I'm thinking of revising the list of damaging elements in Halls of Mist.
Damaging elements can be used in elemental bolts, breaths, brands, etc. They always cause damage and often have (potential) side effects.
I don't think poison, disease, confusion, etc. should be handled as dangerous elements in Mist. They are simply status effects that can be resisted. (But all of these are potential side effects for some damaging element.) Light and darkness feel weird as sources of damage, and I've removed them from the list.
Most elements have one or more potential side effects besides damage. The chance for a side-effect might vary from 20% to 100%.
A resistance of 55% would reduce damage by that amount, and would have a 55% chance of negating any side effect.
The complete list might look something like this:
One important design consideration is that every realm should have a different list of typical elemental attacks:
Mist's Chaos is Elemental Chaos. I imagine Nexus as the force that connects "atoms" together and sets their location in space. Therefore, Nexus attacks both disintegrate and displace things.
Both Acid and Rot appear in nature, so they are appropriate for Thornwild. (Druids would have access other elements, like Electricity and Water. Many undead of other realms have Rot attacks.)
For Skultgard elements I'm going for alchemical/laboratory flavour. Historically, Mercury has been one of the most important elements for alchemists. I'm imagining Skultgard animists using Mercury to give false life to golems or zombies, and also transmogrifying dwarves and giants into monstrous ogres with enchanted abilities. As a highly poisonous element Mercury would also work fine for well for spells like Quicksilver Dagger and Mercury Vapor. (Some Skultgard mages would also have access to Acid, Cold, Heat, Shards and Nexus.)
Aether is an astral realm of dreams, myths, gods, demons, ghosts. Time means little in the realm of Aether. In Aether, you might have visions of future or stumble into an old friend that died years ago. Therefore Time also makes perfect sense as a damaging element. But I'm not sure whether Psyche is a good name for an element -- would Spirit or maybe Dream be better?
Damaging elements can be used in elemental bolts, breaths, brands, etc. They always cause damage and often have (potential) side effects.
I don't think poison, disease, confusion, etc. should be handled as dangerous elements in Mist. They are simply status effects that can be resisted. (But all of these are potential side effects for some damaging element.) Light and darkness feel weird as sources of damage, and I've removed them from the list.
Most elements have one or more potential side effects besides damage. The chance for a side-effect might vary from 20% to 100%.
A resistance of 55% would reduce damage by that amount, and would have a 55% chance of negating any side effect.
The complete list might look something like this:
Code:
Acid Cold slow Electricity stun Heat Mercury poison, speed up animated monsters Nexus teleport Psyche confuse, hallu, fear Rot disease Shards cut Time drain XP, drain stats, slow or speed up Water minor displacement, stun, confuse
Code:
REALM MOST COMMON ELEMENTS Aether Psyche, Time Skultgard Electricity, Mercury Thornwild Acid, Rot Chaos Cold, Heat, Shards, Water, Nexus
Both Acid and Rot appear in nature, so they are appropriate for Thornwild. (Druids would have access other elements, like Electricity and Water. Many undead of other realms have Rot attacks.)
For Skultgard elements I'm going for alchemical/laboratory flavour. Historically, Mercury has been one of the most important elements for alchemists. I'm imagining Skultgard animists using Mercury to give false life to golems or zombies, and also transmogrifying dwarves and giants into monstrous ogres with enchanted abilities. As a highly poisonous element Mercury would also work fine for well for spells like Quicksilver Dagger and Mercury Vapor. (Some Skultgard mages would also have access to Acid, Cold, Heat, Shards and Nexus.)
Aether is an astral realm of dreams, myths, gods, demons, ghosts. Time means little in the realm of Aether. In Aether, you might have visions of future or stumble into an old friend that died years ago. Therefore Time also makes perfect sense as a damaging element. But I'm not sure whether Psyche is a good name for an element -- would Spirit or maybe Dream be better?
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