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So far electricity has had an important role in latest updates, (might be a WX skill tree spoiler) and I got a few ideas for this mechanic.

Remember that these are just ideas, some of them are really crazy and creative so don't take this THAT seriously.

Weather Pain: For each hit it gives the enemy 5 points of wetness.

Pretty simple, works as a support weapon for electricity.

Strident Trident: The spell can be also be cast on land and in caves; water comically falls on the casted place, dealing no damage but giving enemies 30 wetness. The spell also gives maximum wetness to Farm Soil and Extinguishes fire and smoldering.

Strident Trident is amazing at the ocean but it is such a trouble to get it, I believe more uses for this late game weapon is great.

Waterfowl Can: This can be upgraded into a magic weapon, maybe using thulecite, gems and also some gears at a pseudosciene station, this would be ranged melee attack, this whip type of attack would get the enemy wetness increase by 25 each hit, when the enemy is completely wet it will electrocute it dealing massive damage in a small area. Using the weapon consumes sanity. 

The weapon would be held as the Waterfowl Can and would whip with water comming from the tip of the can, you may imagine this as when a gene comes out of a magical lamp, when the electric attack happens a lightning runs through the water whip hitting the enemy.

Nautopilot Beacon: Can also be activated when befriended Clockworks are nearby to gather and leave them stationary in a place. The Beacon will prioritize what was already connected first.

More uses for Nautopilot YEAH, now that we can befriend Clockworks, it would be nice if we could leave them where we want, like defending a cave entrance, or just at our base for example.

So yeah not that many ideas for today but I'd like to hear some more from you all!

 

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