Random Weapon and Armor Ideas

Random Weapon and Armor Ideas
effort 4.5 4 quality 4.25 4 reasonability 3.666666666666667 3

Here I am just going to be brainstorming ideas for new weapon types and maybe some additions to existing weapon sets as well, along with some armor ideas. I am not at all expecting most of these to be added, and they may not be very balanced, they’re just concepts that would add to the weapon variety in-game.

Glaives: 2-handed polearm weapons with curved blades at the end. There would be 3 variants, the Old Glaive(level 1-50), the Glaive(level 50-100), and the Crescent Moonblade(level 70-120). The first 2 glaive types would be common rarity, while the moonblade would be uncommon rarity. Abilities are:
Returning Disc(Q) - Fires a large, circular spinning disc that travels a decent distance, piercing through all enemies in it’s path, before going back to it’s sender, hitting 2 times in total. It would have roughly the same damage as the “Twin Crescents” ability of the dual swords, having a smaller hitbox and less range, but greater crowd control capabilities due to it’s ability to pierce through an infinite amount of enemies as long as they are in it’s path. Skill requirements are 20/100/120 for each glaive variant, respectively.
Crescent Sweep(E) - Bring the glaive down to your right side, then perform a sweeping attack in a slightly upwards angle to the left that generates a wide-arcing wave that travels a very short distance in front of you(the ability is only made up of one attack, the wave just acts as a range extender, and it wouldn’t be a ranged ability it would only be a like a few feet beyond the tip of the blade). Skill requirements are 50/130/150.

Nodachi: Essentially 2-handed Katanas, they boast exceptionally long blades and a handle that curves in the same direction as the blade. There are 3 variants, the first 2 of course being the standard “Old” and normal Nodachi, and a unique, uncommon variant labeled “Commodore’s Greatsword” that is wielded and dropped by ofc Commodore Kai(Similar with his Sabre, it would technically count as a Katana but visually isn’t. It would have a simple T-shaped cross-guard to help differentiate it). This way Kai would also have 2 unique weapons like his counterpart Merlot. Abilities:
Sword Draw: Crashing Wave(Q) - Hold your Nodachi with the blade facing upwards, and then release a downwards slash that fires a vertical sword beam. The sword beam does low damage while the initial slash does moderate damage, and if you’re close enough it is possible to hit with both the slash and the beam for extra damage. Compared to Flying Flash, the beam doesn’t explode upon hitting something and it has a slower wind-up time with more endlag, although at close range it’s capable of more damage. Skill reqs are 20/100(Kai’s variant has the same skill reqs as the normal variant)
Sword Draw: Flying Slash(E) - Functions identically to the Katana’s variant, however the beam fired by it is slightly wider and does a tiny amount more damage in exchange for a slightly longer cooldown and slower projectile speed. Skill reqs are 50/130.

Wakizashi: A shorter version of the katana that sacrifices a ranged attack for mobility. Has 3 variants, Old for level 1-50, Iron for level 50-100, and the “Ninjato” for level 70-120. Abilities:
Sword Draw: Flash Step(Q) - Very similar to Flash Strike, however it’s faster, has less endlag, a much narrower hitbox, and travels a farther distance while having a slightly shorter cooldown. Also does less damage. Skill reqs are 20/100/120
Spiraling Fury(E) - This functions identically to the version found on the dagger, but it has a slightly larger hitbox and a tiny amount more damage in exchange for a longer cooldown. Skill reqs are 50/130/150.

Dual Daggers: Self-explanatory, a dual-wield variant of the Dagger. It would have extremely fast m1s(roughly the same as the Claws), but it lacks a real ranged attack. It’d have 3 variants, the Old variant for level 1-50, the Iron variant for level 50-100, and the Blacksteel variant for level 100-150. Abilities:
Shadow Step(Q) - Teleport a short distance forward, damaging anyone caught in your path. Skill reqs are 20/100/180.
Rogue’s Finesse(E) - A dash-grab attack. Throw both daggers at your target, before dashing over to them, pulling them out, and stabbing them in the back twice before kicking them down. Skill reqs are 50/130/210. Note that the range of this attack is the same as most other grabs despite you technically “throwing” the daggers.

Pike: An incredibly long polearm weapon with the highest melee reach in the game, but with slow attacks and a narrow hitbox. Has 3 variants, the Iron Pike for level 1-50, the Steel Pike for level 50-100, and the Hooked Piked for level 100-150. Abilities:
Brace(Q) - A unique defensive ability, your character stays in place and braces the pike with their shoulder and the rear end of the shaft digging into the ground. This lasts for up to 5 seconds. If your character is attacked in this time period, you automatically parry the attack and retaliate with a powerful thrust that knocks enemies back and briefly stuns them. Skill reqs are 20/100/180.
Charge Forth(E) - Bring down your pike directly parallel to the ground and start running forward, hitting a total of 4 times and knocking your target(s) back with each blow. You cannot use this ability midair, but it’s capable of extremely high damage even if not all 4 hits connect. Skill reqs are 50/130/210.

Pole-Axe: A hafted weapon that combines 3 weapon types into one at the tip, with an axe head on one side, a spiked hammer on the other, and a spearhead/pointed tip at the end. Has 3 variants, “Old”, “Iron”, and “Steel” for level 1-50, 50-100, and 70-120 respectively. Abilities:
Skullsplitter(Q) - Hold the Pole-Axe Up high before bringing it down for an extremely powerful, single-target attack that does massive damage. This is not a crowd control ability like devastate, it doesn’t create a shockwave whether or not you hit, so it’s hitbox is very small but if it does hit the damage is the highest of ANY weapon ability by a decent margin. Skill reqs are 20/100/120
Striking Gale(E) - This functions completely identically to the greataxe’s version of the ability. Skill reqs are 50/130/150.
Triple Blows(R) - A grab attack. You first dash to your target and impale them, before pulling the weapon out to embed the axe head in their left side, and pulling it out again before finishing it off with a downwards slam with the hammer head. Skill reqs are 90/170/190.

Cestus: This is actually a type of strength weapon that provides Warlords with a common, early-mid game alternative to the 2 Argos drops. 2 variants, the “Leather” cestus for level 1-50 and the “Iron” cestus for level 50-100. Abilities:
Knuckleboom(Q) - Create a fist with both hands and slam your knuckles together to produce a shockwave that does low damage and knocks enemies backwards. Short cooldown and has a very fast casting speed with minimal endlag. Skill reqs(str/weap) are 15/15 and 45/45.
Ground Pound(E) - A grab attack. You dash to your enemy, knocking them down, before getting on top of them and punching them 4 times(2 for each hand), before finishing by slamming both your fists down on the target’s chest. Skill reqs are 30/30 and 60/60.
Boulder(R) - A simple ranged attack. Slam your fist into the ground, pulling out a large rock and then chucking it at your enemy. Travels slowly and in an arc, limiting it’s maximum range. Skill reqs are 45/45 and 75/75.

Crossbow: A ranged weapon that uses bolts as ammunition. Bolts are between arrows and bullets in terms of abundance, and can be bought from any armorer like the other types of ammo, up to 140 at a time. Compared to the other ranged weapons, the crossbow has a faster projectile speed than the bow and slightly more range, but less range and projectile speed than any guns. It’s reloading time is also much faster than any gun, but it still can’t reach the m1 dps of a bow which basically has no reloading speed. The Crossbow has 3 variants, the light crossbow, the heavy crossbow, and the bronze crossbow for levels 1-50, 50-100, and 70-120 respectively. Abilities:
Double Shot(Q) - Fires 2 projectiles for the price of 1, they travel in a fan formation so they spread out more the farther they go. Both projectiles have 80% of the crossbow’s normal m1 damage for 60% more damage in total if both connect. Skill reqs are 20/100/120.
Trailing Shot(E) - Fires a single projectile that does normal damage but also has a rope/string attached to the back of it that has 2 functions: If it hits an enemy, it pulls them in towards you. If it hits a wall or any other piece of geometry, it acts as a grappling hook and pulls you towards the target location. Skill reqs are 50/130/150.

Sunken Pistol: A sunken weapon for level 50-150. Like the sunken sword, it’s attacks inflict the soaked status effect. It also has the same skill requirements as the sunken sword(100/130) Abilities:
Cheap Shot(Q) - Identical to the pistol variation.
Tidal Shot(E) - A variant of multi-shot that fires a single bullet surrounded by a cone of water that gets larger the further it goes. This cone of water acts as a hitbox extender, so even if the bullet itself doesn’t directly hit your target you’d still do full damage. Otherwise does basically the same damage multi-shot would do.

Sunken Iron Shield: A version of the iron shield that matches the sunken iron set. It also has the same skill requirements as the other sunken weapons. Abilities:
Aquatic Throw(Q) - Imbue your shield with water and throw it. Upon making contact it causes an explosion of water before returing to your hands.
Shield bash(Q) - Identical to the normal shield variant.

Steel Shield: A shield that matches the steel set and is for level 70-120. Has the same blocking power as the Ravenna war shield but less durability. The skill requirements are also lower at 120/150.

Titanium Shield: A shield that matches the titanium set. Has completely identical stats and skill requirements as the Ravenna war shield, the difference is purely cosmetic.

Samurai Warrior Set: A set of level 50-150 uncommon armor that provides both defense and agility. The defense provided is the same as iron armor although it’s capable of higher defense since it has more upgrades. It would have the appearance of standard samurai armor that’s made of lacquered iron.

Bronze Shin Guards: A set of shin guards that isn’t part of any particular set although it would match ravenna centurion armor or any ravenna themed armor due to the bronze color theme. Provides defense and can be upgraded from level 50-120.

Ravenna Sandals: Part of the ravenna ensign set, it just acts as the boots for the set since it seems to be missing those. Same defense as the ensign helmet.

3 Likes

warlords on their way to make a ranged only loadout (musket, crossbow, bow and canon fist + possible the ‘upgraded’ version of canon fist when that update comes with 2nd awakening):

could be good for conjurer

conclusion: great suggestion, you earned my vote

Ty.

First ability sounds fairly unique, and I can imagine some fun tricks with putting your opponent in between the disc and yourself for the boomerang effect. Might need a damage boost to consider using over the dual swords, though the size might be big enough for it.

The second ability sounds really difficult to use, maybe it would be easier to use if you could walk while channeling it but couldn’t dash or high jump (or maybe you should be able to do those?).

I think this might be a good addition.

First ability sounds very difficult to use, especially since it has a vertical hitbox which makes dodging horizontally quite easy (I’m sure this could work with enough projectile speed).

Second ability is not unique. I think that every weapon type should have unique abilities and a unique playstyle, so I don’t think this is good enough to even justify adding the Nodachi. I would rather have a small-medium group of weapon types each with a unique set of abilities and playstyles rather than a lot of weapon types with small stat changes.

I think the second ability needs to be changed, and maybe it would be worth adding.

All abilities are stat variations of other weapons, maybe if the stat changes were big enough it would be worth adding as a one-off uncommon weapon. Also why so many katana variants with Japanese names? I know the other weapons could be considered “european” but those can be broadly described for many cultures. Almost every weapon suggestion I’ve seen always has 2 or 3 katana variants.

I won’t quote the dual daggers to make this reply a bit shorter vertically (that’s also why I’m not including the abilities in my quotes). My opinion was already 70% decided the moment I heard the name: I don’t like dual weapons because they don’t make sense and are usually direct upgrades to their single handed counterparts. But I will quickly go over the abilities: first ability sounds kinda lame but I think it would work in game. Second ability is just a grab. About grabs: I think grabs need to be more unique since most of them are very similar. The only way to make grabs unique is either in damage (probably not happening) or in knockback/location of players after grab. This grab has downwards knockback which makes it not unique, infact most grabs have downwards knockback.

I actually like the first ability. It’s very unique and I think it would work well in game.

The second ability sounds like it would hardly be used since you have to be on the ground. The damage bonus probably makes it worth though.

Overall good weapon.

First ability is an ability. I don’t have much of an opinion on this, but I think it could work as a niche for punishing really big attacks.

Second ability is also an ability. Not unique but I suppose it works.

Third ability is a regular ass grab, with the same knockback and all.

Overall this weapon isn’t unique enough in it’s current state to justify adding IMO. First ability is promising, but the other 2 abilities make me feel like this is better as a one-off uncommon weapon. I think with some changes this would be good, maybe even as an entire weapon type?

More love for warlords! I know they might be meta rn but I literally couldn’t care any less. People call stuff meta and trash every other week so I don’t care if meta builds get a slight buff in a suggestion. Anyways I’ll stop ranting now.

First ability is fine. Second ability is a grab, but it’s different in that you and your opponent end up on the ground right next to each other. Risky, but slightly unique so sure.

Third ability is pretty cool. I think it would be cooler if some tiny rocks were thrown as well, these rocks would drop off pretty fast at short-mid range. It leans into this weapons rushdown playstyle very well, which also compliments the fighting style playstyle.

Overall I like this strength weapon, especially how it leans into the fighting style playstyle.

First ability probably wont be used much since it’s a close-ranged ability on a ranged weapon. I would consider reworking.

I really like the second ability. It feels truly unique and has a lot of utility. Maybe the first ability was trash to compensate for the second ability having utility?

Overall I only like this weapon because of it’s second ability. However I would just make a grappling hook or grapple gun instead.

I don’t like either of the sunken weapon ideas. Neither of them are that unique; they are just underused weapon types with the soaked status effect attached. Also I will rarely agree with adding more toys for the super rich traders.

Everything after that point in the suggestion are just the forgettable stuff, but they all make sense so I agree with their additions to the game.

The samurai warrior set is quite interesting though. If an armor set with those stats gets added I might consider using it for a possible water breathing setup (with the gems).

Overall most of the weapon types have cool ideas in them but as a package most of them aren’t unique enough to justify adding IMO. I appreciate the effort though.

The spread of the first crossbow ability would be pretty minor and only noticeable closer to the end of it’s range. You could kind of compare it to the multi-shot ability of the flintlock.

I would also rather the nodachi have a separate second ability, due to the fact that it would make it less useful to use with a katana type weapon. The strength weapon idea is perfect imo because it has a good combo of normal weapon and strength combo’s it could be used with, and while they are kind of meta rn there are like 3 of those so I don’t really care about adding some more love for them.

I suppose I just make a mistake when interpreting the sentence. But if it’s kind of small I can see it (and therefore the entire weapon) being usable.

People only want katanas, more katanas, samurai warrior set etc. Don’t you think japanese stuff gets kinda boring? Maybe there should be some weapons exclusive to some towns and it’s cultures, for example, an island based on vikings (Keraxe Empire’s capital for example) could sell a special weapon, like the Elite Battleaxe, being a giant strength weapon based on viking’s ones. I know that anime has contested your brains, but remember that other cultures exist.

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Only criticism is that pike’s 5 second attack immunity is completely overpowered. It’s just a better block key

It would have a long cooldown to make up for it. And it’d only work for 1 attack.

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