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-- Copyright (C) 2009 - 2017 Nicolas Casalini
--
-- This program is free software: you can redistribute it and/or modify
-- it under the terms of the GNU General Public License as published by
-- the Free Software Foundation, either version 3 of the License, or
-- (at your option) any later version.
--
-- This program is distributed in the hope that it will be useful,
-- but WITHOUT ANY WARRANTY; without even the implied warranty of
-- MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
-- GNU General Public License for more details.
--
-- You should have received a copy of the GNU General Public License
-- along with this program.  If not, see <http://www.gnu.org/licenses/>.
--
-- Nicolas Casalini "DarkGod"
-- darkgod@te4.org

local Stats = require "engine.interface.ActorStats"
local Talents = require "engine.interface.ActorTalents"

-- This file describes artifacts associated with a boss of the game, they have a high chance of dropping their respective ones, but they can still be found elsewhere

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-- Design:  Revamp Wintertide to make it more unique, interesting, and not terrible.
-- Balance:  A cold themed weapon doesn't play nice with melee scalers, and Ice Block on hit, while useful overall, has some obvious anti-synergy.  So instead of focusing on stats I added a decent passive on hit and a very powerful active.  The active is a "better" Stone Wall but you have to be actively using the weapon in melee to make use of it.  The delayed expansion of the storm also limits its strength as an "oh shit" button.
newEntity{ base = "BASE_LONGSWORD",
	power_source = {arcane=true},
	define_as = "LONGSWORD_WINTERTIDE", unided_name = "glittering longsword", image="object/artifact/wintertide.png",
	name = "Wintertide", unique=true,
	moddable_tile = "special/%s_wintertide",
	moddable_tile_big = true,
	desc = [[The air seems to freeze around the blade of this sword, draining all heat from the area.
It is said the Conclave created this weapon for their warmaster during the dark times of the first allure war.]],
	require = { stat = { str=35 }, },
	level_range = {35, 45},
	rarity = 280,
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	cost = 1000,
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	winterStorm = nil,
	special_desc = function(self)
		local storm = self.winterStorm
		if not storm or storm.duration <=0 then 
			return ("No Winter Storm Active") 
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		else
			return ("Winter Storm: " .. ((storm.duration and storm.radius) and ("radius %d (%d turns remaining)"):format(math.floor(storm.radius), storm.duration) or "None"))
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		end
	end,
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		dam = 39, -- lower damage, defensive item with extremely powerful effects
		apr = 10,
		physcrit = 10,
		dammod = {str=1},
		damrange = 1.4,
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		melee_project={[DamageType.ICE] = 25}, -- Iceblock HP is based on damage, since were adding iceblock pierce we want this to be less generous
		special_on_hit = {
			desc=function(self, who, special) 
				local dam = who:damDesc(engine.DamageType.COLD, special:damage(self, who))
				return ("Create a Winter Storm that gradually expands (from radius %d to radius %d), dealing %0.2f cold damage (based on Strength) to your enemies each turn and slowing their ability to act by 20%%.  Subsequent melee strikes will relocate the storm on top of your target and increase its duration."):format(special.radius, special.max_radius, dam)
			end,
			on_kill=1,
			damage = function(special, self, who) return who:combatStatScale("str", 20, 80, 0.75) end,
			duration = 5,
			radius = 1,
			max_radius = 4,
			fct=function(combat, who, target, dam, special)
				local Object = require "mod.class.Object"
				local Map = require "engine.Map"

				-- special_on_hit doesn't know what item triggered it, so find it
				local self, item, inven_id = who:findInAllInventoriesBy("define_as", "LONGSWORD_WINTERTIDE")
				if not self or not who:getInven(inven_id).worn then return end
				
				if who.turn_procs.wintertide_sword then return end

				-- The reference to winterStorm is lost sometimes on reload but since we know only one can ever exist we can just check the map effects and set the reference every proc
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				self.winterStorm = nil
				for k, eff in pairs(game.level.map.effects) do
					if eff and eff.is_wintertide then
						self.winterStorm = eff
					end
				end
				-- Who knows if this is necessary
				if self.winterStorm and self.winterStorm.duration <= 0 then
					self.winterStorm = nil
				end
				who.turn_procs.wintertide_sword = true
				 
				-- If the map has no Winter Storm then create one
				if not self.winterStorm then
					game.logSeen(target, "#LIGHT_BLUE#A Winter Storm forms around %s.", target.name:capitalize())
					local stormDam = special:damage(self, who)
					self.winterStorm = game.level.map:addEffect(who,
						target.x, target.y, special.duration,
						engine.DamageType.WINTER, {dam=stormDam, x=target.x, y=target.y}, -- Winter is cold damage+energy reduction, enemy only
						special.radius, -- starting radius
						5, nil,
						{type="icestorm", only_one=true, args = {radius = 1}},
						function(e, update_shape_only)
							if not update_shape_only then 
								 -- Increase the radius by 0.2 each time the effect ticks (1000 energy)	
								if e.radius < e.max_radius then
									e.radius = e.radius + 0.2
									if e.particles and math.floor(e.particles[1].args.radius) ~= math.floor(e.radius) then -- expand the graphical effect
										e.particles[1].args.radius = e.radius
										e.particles[1].radius = e.radius -- is this needed?
										e.particles[1]:dieDisplay()
										e.particles[1]:checkDisplay()
									end
								end
							return true
						end,
						false,
						false
					)
					self.winterStorm.is_wintertide = true
					self.winterStorm.max_radius = special.max_radius
				else
					-- The storm already exists so move it on top of the target and increase its duration
					self.winterStorm.x = target.x
					self.winterStorm.y = target.y
					if self.winterStorm.duration < 7 then -- duration can be extended forever while meleeing
						self.winterStorm.duration = self.winterStorm.duration + 2
					end
					game.level.map.changed = true
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				end
			end
		},	
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		iceblock_pierce=35, -- this can be generous because of how melee specific the item is
		resists = { [DamageType.COLD] = 25 },
		on_melee_hit={[DamageType.ICE] = 40},
		inc_damage = { [DamageType.COLD] = 20 },
	},
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	max_power = 40, power_regen = 1,
	use_power = { name ="precipitate ice walls (lasting 10 turns) within your Winter Storm's area", power = 30,
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			local Object = require "mod.class.Object"
			local Map = require "engine.Map"
			
			if not self.winterStorm then return end
			
			if self.winterStorm and self.winterStorm.duration <= 0 then
				self.winterStorm = nil
				return
			end
			
			local grids = core.fov.circle_grids(self.winterStorm.x, self.winterStorm.y, self.winterStorm.radius, true)
			game.logSeen(who, "#LIGHT_BLUE#%s brandishes %s %s, releasing a wave of Winter cold!", who.name:capitalize(), who:his_her(), self:getName({no_add_name = true, do_color = true}))
			self.use_power.last_use = {turn = game.turn, x = self.winterStorm.x, y = self.winterStorm.y, radius = self.winterStorm.radius} -- for ai purposes
			
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			for x, yy in pairs(grids) do for y, _ in pairs(grids[x]) do
				local oe = game.level.map(x, y, engine.Map.TERRAIN)

				if oe then
					if oe._wintertide_ice_wall then
						oe.temporary = 10
					elseif not oe:check("block_move", x, y) then
						local e = Object.new{
							old_feat = oe,
							name = "winter wall", image = "npc/iceblock.png",
							_wintertide_ice_wall = true,
							display = '#', color_r=255, color_g=255, color_b=255, back_color=colors.GREY,
							desc = "a summoned wall of ice",
							type = "wall", --subtype = "floor",
							always_remember = true,
							can_pass = {pass_wall=1},
							does_block_move = true,
							show_tooltip = true,
							block_move = true,
							block_sight = true,
							temporary = 10,
							x = x, y = y,
							canAct = false,
							act = function(self)
								self:useEnergy()
								self.temporary = self.temporary - 1
								if self.temporary <= 0 then
									game.level.map(self.x, self.y, engine.Map.TERRAIN, self.old_feat)
									game.level:removeEntity(self)
								end
							end,
							dig = function(src, x, y, old)
								game.level:removeEntity(old)
								return nil, old.old_feat
							end,
							summoner_gain_exp = true,
						}
						e.tooltip = mod.class.Grid.tooltip
						game.level:addEntity(e)
						game.level.map(x, y, engine.Map.TERRAIN, e)
						if game.level.map.seens(x, y) and game.player:canSee(e) then msg = true end
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				end
			end end
			if msg then game.log("#LIGHT_BLUE#Ice and snow form a barrier!") end
		end,
		on_pre_use = function(self, who, silent, fake)
			if not self.winterStorm then return false end
			local last_use = self.use_power.last_use
			if last_use then
				if game.turn - last_use.turn >= 11*game.energy_to_act/game.energy_per_tick then -- no current icewalls
					return true
				else -- current icewall, don't overlap
					if core.fov.distance(self.winterStorm.x, self.winterStorm.y, last_use.x, last_use.y) < math.floor(last_use.radius) then	return false end
				end
			end
			return true
		end,
		tactical = function(self, who, aitarget)
			if not (self.winterStorm and aitarget) then return end
			local tx, ty
			if who.aiSeeTargetPos then tx, ty = who:aiSeeTargetPos(aitarget)
			else tx, ty = aitarget.x, aitarget.y end
			local TDist, TEnv, SEnv=
				core.fov.distance(who.x, who.y, tx, ty), -- dist to target
				core.fov.distance(tx, ty, self.winterStorm.x, self.winterStorm.y) < math.floor(self.winterStorm.radius), -- walls would surround target
				core.fov.distance(who.x, who.y, self.winterStorm.x, self.winterStorm.y) < math.floor(self.winterStorm.radius) -- walls would surround us
			
			local tac = {}
			-- escape: want walls around target but not around us if possible (so we can flee)
			local val = 0
			if TEnv then -- walls around target
				if not SEnv then val = val + 3 -- but not us
				elseif TDist > 1 then val = val + 1
			elseif SEnv then -- walls around us
				if TDist > 1 then val = val + 0.5 end -- and target is not adjacent
			end
			if val > 0 then tac.escape = val end
			-- defense against multiple foes: want target adjacent with walls around us and target if possible
			val = 0
			if (TDist or 0) <= 1 then
				if SEnv then val = val + 1.5 end
				if TEnv then val = val + 0.5 end
			end
			if val > 0 then tac.defend = val end
			if who.summoner then -- protect summoner if we have one
				TDist =	core.fov.distance(who.summoner.x, who.summoner.y, tx, ty)
				SEnv = core.fov.distance(who.summoner.x, who.summoner.y, self.winterStorm.x, self.winterStorm.y) < math.floor(self.winterStorm.radius)
				val = 0
				if (TDist or 0) > 1 then -- summoner not adjacent to target
					if TEnv then val = val + 1 end -- walls around target
					if SEnv then val = val + 0.5 end -- walls around summoner
				if val > 0 then tac.protect = val end
			end
			if true then return tac end
		end,
		radius = function(self, who)
			local winterStorm = self.winterStorm
			if winterStorm and winterStorm.duration > 0 then
				return winterStorm.radius
			else
				return 0
			end
		end,
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	on_wear = function(self, who)
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	end,
	on_pickup = function(self, who)
		self.winterStorm = nil
	end,
}

newEntity{ base = "BASE_LITE", define_as = "WINTERTIDE_PHIAL",
	power_source = {arcane=true},
	unided_name = "phial filled with darkness", unique = true, image="object/artifact/wintertide_phial.png",
	name = "Wintertide Phial", color=colors.DARK_GREY,
	desc = [[This phial seems filled with darkness, yet it cleanses your thoughts.]],
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	level_range = {1, 25},
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	material_level = 2,

	wielder = {
		lite = 1,
		infravision = 6,
	},

	max_power = 60, power_regen = 1,
	use_power = {
		name = function(self, who) return ("cleanse your mind of up to %d (based on Magic) detrimental mental effects"):format(self.use_power.nbcure(self, who)) end,
		power = 40,
		nbcure = function(self, who) return math.floor(who:combatStatScale("mag", 2.5, 6, "log")) end,
		use = function(self, who)
			local target = who
			local effs = {}
			local known = false

			game.logSeen(who, "%s uses %s %s to cleanse %s mind!", who.name:capitalize(), who:his_her(), self:getName({no_add_name = true, do_color=true}), who:his_her())
			for eff_id, p in pairs(target.tmp) do
				local e = target.tempeffect_def[eff_id]
				if e.type == "mental" and e.status == "detrimental" then
					effs[#effs+1] = {"effect", eff_id}
				end
			end

			for i = 1, self.use_power.nbcure(self, who) do
				if #effs == 0 then break end
				local eff = rng.tableRemove(effs)

				if eff[1] == "effect" then
					target:removeEffect(eff[2])
					known = true
				end
			end
			return {id=true, used=true}
		end,
		tactical = {CURE = function(who, t, aitarget) -- count number of mental effects
			local nb = 0
			for eff_id, p in pairs(who.tmp) do
				local e = who.tempeffect_def[eff_id]
				if e.status == "detrimental" and e.type == "mental" then
					nb = nb + 1
				end
			end
			return nb
	},
}

-- Artifact, dropped by Rantha
newEntity{ base = "BASE_LEATHER_BOOT",
	power_source = {nature=true},
	define_as = "FROST_TREADS",
	unided_name = "ice-covered boots",
	name = "Frost Treads", unique=true, image="object/artifact/frost_treads.png",
	desc = [[A pair of leather boots. Cold to the touch, they radiate a cold blue light.]],
	require = { stat = { dex=16 }, },
	level_range = {10, 18},
	material_level = 2,
	rarity = 220,
	cost = 40,

	wielder = {
		lite = 1,
		combat_armor = 4,
		combat_def = 1,
		fatigue = 7,
		inc_damage = {
			[DamageType.COLD] = 15,
		},
		resists = {
			[DamageType.COLD] = 20,
			[DamageType.NATURE] = 10,
		},
		inc_stats = { [Stats.STAT_STR] = 4, [Stats.STAT_DEX] = 4, [Stats.STAT_CUN] = 4, },
	},
}

newEntity{ base = "BASE_HELM",
	power_source = {technique=true},
	define_as = "DRAGON_SKULL",
	name = "Dragonskull Helm", unique=true, unided_name="skull helm", image = "object/artifact/dragonskull_helmet.png",
	desc = [[Traces of a dragon's power still remain in this bleached and cracked skull.]],
	require = { stat = { wil=24 }, },
	level_range = {45, 50},
	material_level = 5,
	rarity = 280,
	cost = 200,

	wielder = {
		resists = {
			[DamageType.FIRE] = 15,
			[DamageType.COLD] = 15,
			[DamageType.ACID] = 15,
			[DamageType.LIGHTNING] = 15,
		},
		esp = {dragon=1},
		combat_armor = 2,
		fatigue = 12,
		combat_physresist = 12,
		combat_mentalresist = 12,
		combat_spellresist = 12,
	},
}

newEntity{ base = "BASE_LIGHT_ARMOR",
	power_source = {nature=true},
	define_as = "EEL_SKIN", image = "object/artifact/eel_skin_armor.png",
	name = "Eel-skin armour", unique=true,
	unided_name = "slippery armour", color=colors.VIOLET,
	desc = [[This armour seems to have been patched together from many eels. Yuck.]],
	level_range = {5, 12},
	rarity = 200,
	cost = 500,
	material_level = 2,
	wielder = {
		inc_stats = { [Stats.STAT_DEX] = 2, [Stats.STAT_CUN] = 3,  },
		poison_immune = 0.3,
		combat_armor = 1,
		combat_def = 10,
		fatigue = 2,
	},

	max_power = 50, power_regen = 1,
	use_talent = { id = Talents.T_CALL_LIGHTNING, level=2, power = 18 },
	talent_on_wild_gift = { {chance=10, talent=Talents.T_CALL_LIGHTNING, level=2} },
}

newEntity{ base = "BASE_RING",
	power_source = {psionic=true},
	define_as = "NIGHT_SONG",
	name = "Nightsong", unique=true, image = "object/artifact/ring_nightsong.png",
	desc = [[A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it.]],
	unided_name = "obsidian ring",
	level_range = {15, 23},
	rarity = 250,
	cost = 500,
	material_level = 2,
	wielder = {
		max_stamina = 25,
		combat_def = 6,
		fatigue = -7,
		inc_stats = { [Stats.STAT_CUN] = 6 },
		combat_mentalresist = 13,
		talent_cd_reduction={
			[Talents.T_SHADOWSTEP]=1,
		},
		inc_damage={ [DamageType.PHYSICAL] = 5, },
	},

	max_power = 50, power_regen = 1,
	use_talent = { id = Talents.T_DARK_TENDRILS, level=2, power = 40 },
}

newEntity{ base = "BASE_HELM",
	power_source = {nature=true},
	define_as = "HELM_OF_GARKUL",
	unided_name = "tribal helm",
	name = "Steel Helm of Garkul", unique=true, image="object/artifact/helm_of_garkul.png",
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	desc = [[A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live.]],
	require = { stat = { str=16 }, },
	level_range = {12, 22},
	rarity = 200,
	cost = 500,
	material_level = 2,
	skullcracker_mult = 5,

	wielder = {
		combat_armor = 6,
		fatigue = 8,
		inc_stats = { [Stats.STAT_STR] = 5, [Stats.STAT_CON] = 5, [Stats.STAT_WIL] = 4 },
		inc_damage={ [DamageType.PHYSICAL] = 10, },
		combat_physresist = 12,
		combat_mentalresist = 12,
		combat_spellresist = 12,
		talents_types_mastery = {["technique/thuggery"]=0.2},
	},

	set_list = { {"define_as","SET_GARKUL_TEETH"} },
	set_desc = {
		garkul = "Another of Garkul's heirlooms would bring out his spirit.",
	},
	on_set_complete = function(self, who)
		self:specialSetAdd("skullcracker_mult", 1)
		self:specialSetAdd({"wielder","melee_project"}, {[engine.DamageType.GARKUL_INVOKE]=5})
	end,
}

newEntity{ base = "BASE_SHIELD",
	power_source = {arcane=true},
	define_as = "LUNAR_SHIELD",
	unique = true,
	name = "Lunar Shield", image = "object/artifact/shield_lunar_shield.png",
	moddable_tile = "special/%s_lunar_shield",
	moddable_tile_big = true,
	unided_name = "chitinous shield",
	desc = [[A large section of chitin removed from Nimisil. It continues to give off a strange white glow.]],
	color = colors.YELLOW,
	metallic = false,
	require = { stat = { str=35 }, },
	level_range = {40, 50},
	rarity = 280,
	cost = 350,
	material_level = 5,
	special_combat = {
		dam = 45,
		block = 250,
		physcrit = 10,
		dammod = {str=1},
		damrange = 1.4,
		damtype = DamageType.ARCANE,
	},
	wielder = {
		resists={[DamageType.DARKNESS] = 25},
		inc_damage={[DamageType.DARKNESS] = 15},

		combat_armor = 7,
		combat_def = 12,
		combat_def_ranged = 5,
		combat_spellpower = 10,
		fatigue = 2,

		lite = 1,
		talents_types_mastery = {["celestial/star-fury"]=0.2,["celestial/twilight"]=0.1,},
		learn_talent = { [Talents.T_BLOCK] = 5, },
	},
	talent_on_spell = { {chance=10, talent=Talents.T_MOONLIGHT_RAY, level=2} },
}

newEntity{ base = "BASE_SHIELD",
	power_source = {nature=true},
	define_as = "WRATHROOT_SHIELD",
	unided_name = "large chunk of wood",
	moddable_tile = "special/%s_wrathroots_barkwood",
	moddable_tile_big = true,
	name = "Wrathroot's Barkwood", unique=true, image="object/artifact/shield_wrathroots_barkwood.png",
	desc = [[The barkwood of Wrathroot, made into roughly the shape of a shield.]],
	require = { stat = { str=25 }, },
	level_range = {12, 22},
	rarity = 200,
	cost = 20,
	material_level = 2,
	metallic = false,
	special_combat = {
		dam = resolvers.rngavg(20,30),
		block = 60,
		physcrit = 2,
		dammod = {str=1.5},
		damrange = 1.4,
	},
	wielder = {
		combat_armor = 10,
		combat_def = 9,
		fatigue = 14,
		resists = {
			[DamageType.DARKNESS] = 20,
			[DamageType.COLD] = 20,
			[DamageType.NATURE] = 20,
		},
		learn_talent = { [Talents.T_BLOCK] = 3, },
	},
}

newEntity{ base = "BASE_GEM",
	power_source = {nature=true},
	unique = true, define_as = "PETRIFIED_WOOD",
	unided_name = "burned piece of wood",
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	name = "Petrified Wood", subtype = "red", --Visually black, but associate with fire, not acid
	color = colors.WHITE, image = "object/artifact/petrified_wood.png",
	level_range = {35, 45},
	rarity = 280,
	desc = [[A piece of the scorched wood taken from the remains of Snaproot.]],
	cost = 100,
	material_level = 4,
	color_attributes = {
		damage_type = 'FIRE',
		alt_damage_type = 'FLAMESHOCK',
		particle = 'flame',
	},
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	identified = false,
	imbue_powers = {
		resists = { [DamageType.NATURE] = 25, [DamageType.DARKNESS] = 10, [DamageType.COLD] = 10 },
		inc_stats = { [Stats.STAT_CON] = 25, },
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		ignore_direct_crits = 23,
	},
	wielder = {
		resists = { [DamageType.NATURE] = 25, [DamageType.DARKNESS] = 10, [DamageType.COLD] = 10 },
		inc_stats = { [Stats.STAT_CON] = 25, },
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		ignore_direct_crits = 23,
	},
}

newEntity{ base = "BASE_STAFF",
	power_source = {arcane=true},
	unique = true, define_as = "CRYSTAL_SHARD",
	name = "Crystal Shard",
	unided_name = "crystalline tree branch",
	flavor_name = "magestaff",
	level_range = {10, 22},
	color=colors.BLUE, image = "object/artifact/crystal_shard.png",
	rarity = 300,
	desc = [[This crystalline tree branch is remarkably rigid, and refracts light in myriad colors. Gazing at it entrances you, and you worry where its power may have come from.]],
	cost = 200,
	material_level = 2,
	require = { stat = { mag=20 }, },
	combat = {
		dam = 16,
		apr = 4,
		dammod = {mag=1.3},
		damtype = DamageType.ARCANE,
		convert_damage = {
			[DamageType.BLIGHT] = 50,
		},
	},
	wielder = {
		combat_spellpower = 14,
		combat_spellcrit = 4,
		inc_damage={
			[DamageType.ARCANE] = 18,
			[DamageType.BLIGHT] = 18,
		},
		resists={
			[DamageType.ARCANE] = 10,
			[DamageType.BLIGHT] = 10,
		},
		damage_affinity={
			[DamageType.ARCANE] = 20,
		},
	},
	max_power = 45, power_regen = 1,
	use_power = { name = "create 2 living shards of crystal to serve you for 10 turns", power = 45, use = function(self, who)
		if not who:canBe("summon") then game.logPlayer(who, "You cannot summon; you are suppressed!") return end

		local NPC = require "mod.class.NPC"
		local list = NPC:loadList("/data/general/npcs/crystal.lua")
		game.logSeen(who, "Crystals splinter off of %s's %s and animate!", who.name:capitalize(), self:getName({no_add_name = true, do_color=true}))
		for i = 1, 2 do
			-- Find space
			local x, y = util.findFreeGrid(who.x, who.y, 5, true, {[engine.Map.ACTOR]=true})
			if not x then break end
				local e
			repeat e = rng.tableRemove(list)

			until not e.unique and e.rarity
			e = e:clone()
			local crystal = game.zone:finishEntity(game.level, "actor", e)
			crystal.make_escort = nil
			crystal.silent_levelup = true
			crystal.faction = who.faction
			crystal.ai = "summoned"
			crystal.ai_real = "dumb_talented_simple"
			crystal.summoner = who
			crystal.summon_time = 10
			crystal.exp_worth = 0
			crystal:forgetInven(crystal.INVEN_INVEN)

			local setupSummon = getfenv(who:getTalentFromId(who.T_SPIDER).action).setupSummon
			if who:knowTalent(who.T_BLIGHTED_SUMMONING) then
				crystal.blighted_summon_talent = who.T_BONE_SHIELD
				crystal:incIncStat("mag", who:getMag())
				crystal.summon_time=15
			end
			setupSummon(who, crystal, x, y)
			game:playSoundNear(who, "talents/ice")
		end
		return {id=true, used=true}
}

newEntity{ base = "BASE_WARAXE",
	power_source = {arcane=true},
	define_as = "MALEDICTION",
	unided_name = "pestilent waraxe",
	name = "Malediction", unique=true, image = "object/artifact/axe_malediction.png",
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	moddable_tile = "special/%s_axe_malediction",
	moddable_tile_big = true,
	desc = [[The land withers and crumbles wherever this cursed axe rests.]],
	require = { stat = { str=55 }, },
	level_range = {35, 45},
	rarity = 290,
	material_level = 4,
	combat = {
		dam = 55,
		apr = 15,
		physcrit = 10,
		dammod = {str=1},
		damrange = 1.2,
		burst_on_hit={[DamageType.BLIGHT] = 25},
		lifesteal=5, --You can counter the life regen by fighting, muhuhahah
		talent_on_hit = {
				[Talents.T_CURSE_OF_VULNERABILITY] = {level=3, chance=10},
				[Talents.T_CURSE_OF_DEATH] = {level=3, chance=10},
		},
		inc_damage = { [DamageType.BLIGHT] = 20 },
	},
	talent_on_spell = {
			{talent=Talents.T_CURSE_OF_DEFENSELESSNESS, level=3, chance=10},
			{talent=Talents.T_CURSE_OF_IMPOTENCE, level=3, chance=10},
	},
}

newEntity{ base = "BASE_STAFF",
	power_source = {arcane=true},
	define_as = "STAFF_KOR", image = "object/artifact/staff_kors_fall.png",
	unided_name = "dark staff",
	flavor_name = "vilestaff",
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	desc = [[Made from the bones of many creatures, this staff glows with power. You can feel its evil presence even from a distance.]],
	require = { stat = { mag=25 }, },
	level_range = {1, 10},
	rarity = 200,
	cost = 60,
	material_level = 1,
	combat = {
		is_greater = true,
		dam = 10,
		apr = 0,
		physcrit = 1.5,
		dammod = {mag=1.1},
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		element = DamageType.DARKNESS,
	},
	wielder = {
		see_invisible = 2,
		combat_spellpower = 7,
		combat_spellcrit = 8,
		inc_damage={
			[DamageType.ACID] = 10,
			[DamageType.DARKNESS] = 10,
			[DamageType.FIRE] = 10,
			[DamageType.BLIGHT] = 10,
		},
		talents_types_mastery = { ["corruption/bone"] = 0.1, },
		learn_talent = {[Talents.T_COMMAND_STAFF] = 1},
	},
	max_power = 6, power_regen = 1,
	use_talent = { id = Talents.T_BONE_SPEAR, level = 3, power = 6 },
}

newEntity{ base = "BASE_AMULET",
	power_source = {arcane=true},
	define_as = "VOX", 
	name = "Vox", unique=true,
	unided_name = "ringing amulet", color=colors.BLUE, image="object/artifact/jewelry_amulet_vox.png",
	desc = [[No force can hope to silence the wearer of this amulet.]],
	level_range = {40, 50},
	rarity = 220,
	cost = 3000,
	material_level = 5,
	wielder = {
		see_invisible = 20,
		silence_immune = 1,
		combat_spellpower = 9,
		combat_spellcrit = 4,
		max_mana = 50,
		combat_spellspeed = 0.15,
		max_vim = 50,
	},
}

newEntity{ base = "BASE_STAFF",
	power_source = {arcane=true},
	define_as = "TELOS_TOP_HALF", image = "object/artifact/staff_broken_top_telos.png",
	slot_forbid = false,
	twohanded = false,
	unided_name = "broken staff", flavor_name = "magestaff",
	name = "Telos's Staff (Top Half)", unique=true,
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	desc = [[The top part of Telos' broken staff.]],
	require = { stat = { mag=35 }, },
	level_range = {40, 50},
	rarity = 210,
	encumber = 2.5,
	material_level = 5,
	cost = 500,
	combat = {
		dam = 35,
		apr = 0,
		physcrit = 1.5,
		dammod = {mag=1.0},
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		element = DamageType.ARCANE,
	},
	wielder = {
		combat_spellpower = 30,
		combat_spellcrit = 15,
		combat_mentalresist = 8,
		inc_stats = { [Stats.STAT_WIL] = 5, },
		inc_damage = {[DamageType.ARCANE] = 35 },
		learn_talent = {[Talents.T_COMMAND_STAFF] = 1 },
	},
	set_list = { {"define_as","TELOS_BOTTOM_HALF"}, {"define_as","GEM_TELOS"} },
	on_set_complete = function(self, who)
	end,
	on_set_broken = function(self, who)
	end,
}

newEntity{ base = "BASE_AMULET",
	power_source = {arcane=true},
	define_as = "AMULET_DREAD",
	name = "Choker of Dread", unique=true, image = "object/artifact/amulet_choker_of_dread.png",
	unided_name = "dark amulet", color=colors.LIGHT_DARK,
	desc = [[The evilness of undeath radiates from this amulet.]],
	level_range = {20, 28},
	rarity = 220,
	cost = 500,
	material_level = 3,
	wielder = {
		see_invisible = 10,
		blind_immune = 1,
		combat_spellpower = 5,
		combat_dam = 5,
	},
	max_power = 60, power_regen = 1,
	use_power = { name = "summon an elder vampire to your side for 15 turns", power = 60, use = function(self, who)
		if not who:canBe("summon") then game.logPlayer(who, "You cannot summon; you are suppressed!") return end

		-- Find space
		local x, y = util.findFreeGrid(who.x, who.y, 5, true, {[engine.Map.ACTOR]=true})
		if not x then
			game.logPlayer(who, "Not enough space to invoke the vampire!")
			return
		end
		print("Invoking guardian on", x, y)
		game.logSeen(who, "%s taps %s %s, summoning a vampire thrall!", who.name:capitalize(), who:his_her(), self:getName({no_add_name = true, do_color=true}))
		local NPC = require "mod.class.NPC"
		local vampire = NPC.new{
			type = "undead", subtype = "vampire",
			display = "V", image = "npc/elder_vampire.png",
			name = "elder vampire", color=colors.RED,
			desc=[[A terrible robed undead figure, this creature has existed in its unlife for many centuries by stealing the life of others. It can summon the very shades of its victims from beyond the grave to come enslaved to its aid.]],

			combat = { dam=resolvers.rngavg(9,13), atk=10, apr=9, damtype=engine.DamageType.DRAINLIFE, dammod={str=1.9} },

			body = { INVEN = 10, MAINHAND=1, OFFHAND=1, BODY=1 },

			autolevel = "warriormage",
			ai = "summoned", ai_real = "dumb_talented_simple", ai_state = { talent_in=3, },
			stats = { str=12, dex=12, mag=12, con=12 },
			life_regen = 3,
			size_category = 3,
			rank = 3,
			infravision = 10,

			inc_damage = table.clone(who.inc_damage, true),

			resists = { [engine.DamageType.COLD] = 80, [engine.DamageType.NATURE] = 80, [engine.DamageType.LIGHT] = -50,  },
			blind_immune = 1,
			confusion_immune = 1,
			see_invisible = 5,
			undead = 1,

			level_range = {25, who.max_level}, exp_worth = 0,
			max_life = resolvers.rngavg(90,100),
			combat_armor = 12, combat_def = 10,
			resolvers.talents{
				[who.T_STUN]={base=2, every=6, max=5},
				[who.T_BLUR_SIGHT]={start = 10, base=2, every=6, max=5},
				[who.T_PHANTASMAL_SHIELD]={start = 5, base=1, every=6, max=5},
				[who.T_ROTTING_DISEASE]={start = 10, base=1, every=6, max=5},
				[who.T_TAUNT] = 3,
				},
			resolvers.sustains_at_birth(),
			faction = who.faction,
			summoner = who,
			summon_time = 15,
		}

		vampire:resolve()
		game.zone:addEntity(game.level, vampire, "actor", x, y)
		vampire:forceUseTalent(vampire.T_TAUNT, {ignore_energy=true})
		game:playSoundNear(who, "talents/spell_generic")
		return {id=true, used=true}
	end,
	tactical = {ATTACK = 2, SURROUNDED = 2}},
}

newEntity{ define_as = "RUNED_SKULL",
	power_source = {arcane=true},
	unique = true,
	type = "gem", subtype="red", image = "object/artifact/bone_runed_skull.png",
	unided_name = "human skull",
	name = "Runed Skull",
	display = "*", color=colors.RED,
	level_range = {40, 50},
	rarity = 390,
	cost = 150,
	encumber = 3,
	material_level = 5,
	desc = [[Dull red runes are etched all over this blackened skull.]],

	carrier = {
		combat_spellpower = 7,
		on_melee_hit = {[DamageType.FIRE]=25},
	},
}

newEntity{ base = "BASE_GREATMAUL",
	power_source = {technique=true},
	define_as = "GREATMAUL_BILL_TRUNK",
	unided_name = "tree trunk", image = "object/artifact/bill_treestump.png",
	name = "Bill's Tree Trunk", unique=true,
	desc = [[This is a big, nasty-looking tree trunk that Bill the Troll used as a weapon. It could still serve this purpose, should you be strong enough to wield it!]],
	require = { stat = { str=25 }, },
	level_range = {1, 10},
	material_level = 1,
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	moddable_tile = "special/%s_treetrunk",
	moddable_tile_big = true,

	rarity = 200,
	metallic = false,
	cost = 70,
	combat = {
		dam = 30,
		apr = 7,
		physcrit = 1.5,
		dammod = {str=1.3},
		damrange = 1.7,
	},

	wielder = {
	},
	max_power = 20, power_regen = 1,
	use_talent = { id = Talents.T_SHATTERING_BLOW, level = 2, power = 20 },
}

newEntity{ base = "BASE_SHIELD",
	power_source = {technique=true},
	define_as = "SANGUINE_SHIELD",
	unided_name = "bloody shield",
	name = "Sanguine Shield", unique=true, image = "object/artifact/sanguine_shield.png",
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	moddable_tile = "special/%s_hand_sanguine_shield", moddable_tile_big = true,
	desc = [[Though tarnished and spattered with blood, the emblem of the Sun still manages to shine through on this shield.]],
	require = { stat = { str=39 }, },
	level_range = {35, 45},
	material_level = 4,
	rarity = 240,
	cost = 120,

	special_combat = {
		dam = 40,
		block = 220,
		physcrit = 9,
		dammod = {str=1.2},
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		lifesteal = 8,
	},
	wielder = {
		combat_armor = 4,
		combat_def = 14,
		combat_def_ranged = 14,
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		inc_stats = { [Stats.STAT_CON] = 10, },
		fatigue = 19,
		resists = { [DamageType.BLIGHT] = 25, },
		life_regen = 5,
		learn_talent = { [Talents.T_BLOCK] = 5, },
	},
}

newEntity{ base = "BASE_GLOVES", define_as = "FLAMEWROUGHT",
	power_source = {nature=true},
	unique = true,
	name = "Flamewrought", color = colors.RED, image = "object/artifact/gloves_flamewrought.png",
	unided_name = "chitinous gloves",
	desc = [[These gloves seems to be made out of the exoskeletons of ritches. They are hot to the touch.]],
	level_range = {5, 12},
	rarity = 180,
	cost = 50,
	material_level = 1,
	wielder = {
		inc_stats = { [Stats.STAT_WIL] = 3, [Stats.STAT_CUN] = 2,},
		resists = { [DamageType.FIRE]= 10, },
		inc_damage = { [DamageType.FIRE]= 5, },
		combat_mindpower=2,
		combat_armor = 2,
		combat = {
			dam = 5,
			apr = 7,
			physcrit = 1,
			dammod = {dex=0.4, str=-0.6, cun=0.4 },
			melee_project={[DamageType.FIRE] = 10},
			talent_on_hit = { T_RITCH_FLAMESPITTER_BOLT = {level=3, chance=30} },
			convert_damage = { [DamageType.FIRE] = 100,},
		},
	},
	max_power = 24, power_regen = 1,
	use_talent = { id = Talents.T_RITCH_FLAMESPITTER_BOLT, level = 3, power = 8 },
}

-- The crystal set
newEntity{ base = "BASE_GEM", define_as = "CRYSTAL_FOCUS",
	power_source = {arcane=true},
	unique = true,
	unided_name = "scintillating crystal",
	name = "Crystal Focus", subtype = "multi-hued",
	color = colors.WHITE, image = "object/artifact/crystal_focus.png",
	level_range = {5, 12},
	desc = [[This crystal radiates the power of the Spellblaze itself.]],
	special_desc = function(self) return "(The created item can be activated to recover the Focus.)" end,
	rarity = 200,
	identified = false,
	cost = 50,
	material_level = 2,
	color_attributes = {
		damage_type = 'ARCANE',
		alt_damage_type = 'ARCANE_SILENCE',
		particle = 'manathrust',
	},
	
	wielder = {
		inc_stats = {[Stats.STAT_MAG] = 5 },
		inc_damage = {[DamageType.ARCANE] = 20, [DamageType.BLIGHT] = 20 },