- Joined
- Mar 14, 2012
- Messages
- 913
- Reaction score
- 168
- Primarily Uses
Some new states for my main Ace project.
Chem Burn (Chemical Burns):
HRG - 5%
REC *50%
PHA *50%
It's just a poison variation that halves the effectiveness of healing and items. But it's for more modern/futuristic enemies, that burn you with chemicals instead of poisoning you, or burning you. It doesn't wear off, you need to cure it with items or skills.
Toxic:
Atk State = Toxic (100%)
HRG -20%
EXR *50%
It's a contagious double strength poison that also halves your experience rate! I was working on a toxic waste facility and thought of making some kind of spreading toxic junk state. Doesn't wear off, need items or skills.
Mummy
REC *0%
PHA *0%
Don't know if this one really makes sense, it was the first thing that came to mind though. Getting "mummified" (not embalmed and stuff) makes it so you can't be healed and your items have no potency. This also doesn't wear off, you need items or skills.
Chem Burn (Chemical Burns):
HRG - 5%
REC *50%
PHA *50%
It's just a poison variation that halves the effectiveness of healing and items. But it's for more modern/futuristic enemies, that burn you with chemicals instead of poisoning you, or burning you. It doesn't wear off, you need to cure it with items or skills.
Toxic:
Atk State = Toxic (100%)
HRG -20%
EXR *50%
It's a contagious double strength poison that also halves your experience rate! I was working on a toxic waste facility and thought of making some kind of spreading toxic junk state. Doesn't wear off, need items or skills.
Mummy
REC *0%
PHA *0%
Don't know if this one really makes sense, it was the first thing that came to mind though. Getting "mummified" (not embalmed and stuff) makes it so you can't be healed and your items have no potency. This also doesn't wear off, you need items or skills.



