Post by manuka on Dec 22, 2020 3:47:30 GMT
Alot of the XR item bases are trash. So here are some updated ones
Cloaks
A Blanket of Bones
Ac +18
Bonus Feat: Energy Resistance, Cold 1,2 and 3
Bonus Feat: Energy Resistance, Sonic 1, 2 and 3
Damage Immunity: Cold 30%
Damage Immunity: Divine 20%
Damage Immunity: Psionic 20%
Damage Immunity: Sonic 30%
Damage Immunity: Physical 12% (to all)
Then keeps the rest apart from the resistances
This can be applied to all the XR cloaks like this, with different immunity's and energy resistance.
Boots
A Stinking Trail
Ac +18
Magic immunity 30%
Phys imm 7% (to all)
Bonus Feat: Energy Resistance: Acid 1,2 and 3
Acid Immunity: 80%
Then keep the rest and remove the resistance and spell Immunity to orbs
This can be applied to all the XR boots like this, with different immunity's and energy resistance
Helms
A Differing Vision
All the helms need 5% Phys imm added (to all)
apart from the soak one
Belts
Attempted link
All the belts need 5% Phys imm added (to all)
apart from the soak one
Large shields
A Distant Threat
All large shields need 5% Phys imm added (to all)
Tower shields
A Cold Fever
Ac +18
Phys immunity 15% (to all)
Cold immunity 80%
Fire immunity 80%
Regen 50
Keep the other random stuff and remove the resist
this can be applied to all the XR tower shields like this
Final Confrontation
Ac +18
add an extra +5% Phys imm
Keep the other random stuff, this can be applied to all the XR tower shields like this
Torches
Dimming Sun
add 15% phys Imm to all torches
The Deeper Secrets
Change the power cirt and sup crit to oc dc
Motes
Abandoned to Ice
All motes have their immunity's doubled and 5% to all phys added
All XR motes are randomizable
Out of balance
the stats motes can be deleted
Rings
Dimming Sun
While most of the immunity rings are in a good spot, some of the immunity's like negative and esoteric (vile) (Ectoplasmic) (Primal) (sacred) (axiomatic) are never worth using.
if they are meant to be for future runs, maybe only a small change is needed.
even the psionic and anarchic which are good in limbo, hardly seem worth using, alot of the esoteric damage is kickback so it seems better to use kb ring for 50% immunity to all kickback
Potential change could be 50% esoteric imm and 100% neg imm or just delete
or add dispel imm to the esoteric and neg imm rings (apart from the mord breach rings)
Death leads to rebirth
Change the damage vulnerability to damage immunities
Cloaks
A Blanket of Bones
Ac +18
Bonus Feat: Energy Resistance, Cold 1,2 and 3
Bonus Feat: Energy Resistance, Sonic 1, 2 and 3
Damage Immunity: Cold 30%
Damage Immunity: Divine 20%
Damage Immunity: Psionic 20%
Damage Immunity: Sonic 30%
Damage Immunity: Physical 12% (to all)
Then keeps the rest apart from the resistances
This can be applied to all the XR cloaks like this, with different immunity's and energy resistance.
Boots
A Stinking Trail
Ac +18
Magic immunity 30%
Phys imm 7% (to all)
Bonus Feat: Energy Resistance: Acid 1,2 and 3
Acid Immunity: 80%
Then keep the rest and remove the resistance and spell Immunity to orbs
This can be applied to all the XR boots like this, with different immunity's and energy resistance
Helms
A Differing Vision
All the helms need 5% Phys imm added (to all)
apart from the soak one
Belts
Attempted link
All the belts need 5% Phys imm added (to all)
apart from the soak one
Large shields
A Distant Threat
All large shields need 5% Phys imm added (to all)
Tower shields
A Cold Fever
Ac +18
Phys immunity 15% (to all)
Cold immunity 80%
Fire immunity 80%
Regen 50
Keep the other random stuff and remove the resist
this can be applied to all the XR tower shields like this
Final Confrontation
Ac +18
add an extra +5% Phys imm
Keep the other random stuff, this can be applied to all the XR tower shields like this
Torches
Dimming Sun
add 15% phys Imm to all torches
The Deeper Secrets
Change the power cirt and sup crit to oc dc
Motes
Abandoned to Ice
All motes have their immunity's doubled and 5% to all phys added
All XR motes are randomizable
Out of balance
the stats motes can be deleted
Rings
Dimming Sun
While most of the immunity rings are in a good spot, some of the immunity's like negative and esoteric (vile) (Ectoplasmic) (Primal) (sacred) (axiomatic) are never worth using.
if they are meant to be for future runs, maybe only a small change is needed.
even the psionic and anarchic which are good in limbo, hardly seem worth using, alot of the esoteric damage is kickback so it seems better to use kb ring for 50% immunity to all kickback
Potential change could be 50% esoteric imm and 100% neg imm or just delete
or add dispel imm to the esoteric and neg imm rings (apart from the mord breach rings)
Death leads to rebirth
Change the damage vulnerability to damage immunities