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  #11  
Old October 7th, 2008, 02:09 AM
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Default Re: More things to forge

It gives the unit a second form, after it's reduced to 0 Hp., meaning it would have a chance to save a unit that otherwise would be dead. And it would be a lot like Crystal Heart, in some ways, yes, but doesn't Crystal Heart still cause death when it activates, and cause afflictions when it's equipped? This would be more like a stasis field.

How about a suit of armour that gives a unit the Undead tag, and allows that unit to lead undead?
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Last edited by HoneyBadger; October 7th, 2008 at 02:14 AM..
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  #12  
Old October 7th, 2008, 02:44 AM

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Default Re: More things to forge

Sticky Feet (boots): Can't be displaced by tramplers

Monk's Belt (misc): Don't suffer defence penalty for subsequent attacks in a round

Stigmata: +1 holy, -3 reinvig

Butterfly Net (2 handed weapon): Struck units entangled and must make an MR check or lose flight
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  #13  
Old October 7th, 2008, 03:27 AM

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Default Re: More things to forge

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Originally Posted by Dragar View Post
Sticky Feet (boots): Can't be displaced by tramplers

Monk's Belt (misc): Don't suffer defence penalty for subsequent attacks in a round

Stigmata: +1 holy, -3 reinvig

Butterfly Net (2 handed weapon): Struck units entangled and must make an MR check or lose flight

now the Monk's Belt is a grand idea. It provides a currently non-existant option that does not overpower current options. It doesn't interfere or displace any currently existing item in ultimate functionality. I think that is an example of a perfect item to add.

it's just... pure options
without creating a disturbance


Stigmata is potentially overpowering. I'm always leary of any path boost item. I think that is where we must be most careful.

the other two I can't think of any use for... at least not one that I would give up another item for it.
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  #14  
Old October 7th, 2008, 03:31 AM
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Default Re: More things to forge

An artifact scabbard that can heal its owner's wounds. Takes a hand slot, gives rejuvenation and regeneration but only a non-magical Broad Sword as a weapon. Inspired by the Excalibur myth.

Copper Blade, a Air/Earth item that gives 50% lightning resistance and shocks enemies like Lightning Spear.

Steel Banner, casts Legions of Steel at the beginning of battle.
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  #15  
Old October 7th, 2008, 03:44 AM

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Default Re: More things to forge

Overpowering in the end comes down to cost and level really. Any ideas people come up with can be tweaked. The stigmata idea for instance might end up also making the unit immobile in combat, or have a higher penalty.. in terms of overpower all it will realistically do is allow Divine Blessings by more units and make banishments a bit stronger.

Agreed that the sticky feet and butterfly net are of marginal usefulness, they were just ideas. I'm sure there are niche purposes for them

Perhaps one wants to create a wall of cheap trample blockers to protect archers/mages. You'd only need one every few squares to block an elephant charge.

The butterfly net is to stop flying thugs/SCs from retreating. It has annoyed me no end in one current game to watch a kitted out SC be taken down to near death and subsequently retreat instantly. One unit able to immobilise him with a cheap item would prevent that.

I like the idea of excalibur's scabbard, my concern though is that it would just become a must have item passed around between thugs and SCs to heal afflictions. I guess if unique and/or cursed would be ok. Presumably it’s a misc item, the user could still use any sword. Excalibur itself I wouldn't call a normal broadsword anyways
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  #16  
Old October 7th, 2008, 04:36 AM
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Default Re: More things to forge

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I like the idea of excalibur's scabbard, my concern though is that it would just become a must have item passed around between thugs and SCs to heal afflictions. I guess if unique and/or cursed would be ok. Presumably it’s a misc item, the user could still use any sword. Excalibur itself I wouldn't call a normal broadsword anyways
I was thinking it would be unique, but being cursed might work, if it was expensive enough.

I'd make it take 1 hand slot. It's inspired by Excalibur's legend, but the sword isn't meant to be Excalibur, so I thought something like non-magical sword or an Enchanted Sword should be enough. The scabbard is the big thing, the sword is just something that accompanies it.
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  #17  
Old October 7th, 2008, 03:42 PM
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Default Re: More things to forge

Well, the sword *is* Excaliber/Caliburn, it ought to be just a little good How about Excaliber as a 2 handed, cursed, unique artifact, that gives Regeneration/Heals Affliction (or maybe just Immortality-the Arthurian legend has Arthur surviving and coming back again and again to defend Britain in times of danger), and functions as a 2-handed AN weapon?
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  #18  
Old October 7th, 2008, 07:03 PM
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Default Re: More things to forge

Hi, Hb you seem to know alot about roman army, What I would like to see is pilum. Ermor and pythium should have them. While being similar to a javalin they had a different function. They took the sheilds of the defenders out. The tip was a soft metal so it would hook on to the sheild. Then the legonare would step on the shaft. Then wack away. Pretty smart weapon.
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  #19  
Old October 8th, 2008, 01:17 AM
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Default Re: More things to forge

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Originally Posted by HoneyBadger View Post
Well, the sword *is* Excaliber/Caliburn, it ought to be just a little good How about Excaliber as a 2 handed, cursed, unique artifact, that gives Regeneration/Heals Affliction (or maybe just Immortality-the Arthurian legend has Arthur surviving and coming back again and again to defend Britain in times of danger), and functions as a 2-handed AN weapon?
Again, the magical scabbard is inspired by the Excalibur myth. Not Excalibur the sword, but the story in which Merlin tells Arthur he should prefer the scabbard to the sword, Arthur doesn't listen and loses the scabbard soon after. THAT story, THAT scabbard, WITHOUT that sword.

I like the scabbard more and, figuratively speaking, lost the sword.


A new item idea:
A misc item that makes the commander Mute, increases his research ability slightly and lets him cast Rage (and/or Confusion?) in battle. The description tells how it was meant to replace vocal communication with telepathic messages, but the voiceless messages were strange and horrible and impossible to understand. People with weak mind found themselves confused and attacking each other when given messages by the item-wielder, so the messages are now directed at enemy armies. It could be called Quill of Flaming, or a Silicon/Mirror Matrix, or a Flaming Tongue.

Last edited by Endoperez; October 8th, 2008 at 01:27 AM..
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  #20  
Old October 8th, 2008, 03:44 AM
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Default Re: More things to forge

You're absolutely right about the scabbard, Endoperez. I'm aware that the scabbard had either healing or injury-reducing properties, although I was confused about the (separate from the sword) context you meant it in. Either way, it should be an artifact.

The Dolorous Spear/Lance of Longinus/Spear of Destiny should be in there too, by the way.

I'd like to see King Arthur himself in the game, in some context, perhaps-as previously suggested-a Lord Warden that's been made a Prophet? The name change wouldn't be too much of a deal-breaker either, since Arthur wasn't aware of his own history until he pulled the sword from the stone.

The Arthurian Cycle is such a huge body of work that it really ought to be referenced more, in the game.

The Carolyngian Cycle/Chansons De Geste would be nice to see more of, also, especially-I imagine-for the French among us. And the related 'Cantar de Gesta' of the Spanish.
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