I would like to see more options to customize my characters and make them unique. New weapons and armor are always good, of course (I’d like to see shields, if they aren’t in the game already), but even more so I would like to see a new types of equipment. Amulets would probably make a good next step.
Amulets would work on the following rules:
1: Each character could wear 1 amulet.
2: Amulets would have there own skill. The ‘amulet’ skill would go up randomly in battles based on the difficulty of the opponents, but amulets would not be ‘used’ per se. Amulet skill would not raise for any character not wearing an amulet.
3: Amulets, once worn, would always be active and have passive effects.
4: Amulet effects would generally be synonomous with existing powers. For example, an amulet might provide a permanent ‘firecoat’ to its wearer. Therefore, the wearer would always have an active ‘firecoat’ on himself, based on the level of his amulet skill, and the quality of the amulet. The advantages would be that a) the firecoat would not be random, and therefore you would not have to worry about bad luck upon activating it (I HATE getting a 1 or 2 point firecoat!), b) the firecoat would always be active, saving action points, and c) nobody would have to have an item equipped to place the firecoat on the target.
5: Amulet effects would NOT stack with identical effects. In the above example, if someone were to place a ‘firecoat’ on the wearer, it would have no effect.
6: There would be many different types and qualities of amulets, but they would all be quite valuable because amulets should be rare. Amulets should never be sold in any sort of store (if stores are ever implemented), as they should be rare and highly sought after items. Finding them from encounters, buying them on the market from another player, or gaining them as a reward for a mission should be the only ways to get amulets.
7. Other effects made specifically for amulets may be possible. As I do not know what effects are available, I cannot say what is or is not already possible. However, some suggested possible effects (not necessarily limited to amulets) would be:
Regeneration: regenerates a small amount of life every round. Could also increase the maximum amount of life a character can have.
Haste: extra movement per round, plus increases maximum amount of movement possible.
Life: increases maximum life a character can have.
Action: extra action per round, plus increases the maximum amount of action points. This should certainly be far weaker than ‘haste’.
Armor: provides a bonus to armor.
Resistances: provides resistances to specific types of damage (resist fire, resist slash, etc.). Some amulets could resist more than one type of damage (all elemental or all physical, for example).
I’m sure you could come up with dozens, if not hundreds, of various types of amulets (if you like the idea). However, giving amulets powers identical to those which can be utilized by weapons (such as ‘firecoat’ as stated above) means that as long as those abilities are balanced for play, the amulet will be too as they cannot be stacked. Making powers specifically for amulets, while certainly adding to gameplay, may also make them too powerful so I would recommend doing so with caution and making any such power a little too weak rather than a little too strong.