Dweller Community Forum

General Category => Ideas => Topic started by: Watley on July 29, 2012, 09:54:17 PM

Title: Item ideas
Post by: Watley on July 29, 2012, 09:54:17 PM
Just been thinking about some different items. The gauntlets of power: these huge green boxing gloves belonged to Jarl but were stolen by Shelley and used in her pursuit of power. They have been long thought lost to history. The gauntlets count as a two handed weapon. They can stun enemies. They can knock enemies back. They can hit twice. Medium to high attack, low defense, low magic, medium to high speed.
Title: Item Ideas II
Post by: Watley on July 29, 2012, 10:10:03 PM
Another idea for an item. Longo's Spear. Stained black with blood, this short spear has a long history of darkness.  It can drain. It can poison. It can be used by any class.  High attack, medium defence, high magic resistance, high magic, medium speed.
Title: Item Idea iii
Post by: Watley on July 29, 2012, 11:33:32 PM
Crispy's Sparkly Battleshorts. Designed and worn at the Great Circus by the short lived but well dressed Crispy Cottonmouth. Armour, it can (20% chance) reflect damage. Resist vs magic. Low attack, low armour value, high magic, high speed
Title: Item idea v
Post by: Watley on July 30, 2012, 12:14:31 AM
Quiksilver. Short sword. Used by Andre in the fight against Demon 17. Lost since the Culpam Incident. It has a silver glow, and moves almost before you do. It can light your way. Twenty percent chance it does double damage. High attack, mid defence, low magic, high speed. It cannot be enchanted.
Title: Item vi
Post by: Watley on July 30, 2012, 12:32:33 AM
Tordral's Prism. Left on the material plane by the dimensional dragonlord Han Tordral. A simple triangular prism of pure crystal, it can boost the user's magic skills. The prism will orbit a magic user's head. Counts as a helmet. No attack, no defence, very high magic, mid speed. Almost doubles mana and mana recharge rate.
Title: Item vii
Post by: Watley on July 30, 2012, 12:41:12 AM
Pokey's Prison. Another crazy item made by the Wizard Marsh. It appears to be a small wicker cage bound with silver wire and marked with writhing sigil's. Can be thrown at a monster and possibly will trap it inside, later it can be used to summon that monster who will now be charmed. Won't work on monster's with names. Use character magic stat to determine effect?
Title: Item iix
Post by: Watley on July 30, 2012, 12:47:36 AM
Allen's Key. Unlocks locked doors, ignores trapped chests, can relock doors. Always locates secret doors and trap doors if equipped. Can reset a trapdoor to catch monsters. Can avoid trapdoors if equipped.
Title: Re: Item vii
Post by: Dweller admin on August 02, 2012, 12:46:02 AM
Pokey's Prison: Excellent idea. It might be hard to implement, but I like it.
Title: Re: Item iix
Post by: Dweller admin on August 02, 2012, 12:46:39 AM
Allen's Key: Good one. I do plan to make locked doors more interesting. Right now their only a minor nuisance.
Title: Re: Item vi
Post by: Dweller admin on August 02, 2012, 12:47:46 AM
Tordral's Prism: I have not yet implemented a way to increase mana regen rate, but it's in my todo: http://dweller.lighthouseapp.com/projects/88670/tickets/234-add-items-that-increase-energy-gain
Title: Re: Item idea v
Post by: Dweller admin on August 02, 2012, 12:50:49 AM
Quiksilver: The "twenty percent chance it does double damage" is hard to implement with the current system. What I do like though is the "cannot be enchanted" attribute. It could add more depth to equipment choice. Added to the todo list: http://dweller.lighthouseapp.com/projects/88670-dweller/tickets/348-add-flag-to-mark-certain-items-as-unenchantable
Title: Re: Item Idea iii
Post by: Dweller admin on August 02, 2012, 12:52:10 AM
Crispy's Sparkly Battleshorts: I like the "reflect damage" part! Added: http://dweller.lighthouseapp.com/projects/88670-dweller/tickets/349-add-itemsattribute-that-reflect-damage-back-on-attacker
Title: Re: Item ideas
Post by: Dweller admin on August 02, 2012, 12:54:20 AM
Gauntlets of power: Haha, those are funny! :-) Easy to implement as well. Need some custom graphics though, but that shouldn't be too hard.
Title: Re: Item ideas
Post by: Mateusz P-G on August 02, 2012, 10:24:25 AM
Could you please merge the threads with item ideas?
Would be easier to check on them if they were held at
one common place.

Anyway, I was kinda discouraged from thinking on item
propositions, thinking those only apply to donors and
I absolutely hated the thought of registering on PayPal.
 :-X

But seeing how they seem welcome, let me toss in a
couple:

Magical Compass
This magical compass will always help you getting closer
to completion of your quest.
[In game's terms, it will always teleport to stairs down
on current level, this will compliment Scrolls of Recall nicely
since they always place the player on stairs up.]

Doombolt
A huge obsidian projectile said to able to stop any creature
in its tracks. Malicious runes glitter along its cold slick surface.
[Single arrow (thus also single use), it can poison, it can slow,
it can stun, 10 base damage]

Robes of the saint
These pure white robes were once worn by a holy prophet
Marenai. Imbued with protective magick they will shield the
wearer from harm, but also discourage physical violence on
his part.
[Robes -10/10/5/0, protection against magic.]

I'll add more later on.
Title: Re: Item ideas
Post by: Dweller admin on August 02, 2012, 11:32:23 PM
Merged all item ideas into a single thread.
Title: Re: Item ideas
Post by: ZiZNaK on August 03, 2012, 03:12:26 AM
haha i love the item names:
pokey's prison
allens key
crispys sparkly battle shorts
Title: Re: Item ideas
Post by: Watley on August 03, 2012, 10:17:15 PM
Warlock's Compendium. A large tome, it's cover looks strangely like a distorted face. Can be used to file spellbooks into one lighter volume. Can still only equip one spell at a time, but only weighs 2. Also might have some way to change between spells quicker. Nice items btw Mat
Title: Re: Item ideas
Post by: jordan.bubus on August 03, 2012, 10:38:57 PM
Thanks!! Is easy to read now ^^
Title: Re: Item ideas
Post by: Mateusz P-G on August 27, 2012, 09:41:03 AM
Since we have no unique ring ingame at all for now,
here's an idea for one, based on the assumption
that unique items should be flagged as being non-
enchantable:

Ring of Perseverance/Ring of Longevity
0/1/1/0 +7HP
Grants immunity to life drain.
Title: Re: Item ideas
Post by: ZiZNaK on August 27, 2012, 06:47:31 PM
Cool ring idea.  Here's one.  How about some sort of auto-untrapping ring that also auto searches as well?  Ring of discovery or lol ring of enviornmental protection.
Title: Re: Item ideas
Post by: jojoUK120 on September 21, 2012, 06:54:16 PM
I noticed while reading Mat's excellent 'unique item' list (see faqs) that there is no unique ring. How about a 'ring of bright water'- sends you to the most remote part of the dungeon and summons vicious otter.
Title: Re: Item ideas
Post by: Dweller admin on September 27, 2012, 11:38:04 PM
Yeah, there needs to be a unique ring or two in the game. I like the vicious otter, but it would be complicated to code the whole thing :-) I'll start with Mateusz suggestion I think.
Title: Re: Item ideas
Post by: omnissia on October 03, 2012, 08:47:45 PM
How about idea like this : Boots of black steel  - forged by a demon blacksmith at one of the deepest circles of hell and enchanted by dark souls - this material is much harder than ordinary steel (description may be improved), gives immunity to spike traps, lava, poisonous water, -1/5/3/-1
Title: Re: Item ideas
Post by: Dweller admin on October 03, 2012, 08:50:14 PM
Hmm, yeah. It would be fairly easy to add an item that ignores all triggered ground effects (except trap doors perhaps). Still, I would prefer to come up with a pair of boots that grant levitation since that kind of functionality is already in the game.
Title: Re: Item ideas
Post by: Thot on October 07, 2012, 06:18:06 PM
What about "bane weapons"?
For example undead-bane weapons are better weapons against undead enemies.
If we won't be able to find them in chests, and they will be just buyable, it would be something to waste our money on.

(Or the cleric/new NPC could enchant our weapons, so we wouldn't need to bring 3+ weapons with us.)
Title: Re: Item ideas
Post by: Mateusz P-G on October 07, 2012, 06:42:31 PM
@ Bjorn: Hermes' Shoes perhaps?
You know, with tiny wings and stuff.
 ;D

I'm still all towards Iron boots giving immunity to spike traps.
Just like protective shoes have metal-shod soles to save you
from stepping on nails.


@Thot: I'd love to see some "holy" damage or another - aimed
at dealing additional harm against the undead. There is a mention
of possibly having resistances/weaknesses against particular attack
types in the future (on the Lighthouse tracker thingy), I hope we
get to see this implemented at some point.


Anyway, I think what makes games like this a lot more fun is
the diversity of drops and multitude of unique items. With the
recent tweak in Artifacts' rarity, players won't be finding 90%
of the unique items in single run anymore, so that's a step in
the right direction, but it'd be really nice if the reprtoire was
bigger as well. Right now there's only a couple items for every
cathegory and say for the melee weapons - most of these
(actually all possible for non-Warriors) are guaranteed.

I really like how the player can now make choices beteen using
a Rathunter's Cloak for Poison immunity or a highly enchanted
cloak of regular kind for more stat points. Introduction of the
"can not be enchanted" flag on Artifacts was indeed a fine move
but it ruled out many of these uniques as viable choices. Say,
Golden Shield of Balance is poor when opposed to  Dragonscale
Shield. So, instead of focusing on stats, let's go for uniqueness
via hard-to-get or completely distinct enchantments and bonuses.

Here's a couple examples:
- Dagger "Sunshine" [3/1/3/0] Lighsource, Burn
- Shortsword "the Restless Duelist" [4/5/-3/3] Disarm, Slow
- Leather Armor "Lifekeeper" [0/4/0/0] +5HPs, Magic resist
- Cloak of Shadows [0/1/0/2] Reduces the range at which monsters notice the player
- (Dwarver mining) Helmet of the explorer [0/3/-1/0] Lightsource, vastly increases trap detection chance
- Demonskin boots [0/4/0/0] Grant immunity to Lava damage
- Wand of Chaos - reinstitution of the old Wand of Chaos (random spell on use) but as an Artifact with infinite charges
etc.
Title: Re: Item ideas
Post by: Jesusgeorg on October 07, 2012, 07:45:47 PM
Hmm, yeah. It would be fairly easy to add an item that ignores all triggered ground effects (except trap doors perhaps). Still, I would prefer to come up with a pair of boots that grant levitation since that kind of functionality is already in the game.

OCD Slippers: Dungeon floors are so filthy! You can't bear to touch them. 0/1/1/3 Grants Levitate

Levitation annoys me a little because you can't trigger floorplates without removing your [SPOILER]. I tried dropping the {SPOILER!} and remained levitating anyway (fun bug). Also can't disarm floorplates... maybe implement throwing rocks as a multiclass weapon with low damage and range, but the ability to pre-trigger plates?

Oooh! Also, I'm totally not implying you need to implement a new class, but I was thinking of a class with only non-combat magic available (Druid, cough), and thought of this spell:

Ch-Ch-Ch-Chia Tile: Dungeon floor surrounding player is filled with grass tiles, except spaces containing traps. Figure it should either be expensive in mana, or a wand/scroll, since it could effectively neuter traps as a threat.

Title: Re: Item ideas
Post by: omnissia on October 26, 2012, 10:48:10 PM
I've just read about items-traps and an idea came to me: a book (wand) of alchemy: transforming the item on the floor into some gold pieces, that would be just great in  boss chambers
Title: Re: Item ideas
Post by: CFS on May 23, 2013, 06:38:46 PM
I have an item idea: The Mirror Shield. It causes spell backfire when you're being attacked with ranged weapons (Cultist, Shaman, Ratling Elder, Dark Wizard).
Title: Re: Item ideas
Post by: makiki on May 25, 2013, 07:30:51 PM
Mirror shield sounds so imba. Maybe it could be something like a 25% chance to backfire spells used by mobs?
Title: Re: Item ideas
Post by: CFS on May 25, 2013, 10:12:30 PM
Backfire chance could depend on your mana. Sometimes the warrior has none at all.
Title: Re: Item ideas
Post by: Jesusgeorg on December 31, 2013, 12:05:05 AM
My nephew's wife just donated in my name, so hopefully I'll be able to request a custom artifact X)

Bochulain's Panacea: Gather 'round ladies and gents, and see the miracle cure that's coveted the world over! If you are sick it makes you well! If you are weak it makes you strong! If you are sad it makes you happy!
This item has 5 charges. One charge is depleted for each use. Can be recharged only by standing on water. If poisoned, cures poison. If slowed, cures slow. If on fire, cures on fire. If disarmed, cures disarmed (no, seriously).

Poison: "Man, this stuff goes right through you!" "You are no longer poisoned"
Slow: "Tastes like Taurine... Bochulain's Panacea gives you wings!" "You no longer feel slowed down"
On Fire: "JUST DUMP IT ON YOUR HEAD! HURRY!" "You are no longer on fire"
Disarmed: "You pour the bottle onto your hand... a Water Hammer?" (This adds the Water Hammer, functionally identical to a basic shortsword, but appearing as a hammer, to your weapon slot).

The idea for this item came for me when I realized that being disarmed is flagged as a status ailment. I thought a potion to cure everything would be interesting if it cured that too.

Regarding the first, it's a pretty obvious crude joke, so I won't spell it out.
Regarding the second, the magic ingredient of the Red Bull energy drink is Taurine. I don't know what the advertisements were in Europe where it was invented, but in the US, it had the slogan "Red Bull gives you wings!" How better to cure that damned slow curse wraiths give you?
Regarding the third, most liquids (with some notable exceptions) can extinguish fires, nothing mystical about that.
Regarding the fourth, the weapon name is a pun. http://en.wikipedia.org/wiki/Water_hammer (http://en.wikipedia.org/wiki/Water_hammer)

I drew a pixel-art image of it, but I'm not authorized to attach files  :( You guys draw better than I do anyway.
Title: Re: Item ideas
Post by: CFS on January 02, 2014, 02:02:26 PM
I like that. But instead of the Red Bull function I'd create an extra potion which is called "Red Minotaur" and can be found anywhere just like any other potion. It makes you levitate for a few turns (to cross traps and lava). And it cures slow. Or we establish the "Weak Potion of Swiftness" as a cure for slowing which, unlike the real Potion of Swiftness, does not add to your speed permanently. And yes, at least in Germany, Red Bull gives you wings, too, according to their ads :D
Title: Re: Item ideas
Post by: Jesusgeorg on January 03, 2014, 02:47:35 AM
Huh... while I still want my cure-all in the world, the name Red Minotaur is too good to ignore. As a random drop with a rate like that of Potions of Clairvoyance, even if it just cured slow that would make it invaluable. The idea of letting you hop over a lava lake if you can't wear that shield is pretty nice too though. I'm also really glad that it gives you wings the world over :)

Also, WOOHOO DEUTSCHLAND! My mother-in-law is from Reutlingen. I should learn the language some day and visit my family over there. They already speak English and visited me here, so it's only fair I should return the favor.
Title: Re: Item ideas
Post by: makiki on January 06, 2014, 10:36:17 PM
My nephew's wife just donated in my name, so hopefully I'll be able to request a custom artifact X)

Bochulain's Panacea: Gather 'round ladies and gents, and see the miracle cure that's coveted the world over! If you are sick it makes you well! If you are weak it makes you strong! If you are sad it makes you happy!
This item has 5 charges. One charge is depleted for each use. Can be recharged only by standing on water. If poisoned, cures poison. If slowed, cures slow. If on fire, cures on fire. If disarmed, cures disarmed (no, seriously).

Poison: "Man, this stuff goes right through you!" "You are no longer poisoned"
Slow: "Tastes like Taurine... Bochulain's Panacea gives you wings!" "You no longer feel slowed down"
On Fire: "JUST DUMP IT ON YOUR HEAD! HURRY!" "You are no longer on fire"
Disarmed: "You pour the bottle onto your hand... a Water Hammer?" (This adds the Water Hammer, functionally identical to a basic shortsword, but appearing as a hammer, to your weapon slot).

The idea for this item came for me when I realized that being disarmed is flagged as a status ailment. I thought a potion to cure everything would be interesting if it cured that too.

Regarding the first, it's a pretty obvious crude joke, so I won't spell it out.
Regarding the second, the magic ingredient of the Red Bull energy drink is Taurine. I don't know what the advertisements were in Europe where it was invented, but in the US, it had the slogan "Red Bull gives you wings!" How better to cure that damned slow curse wraiths give you?
Regarding the third, most liquids (with some notable exceptions) can extinguish fires, nothing mystical about that.
Regarding the fourth, the weapon name is a pun. http://en.wikipedia.org/wiki/Water_hammer (http://en.wikipedia.org/wiki/Water_hammer)

I drew a pixel-art image of it, but I'm not authorized to attach files  :( You guys draw better than I do anyway.
GIVE ME THIS HAMMER AND LET ME MAKE WATER HAMMER OF FIRE... err... Whoops, got too excited about the idea. Anyway, this item is easily abusable. You get constantly disarmed by unequipping weapon and creating hammers, which are sellable, because they function same like shortswords. Anyway, being able to cure that @!#& slow is priceless. Good luck trying to make this item into game, coz Bjorn is... Er.. Passively managing the Dweller project.
Title: Re: Item ideas
Post by: Jesusgeorg on January 17, 2014, 03:03:57 AM
Well, it would be easy to abuse if you could sell the Water Hammers, but I'd assume they'd be valueless, like Piles of Bones. They *function* like Short Swords, in that they do... what, 6 damage? They're one handed, and they're light weapons so Wizards and Rangers can use them. However, they're not *actually* Short Swords, so you can't sell them, and the Imprisoned Warrior will tell you your hammer sucks and he wants a real weapon.

And yeah, may never see it get into the game after all, and that'd be sad, but I probably owed Bjorn for all the time I've spent on the toilet killing goblins.
Title: Re: Item ideas
Post by: makiki on January 17, 2014, 03:02:30 PM
Well, it would be easy to abuse if you could sell the Water Hammers, but I'd assume they'd be valueless, like Piles of Bones. They *function* like Short Swords, in that they do... what, 6 damage? They're one handed, and they're light weapons so Wizards and Rangers can use them. However, they're not *actually* Short Swords, so you can't sell them, and the Imprisoned Warrior will tell you your hammer sucks and he wants a real weapon.

And yeah, may never see it get into the game after all, and that'd be sad, but I probably owed Bjorn for all the time I've spent on the toilet killing goblins.
Two things:
1.You made my day.
2. Good point. Who anyways wants to buy water hammer? When you can get the super op bootle?
Title: Re: Item ideas
Post by: CFS on January 17, 2014, 08:57:50 PM
What will the potion do if you are poisoned AND on fire AND disarmed?
Title: Re: Item ideas
Post by: makiki on January 17, 2014, 11:00:12 PM
What will the potion do if you are poisoned AND on fire AND disarmed?
Well... You would be smashed with explosive saint water hammer, which cures all status aliments, and then the hammer comes back to your hand, although it is not saint anymore..
Title: Re: Item ideas
Post by: Jesusgeorg on January 21, 2014, 10:37:36 PM
What will the potion do if you are poisoned AND on fire AND disarmed?
Well... You would be smashed with explosive saint water hammer, which cures all status aliments, and then the hammer comes back to your hand, although it is not saint anymore..

I really like that idea of a "Holy Water Hammer." Cures the sick, bludgeons the wicked >=)

Don't forget the Slow Curse! You drink the potion, which "goes right through you" curing the poison, makes you so hyper you not only cure your slowness but also... alright, I'll be blunt... you pee straight into the air, it lands on you dousing the fire. You are then so angry about peeing on your own head that you punch the closest monster in a fit of rage.

In game, seriously though,  I figured it'd consume one charge per ailment, curing them in the order that the game checks for them when they affect you, then stopping once all charges are consumed. Since disarmed probably isn't "checked" for, it'd probably be last on the list, and it's just as well since it's the least damaging IMHO.

On a side note, I get a kick out of how the game seems to check whether you're dead before bothering to update the damage listings in the log: "You miss the Goblin. YOU DIED! The Goblin hits you! The goblin does 12 damage! WARNING LOW HITPOINTS! The Goblin hits you! The goblin does 6 damage!"
Title: Re: Item ideas
Post by: Sewerdweller on April 08, 2014, 04:31:33 PM
Interesting idea that is in the new Quest of Dungeons - some of the 'Traps" are actually temporary stat boosts  - ads the  choice, do i disarm this trap in-front of me & risk setting it off and getting hurt or activating it getting a boost, to the game play.
Title: Re: Item ideas
Post by: makiki on April 11, 2014, 11:14:18 PM
Interesting idea that is in the new Quest of Dungeons - some of the 'Traps" are actually temporary stat boosts  - ads the  choice, do i disarm this trap in-front of me & risk setting it off and getting hurt or activating it getting a boost, to the game play.
And now I see buffed dogs and monsters. Buffed GK would be pure horror.
Title: Re: Item ideas
Post by: Loengrion on May 01, 2014, 03:51:44 PM
What about good-old mana shield effect?
For ex. a unique artifact robe or mage hat
Title: Re: Item ideas
Post by: makiki on May 01, 2014, 05:28:53 PM
What about good-old mana shield effect?
For ex. a unique artifact robe or mage hat
Well, I think it would be VERY hard to code into the game and quite hard to balance.
Title: Re: Item ideas
Post by: Bower on May 31, 2014, 05:11:43 PM
Vitality potion? There's a potion to permanently increase every stat but HP.
Muscle potion - increases carrying capacity by 3-5.

Artifact:
Cupid's Quiver
1 damage, charms enemies.

Title: Re: Item ideas
Post by: makiki on June 02, 2014, 05:04:56 PM
Vitality potion - name would be confusing, because vitality often raises HP. And we have Potions of Change.
Muscle potion - I WANT THIS.
Artifact - Rangers are OP, but I WANT THIS.
Title: Re: Item ideas
Post by: Mateusz P-G on June 02, 2014, 07:18:37 PM
Muscle potion would make a lot of sense if the carrying capacity didn't increase with Character Level alone, like it does now...
Title: Re: Item ideas
Post by: makiki on June 02, 2014, 09:29:35 PM
Muscle potion would make a lot of sense if the carrying capacity didn't increase with Character Level alone, like it does now...
Muscle potion still makes sense IMHO. Backpack cap rises slowly, so the potions would be nice. But better set them at 50-100 gold, to not make more (nearly always) useless 10k gold items.
Title: Re: Item ideas
Post by: Bower on June 02, 2014, 09:49:29 PM
I was unclear with my vitality potion idea: I was proposing a potion that increases HP only, as there are potions that increase all the other stats, be it the potion of change or wizardry or what have you.
Title: Re: Item ideas
Post by: makiki on June 02, 2014, 09:51:13 PM
I was unclear with my vitality potion idea: I was proposing a potion that increases HP only, as there are potions that increase all the other stats, be it the potion of change or wizardry or what have you.
Now the potion name makes sense :D
Title: Re: Item ideas
Post by: Bower on June 02, 2014, 09:57:25 PM
Continuing in the potion vein, would it be possible to utilize the existing cauldrons to brew your own potions? 20 strong potions = one vitality potion? 25 elven flasks = wizardry etc etc...
Title: Re: Item ideas
Post by: makiki on June 03, 2014, 07:12:37 AM
With cauldrons it would be VERY hard to code. New NPC makes more sense.
Title: Re: Item ideas
Post by: stubble on June 03, 2014, 04:08:30 PM
How about weapons that counter certain races altogether?
Lets say a sword of goblin bane would do more damage to a goblin race creature etc.
Or dual wield weapons like say daggers,swords.
We could also have weapons that increase in strength each time they kill powerful creatures like a soulblade or something.
Anyone agrees?
Title: Re: Item ideas
Post by: Dweller admin on June 03, 2014, 08:13:31 PM
Continuing in the potion vein, would it be possible to utilize the existing cauldrons to brew your own potions? 20 strong potions = one vitality potion? 25 elven flasks = wizardry etc etc...
Interesting idea! Not sure how hard it would be to implement. I'll think about it.
Title: Re: Item ideas
Post by: Dweller admin on June 03, 2014, 08:14:52 PM
How about weapons that counter certain races altogether?
Lets say a sword of goblin bane would do more damage to a goblin race creature etc.
This would actually be quite easy to implement. I'll give it some more thought.
Title: Re: Item ideas
Post by: Bower on June 07, 2014, 03:19:25 AM
Supposing admin will incorporate race-specific bonuses to weapons (and race-specific resistances to armors?)
[Race]-blood : enchants equipment to be more effective against [race]-type monsters. --would drop rarely from most powerful monster of each race.

Vision potion: increases base area of sight by 1.
Title: Re: Item ideas
Post by: Sewerdweller on June 09, 2014, 03:27:10 PM
Forge - Insert up to 4 items & Cash ask for a item (ie Sword)  -the more you risk the better the prize, or random  and get 1) nothing 2) a highly random buffed or 3) specified lesser buffed item - these should be random, rare and only work on every 1000 turns ( or Fail 25-50% of the time) -so you don't abuse.