Forums » General Pantheon Discussion

Cursed Items

    • 223 posts
    October 7, 2019 5:04 PM PDT

    Do we know if this will be a thing being implemented, I always found it facinating that a powerfull artifact would have drawbacks, there are so many combination of curses that can be implemented not just on items but also to characters. Of course with quests involved to cure these curses.

    They dont necessarily have to be cursed but the items could have a drawback like +3 vs undead -1 to living, etc.

    Just a fun topic to get peoples thoughts ;)

    • 523 posts
    October 7, 2019 7:29 PM PDT

    I'm on board for any variance in items that make them insteresting, especially those with give and take aspects.  I do expect to see these types of items in the game, if not overly abundant, it's an MMO staple.

    • 2756 posts
    October 8, 2019 5:43 AM PDT

    They've been increasingly rare.  I believe a 'modern MMO' aspect that rewards must be wholly positive (and overly powerful, but that's another thing).

    I would love to see a lot more items having pros and cons.  It makes the game much more interesting.  Real meaningful choice.

    "Cursed" items, though, make me think of something that has been even more rare in MMOs - almost non-existant.  An item that when unidentified seems like any other magical item, but when equipped reveals it's true nature - usually something badly negative if not deadly.  Some items even seem to be a good identified item until worn to fool and trap the user.

    This would often lead to not just needing a Remove Curse spell cast, but a whole quest followed to, maybe vist a Sage and follows hint to removal and eventually lead to a shrine where the curse can be removed, but find you need to bring other ingrediants or maybe a crafter or whatever to get the removal finally done.

    Sometimes when the curse is removed, the item becomes a useful and powerful item.  Sometimes it leads to another optional quest to destroy the item?

    Would love to see some of these!

    • 3852 posts
    October 8, 2019 7:03 AM PDT

    I agree with all of the above. I emphatically agree in every single aspect with what disposalist says. 

    • 370 posts
    October 8, 2019 7:35 AM PDT

    I could see this coming into play with the perception system as well. An item may be required for a particular zone to combat the effects of the environment. But the item simoultatiously weighs you down or provides some other adverse affect you have to work through (gimped hp, ac etc)

    • 729 posts
    October 8, 2019 7:46 AM PDT
    I would enjoy infrequent items that appear in the world that are cursed too. Both in a pro/con balance but otherwise useful, and adding to complexity and a world of choices.
    Also, I would be find of an item that is "found" that has total negative consequences for use.
    (Example): A Horn , found in a cave or nook or even in a back alley sitting on a window shelf, that is benign while being carried. But if the player activates the item (blows the horn) the player drops dead. I see this cursed item gaining acclaim, a few people have died, and now the local population keeps it sitting on the water well in the center of town. Everyone keeps and eye on it and when some haplessly green visitors pick it up and blow into it they drop dead to the delighted audience. Then placed again in the public square to entrap another curious cat.
    • 531 posts
    October 8, 2019 8:25 AM PDT

    Yea, I miss these kind of items too.

    • 2756 posts
    October 8, 2019 8:40 AM PDT

    dorotea said:

    I agree with all of the above. I emphatically agree in every single aspect with what disposalist says. 

    Well, that gets you a virtual hug!

    *hug*

    • 103 posts
    October 8, 2019 11:13 AM PDT
    No idea if they will but I hope they do, I am thinking of an old EQ2 weapon that had crazy dps modifiers on it but doubled hate generation it was....fun. Had there been a quest to remove the 2X hate people would have been all over that.
    • 2644 posts
    October 8, 2019 11:47 AM PDT

    I remember cursed items from long ago. They added a lot of excitement. I'd love to see them in Pantheon.

    I'd be happy to see items with a mix of positive and negative magical effects. Or awesome stats but balanced by a negative effect. But to me, the real definition of a "cursed" item is Disposalist's description of a 'hidden' curse that you won't know about until you use or equip it. That's the most exciting form, to risk slow or quick death when you try it. Additionally, with the cursed items I remember you could not UN-equip a cursed item until you died or 'removed' the curse from the item.

    It would also be interesting to see the Perception system tied in to some of these items. Those with high perception skill might have some % chance to recognize the hidden curse before using it, or maybe would be able to see how to remove the curse (how to start the quest).

    Great subject, Yaladan.

    • 168 posts
    October 8, 2019 1:18 PM PDT

    I love the idea of cursed items being items that have huge detriments until you can get them removed.  Reminds me of Baldur's Gate with the cursed items that couldn't be removed without cure curse. 

    I think though that it shouldn't be specific "items" that are cursed, but rather certain "curses" that affect items.  By making the curse the primary affector, they would be able to apply the curse to any item, but the curse would have a story line associated with it. 

    • It could be a shoddy item, in which case you might just want to have a divine force dispell the curse destorying the item in the process. 
    • It could also be on a powerful item, in which case you might want to find other means of dispelling the curse and keeping the item intact. 

    I also love the idea of not knowing its cursed until you put it on, then not being able to remove the item until it is destroyed or purified.  This would really throw it in the players hands to how bad they want that item.  Would you suffer the detriments while you frantically searched for a way to purify the item intact, or would you get frustrated and just destroy the item in favor of an item you know is beneficial?

    You could tier curses, you could regionalize curses, you could make biased curses.... so much to do!


    This post was edited by Kargen at October 8, 2019 1:21 PM PDT
    • 903 posts
    October 8, 2019 2:19 PM PDT
    I'd be interested in having cursed items provided we aren't surprised by them or stuck with them. I don't want to be stuck with being unable to play normally until I've run a quest I'm not interested in. Especially since it would likely require recruiting a team--not an easy task for people with small guilds / friends lists nor something everyone enjoys. It becomes an impediment to fun if it requires WW stop doing what we want and do something else first.

    To me, having mild negatives that aren't crippling attached to otherwise powerful gear is interesting, because we need to balance the trade-off, and that is interesting. Just don't break my character.
    • 2419 posts
    October 8, 2019 2:51 PM PDT

    Yaladan said:

    Do we know if this will be a thing being implemented, I always found it facinating that a powerfull artifact would have drawbacks, there are so many combination of curses that can be implemented not just on items but also to characters. Of course with quests involved to cure these curses.

    They dont necessarily have to be cursed but the items could have a drawback like +3 vs undead -1 to living, etc.

    Just a fun topic to get peoples thoughts ;)

    Not just 'powerful artifacts' but every item, every skill, every weapon...everything essentially, should have both positives and negatives and that these should actually be noticeable. You should be looking at the pros/cons of each item to see which positives are worth the negatives.

    • 2138 posts
    October 8, 2019 4:58 PM PDT

    I remember - not realizing I had become a vampire in Oblivion.

    Suddenly dungeons were easier, monsters didnt seem so hard. difficult to sell at times. coincidentally I was always out and about at night, and then during the day it- was something wrong with my screen and why was I diring to easily to this scamp that I would normally plow through?

    I liked that kind of discovery.

    As far as on items, I would like ot see it go both ways, an item cursed becomes more powerfull when the curse is removed but still good when cursed, and likewise a holy weapon become nasty powerful when a curse is applied- hopefully through some cathartic questline like: take your former paladins holy blade of purging and curse it by having your level 10 progeny commit suicide with it over your grave to ressurrect your now miserable lich/direlord self, leaving the blade now cursed for you to pick up- Oh!