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

  1. #141
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    Sep 2008
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    29

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    Amulet of the Miser:

    Doubles your gold every X number of moves but contains the essence of chaos and corruption.

  2. #142
    Join Date
    Mar 2012
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    339

    Default Because Mindcrafters give me Mental Wood.

    I think I'll try to add to the Mindcrafter :

    Circlet of the Pure Mind [+2,+2] {Wi+8}
    --Head--
    +Same Effects as Protection from Undead Amulet
    +Confusion Resistance
    +Death Resistance

    [Additionally if not too overpowered or too difficult to code]
    -Damage from Mindcraft on Undead is reduced by 1/4 - additive with level 50 bonus.
    -Able to sense Undead when using Eyes of the Mind

    This without the add-ons could also be thematically good for priests instead of Skullcrusher (which doesn't really fit IMHO)




    Manacles of Madness [-4,+4] {Le+5}
    --Bracer--
    +See Invisible (crazy people see invisible things)
    +Teleportis
    +Charged Effect (increases PP regeneration)
    +Acid Resistance
    -Duration of confusion is doubled

    [Additionally if not too difficult to code or seen as too much]
    -If not a Mindcrafter every X turns there is a check against willpower to prevent Y turns of confusion

    I wanted to emphasize that "meditation and inner peace" that would allow a Mindcrafter to control what would otherwise cause madness in other characters. I was also trying to create Artifacts that would be emphasize the strengths of a Mindcrafter, extra-resistance to confusion and tele-control, but would be mediocre/difficult for most other classes. Dunno how manacles would effect to-hit but i'm not worried about it
    Last edited by Tyrnyx; 02-11-2013 at 04:10 AM. Reason: Clarification of Item Types and a few minor edits

  3. #143
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    Mar 2008
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    I like these. I think the manacles should be autocursing, like gauntlets of peace.

  4. #144
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    Jan 2013
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    Why acid resistance, if I may be so bold to ask?

  5. #145
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    Sep 2012
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    Quote Originally Posted by Kahran042 View Post
    Why acid resistance, if I may be so bold to ask?
    LSD's street name is 'acid'?
    Name them Timothy's Manacles of Madness, perhaps?

  6. #146
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    Mar 2012
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    339

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    Quote Originally Posted by Kahran042 View Post
    Why acid resistance, if I may be so bold to ask?
    At the time the Artifact felt like it was lacking something. So I ran through the resistances to see which one fit with madness the best. So yeah Mobius had it pretty much right, craziness -> drugs -> acid was probably the train of thought. I dunno if that's sufficient reasoning. Perhaps fire could work just as well if you think about the rage aspect. I think it would be a good artifact without the resistance but I wanted something more to offset the penalty of increased confusion duration.

    I think autocursing would be appropriate - harsh to have a teleportis item that is auto-cursing but, well, Adom isn't an easy game.

    If we're using a name reference i would prefer Huxley's for the Brave New World reference. Seems a little long winded for an item name though.

  7. #147
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    Jan 2011
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    Poland
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    Constricting Ring of Voxrfszzzisnzf [+0,+2] {-10 St, -10 Wi , -10 Dx}

    - Constant HP loss (negative regeneration; can kill PC and similarly to -regen items increases food consumption but can be offset by any blessed item of regeneration)
    - Autocursing
    - It contains the essence of chaos and corruption
    - Grants -para -conf -stun
    - Gives a 100 percent chance to shrug off ANY bolt, irrespective of caster's skills, including death rays and all wyrm/dragon bolts of any type.

    =============================

    [Headgear] Blindfold of Spiritual Veil (-12, -14) [+4, -2] {-40 Pe, -5 Ap, +20 Ma}

    - Limits PC's view range to 1 or 2 (subject to farsight spell and necklace of the eye)
    - Halves natural regeneration (due to partially existing in spiritual world)
    - Grants immunity/strong resistance to all special attacks (draining, confusion, paralyzation, stunning, aging, acts as karmic absorption)

    =============================

    [Tool] Feline Idol

    - Absorbs cat deaths (so they don't count towards PC's kill list and allow getting the ring despite killing cats) but has to be used a turn before a feline dies [Message when used: "You hold the Feline Idol in front of you. The *foo* seems captivated by the image of a feline in your hands. You hit the *foo* and kill it. The *foo* soul seems to be absorbed by the Feline Idol!"]
    - When worn, makes all cats generated to be hostile and extremely experienced and quadruples their critical chance against PC
    - Cannot be used when RotMC is worn
    Last edited by Blasphemous; 02-13-2013 at 08:47 AM.
    "Hell is empty and all the devils are here."

  8. #148

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    Quote Originally Posted by MrNiceguy View Post
    We've had threads like this before, and they're always fun. And every time, I always notice the lack of artifact instruments.

    Cherry Guitar "Ellicul" (+8, 4d6+8) [+5,+5] {Ch+8}
    Can be equipped in tool slot, or as 2-handed weapon
    Grants resistance to fire
    When used, has a chance to tame all living non-chaotics
    When used, has same effect as Turn Undead
    If used unsuccessfully, (You have trouble handling the Cherry Guitar,) monsters within earshot have a chance to become enraged.

    I figure Bards need a musical instrument as a possible crowning gift.
    I'd like to see artifact instruments too; a bard bashing his way through enemies with a guitar sounds just awesome. If a PC without the Music skill receives it at pre/post-crowning, the deity could provide the skill with it, the same way it gives you a crossbow with Thunderstroke. Or maybe it could be a guaranteed artifact in one of the new quests, in some bizarre location where you can also learn Music (bizarre in the same sense as the Casino; some musical-themed crazy place full of references to famous musicians).


    Here are some other ideas for artifacts:
    enchanted flute of Manihel (UnID'd: flute)
    Weight: 4s. Melee damage: (+0, 1d4). Missile damage: (-2, 1d2).
    It is very effective at taming rats.
    Its sound confuses children.

    (When you play it near children, they get confused and turn hostile. It has a small chance of taming ratlings and wererats.
    If a ratling PC plays it, it generates the message "You hear a soothing squeak resonate within your soul, as if ancestors of a distant past were calling to you.")


    glowing sistrum "Bemslao" {Pe+5} (UnID'd: rattly contraption)
    Weight: 80s. Melee and missile damage: (+1, 1d8).
    Its sound harms the undead.
    It modifies your perception attribute by +5.
    It grants resistance to cold.
    It grants resistance to death attacks.

    (When you play it, all undeads within LOS receive a damage that depends on the mana and the level of the PC. If feasible, the damage should be halved for mummies and doubled for disembodied undeads such as shadows and ghosts)


    blessed potion "Indigo Ripple" (UnID'd: blue flask)
    Weight: 5s. Melee and missile damage: (+0, 1d4).
    It is a rust monster slayer.

    (When 'U'sed, it creates a potion of holy water at the cost of 200 power points. This has also a chance to cause a gush of water, which rusts vulnerable items. It should not be possible to drink or dip items in it, à la Phial of Caladriel)


    larchwood pole "Blessing of the Land" (+2, 3d5+4) [+5, +5] {To+3} (UnID'd: hooked quarterstaff)
    Weight: 40s. Melee damage: (+2, 3d5+4). Missile damage: (+0, 1d2).
    When worn it modifies DV by +5 and PV by +5.
    It modifies your toughness attribute by +3.
    It grants immunity to fire.
    It grants resistance to petrification.
    It grants resistance to paralyzation.
    It is an unlife slayer.

    (When 'U'sed on a tree square, it has a chance of harvesting apples. Plants are neutral to its wielder)


    silk-embroidered bracers of the spider [+3, +3] (+13 spd) {Ch-10} (UnID'd: black bracers)
    Weight: 10s. Melee and missile damage: (+0, 1d1).
    When worn it modifies DV by +3 and PV by +3.
    It modifies your charisma attribute by -10.
    It tries to convert you to the forces of Chaos.
    It is a permanently cursed item.
    It modifies your speed by +13.
    It grants the ability to see invisible things.
    It grants resistance to poison.
    It grants resistance to cold.


    beaming diamond of the travelers (UnID'd: ashen gem)
    Weight:1s. Melee damage: (-1, 1d2). Missile damage: (+0, 1d2).

    (When 'U'sed, it reveals the parts of the current level around the staircases; each use adds 7d20 corruption points, halved if the PC wears the elemental gauntlets. Giving it to a diamond golem tames it)


    Can we have some artifact that pays homage to OotS? I propose the:
    rune-covered girdle "Elan's Disguise" [+5, +3] (UnID'd: leather girdle)
    Weight: 15s. Melee and missile damage: (+0,1d2).
    It transforms the wearer into the opposite gender.
    It grants resistance to poison.
    Wearing it trains the Stealth skill.

    (The gender change has the usual implications for shop prices, frog quest, etc. In addition, if the PC is male, and thus becomes female wearing the girdle, it gives +3Dx and -3St; vice versa for females)

  9. #149
    Join Date
    Jan 2009
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    5,739

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    Dwarven platinum crown "Rolf's Glory" [+4,+6] {+6 To}

    Weight 44s

    When worn it modifies DV by +4 and PV by +6.

    It increases your toughness by 6.
    It grants resistance to fire.
    It modifies your toughness attribute by +6.

    When equipped with Rolf's Saviour and Rolf's Companion, it gains the following additional properties:
    It causes your wounds to regenerate.
    It makes Fate to smile upon you.
    It increases luck.
    It is very good at scoring critical hits in melee. (50% increase to critical hit rate)

    Reward for the new Rolf-related quest...


    Gem of Marking

    When 'u'sed, transforms into a Gem of Recall.


    Gem of Recall

    Carries the Essence of Chaos and Corruption.

    When 'u'sed, returns the player to the location where they 'u'sed their gem of marking. Transforms into a Gem of Marking.

    Allows the player to return to a designated location of their choice. Fails on D:48-50 and cHaOs plane. If the PC is doomed, there is a small chance that they will be teleported to a random level (1d256) in the ID. When used in the ID, always takes you to a random level.


    Wand of Invulnerability

    When zapped at a target (including self) the target is rendered completely immune from harm for 1d5+1 turns; however, the zapped target can also not take any actions during this period. Spells effects and status conditions may wear off (or be added) and HP/PP will regenerate, but HP cannot decrease. The wand starts with 1 charges initially, and will gain 1 charge every 1d1000+1000 turns up to a maximum of 3. Cannot be wrenched.
    Last edited by JellySlayer; 03-23-2013 at 05:57 AM.
    Hoping to win with every class, doomed. Archer, Barbarian, Bard, Beastfighter, Druid, Elementalist, Farmer, Fighter, Monk, and ULE Priest down.

  10. #150
    Join Date
    Aug 2009
    Posts
    2,828

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    The gem of recall sounds awesome.
    You steal a scroll labelled HITME. The orc hits you.

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