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

  1. #201
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    Quote Originally Posted by _Ln_ View Post
    Black silk lash "Torpor" (+11, 11d2+7) [+7, +0] (7s)
    Black silk with that much damage? More probably nylon

    What about
    Spiny whip "the Manticord" (+0, 7d3 + 3) (15s) (one-handed)
    It inflicts 2d5 (bonus) acid damage on hit
    It grants acid immunity
    It has a chance to paralyze opponents (say, 15%)
    It is an artifact

    Scathing scourge "The slave's master" {Ch - 99} (+19, 1d19 - 1) (19s) (one-handed)
    It causes nearby NPC's to flee (like unholy aura)
    It is permanently cursed
    It decreases the energy cost of attacking by 40% when wielded
    It (always) inflicts bleeding wounds on succesful hits

    (another take on dual-wielding whips, maybe...)


    hefty wet towel Hitchhiker's Hope {Ch + 7} (+7, 1d7+7) (7s) [+7, +0] (2-handed whip)
    When unequipped or dropped, it is destroyed
    Upon entering D:50, if it is not equipped, it is destroyed
    When equipped while entering the chaos gate, an alternative ending is triggered: the chaos in the chaos realm triggers the chance of a spaceship flying by, and the character is taken on an interstellar journey. If lawful, the aliens eliminate Andor Drakon before leaving. If neutral, the gate is eliminated instead. If chaotic, Andor Drakon joins the party.
    Last edited by Moeba; 10-19-2014 at 11:29 PM.

  2. #202
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    Intricate wooden staff "Nature's Breath" (50s) [+4, +4] (+0, 2d18)

    Grants poison resistance.
    Grants sleep resistance.
    Grants paralyzation resistance.
    Grants sickness resistance.

    Deals no damage to animals and plants.
    Is a construct slayer.

    When 'u'sed, it creates a herb bush at the PC spot and drains 5 max hp. Doing so is a minor lawful action.

    Also, perhaps we should finally sticky this thread?
    I like my women like my ADOM loot - hunted as treasure and in extra quantity.

  3. #203
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    Ordinary looking sword "Path of the Full Retard" (10s) [-5, -5] (+0, 1d49)

    It is a 2-handed weapon.
    It never misses.
    It is auto-cursing.
    Weilding it causes you to go shift tactics to berserk occasionally.
    Grants you true berserking.
    It has a high chance of scoring critical hits on enemies.
    Has a 5% chance to instantly kill the monster. (doing so yeilds the message "You go full retard on the --foo-- <...> and kill him/her/it")
    Grants confusion resistance.
    Grants stun resistance.

    Crowning gift for Barbarians, Assassins and Chaos Knights.
    Last edited by divij; 11-17-2014 at 04:01 PM.

  4. #204
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    Blackened skull wand "Necrosis Covenant" (66s)

    When zapped:
    Casts death rays (finite charges; can be recharged like other wands or wrenched for a 6% chance of casting and NOT destroyed after doing that).
    Zapping it corrupts the user (roughly twice the amount received during porc dipping and spilling some on your hands; corrupts even when wrenched unsuccessfully).

    When 'u'sed:
    Consumes 2 charges instead of one. Does nothing if it has less that 2 charges.
    It has the ability to kill all living creatures in view range that don't have death ray resistance.
    Consumes 3000 energy points.
    Drains 1d6+66 power points and health points per use, corrupts the user.

    Message when used :
    You hold the wand above your head and after a moment it begins to absorb light from your surroundings!
    Black, tentacle-like rays creep around you and what appears to be ethereal glowing skulls, rip apart the souls of living beings in your vicinity!
    You feel corrupted!

    Needless to say, the PC requires death ray resistance to use that and survive

    Yes, this thread should definitely be sticky-ed.
    "Hell is empty and all the devils are here."

  5. #205
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    In case it hasn't been suggested yet (not going to read umpteen pages right now) some artifact rapiers for duelists would be great.

    More daggers would be great too. Is there more than one artifact bracers?

  6. #206
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    No artifact bracers other than bracers of war.
    Now that I think about it, I just had an idea related to an item from another great game - Heroes of Might and Magic 3.
    Namely, shackles of war. They prevent enemy from fleeing and could be used for much the same purpose in ADoM - prevent bleeding, panicking, blind raging etc enemies from running away.
    Though on the other hand that is not always a desirable behavior and it would also prevent the PC from disengaging from combat (that's how the shackles are supposed to work, one party has to die or they can't go anywhere).
    I'm sure plenty of other extra bonuses would make the item worthwhile.
    "Hell is empty and all the devils are here."

  7. #207
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    Quote Originally Posted by Blasphemous View Post
    No artifact bracers other than bracers of war.
    Now that I think about it, I just had an idea related to an item from another great game - Heroes of Might and Magic 3.
    Namely, shackles of war. They prevent enemy from fleeing and could be used for much the same purpose in ADoM - prevent bleeding, panicking, blind raging etc enemies from running away.
    Though on the other hand that is not always a desirable behavior and it would also prevent the PC from disengaging from combat (that's how the shackles are supposed to work, one party has to die or they can't go anywhere).
    I'm sure plenty of other extra bonuses would make the item worthwhile.
    Off topic, but that's such a brilliant turn based strategy game, for me nothing has eclipsed it, before or after. Especially with Shadow Of Death expansion. Without those shackles, replaying battles trying to trick the enemy AI into staying one more round so I could kill all his units and get all his artifacts.

  8. #208
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    Runed pendant "Crimson of Blood" (3s) [+0, +3] (red amulet)
    Fully stops PP regeneration (natural).
    Grants +10% max HP bonus.
    Causes your wounds to regenerate.
    Doubles HP gains from natural regeneration (as Bards' cl power).
    Allows tactics to be set only to Berserk, Very Aggressive, Aggressive.
    Grants +5 melee damage bonus.
    Grants +2 St, +2 To bonus.

    Runed ring "Azure of Thought" (2s) (blue ring)
    Fully stops HP regeneration (natural and through worn items).
    Grants +20% max PP bonus.
    Grants a source of PP regeneration (1/turn).
    Doubles gains from natural PP regeneration (as Bards' cl power).
    Grants +2 Wi, +2 Ma bonus.

    Runed cloak "Ash of the Shadow" [+7, +0] (30s) (unId - gray cloak) (the name can really see some work, my poetic strike ended in the middle)
    Halves HP regeneration (as disease corruption)
    Halves PP regeneration (similar effect)
    Makes you invisible.
    Grants +20 speed bonus.
    Forces you to set tactics only to Defensive, Very Defensive, Coward.
    Gives +3 missile damage.
    Grants +2 Dx, +2 Pe bonus.

    Wearing ring and pendant together disables HP and PP regen penalties and increased natural HP and PP regen bonuses (extra 1/turn PP and HP regen still work).

    Wearing ring and the cloak together disables cloak PP regen penalties outright.

    Wearing pendant and the cloak together disables cloak HP regen penalties outright and forces the PC to be on Normal tactics.

    Wearing all three removes all penalties and grants a further +3 to St, To, Wi, Ma, Dx and Pe; it also grants luck and makes fate smile on the PC.
    I like my women like my ADOM loot - hunted as treasure and in extra quantity.

  9. #209
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    How about some artifact food items?

    Artifact iron ration "The Pie".
    When thrown does 3d14+15 damage (but can go lost like non-artifact ammunition).
    When eaten grants a random immunity that the PC did not already have (same as a crowning).

    Artifact fortune cookie "The cookie of fortune".
    Showers the PC with (hp x 500 gold), reducing him to 1HP.
    Last edited by Manu; 02-21-2015 at 10:59 PM.

  10. #210
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    Silk-covered staff "The Shaft of the Standard-bearer" (-5, 2d15+15) [-6, +2] {Ch+25} {To+15} {-20 speed} (440s)

    Cannot be thrown.
    It is a humanoid slayer.
    It is a dragon slayer.
    It grants regeneration.
    Base action cost: 1250. (including movement)
    It grants resistance to stunning.
    It grants resistance to confusion.
    It grants resistance to sleep.
    This item decreases damage received by 50%.

    Strange metal spike "Lightning Rod" (+3, 4d6+8) [+0, +2] {Le+6} {+15 Speed} (95s)

    It grants immunity to shock.
    When used in tool slot, protects all carried and worn equipment from lightning damage.
    When wielded, it acts as charged item - occasionally electrocuting the wielder.
    When used as wand, it casts lightning bolt (power 25, range 15).
    There is a finite amount of charges, which can be replenished by casting lightning from any source at it while it's on the ground.
    Wands of lightning and ball lightning can be used on it to grant a single charge but this wrenches the wand.
    Blue dragons and wyrms can charge it too, with their lightning bolts.

    (this is a scientific instrument, hence the bonus to learning)
    Last edited by Blasphemous; 02-22-2015 at 12:43 AM.
    "Hell is empty and all the devils are here."

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