Some ideas for new items. Abstract and specifically.
Posted: Tue Nov 08, 2022 11:07 am
Abstract:
1) (QUESTION CLOSED) Make haunted equipment. After equiping the item the ghost/nightmare starts following you. On the wilderness it behaves like enemy, its unkillable,but easy escapable and slowly towards you. maybe have %damage based on your own damage to not letting you rest during the whole game. in towns it stops in a few determined places and stops to initiate fight. maybe it could enters town buildings with you but still stops in determined places to not blocking the way. Of course this item should be powerful.
2)Add some kind of enchanting by adding npc-enchanter or creating standing npc-altair that can do enchantments. Due to game engine it could be few alternatives for certain items (so basically its a exchanger where you can exchange items to other by dialogue and back.)
3) (QUESTION CLOSED) Obviously, long range combat can't be created there. But magic system still can be realized. First of all, there should be another bar like hp but for mana. Mana can be restored by sleep, potions and certain foods just like hp.
For casting spells the should be a panel like hotbar, but divided on two groups (probably one bar 1×6 divided 3|3)First group–buffs. They as items from hotbar can be casted during and outside combat. Second group–battle spells. They can be casted only during combat.
There can be few groups of spells divided by cost of casting: first consumes mana, second consumes hp, third consumes AP, other are mixed.
Oh! About attacking spells: probably it can be created even a start of fight by spell by touching on the spell and transition to enemy selection mode with ignoring friendly npc.
Specifically:
1)Perk/Item condition "Fatalism"/ "Destined by cold steel" / "Curse of Iron Wrath Demon" –you can't be affected by other conditions, nor buffs, nor debuffs. So you can't be healed by the most of foods, gain buff from weapons, but can't be weakened by enemies effects.
2)Witchlord Claymore of the Mist
Two-handed sword
AP: 8
Attack chance: 25
Attack damage: 10-30
Damage modifier: 95%
Crit chance: 10
Crit modifier: 2.5
Block chance: 20
HP: -30
Damage resistance: -3
AP +2
When hitting enemy:
On self:
5% Misty form (+10 block chance, +5 crit chance) (3 rounds)
When killing enemy:
50% Misty form x2 (3 rounds)
>Thats a crit and attack/block chance based weapon.
3)Infinite Bag of Throwing Peebles
Blunt weapon/one handed mace?
AP: 3
Attack chance: 5
Attack damage: 1-2
Damage modifier: 45%
Crit chance: 1
Crit modifier: 5
AP +2
When hitting enemy:
On self:
10% Glorious Strikes of Forestfolk Hero (+1 attack chance, +1 block chance, stack) (5 rounds)
4)[insert royal npc name] Fire Necklace
Unfortunately, it's only a fancy replica of greater artifact.
Although, it still powerful.
Attack chance: +5
Block chance: +5
Hp: +10
When hitting target:
On target:
5% Ablaze (-5 attack chance,-5 block chance,-1 damage resistance, -0-1 hp per turn, stacks) (3 rounds)
5) Karrank'Thau Living Fire Necklace
It's warm. It's hot! It burns your skin!
Besides, you feel the part of fire's might is now yours.
Attack chance: +8
Block chance: +8
HP: +15
When equipped:
It burns! (-0-1 hp every round)
When hitting target:
On target:
10% Ablaze x2 (-5 attack chance,-5 block chance,-1 damage resistance, -0-1 hp per round, stacks) (4 rounds)
10% Fire (-1 hp per round) (2 rounds)
When get hit:
On source:
5% Ablaze (3 rounds)
5% Fire (2 rounds)
6)Sable
sable/one handed sword
Attack cost: 4 AP
Attack chance: 10
Attack damage: 3-6
Damage modifier: 104%
Block chance: 5
7) Fencing Sable
sable/one handed sword
Attack cost: 4 AP
Attack chance: 15
Attack damage: 4-8
Damage modifier: 105%
Block chance: 10
8) Pirate's Sable
sable/one handed sword
Attack cost: 4 AP
Attack chance: 17
Attack damage: 5-6
Damage modifier: 107%
Block chance: 5
When equipped:
On source:
Aarrgh! (gain 1-2 gold if hit the target)
9) Noble's Fencing Sable
sable/one handed sword
Attack cost: 4 AP
Attack chance: 15
Attack damage: 6
Damage modifier: 110%
Block chance: 15
Crit chance: 5
Crit modifier: 2
When blocked enemy hit:
On source if blocked:
10% Step back(+5 block chance, stacks 2 times) (2 rounds)
When hit target:
On source if blocked:
10% Step forward(+5 attack chance, stacks 2 times) (2 rounds)
On target if hit:
10% Dazed (2 rounds)
10) Brute Demonic Arulir Skin Gloves
Light leather armor
Demonic arulir skin is especially hard processing.
It's hard to find a craftsman that could make at least something wearable.
Attack chance: -5
Block chance: 5
Damage resistance: +2
HP: +5
11) Brute Demonic Arulir Skin Boots
Light leather armor
Demonic arulir skin is especially hard processing.
It's hard to find a craftsman that could make at least something wearable.
Block chance: 5
Damage resistance: +2
Hp: +5
1) (QUESTION CLOSED) Make haunted equipment. After equiping the item the ghost/nightmare starts following you. On the wilderness it behaves like enemy, its unkillable,but easy escapable and slowly towards you. maybe have %damage based on your own damage to not letting you rest during the whole game. in towns it stops in a few determined places and stops to initiate fight. maybe it could enters town buildings with you but still stops in determined places to not blocking the way. Of course this item should be powerful.
2)Add some kind of enchanting by adding npc-enchanter or creating standing npc-altair that can do enchantments. Due to game engine it could be few alternatives for certain items (so basically its a exchanger where you can exchange items to other by dialogue and back.)
3) (QUESTION CLOSED) Obviously, long range combat can't be created there. But magic system still can be realized. First of all, there should be another bar like hp but for mana. Mana can be restored by sleep, potions and certain foods just like hp.
For casting spells the should be a panel like hotbar, but divided on two groups (probably one bar 1×6 divided 3|3)First group–buffs. They as items from hotbar can be casted during and outside combat. Second group–battle spells. They can be casted only during combat.
There can be few groups of spells divided by cost of casting: first consumes mana, second consumes hp, third consumes AP, other are mixed.
Oh! About attacking spells: probably it can be created even a start of fight by spell by touching on the spell and transition to enemy selection mode with ignoring friendly npc.
Specifically:
1)Perk/Item condition "Fatalism"/ "Destined by cold steel" / "Curse of Iron Wrath Demon" –you can't be affected by other conditions, nor buffs, nor debuffs. So you can't be healed by the most of foods, gain buff from weapons, but can't be weakened by enemies effects.
2)Witchlord Claymore of the Mist
Two-handed sword
AP: 8
Attack chance: 25
Attack damage: 10-30
Damage modifier: 95%
Crit chance: 10
Crit modifier: 2.5
Block chance: 20
HP: -30
Damage resistance: -3
AP +2
When hitting enemy:
On self:
5% Misty form (+10 block chance, +5 crit chance) (3 rounds)
When killing enemy:
50% Misty form x2 (3 rounds)
>Thats a crit and attack/block chance based weapon.
3)Infinite Bag of Throwing Peebles
Blunt weapon/one handed mace?
AP: 3
Attack chance: 5
Attack damage: 1-2
Damage modifier: 45%
Crit chance: 1
Crit modifier: 5
AP +2
When hitting enemy:
On self:
10% Glorious Strikes of Forestfolk Hero (+1 attack chance, +1 block chance, stack) (5 rounds)
4)[insert royal npc name] Fire Necklace
Unfortunately, it's only a fancy replica of greater artifact.
Although, it still powerful.
Attack chance: +5
Block chance: +5
Hp: +10
When hitting target:
On target:
5% Ablaze (-5 attack chance,-5 block chance,-1 damage resistance, -0-1 hp per turn, stacks) (3 rounds)
5) Karrank'Thau Living Fire Necklace
It's warm. It's hot! It burns your skin!
Besides, you feel the part of fire's might is now yours.
Attack chance: +8
Block chance: +8
HP: +15
When equipped:
It burns! (-0-1 hp every round)
When hitting target:
On target:
10% Ablaze x2 (-5 attack chance,-5 block chance,-1 damage resistance, -0-1 hp per round, stacks) (4 rounds)
10% Fire (-1 hp per round) (2 rounds)
When get hit:
On source:
5% Ablaze (3 rounds)
5% Fire (2 rounds)
6)Sable
sable/one handed sword
Attack cost: 4 AP
Attack chance: 10
Attack damage: 3-6
Damage modifier: 104%
Block chance: 5
7) Fencing Sable
sable/one handed sword
Attack cost: 4 AP
Attack chance: 15
Attack damage: 4-8
Damage modifier: 105%
Block chance: 10
8) Pirate's Sable
sable/one handed sword
Attack cost: 4 AP
Attack chance: 17
Attack damage: 5-6
Damage modifier: 107%
Block chance: 5
When equipped:
On source:
Aarrgh! (gain 1-2 gold if hit the target)
9) Noble's Fencing Sable
sable/one handed sword
Attack cost: 4 AP
Attack chance: 15
Attack damage: 6
Damage modifier: 110%
Block chance: 15
Crit chance: 5
Crit modifier: 2
When blocked enemy hit:
On source if blocked:
10% Step back(+5 block chance, stacks 2 times) (2 rounds)
When hit target:
On source if blocked:
10% Step forward(+5 attack chance, stacks 2 times) (2 rounds)
On target if hit:
10% Dazed (2 rounds)
10) Brute Demonic Arulir Skin Gloves
Light leather armor
Demonic arulir skin is especially hard processing.
It's hard to find a craftsman that could make at least something wearable.
Attack chance: -5
Block chance: 5
Damage resistance: +2
HP: +5
11) Brute Demonic Arulir Skin Boots
Light leather armor
Demonic arulir skin is especially hard processing.
It's hard to find a craftsman that could make at least something wearable.
Block chance: 5
Damage resistance: +2
Hp: +5