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  #21  
Old May 26th, 2007, 01:31 PM
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Default Re: I\'m just a little confused.

That's easy. Give it boots that makes the unit immobile.
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  #22  
Old May 26th, 2007, 09:21 PM

ologm ologm is offline
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Default Re: I\'m just a little confused.

A cursed armor that gives +30 berserk, however the unit that uses it dissapears after battle.
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  #23  
Old May 26th, 2007, 09:32 PM

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Default Re: I\'m just a little confused.

+30 berserk? Im hoping thats an artifact
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  #24  
Old May 27th, 2007, 07:57 PM
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Default Re: I\'m just a little confused.

How about items that temporarily allow (or force) transformation into a different unit?
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  #25  
Old May 27th, 2007, 09:05 PM
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Default Re: I\'m just a little confused.

I'm not sure. I don't think any of the current items give shapechange - and I'm not sure if there's any way to have an item turn you into anything other than a werewolf.

It depends on how the internal code is set up.
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  #26  
Old May 27th, 2007, 09:25 PM
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Default Re: I\'m just a little confused.

I think it would have to be deved.
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  #27  
Old June 18th, 2007, 04:42 PM
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Default Re: Items (brainstorming)

Pan Pipes

Misc very powerful magic item
req: Nature 3, Earth 3, Const 6
Unit heals afflictions

The Caduceus
2-handed artifact weapon
req: Nature 7, Water 7, Const 8
Does no damage, units struck in combat with the Caduceus are healed as per the spell-even undead, demons, and unliving/constructs
Cursed (cannot be unequipped), allows wielder to heal living troops (as per Fairy Queen, etc) in the same province
Wielder does not age, heals afflictions, and regenerates (25%)
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  #28  
Old June 18th, 2007, 05:16 PM
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Default Re: Items (brainstorming)

I'm not sure if items can enable orders (no existing item gives the ability to heal battle afflictions.)

I assume that while weapons can be given the ability to inflict healing damage (which is just another damage type), I don't think that the AI is presently set up to use them on friends, so the cadeuceus would probably have to give a healing-type item spell.
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  #29  
Old June 18th, 2007, 05:49 PM
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Default Re: Items (brainstorming)

Well, if it can't be done, it can't be done. Regardless, I think it would make a good, "Dominionesque" artifact, if it can be done.
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  #30  
Old June 19th, 2007, 02:21 PM

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Default Re: Items (brainstorming)

I'd hope to flesh out trinkets/lesser magic items, so thats what I'm aiming for, the no-option paths. Not worrying too much about balance, if someone uses it, they can tweak it however they want. I'm just brainstorming, not planning to mod it. I'll have particular trouble coming up blood ideas.

Blade of Bone - Damage 5, Length 1. Effectively, a short sword for when nothing else is available. If the wielder also wears the skull talisman, kills will animate as skeletons.

Wind Lash - Damage 0, Length 7, Attack 3
No weapons can repel the Wind Lash.
Alternate A: Damage 2, strength not added, armor negating, length 7, attack 3, attacks 3 times. Occasional open-ended roll can turn out very good.

Blood - Vampire's Teeth (misc)
Unfortunately, these dentures don't make you a vampire, just a wannabe. No immortality, no life drain, but you do get a bite attack. Affected by strength, easily deterred by anybody with a beating stick (range 0). Will decrease credibility (leadership goes down).

Shield of Wind - 0 protection (its made of air), parry 10, defense 4.
It cannot stop a blow, but turn it aside. As description text, steal some Zen/Taoist phrase. There's one on the tip of my tongue, but I just can't recall.

Turtle Shield - Takes on traits of turtle, including speed. Doesn't have much parry (small) but does increase natural protection by 2, or to a minimum of 5.

Hot Plate of Champions - This shield also removes the coldblooded trait.

Shield of Ribs - this shield stinks at catching arrows, but can deflect blows. Good defense, acceptable protection, etc.
Forge it with Blood and Death, and it comes with flesh still on it. Much better parry score, good protection, unquestionably disgusting, more encumbrance.
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