[RPG] Suggested Item Enhancements

Kalanyr

Explorer
Another 8 Bit Theatre Fan.

of Invincibility (+255 Defense, -100 Strength)
(I managed to get in a Final Fantasy joke and an 8 Bit Theatre Joke in 1 post hehe)
 

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Creamsteak

Explorer
If you can get MP to work right (cause right now I don't even need it to do anything), then a Manashield and Souldrainer item would be interesting.

Manaburning: +100 Offense, -200 Mana, 2000 gp
Manashielding: +100 Defense, -200 Mana, 2000 gp
Vampiric Bloodlust: +100 Offense, -100 Health, 2000 gp
Necromantic Warding: +100 Defense, -100 Health, 2000 gp
 

Morrus

Well, that was fun
Staff member
I have the fix for the MP bug - just need to get home so I can apply it. Typing this from a tent on my mobile phone - went camping. :)
 


Sniktch

First Post
That'll be nice. I've been completely ignoring MP because I don't seem to need them to cast spells and every time I'm damaged I lose some. So why try to keep it higher than 0?
 

Creamsteak

Explorer
Morrus said:
I have the fix for the MP bug - just need to get home so I can apply it. Typing this from a tent on my mobile phone - went camping. :)

Great. Also, just a suggestion, but I think you should consider capes and cloaks to be items with no bonus to anything, but they can be magically enhanced. Maybe some of them could give bonuses (Wizard's Robes, Robes of the Archmagi), but I still think some items with a +0 bonus and a cool name would be neat.

That way you could have your "Silver Ankh" for 10 or 20, and at a higher level enchant it to be your "Silver Ankh of Fortitude."

Also, I havn't tested this yet, but it "looks" like you can enchant potions, which is just wrong.
 

Creamsteak

Explorer
Some additional pestering for when you get home Morrus, what do you think caused the Speed enchantment on my ring to disappear? Did you edit the ring's stats or anything that would have caused the enchantment to disappear?

OK, so you deleted the Speed Enhancement. Makes sense. Here are some options for the enhancements that I think would work, and round out the list thoroughly:

Code:
Berserker		Lose control to gain new strength		0	0	20	-20	200	
Stone Tower		Gain the resiliance and mobility of stone	0	0	-20	20	200	
Defending		Enchant an item to protect against danger	0	0	0	25	625	
Cleaving		Enchant an item to cut through your foes	0	0	25	0	625	
Endurance		The fortitude and toughness of the bear		40	0	0	0	635	(Rounded down from 635.2166)
Cunning			The intelligence and skill of the fox		0	40	0	0	635	(Rounded down from 635.2166)
Strength		The power and might of the bull			0	0	30	0	900	
Grace			The dexterity and speed of the cat		0	0	0	30	900	
Necromantic Warding	Your very life force is burned for protection	-50	0	0	50	1550	
Vampiric Bloodlust	Fuel your rage with your very soul		-50	0	50	0	1550	(Rounded down from 1559.849)
Amplifier		Drain away from the body to maximize magic	-100	200	-50	-50	2500	(Rounded down from 1559.849)
Elemental		Flaming, Frost, Shocking, or Acidic		0	0	50	0	2500	(Rounded up from 2474.314)
Master's		Forged by a master craftsman			0	0	30	30	2700	
Demonic			Incredible strength, but at what cost?		-20	-20	50	30	3000	(Rounded down from 3021.703)
Celestial		Righteous force to destroy one's foe		10	0	40	30	3500	(Rounded down from 3514.33)
 
Last edited:

Creamsteak

Explorer
For those numbers I used the formula of |HP or MP|^1.75 and |Strength or Defense|^2 as the base. For items with negative enchantments you put a negative in front of the ||. For items with multiple positive enchantments, the lesser enchantments cost is doubled.

So, if you wanted a +100 all stats item it would be 4*100^1.75 + 3*100^1.75 + 2*100^2 + 1*100^2 = 52135.94 (or 52000 rounded off).

I think this works fairly well for generating numbers since you reduce the value point for point of HP and MP. That isn't to say they are less valuable, because I think that HP and MP enchantments should be difficult to come by without a sacrifice of some kind, but they are on a point scale going to amount to less since you still have to pay to use extra hit points. In other words, HP and MP bonuses should be rare or costly, but Hit Points are certainly not the most economic or best single investment so they shouldn't be given the same ratings.

I also like the numbers I came up with :).

On to monsters now:

Wraiths in their current form are about level 8 or 10, and should only pay 50 gold I think. Orcs should lose some strength (bring it down to 75 I suppose) and should be about level 5 then. Trolls in their current form are approximately level 25 I'd bet, if not a slight edge higher. Dragons and such are still too far off for me to predict, but I'd bet that a Death Knight is somewhere between levels 30 and 45 (big range I realize) right now, and they will be lethal... in order to fight them simply to experience you'd need to have around 1200 hit points just to have a good chance of surviving against one for 5 or 6 rounds.
 


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