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January 22nd, 2010, 09:13 PM
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Re: Magic Items under CBM
Wow you sure piled the irony on in that one. Let's get back to the thread though shall we?
What about underused magical spears having the #charge tag? This has already been modded in before and allows for some nice tricks with high AP thugs. Consider the spear of sharpness - currently never built over the sword of sharpness. But if it had charge,..?
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January 22nd, 2010, 09:55 PM
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Second Lieutenant
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Re: Magic Items under CBM
Sombre. I just finished browsing the modding manual. I was just about to suggest the same thing you did. All spears should have the charge effect. I don't think it will make the items that more usefull, but at least they would be more interesting. [Edit - by spear of sharpness you probably mean stinger. And the answer is yes, if the spear had the charge ability I would consider taking it as a replacement for the single handed sword of sharpness on occasion.]
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I have a question about what #type and #weapon, or #armor do for magic items. Would it allow us to say the bloodstone is a weapon or armor, and in addition to what it normally does, also have the ability of the armor/weapon?
Last edited by Sir_Dr_D; January 22nd, 2010 at 10:19 PM..
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January 22nd, 2010, 10:22 PM
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Second Lieutenant
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Re: Magic Items under CBM
For the wraith sword I have the following suggestions:
- raise its basic stats the same amount that most two handed weapons should be raised.
- Give it either a secondary effect of area fear, or a secondary effect of weakness. Or does the current life draining ability already count as a secondary effect?
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January 23rd, 2010, 10:37 AM
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Sergeant
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Re: Magic Items under CBM
Quote:
Originally Posted by Sir_Dr_D
For the wraith sword I have the following suggestions:
- raise its basic stats the same amount that most two handed weapons should be raised.
- Give it either a secondary effect of area fear, or a secondary effect of weakness. Or does the current life draining ability already count as a secondary effect?
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we should discuss before,if we want the wraith sword cheaper than 25 D Gems.
Because,if it stays at that price, we would need a higher boost to its stats.
Personally,i would prefer to see it available at Death3,for 15 gems.
Keep in mind,that ,modwise, making it D2,D3 or D4, would resemble gem costs of 10,15 and 25 death gems.
Last edited by Mardagg; January 23rd, 2010 at 10:46 AM..
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January 22nd, 2010, 10:35 PM
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BANNED USER
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Re: Magic Items under CBM
Quote:
Originally Posted by Sir_Dr_D
I have a question about what #type and #weapon, or #armor do for magic items. Would it allow us to say the bloodstone is a weapon or armor, and in addition to what it normally does, also have the ability of the armor/weapon?
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Yes any item can be defined as granting weapon and/or armour. The key thing to realise is that weapons/armour and items aren't the same thing at all - it's just that armour slot items generally grant armour with the same name and weapon slot weapons generally grant weapons with the same name. But there's no reason not to have, say, a sword and some armour with completely different names granted by a misc item.
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January 22nd, 2010, 10:42 PM
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Second Lieutenant
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Join Date: Oct 2006
Location: Winnipeg, Canada
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Re: Magic Items under CBM
Quote:
Originally Posted by Sombre
Yes any item can be defined as granting weapon and/or armour. The key thing to realise is that weapons/armour and items aren't the same thing at all - it's just that armour slot items generally grant armour with the same name and weapon slot weapons generally grant weapons with the same name. But there's no reason not to have, say, a sword and some armour with completely different names granted by a misc item.
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I understand that. Would we be able to :
- select the blood stone.
- change its type to be armor
- attach some armor from the armor list to it.
- rename it to bloodstone armor, and give it a new sprite
- change the cost to make it more expensive
Then would it still grant the abilites of the original blood stone, (i.e earth + 1, and auto gen earth gems) as well as have the stats of the armor it was applied to?
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January 23rd, 2010, 08:22 AM
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BANNED USER
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Join Date: Feb 2007
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Re: Magic Items under CBM
Quote:
Originally Posted by Sir_Dr_D
I understand that. Would we be able to :
- select the blood stone.
- change its type to be armor
- attach some armor from the armor list to it.
- rename it to bloodstone armor, and give it a new sprite
- change the cost to make it more expensive
Then would it still grant the abilites of the original blood stone, (i.e earth + 1, and auto gen earth gems) as well as have the stats of the armor it was applied to?
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You would change it to a body slot rather than changing it to be armour, but yeah, you can do that no problem.
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January 23rd, 2010, 11:48 AM
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Sergeant
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Join Date: Jan 2004
Location: Germany
Posts: 293
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Re: Magic Items under CBM
Quote:
Originally Posted by Sombre
What about underused magical spears having the #charge tag? This has already been modded in before and allows for some nice tricks with high AP thugs. Consider the spear of sharpness - currently never built over the sword of sharpness. But if it had charge,..?
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I like that.
The #flail tag and the #nostr tag could also see more use.
Imagine a 2h weapon(implemantator axe?) doing like 26 damage,but with #nostr ,so that strength isnt added.Might be useful for low str thugs.
Regarding #flail,that +2att vs shield could be nice little boost for some 2h weapons.
But thats not all,since shield hits are ignored with flails,at least thats what the manual says.
Thats a pretty powerful tool vs 1h weapon+shield builds.
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