Hmm just read this Burb...are you a Forgotten Realms fan by chance?Burb Lulls wrote: "A powerful staff sent in secret to Angolwen by the Shaloren, to aid their fighting of the plagues following the Spellblaze."
Artifact & Ego ideas
Moderator: Moderator
-
kingvictory2003
- Thalore
- Posts: 158
- Joined: Wed May 19, 2010 4:05 am
Re: Artifact & Ego ideas
Re: Artifact & Ego ideas
New Amulet.
Code: Select all
newEntity{ base = "BASE_AMULET",
unique = true,
name = "Zemekkys' Broken Hourglass", color = colors.WHITE,
unided_name = "a broken hourglass",
desc = [[This small broken hourglass hangs from a thin gold chain. The glass is cracked and the sand has long since escaped.]],
level_range = {30, 40},
rarity = 300,
cost = 200,
material_level = 4,
metallic = false,
wielder = {
inc_stats = { [Stats.STAT_WIL] = 4, },
inc_damage = { [DamageType.TEMPORAL]= 10 },
resists = { [DamageType.TEMPORAL] = 20 },
resists_cap = { [DamageType.TEMPORAL] = 10 },
},
max_power = 60, power_regen = 1,
use_talent = { id = Talents.T_WORMHOLE, level = 2, power = 60 },
}Re: Artifact & Ego ideas
An amulet that makes you vulnerable to light and lowers your cap on light resistance. (Now we just need some enemies that do light damage
)
Code: Select all
newEntity{ base = "BASE_AMULET",
unique = true,
name = "Unflinching Eye", color = colors.WHITE,
unided_name = "a bloodshot eye",
desc = [[Someone has strung a thick black chord through this large bloodshot eyeball, allowing it to be worn around the neck if you so chose.]],
level_range = {30, 40},
rarity = 300,
cost = 300,
material_level = 4,
metallic = false,
wielder = {
infravision = 4,
resists = { [DamageType.LIGHT] = - 25 },
resists_cap = { [DamageType.LIGHT] = - 75 },
blind_immune = 1
},
max_power = 60, power_regen = 1,
use_talent = { id = Talents.T_ARCANE_EYE, level = 2, power = 60 },
}Re: Artifact & Ego ideas
All Resist Cloak (just don't get manathrusted while wearing it)
Code: Select all
newEntity{ base = "BASE_CLOAK",
unique = true,
name = "Ureslak's Molted Scales",
unided_name = "scaley multi-hued cloak",
desc = [[This cloak is fashioned from the scales of some large reptillian creature. It appears to reflect every color of the visible light spectrum.]],
level_range = {40, 50},
rarity = 400,
cost = 300,
material_level = 2,
wielder = {
resists_cap = { [DamageType.FIRE] = 5 },
resists = { [DamageType.FIRE] = 10 },
resists_cap = { [DamageType.COLD] = 5 },
resists = { [DamageType.COLD] = 10 },
resists_cap = { [DamageType.LIGHTNING] = 5 },
resists = { [DamageType.LIGHTNING] = 10 },
resists_cap = { [DamageType.NATURE] = 5 },
resists = { [DamageType.NATURE] = 10 },
resists_cap = { [DamageType.DARKNESS] = 5 },
resists = { [DamageType.DARKNESS] = 10 },
resists_cap = { [DamageType.ARCANE] = - 30 },
resists = { [DamageType.ARCANE] = - 30 },
},
}Re: Artifact & Ego ideas
Bola
Three metal balls, connected by a tough string.
Just like a shield, this 'weapon' is carried in the off hand. Once 'activated' the caracter twirls the balls over his head, and throws them at an enemy. Wrapping around legs/arms/wheherever hit, the Bola pins the enemy down with a chance to stun (and upon a critical hit does even some damage).
Long cooldown for this, as the Bola should only be usable once per encounter, but the player should be allowed to swap something else into the offhand (even a second set of Bola).
Three metal balls, connected by a tough string.
Just like a shield, this 'weapon' is carried in the off hand. Once 'activated' the caracter twirls the balls over his head, and throws them at an enemy. Wrapping around legs/arms/wheherever hit, the Bola pins the enemy down with a chance to stun (and upon a critical hit does even some damage).
Long cooldown for this, as the Bola should only be usable once per encounter, but the player should be allowed to swap something else into the offhand (even a second set of Bola).
greycat wrote:An intervention was required (kill -9)
Re: Artifact & Ego ideas
...or perhaps the bola should go into the target's inventory when used.
Might be tricky to balance properly.
Also, not an artifact or an ego.
Might be tricky to balance properly.
Also, not an artifact or an ego.
Re: Artifact & Ego ideas
Two more new amulets designed to give our warrior's some love.
Code: Select all
newEntity{ base = "BASE_AMULET",
unique = true,
name = "Daneth's Neckguard", color = colors.STEEL_BLUE,
unided_name = "a thick steel gorget",
desc = [[A thick steel gorget designed to protect it's wearer from fatal attacks the to the neck. This particular gorget was worn by the halfling General Daneth Tendermourn during the pyre wars and judging by the marks along it's surface may have saved the General's life on more then one occassion.]],
require = { stat = { str=32 }, },
level_range = {20, 30},
rarity = 300,
cost = 300,
encumber = 2,
material_level = 2,
wielder = {
combat_armor = 10,
fatigue = 7,
inc_stats = {
[Stats.STAT_STR] = 4,
[Stats.STAT_CON] = 4,
},
},
max_power = 60, power_regen = 1,
use_talent = { id = Talents.T_JUGGERNAUT, level = 2, power = 30 },
}
newEntity{ base = "BASE_AMULET",
unique = true,
name = "Garkul's Teeth", color = colors.YELLOW,
unided_name = "a necklace made of teeth",
desc = [[Hundreds of humanoid teeth have been strung together on multiple strands of thin leather, creating this tribalish necklace. One would have to assume that these are not the teeth of Garkul the Devourer but rather the teeth of Garkul's many fallen enemies.]],
level_range = {40, 50},
rarity = 300,
cost = 1000,
material_level = 4,
wielder = {
inc_stats = {
[Stats.STAT_STR] = 6,
},
talents_types_mastery = {
["technique/2hweapon-cripple"] = 0.1,
["technique/2hweapon-offense"] = 0.1,
["technique/warcries"] = 0.1,
["technique/bloodthirst"] = 0.1,
}
},
max_power = 28, power_regen = 1,
use_talent = { id = Talents.T_SHATTERING_SHOUT, level = 5, power = 14 },
}Re: Artifact & Ego ideas
A lite ego property.
And a new artifact lite source.
Code: Select all
newEntity{
name = "dark", prefix=true, instant_resolve=true,
level_range = {1, 50},
rarity = 5,
cost = 1,
wielder = {
lite= - 5,
infravision = 4,
},
}Code: Select all
newEntity{ base = "BASE_LITE",
unique = true,
name = "Dúathedlen Heart",
unided_name = "a dark, fleshy mass",
level_range = {30, 40},
color=colors.RED,
encumber = 1,
rarity = 2000,
desc = [[This dark red heart still beats despite being seperated from it's owner. It also snuffs out any light source that come near it]],
cost = 100,
wielder = {
lite = - 1000,
infravision = 12,
resists_cap = { [DamageType.LIGHT] = 10 },
resists = { [DamageType.LIGHT] = 30 },
},
max_power = 15, power_regen = 1,
use_talent = { id = Talents.T_BLOOD_GRASP, level = 3, power = 10 },
}Re: Artifact & Ego ideas
Seven late-game power weapons:
I'm not 100% confident of all the code being correct. For Lust I used "life_regen_on_kill", which may not exist.
Code: Select all
newEntity{
base = "BASE_GREATMAUL",
unique = true,
name = "Sloth",
color = colors.GREEN,
unided_name = "thickly slime-covered greatmaul",
desc = [[You can barely be bothered to hold this weapon, and the thick slime covering it seems to slow the very flow of air around it.]],
level_range = {35, 50},
rarity = 350,
require = { stat = { str=56 }, },
cost = 700,
material_level = 5,
combat =
{ dam = 70,
apr = 7,
atk = 21,
physcrit = 7,
dammod = {str=1.2},
melee_project={[DamageType.SLIME] = 70},
},
}
newEntity{ base = "BASE_KNIFE",
unique = true,
name = "Envy",
unided_name = "iridescent green dagger",
color = colors.LIGHT_GREEN,
desc = [[A wickedly sharp dagger that calls to the yearnings of your heart.]],
level_range = {35, 50},
rarity = 350,
require = { stat = { dex=42, cun=56 }, },
cost = 700,
material_level = 5,
combat = {
dam = 49,
apr = 14,
atk = 42,
physcrit = 7,
dammod = {dex=0.45,str=0.45},
melee_project={[DamageType.POISON] = 28},
talent_on_hit = { [Talents.T_SUNDER_ARMS] = {level=3, chance=21} },
},
wielder = {
infravision = 7,
see_invisible = 14,
),
}
newEntity{ base = "BASE_LONGBOW",
name = "Lust", unided_name = "dark mahogany bow", unique=true,
color = colors.PURPLE,
desc = [[A richly decorated longbow made from a thick polished wood that curves sensuously.]],
level_range = {35, 50},
rarity = 350,
require = { stat = { dex=56 }, },
cost = 700,
material_level = 5,
combat = {
range = 21,
physspeed = 0.77,
apr = 21,
},
wielder = {
inc_damage={ [DamageType.FIRE] = 28, },
inc_stats = { [Stats.STAT_WIL] = - 7, },
life_regen_on_kill = 7,
},
}
newEntity{ base = "BASE_MACE",
unique = true,
name = "Gluttony",
color = colors.BROWN,
unided_name = "stocky mace",
desc = [[A large and heavy mace that stirs a sudden hunger in your belly.]],
level_range = {35, 50},
rarity = 350,
require = { stat = { str=49, con=56 }, },
cost = 700,
material_level = 5,
combat = {
dam = 56,
apr = 7,
atk = 35,
physcrit = 14,
dammod = {str=1},
melee_project={[DamageType.RANDOM_PIN] = 7},
},
wielder = {
knockback_immune = 0.70,
max_life = 140,
resists = {
[DamageType.BLIGHT] = - 35, }
},
}
newEntity{ base = "BASE_BATTLEAXE",
unique = true,
unided_name = "keen-edged battleaxe",
name = "Greed", color = colors.YELLOW,
desc = [[A thin battleaxe decorated with lustrous gold and sparkling gems that fuel your inner desires. Can be used to turn metallic items into precious gemstones.]],
level_range = {35, 50},
require = { stat = { str=56, wil=49 }, },
rarity = 350,
cost = 700,
material_level = 5,
combat = {
dam = 70,
apr = 14,
atk = 21,
physcrit = 14,
dammod = {str=1.2},
},
wielder = {
inc_stats = { [Stats.STAT_CUN] = 7 },
max_encumber = 70,
max_power = 70, power_regen = 1,
use_talent = { id = Talents.T_EXTRACT_GEMS, level = 3, power = 70 },
},
}
newEntity{ base = "BASE_GREATSWORD",
unique = true,
name = "Wrath",
unided_name = "huge vicious greatsword",
desc = [[A wickedly sharp blade of immense length and power. It drives you to thoughts of destruction and chaos.]],
level_range = {35, 50},
require = { stat = { str=70 }, },
color = colors.RED,
cost = 700,
rarity = 350,
material_level = 5,
combat = {
dam = 70,
apr = 14,
physcrit = 21,
dammod = {str=1.2},
},
wielder = {
combat_armor = -7,
combat_def = -14,
inc_stats = { [Stats.STAT_DEX] = 7, },
combat_critical_power = 70,
},
}
newEntity{ base = "BASE_STAFF",
unique = true,
name = "Pride",
unided_name = "unblemished staff",
desc = [[This long elegant staff has an aura of unrivalled power. Truly nothing can threaten you with this in your hands.]],
level_range = {35, 50},
color=colors.WHITE,
rarity = 350,
cost = 700,
material_level = 5,
require = { stat = { mag=70 }, },
combat = {
dam = 35,
apr = 7,
physcrit = 7,
dammod = {mag=1.4},
damtype = DamageType.ARCANE,
},
wielder = {
inc_stats = { [Stats.STAT_WIL] = 7 },
combat_spellpower = 28,
combat_spellcrit = 21,
inc_damage = { all = 14 },
resists_cap = { all = -21 },
},
}Re: Artifact & Ego ideas
Maybe the Gluttony mace should a reduced cooldown for Swallow? Although wyrmics default to two-handed weapons...
<DarkGod> lets say it's intended
Re: Artifact & Ego ideas
It could let you use swallow!yufra wrote:Maybe the Gluttony mace should a reduced cooldown for Swallow? Although wyrmics default to two-handed weapons...
Re: Artifact & Ego ideas
Suggestions for some egos
Massive Armour / Shield, perhaps heavy armour also
- Of Dawn
+2-6 Strength +2-6 Magic
+10-40 light damage on melee hit
+2-15% increased light damage
And its opposite
- of Dusk
+2-6 Strength +2-6 Magic
+10-40 blight damage on melee hit
+2-15% increased blight damage
Reavers are failed paladins, Wheras the Paladins got an A in light, the reavers got Blight.
Ego for axes
Raging - 1% chance per kill of triggering a rampage using players talent level and supporting talents if known, else as if 1 points in rampage
Rampaging - 2% chance per kill of triggering a rampage using players talent level and supporting talents if known, else as if 2 points in rampage
Egos for edged weapons
Thirsting - drains 1-10 life per melee attack
Vampyric - drains 11-30 life per melee attack
Keen - inflicts 5% weapon damage as a bleed effect
Vorpal - inflicts 10% weapon damage as a bleed effect
Blunt weapons
of Shattering - reduces targets armour by 2 for 5 turns (cumulative, possibly capped)
of impact - 2% chance to stun for one turn
Daggers
Blackened - +3 stealth
of Silence - +30% chance to silence for 2 turns on melee attack
Numbers to be tuned for balance and taste, of course
Massive Armour / Shield, perhaps heavy armour also
- Of Dawn
+2-6 Strength +2-6 Magic
+10-40 light damage on melee hit
+2-15% increased light damage
And its opposite
- of Dusk
+2-6 Strength +2-6 Magic
+10-40 blight damage on melee hit
+2-15% increased blight damage
Reavers are failed paladins, Wheras the Paladins got an A in light, the reavers got Blight.
Ego for axes
Raging - 1% chance per kill of triggering a rampage using players talent level and supporting talents if known, else as if 1 points in rampage
Rampaging - 2% chance per kill of triggering a rampage using players talent level and supporting talents if known, else as if 2 points in rampage
Egos for edged weapons
Thirsting - drains 1-10 life per melee attack
Vampyric - drains 11-30 life per melee attack
Keen - inflicts 5% weapon damage as a bleed effect
Vorpal - inflicts 10% weapon damage as a bleed effect
Blunt weapons
of Shattering - reduces targets armour by 2 for 5 turns (cumulative, possibly capped)
of impact - 2% chance to stun for one turn
Daggers
Blackened - +3 stealth
of Silence - +30% chance to silence for 2 turns on melee attack
Numbers to be tuned for balance and taste, of course
-
Reverend Bizarre
- Higher
- Posts: 61
- Joined: Sun Jul 11, 2010 9:03 am
Re: Artifact & Ego ideas
Here are some artifacts of mine. Code isn't tested, but I suppose it should work.
1. Spiked Shield (the code of the damage on hit was borrowed from the spiked armor ego).
2. Gory Greatsword (it should give Riposte talent of level 1 or 2).
3. Axe of the Unforgiven.
1. Spiked Shield (the code of the damage on hit was borrowed from the spiked armor ego).
Code: Select all
newEntity{ base = "BASE_SHIELD",
unique = true,
name = "Spiked Shield",
unided_name = "strange shield",
desc = [[This shield has a number of deadly spikes on it. It is perfect for bashing enemies, though it doesn't protect much.]],
color = colors.GREY,
level_range = {25, 35},
rarity = 300,
require = { stat = { str=37 }, },
cost = 290,
material_level = 4,
special_combat = {
dam = 65,
physcrit = 6,
dammod = {str=1},
},
wielder = {
on_melee_hit = { [DamageType.PHYSICAL] = resolvers.mbonus_material(10, 3, function(e, v) return v * 0.6 end) },
talents_types_mastery = { ["technique/shield-offense"] = 0.2, }
combat_armor = 1,
combat_def = 6,
combat_def_ranged = 8,
fatigue = 14,
},
}Code: Select all
newEntity{ base = "BASE_GREATSWORD",
unique = true,
name = "Gory Greatsword",
unided_name = "bloodstained greatsword",
desc = [[This sword craves for blood, and it craves for it so badly, that it may even attack enemies on its own will.]],
level_range = {21, 31},
require = { stat = { str=27 }, },
color = colors.RED,
cost = 125,
rarity = 280,
material_level = 3,
combat = {
dam = 51,
apr = 3,
physcrit = 6,
dammod = {str=1.2},
},
wielder = {
inc_stats = { [Stats.STAT_STR] = 4, [Stats.STAT_DEX] = 3, },
},
}Code: Select all
newEntity{ base = "BASE_BATTLEAXE",
unique = true,
unided_name = "huge battleaxe",
name = "Axe of the Unforgiven",
desc = [[This giant battleaxe was forged by Koganusan, one of the most talented weaponsmiths of the Iron Throne. It is said that the axe was lost a long time ago, but now it's found again. However, you can feel that something is very wrong with this weapon. It is corrupted by dark aura of terror and despair.]],
level_range = {25, 35},
require = { stat = { str=38 }, },
encumberance = 10,
color = colors.GREY,
rarity = 300,
material_level = 3,
combat = {
dam = 67,
apr = 5,
physcrit = 9,
dammod = {str=1.3},
},
wielder = {
lite = -1,
inc_stats = { [Stats.STAT_STR] = 6, [Stats.STAT_WIL] = 3, [Stats.STAT_CON] = 2 },
inc_damage = { [DamageType.PHYSICAL] = 13, },
resists = { [DamageType.LIGHT] = -13 },
talents_types_mastery = {
["cursed/cursed-form"] = 0.1,
["cursed/gloom"] = 0.1,
["cursed/endless-hunt"] = 0.2,
["cursed/slaughter"] = 0.2,
},
},
}Re: Artifact & Ego ideas
A new necklace and three new pairs of gloves/gauntlets.
Typo fixed. Thanks Grey 
Code: Select all
newEntity{ base = "BASE_AMULET",
unique = true,
name = "Pendent of the Sun and Moon", color = colors.LIGHT_SLATE,
unided_name = "a gray and gold pendent",
desc = [[This small pendent depicts a hematite moon eclipsing a golden sun and according to legend was worn by one of the Sunwall's founders.]],
level_range = {35, 45},
rarity = 300,
cost = 200,
material_level = 4,
wielder = {
combat_spellpower = 5,
combat_spellcrit = 5,
inc_damage = { [DamageType.LIGHT]= 10,[DamageType.DARKNESS]= 10 },
resists = { [DamageType.LIGHT]= 10, [DamageType.DARKNESS]= 10 },
resists_cap = { [DamageType.LIGHT]= 5, [DamageType.DARKNESS]= 5 },
},
max_power = 60, power_regen = 1,
use_talent = { id = Talents.T_CIRCLE_OF_SANCTITY, level = 2, power = 60 },
}
newEntity{ base = "BASE_GAUNTLETS",
unique = true,
name = "Dakhtun's Gauntlets", color = colors.STEEL_BLUE,
unided_name = "expertly-crafted dwarven-steel gauntlets",
desc = [[Fashioned by Grand Smith Dakhtun in the Age of Allure, these dwarven-steel gauntlets have been etched with golden arcane runes and are said to grant the wearer unparalleled physical and magical might.]],
level_range = {40, 50},
rarity = 300,
cost = 2000,
material_level = 3,
wielder = {
inc_stats = { [Stats.STAT_STR] = 6, [Stats.STAT_MAG] = 6 },
inc_damage = { [DamageType.PHYSICAL] = 10 },
combat_physcrit = 10,
combat_spellcrit = 10,
combat_critical_power = 50,
},
}
newEntity{ base = "BASE_GLOVES",
unique = true,
name = "Snow Giant Wraps", color = colors.SANDY_BROWN,
unided_name = "fur-lined leather wraps",
desc = [[Two large pieces of leather designed to be wrapped about the hands and the forearms. This particular pair of wraps has been enchanted, imparting the wearer with great strength.]],
level_range = {15, 25},
rarity = 200,
cost = 500,
material_level = 1,
wielder = {
inc_stats = { [Stats.STAT_STR] = 4, },
resists = { [DamageType.COLD]= 10, [DamageType.LIGHTNING] = 10, },
knockback_immune = 0.5,
max_life = 60,
},
max_power = 6, power_regen = 1,
use_talent = { id = Talents.T_THROW_BOULDER, level = 2, power = 6 },
}
newEntity{ base = "BASE_GAUNTLETS",
unique = true,
name = "Storm Bringer's Guantlets", color = colors.LIGHT_STEEL_BLUE,
unided_name = "fine-mesh gauntlets",
desc = [[This pair of fine mesh voratun gauntlets is covered with glyphs of power that spark with azure energy. The metal is supple and light so as not to interfere with spell-casting. When and where these gauntlets were forged is a mystery but odds are the crafter knew a thing or two about magic.]],
level_range = {25, 35},
rarity = 250,
cost = 1000,
material_level = 5,
require = nil,
wielder = {
inc_stats = { [Stats.STAT_MAGIC] = 4, },
resists = { [DamageType.LIGHTNING] = 15, },
inc_damage = { [DamageType.LIGHTNING] = 10 },
resists_cap = { [DamageType.LIGHTNING] = 5 },
combat_spellcrit = 5,
combat_critical_power = 20,
},
max_power = 16, power_regen = 1,
use_talent = { id = Talents.T_CHAIN_LIGHTNING, level = 3, power = 16 },
}
Last edited by edge2054 on Wed Dec 08, 2010 2:48 pm, edited 1 time in total.
Re: Artifact & Ego ideas
Typo in the last one's description - "new" should be "knew".
Gloves that give Throw Boulder would be funky :)
Gloves that give Throw Boulder would be funky :)