Curses can be cured with the Cursebreaker Tonic usually, sometimes other means are needed, each curse has a unique cursebreaker, use the research skill or find out in game to discover it. Many curses are harder to cure if you've ended an event with them so prioritize your cure!
Curses can be cured with the Cursebreaker Tonic usually, sometimes other means are needed, each curse has a unique cursebreaker, use the research skill or find out in game to discover it. Many curses are harder to cure if you've ended an event with them so prioritize your cure!
Curses are the rarest type of status effect, and the only way to get rid of them is to cure them. They persist in dying, death, and between games. Not all curses are bad though, many are a mixed bag, like Lycanthropy, which can eventually be controlled by the player!
Curses are the rarest type of status effect, and the only way to get rid of them is to cure them. They persist in dying, death, and between games. Not all curses are bad though, many are a mixed bag, like Lycanthropy, which can eventually be controlled by the player!
Wounds are cured one at a time with bedside aid, so they are difficult to fix. Each wound reduces your vitality by 1. If your vitality is 0, then your max HP is 0, so you begin your bleed count and then dying count, the only way to avoid death is getting bedside aid!
Wounds are cured one at a time with bedside aid, so they are difficult to fix. Each wound reduces your vitality by 1. If your vitality is 0, then your max HP is 0, so you begin your bleed count and then dying count, the only way to avoid death is getting bedside aid!
Ailments last until cured or end of the event, so they are a big deal to take care of. Currently there are only a few of them and they don't show up that often. Wounds is considered an ailment, and one of the most dangerous effects in the game.
Ailments last until cured or end of the event, so they are a big deal to take care of. Currently there are only a few of them and they don't show up that often. Wounds is considered an ailment, and one of the most dangerous effects in the game.
Slow is another status effect, it can stack up to 5 times like Frost. If you are under the effects of slow you must make a count between each action, attack, block, or step. This count is equal to how much slow you have. If you cure slow it cures all of it!
Slow is another status effect, it can stack up to 5 times like Frost. If you are under the effects of slow you must make a count between each action, attack, block, or step. This count is equal to how much slow you have. If you cure slow it cures all of it!
FROZEN SOLID is an ailment that is likely to be lethal! Ailments can be cured by bedside aid, which requires a long rest, but the effect is suppressed while your recovering. Bedside aid requires someone with the skill to look after you for a long rest in a bed, bench, or other safe spot
FROZEN SOLID is an ailment that is likely to be lethal! Ailments can be cured by bedside aid, which requires a long rest, but the effect is suppressed while your recovering. Bedside aid requires someone with the skill to look after you for a long rest in a bed, bench, or other safe spot
Frost cannot be cured by effects unless it specifically says it does. This is because its not healing an injury but warming the body to fix it. Frost can stack and it takes a long rest to cure one level of it, so managing Frost is an event long effort, but failing causes FROZEN SOLID!
Frost cannot be cured by effects unless it specifically says it does. This is because its not healing an injury but warming the body to fix it. Frost can stack and it takes a long rest to cure one level of it, so managing Frost is an event long effort, but failing causes FROZEN SOLID!
Status Effects either last a set amount of time or until cured or you finish a rest. There are 10 different effects.
Status Effects either last a set amount of time or until cured or you finish a rest. There are 10 different effects.
Maneuvers are fleeting effects that compel you to follow an action. They include: Knockback, Disarm, Weapon Lock, Taunt, and Thirst.
Maneuvers are fleeting effects that compel you to follow an action. They include: Knockback, Disarm, Weapon Lock, Taunt, and Thirst.
Conditions are any effect you are forced to have, they include Maneuvers, Status Effects, Ailments and Curses.
Conditions are any effect you are forced to have, they include Maneuvers, Status Effects, Ailments and Curses.
We're going to start going over 2.0 Rules in the coming days, there may be some tweaks and changes, so always take the rulebook as the best source for information.
We're going to start going over 2.0 Rules in the coming days, there may be some tweaks and changes, so always take the rulebook as the best source for information.
Spackets are a term for spell packets. They represent magic and can be seen when they are thrown but are considered an out of game object when not being held.
Spackets are a term for spell packets. They represent magic and can be seen when they are thrown but are considered an out of game object when not being held.
All attacks and spells have a combat call you must say to get their effect. This lets everyone know what is happening to them.
All attacks and spells have a combat call you must say to get their effect. This lets everyone know what is happening to them.