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Passive Item Idea

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Level 11
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Item that will store charges everytime a unit casts a spell with range of the hero.
Once the charges reaches 5, it will release a burst of light in the hero damaging/healing all heroes near him.
 
Level 11
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If the weilder of the item kills a unit, he stores it as a soul. If the hero stores 10 souls in his item. He can deal damage equivalent to an attribute of the hero multiplied by a number. If the damage dealt a killing blow on the unit. He will damage everyone around the dying unit equivalent to half of the damage that was dealt to the dying unit.
 
Level 19
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Well, since its an amulet, here are some:

1. Amulet of Thunder - Has an x percent chance to deal Chain Lightning with x bounces.
2. Amulet of the Beast - Has an x percent chance to deal x percent more damage and knockback.
3. Amulet of the Shadows - When night, the caster is invisible unless he attacks.
4. Amulet of Spellpower - All abilities deal more damage and you take less damage from abilities.
 
Amulet of Hypnosis: every spell-casting unit with less than 25% of their mana in range will automatically fall asleep for 10 seconds.

Shadow Amulet: constantly summons vision barriers (destructables possibly, or units, dunno, that will be given expiration time) at the hero's wake, making it impossible for others to pursue him efficiently from behind.

Amulet of Chaos: random spells are cast every 10 seconds around the wielder.

Amulet of the Vampire Curse: makes the hero lose health overtime, but gives him great lifestealing ability on attacks. Can't be dropped/unequipped.
 

Chaosy

Tutorial Reviewer
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Absorbing amulet absorbs the damaage of a harmful spell casted against the wearer

Thunder amulet. When the wearer is attacked he get a charge of electrical energy wjhen it reaches x stacks it deals y damage to enemys in 300 yards

Natures blessing; when the wearer gets bellow 30% hp he instantly gets healed for x% hp
 
If ur map has something like a good and bad system, maybe an amulet which does different things if ur good or bad... maybe name it Amulet of Karma...

Amulet of the Caster - Gives a % chance to cast random spells when attacking or when attacked, depends on you...

Amulet of Peace - gives you bonus regeneration when not in combat
 
Level 6
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if the bearer of this item is attack it increases the magic reduction given to the hero.Up to 10 stacks.When it reaches it stacks it releases a burst that reduce magic reduction to nearby units.reduced Magic Reduction is also increases per second.As long as the targets is within the AoE of the carrier then the magic reduction is continue to affect until it reaches its limit of reduction.If the target is not inside the AoE then the effect will be gone by backing it to its state (For example.The unit is affected by the effect RMR stack count is (1,2,3,4,5) but it he moves away at 6 so the RMR will fade at this time (5,4,3,2,1 then the RMR will be removed from the target.

ANOTHER INFO.
If the target is not on the AoE and the hero decide to move near the target then the effect will be increase again.
TARGET IS AFFECTED
RMR (1,2,3,4,5,6)
TARGET IS MOVING AWAY
RMR (6,5,4,3) (NOTE THE EFFECT STARTS FADING AND STOP AT 3)
TARGET IS AFFECTED AGAIN
RMR (3,4,5,6,7)
THE MAGIC REDUCTION STACKUP starts again after the RMR stops.

You can add or maybe i can add more details in it.
 

Dr Super Good

Spell Reviewer
Level 64
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Amulet of Confusion
If there are more than 3 enemy combat units near the hero (probably his acquisition range) then a random enemy will become confused. A confused enemy will attack units that are friendly to it (such as other enemies) and will not use any active abilities. Confusion remains until there are 3 or less units near the hero or the unit dies. The effect is always active with exception of if the confused unit is killed in which case it has a 60 second cooldown before another unit can be confused. Mechanical combat units and combat structures do not have a mind to confuse and so will not count as a nearby enemy. Heroes and powerful monsters do count as a valid enemy units nearby but can never be rolled as the target for confusion as their minds are too strong. On harder difficulties an AI effect could be added that if there are more than 10 units near the hero the AI will actively kill the confused unit (especially if a powerful unit is present).

Amulet of the Genie
While worn, a Genie with phenomenal cosmic power follows you around. Although unable to hurt living enemies in any way he can debuff them. The amulet has 3 charges representing 3 casts of combat skills from the Genie. All 3 charges are replenished if out of combat for 15 seconds. When out of charges the Genie will wonder around near you doing nothing. The genie is in permanent locust state with no collision and will teleport to you if he is too far away. Useful combat spells include slow, stunning people with a mini tornados (what Cenarius used), healing you and the like. When you are at at high health he should use offensive spells while at low health he throws more defensive spells.
 
Level 37
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The Genie is very interesting out of all ideas. However, the bad site is that player must actually click the item which takes time out of the combat. Especially in this campaign with three character player usually forgets the item abilities.

However, the early chapters doesn't have that many characters and then this idea has potential. Or maybe this could be an ability(for a hero)? I'll think about this but I really liked the idea.

Also thanks to other idea givers here, some of the other ideas are here good too. +rep
 

Dr Super Good

Spell Reviewer
Level 64
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However, the bad site is that player must actually click the item which takes time out of the combat.
I meant it passively recharged over 15 seconds when out of combat. The entire idea was meant for a passive effect so no micro is required at all for it. Of course balancing might require adjusting the recharge time but that is only a concern when during beta testing.

Another key concept I forgot to emphasize was that it can only not damage living units with its abilities. It could cast dispel on summoned units and also holy light on undead units as neither are living. Of course the damage dealt would probably be best as a % of life with it being unusable on powerful enemies.

Of course you are free to adapt it in any way you want.
 
Level 19
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I have a new one:

1. Lantern of Guidance

Passive Effect: The Lantern would collect souls from every unit killed by its holder. Souls are automatically collected by standing nearby corpses. Corpses which are collected of souls would be unusable. It can hold a maximum of x souls. These souls can either be consumed or used for battle. The holder has an x percent chance to deal chaos damage to the battling unit. The damage given would vary on the number of souls. This effect would cost a single soul.

Active Effect: When used, all souls are used up to heal the number of souls * x.
This would also give a Lifesteal Aura to the holder for up to x seconds. This varies on the number of souls.

2. Gravecloak Perfume

The hero would be cloaked with a gas of Undead Energies. This makes him be treated an a fellow Undead unit, making all Undead units not attack the unit unless provoked.
The downfall of this would be that NPC's would attack you.

3. Beard of Manliness

When in the inventory, the holder cannot equip any weapon or shield equipment, but only use his fists. Physical attacks become 300% stronger. If he is wearing gauntlets, it becomes 330% stronger.

NOTE: If you plan on using this, add an item called "Iron Gauntlets of Manhood". It would increase Physical Attacks by, say 50%.

4. Gravecloak's Ring

When in the inventory, the hero would have a swarm of flies around him. it does to damage to him. But, when nearby enemy units come, these flies cling onto them and try to "eat" these units. Deals x damage until the unit dies.
The downfall is that the hero would be attacked by NPC's.

5. Amulet of Slow Time

Ultra-mega-super-duper-rare item. Has a 5% chance of Slowing everything nearby the holder, even allied units when in combat. Slowed units have slowed animation speed, attack speed, movement speed. The screen would have like a black and white filter. Lasts x seconds.
 
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5. Amulet of Slow Time

Ultra-mega-super-duper-rare item. Has a 5% chance of Slowing everything nearby the holder, even allied units when in combat. Slowed units have slowed animation speed, attack speed, movement speed. The screen would have like a black and white filter. Lasts x seconds.[/QUOTE]


The filter, can it affect the fog of war if the effect is done?
 
Amulet of Sea
If neabry of the Hero is a lake\river\sea, restores x HP per second and increases armor by x, until the Hero go far from the lake\river\sea.

Amulet of Greed
Increases the amount of gold taken\received by x%.

Amulet of Flight
When Hero's life go under x%, the Hero flies for x seconds. While he's flying, he's invulnerable and restores x HP and MP.
 
Level 18
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Amulet of the Fiery Spirit
When receiving lethal damage, the effect of the amulet triggers preventing any further damage taken (hero is still targetable) for 10 seconds the hero won´t die regardless the amount of damage received during this time. Then 15 seconds after the hero will receive 50% of the damage prevented during the effect this spell.

This amulet has a coldown of 5 minutes.

Amulet of the Illusionist
When the hero is attacked by a melee unit it has a 15% change to create a illusion of itself in his position and teleport himself 500 units away from harm. Illusions will last 4 seconds receive 100% damage (same damage as hero) but won´t deal any damage.
This effect can only be triggered once every 5 seconds.
 
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Mark of the Mutant
Provides a +6 bonus to Intelligence, Agility, Strength or armor when casting a spell, given a Move order, an Attack order or to Stop/Hold Position respectively.

Talisman of Retribution
Every attack made on the hero holding the item increases a hidden counter, reset if dropped or given. When the hero has been attacked X number of times, the talisman explodes violently, dealing 3X damage and disappearing from the inventory.
 
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Heart of the Sun
Provides permanent immolation that deals 5 damage per second to enemy melee units. Ranged attacking units will have their attacks met with a passive firebolt that deals 25 damage and stuns for 1 seconds, which has a 3 second cooldown. If the item is clicked, (unlimited charges), it can be used to cast Level 1 Flame Strike, with a 20 second cooldown for all abilities of the item (meaning the immolation and backfire is turned off until the cooldown finishes.)

The downfall of the item could be that it cannot be sold or dropped - if you choose to pick it up, it 'binds'. Also can remove HP regeneration due to being surrounded by constant flames. It won't give the hero damage, but it will not allow it to heal unless by a fountain of life or use of potions/spells.

Amulet of Reinforcement
If the hero is outnumbered by at least four other units, or a hero and two units, it will summon a random level one creature to aide the hero in combat. The unit has a timer of 60 seconds until it disappears, and the item has a cooldown of 30 seconds, allowing for the hero to always have at least two units aiding it in surrounded combat.

Burning Grasp
As the name suggests, it provides a passive mana burn that burns mana equal to 1% of the targets mana capacity, dealing equal damage as the spell does. The item can be clicked and targeted for a burn of 50%, dealing equal damage, but having a cooldown of 60 seconds, which also removes the passive ability until the cooldown is over.

Talisman of Illusory Siphoning
When used, it will create six mirror images of the hero, who, while they do no damage, will have a passive mana siphoning ability that steals 5% of the targets total mana with each strike. Every point of mana siphoned to the clones is immediately transferred to the casting hero. If the hero has full mana, it is divided among any spellcasting units or additional heroes nearby.

Talisman of Return
Passive ability that returns 10% of mana used by any spell.
 
Here are some ideas for defensive/supportive talisman based on the name Talisman of Protection :

Talisman of protection (supportive anti-caster) :

Protect a nearbe ally hero (something like 500range) from a spell targeting him. And with some cooldown (15-30 ?)

Talisman of protection (defensive) :


Protect wearer's from mortal damages, letting his life to 1hp. 10-20seconds cooldown.

Talisman of protection (defensive - maybe imba) :
Block the next mortal damages. 15-25 seconds cooldown.
 
Level 29
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Abhor the Witch!

The collected writings of a particularly zealous witch-hunter, this ancient book gives the reader the knowledge to more efficiently destroy practitioners of the dark arts. Gives Feedback, Magic Resistance and a chance to cast Soul Burn on the attacked unit. The hero's mana is reduced to zero and cannot be restored while he holds the item.

Ghostly Charm

The holder becomes ethereal until he drops the item.
 
Level 9
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Sprint Boots (charged)
Normal speed boots but when used the carrier gains more speed for a few seconds, to recharge it buy recipe/item for charges.

Pipe of Wisdom (charged)
A pipe which gives the carrier a little intelligence and when used it gives the carrier extra intelligence/mana/mana reg for a few seconds, to recharge it buy recipe/item for charges.

Death Armor
It gives the carrier armor/hitpoints/hp rege and can be used to sacrifice 5% hp to give the carrier certain amount of armor, in case you are sorrounded by units.

Ghost's Staff
Gives small amount of speed/intelligence/mana reg and it can be used to go on ghost form (invisible) but slows the carriers speed.

I can't think of any more items, these seem pretty legit to me :p
 
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Grisly Trophy

The messily removed head of a lesser Pit Lord, this demonic object trembles and vibrates obscenely. Allied units are inspired to deal greater damage, and the head itself occasionally lets out a terrifying sound that reduces the enemy's damage.


Coin of the Cat

Gives a chance to be Blinked away in a random direction on taking damage.


Thunderlizard Cloak

A cape made from the tough skin of the giant reptile which occasionally crackles and sparks. Increases armor and may cast Lightning Shield on the wearer on taking damage.


Goblin Exploding Helmet

Increases vision at night, adds armor, and may explode dealing 250 damage to all units around the hero (including the hero).
 
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