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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". |
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 ] |
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You can't have an item for every single situation...
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Well I don't know how your java combat simulator works. I couldn't find any readme which tells how to use it.
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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 ] |
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Slap, slap. http://forum.shrapnelgames.com/images/icons/icon10.gif |
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Hey, what does this have to do with the combat simulator? http://forum.shrapnelgames.com/image...s/confused.gif Items! Items, I say!
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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 |
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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) ?
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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. |
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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. |
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[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 ] |
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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 |
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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) |
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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 |
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Black Grimore
2D - Const 4, Misc Cast Dark Knowledge. Cursed, Curses Wielder, Horror Mark. [ February 06, 2004, 07:34: Message edited by: Zen ] |
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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 ) |
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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. |
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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 |
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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 |
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Not to mention getting friction-burns from their underwear. http://forum.shrapnelgames.com/images/icons/shock.gif
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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.
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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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