Difference between revisions of "New Item Ideas"

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* Lock Pick(for chests and what not) <---maybe increase chances of finding monsters/undead when questing? (can get through locked doors) or have locked chests around =>Do monsters/undead hide behind locked doors? Rather increase the chance to find valuable things, as you can unlock chests that hide such things (steal).
 
* Lock Pick(for chests and what not) <---maybe increase chances of finding monsters/undead when questing? (can get through locked doors) or have locked chests around =>Do monsters/undead hide behind locked doors? Rather increase the chance to find valuable things, as you can unlock chests that hide such things (steal).
 
* Rope - easier to get into deeper dungeons
 
* Rope - easier to get into deeper dungeons
 +
* Various weapons, improving an adventurers performance fighting. - halberd, sword, spear, bow & arrow, pike, club, staff, mace
 +
* Various armour, decreasing chance of adventurer being wounded/killed. - breastplate, helmet, chainmail, leather vest
 +
* Walking boots, decreases travel time and travel fatigue. Deteriorates?
 +
* Horse (possible stolen via lockpick) decrease travel time and travel fatigue greatly. Could have its own fatigue, hunger
 
=> Increased chance to find equipment in a region with a smith?
 
=> Increased chance to find equipment in a region with a smith?
 
  * Religious symbols
 
  * Religious symbols

Revision as of 13:07, 20 December 2006

This is where you can add new ideas for items for adventurers to gather.

All items should be one of the following:

  • gems
  • animal parts
  • rare materials
  • misc. items

We are not talking magic items here. Yes, you have no idea what this is for right now. Sorry 'bout that, if it bothers you that you'll likely waste lots of ideas simply because they don't fit in, then - just don't waste that time.

And before you get too excited - most of the stuff currently on this list doesn't fit at all and isn't what these items are about. But I don't want to tell too much.

Stuff that I've removed was removed either because it didn't fit or because it was added to the game. No, I won't say which one in each case. Sorry. --Tom 09:47, 16 December 2006 (CET)



Gems

(all added or rejected - thank you, I think we have enough for the moment)


Animal Parts

(all added or rejected - thank you so far, a couple fresh ideas would be nice)

  • Earthworms, Mashed and flat and dry, on the side of the road. There was a big rain and many earthworms came out of the soil to avoid the underground flood, only to be crushed down by passing people, then dried by the sun hanging up the once again clear sky.

Eye of dragon.

Gall of a beast.

Blood of a beast.

Feathers.

Shell.

Scales.

Fang.

Materials

(all added or rejected - thank you so far, some more ideas woudl be welcome)

Miscellaneous Items

(all added or rejected - thank you so far, a couple fresh ideas would be nice) Saddle(s) for riding or for battle. (Could be useful items left behind in battles that were not found and could be sold to blacksmiths.)

Casks or Crates - could be found in rual areas where a caravan migh have been attacked. maybe it fell off or the owner threw it off and the attackers did not see it. could be empty or possible have any thing of value in it such as food or ale or even gems or what ever. this could all be sold to the banker if food or any nobl etat might be intrested in the object.

Carts or parts of carts - could be sold to cart manufactring building. or possibly traded for other item and if you had enough of the cart you could possibly put it together and use it your self.

Legendary Horn - reduces tendency of units to run away during battle.

Objects of Art

  • Carving
  • Snuff Box


Clothing

  • Glove - Leather, woolen
  • Scarf - Woolen
  • Belt
  • Hat - Cap, stocking
  • Robe - Common, Embroidered
  • Shoes - Riding boots, soft boots, sandals

Accessories

  • Monacle
  • Cane

Equipment

  • Magnifying glass <-----This should increase your chances of finding rarer items, or improve the value of your items
  • Telescope <------allows more accurate scout reports-Better estimations of CS. Increases chances of finding undead/monster lairs or decreases time to find them.
  • Lamp - Candle holder, Beacon lantern, bullseye lantern, hooded lantern
  • Packs <-----Increase the amount of items you can have
  • Belt pouch - Small, large
  • Basket - Small, large
  • Sack - Small, large
  • Crampons - used to climb walls or trees
  • Map or scroll case <---decreases travel time due to indicated shortcut--maybe specific to certain regions?
  • Mirror
  • Tent - Pup, small, large, pavilion <----allows more fatigue to be reduced/hour (may or may not be cumulative with other fatigue-reducing items...probably not cumulative, blankets would probably be assumed included with tents, though greater bonus then simple blankets allowed)
  • Blanket - light, winter, quilt <----allows more fatigue to be reduced/hour
  • Writing Material - Paper, papyrus, parchment, ink, quill, chalk <----used to note down scout reports?
  • Lock Pick(for chests and what not) <---maybe increase chances of finding monsters/undead when questing? (can get through locked doors) or have locked chests around =>Do monsters/undead hide behind locked doors? Rather increase the chance to find valuable things, as you can unlock chests that hide such things (steal).
  • Rope - easier to get into deeper dungeons
  • Various weapons, improving an adventurers performance fighting. - halberd, sword, spear, bow & arrow, pike, club, staff, mace
  • Various armour, decreasing chance of adventurer being wounded/killed. - breastplate, helmet, chainmail, leather vest
  • Walking boots, decreases travel time and travel fatigue. Deteriorates?
  • Horse (possible stolen via lockpick) decrease travel time and travel fatigue greatly. Could have its own fatigue, hunger

=> Increased chance to find equipment in a region with a smith?

* Religious symbols
* Symbols of secret orders which grant access to people with the symbols.
* Polished stones.
* Gunpowder
* Compass
* Star charts