Goodness so much inspiration so little time to put it down. This is however going to focus a lot on.
So yeah I'd love to hear some feedback as well as your own ideas. I wonder if the reason people don't usually include more then one contribution is because I don't give them feed back as well? Anyhow so Ill pour over some of my old contributions and add some to it here and there.
I am going to do Avatar artifacts at one point in the future. They are a bit tricky but I do see what kind of effects I'd love for them to have. I am actually a lot more interested in non-combat avatars such as mystical butlers who wait on you hand and foot, or concubines who will bare artifact endowed childrend, or a swarm of insects who will convey everything they see back to you with thousands of voices.
Once again don't judge an artifact by its name only its effects. I also don't have spell check (Open Office won't let me for some reason)
Natural Artifacts
--This is just from a list I was going to make. It didn't get too far because of how wordy it was. It just isn't my style to fluff up text.
-Fruit of Life: Deep within the forest of life where it is spring year round exists a tree that produces emerald green fruit six times a year. These fruit have the ability to cure all disease and the ability to survive any wounds currently befalling you. A great elven community has long since taken residence around the tree and its fruit are for the nobilities' use only.
-Jade Elephant: A Powerful Jade elephant roams the deserts of wealth where the sand appears as tiny rubies and the cacti glow emerald green. Though this elephant is powerful in it of itself the real prize for anyone who could tame such a beast would be its tusks which grow back every season, giving a limitless bounty of Jade.
Coffins
--Remember these from the first post? Going to be hard to add onto them
-Second Chance: These Coffins are a portal to the afterlife, those placed in them whether living or dead have a chance to fight their way back to life. In Fortress Mode, having a body fail to come back to life should be the same as being unable to burry someone as their corpse will be lost.
-Necrotic: Every once in a while the coffin will bring back someone placed inside as a zombie or skeleton. They are loyal to the owner of the coffin, even if it is an entire civilisation, but will become savage and uncontrollable if rejected.
-Dead Men tell no tales: The Coffin speaks with the knowledge of those burried inside it
-Pomigranites: The Coffin occasionally spews forth various kinds of food and fruit that satiate those who eat it. Though anyone who eats this food may not pass through to the afterlife and will become a spectre
-Dead Sleep: Those who sleep inside this coffin appear dead and wake in wonderous moods. You can sleep in the coffin for an indefinate period of time as aging, hunger, and even wounds stop while inside.
-Tomb of Heros: This Coffin rejects any body placed inside unless they were a great hero. When in dire straights the Coffin may bring forth the greatest heros of the civilisation to defend the fortress, or in adventure mode the hero himself. If the coffin should be placed in a ruins then it will protect said ruins with powerful heros until removed or retaken.
-Deathly trainer: Those who sleep in this coffin are visited in their sleep by the ghost of a great trainer to improve their skills. Though the trainer can do this by putting the sleeper through dangerous tests that could kill them in their sleep.
-Horrible Shreeks: The Coffin along with all others in the area scream haunting melodies and shreeks that drive those who hear it to suicidal madness. Those who die during this temporary insanity become ghosts.
-Fake Death: Upon entering the Coffin a duplicate of yourself will be sent out to the world. When it finally dies or is slain, you will step forth with the knowledge that rumors of your death have been greatly exagerated.
-Inspirational: Only Heros and Royalty will be accepted. Those around the coffin feel the greatness of those burried inside it and gain a moral bonus. It is proportional to the greatness of the body.
-Final Works: Only great craftsmen are accepted. Occasionally a voice will bellow out from this coffin that begs for a material or product. If given to the coffin it will eventually produce a complete object usually of masterwork quality. If they have yet to produce an artifact then this coffin can also produce an artifact of otherworldly qualities.
-Sleep Forever: If the coffin is tampered with in anyway it will release a noxious fume that causes those who inhale it to fall asleep forever. They never awaken and only die if they are dirrectly slain.
-Vengence: When a corpse is placed inside the coffin a skeletal monstrocity of great power walks out and wages war with those responsible. It is a powerful being with the ability to pull people dirrectly to the netherworld where they come back as its skeletal minions. If it succeeds then it crawls back into the coffin.
--Vengence 2: When a corpse is placed inside this coffin, those dirrectly responsible for the death of those inside will pass on in their sleep, or the next day.
-Ascension: Those placed inside the coffin, living or dead, have a chance at ascension by their god's right hand. Those who succeed may impart a gift on those of the living. Those who fail disapear.
-Martr: The dead have more to give, if this coffin has a corpse inside then there is a chance that when someone is about to die that they will live, entirely cured and healed, instead. In Adventure mode, burrying a team mate inside one of these gives you, and someone in your party, a chance to live. In both cases it consumes the corpse.
-Body to Wander: The Coffin has great pull on ghosts. If a ghost wishes to they may use this Coffin to gain a coporeal body. In Adventure mode this can allow you to recruit ghosts.
-Malicious: The Coffin is perpetually surrounded by powerful phantasms that delight only in the murder and mutilation of others. Their wounds however are only temporary as those they slay will come back to life in whole. This however taxes the mind of those who experience this driving them insane or even mindless at this point they become Phantasms as well.
-New Life: Those burried in this coffin give birth, gender ignored, to a great child prodigy.
-Tree Life: A person burried inside is transformed into an unknown seed that represents them.
-Deathly Travel: Anyone who crawls inside this coffin may travel to any other coffin in the world. This is a one way transportation and it doesn't guarentee that they will be capable of excaping once there.
-Once More: If the owner of the coffin is slain they may come back once more, usually in a hideous shell of a form. The second time they come back barely as a recognisable corpse.
-Never Lost: The owner of this coffin's corpse will always safely travel to this coffin.
-Artifact: When a body is placed inside the entire coffin as well as the body will transform into an artifact containing their soul.
---One of the issues with coffins is that they are really one use until you kick someone out or are used up somehow.
-Sight of the dead: While inside the coffin you may look through the eyes of any corpse.
-Puppeteer: While inside the coffin you may take control of any corpse. Though the condition of said corpse isn't nessisarily great.
-Deathly whispers: While sleeping inside the dead whisper into your ears driving you insane. If you can resist insanity long enough you can gleem knowledge that only the dead are aware of.
-Eihmariar: While sleeping inside this coffin you can speak with the dead. If you can convince one to follow you back to the living, they are exceedingly skeptical so it is rather difficult, then they may come with you whole. This is once again insanity inducing so it should be used sparingly.
-Rejuvinating: The Coffin can heal the wounds of anyone placed inside safely. It however doesn't speed the time in which it takes to heal said wounds. Wounds that normally cannot be healed do so in a matter of years.
Shields:
-Motionless: The Shield cannot be moved by anything it blocks, protecting the user.
-Wall: With a command a shield can grow until it becomes a wall, shielding you from any blows. If you command it back to normal size while next to it, it will fall squarely in your hands.
-Protection of Awe: Any attack blocked by the shield has a chance to awe the target, preventing them from moving as they can do nothing but stare at your shield.
-Martr: If the user should die while holding this shield, the shield will die instead, shattering into explosive shards often destroying your attackers. The shield will come back into existance upon the true death of the weilder.
-Strategy: The Shield is an expert in protection and can impart its weilder with that knowledge giving them a bonus in battle should they listen, but it also knows exactly where any attacker is as well as the way out of a building.
-Shield Maiden: The Weilder may designate a target. They may now defend the target as if they were them. Though this doesn't allow you to also take wounds as if you were the target.
-Blocker: Those you target with your shield cannot move from their location without first dealing with your shield. This shield also prevents enemies from moving throughs or run bys during a successful block unless they are ranged.
-Lover's Shield: The Shield is only as powerful as the strongest possitive relationship with those around you. Surrounded by nothing but enemies and this shield is as powerless as a washcloth.
-Ultimate Defense: You can sacrifice everything for defense removing your ability to move and even attack. Unintelligent enemies may strike you until they are too exhausted to fight but intelligent ones usually will understand what is happening. Great for escorts.
-Penence: Gazing into the shield will rush the target with feelings of uncontrollable guilt according to their crimes. Ordinary criminals would likely reel but demons would laugh off these effects as it only makes them experience commiting the crimes.
-Fanged Shield: The Shield is designed with the bust of a creature of some sort. Upon a successful block or back the shield's bust will attempt to bite down, usually grapping it in the process. Some shields of this sort can also be fed or speak to impart information.
-Commander's Shield: The Shield is rather ordinary in terms of defense but it occasionally blocks attacks for everyone in the squad or party proportional to the holder's skills.
-Condemned: Everytime the shield successfully blocks an opponents attack it focuses on them. After enough focus the shield will grab onto the opponent with ghostly arms and pull their soul into the shield. This shield occasionally wails with those inside the shield.
-Bloody: An unusually fleshy shield resembling the flesh of some creature such as a human or dwarf. When the shield blocks a slashing or peircing attack blood with gush forward covering attackers, or anyone unfortunate enough to be in the path, with blood possibly blinding them. If the flesh is of a creature with poisonous, acidic, freezing, or melting blood then this will too.
-Shield of holding: The shield is just a rather large ring that doesn't seem like it could block anything. However, anything passing into the shield is harmlessly absorbed. Disarms with the shield also share this quality. The User may take any object absorbed by the shield at any time.
--Shield of Retraction: Similar to the above except instead of removing objects he insteads unleeshes them outwars in dangerous torrents of random objects.
-Multi-dirrectional: The Shield is no less efficiant at stopping multiple attacks as it is against one.
-Follow up: After blocking an attack the shield holder may chose to instantly transport themselves to the attacker, as well they may instantly follow up this teleport with an attack.
-Fall Back: If the user wishes to, enemy attacks cause the user to harmlessly be knocked back a number of spaces. The only thing the user has no control over is the dirrection.
-Full Strength: No matter the condition of the wielder; injured, paralyzed, in pain, asleep, or unconscious; they may always block with the shield as if they were in perfect condition and at the ready.
-Deadly Compromise: When fighting with an enemy, you may throw this shield to the ground to also force the enemy to do the same.
-Ablative Shield: Everyday the shield has a nearly perfect chance to block an attack. Everytime after that however it melts away little by little losing block ability until it becomes a handle.
-Social Shield: The Shield can block insults, rumors, and taunts, or rather your ability to be affected by them.
-Torro: After blocking an attack the user may transport themselves to any location next to the enemy. The enemy also has a chance of becoming disoriented and lose sight of the defender. This has no effect on ranged attacks unless done so in melee range.
Well that is all for now since this is long enough. Thanks for reading. Once again if you want to post your own go ahead.