Darkest Tarot Cards!
Introduces new inn item – Tarot Cards
They are available to find the same way as other inn items.
Upon use you roll 3 out of 44 effects, buffs and debuffs alike (22 normal cards, 22 reversed cards) that will be available to be seen after embarking in a conditions/buff tab
All buffs/debuffs are only for the next region!
If you dont want to be spoiled dont look up the effects that are counted below and put your fate in the cards.
Have fun <3
Buffs:
When HP <50%: +50% max HP
On hitting the enemy: destroy 2 death armor
20% more positive banter <:
On hitting the enemy: apply barnacle
When enemy has combo: apply 1 of each DOT
On getting hit: +25% DOT res (4 rounds)
Gain when moving: 1 STR token
On entering combat: +2 max HP
On combat start: Gain one shroud baby token thingy(i couldnt figure out how to give hero an ordainment so this will do hah)
On killing blow: gain 2 RELICS
On hitting the enemy: destroy 2 positive tokens
Gain when healed: 2 regen
On dodging /missing enemy attack: 1 STR token
On getting hit: apply 1 weak token to the enemy
Apply to enemy when hit: blight
On combat start: Gain 2 deaths door tokens
When hitting the enemy: 10% chance to transfer DOTS on them
On killing the enemy: +3 CRIT (better killer glow)
On combat start: stress heal 2
+20% for resolute <:
Pretty much defiant for one region
On hitting the enemy: 33% chance for combo token
Debuffs:
On hitting the enemy: 25% to stun the enemy, 33% to stun yourself
20% blight RES, Upon round start: 5% chance to gain Gastric Juice token
On hitting the enemy: 50% chance to add 1 dodge
Round start: convert block+ into block
Gain when moving: immobilize token
On killing blow: 20% chance for self stun
On getting stressed –4 SPD(4 rounds)
-10% DOT pierce
When missed by the enemy: take 1 DMG
On round start –1 max hp for the remainder of the battle
5% to gain winded when hitting the enemy
First 2 rounds of combat: cant gain block
When hit by the enemy:-5 crit (3 rounds)
20% more negative banter <:
Round start:5% for a pyro bomb
If stress is <6: gain 1 stress(50% chance)
70% stress res, on round start: get 2 stress
Apply on hit: block 66% chance
Apply on hit: consecration of fort 5% chance
Apply on hit:consecration of light 5% chance
On dot resist: gain 1 bleed
Gain when healed: 1 stress