Making Chronomantic Harness more viable

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edge2054
Retired Ninja
Posts: 3756
Joined: Fri May 28, 2010 4:38 pm

Making Chronomantic Harness more viable

#1 Post by edge2054 »

I've found this on two high level wyrmics and didn't use it either time.

The biggest problem is that it's leather. Wyrmics have enough generic points that they'll probably put a few in armor training. Because the harness is leather you'll lose out on the crit reduction and armor bonus from armor training by wearing it.

Additionally it could use some elemental resists and perhaps some stun and blind immunity (since these better fit the draconic aspect of the item then poison immunity).

Something like this I could see using on a wyrmic ;) (Maybe drop the luck if it's to powerful like this)

Code: Select all

newEntity{ base = "BASE_HEAVY_ARMOR",
	power_source = {nature=true},
	define_as = "CHROMATIC_HARNESS", rarity=false, image = "object/artifact/armor_chromatic_harness.png",
	name = "Chromatic Harness", unique=true,
	unided_name = "multi-hued scale-mail armour", color=colors.VIOLET,
	desc = [[This dragon scale harness shines with multiple colors, quickly shifting through them in a seemingly chaotic manner.]],
	level_range = {40, 50},
	rarity = 280,
	cost = 500,
	material_level = 5,
	wielder = {
		talent_cd_reduction={[Talents.T_ICE_BREATH]=3, [Talents.T_FIRE_BREATH]=3, [Talents.T_SAND_BREATH]=3, [Talents.T_LIGHTNING_BREATH]=3,},
		inc_stats = { [Stats.STAT_WIL] = 6, [Stats.STAT_CUN] = 4, [Stats.STAT_STR] = 6, [Stats.STAT_LCK] = 10, },
		blind_immune = 0.5,
		stun_immune = 0.5,
		knockback_immune = 1,
		esp = { dragon = 1 },
		combat_def = 10,
		combat_armor = 14,
		fatigue = 16,
		resists = {
			[DamageType.COLD] = 20,
			[DamageType.LIGHTNING] = 20,
			[DamageType.FIRE] = 20,
			[DamageType.PHYSICAL] = 20,
		},
	},
}

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

Re: Making Chronomantic Harness more viable

#2 Post by Zonk »

'Chronomantic'? :wink: Sorry, had to point that out - guess that happens when you work on Chronomancers :)

As for Wyrmics and armor - not an expert, but I usually tried to max Armor Training as one(combined with Icy Skin, that worked pretty well).

It does look pretty powerful, although I suspect the +Cun isn't very useful to wyrmics themselves. And +luck doesn't seem very thematic, to me -unless you're going with multi hued=rainbows=luck...seems a bit of a stretch.

Perhaps +% elemental damage or some Wyrmic masteries?
ToME online profile: http://te4.org/users/zonk
Addons (most likely obsolete): Wights, Trolls, Starting prodigy, Alternate save/resistance system

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

Re: Making Chronomantic Harness more viable

#3 Post by Frumple »

Any thoughts on expanding its theme out a bit to fit it into the Ureslak fluff? We could have a three piece set :D

Flip out the physical for acid/darkness res, add some arcane vuln. Keep the breath reduction and the stat boost, have the full set null out the arcane vuln and do... other junk. I'unno, would have to think more, heh.

edge2054
Retired Ninja
Posts: 3756
Joined: Fri May 28, 2010 4:38 pm

Re: Making Chronomantic Harness more viable

#4 Post by edge2054 »

The +luck and cunning where already there (cunning affects mindpower so is semi-important to AM wyrmics, no idea why it had luck). I replaced the dex with strength (better fit for wyrmics).

And yeah, thread title fails. *shrugs*

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