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 Post subject: Re: Artifact & Ego ideas
PostPosted: Sun Oct 17, 2010 4:00 pm 
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Spiderkin

Joined: Sat May 15, 2010 3:09 am
Posts: 454
Here are some heavy and massive armor artifacts, since we don't have any:

Code:
newEntity{ base = "BASE_HEAVY_ARMOR",
   unique = true,
   name = "Iron Mail of Bloodletting",
   unided_name = "gore-encrusted suit of iron mail",
   desc = [[Blood drips continuously from this fell suit of iron, and dark magics churn almost visibly around it. Bloody ruin comes to those who stand against its wearer.]],
   color = colors.RED,
   level_range = {1, 50},
   rarity = 100,
   require = { stat = { str=14 }, },
   cost = 200,
   material_level = 1,
   wielder = {
      inc_stats = { [Stats.STAT_CON] = 4, [Stats.STAT_STR] = 4 },
      resists = {
         [DamageType.ACID] = 10,
         [DamageType.DARKNESS] = 10,         
         [DamageType.FIRE] = 10,
         [DamageType.BLIGHT] = 10,

      },
      talents_types_mastery = { ["techniques/bloodthirst"] = 0.1 },
      life_regen = .5,
      combat_def = 2,
      combat_armor = 4,
      fatigue = 12,
   },
}




newEntity{ base = "BASE_HEAVY_ARMOR",
    unique = true,
    name = "Scale Mail of Smaug the Golden",
    unided_name = "perfectly-wrought suit of dragon scales",
    desc = [[A heavy shirt of scale mail constructed from the remains of Smaug the Golden, whose armor was like tenfold shields. Unlike the original Smaugscale armor, this one isn't missing any scales.]],
    color = colors.LIGHT_RED,
    metallic = false,
    level_range = {30, 50},
    rarity = 300,
    require = { stat = { str=38 }, },
    cost = 500,
    material_level = 5,
    wielder = {
        inc_stats = { [Stats.STAT_CON] = 8, [Stats.STAT_STR] = 8, [Stats.STAT_DEX] = 8 },
        resists = {
            [DamageType.ACID] = 20,
            [DamageType.LIGHTNING] = 20,           
            [DamageType.FIRE] = 20,
            [DamageType.BLIGHT] = 20,
            [DamageType.NATURE] = 20,

        },
        max_life=120,
        max_power = 80, power_regen = 1,
        use_talent = { id = Talents.T_INFERNO, level = 3, power = 50 },
        combat_def = 10,
        combat_armor = 14,
    },
}



newEntity{ base = "BASE_MASSIVE_ARMOR",
    unique = true,
    name = "Plate Armor of the Returned King",
    unided_name = "suit of gleaming mithril plate",
    desc = [[Beautifully detailed with images of King Aragorn's siege of the Black Gate, this armor was presented to the Returned King at his coronation ceremony. Despair fills the hearts of even the blackest villains at the sight of it.]],
    color = colors.WHITE,
    level_range = {35, 50},
    rarity = 350,
    require = { stat = { str=48 }, },
    cost = 800,
    material_level = 5,
    wielder = {
        inc_stats = { [Stats.STAT_WIL] = 15, },
        resists = {
            [DamageType.ACID] = 25,
            [DamageType.ARCANE] = 10,           
            [DamageType.FIRE] = 25,
            [DamageType.BLIGHT] = 25,
            [DamageType.DARKNESS] = 25,

        },
        max_stamina=60,
        combat_def = 15,
        combat_armor = 20,
        stun_immune = 0.5,
        knockback_immune = 0.5,
        lite = 2,
    },
}




Last edited by Susramanian on Sun Oct 17, 2010 10:45 pm, edited 1 time in total.

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 Post subject: Re: Artifact & Ego ideas
PostPosted: Sun Oct 17, 2010 4:20 pm 
Offline
Loremaster

Joined: Thu Sep 23, 2010 10:18 pm
Posts: 3516
Location: London, England
Some more artifact suggestions:

smooth snake-hide armour 'Snakeskin' (light armour)
"This thin and supple armour allows its wearer to shed their skin to escape death."
Req 48 Dx to wear
26 defense
8 armour
+4 Cu
+20% nature resistance
18 nature rebound damage on attackers
Can be used to escape deadly blows in melee
To clarify: If one receives a physical attack in melee that would be fatal then instead you slip out of the armour into an adjacent square. Armour is removed and left on the original square. If there are no free adjacent squares then you die. Doesn't protect against magic, poison, rebound damage, etc - only direct physical melee hits.

small mithril mail armour set with pearls and gems 'Young Prince Elessar's Royal Mail' (heavy armour)
"Worn by the king Elessar when he was a young prince, and imbued with power fit for the royal blood."
(no wearing requirements)
8 defense
14 armour
+15% physical resistance
For Dunadain: +8 physical save, +8 spell save, +8 mental save
For hobbits: Double defense and armour values (since they actually fit it properly)

golden three-edged sword 'The Truth' (greatsword)
"The wise ones say that truth is a three-edged sword. And sometimes, the truth hurts."
Req 20 St, 20 Wi, 20 Cu to handle the truth
25 attack
25 damage
25 dark damage on hit
25 light damage on hit
1 in 3 chance to stun on hit
1 in 3 chance to confuse on hit
Maybe some further bonus for Anorithils?
Weight should be around 20 ('tis a heavy truth).

glimmering sword of perfect balance 'Justice' (longsword)
"A long, slim sword, unadorned but with perfect craftsmanship. Its blade is thin and deadly."
Req 24 St, 24 Wi to wield
49 attack
64 damage
36 light damage on hit
+9% crits
+4 Cu
Blinds wielder whilst worn (no resistance allowed)

heavy black mace 'Dreamcrusher' (mace)
"A thick and heavy mace forged of an unreflective black steel."
Req 28 St, 18 Wi
24 attack
32 damage
+8% crits
+8 Wi
+10 mental save

ancient greatsword 'Unending Torment' (greatsword)
"A vastly ancient sword that echoes of pain and suffering."
Req 32 St, 20 Wi
44 attack
56 damage
+5% crits
-10 Luck
-4 Wi
-6 mental save
Causes a random negative status on hit (as per torment ego)


(Values are all fairly arbitrary - adjust as needed.)

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 Post subject: Re: Artifact & Ego ideas
PostPosted: Sun Oct 17, 2010 5:31 pm 
Offline
Loremaster

Joined: Thu Sep 23, 2010 10:18 pm
Posts: 3516
Location: London, England
Hmm, since we already have Ringil (though I've yet to see it), perhaps a few other of Fingolfin's goodies could be included. I'm not sure about correct numbers for stuff like level range and rarity values, but here's an attempt to code them up:

Code:
newEntity{ base = "BASE_HEAVY_ARMOR",
   unique = true,
   name = "Mail of Fingolfin",
   unided_name = "sundered silver mail",
   desc = [[This mail once gleamed upon the chest of the King of the Noldor, but was torn apart during his fateful battle with Morgoth.  Some of its power still remains.]],
   color = colors.LIGHT_BLUE,
   level_range = {20, 35},
   rarity = 300,
   cost = 300,
   require = { stat = { str=28 }, },
   material_level = 5,
   wielder = {
      combat_def = 14,
      combat_armor = 8,
      fatigue = 12,
      inc_stats = { [Stats.STAT_DEX] = 4, [Stats.STAT_MAG] = 2, },
      resists = {[DamageType.ICE] = 25},
                freeze_immune = 0.4,
   },
}


newEntity{ base = "BASE_SHIELD",
   unique = true,
   name = "Shield of Fingolfin",
   unided_name = "broken blue crystal shield",
   desc = [[Shattered under the blows of Grond during Fingolfin's doomed battle with Morgoth, some pieces still remain of this once unrivalled shield.]],
   color = colors.LIGHT_BLUE,
   metallic = false,
   level_range = {20, 35},
   rarity = 300,
   require = { stat = { str=28 }, },
   cost = 250,
   material_level = 4,
   wielder = {
      resists={[DamageType.LIGHTNING] = 20},
                inc_stats = { [Stats.STAT_STR] = 4, [Stats.STAT_WIL] = 2, },
                stun_immune = 0.25,
      combat_armor = 3,
      combat_def = 10,
      combat_def_ranged = 10,
      fatigue = 10,
   },
}


newEntity{ base = "BASE_HELM",
   unique = true,
   name = "Helm of Fingolfin",
   unided_name = "stricken silver helm",
   desc = [[Cracked by the blows of Grond, this once glorious helm still shines will ancient power.]],
   level_range = {20, 35},
   rarity = 300,
   cost = 200,
   material_level = 4,
   wielder = {
      lite = 1,
      combat_armor = 4,
      combat_def = 2,
      combat_def_ranged = 2,
      fatigue = 4,
      resists={[DamageType.DARK] = 25},
      inc_stats = { [Stats.STAT_CON] = 4, [Stats.STAT_CUN] = 2, },
   },
}

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 Post subject: Re: Artifact & Ego ideas
PostPosted: Sun Oct 17, 2010 5:32 pm 
Offline
Spiderkin

Joined: Sat May 15, 2010 3:09 am
Posts: 454
Artifact mummy wrappings! These should only drop from mummies, and maybe only from the mummy lord if Ringil gets put elsewhere.

Code:
newEntity{ base = "BASE_MUMMY_WRAPPING",
    unique = true,
    name = "Bindings of Eternal Night",
    unided_name = "blackened, slithering mummy wrappings",
    desc = [[Woven through with fell magics of undeath, these bindings suck the light and life out of everything they touch. Any who don them will find themselves suspended in a nightmarish limbo between life and death.]],
    color = colors.DARK_GREY,
    level_range = {1, 50},
    rarity = 150,
    cost = 200,
    material_level = 1,
    wielder = {
        inc_stats = { [Stats.STAT_WIL] = 5, [Stats.STAT_MAG] = 5, },
        resists = {
            [DamageType.BLIGHT] = 30,
            [DamageType.LIGHT] = 30,
            [DamageType.FIRE] = 30,
        },
        on_melee_hit={[DamageType.BLIGHT] = 10},
        life_regen = -.8,
        lite = -1,
        max_power = 80, power_regen = 1,
        use_talent = { id = Talents.T_SPITE, level = 2, power = 50 },
    },
}



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 Post subject: Re: Artifact & Ego ideas
PostPosted: Sun Oct 17, 2010 6:48 pm 
Offline
Sher'Tul

Joined: Fri May 21, 2010 8:16 pm
Posts: 1022
Location: Inside the minds of all
Quote:
Code:
newEntity{
   name = "shielding ", prefix=true,
   level_range = {1, 50},
   rarity = 6,
   cost = 5,
   wielder = {
      resists = { blind_immune = 0.15, confusion_immune = 0.15,},
   },
}


I think that this should be upped in resistance as 'of seeing' is a flat 50%. Possibly 35% each with a bit of light resistance (10%?)

Quote:
Code:
newEntity{
   name = "grounding ", prefix=true,
   level_range = {1, 50},
   rarity = 6,
   cost = 5,
   wielder = {
      resists={
         [DamageType.LIGHTNING] = resolvers.mbonus_material(10, 5, function(e, v) return v * 0.15 end),
         stun_immune = 0.1,
         },
   },
}


If you're going to tack on a flat amount of resist I really think it should be a bit more than 10%. Possibly 25%.

I don't like stabilizing on an amulet.

Quote:
Code:
Visored (metal helms)
+70% blind resistance, +15% fire resistance


I like that, but I think it might be a bit much. Definitively vary it based on material level.

Quote:
Of health (armour)
+50 HP

Of life (armour)
+100 HP

Of the Valar (armour - mithril only)
+200 HP, +25% all resistances


These should be condensed into one ego that varies based on material level.

Quote:
Perhaps coloured Drake-hides giving 100% elemental resistances too (crimson, sapphire, blazing gold, uh... what are the others?)


No. I say maybe 45% resist and a bit of -resist to the opposing element. MAYBE a slight resistance to the related status effect with the element. Like burning with the red dragon scale, freeze with blue, blind with green (acid), daze with white (lightning) of a range of 10/15%. Make the specific drakescale ego based so it would read like "Crimson drakeskin leather armor of 'foo'"

Quote:
Code:
newEntity{
    name = "hardened ", prefix=true, instant_resolve=true,
    level_range = {20, 50},
    greater_ego = true,
    rarity = 15,
    cost = 35,
    wielder = {
        resists={
            [DamageType.ACID] = resolvers.mbonus_material(15, 10, function(e, v) return v * 0.15 end),
            [DamageType.LIGHTNING] = resolvers.mbonus_material(15, 10, function(e, v) return v * 0.15 end),
            [DamageType.FIRE] = resolvers.mbonus_material(15, 10, function(e, v) return v * 0.15 end),
            [DamageType.COLD] = resolvers.mbonus_material(15, 10, function(e, v) return v * 0.15 end),
            [DamageType.PHYSICAL] = resolvers.mbonus_material(10, 5, function(e, v) return v * 0.15 end),
    },
        combat_armor = resolvers.mbonus_material(5, 5, function(e, v) return v * 1 end),
    },
}


Hardened makes me think it is a boost to armor and not a boost to resistance of elemental damages.


name = " of resilience", suffix=true, instant_resolve=true,


Doesn't that exist already?

I really like the blurring belt.

Quote:
Code:
newEntity{
    name = " of inertia", suffix=true, instant_resolve=true,
    level_range = {10, 50},
    rarity = 10,
    cost = 8,
    wielder = {
        resists={
            knockback_immune = 0.75,
    },
        max_power = 80, power_regen = 1,
        use_talent = { id = Talents.T_RUSH, level = 3, power = 40 },
    },


Doesn't max power 80 mean that physical damage increases by 80? Isn't that a lot if so?

Of burglary belt is cool.

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 Post subject: Re: Artifact & Ego ideas
PostPosted: Sun Oct 17, 2010 7:44 pm 
Offline
Spiderkin

Joined: Sat May 15, 2010 3:09 am
Posts: 454
max_power = 80 says that the object has a max of 80 power which can be used by activated abilities on the item. In this case, the item activates for rush which costs 40 of the item's 80 power.

I think.


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 Post subject: Re: Artifact & Ego ideas
PostPosted: Sun Oct 17, 2010 8:36 pm 
Offline
Loremaster

Joined: Thu Sep 23, 2010 10:18 pm
Posts: 3516
Location: London, England
Final Master wrote:
Quote:
Code:
Visored (metal helms)
+70% blind resistance, +15% fire resistance


I like that, but I think it might be a bit much. Definitively vary it based on material level.


I figure all my suggestions should have some variance thing attached. I've no idea how to express it in code form though, or what the standard level of variance is. I suppose 70% blind res is a bit too high, but there are several 50% items in the game already. Perhaps if the item had additional penalties - restricted vision and -4 attack for instance.

Quote:
Quote:
Of health (armour)
+50 HP

Of life (armour)
+100 HP

Of the Valar (armour - mithril only)
+200 HP, +25% all resistances


These should be condensed into one ego that varies based on material level.


As in something like +10% to +30% HP? Yeah, that'd likely be better.

Quote:
Quote:
Perhaps coloured Drake-hides giving 100% elemental resistances too (crimson, sapphire, blazing gold, uh... what are the others?)


No. I say maybe 45% resist and a bit of -resist to the opposing element. MAYBE a slight resistance to the related status effect with the element. Like burning with the red dragon scale, freeze with blue, blind with green (acid), daze with white (lightning) of a range of 10/15%. Make the specific drakescale ego based so it would read like "Crimson drakeskin leather armor of 'foo'"


So something like:

blazing crimson drakeskin leather armour
+45% fire resistance
-20% cold resistance
+15% burn resistance

frosted sapphire drakeskin leather armour
+45% cold resistance
-20% fire resistance
+15% freeze resistance

shining pearl drakeskin leather armour
+45% lightning resistance
-20% acid resistance
+15% daze resistance

vibrant jade drakeskin leather armour
+45% acid resistance
-20% lightning resistance
+15% blind resistance

Maybe appropriate stat bonuses for each too - +2 St for fire, +2 Wi for cold, +2 Dx for lightning, +2 Co for acid. Obviously they'd be fairly rare overall - it's not like regular drakeskin armour is all that common.

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 Post subject: Re: Artifact & Ego ideas
PostPosted: Sun Oct 17, 2010 11:10 pm 
Offline
Spiderkin

Joined: Sat May 15, 2010 3:09 am
Posts: 454
It might be nice to modify the existing elemental glove egos to increase resistance instead of (or in addition to) increasing damage.

Here are a couple glove greater egos:

Code:
newEntity{
    name = "heroic ", prefix=true, instant_resolve=true,
    level_range = {25, 50},
    greater_ego = true,
    rarity = 18,
    cost = 20,
    wielder = {
        resists={
            [DamageType.ACID] = resolvers.mbonus_material(5, 5, function(e, v) return v * 0.15 end),
            [DamageType.LIGHTNING] = resolvers.mbonus_material(5, 5, function(e, v) return v * 0.15 end),
            [DamageType.FIRE] = resolvers.mbonus_material(5, 5, function(e, v) return v * 0.15 end),
            [DamageType.COLD] = resolvers.mbonus_material(5, 5, function(e, v) return v * 0.15 end),
            },
        max_life=resolvers.mbonus_material(40, 20, function(e, v) return v * 0.1 end),
        combat_armor = resolvers.mbonus_material(3, 3, function(e, v) return v * 1 end),
    },
}



newEntity{
    name = " of absorption", suffix=true, instant_resolve=true,
    level_range = {25, 50},
    greater_ego = true,
    rarity = 18,
    cost = 20,
    wielder = {
        resists={
            [DamageType.LIGHT] = resolvers.mbonus_material(5, 5, function(e, v) return v * 0.15 end),
            [DamageType.DARKNESS] = resolvers.mbonus_material(5, 5, function(e, v) return v * 0.15 end),
            [DamageType.NATURE] = resolvers.mbonus_material(5, 5, function(e, v) return v * 0.15 end),
            [DamageType.ARCANE] = resolvers.mbonus_material(5, 5, function(e, v) return v * 0.15 end),
            },
    },
}


For helms, it might be nice to include ' of stability' or a prefix version: 'stabilizing '

Here are a couple greater egos, the first for helms and the second for wizard hats:

Code:
newEntity{
    name = " of precognition", suffix=true, instant_resolve=true,
    level_range = {30, 50},
    greater_ego = true,
    rarity = 18,
    cost = 25,
    wielder = {
        combat={
            atk = resolvers.mbonus_material(4, 2, function(e, v) return v * 0.3 end),
            def = resolvers.mbonus_material(4, 2, function(e, v) return v * 0.3 end),
            },
        inc_stats = { [Stats.STAT_CUN] = 5, },

    },
}




newEntity{
    name = "arcanist's ", prefix=true, instant_resolve=true,
    level_range = {25, 50},
    greater_ego = true,
    rarity = 18,
    cost = 20,
    wielder = {
        resists={
            [DamageType.ARCANE] = resolvers.mbonus_material(5, 5, function(e, v) return v * 0.15 end),
            },
        combat_spellpower = resolvers.mbonus_material(5, 3, function(e, v) return v * 0.6 end),
        max_power = 80, power_regen = 1,
        use_talent = { id = Talents.T_MANAFLOW, level = 1, power = 80 },
    },
}


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 Post subject: Re: Artifact & Ego ideas
PostPosted: Mon Oct 18, 2010 9:24 am 
Offline
Higher

Joined: Thu Aug 26, 2010 3:46 pm
Posts: 53
I like these. Maybe we could come up with some sort of quest to repair them, making them better?


Grey wrote:
Hmm, since we already have Ringil (though I've yet to see it), perhaps a few other of Fingolfin's goodies could be included. I'm not sure about correct numbers for stuff like level range and rarity values, but here's an attempt to code them up:

Code:
newEntity{ base = "BASE_HEAVY_ARMOR",
   unique = true,
   name = "Mail of Fingolfin",
   unided_name = "sundered silver mail",
   desc = [[This mail once gleamed upon the chest of the King of the Noldor, but was torn apart during his fateful battle with Morgoth.  Some of its power still remains.]],
   color = colors.LIGHT_BLUE,
   level_range = {20, 35},
   rarity = 300,
   cost = 300,
   require = { stat = { str=28 }, },
   material_level = 5,
   wielder = {
      combat_def = 14,
      combat_armor = 8,
      fatigue = 12,
      inc_stats = { [Stats.STAT_DEX] = 4, [Stats.STAT_MAG] = 2, },
      resists = {[DamageType.ICE] = 25},
                freeze_immune = 0.4,
   },
}


newEntity{ base = "BASE_SHIELD",
   unique = true,
   name = "Shield of Fingolfin",
   unided_name = "broken blue crystal shield",
   desc = [[Shattered under the blows of Grond during Fingolfin's doomed battle with Morgoth, some pieces still remain of this once unrivalled shield.]],
   color = colors.LIGHT_BLUE,
   metallic = false,
   level_range = {20, 35},
   rarity = 300,
   require = { stat = { str=28 }, },
   cost = 250,
   material_level = 4,
   wielder = {
      resists={[DamageType.LIGHTNING] = 20},
                inc_stats = { [Stats.STAT_STR] = 4, [Stats.STAT_WIL] = 2, },
                stun_immune = 0.25,
      combat_armor = 3,
      combat_def = 10,
      combat_def_ranged = 10,
      fatigue = 10,
   },
}


newEntity{ base = "BASE_HELM",
   unique = true,
   name = "Helm of Fingolfin",
   unided_name = "stricken silver helm",
   desc = [[Cracked by the blows of Grond, this once glorious helm still shines will ancient power.]],
   level_range = {20, 35},
   rarity = 300,
   cost = 200,
   material_level = 4,
   wielder = {
      lite = 1,
      combat_armor = 4,
      combat_def = 2,
      combat_def_ranged = 2,
      fatigue = 4,
      resists={[DamageType.DARK] = 25},
      inc_stats = { [Stats.STAT_CON] = 4, [Stats.STAT_CUN] = 2, },
   },
}


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 Post subject: Re: Artifact & Ego ideas
PostPosted: Mon Oct 18, 2010 10:01 am 
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Wyrmic

Joined: Sun Aug 29, 2010 5:23 pm
Posts: 264
Location: Hessen, Germany
The question is: do we really want too many 2nd age artifacts in the 4th?


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 Post subject: Re: Artifact & Ego ideas
PostPosted: Mon Oct 18, 2010 11:40 am 
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Master of Eyal

Joined: Wed Jul 24, 2002 9:26 pm
Posts: 10241
Location: Angolwen
No, a few here and there make it exiting, but too many is too many :)

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 Post subject: Re: Artifact & Ego ideas
PostPosted: Mon Oct 18, 2010 12:07 pm 
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Loremaster

Joined: Thu Sep 23, 2010 10:18 pm
Posts: 3516
Location: London, England
Well since these are First Age that's not a problem ;-)

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 Post subject: Re: Artifact & Ego ideas
PostPosted: Mon Oct 18, 2010 12:48 pm 
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Wyrmic

Joined: Sun Aug 29, 2010 5:23 pm
Posts: 264
Location: Hessen, Germany
Hmpf. I always get confused with this and forget that Sauron's deaths ended 2 ages :)

So First age..even worse and also in a completely different region (or rather vastly larger).


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 Post subject: Re: Artifact & Ego ideas
PostPosted: Mon Oct 18, 2010 12:59 pm 
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Higher

Joined: Thu Aug 26, 2010 3:46 pm
Posts: 53
Well, maybe we can make Éowyn's Shield

"Broken after her fight with the Witch king it still retains some of its magic. Maybe it can be repaired to once again protect its user from the mightiest blows..."


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 Post subject: Re: Artifact & Ego ideas
PostPosted: Mon Oct 18, 2010 1:34 pm 
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Loremaster

Joined: Thu Sep 23, 2010 10:18 pm
Posts: 3516
Location: London, England
We already have her armour, don't we? Just make new shields with new names - no problem there. The Fingolfin artifacts I suggested could simply be renamed "Winter's Hauberk", "Crystal Protector" and "Helm of Undying Light".

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