While I agree that item curses are a little underpowered, I hope any solution involving them doesn't also involve axing either Ruined Earth or Cursed Sentry, as both of those skills are actually perfectly fine, and are still more than enough to make the tree worth it. I back any idea that makes the item curses their own extensive tree while moving Ruined Earth and Cursed Sentry into another automatically unlocked category.
In fact, how about this: make a tree (call it Poltergeist?) that is the automatically unlocked tree from investing a weapon with your hatred at the start, give it two new skills to start with and then Ruined Earth at 8 and Cursed Sentry at 12 (or maybe Cursed Sentry at 8 and Ruined Earth at 12?), then provide a locked tree (and call THAT one Cursed Aura?) with a massively buffed up item curse system.
Cursed Item Brainstorming
Moderator: Moderator
-
- Halfling
- Posts: 82
- Joined: Mon Jul 22, 2013 12:33 am
Re: Cursed Item Brainstorming
I've coded up this as a generic category:
Cursed Arms
Jinxed Arms: passive. Increases physical crit chance and armour penetration.
Cursed Armour: sustain. Increases armour and causes hex and curse type debuffs to grant flat damage reduction.
Cast Curse: active. Curse target enemy's equipment, turning it against them. They are disarmed and their armour crushes the life out of them.
Cursed Sentry: active. Curse an item into a stationary guardian.
As for the actual curses; I'm thinking 6 basic item curses, one for each stat.
But since the curses scale exponentially there would be 2 combo curses.
You get a level in them for having 1 curse level in each of the physical or mental stat curses.
Then should you have 1 level in each of the 6 basic curses, it gives you +1 effective level to all curses.
The combos can be stacked multiple times, so should you get 2 of each basic curse, you would have effectively 4 levels in all 8 curses.
I've currently got the curse flavours arranged as: Savagery (str), Shrouds (dex), Sickness (con), Amnesia (mag), Misfortune (wil), Madness (cun), Corpses (physical), Nightmares (mental).
Suggestions for different arrangements and especially curse effects very welcome.
Cursed Arms
Jinxed Arms: passive. Increases physical crit chance and armour penetration.
Cursed Armour: sustain. Increases armour and causes hex and curse type debuffs to grant flat damage reduction.
Cast Curse: active. Curse target enemy's equipment, turning it against them. They are disarmed and their armour crushes the life out of them.
Cursed Sentry: active. Curse an item into a stationary guardian.
As for the actual curses; I'm thinking 6 basic item curses, one for each stat.
But since the curses scale exponentially there would be 2 combo curses.
You get a level in them for having 1 curse level in each of the physical or mental stat curses.
Then should you have 1 level in each of the 6 basic curses, it gives you +1 effective level to all curses.
The combos can be stacked multiple times, so should you get 2 of each basic curse, you would have effectively 4 levels in all 8 curses.
I've currently got the curse flavours arranged as: Savagery (str), Shrouds (dex), Sickness (con), Amnesia (mag), Misfortune (wil), Madness (cun), Corpses (physical), Nightmares (mental).
Suggestions for different arrangements and especially curse effects very welcome.
My feedback meter decays into coding. Give me feedback and I make mods.
Re: Cursed Item Brainstorming
I'd rather it not be called cast curse, that implies the use of magic
instead maybe call it curse foe, or maybe curse of something
also curse of amnesia could be renamed to curse of nullification
instead maybe call it curse foe, or maybe curse of something
also curse of amnesia could be renamed to curse of nullification
Re: Cursed Item Brainstorming
So casting a fishing line or casting metal is also magic?
But sure, the name can be different.

But sure, the name can be different.
My feedback meter decays into coding. Give me feedback and I make mods.