Requests For New Jewellery
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Amulet of Teleportation
- Weight: 0.3
- Defence : 0
- Price: 300 gold
- Type: Amulet
- Special Powers: Randomly casts the teleport spell while worn.
- Concept: Unpredictable, sometimes dangerous but potentially useful.
- Purpose in game: Introduce a bit of risk and strategy.
- Optional features: Could be impossible to remove it and change your
mind.
- Discussion:
Ring of Free Action
- Weight: 0.1
- Defence : 0
- Price: 500 gold
- Type: Ring
- Special Powers: Prevents the wearer from being stunned
- Concept: Stop yourself getting stunned.
- Purpose in game: Stun can be a bit overpowered. This provides a
counter to it.
- Optional features:
- Discussion: Discuss the idea here.
Ring of Courage
- Weight: 0.1
- Defence : 0
- Price: 10 gold
- Type: Ring
- Special Powers: Makes you fearless
- Concept: A very cheap ring that prevents some monsters from getting
scared.
- Purpose in game: Low cost, small benefit, decent starter rings
- Optional features:
- References:
http://steamcommunity.com/app/329970/discussions/0/305509857557110382/
- Discussion: Discuss the idea here.
Ring of Looting
- Weight: 0.1
- Defence : 0
- Price: 2000 gold
- Type: Ring
- Special Powers: Lets you carry as much stuff as an imp (Carry
Anything).
- Concept: Imps can carry a huge amount but this ring lets other
minions do that. The main sacrifice is losing fire or poison
resistence on your ring slot.
- Purpose in game: Helps when you want to loot things after or during
a battle
- Optional features: Removing the ring makes you drop it all.
- Discussion: Discuss the idea here.
Ring of Trap Detection
- Weight: 0.1
- Defence : 0
- Price: 200
- Type: Ring
- Special Powers: Allows you to walk past traps without triggering
them
- Concept: It should be possible to avoid traps sometimes.
- Purpose in game: Traps can be a bit Over Powered at the moment.
- Optional features: Disarm traps
- Discussion: Discuss the idea here.
Amulet of Dexterity
- Weight: 0.3
- Defence : 0
- Price: 300 gold
- Type: Amulet
- Special Powers: +4 dexterity
- Concept: Stat bonus equipment is pretty standard in rogue-likes
- Purpose in game: Alternative to the other amulets.
- Optional features: More expensive/higher dex bonus
- Discussion: Gloves of dexterity already present
Amulet of Strength
- Weight: 0.3
- Defence : 0
- Price: 300 gold
- Type: Amulet
- Special Powers: +4 strength
- Concept: Jewellery that boosts your stats. Pretty standard concept.
- Purpose in game: More options for stat bonus equipment
- Optional features: More expensive/higher strength bonus
- Discussion: Gloves of strength already present
Ring of Sleeplessness (Implemented in Alpha 23)
- Weight: 0.1
- Defence : 0
- Price: 10 gold
- Type: Ring
- Special Powers: Stops sleeping potions from sending you to sleep.
Also cancels the “sleeping” task while worn.
- Concept: Sleeping beauty needed this.
- Purpose in game: Cheap ring, modest rewards. Good starter ring.
- Optional features: Could also protect the player from future
sleeping spells that don’t exist yet.
- Discussion: Discuss the idea here.
Amulet of Accuracy
- Weight: 0.3
- Defence : 0
- Price: 100 gold
- Type: Amulet
- Special Powers: +10 accuracy
- Concept: Magic amulet to improve arrow and weapon accuracy.
- Purpose in game: Accuracy boost (rare).
- Optional features: Just improve ranged accuracy or just improve
weapon accuracy
- Discussion: Discuss the idea here.
- Weight: 0.3
- Defence : 0
- Price: 100
- Type: Ring
- Special Powers: Creates a small halo of darkness around the bearer
- Purpose in game: It allows creatures of the night to operate in
daylight
- Optional features: Instructions to craft such a thing should have to
be discovered
- Discussion:
Ring of Light
- Weight: 0.3
- Defence : 0
- Price: 100
- Type: Ring
- Special Powers: Creates a (rather large) halo of light around the
bearer
- Purpose in game: Improves night vision
- Optional features: Instructions to craft such a thing should have to
be discovered
- Discussion:
Ring of Stealth
- Weight: 0.3
- Price: 300
- Type: Ring
- Special Powers: The bearer turns invisible if he stands still for 10
turns.
- Purpose in game: For solo stealth operations
Lucky Ring/Amulet
- Weight: 0.3
- Defence : 0
- Price: 1000+G
- Type: Ring or Amulet (there can be only one!)
- Special Powers: The Minion that has this item equipped and this
minion alone can find extra gold on killed minions/enemies or lying
on the floor, A chance a trap won’t activate upon walking on it.
Better chance to find rare and powerful weapons/armor/scrolls. so if
you find nice looking piles of gold and loot send the Lucky minion
in and see whats there. if you send in a normal minion, and see the
loot, That is what you will get. RNG kind of thing.
- Concept: Lots of RPG’s have a ring/Necklace like this.
- Purpose in game: Gives you a lucky edge and full pockets (of Gold
that is).
- Craftable: No
- Discussion: Discuss the idea here. <-Wot E sed :l
- Weight: 0.5
- Defence : 0
- Price: 1500 G
- Type: Amulet
- Special Powers: Permits the wearer to take on a Spiritual Form at
will, becoming immune to physical damage but unable to cast spells.
- Concept:
http://classic.battle.net/war3/orc/units/spiritwalker.shtml
- Purpose in game: Acts as a way to escape tough opponents.
- Optional features: When in use, make spirits visible and
interactible. Possible Halloween event? :)
- Discussion: Discuss the idea here.
Ring of Sacrificial Power
- Weight: 0.3
- Defence : 0
- Price: N/A – MUST BE FOUND
- Type: Ring
- Special Powers: The Cycle of Sacrifice. The Cycle is an ancient
ritual that is performed by the wearers of the ring. In order to
wear the ring in its dormant state, the current owner needs to be
killed. Once the owner is killed, the current Cycle ends and a new
ritual begins. The next living creature to wear the ring is
sacrificed, their life drained instantly down to zero. The next
wearer is granted these life points as bonus damage on their next
casted ability. Once the spell is casted, 1% of the life used is
permanently kept within the ring to further boost spells in the
future on top of the next sacrifice’s life points. After the cast is
complete and the permanent life is stored, the ring may be given to
the next sacrifice to continue the current Cycle.
- Math: (Sacrificed Health + Permanent Bonus) = Total Bonus
Ability Damage
- Example: ONE HUNDRED 10-health creatures have been sacrificed
during the length of the current Cycle. A new 10-health creature
is sacrificed. (10 + 100) = 110 Total Bonus Ability Damage
- Concept: With great power comes a greater cost.
- Purpose in game: Allows the player to accumulate power through
sacrifices of their servants or slaves.
- Optional features: The eyes of the wearer (not sacrifice) grow a
brighter red with each sacrifice.
- Discussion: Discuss the idea here.
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