Feasting Hunger (passive): Regardless of the means, whenever an enemy comes into contact with the Dark Matter, pieces of it break off, attempting to devour them. Each piece is 20% of Verina's INT. To remove them, an explosive attack must be used on them that is stronger than the combined INT of the pieces. There is no limit to the amount of pieces that can be on a target.
Corrosion (passive): Any attacks using the Dark Matter Verina makes against any enemy with at least 5 charges of Feasting Hunger, generate double the amount of charges of Feasting Hunger.
Jagged Barbs: If an opponent has at least 3 charges of Feasting Hunger on them, Verina can trigger the pieces to form inward spikes, impaling the opponent and momentarily stunning them, preventing movement.
3 turn Cooldown.
4 uses per battle.
Impalement: Verina erupts spikes of corrosive Dark Matter from beneath the feet of her opponents. All opponents hit by this technique receive 3 charges of Feasting Hunger. (Corrosion will make this 6).
5 turn cooldown.
2 uses per battle.
Iron Maiden: Verina uses a charge of Viscuous Goo to heavily wound the target by gathering the remaining charges and encasing them, with barbed spikes jutting inwards. Consumes one charge, Power = total INT of remaining charges.
Unlimited uses.
4 turn cooldown.
Leaves target immobilized until their next turn.
Corrosion (passive): Any attacks using the Dark Matter Verina makes against any enemy with at least 5 charges of Feasting Hunger, generate double the amount of charges of Feasting Hunger.
Jagged Barbs: If an opponent has at least 3 charges of Feasting Hunger on them, Verina can trigger the pieces to form inward spikes, impaling the opponent and momentarily stunning them, preventing movement.
3 turn Cooldown.
4 uses per battle.
Impalement: Verina erupts spikes of corrosive Dark Matter from beneath the feet of her opponents. All opponents hit by this technique receive 3 charges of Feasting Hunger. (Corrosion will make this 6).
5 turn cooldown.
2 uses per battle.
Iron Maiden: Verina uses a charge of Viscuous Goo to heavily wound the target by gathering the remaining charges and encasing them, with barbed spikes jutting inwards. Consumes one charge, Power = total INT of remaining charges.
Unlimited uses.
4 turn cooldown.
Leaves target immobilized until their next turn.