Here are some suggestions for beneifical and hindering item brands I've been thinking of implementing, based upon procs. There are three types of procs - those that have a chance to occur when an attack is made (i.e. offensive), those that have a chance to occur every turn, and those that have a chance to occur when a creature gets attacked (i.e. defensive). Some (e.g. torment) are more powerful than others - I haven't worked out competitive power rankings yet but I would like the slightly less powerful effects to be more common than the more powerful ones.
I envisage these brands would be placed upon magical items in a similar fashion to other brands, although their names would take precedence in item name construction.
Suggestions for more, and their frequency would be more than welcome.
Offensive beneficial effects:
A few of these procs also might make good scrolls as well.
I envisage these brands would be placed upon magical items in a similar fashion to other brands, although their names would take precedence in item name construction.
Suggestions for more, and their frequency would be more than welcome.
Offensive beneficial effects:
- transfer 10% of hp from target to attacker [vampiric]
- inflicts 50% extra damage [vorpal]
- reduces maximum hp of target by 25% [draining]
- teleports target to random place on level [telekinetic]
- teleports target away permanently [banishment]
- turns a normal hit into a critical [slaying]
- knocks target back a number of squares to the nearest wall [thundering]
- turns a single attack into two or more attacks [quick]
- chains the damage to any adjacent targets [chaining]
- drains target of 10% of hp and returns it to the attacker [withering]
- turns an attack into a miss [clumsy]
- makes the target trip and fall, thus losing the current action [stumbling]
- teleports target randomly around the level [blinking]
- injures target for half hp [tormenting]
- randomly makes target drop an item carried in inventory [itching]
- randomly eats a carried ration of food [consuming]
- absorbs the blow entirely [shielding]
- heals the target for the damage the hit would otherwise have caused [restoring]
- makes target's evasion temporarily higher and forces the attacker to reroll the triggering attack against the new evasion [displacing]
- knocks attacker back one square (if possible) [rebound]
- freezes the target in place for a turn [rooting]
- terrifies the target, cutting the target's evasion rating to 0 temporarily and allows a reroll of the triggering attack [terrifying]
- allows the attack to proceed at full damage, ignoring armour [piercing]
- teleports a nearby but non-adjacent creature to a square adjacent to the target [attracting]
A few of these procs also might make good scrolls as well.