Before I go foward, I'd like to state a disclaimer: I'm an imperfectionist so any part of this could be faulty/incomplete/flawed/unbalanced, and also it all can be improved upon or changed in any way, by whoever wants to..
Had a suggestion of compounding all the Physical save Mental save Magic save into one category for a piece of equipment, so that instead of having all 3 saves on armor taking 3 lines it could be listed as "Saves: All +10" or "Saves: Physical +1 Mental +1 Magical +1"..
Below is a basic copy-paste-fill out form I made for making weapons, hopefully covering all basic requirements to be called a weapon (though there are differences between staves and ammo and other equipment pieces..)
Name:
Unidentified name:
Requires (stat):
Crafted/Infused with/by:
Encumbrance:
Type: Tier:
Base Power:
Uses stat:
Damage Type:
Armor Penetration:
Physical Crit. Chance:
Attack Speed:
Description:
A basic armor form, not much change from the weapon layout..
Name:
Unidentified name:
Requires (stat):
Crafted/Infused with/by:
Encumbrance:
Type: Tier:
Armour:
Defense:
Fatigue:
Description:
Here is a (surely incomplete) list of some of the rarer effects available in TOME.. Some fields are definately not done..
Only die when reaching (HP)(Garkul's Teeth):
Avoid Pressure Traps (Feathersteel Amulet):
Blind-Fight (Withering Orbs):
Grants telepathy (Demon/Major, Demon/Minor, Horror,
Change telepathy range by:
Teleport Immunity:
Allows you to breathe in:
Quick Weapon Swap
When hits: (torments target with many mental effects, x% chance to send the wielder into a killing frenzy, x% chance to curse the target, )
When KILLS: reduces loss of (physical/mental/spell save)
Global Speed:
Talent Cooldown:
Maximum Encumbrance:
Talent On Hit (Spell) lvl and %chance)(Fiery Choker):
Changes Resistances Cap:
Life Leech:
Life Leech Chance:
Damage when wearer is hit: healing (Goedalath Rock)
Defense after a teleport:
Resist all after a teleport: %
Trap Disarming Bonus:
Size Category:
Damage type: Physical + bleeding (Razorblade, the Cursed Waraxe)
Spellpower on spell critcal (stacks up to x times):
Heals friendly targets nearby when you use a nature summon:
Damage Resonance (when hit): +x% (only seen on mindstars? whats it do?)
(Hate) when firing a critical (mind) attack:
Life regen bonus (wilder-summons):
And a list of less rare effects, jumbled and nowhere near complete:
Accuracy:
Changes stats:
Talent Masteries:
Talent Granted:
Life/Mana/Vim/ Regen:
Life/Mana/Vim/ When Hit:
Healing Mod.:
Changes Damage:
Damage when wearer hits (melee/spell/ranged):
Damage when wearer is hit:
Changes resistances:
Changes resistances penetration:
Physical/Mental/Spell power:
Physical/Mental/Spell save:
*Stun/Freeze, Knockback, Confusion, Fear, Silence, Disarm, Pinning, Blindness, Poison, Bleeding, Disease, immunity:
*Maximum HP/MP/Vim/Stamina/Hate/:
Mana/HP/ Per Turn:
Light/Infravision Radius:
See Invisible:
Stealth Bonus:
Spell/Mental/Physical Crit Chance:
Critical multiplier:
It can be used to activate talent:
Weaponry-only Effects**********************************************
Base Power:
Uses Stat:
Damage type:
Crafted by: (a master only?)
Powered by (arcane forces/
Infused by (nature/arcane disrupting forces/psionic forces)
Armour Penetration:
Attack speed:
Damage Conversion (lightning daze, acid blind,):
Damage when this weapon hits (fire, cold, ice, nature, arcane, lightning, blight, physical, darkness, light, poison, insidious poison, bleed, mind, acid, temporal, slime, manaburn, corrupted blood,):
And finally the few artifacts I managed to create.. Not an easy task as far as the name and descriptions go
Name: The Vile Greeting
Unidentified name: twisted worm-ridden spike
Requires (stat): 40 Dexterity
Crafted/Infused with/by:
Encumbrance: 1.00
Type: weapon/dagger Tier: 5
Base Power: 43-62
Uses stat: 100% Dex 25% Cun
Damage Type: Physical
Armor Penetration: 25
Physical Crit. Chance: 15%
Attack Speed: 95%? if not then 100%
Critical Multiplier: 15%
Stealth Bonus: 15
Changes resistances penetration: 20% Physical 15% Blight
Changes damage: 25% Blight 30% Nature
Talent On Hit: Corrosive Worm lvl 2 15% chance
Description: This disgusting petrified stake writhes with pale acidic worms and emanates the unbearable stench of ancient putrescence. Whatever horror it was employed to dispatch has grossly distorted the wood over time, the evil seeping out from its decaying corpse and into the wood.
Name: Fervent Rainbow
Unidentified name: a pulsing corona of colors
Requires (stat): 30 Dexterity
Crafted/Infused with/by: arcane forces
Encumbrance: .50
Type: weapon/dagger Tier: 4
Base Power: 2-5.5
Uses stat: 150% Dexterity
Damage Type: Light
Armor Penetration: 25
Physical Crit. Chance: 15%
Attack Speed: 90%
Critical Multiplier: 25%
When Hits: random elemental effect
Changes Damage: All 5%
A 2% chance of: Knockback, Confusion, Blindness, Poison, Stun, Freeze, Lobotomize
Description: Once a generic steel dagger, it lay exposed in the epicenter of a catastrophic magical battle. Raging on for decades, the blade absorbed a multitude of minor powers after such fierce bombardment.
Name: Eastern Eclipse
Unidentified name: an ornate celestial staff
Requires (stat): 35 Mag 35 Cun
Crafted/Infused with/by: nature?
Encumbrance: 2.00
Type: weapon/staff Tier: 4
Base Power: 39-53
Uses stat: 55% Mag 55% Cun
Damage Type: Light
Armor Penetration: 13
Physical Crit. Chance: 6
Attack Speed: 100%
Critical Multiplier: 12%
Spellpower: 20
Damage Conversion: 50% Darkness
Changes Damage: 25% Darkness 25% Light
Changes resistances penetration: Light 15% Darkness 15%
Light Radius: 1
Infravision: 1
Grants Talent: Staff Mastery (1 or 2?)
When this weapon hits: 10 light damage 1 radius 10 dark 1 radius
Description: This intricate staff was created as a tribute to night and day. The base has been carved with a sharp-edged crescent moon, its surface as battle worn as a lunar landscape. The upper end has been crafted into a weighty solar globe menacing with golden spikes.
Name: Impus
Unidentified name: a small dark red coffin
Encumberance: 3.00
Type: lite Tier: 3
Fatigue: +3%
Changes Damage: Fire 33%
Changes Resistances Penetration: Fire 10%
Damage when wearer is hit: 15 Fire
Light Radius: 5
Infravision Radius: 5
Telepathy: Imp???
Can be used to summon a fire imp
Description: Something rustles softly inside as you pick up this battered blood-red coffin. The wooden surface is encrusted in etchings, all depicting a small red figure wreathed in fire raising a rod to the sky in victory. Inside an odd sight awaits: a thin leathery figure adorned in gems and stralite chains, disturbing yet regal upon padded violet silk. Clutched still in its wizened hand is a small silver scepter, the dark jewel at its tip flickering weakly. The tomb lid is engraved with a single word: Impus.
Name: either Torpid Arch or Slimesoul, someone else pick..
Unidentified name: glistening pale green bow
Requires (stat): 26 Dex
Crafted/Infused with/by: nature
Encumbrance: 2.00
Type: weapon/bow Tier: 4
Base Power: 26-48 damage
Uses stat: 110% Dex
Damage Type: Physical
Armor Penetration: 20
Attack Speed: 100%
Critical Chance (ranged): 6%
Damage conversion: 55% Slime 20% Poison
Damage when this weapon hits: 20 slime in radius of 1
Accuracy: 16
Changes Resistances: 15% Blight 15% Poison 15% Disease
Can be used to summon a gelatinous cube.
Description: This porous bow lay suspended within a gelatinous cube so long that the (two became one.) or (that they became inseperable.) or (that the two began a symbiotic relationship.). The slick rubbery surface shifts and quivers when touched.
For that bow at the end I couldn't settle on a way to finish the first sentence of the description, or the name.. Someone else can!
Name: Contingency Kit
Type: Tool Tier 3
Encumbrance: 1.00
+5 to all saves, Trap Disarm +15, Disease/Bleeding Resistance +15%, Light Radius 4, Infravision 2, Healing mod +10%, Fatigue -5%, Telepathy: Animal or Normal??, Can be used to Dig (stone tree skill) at power 1 or 2 using 15/15 charges.
Description: Inside this durable box a jumbled myriad of insturments and precise tools provide aid for many dire predicaments.
Name: the blunt greatsword, Defender
Unidentified name: a massive slab of metal
Requires (stat): 50 Str
Crafted/Infused with/by: a master
Encumbrance: 11.00
Type: weapon/greatsword Tier: 4
Base Power: 45-68
Uses stat: 120% Str
Damage Type: Physical
Armor Penetration: 22
Physical Crit. Chance: 12%
Attack Speed: 110%
Armor: +12
Defense: +20
Armor Hardiness: +25%
Fatigue +3%
All Resists: +8%
Resistances Cap: 10%
Health: +75
Chance on hit: knockback 15%
Chance on critical: cripple 25%
Can be used to form a shield 200 points for 6 turns.
Description: This colossal blade is as wide as a shield at the base, its entirety scarred by battle. The edge has been almost completely destroyed by performing defensive maneuvers.
.. And thats it (so far).. As I said, any part of it can be rebalanced, renamed or reworded..
Also had an idea for Tar'Eyallan Stralite Ingot, an item made for selling (250-500 gold).. "Twinning Mirror" that lets you use Shadow Simalcrum..
What about a piece of armor, or a weapon, that you can socket a rune/infusion into? Or an amplifier wand or staff that amps the damage of attack runes slotted into it..