Godland UTs


#1

Godland UTs

An idea that started as a chunk of brains and a dumb cloak. Here is the idea that I am proposing: Godland UTs! They serve as mid-game UTs for newer players to help them get used to the dangerous environment that is known as the Realm.

Chunk of Meat

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Taken off from a flying brai–…did it just move?

Stats:

Tier: UT
On Equip: +70 HP, +3 VIT, +5 WIS
Fame Bonus: 3%
Feed Power: 300

Drops From:

Flying Brain

Notes:

  • Counterpart to the Leviathan Scales.
  • Gives a generous boost to HP and a smaller one to the regeneration stats.
  • Great for new players without a decent HP Heal pet.

Head of a Medusa

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The head of a Medusa. It’s eyes look dead, but the snakes on top are still moving.

Stats:

Tier: UT
MP Cost: 110
Radius: 3.25
Damage: image
Effect: Petrify for 2 seconds
Petrify Range: 2.5 (+0.5 tiles every 12 WIS above 50)
Petrify Immunity: 4 seconds
Stat Bonuses: +20 HP
Defense Ignored: 30
Fame Bonus: 5%
Feed Power: 500

Drops From:

Medusa

Notes:

  • An item that makes use of the debuff Petrify.
  • Players can hit the enemy for small damage and the enemy can’t fight back. Good for soloing and almost like a cheat for beginners.

Leviathan Scales

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A bundle of turquoise scales. It gives off the faint smell of seawater despite having been on land for countless hours.

Stats:

Tier: UT
On Equip: +70 MP, +5 VIT, +3 WIS
Fame Bonus: 3%
Feed Power: 300

Drops From:

Leviathan

Notes:

  • Counterpart to the Chunk of Meat.
  • Provides a nice boost to MP and like said before, a small boost to the regenerative stats.
  • Good for new players without a good MP Heal pet.

Magical Branch

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An oak branch with a bright, green leaf at the top. It continues to live regardless of being taken off the Ent.

Stats:

Tier: UT
Shots: 5 (arc gap: 14°)
Damage: 12 - 60 (36)
Total Damage: 60 - 300 (180)
Firerate: 115%
Projectile Speed: 9 tiles/second
Lifetime: 1 second
Range: 9 tiles
Special: Projectiles hit multiple targets, Projectiles ignore obstacles
Amplitude: 1
Frequency: 0.8
Fame Bonus: 4%
Feed Power: 450

Drops From:

Ent God

Notes:

  • Good for clearing hordes of low DEF minions.
  • Situational, but ignores obstacles.
  • Outdamages Wand of the Fallen at low DEF if all shots are hit.
  • Can be abused for it’s low damage by standing behind breakable walls and shooting enemies from behind

Golem Helm

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A helmet made of sturdy material from a construct.

Stats:

Tier: UT
MP Cost: 95
Effect: Party Heal to all, Armored to self
Party Heal: 150 HP
Party Heal Range: 6 tiles
Armored Duration: 2 seconds
Cooldown: 4.5 seconds
Stat Bonuses: +8 DEF
Fame Bonus: 4%
Feed Power: 450

Drops From:

Steel Construct
Rock Construct
Wood Construct

Notes:

  • Colored helm drops according to their colored construct. For example, the Wooden Golem Helm drops from the Wood Construct.
  • An unorthodox helmet. Instead of moving fast and completely obliterating everything, you take a slower approach and outlast the enemy.
  • Good for helping new players survive a bit better on their own.

Reflective Cloak

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A very shiny cloak. Made from the lens of a Beholder’s eye. It can reflect light and trick the enemies’ eyes.

(Alternative Desc.)

Wow! So shiny! :^0

Stats:

Tier: UT
MP Cost: 95
Effect: Invisibility, Creates 2 decoys that stand 2.5 - 3.5 tiles apart from the player
Invisibility Duration: 2 seconds
Decoy Duration: 4.5 seconds
Cooldown: 5.5 seconds
Stat Bonuses: +5 DEF, +3 SPD, +2 DEX
Fame Bonus: 3%
Feed Power: 300

Drops From:

Beholder

Notes:

  • A team-based cloak. Meant to direct fire away from your teammates using yourself and your decoys. Although, this might not be the case and it may cause more problems then solutions. I would have to try this out in the actual Realm to determine its usefulness.
  • Not so very beginner-friendly.

Spectral Flesh

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The remains of a Djinn. The texture is much like a cloth’s, and it appears to be translucent.

Stats:

Tier: UT
On Equip: +7 SPD, +4 DEX
Fame Bonus: 4%
Feed Power: 600

Drops From:

Djinn

Notes:

  • Mainly to help out on rushing and DPS. Tailor-made for dagger classes.

Bottled Flames

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The flames of a Sprite God stuffed in a bottle. It still burns, even when the cap is on.

Stats:

Tier: UT
MP Cost: 95 (~8 damage/MP if all detonations hit)


Bomb 1
Radius: 4.5
Impact Damage: 20
Damage over Time: 80 (20 damage/sec)
Duration: 4 seconds


Bomb 2
Radius: 3.5
Impact Damage: 50
Damage over Time: 200 (50 damage/sec)
Duration: 4 seconds


Bomb 3
Radius: 2
Impact Damage: 100
Damage over time: 300 (60 damage/sec)
Duration: 5 seconds


Stat Bonuses: +2 ATK
Fame Bonus: 3%
Feed Power: 350

Drops From:

Sprite God

Demonic Dagger

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A White Demon’s horn fastened onto a handle. It still retains some of the demon’s power.

Stats:

Tier: UT
Shots: 3 (arc gap: 12°)
Damage: 24 - 60 (37)
Total Damage 72 - 180 (252)
Projectile Speed: 14 tiles/second
Lifetime: 0.320 seconds
Range: 4.5 tiles
True Range: 2.35 tiles
Special: Projectiles armor pierce
Amplitude: 0.4
Frequency: 0.4
Stat Bonuses: +3 ATK, + 2 VIT
Fame Bonus: 4%
Feed Power: 400

Drops From:

White Demon

Notes:

  • An armor piercing dagger with a wonky shot pattern. I don’t think that shots should be that hard to hit, so I may have to change the shot pattern or damage.
  • Good for getting damage in, outdamages the Dagger of Foul Malevolence and Dagger of Sinister Deeds at around 13 DEF.

Book of Life

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An old, tattered book. It tells the story of a champion of the Realm and how he sacrificed his life for others.

Stats:

Tier: UT
HP Cost: 1/4 of HP
Party Heal (Lvl 20): image HP
Range: image
Party Effect: Healing for image seconds
Enemy Effect: Exposed for image seconds
Fame Bonus: 3%
Feed Power: 350

Drops From:

Ghost God

Notes:

  • Sacrifices a small amount of HP to heal teammates and make the enemy weaker.

Ring of Solid Earth

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A Slime God swallowed a ring and some slime solidified onto it. For reasons unknown, it gives the user powers of the Slime God.

Stats:

Tier: UT
On Equip: +6 DEF, +45 HP
Effect: Projectiles have a 3% chance to apply Slow to the enemy
Slow Duration: 2 seconds
Fame Bonus: 4%
Feed Power: 450

Drops From:

Slime God

Notes:

  • Good for beginners. Slowing the enemy can help players get damage in easier.
  • Provides DEF and HP, good stats to ensure your survival.

End Notes:

With all honesty, I would like to say that some of these ideas were not very well thought out and most of the items at the end were rushed. I would greatly appreciated suggestions on how to make these items more balanced. Also, keep in mind that these items are made to be mid-game UTs and are not to be compared to end-game UTs such as the Queen’s Stinger Dagger, Tome of Holy Protection, and Orb of Conflict to name a few.

Balancing:

(Not so much balancing, but taking some suggestions into play.)


3/24/19

  • Made changes to Head of Medusa
    MP Cost: 100 --> 110
    Petrify Range: 2.75 --> 2.5
    Cooldown: 2.5 seconds --> 3 seconds
    Defense Ignored: 25 --> 30
  • Made changes to Reflective Cloak
    Effect: Invisibility, Creates 2 decoys that stand 4 - 5 --> 2.5 - 3.5 tiles apart from the player
  • Made changes to Golem Helm
    Armored Duration: 1.5 seconds --> 1 second
    Effect: Healing --> Party Heal
    Party Heal: 150 HP
    Party Heal Range: 6
    MP Cost: 90 --> 95
    Cooldown: 5.5 seconds --> 4.5 seconds
    Stat Bonuses: +9 DEF --> +8 DEF
  • Completely changed the magical branch
    Staff --> Wand

Before:

Tier: UT
Shots: 2 (arc gap: 6°)
Damage: 90 - 145 (117.5)
Firerate: 66%
Projectile Speed: 18 tiles/second
Lifetime: 0.475 seconds
Range: 8.55 tiles
Special: Wavy shots
Fame Bonus: 5%
Feed Power: 700

After:

Tier: UT
Shots: 5 (arc gap: 14°)
Damage: 12 - 60 (36)
Firerate: 115%
Projectile Speed: 9 tiles/second
Lifetime: 1 second
Range: 9 tiles
Amplitude: 1
Frequency: 0.8
Fame Bonus: 5%
Feed Power: 700


#2

What bags will these drop in?


#3

I like most of them. I don’t understand the magical branch, it just seems terrible honestly. Petrify is definitely iffy, as you said it’s like a cheat. The cloak will have decoys at about the edges of the screen, seems like it would just do more harm than good in most circumstances I can think up of. The helm seems op. Most things here actually seem pretty op considering where all the other UTs drop, but I’d be fine if these drops were significantly rare.


#4

I think cyan bags would be reasonable. After some debuffs and buffs, I’ll consider whether they are worthy of whitebags.


#5

Well, I know that this is a part of the golem scheme, but we already have Paladin and Priest, it would be op imo… It could be a self-effect so


#6

I was stuck on that as well. I wanted something team-based about it because all the helms have a team effect (with the exceptions of the Hivemaster Helm and the Helm of the Swift Bunny). I was hoping that someone could help me out with that.


#7

Healing range?
Edit :
How about the healing works like scepter?


#8

Hmmm… I’ll consider it. As of now, I added a normal healing range. Thanks!


#9

@XRyuzaki idea is good
MP Cost: 100
Effect: Heal to 2 players + self and Armored to self
Heals: 150 HP within 8 range
Armored Duration: 2.5 secs
Stat Bonuses: +6 DEF +2 WIS

uuuh I don’t know if it worth


#10

Perhaps lower the armored duration a little, he have the jugg for that. Maybe, 2 - 1.5 seconds? I do appreciate the help. Thanks!


#11

I feel like that fame bonus should be 3%. It’s closer in usefulness to a para ring than an exa ring imo.

Rather than a cooldown, I think it should give the enemy temporary immunity, like stasis does.

3% would again be better imo.

Again, too weak to warrant a fame bonus equal to that of the T13 Wand of Evocation.
3-4% would be more fitting.

1-2%
Honestly feels more like a UT seal than a helmet if you just look at what it does.

You didn’t give this one a fame bonus. I think 3% would be fitting.
Feed power is also missing.

3%

It currently does about half the damage of the stinger, I think you should boost the damage or fire rate by 50% so that it does 3/4ths of the damage of the stinger.
In the current state, its fame bonus should be 0%, if you boost the dps it should be 3%.

Another issue is that the shot pattern is very similar to that of the new dagger that will drop from the beholder’s dungeon, which already appeared in testing.

Not true.

That’s less than 200. You should bring it up to 1/3 of HP so that two priests can’t spam it together as easily.
Fame bonus should be 3%.

Extremely overpowered.


What I said about fame bonuses also applies to feed power. Rather than 600-700, it should be 400-500 for each of these items.


#12

I know mana is yellow in-game but it’s honestly too light to actually read with Light Theme Realmeye. Can you change it please?


#13

excuse me? it reminds me of a legendary item in something else


#14

Understandable. I will make changes accordingly. Thanks!

edit: dagger has 2 shots


#15

I believe the legendary item you are talking about is the Head of the Medusa, correct? If so, I did indeed base the item (ability type and sprite) after it.

Also, does it petrify as well?


#16

Changed the yellow to a darker variant.


#17

I know it has two shots but pfiffel.com/dps takes that into account already.


#18

…no


#19

Wtf… I didn’t know my mouth could actually water because of an idea being so good.


#20

are you talking about the medusa’s head in terraria?