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Player Weapon/Armor Ideas
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Author:  Unknown [ Fri Aug 05, 2016 3:28 am ]
Post subject:  Re: Player Weapon/Armor Ideas

Threeforce
Class: Cleric
light 2handed mace
Damage: 1-1
Speed: 11
Crit: 11%
"Only those blessed by the Three are capable of unleashing this weapons hidden power."

--------------------------
Simple idea, 2handed and light means you gain +2 damage per Strength and +1 per Agility. While extremely unimpressive in the hands of a Novice this weapon can become very strong in the hands of dedicated melee clerics who are willing to forsake their shield to gain some extra oomph ;)

Author:  ClockworkGhost [ Fri Aug 05, 2016 11:26 pm ]
Post subject:  Re: Player Weapon/Armor Ideas

Flaming Oil
Stackable potion
1 point of fire damage, small area effect weapon

Perfect way to finish off a troll, assuming that the area effect can be made to do damage to the troll whilst it's regenerating from being killed by a non fire based weapon.

Author:  ClockworkGhost [ Fri Aug 05, 2016 11:45 pm ]
Post subject:  Re: Player Weapon/Armor Ideas

Unknown wrote:
Threeforce
Class: Cleric
light 2handed mace
Damage: 1-1
Speed: 11
Crit: 11%
"Only those blessed by the Three are capable of unleashing this weapons hidden power."

--------------------------
Simple idea, 2handed and light means you gain +2 damage per Strength and +1 per Agility. While extremely unimpressive in the hands of a Novice this weapon can become very strong in the hands of dedicated melee clerics who are willing to forsake their shield to gain some extra oomph ;)


I'd increase the speed to 18 and make it the cleric equivalent of the Jesters Bow. I'd make it completely cleric only, as this in the hands of a warrior would be a game changer, especially with a crit chance of 11%

Author:  Dimidium [ Sat Aug 06, 2016 4:51 am ]
Post subject:  Re: Player Weapon/Armor Ideas

Platemail of Divinity

Class: Cleric
Type: Platemail
Armor: 3
Effects:

+20 Health and +3 ( maybe 2...) mana per level

Description:

Thsi armor literally glows with power from the Three.

Very late game item...very hard to get. Possibly only as a 'God' quest reward.

Author:  Unknown [ Sat Aug 06, 2016 9:44 pm ]
Post subject:  Re: Player Weapon/Armor Ideas

Prismatic Blade

Type: Dagger
Classes: all
Speed: 12
Crit: 6%
Damage: 0-0
Adds 1Fire Damage per Strength, 1 Toxic Damage per Endurance, 1 Cold Damage per Agility, 1 Shock Damage per Intellect, 1 Death Damage per Awareness and 1 Spirit Damage per Personality.

"This fabled weapon draws power from its wielders prowess and knowledge."

----------------

A cool allround weapon, the damage shouldn't become too crazy as many monsters have certain resistances or even get healed by certain elements, but it gives some perks to those who aim to be allround skilled rather than purely AGI or STR based.
To avoid screenspamm the numbers should probably be somehow merged.
For speed and crit I'd chose subpar dagger stats as it would become to powerfull for your standard AGI builds otherwise. Could probably make it even 0% crit but i felt there should at least be some vanity in going for massive crits even with this weapon.
At level 16 with tomes you could end up with 4 points in every perk resulting in 24 elemental damage without resistances + 6physical damage from agi and str which most likely would sum up to about 20 damage after resistances+ armor per hit.
Considering Elemental damage can't be scaled higher with critical strikes i think that it would be just fine balance-wise, maybe even too weak but fun nontheless.

Lots of mechanics for 1 single weapon but one can dream :)

Author:  RPGuru#32 [ Thu Aug 11, 2016 11:29 am ]
Post subject:  Re: Player Weapon/Armor Ideas

Not sure what is in the works for mages also would work for clerics.

Rings of protection (ac)
Shrines to recharge mana once per game day.
Possible sacrifice of undead parts (proper burial) for either exp or mana reward.
2h staves with ac benefit

An item that can be used ro trigger traps perhaps taking up multiple slots in inventory. Or maybe a spell that detects and disarms at higher level.
Slings for clerics.
Possible item such as holy water or oil to throw at undead (splash damage)

Author:  Cyla2009 [ Mon Aug 15, 2016 3:07 am ]
Post subject:  Re: Player Weapon/Armor Ideas

How about tempering weapons or upgrading armor as a reward for a quest :?: :idea:... even if armor/ weapon is already magical and an enchantment quest for mages

Author:  RPGuru#32 [ Wed Aug 17, 2016 5:58 am ]
Post subject:  Re: Player Weapon/Armor Ideas

Seems we have a lot of special qualities on weapons, elemental, holy, vicious, orc slaying...
I was thinking it would be cook to have a cold iron category that does higher damage to otherworldly monsters such as imps demons devils hags nightmares possibly witches and some undead. It has been an rpg staple for eons.

Also

Author:  Aalandryll [ Wed Aug 17, 2016 5:25 pm ]
Post subject:  Re: Player Weapon/Armor Ideas

RPGuru#32 wrote:
Seems we have a lot of special qualities on weapons, elemental, holy, vicious, orc slaying...
I was thinking it would be cook to have a cold iron category that does higher damage to otherworldly monsters such as imps demons devils hags nightmares possibly witches and some undead. It has been an rpg staple for eons.

Also



Silver for shapechangers and demons...
Cold Iron for Fae... and there are currently no fae in the game... Although if elves or other fae creatures were to be part of it that would be pretty cool.

Author:  HumanSplendour [ Thu Aug 18, 2016 10:52 am ]
Post subject:  Re: Player Weapon/Armor Ideas

Slave Hunter
Mercia 2h Greatsword, humankind additional damage level 2, 3 per level (or level 3 with 2 dmg per level) increases stun chance by 5% (would rather see impurity bonus, which deals additional damage to humankind from lower classes, like peasants, Vanarri, outlaws and bandits, but that would be harder to implant)

Dmg 6-20
Speed 10
Critical 2%

(Didn't pay much attention to stats. The important part is tthe increased stun chance, lowered critical and buffed speed. I would really like the strenght requirement, lets say 5 or 6, so Griss wouldn't abuse it early on.

Granted for completing all slave hunts in mercia (THQ) last one could proc some minor quest, for instance a duel with high level leginoare who also wants to obtain this honourable sword. It once belonged to the greatest Mercia Slave and Bounty hunter, who is believed to enslaved more than 500 people by himself.

It could be also mentioned that one side of the blade was blunt, in order to stun the opponet, rather than kill it, so it could be captured and enslaved.

Doing the THQ will greatly spoil relation with other kingdoms, so the reward for it must be precious, otherwise, it is more of collection purposes.

Thanks.

Edit: to think about, investing in 2h mastery level 3 finally would have a point. At least for me, as I skipped it. 5 stun chance more is not worth 3sp IMO.

Edit 2: since the new update I really like how items are rewarded for doing THQ in Mercia and (forgot the name of that magelike kingdom). Mercia provides parts of armour and ??? Potions.
So how about Varsillia THQ which gives altered version of hardened leather parts of armour, that proviedes minor resitance bonuses to everything. Let's say +3 on each part of armour. Adventurer starter pack, with general and universal protection. But not sufficient enough for late or mid game. Whole set could be obtained this way. Just and idea to cosnider.

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