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Thread: Adom 1.2 Artifact suggestions for the Creator (now that dozens are needed)

  1. #41
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    Pick axes can be equipped in the tool slot, as can herbs, so I presume there is a general flag on items to allow this. A wand of wonder with unlimited charges is not very powerful - think about it properly, there's still the PP cost, and you have no idea of what will be cast. There are recorded deaths from wand of wonder use. If anything it's too useless - mostly I'm suggesting it as a fun low level item that book-casting mindcrafters might get some use from. The two potions suggested are one-use only, for whatever use you employ (I'll edit to make clear).

    You honestly think I wouldn't follow my own advice? :P
    Platinum Edition ADOMer
    http://gamesofgrey.com - check out my roguelikes!

  2. #42
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    Quote Originally Posted by Grey View Post
    You honestly think I wouldn't follow my own advice? :P
    It's possible the number of corruptions you have sustained over the years finally has gotten the best of you and your now evil Grey...We just never know when you post.

  3. #43
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    Ebony two-handed shield "The Wall" [+20, +10] (750s)

    It modifies Willpower attribute by +5.
    It modifies Toughness attribute by +3.
    It grants stun resistance.


    Dusty tome "Tome of Chaos Lore"

    Reading this book has a 20% chance to give a new skill / 80% chance of increasing existing skill by 4d5 points.
    Reading this book corrupts (2000 CP / 500 CP)
    Reading this book increases Learning attribute by 1 / (1d4 - 3).


    Shadowy bow "The Black Widow" (+10, +5)

    It is a permanently poisoned item (for arrows). //Dunno if this is hard to implement

    Sapphire chain-whip "Winter's Grasp"
    When used in melee combat it grants a +5 bonus to-hit and causes 3d5 points of damage.

    It grants cold immunity.
    It is a demon-slayer.
    It modifies Toughness attribute by +3.

    Ruby dagger "Summerstrike"
    When used in melee combat it grants a +5 bonus to-hit and causes 5d3 points of damage

    It grants fire immunity.
    It is an undead-slayer.
    It modifies Dexterity attribute by +3.

    Equip together for +10 damage on both.
    I like my women like my ADOM loot - hunted as treasure and in extra quantity.

  4. #44
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    (Run Covered?) Cloak of the Elements

    [+2,+5]
    When worn:
    Protects inventory from all water damage
    Protects inventory from all fire damage
    Protects inventory from being destroyed (Falling doors, rune explosions, spells, dragon breaths, etc.)
    (Could also grant resistances)

    An alternative would be to make it a blanket so it wouldn't have the pv/dv but would still be pretty nice.

  5. #45
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    Here's an idea - how about having a race-specific artifact for each race, guaranteed to show up somewhere, but with the location being random across all dungeons (perhaps guarded by an appropriate guardian monster for that race)?

    To get ideas rolling, here's two such artifacts:

    For trolls:
    Club of leadership "Ki'tilop" (+5, 5d6+4) [-1,+2] {Ch+5} (+5 Speed)

    Weight: 120s

    It modifies your charisma attribute by +5.
    It is a humanoid slayer.
    It grants stun resistance.
    It grants resistance to paralyzation.
    It increases your luck.


    For dark elves:
    Crossbow of the spider's lair (+10,+10) {Dx+5} (+5 Speed)

    Weight: 100s

    It modifies your dexterity attribute by +5.
    It grants resistance to poison.
    It infuses quarrels with poison.
    It is an insect slayer.
    It grants petrification resistance.
    It increases your luck.


    As I see it, a few things should be constant across these race-specific artifacts. They should have +5 Speed. They should increase luck. They should not be designed to compensate for important weaknesses in attribute distribution. They should thematically associate with the race (dark elves are related to spiders, so I went with that theme. Trolls and clubs are a natural pairing, too). They should grant two resistances of some sort. If a weapon, they should have one slaying property (non-weapons may have alternatives). But then, that's just MY idea for race-specific artifacts. I'm sure others have different (probably better) ideas.

  6. #46
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    Hey, long time adomist (since 2000 or something, oh god) and forum lurker, first time poster. Here are some suggestions I came up with. Some of them are mainly jokes but I figured that when creating 40+ new artifact you really need also bad ones to balance it out.

    Silver knife ”Slice of Life” (+3, 3d4+6)
    It is an undead slayer
    Changes your alignment towards lawful
    When dual-wielded with the Touch of Death you gain +10 to-hit and +10 to damage

    Obsidian knife ”Touch of Death” (+3, 3d4+6)
    It is a humanoid slayer
    Changes your alignment towards chaotic
    When dual-wielded with the Slice of Life you gain +10 to-hit and +10 to damage
    The point is that separately they are ok weapons but together they form a kind of light version of Needle and Sting and the alignment effects cancel each others out.

    Ancient horned helmet ”The Raging Bull” [+0,+5] (To+2)
    Paralyzation and Stunning resistance
    Can be worn while true berserking (or maybe also forces you to berserk?)
    Maybe as an additional crowning gift for barbarians.

    Shining hatchet ”The Dull Boy” (+6, 3d6+6)
    Slays women and children (or maybe just humanoids in general )
    Kicking doors down is more efficient (funny, but don't know if possible)
    Alignment changes towards chaotic (or alternatively forces you to berserk)
    For chaos knight and/or barbarians

    Used leather bullwhip ”Raider's Friend” (+0, 1d30) (Le+2) (Ch+2)
    Ability to see invisible things.
    Death ray resistace.
    Grants good luck.

    Spiked gauntlets ”The Maulers” [+0,+3] (+5 damage to unarmed combat)
    Causes bleeding wounds.
    For beastfighters.

    Fine leather glove(s) ”The Challenger” [+2, +2] (Ch+2) (Wi+2)
    For duelists' face slapping.

    Bone hand crossbow ”The Devil's Tongue” (+10 to-hit)
    Slays lawful creatures.
    There are no artifact hand crossbows yet, maybe for chaos knights.

    Finally, ADOM has useless artifact arrows and quarrels but not a useless sling bullet, so..
    scratched iron sling bullet ”The Magic Bullet” (+10, 10d5)
    Humanoid slayer
    Increased chance for criticals
    Can hit multiple targets (like the archer special power)

  7. #47
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    Quote Originally Posted by grobblewobble View Post
    I think these were very good points and worth keeping in mind.. please keep these in mind.

    Wands that can be equipped in the tool slot are a completely new mechanic, and not sure what it adds to gameplay. Wands with unlimited charges are VERY powerful, stronger than anything that currently exists in the game (except wizards, maybe). Anything that is reusable and damages chaotic monsters is very strong, because more than 50% of all monsters and more than 90% of boss monsters are chaotic. Anything that is reusable and blesses items is already very strong without further additions.
    My wand isn't THAT overpowered. I mean, if it's overpowered, then so are teleport spellbooks, which do the same thing without the downsides, and are much more common, wishable, etc.
    Hoping to win with every class, doomed. Archer, Barbarian, Bard, Beastfighter, Druid, Elementalist, Farmer, Fighter, Monk, and ULE Priest down.

  8. #48
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    Quote Originally Posted by wzq View Post
    Shining hatchet ”The Dull Boy” (+6, 3d6+6)
    Slays women and children (or maybe just humanoids in general )
    Kicking doors down is more efficient (funny, but don't know if possible)
    Alignment changes towards chaotic (or alternatively forces you to berserk)
    For chaos knight and/or barbarians
    My, the prefix makes it just perfect. Can we have "cancels cold resistance" as an effect?
    I like my women like my ADOM loot - hunted as treasure and in extra quantity.

  9. #49

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    Here's an idea for an artifact potion:

    virile potion "Rolf's Sweat" (20s)
    When drunk, all of your attributes are increased by 5 (regardless of B/U/C status), then it disappears. It also gives 500 points of satiation and heals you by MAXHP/3 (or fully heals you if MAXHP-MAXHP/3< current HP) when drunk. Throwing or using it does nothing. If drunk when at (or very near to) full health, it will increase your maximum HP by some- the same way that drinking a blessed potion of extra healing when at full health will do that.
    ----------
    You spend some time with Skriek, the cloaked ratling, who seems to enjoy your company. The sky is now very clear. The sun burns down on you.
    You talk to Skriek, the cloaked ratling.
    "Yer alternatives are locked, wisehead!" Skriek, the cloaked ratling, misses you. Skriek, the cloaked ratling, misses you. Skriek, the cloaked ratling punches through your armor and hits you.

  10. #50
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    Quote Originally Posted by 9876098 View Post
    "Rolf's Sweat" (20s)

    ... that's kind of nasty :P

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