I would like to see shield alternatives (e.g. Off-Hand Weapons, Weapon Upgrades, Trinkets, etc.) This would allow for more combat variety and let players trade the defensive combat mechanic for another stat or mechanic. I will update this thread and keep a running list of ideas for alternatives to the shield slot. Feel free to post item ideas with or without descriptions and I will add them to the list below. I believe that a shield can be kept in the inventory and equipped when required (e.g. during the perfect block challenge in the flying temple), so constantly having a shield equipped is not a necessity.
Alternative Shield Ideas:
Off-Hand Weapons
Whip: A very fast, very long ranged melee attack with almost negligible damage, interrupts.
Net: Can be thrown to catch (stun) an enemy
Spiked Chain: Similar to Scorpions "Get over here!" move (Mortal Combat)
Dual Weapons
Brass Knuckles: A very fast, but very short ranged melee attack with minimal damage.
Fighting Gloves: A very fast, but very short ranged melee attack with minimal damage.
Claws: A very fast, but very short ranged melee attack with minimal damage.
Katars: A very fast, but very short ranged melee attack with minimal damage.
Daggers: A very fast, but very short ranged melee attack with minimal damage.
Thrown Weapons
Boomerang: A slow range attack that can hit multiple enemies and loops back to the player.
Shuriken: A very fast short range attack with minimal damage and interrupts, quantity: 5.
Throwing Axe: A slow short range attack with high damage and interrupts, quantity: 5.
Throwing Knives: A fast short range attack with moderate damage and interrupts, quantity: 5.
Quasi Shields
Buckler Net: A buckler with a net attached with very low deflection, but the special ability of being throwable/catching the enemy (picture something similar to that of the Roman Gladiator who also wields a small trident with the shield/net). That way, it would functionally still be a shield, but one with minimal defense and a lot of utility.
Weapon Upgrades
Weapon Guard: Every time the player is hit there is a 2% chance to negate the damage.
Trinkets
Rabby Trinket: Increases attack speed by 5.
Boar Trinket: Increases movement speed by 10%.
Ghostly Trinket: Increases crit chance by 5.
Guardian Trinket: Increases defense by 15.
Traps
Bear Trap: Throws a bear trap on the ground that damages and snares the first enemy that steps on it, quantity: 3.
Fire Rune: Marks the ground with a rune that burns the first enemy that steps on it.
Miscellaneous
Lantern: Increases damage from fire spells by 10%.
Life Orb: Every time the player is hit the life orb gains 1 charge. After the life orb reaches 20 charges, the player is healed 10% of max health.
Vampiric Orb: Each hit on an enemy has a 2% chance to heal the player a small amount.
Necromatic Orb: Each enemy killed has a 2% chance to resurrect and fight for the player for 20 seconds (excluding bosses and elite mobs).
Lucky Charm: Increases card drop chance.
Alternative Shield Ideas:
Off-Hand Weapons
Whip: A very fast, very long ranged melee attack with almost negligible damage, interrupts.
Net: Can be thrown to catch (stun) an enemy
Spiked Chain: Similar to Scorpions "Get over here!" move (Mortal Combat)
Dual Weapons
Brass Knuckles: A very fast, but very short ranged melee attack with minimal damage.
Fighting Gloves: A very fast, but very short ranged melee attack with minimal damage.
Claws: A very fast, but very short ranged melee attack with minimal damage.
Katars: A very fast, but very short ranged melee attack with minimal damage.
Daggers: A very fast, but very short ranged melee attack with minimal damage.
Thrown Weapons
Boomerang: A slow range attack that can hit multiple enemies and loops back to the player.
Shuriken: A very fast short range attack with minimal damage and interrupts, quantity: 5.
Throwing Axe: A slow short range attack with high damage and interrupts, quantity: 5.
Throwing Knives: A fast short range attack with moderate damage and interrupts, quantity: 5.
Quasi Shields
Buckler Net: A buckler with a net attached with very low deflection, but the special ability of being throwable/catching the enemy (picture something similar to that of the Roman Gladiator who also wields a small trident with the shield/net). That way, it would functionally still be a shield, but one with minimal defense and a lot of utility.
Weapon Upgrades
Weapon Guard: Every time the player is hit there is a 2% chance to negate the damage.
Trinkets
Rabby Trinket: Increases attack speed by 5.
Boar Trinket: Increases movement speed by 10%.
Ghostly Trinket: Increases crit chance by 5.
Guardian Trinket: Increases defense by 15.
Traps
Bear Trap: Throws a bear trap on the ground that damages and snares the first enemy that steps on it, quantity: 3.
Fire Rune: Marks the ground with a rune that burns the first enemy that steps on it.
Miscellaneous
Lantern: Increases damage from fire spells by 10%.
Life Orb: Every time the player is hit the life orb gains 1 charge. After the life orb reaches 20 charges, the player is healed 10% of max health.
Vampiric Orb: Each hit on an enemy has a 2% chance to heal the player a small amount.
Necromatic Orb: Each enemy killed has a 2% chance to resurrect and fight for the player for 20 seconds (excluding bosses and elite mobs).
Lucky Charm: Increases card drop chance.
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