Some Thoughts on Items

So, I've had some thoughts about various items, and figured I throw them all into one big thread. Enjoy the wall of text.
Resist-Items
One of the biggest problems that has hit resistance is the newfound prevelance of resist-down monsters, most notably the bandit. These monsters are often otherwise so-called "murder-bait" that represents easily accessable XP. However, characters with resistances cannot dare attack them, and are deprived of this resource. This has had the perverse effect of making resistances "all or nothing". You either go for heavy resistance stacking, or you ignore them altogether so you can freely attack resist-down opponents, and aside from the (now relatively small) pool of dungeons which don't have a significant resist-down presence this has become a more serious problem.
I think we've lost something with this current setup. I used to be able to run characters which would only accure 25% or so resistances over the course of the game, but now this is the worst of both worlds; such a character doesn't benefit strongly from the accumulating bonus of higher resists, and it can't attack resist-down monsters either.
I propose that the Dragonshield, Tower Shield, and Blacksmith shield get a new effect: a minimum resistance threshold. This would prevent bandits and other resist-down monsters from reducing your resistances below this threshold. This would protect people who only have one or two articles of resistances, but would be of essentially no benefit to resist-stackers, which have already failed at their strategy if they actually hit this lower-bound. The dragonshield and tower shield would both offer 25% minimum resistance threshold (non-stacking; you get no additional benefit from having both) to both magic and physical resistance. Any resistances you have above that threshold could still be lost, but you're assured you can't lose anything more than 25%. The blacksmith should would offer only 15%.
This would create a middle-tier class of resistance-based characters who build up to a lower-range then call it quits so they can still fight resist-down opponents. This would also be a much needed buff for the tower shield and blacksmith shield.
Artifacts
The three artifacts - Avatar's Symbol, Namtar's Ward, and Dragonshield - have slowly been falling in prominance to the point at which they're not really even locker-worthy anymore. Dragonshield continues to work for resist-stackers, but the other two are novelties. Seeing as they cannot appear in shops, that's a bit of a problem. With my above suggestion, I don't think dragonshield would have any addition issues, but Avatar's Symbol and Namtar's Ward need attention.
Avatar's Symbol, as a one-time burst effect, is not very conductive to the kinds of playstyle that resist-stackers use. As a result, the people who want the active-use effect don't care about the resists, and the people who want the resists don't care about the active-use effect. As a result, there's basically no character that wants the entire package.
I propose that the Avatar's Symbol lose its resistances and gain a +6 bonus to base attack instead. Its active-use effect would be unchanged. A base attack boost would make it more useful at lower-levels (which is where preparations are needed most) and also would better synergize with its active-use effect of attack bonus.
Namtar's Ward is a neat little trinket that's used for chained attacks. The problem I've found is that you need to have CYDSTEPP to combo with it. The real power of Namtar's Ward is activating it after your death protection expires to get two in a row. This is essentially infeasible if it's your only source of death protection. As a result, it's just an inferior CYDSTEPP glyph otherwise.
Here is my proposal for Namtar's Ward: if you are at full health and mana, you can click on Namtar's Ward to recharge it. This will drain a portion of your health and mana (ballpark ~60%). This allows some measure of repeatability during early exploration, but would prevent it from being chained during a boss fight.
Blacksmith Items
The Perseverence Badge is just too good compared to the other offerings here. Not only is its effect superior to all the others (save perhaps the Really Big Sword in selective circumstances) but it's also a small item that won't hog valuable inventory space. So not only is it the best item, it's also the most convenient. Now, on the other hand, with HP->Attack nerfed this is the only thing keeping humans from really dominating the other races for combat-oriented classes, so a straight nerf may not be advisable. Why not, instead, buff the other blacksmith items to compensate?
The Sword and Shield are very nice at the 1st level, but fizzle out for higher-level characters. I've already proposed a buff to the shield in the earlier section, which would give it a unique role and should be sufficient to set it apart from all other preps. The sword is about equal to the perseverence badge for effect, but as a larger item it's too bulky to haul around. By the late-game, I'd much prefer a spoon (half the effect, but one fifth the inventory space) to a sword. On the other hand, the sword can't be buffed without making it approach too strongly on the fine sword, or potentially making it too strong for 1st level characters. I'm going to propose raising it to +3 and see what that does.
As for the Really Big Sword, this item is amazing against bosses with physical resists, but its massive downside means it only works for very specific game plans (the Platemail has vastly improved it, though, since by prepping that item you can clean up your popcorn safely and only have to worry about status ailments). I feel it needs a secondary effect to make it more broad than just something you haul along for fighting a specific boss. I'd propose +1 base attack per level. This would be appropriate, as slow-attack is a small penalty for low-level characters but a massive penalty for high-level characters, and the benefits would accrue along with the penalties.
Subdungeon Items
Ying/Yang's swords and Draco's Heart should really be lockerable. While I can understand not wanting to put them in shops given that they are strictly more powerful versions of items that already exist, I don't see any issue with players putting them in their locker and prepping them. The fine sword is a great prep for starter kingdoms, but isn't really locker-worthy for an advanced one, and the troll heart is just not locker worthy at all. Having slightly more powerful versions that can be lockered would add some variety.
Resist-Items
One of the biggest problems that has hit resistance is the newfound prevelance of resist-down monsters, most notably the bandit. These monsters are often otherwise so-called "murder-bait" that represents easily accessable XP. However, characters with resistances cannot dare attack them, and are deprived of this resource. This has had the perverse effect of making resistances "all or nothing". You either go for heavy resistance stacking, or you ignore them altogether so you can freely attack resist-down opponents, and aside from the (now relatively small) pool of dungeons which don't have a significant resist-down presence this has become a more serious problem.
I think we've lost something with this current setup. I used to be able to run characters which would only accure 25% or so resistances over the course of the game, but now this is the worst of both worlds; such a character doesn't benefit strongly from the accumulating bonus of higher resists, and it can't attack resist-down monsters either.
I propose that the Dragonshield, Tower Shield, and Blacksmith shield get a new effect: a minimum resistance threshold. This would prevent bandits and other resist-down monsters from reducing your resistances below this threshold. This would protect people who only have one or two articles of resistances, but would be of essentially no benefit to resist-stackers, which have already failed at their strategy if they actually hit this lower-bound. The dragonshield and tower shield would both offer 25% minimum resistance threshold (non-stacking; you get no additional benefit from having both) to both magic and physical resistance. Any resistances you have above that threshold could still be lost, but you're assured you can't lose anything more than 25%. The blacksmith should would offer only 15%.
This would create a middle-tier class of resistance-based characters who build up to a lower-range then call it quits so they can still fight resist-down opponents. This would also be a much needed buff for the tower shield and blacksmith shield.
Artifacts
The three artifacts - Avatar's Symbol, Namtar's Ward, and Dragonshield - have slowly been falling in prominance to the point at which they're not really even locker-worthy anymore. Dragonshield continues to work for resist-stackers, but the other two are novelties. Seeing as they cannot appear in shops, that's a bit of a problem. With my above suggestion, I don't think dragonshield would have any addition issues, but Avatar's Symbol and Namtar's Ward need attention.
Avatar's Symbol, as a one-time burst effect, is not very conductive to the kinds of playstyle that resist-stackers use. As a result, the people who want the active-use effect don't care about the resists, and the people who want the resists don't care about the active-use effect. As a result, there's basically no character that wants the entire package.
I propose that the Avatar's Symbol lose its resistances and gain a +6 bonus to base attack instead. Its active-use effect would be unchanged. A base attack boost would make it more useful at lower-levels (which is where preparations are needed most) and also would better synergize with its active-use effect of attack bonus.
Namtar's Ward is a neat little trinket that's used for chained attacks. The problem I've found is that you need to have CYDSTEPP to combo with it. The real power of Namtar's Ward is activating it after your death protection expires to get two in a row. This is essentially infeasible if it's your only source of death protection. As a result, it's just an inferior CYDSTEPP glyph otherwise.
Here is my proposal for Namtar's Ward: if you are at full health and mana, you can click on Namtar's Ward to recharge it. This will drain a portion of your health and mana (ballpark ~60%). This allows some measure of repeatability during early exploration, but would prevent it from being chained during a boss fight.
Blacksmith Items
The Perseverence Badge is just too good compared to the other offerings here. Not only is its effect superior to all the others (save perhaps the Really Big Sword in selective circumstances) but it's also a small item that won't hog valuable inventory space. So not only is it the best item, it's also the most convenient. Now, on the other hand, with HP->Attack nerfed this is the only thing keeping humans from really dominating the other races for combat-oriented classes, so a straight nerf may not be advisable. Why not, instead, buff the other blacksmith items to compensate?
The Sword and Shield are very nice at the 1st level, but fizzle out for higher-level characters. I've already proposed a buff to the shield in the earlier section, which would give it a unique role and should be sufficient to set it apart from all other preps. The sword is about equal to the perseverence badge for effect, but as a larger item it's too bulky to haul around. By the late-game, I'd much prefer a spoon (half the effect, but one fifth the inventory space) to a sword. On the other hand, the sword can't be buffed without making it approach too strongly on the fine sword, or potentially making it too strong for 1st level characters. I'm going to propose raising it to +3 and see what that does.
As for the Really Big Sword, this item is amazing against bosses with physical resists, but its massive downside means it only works for very specific game plans (the Platemail has vastly improved it, though, since by prepping that item you can clean up your popcorn safely and only have to worry about status ailments). I feel it needs a secondary effect to make it more broad than just something you haul along for fighting a specific boss. I'd propose +1 base attack per level. This would be appropriate, as slow-attack is a small penalty for low-level characters but a massive penalty for high-level characters, and the benefits would accrue along with the penalties.
Subdungeon Items
Ying/Yang's swords and Draco's Heart should really be lockerable. While I can understand not wanting to put them in shops given that they are strictly more powerful versions of items that already exist, I don't see any issue with players putting them in their locker and prepping them. The fine sword is a great prep for starter kingdoms, but isn't really locker-worthy for an advanced one, and the troll heart is just not locker worthy at all. Having slightly more powerful versions that can be lockered would add some variety.