It holds the power to unlive the dead but also to undead the living…
This one is the same idea as the other set pieces, it equips to any ability slot! If the entire set is equipped, this item gets a special BUFF!
Obtained by: being one tile away from spooky boi while you use your ability 3 times, must be in a row
If spell:
One shot, random direction, has infinite range and pierces enemies and obstacles (not walls).
Damage: 900-1000
Cost: 110 mp
Cool down: 2.5 sec
Bonus (if all other set pieces are equipped): the shot fired now explodes upon hitting any targets (still piercing) with a 1.5 tile radius, dealing 200-300 damage per explosion, is homing toward you current quest (it will stop at that if it hits) if it moves within a 100 tile radius of it.
If tome:
Mp cost: 115
Radius: 4 tiles
Effect: heals 105 hp to party, no wis mod, healing to party for 7 seconds, buff matches with all allies within party (that is, if there is someone in the range with a buff you don’t have like berserk or damaging, everyone in that range now has the buff, this does include debuffs like slowed and armor broken, the duration also matches with however much the original person has left)
Bonus: creates a 6x6 area where people inside are immune to debuffs, has a healing fountain, and enemies can come inside (if there is one inside, it will remain inside until it is killed or despawned)
If Helm:
Someone else make this otherwise it’s gonna be perma armor break, disabled nexus, and tp on top of nearest boss
If quiver:
Damage: 150-200
Mp cost: 120
No piercing, range is 15
Effect: weak (halved damage), daze, slowed, armor broken, sick (disabled all healing), bleeding( boss loses 0.5% hp/ sec, counts toward sb damage) cursed, for 1.5 seconds, stasised for 0.5 seconds
If cloak:
Invisible on self for 2 seconds
Doubles all stats for 2 seconds
Immunity to debuffs for 1 seconds
Bonus: loot X1.1, chance to raise tiers by one
Mp cost: 65
Cd: 3 seconds
If shield:
Shots: 1
Range: 2
Effect:
Damaging on self for 2 seconds
Armored for 2.5 seconds
Damage: 600-750
Breaks invul, forces boss to move to next non invul phase (yes this means, you can auto rage tomb bosses while they still have ~40k hp)
Cool down: 6 seconds
Bonus: steals all positive buffs from target, includes invul, maximum of 4 seconds
If seal
Increase max hp of party by 90 (no wis mod)
Healing for 3 seconds on party
Armored on self for 3 seconds
Increases all damage (party) by 30%, includes pets and abilities for 3.5 seconds
Cd: 4 seconds
Bonus: priority targeting on self for 2 seconds (as in, all enemies will try to chase you instead of others), blocks piercing shots, (you can block shots that hit multiple allies), armored for 3 seconds becomes armored on party for 3 seconds and invul on self for 2 seconds, 20% chance to ignore a debuff (passive, you don’t need to press space for this to be in effect)
If trap:
Damage: 50-75
1 second to set up for 4 seconds
Explosion radius: 4 tiles
Activate radius: 2 tiles
Cursed on targets for 1.5 seconds
Mp: 25
Bonus: damage increases by 10% for each consecutive hit from the traps, stacks up to 3600%, counts for stacking if you hit invul enemies.
If skull:
Mp cost: 160
Radius: 4.5 tiles
Damage: 400-500
Steals 50% hp
Effect: BUFF swap, steals all positive buffs from target (no invul), transfers all negative effect from self to all effected targets (blind, drunk, etc. won’t do anything to enemies but you will still rid of them)
Bonus: while keyheld:
Mp cost: 20/sec
Pick up nearest obstacle and move to where mouse is, drops it when key is no longer held cannot move to where allies stand. Basically, you can move an obstacle while holding space, but the obstacle does not activate until you drop it. You cannot pick up walls. Does pass between dungeons (you can drag a tree into an ot). You can also move turrets in tombs, while they are picked up they will not shoot.
If poison:
Paralyzed on targets for 3 seconds, doubles their hit boxes size
Radius: 5 tiles
Poison: 800 damage over 3 seconds
Mp cost: 120
Bonus: over the three seconds, poisoned enemies now have vamped effect.
Vamped: heal 10% of the damage you deal to this target via weapons only. Basically every is now a necromancer if you attack vamped enemies with a weapon (only weapon, no abilities or pets!).
If orb:
Mp: 120
STaSiS: 4 radius, 4 seconds
Curse: 8radius, 8 seconds
Armor broken: on enemy within 6 tiles with the highest hp
Berserk on self for 5 seconds
Projectiles piercing for 5 seconds
Bonus:
Without pressing key: full set must still be equipped, 10% chance to deal 150% damage
While key held:
Mp cost: 45/sec
50% chance for a shot to deal 1500% damage
If prism:
Decoy: 4.5 seconds
Stasised on target location: 1.75 seconds
Mp cost: 85
Bonus: decoy becomes one of the following:
A random moving tomb turret that targets enemies
An ice sphere the only hurts enemies
A stone mage that only targets enemies
A shade of Feargus that only targets enemies
All of these will be colored a shade of light gray so it isn’t tooooooo trolley. Projectiles remain the same color
Does not count toward sb damage
If scepter:
Chain lightning will be the exact same as a t4
Chance to OHKO a target: 5%
Mp cost: 115
Cd: 3 seconds
Bonus: OHKO now effects invul enemies, chance becomes 15%
Lelxd, this set is supposed to be overpowered, but it’s hard to get as it’s not that it’s rare, you just have to pull off some weird and dangerous stunts with spookie boi!