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Re: More things to forge
JimMorrison, I understood exactly what you were doing, and why, and I wasn't trying to single you out. I just noticed a lot of people going "oooh, what can we add that will do X?", and your post was a good example of a point I wanted to make.
I agree that it's perfectly reasonable to add an item to get a desired effect--but when you do, you should also have to do the work to make it interesting. And I stand by my Mechas for Aboleths idea :p Sure it's crazy, even bizarre, but until somebody comes up with-and actually implements-a better idea to make Aboleths competitive, I'm allowed a few wild ideas about them :) |
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Only if they get a new national hero, "Krang". :D And I don't labor under any preconception that any of these items will actually make into the game in a usable form anytime soon. But IF they were to gain inclusion into the vanilla game, I think that all KO is really going to take from the post, is the concept that the other paths deserve a powerful artifact booster. Unless you can show me another artifact that someone conceived, AND wrote the description for, that appears in the game now - I will assume that I would only act as inspiration, not as author. ;) |
Re: More things to forge
It'd be pretty cool to have more nation specific items. Granted there's no real way to make something nation specific yet. Ermor's Black Laurel gets around this by enhancing a nation specific spell, and C'Tis's jade mask isn't really specific as anything with the cold blooded tag can use it. It's a good start though.
Aside from that, I'd like to see more damage types in "brand" form. Someone previously mentioned a Banefire Mace, so why not take it a step further. How about a censer that acts like a flail that shoots acid everywhere. If you want to get ridiculous, you could even have a "brand" for physical damage, just a huge hammer or something that made pure physical concussive force explode wherever it struck. Also a whip made from something's spinal column that mind blasted everything in the immediate area would be awesome as hell. |
Re: More things to forge
Ahh,thought of another one. A mancathcer weapon. 2 handed. On a succesfull hit acts like the net effect from a net wielding unit.
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Re: More things to forge
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More items: Brush of Illusions, A3, misc A magical brush that can be used to paint illusions. Summons few phantasmal beings at the beginning of battle and lets the wielder summon Phantasmal Warriors. Instrument of Doom, misc There could be more usical magical items in Dominions: horn with siege bonus (Earth), flute that casts Sleep or Sleep Cloud in battle (Nature), drum that casts Rain (Water), etc. Fists of Stone, constr 6, E2, 2-handed Like a combination of Gloves of the Gladiator and the Alt-1 Earth spell: several attacks at high base damage and with strength added to damage. Doomsayer, constr 6, Earth or Earth/Air, 1-handed ranged A magic sling that fires boulders (base dam 20+str, range 18). Giantslayer, Constr 2, Earth 1, 1-handed ranged A magic sling with normal sling stats except for base dam 10, deals extra damage against large enemies. Pebblestone Sceptre, constr 8, E2, 1-handed Staff that has authority over trolls. Summons a single Troll every turn. It i ncreases magic resistance and gives fire resistance 75% and works as an armor-piercing mace with high base damage and attack value. Crimson Standard, Constr 4, B5S1, 2-handed Several human skins spread over a wooden frame colored red by the blood still seeping from the skins. Gives Fear, reinvigoration 4 and increased strength, slowly causes horror marking, lets the wielder act as Sabbath Master. Casts Horror Marks in battle, but sometimes at targets close to the wielder instead of at the enemy. Causes Area Fear when used as a weapon. Owl Father, constr 8, E3N2, misc A stone owl enchanted with the spirit of the ancestor of all owls and forced to offer advice to its owner. RP +5, darkvision 100%, fortune teller 15%, supply bonus 25. |
Re: More things to forge
Voodoo Puppet, Earth+Blood or Nature+Blood
Randomly curses units in the province its located in. The Hourglass, artifact, cursed (has to be atoned to the wielder), purely Astral Quickens the wearer and allows to cast spells twice per round. Wearer ages twice as fast. The glass can also be shattered to cast quickness on everyone including enemies (but without the 2 spells effect). Uhh, I almost forgot: The Notebook, artifact, nature and water Allows an oh so wise mage to remember more than 5 orders... ;) |
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Re: More things to forge
A fan (hand slot) that caused knockback (use the trampling-scatter code) and provided a good air shield would probably be thematic for Air. Possibly appropriate for a TC role-player.
An assassin-themed throwing knife (misc slot) that gave a single high-precision AP throwing strike and a stealth bonus (only for the already stealthy) might also be niche-but-thematic. I still like my old idea of a unique blood weapon which essentially consecrated kills (those who died by the weapon having some chance to generate temple checks). :p If we were being even crazier, it'd be funny in a rather twisted way to have a Flayed Cloak (blood/death) which had a Horror Mark aura, perhaps boosted Blood, and which also had high Fear (as sane people run the heck away from the Accursed One). |
Re: More things to forge
Inspiration for further items:
http://www.cleandungeon.com/article_index.php?anum=391 http://www.odstudios.com/article.php?anum=424 |
Re: More things to forge
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