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  1. #1
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    Default Another Mabar Item Suggestion Thread!

    Eh, just a few ideas that jumped me for possible drops for Mabar. Will probably throw more up later.

    Lesser Vigil Candle
    Consumable; on use, generates a candle on the ground for 2 minutes. Any characters or undead in the radius of the candle receive "Lesser Vigil Light" effect, and it is removed upon exiting the area. Using the item puts the stack on 1 minute cool down, and other candle items on a 20 second cool down. A character may have up to 3 candles out at one time; casting another candle dispels the eldest candle they have set down.
    - Lesser Vigil Light - Gain 5% Healing Amp. Subjects receive 2d3+6 Positive Energy every 6 seconds. Undead may make a Fortitude Save DC 20 for half damage.

    Vigil Candle
    Consumable, minimum level 9; on use, generates a candle on the ground for 2 minutes. Any characters or undead in the radius of the candle receive "Vigil Light" effect, and it is removed upon exiting the area. Using the item puts the stack on 1 minute cool down, and other candle items on a 20 second cool down. A character may have up to 3 candles out at one time; casting another candle dispels the eldest candle they have set down.
    - Vigil Light - Gain 5% Healing Amp. Subjects receive 5d3+15 Positive Energy every 6 seconds. Undead may make a Fortitude Save DC 30 for half damage.

    Greater Vigil Candle
    Consumable, minimum level 16; on use, generates a candle on the ground for 2 minutes. Any characters or undead in the radius of the candle receive "Greater Vigil Light" effect, and it is removed upon exiting the area. Using the item puts the stack on 1 minute cool down, and other candle items on a 20 second cool down. A character may have up to 3 candles out at one time; casting another candle dispels the eldest candle they have set down.
    - Greater Vigil Light - Gain 10% Healing Amp. Subjects receive 10d3+30 Positive Energy every 6 seconds. Undead may make a Fortitude Save DC 40 for half damage.

    Superior Vigil Candle
    Consumable, minimum level 23; on use, generates a candle on the ground for 2 minutes. Any characters or undead in the radius of the candle receive "Superior Vigil Light" effect, and it is removed upon exiting the area. Using the item puts the stack on 1 minute cool down, and other candle items on a 20 second cool down. A character may have up to 3 candles out at one time; casting another candle dispels the eldest candle they have set down.
    - Superior Vigil Light - Gain 10% Healing Amp. Subjects receive 20d3+60 Positive Energy every 6 seconds. Undead may make a Fortitude Save DC 50 for half damage.

    Pale Bone Cuirass (Lv 4)
    Medium Armor, Bone material (does not break druidic oath)
    AC: 7 (6 base)
    Max Dex: 6
    ACP: -2
    ASF: 20%
    - +1 Enchantment
    - Healing Amp: 5%
    - Natural Armor: +1
    - Fortification: 20%

    Pale Bone Cuirass (Lv 8)
    Medium Armor, Bone material (does not break druidic oath)
    AC: 8 (6 base)
    Max Dex: 6
    ACP: -2
    ASF: 20%
    - +2 Enchantment
    - Healing Amp: 5%
    - Natural Armor: +2
    - Fortification: 40%

    Pale Bone Cuirass (Lv 12)
    Medium Armor, Bone material (does not break druidic oath)
    AC: 11 (8 base)
    Max Dex: 8
    ACP: -2
    ASF: 20%
    - +3 Enchantment
    - Healing Amp: 10%
    - Natural Armor: +3
    - Fortification: 75%
    - Hallowed Bones: Receive a +2 sacred bonus to Wisdom

    Pale Bone Cuirass (Lv 16)
    Medium Armor, Bone material (does not break druidic oath)
    AC: 15 (11 base)
    Max Dex: 10
    ACP: -2
    ASF: 20%
    - +4 Enchantment
    - Healing Amp: 10%
    - Natural Armor: +4
    - Fortification: 100%
    - Hallowed Bones: Receive a +2 sacred bonus to Wisdom
    - Gravechill: Gain 20 Cold Resist, Deathblock, and 10% Negative Energy Absorption. Your melee and ranged attacks deal an additional 1d6 Cold and 1d6 Negative Energy damage; the negative energy is suppressed when striking undead.
    - Colorless Augment Slot

    Pale Bone Cuirass (Lv 20)
    Medium Armor, Bone material (does not break druidic oath)
    AC: 16 (11 base)
    Max Dex: 10
    ACP: -2
    ASF: 20%
    - +5 Enchantment
    - Healing Amp: 15%
    - Natural Armor: +5
    - Fortification: 110%
    - Blessed Bones: Receive a +2 sacred bonus to Wisdom, Charisma, and Strength
    - Gravechill: Gain 20 Cold Resist, Deathblock, and 10% Negative Energy Absorption. Your melee and ranged attacks deal an additional 1d6 Cold and 1d6 Negative Energy damage; the negative energy is suppressed when striking undead.
    - Blue Augment Slot

    Pale Bone Cuirass (Lv 24)
    Medium Armor, Bone material (does not break druidic oath)
    AC: 22 (15 base)
    Max Dex: 12
    ACP: -2
    ASF: 20%
    - +7 Enchantment
    - Healing Amp: 30%
    - Natural Armor: +7
    - Fortification: 120%
    - Blessed Bones: Receive a +2 sacred bonus to Wisdom, Charisma, and Strength
    - Greater Gravechill: Gain 40 Cold Resist, Deathblock, and 20% Negative Energy Absorption. Your melee and ranged attacks deal an additional 2d6 Cold and 2d6 Negative Energy damage; the negative energy is suppressed when striking undead.
    - Colorless Augment Slot
    - Blue Augment Slot

    Pale Bone Cuirass (Lv 28)
    Medium Armor, Bone material (does not break druidic oath)
    AC: 25 (15 base)
    Max Dex: 12
    ACP: -2
    ASF: 20%
    - +10 Enchantment
    - Healing Amp: 40%
    - Natural Armor: +10
    - Fortification: 130%
    - Divine Bones: Receive a +4 sacred bonus to Wisdom, Charisma, and Strength
    - Superior Gravechill: Gain 50 Cold Resist, 10% Cold Absorption, Deathblock, and 30% Negative Energy Absorption. Your melee and ranged attacks deal an additional 3d6 Cold and 3d6 Negative Energy damage; the negative energy is suppressed when striking undead. On a vorpal strike, deal an additional 10d3+30 Cold and 10d3+30 Negative damage, DC 60 Fortitude save for half; the negative energy is suppressed when striking undead.
    - Blue Augment Slot
    - Green Augment Slot

    Hymn of the Graves (Lv 4)
    Trinket
    - Minor Hymnal Lore: +2 Sacred bonus to Heal and Perform.
    - Dark Lullaby: Your Sleep and Deep Slumber spells add Dark Lullaby to affected targets. (When sleep effect ends, target receives 3d6 Negative damage)
    - Deathblock

    Hymn of the Graves (Lv 8)
    Trinket
    - Lesser Hymnal Lore: +4 Sacred bonus to Heal and Perform.
    - Dark Lullaby: Your Sleep and Deep Slumber spells add Dark Lullaby to affected targets. (When sleep effect ends, target receives 3d6 Negative damage)
    - Deathblock II

    Hymn of the Graves (Lv 12)
    Trinket
    - Lesser Hymnal Lore: +6 Sacred bonus to Heal and Perform. +1% Sacred bonus to Spell Crit for Positive Energy, negative Energy, and Sonic spells.
    - Dark Lullaby: Your Sleep and Deep Slumber spells add Dark Lullaby to affected targets. (When sleep effect ends, target receives 3d6 Negative damage)
    - Deathblock III
    - Colorless Augment Slot

    Hymn of the Graves (Lv 16)
    Trinket
    - Greater Hymnal Lore: +8 Sacred bonus to Heal and Perform. +1% Sacred bonus to Spell Crit for Positive Energy, Negative Energy, and Sonic spells.
    - Final Lullaby: Your Sleep and Deep Slumber spells add Final Lullaby to affected targets. (When sleep effect ends, target must make a Fort save at the initial casting difficulty or die. On a successful save, they still take 6d6 negative damage)
    - Deathblock IV
    - Colorless Augment Slot

    Hymn of the Graves (Lv 20)
    Trinket
    - Major Hymnal Lore: +10 Sacred bonus to Heal and Perform. +2% Sacred bonus to Spell Crit for Positive Energy, Negative Energy, and Sonic spells.
    - Final Lullaby: Your Sleep and Deep Slumber spells add Final Lullaby to affected targets. (When sleep effect ends, target must make a Fort save at the initial casting difficulty or die. On a successful save, they still take 6d6 negative damage)
    - Deathblock V
    - Blue Augment Slot

    Hymn of the Graves (Lv 24)
    Trinket
    - Superior Hymnal Lore: +12 Sacred bonus to Heal and Perform. +2% Sacred bonus to Spell Crit for Positive Energy, Negative Energy, and Sonic spells.
    - Final Lullaby: Your Sleep and Deep Slumber spells add Final Lullaby to affected targets. (When sleep effect ends, target must make a Fort save at the initial casting difficulty or die. On a successful save, they still take 6d6 negative damage)
    - Deathblock VII
    - Death's Duet: Your instant-kill effects require the target to make 1 additional save to prevent death.
    - Green Augment Slot

    Hymn of the Graves (Lv 28)
    Trinket
    - Supreme Hymnal Lore: +15 Sacred bonus to Heal and Perform. +5% Sacred bonus to Spell Crit for Positive Energy, Negative Energy, and Sonic spells.
    - Greater Final Lullaby: Your Sleep and Deep Slumber spells add Final Lullaby to affected targets. (When sleep effect ends, target must make a Fort save at the initial casting difficulty or die. On a successful save, they still take 20d6 negative damage)
    - Deathblock X
    - Death's Duet: Your instant-kill effects require the target to make 1 additional save to prevent death.
    - Green Augment Slot
    - Colorless Augment Slot
    Last edited by Worldcrafter; 10-29-2013 at 03:21 PM.
    Anything can be explained by drunken wizards.

    "Hey! I got a piece of the +1 Butter Knife of Victory! Ah-oh, wait, wait. It's just a crummy, normal +1 dagger of ghostbane..."

  2. #2
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    I said I'd probably be throwing a few more things up. This section includes not one, but two different kukris, a morningstar, and a dart. I have a few more item ideas, but will work on them later.

    Reap (Lv 4)
    Kukri, Cold Iron
    Crit: 18-20/x2
    Weapon Damage: 1 (1d4), slashing
    Hit Mod: Strength
    Dmg Mod: Strength
    - +1 Enchantment
    - Bleed
    - Maiming
    - Deception

    Reap (Lv 8)
    Kukri, Cold Iron
    Crit: 18-20/x2
    Weapon Damage: 1.25 (1d4), slashing
    Hit Mod: Strength
    Dmg Mod: Strength
    - +2 Enchantment
    - Slicing
    - Bleed
    - Lesser Bloodletter
    - Mortal Strike
    - Deception II

    Reap (Lv 12)
    Kukri, Cold Iron
    Crit: 18-20/x2
    Weapon Damage: 1.5 (1d4), slashing
    Hit Mod: Strength
    Dmg Mod: Strength
    - +3 Enchantment
    - Hemorrhage
    - Bloodletter
    - Mortal Strike
    - Deception III
    - Lesser Assassination: +1 to Assassination DC

    Reap (Lv 16)
    Kukri, Cold Iron
    Crit: 18-20/x2
    Weapon Damage: 2 with Vorpal (1d4), slashing
    Hit Mod: Strength
    Dmg Mod: Strength
    - +4 Enchantment
    - Hemorrhage
    - Improved Bloodletter
    - Vorpal
    - Deception IV
    - Lesser Assassination: +1 to Assassination DC

    Reap (Lv 20)
    Kukri, Cold Iron
    Crit: 18-20/x2
    Weapon Damage: 2.5 with Vorpal (1d4), slashing
    Hit Mod: Strength
    Dmg Mod: Strength
    - +6 Enchantment
    - Hemorrhage
    - Greater Bloodletter
    - Vorpal
    - Deception V
    - Assassination: +2 to Assassination DC
    - Colorless Augment Slot

    Reap (Lv 24)
    Kukri, Cold Iron
    Crit: 18-20/x2
    Weapon Damage: 2.5 with Vorpal (1d4), slashing
    Hit Mod: Strength
    Dmg Mod: Strength
    - +8 Enchantment
    - Phlebotomizing
    - Superior Bloodletter
    - Vorpal
    - Soul Eating
    - Deception VI
    - Greater Assassination: +3 to Assassination DC, +1d6 Sneak Attack Damage
    - Red Augment Slot

    Reap (Lv 28)
    Kukri, Cold Iron
    Crit: 18-20/x2
    Weapon Damage: 3 with Vorpal (1d4), slashing
    Hit Mod: Strength
    Dmg Mod: Strength
    - +10 Enchantment
    - Phlebotomizing
    - Superior Bloodletter
    - Improved Vorpal
    - Soul Eating
    - Deception VII
    - Superior Assassination: +4 to Assassination DC, +2d6 Sneak Attack Damage
    - Orange Augment Slot

    Sow (Lv 4)
    Kukri, Steel
    Crit: 18-20/x2
    Weapon Damage: 1 (1d4), slashing
    Hit Mod: Strength
    Dmg Mod: Strength
    - +1 Enchantment
    - Alchemical Silver
    - Acid: 1d6
    - Poison

    Sow (Lv 8)
    Kukri, Steel
    Crit: 18-20/x2
    Weapon Damage: 1.25 (1d4), slashing
    Hit Mod: Strength
    Dmg Mod: Strength
    - +2 Enchantment
    - Alchemical Silver
    - Acid: 2d4
    - Poison Burst

    Sow (Lv 12)
    Kukri, Steel
    Crit: 18-20/x2
    Weapon Damage: 1.5 (1d4), slashing
    Hit Mod: Strength
    Dmg Mod: Strength
    - +3 Enchantment
    - Alchemical Silver
    - Acid: 3d4
    - Poison Burst
    - Constitution Poison, Lesser
    - Lesser Apothecary: +1 to Assassin Poison DCs

    Sow (Lv 16)
    Kukri, Steel
    Crit: 18-20/x2
    Weapon Damage: 1.5 (1d4), slashing
    Hit Mod: Strength
    Dmg Mod: Strength
    - +4 Enchantment
    - Alchemical Silver
    - Acid: 4d4
    - Acid Blast
    - Poison Burst
    - Constitution Poison, Lesser
    - Lesser Apothecary: +1 to Assassin Poison DCs

    Sow (Lv 20)
    Kukri, Steel
    Crit: 18-20/x2
    Weapon Damage: 2 (1d4), slashing
    Hit Mod: Strength
    Dmg Mod: Strength
    - +6 Enchantment
    - Alchemical Silver
    - Acid: 5d4
    - Acid Blast
    - Poison Burst
    - Virulent Constitution Poison
    - Apothecary: +2 to Assassin Poison DCs

    Sow (Lv 24)
    Kukri, Steel
    Crit: 18-20/x2
    Weapon Damage: 2 (1d4), slashing
    Hit Mod: Strength
    Dmg Mod: Strength
    - +8 Enchantment
    - Alchemical Silver
    - Acid: 6d4
    - Acid Blast
    - Acid Torrent
    - Poison Burst
    - Virulent Constitution Poison
    - Greater Apothecary: +3 to Assassin Poison DCs, +1d6 Sneak Attack Damage

    Sow (Lv 28)
    Kukri, Steel
    Crit: 18-20/x2
    Weapon Damage: 2.5 (1d4), slashing
    Hit Mod: Strength
    Dmg Mod: Strength
    - +10 Enchantment
    - Alchemical Silver
    - Acid: 8d4
    - Acid Blast
    - Acid Torrent
    - Poison Burst
    - Virulent Constitution Poison
    - Superior Apothecary: +4 to Assassin Poison DCs, +1d6 Sneak Attack Damage

    Mabar Lantern (Lv 4)
    Morningstar, Steel
    Crit: 19-20/x2
    Weapon Damage: 1 (1d8), bludgeoning
    Hit Mod: Strength or Wisdom
    Dmg Mod Strength or Wisdom
    - +1 Enchantment
    - Solar: 1d6
    - Shade: 1d6 negative damage; suppressed when striking undead.

    Mabar Lantern (Lv 8)
    Morningstar, Steel
    Crit: 19-20/x2
    Weapon Damage: 1 (1d10), bludgeoning
    Hit Mod: Strength or Wisdom
    Dmg Mod Strength or Wisdom
    - +2 Enchantment
    - Solar: 2d4
    - Shade: 2d4 negative damage; suppressed when striking undead.

    Mabar Lantern (Lv 12)
    Morningstar, Steel
    Crit: 19-20/x2
    Weapon Damage: 1.5 (1d10), bludgeoning
    Hit Mod: Strength or Wisdom
    Dmg Mod Strength or Wisdom
    - +3 Enchantment
    - Solar: 3d4
    - Shade: 3d4 negative damage; suppressed when striking undead.
    - Lesser Reanimation: Grants “Lesser Reanimation” debuff on target for 3 seconds. (Lesser Reanimation – increases negative vulnerability by 5%. If target dies with Lesser Reanimation, there is a 2% chance a CR 14 friendly skeleton spawns. Lasts for 3 minutes, follows the ally that spawned it)

    Mabar Lantern (Lv 16)
    Morningstar, Steel
    Crit: 19-20/x3
    Weapon Damage: 1.5 (1d10), bludgeoning
    Hit Mod: Strength or Wisdom
    Dmg Mod Strength or Wisdom
    - +4 Enchantment
    - Solar: 4d4
    - Shade: 4d4 negative damage; suppressed when striking undead.
    - Deathward: Clicky, 3/day, CL 16
    - Reanimation: Grants “Reanimation” debuff on target for 3 seconds. (Lesser Reanimation – increases negative vulnerability by 7%. If target dies with Reanimation, there is a 2% chance a CR 20 friendly skeleton spawns. Lasts for 3 minutes, follows the ally that spawned it. Supersedes weaker reanimation debuffs)

    Mabar Lantern (Lv 20)
    Morningstar, Steel
    Crit: 19-20/x3
    Weapon Damage: 2 (1d10), bludgeoning
    Hit Mod: Strength or Wisdom
    Dmg Mod Strength or Wisdom
    - +6 Enchantment
    - Solar: 5d4
    - Shade: 5d4 negative damage; suppressed when striking undead.
    - Deathward: Clicky, 5/day, CL 20
    - Greater Reanimation: Grants “Greater Reanimation” debuff on target for 3 seconds. (Greater Reanimation – increases negative vulnerability by 10%. If target dies with Greater Reanimation, there is a 2% chance a CR 26 friendly skeleton spawns. Lasts for 3 minutes, follows the ally that spawned it. Supersedes weaker reanimation debuffs.)
    - Colorless Augment Slot

    Mabar Lantern (Lv 24)
    Morningstar, Steel
    Crit: 19-20/x3
    Weapon Damage: 2 (1d10), bludgeoning
    Hit Mod: Strength or Wisdom
    Dmg Mod Strength or Wisdom
    - +8 Enchantment
    - Solar: 6d4
    - Shade: 6d4 negative damage; suppressed when striking undead.
    - Mass Deathward: Clicky, 3/day, CL 24
    - Superior Reanimation: Grants “Superior Reanimation” debuff on target for 3 seconds. (Superior Reanimation – increases negative vulnerability by 12%. If target dies with Superior Reanimation, there is a 2% chance a CR 30 friendly skeleton spawns. Lasts for 3 minutes, follows the ally that spawned it. Supersedes weaker reanimation debuffs.)
    - Red Augment Slot

    Mabar Lantern (Lv 28)
    Morningstar, Steel
    Crit: 19-20/x3
    Weapon Damage: 2.5 (1d10), bludgeoning
    Hit Mod: Strength or Wisdom
    Dmg Mod Strength or Wisdom
    - +10 Enchantment
    - Solar: 8d4
    - Shade: 8d4 negative damage; suppressed when striking undead.
    - Mass Deathward: Clicky, 5/day, CL 28
    - Supreme Reanimation: Grants “Supreme Reanimation” debuff on target for 3 seconds. (Superior Reanimation – increases negative vulnerability by 15%. If target dies with Supreme Reanimation, there is a 2% chance a CR 36 friendly skeleton spawns. Lasts for 3 minutes, follows the ally that spawned it. Supersedes weaker reanimation debuffs.)
    - Colorless Augment Slot
    - Red Augment Slot

    Oaken Stake (Lv 4)
    Dart, Densewood
    Crit: 20/x2
    Weapon Damage: 1 (1d4), piercing
    Hit Mod: Dexterity
    Dmg Mod: Strength
    - +1 Enchantment
    - Returning
    - Solar: 1d6
    - Undead Hunter: When striking undead, the weapon is considered to additionally deal Bludgeoning, Slashing, Silver, Cold Iron, and Good damage for the purposes of bypassing DR.
    - Vampire Slayer: On a Vorpal hit, a vampire is automatically destroyed; those that cannot be destroyed instead take 100 bane damage.

    Oaken Stake (Lv 8)
    Dart, Densewood
    Crit: 20/x2
    Weapon Damage: 1.25 (1d4), piercing
    Hit Mod: Dexterity
    Dmg Mod: Strength
    - +2 Enchantment
    - Returning
    - Solar: 2d4
    - Undead Hunter: When striking undead, the weapon is considered to additionally deal Bludgeoning, Slashing, Silver, Cold Iron, and Good damage for the purposes of bypassing DR.
    - Vampire Slayer: On a Vorpal hit, a vampire is automatically destroyed; those that cannot be destroyed instead take 100 bane damage.

    Oaken Stake (Lv 12)
    Dart, Densewood
    Crit: 20/x2
    Weapon Damage: 1.5 (1d4), piercing
    Hit Mod: Dexterity
    Dmg Mod: Strength
    - +3 Enchantment
    - Returning
    - Solar: 3d4
    - Undead Hunter: When striking undead, the weapon is considered to additionally deal Bludgeoning, Slashing, Silver, Cold Iron, and Good damage for the purposes of bypassing DR.
    - Vampire Slayer: On a Vorpal hit, a vampire is automatically destroyed; those that cannot be destroyed instead take 100 bane damage.
    - Diffuse Undead: On hit, add “Diffuse Undead” debuff for 6 seconds. (Diffuse Undead – undead suffers a -1 penalty to attack rolls, damage, saves and skill checks, stacks up to 5 times.)

    Oaken Stake (Lv 16)
    Dart, Densewood
    Crit: 19-20/x2
    Weapon Damage: 1.5 (1d4), piercing
    Hit Mod: Dexterity
    Dmg Mod: Strength
    - +4 Enchantment
    - Returning
    - Solar: 4d4
    - Undead Hunter: When striking undead, the weapon is considered to additionally deal Bludgeoning, Slashing, Silver, Cold Iron, and Good damage for the purposes of bypassing DR.
    - Vampire Slayer: On a Vorpal hit, a vampire is automatically destroyed; those that cannot be destroyed instead take 100 bane damage.
    - Diffuse Undead: On hit, add “Diffuse Undead” debuff for 6 seconds. (Diffuse Undead – undead suffers a -1 penalty to attack rolls, damage, saves and skill checks, stacks up to 5 times.)
    - Weaken Undead

    Oaken Stake (Lv 20)
    Dart, Densewood
    Crit: 19-20/x2
    Weapon Damage: 2 (1d4), piercing
    Hit Mod: Dexterity
    Dmg Mod: Strength
    - +6 Enchantment
    - Returning
    - Solar: 5d4
    - Undead Hunter: When striking undead, the weapon is considered to additionally deal Bludgeoning, Slashing, Silver, Cold Iron, and Good damage for the purposes of bypassing DR.
    - Greater Vampire Slayer: On Critical, deal 10d3+3 Light Damage. On a Vorpal hit, a vampire is automatically destroyed; those that cannot be destroyed instead take 200 bane damage.
    - Diffuse Undead: On hit, add “Diffuse Undead” debuff for 6 seconds. (Diffuse Undead – undead suffers a -1 penalty to attack rolls, damage, saves and skill checks, stacks up to 5 times.)
    - Weaken Undead
    - Disruption
    - Red Augment Slot

    Oaken Stake (Lv 24)
    Dart, Densewood
    Crit: 19-20/x2
    Weapon Damage: 2 (1d4), piercing
    Hit Mod: Dexterity
    Dmg Mod: Strength
    - +8 Enchantment
    - Returning
    - Solar: 6d4
    - Undead Hunter: When striking undead, the weapon is considered to additionally deal Bludgeoning, Slashing, Silver, Cold Iron, and Good damage for the purposes of bypassing DR.
    - Greater Vampire Slayer: On Critical, deal 10d3+3 Light Damage. On a Vorpal hit, a vampire is automatically destroyed; those that cannot be destroyed instead take 200 bane damage.
    - Diffuse Undead: On hit, add “Diffuse Undead” debuff for 6 seconds. (Diffuse Undead – undead suffers a -1 penalty to attack rolls, damage, saves and skill checks, stacks up to 5 times.)
    - Weaken Undead
    - Disruption
    - Colorless Augment Slot
    - Red Augment Slot

    Oaken Stake (Lv 28)
    Dart, Densewood
    Crit: 19-20/x2
    Weapon Damage: 3.5 (1d4), piercing
    Hit Mod: Dexterity
    Dmg Mod: Strength
    - +10 Enchantment
    - Returning
    - Solar: 8d4
    - Undead Hunter: When striking undead, the weapon is considered to additionally deal Bludgeoning, Slashing, Silver, Cold Iron, and Good damage for the purposes of bypassing DR.
    - Greater Vampire Slayer: On Critical, deal 10d3+3 Light Damage. On a Vorpal hit, a vampire is automatically destroyed; those that cannot be destroyed instead take 200 bane damage.
    - Diffuse Undead: On hit, add “Diffuse Undead” debuff for 6 seconds. (Diffuse Undead – undead suffers a -1 penalty to attack rolls, damage, saves and skill checks, stacks up to 5 times.)
    - Weaken Undead
    - Improved Disruption
    - Red Augment Slot
    - Orange Augment Slot
    Last edited by Worldcrafter; 10-30-2013 at 04:28 PM.
    Anything can be explained by drunken wizards.

    "Hey! I got a piece of the +1 Butter Knife of Victory! Ah-oh, wait, wait. It's just a crummy, normal +1 dagger of ghostbane..."

  3. #3
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    And now, the final installment of my ridiculous ideas for Mabar loot. This section features a khopesh, a great crossbow, and an outfit.

    Chainsword (Lv 4)
    Khopesh, Adamantine
    Main Hand only. (Due to the bizarre grip of the weapon, it cannot be wielded effectively in the off-hand)
    Crit: 19-20/x3
    Weapon Damage: 1 (1d10), slashing
    Hit Mod: Strength
    Dmg Mod: Strength
    - +1 Enchantment
    - Slicing
    - Bloody Wound: On hit, add 1 stack of Bleeding
    - Limb Chopper

    Chainsword (Lv 8)
    Khopesh, Adamantine
    Main Hand only. (Due to the bizarre grip of the weapon, it cannot be wielded effectively in the off-hand)
    Crit: 19-20/x3
    Weapon Damage: 1.25 (1d10), slashing
    Hit Mod: Strength
    Dmg Mod: Strength
    - +2 Enchantment
    - Bleeding
    - Bloody Wound: On hit, add 1 stack of Bleeding
    - Limb Chopper
    - Shop Smart: When two items with the Shop Smart set bonus is equipped, your main hand weapon is considered Cold Iron, Good, and Silver for bypassing DR, and you receive Undead Bane and Evil Outsider Bane.

    Chainsword (Lv 12)
    Khopesh, Adamantine
    Main Hand only. (Due to the bizarre grip of the weapon, it cannot be wielded effectively in the off-hand)
    Crit: 19-20/x3
    Weapon Damage: 1.5 (1d10), slashing
    Hit Mod: Strength
    Dmg Mod: Strength
    - +3 Enchantment
    - Bleeding
    - Bloody Wound: On hit, add 1 stack of Bleeding
    - Manslayer
    - Limb Chopper
    - Shop Smart: When two items with the Shop Smart set bonus is equipped, your main hand weapon is considered Cold Iron, Good, and Silver for bypassing DR, and receives Undead Bane and Evil Outsider Bane.

    Chainsword (Lv 16)
    Khopesh, Adamantine
    Main Hand only. (Due to the bizarre grip of the weapon, it cannot be wielded effectively in the off-hand)
    Crit: 18-20/x3
    Weapon Damage: 1.5 (1d10), slashing
    Hit Mod: Strength
    Dmg Mod: Strength
    - +4 Enchantment
    - Hemorrhaging
    - Bloody Wound: On hit, add 1 stack of Bleeding
    - Manslayer
    - Limb Chopper
    - Shop Smart: When two items with the Shop Smart set bonus is equipped, your main hand weapon is considered Cold Iron, Good, and Silver for bypassing DR, and receives Undead Bane and Evil Outsider Bane.

    Chainsword (Lv 20)
    Khopesh, Adamantine
    Main Hand only. (Due to the bizarre grip of the weapon, it cannot be wielded effectively in the off-hand)
    Crit: 18-20/x3
    Weapon Damage: 2 (1d10), slashing
    Hit Mod: Strength
    Dmg Mod: Strength
    - +6 Enchantment
    - Hemorrhaging
    - Bloody Wound: On hit, add 1 stack of Bleeding
    - Vorpal
    - Limb Chopper
    - Shop S-Mart: When two items with the Shop S-Mart set bonus is equipped, your main hand weapon is considered Cold Iron, Good, and Silver for bypassing DR, and receives Banishing and Disruption.

    Chainsword (Lv 24)
    Khopesh, Adamantine
    Main Hand only. (Due to the bizarre grip of the weapon, it cannot be wielded effectively in the off-hand)
    Crit: 18-20/x3
    Weapon Damage: 2.5 (1d10), slashing
    Hit Mod: Strength
    Dmg Mod: Strength
    - +8 Enchantment
    - Phlebotomizing
    - Bloody Wound: On hit, add 1 stack of Bleeding
    - Improved Vorpal
    - Limb Chopper
    - Shop S-Mart: When two items with the Shop S-Mart set bonus is equipped, your main hand weapon is considered Cold Iron, Good, and Silver for bypassing DR, and receives Banishing and Disruption.

    Chainsword (Lv 28)
    Khopesh, Adamantine
    Main Hand only. (Due to the bizarre grip of the weapon, it cannot be wielded effectively in the off-hand)
    Crit: 18-20/x4
    Weapon Damage: 3 (1d10), slashing
    Hit Mod: Strength
    Dmg Mod: Strength
    - +10 Enchantment
    - Phlebotomizing
    - Bloody Wound: On hit, add 1 stack of Bleeding
    - Improved Vorpal
    - Limb Chopper
    - Groovy: When two items with the Groovy set bonus is equipped, your main hand weapon is considered Cold Iron, Good, and Silver for bypassing DR, and receives Greater Undead Bane, Greater Evil Outsider Bane, Improved Banishing, and Improved Disruption.

    Boomstick (Lv 4)
    Great Crossbow, Darkwood
    Crit: 18-20/x2
    Weapon Damage: 1 (2d8), piercing
    Hit Mod: Dex
    Dmg Mod: None
    - +1 Enchantment
    - Blasting Ammo: When you score a critical hit, any enemies within a short distance of your target are also hit. This may trigger at most once every 3 seconds.
    - Both Barrels: When you perform a Vorpal strike, you automatically perform a doubleshot against the target. This may trigger at most once every 3 seconds against a particular target.

    Boomstick (Lv 8)
    Great Crossbow, Darkwood
    Crit: 18-20/x2
    Weapon Damage: 1.25 (2d8), piercing
    Hit Mod: Dex
    Dmg Mod: None
    - +2 Enchantment
    - Blasting Ammo: When you score a critical hit, any enemies within a short distance of your target are also hit. This may trigger at most once every 3 seconds.
    - Both Barrels: When you perform a Vorpal strike, you automatically perform a doubleshot against the target. This may trigger at most once every 3 seconds against a particular target.
    - Repel the Foul: When you perform a Critical Hit against undead or evil outsiders, they are knocked down for 6 seconds. When you perform a Vorpal strike against undead or evil outsiders, they are stunned for 6 seconds.
    - Shop Smart: When two items with the Shop Smart set bonus is equipped, your main hand weapon is considered Cold Iron, Good, and Silver for bypassing DR, and receives Undead Bane and Evil Outsider Bane.

    Boomstick (Lv 12)
    Great Crossbow, Darkwood
    Crit: 15-20/x2
    Weapon Damage: 1.5 (2d8), piercing
    Hit Mod: Dex
    Dmg Mod: None
    - +3 Enchantment
    - Keen
    - Blasting Ammo: When you score a critical hit, any enemies within a short distance of your target are also hit. This may trigger at most once every 3 seconds.
    - Both Barrels: When you perform a Vorpal strike, you automatically perform a doubleshot against the target. This may trigger at most once every 3 seconds against a particular target.
    - Repel the Foul: When you perform a Critical Hit against undead or evil outsiders, they are knocked down for 6 seconds. When you perform a Vorpal strike against undead or evil outsiders, they are stunned for 6 seconds.
    - Shop Smart: When two items with the Shop Smart set bonus is equipped, your main hand weapon is considered Cold Iron, Good, and Silver for bypassing DR, and receives Undead Bane and Evil Outsider Bane.

    Boomstick (Lv 16)
    Great Crossbow, Darkwood
    Crit: 15-20/x2
    Weapon Damage: 1.5 (2d8), piercing
    Hit Mod: Dex
    Dmg Mod: None
    - +4 Enchantment
    - Keen
    - Armor Piercing: 10%
    - Heartseeker
    - Blasting Ammo: When you score a critical hit, any enemies within a short distance of your target are also hit. This may trigger at most once every 3 seconds.
    - Both Barrels: When you perform a Vorpal strike, you automatically perform a doubleshot against the target. This may trigger at most once every 3 seconds against a particular target.
    - Repel the Foul: When you perform a Critical Hit against undead or evil outsiders, they are knocked down for 6 seconds. When you perform a Vorpal strike against undead or evil outsiders, they are stunned for 6 seconds.
    - Shop Smart: When two items with the Shop Smart set bonus is equipped, your main hand weapon is considered Cold Iron, Good, and Silver for bypassing DR, and receives Undead Bane and Evil Outsider Bane.

    Boomstick (Lv 20)
    Great Crossbow, Darkwood
    Crit: 15-20/x2
    Weapon Damage: 2.5 (2d8), piercing
    Hit Mod: Dex
    Dmg Mod: None
    - +6 Enchantment
    - Keen II
    - Armor Piercing: 10%
    - Improved Heartseeker
    - Blasting Ammo: When you score a critical hit, any enemies within a short distance of your target are also hit. This may trigger at most once every 3 seconds.
    - Both Barrels: When you perform a Vorpal strike, you automatically perform a doubleshot against the target. This may trigger at most once every 3 seconds against a particular target.
    - Repel the Foul: When you perform a Critical Hit against undead or evil outsiders, they are knocked down for 6 seconds. When you perform a Vorpal strike against undead or evil outsiders, they are stunned for 6 seconds.
    - Shop S-Mart: When two items with the Shop S-Mart set bonus is equipped, your main hand weapon is considered Cold Iron, Good, and Silver for bypassing DR, and receives Banishing and Disruption.

    Boomstick (Lv 24)
    Great Crossbow, Darkwood
    Crit: 15-20/x2
    Weapon Damage: 3 (2d8), piercing
    Hit Mod: Dex
    Dmg Mod: None
    - +8 Enchantment
    - Keen III
    - Armor Piercing: 15%
    - Greater Heartseeker
    - Blasting Ammo: When you score a critical hit, any enemies within a short distance of your target are also hit. This may trigger at most once every 3 seconds.
    - Both Barrels: When you perform a Vorpal strike, you automatically perform a doubleshot against the target. This may trigger at most once every 3 seconds against a particular target.
    - Repel the Foul: When you perform a Critical Hit against undead or evil outsiders, they are knocked down for 6 seconds. When you perform a Vorpal strike against undead or evil outsiders, they are stunned for 6 seconds.
    - Shop S-Mart: When two items with the Shop S-Mart set bonus is equipped, your main hand weapon is considered Cold Iron, Good, and Silver for bypassing DR, and receives Banishing and Disruption.

    Boomstick (Lv 28)
    Great Crossbow, Darkwood
    Crit: 15-20/x2
    Weapon Damage: 4 (2d8), piercing
    Hit Mod: Dex
    Dmg Mod: None
    - +8 Enchantment
    - Keen VI
    - Armor Piercing: 20%
    - Superior Heartseeker
    - Blasting Ammo: When you score a critical hit, any enemies within a short distance of your target are also hit. This may trigger at most once every 3 seconds.
    - Both Barrels: When you perform a Vorpal strike, you automatically perform a doubleshot against the target. This may trigger at most once every 3 seconds against a particular target.
    - Repel the Foul: When you perform a Critical Hit against undead or evil outsiders, they are knocked down for 6 seconds. When you perform a Vorpal strike against undead or evil outsiders, they are stunned for 6 seconds.
    - Groovy: When two items with the Groovy set bonus is equipped, your main hand weapon is considered Cold Iron, Good, and Silver for bypassing DR, and receives Greater Undead Bane, Greater Evil Outsider Bane, Improved Banishing, and Improved Disruption.

    Vestments of the Hero From the Sky (Lv 4)
    Outfit, Cloth
    Armor Bonus: +3
    - Heroic Affluence: These vestments capture a faint impression of their previous owner, providing a brief glimpse of insight. Gain Khopesh Proficiency and Great Crossbow proficiency.
    - Fortification: 20%
    - Ruggedness: +1 Natural Armor, +5 Max HP

    Vestments of the Hero From the Sky (Lv 8)
    Outfit, Cloth
    Armor Bonus: +4
    - Heroic Affluence: These vestments capture a faint impression of their previous owner, providing a brief glimpse of insight. Gain Khopesh Proficiency and Great Crossbow proficiency; if you already have proficiency, deal +2 damage with that weapon.
    - Fortification: 40%
    - Ruggedness: +2 Natural Armor, +10 Max HP
    - Shop Smart: When two items with the Shop Smart set bonus is equipped, your main hand weapon is considered Cold Iron, Good, and Silver for bypassing DR, and receives Undead Bane and Evil Outsider Bane.

    Vestments of the Hero From the Sky (Lv 12)
    Outfit, Cloth
    Armor Bonus: +5
    - Heroic Affluence: These vestments capture a faint impression of their previous owner, providing a brief glimpse of insight. Gain Khopesh Proficiency and Great Crossbow proficiency; if you already have proficiency, deal +4 damage with that weapon.
    - Fortification: 60%
    - Ruggedness: +3 Natural Armor, +15 Max HP
    - Shop Smart: When two items with the Shop Smart set bonus is equipped, your main hand weapon is considered Cold Iron, Good, and Silver for bypassing DR, and receives Undead Bane and Evil Outsider Bane.

    Vestments of the Hero From the Sky (Lv 16)
    Outfit, Cloth
    Armor Bonus: +6
    - Heroic Affluence: These vestments capture a faint impression of their previous owner, providing a brief glimpse of insight. Gain Khopesh Proficiency and Great Crossbow proficiency; if you already have proficiency, deal +6 damage with that weapon.
    - Fortification: 80%
    - Ruggedness: +4 Natural Armor, +20 Max HP
    - The Dead & Evil: Gain +2 to saves, AC, PRR, and +1% dodge against Undead or Evil Outsiders.
    - Shop Smart: When two items with the Shop Smart set bonus is equipped, your main hand weapon is considered Cold Iron, Good, and Silver for bypassing DR, and receives Undead Bane and Evil Outsider Bane.

    Vestments of the Hero From the Sky (Lv 20)
    Outfit, Cloth
    Armor Bonus: +8
    - Heroic Affluence: These vestments capture a faint impression of their previous owner, providing a brief glimpse of insight. Gain Khopesh Proficiency and Great Crossbow proficiency; if you already have proficiency, deal +8 damage with that weapon.
    - Fortification: 100%
    - Ruggedness: +5 Natural Armor, +30 Max HP
    - The Dead & Evil: Gain +3 to saves, AC, PRR, and +1% dodge against Undead or Evil Outsiders.
    - Shop S-Mart: When two items with the Shop S-Mart set bonus is equipped, your main hand weapon is considered Cold Iron, Good, and Silver for bypassing DR, and receives Banishing and Disruption.
    - Colorless Augment Slot

    Vestments of the Hero From the Sky (Lv 24)
    Outfit, Cloth
    Armor Bonus: +10
    - Heroic Affluence: These vestments capture a faint impression of their previous owner, providing a brief glimpse of insight. Gain Khopesh Proficiency and Great Crossbow proficiency; if you already have proficiency, deal +10 damage with that weapon.
    - Fortification: 115%
    - Ruggedness: +6 Natural Armor, +40 Max HP
    - The Dead & Evil: Gain +4 to saves, AC, PRR, and +2% dodge against Undead or Evil Outsiders.
    - Shop S-Mart: When two items with the Shop S-Mart set bonus is equipped, your main hand weapon is considered Cold Iron, Good, and Silver for bypassing DR, and receives Banishing and Disruption.
    - Blue Augment Slot

    Vestments of the Hero From the Sky (Lv 24)
    Outfit, Cloth
    Armor Bonus: +10
    - Heroic Affluence: These vestments capture a faint impression of their previous owner, providing a brief glimpse of insight. Gain Khopesh Proficiency and Great Crossbow proficiency; if you already have proficiency, deal +10 damage with that weapon and +1 Crit Multiplier.
    - Fortification: 130%
    - Ruggedness: +8 Natural Armor, +50 Max HP
    - The Dead & Evil: Gain +5 to saves, AC, PRR, and +2% dodge against Undead or Evil Outsiders.
    - Groovy: When two items with the Groovy set bonus is equipped, your main hand weapon is considered Cold Iron, Good, and Silver for bypassing DR, and receives Greater Undead Bane, Greater Evil Outsider Bane, Improved Banishing, and Improved Disruption.
    - Purple Augment Slot
    Anything can be explained by drunken wizards.

    "Hey! I got a piece of the +1 Butter Knife of Victory! Ah-oh, wait, wait. It's just a crummy, normal +1 dagger of ghostbane..."

  4. #4
    Community Member ssgcmwatson's Avatar
    Join Date
    Dec 2009
    Posts
    530

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    As I've said before:

    How about the ability to add light/good/evil/undead bane dmg (any of the above) in a manner similar to how ice dmg can be added during Risia games.


    UDR Loot Rules:
    1) No griefing people for pulling loot that dropped in their name
    2) When rolling, classes for which the item is "useful" get +10 to the roll
    example: Wiz and Barb both roll on a Torc, the barb saying "I'm TRing into an arcane next week"
    Wiz gets +10 on his roll

  5. #5
    Community Member
    Join Date
    Sep 2009
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    176

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    Your wish is granted!

    Mabar already has that. Or, did, pending if they've already closed Mabar down. The signet trader outside of the graveyard lets you give a random loot gen item Festival Light, I think they called it. It gives either 1d4 light or 1d6, dun' remember. But, they put a stipulation that weapons can only have 1 festival enchantment, so that means you can't have both frost and light together.

    Also, there are 3 augment crystals that add things. There's one that gives ghost touch or bane - again, dun' remember. Then there's one that gives I think 1d4 light and silver? Definitely gives light, not sure about the silver. And the last augment crystal adds a neg level on a vorpal, I think. Someone with a bit more accurate info care to confirm?
    Anything can be explained by drunken wizards.

    "Hey! I got a piece of the +1 Butter Knife of Victory! Ah-oh, wait, wait. It's just a crummy, normal +1 dagger of ghostbane..."

  6. #6
    Community Member
    Join Date
    Jan 2010
    Posts
    87

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    Quote Originally Posted by Worldcrafter View Post
    Your wish is granted!

    Mabar already has that. Or, did, pending if they've already closed Mabar down. The signet trader outside of the graveyard lets you give a random loot gen item Festival Light, I think they called it. It gives either 1d4 light or 1d6, dun' remember. But, they put a stipulation that weapons can only have 1 festival enchantment, so that means you can't have both frost and light together.

    Also, there are 3 augment crystals that add things. There's one that gives ghost touch or bane - again, dun' remember. Then there's one that gives I think 1d4 light and silver? Definitely gives light, not sure about the silver. And the last augment crystal adds a neg level on a vorpal, I think. Someone with a bit more accurate info care to confirm?
    There are 3 augment crystals, yes. One gives ghost bane (1d6 to undead + bypass incorporeal), one gives a vamp bane sorta thing (1d4 light and silver flag), and the third does indeed add neg level on vorpal - all three are ML 1. There's also the festival light which adds 1d4 light damage to any non-cannith craftable random lootgen weapon.

    While your brain's in overdrive, maybe you could come up with some a skelly/zombie beater weapon? Khopesh looks fun, but something more traditional, maybe. I'd be thinking of something a little like house C's mournlodes, maybe greataxe and maul, or longsword and heavy mace/morningstar with some of the new effects - maybe with skeleton bane/zombie bane instead of general undead.

    Also wouldn't mind seeing an piece of armor or equipment that could block stat damage done by undead.

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