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Author Topic: New unique items  (Read 192042 times)

MegaMad

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Re: New unique items
« Reply #75 on: May 09, 2009, 21:03 »

Ninja Suit

Durability: 50%
Protection: 0
Movement Speed: 65%
Knockback: 25%
Special: This Ninja Suit increase your dodge chance by 35%. It also improve your ToHit chance by 5 for melee weapons and it makes you move faster. But, you get knockback further and it has a half less durability, so handle with care.
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Angle of Death

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Re: New unique items
« Reply #76 on: May 11, 2009, 00:32 »

Elnar, the combo weapons I proposed were intended to provide a "contingency" weapon. A shotgunner mught use a Combat shotgun for longer range and a double for close. Carrying a rocket launcher for explosive work would require him to use up two or more inventory slots (weapon+ammo) on a weapon that won't be used too much, as the two shotguns will handle most situations. If he replaces the DS with Big Thunder, he will only have to carry the ammo. If he really doesn't need it very often, he can just stick to the single shot that's already loaded.

Likewise, a chaingunner that uses a Chaingun and a Rocket Launcher/PLasma Rifle/BFG will sometimes find himself in a situation where a shotgun blast would help a lot, for whatever reason. Using PAWS instead of the chaingun would give that ability.
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Melon

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Re: New unique items
« Reply #77 on: May 25, 2009, 03:01 »

Beheader

Damage: 8d4
Quote on pickup: With this I can cut three imps heads!
Bonus: Gives +2 armour and +20% moving speed. Attacks three close targets at once

I though that we are missing some melee weapons. So here it is. Once wielded by Longinus, who cut three Janissaries heads at once is now yours. It deals half the damage of of Longinus Spear and only give you +2 armour.
But it speeds you up (20%) and you can attack three adjent targets in one blow.
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Hipster Scumbag

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Re: New unique items
« Reply #78 on: May 29, 2009, 12:17 »

Please no more unique items from anime:  the anti-freak jackal and especially the trigun are already extremely corny and kind of embarrassing and break the player's immersion.
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Melon

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Re: New unique items
« Reply #79 on: May 29, 2009, 15:07 »

Please no more unique items from anime:  the anti-freak jackal and especially the trigun are already extremely corny and kind of embarrassing and break the player's immersion.
Beheader (Zerwikaptur) existed certainly way before manga/anime
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metroidRL

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Re: New unique items
« Reply #80 on: May 29, 2009, 20:17 »

slayor

Damage (9d3)
accuaracy 0+
shots 10 (special reload only put 5 shotgun shells)
reload time 7.0 (special reload 4.5)
Quote on pickup You fell the power of hell in your veins
well this is my idea of a uber shotgun only have a chance very minimal (like 1/412 of RNG levels) chance of appearing.
how did you like :)
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Assemblies: 31/40;  Uniques and Exotics: 56/60;  Medals: 26/42.

rekenne

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Re: New unique items
« Reply #81 on: May 30, 2009, 02:40 »

That's ... not that good, really.
I'd much rather the Jackhammer.
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metroidRL

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Re: New unique items
« Reply #82 on: May 30, 2009, 11:24 »

whoops i forgot to mention that only fire in horizontal line, not spreading
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Smiley

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Re: New unique items
« Reply #83 on: June 22, 2009, 08:28 »

Quietus - /

Damage: Melee - 8d6, Special - 8d8 Applies for each shot, 6d6
Accuracy: Melee - 0+, Special - 1+
Shots: 1, shoots out three * that home in on the nearest enemy, each choosing an single one.
Ammo: Special - 1, bites of 5% of HP.
Reload time: Special - 0, bites of 5% of HP.
Description: A ancient medieval longsword with a green fiery aura.

Wraithverge -

Damage: 12d9
Accuracy: 3+
Shots: 1 - Shoots out a single * (Color is white...) that homes in on the closest enemy with the highest amount of HP and then bounces off (1 turn) to chose another enemy no matter if the enemy it hit is dead or not, but cannot hit the enemy twice and if there is no enemy within the radius of 5 or it misses, then it dissipates.
Ammo: 1 - Health, bites of 10% of HP.
Reload Time: 0, bites of 10% of HP.
Description: A large, ornate crucifix with a large glowing ruby on the end.


Bloodscourge - |

Damage: 24d8
Accuracy: 1-
Shots: 1 - Shoots out three * that home in on an enemy, each choosing a single one. After it hit's it explodes with the force of 6d6 at an radius of 5 with knockback.
Ammo: 1 - Health, bites of 25% of HP
Reload Time: 0, bites of 25% of HP.
Description: A long, gnarled wooden staff with a large swirling red orb set into the skull-shaped headpiece.

These are weapons of the Fighter, Cleric and Mage from HeXen: Beyond Heretic
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Hipster Scumbag

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Re: New unique items
« Reply #84 on: June 22, 2009, 08:45 »

Damage: Melee - 8d6, Special - 8d8 x 3 Applies for each shot, 6d6
Damage: 12d9
Damage: 24d8

one trillion damage per shot please, also it's homing
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Dervis

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Re: New unique items
« Reply #85 on: June 22, 2009, 12:09 »

Boomerang - /
(unique combat knife)

Damage - 2d5
Accuracy - +1
Special Attack - Throw (does a 4 square railgun attack for melee damage, and stays in hand unlike combat knife)
Description: none yet
It's based on the boomerang used by the feral kid in Mad Max 2, trying to find a good description but it's really hard since the kid only growls all the time :P.
« Last Edit: June 22, 2009, 12:13 by Dervis »
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Smiley

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Re: New unique items
« Reply #86 on: June 22, 2009, 14:41 »

Gore Cannon - |

Damage: 6d6
Shots: 4, shoots * at enemies and explodes on impact with a radius of 5 covering that area in blood and such whiled doing 2d4 damage and knocking the enemy back by two.
Ammo: Body Parts (can gotten from enemy corpses) and body bags which are &.
Reload: As long as the chaingun's and creates a gore/blood pile for a radius of 2
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Thomas

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Re: New unique items
« Reply #87 on: July 09, 2009, 21:27 »

Impetus Cannon

Damage: 6d6 * (20% * distance between you and target)
Shots: 1
Ammo: Rockets
Accuracy: +4 (Gains accuracy over distance rather than losing it)
FireDelay: 1.0s
ReloadDelay: 1.5s
Splash Radius: 2 squares

It's a lobbed shot, so it's guaranteed to hit the square you choose.


Impetus Shield

Armor Value: 2
Durability: Normal
Movement: -10%
Knockback: -50%

The impetus shield cannot be damaged by any enemies that are 4 squares or closer to you, but still provides protection from them.

Set Bonus (Somewhat silly): +250% knockback, if you get knocked back more than 1 square you get to choose if you'd like to be knocked back or not.
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Sachiko

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Re: New unique items
« Reply #88 on: July 10, 2009, 04:31 »

Quietus - /

Damage: Melee - 8d6, Special - 8d8 Applies for each shot, 6d6
Accuracy: Melee - 0+, Special - 1+
Shots: 1, shoots out three * that home in on the nearest enemy, each choosing an single one.
Ammo: Special - 1, bites of 5% of HP.
Reload time: Special - 0, bites of 5% of HP.
Description: A ancient medieval longsword with a green fiery aura.

Wraithverge -

Damage: 12d9
Accuracy: 3+
Shots: 1 - Shoots out a single * (Color is white...) that homes in on the closest enemy with the highest amount of HP and then bounces off (1 turn) to chose another enemy no matter if the enemy it hit is dead or not, but cannot hit the enemy twice and if there is no enemy within the radius of 5 or it misses, then it dissipates.
Ammo: 1 - Health, bites of 10% of HP.
Reload Time: 0, bites of 10% of HP.
Description: A large, ornate crucifix with a large glowing ruby on the end.


Bloodscourge - |

Damage: 24d8
Accuracy: 1-
Shots: 1 - Shoots out three * that home in on an enemy, each choosing a single one. After it hit's it explodes with the force of 6d6 at an radius of 5 with knockback.
Ammo: 1 - Health, bites of 25% of HP
Reload Time: 0, bites of 25% of HP.
Description: A long, gnarled wooden staff with a large swirling red orb set into the skull-shaped headpiece.

These are weapons of the Fighter, Cleric and Mage from HeXen: Beyond Heretic

I see what you did there, Blade. And I love it!
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Smiley

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Re: New unique items
« Reply #89 on: July 10, 2009, 18:05 »

I see what you did there, Blade. And I love it!

Err... what did I do?

---

Randomization Generator - ?

Shots: 10 shots of madness that replace everything on screen, until next game, with something else. Each shot also imposes random effects on the player and may spawn invisible teleporters that transport the play to a random place on the map or a level. The only not random thing is that it has a 0.1% chance to kill everything in the level and there's a 50% chance that will also include the player...
Ammo: Nothing compatible...
Reload time: Random each time...
Description: A pulsing... 'thing' that constantly changes shapes and makes your head hurt...
« Last Edit: July 10, 2009, 18:11 by Smiley »
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