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CF: Sacred Weapson (was Re: Experiments)
- To: crossfire mailing list <crossfire (at) ifi.uio.no>
- Subject: CF: Sacred Weapson (was Re: Experiments)
- From: David Andrew Michael Noelle <>
- Date: Tue, 07 Sep 1999 03:08:48 -0500
- Organization: the Villa Straylight
- References: <> <> <> <> <>
- Sender:
David Andrew Michael Noelle wrote:
> How about having gods bless armor and weapons of archetypes that have an
> artifact version for that god? For example, there are helmets of Lythander,
> but no other type of armour, so Lythander might reward a priest's worship by
> applying the helmet of Lythander artifact definition to whatever helmet the
> priest is wearing, and further worship would increase the magic bonus up to
> some maximum, like +1 per five priest levels, the same as the current
> maximum for weapons.
> So, Lythander would give his +1 luck blessing and magical bonuses to a
> priest's helmet and weapon, but nothing else. And the weapon might also be
> given his attacktype, confusion, and his slaying list, goblins and trolls.
> Unfortunately, most of the gods have no sacred weapons or armour, except
> for a few cases I just added. If this change is implemented, it would
> probably be a good idea to give each god one type of armour, maybe two for
> protective gods, and at least some type of weapon.
> Lythander, as the god of elves, should probably have a bow. Since bows
> and crossbows are favored weapons of angels and devils, Valriel and Gorokh
> might bless missile weapons in general. Gnarg already has shields, but
> needs some weapons.
>
I'm currently implementing this as another experiment. I'm renaming a
few more old artifacts and adding a bunch of new ones to go with it.
Weapons and armour will only be transformed into these artifacts once they
have reached the required enchantment level (although most only require +1)
and the priest's wisdom level is at least twice the artifact's difficulty.
Only objects that match these types will receive the god's other blessings,
such as enchantment up to +1 per 5 levels, the god's attacktype, and slaying
the god's enemies. Each such enhancement is a seperate reward, requiring
further prayer.
Valriel
any weapons +2: (slaying: demon) (speed 120%)
any bows +3: (damage: 200%) (weight 110%)
body armour +1: (armour 120%) (weight 110%)
full helmet +2: (Wis +1, Cha +1)
- was full helmet of Lordliness
Gorokh
any weapons +2: (slaying: angel) (speed 120%)
any bows +2: (damage: 160%) (attacktype: poison)
body armour +1: (ac +2, armour 110%) (weight 105%)
Devourers
any weapons +1: (attacktype: cold, depletion)
no bows
cloak +3 (difficulty 3): (prot: depletion, ghosthit, drain, acid) (Cha -2)
- lesser version of cloak of the Underworld
Sorig
metal weapons +1: (attacktype: electricity) (weight: 95%, speed: 125%)
crossbows +2: (wc +1) (attacktype: electricity) (weight: 95%, speed: 125%)
helmet +1: (ac +1, armour 120%) (prot: electricity)
Ruggilli
metal weapons +1: (attacktype: fire) (weight: 85%, speed: 110%)
any bows +2: (wc +1) (attacktype: fire) (weight: 85%, speed 110%)
no armour
Gaea
wooden weapons +2: (regen +1) (damage 110%)
- modified weapon of Gwormi
no bows
body armour +2: (ac +1, armour 120%)
- less magical version of armour of Protection
Mostrai
axes and hammers +1: (damage 140%) (weight 115%)
crossbows +3: (damage 140%) (attacktype: weaponmagic) (speed 75%)
shields +2: (protected: fire)
- was shield of Theodin
Lythander
any weapons +1: (luck +1) (weight 90%) - already existed
bows +2: (wc +1) (weight 75%, speed 150%)
helmet +1: (luck +1, weight 90%)
Gnarg
any weapons +1: (damage: 120%) - was weapon of Sanwe
no bows
shields +1: (armour 180%) (Cha -1)
--
-Dave Noelle,
-the Villa Straylight, http://www.straylight.org
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