Author Topic: Ideas on weapons and items...  (Read 12121 times)

Malkai

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« Reply #15 on: September 17, 2002, 08:05:26 pm »
Well I guess heres my 2 cents if the Devs really are listening....

The Defender  A 2 handed sword that adds the ability to block 50% or more.

Demon Blade  While weilding this sword the undead will not attack you. Does dark damage and effective against light creatures.

Armor of the Treant  This could be an armor made out of the skin of a treant. Adds hiding skills and an increase to life regeneration.

Apocolypse Flame  A sword made completely of the fire of apocolypse and no metal on the blade except hilt.



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Barak

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« Reply #16 on: September 18, 2002, 01:27:22 am »
Quote
Originally posted by Wormtail_
Well, I suppose I could change the name to Morning Star. I don\'t really have much experience with RPGs anyways.


Umm...Morning Star isn\'t from RPGs. It\'s what they called those maces, with chains attached to the big spikey ball. You\'ve probably heard flail. Sorry to confuse people.

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The armor of treant sounds really cool. That would be awesome to have in the game. Uh...wouldn\'t the Kran plate start fights alot?

Quote
Originally posted by Wormtail_
Stones/rocks

Rocks and stones are used as ranged weapons, either with a sling or with your bare hands. They are extremely common, and are a good way to practice using ranged weapons. However, rocks and stones don\'t cause too much damage, though.


Heehee. Sounds like Braveheart.


Wormtail_

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« Reply #17 on: September 18, 2002, 01:40:37 am »
Ah. Thanks for the correction. I think I\'ll edit my post. Also, I got rocks and stones from Wizardry 8, where I get some of my ideas, anyways, although Wizardry 8 does have a good selection of weapons to \'borrow\' from. Now that I\'m here AGAIN, I\'ll put in more of my ideas, after I edit some more a bit.

Spell-Insanity

This spell is for mid-level mages(not sure which type). This spell does not do any damage, but what it does do is devastating, yet hilarious at the same time. When casted on an opponent, the victim turns insane. When a creature is insane, it begins to do random things, like laughing like a freak to breakdancing, or attacking anyone nearby, regardless of wether it\'s allied with the insane person, or not.

Sword of Dirt

This sword is a regular sword. The only difference is that it fires dirt into the enemy\'s eyes every 3 minutes. If the dirt actually hits the eyes, the opponent will be temporarily blinded(as in, all attributes that use the eyes like aiming a sword) for a short time.

Deflector Shield(Sounds a bit like Star Wars, no? You know, the droid tanks and \'stuff.\')

These shields partially deflect ranged attacks.These shields are vulnerable to melee attacks, as the magic enchanting the shield only works for missle weapons. When a ranged weapon hits the shield, it bounces off and goes back \'somewhere\' dealing half of the original damage if it hits something. These shields are rare, and are only good for missle attacks. Magic attacks will not be reflected, but will be destroyed on impact of the shield.

(Note: The shield only deflects if the wielder succesfully blocks it. The deflecter shield requires high shielding experience, too.)
« Last Edit: September 21, 2002, 07:33:19 pm by Wormtail_ »
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Seravajan

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« Reply #18 on: September 18, 2002, 11:59:27 am »
Warstaff
It is a staff with small spiked balls on both end. The warstaff is heavier than the basic staff but still relies on agility.

Punching Shield
It is a small shield or a buckler with a spike in the center to bash someone with it.

Katana and Wakizashi
These are the well known slightly curved single edged weapons of the samurai.

Kukri
The strange and odd looking but deadly throwing knifes from Africa.

Kris
The wavy bladed dagger from Indonesia.

Krissword
Like the Kris but much longer. Is used like a sword.

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Elrin Kast

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« Reply #19 on: September 18, 2002, 03:27:27 pm »
Ok, I guess I leave my thread for monsters only.  

There should be claws, like Ninjas in some games use.  They would do more damage than UA but still use the UA combat skill.
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Wormtail_

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« Reply #20 on: September 20, 2002, 02:55:03 am »
Just a comment, Seravajan. This isn\'t a game based on RL, because I doubt there is going to be countries named Indonesia or continents called Africa in Planeshift. You\'ll have to make up who or what made it, like I did with the auto-loading crossbows. Those were invented in China, I think, and were called Zhu Ko Nu, and in Age of Kings, Chu Ko Nu. They were invented by a person named Zhuge Liang, I think. Link is here: http://www.atarn.org/chinese/yn_xbow/zhugehtm.htm. Anyways, I had to twist things around a bit to make it fit in the game. Just a comment, no offense intended.

Spell-Transfer Condition(Or another name, I make up horrible names)

This spell transfers your conditions, i.e. poisened, blinded, insane(if you can get over the insanity), etc. to the target creature, as long as you can do battle with them. This spell is accessible to high-intermediate mages. This spell only works if there are goi ng to be conditions(like unconsciousness, which makes you unable to move for x rounds) in the game. When a condition is transfered, it will only happen for half the time it was inflicted on the caster.

Create Condition

This spell basically does random effects on the target creature. All it does is create an effect on you. How long the effects lasts depends on how much mana is channeled(if that\'s in the game) or how experienced the caster is. Thsi spell is rarely found in books, for not many mages have thought of this. The mages who have found this spell tend to keep it secret, too.
« Last Edit: September 21, 2002, 07:37:16 pm by Wormtail_ »
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Aztec_Brave

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« Reply #21 on: September 20, 2002, 08:56:08 pm »
Demon cage:
A cage filled with a bunch of imps and a salamander. will light up a whole cave and the imps will attack surrounding targets. Useful for taking out, or at least weakening layers of animals. Requiers the skill of a carpenter (to make the cage) and a breeder (to breed the animal). Is lost after use, but the animals can be retamed, so a good tamer can theoreticaly use it several times in a short time period.

Screw-sword: A sword twisted to make the blade corkscew shaped. Useless as a slashing weapon, but deadly for stabbing when used at a high skill. A good sword can break dragon hide with a good enough wielder. Requires a good smith, with good equipment and material.


Wormtail_

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« Reply #22 on: September 21, 2002, 04:51:47 pm »
More ideas!

Sword of Spells

Baically a sword with a gem inlayed in it. This sword is enchanted, and can help fighter mages cast spells without the need to switch to a staff. It looks like a longsword with a gem in the hilt, but is a fighter mages best friend.

Stone of Invisibility

This stone is for master crafters only. When put into armor, the wearer of the armor will become invisible. However, he/she will not be totaly invisible. What will appear in the player\'s place is the outline of the player and the stone. These stones are kind of visible, but are very rare.

Ruby of Regeneration

This ruby is for intermediate and higher smiths or crafters. When a person is wearing an item with this ruby will regain health and stamina(if it\'s there) at a faster rate. These rubies are very rare in the open, but are a bit more common in mines.
« Last Edit: September 21, 2002, 05:15:06 pm by Wormtail_ »
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Aruneko

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« Reply #23 on: September 21, 2002, 06:52:01 pm »
Only 1 idea here that I object to was the Deflector Shield (no offense)  I mean, anyone with that would be invulnerable to mages and archers.  That would be a big disadvantage.

Wormtail_

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« Reply #24 on: September 21, 2002, 07:26:59 pm »
Hmm... I think I\'ll tone the shield down a bit for fairness... Thanks for noticing that!(And actually reading the repliess... :P)

Magical arrows

These arrows, when fired, always hit the target, no matter what. It won\'t always do damage, but usually it does. Dodging these arrows can however lessen the damage caused by these arrows, and by \'hitting the target\' means hitting the person and anything he/she is wielding, which means shields can block these arrows off. To make qrrows, all you have to do is enchant regular arrows or other types of arrows. If enchanting a special arrow(example: poisened arrow), the arrow will still keep it\'s special ability.
« Last Edit: September 23, 2002, 03:19:09 am by Wormtail_ »
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Pheonix

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« Reply #25 on: September 23, 2002, 08:28:05 am »
Well heres my two cents.


Piercing arrows (yes i know all arrows are piercing but these would be effective against heavy armor)

The following would need a fletcher of fairly high talent as well as a mage of moderate skill

Arrows of entangling -slows down targets movement and attack speed

Arrows of blindness (name says it all)

Anti magic arrows- causes a targets magic casting time to increase as well as lowers it effectiveness.

Bow of light and Bow of darkness -
These bows would not need arrows instead theyd use magic from their respective magic schools
(i suck at making up names)

Bow of shielding -Reduces melee damage to the weilder

Maybe if you try to make a Bow or Arrows negative results come from it which a person wouldnt know about until they tried the items.

ie Anti magic arrows increasing your targets magic effectivness you get the idea



and finally this comes straight from baldurs gate

but i loved the wild mage class on there, maybe the less experienced a mage is at casting a particular spell the more chance it has for failure ending in not so desirable results, i.e. gender change , skill loss, sudden fatigue, even instant death on the flip side it could turn out better than expected ie increased damage, haste, healing or something along those lines


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Pheonix

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« Reply #26 on: September 25, 2002, 02:55:38 am »
Arrows of transmutation -changes target into random animal or creature ...doesnt always work should be based on magic and magic resitance skill levels

Cloak of transformation - transforms you into animals or creatures based on your magic skill level ie
if your pathetic maybe you turn into a rat or a cat or something with not much attack power you should be able to transform back at will


thats all i got for now i guess


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DragonWing

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« Reply #27 on: September 25, 2002, 01:14:48 pm »
I simply LOVE weapons, the more the better! so if only the half makes it into the game, I\'m happy!!! also, what about the idea of picking op bones as weapons?
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Nerore

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normals stuff?
« Reply #28 on: September 25, 2002, 10:46:48 pm »
all that stuff is cool, but what about normal weapons to mid-level type weapons? Instead of all Swords of Extreme Disembowlemtn and stuff like taht, how about names for weapons that are normal, but have a magical effect, or stat plus., etc?

Peasant Blade: A noraml sword that is very light and sometimes 3-4 extra attacks can be done in the same amount of time as a normal sword. Its very fragile, and shouldnt be used to fight monsters with tough skins/shells/etc,. If it breaks, it can be used as a dagger, etremley weaker, but still usable for defense until it can be reparied or forged aknew.

Boar Gloves From the hide of a boar (if there are boars in this game, if not change it to somthing appropriate! :))  Very tough and rough, with boar bones packed in the knuckles. Everyone once and a while the bones might shift from their poor craftsmanship, and hurt your hand a little, but very nice gloves to induce pain or for working in the mines/forge/etc for tehir being fire resistant.

Now on to the fun stuff, special weapons!

Sword of Cruelty: Normal red sword, only one in game world, induces horrible wracking pain at the very touch, almost certain death if it cuts you. Drawbacks: Very heavy, wielder must be very scared and have HUGE will power to overcome the pain the handle puts into the wielder, and very strong.

Storm Mace : Mace from the storms, causing thunderous pain with every hit. Drawbacks, somtimes will snap back and hit wielder if used incorrectly or if the wielder cannot control it.

Stave PoorChini: Normal staff with the blood of PoorChini flowing in the middle, making it unbreakable and resistant to all bad effects, and shields the wielder from 1/2 damage.

Staff of the White/Black Rose: Staves that can hurt those only of opposite ethos. White for Good, Black for evil. Can only be used by proper ethos (If your character is evil, yada yada so on)

Thats all i can think of for now.

Pheonix

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« Reply #29 on: September 26, 2002, 01:45:50 am »
Sword of the berserk - A two handed sword that inflicts a lot of damage and boots the bearers attack and magic resistance. The drawback is the bearer of the weapon will attack every monster in the vacinity and cant use any items or spells while engaged in combat, also to remove this weapon youd need to use magic. Ie a cursebreakng spell of some sort

Arrows of rage -causes the target creature to go beserk raising attack and magic resistance while inhibiting any actions other than attack while your party is in the vacinity. The rage effect shouldnt happen everytime should be based on magic resistances etc

Apprentice mages staff - Lowers casting time slightly

Mages staff -Lowers casting time significantly

Great mages staff - Lowers casting time dramatically

Rings of magic - Allows the bearer to distribute abillity points to magic schools with less cost
Should be a ring for every school ie The ring of of Dark magic, ring of azure magic

Staff of summonng -Draws upon your magic pool to summon monsters the summoned monsters strength should be based on your magic skill.IE you shouldnt be able to summon a dragon with very little magic skill.
Drawbacks if the caster is defeated the monsters turn on the party, there should be a percentage that the monster summoned is a high level monster at which point it should turn on the summoning party.

Sword of chance pleas think of a better name.
Sword delas out a extreme amount of damage.
Drawback, 50% chance that the sword will damage you instead of the target



« Last Edit: September 26, 2002, 01:54:45 am by Pheonix »


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