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Fivetigers33
07-13-2018, 09:59 AM
Rules:
1. Each weapon can only have 4 effects. You can use ANY effect currently found in the game on a weapon.
2. You can pick a material for your weapon such as flametouched iron, silver, etc. that currently exists in the game (you can't pick Light, because everyone will pick Light and that makes this game less fun).
3. You get 2 augment slots (red and orange) and can only use augments that currently exist in the game.
4. For the sake of argument, lets just assume these dream weapons have improved crit profiles, so you don't need to mention any improvements to the weapons base crit profile.


Here's my weapon:

Shortsword
Crystal (can use it on oozes/rust monsters)
1. Sovereign Vorpal (+0.5[w])
2. Keen V (+2[w])
3. Identity Crisis (Legendary Salt)
4. Aligned
R. Deconstructor (Adamantine + Destruction + 6d6 rust damage)
O. Vampire Slayer (Silver +1d4 light damage)

silinteresting
07-13-2018, 10:26 AM
ok you did say dream weapon so heres mine its part of a set so i need both:

scepter1:
evocation +8
insightful evocation +4
conjuration +8
insightful conjuration +4
orange slot.

scepter2:
spell pen +8
insightful spell pen +4
radiance +208
insightful radiance +104
orange slot.

when both items are worn you gain 35% spell crit damage.

your friend sil :)

SpartanKiller13
07-13-2018, 11:15 AM
Been on a Silvanus streak, so obviously a Maul:

Maul - 20/x4 would be my ideal crit profile (well, x5 but I'm not greedy)

Crystal (so I don't have to swap it during LShroud)
1. Sovereign Vorpal (+0.5[w])
2. Impact V (+2[w])
3. Insightful Armor Piercing +15% (fantastic for crit builds, esp with this thing's improved crit profile)
4. Weaken Undead (-20% Fort on Undead hit)

If we're dreaming, I'd take a Ruby of Aligned and a Ruby of Metalline.

Net result, sweet base damage, amazing crits, lots of Fort Pen for said crits, and a cool proc that turns undead blue :D also useful, but I mostly just like turning them blue lol.

Selvera
07-13-2018, 11:38 AM
But; but... lots of shortswords are made of light...

So, let's see. Mayve is my shortsword healer, and assuming that changes to the game don't make that so terrible that I have to TR into an entirely different build let's see.

Weapon type: Sunblade
Material: Crystal
1. Sovereign Vorpal
2. Enhanced Devotion +202
3. Legendary Affirmation
4. Exceptional Wisdom +2
R. Red slot
O. Vampire Slayer (Silver +1d4 light damage)

Edit: Oh wait; the effect needs to be currently in the game on a weapon? That would drop the enhanced devotion to +150 which is what I currently have...

Jen is my archer; and I'd likely keep playing archers if they ever release a bow with good effects on it and an improved critical profile...

Weapon type: Longbow
Material: Ice
1. Elasticity
2. Cold Vulnerability
3. Frozen Aether
4. Ranged Alacrity 25%
P/O

Selvera; I'm less sure of what build to go for. But since shuriken and daggers both have nearly perfect weapon in their slots right now; I'll go for quarterstaff since it's way behind the curve for good weapons.

Weapon type: Quarterstaff
Material: Crystal (I literally use the gianthold quarterstaff sometimes only because it's crystal)
1. Fetters of Unreality
2. Improved Deception
3. Memory of Chains Broken
4. Guardbreaking
Augments: As needed to break DR (silver/good is nice).

glmfw1
07-13-2018, 11:39 AM
Blade of Lathander

Harnessing the power of the dawn to bring light to even the darkest places.
A regular longsword with a Rose Quartz blade that glows slightly, like the first rays of sun at dawn

Longsword
Crystal (technically Rose Quartz) - Useful for Oozes etc, but mainly because it would look great :)
1. Vorpal scaling with ML
2. Legendary Radiance (Attacks and offensive spells have a % chance to blind enemies with Light damage) adjusted to scale with ML
3. the Sun's Fury (Flaming Blast & Brilliance) adjusted to scale with ML
4. Aligned - to get around loopholes in belief systems
R. Ruby Eye of Righteousness (% Chance On-Hit to cause a blast of holy energy that deals 3 to 12 points of holy damage per minimum level of the upgraded weapon to all nearby enemies)
O. Vampire Slayer (Silver +1d4 light damage) - because vampires deserve to be dead :)

Essentially I could see versions of this weapon at various levels (hence a Ruby Eye rather than Deconstructor in the augment slot).
The appearance is based on the Blade of Lathander from Curse of the Azure Bonds.
The powers are all based around the idea of using Lathander the Morninglord's light to take down those who actively work against his ethos (helping others, fostering new life, bringing light to the darkness etc). Hopefully it could flash brightly (no additional damage beyond what the effect provides) every time it makes a Vorpal strike.
Not hugely different from the Barovian/Morninglord weapons, but different enough for more flavour.
I'd see there being one around ML10, another around ML20 and another at ML29 or 30. I wouldn't mind if the weapon needed to be upgraded via the stone of change to get the higher versions (e.g. base weapon available in heroic version of end chain quest; upgrade ingredients for Epic version drop in low epic versions of quest chain, along with a rare drop from the end chain quest; Legendary version needs more ingredients from Epic quest chain (unless there's a legendary version too) plus drops from Legendary Raid)

fmalfeas
07-13-2018, 12:15 PM
Warhammer
Material - Crystal
1 - Rock Shattering
2 - Legendary Mineral
3 - Aligned
4 - 3rd Degree Burns

Haven't considered what I'd slot, but I like that. Sure, Rock Shattering isn't that big a deal, but when it works, it's yummy.

SirValentine
07-13-2018, 12:23 PM
They already made something more OP than what my dream weapon would have been when they released the Nightmother's Scepter. The made it too good. There ought to be some trade-offs and interesting gearing choices, but instead it's just automatic for every DC caster to use the Nightmother's Scepter.

Pyed-Pyper
07-13-2018, 12:24 PM
Baton of the Black Guard - sceptre - orange slot x2

lesser vampirism
vampirism
greater vampirism
Shroud of the Black Guard - when equipped, bestows all benefits and effects of "Shroud of the Blackguard"




Epic Baton of the Black Guard - scepter - orange slot x4

vampirism
greater vampirism
sovereign vampirism
Shroud of the Black Guard - when equipped, bestows all benefits and effects of "Shroud of the Blackguard"




Bowling Ball of the BlackGuard* - orb - orange slot x2

lesser vampirism
vampirism
greater vampirism
Improved Shroud of the Black Guard - when equipped with Baton, bestows benefits and effects of "Improved Shroud of the Blackguard"

effects stack with any Baton of the Black Guard*


Epic Bowling Ball of the BlackGuard* - orb - orange slot x4

vampirism
greater vampirism
sovereign vampirism
Sovereign Shroud of the Black Guard - when equipped with Baton, bestows benefits and effects of "Sovereign Shroud of the Blackguard"

effects stack with any Baton of the Black Guard*

kmoustakas
07-13-2018, 12:50 PM
Sentience accepting ooze repeater <3

Niminae
07-13-2018, 01:28 PM
Rules:
1. Each weapon can only have 4 effects. You can use ANY effect currently found in the game on a weapon.
2. You can pick a material for your weapon such as flametouched iron, silver, etc. that currently exists in the game (you can't pick Light, because everyone will pick Light and that makes this game less fun).
3. You get 2 augment slots (red and orange) and can only use augments that currently exist in the game.
4. For the sake of argument, lets just assume these dream weapons have improved crit profiles, so you don't need to mention any improvements to the weapons base crit profile.


A shield can be a weapon in the right hands. And the Mirrorplate is a really good tower shield. But it is a tower shield, which limits dodge enormously. And so:

Legendary MirrorOP
Large Shield
Crystal
ASF: 0% (as per Skyvault Shield)
1. Mirror Shield
2. Block Elements
3. Quality Magical Sheltering +12
4. Guardbreaking
Orange
Red

Fivetigers33
07-13-2018, 01:46 PM
I thought of a couple more fun ones. Weapon type doesn't really matter.


(death by negative levels)
Green Steel
1. Crippling Flames
2. Enervation
3. Life Stealing
4. Feeding
R. Endless Night
O. Meteoric Star Ruby


(anything you touch is blinded)
Flametouched Iron
1. Brazen Brilliance
2. Greater Sunburst
3. Legendary Radiance
4. Radiance
R. Radiance 138
O. Meridian Fragment

Lokeal_The_Flame
07-14-2018, 07:24 PM
How the heck do you encourage people to be creative with you and succeed?

I just get animosity........

Anyhow here's mine!

P.S.

I try to nerf my creations...... so if something seems too powerful, I will change it!


Whisper of Blackrazor Bastard Sword
Minimum Level: 29
Damage Dice: 5[1d10+3]
Critical Profile: 18-20/x2

BlackRazor's Hunger: On vorpal hit you drain 1d6 levels from the enemy hit and gain plus 1 Melee power and plus 1% increased speed bonus to attack and running (stacks with all other sources of attack speed and running speed), this can retain a stable stack of up to 30 charges and upon reaching 31 charges it is dispersed and you are healed by 1d2 per character level, and benefit from the effects of the Lesser Restoration spell. (Shares cooldown with Ameliorating strike)
Improved Cursespewing
Nightmares
Psychic Ward This item wards you against mind-altering effects and spells, such as Charm and Domination.
Purple Augment Slot
Red Augment Slot



Honing Stone Orb

Minimum Level: 29
Orb Bonus +15
Weapon Imbue: Entropic (9d8)
Weapon Imbue: Wounding 4
Weapon Imbue: +3 (W) to weapon multiplier
Orange Augment Slot



Hiei's Tribute Rune Arm
Dragon Of Darkness Flames: This runearm fires forth a serpentine entity that deals fire damage on impact along side applying a stack of fire vulnerability, when fired from full charge it has a chance to disintegrate the enemy on impact.
Rune Arm Imbue:Fire Damage VI
Maximum Charge Tier: V
Maximum Charge Tier: V
Minimum Level: 29

Combustion +202
Evocation Focus +8
Cunning Blows: You are now able to use your intelligence modifier to determine bonus to hit and damage for use of melee weapons (Artificer 20 required)
Green Augment Slot



Blood Diamond Of Vol Red Augment

Minimum Level: 15
Every hit from your mainhand weapon gains a form of Vampirism that scales based on your character level. (For character each level the extent that healing amplification can effect this form of vampirism increases, the extent that it increases is also effected by your attack speed as it will increase less if your attack speed passes a certain threshold) this form of vampirism only works in single weapon fighting, this form of vampirism will also uncenter you and break druidic oath.



Divinity From Within Red Augment

Minimum Level: 15
So long as this augment is slotted, the weapon in your main hand is treated as if a dagger for purposes of your deity feat line and favored weapon tree enhancements (If you are a follower of Vol), equipping this item makes YOU the favored weapon of Vol as the doctrine of Vol is Divinity From Within. (Only works with single weapon fighting)



Emerald Of Healer's Bounty Green Augment

Minimum Level: 15
This augment has a 2% chance to cast a heal spell on you when you take damage.



Death Knight's Vow Red Augment

Minimum Level: 15
If you are a pure wizard, equipping this item will grant you BAB equal to that of a fighter of equal level to you and proficiency with Medium armor without spell failure, however the only spells you may cast now are ones from the necromancy school, teleport, and dimension door. Unequipping this item will knock your health down to 150 hitpoints, equipping this item will drain 300 spell points.



Oath Of The Blade Colorless Augment

Minimum Level: 15
If you are a pure artificer, equipping this item will grant you BAB equal to that of a fighter of equal level to you and allow you to use your intelligence modifier to determine bonus to hit and damage, you gain proficiency with bastard Swords however you lose proficiency with all other weapons your class has granted you proficiency with. Unequipping this item will knock your health down to 150 hitpoints, equipping this item will drain 300 spell points. This augment must be slotted into a runearm to function.


Edit: **** it........ lol, only just now read that I can only have pre-existing item effects.........

Lokeal_The_Flame
07-14-2018, 07:28 PM
Sentience accepting ooze repeater <3

Let me guess, slot in Cry For Battle?

If only for the humor of it all, I wouldn't mind seeing that XD

HuneyMunster
07-15-2018, 02:51 AM
My DC caster Sorcerer already has her perfect weapon

http://ddowiki.com/images/Nightmother%27s_Sceptre.jpg

For my Assassin




I respectfully suggest making Flotsam a Blunt weapon aimed specifically at killing skeletons. (When I first read you were making a Driftwood Dagger I grew very hopeful Rogue Assassins were finally getting a Blunt Dagger.) To my knowledge, no Blunt Dagger currently exists and fighting skeletons on a dagger user very much sucks at higher difficulties. Skeletons are _everywhere_. Crystal Cove itself includes lots of skeletons so even pirates very probably want to get rid of the stupid things. Something like the following would be lovely. I probably have the numbers all wrong but you will get the idea.


Flotsam, Destroyer of the Skeletal Damned Dagger (Entirely New!)
Minimum Level:4/8/12/16/20/24/28
Damage Dice: [1d4]/[1d4]/1.5[1d4]/1.5[1d4]/2[1d4]/3[1d4]/5[1d4+2]
Critical Profile: 19-20/x2

Bludgeoning 2d4/2d4/3d4/4d4/4d4/5d4/8d4
Smashing 4d4/4d4/6d4/8d4/8d4/10d4/16d4 On Critical
Undead Bane 4d4/4d4/6d4/8d4/8d4/10d4/16d4
Disruption Disruption/Somewhat Better Disruption/Improved Disruption/Even Better Disruption/A Whole Lot of Disruption/You Are Soooooo Disrupted/Oh My Gosh, You Are Totally Disrupted
Red Augment Slot

.

Not a completely perfect weapon but one that is perfect for undead skeletons.

redoubt
07-15-2018, 03:58 AM
Now you see me
Dagger 5[1d4+3] + 15
1. expanded crit 18-20x3
2. sovereign vorpal
3. greater bleeding
4. Piercing 9

Now you don't
Dagger 5[1d4+3] + 15
1. expanded crit 18-20x3
2. improved deception (upgrade to epic deception?) Of course deception would have to be fixed to actually work.
3. radiance
4. slow


Set bonus:
25% artifact bonus to armor piercing
10% artifact bonus to melee alacrity
Ward dispelling: 50% chance to bypass deathward/deathblock/epic ward

LazarusPossum
07-15-2018, 04:03 AM
If the devs would please allow craftable metal types (INCLUDING a slot) for quarterstaves, I'd be a happy camper. Aside from greensteel, acrobats are summarily nerfed in consideration of their primary weapon type. Other classes/subclasses get full range of metal types but acrobats are stuck with wood and steel only.
Forget the limited number of stick-fighting based NAMED quarterstaves, I want the same crafting opportunity as everybody else.

Hobgoblin
07-15-2018, 06:14 AM
How the heck do you encourage people to be creative with you and succeed?

I just get animosity........

Anyhow here's mine!

P.S.

I try to nerf my creations...... so if something seems too powerful, I will change it!


Whisper of Blackrazor Bastard Sword
Minimum Level: 29
Damage Dice: 5[1d10+3]
Critical Profile: 18-20/x2

BlackRazor's Hunger: On vorpal hit you drain 1d6 levels from the enemy hit and gain plus 1 Melee power and plus 1% increased speed bonus to attack and running (stacks with all other sources of attack speed and running speed), this can retain a stable stack of up to 30 charges and upon reaching 31 charges it is dispersed and you are healed by 1d2 per character level, and benefit from the effects of the Lesser Restoration spell. (Shares cooldown with Ameliorating strike)
Improved Cursespewing
Nightmares
Psychic Ward This item wards you against mind-altering effects and spells, such as Charm and Domination.
Purple Augment Slot
Red Augment Slot



Honing Stone Orb

Minimum Level: 29
Orb Bonus +15
Weapon Imbue: Entropic (9d8)
Weapon Imbue: Wounding 4
Weapon Imbue: +3 (W) to weapon multiplier
Orange Augment Slot



Hiei's Tribute Rune Arm
Dragon Of Darkness Flames: This runearm fires forth a serpentine entity that deals fire damage on impact along side applying a stack of fire vulnerability, when fired from full charge it has a chance to disintegrate the enemy on impact.
Rune Arm Imbue:Fire Damage VI
Maximum Charge Tier: V
Maximum Charge Tier: V
Minimum Level: 29

Combustion +202
Evocation Focus +8
Cunning Blows: You are now able to use your intelligence modifier to determine bonus to hit and damage for use of melee weapons (Artificer 20 required)
Green Augment Slot



Blood Diamond Of Vol Red Augment

Minimum Level: 15
Every hit from your mainhand weapon gains a form of Vampirism that scales based on your character level. (For character each level the extent that healing amplification can effect this form of vampirism increases, the extent that it increases is also effected by your attack speed as it will increase less if your attack speed passes a certain threshold) this form of vampirism only works in single weapon fighting, this form of vampirism will also uncenter you and break druidic oath.



Divinity From Within Red Augment

Minimum Level: 15
So long as this augment is slotted, the weapon in your main hand is treated as if a dagger for purposes of your deity feat line and favored weapon tree enhancements (If you are a follower of Vol), equipping this item makes YOU the favored weapon of Vol as the doctrine of Vol is Divinity From Within. (Only works with single weapon fighting)



Emerald Of Healer's Bounty Green Augment

Minimum Level: 15
This augment has a 2% chance to cast a heal spell on you when you take damage.



Death Knight's Vow Red Augment

Minimum Level: 15
If you are a pure wizard, equipping this item will grant you BAB equal to that of a fighter of equal level to you and proficiency with Medium armor without spell failure, however the only spells you may cast now are ones from the necromancy school, teleport, and dimension door. Unequipping this item will knock your health down to 150 hitpoints, equipping this item will drain 300 spell points.



Oath Of The Blade Colorless Augment

Minimum Level: 15
If you are a pure artificer, equipping this item will grant you BAB equal to that of a fighter of equal level to you and allow you to use your intelligence modifier to determine bonus to hit and damage, you gain proficiency with bastard Swords however you lose proficiency with all other weapons your class has granted you proficiency with. Unequipping this item will knock your health down to 150 hitpoints, equipping this item will drain 300 spell points. This augment must be slotted into a runearm to function.


Edit: **** it........ lol, only just now read that I can only have pre-existing item effects.........

no

droid327
07-16-2018, 04:54 AM
How the heck do you encourage people to be creative with you and succeed?

I just get animosity........

It's probably because you post a whole lot of suggestions in the General forum where you propose gear that's way beyond the scope of what gear does, defining entire new play styles, and then tack legacy vampirism on EVERYthing lol :D

droid327
07-16-2018, 05:58 AM
Can I just say a repeater with the highest possible level of Light, Good, Force, and Sonic on-hits? Like the 20d6 versions :D It's not that creative but just a raw DPS on hit weapon would be fun sometimes. Call it the Voice of the Gods, with those four elements :)

Also a repeater, but with the more meta combo of Vorpal, Radiance, paralyzing fear from TF and vuln on hit with no cd.

kmoustakas
07-16-2018, 08:16 AM
Let me guess, slot in Cry For Battle?

If only for the humor of it all, I wouldn't mind seeing that XD

Obviously. And kobold sentience gem

Alisonique
07-16-2018, 09:53 AM
A Falchion: The Edge

1) Improved paralysing. (I love the frozen images)
2) Nightmare
3) Supreme Vorpal
4) Vampirism

as for the slots ,I'm not sure, probably something boring like Aligned and Metalline.

Cantor
07-16-2018, 10:35 AM
For bow and staff which both need some love:

Legendary Sireth (existing profile, though the bloom profile looks good too)

7(1d10+6)
15-20 x2
Impact V
Leg Affirmation (pairs well with high dodge builds)
Greater lightning Strike
O+P slots
Material: lightning (like celestia is light) Takes no damage in combat. If that is too much of a stretch for "existing", then change lightning strike to legendary Mineral.


Legendary Pinion

7(2d6+6)
17-20 x3
Impact V
Elasticity
Leg Salt
O+P slots

Yes I gave it +6 on the die! how did bows not get the two handed die? I can see not giving it to xbows due to rune arms, but bow is a true two hander.

LightBear
07-16-2018, 11:51 AM
A Mermaid's Scorne:

Color: Green (Like somewhat translucent jade)
Weapon type: Wraps
ML: 20
Material: Ice
19-20 x4
Erosive
Oceanic
Forceful
Devastation

Your eyes are watery that makes you blink for no apparent reason.
Ever since you first tried these wraps on you never seem to find warmth at night by the camp fire and your dreams are plagued by Jennies.
But why is everybody calling you Sam when you wiggle your nose to release that sneeze that never wants to come out?
If only you knew where to return these...

Thrudh
07-16-2018, 12:23 PM
They already made something more OP than what my dream weapon would have been when they released the Nightmother's Scepter. The made it too good. There ought to be some trade-offs and interesting gearing choices, but instead it's just automatic for every DC caster to use the Nightmother's Scepter.

This is true. I don't know what they were thinking.

Fivetigers33
07-16-2018, 12:56 PM
They already made something more OP than what my dream weapon would have been when they released the Nightmother's Scepter. The made it too good. There ought to be some trade-offs and interesting gearing choices, but instead it's just automatic for every DC caster to use the Nightmother's Scepter.

They are exceptionally good, but they are -1 DC if you are going for or need max DCs. But yeah, DC casters have it made.

LightBear
07-16-2018, 01:00 PM
A Thousand Cuts

Color: Red
Material type: Paper
Weapontype: Shuriken
Returnrate: 100%
10-20 x1
A Thousand Suns
Bewildering
Wounding
Bottled Fear




It was granted to you by a Fey Touched Gnome Djinn upon a silly wish you made in its presence. Well, at least that's what he thought, all you did was mumbling you could use some firework to celebrate the new year and scare away the ghosts while going over the groceries list out loud. Besides wondering if you won't loose your hand in the process of setting it off it doesn't really seem to scare of ghosts at all.
What is worst, you can't get rid of it!

(Bound to character on acquire)

K_9
07-16-2018, 01:45 PM
Shuriken

Flametouched
Stone

Soverign Vorpal
Poisonous 9d6
Keen V
Memory of Chains Broken

Spell Plague (Hidden ability)

Red Aug: Meteoric Star Ruby
Orange Aug: Ruby of the Endless Night

the_one_dwarfforged
07-16-2018, 04:25 PM
Bastard sword: Stick-em-With-the-Pointy-End

Material: wood

1: Enhancement bonus to constitution
2: Enhancement bonus to ranged alacrity
3: Heroism
4: Causes rage effect (barbarian class rage type) on equip, does not affect stats

Yellow augment slots.

I wouldn't be totally surprised if this were real.

Saekee
07-16-2018, 05:14 PM
Kukri--ML 12 because why not?
material: made of pure shadows so naturally metalline

1. Improved deception
2. Radiance (blind on crit and otherwise light damage)
3. Bodyfeeder
4. life stealing

couple augments with meteroics

in description: same as midnight greeting so monks can be centered. PLUS, it lets you be centered with any other kukri in the mainhand or offhand. Whoot!

glmfw1
07-16-2018, 08:28 PM
Kukri--ML 12 because why not?
material: made of pure shadows so naturally metalline

1. Improved deception
2. Radiance (blind on crit and otherwise light damage)
3. Bodyfeeder
4. life stealing

couple augments with meteroics

in description: same as midnight greeting so monks can be centered. PLUS, it lets you be centered with any other kukri in the mainhand or offhand. Whoot!
How does Radiance fit in with the other abilities? Isn't it at the opposite end of the scale? The blindness on crit makes sense (too much shadow or too much light both stop you from seeing), but is there really not a shadow related effect in the game already that does this (If not, what is Shar thinking?)?

Saekee
07-16-2018, 09:40 PM
How does Radiance fit in with the other abilities? Isn't it at the opposite end of the scale? The blindness on crit makes sense (too much shadow or too much light both stop you from seeing), but is there really not a shadow related effect in the game already that does this (If not, what is Shar thinking?)?
Radiance does not fit in with the shadow effect but you said ideal so I jumped through the hoop!

LightBear
07-17-2018, 02:56 AM
Ok, not weapons but these would make my dream set of rings/trinket:

What is right, ring/trinket
Frightful Presence
Fear Aura
Weapon Imbue: Improved Roaring
It's not about who's wrong or right
-------------------------
What is left, ring/trinket
Rejuvenation Cocoon
Favor of the Goddess
Weapon Imbue: Sticky Goo
To the victor goes the spoils
-------------------------
Set:
Healing Amp: 200%
Weapon Imbue: Blinding Fear

Jetrule
07-17-2018, 03:23 AM
Club of the Ancients

Great Club, Level 26, +13 enchant, 5w 20x2 crit

Great Leap (wings) cool down 30 seconds
Rage Sprint +30 profane bonus to move speed for 20 seconds on rage
Striding 40
Club Charge (charge through enemies in a line and deliver knock down attacks to each foe.)


Halfling barbarian Captain Caveman special.

glmfw1
07-17-2018, 06:12 AM
Radiance does not fit in with the shadow effect but you said ideal so I jumped through the hoop!
Hmmm Radiance (and similar light effects) and Incendiary Cloud seem to be the only effects that do blinding and damage - and the blindness is due to bright light rather than shadow. Sirocco and Guidance of Shar are more in keeping with the item thematically and do blindness (good) but do no damage (bad). I was sure the game would have an existing effect that caused blindness through darkness/shadow/obscurement and also do damage.
The end result you are gaining with Radiance fits totally with the theme of the weapon - just sucks that there doesn't seem to be thematic cause that does it already in the game (unless someone else knows of one) :(

LightBear
07-17-2018, 07:26 AM
Hmmm Radiance (and similar light effects) and Incendiary Cloud seem to be the only effects that do blinding and damage - and the blindness is due to bright light rather than shadow. Sirocco and Guidance of Shar are more in keeping with the item thematically and do blindness (good) but do no damage (bad). I was sure the game would have an existing effect that caused blindness through darkness/shadow/obscurement and also do damage.
The end result you are gaining with Radiance fits totally with the theme of the weapon - just sucks that there doesn't seem to be thematic cause that does it already in the game (unless someone else knows of one) :(

Blinding Fear is a Thunderforged darkness effect.

Edit:
There is also Guidance of Shar

Edit2:
Or through the text, something like: From darkness comes light...

LightBear
07-17-2018, 07:39 AM
Kargon's Giant Ham
Weapon Type: Greatclub
Material: Bone/flesh
Appearance: One giant boned ham
On hit: heals 50 hit points (like tasty ham but without the timer)
On hit: 5% chance to spawn a Pork Barrel
On hit: 5% chance to spawn a Hambie named Kargon as a summon
Flavor text: Nom, nom nom

LightBear
07-17-2018, 04:47 PM
The Frying Pan
Weapontype: Club
ML: 6
On hit: 5% chance to cast grease
Clicky: Burning hands