View Full Version : Modifier Ideas for Din's Curse

11-04-2009, 10:26 PM
How about item/monster modifier ideas for Din's Curse? I have many I ran across:

+ points to Attack Rating
+ points to Attack Rating (based on character level)
+ points to Attack Rating / Maximum Damage (based on character level)
+% to Attack Rating (based on character level)
+ % to Damage (or +1 to Maximum Damage)
+ Points to Attack Rating and + % to Damage (or +1 to Maximum Damage)
+ Attack Rating and Damage vs Demons
+ Attack Rating and Damage vs. Undead
+ Cold Damage
+ Fire Damage
+ Lightning Damage
+ Poison Damage
+ % to Defense
+ points to Defense (based on character level)
+ % Damage taken goes to Mana
+ points to Mana after each kill
+ points to Mana
+ Mana (based on character level)
Magic Damage Reduced by
+ points to Maximum Stamina
+ % to Stamina Regeneration
+ % to Resist Fire
+ % to Resist Cold
+ % to Resist Lightning
+ % to Resist Poison
+ % to Resist All
+ points to Skill Levels
+ points to character Skill Trees
+ % chance of finding magic item
+ points to Light Radius
Hit Causes Monsters to Flee (% Chance to Curse with Terror)
Add Sockets
Add Quantity To Throwing Weapons
+ points to Strength
+ points to Dexterity
+ points to Minimum Damage
+ points to Maximum Damage
+ points to Cold Damage with Cold Duration
+ points to Fire Damage
+ points to Lightning Damage
+ points to Poison Damage
+ Attack Rate [Speed]
+ to Cast Rate
Attack Ignores Target's Defense
Attacker Takes Damage of
Monster Knockback
Prevents Monster Healing
+ points to Hit Point
+ points to Hit Point (based on character level)
+ points to Energy
+ Hit Point Regeneration
+ % Hit Point Stolen [per hit]
Energy Drain (experience/level)
Paralyzation (paralyzes monster for x seconds)
Stun (a shorter paralyzation)
Disease (poison that spreads to nearby allies and lasts for x seconds
Possession--only in co-op--you or your buddy goes beserk and attacks you or you attack your ally for x seconds
Petrification--A super long paralyzation
Duplication--kind of like a 'Herb' in The Bard's Tale...yes, I am showing my age!
Summon Monster
Critical Hit--Like a 'Slayer' in the Bard's Tale--a % chance that the hit will kill in 1 shot.
+ % Mana Stolen [per hit]
Damage Reduced by
Magic [elemental] Damage Reduced by
Poison Length Reduced by
Freeze Reduction
+ % Chance to Block
Hit Recovery
- % to Item Requirements
Faster Walk/Run Speed
+ points to Light Radius and to Attack Rating
% Better Chance of Getting Magic Items
+ % Extra Gold From Monsters
% Chance to Cast when Struck
% Chance to Cast on Attack
% Chance to Cast on Striking
# Charges
Charm Affixes
Crushing blow
Defense vs. missiles
Demon Heal
Faster Movement
Magic Find
Open Wounds
Slows Target

Any other ideas?


11-10-2009, 01:33 PM
Lots of good ideas in there GeorgiaBoy.

11-11-2009, 11:02 AM
@ Shadow--Thanks for the reply. Is it too late for these to make it into the game? If not, could the experience drain (and others) be modded in?


11-11-2009, 11:50 AM
I don't think so. I did add a bunch of them to my todo list. Experience drain probably could be modded in.

11-11-2009, 02:03 PM
Thanks for the quick response, Shadow! How about monster duplication (like a 'Herb' in Bard's Tale) or a duplicate of the player which attacks the player?

A slayer monster with a critical hit chance to kill the player in one shot?

Acid Damage--Splash damage with X% chance of destroying an item(s) like armor. weap, shield...

Rusting--X% chance (low) to destroy metal objects with each attack.

Thieving--Kind of like D2, but beside potions--gold and items.

Causes explosion (area damage)--good for super-fast suicide monsters

That's all for now...I'll be buying!


11-11-2009, 03:46 PM
While I think that all of these are cool, I think its really important that the players actually be able to tell that they exist.

It doesn't make things cooler to fight a monster with a special power or trick or resistance if I kill that monster in three hits anyways and never notice that it was doing something.

That doesn't necessarily mean that these things should just have really high chances or happening or really extreme attacks, solutions could come in the form of information gathered in particular ways, or other options.

...actually, I think I just had a really good idea.

You know the tomes from Depths? Do tomes with bestiary entries. Have owning them give a tiny, tome-sized bonus to fighting the monsters in question, plus have the tome explain the monster's history and special tricks.

11-12-2009, 09:57 AM
We have acid monsters that can do more durability damage than usual, a thief monster that will steal gold, and a suicide type of monster. So we are adding at least a few of these.

We do have a bestiary. It unlocks each monster after you have killed one of them and should give some useful tips to those that bother to read it.

11-13-2009, 07:23 AM
We do have a bestiary.

So simple.
So rare.
So awesome.


12-11-2009, 01:32 PM
i always felt that all classes should be allowed to wear all kinds of clothes and armour - even types that do not match their vocational ideal.

a mage might be allowed to wear chain mail but with a severe MINUS when using electricity magic or fire, general slower movement...

a warrior might be able to wear cloth or leather but get a minus on spirit because he knows he looks ridiculous. etc. he might have to pay higher prices at vendours.

likewise: a level 1 char might be able to drink a level 12 healing potion (because it is all about opening a flask, really) get healed instantly, BUT receive a strong minus on strength and spirit because of the hangover.

a system like this could open many new ways to play the game.

02-05-2010, 01:54 AM
@ Shadow--What percentage of the modifiers in this thread may be added by release?


02-05-2010, 10:39 AM
Off hand as a very rough guess I would say we already have at least half of those. I might add a few more before release though.

02-05-2010, 04:14 PM
The more, the merrier!