#Items Ideas and Suggestions

1 messages · Page 2 of 1

olive eagle
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the idea of cycling elements is cool though

abstract salmon
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what about dual weapon, with each dealing different damage type?

tardy cloak
# olive eagle the idea of cycling elements is cool though

Yeah, I was thinking of splitting it into two different items. One weapon that just has element cycling and a rune that remembers the amounts of each damage type that you've dealt over the past however long and releases it on a runic strike.

abstract salmon
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and if it's used as 2ndary enchant, cycle between the 2 between swings

tardy cloak
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Alright, I'll write those up later

dim hearth
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Its been really cool seeing others ideas specially when i was designing mine yeaterday!

I dont expect any of mine to make it in as i dont know how complicated it would be to implement my wacky wild ideas x3

tardy cloak
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remember! Rule of cool outclasses anything else

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If your idea simply wouldn't work, it's okay, soz will just not do it. But! If it is sufficiently cool, I know Soz will do anything in his power to adjust it and make it work. That is simply the kind of dev that he is, and we love him for it.

dim hearth
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Then im happy enough to keep throwing out ideas!

I mainly tried to play within mechanics or play styles of how the game currently operates ^^

olive eagle
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and this one:
Avalanche
on consumption of all runes causes your strike to rain massive sized hail causing freeze build up and knocking down enemies in a small radius around the struck enemy. If weapon, then on a fully charged heavy attack send out a cone of flowing snow, knocking over enemies dealing cold damage and freeze build up.

tardy cloak
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The constellations are still my baby

dim hearth
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That was you!?

tardy cloak
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Yep!

dim hearth
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I havnt touched those because thr ability sounds so cool but i only have one!

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I got very excited on stream when i saw those!

abstract salmon
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still relatively safe to upgrade of primeval, but risky to fuse with anything else

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the only risk is taking a lot of psychic damage from the weapon ending up being +5 when could have lived in ignorance, not knowing that it's going to get bricked when upgraded 💀

dim hearth
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I think a reroll mechanic eouldnt br a bad idea but i think that may be coming with the crafting overhaul?

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Sorry also on phone and just woke up x3 thats how much i love this game XD Many typos

tardy cloak
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We'll get crafting eventually so I'm not too worried about firstborning my constellations rn, I fused them with the hammer that deals more damage each hit during a swing because I wanted to test if that physical damage buff applied to the stars

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Because I'm pretty sure it does apply to kick

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It'll probably be stronger when we get bigger hordes of enemies though.

dim hearth
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I... Have to admit i did not read or understand firstborning (thats my fault i just wanted to make shiny new item) and once i saw what it did... Thats why i started suggesting the item i have x3

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I wish i had put thr new sickles on my veilrender

tardy cloak
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I think when crafting is in, I'll combine veilrender and the constellations for maximum zoning

dim hearth
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Also who ever made the new 2h scythe that weapon is so cooooooooool!

quartz badger
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I also made this: https://steamcommunity.com/app/2464530/discussions/0/828205158992236841/

@olive eagle @abstract salmon

Hey Lightnings, We'd love to share the list of the community-suggested items created by our fellow Discord member Spugelo ! It is a great way to look at the ideas that are coming from the community, and suggest your own! For that, please join our sacred Discord server and ping Spugelo directly. Please note that while we are excited to see all th...

tardy cloak
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But veilrender is pretty much a sozidar original

quartz badger
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let me know if you want this steam topic be open or locked from the comments

dim hearth
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Still really cool!

abstract salmon
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Think keeping it open is fine with me

dim hearth
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I think thats an awesome idea to show that the community is having an active hand in the development process of the game.

I can tell you for a fact that when you responded while i was designing those ideas my community was happy to see a dev interested in what their player base giving for ideas.

Think it really would encourage others to come in and support the game further.

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I do like the idea of murderous intent to work with the ring of murder. I love the idea of the marked debuff.

abstract salmon
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Added those 3 to the list, just let me know if there's something to correct

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or if want other ideas added there too. Don't mind adding . Will add automatically any that Sozidar reacts to or expressed interest to add to the game and if anybody wants to add their own idea there

dim hearth
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Im just happy to throw stuff out there and see what sticks.

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The fact ive impress soz with 3 of the 20 something ideas is more than i ever expected!

abstract salmon
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I mean the link on the steam page

abstract salmon
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wait... now it's working?

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yea now it works again...

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just google being weird I guess, sorry false alarm

dim hearth
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Sounds about right for google...

craggy mango
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what a list!!

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would it be possible to have a weapon that after a certain attack or unique animation (for the weapon) you can shift it into a different weapon?

like a sword that you can turn into a staff?

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because i got a cool idea for that

craggy mango
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with like 2 different enchantments

dim hearth
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See now im thinking of a dual blade weapon that becomes a double edged weapon.

craggy mango
# olive eagle it is possible 🤔

Weapon idea:

Yggrot, the Virulent Maw: A cursed weapon formed from the gnarled remains of an ancient, sentient tree. Its roots coil and shift at will, morphing between a twisting blade and a monstrous great hammer.

enchantment: Verdant Corruption
With a press of a button, Yggrot transforms between:

Plaguevine (Sword Form): A serrated, living blade that strikes with venomous precision. Each hit inflicts poison buildup, dealing X% poison damage over time. Critical strikes cause thorned vines to lash out, dealing bonus poison damage to nearby foes.

Witherbough (Great Hammer Form): The weapon twists into a massive, gnarled warhammer, its impact rupturing the ground with toxic roots. Heavy attacks release a burst of poisonous spores, lingering in the air and choking all enemies within range.

olive eagle
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Yggrot is such a cool name 🤤

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man now i need to implement weapon transforms too

cobalt talon
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Neither of my ideas are in there and Soz reacted to them lol

olive eagle
abstract salmon
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Sec, where at? Might have missed or reacted after I went through there

cobalt talon
craggy mango
cobalt talon
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I looked at authors lol

cobalt talon
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(its fine lol)

abstract salmon
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found that one, didn't add horse yet since I thought you might be still working on the idea

olive eagle
cobalt talon
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tbh i don't know how to workshop it more beyond the initial concept, since balance isn't fully defined atm

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stuff like cooldowns, limitations, and strenghts are really hard to define as useful but not broken i'd say

abstract salmon
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Added to the list, thank you for letting me know. Is it physical or lightning type of weapon? Not quite obvious from the post

craggy mango
cobalt talon
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that may be busted though

abstract salmon
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hmm... I'll list it as lightning damage?

cobalt talon
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lightning would be fine

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honestly so long as the birds are green i'm fine with it just doing lightning damage LOL

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im also gonna do artwork of what i think it could look like

abstract salmon
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At least would make a lot of sense to me since it's spectral

cobalt talon
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yeye

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the green is the important part lol

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not the damage type

olive eagle
abstract salmon
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Don't know many transforming weapons from fiction, but Myriad Manifestation Umbrella has to be the coolest I know. It's able to transform quite few different forms

Claw, Tonfa, Gatling Gun, Magic Staff, Lance, Ninjato, Dual Swords, Scythe, Shield (fully open umbrella) and Sword

craggy mango
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After landing multiple consecutive hits with Plaguevine, the next form swap sends out thorned vines in all directions, dealing AoE poison damage

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swapping weapons is advised, now it has better synergy

tardy cloak
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Ayakar's Razor
(Weapon)

Once weilded by the legendary warrior Ayakar, The Seven-Realm Swordsman, in his conquest across planes in pursuit for a cure to his world's plague. In one of his visits, unfortunately, he succumbed to the plague himself, and never returned...

Enchantment: Sevenfold Strikes
Each hit from a light/heavy attack with this weapon causes it to cycle to one of seven different damage types.

(Weapon likely has an indicator somewhere on it in the form of a crystal that changes colors, which lets you know what element is going to be next)

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Chromatic Rune
(Rune)

Enchantment: Chromatic
Elemental damage I deal is stored in my weapon for X seconds, and a fully charged runic strikes releases X% of that stored damage against any hit target.

(The reason I use "any hit target" is so that it synergizes with things like aoe runic strikes and chain lightning)

dim hearth
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-Weapon-

Tericius' Anvil

Power - Hammer and Nails

Your heavy attack slams the weapon into the ground dealing a large shockwave around the point of impact dealing Psychic damage and weaken to those around you. the weapon then turns into two smaller hammers that deal increased damage against targets who have become weakened. refreshing the de-buff as they continue to be struck and infusing your weapon with innate psychic damage.

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you can thank @craggy mango for giving me this idea

craggy mango
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could also be cool to have like a mystic veiled sword that turns into daggers?

dim hearth
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thats a better name i think x3

cobalt talon
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Quick concept art I made lol (ignore the wing)

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The idea would be a « stone sheathed sword » one you’re not worthy enough to use (hence the stone still being there) but you can still use its magicks to call forth the songbirds of old

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Also for the concept on the right the idea is you don’t see the blade of the sword (except only through the holes on the stone) but I drew it in an X-ray style for visual clarity lol

dim hearth
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well we have veilrender

How about Veilbreaker

Piercing reality

Build up stacks of warped reality. upon reaching 10 stacks you can unleash an over the head swing heavy attack that splits the blade into two, allowing the heavy attack to strike twice for full damage. attacks cut cleanly through all targets in front of you and at lightning speed for a short time before the weapon fuses back together again.

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how is that @craggy mango?

olive eagle
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i wanted to make a quest for an exaclibur-like weapon, and that weapon might be a reward for one of the alternate ending 😄

cobalt talon
olive eagle
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this one?

cobalt talon
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Yeah

craggy mango
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damn your really far with the game

olive eagle
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for specific quests yeah, why not

craggy mango
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wait are there npcs planned?

olive eagle
craggy mango
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oh you mean sedogor i guess

olive eagle
craggy mango
olive eagle
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appears so 😄

cobalt talon
craggy mango
olive eagle
craggy mango
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in the story of voin, does our character awaken after a great war or something? or is the war just starting?

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is there even a war? lmfao

cobalt talon
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Let the man cook

craggy mango
olive eagle
craggy mango
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lmfao

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wait sozidar, when designing places do you take inspiration from other sorts of media?

olive eagle
craggy mango
dim hearth
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most good works of fiction are inspired by others work to create their own

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im not surprised the inspiration is from LOTR and Elden Ring

craggy mango
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bloodborne

dim hearth
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Demon souls is another good one for inspiration

craggy mango
dim hearth
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hell even warhammer fantasy if you want grim dark

cobalt talon
dim hearth
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i want more areas in the undercroft of that cathedral

craggy mango
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make it a boss fight there

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lady maria style

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tbh hadracon reminds me of a mix of H.R. Giger's work + barad dur

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and that's a compliment!!

olive eagle
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you likely mean Amarict 🤔 the hub

craggy mango
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oh yeah

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i'm not good with names yk

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lmfao

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amarict**

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you use pinterest?

olive eagle
craggy mango
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i'm addicted to it

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when i'm in a creative dump i always use it to get inspiration again

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its really helpful

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i mostly get old hiphop stuff or whatever but sometimes

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i get this kind of stuff

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maybe some inspo for you?

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i didnt know amarict made jewelry

cobalt talon
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lol

olive eagle
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i'm booming with inspiration and lack of hours in a day

craggy mango
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or music is good with inspo

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if you wanna achieve a good "paradise" look in your game, like an afterlife

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listen to this

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the last track can really give you a certain vibe to work with

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and 🎸 🎸 🎸 ofcourse

craggy mango
abstract salmon
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7 goblins, is it?

quartz badger
abstract salmon
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Okay 👍

abstract salmon
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There we go, finally remade the idea for multi state heart, the other one would be suitable to be turned into a weapon as well I think... one more offensive version and the other more defensive version.

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Parallel Hearts (more offensive version, if interested in both ideas this could be turned into a weapon instead, maybe a name like "Herald" (of seasons))
4 charges

A heart that has 2 states, summer and winter. While in summer state, some physical damage is converted to fire damage. Entirely up to you to decide how big portion but I think at least 50% would make sense at +7. Charging a rune gives a temporary buff (temp to encourage cycling between the states) to all fire damage that stacks (and regeneration is boosted, but might not need?). When the runes are fully charged, perfoming a Runic Strike changes state to Winter and restores a heart charge or do AoE fire damage based on %weapon damage. Temporary buffs could either be kept or removed when changing states. While in winter state, some physical damage is converted to cold damage instead and same stacking buff, but for cold damage. (and hits could have a chance to inflict a stack of freezing). For winter's Runic Strike, the effect could be giving a temp heart (up to a max) or dealing AoE cold damage based on %weapon damage.

Enchantment 1: Two Season Cycle / Temperature Cycle / Thermodynamic Cycle

While in Summer state, X% of physical damage is converted to fire damage, each charged rune increases fire damage by X% for X seconds. Fully charged Runic Strike restores X heart charges (or creates arc of fire, dealing X% of my physical damage as fire damage) and changes state to Winter. While in Winter state, X% of physical damage is converted to cold damage, each charged rune increases cold damage by X% for X seconds. Fully charged Runic Strike gives me a temp heart charge, up to maximum of X (or creates arc of cold, dealing X% of my physical damage as cold damage) and changes state to Summer

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.
Parallel Hearts (more defensive version)
4 charges

A heart that has 2 states, summer and winter. While in summer state heart charge regeneration from hits is greatly boosted and each charged rune charged gives a stacking attack speed buff for. Fully charged runic strike changes state to winter and restores some health, either full charges or maybe give stacks of Revitalized based on number of runes/level of item. While in winter state taking any damage inflicts stacks of freezing to nearby monsters and each charged rune has a small chance to give a temp heart, or give small but stacking chance to absorb hits for a limited time. Fully charged Runic Strike changes state back to summer state and gives a temp heart.

I have a 3rd idea for winter state but might be too powerful. Keep the freezing debuff on taking damage, but when runes are fully charged, player becomes temporarily immortal (Frozen heart or call something else that makes sense), duration increased by number of runes. While immortal, player can still take damage, but cannot die when heart charges drop to 0. If player raises charges back to 1 or above, stays alive. If still at 0 when timer runs out, dead. Taking damage at 0 charges drops progress towards next charge to 0. The effect could carry over to summer state, making it easier to stay above 0 when timer runs out. I believe this would have a lot of synergy with twin fused heart since it allows the player to be far more reckless at low health.

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Enchantment 1: Two Season Cycle
While in Summer state, regeneration is X% more effective and each charged rune increases attack speed by X% for X seconds, stacks. Fully charged Runic Strike restores a heart charge (or revitalize) and changes state to Winter. While in Winter state, taking damage inflicts X stacks of Freezing on nearby monsters.
Idea 1: and each charged rune has a X% chance to give a temp heart. Fully charged Runic Strike gives a temp heart and changes state to Summer.
Idea 2: and each charged rune gives a X% chance to absorb a hit for X seconds, stacks. Fully charged Runic Strike gives a temp heart and changes state to Summer.
Idea 3: and fully charging runes freezes my heart and become unable to die for X seconds for each rune. Fully charged Runic Strike (gives a temp heart and) changes state to Summer.

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Sorry for the wall of text 😅

cobalt talon
abstract salmon
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Added counter for each element and item type to the list... almost 1/3 of all items suggested are all lightning 😂

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neutral about 40%

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and that leaves about 30% for everything else, fire, cold poison, psychic ect.

novel scarab
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lemme add to that psychic list real quick

abstract salmon
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haven't there been suggestions for powers, or did I miss them all when making the list? 🤔

novel scarab
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Archangel's Eye
"A ring forged from a mythological creature. The eye is inert, but it still feels like it's looking right at you."

The Light Of Faith.
For each missing heart charge, this ring increases psychic damage dealt by X% (scaling of 3-15 from +1-+5, 20 at +6 and 30 at +7). Whenever you deal psychic damage, add a stack of Marked onto an enemy.

novel scarab
abstract salmon
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Probably missed due to looking like a comment like any other

proud moat
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I know i've suggested some talents

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I suggested the same thing here #1319403067036139561 message but I can't find where Spugelo suggested it

craggy mango
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yeah but soz was a bit mysterious about it so not sure if he will add it

abstract salmon
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sec...

craggy mango
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like a slow beating heart

abstract salmon
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Here, Daric. That would be the one posted quite while ago. Not exactly the same, but the effect your suggestion has is same but worded differently.

proud moat
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I didn't fully understand the wording there when I was searching. I see the similarity now

abstract salmon
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My guess is that when Sozidar wrote it down and took out the unnecessary parts/edited the text to make more sense the result was basically the same 😅

proud moat
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Aside from the name, it's an exact copy of my suggestion

abstract salmon
craggy mango
proud moat
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Rime Bulwark Necklace

Effect: Hoarfrost
I gain X stacks of Frozen every X to X seconds. When I am struck, all Frozen stacks are transferred to the attacking enemy.

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Tortured Necklace Necklace

Effect: Empathy
I gain X stacks of Weakened every X to X seconds. I let out a cry each time I gain a stack of Weakened, dealing X psychic damage per stack of Weakened to nearby monsters.

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That covers all the implemented status effects

novel scarab
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You forgot about Marked

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The condition that Ring Of Murder puts onto things

proud moat
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And how would Marked even work on Lightning? Enemies can't crit. Double damage is already handled by Poisoned and HP reduction is handled by Ablaze.

novel scarab
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Every stack of Marked that the character has increases the speed of enemies

proud moat
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Wouldn't Frozen be mechanically the same?

novel scarab
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Nope

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Frozen makes you slower

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Marked makes everyone else faster

craggy mango
novel scarab
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Yes

craggy mango
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soo

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same thing really right

novel scarab
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From a player's perspective? Sure

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Until they make a build that puts both effects on them

proud moat
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My pitch would be reduced crit rate and/or crit damage. Since it guarantees a crit on the enemy.

novel scarab
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:thonk:

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Counterproposition

proud moat
novel scarab
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Instead of crit power or chance being reduced

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We invert it

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The direction of the crit I mean

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You still deal damage
except now you also get hit whenever you crit while Marked

proud moat
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Ah

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That's an idea

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idk if it's a good one, but it's an idea

novel scarab
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This is what this thread is for lmao

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ideas

proud moat
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Could also have Marked force the next crit into a non-crit

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Same vein as crit-chance/power but a more direct translation

craggy mango
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how does marked work? does it also have a visual indicator?

proud moat
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Ever use the Ring of Murder?

craggy mango
novel scarab
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bros never used the best ring in the entire game :kekw:

craggy mango
craggy mango
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i have an idea for a new ring that could be cool

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Ring of Sundering Echoes

enchantment: Echoing Demise
Slaying an enemy has a X% chance to spawn a Resonance Orb at the point of their death. Striking this orb triggers a shockwave explosion, dealing X physical damage to all nearby enemies.

  • (if it's not unique enough)

If an orb is left untouched for X seconds, it detonates automatically, dealing bonus damage based on the number of enemies slain nearby.

craggy mango
dim hearth
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The Undying heart

Firstborn heart

Unsealed fate
When you would recieve fatal damage your final heart fragments into several shards.

In this state your final heart can take several hits beforr you succumb to your wounds entirely.

However felling enemies will still regenerate this fragments and if the fragments are fully intact the heart will reform and go on a short cooldown before you are able to do so again.

However if the fragments are not fully healed before the timer ends the heart will refresh you to full hearts but the ability is lost until you die or return from your adventures.

Fear not though because even if you lose this power you gain another as the heart now gives you increased recovery per missing hearts you have and increase your damage per heart thats full.

Though something this powerful comes at a great cost. And the heart can only sustain this so many times in a single run. And each time you have activated this ability your over all hearts will have been reduced by one. (this pairs into its second effect)

State 1
3 hearts
Final heart on fatal hit fractures into 3 pieces scaling with bonus
Can do this up to 3 times and preventing regeneration of 1 heart each time this state is achieved or if fractured hearts are not filled upon completion of the effect it goes into stage 2.

Stage 2
5 hearts
Increased heart regeneration per missing heart and increased damage per full heart

Heart goes back to stage 1 when finally killed or if the player returns home.

novel scarab
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Wait

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is

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Are you suggesting an item already a firstborn quality?

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Like from the get-go?

dim hearth
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Yes because it acts like 2 hearts combined with different effects entirely

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Could be something even crafted

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Ive been sitting on this one pondering how to make it work with positives and negatives while still being very attractive

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With a fun gameplay loop but one that doesnt last forever

novel scarab
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Interesting

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it is certainly an idea of all time

dim hearth
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So far i havnt seen a no on anything but designing things that are related to the current skills ^^

So why not take a shot in the dark on creating a unique heart?

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Besides was told rule of cool out weights everything and it certainly feels very cool to me.

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And soz is more than welcome to tweak it how theh see fit if they like it as well ^^

novel scarab
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It feels like it's a bit too complicated of an item so far

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lemme see...

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Instead of having two states, I think it would make sense if there was just one state
But, you could play a sort of ring-around-the-rosie with death, by keeping your heart "shattered" but not destroyed

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In that sense...

dim hearth
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Would act like a form of temporary hearts that you couks regen and the effect has a duration before it goes on cool down if you maintain all temporary hearts

novel scarab
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Unsealed Fate
Whenever the character would recieve fatal damage, all the heart charges crack, filling out again. In this state, they are passively drained by an X amount every second, and physical damage is increased by X% for every heart that remains active. If a cracked heart would lose a full charge, it is no longer usable until the character dies. For every heart that is deactivated, increase attack and movement speed by X%.

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Do you like your chances, boy?

dim hearth
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But yeah, was something i was cooking and thought it would be an interesting idea to have something.

novel scarab
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it is a cool idea to have a heart that does not let you die

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wait

dim hearth
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Exactly!

novel scarab
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The item's description

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I have the perfect one

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"But It refused."

dim hearth
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I like it!

novel scarab
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you dont know where the quote is from, do you?

dim hearth
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I just woke up so no x3

novel scarab
dim hearth
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OH UNDERTALE!

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because of course everything needs an undertale reference x3

novel scarab
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oh please we already have a doom reference in the game

dim hearth
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I must have missed it x3

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Which is bad because doom is my channels whole shtick

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but yeah, Soz if you like that heart idea, you are more than welcome to play with it as you see fit to work within whats already established in game ^^

craggy mango
craggy mango
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Amulet of Hollow Oaths

Artifact

Forsaken Legion
Slaying an enemy has a X% chance to revive them as a Corrupted Ovrat, fighting by your side for the duration of the battle. Up to X Ovrats can be summoned during a fight. Once all enemies in the fight are vanquished, the Ovrat(s) crumble into dust.

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Not sure if this is possible to implement but would be an idea?

abstract salmon
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Mundane Whetstone (Artifact)
An artifact that weakens all non physical damage, but increases physical damage in return.

Enchantment 1: Physical Purity
Physical damage increased by X% and all other types of damage reduced by X%

eager hare
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Thief's folly (weapon)

Empty-handed
Whenever you open a chest, you gain X% jump height, X% attack speed, and X movespeed, but luck and ichor gain are reduced by X%. This effect persists until the weapon is either unequipped or discarded

When the coffers are dried up, what then?

abstract salmon
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Finally finished statistics page, looks like this atm

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For sure missing some powers that were suggested in #🏰𝐄𝐍│voin-chat or here, but in form of discussion instead of a single compact message, making it very easy to miss when scrolling through. Please let me know if anybody spots those... and if I missed any items that were added to the game and were community suggestions

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Took longer to make since everything there will automatically sort itself out when I add more items to the list

proud moat
abstract salmon
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Not entirely sure what do you mean, but as long as it's something that was suggested in some form, even if just having a chat Sozidar showed interest in the idea that would be enough. But can still add suggestions to the list if requested regardless.

proud moat
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That means stuff Sozidar modified from the original suggestion

abstract salmon
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Yea, I think it's somewhat expected that not all ideas can be implemented 1:1

proud moat
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Ritual of Conductivity's visual is based on Thunder Guard, and Stormforged Strikes feels inspired by Brewing Storm.

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Rolling Death is confirmed based off of Static Step

abstract salmon
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Got it, I'll mark it as added and edit it to match the ingame item

proud moat
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Deafening Rage came about from a convo I had with Sozidar, but I don't think it had a specific suggestion. I implanted to the idea of rages being unique and Sozidar came up with yelling to deal psychic damage

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Here's the convo

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Nothing got marked with 📝 so probably not something to accredit to anyone but Sozidar

abstract salmon
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Yea, saw it and just wasn't sure about it. Seemed like an item that had more than one working on it. Not against either way, but I don't think that it's something for me to decide

proud moat
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Since no one got the mark from Soz, I'll chock the credit up to him

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Searing Whirl (Scorched Twins) was definitely a suggestion, too. Looking for who it was from

abstract salmon
#

Oh yea now I remember... just would need to find the original message somehow

proud moat
#

I think it was HeccinParagon, but also having trouble finding the OG suggestion. It may be a heavily modified one

#

I haven't asked, but Avatar of Undeath feels inspired from one of my swing manipulation ones. 🤔

tardy cloak
#

this and the one below it are both sorta involved I think

proud moat
#

That's all the items I can identify. Aside from maybe Veilrender (per above), I have no idea where the cold items originated from.

#

Well, it's not an item, but I do know what Frozen does is from our discussions in here. That one was multiple people all agreeing on shattering being a mechanic.

abstract salmon
#

I think that cold sword is based on a weapon that was in the demo but wasn't in current version, but modified

proud moat
#

Frostcore

#

I remember someone saying "it returned"

abstract salmon
#

That one, at least in the wiki there is a sword that sounds like it, but it was entirely passive rather than expanded by hitting enemies

#

But yea, now I see the difficulty. Like, at what point is the item too different from the original idea

#

Probably better to just ask if Sozidar wants to credit somebody in these cases

proud moat
#

If you can, add a second state to the added checkbox so we can distinguish between added as-is and modified

abstract salmon
#

could, but that I think would make it even harder to distinguish whether to check that box or not. Like how small has the change to be so it's no longer added as is... like is the name different? Is the effect slightly changed to make it more balanced? Is something minor added in? Is something removed?

#

that alone would probably disquality very large portion of the suggestions for the current check box

#

I have 2 ideas... guess can always just ask, or I could figure out how to give Sozidar rights to edit the original sheet so he can check boxes or add in stuff if he wishes to. If I remember right it's possible to set it to anybody with a link can edit the file

tardy cloak
#

Yeah you should give Soz edit access

abstract salmon
#

As long as it's fine with him, I'll DM a link

proud moat
#

We've seen screenshots of Soz's own spreadsheet and he does mark who's idea what items are

abstract salmon
#

Btw, do you want to include the original name used in suggestion? Can do : Rolling Death (Static Step) so can see what was the original name in the idea

#

I plan to update added items description to match the ingame item so it's clearer which one made it to the game

#

and probably would be nice to mention the original name too

#

For the rest I think would be better to confirm with Sozidar which ones to credit a community member for... at least don't have to guess with the upcoming items since he did confirm that all of them are ideas given by community.

proud moat
#

iirc 6 from you, 4 from me

abstract salmon
#

and at least 1 was somebody else, I think?

proud moat
#

Of the two he's spoiled, 1's mine, 1's yours

#

We'll see for the rest. If things go well, we should see the patch today

abstract salmon
#

I thought there was a 3rd one confirmed

proud moat
#

Chilling Reminder and Venomosity are the ones I 'member

abstract salmon
#

Very possible I just misread or misremembered and somehow mixed it up with your idea that was confirmed

#

Good thing you mentioned it... I remember adding that idea to the list but now I can't find it. It probably became a victim of a bad case of copy paste incident

craggy mango
#

i have a lotr inspired weapon

#

Shards of Narsil

A blade once broken, reforged in defiance of fate. Its fragments remember the battles of old.

Enchantment: Echoes of the Fractured King

spending a knockback charge unleashes a volley of shards from the blade, striking enemies within range for X% of physical damage. Each shard pierces through foes, embedding deep before shattering in a burst of damage.

#

the blade features a gondorian looking sword made fully out of large shards

#

could be a cool homage?

proud moat
#

That's a cool effect. But if it's effect is tied to runic strike, it should be a rune. Otherwise, the effect should be tied to heavy attack / knockback charges.

craggy mango
#

knockback charges maybe?

dim hearth
#

Im still confused on how knockback charges work

abstract salmon
#

you use heavy attack or kick, if you have a charge it is used and stuns the enemy

#

or anything else that can stun

dim hearth
#

Neat!

#

I shall work on more ideas that use knockback charges then

craggy mango
abstract salmon
#

Have to mention that it is not very effective against bosses tho, and some enemies seem to be resistant as well

proud moat
#

Each enemy has their own knockback animation. Some are shorter/longer than others.

#

The charge is still consumed against bosses, but they don't have an animation and aren't interrupted. So yes, they aren't effective, but you can still trigger knockback charge related effects on them.

abstract salmon
#

oh that shard weapon gave me an idea... what about a segmented sword that does a regular swing on normal attacks, but disassembles and be connected by something, extending the range on heavy attacks significantly? 🤔

proud moat
#

I like extended range stuff, but beware of Cleave TUNICDEAD

novel scarab
#

So a chain sword

#

Wait, no, different thing

abstract salmon
novel scarab
#

There's a really flexible sword irl the name I forget of

#

It's indian I think?

#

Yeah it comes from kerala

proud moat
#

In fantasy, there's snake swords.

novel scarab
#

An urumi is an Indian sword with a flexible, whip-like blade, secretly worn around the waist. Originating in modern-day Kerala, a state in southwestern India, it is thought to have existed from as early as the Sangam period.
It is treated as a whip sword, razor-sharp on both sides, made from a special combination of strong, flexible, sharpened s...

#

Found it

craggy mango
#

same kind of idea i had with that living weapon that turned into a hammer from a blade

abstract salmon
#

probably better to avoid additional keys that are not in use. Game needs to work on controllers too

novel scarab
#

voice activated 'stendo sword

craggy mango
#

not sure about how the interaction would work

novel scarab
#

"it grows when I'm mean to it"

craggy mango
#

probably after a certain amount of kills it automatically switches or something?

#

hmmm

dim hearth
#

Honestly like the idea of using a knockback charge to do a special effect regardless of if it does its stun. Kinda like have a power on a power

proud moat
#

I see it as a way to balance powerful effects. Knockback charges return slowly, afterall.

craggy mango
proud moat
#

Blazing Glory Artifact
Increase resistance to fire damage by X%. Gain X% critical chance per stack of Ablaze I am afflicted by.

#

Eternal March Artifact
Increase resistance to ice damage by X%. Gain X movement speed per stack of Frozen I am afflicted by.

#

Cancerous Wounds Artifact
Increase resistance to poison damage by X%. Light and heavy attacks restore X% more Heart Charge per stack of Poisoned I am afflicted by.

tardy cloak
#

Artifacts being defensively oriented does sound quite nice

proud moat
#

They're based off the Emerald Key / Power Within

tardy cloak
#

I see!

abstract salmon
#

I guess resistances could reduce the damage by giving progress towards restoring a charge

novel scarab
#

Wouldn't that be more in-line with the concept of absorption?

abstract salmon
#

Potentially givinv it back right away if was close enough

novel scarab
#

yeah that's just bloodborne

abstract salmon
#

Not exactly. Absorb is luck based like crit hits, while resistances are meant to be consistent and not based on luck

novel scarab
#

Why would absorb be luck based

#

You either do, or don't

abstract salmon
#

Its just how it is in the game

novel scarab
#

brother

abstract salmon
#

Chance to taje 0 damage

novel scarab
#

there is no absorption mechanic in game

abstract salmon
#

There is... northern heart

novel scarab
#

that's nullification

abstract salmon
#

So is absorb... that is how it works in some other games too

novel scarab
#

people really ought to know english better than they do these days

#

oy vey

abstract salmon
#

Anyway, both absorb and nullify prevent 100÷ damage and is used interchangebly

#

Usually based on limits

novel scarab
#

÷
bro forgot that % exists

abstract salmon
#

I am on phone, cant bother to look for it

#

Besides, since we have exactly 3-5 health, no halves or anything it would not work the usual way

#

Hence why giving back part of a charge equal to the percent of resist would be more or less the same thing

proud moat
abstract salmon
#

Then why say fire damage

proud moat
#

Emerald key says psychic

tardy cloak
abstract salmon
#

Dropping the word damage would make it much clearer it has nothing to do with damage

craggy mango
#

wait is sozidar actively working on the lore in the game?

novel scarab
#

Yes

craggy mango
#

i got a cool idea

#

(concepts for conveying long-term warning messages on nuclear waste sites for future civilizations) but not about nuclear waste tho, just a way of warning future civilizations

#

I think it could be really interesting to have a location in the game inspired by the image above. An open, desolate battlefield where a massive war took place long ago. Instead of just ruins or corpses, the battlefield itself would be marked by towering, rusted weapons impaled into the ground, almost as if they grew from the earth over time. The area would feel eerie and forgotten, with the wind howling through the steel like whispers of the past.

#

Since the player doesn’t speak in the game, environmental storytelling could play a huge role in making this place feel alive (or rather, dead). The ground could be scarred with ancient battle formations, armor and weapons left to rust. Warnings carved into stone by those who came after, telling travelers to turn back, but never explaining why.

olive eagle
#

wraith wasteland 👀

craggy mango
#

It could function as a warning to future warriors, or even as a location with its own dangers. Perhaps cursed remnants of the battle, forgotten relics buried beneath the battlefield. Just an idea, but I think it could add a really unique and haunting atmosphere to the game!

tardy cloak
#

Big hyperion vibes tbh

#

Beware the shrike

proud moat
#

Some visuals from Vintage Story could also serve as inspiration here. I'll post a relevant video in #🍿│off-topic

#

#🍿│off-topic message

craggy mango
#

(Another idea) this battlefield wasn’t just a place where a war was fought. it was designed to be a prison. A containment zone for something that was never meant to be released. Perhaps the battle itself was a last stand? an effort to seal away a corruption that couldn’t be destroyed. The weapons, impaled deep into the ground, weren’t just used in combat—they form a ritual, a cage.

novel scarab
#

I would like to point out that this place is for item stuff

craggy mango
#

if sozidar is interested, i'll create a different thread for locations ideas and suggestions

novel scarab
#

I don't see a reason not to

proud moat
#

It is for items, but it's also been slowly morphing into a general suggestion thread. We've already got an enemy suggestion and power/talent suggestions.

novel scarab
#

actually I support it

#

Also

#

That is fair

#

Carry on

novel scarab
#

Make the area populated with mostly the non-caster undead, all wearing heavy armor

#

And make them fight one another

#

Like they have a higher aggro priority aimed at the others in the area rather than the character we're using at the time

#

unless we're playing an undead one

#
  • using weapons gained from the City of the Dead bumps aggro on the actual PC
#

So if you're using the Veilbreaker, that's just a +5 aggro rating to you

#

Which neutrals it with the other undead

#

So they're as likely to target you as they are the others

craggy mango
novel scarab
#

No

#

The field is an ancient battlefield

#

The things fought there, undead as they are, retain the animosity aimed at The Other™️

#

So they just attack The Other™️ because even in death they remember that that was what they were supposed to do

#

Imagine like

#

The 100 year war between France and England

#

There are places in Normandy and Northern France that people still dig out ancient french and english skeletons/equipment

#

Which actually could tie into a new undead enemy

#

The Corpse Gatherer

craggy mango
novel scarab
#

Basically a giant amalgam of various undead/otvrat bits and pieces, which hunt both

craggy mango
#

scavenging the remains of the battlefield

novel scarab
#

The more they kill, the bigger they get

#

Also, not scavengers

#

Scavenger implies they're too weak to stand up for themselves most of the time and just pick off the scraps of bigger things in the area

#

These are the local apex predators

craggy mango
#

this slowly turned into forever winter lmfao

tardy cloak
#

Boss fight: Agoragath, Mountain of Corpses

novel scarab
#

Using the Veilbreaker at the right time makes the thrown bodies vanish

craggy mango
cobalt talon
#

It'd be cool if we had the option to split firstborns back into primevals (at a cost so there's still some level of commitment) since:

  • It would remove the fear of making a bad combination with uniques and favour experimentation
  • It would also not make firstborns you end up disliking or having bad synergy simply serve as fuel for another firstborn
craggy mango
#

Rune Idea: Major Runes of Energy Surge

Effect: Surging Slash
Holding a Heavy Attack while dodging toward an enemy supercharges my blade, crackling with raw lightning energy. Upon impact, the attack deals an additional X lightning damage and has an increased critical hit chance. If the attack perfectly strikes, a surge of lightning arcs to nearby enemies, dealing X% additional lightning damage.

#

for @proud moat ❤️ lmfao

olive eagle
olive eagle
craggy mango
#

daric calls it a cleave i believe

proud moat
#

That's Perfect Strike and is indicated by a flash.

craggy mango
#

like dodging during a heavy attack and hitting everyone, only now it's encouraged

#

because you deal more damage

#

could be cool rune idea

cobalt talon
craggy mango
proud moat
craggy mango
#

it can create a more aggressive playstyle

proud moat
#

I like it, but the chain lightning trigger def needs some spitballs.

#

Could be a powerful chain lightning on kill during the effect

craggy mango
#

and it encourages people to use dashes other than dodging an attack

proud moat
#

So there's a perfect strike window during dash, just hit during perfect dash, and kill during dash for possible chain lightning triggers

craggy mango
#

the lurning curve doesnt need to be THAT steep lmfao

proud moat
#

It's kinda hard not perfect dashing in combat

craggy mango
#

maybe

normal dash + perfect strike = additional lightning damage

perfect dash + perfect strike = additional lightning damage + higher chance for crit

proud moat
#

I'm partial to the kill trigger because
A) chain lightning is for group clear
B) the image of overcharging the enemy with so much lightning they explode, dispersing lightning bolts to nearby enemies

craggy mango
#

the second one could be cool

#

i mean its new

#

so

#

we already got so many chain lightning stuff

#

as far as i know

craggy mango
#

so to finally get it right

Rune Idea: Major Runes of Energy Surge

Effect: Surging Slash

Releasing a heavy attack in a perfect moment during a dash (indicated by a flash) supercharges my weapon, dealing an additional X lightning damage and increases crit chance by X%

#

maybe with that rune active, the dashes cover a larger distance? making it easier to perform the attack

#

just as an extra tho

#

nvm thats a bit too op tbh

craggy mango
#

i made a little mood board for it

craggy mango
# craggy mango

with the main interest being a giant sentient serpent-like being made of corpses. agoragath

craggy mango
# craggy mango

Agoragath is not a singular entity but a cursed mass of the unburied dead, bound together by an ancient force. Its origins are whispered in fragmented myths. Some claim it was born from a failed ritual meant to end The Nameless War, others believe it is the war itself, refusing to be forgotten. No matter the truth, it moves with a slow, inevitable hunger, absorbing the fallen and growing with each battle it endures.

Its battlefield is a cursed graveyard where countless swords, broken banners, and skeletal remains litter the realm. A place designed to contain a corruption too vast to destroy. The air is thick with the sound of voices. Some screaming, some weeping trapped within Agoragath’s writhing mass. These colossal blades were not left behind by chance; they form a cage, a desperate act of imprisonment. Driven deep into the earth by hands long forgotten, or perhaps constructed as siege weapons against something far beyond mortal reckoning, they stand as grim monuments to a battle that never truly ended.

pine tiger
#

I have an idea for an item similar to the hand item that I can't remember the name of. It's the equipment that guarantees you get a primeval drop from a chest at the cost of permanently reducing your luck.
Essentially my idea is that, instead of a piece of equipment that gets you primevals at the cost of luck, it gives you luck at the cost of the contents of the chest.
Item: Visage of a Diety
Effect: Sacrifice
Opening a chest with this item equipped will result in it providing no loot, in exchange, I receive a temporary increase to my luck. The luck increase that is provided is determined by the quality of both the Visage of a Diety and the chest that you're choosing to sacrifice.

Along with this, I belive that the item that decreases your luck in exchange for a primeval should have a temporary effect aswell. I think its reasonable that it lasts quite a while but I think being able to get your luck back up to its base stat if you've lowered it at all would be nice.

#

Depending on the strength of the effect, the Visage wouldn't need a chance to be destroyed on use like the hand does since it's effect is temporary, alternatively it could have a permanent effect with a hard cap but I don't know how that would really work

#

Here's another idea
Item: Gambler's Heart
Effect: High Risk High Reward
Charges: 1
While equipped, increases my ichor gained by X% and my luck by X%. If I gain a temporary heart with the Gambler's Heart equipped, instead of being awarded with bonus health I recieve X ichor. If I die with the Gambler's Heart equipped, it has an X% chance of being destroyed.

#

I'm thinking that a +7 would increase your ichor gained by 120% and your luck by around %50 although I'm not sure what would be balanced in that regard. I want to see how far people making builds centered around gaining ichor are willing to go to see that number go up.

#

Hm actually, thinking about it more, someone could put this effect onto like a northern heart and completely counteract the risk, I wonder if there'd be some way to work around that. Maybe the heart also would always keep you at 5 stacks of poison or something like that.

proud moat
#

The solution to Firstborn workarounds is to make the negative effect not tied to heart charges.

I had the same 1 heart charge design and resolved the workaround by disabling healing. #1319403067036139561 message

abstract salmon
#

My idea was including setting charges to 1 as part of the effect, so no matter which heart is chosen, it will still be 1

craggy mango
#

nvm it sounded better in my head, we already have japanese flame swords

#

but the fire trail idea was cool imo

#

wait

#

Ashura's Ring / Ring of Eternal Flame

Ashura's Rush
Perfect dash leaves a fiery trail behind me, exploding after X seconds, dealing X% of my physical damage as fire damage.

pine tiger
abstract salmon
#

all healing, or just regeneration? There is already precedent for disabling regeneration for some about 40-50 fire damage back when ablaze stacks were easily raised to 4 or 5.

#

regeneration = hitting for heals and vitalize

#

other sources of healing would be vampiric heart

craggy mango
pine tiger
craggy mango
#

honestly need these types of rock formations in the game

#

environmental storytelling

pine tiger
#

Duuuude

#

Would be sick

abstract salmon
#

if it's only healing disabled, you can mitigate damage taken with temp hearts and use those buffs for a good while

#

I guess 1 way would be borrowing that idea for cracked charges. Instead of leaking, they would just stay cracked for rest of the run even if you switch to another heart

#

so no more healing even if you swap to another heart

pine tiger
#

Perhaps

abstract salmon
#

(No clue what would be suitable name for this)
A heart that works like rage buffs on weapons, but slightly different. Passively gives a small boost to attack speed and movement speed, and in adrenaline, or "rage" state those same buffs are stronger. The way to activate it could be the same, but build up time and duration could be different. Or the build up could benefit from taking damage and dealing damage, with no build up from just being in combat at all.

Enchantment 1: Adrenaline
Attack speed and movement speed increased by X%. Dealing and taking damage builds up adrenaline, when full activates adrenaline for X seconds. Adrenaline increases attack speed and movement speed further by X%.

craggy mango
#

maybe an idea, just like in the dark souls games,

when you do so much damage that you insta kill enemies, maybe it's possible for them to drop more ichor, it's a mechanic in those games called overkilling

"overkilling ovrats"

craggy mango
#

i got an idea for a spear weapon in the future

Spinepiercer (Spear of the Exhumed)

Enchantment: Boneharvest
Spending a knockback charge summons a skeletal spinal cord that erupts from the ground beneath the hit enemy, impaling them for X physical damage, and applying X stacks of weakened which increases target's received damage by X% per stack for X seconds.

#

tbh i really like the idea about a spinal column / cord impaling an enemy, so it doesnt have to a spear weapon tbh

craggy mango
craggy mango
#

moodboard for a new location idea, for like a skill tree

#

but it's a living beating heart

#

possibly powering amarict

pine tiger
#

ooo interesting

#

maybe you need to bring your motes of power here in order to claim new powers

#

so they are awakening the power within you while also bringing power to your hub world, thus keeping amarict alive and working

craggy mango
#

it adds a new layer of interactability

pine tiger
#

might be too different from the current mote of power system but also could be sick

craggy mango
#

is the heart of the master?

pine tiger
#

like 75% of the way through the game the heart stops beting and lighting must find the Enchanted Defibrillator before it's too late

craggy mango
#

i mean that's a bit too much, but maybe we'll find more lore later in the game to answer our questions about the heart

#

the heart of amarict

#

i'm calling it: Veylthar, the heart of amarict

craggy mango
# craggy mango

Veylthar, The Heart of Amarict

Deep within Amarict, lies a hall unlike any other. A colossal chamber where architecture and flesh have become one. At its center, a massive, pulsing heart, suspended by veins that twist like roots into the very stone, beating with an unnatural rhythm, its pulse reverberating through the walls, echoing.

The pillars surrounding the chamber are impossibly tall, stretching toward a ceiling that cannot be seen, lost in the abyss above. These towering supports are overgrown with themselves, curling and weaving into grotesque spirals, imperfect replicas of something divine yet diseased. They were not built, but grown, twisted into existence by forces unknowable.

Beneath the heart, a vast pool of blood churns lazily, its surface disturbed only by the slow drip of ichor from the veins above. The streams that feed it snake through the chamber like living things, as if carrying something more than blood. A memory, a curse. The pool is the very lifeblood of Amarict, keeping it alive.

And yet, there is light. Not a flickering torch or a natural glow, but a golden radiance that filters through unseen fractures in the world itself. We cannot see what it is nor where it comes from but it casts long, distorted shadows, bathing the chamber in something that is almost holy. It is the kind of light that does not cleanse, but illuminates the truth -raw, unfiltered, even emotional.

To stand before the Heart of Amarict is to feel the weight of something that should not be. Something ancient, neither alive nor dead, that continues to beat, to breathe, to hunger.

craggy mango
#

How Veylthar Works, A Living Skill System:

Instead of easily navigating a menu, the player must physically interact with this immense, heart, using motes of power they found in their travels through the lands.

  • As the player progresses, they collect Motes of Power.
  • To unlock new abilities, the player must offer these motes to the heart. Opening up a menu where you can choose what skills you want.
  • The Heart mutates as the player progresses. (the more skills, visual indicator)
  • Veins branch outward, leading to different skill clusters. Abstract look at what abilities you show
  • If the player wishes to respec, by choosing a different skill, ripping a vein from the heart, causing it to recoil.
craggy mango
abstract salmon
#

An idea for a weapon with very volatile damage output, damage varying a lot for each swing. And by that I mean having a base damage that could look something like this: 10-140, very high difference between lowest and highest damage (just an example, hard to say what would be good without knowing what type of weapon it ends up being), compensated by having overall high average DPS. The low damage swings could still be mitigated with flat damage buffs from other items. The enchantment on it would further create a greater rift between lowest and highest damage the weapon can deal.

Suggesting average swing speed and relatively high average damage for the weapon, doesn't have to be as high as in the example

Enchantment 1: High roller
Crit damage increase by X%. Guaranteed crits on hits that roll for at least X% of max base damage before other multipliers and bonuses.

With the example of 10-140 base damage, the roll would be basically 0 to 130 (or 1 to 131), a 0 being lowest possible base damage and 130 the highest possible base damage. If the bar is set to 80%, that would mean a roll of at least 105 (115 base damage) is required for guaranteed crit.

craggy mango
eager hare
#

First of all, I think that sheathing our weapon should let us punch. Secondly, I feel like a fist-type weapon would be cool as heck, so here's an idea:

Tempest Caestus (weapon, extremely fast)

Damage: 16-30 (runic strike is a big uppercut that launches you into the air. Heavy attack is just a haymaker)

Enchantment: bolting blows

For X seconds after you dash, your attacks do an extra X% lightning damage which has a X% chance of chaining to nearby foes. If you hit a Runic strike while in this state, you refund X dash charges

Also here's two items that would help make that viable

rising Metel (Мете́ль) (ring)

Enchantment: icy realization

While your weapon is sheathed, your punch damage is reduced to 1 and your attack speed is reduced by X, but for every punch you land, you gain X attack speed and your punches inflict X stacks of Frozen (make it a very, very low number, like 0.1 or even 0.05, you'll see in a second). If a punch is not landed in 10 seconds, the buff resets.

(Yes, I did make a metal gear rising revengeance reference with this item)

Item #2

mummified fist (artifact)

empty-handed

While your weapon is sheathed, your punches do X% more damage and knockback charges recharge X% faster for each weapon slot that does not have a weapon equipped (fist-type weapons do not count towards this)

cobalt talon
#

"Bottled Bonfire" - Artifact

  • When outside combat (I'm thinking no enemies in a certain radius around you too), conjure an ethereal bonfire (maybe looking down + interact prompt) by spending X ichor. Sitting near the bonfire slowly regenerates your heart (maybe 30 seconds to go from 1 to 5). By throwing an item into the fire, empower it, letting you gain up to X temporary hearts (probably 2 for primeval, but 1 for fledgeling). The bonfire stays (either until you leave or maybe fixed duration), but throwing another item in it will immediatly cleanse it, but extinguish the bonfire.

P.S. please tell me what you guys think, if i should change or remove anything

eager hare
#

That's really cool

cobalt talon
eager hare
#

Maybe you could just really pull it out of darksouls and just have it be a temporary respawn point for X seconds/minutes depending on the rarity of the items thrown in

proud moat
#

Might be taking it too far in the power scale

#

The original idea is plenty good

cobalt talon
#

lol

eager hare
#

I mean, if it's like primeval = 30 seconds, I could see use cases

cobalt talon
#

i'm not sure about a lot of things, like, does it really need the ichor cost to set up ?
idk

eager hare
#

Your stuff would still be where you died, it's just you're closer

proud moat
eager hare
#

Good 2 know

olive eagle
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items added with the last update:
by @abstract salmon
Little Cloud - Whisked Away - Holding <Y>Jump</> for <Teal>{Value0}</> seconds launches me upward <Teal>{Value1}</> meters.
Hunger Heart - Insatiable Hunger - When missing heart charges, consumes <Teal>{Value0}</> <Bold>Ichor</> and restores <Teal>{Value1}</> of a heart charge every second.
Phoenix Heart - Reignite - Slaying foes applies <Teal>{Value0}</> stacks of <A>Heat</>. At <Bold>50</> <A>Heat</>, I absorb a fatal blow, restore all heart charges, and unleash an explosion, dealing <Teal>{Value1}</> <A>fire</> damage to nearby monsters.
Golden Heart - Curse of Greed - 1 charge. My luck is increased by <Teal>{Value0}</>, which affects the chance of encountering higher rarity items.
Ring of Rot - Festering Wounds - Poisoned monsters take <Teal>{Value0}</> <P>poison</> damage per <P>Poisoned</> stack with each hit.
Bloody Ring - Amplify Blood - My hits restore <Teal>{Value0}</> more <Bold>heart charge</>, but each hit applies to me <Bold>0.1</> stacks of <W>Weakened</>.

by @proud moat
**Mortal Heart **- Unyielding Spirit - All damage is increased by <Teal>{Value0}</>. Resourcefulness is increased by <Teal>{Value1}</>. Luck is increased by <Teal>{Value2}</>. Attacks no longer regenerate heart charge.
Runes of Hurtful Remedy - Panacea - Using <Y>Runic Strike</> with all runes charged removes all stacks of <P>Poisoned</>, <F>Freezing</> and <W>Weakened</> from the target, dealing <Teal>{Value0}</> physical damage per stack purged.
Runes of Chaotic Elements - Chaotic Causation - Using <Y>Runic Strike</> with all runes charged inflicts <Teal>{Value0}</> stacks of <P>Poisoned</>, <F>Freezing</> or <W>Weakened</> on the target.
Crystalline Ring - Cold Reminder <Y>Perfect Dash</> leaves an ice replica behind. When struck, it explodes, dealing <Teal>{Value0}</> <F>cold</> damage and applying <Teal>{Value1}</> stacks of <F>Freezing</> to nearby monsters.
Viper Eye - Venomosity - I gain <Teal>{Value0}</> stacks of <P>Poisoned</> every <Bold>3</> to <Bold>8</> seconds. Each hit applies <Teal>{Value1}</> stacks of <P>Poisoned</> to the target per stack I carry.

by @tardy cloak
Alum Heart - Crystallic Regrowth - I recharge a <B>temporary charge</> every <Teal>{Value0}</> seconds, up to <Teal>{Value1}</> <B>temporary charges</>.

by @pine tiger
Golden Scarab - Lucky Streak - For every kill without taking damage, I gain <Bold>1</> stack of <Y>Lucky</> (up to <Teal>{Value0}</>), which increases my luck by <Bold>6%</>.

proud moat
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I had 5 items!? TUNICGASP

abstract salmon
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moar

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❤️

cobalt talon
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thanks for the list Soz Gladge

olive eagle
eager hare
#

Does this mean we might get it 👀

olive eagle
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slow regen isn't enough to justify sitting and doing nothing for 30 seconds though sadduck

craggy mango
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time is money

#

no

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time is ichor

proud moat
#

Some people just like to take in the view for a couple minutes

olive eagle
#

but the idea of sacrificing items to get temporary buffs sounds interesting

craggy mango
#

i have hoarded around 400 screenshots now

eager hare
#

Wait, maybe you could use the bonfire to gain access to level-ups when outside the hub, but I'm not sure that fits with the fact that the way to level up is dancing through an archway 50 times

cobalt talon
proud moat
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Every once in a while a vista catches me like "damn", and I soak it in for a while. Then

eager hare
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Lol

cobalt talon
#

like you'd get value by simply sitting for 30 seconds with the temp charges

eager hare
abstract salmon
eager hare
#

Ooooo

eager hare
#

That's good

#

That's something I'd wanna have

eager hare
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You could go around and completely wipe the map while picking up every item since you could just feed it to your primevals and firstborns

pine tiger
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maybe it cant put the satiety up a level but it can fill up the satety meter to the max of its current level

#

but i dont think itd be too broken either way

proud moat
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Just want to remind y'all this rest spot shouldn't be so functional it replaces Amarict

eager hare
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True

cobalt talon
eager hare
cobalt talon
#

i like the idea of temp hearts/revive the most tho i'll say

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my idea was for it to be a rest spot, with maybe some utility/buffs, not a mobile home base LOL

eager hare
#

Understandable

craggy mango
#

i got an idea for a new game mechanic and i feel like this should've been implemented sooner, or this is way too overpowered:

you know when you're grinding for a specific weapon and keep getting +5 and +6 but you definitely want that +7.

maybe there should be a way for the player to combine items with the same + number

so: i got 2 northern hearts both with +5 so i combine them (some sort of pedestal, maybe in the molten cathedral) and get a +6 -> +6 and +6 -> +7

abstract salmon
#

refilling by bonfire wouldn't really replace the purpose for filling primevals for fusion. no much of a point doing that when you can't fuse them out in the field anyway

cobalt talon
#

i'm definitely not saying i'm against the idea, if anything i think it's cool, i'm just saying that the original concept was more of healing/buffs

eager hare
craggy mango
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making builds

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idea?

eager hare
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Not bad

craggy mango
#

after crafting is implemented it could be an idea?

proud moat
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I'm fine with the amount of grinding as is. I'll reiterate grinding isn't inherently bad, each person has their own tolerance/preference for the amount.

craggy mango
craggy mango
#

it's up to the player now if this would be implemented

cobalt talon
#

if the game's fun (like having a funny little bonfire you can summon, for exemple peepoSit), grinding just becomes a way to have fun messin around, while still working towards a goal

proud moat
#

Others may just want brain off busy work with a definite reward

craggy mango
#

will lightning ever have some sort of companion in the game?

proud moat
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If that spectral steed power becomes a thing

craggy mango
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that could be used in combat*

#

fight together

proud moat
craggy mango
#

master is too scared to show his face

proud moat
#

Does Master even have a corporeal form?

craggy mango
#

who knows

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i havent seen him

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sozidar doesnt have conceptart for him

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so who knows

boreal kelp
#

Got an idea for a weapon inspired on DMC.

Name: Roaring Thunder
The dmg would be around 60 average, slow speed (like "Frostcore")
The model would be something resembling the "Storm Tachi" but larger and longer to give the heavy feel of a slow speed weapon.

Enchantment: Power Overload
While under "Rune Infusion" power, store 50% of the dmg dealt. At the end of "Rune Infusion" deal 140/170/200/230/260/290/320% (from +1 to +7) of the dmg stored. Sheathing the weapon ends "Rune Infusion" preemptively

To explain better, while you have "Rune Infusion" active, you would deal half of your usual dmg. The other half of the dmg would be enhanced and dealt when "Rune Infusion" runs out. The end result would be a massive 210% increase to ALL dmg dealt during "Rune Infusion" with the also massive downside of dealing 50% less dmg while the power is active! A very High Risk High Reward weapon.

It would allow players to activate "Rune Infusion", hit an entire area of enemies without killing anything, and once the power is out or you sheath the weapon, everything dies at the same time! Insane style points and a power fantasy filled!

abstract salmon
#

There we go... now I can get to updating the list

boreal kelp
proud moat
#

That weapon idea fills the anime fantasy of everything being cut after you sheathe

worn rose
#

I have an idea for a ring

The masters ring

It has the chance to inflict either fire , ice , or lightning damage based on the synergy in your build. The better the type of synergy the higher the chance is . It would kind of be like the ring of the floating butterfly with clones that attack but each would be its own element based on your build synergy. It also marks the highest health enemy which does nothing but give you a chance to strategize. So for example if you have 2 items that are fire based the ring would make a fire clone , frost items a frost clone , etc. but the catch is that it only does like 60-75 percent of your physical damage as that elements damage. If you have no synergy it makes enemies weakened with one stack.

boreal kelp
abstract salmon
#

The list is now up to date... hopefully. Still would need a confirmation for some items from previous big update to know for sure which items can be credited to a community member

#

We're now up to 112 items on the list, 14 contributors and 15 items credited to community in the game

abstract salmon
#

Btw, sozidar? Could you give names of items for the previous bigger update that were suggested by community? Just names would be enough and I can figure out the rest from that, would be nice to have a confirmation on which ones to credit to community on the list so don't have to guess.

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Atm as far as I know there is confirmation for 1 weapon, but just in case there's more than 1

craggy mango
#

some sort of photo mode for the game
+
video mode -> playing with filters live

worn rose
rapid kite
#

Could you add my Swallow's Wings and Horizon's Blade weapon ideas to the list?

abstract salmon
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Sure

rapid kite
#

Thank you.

abstract salmon
#

Added, takes up to 5 minutes for the list to update

tardy cloak
#

I must write more weapons... I'll come up with some cool stuff

rapid kite
#

Also, I have two ideas for runes, but both might be out of scope for the category:

Rune of Gravity's Wake - Your weapon draws bits of visra and loose debris to itself as it strikes enemies, with stronger strikes drawing in more matter. As the collected matter grows, each swing becomes slower, but more damaging.

Your runic strike is changed into a horizontal swing that releases all gathered matter in a damaging wave. If used with full runes, this wave also slows enemies and pushes them to its far edge.

[Mechanical description: Every time you hit an enemy, the rune gains some charge, with stronger hits gaining more charge and diminishing returns for hitting multiple enemies in a single swing (so it doesn't build too fast when swinging into a crowd). The charge level reduces your swing speed but gives you proportionally more damage in return, again with some level of diminishing returns. Finally, using a runic strike resets the charge and deals damage in an a wedge shaped AoE, with size and damage level determined by the charge level and a gravity themed bonus for doing it with full runes.]

rapid kite
#

Kaleidoscopic Rune- Your Runic Strike is changed into a Runic Battery. When you activate Runic Battery, you are rooted in place and begin hovering. While in this state, spectral copies of your weapon appear in the air next to you; one per fully charged rune. Pressing attack will fire one of these copies at a targeted enemy, while holding it will allow you to fire multiple copies in a barrage, when the button is released. Holding longer will add more copies to the barrage and and boost its damage per copy added.

Getting hit while Runic Battery is active will cause significantly increased knockback and end the state. You can also exit runic battery early by pressing activating it a second time. In either case, unfired copies are converted back into charges.

Activating Runic Battery with full runes causes each fired copy to explode shortly after impact or if Runic Battery ends prematurely. This prevents them from being converted back into runes.

olive eagle
abstract salmon
#

Thanks!

worn rose
abstract salmon
#

It is an interesting item, but also a lot of different kind of effects that make it a bit hard to get a full picture. By synergy, I'd assume you mean the amount of items of same element? Simply put, I think it's too many things for a single ring. For example, the effect for marking highest hp target doesn't seem to be related to rest of the effects and could be put on a different ring or item. In fact I think item that marks highest hp enemy and gives you bonuses related to that would be cool.

#

Overall I do like the idea tho

worn rose
abstract salmon
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think just taking off the marking effect would be sufficient, if you can think of a way to make it cool (the marking highest hp target), that would be great imo

worn rose
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Just got an idea

The ring of sizing

Based on enemy health and size you get a damage buff against the biggest enemy of that size , so for large enemies like the dragon things and the flame golems you get a 60% damage buff , for a size down 50% and for small to smallest enemies 35 or 25%. But the catch is that there have to be 2 or more of that enemies size to get the buff.

abstract salmon
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Never really thought of ever to consider size of enemies, that is interesting 🤔

worn rose
olive eagle
worn rose
rapid kite
#

If you don't mind, would you also be willing to give some feedback on any of the ideas I've posted? All four stretch normal mechanics, so I'm not sure how appropriate they are, let alone whether they seem interesting.

abstract salmon
abstract salmon
rapid kite
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Hey, Spugelo, isn't the Boulder already in the game, or am I misremembering something?

abstract salmon
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It is

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or wait...

olive eagle
abstract salmon
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thanks for clarification. just making sure since if I recall right mentioned that all of them are community ideas but it's your idea

proud moat
#

The Boulder does bring in to question how much credit counts as Added.

I didn't suggest the Boulder, but it was based off of one of my ideas, Static Step.
#🏰𝐄𝐍│voin-chat message

abstract salmon
#

There's always the possibility of 2 people coming up with very similar idea, as we've seen here multiple times

rapid kite
#

By the way, Spugelo, would it be possible for you to set up a fliter view or slicer (iirc) for the table, so it's easier to look through?

gloomy pasture
#

**Hurricane: ** successful heavy attack hits (including widraiser or other long distance abilities) increase the heavy attack charge speed by 5% up to 30% for 15 seconds. Timer resets when hitting another heavy attack.

Maybe can work as an amulet.

(numbers can be changed, idk about balance if those are good)

abstract salmon
craggy mango
rapid kite
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Fair enough and thank you, either way. I'm not familiar with publishing sheets. It feels like the kind of functionality that would be silly to leave out be also something they'd forget to include.

abstract salmon
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currently testing if it works or not. The problem with published sheets is that there is no way to edit or interact with it directly, as far as I can tell. Can only edit the original sheet, and then that published version gets updated

#

Didn't work...

gloomy pasture
#

tireless ring: critical hits grant one charge of energy (the one used to dash etc), has a 15 second cooldown.

I usually run out of energy constantly so this would be a cool one to maybe mitigate that, may be useful for quicker more avoid heavy builds

Also a new idea for a sword/any weapon:

Sword of the sacred flame: when the radiant meter is filled, releasing a heavy attack on an enemy creates a circle of sacred light below its feet dealing 150 radiant damage to all enemies standing on the circle and reducing their movement speed by 0.75

rapid kite
worn rose
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@olive eagle i have an idea for late game items but it would only work if we get to see the master. An idea for the way to get the set is to talk to the master and he gives cryptic hints as to where these items are. It would be like the masters items that he passed down to lightning . So there would be one of each type of item all with effects that complement each other. Just an idea but also would be a cool way to learn about how the master fights . Maybe the buff could be called like holy light or something with the same tone of light that is present in the portal beams.

rapid kite
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A heart idea:

Dancer's Heart - 4 charges. The first active charge periodically beats. Attacking on the beat causes releases a small damaging pulse and causes the next charge to start beating. Each subsequent charge releases a larger and stronger charge then the last.

Performing a heavy attack or runic strike on the beat of the last charge further amplifies the power of its pulse and additionally triggers all temporal effects.

(The basic idea here is to reward players for attacking on the beat and for the final beat of the cycle to be extra strong. There's also a tradeoff between having more charges to increase the final damage or fewer ones to get the bonus effect of the final beat more frequently. Taking damage also naturally shortens the cycle, which seems fitting.)

cobalt talon
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@abstract salmon you didn't add my bonfire idea to the list

abstract salmon
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was originally thinking of making it items and powers specifically since I have no way to keep track of everything

cobalt talon
#

wdym

abstract salmon
#

oh there was an artifact too, didn't notice that originally

cobalt talon
#

yuh

abstract salmon
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adding

cobalt talon
#

it's ok lol, just pointing it out

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especially since Soz said he liked it peepoSit

worn rose
proud moat
#

Ring

Flow Reversal
During a perfect dash, increase physical damage by X%.

In a word: counterhit.

boreal kelp
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Not a full idea, but I've noticed we have no artifacts that have synergy with poison. I also saw that max poison stacks got nerfed, so something that gives max poison stacks would be cool

proud moat
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Artifacts are utility

abstract salmon
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or at least motly utility, since artifacts like Tibia have direct impact in combat

craggy mango
#

i got an idea for a new scythe weapon:

Lunar Reaper
A scythe of celestial origin, its blade is forged from shattered moon shards, pulsing with an eerie glow.

Enchantment: Gravitational Cleave
Holding a heavy attack creates a lunar pull, drawing in enemies within X radius. Releasing the attack unleashes a wide, arcing slash that deals X physical damage and applies Lunar Decay, reducing enemy defense by X% for X seconds.

craggy mango
#

i also got another rune idea involving kicks:

Rune Idea: Rune of the Stormbreaker

Enchantment: Stormbreak Kick
When all runes are charged, spending 3 knockback charges unleashes a colossal electrified shockwave kick. Enemies caught within X range are violently launched backward, taking XXX physical damage. Those closer to the attack suffer additional X lightning damage.

tardy cloak
proud moat
#

Inspired by Force Overcharge:

Weapon

Sweep
Releasing a heavy attack after holding it for X seconds sends out a shockwave in front of me, dealing X [type] damage, and releasing after X seconds enhances the shockwave's size.

Weapon, name, and damage type are open to Sozidar's molding. Any element can fit. The core mechanic is dealing damage in a frontal cone after charging up a heavy attack. Overcharging the heavy only increases the range of the shockwave, not damage.

You can see how any element fits, right? Fire fan, cold sweep, poison splash, physical wind, psychic force... If you want to make this multiple elements, you can treat it like rage: they all shoot out a cone on charged heavy, but the effect and charge time of that cone vary by element.

inland plover
#

I think a Heart called Mercury Heart would be cool where it Increases your dash distance/movespeed/Dash recovery based on how many active charges you have. I think it could work with either missing or active charges.

abstract salmon
#

Just quick reminder that it would be better to use existing mechanics always when possible. Reducing defense is as good as applying weakened. Just saying this because that creates more synergy with other existing items.

abstract salmon
#

A suggestion for a weapon and for Ablaze debuff on enemies to go along to with it, but first, Ablaze

[Ablaze]
Sets enemies on fire for X% of fire damage dealt for X seconds, AKA scales with damage dealt. The status effect does not have stacks, but rather, the damage stacks and has a set duration. Ablaze status effect decays when it runs out of duration. The duration could reset with each hit that sets the enemy ablaze. And rather than ticking DoT, it could be a constant drain of health for the amount. All this would completely set it apart from poison status effect. (or could do damage every second so it can trigger fire damage effects)

Example (10% and 6 seconds): A weapon hits en enemy for 100 physical damage and 50 fire damage and ablaze is applied, target burns for 5 damage the next 6 seconds.
3 seconds later the target is hit again, but this time for 200 physical damage and 100 fire damage and sets it ablaze again. Ablaze has dealth 2.5 fire damage and the timer resets and damage stacked, now burning for 15 fire damage next 6 seconds, dealing total of 17.5 fire damage in this example.

#

.

The weapon: A sword whip (A snake sword, segmented so it can extend for much longer reach and slash like a whip)

Flamebrand

A segmented sword that hits like regular sword with quick attacks and extends acts more like a whip for heavy attacks. All hits caused by the weapon also deal fire damage and sets enemy ablaze. The fire damage is X% of the weapon base damage. Because it's also a sword, vortex and other powers can be performed without issues, but also crates possibility of being able to use whip powers if whips are added later.

Enchantment: Combust / Searing Flames / Burning Brand

Deals X% of my physical damage as fire damage and on hit sets Ablaze. Heavy attacks deal X% more fire damage.

craggy mango
abstract salmon
#

Chimeric Blade

A crazy idea for for a weapon… not even sure if it's a good idea but I'll throw it on the wall anyway.

A weapon that is about mixing and matching abilities in a way that isn't normally possible. Such as, copies the appearance and physical stats of the weapon in the other weapon slot and copies the effect from 2ndary slot of that weapon. If it's first born, then it's a unique one but if it's from primeval or below, then copies the generic random 2nd enchantment. If there is nothing in the other weapon slot… either copy something else or just do nothing and have use its own appearance, or randomly choose a weapon from inventory to imitate. But to make sure this isn't the optimal choice for most combinations, reduce all damage for small amount. Make it so player has to consider is changing the weapon type really worth it.

Example: could use Thousand Stings and another weapon with enchantment that is a good match for it... but what if the weapon type has low damage, making this combo bad for damage potential? That is where this would come in, could copy that beneficial enchantment, but replace the weapon type with something that has far higher base damage, such as the Veildener, Mountain Breaker or Grandhammer, giving it higher damage even after reducing all damage a bit. But to unlock full potential of this weapon, you would need a 2nd First Born weapon to copy appearance and 2nd enchant from.

Enchantment 1: Chimeric Transformation
Copies the appearance and stats of the other weapon I have equipped and copies effects of second enchantment from it. All damage reduced by X%. (Cannot copy itself or become duplicate of first ench

(or reduce something else than damage if you see fit, as long as it's balanced so it's not basically best in the slot for every first born)

Go inspiration for this from conversation with @proud moat about even higher weapon tier for weapons to change appearance like transmog (but with the stats kept)

proud moat
#

That is a cool way of implementing Maverick tier. But what if you end up with 2 of the same effect?

abstract salmon
#

That's the thing... either ignore it and don't copy it, or allow it, making balancing stuff potentially a nightmare

#

if stops working when duping effects, up to the player to just not do that

proud moat
#

Was about to comment about "why not just use your alternate weapon if this copies it", but the end result of this effect is basically replacing your alternate weapon's primary effect.

#

For example, Veilrender with Cleave + Rolling Death

#

Because it'd take the base stats and Cleave of Veilrender, then Rolling Death from itself

abstract salmon
#

The point is that in some cases you can achieve greater synergy than without it, but not all of them. Like, if you already have 2 effects that match together and one of the weapons has a suitable form for it, then just use that instead of just going out of the way to downgrade the build with another appearance or exactly same one

#

like that cleave effect that benefits from longer reach, could replace the appearance with Barbarian Blade to get extra reach, but without having that rage effect and have something else instead

craggy mango
proud moat
#

I still don't like transmog for what it removes from the game: things being what they look like

craggy mango
#

wdym?

proud moat
#

I can tell that's a Barbarian Blade you're holding. I know what its reach is, what its damage is, what its effect is. Transmog means that looks like a Barbarian Blade but behaves nothing like it. Different reach, difference damage, different effect.

abstract salmon
#

Works in MMOs that do not have reach on weapons, where the appearance doesn't matter on anything. But as said, creates problems elsewhere

proud moat
#

Reach is tied to models here. Primary effects are balanced around core stats, as well.

abstract salmon
#

At least this idea could do that in a way that works and can be balanced... but not sure if Sozidar is interested in it

proud moat
#

It's an implementation I can accept

#

Hell, I'd even use it, depending on how severe the drawback is.

abstract salmon
#

I could think of some fun combos for it, but certainly not the go to option for most effect combos if it's balanced correctly

proud moat
#

For me, I'd get to put Cleave and Rolling Death on the biggest sword I can find.

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Or really any sword

craggy mango
#

nah nvm transmog is stupid

abstract salmon
#

The sting one is what I'd try for sure, but would also try replacing some of the heavy weapons with that scythe's appearance, because scythes are cool 😂

craggy mango
#

in this game*

craggy mango
proud moat
#

Costumes. Costumes is the term you're looking for.

abstract salmon
#

Just go the wae of fashion souls, ignore all the defensive stats and just maximize your fashion points for the RP 😂

craggy mango
#

this is me in elden ring

#

its about getting gud, not how good your armor is

#

i need to be stylish when i beat maliketh

abstract salmon
#

There have been some really good pices of equipment I'd want for my build... but why, god why did you make it so ugly? 💀 (Elden Ring)

proud moat
#

I want to add

  • Periodically spawn shadow enemies
    But that's too harsh for an item. Still a cool modifier.
#

Maybe just getting the alternative weapon you want is enough cost

abstract salmon
#

there's also that you need another weapon to take up a slot, meaning you're kinda stuck with 1 weapon that could be useless without your main weapon

#

Also a vague idea for a weapon, but could do it in so many different ways I think would be best left for Sozidar to decide how to go about it.

A weapon (or item) that that starts with relatively weak effects, being overall weakest enchantment we have currently. But over the course of the run it would unlock more and more different effect, enhance existing ones to be more powerful or mix of both. Basically, evolving/powering up weapon (or item). And when returning back from the run, resets back to the base form that is weak and have to kill stuff again to evolve/power it up again.

craggy mango
abstract salmon
#

Was thinking of same, but probably too much work for 1 weapon. From what I remember it's one of the most time consuming parts of a weapon to get the appearance for it

#

I guess alternative to completely changing appearance would be adding glowing or other types of visual effects that do not change the appearance

#

or maybe a color changing stone that indicates how strong it currently is

craggy mango
#

or a skull

#

like the difficulty changers

#

that changes

#

like from white skull to the deep red one

abstract salmon
#

Also, I wouldn't mind if used somebody else idea as framework for the effects, but make use of that powerup mechanic for it. Don't need credit for that idea since it's quite vague as is

boreal kelp
#

Quick sugestion. The Weakened effect on the player feels too strong. Most enemies that apply the effect can fully stack it in a couple of seconds and it lasts WAAAY too long imo. 15seconds per stack (i think) maxing at 6 stacks is well over a minute of debuff. I just find myself running around for a minute waiting for it to run out, just for it to get re-applied after I go back in. Mostly noticeable against those Big Bois in last "round" of the arena. Don't know if anyone else shares these thoughts, but it frustrates me a lot ;-;

abstract salmon
#

usually best to just suck it up and keep fighting. Takes less time to just keep fighting 😅

proud moat
#

Weakened on us is a 10% decrease in damage dealt. The Emerald Key directly counters it, too.

boreal kelp
boreal kelp
proud moat
proud moat
craggy mango
#

i got a cool idea for a new ring, a homage to the one ring in the lotr series

tardy cloak
craggy mango
#

Ring of the Veiled Tyrant
Enchantment: Wraith's dominion
Upon activating a fully charged Rune Strike, the wearer becomes invisible to enemies for 10 seconds** (60s cooldown)**. While in this state, time slows down. Unsheathing your weapon ends the effect.

I got an idea for the enemies that leave behind ghostly afterimages.

this ring is not for damage or some kind, just for a cool effect

abstract salmon
#

Honestly, I think both could be really fun ideas if implemented correctly

#

but what if you fuse both of them?

craggy mango
abstract salmon
#

well I guess overall result would still be overall weaker if the weakening weapon becomes too weak

proud moat
#

We've already got the same effect suggested #1319403067036139561 message

abstract salmon
#

If I recall right problem there could be a problem related to it, like a planned character that would be a more cloak and dagger type and might want to reserve that kind of abilities to it? Could be remembering wrong tho

proud moat
#

D A R K N E S S

craggy mango
#

new character is darkness?

abstract salmon
#

One of the reasons I've been avoiding items related to stealth despite of being very tempted lol

#

like backstab bonuses, invisibility until combat begins ect.

proud moat
#

An easy talent is reduced detection range

craggy mango
#

wait wait wait

#

i think we missed a step

#

the new character is called darkness?

proud moat
#

But I haven't even thought of stealth because we're already stealthy. Nothing's alive to detect us

proud moat
craggy mango
abstract salmon
#

But saw the helmet for a bit. A cool looking one, obviously

proud moat
#

The only proof I have is when we were guessing the shadowy character's name, Sozider reacted with 👀 on mine.

craggy mango
#

DARKNESS

abstract salmon
#

Reminds me of lich king

#

but shadow version

craggy mango
#

need a savathun type helmet

craggy mango
#

soz, are you planning to give every character their own hub?

craggy mango
#

cuz for now, lore wise it doesnt make sense for these 2 other characters to be in amarict right?

olive eagle
#

individualized rooms on the other hand... 🤔

craggy mango
#

we havent got any lore so

proud moat
#

At the same time? No. Master only made one pinnacle

craggy mango
#

and wait

proud moat
#

Anytime I think of D A R K N E S S my mind can only go to Nightmare's quote:

Blood, darkness, come unto me!

craggy mango
#

soz, with the new "darkness" character, it would only make sense for us to have nightfall in the game, is that planned?

#

cuz the day skyboxes are beautiful, but night could be even better if done right

proud moat
#

There's already a day-night cycle

craggy mango
#

not really night

#

with night we could see like different enemies for example, or different loot being available

abstract salmon
#

oh right... at some point had an idea for suggestion but forgot about it multiple times. Different loot tables for maps so could grind specific gear in different maps. But only when there's more maps and so many items it becomes hard to find correct item

proud moat
#

No point in separate loot pools atm

abstract salmon
#

Not yet, yea. But when inevitably more items are added it would become very hard to find what we need

#

well guess crafting could also solve it anyway

boreal kelp
#

Idea. Tier 2 Powers!

Lightning Sting T2:

  • For swords: deals AoE dmg around the first enemy hit. (first enemy takes the dmg from both the direct hit and the AoE)

  • For Dual Welding weapons: Does now 5 stabs instead of the 3 it does on Tier 1

  • For hammers (and others with the same Power set): An AoE Lightning strike on the point of impact (think the big fleshsmith slam, but lightning instead of the explosion)

Rune Infusion T2 (same for all weapon types): Electric aura around the player (think Frostcore's frost aura, but less dmg, area size and lightning dmg)

Vortex T2:

For swords: Vortex now moves where the player is looking

For Dual Welding weapons: Increased Vortex Duration

For hammers (and others with the same Power set): a second, substantially larger spin around the original spin that deals lower damage than the inside portion.

proud moat
#

Talent ideas, this is

craggy mango
# craggy mango
  • @olive eagle with day and night being implemented in the game, we could see the northern lights in amarict 🤔
olive eagle
craggy mango
proud moat
#

would be a cool modifier tho

olive eagle
#

as an event though, could work

craggy mango
#

is my game bugged or something?

proud moat
#

It takes a long while to cycle

craggy mango
proud moat
#

Your runs aren't long enough, probably

#

We glow

#

The catacombs are pitch black, you're seeing the light we emit

craggy mango
#

could be an idea

#

oh yeah this is what u mean with night

#

6pm type of time

proud moat
#

Hollywood night, I've heard it called

abstract salmon
#

or atlernative to making everything dark, maybe thicc fog to reduce visibility?

proud moat
#

Because real night is pitch black and not good for gameplay

craggy mango
#

or the sea glowing in amarict during night time?? 🤔

olive eagle
craggy mango
abstract salmon
#

Kinda what's happening with some weapons already tied to a power to make it more powerful

craggy mango
abstract salmon
#

Near pitch black still annoying as hell, even if realistic 😅

craggy mango
#

this is night aswell

proud moat
craggy mango
#

i just need cool skyboxes tbh

#

i dont care if night isnt night but i just need it to make me say wow!

abstract salmon
#

the benefit of talents is that you probably can mix and match them more, and they can focus one 1 single effect without being too weak

craggy mango
#

just like those mad max skyboxes

#

those are absolutely beautiful

#

could watch them for hours

#

i mean

#

those types of details are pretty important if you want to make a cohesive game imo

abstract salmon
#

one thing I wonder the most about talents would be, can you pick everything, or do you need to choose what to leave out like in games like WoW?

craggy mango
#

the beauty of voin

#

i could already see the title

proud moat
craggy mango
abstract salmon
#

Hogwarts legacy system has to be one of the most infuriating ones I've ever seen. You get basically everything... except you have to leave out a few of them. Like... why? If you're not letting player to choose everything, at least make choices more meaningful and make players specialize a bit more in something 😂

craggy mango
proud moat
#

Rambling about skyboxes had me reminiscing about some Oblivion screenshots

olive eagle
abstract salmon
#

nice

craggy mango
olive eagle
#

they're stylised, but dynamic

craggy mango
abstract salmon
#

OUTBRK has some craziest dynamic wheathers I've seen

craggy mango
#

but thats not the point, the point is, the night shouldnt have to look boring

abstract salmon
#

that weather system alone takes up massive portion of resources 😂

craggy mango
olive eagle
proud moat
#

I'll leave it at these handful. They're all screenshots I took while playing Oblivion some years ago.

craggy mango
#

the first one

#

great example

abstract salmon
#

Player on the ground: "Why is that cloud approaching me?" (just before hurricane forms on top of player)

craggy mango
#

the night shouldnt have to like look you're looking outside your window at night

#

its a fantasy game gddamit

proud moat
#

More importantly, and pertinent to your realism argument, there's no light polution

craggy mango
#

i dont wanna sound like an ahole, and it isnt a dig, but it's just a suggestion

#

this is just straight up lightpollution tho*

#

lightning storm?

#

+30% lightning damage?

#

chance for enemies to get struck by lightning?

proud moat
#

You're pushing for scope creep

#

That's how games never finish

craggy mango
#

that's why i dont make games

#

i make coverart for albumsd

#

but still

#

it's called ideas and suggestions for a reason

olive eagle
#

😄

craggy mango
#

👍

#

i'll just keep those things for the other thread

#

i'll just create a thread called: cool images

rapid kite
olive eagle
proud moat
#

Maybe after 1.0 the topic can be revisited, but it's definitely good enough for now. Your time's better spent on actual gameplay than a skybox we occasionally look up at.

rapid kite
#

Interesting. I figured there was a reason, but I hadn't even thought of how you might need completely different skyboxes for different situations like that. Thank you for the explanation.

proud moat
#

Petition to officially call dash jumping "leaping", dash hopping "bounding" and leaping out of a super dash "super leaping".
imagine

abstract salmon
#

and repeatedly jumping + dashing b-hopping

craggy mango
proud moat
#

Symbol of Duty Necklace/Ring

Gravitas
The velocity required to trigger Lightning Strike is reduced by X%.

tardy cloak
#

Lightning strike on every normal jump goober

silver shoal
#

Add new tipe of dots and combinations of elements like darkness , corruption , earth raw dmg , winds , black fire , blood , gold lighting

mighty blade
#

Bell Ringer Rings

#

nuff said

craggy mango
#

i got an idea for a new axe weapon, inspired by the banner men

#

Thunderwrought
Axe (very slow)

Enchantment: Stormbearer's Banner
After performing a Runic Strike, you have a 25% chance to plant a Storm Banner at the location of impact. The banners emit lightning aura for 10 seconds, within this range my attacks do X additional lightning damage.

it's like lightning's own banner that he can spawn 🤔

the idea isnt perfect, but it can be worked on! let me know if anyone has some ideas

proud moat
#

Pretty simple rework, because runic strike is affected by runes not weapons:

Spending a knockback charge plants a banner nearby that lasts for X seconds. Being near the banner increases my lightning damage by X.

craggy mango
proud moat
#

When parry is implemented, items affecting it should be tied to rings. Perfect Dash effects are tied to rings and putting parry on the same slot forces the player to choose which to specialize in.

Exceptions made for shields and parry tools, because, well, it would feel wrong if weapons designed for defensive use didn't have defensive effects.

abstract salmon
#

An idea for a spear type weapon.

Enchantment replaces heavy attack with a chain of rapid thrusts (or swings when enchantment is put on another weapon), all of the hits would do less damage than a regular light/fast attack, but what makes up for this is the speed of attacks and the amount of them. If this alone wouldn't be strong enough, could add a combo counter that increase physical damage damage based on how many hits have landed without taking hits. Just like any other combo counter, falls to 0 when taking a hit or player doesn't hit anything for a while. Each hit could be counted as a fast/light attack for other effect, which depending on build could be a positive or negative

Enchantment 1: Unrelenting Assault
Releasing heavy attack begins flurry of X light attacks for X% of my physical damage. Each successful hit increases the combo counter. Every hit increases my physical damage by X%. The combo counter drops to 0 if I do not increase it for X seconds and if I take damage.

cobalt talon
#

Titan's Horn Necklace

  • Doing physical damage, with a X% chance, summons a giant's fist to crush enemies, doing X% of my damage as physical damage, possibly stunning enemies for a short while.

(idk about the stun y'all let me know, it just feels like it'd make sense after being punched by a giant)

#

General's Bracer Ring

  • On perfect dodge, a hail of arrows strikes enemies around me at random, doing physical damage. On a X% chance, the Giant throws a boulder instead, doing X% of my damage as physical damage, possibly stunning enemies for a short while.

(same here for the stun)

proud moat
#

We have a knockback animation that serves as a brief stun. Unless Sozidar wants to implement a whole new animation for every enemy type, that'd be your stun.

cobalt talon
#

I was just asking if you think it’d be balanced lol

proud moat
#

Ignoring the percentages, the concept is fine

#

That's why we always use "X%". They need playtesting and we can't playtest, so it leaves the numbers totally open to Sozidar.

cobalt talon
#

True

boreal kelp
#

Heart idea.

Golem's heart, 3 charges.

Enchantment: Stone Core.
Gain an extra permanent heart charge (red) per level (so +7 max). Can't get Extra hearts (blue).

It would be a giga tank heart, but it's main purpose would be to boost all current and future hearts with a "get X effect based on current health" or "get X effect based on missing health"

boreal kelp
#

Also, taking the "Mark the highest hp target" effect someone talked about a few days ago:

Weapon idea.

Name: King Slayer
Massive Sword, very slow speed damage slightly lower damage than "Fleshsmith's Hammer"

Enchantment: Regicide.
Marks the target with the highest MAX HP. following hits to marked target deal 50% extra damage, maxing out at 400%/500%/600%/700%/800%/900%/1000% (from +1 to +7)

It's supposed to be a true Titan killer. Not good against anything but the bosses or specially tanky enemies.
By using percentages, it would make it so you could deal massive damage but with a slow scaling to get there, or quickly scaling to a much lower dmg using extremely fast weapons.

Quick note: I just like giving actual percentages to give a relative idea of how I imagine the scaling to go, but take all those numbers as X% to make it actually balanced

craggy mango
#

i've been thinking, the game is starting to become a bit boring for me atleast, i've done 3 playthroughs so far, killed all the bosses, got every weapon + firstborns. But tbh I only keep playing because I like the idea of playing this game (ifyk what i mean)

Idea: (could serve as an extra addition for the game, after beating a certain boss or whatever)

Mutators: Adding Chaos to VOIN

Mutators could shake up gameplay with unique modifiers to each run, making every session feel fresh and unpredictable. These could be toggled manually or assigned randomly at the start of a new session.

Here are some categories and examples:

Combat Mutators (Changes to Attacks & Abilities)

  • Glass Cannon – Deal +100% damage, but take double damage.

  • Heavyweight – Send enemies flying.

  • Lightning Conductor – Every time you kill an enemy, chain lightning jumps to the nearest enemy.

  • Berserker’s Curse – Your attacks speed up every time you land a hit, but if you stop attacking, you take damage.

  • Death’s Toll – You can resurrect once per run, but at the cost of permanently losing an ability every time you revive for that run.

Environmental Mutators:

  • Blood Moon – Enemies resurrect once after dying, but with half health.
  • Stormcaller – Random lightning bolts strike the ground during combat, affecting both you (fully charged up runes) and enemies.

Enemy Mutators

  • **Frenzied **– Enemies attack twice as fast, but have less health
  • Cursed Blood – Killing an enemy heals all other enemies in the fight.
  • Yggrot's Influence - Every enemy leaves behind a trail of poison.
  • Boneforged – All skeleton enemies resurrect once after dying.

How Mutators Could Work in VOIN

Unlockable Custom Mutators – Earn mutators by completing certain challenges and then apply them to a custom run

Roguelike Mode – Each new run randomizes 2-4 mutators, making every session unique

tardy cloak
#

Most of these could be talents in the skill tree update

rugged cairn
#

@olive eagle hi! I‘m new to the discord server, love your game! Are there plans to implement ranged weapsons and mechanics? I would love to see crossbows with different ammo-types making lightning/fire/ice/etc. damage!

proud moat
rugged cairn
#

Alrighty. Got another idea while i‘m playing: what about „over-satiate“ (going above satiety 6) items by satiate them firstborns? Giving the items a even bigger boost (like double the amount of percentage of xy e.g satiety lvl 7: „physical dmg is increased by 24% + the satiety lvl doesnt go down for one run

proud moat
#

The bar already goes above 6, but it doesn't show. You can't feed anymore once it's met 6, but it still takes some time before satiety drops to 5, implying overfill. Would be nice to see how much overfill, but understandably may obscure "fully satiated".

abstract salmon
#

That + earlier mention of a speerun type of weapon gave me an idea... what about a weapon that is more powerful with full satiety and drops in power as satiety falls? 🤔

#

doesn't have to be completely useless at 0 satiety, but would still be more of a not so early game type of weapon

proud moat
#

What about when it's not primeval/firstborn?

abstract salmon
#

a weak bonus as mentioned

proud moat
#

The effect could be a talent

abstract salmon
#

anything could be a talent

#

basically...

proud moat
abstract salmon
#

but obviously, some other types of effects would be more suitable to be talents

#

than others

proud moat
#

These growth style effects would be good for the 5,000,000 ichor item. A part of me wants it to just be a normal/weak item that costs 5m for no reason, while another parts want it to be worth that 5m price tag. A growth item fits both bills.

abstract salmon
#

Why not have both? One of them a scam and one of them the real deal? 😂

abstract salmon
#

or maybe first appear to be a scam, but need to do something to it to unlock full potential? Devious

proud moat
#

Could call the effect "Charlatan"

#

Some kind of hint the item text is lying, since aside from this item(s), the item descriptions have always been truthful.

abstract salmon
#

could have some shady merchant tell you the "effects" and claim that it has been protected so it cannot be replicated or something, preventing from viewing the effects

#

and only when you've sufficiently powered it up the obscuration goes away and showss true effect

proud moat
#

Some thoughts I've had about the 5m item:

  • Could be our starting weapon.
  • Could be 1 item per category.
  • Could be a hidden growth item.
  • Could be a really flashy, but otherwise unremarkable item.
  • Could be an ichor boosting item.
  • Could be our starting weapon but empowered.
  • Could be a key item needed to access optional content (merchant boss?).
  • Could be our starting heart (Weak Ruby Heart).
  • Could be a balance breaking item.
olive eagle
#

it should definitely be sold by an npc
maybe even be part of a quest

proud moat
#

There could also be a 10m item where you have to haggle the price down by 1 ichor (max ichor is 9,999,999).

#

A la pokemon bicycle

#

Only shows up once you've spent enough ichor at the shop?
VIP status

#

Or quest progression

#

Since ichor is fleshy bits and there being a merchant boss has been floated around, what if the 5m ichor used to buy the item is in turn used to construct a flesh golem we fight?

#

All I know is I want the item to be memorable. Whether it makes you go "this was worth the 5m" or "I can't believe I bought this for 5m"

craggy mango
proud moat
#

Before I start coming up with concrete ideas, I'll need to see the economy in action, to feel how much 10k, 100k, 1m ichor is worth.

olive eagle
craggy mango
#

or the arena guy

#

its becoming a bit too cryptic for me

olive eagle
#

arena guy

craggy mango
#

he got a sickness called ichor greed

boreal kelp
rugged cairn
abstract salmon
#

full ranged weapons could work perfectly fine too, but would need to reward being very close to enemies to ensure players don't just sit at a safe distance doing nothing... such damage dropping very quickly if you're significantly farther away than melee range

#

and maybe add more enemies that counter ranged fighters?

#

such as very fast moving enemies that cannot be outrun normally

rugged cairn
abstract salmon
#

Maybe a bow with enchantment that gives a large damage bonus for next hit after a perfect dash?

#

That would encourage staying close

craggy mango
#

or just an ability that makes it so that you hold a spectral bow and can shoot one powerful explosive lightning arrow

#

before resetting

rugged cairn
boreal kelp
abstract salmon
#

that would make them very unviable... currently there's not much of an issue to approach ranged enemies and nuke them quickly

#

if the damage is low it would require another weapon to do the actual killing

#

when it's probably already going to be single target damage rather than AoE like melee weapons...

boreal kelp
#

and thinking about this made me realize, every weapon we got has a swing to it that can hit multiple enemies, would be cool to see some new weapon types in the future that focus on single enemies with more dps as a trade-off, something like a spear or a rapier

abstract salmon
#

I think there's plan for spears to be added, I guess?

#

They could have longer range and be able to pierce through enemies... and rely very heavily on player's ability to drag hits if want to hit more than 1

boreal kelp
proud moat
tardy cloak
#

I genuinely think ranged weapons would be balanced if they were designed as follows:

Light/heavy is a melee attack, which charges runes.
Your runic strike requires runes to fire, but is a ranged attack.
Playstyle of ranged weapons forces you to move in and out of close and long range in order to charge and then release runes for fun hybrid ranged/melee shenanigans

olive eagle