#Perfected Decay

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silk bridge
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A rough, brittle crystalline substance. Flakes seem to detach themselves of the crystal at random intervals, staining your bags with a sickly silver.

Perfected Decay is an item that can be applied to your wands. This will make your selected wand cursed, but instead of the usual randomness inherent to cursed wands, its effect will change depending on what wand it is.

Perfected Decay can be obtained either by alchemy or in secret rooms.

Modified Effects

Magic Missile
On use, Magic Missile will shoot out a damaging bolt. If it kills, a random wand you own will gain +1 for ((MM level/2)+1) uses and you will gain a few turns of wand recharging. If it doesn't, a random wand of yours will lose 1 charge and be degraded for ((MM level/2)+1) turns.

Fireblast
On use, Fireblast will shoot out the usual cone of fire, but it will also set every adjacent tile on fire for 2 turns. Whenever you damage an enemy that is already on fire with Fireblast, they will explode, dealing additional damage and destroying items/terrain.

Frost
The frost bolts will leave behind a trail of blizzard gas that dissipates quickly. On use, it will apply Chilled to every creature in a radius equivalent to its level, you included.

Lightning
On use, Lightning will spew out several lightning branches that will arc out, like real lightning except a bit more horizontal. The arching lightning will prioritize targets with metal on them, like most machines, Gnoll Brutes, and you.

Disintegration
The disintegration beams will destroy anything in their trajectory, save for solid walls. This includes statues, doors, iron locked doors (not boss or crystal), chests, ground items and even active traps. It will deal greatly increased damage for every object destroyed (like really high damage boosts) and has the added bonus of instantly killing mimics.

Prismatic Light
On use, Prismatic Light will blind everything in the room for some time. Some enemies are immune to this effect.

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Corrosion
Corrosion will become unstable and spew out gas in several other directions when cast. Each bonus bolt will have lower damaging gas.

Living Earth
On use, Living Earth will function as normal. Whenever the Earthen Guardian appears, you will be rooted and will lose half of your evasion. Said Earthen Guardian will now have increased armor, health, damage, accuracy and will gain the evasion you lost. The rooting stops when either you or your guardian die.

Blast Wave
On use, Blast Wave will knock you back. On impact, the blast radius is increased to a 5x5 square. Enemies knocked into a wall will take bonus damage. Additionally, flying enemies knocked into a wall will lose their flight. Some enemies are immune to that effect (Sentries, Elementals)

Corruption
On use, Corruption will deal an additional bit of damage alongside the corrupting. Whenever a corrupted enemy dies, an immortal, uncorruptable wraith will spawn in their place. The new wraith dies after existing for 15 turns.

Warding
I have no idea ech

Regrowth
On use, Regrowth will spawn a few Lashers that will attack anything that gets in range. The Golden Lotus will now attack anything it sees with magic.

Transfusion
No idea either truespinner

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neat

fresh parcel
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Warding
Creates the special red sentry, that is immune to all damage and deals 67% of wand's damage every turn. It has 2 turns of charge-up and exists for 25 zaps. This sentry can choose both enemies and allies (including hero) as targets to attack.

dawn robin
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Transfusion
Charms near by enemies and allies (including hero) causing them to not be unable to attack for 10 turns

fresh parcel
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Transfusion
Zapping enemies enrages them, making them deal X% more damage and resist X% damage (X depends on percentage of enemy's health). Damaging enraged enemies heals player by 50% of dealt damage.

dawn robin
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Ye that's better