In Forge of the Elements, negative status effects prove not only an effective tool in dispatching foes but also a grave risk to adventurers. For casters, disabling foes is often the only defense available. For melee characters, negative status effects prove the only real threat. In the following post, I will explain the negative status effects in game to help players get started.
Blind: Reduces vision radius to two squares and lowers attack. Limiting field of view prevents ranged targeting.
Burn: Damage over time, modified by wisdom bonus and level.
Confuse: Prevents player from using ranged combat, may cause random movement. Causes AI to be unable to determine friend from foe.
Corrode: Lowers AC, defense, and attack.
Daze: Lowers block and dodge chance, prevents casting.
Disease: Causes enemies to degenerate, reduces healing.
Drain: Not yet implemented!
Fear: Causes AI to flee in terror, prevents player from making melee attacks.
Frozen: Lowers speed slightly.
Immobilize: Prevents movement.
Knock Back: Knocks enemies back two spaces.
Invisible: Raises stealth level.
Lull: Makes AI far less likely to become aware of enemies unless attacked.
Paralyze: Prevents all action for several turns.
Poison: Acid damage over time, modified by wisdom modifier and level.
Pull: Pulls a foe closer.
Sleep: AI and Player fall asleep.
Slow: Drastically lowers speed, causes AI to lose all action points.
Stop: Massive speed loss for one turn.
Stun: Prevents all action for one turn.
Weakened: Lowers damage from melee and ranged combat.
Tuesday, August 11, 2009
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