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Old February 2, 2016, 21:11   #131
Infinitum
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I don't see how that is relevant.

EDIT: To clarify; I don't it's not all that far-fetched that the leader of the house of the Hammer of Wrath wields an actual "Hammer of Wrath" as a symbol of office. Heck, given the fact that Rog was immortal and by Tolkien's account pretty fukken angry he might well have imagined him naming the great house after it. Also, "The War Hammer of the House of the Hammer of Wrath" doesn't have quite the same ring to it .

Last edited by Infinitum; February 6, 2016 at 20:54.
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Old February 16, 2016, 01:20   #132
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...Come ye of the Hammer of Wrath and we will smite them for their evil." Thereupon he lifted his mace, and its handle was long; ...

How can it not be relevant?
It's clearly a mace.
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Old February 16, 2016, 12:34   #133
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Quote:
Originally Posted by JEB Davis View Post
...Come ye of the Hammer of Wrath and we will smite them for their evil." Thereupon he lifted his mace, and its handle was long; ...

How can it not be relevant?
It's clearly a mace.
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Old February 16, 2016, 12:55   #134
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Quote:
Originally Posted by JEB Davis View Post
...Come ye of the Hammer of Wrath and we will smite them for their evil." Thereupon he lifted his mace, and its handle was long; ...

How can it not be relevant?
It's clearly a mace.
From FAangband:
Code:
# The Lead-Filled Mace of Rog

N:170:of Rog
I:21:15:4
W:20:15:180:30000
P:0:4d4:10:15:0:0
B:STR[4] | CON[4] | BRAND_ELEC[17] | SLAY_ORC[20] | SLAY_DEMON[20] | 
B:RES_ELEC[50] | RES_LIGHT[35] | RES_FIRE[35] | RES_SHARD[40]  
F:LIGHT | FEARLESS | SHOW_MODS
D:The great long-handled mace of Rog the Fearless, Lord of the house of the 
D:Hammer of Wrath of Gondolin.  Wrought by the greatest craftsmen of the 
D:Noldor, it strikes sparks as it crushes the hordes of Angband.
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Old August 4, 2016, 00:39   #135
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Eh. Maybe JRR just didn't want all the hammers to go with the hammerers hammering away and went for synonyms for blunt weapons. Also, ain't no maces in Sil. Also: Hammer of Wrath still sounds totes coler than the mace of Rog or w/e, precedents be damned.

..Speaking of which, some curse ideas I've been nurturing for the wall that might be 1.4. Essentially, sticky curses are boring and don't actually present interesting choices to the player beyond making the id game more of a hassle. Treacherous Paths, the Haunted Realm and the curse of the final silmaril are pretty clutch however and the game do with more effects like those. Anyhow, some ideas I feel could work:

* Make every character have a hidden "curse counter" similar to the stun counter. Make certain enemies able to "curse" the character, thereby adding a random number to that counter which decays over time (similar to stunning).

* A "curse" is also a potential property of any item regardless of other enchantments present, eg Ring of Evasion +1 (cursed) or Longsword of Hador's House (cursed). Any cursed item equipped or present in a characters inventory adds a set, non-decaying number that characters curse counter. Cursed items don't need to be equipped to confer their maluses either (similar to current treacherous paths) in order to discourage swapping.

* Any character whose curse counter is currently above 0 will need to pass a will check every time they perform an action requiring a dice roll or be required to re-roll succesful rolls. The difficulty depends on how high the cursed counter currently is (no idea as to the exact formula). This is very similar to the curse of the third silmaril, but with an added will check (because strength of mind suppresses the curse itself; eg Frodo Baggins carrying the ring).

* Cursed items aren't initially advertised as such (unless the pc passes a perception test on pickup). Whenever a pc flunks a curse will test and failsan action as aresult, it also makes a perception test versus a set value. If passed, prompt the message "you suspect the [item] is cursed..." and the offending item gets a (cursed) tag. If the item in question carries a known curse and causes something *fun* to occur, "you realize your [item] carries a curse (of X)!"

* Where X, of course, is where different curses come into play =). Not all cursed items need to be special, just some for fun's sake. The item gets a (*cursed*) tag, with specifics provided by the "look" command, eg "[...] Unfortunatley, it carries a curse (of X)". *Cursed* items still add to the curse counter, in addition to various other effects.

* Some ideas for different curses:

- Heavily cursed: adds twice the normal amount to the curse counter.

- Curse of treacherous paths: small percentage chance each turn to spawn ood monster at stairs, the chance rises with the curse counter.

- Curse of the Haunted Realm: small percentage chance to spawn wraiths each turn (like treacherous paths). Player gets bonus perception to spot otherworldly creatures, but also a malus to stealth vs the same.

- Curse of morgoth's beckon: whenever the player attempts to ascend a staircase, he needs to pass a curse test (will test versus versus the curse counter difficulty) or descend instead.

- Curse of dereliction: Rings/Amulets only. Whenever an attack succesful because of a failed curse test causes the pc to fall into red health with adjacent enemies present he needs to pass a perception test vs the curse counter or the item disappears forever. Lose the perception test by a lot and the pc doesn't even get a prompt what happened. 'Sup Isildur =)

- Curse of Wrath: Enemies get aggression bonus as usual. In addition, if the pc tries to move to an empty square instead of attacking an adjacent enemy there's a chance the pc attacks that enemy instead. Herbs of Rage should do something simular speaking of which.

- Curse of the corrupted theme: Sporadic curse checks when the character sings, if failed his song gets corrupted - slaying bonus starts benefitting adjacent enemies instead, freedom and mastery entrances the singer, the trees drains light and so on and so forth. Throwback to Morgoths stunt during the creation of the world.

- Curse of the foreseen end: A random enemy spawned on dungeon level creation gets massive stat bonuses depending on the curse counter. The player gets a perception check as to whether they notice it's their nemesis when they spot them =)

* Obviously lore keeper and cursebreaker abilities would need some changes. Lore keeper could get a bonus to curse perception checks and automatically know the *cursed* properties of items once they're identified as cursed (without suffering the *fun* first). Cursebreaker could be repla

* In effect, the player would need to weigh the benefits of known cursed items vs the risk of carrying them. High will characters (that have invested in relevant abilites) would be able to wield several powerful cursed items without breaking a sweat whereas weak-willed ones would run a very real risk sporting even one or two, especially when fighting monsters that can temporarily curse them further.
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Old August 10, 2016, 22:20   #136
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forges that temporarily grant a random smithing ability, similar to enchanted forges.
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Old August 12, 2016, 00:57   #137
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Been wailing on the crown for several hundred turns now what with no sharp weapons spawning all game long.

Does it really need to be a protection roll, and if so - 30d4? As is having a fraction of a percent's chance to break it out and unlock winning with the curse is just obnoxious.
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Old August 12, 2016, 03:35   #138
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you're using ringil? is the crown affected by frost brand (or any brand)?
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Old August 12, 2016, 08:34   #139
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Pretty sure it isn't. 2lb longsword like Ringil I doubt you'll get it without sharpness & a slaying bonus. Even with 8 str, power, momentum, dramborleg, song of sharpness I ended up carrying the crown around for a bit till I could build up a slaying bonus on my last run.

It's pretty annoying with Morgoth dead. Personally I think Grond should be able to smash the crown. Then you'd be guaranteed 3 sils with him dead.
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Old August 12, 2016, 15:57   #140
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Twohanding some random 3d5 battle axe. There is a 4d5 greataxe as well but that ends up critting less due to weight. Topped out damagewise around 65 which is incidentally the low mark for the crown itself. Ran out of strength pots fighting morgy and broke Grond on the third Sil. Down to 3 rage herbs I want to save for Carcaroth. Just gonna bite the bullet and make it a 2-sil victory I think; it is theorethically possible toget it out but cannot be bothered tbh.
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