New Items? (in General)
May 12 2005 1:10 PM EDT
I thought it might be fun to 'suggest' new items to Jon. Knowing that none of them will most likely ever be put into the game, I still think it may be a good way to see what everyone out there wants. The rules for the list are:
1. The name of the item must be based upon the works of Tolkien. Why? Because this is where Jon gets most of the ideas for his items from. I do realize that he has deviated from this in the past somewhat (i.e. Combat gi and Mage Shield) but as a rule his names come from the pages of Tolkien.
2. You must give the type of item that you want created. In other words, is it a helm, a melee weapon, or whatever.
3. You must give the stats of the item. Its base AC or its base damage multiplier.
4. You must list whatever special abilities it grants, or penalties it imposes. Does it have a -% to magic? Does it grant the wearer evasion?
5. Try to be somewhat realistic in what you propose, it's fun to be silly, but the point of this is to give Jon some food for thought. He may not 'create' any of these items, but he may take ideas from them.
Now the format to present the items should be this way:
Name of item: Hauberk of Finrod
Item Type: Body Armor
Base: AC 32 (+28)
Special Properties: -8% to Magic, -2% to Dex, Unforgeable
Post as many times as you like as this is mainly for fun, and remember to use Tolkien inspiration when you create!!
Name of item: Chestplate of Boewulf
Item Type: Body Armor
Base: AC 100 (+0)
Special Properties: -50% to Magic, 0% to Dex, 1% to Strength for every +, Unforgeable
New Class: Power Armor
Cannot be equipped with Power Shields
May 12 2005 4:24 PM EDT
Name of item: Grond, Hammer of the Underworld
Item Type: Two-Handed Melee Weapon
Special Properties: Gives 10% to Bloodlust Skill of the wielder, much like VA on the BoT and Morgul Hammer. Does not require Bloodlust to be trained to gain from Hammer.
My old morg was named that!!!!!!!!!!!!!!!!!!! PitSPawn bought it though >.<
May 12 2005 4:28 PM EDT
Cooper, at least be creative when making a Grond it should have something different than the MH :P
May 12 2005 4:30 PM EDT
It is slightly different, but there are only so many directions you can take upgradeable melee weapons...
Claws of Grendel
Item Type : two-handed melee
Special Properties: -5% to Magic, 10% chance of doing double damage in melee
10% chance (per hit) to do double damage*
it isn't from Tolkien, but w/e
May 12 2005 4:50 PM EDT
I don't know anything about Tolkein, but something that would be really neat and lead to a bunch of strategy implications would be a melee weapon with splash damage. Anyone fancy up the idea for me into something as cool as Grendel? :D
Name of item: (Someone Else can name this, i'm clueless on Tolkien)
Item Type: Power Shield
Base: 0 (+0)
Special Properties: Every + Blocks 2500 Damage from Missle Weapons (Doesn't block special effects of exbow and axbow)
May 12 2005 5:04 PM EDT
Anybody else out there play Angband? There's a breeding ground for ideas, and it's based on Tolkien as well!
Cloak of Elvenkind
+1% to DD cast for each enchantment plus; reduces 1K DD to the wearer from only CoC and FB (elemental) spells for each enchantment plus (max 50%, even combined with MgS). Enchantment plus does not affect AC.
Longsword of Morgul (actually a ripoff of The Bastard Sword 'Calris')
Unforgeable; only the accuracy enchantment may be purchased at the blacksmith and its relative cost is computed as though the accuracy were 50 higher than its current level.
Power Dragon Scale Mail
Power Armor (as described before)
Unforgeable; reduces 2K DD to the wearer for each enchantment plus (max 50%). Alternatively, it could randomly (1-in-4) nullify CoC/FB damage based on enchantment, like CBF, instead.
I'm sure I'll post again.
How about replacing the much maligned CoBF with:
Sword of Balrog Flame
2-handed melee weapon
94x base damage
Protects against fire
Doesn't negate magic
increasing x increases heat of flame, but going too high reduces ST & DX (too hot to handle)...
increasing + increases size of flame, creating damage in an increased area (more than 1 enemy), but going too high runs risk of splash damage to self and/or friendlies, like fireball under anti magic field...
Only Jonathan would know what the x & + upper limits are, so forging up is a gamble...
May 12 2005 7:15 PM EDT
Name of Item: Shield of Ulmo
Item Type: Power Shield
Special Properties: -10% to Magic, forgeable, for each + added, shield grants AC as well as 4,000 points of protection from any flame damage, cannot be equipped with any tattoo or CoBF. Caps damage reduction from flame at 70%.
May 12 2005 7:32 PM EDT
Nice one, CooperTX.
Red [White] Dragon Scale Mail
Unforgeable; -2% DX; same effect as Power Dragon Scale Mail but only for Fireball [Cone of Cold] damage.
Hammer of Earthquakes
Damages all other minions (besides wielder and target) for 1/3 effect when swung. -5% DX when equipped along with any ranged weapon or a non-power shield (cumulative for 10%).
Damage dealt by this weapon counts as fire damage. Not upgradeable.
Dwarven Splint Mail
Unforgeable; -2% DX; -4% magic. +1K HP per enchantment plus (up to 20% of base HP); enchantments do not affect AC.
May 13 2005 12:28 AM EDT
Name of item: Crossbow of Nogrod
Item Type: Ranged Weapon
Base: [5x0] (+0)
Special Properties: Targets the minion with the highest strength in the group. Forgeable.
Name of Item: Crossbow of Withering
Item Type: Crossbow
Special Properties: Targets minion with the highest hitpoints
Sword of Bypass [80x??] (+??)
forgeable, this item bypasses minions with a hp to dex/st ratio of 2/1
lets you get past those nasty walls.
ice shield,  (+??) acts like a mage shield each plus blocks a % of coc damage only. adds nothing to ac.
ring of decay  (+0) unforgable, un-upgradeable. makes the wearers body unstable, and you take more damage from attacks, fills all 6 armor slots on the minion. makes Decay do 1k damage on top of halving the hp. (might make the spell worthwhile)
Cloak of Holy Water  (+??) each + knocks a + off of the opposing cobf wearers stats. significantly easier to upgrade 30k per +, after passing the level of their cobf, when a minion hits you thats not wearing a cobf, or the cobf is lower, that minion gains hp proportional to 1/10 the damage a cobf would have done in that situation. can be worn with a tattoo.
power weapons - weps that cant be used with bows, and vice versa
Catapult [10x??] (+??) takes 2 minions to use this ranged weapon, their st is added together, hits all minions on opposing team at once. (the FB of tanks) their dex is added together as well, only fires one time in ranged, unless archery is trained to 1/2 st.
Battering Ram [120x??] (+??) takes 2 minions to use this weapon in melee. dex is averaged between the two minions, and strenght is added together. hits wall minions first (minions with hp to dex/st ratio of 2/1
helm of concentration (each plus removes a % of amf/dm/ec cast on you)
May 13 2005 7:47 AM EDT
perhaps an idea for new weapons would be to give them a % bonus similar to the way the bonuses for the laters armor changes have been made.
in other words
weapon [74xsomething] (+something2)
+0.005% VA / AMF effect per X (or +) of the weapon.
May 13 2005 11:36 AM EDT
This has been, by FAR, the best "suggest an idea" thread ever!!
Thanks for inspiration, Shade...
Unforgeable; reduces wielder's AC to 0; grants 0.02 Bloodlust for each viciousness plus.
Staff of Saruman
Grants +1% to DD for each viciousness plus; grants +1% enchantments for each accuracy plus. Accuracy plus does not affect attack accuracy.
Name: Dragon Gauntlets
Item Type: Gloves
Base: AC 12 (+6)
Special Proporties: +7% to DD Spells on Minion, -3% to Dex, Forgeable.
Go Single Mages!
May 13 2005 7:25 PM EDT
Name of Item: Gloves of Grima
Item Type: Gloves
Base: 3 (0)
Special Properties: -1% to Magic, -3% to Dex, Unforgeable, Each + 'misplaces' 1% in NW from your character as well as granting AC.
May 13 2005 7:30 PM EDT
An Iron Crown (inspired by The Iron Crown of Morgoth)
-10% DX, -5% enchantments. Forgeable, but the blacksmith will not accept this item. If named, grants +1% ST per enchantment plus.
I applaud your creativity and your sense of humor, CooperTX.
May 16 2005 11:53 AM EDT
Name of Item: Black Plate of Eol
Item Type: Body Armor
Base: AC 25 (+0)
Special Properties: Must be Blacksmithed to be upgraded. Each + added give a 0.25% bonus to Dex, but correspondingly gives a 0.25% penalty to Magic. AC also granted.
May 17 2005 12:03 AM EDT
Name of Item: Dragon Helm of Dor-Lomin
Item Type: Helm
Base: AC 5 (+0)
Special Properties: -5% to Magic, -1% to Dex, Able to be forged, for Each + added minion receives AC as well as 0.02% to Bloodlust.
May 17 2005 12:59 AM EDT
Change Slayer Arrows to Bard's Arrows. Bard killed Smaug - we should have some manner of arrow to honor that. Does no one care about the Hobbit? Some armor that increases the strength of it's wearer, only it boosts UC and seriously messes with magic. I'm too tired to research what the name of those guys who could turn into bears were called.
Pelt of Those Guys Who Turn Into Bears
+5% to strength, +5 to UC, -100% to Magic, -4% to Dex. With each +, it removes -1% from the Magic penalty: as though your minion was leaving the berserker state and regaining enough clarity to cast spells. It's just an idea, but I think it's neat. It should be incorporated somehow. Or not. I'm really tired.
Beornings, that's what they were called, after Beorn (Tolkien almost pulled a George Lucas in giving a character such a name). Pelt of the Beornings, or Cloak of the Beornings. Make it a cloak. Why not? Skin of the Skinchanger... eh, that's a bit schlocky. These ideas are just floating around in the clouds.
May 19 2005 7:51 PM EDT
Name of Item: Mithril Gauntlets
Item Type: Gloves
Base: AC 12 (+0)
Special Properties: -4% to Magic, -3% to Dex, Forgeable
Yeah I know it's not really all that original, but I have noted a lack of straight AC in the glove department. With the new Vorpal Blade (and perhaps other items that may reduce AC) maybe some new AC only armor should be released.:)
Name: Blade of the Barrows
Type:1 Hand melee
Properties: .2% additional damage to DD users per x. .25% additional chance to hit per + vs DD users.
Name:(can't think of a good one)
Properties: Grants no enchantment AC. Each + adds 1% to evasion (just like dbs). 1/4 effect during ranged if bow is equipped, 3/4 with xbow, none with sling. 1/2 effect if 2h weapon is equipped
and now that i've read through it all... I agree with cooper, some more straight AC armor would be nice. especially since AC will be a hassle to get without raising pr too high now.
Maybe this idea is not appropriate for the title of the thread, but I don't want to create a new thread just for this idea. Or maybe it has been brought up before.
My idea is actually a new spell called 'summon' which summon an extra minion to fight. The strength of this extra minion depends on the amount of exp trained on that spell. More like a Tattoo except that the type of extra minion will be random, ie can be a tank, enchanter or mage.
The problem is only if all 4 minions trained this spell, there will be 8 minions which is too many unless it's limited to only 1 minion allowed to trained the spell just like the Tattoo
May 20 2005 4:58 AM EDT
I've been thinking about new items lately and sorry Cooper for not sticking with your format - or your LoTR connections!
An idea was to have the gladiator trident and net. Because it's two items it automatically becomes a two handed weapon with all the penalties that implies. The net would be thrown in ranged, with a chance to miss. But if it hit, there is no damage as such, just a drain on DX to imitate your opponent being tangled in the net. Then the trident would be used in melee. The trident would have have a base damage of about (72). DX drain would be a standard amount, say 10%. If equipped you would not be able to equip a ranged weapon.
May 20 2005 5:02 AM EDT
This would be the opposite of the Mage Shield:
Tank shield: base AC 0, protects against physical damage. Negates skills, reduces ST and DX to 20.
Sorry, I can't find any appropriate Tolkien name for this.
May 20 2005 5:29 AM EDT
it would indeed be nice to see more different kinds of armor, perhaps even just a very similar armor part so it makes more diversity while fighting
Name: Inertia Shield
Item Type: Power Shield
Base: AC 0
Special Properties: Functions exactly like a Mage Shield (1% minimum damage reduced per point, 2200K damage reduced per point, up to 50% damage done) for ranged weapon damage only (including ranged weapon damage in melee rounds).
Reduces all skills trained to zero.
Has no effect on melee weapons ("The slow blade penetrates the Shield")
Name: Horn of Gondor
Item Type: Weapon, occupies both Ranged and Melee slot
Base: No Stats
Special Properties: All single target attacks target Horn wearer first. Regardless of minion order or any special ammo properties attacker is using. Multi target attacks are unaffected.
Reduces any DD to zero. effectively making this minion unable to attack.
(Bleh, not sure if I like this, but it was the first Tolkien-esk item that came to mind...)
Name: Wizards Staff
Item Type: Melee Weapon
Special Properties: Each X plus gives +1% to DD spells. Each + plus gives +1% to Enchantments.
Very expensive upgrade costs.
(Before pointing me to the FORS list on this one, please explain it's difference to a CoI/Corn. :P )
Name: Tattoo of Symbiosis
Item Type: Tattoo
Base: Level 20
Special Properties: Takes all armour slots except Shield and Cloak. Grants AC.
Doh! chernobyl beat me to the staff idea... ;) So much for reading the whole thread!
I think we need some armor sets. cause I think none of the armor really matches, and in a way it's annoying. We could get a tulka set, adam set, mith set and so on. the entire sets would follow a theme, like adam set would be pure ac, high pen. no extra stuff (you could even just change the names of a couple things, liek the cmls to Adamantite Plate Leggings or something.) The tulk set would be st. enhancing armor and so on. I think in all it'd give a bit of diversity to the type of armor people are gonna equip, and you can have the names matching without getting it named. I also just think we need more weapons and armor over all in that would be desired in the higher ranges. More people would have rares, if not the same type (which is a good thing IMO), and there would be more of an ability to vary strats and whatnot.
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