Status Effects

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    • #2818
      NoxiousRaven
      Member

      Feel free to critique. All status effects will have a duration.

      * Burning: Affected takes damage over time. The effect can spread to objects, players and monsters if the affected touches them. Impossible to apply or wears off if there’s no air to maintain the fire (underwater or else).

      * Oiled: If oiled targets are hit by fire attacks or touch a fire source, they are affected by burning and also take additional damage when burning is applied. The effect can be cleaned off by going into water.

      * Poison/Venom: Targets take X% damage over time. Can be cured with antidotes.

      * Wet: Targets who are wet cannot be burned and take reduced damage from fire attacks. If standing near a heat source or hit by a fire attack, the effect is removed. Wet players are slightly slowed down. Wet targets take more damage from electric attacks.

      * Frozen: Frozen targets cannot move. Heat sources will melt the ice and free those affected. Being hit enough times will also free the target. Targets take more damage from blunt/crushing attacks but less from anything else. Fire attacks deal no damage to a frozen target and frees them. Hitting a frozen target enough time frees them.

      * Knocked away: Targets are knocked away. Movement is impossible until the target lands and stands back up. Depending on the distance of the fall, fall damage can be applied. If knocked away with sufficient force, may also deal damage on contact will walls or objects.

      * Stunned/Paralyzed: Targets cannot move.

      * Wounded/Slowed: Targets cannot sprint and move more slowly.

      * Night Curse: Targets are weaker during the night (offense/defense).

      * Petrified: Targets cannot move and start choking. Increased defense against everything but blunt/crushing attacks that deal more damage to affected targets. Especially resistant to electric attacks. If hit enough times, targets are freed.

      * Marked: Targets who are marked cannot use stealth and their names always appear to those who applied the effect.

      * Invisible: Target is invisible. Vulnerable to being marked or affected by other obviously visible effects. Footsteps still audible and footprints may be visible on certain surfaces.

    • #3367
      Realisem43
      Member

      maybe most of those should be more simple so the game isnt too complex, but i think magic should causes effects like paralyzed, petrified and night curse, im not sure how magic is working but i guess it can be used as a de-buffer

      • #3402
        Kuma
        Member

        I wouldn’t say that these effects are very complex. If you look what we would love too see in the game crafting or skill wise then these are just basic complexity^^ but yes magic should have debuffs because the caster hasn’t that much physical strength normally

    • #5164
      Guy
      Participant

      It would be nice for some weapons to either have a very rare enchantment to allow their weapons to apply a buff or a debuff.

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