Argomirr Posted December 29, 2009 Share Posted December 29, 2009 I've always found vanilla Doomstones rather disappointing; they're large, mystical stones covered with runes scattered all across the land that are supposed to grant you "great" magical powers. Yet the powers you get are pretty much the same as vanilla spells and not nearly as powerful as most custom spells. I thought it'd be cool to have some interesting powers, something that makes you want to search for Doomstones rather than just bump into them once in a while. Now I need your help; I'm not that good at coming up with cool powers. I think they shouldn't really be spells you can cast, there are plenty of mods that add that already. They should be more like the perks in Fallout 3; they're not really spells as you can't cast 'em, but they do affect you all the time. Of course these won't be vanilla spell effects, it will all be heavily scripted. I don't mind using OBSE, so you're not limited to simple things. So please, suggest anything you think would be awesome. ;D (But no time traveling! >:( ) ----------------------------------------------------------------------What we've got so far: Thief StonesFortune's Touch: increases the chance of finding arrows you fire (some get lost in vanilla), increases the amount of coins you find in containers and increases the chance of arrows bouncing off your shield rather than going through it.(Changing the arrow bounce percentage setting would cause the same thing to work for all NPC's, so this idea's scratched.)Eye of the Thief: adds a small chance of locked doors or containers spontaneously unlocking if you approach them. Mage StonesWarlock's Wrath: adds a small chance of people that attack you getting struck by lightning. - DONE Shadow StonesShadow's Cloak: surrounds the player by a ball of darkness that conceals him while sneaking gives the player a 10% Chameleon effect when sneaking. - DONE(The old idea proved impossible due to limitations in the game engine.) Warrior StonesGlimpse of Death: when the player's health is below 50%, Strength and Willpower will be increased proportionally to the health percentage below 50. - DONE Lord StonesDread Ruler: random chance for enemies to flee from player while in combat. They will drop some of their belongings, hoping you'll spare them. - DONE Steed StonesSteed's Blessing: wild horses are legally rideable, and will fight for the player. (Also adds more wild horses, as there aren't many.) Aetherius StonesShades of the Past: adds a small chance of the ghost of an NPC you killed returning from Aetherius to aid you. Jode StonesJode's Gleam: increases your health by 10% during the night, when Masser lights your way. - DONE Magnus StonesMagnus' Comprehension: increases your magicka by 20% during the day, when Tamriel bathes in Magnus' light. - DONEEyes of Magna Ge: increases your magicka by 10% during the night, when the children of Magnus look down upon you. - DONE Link to comment Share on other sites More sharing options...
Pronam Posted December 29, 2009 Share Posted December 29, 2009 Argomirr creating a topic!? Just kidding :P. Well, before some will throw stuff without looking at the page..there are 2 types of stones. Firstly are the doom stones, which consist of the other types again! These stones grant you a blessing that'll stay on you forever.The first are the Birthsign Stones. These will always grant you their set of spells.The Second are the Heaven Stones. These stones require the player to have an amount of renown before they'll grant you a blessing. Secondly there are the Rune Stones, these stones grant you a blessing that contains and daedric armor and a weapon. Personally I'm not against the dooms tones but I am against the rune-stones. I always go the the ritual stone as it offers a nice set of spells. The runes stones just have the big downside that upon un-equip you loose the weapon/armor... Lol, for the clarity..are you intending to change ALL stones, or just the doom-stones? A nice idea btw, I actually don't ever use any of the stones but the ritual one. A nice note is that the teachers at the Arcane university talk about the doomstones. If you'd ever sat down to stay.. they tell a little tale about them. An option would be to keep the names and create spells that are related to the names, maybe that may makes stuff a bit easier concerning imagination. I mean...The dragon stone :)? The other heaven stones could have a more fitting effect to them, the names themselves seems pretty nice enough. The shield of shezarr could either summon a shield, or could have moving collisionboxes around the player to function as ;D.? The Sithin web could summon spider deadra or make the hostile immovable as if they were caught in a wb. The gates of Atherius could open a portal that'll summon blades-ghosts or move an hostile towards the gate to hurt/die or turn them into a ghost..etc.Some of the birthsign-stones could summons an fitting companion for a moment..etc. You can go on and on with this ;D. Link to comment Share on other sites More sharing options...
Argomirr Posted December 29, 2009 Author Share Posted December 29, 2009 Argomirr creating a topic!?Ha ha, I prefer hijacking other people's threads, but this time I thought I'd create one myself. :P I intend to change the Doomstones because I think the spells are boring; I mean, "Fortify Illusion and Fortify Alchemy 20 pts for 120 seconds", come on! I have custom spells that are three times as powerful! I want something more interesting, something that's more noticeable than some some points added to some skill. Something you can't make at a spellmaking altar. Something that's actually useful, unlike a ten point skill increase for twenty seconds. I want those powers to be something that's always active, and you always gain some kind of benefit from it, such as the Fortune Finder perk in FO3. With that perk you find more caps in containers. Something along those lines. In short, little things that always come in handy. But a few summon [insert awesome thing here] are always fun, of course. As for the Rune Stones, if someone has a good idea for some powers for those, I'd modify those as well. For clarity, I also intend to add more Doom/Runestones. :) [EDIT]Here are some ideas for spells/abilities (still need some names):An ability that increases the chance of finding arrows you fire (some get lost in vanilla), increases the amount of coins you find in containers and increases the chance of arrows bouncing off your shield rather than going through it.An ability that adds a small chance of people that attack you getting struck by lightning.An ability that adds a small chance of locked doors spontaneously unlocking if you approach them. I'm sure there are some creative people out there that can think of much better spells/abilities/blessings. :P Link to comment Share on other sites More sharing options...
alex2avs Posted December 29, 2009 Share Posted December 29, 2009 Ideas : -Attackers are hurt when they hurt you - Physical Bind-Disease : You carry some kind of mortal disease. Good news : you're immune. Bad news for your enemies. - Pestilence-Froze your enemies when they touch you. - Grimm Touch-Freeze your enemies when you point the cursor at them ( some kind of auto-casted paralysis-spell) - Snake Eyes-Charm people -automatically - Prince Charming-Rally people automatically - Raging Hate. Suggestions : Names for you perks : An ability that increases the chance of finding arrows you fire (some get lost in vanilla), increases the amount of coins you find in containers and increases the chance of arrows bouncing off your shield rather than going through it. - 4 leafed CLoverAn ability that adds a small chance of people that attack you getting struck by lightning. - Static fieldAn ability that adds a small chance of locked doors spontaneously unlocking if you approach them. - Stunted Telekinesis Link to comment Share on other sites More sharing options...
Kusta Posted December 29, 2009 Share Posted December 29, 2009 Chance for a deadly shot, crushing blow...Something like that. A small chance to kill enemy in one hit. Link to comment Share on other sites More sharing options...
Argomirr Posted December 29, 2009 Author Share Posted December 29, 2009 Those are some interesting suggestions. :) Perhaps we could also think of some powers for shrines to the Nine? Of course you'll be credited in the ReadMe for your suggestions. Link to comment Share on other sites More sharing options...
Kusta Posted December 29, 2009 Share Posted December 29, 2009 NIGHT EYE!That you have to add :)But not like spell, more like power with on/off function.I hate to carry bunch of torches around... Link to comment Share on other sites More sharing options...
Argomirr Posted December 29, 2009 Author Share Posted December 29, 2009 There are already some mods that do that, so I'm not interested in adding toggleable Night Eye. ;) Link to comment Share on other sites More sharing options...
Kusta Posted December 29, 2009 Share Posted December 29, 2009 I didn't know that :huh: My bad... Link to comment Share on other sites More sharing options...
Argomirr Posted December 29, 2009 Author Share Posted December 29, 2009 Added some more abilities to the list after doing some research on the gods that the stones were named after. Link to comment Share on other sites More sharing options...
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