Post by droark on Aug 21, 2015 1:04:23 GMT -5
This is a thread for users to create and discuss possible items or trinkets that may be submitted for implementation to the game. To be clear, this is not about armour weaponry, and/or military gear primarily, though they may be listed here if magical in some way.
Here are a few example items:
Fang of the Bloated Shark - This fang is a discarded shark tooth, which is connected to a rather simple twine necklace. However, when worn, the fang reveals its power. The bearer of this magical item finds that they fill up much more quickly, but that the food they eat adds to their bulk much more effectively. Like the beast this fang was discarded from, the bearer is also afflicted with a curse of voracity, causing them to consume more and more as they grow larger and larger, while their stomach churns the food at greater and greater speeds.
Effects - -25% Capacity, +25% Fat Gain, +25% Voracity, +25% Capacity Loss
Sidenote - This could also be a cursed item, where the above all start at 0, and slowly increment to a maximum value much higher than what is above, though capacity should never reach lower than 50%.
Ring of Lightened Steps - Within this golden ring is ensconced a blazing ruby, which shines out and glints in any light. Etched in the crystalline structure of the ruby is the image of a feather, flitting in the wind. It's obvious this item is magical, as any who hold it would note its lightness, even for a ring. When worn, this ring allows bearers of immense size to tread much more lightly, as though cushioned by a bed of feathers below their pillowy hides. However, they find that their gait is slowed to an even further crawl as they must tread through what feels to be soft cushions as they move, slowing their strides considerably.
Effects: - -50% Weight (NOT Fat), -50% First Strike, -50% Flee Chance, -50% Attack Speed
Sidenote - If Weight isn't implemented, one could simply increase the threshold for immobility/hindered movement types by 100%, while keeping the other stats. This item is tangential depending on if immobility/hindered movement is added to the game. If not, reduce stamina loss via movement/action by 50% instead.
Ritual Blade of the Gluttonous Crone - This wicked blade is etched with infernal markings, and is stained with layer after layer of congealed blood on its rusted edge. The blade emits a palpable aura of hunger and evil, as well as the want to harm others. The ritual blade is near useless as a combat weapon, and the wielder is almost compelled to use it for a more... nefarious purpose. One who wields this blade may use it to butcher the corpse of a recently fallen foe. The meat prepared in this manner must be consumed ritualistically upon the corpse of the fallen. The ritualist immediately feels the effects of the blade upon feasting upon the bloody steak as their form swells in size immediately, their stomach growling in response to the meal that never reached it. The ritual confers a profane strength upon the wearer, but saps their intelligence in equal manner, as the blade seeks to cause its host to fall into a mindless slaughter, eating, rampaging, and consuming across the land.
Effects - None
Effects of the Ritual - Food is converted to fat immediately. Voracity +5% (Stacking, removable via curse removal), Strength +1% (As before), Intelligence -2% (As before, 0 intelligence via this curse causes an event, as described below), Capacity Loss +5% (As before)
If someone is foolish enough to abuse the blade to its fullest extent, the blade takes dominion over their mindless form as it rampages across the wilderness, consuming, growing, and repeating endlessly. The player then has two choices. They may accept an end state here, where they are subsumed by the dagger completely (Bad End), or they may resist, which can involve a number of things TBD, though it will occur at significant cost to the player.
Sidenote: This item may not be great for one design reason. It's exploitable. As the game is expected to send you back to your last save state when you lose, even if the ritual is compulsory after a point, a player may save scum until they get what they want out of the dagger while not feeling any of the drawbacks. This is more of an interesting item for those who play with the consequences of their actions, and as such may not be implemented (in my mind) for that reason.
Here are a few example items:
Fang of the Bloated Shark - This fang is a discarded shark tooth, which is connected to a rather simple twine necklace. However, when worn, the fang reveals its power. The bearer of this magical item finds that they fill up much more quickly, but that the food they eat adds to their bulk much more effectively. Like the beast this fang was discarded from, the bearer is also afflicted with a curse of voracity, causing them to consume more and more as they grow larger and larger, while their stomach churns the food at greater and greater speeds.
Effects - -25% Capacity, +25% Fat Gain, +25% Voracity, +25% Capacity Loss
Sidenote - This could also be a cursed item, where the above all start at 0, and slowly increment to a maximum value much higher than what is above, though capacity should never reach lower than 50%.
Ring of Lightened Steps - Within this golden ring is ensconced a blazing ruby, which shines out and glints in any light. Etched in the crystalline structure of the ruby is the image of a feather, flitting in the wind. It's obvious this item is magical, as any who hold it would note its lightness, even for a ring. When worn, this ring allows bearers of immense size to tread much more lightly, as though cushioned by a bed of feathers below their pillowy hides. However, they find that their gait is slowed to an even further crawl as they must tread through what feels to be soft cushions as they move, slowing their strides considerably.
Effects: - -50% Weight (NOT Fat), -50% First Strike, -50% Flee Chance, -50% Attack Speed
Sidenote - If Weight isn't implemented, one could simply increase the threshold for immobility/hindered movement types by 100%, while keeping the other stats. This item is tangential depending on if immobility/hindered movement is added to the game. If not, reduce stamina loss via movement/action by 50% instead.
Ritual Blade of the Gluttonous Crone - This wicked blade is etched with infernal markings, and is stained with layer after layer of congealed blood on its rusted edge. The blade emits a palpable aura of hunger and evil, as well as the want to harm others. The ritual blade is near useless as a combat weapon, and the wielder is almost compelled to use it for a more... nefarious purpose. One who wields this blade may use it to butcher the corpse of a recently fallen foe. The meat prepared in this manner must be consumed ritualistically upon the corpse of the fallen. The ritualist immediately feels the effects of the blade upon feasting upon the bloody steak as their form swells in size immediately, their stomach growling in response to the meal that never reached it. The ritual confers a profane strength upon the wearer, but saps their intelligence in equal manner, as the blade seeks to cause its host to fall into a mindless slaughter, eating, rampaging, and consuming across the land.
Effects - None
Effects of the Ritual - Food is converted to fat immediately. Voracity +5% (Stacking, removable via curse removal), Strength +1% (As before), Intelligence -2% (As before, 0 intelligence via this curse causes an event, as described below), Capacity Loss +5% (As before)
If someone is foolish enough to abuse the blade to its fullest extent, the blade takes dominion over their mindless form as it rampages across the wilderness, consuming, growing, and repeating endlessly. The player then has two choices. They may accept an end state here, where they are subsumed by the dagger completely (Bad End), or they may resist, which can involve a number of things TBD, though it will occur at significant cost to the player.
Sidenote: This item may not be great for one design reason. It's exploitable. As the game is expected to send you back to your last save state when you lose, even if the ritual is compulsory after a point, a player may save scum until they get what they want out of the dagger while not feeling any of the drawbacks. This is more of an interesting item for those who play with the consequences of their actions, and as such may not be implemented (in my mind) for that reason.