Board Thread:Suggestions forum/@comment-33009418-20171107103838/@comment-168.216.131.98-20171107170511

Sir Lazuli wrote: Here are some thoughts: 1. Mortar and pestle would be cool for traveling. Millstones could do the grinding at home if the player has one.

2. I’d love to see more herbs with uses. Besides just having cool looking plants for decoration. Silver Sage would be a good candidate for an extremely common but very weak healing herb.

3. I wouldn’t remove natural healing. Instead I would make a new status effect that basically mimics a serious wound. It will remove a couple of health points permanently until you heal them with said methods. Every weapon would have a very small chance of dealing a serious wound. NPCs such as hired units could receive serious wounds as well as the player. When dealing a critical hit, there is an increased chance of dealing a serious wound. Morgul Blades often deal very severe serious wounds - maybe they would have their own status effect called Black Breath, a serious wound that gets worse like wither over the course of an in game day or so until the player dies, that could only be healed with Athelas. This isn’t much different from wither, but slowing it down would give a fabulous opportunity for role play as the player frantically searches for Athelas before they run out of health. The more damage a weapon normally deals, the greater a chance it has to deal a serious wound. When such a wound is dealt the inflicted player / NPC will not be more hurt than normal, they will just get a status effect saying they don’t heal. The status effect is permanent until dying, and cannot be removed by drinking milk (Athelas Brew and Jungle Remedy will fix it, and the strongest Orc Draught will increase the cap by one health point without removing the effect). This will prompt players to search for medicine, but it won’t be so often that it’s a complete annoyance. The effect puts a cap on the player’s health. They can heal back up to that cap, but not above, until it is removed. If a player receives another severe wound while they already have one the cap will be lowered.

3. Marigolds are already in the mod, but they could have these uses added.

1. I thougt about this when typing, but forgot latter.

2. Silver sage... I'll add it when I get home.

3. Are these good?

Bleeding - severly reduces regen, level 1 takes a half, level 2 negates regen, & at level 3 actually drains health instead at the half the rate you would normaly regen. Each succesive effect aplied, the level goes up, maxing at 3.

Wounded - reduces max Hp, 2 health per lexel, maxing at 3. See Bleeding for effect stacking.

Morgul wound - basically  a slow, long lasting wither. Deals 1 damage each 4 sec., lasting for 1:00. If it is used like this, the Morgul blade should have very low durability, so maybe another thing to add to the suggestion?

4 (not 3). Forgot that they where already in-mod. Sorry.

Swordsbane