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I'll definitely keep these in mind if I ever decide to add more items to the Spy!
Electro Sapper (RoG and SW)
1x Cut Stone 2x Electrical Doodad 1x Gear
Usage(One Use):Throw at an enemy to shock it and temporarily render it stunned for a good 50 seconds, if thrown at a mechanical enemy(i.e Clockworks) it will fall asleep and recieve a poison that will eventually kill the clockwork at a rate a 5HP per second
Modifiers
-Add 1 Gunpowder(or Coconade)=The Sapper has an initial explosion damage with an Stun AoE but only 25 second stun time
-Add 2 Nuggets=Clockwork Poison increased to 10HP per second and Stun time increased to 60 Seconds
Dead Ringer
1x Gear 3x Gold Nuggets 1x Nightmare Fuel
Usage: When Equipped (Chest slot), The next hit on the player will cause the player to automatically turn invisible for 6 seconds with the last hit damage being nullified and all enemies nearby are set to sleep. After the player de-equips the watch, the player will recieve "Faulty Dead Ringer" which needs another Nightmare fuel to recharge it.
(1x Nightmare Fuel + 1x Faulty Dead Ringer=Dead Ringer)
Note that with the Ringer Death, The Hunger Remains the same the player's current HP is increased by 30 but Sanity is reduced by 30
So what do you think of these?
As for the variations of it, I'd tweak them too. As for the first one with the AoE explosion, I'd remove the stun time, and make it a damage based sapper. On impact, it does 70 damage, and does an extra 50 in fire damage (the fire will last 7 seconds.) This effect can spread over 1.5 pitchfork tiles of land.
The other variation? Also needs tweaking. Why so much hate for the clockworks? By making this only work on clockworks, you've made it a lot more useless.
I'd make it so that the crafting recipe is 5 red mushrooms + the normal recipe (or 2 poison glands if playing in Shipwrecked.) On impact, this sapper will cause 175 poison damage over the span of 15 seconds. This will effect 2 pitchfork tiles of land. Other effects of poisoning will not occur.
The Deadringer can also use some tweaking. The Deadringer should only be used after a certain amount of health has been depleted in a short amount of time. For example, after 60 health has been depleted in 2 seconds, you will turn invisible and run 20% faster. Each use takes up 25% of the durability.
Also, the invisibility should last for 3 seconds rather than 9.
This is probably a poorly written response, but whatever.