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  1. #1
    Community Member Certon's Avatar
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    Default Item Suggestions

    Belt of Many Pockets:

    (belt slot)

    ML15:Improved Eschew I, +5 (INT, WIS, or CHA), Manypockets
    ML16:Improved Eschew I, +5 (INT, WIS, or CHA), Manypockets
    ML17:Improved Eschew I, +6 (INT, WIS, or CHA), Manypockets

    ML24: Improved Eschew II, +7 (INT, WIS, or CHA), Manypockets, Colorless Augment Slot
    ML25: Improved Eschew II, +8 (INT, WIS, or CHA), Manypockets, Blue Augment Slot
    ML26: Improved Eschew II, +9 (INT, WIS, or CHA), Manypockets, Green Augment Slot

    Improved Eschew I: Reduces the SP cost for the Eschew Materials feat by 1.
    Improved Eschew II: Reduces the SP cost of the Eschew Materials feat by 2.
    Manypockets: Reduces encumbrance levels by one category--ie. medium encumbrance becomes light, heavy becomes medium, etc.

    ---

    Temptation:

    (1H Rapier)

    ML15: +5 Enhancement Bonus, Lesser Lovestruck, Deception, +.5[W]
    ML16: +5 Enhancement Bonus, Lesser Lovestruck, Deception, +1[W]
    ML17: +5 Enhancement Bonus, Lovestruck, Deception, +1[W], Red Augment Slot

    ML24: +6 Enhancement Bonus, Lovestruck, Improved Deception, +2[W], Red Augment Slot
    ML25: +6 Enhancement Bonus, Greater Lovestruck, Improved Deception,+2[W], Orange Augment Slot
    ML26: +7 Enhancement Bonus, Greater Lovestruck, Improved Deception, +2.5[W], Red Augment Slot, Orange Augment Slot

    Lovestruck: Vorpal strikes with this weapon, cause living creatures struck by it who are not immune to charm spells, to temporarily fall in love with its wielder for 20/40/60 seconds on a failed Will Save (DC 21/25/29). When this charm expires, non-evil creatures must make another Will Save (DC 18/22/26) or die upon the realization of what it has done.

  2. #2
    Community Member Certon's Avatar
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    Default More New Items

    Sack of Exchange:

    This bag opens up an eight slot recipe interface. When the convert box is clicked a confirmation window will come up with the total value of the items to be converted into platinum. This price is roughly 60%-75% of what a vendor would pay and is improved by the Haggle skill. The items are destroyed and the platinum is rewarded. Items with a special property (BtA, BtC, drops on leaving adventure, etc) and items with a 0 value cannot be placed in the slots.

    ---

    Lens of the Mad Oracle:

    (goggles)

    ML15: +5 (INT, WIS, or CHA), Secret Door Detection, Lesser Premonition, Madstone Reaction
    ML16: +6 (INT, WIS, or CHA), Secret Door Detection, Lesser Premonition, Madstone Reaction
    ML17: +6 (INT, WIS, or CHA) True Seeing, Premonition, Madstone Reaction

    ML23: +7 (INT, WIS, or CHA) True Seeing, Premonition, Madstone Reaction
    ML24: +8 (INT, WIS, or CHA) Clairvoyance, Greater Premonition, Madstone Reaction
    ML25: +9 (INT, WIS, or CHA) Clairvoyance, Greater Premonition, Madstone Reaction

    Clairvoyance: Like True Seeing, but also adds a +3 Exceptional Bonus to Reflex Saves
    Premonition: You can see into your immediate future, granting you a +2%/+4%/+6% dodge and +2%/+4%/+6% maximum dodge

    ---

    Gauntlets of Rising Might

    (gloves)

    ML26: +8 STR +3 Insight Bonus to STR, +1 Exceptional Bonus to STR, Rising Might

    Rising Might: On Vorpal, adds stacking +2 bonus to STR for 30 seconds. This may stack any number of times.

  3. #3
    Community Member Xahtep's Avatar
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    Default

    Quote Originally Posted by Certon View Post
    Sack of Exchange:

    This bag opens up an eight slot recipe interface. When the convert box is clicked a confirmation window will come up with the total value of the items to be converted into platinum. This price is roughly 60%-75% of what a vendor would pay and is improved by the Haggle skill. The items are destroyed and the platinum is rewarded. Items with a special property (BtA, BtC, drops on leaving adventure, etc) and items with a 0 value cannot be placed in the slots.

    ---

    Lens of the Mad Oracle:

    (goggles)

    ML15: +5 (INT, WIS, or CHA), Secret Door Detection, Lesser Premonition, Madstone Reaction
    ML16: +6 (INT, WIS, or CHA), Secret Door Detection, Lesser Premonition, Madstone Reaction
    ML17: +6 (INT, WIS, or CHA) True Seeing, Premonition, Madstone Reaction

    ML23: +7 (INT, WIS, or CHA) True Seeing, Premonition, Madstone Reaction
    ML24: +8 (INT, WIS, or CHA) Clairvoyance, Greater Premonition, Madstone Reaction
    ML25: +9 (INT, WIS, or CHA) Clairvoyance, Greater Premonition, Madstone Reaction

    Clairvoyance: Like True Seeing, but also adds a +3 Exceptional Bonus to Reflex Saves
    Premonition: You can see into your immediate future, granting you a +2%/+4%/+6% dodge and +2%/+4%/+6% maximum dodge

    ---

    Gauntlets of Rising Might

    (gloves)

    ML26: +8 STR +3 Insight Bonus to STR, +1 Exceptional Bonus to STR, Rising Might

    Rising Might: On Vorpal, adds stacking +2 bonus to STR for 30 seconds. This may stack any number of times.
    The Clairvoyance looks nice but the premonition seems a bit OP, would it raise the maximum dodge over the cap? +6% max is a lot and seem very powerfull for a lvl 17 item.

    The gauntlets are great imo but the rising might efect dhould be something like 12~16 sec. max. (and even then its a lot), 30 seconds allow way many vorpals, even more for twf. at 30 sec people start getting crazy amounts of str. on that duration it should work like master´s blitz or making it a % chance.

  4. #4
    Community Member Certon's Avatar
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    Default

    Quote Originally Posted by LeonAureo View Post
    The Clairvoyance looks nice but the premonition seems a bit OP, would it raise the maximum dodge over the cap? +6% max is a lot and seem very powerfull for a lvl 17 item.

    The gauntlets are great imo but the rising might efect dhould be something like 12~16 sec. max. (and even then its a lot), 30 seconds allow way many vorpals, even more for twf. at 30 sec people start getting crazy amounts of str. on that duration it should work like master´s blitz or making it a % chance.
    Premonition would add a +4% dodge/max dodge. Greater Premonition adds 6%. Lesser adds 2%. Maybe you're right though. Maybe the non-epics should all be lesser, the first two epics should be regular, and the EE one should be greater.

    You're also right about Rising Might. I'd need to test it thoroughly, but I'll never get to make the items to test so it doesn't matter. In any case, the idea was that Rising Might shouldn't be something you can barely keep running in long fights, but not something you can keep running between fights. How about this: Rising Might starts at 30 seconds, but each vorpal adds +2 to STR and 5 sec to the duration?

  5. #5
    Community Member Vellrad's Avatar
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    Unfortunately, N/H/E items are gone forever :/
    Quote Originally Posted by Originally Posted by Random Person #2 View Post
    People who exploit bugs in code are cheaters cheaters cheaters. And they are big fat ****yheads too.

  6. #6
    Community Member Certon's Avatar
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    Quote Originally Posted by Vellrad View Post
    Unfortunately, N/H/E items are gone forever :/
    Really? You know this for certain?

  7. #7
    Bwest Fwiends Memnir's Avatar
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    Quote Originally Posted by Certon View Post
    Really? You know this for certain?
    It was mentioned by a Dev, but I'm not sure when or where - and am too lazy too look it up.
    But, yeah - N/H/E items won't be continued beyond those that already exist unless they change their mind.
    Exit, pursued by a bear. ~ William Shakespeare (stage direction from The Winter's Tale)

    .60284.

  8. #8
    Community Member Certon's Avatar
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    Default

    Quote Originally Posted by Memnir View Post
    It was mentioned by a Dev, but I'm not sure when or where - and am too lazy too look it up.
    But, yeah - N/H/E items won't be continued beyond those that already exist unless they change their mind.
    That's too bad. Loved the idea.

  9. #9
    Bwest Fwiends Memnir's Avatar
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    Quote Originally Posted by Certon View Post
    That's too bad. Loved the idea.
    Agreed.
    But, kinda like the Monster Manuals - even if the players love something, if it's a pita for the Devs, it's out.
    Exit, pursued by a bear. ~ William Shakespeare (stage direction from The Winter's Tale)

    .60284.

  10. #10
    Community Member Vellrad's Avatar
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    Quote Originally Posted by Memnir View Post
    Agreed.
    But, kinda like the Monster Manuals - even if the players love something, if it's a pita for the Devs, it's out.
    If MMs would be more expensive, PITAness would be acceptable for devs (I think so).
    But players wouldn't buy MM tome for 1,5kTP, unless it would provide some combat benefits (like: kill 5,000 kobolds: +1 to hit, kill 5,000 golems: +X HP etc).
    Quote Originally Posted by Originally Posted by Random Person #2 View Post
    People who exploit bugs in code are cheaters cheaters cheaters. And they are big fat ****yheads too.

  11. #11
    Community Member Certon's Avatar
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    Default More Items

    Earthshaker -- ML28

    (maul)

    [4]W; crit multiplier is x4; threat range is 18-20; is considered a magical weapon but is so unwieldy that it has NO enhancement bonus to attack or damage.

    Bone Pulverizing: additional 5d6 bludgeoning damage to creatures with a skeleton
    Bypass Fortification 25%
    On Critical: Tremor (Fortitude DC36); Also 1 min buff called Rumbling (which stacks.)
    Rumbling: A quake is building inside you. If Rumbling is stacked to 10 or more: On Vorpal -- Earthquake (caster level 28), all Rumbling stacks removed.

    Red Augment Slot
    Orange Augment Slot
    Purple Augment Slot

    ---

    Skull of the Demilich -- ML28

    (off-hand/orb)
    Magical Training

    Nullification: 136
    Necromancy Lore X
    On Being Hit: 2% chance Trap the Soul (DC:50) (being hit while blocking increases this chance to 4%)
    30% Negative Energy Vulnerability
    22% Light Absorption

    Red Augment Slot
    Orange Augment Slot
    Purple Augment Slot

    ---

    The Comet's Tail -- ML28

    (longbow)

    4[W]; 18-20 Crit; +8 Enhancement Bonus; Bow does Light Damage, not piercing

    Doubleshot 15%
    Greater Sunburst
    Fiery Detonation

    Orange Augment Slot
    Purple Augment Slot

    ---

    Mirror of Souls -- ML28

    (Large Shield [Mithral])

    Spell Reflection 33% (33% chance targeted spell reflected back upon its caster -- 66% if actively blocking)
    Energy Absorption 33% (Fire, Acid, Electric, Cold, and Sonic)
    Deathblock
    Radiance Guard

    Orange Augment Slot
    Purple Augment Slot

    ---

    Trident of the Deep Seas -- ML28

    (Quarterstaff [Cold Iron])

    4[W]; 19-20 Crit; +8 Enhancement Bonus; does Piercing damage instead of blunt;

    Phlebotomizing
    Improved Paralyzing
    Electric Storm
    Freezing Gale
    Freezing Ice

    Orange Augment Slot
    Purple Augment Slot

    ---

    Chain of the Shadow Guard

    (trinket)

    +11 DEX
    Ghostly
    Lesser Displacement (25%)
    Deathblock

    Whirling chain attacks have 20% faster cooldown and do 20% more damage.

    Green Augment Slot

  12. #12
    Community Member Certon's Avatar
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    Default

    ForgeHammer -- ML28

    (Warhammer)

    3[W]; +8 Enhancement Bonus

    Red Hot: This weapon pulsates with the heat of a trapped fire elemental. It does 1 fire damage every 6 seconds to the wielder, unless they are suffering from negative effects from a recent death.
    Heating Up: Critical Hits with this weapon cast the debuff 'Heating Up' on the wielder. This stacking debuff does 1d6 fire damage per point in the stack to the wielder of the weapon.
    Conflagration: if 'Heating Up' is greater than 10 and this weapon succeeds in a vorpal strike, then all stacks of Heating Up are removed after all enemies around the wielder of this weapon take 150 fire damage per point in the stack due to a fiery explosion occurring around them.
    Flaming X: 10d4 fire damage per hit

    Red Augment Slot
    Orange Augment Slot

    --

    Wraps of the Ki Master -- ML28

    (handwraps)

    4[W]; +8 Enhancement Bonus

    Metalline: This weapon can bypass all metal based damage reduction.
    Ki Strike +2: While in Earth Stance: +2 Ki per time you are struck, otherwise +2 ki on a successful hit
    Combat Mastery 10: +10 to all combat feats
    Blessing of the Grandmaster: All Grandmaster of Flowers abilities cooldowns are reduced by 20%
    Into the Void: on a confirmed vorpal strike, an enemy must make a fortitude save (DC40) or fade out of existence. Creatures that save and immune monsters instead take 1000 damage.

    --

    Sword of the Far Crystal -- ML28

    (longsword)

    4[W]; +7 Enhancement Bonus; 18-20 critical; x3 crit multiplier

    Improved Crit: On a roll of 19-20, this weapon receives +1 to its critical multiplier
    Crystalline: Rumor has it that the crystal this item is made from comes from Riedra and has certain qualities in common with crysteel. It bypasses the DR of creatures like Quori, and others who possess crystalline damage reduction.
    Sonic VI: 6d4 sonic damage per hit
    Cacophony: This weapon stores the power of a hundred blasts of sound within. Occasionally, this resonating power comes to the surface, devastating enemies with massive sonic damage.

    ---

    Tantrum -- ML28

    (Greataxe)

    4[W]; +8 Enhancement Bonus; 19-20 Critical; x4 crit multiplier

    Raged: Barbarians using this axe are permanently raged
    Phlebotomizing: 3d6 Bleed Damage
    Vampiric Rage: 1d3 positive energy healing + 1d3 repair energy healing per hit
    Greater Vorpal
    Stunning Riposte: Creatures striking the wielder of this weapon have a 10% chance of becoming stunned unless they make a fortitude check with a DC equal to the strength of this weapon's wielder.

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