New and Redesigned weapons and equiptment

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New and Redesigned weapons and equiptment

Postby bowser2007 » Sun Sep 06, 2015 7:08 am

Here is a list of different weapons and gear that I have either changed or created that i thought might be useful for chapter 3. I have also listed some ideas for status effects that these weapons may cause.

NOTE: when you see a number followed by another number in curved brackets [eg. 3 (1)], it means that the number increases by the number in brackets for every time you have enchanted the item.
Example 1: we have set of handcuffs +2. Ouy physical attack power will be increased by
1 [base] + (1 [upgrade amount] x 2 [times upgraded])
Example 2: we have a flame sword +4. Our weapon's base power will be
12 [base] + (2 [upgrade amount] x 4 [times upgraded])

STATUS EFFECTS:


Poison: does low damage over a long period of time. Effect is removed by collecting a heart of any sort.
Does X damage every second for Y seconds.

Burn: does high damage over a short period of time. Time reset by lava. Effect is removed by water.
Does X damage every second for Y seconds.

Stun: player/entity cannot move for a short amount of time. Player can still take knockback.
Immobilizes entity for Y seconds.

Freeze: player/entity is frozen and cannot use weapons until attacked or some time has passed. Effect is removed by water or lava. Player takes double damage if attacked while frozen. Player moves as though moving on ice, except with 1/2 as much acceleration.
Player cannot do anything until attacked or Y seconds has passed.

Cursed: player/entity does half its usual damage and damage taken is doubled for a short amount of time. Ranged attacks have chance of missing. Effect is removed by collecting a heart of any sort or touching a re-spawn point.
Doubles damage taken and halves damage done while decreasing accuracy by X% for Y seconds

Dizzy: all controls are reversed temporarily. S will make the player jump, A will make the player walk right, Left-clicking will make the players secondary weapon activate and vice versa. Causes non-playing entities to walk aimlessly and not harm the player.
Reverses controls and makes enemies AI screw up for Y seconds.


ADJUSTED WEAPONS: weapons that have been either slightly tweaked or completely redesigned SLOTS: 2


Flame Sword: A sword that has been cursed to be eternally lit on fire. Not even water can put out its flame.
Shoots a small fireball with every 3rd hit. If the fireball hits a floor/wall it creates a small fire which damages enemies stand on/near it for 10 damage/sec.
Power: 12 (2), Knock +1 (1)

Amethyst Blade: An enchanted blade that never breaks, even under extreme pressure.
Can reflect any projectile back at the caster, not just dark blasts. Reflected projectiles do +50% damage (rounded up)
Power: 13 (3)

Elf Sword: A sword forged by the ancient elves before they became extinct.
Grants +1 Maximum delta blocks. (much more rare than currently, not available at shop)
Power: 12 (2), M attack +1 (1), knock +2, MP +50 (5)

Masamune: A mythical sword that is said to grant it's user holy powers.
Increases max HP and, every 20th (-0.5) successful hit, absorbs 1 HP from enemies.
Power: 16 (4), M attack +3 (1), HP +1, MP +15 (5), Resistance +1, Speed +1

Thorn Staff: A natural staff crafted from an old branch.
Fires rings of spikes that reflect off walls, floors and even enemies 5 times before disappearing. The rings poison enemies they hit for 10 (1) seconds doing 5 damage each second.
Power: 9 (2), P attack +2, MP +5 (5), MP Cost=25

Crimson Staff: A flaming staff that is enchanted with the power of fire.
Shoots fireballs. Burns targets for 3 sec doing 16 damage/sec. If the fireball hits a floor/wall it creates a small fire which damages enemies that stand on/near it for 4(1) damage/sec.
Power: 8 (2), M attack +2, MP Cost=25

Spark Staff: A staff that shoots lightning blots. Not much else to say, really.
Shoots short-ranged lightning that travels through solid walls, floors and even multiple enemies. Stuns Enemies for 1.5 sec.
Power: 9 (2), MP Cost=20

Sapphire Scepter: A staff with an ice shard on the top that never melts, even in high temperatures. Launches ice seeds that do more damage the further that they travel. Seeds obey gravity slightly less than they currently do. Freezes enemies for 3 (1) sec.
Power: 4 (1) + blocks traveled/2 , Knock +1, MP Cost=25

Amethyst Staff: A dark staff that an evil foe has been using to wreak havoc on humanity for centuries.
Launches extremely powerful fireballs that explode on impact with an explosion diameter of 2 (1) blocks. Sadly, they can damage you too (takes 1 HP).
Power: 17 (4), M attack +1, MP +15 (10), Resistance -2, MP Cost=50

Frozen Tome: A tome that was forged from ice so cold it burns. It says to wear mittens while using it.
Launches 5 ice seeds in all different directions that do more damage the further that they travel. All of them obey gravity slightly. Enemies that stand within 2 blocks of you move at half speed until move out of this range.
Power: 9 (3) + blocks traveled, MP +30 (10), speed +1, MP Cost=100

Lightning Rod: A Powerful staff that has been struck with lightning several times to form a perminant lightning bolt on the top of it.
Shoots medium-ranged lightning bolts that travel through walls, floors and even multiple enemies. Stuns Enemies for 3 sec.
Power: 14 (3), Knock +2, Speed +2, MP Cost=40

Handcuffs: Used to lock up criminals. Luckily, this one is sold with it's key.
does nothing when you activate it, but improves status effects.
Power: none, P Attack +1 (1), Kick +5 (2), Knock +1 (1), Speed +2, Jump +1


NEW WEAPONS: new weapons that I have created. SLOTS: 2


Sledge Hammer: A common tool that can can double up as a weapon.
Has short range. Every 5th hit creates a small tremor that travels along surfaces horizontally for 6 (1) blocks, doing normal damage to all ground enemies it hits. Has very slow drawback.
Power: 18 (3), P Attack +4, Knock +2 (1), Speed -1

Flail: A risky weapon with a sign beside it. "We are not responsible for casualties that happen while using this weapon"
Hits enemies both behind and in front of the player with every swing. Must gain some momentum before dealing much damage. has high drawback.
Power: 16 (3) -[4 - number of consecutive uses (maximum of 4)], Knock +3 (1), Resistance -2

Assassins Knife: A small, sharp dagger that comes with a free bottle of poison.
Has very low range but can pull of extreme damage. Poisons enemies for 13 (1) sec dealing 6 damage/sec.
Power: 25 (5), P Attack +2, Knock -1, Speed +2

Scythe: A dark, obsidian scythe with ancient markings on the blade. Doesn't seem safe.
Has a 1/4 chance of instantly killing its target. Does not work on bosses. Has reasonably long range. Curses enemies for 4 (1) seconds. Has slow drawback.
Power: 5 (1), P attack +2, M attack +2, Knock +1, HP -1, MP +50 (10), Speed +2, MP Cost=50

Staff of winds: A feathered staff that is surprisingly light to carry.
Casts a tornado at your current location which sucks up enemies and damages them. Gets smaller over time before dissapearing. The tornado travels in a random direction on the ground at 2 blocks/sec
Power: 21 (3) - frames passed/10, M attack +2, MP +20 (5), Speed +1, MP Cost=120

Earth Wand: A wand made of strong igneous rock.
Disrupts the earth above where your mouse is pointed. Only works on natural surfaces.
Power: 13 (2), P attack +1, Kick +2 (1), Resistance +1 (1), MP Cost=35

Bow: a 'slightly used' wooden bow. Adventure-standard ranged equipment.
Basic ranged attack that does physical damage. Has the lowest MP Cost in the game and car fire rapidly (hold down mouse button to fire 5 times a second). Uses physical attack.
Power: 2 (1), MP Cost=5

Crossbow: An old crossbow that has been altered to fire multiple projectiles at once.
Fires 4 arrows at once, however, does not fire as rapidly as the bow (hold down mouse to fire 3 arrows/sec). Uses physical attack.
Power: 4 (2), Knock +2, MP Cost=15

Oak wand: A natural wand that some selfish fool ripped off of a magical oak tree.
Launches 4 thorn rings that poison targets for 10 seconds and do 4 damage per second and bounce off walls, floors and enemies. The rings disappear after 3 bounces.
Power: 11 (3), Kick +2 (1), MP +10 (5), MP Cost=80

Nether staff: A fiery staff from inside an active volcano. We are not responsible for any portals to hell that this staff may summon.
Launches 8 fireballs in a ring around the player. These fireballs burn targets for 3 sec doing 12 damage/sec. Fireballs don’t create fire where they land.
Power: 16 (3), Knock +1, Speed +1, MP Cost=100

Shadow Staff: A super rare staff that is said to have been created before the universe begun.
Fires a small ball of dark matter that, when it hits its target, creates a massive black hole that deals damage over a 10 block diameter and sucks up enemies. Removes 1 HP if you are caught in the blast. Does x2 damage to enemies that are flying/hovering
Power: 20 (5), Knock +4 (1), HP -2, MP +25 (25), Resistance -3, Speed +1 (1), Jump +1, MP Cost=200

Crystal Ball: A small ball that you can see bright colourful lights shining from.
Creates a 6 (1) block wide sphere around the player. Inside this sphere, enemies take no direct damage but any status effects they receive do 2x (0.5) damage (if any) and last 2x (0.5) as long. The sphere lasts for 3 seconds. Good when combined with elemental equipment.
Power: 0, P attack +1 (1), M Attack +1 (1), Kick +1 (1), MP +20 (10), MP Cost=35


BOOKS: books are carried in a separate slot from accessories. SLOTS: 1


Standard Book: A book about magic that we stole... err... i mean found inside a tomb.
Gives the player a small boost in magic abilities.
M attack +1 (1), MP +10 (5)

Book of Battle: A book about the major battles of history. Not much fun to read.
Gives the player a large boost in magic abilities.
M attack +5 (3), Knock +1, MP +30 (15)

Book of Winds: A book filled with the secrets of the wind.
Gives the player various properties of the wind, including a large speed boost.
Kick +2 (1), Knock +1, MP +30 (10), Resistance -2, Speed +2 (1), Jump +1

Book of Fire: A magical book that seems to be constantly on fire yet never burning.
All weapons now have a 25% chance of burning their targets for 1 (1) seconds doing 6 (2) damage/sec. If the weapon already burns targets, the damages and times are added together.
P attack +1 (1), M attack +2 (1), Knock -1

Book of Ice: A cold book that is commonly found at the peak of Mount Zeugma.
All weapons now have a 10% chance of freezing their targets for 3 (1) seconds. If the weapon already freezes targets, the times are added together.
M attack +3 (1), MP +10 (5), Resistance +1, Speed -1

Book of Poison: A magical book that gives the user magical poison powers.
All weapons now have a 40% chance of poisoning their targets for 6 (1) seconds, doing 3 (1) damage/sec. If the weapon already burns targets, the damages and times are added together.
P attack +2 (1), M Attack +1 (1), MP -5

Book of Lightning: A book that grants the user the powers of lightning.
All weapons now have a 20% chance of stunning their targets for 2 (1) seconds. If the weapon already stuns targets, the times are added together.
P attack +1 (1), M attack +1 (1), Knock +1 (1), Speed +1

Book Of darkness: a book containing forbidden spells and secrets that the ancient wizards would protect from curious travelers like you. So are you gonna buy it or not?
All weapons now have a 25% chance of cursing their targets for 4 (1) seconds. If the weapon already curses targets, the times are added together.
M attack +3 (2), Knock +2 (1), HP -1, MP +25 (5), Resistance -2

Book of Holiness: A book found at the shrine of mount Zeugma. Seems to increase max HP more if upgraded.
If you are using the Masamune, increased damage output by 50%. (expensive to upgrade)
M attack +1, HP +1 (1), Resistance +3 (1)

Book of magic: A book about magic in general. The basics of every known element is listed here.
If using the wooden staff, increases damage output by 150%. Increases the time all status effects last for by 1 (1) second(s).
M attack +3 (1), Kick +1, Knock +1 (1), MP +20 (20), Resistance +1 (1), Speed +1, Jump +1
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