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Welcome   by codezombie on 05-07-2010 01:55:58
 Subject :Artifacts - Need Ideas.. 30-06-2011 04:44:56 
codezombie
Zombie Programmer
Joined: 14-06-2010 21:54:27
Posts: 345
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I'm going to finish up the next update this weekend.  After that, I'm going to be adding in some artifacts.  Artifacts are special weapons that not only have increased damage and stats, but may also have some unique abilities.  These will be somewhat rare, and will mostly be dropped by main bosses and the random level bosses that will be in the next update.

Here is a chance to let me know what kind of items you would like to see.  Be sure to provide the following for each item:

1. Name

2. Damage Range (if applicable)

3. Armor (if applicable)

4. Stats that are affected when equipped - Can increase or decrease stats.

5. Slot that item is equipped to.

6. Special Abilities - Whatever magic effect the artifact provides.  This could be something like extra fire damage on hit, spell cast on use like a heal or remove poison, or a passive effect on equip like protection from disease.

I would also like to add in Runes of Power.  These will be items that you can have in your inventory that will add certain beneficial effects.  Increased stats are obvious ones.  Let me know if there is anything extra you would like to see like perhaps increasing the power of certain spells and such.

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 Subject :Re:Artifacts - Need Ideas.. 30-06-2011 20:07:14 
jiistme
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Joined: 20-06-2011 17:19:17
Posts: 14
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One type of artifact that I think would be cool for my mage characters is a staff that shoots a spell. Maybe some dark magic spell that doesn't require any mana, but saps the strength of the person holding the staff and saps the character's hitpoints when it is used.

Name: Deadly Staff (if I think of a better name, I will post it :)

Damage Range: 1-3 Squares

Stats: -? strength, +? magic

Slot: 2 handed weapon

Special Abilities: The staff shoots a spell that does damage equal to 100% of current magic to the creature and it deals 5% of total magic in damage to the user. (The numbers are a pure guess...they probably would need to be modified. :)

 

As for Runes of Power. One idea is a Rune of Fire that adds a potential to cause the creature to catch on fire and take damage over time whenever it is hit with a fire spell.

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Last Edited On: 30-06-2011 20:08:57 By jiistme for the Reason
 Subject :Re:Artifacts - Need Ideas.. 05-07-2011 18:22:48 
Jester5093
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Joined: 17-06-2011 20:21:44
Posts: 34
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1 thing that would be helpful is knowing HOW monsters get stronger as you move deeper in the dungeon.

Is is just massive HP increases?  Do their armor/mres level at a certain rate?

Any artifact should be at least 25% stronger at the minimum of normal weapons found in that area. Meaning if it's the first boss on level 4? and normal weapons are say 4-12, artifact weapon should be 5-15 at minimum.

I would also say, for artifacts, if there was some way to base the drop off of the player, that would be really helpful.  Here's what I mean.  Boss dies, game checks the stats of the player.  If Mag is the highest stat, drop a staff.  If str, drop a 1-2h weapon, if end, drop a shield.  This check could be more complicated, but I don't know how much we'll be able to cram in that split second.

Now that I put that on paper...it seems more complicated than it did in my head.  Oh well, you'd know your code better than me, just throwing it out there.

 

Str Artifact for the first boss:

2h Axe - Damage 5-30

Adds 3 Str 3  End 15 Mres

On hit, 15% chance to cast Growth on character.  (I noticed as I'm writing this...all magic scales with MAG, so you'd have to add a MAG stat to this weapon for it not to be useless, as a str user's MAG is paltry.)  Assuming a MAG of 20 for the weapon, that's 40 HP.

 

Runes of power - stat ones are obvious, but I'd like to see how far you can stretch your game.

Rune of Protection - 10% chance to ignore all incoming physical damage

Rune of Resistance - 1 charge every 10 monsters killed, ignores 1 hostile spell cast on you.  Max of 3 charges.

Rune of Fire - (sorry dude above me, you had a decent base idea) Adds a DOT component to all Fire based spells called Combustion.  Does 50% of the damage of the spell to the monster it hits, with a 15% (50% for aoe) to spread to all mobs around it.  Lasts for 3 seconds.  Does not stack with itself.

Rune of Ice - Adds an affect called Rime to all enemies hit with an Ice spell. Increases slow of all Ice spells by 50%, and causes the next Fire spell cast on a target affected by Rime to be 200% damage.

Rune of Magic Finding - Increases magic item drop chance by 10% for each Rune of Magic Finding in your inventory.  Depending on how items drop, can be altered to change quality of drops etc.

What might also be a cool idea is to have Runes and Gems.  Gems you can socket into your gear, for added stats etc, and Runes are in your inv for added benefits.

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 Subject :Re:Artifacts - Need Ideas.. 18-07-2011 20:20:16 
Jester5093
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I killed the thread :(

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 Subject :Re:Artifacts - Need Ideas.. 06-09-2011 02:28:53 
lucasjung
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Joined: 21-06-2011 14:58:40
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I'm a little late, but here are a few ideas that just occurred to me:

 

Equipment that grants you levels in a skill when equipped.  For example, you could have a sword that grants +1 to the swords skill, or a suit of armor that grants +1 to the health potion skill, etc.  If you don't have any levels in a skill, such an artifact would let you use that skill, since it would put you at level 1 in that skill.  You could even make it so that such artifacts would allow you to exceed the normal 4-level limit in a particular skill, so that such artifacts would still be useful to high-level characters.

 

Equipment that grants you bonuses against particular types of enemies.  For example, the orc boss (can't remember his name off the top of my head, even though I've lost count of how many times I've fought him) could drop armor that adds extra protection against undead, while Lord Gaen (I'm pretty sure I spelled that wrong) could drop a sword that grants a bonus to hit and damage against goblins, hobgoblins, and orcs.  You could have other gear that grants bonuses against vermin (rats and spiders), fungus, or animals (rats and hellhounds).

 

I like the idea of runes of power, although I don't think they really belong under a thread about artifacts, because I would want them to be more common than that.  Some runes might be artifacts, but I would still want there to be "ordinary" runes as well.  I also wouldn't make it so that they automatically work as long as they are in your inventory.  Instead I would make it a little bit more restrictive, otherwise it will be too easy to stack up a bunch of them.  Perhaps they would only work if equipped in one of the quick-slots?

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 Subject :Re:Artifacts - Need Ideas.. 06-11-2011 08:44:21 
Grävling
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Joined: 04-11-2011 16:46:04
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I'd like offensive items that are specialised for particular classes of characters -- axe does X to Y, double damage against undead -- or magic users -- etc --- or possibly a subrange of such types, such as all that are rendered with the same graphic, or even monster specific (special against goblins only).  Or, if that is troo powerful, 15% chance of doing double damage when used against hobgoblins and the like.  A nice touch would be if your item began to glow when in the presence of the creature it prefers to kill, or when it attacks such a creature, or when it succeeds in giving the extra damage (in the % chance version).

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Last Edited On: 06-11-2011 08:50:41 By Grävling for the Reason
 Subject :Re:Artifacts - Need Ideas.. 03-12-2011 10:44:38 
Ubermann
Adventurer
Joined: 08-05-2011 09:45:00
Posts: 23
Location: Europe
 

Hi there.

I don't know if it's too late for some ideas, but still here I send you some.

Some of them may look tricky or strange, but that will allow a better game tactic and variety. Also, I don't know if every of them could be implemented, but still...

-Name: Demonic Edge
-Damage: 10 - 20
-Item type: Weapon>1hand sword
-Stat increase: Str +5
-Magic: For each 3 points of endurance, the character increases his close combat damage by 1

-Name: Angelical Edge
-Damage: 10 - 20
-Item type: Weapon>1hand sword
-Stat increase: Str +5
-Magic: For each 3 points of endurance, the character increases his defense by 1

-Name: Bow of Robin Hood
-Damage: 20 - 35
-Item type: Weapon>bow
-Stat increase: none
-Magic: 10% chance to deal double damage (critical hit). Increase this chance by 1% for each 10 points of agility.

-Name: Executioner's Axe
-Damage: 5 - 40
-Item type: Weapon>2hand axe
-Stat increase: none
-Magic: If your health points are below 50%, then the damage dealt by Executoner's Axe is doubled.

-Name: Holy Crest
-Defense: 0 (yes 0)
-Item type: Armour>Helmet/Crown
-Stat increase: Str -5 (reduces Str)
-Magic: Holy Crest defense is equal to 1+X, where X is equal to the damage dealt to you by the last attack.

-Name: Living Wisdom
-Damage: 5 - 10
-Item type: Weapon>Staff
-Stat increase: Int +5
-Magic: Increases your experience gained from monsters by 3% for each 5 points of intelligence.

-Name: The Souldrinker
-Defense: 10
-Item type: Armour>Shield
-Stat increase: none
-Magic: When you kill an enemy, Souldrinker gives you the 15% of that monster's max health either as Health or as Mana (randomly chosen).

-Name: Tax Collector's Signet
-Damage: n/a
-Item type: Accesory>Ring
-Stat increase: none
-Magic: Tax Collector's Ring increases the amount ot coins dropped by monsters by 5%

-Name: Scarlet Legacy
-Damage: n/a
-Item type: Accesory>Amulet
-Stat increase: none
-Magic: whenever you deal damage with spells or weapon, Scarlet Legacy deals an aditional 20% more damage. This damage is dealt always as fire damage.

-Name: Magma Ward
-Defense: 50
-Item type: Armour>Heavy Armour
-Stat increase: none
-Magic: Whenever you are hit by a close combat attack, Magma Ward deals to the attacker a fire damage equal to 30% of the damage dealt to you by such attack. Additionally, if this damage is higher than 5% of your max health, Magma Ward loses 1 point of defense. Magma Ward cannot be repaired.

-Name: Prismatic Shield
-Defense: 10
-Item type: Armour>Shield
-Stat increase: all stats +X (where X is random value in the range 3 - 5)
-Magic: when you equip Prismatic Shield, it increases your resistance to a random magic attack type by 50%. When you receive damage from a magic attack of the resistance granted by Prismatic Shield then Prismatc Shield changes randomly its resistance type.

-Name: Flesh Compressor
-Damage: n/a
-Item type: Accesory>Ring
-Stat increase: n/a
-Magic: each time you kill an enemy, Flesh Compressor gets one Flesh Counter. You recover 1 health point per each two Counters in Flesh Compressor. This effect is automatically triggered if your health points are at or below 10%. If this effect is triggered, then Flesh Compressor is destroyed (simply dissapears from inventory).

-Name: Novice's Mantle
-Defense: 6
-Item type: Armour>Cloak
-Stat increase: Int +3
-Magic: increases your spell damage by 15%

-Name: Sage's Mantle
-Defense: 9
-Item type: Armour>Cloak
-Stat increase: Int +5
-Magic: increases your spell damage by 20%

-Name: Archmage's Mantle
-Defense: 15
-Item type: Armour>Cloak
-Stat increase: Int +8
-Magic: increases your spell damage by 25%

-Name: Druidic Legacy
-Defense: 30
-Item type: Armour>Leather Armour
-Stat increase: Agi +10
-Magic: you are immune to animal-type monsters' attacks. Your damage from spells or weapons dealt to humanoid enemies is doubled, but the damage dealt to plant-type monsters is halved. Additionally, your natural health regeneration skill is increased by 1, if you have such skill.

-Name: Hand of Nergal (Nergal is a dark God in Conan comicbook series)
-Damage: 10 - 20
-Item type: Weapon>1hand sword
-Stat increase: none
-Magic: when you deal damage with the Hand of Nergal, there is a 15% chance to kill your enemy.

-Name: The Warmonger
-Damage: 15 - 35
-Item type: Weapon>2hand axe
-Stat increase: none
-Magic: The Warmonger gets one Rage Counter when you kill an enemy with it. When the number of counters is 10, The Warmonger obtains +1 to its damage and loses every dounter. If your health points are at or below 40% when this effect is triggered, then the Blood Rage effect is triggered. Blood Rage effect deals damage to you equal to the maximun damage that The Warmonger can deal.

-Name: Untamed Edge
-Damage: 20 - 40
-Item type: Weapon>2hand sword
-Stat increase: none
-Magic: when you swing the Untamed Edge, one of the next effects will be triggered randomly: 1- Damage dealt in combat is increased by 30%. 2- You receive half of the damage dealt to your enemy. 3- Your actual enemy's health is reduced by 50%. 4- Damage dealt is increased 50% but your actual health and mana is reduced by 15%.

-Name: Bone Armor
-Defense: 5
-Item type: Armour>Chain mail
-Stat increase: none
-Magic: physical damage dealt to you is reduced by 20%. Whenever you kill an enemy, Bone Armour defense is increased by 1. If you receive any kind of damage, Bone Armour defense is reduced by 1. If Bone Armour defense becomes 0, then it is destroyed. Bone Armour defense can't be higher than your Str/2.

-Name: Lifeforce
-Damage: 15 - 25
-Item type: Weapon>1hand sword
-Stat increase: none
-Magic: When you equip Lifeforce, it gets 100 Transform counters. When you kill an enemy while wielding Lifeforce, the Life Transform effect is triggered. This effect can only be triggered if the number of Transform Counters is higher or equal to the maximun damage dealt by Lifeforce. Life Transform effect increases by 2 the damage dealt by Lifeforce, and reduces by 1 the number of Transform Counters. When the player levels up, Lifeforce obtains 10 Transform Counters. If you unequip Lifeforce, it deals to you damage equal to the maximun damage dealt by Lifeforce.

-Name: Living Wall
-Defense: 100
-Item type: Armour>Shield
-Stat increase: none
-Magic: 50% of the physical damage dealt to you is instead deducted from Living Wall's defense. Living Wall regenerates 1 point of defense each 5 seconds. If Living Wall's defense is 0, the it is destroyed.

-Name: Serpent Ring
-Damage: n/a
-Item type: Accesory>Ring
-Stat increase: none
-Magic: Serpent Ring increases all of your Magic Resistances by 80%. Additionally, it drains you 1 health point each 4 seconds.

-Name: Carnium Basher
-Damage: 10 - 60
-Item type: Weapon>2hand axe
-Stat increase: none
-Magic: when you attack with Cranium Basher, there is a 25% chahce to deal a Demolishing Blow. A Demolishing Blow reduces the enemy actual health by 40%.

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 Subject :Re:Artifacts - Need Ideas.. 03-12-2011 11:20:21 
Ubermann
Adventurer
Joined: 08-05-2011 09:45:00
Posts: 23
Location: Europe
 

Now, about runes, here I send you some too. Note the Diablo II influence ^_^

====Basic Stat Runes====
-Name: Pul Rune
-Effect: Increases your Str stat by 2

-Name: Mok Rune
-Effect: Increases your Endurance stat by 2

-Name: Tal Rune
-Effect: Increases your Agility stat by 2

-Name: Koh Rune
-Effect: Increases your Magic stat my 2

====Stats Empowerment Runes====
-Name:  Bul
-Effect: Doubles the effect of one Pul Rune in your inventory

-Name: Nok
-Effect:   Doubles the effect of one Mok Rune in your inventory

-Name: Dal
-Effect:  Doubles the effect of one Tal Rune in your inventory

-Name: Goh
-Effect:  Doubles the effect of one Koh Rune in your inventory

====Basic Skills Runes====

-Name: Jha
-Effect:  Increases your mana and health natural regeneration skills by 1 level.

-Name: Tsu
-Effect:  Increases every fire spell you got by 1 level

-Name: Sa
-Effect:  Increases every ice spell you got by 1 level

-Name: Hel
-Effect:  Increases every lightning spell you got by 1 level

-Name: Tir
-Effect: Increases the effects af healing spells by 20%

-Name: Um
-Effect:  Increases the effects of defensive skills by 20% (i.e. Chain Armour proficiency, Shields proficiency, etc.)

-Name: Ho
-Effect: Increases the effects of weapons proficiency skills by 25%

====Enhancement Skills Runes====

-Name: Zha
-Effect:  Doubles the effects of one Jha Rune in your inventory

-Name: Set
-Effect:  Doubles the effects of one Tsu, Sa and/or Hel Rune in your inventory

-Name: Rel
-Effect:  Doubles the effect of one Tir rune in your inventory

-Name: Lem
-Effect:  Doubles the effect of one Um rune in your inventory

-Name: Gom
-Effect:  Doubles the effect of one Ho rune in your inventory

====Base Runes (used for advanced combinations)====

-Name: Za
-Effect: none

-Name: Zi
-Effect:  none

-Name: Zu
-Effect: none

-Name: Ze
-Effect:  none

-Name: Zo
-Effect:  none

====Energy Runes(used for advanced combinations)====

-Name: Io
-Effect:  none

-Name: Eo
-Effect:  none

-Name: Uo
-Effect:  none

-Name: Ao
-Effect:  none

-Name: Oom
-Effect:  none

====Trigger Runes(used for advanced combinations)====

-Name: Quguam
-Effect:  Increases every damage dealt by your spells 15%. Requires a Za and Io runes in your inventory.

-Name: Heluod
-Effect:  Increases every damage dealt by your weapons by 15%. Requires a Zi and Io runes in your inventory.

-Name: Gerum
-Effect:  Increases your stats by 15%. Requires a Zu, and 2 Eo runes in your inventory.

-Name: Jileom
-Effect:  Increases your all your skills level by 1. Requires a Za, Zi and 2 Io runes in your inventory.

-Name: Guleham
-Effect:  Damage dealt to you is reduced by 10%. Requires a Ze and Uo runes in your inventory.

-Name: Femjiko
-Effect:  Increases the gold drop rate by 20%. Requires a Zo and Ao runes in your inventory

-Name: Denkigom
-Effect:  Increases the chance of dropping runes by 5%. Requires 2 Zo runes, 2 Ao runes and one Oom rune in your inventory.

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Last Edited On: 03-12-2011 11:20:38 By Ubermann for the Reason
 Subject :Re:Artifacts - Need Ideas.. 25-02-2012 04:56:09 
codezombie
Zombie Programmer
Joined: 14-06-2010 21:54:27
Posts: 345
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I will be adding many of the artifacts listed in this thread.

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