[Beta 4][Ideas] Last minute ideas (items/equipment)

The tools of war still need to be fleshed out a bit IMO.  Below are some ideas:

  1. daggers or bows that inflict poison with DoT.
  2. different elements on the different weapons (currently the best blade has ice damage, what about a sword with fire?)
  3. High level versions of the leather armours.  Perhaps give initiative bonus, or adds lightning damage to attacks?
  4. High level staff weapons.  Maybe give higher dodge, or elemental damage?
  5. AoE versions of the mage staves.  Heaps less damage, but does an area of effect (cone, or 3x2 area or something)
  6. Funky weapons like, Flicker striker.  A dagger that deals pure lightning damage.  Allows you to teleport, but you cannot attack a unit you start next to?
  7. Devil's Sword.  Pure fire damage (there is no blade, only a line of fire that arcs across your foes!).
  8. Mind Cap Helm.  Allows you to control another unit, but renders you defensless and immobile.  If the wearer dies while controlling something.  The something gets buffs to attack for the next 3 turns.  This would be cool :D
  9. Quicksand Mace.  Doesn't do direct damage, but turns the ground below the attacked unit to a temproary quicksand trap.  death is either success or fail, per unit basis.  only works on groups/squads etc.  chance should be higher the more full the group is, until it is 0% with 1 left in the group.
  10. Beserkers Lifesap.  Axe that steals attack rating per hit.  nerf to accuracy on it, and an initial low damage should make this fun.
  11. Ring of magic missiles.  Initiative nerf, with the ability to cast a magic missile.  does equivalent to a mid rang sword damage as ordinary damage (no element).

Feel free to add to the list people!!

2,533 views 5 replies
Reply #1 Top

If you enable cheats you can use Ctrl + I to give a hero all of the items in the game. This might help make sure that none of your suggestions are already in the game (#1 & 2 for example).

 

Otherwise there are some good suggestions there. 

Reply #2 Top

 A few thoughts.

 



daggers or bows that inflict poison with DoT.

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Poison daggers are in. Any melee weapon can be poison dot with a +poison item equipped, but there are also specifically named toxic daggers.  Poision bows are a nice concept, but very hard to balance with kiting issues. It's already a challenge to keep bowmen balanced.

 


High level versions of the leather armours.  Perhaps give initiative bonus, or adds lightning damage to attacks?

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Yes. I would like to see an upgrade path for lightly armored troops, rather than one upgrade path for all armor.

 

 


AoE versions of the mage staves.  Heaps less damage, but does an area of effect (cone, or 3x2 area or something)

End of quote

Not at the expense of spells, IMO. Magic staves already do very low damage, at least until the second tier, which comes late. Anything better, and you should have to spend mana, IMO.

 


High level staff weapons.  Maybe give higher dodge, or elemental damage?

End of quote

There are staff weapons that do melee elemental damage. Ranged staves do elemental damage, but should not be any more powerful than they already are, IMO. Again, it would be at the expense of casting magic. Anything more powerful than an average bow, and you should have to spend mana.

 



Ring of magic missiles.  Initiative nerf, with the ability to cast a magic missile.  does equivalent to a mid rang sword damage as ordinary damage (no element).

End of quote

 

I wanna cast... Magic Missle!


 

 

Reply #3 Top

Some good ideas and points

High level versions of the leather armours. Perhaps give initiative bonus, or adds lightning damage to attacks?
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Yes I very much would like a few more troop armors if only so mid game everyone isnt wearing chainmail and strong vs cutting and lategame everyone isnt blunt proof with plate.

High level staff weapons. Maybe give higher dodge, or elemental damage?
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High lv staffs that increase spell mastery/resistance and grant bonuses to spells see like a no brainer to me. Anything from reducing tactical cost, making healing more effective, to granting a fire shard when equipped. Why so few mage items?

Allowing monks some staff/robe upgrades seems important too. Not being able to upgrade an early game unit makes them totally useless.

AoE versions of the mage staves. Heaps less damage, but does an area of effect (cone, or 3x2 area or something)
End of quote

If you want a A0E staff maybe just a staff of fireball? Deals fire dmg in melee and allows holder to cast fireball every 3 turns for free.

 

 

 

Reply #4 Top

How about spells that morph the soverign or champion! Or a cloak of shadows that makes you invisible.

Reply #5 Top

For my staff idea, I was thinking along the lines of the monk staff, but higher levels of (rather than the firestaff which casts a flame dart style projectile).   Also, a lot of my ideas were based around researchable equipment, as oposed to unique equipment that can be found.  Just trying to flesh out your empire's troop selection a bit more.

I like the morph idea elutheral!!

Other ideas I've had recently:

Staff of summons.  Allows you to summon a unit in tactical.

Bow of many bites.  1 damage, has maul (the ranged version of). usual ranged weapon init reduction.  :D  death by many cuts!!

Keep the ideas coming people! :D