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Summoner items ideas

Level 21
Joined
Apr 8, 2017
Messages
1,530
Hi guys, im looking for item ideas for a summoner class here, giving names only could also work

There is two summoner heroes in my map, 1 is a "single" summoner n other is a "multi" summoner

Single: Summons 1 and only creature to fight, he can be trained to gain more power and if it dies you have to wait until it respawns or summon a different one (if u have)
- You can only have one Summon with you at same time, items increases its power
SUMMONER
SINGLE
@

Multi: Summons multiple creatures to fight, these ones are weak compared with the other summoner class but you can have more units at same time
- Summons quantity depends on you lvl and your items
SUMMONER
MULTI
@ @ @ @ @
 
Last edited:
Level 11
Joined
May 9, 2021
Messages
189
SINGLE:

  • Familar/Connection Shield (Increases the armour of both the Summoner and their summon. Can possibly be toggled to affect only the summoner or the summon).
  • Command Bracers (Increases Summon's attack speed and damage).
  • Link Eye (Summon's vision range becomes equal to Summoner/Summon gains True Sight).
  • Familiar Doll (Damage is distributed between Summoner and Summon).
  • Sands of Time (Increases Summon time. Can be fused with Hourglass to make Summon permanent).
  • Hourglass (Decreases Summon spell cooldown. Can be fused with Sands of Time to make Summon permanent).

MULTI:

- Favour Stone (Places favour upon one of the Summons. The targeted Summon gets better stats. If the summon is temporary it will become permanent. Can only be used on one Summon, but is reusable if the Summon dies).

I'll update this if I think of anymore ideas.
 
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Level 28
Joined
Apr 6, 2010
Messages
3,107
Single:

Talisman of Exchange : immediately switches the positions of the caster and the summon.

Scapegoat's Horn: Transfers all debuffs on the caster to the summon when used.


Multi:

Refractive Prism: Temporarily increases attack damage of all summons by 1/[Current number of summons] % (e.g. 4 summons -> 25% boost, 6 summons -> 16% boost, etc.) when used. Losing or bringing new summons does not affect the buff, it must be recast.

Stone of Sacrifice: Whenever a summon dies, the caster and other summons regain 50 HP and mana.
 
Level 27
Joined
Nov 25, 2021
Messages
481
I'll try to give a few ideas for each item type for each class. I'm very bad at naming, so expect something either very dramatic, or very mundane.

Single:

  • Slaver's Whip (weapon): The hero's attack deals more damage to summoned creatures. If the summoned creature is an ally, it will also gain a decent movement and attack speed boost for a short period
  • Bow of the Hunt (weapon): Passive: Gains bonus attack damage. If a Hero with this item summons a creature, the creature can use "Hunter's Mark" to decrease a target's armor and grant vision of them to your allies (Faerie Fire). Active: Fires an arrow that deals single target damage. If the target is under the effect of Hunter's Mark, a second arrow will be fired, damage is scaled with the Hero's level.
  • Starlight's Caress (name can be for both armor or accessory, I think): Summoned creatures can only regenerate health at night. If a creature is summoned at night, it will gain massive bonus to armor, health, and health regeneration for 60s. If summoned during the day, their skin will be scorched, causing them to lose a portion of their health, in exchange for Permanent Immolation, and a temporary attack damage bonus.
  • Unholy Redeemer (accessory/consumable?): When the Hero dies, explodes all nearby summoned creatures under their control, dealing area damage. If one of those explosion kills an enemy unit, the hero is revived with a portion of his HP/Mana.

Multi:

  • Cloak of Regality: Passive: Summoned creatures gain Pillage, and units killed by them has a small chance of dropping Gold Coins. Active: Restores mana and resets the cooldown of all other abilities. 180 second cooldown. Upon acquiring a Gold Coin, this item's cooldown will be reset.
  • Esoteric Weave (armor): Gains bonus armor and hit points. The Hero and their summons gain bonus evasion chance and bonus spell/magic damage resistance. This number increases for each summoned creature they control.
  • Heart of the Plagueborne (accessory): Each summoned creature gains Disease Cloud, that can be applied to enemy units in melee range, or upon attacking. When it dies, Skeletons/Ghouls will be spawned at its location.
 
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