Unknown2006-08-24 00:08:46
Necrophiliac - Makes someone more 'interested' with corpses, those on the ground or carrying in their inventory
Kindle - it will first start out as a small fire and doing unnoticable damage, soon it'll grow and engulf someone in flames untill they find the nearest source of water or get a cleanse enchantment, Kindle works better in a room full of people, the more the deadlier.
That's all for my part (I think).
Kindle - it will first start out as a small fire and doing unnoticable damage, soon it'll grow and engulf someone in flames untill they find the nearest source of water or get a cleanse enchantment, Kindle works better in a room full of people, the more the deadlier.
That's all for my part (I think).
Unknown2006-08-24 00:32:33
Some two-hander afflictions:
BreakSpine (critical wounds to the chest, swing, target must be prone, cure: regeneration) - The warrior uses his axe to break the spine of the the opponent, causing a slight stun and permanent paralysis until regeneration is applied to the chest, and then the victim must focus body out of paralysis. After regeneration, the victim is left with broken ribs.
DislocateShoulder (heavy wounds to arm, swing, cure: mending/some discipline skill, I guess, since it fits with the feeling of that skillset) - The warrior uses his axe or sword to dislocate the shoulder of the victim, disabling that arm for parrying, attacking, and slowing down the speed with which the victim can use cures which require a hand (e.g., purgatives and salves).
KeepDown (requires an arm affliction, and heavy gut wounds, target must be prone, cure: writhe) - The warrior uses the strength and weight of his sword/axe to keep a prone enemy down by smashing it on top of his gut; the target receives a moderate stun and must writhe out of the weapon's weight. (Arm affliction required so that the target can't do a vicious push-up and throw the weapon off of him.)
Fillet (critical wounds to any body part except head, swing, cure: regeneration) - The warrior uses his greatsword to skin and fillet the opponent, leaving raw nerves (sensitivity) and bleeding. The sensitivity is cured only by regeneration.
Feint - The warrior pretends to swing the sword or axe in one direction, while the actual blow hits in another body part. Since the victim will know which body part get hit from the affliction message itself (e.g., "your right arm artery is severed" or something like that), this is used to "fool" parrying and stances.
BreakSpine (critical wounds to the chest, swing, target must be prone, cure: regeneration) - The warrior uses his axe to break the spine of the the opponent, causing a slight stun and permanent paralysis until regeneration is applied to the chest, and then the victim must focus body out of paralysis. After regeneration, the victim is left with broken ribs.
DislocateShoulder (heavy wounds to arm, swing, cure: mending/some discipline skill, I guess, since it fits with the feeling of that skillset) - The warrior uses his axe or sword to dislocate the shoulder of the victim, disabling that arm for parrying, attacking, and slowing down the speed with which the victim can use cures which require a hand (e.g., purgatives and salves).
KeepDown (requires an arm affliction, and heavy gut wounds, target must be prone, cure: writhe) - The warrior uses the strength and weight of his sword/axe to keep a prone enemy down by smashing it on top of his gut; the target receives a moderate stun and must writhe out of the weapon's weight. (Arm affliction required so that the target can't do a vicious push-up and throw the weapon off of him.)
Fillet (critical wounds to any body part except head, swing, cure: regeneration) - The warrior uses his greatsword to skin and fillet the opponent, leaving raw nerves (sensitivity) and bleeding. The sensitivity is cured only by regeneration.
Feint - The warrior pretends to swing the sword or axe in one direction, while the actual blow hits in another body part. Since the victim will know which body part get hit from the affliction message itself (e.g., "your right arm artery is severed" or something like that), this is used to "fool" parrying and stances.
Unknown2006-08-24 00:59:16
Make void exist!
Hmm. I'd like more superficial warrior afflictions, since these are going to stack with damage and wounding which eventually leads to the more serious ones. And not much more hindering capacity, they have too much already.
How about (and I hope these don't exist/have already been suggested ) -
Dislocated shoulder/knee - caused by blunt force, might cause a small amount of pain if armbalance/regular balance is consumed from the shoulder affliction, small amount of pain if you walk from the knee affliction.
A copy (yes, I know) of disfigurement would be nice for cutting/piercing warriors attacking the face.
Bruised (limb) - caused by blunt force, reduces health application healing to that area by about 20 wounds until cured.
Sliced cheek - caused by cutting/piercing, causes bleeding when eating a herb, maybe consuming two puffs when you smoke (cause half goes out the side of your face!)
Severed finger - occasionally caused by parrying against cutting/piercing targetting your arms/chest/gut, adds minor amount of bleeding.
Twisted ankle - occassionally caused by dodging against two-handers, causes you to consume 1/2 a second of balance on walking, or maybe lowers your walk per sec rate by 2 rooms.
Tetanus - ( ) caused by cutting/piercing weapons prepared earlier with layers of dirt (in lieu of poison applications) after a certain wound level. Causes the afflicted person to emote 'girn' periodically which prevents them eating/drinking for a second or so.
Hmm. I'd like more superficial warrior afflictions, since these are going to stack with damage and wounding which eventually leads to the more serious ones. And not much more hindering capacity, they have too much already.
How about (and I hope these don't exist/have already been suggested ) -
Dislocated shoulder/knee - caused by blunt force, might cause a small amount of pain if armbalance/regular balance is consumed from the shoulder affliction, small amount of pain if you walk from the knee affliction.
A copy (yes, I know) of disfigurement would be nice for cutting/piercing warriors attacking the face.
Bruised (limb) - caused by blunt force, reduces health application healing to that area by about 20 wounds until cured.
Sliced cheek - caused by cutting/piercing, causes bleeding when eating a herb, maybe consuming two puffs when you smoke (cause half goes out the side of your face!)
Severed finger - occasionally caused by parrying against cutting/piercing targetting your arms/chest/gut, adds minor amount of bleeding.
Twisted ankle - occassionally caused by dodging against two-handers, causes you to consume 1/2 a second of balance on walking, or maybe lowers your walk per sec rate by 2 rooms.
Tetanus - ( ) caused by cutting/piercing weapons prepared earlier with layers of dirt (in lieu of poison applications) after a certain wound level. Causes the afflicted person to emote 'girn' periodically which prevents them eating/drinking for a second or so.
Verithrax2006-08-24 01:03:10
Distraction - You can't perform any action that requires sustained effort, like teleporting or chasming.
Ildaudid2006-08-24 01:11:39
I would say some form of attack... lets call it Torture... say is flays someone or fillets them... but the affliction would be willpower and endurance loss with some bleeding. I don't think warriors have any affliction that helps break the will of someone... and being artfully sliced up would be a good way to incorporate it.
Unknown2006-08-24 01:13:03
Ixion - Instant fear
Unknown2006-08-24 01:28:42
Some non-warrior ones:
Photophobia (runes/stag) - if moving from indoors or tree location to an outdoor location without trees (and not at night), victim is stunned for 5 seconds and blinded. During the day victim will occasionally be blinded until cured.
Hayfever - victim will sneeze (disrupting equilibrium) and be unable to smell, scent, or holdbreath until cured. Ill-effects only observed in non-urban/road environments.
Curse of Kalodan Attention-deficit disorder - victim will randomly move/attack/yell/emote/whatever if a command is not issued every second.
Photophobia (runes/stag) - if moving from indoors or tree location to an outdoor location without trees (and not at night), victim is stunned for 5 seconds and blinded. During the day victim will occasionally be blinded until cured.
Hayfever - victim will sneeze (disrupting equilibrium) and be unable to smell, scent, or holdbreath until cured. Ill-effects only observed in non-urban/road environments.
Ildaudid2006-08-24 01:40:30
Necromancy ----------------------
Leprosy - Causes sickness which slows balance or eq time, weakening the body the longer it is in effect. (power cost 2)
Plauge - Summons rats that climb all over the opponent, proning them and gnawing for minimal damage and bleeding, infecting them with
vomiting, and fever. (Prone must be writhed or rats ignited, fever cured buy sipping frost) (power cost 5 or 3 if liched)
Submission - Leaves opponent groveling on the ground and removes the caster from their enemy list, and demented, random chance his next attack will hit one of his allies (power cost 3)
Deathmask - painting the macabre mask on your face grants you greater equilibrium OR balance not both.
Athletics ----------------------------
Rooftops - In urban environments it acts like scale does (climb up) . Allowing movement through urban areas the same way flying does. Not useable indoors. Jump causes someone on the roof to jump to the ground causing minor damage and longer eq balance than climb down.
Nimble - Dex stat increase by 2 (not weight by 2) (power cost 2) last all day
I came up with those since I am having a real hard time coming up with other warrior afflictions that are not a repeat of the ones already known....
Leprosy - Causes sickness which slows balance or eq time, weakening the body the longer it is in effect. (power cost 2)
Plauge - Summons rats that climb all over the opponent, proning them and gnawing for minimal damage and bleeding, infecting them with
vomiting, and fever. (Prone must be writhed or rats ignited, fever cured buy sipping frost) (power cost 5 or 3 if liched)
Submission - Leaves opponent groveling on the ground and removes the caster from their enemy list, and demented, random chance his next attack will hit one of his allies (power cost 3)
Deathmask - painting the macabre mask on your face grants you greater equilibrium OR balance not both.
Athletics ----------------------------
Rooftops - In urban environments it acts like scale does (climb up) . Allowing movement through urban areas the same way flying does. Not useable indoors. Jump causes someone on the roof to jump to the ground causing minor damage and longer eq balance than climb down.
Nimble - Dex stat increase by 2 (not weight by 2) (power cost 2) last all day
I came up with those since I am having a real hard time coming up with other warrior afflictions that are not a repeat of the ones already known....
Unknown2006-08-24 02:03:21
BodyCleave (gut critical) Cleave your enemy in two. PB critical wound that works only with a swing
SplitChest (chest critical) Splits the Chest open and kills at critical.
This would be alternate methods of killing someone as a PB and AL since they have lacking
Maybe a couple of afflictions to help them slow someone down?
And I think BM and BC are fine...
SplitChest (chest critical) Splits the Chest open and kills at critical.
This would be alternate methods of killing someone as a PB and AL since they have lacking
Maybe a couple of afflictions to help them slow someone down?
And I think BM and BC are fine...
Abethor2006-08-24 03:31:22
Rabies from being bitten by a wolf or steed, and maybe Leprosy, but not sure how you'd get that one.
Xenthos2006-08-24 03:35:51
Lichtouch could freeze and have a chance of giving leprosy.
Ildaudid2006-08-24 03:58:05
QUOTE(Xenthos @ Aug 23 2006, 11:35 PM) 323577
Lichtouch could freeze and have a chance of giving leprosy.
Touch right now gives chills first then freezes, but eq time is too long to be useful, if it froze right off... OR gave chills and leprosy.... may be worth touching someone.
Unknown2006-08-24 04:17:06
QUOTE(Ildaudid @ Aug 23 2006, 10:58 PM) 323579
Touch right now gives chills first then freezes, but eq time is too long to be useful, if it froze right off... OR gave chills and leprosy.... may be worth touching someone.
Thul2006-08-24 05:05:05
Random ideas of varying utility and obnoxiousness follow.
----
Marbles/Reeling/Curse of the Cardboard Cutout: On taking blunt or cutting damage while under this affliction, you become prone.
Pulled Muscles: Writhe time increase, causes damage when writhing.
Anathema: All denizens become hostile to you on your entry into a room.
Wasteful: Potions, pipes and enchantments take double or triple the sips, puffs or charges.
Lightweight: Your drunkeness level goes up at a steady rate as long as this is on. In addition, any drinks you actually consume count triple.
Balloon: If outside, you will be lifted into the air, where you cannot fall or land of your own volition. Cutting damage is doubled for you but ends the effect.
Disjoint/Repeat/Paradox: When afflicted, the last action you performed is saved. Any input will instead perform that action for the duration. Wears off with time. Affliction takes some time to cause, in the fashion of hillsmudge.
Heralding: Upon entry into a room with other players, a booming voice announces your entry in a say. Upon entry into an area, it is announced with a yell. Upon switching planes, it is announced via a shout.
Teddybear: You become a tae'dae for the duration of the affliction.
----
Marbles/Reeling/Curse of the Cardboard Cutout: On taking blunt or cutting damage while under this affliction, you become prone.
Pulled Muscles: Writhe time increase, causes damage when writhing.
Anathema: All denizens become hostile to you on your entry into a room.
Wasteful: Potions, pipes and enchantments take double or triple the sips, puffs or charges.
Lightweight: Your drunkeness level goes up at a steady rate as long as this is on. In addition, any drinks you actually consume count triple.
Balloon: If outside, you will be lifted into the air, where you cannot fall or land of your own volition. Cutting damage is doubled for you but ends the effect.
Disjoint/Repeat/Paradox: When afflicted, the last action you performed is saved. Any input will instead perform that action for the duration. Wears off with time. Affliction takes some time to cause, in the fashion of hillsmudge.
Heralding: Upon entry into a room with other players, a booming voice announces your entry in a say. Upon entry into an area, it is announced with a yell. Upon switching planes, it is announced via a shout.
Teddybear: You become a tae'dae for the duration of the affliction.
Terenas2006-08-24 07:20:09
QUOTE(Ildaudid @ Aug 24 2006, 01:40 AM) 323541
Necromancy ----------------------
Deathmask - painting the macabre mask on your face grants you greater equilibrium OR balance not both.
Rooftops - In urban environments it acts like scale does (climb up) . Allowing movement through urban areas the same way flying does. Not useable indoors. Jump causes someone on the roof to jump to the ground causing minor damage and longer eq balance than climb down.
Nimble - Dex stat increase by 2 (not weight by 2) (power cost 2) last all day
Why are you including these ideas at all if you know they're not afflictions related? Seem like a desperate attempt to upgrade your class where they're not needed.
As for new afflictions, I'd really hope that stun not be added to them. As it is we already have way too many methods of stunning and to make it worse everyone can stun with Shieldstun in Combat. We definitely do not need more methods of stunning people.
New Poison-
Haemotox- This poison will not be deadly on its own but once afflicted it will cause the body to be more receptive to all other poisons, effectively nullifying the body's natural ability to shrug off poisons (i.e. cancelling Resilience's effect). The poison will not give a message or secondary message and cannot be shrugged, but only shows up under diagnose. It will still be susceptible to the effects of Athletic Immunity though ignoring a Poisonist's Trans ability.
New Afflictions-
All Warriors- Scar/Smash Face: A vicious attack to the target's face that will leave him horribly disfigured. This will cause continuous bleeding as well as unnatural disloyalty only curable by applying Regeneration. Scar will be available to BM/PB/AL while Smash Face is the equivalent for BC.
The reason for this is Warrior currently have no method of afflicting disloyalty reliably against Guardians since the chances of the poison Hadrudrin hitting someone is virtually nonexistent (let alone sticking).
Bone Crusher: Daze- If the target's head is sufficiently damaged (heavy or higher) then a BC is able to disrupt the mental and physical process of the target so severely that all healing done by Focusing the body, mind, or spirit will take longer to accomplish. (Focus Body will take twice as long to heal things, Focus Mind will have a short delay before curing, same as Focus Spirit).
Blade Master: Slash Wrist- By targetting the arms a BM can slash an opponent's wrists causing him such unbearable pain that he is unable to use his hands effectively until cured by a salve (no OUTR/OUTB/OUTD, etc. or GET items).
Axelord: Foot Smash- By slamming the head of the axe into the foot of the target an Axelord will not only force the target proned (kneeling in pain) but also unable to leave the room through normal means (Walking/Tumbling/Swimming/Flying) for a short duration until the pain fades away.
Shorlen2006-08-24 07:23:35
QUOTE(Thul @ Aug 24 2006, 01:05 AM) 323582
Anathema: All denizens become hostile to you on your entry into a room.
Too powerful for tanking - imagine Ixion having this on him as a defence during Wildnodes or something
QUOTE
Wasteful: Potions, pipes and enchantments take double or triple the sips, puffs or charges.
There's already an addiction affliction that does that for potions - completely worthless fo ranything but griefing.
QUOTE
Teddybear: You become a tae'dae for the duration of the affliction.
Most deadly affliction ever!
Ildaudid2006-08-24 07:30:12
QUOTE(terenas @ Aug 24 2006, 03:20 AM) 323596
Why are you including these ideas at all if you know they're not afflictions related? Seem like a desperate attempt to upgrade your class where they're not needed.
As for new afflictions, I'd really hope that stun not be added to them. As it is we already have way too many methods of stunning and to make it worse everyone can stun with Shieldstun in Combat. We definitely do not need more methods of stunning people.
Because necromancy needs help.
Binjo2006-08-24 07:49:47
Liquid Skin - Causes damage of all types to cause (more) bleeding, salve use causes minor pain upon application. Cured by regeneration?
Overconfidence - Relaxed stance and parry, because you can take them, right?
Not like I know anything about dreamweaving but:
Dreamer's curse - dormant affliction that waits until the target is asleep, strips kafe etc. and sends messages to the dreamweaver while the target dreams, first just the name, and then the name and the area, and then the name and the room name. Silent affliction, but it gives warning messages in the dreams after the second or third message is sent out.
Overconfidence - Relaxed stance and parry, because you can take them, right?
Not like I know anything about dreamweaving but:
Dreamer's curse - dormant affliction that waits until the target is asleep, strips kafe etc. and sends messages to the dreamweaver while the target dreams, first just the name, and then the name and the area, and then the name and the room name. Silent affliction, but it gives warning messages in the dreams after the second or third message is sent out.
Shorlen2006-08-24 08:19:20
A few ideas:
Exposed - you cannot circle, pentagram, or salt.
Emo (or self-loathing) - Your aggressive actions hit yourself.
Twisted ankle - attempting to move makes you fall down instead.
Rabies - your targetted aggressive actions instead cause you to bite your target, a physical cutting attack that afflicts with rabies.
Dwindle - effects that would heal your ego heal 25% less.
Mioptic - targetted actions (anything that blind prevents) have a 50% chance to fail, but consume balance/eq as if they didn't.
Internal bleeding - cause increasing amounts of uncurable bleeding until cured.
Dislocated limb - unable to use the limb until cured - causes blackout when cured.
Insecurity (? Can't think of a good name ) - all attack messages from other players appear to target you even when they don't.
Exhausted - can only move one room every two seconds without getting the hasty message, causes balance loss when getting the hasty message.
Exposed - you cannot circle, pentagram, or salt.
Emo (or self-loathing) - Your aggressive actions hit yourself.
Twisted ankle - attempting to move makes you fall down instead.
Rabies - your targetted aggressive actions instead cause you to bite your target, a physical cutting attack that afflicts with rabies.
Dwindle - effects that would heal your ego heal 25% less.
Mioptic - targetted actions (anything that blind prevents) have a 50% chance to fail, but consume balance/eq as if they didn't.
Internal bleeding - cause increasing amounts of uncurable bleeding until cured.
Dislocated limb - unable to use the limb until cured - causes blackout when cured.
Insecurity (? Can't think of a good name ) - all attack messages from other players appear to target you even when they don't.
Exhausted - can only move one room every two seconds without getting the hasty message, causes balance loss when getting the hasty message.
Unknown2006-08-24 15:27:59
A couple of random afflictions:
Vanity - You cannot stand the disfigurement that any serious facial damage (sliced ears and scalp) would bring, and will be transfixed with horror whenever you see your face in a reflection (e.g., a mage reflection or a lake) until the next aggressive action towards you wakes you up.
Nostalgia - The deaths of past allies and community members have taken its toll on you, and when you look around, all you see are those who have died in the past year. (Replaces names of people shown by WHO, the names of people around you, and voices with random allies or community members who died in the past year.)
Alcoholism - Unable to resist the lures of alcohol, you feel compelled to drink the highest-proof liquor you own constantly (fires on a one second tic or something around that) or, lacking liquor, you will take it from the hands of someone near you.
Lobotomy - A properly exercised lobotomy cures the patient of all mental illnesses that are the cause of social ills, but unfortunately leaves him unable to properly move, eat, attack, or perform any passive or aggressive action in a short while (e.g., leaves a .5 second gap or so to cure the lobotomy, but then everything stops). Cured by regeneration (not curable by allheale), once cured the patient is left with stupidity, amnesia, fractured skull, impatience, paralysis.
Depression - You're feeling down, way way down. No one likes you, no one understands you, and you don't feel like doing anything. (All allies become enemies, attempts at speech is turned into random emo emotes, and willpower costs for actions double.) Cured by smoking weed.
Bullied - Your speech stutters and stammers when confronted with a childhood, or perhaps adulthood, bully. You charisma acts as if it was -2 to the bully alone. (E.g., the base ego number doesn't change, but influencing and debating gets harder when dealing with that specific mob or person.)
I haven't listed the cures for some afflictions because I don't know what cures would make them balanced.
Vanity - You cannot stand the disfigurement that any serious facial damage (sliced ears and scalp) would bring, and will be transfixed with horror whenever you see your face in a reflection (e.g., a mage reflection or a lake) until the next aggressive action towards you wakes you up.
Nostalgia - The deaths of past allies and community members have taken its toll on you, and when you look around, all you see are those who have died in the past year. (Replaces names of people shown by WHO, the names of people around you, and voices with random allies or community members who died in the past year.)
Alcoholism - Unable to resist the lures of alcohol, you feel compelled to drink the highest-proof liquor you own constantly (fires on a one second tic or something around that) or, lacking liquor, you will take it from the hands of someone near you.
Lobotomy - A properly exercised lobotomy cures the patient of all mental illnesses that are the cause of social ills, but unfortunately leaves him unable to properly move, eat, attack, or perform any passive or aggressive action in a short while (e.g., leaves a .5 second gap or so to cure the lobotomy, but then everything stops). Cured by regeneration (not curable by allheale), once cured the patient is left with stupidity, amnesia, fractured skull, impatience, paralysis.
Depression - You're feeling down, way way down. No one likes you, no one understands you, and you don't feel like doing anything. (All allies become enemies, attempts at speech is turned into random emo emotes, and willpower costs for actions double.) Cured by smoking weed.
Bullied - Your speech stutters and stammers when confronted with a childhood, or perhaps adulthood, bully. You charisma acts as if it was -2 to the bully alone. (E.g., the base ego number doesn't change, but influencing and debating gets harder when dealing with that specific mob or person.)
I haven't listed the cures for some afflictions because I don't know what cures would make them balanced.