In ToME3 I want a completly new artifacts list, with much less useless ones. Each artifact should be special in its own way, not always all powerfull but always provide something special over the other items(OR just be overly powerful compared to them).

For now there are only a few of them:

We need more ideas, go on!

Elvis: (hope nobody minds me starting here, but there is no place to start and be seen down there) i want an artifact hammer that does do not much damage, but has a very high chance (every 3rd hit?) to throw an anemy a few meter away (perhaps into other enemys or a wall if not too far away), confuse the enemy, stun him a short time or ...

NeilStevens:

Orvin:

RavenRed:

ElvishPillager:

ZasVid:

BitsySpider

The last in particular sounds like an endgame grade polearm.

More later.

DarkGod: AHAHAH I love the artifact house one, funny ;) IMO an artifact doesnt need to be all powerful and superior to anything else, but it needs to be either very unique OR overly powerful. Like the portable hole amulet, it is not something people will wear forever, bu they will keep it with them forever because it brings a power nothing else can bring.

Also we should make sure to not fall in the nethack-syndrome of endgame-kit, that is by making only one or two great artifact of each type we are bound to see most lvl 50 characters wearing them for the last sauron battle.

ZasVid: And now for a completely different issue: couldn't we have some nice names for things like the dagger of the taxidermist and mage staff of absorption? Such generic, 'function' names are a bit less interesting than Weapon of Whoever or Weapon 'Quenyaname'. My ideas include: Mage Staff of Ithryn Luin, Dagger of Beleg (he was a hunter after all).

KeithStevens: On the Rings of Power(3 Elven, 7 for the Dwarves, 9 for Human, One Ring), for whatever rings finally make it to the end, someone should only be able to wear one of them at a time. I haven't seen or recalled any instance of anyone wearing or using more than 1 at a time. I understand for game play, this may make some race classes that wear only rings in some modules harder to play, but personally I think this gives the player a little to think about as to what to wear. Of course the player could change rings, if they can take the old ring off...

ElvishPillager: Frodo offered the One Ring to Galadriel. If she'd accepted it she'd have been wearing two rings of power, so ha. :P

On leveling weapons

NeilStevens: My thought is to have one leveling weapon for each type (knives, swords, hafteds, axes, polearms) that is made available through a quest. So maybe there'd be a side dungeon in Barad-Dur, for example, where the shards of Narsil would be acquired (hey, we don't follow Tolkien 100% in plot, so why not?)

ShrikeDeCil This isn't 'leveling' precisely, but there are several fundamental reasons why so many of the current artifacts end up in the junk shop. In the mid & endgame, the current Artifacts 'pluses' tend to be swamped by what you can get out of non-artifacts. Yet you can't 'fix' the artifact's lowly +5 without massive effort...

and even so it will be excruciating to pass, say, +11. Boosting 'Enchant', '*Enchant*', adding another layer, or reducing the _extra_ difficulty of enchanting artifacts would all help. Another facet could be a different _type_ of 'leveling' for artifacts. Call it 'attunement'. You pick the sword up, you know it rocks, you wield it. After 50,000 turns "Your understanding of your weapon grows" -> +2,+2, [+2] or whatever. Or, heck, 'your weapon is now a frost brand in addition to the other powers'. Unlike 2.3's 'leveling', the 'attunement' could be marching down a pre-set path. The One Ring _immediately_ grants invisibility. And quickly grants 'detect ringwraith'. And somewhere in here "grants" detected-from-Mordor. But... it should _eventually_ grant 'control Ringwraith'. Just not immediately. So Greater Identify would say 'You can become invisible with this ring, this ring can be used to detect ringwraiths, this ring can be detected by Sauron, this ring can control Ringwraiths'. Note that the only part that's _active_ is the first part - you can become invisible. A third way could be to have the craftsmen in towns able to boost or enhance artifacts. The current limits on craftsmen make them (still cool but) less than useful - as I almost always m wearing equipment better than the craftsmen can make for me, even for a pile o treasure.

ElvishPillager: Quite nice idea there. I could see it being useful for the One Ring, and the Palantir, and the staff of Mithrandir (which IMHO should be totally ineffectual at first - it's not like you can pick up a staff that just happened to have been used by a Wizard, and get more powerful right away) but on the other hand, I don't get how that works on, for example, a sword.

KitaKita: Reminds me of my Belivers class idea...

On power and rarity

NeilStevens: Here are highlights of an IRC discussion on the matter:

And from there the discussion turned to plot.

Endgame Worth, Startgame Worth

Why not give the Artifacts a % bonus on attack, attributes ...? this way weapons can be helpfull in the beginning of the game and the last few minutes also when you have everything maxed out.

ShrikeDeCil I was thinking about the dramatic reduction in the number and frequency of Artifacts (and elimination of randarts), and figured out what bothered me about it. It isn't really the damage or resists that are the best part, it is that Artifacts can have exceptionally cool activations. But (as an unneeded side-effect) since it is "An Artifact", it is _also_ immune to normal damage, resistant to theft and disenchantment, resistant to _en_chantment, and unique.

What if the the bulk of these items did _not_ have the full set of Artifact invulnerabilities & etc? That is, the code generates normal items, good items, great items, and special items - but turn "special items" from "just Artifacts" into "miscellaneous items _and_ the occasional Artifact." The items that are real true Artifacts would need to have extra (currently non-existant) FLAGS, like 'UNSTEALABLE' or 'HARD_TO_ENCHANT' or whatever.

But this means that the code that currently generates artifacts could be used to generate interesting things that are _not_ end game worthy... but also aren't invulnerable, and could be quite interesting. There are a lot of ideas around, many listed on this page, that are interesting items. But a fair number don't seem like they should be "Artifacts". That word implies the whole indestructible thing. The Magestaff of Absorption is sort of what I mean. Cool idea, sounds interesting. But it isn't named... so would it truly be unique? This is something Sauron, Morgoth, or one of the other major powers made with the extra effort to make it nigh-invunerable? There was a suggestion about perhaps Dragon's Eye's being gems. Well, that's cool - but if we want to add interesting powers to them, they currently need the added flexibility of being 'special items' where arbitrary LUA can be added, yes? And just because a Dragon's Eye is rare or cool doesn't mean that it is going to be nearly completely invulnerable -> not-an-artifact without near-divine intervention.

This would lead to having as limited a set of "True Artifacts" as could possibly be desired. Tough-to-find resistances and immunities could still be severely curtailed. But the non-critical parts could migrate down into items that are _not_ EGW. Sting could be an excellent sword with leveling... and not be an end game artifact. "Special Items" could also include even single-use items, or other items that aren't overpowering for the character in the first 30 levels. Having the "Portable Hole" as a non-artifact would certainly temper its power. "Woops, it caught fire and disappeared, hope you don't need anything you sent inside..."

NeilStevens: We call those midrange things 'ego items.'

Developers Corner/3.0.0 Artifacts (last edited 2007-03-29 18:53:09 by ppp-71-136-67-147)