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#105 Some barb gear idea changes

open
nobody
None
5
2004-07-31
2004-07-31
No

A) If the status of the bearskin boots remains as the
only possible sneak item wearable by barbs, and it
remains in a extremely difficult place to reach, for god
sake make it an artifact so that it won't scrap. Right
now to get the bearskin boots involves 5 BRITTLE keys,
and killing at a minimum 1 50th level ranger mob, 2 50th
level cleric mobs, one 55th level backstabbing mob, a
60th level cleric/mage mob, and a 50th level warrior mob.
That's a lot of effort for boots that are only sneak and
travelling with a 5 ac-apply and are 12k rent.

B) If the bear-tooth earring that requires the same
effort level as above remains the only True Sight item
wearable by barbarians, making it artifact might not be a
bad idea for a ac-apply 3 item.

C) The troll bracers from evermoors are +hit regen, do
they have to be magical? The fact that you take them
off the corpse of a troll (known for their regen) and they
affect hit-regen implies natural properties, not magical
properties.

D) The cougar ring (among other items) is flagged
GLOW, and is thus barb unusable. So is anything that
HUMs, or is NODROP. Is this like triple penalty time?
Obviously if the builder meant for an item to be "magical"
they would use the MAGIC flag. I've seen a "rusty
shield" given the GLOW flag, I've seen a pile of coins
given the GLOW flag, I've seen fungus give the GLOW
flag. I've seen a wolverine claw, taken from a wolverine
corpse, given the HUM flag. The GLOW and HUM flags
are things used by inexperienced builders because
it "sounds" cool to add them. That's fine, but it is a kick
in the pants when it's not just MAGIC items that barbs
have to avoid, but HUM and GLOW as well, regardless of
whether HUM and GLOW have anything to do with
MAGIC.

Just some thoughts

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