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  1. #1

    Default U39 Preview 1: New Quests Named Loot

    Sentient Jewels:
    Below are the new sentient jewels which will have a chance to drop in the chests within Update 39 quests (exact distribution TBD but likely only endchests to match typical named loot). Like all preview Sentient Jewel's, each of these is a new personality with a full suite of fully voiced lines with no mechanical differences to other Sentient Jewels. If you find that you like one of the flavor/personality of one of these new Jewels better than the one that you have already spent time leveling up you may simply feed your old Jewel to one of these and absorb all of the Sentient XP the other Jewel had accumulated. The three new Jewels are as follows:

    NOTE: These Sentient Jewels are not available in Preview 1 (as the voice recording has not yet been completed). We've listed them here to head off the questions about whether they will exist.

    • Sentient Jewel of Blackrazor A personality with an insatiable hunger for souls.
    • Sentient Jewel of Wave A personality with a love of sailing and the sea.
    • Sentient Jewel of Whelm A Dwarf personality with a long-standing grudge against Giants.

    Sentient Spark:
    The following is a special named item that can be obtained in Update 39 which can be consumed by a Sentient Weapon. When a Sentient Weapon consumes this spark, it's maximum number of attainable Filigree slots increases by 1. The 8th slot will still need to be unlocked by feeding the weapon more named loot.

    • Spark of Memory: A spark of thought, captured and infused with sentient power. Feed this spark to your Sentient Item to increase the maximum number of filigree slots by one. The slot will not be available until the item is empowered with Sentient XP.

    Sentient Filigree:
    Below are the new sentient filigree which will have a chance to drop in all places that other filigree can drop (U37-Present chests). In addition to the filigree below all previous filigree will also have a chance of dropping in U39 chests.

    Frozen Wanderer Filigree Set
    • When 2 pieces are equipped: +5% Cold Spell Crit
    • When 3 pieces are equipped: +10 Magical Resistance Rating Cap
    • When 4 pieces are equipped: Cold Mastery: Gain 50 Cold Spellpower. Melee and Ranged attacks get 4d6+1d6 per epic character level in Cold damage. This effect will not stack with other Sentient weapon procs.
    Individual Filigree
    • Intelligence +1 -~- Rare Version: & +2 PRR
    • Charisma +1 -~- Rare Version: & +2 PRR
    • Wisdom +1 -~- Rare Version: & +2 PRR
    • PRR +3 -~- Rare Version: & +2 MRR
    • Cold Spell Power +9 -~- Rare Version: & +4 Universal Spell Power
    • Arcane Spell Failure -10% -~- Rare Version: & +4 Universal Spell Power
    • Cold Absorption +5% -~- Rare Version: & +2 MRR

    Named Items:
    Below are the named items for Update 39. The quests for this update, and their named loot, are positioned at a variety of different levels. This has been done for a number of reasons (including to both fill out the low-mid epics which are lacking in both depth of content and named loot) but we recognize that it will make parsing the information contained below more difficult. We have separated the named loot into categories based on their minimum level ranges and we ask that you try to keep those in mind when evaluating any individual item.

    The following items are Minimum Level: 9/29
    Echo of Blackrazor Great Sword
    Minimum Level: 9/29
    Damage Dice: [2d6]/5[2d6+4]
    Critical Profile: 19-20/x2

    • Stealer of Souls Blackrazor hungers for the Souls of those you have defeated. On a Vorpal hit with this weapon, Blackrazor will absorb some of its Soul, draining one level from the target. When you strike the killing blow on an enemy, Blackrazor retains one Defeated Soul, up to a maximum of 5/20. Each Defeated Soul grants you +1 Profane bonus to Melee Power and +1 Profane bonus to Damage. If you block or unequip Blackrazor, the Defeated Souls will be released. Defeated Souls last for 30 seconds.
    • Vorpal/Sovereign Vorpal
    • Entropic 3d6/9d6
    • Protection from Evil
    • Orange Augment Slot

    Echo of Wave Quarterstaff
    Minimum Level: 9/29
    Damage Dice: [1d6]/5[1d6+4]
    Critical Profile: 20/x2

    • Cerulean Wave This powerful magical implement hums in your hands and resonates with icy magic. Spells you cast have a chance of freezing your targets in a block of solid ice. DC: 35/70
    • Frozen Storm Lore +11%/+29% Equipment Bonus to Cold & Electric Spell Critical Hit Chance
    • Power of the Frozen Storm +73/+202 Equipment Bonus to Cold & Electric Spell Power.
    • Underwater Action
    • Freedom of Movement
    • Swirling Icy Shield Clicky You are surrounded in a sphere of icy wind that reduces all damage (except for untyped damage) you take by 25% for one minute. 1 Charges
    • Orange Augment Slot

    Echo of Whelm War Hammer
    Minimum Level: 9/29
    Damage Dice: [1d8]/5[1d8+2]
    Critical Profile: 20/x3

    • Whelming Shockwave This weapon reverberates with incredible power. On Vorpal, this weapon triggers a Shockwave, striking its target with bludgeoning damage and dealing damage to surrounding enemies.
    • Blunt Trauma This weapon is incredibly dense and delivers especially powerful blows. When rolling a 19 or 20 on a melee attack, your critical multiplier is increased by +1.
    • Boneshatter This weapon is powerful enough to shatter the bones of those it strikes. On an attack roll of 20 which is confirmed as a critical hit, the weapon breaks multiple bones in the target's body, causing significant impairment. Creatures with skeletons take 10d6/40d6 damage and will have their movement and attacks slowed by 25% and their attack damage reduced by 25% when their bones are shattered.
    • Giant Bane 2d10/9d10
    • Orange Augment Slot

    Inferno Sniper Long Bow
    Minimum Level: 9/29
    Damage Dice: [1d8]/5[1d8+2]
    Critical Profile: 20/x3

    • Blinding Embers This weapon sheds tiny embers that can impair a creature's sight. If you roll a 20 when attacking and confirm the critical hit, the target will become blinded by a burst of fiery sparks.
    • Fiery 3d6/9d6
    • Fire Vulnerability On Hit: Applies a stack of Fire Vulnerability (1% more damage for 3 seconds. This effect stacks up to 20 times, and loses one stack on expiration.). This effect may only occur on-hit once per second.
    • Aligned
    • Red Augment Slot

    Celestial Beacon Club
    Minimum Level: 9/29
    Damage Dice: [1d6]/5[1d6+2]
    Critical Profile: 20/x2

    • Radiance +73/+202
    • Radiance Lore +11%/29%
    • Hallowed An item with this quality assists only wearers who have the ability to turn undead. Hallowed items provide an +5/19 Enhancement bonus to the maximum Hit Dice of undead turned.
    • Magical Efficiency +5%/+10%
    • Red Augment Slot

    Crabshell Buckler Buckler
    Minimum Level: 9/29
    Damage Dice: [1d10]/[2d10]
    Critical Profile: 19-20/x3

    • Chitinous Covering This shield is made of the scavenged chitinous shell of a giant crab, and is magically warded against fire. +19%/+47% Enhancement bonus to Fire Absorption.
    • Natural Armor Bonus +5/+19
    • Immunity to Slippery Surfaces
    • Guardbreaking This item enables you to break an enemy's guard in between your melee attacks. On critical hits with your melee weapons, enemies will become dazed as a result.
    • Orange Augment Slot

    Rose Quartz Sigil Stone Neck Slot
    Minimum Level: 9/29
    • Death Ward Clicky 7/15 minute duration. 1/3 Charges
    • Intelligence +5/+19
    • Insightful Constitution +2/Quality Constitution +4
    • Quality Physical Sheltering +3/+12
    • Yellow Augment Slot

    Black Opal Bracers Wrist Slot
    Minimum Level: 9/29
    • Heroism/Greater Heroism
    • Magical Sheltering +13/+50
    • Will Saves +4/+16
    • Ethereal
    • Yellow Augment Slot

    Precision Lenses Eye Slot
    Minimum Level: 9/29
    • Manslayer This devastating ability allows the wielder to defeat a humanoid opponent with a single decisive blow. On an attack roll of 20 which is confirmed as a critical hit a humanoid target will be killed. Powerful humanoids may resist the vorpal strike and instead take 100 points of damage until they have been sufficiently weakened.
    • Insightful Strength+2/+9
    • Melee Alacrity +6%/+15%
    • Action Boost Enhancement This will increase the total number of Action Boosts you can use by +1/+3. However, this additional Action Boosts will only refresh after the wielder rests.
    • Blue Augment Slot


    The following items are Minimum Level: 6/25
    Ruby Sigiled Longcoat Light Armor
    Minimum Level: 6/25
    Armor Bonus: 7/14
    Material: Leather

    • Fire Shield (Cold) Miss-Guard When you are missed, there is a 10% chance that a Fire Shield (Cold) will be cast on you. If this effect activates while you have an active Fire Shield (Hot) from another item source, they will nullify each-other.
    • Constitution +4/+11
    • Dusk/Lesser Displacement
    • Spell Resistance +9/+26
    • Blue Augment Slot

    Emerald Sigiled Halfplate Medium Armor
    Minimum Level: 6/25
    Armor Bonus: 15/26
    Material: Spiritcraft Leather

    • Fire Shield (Cold) You permanently benefit from Fire Shield (Cold), which protects you from Fire Damage and harms those who attack you. You are also permanently warded against Fire Shield (Hot).
    • Constitution +4/+11
    • Dusk/Lesser Displacement
    • Spell Resistance +9/+26
    • Blue Augment Slot

    Diamond Sigiled Full Plate Heavy Armor
    Minimum Level: 6/25
    Armor Bonus: 22/30
    Material: Steel

    • Fire Shield (Cold) When you are successfully attacked, there is a 10% chance that a Fire Shield (Cold) will be cast on you. If this effect activates while you have an active Fire Shield (Hot) from another item source, they will nullify each-other.
    • Constitution +4/+11
    • Dusk/Lesser Displacement
    • Spell Resistance +9/+26
    • Blue Augment Slot

    Shadowshimmer Cladding Clothing
    Minimum Level: 6/25
    Armor Bonus: 3/10
    Material: Cloth

    • Banishing Fists On Vorpal Hit: If an outsider struck by your attacks has fewer than 1000 Hit Points, it is instantly slain. If the outsider has above 1000 hit points, it takes 100 damage.
    • Constitution +4/+11
    • Dusk/Lesser Displacement
    • Spell Resistance +9/+26
    • Green Augment Slot

    Tattered Robe of Warding Clothing
    Minimum Level: 6/25
    Armor Bonus: 3/10
    Material: Cloth

    • Spell Penetration +2/+5
    • Constitution +4/+11
    • Dusk/Lesser Displacement
    • Spell Resistance +9/+26
    • Green Augment Slot

    Crystalline Cacophony Docent
    Minimum Level: 6/25
    Armor Bonus: Mithral: 8, Adamantine: 15/Mithral: 15, Adamantine: 26
    Material: Gem

    • Resonance +63/+128
    • Sonic Lore +9%/+19%
    • Sheltering +10/+29
    • Insightful Sheltering +5/+15
    • Blue Augment Slot


    The following items are Minimum Level: 6/23
    Memories of the Mighty Helm Slot
    Minimum Level: 6/23
    • Strength +4/+11
    • Immunity to Fear
    • Tendon Slice 3/9
    • Stunning +5/+12
    • Blue/Green Augment Slot

    Memories of the Unseen Helm Slot
    Minimum Level: 6/23
    • Dexterity +4/+11
    • Hide +8/+18
    • Move Silently +8/+18
    • Noxious Venom Spike On Damage: Do an additional 1-6/2-12 Poison Damage
    • Blue/Green Augment Slot

    Memories of Immortality Helm Slot
    Minimum Level: 6/23
    • Constitution +4/+11
    • Lifesealed You are immune to magical effects that cause instant death. In addition, you have a +17%/+30% Enhancement bonus to Negative Energy Absorption
    • Vitality +13/+36
    • Healing Amplification +16/+43
    • Blue/Green Augment Slot

    Memories of Insight Helm Slot
    Minimum Level: 6/23
    • Intelligence +4/+11
    • Insightful Intelligence +1/+5
    • Wizardry +79/+220
    • Reflex Saves +3/+9
    • Blue/Green Augment Slot

    Memories of Kindness Helm Slot
    Minimum Level: 6/23
    • Wisdom +4/+11
    • Insightful Sheltering +5/+14
    • Quality Sheltering +3/+7
    • True Seeing
    • Blue/Green Augment Slot

    Memories of Charity Helm Slot
    Minimum Level: 6/23
    • Charisma +4/+11
    • Wizardry +79/+220
    • Use Magic Device +1/+4
    • Good Luck This item gives a +2/+3 Luck bonus to all saves and skill checks.
    • Blue/Green Augment Slot


    The following items are Minimum Level: 6/21
    Crushing Coinage Morningstar
    Minimum Level: 6/21
    Damage Dice: [1d8]/2[1d8]
    Critical Profile: 20/x2

    • Transmuted Platinum This weapon, made of transmuted platinum, is slightly magically unstable, and has a chance to transfer its magic to those it strikes. Struck enemies have a small chance to turn into transmuted platinum, preventing all movement, with a DC of 35/70 negating this effect.
    • Bludgeoning 3d6/5d6
    • Smashing 5d6/11d6 on Crit
    • Metalline
    • Red Augment Slot

    Eviscerating Expenses Khopesh
    Minimum Level: 6/21
    Damage Dice: [1d8]/2[1d8]
    Critical Profile: 19-20/x3

    • Transmuted Platinum This weapon, made of transmuted platinum, is slightly magically unstable, and has a chance to transfer its magic to those it strikes. Struck enemies have a small chance to turn into transmuted platinum, preventing all movement, with a DC of 35/70 negating this effect.
    • Bludgeoning 3d6/5d6
    • BUG: Not currently being applied to the weapon Smashing 5d6/11d6 on Crit
    • Metalline
    • Red Augment Slot

    Bludeoning Bankroll Quarterstaff
    Minimum Level: 6/21
    Damage Dice: [1d6]/2[1d6]
    Critical Profile: 20/x2

    • Transmuted Platinum This weapon, made of transmuted platinum, is slightly magically unstable, and has a chance to transfer its magic to those it strikes. Struck enemies have a small chance to turn into transmuted platinum, preventing all movement, with a DC of 35/70 negating this effect.
    • Bludgeoning 3d6/5d6
    • Smashing 5d6/11d6 on Crit
    • Metalline
    • Red Augment Slot

    Cutting Currency Bastard Sword
    Minimum Level: 6/21
    Damage Dice: [1d10]/2[1d10]
    Critical Profile: 20/x2

    • Transmuted Platinum This weapon, made of transmuted platinum, is slightly magically unstable, and has a chance to transfer its magic to those it strikes. Struck enemies have a small chance to turn into transmuted platinum, preventing all movement, with a DC of 35/70 negating this effect.
    • Bludgeoning 3d6/5d6
    • BUG: Not currently being applied to the weapon Smashing 5d6/11d6 on Crit
    • Metalline
    • Red Augment Slot

    Muck's Devastation Great Club
    Minimum Level: 6/21
    Damage Dice: [1d10]/2[1d10]
    Critical Profile: 20/x2

    • Ooze Bane 2d10/4d10
    • Crushing 5d6/11d6 on Crit
    • Blazing 5d6/11d6 on Crit
    • Smashing 5d6/11d6 on Crit
    • Red Augment Slot

    Cursed Shard Dagger
    Minimum Level: 6/21
    Damage Dice: [1d4]/2[1d4]
    Critical Profile: 19-20/x2

    • Bleeding 2d8/5d8
    • Weakening 1/2 Strength damage on hit
    • Polycurse This weapon is enchanted with many diverse curses. On a critical hit an enemy may be hit with one of these effects at random: Blindness, Exhaustion, Bestow Curse, or Enervation.
    • Cold Iron
    • Red Augment Slot

    Shadowstrike Longbow
    Minimum Level: 6/21
    Damage Dice: [1d8]/2[1d8]
    Critical Profile: 20/x3

    • Unholy 2d6/5d6
    • Distant Diversion 6%/15%
    • Disintegration This weapon has a dark, insidious power deep within. Occassionally, this power lashes out violently at enemies and attempts to disintegrate them.
    • Cold Iron
    • Red Augment Slot

    Coalesced Coinage Orb
    Minimum Level: 6/21
    Damage Dice: [1d4]/[1d4]
    Critical Profile: 19-20/x2

    • Charisma +4/+10
    • Insightful Alluring Skills +4/+9 Improves the target's bluff, diplomacy, haggle, intimidate, and perform skills.
    • Insightful Radiance +31/+57
    • Insightful Radiance Lore +6%/+10%
    • Purple Augment Slot

    Platinum Prayer Beads Neck Slot
    Minimum Level: 6/21
    • Devotion +63/+115
    • Healing Lore +9%/+17%
    • Healing Amplification +16/+40
    • Dodge +4%/+10%
    • Yellow Augment Slot

    Platinum Mirror Cape Cloak Slot
    Minimum Level: 6/21
    • Transmuted Platinum Guard This glorious item shines with a warm magic, and has a chance of freezing your attackers in a cage of Transmuted Platinum.
    • Insightful Magical Sheltering +4/+12
    • Insightful Spell Resistance +5/+11
    • False Life +15/+38
    • Green Augment Slot

    Sapphire Studded Buckles Waist Slot
    Minimum Level: 6/21
    • Shield Clicky 5/20 minute duration. 1/3 Charges
    • Deception +3/+8
    • Deadly+3/+8
    • Insightful Physical Sheltering+4/+12
    • Yellow Augment Slot

    Steelweave Shinguards Feet Slot
    Minimum Level: 6/21
    • Striding 25%/Movement Speed 30%, Attack Speed 15%
    • Dodge +4%/+10%
    • Electricity Absorption +17/+28
    • Electric Resistance +15/+38
    • Green Augment Slot

    Leather Gloves of the Snake Hands Slot
    Minimum Level: 6/21
    • Search +8/+18
    • Spot +8/+18
    • Open Lock +8/+18
    • Disable Device +8/+18
    • Blue Augment Slot
    Tell me about any and all bugs you encounter by clicking here!


    NOTE: Submitting a bug in this manner is not a quick fix for past occurrences; it is instead a means of bringing issues to our attention to prevent future occurrences for both you and others. Providing detailed information, especially specifics about your account and character as well as what steps you took leading up to the issue, are critical to us being able to pinpoint the cause of any problems you have encountered.

  2. #2
    Hero JOTMON's Avatar
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    Quote Originally Posted by Cocomajobo View Post
    Echo of Blackrazor Great Sword
    Minimum Level: 9/29
    Damage Dice: [2d6]/5[2d6+4]
    Critical Profile: 19-20/x2
    Stealer of Souls Blackrazor hungers for the Souls of those you have defeated. On a Vorpal hit with this weapon, Blackrazor will absorb some of its Soul, draining one level from the target. When you strike the killing blow on an enemy, Blackrazor retains one Defeated Soul, up to a maximum of 5/20. Each Defeated Soul grants you +1 Profane bonus to Melee Power and +1 Profane bonus to Damage. If you block or unequip Blackrazor, the Defeated Souls will be released. Defeated Souls last for 30 seconds.
    Vorpal/Sovereign Vorpal
    Entropic 3d6/9d6
    Protection from Evil
    Orange Augment Slot
    Why does Blackrazer have vorpal?.. that's not a trait of Blackrazer..
    its a soul devouring vampiric/level draining weapon..

    Traits should be more in line with


    Quote Originally Posted by JOTMON View Post
    Blackrazor is an intelligent and evil blade that encouraged its wielder to kill indiscriminately, eagerly devouring the souls of those it slew.
    When wielded grants regeneration and immunity to Charm and Fear effects.
    It has a chance with each hit to drain the target's life force (levels) and convert it into healing energy and a temporary boost of speed and strength for the wielder.


    Blackrazer is an Iconic powerful weapon and should be greatly desired by players... not a meh whatever weapon...
    and be an obvious improvement over souleater/nightmare..

    I would expect Blackrazer to be a Sentient greatsword (it has been a longsword in some campaigns) pulling effect aspects from Epic Souleater and Nightmare, the fallen moon.








    Blackrazer being a Legendary Iconic weapon I would envision something like...
    Level.. 28-30..
    ~Keen
    ~Entropic
    ~Vampirism 4 (4d2)
    ~Life Stealing
    ~Trap the soul proc chance like the Vacuum from Greensteel.
    ~Taint of evil (or chaotically aligned)
    ~Demonic Might
    ~Relentless Fury
    ~Greater Heroism when equipped to cover the immunity to fear/charm, increased saves vs other mental compulsions.. Blackrazer wouldn't willingly share influence over its wielder..
    ~Orange Slot
    ~Player takes 4d2 negative energy damage(or negative healing if undead form) if the weapon is used against undead... blackrazer transfers some of the consumed life force to the wielder..




    I would think to align better into DDO some of these effects could be tied to the sentience bonus set affiliated to the weapon..

    Base Blackrazer weapon (without sentience filigree upgrades)
    Use a Drow Greatsword of the Weapon Master as a base (there is currently no greatsword here.. extrapolate based on other Drow weapons ) instead of keen.. better base/crit profile..
    Taint of Evil (or chaoticly aligned)
    ~Vampirism 4
    ~Life stealing
    ~Trap the soul proc chance like the Vacuum from Greensteel.

    Blackrazer soul gem.
    Filigrees
    2 piece - Demonic Might
    3 piece - Relentless Fury
    4 piece - Greater Heroism (or a modified Protection from Evil that actually works)
    5 piece - Vampiric Bond: At Weapon Bond 100+, your weapon provides you 20 temporary hitpoints when you damage an enemy. These Temporary hit Points scales with 200% Melee Power. This can trigger at most once every 12/9/6 seconds. (copied from the Barbarian enhancement tree Occult Slayer T5)
    Give melee the benefit of being able to scale effects with melee power.
    Last edited by JOTMON; 06-24-2018 at 07:04 AM.
    Jotmon -
    Guild: Degenerate Matter - 200
    Argo-Jotmon(HC 28/42,EC 26/36,IC 17/15,RC 14/30), Jotlock(HC 38/42,EC 36/36,IC 15/15, RC 0/30)..
    and several once viable raiding alts dumped into the packmule stables..

    Update 24: Champions... "whew, it's ok, it's only a red name" .. sad day when trash spawn Champions and their one-shot ignore fort attacks instill more party fear than the Red named bosses.
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~~~~~~~~~~~~~~~~~~~~~
    Too bad I 'purchased' maximum character slots for my account, SSG has now chosen to cater the giveaway perks to benefit multiple freebie accounts instead of the paying customers.

  3. #3
    Super Hero Arkat's Avatar
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    Quote Originally Posted by Cocomajobo View Post
    Echo of Blackrazor

    • Protection from Evil
    Say what???

    Blackrazor is an Evil weapon (according to most sources) or Chaotic Neutral (according to others). Think Stormbringer from the Elric books.

    Why on earth is it Protecting you FROM Evil???

    Honestly, the sword should AT LEAST be Evil to the extant it cuts through x/Good DR. If you wanted to actually make it do Evil damage, make it do +9d6 Evil damage in addition to it bypassing x/Good DR.



    Quote Originally Posted by Cocomajobo View Post
    Echo of Whelm

    • Boneshatter This weapon is powerful enough to shatter the bones of those it strikes. On an attack roll of 20 which is confirmed as a critical hit, the weapon breaks multiple bones in the target's body, causing significant impairment. Creatures with skeletons take 10d6/40d6 damage and will have their movement and attacks slowed by 25% and their attack damage reduced by 25% when their bones are shattered.
    So does Boneshatter work on a "Vorpal" hit such that the range is increased to 19-20 with the PSWF feat or does it ONLY proc on a 20 that is confirmed as a critical hit, notwithstanding having the PSWF feat?
    Last edited by Arkat; 06-20-2018 at 12:12 AM.
    The heart of the wise inclines to the right, but the heart of the fool to the left. - Ecclesiastes 10:2 (NIV)

  4. #4
    Systems Designer
    Lynnabel's Avatar
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    Quote Originally Posted by Arkat View Post
    Say what???

    Blackrazor is a Chaotic Evil weapon (according to most sources) or Chaotic Neutral (according to others). Think Stormbringer from the Elric books.

    Why on earth is it Protecting you FROM Evil???
    Blackrazor protects you from Enchantments and mind-altering spells, the exact effect of the 3.5 spell Protection From Evil. It is, quite literally, exactly what the sword does in the books.
    100% radical, enthusiasm enthusiast.

  5. #5
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    Black razor is selfish and won't let other evil creatures charm/dominate you.

  6. #6
    Community Member Yamani's Avatar
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    Quote Originally Posted by Cocomajobo View Post
    Echo of Blackrazor Great Sword
    Minimum Level: 9/29
    Damage Dice: [2d6]/5[2d6+4]
    Critical Profile: 19-20/x2

    • Stealer of Souls Blackrazor hungers for the Souls of those you have defeated. On a Vorpal hit with this weapon, Blackrazor will absorb some of its Soul, draining one level from the target. When you strike the killing blow on an enemy, Blackrazor retains one Defeated Soul, up to a maximum of 5/20. Each Defeated Soul grants you +1 Profane bonus to Melee Power and +1 Profane bonus to Damage. If you block or unequip Blackrazor, the Defeated Souls will be released. Defeated Souls last for 30 seconds.
    • Vorpal/Sovereign Vorpal
    • Entropic 3d6/9d6
    • Protection from Evil
    • Orange Augment Slot

    Echo of Wave Quarterstaff
    Minimum Level: 9/29
    Damage Dice: [1d6]/5[1d6+4]
    Critical Profile: 20/x2

    • Cerulean Wave This powerful magical implement hums in your hands and resonates with icy magic. Spells you cast have a chance of freezing your targets in a block of solid ice. DC: 35/70
    • Frozen Storm Lore +11%/+29% Equipment Bonus to Cold & Electric Spell Critical Hit Chance
    • Power of the Frozen Storm +73/+202 Equipment Bonus to Cold & Electric Spell Power.
    • Underwater Action
    • Freedom of Movement
    • Swirling Icy Shield Clicky You are surrounded in a sphere of icy wind that reduces all damage (except for untyped damage) you take by 25% for one minute. 1 Charges
    • Orange Augment Slot

    Echo of Whelm War Hammer
    Minimum Level: 9/29
    Damage Dice: [1d8]/5[1d8+2]
    Critical Profile: 20/x3

    • Whelming Shockwave This weapon reverberates with incredible power. On Vorpal, this weapon triggers a Shockwave, striking its target with bludgeoning damage and dealing damage to surrounding enemies.
    • Blunt Trauma This weapon is incredibly dense and delivers especially powerful blows. When rolling a 19 or 20 on a melee attack, your critical multiplier is increased by +1.
    • Boneshatter This weapon is powerful enough to shatter the bones of those it strikes. On an attack roll of 20 which is confirmed as a critical hit, the weapon breaks multiple bones in the target's body, causing significant impairment. Creatures with skeletons take 10d6/40d6 damage and will have their movement and attacks slowed by 25% and their attack damage reduced by 25% when their bones are shattered.
    • Giant Bane 2d10/9d10
    • Orange Augment Slot

    Inferno Sniper Long Bow
    Minimum Level: 9/29
    Damage Dice: [1d8]/5[1d8+2]
    Critical Profile: 20/x3

    • Blinding Embers This weapon sheds tiny embers that can impair a creature's sight. If you roll a 20 when attacking and confirm the critical hit, the target will become blinded by a burst of fiery sparks.
    • Fiery 3d6/9d6
    • Fire Vulnerability On Hit: Applies a stack of Fire Vulnerability (1% more damage for 3 seconds. This effect stacks up to 20 times, and loses one stack on expiration.). This effect may only occur on-hit once per second.
    • Aligned
    • Red Augment Slot

    Celestial Beacon Club
    Minimum Level: 9/29
    Damage Dice: [1d6]/5[1d6+2]
    Critical Profile: 20/x2

    • Radiance +73/+202
    • Radiance Lore +11%/29%
    • Hallowed An item with this quality assists only wearers who have the ability to turn undead. Hallowed items provide an +5/19 Enhancement bonus to the maximum Hit Dice of undead turned.
    • Magical Efficiency +5%/+10%
    • Red Augment Slot

    Crabshell Buckler Buckler
    Minimum Level: 9/29
    Damage Dice: [1d10]/[2d10]
    Critical Profile: 19-20/x3

    • Chitinous Covering This shield is made of the scavenged chitinous shell of a giant crab, and is magically warded against fire. +19%/+47% Enhancement bonus to Fire Absorption.
    • Natural Armor Bonus +5/+19
    • Immunity to Slippery Surfaces
    • Guardbreaking This item enables you to break an enemy's guard in between your melee attacks. On critical hits with your melee weapons, enemies will become dazed as a result.
    • Orange Augment Slot
    Kind of a biased opinion here. But comparing these to ToEE named weapons.
    Heroic versions mostly.
    ToEE has expanded crit ranges, or changes in crit multiplier, and +1.5W
    These all seem to have basic damage dice and crit range/multipliers for their respective weapon type.

    These all have unique effects based off the weapon, while ToEE has similar effects across the board.

    Truthfully IMO I think the effects of the weapons are nice but the Damage Dice and Crit Profiles need work

  7. #7
    Community Member Rhysem's Avatar
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    Quote Originally Posted by Yamani View Post
    Truthfully IMO I think the effects of the weapons are nice but the Damage Dice and Crit Profiles need work
    This. When there are builds which are viable into epic using a level 6 weapon (classic silver longbow) just because of the crit range making it so much better of a weapon than lootgen or crafted, you have a real problem. Nerfing improved critical helped, I guess, but there are so many crit-focused effects that crit seems to rule all. Non-expanded threat ranges = why bother?

  8. #8
    Super Hero Arkat's Avatar
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    Quote Originally Posted by Lynnabel View Post
    Blackrazor protects you from Enchantments and mind-altering spells, the exact effect of the 3.5 spell Protection From Evil. It is, quite literally, exactly what the sword does in the books.
    Does it protect you only from Evil creatures like the spell "Protection from Evil" is supposed to? Or does it protect you from all sources of enchantments and mind controlling effects?

    If Blackrazor only protects you from Evil creatures trying to enchant or control your toon's mind, that's a problem conceptually.

    If Blackrazor protects you from ALL creatures who are trying to enchant or control your toon's mind, you need to call the effect something like "Mental Fortress" or something similar. (I would suggest "Mind Shielding" but that's an actual D&D effect that shields your alignment.)


    Quote Originally Posted by asdfghhjkl View Post
    Black razor is selfish and won't let other evil creatures charm/dominate you.
    So it would allow Good creatures to charm/dominate you, then?

    I don't think so.
    Last edited by Arkat; 06-19-2018 at 10:54 PM.
    The heart of the wise inclines to the right, but the heart of the fool to the left. - Ecclesiastes 10:2 (NIV)

  9. #9
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    Here's the spell effect for Protection from Evil:
    Creates a magical barrier that wards a target from attacks by Evil creatures. It grants a +2 deflection bonus to Armor Class, and a +2 resistance bonus to saves versus attacks from Evil creatures.

    The target is also warded from Evil magical controls and compulsions, providing complete immunity to spells of the type: Dominate Person/Monster, Command and Greater Command regardless of the caster's alignment.

  10. #10
    Community Member xveganrox's Avatar
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    Oh my... a new Death Ward clickie?

    Get into the trashcan where you belong, Splinterskull. We’re over. At first I thought I saw another GH clickie too, but alas. A 1x 11 minute/3x 15 minute GH clickie would be awesome.

    The weapons are kind of lacklustre though. I love that there’s a wider level range than low heroics and end-game (really nice to see mid-epic gear, we need more) but no crit range boost means they’re pretty much flavor/cosmetic items. The DC35 flesh to platinum is intriguing for heroics... depending on proc rate and internal cooldown it could be nice. Or if they actually turn into a pile of platinum, which would be even cooler. Depending on proc/cooldown that QS could be fantastic for MM spam, and the other stuff on it is nice for an arcane too, especially in heroic. I hope the models for the weapons match up to the names — and if so I doubly hope there’s a mirror of glamering sale coming up!

    Side note: Hallowed going from a static +2 to much higher numbers is solid, would love to see that on more items.
    Last edited by xveganrox; 06-19-2018 at 11:20 PM.

  11. #11
    Super Hero Arkat's Avatar
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    Quote Originally Posted by asdfghhjkl View Post
    Here's the spell effect for Protection from Evil:
    Yes, the spell is supposed to protect you ONLY from EVIL creatures.

    It makes no sense for Blackrazor to protect you ONLY from Evil creatures.

    If its goal was to protect you from being mentally controlled from ALL creatures, regardless of alignment, I can see that. Just call the ability something else and make sure this new ability protects you from ALL creatures regardless of alignment.
    The heart of the wise inclines to the right, but the heart of the fool to the left. - Ecclesiastes 10:2 (NIV)

  12. #12
    Community Member lyrecono's Avatar
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    Quote Originally Posted by Yamani View Post
    Kind of a biased opinion here. But comparing these to ToEE named weapons.
    Heroic versions mostly.
    ToEE has expanded crit ranges, or changes in crit multiplier, and +1.5W
    These all seem to have basic damage dice and crit range/multipliers for their respective weapon type.

    These all have unique effects based off the weapon, while ToEE has similar effects across the board.

    Truthfully IMO I think the effects of the weapons are nice but the Damage Dice and Crit Profiles need work
    Agreed, the heroic weapns need some work in the damage department.
    However i see another problem. Slots and dr breaking.
    Do i slot ghostbane(mabar, to hit reapers), good(dr breaking, so many evil outsiders), a metal type or some kind of damage type?
    Especially on 2 handers, you realy need to add more metal&alignment types or more slots. In the current game we can't affort not hitting reapers and having our damage reduced even further(again due to reaper mode).
    I'm not just looking at the greatsword but at all the 2handers lately. The last pack with decent amount of slots on 2 handers was thunderholme and that stuff was metaline to boot.

  13. #13
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    Leather Gloves of the Snake

    I like this. Thanks.

  14. #14
    Community Member Jetrule's Avatar
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    I thinkthe new lvl 29 scepter may make a super turn focused charcter able to turn undead at cap.. Is this what the +19 was calculated for?
    Percivaul Dusol and Shortpact--The Silver Legion

  15. #15
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    I have to also add my voice to the heroic versions of the weapons being on the weak side. They need to have the 1.5 dice at least, and really need expanded profiles on some of the weapons to be competitive.

  16. #16
    Community Member edrein's Avatar
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    Quote Originally Posted by JOTMON View Post
    Why does Blackrazer have vorpal?.. that's not a trait of Blackrazer..
    its a soul devouring vampiric/level draining weapon..

    Traits should be more in line with
    I'm going to throw my vote in with Jotmon. His version was certainly more befitting of a level 29 endgame weapon that's innately sentient.

    At the very least I'd love to get his sentient gem as an option.

    As it stands I think I'd rather stick with using vistani daggers than consider going back to THF with the version of Blackrazer in the preview, but that's just me.

    (PS: I too was hoping for the most evil vampiric weapon, one that would synergize well with any melee PM build/multiclass.)

  17. #17
    Community Member edrein's Avatar
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    Red face

    On a second thought, I'd really love to see a Blackrazer sentient filigree set. Something vampiricly themed, lifesteal/level drain, vamprism, perhaps even nightmares. Essentially an upgraded version of Nightmare, The Fallen Moon that could be slotted on a weapon.

    It'd be perfect for a Blood of Vol War Soul.

  18. #18
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    Quote Originally Posted by Lynnabel View Post
    Blackrazor protects you from Enchantments and mind-altering spells, the exact effect of the 3.5 spell Protection From Evil. It is, quite literally, exactly what the sword does in the books.
    There's a long history of problems with this effect.

    If you're going to put this onto the weapon, please double check it does what you mean it to do, and specifically that the protection against mental effects also lasts for more than a couple of minutes after equipping it.

    It would be really sad if this property was broken from the get-go, especially after insisting that this is the most appropriate way to implement it.

    Thanks.
    Last edited by blerkington; 06-20-2018 at 01:02 AM.
    Astrican on Khyber

  19. #19
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    If you want total immunity from all mind controlling effects, that's Mind Blank. Yes, that's a very powerful spell/effect and yeah it should probably be on Blackrazor.

    It also should be in this game as a spell.

  20. #20
    Cosmetic Guru Aelonwy's Avatar
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    So I went on Lammania to get a look at the appearances of the new loot. I'm guessing the armors aren't done yet. The Platinum weapons look very nice, Wave and Blackrazor look good... although I was a bit disappointed that Blackrazor isn't either more shiny or maybe a little transparent like the dagger from Mabar. The bows look like direct copies of Ravenloft weapons as do the Muckbane Greatclub and the Celestial Beacon. I hope the art is just not done yet for them.

    The new helms! Wow, colored versions of the Totemic Lavalier... they're a little stark... they might look just a tad more polished with a glowy effect or maybe some transparency. I really like the color selection though. *thumbs up*

    I'll post some pics tomorrow.
    Blood Scented Axe Body Spray (Thelanis)
    Aelonwy - Wydavir - Metaluscious - Aertimys - Aelyrra - Kaelaria - Lunaura - Aelurawynn - Saurscha - Crystalorn - Aurvaeyn - Vaelyns - Wyllowynd

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