This one would have been good last map, however with curiosities, i dont think i would work out well. a good player who wanted to exploit this would stagger his curiosities so that thay all finish at the same time (noon) and cast this right before they finish. other than that, this wouldn't help at all, as you cast it, then maybe 1 of 10 curiosities finish, not that great.theTrav wrote:This one caught my interest.Flyffywambler wrote: - Sunbathe
cost: 10 numen points
effect: adds 0% (at neutral tradition/change) to 100% (at full tradition) to your learning rate for an hour
usefullness: obvious
If there was a way to achieve the same LP rate as players who went full change, then trad wouldn't be an automatic fail.
Balance the cost of regular ritual casting against the benefit of access to numen spending mechanic?
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DeadlyPencil
- Posts: 924
- Joined: Sat Nov 21, 2009 12:17 am
Re: Some Rituals
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OvShit
- Posts: 390
- Joined: Wed Feb 10, 2010 1:39 pm
Re: Some Rituals
It could be changed to add the buff to the curios currently at learning table.DeadlyPencil wrote:This one would have been good last map, however with curiosities, i dont think i would work out well. a good player who wanted to exploit this would stagger his curiosities so that thay all finish at the same time (noon) and cast this right before they finish. other than that, this wouldn't help at all, as you cast it, then maybe 1 of 10 curiosities finish, not that great.theTrav wrote:This one caught my interest.Flyffywambler wrote: - Sunbathe
cost: 10 numen points
effect: adds 0% (at neutral tradition/change) to 100% (at full tradition) to your learning rate for an hour
usefullness: obvious
If there was a way to achieve the same LP rate as players who went full change, then trad wouldn't be an automatic fail.
Balance the cost of regular ritual casting against the benefit of access to numen spending mechanic?
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cloakblade
- Posts: 534
- Joined: Fri Feb 18, 2011 10:37 am
Re: Some Rituals
I like the idea of high quality dreams being created from prayers.
Also what about one that just gave +5 to Day, and on that gave +5 Night. Might be interesting.
Also what about one that just gave +5 to Day, and on that gave +5 Night. Might be interesting.
A.K.A. Suddo
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DDDsDD999
- Posts: 5766
- Joined: Fri Jul 02, 2010 12:31 am
Re: Some Rituals
I would like that, something of a quick recovery prayer to do with the time of day. Maybe it lasts til SHP fully healed, or til the time of day changes.cloakblade wrote:Also what about one that just gave +5 to Day, and on that gave +5 Night. Might be interesting.





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brayan
- Posts: 61
- Joined: Wed Feb 16, 2011 6:30 pm
Re: Some Rituals
Well, until religion gets put in, rituals and such are really all we can get.
I propose different rituals require a specific circle. However, instead of just "Add bones + meat + egg = circle", you would make the CS, then add the items you wish. Different items would have different affects, and would allow for player experimentation. It still costs numen, and just how much you have to document. Q of items would play a factor (Depending on the outcomes affects).
Examples:
Branches + straw doll + 5 numen, would give you a "Burn him!", which would make scents last x amount of time more on the claim it is performed on (x would depend on the Q of the items used), for y days.
Boar tusk + 2 branches would give you the "Boars fury" buff. For x amount of time, whenever you lose defense in combat, you'd gain the amount lost in attack (Blue bar goes down, red goes up).
Boar tusk + Bear tooth + Deer antlers, makes a "Lucky bastard" buff. You have x chance to gain a second of any deer antlers, bear teeth, and boar tusks you get from collecting bone, for y amount of time.
Apple core + worm + straw, would make a "Crops grow faster", type buff.
etc
etc, etc. However, the combinations would obviously not be obvios (Well the good ones, atleast. So if you want that "crops grow twice as fast in half the time" buff, you'd have to give up two bear teeth, some steel, and a bunch of grapejuice). Obviously some kind of paint item would be needed in all rituals, so the hearthling can make the symbols on the ground.
I propose different rituals require a specific circle. However, instead of just "Add bones + meat + egg = circle", you would make the CS, then add the items you wish. Different items would have different affects, and would allow for player experimentation. It still costs numen, and just how much you have to document. Q of items would play a factor (Depending on the outcomes affects).
Examples:
Branches + straw doll + 5 numen, would give you a "Burn him!", which would make scents last x amount of time more on the claim it is performed on (x would depend on the Q of the items used), for y days.
Boar tusk + 2 branches would give you the "Boars fury" buff. For x amount of time, whenever you lose defense in combat, you'd gain the amount lost in attack (Blue bar goes down, red goes up).
Boar tusk + Bear tooth + Deer antlers, makes a "Lucky bastard" buff. You have x chance to gain a second of any deer antlers, bear teeth, and boar tusks you get from collecting bone, for y amount of time.
Apple core + worm + straw, would make a "Crops grow faster", type buff.
etc
etc, etc. However, the combinations would obviously not be obvios (Well the good ones, atleast. So if you want that "crops grow twice as fast in half the time" buff, you'd have to give up two bear teeth, some steel, and a bunch of grapejuice). Obviously some kind of paint item would be needed in all rituals, so the hearthling can make the symbols on the ground.
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SacreDoom
- Posts: 2590
- Joined: Tue Apr 06, 2010 3:14 pm
Re: Some Rituals
No. Can be abused easily.Flyffywambler wrote: Hunter's Folly
cost: 1 numen point
effect: spawns a rabbit within sight radius of the character
usefulness: doubtful, but hilarious. A new player might benefit from it
- Hunter's Tale
cost: 20 numen points
effect: spawns a bear, or a herd of deer within a few screens of the character, but out of (zoomed out) sight range. Go find it before someone else does!
usefulness: varies
- Hunter's Trial
cost: 200 numen points
effect: teleports the character to a troll. Alone. No friends. Possibly no exit as well. Adds 0% (at neutral tradition/change) to 50% (at full tradition) of your ancestor's strenght and agility to yours for 24 hours.
usefulness: deadly, and obvious