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Post by Werehound Silverfang on Aug 16, 2013 3:07:22 GMT
Lesser Atropal Essence (Ring) Lesser boss Regeneration: +35 Immunity Damage Type: Bludgeoning: 5% Immunity Damage Type: Piercing: 5% Immunity Damage Type: Slashing: 5% Not Useable By: Pariah
Atropal Essence (Ring) Medium-Strength Boss Regeneration: +50 Immunity Damage Type: Bludgeoning: 7% Immunity Damage Type: Piercing: 7% Immunity Damage Type: Slashing: 7% Not Useable By: Pariah
Greater Atropal Essence (Ring) High End Boss Regeneration: +75 Immunity Damage Type: Bludgeoning: 10% Immunity Damage Type: Piercing: 10% Immunity Damage Type: Slashing: 10% Not Useable By: Pariah
Militancy (Belt) Armor Class Bonus: Deflection: +18 50% Chance to avoid KD. Saving Throw Bonus: Acid: +12 Saving Throw Bonus: Cold: +12 Saving Throw Bonus: Electrical: +12 Saving Throw Bonus: Fire: +12 Saving Throw Bonus: Sonic: +12 Immunity Damage Type: Bludgeoning: 10% Immunity Damage Type: Piercing: 10% Immunity Damage Type: Slashing: 10% Immunity: Knockdown Immunity: Sneak Attack Skill Bonus: Taunt: +25 Bonus Feat: Skill Focus: Taunt Bonus Feat: Epic Skill Focus: Taunt
Infernal Partition (Tower Shield) Immunity Damage Type: Bludgeoning: 10% Immunity Damage Type: Piercing: 10% Immunity Damage Type: Slashing: 10% Immunity Damage Type: Acid: 40% Immunity Damage Type: Cold: 40% Immunity Damage Type: Electrical: 40% Immunity Damage Type: Fire: 40% Immunity Damage Type: Sonic: 40% Immunity Damage Type: Divine: 20% Immunity Damage Type: Magical: 20% Immunity Damage Type: Negative: 20% Immunity Damage Type: Positive: 20%
Dimensional Rift Shard (Torch) Version 1 Spell Immunity: Implosion Spell Immunity: Lesser Spell Breach Spell Immunity: Spell Breach Spell Immunity: Greater Spell Breach Spell Immunity: Mordenkainen's Disjunction Bonus Feat: Blinding Speed Bonus Feat: Deflect Arrows Cast Spell: Displacement 3x/day (Extended level 55)
Dimensional Rift Shard (Torch) Version 2 Spell Immunity: Implosion Spell Immunity: Lesser Dispel Spell Immunity: Dispel Spell Immunity: Greater Dispel Bonus Feat: Blinding Speed Bonus Feat: Deflect Arrows Cast Spell: Displacement 3x/day (Extended level 55)
Dimensional Rift Shard (Torch) Version 3 Spell Immunity: Implosion Spell Immunity: Mordenkainen's Disjunction Bonus Feat: Blinding Speed Bonus Feat: Deflect Arrows Cast Spell: Displacement 3x/day (Extended level 55) Cast Spell: Augery 3x/day (Level 55)
Self-Healing Reactionary Fluid (Consumable) Applies an On-Hit effect to your armor for 5 minutes On-Hit Effect: Heal (20% chance): Level 45 - OR - Halves all incoming immunity decrease inflictions for the next 10 minutes. 3 uses.
The Forced Affections (Consumable) Takes control of one target creature (Non-EE/Non-Limbo) permanently. Controlled creature no longer counts as a monster (Can Rest, transition, search, etc).
The Promise of Success (Cloak) Armor Class Bonus: Deflection: +18 Immunity Damage Type: Divine: 5% Immunity Damage Type: Magical: 5% Immunity Damage Type: Negative: 5% Immunity Damage Type: Positive: 5% Saving Throw Bonus: Poison: +15 Saving Throw Bonus: Disease: +15 Saving Throw Bonus: Spells: +15 Saving Throw Bonus: Death: +15 Freedom of Movement Once every 15 minutes will automatically resurrect the player if they die.
Weight of the Worlds (Cloak) Armor Class Bonus: Deflection: +18 Immunity Damage Type: Bludgeoning: 25% Immunity Damage Type: Piercing: 25% Immunity Damage Type: Slashing: 25% Regeneration: +20 Weight: +3000 lbs
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Post by chirality on Aug 16, 2013 3:30:13 GMT
Beaker of Negative Protection Using this item will create an undroppable endless stack of Protection from Negative Energy Potions. If you reincarnate your character after using this item the reincarnation light will return this item to your new character. How bout even endless SS pots?
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Post by Yojimbo on Aug 16, 2013 15:04:12 GMT
Were's idea of a healing consumable isn't bad but maybe instead of 20% chance of healing a potion which makes a given damage type heal you like we see on Superior and Elite Hell and Abyss enemies. I would say when such an item does drop it only drops a single potion and then it would need a fairly short duration something like 1 or 2 turns maybe.
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Post by FunkySwerve on Aug 16, 2013 18:02:19 GMT
Just an update: I greatly appreciate the ideas coming in, and we'll certianly make use of some of them. For now, though, I'm focusing on releasing Limbo, without set loot (other than the anarchic weapons). I figure XRs will be a big enough draw to start, and players will have better perspective on scaling and area-specific loot ideas after playing it some.
Funky
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Post by Paradoom on Aug 17, 2013 19:22:49 GMT
Not something for the limbo areas per se, but maybe something worthwhile
I always read weapons weapons weapons. How about some good ammunition for bow, crossbow and sling users. The melee faction got a huge nice upgrade with their level 50 weapons. Time that the ranged ones (esp not the ones that get their damage of choice anyway) something similar. And make them craftable with gems to get different damage types.
For the limbo ammunition, I would like to see quivers etc. with esoteric damage types to get some special damage like 5d12 elemental damage and 3d10 esoteric, chooseable similar like with a plainwalker (but please with a context menu and not like use, find, equip, use, find ....)
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Post by Deleted on Aug 29, 2013 13:26:26 GMT
Hi Funky - put together a few ideas for class specific loots. Most are powers to add to an item. No thought has been given to how hard these are to code but just throwing them out there, maybe something will help inspire a dev on the set loots. They include a name suggestion and an item choice:
BASIC CLASSES
BARBARIAN – Primal Rage – Cloak – 1/day Activate Primal Rage which increases Str/Dex/Con to 70 reduces Wis/Int/Cha to 3 duration Barbarian 1rnd x ( Barb lvl/3)
BARD – Song Sprite – Book once read gives token - 1 /day the token summons a sprite which can be possessed by the caster (as familiar) once possessed the sprite can cast bard song/curse at the bards CL – duration 1rnd/5 Bard lvls – sprite can be killed
CLERIC – God’s Touch – Gloves - All Cleric’s summons come buffed with Lvl 50 Divine Power/UEF/Bulls Str/Cats Grace and Bear’s Endurance
TURNER CLERIC – Mechanic’s Goggles – Helm – This helm changes order of turning so Constructs are turned first rather than last
DRUID – Nature’s Blessing – Cloak – All Druid’s summons come buffed with Lvl 50 AOV/Barkskin/Bulls Str/Cats Grace and Bear’s Endurance
FIGHTER – Brawlers Appetite – Belt – 1/day Fighter completely immune to Subdual Damage for 1rnd x (Fig lvl/3)
MONK – Shaken to Death – Gloves – wearing these gloves give 1 additional use of quivering palm/day
PALADIN – Guardian’s Halo – Consumed Device that upgrades Guardian Angel Token – This device upgrades the Paladin’s Guardian Angel Token so it will auto-rez the paladin twice/rest
RANGER – Clarity of Vision – Helm – 1/day using this power will allow the ranger to completely ignore conceal on monsters for 1rnd/(Ranger lvl/4)
ROGUE – Robbed Blind – Gloves – on a successful pick pocket attempt these gloves will cause blindness DC = Rogue lvl + 5
SORCERER – Winged Away – Ring - Every time sorcerer is resurrected by another player they automatically go into GS
WIZARD – Summoner’s Mandate – Cloak – All wizard’s summons come buffed with lvl 50 Greater Spell Mantle/Greater Stone Skin/ Bulls Str/Cats Grace and Bear’s Endurance
PRESTGUE CLASSES
ARCANE ARCHER – Internal Bleeder – Bow - This bow gives AA arrows Bludge rather than pierce damage (2nd Bow suggested ‘A Thousand Cuts’ gives Slash Damage)
ASSASSIN – Dead in a Heartbeat – Amulet – Wearing this amulet means Assassin always rolls 20 for initiative
BLACKGUARD – Now You See – Amulet – 1/day next monster killed by BG will be Resurrected and Dominated no save (mini bosses/bosses immune)
COT – Bypass the Looks – Amulet – this allows COT to use str modifier for damage bonus to Divine Might rather than Char Modifyer
DRAGON DISCIPLE – Cower to the Gods – Belt – this belt adds Divine Damage to Dragon Disciples Breath 1d6/(Dragon Disciple Level/2)
DWARVEN DEFENDER – Shield Wall – Shield – DD can cast Epic Wall 1/day – duration 50%
PALEMASTER – Life in Death – Amulet – 2 Charges/day when Life Transference Rod is used Palemaster does not die but loses 50% of HP instead
SHADOW DANCER – Out of the Dark – Cloak – 1/day effect that grants immunity to Blindness/Fear/Necro Spells/Negative Damage and grants Displacement to all within a large radius around SD duration 1rnd/(SD level/2).
SHIFTER – Astral Traveller - Book once read gives token – this book grants a new Shifter Form: Astral Traveller 1/day in this form the shifter has all environmental abilities and is in GS – attacking/resting cancels the form.
WEAPONMASTER – Weapon Diary – Book – Reading Book gives WM a second Weapon of Choice as well as WF//EWF and LWF in that weapon 1 book/character
QUASI CLASSES
BFM/DSM – Marked Opponent – Belt – 1/day the BFM/DSM can mark an opponent to which all Fire Brands/Electric Orbs will target until it is dead or effect cancelled
BANE KNIGHT – All Will Fall – Gloves – 3x/day next Bane Knight Bigby Hand Spell has medium area of affect
DWARVEN WARCHANTER – Stone Song – Belt – This belt adds 2 Song Levels to Warchanters Song/Curse
GI – Fast Assembly Suit – Armour – This suit allows assembly of GI Harpee canon in Combat
H of S – Lightning Conductor – Torch – This torch adds (Druid lvl/10) % electrical infliction to all H of S clouds non-stackable
LASH – Crushed Under – Whip – Increases infliction rate by 1%/10 lvls BG
PARIAH – Fleshy Feet – Boots – 1/day Pariah can activate boots which will give them Base Dex 40 – duration 1rnd/(Barb lvls/2)
SLINGER – Swarm – Sling – This sling gives a 1% chance/(10 Cleric lvls) to make sling bullets affect all monsters in medium area of effect
STAFFMASTER – Deadwood Timber – Staff – This staff causes no KB but cannot be buffed +18 Staff with random 3 x Exotic 16 and 3 x Elemental 16 damages
THEUGE – Pact of the Gods – Robes – when worn these robes change all spell DCs to be based off Wisdom (2nd set of robes suggested ‘Pact of the Arcane’ all spell DCs based of Int)
THREADER – Leaking Away – Amulet – this amulet changes base damage for threading to piercing – (2nd Amulet suggested ‘Thumping Headache’ to change to bludgeoning)
Kratlin
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Post by Test on Sept 11, 2013 0:28:18 GMT
In the theme of Pandects and Tomes perhaps we could have a set drop of Grimoires.
Eg:
Grimiore of Magical Extension
Reading this book will permanently grant you the feat Extend Spell.
There could be one for each of the related Metamagic feats.
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Post by jeanhelixü on Feb 18, 2014 23:28:28 GMT
This is an idea I ran by Funky but he wanted some input from the forums, though not entirely clear what input he wanted.
Everflowing Chalice
Using this item on a Feywild or Elemental Planes potion will cause it to permanently bind the effect of that potion and produce a replenishing personal supply of it.
This would be similar to a beaker. My initial idea was that this would give use of one potion per chalice item, possibly with a limited number of uses per rest. Currently feywild and elemental planes consumables are far too difficult to farm to make using them worthwhile, with this they would be reasonable. Offhand the only one I see as being overpowered would be the positive immunity potion from feywild which could be barred from combining with this. Likely would need to make it so you couldn't have more than one potion buff active at a time, but I could see allowing it to transform from one type of potion beaker to another by inputting a different feywild/elemental potion.
This serves a dual purpose of being a very nice item to have, and giving a reason to go to feywild and elemental planes. Since with this item magnifying the benefit of the potions over a longer period, it would be useful to get enough potions to swap between the different options.
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Post by Vichya on Feb 19, 2014 7:24:24 GMT
Fey Potion of Luck with all three epic save feats as a beaker would also be too much.
Is there a list of Elemental Plane potions?
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Post by jeanhelixü on Feb 19, 2014 8:10:28 GMT
Fey Potion of Luck with all three epic save feats as a beaker would also be too much. Is there a list of Elemental Plane potions? wiki.hgweb.org/wiki/Category:Elemental_Drops is the best you'll get, it's somewhat incomplete but as I recall there's a couple other skill potions like disc and conc, and acid/fire/elec weapon buff potions as well. I don't really consider the epic save feats would be too strong since most characters saves are already more than high enough and those feats are available on items anyways. wiki.hgweb.org/wiki/Ixityls_Fortress even has all of them and more. Though more plausibly is getting epic will from dim maks and epic fort from spirit ward. Effectively the way I see it as being a limbo end boss drop that effectively gives an additional bit of an item to your gear. With the most obvious choices being breach/epic saves or maybe implosion. Though even if barred the top couple there are nice options like survival abilites, or the 5 dice weapon buffs. Hmm, maybe could divide it into multiple tiers of drops. With the high tier able to do breach/epic saves/implosion/petrification; middle tier being able to do survival abilities; and lowest tier consisting of the rest including the skill buffs, weapon buffs, and various buff spells. That would give multiple drops from one idea and basically one set of coding. The items could drop from progressively harder bosses/lower drop rates. Alternatively, the low value potions could be unlimited use, and the survival immunities and high value ones 3x/rest which would mean you wouldn't have the high value ones up full time, but be able to pop them when you needed them most, and the survival immunities you could mostly use full time except if you die a lot.
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Post by Yojimbo on Feb 19, 2014 14:30:58 GMT
I can see it being a great item but I'm not sure it would be OP if you make it like Temporal Autocaster a rare drop from a tough run. I am sure there is a way to balance some of the power of some potions perhaps it can do like the TA and it gets consumed along with the potion it is used on to create a "regenerating" version that has x Uses per Day and the number of uses can vary depending on the "power" of the potion. I know I have some searchers/looters who want unlimited Locate Object
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Post by FunkySwerve on Feb 20, 2014 15:24:38 GMT
I can see it being a great item but I'm not sure it would be OP if you make it like Temporal Autocaster a rare drop from a tough run. To be more precise, that would not affect the OPness of the item itself, just the speed by which that OPness would make itself felt. I think some power creep is inevitable, if the items are to be of use, though, so the question devolves back to 'how much is too much'? I'm pretty unsure, which is why I asked Jean to float this for community comment. Funky
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Post by tank on Feb 20, 2014 16:01:12 GMT
any potion that grants % immunity needs to not be included, randomization is already too strong
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Post by Raj on Feb 20, 2014 16:20:28 GMT
tbh like with all current set loot, most of it should help people fight better the run specific enemies, so it's lil hard to suggest w/o knowing what's there
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Post by Yojimbo on Feb 20, 2014 16:46:40 GMT
I worded mine poorly in that while I don't think it is OP, though it is very tough to judge, it does seem worthy of a difficulty to acquire similar to that of a TA due to the power of some items it can be used with. I would limit Locate Object and Potion of Luck to 3x per day/rest with this item maybe 2x. The immunity potions at least the Implosion/Disint and Breach could have a timer added to those potions in general to limit frequency of use otherwise I would limit them to I think 5x per day/rest. I would need to dig into my bank and look at what potions I have and dig through this wiki page wiki.hgweb.org/wiki/Category:Usable_Items
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