Gi-Go Posted March 12 Share Posted March 12 Ever since I realized you can add pure horror instead of nightmare fuel to repair items I wanted to have an overcharged effect. Basically by adding pure horror the item becomes "overcharged". Restores durability to 100%, has a visual effect, improves the item, decreases durability, and lasts untill the item gets fueled with regular fuel. Magiluminesence: lasts only 4 minutes but increases speed by 40%. Bone armor: only 8 uses but no cooldown. Orange amulet: only 50 uses but each one picks up 4 items at once. Codex umbra: each spell costs 10% but lasts twice as long. Shadow thurible: Doubles the range of bone cage immunity but lasts 4 and a half minutes. 2 Link to comment Share on other sites More sharing options...
Tranoze Posted March 12 Share Posted March 12 (edited) 1 hour ago, Gi-Go said: Magiluminesence: lasts only 4 minutes but increases speed by 40%. Bone armor: only 8 uses but no cooldown. Orange amulet: only 50 uses but each one picks up 4 items at once. Codex umbra: each spell costs 10% but lasts twice as long. Shadow thurible: Doubles the range of bone cage immunity but lasts 4 and a half minutes. I thought about corruption/cursed state instead of overcharge. Magiluminesence: Increase move speed by 40%, but provide night light instead of normal, and drain sanity. Bone armor: No cooldown but you cant unequip it, all damage will drain your sanity. Orange amulet: Pick up all stack, but you also cant unequip it. Shadow thurible: Remove effect of lunacy in nearby range. Codex umbra: each spell costs 10% but lasts twice as long unique effect for each shadow.(duelist double damage, double hp, shadow worker double hp, double duration, shadow scare triple range, shadow cage double area... ) Side effect could be vary, like duelist aoe can hit caster, shadow scale and cage can affect caster if they in range. Edited March 12 by Tranoze 2 Link to comment Share on other sites More sharing options...
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