Counter Spell

Counter Spell

查看统计:
Division By Zero 2017 年 10 月 18 日 下午 8:45
Legendary items
A new color tier above purple. Legendaries provide unique affix bonuses and generally have 20% more attribute bonuses than their purple counterparts, including critical (as they are a new tier). Unlike purple items, legendaries give the same number of attribute points for single and double attribute. For example, if a split-attribute purple item gave +10 to 2 attributes, then the legendary in the same slot of the same level would give +24 to 1 attribute or +12 to 2 attributes.

All legendaries are unique-equipped (you can never have more than 1 instance of each legendary equipped at any time]).

Legendaries are never part of a set except where otherwise specified.

While some of these are built around the existing class sytem, you can probably find a way to work most of them into the future character build system.

====================
General legendaries (requires no specific skill or class to use):


Ring of Life (Ring):
+Regen
Natural health regeneration is doubled and constantly applies even while taking damage or in combat


Mana-Fest Destiny (Ring):
+Mana
Regenerate 2% of your maximum mana per second. Add half of your mana bonus (from items and equipments) to your power


Ring of Fortitude (Ring):
+Health
Your maximum health is added to your armor.


Ring of Precision (Ring):
+Critical
Your critical damage multiplier increases by a third of your critical chance. Against players, increases by a quarter instead. If you have 95% critical chance, then critical hits do an extra 32% damage (total critical multiplier just over 2.6) against PvE monsters.


Athletic Ring (Ring)
+Stamina
Removes the stamina cost for swimming and jumping, and removes the delay before stamina starts regenerating

Ring of Might (Ring)
+Power
Ignore 10% of enemy damage reduction. Example: enemies that take half damage take 60% damage instead. Enemies that normally take 80% damage take 90% instead.


Ring of the Prodigy (Ring)
+Bonus to every attribute, a quarter each of the attribute increases from the other rings. For example, if a Ring of Might on a given level gives +32 Power), then the Ring of the Prodigy gives +8 to every attribute.
Add +1 effective piece of equipment to every active set bonus (this ring is considered to be a "part" of every set).

===================
Warlock legendaries:


Lich King's Crown (leather helm):
+Power
+Critical
15% of all damage you do heals your minions. All summoning and reanimation abilities have their activation time decreased 20%.

Mantle of Dark Invocation (leather shoulders):
+Regen
+Power
Immolate does double damage against monsters and 50% extra against players. Emberball moves faster (although significantly slower than a fireball), Life Tap and Confusion have a 20 yard area of effect.

Ritual Blade (dagger):
+critical
+regen
Decreases the cooldown of Polymorph Self, Reanimate, and Confusion to 10 seconds.

Forgotten Priest's Robes (leather armor)
+health
+regen
Skeletal Priest summons a skeletal archpriest with improved attributes and: Cleanse, Rejuvenate, and Wrath.

Robes of the Fourth Eye (leather armor)
+Critical
You can summon an extra beholder.

=============================
Priest legendaries:

Visage of Righteous Wrath (mail helm):
+Power
+Critical
Your Wrath immolates enemies and rejuvenates allies (including yourself) for half the normal duration.

Vestments of Purity (mail armor):
+Health
+Regen
Cleansing removes all debuffs and reverses the effects of the more common ones: Poison/immolation/bleeding turns into health regeneration, disease turns into mana regeneration, frost slowing/freezing and leg wounds turn into Alacrity, blinding turns into true seeing and light.

Eclipse Scepter (staff):
+Power
+Mana
Your Light aura decreases visibility to your enemies instead of increasing it. Your stealth level increases instead of decreases, and hostile NPCs in range of the light aura have their vision decreased. In competitive modes, hostile players will be unable to see the light from the aura and their vision is darkened while in range of it.

Mantle of Retribution (mail shoulders):
+Health
+Regen
Enemies that damage you have a flame cloud generated at their location. This can only occur once per second.

Mantle of Ascension (mail shoulders):
+Health
+Mana
On dying, self-resurrect with full mana and a third of maximum health. For the next few seconds, you can neither take nor receive damage. This effect has a 2 minute cooldown (3 minutes in competitive modes). This doesn't count as dying for purposes of game mechanics.

=============================
Mage legendaries:

Timewarped Hood (leather helm):
+Power
+Regen
Activation time and cooldown time of your abilities decrease 15%.

Archmage Crown (leather helm):
+Critical
+Power
Damage of all abilities with an activation time increases 20%.

Staff of Echoes (staff):
+Power
+Mana
Arcane bolts (excluding barrage) produce 4 bouncing energy bolts similar to burst arrows.

Firewalker Robes (leather armor):
+Power
+Health
Your Flamestrike and Meteor fire fields do 40% decreased damage. Walking into 1 of your fire fields clears it and heals you for the damage it would otherwise have done.

Arctic Gloves (leather gauntlets):
+Critical
+Regen
Imbues your arcane bolts (and barrage) with frost, slowing enemies and doing extra damage to fire elementals and other foes that are weak against cold damage.

============================
Rogue legendaries:


Gadgeteer's Goggles (mail helm):
+Regen
+Mana
You are immune to the effects of all traps, and triggering traps instead turns them into items that you can pick up. Conjured traps disappear instead.

Commando Helmet (mail helm):
+Critical
All of your arrows have perfect accuracy (no spread due to movement or fatigue).

Eternal Shadow (dagger):
+Stamina
+Critical
Finishing an enemy with melee from the back immediately stops attacking and grants Invisibility

Infinity Crossbow (crossbow):
+Critical
You never consume ammo. 1 specialized arrow lasts a lifetime. All arrows ignore gravity.

Acrobatic Armor (mail armor):
+Stamina
+Critical
You can double jump in mid-air.

Shadow's Embrace (mail armor):
+Health
+Mana
On dying, self-resurrect with full mana and a third of maximum health, teleporting to a random nearby location and receiving Camouflage, Invisibility, and 10 seconds of Alacrity. This effect has a 2 minute cooldown (3 minutes in competitive modes). This doesn't count as dying for purposes of game mechanics.

=============================

Warrior legendaries:


Vengeful Whirlwind (sword):
+Health
+Power
Whenever you take damage, you gain 2 seconds of Whirlwind. This effect has a few seconds cooldown.

Charging Forceshield (shield):
+Stamina
+Health
Sprinting into enemies with a shield raised knocks them away and damages them slightly. This costs a small amount of stamina.


Bloodthirst Armor (plate armor):
+Critical
Whenever you land a critical hit, you gain 3% of your maximum health. 2 second cooldown.

Resonant Armor (plate armor):
+Regen
+Power
Decreases the cooldown of Intimidating Shout to 8 seconds. Critical hits against intimidated enemies consume the debuff and generate a shockwave causing moderate damage. Using this with Whirlwind can wipe out a group of small enemies.

=============================

Shaman legendaries:

Obsidian Crown (leather helm):
+Critical
+Power
Your Flame Sentinel throws fireballs instead of flames; however it loses 15% of its health each time it does this. The Flame Sentinel will continue throwing fireballs even if that would exhaust its remaining health.

Nocturnal Mantle (leather shoulders):
+Health
+Regen
Your bat summon now fights like a normal bat, and its cooldown is decreased to 8 seconds.
< >
正在显示第 1 - 1 条,共 1 条留言
Abnormal Software  [开发者] 2017 年 10 月 19 日 上午 6:20 
Thanks for the post, we should be able to work these into the game. We do want to add legendary items eventually, but were not sure how that will work just yet. They will be unique items with distinct names as you suggest.
< >
正在显示第 1 - 1 条,共 1 条留言
每页显示数: 1530 50