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curses

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gods give the ability to temporarily increase skills in one area but how about the reverse happening for a period of time. for example you could have 10 levels take away temporarily so you could be 50/60 in one or all of your skills.

this would allow people to still play but would drematically decrease thair skills forceing them to go back to fighting lower level creatures or produceing easyer items.

This could be temporary lasting for a fiew hours or be more perminent lasting for a week or two.

 

this could also be a negetive perk that would for example take away 2 of your levels in all skills untill you reset.

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not as a spell unless it req lvl 80 magic. then 1 person gets it and casts it on enemy, fights them and wins. Too easy to abuse.

172359[/snapback]

 

Depends on implimentation, Say it can only remove 3 points from the stat_max, No matter how many times its cast, It will only drop a max of 3 points from your "normal" stat level.

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Do u get same exp as 60/60 or as 50/60

172506[/snapback]

 

Err, you dont with other exp altering things, So why would you with declines, Instead of increases?

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What about cursed items??

 

its hard to implement, i know, but it would be realy fun to have this kind off stuff in game

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Only thing I have to add is that timed effects are already shot down, by the propensity of people to AFK or just relog when the punishment would tick off... I would suggest not making curses a player spell, but also not something that can be lost over time either. Make an implementation for new quests that would reverse the curses.

 

Another idea: Mortos_Follower walks into Aluwen's Temple and tries to talk to Aluwen's Priest. Priest detects the conflict, and curses Mortos_Follower in the name of Aluwen. Since Aluwen is the god of life (defence), then Mortos_Follower will have a decline in his defence experience. Mortos_Follower could then be given a quest that he would have to do for the Priest to atone for his defilement of the temple, at which time that curse would be removed.

 

Also, another idea would be to allow players with high god ranks to call curses from their gods on other players for a slight offering. Then, if the target player is a follower of that god, then there would be no curse. If the player is neutral, then the curse would be full, and if the player is an enemy, then the curse would be doubled. This would require the godless perk to be redone so as to take godless is to be the enemy of all gods. Simply put, I think the game should see the acceptance of a god as a rejection of another, and act accordingly.

 

Maybe in that case, a new perk could be added. "Agnostic" could grant neutrality with all gods, and allow service to none.

 

Another thought: maybe charm could play a roe as to how much the curses would affect you as well.

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