SteelStar Asks: What do you want to see in Myth Drannor Raid Loot?

Klorox

Member
@SteelStar

Ok, so what if the kukri was like, a pick (plectrum), like for an instrument but turnd into a weapon. And Idk, magically had songs like, stored inside of it. There are ancient/medieval lute picks that look a lot like a kukri blade. We got a bard quest in MD, soo

Oghma's Crystal Plectrum
5.2 [1d4+3] + 15 Slash, Magic, Crystal
18-20 / x2
Weapon Type Kukri / Slashing weapons
Perform +22
Legendary Dust
Sonic Damage: Your attacks and spells deal a large amount of stacking Sonic damage over time (ie. a sonic "fang").
Infectious Song: On hit, this has a chance of enchanting your enemies with Otto's Irresistible Dance (no save dance) - and for the love of god no limit-per-min etc. .. hiiigh will save if u must.
2 augment slots

Yeh, issa bard blade... Something like qlty accuracy/seeker would thematically make sense, as if accurately plucking strings...
Prob needs more damage effects. But really hoping for a dmg+CC kukri. Guardbreaking's cool too. Tradeoff from dino would be maybe less dmg/no alignment bypass for cc?

1400-99_StMarysChAtheringtonDevon-scaled.jpg
plectrum-1.jpg
 

PersonMan

Well-known member
A secondary roll for a consumable item. (standard drop rate that does not compete with other items and can be received in addition to them)

1 minute buff -> Treat the "rare" item list as if it were part of the standard list.
 

Eme

Well-known member
Zelliira's Lucky Hat
Sounding
+6 Good Luck
+1 Treasure Hunter's Boost ( stacks with pots & bonus week bonuses).
Exceptional Alluring SKills Bonus +10
Haggle +22
Jump +22
Perform +22
Clear Augment Slot
BLue Augment Slot

BUT CRUNCHES DOWN TO A CLEAR 'Lucky Loot' AUGMENT (BTA)-
+1 Treasure Hunter's Boost ( stacks with pots & bonus week bonuses).
 

Contessor

Well-known member
Zelliira's Lucky Hat
Sounding
+6 Good Luck
+1 Treasure Hunter's Boost ( stacks with pots & bonus week bonuses).
Exceptional Alluring SKills Bonus +10
Haggle +22
Jump +22
Perform +22
Clear Augment Slot
BLue Augment Slot

BUT CRUNCHES DOWN TO A CLEAR 'Lucky Loot' AUGMENT (BTA)-
+1 Treasure Hunter's Boost ( stacks with pots & bonus week bonuses).
Anything with +1 Loot Boost, is a waste of time, even if it stacks. +5 would be the floor of anything with value or it’s totally useless.
 

Zvdegor

Melee Artificer Freak
An equipment (non weapon) with an aoe self centered heal both repair and heal versions.
Not like greater Auto-repair or a Heal spell, need something stronger like Mending Burst or a Heal Burst.
Could be proc by hit or on vorpal. No charges pls!
 

Contessor

Well-known member
An equipment (non weapon) with an aoe self centered heal both repair and heal versions.
Not like greater Auto-repair or a Heal spell, need something stronger like Mending Burst or a Heal Burst.
Could be proc by hit or on vorpal. No charges pls!
What if the item design was a bit different?

If you get hit by any monster attack or damage from the environment (traps for example), that drops your HPs' below 0, you do not die and become immune to damage for the next 5 seconds.

After 5 seconds, you heal to full HPs and retain the immunity to damage for another 5 secs.

This effect can only proc once every 30 minutes. The long cooldown would be needed for balance. Although maybe coded where it recharges x3 if kept equipped there is more benefit vs an item swap. 30min vs 10min would be a huge tradeoff.

I would think this would be useful with no additional effects. Like an item swap until off timer. Although if made a quiver it would be ideal gear fit, but maybe slot in trinket or elsewhere if the reduction in cooldown is appealing so there is a choice.
 
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Contessor

Well-known member
Also something that compliments the fit of solar augments better, vs trying to compare with the 4 stats that 3pc artifact bonuses give you. Most of the items with solar augs make a terrible fit overall since they are not competitve. Maybe a weapon that provides additional bonuses, based on what you are equipping?

For example, if you have 3 or more sun augments, you gain ash debuff on your weapon if you equip a melee style weapon and combine that with a defensive or non-offensive bonus if you posess 3 or mroe moon augments such as true-seeing in that same example. Or better yet, maybe we collect some stuff, like in Vecna, that allows us to add our own to an solar eclipse and lunar eclipse slot for said bonuses that only activate with enough sun or moons slots in our gear. This would allow us to customize what we want. But make exclusive to main hand weapon only.
 

Archaic

Well-known member
A shield that has a 5% proc to cast Wail of the Banshee
Has strike through in its weapon bash
Has deception. And improved deception
Cover of the NewMoon
 
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srjefe

Member
I haven't had a chance to read back through this thread so someone may have already asked, but I would love to see another orb or shield similar to Hyrsam's fiddle that accepts sentience gem/xp. Thinking in particular for a caster type, but maybe it could be generic-ish such that its primary purpose is to free up the main hand for many build types.

Impulse/force would be epic as the primary enhancements and suspect would be generic enough for most caster types usage. Alternatively, stat enhancements like sharn "nearly complete" items e.g., quality or insightful char/int/wis
 

Richsteel

New member
If no one has mentioned it yet: accessories without unique art that have augment slots and sun/moon for respective slot that are Cannith craftable to further flesh out the "fill the holes" role MD seems to be wanting to serve. They would have absolute minimum levels, and would possibly help revive and give more utility to cannith crafting at end game.
 

Richsteel

New member
Or accessories with augment slots but no sun/moon that have one of the damaging effects like meltfang etc. and are cannith craftable.
 

shopach

New member
I would love to see more raid items that boost specific class abilities or spells, or work well with specific builds. Think like how Bottled Rainstorm applies the Quench debuffs on target.

I have been trying to build a Death Knight character either as a DPS or Tank build, so something that interacts with Magus of the Eclipse or Death Aura would be great.

Something like what Reflection of Wave does for Cold Druid/Sorcerers would be awesome to have to buff up Death Aura/Negative Healing Amplification, etc, or provide an immunity bypass for negative damage.

Maybe an item that reduces the self-healing penalty in reaper so that these negative healing/lifesteal type build ideas aren't gimped from the start in terms of actual endgame content.
 

shopach

New member
Another thing I would like to see are items that have bonuses that interact with wild magic to help you fine tune your wild magic build.

Sure maybe you could have an item that gives +wild magic chance, or +wild magic luck, but I think it would be great to have something that increases the likelihood that you get, for example, a defensive wild magic result when you roll a good or very good effect, so that you can lean into the defensive benefits of wild magic.

Another option might be wild magic rider effects: whenever you trigger a wild magic effect, you also heal/do damage/get a buff, etc, so you tie a positive outcome to wild magic effects, even if the effects themselves would be bad.
 

Tyrande

Well-known member
Staff of the Equinox: (since we have the rings drop in the quests)
ML33 6.0[1d6+15] + 15 Force 20/x2
- sentience
- increases previous 3 lots artifact items to 5 slots (i.e. turns the heart of Sulu or any previous minor artifacts into a 5 slot trinket)
- Alchemical Elemental Spell Attunement (i.e. Autumn, Winter, Spring & Summer corresponding to Earth, Cold, Electric and Fire spells). (we have sonic with other posters above)
- +3 exceptional spell focus (note not Bonus, and not Equipment, so this is better than dino staff)
- +3 sacred spell focus
- spell casting implement +33
- Titania's Warmth
- Season's Spell Lore +33 (Spell's critical hit chance)
- Season's Spell Enhancement +33% (Spell's damage increase of type enhancement), i.e. stacks with equipment spell power
- Legendary Salt
Orange Slot
Purple Slot
Green Slot

If put into a Soulforge turns into an augment of +3 sacred spell focus/+3 exceptional spell focus that turns into an augment that fits either a Sun augment slot or a moon augment slot.

Background story:
The Staff of the Equinox was crafted during the height of Myth Drannor’s glory, a time when the city was a beacon of magical and cultural advancement. It was created by a council of elven archmages and druids who imbued it with the essence of both the sun and the moon, symbolizing the balance of nature and magic.

The staff was used in various rituals to protect the city and its inhabitants, ensuring that the natural and magical energies remained in harmony. It played a crucial role during the Weeping War, a devastating conflict that led to the fall of Myth Drannor. The staff’s power was instrumental in holding back the invading forces, but it was ultimately lost in the chaos that ensued.

Over the centuries, the Staff of the Equinox became a sought-after artifact, with many adventurers and scholars seeking it out for its immense power and historical significance. It is said that whoever wields the staff can harness the power of both the sun and the moon, making them a formidable force in both combat and magical endeavors.

Notes: I wanted to add Sun and Moon slots into the item, but ran out of slots I think. Unless the item can be upgraded further down the road in future expansions, sure, let the item upgrade into "Goldenage Staff of the Equinox" with both Sun and Moon augment slots too.
 
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Tyrande

Well-known member
Legendary Orb of the Solstice:
ML33 6.0[1d6+15] + 15 Crystal 19-20/x2
- Doubles the active time for Channel Power, Arcane Actions, Arcane Insight and Wellspring of Power feats.
- Increases an additional 2 stacks for maximum Arcane Pulse. i.e. increases from 5->7. If the caster already have Improved Arcane Pulse from the Magus of the Eclipse tree, it increases further to 9 stacks.
- Doubles the time for Epic Moments like Greater Form in primal, Time Stop in Magus, Dragon Form in Draconic Incarnation.
- Casts Improved Mage Armor 5 times/day (caster level 33)
- Casts Radiant Forcefield 5 times/day (caster level 33)
Sun Slot
Moon Slot

If put into a Soulforge turns into an augment of double time for epic moments and arcane feats that turns into an augment that fits either a Sun augment slot or a moon augment slot.

Background story:

The Orb of the Solstice was created alongside the Staff of the Equinox by the same council of elven archmages and druids in Myth Drannor. While the staff was designed to balance the powers of the sun and moon, the orb was crafted to harness the peak energies of the solstices, the times when the sun is at its highest and lowest points in the sky.

The orb is a crystalline sphere that glows with a radiant light during the summer solstice and a cool, soothing luminescence during the winter solstice. It was used in conjunction with the Staff of the Equinox in rituals that required the amplification of solar and lunar energies. Together, these artifacts could channel immense power, allowing the wielder to perform feats of magic that were otherwise impossible.

During the Weeping War, the Orb of the Solstice was separated from the staff and hidden away to prevent it from falling into enemy hands. Legends say that the orb was entrusted to a secretive order of druids who vowed to protect it until the time came for it to be reunited with the staff.

In the centuries that followed, the orb became a myth, with many believing it to be lost forever. However, whispers of its existence have persisted, and adventurers continue to seek it out, hoping to unlock its ancient power and restore the balance that once protected Myth Drannor.
 
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