Disclaimer: this post is not a critic in any way and I don't think powers should be reworked anytime soon.
I was bored in my work so thought I'd rework the powers. I made two for each boss except the Queen because I haven't reached the mistlands yet. The first power is a utility one and the second is a combat related one. Tried to not make them op so some of them have a Minor setback, kind of like the monkey paw.
These new powers try to relate more to the lore of the bosses and in some cases other aspects of them, which will be the case for Moder and Eikthyr. Anyway, hope you like them and of course, numbers can always be tweaked.
Eikthyr
The god of iron antlers reveals his secrets to you. Ores smelt 50% faster and consume 50% less coal.
Reasoning: his description talks about his iron antlers and his chains. So I thought on something related to the forge.
Animals feel in you the aura of their master. Nature animals don't run away and aggresive animals will become passive (any non humanoid creature).
Reasoning: he is a giant deer so yeah.
The elder
Like the trees, you love sunny days. Forces the weather to be sunny for 10 IRL minutes (no rain, snow storm or mist, even in the swamp).
Reasoning: the wiki states the boss has an aura that removes mist or rain in the fight, so I thought it would fit thematically to use that to our advantage.
The roots grow in search of your enemies. For five minutes, roots (they can't either move, attack or cast spells for 2 seconds) any enemy that you hit and any enemy that hits you.
Reasoning: kind of self explanatory, the boss is the king of the trees and has an attack that uses roots. Also why does his current power help you destroy his kin?
Bonemass
You become the blob. For 5 minutes you take no fall damage.
Reasoning: he is the king of the blobs that bounce around.
The pestilence of the dead engulfs you. You deal heavy poison damage with any weapon and that poison ignores resistances.
Reasoning: he is the boss of the poisonous biome.
Moder
You embrace the natural charisma of a mother. Animals become tame quicker and tamed animals reproduce faster.
Reasoning: she is represented as a mother, so I focused more on that side for this one since wind related powers really narrow it down to the current power.
The strong winds of the mountains aid you in times of strife. You aim quicker with arrows, arrows do more damage and don't fall because of distance.
Reasoning: the only thing wind related I could come up with that is not either fall damage, flying or sailing.
Yagluth
Ancient shamanic powers are now yours to harness. Summon a rain that makes your crops grow faster (you still become wet).
Reasoning: fulings clearly control magic and are able to grow crops. Also the boss can summon meteors, so I mixed all three.
The king of plunderers manifests his greed through you. Any kill drops a small amount of gold.
Reasoning: I know gold doesn't have many uses but this power seemed natural to Yagluth for me.
Bonus because the gold one is lame:
Desperate times call for desperate measures. For 5 minutes, pressing the power key will transform any metal bar in your inventory into 100 eitr.
Reasoning: again, something related to magic and valuable things.
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