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Nightmist - Improving the game >> Nightmist Development >> New Weapons (ready for immediate creation)
(Message started by: Bishop on 02/25/03 at 17:03:17)

Title: New Weapons (ready for immediate creation)
Post by Bishop on 02/25/03 at 17:03:17
Fancy Short Sword
(alternate drop for Sylva of the Scarlet Dagger Guild – added to current drop)
Description: Elegantly crafted and highly decorated, this short sword is a prize among those who enjoy flaunting wealth. The blade is highly polished and engraved with geometric patterns along its length. The hilt and cross guard are a gold and steel blend with gemstone inlays. Although functional and very beautiful, this weapon lacks the refined mechanical craftsmanship to be an exceptional weapon.

Stats: B:11 L:17 Cha:+1 (price, if applicable, 2500)
 class: F P R T   (mainly for Thief)
Closest in game weapon: Golden Dagger B 13 L 17 Resthaven (900)

Base damage (11) is below normal for the level required (17) to compensate for the +1 charisma - which imo is an insignificant stat bonus.
----edited---
I used class binar as (CDFMPRTB) - if barbarian is added at the beginning (alphabetical) this will need changed.

/itemedit Fancy Short Sword/11/00100110/1282/Elegantly crafted and highly decorated, this short sword is a prize among those who enjoy flaunting wealth. The blade is highly polished and engraved with geometric patterns along its length. The hilt and cross guard are a gold and steel blend with gemstone inlays. Although functional and very beautiful, this weapon lacks the refined mechanical craftsmanship to be an exceptional weapon./17/0/0/0/0/0/0/0/0/1/0/0/////////

/monsterstat Sylva:19:Advanced Healing Potion%{007fff{In her hasty retreat, Sylva dropped an Advanced Healing Potion.{ff8780{|Fancy Short Sword%{007fff{Being forced to flee for her very life, Sylva hastily discards her sword.{ff8780{
/monsterstat Sylva:20:.25|.01



Title: Re: New Weapons (ready for immediate creation)
Post by ArchAngel on 02/25/03 at 17:38:31
Double Ball Flail:
(Different weapon for clerics)

Description:  Two silver spiked balls are connected to a steel arm by a length of chain.  Though it can be difficult to wield properly, the double balls can cause severe damage to an enemy.

Modifiers: Str: +1, Dex -1  

Title: Re: New Weapons (ready for immediate creation)
Post by ArchAngel on 02/25/03 at 17:55:45
Ceremonial Dagger:  A dagger for Mages

Description:  This dagger has been used in many sacrificial ceremonies by a cult of Evil Mages.  Many enchanments have been placed upon it, and it's blade is stained red from the blood of its victims.

Base Damage: 12  Mana Leech: .3  Vampiric: .1
lvl's: 25+    

Title: Re: New Weapons (ready for immediate creation)
Post by Bishop on 02/25/03 at 19:08:19
Dark-Ore Short Sword
I think this would be a good addition to Malok's drop.
Description: Rare black ore from the Dark Mines has been molded into a smooth blade. The unique properties of this ore, when awakened properly, attract and absorb magical energies. Weapons forged of this ore are difficult to wield, but are effective for use in battling magic using opponents.

Stats: B:17 L:25, -1 dex, +2 wis, mana leech: 0.015
Class: F R T (thief mainly)

Other similar items: Magma Knife T L:25 B:20 Blackthorn (10k) & Dagger of Spirits T L:28 B:27 Giant Sand Wurm drop

/itemedit Dark-Ore Short Sword/17/00100110/1244/Rare black ore from the Dark Mines has been molded into a smooth blade. The unique properties of this ore, when awakened properly, attract and absorb magical energies. Weapons forged of this ore are difficult to wield, but are effective for use in battling magic using opponents./25/0/0/0/0/0/-1/0/2/0/0/0//////.015///

I could not tell the exact field for Mana Leech (it's not labeled on the Editor) - that should be verified as well as the Class Binary.

/monsterstat Malok:19:Dark-Ore Short Sword%{007fff[ff8780{|Emerald Dagger%{007fff[ff8780{
/monsterstat Malok:20:.075|.01  (.01 should be what the drop is now ?)


Title: Re: New Weapons (ready for immediate creation)
Post by King_Macros on 02/26/03 at 00:30:32
~~~Rusty Short Sword~~~

---Description---
Sitting for many years, water has caroded and rusted this weapon. Although over time this wepon has become quite dull, the rust alone can injure all who are touched by it.

Stats: B=1 L=1 poison=.5 poison dmg=10
Class: F P B R T

could possibly be put into orc caves, 1% of all short swords dropped by orc's when dieing might be this weapon.

Title: Re: New Weapons (ready for immediate creation)
Post by Alicia on 02/26/03 at 04:07:48
OK while we are at this...

Weapon - Rapier (Bought for around 30k in one of the new towns or as boss drop)

Lvl - 22
Class - Fighter
Base - 20
Dex - +1

Alternative to - Halberd (base 25 no stat mod)

fluff - The rapier is a long slender blade crafted by and for the finest of warriors who take duelling as an art. Although not as devastating as some of the other advanced weapons around, no weapon exists which can match the rapiers ability to parry opponents thrusts and strike back in the blink of an eye.

Title: Re: New Weapons (ready for immediate creation)
Post by King_Macros on 02/26/03 at 05:10:38
wouldn't the base be a bit lower?

Title: Re: New Weapons (ready for immediate creation)
Post by King_Macros on 02/26/03 at 05:11:05
well, let me suggest another.

~~~Spiked Club~~~

---description---
Wielded with both hand, the long wooden club has a metal cap around the end with metal spikes jutting outwards. The brown club is tainted in blood discoloring it slightly, and warning everything in your path to get out of the way.

Stats: B=27 lvl=25 -2 dex
Class: F B

Could be a new boss drop or sold in shops for, say, 150k this is an alternative to Halberd B=25 lvl=20

Title: Re: New Weapons (ready for immediate creation)
Post by Alicia on 02/26/03 at 06:35:24
how 'bout 18 then?

Title: Re: New Weapons (ready for immediate creation)
Post by ArchAngel on 02/26/03 at 06:43:30
One thing to be sure to do if you are trying to create anything to be put into game, whether it be items, or weapons, or areas, is to make sure you run a spell check on your work before posting it.  As the topic reads, ideas are supposed to be ready for immediate creation.  If a staff member has to run spell check, or correct everything you right, it defeats the purpose of the post.  I know that if I was a staff member looking through the endless posts for things to add to games, I would not choose those that have little time or effort put into them, which can be blatantly seen through misspellings.  So next time you would like to post a new idea, no matter what forum it may be on, look over it a bit and help the staff by doing a little extra work.

Title: Re: New Weapons (ready for immediate creation)
Post by King_Macros on 02/26/03 at 06:51:39

on 02/26/03 at 06:35:24, Alicia wrote:
how 'bout 18 then?


i think that would work, its just because of the +1 dex mod

Title: Re: New Weapons (ready for immediate creation)
Post by King_Macros on 02/26/03 at 06:53:32

on 02/26/03 at 06:43:30, ArchAngel wrote:
One thing to be sure to do if you are trying to create anything to be put into game, whether it be items, or weapons, or areas, is to make sure you run a spell check on your work before posting it.  As the topic reads, ideas are supposed to be ready for immediate creation.  If a staff member has to run spell check, or correct everything you right, it defeats the purpose of the post.  I know that if I was a staff member looking through the endless posts for things to add to games, I would not choose those that have little time or effort put into them, which can be blatantly seen through misspellings.  So next time you would like to post a new idea, no matter what forum it may be on, look over it a bit and help the staff by doing a little extra work.


can you elaborate slightly on who? i dont have a spell check on my comp (i know its odd, but i dont have msn word or anything like that) so i cant always check my spelling with convienence

Title: Re: New Weapons (ready for immediate creation)
Post by Pandilex on 02/26/03 at 14:32:52
I think you'll find most area developers like to design and add their own weapons, you may find your time is better spent designing other things for the game.

Title: Re: New Weapons (ready for immediate creation)
Post by Stigmata on 02/26/03 at 16:09:32
As Pandilex said, Area creators like to add their own items/weapons to the areas. If the weapons you mentioned are balanced (Which they look to be) then I don't see why they can't be added to the area that you created, but as for everyone else's I can't see them going in as most people are doing it for themsevles only, trying to get somewhat custom weapons in that would benefit their characters.


Title: Re: New Weapons (ready for immediate creation)
Post by Bishop on 02/26/03 at 16:20:52
lol, this 'is' about improving the 'game', right?...

Title: Re: New Weapons (ready for immediate creation)
Post by King_Macros on 02/27/03 at 00:07:42
I would love to see a variety of weapons for all classes. Even more I would like to see variety in: gloves, boots, shields, helmets, vests.....but i guess this as well isn't going to happen? There's 3 pairs of boots in the game i think? I might be wrong, but point being there needs to be more variety in everything. Why cant we have something like Leather Boots,  Black Gloves, Wooden Bracer; just stuff like that, maybe they could cost same, and have same armor even, just to have a little variety.

Title: Re: New Weapons (ready for immediate creation)
Post by Bishop on 02/27/03 at 20:50:07

on 02/26/03 at 14:32:52, Pandilex wrote:
I think you'll find most area developers like to design and add their own weapons, you may find your time is better spent designing other things for the game.


<removed because of irrelevance>
In the class discussion threads, every one of them includes players wanting a larger variety of weapons in the game.

Title: Re: New Weapons (ready for immediate creation)
Post by Pandilex on 02/27/03 at 22:09:14
What I said was that I doubt anyone will add any of these weapons, required or not.

I prefer to design my own, as do other staff.

Title: Re: New Weapons (ready for immediate creation)
Post by Bishop on 02/27/03 at 22:14:30
based on that, why not just delete this forum section?

Title: Re: New Weapons (ready for immediate creation)
Post by Pandilex on 02/27/03 at 22:46:23
Because this forum is primarily for maps, and descriptions as it says in the description located beneath the forum title?

You're quite welcome to continue spending time in a profitless manner, I'm simply advising you against wasting time with things that are unlikely to be added.

Title: Re: New Weapons (ready for immediate creation)
Post by Tender_Foot on 02/27/03 at 23:24:20
Well then, how about, since there are quite a few areas without current developers, i.e. Scarlet Daggers Guild, Orc Caves, Cities, and Swamp; why can't they be put there?

Title: Re: New Weapons (ready for immediate creation)
Post by Pandilex on 02/27/03 at 23:34:00

on 02/27/03 at 23:24:20, Tender_Foot wrote:
Well then, how about, since there are quite a few areas without current developers, i.e. Scarlet Daggers Guild, Orc Caves, Cities, and Swamp; why can't they be put there?


Sorry, I don't quite follow, you're saying that some areas in the game (several which are finished and have boss drops) should have extra weapons randomly added which are designed in this thread?

Title: Re: New Weapons (ready for immediate creation)
Post by Tender_Foot on 02/28/03 at 01:11:13
No, I was pointing out the fact that some area's dont have someone working on them any more, and can be updated to suit the current needs of the game. I know for a fact Orc Caves lack much substance to them, it's just Granite Beasts, Vampire Bats, and Orcs. Maybe somethoing else can be added to make it more interesting. Also, rather then talking about staff putting their own drops in their area, you could put stuff in this thread into the cities.

Title: Re: New Weapons (ready for immediate creation)
Post by ArchAngel on 02/28/03 at 05:20:31
In my original post under the suggestion forum, I had stated that it would be nice to see a larger of variety of weapons come unto the game, no matter it be in boss drops or just sold in stores.  Like stated under that thread, it would not be too difficult now that monsters now have the ability to have multiple drops and drop ratios to maybe have a rarer weapon dropped every so often.  One quick swipe in the monster creator, and put it into the game.  I am not meaning to sound demeaning, or tell anyone how to do their job, I just think that it would do the game some good to see a variety running around.  

Title: Re: New Weapons (ready for immediate creation)
Post by Bishop on 02/28/03 at 15:27:26
^ exactly ^

Maybe Pan sightly misunderstood my intent.  These items suggestioned (mine anyway) are meant to be added to existing drops (as secondary, occasional drops).  As it says with the 'Fancy Short Sword', this should be added to Sylva's drop (currently Advanced Healing Potion) - so she would drop adv. heal and possibly a 'Fancy Short Sword' (probably .01), which is a weapon she already attacks with.

I'll add the code to enter them in (to save staff even more time); use them if you want.

---edited---
Code added - provided the code is correct, they should take less than 2 min. each to add to the game (including time to verify code).

Also, the purpose of this forum section was 'originally' for area development - this has changed considerably.  The fundamental principle of this section is to allow players to help add to the game, saving staff time and and allowing for more work to get done.

Title: Re: New Weapons (ready for immediate creation)
Post by Silverwizard on 02/28/03 at 22:21:30
Ummm you are flaming someone who is trying to add to an area that they made by saying that the creator of the area should be the one to set the drops Pandi. Now please tell me where your coming from.

Title: Re: New Weapons (ready for immediate creation)
Post by Silverwizard on 02/28/03 at 22:22:53
Pandi you are flaming Cyric with Let the Creator of an Area Make the Drops when the original post was a weapon for an area he made.

Next this is Nightmist Development now not Area Development.

Title: Re: New Weapons (ready for immediate creation)
Post by Pandilex on 02/28/03 at 23:00:33
It is my mistake, I didn't realise that you meant add it as an alternative drop.

I added the fancy short sword.

I apologise, I originally was under the impression that you wanted to randomly add some monsters that dropped new things simply because the game needed more weapons.

Title: Re: New Weapons (ready for immediate creation)
Post by Tender_Foot on 03/01/03 at 03:48:36
yaaaaaay :-D

Title: Re: New Weapons (ready for immediate creation)
Post by Creed on 03/01/03 at 15:57:42
I don't know about you guys, but when I play games like these. I like it custimized you know with your character and with items.

Every archmaster fighter wears and uses almost the same kind of weapon and armor. Every mage does to, even thieves, paladins, etc. I kinda get sick of seeing a archmaster with the same items that he's suppose to use in the game. What if there were veriaties of weapons and armor for classes?

Like instead of a halberd for a master fighter, he can choose a large flail if he wanted to. (<for example) Or even another weapon! Or this one ranger is wearing the vest of Nightmist! Or idk! Just something like that, theres gotta be more items I think. So everyone could be different in a way you know? I'm sure ALOT of people post stuff similer to this, or even just like this. But I think it would be SO great if you guys did this one day.

Title: Re: New Weapons (ready for immediate creation)
Post by Silverwizard on 03/01/03 at 19:40:00
I mean if the people of NM think of these items go to your local blacksmith then use a little gold for him to make the weapon then if he likes it sell him the copywrite (lol)

Title: Re: New Weapons (ready for immediate creation)
Post by Jenni on 03/03/03 at 02:02:26

on 02/25/03 at 17:03:17, Bishop wrote:
Fancy Short Sword
(alternate drop for Sylva of the Scarlet Dagger Guild – added to current drop)
Description: Elegantly crafted and highly decorated, this short sword is a prize among those who enjoy flaunting wealth. The blade is highly polished and engraved with geometric patterns along its length. The hilt and cross guard are a gold and steel blend with gemstone inlays. Although functional and very beautiful, this weapon lacks the refined mechanical craftsmanship to be an exceptional weapon.

Stats: B:11 L:17 Cha:+1 (price, if applicable, 2500)
 class: F P R T   (mainly for Thief)
Closest in game weapon: Golden Dagger B 13 L 17 Resthaven (900)

Base damage (11) is below normal for the level required (17) to compensate for the +1 charisma - which imo is an insignificant stat bonus.
----edited---
I used class binar as (CDFMPRTB) - if barbarian is added at the beginning (alphabetical) this will need changed.

/itemedit Fancy Short Sword/11/00100110/1282/Elegantly crafted and highly decorated, this short sword is a prize among those who enjoy flaunting wealth. The blade is highly polished and engraved with geometric patterns along its length. The hilt and cross guard are a gold and steel blend with gemstone inlays. Although functional and very beautiful, this weapon lacks the refined mechanical craftsmanship to be an exceptional weapon./17/0/0/0/0/0/0/0/0/1/0/0/////////

/monsterstat Sylva:19:Advanced Healing Potion%{007fff{In her hasty retreat, Sylva dropped an Advanced Healing Potion.{ff8780{|Fancy Short Sword%{007fff{Being forced to flee for her very life, Sylva hastily discards her sword.{ff8780{
/monsterstat Sylva:20:.25|.01


I think Cyric is trying to impress the developers by putting work into Nightmist trying to get his old position back...

Title: Re: New Weapons (ready for immediate creation)
Post by Silverwizard on 03/03/03 at 02:39:36
Ummm he does not have to impress the developers he is the best at his old job there ever was.

Title: Re: New Weapons (ready for immediate creation)
Post by Valentine on 03/03/03 at 04:37:20

on 03/03/03 at 02:02:26, Jenni wrote:
I think Cyric is trying to impress the developers by putting work into Nightmist trying to get his old position back...

Oh joy; you're back.  ::)

I don't think "Cyric" has anything left to prove. Perhaps a better assessment would be he can rise above certain petty arguments to help make the game better.

It's nothing new, actually. This is how he got the staff position in the first place. The only difference is he now has knowledge of how the stats, etc. work.

Now, go back into exile and spare us all.

Title: Re: New Weapons (ready for immediate creation)
Post by Norinth on 03/03/03 at 12:31:00
You people shouldn't complain when somebody does something. (Now) I know Cyric and I don't think he would be trying to get his staff position back with this... And even if he was, that's up to him and other staff. To us all is a small but significant improvement to the game. And that's all that matters to us that are not staff.

So instead of complaining, try improving the game as well.

Title: Re: New Weapons (ready for immediate creation)
Post by Tender_Foot on 03/04/03 at 07:29:57
i thought he said he wouldnt even take his staff position back if he was offered

Title: Re: New Weapons (ready for immediate creation)
Post by Caramel on 03/23/03 at 06:42:40
There should be a boss(extreamly strong) who drops a weapon (no name) that is for:
Level - 20
Base Damage - 15
Stat Mod - + 2 str and + 2 Dex
Class - Berserkers and Fighters

If it can't be a boss, maybe it might cost alot.

Title: Re: New Weapons (ready for immediate creation)
Post by Tender_Foot on 03/23/03 at 06:56:48

on 03/23/03 at 06:42:40, Caramel wrote:
There should be a boss(extreamly strong) who drops a weapon (no name) that is for:
Level - 20
Base Damage - 15
Stat Mod - + 2 str and + 2 Dex
Class - Berserkers and Fighters

If it can't be a boss, maybe it might cost alot.


this weapon is way to strong

Title: Re: New Weapons (ready for immediate creation)
Post by Dank on 03/23/03 at 08:17:32
Know what ive always wanted? A Rose Blade! Atrium of course would drop it. Like mabey a 1% chance? Base could be 25 - 27. Lvl to use it 30. Fighters/zerkers/pally.
Magical Yes (how else could you have a blade made of roses?)

This incredible sword is made entirely of innertwined roses. Its handle is a spiral of rose stems covered in thorns and leaves. The blade itself is made solely of many dry rose pedals, which appear to be as hard as steel.

Just a thought.

Title: Re: New Weapons (ready for immediate creation)
Post by ICP on 03/23/03 at 08:56:11
Atrium cant drop it it Drops CPA. and i doubt JLH will change that but yes i would like to see Rose Blade come out.

Swich Blade

Base:20  Mabye a lil higher
Can be used by:Thiefs
Description:The Switch Blade is a very small knife wich is crafted with the lightest but very strong steel , and with its retractable blade makes it great for fast and swift kills.

Level needed to equip it: 27, Magical: No, Vamparic: No, Armor: 0, Strength modifier: 0, Intelligence modifier: 0, Dexterity modifier: 1, Constitution modifier: 0, Wisdom modifier: 0, Charisma modifier: -1, Poison chance: 0, Poison/30s damage: 0, Monster damage table: hydra body: 0, Mana leech: .


Title: Re: New Weapons (ready for immediate creation)
Post by ArchAngel on 03/23/03 at 09:07:59
As posted in the beginning of this thread, there is now the availability to make a monster drop more than 1 item, and at different percentages.  A weapon called a fancy short sword was added at a low drop rate along with the scarlett dagger.  So it is possible.  I like the idea of the Rose Blade though also.

Title: Re: New Weapons (ready for immediate creation)
Post by Tender_Foot on 03/23/03 at 12:00:41

on 03/23/03 at 08:56:11, ICP wrote:
Atrium cant drop it it Drops CPA. and i doubt JLH will change that but yes i would like to see Rose Blade come out.

Swich Blade

Base:20  Mabye a lil higher
Can be used by:Thiefs
Description:The Switch Blade is a very small knife wich is crafted with the lightest but very strong steel , and with its retractable blade makes it great for fast and swift kills.

Level needed to equip it: 27, Magical: No, Vamparic: No, Armor: 0, Strength modifier: 0, Intelligence modifier: 0, Dexterity modifier: 1, Constitution modifier: 0, Wisdom modifier: 0, Charisma modifier: -1, Poison chance: 0, Poison/30s damage: 0, Monster damage table: hydra body: 0, Mana leech: .


What's with all the suggesting items that take away from useless stats? Like the bow for rangers that give +1 dex and -2 int. if a weapon as a modifier, it should have an equal setback. Almost everything in the game, no matter how hard it is to get has setbacks if it has mods.

Title: Re: New Weapons (ready for immediate creation)
Post by ICP on 03/23/03 at 20:56:10
i think every one needs Chr to heal so i dont think its useless...

Title: Re: New Weapons (ready for immediate creation)
Post by Tender_Foot on 03/23/03 at 21:37:33
it doesnt make as big of a difference as when it was first introduced in the game. Also takeing away 1 cha wouldn't do much. i am wondering though, how it would take away from cha, i dont see how a switchblade would make anyone less beautiful.

Title: Re: New Weapons (ready for immediate creation)
Post by ICP on 03/24/03 at 00:39:42
not as good looking as a Golden Dagger  ;) *donno*

Title: Re: New Weapons (ready for immediate creation)
Post by ArchAngel on 03/24/03 at 00:46:46
Maybe because people who use switch blades are thugs and the such, lol, I dont think of them as pretty.

Title: Re: New Weapons (ready for immediate creation)
Post by Tender_Foot on 03/24/03 at 03:27:10
lol. well im just saying, if i was going out with someone, and i pulled out a knife, i wouldnt be any more 'ugly'. just as if i just met someone, was talking to them, and pulled one out, it wouldnt make me less 'cute'.

Title: Re: New Weapons (ready for immediate creation)
Post by ArchAngel on 03/24/03 at 03:58:18
Remember it is not just how you look, but how people look at you and favor you. Charismatic means more than just physical beauty, but an ability to be persuasive too.  So if I think of someone who pulls a knife on me, course using this as an example is silly sense any weapon on the game could be used as an example, then I would be looking at this person less favorably.

Title: Re: New Weapons (ready for immediate creation)
Post by Matt on 03/24/03 at 06:48:16

on 03/03/03 at 02:02:26, Jenni wrote:
I think Cyric is trying to impress the developers by putting work into Nightmist trying to get his old position back...


Don’t make comments when you have no idea what you are talking about. Cyric already has the other staff and player’s respect. He has contributed countless ideas, suggestions, and areas to the game. Cyric has stated before he would not take his position back even if offered. He is continuing to post ideas and suggestions showing how mature he is in dealing with his dismissal and his wish for a better game.

So I suggest you do your research before posting further on this subject.

Title: Re: New Weapons (ready for immediate creation)
Post by Zephie on 03/24/03 at 06:51:40
That post is 22 days old.

Title: Re: New Weapons (ready for immediate creation)
Post by Matt on 03/24/03 at 17:43:52
Yes, I did look at the dates before posting. But I felt that it needed my response, 22 days old or not.  ::)

Title: Re: New Weapons (ready for immediate creation)
Post by Tender_Foot on 03/25/03 at 11:05:31

on 03/24/03 at 03:58:18, ArchAngel wrote:
Remember it is not just how you look, but how people look at you and favor you. Charismatic means more than just physical beauty, but an ability to be persuasive too.  So if I think of someone who pulls a knife on me, course using this as an example is silly sense any weapon on the game could be used as an example, then I would be looking at this person less favorably.


in response to that, how bout we make all weapons give -cha. since any person would look less favorably on someone holding a weapon, and everyone generally has a weapon equipped. this kinda makes your aurgument very weak.

Title: Re: New Weapons (ready for immediate creation)
Post by Dwaerkyn on 04/08/03 at 22:17:23

on 02/26/03 at 04:07:48, Alicia wrote:
OK while we are at this...

Weapon - Rapier (Bought for around 30k in one of the new towns or as boss drop)

Lvl - 22
Class - Fighter
Base - 20
Dex - +1

Alternative to - Halberd (base 25 no stat mod)

fluff - The rapier is a long slender blade crafted by and for the finest of warriors who take duelling as an art. Although not as devastating as some of the other advanced weapons around, no weapon exists which can match the rapiers ability to parry opponents thrusts and strike back in the blink of an eye.


Hear Hear,

(now how many times have I suggested this?) But how would a thin sword like a rapier have the base damage of a BOH.

I'd change this to 17 base damage, but +2 dex.

Title: Re: New Weapons (ready for immediate creation)
Post by Dwaerkyn on 04/08/03 at 22:35:54
Scimitar:

Level: 15

Base Damage: 16

Vamparic: No

Magical: No

Dex: -1
Str: +2

Class: Fighters

Description:

Designed by a mastermind, this weapon gives advantage to each skilled and successful blow.  The handle is made of gold, to add weight and momentum to a swing.  It then joins with a curved blade, at the beginning of which is plain steel, but at the middle of the curve are three layers of VERY firmly compacted steel, which is heavy and makes blows awkward, but can easily damage the victim.  Its takes a moderately skilled warrior to wield this mighty weapon, though he must be devoted (hence no berserkers).

My suggestion to place this is give it as a random drop for gnoll warriors or maybe demonic soldiers, like maybe a 000.8% chance of drop.



Title: Re: New Weapons (ready for immediate creation)
Post by The_barbarian on 04/09/03 at 00:16:15
I just thought this would be pretty cool.

Name:Infinite blade
Base Damage:26
lvl to equip:30
Can be used by:Fighters

Dex modifier:+1
Strength:+1



Description:This blade which took years to finally craft is a sword which is so powerful only the certain few can weild it.
It is so light that you can attack effortlessly. It gleams as you examine its fine structure and even despite its weight it has the force of a sword triple its own size. This sword is said to have infinite power and therefore received its name as the Infinite Blade.




Title: Re: New Weapons (ready for immediate creation)
Post by Matt on 04/09/03 at 05:09:46
Most of the weapons being posted will never be put in.. For Example, that one right there.. A weapon with a higher base then the Halberd, that adds a Dex AND Str.. Unless it was a questy or the drop was 1% or less I really doubt it would be put in.

At least make weapons that try to make the game =..

Title: Re: New Weapons (ready for immediate creation)
Post by Tender_Foot on 04/09/03 at 06:58:38

on 04/09/03 at 05:09:46, Matt wrote:
Most of the weapons being posted will never be put in.. For Example, that one right there.. A weapon with a higher base then the Halberd, that adds a Dex AND Str.. Unless it was a questy or the drop was 1% or less I really doubt it would be put in.

At least make weapons that try to make the game =..


it seems to me, people are just trying to make weapons that would benefit with no justifiable set back

Title: Re: New Weapons (ready for immediate creation)
Post by Tender_Foot on 04/09/03 at 07:02:18

on 04/08/03 at 22:17:23, Dwaerkyn wrote:
Hear Hear,

(now how many times have I suggested this?) But how would a thin sword like a rapier have the base damage of a BOH.

I'd change this to 17 base damage, but +2 dex.


+2 dex is friggin rediculous. i would like to suggest you read all posts, before posting yourself.

Title: Re: New Weapons (ready for immediate creation)
Post by Dank on 04/16/03 at 04:45:35
Ty, Ty for putting in Rose Blade!  :P As i was thinking of another alternate boss drop, I thought of the crystal giant. He attacks you with crystal fists. So why not add an alternate drop to him too.

Crystal Gloves
Armor base: 6, Can be worn by: rangers, paladins, thieves Description: These elegant gloves are made of pure crystal. They are very lightweight and awkwardly shaped.  Level needed to equip it: 27, Strength modifier: 0, Intelligence modifier: 0, Dexterity modifier: 1, Constitution modifier: 0, Wisdom modifier: 0, Charisma modifier: 1.

Or 7-8 armor, no dex mod..

Title: Re: New Weapons (ready for immediate creation)
Post by Tender_Foot on 04/16/03 at 14:01:05
i dont understand why you picked those 3 classes to wear then, specially when palladin and fighters are so close together. But I do like your idea, bue i wanna change it a bit :)

Armor base: 6, Can be worn by: clerics, druids, fighters, mages, paladins, rangers, thieves, Level needed to equip it: 27, Strength modifier: 1, Intelligence modifier: 0, Dexterity modifier: 0, Constitution modifier: 0, Wisdom modifier: 0, Charisma modifier: 1.

It seems to me there's enough spider gauntlets floating around for the current players. and dex already has a lot of modifiers, why not throw something new out :)

Title: Re: New Weapons (ready for immediate creation)
Post by Dank on 04/17/03 at 03:13:20
Lol, Guess i as thinkin of what could hit it. I was just gonna edit it to all classes but zerks. But Yah i like the idea of swappin the dex for a str n charis mod. ;) But would they actually put that in game?

Title: Re: New Weapons (ready for immediate creation)
Post by Matt on 04/17/03 at 04:53:37
Not a bad idea, but way too powerful as is.

I would think below would be better, (ie- Crystal Gloves - high armor, but very heavy.. adds a 'punch' in your attack [ie. str].)

Crystal Gloves (10% drop on Crystal Giant, 90% for the Crystal Ring).

Armor: 8
Str: 1 (the punch)
Dex: -2 (very heavy)

Fighters, Rangers, and pallys able to wear them..

Title: Re: New Weapons (ready for immediate creation)
Post by Tender_Foot on 04/17/03 at 05:46:47
i wouldnt use something that gives me -2 dex

Title: Re: New Weapons (ready for immediate creation)
Post by Android 20 on 04/17/03 at 05:46:57
I say make just -1 dex.Because no one will use them if they are -2 dex.

Title: Re: New Weapons (ready for immediate creation)
Post by Pazzer on 04/23/03 at 12:06:45
Library info for Amulet of Looks:
Armor base: 2, Can be worn by: clerics, fighters, mages, paladins, rangers, thieves, Description: This Amulet was forged by the Goddess of love, this amulet is known to make the opposite sex dazed for seconds as they stare into the beauty of the ring., Level needed to equip it: 20, Strength modifier: 0, Intelligence modifier: 0, Dexterity modifier: 0, Constitution modifier: 0, Wisdom modifier: 0, Charisma modifier: +2.

Title: Re: New Weapons (ready for immediate creation)
Post by Zephie on 04/23/03 at 21:07:24
Sorta like Ring of Empathy?

Title: Re: New Weapons (ready for immediate creation)
Post by Pazzer on 04/23/03 at 21:27:37
Yea without the intel bit thou and maybe could give a bit of armor

Title: Re: New Weapons (ready for immediate creation)
Post by Tender_Foot on 04/23/03 at 23:10:15
put 4 of those babies on, and you got +8 cha........i hope i dont see those put into the game, lol

Title: Re: New Weapons (ready for immediate creation)
Post by Tender_Foot on 04/23/03 at 23:23:23
hmmmmm
i was just thinking about adding drops to monsters that already have weapons.

jagged dagger is used by tattered thieves, and ive always felt, it would be fun to use one. it would have a 1% drop rate.

lvl 3 requirement, used by theives, 5 base damage...just something for fun :). i added code at bottom (i think i did it right, lol)


Jagged Dagger/5/Thieves/1000/The jagged dagger is a bit akward to hold, but is one of the better weapons for novice theives to begin with./5/No/No/0/0/0/0/0/0/0/0/0/////small snake 1.1|large snake 1.1////0

or rugged rogue drop rusted dagger, same drop rate

Rusted Dagger/6/Thieves/1000/The small dagger fits firmly in your hand, and has a sturdy grip. Due to many years of use, the dagger has became very rusted, and inflicts extra damage to those who come into contact with the blade/13/No/No/0/0/0/0/0/0/0/25/11/////////0

Title: Re: New Weapons (ready for immediate creation)
Post by InsaneNinjaPhreak on 04/23/03 at 23:37:55
I just thought mages,clerics, and druids could use another piece of armor

Library info for Cloak of Mystery:
Armor base: 45, Can be worn by: druids,clerics,mages, Description: A elegant cloak that shimmers in the light, woven from the finest material found throughout the lands and there seems to be a touch of magic and mystery to it. When worn you feel as if you are shrouded in mystery, if you move with this mysterious cloak on it look's as if the fabric changes colours, which may nausate your foes.., Level needed to equip it: 28., Strength modifier: 0, Intelligence modifier: 0, Dexterity modifier: 0, Constitution modifier: 0, Wisdom modifier: 0, Charisma modifier: -1.

The lvl limit canbe changed and I was thinking of making it a plus one to charisma and then figured not and the base armour can still be changed and so can the classes, but I would still like druids to be able to use it.

Title: Re: New Weapons (ready for immediate creation)
Post by King o Sausage on 04/24/03 at 00:54:30
I think you should move the level requirement to 28 on the Cloak of Mystery, and make it a reasonably hard item to get. Other than that it seems to be a nice piece of equipment. Don't see why any stat mods would be put in... Especially since - "if you move with this mysterious cloak on it look's as if the fabric changes colours, which may nausate your foes..," - I see no reason for a Charisma point to be added there... If anything take 1 away.. Then again you can always change the description... All in all it's one of the better suggestions I've seen on here. :D

Title: Re: New Weapons (ready for immediate creation)
Post by InsaneNinjaPhreak on 04/24/03 at 02:53:01
Yeah thanks for the in-put, it does seem better as a lvl 28 item and now that I think about it the minus charisma makes sense with that description...I hope they can find a nice place for this in-game

Title: Re: New Weapons (ready for immediate creation)
Post by King o Sausage on 04/24/03 at 02:55:40
Maybe 50-100k in Windia??

Title: Re: New Weapons (ready for immediate creation)
Post by InsaneNinjaPhreak on 04/24/03 at 03:02:47
I like the sounds 50k, only cuz I don't wanna pay big money for more armor and druids already have to pay 170k for the hawk talon at lvl 27? I think thats right and then theres the other classes and there stuff

Title: Re: New Weapons (ready for immediate creation)
Post by newb on 04/25/03 at 19:34:11
Cross Knife

Library info for Cross Knife:
Base damage: 26, Level required to use it: 27, can be used by: Thieves, Clerics, Description: This knife was created by a cleric who abandoned his beliefs in order to become what he had been fighting for most of his life. This thief used his knowledge of the holy to create a weapon that would cut through the undead with ease. The shaft is wrapped in tattered pieces of his old robe, still partially blessed by his former deities. The blade is made of precious ore from stolen items of the church. A figure is carved into the knife. It looks as if a person has been crucified onto it.

+30% damage to undead.

Can be acquired as an alternate boss drop from perhaps the Demonic General or Malok. If so, drop rate from Demonic General should be 10% and drop rate from Malok should be 4% seeing as he is easier to kill and his drop rate is low anyways. If bought from somewhere, I have a good idea for a suitable place but would like to only share it with staff if gets added in.

Not sure if clerics should be able to use it because of the high base damage, but it is a holy weapon and therefore they should be able to use it.

Description probably needs some work too, but that can be fixed.



Title: Re: New Weapons (ready for immediate creation)
Post by Lurch on 04/26/03 at 06:14:10
On the idea on the Crystal Gloves it mite be worth it if i gave a charisma or mabey two or you could up the armor more.

Crystal Gloves
Armor:8
Strength: +1
Dexterity: -2
Charisma: +1

Title: Re: New Weapons (ready for immediate creation)
Post by Tender_Foot on 04/26/03 at 06:35:32
Scimitar

Classes: Fighter, Paladin,
lvl requirement: 25
Base Damage: 23
Mods: +5%-10% accuracy
Dropped by Silversail Defector 1%

this would be a nice item just to see some variety in weapons. There's obviously a lot of people using Halberds, and Rose Blade's are coming in more and more each week, But everything under become useless with less base damage, but with this, hopefully there will be people something else :).

Title: Re: New Weapons (ready for immediate creation)
Post by King o Sausage on 04/28/03 at 00:30:22
Just got a couple things to say.

newb - I dunno.. The whole idea just seems a little "sketchy".. Unless the weapon was really really rare (which seems like it would be with the boss drops and all..) I think letting Thieves and Clerics use it is a little wierd.. And also the +30% undead seems a little much. But if it was very rare....

Lurch - I like that idea alot actually.

Tender_Foot - By accuracy mod do you mean +1 dex or something??

Title: Re: New Weapons (ready for immediate creation)
Post by Horror on 04/28/03 at 07:49:31
Nah, he means that it increases your chance to hit, I can't really say it any different :P

Newb, the idea is good but I don't know if a cleric would use it. If he has 'abandoned his beliefs' then that wouldn't really make it a cleric, so clerics wouldn't be able to use it (possibly an evil one, not sure if they can draw blood) and if it was only an evil one that would mean that alighments would have to be put in.

Sorry if anyones posted about this, and that i'm only just mentioning it ;p Bishop, with your Dark-Ore Short Sword it would be pointless in having it steal mp, as thieves/rangers/fighters have none lol.

Title: Re: New Weapons (ready for immediate creation)
Post by Valeska on 04/28/03 at 18:51:03
(To Newb) I don't think a cleric using a knife would be too appropriate, as is there are only two knives in game (Rubber knife and crystal knife) and a cleric can't use a crystal knife.

Library info for Crystal Knife:
Base damage: 15, Can be used by: fighters, paladins, thieves, berserkers, Description: Made up entirely of the desert rose crystal, this prestigious weapon is as deadly as it is beautiful. Extremely sharp and able to easily pierce through common armor, this is a favorable choice among the nobles due to its majestic look. The knife sparkles in a prismatic fashion, emanating beautiful colors when held into the light. The dagger is extremely hard, and is light in weight., Level needed to equip it: 20, Magical: No, Vamparic: No, Armor: 0, Strength modifier: 0, Intelligence modifier: 0, Dexterity modifier: 0, Constitution modifier: 0, Wisdom modifier: 0, Charisma modifier: 0, Poison chance: 0, Poison/30s damage: 0, Monster damage table: , Mana leech: .

Title: Re: New Weapons (ready for immediate creation)
Post by newb on 04/28/03 at 21:36:10
I said I was unsure if Clerics should be able to use it because of that. You don't see Clerics going around stabbing people with knives. But the knife itself does have holy properties. Also, Clerics do use ceremonial/sacrificial knives. To the people that say clerics wouldn't use a ceremonial/sacrificial knife because its not holy or whatnot, the Cleric has his own beliefs and religion. Technically a cleric could worship satan and consider himself holy. Also, there are many knives and swords associated with clerics and religious figures. The only problem I see with Clerics being able to use this is the high base damage.

Title: Re: New Weapons (ready for immediate creation)
Post by Horror on 05/04/03 at 09:49:07
The high base damage and the fact that clerics don't draw blood.. They can use blunt weapons (Like hammers, maces) but not sharp objects that draw blood.

Title: Re: New Weapons (ready for immediate creation)
Post by Zephie on 05/04/03 at 20:21:29
Discussion of alternate drops for monsters should be continued here :

http://81.99.152.130/cgi-bin/YaBB/YaBB.pl?board=mapdev;action=display;num=1052009515

Title: Re: New Weapons (ready for immediate creation)
Post by Masterchief on 05/13/03 at 14:06:30
Library info for: Goldbrand
Base damage 30
Can be worn by: fighter
Description This Legendary saber is a swift weapon held by an old yet powerful Vampire named Beothiah.  Designed to inflict large amounts of damage to ones opponent. Armed with a large, razor sharp blade.  It glows gold from the enormous amount of magical energy and lava deep within the blade and stained with the blood of its countless victims. The weapon looks extremely dangerous and of very fine craftsmanship.
Level needed to equip it 30
Magical Yes
Vamparic: .25
Strength modifier: 1
Intelligence modifier: 0
Dexterity modifier: 1
Constitution modifier: 0
Wisdom modifier: 0
Charisma modifier: 0

could have a better description staff might want to revise.
prolly a one time quest and worth like 20 million.


Title: Re: New Weapons (ready for immediate creation)
Post by Blast on 05/13/03 at 15:24:00
eh.. i dont like this idea of making someone a god

Title: Re: New Weapons (ready for immediate creation)
Post by Cloud on 05/13/03 at 19:32:21
The Goldbrand shouldn't be brought into the game. Its too powerful for starters. Even as a one time drop, its just too much. Besides, nobody ingame even has 20 mil (Jen might but last I heard it was around 18). I would much rather have 2 csotw's than one of these things anyways.

Title: Re: New Weapons (ready for immediate creation)
Post by Cloud on 05/13/03 at 19:33:51

on 05/04/03 at 09:49:07, Horror wrote:
The high base damage and the fact that clerics don't draw blood.. They can use blunt weapons (Like hammers, maces) but not sharp objects that draw blood.


Priests, not Clerics. There is a difference. The actual definition of a Cleric is much different than how they are portrayed in Nightmist.

Title: Re: New Weapons (ready for immediate creation)
Post by Alicia on 05/28/03 at 21:46:26
'The actual definition of a Cleric is much different than how they are portrayed in Nightmist. '

Yes they are. That hook-handed guy who preaches people to kill in the name of jihad and the government is trying its hardest to throw out of the country is officialy known as a 'cleric'

Clerics can be whatever you want them to be. If you want them to be priests, fine. If you want them to be crazed alquida guys that tell people to strap bombs to themselves, fine.

Title: Re: New Weapons (ready for immediate creation)
Post by Mordakai on 05/28/03 at 22:37:00

on 05/13/03 at 19:33:51, Cloud wrote:
Priests, not Clerics. There is a difference. The actual definition of a Cleric is much different than how they are portrayed in Nightmist.


I'm a little confused here. Priests aren't in game, so you obviously can't be saying they would use it not Clerics. On the other hand, clerics can't draw blood (basic rule from D & D) so I really have no idea what your talking about.

Title: Re: New Weapons (ready for immediate creation)
Post by Deval on 05/30/03 at 06:55:44
I wish people would stop relating this game to D&D. It's not D&D, that's the way D&D's creators wanted D&D to be. It doesn't mean that everything must function around the rules a couple of uber geeks designed more than a decade ago.

Now that D&D rubbish is done with, here is the literal sense of the word.

Cleric, clerk, and clark all come from Latin clricus, “a man in a religious order, a man in holy orders.” Cleric appears in Old English about 975 and lasts into the 13th century. Clerc appears in late Old English, around 1129, and was identical in spelling and pronunciation with Old French clerc, “belonging to the (Christian) clergy.” In the Middle Ages the clergy were the only literate class and were often employed as scribes, secretaries, or notaries. By about 1200 clerc had acquired the meaning “pupil, scholar,” as we see in Chaucer's “clerk of Oxenford” in The Canterbury Tales (around 1386). Clerks were also of necessity employed in keeping accounts and recording business transactions; this is the source of the modern sense of clerk. By the early 17th century, the word clerk had become completely ambiguous; it could refer equally to a clergyman or to an accountant. For this reason cleric (spelled Clericke and with its modern pronunciation) was introduced or reintroduced from Latin or Greek as both a noun and an adjective to refer specifically to a member of the clergy. The pronunciation (klärk), spelled clark and clerk, arose in the south of England during the 15th century and is today the Received Pronunciation of clerk in the United Kingdom. The modern American pronunciation (klûrk) more closely represents the older pronunciation. The pronunciation (klärk) is used in the United States only in the proper name Clark. The south England sound change responsible for the pronunciation (klärk) also gave rise to parson (beside person), varsity (beside university), and even varmint (beside vermin).

Title: Re: New Weapons (ready for immediate creation)
Post by Ice_Cold on 06/01/03 at 04:25:10

on 05/30/03 at 06:55:44, Deval wrote:
I wish people would stop relating this game to D&D. It's not D&D, that's the way D&D's creators wanted D&D to be. It doesn't mean that everything must function around the rules a couple of uber geeks designed more than a decade ago.

Now that D&D rubbish is done with, here is the literal sense of the word.

Cleric, clerk, and clark all come from Latin clricus, “a man in a religious order, a man in holy orders.” Cleric appears in Old English about 975 and lasts into the 13th century. Clerc appears in late Old English, around 1129, and was identical in spelling and pronunciation with Old French clerc, “belonging to the (Christian) clergy.” In the Middle Ages the clergy were the only literate class and were often employed as scribes, secretaries, or notaries. By about 1200 clerc had acquired the meaning “pupil, scholar,” as we see in Chaucer's “clerk of Oxenford” in The Canterbury Tales (around 1386). Clerks were also of necessity employed in keeping accounts and recording business transactions; this is the source of the modern sense of clerk. By the early 17th century, the word clerk had become completely ambiguous; it could refer equally to a clergyman or to an accountant. For this reason cleric (spelled Clericke and with its modern pronunciation) was introduced or reintroduced from Latin or Greek as both a noun and an adjective to refer specifically to a member of the clergy. The pronunciation (klärk), spelled clark and clerk, arose in the south of England during the 15th century and is today the Received Pronunciation of clerk in the United Kingdom. The modern American pronunciation (klûrk) more closely represents the older pronunciation. The pronunciation (klärk) is used in the United States only in the proper name Clark. The south England sound change responsible for the pronunciation (klärk) also gave rise to parson (beside person), varsity (beside university), and even varmint (beside vermin).


to bad most nightmist players will stil argue that they can only useblunt weapons because of d&d crap. i tp my hat to you, for trying to teach the ignorant people of this game



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