Artifact & Ego ideas

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

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thanatopsis6
Wayist
Posts: 26
Joined: Sun Jan 01, 2012 7:42 pm

Re: Artifact & Ego ideas

#346 Post by thanatopsis6 »

Balance has never been my thing, but I do have some raw "toolkit" type ideas..

* something with -90% spellpower and +90% spell crit chance.. (all values are rough suggestions and probably useless/overpowered)

*+2% to all stats, +2% to all resists, +2% to hp/mana/stam, +2% to armor/defense and to all three saves..

*-50% bomb damage and -2 bomb cooldown

*some weapon with 1-5 physical damage and 70 of one element with some +penetration for said element (I keep thinking of these as lightsabers..)

*+15% attack speed, -35% to melee/ranged damage, -5% confusion resist cap..

*+30% move speed, -1 size category, -60% defense, -25% constitution

* +15 see invis, +2 light radius, +2 infravision, +20% resist to stun/freeze, plus human telepathy..

*a weapon with knockback and built in 5% chance for Waterfall or Stone Fist on hit..

*-200 hp, +20 armor/defense/saves, All resist +10%, -10% move speed and pinning/stun resist..

*Dagger with 5% stun chance, 3% bleeding chance, 2% confuse chance, 1% stone chance..

*Something that heals you when you're iceblocked??

*Weaponry with different bonuses depending on the race that wields it?

*always wanted weapons that would power up with a certain amount of kills fed to it.. Example is Wyrmbane, gets power increases for killing 100 drake hatchlings, another for killing 100 drakes, yet another for 100 full grown wyrms.. Also had the thought about weapons you could feed alchemy ingredients to as a way of strengthening it..

*a screaming severed head that attracts enemies in a radius of 15 or 20, enemies within a radius of 5 of the screaming head suffer random debuffs..

*the Godheart, drink from the heart for 100hp and 100 points of shielding, but using it alerts any nearby vampires..

*an urn of liquefied remains that does Corrosive Vapor and Retch at the same time..

*something that gives +15% to regen or manasurge infusions? (maybe something that grants 1 skill level of Fungal Growth)..

*always wished there were artifacts made specifically for golems..

*also thought that existing artifacts could be used as ingredients for something better (Star + Moon = a dark/light 2-handed sword, Summertide + Wintertide = Equinox Phial, etc)

*a bee's hive that summons 5-10 bees for general chaos :D


Formless ideas :P Use em if they tempt! Also thought about using current artifacts as base forms for new ones..

Umbral Razor
20-26 power, 10apr
Uses: 45% DEX, 10% MAG, 35%STR
Dam Type: Physical
Armor Penetration +10
PhysCritChance +8%
Atk Speed 100%
Damage Conversion 50%DARK
When wielded/worn: Resist 10%DARK
Stealth bonus +8

Starwood Blade
20-26pw, 10apr
USES:45%WIL 45%CON
Damage Type:Mind
Armor Pen +10
MentalCritChance +8%
Atk Speed 100%
Dam Conversion:50%LIGHT
Resist 10%DARK
Mindpower +8

Noxious Knave
20-26pw, 10apr
USES: 60%MAG 30%CON
Damage Type: Slime
Armor Pen +10
SpellCritChance +8%
Atk Speed 100%
Dam Conversion:50%SLIME
Resist 10%PHYSICAL
Spellpower +8

Kinda makes you realize how not-special Umbral Razor is besides the stealth bonus :P Also my Starwood Blade, thought classing it as a mindstar and a dagger both would be interesting :O a mindstar that also qualifies for dagger bonuses.. But all the values are either the same or they add up equally (besides whether +8 stealth is equal to +8 phys or spellpower)..

One more, this time Spidersilk Robe of Spydre..

Spidersilk Robe of Spydre
10 def 15 armor
Armor Hardiness 40%
+5 CON +4 WILL
Dmg When Hit: 20POISON 20SLIME
Resist +30%NATURE
Changes Dam 10NATURE 10MIND 10ACID
Phys-save and spellsave: +10
Mindpower +10%
MentalCritChance +5%

Regal Purple Platemail
10def 15armor
Armor Hardiness 40%
+5STR +4DEX
Dmg When Hit: 20PHYS 10COLD 10FIRE
Resist: 10PHYS 10COLD 10FIRE
Changes Dam:10PHYS 10COLD 10FIRE
Phys-save and mentalsave: +10
Physical Power +10%
PhysicalCritChance +5%

Astral Lizardskin
10def 15armor
Armor Hardiness 40%
+6CUN +3DEX
When HIT:10 temporal/mind/gravity/dark
Resist 10% phys/arcane/mind/dark
ChangeDam: 15%poison 15% fire
Mental/spell saves +10
Phys Power 10%
PhysCritChance 5%

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

Re: Artifact & Ego ideas

#347 Post by PureQuestion »

Frumple wrote:Incidentally, psionic light, I think. Whatever doomed stuff counts as.

Umbraphage
Tier 3 or 4 light
Psionic powered
Light radius 5
Darkness affinity 20%
10% darkness penetration
Special features: Light is true light, ala summertide activation.
For every darkened square lit, heal .5% your max HP.
Darkness based talents have a 20% chance to fail when used against targets within the light radius, putting them on cooldown and healing the umbraphage's master for 1% max HP.
Shadows and shadow simulacrum have a 5% chance per turn to be consumed for 5% of your max health.
Negative powered sustains on creatures within the light radius have a 10% chance per turn to face a mindpower vs mindsave check to be dispelled; sustains dispelled this way heal the umbraphage wielder for 5% max HP. Other shadow related sustains are similarly effected.
For every 100% to 150% healed, umbraphage spawns a hostile shadow simulacrum of its wielder. Untill the simulacrum is killed, the effects of umbraphage reverse; emitting true darkness, damaging you when darkness talents are used within the radius, etc.
A strange lantern of shining bone-white crystal and an unusual dark, wispy silk, the Umbraphage is the prison of a powerful shadow beast. Its powers greatly weakened by its container, the terrible creature consumes all sources of shadow near the lantern in a constant struggle to amass enough dark power to tear itself free of its incarceration. Should it ever do so, there is little doubt the raging monster will turn on its erstwhile warden in a violent rage.

Caveat here being that while I think it's a neat idea, I have no doubt it'd be a beast to code, if it's even possible with the engine as-is.
http://paste.ubuntu.com/1182977/

Well, I removed the crazy bits (though added some of my own), but I made an awesome psionic light that feasts on darkness, anyway. And it uses it to your benefit, instead of your detriment ;)

Frumple
Sher'Tul Godslayer
Posts: 1517
Joined: Sat May 15, 2010 9:17 pm

Re: Artifact & Ego ideas

#348 Post by Frumple »

Haha, neat. It's got a somewhat oddly placed affinity to fire though :wink:

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

Re: Artifact & Ego ideas

#349 Post by PureQuestion »

Frumple wrote:Haha, neat. It's got a somewhat oddly placed affinity to fire though :wink:
grumble grumble oversight grumble grumble copy/paste from fiery choker...

*fix*

thanatopsis6
Wayist
Posts: 26
Joined: Sun Jan 01, 2012 7:42 pm

Re: Artifact & Ego ideas

#350 Post by thanatopsis6 »

There may already be one somewhere and I'm not finding it, but I'd really love a list of all applicable effects that can be applied (and what specific things they apply to, if not everything).. Keep seeing new stuff like affinity and different burst-on-crit stuff.. I know the wiki has some of it, but it seems outdated a little bit.. I also realize the list I'm asking for would be a pretty healthy list :| But it would be an awesome resource to construct equipment with :)

Zonk
Sher'Tul
Posts: 1067
Joined: Sat Mar 01, 2003 4:01 pm

Re: Artifact & Ego ideas

#351 Post by Zonk »

Here's an idea for a potential Norgos boss art.

Code: Select all

newEntity{ base = "BASE_CLOAK",
	power_source = {nature=true},
	unique = true,
	name = "Bear's Wrath", color = colors.BROWN, 
	-- image = a new one by shockbolt would be nice
	unided_name = "massive bear pelt",
	desc = [[This thick, lifelike pelt of what must have been a truly massive bear is complete with the paws and the head, to be worn as a cape. Fearsome in its lifelikeness, it must be infused with the beast's ferocity, for when worn in battle it shifts and growls in rage...]],
	level_range = {1, 10},
	rarity = 200,
	cost = 250,
	material_level = 1,
	encumber=10,
	wielder = {
		fatigue=7,
		inc_stats = { [Stats.STAT_STR] = 2, [Stats.STAT_CON] = 2, [Stats.STAT_WIL] = 2, },
		resists={[DamageType.NATURE] = 10},
                combat_armor = 4,
                combat_dam=5,
		combat_physresist = 5,
                stun_immune = 0.2,
	},
}
I can't think of any low level art cloak, there's Deception but it's a special case so that's why I made this art one. Hopefully it's balanced enough.
Had other ideas for it(like +1 berserker talent or a small chance of confusion on strike from the growling,, or balancing it with -defense instead of just fatigue), but in the end decided to keep it simple, as it's a tier 1 art, after all.
ToME online profile: http://te4.org/users/zonk
Addons (most likely obsolete): Wights, Trolls, Starting prodigy, Alternate save/resistance system

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

Re: Artifact & Ego ideas

#352 Post by PureQuestion »

I want to thank you all for the fantastic response!

I just sent the patch to DG and all said and done there were 36 artifacts. I couldn't have done it without you guys. :)

thanatopsis6
Wayist
Posts: 26
Joined: Sun Jan 01, 2012 7:42 pm

Re: Artifact & Ego ideas

#353 Post by thanatopsis6 »

Before I go foward, I'd like to state a disclaimer: I'm an imperfectionist so any part of this could be faulty/incomplete/flawed/unbalanced, and also it all can be improved upon or changed in any way, by whoever wants to..

Had a suggestion of compounding all the Physical save Mental save Magic save into one category for a piece of equipment, so that instead of having all 3 saves on armor taking 3 lines it could be listed as "Saves: All +10" or "Saves: Physical +1 Mental +1 Magical +1"..

Below is a basic copy-paste-fill out form I made for making weapons, hopefully covering all basic requirements to be called a weapon (though there are differences between staves and ammo and other equipment pieces..)

Name:
Unidentified name:
Requires (stat):
Crafted/Infused with/by:
Encumbrance:
Type: Tier:
Base Power:
Uses stat:
Damage Type:
Armor Penetration:
Physical Crit. Chance:
Attack Speed:
Description:

A basic armor form, not much change from the weapon layout..

Name:
Unidentified name:
Requires (stat):
Crafted/Infused with/by:
Encumbrance:
Type: Tier:
Armour:
Defense:
Fatigue:
Description:

Here is a (surely incomplete) list of some of the rarer effects available in TOME.. Some fields are definately not done..

Only die when reaching (HP)(Garkul's Teeth):
Avoid Pressure Traps (Feathersteel Amulet):
Blind-Fight (Withering Orbs):
Grants telepathy (Demon/Major, Demon/Minor, Horror,
Change telepathy range by:
Teleport Immunity:
Allows you to breathe in:
Quick Weapon Swap
When hits: (torments target with many mental effects, x% chance to send the wielder into a killing frenzy, x% chance to curse the target, )
When KILLS: reduces loss of (physical/mental/spell save)
Global Speed:
Talent Cooldown:
Maximum Encumbrance:
Talent On Hit (Spell) lvl and %chance)(Fiery Choker):
Changes Resistances Cap:
Life Leech:
Life Leech Chance:
Damage when wearer is hit: healing (Goedalath Rock)
Defense after a teleport:
Resist all after a teleport: %
Trap Disarming Bonus:
Size Category:
Damage type: Physical + bleeding (Razorblade, the Cursed Waraxe)
Spellpower on spell critcal (stacks up to x times):
Heals friendly targets nearby when you use a nature summon:
Damage Resonance (when hit): +x% (only seen on mindstars? whats it do?)
(Hate) when firing a critical (mind) attack:
Life regen bonus (wilder-summons):

And a list of less rare effects, jumbled and nowhere near complete:

Accuracy:
Changes stats:
Talent Masteries:
Talent Granted:
Life/Mana/Vim/ Regen:
Life/Mana/Vim/ When Hit:
Healing Mod.:
Changes Damage:
Damage when wearer hits (melee/spell/ranged):
Damage when wearer is hit:
Changes resistances:
Changes resistances penetration:
Physical/Mental/Spell power:
Physical/Mental/Spell save:
*Stun/Freeze, Knockback, Confusion, Fear, Silence, Disarm, Pinning, Blindness, Poison, Bleeding, Disease, immunity:
*Maximum HP/MP/Vim/Stamina/Hate/:
Mana/HP/ Per Turn:
Light/Infravision Radius:
See Invisible:
Stealth Bonus:
Spell/Mental/Physical Crit Chance:
Critical multiplier:
It can be used to activate talent:

Weaponry-only Effects**********************************************
Base Power:
Uses Stat:
Damage type:
Crafted by: (a master only?)
Powered by (arcane forces/
Infused by (nature/arcane disrupting forces/psionic forces)
Armour Penetration:
Attack speed:
Damage Conversion (lightning daze, acid blind,):
Damage when this weapon hits (fire, cold, ice, nature, arcane, lightning, blight, physical, darkness, light, poison, insidious poison, bleed, mind, acid, temporal, slime, manaburn, corrupted blood,):

And finally the few artifacts I managed to create.. Not an easy task as far as the name and descriptions go :|

Name: The Vile Greeting
Unidentified name: twisted worm-ridden spike
Requires (stat): 40 Dexterity
Crafted/Infused with/by:
Encumbrance: 1.00
Type: weapon/dagger Tier: 5
Base Power: 43-62
Uses stat: 100% Dex 25% Cun
Damage Type: Physical
Armor Penetration: 25
Physical Crit. Chance: 15%
Attack Speed: 95%? if not then 100%
Critical Multiplier: 15%
Stealth Bonus: 15
Changes resistances penetration: 20% Physical 15% Blight
Changes damage: 25% Blight 30% Nature
Talent On Hit: Corrosive Worm lvl 2 15% chance
Description: This disgusting petrified stake writhes with pale acidic worms and emanates the unbearable stench of ancient putrescence. Whatever horror it was employed to dispatch has grossly distorted the wood over time, the evil seeping out from its decaying corpse and into the wood.

Name: Fervent Rainbow
Unidentified name: a pulsing corona of colors
Requires (stat): 30 Dexterity
Crafted/Infused with/by: arcane forces
Encumbrance: .50
Type: weapon/dagger Tier: 4
Base Power: 2-5.5
Uses stat: 150% Dexterity
Damage Type: Light
Armor Penetration: 25
Physical Crit. Chance: 15%
Attack Speed: 90%
Critical Multiplier: 25%
When Hits: random elemental effect
Changes Damage: All 5%
A 2% chance of: Knockback, Confusion, Blindness, Poison, Stun, Freeze, Lobotomize
Description: Once a generic steel dagger, it lay exposed in the epicenter of a catastrophic magical battle. Raging on for decades, the blade absorbed a multitude of minor powers after such fierce bombardment.

Name: Eastern Eclipse
Unidentified name: an ornate celestial staff
Requires (stat): 35 Mag 35 Cun
Crafted/Infused with/by: nature?
Encumbrance: 2.00
Type: weapon/staff Tier: 4
Base Power: 39-53
Uses stat: 55% Mag 55% Cun
Damage Type: Light
Armor Penetration: 13
Physical Crit. Chance: 6
Attack Speed: 100%
Critical Multiplier: 12%
Spellpower: 20
Damage Conversion: 50% Darkness
Changes Damage: 25% Darkness 25% Light
Changes resistances penetration: Light 15% Darkness 15%
Light Radius: 1
Infravision: 1
Grants Talent: Staff Mastery (1 or 2?)
When this weapon hits: 10 light damage 1 radius 10 dark 1 radius
Description: This intricate staff was created as a tribute to night and day. The base has been carved with a sharp-edged crescent moon, its surface as battle worn as a lunar landscape. The upper end has been crafted into a weighty solar globe menacing with golden spikes.

Name: Impus
Unidentified name: a small dark red coffin
Encumberance: 3.00
Type: lite Tier: 3
Fatigue: +3%
Changes Damage: Fire 33%
Changes Resistances Penetration: Fire 10%
Damage when wearer is hit: 15 Fire
Light Radius: 5
Infravision Radius: 5
Telepathy: Imp???
Can be used to summon a fire imp
Description: Something rustles softly inside as you pick up this battered blood-red coffin. The wooden surface is encrusted in etchings, all depicting a small red figure wreathed in fire raising a rod to the sky in victory. Inside an odd sight awaits: a thin leathery figure adorned in gems and stralite chains, disturbing yet regal upon padded violet silk. Clutched still in its wizened hand is a small silver scepter, the dark jewel at its tip flickering weakly. The tomb lid is engraved with a single word: Impus.

Name: either Torpid Arch or Slimesoul, someone else pick..
Unidentified name: glistening pale green bow
Requires (stat): 26 Dex
Crafted/Infused with/by: nature
Encumbrance: 2.00
Type: weapon/bow Tier: 4
Base Power: 26-48 damage
Uses stat: 110% Dex
Damage Type: Physical
Armor Penetration: 20
Attack Speed: 100%
Critical Chance (ranged): 6%
Damage conversion: 55% Slime 20% Poison
Damage when this weapon hits: 20 slime in radius of 1
Accuracy: 16
Changes Resistances: 15% Blight 15% Poison 15% Disease
Can be used to summon a gelatinous cube.
Description: This porous bow lay suspended within a gelatinous cube so long that the (two became one.) or (that they became inseperable.) or (that the two began a symbiotic relationship.). The slick rubbery surface shifts and quivers when touched.

For that bow at the end I couldn't settle on a way to finish the first sentence of the description, or the name.. Someone else can!

Name: Contingency Kit
Type: Tool Tier 3
Encumbrance: 1.00
+5 to all saves, Trap Disarm +15, Disease/Bleeding Resistance +15%, Light Radius 4, Infravision 2, Healing mod +10%, Fatigue -5%, Telepathy: Animal or Normal??, Can be used to Dig (stone tree skill) at power 1 or 2 using 15/15 charges.
Description: Inside this durable box a jumbled myriad of insturments and precise tools provide aid for many dire predicaments.

Name: the blunt greatsword, Defender
Unidentified name: a massive slab of metal
Requires (stat): 50 Str
Crafted/Infused with/by: a master
Encumbrance: 11.00
Type: weapon/greatsword Tier: 4
Base Power: 45-68
Uses stat: 120% Str
Damage Type: Physical
Armor Penetration: 22
Physical Crit. Chance: 12%
Attack Speed: 110%
Armor: +12
Defense: +20
Armor Hardiness: +25%
Fatigue +3%
All Resists: +8%
Resistances Cap: 10%
Health: +75
Chance on hit: knockback 15%
Chance on critical: cripple 25%
Can be used to form a shield 200 points for 6 turns.
Description: This colossal blade is as wide as a shield at the base, its entirety scarred by battle. The edge has been almost completely destroyed by performing defensive maneuvers.

.. And thats it (so far).. As I said, any part of it can be rebalanced, renamed or reworded..

Also had an idea for Tar'Eyallan Stralite Ingot, an item made for selling (250-500 gold).. "Twinning Mirror" that lets you use Shadow Simalcrum..

What about a piece of armor, or a weapon, that you can socket a rune/infusion into? Or an amplifier wand or staff that amps the damage of attack runes slotted into it..

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

Re: Artifact & Ego ideas

#354 Post by PureQuestion »

Just so you know, most effects on hit/crit/kill are actually unique traits coded straight into the item.

serviceunknowns
Wayist
Posts: 21
Joined: Sat Sep 15, 2012 9:40 am

Re: Artifact & Ego ideas

#355 Post by serviceunknowns »

Name: The cursed pantheon ring
Unidentified name: a rough ring
<Not cursed, probably.>
This is powered by unknown forces.
Encumbrance: 17.00
Type: Ring Tier: 3
Fatigue +13%
-1 con/-1 wil/ -1 str/-1 cun/ -1 dex/ -1 mag
Resist all +25%.
Passive when equipped: If you were to be struck by any source of damage that will cause you to be below 20% health, the source of damage will either be reduced by 10% or increased by 10%.

Azirphaeli
Yeek
Posts: 14
Joined: Wed Sep 12, 2012 4:36 pm

Re: Artifact & Ego ideas

#356 Post by Azirphaeli »

Name: Strange Repulsing Device
Unidentified name: weird metal device
This is powered by arcane forces.
Encumbrance: 5.00
Type: Charm Tier: 2
Resist all +5%.
Damage when wearer is hit: +10 Gravity
Passive when equipped: 15% chance when you are damaged, if the source of damage is within a radius of 2 around you, it is repelled up to 4 squares away.

ghostbuster
Uruivellas
Posts: 617
Joined: Mon Oct 09, 2006 7:47 pm

Re: Artifact & Ego ideas

#357 Post by ghostbuster »

Very few digger artifacts. Just one in the very early game and one in the late game. Here is one mid-game idea, especially useful to antimagic users.

Code: Select all

newEntity{ base = "BASE_DIGGER",
	power_source = {antimagic=true, nature=true},
	unique = true,
	name = "The Dowsing Stick of the Druids",
	unided_name = "a twisted stick of wood", 
	image = "dowsing_stick.png",
	level_range = {20, 30},
	color=colors.BLUE,
	rarity = 170,
	desc = [[Just an old small stick of wood, like the ones used for centuries by the druids to find springs. But legends say that the most powerful ones are able to smash the hardest rock to make water violently spout]],
	cost = 200,
	material_level = 3,

	wielder = {
		inc_stats = { [Stats.STAT_WIL] = 4, [Stats.STAT_CUN] = 4 },
		learn_talent = {[Talents.T_WATER_JET] = 2},
                    --- more precisely an equilibrium based equivalent 
	},
	max_power = 40, power_regen = 1,
	use_talent = { id = Talents.T_DIG, level = 2, power = 20 },
	on_wear = function(self, who)
		if who:attr("forbid_arcane") then
			self:specialWearAdd({"wielder","combat_mindpower"}, 5)
			self:specialWearAdd({"wielder","combat_mindcrit"}, 5)
			self:specialWearAdd({"wielder","equilibrium_regen"}, -0.1)
			game.logPlayer(who, "#LIGHT_BLUE#You feel nature inspiring you against magic!")
		end
	end,
}

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

Re: Artifact & Ego ideas

#358 Post by Strongpoint »

Some staff ego ideas. Cause I want more

Warning: I am bad at naming,,,

1) Staff of easy casting -x% fatigue ( if possible for only for spells)
2) Alchemist's staff (+0.x to staff combat mastery)
3) Martial artist's staff (+x to physical power, +x accuracy)
4) Of concentration ( -x% cooldown to all spell talents)

wobbly
Archmage
Posts: 400
Joined: Tue Jul 03, 2012 8:35 am

Re: Artifact & Ego ideas

#359 Post by wobbly »

Bill's Tree Trunk suffers from a serious case of boring. Perhaps adding a charm? Knockback comes to mind.

SageAcrin
Sher'Tul Godslayer
Posts: 1884
Joined: Tue Apr 10, 2012 6:52 pm

Re: Artifact & Ego ideas

#360 Post by SageAcrin »

Knockback arguably makes a physical weapon worse.

Maybe a low Daze chance would fit.

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