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The Black Wyrm's Lair Terms of Use |
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#1
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Forum Member Posts: 638 Joined: 30-November 20 ![]() |
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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#2
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![]() Premium Member Tactical reputation: 2 Posts: 6268 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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#3
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Forum Member Posts: 524 Joined: 12-April 06 From: Netherlands ![]() |
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. I would remove the +2 crafting altogether. There is always something better to craft than those and but the time your want the +3, you already found the +2s. And otherwise I would propose to add 1-2 more versions of the +2 to chapter 2 across the challenging questlines. It would clean up the dialogue quite a bit. That or order the dialogue a bit more? This post has been edited by lroumen: Jan 21 2021, 07:24 AM |
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Lo-Fi Version | Time is now: 9th September 2025 - 04:46 PM |