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Thread: Artifact suggestions..

  1. #71
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    Jan 2010
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    Quote Originally Posted by JellySlayer View Post
    The sparkling wand is really the Wand of Many Wonders

    Code:
    --Wand of Many Wonders--
    
    This artifact, when zapped, will produce an entirely random and unpredictable effect. Should be used with extreme caution.
    
    ---------------------------
    Some possible effects.
    -You zap the wand. It suddenly becomes very windy. (The level is filled with random hostile vortices.)
    -You zap the wand. You feel experienced. +1 million xps.
    -You zap the wand. You suddenly feel very different. (PC changes gender)
    -You zap the wand. Your body begins to grow in strange ways (PC changes race; may kill the PC if their age is incompatible with their new race).
    -You zap the wand. You suddenly stand somewhere very different. (PC is teleported to a random location somewhere in the world).
    -You zap the wand. You feel very altered. (Randomizes the PC's stats; sum of stats remains the same)
    -You zap the wand. You feel skilled. (All skills set to 100).
    -You zap the wand. You feel very skilled. (PC gains all skills, set to 100).
    -You zap the wand. You feel your morals changing. (PC changes to a random alignment).
    -You zap the wand. You feel like starting over. (PC level reduced to 1).
    -You zap the wand. What do you wish for?
    -You zap the wand. Something is lying at your feet (random artifact).
    -You zap the wand. You suddenly feel very strange. (Adds/removes 10 random intrinsics).
    -You zap the wand. You feel invincible (boosts all stats temporarily to 99).
    -You zap the wand. Your equipment turns to dust.
    -You zap the wand. You feel blessed. (All equipment is blessed, PC receives +Fate +Luck).
    -You zap the wand. Your potions suddenly look different. (All potions are changed to random types).
    -You zap the wand. Your items suddenly vanish. (Items are scattered randomly about the level).
    -You zap the wand. Your weapon suddenly seems very strange to you. (Reduces all weapon skills to 0).
    -You zap the wand. You suddenly feel you have completed your quest. (Victory conditions satisfied).
    -You zap the wand. The world suddenly seems much more dangerous. (All non-hostile creatures are replaced by hostile daemons of varying types).
    -You zap the wand. The wand disappears.
    Some of these sound way too harsh or way too powerful. But the basic idea is good.

    For one, messing with experience/level is a bit absurd. And giving all skills maximum levels messes with things.

    I really do like, though, the "randomise stats, with sum remaining fixed" one, the "temporary boost of stats to max" one, the gender change, the alignment change one, and some transformational ones. And adding dangers, etc, would work well, too.

    Here's some that I'd make it do:

    Kept from your list:
    -You zap the wand. You suddenly feel very different. (PC changes gender)
    -You zap the wand. You feel very altered. (Randomizes the PC's stats; sum of stats remains the same)
    -You zap the wand. You feel your morals changing. (PC changes to a random alignment).
    -You zap the wand. What do you wish for?
    -You zap the wand. Something is lying at your feet (random artifact).
    -You zap the wand. You feel invincible (boosts all stats temporarily to 99).
    -You zap the wand. The wand disappears.

    From your list, but altered (bold shows alteration):
    -You zap the wand. You sense a sudden change in the air. (The level is filled with random hostile vortices.)
    -You zap the wand. You feel something intrinsically different. (Adds/removes 3 random intrinsics).
    -You zap the wand. You feel skilled. (One random skill set to 100, all other skills experience one increase).
    -You zap the wand. The world suddenly seems more dangerous. (Danger level of every location increased by 1).
    -You zap the wand. You feel blessed. (Random 50% of equipment is blessed, PC receives permanent blessing).
    -You zap the wand. Your weapon suddenly seems very strange to you. (All weapon skills reduced by 75%).

    New:
    -You zap the wand. You feel like you've just been taught a lesson. (Gain three skills at level 100 (randomised, may be existing skills), lose one random skill entirely)
    -You zap the wand. You feel like experiencing more things. (Doubles all experience gained for next 10d100 turns)
    -You zap the wand. You grow an additional pair of arms. (Adds two new ring slots and two more hands, also reduces appearance by 1)
    -You zap the wand. Nothing seems to happen. (version 1: Literally nothing happens)
    -You zap the wand. Nothing seems to happen. (version 2: Toggles "your long lost brother showed up" type intrinsic)
    -You zap the wand. Nothing seems to happen. (version 3: Character will fall sick with a very strong sickness in 10d10 turns)
    -You zap the wand. Nothing seems to happen. (version 4: If wand zapped again immediately after this, teleportitis and teleport control both granted)
    -You zap the wand. You feel like taking great steps. (follows version 4 of Nothing seems to happen - teleportitis and teleport control granted)
    -You zap the wand. Nothing seems to happen. (version 5: Special quest activated - a random NPC in one town must be spoken to, in order to complete activation)
    -You zap the wand. Your skin crawls. (Level fills with various worms and insects)
    -You zap the wand. You sense a shift in the aura of the level. (All monsters on level gain teleportitis, including yourself and pets)
    -You zap the wand. The air suddenly sounds very musty. (Level filled with various undead and unlife)
    -You zap the wand. The walls around you fade. (Level becomes comparable to the Big Room from ADoM - all walls removed)
    -You zap the wand. The walls close in around you. (all squares around you replaced with rock, petrifying any petrifiable being in those spaces - hope you have some means of digging or teleporting to get out of it)
    -You zap the wand. The air suddenly becomes very, very still. (all petrifiable beings on level, including pets, petrified, except PC)
    -You zap the wand. The air heats up rapidly. (Level becomes hot like the Tower of Eternal Flames)
    -You zap the wand. You find it hard to remember where you've been. (50% of known information about all levels lost randomly)
    -You zap the wand. Your pack suddenly feels unusually light. (All piles of items become single items - so, if you have 5 blessed potions of water, the stack will become just one blessed potion of water)
    -You zap the wand. Please choose an item. (version 1: You choose an item. That item is duplicated (unless it's an artifact, in which case a random non-artifact item of same type is generated).)
    -You zap the wand. Please choose an item. (version 2: You choose an item. That item is destroyed (unless it's an artifact, in which case it is cursed).)
    -You zap the wand. Please choose an item. (version 3: You choose an item. Item becomes immune to most destruction (still can be destroyed by gods or by version 2 of this effect).)
    -You zap the wand. Please choose an item. (version 4: You choose an item. All non-artifact items of that type are randomly regenerated)
    -You zap the wand. You shudder violently. (Level is filled with traps)
    -You zap the wand. Your muscles grow rapidly. (Strength increased by 20, all worn items destroyed (artifacts fall off), Dexterity decreased by 5)
    -You zap the wand. You lose your sense of direction. (For 20d20 turns, all directions reversed - press up to go down, etc)
    -You zap the wand. You feel that this was not at all a good idea. (+Curse +Doom -FateSmiles -Lucky, which remain locked in unless cured by the gods or you get lucky, and get this effect again, which undoes the effect - items granting Lucky or Fate Smiles will not work)
    -You zap the wand. You feel reborn. (Age reset to starting age, stats restored to starting stats, piety reset to starting piety, and any gained body parts, etc, lost)

    This is actually pretty fun.

  2. #72
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    Jan 2009
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    You took out most of the fun ones!
    Hoping to win with every class, doomed. Archer, Barbarian, Bard, Beastfighter, Druid, Elementalist, Farmer, Fighter, Monk, and ULE Priest down.

  3. #73
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    Jul 2011
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    Post The tarnished fencing rapier is really...

    - the bane of weres "Silverpoint" (+4, 1d11+3) [+4, +0] {Dx+3} (+4 spd) -

    Weight: 16s

    When wielded, it modifies DV by +4 and PV by +0.

    When used in melee combat it grants a +4 bonus to hit and causes 1d11+3
    points of damage. When used as a missile it grants a +1 bonus to hit and
    causes 1d4+1 points of damage.

    It is a were-creature slayer.
    It modifies your dexterity attribute by +3.
    It is very good at scoring critical hits in melee.
    It modifies your speed by +4.
    It grants resistance to poison.
    It grants resistance to stunning.
    It grants resistance to sickness.

  4. #74
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    Jan 2010
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    Some artifact ideas derived from famous fantasy universes.

    - the ruby slippers "Gale's Dot" [+6,-2] {Dx+2 Ma+2} (+5 Spd) -

    Weight: 39s <---- reference to the Wizard of Oz movie, released in 1939.

    When worn it modifies DV by +5 and PV by -2

    When used in melee combat it grants a +0 bonus to hit and causes 1d2 points of damage. When used as a missile it grants +2 bonus to hit and causes 2d4 points of damage. (<----throwing shoes... just seems funny, to me)

    It modifies your dexterity attribute by +2.
    It modifies your mana attribute by +2.
    It allows you to control teleportation.
    It grants teleporting powers.
    It increases your luck.
    It negates one unit of resistance to sleep attacks. <---- that is, if you have only intrinsic resistance or only one item granting resistance, it negates it... but if you have multiple sources of sleep resistance, you keep the resistance.
    It increases your luck.

    If character is female, it also increases Appearance by +2. If male, it increases Charisma by +2 instead. It also has half the effect of Seven League Boots (reduces base energy cost of dungeon movement to (750/875/1250) points, and affects wilderness speed (div by 3/div by 2/mult by 1.5)).


    - labelled bottle "Drink Me" -

    Weight: 19s <--- The 19 in the "1951" that the Disney movie was published in.

    When used in melee combat it grants a +0 bonus to hit and causes 1d2 points
    of damage. When used as a missile it grants a +0 bonus to hit and causes 1d2
    points of damage.

    When consumed, player size decreases by one stage (normal-to-small, large-to-normal, etc).


    - delicious cake "Eat Me" -

    Weight: 51s <---- Disney animated movie was released in 1951.

    When used in melee combat it grants a +0 bonus to hit and causes 1d2 points
    of damage. When used as a missile it grants a +0 bonus to hit and causes 1d2
    points of damage.

    When eaten, player size increases by one stage (small-to-normal, normal-to-large, etc).



    - rune-covered ring "Precious" [+5, +0] {Wi-2} -

    Weight: 1s (increases to 41s when worn) <--- 41s refers to in-universe year that Bilbo found the One Ring, 2941.

    When worn it modifies DV by +5.

    When used in melee combat it grants a +0 bonus to hit and causes 1d1 points
    of damage. When used as a missile it grants a +0 bonus to hit and causes 1d1
    points of damage.

    It modifies your willpower attribute by -2.
    It contains the essence of Chaos and Corruption.
    It is a permanently cursed item.
    Wearing it makes you doomed.
    It grants the ability to see invisible things.
    It grants invisibility.

    It also abuses your willpower stat. Chance of removal on any attempt is based on a die roll, 1d100 - if the die roll is greater than your Willpower, you fail to remove it, and the attempt costs you 3 turns. However, there is a slim chance (0.05&#37; per turn) that it will fall off on its own, in which case it falls onto the ground.



    - The Sword that is not a Sword (+0, 1d2) [-4, -4] {Ma+20}{Le+5}{Wi+2} -

    Weight: 999s <--- In-universe year that Callandor was drawn from the Stone of Tear

    The two-handed crystal sword is really The Sword that is not a Sword (+0, 1d3) [-4, -4] {Ma+20}{Le+5}{Wi+2}

    When wielded it modifies DV by -4 and PV by -4.

    When used in melee combat it grants a +0 bonus to hit and causes 1d3 points
    of damage. When used as a missile it grants a +0 bonus to hit and causes 1d3
    points of damage.

    It modifies your mana attribute by +20.
    It modifies your learning attribute by +5.
    It modifies your willpower attribute by +2.
    It grants resistance to confusion attacks.
    It increases your luck.
    It grants bad luck.

    Although classified as a weapon in terms of item type, this "sword" does not use the sword weapon skill, but is instead similar to wielding food, rings, etc. It is practically useless in melee... but for magic-users, it's very powerful... just note that it also has a negative effect on DV and PV, and simultaneously takes both hands, thereby preventing the PC from wielding a shield (if two-handed... PCs that get extra arms might do better).

  5. #75

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    ring of loyalty: companions will never rebel.

  6. #76

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    Draconian Harp

    Tames dragons with music skill

  7. #77
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    My feet tread in Ohio, my heart lies in Skyrim, and my head remains in the clouds.
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    Quote Originally Posted by myrddin View Post
    2. Can of Spam (or whatever you want to call it) - a food item that has a large weight value (maybe 6-800?) but everytime you get hungry it automatically replenishes you. Or maybe this can be hard to find non-artifact item but has several uses - like 20 to 50.
    I love the Can of Spam idea, that would be an incredibly helpful item. It's a bit over powered, eradicating an entire challenge mechanic. I feel like you should at the very least have to eat it, and it just doesn't go away.

    And I think the ring from LotR would be a cool artifact. The Creator obviously isn't against having LotR references, considering a Gollum-like creature mentions the One Ring early on in ADOM.
    Outside a dog, a book is a man's best friend. Inside a dog it's too dark to read.

    </normal>
    <nerd>
    Ouch! You run into a wall. The orc seems to panic!

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