Artifact & Ego ideas

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

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jotwebe
Uruivellas
Posts: 725
Joined: Fri Apr 15, 2011 6:58 am
Location: GMT+1

Re: Artifact & Ego ideas

#301 Post by jotwebe »

Been playing a reaver, so...

Add Blood Casting from Corruptions/Sansuige to the Iron Mail of Bloodletting. Makes it useful to two Reavers and Corruptors classes while keeping the power level for Berserkers.

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newEntity{ base = "BASE_HEAVY_ARMOR",
	power_source = {technique=true},
	unique = true,
	name = "Iron Mail of Bloodletting", image = "object/artifact/iron_mail_of_bloodletting.png",
	unided_name = "gore-encrusted suit of iron mail",
	desc = [[Blood drips continuously from this fell suit of iron, and dark magics churn almost visibly around it. Bloody ruin comes to those who stand against its wearer.]],
	color = colors.RED,
	level_range = {15, 25},
	rarity = 190,
	require = { stat = { str=14 }, },
	cost = 200,
	material_level = 1,
	wielder = {
		inc_stats = { [Stats.STAT_CON] = 2, [Stats.STAT_STR] = 2 },
		resists = {
			[DamageType.ACID] = 10,
			[DamageType.DARKNESS] = 10,
			[DamageType.FIRE] = 10,
			[DamageType.BLIGHT] = 10,
		},
		talents_types_mastery = { ["technique/bloodthirst"] = 0.1 },
		life_regen = 0.5,
		healing_factor = 0.3,
		combat_def = 2,
		combat_armor = 4,
		fatigue = 12,
                max_power = 60, power_regen = 1, 
   	        use_talent = { id = Talents.T_BLOODCASTING, level = 3, power = 60 },
	},
}

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newEntity{ base = "BASE_MASSIVE_ARMOR",
	power_source = {arcane=true, technique=true},
	unique = true,
	name = "Avarice of Wyrms", image = "object/artifact/avarice_of_wyrms.png",
	unided_name = "a plate mail of rune-carved bone",
	desc = [[A plate mail of yellowed dragon bones, carved with fell runes. Its magical powers are driven by the wearer's life force, although it does convey an uncanny sort of vitality in exchange.]],
	color = colors.WHITE,
        metallic = false,
	level_range = {20, 30},
	rarity = 220,
	require = { stat = { str=30 }, },
	cost = 400,
	material_level = 5,
	wielder = {
                talent_cd_reduction={
                        [Talents.T_BONE_GRAB]=2,
                        [Talents.T_BONE_NOVA]=3,
                },
		inc_stats = { [Stats.STAT_STR] = 6, [Stats.STAT_CON] = -3, [Stats.STAT_DEX] = -3,  [Stats.STAT_MAG] = 6},
		resists = {
                 	[DamageType.ACID] = 10,
			[DamageType.LIGHTNING] = 10,
			[DamageType.FIRE] = 10,
                        [DamageType.COLD] = 10,
                        [DamageType.BLIGHT] = -10,
			[DamageType.ARCANE] = -10, 
		},
                confusion_immune = 0.2,
                stun_immune = 0.2,
                knockback_immune = 0.2,
		talents_types_mastery = { ["corruptions/bone"] = 0.1 },
                life_regen = -0.1,
                healing_factor = 0.3,
		combat_def = 10,
		combat_armor = 20,
		fatigue = 30,
  	},
        max_power = 50, power_regen = 1, 
  	use_talent = { id = Talents.T_BONE_GRAB, level = 2, power = 30 },
}
Ghoul never existed, this never happened!

NEHZ
Halfling
Posts: 118
Joined: Sat Oct 01, 2011 9:29 pm

Re: Artifact & Ego ideas

#302 Post by NEHZ »

Some artifacts that will be deliciously annoying to decide how good they are.

Sunny Souvenir
A golden ring set with a glowing yellow stone.
Ring
+1WILL
+3% light damage
+5% light resistance
+5% blindness immunity
+1 light radius
+1 light damage on strike
9% chance when casting a spell to cast a lvl 0.5 sunbeam (similair to eel-skin armor)
25% chance on being hit to heal 10 hitpoints.

Swirly Souvenir
A silver ring set with a turquase stone, emiting patterns of light like those reflected on water.
Ring
+1CUN
+3% acid damage
+2% cold damge
-2% fire damage
+5% cold resistance
+5% desease immunity
+5% confusion immunity
+5% healing mod
3% chance when casting a spell to cast a lvl 0.5 cone of frost
Deals 5 acid damage when struck

Smouldering souvenir
A ring covered with coral en set with a piece of smouldering coal.
Ring
+1CON
+3% fire damage
-5% fire resistance
+5% cold resistance
+5% stuf/freeze immunity
5% chance when casting a spell to cast a lvl 1 Flame
5% chance to cast a lvl 0.5 Blast Wave when struck

marchewka
Thalore
Posts: 156
Joined: Thu Dec 30, 2010 9:52 am

Re: Artifact & Ego ideas

#303 Post by marchewka »

Artifact: Helm of Telepathy
Item type helm
Requires: armor training
+2 armor
+2 defense
+6 ranged refense
+4 WIL
+2 CUN
grants: ESP on humanoids
activated for: attempt to daze all enemies in radius 4 around user.

marchewka
Thalore
Posts: 156
Joined: Thu Dec 30, 2010 9:52 am

Re: Artifact & Ego ideas

#304 Post by marchewka »

artifact:Goliath's Giant Bow

requirements: 48STR

fires superior shots - each normal shot has chance to knockback the enemy if he fails physical save.
activates for exploding shot - radius 2 explosion, knocking back a'la blast effect of the doomed.

rest of stats - rolled as for a dragonbone bow of might.

rangerjeff
Halfling
Posts: 94
Joined: Wed Jan 18, 2012 3:41 am

Re: Artifact & Ego ideas

#305 Post by rangerjeff »

Bracers of Archery

-10% combat speed (faster shots however that's expressed)
+2 firing range
+ Dex
+ Str
- cooldown an a couple archery skills

with high ego options which include adding fire, slime, blight or ice damage to shots, or to strike for disease

only thing is, not sure how to limit the effectiveness to just archery, could be worn with melee and be almost as good except cooldowns and firing range...

lobe
Wayist
Posts: 22
Joined: Tue May 17, 2011 4:24 pm

Re: Artifact & Ego ideas

#306 Post by lobe »

This is my idea for an antimagic item. It has some really useful general properties, but also a specific use that is thematic for an antimagician. I figure since you have to sacrifice a lot to become an antimagician, this really isn't overpowered. That being said, you could always fiddle with the numbers if you think it is not balanced.

Maybe a refresh rate of 200 turns on the use-talent?


Cap of the Elite Zealot
Unidentified: "Ceramic ornament" or "black bowl"

Description: Formed of clay infused with the blood of the (anti-magic type wyrm), this ceramic skullcap is far from fragile. Etched into the thin and resilient ebony material is a design of a simple eye that sits upon the brow of the cap's wearer. This is the ward of the Evil Eye, a symbol that superstitious peasants who feared baneful witchcraft often had about themselves and their homes even long before the days of the Spell hunt.

It is said that a small set of these skullcaps were forged for an elite force of Magehunters so that they could face and destroy a cult that wielded the most foul of dark magics. It is said that only one member of the squad survived the mission; their efforts had just barely succeeded. Since those days, the secret of the black ceramic's production has been lost. It may be the last of its kind.

Armor + 5
Disease resist 40%
Stun resist 40%
Will + 6
Con + 6



Talent on use: Ward of Witchcraft

For 15 turns, you will be protected by a ward against foul witchcraft. While it is active, no hex or curse will be able to affect you.

PureQuestion
Master Artificer
Posts: 726
Joined: Fri Feb 03, 2012 3:53 am

Re: Artifact & Ego ideas

#307 Post by PureQuestion »

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newEntity{ base = "BASE_GAUNTLETS",
	power_source = {psionic=true, technique=true},
	define_as = "GAUNTLETS_BOUNDLESS",
	unique = true,
	name = "Boundless Grip", color = colors.STEEL_BLUE, 
	unided_name = "powerful gauntlets",
	desc = [[Crafted from Voratun, these gauntlets swirl with psionic energy, said to allow the wearer to grip anything flawlessly, even from a distance.]],
	level_range = {40, 50},
	rarity = 300,
	cost = 2000,
	material_level = 5,
	wielder = {
		inc_stats = { [Stats.STAT_STR] = 5, [Stats.STAT_WIL] = 5, [Stats.STAT_CUN] = 5, },
		inc_damage = { [DamageType.PHYSICAL] = 10 },
		combat_armor = 10,
		disarm_immune = 1,
		talents_types_mastery = { ["psionic/grip"] = 0.2, ["technique/grappling"] = 0.2},
		combat = {
			dam = 32,
			apr = 10,
			physcrit = 10,
			physspeed = -0.25,
			dammod = {dex=0.4, str=-0.6, cun=0.4, wil=0.2 },
			damrange = 0.3,
			talent_on_hit = { [Talents.T_IMPLODE] = {level=3, chance=10} },
		},
	},
	max_power = 20, power_regen = 1,
	use_talent = { id = Talents.T_MINDHOOK, level = 5, power = 12 },
}
Boundless Grip - Powerful Gauntlets
Technique/Psionic
Crafted from Voratun, these gauntlets swirl with psionic energy, said to allow the wearer to grip anything flawlessly, even from a distance.

Deals hefty damage, boosts Psi/Grip and Tech/Grappling trees, has a chance to cast implode on hit (psi/grip tree, deals damage and slows), and can be invoked to use Mindhook.

Pretty good pair of gauntlets for anyone, with special bonuses for Mindslayers and Brawlers who don't like enemies to run away while they're punching them to death. And besides, there really ought to be more Psionic artifacts.

Only things I'm not fond of are the unIDed name and the lore itself. But still, quite pleased with my first artifact.

Thanks to edge2054 for helping me debug them ;D
Last edited by PureQuestion on Thu Feb 23, 2012 4:41 pm, edited 1 time in total.

PureQuestion
Master Artificer
Posts: 726
Joined: Fri Feb 03, 2012 3:53 am

Re: Artifact & Ego ideas

#308 Post by PureQuestion »

Back with more ideas! It's a new day, and a new post.

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newEntity{ base = "BASE_CLOTH_ARMOR",
	power_source = {arcane=true, technique=true},
	define_as = "SHADOWFIST", rarity=false,
	name = "Robe of the Shadowfist", unique=true,
	unided_name = "Shadowy Robe", color=colors.BLACK, image = "object/artifact/robe_black_robe.png",
	desc = [[They say that the warrior who is never seen, is never defeated. Someone took this to heart, it would seem, and made this.]],
	level_range = {40, 50},
	rarity = 280,
	cost = 500,
	wielder = {
		inc_stats = { [Stats.STAT_STR] = 5, [Stats.STAT_DEX] = 4, [Stats.STAT_CUN] = 3 },
		see_invisible = 10,
		blind_immune = 0.5,
		combat_dam=15,
		combat_def = 15,
		stealth=25,
		lite = -100,
		infravision = 5,
		talents_types_mastery = {
			["technique/pugilism"] = 0.2,
			["technique/finishing-moves"] = 0.2,	
		},
	},
}
I've been warned this might not entirely fit in with the "world". Still, sometimes you just want to be a brawler rogue. :3

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newEntity{ base = "BASE_GLOVES",
	power_source = {nature=true, technique=true},
	define_as = "GLOVES_DRACONIC",
	unique = true,
	name = "Draconic Fist", color = colors.RED,
	unided_name = "dragonskull bracers",
	desc = [[A pair of leather straps. Far more noticeable is the large dragon skull attached to each.]],
	level_range = {40, 50},
	disarm_immune = 1,
	rarity = 300,
	cost = 2000,
	material_level = 5,
	wielder = {
		inc_stats = { [Stats.STAT_STR] = 5, [Stats.STAT_WIL] = 5, [Stats.STAT_CUN] = 5, },
		inc_damage = { [DamageType.PHYSICAL] = 10, [DamageType.COLD] = 20, [DamageType.FIRE] = 20, [DamageType.LIGHTNING] = 20,},
		resists = { [DamageType.PHYSICAL] = 5, [DamageType.COLD] = 10, [DamageType.FIRE] = 10, [DamageType.LIGHTNING] = 10,},
		talent_cd_reduction={[Talents.T_ICE_BREATH]=2, [Talents.T_FIRE_BREATH]=2, [Talents.T_SAND_BREATH]=2, [Talents.T_LIGHTNING_BREATH]=2,},
		combat_armor = 5,
		combat_def = 12,
		combat = {
			dam = 24,
			apr = 10,
			physcrit = 10,
			physspeed = -0.5,
			dammod = {dex=0.4, str=-0.6, cun=0.4},
			damrange = 0.3,
			talent_on_hit = { 
				[Talents.T_SAND_BREATH] = {level=1, chance=15}, 
				[Talents.T_LIGHTNING_BREATH] = {level=1, chance=15}, 
				[Talents.T_FIRE_BREATH] = {level=1, chance=15}, 
				[Talents.T_ICE_BREATH] = {level=1, chance=15}, 
			},
		},
	},
}
Dragon breath everywhere! I quite liked the idea of procing dragon breath, and it's naturally a good item for Wyrmics to keep around, as well.

bricks
Sher'Tul
Posts: 1262
Joined: Mon Jun 13, 2011 4:10 pm

Re: Artifact & Ego ideas

#309 Post by bricks »

It's not so much that it doesn't fit the world, but that the stealth bonuses will be lost for the Brawler class since it has no access to the relevant talent. However, if the item granted level-1 Stealth, it could be very cool (I've wanted all classes to have access to basic stealth for a while). The talent-on-hit chance for those gloves is ridiculous, BTW :P.
Sorry about all the parentheses (sometimes I like to clarify things).

PureQuestion
Master Artificer
Posts: 726
Joined: Fri Feb 03, 2012 3:53 am

Re: Artifact & Ego ideas

#310 Post by PureQuestion »

Aha, but it isn't a stealth bonus. It's actual stealth. The stealth is active at all times while the item is worn. Might actually be needed to be a bit weaker, because although it's slightly lower than even level 1 stealth, the bonus doesn't shut off in any circumstance, so enemies are hopelessly lost when trying to hit you.

Might be better later on, though, I was only testing in Trollmire.

And ridiculous? I think you mean awesome.

marchewka
Thalore
Posts: 156
Joined: Thu Dec 30, 2010 9:52 am

Re: Artifact & Ego ideas

#311 Post by marchewka »

Shield of Blades

shield with the following statistics:
-5 defense
+15 armor
on getting hit - 25% chance for a riposte (hitting the opponent back)
activates for: lvl 3 whirlwind

fluff: This elongated heavy shield of dwarven origin is spiked with various blades and spikes, making it less useful for blocking incoming attacks, but instead posing a threat for any enemy foolish enough to enter the melee range. Such shields were used by dwarven sentinels to block their tunnels against incoming waves of orcish invaders - in case of a surprise attack, a single dwarf equipped with this masterpiece of crwaftsmanship was able to hold his post for a long time, giving his comerades time necessary for securing their positions.

PureQuestion
Master Artificer
Posts: 726
Joined: Fri Feb 03, 2012 3:53 am

Re: Artifact & Ego ideas

#312 Post by PureQuestion »

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newEntity{ base = "BASE_CLOAK",
	power_source = {arcane=true},
	define_as = "AMULET_SEETHE", rarity=false,
	name = "Cloak of Shade", unique=true, image = "object/artifact/black_cloak.png",
	unided_name = "ethereal cloak", color=colors.LIGHT_DARK,
	desc = [[This cloak grows incorporeal at the edges, seeming to fade into nothing but shadow. Hatred surrounds it, ]],
	level_range = {20, 28},
	rarity = 220,
	cost = 5000,
	wielder = {
		resists = {[DamageType.LIGHT] = 10, [DamageType.DARKNESS] = 10},
		combat_dam = 5,
		combat_mindpower = 5,
		hate_per_kill=0.2,
		lite = -2,
		infravision = 2,
		talents_types_mastery = {
			["cursed/gloom"] = 0.2,
			["cursed/shadows"] = 0.2,
		},
	},
}
Hate needs more love.

two notes on this one: Need to make hate per kill visible for items, and also, I noticed, in the case of doomed, that the bonus when a shadow kills something isn't affected by the player's hate per kill. Is this a problem, a bug, should it be fixed?

Edit: I've been informed it would be better being something other than an amulet, a mindpower amulet being among the additions to b38. As such, I have made it a cloak.

Double edit:

Code: Select all

compare_fields(w, compare_with, field, "hate_per_kill", "+%0.2f", "Hate per kill: ")
will neatly cause it to be added to the tooltip.

PureQuestion
Master Artificer
Posts: 726
Joined: Fri Feb 03, 2012 3:53 am

Re: Artifact & Ego ideas

#313 Post by PureQuestion »

Code: Select all

newEntity{ base = "BASE_GAUNTLETS",
	power_source = {psionic=true, technique=true},
	define_as = "GAUNTLETS_SCORPION",
	unique = true,
	name = "Fists of the Desert Scorpion", color = colors.STEEL_BLUE,
	unided_name = "viciously spiked gauntlets",
	desc = [[These wickedly spiked gauntlets belonged to an orc captain in the Age of Pyre who conquered the western sands, using them as a base to lay raids on Elvala to the south.  Known as The Scorpion, he seemed unconquerable in battle, able to pull enemies towards him with vicious mental force and lay down lethal blows on them.  Often a flurry of these yellow and black gauntlets would be the last thing great Shaloren mages would see before having the life crushed from them.

Finally The Scorpion was defeated by the alchemist Nessylia, who went to face the fiendish orc alone.  The captain pulled the elf towards him with a brutish cackle, but before he could batter the life from her flesh she tore off her robes, revealing eighty incendiary bombs strapped to her flesh.  With a spark from her fingers she triggered an explosion that could be seen for miles around.  To this day Nessylia is still remembered in song for the sacrifice of her immortal life to protect her people.]],
	level_range = {20, 40},
	disarm_immune = 0.4,
	rarity = 300,
	cost = 1000,
	material_level = 3,
	wielder = {
		inc_stats = { [Stats.STAT_STR] = 3, [Stats.STAT_WIL] = 3, [Stats.STAT_CUN] = 3, },
		inc_damage = { [DamageType.PHYSICAL] = 8 },
		combat_armor = 4,
		combat_def = 8,
		talents_types_mastery = { ["psionic/grip"] = 0.2, ["technique/grappling"] = 0.2},
		combat = {
			dam = 24,
			apr = 10,
			physcrit = 10,
			physspeed = -0.25,
			dammod = {dex=0.4, str=-0.6, cun=0.4,},
			damrange = 0.3,
			talent_on_hit = { [Talents.T_BITE_POISON] = {level=1, chance=20} },
		},
	},
	max_power = 30, power_regen = 1,
	use_talent = { id = Talents.T_MINDHOOK, level = 5, power = 20 },
}
Boundless Grip alt version. Far lower level, and with some lore courtesy of Grey. Still the same functionality, more or less.

PureQuestion
Master Artificer
Posts: 726
Joined: Fri Feb 03, 2012 3:53 am

Re: Artifact & Ego ideas

#314 Post by PureQuestion »

Code: Select all

newEntity{ base = "BASE_LONGSWORD", define_as = "BLOODEDGE",
	power_source = {arcane=true},
	unique = true,
	name = "Blood-Edge", image = "object/artifact/weapon_spellblade.png",
	unided_name = "red crystalline sword",
	level_range = {30, 40},
	color=colors.RED,
	rarity = 250,
	desc = [[This deep red sword weeps blood continuously. It was born in the labs of the orcish corrupter Hurik, who sought to make a crystal that would house his soul after death. But his plans were disrupted by a band of sun paladins, and though most died purging his keep of dread minions, their leader Raasul fought through to Hurik's lab, sword in hand. There the two did battle, blade against blood magic, till both fell to the floor with weeping wounds. The orc with his last strength crawled towards his fashioned phylactery, hoping to save himself, but Raasul saw his plans and struck the crystal with his light-bathed sword. It shattered, and in the sudden impulse of energies the steel, crystal and blood were fused into one.

Now the broken fragments of Raasul's soul are trapped in this terrible artifact, his mind warped beyond all sanity by decades of imprisonment. Only the taste of blood calls him forth, his soul stealing the lifeblood of others to take on physical form again, that he may thrash and wail against the living.]],
	cost = 1000,
	require = { stat = { mag=20, str=32,}, },
	material_level = 5,
	wielder = {
		esp = {["undead/blood"]=1,},
		combat_spellpower = 12,
		combat_spellcrit = 4,
		inc_damage={
			[DamageType.PHYSICAL] = 12,
			[DamageType.BLIGHT] = 12,
		},
		max_vim = 20,
	},
	
	max_power = 30, power_regen = 1,
	use_talent = { id = Talents.T_BLEEDING_EDGE, level = 4, power = 30 },
	combat = {
		dam = 38,
		apr = 4,
		physcrit = 5,
		dammod = {str=0.5, mag=0.5},
		damtype = DamageType.BLIGHTPHYS, --remove for b39 and add conversion below
		--damage_convert = {[ DamageType.BLIGHT] = 50,
				
		special_on_hit = {desc="15% chance to animate a bleeding foe's blood", fct=function(combat, who, target)
			if not rng.percent(15) then return end
			local cut = false

			-- Go through all timed effects
			for eff_id, p in pairs(target.tmp) do
				local e = target.tempeffect_def[eff_id]
				if e.subtype.cut then
					cut = true
				end
			end
			
			if not (cut) then return end
						
			local tg = {type="hit", range=1}
			who:project(tg, target.x, target.y, engine.DamageType.DRAIN_VIM, 80)
			
			local x, y = util.findFreeGrid(target.x, target.y, 5, true, {[engine.Map.ACTOR]=true})
			local NPC = require "mod.class.NPC"
			local m = NPC.new{
				type = "undead", subtype = "blood",
				display = "L",
				name = "animated blood", color=colors.RED,
				resolvers.nice_tile{image="invis.png", add_mos = {{image="npc/undead_lich_blood_lich.png", display_h=1, display_y=0}}},
				desc = "A haze of blood, vibrant and pulsing through the air, possessed by a warped and cracked soul. Every now and then a scream or wail of agony garbles through it, telling of the mindless suffering undergone by its possessor.",
				body = { INVEN = 10, MAINHAND=1, OFFHAND=1, },
				rank = 3,
				life_rating = 10, exp_worth = 0,
				max_vim=200,
				max_life = resolvers.rngavg(50,90),
				infravision = 20,
				autolevel = "dexmage",
				ai = "summoned", ai_real = "tactical", ai_state = { talent_in=2, ally_compassion=10},
				stats = { str=15, dex=18, mag=18, wil=15, con=10, cun=18 },
				level_range = {1, nil}, exp_worth = 0,
				silent_levelup = true,
				combat_armor = 0, combat_def = 24,
				combat = { dam=resolvers.rngavg(10,13), atk=15, apr=15, dammod={mag=0.5, dex=0.5}, damtype=engine.DamageType.BLIGHT, },
								
				resists = { [engine.DamageType.BLIGHT] = 100, [engine.DamageType.NATURE] = -100, },

				negative_status_effect_immune = 1,
				
				on_melee_hit = {[engine.DamageType.DRAINLIFE]=resolvers.mbonus(10, 30)},
				melee_project = {[engine.DamageType.DRAINLIFE]=resolvers.mbonus(10, 30)},
							
				resolvers.talents{
					[who.T_WEAPON_COMBAT]={base=1, every=7, max=10},
					[who.T_EVASION]={base=3, every=8, max=7},
					
					[who.T_BLOOD_SPRAY]={base=1, every=6, max = 10},
					[who.T_BLOOD_GRASP]={base=1, every=5, max = 9},
					[who.T_BLOOD_BOIL]={base=1, every=7, max = 7},
					[who.T_BLOOD_FURY]={base=1, every=8, max = 6},
				},
				resolvers.sustains_at_birth(),
				faction = who.faction,
				summoner = who, summoner_gain_exp=true,
				summon_time = 7,
			}
			
			m:resolve()
			game.zone:addEntity(game.level, m, "actor", x, y)
			m.remove_from_party_on_death = true,
			game.party:addMember(m, {
				control=false,
				type="summon",
				title="Summon",
				orders = {target=true, leash=true, anchor=true, talents=true},
			})
			
			game.logSeen(who, "#GOLD#As the blade touches %s's spilt blood, the blood rises, animated!", target.name:capitalize())
			if who:knowTalent(who.T_VIM_POOL) then
			game.logSeen(who, "#GOLD#%s draws power from the spilt blood!", who.name:capitalize())
			end
			
		end},
	},
}
Okay, good god. These took forever to get down, and went through countless changes. Of considerable help in their development were Edge, Goblinz, and Grey (who, of course, is responsible for the lore, as well as the summon description). So special thanks to those guys. I have to say I am really happy with how this came out, and I think I finally got the balance about right. It's a pretty crazy unique artifact I think, so it was fun to make. Very much a Reaver artifact, though other magewarriors could certainly find good use for it. Even a bulwark might manage it, if they find some good +mag jewelry or something.

onyhow
Thalore
Posts: 188
Joined: Sun Nov 07, 2010 7:50 am

Re: Artifact & Ego ideas

#315 Post by onyhow »

Artifact Idea:

Rage of the Nameless (two-handed axe)
The axe crafted by a blacksmith whose name has been lost after his entire village is lost to the orcs. Rage and hatred still lingers in its blade.
Does 50% of its damage as mind damage
5% to trigger Madness effect on hit
-15 Mental saves

Bladeless (two-handed sword) (this one's a bit of a joke really)
For some reason, this sword has its blade lost a long time ago, only its hilt remains. The hilt holds trendemous power.
Only usable by Mindslayer
Only usable when at least one aura is active or conduit-activated
Damage type depends on active aura (if 2 are on at once, damage split into half of both types)
*** Note: if conduit is active, the aura active in conduit is considered as active aura
Mindpower +15
Pierce 20% resistance of the active damage type (10 of each if 2 active)

Gravity Staff (staff)
This long, straight staff is incredibly light in spite of its incredible density. It seems to attract small things.
+.2 Mastery: Gravity
+15% Physical Damage
On Use: Gravity Spike
Why can't TOME 4 has a secret room where you can represent game bugs as, well, enemies you can crush like in Divine Divinity? That would be cool...

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