Unique item perks (Smuggling phase 7 brainstorming)

about 2 months ago

VAELINN

93 Total Respect

VAELINN

93 Respect

about 2 months ago

I am now ready to further discuss/plan phase 7. The idea with this phase was to introduce some new unique equipment (and possibly a new drug or two).

For unique equipment, the way this will work is, for each smuggling run there will be a low chance of obtaining one of four pieces required to build the unique item. When you have all 4 pieces of the item you will be able to combine them to produce the new unique items.

Now I need ideas on what kind of items and perks they should have. There are a couple of ways we could do this:

1. One unique weapon and one unique armor but multiple possible perks that could be decided when combined.
2. Multiple unique weapons and armors each with their own set perks.

What I need are ideas for these weapons and armor perks now. Sombra has a good writeup of a possibility [here](https://cartelempire.online/Forum/5/2591)

I am starting this post to get input from the community on approaches/perks for this.

Responses

about 2 months ago

SHIPPUDEN06

31 Total Respect

SHIPPUDEN06

31 Respect

about 2 months ago

as Sombra has stated many moons ago, ADDING perks/specialties are veru much needed. i want FENT and LSD as new drugs!! (i would really like to have drug that alter/affect stats buuuuuut there is not really much incentive in attack one another [lack of events really] so it always fo down to energy xD)

4 Unique items = 2 sets (1 armor, 1 weapon)

Assassin Set (Set Bonus maybe we should consider attack crits +10% Crit chance overall)?
Weapon = Poison Dagger[+3% Crit Chance] (from sombra suggestion) -1% acc per attack hit [15% cap]
Armor = Mystic Vest/Cloak [+3% Crit Chance] (dodge rate +1% increases per attack landed on the wearer [5% cap should be ok])

Tank Set (Set Bonus if we add attack crits in the game a+20% Additional Damage on Critical Hit or A.D.O.C.H. would be good) 
Weapon = Serrated Knife [+3% Crit Damage] -1% strength per attack hit [15% cap]
Armor = CHOBHAM Vest  [+3% Crit Damage] (defense +0.5% increases per attack landed on the wearer [2.5% cap should be ok])

thoughts? is the DEFENSE armor too OP? any suggestions?
Also SAGE wants REVIT weapons (revit is a perk that replenishes energy when attacking)

P.S.
i would really like to do DEFENSE more, i hope we could add stalemate as its own thing or at the very least make it a "defend" and not just a draw

Last Edited 01/01/2026, 16:49:45

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             17:24                    1000k rep (Date - 17:24:53 10/08/2025) [You beat DIKUN and stole some of their cash (101 Reputation gained)(£1,161,082 stolen) - 1,000,050 Rep  [1 million Rep HIT]

Day 32 17:43  06/24/2025 3RD OD
Day 34 15:14  06/26/2025 4th OD
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Day 58 19:20  07/21/2025 6th Coke OD
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https://cartelempire.online/Trade/View/F16CF6F2-DE41-4940-B3A5-5D178ACF01DC

 
attack me ill give you 200k i will give bandage and i am buying crimson star

DAY 249 12:03 01/28/2026 ~~ 1 Billion Battle Stats [631m STR, 300m DEF, 12k AGI, 69m ACC]

about 2 months ago

N_E_X_U_S

80 Total Respect

N_E_X_U_S

80 Respect

about 2 months ago

4 unique pieces split between 1 submarine (which takes 2 weeks to complete), and potentially across all cartel members... I love the idea but the possiblity of actually getting them is so low/tedious. How could we improve? If a piece is attained it is multiplied by all submarine participants so everyone on that run gets one?

Personal submarine? Is there scope or woluld it be too OP?

Last Edited 01/01/2026, 12:58:16

about 2 months ago

VAELINN

93 Total Respect

VAELINN

93 Respect

about 2 months ago

@Nexus I agree the chances of getting one of these unique items is low, but that is partially by design. I don't mind discussing other ways to obtain these (and personal subs seems like an interesting concept), but I think that would be a separate discussion than the perk discussion I am looking for in this thread. I would prefer to move forward with the more limited ability to gather pieces and combine them based on smuggling runs for this phase of the development because it ensures that the new battle mechanics are rolled out and tested by a smaller subset before introducing many new unique items to the game. 

You can almost think of this as a beta phase for unique items in Cartel Empire as it will in addition to adding the possible unique items it will also add the mechanics for supporting those items and adding more of them going forward.

All of that to say, for this forum thread I am really just looking for ideas around the items and perks they offer as opposed to how to obtain the items. The ideas presented here may be used for future unique items if they are not implemented as a part of the smuggling outcomes. And the smuggling outcomes may be adjusted later to make the items more (or less) obtainable based on how things go.

about 2 months ago

KWYY

282 Total Respect

KWYY

282 Respect

about 2 months ago

For both these suggestions I'm upping the % that I'd normally consider due to the fact that the rate of fire in CE is generally quite high so these weapons are only used for a handful of turns rather than all 20 (although can obviously be adjusted to suit).

Revitalise
> Chance (%) of restoring the energy spent attacking. 15-25% if the weapon is used on the final hit.


Also a Sure shot for those pesky agility whores
> Chance (%) at a guaranteed hit. 10-15% chance of the weapon completely bypassing enemy agility.

about 2 months ago

SHREDDERCHU

72 Total Respect

SHREDDERCHU

72 Respect

about 2 months ago

Some potential interesting perks (could be tweaked and/or renamed)

Poisoned

- Has n% chance to poison your opponent using this weapon.

The poison would either do some % of their health as dmg or some % of the initial damage from the poisoning attack each turn afterwards (either for an amount of turns or for the rest of the battle)

Cartel Supporter/Team Player

  • Increases the amount of Cartel rep you gain for an attack by n%

This could either proc by being the weapon with the finishing hit, or just as a passive as long as the weapon has been used, and either a certain proc or at some % chance.

Animal Handler

  • V1: Increases dog dmg and perk effect x2
  • V2: Increases dog perk effect x2
  • V3: Increases dog exp gain x2

I don't know whether V1 is too OP, hence V2 as an option, and V3 is somewhat separate and could be a separate perk suggestion if I could think of 2 animal/dog based perk names

about 2 months ago

MR_MIDNIGHT

15 Total Respect

MR_MIDNIGHT

15 Respect

about 2 months ago

An armour effect for Revivers would be sweet, that reduces Energy costs from performing a Revive by 5-10, and that gives a % chance equal to your Revive Skill of applying a 5% boost to the Agility & Defense of someone you revive. Lasts 3 minutes, can stack 3 times. If you revive a member of your own Cartel, you also receive the same buffs, or the effect is increased from 5% to 7.5%?

 

Could have something similar for a weapon, like a % chance equal to a weapons Quality % to increase an attackers Strength & Accuracy by 5% per successful attack. Lasts 90 seconds or until hospitalized (whichever happens first), can stack 3 times.

 

A general armour perk/new drug effect could be 25% reduced hospital time from attacks. Maybe could affect Jobs too but might be too strong.

 

Perhaps any weapon and armour perks can be buffed little by little through Enhancing?

Last Edited 03/01/2026, 18:03:51

Revives: 988
REVIVER •
SKILL 86.43%