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Boss Drops


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#91 Malavon

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Posted 29 April 2004 - 04:09 PM

10% drop rate on crystal giant. reason i thought of this was because he has such a high resistance to magic, i take that has him being an intelligent being which is given to you slightly by weilding his, er, skin?

Wisdon is magic resistance, not intelligence.

I never really saw the CG as being an intelligent creature, so I don't think it should drop an intelligence mod. A wisdom mode yes, but not an int one.

#92 Bean

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Posted 29 April 2004 - 05:50 PM

As I see it, bosses stats have almost nothing to do with their drops...
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#93 Gaddy

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Posted 29 April 2004 - 11:54 PM

1 str makes a max of maybe 2-3 damage difference, i think it is the same for int.

I would agree with it being a +2 mod, then you could have +3 on your mage with it's cat's eye amulet...would deal maybe 9 more damage than normal beam. Wouldn't be too strong, mages would still be annoying and difficult to train while still not being able to be over-powered.
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#94 Malavon

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Posted 30 April 2004 - 07:55 AM

As I see it, bosses stats have almost nothing to do with their drops...

That maybe so, but he said that it should drop an int item because it has high magic resistance. I was just pointing out that wisdom is magic resistance, not int.

#95 Squee

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Posted 30 April 2004 - 08:41 PM

Actually, the higher your intellegences, the more likely you are to counter-spell.
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#96 Bean

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Posted 30 April 2004 - 11:43 PM

Thank you squee.
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#97 Malavon

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Posted 01 May 2004 - 03:22 PM

That maybe so, but counter-spell is not magic resistance. Magic resistance is magic resistance, and counter-spell is counter-spell. I hope that's clear enough.

#98 Shane

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Posted 11 May 2004 - 05:29 AM

Ok I did a search of the forum for keywords and nothing came up that pertains to my idea. So here it is:

I suggest (just a suggestion and is open for comments or other suggestions) 2 new rings.

Library info for Ring of Healing:
Armor base: 1, Can be worn by: clerics, druids, fighters, mages, paladins, rangers, thieves, pacifists, Description: The Ring of Healing is crafted from quartz crystal that was mined long ago. The crystal was hand crafted by an expert jewler and then enchanted by a powerful mage. The ring allows for the wearer to regenerate hit points at a higher rate., Level needed to equip it: 20, Strength modifier: 0, Intelligence modifier: 0, Dexterity modifier: 0, Constitution modifier: 0, Wisdom modifier: 0, Charisma modifier: 0.

The regen rate of the hps would only be at a slight extra rate. As an example (I am not sure what the current regen rate is):

Crit1 regens hps at 1 point every 10 seconds without the ring. Putting the ring on would allow the wearer a bonus to that regen rate at say 3 points each 10 seconds. Wearing more than 1 ring would cancel out both effects. So putting on more than one would cause the effect to be non-existant.

ALSO

Library info for Ring of Magic:
Armor base: 3, Can be worn by: clerics, druids, fighters, mages, paladins, rangers, thieves, pacifists, Description: The Ring of Magic is crafted from the same crystal as the Ring of Healing but when enchanted it was given the power to regen mana., Level needed to equip it: 20, Strength modifier: 0, Intelligence modifier: 0, Dexterity modifier: 0, Constitution modifier: 0, Wisdom modifier: 0, Charisma modifier: 0.

Same principle goes along with this ring. Effects would be slight as instead of 1 point per 10 seconds you would recieve 3 points per 10 seconds. Same with wearing more than 1 the effect would be canceled out and no effect recieved.

If they were created and put into the game perhaps they could be alt drops for say the Crystal Giant and the Spider King. But the drop rate would have to be extremely low so there wouldnt be a mass collection of them across the game world as there are crystal rings/spider gauntlets.

Remember its just a suggestion and is open for improvements and other suggestions.

Edited by Shane, 11 May 2004 - 04:55 PM.

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#99 ice_cold

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Posted 11 May 2004 - 09:03 AM

Ok I did a search of the forum for keywords and nothing came up that pertains to my idea. So here it is:

I suggest (just a suggestion and is open for comments or other suggestions) 2 new rings.

Library info for Ring of Healing:
Armor base: 1, Can be worn by: clerics, druids, fighters, mages, paladins, rangers, thieves, pacifists, Description: The Ring of Healing is crafted from quartz crystal that was mined long ago. The crystal was hand crafted by an expert jewler and then enchanted by a powerful mage. The ring allows for the wearer to regenerate hit points at a higher rate., Level needed to equip it: 20, Strength modifier: 0, Intelligence modifier: 0, Dexterity modifier: 0, Constitution modifier: 0, Wisdom modifier: 0, Charisma modifier: 0.

The regen rate of the hps would only be at a slight extra rate. As an example (I am not sure what the current regen rate is):

Crit1 regens hps at 1 point every 10 seconds without the ring. Putting the ring on would allow the wearer a bonus to that regen rate at say 3 points each 10 seconds. Wearing more than 1 ring would cancel out both effects. So putting on more than one would cause the effect to be non-existant.

ALSO

Library info for Ring of Magic:
Armor base: 3, Can be worn by: clerics, druids, fighters, mages, paladins, rangers, thieves, pacifists, Description: The Ring of Magic is crafted from the same crystal as the Ring of Healing but when enchanted it was given the power to regen mana., Level needed to equip it: 20, Strength modifier: 0, Intelligence modifier: 0, Dexterity modifier: 0, Constitution modifier: 0, Wisdom modifier: 0, Charisma modifier: 0.

Same principle goes along with this ring. Effects would be slight as instead of 1 point per 10 seconds you would recieve 3 points per second. Same with wearing more than 1 the effect would be canceled out and no effect recieved.

If they were created and put into the game perhaps they could be alt drops for say the Crystal Giant and the Spider King. But the drop rate would have to be extremely low so there wouldnt be a mass collection of them across the game world as there are crystal rings/spider gauntlets.

Remember its just a suggestion and is open for improvements and other suggestions.

3 armor at lvl 20 is...well...crystal ring is lvl 27.

3 hp regen is a bit much as well.
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#100 Shane

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Posted 11 May 2004 - 04:52 PM

Errr I meant to change the armor base. I used the /library info for the crystal ring to do those.

Perhaps 1 extra point per 10 seconds instead of 2 extra.
OR
Maybe the ring would speed up your regen time, so instead of getting 1 point per 10 seconds you would get 1 point per 5 seconds

Edited by Shane, 11 May 2004 - 04:54 PM.

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#101 Gaddy

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Posted 12 May 2004 - 05:52 AM

Crystal ring is 25.

I like the ideas, and i think that making it 3hp every 30 secs (it's 1 per 30 secs now right?) would be plenty reasonable. Not like an extra 2 hp every 30 secs is a major thing, it could help mana users a lot to gain the extra mana though....over time.
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#102 Gaddy

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Posted 12 June 2004 - 12:54 PM

Library info for Titan's Vest:
Armor base: 51, Can be worn by: fighters, Description: A supreme armor worn by the great Time Knight. The armor seems to be too large for a normal person, but rather than falling off of fighters' shoulders, the fighters grow in size to fit the armor, a distortion probably caused by the highly dense matter of the armor., Level needed to equip it: 30, Strength modifier: 0, Intelligence modifier: 0, Dexterity modifier: 0, Constitution modifier: 0, Wisdom modifier: 0, Charisma modifier: 0.


Believe it is 3 higher than the current highest armor for Fighters...It would be dropped by the Time Knight, about as often as the Blade of Time. I think the desc should be better, sadly I would require sleep to make a better desc.



Library info for Silver Bracers:
Armor base: 3, Can be worn by: clerics, druids, fighters, paladins, rangers, thieves, pacifists, Description: Clearly cheaply made, the Silver Bracers appear to be simply silver plated Steel Bracers. The sliver of silver does however provide a very small ammount of extra defense., Level needed to equip it: 30, Strength modifier: 0, Intelligence modifier: 0, Dexterity modifier: 0, Constitution modifier: 0, Wisdom modifier: 0, Charisma modifier: 0.

Alternate drop for Malok, Hedge Lord, Adel, or they could be a VERY small percent drop from master thieves in Malok's guild.....

Edited by Gaddy, 12 June 2004 - 01:02 PM.

Wisdom is the principle thing. Therefore, get wisdom, and in all your getting, get understanding.
-Proverbs 4:7

#103 Squee

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Posted 12 June 2004 - 04:57 PM

By the description of the Silver Bracers, I'm assuming they're really light-weight? Shouldn't a mage be able to wear them?

They can already wear normal Bracers and if a thief can equip these and stay just as sleuthy as ever, a mage should be able to weave their spells just as easily.
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#104 Kalados

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Posted 13 June 2004 - 02:21 PM

Icon of Piety

Armor Base: 3, Can be worn by: Clerics, Pacifists, Description: A long strand of
golden silk is looped around this glowing white amulet. Inscribed on the amulet
are rune words said to enchant the wearer and make him or her capable of using miraculous healing powers. This icon is awarded to those in the Clergy who show utmost benevolence and piety to their god and lifework. Level: needed to equip it:
23 Charisma modifier: 1

#105 Gaddy

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Posted 14 June 2004 - 12:28 PM

By the description of the Silver Bracers, I'm assuming they're really light-weight? Shouldn't a mage be able to wear them?

They can already wear normal Bracers and if a thief can equip these and stay just as sleuthy as ever, a mage should be able to weave their spells just as easily.

Naw Squee, I used the classes that can equip the thief's only shield, Steel Bracers, mages are the only one's who cannot. Mage's have wooden bracers as their only form of a shield I think.


As for the Char mod amulet- What would drop it? Why would you give it 1 more ac than a 1m item from shop? I think it should be 1 ac since people have spent a mil to get amulets of grace from shop. But -shrug-
Wisdom is the principle thing. Therefore, get wisdom, and in all your getting, get understanding.
-Proverbs 4:7

#106 Stigmata

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Posted 14 June 2004 - 03:15 PM

I think I can answer that one - Two main reasons why it could warrant an extra armor point.

1 - It cannot be bought from a shop like the other amulets, meaning you can't get one whenever you want.

2 - It can only be equiped by clerics and pacifists, although paladins should also be included going by the description.
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#107 Sublime

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Posted 22 June 2004 - 06:28 PM

Library info for Gauntlets of Agility:

Armor base: 6, Can be worn by: clerics, druids, fighters, mages, paladins, rangers, thieves, pacifists, Description: These ancient gauntlets were passed down through generations along the royal blood line. The carvings on the light metallic gloves depict an eight-armed man standing above a massive army with his arms raised in victory. Clearly, whoever wields the gauntlets is a true hero., Level needed to equip it: 27, Strength modifier: 0, Intelligence modifier: 0, Dexterity modifier: 1, Constitution modifier: 0, Wisdom modifier: 0, Charisma modifier: 0.

it would be an alternate drop for Spider King at 50/50 chance.
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#108 Angelic

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Posted 22 June 2004 - 06:38 PM

I love the idea of alternate Spider Gauntlets.
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#109 Deval

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Posted 22 June 2004 - 10:31 PM

Other SK alternate drops have been suggested on prior pages too Angelic. See 'Webbed Gloves'.
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#110 dark_nemesis100

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Posted 22 June 2004 - 11:21 PM

Ring of the sky: Droped by a new boss? (Sky Demon, or something along that line)
Library info for ring of the sky:armor base 6 This apparently invisble ring is fasioned out of pure diamond. It seems that only someone who posesses the greatest of all powers could have forged this ring.
Str Mod: +1 intel mod+1 dex mod+1 const mod+1 wis mod+1 charisma mod+1
Level needed to equip it:30
Probably get called a noob for this but its something i really dont care what anyone has to say about it exept the game programmers and staff.

#111 Deval

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Posted 22 June 2004 - 11:38 PM

...
"PK'ing has just become a battle of superior numbers." ~ Goldfish.

#112 Crane

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Posted 22 June 2004 - 11:55 PM

Ring of the sky: Droped by a new boss? (Sky Demon, or something along that line)
Library info for ring of the sky:armor base 6 This apparently invisble ring is fasioned out of pure diamond. It seems that only someone who posesses the greatest of all powers could have forged this ring.
Str Mod: +1 intel mod+1 dex mod+1 const mod+1 wis mod+1 charisma mod+1
Level needed to equip it:30
Probably get called a noob for this but its something i really dont care what anyone has to say about it exept the game programmers and staff.

A ring? Getting one of these will make you a killing machine... get 4 and even the staff will struggle to PK you. May I ask why you suggested this item, because it is very rare to come across an item that boosts only 2 stats.
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#113 Angelic

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Posted 23 June 2004 - 04:57 AM

Other SK alternate drops have been suggested on prior pages too Angelic. See 'Webbed Gloves'.

Ahh, thanks. I hadn't been reading all the way through, because almost half of the posts were nothing but ridiculous ideas or arguing. And I'm in support of Webbed Gloves, as well. (I'm tired of Spider Gauntlets, lol /shrug.)
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#114 dark_nemesis100

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Posted 23 June 2004 - 06:13 AM

Ring of the sky: Droped by a new boss? (Sky Demon, or something along that line)
Library info for ring of the sky:armor base 6 This apparently invisble ring is fasioned out of pure diamond. It seems that only someone who posesses the greatest of all powers could have forged this ring.
Str Mod: +1 intel mod+1 dex mod+1 const mod+1 wis mod+1 charisma mod+1
Level needed to equip it:30
Probably get called a noob for this but its something i really dont care what anyone has to say about it exept the game programmers and staff.

A ring? Getting one of these will make you a killing machine... get 4 and even the staff will struggle to PK you. May I ask why you suggested this item, because it is very rare to come across an item that boosts only 2 stats.

I suggested this item cause i thought maybe it would be cool to have. of course coming by this item would be extremely difficult the boss drop percentage on this item is suggested at 1% among many other items he could drop with some developement at higher percentages not to mension the stats i had for this boss are staggering maybe even impossible.
Sky Demon: The Sky demon looks like a very old and powerful acient beast. Its read eyes indicates that it is a foul creature from the depths of hell.
Type: Undead/Demon
Hp:225000
MP:unlimited/unknown
Dex:High

Attacks:
50% Crystal sword (Sky Demon attacks you with his crystal sword for 70-80 damage)
25% Rune Shield (Sky Demon hits you with a rune shield for 5-10 points of damage
15% Ball of Clouds (Sky Demon hits you with a ball of clouds for 1-3 damage + poison)
5% Light Pillar (Sky Demon mumbles something under his breath and a light pillar comes crashing down from above damaging (everyone) for 30 points of damage)
5% drain power (Sky demon drains your power (loss of 25hp and 50 mana boss gains whatever he drains)

NPC (or whatever the term is for enter) message: Abandon your follish quest, for your attempt at me will only mean death and vanity.
Fighting message: Is that all you got?
Death message: Aghhhhhhhhhhhhhhhhhhhh!!
Drops:
(rare 1%) Ring of the sky
any other items staff feel appropiate
gold drop: 125000

so see this item would be extremely hard to come by. and there is no possible way to come by it withought a very large party of arch crits to back you. maybe this boss would be too hard though?

Edited by dark_nemesis100, 23 June 2004 - 06:15 AM.


#115 Deval

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Posted 23 June 2004 - 06:22 AM

Please stop smoking drugs.
"PK'ing has just become a battle of superior numbers." ~ Goldfish.

#116 dark_nemesis100

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Posted 23 June 2004 - 07:10 AM

Please stop smoking drugs.

Only if you stop being awesome :) (no i don't smoke drugs they are lame)

#117 Crane

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Posted 23 June 2004 - 08:11 AM

It's not a matter of items being "cool", they have to be realistic too. The first thing I suggested was over the top, but the principle behind it people liked. Basically it was a sword with 100 base damage, but with a negative Vamparic rating, so using it takes health off you. Of course, 100 base damage is far, far too high and people saw that first and hence in came the criticism!

But the point is, you can't have an item simply because it is "cool".
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#118 Crane

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Posted 25 June 2004 - 10:08 PM

Well, I might as well put forward a suggestion. If there are no new bosses available, this one would probably be most appropriate as an alternative drop from Aet'Thol.

Name: Magician's Wand
Type: Weapon
Can be used by: Mages
Description: The Magician's wand is a short, straight wooden rod no more than 18 inches long. Its only physical use is for poking eyes out, as it is quite fragile and easily broken, so great care must be taken. It is, however, a fantastic implement for wizards, as it naturally amplifies their spells through its enchanted core.
Minimum Level: 24 (expert)
Base Damage: 2
Armour Base: -3
Strength Boost: -2
Intelligence Boost: +1

Some changes might be needed, but the idea behind it is that you risk less armour and a decent mêlée attack for more powerful spells.

EDIT: Changed from level 23 to level 24 (23 is not expert; thank you for pointing out my error, Charon)

Edited by Crane, 25 June 2004 - 10:50 PM.

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#119 Shane

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Posted 25 June 2004 - 11:09 PM

AHHHHHH the yellow!!!!
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#120 Gaddy

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Posted 25 June 2004 - 11:39 PM

Well, I might as well put forward a suggestion. If there are no new bosses available, this one would probably be most appropriate as an alternative drop from Aet'Thol.

Name: Magician's Wand
Type: Weapon
Can be used by: Mages
Description: The Magician's wand is a short, straight wooden rod no more than 18 inches long. Its only physical use is for poking eyes out, as it is quite fragile and easily broken, so great care must be taken. It is, however, a fantastic implement for wizards, as it naturally amplifies their spells through its enchanted core.
Minimum Level: 24 (expert)
Base Damage: 2
Armour Base: -3
Strength Boost: -2
Intelligence Boost: +1

Some changes might be needed, but the idea behind it is that you risk less armour and a decent mêlée attack for more powerful spells.

EDIT: Changed from level 23 to level 24 (23 is not expert; thank you for pointing out my error, Charon)

I'd say take off the str. mods, give it minus 3 ac and +1 int, that's plenty since for a mage -3 ac is quite a bit, then you consider AoP and it's more like 7 or 8.

Only problem I'd see is that mages are currently pretty well balanced out...giving too many mods is going to have people rounding other more than people would like..


alternate drop for aet'thol

10 ac gloves, no mods
desc- Ancient gloves worn by a mad lich of great power. His nearly inpeneterable armors have slowly decreased over the ages, but the glove seem to still hold a magical enchantment, causing the gloves, which look like an old pair made of simple leather, to provide a great ammount of protection.


I don't think 3 more than the 1 str gloves and 4 more than 1 dex gloves makes them too strong, I would suggest them as level 20 gloves (like his ammy). I didn't list which classes they'd be availble for because it seems like a mage could wear the gloves of a lich; however, I know that staff is trying to keep ac down so mages don't get extreme ac from AoP...25 ac from gloves is..a whole lot for them lol.
Wisdom is the principle thing. Therefore, get wisdom, and in all your getting, get understanding.
-Proverbs 4:7




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