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Author Topic: Artifact Suggestions: Redux (721 Artifacts)  (Read 7807 times)

Craftling

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Re: Artifact Suggestions: Redux (721 Artifacts)
« Reply #30 on: November 30, 2009, 02:03:01 am »

Im going to copy eerr's idea and say this:
Luring: A simple rock. But it seems to pulsate with some strange energy, and the animals cant seem to stay away from it...
« Last Edit: July 13, 2010, 07:07:43 pm by Craftling »
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eerr

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Re: Artifact Suggestions: Redux (721 Artifacts)
« Reply #31 on: November 30, 2009, 05:08:23 pm »

barrel

Waterproof- The barrel is immune to vermin, but liquids can explode outward under intense heat.

Alchemical Stones:
Burning stone-The stone burns infinitely even under water or under magma.
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jaked122

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Re: Artifact Suggestions: Redux (721 Artifacts)
« Reply #32 on: February 28, 2010, 06:32:19 pm »

body parts:
cancerous: may improve the function of the organ, but may cause others to fail
regenerative: can grow back from almost nothing
mutation: every so often the body part may gain an additional function, but this might mean that a hit to the arm could cause brain damage.

Neonivek

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Re: Artifact Suggestions: Redux (721 Artifacts)
« Reply #33 on: June 23, 2010, 10:57:41 pm »

Yes I know I said I’d put all my weapons on the first page, but due to… uhhh… Lets say motivation reasons… I’ve never felt the need to do so.

Anyhow I feel like adding a bit more today. I’ll try to do lower key artifacts that could even be done without magic though Ill have a few others in there. Sorry again for repeats.

Universal
-Expertly Tempered: Impossibly tempered these objects are even tougher then usual. Even more impressive is how heat resistant they are, making repair difficult.
-Ageless: Wood that never rots, metal that never tarnishes, blades that never dull. Ageless objects are always in perfect condition without maintenance. Doesn’t stop them from being broken.
-Reproducible: This artifact was crafted with such perfection that it created an imprint on their entire species. When destroyed another member of the owners race will suddenly gain the inspiration to create another even if they aren’t normally subject to craft artifacts.
-Modern Art: Sometimes art isn’t being irreproducible. This artifact seems to be crafted along side multiple copies while somehow still counting as one. Not very exceptional but who can argue with that many artifacts?

Weapons
-Ultimate Cut: This sword is perfectly crafted to the point where it would be impossible to see looking straight on. It is so sharp that it takes a while for the wounds it causes to even appear. A small price for such flawless slashes.
-Vibration: This weapon creates ultrasonic vibrations causing things struck by it to shake. Weapons and shields stricken or blocked by this weapon become hard to use properly.
-Screeching: When struck this weapon will create a loud noice reminiscent of screaming, screeching, or even an unbearable symphony of harps depending on the whims of the creator. The noise is so deafening that it can even stun an opponent.
-Saw Master: Taking inspiration from the Saw this weapon is as effective being retracted as it is on the attack. When it strikes it aggravates the wound as if a minor attack was made. Though it truly shines when being taken out of an open wound where it has enough force to cut through entire limbs.
-Weight Shift: Internal mechanizations allow this weapon to shift its weight about giving it greater leverage against enemies. It also allows subsidiary attacks to have equal force as the main attacks. The shifting weight however can be difficult to control.
-Momentum: Mechanisations allow this weapon to be swung about for increasing speeds. As long as nothing interrupts the weapon it could be swung indefinitely, or at least until the force of the weapon forces it out of the hands of the holder possibly decapitating them in the process.
-Godstrike: Bestowed with the Gaze of the heavens. Those stricken have the weight of the god put upon them. Friends are aided, foes are smitten, and others are spared.
-Foldable: Insane designers have crafted this weapon to be folded into a nondescript shape, making it easy to sneak it around.
-Legendary Scabbard: Some crafters create a scabbard as great as its weapon. These scabbards are bestowed with the ability to block any blow or power their weapon could have. Thus making them excellent off hand defensive weapons.
-Shield Guard: Through an evolution of design these weapons have managed to create a guard so grand it is like having a shield at hand without impeding movement.

Armor
-Perfectly Angled (Solid or shield): Unparalleled depth and dimensions make this armor almost impossible to attack straight on. All blows to this armor will be at least partially deflected.
-Hooked: Crafted with thousands of hooks, chains, and other materials. It tends to grab onto weapons and even creatures that strike the armor.
-Perfected Insulation: The deepest blizzard or the hottest inferno those who wear this armor can walk comfortably through both. It doesn’t stop the armor itself from being destroyed by such.
-Partial Perfection: This armor has been perfected deflecting every blow sent towards it. It feels every blow and will eventually shatter to pieces.
-Abrasive: Crafted with similar design to sandpaper, anything that strikes this armor will have the force of its own blow sent right back blunting its edges. While relatively harmless to blunt weapons a fist or foot could even be flayed.
-Slick: Slathered with a seemingly permanent layer of oil. Things don’t seem to stick to this armor. Webs don’t stick but wrestling becomes nearly impossible on both ends.
-Refraction: Perfectly angled to refract light into a powerful sheen. When in the sun the armor shines the sun’s rays into the eyes of the aggressor.
-Secretive (Leather, Chain, Scale): Anyone can make an attractive piece of armor. It takes true inspiration to make armor that looks like a stunning piece of clothing. These armors look like clothing and often are.
-Scaled Down: Using techniques that cannot be replicated these armors are much thinner then ordinary armor without losing their effectiveness. This could be done to gain an extra layer of armor or even wear plate under ordinary clothing.
-Padded: While an axe may not cut you it can still bludgeon you. These armors have been padded to absorb much of the shock out of any blow.

Cloth
-Spidersilk: Elastic, smooth, and nearly indestructible. While it does little to deflect blows it will always return to its original shape removing objects stuck in its cloth such as arrows, bolts, and even weapons.
-Pedal silk: Made of excellent fibers and is stunningly beautiful. What is more exceptional is the subtle scent emanating from it, powerful enough to sooth anyone just long enough to put in a good word.

Rings:
-Sacrificial Spawn: While worn all offspring created by the owner are given a dark birthmark. Upon the owner’s death the rings transports itself to a desired child and this child has their mind replaced by that of their parent.

Boots:
-Blood Harvest: Walking upon the earth washed with blood nourishes the wearer.
-Animal Movement: The wearer can match the speeds of the animal this boot was made of as well as being able to walk upon any surface they were capable of as well.
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Mel_Vixen

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Re: Artifact Suggestions: Redux (721 Artifacts)
« Reply #34 on: June 24, 2010, 12:21:09 pm »

Ok i have one or two ideas too:

Conditions:

- Presence: A being of a certain type has/should not to be present near the user
- Ritual Setup: Certain setups like 3 Blood-candles arranged in a triangle etc. are needed to trigger a effect.
-- the right religion: The user needs to have the right religion
-- The right outfit: The ritual has to be naked, in a dress, wrapped into a animal-hide
- Then the stars are right: Chuthlu comes and does his worst ... Certain effects get triggered or ended when certain constellations are in place or during certain periods.
- The right place: A artefact only works within the boundarys of a certain country.
- Bound to the blood: A artefact only works if a certain bloodline/Object/religion/being/item still exists in the world.
   

Bridges:
 of time: the passage of Time is different on the bridge. It can speed up or slow down.
 of visions: People sleeping (or perform a ritual etc.) on the bridge get a vision of the gods/foreign country/people etc.
 of Non-euclidean-ity: this bridge can only be passed in one direction 
 of Fame: People will remember this artefact in full detail over a very long time

Cage:

 of shrinking: The cage itself may shrink until it kills the inhabitant
 of Mute: No sound can enter or leave the cage

Ammo:

 of fire: sets things on fire.
 of air: doubled range.

Helmets:
 
 of foresight: The wearer can forsee the enemys blows thus has a virtually higher skill
 of seeing: The wearer can "see" things even in the dark or if he lost his eyes
 of terror: The wearer induces fear by the ghastly Face on it

Items General:


 
 of "chosen creature": This item works only for or against certain creatures or creature types. could also apply to genders and traits like eye-color. May depend on a mind of a artefact
 of seeding: Once used the users children will become a creature of a certain type (including not anthropomorphic and/or intelligent) or may have a certain trait like gender, eye-colors etc.
 of bloodline: All descendent of the owner (after first use) will experience a certain effect
 of unreliability:   Even if a effects conditions are met chances are that it does not triggers (incl. Obj. of seeding and bloodline)
 of the N-th sibling: This artefact comes with one or more siblings
 of linkage: A user might be telepathic/empathic for the mind of a certain creature like the wearer of a sibling artefact (Ring of: WHAT THE HECK DOES MY DOG WANT?)
   
« Last Edit: June 24, 2010, 12:31:45 pm by Heph »
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Craftling

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Re: Artifact Suggestions: Redux (721 Artifacts)
« Reply #35 on: July 11, 2010, 07:18:31 pm »

Bridges:
 of time: the passage of Time is different on the bridge. It can speed up or slow down.
 of visions: People sleeping (or perform a ritual etc.) on the bridge get a vision of the gods/foreign country/people etc.
 of Non-euclidean-ity: this bridge can only be passed in one direction 
 of Fame: People will remember this artefact in full detail over a very long time
of Dimension: Passing through this bridge leads to a different part of the world, or even a different realm!
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Nil Eyeglazed

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Re: Artifact Suggestions: Redux (721 Artifacts)
« Reply #36 on: July 11, 2010, 11:34:55 pm »

This is really cool, and I appreciate how much work has been put into it, but I have to agree with Nivm.  I have a vision of things being more procedural and less useful, more generalizable.  Let me explain.

So, what you have here is a list of effects that do something to somebody and/or something under certain conditions.  Some of the things you've listed are really vague, so I can't talk about those-- but of the effects that are specific, they can be spelled out in those three terms.

Here, consider a floodgate that generates power.  What does it do?  It powers things.  To whom or what?  To adjacent buildings.  When?  Maybe all of the time; maybe when it's open; maybe when it's adjacent to flow.  And I didn't see anything else that generates power, although I didn't read everything (pardon me, but there's a lot there!)

But why just floodgates?  Try this: an artifact chair that generates power to anything in a lighted square whenever it's sat upon.  An artifact gem that generates power to everything within 10 squares whenever it's contaminated with blood.  An artifact shield that generates power to anything made of obsidian whenever it blocks a weapon strike.

Do you see how many interesting, magical possibilities you leave out by trying to make everything specific?  I read about two-thirds of the weapon effects, but they're not magical enough.  They're like D&D weapons-- they're just in terms of, this is a useful artifact, this is not a useful artifact.

Now, I don't suggest that everything should be weighted the same, regardless of type of item.  There ought to be the possibility of a floodgate that increases map wind whenever it strikes an opponent in combat, but it shouldn't be as likely as a weapon that increases map wind whenever it strikes an opponent.  (See what I mean with more cool effects?)  And it doesn't make any sense for a table to spawn lye every time it's slept upon by a noble, although it would be an interesting effect for a bed.

If you make everything procedural, but with weights, you end up with a bizarre range of artifacts-- all, clearly, special, magical-- but you only ever figure out what one of them does, and then you have to figure out how to use what that one artifact does.  Okay, so your artifact short sword doesn't seem to hurt anybody anymore than a masterpiece short sword.  Then you notice that it's not covered with blood.  Why not?  What's going on?  You keep paying attention.  Eventually, you stop using the sword as a weapon, and you drop it in your well, because you realize that every time its creator gets a happy thought, everything within ten squares of the sword is decontaminated.  Wow!  What a cool effect that you've managed to put to use!  It's no vorpal sword-- it's way cooler than that!  Now if you can just figure out what the hell that artifact toy drum does.  Wonder if it's somehow responsible for the tantrum wave you're suffering?
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Neonivek

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Re: Artifact Suggestions: Redux (721 Artifacts)
« Reply #37 on: July 12, 2010, 02:08:29 am »

Personally I don't know why I don't do more chair effects given that thrones have often been centerpeices for entire kingdoms

Well the interesting this about my artifacts Nil is that I never really intended each artifact to stand as a single artifact but rather a part of an array of possible effects.

I do think that the algorithm should have some sort of awareness over what it is being made out of however. An Artifact Balsawood blade isn't too useful even if it is studded with diamonds.

Not that everything needs to be balanced mind you, but an artifact should at least match mundane equipment unless it has other uses.

Quote
Do you see how many interesting, magical possibilities you leave out by trying to make everything specific?  I read about two-thirds of the weapon effects, but they're not magical enough.  They're like D&D weapons-- they're just in terms of, this is a useful artifact, this is not a useful artifact

Well if I made everything VERY general this entire thread would have been concluded rather quickly, I could easily just sum up a large majority of swords by saying "Add X type Damage". Though "Limited Subject" in the form of power is very interesting. Using it as a throne however turns it into some sort of odd backup generator. I don't purpose that randomisation shouldn't be involved, in fact far from it, I am just listing all the possible effects that should be possible. (as well not all effects seem confined to their category. By all means who says a sword cannot make you faster)

As well some of the effects are just included for the sake of completion. Hense the boots of speed. I am often inspired by what people want out of an object and that is why I create that effect.

Also "Power" as your explaining would be specifically animation in the absense of electricty. Which in it of itself is fine. A Staff rumored to be blessed with the power of animation seeming useless until you find out it essentially causes mechanical objects to spring to life is interesting.

Quote
Eventually, you stop using the sword as a weapon, and you drop it in your well, because you realize that every time its creator gets a happy thought, everything within ten squares of the sword is decontaminated

So a sword that makes things clean through happy thoughts that can only essentially be used in fortress mode. Interesting. Though I suggest you look into my other sections as my weapon sections are less strictly weapon effects.
« Last Edit: July 12, 2010, 03:59:17 am by Neonivek »
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Medicine Man

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Re: Artifact Suggestions: Redux (721 Artifacts)
« Reply #38 on: July 12, 2010, 03:06:45 am »

Hellbound:A truly terrible artifact,it causes a random fast acting disease to anybody whom its blade (or hammer or whatever the hell that thing is called) touches and seems to be flaming (sets things that it hits on fire and gives them a random disease fast acting disease)
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Kogut

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Re: Artifact Suggestions: Redux (721 Artifacts)
« Reply #39 on: February 24, 2011, 02:32:17 am »

Conditions: near certain type of masterwork engraving (for example: engraving of food for barrel of infinite food, will produce engraved food)
« Last Edit: February 24, 2011, 02:35:10 am by Kogut »
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Max White

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Re: Artifact Suggestions: Redux (721 Artifacts)
« Reply #40 on: February 24, 2011, 07:02:05 am »

Oh wow, this thread is some what of a artifact itself! Lets add to it!

Condition: Racist ~ Will only work for or against a specific race. So that artifact sock that shines of light is just a normal sock when worn by a human, or that artifact blowgun does little against anything but gremlins.

Corkscrew: Matter destroy ~ Liquids go in while being pumped, but not out.
Matter creater ~ While in use will make either water or magma, depending on the specific artifact.'
Matter inverter ~ Put water in, and magma comes out, put magma in and water comes out.

Ahra

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Re: Artifact Suggestions: Redux (721 Artifacts)
« Reply #41 on: February 24, 2011, 07:44:42 am »

i got lost in the huge list do you have an quick necrosis blade?
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Bohandas

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Re: Artifact Suggestions: Redux (721 Artifacts)
« Reply #42 on: February 24, 2011, 01:18:09 pm »

This is pretty cool.
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Neonivek

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Re: Artifact Suggestions: Redux (721 Artifacts)
« Reply #43 on: February 25, 2011, 11:41:22 pm »

i got lost in the huge list do you have an quick necrosis blade?

Nope the list is so old that the vast majority of the artifacts are from before the poisons and disease updates.
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SirHoneyBadger

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Re: Artifact Suggestions: Redux (721 Artifacts)
« Reply #44 on: February 26, 2011, 12:48:51 pm »

An idea for a trap mechanism:

Bloodthirsty.

This mechanism has to be used as a weapon mechanism, and to activate it, every weapon slot available must be filled with an iron weapon. The mechanism never needs cleaned, but it also leaves no corpses, body parts, armour, clothes or items carried by the victim, except for their blood and any weapons carried. Everything else carried, worn, or contained within the body, is irretrievably obliterated. Whenever it makes a kill, it "gathers" any weapons from the victim that have been used to kill in the past, and uses them to replace one of it's current weapons that has less "kills", with the new weapon. These weapons may be made from any material, and may even include artifact or bone weapons.

When every single weapon slot is occupied by a weapon that's been used for killing atleast once, the next time your Fortress is seiged the weapon trap will transform into an iron man, armed with a masterwork iron longsword, and a masterwork iron scourge, and covered completely in blood, who fights on the side of your Fortress, until all your enemies are vanquished. This iron man starts unskilled, but may gain fighting skills while fighting. Once all of your enemies are dead, the iron man turns on your Fortress and will attack any inhabitants it can reach.

When the iron man is finally defeated, instead of transforming into a statue, it instead transforms back into this mechanism, and must be remade into a weapon trap. Any artifact weapons will be left behind as well, but all other weapons are lost. After that, when every weapon has been used to kill an additional time, the transformation happens again.
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