Ziggurat Zagger
Posts: 4432
Joined: Friday, 8th May 2015, 17:51
Unrandart amulets which disable ring slots
1) are very powerful but with significant drawback (Maxwell's patent armour, arbalest damnation)
2) make players train something they didn't intend to (armour of the dragon king on caster, plutonium sword)
3) make players change the way they play tactically (plutonium sword discourages weapon swapping, macabre finger necklace discourages amulet swapping)
4) are not no-brainers so ignoring them is still a good idea for some characters.
So here is my suggestion, 3 unrandart amulets:
1) Amulet of lightning hands. Doubles EV, disables both ring slots, fragile, stealth+++, air spells enhancer.
2) Amulet of freezing hands. Doubles AC, disables both ring slots, fragile, ice spells enhancer.
3) Amulet of burning hands. Multiplies AC/EV/SH by 1.5, disables both ring slots, fragile, stealth---, fire spells enhancer.
Fragile is to prevent swapping the amulets when resistance from a ring is needed (and basically it is interesting to have an item which prevents non-weapon swapping in fight), enhancers are for flavor and to make the amulets more interesting to casters, stealth+++ for flavor and to make stabbers more attractive with extra EV, stealth--- for flavor and to somewhat nerf characters in mottled/steam dragon scales.
The amulets cannot be used by octopodes, as that would make them too powerful unless the amulet removes all 8 ring slots, then it would be worse than useless.
Overestimated: AC, GDS
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