Board Thread:Suggestions forum/@comment-28440866-20161102132202/@comment-26553378-20161111142658

Forten wrote: With materiels like durnaur, gulduril and edhelmir, I don't think they should really be implemened as little as possible into the Middle-earth magical side of things. They're all non-canon gems and I think it's best to keep such materiels out of the picture, or seriously limit their powers. We all know we'll never live up to Tolkien's skill and style of creation. And also, non-canon abilities should really be waived. I know I'm being really skeptical here, but increased mithril-ore spawning? That would be pretty over-powered.

Looting... goes along the same lines. Think barrow-wights, which drop mithril rarely.

Water breathing? There seems to be absolutely nothing about it in lore. It's not unacceptable, but that needs to be kept in mind.

Haste, strength, and speed. These things aren't steroids. All such superhuman abilities should be pretty limited to the power of caffeine. If not there should be consequences, such as Sauron's weakness without the ring, and total weakness when it is destroyed.

Telepathy - this is a great opportunity to introduce drawbacks of using the rings. Let's have ring-wearers only be aware of stuff other ring-wearers are doing, making it risky to use them. However knowing where they fast-travel to is not the best option, I think. Sauron didn't know where the wearers of the elven-rings were, though he could sense their minds.

Presence... Just no way. No way.

Companionship. This would be more realistic if it called existing allied NPC's to aid you. Say you're in Eriador, and you are met with an invasion. The ability would send rangers, in nearby loaded chunks, running towards you.

Sorry for being such a cynic. Magic rings are a delicate topic. after reading that i got an idea, presumably the massive power in saurons ring was from him putting part of his soul in it, perhaps the player has that option as well (possibly evil only) to make it more powerful, but make it so when they arent using it they are weakened accordingly (probably can change amount of soul going in by 5% and will lose health accordingly, and gain debuffs, with a maximum at 95% unless it is a hardcore world, the player using the ring would then gain the health/buffs required to bring back to normal if allied with ring (meaning if an ally gets your ring (ring slot) they will be largely buffed, possibly up to near double the abilities of a normal human, on the other hand an enemy holding it (inventory) would gain half the debuffs you would get without it. any allied with the ring would then get the applied buffs, and they would be increased based on amount of soul put in (suppose sauron put around 99% of his soul in (only remain as a spirit), he would then have all aplied buffs (strength I?) near doubled (strength 2))

this is only an idea for the darker side of ring forging, but i suppose it could be used on both sides (perhaps lose 1/2 of align or 1000 with good factions, after all they wouldnt really want a necromancer alligned with them, the costs in the forge would then be increased by double, or 1000 to compensate (initial forge only, upgrading forging would have no affect)

if the player does manage to put 100% of their soul in the ring it would act as a 95% loss if in inventory (no loss in ring slot), but kill as soon as it leaves