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[MOD] Item Balancing

By on January 25, 2010 8:47:35 PM from Demigod Forums Demigod Forums

As a way of addressing HP stacking issues (along with others im sure), Ive got a list here that ive made so that hopefully now, all items are of equal viablility. Its a long list since it practically covers all the items/equips in the game (excludes artifacts atm). *Just so you all know, Ive modded these so i can instantly release it if wanted.*

Feel free to suggest changes for particular items or even just comment, but if you do have suggestions then lay out the details like i have in my list. If this goes well, we may even be able to get it to go mainstream. 

Changes are specified within the mod in a text file. Also, works with the Big Balance Plan mod (v1.23).
v1.1 is available for download

v1 is available for download HERE

So, here are the list of changes:
Equip Balancing

# Gloves
Gloves are never rlly threatening so i made a few buffs
to the equips below and tweaked costs.

Gauntlets of Brutality
- increased dmg to 35

Gladiator Gloves
- reduced cost to 400 from 450

Gauntlets of Despair
- tooltip now displays hidden 8% attack speed benefit
- decreased mana drain to 275 from 300

Gauntlets of Despair (v2)(applied)
- tooltip now displays hidden 8% attack speed benefit
- decreased mana drain to 200 from 300
- proc effect - added 200 mana gain on proc

Wyrmskin Handguards
- increased dmg to 25 from 15
- increased attack speed debuff to 25% from 15%

Doomspite Grips
- reduced cost to 5750 from 6750
- increased attack speed to 15% from 10%
- increased cleave range to 2 from 1.5

Gloves of Fell-Darkur
- reduced cost to 3000 from 3500

Slayer's Grips
- reduced cost to 3000 from 3300
- added 10% attack speed

# Boots
To minimise health stacking and make boots unique,
I will be adding movement speed passives across
majority of boot equips. Also keeps things consistant and
may make upgrading choices easier.

Footman's Sabatons
- decreased cost by 50
- increased max health to 300 from 200
- removed max mana
- added 3 mana regen
- added 3 health regen

Assassin's Footguards
- reduced cost to 1500 from 1750
- added 5% movement speed

Unbreakable Boots
- reduced max health to 400
- increaded health regen to 10 from 5
- reduced max mana to 600

Desperate Boots
- removed max mana
- added 10% movement speed
- added 20% movement speed to secondary effect (on proc)


- changed secondary effect to "you receive 10% less damage".
- removed all minion benefits
- added 500 max health
- added 500 armor
- added 5% movement speed
>> The speed passive is so that rook does not get
the secondary effect from his default speed. Slow rook
may now be a more viable option.

# Chest

Armor of Vengeance
- reduced cost to 2750 from 3250

Platemail of the Crusader
- reduced cost to 4200 from 4500
- increased proc chance to 5%
- reduced secondary heal effect to 250 from 300

Groffling Warplate
- increased proc chance to 5%
- changed secondary effect to "you receive 10% less damage".
- reduced secondary effect duration to 7 secs from 10 sec

# Helms

Plate Visor
- reduced cost to 500 from 600
- added 200 armor

Plenor Battlecrown
- reduced mana regen to 50% from 70%

Vinling Helmet
- reduced cost to 3000 from 3300
- reduced energy gain to 250 from 350
- increased proc chance to 7% from 3%

Theurgist's Cap
- increased proc chance to 10% from 5%
- increased mana regen to 50% from 35%

# Trinkets section

Bloodstone Ring
- reduced cost to 1500 from 1750
- reduced max health to 250 from 400
- increased life steal to 5% from 3%
- added proc effect
    - 10% chance to deal 50 damage each second
      for 3 seconds.

Ring of the Ancients
- reduced cost to 2000 from 2500
- increased damage to 40 from 30

- reduced cost to 4500 from 5500
- reduced cast time to 0.3 secs from 0.5

Nature's Reckoning
- increased cost to 1750 from 1500
- increased weapon proc chance to 20% (kept at 15% for ranged)

Twig of Life
- reduced cost to 2750 from 3000

Warlord's Punisher
- decreased cooldown to 25 secs from 30

# Consumables

Health Potion
- reduced cost to 200
- reduced cooldown time to 4 secs from 8
- reduced heal amount to 600

Robust Health Potion
- reduced cost to 350 from 400
- reduced cast time to 2 secs from 3
- reduced health amount to 2250 from 3000

Mana Potion
- reduced cost to 175 from 200

Rejuvenation Elixir
- reduced cost to 250 from 300

Robust Rejuvenation Elixir
- reduced cost to 400 from 450

Capture Lock
- reduced lock time to 35 secs from 45

Restorative Scroll
- redcued cost to 150 from 250

Sludge Slinger
- added -30% mana regen debuff

Sigil of Vitality
- increased cooldown to 45 secs
- increased benefit duration to 30 secs from 20 secs.
- reduced max health increase to 30% from 50%

# Achievement items

Bejewelled Goggles *new*
Wanted to make something unique for ranged demis.
- added proc effect
    - 20% chance for ranged demis
    - 10% for melee demis
    - chance on hit to restore 50 health and mana

Saam-el's Cloak
- increased movement speed to 7% from 5%

Blood of the Fallen
- reduced max health to 600 from 800
- increased health regen to 10 from 5

Staff of the Warmage
- decreased max mana to 500 from 800
- increased attack to 25 from 15
- added 5 mana regen

Diamond Pendant
- increased max mana to 400 from 250
- added 50% mana regen

Symbol of Purity
- decreased cooldown to 25 from 30
- added 5 health regen

Amulet of Teleportation
- reduced cast time to 2 secs from 3

Dark Crimson Vial
- decreased cooldown to 30 secs from 45
- added 300 max health

Cape of Plentiful Mana
- decreased duration to 5 secs from 10
- increased mana regen to 600% from 400%
- decreased cooldown to 35 secs from 45

Charm of Life
- increased death penatly reduction to -30% from -10%

Magical Coin Pouch
- added 2 gold production

Brilliant Bauble
- added 15% Max Health increase
- added 15% max Energy increase
- increased exp gain to 15% from 10%

Furious Blade (added)
- removed max health
- added 20 damage
- increased attack speed to 10% from 5%
- reduced proc chanceto 10% from 15%
- increased proc effect duration to 7 secs from 5
- proc effect now grants...
    - 20% attack speed (used to be 30%)
    - 20% evasion

Wings of the Seraphim (added)
- increased cooldown to 60 secs from 45
- reduced affect radius to 5 from 8
- removed damage condition (doesn't cancel out on taking dmg).

Mard's Hammer

- increased dmg to 45 from 40
- added proc chance effect
    - 15% chance on hit to deal a 1.5x crit

Staff of Renewal
- removed max health
- removed max mana
- added 3 mana regen

Essence of Magic
- reduced cooldown to 35 secs from 45
- reduced mana regen to 5 from 7
- increased max mana to 420 from 210

Poisoned Dagger

- decreased debuff duration to 6 secs from 8

Totem of War
- added 15% attack speed for minions

Tome of Endurance
- reduced max health to 300 from 400
- added 300 armor
- removed minion max health
- added 150 minion armor
- added "minions receive 10% less damage" effect

Pendant of Grace
- increased minion dodge to 20% from 15%
- added 5% movement speed
- added 5% minion movement speed

Ring of Divine Might

- increased damage to 25 from 15

Blood Soaked Wand

- decreased cast time to 1.5 secs

# Citadel Updrages
Costs for upgrading any category in the citadel are  
way too much for what you got in return.
For example, upgrading to building heal II costs 3x the
first for half of the first levels benefit.
Now for the game to have a bit of variety and room for
tactical play, these costs need to be lowered to
an affordable but reasonable cost.

Building Health
- decreased costs to 600/1200/2400/3600
- added 100/200/300/400 armor bonus

Building Strength
- decreased costs to 500/1000/1500/2000
- decreased splash dmg reduction to 90%/70%/50%/30%  

Gold Income
- decreased costs to 1800/2400/3600

- decreased costs to 1000/2000/3000/4000

Death Penalty
- decrease costs to 600/1400/2600

# Minotaur Captain
*Gave them a default 6.3 movement speed across all levels*
Since the minotaurs are single target minions it makes sense
for the amount of dmg they do to attack more rapidly than
the rest. And with the added movemet speed they may even
be able to chase down fleeing, near-dead opponents.

Minotaur Captain I
- increased attack rate to 1.35 from 1.4

Minotaur Captain II
- increased attack rate to 1.3 from 1.37

Minotaur Captain III
- increased attack rate to 1.25 from 1.34

Minotaur Captain IV
- increased attack rate to 1.2 from 1.3


Lemme know what you think.

+32 Karma | 17 Replies
January 27, 2010 9:05:48 PM from Demigod Forums Demigod Forums

like all of them, except the some of the helms. The low used helms are not used cause they dont provide enough +max energy.

I think they require a secondary buff to be more useful.

you forgot Plate Visor:

+35% mana per second.

Add +5% minion movement speed.

Vinling Helmet
- reduced cost to 2750 from 3300
- increased proc chance to 7% from 3%

otherwise nice work

January 28, 2010 12:20:11 AM from Demigod Forums Demigod Forums

thx for looking at it. about plate visor ... its still got the +35% mana regen. Ive only got the details of the things i changed/added/removed/reduced.

ive done a couple more tweaks to items in this list but havent edited as of yet (mainly mana beneficial items). im trying to cater for both the current game stats and my demigod balance mod. some mana items as u see here make tb and Qot have rlly rlly good mana regen (coz i tweaked mana regen on those 2 characters the most).

January 30, 2010 12:24:11 AM from Demigod Forums Demigod Forums

made further adjustments to figures

January 30, 2010 7:24:17 PM from Demigod Forums Demigod Forums

v1 is available for download HERE

February 1, 2010 7:39:06 AM from Demigod Forums Demigod Forums

Would like to see this in game, might have to take a look!

February 2, 2010 1:00:16 PM from Demigod Forums Demigod Forums

I've downloaded your mod buy it doesn't seem like it works. Items are still unchanged (blood, brutality gloves, boots, ...) But still I like what you have done and it seems very reasonable.

just a few suggestion:

- towers need more buffs if you want them to remain viable and a good investment for mid-late game. (more armor, dmg and HP) QoT's spikes and Rook trebuchet tear them down so rapidly.

- no need to buff ring of divine might damage, its already powerful with minions builds imho

- plate visor should give a small mana boost (250 Mana)

- make amulet of TP cooldown same as TP scrolls

- goggles: chance on hit to restore 150 health and mana over 3 seconds

My biggest concern is HP stacking. I've mentioned this in other threads and will say it again. I think imho that this will still benefit HP stacker but not to the point of making other item choices not viable.

- increase the base HP and HP/level gain for ALL DGs

- nerf HP equip

- reduce the healing rate of monks

February 2, 2010 8:56:57 PM from Demigod Forums Demigod Forums

yeh ... ill address demigod specific stats in my "big balance plan" thread since its directly related to the character themselves.

what im doing in this mod is making other equips that dont provide health as a benefit to be more of a viable option or at least something to be taking into consideration when u want to play more tactically. Ive tested a combination of non health benefit equips in this mod and some of my changes have proven to overwhelm demigods with a lot of hp. 

also, can u give me some examples as to how you would buff towers (strength, max hp, hp regen etc)?

about ur issue of not seeing the changes when u tried this mod.... even though its non exclusive mod, try disabling all other mods and try it for one game and see what happens then afterwards enable other mods prior to disabling them. I had an initial problem also (not sure if its the same thing though).


but thx for the feedback!

February 3, 2010 4:46:58 AM from Demigod Forums Demigod Forums

I will disable all my other mods and see if this one works.

Ok about buffing towers. Take for example QoT, using spikes she puts the tower armor into the negative and they fall down so fast. I don't know what the exact armor of towers actually is (and the added value from current upgrades, if there is any) which I would like to know if u can find it in the lua.

There are a lot of ways to buff towers to make them viable mid-late game and worth the investment in WITHOUT being OP or UP. So Im just going to throw my ideas here which I think would be fun to see in game.

I a team chooses to play defensively for some resaon and decides to invest a good amount of their gold into towers, then they should see the benefit of that. Now even with level 3 tower health they still don't do any good mid-late game. So I suggest that tower HP upgrade should be cost effective in terms of HP/gold and good enough to be worth investing in (More HP, armor, and regen), maybe increased regen under a certain HP treshold...

Tower damage is also weak as it is now. Minions + buffed creeps resist a lot to towers. So What I suggest here is as you upgrade tower damage, well the damage should increase of course, but also other effect maybe should be added as well. For example increased fire rate per level, and why not adding a chain effect to hit multiple targets (like Occulus chain lightning), maybe reflect X amount of damage to the damage dealer.

Im not posting any specific numbers because I haven't thought out exact numbers that would not be OP or UP, but u get my idea.


- I have managed to find that this mod is not compatible with your other mod the BIG BALANCE. Too bad I play almost exclusively with your DG balance mod and support it!

- few suggestion for items:

desperate boots: tooltip says "+nil Armor"

mard's hammer: increase attack speed to 10%

gaunlets of despair: reduce price to 1250 or 1500g


February 3, 2010 8:34:49 PM from Demigod Forums Demigod Forums

thx for the ideas izuz.

its also weird that "the big balance plan" is not working with this mod for you. I managed to get it working for me. Basically all i did was disable all mods, then re-enabled this item mod, then re-enabled the big balance plan mod. So try it out. It was as easy as that for me to get it working. 



February 4, 2010 11:10:29 AM from Demigod Forums Demigod Forums

I managed to get it working for me. Basically all i did was disable all mods, then re-enabled this item mod, then re-enabled the big balance plan mod.

I did the exact same thing (even multiple times) and still its not working for me. All other mods I have work perfectly with this item fix mod, tried all possible combinations, expect the Big balance mod.


February 4, 2010 8:59:23 PM from Demigod Forums Demigod Forums

hmmm ... u do have the latest version of the big balance plan mod right? Not sure if its the version but ive got a newer version of the big balanc plan which i havent put up as of yet which is the one ive gotten to work with this item balance mod.

but b4 i post up the link to big balance plan v1.23 im gonna increase each demis default max health.

February 4, 2010 10:45:18 PM from Demigod Forums Demigod Forums

version 1.1 is now available!! Have not edited post for changes but changes are specified within the mod folder itself.

February 5, 2010 5:44:52 AM from Demigod Forums Demigod Forums

mmm maybe ur right, I hope that this will work with version 1.23 of the big balance because as of now Im sure I have the latest version that you have posted.

downloading 1.1 now  

I like the changes to gloves and boots. However I still think HP remain a winner. do you think it would be a nice idea to give some of the gloves a lifesteal % in order to compensate for the loss of health ?!? thinking maybe of values between 7-10% for Wyrmskin Handguards and Doomspite Grips.

edit 1: v 1.1 works perfectly with the big balance v1.23. The synergy between these two mods is fantastic.  

edit 2: [BUG] the bloodstone ring gives 80% lifesteal, tooltip should be fixed as well. (it fun playin with it with DA pure AA critic build lmao)


February 5, 2010 9:21:37 AM from Demigod Forums Demigod Forums

lol dammit! stupid mistakes! yeh i also forgot to fix up the tooltip for desperate also.

thx for the feedback, its good to know i got someone to find the little mistakes i make lol. Ill get on these fixes tomorrow.

February 10, 2010 6:52:33 AM from Demigod Forums Demigod Forums


Just my ideas to improve this mod as always  

amulet of TP: reduce cooldown to 30sec

blood of fallen: remove hp/s

ironwalkers: remove HP

desperate boos: nerf hp to 250 hp (these two boots are damn too good, no need that big hp buff, they will completely make journey man threads useless)

theurgist's cap: change proc effect to increase own's hps and mps by 70% for 10 sec

narmoth's ring: nerf hp to 550 or 600 hp at most (has 2 other great survavibility passives)

doomsgrip: decrease cost to 5250 (slayer's is powerful and way cheaper)


cit upgrades: (tower are still very weak, priests and cata eat them for breakfast)

tower HP:

- need to include armor enhancements in tooltip

- increase armor buffs to 300/600/900/1200

- increase HP to  15/30/45/60%

- increase HP/sec to 10/20/30/40

- reduce cost to 600/1200/1800/2400 (what was the reason behind jumping from 1200 to 2400 between lvl 2 & 3 before)

tower DMG:

- increase attack rate by 25/50/75/100% (it will double by lvl 4)

- add effects per level: (if its possible)

- lvl 1: tower attack chain to hit 2 targets

- lvl 2: tower attack chain to hit 4 targets

- lvl 3: tower attack chain to hit 6 targets

- lvl 4: tower attack chain to hit 8 targets

- evey next target is hit with 5-7% less damage


- new prices are not yet fixed (suggestion for new prices: 1800/2400/3000 instead of 3600)


- new prices are not yet fixed (suggestion for new prices: 600/1400/2400 instead of 2600)

- reduce dealth penalty duration to 20/35/50% instead of 15/30/50%


- new prices are not yet fixed (1000/2000/3000/4000)


further suggestions:

- heart of life is now useless with its ridiculous price

- minions solution: XP idead


February 10, 2010 7:46:51 AM from Demigod Forums Demigod Forums

yeh i guess i couldve been a little more generous when tweaking tower health upgrade for cit. I think ill just increase the armor and leave the health regen the same as is, otherwise it may be too OP. Could increase the total hp of them though. Or i could even add the health regen to as you suggested and leave the costs the way i made them (basically just doubled the cost each time... no real justification but the costs as the are officially are just way too much for whatthey give).

Amulet of TP - the reason why i didnt reduce the cooldown is coz i decreased the cast time for it. This in itself i believe can be very beneficial to a user who plans out their kills. Less cast time = surprise!

IronWalkers - yeh i think i might do that, or just lessen the amount to 200?

Desperate boots - ill do what you said.

theurgist's cap - yes. the current proc effect is kinda useless since you need to be hit for them to recieve this debuff. Kinda stupid. So i think ill change it as you suggested.

narmoth's ring - could do with a little more nerfing lol.

doomsgrip - may do that also...

heart of life - may give it a buff, or reduce its cost.

Tower dmg - the tower atm works with splash dmg. I can make this more devastating, hitting a larger area?
It doesnt actually have an attack rate buff, but i can add one in but i think ill make it a minimal increase 5/10/15/20%?

Btw, what do you mean "new prices are not fixed yet". Coz im pretty sure that if its concerning the tooltips, i saw my mod figures when i checked.


February 10, 2010 12:32:09 PM from Demigod Forums Demigod Forums


- I see amulet of TP as a lategame item because it will save you the gold of TPs, and frees a consumable slot. Late game you can use that money and slot to purchase an orb of defiance, wrap stone, parasite egg.... So that's why I suggest to lower the cooldown so that whoever buys it will have infinite TP scrolls.

- tower health/armor/hps definitly need a buff (of course not OP) but yeah you could give it some more love.

- tower health prices: currently is 600/1200/2400/3600 ==> it increases by 600 from lvl 1 to 2, and by 1200 from lvl 2 to 3 and 3 to 4. 3600 is expensive when you take into account the necessity to purchase grunts, grunts armor, grunts damage. I think the price should be lowerd to 600/1200/1800/2400 (increase by 600 across all level).

- tower damage: what I meant by my suggestion (25/50/75/100%) would make towers hit twice as fast at level 4.

- heart of life: would suggest making it 6k, and slightly increasing the duration of the regen effect (so that shield III + HoL wouldn't be OP)

- Ironwalker already gives 500 armor and is cheap (2750) which is a nice choice of price/buffs combination. so yeah lowering the HP or just removing it would be reasonable.

- Blood of the Fallen: I still maintain that it should be a strickly HP buff item, with no regen. Its OP in combination with healing wind.

- graveyard needs a buff.

- new prices are not yet fixed: This current version of the mod doesn't not reflect the prices that you set for currency, graveyard, and exp. I tried to purchase these upgrades but they still have the old prices and subtract the old prices when you buy them.

edit: related to the big balance mod in combination with this mod.

- with the nerf of HP items, would suggest a small buff for HP/Level to 40 HP instead of 30, and based health increase by 150 instead of 100.


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