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#301 Crane

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Posted 07 May 2009 - 10:38 PM

...

Crane: That Bracer idea wouldn't work out on 1a. Lings running around like druids would pwn tho. Guess in theory that would make it not work for main as well, but I can't see it making a HUGE differance. That Orb tho, very intersting. May I suggest +4 ac and -1 dex? Not sure which would be more balanced. Interesting to see how this would be implemented.

Intrigued.

The Leather Bracers are meant to be Steel Bracers with a +1 Constitution boost on it, so it only really benefits Thieves. Of course, on 1-alt I hear that Thieves have it good enough already, so I'm not sure.

I can't give the Orb of Neptune 4 armour because it's a shield that can be used by Mages - nothing higher than 1 armour allowed. And it does depend on the fact that players will one day see something other than "medora's area" and an internal ID code when they try to venture that way in Silversail. To be honest, I'm not sure that the +1 Str boost on it makes much sense, although losing that stat won't take much away from the item; still makes excellent equipment for a Mage and something to sell to a Charisma-hungry Pacifist with a few million gold to spare!
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#302 Raylen

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Posted 07 May 2009 - 10:47 PM

Many an adventurer has tried to get into Medora's area, without success.
+1 post count ggpwnedkthxbai

it's plausible that the SOB hasn't spawned


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#303 Masta

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Posted 08 May 2009 - 12:42 PM

Clay, not to completely own your argument and disprove you yet again but. Also assuming Flames being against TOS

I didn't post a crafting concept. Gareth I never disagreed with just merely pointed this out and he doesn't seem to take offence. So +4 back to my stupid points you invented.


TK Suggestion = Piss poor, Opinion perhaps, and yes this will no doubt turn into a malok vs TK argument so I will end it here with saying "Your opinion"

I used the quote command to reference a QUOTE. I understand your small brain may not understand this clever use of bb coding and I apologise if you weren't educated in this. So +1 there.

All in all I'm back to a healthy 0.

Now the good side. I would definitely not be against a thief bracer with 4ac and -1dex. That seems fairly reasonable and fair, just have to see what others think. Sacrificing 1ac (Note there are a few 3ac bracers in 1alt) for 1dex, Interesting :P

Edited by Masta, 08 May 2009 - 12:43 PM.


#304 Tietsu

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Posted 08 May 2009 - 12:58 PM

There are 3 AC Bacers in 1 ALT? Blasphamy. -1 DEX for +3 armor? I'm not going to disagree, but you'd never see my crit with one.

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#305 Cruxis

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Posted 07 August 2009 - 09:43 PM

Time Knight - Solo the piss out of it, Rewards will be pleantiful.


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#306 Crane

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Posted 08 August 2009 - 01:17 AM

One that's been swimming around in my thoughts for a while now. Would be an alternative prize upon killing Lord Darksparrow and being rescued by the Deity of Light, and an option for those wanting to add to their "of Light" collection of equipment!

Library info for Aegis of Light:
Armor base: 23, Can be worn by: paladins, Description: This large kite shield has solid gold braces on its outer face in the shape of the mark of faith, shining with a fantastic sheen, a smooth layer of regal, purple silk over the inner face, held in place by tiny rivets spaced evenly around the edge and by the securely-bolted handles, themselves constructed out of sturdy titanium with a light tan leather grip. The material that constitutes the main bulk of this aegis, however, is unfamiliar to you; it has the texture of silver but the weight of balsa, the hardness of diamond, and the white-blue glow of the virtuous afterlife. Even a hideously non-virtuous denizen would struggle to see beyond the wondrous sight, namely to the sword-wielding Templar behind the aegis!, Level needed to equip it: 34, Strength modifier: 0, Intelligence modifier: 0, Dexterity modifier: 1, Constitution modifier: 0, Wisdom modifier: 0, Charisma modifier: 1.


Not sure if the armour base should be 23 or slightly lower.

ADDENDUM: The level requirement has the multi-alt server in mind, although I'm wonder if 34 is too high, as at present only three Paladins could use it. For 1-alt, it would definitely have to be lower, maybe even as low as 31. I don't want to risk devaluing the Sentinel Shield too much if I can, hence why it should still be the Paladins' best shield for a fair few levels.

Edited by Crane, 08 August 2009 - 03:06 AM.

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#307 ice_cold

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Posted 17 August 2009 - 12:20 AM

i can honestly say that not a single sysop is reading this any longer, and for that matter i dont believe more then 1 or 2 have been added and those were more then a few years ago
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#308 Trevayne

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Posted 17 August 2009 - 02:07 AM

i can honestly say that not a single sysop is reading this any longer, and for that matter i dont believe more then 1 or 2 have been added and those were more then a few years ago

Wrong.
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#309 Bun

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Posted 09 September 2009 - 01:25 PM

Library info for :Dragoons Sword
Base damage: 21, Can be used by: fighters, paladins, Description: (ill write up a description later) Level needed to equip it: 28, Magical: No, Vamparic: 0.07, Armor: 0, Strength modifier: 0, Intelligence modifier: 0, Dexterity modifier: 0, Constitution modifier: 0, Wisdom modifier: 1, Charisma modifier: 0, Poison chance: 0, Poison/30s damage: 0, Monster damage table: , Mana leech: .

this weapon could bring fighters/paladins to par with a few of the other classes as they are way way behind


Library info for The Bulwark:
Armor base: 19, Can be worn by: fighters, paladins, Description: (To be inserted)., Level needed to equip it: 31, Strength modifier: 0, Intelligence modifier: 0, Dexterity modifier: 0, Constitution modifier: 0, Wisdom modifier: 1, Charisma modifier: 0, Absorb spell: 0.01.

perhaps with this item paladins/fighters could be given a guard ability as this shield would be massive to perhaps guard a friendly player drop rate would have to be low and i havent decided what could drop it yet perhaps it could be sold in a shop for a large sum of gold 2/3 mill
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#310 Crane

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Posted 04 October 2009 - 07:25 PM

I know... another suggestion for Paladins, although this one can be used by other classes and is in fact almost equal to an existing item for Paladins:

Library info for Crest of the Seraphim:
Armor base: 9, Can be worn by: fighters, paladins, rangers, Description: The crest of the righteous light gleams with a sheen more splendid than even the most polished of silver, while the interior is lined with a fabric softer than a lamb's fleece. Lightweight and comfortable, it fits snugly over your whole head to provide the greatest level of protection, while the crucifix-shaped visor minimises the restriction of vision and breath. Upon the crest of the helmet is its namesake, a pair of gold-cast angel wings stretching out over the crown to watch over the disciple, while a second, smaller pair adorns the forehead to shine forth., Level needed to equip it: 35, Strength modifier: 0, Intelligence modifier: 0, Dexterity modifier: 0, Constitution modifier: 0, Wisdom modifier: 1, Charisma modifier: 0.


It is effectively the same as the Savior's Cowl, except with a higher level requirement and it can also be used by knights and hunters who wish to be a little more noble, although the Wisdom boost doesn't help them as much. The seraphim of its namesake would be more willing to help a Templar, and this is reflected by the fact that the Wisdom boost benefits them most. If Masashi were to accept it, he could return 5 Platinum Coins to you, effectively equalling its value to the Savior's Cowl.

I'm not sure how much of an incentive it would be for 1-alt players, or if it is balanced for that server. I can't see any problems with it on the surface though, except maybe a lack of characters able to use it for a while. That will change with time though, if the incentive's there.

ADDENDUM: For the 1-alt version, I would like to propose this stat too: Absorb spell: 0.1

EDIT: This could be an alternative drop for the Ethereal Confine, or a new drop from an entirely new boss.

Edited by Crane, 05 October 2009 - 05:36 AM.

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#311 Crane

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Posted 13 November 2009 - 08:44 AM

To break away from my Paladin suggestions in the hope of suggesting boosts for them that don't require code changes, I'll go for something for a Ranger that is used by a rather infamous boss:

Library info for Venomous Bow:
Base damage: 25, Can be used by: rangers, Description: Green, oozing slime and the essence of Underdark and arachnid poison seep from the string of this rather sinister bow. It is a wickedly-constructed recurve of adamantite and carapace composite with tips of drake ivory, but with a strung length comparable to the largest of long bows, while the mithril riser has a comfortable, furry lining that feels like the surface of a tarantula! Venomous in more ways than one, one cannot expect a light-dweller to use such a unique and mighty bow without a price to pay., Level needed to equip it: 35, Magical: Yes, Vamparic: -0.1, Armor: 0, Strength modifier: 0, Intelligence modifier: 0, Dexterity modifier: 0, Constitution modifier: 0, Wisdom modifier: 0, Charisma modifier: -1, Poison chance: 1, Poison/30s damage: 10, Monster damage table: , Mana leech: .


Would be about a 3% drop rate from the Drider Warlord on multi-alt. 1-alt I'm not so sure about. The idea being that this bow is exceptionally powerful, even more powerful than the Cobalt Bow actually, but requires incredible skill to use (hence the level 35 requirement) and whose poison and Underdark nature would ultimately harm its light-dwelling user, as shown by the negative Vamparic rating. Generally the HP loss won't be too great a concern, but would put more strain on Clerics and doesn't have that nice healing quality of the Cobalt Bow.

To build on the crafting/repairing nature of Tirantek, what would drop is actually a "Broken Bow", effectively an unusable item that you give to Merrek, along with a lump of Mithril Ore and two flasks of Spider Venom to replace what was lost when the bow broke, so he can repair, reforge and treat the adamantite and give you the Venomous Bow.

With the difficulty of the Drider Warlord, I doubt many of these will drop, but I think Masashi would be interested in such a bow and offer 4 or 5 Platinum Coins for it, wouldn't you think?

ADDENDUM: Its poison message would be identical in colour and text as the Drider Warlord's poison message, which I can't remember off-hand unfortunately (it's also a 10-point poison to match the bow).

Edited by Crane, 13 November 2009 - 08:57 AM.

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#312 SuperJase

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Posted 03 December 2009 - 07:52 PM

Couple of weapon suggestions for nightmist, 1alt.

Library info for Plague Axe:
Base damage: 29, Can be used by: Berserkers, Description: This rather large metal axe bears the marking of its maker across its huge blade. The immense size of this weapon makes you wonder who could actually weild it. The razor sharp edge of the axe is tinted a pale green, giving a hint to one of the many toxins used in its manufacture. At the base of the handle, sits a glowing blue gem, wrapped delicatly in a protective metal sheeth., Level needed to equip it: 33, Magical: Yes, Vamparic: 0.1, Armor: 0, Strength modifier: 0, Intelligence modifier: 0, Dexterity modifier: 0, Constitution modifier: 0, Wisdom modifier: 0, Charisma modifier:0, Poison chance: 1, Poison/30s damage: 5, Monster damage table: , Mana leech:

Craftable item, that requires a Great Axe, a vial of the plague demons blood(Extra drop from plague demon, specifically for this weapon), a jaguar potion, and a Cobalt Crystal. (Can be either a boss drop, or shop bought.)


Library info for Orc Bane:
Base damage: 19, Can be used by: Fighters, Paladins, Description: The man who forged this dreadful blade, was once Nightmists finest armorsmith. He was known across the lands for making the best protective equipment available, and even made shields and chestplates for the royal guard. Legend says, that one night while his family lay asleep in there beds, a band of raging orcs broke into his settlement south of the town, slaughtering his wife and two children and stealing all of his armor for themselves. Out of his intense hatred for these beasts, he crafted this legendary blade, and with it came the power to destroy these beasts. When holding this blade, the intense anger towards the orc race that was bestowed upon it seems to leek out into the adventurer. , Level needed to equip it: 25, Magical: Yes, Vamparic: 0, Armor: 0, Strength modifier: 0, Intelligence modifier: -3, Dexterity modifier: 0, Constitution modifier: 0, Wisdom modifier: 0, Charisma modifier: 0, Poison chance: 0, Poison/30s damage: 0, Monster damage table: Orc:2 , Mana leech:

Edited by SuperJase, 03 December 2009 - 07:55 PM.


#313 Sausage

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Posted 04 December 2009 - 08:38 AM

Great Axe and Plague Demon are easy. Jag Potion is 1mil value if not crafted. Random Cobalt Crystal doesn't give me much to work with. Not a big fan of that idea myself, but maybe that item could be replaced by a drom from zerk only area? You decided to give it double the vamp of SoE and add a poison damage? For less than an SoE you could have a weapon about 250% better? Doesn't work for me.

Not sure how you planned on crafting the Orc Bane so I can't speak on that. However I don't think double exp for Fighters/Paladins would help balance at all. I've heard "if its easier to get exp, thats balancing". However I don't agree with that statement. So, I don't see that as a viable solution to the balancing dilemma.

My thoughts.

P.S. I'm only gonna post on 1a items from now on. Don't have the time to acknowledge anything more.

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#314 SuperJase

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Posted 04 December 2009 - 10:01 AM

Yeh totally understandable with the Plague Axe, maybe a drop for plague demon and other craftable items that required SoE aswell in the crafting process. This would make the item pretty hard to craft, aswell as pretty expensive.

The Orc Bane, id have prefered to have a new area and storyline attached to it. Also considering the low-ish base damage of the weapon, and that orcs currently only give 30 POD, even double damage against them would only give a relative 60 pod. This would allow fighters and paladins a wider ammount of places to use for exp, including using the Orc Caves, which other than stealing from the chief is pretty much un-used.

Ty for your comments clay, they were constructive and useful :P

#315 SuperJase

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Posted 05 December 2009 - 02:31 PM

Wiki says 30

And if it was 60 pod, the base damage would lower that. But if all you can post is rediculous negativity with no reasoning, go away.

Even clay managed to back up his argument with rational thought, so it cant be too hard.

#316 Crane

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Posted 05 December 2009 - 06:16 PM

I've just tested with a Halfling Paladin on the multi-alt server, and it's 50 on there.

ADDENDUM: The "30" is its estimated Max Hit.

Edited by Crane, 05 December 2009 - 06:18 PM.

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#317 SuperJase

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Posted 06 December 2009 - 11:01 AM

Ah that was me misreading :P

It will probably be 50 on 1alt aswell then.

#318 ice_cold

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Posted 11 December 2009 - 05:26 PM

Couple of weapon suggestions for nightmist, 1alt.

Library info for Plague Axe:
Base damage: 29, Can be used by: Berserkers, Description: This rather large metal axe bears the marking of its maker across its huge blade. The immense size of this weapon makes you wonder who could actually weild it. The razor sharp edge of the axe is tinted a pale green, giving a hint to one of the many toxins used in its manufacture. At the base of the handle, sits a glowing blue gem, wrapped delicatly in a protective metal sheeth., Level needed to equip it: 33, Magical: Yes, Vamparic: 0.1, Armor: 0, Strength modifier: 0, Intelligence modifier: 0, Dexterity modifier: 0, Constitution modifier: 0, Wisdom modifier: 0, Charisma modifier:0, Poison chance: 1, Poison/30s damage: 5, Monster damage table: , Mana leech:

Craftable item, that requires a Great Axe, a vial of the plague demons blood(Extra drop from plague demon, specifically for this weapon), a jaguar potion, and a Cobalt Crystal. (Can be either a boss drop, or shop bought.)


Why do we need another 29 base weapon? Why would I need a weapon accesable to level 25 and under for a lvl 33? The Plague Demon has a 100% drop rate aleady. We'll start seeing the sae problem as with cpa/rose blade and dos/sand wurm hide. The cost already sets it at a spot where only a few could own it.

Library info for Orc Bane:
Base damage: 19, Can be used by: Fighters, Paladins, Description: The man who forged this dreadful blade, was once Nightmists finest armorsmith. He was known across the lands for making the best protective equipment available, and even made shields and chestplates for the royal guard. Legend says, that one night while his family lay asleep in there beds, a band of raging orcs broke into his settlement south of the town, slaughtering his wife and two children and stealing all of his armor for themselves. Out of his intense hatred for these beasts, he crafted this legendary blade, and with it came the power to destroy these beasts. When holding this blade, the intense anger towards the orc race that was bestowed upon it seems to leek out into the adventurer. , Level needed to equip it: 25, Magical: Yes, Vamparic: 0, Armor: 0, Strength modifier: 0, Intelligence modifier: -3, Dexterity modifier: 0, Constitution modifier: 0, Wisdom modifier: 0, Charisma modifier: 0, Poison chance: 0, Poison/30s damage: 0, Monster damage table: Orc:2 , Mana leech:


youre taking away 6 base damage from halberd/rose blade but doubling your strength and adding 13 base in essence. its more of a questy then a boss drop.

Edited by ice_cold, 11 December 2009 - 05:31 PM.

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#319 Stig

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Posted 06 November 2011 - 06:34 PM

I wish to revive this topic as possible inspiration for new developments. If you have an idea for a boss drop, for new bosses and old bosses, feel free to post them here. Note: don't just go for high-end drops, but try to make a balance of mid-level drops too.

#320 Chronic

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Posted 06 November 2011 - 11:26 PM

I always thought it would be cool if plague demon had a very rare chance at droping bile jar.. sorta fits with description and all. Although they are needed to make a questie i dont see this happening. just a thought thou
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#321 Cruxis

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Posted 07 November 2011 - 12:23 AM

These are ones I've posted before, revised a bit (or not). I would like to see items of moderate difficulty and time spent, and a very decent item to have past arch, but not per say the best. Something like this (that I posted before). Also, when it comes to the basic 4 equipment, I don't like shop bought items being the best, for any level. There should always be a quest or boss drop alternative that's better (too bad nightmist doesn't have npc ran quest).

Infact, if enough shiny stuff gets added to 1-alt that I'd like to collect, I'll play! Go Stig go!

Alloy Shield
Armor base: 21, Can be worn by: fighters, paladins, Description: A special shield made of steel mixed with diamond, a very sturdy and very protective shield. One this spectacular shouldn't be given to a mortal, unless they best which holds it. , Level needed to equip it: 30, Strength modifier: 0, Intelligence modifier: 0, Dexterity modifier: 0, Constitution modifier: 0, Wisdom modifier: 0, Charisma modifier: 0.

Timeknight, 5% (Better than a simple shop bought, but still not a sentinel shield)


Embalmed Dagger (sp?)
Base damage: 25, Can be used by: thieves Description: This dagger has poisin sprewed over it. It's light green appreance repels you, but what do you care, it's a better weapon., Level needed to equip it: 27, Magical: No, Vamparic: No, Armor: 0, Strength modifier: 0, Intelligence modifier: 0, Dexterity modifier: 0, Constitution modifier: 0, Wisdom modifier: 0, Charisma modifier: 0, Poison chance: .20/4 damage, Poison/30s damage: 0, Monster damage table:, Mana leech: 0

Bandit Leader 3% (Not magical like the Ivory Dagger, but no negative armor and a bit more BD, a weaker DoS for a level lower)

Crossbow of Atrophy (Still a sexy name!)
Base Damage: 24, Can be used by: rangers, thieves, Description: A crossbow made of rotted flesh and bones. Demonic auras eminate from and leave a stream of blood on the path of the shot arrow., Level needed to equip it: 30, Magical: Yes, Vamparic: No, Armor: -2, Strength modifier: 0, Intelligence modifier: 0, Dexterity modifier: 0, Constitution modifier: 0, Wisdom modifier: 0, Charisma modifier: 0, Poison chance: .05, Poison/30s damage: 4, Monster damage table: , Mana leech: .

I originally had it to where it covered DGs null drop, but it's too good of a drop for that. Though for such a low% and no other reason to kill him (who needs halberds?) maybe, just maybe. I guess any evil and undead themed boss could drop it, aet'thol?
A cobalt bow with no vamp and negative armor. Again, better than a simple shop bought (Elven, -2 BD +1 armor), but not a cobalt bow.

#322 Cruxis

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Posted 08 November 2011 - 09:23 AM

Stig, would be okay to suggest some stand alone bosses to go with said drops, or do they have to be existing ones for this thread? And yes I admit, my descriptions are somewhat crapshat :lol:

Ferthine Boots
Base Armor: 5, Can be used by: fighters, clerics, paladins, rangers, thieves, mages, druids, pacifists, Description: These boots are sturdy, carved from the skin of the great Balrog, using his hard horns as a base. The powerful senant stone is engraved on the ankles, giving a a little more protection. It was told upon a time that one who wore these boots infused the spirit of the Balrog in themselves. Level needed to equip it: 33, Strength modifier: 0, Intelligence modifier: 0, Dexterity modifier: 0, Constitution modifier: 0, Wisdom modifier: 0, Charisma modifier: -3.

Balrog 7%


Blade of Illusion
Base Damage: 27, Can be used by: fighters, paladins, thieves, berserkers, Description: A hypnotic pulse seems to eminate..caution yourself is best had with this weapon. Seals are placed around the guard, thus it glows a bright white. The greatest Enchanter of the Realm made this weapon, ready to give them to his enchanted armors to better protect him. Holding this blade feels as if you can feel the wisdom and talent of the great enchanter. , Level needed to equip it: 28, Magical: Yes, Vamparic: No, Armor: -2, Strength modifier: 0, Intelligence modifier: 0, Dexterity modifier: 0, Constitution modifier: 0, Wisdom modifier: 0, Charisma modifier: 0, Poison chance: 0, Poison/30s damage: 0, Monster damage table: , Mana leech: .

Dropped by Lycanthir the Enchanter, 5% And hells yeah Lycanthir > Dwarven :lol:


Wurm Skullcap
Base Armor: 6, Can be used by: fighters, paladins, thieves, rangers, Description: A strange piece of bone from the skull of the Giant Sand Wurm. Peeling away some of the flesh covering, you see it is actually relatively thin for it's strength. Carving out some eye holes and smoothing the outer break, it offers a snug fit on your head, and you realize this makes for great protection and movement. Level needed to equip it: 25, Strength modifier: 0, Intelligence modifier: 0, Dexterity modifier: 0, Constitution modifier: 0, Wisdom modifier: 0, Charisma modifier: 0.

Giant Sand Wurm 25%, my god give thieves a new helmet.


Boots of Moral (To counteract the name Gauntlets of Virtue, but I also like the name Boots of Cinura)
Base Armor: 6, Can be used by: fighters, paladins, thieves, rangers, druids, cleric, mages, Description: Power. Incredible force seems to come when you wear these boots, heavy as they are. Gems of the region line the sides, glowing with the magical aura of a few different colors. Guarded by the same evil spirit as the other sacred treasure of power, it must be subdued for such a great prize. Level needed to equip it: 32, Strength modifier: 3, Intelligence modifier: 0, Dexterity modifier: -2, Constitution modifier: 1, Wisdom modifier: 0, Charisma modifier: 0.

Bolted Chest (same drop rate as gauntlets).
For melee's wanting more power over dex, and since thieves will get caught easier with less dex, +1 con to help their movement. An okay item in general, but very good to have on boss/training trips where RF would be constantly active.

Edited by Cruxis, 08 November 2011 - 10:16 AM.


#323 Stig

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Posted 17 November 2011 - 07:42 PM

Anyone got any drop ideas for expert level?

#324 Cruxis

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Posted 29 November 2011 - 05:22 AM

How about some arch equivilant equipment with a lower level requirement, but much much harder to get? Pretty much for training purposes.
"Edit: Will have to be careful to not devalue questies, such as Boots and Gauntlets of Ashkew."

I'll see what I can come up with, and here's a random item!

Emerald Scimitar
Base Damage: 27, Can be used by: fighters, paladins, thieves, berserkers, druids, Description: Your fingers mold into pleasantly firm handles, giving a most fearsome grip. Down this long reforged pole lies a blade of pure Emerald, gleaming brightly a shine that will paralyze your foe., Level needed to equip it: 25, Magical: No, Vamparic: No, Armor: 0, Strength modifier: 0, Intelligence modifier: 0, Dexterity modifier: 0, Constitution modifier: 0, Wisdom modifier: 0, Charisma modifier: 0, Poison chance: 0, Poison/30s damage: 0, Monster damage table: , Mana leech: .

Where could this be placed..how about Blue Dragon 2% or Imhotep 5%? (Maybe not druids, considering Ceramic Javelins existence. I was going for a non vamp, non magical cobalt, but not for all classes)

Edited by Cruxis, 29 November 2011 - 05:24 AM.


#325 Stig

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Posted 29 November 2011 - 12:30 PM

The Emerald Scimitar can't be used by Druids due to the Ceramic Javelin, as stated. Most characters who fight Imhotep tend to be Archmaster or above already, so neither the Blue Dragon nor Imhotep are suitable for even a powerful level 25 drop. Nevertheless, I do like the name and the description, and would like to see if it can be used somewhere.

#326 ice_cold

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Posted 30 November 2011 - 07:03 AM

lvl 25 drop ideas:

Classes: Cleric, Druid, Fighter, Mage, Paladin, Ranger, Thieves, Pacifist:

Atrium Monarch:

Ring of Roses

Armor Base: 0

This incredible ring is made entirely of intertwined roses. The middle is a spiral of rose stems covered in rose petals and leaves.

Level needed to equip it: 25, Strength modifier: 0, Intelligence modifier: +1, Dexterity modifier: 0, Constitution modifier: 0, Wisdom modifier: 0, Charisma modifier: 0, Absorb spell: 0, Single equip: 1.

Reason being all classes is because itll give use to 'gate sitters' to make their characters better looking. Helps fighter at -3 armor. Helps Mages at -3 armor+spell armor.
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#327 Apocalypto

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Posted 30 November 2011 - 05:10 PM

That a ring or a bracelet? assuming ring, but if it were a bracelet it would be a better idea. Although still possibly a bit much for such an easy boss.


edit: but i agree with the boss choice, i think cg, dg, sk, ect need different drop possibilities...

Edited by Apocalypto, 30 November 2011 - 05:11 PM.

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#328 IXThunderDomeXI

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Posted 01 December 2011 - 05:25 AM

I don't think CG and SK need new drops, there drops are fine and can be used by every class (Excluding zerks) and the drops are still viable at high levels, only way you're going to replace them is if you buy high end items. Agreed with DG though, halberd has lost so much value it isn't even funny.
Angry_Anarch/Matityahu in game.

#329 ice_cold

ice_cold
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Posted 01 December 2011 - 10:56 AM

Classes: Cleric, Druid, Fighter, Mage, Paladin, Ranger, Thieves, Pacifist:

Demonic General:

Ring of Flesh

Armor Base: 3
A small piece of flesh has been flayed from the demonic general to create this disgusting ring. Though granting its wearer no actual protection, the ring has such a horrid stench it occasionally overwhelms an attacker making them miss their target.
Level needed to equip it: 25, Strength modifier: 0, Intelligence modifier: 0, Dexterity modifier: 0, Constitution modifier: 0, Wisdom modifier: 0, Charisma modifier: -1, Absorb spell: 0, Single equip: 0.

Reason being all classes is because itll give use to demonic general through a less improved crystal ring. Easier for smaller parties as well which would be nice for a more slower approach to the game or less filled game.




Classes: Cleric, Druid, Fighter, Mage, Paladin, Ranger, Thieves, Pacifist:

Hydra Body:

Scaled Boots
Armor Base: 4
Scales from a hydra make for great protection, though finding scales untouched by its deadly venom is a hard process. Once in a great while a large enough scale can be found to produce boots. These grey boots have been crafted from such a piece.
Level needed to equip it: 25, Strength modifier: 0, Intelligence modifier: 0, Dexterity modifier: 0, Constitution modifier: 0, Wisdom modifier: 0, Charisma modifier: -1, Absorb spell: 0, Single equip: 0.

Reason being all classes is because it only reduces from the 6 armor in this slot classes can get from boots of time. Easier for smaller parties as well which would be nice for a more slower approach to the game or less filled game.

Edited by ice_cold, 01 December 2011 - 11:12 AM.

I read somewhere that ostrichs hide their heads under the sand because moles watch porn.

ScarletMuse 03/2/2005 11:20am




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