So, I've thought about what dislekcia said about classes being self-contained and not adding new items to the game in the expansion. And how there won't be new maps. But I've been playing all sorts of things on the new playthrough, and what I thought was - new subdungeons (and possibly new subdungeon non-lockerable items here and there) might actually be a great idea.
Reason I think that is that while there are quite a few subdungeons which serve as good outlets and rewards for underused and underapreciates stuff, there could be more. And it would also freshen up the game without disrupting anything (well, you can hardly go more impactful than a number of the current ones are, anyway).
So, here's some suggestions:
1) "Dodgy dodger's delight" - A 5X5 with a +10% dodge item. Large item, unlockerable, low conversion value. Rogue finds it - player overjoyed, but doesn't disrupt anything. Dwarf finds it - dwarf overjoyed, also doesn't disrupt anything. Doesn't have to be an item, but a slotless dodge buff is simply more powerful. If it is an item can have a dmg penalty or something.
2) Imawal outlet - "Unmovable object, eh?" - I know all the plant ones kinda serve as this, but I'd enjoy a subdungeon with a Miner bomb and a nigh-unkillable dude in it which you can only Imawal and then blast the statue with the mine. A cool thing, if workable would be if the guy was blocking the passageway and getting rid of the statue opened the way to something.
3) Dwarf outlet - "Power at a price" - A chance to trade 40 health for a +10% resist both. Everyone else will regret it, Dwarfs can do it.
4) "Experimental weapon" - 5X5 Bow and Arrow. One bow, one arrow. Two uses, each use deals 1 damage to the target and knocks it back for insignificant knockback. Unlockerable. For when you just need to prod stuff ^^ First use spends the arrow, then you're left with the bow, which you can obviously also throw at the enemy. "Standard issue set, one bow, one arrow".
5) Gnome Outlet - "Mana pool size envy" - trade 3 mana potions for 2 mana. Bad deal if you're not a gnome, for those times you really want that threshold.
6) Big Health Outlet - "Are you buff enough?" - if you have double the health you're supposed to have at your given level (meaning your base level health only), you get 2 strenght potions. Would be cool if overheal health also counted. EDIT: Would be REALLY cool, if if you don't have enough health you get handed a Bycepss, and if you DO have enough health, you get handed the str potions and the Bycepss (if you haven't got it allready) - to go show it off ^^ Would be a nice combination of this with the "Get in shape" idea below.
7) Elf & Dwarf Outlet - "Elvish Herbalist" - a subdungeon with an elf inside which you can activate to refresh topside blackspace around the subdungeon in some radius. The Dwarves loving kegs joke at their building does pay off, elves huffing herbs kinda goes nowhere, this should do the trick. Also work as both a trap and a payoff for guys who need their regen, bonus points if the subdungeon itself is fully revealed upon entry ^^
8) Goblin Outlet - "The Humbler" - Trade gold for a Humility. Always wondered how a random source of humility would work. If not humility, simply takes you down a level entirely, all stats included. The benefit is that you can ding two times for the same XP cost.
Anyone else has any ideas?
Even if these aren't any good, I'd say some new subdungeons in the mix, especially to prop up races without enough outlets would probably be a good thing. Names, flavor, numbers, all optional, ofc.