Wednesday, 29th August 2012, 09:47 by Pleont
●Heavy Armour
Mutation Resistance: While a modest mage can spam summons to block line of sight while they use spells like airstrike, or fling fire/ice storms to destroy mutation-inducing monsters, even with mutation-resistance and anti-magic, a heavy armour melee fighter is nearly guaranteed to receive a few bad mutations. I can only imagine how bad this would be if such a player happens to be unfortunate enough to not find an amulet of mutation resistance. So, it would be nice if heavy armour characters have an extra chance of finding armour that protects against it. This will also lead to interesting possible choices such as splint mail of mutation resistance over gold dragon armour or crystal place mail for trips to Zot/Slime/Abyss/Pandemonium.
Hex Reflection: If a player successfully resists a hex-like effect (confusion, paralysis, banishment, slow, etc.) from a spell or wand, then the hex-like effect is reflected toward its caster at the same strength. Particularly useful against packs of those yellow eyes that like to spam confusion. Races that generally use heavy armour aren't typically known for their high magical resistance, so I don't think this shouldn't be a particularly strong brand without rings of magical resistance.
●Boots/Barding
Safety: Like boots of levitation, these have an ability to turn on or off their safety effect. While activated, if a player steps on an undetected trap, the boots will automatically blink the player away from it. The same goes if the player happens to fall into deep water or lava if a land tile is within viewable distance (though the player will still take damage from the brief dunking). Control teleport has no effect, but stasis and -tele do. These are useful if a player wants to avoid pitfall, teleport, or Zot traps, but still dangerous in that the blinking effect might make matters worse if the player is somewhere like Tomb (step on a trap, then blink into the middle of a pack of mummy priests and greater mummies). If the player fails to find poison resistance or clarity, these can be useful to help avoid drowning in the swamp branch.
●Hammers/Clubs
Destruction: If a monster is destroyed by a weapon with this brand, they are flung away from the wielder and explode into meaty chunks while slightly damaging anything nearby the explosion. The weight of the monster determines the distance they travel. The idea of a hammer that blows things up appeals to me as someone who loves wands of disintegration, inner flame, and orb of destruction for their explosive goodness. Though, players fighting monsters in a packed corridor would have problems since the monster will explode in the players face, so maybe the player should be immune to the explosion damage? Also, such weapons would be useful for Ash followers in that they have an unorthodox method of collecting meat chunks.