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rydi
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Tower Points

Post by rydi »

Tower Points
Tower Points (TP's) are rewards given by the tower for fulfilling its nebulous goals. Completing tasks within levels, resolving glitched elements, and searching out unique items on connected worlds are all known methods of gaining TP's. They can be spent to gain benefits directly from the tower. Benefits are detailed below:

Tower Point Expenditure Chart
1 = 1 hero point, but requires a terminal nearby
2 = minor favor (unlocked door, map, mundane item, etc)
3 = major favor (exception to rules)
X = save file, x is equal to 1/2 character level
Y = Buy special gear (see items below)
4 = 1 Racial points; build rules apply; 3:1 discounted rate for traits that match one's "type"
5 = +1 inherent bonus to a stat
7 = access to hidden training techniques (book access)

Fusion
Using an appropriate terminal, characters may fuse two or more items of a similar type, creating a hybrid item that combines features of each. Dissimilar items can be forced together as well, at the cost of gems included in the fusion (some restrictions and oddities apply). Fused items are "locked" against further fusion.
Fees:
Total Item Cost 1 - 10,000 = 1 tp
Total Item Cost 10,001 - 100,00 = 2 tp
Total Item Cost >100,000 = 3 tp
Fused items cannot be further fused

Gem Enhanced Items
Using an appropriate terminal, characters may fuse items with the special mystic gems found throughout the tower. Such items provide unique enhancements based on the type and quality of the gems used.
After items are enhanced with gems, they are "locked" against further gem upgrades with the following exceptions: all elemental gems (ruby, citrine, etc.) items can convert to opal, all items can be shifted to obsidian, and all items can be shifted to a higher rank of the same gem by paying the cost difference and a 1 tower point surcharge.
Gem Prices* / drops
Rank 1 (Flawed) = 250 / lvl 5-8
Rank 2 (Standard) = 1000 / lvl 9 -12
Rank 3 (Excellent) = 4000 / lvl 13 - 16
Rank 4 (Perfect) = 16000 / lvl 17 -20
Rank 5 (Transcendent) = 64000 / lvl 21+ and Special
*Prices subject to market factors, for higher tier gem types prices are x1.5-3


Gem Types:
Ruby = Fire
Citrine = Sonic
Topaz = Electricity
Emerald = Acid
Sapphire = Cold
Amethyst = Essence
Diamond = Structure
Opal = prismatic
Onyx = dissolution

Item Set Resonant Powers
(standard or higher grade items, minor =3 items, major =5 items)
Ruby: heal elemental dmg of type = to resistance given by set (minor), immunity elemental dmg of type (major)
Citrine: heal elemental dmg of type = to resistance given by set (minor), immunity elemental dmg of type (major)
Topaz: heal elemental dmg of type = to resistance given by set (minor), immunity elemental dmg of type (major)
Emerald: heal elemental dmg of type = to resistance given by set (minor), immunity elemental dmg of type (major)
Sapphire: heal elemental dmg of type = to resistance given by set (minor), immunity elemental dmg of type (major)
Amethyst: Intelligent set that improves with each item added (minor), Soul Safe (major)
Opal: 3% miss chance on sight based attacks per item (special), Inestimable Beauty (major)
Diamond: Legendary Fortification (minor), Everlasting (major)
Onyx: Soul Drinker (minor), Foe-Biting (major)

Flawed Ruby/Citrine/Topaz/Emerald/Sapphire item
Requirements: Item to be upgraded, 3x rank 1 gem, 1 tp
Basic Abilities: Mithral, Bonded Item, Surge (1 pt)
Weapon Abilities: +1 dmg of element type
Armor/Shield Abilities: +3 resistance of element type
Rods/staves: +1 save DC on spells of element type all spells cast from it (metamagic or spell trigger) OR +1 dmg of element type (weapon)
Clothing: +3 resistance of element type
Other: Minor elemental effect (as appropriate)

Standard Ruby/Citrine/Topaz/Emerald/Sapphire item
Requirements: Item to be upgraded, 3x rank 2 gem, 1 tp
Basic Abilities: Mithral, Bonded Item, Surge (2 pt)
Weapon Abilities: +1d6 dmg of element type
Armor/Shield Abilities: +5 resistance of element type
Rods/staves: +2 save DC on spells of element type all spells cast from it (metamagic or spell trigger) OR +1d6 dmg of element type (weapon)
Clothing: +5 resistance of element type
Other: standard elemental effect (as appropriate)

Excellent Ruby/Citrine/Topaz/Emerald/Sapphire item
Requirements: Item to be upgraded, 3x rank 3 gem, 2 tp
Basic Abilities: Mithral, Bonded Item, Surge (2 pt), lesser artifact
Weapon Abilities: +1d6 dmg of element type, "burst" on critical
Armor/Shield Abilities: +10 resistance of element type
Rods/staves: +1 dmg per dice on spells of element type all spells cast from it (metamagic or spell trigger) OR +1d6 dmg of element type, "burst" on critical (weapon)
Clothing: +4 resistance of element type, +1 save against element
Other: moderate elemental effect (as appropriate)

Perfect Ruby/Citrine/Topaz/Emerald/Sapphire item
Requirements: Item to be upgraded, 3x rank 4 gem, 2 tp
Basic Abilities: Mithral, Bonded Item, Surge (3 pt), lesser artifact
Weapon Abilities: as excellent + elemental bonus (Ruby save vs blind on critical, Citrine save vs deafened on critical, Topaz +2 AC vs 1rnd dazed on critical, Emerald +all metal/stone material types ignore 5pts hardness, Sapphire save vs entangle on critical)
Armor/Shield Abilities: as excellent + elemental bonus (Ruby + 10 resist cold, Citrine +1 dodge bonus, Topaz +2 initiative, Emerald DR 5/Adamant, Sapphire +10 resist fire)
Rods/staves: as excellent + Pierce 30pts of ER/Immunity all spells cast from it
Clothing: as excellent + elemental bonus (Ruby + 10 resist cold,
Citrine +1 dodge bonus, Topaz +2 initiative, Emerald DR 5/Adamant, Sapphire +10 resist fire)
Other: major elemental effect (as appropriate)

Transcendent Ruby/Citrine/Topaz/Emerald/Sapphire item
Requirements: Item to be upgraded, 1x rank 4 gem, item cost of completed item in appropriate gems, 3 tp, magical template (spellcraft or craft check equal to base item)
Basic Abilities: Mithral, Bonded Item, Surge (3 pt), Major artifact
Weapon Abilities: all kinetic energy converted to element type, uses touch AC, + elemental bonus
Armor/Shield Abilities: +10 resistance of element type, elemental aura at will (effect stacks)
Rods/staves: As perfect, + convert spell damage to element type all spells cast from it
Clothing: as perfect, + elemental aura at will
Other: major elemental effect (as appropriate)

Excellent Amethyst item
Requirements: Item to be upgraded, 3x rank 3 gem, 2 tp
Basic Abilities: Mithral + Wyroot, Bonded Item, Surge (2 pt), transdimensional, lesser artifact
Weapon Abilities: + confusion on critical
Armor/Shield Abilities: +2 save vs poison, disease, death, drain, mind affecting
Rods/staves: all Necro/Mind Affecting spells cast from it at +1 DC (metamagic or spell trigger) OR (weapon)
Clothing: +1 save vs status effects
Other: Moderate soul/vitality effect (as appropriate)

Perfect Amethyst Item
Requirements: Item to be upgraded, 3x rank 4 gem, 3 tp
Basic Abilities: Mithral + Wyroot, Bonded Item, Surge (3 pt), transdimensional
Weapon Abilities: Ignore miss chance from most effects
Armor/Shield Abilities: 10% chance negate poison, disease, death, drain, mind affecting
Rods/staves: special metamagic: balance (create opposing effect for necro and mind effecting spells on a second target [e.g. dmg 1st target, heal 2nd) (metamagic or spell trigger) OR +1d6 dmg of element type (weapon)
Clothing: 10% chance reduce level of a status effect
Other: Major soul/vitality effect (as appropriate)

Transcendent Amethyst item
Requirements: Item to be upgraded, 1x rank 5 gem, item cost of completed item in appropriate gems (at least 1 of each at rank 3), 3 tp, magical template (spellcraft or craft check equal to base item)
Basic Abilities: Mithral + Wyroot, Bonded Item, Surge (3 pt), transdimensional
Weapon Abilities: Ignore miss chance from most effects + essence weapon (functions similarly to brilliant energy except it ignores non-animate matter [thus can effect undead, elementals, etc, but does not negate armor bonuses from intelligent armor])
Armor/Shield Abilities: 10% chance negate poison, disease, death, drain, mind affecting
Rods/staves: all spells cast from it can effect animate objects regardless of immunities (metamagic or spell trigger) OR +1d6 dmg of element type (weapon)
Clothing: 10% chance reduce level of a status effect
Other: Major soul/vitality effect (as appropriate)

Excellent Opal item
Requirements: Item to be upgraded, 1x rank 3 gem, 1 of each rank 2 lesser gems, 2 tp, special (item restrictions: no darkness or stealth items)
Basic Abilities: Mithral + ?, Bonded Item, Surge (2 pt), -2 stealth/item, lesser artifact
Weapon Abilities: +2 damage of each energy type, + dazzled
Armor/Shield Abilities: +3 saves against all fire, light, darkness; refraction: deflect rays or light effects 1/rnd, chance of prismatic spray
Rods/staves: dazzling spell, +2 save DC and caster level on Light spells all spells cast from it (metamagic or spell trigger) OR (weapon)
Clothing: +3 resistance against all elemental energy, light, darkness
Other: Moderate prismatic effect (as appropriate)

Perfect Opal item
Requirements: Item to be upgraded, 1x rank 4 gem, 1 of each rank 2 lesser gems, 2 tp, special (item restrictions: no darkness or stealth items)
Basic Abilities: Mithral + ?, Bonded Item, Surge (3 pt), lesser artifact, -4 stealth/item, items glow and cannot be dimmed, lesser artifact
Weapon Abilities: + 3 damage of each energy type, prismatic spray against target of attack on critical hit
Armor/Shield Abilities: Prismatic Plate effect
Rods/staves: ? all spells cast from it (metamagic or spell trigger) OR (weapon)
Clothing: Prismatic Plate effect
Other: major effect (as appropriate)

Transcendent Opal item
Requirements: Item to be upgraded, 1x rank 5 gem, item cost of completed item in appropriate gems (at least 1 of each at rank 3), 3 tp, magical template (spellcraft or craft check equal to base item), special (item restrictions: no darkness or stealth items, items glow and cannot be dimmed, darkness effects of 9th level may suppress powers?)
Basic Abilities: Light Construct (weightless [modifiers as celestial mithral for spell failure and armor check], force, light effect), Bonded Item, Surge (3 pt), -2x stealth per item (x = number of items worn), major artifact
Weapon Abilities: touch attack, hit replaces damage with prismatic spray, on critical hit Crit multiplier = number of colors effecting target
Armor/Shield Abilities: each item of clothing/armor adds 1 defensive effect (in order) from prismatic wall that can be dispelled by appropriate effects (requirements reduced… e.g. cold spell instead of cone of cold; effect reappears in 3 rnds)
Rods/staves: metamagic? all spells cast from it OR (weapon)
Clothing: each item of clothing/armor adds 1 defensive effect (in order) from prismatic wall that can be dispelled by appropriate effects (requirements reduced… e.g. cold spell instead of cone of cold; effect reappears in 3 rnds)
Other: prismatic effect (as appropriate)

Excellent Diamond item
Requirements: Item to be upgraded, 3x rank 3 gem, 2 tp, special (no chaotic items)
Basic Abilities: Mithral + Adamant, Bonded Item, Surge (2 pt)
Weapon Abilities: +5 CMB/CMD sunder
Armor/Shield Abilities: +2 save vs Electricity, Acid, Fire, Force, Gaze
Rods/staves: +2 spell penetration all spells cast from it (metamagic or spell trigger) OR (weapon)
Clothing: +2 save vs Electricity, Acid, Fire, Force, Gaze
Other: Moderate effect (as appropriate)

Perfect Diamond item
Requirements: Item to be upgraded, 3x rank 4 gem, 2 tp, special (no chaotic items)
Basic Abilities: Mithral + Adamant, Bonded Item, Surge (3 pt), lesser artifact
Weapon Abilities: ignore 10 DR
Armor/Shield Abilities: +2 save vs Electricity, Acid, Fire, Force, Gaze, + DR1/-
Rods/staves: +1 caster level for all spells cast from it (metamagic or spell trigger) OR (weapon)
Clothing: as Excellent, + DR 1/-
Other: major effect (as appropriate)

Transcendent Diamond item
Requirements: Item to be upgraded, 1x rank 5 gem, item cost of completed item in appropriate gems (at least 1 of each at rank 3), 3 tp, magical template (spellcraft or craft check equal to base item), special (no chaotic items)
Basic Abilities: Mithral + Adamant, (weightless [modifiers as celestial mithral for spell failure and armor check], force, can be suppressed by disintegration or dmg as per force effect but regenerates after 1 rnds), Bonded Item, Surge (3 pt), major artifact
Weapon Abilities: Force weapon (deals force dmg, effects incoproreal etc.,) that can be used as though 1 size category smaller (e.g. two handed weapon can be wielded 1-handed) or as designed for a creature 1 size category smaller (e.g. a large greatsword treated as a medium greatsword) with no penalties
Armor/Shield Abilities: 10% chance to negate physical dmg (armor); has beneficial effects of the shield spell (e.g. can use items in both hands and gain benefits of shield) (shield)
Rods/staves: +2 caster level for all spells cast from it (metamagic or spell trigger) OR (weapon)
Clothing: 3% chance to negate physical dmg, DR 1/-
Other: major effect (as appropriate)


Excellent Obsidian item
Requirements: Item to be upgraded, 3x rank 2 gem, 4 tp, special
Basic Abilities: Obsidian + Living Steel, Fragile, Bonded Item, Surge - dissolution only (2 pt), -1hp
Weapon Abilities: +1 critical multiplier OR +1 critical range, adds S & P dmg types and Deadly
Armor/Shield Abilities: +1 to saves against energy or spells
Rods/staves: +1 save DC on spells that deal damage or destroy (metamagic or spell trigger) OR (weapon)
Clothing: +Shadow and Slick
Other: Moderate void effect (as appropriate)

Perfect Obsidian item
Requirements: Item to be upgraded, 3x rank 3 gem, 5 tp, special
Basic Abilities: Obsidian + Living Steel, Fragile, Bonded Item, Surge - dissolution only (3 pt), -2hp Weapon Abilities: as Excellent + bleed 1 and pierce all DR
Armor/Shield Abilities: as excellent, + void thorns (attackers using natural attacks or within 5 ft that succeed on attack roll to hit AC take damage = 1d6 + enhancement bonus + bleed 1
Rods/staves: as excellent, + those damaged take bleed = level of spell OR (weapon)
Clothing: as excellent, +1 to saves versus energy or spells
Other: Major void effect (as appropriate)

Transcendent Obsidian item
Requirements: Item to be upgraded, 1x rank 4 gem, item cost of completed item in appropriate gems, 6 tp, magical template (spellcraft or craft check equal to base item), special
Basic Abilities: Obsidian + Living Steel, Fragile, Bonded Item, Surge - dissolution only (3 pt), -3hp Weapon Abilities: As Perfect + spend surge to give all attacks for 1 round the ability to give -1 AC OR -1 SR to target (regained at 1/round)
Armor/Shield Abilities: as perfect, 5% miss chance on all effects (except natural 20's)
Rods/staves: as perfect + piercing metamagic? OR (weapon)
Clothing: as perfect, + 2% miss chance on all effects
Other: void effect (as appropriate)
Threading the Gerbil since 1982

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