Artifact & Ego ideas

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

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Re: Artifact & Ego ideas

#151 Post by Final Master »

Code: Select all

newEntity{ base = "BASE_MASSIVE_ARMOR",
   unique = true,
   name = "Torso of Coltuur",
   unided_name = "green glinted armor", color = colors.GREEN,
   desc = [[Strapping this massive suit of armor on, you begin to realize that it probably isn't actually made of metal ... but it does make you feel stronger than a fortress!]],
   level_range = {40, 50},
   rarity = 300,
   cost = 450,
   require = { stat = { str=60,con=30 }, },
   material_level = 1,
   wielder = {
      combat_def = 20,
      combat_armor = 30,
      fatigue = 35,
      stun_immune = 1,
      knockback_immune = 1,
      combat_physresist = 15,     
      max_life = 250,
      resists={
		[DamageType.PHYSICAL] = 15},
		inc_stats = { [Stats.STAT_STR] = -5, [Stats.STAT_CON] = 5, }
		healing_factor = -0.2,
		no_teleport=true
   },
}
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Susramanian
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Re: Artifact & Ego ideas

#152 Post by Susramanian »

Here's an updated table of existing egos. The ordered pairs represent the number of regular and greater egos, respectively, of that item type. There are definitely some gaps to be filled.

Code: Select all

Item type         Prefix egos      Suffix egos
Ammo                  6, 1            1, 2
Amulet                5, 1            6, 1
Armor(L)              8, 4            7, 1
Armor(H)              9, 3            7, 1
Armor(M)              9, 3            7, 2
Belt                  2, 0            6, 0
Boots                 1, 0            3, 4
Bow                   2, 1            3, 1
Cloak                 4, 0            3, 1
Digger                0, 0            2, 1
Gloves                7, 0            8, 1
Helm                  1, 1            6, 2
Light                 2, 0            1, 1
Rings                 0, 0            24, 0
Robe                  2, 0            5, 1
Shield                4, 0            5, 2
Sling                 2, 1            3, 1
Staff                 9, 0            2, 1
Weapon                7, 1            3, 2
Wizard hat            1, 1            7, 1
Later I'll post a sorted list of all these egos and maybe point out some revisions they could use.

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Re: Artifact & Ego ideas

#153 Post by Susramanian »

AMMO
of the wind
flaming
icy
acidic
shocking
poisonous
slime-covered
of annihilation
of unerring flight
elemental


'of annihilation' and 'of unerring flight' need a cost value. Right now they just use the cost of the base ammo type.


AMULETS
of cunning
of willpower
of mastery
of telepathic range
of the fish
of teleportation
shielding
insulating
grounding
stabilizing
cleansing
of greater telepathy
vitalizing


The various mastery amulets are a great idea, and would be quite nice for almost any character... provided you could find the one that boosts the tree you want. Unfortunately, this rarely happens. I suggest removing these amulets as normal drops and make them only purchasable from some new npc that you do a quest for. As a reward, he opens up his mastery amulet shop. Whenever you visit, he brings out the stock you can use, so you'll see amulets giving mastery to some subset of the trees you have (including any trees gained through unusual means).

Since the introduction of amulet prefix egos, I've not seen double ego amulets. I don't know if this intended or not, but I definitely feel that we should allow double egos on amulets.


ARMOR
of fire resistance
of cold resistance
of acid resistance
of lightning resistance
of nature resistance
of stability
of resilience
prismatic
spiked
searing
rejuvenating
insulating
grounding
cleansing
solid (heavy, massive only)
impenetrable (heavy, massive only)
troll-hide (light only)
of the dragon (massive only)
of the sky
hardened
fortifying
radiant
nimble (light only)


'solid' and 'impenetrable' armor egos should be merged, as they do the same thing.


BELTS
of carrying
of shielding
of the mystic
of the titan
of life
of resilience
blurring
slotted

I think most belt egos need a boost in power. I rarely even glance at them once I've found any of the artifact belts. Boost numbers, add more suffixes and some greater egos and then we'll see some competitive ego belts.


BOOTS
of uncanny dodging
of stability
of tirelessness
stealthy (light only)
of phasing
of speed
of rushing
of disengagement


Like belts, the lack of useful double egos and strong greater egos means that I rarely consider ego boots over artifact boots. Oh, and the boot greater egos don't feel very great to me. I think 'of phasing' and 'of rushing' and 'of disengagement' should not be greater.


BOWS AND SLINGS
of power
of dexterity
of speed
mighty
steady
of great speed
sindar (bow only)
halfling (sling only)


I don't play archers or slingers, but if I did, I bet I'd be annoyed by the small selection of ego bows and slings.


CLOAKS
of Eldoral
of the Shaloren
of Iron Throne
oiled
shadow
thick
plush
of fog

Since stealth is useless unless you have the talent, I have a hard time seeing it as a good ego. Same goes for the stealthy boots. I'd say either make a bonus to stealth useful for everybody, or add something to these stealthy egos that anybody could use.

The lesser suffix egos lack randomness, which is really annoying. The cloak of Iron Throne you find in the Trollmire is just as good as the one you find in the High Peak. Let's get some level-based variation in those stat bonuses.


DIGGERS
of the badger
of strength
of delving

We need more of everything here, but especially prefixes.


GLOVES
of disarming
of criticals
of attack
of damage
of strength
of dexterity
of magic
of iron grip
cinder
polar
corrosive
charged
naturalist
blighted
powerful
of mighty criticals

I think the minimum bonus of the 'of disarming' ego needs to be boosted. I have yet to find one that helped much with any of the traps at my level. Better yet, let's totally rethink traps and how to deal with them.

The various egos that boost elemental damage feel too specific to me. How many characters will be excited to find polar gloves? I suggest including resistances along with the damage boosts.


HELMS
of rage
of the wilds
of strength
of constitution
of dexterity
of telepathic range
prismatic
of precognition
of greater telepathy
shaloran


The 'of rage' and 'of the wilds' egos are nice ideas, but I'd like to see an ego that replenishes more than just a single resource. Maybe do away with these and make a greater ego that replenishes all resources (or whatever is appropriate, given the weirdness of equilibrium and paradox).


LITES
of clear sight
bright
scorching
of the sun

Need more lite egos! I miss lanterns of the magi from tome 2.


RINGS
of see invisible
of regeneration
of mana
of accuracy
of defense
of fire resistance
of cold resistance
of nature resistance
of lightning resistance
of acid resistance
of spell save
of physical save
of strength
of dexterity
of magic
of constitution
of massacre
of arcane power
of burning
of freezing
of nature's blessing
of blight
of shock
of corrosion

Rings have a ton of egos, yet I totally ignore almost all of them for most of the game. The custom made jeweled rings and the artifact rings put all these to shame. How about combining the various elemental rings? Ring of fire = ring of fire resistance + ring of burning. Some other interesting combinations to make ego rings more competitive:

Brawler's ring = ring of strength + ring of defense
Titan's ring = ring of constitution + ring of physical save
Duelist's ring = ring of dexterity + ring of accuracy
Wizard's ring = ring of magic + ring of spell save

Note that these are all prefixes, which rings sorely lack. Without the potential for double egos, non-artifact rings are almost certainly vendor trash for most of the game.


ROBES
of fire resistance
of cold resistance
of acid resistance
of lightning resistance
of nature resistance
shimmering
slimy
of power

We need robe egos that are competitive with the other armor egos. Mages should want to wear robes.


SHIELDS
of fire resistance
of cold resistance
of acid resistance
of lightning resistance
of nature resistance
flaming
icy
acidic
shocking
of deflection
of resilience


The shield greater egos are quite weak compared to most greater egos. Either demote them to non-greater egos or buff them until they feel great.


STAVES
of might
of power
shimmering
magma
icy
acidic
crackling
naturalist
blighted
sunbathed
shadow
of wizardry

Let's see more greater egos for staves, including some prefixes.


MELEE WEAPONS

of accuracy
of massacre
of torment
phase
flaming
icy
acidic
shocking
poisonous
slime-covered
of rage
of corruption
elemental


Melee weapon egos feel pretty messy right now. Some specific problems:

'of massacre' is awful in the early game and godlike in the endgame because of the double scaling going on. Let's pull in the extremes some; instead of ranging from 9% to 33%, how about 15% to 20%? Even then, a 20% boost to physical damage in the endgame is going to make a voratun weapon of massacre hard to beat for even the best artifacts.

'of accuracy' is difficult to assess. Hit mechanics are quite opaque, so there's no good way to determine how accurate you are in game. I think your attack score has to fall into a rather narrow range relative to a monster's defense score in order for an accuracy boost to make a perceptible difference. I'd like to see something in the character sheet attack tooltip that says 'assuming an opponent with a defense of X (which is about average for a monster your level), you have a Y% chance of landing a blow.'

Phase weapons get ignored because there's no good way to see how much good armor penetration does you. Displaying an opponent's armor might help. Giving more information in the combat log about how much armor was ignored might also help. I think it might be nice to eliminate the armor penetration value on phase weapons altogether and simply make them totally ignore an opponent's armor. Fighters running shield wall need more unpleasant surprises anyway.


WIZARD HATS
of amplification
of the wilds
of magic
of willpower
of cunning
of telepathic range
of seeing
shimmering
of greater telepathy
arcanist's


As I said with helms earlier, 'of amplification' and 'of the wilds' feel too specialized. Let's also see some more prefixes and greater egos. ('of greater telepathy' is so rare that it might as well not even exist. Good egos that you find are better than incredible egos that you never find.)

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Re: Artifact & Ego ideas

#154 Post by Final Master »

First off, Sus, I love you, you are amazing. Thanks for devoting some much of your time to something like this.
Ammo
Ammo in particular I find to be very underwhelming because most of them are only effects that add minor amounts of elemental damage. If the damage for ammo scaled higher, much higher than that of other weapons, especially as they are a limited resource, then I would see them more useful. I would also remove the material name from dropped ammo, and instead just put it as foo arrow/shot of foo - and let the damage range be based on the launcher using it - if possible. Also, there drastically needs to be an ego that raises range, either on the launcher or ammo, but preferably both. Along with that, none of the greater ammo egos strike me as particularly ... greater than any other ego.
Amulet
I also agree that if there is some limiter on double ego amulets it should be removed - I see no double ego combination to be particularly powerful. Also, mastery amulets being changed in the way that Sus suggested would make them better overall - less useless drops/finds, and less clutter. It'll make it 'easier', but then again, mastery isn't all that great anyway. Also, Shielding/Grounding/Stabilizing/Insulating/Cleansing needs to scale with mlvl because static numbers are never fun. You just look for one that is applicable to your character, and sell the items with that ego that are higher in mlvl than the one you are using to make more money. If they scale, then it'll make mlvl matter with jewelry.
Armor
I don't understand nature res on armor, sorry. Also, all the On Melee damage [Hit] egos MUST be raised MUCH MUCH higher than currently, and then scale way better to make them desirable in the least. They aren't powerful effects to begin with, as they only trigger when you would normally take damage, so if they are to be desirable on their own, then they need to deal some seriously greater damage than they do now. Also, ya, there needs to be no duplicate egos like Solid and Impenetrable - just make them a single ego with a higher low end than Solid, and a slightly higher top end as Impenetrable - because Impenetrable itself is rather low as it is now anyway.
Belt
All belt egos need to be almost doubled in effect currently to make them even attempt to compete with any of the artifact belts. Slotted should be removed as it's no longer really applicable.
Boot
Rushing and Disengagement shouldn't be greater egos as they are simple duplication of necessary talents for the classes that would use the boots anyway. They can still be semi rare, but they don't need to be greater ego. Phase on the other hand is very helpful to everyone, and is rather useful at that - so it should remain greater ego. Uncanny Dodging needs to be raised by maybe 1.5x for it to ever be noticed, and should scale much higher with mlvl - especially as there are only 3 mlvls that they can be generated on. I also agree with Sus again, stealth - while useful to those with the tree and are actually investing in it, is far too narrow an ego for everyone to get. Now, if it granted Activate for Stealth tlvl 2 or so, then I can maybe see them being more useful.

Studded or something like that might be a good prefix ego - making movement talents have additional range -those being rush/disengage/ghoulish leap/ect - so that it isn't TOO narrow of an ego.
Launcher
I don't see dex increasing from using a launcher, and having speed/greater speed is not good either. Just make a 'of speed' and have it scale with mlvl - with a base of 1.2x decrease in attack speed.

of Distance or Tensioned would be good egos for launchers as well, to increase the range they can fire. They are very short distanced attacks and having a way to increase your range should be very highly desirable. It should be atleast 3 more tiles at mlvl 1 and should probably cap at doubling the current range of the launcher. As such, it'd be a good greater ego.
Cloak
Stealth for cloaks applies the same way as stealth for boots. The 2 dual stat increase egos need to be 2 base, and scale up to at least 5 based on mlvl. 2 is too little, and anything more than 7 is probably a bit too much. Oiled and Thick need to be base higher, minimally 10% and ranging up to about 18% based on mlvl. Finding oiled cloaks that grant 4% res does nothing for anyone. I would also argue for plush to be renamed to something else and it grant even higher armor values + some physical save bonus and be pushed to greater ego.
Digger

Lighted could be a good prefix ego that adds a light radius.
of Mining could generate a chance to turn the tile into a gem once dug
Glove
I agree completely that either the elemental gloves need to grant some elemental damage bonus & res, or elemental damage bonus + branding - in both cases, they need to be higher than they currently are. Iron Grip needs to scale with mlvl and should maybe start at 15% less at mlvl1 than it is now. Criticals I think should be taken out as it only adds %chance and that's pretty easy to come by. Might Criticals should be a greater ego as it is, but the % it adds should be raised much higher, and should effect all crits, not just physical. I'd double it's current effect at least, and make it end up being about double that at the cap of range.
Helm
Again, don't see how a helmet can great dexterity... Prismatic needs to be greater than 10% for both, and it should resist both equally. I'd have it be 15% base, and max out at about 30% as there are so very few ways to get light/darkness res, and it's such an important res to get late game. I also agree that the energy regen egos need to be either broadened or grouped so that they are not so niche, especially as they are rather rare. Greater Telepathy should be Telepathic and made a prefix, so that you can have Telepathic x of Telepathic Range. I would also like to see a helm with an ego like Echoing - one that increases the effects of all shout/cry/ect type talents, ALL of them.
Lite

A mapping light would be cool, and it'd be even better if it's a prefix. Something like Ethereal Eye that activates for Vision tlvl 2 with the tlvl scaling with mlvl - and I'd like it if it granted a bit of see invis and see stealth as well. Scorching needs to deal way more fire damage - I wouldn't mind if it did 50 fire damage and it did 10 fire damage to me when hit. After all, that's one hot fire. A 'Dark Light' ego that removes the light radius completely but grants a medium infra vision [sort of like wintertide but weaker] but activates for illimunate.
Ring
Brawler's ring = ring of strength + ring of defense
Titan's ring = ring of constitution + ring of physical save
Duelist's ring = ring of dexterity + ring of accuracy
Wizard's ring = ring of magic + ring of spell save
These are drastic improvements. You could also remove the see invis ego and instead make a Seeing prefix that grants see invis/see stealth and maybe a slight blind res/will save boost. The regeneration rings could instead be grouped to regen ALL energies that would be normally applicable to have a regeneration effect. An 'Enhanced' ego could be tacked on as a prefix to raise the effective mlvl of the ring by 1 so that they have some prefix that isn't too niche.
Robe
I'd like a 'Flowing' prefix that gave the robe a greater def value as all robes are rather trash. And, instead of the various single elemental resists, I could see a single 'of resistance' ego that grants about 4 random resists at about 10% min ending at about 15% as a greater ego. If they were removed, this would make robes have much fewer egos though... so maybe just keep them in and implement this as well.
Shield
I could see nature resist replaced by light resistance. Spiked as an ego would be nice, but not just +phys damage, instead, increase the dam_range of shield bashes. All on melee hit should be raised just like with armors as they suck hard. of deflection is good but should maybe grant some serious ranged def boost as well, like a 20+ boost.
Stave
The damage boosting egos I believe should be limited to a staff that deals that damage type - an icy staff of fire damage doesn't make any sense. Shimmering should grant more mana. A new prefix, called Runed - which increases the damage that the staff does [effectively it's a +phys power for staves ego]
Melee Weapons
Massacre should probably be scaled more like what Sus suggested than what it is currently. As of now, you either have a shit bonus, or a stupid high one. A tool tip for of accuracy is probably a bit messy but it wouldn't hurt at all to have it for attack in the character sheet. Phase should be a fractional removal of armor, but should start at removing 50% of armor and should scale up to being about 90% armor ignoring. That way some random number doesn't mean a whole lot, but a % is easier to gauge. I'd also like a diseased prefix ego to deal blight damage and chance to add the con disease like poisonous has a chance to poison. Icy I think should be changed to frost and deal cold instead of ice, as it's unfairly powerful when compared to the other core brands. I'd also like sharp/spiked egos to grant physcut damage type - or better yet add that to massacre ego.
Wizard Hat
See other applicable things as they all apply here as well. Also, I'd like to see something like +arcane damage/resist or activate for a Blastwave style effect that does arcane damage.

All and all, I think we don't need too many new egos, but add them in as more classes come so they have something unique to grab hold of. However, almost all current egos need a serious rework.

Again, thanks Sus.
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Grey
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Re: Artifact & Ego ideas

#155 Post by Grey »

Massacre should be changed to a flat +physpower to stop it being unbalancing.

All egos need to be changed to scale with material level. It's seriously stupid having a copper ring of lightning resistance being equal to a voratun ring.
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Re: Artifact & Ego ideas

#156 Post by Zonk »

I've mentioned the lack of greater ego rings in chat - is this intentional, as a way to push us into using gems and jewelers?
I'd certainly like some greater rings like say, of physical/mental power (+to appropriate stats and regens, maybe very light resists).
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Sirrocco
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Re: Artifact & Ego ideas

#157 Post by Sirrocco »

For belts - replacing slotted, why not have some egos that boost rune/infusion use.

Belt of Runic Recovery/Refreshed Infusions: cuts cooldown on all runes/infusions (depending) by half.
Belt of Runic Activation/Rapid Infusions: makes activation of non-free-action runes/infusions a free action (or cuts it to .1 speed or whatever) (this sounds powerful, but it's worth noting that this isn't even as good as a slotted belt was)
Belt of Runic Mastery/Mastered Infusions: greater ego - both of the above, and also boosts the power of infusions/runes by some relatively small number (so your wild infusions get a bit more damage resistance, your healing infusion heals for more, and so forth.)

eronarn
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Re: Artifact & Ego ideas

#158 Post by eronarn »

I think that the mastery amulets should be bumped to greater, but give a larger bonus (minimum of .2). Even a fairly specialized character is using stuff from several talent trees.

I like the idea of merging some of the weak egos to result in fewer, better ones. Then more egos of around that power level can be added.

Some ego ideas:

"spellsight" (lantern ego) - spell crit

"otherworldly" (lantern ego) - telepathy horror/eldritch

"venomous" (greater glove ego) - nature and acid damage on hit, nature and acid damage bonus, spit poison activated

"eldritch" (greater melee ego) - arcane damage, +spellpower, +spell crit, recover mana on strike

"of reaping" (greater melee ego) - blight damage, blight damage bonus, recovers ~1 vim when you hit something.

"manaweave" (greater robe ego) - +mana/turn, +mana capacity, manaflow.

marchewka
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Re: Artifact & Ego ideas

#159 Post by marchewka »

2 more artifacts, ment to be included in the boss-artifacts.lua file. Both with code snippets attached (untested, scribbled on a knee in a tram).

1# a length of pure lightning - a pumped up and randomized dragonbone staff with lightning type damage and activation for perfect strike. Ment to have a chance of appearing as a tempest quest guy drop.

Code: Select all

newEntity{ base = "BASE_STAFF",
	define_as = "LENGTH_OF_PURE_LIGHTNING", rarity=250,
	unided_name = "piece of lightning, shaped like a rod",
	name = "Length of Pure Lightning", unique=true, color=colors.CYAN,
	desc = [[A lightning bolt, frozen by a time-stopping spell, controlled by its wielder. Efficient both as a weapon and as a magic focus.]],
	require = { stat = { mag=40 }, { wil=40 }, },
	level_range = {40, 50},
	rarity = 200,
	cost = 75,
	combat = {
		dam = resolvers.rngavg(32,38),
		apr = resolvers.rngavg(3,10),
		physcrit = resolvers.rngavg(3,10),
            damtype = DamageType.LIGHTNING,
		dammod = {mag=1.0},
	},

	wielder = {
		combat_spellpower = resolvers.rngavg(7,20),
		combat_spellcrit = resolvers.rngavg(3,10),

            inc_damage={ [DamageType.LIGHTNING] = 15 },
	},

	max_power = 120, power_regen = 1,
	use_talent = { id = Talents.T_PERFECT_STRIKE, level=3, power = 65 },
}
2# a poisoned voratun needle - a weapon with close to nill base damage and big slime/poison add-on damage.
Ment as a random drop for the bandit lord (lost merchant quest)

Code: Select all

newEntity{ base = "BASE_KNIFE",
      define_as = "POISONED_VORATUN_NEEDLE", 
      unided_name = "voratun needle",
      name = "Poisoned Voratun Needle", unique=true, color=colors.GREEN,
	desc = [[A voratun sting, hollowd out to allow good distribution of poison to its target.]],
	level_range = {15, 30},
	require = { stat = { dex=32 }, },
      rarity = 250,
	cost = 50,
	material_level = 5,
	combat = {
		dam = resolvers.rngavg(2,6),
		apr = 10,
            atk = 10,
		physcrit = resolvers.rngavg(1,5),
		dammod = {dex=0.45,str=0.45},
		melee_project={
			[DamageType.SLIME] = resolvers.rngavg(15,25),
			[DamageType.POISON] = resolvers.rngavg(40,60),
	},
}

marchewka
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Re: Artifact & Ego ideas

#160 Post by marchewka »

And one more proposal for ego boots prefix:

Code: Select all

newEntity{
	name = "massive ", prefix=true, instant_resolve=true,
	level_range = {5, 40},
	rarity = 7,
	cost = 10,
	wielder = {
            knockback_immune = 0.1*resolvers.rngavg(1, 4),
            inc_stealth = -1*resolvers.rngavg(1, 10),
            inc_stats = { [Stats.STAT_CON] = resolvers.rngavg(1, 4), },
	},
}

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Re: Artifact & Ego ideas

#161 Post by Final Master »

If the changes to the code listed here - http://forums.te4.org/viewtopic.php?f=45&t=24116 have been made to the game, and the rest of the discussion found here - http://forums.te4.org/viewtopic.php?f=39&t=24099 are made, then I would appreciate these changes to Moon and Star.

Code: Select all

   -- The Twin blades Moon and Star
local activate_pair = function(moon, star, who)
   local DamageType = require "engine.DamageType"
   moon.paired = {}
   star.paired = {}

   -- The Moon knife's bonuses
   moon.paired._special1 = {who, "lite", who:addTemporaryValue("lite", 1)}
   moon.paired._special2 = {moon, "combat", moon:addTemporaryValue("combat", {melee_project={[DamageType.BLINDPHYSICAL]=2}})}
   moon.paired._special3 = {who, {"inc_damage", DamageType.DARKNESS}, who:addTemporaryValue({"inc_damage", DamageType.DARKNESS}, 10)}
   -- The Star knife's bonuses
   star.paired._special1 = {who, "lite", who:addTemporaryValue("lite", 1)}
   star.paired._special2 = {star, "combat", star:addTemporaryValue("combat", {melee_project={[DamageType.RANDOM_CONFUSION]=2}})}
   star.paired._special3 = {who, "inc_damage", who:addTemporaryValue("inc_damage", {[DamageType.LIGHT]=10}) }
   game.log("The two blades glow brightly as they are brought close together.")
end

local deactivate_pair = function(moon, star, who)
   -- Remove the paired bonusese
   for k, id in pairs(moon.paired) do
      id[1]:removeTemporaryValue(id[2], id[3])
   end
   for k, id in pairs(star.paired) do
      id[1]:removeTemporaryValue(id[2], id[3])
   end
   moon.paired = nil
   star.paired = nil
   game.log("The light from the two blades fades as they are separated.")
end

newEntity{ base = "BASE_KNIFE",
   unique = true,
   name = "Star",
   define_as = "STAR",
   unided_name = "jagged blade",
    desc = [[Legend tells of a blade, shining bright as a star. Forged from a material fallen from the skies, it glows.]],
   level_range = {20, 30},
   rarity = 200,
   require = { stat = { dex=20, cun=20 }, },
   cost = 300,
   material_level = 3,
   combat = {
      dam = 25,
      apr = 20,
      physcrit = 20,
      dammod = {dex=0.45,cun=0.45},
      melee_project={[DamageType.LIGHT] = 20},
   },
   wielder = {
      lite = 1,
      inc_damage={
         [DamageType.LIGHT] = 10,
      },
   },
   activate_pair = activate_pair,
   deactivate_pair = deactivate_pair,
   on_wear = function(self, who)
      -- Look for the Moon knife
      local o, item, inven_id = who:findInAllInventoriesBy("define_as", "MOON")
      if o and who:getInven(inven_id).worn then
         self.activate_pair(o, self, who)
      end
   end,
   on_takeoff = function(self, who)
      if self.paired then
         local o, item, inven_id = who:findInAllInventoriesBy("define_as", "MOON")
         if o and who:getInven(inven_id).worn then
            self.deactivate_pair(o, self, who)
         end
      end
   end,
}
Thanks DG if this happens and regardless, thanks yufra for all your help.
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darkgod
Master of Eyal
Posts: 10750
Joined: Wed Jul 24, 2002 9:26 pm
Location: Angolwen
Contact:

Re: Artifact & Ego ideas

#162 Post by darkgod »

Thanks for moon & star it's neat:)

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 ;)

darkgod
Master of Eyal
Posts: 10750
Joined: Wed Jul 24, 2002 9:26 pm
Location: Angolwen
Contact:

Re: Artifact & Ego ideas

#163 Post by darkgod »

Many new egos/greater egos are in too thanks to sus.
Randarts are now made from egos + random powers
[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 ;)

Duskheart
Cornac
Posts: 44
Joined: Fri Jan 14, 2011 6:13 pm

Re: Artifact & Ego ideas

#164 Post by Duskheart »

possibly "Origin" armor sets for classes, the armor of a famous whatever class. Basically boots, gloves, armor, and helm. Not much by themselves but the more you get and wear, the bigger the advantage. This way we actually feel the need to use the sher'tul storeroom. Store the crappy origin items until we get the set.

Sirrocco
Sher'Tul
Posts: 1059
Joined: Fri Apr 23, 2010 4:56 am

Re: Artifact & Ego ideas

#165 Post by Sirrocco »

I'd suggest that if you do include armor sets, you also include a bit of code to make them encourage themselves - ie, once you have one or two of a given set, getting the rest of that set becomes more likely (perhaps at the cost of items from other sets). That way, at the end of the game, you have two or three full or nearly full sets, rather than one or two items out of every set there is. You'd also be able to sell the items from sets you don't want in order to encourage the ones you do.

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