I was going to write a review for RotMG but I was surprised to find this draft that I made probably several months ago. I figured I’d share it despite the lack of ideas since I still like the concept of what I was getting at.
I plan to start writing an in depth review but I wouldn’t be surprised if it became a forgotten draft like this.
As it currently stands there only a few ways in which equipment items interact with the game or the character outside of stat bonuses.That being set bonuses, trigger effects, and rare occurrences of item merging.
I’d like to see more unique interactions so here are some spontaneous ideas I’ve come across.
Reference Template
Pic - Name
Stats
Special Effect
Esben’s Wedding Ring
On Equip: +60 HP, +60 MP, +10 ATT, -5 DEF
On Ability Use: Grants Energized to other players wearing this ring within 5 tiles for 5 seconds. (Not including the player.)
Cooldown: 20 seconds
The idea here is to buff other players only if they are also wearing this ring.
Amulet of Dispersion
On Equip: +30 HP, +30 MP, +1 ATT, +1 DEF, +1 SPD, +1 DEX, +1 VIT, +1 WIS
On Death: Death message in chat is replaced with “Someone has mysteriously disappeared…” and no grave is spawned.
A totally useless effect, but it could be an amusing addition.
Fungal Breastplate
On Equip: +30 VIT, +80 HP
When Healed: Removes negative status effects. (Only procs if there are currently debuffs and if healed by an ability, not from pets, vitality, or status effects.)
Cooldown: 10 seconds
Candy-Coated Armor
On Equip: +50 DEF, -10 DEX
When Hit: -20 DEF for 15 seconds. (Cooldown does not reset if hit early.)
Cooldown: 15 seconds
Intended to reinstate CC as a defensive item, but in a different way.
Captain’s Ring
On Equip: +40 HP, +3 ATT, 3 DEX
On Ability Use: -8 ATT to the wearer, but +5 ATT to players within 4 tiles for 5 seconds.
Cooldown: 10 seconds
Ring of Divine Faith
On Equip: +5 VIT, +5 WIS
Effect on Equip: Wearer does not count toward Tome healing reduction and is healed the full amount.
Kinda complicated and a bit of a stretch, but I see no reason to omit it.
Coral Silk Armor
On Equip: +16 DEF, +3 SPD, 4 DEX
On Hit: Summons a large coral bomb on the wearer that explodes after 1 second dealing 300 damage to enemies within a 5 tile radius and exposes for 4 seconds.
Cooldown: 10 seconds
The addition of the bee armors created some redundancy when it comes to leather armor with speed.
Coral Ring
On Equip: +75 MP, +5 SPD, 5 WIS
On Shoot: Throws a small coral bomb on the nearest enemy that explodes after 1 second dealing 200 damage and exposes for 2 seconds within a 3 tile radius. (Activates only if an enemy is within 10 tiles.)
Cooldown: 6 seconds
The intention is to give these coral items an area-of-effect playstyle while complementing the paralyze effect of the trap. I also chose to add the expose effect since it compliments the multi-shot aspect of coral bow.