Have nothing to do? Are you waiting for others to post in a thread? Are you interested in contributing to the game? Then item creation may be right up your alley. We have a ton of items in the Market for characters to buy and use. But, the game is ever-changing with new people coming in all the time.
We have plenty of weapons and armor. However, we could use some fresh ideas for helms, belts, boots, cloaks, and accessories. We would like these items to be very focused on flair and roleplay, or grant new tricks we’ve not thought of yet. So, if you have some extra time go through the Market and see if you can create something new.
The format should be as follows if so:
Link to an image if possible Item Name - Item description or background (This can be as creative as you like). - What kind of item (Helm, glove, boots…). - Item properties or what you want the item to do (Blow up the building in front of you or turn your companions into wolves – you decide. This can be more than one thing.)
Oh…as an incentive each item you create that is approved by admin garners you 25 gold.
Eternity
“Put some clothes on, you weird, yellow-eyed, table-dancing, werewolf-training, cryptic, stare-me-right-in-the-eyes-and-don't-even-blink wench.”
Hex [M:40:1020:][D3v:http://rpgmenagerie.com/index.cgi?action=display&board=cs&thread=483&page=1#17914][b]"As the iron leaves fall, our attack will spring..."[/b]
The Magebane - Those who seek to destroy magic all together seek the power of the Magebane. - Accessory. - One per day, this amulet inflicts major mental fatigue on a target equal to a level 5 spell. - Doing so does the same to the user.
Fingerflame - They say fight fire with fire, but just how much fire can one fight? - The glove weapon can be worn on either hand. - When entering combat, the whole glove ignites in a magical non-burning fire equal to a level 2 spell. - If the fire is magically manipulated by the user, then it can burn but the glove is extinguished for the rest of the battle. - The glove deals moderate bonus damage to water and air based targets. - Out of combat, the glove can create a small flame at the tip of the index finger.
Soluna's Sash - Soluna was the bipolar ruler of a grandiose kingdom. One moment she could be as bright as day, the next, as dark as night. - Two times per day, the user may temporarily change day to night or night to day. - This effect lasts for two turns.[/i]
Bramblebloom - Who said thorns can't have roses? - Belt, no defensive value. - Allows an earth mage to also grow and control plants equal to the magic's level. - Level 1 Plants - Leaves and Grass. Level 2 Plants - Vines and Small Plants. Level 3 Plants - Roots and Branches. Level 4 Plants - Small Trees and Large Plants. Level 5 Plants - Large Trees. - Growing and controlling plants is extremely taxing on the mage and will lead to fatigue much faster. - If the wearer is of Elvish or Dryadic lineage, they ignore the increased fatigue penalties and may also communicate to plants. - The wearer cannot have any points invested into metal magic.
Hotarubi's Hairclip - "With the light of love lost to warring clans, the butterflies will lead you to where your heart seeks." - Accessory. - Once per adventure, the user may summon a swarm of glowing pink butterflies that guide the wearer to their desired destination. - Everyone can see the butterflies but may not know their path, even the user. - The butterflies ignore dangers such as enemy camps, traps, and barriers. (Rivers, cliffs, gates). - The butterflies last for three rounds.
Adventurer's Cloak - Now complete with anti-weathering effects! Great for the desert or the tundra! - Additional item. - The user is immune to negative weather effects, such as hail, heavy rain, or severe sunlight. - The user's body temperature and humidity is maintained.
Forager's Gloves - With these bad boys, one will never find himself without a bundle of berries at hand! - Gloves, no defensive value. - The right glove glows green when edible vegetation is nearby. - The left glove glows blue when drinkable water is nearby. - When handling poisonous or dangerous food/drink, the gloves glow red.
Aportation Ring - Ever find yourself in the middle of a fight only to realize you forgot your Sword of Flaming Doom (tm) at home? Worry no longer! - Accessory - Once per adventure the wearer may summon any one personal stored item to his hand from any distance.
(considering making it any one personal item period so would work on something you brought or something stored, but still only once per adventure)
Messenger Rings - Sold as a set of 3. 2 "player" rings and 1 "recording" ring. - By standing the "recording" ring up inside the "player" ring and spinning it, the user can play or record a brief message. - Spinning clockwise allows the recording of a brief message. - Spinning counterclockwise allows the playing of a message. - Each "recording" ring can only hold one message at a time.
Ring of Refreshment - Accessory - Upon touching a target, the wearer may swap his Fatigue level with that of the target. - Useable once per adventure.[/size]
Ring of Reflection - Accessory - Any status effects, good or bad, that would effect the wearer that come from a magical source effect the caster instead. - In the case of items causing the effect, the person using the item is considered the caster..[/size]
Hex [M:40:1020:][D3v:http://rpgmenagerie.com/index.cgi?action=display&board=cs&thread=483&page=1#17914][b]"As the iron leaves fall, our attack will spring..."[/b]
Aether's Blessing - The Aether rewards those who dedicate themselves to magic, knowledge, and power. - Accessory. - The user is granted slight fatigue reduction when casting spells if one magic, elemental or healing, is at level 5. - The user is granted minor fatigue reduction when casting spells if any two or three magics, elemental or healing, are at level 5. - The user is granted moderate fatigue reduction when casting spells if any four or more magics, elemental or healing, are at level 5.[/size]
Blizzard Greaves - Some have cold feet, while others perform a cold feat. - Boots, no defensive value. - Allows a water mage to also manipulate ice equal to the magic's level. - Manipulating ice is four times as fatiguing as manipulating water. - One per day, the user may create ice from water equal to a level 3 spell without fatigue. - This item does not allow the control of the temperature of objects.
Ok. I have not looked at items in a long time so I am not going to be dead on. I will give you some feedback and then move this into admin for review.
Firstly, I like the ideas and descriptions here. Some people bring a hint of flair to items and it makes me much of the happy.
Now, the items.
The magebane is nice. Given it's ability to damn near vegetate someone with no magic, it might be pricier than you're hoping. I like it though.
Fingerflame is nice. I like it, pretty simple. Except, I am sure you are wanting to use that magical fire to manipulate, which won't happen or will make the item uber pricey for obvious reasons. Inextinguishable? Pricier still.
Soluna's sash is a no. The ramifications of that are scary to contemplate.
Bramblebloom is interesting. The 'plants equal to level' makes little sense to me as that doesn't really say much. What is a lvl 3 plant? That aside, you're allowing a mage to carry a plant to manipulate = when there is no plant magic. That would be super expensive, if it affects all magic and still pricey with that elaborated upon.
I love Basilisk and I liked Hotarubi. I like this item. I do think everyone should see the butterflies though, rp with them would be bland otherwise. This item would need some deets to contain it's potential.
Adventurer's cloak would be magical and whilst it seems a little 'meh' it eliminates the need for a couple of universal skills altogether/ That makes it very valuable.
The forager's gloves are also a gran idea, but would need to be capped for use. That or your glowing hands can give you away as a penalty lol.
Aportation ring - I remember this one. I think it has the potential to be seriously abused though...
Messenger rings are nifty
Refreshment item, I like this.
Reflection, much too uber as it's not capped in any way.
Aether's Blessing is a god item.
Blizzard Greaves, likewise. There's no cap on use and only a slight penalty. Pricey....
Tauer [M:150:160:][D3v:http://rpgmenagerie.com/index.cgi?action=display&board=cs&thread=540&page=1#18960][b]While the Light's away, the Shadows will play.[/b]
Elemental Resist - When it comes to defending against magic, use your head! - Helm - Choose a Magic Element upon purchase. - Your choice will be permanent for this item and should be clearly indicated when added to your Inventory. - If the wearer suffers an attack by that Element, the strength of that attack is reduced by the equivalent of 1 level.
Hex [M:40:1020:][D3v:http://rpgmenagerie.com/index.cgi?action=display&board=cs&thread=483&page=1#17914][b]"As the iron leaves fall, our attack will spring..."[/b]
- Magebane: I don't care for the price really, I just think its a good counter magic item. - Fingerflame: Added details and modifications. The implication is so that the fire Mage has something to rely on during battle, so I made it so that it's kind of a burden to use magically, and I want it so that water doesn't extinguish it normally. I edited it so that non-magic users benefit from a flaming fist (which is, in itself, awesome) and mages who use it for fire must realize that they can't just shoot a fireball at someone constantly, but rather they'd have to find another way to use that fire first form a reliable source if the environment allows. It benefits fighters and mages, but definitely limits the power of the mage. - Soluna's Sash: I edited it for the limits. The numbers can be changed around - Bramblebloom: I deleted that 'this belt can be manipulated' part and replaced it with more of an RP effect. Added clarifications of manipulatible plants. - Hotarubi's Hairclip: I LOVE HOTARUBI. She's my favorite. Her power was obviously the most beautiful and graceful. But yeah, I added some cautions xD. - Adventurer's Cloak: This is so that wandering travelers who aren't used to the environment don't die. It's pretty handy for normal adventures. - Forager's Gloves: Yeah, I intended it so that it would glow in daylight and night, so wearing it at night would be like a beacon saying 'LOOK AT ME. I'M FORAGING. LOLOLOL' - Aether's Blessing: Put the fatigue levels down a notch. I expected this to be pricey so I don't care too much for that. - Blizzard Greaves: I put a lot of thought into this on how to make it so you can't abuse it's power, and as of now, it's really only useful in tundras and snowy places which is what I intended in the first place, but now that is especially clear.
I figured he drawback would be that it works for all magic, good or bad. So healing magic would bounce back, etc... But I can see your point. Will try to think of a way to cap it.
Not sure what to do with the Aportation ring to keep it from being abused that wont make it complicated like designating ONE item that can be summoned and only that one item.
I am going to cover the rest of this in admin, to be sure I am not too rusty lol.
Tauer [M:150:160:][D3v:http://rpgmenagerie.com/index.cgi?action=display&board=cs&thread=540&page=1#18960][b]While the Light's away, the Shadows will play.[/b]
I think we needn't make items to negate challenges
Seriously, 1 is fine. Anything above that just makes it harder to see battle through lol. And damn would it be expensive.
Hex [M:40:1020:][D3v:http://rpgmenagerie.com/index.cgi?action=display&board=cs&thread=483&page=1#17914][b]"As the iron leaves fall, our attack will spring..."[/b]
Just some added notes, I planned on Fingerflame to be the counterpart to Dewdrop, and so I would assume the prices would be similar in that retrospect.
And for Bramblebloom and Blizzard Greaves, I assumed it would be a very expensive belt/boots, almost as much as tempest garb considering the similar effects.
I assumed that Aether's Blessing would be like up in the thousands, and I have no problem with that.
And for Bramblebloom, the magic refers to earth magic since it says an Earth mage. It was a modified description of tempest garb
(Those are just some of my thoughts put into the items that apparently moved into admin (which idk what that means))
Hex [M:40:1020:][D3v:http://rpgmenagerie.com/index.cgi?action=display&board=cs&thread=483&page=1#17914][b]"As the iron leaves fall, our attack will spring..."[/b]
Elemental Spiritstone - The spirits of old lend you their elemental power. - Accessory. - On purchase, the user chooses an element. This cannot be changed. - The user gains minor fatigue reduction and minor boost in damage when casting spells of that element.
When purchased, the Spiritstone changes color and element corresponding to the following (These still count as an Elemental Spiritstone, but is just for Aesthetic Value):
Diamond Spiritstone - The light spirits of old lend you their elemental power. - Accessory. - The user gains minor fatigue reduction and minor boost in damage when casting Light spells.
Ruby Spiritstone - The fire spirits of old lend you their elemental power. - Accessory. - The user gains minor fatigue reduction and minor boost in damage when casting Fire spells.
Garnet Spiritstone - The blood spirits of old lend you their elemental power. - Accessory. - The user gains minor fatigue reduction and minor boost in damage when casting Blood spells.
Topaz Spiritstone - The metal spirits of old lend you their elemental power. - Accessory. - The user gains minor fatigue reduction and minor boost in damage when casting Metal spells.
Emerald Spiritstone - The earth spirits of old lend you their elemental power. - Accessory. - The user gains minor fatigue reduction and minor boost in damage when casting Earth spells.
Sapphire Spiritstone - The water spirits of old lend you their elemental power. - Accessory. - The user gains minor fatigue reduction and minor boost in damage when casting Water spells.
Amethyst Spiritstone - The wind spirits of old lend you their elemental power. - Accessory. - The user gains minor fatigue reduction and minor boost in damage when casting Wind spells.
Onyx Spiritstone - The dark spirits of old lend you their elemental power. - Accessory. - The user gains minor fatigue reduction and minor boost in damage when casting Dark spells.
Opal Spiritstone - The healing spirits of old lend you their elemental power. - Accessory. - The user gains minor fatigue reduction and minor boost in recovery when casting Healing spells.