Create the New Supporter Item! (in Contests)


Zenai [Cult of the Valaraukar] March 4 2010 1:29 AM EST

Photobucket

Salketer [big bucks] March 4 2010 4:30 AM EST

Introduce Ballista, the new ranged weapon.

Ballista would be something very different than the weapons we know so far. Ballista being a huge siege weapon, it is always scary to face one of its ammunition but it does not fire that often...

I am not a data freak and cannot really say about how much should the base damage be but I expect something close to 200-250% the ELB. The trick here would be that the Ballista only fires every 5 rounds, (first round of ranged only, and last with HoC) but with its devastating power, it lowers ennemy moral making them loose 1% of all stats/skills level but HP per +. The ballista would not use the usual + to determine if it hits or not. The ballista explodes so it is sure to deal damage, the difference is how much damage is dealt! If you were to be hitting with a ELB at 50% chances, then you do somewhere like 45% real damage (or whatever the data munchers prefer). Basically, it always hits, but the effect and damage strength would be dependent on the chances to hit.

I haven't thought about it for more than 5 minutes, but sounds like a nice idea that would certainly need more thoughts.

Salketer [big bucks] March 4 2010 4:56 AM EST

Kahn's Gauntlets

>Alex Kahn, giant puppet creator for New York's Village Halloween Parade
(we could find another guy, but I love his work)

The minion wearing these Gauntlets have all their stats and skills put down to 0, only HP (after AS and any other boost) gets a 60% (or so) reduction. The minion wearing these gauntlets has a chance to control an enemy minion for a round and therefor make it hurt his own team instead. The enhancement would determine the maximum attack power the controlled minion would be using. We could make it a percentage based on any factor, I am not sure what would make it the easiest to calculate AND be fair at the same time... If this get chosen, we would have to figure out a way to make it so you could get a maximum of 100% but possible only on a high NW one, and it should be dependent on the ennemy faced (be it minion or character).

I have in mind that to get 100% effect it would be something like gaunts NW/(MPR*10) but I ain't sure... I am basically throwing ideas in and will let the appropriate persons figure this out. Although I would like to help in any means necessary.

Salketer [big bucks] March 4 2010 5:01 AM EST

Unknown name...

SoC's magical version? Since magic is already strong, making it stronger wouldn't feel so right but we can still work around it IMO.

This shield would take the DD received and fire it back at the enemy exactly like the SoC. The catch? It only works against/with the DD spell the minion wearing it has trained. As simple as that?

Salketer [big bucks] March 4 2010 5:09 AM EST

Hephaestus' (or vulcan) hammer.

1Handed hammer, 65 base damage or so with 10k or 11k NW per X maybe? The weapon would be dealt as any normal 1handed hammer. The difference would be that for every +, 0.2% of the damage dealt with it will transfer in networth completion on the next completed forging cycle.

The best would be if we could count only the fights the player actually used BA for...

AdminQBGentlemanLoser [{END}] March 4 2010 5:11 AM EST

Razor Shield

Lagre shield, Large Penalties. Each Enchantment Point returns 1% of any Melee only Physical Damage taken by the wearing minion. This damage is returned as Physical Damage itself.


Intertial Shield

Reduces Ranged Physical damage by 1% per Enchantment Point.

Salketer [big bucks] March 4 2010 5:13 AM EST

Something cloak...

You get 1% per enchantment boost to strength every time you evade a hit. Lasts for the end of the fight.

There is not a lot more that I would add to it...

Salketer [big bucks] March 4 2010 5:16 AM EST

GentlemanLoser, doesn't SoC does the same as the second shield you proposed? With the added effect that you can return it on your next physical attack/

AdminQBGentlemanLoser [{END}] March 4 2010 5:16 AM EST

<Someone from LotR>'s Spear (Or Hammer).

Weapon. Stats to be determined on Balance (Less than an ELBow/Top 5). Melee Weapon that can be Trown, so can be used in both Ranged and Melee Rounds.

If it's a Hammer, would be Blunt, and can discharge SoC Flashes, even in Ranged.

Salketer [big bucks] March 4 2010 5:17 AM EST

Alright guys I'm off to bed... I don't plan on getting any of my ideas picked as they are not well thought at all but I do hope I did not post them here for nothing. Hopefully they will help generate great ideas.

AdminQBGentlemanLoser [{END}] March 4 2010 5:17 AM EST

GentlemanLoser, doesn't SoC does the same as the second shield you proposed? With the added effect that you can return it on your next physical attack/


SoC is 0.5 per point.

This one would also provide AC.

AdminQBGentlemanLoser [{END}] March 4 2010 5:18 AM EST

Edit: Also add to the Interial Shield, would be to reduce the BCTH of Ranged Weapons. ;)

AdminQBGentlemanLoser [{END}] March 4 2010 5:21 AM EST

Tenebrious Cloak

A Cloak of pure Darkness. Each Enchantment point reduces any attackers BTCH by 1%.

Adminedyit [Superheros] March 4 2010 5:24 AM EST

finish off the elven gear list!

AdminQBGentlemanLoser [{END}] March 4 2010 5:30 AM EST

Amulet of Transference.

Each encantment point removes 1% of trained DD from other minions, and adds it to the trained DD of the wearing minion. DD's to be transfered must be the same as the wearing minion.

If multiple Amulets of Transference are worn, the one furthest Right takes precedence.

AdminQBGentlemanLoser [{END}] March 4 2010 5:32 AM EST

Bonded Armour/Arms

Generic Armour/Weapon types, that have levels like Tattoo's and grow in size with the wearers experience.

(Too generic a suggestion?)

three4thsforsaken March 4 2010 5:36 AM EST

Flag of [insert name here]

It's a two handed melee weapon that deals (relatively) low damage but provides a large amount of leadership. Causes big ranged penalties and spell/enchantment penalties to the wearer.

three4thsforsaken March 4 2010 5:47 AM EST

Nunchuck (monk weapon)

Uses effective unarmed combat's PTH instead of its own. Has slight increase to base damage.


Kama (monk weapon)

Uses effective unarmed combat's base damage and X instead of its own. Upgradeable PTH (very low curve).

Sickone March 4 2010 5:53 AM EST

Rune of Teleportation (fixed level 20 tattoo)
All 5 normal ranged rounds are skipped, fight goes directly into melee (or, if present, the HoC-enabled ranged round).

three4thsforsaken March 4 2010 5:58 AM EST

Swashbuckler's rapier:

A one handed weapon that with low 70s base damage. When not equipped with a shield or a ranged weapon it provides a bonus to dex and skills. Probably determined by a fraction of the PTH or a function of NW. Finesse-ful tank anyone?

Pwned March 4 2010 6:59 AM EST

Ring of Power (0) *special*

Primary effect: adds 1% melee weapon damage dealt per enchantment
Secondary effect: leech 1% of melee weapon damage dealt per enchantment
no Ac bonus
negates all spells cast by wearer

----------------------------
Redwald Helmet (11) *Headgear*

Primary effect: adds 2% melee weapon damage dealt per enchantment
Secondary effect: reduces 1% of DD and ranged damage received per enchantment
+1 Ac per enchantment
cannot be equipped with a ranged weapon
negates all spells cast by wearer

----------------------------
Hide of Fenrir (3) *Cloak*

Primary effect: reduces 10% of ALL damage received flat rate E.g. GA/RoBF
*before any other reductions*
Secondary effect: 1% hp regen per round flat rate and reduces 30% of own damage dealt in ranged
+1 ac per enchantment
negates all spells cast by wearer

----------------------------
Joyeuse (97) *1-hand edged sword*

Primary effect: negates stat drain
Secondary effect: negates GA damage
cannot be equipped with ranged weapon
negates all spells cast by wearer

----------------------------
Templar Pauldrons (1) *special or new item class shoulder*

Primary effect: reduces .5% of all damage received per enchantment
+1 Ac per enchantment
cannot be equipped with ranged weapon
negates all spells cast by wearer

----------------------------
Etched Gilded Armor (46) *Body armor*

Primary effect: reduces .25% of all damage received per enchantment
*before any other reductions*
+1 Ac per enchantment
cannot be equipped with ranged weapon
negates all spells cast by wearer

----------------------------
Aegis (25) *Shield*

Primary effect: reduces .3% of ALL damage received per enchantment E.g. GA/RoBF
+1 Ac per enchantment
cannot be equipped with ranged weapon
negates all spells cast by wearer

Pwned March 4 2010 7:07 AM EST

Damage reduction doesn't have to be percentage based either, could be by a predetermined amount.

The Pope [Serenity In Chaos] March 4 2010 8:00 AM EST

Captain America's Shield (maybe not a good cb name)

I'm just spitballing an idea here... but a shield that can be used as an unarmed combat weapon... every bonus you add helps your chance to hit... and ac maybe... it could maybe be used in ranged combat once also... cause captain America throws his shield all the time...

One other idea is gloves of dual wield...

Oh I know everyone hates duel wield but I'm still throwing it out there... I only want to dual wield low end weapons...

Maybe Dracula's gauntlets
Which gives some VA bonus...

The Pope [Serenity In Chaos] March 4 2010 8:28 AM EST

I also thought about a voodoo doll...

It would be a weapon... I think a voodoo doll could be a ranged and melee weapon.. or it could be used as a shield sorta... and the person using it can attack the doll with a melee weapon and it does the damage to it's Target in all rounds I also thought maybe it absorbs some damage from the attacker and sends it back to the attacker... maybe all damage taken is a percentage based on it's upgrade... each upgrade is a percentage...and the percent could go over 100% but would cost a lot to upgrade this high... this is an off the wall idea... but hey...

Mythology March 4 2010 9:25 AM EST

- Amulet -

- Hypnotic Pendant -

(0) -1

Primary Effects : On the 5th, 10th, 15th etc round of combat a random opposing minion does not attack / cast spells and dex + evasion is reduced to 0.
Secondary Effect : On the 5th, 10th, 15th etc round of combat the wearer of the pendant also loses the ability to attack or cast spells and their dex + evasion is reduced to 0.


Mythology March 4 2010 9:36 AM EST

- Tunic -

- Elven Tunic -

[0] (+3)

Effects : Increases Dex + Skills by 1%

Non-upgradeable.

QBRanger March 4 2010 9:43 AM EST

Silks of the Victor

Body Armor

Base AC 24

Each + lowers the penalty in ranged for both DD and missile weapons by 1%.

That is damage for DD and to hit for missile.

Mythology March 4 2010 9:44 AM EST

- Shield -

- Heraldic Banner -

[1] (0)

Description : Idea being minion becomes a standard bearer through the shield slot.

Upgradeable
Effects : Much like AoL + BoF though upgrade costs would sit somewhere in between the two.

Mythology March 4 2010 9:49 AM EST

- Helmet -

- Helm of The Storm Caller -

[0] (-10)

Description : Calls a violent storm + fog etc... Basically to counter most battles being decided in <10 rounds

Effects : All damaged cause in ranged rounds reduced by 10%

The Pope [Serenity In Chaos] March 4 2010 11:45 AM EST

This is an expansion on my Voodoo Doll idea... maybe it makes it more clear maybe this makes it harder to understand, but in my head this idea is golden... Of course instant H2O (just add water) was also an idea that would change the world, in my mind...

The Voodoo Doll (0)

An offhand item, that is used in battle too attack an enemy. The voodoo dolls target minion should always be a certain minion (perhaps the first minion, or the minion with the lowest DX something to this affect) As a Voodoo doll does not need to be used in close proximity to its victim it allows its owner to use a melee weapon as a ranged attack. The owner can attack their Voodoo doll with what ever melee weapon they have equipped and it will do a percentage of damage to their opponent based on what level of upgrades have been made to the Voodoo doll. The Voodoo doll will start with a base of 0 and as it is upgraded the percentage of damage it does to its opponent increases. At base the item will do no damage at +10 the item does 10% of the melee damage in ranged attack rounds, +25 it does 25% melee damage in ranged attack rounds, I think it should have the option of going over 100% to do over 100% damage in ranged rounds, however I think an upgrade of this level should become very expensive.

I also see this item as a Guardian Angel like item, as a minion equipped with a voodoo doll is attacked the doll reflects some damage back at itメs attacker, however I feel this should be a fixed % maybe 5% or so. (If my minion is attacked for 100 damage 5 damage is also sent to the target minion of the voodoo doll. All 100 damage is taken by the minion with the voodoo doll)

I think it would be a good idea to make dispel magic work against the item, making it's ability to reflect damage ineffective, or making the ranged attack ability ineffective, there is even the option that dispel magic makes the voodoo doll its self ineffective, since it would be a "magic" item. Maybe antimagic field works against it, I'm not sure about all those details, but I think the little details of this item could really make it a fun item. Iメm not sure it's a CB item really, but I think itメs a fun idea.

The item details can be ironed out at a later date, but I think a whole new strategy could be developed using this itemナ or maybe itメs just to powerful, but we could open up a voodoo class

One last thought is that maybe only daggers or knives could be used on a voodoo doll, just a thought that could maybe lower the voodoo dolls power and improve the market for An Elven Stiletto, just a last minute thoughtナ

Hopefully someone thinks this is at least an interesting ideaナ.

Mythology March 4 2010 1:23 PM EST

I like the pope's idea, it has legs :)

Mythology March 4 2010 1:30 PM EST

- Gloves -

- Blacksmith's Gauntlets -

[3] (0) - Fairly similar upgrade costs as EG

Primary effect : Each + reduces % damage from RoBF + FB
Secondary Effect : Each + increases MPR by 0.1% when calculating forging ability.
Tertiary Effect : Cannot used ranged weapons and only hammer class melee weapons.
Penalties : -5% to DD spells and EO/ED, -2% Dex / skills

Pwned March 4 2010 1:35 PM EST

The Hangover (-100) *UlTRa PwnzoRz LEEt special*

Primary effect: 33% chance to casts *roofie* spell
*Causes target affected to randomly do AWESOME stuff. E.g, Attack teammates, attack self, scream(nothing), yell(nothing), puke(grossly insane damage), puke on everyone(AoE very low damage hits 7-14 times per round), public urination(heals self) and Oh geez a tiger! (automatic stalemate)

Secondary effect: If fight is won - $100 CBD Each point of enchantment adds $4
+1 Ac per enchantment

Pwned March 4 2010 1:46 PM EST

Gauntlet of swift-strike (3) *Gloves*

Primary effect: +1 attack per round in melee per enchantment
Secondary effect: adds 2% damager per enchantment
Melee damage - 90%
cannot be equipped with a ranged weapon
negates all spells cast by wearer
no ac bonus

winner winner March 4 2010 3:08 PM EST

Helm of Extreme Endurance: turns friendly Steel Skin cast into a skill, has an aura effect.

Unappreciated Misnomer March 4 2010 4:16 PM EST

A 2010 CB T-shirt [1] Unforgeable

Primary effect: +0.01% Trained HP


Elven Circlet [0] (0) Unforgeable

Primary effect: Completes the Elven Armor Set granting +20% damage reduction versus RoBF damage :D

Admiralkiller [Cult of the Valaraukar] March 4 2010 4:42 PM EST

I have to say Edyit and Myth thou simple have the best ideas finish out the elven gear and make the set give an aura.

Elven Crown...+1% Dex per enchantment point.

Elven set. Only minion wearing set receives lightning aura = +5% dex plus 2 additional round of ranged (1 more then HoC).

-------

Thornmail.
25 AC. More expensive to upgrade then an Adam. deals 25% of damage recived back to minion doing damage. Does not stack. 1 per character.

-------

Blood hungry gloves.
Each win in a streak allows the wearer to gain max health. (eg. 100 wins in a row = 1 million HP)
each loss after a streak reduces the HP stack 66% (101 fight is loss which would equal 330,000 HPs on the stack) and each additional loss reduces the stack HP by another 66% (102 fight is a loss and would equal 108,900). This item could have a base HP boost that is increase by upgrading or it could have a amount per win that is increased as it is upgraded.

------

Acid vial.
Works with UC. equips in ranged, every 2 turns the minion wearing this throws the Acid vial at opponent dealing massive damage plus splash damage. (if attacking single minion base damage is same.) Also each hit eats away at all enemys armour reducing it by....hmmmm...10%

These item numbers should be tweaked so they are not to OP, but the ideas are there and I hope it helps in anyway.





Wraithlin March 4 2010 4:52 PM EST

Amulet of Immortality:

Very steep upgrade curve, topping off at around 10 rounds for current NW-level feasibility for top players.

No effect for characters without a weapon or a DD, does not affect RoBF or any familiar as this is an amulet slot.

For characters with a weapon equipped or a DD, those characters will continue to deal damage for X rounds after they die, 1 round for each +X on the amulet. If all minions are dead, the amulet of Immortality will stop functioning, you cannot get draws from it by going extra rounds with no minions alive on your team.

The minion is no longer targetted by any DD's or weapons, will not draw any PL if it has it trained, will not gain life back from TSA if they have one equipped.

Pwned March 4 2010 5:09 PM EST

Ugh the coding on some of these are scary X_x

Tabaldak March 4 2010 5:58 PM EST

Vampire Familiar: Tank Familiar like the Halidon or Jigorokano but has VA trained.

Tatoo of Speed: Increases the amount of times the minion wearing it can attack in a round like the ToE increases defense and like the ToA increases Strength.

Zenai [Cult of the Valaraukar] March 4 2010 6:00 PM EST

Ugh the coding on some of these are scary X_x


Things can always be tweaked to work it would just be a matter of time. Putting in the work for a good idea though is priceless! :-)


What about a New Robe Type for Mages or Monks?

Are there pieces to existing Armor Sets that could be filled in?


Also as a side note what about Items for a New Item Slot?

Say a Belt, Ring, Scabbard or maybe even a Pauldron...................


Just a little something to add spice to the Brain Storming Process :-D

Demigod March 4 2010 6:03 PM EST

Rune of Invincibility

Entire team is invincible against all forms of damage for the first round of ranged. Item nullifies effects of HoC for the team.

Tertiary effects added as needed for balance.

Admiralkiller [Cult of the Valaraukar] March 4 2010 7:31 PM EST

Money belt. :-0 (does not have to be belt could be an Amulet)

Each additional + gives you 1 more gold per fight.

+10 would gain you your normal gold per fight plus 10 more



BTW i did sorta steal my idea (in part) in my previous post from another game

lostling March 4 2010 7:32 PM EST

Ninja stars

X upgrades like a katana
+ is a fixed 300

However if uc is trained on the minion it uses the x and + from uc

Mythology March 5 2010 4:05 AM EST

- Cloak -

- Cloak of the Frost Mage -

Primary effect : Each + increases CoC damage by 1%
Secondary Effect : Each + decreases damage caused by RoBF and FB by 0.5%

renamedname [The Forgehood] March 5 2010 4:14 AM EST

Phantom Link familiar.

As this could turn out to be too weak, add DM or AMF.

{DF}malS 'lo emaS [Demon Forging] March 5 2010 4:58 AM EST

Sword Breaker; Temporarily damages the x and + of weapons and armor , the stats return to normal once the battle is over(haven't thought of any percentages yet)
90x1+0

Heavens Will; Grants the wielder GA, .01%/+
70x1+0

I'll think of more ... im just getting started

{DF}malS 'lo emaS [Demon Forging] March 5 2010 5:29 AM EST

This one is a bit out there but how about,

Whip of De-robing; Removes one piece of armor and an entire team can only have 1 equipped. It chooses the piece of armor at random and removes it for the duration of the battle. Maybe just a 50-70% chance to actually remove the armor.
10x1+0

renamedname [The Forgehood] March 5 2010 5:49 AM EST

Amulet of Botcheck.

Every time you are attacked the attacker gets a botcheck.

Hehe, not serious. ;)

A Lesser AR of 15 [Red Permanent Assurance] March 5 2010 6:57 AM EST

+5 sebidach

Messbrutal March 5 2010 7:17 AM EST

Reserving my idea for a giant blender as a weapon, any stats and effect are still to come.

Admiralkiller [Cult of the Valaraukar] March 5 2010 10:27 AM EST

Hammer of Confusion.

Upon successful hit makes the enemy attack a random player (could be from either team) for 1 round. Seeks out DD players either magical or physical.

62x0+50 to start can be upgraded..

Pwned March 5 2010 12:21 PM EST

Deflecting Scabbard of Weapon sharpness (0) *Scabbard*

Primary effect: adds 1 to base melee weapon damage per enchantment
Secondary effect: adds .5% chance to reduce all physical damage per enchantment

Pwned March 5 2010 12:22 PM EST

oops forgot

cannot be equipped with a ranged weapon
negates all spells cast be wearer

Salketer [big bucks] March 5 2010 12:37 PM EST

Knuckles

Only usable on a UC minion. [1x0] +0. Upgrade costs near the same as the Katana, stats are added to the weapon stats provided by UC.

Salketer [big bucks] March 5 2010 12:43 PM EST

Champion's Belt

-5% all stats/skills/spells
-5 or -0 UC?

Upgrade cost a bit higher than the Corn maybe. Provides no AC. Every + increases damage dealt by 0.5% and reduces damage received by the same percentage.

AdminQBGentlemanLoser [{END}] March 5 2010 1:34 PM EST

Bastion Familiar

Trains 100% of it's level into HP, Base AP and Enough into SS to keep it at Max.

It comes with Base AC equal to an Adam and Shadow Cloak, and gains NW into the + of these as it levels.

The Wall Familiar. ;)

Salketer [big bucks] March 5 2010 5:15 PM EST

Potions!!?

Potions would be a new item slot, every minion can equip one and it gets to be used on random rounds, chances to get used depends on the + maybe. Or it could also be specific for each potions and the + would represent how many times per fight.

Smoke Screen Potion
For 2 rounds, ennemy team receives a penality of 50% to their chance to hit.

Rejuvenation Potion
Heals the wearer by 60% of lost base HP. (100k trained HP, currently 50k HP remaining, 50k*0.6 = healed amount)

Metamorphine Potion
Speeds up the user for the round letting the minion act as if it was 2 rounds.

Rocky Potion
Turns the minion into a rock golem for 3 rounds preventing 90% of the physical damage to reach his skin but makes him clumsy enough to make his spellcasts fizzle or miss 50% chances.

Mana Shield Potion
Protects the user with a shield for 3 rounds preventing 90% of the magical damage to hit him. The spells cast by the user are lowered by 50% of their strength by passing through the barrier.

Mind cleaning Potion
The user using this potion receives a boost in spell casting power for the current round allowing a damage burst of 250% to 350% but does not act in the next round to rest after such effort.

Muscle Buster Potion
Same thing than Mind Cleaning Potion but for physical.

Wraithlin March 5 2010 5:23 PM EST

Potions alternate theme:

You could have something even simplier such as a healing potion.

Minor heals: 1000 HP, costs: 500 CBD

Normal heals: 100,000 HP, costs: 5,000 CBD

Major heals: 1,000,000 HP, costs: 50,000 CBD

You are allowed to equip up to 3 on a character, will use the smallest first if different sizes, and can sent a dropdown box rate in multiples of 10% for how low the minion will allow himself to get before drinking it.

Will allow you to fight people higher up to gain better XP rewards at the expense of extra money.

Possibly even make these craftable only items that smiths can offer as whatever price they want to charge, or implement an alliance system of 1 combat guild and 1 crafting guild and it is free to transfer healing potions from crafting guild members to combat guild members, and the crafting guild gets a bonus to thier work based on the combat guild's ranking.

Lot's of suggestions in there, maybe even take those last two and make a new thread, read debates forum for it.

Miandrital March 5 2010 6:16 PM EST

The Wall Familiar. ;)


Awesome idea! :)

I also liked the PL familiar idea from above

Zenai [Cult of the Valaraukar] March 5 2010 8:34 PM EST

Mian/Wraithlin: Very Similar to some of the Ideas in this Thread


http://www.carnageblender.com/bboard/q-and-a-fetch-msg.tcl?msg_id=002x2Y


Still Good Ideas though :-)

Canibus March 5 2010 9:23 PM EST

Gloves of Something

Per + it gives 1% of the dmg dealt, bow, melee, dd - exception to GA/Anti-magic etc, so at +50 (50%), only half the dmg would get lashed back from the effects of GA and alike.

TheHatchetman March 5 2010 9:25 PM EST

Berserker Amulet - Increases damage (both physical and magical) dealt and taken by the minion wearing it by 5% per +

Crest of Courage - Shield with a base of 0, grants leadership equal to it's + with a 2% DX, ST, and magic penalty (with EDs/EOs translating the magic penalty as they currently do) per +.

TheHatchetman March 5 2010 10:14 PM EST

(note the berserker amulet's damage boost would not stack with decay!)

Cape of Unseen Power (name seems long, but it's the same as a RoBF :P) - PR weight of 0, removes all PR added by equipment on the minion.

Magnetic Platemail - Base of 25. Minion will be the first attacked by SG and all physical means (except for UC). Reduces MM, CoC, and FB damage taken by 1% per +. Causes melee users (except UC) to miss a round of combat unsticking their weapon from the magnet (as long as the minion didn't slide off by dying that round :P). Increases enemy ranged CTH by 1% per + while being targeted (1% of the current CTH, ie 200 CTH = +2 CTH per +)Increases SG damage taken by 1% per +. Negates all attacks by the wearer.

Boots of Mercury - Allows user to use melee attacks 2 rounds earlier. Ranged goes on as normal for all other minions.

The Pope [Serenity In Chaos] March 6 2010 8:57 AM EST

Hawkeye helm... increase chance to hit for all ranged weapons...

Brass knuckles... unarmed combat item...

Flintlock rifle... ranged weapon...

QBRanger March 6 2010 12:56 PM EST

Amulet of strength regeneration:
Base AC 0.

Upgrade as the AoF.

Each + regenerates 1% of the wearers strength per round.

Starts working the round after you get hit. Unlike the TSA which works at the end of the round you get hit.

Regeneration takes place at the same time as the TSA regeneration.

This item would help most mages as well indirectly as some tanks may use this instead of the AoM. Therefore less damage to mages indirectly.

TheHatchetman March 6 2010 1:21 PM EST

Mighty Warbow - Base of 5, each successful hit with the bow adds ten times it's x plus damage deealt in STR (ie, x3k bow hits for 200k, 500k ST is added)

TheHatchetman March 6 2010 1:28 PM EST

Behemoth's Waraxe - base of 150-200. 100% ST/DX penalty (basically only usable with GS/Haste as is.)

TheHatchetman March 6 2010 1:44 PM EST

Crown of Thorns - headgear. when equipping minion dies, it comes back to life 3 rounds later

winner winner March 6 2010 1:55 PM EST

Helm of Penetration-upgrade similar to HoE, gives a 1% chance per + to do a guaranteed hit to a minion that ignores evasion, AC, endurance, and PL.

winner winner March 6 2010 1:57 PM EST

Amulet of Regeneration-base 10 AC, gives minion 2% regen per round.

QBRanger March 6 2010 2:08 PM EST

Throwing/Stunning hammer.

Base damage 5

Upgrade like SoD.

Each hit has a % chance to "stun" your opponent. Cutting their to hit or DD level in 1/2 the next time they attack.

% chance to stun is based upon some ratio of damage done to targets hp left.

Can be used in melee as well with a base damage of 70. Stunning can work in melee as well.

{DF}malS 'lo emaS [Demon Forging] March 6 2010 3:08 PM EST

Change purse - 10-25% bonus to cash rewards per fight

Bolfen March 6 2010 3:14 PM EST

Air Familiar (Djinn)

- Familiar reduces to-hit of all ranged weapons based on level
- Also reduces damage of ranged DD spells

Divine Wind
- One-handed melee weapon (base damage 62, base hit 60)
- Greatly disrupts ranged attacks (-33% to-hit, -50% damage)

Pwned March 6 2010 7:48 PM EST

Kusanagi-no-Tsurugi (81) *1-handed edge sword*

Primary effect: grants perfect damage *RoBF damage*
Secondary effect: grants sword aura effect *chance to deal extra hits of 1% of damage based on X calculation*

VA does not work with this item
cannot be equipped with a ranged weapon

Tabaldak March 6 2010 10:45 PM EST

Acid Air Familiar: Starts attacking on the first round of combat dealing a small amount of damage every round, also slightly decreases opponent minions AC every round.

{Wookie}-Jir.Vr- March 6 2010 11:57 PM EST

Player Retention Ring (PRR)

Gives a 10% Bonus to XP stacking for every year the player has been a part of CB.(Only on the minion equipped) Item does not spawn, and is rewarded for reaching 500,000 fights challenged.

JSCarnage March 7 2010 1:44 AM EST

Shield:

-Asbestos Shield [?] (+0)
-Grants the wearer a protection against fire damage (FB...); ?% damage reduction for each +
-The wearer starts losing ?% of his remaining HP each melee round.
-Something to further balance it out if needed (Does not grant AC? Steep upgrade curve?)

or

-Asbestos Shield [?] (+0)
-The wearer will not be targeted by a backfiring fireball
-The wearer starts losing ?% of his remaining HP each melee round.

Wraithlin March 7 2010 3:00 AM EST

Dancing Sword: 60 Damage. 1 Hand.

Instead of using the user's STR and DEX it uses the STR and DEX of the minion on your opponent's team with the current highest STR. (So if you ExBow and EC them all into oblivion, it means you don't do any damage either).

In addition, the Dancing Sword ignores GA as the sword fights on its own.

Salketer [big bucks] March 7 2010 3:16 AM EST

some weapon name

Uses STR as DEX and DEX as STR. Nothing else.

Mythology March 7 2010 8:48 AM EST

- Bow -

- Khand Blowpipe -

[x1] (+0) Base CTH : 50
Non-upgradeable

Primary Effect : Upon successful hit, opponent loses 1% hp each round.
Secondary Effect : Ignores AC / GA / VA / PL effects

Description : basically a slow burning ranged weapon with the downside it is very hard to hit with unless you have large dex advantage.

JSCarnage March 7 2010 10:39 AM EST

Shield:
-Shield of Liberation [?] (+0)
-Grants the wearer a protection against EC; -?% at EC effects per +
-The negative side being it'll do the same to your own ECs

Unappreciated Misnomer March 7 2010 2:37 PM EST

AoE/AoEE +10

Amulet of Evasion/Amulet of Elven Evasion

The Evasion skill is removed from the game and replaced with an amulet.
The effect of Evasion granted is from the Elven gear worn(i.e 1 Evasion per +).

The Pope [Serenity In Chaos] March 7 2010 4:11 PM EST

So when, and how are we going to select the winner? Close the post and do a survey... on all items or a select few choices chosen by a committee or are the men who need to code this item making the final call?? I'm just wondering...

QBRanger March 8 2010 12:19 AM EST

Combination stone.

Restrictions:

1 per character
non transferable, but transfers with character
cannot be used on weapon or tattoos
once used, the items in the combination cannot be upgraded

Effects:

Allows the user to combine 2 items of the same class into 1. Keeping the benefits of both items in that slot and keeping the AC of the better of the 2 if at least 1 gives AC.

Once items are combined they cannot be upgraded further. Both items add to NW of character.

Examples:

Combining NSC [0] (+19) and AG 0 (+15) would give the effects of both without AC.
Combining DB [0] (+150) and CML [18] (+45) would give the DB effect and the AC of the CML.

1 shot to customize a character in a powerful way.

Benefits as a new supporter item:

Almost every character would want it.
New characters would need to get it.
Lots of sales.

Cons:
Coding may be impossible in this type of game.
It is quite powerful.

Pwned March 8 2010 12:46 AM EST

that is a AWESOME idea but coding wise would be pretty tedious. You would have to code every possible combination beforehand and add it all to the database which might mess things up. Unless the items are put into their own entity.....?

chuck1234 March 8 2010 3:16 AM EST


Fukiya

Ranged weapon for UC minions.

When used with an Amulet of Junction, the Jigorkano Familiar is also able to wield the Fukiya.

This ranged weapon will fire ONLY from the second or third round [depending upon stats as usual], but can benefit from the Helm of Clearsight. when the JKF is junctioned to an UC minion wielding the Fukiya, both will be in action [though stats will dictate which ones start in the second round.

Damage dealt will increase as the opponent's minions get closer, i.e. damage will be max in the last ranged round. Perhaps, it can also be given a fixed x and +, and then the only stats that matter will be the str and dex of the minion/ JKF.

Zenai [Cult of the Valaraukar] March 8 2010 9:39 PM EST

So when, and how are we going to select the winner? Close the post and do a survey... on all items or a select few choices chosen by a committee or are the men who need to code this item making the final call?? I'm just wondering...



Disclaimer: Speaking for myself here!

On the Thread I would like to acquire as many ideas as possible covering all areas to help make as varied a selection of options as is feasible.


As far as I know it will go like this.

1) We( the CPC) will Categorize the list.
2) After that Discussion on Theme, Originality, and Feasibility.
3) The ones that pass the first 3 Criteria will be evaluated for Game Balance and Probabilities of Integration into the System.
4) We dust it off and present our selections for further Evaluation by the Developers of the Game.(Jon/NS)
5) I would assume that if the Developers just couldn't make a definitive decision from our selections there may be a Poll. (This one is open ended as they may just say ":-O that on that one!"....lol)


I hope that this helps and now bring on moah ideas!!! :-D

Zenai [Cult of the Valaraukar] March 9 2010 12:04 PM EST

Bump.

Admiralkiller [Cult of the Valaraukar] March 9 2010 1:45 PM EST

The Whole set of rings.

Each does something that one of our items does.

Ring of Strength. Each plus gives 1% to Strength.
Elven Ring. Each plus gives 1% to Dex.

You get the point?
etc etc.

Zenai [Cult of the Valaraukar] March 9 2010 1:58 PM EST

Would there be a One Ring to Rule Them All AK?

Zenai [Cult of the Valaraukar] March 9 2010 1:59 PM EST

To fit with Jon's overall them of CB.

Pwned March 9 2010 2:00 PM EST

yup its called the "Ring of Null" randomly makes attributes have null values crashing the server. Lol

Pwned March 9 2010 2:08 PM EST

Or the "Super Loop", Lol, it creates a never ending loop.

Pwned March 9 2010 2:09 PM EST

Don't mind me, I'm just being silly. :)

AdminQBVerifex March 9 2010 2:17 PM EST

Pandora's Box (it's a tattoo)

Causes a random effect each round
- Heals your minions equal to a portion of tattoos NW
- Heals your opponents minions equal to a portion of tattoos NW
- Heals everyone equal to a portion of tattoos NW
- Does damage equal to a portion of tattoos NW to your minions
- Does damage equal to a portion of tattoos NW to your opponents minions
- Does damage equal to a portion of tattoos NW to everyone

Pwned March 9 2010 2:20 PM EST

Oooohh VN but I don't think they like proc stuff here.....I've suggested it a few times before...would be nice though.

Zenai [Cult of the Valaraukar] March 10 2010 11:58 PM EST

Suggestion Count by Type:

Body Armor: 4
Cloaks: 5
Footwear: 1
Gloves: 6
Headgear: 6
Shields: 7
Amulets: 8
Rings: 2
Tattoo/Rune/Familiar: 8
Misc: 16
Melee Weapons: 14
Ranged Weapons: 6

The Pope [Serenity In Chaos] March 11 2010 6:43 AM EST

Cloak of defense...

Does nothing unless you are the defender... then it ups your ac 100 and evasion 100


Numbers can be tweaked...

three4thsforsaken March 11 2010 10:14 AM EST

wiffleball bat

a base damage 1 weapon with a ridiculously low upgrade curve for the PTH. You buy it for fun, and to support the game. Who wouldn't want one?

three4thsforsaken March 11 2010 10:21 AM EST

blowgun

a base 1 damage ranged weapon. It's poisoned.

Similar to the exbow in that it needs to deal a certain percentage of the hit minion's total trained hp to cause poison. When hit TSA regeneration is stopped and the minion takes 3-5% total hp damage per round. Note that a minion that PLs the damage runs the risk of being poisoned instead of the minion hit.

AdminTitan [The Sky Forge] March 11 2010 10:24 AM EST

amulet coin [body armor](that's right pokemon time):

Increases monetary earnings by 10%. Does not stack if multiple ones are present on team.

Zenai [Cult of the Valaraukar] March 11 2010 10:39 AM EST

Maybe a few more selections of footwear? Right now there is only one.....it's so lonely.........X-D

three4thsforsaken March 11 2010 10:48 AM EST

Tae Kwon Shoes

Provides a percent bonus to UC effect. Either turns a small percentage of the UC trained experience into bloodlust or makes even more of the UC effect into evasion.

But a UC supporter item? I don't know if it'll catch on unless it's really good.
------

Boots of the Dancing Style

Provides a strange bonus to melee users with one handed weapons. Don't know what yet perhaps treat the base damage as a little larger.
------

Boots of Pants

To stop complaining.

The Pope [Serenity In Chaos] March 11 2010 10:50 AM EST

My cloak of defense could be boots of defense...

AdminQBGentlemanLoser [{END}] March 11 2010 10:54 AM EST

Boots of Speed

Either;
For the First Ranged round, the minion wearing these is unable to be targetted by any Ranged Attacks, Physical or Magical. They are skipped over for targetting.

Or;
Allows Wearer to Attack with Physical Melee Attacks in the last round of Ranged Combat

Or;
Reduces the Targets trained Evasion by -1 effect per +.

AdminQBGentlemanLoser [{END}] March 11 2010 10:55 AM EST

(I know the last one is exactly the same as Displacement Boots! :P)

AdminQBGentlemanLoser [{END}] March 11 2010 10:59 AM EST

****Kickers

Massive Steel Toe-capped Boots.

Each Plus givs +1% STR and equipping a pair automatically changes your Battle Cry and Fight Feed when you kill an opponent/win a fight to;

"Curb-Stomp!"

and

"XXXXXX Curb-Stomped XXXXXXX"

Demigod March 11 2010 11:02 AM EST

I was actually about to post something highly similar to GL's.

I was thinking of Boots of Agility that grant a percent chance to dodge all first round ranged damage (physical and DD), with chance to dodge based on + and calculated per hit (so a ELB striking 3x in the first round backed by a FF may hit 2 out of 3 times and the FF could miss or hit as well).

I've wanted the HoC to apply to melee-only fighters as using melee in the last ranged round, but adding it here might work.

iBananco [Blue Army] March 11 2010 11:03 AM EST

Boots of Speed
Adds +50 to movement speed.

AdminQBGentlemanLoser [{END}] March 11 2010 11:05 AM EST

New Stat:

Movement Speed.

Each point of Movement Speed reduces the total number of Battle rounds by 1. ;)

Demigod March 11 2010 11:05 AM EST

Or allow you to strike first when attacked...

But I don't know how nasty that coding would be.

AdminQBGentlemanLoser [{END}] March 11 2010 11:06 AM EST

The Two Ring;

Makes all attacks truly Simultanious.

AdminQBGentlemanLoser [{END}] March 11 2010 11:08 AM EST

Troll Brand

Off hand Item, used in the shield Slot, provides no AC.

Attacks made with a Troll Brand equipped (either Physical or Magical, even RoBF) negate TSA Regeneration for that round (Even if the damage cuased is abosrbed to the TSA weaer through PL).

It also stops both the TSA and VA form allowing target to bring themselves back from the dead by either ability.

AdminQBGentlemanLoser [{END}] March 11 2010 11:10 AM EST

"Steal the Victory"

Unique item type. Requires *all* slots on all Characters.

If beaten in combat, the attacker doesn't gain any Bonus to rewards. No N*B, no Clan, no Challenge Bonus.

AdminQBGentlemanLoser [{END}] March 11 2010 11:14 AM EST

Army of One

Unique Item, unique slot. Can only be worn by a Single Minion.

The first time the wearing minion is killed in a battle, they are bought back to life, with full stats.

iBananco [Blue Army] March 11 2010 11:16 AM EST

Approve.

The Pope [Serenity In Chaos] March 11 2010 11:36 AM EST

Some kind of boots that aid unarmed combat... I mean people would kick when using unarmed combat... boot with a knife... something

Boots of the blade... or something... just a thought...

three4thsforsaken March 11 2010 12:09 PM EST

Item type: extendo-arms
Item name: extendo-arms

Effect: Extends arms. Given a melee attack during HoC round for sheer ridiculousness. Given no other attacks throughout ranged.

Zenai [Cult of the Valaraukar] March 12 2010 6:36 PM EST

Suggestion Count:

Body Armor: 5
Cloaks: 6
Footwear: 10
Gloves: 6
Headgear: 6
Shields: 7
Amulets: 8
Rings: 3
Tattoo/Rune/Familiar: 8
Misc: 21
Melee Weapons: 14
Ranged Weapons: 7

winner winner March 12 2010 7:46 PM EST

Helm of the King-as long as minion wearing the helm is alive, all minions gain 1% boost to everything per + on the helm. Upgrades like a corn.

The Pope [Serenity In Chaos] March 12 2010 8:54 PM EST

Gandolf's wand (0)

A weapon that adds 1% to magic for every +

The Pope [Serenity In Chaos] March 14 2010 11:04 AM EDT

so what is everyone's favorite item idea to date???

Gandalf March 14 2010 11:35 AM EDT

Do i get an extra bonus if i equip 'Gandolf's Wand' ? :p

If so i like this one ;)

The Pope [Serenity In Chaos] March 14 2010 2:04 PM EDT

Brand of the dragon
A tattoo works like robf only its an attack it does fire damage during ranged and melee. User can still wield weapons

The Pope [Serenity In Chaos] March 16 2010 11:20 AM EDT

Poison Ring-

Added poison damage for unarmed combat... I thought it could work for all weapons melee and ranged, but I like that it would help unarmed combat better... either way is cool with me I guess... Does more poison damage for each + damage decreases over the rounds... drops 10% or something...

round one does 1000

round two does 900

round three does 810

and so on...

ONLY forgable... no blacksmith

The Pope [Serenity In Chaos] March 18 2010 11:25 AM EDT

Tattoo of the Mage

This tattoo gives a bonus of some sort to all magic.

The Pope [Serenity In Chaos] March 18 2010 11:27 AM EDT

also I would like to point out this post is pretty well dead, so are we gonna move on to the next level with this... or is it just DOA?

Zenai [Cult of the Valaraukar] March 20 2010 1:10 AM EDT

Not DoA Folks! Although the Ideas from the Players is now closed :-/ We have decided to go to the Next Phase in this Process!

1) We( the CPC) will Categorize the list. &#9668;====Done!

2) After that Discussion on Theme, Originality, and Feasibility.&#9668;===In Process!

3) The ones that pass the first 3 Criteria will be evaluated for Game Balance and Probabilities of Integration into the System.&#9668;===In Waiting!

4) We dust it off and present our selections for further Evaluation by the Developers of the Game.(Jon/NS)&#9668;===In Waiting!

5) I would assume that if the Developers just couldn't make a definitive decision from our selections there may be a Poll. (This one is open ended as they may just say ":-O that one that one!"....lol)&#9668;===In Waiting!

More to come Ladies and Gentlemen!

Admiralkiller [Cult of the Valaraukar] March 20 2010 2:41 AM EDT

Throwing axes/ knives.etc..

Deal >MASSIVE< damage once and can't be used until that opponent is dead takes one turn to retrieve the thrown weapons. During that turn retriever may take extra damage and can be open to more strikes?

Sorry if it's too late to submit my entry.

Admindudemus [jabberwocky] March 20 2010 11:08 AM EDT

i still want a hammerang!

it can hit every other round during ranged with a built-in hoc affect of adding one ranged round, so in all it can hit three rounds in ranged. in melee it becomes a more standardized melee weapon fitting somewhere below the morg & mod. not sure about 1h or 2h though.

Zenai [Cult of the Valaraukar] March 20 2010 11:43 AM EDT

Ranger pretty much beat you there dudemus :-)

QBRanger March 6 2:08 PM EST
Throwing/Stunning hammer.

Base damage 5

Upgrade like SoD.

Each hit has a % chance to "stun" your opponent. Cutting their to hit or DD level in 1/2 the next time they attack.

% chance to stun is based upon some ratio of damage done to targets hp left.

Can be used in melee as well with a base damage of 70. Stunning can work in melee as well.

Admindudemus [jabberwocky] March 20 2010 11:44 AM EDT

http://www.carnageblender.com/bboard/q-and-a-fetch-msg.tcl?msg_id=002Ukj&all_p=1

; )

Zenai [Cult of the Valaraukar] March 20 2010 11:51 AM EDT

On this Thread yup. And it looks like on the Forums someone else did as well. Thanks for the link and we will definitely use it for reference :-)

The Pope [Serenity In Chaos] March 20 2010 1:43 PM EDT

Are we gonna get an update on which items are being sent to Jon and ns?

Zenai [Cult of the Valaraukar] March 20 2010 1:50 PM EDT

That will be a part of the discussion Pope, we are just now in the 2nd Phase. Since there is over 100 Suggestions to go over this might take a little while. Remember we are volunteering our spare time to do this and many other things :-)

The Pope [Serenity In Chaos] March 20 2010 4:01 PM EDT

I wasn't trying to be pushy I wad just wondering if we would find out or it would stay hidden till the end.. sorry if it came off as crabby

Zenai [Cult of the Valaraukar] March 20 2010 6:56 PM EDT

No Biggie Pope, I was just letting everyone know that yes we are on it but it would take a little while. :-)

Vaynard [Fees Dirt Cheap] March 21 2010 12:00 AM EDT

Please forgive and disregard my post if any of these ideas were previously mentioned. BTW: love the hammarang concept! A melee weapon that has a weak attack in ranged would be sweet! Anyways, here goes:

Heat Seeker: same premise as mage seeker, except for that it targets RoBF wearers instead. It would give the game at least one counter to the thing. And it wouldn't be too useful with that one exception. A win for all! Not sure if it would be a very good pick for a supporter item, on second thought.

Rune of Worth: Non-inkable. Can be disenchanted to add a fraction of the NW towards weapon/armor upgrades.

Rune of Insanity Familiar: Casts one random ED, one random EO, and becomes one random Familiar every fight. Familiar is 1/3 size of a regular familiar.

Admiralkiller [Cult of the Valaraukar] March 24 2010 10:08 AM EDT

Scouted dagger of Dispel.

A Knife that floats ahead Dispeling One random spell from opponents list (if upgraded enough) before any ranged rounds of combat, takes up both ranged and melee slots at once.

The Pope [Serenity In Chaos] March 30 2010 6:46 PM EDT

any updates on the process?
This thread is closed to new posts. However, you are welcome to reference it from a new thread; link this with the html <a href="/bboard/q-and-a-fetch-msg.tcl?msg_id=0030jW">Create the New Supporter Item!</a>