	name = "Witch-Bane", color = colors.LIGHT_STEEL_BLUE,
	unided_name = "an ivory handled voratun longsword",
	desc = [[A thin voratun blade with an ivory handle wrapped in purple cloth.  The weapon is nearly as legendary as it's former owner, Marcus Dunn, and was thought to have been destroyed after Marcus' was slain near the end of the Spellhunt.]],
	level_range = {38, 50},
	rarity = 250,
	require = { stat = { str=48 }, },
	cost = 650,
	material_level = 5,
	combat = {
		dam = 45,
		apr = 4,
		physcrit = 10,
		dammod = {str=1},
		talent_on_hit = { [Talents.T_MANA_CLASH] = {level=1, chance=25} },
	},
	wielder = {
		inc_stats = { [Stats.STAT_WIL] = 6, [Stats.STAT_CUN] = 6,},
		talent_cd_reduction={
			[Talents.T_AURA_OF_SILENCE] = 2,
			[Talents.T_MANA_CLASH] = 2,
		},
		resists = {
			all = 10,
			[DamageType.PHYSICAL] = - 10,
		},
	},
}

newEntity{ base = "BASE_LITE",
	power_source = {nature=true},
	unique = true,
	name = "Guidance",
	unided_name = "a softly glowing crystal",
	level_range = {38, 50},
	color = colors.YELLOW,
	encumber = 1,
	rarity = 300,
	desc = [[Said to have once belonged to Inquisitor Marcus Dunn during the Spellhunt this fist sized quartz crystal glows constantly with a soft white light and was rumoured to be a great aid in meditation, helping focus the mind, body, and soul of the owner as well as protecting them from the foulest of magics.]],
	cost = 100,

	wielder = {
		lite = 4,
		inc_stats = { [Stats.STAT_WIL] = 6, [Stats.STAT_CUN] = 6,},
		combat_physresist = 12,
		combat_mentalresist = 12,
		combat_spellresist = 12,
		confusion_immune = 0.5,
		talents_types_mastery = { ["wild-gift/call"] = 0.2, },
		resists_cap = {	[DamageType.BLIGHT] = 10, },
		resists = { [DamageType.BLIGHT] = 20, },
	},
}
Last edited by edge2054 on Thu Mar 17, 2011 5:44 am, edited 2 times in total.

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Re: Artifact & Ego ideas

#190 Post by edge2054 »

And an Uber end game caster cloak (that's even more uber for chronomancy classes).

Code: Select all

newEntity{ base = "BASE_CLOAK",
	power_source = {arcane=true},
	unique = true,
	name = "Threads of Fate",
	unided_name = "a shimmering white cloak",
	desc = [[Untouched by the ravages of time, this fine spun white cloak appears to be crafted of an otherworldly material that shifts and shimmers in the light.  While it has cropped up in the hands of many through out history, from great mages to lowly card sharks, no one has ever claimed to be its creator or know its true origins.]],
	level_range = {40, 50},
	color = colors.WHITE,
	rarity = 400,
	cost = 300,
	material_level = 3,
	
	wielder = {
		combat_def = 10,
		combat_spellpower = 8,
		inc_stats = { [Stats.STAT_MAG] = 6, [Stats.STAT_WIL] = 6, [Stats.STAT_LCK] = 10, },

		inc_damage = { [DamageType.TEMPORAL]= 10 },
		resists_cap = {	[DamageType.TEMPORAL] = 10,	},
		resists = {	[DamageType.TEMPORAL] = 20,	},	
		combat_physresist = 20,
		combat_mentalresist = 20,
		combat_spellresist = 20,	

		talents_types_mastery = {
		["chronomancy/timeline-threading"] = 0.2,
		["chronomancy/chronomancy"] = 0.1,
		["spell/divination"] = 0.1,
		},
	},
	
	max_power = 1000, power_regen = 1,
	use_talent = { id = Talents.T_SEE_THE_THREADS, level = 1, power = 1000 },
}

lukep
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Re: Artifact & Ego ideas

#191 Post by lukep »

A couple of ego ideas:

Bow/Sling of Ammo
Default ammunition is a random lesser ego arrow/shot.

Light source of Permanence
Any square in light radius becomes illuminated forever.
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Re: Artifact & Ego ideas

#192 Post by Hedrachi »

Let's see, in honor of that sword my Mindslayer got in Dreadfell and fell in love with, some ideas on it:

The Your Side focal crystal: Telekinetically wielding this crystal whilst physically wielding The Truth gives you an extra 3 Willpower, and a 10% boost to physical damage.

The Their Side focal crystal: Telekinetically wielding this crystal whilst physically wielding The Truth gives you an extra 3 Constitution, and a 10% boost to physical resistance.

The Actual Truth focal crystal: Telekinetically wielding this crystal whilst physically wielding The Truth gives you an extra 3 Cunning, a 5% boost to fire damage, and a 5% boost to lightning damage.

And in honor of one of the classes coming out in b22, this here robe:

Code: Select all

newEntity{ base = "BASE_CLOTH_ARMOR",
	power_source = {arcane=true},
	unique = true,
	name = "Temporal Augmentation Robe - Designed In-Style", color = colors.BLACK,
	unided_name = "stlylish robe with a scarf",
	desc = [[Designed by a slightly quirky paradox mage, this robe always appears to be stylish in any time the user finds him, her, or itself in. Crafted to aid paradox mages through their adventures, this robe is of great help to those that understand what a wibbly-wobbly, timey-wimey mess time actually is. Curiously, as a result of a particularly prolonged battle involving its fourth wearer, the robe appends a very long, multi-coloured scarf to its present wearers.]],
	level_range = {30, 40},
	rarity = 300,
	cost = 540,
	material_level = 5,
	wielder = {
		inc_damage = {[DamageType.TEMPORAL]=20},
		combat_def = 9,
		combat_armor = 3,
		inc_stats = { [Stats.STAT_MAG] = 5, [Stats.STAT_WIL] = 3, },
		resists={[DamageType.TEMPORAL] = 20},
		on_melee_hit={[DamageType.TEMPORAL] = 10},
	},
	max_power = 100, power_regen = 1,
	use_talent = { id = Talents.T_DAMAGE_SMEARING, level = 3, power = 100 },
}
Could replace damage smearing there with spacetime tuning.
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Re: Artifact & Ego ideas

#193 Post by edge2054 »

I approve of the above :)

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Re: Artifact & Ego ideas

#194 Post by darkgod »

Moooooaaar
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Re: Artifact & Ego ideas

#195 Post by Hedrachi »

Hmm. Howsabout ego items of races give better bonuses for those races? Could throw in a wayist wp/cun ego prefix that's slightly better for yeeks, maybe slightly worse for halflings. So, a shaloren helm would give 30% stun resist for non-shaloren and 40% for shaloren? Thaloren bows maybe give a small but noticeable boost to archery-utility talents to thaloren elves?

Also, since there doesn't seem to be any particularly Anorithil-friendly artifacts...

Staff of the Eclipse

Code: Select all

newEntity{ base = "BASE_STAFF",
	power_source = {nature=true},
	unique = true,
	name = "Staff of the Eclipse",
	unided_name = "moonlit staff",
	level_range = {30, 40},
	color=colors.OLD_LACE,
	rarity = 170,
	desc = [[Crafted by elven anorithil from centuries long past, this staff is both symbolically and literally a focal point for the divine powers of the Anorithil. It is one of their most sacred artefacts, carefully guarded against those who would misuse its power.]],
	cost = 300,
	material_level = 4,

	require = { stat = { mag=35 }, },
	combat = {
		dam = 25,
		apr = 5,
		dammod = {mag=0.6, cun=0.4},
		damtype = DamageType.LIGHT,
	},
	wielder = {
		combat_spellpower = 5,
		combat_spellcrit = 20,
		inc_damage={
			[DamageType.LIGHT] = 15,
			[DamageType.DARKNESS] = 15,
		},
		talents_types_mastery = {
			["divine/eclipse" = 0.11]
			["divine/sun" = 0.1]
			["divine/star-fury" = 0.1]
		},
	},
}
Also, um.. heh. Drunken tpyo in my TARDIS robe unid field: stlylish should be stylish.
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