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> Suggestions for upcoming releases, New Items, & suggestion for a new Kit.
pekkae
post Jan 18 2021, 02:18 PM
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Here's a few suggestions for new Items for upcoming releases. I tried to keep it civil without overflowing things.

And yes, I'm a big fan of improving things as they move along.

***

The Ecologies of Sikret & Critto - a tome with descriptions of new monsters on IA and how to defeat them
^If the majority of the work related to this is gathering the information. My suggestion is to open a thread on this forum and crowdsource it. I’m happy to write a page myself. I think Dequ opened up a dropbox link already for a monster manual

Magical Keychain
Casts knock 3 times / day).( For thief-less parties )
(Quick-slot item)

Cloak of 6th sense
Find Traps 5x day ( For thief-less parties )
+1 to saves

Enchanted Jansen Techno Gloves
+25 Open locks
+40 Pick pockets
Jansen Techno Gloves
Gloves of pick pocketing
5x potions of master thievery
10,000gold

The Jansen Family heirloom (Gloves)
+ 45 Open locks
+ 40 pick pockets
+ 30 move silently
+ 30 hide in shadows
+ 2 AC
Enchanted Jansen Techno Gloves
Mercykiller Ring
Ring of lock picks
Ring of danger sense
Bracers of defence AC4
2 x Ring of protection +1
25,000gold

Gloves of the Master Thief
AC: 3
Saving throws: +1 bonus
+25% Find traps
+25% Open Locks:
+20% pick pockets
Ring of danger sense
Gloves of pick pocketing
Rick of lock pics
Bracers of defence ac4
Ring of protection +1
40,000gol

Enchanted Wondorous Gloves
Grants the wearer 2 extra 2nd level spells, 2 extra 3rd and 4th level spells, extra 1st and 5th level spell.
+1 thaco
+1 AC
+1 saves
Ring of acuity
Ring of protection +1
25,000 gold

Sorcerian Ring
Grants the wearer 2 extra 2nd level spells, extra 3rd and 4th, 5th, 6th and 7th level spell
+1 AC
+ Saves
Ring of acuity
Reaching Ring
2 x Ring of Protection +1
20,000gp

Tymora's Gift (Belt)
+3 to Luck
+10 Magic resistance

Staff Mace +3
1-handed quarterstaff
proficiency: quarterstaff
1d8 + 3
Thaco +3
Ingredients:
Staff Mace +2
1 Scrolls of enchanted Weapon
Permanency Scroll
20,000gp

The One Handed Wizard
1-handed quarterstaff
1d8 + 4
Thaco +4
+1AC
Ingredients:
Staff Mace +3
Scroll of enchanted Weapon
Ring of protection +1
Permanency scroll
30,000gp

Staff Spear +3
1d8+3
Thaco +3
Damage type: Piercing
Staff Spear +2
Scroll on enchanted weapon
Permanency scroll
30,000gp

Cloak of the living
Strength +1
(random drop somewhere)

Life & Death (cloak)
Strength +1
Constitution +2
If wearer is barbarian/rashemi
+10% chance every hit to enrage to wearer
Cloak of the living
Cloak of the dead
Elven holy water
30,000gp

Ring of Preservation
AC +2
Saving throws+2
Regenerates 1hp/round
Ring of Protection +2
Ring of regenerations

Firetooth +4
2d4+4 + 2d4 fire damage
Thaco: +4
Returns to wielder when thrown
Fire resistance +25%
Firetooth
Boomerang Dagger
Batalista’s passport
Manual of elaboration
60,000gp

*Hide of the Tribesmen* (Hide armour)
AC4 (AC6 against missiles & piercing)
-2 to charisma
-Hide Armour’s thieving skill minuses
If wearer’s class is Rashemi/barbarian (bonus abilities)
+1% resistance to all physical damage

*Armour of the North*
AC3 (AC4 against missiles & piercing),
+15 Resistance to cold
-1 to charisma
-Hide Armour’s thieving skill minuses
requires: 16 strength, 16 con
If wearer’s class is Rashemi/barbarian (bonus abilities)
+2% resistance to all physical damage
Hide of the Tribesmen
Claak of protection +2
Winter Wolf Pelt (there used to be a winter wolf in a cage before beastmaster, where one was previously able to acquire a winter wolf pelt)
15,000 gold

*Incarnated Armour of the North *
AC2
+15 resistance to cold, +15 resistance to acid
-(decreases movement speed by 2, nullifying barbarian advantage in movement speed)
-Disables thieving skills
Requires: 17 strength, 17 con
If wearer’s class is Rashemi/barbarian (bonus abilities)
+3% resistance to all physical damage (if wearer’s class is barbarian)
Armour of the North
Shadow Dragon scales
Permanency scroll
20,000 gold

*Guardian of the Ice Dragon Berserker Lodge*
AC1 (AC -0, against slashing)
+15 resistance to cold, +15 resistance to acid, +15 resistance to fire
-(decreases movement speed by 2, nullifying barbarian advantage in movement speed)
-Disables thieving skills
Requires: 18 strength, 18 con.
If wearer’s class is barbarian (bonus abilities)
+4% resistance to all physical damage
5% chance on every hit to enrage the wearer (as per the barbarian innate ability)
Incarnated Armor of the North
Red Dragon Hide (an additional item added to Frikraag’s inventory)
Manual of elaboration
25,000 gold

*Legacy of the Rashemi*
AC0 (AC -2 against slashing & crushing)
+ 15 resistance to cold/acid/fire
-(decreases movement speed by 2, nullifying barbarian advantage in movement speed)
-Disables thieving skills
Requires: 18.90 strength, 19 con
If wearer’s class is barbarian (bonus abilities)
+5% resistance to all physical damage
10% chance on every hit to enrage the wearer (as per the barbarian innate ability)
Regenerates 2HP per round
+3 To Wisdom
Guardian of the Ice Dragon Berserker Lodge
2 potions of barbarian essence
Spirit of the Tribe (An item added to maze level of WK)
Manual of elaboration
30,000gold

*** and last but not least ***

The Trump Card (a random drop somewhere, usable in quick-item slot)

The inscription of the card says written on capital letters “THIS CARD HAS 200 CHARGES”

Once a high master of the cult “Gobblers Of Pazuzu” created this device. While he had received the rank of “high master” in the cult, the high master’s credentials were in practice non-existent. Such was his shortcoming, that this was the only magical device the high master was able to create, though he had spent his entire life trying to create magical devices. Later on, the high master tried purveying his non-existent results by continuously going on non-coherent ramblings, to anyone who would listen, about how wonderful his item was: “This is a great Item, a wonderful item, the best item. We have done a great job, a marvelous job, a job that might be the best. Such a good job we have done, it has been wonderful”.

A number of user’s of the card later reported, that even though the card was sold to them as having 200 charges in reality there were only 2 charges the high master’s response was that the user’s had been mistaken, did not how to properly use the card, were “bad hombres”, had treated him unfairly and that they were on “a witch hunt to get him” accepting zero responsibility for the shortcomings of his device.

While the defenders of the “high master” in the Faerun press (the “Vulpes Vulpes News” among others) would describe the various beneficial aspects of the device by highlighting that “there’s a good chance a clan spirit appears to fight for the user”, “there’s a chance to make a fortune” or “you might get a positively affecting spell cast on you” In reality, almost everything the device does has a negative or a very negative outcome on the user or the party to such an extent, that any outcome that doesn’t have an adverse effect can be seen as a win.

You have to be desperate, with no other choices really, to play the Trump Card.

A random effect from the following (2 charges):

25% Party loses all gold (if party has less than 10,000 gp)
25% Summons a clan spirit (an intoxicated goblin called “proud boy” with 1 hp under the effect of berserking (it might attack the party)) to “fight” for the user
15% User healed for 2 hp, greater malision & 5 x horror cast on the party
15% Disintegrate on everyone in the area including party members
5% Everyone on the area has their int & wis scores reduced to 3 (can be cured with greater resurrection). Save against Death. (Treated as a 1st level spell). Doesn’t bypass magic resistance.
5% Cure medium wounds cast on the user, -5 to wisdom and -5 to charisma for 50 game hours on the user (non dispel-able, non curable)
4% A random useless item added to user’s inventory (worn out boos, skull, history of the north book, 1 bullet)
3% User gets the spell “infravision” cast on him/her
2% The whole party goes into panic
1% if the party has more than 500.000gp, party gains 10.000gp
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critto
post Jan 18 2021, 03:22 PM
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Joined: 23-February 08




Wow, that's a lot of stuff to process. I'll give some brief comments, don't have the time for detailed analysis.

0. The general issue with all the new items is coming up with custom graphics. While I don't doubt SparrowJacek's skill which he has lent on numerous occasions already to make the mod feel more unique, I wouldn't want to burden him to come up with so many new art pieces.

1. Items for thieves look OK but I feel that they will be as underappreciated as the older, already existing stuff, especially considering that "no traps & locks" is readily available.

2. The 1-handed quarterstaffs, do they even have practical use? I'm not sure I get it at the moment. Many of the already existing recipes for +2/+3 items are pretty useless as well, unless it's an intermediate ingredient on the way to a higher tier recipe.

3. The barbarian armours look conceptually nice as Minsc's custom-tailored stuff. I'm not entirely sure that if "class is A then B" is possible so it might be easier to make this Minsc-only. By the way, the next version will feature a custom new armour for barbarians.

4. And regarding the "the last but not least" item, it looks like a very involved procedure for a thing that has no practical purpose within the game for the player except to serve as a sort of satirical statement (if I deduced its meaning correctly from the name). While I appreciate the Pratchett-esque humour in its description, I don't feel it has the place within the mod for two reasons: 1) I don't feel like I want to make any statements; 2) I don't have much time to spend on implementation of things that do not contribute to the gameplay in any manner.

5. Regarding the kit. Definitely looks doable. A couple of things jump to my eyes immediately. 1) the amount of benefits seem to outweigh the amount of losses. 2) I'm not sure the APR bonus is customizable, but I'm probably remembering the vanilla game, and EE has made this stuff moddable through the 2da tables.

No promises that any of this makes into v7. I've committed not to add any new stuff except what I have already planned in order to release the damn thing already.

This post has been edited by critto: Jan 18 2021, 03:22 PM
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pekkae
post Jan 18 2021, 03:50 PM
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QUOTE(critto @ Jan 18 2021, 03:22 PM) *
Wow, that's a lot of stuff to process. I'll give some brief comments, don't have the time for detailed analysis.

0. The general issue with all the new items is coming up with custom graphics. While I don't doubt SparrowJacek's skill which he has lent on numerous occasions already to make the mod feel more unique, I wouldn't want to burden him to come up with so many new art pieces.

1. Items for thieves look OK but I feel that they will be as underappreciated as the older, already existing stuff, especially considering that "no traps & locks" is readily available.

2. The 1-handed quarterstaffs, do they even have practical use? I'm not sure I get it at the moment. Many of the already existing recipes for +2/+3 items are pretty useless as well, unless it's an intermediate ingredient on the way to a higher tier recipe.

3. The barbarian armours look conceptually nice as Minsc's custom-tailored stuff. I'm not entirely sure that if "class is A then B" is possible so it might be easier to make this Minsc-only. By the way, the next version will feature a custom new armour for barbarians.

4. And regarding the "the last but not least" item, it looks like a very involved procedure for a thing that has no practical purpose within the game for the player except to serve as a sort of satirical statement (if I deduced its meaning correctly from the name). While I appreciate the Pratchett-esque humour in its description, I don't feel it has the place within the mod for two reasons: 1) I don't feel like I want to make any statements; 2) I don't have much time to spend on implementation of things that do not contribute to the gameplay in any manner.

5. Regarding the kit. Definitely looks doable. A couple of things jump to my eyes immediately. 1) the amount of benefits seem to outweigh the amount of losses. 2) I'm not sure the APR bonus is customizable, but I'm probably remembering the vanilla game, and EE has made this stuff moddable through the 2da tables.

No promises that any of this makes into v7. I've committed not to add any new stuff except what I have already planned in order to release the damn thing already.



Thanks for the reply! I thought I'd post these here, as suggestions, to take into consideration. Almost all of the items posted I wished I had during gameplay.

Graphics> As some of those Items are from the Item Pack I have installed, maybe the providers of those item packs could lend out the graphics? I'm happy to ask, if needed.

The 1-handed quarterstaff is almost a custom thing for a Berserker->Druid. It would allow the char to have 5* in quarterstaff while having a working weapon (for most enemies until chapter 6/7 at least) and wear a shield off-hand for those few cases where having a very low AC is really, really needed.

I copied to "if A then B" concept from the 2H sword that had some barbarian specific benefits on it (Dragon Blade +3), but of course I'm not sure if the changes I proposed are doable / easy. "Last but not least" item is a concept I had a lot of fun writing and since I wrote it with the other items I thought I'd just post it.

Kit is probably overpowered and needs balancing. The idea was to make a melee oriented (Conan the) barbarian that specializes in 2H weapons & whose abilities keep on developing.

This post has been edited by pekkae: Jan 18 2021, 04:15 PM
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