Base damage: -30 (?), Can be used by: paladins. Description: The Saint Halberd is a large, somewhat difficult weapon to weild, consisting of an axe blade topped with a spike mounted on a long shaft. The weapon itself was origionally created to be used by the Knights Templar in order to slay the undead, though it is rumored that if a living creature is struck with the blade, a small amount of life energy will be restored., Level needed to equip it: 25, Magical: Yes, Vamparic: No, Armor: 0, Strength modifier: 0, Intelligence modifier: 0, Dexterity modifier: 0, Constitution modifier: 0, Wisdom modifier: 0, Charisma modifier: 0, Poison chance: 0, Poison/30s damage: 0, Monster damage table: skeleton:1.25|skeletal:1.25|undead:1.5, Mana leech: .
I'm really not sure how this would be put in, but I dunno. I like the idea behind it. Maybe it would be put in the paladin area? (I haven't really explored it very much yet...), or given away to the winner of an event of some sort.
Library info for Guan Dao
Base damage: -15 (?), Can be used by: Clerics. Description: Also known as the Yanyue dao, or the "reclining moon blade", the Guan Dao is a very ornate weapon which is somewhat like a long handled Sabre. The heavy blade of the weapon sits atop a 6 foot metal pole, which is weighted at the other end by a pointed piece of metal. The deeply curved blade glows brightly, reflecting the strong spiritual force of the wielder., Level needed to equip it: 25, Magical: Yes, Vamparic: No, Armor: 0, Strength modifier: 0, Intelligence modifier: 0, Dexterity modifier: 0, Constitution modifier: 0, Wisdom modifier: 0, Charisma modifier: 0, Poison chance: 0, Poison/30s damage: 0, Monster damage table: skeleton:1.25|skeletal:1.25|undead:1.5, Mana leech: .
Umm. I really have no idea how this would be put in either. Again, I'd have to say, I think it would make an interesting addition to the game, and I think it would make a decent item to fight for in some kind of staff run event.
The base damage to both is just kind of guessed, since i have no figures on how one would work negative base damage. But I do remember that I once paged JLH and asked if negative base damage would imply that you would heal by attacking, and he said yes. So. Well. Thats the basic idea. But still. The figures are kind of random, and would have to be played with a bit... I also dont understand the monster damage tables completely, but... still. I figured I'd give it a shot. If depurate undead can damage all undead monsters, and only undead monsters, why can't this?
My idea is to give paladins (and/or clerics) a weapon with a negative base damage, but not one thats too far into the negatives, so it doesn't come to replace aid.
I think the best place would be somewhere that would have it healing for (depending on the strength of the wielder), somwhere between 20 and 40 HP.
I think the lower the better, but not low enough that it becomes completely useless. This would increase the use of paladins as a support class, though they wouldn't be able to use it to heal themselves, as a player cannot attack themselves. But it would make healing players easier and more effective. However, I'm really not sure if the general player base would agree with this, but the same idea is applicable to clerics. It would increase the lasting ability of clerics as far as mana goes, while doing so at the expense of any attacking power.
The reason I support this for paladins over clerics is because of the spell Wrath of God. Using this weapon on a paladin would remove any chance of attack, meanwhile, a cleric could would still be able to attack.
But yeah, like I've said, the figures seem to need some tweaking, and the monster damage table is pretty much copied from the quarterstaff, but... well. I added undead.
Umm. Pardon my spelling and grammar. Its late, and I've had a rather long day.
Edited by Wolfgang, 17 April 2006 - 09:26 AM.