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[svn 2714] Rampant consumerism

Posted: Sun Feb 13, 2011 9:53 pm
by greycat
In svn 2714, the shop inventories are insane. Every item in every store (except rune/infusion and jewelry stores, for some reason) is an ego, or greater-ego, or artifact.

The ring store in Angolwen is missing the dialog for making custom rings.

Re: [svn 2714] Rampant consumerism

Posted: Sun Feb 13, 2011 11:05 pm
by darkgod
Oups fixing angolwen.

As for the stores it's wanted

Re: [svn 2714] Rampant consumerism

Posted: Mon Feb 14, 2011 3:49 am
by marvalis
If I might make a small shop suggestion: at least one 2h / mace / axe in the shop (for those classes that need it to use skills, so they can buy a weapon)
Currently damage from melee is _very_ weapon dependent, and some classes really need this.

Re: [svn 2714] Rampant consumerism

Posted: Mon Feb 14, 2011 2:28 pm
by greycat
If you've actually seen the stores in post-20b svn, you'd realize that this is like asking for a Big Mac in the finest restaurant in Paris.

Suffice to say, if this isn't changed, no level 1 character is going to be buying any weapon in beta 21. They won't be able to afford one. But when they finally can buy one, it's going to be a beauty.

Re: [svn 2714] Rampant consumerism

Posted: Mon Feb 14, 2011 4:16 pm
by Freddybear
As long as the random finds in the dungeons and/or monster drops aren't completely nerfed that's OK. Makes finding that first steel battleaxe or whatever more of a thrill.

Re: [svn 2714] Rampant consumerism

Posted: Mon Feb 14, 2011 4:36 pm
by edge2054
Pretty much every piece of gear my level 23 character is wearing is a store bought greater ego. It really is a big change.

Overall I think it'll make the west much easier, characters much poorer, and allow end game characters to have the gear they want without having to be lucky.

Re: [svn 2714] Rampant consumerism

Posted: Mon Feb 14, 2011 4:38 pm
by darkgod
You had enough gold to buy a full kit by lvl 23 ?

Re: [svn 2714] Rampant consumerism

Posted: Mon Feb 14, 2011 6:32 pm
by edge2054
I sold a ton of artifacts and gems and I'm very very poor but close to a full kit yes. For about half the game I was still stuck in artifacts and gems only mode so I could have had more money really. Ego ammo probably sells for to much and once I started picking it up it probably pulled in 200+ gold by itself (but if you're still thinking about removing ammo then that'll be corrected by removing it).

Everything except my lite (phial and don't recall ever seeing a light for sale in the store), belt (calm waters), boots (found nice greater ego), and pickaxe (never seen one in a store) are store bought.

And some of these items cost over 100g and I don't think anything was under 50g. But really I sold pretty much every artifact I came across rather then holding on to them because the greater egos are just that much better then most of the artifacts that drop in the west.

Also this is the game where I misclicked on the map and didn't rescue the lost merchant so this is just from Derth, Angolwyn, and the base Lost Hope shops.

Code: Select all

Gold             : 44.46 

 In main hand
a) elemental stralite mace of ruin (34.5-48.3 power, 5 apr)
   Type: weapon / mace

34 Power [Range 1.40] (+100% Strength), 0 Attack, 5 Armor Penetration, Crit 2%
Damage type: physical
Damage on strike(melee): 10 fire,7 ice,20 acid,12 lightning.
When wielded/worn:
Attack 0, Armor Penetration 3, Physical Crit 6%, Physical power 0
Increases stats: 6 Strength.
Increases critical damage modifier: +0.14%.
Physical Crit 6%

 In off hand
b) phase dwarven-steel dagger of ruin (17.5-22.75 power, 17 apr)
   Type: weapon / dagger

17 Power [Range 1.30] (+45% Dexterity,+45% Strength), 0 Attack, 17 Armor Penetration, Crit 6%
Damage type: physical
When wielded/worn:
Attack 0, Armor Penetration 5, Physical Crit 5%, Physical power 0
Increases stats: 5 Strength.
Increases critical damage modifier: +0.10%.
Physical Crit 5%

 On fingers
c) conjurer's steel ring
   Type: jewelry / ring

When wielded/worn:
Increases stats: 4 Magic,5 Willpower.
Regenerates 0.14 mana each turn.

d) conjurer's steel ring
   Type: jewelry / ring

When wielded/worn:
Increases stats: 5 Magic,5 Willpower.
Regenerates 0.18 mana each turn.

 Around neck
e) vitalizing steel amulet
   Type: jewelry / amulet

When wielded/worn:
Increases stats: 3 Constitution.
Increases resistances: 7% blight.
Increases physical save: 6.
Regenerates 0.50 hitpoints each turn.
Maximum life 43
Maximum stamina 15

 Light source
f) Summertide Phial
   Type: lite / lite

When wielded/worn:
Light radius 4
It can be used to call light, costing 10 power out of 15/15.
   Dropped by forest troll
 Main armor
g) timelord's cashmere robe of power (2 def, 0 armor)
   Type: armor / cloth

When wielded/worn:
Armor 0, Defense 2, Ranged Defense 0
Increases stats: 6 Magic.
Increases resistances: 8% physical,8% temporal.
Increases damage type: 10% nature,19% physical,10% arcane,7% cold,8% blight,10% lightning,9% fire,8% acid,10% temporal.
Spellpower 4, Spell Crit 0%

 Cloak
h) regal cashmere cloak of implacability (2 def, 0 armor)
   Type: armor / cloak

When wielded/worn:
Armor 0, Defense 2, Ranged Defense 0
Increases stats: 4 Willpower,3 Cunning.
Increases silence immunity: 40%.
Increases confusion immunity: 40%.
Increases pinning immunity: 30%.
Increases knockback immunity: 40%.

 On head
i) arcanist's cashmere wizard hat of knowledge (2 def, 0 armor)
   Type: armor / head

When wielded/worn:
Armor 0, Defense 2, Ranged Defense 0
Increases stats: 4 Magic,3 Willpower.
Increases resistances: 7% arcane.
Spellpower 6, Spell Crit 3%
It can be used to activate talent: Manaflow (level 1), costing 80 power out of 80/80.
 Around waist
j) Girdle of the Calm Waters
   Type: armor / belt

When wielded/worn:
Increases stats: 3 Willpower.
Increases resistances: 20% blight,20% cold,20% nature.
Increases all healing by 30%

 On hands
k) temporal hardened leather gloves of regeneration (0 def, 2 armor)
   Type: armor / hands

When wielded/worn:
Armor 2, Defense 0, Ranged Defense 0
Increases resistances: 8% temporal.
Increases damage type: 5% temporal.
Regenerates 0.50 hitpoints each turn.
Regenerates 0.70 stamina each turn.
Regenerates 0.25 mana each turn.

 On feet
l) miner's pair of hardened leather boots of phasing (0 def, 9 armor)
   Type: armor / feet

When wielded/worn:
Armor 9, Defense 0, Ranged Defense 0
Fatigue 3%
Increases stats: 3 Magic,3 Willpower.
It can be used to blink to a nearby random location, costing 35 power out of 60/60.
   Dropped by Chronolith Clone
 Tool
m) miner's iron pickaxe (dig speed 37 turns)
   Type: tool / digger

When wielded/worn:
Infravision radius 1
It can be used to dig a wall, cut a tree, ..., costing 1 power out of 1/1.
   Dropped by Spellblaze Crystal
 Quiver