Differences

This shows you the differences between two versions of the page.

Link to this comparison view

dcss:brainstorm:item:magical:amulets [2011-12-22 20:25]
XuaXua Page moved from dcss:brainstorm:item:amulets to dcss:brainstorm:item:magical:amulets
dcss:brainstorm:item:magical:amulets [2014-09-15 17:04] (current)
n1000
Line 71: Line 71:
  
 >[[user:argonaut]]: rename to **Amulet of Controlled Winds** which gives Repel Missiles and controlled flight. This would give it more tactical uses. >[[user:argonaut]]: rename to **Amulet of Controlled Winds** which gives Repel Missiles and controlled flight. This would give it more tactical uses.
->[[user:Hanged_Man]]: Now that 0.10 trunk has consolodated the levitation and flight spells, revisiting improving this weak amulet would be of interest. The above ideas are interesting: I contribute my personal idea to give a weakened effect of Kenku evasion-boost-when-flying, due to flight no longer having chemistry with the overpowered Swiftness spell and thus flight itself being noticably hit.+>[[user:hanged_man]]: Now that 0.10 trunk has consolodated the levitation and flight spells, revisiting improving this weak amulet would be of interest. The above ideas are interesting: I contribute my personal idea to give a weakened effect of Kenku evasion-boost-when-flying, due to flight no longer having chemistry with the overpowered Swiftness spell and thus flight itself being noticably hit.
  
 ==== Inaccuracy ==== ==== Inaccuracy ====
Line 86: Line 86:
 > Clarity should actually do what it claims to do. Currently Xom confusion (and I think a few other sources I can't recall) bypass clarity for seemingly no reason at all. --- //[[user:minmay]] 2011-12-10 23:51// > Clarity should actually do what it claims to do. Currently Xom confusion (and I think a few other sources I can't recall) bypass clarity for seemingly no reason at all. --- //[[user:minmay]] 2011-12-10 23:51//
  
 +> Clarity should block fear status. It blocks mesmerise, which is a very similar effect. It is unintuitive and inexplicable that fear is not prevented.  --- //[[user:n1000]] 2014-09-15 17:01//
 ==== Gourmand ==== ==== Gourmand ====
  
Line 91: Line 92:
   - Properly auto-id when the effect is full. Or   - Properly auto-id when the effect is full. Or
   - Auto-id when getting a special message.   - Auto-id when getting a special message.
->[[user:Hanged_Man]] Has since been altered to auto-id on equip for all but those that wouldn't benefit from it (Mummies, Spriggans, Vampires).+>[[user:hanged_man]] Has since been altered to auto-id on equip for all but those that wouldn't benefit from it (Mummies, Spriggans, Vampires).
  
 ==== Resist Corrosion ==== ==== Resist Corrosion ====
Line 168: Line 169:
 Speeds up decay of corpses (LOS and inventory) by 1/3. Considered as a dud amulet, if we add many (good) ones. Also hard to identify. Speeds up decay of corpses (LOS and inventory) by 1/3. Considered as a dud amulet, if we add many (good) ones. Also hard to identify.
  
->Dislike this one. We have Inaccuracy as an always-bad; I think it'd be more interesting to add a mostly-bad that has some use, rather than another always-bad or a dud. --- //[[user:Eronarn]] 2010-01-11 20:28//+>Dislike this one. We have Inaccuracy as an always-bad; I think it'd be more interesting to add a mostly-bad that has some use, rather than another always-bad or a dud. --- //[[user:eronarn]] 2010-01-11 20:28//
  
 >Keep the theme and change it: the corpes in LOS takes exactly 1 turn to become rotting and just a few turns to become skeleton. Good one for ghouls and transmuters, mixed blessing for necromancers who need to eat chunks anyway, bad for any other ranged ones. --- //[[user:ahyangyi]] 2010-02-23 15:41// >Keep the theme and change it: the corpes in LOS takes exactly 1 turn to become rotting and just a few turns to become skeleton. Good one for ghouls and transmuters, mixed blessing for necromancers who need to eat chunks anyway, bad for any other ranged ones. --- //[[user:ahyangyi]] 2010-02-23 15:41//
Line 218: Line 219:
  
 Puts at random intervals one monster back to sleep.\\ Puts at random intervals one monster back to sleep.\\
-> This is a stretch from the original idea, but what if it instead put you to sleep, and all monsters that come into range.  It lasts a long time, then unequips itself. Thus, you have time to sleep off your wounds, but now you're likely surrounded by monsters that all wake up with you.  Might need to make noise (a loud lullaby?)  --- //[[user:SquashMonster]] 2010-04-06 00:39//+> This is a stretch from the original idea, but what if it instead put you to sleep, and all monsters that come into range.  It lasts a long time, then unequips itself. Thus, you have time to sleep off your wounds, but now you're likely surrounded by monsters that all wake up with you.  Might need to make noise (a loud lullaby?)  --- //[[user:squashmonster]] 2010-04-06 00:39//
  
 ===Hauling===  ===Hauling=== 
Line 253: Line 254:
  
 >[[user:abrahamwl]] I think this idea could be quite good. The challenge will be to see if it can distinguish itself properly from amulets, rings, and //mutations//. I'm kind of liking the idea of mystical "Marks" that are placed on you by one-shot items, but either a) cannot be taken off only destroyed, b) can only be replaced by other marks, or c) cannot be removed or replaced at all. The primary thing that would need to distinguish this from mutations is the fact that it's a deliberate choice. >[[user:abrahamwl]] I think this idea could be quite good. The challenge will be to see if it can distinguish itself properly from amulets, rings, and //mutations//. I'm kind of liking the idea of mystical "Marks" that are placed on you by one-shot items, but either a) cannot be taken off only destroyed, b) can only be replaced by other marks, or c) cannot be removed or replaced at all. The primary thing that would need to distinguish this from mutations is the fact that it's a deliberate choice.
->>I think the primary way to differentiate talismans from mutations is this: mutations tend to have a simple, easily understood effect. Because you can examine talismans for more info, it's fine if they have several subtle effects. I don't think that differentiating from amulets and rings is as much of a problem. --- //[[user:Eronarn]] 2010-01-11 20:26//+>>I think the primary way to differentiate talismans from mutations is this: mutations tend to have a simple, easily understood effect. Because you can examine talismans for more info, it's fine if they have several subtle effects. I don't think that differentiating from amulets and rings is as much of a problem. --- //[[user:eronarn]] 2010-01-11 20:26//
 >I like this idea. I would love having that stealth talisman.  --- //[[user:noxn]] 2010-01-22 15:59// >I like this idea. I would love having that stealth talisman.  --- //[[user:noxn]] 2010-01-22 15:59//
Logged in as: Anonymous (VIEWER)
dcss/brainstorm/item/magical/amulets.txt · Last modified: 2014-09-15 17:04 by n1000
 
Recent changes RSS feed Donate Powered by PHP Valid XHTML 1.0 Valid CSS Driven by DokuWiki