General => Archives => Mercenaries => Topic started by: LastingDawn on April 10, 2009, 04:49:22 am
Title: Equipment in Mercenaries COMPLETE!!! (Check first post!)
Post by: LastingDawn on April 10, 2009, 04:49:22 am
Quote[[B.1] WEAPONS
BAREFISTS: [(PA / 2) * PA Range 1v2 (from below) / 1v3 (from above) NO Two Sword NO Two Hands ------------------------------------------------------------------------------- ## NAME WP Ev PRICE E.LV EFFECTS 00 <Nothing> 0 40 0 0 ------------------------------------------------------------------------------
WHIPS: SP * WP Range 1v2 (from below) / 1v3 (from above) NO Two Swords YES Two Hands ------------------------------------------------------------------------------ ## NAME WP Ev PRICE E.LV EFFECTS -- -------------- -- -- ----- ---- -------------------------------------- 43 Whip 6 0 1500 10 Add: Don't Act 44 Fire Lash 9 10 4000 20 Add: Berserk, Darkness, Fire Elemental 45 Chain Whip 13 20 12000 32 46 Dragon Beard 10 0 20000 40 Add: Slow, Darkness, Poison, Water Elemental 49 *7 Resonance 16 5 10 (50) WP^2, Dark Elemental 4A *7 Rat Tail ?? ?? ?? (??)
GUNS, PHYSICAL: WP ^ 2 3 <= Range <= 8 (line of sight) YES Two Swords NO Two Hands Not subject to evasion ------------------------------------------------------------------------------ ## NAME WP Ev PRICE E.LV EFFECTS -- -------------- -- -- ----- ---- -------------------------------------- 47 *3Engineer's Gun 6 5 5000 (11)
CROSSBOWS: PA * WP 3 <= Range <= 4 (line of sight) YES Two Swords NO Two Hands ------------------------------------------------------------------------------ ## NAME WP Ev PRICE E.LV EFFECTS -- -------------- -- -- ----- ---- -------------------------------------- 4D Jagged Eel 3 5 400 10 Lightning, Water Elemental 4E Antipode 4 5 1500 15 Fire, Ice Elemental 4F False Judgment 5 5 2000 21 Dark, Lightning Elemental 50 Holy Ground 6 5 4000 27 Holy, Earth Elemental 51 Winter Stream 7 5 8000 35 Ice, Water Elemental 52 Hypocrisy 8 5 20000 43 Holy, Dark Elemental 53 *4Seventh Heaven 5 0 800 (50) 6 Range (applied to both if put on right hand), Water, Holy Elemental 54 *4Traitor's Bow 7 0 1500 (50) Absorb HP, Dark, Fire, Elemental ------------------------------------------------------------ LONGBOWS: [(PA + Sp) / 2] * WP 3 <= Range <= 5 + [height_difference/2] (line of sight or parabolic arc) Both hands only NO Two Swords NO Two Hands ------------------------------------------------------------------------------ ## NAME WP Ev PRICE E.LV EFFECTS -- -------------- -- -- ----- ---- --------------------------------------
Cure Elemental 4C *7 Madlemgen 12 35 10 (50) Range 4 Hit:Forbidden Text, Dark Elemental
SPEARS: PA * WP Range 2v3 (4 directions) NO Two Swords YES Two Hands Forced Two Hands ------------------------------------------------------------------------------ ## NAME WP Ev PRICE E.LV EFFECTS -- -------------- -- -- ----- ---- -------------------------------------- 63 Longibunne ?? ?? ?? (??) 64 Gust Pike 5 10 2000 10 Hit: Wind Lancet 65 Whelp's Spire 5 25 4500 15 Hit: Dragon Gambit, Earth Elemental 66 Partisan 7 10 7000 20 Hit: Partiality, Water Elemental, 67 Obelisk 12 10 10000 25 PA + 2, Always: Slow, Lightning Elemental 68 Blue Halberd 14 30 36000 30 MA + 2, Cast:Winter Veil/Harrowing White/White Death, Ice Elemental 69 Impartisan 4 10 46000 40 Hit: Impartiality, Fire Elemental, 6A Longinus 5 10 65000 45 Absorb MP (PA * WP) Dark Elemental
*5BULLETS: MA * WP Range 0v0 (0 directions) YES Two Swords NO Two Hands ------------------------------------------------------------------------------ ## NAME WP Ev PRICE E.LV EFFECTS -- -------------- -- -- ----- ---- -------------------------------------- 6B Debilitator 3 0 1000 20 PA * WP - Add: Poison Or Slow 6C Wish Bullet 0 0 1400 24 Wish Formula, Holy Elemental 6D Force Shot 6 0 2400 28 100% Knockback, Low Damage, Earth Elemental 6E Quick Draw 6 0 4000 32 Hit: QuickDraw, Lightning Elemental 6F Lifeshaver 5 0 7500 36 Hit: Lifeshaver, Dark Elemental 70 Coffin Nail 6 0 10000 40 Hit: Possession, Dark Elemental 71 Grenade 8 0 20000 44 Add: Don't Move, Darkness, Confusion, Earth Elemental 72 Distortion Round 0 0 37000 (50) 100% Add: Don't Move or Don't Act or Stop or Haste or Slow
BAGS: F * WP | F = (1..PA) Range 1v3 (from above) / 1v2 (from below) NO Two Swords NO Two Hands Only females can equip ------------------------------------------------------------------------------ ## NAME WP Ev PRICE E.LV EFFECTS -- -------------- -- -- ----- ---- -------------------------------------- XX XXXXXXX XX XX XXXXX XXXX XXXXXXXXXX
CARDS: [(PA + MA) / 2] * WP Range 2v3 (4 directions) NO Two Swords NO Two Hands ------------------------------------------------------------------------------ ## NAME WP Ev PRICE E.LV EFFECTS -- -------------- -- -- ----- ---- -------------------------------------- 77 Loaded Deck 10 0 10000 20 Add:Don't Move or Poison or Darkness or Addle or Berserk 78 Talisman Pile 6 0 15000 25 Hit: Foxbird, Dark Elemental 79 Joker's Play 12 25 20000 30 Add: Confusion, Fire Elemental 75 *6 Addiction 12 0 25000 35 Hit: High Roller, Always: Poison, Darkness, Starting: Addle, Slow,
Move +2 76 *6 Equality 15 0 30000 40 Add: Dark Matter, Always: Dark Matter, Fire, Water, Holy, Dark
Elemental 5C *8 Tarot of Ben ?? ?? ?? (??)
THROWN ITEMS: Can only be used for THROW (damage = Sp * WP) Range (Caster's Move)/1 ------------------------------------------------------------------------------ ## NAME WP Ev PRICE E.LV EFFECTS -- -------------- -- -- ----- ---- -------------------------------------- 7A Shuriken 4 0 ( 1) 7B Magic Shuriken 7 0 (18) 7C Yagyu Darkness 10 0 (33) 7D Fire Ball 8 0 ( 1) Fire-elemental 7E Water Ball 8 0 (18) Water-elemental 7F Lightning Ball 8 0 (29) Lightning-elemental
H A T S ------------------------------------------------------------------------------- ## NAME HP+ MP+ PRICE E.LV EFFECTS -- -------------- --- --- ----- ---- ------------------------------------- 9D Student's Cap 5 0 500 10 Immune: Blind 9E Feather Hat 255 255 0 (4) MA + 14 (This can only belong to one man...) 9F Initiate's Hood 10 5 1000 14 A0 Woodman's Cap 30 0 1600 18 A1 Wolf Helm 60 0 5000 22 Always: Berserk A2 Bard's Beret 10 20 3000 26 A3 Rebel's Bandana 20 0 6500 30 Sp + 1 A4 Chancellor's Cap 20 20 8000 34 MA +2 A5 Fire Seer's Hood 10 40 10000 38 Strengthen: Fire, Absorb: Fire A6 Oielvert's Pin 0 60 12000 42 PA + 1 A7 Lieutenant's Hat 35 25 16000 46 A8 Lenna's Cap 10 10 35000(50) PA + 1, MA + 1, Sp + 1
R I B B O N S ------------------------------------------------------------------------------- ## NAME HP+ MP+ PRICE E.LV EFFECTS -- -------------- --- --- ----- ---- ------------------------------------- A9 Grimoire 0 10 500 (10) AA Clear Thought 0 10 1000 (30) Immune:Addle, Don't Move, Don't Act AB Gran Grimoire 0 10 2000 (50) PA + 1, MA + 1, Sp + 1
S H O E S ------------------------------------------------------------------------------- ## NAME PRICE E.LV EFFECTS -- -------------- ----- ---- ----------------------------------------------- D0 Battle Boots 1000 10 25% P. Ev D1 Tennis Shoes 4000 20 Move +1 D2 Clown Shoes 15000 (30) MA + 2, 15% 15% P. Ev, 15% M. Ev D3 Sprint Shoes 10000 30 Move + 1, Starting: Haste D4 Monk Sandals 15000 40 PA + 2, Move + 1 D5 Sprint Shoes 25000 50 Sp +1, Move +1 D6 Wolf Paws 40000 (50) Move +3, PA +1, Always: Berserk
G A U N T L E T S ------------------------------------------------------------------------------- ## NAME PRICE E.LV EFFECTS -- -------------- ----- ---- ----------------------------------------------- D7 Workman's Gloves 5000 20 15% P. Ev, Starting: Protect D8 Armor Gauntlet 10 (50) PA +3 D9 Faith Brace 20000 35 MA + 1, Starting: Faith DA Bracer 50000 45 PA + 1 20% P. EV,
R I N G S ------------------------------------------------------------------------------- ## NAME PRICE E.LV EFFECTS -- -------------- ----- ---- ----------------------------------------------- DB Heavy Ring 10000 15 Always: Protect, Slow DC Liberty Band 15000 25 Immune: Don't Move, Don't Act, Addle DD Band of Abilities 65000 (35) Allows use of Secret Skills, PA + 1, MA + 1, Sp + 1 DE Cursed Ring 10 45 PA +1, MA +1, Sp +1, Move + 1, Jump + 1. Always: Undead, Dark Matter, Cancel:
Cure DF Bartz's Crystal 20000 (25) Sp + 1, Move + 1, Jump + 1, Starting: Regen, Reflect A R M L E T S ------------------------------------------------------------------------------- ## NAME PRICE E.LV EFFECTS -- -------------- ----- ---- ----------------------------------------------- E0 Ruby Armlet 5000 10 Immune: Don't Move, Starting: Shell E1 Harmonious Bangle 10000 20 Immune:Undead, Coventry, Poison, Starting: Faith E2 Japa Mala 15000 30 Immune:Slow, Haste, Don't Move, Don't Act, Float, Regen, Stop, Reflect E3 White Bangle 25000 40 MA + 1, Strengthen: Cure E4 Shaded Coils 40000 50 Strengthen: Dark, Water, Weak: Holy, Fire, Starting: Astra
M A N T L E S Mantles (capes) offer physical (P.AEV) and magical (M.AEV) evasion bonuses. See section 1.4 for details. ------------------------------------------------------------------------------ /A-Ev\ ## NAME P. M. PRICE E.LV COMMENTS/SPECIAL EFFECTS -- -------------- -- -- ----- ---- -------------------------------------- E5 Small Mantle 10 10 3000 10 E6 Death Shroud 0 0 4000 20 Immune: Crystal, Treasure E7 Mist Seal Mantle 5 45 10000 30 Always: Addle, Regen E8 Rubicante's Cloak 25 25 30000 (40) Absorb: Fire, Strengthen: Fire, E9 Pugilist Cape 35 0 15000 40 PA + 1 EA Starry Heaven 15 30 30000 50 MA + 2 EB Faris's Standard 35 0 10 (50) Sp + 2, Immune: Protect, Shell, Regen, Transparent, Reraise, Float,
Wall, Faith, Innocent, Absorb: Water, Cancel: Cure, Strengthen: Earth M A T E R I A ------------------------------------------------------------------------------- ## NAME PRICE E.LV EFFECTS -- -------------- ----- ---- ----------------------------------------------- EC Red Materia 60000 (50) PA + 4, Always: Addle ED Blue Materia 60000 (50) MA + 4, Always: Blind, Starting: Frog EE Black Materia 60000 (50) Always: Faith, Poison, Critical, Strengthen: Fire, Ice, Lightning, Earth,
Water, Dark, Half: Cure, Weak: Holy EF White Materia 60000 (50) Always: Regen, Strengthen: Cure, Weak: Cure, Dark
*1 - I would like these replaced with something, though it's not neccessary, just preferable.
*2 - Advisor's Signet is the exception. *3 - You can find out all about the new plan for guns in the "Bullets and Guns in Mercenaries" topic.
*4 - Two new crossbows taken from the start of bows.
*5 - Bullets will be replacing Poles, as I couldn't find a proper place for them in Mercenaries.
*6 - Bags will be replaced by seperated and turned into Cards and Claws
*7 - All guns but the Engineer's Gun are being replaced and turned into different equipment.
*8 - All Harps have been replaced
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Post by: Skip Sandwich on April 10, 2009, 12:08:31 pm
Platina Shield - Blessed silver shield that protects against evil P.ev 20% Mev 20% Half Dark
Platina Helm - Blessed silver helm that protects against evil HP + 45 Cancel: Undead, Innocent
Platina Armor - blessed silver plate that protects against evil HP + 45 Auto-Faith, Initial ReRaise
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Post by: PX_Timefordeath on April 10, 2009, 12:53:28 pm
E0 Diamond Armlet - Bracelets that avoid destruction and damage. Initial: Shell Block: Don't Move
E1 Jade Armlet - Bracelets made from ancient stone from a foreign land. Block: Undead, Blood Suck, Poison Strengthen: Holy Half: Dark Initial: Faith
E2 108 Gems - Mystical gems containing the souls of 108 warriors. +1 PA +1 MA Strengthen/Half: All Elements
E3 N-Kai Armlet - Enchanted bracelet found from an ancient ruin. Absorbs Water Strengthens water +1 MA
E4 Defense Armlet - Bracelet that has a great durability. Initial: Protect Block: Don't Act
Off Topic 300th post!
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Post by: LastingDawn on April 10, 2009, 02:42:50 pm
Quote from: "PX_Timefordeath"E0 Diamond Armlet - Bracelets that avoid destruction and damage. Initial: Shell Block: Don't Move
Hmm, interesting... Shell is useful to start a match off with and Don't Move is a rather piercing status in Mercenaries.
QuoteE1 Jade Armlet - Bracelets made from ancient stone from a foreign land. Block: Undead, Blood Suck, Poison Strengthen: Holy Half: Dark Initial: Faith
Hmm, if we get rid of Poison, it seems like it could be worth it, if it keeps Poison resistance it's just too much.
QuoteE2 108 Gems - Mystical gems containing the souls of 108 warriors. +1 PA +1 MA Strengthen/Half: All Elements
108 Warriors resembles Suikoden, but... let's give it +1 Speed as well, Strengthen Fire, Ice, Lightning, but weaken it to Water, Dark, and Holy.
QuoteE3 N-Kai Armlet - Enchanted bracelet found from an ancient ruin. Absorbs Water Strengthens Water) +1 MA
Interesting... though water is still a rarely seen element, I think only one spell has it in the game, at least... let's change it to Strengthens "Cure" . +1 MA is fine. (Cure element is a new addition to Mercenaries)
QuoteE4 Defense Armlet - Bracelet that has a great durability. Initial: Protect Block: Don't Act
This is good, I like this one.
QuoteOff Topic 300th post!
(http://i297.photobucket.com/albums/mm203/PX_Timefordeath/SPARTA.jpg)Credits to VGCats.com
Heh, Mario looks so vicious there.
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Post by: boomkick on April 10, 2009, 06:32:08 pm
80 Four G O D S (shield)- Shield enchanted and blessed by the Four G O D S. The reason i placed spaces inbetween that word is because it would just turn into god. P. Ev- 20% M. Ev- 10% Halves all elements
AA Circlet 50 100 20000 (Needs Replaced) (try and replace sprite too?) Always: Protect/Shell/Poison
AB Ribbon Charm 0 0 60000 (Needs Replaced) Cancels All Status and Immune to Elements. Always (don't know yet, but needs to be negative).
More edits later.
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Post by: LastingDawn on April 10, 2009, 07:03:02 pm
Quote from: "boomkick"80 Four St. Ajora S (shield)- Shield enchanted and blessed by the Four St. Ajora S. The reason i placed spaces inbetween that word is because it would just turn into St. Ajora. P. Ev- 20% M. Ev- 10% Halves all elements
Ouch... Elements are very important, no way I could have something that Halves all of them! Sorts like that also have to have a counter balance.
No way should such an early item have something so incredible on it, now since it's called "Head Protector" I would expect it to be able to cancel Addle though.
Quote92 Chain Helmet 35 0 1000 7 (Needs Replaced)
What you would expect from a Chain Helmet, not a lot to be done with that.
If possible, i would suggest change the perfumes into different ribbons. Meaning different colors of Ribbon and each having different effects.
These are quick brainstorming thoughts LD. DOn't expect them to be perfect .
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Post by: LastingDawn on April 10, 2009, 09:21:07 pm
Quote from: "boomkick"AC Light Armor 5 0 200 1 (Needs Replaced) - So lightweight you feel as if you are unprotected (literally). Speed+1
Very nice niche you have for the Light set, remove the + 5 HP and that will about do it. But they will have to be absurdly expensive and be poached items. +3 Speed from the set is a nice enough reason to wear it.
QuoteAD Royal Cuirass 18 5 2000 4 (Needs Replaced)- Expensive Armor mostly only used for show.
Increase it's MP from 5 to 20, and that's a suitable piece of gear for the MP strained Knight.
QuoteAE Bulky Plate 70 0 800 6 (Needs Replaced)- Seems like someone just made a mold and poured metal over it. Always Slow
Haha! This is a very nice piece of gear!
QuoteAF Ring Mail 5 0 1300 8 (Needs Replaced)- Always in good condition in the beginning, but then loses it's luster and usefulness. Initial Protect
Creative and enjoyable! That's good thinking! Though the HP is a bit... low, It won't *actually* be lvl. 8 gear, it'll probably be a bit higher... I'd say... 25 HP though, at least.
QuoteBA Pajamas 5 0 150 1 (Needs Replaced)- So comfortable it makes one want to go to sleep. Inital Sleep, Halves Ice damage.
Interesting... but Half Ice Damage for Sleep? Initial Shell, perhaps?
QuoteBB Leather Jacket 10 0 300 3(Needs Replaced)- Isn't leather water resistant? Halves Water Element
Wow I need to learn to make myself clearer, I didn't mean to take the levels next to the side very literally, I can make things fit in anywhere, really. Doesn't Water make Leather moldy, or some sort? Also not sure Water Element is enough so... Float?
"Not only is it water resistant, it will also make you stand out in the crowd... By being the only floating man."
QuoteReinforced Vest 25 0 500 7(Needs Replaced)- A vest that is reinforced, duh.
Let's give it 25 MP and that will level it against the starting Mythril Vest.
QuoteBD Steel Dress 20 0 900 5(Needs Replaced) At least it is stronger then leather.
Dress...? Hmm, I can certainly go with kilt though. 10 HP and +1 PA?
QuoteC8 Ragged Robe 10 10 900 3 (Needs Replaced)- For magicians who dont have heavy pockets.
10 HP is good, 10 MP is a bit low... say... 25 MP?
Nice name, but do you mean for it to Cancel: Blind, Addle, and Half Dark? If so, alright, sounds good.
QuoteIf possible, i would suggest change the perfumes into different ribbons. Meaning different colors of Ribbon and each having different effects.
You would prefer Rad and Ramza wearing Ribbons?
These are quick brainstorming thoughts LD. DOn't expect them to be perfect .[/quote] Of course! I'm grateful though for everyone's quick response! These are for the most part very Solid ideas!
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Post by: PX_Timefordeath on April 10, 2009, 10:54:18 pm
Flame Armor - It's so hot, you won't know what you're hitting! Always: Haste, Berserk
AA Lionheart - Sword forged for an ancient warrior, it's power is fit for only one. (Ramza Hessain Only) +3 PA +2 MA +100 HP Initial Protect
AB Valkyrie - Sword/Rapier forged for an ancient sorceress, it's power is fit for only one. (Red Mage Rad) +3 MA +2 PA +50 MP Initial Shell
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Post by: PX_Timefordeath on April 10, 2009, 11:38:40 pm
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Post by: boomkick on April 11, 2009, 11:52:54 am
If you ever watch FF7 Advent Children, you would see that Cloud and co. wear red ribbons. Cloud wears his on his arm. These are just simple accessories.
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Post by: LastingDawn on April 11, 2009, 01:01:58 pm
You know, I forgot about that.... I think all the character's are wearing a ribbon, in that movie. In any case it's a decent point, though what would these ribbons do? If something is to Block All negative status, it has to have some sort of back fall to it.
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Post by: boomkick on April 11, 2009, 01:30:31 pm
They would give certain luck to a person. Like one would give Massive Physical or Magical Evasion or some would add to stats or would add Positive Ailments that no other items usually give.
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Post by: RamzaBot on April 11, 2009, 07:16:36 pm
Definitely all interesting items for sure. But not all items can have buffs. I do love the idea that all positives must have a negative. Otherwise it would be to easy. I'm loving the idea for the game so far though. And new items, jobs, everything. I'm totally waiting for the final product. You have my support 100 % of the way, and please don't abandon this idea. It's brilliant.
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Post by: beawulfx on April 11, 2009, 07:29:02 pm
My simple addition; I think a piece of armor that adds initial: shell, and has MA +1 with a decent MP bonus and a smaller HP bonus would be a cool idea. It would be a way to better integrate a physical/magical character hybrid. Like a Knight could equip it and have a bit better usage of magic and such. Maybe even remove the initial shell if too good, but I definitely like the idea of a sort of 'Mage Armor' and I think it would make for some interesting uses!
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Post by: Sephirot24 on April 11, 2009, 10:41:13 pm
There has to be a balance for items with good status... but if you're gonna nerf every item with some good status with poison / slow / or whatever it prolly will see little use (specially in this case, where items have so low HP / MP bonus). I like the mix of good and bad status a la Cursed Ring though. IMO that'd had to be implemented on powerful / very useful items.. but not in the majority of them.
I also like seeing many Initial effects. Quite innovative!
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Post by: Shade on April 12, 2009, 04:40:50 am
ribbons should be for just few classes not all of them.
Like starter class or their ultimate class. Or just both.
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Post by: boomkick on April 12, 2009, 02:11:32 pm
We need more suggestions here. I've given my piece of the cake.
O yeah LD, when you feel the need to, maybe you could update that list above.
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Post by: LastingDawn on April 12, 2009, 02:50:21 pm
I would have, honestly I was, yet right when I posted the changes, I got an"invalid session, please submit again." And I lost all of the entries! Thus it has been a bit depressing trying that again.
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Post by: boomkick on April 12, 2009, 11:08:41 pm
haha... thats why i always copy paste everything in that text box before i submit it so i dont have to type something that long again.
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Post by: PX_Timefordeath on April 17, 2009, 10:05:02 pm
Flame shield - It's like putting your hand in the oven without a mitt! PA + 2, Berserk, Initial Haste
Flame Helm - And there goes your hair... HP + 45, Berserk, Initial Haste
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Post by: Zalge on April 17, 2009, 10:22:52 pm
Ifrit's Mantle - A cape blessed by the Esper, Ifrit. Even the coldest ice cannot cool this mantle. Its strange properties, however, cause it to serve as a lightning rod. +15 P-AEV +30 M-AEV Added Effects: Absorb- Fire Half- Ice Weak- Lightning
Ramuh's Mantle - A cape blessed by the Esper, Ramuh. Lightning surges through every stitch. It is highly resistant to fire. It is, however, highly vulnerable to being frozen. +15 P-AEV +30 M-AEV Added Effects: Absorb- Lightning Half- Fire Weak -Ice
Shiva's Mantle - A cape blessed by the Esper, Shiva. The cape has the properties of Ice, and would melt when exposed to extreme heat. However, while solid, the ice repels lightning attacks. +15 P-AEV +30 M-AEV Added Effects: Absorb- Ice Half- Lightning Weak- Fire
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Post by: SilvasRuin on April 18, 2009, 10:08:20 am
The description of Ifrit's Mantle isn't consistent with the stats you gave it. It should nullify water or the description could use some tweaking. Resisting cold isn't quite the same thing...
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Post by: Zalge on April 18, 2009, 12:01:33 pm
Quote from: "SilvasRuin"The description of Ifrit's Mantle isn't consistent with the stats you gave it. It should nullify water or the description could use some tweaking. Resisting cold isn't quite the same thing...
fine, changed =P
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Post by: LastingDawn on April 19, 2009, 03:14:58 am
Hmm, those are quite powerful, and are all very similar (such as the old Summons themselves) I do like that you called them Esper's though. But only one of those would be chosen, and probably won't be holding the namesake of any of their summons (for your Ifrit one for instance, I see a "Rubicante's Cape" much more of an appetizing possibility, even then it's stats will be highly modified.
Thank you for the inspiration though.
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Post by: boomkick on April 19, 2009, 04:43:59 am
LD, if possible, could you send me what items you have already placed and what their effects SHOULD be from this list, i want to know (since the description in game doesn't say) and maybe give more suggestions based off that information.
EDIT: NEW ITEM IDEA
Strange Cloak- My god, whoever thought of this item is a ****ing idiot! HP: 0 MP: 0 Move+5 Jump+5 Initial- Dead Always- Undead, Poison.
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Post by: Skip Sandwich on April 19, 2009, 12:46:12 pm
Genji Helm --> Cursed Helm HP: 100 MP: 15 Always: Confuse Cancel: Sleep, Charm, Addle MA +2, PA +1
Genji Armor --> Cursed Plate HP: 100 MP: 15 Always: Confuse Cancel: Poison, Frog, Blood Suck PA +2, MA +1
Genji Glove --> Cursed Glove Strengthen: All Weak: All
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Post by: LastingDawn on April 19, 2009, 02:38:52 pm
Ah, as always a very interesting idea, though Confusion is superbly debilitating, but those are fitting effects for such and are extremely fitting. This sounds like the proper set to replace Genji. Also for that cape, I'm not sure what to say, regarding it, eh heh...
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Post by: Sephirot24 on April 19, 2009, 03:08:44 pm
As good and creative as that Genji gear is, who in their right minds would throw into battle a permanently confused unit?
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Post by: LastingDawn on April 19, 2009, 03:21:07 pm
With the right tools Confuse can be relatively controlled... almost. They also give large bonuses, and if thrown into the right circumstances (say it's down to just you and a few enemies remaining) equipping this Armor could save you.
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Post by: Skip Sandwich on April 19, 2009, 04:16:52 pm
the cursed equipments, save possibly the Cursed Glove, really aren't meant to be primary equipment, but rather something you switch to via Eqiup Change when you judge the risk is worth it. I almost added Always: Protect to the armor, and Always: Shell to the helmet, but I kind of wanted them to be more of an uneven gamble, but if playtesting reveals them to be not effective enough, then those can always be added in.
also, here is the flavor text for each of those items
this ebony helm/armor/gauntlet was once used to seal away a powerful fiend, it grants great power, but drives the bearer to treachery and madness
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Post by: PX_Timefordeath on April 19, 2009, 10:12:21 pm
Enchanted Amulet - It's not really what you think it is... Initial: Sleep, Addle, Don't Move, Poison Always: Slow Move +2 Jump +2 PA +1 MA +1
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Post by: Sephirot24 on April 20, 2009, 08:54:56 pm
Whisperer's cloak - Listen to the wind.. Cancel: silence. Null: Wind. P.Ev: 15 M.Ev: 25 MA +1
Fury ring - Rush blindly and bravely into battle! Initial: Haste. Always: Blind, Berserk. Cancel: Charm. PA+2
Oracle's robe - Said to be worn by ancient magicians. Cancel: Addle, Sleep. HP+25 MP+55
Wolf Pelts (it's supposed to be clothes) - Worn only by true hunters. Always: Innocent. Null: Earth PA+2 HP+40
Chocobo's vest - Stuffed with yellow feathers, it keeps you warm in cold winters. It's also very light. Halve: Ice SP+1 HP+15 MP+5
Assassin's Cloak - Made with a secret fabric, from an extinct monster. Initial: transparent. Cancel: Death sentence. P.Ev: 30 M.Ev: 10
Cobra's Head - Shield shaped after an evil creature. Weak: Ice Cancel: poison, blind. Halve: dark. P.EV: 15 M.EV: 20
Purifier Armor - It's said to have Holy properties. Absorb: Fire. Strengthen: Holy. Weak: Dark. HP+30 MP+30
Just some ideas.. you'll probably have to rebalance HP / MP values..
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Post by: PX_Timefordeath on April 20, 2009, 09:10:44 pm
Quote from: "Sephirot24"Fury ring - Rage at whatever you see! Nobody will blame you! Initial: Haste. Always: Confuse, Berserk. Cancel: Charm. PA+2
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Post by: SilvasRuin on April 20, 2009, 10:13:21 pm
Always Blind and Berserk might be too crippling. Perhaps I'm wrong, but I don't recall Berserked units paying all that much attention to where the enemy is facing.
Always: Innocent might be too potent. Complete magic immunity? With items, you don't need magic to heal...
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Post by: boomkick on April 20, 2009, 11:09:10 pm
Another thing for fun.
Idiot Cape- Cape for idiots. Move + 20 Jump +20 Always Blind, Confused, Dark Matter, Critical.
I want to see what happens.
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Post by: PX_Timefordeath on April 20, 2009, 11:14:45 pm
Quote from: "SilvasRuin"Always: Innocent might be too potent. Complete magic immunity? With items, you don't need magic to heal...
Items? You mean that one rune that heals 50, and that's all? lol, Maybe Always:Prayer might be better.
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Post by: SilvasRuin on April 20, 2009, 11:38:03 pm
Oh, that's the only one? That might be a bit more feasible then... I need to read up more on what all those runes are.
Edit: Yeah, just checked through them. No revival items and only one tier of "potion" means that it isn't nearly as overpowered as I thought it would be.
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Post by: Skip Sandwich on April 21, 2009, 09:37:15 am
Barbuta --> Horned Helm intimidating helm favored by bandits HP: 30 MP: 0 Cancel: Blind PA +1
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Post by: boomkick on April 21, 2009, 10:43:52 am
Skip i think we already are using the barbuta.
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Post by: LastingDawn on April 22, 2009, 02:25:37 am
Thank you for all the ideas everyone, I do apologize for not being around, I've come down with the flu and I find it very difficult to actually "work" with the ailment. Though once I fully recover to tip top shape, I'll make a lot of notes of the many changes I've made thanks to these suggestions.
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Post by: boomkick on April 22, 2009, 10:51:44 pm
Mercenary Set
Mercenary Helm- Helm fit for a mercenary +80 HP +25 MP PA +1 MA +1
Mercenary Plate- Armor fit for a mercenary +90 HP +20 MP PA +1 MA +1
Mercenary Blade- Blade with the strength of the mercenary. WP= 13 W Ev.= 25% 25% chance for an extra strike.
Mercenary Shield- Guards the mercenary from danger. Always Defend
Mercenary Ribbon- Grants the mercenary great luck. PA +1 MA +1 Cancel Slow, Haste.
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Post by: PX_Timefordeath on April 22, 2009, 11:26:31 pm
Red Ribbon - This can only be found by playing normal mode. Initial: Reraise +100 HP
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Post by: LastingDawn on April 23, 2009, 03:21:13 am
Pretty substantial update on the first post, will get to the rest of the ideas here tommorow.
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Post by: Skip Sandwich on April 23, 2009, 09:50:41 am
Wave Helm (play on a tranlation of the word ronin as wave man, or one who comes and goes like the tide) HP: 100 MP: 0 Immune: Sleep, Addle, Confuse
Wave Armor HP: 100 MP: 0 Half: Wind, Water, Earth
Nameless Sword (Katana) WP: 18 PA +1, MA +1, SP +1 Strengthen: Wind, Water, Earth
Ribbon ideas here are ideas for two ribbon items, both assume that Alma's role as the vessel for the Virgo stone remains unchanged in mercenaries, resulting in her becoming a target of the shrine knights, though the exact circumstances of how it plays out will no doubt be much different.
Ribbon (Ribbon) *note* this is worn by alma when she appears in battle as a guest, it should not be obtainable A purple silk ribbon given to Alma by Teta, it is her most cherished possession Immune: Charm, Addle, Confusion Always: Faith, Shell
Ribbon II (Ribbon) *note* this is a special accessory only wearable by ramza's ultimate job, like the Javelin II, the "II" is not an actual part of the item name torn silk ribbon, it was Alma's favorite Immune: Dead, Death Sentence, Petrify, Charm, Confusion, Addle, Blood Suck Always: Faith, Shell
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Post by: LastingDawn on April 23, 2009, 02:29:25 pm
PXTimeforDeath Wrote...
QuoteFlame Armor - It's so hot, you won't know what you're hitting! Always: Haste, Berserk
If we relieve it of much of any HP or MP gain I could see it getting by with that.
QuoteAA Lionheart - Sword forged for an ancient warrior, it's power is fit for only one. (Ramza Hessain Only) +3 PA +2 MA +100 HP Initial Protect
Eh heh... I'm not sure I want to go this route just yet, Also I can't really put HP onto a sword, or maybe I can... if I could though I don't think it would have WP though.
QuoteAB Valkyrie - Sword/Rapier forged for an ancient sorceress, it's power is fit for only one. (Red Mage Rad) +3 MA +2 PA +50 MP Initial Shell
The same applies here. -----------------------------
QuoteC8 Rich Robe 50 10 5000 3
Quite ordinary... also the HP bonus is actually very large for a robe, so while ordinary it is unique in it's amount of HP... it will be considered.
QuoteC9 Soft Robe 20 18 3200 5 Block: Petrify
This is an interesting piece,if I can find a way to implement it, I will.
Hmm, I'm not sure I like the idea of halfing a lot of elements in that manner...
QuoteCD Black Robe 60 45 10000 31 MA + 1
Not sure I like this idea too much.. It doesn't sit right with me for some reason...
QuoteCE Judo Robe 100 20 36500 38 PA + 2
This is an idea I can get behind! Of course it's HP will be chopped in half, if not more. ---------------------------- -----------------------------------------------------------------------
QuoteFlame shield - It's like putting your hand in the oven without a mitt! PA + 2, Berserk, Initial Haste
Flame Helm - And there goes your hair... HP + 45, Berserk, Initial Haste
Both very interesting concepts... but they both do the same thing. Also the Wolf's Helm already Berserks. Not sure how much I want to use that concept for... Berserk, along with confusion is a rather iffy status. ----------------------------------------------------
QuoteEnchanted Amulet - It's not really what you think it is... Initial: Sleep, Addle, Don't Move, Poison Always: Slow Move +2 Jump +2 PA +1 MA +1
Always slow in this case is Far too much, especially with what you stumble into battle with, I'd say though it too similarly resembles the Cursed Ring in it's execution though, in terms of bonuses it gives. -------------------------------------------------------
QuoteRed Ribbon - This can only be found by playing normal mode. Initial: Reraise +100 HP
QuoteMy simple addition; I think a piece of armor that adds initial: shell, and has MA +1 with a decent MP bonus and a smaller HP bonus would be a cool idea. It would be a way to better integrate a physical/magical character hybrid. Like a Knight could equip it and have a bit better usage of magic and such. Maybe even remove the initial shell if too good, but I definitely like the idea of a sort of 'Mage Armor' and I think it would make for some interesting uses
Very true. It does have some good potential.I'll see what Armor's are left for such. ********************************************************************* Sephirot24 wrote...
QuoteThere has to be a balance for items with good status... but if you're gonna nerf every item with some good status with poison / slow / or whatever it prolly will see little use (specially in this case, where items have so low HP / MP bonus). I like the mix of good and bad status a la Cursed Ring though. IMO that'd had to be implemented on powerful / very useful items.. but not in the majority of them.
I also like seeing many Initial effects. Quite innovative!
Ah, well I do believe in balance, but for Armor that is normally dealt with in lower then normal HP gain or higher then normal HP gains. For instance... the Slow Set...
This set consists of...
Obelisk (the most powerful spear, but has Always: Slow on it) Bulky Armor (Excellent HP gain for that point in the game, has Always:Slow on it) Giant's Helm (Read Above) Heavy Ring (Always Protect, Always Slow)
This whole set together makes one a fantastic tank. especially if they're a Knight, even with just one piece of this set, Ironclad is already giving Protect and Regen for free. Also to offset slow you can mix in a bit of the Speed set for that. Believe me, the balances are being taken into careful consideration.
QuoteWhisperer's cloak - Listen to the wind.. Cancel: silence. Null: Wind. P.Ev: 15 M.Ev: 25 MA +1
This is a very interesting idea... also I've not made it very clear, but the Wind Element has been replaced for the Cure Element, but the Cure Element as being immune to, eh...? That is a rather fascinating idea. Also the "whisperer" in Ivalician lore then would be Shemhazai, oh great way to add her! Great idea!
QuoteFury ring - Rush blindly and bravely into battle! Initial: Haste. Always: Blind, Berserk. Cancel: Charm. PA+2
Blind AND Berserk makes one almost unable to focus on a target, the +2 PA is nice but... I'll have to think about this one.
QuoteOracle's robe - Said to be worn by ancient magicians. Cancel: Addle, Sleep. HP+25 MP+55
Ah Oracle... I always like the throwback to the classic classes, I'll see if this can be fit in anywhere.
QuoteWolf Pelts (it's supposed to be clothes) - Worn only by true hunters. Always: Innocent. Null: Earth PA+2 HP+40
This looks good with the Wolf's Helm, though in that respect... that should probably be a hat. Nice addition to the set. Though as mentioned Innocent is a powerful status, though nowhere near as powerful as it once was. The Grimiore's of the Invoker's bypass that completely, but Always:Prayer then sounds appropriate with it, as per PX's idea.
QuoteChocobo's vest - Stuffed with yellow feathers, it keeps you warm in cold winters. It's also very light. Halve: Ice SP+1 HP+15 MP+5
Hmm... not sure what it is about it, but I just don't like this one for some reason.
QuoteAssassin's Cloak - Made with a secret fabric, from an extinct monster. Initial: transparent. Cancel: Death sentence. P.Ev: 30 M.Ev: 10
Death Sentence is... odd, but nothing to be "Canceled", with so very few spells available to cast it. I think the Cloak of Shadow's might fit better here.
QuoteCobra's Head - Shield shaped after an evil creature. Weak: Ice Cancel: poison, blind. Halve: dark. P.EV: 15 M.EV: 20
Creative! This is a good idea!
QuotePurifier Armor - It's said to have Holy properties. Absorb: Fire. Strengthen: Holy. Weak: Dark. HP+30 MP+30
Platina Armor kind of takes the part of "Holy Set" so to speak ************************************************************************************************ Boomkick wrote...
QuoteLD, if possible, could you send me what items you have already placed and what their effects SHOULD be from this list, i want to know (since the description in game doesn't say) and maybe give more suggestions based off that information.
EDIT: NEW ITEM IDEA
Strange Cloak- My St. Ajora, whoever thought of this item is a ****ing idiot! HP: 0 MP: 0 Move+5 Jump+5 Initial- Dead Always- Undead, Poison.
It is really... a bit absurd, heh... I can't see that realistically making it in. --------------------------------------------------
QuoteMercenary Set
QuoteMercenary Helm- Helm fit for a mercenary +80 HP +25 MP PA +1 MA +1
That's a bit... much, it's extremely powerful and gives bonuses. Also I'm not too fond of that niche in all honesty.
QuoteMercenary Plate- Armor fit for a mercenary +90 HP +20 MP PA +1 MA +1
The same applies here, just too much, for no draw backs.
QuoteMercenary Blade- Blade with the strength of the mercenary. WP= 13 W Ev.= 25% 25% chance for an extra strike.
That would make it the same as a dagger, though that in itself is interesting for a sword... this goes without saying though that 13 WP is too much though.
QuoteMercenary Shield- Guards the mercenary from danger. Always Defend
Always Defend sort of takes away one of the large points of... Warder, as it stands.
QuoteMercenary Ribbon- Grants the mercenary great luck. PA +1 MA +1 Cancel Slow, Haste.
I like this item, creative and very useful at the same time. It's name will be changed though. ************************************************************************************** Skip Sandwich wrote...
QuoteBarbuta --> Horned Helm intimidating helm favored by bandits HP: 30 MP: 0 Cancel: Blind PA +1
In terms this too much resembles the Headgear and Cap, it's basically a combination of those two, I'm not too fond of that idea... ---------------------------------------------------------------
QuoteWave Helm (play on a tranlation of the word ronin as wave man, or one who comes and goes like the tide) HP: 100 MP: 0 Immune: Sleep, Addle, Confuse
Since Wind Element = Cure Element... I am to say that 80 HP would fit it well. Water and Earth half is good as well.
QuoteNameless Sword (Katana) WP: 18 PA +1, MA +1, SP +1 Strengthen: Wind, Water, Earth
Ah Katana's... unfortunately there's no room for such items as those anymore. It's a nice concept, but the Sword just doesn't work for that reason. Though if it were to make it in by any means it's bonuses would be lessened, or an ill effect placed on it, or Absurdly low WP, to keep the bonuses. -----------------------------------------------------------------------------
QuoteRibbon ideas here are ideas for two ribbon items, both assume that Alma's role as the vessel for the Virgo stone remains unchanged in mercenaries, resulting in her becoming a target of the shrine knights, though the exact circumstances of how it plays out will no doubt be much different.
Eh heh... well that's not quite how it goes in Mercenaries... Alma's role isn't as significant, in fact she's not even mentioned till the mercenary troupe is pushed to a point. Ramza suggest that they visit his sister, now married to the prestigious Bishop Kanbabrif.
QuoteRibbon (Ribbon) *note* this is worn by alma when she appears in battle as a guest, it should not be obtainable A purple silk ribbon given to Alma by Teta, it is her most cherished possession Immune: Charm, Addle, Confusion Always: Faith, Shell
Looks good to me, she does aid you in one fight after all.
QuoteRibbon II (Ribbon) *note* this is a special accessory only wearable by ramza's ultimate job, like the Javelin II, the "II" is not an actual part of the item name torn silk ribbon, it was Alma's favorite Immune: Dead, Death Sentence, Petrify, Charm, Confusion, Addle, Blood Suck Always: Faith, Shell
An interesting concept... but odds are it will be a bit less powerful then that. ********************************************************************************************
Thank you all for the great ideas! And the overall equipment sheet in the first page should be updated tonight as well.
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Post by: Skip Sandwich on April 23, 2009, 03:09:39 pm
well, the nameless sword is supposed to be a sort of replacement for the chaos sword in terms of power, it would definately be an END battle reward, if not from the Eldibs fight itself, and yeah, I kinnda forgot that the katana were all turned into relics, but the concept still works as a knight sword or or regular sword. But, perhaps something like this works instead?
Wave Sword [Sword] Sword of a forign mercenary who is said to have fought with St. Ajora as a Zodiac Brave WP: 15 Cancel: Protect, Shell, Reflect Immune: Protect, Shell, Reflect
also glad to see that one of my ribbon ideas may make it in, i really wasn't expecting the other to get by, but it was still a cool idea. and also, forgot that Cure is a seperate element now, thought it was holy element like in 1.3.
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Post by: LastingDawn on April 23, 2009, 03:45:18 pm
Wave Sword and the description you gave it works very well! Though as addressed the highest WP of a sword currently is 8, which belongs to the Earth Sabre and the Blood Sword. Odds are this sword then will have 10 WP, because of what it's immune to of course. Though would you instead like to go the extra step? I'd say 13 WP (which would make it the most powerful weapon in the game) in exchange for the Dark Matter ailment would justify those stats.
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Post by: Skip Sandwich on April 23, 2009, 03:51:13 pm
13 wp + dark matter works for me, just remember to use a katana grapic for its menu icon and i'll be perfectly happy.
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Post by: LastingDawn on April 23, 2009, 04:04:43 pm
Haha! No problem at all. I can still keep one of those around specifically for that. Unfortunately the inbattle graphic though can't look like a katana, then again... a Flail doesn't exactly look like a Rock on a Stick in it's Icon either...
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Post by: boomkick on April 23, 2009, 06:21:46 pm
Looking at your updates, did you put in all the effects or are you leaving them out?
I would want to replace perfumes with that ribbon idea that i had, makes some sense, anyway. But up to u LD.
Some ideas on bullets (from ff12)
Shot- Regular old gun ammo. Nothing special. WP 4
Poison Shot- Venom coated shot used in assassinations. Adds: Poison WP 5
Lava Shot- a bullet lit aflame. WP 8
Zero Shot- a bullet so cold i freezes anything on touch...except the gun. Adds: Slow WP 4
Electro Shot- a bullet that repeatedly lets off electricity. Adds: Don't Move WP 5
Stun Shot- a casing with a lot of pellets used to stun. Effects - CT 0 WP 3
Tracer Rounds- Use primarily to stop attacks. WP 1 W Ev. 50%
Rare Item!!!!! Ultima Shot- Ammo enchanted with powerful magic. WP 7 Chance to cast (first Ultima).
EDIT:
Idea on Warder weapons. Basically they are chains, but also whips. Since Warders base themselves on defense, maybe give them a 2 range weapon made of a chains/whip. How i can explain this is that those cahins are think and bulky and can prioritize in defense and can also be cast to either attack or "strangle" people and their items/weapons.
Idea on New weapon type. Flutes. They have an auto range (Draw Out). They do very minimal damage but their strengths lie in status.
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Post by: PX_Timefordeath on April 23, 2009, 07:56:49 pm
The ribbon is a reference of IWBTG, you only get the ribbon by playing on Normal mode... Also, the Lionheart and Valkyrie can be secret accessories for Rad and Ramza, the idea was for them to get a super item, like Gaff.
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Post by: LastingDawn on April 24, 2009, 01:55:50 pm
Why do I always do that!!! Sigh... Well I just lost a long and detailed post to you Boomkick, but to summarize (because my thoughts are plainly muddled...)
I liked Electro Shot and Stun Shot, everything else really didn't suit my fancy.
If you can make the chains out of the Ninja Knife's graphic I'll be more inclined to accept it, but for now it's just difficult to imagine.
There's no such thing as a Draw Out weapon Range, though odds are I won't be able to change the sound effect on the harp weapon type, so I'll be stuck with some instrument one way or another.
Arnies is good, though what is Arnies?
I don't like any thought of a Sword with +1 speed.
Gold Sword is classic FF, and I think I have a plan to make it worthless, yet positively fantastic at the same time.
I do appreciate all of your hard work on the project though and I do apologize for the half hearted post, I honestly did have a long and detailed post in the normal style of why I liked and disliked certain ideas.
Now as for the "ultimate weapon" idea PX... that Only works for Gaffgarion because I can make it so no one else can equip the Blood Sword because Gaffgarion is never outside of battle. It can't be unequipped in any circumstance. Therefore while everyone can equip it, no one else has the Chance to equip it.
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Post by: boomkick on April 24, 2009, 06:05:39 pm
I don't know how to edit stuff like that, i either don't have the patience and i just don't know how to do it (or begin). But can it use the flail animation and just be a curved chain. Straight chain on the straight part of the flai and just a small curve on the ball side of the flail.
If anyone wants to try and make this, go right ahead. I actually would want to see how people would shape these things.
Arnies- bloodstained sword, infested with rotton blood and flesh from those who have fallen before...It...
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Post by: PX_Timefordeath on April 24, 2009, 06:34:12 pm
Pepper Shot: Used to anger your opponents! WP:1 Add: Berserk
Spread Shot: It's nature to spread allows it to target multiple body parts. WP:4 Add: Don't Act, Don't Move, Blind, Silence
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Post by: LastingDawn on April 27, 2009, 04:47:51 am
Substantial update on the first post, including the finalized changes for, Swords, Spell Blades, Relics, and Rods. Feel free to post any ideas or questions regarding the changes here.
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Post by: Skip Sandwich on April 27, 2009, 08:45:39 am
Perfumes --> Materia magical stones made from compressed life energy and the memories of an ancient race? I can definately see them granting some equipment bonuses to the few capable of using them in the Ivalican time period.
Red Materia- This crimson stone contains the memory of an ancient beast PA +4, Always: Addle
Blue Materia- This deep blue stone contains the memories of an ancient tactician MA +4, Always: Slow
White Materia- The holder of this ivory orb is filled with feelings of warmth and hope Weak: Cure, Always: Regen
Black Materia- This ebony sphere is said to contain the ultimate magic, many mages have died trying to unlock its secrets Always: Faith, Poison Initial: Addle Strengthen: All except Cure + Holy, Weak: Holy Half: Cure
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Post by: LastingDawn on April 27, 2009, 12:10:08 pm
Ah, thank you for getting back to the basics, I'd almost forgotten about those treasures. Those seem like fitting replacements though, Weak to Cure and Regen I find particularly well thought out, the Cure element will in fact heal them a bit more.
Though should we personalize the stones descriptions a bit more to hint towards other character's in the FF series? For instance...
Red Materia: A stone which therein lies a soul of a young and brash warrior, what he lacked in tact, he made up for in pure strength.
All of the effects, I do enjoy each one comes with another downside (Except White, but that alone isn't too fantastic anyhow) the balances and checks are perfect.
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Post by: Skip Sandwich on April 27, 2009, 12:40:42 pm
it seems we have similar thought processes for these, my initial idea for the red materia description was that it was the summon materia for Griever
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Post by: LastingDawn on April 27, 2009, 12:46:07 pm
Griever from FF8, eh? Griever was definitely an odd... summon? Since he didn't really exist, and Ultimecia made him out of Squall's self personified thoughts on him, what description do you think might fit for that?
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Post by: Zalge on April 27, 2009, 01:02:04 pm
Chocobo Helmet - Made of a chocobo sk... Why would you-... nevermind, I don`t want to know. HP: +15 Move: +1 SP: +1
Despite having such weak hp, it would probably be a midgame item because of the nice move and sp boost (IMO)
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Post by: Skip Sandwich on April 27, 2009, 01:09:42 pm
@LD
red materia- sometimes mistaken for the Zodiac Stone of Leo, the power within this crystal has been described as 'a nightmare within a dream', as those who possess it gain incredible strength, but become plaged by waking nightmares of a lion-headed monster
something like that, perhaps?
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Post by: LastingDawn on April 27, 2009, 01:19:35 pm
Oh, very nice! Great description and a good tie into Ivalice as well!
EDIT: Zalge, I appreciate the idea, but Sp+1 and Move + 1, is really a bit much for a helmet of any sort, even with the low HP gain, Speed on a helmet would have to have a very miniscule HP gain. (which is already covered by the Light Helmet)
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Post by: Skip Sandwich on April 28, 2009, 08:01:19 am
blue materia- this blue crystal is sometimes refered to as Matoya's Eye, for its powers of divination and lorecalling. Of most use however, are the memories of a countless succession of witches stored within. This knowlege can greatly enhance the power of any spellcaster, however, to access this knowledge, one must enter a trance-like state.
I like how I manged to reference both Matoya and the song Succession of Witches in this description
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Post by: LastingDawn on April 28, 2009, 08:09:47 am
Hmm, is that also a reference to Ultimecia's control through the ages? Well in any case, great description and do I have some news today! The new Warder's Weapon type has been chosen! Asmo gave me the idea for it and may I say I am Impressed! Introducing the Bec De Corbin! An ancient weapon nearly forgotten about in this present day, it was primarily used by nobles, against nobles, it is old French for "Crow's Beak", and it's specialty was tearing at the armor of other nobles. Thus it sees it's grand revival in Mercenaries! What better weapon to examplify such a stalwart defender!
Quote----------------------------------------------------------------------------------- BEC DE CORBIN: [(PA + Sp) / 2] * WP? Range 1v2 (from below) / 1v3 (from above) No Two Swords YES Two Hands ------------------------------------------------------------------------------ ## NAME WP Ev PRICE E.LV EFFECTS -- -------------- -- -- ----- ---- -------------------------------------- 0B Bec De Corbin 4 25 10000 20 Half: Fire, Ice, Initial:Protect 0C Jewel Tarnish 5 25 12000 24 Hit: Vanity's Cost, Lightning Elemental 0D Vitality Gash 7 10 15000 28 Hit: Mortal Fate, Dark Elemental 0E Ribbon Cutter 7 20 17000 32 Hit: Meaning of Prestige, Ice Elemental 0F Francisca 9 25 20000 36 10 Mail Rupture 6 30 25000 40 Hit: Parting Reliance, Water Elemental 11 Munition Cleaver 6 10 30000 45 Hit: Hope's Worth, Earth Elemental 12 Demon Slice 3 5 50000 (50) Hit: Demon's Last Gasp, Fire Elemental
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Post by: LastingDawn on May 09, 2009, 07:55:30 pm
Very large update on the first post! Only one sort of weapon remains to be finished and that is Cards! If you have any suggestions for them (in the next few hours or so) I am all ears. I have benefitted very well from all of your wonderful suggestions! I am glad to have such an attentive audience! I assure you this next TEST Demo will be worlds better then the last one.
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Post by: Kokojo on May 09, 2009, 08:10:24 pm
Roullete Cards ! Inflit 50% death on both the caster and the guy that's hit. Tarot : Targets everyone, random status effect (poison, regen, haste, slow) 4 Aces : A weapon that does normal damage, but that has a 50% chance of doing a second attack. Addiction : Always : Zombie, darkness, slow and poison on the wearer. Really random damage, but that can go sky high. Last hope : Always : Faith on caster, attacks the enemy faith directly.
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Post by: PX_Timefordeath on May 09, 2009, 10:19:05 pm
Joker: Random Damage, can cause confusion Magic Card: Has Water, Fire, Earth, Light, and Darkness element Sharpe'd Card: Chance of inflicting Blind
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Post by: LastingDawn on May 10, 2009, 11:04:49 am
Quote from: "Kokojo"Roullete Cards ! Inflit 50% death on both the caster and the guy that's hit. Tarot : Targets everyone, random status effect (poison, regen, haste, slow) 4 Aces : A weapon that does normal damage, but that has a 50% chance of doing a second attack. Addiction : Always : Zombie, darkness, slow and poison on the wearer. Really random damage, but that can go sky high. Last hope : Always : Faith on caster, attacks the enemy faith directly.
Roulette Cards: Such is not possible with weapons, Death is also a very iffy status, I don't like the thought of automatic death really.
Tarot: A nice thought... but once again isn't possible.
4 Aces: That is the Dagger's specialty, it would feel wrong taking away their only... worth.
Addiction: Ah hah! Now this is an interesting idea! This will be considered, but how do you entail it to work? All of the formulas I can think of wouldn't support it very well...
Last Hope: I am... not sure what you mean by this. -------------------
Quote from: "PX_Timefordeath"Joker: Random Damage, can cause confusion Magic Card: Has Water, Fire, Earth, Light, and Darkness element Sharpe'd Card: Chance of inflicting Blind
Joker: The formula of the Card's are the Axe formula, so they all do random damage innate, Confusion sounds good though.
Magic Card: Well let's see... it's a very nice concept, but we need a new name, Magic Card is a bit... plain. How about... Make it Water, Fire, Holy and Dark and call it... Equality? Ah, here we go. It has Always: Dark Matter, but has a 50% chance of casting a spell that causes Dark Matter itself?
Sharpe'd Card: I'm afraid I don't get it... it seems like a very ordinary weapon with that, I'm not sure I like that too much...
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Post by: boomkick on May 10, 2009, 12:38:10 pm
Rat Tail- 15 20 5 (70) Add: Poison (or Dark Matter, don't know.)
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Post by: LastingDawn on May 11, 2009, 04:44:16 pm
And weapons are finally completely finished! If you have any critique or questions on the items, feel free to post that question here, next is Shields and Armor.
From Leather Armor to Defense Ring! I would like something done with the majority of these!
Currently I have chopped most of the HP bonuses in half as well as the Shield's Evasions, not to mention the
Mantles.
So if you have any ideas for replacements of these items. Please let me know right away!
Quote[[B.1] WEAPONS
BAREFISTS: [(PA / 2) * PA Range 1v2 (from below) / 1v3 (from above) NO Two Sword NO Two Hands ------------------------------------------------------------------------------- ## NAME WP Ev PRICE E.LV EFFECTS 00 <Nothing> 0 40 0 0 ------------------------------------------------------------------------------
WHIPS: SP * WP Range 1v2 (from below) / 1v3 (from above) NO Two Swords YES Two Hands ------------------------------------------------------------------------------ ## NAME WP Ev PRICE E.LV EFFECTS -- -------------- -- -- ----- ---- -------------------------------------- 43 Whip 6 0 1500 10 Add: Don't Act 44 Fire Lash 9 10 4000 20 Add: Berserk, Darkness, Fire Elemental 45 Chain Whip 13 20 12000 32 46 Dragon Beard 10 0 20000 40 Add: Slow, Darkness, Poison, Water Elemental 49 *7 Resonance 16 5 10 (50) WP^2, Dark Elemental 4A *7 Rat Tail ?? ?? ?? (??)
GUNS, PHYSICAL: WP ^ 2 3 <= Range <= 8 (line of sight) YES Two Swords NO Two Hands Not subject to evasion ------------------------------------------------------------------------------ ## NAME WP Ev PRICE E.LV EFFECTS -- -------------- -- -- ----- ---- -------------------------------------- 47 *3Engineer's Gun 6 5 5000 (11)
CROSSBOWS: PA * WP 3 <= Range <= 4 (line of sight) YES Two Swords NO Two Hands ------------------------------------------------------------------------------ ## NAME WP Ev PRICE E.LV EFFECTS -- -------------- -- -- ----- ---- -------------------------------------- 4D Jagged Eel 3 5 400 10 4E Antipode 4 5 1500 15 4F False Judgment 5 5 2000 21 50 Holy Ground 6 5 4000 27 51 Winter Stream 7 5 8000 35 52 Hypocrisy 8 5 20000 43 53 *4Seventh Heaven 10 0 800 (50) 54 *4Traitor's Bow 7 0 1500 (50) ------------------------------------------------------------ LONGBOWS: [(PA + Sp) / 2] * WP 3 <= Range <= 5 + [height_difference/2] (line of sight or parabolic arc) Both hands only NO Two Swords NO Two Hands ------------------------------------------------------------------------------ ## NAME WP Ev PRICE E.LV EFFECTS -- -------------- -- -- ----- ---- --------------------------------------
------------------------------------------------------------------ BOOKS: [(PA + MA) / 2] * WP Range 3 (and only 3) (line of sight) NO Two Swords NO Two Hands ------------------------------------------------------------------------------ ## NAME WP Ev PRICE E.LV EFFECTS -- -------------- -- -- ----- ---- -------------------------------------- 5F Brilliance Tome 7 15 3000 10 MA + 2, Hit: Pyre Light, Weak: Ice, Water, Strengthen: Fire, Absorb: Fire,
Fire Elemental 60 Glaze Tome 7 15 6000 15 MA + 1, Hit: Stasis Chamber, Weak: Fire, Strengthen: Ice, Absorb: Ice,
Initial: Reflect, Protect, Ice Elemental 61 Peal Tome 7 15 10000 25 MA + 3, Hit: Bolt of Chance, Weak: Earth, Holy, Dark, Strengthen: Lightning 62 The Leading Man 9 15 30000 35 (PA * WP Formula) PA + 2, Sp + 1, Add: Critical Weak: Fire, Ice, Lightning 4B *7 Glabados 10 15 50000 45 Casts: Ajora's Blessing/Barius's Stake/Faram's Temper/ Fire, Lightning, Cure
Elemental 4C *7 Madlemgen 12 35 10 (50) Range 4 Hit:Forbidden Text, Dark Elemental
SPEARS: PA * WP Range 2v3 (4 directions) NO Two Swords YES Two Hands Forced Two Hands ------------------------------------------------------------------------------ ## NAME WP Ev PRICE E.LV EFFECTS -- -------------- -- -- ----- ---- -------------------------------------- 63 Longibunne ?? ?? ?? (??) 64 Gust Pike 5 10 2000 10 Hit: Wind Lancet 65 Whelp's Spire 5 25 4500 15 Hit: Dragon Gambit, Earth Elemental 66 Partisan 7 10 7000 20 Hit: Partiality, Water Elemental, 67 Obelisk 12 10 10000 25 PA + 2, Always: Slow, Lightning Elemental 68 Blue Halberd 14 30 36000 30 MA + 2, Cast:Winter Veil/Harrowing White/White Death, Ice Elemental 69 Impartisan 4 10 46000 40 Hit: Impartiality, Fire Elemental, 6A Longinus 5 10 65000 45 Absorb MP (PA * WP) Dark Elemental
*5BULLETS: MA * WP Range 0v0 (0 directions) YES Two Swords NO Two Hands ------------------------------------------------------------------------------ ## NAME WP Ev PRICE E.LV EFFECTS -- -------------- -- -- ----- ---- -------------------------------------- 6B Debilitator 3 0 1000 20 PA * WP - Add: Poison Or Slow 6C Wish Bullet 0 0 1400 24 Wish Formula, Holy Elemental 6D Force Shot 6 0 2400 28 100% Knockback, Low Damage, Earth Elemental 6E Quick Draw 6 0 4000 32 Hit: QuickDraw, Lightning Elemental 6F Lifeshaver 5 0 7500 36 Hit: Lifeshaver, Dark Elemental 70 Coffin Nail 6 0 10000 40 Hit: Possession, Dark Elemental 71 Grenade 8 0 20000 44 Add: Don't Move, Darkness, Confusion, Earth Elemental 72 Distortion Round 0 0 37000 (50) 100% Add: Don't Move or Don't Act or Stop or Haste or Slow
BAGS: F * WP | F = (1..PA) Range 1v3 (from above) / 1v2 (from below) NO Two Swords NO Two Hands Only females can equip ------------------------------------------------------------------------------ ## NAME WP Ev PRICE E.LV EFFECTS -- -------------- -- -- ----- ---- -------------------------------------- XX XXXXXXX XX XX XXXXX XXXX XXXXXXXXXX
CARDS: [(PA + MA) / 2] * WP Range 2v3 (4 directions) NO Two Swords NO Two Hands ------------------------------------------------------------------------------ ## NAME WP Ev PRICE E.LV EFFECTS -- -------------- -- -- ----- ---- -------------------------------------- 77 Loaded Deck 10 0 10000 20 Add:Don't Move or Poison or Darkness or Addle or Berserk 78 Talisman Pile 6 0 15000 25 Hit: Foxbird, Dark Elemental 79 Joker's Play 12 25 20000 30 Add: Confusion, Fire Elemental 75 *6 Addiction 12 0 25000 35 Hit: High Roller, Always: Poison, Darkness, Starting: Addle, Slow, Move +2 76 *6 Equality 15 0 30000 40 Add: Dark Matter, Always: Dark Matter, Fire, Water, Holy, Dark Elemental 5C *8 Tarot of Ben ?? ?? ?? (??)
*1 - I would like these replaced with something, though it's not neccessary, just preferable.
*2 - Advisor's Signet is the exception. *3 - You can find out all about the new plan for guns in the "Bullets and Guns in Mercenaries" topic.
*4 - Two new crossbows taken from the start of bows.
*5 - Bullets will be replacing Poles, as I couldn't find a proper place for them in Mercenaries.
*6 - Bags will be replaced by seperated and turned into Cards and Claws
*7 - All guns but the Engineer's Gun are being replaced and turned into different equipment.
*8 - All Harps have been replaced
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Post by: boomkick on May 11, 2009, 06:12:43 pm
Have you ever thought of using those claw ideas we gave you a while ago?
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Post by: LastingDawn on May 11, 2009, 06:53:19 pm
Indeed, I had. In a way the Fire and Ice claws were used, just very much modified, A lot of the things there are rather bland, not really fitting with the vibe I wanted to give to Claws, there is only one best claw, but the other claws have varied purpose. Bone Claw and Survivor are an interesting combo, each three turns you will be given a chance to come back, since Survivor makes it so you can't be crystalized or treasured. By no means is it overpowered though. Fire Claws are good for attacking, Climbing Claws are good for mobility and relative flexibility, White Fang is a Panacea, which I find an interesting concept for a weapon, something you don't start with, but switch in and out of to cure a dangerous ailment.
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Post by: beawulfx on May 11, 2009, 08:07:44 pm
*drools*
Man these weapons are fantastic. Since playing the demo and seeing things like this I am desperate to play this game. I know you are a modest man but the work you are doing is very tantalizing to me. Kudos.
I just really love the weapons (claws, whips, bullets, bec de corbin all look so great!) and really look forward to seeing what you do with the rest of the items in the game.
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Post by: boomkick on May 12, 2009, 02:02:51 am
Wheres the Four-Gods-Set?
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Post by: LastingDawn on May 12, 2009, 05:16:55 am
Heh, thanks I would have forgotten about that... since my list here didn't have that old change.
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Post by: LastingDawn on May 12, 2009, 02:23:10 pm
Shield's are now finished, I tried to make them as varied as I could... hmm, Armor and Accessories will probably be hurt by these changes down the line...
Shields offer both physical (P.SEV) and magical (M.SEV) evasion bonuses. See section 1.4 for details. ------------------------------------------------------------------------------- /S-Ev\ ## NAME P. M. COST E.LV EFFECTS -- -------------- -- -- ----- ---- --------------------------------------- 80 Sentinal's Shield 0 0 10000 (10) PA + 3 Always: Protect, Shell, Starting:Petrify, Weak: Cure Elemental 81 Four God's Set ?? ?? ?? (??) ?? 82 Wooden Shield 5 0 1500 13 Weak: Fire Strengthen: Earth 83 Flimsy Cover 12 0 2000 16 84 Mythril Shield 0 15 2500 19 MA + 2 85 Army Buckler 15 5 3500 22 86 Minister's Veil 10 0 6000 25 Immune: Confusion, Charm, Berserk, Addle Strengthen: Holy 87 Gigas Bulwark 45 0 8500 28 PA + 2 Always: Slow 88 Aegis Defense 5 30 10000 32 MA + 1 89 Cobra's Head 15 20 12000 35 Immune: Poison, Blind Half: Dark Weak: Ice 8A Knight's Resolve 18 12 16000 38 PA + 1 8B General's Word 23 15 21000 41 Always: Float, Strengthen: Holy, Weak: Dark 8C Raider's Guard 25 0 25000 44 Sp + 1 8D Palamecia Plate 35 35 30000 47 Always: Dark Matter 8E King's Oath 30 30 45000 50 8F Mad Emperor 50 40 10 (50) Always: Berserk
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Post by: Skip Sandwich on May 12, 2009, 08:23:55 pm
why are whips two hand capable as oposed to two sword capable? to me it would make more sense to make them two sword capable weapons instead, as whips and flails both really don't benifit much from the added leverage that weilding a weapon in two hands allows, and they aren't very heavy weapons either.
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Post by: SilvasRuin on May 12, 2009, 10:22:41 pm
Flails don't really benefit much from two hands? What? Maybe not in leverage, but they do in momentum.
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Post by: Skip Sandwich on May 13, 2009, 02:43:51 am
flails are heavy enough to benifit somewhat from a two-handed swing, yes, but the flail weapon type has been changed into whips, and whips are much lighter weapons that deal damage via accelerating the striking tip to very high speeds via a quick snap of the wrist, even if the striking tip is replaced with a slightly heavier bladed tip or a much heavier (comparatively) solid ball, it is still a very different weapon from a flail, which deals damage by using a flexible length of rope or chain to lend speed to a heavy weight via swinging said weight around (they're called 'meteoric hammers' for a reason, they really do have more in common with sledgehammers or wrecking balls then whips)
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Post by: SilvasRuin on May 13, 2009, 03:18:24 am
I contested your statement about flails, not your statement about whips. I do agree with the whips statement.
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Post by: LastingDawn on May 13, 2009, 06:26:12 am
Mainly from a gameplay standpoint. I've made sure that any class that has Two Sword can only equip either Two Claws, Two Bullets, or a gun and a Bullet, or two Crossbows. If I make Whips two sworded that would take away from the uniqueness that certain other weapons hold. Whips aren't meant as any class specialty, Though they are rather weak... so it might redeem them. I'll consider it.
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Post by: LastingDawn on May 19, 2009, 01:55:12 pm
I gave the Whip Two Sword idea a lot of thought but simply from a gameplay standpoint of view it wouldn't work well, that would mean some classes could equip a Gun and a Whip (disaster...) so merely for those kinds of purposes I would have to abstain from doing so. But great news! All armor is finally finished! That means that in the coming weeks you can expect to see some *gasp* progress in the story! I still plan for a Demo sometime this summer, so watch out for that, and without further ado the complete, Weapon, Armor, Helmet, Shield, Accessory list!
Also, please understand my failure to be creative with some of these, please keep in mind I had only 4F (of F0 items) amount of Item attributes and I've used every single one, so I'm sorry if your item didn't make it in, but we simply ran out of space.
Quote[[B.1] WEAPONS
BAREFISTS: [(PA / 2) * PA Range 1v2 (from below) / 1v3 (from above) NO Two Sword NO Two Hands ------------------------------------------------------------------------------- ## NAME WP Ev PRICE E.LV EFFECTS 00 <Nothing> 0 40 0 0 ------------------------------------------------------------------------------
WHIPS: SP * WP Range 1v2 (from below) / 1v3 (from above) NO Two Swords YES Two Hands ------------------------------------------------------------------------------ ## NAME WP Ev PRICE E.LV EFFECTS -- -------------- -- -- ----- ---- -------------------------------------- 43 Whip 6 0 1500 10 Add: Don't Act 44 Fire Lash 9 10 4000 20 Add: Berserk, Darkness, Fire Elemental 45 Chain Whip 13 20 12000 32 46 Dragon Beard 10 0 20000 40 Add: Slow, Darkness, Poison, Water Elemental 49 *7 Resonance 16 5 10 (50) WP^2, Dark Elemental 4A *7 Rat Tail ?? ?? ?? (??)
GUNS, PHYSICAL: WP ^ 2 3 <= Range <= 8 (line of sight) YES Two Swords NO Two Hands Not subject to evasion ------------------------------------------------------------------------------ ## NAME WP Ev PRICE E.LV EFFECTS -- -------------- -- -- ----- ---- -------------------------------------- 47 *3Engineer's Gun 6 5 5000 (11)
CROSSBOWS: PA * WP 3 <= Range <= 4 (line of sight) YES Two Swords NO Two Hands ------------------------------------------------------------------------------ ## NAME WP Ev PRICE E.LV EFFECTS -- -------------- -- -- ----- ---- -------------------------------------- 4D Jagged Eel 3 5 400 10 Lightning, Water Elemental 4E Antipode 4 5 1500 15 Fire, Ice Elemental 4F False Judgment 5 5 2000 21 Dark, Lightning Elemental 50 Holy Ground 6 5 4000 27 Holy, Earth Elemental 51 Winter Stream 7 5 8000 35 Ice, Water Elemental 52 Hypocrisy 8 5 20000 43 Holy, Dark Elemental 53 *4Seventh Heaven 5 0 800 (50) 6 Range (applied to both if put on right hand), Water, Holy Elemental 54 *4Traitor's Bow 7 0 1500 (50) Absorb HP, Dark, Fire, Elemental ------------------------------------------------------------ LONGBOWS: [(PA + Sp) / 2] * WP 3 <= Range <= 5 + [height_difference/2] (line of sight or parabolic arc) Both hands only NO Two Swords NO Two Hands ------------------------------------------------------------------------------ ## NAME WP Ev PRICE E.LV EFFECTS -- -------------- -- -- ----- ---- --------------------------------------
------------------------------------------------------------------ BOOKS: [(PA + MA) / 2] * WP Range 3 (and only 3) (line of sight) NO Two Swords NO Two Hands ------------------------------------------------------------------------------ ## NAME WP Ev PRICE E.LV EFFECTS -- -------------- -- -- ----- ---- -------------------------------------- 5F Brilliance Tome 7 15 3000 10 MA + 2, Hit: Pyre Light, Weak: Ice, Water, Strengthen: Fire, Absorb: Fire,
Fire Elemental 60 Glaze Tome 7 15 6000 15 MA + 1, Hit: Stasis Chamber, Weak: Fire, Strengthen: Ice, Absorb: Ice,
Initial: Reflect, Protect, Ice Elemental 61 Peal Tome 7 15 10000 25 MA + 3, Hit: Bolt of Chance, Weak: Earth, Holy, Dark, Strengthen: Lightning 62 The Leading Man 9 15 30000 35 (PA * WP Formula) PA + 2, Sp + 1, Add: Critical Weak: Fire, Ice, Lightning 4B *7 Glabados 10 15 50000 45 Casts: Ajora's Blessing/Barius's Stake/Faram's Temper/ Fire, Lightning, Cure
Elemental 4C *7 Madlemgen 12 35 10 (50) Range 4 Hit:Forbidden Text, Dark Elemental
SPEARS: PA * WP Range 2v3 (4 directions) NO Two Swords YES Two Hands Forced Two Hands ------------------------------------------------------------------------------ ## NAME WP Ev PRICE E.LV EFFECTS -- -------------- -- -- ----- ---- -------------------------------------- 63 Longibunne ?? ?? ?? (??) 64 Gust Pike 5 10 2000 10 Hit: Wind Lancet 65 Whelp's Spire 5 25 4500 15 Hit: Dragon Gambit, Earth Elemental 66 Partisan 7 10 7000 20 Hit: Partiality, Water Elemental, 67 Obelisk 12 10 10000 25 PA + 2, Always: Slow, Lightning Elemental 68 Blue Halberd 14 30 36000 30 MA + 2, Cast:Winter Veil/Harrowing White/White Death, Ice Elemental 69 Impartisan 4 10 46000 40 Hit: Impartiality, Fire Elemental, 6A Longinus 5 10 65000 45 Absorb MP (PA * WP) Dark Elemental
*5BULLETS: MA * WP Range 0v0 (0 directions) YES Two Swords NO Two Hands ------------------------------------------------------------------------------ ## NAME WP Ev PRICE E.LV EFFECTS -- -------------- -- -- ----- ---- -------------------------------------- 6B Debilitator 3 0 1000 20 PA * WP - Add: Poison Or Slow 6C Wish Bullet 0 0 1400 24 Wish Formula, Holy Elemental 6D Force Shot 6 0 2400 28 100% Knockback, Low Damage, Earth Elemental 6E Quick Draw 6 0 4000 32 Hit: QuickDraw, Lightning Elemental 6F Lifeshaver 5 0 7500 36 Hit: Lifeshaver, Dark Elemental 70 Coffin Nail 6 0 10000 40 Hit: Possession, Dark Elemental 71 Grenade 8 0 20000 44 Add: Don't Move, Darkness, Confusion, Earth Elemental 72 Distortion Round 0 0 37000 (50) 100% Add: Don't Move or Don't Act or Stop or Haste or Slow
BAGS: F * WP | F = (1..PA) Range 1v3 (from above) / 1v2 (from below) NO Two Swords NO Two Hands Only females can equip ------------------------------------------------------------------------------ ## NAME WP Ev PRICE E.LV EFFECTS -- -------------- -- -- ----- ---- -------------------------------------- XX XXXXXXX XX XX XXXXX XXXX XXXXXXXXXX
CARDS: [(PA + MA) / 2] * WP Range 2v3 (4 directions) NO Two Swords NO Two Hands ------------------------------------------------------------------------------ ## NAME WP Ev PRICE E.LV EFFECTS -- -------------- -- -- ----- ---- -------------------------------------- 77 Loaded Deck 10 0 10000 20 Add:Don't Move or Poison or Darkness or Addle or Berserk 78 Talisman Pile 6 0 15000 25 Hit: Foxbird, Dark Elemental 79 Joker's Play 12 25 20000 30 Add: Confusion, Fire Elemental 75 *6 Addiction 12 0 25000 35 Hit: High Roller, Always: Poison, Darkness, Starting: Addle, Slow, Move +2 76 *6 Equality 15 0 30000 40 Add: Dark Matter, Always: Dark Matter, Fire, Water, Holy, Dark Elemental 5C *8 Tarot of Ben ?? ?? ?? (??)
THROWN ITEMS: Can only be used for THROW (damage = Sp * WP) Range (Caster's Move)/1 ------------------------------------------------------------------------------ ## NAME WP Ev PRICE E.LV EFFECTS -- -------------- -- -- ----- ---- -------------------------------------- 7A Shuriken 4 0 ( 1) 7B Magic Shuriken 7 0 (18) 7C Yagyu Darkness 10 0 (33) 7D Fire Ball 8 0 ( 1) Fire-elemental 7E Water Ball 8 0 (18) Water-elemental 7F Lightning Ball 8 0 (29) Lightning-elemental
H A T S ------------------------------------------------------------------------------- ## NAME HP+ MP+ PRICE E.LV EFFECTS -- -------------- --- --- ----- ---- ------------------------------------- 9D Student's Cap 5 0 500 10 Immune: Blind 9E Feather Hat 255 255 0 (4) MA + 14 (This can only belong to one man...) 9F Initiate's Hood 10 5 1000 14 A0 Woodman's Cap 30 0 1600 18 A1 Wolf Helm 60 0 5000 22 Always: Berserk A2 Bard's Beret 10 20 3000 26 A3 Rebel's Bandana 20 0 6500 30 Sp + 1 A4 Chancellor's Cap 20 20 8000 34 MA +2 A5 Fire Seer's Hood 10 40 10000 38 Strengthen: Fire, Absorb: Fire A6 Oielvert's Pin 0 60 12000 42 PA + 1 A7 Lieutenant's Hat 35 25 16000 46 A8 Lenna's Cap 10 10 35000(50) PA + 1, MA + 1, Sp + 1
R I B B O N S ------------------------------------------------------------------------------- ## NAME HP+ MP+ PRICE E.LV EFFECTS -- -------------- --- --- ----- ---- ------------------------------------- A9 Grimoire 0 10 500 (10) AA Clear Thought 0 10 1000 (30) Immune:Addle, Don't Move, Don't Act AB Gran Grimoire 0 10 2000 (50) PA + 1, MA + 1, Sp + 1
S H O E S ------------------------------------------------------------------------------- ## NAME PRICE E.LV EFFECTS -- -------------- ----- ---- ----------------------------------------------- D0 Battle Boots 1000 10 25% P. Ev D1 Tennis Shoes 4000 20 Move +1 D2 Clown Shoes 15000 (30) MA + 2, 15% 15% P. Ev, 15% M. Ev D3 Sprint Shoes 10000 30 Move + 1, Starting: Haste D4 Monk Sandals 15000 40 PA + 2, Move + 1 D5 Sprint Shoes 25000 50 Sp +1, Move +1 D6 Wolf Paws 40000 (50) Move +3, PA +1, Always: Berserk
G A U N T L E T S ------------------------------------------------------------------------------- ## NAME PRICE E.LV EFFECTS -- -------------- ----- ---- ----------------------------------------------- D7 Workman's Gloves 5000 20 15% P. Ev, Starting: Protect D8 Armor Gauntlet 10 (50) PA +3 D9 Faith Brace 20000 35 MA + 1, Starting: Faith DA Bracer 50000 45 PA + 1 20% P. EV,
R I N G S ------------------------------------------------------------------------------- ## NAME PRICE E.LV EFFECTS -- -------------- ----- ---- ----------------------------------------------- DB Heavy Ring 10000 15 Always: Protect, Slow DC Liberty Band 15000 25 Immune: Don't Move, Don't Act, Addle DD Band of Abilities 65000 (35) Allows use of Secret Skills, PA + 1, MA + 1, Sp + 1 DE Cursed Ring 10 45 PA +1, MA +1, Sp +1, Move + 1, Jump + 1. Always: Undead, Dark Matter, Cancel: Cure DF Bartz's Crystal 20000 (25) Sp + 1, Move + 1, Jump + 1, Starting: Regen, Reflect A R M L E T S ------------------------------------------------------------------------------- ## NAME PRICE E.LV EFFECTS -- -------------- ----- ---- ----------------------------------------------- E0 Ruby Armlet 5000 10 Immune: Don't Move, Starting: Shell E1 Harmonious Bangle 10000 20 Immune:Undead, Coventry, Poison, Starting: Faith E2 Japa Mala 15000 30 Immune:Slow, Haste, Don't Move, Don't Act, Float, Regen, Stop, Reflect E3 White Bangle 25000 40 MA + 1, Strengthen: Cure E4 Shaded Coils 40000 50 Strengthen: Dark, Water, Weak: Holy, Fire, Starting: Astra
M A N T L E S Mantles (capes) offer physical (P.AEV) and magical (M.AEV) evasion bonuses. See section 1.4 for details. ------------------------------------------------------------------------------ /A-Ev\ ## NAME P. M. PRICE E.LV COMMENTS/SPECIAL EFFECTS -- -------------- -- -- ----- ---- -------------------------------------- E5 Small Mantle 10 10 3000 10 E6 Death Shroud 0 0 4000 20 Immune: Crystal, Treasure E7 Mist Seal Mantle 5 45 10000 30 Always: Addle, Regen E8 Rubicante's Cloak 25 25 30000 (40) Absorb: Fire, Strengthen: Fire, E9 Pugilist Cape 35 0 15000 40 PA + 1 EA Starry Heaven 15 30 30000 50 MA + 2 EB Faris's Standard 35 0 10 (50) Sp + 2, Immune: Protect, Shell, Regen, Transparent, Reraise, Float, Wall,
Faith, Innocent, Absorb: Water, Cancel: Cure, Strengthen: Earth M A T E R I A ------------------------------------------------------------------------------- ## NAME PRICE E.LV EFFECTS -- -------------- ----- ---- ----------------------------------------------- EC Red Materia 60000 (50) PA + 4, Always: Addle ED Blue Materia 60000 (50) MA + 4, Always: Blind, Starting: Frog EE Black Materia 60000 (50) Always: Faith, Poison, Critical, Strengthen: Fire, Ice, Lightning, Earth, Water,
Dark, Half: Cure, Weak: Holy EF White Materia 60000 (50) Always: Regen, Strengthen: Cure, Weak: Cure, Dark
*1 - I would like these replaced with something, though it's not neccessary, just preferable.
*2 - Advisor's Signet is the exception. *3 - You can find out all about the new plan for guns in the "Bullets and Guns in Mercenaries" topic.
*4 - Two new crossbows taken from the start of bows.
*5 - Bullets will be replacing Poles, as I couldn't find a proper place for them in Mercenaries.
*6 - Bags will be replaced by seperated and turned into Cards and Claws
*7 - All guns but the Engineer's Gun are being replaced and turned into different equipment.
*8 - All Harps have been replaced
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Post by: tebian on May 19, 2009, 02:31:52 pm
Dang dawn you told me about the work as you where doing. That is some great mods there. Thanks for hanging in the chat with us btw.
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Post by: LastingDawn on May 19, 2009, 02:35:26 pm
Haha, my pleasure. Also thank you for the compliment, though my only worry is about how well this will translate into the gameplay itself. It's supposed to give it a completely new feeling, I can't say if it will do that much though.
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Post by: Asmo X on May 20, 2009, 02:59:00 am