· 6 years ago · May 30, 2019, 10:54 PM
1this document serves two purposes. first, it shows the
2disparity in attention between the various elemental
3damage types - many of them are unsupported, which has
4an obvious negative impact on the heroes that are themed
5around those damage types.
6
7the second purpose is to spitball ideas about new items
8to help make up for this disparity. so i'm both highlighting
9the issue, and also going about fixing it. frankly there
10should be roughly equal support for ALL elements, both among the
11playable hero pool and available equipment.
12
13i helpfully include the heroes next to each elemental type's
14heading, which illustrates the actual demographics at work here.
15to qualify as "belonging" to an element, the hero needs to
16have a rune that specifically scales that element up, or scales
17with that element; therefore, Ekkan does not fall under ANY
18category, but i must strongly indicate that he DOES suffer
19from the distinct lack of support for Undead damage even so.
20
21
22 * denotes items that are dual-element;
23 they appear once in each table for
24 each element to which they belong.
25
26 () denotes that the item summons a pet unit
27 which deals that damage type. these all suck
28 and should not seriously be considered assets
29 of that particular damage type.
30
31 <> denotes an item which does not deal
32 that damage type directly, but which
33 is strongly associated with or amplifies
34 that elemental damage type, specifically,
35 to the exclusion of all others.
36
37 for example, Glove of the Forgotten Ghost
38 is not grouped under the GHOST type heading,
39 because whereas it does roll Ghost%, the
40 item's Immortal effect does not exclusively
41 benefit Ghost damage.
42
43as a final note, Omniro can deal all types of elemental damage,
44but he does not actually have any native elemental% bonuses.
45therefore, like Ekkan, he is "unaligned."
46
47my design goals with new items are as follows:
48
49 1. Add options for heroes who have too few.
50 If your hero's native damage sources suck,
51 or if you just don't want to use them, you
52 should be able to outsource your offensive
53 power to items, and empower them with your
54 kit (or items which synergize).
55
56 2. Be efficient. Instead of clogging the game
57 with tons of mono-element items which only
58 one or two heroes might be able to utilize
59 to their fullest potential, I will make it
60 a priority to come up with items that have
61 TWO elements, and as often as possible, I
62 will combine elements which are not used
63 by the same hero twice (meaning I will be
64 sure to avoid a Fire/Earth item, as two
65 heroes already have a T4 rune amping both).
66
67 3. Damage AND a special effect. Sometimes an
68 item's associated buff, debuff, or special
69 rule is just as important as the fact that
70 it deals damage. If every damaging item in
71 RPC was just "deal x damage with y flavor,"
72 then whichever x had the highest multiplier
73 and whichever y was most common, would be
74 the best item by default - and heroes with
75 a y-amping rune would be the best, which is
76 arguably already the case.
77
78 4. No duplicates. Ice Quill Carapace already
79 deals Ice/Normal damage so we shouldn't be
80 in a hurry to add another Ice/Normal item.
81
82 5. Scale with things other than just attributes
83 or just attack damage. Jesus Christ it's so
84 fucking boring to have all item damage based
85 on whether or not your attack damage sucks,
86 or whether or not you are Axe with 300 E1.
87
88additionally, keep in mind that the power and usefulness of these items
89is going to vary wildly. this is deliberate: a weaker item can be given
90rare property rolls to compensate (such as t4 runes or lifesteal), while
91a more powerful item can be penalized by being given no rune rolls at all,
92or only marginally useful properties (like a guaranteed Armor or MR slot).
93
94
95=== NORMAL === The Red General
96
97HELM: Helm of the Iron Colossus, *Stormcrack Helm
98
99
100BODY: *Depth Crest Armor, Hermit's Spike Shell, *Ice Quill Carapace
101
102
103GLOVE: Mountain Vambraces, Bladeforge Gauntlet
104
105
106BOOT:
107
108=O= Ghost Slippers (Physical Normal/Shadow)
109Shukuchi: Issuing an attack order on an enemy unit within 400 to 1200
110range will cause you to rush toward the target at a minimum of 900 speed,
111phasing invisibly through a corridor of shadows. Passing through an
112enemy will slash it, disarming it for 0.4 seconds and dealing damage
113equal to your total attack power multiplied by 1% of your highest attribute.
114The initial target of the Shukuchi will be slashed 3 times, and 3 autoattacks
115will be resolved against it instantly upon arrival. This effect has a
1166 second cooldown, and its invisibility duration cannot exceed 2 seconds.
117Cannot be used while rooted.
118
119
120TRINKET:
121
122=O= Spellweave Quiver (Magical Normal/Arcane)
123Arcane Archery: For ranged heroes, every 4th autoattack will be infused with
124magic, dealing an instance of damage using your total attack power modified by
125the average of your four percentile Base Ability Damage bonuses.
126For melee heroes, an arrow will spill from the quiver with each attack, dealing only
127half damage. These arrows ignore evasion and will always strike true.
128
129^^^ NOTES: already a good mage? this'll make you a better fighter
130
131
132=== FIRE === Flamewaker, Sorceress, Conjuror, Elemental Warlord, Trapper,
133 Spirit Warrior, Mountain Protector, Jex (8 heroes out of 29, jesus christ)
134
135HELM: Burning Spirit Helmet, *Carbuncle's Helm of Reflection,
136(Crown of the Ruby Dragon), Crown of the Lava Forge, Fire Deity Crown,
137Igneous Canine Helm
138
139
140BODY: (*Doomplate), Vestments of the Dragon Ceremony,
141The Infernal Prison
142
143
144GLOVE: Demonfire Gauntlet, Gauntlet of the High Flame
145
146
147BOOT: Fire Walkers
148
149
150TRINKET: Omega Ruby
151
152
153=== EARTH === Conjuror, Elemental Warlord, Mountain Protector
154
155HELM:
156
157=O= Horn of the Magnataur (Magical Earth/Lightning)
158Reverse Polarity: While standing still, all Magical and Pure damage dealt to you
159by enemies will be reduced by 60%. If an enemy damages you while within 1200
160range, a bolt of magnetizing lightning will lash out against it, pulling it
161closer to you. This bolt deals damage equal to your attack power multiplied by
162your Armor value, divided by the distance between you and your target (minimum 200).
163Each target can only be shocked by this effect once every 0.1 seconds. Enemies
164within 180 range will not be pulled.
165
166^^^ NOTES: ... which prevents the helm from causing you to occupy the same position
167as another unit, preventing both of you from moving until one of you dies
168
169
170BODY: Avalanche Plate
171
172
173GLOVE: Autumnrock Bracer
174
175
176BOOT:
177
178=O= Hooves of Gehennom (Magical Earth/Demon)
179War Stomp: Stacks of terrible power are gained every 0.1 seconds while disabled. The power
180is unleashed when the disabling effect ends, removing all stacks and dealing damage equal
181to your max health multiplied by your highest attribute times the number of stacks consumed to
182all enemy units within a radius of 400 units. A stomp occurs automatically at 40 stacks,
183purging all enemy debuffs on you and granting 4 seconds of resistance to stuns and roots,
184reducing the duration of such effects to just 0.03 seconds. Stomp damage while this resistance
185is active will be calculated as though you had 50 stacks of power.
186
187
188TRINKET:
189
190=O= Gravedust Phial (Magical Earth/Ghost)
191Life Link: Casting @Ability2 will awaken the phial's hungry spirit, which will search for
192enemy units within 400 range. One will be selected at random, and a life-stealing link will
193form between you, dealing damage every 0.3 seconds equal to your maximum health. This link becomes
194stronger every time you deal an instance of damage to the linked victim, adding a stacking debuff
195which multiplies the damage dealt. Damaging the victim also heals 5% of your maximum health.
196The link breaks if the distance between you exceeds 800 units, and only one link may exist at time.
197
198^^^ NOTES: it's death prophet's E leash
199
200
201=== LIGHTNING === Voltex, Arkimus, Jex
202
203HELM: Hyper Visor, *Stormcrack Helm
204
205
206BODY: *Baron's Storm Armor
207
208
209GLOVE: *Cytopian Laser Glove
210
211
212BOOT:
213
214=O= Emergency Re-Boots (Pure Lightning/Cosmic)
215Circuit Breaker: ABILITY AUGMENT: Casting @Ability3 creates a space-time anomaly at your position,
216which lasts for 12 seconds. While the anomaly exists, the next instance of damage you take
217will be negated as your atoms destabilize in a panic, disabling you but making you invulnerable
218until you re-materialize at the anomaly's position, a process which takes up to 2 seconds and
219purges you of all enemy debuffs when it begins. The anomaly increases ALL @Ability3 damage instances
220you deal by 200%, but replaces them with instances of Pure Lightning/Cosmic damage instead.
221Anomaly creation has a 15 second cooldown. This item caps your Lightning and Cosmic damage bonuses
222at 2000% each.
223
224^^^ NOTE: the anomaly casts Glimpse on you, yanking you back to it. it expires when you arrive.
225a helpful Wisp ult number countdown could appear over the hero's head while this is in effect, counting
226down from 12 seconds. refraction shields don't prevent Circuit Breaker from yanking you.
227
228
229TRINKET:
230
231=O= Entropic Battery (Magical Lightning/Arcane)
232Mana Void: All mana costs and mana loss events are reduced by 30%. Whenever an enemy within
2331200 range casts a spell, a surge in the ether blasts them just before the spell is cast, dealing
234damage equal to the sum of your attributes multiplied by your max mana, and reducing their Magical
235and Pure damage output by 80% for 8 seconds.
236
237
238=== POISON === Venomort, Trapper
239
240HELM: I'm not putting Basilisk Plague Helm here.
241
242=O= Guise of the Gorgon (Magical Poison/Demon)
243Eye of the Gorgon: Enemies in a 90 degree arc in front of you, and within 400 range, are
244seared by your imperious gaze, dealing damage every 0.5 seconds equal to your maximum health
245multiplied by your lowest attribute. This effect strips enemies of Spell Immunity effects at
246each damage interval, and stuns the target for 4 seconds when this occurs. Enemies within
247your gaze deal 30% reduced damage to you.
248
249
250BODY:
251
252=O= Ooze Jacket (Magical Poison/Water)
253Corrosive Skin: Enemies that damage you within 1200 range will be coated with acidic slime,
254corroding them and slowing their actions. Damaging you again will refresh the debuff and add
255a new stack, multiplying its effects; your attacks will also refresh the debuff. Slimed
256enemies take damage equal to your max health every second, multiplied by the number of stacks,
257and each stack slows attack and movespeed by 5%.
258
259^^^ NOTES: your attacks do NOT add a stack, they simply refresh the debuff. in order for your
260slime damage/slow to increase, the target has to damage you, making this much more effective
261against spellcasters or enemies with damage auras since their slowed attack speed won't stop them
262from damaging you - which is just what any Pit Beetle would tell you about fighting RPC players.
263
264
265GLOVE:
266
267=O= Bands of Throttling (Physical Poison/Temporal)
268Throttled Toxin: Casting any Ability will splash an alchemical substance onto all enemies within
269700 range. The first phase of the poison stores 1% of all pre-mitigation Elemental damage
270you deal to the enemy over a 3-second period. At the end of this phase, the substance decays,
271dealing an instance of 25% of the total stored damage every 0.5 seconds for 2 seconds.
272A target already suffering from this poison cannot have a new instance of it applied, and the
273total damage stored cannot exceed 100x the target's maximum health.
274
275^^^ NOTES: rum poisoning. only truly useful with poison/temporal amp, better with item%.
276venomort loves it because it's a DoT.
277
278
279BOOT:
280
281=O= Sandals of the Anointed (Pure Poison/Holy)
282Sanctuary: Casting @Ability4 creates a 400-radius Sanctuary zone at your position. Allies standing
283within the Sanctuary gain 1000 bonus Armor, 25% damage reduction, and health regeneration equal
284to 50% of your total attributes. Additionally, allies' attacks smite enemy units, dealing an instance of
285damage based on their attack power increased by your total Armor value expressed as a percent.
286Sanctuary zones last 30 seconds, but disappear instantly if you die.
287
288^^^ NOTES: the reason it uses YOUR armor value is because of Ekkan's Q pets: they often have
289colossal armor and damage values, so these boots would be inordinately strong on him otherwise
290
291
292TRINKET:
293
294=O= Papa Cioppo's Icebreaker (Magical Poison/Ice)
295Party Time: Taking damage from an enemy applies Party Time to you for 5 seconds, granting 96%
296damage reduction. During Party Time, you stumble around helplessly while splashing a jet of
297intoxicating slush at a random enemy unit within 500 range every 0.3 seconds. Enemies coated by
298the slush are also affected by Party Time, splashing slush without gaining damage reduction.
299All enemies affected by Party Time take damage every 0.5 seconds based on the total combined
300attack power of all units suffering from Party Time, including you. Units become immune
301to Party Time for 7 seconds after recovering from it.
302
303^^^ NOTES: this virulent contagion can cause extreme block parties in wide open spaces. bring ID.
304the intoxication effect is venomort's brain freeze (and they share an immunity counter!).
305
306
307
308=== TEMPORAL === Epoch Guardian, Zhonik
309
310HELM:
311
312=O= Guard of Grithault (Pure Temporal/Arcane)
313Abjuration: Allies within 1200 range have a 25% chance to ignore each instance of damage taken,
314sidestepping it in the timestream. Each time this happens, the energy is converted into a stacking
315buff on you, causing your next cast of @Ability2 to unleash a slow-moving temporal rift that
316silences enemies for 4 seconds and deals damage equal to your attack power modified by 1% of your
317highest attribute. Maximum 10 stacks.
318
319^^^ NOTES: the rift is Deafening Blast
320
321
322BODY:
323
324=O= Vest of Verdigris (Physical Temporal/Nature)
325Kudzu: A magically-hasted vine symbiote protects you, branching out to all enemies within 400 range
326and sapping their strength. You gain a Kudzu stack every 0.15 seconds, up to 20 stacks, and one
327of these stacks will be distributed to each enemy within range every 0.3 seconds, up to 20 stacks.
328Each of your stacks increases your damage reduction by 3%, while each stack on an enemy reduces their
329outgoing damage to allies by 3%. Enemies lose 1 stack every time they damage you. Kudzu strangles
330enemies once every second, dealing damage equal to the combined attack power of all units that
331have Kudzu stacks, including you. Kudzu stacks last 6 seconds and decay 1 stack at a time.
332Enemies with 20 stacks will not receive new stacks from you.
333
334^^^ NOTES: start fights by delaying foes for as long as you can, allowing your symbiote to grow
335over them as much as possible. enemies who struggle to cut away the kudzu will be helpless,
336but just like real kudzu culling, it's easier the more help you have. note that the kudzu does
337not CC enemies, so you'll have to bring your own.
338
339
340GLOVE: *Cytopian Laser Glove
341
342
343BOOT:
344
345=O= Tombstriders (Magical Temporal/Undead)
346Murderous Trek: Your attacks are empowered by the souls of each unit you've killed during this
347game session. Each attack deals bonus damage equal to 100% of your attack power + 1% per
348unit you've slain. 15% of these stacks are lost upon death. Units which give no experience
349when killed do not add stacks.
350
351
352TRINKET:
353
354=O= Doom Dice (Magical Temporal/Demon)
355Safe Bet: Each time you fail to activate a chance-based effect from gear or runes, a random enemy
356unit within 1200 range will suffer the consequences, as a wicked spirit claws them to deal
357damage equal to your highest attribute multiplied by your current mana. Additionally, you
358have a 5% chance to lose all of your mana every time you cast @Ability2.
359
360
361=== HOLY === Paladin, Bahamut, Seinaru, Auriun
362
363HELM:
364
365=O= Laurels of Yggdrasil (Physical Holy/Nature)
366Sanction: Enemies that damage you are marked for sacred vengeance, taking damage equal to
36710x your attack power every time they are attacked (limit 10 times per second). These marks are
368permanent as long as you are alive, and marked units deal 60% less damage to you. However,
369if you dishonorably damage an unmarked enemy before they have damaged you, they will become
370permanently immune to Sanction marks.
371
372
373BODY: Sacred Trials Armor, Seraphic Soulvest
374
375
376GLOVE: Gauntlet of Divine Purity, Hand of Midas
377
378
379BOOT:
380
381=O= Heelwraps of the Tyrant Slayer (Magical Holy/Arcane)
382Bold Sacrifice: ABILITY AUGMENT: Damage from enemy units ignores your physical resistance from Armor.
383In return, your Armor value is applied as a percentile damage bonus to @Ability3, and its instances
384of damage are replaced with surges of divine power instead. Each enemy struck by a surge becomes
385immune to further surges for 1 second, and your Ability damage dealt to them during this time will not
386be converted. This item caps your Holy and Arcane damage bonuses at 2000% each.
387
388
389TRINKET: *Epsilon's Eyeglass
390
391
392=== COSMIC === Astral Ranger, Solunia, Jex
393
394HELM: Guard of Luma
395
396
397BODY:
398
399=O= Wings of the Atropal Starspawn (Pure Cosmic/Ghost)
400Horrify: Casting @Ability4 horrifies enemies within 600 range for 5 seconds, forcing them to flee
401from you with 30% bonus movespeed. Affected enemies can die of fright if you chase them, taking damage
402every 0.5 seconds equal to your attack power multiplied by your highest attribute, divided by their distance
403from you (minimum 100 units) as long as they remain afraid. Additionally, all Item damage is increased by
4040.2% per 10 points of Agility and Intelligence. Enemies become immune to the fear effect for 8 seconds
405after it expires.
406
407^^^ NOTES: space ghost, coast to coast
408
409
410GLOVE:
411
412=O= Singularity Manipulators (Magical Cosmic/Temporal)
413Paradigm Shift: All Magical Ability damage you deal is reduced to 0 as a post-mitigation effect.
414(Damage of other types, and from non-Ability sources, is unaffected.) Dealing Ability damage to an
415enemy unit places a debuff on it that tracks all pre-mitigation Magical Ability damage you would have
416dealt to it; after 1.5 seconds, the debuff expires, dealing ALL of the stored damage as a single instance.
417This debuff cannot be refreshed. Additionally reduces damage dealt by ABILITY AUGMENT effects by 90%.
418
419^^^ NOTES: does one of your spells deal shitty low instances of damage over time? would you like to use
420your item% amp to help it out? don't mind sucking shit against steadfast creeps? say no more, fam!
421warranty void where prohibited, don't get smart and try to use fire deity crown with it
422
423
424BOOT:
425
426=O= Comet Trail Blazers (Pure Cosmic/Ice)
427Comet Trail: Casting @Ability3 launches frozen missiles at all enemies within 500 range, dealing damage
428on impact equal to your attack power. These instances of damage are considered Base Ability Damage for
429@Ability3. Limit 10 missiles per second.
430
431^^^ NOTES: this would give solunia and sorceress a source of E ability damage
432
433
434TRINKET: *Epsilon's Eyeglass, Stargazer's Sphere
435
436
437=== ICE === Sorceress, Elemental Warlord
438
439HELM:
440
441=O= Seance Circlet (Physical Ice/Ghost)
442Exorcism: Six frigid apparitions patrol you, seeking out enemies within 500 range. An apparition
443can attack once every second, dealing damage equal to your current mana multiplied by your Armor,
444while slowing the target's attack and movespeed by 80% for 0.4 seconds. Each time an apparition
445attacks, you restore 5% of your maximum health.
446
447^^^ NOTES: like everything that slows enemies, this synergizes well with gem of eternal frost
448
449
450BODY: *Hurricane Vest, *Ice Quill Carapace
451
452
453GLOVE: *Blue Rain Gauntlet, *Buzuki's Finger, Frostburn Gloves
454
455
456BOOT: Alarana's Ice Boots
457
458
459TRINKET: Gem of Eternal Frost
460
461
462=== ARCANE === Arkimus
463
464HELM: Arcane Cascade Helm, *Helm of the Silent Templar, *Carbuncle's Helm of Reflection
465
466
467BODY:
468
469=O= Sanguine Shade (Pure Arcane/Undead)
470Desperate Power: Killing an enemy unit that grants experience will steal its soul, to be
471consumed as payment for this forbidden power. One soul is exhausted every second, and casting
472@Ability4 while you have no souls will consume 50% of your current health to grant 10 souls
473and disable your healing and health regeneration for 12 seconds.
474Damage from your Abilities is reduced to 0 as a post-mitigation effect while you have no souls,
475but otherwise, each of your instances of Ability damage will be accompanied by a life-quenching hex,
476dealing damage equal to the difference between your highest and lowest attribute multiplied by
477your maximum health. All souls are lost upon death. Limit 100 souls at a time.
478
479^^^ NOTES: do not disappoint satan, for his punishment is somewhat aggravating. this effect
480would probably be great as a Doomplate rework tbh
481
482
483GLOVE:
484
485=O= Runestone Straps (Magical Arcane/Earth)
486Rock Shower: Your attacks call out to the earth, upturning a fountain of loose stones to
487impede your foes. Landing an attack on an enemy unit will create a 300-radius rock shower
488at their position which lasts for 1 second. A new rock shower can only be created once
489every 0.5 seconds, and multiple shower zones do not overlap. Enemies standing in a rock shower
490take damage every 0.2 seconds equal to your current mana multiplied by your Armor value, and
491are stunned for 0.1 seconds each time this occurs.
492
493^^^ NOTES: arkimus arcana r1 for everyone! great with stormcrack helm! you'd have to have really
494fucked up stats to get good damage out of this! the rock shower zones are ground_thinker auras that
495put a debuff on non-spell immune enemies in range, causing them to take damage every 0.2 seconds
496
497
498BOOT: Arcanys Slippers
499
500
501TRINKET: <Arcane Charm>
502
503
504=== SHADOW === Auriun, Slipfinn
505
506HELM: Swamp Witch's Hat
507
508
509BODY: Nightmare Rider Mantle
510
511
512GLOVE:
513
514=O= Hands of the Heretic (Magical Shadow/Demon)
515Pain Touch: All attacks against enemy units will cause sinister lightning to fork out
516at the target and up to 4 other enemies within 400 range of it, dealing damage equal to your
517attack power modified by 1% of your highest attribute expressed as a percent. The effect is
518greater against enemies with lower total Armor than your own, dealing 4x damage and
519applying a debuff that reduces their damage dealt to you by 75% for 8 seconds. These gloves
520can only discharge lightning every 0.2 seconds.
521
522
523BOOT: Boots of the Violet Guard
524
525
526TRINKET:
527
528=O= Chimes of Pandemonium (Physical Shadow/Wind)
529Song of Madness: While moving, air passes through these chimes and emerges as a sanity-shattering
530humming noise, harming enemies within 400 range every time you move 100 distance or cast @Ability3.
531Damage dealt is equal to your attack power multiplied by your movement speed, divided by the distance
532between you and the enemy unit (minimum 100 distance). Enemies struck have a 25% chance to lose their
533minds and go berserk, becoming taunted and taking 10x more damage from the Chimes for 5 seconds. They
534become immune to the taunt effect for 5 seconds after it expires.
535
536
537=== WIND === Seinaru, Sephyr, Spirit Warrior
538
539HELM:
540
541=O= Visor of the Tropics (Physical Wind/Water)
542Monsoon: A muggy downpour follows you at all times, drenching enemies within 500 range. Affected
543units have their Magical damage dealt to you further reduced by your Armor's Physical resistance
544score, while their soaked Armor reduces their movement speed by 10% of its value. The storm's
545intensity is random, dealing between 1% to 100% of enemies' max health multiplied by 1% to 100%
546of their base Armor value every 0.5 seconds.
547
548
549BODY: *Baron's Storm Armor, *Hurricane Vest
550
551
552GLOVE: Gloves of Sweeping Winds
553
554
555BOOT:
556
557=O= Fey Flight (Magical Wind/Holy)
558Faerie Council: A coven of five tiny sprites attends you, each providing health regeneration equal
559to your highest attribute. One sprite will exhaust itself to negate the next instance of Physical
560damage you would take, recovering 5 seconds later. Your attacks will be supported by the sprites'
561wild magic, dealing bonus damage equal to your attack power multiplied by the number of active
562sprites ^ 2.
563
564
565TRINKET:
566
567=O= Ruinfall Skull Token (Magical Wind/Earth)
568Dispersal: Taking lethal damage causes you to discorporate into a 300-radius sandstorm, becoming
569invulnerable, invisible, and disabled while you recover 20% of your health per second for 5 seconds.
570When triggered, this effect purges all enemy debuffs on you. Enemies in the sandstorm have a 100%
571miss chance, and take damage every 0.5 seconds equal to your highest attribute multiplied by your
572maximum health. The sandstorm lasts 8 seconds, and you will remain invisible inside the cloud until
573it expires. This effect has a 20-second cooldown.
574
575
576
577=== GHOST === Duskbringer
578
579HELM: *Undertaker's Hood
580
581
582BODY:
583
584=O= Schism Coat (Physical Ghost/Normal)
585Duality: Your spirit dies independent of your body. While you are dead, your body carries on as
586an uncontrollable zombie that instinctively attacks nearby enemies. It cannot cast spells, and does
587not inherit any of your runes, but it still benefits from all of your gear. Your zombie has 99%
588damage reduction, -20% outgoing damage, and all Elemental damage it deals is converted into imperfect
589simulations which deal Physical Ghost/Normal damage instead. The zombie vanishes as soon as you
590respawn, and it has a 2000-unit leash range.
591
592^^^ NOTES: it doesn't inherit runes since RUNE_UNIT stops working while you're dead... but ITEM_UNIT
593continues functioning (mostly) normally! the zombie is unlikely to be disabled because it's not a
594hero unit and therefore monsters won't typically target it for spells. dinath's zombie won't have
595a Pure autoattack orb because it won't inherit her W.
596
597
598GLOVE: Dark Emissary Glove, Skulldigger Gauntlet
599
600
601BOOT:
602
603=O= Spark Wraith Slippers (Magical Ghost/Lightning)
604Live Wire: Casting @Ability3 causes your next move order within 3 seconds to warp you to your
605destination in a flash, electrocuting enemies along your path. Affected enemies will crackle with
606power for 3 seconds, dealing damage every 0.5 seconds to themselves and any enemies within 200 range,
607and if any enemy units are present in that area, all of them will also be stunned for 2 seconds with
608each power surge. Damage dealt is equal to your attack power modified by your movespeed expressed as
609a percent. Electrifying an enemy again will refresh this debuff.
610
611
612TRINKET:
613
614=O= Winterblight Servitor (Magical Ghost/Ice)
615Chain Frost: Casting @Ability4 will release the Winterblight Servitor at a random foe within 600
616range, if your Servitor is not already active. This demilich will unleash a 200-radius frost nova upon
617collision with its target, and then bounce to another random enemy unit within 600 range. The frost
618nova slows the attack and movement speeds of affected enemies by 70%, and deals damage equal to the
619sum of your attributes multiplied by your maximum mana. The Servitor can bounce up to 20 times.
620
621^^^ NOTES: it uses the ice skull R cosmetic effect for Lich
622
623
624=== WATER === Trapper, Hydroxis, Spirit Warrior
625
626HELM: Water Deity Crown
627
628
629BODY: *Depth Crest Armor, (Robe of Flooding), Water Mage Robes
630
631
632GLOVE: Aquasteel Bracers, *Blue Rain Gauntlet
633
634
635BOOT: Boots of Pure Waters
636
637
638TRINKET:
639
640=O= Flask of Luminescence (Pure Water/Holy)
641Purification: Casting @Ability2 heals you for 50% of your missing health, and rebukes all enemy
642units within 500 range. This effect damages them based on how much higher their attack power is
643than your own, multiplied by your current mana. Enemies whose attack power is lower than yours
644will not be damaged.
645
646^^^ NOTES: "let's gimp my build so this trinket kicks ass" is the new "hey fifth pick, you should
647draft Bane because we need disables"
648
649
650=== DEMON === Chernobog
651
652HELM: *Helm of the Silent Templar, Demon Mask
653
654
655BODY: (*Doomplate)
656
657
658GLOVE: *Demonfire Gauntlet, <Depth Demon Claw>
659
660
661BOOT:
662
663=O= Frenzy Barbs (Magical Demon/Poison)
664Rampage: Every time an enemy deals Magical or Pure damage to you, gain a stack of Rampage, to a
665maximum of 5 stacks. Each stack reduces your Base Attack Time by 0.08, causing your attacks to
666execute much faster, and each of your strikes deals bonus damage equal to your attack power multiplied
667by the number of Rampage stacks ^ 2. Stacks fade independently and last only 6 seconds.
668
669^^^ NOTES: you won't like me when i'm angry, named Chernobog, and wearing both hyper visor and
670my body arcana
671
672
673TRINKET: (Tome of Chaos)
674
675
676=== NATURE === Djanghor, Jex
677
678HELM: Cap of Wild Nature, (Wolfir Druid Spirit Helm)
679
680
681BODY:
682
683=O= Alien Fungus Mesh (Pure Nature/Cosmic)
684Foreign Cells: Magical damage dealt by enemies ignores your Magic Resistance, and all sources
685of Spell Immunity on you are dispelled every 0.03 seconds. In exchange, your attacks also rip
686away the Spell Immunity effects from targets, and your Pure damage is enhanced by 0.1% for
687every 10 points of attributes. Your Ability damage bathes your targets in radiation, dealing
688damage equal to how much higher their current health is than your own; if your health is
689greater than the target's, the fungus tries to absorb them, multiplying the damage by -1000.
690An enemy can only receive a dose of radiation once every 0.1 seconds.
691
692^^^ NOTES: this cool item has two modes: "i have 1400 hp" and "i have a shit ton of hp." the
693former is very fragile and stupid, but their fungus deals consistent damage to endgame mobs
694and especially bosses, at least until they're almost dead. the latter build is more interested
695in FUCKING EATING their foes outright, finishing them off as their health falls below yours.
696neither build can use this armor as a sole damage source - you must work with the mushrooms.
697
698
699GLOVE:
700
701=O= Bloodbriar Scratch (Physical Nature/Undead)
702Bloodthorn: Hooked barbs dig into your hands with every attack, draining 4% of your maximum health.
703Each attack has a 15% chance to latch a barb onto an enemy for 8 seconds, marking it for death.
704Marked enemies are silenced, cannot evade attacks, and take bonus damage from attacks equal to
705the total pre-mitigation damage dealt multiplied by their percentage of missing health expressed
706as an integer. Attaching new barbs does not extend the debuff's duration.
707
708^^^ NOTES: works best as a support tool. ekkan has great healing and nothing better to do.
709because the glove's damage instance takes pre-mit modifiers into consideration, it benefits from
710e.g. elemental%, crystalline slippers, and cherno's q1, if applicable, on the attacker. this
711glove is especially effective against ancient god in wind mode (until he shifts out of it).
712
713
714BOOT:
715
716=O= Boots of Deforestation (Magical Nature/Lightning)
717Logger's Cantrip: A vicious anti-vegetation spell resides in these boots, which targets a random
718tree within 1200 range every 0.2 seconds. The selected tree is splintered by a thunderbolt,
719and enemies within 300 range of it are caught in the blast, dealing damage equal to your attack
720power multiplied by your movespeed, then divided by the distance to the tree. Enemies are dazzled
721by the flash, stunning them for 1 second.
722
723^^^ NOTES: fuck trees and fuck the monsters in redfall farm. if multiple players wear this boot
724then it could fuck up and select the same tree twice, so delay player 2's thinker by 0.03 seconds,
725player 3's by 0.06 seconds, and so on, to ensure maximum deforestation.
726
727
728TRINKET:
729
730=O= Sign of the Sacred Grove (Magical Nature/Earth)
731Horticulture: All trees in the local area regrow 2 seconds after being destroyed. You gain free
732pathing while within 265 units of a tree. Enemies within 800 range gain a debuff that roots them
733for 1.5 seconds while within 265 units of any trees, destroying all of them in the process. Enemies
734rooted by this effect take damage every 0.5 seconds equal to your attack power multiplied by the
735number of trees within 400 units of you.
736
737^^^ NOTES: updates a buff on you every second, which counts the number of trees in a 400 AoE.
738debuffed enemies look for trees every 0.5 seconds, and if any are found, it blows up all trees
739in a 265 AoE and applies the root debuff to them. the damage is relatively low - the real benefit
740of the trinket is Solid Snake maneuverability when trees are around.
741
742
743=== UNDEAD === (Venonort is capable of scaling Undead damage through a Glyph.)
744
745HELM: Crimson Skull Cap, *Undertaker's Hood
746
747
748BODY:
749
750=O= Pauldrons of the Hellion Marshal (Magical Undead/Fire)
751Shock Troops: Casting @Ability2 raises a disposable pygmy skeleton to serve you. Each Hellion
752can endure 3 hits, and is rigged to explode when slain, stunning enemies within 400 range
753for 4 seconds and dealing damage equal to the average of your attributes multiplied by your
754Armor. A fallen Hellion will resurrect itself just once, rising again after 3 seconds. Active
755Hellions increase your Undead damage by 100%. Limit 10 active Hellions at a time, including
756ones waiting to resurrect.
757
758^^^ NOTES: hellions are hasted, having an enforced 700 movespeed minimum, and their AI is
759fucking stupid as shit but they've got a 1200 leash range and no attack speed so it won't matter.
760healing is disabled on them, but they take only 1 damage at a time.
761
762
763GLOVE:
764
765=O= Oblivion's Caress (Physical Undead/Temporal)
766Inevitable Demise: Enemies struck by your Ability damage briefly experience their own death,
767called to the present from an inevitable future. This deals damage equal to your attack power
768plus the target's current health, divided by their current HP% expressed as an integer.
769When this occurs, the affected enemy believes itself dead, suffering -1000 attack speed
770and -80% movement and cast speeds for 0.4 seconds. A unit can only be affected by this
771glove's power once every 2 seconds.
772
773^^^ NOTES: it's easier to believe you're dead the lower your current HP is
774
775
776BOOT:
777
778=O= Boots of Last Rites (Magical Undead/Holy)
779Memorial: Slain enemies within 900 range are memorialized by a grave marker for 12 seconds.
780A marker's expiration timer is paused while any allied units are within 300 range of it, and
781those allies take 80% reduced Physical and Magical damage. Enemy units within 300 range of a
782marker are wracked with pain, taking damage every second equal to their own attack power
783multiplied by your lowest attribute.
784
785^^^ NOTES: grave markers are the tombstones from PA's arcana, spawned facing a random direction
786
787
788TRINKET: <Winterblight Skull Ring>
789
790
791=== DRAGON === Dinath, lol
792
793HELM:
794
795=O= Eyes of Uldorak (Physical Dragon/Temporal)
796Wyrmsight: 1000-radius flying vision at all times. Your attacks cannot be evaded. Enemies that
797attack you carelessly have a 30% chance to leave themselves open for an immediate counterattack,
798resolving an autoattack against them instantly and dealing bonus damage equal to your attack power
799modified by your mana regeneration expressed as a percent. A counterattack can only occur once
800every 0.1 seconds.
801
802
803BODY:
804
805=O= Scales of Auroth (Magical Dragon/Ice)
806Wyrmhide: 5 layers of brittle scales protect you from spell damage, applying your Armor's Physical
807resistance to incoming Magical and Pure damage as well. Every time you are attacked by an enemy,
808one layer chips off, and when all layers are removed, a 600-radius frost storm freezes enemies solid
809for 5 seconds, dealing damage equal to your attack power multiplied by your Armor. The protection
810against spell damage is lost while you have no scale stacks, and losing a stack puts the buff on
811an 8-second cooldown, after which time only a single stack is regained.
812
813^^^ NOTES: when respawning, you get 5 stacks immediately instead of having to wait 40 seconds
814
815
816GLOVE:
817
818=O= Talons of Ambinderath (Pure Dragon/Undead)
819Wyrmstrike: Your attacks have a 10% chance of tearing the target open, removing their resistance
820to Physical damage from Armor and preventing them from healing for 8 seconds. Affected enemies
821with the Steadfast property also have that effect weakened, increasing its threshold to 400% of
822its normal value for the duration. Landing a Wyrmstrike also deals damage equal to your attack
823power multiplied by the level of your lowest-leveled rune.
824
825
826BOOT:
827
828=O= Heels of Slyrak (Magical Dragon/Wind)
829Wyrmflight: Issuing an attack order against an enemy unit within 400 to 1200 range causes you
830to take flight toward them, increasing your movespeed to a minimum of 600 and making you unable
831to be attacked. Upon landing, a 300-radius whirlwind is whipped up at your position, granting
832allied units within 100% evasion against the attacks of enemies standing outside the whirlwind.
833You gain bonus damage equal to your movespeed expressed as a percent while standing in the whirlwind,
834and enemies inside it take damage every 0.5 seconds equal to your attack power modified by 1% of
835your lowest attribute expressed as a percent. Whirlwinds last 4 seconds, and this effect has a
8363-second cooldown.
837
838^^^ NOTES: it's phantom lancer's E and it casts arc warden's W at your feet when you arrive.
839the flight also grants free pathing which is not expressly listed in the tooltip
840
841
842TRINKET:
843
844=O= Fangs of Silithicus (Physical Dragon/Poison)
845Wyrmfang: Your attacks envenom enemies, causing them to take progressively more Dragon elemental
846damage. Each stack of this venom reduces their resistance to Dragon damage by 25%, and each new
847application deals damage equal to your attack power modified by 1/10th of the target's percentile
848weakness to your Dragon damage. Stacks last 12 seconds, and all stacks expire at once.
849
850^^^ NOTES: no, the debuff isn't a multiplier like chernobog's q2, it's just regular resist loss