Blind

Requires the target to make a perceive check to hit, move, or defend and decreases the target's perceive by 5. Difficulty of perceive checks increased by 1 level. If the target fails their perceive check when moving, the target will fall down. Depending on the cause of blindness, it could become permanent - such will depend upon the situation and GM.

Bleeding Out

This is a secondary status effect caused by an open wound that continues to bleed. While this status effect is in place, the affected will loose 10% of his or her max Vitality from their current Vitality per round or minute.

Anxiety

Requires a normal mental balance check against fear every round. If startled by ally, hard mental balance check to not attack ally or flee from ally. 

Addiction

Requires the target to need at least 1 dose of addicted substance per hour or be induced with the withdrawal status effect.

Addiction comes from taking more than 4 upper-level potions or more than 8 low-level potions within a game day and failing the hard immunity check. Some races and other factors can increase or decrease the amount of potions needed to become addicted. Also, certain other substances in Nor'Ova can cause addiction as well.

Berserk / Rage

Doubles total damage values but prevents the affected target from doing anything except attacking. Can use offensive skills to attack but not spells. Can be paired with confusion for truly devastating results. Can not use items.

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