vault

Enhanced Vault

Short Name: 
enhanced-vault

Adds access to the items vault (donator feature). The items vault will let you upload a few unwanted items to your online profile and retrieve them on other characters.

Bazaar: bringing shopping malls to Tome

Short Name: 
bazaar

- This addon introduces a new variant of vault, the bazaar, where you don't fight for items, but rather buy (or steal) them.

- A central aspect of this addon is a new questline (consisting of 3 follow-up-quests), which introduces the player to the bazaar-system. The questline starts in the Village of Elvala (look out for a special npc - he will lookout for you as well).

- I took the idea to this addon from starsapphire (Idea : Markets in dungeons! - http://forums.te4.org/viewtopic.php?f=39&t=42553)

------ Details: ------

(1) Bazaars can appear in most dungeons and outdoor zones, which happen to also generate vaults; chances for regular vault-generation aren't being limited. Bazaars won't appear in the East however - tradesmen haven't made it there yet.

(2) Each bazaar contains a shopkeeper and a limited amount of items, which can't be pickuped by normal means (they are chained to the ground). Instead, you either have to pay to be able to pick up such an item - or you try to unchain it (success chances scale with cunning, dexterity and talent points in Heightened Senses and Stealth). Failure to unchain it will trigger a trap which teleports the player (and his party) to a parallel zone ("Mirrorscape").

--> To escape from the Mirrorscape, a special guardian needs to be killed. Alternatively, there are two hidden exit points. The Power of the Guardian scales extremely with the Base-Level of the Zone (Break-Points: Level 20, 30, 50, 70) and the item-quality the trap is based on (unique items are protected by stronger guardians). Killing the guardian allows the player to pick up the item in question.

--> Killing the shopkeeper unchains all item in his shop. Shopkeepers are extremely strong, however.

(3) Additionally, each shopkeeper has a rare ingredient for sale, and some of them also sell maps, which point to special treasure areas in a variety of zones. To find out about these special goods, chat with the vendor. (Again, treasuremaps point only to zones in the West.)

(4)In Elvala starts a questline, which leads to the discovery of a new zone, The Bazaar. Follow-up quests then introduce more in depth to the bazaar system.

(5) Most bazaar-vaults will also be generated inside the Infinite Dungeon - most Treasuremaps also work here.

(6) From time to time, a caravan will spawn on the overworld map. Encountering a caravan is similar to an "Ambush", however without meeting hostile npcs - instead, two shopkeepers will offer their items.


So, How to start? --> Go to Elvala, talk with a nice dwarf!

Notable modifications to the core game:

- added a new Faction ("Free Traders")
- Overload: added an event zone to Elvala
- Superload: engine/generator/map/roomer.lua - small extension to the code to enable bazaar-vaults to spawn, worldDirectorAI - adding a script for the caravans to spawn
- Hooks: data/talents/misc/npcs, data/talents/misc/objects, data/timed_effects, /data/general/stores/basic, data/general/objects/special-artifacts, /data/general/objects/boss-artifacts.lua, data/general/objects/world-artifacts

Feedback about bugs, improvements, compatibility issues very welcome.

Fixed:
- made vendors "slightly" tougher by giving them a more badass summon and draconic body
- put warnings on treasuremaps, where those lead to very dangerous areas
- fixed an issue with the Infinite Dungeon

24.11.
- Shopkeepers won't get extra talents/classes in higher difficulties anymore (this could lead to errors)
- increased Shopkeepers Life and Resists

27.11
- added more safety-checks to vendors before trying to "return home" after being dislocated, to address a possible error

1.12
- fixed shopguards following the player around while being neutral/friendly
- fixed levelranges to all treasuremaps, which should make them a bit easier on normal and doable on higher difficulties

12.12
- making vendorporting more failsafe (again)
- tuned down a certain lady in the pocket dimension

20.12.

- removed an empty event file from the bazaar main zone, as it would trigger an error with the latest ashes update

01.02.
- items inside bazaars got a new trap. Failing to unchain an items won't upset the vendor anymore, instead the culprit gets cast into an alternate zone, the mirrorscape (much like fearscape)
- caravans spawn from time to time on the worldmap
--> more details inside the updated content text

A warning: you are trapped inside the mirrorscape until you defeat its guardian or find the exit

Vault Hax

Short Name: 
vaulthax

Experimental addon.

Vault Inventory from Level 52 of the Infinite Dungeon!

I've just cleaned out a level 52 vault in the Infinite Dungeon. Here is a partial list of what I found:

Light source:
'Gorofast'
Armor 0 Defense 4
Spell Save: 15
Blindness imm: 80%
Knockback imm: 5%
Light radius: 4
Increases all healing by 15%

Infusion/Rune
Regeneration 466 over 5 turns
Wild: 25% over 7 turns (i already have 30% over 8 turns though, and healing rune of 578)
manasurge rune (1312% over 10 turns, 65 instant mana)
controlled phase door rune [range 10] - my first one in 52 levels!!
heroism infusion: inc STR, DEX, CON by 8 for 13 turns
heatbeam: 360 over 5 turns

Amulet:
Shielding Voratun amulet
24% blindness
26% confusion

Enraging gold amulte
phsyical power 8
increases damage 8% physical

Rings:
titan's voratun ring: +10 con + 10 physical save

'Noonquill'steel ring
ATK 3

+ 2 MAG +3 DEX

Increases damage 8% lightning
light radius 3 (I already have Vargh, Elemental Fury, and Glory of the Pride though.)

Armour:
'Menik the Purecrack'
Physical Power: 5
Armour 4 Defense 2 Rnaged 0
Fatigue 7%
Damage on hit(melee) 10 fire 9 acid
Resistances: Lightning 15%, Nature 3%
Critical Damage Modifier: +0.10%
Increases physical save: 3
Physical Crit: 4%

radiant elven-silk robe of Linanil
defense 5
resists: 15%light, 12% darkness,
increases damage: 18% light, 14% darkness
regenerates 0.36 mana per turn
maximum mana 74
spell power 6, spell crit 6%
light radius 1

helmet:
prismatic drakeskin leather cap of trickery
apr 7
armour 5

+ 4 Dex +4 cun

reistances: 18% light, 20% darkness (needed as light damage down here is horrendous)

Gauntlets:
dwarven-steel gauntlets of attack
attack 17

Weapons:
elemental greatmaul of crippling (63-94.5 power, 4 apr)
63 power
Damage on strike: 18 fire, 19 ice, 29 acid 29 lightning
Physical crit when worn: 9%

elemental dwarvensteel greatmaul of daylight
power 32
damage on strike: 19 acid, 12 ice, 27 light, 15 lightning, 16 fire

slime-covered voratun greatmaul of corruption
power 68
damage on strike: 23 blight, 17 darkness, 51 slime (yes, 51!)
physical crit: 13%
see invisible: 25

'Turisatar' longsword
power 21
damage on strike 25 poison
when wielded:
atk 9

+ 5 Dex +4 cunning

regen: 1.5 hps/turn (mind you, I'm wearing Sanguine Shield...)
max stamina 25
increases all healing 15%

might drakeskin leather sling
power 52
increases damage: 32% physical

gems:
pearl x2
bloodstone
fire opal
lapis lazuli
Crystal Focus

arrows:
flaming shocking dragonebone arrow
power 52
18 apr
damage on hit: 20 lightning, 21 fire

and my favorite find yet, even though I can't shoot:
189 poisonous poisonous dragonebone arrow (yes, it says it twice!)
52 power
18 apr
damage on hit: 70 poison

There were about anoth 5-6 random artifacts (bows, great swords, armour etc), that I didn't bother to record!

On to level 53!

Syndicate content