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    Cursed Items

    Serapheal
    Serapheal

    Moderator- Quality Badge Level 1- Quality Badge Level 2- Quality Badge Level 3- H-Rank- S-Rank- Richie Rich- Veteran Level 2- Veteran Level 1- Magic Application Approved!- Character Application Approved!- Join A Faction!- Master [1000]- Senior [500]- Novice [250]- Player 
    Lineage : Genisis Key
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    Guild : 尺u刀乇 ズ刀ノgんイ丂
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    Cursed Items Empty Cursed Items

    Post by Serapheal 22nd March 2014, 8:58 am

    There should be a system in place for cursed items.   is a free modifier that can be applied to any weapon, armor, or item you possess to increase it's effective rank by one.  So a Cursed Legendary item will perform as an Artifact weapon (Since the plus ranks are useless,  I'm not counting them).

    In return,  A Cursed weapon has equal effects that are detrimental to the player in a way that would actually hinder them.

    So for all the good a Legendary item would give,  it gives an equal amount of bad.

    The curse brought on by a Cursed item cannot be negated by any effect, because the user subjects themselves to it willingly by wielding the item. Choosing to wield it or not is the "Save" against the effect, and by wielding it you give up any ability to resist the curse.

    If the curse cannot effect you due to natural means, such as not having a right foot when a curse does something to the would-be right foot, the weapon is inert and has no special effects what so ever, a normal, mundane item in their hands.


    A Cursed Artifact weapon would be boosted to a special rank reserved for boosted weapons,  Relic.    So a Cursed Artifact would be the effectiveness of a "Relic".

    By the same token,  that Cursed Artifact would be very detrimental to the player as well.


    This would also allow players to compare more with donators,  using Cursed Legendaries to challenge those with a swarm of Artifacts.  


    There could perhaps also be Forsaken items,  which have only (Or nearly-only) detrimental effects that would be freely available-ish,  or however that's to be handled.


    Examples:

    A Forsaken Ruby Pendant,  which strangles anyone who wears it.    It gives off the magical aura of a Health charm.

    A Forsaken Ruby Ring,  which makes you sink in water.  It gives off the magical aura of a Ring of Water Breathing.

    A Forsaken Iron Sword,  which makes the wearer attract arrows.   It gives off the magical aura of a sword of skill.

    A Cursed Scythe,  which homes in on enemies necks when swung,   but makes Reapers pursue the bearer every night.

    A Cursed Talisman,  which makes the wearer attract good fortune,   but makes the wearer lethally unlucky once no longer worn and attracts the greed of any who see it.

    A Cursed Ring of Warding,  which shields the wearer from most attacks,  only to fail against any attack that would actually result in death or crippling damage.







    Curses should have their own section clearly defining each Curse,  set after the Weakness section.  (The weapon has normal weaknesses as well, of course).   The curse should at least match benefit the item brings.



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    Hiro Villenn
    Hiro Villenn

    Villain- Player 
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    First Skill: Soul of Belial
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    Cursed Items Empty Re: Cursed Items

    Post by Hiro Villenn 26th March 2014, 11:26 pm

    If cursed items have a system it should also include its polar opposite in holy relics. Overall same system just with names, rankings, and relative effects differentiating.


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