Wild Weapon Variants

Adds weapons created from monsters of orbis
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wildvariants-1.1.0.zip

File namewildvariants-1.1.0.zip
Uploader
AllomereAllomere
Uploaded
Oct 11, 2026
Downloads
69
Size
1.1 MB
File ID
9131666
Type
R
Release
Supported game versions
  • 0.7

What's new

  
1.1.0
Items:
 - Removed item drops from monters loot pools, now variants will be dropped from their respective monster as a rare drop, drop chance list:
 - Firesteel Shield: 15% drop chance
 - Snapdragon Daggers: 5% drop chance
 - Voideye Staff: 10% drop chance

Reworked the weapons to give them more identity and set a new standard for variants going forward, the design philosophy hasn't changed, variants should excel in a task but have its downsides

Firesteel Shield:
 - New Overheat mechanic, blocking attacks and performing the new charged slam adds to the shield's heat, once overheated the player is set on fire and takes damage from holding the shield
- Guarding no longer block 50% damage, works like other vanilla shields do, with the downside of overheating (reinforcing its nature of a offensive shield)
- Charging an attack while guarding performs a Charged shield slam, you can leap before the slam by timing a jump with the charge's release, the slam deals 24 fire damage and applies burn on enemies hit

Snapdragon Daggers:
- Every attack applies poison, consecutive applications of poison extend its duration
- Charge attacks now alternates between right/left rotation
- Signature was reworked as a "steroid" ability, activating the ultimate will briefly empower your chareged attacks to boost you further and perform more hits, applying a stronger version of the poison (also looks sick as fuck). Signature energy is not completely consumed on cast and instead decays overtime, once your energy is depleted you will leave the empowered mode ( this means signature potions can extend the signature's duration)

Voideye Staff:
- Basic attacks now consume mana and no longer have multiple charge states
- Crawlers are better at mantaining aggro on the enemies, they will try to get closer before starting an attack
- The staff now generates a passive amount of signature energy while beeing held, helping out at moments where you cant build up energy anymore because of the crawllers getting in the way
- Some attacks have received cosmetic animations to give the staff more personality, guarding makes the staff quiver in fear as you are using it to block an attack and charging basic attacks makes the eye squint as it focus to create void blasts, for some reason iddle item animations are not supported, so i had to restrain this cosmetic animations to active interactions that could trigger item animations

1.0.1

 Updated the server version
 Added a area knockback to Voideye's Signature ability

1.0.0

 First Release!

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