[ITEM REQUESTS] Item Ideas
Boaster
Member Posts: 622
Hello.
This is just going to be a small organized thread where I would like to submit some item ideas based upon items I have created in a BG mod I generated a while back called the PLUS mod (BG TuTu: PLUS). The items I concern myself with are the generally less represented items: Halberds, Spears, Flails, War Hammers (in basically that order). Bear in mind, I know BG2 represents these items fairly well on the end-game part of the spectrum. Most of the items I'm suggesting are mid-grade magicals, with some minor bonus abilities.
This is just going to be a small organized thread where I would like to submit some item ideas based upon items I have created in a BG mod I generated a while back called the PLUS mod (BG TuTu: PLUS). The items I concern myself with are the generally less represented items: Halberds, Spears, Flails, War Hammers (in basically that order). Bear in mind, I know BG2 represents these items fairly well on the end-game part of the spectrum. Most of the items I'm suggesting are mid-grade magicals, with some minor bonus abilities.
Some are more original than others. Still want to put them forward anyway.
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HALBERDS
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Halberd +1: 'Torch'
Grants wearer infravision up to 120 ft
33% chance: +1 Fire damage
66% chance: +1 Fire damage
(chances of no fire damage, +1 fire damage and +2 fire damage on attack).
Halberd +1: 'Blight'
33% chance: Invoke Blindness for 18 seconds (save vs spells -1; lasts 3 rounds).
Halberd +2: 'Shell'
AC bonus: +1
Halberd +2: 'Bonescraper'
+3 THAC0 vs Undead.
+3 damage vs Undead.
Halberd +3: 'Quicksilver'
+1 extra attacks / round.
Considered a Silver weapon (flagged as silver).
Halberd +3: 'Dragonslayer' (inspired by Dragon's Breath +4)
Add +1 randomly determined magic damage...
...add +1 Acid damage (0-20%).
...add +1 Cold damage (20-40%).
...add +1 Fire damage (40-60%).
...add +1 Lightning damage (60-80%).
...add +1 Magic damage (80-100%).
(each strike will always add +1 damage, just randomly determined).
(there's a 4% chance of doing +2 damage, at 20%, 40%, 60% and 80%).
Halberd +4: 'Death Wish'
CURSED!
Immunity to Confusion.
Immunity to Charm.
Immunity to Poison.
Immunity to Petrification.
Immunity to Stun.
Immunity to Hold.
1% chance to...
...reduce enemy life to 1% and also,
replenish wielder life to 100% (no save).
...reduce wielder's life to 1% and also,
replenish target life to 100% (no save).
Casts Remove Curse.
Can only be removed with a 'remove curse' spell.
(Being that it is Cursed, but grants the 'Remove Curse' spell,
it prevents quick switching during combat with this weapon).
Halberd +5: 'Hand of Murder' (inspired by Ravager +6)
66% chance: Ignore Enemy Physical Resistance (no save).
10% chance: Vorpal Attack (no save); (weapon glows temporarily after a vorpal attack).
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SPEARS
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Spear +4: 'Splinter'
33% chance: +1d6 damage (piercing).
66% chance: +1d6 damage (piercing).
(could add no damage, +1d6 damage, or add +2d6 damage)
(effectively doubles or triples weapon damage, not before Critical)
Spear +5: 'Black Bite'
40% chance: Invoke Blindness for 18 seconds (save vs spells -5; lasts 3 rounds).
66% chance: +1d6 Acid damage.
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FLAILS
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Flail +3: 'Ogre Beater'
33% chance: Instantly slay Ogres, Half Ogres, Ogre Mages and Ogrillons.
Flail +5: 'Crucifier'
+1 extra attacks / round.
33% chance to...
...add +1 Acid damage.
...add +1 Cold damage.
...add +1 Fire damage.
66% chance to...
...add +1 Acid damage.
...add +1 Cold damage.
...add +1 Fire damage.
(each damage bonus is rolled independently)
(could do zero Acid damage, one Cold damage, and two fire damage).
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WAR HAMMERS
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War Hammer +4: 'The Champion'
+1 Strength.
33% chance: +1 Fire damage.
66% chance: +1 Fire damage.
20% chance: Slow target (no save; lasts 1 round/6 sec).
(could add no fire damage, +1 fire damage, or +2 fire damage)
War Hammer +5: 'The King'
+1 Strength.
+1 Constitution.
33% chance: +1 Magic damage.
66% chance: +1 Magic damage.
20% chance: Stun target (no save; lasts 1 round/6 sec).
(could add no magic damage, +1 magic damage, or +2 magic damage)
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Post edited by Boaster on
2
Comments
Just some ideas on items I've put forth. Whether or not they, the BG Team, use them or where they would put them, is their call.
If I got to choose a magic item to go into the game then I would like it to have a little character beyond hitting for X amount +%chance of Y damage.
More interesting to me would be an item like a flying, talking spell book that could come in to the game as a semi permanent summon (a lot like find familiar), float around after you, and have a few of the of exotic utility spells unavailable to the player. Why would the book have these you ask? Well I'm glad you did ask, because have I got a tale for you! This is the spell book of Lief the elven mage from waaaaay across the sea, (a much better mage than any of your current group, as the book has no qualms in telling you at inopportune moments!) and owing to a misunderstanding between our magical tome, and a certain princess famous for her enormous.... eyes... Our rapscallion of a magical compendium had to smuggle himself out disguised as a common dictionary!
Soooo... you want Ubos? or maybe Lilocar's long lost brother.
The book and Lilocar would argue endlessly over which was mightier, the pen or the sword...
More on topic, I think we need to add mage hoods and hats to the game with a variety of minor buffs, otherwise it is just a wasted slot throughout the game.
That said, I do like your weapons, but I think they should either be nerfed, or in BGII, and if you do any more of them, remember that their is not a single magic club in BGI. But on the other hand, club is the most uncool weapon ever made.
Update: I forgot the Quarterstaff +3
+2 is enough and they are already overpowered
I know that when I play using BGT, I actually complete BG1+TotSC at level 8, so there's no problem when BG2 starts, but I think I did see @TrentOster saying on Twitter that they may raise the level cap to accomodate the new content. So I wonder what they'll do about importing characters to BG2EE.
Collectors Belt
Only usable by halflings and gnomes.
+4 strength when figuring weight capacity.
Old Grove Club
Only usable by Druids
Lowers opponents AC by 1 with successful hit
Holy amulet
Only Usable by Clerics
Prevents fear on all friendly units within 10 feet radius.
It's a good jumping off point, certainly. I think, incidentally, that BG2 did a much better job of representing the underrepresented weapon types; it's BG1 that's sorely lacking. If you're wielding anything other than a dagger, short sword, long sword, two-handed sword, or longbow, you're seriously missing out on what the game has to offer.
or maybe i've been playing TF2 too much...
Cool list man. The Baldur's Gate series does have a slight Halberd deficiency. Wave is really powerful though but there should be a decent one in BG1 as well. BG1 also needs: Better flail, Club, Mace, morning star.
And also a Lance deficiency