DRL > Requests For Features
New unique items
Madtrixr:
There has to be some way to put the Eyelander and the Chargin Targe in...
Fanta Hege:
--- Quote from: Madtrixr on March 02, 2010, 18:03 ---There has to be some way to put the Eyelander and the Chargin Targe in...
--- End quote ---
The Eyelander
Unique
Description; HEADSHEADSHEADSHEADSHEADS
Damage; 6d5
Damagetype; Normal
Accuracy: 0
Clip; N/A
Firespeed; 1.5
Reloadspeed: N/A
Special;
Upon weilding, you will lose 5 of your max health.. however;
Each humanoid you kill (aka monsters with heads) gives you 1 - 2 hp back, stacks with vampyre respectly.
part 1/2 of close combat kit.
The Charging Targe
Unique
When weilded, it will automaticly take the slot of prepared weapon and stay there.
Special; You will become half immune to all blast damage, but only half. Fire angel will override this.
Also you will gain alt fire to your current meelee (unless it has its own specific one allready) which allows you to charge 1 - 6 squares to a direction of your choice if there is an enemy near by. Charge deals extra damage depending on the leng charged. 1 -3 squares adds 35% more damage and a 4 - 6 squares charge deals a devastating double damage. Charging will tire you out after use.
Part 2/2 of close combat kit.
If Eyelander has spawned on a game, the changes of finding Charging targe increase significantly and visa versa
The Equalizer
Unique
Description; Ain't got time to bleed!
Damage; 3d4 - 4d4 - 4d5 - 5d5 - 6d5 - 6d6 - 7d6 - 7d7 - 7d8 -8d8 - 9d8 - 9d9
Damagetype; Normal
Accuracy: 0
Clip; N/A
Firespeed; 1
Reloadspeed: N/A
Special; The more hurt the user becomes, the more damage this weapon deals and increases the speed of the user. Starting with measly 3d4, raising up to deadly 9d9 when the user is almost dead. Speed bonus start at wounded raising to 30% when almost dead.
Shoop da Whoop:
The Gun Without a Bang (from Robert Sheckley's novel)
Unique
Descr.: It's silent and deadly.
Dmg: 15d1 (Stable. I don't know why.)
Dmg type: Plasma.
Acc.: +2.
Clip: 30 EC, 3 per shot.
F.sp.: 0,8.
R.sp.: 1,5.
Staight-shot disintegrator. Destroys walls. Shooting at barrels and other stuff makes it (stuff) disappear (without any explosion), because of disintegration! Also, no sound.
Alt-fire: it is so heavy, that you even can use it in melee combat!
Dmg: 4d4.
Dmg type: Physical.
Acc.: +3.
F.sp.: 0,6.
R.sp.: 1,0.
Actually, gun that is useful even without ammo.
ChaoticJosh:
It's a gun that's slightly better than a combat knife in melee!
Anyway, I have another one:
Punisher (Resident Evil 4 reference)
Unique Pistol
Damage: 2d4
Accuracy: +4
Base firing time: 1.0
Base Reloading time: 1.1
Alternate Fire: Aimed shot
Special: While seemingly only like a slightly better regular pistol, the punisher, like the railgun, will shoot through enemies, and the bullet will continue travelling along it's path and hit any monsters behind them. It can do this for several monsters in a row.
Simon-v:
The Retaliator
Unique Hammer
Damage: 4d5 physical, or plasma/fire (see below)
Accuracy: +0
Base attack time: 1.0
Alt. fire: N/A
Pickup quote: The hammer is hot and tingly to touch.
Inventory quote: Vengeance is a dish best served painful.
Special: Charged by taking plasma or fire damage. Every 1 point of damage you take while wielding the hammer adds 1 point of damage to the next blow you deal with it. The damage type of the charged hammer is decided by the type of the last attack absorbed. If more than 20 points of damage were absorbed, the hammer begins to self-discharge by 1 point every 5 seconds, damaging you at the same rate, until the damage bonus drops back to 20. Un-wielding the hammer discharges it, dealing you the full damage stored: "The hammer discharges!"
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