Additional Basic Amulets

Started by Khego

Khego

Thinking along lines of AoFW and AoDMP…

Amulet of Light Protection: Thaum Protection and/or "Light Magic" protection (Light Dart, Wrath of God)

Amulet of Elemental Protection: Basically kill off the Fire/Cold/Grounding Amulets and make one with strength level equal to AoFW/DMP?

Maybe these aren't really needed with the Magician Signet and probably future level 600+ rings. But might be cool for the more casual/budget player.

Carrigon

We do need to condense some of the unused ammys. I like the idea of just one elemental ammy, and so on. The extras have always been useless shopfood. No one uses the fire, cold, grounding. The most used are Endure, Intell, DMP, Free Will, sometimes people use a Combat or Dex. But all the rest are just wasted clutter.

Brancrese

Amulet of Elemental Protection: Basically kill off the Fire/Cold/Grounding Amulets and make one with strength level equal to AoFW/DMP?

Better: Amulet of Magic Resistance

Think Magic shield, but on your neck. Resistance to all forms of magic, but the item should have magic resistance itself, so enchanting in would be extremely expensive to do, if not impossible. Otherwise it'd become too valuable. Something like this would give legitimate question to what amulet to use in early levels. Even for hitters, as getting an extra say, 15% magic resist may be more useful than the extra attack of an AoC, similarly for AoI/AoE for wizzies. Even if you give up the enchants you'd otherwise put on neck.

No one uses the fire, cold, grounding.

That's because they provide the "protection" effect, the same as an enchant does, which doesn't stack. Hence why I think a flat "Magic Resistance Amulet" should exist instead. It shouldn't be much, like 15% at most, and you'd give up other enchants on that piece, as noted. It adds a viable item to the game, unlike most of the current shop food. But I don't think it drastically alters game balance.

Carrigon

I always thought there should have been a real reason to use those singular ammys, like a monster that only dealt with fire or cold and you needed to use it. But it just never really worked out that way. Once you have the chanted shields on your gear, there's just no need for them. Most people, even the newbies, get chants really early on. So then those ammys just became shopfood. I think the original game plan was for a need of them, that's why we have the different rats and demons and such. But it just never worked out that way. I think it would be interesting, if at some point, we did get a few monsters where you really need something special to deal with them.