Well I guess Ill continue the list… I am surprised I got such positive feedback (wonder if Toady is looking) but I just hope I didn’t get luck and just stumble upon good ideas last time. I do notice a lot of these repeat.
Chairs:
-Massage: Dwarves receive some sleep while sitting upon this chair allowing them to work longer
-Magisterial: Has the occasional chance to eliminate a demand made by its Noble owner.
-Transporter: It will transport dwarfs to its location if they tend to use it for food or other reasons.
-Escape Route: When enemies travel into the room the dwarf inside will be teleported to a safe location.
-Buttons: This Chair can be linked to traps and works like a speedy lever.
Table:
-Generous: The Table occasionally creates a meal for a Dwarf to eat
-Speed Dating: Parties are much quicker but no less effective allowing dwarfs to get back to work quickly
-Drunken: Those attending a party involving this table will get drunk
-Fine: Meals eaten on this table are always considered of the finest quality.
-Clay board: Occasionally when used a dwarf will also create a “Clay” craft
-Blueprints: A Dwarf that eats on this table occasionally come up with a blueprint and the next object they create will be of masterwork quality.
Floodgate:
-One way: Dwarves can pass through this floodgate though water cannot.
-Empathic: The gate can be opened and closed by a dwarf with but a thought.
-Shallow: The gate can control the flow of water and can flood the area only 1/7th the way up. It does the same for Lava but is not as useful.
-Processing: When used for water it occasionally will drop fish, when used with Lava it will occasionally drop Obsidian.
-Lifeguard: The Floodgate will spew out a dwarf who fall into the waters and has a chance to save a dwarf who falls into Lava.
-Inhale: The Floodgate can force enemies into the Water or Lava
-Dam: The Floodgate produces power
-Necromantic gate: The Gate when opened occasionally spawns skeletons under your control. They give negative thoughts to dwarves and can cause tantrums over time if not placed out of sight.
Note: Non-armor Artifacts that you wear are hard to think of… mostly because they should be useful enough to risk not wearing the appropriate armor even if it itself was an artifact.
Crown:
-Ruler of Waters: The Wearer can breathe water
-Ruler of Air: The Wearer has limited flying ability
-Ruler of Dwarves: If the leader wears this then dwarves are less likely to tantrum. In Adventure mode it makes dwarves more co-operative and more likely to give you aid.
-Ruler of Goblins: This powerful artifact makes Goblins ignore you and be pleasant. However it has no effect over demons that ignore this effect.
-Ruler of Fire: You no longer are burned by Lava or normal fire. But Fire based attacks are still harmful
-Crown of Seasons: On the appropriate season the wearer gains great powers
-Ruler of Ice: You are immune to the cold; if you are frozen you will thaw when appropriate.
-Wrath: The crown can shoot blasts of pure wrath upon your enemies harming them.
-Heir/Husbandry: All Children born from the being wearing this are born with impressive skills and attributes.
-Dominance: Has the occasional chance of forcing the enemy/animal under your control
-Ruler of Nature: Animals will ignore you
Bracelet:
-Lucky Star: Those wearing this receive incredible luck effectively rising their success rates.
-Power Band: This increases the wearer’s strength many times.
-Reptilian Regeneration: You heal at an incredible rate and can regrow bodyparts. Can cause side-effects.
-Salt-bangle: The wearer may safely drink salt-water
Instruments:
-Call forth the sun: Wakes everyone who can hear the music. Useful in sieges
-Moonlit Song: Puts enemies to sleep
-Inspiring: Those who hear the song get temporary positive memories and have a chance to go into trances
-Perfectly Horrible: The Instrument causes pain and can cause fainting
Mug:
-Nectar of the Gods: Drinking from the mug makes the drinker more alert and awake.
Well that is all I am going to do for now… What do you think?