Herbs/nuts/poisons in Angband?

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  • Shockbolt
    Knight
    • Jan 2011
    • 635

    Herbs/nuts/poisons in Angband?

    I have no idea if this has been brought up one or more times in the past, but what if:

    -Herbs/nuts: in addition to the various potions, specific herbs could be introduced to Angband that would be a remedy against all sorts of wounds and illnesses to the player. This idea is based on the various herbs found within the Rolemaster rpg system. We could use the names they're using or go for totally new names for the herbs.

    Just a few examples:

    -Herb/nut that heal minor wounds
    -Herb/nut that heal 1D6 hits
    -Herb/nut that cures confusion
    -Herb/nut that restores sight

    -Poisons: What I'm thinking here are poisons that you apply to a weapon or missile which have a one-time effect when used, let's say you apply a certain poison to a sword and successfully hit a npc yielding poison damage, then the poison is gone from the sword. The same would apply for missiles.

    Just a few examples:

    -Poison that gives extra damage
    -Poison that blinds
    -Poison that confuses
    -Poison that gives extra damage over time
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  • Derakon
    Prophet
    • Dec 2009
    • 9022

    #2
    Herbs/nuts: so, mushrooms?

    Poisons sound like temporary brands, which I mentioned in the bladerune thread.

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    • Shockbolt
      Knight
      • Jan 2011
      • 635

      #3
      Originally posted by Derakon
      Herbs/nuts: so, mushrooms?

      Poisons sound like temporary brands, which I mentioned in the bladerune thread.
      I guess some of the herbs/nuts would have the same effect as the mushrooms, but they'd be...herbs/nuts...and new effects could possibly be introduced with these.

      It would possibly be less work all in all to just leave the game with the mushrooms that are in it, or build upon it by introducing new stuff like these
      http://www.rpgartkits.com/
      Fantasy art kits for personal and commercial use. Commercial use requires a Developer license, also available through my website.

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      • fph
        Veteran
        • Apr 2009
        • 1030

        #4
        Actually mushrooms, functionality-wise, are just a duplicate of potions. Basically there's two bits of design space for consumables:
        -can I use it while confused/blind?
        -is it failproof?

        potions and mushrooms are Y/Y; scrolls are N/Y; wands/staves are Y/N. If I am not mistaken, there's no N/N, apart from spells, but they're a different kettle of fish since they highly depend on the character class.
        --
        Dive fast, die young, leave a high-CHA corpse.

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