Requests For New Weapons
MainPage»Idea
Melee weapons
Normal weapons
Spear (Partly implemented in Alpha 24)
- Damage: 4 - 8
- Accuracy = 6
- Attack type: Pierce
- Weight: 5
- Price: 70
- Type: Two Handed
- Concept: Less damage than a sword but higher accuracy (They are nice
and long).
- Purpose in game: An alternative to swords, to add variety.
- Optional features: Big thrown bonus. Throwing spears could really do
damage.
- Discussion: This could be interesting with a range of two. Kind of
like reach.
- Should come in more material variants: wooden spear, steel
spear, maybe silver spear?
- I really like the idea of reach for spears. Maybe they couldn’t
be equipped at the same time as bows and Alt+dir would instead
make you reach with the spear? –Red
kangaroo
(/keeperrl_wiki/talk) 17:01, 27 February
2017 (CET)
- That could be really interesting. (Keeperman)
- Does it need to be equipped before it can be thrown?
- Not sure what AI would do with spears. It would be great if they
could throw it, but then fetching is complicated.
- Perhaps not throwing but having extended reach is an option, but
that’s complex to implement
Poisoned knife (Implemented in Alpha 25)
- Damage: 5-10
- Accuracy = low (small weapon)
- Attack type: poison
- Weight: small
- Price: 100 gold
- Type: One handed
- Concept: Similar damage to a sword but for poison immune creatures
useless. For normal creatures can also poison them.
- Purpose: A poison attack weapon.
- Optional features: Could be a new artifact sword and also give
poison resistance.
- Discussion: Discuss the idea here.
Evil Sword
- Damage: 5 - 8
- Accuracy = 4
- Attack type: Cut
- Weight: 4
- Price: Artifact
- Type: One handed
- Concept: A normal sword except it does extra damage to good
creatures
- Purpose in game: An interesting option for weapon
- Optional features: Perhaps do no damage to evil creatures
- Discussion: Internally the game doesn’t have any concept of good and
bad
Light Sword
- Damage: 5 - 8
- Accuracy = 4
- Attack type: Cut
- Weight: 4
- Price: Artifact
- Type: One handed
- Concept: A sword that is more effective against evil creatures
- Purpose in game: An interesting option for weapon
- Optional features: Good creatures could be immune
- Discussion: Maybe name it “blessed blade”, “holy avenger”,
“lawbringer” or “angelic sword”?
Defensive Pike
- Damage: 4 - 8
- Accuracy = 6
- Attack type: Pierce
- Weight: 5
- Price: 70
- Type: Two Handed
- Special: +10 defence
- Concept: Artefact spear. A normal spear but it gives you +10
defence.
- Purpose in game: Artefact to play with higher defence and lower
attack/accuracy
- Optional features: Glows in the dark
- Discussion:
Defense bonus could be amplified if several allied units form a siege
line Owen (/keeperrl_wiki/talk)
05:25, 15 February 2017 (CET)
Force Staff
- Damage: 8
- Accuracy = 20
- Attack type: Blunt
- Weight: 20
- Price: 2000
- Type: Two handed
- Concept: Hits opponent with a force bolt that knocks them backwards.
Must land a melee blow to do this.
- Purpose in game: More artifacts
- Optional features: Give this to a boss Monster, so you have to kill
it first.
- Discussion: I originally wanted to add this effect to artifact
warhammers. Stunning was temporary but it kind of stuck :P
Blood draining fencing foil
- Damage: 6
- Accuracy = 6
- Attack type: Pierce
- Weight: 15
- Price: 4000
- Type: One handed
- Concept: Blood draining artifact that heals the wielder when it
draws blood.
- Purpose in game: Artifact variety
- Optional features: Doesn’t work on undead. Automation. Elemental.
Spirits.
- Discussion: Vampiric sword?
Insanity Mace
- Damage: 12
- Accuracy = 5
- Attack type: Blunt
- Weight: 10
- Price: 3000
- Type: (One handed/Two handed/Ranged)
- Concept: Turns enemies against each other when you hit them. They go
crazy.
- Purpose in game: What makes this thing unique?
- Optional features: Give to dungeon boss.
- Discussion: Discuss the idea here.
Long Sword
- Damage: 14-17
- Accuracy = 5-7
- Attack type: Cut
- Weight: 40
- Price: 200 Steel
- Type: Two handed
- Concept: Can parry incoming melee attacks against the creature it
last attacked
- Optional features: Parry percentage can be based on stats (e.g.,
strength, dexterity, etc)
Bloodsword
- Damage: 6-8
- Accuracy: 2-3
- Attack type: cut
- Weight: 20
- Price: 100 Iron (plus crafting recipe needs to be discovered)
- Type: One-handed
- Concept: Successful attacks against living creatures heal the
wielder as a percentage of damage dealt (i.e., life steal); against
non-living creatures, no extra damage is done, and against undead
creatures, the wielder takes damage
- Discussion:
Club of Light
- Damage 4-6
- Accuracy: 0-1
- Attack type: blunt
- Weight: 10
- Price: 50 Wood (plus crafting recipe needs to be discovered)
- Type: One-handed
- Concept: If an attack hits, light weapons burn the skin of undead
units as if they were standing outside for one turn
- Optional features: Could add more types of “light” weapons
Rods
Rods would be a type of magic weapons used in melee. You would equip
them and hit enemies with them just as if they were a normal club, but
on hit, they would proc with a special effect. The main difference
between rods and enchanted melee weapon would be that rods never deal
physical damage - they only have a magical effect on hit.
Rod of Flame
- Damage: medium to high
- Accuracy: good
- Attack type: fire
- Weight: medium to high
- Price: ???
- Type: melee
- Concept: Melee weapon dealing pure fire damage instead of physical.
- Purpose in game: Interesting option for using elemental weapon
instead of physical. Could also have a chance to set enemies on
fire, dealing damage over time. However, fire resistant enemies are
immune to your attack.
- Optional features:
- Discussion:
Ranged weapons
Normal weapons
Ranged weapons deal “normal” damage at distance. They are wielded by
normal humanoid infantry units (orcs, harpies). Some creatures are not
capable of wielding ranged weapons (they have the no ranged weapon
trait).
Silver Long Bow (Implemented in Alpha 23)
- Damage: As for short bow
- Attack type: Pierce
- Weight: 1
- Price: 5000 gold
- Type: Ranged
- Concept: The silver longbow fires magic arrows and doesn’t need
reloading.
- Purpose in game: First artifact bow.
- Optional features: Carried by an Elf lord sometimes. Extra damage to
Undead.
- Discussion: Discuss the idea here.
Sling
- Damage: Low
- Accuracy = ?
- Attack type: Blunt
- Weight: Low
- Price: 50
- Type: Ranged
- Concept: Low amounts of ranged blunt damage
- Purpose in game: Existing ranged projectiles (arrows) do pierce
damage
- Optional features: Splash damage, special types of ammo
- Discussion: Ammo takes stone to manufacture
- Variant (Keeperman) A magic sling with huge accuracy, which
basically never misses.
Throwing Stars
- Damage: Low
- Accuracy = Low (Short range)
- Attack type: Cut
- Weight: Very Low
- Price: 1 iron (x 20)
- Type: Ranged
- Concept: Low amounts of ranged cut damage; can be thrown in any
direction.
- Purpose in game: Existing ranged projectiles (arrows) do pierce
damage, require a bow, and can only be shot along cardinal and
diagonals.
- Optional features: Poison tip; two at once
- Discussion: Ammo takes iron to manufacture
Crossbow
- Damage: High - independent of strength
- Accuracy: High
- Attack type: Pierce
- Weight: High
- Price: 250 Wood / 50 Iron
- Type: Ranged
- Concept: High ranged damage with high reload time; bolts take wood
and iron to manufacture. While damage is independent of strength,
higher strength will improve reload time.
- Purpose in game: Ranged damage with large burst
- Optional features: Different types of bolts (fire, poison, etc);
Heavy version that cannot be used by weak creatures
Magic weapons (Partially implemented in Alpha 23)
Magic weapons include wands, staves, sceptres, orbs and the like. They
provide spellcasters such as orc shamans, vampires, and the keeper with
a way to deal damage or otherwise affect the world at a distance.
- I like the idea of wands and such, but they really should have
somehow limited use, or they will easily outclass any other possible
weapon. I don’t think increasing the cost of creation is the best
way to go. What if, instead:
- Using wands had a cooldown just as spells, and affected by
Sorcery - creatures without Sorcery would need to wait forever
to shoot again, but shamans and such could use them
semi-regularly.
- Wands were created with only a handful of charges, just like
healing kits. This would actually be in line with the
implementation in many other roguelikes and would probably work
quite okay.
– Red kangaroo
(/keeperrl_wiki/talk) 17:18, 28 February 2017
(CET)
Wand of Fire
- Damage: High
- Accuracy = Good
- Attack type: Fire
- Weight: Low
- Price: 5000 mana
- Type: Ranged
- Concept: Use a large amount of mana to manufacture a top class
ranged weapon.
- Purpose in game: Expensive ranged weapon that uses magic and doesn’t
need ammo. Fire immune creatures are not hurt at all.
- Optional features: Random chance of this weapon breaking when you
use it.
- Discussion: The price is way too high, IMHO. Random breakage can
also result in pretty stupid situations. See above for other ways of
limiting the uses.
Wand of Ice
- Damage: High
- Accuracy = Good
- Attack type: Spell (Magic)
- Weight: Low
- Price: 5000 mana
- Type: Ranged
- Concept: Use a large amount of mana to manufacture a top class
ranged weapon.
- Purpose in game: Expensive ranged weapon that uses magic and doesn’t
need ammo.
- Optional features: Freezes enemy. One weakness - Some creatures are
immune to the cold.
- Optional features: Random chance of this weapon breaking when you
use it.
- Discussion: The price is way too high, IMHO. Random breakage can
also result in pretty stupid situations. See above for other ways of
limiting the uses.
Wand of Digging
- Damage: High
- Accuracy = Good
- Attack type: Physical
- Weight: Low
- Price: 10000 mana
- Type: Ranged
- Concept: A ranged weapon that also clears 6-8 spaces in the
direction of fire, possibly creating escape tunnels, or just chaos!
- Purpose in game: Expensive ranged weapon. No ammo. Can be used to
dig through rock when you shoot with it.
- Optional features: Random chance of this weapon breaking when you
use it.
- Discussion: The price is way too high, IMHO. Random breakage can
also result in pretty stupid situations. See above for other ways of
limiting the uses.
Shields
- Damage: none
- Accuracy: none
- Attack type: increases Defense instead
- Weight: ?
- Price: ?
- Type: One-handed
- Concept: Shields could be equipped in off-hand with a one-handed
weapons.
- Purpose in game: Let us decide between using a one-handed weapons
and a shield for better defense, or two-handed weapon for better
offense.
- Optional features: Shields should come in several variants and
materials with different stats, just as weapons:
- small wooden shield [+1]
- large wooden shield [+2]
- iron buckler
- iron round shield
- iron kite shield
- iron tower shield
- steel buckler
- steel round shield
- steel kite shield
- steel tower shield
Mirror Shield
- Artifact shield that makes the wearer immune to enemy spells while
equipped - any spell that would hit the wearer is instead reflected
back at the caster. Use this with an adventurer to make the orc
shamans stun themselves! –Red
kangaroo
(/keeperrl_wiki/talk) 17:01, 27 February 2017
(CET)
Shield of Displacement
- Another artifact shield, this one would have a chance to teleport
away any enemy that hits the user. Thus it would nicely help against
hordes of enemies surrounding you, because they would quickly be
teleported and you could then pick them one at a time. –Red
kangaroo
(/keeperrl_wiki/talk) 09:44, 2 September 2017
(UTC)
Template
Template
- Damage: ? - ?
- Accuracy = ? - ?
- Attack type: (Cut/Pierce/Blunt/Other)
- Weight: ?
- Price: ?
- Type: (One handed/Two handed/Ranged)
- Concept: What is the basic concept behind this?
- Purpose in game: What makes this thing unique?
- Optional features: What other things could be added to make it even
better?
- Discussion: Discuss the idea here.
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