|
|
|
 |

April 16th, 2006, 06:50 AM
|
 |
Captain
|
|
Join Date: Sep 2004
Location: France
Posts: 961
Thanks: 2
Thanked 12 Times in 8 Posts
|
|
Re: Magic Items Suggestions
Personnally I suggest to make a special slot for human sized non magical commanders to allow some items considered too powerfull if allowed to all commanders (such as items giving stealth or even stealth to commanded regular troops, recuperation, healing power, illusion power -your army looks twice bigger in other players report-, giving bonus to hp, and other powers discarded because of their possible use on a SC or other hard to kill being). If I understand why it's a bad idea to make for example a ring of invisibility usable by elemental kings or other arch devils, I find sad that such a classical item doesn't exist for classical heroes (as well as other items giving some chances to an human sized warrior type heroe to be usefull in the end game). This special slot may also give more interest to human pretenders compared to other chassis if allowed to them.
|

April 18th, 2006, 01:31 AM
|
 |
First Lieutenant
|
|
Join Date: Sep 2004
Location: N. California
Posts: 624
Thanks: 7
Thanked 29 Times in 3 Posts
|
|
Re: Magic Items Suggestions
I like those, especially the Thief shoes. 
|

April 18th, 2006, 07:54 AM
|
 |
Second Lieutenant
|
|
Join Date: Oct 2003
Posts: 477
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Magic Items Suggestions
I like the thief shoes as well. The chameleon cloak isn't worth it, though.
Drain stone: Low-level earth item. Grants drain immunity to the holder. Intended to help Ulm use indy mages more effectively.
Great oak bow: Low-level nature item. A good all-round bow with hefty damage. An alternative to the bow of precision.
Bracelet of binding: Mid/high level nature item. The transformation spell works much better with this item equipped.
Tornado ring: Low/mid level air item. Arrows fired by this character ignore enemy air shields.
Endless sack of ore: Mid level earth item. Equipping it will increase the resources available in the province by 40.
Trinket hammer: Mid/high level earth item. Allows the user to forge two trinkets for the price of one, improving the utility of these items in the late game.
Book of Life: Unique nature/astral artefact. Boosts the nature and astral skills of the holder by one. Mages recruited/summoned in the province where this book rests will never have blood or death in their randoms. Also boosts the growth rate.
Trickster's hat: Low/mid level fire/astral item. Reduces the cost of all level 0 and 1 spells by half.
|

April 18th, 2006, 10:48 AM
|
 |
Shrapnel Fanatic
|
|
Join Date: Oct 2003
Location: Vacaville, CA, USA
Posts: 13,736
Thanks: 341
Thanked 479 Times in 326 Posts
|
|
Re: Magic Items Suggestions
Not bad stuff. Some thoughts....
I already abuse that black-heart thing making assassins. The most controlling limit that exists on it now is that the units that do/dont have stealth are fairly well thought out. If a stealth item is created, I would massively abuse that combination. SC are bad enough without SC assassins. OTOH I do agree that things like cloaks of invisibility and rings of invisibility are SOoooo standard in games like this that it seems strange they arent in the game. I could see it if they were put in and the assassin heart thing was taken out.
WHen I saw Drain Stone I had another thought. I was expecting it to be another one of those items that you sneak into an enemys territory in order to affect him. Like that bane stone. Something that would put a drain on the magic to poison someones secret lab that you found
__________________
-- DISCLAIMER:
This game is NOT suitable for students, interns, apprentices, or anyone else who is expected to pass tests on a regular basis. Do not think about strategies while operating heavy machinery. Before beginning this game make arrangements for someone to check on you daily. If you find that your game has continued for more than 36 hours straight then you should consult a physician immediately (Do NOT show him the game!)
|

April 18th, 2006, 02:26 PM
|
General
|
|
Join Date: May 2004
Location: Seattle, WA
Posts: 3,011
Thanks: 0
Thanked 45 Times in 35 Posts
|
|
Re: Magic Items Suggestions
Quote:
Sandman said:
Drain stone: Low-level earth item. Grants drain immunity to the holder. Intended to help Ulm use indy mages more effectively.
|
Don't like this one. Combined with Ulm's forge bonus it basically just gives a loophole to the Drain penalty.
Quote:
Trinket hammer: Mid/high level earth item. Allows the user to forge two trinkets for the price of one, improving the utility of these items in the late game.
|
Really like this one tho! Trinkets are so much fun and so rarely see any use. My thought here tho is that these would be used almost exclusively to make the small set of trinkets that we all already know and love: Wineskins, AML, AMA, Skull Charms, etc. But perhaps this isnt such a bad thing? And you are right it might bump up interest in other items too, like bows maybe?
|
Posting Rules
|
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
HTML code is On
|
|
|
|
|