Greater Shadow Death
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Auchand: To answer Vishra's questions about GSD weapons:
GSD weapons have a script flare called Darkrasp. Darkrasp deals HP damage to an enemy and applies Feeble. When Darkrasp triggers, it grants you a benefit called Profane Bargain, which gives your next attack an AS bonus based on the weapon's current Satiety.
Auchand: At Tier 4, Profane Bargain gives you an SMR Defense buff based on Satiety that lasts for 15 seconds after every flare.
Auchand: At Tier 5, Profane Bargain can also put you into hiding.
The morning star is a Greater ShadowDeath weapon of Tier 5.
The product of a perverse and corrupting ritual, the star feeds upon the life essence of foes to gain Satiety, which empowers its wielder and its own unsavory abilities. The star has the following capabilities:
Darkrasp: When not at 0 Satiety, the weapon has a chance to flare with inky
black tendrils that will deal concussion damage and apply Feeble
to the target and grant the wielder a boost to Attack Strength
on their next attack based on the weapon's current Satiety.
Cost: 1 Satiety
Umbral Crescent: When WAVEd, the weapon performs an area of effect attack affecting
up to 1 creature per Tier; on a failed SMR test, the creature takes
health damage and the weapon generates 5 Satiety per target hit.
Cooldown: 1 min
Predator's Lure: When TURNed, the weapon forces up to 5 unengaged hostile creatures
within adjacent rooms to make a Mental MDR test; on a failure, they
are drawn into the wielder's room.
Cost: 5 Satiety; Cooldown: 3 min
Black Transfusion: The wielder can INFUSE {#} spirit into the weapon, generating 5
Satiety per spirit infused.
Cooldown: 5 min
Umbral Dread: Umbral Crescent also applies the Horrified condition to affected
creatures.
Shadowgate: The wielder can TOSS their weapon. It will search for another
transport-eligible room in the area with at least one hostile
creature and no other adventurers. The player and, if they are
leading a group, their group, will teleport to the room.
Cost: 10 Satiety, Cooldown: 3 min
Improved Darkrasp: Darkrasp flares enhance the wielder's senses and reflexes,
granting a bonus to SMR defense for 15 seconds based on Satiety.
Malison of Unmaking: The user can CLENCH their weapon, causing their next successful
attack with it to afflict their target with a disruptive curse.
The target must make an SMR test every 2 seconds for the next 10
seconds, taking Disruption damage on failed tests.
Cost: 5 Satiety; Cooldown: 2 min
Gloomform: The wielder can RAISE their weapon, empowering themself with
darkness. During this time, the weapon behaves as if it is
at maximum Satiety for 1 minute, during which Darkrasp's flare
chance is increased. Abilities do not consume Satiety while
Gloomform is active.
Cost: 50 Satiety; Cooldown: 5 min
Hungering Gate: 3 seconds after being activated, the wielder's Shadowgate will
detonate. Up to 3 creatures must make an SMR test or take
Disruption damage and be Terrified.
Apex Darkrasp: Darkrasp flares have a chance to hide the wielder.
Additionally, the morning star has the following fluff abilities:
TOUCH
SNAP {target}
TILT
GAZE
LISTEN
PULL (produces shadow orbs)
HUG (meld your weapon with your body)
SUMMON (retrieve your weapon)
You might be able to have a talented merchant lighten the morning star for you.
Highlights/Additional Info:
1) These are 7x base and have acid in addition to the Darkrasp flares. The weapon provides a passive AS bonus up to +25 based on how sated it is. Your first attack after a Darkrasp flare or the AoE Umbral Crescent ability can increase your AS by up to another +25 when fully sated. As mentioned above, the Darkrasp flares also give you a solid SMR bonus for 15 seconds
2) Darkrasp flares seem to do up to 100 damage and apply Feeble (50% penalty to EBP) and have a chance to hide you at T5
3) Predator's Lure can bring up to 5 creatures from neighboring rooms into your own room, and Shadowgate will take you to a nearby room with creatures but not players (and then hit them with an AoE 3 seconds later)
4) The disruptive curse from Malison of Unmaking is more powerful than mindwrack flares (Usually 50-70 per 2 second tic)
5) Pulling these weapons will create neat shadow orbs you can RP with
6) Much like T3 Briar, It's very easy to keep the base +25 AS bonus up (well +23/+24) most of the time