It's been awhile, since I have been having a lot of fun with the Masters and Hideouts of the Forsaken Masters mini-expansion. However, I am back to add 8 more of my creations for you all to see. Enjoy!
Blighter's Glean is an odd magic find weapon. Offensively, it adds Physical and Chaos Damage and has increased Attack Speed. It has fairly decent increased quantity and rarity of items found... but strangely just for
rings and amulets. Even stranger, the wielder of this dagger is prevented by the dagger from wearing the rings and amulets he finds! Who is this sort of gear really suited for, then? Perhaps a man in search of a piece of jewelry for his woman, perhaps a merchant looking to nab some trinkets to sell, perhaps a short man with furry feet and an important quest?
Site Note: I am annoyed that I neglected to add flavor text to this one. :(
Condemnation is my take on a custom counterpart to the Chalice of Horrors. I imagine the 3d art would look sort of silly/creepy like the shield, with a wide open screaming mouth on it (sort of like
The Scream). The mace buffs Curses and Cast Speed, with a little Chance to Flee on Hit added in for good measure. The signature of this weapon, its main selling point, is the chance to create a detrimental Ground Effect each time you Cast a Curse. It rolls 3 chances each time you Cast a Curse, allowing for up to 3 Ground Effects to be created at once! Nice for trolling mobs of enemies as you support your party/minions, if that's your thing (I know it's
mine).
Side Note: I just noticed I left in a type on "Poison Cloudd" with this one. :(
Cull is definitely a risk vs reward weapon. You need to kill your enemy before he kills you, and when wielding this weapon... that becomes a bit of a challenge. You get 25% increased Attack Speed on Full Life, and
take 100% increased Physical Damage when on Low Life. This is designed to suggest that the wielder should kill their target ASAP. They are of course helped along by two other mods. First, the wielder has a 25% Chance to cause nearby enemies to Flee when they deal a Critical Strike, allowing you to focus on just one target and giving you some breathing room in a pinch. Secondly... and probably most importantly, the dagger has a modified Culling Strike. Instead of 10% or lower Life left, the dagger allows you to Cull enemies at 20% or lower Life left! Vorici would
definitely be proud to wield this one.
Head Prison is a heavy Energy Shield and Mana item. It has its own boost to both, but its main selling point is that it Converts all of your Armor to Energy Shield (this includes the Determination Aura). When wearing this, certain builds become pore plausible, such as combining it with Death's Oath and running CI and Zealot's Oath (one of the wonky builds I'm working on). It can replace the need for some ES gear on its own, or mitigate the 50% less Armor and Energy Shield caused by Acrobatics. I had to add Level/Attribute increases due to its somewhat OP mod, and it is quite clearly an endgame-viable item.
One Man Army is another of my gimmick gear ideas. The worst thing about Resurrected/Fractured mobs? Deadly to you, and no exp reward for killing them! Risk outweighs the reward. While this staff has the unfortunate effect of Fracturing every enemy you kill, it grants you 2-4% of the original monster's exp as a bonus for each Fractured or Resurrected monster you slay! Now, I know what you're saying... you don't like the idea of Fracturing do you? Too tough to handle? What if I were to say this weapon has a high chance to apply Vulnerability
on Hit, and a mid-low Chance to apply Enfeeble
when taking a Hit?!
You may not be an army, but with a weapon like this...
you can kill one.:)
Paladin's Rule is a counterpart to Cleric's Rite (which I posted here:
link). Admittedly, the Life Gained on Hit/Kill is a bit much for this weapon, but you have to keep in mind the sort of build I intend it for...
Healer. The wielder will probably have a lot of Curse/Aura nodes taken, and may not have a terrible amount of survivability and DPS of their own. This weapon can help a Healer be tanky, and since it shares the Life/Mana on Hit/Kill (isn't that an awesome idea?!), it is great fort parties or of the wielder is a Summoner. The good amount of Life you will be gaining while wielding this, may be balanced by the low Attack Speed.
Skull Call is another one of my Minion gear. This one has a bit of a focus on Summon Ragin Spirits, though it could just as easily be used to support Summon Skeletons or any other Minion. It suppoerts Minion Gems with Spell Echo, Added Fire Damage and Fire Penetration. The Spell Echo is especially usefull when summoning Raging Spirits (2 at a time!) or Skeletons (4 at a time!). It gives you a level 23 Anger Aura to use, accompanied by the Infernal Skull MTX. When you get Hit, it automatically summons a level 15 Raging Spirit.
It even buffs Minion Speed and has a bunch of Mana and ES.
The Charge is a powerful shield that (for me, at least) harkens back to the days of the D2 Smiteadin and Charger. I fondly recall duiling with my Smiteadin/Charger and stun-locking players who preyed on the innocent. Enough of that, though. You're here for items, right? This is another gimmick gear, tailored towards Leapers and Chargers and the like. It has a fair bit of Reflect and 15% additional Block Chance. That is not the meat and potatoes of the shield, however. This shield causes every Movement Skill to deal a Critical Strike on Hit, 100% of the time. Every Charge, every Cyclone, every Leap Slam, every Flicker/Warp/Whirl, etc... but not Smoke Mine as it does not "Hit" to my knowledge. The shield also increases your Movement Speed by 20-40%. To counteract the impressive always-crit mod, the shield will Curse you with Temporal Chains if your character is standing still for more than 4 seconds. Just long enough to pick up an item and Attack/Cast your Movement Skill again.