Dman1791
Spazmatism
I did a search, and surprisingly did not find anything, so if this is a copy, sorry!
My idea is to have armor-specific modifiers, and possibly modifiers that are specific to class (Mage, warrior, ranger) to make armor more unique than just the odd cool set bonus. The more powerful the modifier, the rarer it is. Negative modifiers are slightly rarer than positive ones. The number after the prefix is the rarity color change, mixed bonuses do not change rarity. Matching bonuses add their effect when your whole armor set matches modifiers, this is independent of set bonuses. Lost defense cannot go below zero. Standard wood armor cannot receive modifiers that affect defense because the greaves add no defense.
Note: For armors which have different headpieces for different classes, either only the helmet can get class-specific bonuses, or you can only reforge class-specific ones when you have the correct headpiece in your inventory.
My idea is to have armor-specific modifiers, and possibly modifiers that are specific to class (Mage, warrior, ranger) to make armor more unique than just the odd cool set bonus. The more powerful the modifier, the rarer it is. Negative modifiers are slightly rarer than positive ones. The number after the prefix is the rarity color change, mixed bonuses do not change rarity. Matching bonuses add their effect when your whole armor set matches modifiers, this is independent of set bonuses. Lost defense cannot go below zero. Standard wood armor cannot receive modifiers that affect defense because the greaves add no defense.
Note: For armors which have different headpieces for different classes, either only the helmet can get class-specific bonuses, or you can only reforge class-specific ones when you have the correct headpiece in your inventory.
Positive
Fine, +1: +5% defense, minimum of 1. Matching bonus: +2 defense
Strong, +1: +8% defense, minimum of 1. Matching bonus: -50% duration of Broken Armor (When inflicted on you)
Guarding, +2: +10% defense, minimum of 1. Matching bonus: -1% damage from all sources
Speedy, +1: +3% movement speed. Matching bonus: +10% movement in water
Swift, +1: +5% movement speed. Matching bonus: +2 jump height
Traveller's, +2: +8% movement speed. Matching bonus: -50% duration of Slow (When inflicted on you)
Excellent, +2: +8% (Min 1) defense, +5% movement speed. Matching bonus: -3% damage from all sources
Negative
Uncomfortable, -1: -3% movement speed. Matching penalty: +50% duration of Weak (When inflicted on you)
Bulky, -1: -5% movement speed. Matching penalty: -20% movement in water
Deformed, -2: -8% movement speed. Matching penalty: +50% duration of Broken Armor
Rusted, -1: -5% defense, minimum of 1. Matching penalty: +1% damage from all sources
Flawed, -1: -8% defense, minimum of 1. Matching penalty: +2% damage from all sources
Damaged, -2: -10% defense, minimum of 1. Matching penalty: Permanent Broken Armor debuff
Terrible, -2: -8% (Min 1) defense, -5% movement speed. Matching penalty: +3% damage from all sources
Incoherent, -1: -50% power of set bonus, does not stack. Rounds down. Matching penalty: Removes set bonus
Mixed
Thick: +5% (Min 1) defense, -3% movement speed. Matching bonus: -50% duration of Chilled and Frostburn, +50% duration of On Fire! and Cursed Inferno (When inflicted on you)
Heavy: +8% (Min 1) defense, -5% movement speed. Matching bonus: +5 defense, -2 jump height.
Massive: +10% (Min 1) defense, -8% movement speed. Matching bonus: Enemies more likely to target you, -2% damage from all sources
Thin: -5% (Min 1) defense, +3% movement speed. Matching bonus: +50% duration of Chilled and Frostburn, -50% duration of On Fire! and Cursed Inferno (When inflicted on you)
Light: -8% (Min 1) defense, +5% movement speed. Matching bonus: -5 defense, +2 jump height
Delicate: -10% (Min 1) defense, +8% movement speed. Matching bonus: Enemies less likely to target you, +2% damage from all sources.
Fine, +1: +5% defense, minimum of 1. Matching bonus: +2 defense
Strong, +1: +8% defense, minimum of 1. Matching bonus: -50% duration of Broken Armor (When inflicted on you)
Guarding, +2: +10% defense, minimum of 1. Matching bonus: -1% damage from all sources
Speedy, +1: +3% movement speed. Matching bonus: +10% movement in water
Swift, +1: +5% movement speed. Matching bonus: +2 jump height
Traveller's, +2: +8% movement speed. Matching bonus: -50% duration of Slow (When inflicted on you)
Excellent, +2: +8% (Min 1) defense, +5% movement speed. Matching bonus: -3% damage from all sources
Negative
Uncomfortable, -1: -3% movement speed. Matching penalty: +50% duration of Weak (When inflicted on you)
Bulky, -1: -5% movement speed. Matching penalty: -20% movement in water
Deformed, -2: -8% movement speed. Matching penalty: +50% duration of Broken Armor
Rusted, -1: -5% defense, minimum of 1. Matching penalty: +1% damage from all sources
Flawed, -1: -8% defense, minimum of 1. Matching penalty: +2% damage from all sources
Damaged, -2: -10% defense, minimum of 1. Matching penalty: Permanent Broken Armor debuff
Terrible, -2: -8% (Min 1) defense, -5% movement speed. Matching penalty: +3% damage from all sources
Incoherent, -1: -50% power of set bonus, does not stack. Rounds down. Matching penalty: Removes set bonus
Mixed
Thick: +5% (Min 1) defense, -3% movement speed. Matching bonus: -50% duration of Chilled and Frostburn, +50% duration of On Fire! and Cursed Inferno (When inflicted on you)
Heavy: +8% (Min 1) defense, -5% movement speed. Matching bonus: +5 defense, -2 jump height.
Massive: +10% (Min 1) defense, -8% movement speed. Matching bonus: Enemies more likely to target you, -2% damage from all sources
Thin: -5% (Min 1) defense, +3% movement speed. Matching bonus: +50% duration of Chilled and Frostburn, -50% duration of On Fire! and Cursed Inferno (When inflicted on you)
Light: -8% (Min 1) defense, +5% movement speed. Matching bonus: -5 defense, +2 jump height
Delicate: -10% (Min 1) defense, +8% movement speed. Matching bonus: Enemies less likely to target you, +2% damage from all sources.
Positive
Enchanted, +1: +25 mana. Matching bonus: +25 mana
Imbued, +1: +5% magical damage. Matching bonus: +5% casting speed
Divine, +1: -5% mana costs. Matching bonus: +10% mana regeneration
Mage's, +2: +10 mana, +3% magic damage, -3% mana costs. Matching bonus: +20 mana, +5% casting speed
Negative
Petty, -1: -10 mana. Matching penalty: -10 mana (Mana cannot go below 10)
Common, -1: -5% magical damage. Matching penalty: -5% casting speed
Earthly, -1: +5% mana costs. Matching penalty: -10% mana regeneration
Antipathic, -2: -5 mana, -3% magical damage, +3% mana costs. Matching penalty: -5 mana, -5% casting speed
Mixed
Chaotic: +10% magical damage, +10% mana cost. Matching bonus: +5% magical critical chance, -5% casting speed
Unstable: +10% magical critical chance, -10% magical damage. Matching bonus: +10% casting speed, +10% mana cost
Unruly: -10% casting speed, +10% magical damage. Matching bonus: -20 mana, +5% magical critical chance
Enchanted, +1: +25 mana. Matching bonus: +25 mana
Imbued, +1: +5% magical damage. Matching bonus: +5% casting speed
Divine, +1: -5% mana costs. Matching bonus: +10% mana regeneration
Mage's, +2: +10 mana, +3% magic damage, -3% mana costs. Matching bonus: +20 mana, +5% casting speed
Negative
Petty, -1: -10 mana. Matching penalty: -10 mana (Mana cannot go below 10)
Common, -1: -5% magical damage. Matching penalty: -5% casting speed
Earthly, -1: +5% mana costs. Matching penalty: -10% mana regeneration
Antipathic, -2: -5 mana, -3% magical damage, +3% mana costs. Matching penalty: -5 mana, -5% casting speed
Mixed
Chaotic: +10% magical damage, +10% mana cost. Matching bonus: +5% magical critical chance, -5% casting speed
Unstable: +10% magical critical chance, -10% magical damage. Matching bonus: +10% casting speed, +10% mana cost
Unruly: -10% casting speed, +10% magical damage. Matching bonus: -20 mana, +5% magical critical chance
Positive
Bewitched, +1: +10% minion damage. Matching bonus: +25% minion knockback
Angering, +1: +10% minion attack speed. Matching bonus: +10% minion damage
Negative
Draining, -1: -10% minion damage. Matching penalty: -25% minion knockback
Calming, -1: -10% minion attack speed. Matching penalty: -10% minion damage
Mixed
Infused: +10% minion damage, -5% minion attack speed. Matching bonus: +10% minion knockbak, -10% minion attack speed
Splitting: +1 minion slot, -15% minion damage. Matching bonus: +2 minion slots, -60% minion knockback
Bewitched, +1: +10% minion damage. Matching bonus: +25% minion knockback
Angering, +1: +10% minion attack speed. Matching bonus: +10% minion damage
Negative
Draining, -1: -10% minion damage. Matching penalty: -25% minion knockback
Calming, -1: -10% minion attack speed. Matching penalty: -10% minion damage
Mixed
Infused: +10% minion damage, -5% minion attack speed. Matching bonus: +10% minion knockbak, -10% minion attack speed
Splitting: +1 minion slot, -15% minion damage. Matching bonus: +2 minion slots, -60% minion knockback
Positive
Replicating, +1: -2% ammo consumption. Matching bonus: -4% ammo consumption
Dire, +1: +5% ranged damage. Matching bonus: +5% ranged critical chance
Supplying, +1: +5% fire rate. Matching bonus: Adds automatic fire to all ranged weapons
Ranger's, +2: -2% ammo consumption, +3% ranged damage, +3% fire rate. Matching bonus: +20% velocity
Negative
Wasteful, -1: 2% chance to consume double ammo. Matching penalty: 4% chance to consume double ammo
Interfering, -1: -5% ranged damage. Matching penalty: -5% ranged critical chance
Hindering, -1: -5% fire rate. Matching penalty: Removes autofire on all ranged weapons
Troublesome, -2: 2% chance to consume double ammo, -3% ranged damage, -3% fire rate. Matching penalty: -20% velocity
Mixed
Manic: 2% chance to consume double ammo, +10% damage. Matching bonus: +10% fire rate, -5% ranged critical chance
Frugal: -2% ammo consumption, -5% fire rate. Matching bonus: +10% ranged damage, -10% velocity
Precise: +10% ranged damage, -10% fire rate. Matching bonus: +5% ranged critical chance, -5% fire rate
Replicating, +1: -2% ammo consumption. Matching bonus: -4% ammo consumption
Dire, +1: +5% ranged damage. Matching bonus: +5% ranged critical chance
Supplying, +1: +5% fire rate. Matching bonus: Adds automatic fire to all ranged weapons
Ranger's, +2: -2% ammo consumption, +3% ranged damage, +3% fire rate. Matching bonus: +20% velocity
Negative
Wasteful, -1: 2% chance to consume double ammo. Matching penalty: 4% chance to consume double ammo
Interfering, -1: -5% ranged damage. Matching penalty: -5% ranged critical chance
Hindering, -1: -5% fire rate. Matching penalty: Removes autofire on all ranged weapons
Troublesome, -2: 2% chance to consume double ammo, -3% ranged damage, -3% fire rate. Matching penalty: -20% velocity
Mixed
Manic: 2% chance to consume double ammo, +10% damage. Matching bonus: +10% fire rate, -5% ranged critical chance
Frugal: -2% ammo consumption, -5% fire rate. Matching bonus: +10% ranged damage, -10% velocity
Precise: +10% ranged damage, -10% fire rate. Matching bonus: +5% ranged critical chance, -5% fire rate
Positive
Empowering, +1: +5% melee damage. Matching bonus: +10% melee damage
Titanic, +1: +15% defense or +5 defense, whichever is greater. Matching bonus: -3% damage from all sources, more likely to be targeted by enemies
Agile, +1: +5% melee speed. Matching bonus: +5% melee critical chance
Warrior's, +2: +3% melee damage, +12% defense or +4 defense (Whichever is greater), +3% melee speed. Matching bonus: Autoswing for all melee weapons (But not tools)
Negative
Weakening, -1: -5% melee damage. Matching penalty: -10% melee damage
Insignificant, -1: -15% defense or -5 defense, whichever is greater. Matching penalty: +3% damage from all sources
Impairing, -1: -5% melee speed. Matching penalty: -5% melee critical chance
Woeful, -2: -3% melee damage, -12% defense or -4 defense (Whichever is greater), -3% melee speed. Matching penalty: Removes autoswing from all melee weapons (But not tools)
Mixed
Frantic: +10% melee speed, -5% melee critical chance. Matching bonus: +10% knockback (Round up), -10% melee damage
Amplified: +15% melee damage, -10% melee speed. Matching bonus: +10% melee critical chance, -10% melee speed
Decisive: +10% melee critical chance, -10% melee knockback. Matching bonus: +10% melee damage, -10% melee speed
Empowering, +1: +5% melee damage. Matching bonus: +10% melee damage
Titanic, +1: +15% defense or +5 defense, whichever is greater. Matching bonus: -3% damage from all sources, more likely to be targeted by enemies
Agile, +1: +5% melee speed. Matching bonus: +5% melee critical chance
Warrior's, +2: +3% melee damage, +12% defense or +4 defense (Whichever is greater), +3% melee speed. Matching bonus: Autoswing for all melee weapons (But not tools)
Negative
Weakening, -1: -5% melee damage. Matching penalty: -10% melee damage
Insignificant, -1: -15% defense or -5 defense, whichever is greater. Matching penalty: +3% damage from all sources
Impairing, -1: -5% melee speed. Matching penalty: -5% melee critical chance
Woeful, -2: -3% melee damage, -12% defense or -4 defense (Whichever is greater), -3% melee speed. Matching penalty: Removes autoswing from all melee weapons (But not tools)
Mixed
Frantic: +10% melee speed, -5% melee critical chance. Matching bonus: +10% knockback (Round up), -10% melee damage
Amplified: +15% melee damage, -10% melee speed. Matching bonus: +10% melee critical chance, -10% melee speed
Decisive: +10% melee critical chance, -10% melee knockback. Matching bonus: +10% melee damage, -10% melee speed
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