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-   -   New Item Suggestions (http://forum.shrapnelgames.com/showthread.php?t=17696)

Saber Cherry February 5th, 2004 09:47 PM

New Item Suggestions
 
New items, for fun and profit!

...I mean, for the official game, or for whenever item-modding is possible=) Try to consider ramifications of items before suggesting them; e.g., no "Wand of Master Enslave" or "Boots of Quickness, Reinvigoration, and Invulnerability". Or "Ring of Stealth".

Saber Cherry February 5th, 2004 09:48 PM

Re: New Item Suggestions
 
Path-boosting items:

These are all construction-4.

Summoner's Robe: NN
Armor, aprot=2.
All conjuration-path rituals cost 20% less.
All conjuration-path battlefield spells cost 30% less fatigue.

Evoker's Wand: FF
Single-Handed Weapon, dam=3, att=2.
All evocation-path rituals cost 20% less.
All evocation-path battlefield spells cost 30% less fatigue.

Enchanter's Staff: WN
Two-Handed Weapon, dam=6, att=1, def=4.
All evocation-path rituals cost 20% less.
All evocation-path battlefield spells cost 30% less fatigue.

Thaumaturg's Cauldron: DS
Misc Item.
All thaumaturgy-path rituals cost 20% less.
All thaumaturgy-path battlefield spells cost 30% less fatigue.

Ring of Mutation: EA
Misc Item.
All alteration-path battlefield spells cost 30% less fatigue.

Ceremonial Robes: BBB
Armor, def=-2.
All blood-path rituals cost 20% less.
All blood-path battlefield spells cost 40% less fatigue.

************************************

Cerebral Accelerator: DS
Helmet, -4 def, 8 enc
Cursed (cannot be removed)
Doubles a mage's total research output, plus 2 (before items are added). Negates the Magic/Drain scale. Each turn there is a 5% chance of becoming feebleminded, a 5% chance of death, and a 5% chance of insanity (attacking the province). This can be used on a non-mage commander to give 2 basic research.

Examples (in drain 1 environment):

Without Accelerator:
Sage does 6 research.
Druid does 3 research.
Druid with Owl Quill does 5 research.
Scout does 0 research.
Scout with Owl Quill does 0 research.

With Accelerator:
Sage does 16 research.
Druid does 8 research.
Druid with Owl Quill does 11 research.
Scout does 2 research.
Scout with Owl Quill does 5 research.

-Cherry

[ February 05, 2004, 20:14: Message edited by: Saber Cherry ]

Argitoth February 5th, 2004 09:57 PM

Re: New Item Suggestions
 
You can't have an item for every single situation...

Saber Cherry February 5th, 2004 10:10 PM

Re: New Item Suggestions
 
Quote:

Originally posted by Argitoth:
You can't have an item for every single situation...
<font size="2" face="sans-serif, arial, verdana">Actually, you can. All of them have downsides; slots are precious. The Ceremonial Robe eliminates Armor of Souls / Armor of Thorns; the Evoker's Wand eliminates Staves of Elemental Mastery; and so forth. But wands that make casting battlefield attack spells less cumbersome are common in fantasy literature, are they not?

Argitoth February 5th, 2004 11:10 PM

Re: New Item Suggestions
 
Well I don't know how your java combat simulator works. I couldn't find any readme which tells how to use it.

Arryn February 5th, 2004 11:28 PM

Re: New Item Suggestions
 
Quote:

Originally posted by Argitoth:
Well I don't know how your java combat simulator works. I couldn't find any readme which tells how to use it.
<font size="2" face="sans-serif, arial, verdana">Odd, since there's a well-written 17105 byte readme.txt file provided in the .ZIP archive ...

Argitoth February 5th, 2004 11:30 PM

Re: New Item Suggestions
 
It only contains patch information.

Edit: Oh, the actual info on how it works is somewhere in the middle.

[ February 05, 2004, 21:31: Message edited by: Argitoth ]

Arryn February 5th, 2004 11:51 PM

Re: New Item Suggestions
 
Quote:

Originally posted by Argitoth:
It only contains patch information.

Edit: Oh, the actual info on how it works is somewhere in the middle.

<font size="2" face="sans-serif, arial, verdana">Yes, helps if you actually read the whole thing. Duh. http://forum.shrapnelgames.com/images/icons/tongue.gif

Slap, slap. http://forum.shrapnelgames.com/images/icons/icon10.gif

Saber Cherry February 6th, 2004 12:23 AM

Re: New Item Suggestions
 
Hey, what does this have to do with the combat simulator? http://forum.shrapnelgames.com/image...s/confused.gif Items! Items, I say!

Zapmeister February 6th, 2004 12:29 AM

Re: New Item Suggestions
 
How about modding the ring "Precious" (which you get off some independent troll whose name I've forgotten) so that if you take it to volcano, you can sacrifice it to kill Ermor's pretender?

Dunno where that idea came from, it just popped into my head http://forum.shrapnelgames.com/images/icons/icon7.gif

Argitoth February 6th, 2004 12:36 AM

Re: New Item Suggestions
 
Quote:

Originally posted by Saber Cherry:
Hey, what does this have to do with the combat simulator? http://forum.shrapnelgames.com/image...s/confused.gif Items! Items, I say!
<font size="2" face="sans-serif, arial, verdana">Well, you made the combat simulator and I was too lazy to start a new thread just to ark where the readme.txt was located.

Zapmeister February 6th, 2004 12:37 AM

Re: New Item Suggestions
 
On a more serious note, how about something that gives stealth to a commander and confers stealth on some number of his men (similar to the way the water-breathing items work) ?

Saber Cherry February 6th, 2004 12:44 AM

Re: New Item Suggestions
 
Quote:

Originally posted by Zapmeister:
On a more serious note, how about something that gives stealth to a commander and confers stealth on some number of his men (similar to the way the water-breathing items work) ?
<font size="2" face="sans-serif, arial, verdana">I was thinking about something similar, the type of item an NFL coach might have. For example:

Pills of Energy: FN, con-2
Misc. Item
Confers +2 str and +1 reinvigoration to a commander and up to 50 living soldiers. If he commands more than 50 units, only the first 50 will recieve the bonus. The commander also gains "Need not eat" but will occasionally suffer from random afflictions.

quantum_mechani February 6th, 2004 01:55 AM

Re: New Item Suggestions
 
I posted this before but, I think a Rainbow Vase which changes a commander's gems in random types every turn would be fun.

Also a ring thieving would be interesting, a stealthy commander equipped with one would have a chance each turn of stealing a item from a enemy commander in the same province.

Gateway103 February 6th, 2004 03:05 AM

Re: New Item Suggestions
 
[Edit: Added Cap of Communal Thoughts]
[Edit: Remove gem cost in light of the info provided by Graeme Dice. Thanks GD]

How about,

Orb of Seeing
- Construction 4, Astral 2
- Miscellaneous Item
- Gives the wielder more accurate military information (than say a scout would see, e.g. lower error range) for the province he/she/it is located in.
- Gives the wielder military information to adjacent provinces as if scouts were placed there
- Wielder has 2% chance of becoming Blind each turn

Arms of Steel
- Construction 4, Earth 3
- Miscellaneous Item, usable only by Humanoids
- Gives wielder strength of 20, protection +5,
- Disadvantages: Encumberance +2, Lose Limbs Afflictions, more susceptible to lightning & fire (-25% each).

Repeating Crossbow
- Construction 4, Earth 2 & Air 1
- Two-Handed Weapon
- Range & Damage, same as other crossbow
- Encumberance + 3, Defense -2
- Ammunition 40
- Allows wielder to fire a salvo of 4 bolts every 2 turns

Cap of Communal Thoughts
- Construction 8, Astral 5
- Unique Helmet (Cursed)
- Protection +1, MR -50%
- Gives all Mages in the same province as the wielder a research bonus n = number of mages present
- The wielder has X% chance of becoming Feebleminded each turn, X = n*10, n = number of Mages present
- The wielder also has Y% chance of being dead each turn, Y = n^2, n = number of Mages present.
- Blurb:
"The Cap of Communal Thought is an artifact created by the Mad Archmage <insert name> in an attempt to defeat his enemies.

The Cap was originally designed so it could enable the wearer to read others' minds. However, <insert name> made a mistake in the Cap's creation, and instead of mind reading, the Cap makes the wearer a conduit for others nearby to communicate telepathically, at the expense of overloading the wearer's mind (ironically fulfilling the archmage's namesake, and eventually drive him to his grave).

The result is that all mages in the province can exchange thoughts and ideas more efficiently, yielding a net research ability bonus proportional to the number of mages present."

-And I would just like to say, "clearly, the Cap of Communal Thought is not for everyone, consult your Pretender before use. Side effects may include dizziness, feeblemindedness, and brain death." ^_^

More to come later perhaps...

-Gateway103

[ February 06, 2004, 02:24: Message edited by: Gateway103 ]

Graeme Dice February 6th, 2004 04:11 AM

Re: New Item Suggestions
 
As a quick note. The gem cost of items is directly related to the skill required to forge them. It goes like:
Skill - Gems
1 - 5
2 - 10
3 - 20
4 - 40
5 - 80

Arryn February 6th, 2004 08:51 AM

Re: New Item Suggestions
 
The Endless Bag of Wine needs to be tweaked. After all, drunken soldiers are happy soldiers, right? I propose:

+25 supply (unchanged)
+1 morale (happy drunks)
+1 attack (belligerant drunks)
-2 defense (staggering drunken oafs)

Saber Cherry February 6th, 2004 09:21 AM

Re: New Item Suggestions
 
Gemini Armor - Artifact, SSSAAA
Body Armor: prot=12, def=2, enc=1

At the beginning of battle, the wearer splits into two identical copies, which act independantly. At the end of combat they re-merge.

Option 1: They are fully independant, and unless both copies are killed, then the unit survives. At the end, the "better" copy (in terms of wounds, etc) is selected to be the "true" copy.

Option 2: Their HP, fatigue, and stats are shared, sort of like communion. If one is killed/wounded/poisoned, then both are.

-Cherry

February 6th, 2004 09:32 AM

Re: New Item Suggestions
 
Black Grimore

2D - Const 4, Misc

Cast Dark Knowledge.

Cursed, Curses Wielder, Horror Mark.

[ February 06, 2004, 07:34: Message edited by: Zen ]

Psitticine February 7th, 2004 09:25 PM

Re: New Item Suggestions
 
Going back aways to an older suggestion, I still like the Silver Arm, which replaces a lost arm for the thusly-afflicted.

(Which reminds me, I printed out the Head of Vecna story for one of my stepsons. He was highly amused. http://forum.shrapnelgames.com/images/icons/icon10.gif )

Norfleet February 7th, 2004 09:35 PM

Re: New Item Suggestions
 
Quote:

Originally posted by Psitticine:
(Which reminds me, I printed out the Head of Vecna story for one of my stepsons. He was highly amused. http://forum.shrapnelgames.com/images/icons/icon10.gif )
<font size="2" face="sans-serif, arial, verdana">Hell, yes. The Head of Vecna is a classic!

They should add this as an item: Goes in your head slot, gives the victim the "lost the head" affliction.....and kills him, if he can't survive without his head.

Saber Cherry February 8th, 2004 09:16 AM

Re: New Item Suggestions
 
New class of items:

GOD ARTIFACTS

Only a God an forge or use these items. If anyone else touches them, he will instantly be destroyed and the artifact will return to the void. As such, they are also quite powerful. Ideally they would be Construction 10. I have not really given thought to stat bonuses or path requirments yet... though all will be very expensive. None have any effect unless held by the God.


The first 3 raise Dominion by 1 point each:

Mantle of God
Armor
Raises the God's Dominion strength by 1.

Crown of Ascension
Helm
Raises the God's Dominion strength by 1.

Sceptre of Glory
Armor
Raises the God's Dominion strength by 1.


The following items alter the god's Dominion:

Heart of Gaia
Misc (Heart)
Increases the God's Growth scale by 1. Doubles growth and supplies in the province in which it resides. Only usable by living pretenders.

Sword of Balance
1-H Sword
Triples the rate at which provinces in your Dominion convert to your scales.

Shield of Tranquility
Kite Shield
Decreases unrest in all provinces with in God's dominion by 10 per turn. Decreases unrest by 50 per turn in the province in which it resides.

Hammer of Progress
1-H Hammer
Increases the God's Productivity and Drain scales by 1 each. Increases resources in the province in which it resides by 50%.

The Source of Magic
Misc
Increases the God's Magic scale by 1 and produces 5 astral gems per turn. Increases research in the province in which it resides by 50%. The Source of Magic is not easy to hold; the God must resist (penetration 11) each turn or be killed, along with all the other mages and half of the soldiers and population in the province.


Items that effect all friendly soldiers:

The Book of Wisdom
Misc (Book)
All friendly units gain experience at double their normal rate.

Items that add blessing effects:

(need a good name for a sword)
1-H Sword
Blessed units gain "Weapons of Sharpness".

Gauntlets of Divine Might
Misc (Gauntlets)
Blessed units gain +2 strength.

The Eternal Fire
2H Weapon (A ball of fire; cannot be used for attacking)
Blessed units gain 50% fire resistance. The God will suffer a strength 999 fire attack each turn, so total fire immunity is recommended. In combat, the God will gain a +25 heat aura and +20 fire shield. If the God is killed, feebleminded, or loses an arm while holding the Eternal Fire, he and everything on the battlefield will be instantly annihilated, regardless of fire immunity. However, the province at large will probably not be affected.

Chronosceptre
2H Sceptre
Blessed units gain 25% quickness. All friendly units and provinces under the Gods domain become immune to Burden of Time. The God himself gains 300% quickness (not Magical quickness).

Glimmering Tiara
Helm
Blessed units gain awe +0. This may only be worn by a God that inherently posesses Awe.


Evil items:

The Chaos Bell
2H Weapon (a giant bell)
All provinces in the world gain +5 unrest per turn. In combat, all non-mindless living units must resist (penetration: 7) each turn or go insane (become feebleminded, and attack the nearest unit). If living, the god must resist, too, at penetration 11; if he becomes feebleminded, the bell will be dropped and return to the void.


Rings of Power:
These grant control over their constituent element.

The Steel Ring
Misc (ring)
The Rings of Power may only be forged by a God with power in the appropriate path; but unlike other God Artifacts, they are harmless to mortals and may be worn by anyone. The Steel Ring is a perfectly smooth, unornamented ring made of monocrystalline steel. When worn, it grants a God mastery over all Earth magic. Friendly mages gain +1 Earth magic, and all enemy mages use 50% more fatigue when casting Earth spells. The God himself gains +5 Earth magic and may cast Earth spells without any fatigue, and half the normal gem cost (rounded up). The God becomes immune to the effects of any Earth spell or item forged with the Earth magic.

The Ruby Ring
Misc (ring)
The Rings of Power may only be forged by a God with power in the appropriate path; but unlike other God Artifacts, they are harmless to mortals and may be worn by anyone. The Ruby Ring is a perfectly smooth, unornamented ring made of monocrystalline ruby. When worn, it grants a God mastery over Fire. Friendly mages gain +1 Fire magic, and all enemy mages use 50% more fatigue when casting Fire spells. The God himself gains +5 Fire magic and may cast Fire spells without any fatigue, and half the normal gem cost (rounded up). The God becomes immune to the effects of any hostile Fire spell or item.

The Diamond Ring
Misc (ring)
The Rings of Power may only be forged by a God with power in the appropriate path; but unlike other God Artifacts, they are harmless to mortals and may be worn by anyone. The Diamond Ring is a perfectly smooth, unornamented ring made of monocrystalline diamond. When worn, it grants a God mastery over Air. Friendly mages gain +1 Air magic, and all enemy mages use 50% more fatigue when casting Air spells. The God himself gains +5 Air magic and may cast Air spells without any fatigue, and half the normal gem cost (rounded up). The God becomes immune to the effects of any hostile Air spell or item.

The Sapphire Ring
Misc (ring)
The Rings of Power may only be forged by a God with power in the appropriate path; but unlike other God Artifacts, they are harmless to mortals and may be worn by anyone. The Sapphire Ring is a perfectly smooth, unornamented ring made of monocrystalline sapphire. When worn, it grants a God mastery over Water. Friendly mages gain +1 Water magic, and all enemy mages use 50% more fatigue when casting Water spells. The God himself gains +5 Water magic and may cast Water spells without any fatigue, and half the normal gem cost (rounded up). The God becomes immune to the effects of any hostile Water spell or item.

The Amethyst Ring
Misc (ring)
The Rings of Power may only be forged by a God with power in the appropriate path; but unlike other God Artifacts, they are harmless to mortals and may be worn by anyone - except for the Amethyst ring. A perfectly smooth, unornamented ring made of monocrystalline amethyst, it grants a God mastery over Death. However, it will instantly kill any non-undead unit it touches, including demons and magically animated constructs. Friendly mages gain +1 Death magic, and all enemy mages use 50% more fatigue when casting Death spells. The God himself does not gain any Death magic power, but on the battlefield he may kill any non-undead unit simply by pointing at it (25 range, 100 precision, instant death with no magic save).

-Cherry

Norfleet February 8th, 2004 11:10 AM

Re: New Item Suggestions
 
Quote:

Originally posted by Saber Cherry:
The Eternal Fire
2H Weapon (A ball of fire; cannot be used for attacking)
Blessed units gain 50% fire resistance. The God will suffer a strength 999 fire attack each turn, so total fire immunity is recommended. In combat, the God will gain a +25 heat aura and +20 fire shield. If the God is killed, feebleminded, or loses an arm while holding the Eternal Fire, he and everything on the battlefield will be instantly annihilated, regardless of fire immunity.

<font size="2" face="sans-serif, arial, verdana">Ooh! Ooh! Suicide bomber with a tac nuke! If you DON'T have fire immunity, that attack is sure to kill you. KABOOOOOOOOOM! It gets even more fun if your god happens to be immortal as well. It's like a nuclear-powered amulet of vengeance!

Bossemanden February 8th, 2004 04:47 PM

Re: New Item Suggestions
 
Quote:

Originally posted by Saber Cherry:
New class of items:

GOD ARTIFACTS

Only a God an forge or use these items. If anyone else touches them, he will instantly be destroyed and the artifact will return to the void. As such, they are also quite powerful. Ideally they would be Construction 10. I have not really given thought to stat bonuses or path requirments yet... though all will be very expensive. None have any effect unless held by the God.

Items that effect all friendly soldiers:

Chronosceptre
2H Sceptre
Blessed units gain 25% quickness. All friendly units and provinces under the Gods domain become immune to Burden of Time. The God himself gains 300% quickness (not Magical quickness).

-Cherry

<font size="2" face="sans-serif, arial, verdana">This one needs a downside. How about reduce growth in all friendly domain provinces with one. Time doesnt pass normally thus things dont grow (and age) normally.

Gateway103 February 9th, 2004 04:05 AM

Re: New Item Suggestions
 
Arcane Shield
- Con4, AAW
- Shield
- +5MR, +2Enc
- Double MR Check: if a spell hits the wielder, a MR check is made to see if it was negated. If failed, a second check is made, with -5MR. If both saves failed, then wielder is hit for full spell effect.
- Friendly spells will also need to make 1 check at -10MR (with minimum at 4MR). If save (or rather not-save?) is successful, the friendly spell is negated.

-Gateway103

Norfleet February 9th, 2004 07:07 AM

Re: New Item Suggestions
 
Quote:

Originally posted by Bossemanden:
This one needs a downside. How about reduce growth in all friendly domain provinces with one. Time doesnt pass normally thus things dont grow (and age) normally.
<font size="2" face="sans-serif, arial, verdana">It should be the other way around: Things shouldn't become immune to BoT, they suffer from it even if it isn't cast, because they're all permanently hasted.

Psitticine February 10th, 2004 05:36 PM

Re: New Item Suggestions
 
Not to mention getting friction-burns from their underwear. http://forum.shrapnelgames.com/images/icons/shock.gif

Adept February 10th, 2004 10:25 PM

Re: New Item Suggestions
 
Not to be a party pooper, but most suggestions here are not balanced enough. The new items must fit in with the old ones. It's all too easy to go overpowered (or silly) with one's own pet project.

Saber Cherry February 10th, 2004 10:35 PM

Re: New Item Suggestions
 
Quote:

Originally posted by Adept:
Not to be a party pooper, but most suggestions here are not balanced enough.
<font size="2" face="sans-serif, arial, verdana">Hahaha... http://forum.shrapnelgames.com/images/icons/icon10.gif http://forum.shrapnelgames.com/image...s/rolleyes.gif

How can you tell if something is balanced without knowing the cost? If something requires Earth-10 to forge and may only be forged by a God, and requires construction 10, it's probably balanced no matter what its effects. Or was the "Spell of Mastery" in MoM unbalanced? How about building a spaceship in Civilization - was that unbalanced? All of the item suggestions are weaker than those, but I don't anticipate them being particularly easier to obtain.

It's very silly to talk about balance without knowing costs.


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