Corrupt Elemental Weaponry
Corrupted Elemental Weaponry
Similar to your Elemental Weaponry, but you've decided ethics means jack to you! You've found a way to corrupt the elements and insert them into your augments!
Dark Acid Augment: Target loses all of their Defense & takes an extra 1d12 damage for 2 turns.
Dark Fire Augment: Before damage on each successful hit, roll 1d20 & 1d4 , if both crit (Critical Hit) the target is instantly incinerated (bosses take 25% of their max HP, rounded up).
Dark Lightning Augment: Before damage on each successful hit, roll 1d20 ; a result of >10 results in the target being Stunned for 5x turns (Bosses take an extra 1d20 damage instead).
Dark Air Augment: Forcefully shoves the hit target back 1d10 tiles (see: Collision Damage).
Dark Stone Augment: Triple the damage of the weapon this augment is attached to.
Dark Ice Augment: Roll 1d12 & 1d6 with each attack. If the d12 crits (Critical Hit), the target is Frozen. If the d6 crits (Critical Hit), the target takes both of the rolled dice as extra Frost Damage. If both crit (Critical Hit), the target is Frozen and shatters on the next hit, killing them instantly.
Dark Water Augment: Heals the target for two (2) times the weapon's damage instead & heals the user wielding this augment by the same amount.
ORDER Augment: Pick a potion effect to apply with each successful attack.
Note: You may only have 1 of these Augments on a single given weapon.
After each use, the Augment will have a 1d10 chance (breaking on a '1') to break from the instability of the corruption.
You can only carry 1 spare Corrupted Elemental Augment on you at a time.
Unlike normal Augments, even the slightest attempts at removal cause the whole device to fizzle; losing all components in the process & rendering the device "destroyed".
Augment | Effect |
---|---|
Dark Acid | Target loses all of their Defense & takes an extra 1d12 damage for 2 turns. |
Dark Fire | Before damage on each successful hit, roll 1d20 & 1d4, if both crit the target is instantly incinerated (bosses take 25% of their max HP). |
Dark Lightning | Before damage on each successful hit, roll 1d20; a result of >10 results in the target being stunned for 5x turns (Bosses take an extra 1d20 damage instead). |
Dark Air | Shoves hit target back 1d10 tiles on a successful hit. |
Dark Stone | Triples the damage of the weapon this augment is attached to. |
Dark Ice | Roll 1d12 & 1d6 with each attack. If the d12 crits, the target is Frozen. If the d6 crits, the target takes both of the rolled dice as extra Frost Damage. If both crit, the target is Frozen and shatters on the next hit, killing them instantly. |
Dark Water | Heals the target & user for 2x the weapon's damage instead of dealing damage. |
ORDER | Pick a potion effect to apply with each successful attack. It has a Strength of 3 & a Duration of 1. |
Cost: 5 Materials
Speed: Action
Damage: See Table
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