RavenRed: I've always wondered whether Rings of Power could be implemented in a slighly different way, with specific Arts dropped rather than similar Randarts. I've come up with a list/suggestion/starting point for this. Obviously, these rings should only be dropped once, rather than the usual collection of Mathoms you end up with once you start killing a Ringwraith over and over. Anyway, here's a list of sorts:
- Global
- All Rings: Skill: Udun [+5.000], RESISTS(Nether=33 Dark=22), Drain Life, Heavy Curse, May Recurse, CHR –8, -5 Luck
- Specific
- Uvatha the Horseman - Movespeed+15, Actionspeed +5, RESIST(FEAR=100 NEXUS=66), STR+3, DEX +2, WIS-2, Animal ESP, Free Action
Adunaphel the Quiet - Activate:Wraithform, Skill:Stealth [+8.000], Invisibility, INT +2, WIS +2, STR –3, CON –1
Akhorahil the Blind - Activate:Magic Map + Detection, RESIST(CONFUSION=55), RES_BLIND, See invisible, INT+4
Ren the Unclean – Activate: FireFlash, Skill:Fire [+8.000], RESIST(FIRE=66 POISON=66), RES_BLIND, STR+1, INT+1, WIS-4.
Ji Indur Dawndeath – Skill:Spell-Power [+7.000], Skill: Magic[+3.000], INT+4, WIS-2, ESP
Dwar, Dog Lord of Waw- Activate: Summon Hounds, RESIST(CONFUSION=55) STR +3, DEX +2, CON +1, Animal ESP, Free Action, See Invisible
- Hoarmurath of Dir – Skill: Sorcery [+5.000], Mana +20%, HOLD_LIFE, INT +3, WIS +1, Free Action
Khamul, the Black Easterling – (+10, +15)[+15], Skill:Weaponmastery [+8.000], +1 Blows, +1 STR, +1 DEX, –4 WIS, Aggravate.
The Witch-King of Angmar – (+5, +5), Skill:Combat [+5.000], Skill:Magic [+5.000], RESIST(COLD=66 CONFUSION=55 ELECTRICITY=66 FEAR=100 FIRE=66, POISON=66), All Stats +1, Regenerate, Luck -2
- Notes
- The global penalties/benefits of the rings are obvious. The -5 Luck will make a few people think twice, at any rate, about putting the darn things on. The CHR -8 is meant to simulate a horror and revulsion towards the wearer rather than the more generic Aggravate response. The bonus to Udun is deliberate, as it gives a bigger bonus to Melkor worshippers than to any other God worshipper.
- The individual rings are meant to mimic (in a large or small way) the strengths and weaknesses of the Nazgul as they are presently coded and described. This means that sorcerors will sigh at the sight of a Dwar ring, but drool over a Hoarmurath of Dur circlet.
Anyway, have a look and make whatever suggestions or criticisms you please.
2cworth and counting...
BurbLulls: I certainly agree with the fact that the Nazgul rings have to be changed, and this idea certainly seems to be a very good one. At the moment, I feel the curses and negative values of the rings simply make them useless for all classes. I'm not saying that wearing these foul things should be a walk in the park, but there should be some debatable advantages to wearing them. At the moment most of my Nazgul rings just have a handful of common resistances along with the heavy cursing and draining qualities.
I agree with most of the abilities of the rings Ravenred has made, although I think Adunaphel's wraithform, Ren's ESP (Full?) and perhaps Hoarmurath's Sorcery boost may be a touch on the extreme side. The sorcery would be maybe a bit TOO useful for warrior classes with high HP that would immediately get knowledge of sense monsters and phase door and not feel the 5% HP loss. Udun on the other hand is a great idea for them; Dark Priests of Melkor are obviously the ones who should be considering wearing these the most.
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