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For manses/aetherships: Power Capacitor. Able to store a limitless amount of power, much like a nexus (can absorb power from collectors, can be coned to by wiccans/guardians, can be drained from ship reserves/personal reserves, etc), and if docked to a city/commune, would be able to drain some or all of that power to the nexus. Would also be able to be linked to like a normal nexus (permissions apply). Would obviously not mimic a nexus in any other ways (no guards, no ascension, no teleport, no immolation, etc)
The divine voice
of Avechna, the Avenger reverberates powerfully, "Congratulations,
Morkarion, you are the Bringer of Death indeed."
You see Estarra the Eternal shout, "Morkarion is no more! Mourn the mortal! But welcome True Ascendant Karlach, of the Realm of Death!
And then everyone takes a leaf out of Xenthos' book and starts forcefeeding centaurs to Serenguard.
Leash of the dracnari beastmaster: Attach leash to a beast and it can not be removed from your entourage by forced movements, leaps, tumbles, etc.
Yes, because beasts are just so influential in a fight. Being a tad overdramatic there. :P
Crumbling rock: CRUMBLE ROCK 3 times per Lusternian day to create rubble in a room.
This is something I'm well aware will never happen; I'm just a gnomish supremacist (we need a new expensive superitem after the torus, right?).I was thinking of how much I'd like various footwear that give various movement benefits, like waterwalking shoes, skates that allow gliding, something that lets you fly. Then, after realizing that there are so many artifacts that give these various abilities, I decided I wanted one pair of gnomish superboots that do everything.Gnomish Superboots 14 trillion dingbats, for all I care- BOOTS DIAL <setting> Manpulates the settings on your boots, which bestows one of several potential benefits: WHEELS - allows SKATE <dir> - a dash ability SPRINGS - allows jumping over walls and obstacles JETS - allows flight SUCTION CUPS - provides increased summon resistance AIRBAGS - akin to levitation enchantment FLOATERS - confers waterwalking KNIVES - significantly improves the KICK attack Not a good idea to have something that affects/buffs combat abilities for a dingbat artifact DRILLS - gives an improved DIG TREADS - helps prevent slipping on ice [others...]- The effect cannot be changed, and lasts for one hour, after which the boots require a recharge.- You can RECHARGE the boots once per game month - costs five power....I contend that wistful thinking is good for you.