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Re: fixed items
Posted: Wed Aug 13, 2014 10:40 am
by yayswords
fabulaparva wrote:You just want to finish Act 3 first, don't you?
Yes.
Anyway, I'm gonna give the cloth heavy magic set a go. Once we've agreed on "reasonable bonuses", we'll have a framework for the other sets. Preliminary name: Enchanter's Trappings. This is the level 12 version. Unlike weapons, the stats are compared to having 0 in each, not bonuses over the base items. Else I'd have to figure out the base items... cough. So I'll probably just define total stats for the weapons too. Anyway...
Headpiece
+1 threshold
+1 attack
+5 defense
+8 magic
+4 speed
Chestpiece
+2 threshold
+1 attack
+9 defense
+5 magic
+3 speed
Pants
+1 threshold
+0 attack
+3 defense
+5 magic
+2 speed
Shoulderpads
+1 threshold
+1 attack
+6 defense
+7 magic
+2 speed
Bracers
+1 threshold
+1 attack
+3 defense
+5 magic
+2 speed
Boots
+1 threshold
+1 attack
+4 defense
+6 magic
+3 speed
There was a lot of gut feeling here, rather than maths. Anyway, whatcha say? I think I held back too much, my casinodruid would wear one item only

I guess they should be uninteresting compared to the those items, but I looked at Rowinda and these items feel pretty much the same as her randomized starting gear.
Re: fixed items
Posted: Wed Aug 13, 2014 11:32 am
by renke_
Else I'd have to figure out the base items
Jack, would you mind if I upload the item sheets?
There was a lot of gut feeling here, rather than maths.
imho this is the way to go, the properties of the base items may or may not helpful, but the more important part are fixed items that are (more or less) harmoniously integrated in the random generator gear.
currently not able to check (my only working act 2 save is lvl 6...) but I don't see outliers compared to my party equipment w/o mousewheeling (if I remember correctly). later today I will do a cloth set for my current party (fixed items for the first round of shopping in Dingirra)
Re: fixed items
Posted: Wed Aug 13, 2014 12:57 pm
by jack1974
No go ahead, there's nothing secret in that doc, is just the "database" of the game in practice. You need openoffice to see it correctly though (I think I hid some column/field because don't use them in SOTW).
Re: fixed items
Posted: Wed Aug 13, 2014 1:08 pm
by renke_
cool, thanks - I placed a link in the first post
Re: fixed items
Posted: Wed Aug 13, 2014 3:02 pm
by yayswords
Somehow I find myself more excited about making items I can come up with lore for...
Necklace: Carzanna's Radiance
+2 SPR, +10 to physical resistances
Carzanna "Suntouch" was a woman of little beauty but much charisma. Her dominant nature earned her both rivals and suitors. Eventually, she gained the particular attentions of a lowly commoner, a nobleman and the Grand Mogul himself. The struggle was brief, but the end uncertain. Some bards say she and the commoner fled into the desert, others that Rafik had her placed in his harem. Yet they all agree that the lovelorn nobleman, who never saw her again, had this necklace crafted as a tribute to the queen of his heart.
Re: fixed items
Posted: Wed Aug 13, 2014 3:11 pm
by jack1974
ROFL those pants are the ultimate twins EPIC ITEM!

Re: fixed items
Posted: Wed Aug 13, 2014 3:32 pm
by yayswords
jack1974 wrote:ROFL those pants are the ultimate twins EPIC ITEM!

Yeah it's a shame they can't wear them at the same time, now they're gonna have to take turns. ^^
Necklace: Lizardblood Talisman
+4 HPR, +25 water resistance
Probably more stats, maybe just more HPR, as I said I don't think HPR is as exciting as SPR. Could also have negative fire resistance if possible.
The fruits of a most uncommon joint effort between the Galanna and the Kiduu, where only 19 of the 21 craftsmen involved were assassinated during the process. The owner is advised not to wear it near lizardmen.
Necklace: Euphoria
+7 HPR
Again probably more stats in some form.
The sensation of being healed can be addictive. The closer to death, the more ecstatic the recovery. Aged warriors often covet this talisman for that reason. They do however not tend to own it for long, as giving in to the addiction means playing more and more recklessly with death. Possessing this necklace for over a month is considered a sign of great self-control.
Taking the chance to say it: If Jariel gets an epic quest weapon, it should be a harp that can be used as a bow. Right,
Rhapsody?
Re: fixed items
Posted: Wed Aug 13, 2014 4:05 pm
by jack1974
A small question

Someone (renke?) is going to add those items posted in forums in the .ods right? because when I told was fine if you added the new items, I meant adding them directly in a format that I can easily import in the game. Just wanted to make sure

thanks
Re: fixed items
Posted: Wed Aug 13, 2014 4:07 pm
by yayswords
Well yes, but I'm just throwing items out right now to see what people think. I will nerdify the info when it's final.
How do we add the lore text though? Because you are adding that button, right?

Re: fixed items
Posted: Wed Aug 13, 2014 4:20 pm
by jack1974
Yes there's already the field, is "Description", currently is unused for the randomized items, but for the unique I'll read that text and display it.
Only thing to remember is that since it goes all in one line in the .ods file you must format it using escape keys. In other word, \n means carriage return:
Code: Select all
The ultimate item\n\nMorran's pants
will be displayed as:
