Brain-storming the basics for an Inspiration Keystone that gives you access to more Items.
Use: This Keystone would be for all the Unique playstyle champions out there that don't fare so well with normal items, but whose needs can't be met without turning normal champions into monsters. It's also supposed to just be a fun, cheat, or rule-bending Rune that offers you more options on how to play the game.
Some Lore Concepts:
- Cracked Vault: You find a crack in space-time leading to Bard's item vault where you have to leave gold behind in weight of the item you take, or ELSE (dun dun dun) (think Indiana Jones)
- Manbaconian Key: You get a token key that gives you access to the old Shopkeeper's traveling market where you can buy exotic items. He used to wear these keys around his neck (google it).
- [Insert County Here] [Insert any Type of Quaint Market Here]: Zaunite Chemmarket, Noxian Warvendor, Shuriman Caravan, Bilgewater Blackmarket, Shadow Isles Vault, etc.
- Similarly, simply Treasure Chest with the icon revealing where it came from: Sand for Shurima, Water for Bilgewater, Ice for Freljord, etc.
- Aspect of Gold (alternatively, Commerce or Trade): This Keystone imbues you with a Targonian Aspect that gives you access to Items in exchange for gold.
Some Limitation Concepts:
- Alternative Currency: You gain a currency through a special means that you need to buy the items, with or without additional gold.
- ** Item Limit**: You can only buy so many items from this market.
- Downsides: Items you get from this market have a downside as well as an upside (min-maxing) (e.g. reduces Health by 100 but gives you more of something else in exchange)
- Upgrades: You can only upgrade items from the normal shop.
- Clones: Most items in this shop are variations on normal shop items and cannot be bought alongside them (e.g. Titanic vs Ravenous Hydra) (these items would mostly be thought experiments along the lines of 'Who would be able to use this item if it had different stats?').
- Splash: A small amount of the items you can buy depends on which Rune Tree you splashed in.
Some currently removed Items that could be brought back with small adjustments via this Keystone:
- Zephyr: Offense-stated item for melee champions with a focus on Agility, Dexterity and Tenacity.
- Atma's Impaler: Cheap offense-defense hybrid item for Fighters that gives damage based on maximum Health.
- Boot Enchantments: ???
- Shard of True Ice: Mage Support Item that can give an allied champion slowing strength.
- Rite of Ruin: Mage Item that empowers objective-taking strength.
- Staff of Flowing Water: Mage Support Item that better enables roaming.
- Sword of the Occult: Feast-famine Attack Damage item for carries.
- The Brutalizer: Powerful component item for all physical damage dealers that builds into a variety of items.
- Trickster's Glass: Fun item that can be used to deceive enemies.
- Will of the Ancients: Ability Power item that offers Spellvamp.
- Abyssal Scepter: Offense-defense hybrid item for Battle Mages that offers Magic Resistance and reduces enemy Magic Resistance.
Some Effect Concepts:
- Grow/Destroy Brush
- Convert enemy minions
- Supercharge Allied Tower or Inhibit enemy one (on one item)
- Ghost Monster pet that follows you after slaying it like Mordekaiser Dragon
- Lane-wide effects, like weather that travels down it to affect champions and minions.
- Create a Bard Tunnel
- Destroy enemy Base Gate
- See beyond a wall
- Teleport
- Convert Stats around (similar to old Soraka passive)
- Create a wave in the river that damages/slows enemies
- Freeze River around you when you travel, slowing enemies (Ice Boots?)
- Set Brush on Fire to reveal and damage enemies within
- Anti-Shield Items
- Anti-Airborne Items
- Remove Support Items from Twisted Treeline
- Perma-stacking Items
- Item that revives recently fallen ally (temporarily?)
- Cleanse Slow from yourself and allies (Warm Coat, similar to Guardian Keystone?)
- Give allies Adaptive Force (Ardent Censer clone)
- Rope that anchors you to ally or terrain and active pulls you back to them
- Trip-wire that damages first enemy who walks through