Elemental damage

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*cryptc
Posts: 866
Joined: Thu Jan 01, 1970 12:00 am

Posted by *cryptc »


I've added another update which will go into effect next restart (in about 17 hours from this post unless it crashes before that time).

The change is that elemental damage now has a change of causing secondary effects, if enough damage is dealt (atleast 25% of the monsters fully healed hps), and it fails a secondary saving throw (which is currently low)

Acid: a chance to daze the opponent(s)
Cold: a chance to slow the opponent(s)
Electrical: a chance to paralyze or even kill living opponent(s) instantly (at very low DC)
Fire: causes monster(s) to be set on fire, and a chance to fail morale check to run away

This is purely experimental addition, and will welcome feedback on it, if everyone hates it we will remove it, otherwise we'll likely tweak it until we feel it fits SCoD's power level and makes it interesting but not overly powerful to deal elemental damage.

This will mostly apply when spells are cast, since you need to do enough damage against the monster for it to have any effect. But it might happen against lower level foes with enchanted weapons too.
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