#Items Ideas and Suggestions
1 messages · Page 2 of 1
what about dual weapon, with each dealing different damage type?
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.
and if it's used as 2ndary enchant, cycle between the 2 between swings
that's better!
Alright, I'll write those up later
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
remember! Rule of cool outclasses anything else
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.
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 ^^
i already added 3 of your ideas to the plan!
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.
I like trying to make new weird archetypes :)
The constellations are still my baby
That was you!?
Yep!
I havnt touched those because thr ability sounds so cool but i only have one!
I got very excited on stream when i saw those!
still relatively safe to upgrade of primeval, but risky to fuse with anything else
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 💀
I think a reroll mechanic eouldnt br a bad idea but i think that may be coming with the crafting overhaul?
Sorry also on phone and just woke up x3 thats how much i love this game XD Many typos
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
Because I'm pretty sure it does apply to kick
It'll probably be stronger when we get bigger hordes of enemies though.
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
I wish i had put thr new sickles on my veilrender
I think when crafting is in, I'll combine veilrender and the constellations for maximum zoning
Also who ever made the new 2h scythe that weapon is so cooooooooool!
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...
It was mostly sozidar's idea, but I think it was partially inspired by my "air painting" weapon idea
But veilrender is pretty much a sozidar original
let me know if you want this steam topic be open or locked from the comments
Still really cool!
Think keeping it open is fine with me
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.
I do like the idea of murderous intent to work with the ring of murder. I love the idea of the marked debuff.
Added those 3 to the list, just let me know if there's something to correct
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
Im just happy to throw stuff out there and see what sticks.
The fact ive impress soz with 3 of the 20 something ideas is more than i ever expected!
Anybody else having issues trying to use the link? For me it says page not found. The pinned link is working correctly though and the link in the other thread. The discord link in the same page is working correctly for me.
I mean the link on the steam page
works for me
wait... now it's working?
yea now it works again...
just google being weird I guess, sorry false alarm
Sounds about right for google...
Hope it was chill to make this post and to share it here that i did it ❤️
https://bsky.app/profile/doomdaddy.bsky.social/post/3lkqk7jsc5k2s
Hey you!
Interested in fps hack n slash game roguelike?
Want to feel like a bad ass while doing it?
Go check out @vointhegame.bsky.social
On top of that if you come up with any cool ideas you should come share them!
what a list!!
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?
because i got a cool idea for that
it is possible 🤔
with like 2 different enchantments
See now im thinking of a dual blade weapon that becomes a double edged weapon.
ooooooh
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.
Neither of my ideas are in there and Soz reacted to them lol
i added Cerwyth’s Songcaller
Sec, where at? Might have missed or reacted after I went through there
Oooo gotcha
maybe it's possible to make it like a lore / boss item? Like you got a giant living tree as boss and when you kill him, you can rip this weapon from his carcass?
just an idea tho
I looked at authors lol
found that one, didn't add horse yet since I thought you might be still working on the idea
it suits an ability more
fair fair
tbh i don't know how to workshop it more beyond the initial concept, since balance isn't fully defined atm
stuff like cooldowns, limitations, and strenghts are really hard to define as useful but not broken i'd say
Added to the list, thank you for letting me know. Is it physical or lightning type of weapon? Not quite obvious from the post
but the idea?
i was thinking lightning, and the bird would apply poison
that may be busted though
hmm... I'll list it as lightning damage?
lightning would be fine
honestly so long as the birds are green i'm fine with it just doing lightning damage LOL
im also gonna do artwork of what i think it could look like
At least would make a lot of sense to me since it's spectral
i'd make it into two separate weapons since there isn't much synergy between the two 'states'
hmmm i guess you're right
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
Living Weapon Mutation
If you stay in one form for too long, Yggrot becomes restless—the next form swap becomes faster and stronger, amplifying the first attack in the new form.
Killing an enemy in one form slightly boosts attack speed in the other form for X seconds.
?
After landing multiple consecutive hits with Plaguevine, the next form swap sends out thorned vines in all directions, dealing AoE poison damage
swapping weapons is advised, now it has better synergy
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)
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)
-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.
you can thank @craggy mango for giving me this idea
could also be cool to have like a mystic veiled sword that turns into daggers?
thats a better name i think x3
Quick concept art I made lol (ignore the wing)
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
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
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.
how is that @craggy mango?
i think i saw it in some game already 🤔 but the idea is fun!
i wanted to make a quest for an exaclibur-like weapon, and that weapon might be a reward for one of the alternate ending 😄
I mean Elden ring has the concept of a stone sheathed sword (it’s literally called that) but in visual and gameplay it’s completely different lol
this one?
Yeah
endings already?!
damn your really far with the game
for specific quests yeah, why not
from npcs?
wait are there npcs planned?
there is one already
theres been a secret npc in the game for a while now?
oh you mean sedogor i guess
yeah
but he dies / rests after the arena fight right?
appears so 😄
Also, I just wanna say Soz. Thanks for liking my idea, I really appreciate it.
I just wanted to share a concept I had but absolutely feel free to change some stuff about it. If I see I helped with the game even in spirit I’ll be happy 
any other npcs planned that you can spoil us with? 👀
story is not set in stone yet, so no 😄
wait sorry quick question
in the story of voin, does our character awaken after a great war or something? or is the war just starting?
is there even a war? lmfao
I think we’ll know more when there’s an actual story update lol
Let the man cook
i'm here for help😔
the steam page has quite a bit of info regarding the main premise
the great cleansing
we got the main quest name already!
lmfao
wait sozidar, when designing places do you take inspiration from other sorts of media?
pfft, of course
mostly lotr and elden ring
need some berserk action in here!
most good works of fiction are inspired by others work to create their own
im not surprised the inspiration is from LOTR and Elden Ring
bloodborne
Demon souls is another good one for inspiration
hell even warhammer fantasy if you want grim dark
Especially when looking at Siofra Rice- I mean the under cathedral 
i want more areas in the undercroft of that cathedral
i want to enter the cathedral
make it a boss fight there
lady maria style
tbh hadracon reminds me of a mix of H.R. Giger's work + barad dur
and that's a compliment!!
you likely mean Amarict 🤔 the hub
yeah, a lot
i'm addicted to it
when i'm in a creative dump i always use it to get inspiration again
its really helpful
i mostly get old hiphop stuff or whatever but sometimes
i get this kind of stuff
maybe some inspo for you?
i didnt know amarict made jewelry
lol
i'm booming with inspiration and lack of hours in a day
i feel you
or music is good with inspo
if you wanna achieve a good "paradise" look in your game, like an afterlife
listen to this
the last track can really give you a certain vibe to work with
and 🎸 🎸 🎸 ofcourse
There was a typo in the link that I didn't notice immediately. Fixed it a bit later 🙂
Okay 👍
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.
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
.
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.
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.
Sorry for the wall of text 😅
i ain't readin all that
Added counter for each element and item type to the list... almost 1/3 of all items suggested are all lightning 😂
neutral about 40%
and that leaves about 30% for everything else, fire, cold poison, psychic ect.
lemme add to that psychic list real quick
haven't there been suggestions for powers, or did I miss them all when making the list? 🤔
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.
Several, I think, though those are very rare
Probably missed due to looking like a comment like any other
I know i've suggested some talents
I suggested the same thing here #1319403067036139561 message but I can't find where Spugelo suggested it
Chrono Surge – (time manipulation "Chrono" and electric power "Surge").
Effect: Slows down time for everything except the player, allowing precise attacks and strategic repositioning.
- When activated, the character holds their sword back (rune infusion animation), making time slow down, in the background you'll hear the bell sound effect from the bellringer weapon.
yeah but soz was a bit mysterious about it so not sure if he will add it
it was originally heart kinda idea. Basically exactly same, but since it was heart a few extra things added in.
sec...
but tbh this idea could also turn into a heart, instead of an ability
like a slow beating heart
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.
I didn't fully understand the wording there when I was searching. I see the similarity now
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 😅
Aside from the name, it's an exact copy of my suggestion
can still add to the list if you want
no it's fine
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.
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.
That covers all the implemented status effects
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.
Every stack of Marked that the character has increases the speed of enemies
and enemies are faster for the player?
Yes
From a player's perspective? Sure
Until they make a build that puts both effects on them
My pitch would be reduced crit rate and/or crit damage. Since it guarantees a crit on the enemy.

Instead of crit power or chance being reduced
We invert it
The direction of the crit I mean
You still deal damage
except now you also get hit whenever you crit while Marked
See above
Ah
That's an idea
idk if it's a good one, but it's an idea
Could also have Marked force the next crit into a non-crit
Same vein as crit-chance/power but a more direct translation
how does marked work? does it also have a visual indicator?
Ever use the Ring of Murder?
what does it look like?
bros never used the best ring in the entire game :kekw:
?
i have an idea for a new ring that could be cool
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.
the name could be worked on tho lmfao
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.
Wait
is
Are you suggesting an item already a firstborn quality?
Like from the get-go?
Yes because it acts like 2 hearts combined with different effects entirely
Could be something even crafted
Ive been sitting on this one pondering how to make it work with positives and negatives while still being very attractive
With a fun gameplay loop but one that doesnt last forever
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?
Besides was told rule of cool out weights everything and it certainly feels very cool to me.
And soz is more than welcome to tweak it how theh see fit if they like it as well ^^
It feels like it's a bit too complicated of an item so far
lemme see...
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
In that sense...
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
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%.
Do you like your chances, boy?
But yeah, was something i was cooking and thought it would be an interesting idea to have something.
Exactly!
I like it!
you dont know where the quote is from, do you?
I just woke up so no x3
Undertale belongs to Toby Fox, fully and completely. I do not own anything regarding Undertale whatsoever, and it should be known that this video was made solely for entertainment purposes.
Buy Undertale here(I really recommend doing so!): http://store.steampowered.com/app/391540/
oh please we already have a doom reference in the game
I must have missed it x3
Which is bad because doom is my channels whole shtick
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 ^^
not sure if it needs tweaked, maybe its a bit too op?
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.
Not sure if this is possible to implement but would be an idea?
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%
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?
Finally finished statistics page, looks like this atm
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
Took longer to make since everything there will automatically sort itself out when I add more items to the list
Does it count if they were added in a modified state or does it have to be as suggested?
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.
That means stuff Sozidar modified from the original suggestion
Yea, I think it's somewhat expected that not all ideas can be implemented 1:1
Ritual of Conductivity's visual is based on Thunder Guard, and Stormforged Strikes feels inspired by Brewing Storm.
Rolling Death is confirmed based off of Static Step
Got it, I'll mark it as added and edit it to match the ingame item
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
Here's the convo
Nothing got marked with 📝 so probably not something to accredit to anyone but Sozidar
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
Since no one got the mark from Soz, I'll chock the credit up to him
Searing Whirl (Scorched Twins) was definitely a suggestion, too. Looking for who it was from
Oh yea now I remember... just would need to find the original message somehow
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. 🤔
It was heavily modified
this and the one below it are both sorta involved I think
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.
I think that cold sword is based on a weapon that was in the demo but wasn't in current version, but modified
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
If you can, add a second state to the added checkbox so we can distinguish between added as-is and modified
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
Yeah you should give Soz edit access
As long as it's fine with him, I'll DM a link
We've seen screenshots of Soz's own spreadsheet and he does mark who's idea what items are
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.
iirc 6 from you, 4 from me
and at least 1 was somebody else, I think?
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
I thought there was a 3rd one confirmed
Chilling Reminder and Venomosity are the ones I 'member
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
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?
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.
oh yeah didnt think about that
knockback charges maybe?
Im still confused on how knockback charges work
you use heavy attack or kick, if you have a charge it is used and stuns the enemy
or anything else that can stun
just changed it to knockback charges, not sure if they shoot out, or if they charge like homing bullets
Have to mention that it is not very effective against bosses tho, and some enemies seem to be resistant as well
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.
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? 🤔
I like extended range stuff, but beware of Cleave 
not a mistake, is a feature 😎
There's a really flexible sword irl the name I forget of
It's indian I think?
Yeah it comes from kerala
In fantasy, there's snake swords.
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
some sort of button you click to make it extend
same kind of idea i had with that living weapon that turned into a hammer from a blade
probably better to avoid additional keys that are not in use. Game needs to work on controllers too
oh yeah
voice activated 'stendo sword
not sure about how the interaction would work
"it grows when I'm mean to it"
huh
probably after a certain amount of kills it automatically switches or something?
hmmm
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
I see it as a way to balance powerful effects. Knockback charges return slowly, afterall.
but i'm not sure if this idea is original lmfao
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.
Artifacts being defensively oriented does sound quite nice
They're based off the Emerald Key / Power Within
I see!
I guess resistances could reduce the damage by giving progress towards restoring a charge
Wouldn't that be more in-line with the concept of absorption?
Potentially givinv it back right away if was close enough
yeah that's just bloodborne
Not exactly. Absorb is luck based like crit hits, while resistances are meant to be consistent and not based on luck
Its just how it is in the game
brother
Chance to taje 0 damage
there is no absorption mechanic in game
There is... northern heart
that's nullification
So is absorb... that is how it works in some other games too
Anyway, both absorb and nullify prevent 100÷ damage and is used interchangebly
Usually based on limits
÷
bro forgot that % exists
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
Resistance decreases status build up.
Then why say fire damage
Each status is tied to one of the elements, so I imagine it just means "resistance to all statuses of this damage type"
Dropping the word damage would make it much clearer it has nothing to do with damage
wait is sozidar actively working on the lore in the game?
Yes
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.
wraith wasteland 👀
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!
Some visuals from Vintage Story could also serve as inspiration here. I'll post a relevant video in #🍿│off-topic
#🍿│off-topic message
(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.
I would like to point out that this place is for item stuff
whoops sorry!
if sozidar is interested, i'll create a different thread for locations ideas and suggestions
I don't see a reason not to
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.
I would then like to make an addition on top of it
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
like they're corrupted? trying to contain what was inside, ground zero
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
undead scavengers
Basically a giant amalgam of various undead/otvrat bits and pieces, which hunt both
scavenging the remains of the battlefield
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
this slowly turned into forever winter lmfao
Boss fight: Agoragath, Mountain of Corpses
?
Boss does not move, and attacks you by throwing literal corpses at you
Using the Veilbreaker at the right time makes the thrown bodies vanish
one does not simply walk into the wraith wasteland without leaving alive to tell the tale.
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
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
what does 'perfectly strikes' mean?
that's a cool idea, but that might trivialize things a bit too much 🤔
like the dual iron swords, we get a visual indicator that shows when to release our attack during a dodge
daric calls it a cleave i believe
That's Perfect Strike and is indicated by a flash.
like dodging during a heavy attack and hitting everyone, only now it's encouraged
because you deal more damage
could be cool rune idea
I totally get that, that's why i think it needs to have a (probably pretty hefty) cost, of like ichor or other items idk, but it'd keep commitment while not making you feel like you bricked your entire save by making a bad fusion lol
To take away the fluff for clarity's sake:
During a dash, gain X lightning damage. If a heavy is released during a flash during a dash, also trigger chain lightning. 🤔
That is my playstyle, but dashing can be pretty short and perfect dashes are... fairly easy to trigger. If we make the chain lightning weak, we can use "hit during perfect dash" as the condition.
yeah sorry i couldn't really word my suggestion right, but this is exactly what i meant with my idea, could be cool?
it can create a more aggressive playstyle
I like it, but the chain lightning trigger def needs some spitballs.
Could be a powerful chain lightning on kill during the effect
and it encourages people to use dashes other than dodging an attack
So there's a perfect strike window during dash, just hit during perfect dash, and kill during dash for possible chain lightning triggers
doesnt have to a perfect dash imo
the lurning curve doesnt need to be THAT steep lmfao
It's kinda hard not perfect dashing in combat
maybe
normal dash + perfect strike = additional lightning damage
perfect dash + perfect strike = additional lightning damage + higher chance for crit
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
the second one could be cool
i mean its new
so
we already got so many chain lightning stuff
as far as i know
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
i made a little mood board for it
with the main interest being a giant sentient serpent-like being made of corpses. agoragath
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.
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.
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
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
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.
This is also something I thought about, but disabling healing would also create enough risk perhaps, except that you could flee from battle and switch hearts to get your health back up every now and then.
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
It would need to be all healing to balance this item i think
honestly need these types of rock formations in the game
environmental storytelling
what stops somebody from just swapping to another heart, heal up and then get back those powerful buffs tho?
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
Perhaps
(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%.
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"
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
and no this is totally not as a reward for beating agoragath 👀, not like he's build like a spinal cord...
moodboard for a new location idea, for like a skill tree
but it's a living beating heart
possibly powering amarict
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
it adds a new layer of interactability
might be too different from the current mote of power system but also could be sick
- environmental storytelling, what would happen if the heart stopped beating?
is the heart of the master?
like 75% of the way through the game the heart stops beting and lighting must find the Enchanted Defibrillator before it's too late
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
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.
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.
heavy emphasis on the middle image
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.
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)
"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
That's really cool
thanks 
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
what i was thinking too
lol
I mean, if it's like primeval = 30 seconds, I could see use cases
i'm not sure about a lot of things, like, does it really need the ichor cost to set up ?
idk
Your stuff would still be where you died, it's just you're closer
I thought it was a nice touch
Ideas require playtesting. Some stuff sounds good on paper and is good in practice, other stuff sounds good on paper and is awful in practice. Never know until you experience it. As long as you keep that in mind while suggesting, Sozidar will handle the playtesting and adjusting.
Good 2 know
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%</>.
nice 
I had 5 items!? 
thanks for the list Soz 
I wanted to add bonfires as a mechanic purely to have another way to show off the character model lol, but I struggled to come up with an actual function for it
Does this mean we might get it 👀
slow regen isn't enough to justify sitting and doing nothing for 30 seconds though 
Some people just like to take in the view for a couple minutes
this
but the idea of sacrificing items to get temporary buffs sounds interesting
i have hoarded around 400 screenshots now
yippee!!!!
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
maybe we triple down on Tempest's idea, you get the temporary hearts by default, and if you sacrifice an item (maybe needs to be a certain rarity, or you can only do it once per expedition) you get a free revive at your bonfire
Every once in a while a vista catches me like "damn", and I soak it in for a while. Then
Lol
like you'd get value by simply sitting for 30 seconds with the temp charges
Also, golden heart + mortal heart firstborn gonna go crazy
Maybe a way to refill first born and primevals too? That would add some extra value to that bonfire
Ooooo
fire idea man
satiety?
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
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
Just want to remind y'all this rest spot shouldn't be so functional it replaces Amarict
True
me when i submit a funny niche idea and people want it to be the next big thing LOL
Sozidar does seem to like this idea though
Soz likes the concept of it, the execution (what kinda buffs, and so on) is entirely up to him LOL, i wouldn't expect anything crazy, but we never know
i like the idea of temp hearts/revive the most tho i'll say
my idea was for it to be a rest spot, with maybe some utility/buffs, not a mobile home base LOL
Understandable
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
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
true
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
I mean, I'm fine with grinding for that +7 by finding new items. It's just the uniques would have no such luxury, which is sad because +6 veilrender
maybe it's an ability you unlock after getting a +7 version of an item, this would make it less overpowered and give the freedom to player to have less grinding involved
making builds
idea?
Not bad
after crafting is implemented it could be an idea?
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.
+5 and +5 + 20k ichor -> +6
+6 and +6 + 40k ichor -> +7
yeah i guess
it's up to the player now if this would be implemented

if the game's fun (like having a funny little bonfire you can summon, for exemple
), grinding just becomes a way to have fun messin around, while still working towards a goal
Others may just want brain off busy work with a definite reward
will lightning ever have some sort of companion in the game?
If that spectral steed power becomes a thing
And Master isn't enough for you?
no...
master is too scared to show his face
Does Master even have a corporeal form?
who knows
i havent seen him
sozidar doesnt have conceptart for him
so who knows
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!
There we go... now I can get to updating the list
Reactions from Sozidar himself! Lets goooooooo!
That weapon idea fills the anime fantasy of everything being cut after you sheathe
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.
I added the sheath part after writing everything else cuz it just fits the fantasy so well! I was like "This is cool, but if I add sheath, it would be anime cool" xD
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

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.
Atm as far as I know there is confirmation for 1 weapon, but just in case there's more than 1
some sort of photo mode for the game
+
video mode -> playing with filters live
Oh yeah and if you have a perfect synergy it boost the element damage
Could you add my Swallow's Wings and Horizon's Blade weapon ideas to the list?
Sure
Thank you.
Added, takes up to 5 minutes for the list to update
I must write more weapons... I'll come up with some cool stuff
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.]
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.
just two
@proud moat Mountain Breaker Cleave Within a single swing, each hit increases the next's damage by <Teal>{Value0}</>.
@tardy cloak Constellations (Dual Swords) Celestial Cartography Slaying a monster summons a star lasting <Teal>{Value0}</> seconds. Every second stars form random bonds between them, dealing <Teal>{Value1}</> of my physical damage to monsters caught in their paths.
Thanks!
Yo can you take a look at my item and give some feedback pls ?:3
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
Thank you, so should i just make 2 separate items ?
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
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.
Never really thought of ever to consider size of enemies, that is interesting 🤔
Really jus because the enemies reach and hp
would need tweaking but that's a cool idea!
Thank you :3
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.
I thought I was going crazy recounting amount of items I marked as added, until I went 1 by 1 and noticed that there's 13 listed here, missing 3rd rune mentioned in patch notes
is the idea for 3rd missing rune (capacius runes)?
Hey, Spugelo, isn't the Boulder already in the game, or am I misremembering something?
sorry, in my sheet it's listed as my idea so i didn't add it
i should've specified it
thanks for clarification. just making sure since if I recall right mentioned that all of them are community ideas but it's your idea
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
There's always the possibility of 2 people coming up with very similar idea, as we've seen here multiple times
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?
**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)
Not 100% sure if it's going to work in published version, but I'll try
Leviathan axe throwing vibes lmfao
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.
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...
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
Oh well. Thank you for trying.
@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.
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.)
@abstract salmon you didn't add my bonfire idea to the list
was originally thinking of making it items and powers specifically since I have no way to keep track of everything
wdym
oh there was an artifact too, didn't notice that originally
yuh
adding
Yo i accidentally atted the wrong person if you scroll up a bit theres an idea i have for an entire set
Ring
Flow Reversal
During a perfect dash, increase physical damage by X%.
In a word: counterhit.
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
Artifacts are utility
or at least motly utility, since artifacts like Tibia have direct impact in combat
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.
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.
Okay I actually NEED THIS in the game. Perfect synergy with constellations, both in mechanics and concept. Pulling your enemies into one big star trap blender sounds so fun
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.
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.
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.
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.
I’m not sure if sozidar likes the idea… but in my heart, this could be one of the coolest synergies beteen weapons lmao
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)
That is a cool way of implementing Maverick tier. But what if you end up with 2 of the same effect?
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
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
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
bro i need a transmog system in the game
I still don't like transmog for what it removes from the game: things being what they look like
wdym?
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.
Works in MMOs that do not have reach on weapons, where the appearance doesn't matter on anything. But as said, creates problems elsewhere
Reach is tied to models here. Primary effects are balanced around core stats, as well.
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
It's an implementation I can accept
Hell, I'd even use it, depending on how severe the drawback is.
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
For me, I'd get to put Cleave and Rolling Death on the biggest sword I can find.
Or really any sword
nah nvm transmog is stupid
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 😂
in this game*
but transmog is always cool with armor in rpg games, only problem... we dont have armor that we can change in this game
Costumes. Costumes is the term you're looking for.
Just go the wae of fashion souls, ignore all the defensive stats and just maximize your fashion points for the RP 😂
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
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)
To spitball some alternative downsides:
- Ichor cost per second.
- Reduced healing.
- Negated healing.
- Speed penalty.
- Luck reduction.
- Resourcefulness reduction.
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

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.
visual effects with the weapon growing, first a dagger (fast weapon)
all the way to a greatsword (very slow)
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
maybe with a gem that changes color?
or a skull
like the difficulty changers
that changes
like from white skull to the deep red one
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
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 ;-;
usually best to just suck it up and keep fighting. Takes less time to just keep fighting 😅
Weakened on us is a 10% decrease in damage dealt. The Emerald Key directly counters it, too.
forgot to say, I play the game mostly on 6-6-6 where these things have more impact, anything 3-6-6 and under make it basically unnoticeable
Is it 10% flat with stacks adding duration, or 10% per stack?
This would be a perfect effect for the 5,000,000 ichor item! It fulfills both fantasies of a really expensive bad item, and a really expensive good item
10% per stack. So 5 stacks is 50% reduction.
i got a cool idea for a new ring, a homage to the one ring in the lotr series
Item for speedrunners that starts as the strongest weapon in the game but degrades in power over time to eventually doing nothing if you take too long
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
Honestly, I think both could be really fun ideas if implemented correctly
but what if you fuse both of them?
these ghostly afterimages*
well I guess overall result would still be overall weaker if the weakening weapon becomes too weak
We've already got the same effect suggested #1319403067036139561 message
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
D A R K N E S S
new character is darkness?
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.
An easy talent is reduced detection range
But I haven't even thought of stealth because we're already stealthy. Nothing's alive to detect us
Not officially confirmed
sht i thought it was radiant😔
But saw the helmet for a bit. A cool looking one, obviously
The only proof I have is when we were guessing the shadowy character's name, Sozider reacted with 👀 on mine.
need a savathun type helmet
i need the witch king
soz, are you planning to give every character their own hub?
cuz for now, lore wise it doesnt make sense for these 2 other characters to be in amarict right?
individualized rooms on the other hand... 🤔
we havent got any lore so
At the same time? No. Master only made one pinnacle
and wait
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!
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
There's already a day-night cycle
well, day -> more day --> less day -- > day
not really night
with night we could see like different enemies for example, or different loot being available
All of Nightmare's voice clips, I couldn't find it anywhere.
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
No point in separate loot pools atm
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
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.
Talent ideas, this is
- @olive eagle with day and night being implemented in the game, we could see the northern lights in amarict 🤔
there's already day and night
you don't want pitch black night, trust me 😄
why dont i ever see night?
would be a cool modifier tho
as an event though, could work
is my game bugged or something?
It takes a long while to cycle
some weapons glow, doing extra damage?🤔
Your runs aren't long enough, probably
We glow
The catacombs are pitch black, you're seeing the light we emit
same with bloodmoon or solar eclipse
could be an idea
oh yeah this is what u mean with night
6pm type of time
Hollywood night, I've heard it called
or atlernative to making everything dark, maybe thicc fog to reduce visibility?
Because real night is pitch black and not good for gameplay
or the sea glowing in amarict during night time?? 🤔
these can be added as enchants for weapons
could be an indicator for something, not sure what tho😌
Kinda what's happening with some weapons already tied to a power to make it more powerful
it doesnt have to be pitch black
Near pitch black still annoying as hell, even if realistic 😅
This has made me realize any talent could also be an item and vice versa 
i just need cool skyboxes tbh
i dont care if night isnt night but i just need it to make me say wow!
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
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
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?
And if you have to choose, can you rechoose?
@olive eagle
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 😂
- those beautiful godrays voin has
👨🍳 💋
Rambling about skyboxes had me reminiscing about some Oblivion screenshots
you would be able to pick everything, but in order to raise a talent over a specific level, you’d need to find a book for it
nice
those are photo skyboxes, voin uses volumetric clouds
they're stylised, but dynamic
these are also volumetric clouds, i just call it skyboxes cuz everyone already knows the term
OUTBRK has some craziest dynamic wheathers I've seen
but thats not the point, the point is, the night shouldnt have to look boring
that weather system alone takes up massive portion of resources 😂
reminds me of stalker GAMMA
nope, they're just animated images
volumetric is 3d clouds which you can fly through
I'll leave it at these handful. They're all screenshots I took while playing Oblivion some years ago.
Player on the ground: "Why is that cloud approaching me?" (just before hurricane forms on top of player)
the night shouldnt have to like look you're looking outside your window at night
its a fantasy game gddamit
More importantly, and pertinent to your realism argument, there's no light polution
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?
that's why i dont make games
i make coverart for albumsd
but still
it's called ideas and suggestions for a reason
items
ideas and suggestions
😄
👍
i'll just keep those things for the other thread
i'll just create a thread called: cool images
If you don't mind my asking, why go with volumetric clouds over an animated skybox? It seems like they'd take up more resources for relatively little gain, given our inability to fly or get particularly close to them?
to avoid adding skyboxes for each lighting scenario/weather/time of day. saves a lot of time.
and i've optimized them heavily, so they're actually not that demanding in terms of resources
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.
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.
Petition to officially call dash jumping "leaping", dash hopping "bounding" and leaping out of a super dash "super leaping".

and repeatedly jumping + dashing b-hopping
Symbol of Duty Necklace/Ring
Gravitas
The velocity required to trigger Lightning Strike is reduced by X%.
Lightning strike on every normal jump 
Add new tipe of dots and combinations of elements like darkness , corruption , earth raw dmg , winds , black fire , blood , gold lighting
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
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.
Thunderwrought
Axe (very slow)
Enchantment: Stormbearer's Banner
Spending a knockback charge has a X% chance of planting a banner nearby that lasts for X seconds. Being near the banner increases my lightning damage by X
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.
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.
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)
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.
I mean yeah sure
I was just asking if you think it’d be balanced lol
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.
True
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"
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
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
Most of these could be talents in the skill tree update
@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!
This is a melee game. There will be ranged weapons, but in the same vein as Windraiser: melee weapons with ranged special attacks.
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
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".
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
What about when it's not primeval/firstborn?
a weak bonus as mentioned
The effect could be a talent

but obviously, some other types of effects would be more suitable to be talents
than others
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.
Why not have both? One of them a scam and one of them the real deal? 😂
or maybe first appear to be a scam, but need to do something to it to unlock full potential? Devious
That's what the growth item would be. It'd give 0 indication it grows in power. You'd just have to buy it, try it, and notice it's getting stronger under some conditions.
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.
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
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.
it should definitely be sold by an npc
maybe even be part of a quest
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"
so npcs will appear in the future??
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.
there's aleady one
master?
or the arena guy
its becoming a bit too cryptic for me
arena guy
we def need like a dragon npc that wants 5m ichor just to give you a meme weapon lmao
he got a sickness called ichor greed
Aren't bows in the roadmap, for Q3 of 2025? It mentions "More weapon types" and the background image has a bow on it, so I just assumed
Yeah, i also noticed it, thought that was a hint
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
Yes, i unterstand that. But just: when you feed an item that has satiety max lvl with a firstborn = double boost + no downgrade for 1 or 2 runs (if its decreasing so slowly)
Maybe a bow with enchantment that gives a large damage bonus for next hit after a perfect dash?
That would encourage staying close
or just an ability that makes it so that you hold a spectral bow and can shoot one powerful explosive lightning arrow
before resetting
I think witchfire has that kind of dmg reduction, if you are too far away your rifle shots do less dmg
I feel like Bows should just have extra damage against ranged enemies as basekit, while keeping the overall damage low. That way they'd have a nice purpose of "fighting fire with fire".
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...
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
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
I don't think I explained that part well. I meant to say that their damage would be especially good against ranged, the META even. While keeping numbers lower and subpar against melee enemies. Though I understand it would make them feel like a secondary type weapon... Now that I'm thinking about it, sounds like a pretty cool enchantment, but definitely not the rule
I understand the desire and I counter with:
I have 70 unused primevals sitting in my inventory because everything is fully satiated, even the 70 unused primevals.
But that's a broader loot economy problem.
Point is you need to consider these the broader implications of the idea. Loot's overflowing at the moment and needs a place to go before we make satiety even more efficient.
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
currently this is the design that i'm planning to try out first
basically all ranged weapons should have both melee and ranged attacks
?

