Re: Item Affixes & Modifier Brainstorm
of barbarism-X% chance to destroy body on kill.
of madmen- +X% damage when surrounded by 10 or more monsters.
of suicide- increases monsters’ walk/run speed by X% when attacking the wearer.
of ridicule- increases monsters’ chance to miss by X%.
of riddance- slain monsters are set ablaze and burn living monsters for X damage (like immolation arrow).
of the rainbow- Absorb all +X.
of the unicorn- Absorb all +X%.
of the clouds- Heavy armor no longer impedes walk/run speed.
of circumstance, desperation- increases mana orb to full when health falls below 20%, 30%.
of traumatism-monster takes X damage over X seconds after strike. Same as poison, only it’s physical damage.
of desire- let’s you reroll any magic drop once by dropping it on ground again.
of remembrance- a ghost image of your character replays his death over and over on the spot where he died.
of worship- converts X% of damage into arcane damage.
of the dinosaur- triples your base health. [this mod often spawns on an item with a very negative affix]
of the cosmos-triples your base mana [this mod often spawns on an item with a very negative affix]
of awe- monsters spend X more time just standing, too hesitant to advance. Great for casters/ranged characters.
of potential- X% chance of attacks doing maximum damage instead of average.
of abuse- damage taken gets added to damage dealt on next attack.
of the mantis- ‘male’ monsters have +X% greater chance of receiving critical hits.
of paranoia- +X defense against attackers from behind.
of controversy- casting monsters must all launch separate spells at you or do nothing.
of bombardment- increases stun duration of missiles.
of contortion- increases double jointedness of rag dolls visually. It causes knockbacked monsters to collide with more other monsters and increases overall stun.
of the galaxy- X% of arcane damage taken gets turned into defense points (glowing purple armor) for X seconds.
of the universe- X% of any elemental damage taken is added to your damage for X seconds.
of the planets- X% of your fire and cold damage is converted to physical damage.
of the Ice Age- arcane spells launched at you get converted to cold damage, turn blue, and have damage reduced by X%.
of the Jungle- adds X poison resist AND adds X damage to poison attacks.
of solitude- increases exp by X% if you are alone on the screen.
Drunkard’s- walks or runs in zig zagging stagger, but increases potion find substantially.
Toxophilite’s- increases attack speed for bows only.
Preacher’s X% of monsters’ spells fizzle out upon reaching wearer.
Merchant’s- adds item slots.
Alchemist’s- transforms normal weapons and armor drops into their vendor price equivalent in gold. Only works on ‘low quality’ dropped items.
Aristocrat’s- level 20 items or below no longer drop.
Coward’s- increases walk/run speed by X% when health is less than 30%
Blacksmith’s increases defense of all worn armor items by X%.
Sentinel’s- automatically attacks any approaching monster while standing still. You can leave your computer while in battle.
Tinsmith’s- X% chance of ‘low quality’ items being dropped as ‘superior’ instead.
Party-oriented mods:
Oracle’s- let’s you see what someone else is wearing, but only one item for each Oracle’s mod you are wearing.
Rambler's- Each class has a reserve of 100 things he/she blurts out at random times. This mod greatly increases the instances of babbling. Examples: "Guys, can you come over here please? Guys...guys?" and "Did you all see this door here? Look. There's a door, see it? It's right there." and "Ughhh! There's blood everywhere! It's in my hair. It's under my finger nails!"
of intoxication-increases party member’s chance to find elixirs by X%.
of breadcrumbs- leaves footprints wherever you walk. Monsters that encounter footprints have X% chance to follow them and attack the wearer who becomes the designated ‘tank’ for the party.
of the turtle- decreases your run speed but increases the run speed of the rest of the party.
Highly unlikely and humorous negative party mods to give players ways of ‘cheating’ without breaking the game rules:
Swinard’s-globes from your kills only heal you even when touched by other players.
Troll’s- periodically autotypes insults to the party from a list of 200 random phrases. Example: “you guys suck†if there are 2 or more other players in game.
Politician’s- Any numbers you type get printed on other people’s screens as different numbers.
Braggart’s- Worn cloaks, etc appear on wearer as heavy armor.
Trickster’s causes other players to see extra uniques drop which vanish on pickup.
Addict’s- allows you to see other players’ drops, though discolored.
Troublemaker’s- Some unique drops that are yours can also be seen by other party members. So it looks like you’re taking their unique drops….
of mutany- monsters have X% less damage for you, and X% more damage for the rest of the party.
of conspiracy- on other player’s screens, they see your attacks drain life bars of monsters substantially, when really it is only shrinking the total bar size.
of the good old days- X% chance for high runes Lo-Zod to drop although they can’t be used for anything and cannot be placed in trade screen. Collect the whole set.
of villainy- when you drop unwanted items, they spawn fake mods for X seconds.
of piracy- can carry another players’ identical item for X seconds after other player is in game. It cannot be placed in trade screen.
of the fittest- a party members death increases your health by X.
of scandal- X% of party members’ gold goes to you, but they notice if they do the math after pick up.
of sadism- X% of party members’ incurred fire damage is converted to your health.
THERE SHOULD BE MODS THAT GIVE BONUSES TO MALE OR FEMALE CHARACTERS ONLY! I'll add some later....
Here is my old list from another thread copied here for appropriateness:
Let's not forget their 'philosophy' mentioned in the gameplay video: you can never be too powerful!
-Maybe unique rings (extremely rare) that make you immune to fire, but that ring won't have much else on it so it won't be too OP'd.
-Shields or plate armor that have a reflecting mod to send some spells back at the enemies.
-Expand on knockback: the barb seems to have kb tacked on to most of his attacks, but what about other chr's? Maybe they could have kb on items, along with mods for distance of kb, chance to kb, and even kb resist.
-I'd also like to see knock down and knock out, with additional mods like how long each knockdown or knockout lasts. Mosnters knocked down have to waste time getting up again and they are easier to hit. Monsters knocked out cannot attack or move for X seconds and you have 100% chance to critiacally hit them.
-Instead of just magic find, they should split it up into magic find, rare find, unique find and set find. There could even be rune find and gem find. Mods Mods Mods!
-A very rare mod that increases 'all damage by X%' whether it's physical damage from your weapon, elemental, pest, summon or anything.
-Take the 'attacker takes damage of X' mod and make it hell viable. Have items that do 200 damage to attackers. The way it stands in d2 now, even if you go all out and wear gear to maximize this mod, it still won't do much in hell mode.
-Divide frw mod into separate mods; one mod for faster run, a different mod for faster walk. And, make it so players actually walk in the game. If you leave walk mode on for 20 seconds, you would then get a 30% damage increase which stays until you switch to run.
-Chance to confuse/convert on strike.
-Chance to silence on strike.
-Thievery mod: gold droped gets teleported to your inventory so you don't have to walk over to it.
-Walk through doors/barrels mod, no need to click.
-A mod that makes spells fly through the air faster, making them harder to dodge.
-knockbacked bodies can do damage to whatever they hit.
-Corpse explosion on a mod, except the damage is a small percentage or large integer. When an enemy dies it has X% chance to corpse explode causing X damage over X range. All three mods can be increaed with separate gear.
-Posion explosion on a mod.
-Actually, take a ton of other d2 skills and turn them into mods for items. For instance, a mod on a bow that gives X% of shots to become multishots turning one arrow into X arrows. A mod that keeps blaze on all the time, etc.
-Inteligent weapons: the sword shoots out a fireball or electricute spell periodically and auto aims it. Also, a helm that sometimes fires out a disentegrate beam and aims it while you are walking/running.
-A mod that creates a small aura of silence so a melee chr can kill caster monsters up close with more ease. Overpowered? Sure, but you need to wear the mod which means less damage gear.
-Chaos mods: an item that keeps switching some bonus, not sure what yet; just an idea.
-Earthquake mod: the whole screen trembles slowing all mosnters down a bit and/or lowering their AR a bit.
-Urkle mod: all destructable things in the environment collapse right away.
-Shrine mod: increaes the number of random shrines the party finds.
-Medusa mod: all normal enemies on the screen turn to stone, but this only happens once every 2 minutes or w/e. The statues revert back after for X seconds.
-Ghost mod: chr becomes translucent and invincible, but only once every minute for X seconds. You can also walk through walls/doors in ghost form.
-Invisibility mod: chr is invisible if you collect an entire set.
-Expand on cannot be frozen mod: cannot be stunned, cannot be slowed, cannot be critically hit with weapons, etc.
-Ignore target's chance to block.
-Mods that break specific immunes: ignore target's fire immunity, etc.
-New absorb: the fire damage visually gets soaked up into your weapon and the energy gets converted to life, mana, temporary str bonus, or temporary fire damage on weapon. There could be seperate mods for each of these bonuses and more mods for each elemental absorb.
-One hit kill mods (obviously, the maximum stackable total should be low, maybe even single digit %. And, this only works on regular mosnters. AND, it's a very rare mod AND it would ocupy a whole ring w/o other mods).
-Lore mods: seeing how much gold each monster has, or seeing which monsters will drop health globes, map info, that sort of thing.
-Super Fun Mods: A mod that lures XX% more regular monsters to your area. So the battles rage on in one dungeon room for 10 minutes sometimes! Also, another mod that increases the number of super unique bosses that are thrown at you.
-Hunting mods: +X% damage to particular monsters groups. So not just demon/undead/animal but sub categories like skeletons,gouls,goatment, lizards, cultists, etc. So zombies, hungry dead, embalmed, or anything undead with flesh on it falls under 'goul' category.
-Experience mods: +x% exp for killing demons/undead/animals
-Goldtouch mod: X% chance for a slain mosnter to tranform into a big pile of gold. It's basically like goldfind but you get the fast reward instead of slowly gathering gold.
-Contagous mods: Poisoned enemies have X% chance to spread the poison to all other monsters in X radius.
-Mods that improve various performace issues with your merc.
-And let's not forget those cursed mods from d1 like brittleness, fools, etc. Some of those could be affixes tacked on to nice mods just to help ruin your day and give you more agonizing decisions.