Let's have a brainstorming/item idea thread!
I see a lot of people complaining about weapons like spears being given the shaft by the devs.
Personally, I don't really use spears, but I can see how some weapon groups really did get the short end. And not only weapons, but general concepts like damage-returning shields, and the like. So, if you could get 1 item of your choice into the game, what would it be?
It can be a unique weapon, a cool armor, some kind of misc. trinket, etc.
To get the thread started, here are some ideas from my WIP mod...
"Blademail"
----------
- 10 AC (crappy on purpose!)
- +25% overall physical resistance
- deals 2d4 piercing damage to attackers
- casting and sneaking are both disabled
"Rod of the Crimson Flaggelant"
---------------------------
- +6 clerical flail (for bypassing resistances)
- melee (but with a total range setting of 90!)
- deals *0* dmg to the target/foe being attacked!
- on hit: +2 HP to every party member within range
- on hit: -4 HP to the flagellating cleric him/herself
- 'Fervor' 3x/day (+3 att/rnd to the cleric for 15s)
"Cursed Sword of Bureaucracy"
--------------------------
- +4 cursed, yellow longsword
- deals pure damage (speed = 11)
- has a chance to confuse attackers
- on hit: removes 2d10 gold from player
{this idea isn't my own; it's from a thread}
"Gauntlets of Spectacular Resilience"
-------------------------------
- generic gauntlets (usable by anyone)
- gives +10% to all physical resistances
- disables pickpocketing while worn
- +20% miscast chance while worn
"Brambled Band"
--------------
- generic ring
- lowers CON by 1 while worn
- lowers CHA by 1 while worn
- deals 3d3 poison damage to attackers
{homage to PS:T's Ravel, and her garden}
"Cervantaux's Tomb"
------------------
- mage ring (only wiz & sorc)
- doubles the wearer's 9th level arcane spell slots
- slows casting speed by 3, and movement speed by 10%
{lore: the trapped soul inside is fighting the ring's wearer!}
"Stygian Plate"
------------
- generic plate armor
- sets fire resistance to 0
- AC set to 1; +100% cold immunity
- increases all physical resistances by +15%
- 10% chance for an attacker to be frozen for 3 sec. (no save!)
- can release a Frost Nova 3x/day (slows nearby foes by 75% for 5sec.)
{huge creatures like dragons and giants are immune to the armor's effects}
"Tojjara's Ring"
-------------
- kensai ring (pure-class only)
- gives +1 THAC0 and +1 AC while worn
- expands the wearer's critical threat range by 1
- 25% chance when hit to auto-parry the next attack
{effect is achieved by erecting 1 invisible stoneskin}
"Quello'melann"
--------------
- mage shortsword (wiz & sorc only)
- usable only by good or neutral chars
- increases user's magical resistance by 25%
- gives +1 bonus spell slot for spell levels 1-5
- gives +2 bonus to AC, and +3 bonus to saves
- sets the wielder's number of attacks per round to 0
- renders the wielder immune to the magic missile spell
- restores one sub-level5 arcane spell per in-game turn!
"Narathama"
-----------
- +4 katana usable only by fighter-mages
- all the damage dealt by the blade is magical
- requires a minimum of 14 STR and 16 INT to wield
- sets katana proficiency & number of attacks/round to 4
- increases cast speed by 2, and saves vs. magic/spells by 4
- on hit: strips 5% magic resistance from target (12 seconds)
- on hit: has a 20% chance to restore a used sub-level4 spell
- can restore 8 already-used sub-level2 arcane spells 1x/day
"The Flenser"
-----------
- generic +3 scimitar
- usable only by evil characters
- makes the holder immune to bleed effects while used
- permanently lowers the wielder's HP by 1 when equipped
- deals 2d6 slashing damage (33% for another +2d6 damage)
- chance on hit to flense (steal!): 3% (1HP), 2% (2HP), 1% (3 HP)
{the enemy HP is permanently added to the wielder's max HP!}
Infernal Contraption
-----------------
- +3 fiendish crossbow not usable by good characters
- sets attacks to 3/round, but requires 16 STR to operate!
- weighs 66lbs., and fires buzzsaws that do incredible damage
- roots the user in place for 3sec. after each shot (0 movespeed!)
- the saws do 3d3 damage, with the following on-hit properties:
50% chance for a torso hit (extra +3d3 slash dmg)
25% chance for a limbs hit (extra +4d4 slash dmg)
10% chance for a head hit (extra +5d5 slash dmg)
5% chance for a neck hit (insta-death, no save)
1% chance to hit self (misfire, perma -1 CON!)
Dustmen Contract
---------------
- miscellaneous generic item
- usable only one time, after which it disappears
- the contract can be signed by any party member, *except* the PC!
- using it gives a *permanent* +1 to all stats, +3 to all saves, and +500,000 XP!
- however, by 'signing' it, the signatory becomes immune to all resurrection magics
{basically, they gain permanent buffs, but can't be brought back from death anymore}
Darksoul Manual
--------------
- miscellaneous generic item (usable only 1x/day!)
- user permanently trades a random amount of HP for XP
- HP interval: 1-10; XP inteval: 1k-100k {rolls are random}
Gargoyle Talon
-------------
- miscellaneous generic item
- instantly envelops the user in 5 stoneskins
- the skins last only 10 seconds, but can't be breached
- usable 3x/day {thinking of maybe upping it to 5x/day}
Glowing Bottle
------------
- miscellaneous generic item
- heals 100% HP over 5 seconds (2x/day)
- has a 1% chance to break on use (vanish)
Hand of Midas
------------
- miscellaneous generic item {costs 25,000gp!}
- can be used to Transmute targets into gold coins
- on use, insta-turns a <10 HD foe into 1-10 platinum coins!
- amount of coins is dependant on target's HD {transmuting yields +1 coin/lvl.}
- these platinum coins can be sold for ~100gp each {still fiddling with this variable}
- 5% chance on use that the user himself is petrified {stone to flesh can reverse this}
{the way the item works is that it shatters the target, and drops coins at their feet!}
I see a lot of people complaining about weapons like spears being given the shaft by the devs.
Personally, I don't really use spears, but I can see how some weapon groups really did get the short end. And not only weapons, but general concepts like damage-returning shields, and the like. So, if you could get 1 item of your choice into the game, what would it be?
It can be a unique weapon, a cool armor, some kind of misc. trinket, etc.
To get the thread started, here are some ideas from my WIP mod...
"Blademail"
----------
- 10 AC (crappy on purpose!)
- +25% overall physical resistance
- deals 2d4 piercing damage to attackers
- casting and sneaking are both disabled
"Rod of the Crimson Flaggelant"
---------------------------
- +6 clerical flail (for bypassing resistances)
- melee (but with a total range setting of 90!)
- deals *0* dmg to the target/foe being attacked!
- on hit: +2 HP to every party member within range
- on hit: -4 HP to the flagellating cleric him/herself
- 'Fervor' 3x/day (+3 att/rnd to the cleric for 15s)
"Cursed Sword of Bureaucracy"
--------------------------
- +4 cursed, yellow longsword
- deals pure damage (speed = 11)
- has a chance to confuse attackers
- on hit: removes 2d10 gold from player
{this idea isn't my own; it's from a thread}
"Gauntlets of Spectacular Resilience"
-------------------------------
- generic gauntlets (usable by anyone)
- gives +10% to all physical resistances
- disables pickpocketing while worn
- +20% miscast chance while worn
"Brambled Band"
--------------
- generic ring
- lowers CON by 1 while worn
- lowers CHA by 1 while worn
- deals 3d3 poison damage to attackers
{homage to PS:T's Ravel, and her garden}
"Cervantaux's Tomb"
------------------
- mage ring (only wiz & sorc)
- doubles the wearer's 9th level arcane spell slots
- slows casting speed by 3, and movement speed by 10%
{lore: the trapped soul inside is fighting the ring's wearer!}
"Stygian Plate"
------------
- generic plate armor
- sets fire resistance to 0
- AC set to 1; +100% cold immunity
- increases all physical resistances by +15%
- 10% chance for an attacker to be frozen for 3 sec. (no save!)
- can release a Frost Nova 3x/day (slows nearby foes by 75% for 5sec.)
{huge creatures like dragons and giants are immune to the armor's effects}
"Tojjara's Ring"
-------------
- kensai ring (pure-class only)
- gives +1 THAC0 and +1 AC while worn
- expands the wearer's critical threat range by 1
- 25% chance when hit to auto-parry the next attack
{effect is achieved by erecting 1 invisible stoneskin}
"Quello'melann"
--------------
- mage shortsword (wiz & sorc only)
- usable only by good or neutral chars
- increases user's magical resistance by 25%
- gives +1 bonus spell slot for spell levels 1-5
- gives +2 bonus to AC, and +3 bonus to saves
- sets the wielder's number of attacks per round to 0
- renders the wielder immune to the magic missile spell
- restores one sub-level5 arcane spell per in-game turn!
"Narathama"
-----------
- +4 katana usable only by fighter-mages
- all the damage dealt by the blade is magical
- requires a minimum of 14 STR and 16 INT to wield
- sets katana proficiency & number of attacks/round to 4
- increases cast speed by 2, and saves vs. magic/spells by 4
- on hit: strips 5% magic resistance from target (12 seconds)
- on hit: has a 20% chance to restore a used sub-level4 spell
- can restore 8 already-used sub-level2 arcane spells 1x/day
"The Flenser"
-----------
- generic +3 scimitar
- usable only by evil characters
- makes the holder immune to bleed effects while used
- permanently lowers the wielder's HP by 1 when equipped
- deals 2d6 slashing damage (33% for another +2d6 damage)
- chance on hit to flense (steal!): 3% (1HP), 2% (2HP), 1% (3 HP)
{the enemy HP is permanently added to the wielder's max HP!}
Infernal Contraption
-----------------
- +3 fiendish crossbow not usable by good characters
- sets attacks to 3/round, but requires 16 STR to operate!
- weighs 66lbs., and fires buzzsaws that do incredible damage
- roots the user in place for 3sec. after each shot (0 movespeed!)
- the saws do 3d3 damage, with the following on-hit properties:
50% chance for a torso hit (extra +3d3 slash dmg)
25% chance for a limbs hit (extra +4d4 slash dmg)
10% chance for a head hit (extra +5d5 slash dmg)
5% chance for a neck hit (insta-death, no save)
1% chance to hit self (misfire, perma -1 CON!)
Dustmen Contract
---------------
- miscellaneous generic item
- usable only one time, after which it disappears
- the contract can be signed by any party member, *except* the PC!
- using it gives a *permanent* +1 to all stats, +3 to all saves, and +500,000 XP!
- however, by 'signing' it, the signatory becomes immune to all resurrection magics
{basically, they gain permanent buffs, but can't be brought back from death anymore}
Darksoul Manual
--------------
- miscellaneous generic item (usable only 1x/day!)
- user permanently trades a random amount of HP for XP
- HP interval: 1-10; XP inteval: 1k-100k {rolls are random}
Gargoyle Talon
-------------
- miscellaneous generic item
- instantly envelops the user in 5 stoneskins
- the skins last only 10 seconds, but can't be breached
- usable 3x/day {thinking of maybe upping it to 5x/day}
Glowing Bottle
------------
- miscellaneous generic item
- heals 100% HP over 5 seconds (2x/day)
- has a 1% chance to break on use (vanish)
Hand of Midas
------------
- miscellaneous generic item {costs 25,000gp!}
- can be used to Transmute targets into gold coins
- on use, insta-turns a <10 HD foe into 1-10 platinum coins!
- amount of coins is dependant on target's HD {transmuting yields +1 coin/lvl.}
- these platinum coins can be sold for ~100gp each {still fiddling with this variable}
- 5% chance on use that the user himself is petrified {stone to flesh can reverse this}
{the way the item works is that it shatters the target, and drops coins at their feet!}
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