Hello it is me again with (hopefully) the final version of my UT ability proposal.
I wanted to restate the same premise that UTs are mostly situational items that can change up the playstyle of certain classes. White bags often contain rare items and are usually the best in slot for general use. While cyan bag drop more common items and are not meant to be best in slot, often being replaced later on.
As stated in my last post:
Currently there are a ton of white bags (which are all UTs) in the game: 228 including vanities and reskins. Most of these drops are excellent swap-out items in certain situations or even best in slot.
However, there are only 78 cyan bag UTs; 33 of which are exclusive UTs (items that aren’t reskins). Almost all of these items are weak items (in terms of upgrades found later) with a few being usable as swap outs. Most items also have a “better” counterpart that can be found in the late game.
These are the current available cyan UT abilities in game and my opinions of each:
Archer
A very nice early access to paralyze. It fits thematically with the dungeon and pairs well with the bow that drops alongside it.
Quickly replaced once T3 is received. Not viable in late game.
Knight
Essentially a better T4 shield with the tradeoff of 1 DEF for 3 SPD. Slightly more MP for more damage as well.
A really good item to have as a swap out for some extra speed.
Mystic
An orb that provides slow. I personally think the stasis is annoying and would prefer curse and slow instead. It’s not bad but an easy item to get and provides some variability.
Not generally a swap out but useful in some instances (which makes it a decent UT).
Necromancer
A classic UT and possibly the first many players get, it just provides a larger area of heal. It’s quickly replaced by tiered items later on but that’s fine with how early and easily it’s obtained and it has an upgraded version found later on.
A really good item to convey the premise of UTs but not good to keep on you in late game.
Ninja
A very beginner friendly UT that allows a lower MP drain when holding down the ability. This allows players with weak MP heal pets to rush. It also provides accessibility for ninja to have a Slow debuff. I just believe it should provide some bonus stats.
Useful to keep around depending on your circumstances.
Paladin
One of my favorite UTs. It’s very easily accessible and provides a buff that can be used even in late game. If there are multiple paladins in a group at least one should be using this item to provide a buff. The bonus stats are also pretty nice.
Excellent swap out, most pallies should carry one.
Samurai
An often overlooked UT that is pretty easily accessible. It provides a 6 second slow which is the 2nd longest in the game. Gives decent bonus stats but weak damage comparable to T3.
A very nice swap out to have on you.
Sorcerer
An early game item that gives more targets per ability use. It’s direct upgrade is a vanity item but still decent to use.
Not very useful in late game.
Warrior
A UT helm that does not provide speedy on use. It’s very useful when micrododging but wanting to keep up berserk.
A nice item that can help out new players who aren’t used to the speed increase but also a useful item in later game if one doesn’t have a bee helm or a Jugg.
As you can see most if not all items are situational but have variability in use. A lot of them can be kept as swapouts for later in the game. As such the drop locations are meant to be accessible areas for all players, especially new ones who are just exploring the game.
I believe there to at least be an easily accessible ability for every class.
With that in mind here are my suggestions for UT items for the remaining classes without them I believe would have similar viability and make great additions to the game.
I have made various changes since my previous presentation with more balanced options. There really hasn’t been any new additions since the last reconstruction but hopefully these can be implemented by the future realm rework.
Please reply your thoughts and opinions below.
TL/DR: New UT ability suggestions for early/mid game with the possibility of some viability in end game as swap outs.
Fae Emanation Spell
Projectile sprite:
“A spell that uses the power of forest spirits to eviscerate corrupted beings.”
Tier | UT Spell |
---|---|
MP Cost: | 55 |
Shots: | 10 (36°) |
Burst: | 2 |
Damage: | 55-155 (105) |
Total Damage: | 1100-3100 (2100) |
Projectile Speed: | 135 |
Amplitude: | 0.5 |
Frequency: | 1.5 |
Lifetime: | 700 |
Special Effect(s): | Releases a second spell bomb 0.25 seconds after ability use at 45° rotation |
On Equip: | +20 MP, +2 DEX |
XP Bonus: | 3% |
Feed Power: | 360 |
Dismantling Value: | 5 / 20 |
Drop Location: | Greater Fairies |
Mock up of how the spell would work (ignore character):
Spells are very simple in design but very effective; use ability directly on target to do damage. There are some very creative shot patterns in spells but most UT spells are found much later on. Without making a too complex ability I think this would be perfect to find “earlier” in the game. This would be the first UT spell to give DEX as a stat bonus which is nice for DPS and a small mana boost to raise your mana cap. This spell is essentially a regular spell bomb split into 2 phases; one activating immediately and the next happening after a delay. If all shots land it would be decent damage on average. The downside of this UT is the difficulty in hitting mobile targets since it relies on both bursts to land for full damage potential. Though the shot pattern and speed lingers longer than the average spell to potentially allow enemies to run into stray shots. Thematically I think this fits into magic woods very well and provides a benefit to actually clear out the dungeon instead of just rushing like people typically do.
Sinister Snare
Throwing projectile:
“A devastating trap that causes immense agony to those unlucky enough to fall victim to it.”
Tier | UT Trap |
---|---|
MP Cost: | 80 |
Effect(s): | Exposed on enemy for 2.5 seconds |
Flight Time: | 0.8 second(s) |
Damage: | 280 |
Duration: | 15 seconds |
Explosion Radius: | 5 tiles |
On Equip: | +1 ATT, +3 DEX |
XP Bonus: | 5% |
Feed Power: | 480 |
Dismantling Value: | 5 / 20 |
Drop Location: | Septavius the Ghost God |
I think having other classes be able to use debuffs is a benefit to the game as a whole. I feel giving Huntress an ability with Expose effect is very fitting. It’s not instantaneous like how fast waki shots are but it can provide placement for set up traps.The expose time is also a duration samurai does not provide (between a T4/5 waki). It gives a decent bonus of +4 DPS stats and is comparable around T4/5 traps damage wise. Same flight time as poisons to have the trap deploy quicker since it has a shorter lifetime.
Additionally, giving UDL another item would be nice, especially something to compliment the Doom Bow (design wise). It also makes a nice available swap out to keep even for endgame.
Malfunctioning Apparatus
“A device created by Dr Terrible to power his experiments. It was damaged when retrieving and may be unstable.”
Tier | UT Prism |
---|---|
MP Cost: | 80 |
On Ability Use: | Teleport to cursor, Spawn decoy at cursor position |
Decoy Behavior: | Decoy stationary for 2 seconds and teleports 3 tiles in a random direction |
Decoy Effects: | Decoy teleports 4 times |
Decoy Duration: | 8 seconds |
On Equip: | +20 MP, +2 DEF, +2 SPD |
XP Bonus: | 4% |
Feed Power: | 450 |
Dismantling Value: | 5 / 20 |
Drop Location: | Enforcer Bot 3000 and Dr Terrible |
Instead of leaving a decoy from where you teleport this spawns a decoy where you teleport to. The decoy itself has an interesting behavior moving from its initial position during its duration. This can be helpful possibly in some cases to shift enemies around but due to the unpredictability can be unreliable. It’s comparable to a T4 prism in MP cost and a T5 prism in decoy duration. Just adding to the trickster arsenal and giving MLab an additional item.
Cajoling Hymn
“Lost scripture of a forgotten sect, reading the text out loud causes others to hum in cadence.”
Tier | UT Tome |
---|---|
MP Cost: | 55 MP/second |
Effect(s) While Key Held: | Slowed and Healing on self while ability held |
Party Heal: Heal Amount: 70 (130 @ 75 WIS) per second | |
Disables all MP recovery | |
Range: | 4 tiles (6 tiles @ 75 WIS) |
Max Targets: | 15 |
On Equip: | +30 HP |
XP Bonus: | 3% |
Feed Power: | 300 |
Dismantling Value: | 15 |
Drop Location: | Queen Bee |
An idea as a hold to use healing item, that scales with wis mod to still possibly be useful in the later game. It’s heal is slightly better than T1 tome but less MP cost than T0. Like some other tomes it does not grant healing effect to others only to yourself (this is to not be confused with party heal). It essentially makes you a single moving mushroom from the fungal tome.
But unlike fungal tome which can spawn ~4 mushrooms (per average total max mana), you are the only source of healing. My proposal also doesn’t have a heal reduction (though this may be OP) but has a max target with 15. When using, slowed on self and disabled mana regen (like crystal shield) to prevent using this to rush with groups.
Confectionery Cloak
“An enchanted cloak found in the woodlands of the candy kingdom. It’s extremely durable but also tasty.”
Tier | UT Cloak |
---|---|
MP Cost: | 60 |
On Ability Use: | Invisible on self: 2 seconds, Speedy on self: 2 seconds |
Effects: | Slowed on enemy for 2.5 seconds |
Range: | 3.5 tiles |
Cooldown: | 3 seconds |
On Equip: | +3 DEX, +3 SPD, -5 WIS |
XP Bonus: | 4% |
Feed Power: | 500 |
Dismantling Value: | 5 / 20 |
Drop Location: | Gumball Machine and Cupcake |
A cloak that would allow the player to escape sticky situations; slowing enemies in a small radius and giving you a quick speedy and invisibility. It has a very short invisible and speedy but that just allows for the ability to be spammed. Possibly OP for rushing?
Latrodectus Serum
Throwing projectile:
“A poison that contains the deadly venom of Arachna.”
Tier | UT Poison |
---|---|
MP Cost: | 60 (10 damage/MP) |
Effect(s): | Throws 2 poisons (arc gap: 15°) on ability use |
Explosion Radius: | 1.75 tiles |
Damage Over Time: | 200 (55.56 damage/sec) |
Duration: | 3.6 seconds |
Damage On Impact: | 100 |
Flight Time: | 0.8 seconds |
XP Bonus: | 1% |
Feed Power: | 150 |
Dismantling Value: | 15 |
Drop Location: | Arachna the Spider Queen |
An early game poison with low MP cost and decent damage if both poisons manage to land. It has an effective range for about ~13 tiles for both poisons to hit a target. It actually has a high damage per mana. Not sure what the assassin rework will be like so I will just leave it as is but this would make a very good early DPS poison.
Songspire Oud
“An enchanted lute that can cast spells when certain notes are played.”
Tier | UT Lute |
---|---|
MP Cost: | 90 |
On Ability Use: | Sets an explosion radius around player |
Party effect: | Inspired on self and allies for 4 seconds |
Inspired Radius: | 4 tiles |
Explosion Effect(s): | Slowed on enemies for 5 seconds |
Trigger Radius: | 3 tiles |
Explosion Radius: | 6 tiles |
Lifetime: | 20 seconds |
Explosion Damage: | 200 |
On Equip: | +4 DEF, +2 WIS |
XP Bonus: | 4% |
Feed Power: | 475 |
Dismantling Value: | 5 / 20 |
Drop Location: | Large Ghost (Buffed) or Troll Matriarch |
A lute that provides accessibility for bard to have slow other than War Horn. It does not provide a temporary DEF boost but it does lay down a trap where the user stands while still providing inspired buff. A pretty self explanatory item that could be a decent swap out. Drop location preferably so killing buffed ghost king enemies isn’t a waste of time, but if DECA decides to change the realm and rework ghost king fight I think having it drop from the first boss in Cem is reasonable.
Caerbannog Chalice
Summons:
“A ceremonial item found inside a deadly beast’s lair. It is said to grant eternal youth and immense power.”
Tier | UT Mace |
---|---|
MP Cost: | 65 |
Summons: | A furious rabbit that charges toward the enemy (cannot control summons) |
Effect(s): | Shots hit multiple targets Shots pass through obstacles |
Shots: | 2 |
Amplitude: | 0.5 tile(s) |
Frequency: | 2 cycle(s)/shot |
Damage: | 45-135 (90) |
Total Damage: | 90-270 (180) |
Lifetime: | 8.8 seconds |
Range: | 5 tiles |
On Equip: | +1 ATT, +1 DEF, +1 DEX, +1 SPD, +1 WIS, +1 VIT |
XP Bonus: | 5% |
Feed Power: | 550 |
Dismantling Value: | 5 / 20 |
Drop Location: | Golden Oryx Effigy and/or Abyss Idol |
A mace where you cannot control the summons but instead they run up to the enemy to do 3 hits and run away (or towards the next enemy). If multiple enemies are around the summon will run around to each attacking, if one enemy it will run back to the player. Constantly moving with almost double the speed as regular summons. Decent damage almost comparable to a T5. Provides +1 to every stat similar to Amulet of Dispersion (to see my rework proposal and other UTs click here). Drop location preferably in a cave and giving TCave a cyan would be nice.
Thunder Flash Sheath
Projectile Sprite:
(I know it’s the penetrating blast projectiles but I think it’s a really nice thunderbolt sprite)
“A menacing looking sheath of unknown origin. It seems to be imbued with some form of dynamic energy.”
Tier | UT Sheath |
---|---|
MP Cost: | 75 |
Effects: | Shots hit multiple targets |
Special Effect(s): | Trail Paralyzes enemies for 3 seconds |
Shots: | 2 on ability use, 2 shots on return (arc gap: 4°) |
Projectile Speed: | 18 tile(s)/second |
Lifetime: | 0.5 second(s) |
Range: | 8 tiles |
Damage: | 300-600 |
Stat Multiplier: | 6/10/15/21/28% ATT boost (Each stack lasts 10 seconds) |
Channeling: | (Half the time of normal) |
Dashes: | 1 (Boomerangs back to position) |
Dash Distance: | 7 tile(s) |
Cooldown: | 1.5 seconds |
On Equip: | +3 DEF, +3 DEX |
XP Bonus: | 5% |
Feed Power: | 725 |
Dismantling Value: | 5 / 20 |
Drop Location: | Kage Kami |
Not entirely sure if this is possible to make. Essentially it is a quick boomeranging dash with a fixed dash distance. It has only one dash per charge but has a very fast channeling and short cooldown. Also the trail paralyzes enemies. I think this can have some really interesting and situational viability. The drop location I’m really unsure of but wanted to make it available in some way. Hopefully with a realm rework we’ll have more available enemies.