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Author Topic: Artifact Suggestions  (Read 11583 times)

Neonivek

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Re: Aritfact Suggestions
« Reply #90 on: September 30, 2009, 01:42:57 pm »

Well might as well include some other types, though Dakk really did a great job at filling out the list to the point where I doubt I can contribute too much.

Natural: An artifact that occurs naturally in nature. A perfection in natural form these artefacts often appear in spherical lands. To those with the eye for the arcane they demonstrate a knowledge of the natural world far beyond mortal whims. Perhaps it is evidence of a consciousness in nature, perhaps the gods left it there for us to discover, or maybe it is a rare fluke created by the whirling mass of chaos that is the world. All that is known about them is blessed are those who find such an object hidden in the bulrushes.

Miraculous goods: Not all artefacts are made from those inspired by forces beyond their understanding. Some are made from goods so potent that anything forged of this material take on the qualities of an artifact. Perhaps it is a cloak made of the feathers of a dead god, maybe it is the only tear of remorse the god of murder felt, or maybe it is a drop of adamantine so pure that it condenses the might of the earth itself onto itself. These goods are often rare and almost always protected.

Cog: Not all artefacts were made for use by mortal hands. These artefacts are powerful all encompassing objects made to keep the world itself in check. Perhaps it is a book that keeps the names of everyone that has ever lived inside, maybe it is a book that holds a daemonic universe inside, or maybe it is a orb that has the power to move the stars themselves. While they could be made by the gods they could also be constructs of a even more mysterious higher power. If they aren’t protected by the gods themselves, don’t expect anything less then overwhelming opposition protecting these artefacts.

Eternal Forging: Some creatures of closer to magic and nature then any of the staple races. Some of them practice rituals of empowering objects, structures, or even whole locations. The usual results of their efforts is usually an object of mild power barely of interest to anyone. Over the time of thousands of years these objects, through continuous rituals, slowly gain power until they become artefacts onto themselves. Perhaps it is a ring that faeries have danced around for a thousand years that grants the wearer invisibility, maybe it is a sword that was used to murder a legendary hero that ghosts have used to play out that murder for all of eternity, or maybe it is Throne made for the Dwarven kings that the greatest craftsmen in history has polished and improved upon for 15 generations. These represent slow painstaking artifact creation processes that occur over long timespans far outside the field of play.
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Granite26

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Re: Aritfact Suggestions
« Reply #91 on: September 30, 2009, 01:59:54 pm »

Well might as well include some other types, though Dakk really did a great job at filling out the list to the point where I doubt I can contribute too much.

Natural: An artifact that occurs naturally in nature. A perfection in natural form these artefacts often appear in spherical lands. To those with the eye for the arcane they demonstrate a knowledge of the natural world far beyond mortal whims. Perhaps it is evidence of a consciousness in nature, perhaps the gods left it there for us to discover, or maybe it is a rare fluke created by the whirling mass of chaos that is the world. All that is known about them is blessed are those who find such an object hidden in the bulrushes.

That sounds like a good oportunity for a mini-dungeon in adventure mode, plus some fun stories around those found (and the knight brought the stone of life to the castle of his king, and for 300 years, not a soul has died in the castle.)

Dakk

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Re: Aritfact Suggestions
« Reply #92 on: September 30, 2009, 07:05:55 pm »

Ohhhh I loved what you did with miraculous goods. Thats what I was trying to remember when making me small sugestions. Artifacts that are part of the world in a fundamental way, like an orb that keeps demons (and possibly other stuff) from entering the world through magical means, that was created during some primordial war between the demons and the gods. The demons lost and were thrown into another plane, and kept from comming back through magic by said orb. However, the gods had to make several phisical connections to said plane to send the demons through, so technically the demons can still come back through it, so the gods created protected shells of the fines metals around these gates and raised mountains over them. Some minor demons could've hidden themselves and excaped the god's wrath, thus explaining why the goblins have demon leaders.

This of course, woudn't be very appropriate for DF, due to the randomness of each world. But this could add something different to worldgen, like instead of just starting out of nowhere with civilizations rising and stuff, there could be a pre-worldgen phase were some random primordial event would be generated, showing how the world was created.
« Last Edit: September 30, 2009, 07:10:16 pm by Dakk »
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Nivim

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Re: Aritfact Suggestions
« Reply #93 on: September 30, 2009, 07:34:50 pm »

 Almost off topic, not too long ago I came across these stories. I am fairly sure many people here have already read them, but they have some very good examples we might be able to pull more types from. At least one more, anyway.

 On Cog, when you first described it, I didn't understand how the name related to what it was, as there are many artifacts not meant for mortals. I note that the examples you list aren't actually the best, for although they are very powerful enchantments, and probably took gods to create, they are not truly linked to the workings of the universe. Names don't need to be recorded to exist, portals to a demon universe aren't required for a world to exist, and gravity already keeps the stars and planets in "check". Instead think of things like the gates in the the Order of the Stick, things that really would mean the end of the world if destroyed.

 On the Natural artifact creation, how would it create a dungeon? I thought it was more like in the middle of a forest that no one has set foot on in x years grows a large oak tree whose roots hold a piece of ore, that over time has formed into a very powerful staff.

Experienced Forging (a misleading name): Sometimes artifacts may be created by an event, or series of events. Somewhat like Neonivek's Eternal Forging except it doesn't take as long, and is more intense. This type of artifact could probably be generated with every player's game; a sword that has bathed in blood from 1000 members of every race and holds the rage and love for slaughter experienced by the user. It would increase damage, speed, but also cause the user to just keep killing. Probably would be called a demon blade of some kind. One of the stories in the link is about two twin daggers, it also demonstrates this situation.

I want to note I've had 3 hours of sleep in the past 24, so I don't think my grammar will be very understandable. My ideas themselves seem clear though, at least on the inside.

Edit: It took a really long time to load then failed to tell me there had been another post. I am too tired to re-write this one.
« Last Edit: September 30, 2009, 07:46:27 pm by Nivm »
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Granite26

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Re: Aritfact Suggestions
« Reply #94 on: September 30, 2009, 08:29:30 pm »

On the Natural artifact creation, how would it create a dungeon? I thought it was more like in the middle of a forest that no one has set foot on in x years grows a large oak tree whose roots hold a piece of ore, that over time has formed into a very powerful staff.

Not dungeon in the cave sense... More like... a self contained encounter with an escalating challenge and defined end goal.  The artifacts wouldn't be formed just anywhere in nature, just in sphere aligned lands (what's currently evil or savage lands)  In the savage land, there's a branch in the tree that absorbs an inordinate amount of the savage energy making the branch an artifact staff.  In addition to the staff, the savage energy focus also warps creatures and draws monsters to it.  The place becomes a site(in code) with associated legends (about the creatures there, etc), so you'll hear about it from people in towns nearby.

Neonivek

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Re: Aritfact Suggestions
« Reply #95 on: October 01, 2009, 09:54:30 am »

Perhaps I should explain the cogs better

Cogs are artifacts that are made to keep the world in check either dirrectly through its power or through the actions of another.

The Book could actually bring about the birth of everyone who ever existed, but it can't be altered so it isn't that useful to a mortal, it also could be a method for the god of death to reap those who are about to die.

An Orb that keeps the demons from pouring in obviously stops the world from going to heck.

Though more specifically it is any tool the gods use that for some reason or another must be kept on earth or any device that keeps the world orderly or intentionally disorderly. They don't have to be in use though. Though I guess "Tools of the gods" or "Forgotten godly relic" could have also been appropriate.

Other Cogs
-The Aquamarine Maw: Deep inside the Woods of Sorrow is a large maw made of aquamarine crystals. From its jaw there is a constant stream of water that feeds the hundreds of rivers throughout the world. Should anyone tamper with the maw then most of the world would fall to thirst and famine. It is protected by a five headed sea serpent who is covered by shining quartz spines.
-Staff of Lightning: On an island floating above the sky populated by intelligent birdmen there is a irredecent yellow staff that regulates the lightning that falls from the sky. Should it ever be taken from its location in the sky then all rain shall turn to lightning covering the world with death. The Staff itself protects the user from being struck by lightning and redirect it onto thy enemies. Along with the loyal civilisation of birdmen it is also protected by a gigantic bird with razor sharp claws whos cry can shatter metal and more importantly flesh.
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Granite26

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Re: Aritfact Suggestions
« Reply #96 on: October 01, 2009, 10:30:37 am »

In a more gamey sense, all the world is a deadly sphere node (drought, lightning, life) that is only held in check by the existance (and correct placement?) of a single artifact with opposing(Water) or controlling aligned(Lightning control) powers.

Affecting that artifact would throw the world into chaos by causing the whole game world to instantly gain the sphere-land qualities. (drought, lightning storms, people stop dying)...

Sounds cool...

Neonivek

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Re: Aritfact Suggestions
« Reply #97 on: October 01, 2009, 04:26:08 pm »

Yep taking natural and cog artifacts could be disasterous.

Maybe the only thing stopping a land from becoming a barren desert is the Pearl of Satience that the Sea Serpent wears around its neck. Taking that away would doom the forest.

I'd love for artifacts found in the outside world to possible have an effect outside the scope of their personal effects as well. Though there is something to say about an artifact that would slowly add a "Life" Sphere to any land it dwells in for too long or that would, due to its power, infuse its owner with raw spherical energy with random effects.

Imagine going into a Human kingdom that once had a Champion who delivered onto it the Dagger of Banality a thousand years ago. Now the people of that Kingdom are all mutated into white skeletal creatures who feast on blood and breathe metalic spikes. Whom would try to take the world if leaving this land wouldn't lead to their death.

Goodness I am really hitting the point where I seriously wonder what Toady things. If this is entirely away from the dirrection he has in mind and I should probably stop or if I am actually giving him ideas of some sort.
« Last Edit: October 01, 2009, 04:34:34 pm by Neonivek »
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Dakk

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Re: Aritfact Suggestions
« Reply #98 on: October 01, 2009, 04:44:05 pm »

I think Toady does look for the sugestion forum when he needs inspiration, but he probably separates the insane junk from the good ideas first. I'd love to see any of this stuff on DF, thats why I keep talking regardless of insanity, but I owudn't be sad if toady has a different idea either.
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Neonivek

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Re: Aritfact Suggestions
« Reply #99 on: October 01, 2009, 04:49:33 pm »

Probably not but I have been doing this for a long time with a 621 artifact count for this topic (just counted). So I am very curious and am starting to feel more and more invested.

Which is a bad way to view a topic I know.
« Last Edit: October 01, 2009, 06:03:15 pm by Neonivek »
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Neonivek

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Re: Aritfact Suggestions
« Reply #100 on: October 01, 2009, 07:45:57 pm »

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.
« Last Edit: October 01, 2009, 07:47:42 pm by Neonivek »
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Sunday

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Re: Aritfact Suggestions
« Reply #101 on: October 01, 2009, 07:49:51 pm »

Jeez, man.  You're an idea machine.

These are awesome.
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Neonivek

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Re: Aritfact Suggestions
« Reply #102 on: October 01, 2009, 10:21:57 pm »

ARG must keep going! I am still inspired and even though I am getting a bit sleepy I probably shouldn't stop as I feel inspired.

“a lot of these suggestions don't really seem artifact-like. For instance, what makes a weapon so special that it is the only one a Dwarf would record the kills of on”

Actually a lot of those are effects that do make something seem a bit more of an artifact. A lot of these are just a bit of extra flavor that don't offer a lot of actual benefit. A Helmet that would sing your praises everytime an enemy is defeated, a shield that when gazed into you could always see the reflection of the true sky, or a pair of boots that can tell you how much you weigh are perfectly worthless but contain a lot of flavor.

As always don't judge an artifact by its name and once again I don't have spell check.

Divices
--Goodness it has been a while. I still can't come up with a lot of good ideas.
-Living Water: A being comprised entirely of water. You may send it towards an enemy to fill its lungs with water or you may drink from its being. It replenishes its mass everytime it passes by a stream.
-Infinate Complexity Device: An object containing infinately complex machinery of such fine detail that it baffles the mind. So much so that those looking at the device risk pure insanity. Those who stave off insanity find a world of technical knowledge at their finger tips.

Boots:
--Wow I had little written for boots. I don't include effects I feel could easily be weapon effects.
-Phasic: Those who walk in these boots barely exist. They are difficult to see and difficult to harm. Though luckly for everyone else the wearer also has trouble affecting the real world.
-Weightless: You exibit no force onto the ground in which you walk. No pressure pad can detect you, no carriage feels your weight, you make little to no noise, and with some difficulty you can walk on water or any liquid for that matter. Your footprints are difficult to see but they otherwise still exist.
-Sprint: If time is spent getting into a running possition, the user can run with great speed for a period of time.
-Ledge: The Boots treats an edge as if it was one space further allowing the user to stand on air. They may still “Move down” from that edge. As well the user may cross tightropes and other narrow paths as easily as if it was a open field.
-Relative Speed: When selecting a target the boots allows you to match the speed in which the target can travel.
-Air Running: The user may run in air for a period of time treating it as if it was solid ground. After said period though the user falls possibly to their death
-Jumping: The user may jump great heights and fall from great heights as well as long as they can land on their feet.
-Tireless: Running, Walking, Jumping, Swimming, and kicking are as easy for you to do as breathing. You will never tire doing those.
--Travel: Running, Walking, and Swimming do not tire you and you do not need to sleep. This greatly enhances how far one may travel in a day.
-Grave Dirt: You leave behind dirt as you walk. At anytime you wish you can will the hands of the dead to attempt to pull those on this dirt to their graves. Stronger enemies may only be held up or ignore this effect in full.
-Boots of Instant Travel: The boots have the ability to transport the wearer to anywhere he has been before within running distance.
-Puppet Boots: The boots have the ability to control the boots of everyone around you and must do the exact same actions your boots do. You may even walk them off cliffs if they cannot remove theirs in time.
-Shifting Walk: When you chose to do so you move shifting in and out of reality. This makes it very difficult for ranged attacks to strike you or for enemies to predict your movements. As well you may randomly not trigger traps.
-Total Freedom: Doors means nothing to the wearer of these shoes. They may pass through any kind of door as easily as if it had been open.
-Wake of Knowing: You always have knowledge of any location you have walked to with these shoes on. Nothing can hide in these locations even if you didn't notice it the first time through. There is however a limit to this.
-Planted Teleport: You may designate a location by marking it with your shoes. When you desire so you may teleport back to that single location.
-Hoofed: Upon wearing these boots they disapear and you become like a Centaur. You may carry more, are tougher to knock down, run twice as fast, and you regain any lost limbs by reusing the artifact. You may drop this effect at anytime.
-Packmule: You can carry as much weight as possible without limiting your movement speed or being extra strenuous. It doesn't help if you cannot move with the weight or protect your spine from snapping in two.
-Speed Demon: Your attack speed and movement speed are determined by the highest of the two. Turning quick creatures into devistating monsters.
--Balanced Speed: Your attack speed and movement speed are the average of the two.
-Dodging: It becomes incredably easy to dodge making multiple attacks as easy to dodge as one and any surprise attack, if noticed, as easy to dodge as if it were seen in advance.
-Time Shoes: Within a period of time, everyone begins to move at a speed equal to the difference between your walking (sneaking) and running speed. You cannot run during this period of time.
--Time Stop: Within an area you stop all time. You may move a specific distance at which time, time will begin moving once more. You can do nothing but move, look, think, or affect yourself during this effect.
-Safe Travels: The wearer of these boots are not only less likely to get into trouble during travel, but they are more likely to find stashes of food or wandering merchants.
-Rail Road: If your feet are planted firmly on the road your speed increases to unfathomable levels.
-Font of Life: Plants and trees seem to burst to life as the wearer walks by. Invaluable to farmers
-Font of Death: Dying creatures cannot hold onto life as someone wearing these shoes walk by. Their remaining life force only bolstering the powers of the shoes.
-Safety Shoes: Things that would harm the wearer, via the feet, do not. Pressure plates, Lava, hot coals, caltops, Ice, as well as anything that would strike the bottom of the foot will harmlessly bounce off. It doesn't protect the User's feet however.
-A Leg to stand on: This is a single boot. When one is placed upon the foot another will appear on the other leg, even if the other leg didn't exist previously.
-Move Through: The Boots allows the user to become temporarily insubstantial in order to move a total of two spaces. Should they be unable to complete the journey they will return to their original location with sizable wounds.
---Originally conceived as a “Only Vs. Enemies” which it can be. Vs. Door and Vs everything also work.
-Dream Walker: The boots allows the wearer to walk while in their dreams. They may use this to transport themselves to another persons dreams, though they have no idea whos it is until they get there, at which point when awoken they will appear right beside them.
-Mirror Wake: As you walk a duplicate of your form appears in each location. You may chose to take actions in each of those locations as if you were there. However enemies may also attack these duplicates and do damage to you as if you were there, gaining all benefits from doing so. Duplicates are unable to move, should they somehow be moved from their locations then they harmlessly disapear.
-Transformation: Your feet turn into hoofs, talons, or even spikes of which you can use to attack enemies with. Some have other uses, for example Talons can latch onto enemies.
-Prehensile: These boots seem to be more like mittens, however upon wearing them your legs and feet gain the dexterity of an arm as well as the ability to grasp and use objects. It also allows you to easily keep balance with one leg but not to run with one leg.
-False Get away: When you chose to the boots create phantom footprints going in many dirrections. This makes it very difficult to track the user.
-Tree away: The boots allow the user to walk inside trees, keeping them safe from enemies assuming they don't know the user is inside. They may also use this to walk through trees.
-Corpse Away: The boots allow the user to walk into corpses. They are safe for as long as the corpse is undesturbed.
-Galant: The boots allow the user to always project the form of galantry by preventing dirt to stick to their person.
-Perfect Balance: The wearer can never become prone while wearing these shoes even if they willingly wish to do so. One of the more immediate downsides is that swimming becomes very slow and sleeping is fairly unpleasant.
-Optimal Effort: No injury or condition beyond chopping a leg off, or intentionally moving slowly, can decrease the user from moving full speed.
-Unfathomable Dodge: The user has the ability to dodge any attack thrown at them. Even if they normally couldn't clear the distance by moving them to the closest safe location. Effectively it allows the wearer of these shoes to dodge such things as cave ins, though it doesn't nessisarily put them in the wanted location. This even works on grapples, allowing the user to “Dodge” the grapple itself.
-Of the Forest: While your feet are planted firmly on grass your speed increases accordingly
-Speed: You run faster
-Climbing: You never fall during a climbing attempt and may climb any object even if it would normally be impossible.
--Spider Climb: You may walk on any surface as if it were the ground.

Now too sleepy to keep comming up with good ideas so here is a good time to stop. Enjoy.
« Last Edit: October 02, 2009, 01:52:49 pm by Neonivek »
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shadowclasper

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Re: Aritfact Suggestions
« Reply #103 on: October 02, 2009, 04:02:06 pm »

Wow... just, WOW. I'm impressed.

Erm, some ideas I have >_>; I didn't find them on the lists, so I might have screwed up a little, but maybe for artifact screws (if you can actually make artifact screws o.O), Spewing.

Screw of Spewing: When put into a screw pump, the liquid will be launched X number of squares in the direction being pumped.

FINALLY THE DWARVEN MAGMA CANNON WILL BE REALIZED!!!
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Neonivek

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Re: Artifact Suggestions
« Reply #104 on: October 02, 2009, 07:31:53 pm »

Whoa I tried to edit the first message so that its title is correct. (It is now Artifact suggestions instead of Aritfact suggestions) and it all went crazy so I had to redo it.

If this topic ever gets to page 15 Ill close it and revive it with a consortium of all suggestions and objects made so far.

Anyhow, Shadowclasper that is very interesting but also very deadly. Poor Poor Dwarves

Though a Artifact Cannon that shoots the material it is planted upon (Rock, Water, Metal, or Magma) would be fairly interesting.
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