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  #11  
Old February 6th, 2004, 12:36 AM
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Argitoth Argitoth is offline
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Default Re: New Item Suggestions

Quote:
Originally posted by Saber Cherry:
Hey, what does this have to do with the combat simulator? Items! Items, I say!
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.
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  #12  
Old February 6th, 2004, 12:37 AM
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Default 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) ?
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  #13  
Old February 6th, 2004, 12:44 AM
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Default 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) ?
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.
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  #14  
Old February 6th, 2004, 01:55 AM

quantum_mechani quantum_mechani is offline
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Default 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.
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  #15  
Old February 6th, 2004, 03:05 AM

Gateway103 Gateway103 is offline
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Default 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 in an attempt to defeat his enemies.

The Cap was originally designed so it could enable the wearer to read others' minds. However, 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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  #16  
Old February 6th, 2004, 04:11 AM
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Default 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
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  #17  
Old February 6th, 2004, 08:51 AM
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Default 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)
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  #18  
Old February 6th, 2004, 09:21 AM
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Default 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
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  #19  
Old February 6th, 2004, 09:32 AM

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Default 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 ]
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  #20  
Old February 7th, 2004, 09:25 PM

Psitticine Psitticine is offline
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Default 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. )
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