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   Forums-->Ideas and suggestions-->

Authorfaction items
i think that there is a number of items for every faction like elf maybe a new bow or a robe.....
Fascinating.
Now, instead of just tossing out a "I think that...", could you give some more precise information?
Like an actual idea?

Coding various items is quite easy, but getting the inspiration to create something that isn't overpowered or useless is harder.

Would you perhaps buy an
• Elven Bow. (Cost of 10000 gold, 25 Logs, 5 Mercury, 5 Crystals and 2 Sulfur)
Required Level: 6
Durability: 55
A beutiful elven craft, with sharp and deadly precision.
Increases ranged damage by 10%.
Can be equipped onto back.
Repair cost: 7,600
?
BTW the resource is wood not logs
what i`m sayin that a number of items can be equiped onley elf or knights that can be won in hunts dules and depend on the faction skill level and those items Increases much to the player but cost a lot and it`s durability is about 40_50
yep according to me durability could be increased of expensive items
well, here some ideas then, no proces or whaever, only as a suggestion


race specific items:
these should not be copies of existing items (so, no amulet of luck but cheaper for a race or so).
also the used slots should be important for when they take another no brainer item.

none of these items should increase critter count, they can only have effect in battle, but preferably taking on of a race spoecific strongpoint

necro:
- Cape of Despair
morale for all enemy hero's reduced by 1

- Staff of necromancy
+ 1 knowledge, + 4 spell power when using raise dead spell, + 10 % necromancy skill

- Ring of eternal night
reduces enemy initiative by 15%

- Spirit amulet
gives basic spirit link or
Spirit link is 3x more effective (regain 3 mana for 75 dmge)

- Banner of undead glory (left hand item)
all your units regenerate 15 hp a turn



Elf:
- amulet of Dire Avenger
+5 % on favored enemy chance

- Quiver of Elandar (back slot)
+ 4 shots to bowmen, + 2 to druids

- 4 leaf clover (left hand)
luck counts on hero attack

- Elven hunting bow (right hand)
+ 3 attack, hero attacks twice

Ring of elven luck
+ 25% dmg on a lucky hit


Demon:
Sword of Hellfire
+ 2 attack,
gives basic hellfire talent or
hellfire effect increased to 10 + 10/ sp

Demon fire cape
all units gain a fire shield of 1/ model in stack

Ring of gating progwess
+ 10% gated

Amulet of mana drain
20% chance of imps/ spawns to drain mana every turn instead of only 1st one

Demonic frenzy Shield
+2 defence,
all demonic units gain rage ability

Dark Elf
-Amulet of penetration
ignore all magic immunities/ magic shields

Staff of elementals
+ 1 spellpower
gives basic elemental call ability or
elemental call only costs 150 % mana

Shield of ghostly image
+2 defence
20% change on an attack, a copy of 1 unit that attacked is spawned
that unit is incorporeal and retalliation (if available) goes to that stack.
(like phantom forces, 1 hit kills it)

Ring of acceleration
increases initiative of all units by 2% per turn

cape of aticipated retribution
if enemy stack started next to target stack, there is 50% chance retalliation wil be before attack

Wizard
Staff of thraumaturgy
+ 1 spell power
successive castings on the same stack increase by 2 sp/ cast

Shield of arrow reflection
+ 1 defence
25% chance of arrows hitting the shooters instead of target

Ring of invisibility
once a battle 1 unit can become invisible as a hero action
units stays invisible till it attacks (no retalliation then) or after 3 turns
cannot be target of attacks or spells (even area spells).
(once per ring)

Amulet of the artificer
mini artifacts have 25% more effect

Cape of magical prowress
magi have + 10 mana, djinn can cast 5 times

Knight
Sword of rightiousness
+ 3 attack
grants escort ability
escort ability does 150% dmge and does not influence atb bar hero

Shield for the weak
+ 1 defence
Tier 1 critters gain 3 hp
tier 2 critters gain 2 hp
tier 3 critters gain 1 hp
tier 4 critters lose 1 hp
tier 5 critters lose 2 hp
tier 6 critters lose 3 hp

Ring of shielding
+ 1 Defence
10% less ranged damage

Amulet of leadership
increases defence of every stack by the number of friendly units in base to base

Banner of the Empire
+ 2 morale (back slot)

Barbarian
Axe of Cleaving Death
+2 attack
when a unit kills off an enemy unit, it may make a free attack immediatly after that one
(max move 1 speed)

Shield of Unbeleiving
25% change a spell targeting one of your units has no effect

Amulet of the Horde
+1 At for every friendly unit in BtB with one of your units

Bearskin cloak
+ 1 hp to all units

Ring of bloodlust
for every stack killed, all units gain 3 % inititive




Common items:
Ring of prosperity
doubles hunt gains (gold/ resources)

Ring of searching
doubles chance of finding artifacts on hunt
Just one problem.. there wil be no balance at all
Well,

dunno about balance, and also, it is just a couple of suggestions.

i think a lot of effects can influence the balance in a way that the old fashioned ways are not always as "old reliable" anymore, but that is something else than unbalanced if ye ask me.

to often everyone will play a certain race the same as anyone else, but a few new options due to these (kind of) items can change your whole way of playing.

keep in mind ye are sacrificning slots for artifacts with the basic parameters as well (amulet for luck, rings for luck and morale, weapon, shield, cloak) the most important slots are taken out and ye gain an effect for it with a chance to trigger.

and as far as i can see, all items play into a strongpoint of an army as it is now, so what is unbalanced? no suddenly tanking forestkeepers or powerhouse gremlins, just more shooting elves or casting magi, more gating demons and raising necro's, defensive knights and high powered casting dark elves.

these would be unbalancing if armies could cross combine them, but that is no option
Those are great ideas Mirz. I'd love to see some of them implemented. :)

Abdullah, see what I mean with "more precise information"?
I like the idea of faction-specific items, but you need to use proper grammer. It took me several minutes to read your post. The items should require a Faction level, and a combat level.
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