Wildermyth

Wildermyth

34 ratings
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Tags: Hero, Items
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Aug 3, 2023 @ 12:06pm
Oct 21, 2023 @ 10:11pm
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Description
Adds 4 new craftable offhand items to the game, each with a unique and balanced benefit geared towards the three classes.


ITEMS:

-Moonshine: Once per combat, take a swig of moonshine to gain 4 temp HP and 1.0 speed that lasts 1 turn. (Gain "Drink Moonshine" swift action)

-Lute: A bardic instrument that grants +3 stunt chance to its user and all adjacent allies through the power of song.

-Spellbook: This reference book of common magics increases the spellcasting power of its bearer. (+1 spell damage, +0.6 potency)

-Lantern: Its gentle flame pushes back the obscuring darkness... and can be used to start fires! (+1 perception, -2 obscured, gain "Light Fire" swift action)


(Does not require DLC)
12 Comments
飞洒 Dec 9, 2023 @ 8:12am 
关于小提琴(Lute)有bug,在切换魔杖的时候游戏就出错,人物不能行动。
希望能纠正。

设计方面我蛮喜欢的,连琴弓都给它配好了。(命中后能给盟友加临时生命的剑),这样完全达到辅助的目的,给队友上了临时生命、同时也提高了重击率,作为巫师再开出义愤填膺的技能,那么对自己人治愈,对敌人有伤害的音乐就配齐了。
魔杖作为另一根琴弓在远程对付敌人的时候要用。可以用新叶,换这个琴弓的时候给自己加血。
职业名称《演奏家》
InsigniaOps Nov 7, 2023 @ 7:22am 
this is great
thelittleartist1  [author] Oct 21, 2023 @ 10:12pm 
Updated to nerf the power of the Moonshine, Lute, and Spellbook.
Sly-Scale Oct 5, 2023 @ 7:32pm 
I wouldn't call them balanced. Since legacy heroes can start a campaign with these and they don't have to spend an ability point to enhance their use, they are extremely powerful and have to be curtailed around active use.

Moonshine: On a two-turn cooldown, twice per combat, as a swift action, take a swig. At the start of the next two turns: +1 Block and +0.1 Speed, but lose 1 accuracy. These effects last until the end of combat.

Lute: Once per turn, as a turn-ending action, play a strum. Grant +7 stunt chance to yourself and allies within range 2.6, until the start of your next turn.

Spellbook: Twice per turn, as a single action, recite from your spellbook. Gain +1 spell damage until the start of your next turn.

Lantern: Once per combat, as a swift action, place your lit lantern on a nearby tile (adjacent to no scenery.) Its stats: no cover, 2 Health, no Armor, and 1 Warding.
Sly-Scale Oct 5, 2023 @ 7:31pm 
My reasoning behind the suggestions--

Moonshine -- The quintessential proactive survivability tool. I like the idea and the thematic flavor it can bring to a hero, but a one-time reactive swig is too strong and too quick. In the interest of keeping other Temp HP boosts relevant in the face of a freebie offhand like this, the requirement to take two swift swigs and wait a few turns for its full effect is more appropriate. Additionally, the 4% accuracy penalty ensures that at least one of that hero's next 25 attacks will miss... assuming they aren't already accurate enough.
Sly-Scale Oct 5, 2023 @ 7:30pm 
Lute -- Still very powerful, but requires dedication. My suggestion started at costing a swift action for +2 stunt chance and moved up to a single action for +4 stunt chance. Then I realized that many hero builds save single/swift actions, and so having a lute would just introduce the tedium of blasting the instrument whenever you didn't need those points. So, ending your turn for +7 stunt chance was the play. You move, you take a swift action, then you play the lute. Simple and not tedious. With Bard and Insight, sacrificing your turn for +24 stunt chance would help compensate the team for you not participating. If somebody uses Spiritblade on you and you get your turn back with a water stunt, that's an absolute win.
Sly-Scale Oct 5, 2023 @ 7:30pm 
Spellbook -- a freebie boost is too much and its passive effect also made staves useless, a funny thing to consider when spellshards already tip things in favor of stuff like wands and crossbows. I considered that reciting the spellbook should be a swift action... but then it would obviate Mythwalker which already struggles for being situational. Instead, making it cost a Single Action would be a serious decision to make, while still giving Mythwalkers a reason to bring one. These nerfs would reign it in to something more reasonable: a mystic's finishing tool. Since the spellbook is for yourself and not the party, all spell damage decays at the start of your hero's next turn. No, babysitting your water-weapon, heroism+ mystic with Arches+Naturalist and Spiritblade+ is just a bit too tedious.
Sly-Scale Oct 5, 2023 @ 7:30pm 
Lantern -- for being the simplest of the bunch, the suggestion that heroes should be able to set them down makes it probably the most complicated. So much so, that it shouldn't be yet another way to light fires nor give a vision radius boost. No, being deployable scenery is a huge deal: the lantern getting the tallest wall of text is proof of that.
Sly-Scale Oct 5, 2023 @ 7:30pm 
Bleeding over into Arches/Naturalist territory, a decisive drop of the lantern can stop a large enemy from going places. Doing this as a swift action is peerlessly powerful; the other two ways to spawn scenery are either Turn-Ending, Single Action, or Single Action with unreliable placement. Dropping the lantern is only a swift action because you get a single one to work with, per hero who carries one. That's not including the fact that the lantern would be already lit, and ready for mystics to pull blazes from. Even if the lit lantern is destroyed, you're left with debris and a blaze -- perfection for many builds. Keeping the same limitation as Arches (no adjacent scenery) is merely keeping balance between the two scenery spawners.
Stress Scream Sep 17, 2023 @ 2:27pm 
They are neat, but WAAAAAY strong, a shame beacuse i love the art!!