Some thoughts on witchcraft, and witch hunting

Forum for suggesting changes to Salem.

Some thoughts on witchcraft, and witch hunting

Postby martinuzz » Sat Jan 19, 2013 3:36 pm

I was daydreaming lately about the many possibilities witchcraft will add to the game.
While I do not want to bore you with endless rambles about potions, curses on objects, hauntings and whatsmore, I did come up with a mechanic to add witchcraft in general to the game.
I would love to see two new skills in the late game, that allows a player to choose between two paths; either witchcraft, or it's counterpart, witch hunting.

Witchcraft
-this skill is required to progress further down the path of witchcraft.
-buying this skill would lock the witch hunting skill tree.
-when you get this skill, darkness mechanics will be reversed for you henceforth. You'll want to stay in the darkness / twilight zone unless your humours are high enough. Getting witchcraft is not advisable for new players. It should be somewhat expensive to get.
- witchcraft is averse to perennial philosophy. Having high proficiency in it will decrease effectiveness of your witchcraft abilities. Take that into account when developing your char, if you want to be an effective witch.
- can build a coven. Needs a mine. Right click a mine, and choose 'haunt' to create a coven. Only one coven can be active per player. Once built, it starts to spread darkness around it, when properley fed. Mwhuhahaha. The mine can still be entered and mined out normally (or trough magical means?), and it can be used to place specific witchcraft tools inside, further down the skill tree.
-unlocks a whole new skill tree for things like curses on trees that cause damage on gathering branches, summoning sasquatches, wendigo's, flying broomsticks, shapeshifting, and whatever fun the devs can come up with

Clergy
-this skill is required to progress further down the path of witch hunting
- buying this skill will lock the witchcraft tree
- using combat skills henceforth drains twice the amount of YB per action. You're a man of the cloth now, no barbarian warrior.
- grants the 'inquisition' movement mode. While active, this drains YB and BB. It provides an aura that lessens the drain of darkness on the player and party members nearby. high proficiency in perennial philosophy increases effectiveness, and radius, while high proficiency in faith and wisdom decreases humour drain.
- adds the ability to spot witchcraft to the tracking skill. When tracking, you have a chance to spot curses on objects, hauntings, and whatsmore. Chance increases with perennial philosophy and BB.
- unlocks a whole bunch of new skills for things like removing curses, building crosses (sort of like braziers that activate upon acts of witchcraft), churches that counter darkness, blessings, you name it.

Any thoughts?
Regards, martinuzz
Did Claeyt shut up yet?
WARNING: berrymash laxatives can cause your character to explode violently, after eating chymically unstable foods.
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Re: Some thoughts on witchcraft, and witch hunting

Postby Calradia » Sat Jan 19, 2013 3:40 pm

+1

Well thought out. Could work, easily.
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Re: Some thoughts on witchcraft, and witch hunting

Postby Dallane » Sat Jan 19, 2013 6:25 pm

how about we look and see what the devs had in mind before bringing up old threads
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Re: Some thoughts on witchcraft, and witch hunting

Postby JinxDevona » Sat Jan 19, 2013 8:21 pm

I agree with Dallane. We have no idea what form of witchcraft the devs have in mind. We should test it first, then make suggestions based on that.
Being powerful is like being a lady. If you have to tell people you are, you aren't. ~Margaret Thatcher
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