Artifact & Ego ideas

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

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darkgod
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Re: Artifact & Ego ideas

#61 Post by darkgod »

I have added your arts teachu2die, which allowed me to experiment with arts that have special powers depending on who wields them!
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teachu2die
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Re: Artifact & Ego ideas

#62 Post by teachu2die »

:)

Grey
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Re: Artifact & Ego ideas

#63 Post by Grey »

Since everyone likes weapons:

The Crooked Club (one-handed mace)
An oddly twisted club with a hefty weight on the end.
Req 18 St, 18 Cu to wield.
Attack: +14, APR +4, Damage base 16, crit +10%
1 in 7 chance to confuse on hit.

The Unstoppable Mauler (two-handed mace)
A huge greatmaul of incredible weight. Wielding it you feel utterly unstoppable.
Req 40 St to wield.
Attack +20, APR +15, Damage base 40
Upon a successful strike it has a 1 in 5 chance of activating Sunder Armour (level 3).
Upon a kill it gives +2 stamina.

The Silent Blade (dagger)
A thin dark dagger that seems to meld seamlessly into the shadows.
Req 24 Cu to wield.
Attack +15, APR + 10, Damage base 25
Attacks with The Silent Blade do not break stealth (unless a second less stealthy dagger is used as well).
10% chance of inducing silence on the target.

Shockthrust (long sword)
A long slim rapier with sparking energy crackling along its length.
Req 20 St, 20 Dx to wield.
Attack +18, APR +8, Damage base 24, base attack speed 0.75
Causes 14 shock damage on hit.

Scorpion's Tail (whip - uh, we have those yet?)
A long whip of linked metal joints finished with a viciously sharp barb leaking venomous poison.
Req 28 Dx to wield.
Attack +10, APR +12, Damage Base 28, crit chance +8%
Causes 20 poison damage on hit.
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darkgod
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Re: Artifact & Ego ideas

#64 Post by darkgod »

I like !
[tome] joylove: You can't just release an expansion like one would release a Kraken XD
--
[tome] phantomfrettchen: your ability not to tease anyone is simply stunning ;)

Fela
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Re: Artifact & Ego ideas

#65 Post by Fela »

What I'd really like to see are some more ego items that are competitive with the commonly used artifacts.

Stuff that comes to mind - only to be found on mithril items:

- Vampiric (Prefix): adds 30 darkness damage, ALL darkness damage caused in melee will heal the wielder (this would actually make shadow combat feel useful for a change - i'd still be ambivalent about the value of investing talent points there, but at least not 100% sure it's not worth it)

- Holy Avenger (Suffix): adds 50 light damage, +2 light radius, +20 see invisible

- Defender (suffix): adds 15 stealth, 15 defense, 70% stun and knockback immunity (purpose would also be an alternative to stability armor, so that people consider actually wearing artifact armors without the orc pride ring)

Susramanian
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Re: Artifact & Ego ideas

#66 Post by Susramanian »

Like Fela, I want to see some more gnarly egos. So I'm trying my hand at making some. I'm no programmer, so these attempts at coding egos may well be completely screwed up. I'm basically just copying and pasting bits from existing artifacts and egos. I feel like I have a decent understanding of most of what goes into defining objects, but lines like this remain a mystery:

[DamageType.FIRE] = resolvers.mbonus_material(10, 4, function(e, v) return v * 0.7 end)

From what I've seen it produces a number around 10, plus or minus 4, but I don't know about the rest of it. What's up with that .7? My numbers below are fairly arbitrary, and probably broken in some cases.

Ego for body armor and helms:

Code: Select all

newEntity{
    name = "Prismatic ", prefix=true, instant_resolve=true,
    level_range = {10, 50},
    rarity = 10,
    cost = 7,
    wielder = {
        resists={
            [DamageType.LIGHT] = resolvers.mbonus_material(30, 10, function(e, v) return v * 0.15 end),
            [DamageType.DARKNESS] = resolvers.mbonus_material(30, 10, function(e, v) return v * 0.15 end),
    },
    },
}
Egos for just body armor:

Code: Select all

newEntity{
    name = "Searing ", prefix=true, instant_resolve=true,
    level_range = {10, 50},
    rarity = 10,
    cost = 7,
    wielder = {
        melee_project={
            [DamageType.FIRE] = resolvers.mbonus_material(10, 4, function(e, v) return v * 0.7 end),
            [DamageType.ACID] = resolvers.mbonus_material(10, 4, function(e, v) return v * 0.7 end),
        },

    },
}

newEntity{
	name = "Radiant ", prefix=true, instant_resolve=true,
	level_range = {20, 50},
	rarity = 18,
	cost = 15,
	wielder = {
		melee_project={[DamageType.LIGHT] = resolvers.mbonus_material(10, 4, function(e, v) return v * 0.7 end),
		},
		resists={
			[DamageType.BLIGHT] = resolvers.mbonus_material(30, 10, function(e, v) return v * 0.15 end),
			[DamageType.DARKNESS] = resolvers.mbonus_material(30, 10, function(e, v) return v * 0.15 end),
	},
		inc_stats = { 
			[Stats.STAT_WIL] = resolvers.mbonus_material(5, 1, function(e, v) return v * 3 end),  
			[Stats.STAT_LCK] = resolvers.mbonus_material(10, 1, function(e, v) return v * 3 end),
		 },
	},
}

--The following should only go on heavy or massive body armor
newEntity{
	name = " of the mumakil", suffix=true, instant_resolve=true,
	level_range = {20, 50},
	rarity = 18,
	cost = 35,
	wielder = {
		resists={
			[DamageType.ACID] = resolvers.mbonus_material(10, 5, function(e, v) return v * 0.15 end),
			[DamageType.LIGHTNING] = resolvers.mbonus_material(10, 5, function(e, v) return v * 0.15 end),
			[DamageType.FIRE] = resolvers.mbonus_material(10, 5, function(e, v) return v * 0.15 end),
			[DamageType.COLD] = resolvers.mbonus_material(10, 5, function(e, v) return v * 0.15 end),
			[DamageType.PHYSICAL] = resolvers.mbonus_material(10, 5, function(e, v) return v * 0.15 end),
	},
		inc_stats = { 
			[Stats.STAT_CON] = resolvers.mbonus_material(5, 1, function(e, v) return v * 3 end),  
			[Stats.STAT_STR] = resolvers.mbonus_material(5, 1, function(e, v) return v * 3 end),
		 },
		stun_immune = 0.3,
		knockback_immune = 0.3,
		disarm_immune=0.3,
		talent_cd_reduction={[Talents.T_RUSH]=20},
	},
}

Ego for most anything:

Code: Select all

newEntity{
    name = "Glowing ", prefix=true, instant_resolve=true,
    level_range = {1, 50},
    rarity = 5,
    cost = 6,
    wielder = {
        lite=1,
    },
}
Egos for weapons:

Code: Select all

newEntity{
    name = " of rage", suffix=true, instant_resolve=true,
    level_range = {35, 50},
    rarity = 25,
    cost = 35,
    wielder = {
        melee_project={
            [DamageType.PHYSICAL] = resolvers.mbonus_material(25, 4, function(e, v) return v * 0.7 end),
        },
        inc_stats = { 
            [Stats.STAT_DEX] = resolvers.mbonus_material(8, 3, function(e, v) return v * 3 end),  
            [Stats.STAT_STR] = resolvers.mbonus_material(8, 3, function(e, v) return v * 3 end),
         },
        stamina_regen_on_hit = resolvers.mbonus_material(23, 7, function(e, v) v=v/10 return v * 10, v end),
    },
    combat = {
        apr = resolvers.mbonus_material(15, 1, function(e, v) return v * 0.3 end),
        atk = resolvers.mbonus_material(20, 2, function(e, v) return v * 0.3 end),

    },
}

newEntity{
	name = " of Angband", suffix=true, instant_resolve=true,
	level_range = {35, 50},
	rarity = 25,
	cost = 35,
	wielder = {
		melee_project={
			[DamageType.BLIGHT] = resolvers.mbonus_material(25, 4, function(e, v) return v * 0.7 end),
			[DamageType.DARKNESS] = resolvers.mbonus_material(25, 4, function(e, v) return v * 0.7 end),
		},
		see_invisible = resolvers.mbonus_material(20, 5, function(e, v) return v * 0.2 end),
	},
	combat_physcrit = resolvers.mbonus_material(15, 4, function(e, v) return v * 0.4 end),

}

Last edited by Susramanian on Fri Oct 15, 2010 6:31 pm, edited 2 times in total.

darkgod
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Re: Artifact & Ego ideas

#67 Post by darkgod »

mbonus_material(10, 4) will provide a random bonus of 4 + a random value from 1 to 10 based on the material level of the item.
0.7 means the cost of the item is inncreased by 0/7 gold per value added by mbonus_material.

Also melee_project is for projecting damag when hitting things, I think you want to have those armors project damage when BEING hit, which is on_melee_hit.

About the theme of egos & arts, I have not implemented some of the ideas given because they do not feel in theme.
I.E: "blessed", since there are not really any actiave gods, it does not make sense.
"of the rhino" could maybe be "of the mumakil" ?
[tome] joylove: You can't just release an expansion like one would release a Kraken XD
--
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Susramanian
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Re: Artifact & Ego ideas

#68 Post by Susramanian »

Ah, thanks for the explanation.

Actually, I did want those armors to project damage when hitting things. I envision them having a sort of aura that extends to encompass the wielder's weapon.
As for blessed armor, how about 'Anorithilian' or 'Sun-bathed' or 'Radiant' instead?
'of the mumakil' sounds good to me.

darkgod
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Re: Artifact & Ego ideas

#69 Post by darkgod »

added
[tome] joylove: You can't just release an expansion like one would release a Kraken XD
--
[tome] phantomfrettchen: your ability not to tease anyone is simply stunning ;)

Susramanian
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Re: Artifact & Ego ideas

#70 Post by Susramanian »

Some artifact belts, since we don't have any:

Code: Select all


newEntity{ base = "BASE_LEATHER_BELT",
    unique = true,
    name = "Mighty Girdle of Bombur",
    unided_name = "massive, stained girdle",
    desc = [[The great girdle of Bombur, famed survivor of the  Quest of Erebor and the Battle of the Five Armies. Bombur claimed that Gandalf himself enchanted this girdle with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens.]],
    color = colors.LIGHT_RED,
    metallic = false,
    level_range = {1, 35},
    rarity = 100,
    cost = 350,
    material_level = 5,
    wielder = {
        knockback_immune = 0.7,
        max_encumber = 70
        combat_armor = 4,
    },
    belt_slots = 10
    on_wear = function(self, who)
        who.inven[who.INVEN_INBELT] = {max=self.belt_slots, worn=false, use_speed=0.6, id=who.INVEN_INBELT}
    end,
    on_cantakeoff = function(self, who)
        if #who:getInven(who.INVEN_INBELT) > 0 then
            game.logPlayer(who, "You can not remove %s while it still carries items.", self:getName{do_color=true})
            return true
        end
    end,
    on_takeoff = function(self, who)
        who.inven[who.INVEN_INBELT] = nil
    end,
}


newEntity{ base = "BASE_LEATHER_BELT",
    unique = true,
    name = "Rope Belt of Radagast",
    unided_name = "short length of rope",
    desc = [[The simplest of belts, worn for centuries by Radagast the Brown as he tended the birds and beasts of Middle Earth. Some of the wisdom and power of the Istari has settled permanently into its fibers.]],
    color = colors.LIGHT_RED,
    metallic = false,
    level_range = {20, 40},
    rarity = 200,
    cost = 450,
    material_level = 5,
    wielder = {
        inc_stats = { [Stats.STAT_MAG] = 4, [Stats.STAT_WIL] = 3,  },
        combat_spellpower = 8,
        talents_types_mastery = { ["spell/nature"] = 0.2 },
    },
}


newEntity{ base = "BASE_LEATHER_BELT",
    unique = true,
    name = "Girdle of Preservation",
    unided_name = "shimmering, flawless belt",
    desc = [[A pristine belt of purest white leather with a runed mithril buckle. The ravages of neither time nor the elements have touched it.]],
    color = colors.WHITE,
    metallic = false,
    level_range = {30, 50},
    rarity = 300,
    cost = 750,
    material_level = 5,
    wielder = {
        inc_stats = { [Stats.STAT_CON] = 10, [Stats.STAT_WIL] = 10,  },
        resists = {
            [DamageType.ACID] = 20,
            [DamageType.LIGHTNING] = 20,            
            [DamageType.FIRE] = 20,
            [DamageType.COLD] = 20,
            [DamageType.LIGHT] = 15,
            [DamageType.DARKNESS] = 15,
            [DamageType.BLIGHT] = 15,
            [DamageType.NATURE] = 15,
            [DamageType.PHYSICAL] = 10,
            [DamageType.ARCANE] = 10,
        },
        combat_physresist = 10,
        combat_mentalresist = 10,
        combat_spellresist = 10,
    },
}
I just copied and pasted code for belt slots out of the belt ego file. Hopefully that wasn't idiotic.

darkgod
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Re: Artifact & Ego ideas

#71 Post by darkgod »

added
[tome] joylove: You can't just release an expansion like one would release a Kraken XD
--
[tome] phantomfrettchen: your ability not to tease anyone is simply stunning ;)

Susramanian
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Posts: 454
Joined: Sat May 15, 2010 3:09 am

Re: Artifact & Ego ideas

#72 Post by Susramanian »

I thought it might be nice to have a little more organization of information about the implemented egos so we could easily see which item types need more prefix egos and which need more suffix egos. Furthermore, I'll break the egos down by power, a totally artificial distinction that I'm making up on the spot, but which could be useful later. Take staff egos for example: 'of wizardry' would be a greater ego and 'of power' would be a lesser ego. In the table below, I list a pair of values for prefix egos and suffix egos. The first value is the number of lesser, the second is the number of greater. This includes stuff found only on svn right now.

Code: Select all

Item type			Prefix egos	   Suffix egos
Ammo                  6, 1            0, 0
Amulet                0, 0            6, 1
Armor                 2, 1            6, 1
Belt                  1, 0            5, 0
Boots                 1, 0            5, 1
Bow                   2, 1            3, 1
Cloak                 3, 0            3, 0
Digger                0, 0            2, 1
Gloves                7, 0            9, 0
Helm                  2, 0            6, 1
Light                 1, 0            1, 0
Rings                 0, 0            24, 0
Robe                  2, 0            5, 1
Shield                4, 0            6, 1
Sling                 2, 1            3, 1
Staff                 7, 0            2, 1
Weapon                7, 1            2, 0
Wizard hat            1, 0            7, 1
Here's a list of the egos that I considered greater. Spoilery.

Ammo: Elemental
Amulet: of greater telepathy
Armor: Radiant, of the mumakil
Boots: of speed
Bow: Sindar, of great speed
Digger: of delving
Gloves: none, though maybe one or both of the crit egos should be greater.
Helm: of greater telepathy. Should Gondorian be?
Ring: None, though maybe invisibility should be.
Robe: of power
Shield: of deflection. Maybe of resilience should be, too. Or maybe neither of them. I was torn here
Sling: Hobbit, of great speed
Staff: of wizardry
Weapon: elemental
Wizard Hat: of greater telepathy

Some of the distributions seen in the table are rather lopsided. Of course, there's nothing inherently wrong with that. Who says that every item type must have as many prefix egos as suffix egos? Personally, what I'd like to see is every item type having five to ten lesser prefixes and suffixes, and one or two greater prefixes and suffixes. We're currently most lacking greater egos. Again, there's nothing that says a good game has to have greater ego types distributed evenly. I'm just greedy. And I always had a blast in Tome 2 finding crazy pairs of egos on equipment.

I'll bring up another idea I posted elsewhere a while back while I'm on the subject: color code items more distinctly than we do now. Keep green for items with nothing but lesser egos. Use blue for items with one greater ego (even if it also has a lesser ego). Use purple for items with two greater egos. This is a purely cosmetic change, but I think it would help quite a bit with loot sorting.

A final question for Darkgod: What sorts of melee weapon egos are you interested in? I notice that you've never added any.

darkgod
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Re: Artifact & Ego ideas

#73 Post by darkgod »

Very nice table!
Can you do this for artifacts too please ? ;)

I have added a greater/lesser ego distinction, with colors!

As for weapons, dunno, I might just have missed them :)
[tome] joylove: You can't just release an expansion like one would release a Kraken XD
--
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Susramanian
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Re: Artifact & Ego ideas

#74 Post by Susramanian »

Glad to hear about the changes! Here's a table for artifacts. I didn't include things that don't actually help tactically. No Orb of Many Ways, for example, and no early version of the Staff of Absorption. Also didn't include things from unused zones.

Code: Select all

Artifact type       World        Fixed

Ammo                0            0
Amulet              0            2
Armor                            
-Light              1            1
-Heavy              0            0
-Massive            0            0
Belt                3            0
Boots               1            1
Bow                 1            0
Cloak               1            1
Digger              0            0
Gloves              1            0
Helm                2            2
Light               2            1
Rings               5            1
Robe                2            1
Shield              2            1
Sling               1            0
Staff               2            2
1H Melee
-Whip               1            1
-Knife              4            0
-Longsword          1            1
-Mace               1            0
-Waraxe             1            0
2H Melee
-Trident            0            1
-Greatsword         0            1
-Greatmaul          2            1
-Battleaxe          1            0
Wizard hat          0            0
Carried             2            6
Wand                1            1
Potion              3            0
Edible Heart        0            1

Grey
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Re: Artifact & Ego ideas

#75 Post by Grey »

Well, let's see what gaps we can fill then...

Egos:

of dischord (weapon)
+8% crit, +5 APR, silences target

of domination (weapon)
+12 damage, +4 Willpower

of punishment (weapon)
Automatically crits against 'small' creatures (size 1 or 2)

of giant slaying (weapon and ammo)
+50% damage against 'large' creatures (size 4 or above)

of parrying (weapon)
+8 defense, +2 Dx

of vengeance (weapon)
Physical rebound damage when wielder is hit equal to the weapon's power. Drains 3 stamina per rebound (and obviously stops working at 0 stamina).

dancing (weapon)
+8 attack, +50% disarm resistance

fluid (weapon)
-10% attack speed

of the wind (ammo)
Double ammo movement speed, +6 to hit

of the stars (ammo)
Dazes enemy. +4 damage when fired by Nandor elves.

of darkness (ammo)
Blinds target

of annihilation (ammo)
Automatic critical, ammo is destroyed upon impact

of Elbereth (lantern)
+1 light radius, +8 spell resistance, +20% dark damage resistance

scorching (lantern)
8 fire damage against attackers

thorned (armour)
4 physical damage against attackers

spiked (armour)
12 physical damage against attackers

rejuvinating (armour)
+0.5 stamina regeneration

solid (armour)
+4 armour

impenetrable (ultra-heavy armour only)
+8 armour

slinky (heavy armour only)
+8 defense

deflecting (armour)
+8 ranged defense

raging (armour)
+10% physical damage, -4 defense, +2 St, -2 Wi

rubber (belt)
+20% lightning resistance, +3 defense

tight (belt)
-2 Dx, increases gold found by 20%

reinforced (boots)
+3 armour

stomping (boots)
10 physical rebound damage against very small (size 1) creatures

kicking (boots)
8 physical rebound damage against attackers - chance to stun on rebound against medium-sized living humanoids (a kick in the right place does wonders)

exceedingly good (potion)
+50% effect, restores +10 stamina at the same time


Many values could have variables to them. Will think of more artifacts later.
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