View Full Version : Items You'd LOVE to See
Certon
11-16-2012, 01:23 PM
Is there an idea for an item in DDO that you've had rattling around in your head? You know, something you think would make the game a better experience either for one class or for everyone as a whole? I know I have. I'll share one with you. Then, you tell me some of your ideas. Who knows? Maybe the devs will see an item here in the list and implement a version of it live!
Eye of the One
Equips to: Head
Minimum Level: 20
Binds to Character on Equip
Unique
One With the Universe
Target: Self
Duration: Until Rest (or Zoning into or out of Adventure)
School: Alteration
Spell Resistance: No
When activated, the character chooses a statistic. The chosen statistic is granted a +6 enhancement bonus.
Caster Level:20
1/1 Charges (Recharged/Day:1)
True Seeing: When equipped, this item grants True Seeing, as the spell.
Blindness Immunity: The wearer of this item is immune to blindness effects.
Spot: This item grants a +15 Enhancement bonus to spot checks.
While this circlet is made of simple steel, the eye in its center appears to be carved out of some unidentifiable white stone, whose light banishes illusions and reveals long hidden secrets.
Silverwren
11-16-2012, 01:31 PM
Eye of the One
Equips to: Head
Minimum Level: 20
Binds to Character on Equip
Unique
One With the Universe
Target: Self
Duration: Until Rest (or Zoning into or out of Adventure)
School: Alteration
Spell Resistance: No
When activated, the character chooses a statistic. The chosen statistic is granted a +6 enhancement bonus.
Caster Level:20
1/1 Charges (Recharged/Day:1)
True Seeing: When equipped, this item grants True Seeing, as the spell.
Blindness Immunity: The wearer of this item is immune to blindness effects.
Spot: This item grants a +15 Enhancement bonus to spot checks.
While this circlet is made of simple steel, the eye in its center appears to be carved out of some unidentifiable white stone, whose light banishes illusions and reveals long hidden secrets.
Neat idea. Too overpowered. Maybe a +3 or +4 instead.
How about a quarterstaff that acts like a walking stick and allows a caster to hold something in both hands?
As it is, my wizard avoids all quarterstaffs, because she'd have to lose both of the weapons she currently uses to enhance her spell power.
Certon
11-16-2012, 01:35 PM
Neat idea. Too overpowered. Maybe a +3 or +4 instead.
How about a quarterstaff that acts like a walking stick and allows a caster to hold something in both hands?
As it is, my wizard avoids all quarterstaffs, because she'd have to lose both of the weapons she currently uses to enhance her spell power.
My idea behind the +6 enhancement bonus was that it would sort of be a wildcard stat. It wouldn't stack with item enhancements, but it would let a character fill in an ability which would otherwise be left unbuffed. You really think it'd be too powerful? Because I'd hate there being six versions out there, each with a +6 enhancement bonus to the appropriate stat.
Silverwren
11-16-2012, 01:46 PM
My idea behind the +6 enhancement bonus was that it would sort of be a wildcard stat. It wouldn't stack with item enhancements, but it would let a character fill in an ability which would otherwise be left unbuffed. You really think it'd be too powerful? Because I'd hate there being six versions out there, each with a +6 enhancement bonus to the appropriate stat.
Well you originally stated that the player would choose the stat to increase, so I'm not seeing anything "wildcard" about that. If it were truly wildcard, in that it's a +6 increase to a random stat, then I could see your point there. If you're allowed to pick which stat, then it shouldn't be quite so large a boost.
I think the duration is a bit long as well. You could effectively add +6 to your STR, for example, and run through an entire quest with that boost. You'd just have to re-apply it after using a shrine. I think two minutes, tops, would be more appropriate. Just long enough to get through the mini-boss fight or find that pesky trap box.
So to answer your question, yes, I think it's a bit OP.
xoowak
11-16-2012, 02:06 PM
How is a +6 enhancement bonus OP at level 20? Anything you care about you'll have a +6 item for already. The best use I can see for it is bump up an off stat for SF pot use.
Hutoth
11-16-2012, 02:29 PM
I was sure I had a post in this thread about 60 posts down, then I realised - this is a new thread. The one I was thinking of was ONLY a couple of days ago, here:
http://forums.ddo.com/showthread.php?t=397754
Certon
11-16-2012, 05:56 PM
How is a +6 enhancement bonus OP at level 20? Anything you care about you'll have a +6 item for already. The best use I can see for it is bump up an off stat for SF pot use.
That's what I was thinking. Basically, it's a jack of all trades head piece that bumps a stat you don't have covered. :)
Sidewaysgts86
11-16-2012, 08:17 PM
True, But you can also argue that you can use this to bump up a stat that IS covered, and essentially free up a gear slot. Its not that a +6 enhancement on its own is "too powerful", its that you could essentially free up a gear slot that you once used strictly (or primarily) for a stat boost and mix in some other powerful combinations. Without condoning or condemning the concept, I can at least say i understand the "concern" of an item that effectively frees up a gear slot with a buff that a character can easily maintain 100% of the time.
Maybe concerns would be lessened if the proposed item was indeed on a timer of sorts, or only worked when the headpiece was equipped (Ie the buff altered the stats of the headpiece, and not the character).
Either way- Love the concept of this thread, I really hope it takes off. Ive a few ideas rattling around in my head for items id love to share.
Memnir
11-16-2012, 09:12 PM
Deck of Many Things.
Add the cards to a new area - like a new explorer zone and it's associated quests. A player must collect all the cards, and take them to an NPC who is a Fortune Teller type gypsy or some such. Each collected deck would give the character one pull from the deck, and the deck then evaporates.
-OR- Add them in all chests, game-wide, during a festival. This would be like Festivult's coins. I'm thinking maybe a Summer's Fate event to balance the Risia Ice games.
The NPC would be in a single-person private instance that allows for all combat spells to be cast - along with a few chests scattered about the perimeter.
All the cards would need to be evaluated for DDO play, both positive and negative. These would be my suggestions. Traditional D&D effect for each card in blue - grey is my suggested change for DDO.
Balance - Changes the character to a radically different alignment.
Grants a random Alignment Change token - BTA.
Comet - If character single-handedly prevails in the next hostile encounter, the character attains the next experience level.
Summons a level-appropriate monster - grants XP akin to a small at-level quest.
Donjon - Character is imprisoned and loses all gear and spells are stripped from the victim in any case.
Three to Five minute Hold Monster cast on player - no save. Timer pauses on log-out.
Euryale - Causes a permanent penalty on all saving throws.
An hour-long Crushing Despair debuff, no-save. Timer pauses on log-out.
Fates - Changes reality to allow the character to avoid even an instantaneous occurrence if so desired.
Grants player a new item... a Greater Dragonmark of Finding gem, single-use. Gem assumed owner has a 50 Charisma, regardless of actual charisma score. Not useable on raid chests. The idea being "avoiding" bad loot.
Flames - Causes an enmity between the character and an outsider.
Summons an at-level outsider. No XP awarded.
Fool - Character loses experience points and is forced to draw another card from the deck.
No XP loss, no redraw. The character has a one minute Ottto's Irresistible Dance cast upon them, no save. NPCs summoned... named ones we all know like Coyle, Cyan, Brawnpits, etc - who then point and laugh as the player dances for their amusement.
Gem - The character gains significant wealth
One of the chests opens to reveal 50k in gems, so even plat-capped players can amass the wealth.
Idiot - The character's Intelligence score is permanently lowered.
A 24 hour Int debuff is cast on the character, -2, with a new and stacking modifier on the debuff. Timer does not pause on log out.
Jester - The character can gain experience points or two more draws from the deck.
No additional draws. Three Major XP potions granted - BTA.
Key - A major magic weapon appears out of nowhere in the character's hand.
A random, level appropriate NAMED item appears in one of the chests.
Knight - A fighter appears from out of nowhere and serves the character loyally until death.
Grants a level-appropriate melee hireling, gold-seal, with a five hour timer. BTC
Moon - The character gains a number of magical wishes which come true.
Problematic card - probably best to remove it from the event. If it stays - perhaps it could summon a Djinn like the first Birthday Cake... but grants the new stacking tomes.
Rogue - This card causes one of the character’s NPC friends to turn against him.
Summon's a random NPC from the game with combat skills added. No XP.
Ruin - The character immediately loses all of his wealth and non-magical possessions.
Suggest removing this card, as it'd cause bad reactions.
Skull - The character must defeat a powerful undead creature alone.
Summons level-appropriate undead - No XP awarded.
Star - One of the character's ability scores increases.
Stacking tome of player's choice granted.
Sun - The character gains a beneficial magic item.
One of the chests opens for level appropriate loot-gen item.
Talons - Every magic item the character owns or possesses disappears permanently.
Recommend removing this card.
Throne - The character becomes more charismatic and gains a small castle.
A 24 hour Cha buff is cast on the character, +4, with a new and stacking modifier on the buff.
Vizier - The character gains an answer to solve any single problem or answer fully any question upon request.
Problematic card - recommend removing it.
The Void - This card sends a character's soul to some other desolate location, leaving his body in a catatonic state, requiring the adventuring party to find a way to rescue the soul.
Character, regardless of level is teleported to either Amrath or the Circle of Eternity. Teleport Lock enforced for ten minutes or character's death (suicide okay).
I don't expect any of this - but I'd love to see it. Been wanting/hoping for a DoMT since the first day I started playing this game in beta, and pulled a Murlynd's Spoon out of Water-Works. IMHO, there should be many traditional and iconic D&D treasures added to the game.
amnota
11-16-2012, 09:18 PM
Eternal Wand of Acme Anvil
Nuff said
Don't think the deck of many things is really a good item for ddo the bad items used to balance the deck would cause to many problems and without them what's the point really? And make the bad card effects temp doesn't feel right
As to what I would like to see figurines of wondrous power any of them
Dancing weapons
danzig138
11-17-2012, 02:09 AM
Don't think the deck of many things is really a good item for ddo the bad items used to balance the deck would cause to many problems and without them what's the point really? And make the bad card effects temp doesn't feel right
It could be done. Just have to ponder it a bit.
As for ideas, I have tons of them. None of them are very original though. You can find most of them in the Dungeon Master's Guide, 3.5 edition. Along with rules for making them (though you could swap in the Unearthed Arcana rules).
gphysalis
11-17-2012, 03:30 AM
Neat idea. Too overpowered. Maybe a +3 or +4 instead.
How about a quarterstaff that acts like a walking stick and allows a caster to hold something in both hands?
As it is, my wizard avoids all quarterstaffs, because she'd have to lose both of the weapons she currently uses to enhance her spell power.
lolwut?
+6 OP at lvl 20 since when?
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