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Nightmare fuel overcharge


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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. 

 

 

 

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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 by Tranoze
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