RFC - artifacts

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eggmceye
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Re: RFC - artifacts

Post by eggmceye »

those necklaces are very sensible suggestions, I might just add them in
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Re: RFC - artifacts

Post by LaughingCoyote »

Slightly off topic, but relevant to ring and necklace arties...

Can we have addy/diamond/venny, etc tints? Especially since we have rings and necklaces of attack.
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Re: RFC - artifacts

Post by Keighn »

Are we still brainstorming ideas for artifacts or is the subject closed?
Last edited by Keighn on Sun Jan 27, 2013 8:26 am, edited 1 time in total.
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Re: RFC - artifacts

Post by Keighn »

Some possible prefix ideas for random gen magical items: (before tints; ie. flaming longsword, flaming blackrock longsword, etc.)
FIRE:
1. Hot - inflicts extra 1-3 fire damage per hit 5% chance to cause burning (1 tic on the clock)
2. Burning - inflicts extra 1-6 fire damage per hit 10% chance to cause burning (1-2 tics on the clock)
3. Flaming - inflicts extra 2-12 fire damage per hit 15% chance to cause burning (1-3 tics on the clock)
4. Blazing - inflicts extra 3-15 fire damage per hit 20% chance to cause burning (1-4 tics on the clock)
5. Scorching - inflicts extra 5-20 fire damage per hit 25% chance to cause burning (1-5 tics on the clock)
**burning catches mob on fire inflicting 1-8 fire damage per tic)

COLD:
1. Cold - inflicts extra 1-3 cold damage per hit 5% chance to cause slowed (1 tic on the clock)
2. Frosty - inflicts extra 1-6 cold damage per hit 10% chance to cause slowed (1-2 tic on the clock)
3. Icy - inflicts extra 2-12 cold damage per hit 15% chance to cause slowed (1-3 tics on the clock)
4. Freezing - inflicts extra 3-15 cold damage per hit 20% chance to cause slowed (1-4 tics on the clock)
5. Frigid - inflict extra 5-20 cold damage per hit 25% chance to cause slowed (1-5 tics on the clock)
**slowed reduces movement speed and combat speed (casting & melee) by 50% for duration

LIGHTNING:
1. Electric - inflicts extra 1-3 lightning damge per hit 5% chance to cause stunning (1 tic on the clock)
2. Thundering - inflicts 1-6 lightning damage per hit 10% chance to cause stunning (1-2 tics on the clock)
3. Shocking - inflicts 2-12 lightning damage per hit 15% chance to cause stunning (1-3 tics on the clock)
4. Lightning - inflicts 3-15 lightning damage per hit 20% chance to cause stunning (1-4 tics on the clock)
5. Storming - inflicts 5-20 lightning damage per hit 25% chance to cause stunning (1-5 tics on the clock)
**stunning unable to cast spells, AS/DEF/DMG reduced by 50%

ACID:
1. Acrid - inflicts extra 1-3 acid damage per hit 5% chance to cause fear (1 tic on the clock)
2. Caustic - inflicts extra 1-6 acid damage per hit 10% chance to cause fear (1-2 tics on the clock)
3. Acidic - inflicts extra 2-12 acid damge per hit 15% chance to cause fear (1-3 tics on the clock)
4. Dissolving -inflicts extra 3-15 acid damage per hit 20% chance to cause fear (1-4 tics on the clock)
5. Corrosive - inflicts extra 5-20 acid damage per hit 25% chance to cause fear (1-5 tics on the clock)
**fear causes the creature to flee from you as far as is possible. Cornered creatures seek escape or cower in fear

POISON:
1. Noxious - 5% chance to poison target inflicting 1-3 damge per tic (1-5 tics on the clock)
2. Poisonous - 10% chance to poison target inflicting 1-6 damage per tic (6-10 tics on the clock)
3. Toxic - 15% chance to poison target inflicting 2-12 damage per tic (11-15 tics on the clock)
4. Septic - 20% chance to poison target inflicting 3-15 damage per tic (16-20 tics on the clock)
5. Lethal - 25% chance to poison target inflicting 5-20 damage per tic (21-25 tics on the clock)

DARK:
1. Dark - inflicts extra 1-3 shadow damage per hit 5% chance to cause blindness (1 tic on the clock)
2. Malevolent - inflicts extra 1-6 shadow damage per hit 10% chance to cause blindness (1-2 tics on the clock)
3. Sinful - inflicts extra 2-12 shadow damage per hit 15% chance to cause blindness (1-3 tics on the clock)
4. Evil - inflicts extra 3-15 shadow damage per hit 20% chance to cause blindness (1-4 tics on the clock)
5. Unholy - inflicts extra 5-20 shadow damage per hit 25% chance to cause blindness (1-5 tics on the clock)

LIGHT:
1. Hallowed - inflicts extra 1-3 divine damage per hit 5% chance to cause implosion (1 tic on the clock)
2. Blessed - inflicts extra 1-6 divine damge per hit 10% chance to cause implosion (1-2 tics on the clock)
3. Pure - inflicts extra 2-12 divine damage per hit 15% chance to cause implosion (1-3 tics on the clock)
4. Sanctified - inflicts extra 3-15 divine damage per hit 20% chance to cause implosion (1-4 tics on the clock)
5. Holy - inflicts extra 5-20 divine damage per hit 25% chance to cuase implosion (1-5 tics on the clock)
**implosion burns with a holy fire striking adjacent enemies for 1-6 damage per tic

I'll think up some names for suffixes and perhaps other prefixes. I can't promise they'll be too original. :/
Last edited by Keighn on Sun Jan 27, 2013 8:26 am, edited 1 time in total.
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Re: RFC - artifacts

Post by Keighn »

Odd Magic Prefix:
Conjurer - increases duration of spell effects by 10-25%
Mage - increases mana regeneration by 10-25%
Sorcerer - decreases spell point cost by 50%
Wizard - increases magic resistance by 5-10%
Archmage - All of the above

Strength: (Valor)
Minor Valor (+1-8 strength)
Lesser Valor (+5-15 strength)
Valor (+10-20 strength)
Greater Valor (+15-25 strength)
True Valor (+20-30 strength)
Divine Valor (+30-40 strength)

Dexterity: (Compassion)
Minor Compassion (+1-8 dexterity)
Lesser Compassion (+5-15 dexterity)
Compassion (+10-20 dexterity)
Greater Compassion (+15-25 dexterity)
True Compassion (+20-30 dexterity)
Divine Compassion (+30-40 dexterity)

Intelligence: (Honesty)
Minor Honesty (+1-8 intelligence)
Lesser Honesty (+5-15 intelligence)
Honesty (+10-20 intelligence)
Greater Honesty (+15-25 intelligence)
True Honesty (+20-30 intelligence)
Divine Honesty (+30-40 intelligence)

Strength + Dexterity: (Sacrifice)
Minor Sacrifice (+1-4 strength, +1-4 dexterity)
Lesser Sacrifice (+3-8 strength, +3-8 dexterity)
Sacrifice (+6-12 strength, +6-12 dexterity)
Greater Sacrifice (+9-16 strength, +9-16 dexterity)
True Sacrifice (+12-20 strength, +12-20 dexterity)
Divine Sacrifice (+15-25 strength, +15-25 dexterity)

Strength + Intelligence: (Honor)
Minor Honor (+1-4 strength, +1-4 intelligence)
Lesser Honor (+3-8 strength, +3-8 intelligence)
Honor (+6-12 strength, +6-12 intelligence)
Greater Honor (+9-16 strength, +9-16 intelligence)
True Honor (+12-20 strength, +12-20 intelligence)
Divine Honor (+15-25 strength, +15-25 intelligence)

Dexterity + Intelligence (Justice)
Minor Justice (+1-4 dexterity, +1-4 intelligence)
Lesser Justice (+3-8 dexterity, +3-8 intelligence)
Justice (+6-12 dexterity, +6-12 intelligence)
Greater Justice (+9-16 dexterity, +9-16 intelligence)
True Justice (+12-20 dexterity, +12-20 intelligence)
Divine Justice (+15-25 dexterity, +15-25 intelligence)

Strength + Dexterity + Intelligence: (Spirituality)
Minor Spirituality (+1-3 strength, +1-3 dexterity, +1-3 intelligence)
Lesser Spirituality (+2-5 strength, +2-5 dexterity, +2-5 intelligence)
Spirituality (+4-7 strength, +4-7 dexterity, +4-7 intelligence)
Greater Spirituality (+5-10 strength, +5-10 dexterity, +5-10 intelligence)
True Spirituality (+7-12 strength, +7-12 dexterity, +7-12 intelligence)
Divine Spirituality (+10-15 strength, +10-15 dexterity, +10-15 intelligence)

Defense + Magic Resistance: (Humility)
Minor Humility (+1 Def, +1 MR)
Lesser Humility (+2 Def, +2 MR)
Humility (+3 Def, +3 MR)
Greater Humility (+4 Def, +4 MR)
True Humility (+5 Def, +5 MR)
Divine Humility (+6 Def, +6 MR)
Exalted Humility (+7 Def, +7 MR)
Godly Humility (+8 Def, +8 MR)

Attack + Defense: (Courage)
Minor Courage (+1 AS/Dmg, +1 Def)
Lesser Courage (+2 AS/Dmg, +2 Def)
Courage (+3 AS/Dmg, +3 Def)
Greater Courage (+4 AS/Dmg, +4 Def)
True Courage (+5 AS/Dmg, +5 Def)
Divine Courage (+6 AS/Dmg, +6 Def)
Exalted Courage (+7 AS/Dmg, +7 Def)
Godly Courage (+8 AS/Dmg, +8 Def)

Attack + Magic Resistance: (Love)
Minor Love (+1 AS/Dmg, +1 MR)
Lesser Love (+2 AS/Dmg, +2 MR)
Love (+3 AS/Dmg, +3 MR)
Greater Love (+4 AS/Dmg, +4 MR)
True Love (+5 AS/Dmg, +5 MR)
Divine Love (+6 AS/Dmg, +6 MR)
Exalted Love (+7 AS/Dmg, +6 MR)
Godly Love (+8 AS/Dmg, +8 MR)

Attack + Magic Resistance + Defense: (Truth)
Minor Truth (+1 AS/Dmg, +1 MR, +1 Def)
Lesser Truth (+2 AS/Dmg, +2 MR, +2 Def)
Truth (+3 AS/Dmg, +3 MR, +3 Def)
Greater Truth (+4 AS/Dmg, +4 MR, +4 Def)
True Truth (+5 AS/Dmg, +5 MR, +5 Def)
Divine Truth (+6 AS/Dmg, +6 MR, +6 Def)
Exalted Truth (+7 AS/Dmg, +7 MR, +7 Def)
Godly Truth (+8 AS/Dmg, +8 MR, +8 Def)

Mana: (Sanctity)
Minor Sanctity (+10-30 Mana)
Lesser Sanctity (+40-60 Mana)
Sanctity (+70-90 Mana)
Greater Sanctity (+100-120 Mana)
True Sanctity (+130-150 Mana)
Divine Sanctity (+160-180 Mana)
Exalted Sanctity (+190-210 Mana)
Godly Sanctity (+220-250 Mana)

Hit Points: (Vitality)
Minor Vitality (+10-30 Hit Points)
Lesser Vitality (+40-60 Hit Points)
Vitality (+70-90 Hit Points)
Greater Vitality (+100-120 Hit Points)
True Vitality (+130-150 Hit Points)
Divine Vitality (+160-180 Hit Points)
Exalted Vitality (+190-210 Hit Points)
Godly Vitality (+220-250 Hit Points)

Extra Class %: (Versatility)
Minor Versatility (5-15% Class Skill)
Lesser Versatility (+10-20% Class Skill)
Versatility (+15-25% Class Skill)
Greater Versatility (+20-30% Class Skill)
True Versatility (+25-35% Class Skill
Divine Versatility (+30-40% Class Skill)
Exalted Versatility (+35-35% Class Skill)
Godly Versatility (+40-50% Class Skill)
Last edited by Keighn on Sun Jan 27, 2013 8:26 am, edited 3 times in total.
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Re: RFC - artifacts

Post by Keighn »

Something I worked over in theory since many people don't like current enchants: (Note: I do not know exactly how enchants are set up as far as intelligence rating goes)
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Last edited by Keighn on Sun Jun 26, 2011 9:13 am, edited 1 time in total.
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Re: RFC - artifacts

Post by Keighn »

Holy Avenger
+7 AS/Dmg
AXC (turn)
AKX (banish)
{respective int of weapon 2,000 for purpose of spells}
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Re: RFC - artifacts

Post by Keighn »

Hellslave wrote:New band arty - "xp band" (or whatever the hell you want to name it). Gives +10 str, dex and int, +5 def and +5% xp (i.e. a wearable slot that is a permanent dragon ration). Would make people think a little more about the rings they wear instead of "need 2 [my class]bands!". The lack of an MR buff would make it a pretty difficult choice IMO
Grunk wrote:Sounds like a reasonable idea. Except maybe 15 int/str/dex
Yeah I'm inclined that the 15 would be a bit better.

Otherwords for ring but not necessarily for the finger: loop, hoop, band, circle, ringlet, circlet, annulus, grommet, eyelet, quoit, noose, cincture, belt, girdle, cestus or cestos, border, halo, aureole, nimbus, corona, cuff, collar, necklace, neckband, bandeau, fillet, bracelet, armlet, torque or torc.

Let's stick with band or ring for now. Maybe Band of Gainful Experience or Zing Ring.
Last edited by Keighn on Sun Jan 27, 2013 8:26 am, edited 1 time in total.
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Re: RFC - artifacts

Post by Grunkk »

*Cough* earring *Cough*
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Re: RFC - artifacts

Post by Keighn »

Pity it wouldn't go on your ear. I supppose if that did happen every player would be sporting one though. Earring might be more fitting for a ring that detects traps and monsters + NV. Aka, dwarf vision, win Jux, NV+5. A stealthy covert op ring for the enterprising rogue.
Last edited by Keighn on Sun Jan 27, 2013 8:25 am, edited 1 time in total.
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Re: RFC - artifacts

Post by Akyla »

I tihnk it might be a very simple thing to just add one more stat that doesn't exist on any equipment elsewhere...

IE arty of weapon... +20 stat, +7 as, +10 elec dmg
or
arty of armor... +20 stat, +5 def, -15% elec dmg

Since items don't exist anywhere in game atm that give these status effects, why not add them on to artifacts? At least make them original in some aspect. Rioght now they just do mediocre combination enhancements, and most of the enhancements don't mesh very well together at all.
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Re: RFC - artifacts

Post by Rufio »

I like the tiers of enchants, that's sick, i've thought about that before and it would be nice if my level 35 fighter could use an xj weapon when he needs it rather than when they don't matter later in the game. Idea is sweet xD
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Re: RFC - artifacts

Post by Grunkk »

Tower shield arti - +5 Defense, whenever character is damaged while using the shield, he/she gets a +15% Defense buff.. or... whenever the shield blocks a hit, the character is healed 1% of his/her max HP.
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Re: RFC - artifacts

Post by Keighn »

Le bump upon some interest from pd play.

Edit -- I did notice in my small spreadsheet I put Artifacts and that should have read "enchants" for tiered enchants.
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Re: RFC - artifacts

Post by Keighn »

First Blood (one of the few weapons developed by the Blood Lords for their ranged Blood Rogues)

First Blood:
Longbow
+7 AS/Dmg
+20 Dex
Flam Grav, VF spells attached.

Stinger (developed by a lost bee race) Made from the venomous bones and barbed stingers of this race of sea horses collected from the nixies. The spines of the sea horse mane often need to be pulled by the nixies. In days of old they'd let the barbs dry on rocks and mold them into throwing javelins. Very few use that practice these days since the great cataclysm)
Short Bow
+7 AS/Dmg
+20 Dex
AMT (power word pain attached)
(dual tint barbed/venomous) (never found in another tint)
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Re: RFC - artifacts

Post by brentoboy »

+1 to the idea that arties ought to grow with you, bonuses that increase as your level increases is a very good idea.

If you want arties to really be cooler than other items, you could give them qualities that you cant get from other items. Sort of like dragonscale boots are today. Those are the only way to avoid damage from lava, so there are high level characters using them even if they aren't as "good" as other options that are available to them.

A ring of infravision (granting dwarf sight to non-dwarves) would be valuable no matter what level you were at.

A necklace of trap detection (granting the gnome's ability to always recognize a trap)

A cloak that protects you from the reveal spell.

gloves that can reach things that are out of reach.

Leggings that add +50 to your max load.

+XP% (already brought up)

shield of protection from lighting or fire or ice

gloves of dual wield

Armor arties that add weapon tints or AS bonuses. Imagine an armor that adds vampy +3 to whatever weapon you already have.

Boots of haste ... always walk at brown potion speed.

orb of second chances (any hit that would have killed you knocks you down to 1 HP instead, and breaks the orb)

boots of blinking (grants IP spell to a non mage)

Helm of clone-resistance

my point is, there are two ways to accomplish making items cool. 1) is to give them high enough stats that they simply outperform other items, thus making them all around more productive than other items when doing the same basic thing. 2) is to make the item do something unique enough (and useful enough in its own right) that its worth giving up a more "productive" item in order to get the exotic effect offered by the item.

rareness isn't what makes things desirable. it only makes things that are already desirable more valuable. If a thing is not desirable, it doesn't matter how rare (or common) it is.

I personally would focus on making arties do things that you cant get from any other item. rather than trying to give them "normal" bonuses that compete with other items on the same playing field.
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Re: RFC - artifacts

Post by MoonGoat »

brentoboy wrote: Boots of haste ... always walk at brown potion speed.
There is an arty now actually: Boots of blinding speed. Lets you walk at max speed but you are also blind while wearing them. Totally useless, but one of the coolest artys there is.
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Re: RFC - artifacts

Post by eggmceye »

want to add a bunch of new offhand arties, and might steal some of those ideas, tho I think a lot are OP
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Re: RFC - artifacts

Post by Keighn »

Incense of Meditation:
+30 Meditation skill
+15 Vigour
Spell points regeneration and life regeneration Triple while meditating

Incense of Obsession:
+5 AS
+20 STR
All mobs attack the wielder over anyone else in a radius (about the same radius as a battleroar but without all the roaring)

Rabbit's Foot:
Increased chance of gold and item drops
+5-10% to all skills

Disc of Defiance (Small shield) (was thinking of naming it Opposition but I'm a tad bad at naming stuff)
+4 Def
+health
blocking results in KXQ (clone) going off on mob that attacked (or perhaps 10-25% of the time when blocking or standard spell triggering as per weapons)

Defender (Tower Shield)
+10 Def
+5 MR
10-25% damage reduction (as per tactics skill)

Crystal Skull (crystal) (skull?) [*Note Seph has an alt that looks like a crystal skull running around on pd.. NO you don't get to fondle Crystal Seph the skull]
+15 int
+15 Str
+15 Dex
+5 AS
+5 Def
+5% Elemental resistances (paralysis, cloning, vampyric, electric, fire, cold, poison)

Stoneward (rune)
AEP resistance+50%
+5 MR
+10 def

Obsidian Razor (rune)
+5 AS
+ 20 Str
Attacks are considered Barbed attack

Blight Fist (rune)
+5 AS
+ 20 Dex
Attacks are considered diseased/poisonous

Frost Coil(rune)
+50% cold resistance
+5 MR
% attacks trigger (aep, frost wind, aspect of frost - similar to how fellblad randomly triggers spells)

Igneous Seal (rune)
+50% fire resistance
+5 MR
% attacks trigger (Flam Grav, Vas Flam, In Flam Hur - similar to how fellblade randomly triggers spells)

Thunder Crest (rune)
+50% Electric resistance
+5 MR
% attacks trigger (Og, VOG, bloodbolt - similar to how fellblade randomly triggers spells)

Iron Flask
Can be used to trap a creature. When used again trapped creature is on your side for a limited time before disappearing. Cannot be used on bosses.

Ruby Rod of Valor:
+30 Str
+5 AS
+5 Def

Sappire Rod of Honesty
+30 Int
+5 AS
+15 Vig

Topaz Rod of Compassion
+30 Dex
+5 AS
+5 Def

Fire Opal Rod of Sacrifice:
+25 Strength
+25 Dexterity
+5 AS
+5 Def

Emerald Rod Justice:
+25 Dexterity
+25 Intelligence
+5 AS
+5 Def

Amethyst Rod of Honor:
+25 Strength
+25 Intelligence
+5 AS
+5 Def

Diamond Rod Spirituality:
+20 Strength
+20 Dexterity
+20 Intelligence
+5 AS
+5 Def

Onyx Rod of Humility
+Mana
+Life
+Regeneration
+20 Vig

Crystal Rod of Sagacity:
+20 Vig
+Mana
+30 Int
+Leeching (allows you to leech mana)

Bone Rod of Vitality
+Life
+Regeneration
+30 Strength
+Vampyric (allows you to vampyric as per weapon)

Glass Rod of Versitality:
+25% to Class Cap
+25% to All Skills
+10% to All Resistances
+3 MR

Orb of Dragonkind (Red)
+50% Fire Resistance
+5 MR
Use (summon red Dragon)

Orb of Dragonkind (White)
+50% Cold Resistance
+5 MR
Use (summon white dragon)

Orb of Dragonkind (Blue)
+50% Lightning Resistance
+5 MR
Use (Summon Blue Dragon)

Orb of Dragonkind (Green)
+50% Poison Resistance
+5 MR
Use (Summon Green Dragon)

Orb of Dragonkind (Black)
25% Damage Resistance (like tactics)
+5 MR
Use (summon Black Dragon)

Orb of Dragonkind (Shadow)
+50 Paralysis Resistance
+5 MR
Use (Summon Shadow Drake - New mob must be made which shouldn't be a problem)
shadow_drake
hp: 730
AC: 30
AS: 37
dmg: 7d7
Int: 900
MR: 450
xp: 730
Spells: og2:wq
Sight: 5
Speed: 400
Morale: 20
Flying: y

Orb of Dragonkind (Blood)
+50% Vampyric Resistance
+5 MR
Use (Summon Blood Drake)

Master Dragon Orb
+30% All Resistances
+5 MR
Use (Summons Random Dragon as per other orbs)

That's it for now. Sorry for no real creative names. These obviously need to be tweaked but I didn't want to piss off playerbase for wimpy stuff nor make way too "over the top" powered items.
Last edited by Keighn on Sat Mar 02, 2013 6:23 am, edited 1 time in total.
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Re: RFC - artifacts

Post by Keighn »

Dwarven Glory (Peer Gem):
Unlimited uses (as per peer gem)
Grants Dwarven sight
Grants True Seeing

Egg of Desire (egg):
Increase gold finds by 50%
Doubles the # of reagents found or dug up
Doubles Fish while fishing
Doubles Ore dug
Doubles Logs cut

Egg of Reason (egg):
10% chance Monsters struck will be charmed
10% chance monster striking will be charmed

Egg of Shattering (egg):
Random chance egg will explode as per Flam Grav affecting all mobs around you.
or It could be a constructable item that is thrown and does that via enchanting.

Egg of Wonder (egg):
5-10 Random Creatures Summoned (could be anything) Netural or hostile or even friendly

Bone Rod of Terror:
Creature struck flees as per rotten egg or fountain effect
Mob also Suffers -50% MR, Int, AS, DMG (as per cleave/disarm/mana cleave effect)

Gem of Brightness(Brilliance): (Gold)
+10 Nightvision

Crystal Ball (portable in offhand) (crystal) works like a crystal ball
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