Posts: 120
Threads: 125
Joined: Jan 2015
09-04-2026, 09:09 AM
(This post was last modified: 09-04-2026, 10:40 AM by Katarak.)
These suggestions are just ideas and are not fully balanced yet.
Legendary Support Items (lootable):
I would love to see more variety in support items. For example:
Healer Items
- Freeze Tome: Freezes all enemies for 5 seconds.
- Safe Tome: Guarantees no Wraith spawns.
- Immunity Tome: All players become unkillable for 5 seconds.
- Endless Healing Box: Works like the Field Medic Box (limit 8), but without a limit.
- Attack Potion: Increases attack damage.
- Speed Potion: Increases attack speed.
Engineer Items
- Stink Barrel: Deals damage over time.
- Very Explosive Barrel: Larger explosion radius and higher damage.
- Spiked Barricades: Deal minor damage to NPCs that run into them.
- The Tower: A larger platform with shooting holes.
- Repair Hammer: Similar to the beer that heals players on hit, but repairs barricades instead.
- Mithril Wall: Extremely high HP or even unbreakable; limited to 1 per game.
Loot:
How about adding large amounts of assist XP or gold as possible drops (for example, 10 million assist XP or 2 million gold)? It could also be used as levels for all modes (normal 500k xp, hard 2mil, 10mil).
Another idea would be a lottery ticket system: Players can buy a ticket for 50,000 gold (maybe -5k to reduce gold amounts in game) to enter a hidden prize pool. When a boss is defeated, one random participating player wins the entire pot. After that, players can invest again for the next round.
Quests:
I’m not a fan of the current grinding system, especially the part where unique units only have a 50/50 chance to spawn. I would prefer quests based on wave kills instead of specific enemy types.
More Quest Variety- Special Quests: Example: “Kill NPC bosses in a specific order (Odin → Loki → Thor).” If you kill them in the wrong order, the quest resets.
Kill Quests- Kill any Nord: 10,000 / 100,000 / 1,000,000
Time Quests
- Win a normal run under 7 minutes
- Win a Hard run under 15 minutes
- Could also exist as weekly, monthly, and one time record quests:
- Weekly: Normal under 10 minutes
- Monthly: Normal under 8 minutes
- One time: Normal under 6 minutes
Class Specific Quests
- Two Hander: Get kills with two handed weapons
- RG: Block attacks with the shield
- etc.
Support Item Quests
- Heal other players (100 weekly / 1000 monthly)
- Build barricades (100 / 1000)
- Kill enemies with barrels (100 / 1000)
- Revive players (100 / 1000)
Donation Quests
A new button that lets you donate money to a random active player (active within the last 48 hours).
One time donation quests:
- 1 million → Title: Kind Player
- 10 million → Title: Community Supporter
- 100 million → Title: Community Hero
Nation System:
Idea: A Nation Depot.
- Every enemy killed by any player gives 1 depot coin.
- Example: 300 kills per run × 300 runs per day = 90,000 coins.
- The depot only sells materials.
- Rare mats (like Lumps) could cost 90,000 coins to avoid breaking the economy.
- To prevent abuse: Players who were inactive for 24 hours receive no coins.
More Character Freedom:
After reaching level 52 and unlocking a hero class, players can invest legendary essence into their character to gain up to 5 bonus points.
- 1 point = +1 attribute (e.g., Strength)
- or +10 skill levels (e.g., Throwing)
Legendary Crafting:
A system to craft legendary items.
Requirements: - Same or higher amount of legendary essence as the item’s tier destill:
- Orange low tier = 1 essence
- Red mid tier = 6 essences
- Plus normal crafting materials like Phoenix Feathers, Lumps, etc.
God Killer Crafting:
Ultra endgame items that require massive amounts of resources.
Example costs:
- 100 legendary essences
- 10,000 basic mats each
- 100 rare mats each
Challenge Mode:
On the Rag server, there is a 10% chance that bots spawn with double HP and double damage.
If you liked any of these ideas, feel free to let me know — or share a better way to implement them.
Loots:
15.09.2017 Leviathan`s Treads
22.10.2017 Worm Bane
23.12.2017 Gothic Plate
22.04.2018 Defender Boots
20.05.2018 Dragon Halberd
02.09.2018 Defender Boots
07.12.2020 Imperial Halfplate - Blue
11.12.2020 Zephyr
14.02.2021 Studded Gauntlets
13.03.2021 Dragon Arrows
05.03.2022 Heavy Scaled Greaves
14.12.2023 Typhoon
18.05.2024 Gloves of Vidar
07.03.2024 Knight Helmet
Give me your stuff Blame!
Posts: 178
Threads: 65
Joined: Jan 2015
King of Swadia
Member of SD
Loots:35
Posts: 120
Threads: 125
Joined: Jan 2015
(09-04-2026, 10:19 AM)King Harlaus Wrote: Great Ideas but for challenge mode check this https://forum.nordinvasion.com/showthread.php?tid=81955
That’s also an interesting way to add more challenge to the game. Maybe make it chance‑based, or limit it to three activations per day, so no additional server is needed.
Loots:
15.09.2017 Leviathan`s Treads
22.10.2017 Worm Bane
23.12.2017 Gothic Plate
22.04.2018 Defender Boots
20.05.2018 Dragon Halberd
02.09.2018 Defender Boots
07.12.2020 Imperial Halfplate - Blue
11.12.2020 Zephyr
14.02.2021 Studded Gauntlets
13.03.2021 Dragon Arrows
05.03.2022 Heavy Scaled Greaves
14.12.2023 Typhoon
18.05.2024 Gloves of Vidar
07.03.2024 Knight Helmet
Give me your stuff Blame!
Posts: 178
Threads: 65
Joined: Jan 2015
(09-04-2026, 10:39 AM)Katarak Wrote: (09-04-2026, 10:19 AM)King Harlaus Wrote: Great Ideas but for challenge mode check this https://forum.nordinvasion.com/showthread.php?tid=81955
That’s also an interesting way to add more challenge to the game. Maybe make it chance‑based, or limit it to three activations per day, so no additional server is needed.
im open a lot Feature Requests but most of are require need access to data base and for now that impossible i guess
King of Swadia
Member of SD
Loots:35
Posts: 137
Threads: 27
Joined: Jul 2023
Alright, let me start off by saying that the current support items are already insanely overpowered. If anything, the way would be to make strong cades, tomes, barrels etc. legendary items, since they're easily powerful enough to justify that.
I mean, you place three barrels and can kill all of w15 rag, the supposedly strongest wave in the game and in case somebody didn't survive that experience for some reason, you can just use a tome and revive everyone on the server, with the only downside being a 20% chance for a pretty weak enemy to spawn (and a 10% chance to spawn three), which can be easily avoided if you take a little bit of care. On top of that, the fact you can just tome again while there's wraiths alive, makes it almost impossible to fail. therefore, something that buffs that tome even more is not needed; the only valid change to that would be a nerf of some kind.
About the potions: the equipment we have is already overpowered as is, same here: don't need a buff of some kind, but much rather a nerf. Awakened gear is breaking the game, no need to make it even worse. Also, there are some items already existing in the game that might interest you:
Heraldic Standard:
(eq, ":var0", "itm_heraldic_standard"),
(set_result_string, "@This banner symbolizes your status as champion, and causes allies to fight with greater fervor.^All allies within 8 meters of you gain a 20% raw damage bonus as long as this is on your person. ^Cannot be picked up from the ground. "),
Caltrops:
(eq, ":var0", "itm_ni_caltrops"),
(set_result_string, "@These spiky metal objects can be thrown onto the ground. ^Anyone who walks on them will be staggered and damaged for 5 hitpoints. ^Has 1000 hitpoints, destroyable, Non-refillable."),
There's also a Smith Hammer as well as a script to repair cades using that hammer in the game files.
itm_smith_hammer
With what I already said, I don't think I need to explain why an even better barrel is a bad idea.
An unbreakable cade is ridiculous, since you only need one cade to completely block out all bots on half the maps in the current rotation.
There's already way too much gold present in the game with phoenix feathers, relic fragments and orichalcum dropping from bosses pretty regularly. Making 2 million gold a possible drop would just make things worse.
That "lottery" is literally just gambling, straight up casino.
I'm well aware that the fact that there's only a 50% chance (or even less) for a bot to spawn in a wave can indeed fuck up your quest progression, but long-term, it should be more or less balanced. At least we know for a fact that those wave spawns are indeed random, unlike the loot system.
I like all the other ideas you have for quests, except for the Support Item and Donation Quests.
I absolutely love the idea of what you call a Nation System, but there should also be something that gives every single player a common cause, like "Kill Odin 100 times and the drop chance increases by 0,1%". That'd have to be one-time and the loot system would have to work properly for that to be implemented of course, but I think you get the idea.
Investing legendary essence into your character is insanely broken. Imagine taking 40 essence to give your character insane stats, like 500 two-handed proficiency AND 63 strength.
IF there were a way to craft legendary items, I think logically it should be double the distilling value, so a pride would cost 12 essence, volcanic daggers would be 8 etc etc. It would certainly make sets easier to obtain and actually make every loot feel worth it, since you're not dependent on looting an exact item, but instead you can save up to craft one you actually need. On top of that, it would fix the ridiculous prices of things like volcanic daggers, since there's now a maximum price for every legendary item (at least in essences, the price of those can still be funny).
"Ultra Endgame Crafting" is probably a bad idea, since the result would be an even more broken weapon I imagine. Apart from that, the price for that is kinda low, it would only be the 100 essences.
About the Challenge Mode, in addition to what venom said: bots on rag already deal 25% more damage than if they spawned on hard or normal.
Would be a shame to put a single Durendal as a loot history...
(ignoring the Ebonwood Pike)
(ignoring the Gloves of Vidar)
(ignoring the Rupturers)
(ignoring the Sun Glaive)
(ignoring the Thunder Pike)
(ignoring the Rending Bolts)
(ignoring the Glory)
(ignoring the other Ebonwood Pike)
(ignoring the Dragon Helmet)
Completed Solo Runs: Beginner, Normal, Hard, Cavalry, Ragnarok All Of Them
Posts: 14
Threads: 13
Joined: Sep 2023
09-04-2026, 02:27 PM
(This post was last modified: 09-04-2026, 02:29 PM by Meander.)
Best nation quest example; Kill 10000 Beginner bosses (on hero chars) for loot chance increase, just for the agony.
Steam
2026
Typhoon
Ragnar's Wrath
2024
Hurricane
Griffon Bascinet
Tiger Scale Armour
Back and forth of royal torturering
''literally royal torturer''
''don't''
-and some catching of mjmonjos
Posts: 120
Threads: 125
Joined: Jan 2015
(09-04-2026, 02:18 PM)Hamsterino Wrote: Alright, let me start off by saying that the current support items are already insanely overpowered. If anything, the way would be to make strong cades, tomes, barrels etc. legendary items, since they're easily powerful enough to justify that.
I mean, you place three barrels and can kill all of w15 rag, the supposedly strongest wave in the game and in case somebody didn't survive that experience for some reason, you can just use a tome and revive everyone on the server, with the only downside being a 20% chance for a pretty weak enemy to spawn (and a 10% chance to spawn three), which can be easily avoided if you take a little bit of care. On top of that, the fact you can just tome again while there's wraiths alive, makes it almost impossible to fail. therefore, something that buffs that tome even more is not needed; the only valid change to that would be a nerf of some kind.
About the potions: the equipment we have is already overpowered as is, same here: don't need a buff of some kind, but much rather a nerf. Awakened gear is breaking the game, no need to make it even worse. Also, there are some items already existing in the game that might interest you:
Heraldic Standard:
(eq, ":var0", "itm_heraldic_standard"),
(set_result_string, "@This banner symbolizes your status as champion, and causes allies to fight with greater fervor.^All allies within 8 meters of you gain a 20% raw damage bonus as long as this is on your person. ^Cannot be picked up from the ground. "),
Caltrops:
(eq, ":var0", "itm_ni_caltrops"),
(set_result_string, "@These spiky metal objects can be thrown onto the ground. ^Anyone who walks on them will be staggered and damaged for 5 hitpoints. ^Has 1000 hitpoints, destroyable, Non-refillable."),
There's also a Smith Hammer as well as a script to repair cades using that hammer in the game files.
itm_smith_hammer
With what I already said, I don't think I need to explain why an even better barrel is a bad idea.
An unbreakable cade is ridiculous, since you only need one cade to completely block out all bots on half the maps in the current rotation.
There's already way too much gold present in the game with phoenix feathers, relic fragments and orichalcum dropping from bosses pretty regularly. Making 2 million gold a possible drop would just make things worse.
That "lottery" is literally just gambling, straight up casino.
I'm well aware that the fact that there's only a 50% chance (or even less) for a bot to spawn in a wave can indeed fuck up your quest progression, but long-term, it should be more or less balanced. At least we know for a fact that those wave spawns are indeed random, unlike the loot system.
I like all the other ideas you have for quests, except for the Support Item and Donation Quests.
I absolutely love the idea of what you call a Nation System, but there should also be something that gives every single player a common cause, like "Kill Odin 100 times and the drop chance increases by 0,1%". That'd have to be one-time and the loot system would have to work properly for that to be implemented of course, but I think you get the idea.
Investing legendary essence into your character is insanely broken. Imagine taking 40 essence to give your character insane stats, like 500 two-handed proficiency AND 63 strength.
IF there were a way to craft legendary items, I think logically it should be double the distilling value, so a pride would cost 12 essence, volcanic daggers would be 8 etc etc. It would certainly make sets easier to obtain and actually make every loot feel worth it, since you're not dependent on looting an exact item, but instead you can save up to craft one you actually need. On top of that, it would fix the ridiculous prices of things like volcanic daggers, since there's now a maximum price for every legendary item (at least in essences, the price of those can still be funny).
"Ultra Endgame Crafting" is probably a bad idea, since the result would be an even more broken weapon I imagine. Apart from that, the price for that is kinda low, it would only be the 100 essences.
About the Challenge Mode, in addition to what venom said: bots on rag already deal 25% more damage than if they spawned on hard or normal. Hey, thanks a lot for the detailed feedback. I get where you’re coming from, and that’s exactly why I mentioned that these ideas aren’t balanced yet. My main intention was simply to bring more variety to support items. I thought it could be a fun way to introduce more legendary options and different playstyles. They wouldn’t necessarily need to be stronger — they could stay on the same power level. For example: if a normal barrel deals 500 damage, a Stink Barrel could deal 50 damage over 10 seconds instead.
And I agree that nerfs could be part of the solution. Limiting players to one tome and one barrel per run could already prevent a lot of the current abuse.
Regarding potions: I don’t think they would have a huge impact. Something like a 5‑second buff with +5% damage would be more of a small utility tool than a real power spike. Also you would need to throw it on the ally and if you miss and hit an enemy he gets it instead.
About the existing items you mentioned — they sound great, I just haven’t encountered them yet, but I’d love to see them in action.
For the character‑investment idea: the reason I suggested a limit is exactly to avoid the kind of broken scaling you described. Something like a maximum of 5 points total (1 point = 1 attribute or +10 skill) would keep things under control. You could even restrict it further, like 3 points total and only 1 point to attribute and 2 to skills. There are many ways to keep it balanced.
Legendary crafting could also be scaled however needed — doubling, tripling, or more. I just like the idea of making loot feel more meaningful and giving players a way to work toward specific items.
As for the ultra‑endgame crafting: I get your point. My thought was simply to give players who already have every hero and every legendary upgrade something extra to work toward.
Loots:
15.09.2017 Leviathan`s Treads
22.10.2017 Worm Bane
23.12.2017 Gothic Plate
22.04.2018 Defender Boots
20.05.2018 Dragon Halberd
02.09.2018 Defender Boots
07.12.2020 Imperial Halfplate - Blue
11.12.2020 Zephyr
14.02.2021 Studded Gauntlets
13.03.2021 Dragon Arrows
05.03.2022 Heavy Scaled Greaves
14.12.2023 Typhoon
18.05.2024 Gloves of Vidar
07.03.2024 Knight Helmet
Give me your stuff Blame!
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