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October 6th, 2008, 08:26 PM
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Second Lieutenant
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Join Date: Mar 2007
Location: Holbrook,AZ
Posts: 456
Thanks: 3
Thanked 11 Times in 11 Posts
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More things to forge
I would love to see some added items for us to forge. Nothing game breaking. Not even booster stuff. Just some niche use stuff.
How about a series of boots that allow commanders the various terrain survivals. ie forest survival boots, swamp survival boots. etc.
How about a misc item that provides the "mounted" ability:
Mechanical Horse.(5 earth gems)
Bone horse (5 death gems)
Warsteed (5 nature gems)
Flying mounts (15 air gems) Also gives flying.
Hippocampi (5 water gems)
How about some more standards?
Battle standard 5E or maybe 5N) gives 15 morale.
We need more things to do forge with our fire gems:
Flaming torch(misc slot) 10 F gems. Makes the first volley of arrows flaming.
Bane fire mace (1h) 10F 10D. Mace that has small radius banefire.
Axe of fire. (2h) Save or go blind like blindness spell.
So many more items we could use. What would be your suggestions?
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October 6th, 2008, 08:50 PM
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First Lieutenant
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Join Date: May 2008
Location: Perth, Western Australia
Posts: 731
Thanks: 17
Thanked 36 Times in 17 Posts
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Re: More things to forge
Agreed on the fire!
Hot Water Bottle: Cold blooded commander avoids penalty in cold lands
Really Big Hot Water Bottle: Commanders army avoids penalty in cold lands
Flaming Torch (different version from yours): Gives unit 50/100% darkvision
Some other abilities that I think should be available:
- heresy
- extra hit points (armour probably)
- twin casting (lets mage cast twice per turn with high fatigue penalty)
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October 6th, 2008, 09:05 PM
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Sergeant
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Join Date: Oct 2006
Posts: 386
Thanks: 13
Thanked 3 Times in 1 Post
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Re: More things to forge
Quote:
Originally Posted by Dragar
Agreed on the fire!
Hot Water Bottle: Cold blooded commander avoids penalty in cold lands
Really Big Hot Water Bottle: Commanders army avoids penalty in cold lands
Flaming Torch (different version from yours): Gives unit 50/100% darkvision
Some other abilities that I think should be available:
- heresy
- extra hit points (armour probably)
- twin casting (lets mage cast twice per turn with high fatigue penalty)
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Can you even mod HP into an item right now?
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October 6th, 2008, 09:22 PM
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First Lieutenant
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Join Date: May 2008
Location: Perth, Western Australia
Posts: 731
Thanks: 17
Thanked 36 Times in 17 Posts
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Re: More things to forge
I have absolutely no idea
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October 6th, 2008, 09:23 PM
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General
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Join Date: Oct 2006
Posts: 3,445
Thanks: 85
Thanked 79 Times in 51 Posts
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Re: More things to forge
To continue a theme: how about a third version of your flaming torch? one that summons a regular Fire Elemental. We may have something in the game that does that, but I can't think of what...
__________________
You've sailed off the edge of the map--here there be badgers!
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October 6th, 2008, 09:40 PM
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Captain
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Join Date: Sep 2002
Location: United States
Posts: 919
Thanks: 26
Thanked 27 Times in 21 Posts
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Re: More things to forge
Red Ruby Ring - Plus 1 level of Fire Magic.
Blue Agate Ring - Plus 1 level of Air Magic.
Deep Sapphire Ring - Plus 1 level of Water Magic.
Yellow Topaz Ring - Plus 1 level of Earth Magic.
Clear Crystal Ring - Plus 1 level of Astral Magic.
Opaque Emerald Ring - Plus 1 level of Nature Magic.
Polished Bone Ring - Plus 1 level of Death Magic.
Liquid Blood Ring - Plus 1 level of Blood Magic.
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October 6th, 2008, 09:44 PM
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BANNED USER
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Join Date: Dec 2007
Location: Illinois
Posts: 1,133
Thanks: 25
Thanked 59 Times in 36 Posts
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Re: More things to forge
Quote:
Originally Posted by Skirmisher
Red Ruby Ring - Plus 1 level of Fire Magic.
Blue Agate Ring - Plus 1 level of Air Magic.
Deep Sapphire Ring - Plus 1 level of Water Magic.
Yellow Topaz Ring - Plus 1 level of Earth Magic.
Clear Crystal Ring - Plus 1 level of Astral Magic.
Opaque Emerald Ring - Plus 1 level of Nature Magic.
Polished Bone Ring - Plus 1 level of Death Magic.
Liquid Blood Ring - Plus 1 level of Blood Magic.
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i'm not so sure this particular line up of items is a good idea at all. sounds a lot like some line up of generic Magic The Gathering Cards; and handing out path boosts willy-nilly is the last thing we should be doing. I think the devs have balanced paths, spells, availabilty, and path boosting availability pretty deliberatly. adding things like this would only wreck it.
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October 6th, 2008, 09:48 PM
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Captain
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Join Date: Sep 2002
Location: United States
Posts: 919
Thanks: 26
Thanked 27 Times in 21 Posts
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Re: More things to forge
Quote:
Originally Posted by Omnirizon
Quote:
Originally Posted by Skirmisher
Red Ruby Ring - Plus 1 level of Fire Magic.
Blue Agate Ring - Plus 1 level of Air Magic.
Deep Sapphire Ring - Plus 1 level of Water Magic.
Yellow Topaz Ring - Plus 1 level of Earth Magic.
Clear Crystal Ring - Plus 1 level of Astral Magic.
Opaque Emerald Ring - Plus 1 level of Nature Magic.
Polished Bone Ring - Plus 1 level of Death Magic.
Liquid Blood Ring - Plus 1 level of Blood Magic.
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i'm not so sure this particular line up of items is a good idea at all. sounds a lot like some line up of generic Magic The Gathering Cards; and handing out path boosts willy-nilly is the last thing we should be doing. I think the devs have balanced paths, spells, availabilty, and path boosting availability pretty deliberatly. adding things like this would only wreck it.
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Simply suggestions for items, I don't understand the whole balance thingy. Obviously the game is not perfectly balanced nor will it ever be. If the items are really to powerful, they could just be made accordingly expensive to offset that.
Maybe have a min requirement for wearing them, like lev 6 or something. Maybe each one could have a path specific atribute too.
Last edited by Skirmisher; October 6th, 2008 at 09:58 PM..
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October 6th, 2008, 09:55 PM
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General
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Join Date: Oct 2006
Posts: 3,445
Thanks: 85
Thanked 79 Times in 51 Posts
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Re: More things to forge
How about an item a bit like Elixer of Life, except that it just gives your mage an immobile, hard to destroy statue deathform with maybe 1 hp but etherial and 30 Prot, with 100% immunity to Fire, Cold, Shock, and Poison, but no ability to fight or cast spells. So it gives your mage, but you lose the item when this happens? It could require Astral and Earth to forge.
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You've sailed off the edge of the map--here there be badgers!
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October 7th, 2008, 01:54 AM
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Sergeant
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Join Date: Jun 2008
Posts: 332
Thanks: 24
Thanked 13 Times in 9 Posts
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Re: More things to forge
I dont understand. why would I want a unit that doesnt have any ability to fight or cast spells?
If you mean that´s just for battle duration, then isn´t that a lot like crystal heart, but worse?
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