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Author Topic: New unique items  (Read 196019 times)

ChaoticJosh

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Re: New unique items
« Reply #420 on: February 27, 2010, 11:44 »

Terraformer
Single Use Unique

Yeah, I bet you hate that lava, acid, and other bad stuff. However, activating this highly advanced technology will cause millions of nanobots to flood into the surroundings and make the environment more hospitable to humans. What this means is that all lava and acid on the level will be made into water.
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Kornel Kisielewicz

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Re: New unique items
« Reply #421 on: February 27, 2010, 12:18 »

Heh that would be fun in Lava Pits :P
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Re: New unique items
« Reply #422 on: February 27, 2010, 14:43 »

Great suggestion! +1
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Re: New unique items
« Reply #423 on: February 27, 2010, 16:18 »

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you

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Re: New unique items
« Reply #424 on: March 02, 2010, 10:27 »

Rocket Propelled Chainsaw
http://s.lurkmore.ru/images/c/c7/Rocket_propelled_chainsaw-1-.jpg
(You doesn't know how to post pictures)
It looks like a Rocket Launcher, but can unleash only one devastating shot with no explosion.
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Madtrixr

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Re: New unique items
« Reply #425 on: March 02, 2010, 18:03 »

There has to be some way to put the Eyelander and the Chargin Targe in...
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Fanta Hege

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Re: New unique items
« Reply #426 on: March 02, 2010, 19:01 »

There has to be some way to put the Eyelander and the Chargin Targe in...

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.
« Last Edit: March 02, 2010, 19:06 by Fanta Hege »
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Shoop da Whoop

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Re: New unique items
« Reply #427 on: March 05, 2010, 12:37 »

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.
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ChaoticJosh

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Re: New unique items
« Reply #428 on: March 05, 2010, 15:20 »

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.
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Simon-v

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Re: New unique items
« Reply #429 on: March 06, 2010, 11:51 »

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!"
« Last Edit: March 06, 2010, 15:14 by Simon-v »
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Madtrixr

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Re: New unique items
« Reply #430 on: March 07, 2010, 06:14 »

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.

* Madtrixr almost wants to hug Fanta.

The Direct Hit would fit too. A more powerful rocket launcher with a smaller blast radius.
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BEEF

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Re: New unique items
« Reply #431 on: March 07, 2010, 17:06 »

Chitin Armor
Unique armor
Description: All those spines and claws... did it just move?
Protection: 3
Move Speed: +5%
Knockback: +0%
Special: Adds 2d5 damage to your melee attacks. When you are hit in melee, deals 2d5 physical damage to the attacker, modified by both Brute and Son of a Bitch.

Shock Armor
Unique armor
Description: Shrugs off minor blows like bugs hitting a windshield. All that force has got to go somewhere, though.
Protection: 4
Move speed: -25%
Knockback: +35%
Special: If the armor would reduce an attack to less than 1 damage, that attack does no damage to armor or player. This does not apply while berserking.
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thelaptop

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Re: New unique items
« Reply #432 on: March 07, 2010, 18:21 »

Rope Dart
Exotic Weapon
Description: You think I can't hit you from here?
Damage: 2d5
Accuracy: +3
Maximum range: 4 tiles
Fire Speed: 1.0s
Alt-fire: Does 3d6 damage to single target no more than 2 tiles away at fire speed of 1.5s

This is essentially the Melee fighter's ranged weapon.  Useful for new tactical opportunities and improves survivability since there's a new way for the melee fighter to take on foes that are just a tad further away.
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DarckRedd

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Re: New unique items
« Reply #433 on: March 08, 2010, 23:18 »

As long as we're on the subject of TF2:

The Blutsauger
Unique Weapon
Description: The healing is not as rewarding as the hurting!
Damage: 2d4x6 autofire
Accuracy: +1
Fire Speed: .8
Ammo: Regenerates, like the Nuclear Plasma Rifle

The Blutsauger heals 1 HP for the player per successful hit.

The Flamethrower
Melee Weapon
Description: Mmphmpmphmp!
Damage: 13d3
Accuracy: +6
Range: melee
Alt-fire: Airblast (instantly knocks the target back four tiles. Does 1d6 damage if they hit a wall or another monster)
Special: The flamethrower ignites anything it hits for 2 damage per second for five seconds. The flamethrower does an additional +3 damage if the player is standing on or over lava. 

Grenade Launcher
Exotic Weapon
Description: They'll glue you back together -- IN HELL. Where we technically are. Shut up.
Damage: 6d6
Accuracy: +2
Clip size: 4
Alt Fire: Lengthens the fuse on the grenade to 16 tiles before detonation.
The grenade launcher is almost identical to the rocket launcher with one major distinction. Grenades can be bounced around corners, ricocheted off walls, and fired at other crazy angles, allowing the player to make crazy trick shots. Grenades will always travel 8 tiles before detonating, unless they hit a monster.
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Fanta Hege

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Re: New unique items
« Reply #434 on: March 09, 2010, 01:37 »

Lets continue with it then, shall we?

The Direct Hit
Unique

Description; Turn Pro
Damage; 8d6
Damagetype; Explosive
Blast radious: 1x1 - 2x2?
Accuracy: +1
Clip; 4
Firespeed; 1
Reloadspeed: 2

Similiar to that off rocket/missile launcher expect with a way way lower blast radious. Perfect for precision fireing.
Uses rockets as ammo

Force-A-Nature
Exotic

Description; Brotha, I hurt people!
Damage; 9d3x2
Damagetype; Normal
Accuracy: N/A
Clip; 2
Firespeed; 0.5
Reloadspeed: 2

Special; Any enemy hit with this will get some SERIOUS knockback, I mean it should send them FLYING backwards.
Uses shells as ammo


The Huntsman
Unique

Description; Bows are primitive and harmless? Yeah right.
Damage; 10d2
Damagetype; Normal
Accuracy: +3
Clip; 1
Firespeed; 2
Reloadspeed: 1

Ammotype; Considering you can't get arrows anywhere... This weapon will use Combat Knives (!!!).


Gunboats
Unique
Boots.

Protection; 5/5
Durability; 200%
Special; Allows you to rocket jump with 75% decreased self damage.
Speed bonus; 0%
Knockback bonus: 0%


Kukri
Exotic

Description; You got blood on my knive, mate
Damage; 5d4
Damagetype; Normal
Accuracy: 1
Clip; N/A
Firespeed; 1
Reloadspeed: N/A

Special; Hits double damage on invisible opponents. (dohohohooo)
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