Dev Blog #117: Named Equipment


Dev Blog #117: Named Equipment

Chasing after named items can be fun and a driving motivator in the later parts of a campaign. At the same time, things can always be improved, and so we’re doing some tweaks on both how named items are placed, and what stats they can and can not have. And while we’re at it, we’re adding more named variants of existing equipment and filling in some blank spots. Let’s take a look!

Named Equipment

As nice as it is to have named equipment, not every piece you fought a hard battle over is always a satisfying reward. With weapons in particular, there’s quite a difference in how useful individual stats are, and therefore how good a named weapon actually is. We want to keep different levels of quality between items, but we’re tweaking what stats those items can have over their common counterparts, and we’re also introducing several new potential stats. All this is to make sure that named items will always be better than their common counterparts in some significant way, and that named items feel more unique, both of which will make for a more satisfying treasure hunt.

To offer you a broader collection to hunt for and claim as your own, the upcoming 1.3 update will also add various new named variants of existing armors.

One faction that didn’t have named equipment until now are the Ancient Dead. That’s about to be rectified. The image below shows some of the upcoming named weapons, alongside their common counterparts, that can be taken both from Ancient Dead locations and from the cold dead hands of your vanquished opponents.

And as you’ve learned last week, barbarians will not only come with their own weapons and armor, but named variants of their top tier weapons as well. While all of the above additions will be part of the free update, the new weapons below will be a part of the ‘Warriors of the North’ DLC.

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    Mar 8, 2019 @ 15:49 pm

    Damn, that’s great :) ! Though I wished you had told me before that you were adding Ancient Dead named weapons which would have saved me time from making a mod for that :D !

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      Mar 8, 2019 @ 16:57 pm

      Don’t regret, you released it waaay before this version will come live.

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        Mar 8, 2019 @ 18:06 pm

        Eh, that’s true I guess, kem :) … And the team has not announced a named Man Splitter or Spiked Impaler so there’s still reason enough for the mod to exist after the DLC release.

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    Mar 8, 2019 @ 16:43 pm

    Excellent news, those armours look great. What are the “new potential stats” dare i ask? :P

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    Mar 8, 2019 @ 18:23 pm

    I really look forward to playing it.

    Being able to choose our starting faction is really a great idea.

    If possible, we should also propose a new crisis scenario at the end of the game as it is already possible now.

    It would be interesting to have the opportunity to customize our own starting team.

    I know it must be very difficult to put in place but if it is possible, it would be a great way to offer Supporter Edition with this feature.

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    Mar 8, 2019 @ 20:08 pm

    This makes me so happy! I can’t wait to check these out in game!

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    Mar 8, 2019 @ 21:49 pm

    OMG this is so awesome!!! Just what I was hoping to hear for this week’s update. And wow your artwork is always so gorgeous.

    I do hope you’ll look at the quality of life suggestions I made in your forum. If you can make some of that happen, that’s be wonderful for the expansion or the 1.3 update – whichever you prefer. Can’t wait to pre-order this. Once again – so very excited!

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    Mar 9, 2019 @ 3:08 am


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    Human Warlord
    Mar 9, 2019 @ 12:44 pm

    F$$$ Yeah!

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    Mar 13, 2019 @ 7:58 am

    Ah, Paul, you are incredible.

    If I can put in my little wish for some future update: make npc party interaction a little more complex by, say, giving enemy parties randomly selected ‘game plans’ and slightly differing motivations. This would be in an effort to prevent the player from learning patterns, and, of course, making travel on the map more engaging.

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