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PTS Update 44 - Feedback Thread for Scribing Focus Scripts

  • Saphaniax
    Saphaniax
    ✭✭
    [ GRIMOIRES PART 4/7 PART A ]
    (∩`-´)⊃━☆゚.*・。゚ House of Hist-Vahat Behemoth゚ 。・*.゚☆━⊂(´-´ ∩)

    Only worms can reach the Hist -Vahat. I have a duty as a friend to warn you that keeping your mouth shut is an obligation. Noone, except rare occasion, talked about the sacred His-Vahat. If you are caught talking about it, you will probably feed the worms. The sacred families oversee all. Their skills are highly regarded, which is why they have friends everywhere in swamps. Your jeel skills are excellent, so I will be able to ensure your safety. Great things await us pal.
    The “ House of Hist-Vahat Behemoth ” is the fourth stance grimoire and is dedicated toward shield users.
    As the other stance one, it adapts the whole gameplay which can been found in the “ House of Udyrfrykte Fal Banshee ” as reference. So, I’m going to focus on the differences.

    Gameplay mechanic:

    I invite you to refer to the Grimoire “House of Udyrfrykte Fal Banshee” for further explanations on the main system.

    The caster cast the “ House of Hist-Vahat Behemoth ” to any position or war time. This grimoire is bind to shields and one hand weapons and can’t be launched with another type of weapon.
    Finding a stance for the shields is going to be a complicated one. I will emphasize the fantasy side in the same way as the arc stance grimoire “ House of Big Folk alchemist ”.

    The grimoire will release through as much a metamorphosis spell than a stance. It’s not as other spells which bound, as often, daedric armor or weapons. The caster will metamorphose his own shield into a massive shield that seem build as much from “iron” than wood. With the wooden ribs that seem made from iron. It would seem more logical to associate the shape of this shield with a Roman Scutum. This allows both to obtain a massive shield for its function, as well as a recall of the tree trunk. Similar to the Grimoire of the Bow, the tank caster will push into the ground the shield. His one-handed weapon will metamorphose in several spears exceeding the main shield and threatening any possible enemy in an angle to 120 degrees. It might be more appropriate to start with the idea of the planted weapon that grow all the spears. By staying back to the shield that overhangs him, he will handle a spear and be prepared to pierce any enemies coming from the opposite direction.

    It may be interesting if necessary to let a root network appear in its manifestation area which come from the shields, one hand weapon and standings spears.
    The percentage of parry chance change for the shield stance grimoire. The caster will get on the front [30 %(?)], flanks [20 %(?)], back [30%(?)] chance of parry. The radius of protection/activation need to be a bit bigger than the radius of block.

    Suggested design:

    The idea is to start on an Argonian defense capacity that replaces their own weapons and defenses with a set that recalls the hists or the most resistant trees. In fact, we are talking about weapons modelled after an Argonian aesthetic. The shield may for example have inscriptions or motifs that recall their culture. In order to recall the original protective nature of the shield and to emphasize the strength of the spears, a wood with metallic ribs could be a clue.

    Suggested scribing design:

    GRIMOIRE: The caster release and adopt the enchanted “ House of Hist-Vahat Behemoth shield and one hand weapon stance . It grants defensive and offensive abilities bind to the stance itself and after its execution. The stance must be hold with an immobile or walk action otherwise any other action breaks the stance. The chosen Focus defines through the stance an ability to parry [100%(?) ] of the next skill or ultimate and light or heavy attack damage type. In a window of [1(?)] seconds. Within a chance of parry for: [ 30%(?) ] on Front, [20%(?)] on flanks, [30%(?)] on back. Front and Flanks can be debuff of [5%(?)] of chance against spells. Another debuff of [ 5%(?) ] for the same parts occurs if the grimoire is launch under [ 70%(?) ] of the main resource needed. Through all the stance, he benefits too of the 50% usual block mitigation. The Focus defines too, [ 15%(?) ] of damage type increase within [ 10(?) ] seconds after the stance, with [ 30%(?) ] chance of perform. Chosen Signatures defines specialized defensive or offensive abilities. The specialized defensive automatically triggers after an attack, when the offensive one can triggers after the stance end , with [30%(?)] chance of perform. Both can occur within a window of [ 10(?)] seconds. At the end of Stance, the caster can benefit for [ 5(?) ] seconds of + [20%(?) ] block mitigation.

    FOCUS/
    - /BLEED DAMAGE/Release the “ House of Hist-Vahat Behemoth ” enchanted shield and one hand stance that must be hold into only immobile or walk action. The caster his grants to parry [100%(?)] of Bleed damage from the next skill or ultimate and light or heavy attack. Through [ 1(?) ] seconds.It targets skills effects as one entity to treat and apply to dot for their whole . Within a chance of parry for: [30%(?)] on Front, [20%(?)] on flanks, [30%(?)] on back. The caster can encounter [- 5%(?)] debuff chance, to his front and flanks, against [ spells ] and less than [ 70%(? )] of the resource needed to cast the grimoire. Through all the stance, he benefits too of the 50% usual block mitigation. The caster can get [ 15%(?) ] of Bleed damage increase within [ 10(?) ] seconds after the stance, with [ 30%(?) ] chance of perform. Chosen Signatures defines automatic specialized defensive when attacked or a specialized potential offensive ability after the stance end, with [ 30%(?) ] chance of perform. Both within [ 10(?) ] seconds. At end, the caster can for [5(?)] seconds profit of + [20%(?)] block mitigation.
    CAST TIME : Instant TARGET : self RADIUS : [CLOSE TO THE BLOCK] meter DURATION [ ] seconds/minute COST: [5400(?)] stamina COOLDOWN: [x>20(?)] seconds
    - /DAMAGE SHIELD/ None
    - /DISEASE DAMAGE/ Release the “ House of Hist-Vahat Behemoth ” enchanted shield and one hand stance that must be hold into only immobile or walk action. The caster his grants to parry [ 100%(?)] of Disease damage from the next skill or ultimate and light or heavy attack. Through [1(?)] seconds.It targets skills effects as one entity to treat and apply to dot for their whole . Within a chance of parry for: [30%(?)] on Front, [20%(?)] on flanks, [30%(?)] on back. The caster can encounter [- 5%(?)] debuff chance, to his front and flanks, against [ spells ] and less than [ 70%(?) ] of the resource needed to cast the grimoire. Through all the stance, he benefits too of the 50% usual block mitigation. The caster can get [ 15%(?) ] of Disease damage increase within [ 10(?) ] seconds after the stance, with [ 30%(?) ] chance of perform. Chosen Signatures defines automatic specialized defensive when attacked or a specialized potential offensive ability after the stance end, with [ 30%(?)] chance of perform. Both within [ 10(?) ] seconds. At end, the caster can for [ 5(?) ] seconds profit of + [ 20%(?)] block mitigation.
    CAST TIME : Instant TARGET : self RADIUS : [CLOSE TO THE BLOCK] meter DURATION [ ] seconds/minute COST : [5400(?)] stamina COOLDOWN : [x>20(?)] seconds
    - /DISPEL/ None
    - /FLAME DAMAGE/ Release the “ House of Hist-Vahat Behemoth ” enchanted shield and one hand stance that must be hold into only immobile or walk action. The caster his grants to parry [ 100%(?) ] of Flame damage from the next skill or ultimate and light or heavy attack. Through [1(?)] seconds.It targets skills effects as one entity to treat and apply to dot for their whole . Within a chance of parry for: [30%(?)] on Front, [20%(?)] on flanks, [30%(?)] on back . The caster can encounter [ - 5%(?) ] debuff chance, to his front and flanks, against [ spells ] and less than [ 70%(?) ] of the resource needed to cast the grimoire. Through all the stance, he benefits too of the 50% usual block mitigation. The caster can get [ 15%(?) ] of Flame damage increase within [10(?)] seconds after the stance, with [30%(?)] chance of perform. Chosen Signatures defines automatic specialized defensive when attacked or a specialized potential offensive ability after the stance end, with [30%(?)] chance of perform. Both within [10(?)] seconds. At end, the caster can for [5(?)] seconds profit of + [ 20%(?) ] block mitigation.
    CAST TIME : Instant TARGET : self RADIUS : [CLOSE TO THE BLOCK] meter DURATION [ ] seconds/minute COST : [5400(?)] magicka COOLDOWN : [x>20(?)] seconds
    - /FROST DAMAGE/ Release the “ House of Hist-Vahat Behemoth ” enchanted shield and one hand stance that must be hold into only immobile or walk action. The caster his grants to parry [ 100%(?)] of Frost damage from the next skill or ultimate and light or heavy attack. Through [1(?)] seconds.It targets skills effects as one entity to treat and apply to dot for their whole . Within a chance of parry for: [30%(?)] on Front, [20%(?)] on flanks, [30%(?)] on back . The caster can encounter [- 5%(?)] debuff chance, to his front and flanks, against [ spells ] and less than [ 70%(?) ] of the resource needed to cast the grimoire. Through all the stance, he benefits too of the 50% usual block mitigation. The caster can get [ 15%(?) ] of Frost damage increase within [ 10(?) ] seconds after the stance, with [ 30%(?) ] chance of perform. Chosen Signatures defines automatic specialized defensive when attacked or a specialized potential offensive ability after the stance end, with [ 30%(?) ] chance of perform. Both within [ 10(?) ] seconds. At end, the caster can for [ 5(?) ] seconds profit of + [ 20%(?) ] block mitigation.
    CAST TIME : Instant TARGET : self RADIUS : [CLOSE TO THE BLOCK] meter DURATION [ ] seconds/minute COST : [5400(?)] magicka COOLDOWN: [x>20(?)] seconds
    - /GENERATE ULTIMATE/ None
    - /HEALING/ None
    - /IMMOBILIZE/ None
    - /KNOCKBACK/ None
    - /MAGIC DAMAGE/ Release the “ House of Hist-Vahat Behemoth ” enchanted shield and one hand stance that must be hold into only immobile or walk action. The caster his grants to parry [100%(?) ] of Magic damage from the next skill or ultimate and light or heavy attack. Through [1(?)] seconds.It targets skills effects as one entity to treat and apply to dot for their whole . Within a chance of parry for: [30%(?)] on Front, [20%(?)] on flanks, [30%(?)] on back. The caster can encounter [ - 5%(?) ] debuff chance, to his front and flanks, against [ spells ] and less than [ 70%(?) ] of the resource needed to cast the grimoire. Through all the stance, he benefits too of the 50% usual block mitigation. The caster can get [ 15%(?)] of Magic damage increase within [ 10(?) ] seconds after the stance, with [ 30%(?) ] chance of perform. Chosen Signatures defines automatic specialized defensive when attacked or a specialized potential offensive ability after the stance end, with [ 30%(?) ] chance of perform. Both within [ 10(?) ] seconds. At end, the caster can for [ 5(?)] seconds profit of + [ 20%(?) ] block mitigation.
    CAST TIME : Instant TARGET: self RADIUS: [CLOSE TO THE BLOCK] meter DURATION [ ] seconds/minute COST : [5400(?)] magicka COOLDOWN: [x>20(?)] seconds
    - /MITIGATION/ None
    - /MULTI TARGET/ None
    - /PHYSICAL DAMAGE/ Release the “ House of Hist-Vahat Behemoth ” enchanted shield and one hand stance that must be hold into only immobile or walk action. The caster his grants to parry [ 100%(?) ] of Physical damage from the next skill or ultimate and light or heavy attack. Through [1(?)] seconds.It targets skills effects as one entity to treat and apply to dot for their whole . Within a chance of parry for: [30%(?)] on Front, [20%(?)] on flanks, [30%(?)] on back. The caster can encounter [- 5%(?)] debuff chance, to his front and flanks, against [ spells ] and less than [ 70%(?) ] of the resource needed to cast the grimoire. Through all the stance, he benefits too of the 50% usual block mitigation. The caster can get [ 15%(?) ] of Physical damage increase within [ 10(?) ] seconds after the stance, with [ 30%(?) ] chance of perform. Chosen Signatures defines automatic specialized defensive when attacked or a specialized potential offensive ability after the stance end, with [ 30%(?) ] chance of perform. Both within [ 10(?) ] seconds. At end, the caster can for [ 5(?) ] seconds profit of + [ 20%(?) ] block mitigation.
    CAST TIME : Instant TARGET : self RADIUS : [CLOSE TO THE BLOCK] meter DURATION [ ] seconds/minute COST : [5400(?)] stamina COOLDOWN: [x>20(?)] seconds
    - /POISON DAMAGE/ Release the “ House of Hist-Vahat Behemoth ” enchanted shield and one hand stance that must be hold into only immobile or walk action. The caster his grants to parry [100%(?)] of Poison damage from the next skill or ultimate and light or heavy attack. Through [1(?)] seconds.It targets skills effects as one entity to treat and apply to dot for their whole . Within a chance of parry for: [30%(?)] on Front, [20%(?)] on flanks, [30%(?)] on back. The caster can encounter [- 5%(?) ] debuff chance, to his front and flanks, against [ spells ] and less than [ 70%(?) ] of the resource needed to cast the grimoire. Through all the stance, he benefits too of the 50% usual block mitigation. The caster can get [ 15%(?) ] of Poison damage increase within [ 10(?) ] seconds after the stance, with [ 30%(?) ] chance of perform. Chosen Signatures defines automatic specialized defensive when attacked or a specialized potential offensive ability after the stance end, with [ 30%(?) ] chance of perform. Both within [ 10(?)] seconds. At end, the caster can for [ 5(?) ] seconds profit of + [ 20%(?) ] block mitigation.
    CAST TIME : Instant TARGET : self RADIUS : [CLOSE TO THE BLOCK] meter DURATION [ ] seconds/minute COST : [5400(?)] stamina COOLDOWN : [x>20(?)] seconds
    - /PULL/ None
    - /RESTORE RESOURCES/ None
    - /SHOCK DAMAGE/ Release the “ House of Hist-Vahat Behemoth ” enchanted shield and one hand stance that must be hold into only immobile or walk action. The caster his grants to parry [ 100%(?)] of Shock damage from the next skill or ultimate and light or heavy attack. Through [1(?)] seconds.It targets skills effects as one entity to treat and apply to dot for their whole . Within a chance of parry for: [30%(?)] on Front, [20%(?)] on flanks, [30%(?)] on back. The caster can encounter [ - 5%(?)] debuff chance, to his front and flanks, against [spells] and less than [70%(?)] of the resource needed to cast the grimoire. Through all the stance, he benefits too of the 50% usual block mitigation. The caster can get [15%(?)] of Shock damage increase within [ 10(?) ] seconds after the stance, with [ 30%(?) ] chance of perform. Chosen Signatures defines automatic specialized defensive when attacked or a specialized potential offensive ability after the stance end, with [ 30%(?) ] chance of perform. Both within [1 0(?) ] seconds. At end, the caster can for [ 5(?) ] seconds profit of + [ 20%(?) ] block mitigation.
    CAST TIME : Instant TARGET : self RADIUS : [CLOSE TO THE BLOCK] meter DURATION [ ] seconds/minute COST : [5400(?)] magicka COOLDOWN: [x>20(?)] seconds
    - /STUN/ None
    - /TAUN/ None
    - /TRAUMA/ None

    SIGNATURE/
    - /ANCHORITE’S CRUELTY/ None
    - /ANCHORITE’S POTENCY/ None
    - /ASSASSIN’S MISERY/ New [Lock] all one activation skills to the active enemy bar within [ 8(?) ] seconds. Ultimate aren’t concern by this ability. Pve enemies only see 1 skill blocked . Bosses are immune.” (SHIELD & 1HAND WEAPON) (specialized offensive)
    - /CAVALIER’S CHARGE/ New “Within [ 10(?)] seconds, after the 1th debuff, the caster ignores [x] amount of armor per enemy that launch a debuff against him and only against them.” (SHIELD & 1HAND WEAPON) (specialized offensive)
    - /CLASS MASTERY/ Ok
    - /CRUSADER’S DEFIANCE/ New “Within [10(?)] seconds grants to the caster [ 100%(?)] crowd control resistance per attacking enemy. (It doesn’t affect enemies which strike a crowd control before an attack).” (SHIELD & 1HAND WEAPON) (specialized defensive)
    - /DRUID’S RESURGENCE/ New “Within [10(?)] seconds, converts [x] of the pool life toward the highest max resource. If the caster survives each pool are restored and his life fully healed.” (SHIELD & 1HAND WEAPON) (specialized offensive)
    - /FENCER’S PARRY/ New “The nearest enemy within [8(?)] meter that release his block his immediately strike (like Dawnbreaker) with an attack of [x] oblivion damage.” (SHIELD & 1HAND WEAPON) (specialized offensive)
    - /GLADIATOR’S TENACITY/ New “Within [ 10(?) ] seconds all heavy attacks damage is reduced to the damage of a light attack.” (SHIELD & 1HAND WEAPON) (specialized defensive)
    - /GROWING IMPACT/ New “The next light/heavy attack and skills within [8(?)] seconds after the 1th strike hit at the maximum possible buff even if the caster is at the maximum debuff. Within this [8(?)] seconds no debuff can have an effective effect until the end.” (SHIELD & 1HAND WEAPON) (specialized offensive)
    - /HUNTER’S SNARE/ New “Within [10(?)] seconds any bash against an enemy ad his penetration split into physical resistance and spell resistance. It only works against the bashed enemy.” (SHIELD & 1HAND WEAPON) (specialized defensive)
    - /IMMOBILIZING STRIKE/ New “Within [10(?)] any enemy strike with a heavy attack spawns a [10(?)] -meter aoe on the ground. Each [2(?)] meter a heart stroke induced by the attack tick [ x ] physical damage. This damage add itself each further level until the limit. But it can only strike once . Only the strike enemy can be hit with this aoe.” (SHIELD & 1HAND WEAPON) (specialized offensive)
    - /KNIGHT’S VALOR/ New “Within [10(?)] seconds, the caster blocks all critical damages from enemy which debuff the caster or enter the caster aoe within [ 6(?) ] meter.” (SHIELD & 1HAND WEAPON) (specialized defensive)
    - /LEECHING THIRST/ None
    - /LINGERING TORMENT/ None
    - /SAGE’S REMEDY/ None
    - /THIEF’S SWIFTNESS/ New “Within [10(?)] seconds all attack which come from a surprise stealth or invisible attacks are [100%(?)] deflects.” (SHIELD & 1HAND WEAPON) (specialized defensive)
    - /WARMAGE’S DEFENSE/ New “Within [10(?)] seconds, register all damage incoming at first attack and delay them for [ 3(?) ] seconds, if [ 2(?) ] allies or more within [ 8(?) ] meter dies before the [3(?)] seconds ends “instantly”, then damages are [ 100%(?)] deflects. It can only work once.” (SHIELD & 1HAND WEAPON) (specialized defensive)
    - /WARRIOR’S OPPORTUNITY/ New “Next lights attack within [ 3(?) ] seconds after the 1th one see their value hit like Heavy attack.” (SHIELD & 1HAND WEAPON) (specialized offensive)
    - /WAYFARER’S MASTERY/ New (***) “The caster, (from the first), next skills (which aren’t ultimate, scribing, or aoe) within [5(?)] second are r eplicated toward enemies in a cone. This ability allows him to attack simultaneously at the same cost . (SHIELD & 1HAND WEAPON) (specialized offensive)


    (∩`-´)⊃━☆゚.*・。゚ House of Sercen Hydra゚ 。・*.゚☆━⊂(´-´ ∩)

    The Sercen Hydra? That says something to me. Of course, it wasn’t their real name. But this title has remained so much their reputation in the whole summerset, that it was special. You’re lucky that my ancestors cultivated an intemperate taste for the high deeds of their time. Se... Ser... Sercen Hydra. Here. It is written that one of their ancestors had offended an ayleid on the occasion of a marriage. The celebration joust that followed did not catch up with his honor. It was agreed to make amends by inviting this sir to a birthday party. The gift was disproportionate. It was a hydra. Unfortunately, it is said that the relations were definitively broken. The Sercen Hydra loved this present, so much, to the point that they became renowned mages in restoration.
    The “ House of Sercen Hydra ” is the fifth stance grimoire and is dedicated toward restoration staff users.
    As the other stance one, it adapts the whole gameplay which can been found in the “ House of Udyrfrykte Fal Banshee ” as reference. So, I’m going to focus on the differences.

    Gameplay mechanic:

    I invite you to refer to the Grimoire “House of Udyrfrykte Fal Banshee” for further explanations on the main system.

    The caster cast the “ House of Sercen Hydra ” to any position or war time. This grimoire is bind to restoration weapons and can’t be launched with another type of weapon.

    The “ House of Sercen Hydra ” allow the caster to release an enchanted stance which benefits from the restoration’s abilities. The caster will sink his restoration staff to the ground with his right hand. The staff is transformed immediately into a massive golden and emerald snake with multiples heads and ruby-coloured eyes. Each snake head moves in multiples directions and inhale with their tongues the ambient air while the caster extends his left hand which is ignited with green flames. Through all the ability area multiples heads of green flames, in the shape of snakes, make their own bodies dance towards all directions. Which gives the impression that the caster is both in a fire and a snake nest.

    Suggested design:

    Exactly as suggest above. The main staff which represent the hydra, and by extension the capacity of the healer to heal himself anything and bite by the same occasion is something that need to clearly evoke a danger.
    I would say that nothing prevents the caster to get something more organic with the metamorphosis. It’s possible to play with it with stuff like a serpent that act like a golden staff under the sternum and some heads move towards directions while other goes wrap around the caster body.
    I think that this ability needs to reflect venomous snakes color patterns in order to immediately retain attention. In its design the eyes made an echo to the wyvern/wurm. The idea is that they are dangerous creatures which guard treasure and themselves as treasure. Wyvern/wurm stories often talked about precious gemstone but they are part of themselves. They are as mush dangerous than able to change the iron (staff*) to gold or the capacity to provide directly or indirectly an antidote. This is all the beauty of these legendary creatures; they cover enough different forms to make an excellent raw material for the field of fantasy. Hydras share the same fate, they are multifaceted.

    Suggested scribing design:


    GRIMOIRE: The caster release and adopt the enchanted “ House of Sercen Hydra restoration staff stance . It grants defensive and offensive abilities bind to the stance itself and after its execution. The stance must be hold with an immobile or walk action otherwise any other action breaks the stance. The chosen Focus defines through the stance an ability to parry [100%(?)] of the next skill or ultimate and light or heavy attack damage type. In a window of [1(?)] seconds. Within a chance of parry for: [35%(?)] on Front, [25%(?)] on flanks, [15%(?)] on back. Front and Flanks can be debuff of [5%(?)] of chance against physical. Another debuff of [ 5%(?)] for the same parts occurs if the grimoire is launch under [70%(?)] of the main resource needed. Through all the stance, he benefits too of the 50% usual block mitigation. The Focus defines too, [15%(?)] of damage type increase within [10(?)] seconds after the stance, with [30%(?)] chance of perform. Chosen Signatures defines specialized defensive or offensive abilities. The specialized defensive automatically triggers after an attack, when the offensive one can triggers after the stance end, with [30%(?)] chance of perform. Both can occur within a window of [10(?)] seconds. At the end of Stance, the caster can benefit for [5(?)] seconds of + [20%(?)] block mitigation.

    FOCUS/
    - /BLEED DAMAGE/Release the “ House of Sercen Hydra ” enchanted restoration staff stance that must be hold into only immobile or walk action. The caster his grants to parry [100%(?)] of Bleed damage from the next skill or ultimate and light or heavy attack. Through [1(?)] seconds.It targets skills effects as one entity to treat and apply to dot for their whole . Within a chance of parry for: [35%(?)] on Front, [25%(?)] on flanks, [15%(?)] on back. The caster can encounter [- 5%(?)] debuff chance, to his front and flanks, against [ Physical] and less than [ 70%(?) ] of the resource needed to cast the grimoire. Through all the stance, he benefits too of the 50% usual block mitigation. The caster can get [ 15%(? )] of Bleed damage increase within [10(?)] seconds after the stance, with [30%(?)] chance of perform. Chosen Signatures defines automatic specialized defensive when attacked or a specialized potential offensive ability after the stance end, with [30%(?)] chance of perform. Both within [10(?)] seconds. At end, the caster can for [5(?)] seconds profit of + [20%(?)] block mitigation.
    CAST TIME: Instant TARGET: self RADIUS: [CLOSE TO THE BLOCK] meter DURATION [∞ ] seconds/minute COST : [5400(?)] stamina COOLDOWN: [x>20(?)] seconds
    - /DAMAGE SHIELD/ None
    - /DISEASE DAMAGE/ Release the “ House of Sercen Hydra ” enchanted restoration staff stance that must be hold into only immobile or walk action. The caster his grants to parry [ 100%(?)] of Disease damage from the next skill or ultimate and light or heavy attack. Through [1(?)] seconds.It targets skills effects as one entity to treat and apply to dot for their whole . Within a chance of parry for: [35%(?)] on Front, [25%(?)] on flanks, [15%(?)] on back. The caster can encounter [ - 5%(?)] debuff chance, to his front and flanks, against [ Physical] and less than [ 70%(?)] of the resource needed to cast the grimoire. Through all the stance, he benefits too of the 50% usual block mitigation. The caster can get [ 15%(?) ] of Disease damage increase within [ 10(?) ] seconds after the stance, with [ 30%(?) ] chance of perform. Chosen Signatures defines automatic specialized defensive when attacked or a specialized potential offensive ability after the stance end, with [ 30%(?) ] chance of perform. Both within [ 10(?) ] seconds. At end, the caster can for [5(?)] seconds profit of + [20%(?)] block mitigation.
    CAST TIME : Instant TARGET : self RADIUS : [CLOSE TO THE BLOCK] meter DURATION [ ] seconds/minute COST : [5400(?)] stamina COOLDOWN: [x>20(?)] seconds
    - /DISPEL/ None
    - /FLAME DAMAGE/ Release the “ House of Sercen Hydra ” enchanted restoration staff stance that must be hold into only immobile or walk action. The caster his grants to parry [100%(?) ] of Flame damage from the next skill or ultimate and light or heavy attack. Through [1(?)] seconds.It targets skills effects as one entity to treat and apply to dot for their whole . Within a chance of parry for: [35%(?)] on Front, [25%(?)] on flanks, [15%(?)] on back . The caster can encounter [- 5%(?)] debuff chance, to his front and flanks, against [Physical] and less than [70%(?)] of the resource needed to cast the grimoire. Through all the stance, he benefits too of the 50% usual block mitigation. The caster can get [15%(?)] of Flame damage increase within [10(?)] seconds after the stance, with [30%(?)] chance of perform. Chosen Signatures defines automatic specialized defensive when attacked or a specialized potential offensive ability after the stance end, with [30%(?)] chance of perform. Both within [10(?)] seconds. At end, the caster can for [5(?)] seconds profit of + [20%(?)] block mitigation.
    CAST TIME : Instant TARGET : self RADIUS : [CLOSE TO THE BLOCK] meter DURATION [ ] seconds/minute COST : [5400(?)] magicka COOLDOWN : [x>20(?)] seconds
    - /FROST DAMAGE/ Release the “ House of Sercen Hydra ” enchanted restoration staff stance that must be hold into only immobile or walk action. The caster his grants to parry [100%(?)] of Frost damage from the next skill or ultimate and light or heavy attack. Through [1(?)] seconds.It targets skills effects as one entity to treat and apply to dot for their whole . Within a chance of parry for: [35%(?)] on Front, [25%(?)] on flanks, [15%(?)] on back . The caster can encounter [- 5%(?)] debuff chance, to his front and flanks, against [Physical] and less than [70%(?)] of the resource needed to cast the grimoire. Through all the stance, he benefits too of the 50% usual block mitigation. The caster can get [15%(?)] of Frost damage increase within [10(?)] seconds after the stance, with [30%(?)] chance of perform. Chosen Signatures defines automatic specialized defensive when attacked or a specialized potential offensive ability after the stance end, with [30%(?)] chance of perform. Both within [10(?)] seconds. At end, the caster can for [5(?)] seconds profit of + [20%(?)] block mitigation.
    CAST TIME : Instant TARGET : self RADIUS : [CLOSE TO THE BLOCK] meter DURATION [ ] seconds/minute COST : [5400(?)] magicka COOLDOWN : [x>20(?)] seconds
    - /GENERATE ULTIMATE/ None
    - /HEALING/ None
    - /IMMOBILIZE/ None
    - /KNOCKBACK/ None
    - /MAGIC DAMAGE/ Release the “ House of Sercen Hydra ” enchanted restoration staff stance that must be hold into only immobile or walk action. The caster his grants to parry [ 100%(?) ] of Magic damage from the next skill or ultimate and light or heavy attack. Through [1(?)] seconds.It targets skills effects as one entity to treat and apply to dot for their whole . Within a chance of parry for: [35%(?)] on Front, [25%(?)] on flanks, [15%(?)] on back. The caster can encounter [- 5%(?)] debuff chance, to his front and flanks, against [ Physical] and less than [70%(?)] of the resource needed to cast the grimoire. Through all the stance, he benefits too of the 50% usual block mitigation. The caster can get [15%(?)] of Magic damage increase within [ 10(?) ] seconds after the stance, with [30%(?)] chance of perform. C hosen Signatures defines automatic specialized defensive when attacked or a specialized potential offensive ability after the stance end, with [30%(?)] chance of perform. Both within [ 10(?)] seconds. At end, the caster can for [5(?) ] seconds profit of + [20%(?)] block mitigation.
    CAST TIME : Instant TARGET : self RADIUS : [CLOSE TO THE BLOCK] meter DURATION [ ] seconds/minute COST : [5400(?)] magicka COOLDOWN: [x>20(?)] seconds
    - /MITIGATION/ None
    - /MULTI TARGET/ None
    - /PHYSICAL DAMAGE/ Release the “ House of Sercen Hydra ” enchanted restoration staff stance that must be hold into only immobile or walk action. The caster his grants to parry [100%(?)] of Physical damage from the next skill or ultimate and light or heavy attack. Through [1(?)] seconds.It targets skills effects as one entity to treat and apply to dot for their whole . Within a chance of parry for: [35%(?)] on Front, [25%(?)] on flanks, [15%(?)] on back. The caster can encounter [- 5%(?) ] debuff chance, to his front and flanks, against [ Physical] and less than [70%(?)] of the resource needed to cast the grimoire. Through all the stance, he benefits too of the 50% usual block mitigation. The caster can get [15%(?)] of Physical damage increase within [10(?)] seconds after the stance, with [30%(?)] chance of perform. Chosen Signatures defines automatic specialized defensive when attacked or a specialized potential offensive ability after the stance end, with [30%(?)] chance of perform. Both within [10(?)] seconds. At end, the caster can for [5(?)] seconds profit of + [20%(?)] block mitigation.
    CAST TIME : Instant TARGET : self RADIUS : [CLOSE TO THE BLOCK] meter DURATION [ ] seconds/minute COST : [5400(?)] stamina COOLDOWN : [x>20(?)] seconds
    - /POISON DAMAGE/ Release the “ House of Sercen Hydra ” enchanted restoration staff stance that must be hold into only immobile or walk action. The caster his grants to parry [100%(?)] of Poison damage from the next skill or ultimate and light or heavy attack. Through [1(?)] seconds.It targets skills effects as one entity to treat and apply to dot for their whole . Within a chance of parry for: [35%(?)] on Front, [25%(?)] on flanks, [15%(?)] on back. The caster can encounter [- 5%(?) ] debuff chance, to his front and flanks, against [ Physical] and less than [ 70%(?) ] of the resource needed to cast the grimoire. Through all the stance, he benefits too of the 50% usual block mitigation. The caster can get [ 15%(?) ] of Poison damage increase within [ 10(?) ] seconds after the stance, with [ 30%(?) ] chance of perform. Chosen Signatures defines automatic specialized defensive when attacked or a specialized potential offensive ability after the stance end, with [30%(?)] chance of perform. Both within [10(?)] seconds. At end, the caster can for [5(?)] seconds profit of + [20%(?)] block mitigation.
    CAST TIME : Instant TARGET : self RADIUS : [CLOSE TO THE BLOCK] meter DURATION [ ] seconds/minute COST : [5400(?)] stamina COOLDOWN: [x>20(?)] seconds
    - /PULL/ None
    - /RESTORE RESOURCES/ None
    - /SHOCK DAMAGE/ Release the “ House of Sercen Hydra ” enchanted restoration staff stance that must be hold into only immobile or walk action. The caster his grants to parry [100%(?)] of Shock damage from the next skill or ultimate and light or heavy attack. Through [1(?)] seconds.It targets skills effects as one entity to treat and apply to dot for their whole . Within a chance of parry for: [35%(?)] on Front, [25%(?)] on flanks, [15%(?)] on back. The caster can encounter [- 5%(?)] debuff chance, to his front and flanks, against [ Physical] and less than [ 70%(?) ] of the resource needed to cast the grimoire. Through all the stance, he benefits too of the 50% usual block mitigation. The caster can get [15%(?) ] of Shock damage increase within [10(?)] seconds after the stance, with [30%(?)] chance of perform. Chosen Signatures defines automatic specialized defensive when attacked or a specialized potential offensive ability after the stance end, with [30%(?)] chance of perform. Both within [10(?)] seconds. At end, the caster can for [5(?)] seconds profit of + [20%(?)] block mitigation.
    CAST TIME : Instant TARGET : self RADIUS : [CLOSE TO THE BLOCK] meter DURATION [ ] seconds/minute COST: [5400(?)] magicka COOLDOWN : [x>20(?)] seconds
    - /STUN/ None
    - /TAUN/ None
    - /TRAUMA/ None

    SIGNATURE/
    - /ANCHORITE’S CRUELTY/ None
    - /ANCHORITE’S POTENCY/ None
    - /ASSASSIN’S MISERY/ New “[Lock] all one activation skills to the active enemy bar within [8(?)] seconds. Ultimate aren’t concern by this ability. Pve enemies only see 1 skill blocked. Bosses are immune.” (RESTORATION STAFF) (specialized offensive)
    - /CAVALIER’S CHARGE/ New “Within [10(?)] seconds, after the 1th debuff, the caster ignores [x] amount of armor per enemy that launch a debuff against him and only against them.” (RESTORATION STAFF) (specialized offensive)
    - /CLASS MASTERY/ Ok
    - /CRUSADER’S DEFIANCE/ New “Within [10(?)] seconds grants to the caster [100%(?)] crowd control resistance per attacking enemy. (It doesn’t affect enemies which strike a crowd control before an attack).” (RESTORATION STAFF) (specialized defensive)
    - /DRUID’S RESURGENCE/ New “Within [10(?)] seconds, converts [x] of the pool life toward the highest max resource. If the caster survives each pool are restored and his life fully healed.” (RESTORATION STAFF) (specialized offensive)
    - /FENCER’S PARRY/ New “The nearest enemy within [8(?)] meter that release his block his immediately strike (like Dawnbreaker) with an attack of [x] oblivion damage.” (RESTORATION STAFF) (specialized offensive)
    - /GLADIATOR’S TENACITY/ New “Within [10(?)] seconds all heavy attacks damage is reduced to the damage of a light attack.” (RESTORATION STAFF) (specialized defensive)
    - /GROWING IMPACT/ New “The next light/heavy attack and skills within [ 8(?)] seconds after the 1th strike hit at the maximum possible buff even if the caster is at the maximum debuff. Within this [8(?)] seconds no debuff can have an effective effect until the end.” (RESTORATION STAFF) (specialized offensive)
    - /HUNTER’S SNARE/ New “Within [10(?)] seconds any bash against an enemy ad his penetration split into physical resistance and spell resistance. It only works against the bashed enemy.” (RESTORATION STAFF) (specialized defensive)
    - /IMMOBILIZING STRIKE/ New “Within [10(?)] any enemy strike with a heavy attack spawns a [10(?)] -meter aoe on the ground. Each [2(?)] meter a heart stroke induced by the attack tick [x] physical damage. This damage add itself each further level until the limit. But it can only strike once . Only the strike enemy can be hit with this aoe.” (RESTORATION STAFF) (specialized offensive)
    - /KNIGHT’S VALOR/ New “Within [10(?)] seconds, the caster blocks all critical damages from enemy which debuff the caster or enter the caster aoe within [ 6(?)] meter.” (RESTORATION STAFF) (specialized defensive)
    - /LEECHING THIRST/ None
    - /LINGERING TORMENT/ None
    - /SAGE’S REMEDY/ None
    - /THIEF’S SWIFTNESS/ New “Within [10(?)] seconds all attack which come from a surprise stealth or invisible attacks are [100%(?)] deflects. (RESTORATION STAFF) (specialized defensive)
    - /WARMAGE’S DEFENSE/ New “Within [10(?)] seconds, register all damage incoming at first attack and delay them for [3(?)] seconds, if [2(?)] allies or more within [8(?)] meter dies before the [3(?)] seconds ends “instantly”, then damages are [ 100%(?)] deflects. It can only work once.” (RESTORATION STAFF) (specialized defensive)
    - /WARRIOR’S OPPORTUNITY/ New “Next lights attack within [3(?)] seconds after the 1th one see their value hit like Heavy attack.” (RESTORATION STAFF) (specialized offensive)
    - /WAYFARER’S MASTERY/ New (***) “The caster releases a blast of green flame snake aoe after being hit with a skill or ultimate attack which knocks all enemies within the radius of [8(?)] meter toward [3(?)] meters. The aoe remain to the caster for [x] seconds. All victims within it can’t profit from their healing’s skills. All of their heal are [negate] and [provided toward the caster]. It doesn’t concern ultimate, champions stars, set, potions or healing which come from outside of the aoe. (RESTORATION STAFF) (specialized offensive)

  • Saphaniax
    Saphaniax
    ✭✭
    [ GRIMOIRES PART 4/7 PART B ]
    (∩`-´)⊃━☆゚.*・。゚ House of Mornogre゚ 。・*.゚☆━⊂(´-´ ∩)
    <<Who?>> <<Mornogre.>> <<the Mornogre?>> <<A blood that has been cursed.>> <<Three times, a castle was cursed.>> <<The land does not contain it.>> <<Any book consumed them>> <<Their memories fade away.>> <<Not all.>> <<What were the kids saying?>> <<If your blood boil in the night it’s the Mornogre !>> <<If your stretched hand warm up in the dark, it’s the ogre.>> << If you are striving to breathe, release the Mornogre’s scroll out of sight !>> <<Poor kids.>> << Damn the uncommon scroll>> <<shush!>> << they're coming. >>
    The “ House of Mornogre ” is the sixth stance grimoire and is dedicated toward destruction staff users.
    As the other stance one, it adapts the whole gameplay which can been found in the “ House of Udyrfrykte Fal Banshee ” as reference. So, I’m going to focus on the differences.

    Gameplay mechanic:

    I invite you to refer to the Grimoire “House of Udyrfrykte Fal Banshee” for further explanations on the main system.

    The caster cast the “ House of Mornogre ” to any position or war time. This grimoire is bind to destruction staff weapons and can’t be launched with another type of weapon.
    This stance let the caster opposes his left hand while his body is in profile. Multiple sigils symbols appear with his hand and an fx give the impression of the opening of a chasm. With a hand which could gobble up anything. the caster holds his baton in his right hand, part of which is parallel to his pelvis and back. The staff releases a colored smoke while multiple colored static crackle throughout the surface. On the entire surface of the ability area, smoke spreads in convection movements at foot level. Multiple static crackle appear on it too.

    Suggested design:

    The idea behind this stance is to give an identity that don’t relies whether it is fire, electricity, cold or the themes of necromancers. the smoke itself has an esoteric design as its principle. As far as the left hand is concerned, the idea is to provide a shield that will both protect the wizard but also devour all attacks to come. It must echo with the smoke. As the smoke is only the result of a stick that exceeds its usual magic charge, provided by the caster “shield”, for the purpose of a stinging counterattack. The smoke itself is not so dark. In order to introduce a contrast by the colors and light.

    Suggested scribing design:

    GRIMOIRE: The caster release and adopt the enchanted “ House of Mornogre destruction staff stance . It grants defensive and offensive abilities bind to the stance itself and after its execution. The stance must be hold with an immobile or walk action otherwise any other action breaks the stance. The chosen Focus defines through the stance an ability to parry [ 100%(?)] of the next skill or ultimate and light or heavy attack damage type. In a window of [1(?)] seconds. Within a chance of parry for: [35%(?)] on Front, [25%(?)] on flanks, [15%(?)] on back. Front and Flanks can be debuff of [5%(?)] of chance against physical. Another debuff of [5%(?)] for the same parts occurs if the grimoire is launch under [70%(?)] of the main resource needed. Through all the stance, he benefits too of the 50% usual block mitigation. The Focus defines too, [15%(?)] of damage type increase within [10(?)] seconds after the stance, with [30%(?)] chance of perform. Chosen Signatures defines specialized defensive or offensive abilities. The specialized defensive automatically triggers after an attack, when the offensive one can triggers after the stance end, with [30%(?)] chance of perform. Both can occur within a window of [10(?)] seconds. At the end of Stance, the caster can benefit for [5(?)] seconds of + [20%(?)] block mitigation.

    FOCUS/
    - /BLEED DAMAGE/Release the “ House of Mornogre ” enchanted destruction staff stance that must be hold into only immobile or walk action. The caster his grants to parry [100%(?)] of Bleed damage from the next skill or ultimate and light or heavy attack. Through [1(?)] seconds.It targets skills effects as one entity to treat and apply to dot for their whole . Within a chance of parry for: [35%(?)] on Front, [25%(?)] on flanks, [15%(?)] on back. The caster can encounter [- 5%(?) ] debuff chance, to his front and flanks, against [ Physical ] and less than [ 70%(? )] of the resource needed to cast the grimoire. Through all the stance, he benefits too of the 50% usual block mitigation. The caster can get [ 15%(?) ] of Bleed damage increase within [ 10(?)] seconds after the stance, with [30%(?)] chance of perform. Chosen Signatures defines automatic specialized defensive when attacked or a specialized potential offensive ability after the stance end, with [30%(?)] chance of perform. Both within [ 10(?)] seconds. At end, the caster can for [5(?)] seconds profit of + [20%(?)] block mitigation.
    CAST TIME : Instant TARGET : self RADIUS : [CLOSE TO THE BLOCK] meter DURATION [ ] seconds/minute COST : [5400(?)] stamina COOLDOWN : [x>20(?)] seconds
    - /DAMAGE SHIELD/ None
    - /DISEASE DAMAGE/ Release the “ House of Mornogre ” enchanted destruction staff stance that must be hold into only immobile or walk action. The caster his grants to parry [ 100%(?) ] of Disease damage from the next skill or ultimate and light or heavy attack. Through [1(?)] seconds.It targets skills effects as one entity to treat and apply to dot for their whole . Within a chance of parry for: [35%(?)] on Front, [25%(?)] on flanks, [15%(?)] on back. The caster can encounter [- 5%(?)] debuff chance, to his front and flanks, against [ Physical ] and less than [70%(?)] of the resource needed to cast the grimoire. Through all the stance, he benefits too of the 50% usual block mitigation. The caster can get [15%(?)] of Disease damage increase within [ 10(?)] seconds after the stance, with [30%(?)] chance of perform. Chosen Signatures defines automatic specialized defensive when attacked or a specialized potential offensive ability after the stance end, with [30%(?)] chance of perform. Both within [10(?)] seconds. At end, the caster can for [5(?)] seconds profit of + [20%(?)] block mitigation.
    CAST TIME: Instant TARGET : self RADIUS : [CLOSE TO THE BLOCK] meter DURATION [ ] seconds/minute COST : [5400(?)] stamina COOLDOWN: [x>20(?)] seconds
    - /DISPEL/ None
    - /FLAME DAMAGE/ Release the “ House of Mornogre ” enchanted destruction staff stance that must be hold into only immobile or walk action. The caster his grants to parry [100%(?)] of Flame damage from the next skill or ultimate and light or heavy attack. Through [ 1(?)] seconds.It targets skills effects as one entity to treat and apply to dot for their whole . Within a chance of parry for: [35%(?)] on Front, [25%(?)] on flanks, [15%(?)] on back. The caster can encounter [- 5%(?)] debuff chance, to his front and flanks, against [Physical] and less than [70%(?)] of the resource needed to cast the grimoire. Through all the stance, he benefits too of the 50% usual block mitigation. The caster can get [15%(?)] of Flame damage increase within [10(?)] seconds after the stance, with [ 30%(?)] chance of perform. Chosen Signatures defines automatic specialized defensive when attacked or a specialized potential offensive ability after the stance end, with [30%(?)] chance of perform. Both within [ 10(?)] seconds. At end, the caster can for [5(?)] seconds profit of + [20%(?)] block mitigation.
    CAST TIME : Instant TARGET : self RADIUS : [CLOSE TO THE BLOCK] meter DURATION [ ] seconds/minute COST : [5400(?)] magicka COOLDOWN : [x>20(?)] seconds
    - /FROST DAMAGE/ Release the “ House of Mornogre ” enchanted destruction staff stance that must be hold into only immobile or walk action. The caster his grants to parry [100%(?)] of Frost damage from the next skill or ultimate and light or heavy attack. Through [1(?)] seconds.It targets skills effects as one entity to treat and apply to dot for their whole . Within a chance of parry for: [35%(?)] on Front, [25%(?)] on flanks, [15%(?)] on back. The caster can encounter [- 5%(?)] debuff chance, to his front and flanks, against [ Physical] and less than [ 70%(?) ] of the resource needed to cast the grimoire. Through all the stance, he benefits too of the 50% usual block mitigation. The caster can get [ 15%(?) ] of Frost damage increase within [ 10(?) ] seconds after the stance, with [ 30%(?) ] chance of perform. Chosen Signatures defines automatic specialized defensive when attacked or a specialized potential offensive ability after the stance end, with [30%(?)] chance of perform. Both within [10(?)] seconds. At end, the caster can for [ 5(?)] seconds profit of + [20%(?)] block mitigation.
    CAST TIME : Instant TARGET : self RADIUS : [CLOSE TO THE BLOCK] meter DURATION [ ] seconds/minute COST: [5400(?)] magicka COOLDOWN: [x>20(?)] seconds
    - /GENERATE ULTIMATE/ None
    - /HEALING/ None
    - /IMMOBILIZE/ None
    - /KNOCKBACK/ None
    - /MAGIC DAMAGE/ Release the “ House of Mornogre ” enchanted destruction staff stance that must be hold into only immobile or walk action. The caster his grants to parry [100%(?)] of Magic damage from the next skill or ultimate and light or heavy attack. Through [1(?)] seconds.It targets skills effects as one entity to treat and apply to dot for their whole . Within a chance of parry for: [35%(?)] on Front, [25%(?)] on flanks, [15%(?)] on back. The caster can encounter [- 5%(?)] debuff chance, to his front and flanks, against [ Physical ] and less than [ 70%(?) ] of the resource needed to cast the grimoire. Through all the stance, he benefits too of the 50% usual block mitigation. The caster can get [15%(?)] of Magic damage increase within [10(?)] seconds after the stance, with [30%(?)] chance of perform. C hosen Signatures defines automatic specialized defensive when attacked or a specialized potential offensive ability after the stance end, with [30%(?)] chance of perform. Both within [10(?)] seconds. At end, the caster can for [5(?)] seconds profit of + [20%(?)] block mitigation.
    CAST TIME : Instant TARGET : self RADIUS : [CLOSE TO THE BLOCK] meter DURATION [ ] seconds/minute COST : [5400(?)] magicka COOLDOWN : [x>20(?)] seconds
    - /MITIGATION/ None
    - /MULTI TARGET/ None
    - /PHYSICAL DAMAGE/ Release the “ House of Mornogre ” enchanted destruction staff stance that must be hold into only immobile or walk action. The caster his grants to parry [ 100%(?) ] of Physical damage from the next skill or ultimate and light or heavy attack. Through [1(?)] seconds.It targets skills effects as one entity to treat and apply to dot for their whole . Within a chance of parry for: [35%(?)] on Front, [25%(?)] on flanks, [15%(?)] on back. The caster can encounter [- 5%(?)] debuff chance, to his front and flanks, against [ Physical ] and less than [ 70%(?) ] of the resource needed to cast the grimoire. Through all the stance, he benefits too of the 50% usual block mitigation. The caster can get [ 15%(?) ] of Physical damage increase within [10(?)] seconds after the stance, with [ 30%(?) ] chance of perform. Chosen Signatures defines automatic specialized defensive when attacked or a specialized potential offensive ability after the stance end, with [30%(?)] chance of perform. Both within [10(?)] seconds. At end, the caster can for [ 5(?)] seconds profit of + [20%(?)] block mitigation.
    CAST TIME : Instant TARGET : self RADIUS : [CLOSE TO THE BLOCK] meter DURATION [ ] seconds/minute COST : [5400(?)] stamina COOLDOWN: [x>20(?)] seconds
    - /POISON DAMAGE/ Release the “ House of Mornogre ” enchanted destruction staff stance that must be hold into only immobile or walk action. The caster his grants to parry [ 100%(?)] of Poison damage from the next skill or ultimate and light or heavy attack. Through [1(?)] seconds.It targets skills effects as one entity to treat and apply to dot for their whole . Within a chance of parry for: [35%(?)] on Front, [25%(?)] on flanks, [15%(?)] on back . The caster can encounter [- 5%(?)] debuff chance, to his front and flanks, against [ Physical] and less than [ 70%(?) ] of the resource needed to cast the grimoire. Through all the stance, he benefits too of the 50% usual block mitigation. The caster can get [ 15%(?) ] of Poison damage increase within [10(?)] seconds after the stance, with [ 30%(?)] chance of perform. Chosen Signatures defines automatic specialized defensive when attacked or a specialized potential offensive ability after the stance end , with [30%(?)] chance of perform. Both within [10(?)] seconds. At end, the caster can for [5(?)] seconds profit of + [ 20%(?)] block mitigation.
    CAST TIME: Instant TARGET : self RADIUS: [CLOSE TO THE BLOCK] meter DURATION [ ] seconds/minute COST : [5400(?)] stamina COOLDOWN : [x>20(?)] seconds
    - /PULL/ None
    - /RESTORE RESOURCES/ None
    - /SHOCK DAMAGE/ Release the “ House of Mornogre ” enchanted destruction staff stance that must be hold into only immobile or walk action. The caster his grants to parry [100%(?)] of Shock damage from the next skill or ultimate and light or heavy attack. Through [1(?)] seconds.It targets skills effects as one entity to treat and apply to dot for their whole . Within a chance of parry for: [35%(?)] on Front, [25%(?)] on flanks, [15%(?)] on back. The caster can encounter [ - 5%(?)] debuff chance, to his front and flanks, against [ Physical ] and less than [ 70%(? )] of the resource needed to cast the grimoire. Through all the stance, he benefits too of the 50% usual block mitigation. The caster can get [ 15%(?) ] of Shock damage increase within [10(?)] seconds after the stance, with [30%(?)] chance of perform. Chosen Signatures defines automatic specialized defensive when attacked or a specialized potential offensive ability after the stance end, with [30%(?)] chance of perform. Both within [10(?)] seconds. At end, the caster can for [5(?)] seconds profit of + [20%(?)] block mitigation.
    CAST TIME: Instant TARGET : self RADIUS : [CLOSE TO THE BLOCK] meter DURATION [ ] seconds/minute COST: [5400(?)] magicka COOLDOWN : [x>20(?)] seconds
    - /STUN/ None
    - /TAUN/ None
    - /TRAUMA/ None

    SIGNATURE/
    - /ANCHORITE’S CRUELTY/ None
    - /ANCHORITE’S POTENCY/ None
    - /ASSASSIN’S MISERY/ New [Lock] all one activation skills to the active enemy bar within [8(?)] seconds. Ultimate aren’t concern by this ability. Pve enemies only see 1 skill blocked . Bosses are immune.” (DESTRUCTION STAFF) (specialized offensive)
    - /CAVALIER’S CHARGE/ New “Within [10(?)] seconds, after the 1th debuff, the caster ignores [x] amount of armor per enemy that launch a debuff against him and only against them.” (DESTRUCTION STAFF) (specialized offensive)
    - /CLASS MASTERY/ Ok
    - /CRUSADER’S DEFIANCE/ New “Within [10(?)] seconds grants to the caster [100%(?)] crowd control resistance per attacking enemy. (It doesn’t affect enemies which strike a crowd control before an attack).” (DESTRUCTION STAFF) (specialized defensive)
    - /DRUID’S RESURGENCE/ New “Within [10(?)] seconds, converts [x] of the pool life toward the highest max resource. If the caster survives each pool are restored and his life fully healed.” (DESTRUCTION STAFF) (specialized offensive)
    - /FENCER’S PARRY/ New “The nearest enemy within [8(?)] meter that release his block his immediately strike (like Dawnbreaker) with an attack of [x] oblivion damage.” (DESTRUCTION STAFF) (specialized offensive)
    - /GLADIATOR’S TENACITY/ New “Within [10(?)] seconds all heavy attacks damage is reduced to the damage of a light attack.” (DESTRUCTION STAFF) (specialized defensive)
    - /GROWING IMPACT/ New “The next light/heavy attack and skills within [8(?)] seconds after the 1th strike hit at the maximum possible buff even if the caster is at the maximum debuff. Within this [8(?)] seconds no debuff can have an effective effect until the end.” (DESTRUCTION STAFF) (specialized offensive)
    - /HUNTER’S SNARE/ New “Within [10(?)] seconds any bash against an enemy ad his penetration split into physical resistance and spell resistance. It only works against the bashed enemy.” (DESTRUCTION STAFF) (specialized defensive)
    - /IMMOBILIZING STRIKE/ New “Within [10(?)] any enemy strike with a heavy attack spawns a [10(?)] -meter aoe on the ground. Each [2(?)] meter a heart stroke induced by the attack tick [x] physical damage. This damage add itself each further level until the limit. But it can only strike once . Only the strike enemy can be hit with this aoe.” (DESTRUCTION STAFF) (specialized offensive)
    - /KNIGHT’S VALOR/ New “Within [10(?)] seconds, the caster blocks all critical damages from enemy which debuff the caster or enter the caster aoe within [6(?)] meter.” (DESTRUCTION STAFF) (specialized defensive)
    - /LEECHING THIRST/ None
    - /LINGERING TORMENT/ None
    - /SAGE’S REMEDY/ None
    - /THIEF’S SWIFTNESS/ New “Within [10(?)] seconds all attack which come from a surprise stealth or invisible attacks are [100%(?)] deflects .” (DESTRUCTION STAFF) (specialized defensive)
    - /WARMAGE’S DEFENSE/ New “Within [10(?)] seconds, register all damage incoming at first attack and delay them for [3(?)] seconds, if [2(?)] allies or more within [ 8(?)] meter dies before the [3(?)] seconds ends “instantly”, then damages are [ 100%(?)] deflects. It can only work once.” (DESTRUCTION STAFF) (specialized defensive)
    - /WARRIOR’S OPPORTUNITY/ New “Next lights attack within [3(?)] seconds after the 1th one see their value hit like Heavy attack.” (DESTRUCTION STAFF) (specialized offensive)
    - /WAYFARER’S MASTERY/ New (***) “The caster maintains a hand shield which have [30%] chance to absorb the next [2(?)] skills attacks per enemy within [5(?) ] seconds against him. Which create a charge onto the caster. It registers all damages against him and [deflect] their whole damage . It doesn’t concern any other effect than damage . The caster infuses his staff with it and his n ext lights attacks discharge [x] damage to the maximum of [2(?)] skills attack (per charge) received against him which can’t rise above [x%] of damage. Until the end of the charges or the death of the caster. Each discharge has a separated [30%] chance of perform . An unsuccessful discharge consumes the pool of caster charge.
    - . (DESTRUCTION STAFF) (specialized offensive)


  • Saphaniax
    Saphaniax
    ✭✭
    [ GRIMOIRES PART 5/7 PART A ]

    The next following grimoires will introduce a whole new mechanic to the game and may help a lot in the conception of scribing abilities. Let me introduce you to the new “ Malediction ” scribing system. “ Maledictions ” are the reverse of the usual scribing abilities with all of their inbuild mechanic.
    In contrary of the usual scribing, they bring a lot of freedom of conception in the grimoire section, focus, signature and affix are less dominant in this formula. They will propose to any player’s more singular power. As usual it’s never free. It come with a cost and (pushed) boundaries. Similar to the current scribing abilities but that singular power is imbued by the thematic of “ Maledictions ”. They always can backfire to the caster or instore a peril that is large enough to make the player doubt .

    And he must have a return of fire in their conception, however cruel or twisted it may be.

    Clearly, this new type of grimoire is a threat for everyone, caster included. The player wants to survive? Sure. Place your will, no more bets!
    The following scribing “ Maledictions ” come in the number of 7 . Each of them is especially produced for one of the classes of ESO. They can’t be access by the other classes, its class bound material.
    Though “Maledictions” aren't restricted to classes. Each of them can be bought after by everyone too*



    (∩`-´)⊃━☆゚.*・。゚ DAEDRIC MALEDICTION of the DRAGON KNIGHT゚ 。・*.゚☆━⊂(´-´ ∩)
    (∩`-´)⊃━☆゚.*・。゚ Dragonknights of Peryite’s sanctification゚ 。・*.゚☆━⊂(´-´ ∩)

    What a dangerous trade ... It seems that some Dragonknights devoted themselves to Peryite in order to get tremendous capacities… Lord Peryite in his expansion enterprise has managed to hijack the foundation of the essence of dragonknights abilities. His tireless search allowed him to reach the draconic essence and corrupt it to his advantage. Although this is not perfect . Indeed, the heritage of all dragonsknights is much deeper and more complex than what the Tamrielian writings evoke. There is more.
    This new cursed grimoire brings as new gameplay a whole new form to dragon knight’s players. This is intended to help mid and low players to reach a burst mode through combat. It will bring them to a help to perform quick feature or “quick” mobs clean in pve spaces like dungeons or trials. And in the pvp space it will for sure help to hunt those “speedy Gonzales” which can sometimes pose certain problems for players. But of course, all of that come with a downside which will help opponent to slay them and a gameplay door that allows for players to reach more easily those “tank” dragon knights.

    Gameplay mechanic:

    The “ Dragonknights of Peryite’s sanctification ” allow the caster to turn himself, through his heritage, into a dragonic form between Dragon and humanoids but a perverted version by the reigns of Peryite.
    Players will become poisonous dragonoids. Their form will be discussed later. This grimoire will invert the classic essence of Dragonknights. Their armories vanish (completely) for a huge and proportional buff on damage . And it’s the whole idea. When Dragonknights tank their enemies, Dragonoids burst on them or dodge/vanish from them. Dragonoids are meant to be really fast . They get at launch (only) the removing of all snares and immobilizations, then a huge speed buff not indexed on the classical buff for their whole transformation. They can’t go faster than the cap but their speed and damage buff trade for their whole armories it’s their DNA identity.

    Though even if they don’t no longer have armories, they still can benefit temporary of temporary damage shields. Dragonoids are immune to poisons and stuns but are definitely weak to frost damage and diseased damages . To refer on their form discussed later, Dragonoids have weaker constitution and need to manage a constant debuff against all hindrance/snares for a time effect 2X longer .

    Dragonoids are similar in their monster conception as werewolves. Under this form a caster can no longer have access to his weapons or usual skill bar. The caster will get a bonus on light attack damage to mitigate their loosing weapon bonus adding [1314(?)] critical chance . Dragonoids will also get the ability to directly interrupt their opponent through their heavy attack. But all of that need to be put to the consideration that Dranoids damage remain on their abilities and theirs scribing damage through claws slashes ( light/heavy attacks ).

    The” Dragonknights of Peryite’s sanctification” as a malediction bring some setbacks to be taken into account outside of their weakness. Casters are cursed to fulfill their due to Peryite once transformed. If they don’t kill a [x] minimum mobs/players before the end, they will get [x] disease damage in order to help their lord with a guaranteed minor defile. If the player reaches lower than 30% of health on normal form while the Malediction is set up on either bar, the malediction starts up automatically. They can’t restrain the Curse dragon to take place with or without resources. Their form will continue until their due of kill is paid or their death.

    Throughout the whole ability, the caster of “ Dragonknight of Peryit’s sanctification ” will need to manage a drain that will always consume their resource until the end of the cast. No cast time is involved here.

    Suggested design:

    This cursed grimoire proposes a creature which is crossing the realms of dragons, humanoids and Peryite influence. In this purpose I imagine dragonoids as poisonous, deeply sick, humanoids dragons. They’re starving and skinny. A weak structure swung by large long claws on which pus flows. Their long mouth reveals multiple long and pointed fangs but similar in their disposition to that of sharks. Their facial and neck appearance is very much a mix between dovah and snake. They have damaged horns. Their backs are supported by imposing but not wide, thin bony damaged wings. Their tail is like a whip with a bone piercing the extremity in many peaks. Special attention to their animation would be a plus for their appeal and the fun of playing with their game design. By example I though about Dragonoids as a creature that flies very close to the ground with their not so wide wings when the caster is running. Something very fluid with a body that tends to wave like a snake as incentive.

    Suggested pool ability under transformation:

    /1/ skill /_ “ Scribing ability
    Drain the main resource needed for launching this skill. Stop the transformation with or without debuff diseases in function of the [x] kill goal to Peryite per activation.
    REFER TO FOCUS SECTION

    /2/ skill /_” Roadkill breath
    The Dragonoid release an exploding greenish fog aoe who fear opponent due to the impossible smell. It needs to be big enough and opaque in order to cover unexpected direction from the Dragonoid.
    CAST TIME : 0.8 TARGET : self RADIUS : 6 meter DURATION [x] seconds COOLDOWN : [x] seconds COST : [0]

    /3/ skill /_” Peryite best regards
    the dragonoid erupts acid vomit dealing [x] scribing damage onto an enemy for [x] seconds. Mobs and players touched by the vomit can spread [1/3] of [x] scribing damage to anyone which “touch” them, until the initial end effect or their purged.
    CAST TIME : Instant TARGET: enemy RANGE : 30 meter DURATION [x] seconds COST : [0]

    /4/ skill /_” Anoint of the depths
    Summon a fountain of “vermin” as a totem who spread rats, spiders … to any mobs or players who walk by. Dealings [x] physica l damage. Until the end or if the totem is put down.
    As much the Anoint fountain stay on the ground, as mush the dragonoids can receive a burst heal through [x] activation . The [x] health amount increases through time from a small amount, to decent, then a lifesaving amount at the near end.
    CAST TIME: 2 seconds TARGET: self RADIUS: 8 meter DURATION [2(?)] minute COST: [0]

    /5/ skill /_” Flys on the top of wounds
    Purulent wounds appear on the Dragonoid corpse. Flys emerge from the player body and stick to the opponent. It’s unavoidable, unblockable, and unpurgeable.
    If the Dragonoid player survive the next attack, flies will mirror half of the attack through an [x] scribing attack after [15(?)] seconds.
    Except if the opponent “ touches ” another mob or mate. Then he will only take [1/3] scribing damage and he will spread the ma the benediction of Peryite. This will spread through an aoe and can touch multiple mob or players. These ones will receive [1/3] of the initial damage after [6(?)] seconds unless they cure it or over healing through this time.
    CAST TIME : Instant TARGET : self DURATION [x] seconds COST: Drain [x] magicka and [x] stamina

    /6/ ultimate /_” Tsaesci Capital Feast
    The Dragonoid summon tumultuous, turbulent, green waters that can belt [x] multiple victims in it which can’t escape. It submerges them at belt height. It instantly blocked all magic, stam and health pool of the dragonoid, deflect all damage against him and make him disappear until the end of the ultimate within a maximum of [1(?)] minute. Though if the Dragonoid quit the aoe or attack directly all victims, he instantly gets an instant death.
    Players in the ultimate radius are drain of [x] stamina and [x] magicka within the maximum of [1(?)] minute. Humanoids and creatures are pull to join the radius effect. Although this ability prevents its victims from escaping, it allows everyone to enter it.
    At the end of their pool resources of all trapped entity or to the limit of [1(?)] minute; a gigantic dragon snake head emerges from waters and snap all livings. As an allegory of Death itself over tsaesci culture:
    - Any mobs over [50%] health take [x] scribing damage. One kill generates [50] ultim at the end effect.
    - Any mobs under [50%] health take [200% (?)] more [x] scribing damage. This attack ignores resistances. One kill generates [50] ultim at the end effect.

    - Any pvp enemy will have the decision within the drain or until [1(?)] minute, to sacrifice themselves part of their ultim to the water. To the limit of [300(?)] ultims. Less they have ultim to spare more the “%” on damage is set higher . From [0%] , to [100%] , to [ 200%] , to [300%]. If those pvp enemies don’t sacrifice themselves before the [1(?)] min end or have no more than [50] ultims the dragon snake will fully materialize and snape them for [x] scribing damage without caring at all about their physical and spell armor. If all players spare their ultim before the end (no matter the amount the decision is free), the dragon head automatically spawn before draining them completely or the [1(?)] minute limit.
    - Pvp players can avoid a painful death or severe attack to allies by sharing their fate into the water, spare their ultims … and survive. (Or waiting outside to healing them after the attack.)
    - At end effect all ultims generated by victims can be harvest by the allies of the Dragonoid. And only them, the dragonoid caster can’t access to them. The death of the Dragonoid can’t affect the [x] time of ultim spawn on ground. He can receive instead a temporary fortified pool amount drained by victims of [x] stam and |x] magicka, for [x] seconds.

    - The Caster who reaches the limit of his own transformation don’t break the ultimate and back to his natural form after the end.
    CAST TIME: Instant TARGET : self RADIUS Ultim : 8 meter RADIUS Pull : 9 meter Max DURATION [1] minute COST : [300(?)] ultim

    Suggested scribing design:

    GRIMOIRE: The caster succumbs to the perverted legacy of his draconic powers and transforms into a dragonoid hybrid. Once transformed, all snares and mitigations are cleansed. The caster trade all of his physical and spell resistance for [x] buff damage and [x] speed bonus against [2(?)]x more time for snares and mitigations against him. Pushing him automatically to the speed cap. He became immune to poisons and stuns and weaker to diseased and frost damages. He gets [1314(?)] critical chance thanks to his light attacks. If he reaches less than [30%] health, he automatically transforms into dragonoid without the current cost until his Peryite due is complete. Each transformation requires [x] kill or [x] disease damage will fire back to him back with a guaranteed minor defile.

    FOCUS/
    - /BLEED DAMAGE/Transform into a Dragonoid and cleansed all snares and mitigations. (Can apply the signature). Trade: [ALL] physical and spell resistance for [x] buff damage. [2]x more time against snare and mitigations for [SPEED CAP] bonus. Grants an immunity to poison and stuns against [x] diseased and frost vulnerability. Grants [1314(?) ] critical chance for [x] second per light attack.
    Deals [x] Bleed light attack, [x] Bleed heavy attack + apply the signature & affix effect, [x] Bleed skill attack, [x] Bleed ultimate attack. If the caster reaches less than [30%] health , he automatically turns himself until due is complete. Each transformation requires a due of [x] kill or [x] disease injures the caster with a minor defile.
    CAST TIME : Instant TARGET : self COST: DRAIN [x] stamina PER [x] second
    - /DAMAGE SHIELD/ None
    - /DISEASE DAMAGE/ Transform into a Dragonoid and cleansed all snares and mitigations . (Can apply the signature). Trade: [ALL] physical and spell resistance for [x] buff damage. [2]x more time against snare and mitigations for [SPEED CAP] bonus. Grants an immunity to poison and stuns against [x] diseased and frost vulnerability. Grants [1314(?)] critical chance for [x] second per light attack.
    Deals [x] disease light attack, [x] disease heavy attack + apply the signature & affix effect, [x] disease skill attack, [x] disease ultimate attack. If the caster reaches less than [30%] health , he automatically turns himself until due is complete. Each transformation requires a due of [x] kill or [x] disease injures the caster with a minor defile.
    CAST TIME : Instant TARGET : self COST: DRAIN [x] stamina PER [x] second
    - /DISPEL/ None
    - /FLAME DAMAGE/ None
    - /FROST DAMAGE/ Transform into a Dragonoid and cleansed all snares and mitigations. (Can apply the signature). Trade: [ALL] physical and spell resistance for [x] buff damage. [2]x more time against snare and mitigations for [SPEED CAP] bonus. Grants an immunity to poison and stuns against [x] diseased and frost vulnerability . Grants [1314(?)] critical chance for [x] second per light attack.
    Deals [x] frost light attack, [x] frost heavy attack + apply the signature & affix effect, [x] frost skill attack, [x] frost ultimate attack. If the caster reaches less than [30%] health , he automatically turns himself until due is complete. Each transformation requires a due of [x] kill or [x] disease injures the caster with a minor defile.
    CAST TIME : Instant TARGET : self COST : DRAIN [x] magicka PER [x] second
    - /GENERATE ULTIMATE/ Transform into a Dragonoid and cleansed all snares and mitigations. (Can apply the signature). Trade: [ALL] physical and spell resistance for [ x] buff damage. [ 2]x more time against snare and mitigations for [SPEED CAP] bonus. Grants an immunity to poison and stuns against [x] diseased and frost vulnerability . Grants [1314(?)] critical chance for [x] second per light attack.
    Deals [x] physical light attack, [x] physical heavy attack + apply the signature & affix effect, [x] physical skill attack, [x] physical ultimate attack. + [5(?)] ultimate per kill . If the caster reaches less than [30%] health, he automatically turns himself until due is complete. Each transformation requires a due of [x] kill or [x] disease injures the caster with a minor defile.
    CAST TIME : Instant TARGET: self COST : DRAIN [x] stamina and DRAIN [x] magicka PER [x] second
    - /HEALING/ None
    - /IMMOBILIZE/ None
    - /KNOCKBACK/ None
    - /MAGIC DAMAGE/ Transform into a Dragonoid and cleansed all snares and mitigations. (can apply the signature). Trade: [ALL] physical and spell resistance for [x] buff damage. [2]x more time against snare and mitigations for [SPEED CAP] bonus. Grants an immunity to poison and stuns against [x] diseased and frost vulnerability . Grants [1314(?)] critical chance for [x] second per light attack.
    Deals [x] magic light attack, [x] magic heavy attack + apply the signature & affix effect, [x] magic skill attack, [x] magic ultimate attack. If the caster reaches less than [30%] health, he automatically turns himself until due is complete. Each transformation requires a due of [x] kill or [x] disease injures the caster with a minor defile.
    CAST TIME : Instant TARGET : self COST : DRAIN [x] magicka PER [x] second
    - /MITIGATION/ None
    - /MULTI TARGET/ None
    - /PHYSICAL DAMAGE/ Transform into a Dragonoid and cleansed all snares and mitigations. (can apply the signature). Trade: [ALL] physical and spell resistance for [x] buff damage. [2]x more time against snare and mitigations for [ SPEED CAP] bonus. Grants an immunity to poison and stuns against [x] diseased and frost vulnerability . Grants [1314(?)] critical chance for [x] second per light attack.
    Deals [x] physical light attack, [x] physical heavy attack + apply the signature & affix effect, [x] physical skill attack, [x] physical ultimate attack. If the caster reaches less than [30%] health , he automatically turns himself until due is complete. Each transformation requires a due of [x] kill or [x] disease injures the caster with a minor defile.
    CAST TIME : Instant TARGET : self COST : DRAIN [x] stamina PER [x] second
    - /POISON DAMAGE/ Transform into a Dragonoid and cleansed all snares and mitigations. (can apply the signature). Trade: [ALL] physical and spell resistance for [x] buff damage. [2]x more time against snare and mitigations for [SPEED CAP] bonus. Grants an immunity to poison and stuns against [x] diseased and frost vulnerability. Grants [1314(?)] critical chance for [x] second per light attack.
    Deals [x] poison light attack, [x] poison heavy attack + apply the signature & affix effect, [x] poison skill attack, [x] poison ultimate attack. If the caster reaches less than [30%] health , he automatically turns himself until due is complete. Each transformation requires a due of [x] kill or [x] disease injures the caster with a minor defile.
    CAST TIME : Instant TARGET : self COST : DRAIN [x] stamina PER [x] second
    - /PULL/ Transform into a Dragonoid and cleansed all snares and mitigations. (can apply the signature). Trade: [ALL] physical and spell resistance for [ x] buff damage. [2]x more time against snare and mitigations for [SPEED CAP] bonus. Grants an immunity to poison and stuns against [x] diseased and frost vulnerability. Grants [1314(?)] critical chance for [x] second per light attack.
    Deals [x] physical light attack, [x] physical heavy attack + apply the signature & affix effect, [x] physical skill attack, [x] physical ultimate attack. + [ Pull] after [2] seconds any target which isn’t under a taunt. If the caster reaches less than [30%] health, he automatically turns himself until due is complete. Each transformation requires a due of [x] kill or [x] disease injures the caster with a minor defile.
    CAST TIME : Instant TARGET : self COST: DRAIN [x] stamina PER [x] second
    - /RESTORE RESOURCES/ None
    - /SHOCK DAMAGE/ None
    - /STUN/ None
    - /TAUNT/ None
    - /TRAUMA/ None

    SIGNATURE/
    - /ANCHORITE’S CRUELTY/ None
    - /ANCHORITE’S POTENCY/ None
    - /ASSASSIN’S MISERY/ New “Grants + [150(?)] damage for [15(?)] second to one active status effect on the victim”
    - /CAVALIER’S CHARGE/ New “Contaminates a victim with an infectious substance within [10(?)] seconds. Increase the damage of all infectious dragonoid abilities per additional infected victim by [x] with the “ patient 0 ”.
    - /CLASS MASTERY/ Ok
    - /CRUSADER’S DEFIANCE/ None
    - /DRUID’S RESURGENCE/ New “Restore [x] stamina and [x] magicka per infected victim with a “ patient 0 ” “
    - /FENCER’S PARRY/ New Deflect the next direct damage made against you within [3(?)] seconds by an attacked victim which is also infected by an another “patient 0” victim. This can occur once every [3(?)] second and per active infection.”
    - /GLADIATOR’S TENACITY/ None
    - /GROWING IMPACT/ None
    - /HUNTER’S SNARE/ None
    - /IMMOBILIZING STRIKE/ None
    - /KNIGHT’S VALOR/ New “Increases the block amount by [20(?)] % against a pull or taunt victim.”
    - /LEECHING THIRST/ New “Heal you for [26% (?)] of the damage done per enemy death
    - /LINGERING TORMENT/ New “Deals [x] shock damage over [20(?)] seconds”
    - /SAGE’S REMEDY/ None
    - /THIEF’S SWIFTNESS/ None
    - /WARMAGE’S DEFENSE/ None
    - /WARRIOR’S OPPORTUNITY/ None
    - /WAYFARER’S MASTERY/ New “Grants Burning Heart at all time under a dragonoid form, grants Moutain’s Blessing per infected victim with a “ patient 0 ”.”


    (∩`-´)⊃━☆゚.*・。゚ DAEDRIC MALEDICTION of the NIGHTBLADE゚ 。・*.゚☆━⊂(´-´ ∩)
    (∩`-´)⊃━☆゚.*・。゚ Baneful Swornthreads゚ 。・*.゚☆━⊂(´-´ ∩)

    “One of the darkest tools sometimes falls into the hands of dark mages for the profit of opportunistic nightblades. Sometimes the blades are eaten by the night for the greatest profit of Mephala. Nightblades forget sometimes that the night knows how to take advantage of the echoes and how to wrinkle the boundary.” Page 13, Tales from under the bed.

    The cursed Grimoire that contains a lot of bite to provide is now available for the most esoteric Nightblades to enjoy. The aim of this latest grimoire is to enhance the Nightblade's gameplay depth. Despite his mechanics the true goal of this grimoire isn’t to bring a twisted way to kill his pray, his true purpose remains onto the capacity of a Nightblade to spread chaos and take the ascendant on it for more power.

    Gameplay mechanic:

    The caster will be able to casts cursed threads, directly from Mephala’s obscure arts, between him and his victim. The whole interest of the Nightblade is to be able to penetrate the mental space of his victim in order to sow doubt, discord and chaos. But this is done at the cost of a permanent connection between him and his victim. The spell crosses the flesh of both entities in order to be as invisible as possible for its victim. Thus begins the work of the caster. For more ease the focus will begin on the pvp side although its interest prevails in both modes.
    This hex manifest by multiples points against his victims.

    - The victim ceases now to be able to make any distinction between allies and enemies within the whole [x] duration . He no longer makes a difference on titles, names and alliances. Either they disappear or they are replaced by another neutral solution.
    - The victim will come across a range of hallucination situations. He will be able to see fake enemies near or far from him. They are threatening but completely harmless. Even if they can feint to charge the protagonist with abilities. Theses enemies, needs deeply to be as disassembled as possible for their equipment, in order to look like true players. They can also encounter some dead players corpse. This is completely random. The phenomenon is light to sow doubt and in order not to overload the servers, they are mutual to all victims of the grimoire and “generated” by them alone. Only the players victims of “ Baneful Swornthreads ” can see them. More simply, the victims of the grimoire will also generate temporary auditory hallucinations of fights or skills.
    - All victims of “Baneful Swornthreads” are victims of an invisible aoe (for everyone). All allies within the radius of the aoe can be attack with the light, heavy attacks or skills of the victim but will instead receive a [x] scribing attack value against them. At this moment a fx onto the attack’s animations will snitch the implementation of “ Baneful Swornthreads ”. (Or more simpler if the game engine allow it).
    - The victim will “bear” too an invisible entity, which will bridge the gap between allies and the victim for all attacks. Similarly, a fx clearly announces the problem for every part. (Or more simpler if the game engine allow it).
    - If the victim doesn’t move and is static in a place, the “ Baneful Swornthreads ” summon instantly a shadow on ground behind the victim which. If he doesn’t move after [0,2(?)] seconds, this victim is pierced by black spears that this shadow throws. For [x] scribing attack. The shadows spears can hurt any enemies in the aoe.
    -
    On the pve side:

    - Any victim from the “ Baneful Swornthreads ” will attack [x] scribing attack against his allies, and [ pull ] any mobs who aren’t already taunt, then if he still alive, the black spears aoe will attack him if he stays static within the whole hex for [x] scribing attack.

    The purpose behind this feature is to give more value to the abilities of a nightblade into a pve content as dungeons and trials. The capacity to turn temporary an enemy, rather to invoke a pet, into his proper weapon and shield against multiples enemies may set a milestone in their gameplay. The possibility to hijacked temporary a boss add against him could be really neat as gameplay.
    Bosses are immune to the “ Baneful Swornthreads ”.

    Though, you need to keep in mind that all of this is a Malediction. The backfire of this whole ability is that the Nightblade share the physical flesh counter-effect of his victim. If his victim receives a [x] sustain effect, the Nightblade receive [1/2(?)] of it . If his victim receives a painful death by the scribing effect, the Nightblade will receive it. If the victim dies from the “ Baneful swornthreads ” impact rather than the blade or allies of the Nightblade, then he will have [5(?)] seconds to prepare himself before the landing of [1/3(?)] of all the damage which kill him . Heals, potions and magicalshields (or allies) will be necessary. It doesn’t matter if it’s a player victim or a mob. If the caster dies, the effect vanishes too.
    In this case, it may be possible, if I didn’t make errors, that the victim can take his revenge against the caster by trying to survive the longest time possible. This seems to work too.
    This double edge will allow less advantaged profiles to take an ascendant with some caution, where more deadly profiles will probably have more reluctance not to engage more directly.

    Suggested design:

    We are in the theme of the domain of Mephala. In fact, an ability that refers to webs of spiders/assassin seems to be appropriate. However, I think of something more visceral and disturbing too that could translate precisely this connection between the pitcher and the victim could be interesting. The caster brain is literally connected to his victim as a single like entity, sharing advantages and death. This is appropriate for the cast and the fx on the victim. Though a subtle and discreet reception on the victim in order not to spoil the impact of this book could be interesting. That without neglecting a fair game design when the victim’s actions have more impact.
    Nb: The caster needs a visible effect for an active grimoire on him. In order to let the victim identify his problem source.
    For the aoe a coffin shadow from which the black spears are tossed could be really neat. It stays in the thematic goal of the nightblade thriller.

    Suggested scribing design:

    GRIMOIRE: As an esoteric Nightblade, the caster cast a hex made of cursed threads and bond his proper flesh and mind to his victim for [2(?)] minute. His victim falls on a thrill madness bringing chaos, discord and doubt for the least prepared. With 2 effects. At first victims loses discernment in the face of their own allegiances and allies against which the Grimoire incites to attack for [x] scribing attack provided by the caster. They will also hallucinate some potential threat. The 2nd similar to the 1th compelled any mob to attack immediately their nearest allies the same [x] scribing attack and [pull] any of them which aren’t already taunt . It can’t affect bosses. Any static enemy of this grimoire summon a coffin ground shadow that after [0,2(?)] seconds throughs blacks spears for [x] scribing attack. If the victim sustain himself with stamina or magic, [1/2(?)] of the restore goes to the caster, instead (?). The embedded malediction induces that If the victim dies from an ally or the black’s spears then the caster will receive [1/3] of all the damage who kill his victim after [5(?)] seconds of an effect against him. This malediction is unpurgeable. If the caster dies within this hex, the hex end too.

    FOCUS/
    - /BLEED DAMAGE/Bond to his victim for [2(?)] minute. Until the death of him or his victim. Plunges his victim into a fear of doubt onto pvp players as they can now be pushed to attack allies within an invisible radius or hallucinate harmless potential threat. It compelled other victim to attack immediately their nearest allies and [pull] any non-taunt allies . For [x] bleed damage. Any static victim will spawn an aoe that strike black spears after [0,2(?)] seconds for [x] bleed damage. It can’t be purged and affect bosses. Any stamina and magic active restore by the victim goes for [ 1/2(?) ] to the caster. The malediction strikes back the caster for [1/3] of all damage who kill his victim from the black’s spears nor his own allies after a [5(?)] seconds effect.
    CAST TIME : Instant TARGET : enemy (1 only active victim) RANGE : 30 meter RADIUS aoe : 6 meter DURATION [2(?)] minute COOLDOWN: [x] seconds/minute COST : [5400(?)] stamina
    - /DAMAGE SHIELD/ None
    - /DISEASE DAMAGE/ Bond to his victim for [2(?)] minute. Until the death of him or his victim. Plunges his victim into a fear of doubt onto pvp players as they can now be pushed to attack allies within an invisible radius or hallucinate harmless potential threat. It compelled other victim to attack immediately their nearest allies and [pull] any non-taunt allies . For [x] disease damage. Any static victim will spawn an aoe that strike black spears after [0,2(?)] seconds for [x] disease damage. It can’t be purged and affect bosses. Any stamina and magic active restore by the victim goes for [1/2(?) ] to the caster. The malediction strikes back the caster for [1/3] of all damage who kill his victim from the black’s spears nor his own allies after a [5(?)] seconds effect.
    CAST TIME : Instant TARGET : enemy (1 only active victim) RANGE : 30 meter RADIUS aoe : 6 meter DURATION [2(?)] minute COOLDOWN: [x] seconds/minute COST : [5400(?)] stamina
    - /DISPEL/ Bond to his victim for [2(?)] minute. Until the death of him or his victim. Plunges his victim into a fear of doubt onto pvp players as they can now be pushed to attack allies within an invisible radius or hallucinate harmless potential threat. It compelled other victim to attack immediately their nearest allies and [pull] any non-taunt allies. For [x] physical damage + remove 1 damage shield. Any static victim will spawn an aoe that strike black spears after [0,2(?)] seconds for [ x] physical damage + remove 1 damage shield. It can’t be purged and affect bosses. Any stamina and magic active restore by the victim goes for [1/2(?)] to the caster. The malediction s trikes back the caster for [1/3] of all damage who kill his victim from the black’s spears nor his own allies after a [5(?)] seconds effect.
    CAST TIME : Instant TARGET : enemy (1 only active victim) RANGE : 30 meter RADIUS aoe : 6 meter DURATION [2(?)] minute COOLDOWN: [x] seconds/minute COST: [5400(?)] stamina
    - /FLAME DAMAGE/ Bond to his victim for [2(?)] minute. Until the death of him or his victim. Plunges his victim into a fear of doubt onto pvp players as they can now be pushed to attack allies within an invisible radius or hallucinate harmless potential threat. It compelled other victim to attack immediately their nearest allies and [pull] any non-taunt allies . For [x] flame damage. Any static victim will spawn an aoe that strike black spears after [0,2(?)] seconds for [x] flame damage. It can’t be purged and affect bosses. Any stamina and magic active restore by the victim goes for [1/2(?)] to the caster. The malediction strikes back the caster for [1/3] of all damage who kill his victim from the black’s spears nor his own allies after a [5(?)] seconds effect.
    CAST TIME : Instant TARGET : enemy (1 only active victim) RANGE : 30 meter RADIUS aoe: 6 meter DURATION [2(?)] minute COOLDOWN: [x] seconds/minute COST : [5400(?)] magicka
    - /FROST DAMAGE/ Bond to his victim for [2(?)] minute. Until the death of him or his victim. Plunges his victim into a fear of doubt onto pvp players as they can now be pushed to attack allies within an invisible radius or hallucinate harmless potential threat. It compelled other victim to attack immediately their nearest allies and [pull] any non-taunt allies . For [ x] frost damage. Any static victim will spawn an aoe that strike black spears after [0,2(?) ] seconds for [x] frost damage. It can’t be purged and affect bosses. Any stamina and magic active restore by the victim goes for [1/2(?)] to the caster. The malediction strikes back the caster for [1/3] of all damage who kill his victim from the black’s spears nor his own allies after a [5(?)] seconds effect.
    CAST TIME : Instant TARGET : enemy (1 only active victim) RANGE : 30 meter RADIUS aoe : 6 meter DURATION [2(?)] minute COOLDOWN: [x] seconds/minute COST : [5400(?)] magicka
    - /GENERATE ULTIMATE/ None
    - /HEALING/ None
    - /IMMOBILIZE/ Bond to his victim for [2(?)] minute. Until the death of him or his victim. Plunges his victim into a fear of doubt onto pvp players as they can now be pushed to attack allies within an invisible radius or hallucinate harmless potential threat. It compelled other victim to attack immediately their nearest allies and [pull] any non-taunt allies. For [x] physical damage + immobilize for [x] seconds. Any static victim will spawn an aoe that strike black spears after [0,2(?)] seconds for [x] physical damage + immobilize for [x] seconds. It can’t be purged and affect bosses. Any stamina and magic active restore by the victim goes for [1/2(?)] to the caster. The malediction strikes back the caster for [1/3] of all damage who kill his victim from the black’s spears nor his own allies after a [5(?) ] seconds effect.
    CAST TIME: Instant TARGET: enemy (1 only active victim) RANGE: 30 meter RADIUS aoe: 6 meter DURATION [2(?)] minute COOLDOWN: [x] seconds/minute COST : [5400(?)] stamina
    - /KNOCKBACK/ Bond to his victim for [2(?)] minute. Until the death of him or his victim. Plunges his victim into a fear of doubt onto pvp players as they can now be pushed to attack allies within an invisible radius or hallucinate harmless potential threat. It compelled other victim to attack immediately their nearest allies and [pull] any non-taunt allies. For [x] physical damage + knock back for [8(?) ] meter. Any static victim will spawn an aoe that strike black spears after [0,2(?)] seconds for [x] physical damage + knock back for [ 8(?)] meter. It can’t be purged and affect bosses. Any stamina and magic active restore by the victim goes for [1/2(?)] to the caster. The malediction strikes back the caster for [1/3] of all damage who kill his victim from the black’s spears nor his own allies after a [5(?)] seconds effect.
    CAST TIME : Instant TARGET: enemy (1 only active victim) RANGE: 30 meter RADIUS aoe: 6 meter DURATION [2(?)] minute COOLDOWN : [x] seconds/minute COST: [5400(?)] stamina
    - /MAGIC DAMAGE/ Bond to his victim for [2(?)] minute. Until the death of him or his victim. Plunges his victim into a fear of doubt onto pvp players as they can now be pushed to attack allies within an invisible radius or hallucinate harmless potential threat. It compelled other victim to attack immediately their nearest allies and [pull] any non-taunt allies . For [x] magic damage. Any static victim will spawn an aoe that strike black spears after [0,2(?)] seconds for [x] magic damage. It can’t be purged and affect bosses. Any stamina and magic active restore by the victim goes for [ 1/2(?)] to the caster. The malediction strikes back the caster for [1/3] of all damage who kill his victim from the black’s spears nor his own allies after a [5(?)] seconds effect.
    CAST TIME : Instant TARGET : enemy (1 only active victim) RANGE: 30 meter RADIUS aoe: 6 meter DURATION [2(?)] minute COOLDOWN: [x] seconds/minute COST : [5400(?)] magicka
    - /MITIGATION/ None
    - /MULTI TARGET/ None
    - /PHYSICAL DAMAGE/ Bond to his victim for [2(?)] minute. Until the death of him or his victim. Plunges his victim into a fear of doubt onto pvp players as they can now be pushed to attack allies within an invisible radius or hallucinate harmless potential threat. It compelled other victim to attack immediately their nearest allies and [pull] any non-taunt allies . For [x] physical damage. Any static victim will spawn an aoe that strike black spears after [0,2(?)] seconds for [x] physical damage. It can’t be purged and affect bosses. Any stamina and magic active restore by the victim goes for [ 1/2(?)] to the caster. The malediction strikes back the caster for [1/3] of all damage who kill his victim from the black’s spears nor his own allies after a [5(?)] seconds effect.
    CAST TIME: Instant TARGET : enemy (1 only active victim) RANGE : 30 meter RADIUS aoe : 6 meter DURATION [2(?)] minute COOLDOWN: [x] seconds/minute COST : [5400(?)] stamina
    - /POISON DAMAGE/ Bond to his victim for [2(?)] minute. Until the death of him or his victim. Plunges his victim into a fear of doubt onto pvp players as they can now be pushed to attack allies within an invisible radius or hallucinate harmless potential threat. It compelled other victim to attack immediately their nearest allies and [pull] any non-taunt allies. For [x] poison damage. Any static victim will spawn an aoe that strike black spears after [0,2(?)] seconds for [x] poison damage. It can’t be purged and affect bosses. Any stamina and magic active restore by the victim goes for [1/2(?)] to the caster. The malediction strikes back the caster for [1/3] of all damage who kill his victim from the black’s spears nor his own allies after a [5(?)] seconds effect.
    CAST TIME : Instant TARGET : enemy (1 only active victim) RANGE : 30 meter RADIUS aoe : 6 meter DURATION [2(?)] minute COOLDOWN : [x] seconds/minute COST: [5400(?)] stamina
    - /PULL/ None
    - /RESTORE RESOURCES/ None
    - /SHOCK DAMAGE/ Bond to his victim for [2(?)] minute. Until the death of him or his victim. Plunges his victim into a fear of doubt onto pvp players as they can now be pushed to attack allies within an invisible radius or hallucinate harmless potential threat. It compelled other victim to attack immediately their nearest allies and [pull] any non-taunt allies . For [x] shock damage. Any static victim will spawn an aoe that strike black spears after [0,2(?)] seconds for [x] shock damage. It can’t be purged and affect bosses. Any stamina and magic active restore by the victim goes for [1/2(?) ] to the caster. The malediction strikes back the caster for [1/3] of all damage who kill his victim from the black’s spears nor his own allies after a [5(?)] seconds effect.
    CAST TIME: Instant TARGET: enemy (1 only active victim) RANGE: 30 meter RADIUS aoe: 6 meter DURATION [2(?)] minute COOLDOWN: [x] seconds/minute COST: [5400(?)] magicka
    - /STUN/ None
    - /TAUNT/ None
    - /TRAUMA/ Bond to his victim for [2(?)] minute. Until the death of him or his victim. Plunges his victim into a fear of doubt onto pvp players as they can now be pushed to attack allies within an invisible radius or hallucinate harmless potential threat. It compelled other victim to attack immediately their nearest allies and [pull] any non-taunt allies . For [x] physical damage + afflict enemies with [x] healing absorption for [x] seconds . Any static victim will spawn an aoe that strike black spears after [0,2(?)] seconds for [x] physical damage + afflict enemies with [x] healing absorption for [x] seconds . It can’t be purged and affect bosses. Any stamina and magic active restore by the victim goes for [1/2(?)] to the caster. The malediction strikes back the caster for [1/3] of all damage who kill his victim from the black’s spears nor his own allies after a [5(?)] seconds effect.
    CAST TIME : Instant TARGET : enemy (1 only active victim) RANGE : 30 meter RADIUS aoe: 6 meter DURATION [2(?)] minute COOLDOWN: [x] seconds/minute COST: [5400(?)] stamina

    SIGNATURE/
    - /ANCHORITE’S CRUELTY/ None
    - /ANCHORITE’S POTENCY/ None
    - /ASSASSIN’S MISERY/” Increases the chance to apply status effects on enemies by 100% for 10 seconds.
    - /CAVALIER’S CHARGE/ None
    - /CLASS MASTERY/ ok
    - /CRUSADER’S DEFIANCE/ None
    - /DRUID’S RESURGENCE/ New “Increases your health, magicka, and stamina by [x] for [15(?)] seconds per enemy hit.”
    - /FENCER’S PARRY/ New “Deflects the next direct damage made against your victim within [6(?)] seconds after a scribing attack. This can occur once every [8(?)] seconds per touched enemy’s allies.”
    - /GLADIATOR’S TENACITY/ New “Deflects [30%(?)] damage of your enemy’s allies to you within [x] seconds after a scribing attack.”
    - /GROWING IMPACT/ None
    - /HUNTER’S SNARE/ New “Reduces the movement speed of enemies touch with any scribing attack by [30%(?)] for [6(?)] seconds.”
    - /IMMOBILIZING STRIKE/ New “Any immobilize within [8(?)] seconds after a scribing are transmit instead to the caster, any immobilize within [8(?)] seconds of any damage produced or received with the grimoire allow the caster to transmit it instead to the victim. This can occur once every [x] second. “
    - /KNIGHT’S VALOR/ None
    - /LEECHING THIRST/ None
    - /LINGERING TORMENT/ None
    - /SAGE’S REMEDY/ None
    - /THIEF’S SWIFTNESS/ New “Under an assault of any of the caster or victim, a speed buff or debuff is automatically shared between both.”
    - /WARMAGE’S DEFENSE/ None
    - /WARRIOR’S OPPORTUNITY/ New “Any enemy flanked or stab in the back by a scribing ability increase the penetration by [x] %”
    - /WAYFARER’S MASTERY/ New “Grants Shadow Barrier ability for the whole grimoire duration”
  • Saphaniax
    Saphaniax
    ✭✭

    [ GRIMOIRES PART 5/7 PART B ]

    (∩`-´)⊃━☆゚.*・。゚ DAEDRIC MALEDICTION of the NECROMANCER゚ 。・*.゚☆━⊂(´-´ ∩)
    (∩`-´)⊃━☆゚.*・。゚ Malacath’s Ashes gusts゚ 。・*.゚☆━⊂(´-´ ∩)

    Everyone knows the god of curses but only some of us may know why. The doomed Ashpit can’t be land by regular mortal or not prepared immortal. This is why the other princes reject him. The Ashpit is by default the land of dead. Any disenfranchised, cast out or warrior which embracing the prospect of a courageous death and whose ignition cannot know an end are welcome.
    The cursed grimoire for all of those Necromancers for whom mortal danger is second nature may dig some depth to their abilities.
    This one is a perfect example of a potential lethality which come with a price for all of theses players who don’t reach the top tier with a necromancer. The design of this one is special because it can be used to bring pressure or a burst. His design was all about weak performing and strong performing. Let’s not forget that despite the mechanic we stay in the theme of scribings spells, The purpose of the curse is precisely to balance all this.

    Gameplay mechanic:

    The “ Malacath’s Ashes gusts ” allow a caster to cursed an enemy with a potential Dead army.
    The goal here is to allowing a caster to take an advantage against a high-end opponent through a pressure on the regular usage but also at his own risk as a burst.
    The caster cast a hex onto his victim for [2(?)] minute (minimum or it’s really too short to perform with it).
    Within this time, the caster receives after [0,5] seconds the possibility to imbue is main weapon in use. This will allow him to hex all other victims with lights attacks. As a Necromancer, he will then be able to entrap and realize a subjection on any victim whom he participates to an attempt to kill (or kill).

    Each conquered soul, after their death, summons a dead to the original grimoire victim. Each of them is directly spawned to the victim location. Each dead is a distorted reflection of the previous “ attempt of kill (or kill)” the caster performs earlier after the “ Malacath’s Ashes gusts ” activation. For each marked victim.

    Theses Ashes dead’s get their amount of health, stamina, magicka from this “ victim of attempt kill ”. They get too their active weapons and class ability from it. Their speed conforms too from him. In that way a grimoire victim can outrun theses dead with any speed skills or speeds potions. But any other dead summoning, resummon any other “lost” dead.

    Their actual power ability come from the victim too but to the actual caster limits. In this way is the caster is weaker than the dead, the power ability come from the victim. But in the opposite way, if the dead is weaker than the caster, he receives his ability from the caster.

    Theses deads are however supposed to be “weak”. They can’t be ignored, but their purpose is to perform a pressure onto the grimoire victim. They are far to be unkillable. I think that the resistance of named overworld humanoids bosses that everyone can confront on nirn is a good start. They are not enemies difficult to kill but they oppose a constitution that is sufficiently resistant to not disappear with a sword strike. Plus, the fact that nothing prevents players or companions to slay them too.
    Each dead attacks the victim until his death, the caster death or the end of the skill.

    The “ Malacath’s Ashes gusts ” need to cast 2 different effects onto victims. Only one will be active as a malediction. One will be active against pvp players, while the other one will active only activate on pve enemies from the smalls, to the bosses. Each of them will refer to a different rule’s basis.

    Each dead has two potential attack mods:
    - The pressure attack , is the attack by default. Deads performs as “ weak ” opponent. In this way, the number of dead summon by the caster matter more than the dead attacks. Theses Ashes dead will alternate between lights attacks (with signature and affix) and skills.
    - The Burst mode will allow 1 summon dead to overly perform with a strong attack. He will produce a burst through the scribing attack of the caster. But it will have a direct impact of his lifespan and destroy him.
    -
    Theses mods depend of the caster performance and are decided with a performative tempo from him.
    The whole following process is built to make a distinction between chance & positive actions from the player. It will make a difference between the performs of “mid and weak” players and top tiers players which can solo “easily” an enemy themselves.

    This is the rule’s basis for each effect:

    - PVP : I start with a supposed base of “ attempt of kill ” performance per 15 seconds. It doesn’t need that they solo kill him in order to give a leverage to these players. (But they can ofc)
    I split the 2 minutes into 8 lengths that gives us a continued performative length of 15 sec until the end.
    [1to2] [2to3] [3to4] [4to5] [5to6] [6to7] [7to8] [8to9]
    If the summon value of each ≤ 1 we stay on a pressure mode. If a value of one is > 1 summon dead, one dead burst to the grimoire victim.
    So, the caster can theoretically summon until 8 undead until the end value and still be on the pressure mode.
    If the caster summons 2 undead within a length of 15 seconds, one dead randomly burst against the grimoire victim without affected the other active undead. So, in practical a victim which didn’t put down 3 undead may have to endure 1 another undead and 1 bursting undead.
    The goal is to give a momentary advantage to the caster, but that is not continuous and requires an effort on his part. The burst system will automatically restore the initial performance . But in order to balance the gameplay, in the hypothetical situation where the victim did not kill all the dead, it can be necessary that all supernumerary dead beyond an x limit automatically replace the weakest. All remain on their attack potential. I will continue my reasoning with it but it up to you.
    - PVE : Exact same logic than earlier but instead of a pressure mode of 1dead/15 seconds we replace it for 1 summon dead/7,5 seconds or 2 summon dead/15 seconds.
    -
    Nb: As the caster need to mark any victim, it resolves itself the problem of multiples kill throughs large cone attack or aoe.
    NB 2: I said 2 minutes, but I think that this type of performing is really, really, short for something within less, like 1 minute. So, the attack potential and time will need to be balance with a drain, correlated to what can be expected in terms of performance.


    We need to consider that the “ Malacath’s Ashes gusts ” need 1 ash undead variant male or female for any potential humanoids or players + 1 random dead creature for all perform with a creature. The models of mounts into the wraithtide crown crate seem for me a really good foundation for that.
    Regarding the game design, the caster isn’t necessary near his grimoire victim. It’s the whole purpose of this malediction. For the caster each mark victim spawns a candle around him. Each successful summon lit the candle with a green (?) light. If the undead disappear, the candle do as well. If the caster burst a new undead, 1 off the candle burst completely on fire. After the length of 15 seconds the green (?) lights of candles change to another color. Letting the caster free of his will.
    - The whole identity of this grimoire remains on the fact that the necromancer trade souls with the Ashpit and summon the undead toward his victim. If the caster abuses his abilities, he directly blows on the ashpit and trigger gusts toward his victim and him.
    -
    As a backfire, the “ Malacath’s Ashes gusts” trigger against the caster his malediction for each bursting dead. Then the caster under [x] seconds will need to avoid all corpses which will tick flames damages in an [x] radius. All undead summon will backfire [x] flame damage to the caster. This punishment will continue for that [x] seconds. But the caster can reduce this time by having an active healing on an ally with necromancers heals.

    Suggested design:

    I think that a design of singular undead, that eso can reuse too on other content, can be interesting. If we follow the thematic, I can see theses undead as ashes manifestation of corpse. Where the whole corpse falls at some point apart, but a skeleton remains under and his shown directly some skull or rib, or else. It may give “fresh” air to the undead thematic while giving an iconic identity that can’t give any information of the “When they were killed or turn?”.
    The burst effect may continue that logic. I see that like, the undead completely disincorporate into a dust rotational wind. That dust will imbue with a scribing effect then smash the victims as gusts.
    The caster needs to be recognizable with the candles but he needs to read them for his own usage. So, if a motion is applied in this design, it need to be really slow.

    Suggested scribing design:

    GRIMOIRE: The Necromancer cast a malediction toward his enemy for [2(?)] minute and made him then trade directly with the Ashpit for any successful subjection onto other enemies, after an [0,5(?)] seconds letting him choose which weapon he wants to temporary curse. Leading him within the malediction length to summon Ashes Undead at the victim location. Any distant Ashes Undead is automatically resummon with the new one. Each dead is a distorted reflection of the previous “ attempt of kill (or kill) ” by the necromancer. They share the same pools, speed, class and weapon . (Or fangs & claws for beasts”. Their attack depends of the whichever strongest between victim or caster. They can land signature and affix with lights attacks or launch their skills. If the caster abuses his ability, then he can perform “ gusts bursts ” with [x] scribing attack, under a radius of [x] , but he will lose the undead and be caught with a Malediction backfire. That deal to him [ x] flames damages on a [x] radius from all corpses and [x] flame damage per summon Ashes Undead for [x] seconds . An ally heal with a necromancer skill can reduce the backfire time.(?). This malediction is unpurgeable. If the caster dies within this hex, the hex end too.

    FOCUS/
    - /BLEED DAMAGE/Cast a hex for [2(?)] minute onto an enemy. Then after [0,5(?)] seconds, the caster can mark any victim. If he succeeds an “ attempt of kill” or a kill , the malediction summons an “Ashes Undead”, and “lost” undead, toward the grimoire victim location. This undead mirror pools, speed, class, weapon of the previous victim . His attack depends of the whichever strongest between victim or caster and strike [[ light attack] with signature and affix] or [ skills ]. The caster can abuse his ability by overperforming and cast “ gusts bursts ” of [x] Bleed damage, within [2(?)] meter radius, for the price of an undead life. In this case, the malediction backfire [x] flame damages toward all corpses and [x] flame damage for each Ashes Undead summon within [x] seconds. An ally heal with a necromancer skill can reduce the backfire time.(?). This malediction is unpurgeable. If the caster dies within this hex, the hex end too. Victims can receive only one active “Malacath’s ashes gusts”.
    CAST TIME : Instant TARGET : enemy RANGE : 28 meter Burst RADIUS: [2(?)] meter DURATION [2(?)] minutes COST : DRAIN [x] magicka
    - /DAMAGE SHIELD/ Cast a hex for [2(?)] minute onto an enemy. Then after [0,5(?)] seconds, the caster can mark any victim. If he succeeds an “ attempt of kill” or a kill , the malediction summons an “Ashes Undead”, and “lost” undead, toward the grimoire victim location. This undead mirror pools, speed, class, weapon of the previous victim . His attack depends of the whichever strongest between victim or caster and strike [ [light attack] with signature and affix] or [ skills ]. The caster can abuse his ability by overperforming and cast “ gusts bursts ” dealing an explosion within [ 8(?) ] meter radius which grants, to all Ashes Undead, a damage shields that absorb [7614(?)] damage for the price of an undead life, within [x] seconds. In this case, the malediction backfire [x] flame damages toward all corpses and [x] flame damage for each Ashes Undead summon within [x] seconds . An ally heal with a necromancer skill can reduce the backfire time.(?). This malediction is unpurgeable. If the caster dies within this hex, the hex end too. Victims can receive only one active “Malacath’s ashes gusts”.
    CAST TIME : Instant TARGET : enemy RANGE : 28 meter Burst RADIUS: [8(?)] meter DURATION [2(?)] minutes COST: DRAIN [x] magicka
    - /DISEASE DAMAGE/ Cast a hex for [2(?)] minute onto an enemy. Then after [0,5(?)] seconds, the caster can mark any victim. If he succeeds an “ attempt of kill” or a kill, the malediction summons an “Ashes Undead”, and “lost” undead, toward the grimoire victim location. This undead mirror pools, speed, class, weapon of the previous victim . His attack depends of the whichever strongest between victim or caster and strike [ [light attack] with signature and affix] or [ skills ]. The caster can abuse his ability by overperforming and cast “ gusts bursts ” of [x] disease damage, within [2(?)] meter radius, for the price of an undead life. In this case, the malediction backfire [x] flame damages toward all corpses and [x] flame damage for each Ashes Undead summon within [x] seconds. An ally heal with a necromancer skill can reduce the backfire time.(?). This malediction is unpurgeable. If the caster dies within this hex, the hex end too. Victims can receive only one active “Malacath’s ashes gusts”.
    CAST TIME: Instant TARGET: enemy RANGE: 28 meter Burst RADIUS: [2(?)] meter DURATION [2(?)] minutes COST : DRAIN [x] stamina
    - /DISPEL/ Cast a hex for [2(?)] minute onto an enemy. Then after [0,5(?)] seconds, the caster can mark any victim. If he succeeds an “ attempt of kill” or a kill, the malediction summons an “Ashes Undead”, and “lost” undead, toward the grimoire victim location. This undead mirror pools, speed, class, weapon of the previous victim . His attack depends of the whichever strongest between victim or caster and strike [[ light attack ] with signature and affix] or [ skills ]. The caster can abuse his ability by overperforming and cast “ gusts bursts ” dealing an explosion within [ 6(?) ] meter radius [which lock all buff skills to activate ], within [x] seconds. In this case, the malediction backfire [x] flame damages toward all corpses and [x] flame damage for each Ashes Undead summon within [x] seconds. An ally heal with a necromancer skill can reduce the backfire time.(?). This malediction is unpurgeable. If the caster dies within this hex, the hex end too. Victims can receive only one active “Malacath’s ashes gusts”.
    CAST TIME : Instant TARGET: enemy RANGE: 28 meter Burst RADIUS : [6(?)] meter DURATION [2(?)] minutes COST : DRAIN [x] magicka
    - /FLAME DAMAGE/ Cast a hex for [2(?)] minute onto an enemy. Then after [0,5(?)] seconds, the caster can mark any victim. If he succeeds an “attempt of kill” or a kill, the malediction summons an “Ashes Undead”, and “lost” undead, toward the grimoire victim location. This undead mirror pools, speed, class, weapon of the previous victim. His attack depends of the whichever strongest between victim or caster and strike [ [light attack ] with signature and affix] or [ skills ]. The caster can abuse his ability by overperforming and cast “ gusts bursts ” of [x] flame damage, within [2(?)] meter radius, for the price of an undead life. In this case, the malediction backfire [x] flame damages toward all corpses and [x] flame damage for each Ashes Undead summon within [x] seconds. An ally heal with a necromancer skill can reduce the backfire time.(?). This malediction is unpurgeable. If the caster dies within this hex, the hex end too. Victims can receive only one active “Malacath’s ashes gusts”.
    CAST TIME: Instant TARGET: enemy RANGE : 28 meter Burst RADIUS : [2(?)] meter DURATION [2(?)] minutes COST : DRAIN [x] magicka
    - /FROST DAMAGE/ Cast a hex for [2(?)] minute onto an enemy. Then after [0,5(?)] seconds, the caster can mark any victim. If he succeeds an “ attempt of kill” or a kill, the malediction summons an “Ashes Undead”, and “lost” undead, toward the grimoire victim location. This undead mirror pools, speed, class, weapon of the previous victim . His attack depends of the whichever strongest between victim or caster and strike [[ light attack ] with signature and affix] or [ skills ]. The caster can abuse his ability by overperforming and cast “gusts bursts ” of [x] frost damage, within [2(?)] meter radius, for the price of an undead life. In this case, the malediction backfire [x] flame damages toward all corpses and [x] flame damage for each Ashes Undead summon within [x] seconds. An ally heal with a necromancer skill can reduce the backfire time.(?). This malediction is unpurgeable. If the caster dies within this hex, the hex end too. Victims can receive only one active “Malacath’s ashes gusts”.
    CAST TIME: Instant TARGET : enemy RANGE: 28 meter Burst RADIUS : [2(?)] meter DURATION [2(?)] minutes COST: DRAIN [x] magicka
    - /GENERATE ULTIMATE/ None
    - /HEALING/ Cast a hex for [2(?)] minute onto an enemy. Then after [0,5(?)] seconds, the caster can mark any victim. If he succeeds an “ attempt of kill” or a kill, the malediction summons an “Ashes Undead”, and “lost” undead, toward the grimoire victim location. This undead mirror pools, speed, class, weapon of the previous victim . His attack depends of the whichever strongest between victim or caster and strike [ [light attack ] with signature and affix] or [ skills ]. The caster can abuse his ability by overperforming and cast “ gusts bursts” dealing an explosion within [ 8(?) ] meter radius which heal, to all Ashes Undead, [6994(?)] health for the price of an undead life. In this case, the malediction backfire [x] flame damages toward all corpses and [x] flame damage for each Ashes Undead summon within [x] seconds. An ally heal with a necromancer skill can reduce the backfire time.(?). This malediction is unpurgeable. If the caster dies within this hex, the hex end too. Victims can receive only one active “Malacath’s ashes gusts”.
    CAST TIME: Instant TARGET : enemy RANGE: 28 meter Burst RADIUS: [8(?)] meter DURATION [2(?)] minutes COST: DRAIN [x] magicka
    - /IMMOBILIZE/ None
    - /KNOCKBACK/ Cast a hex for [2(?)] minute onto an enemy. Then after [0,5(?)] seconds, the caster can mark any victim. If he succeeds an “ attempt of kill” or a kill, the malediction summons an “Ashes Undead”, and “lost” undead, toward the grimoire victim location. This undead mirror pools, speed, class, weapon of the previous victim. His attack depends of the whichever strongest between victim or caster and strike [ [light attack ] with signature and affix] or [ skills] . The caster can abuse his ability by overperforming and cast “ gusts bursts ” of [x] physical damage and knocks back for [5(?)] meter, within [2(?)] meter radius, for the price of an undead life. In this case, the malediction backfire [x] flame damages toward all corpses and [x] flame damage for each Ashes Undead summon within [x] seconds. An ally heal with a necromancer skill can reduce the backfire time.(?). This malediction is unpurgeable. If the caster dies within this hex, the hex end too. Victims can receive only one active “Malacath’s ashes gusts”.
    CAST TIME : Instant TARGET : enemy RANGE : 28 meter Burst RADIUS: [2(?)] meter DURATION [ 2(?)] minutes COST: DRAIN [x] stamina
    - /MAGIC DAMAGE/ Cast a hex for [2(?)] minute onto an enemy. Then after [0,5(?)] seconds, the caster can mark any victim. If he succeeds an “ attempt of kill” or a kill , the malediction summons an “Ashes Undead”, and “lost” undead, toward the grimoire victim location. This undead mirror pools, speed, class, weapon of the previous victim . His attack depends of the whichever strongest between victim or caster and strike [[ light attack ] with signature and affix] or [ skills ]. The caster can abuse his ability by overperforming and cast “ gusts bursts ” of [x] magic damage, within [6(?)] meter radius, for the price of an undead life. In this case, the malediction backfire [x] flame damages toward all corpses and [x] flame damage for each Ashes Undead summon within [x] seconds. An ally heal with a necromancer skill can reduce the backfire time.(?).This malediction is unpurgeable. If the caster dies within this hex, the hex end too. Victims can receive only one active “Malacath’s ashes gusts”.
    CAST TIME : Instant TARGET: enemy RANGE : 28 meter Burst RADIUS : [6(?)] meter DURATION [2(?)] minutes COST : DRAIN [x] magicka
    - /MITIGATION/ Cast a hex for [2(?)] minute onto an enemy. Then after [0,5(?)] seconds, the caster can mark any victim. If he succeeds an “ attempt of kill” or a kill , the malediction summons an “Ashes Undead”, and “lost” undead, toward the grimoire victim location. This undead mirror pools, speed, class, weapon of the previous victim . His attack depends of the whichever strongest between victim or caster and strike [[ light attack ] with signature and affix] or [ skills ]. The caster can abuse his ability by overperforming and cast “ gusts bursts ” dealing an explosion within [8(?)] meter radius which grants, to all Ashes Undead, a mitigation that transfer [20%(?)] of the damage toward the caster , for the price of an undead life, within [x] seconds. In this case, the malediction backfire [x] flame damages toward all corpses and [x] flame damage for each Ashes Undead summon within [x] seconds. An ally heal with a necromancer skill can reduce the backfire time.(?). This malediction is unpurgeable. If the caster dies within this hex, the hex end too. Victims can receive only one active “Malacath’s ashes gusts”.
    CAST TIME : Instant TARGET: enemy RANGE: 28 meter Burst RADIUS : [8(?)] meter DURATION [2(?)] minutes COST: DRAIN [x] magicka
    - /MULTI TARGET/ None
    - /PHYSICAL DAMAGE/ Cast a hex for [2(?)] minute onto an enemy. Then after [0,5(?)] seconds, the caster can mark any victim. If he succeeds an “ attempt of kill” or a kill, the malediction summons an “Ashes Undead”, and “lost” undead, toward the grimoire victim location. This undead mirror pools, speed, class, weapon of the previous victim . His attack depends of the whichever strongest between victim or caster and strike [[ light attack] with signature and affix] or [ skills ]. The caster can abuse his ability by overperforming and cast “ gusts bursts ” of [x] physical damage, within [ 6(?)] meter radius, for the price of an undead life. In this case, the malediction backfire [x] flame damages toward all corpses and [x] flame damage for each Ashes Undead summon within [x] seconds. An ally heal with a necromancer skill can reduce the backfire time.(?). This malediction is unpurgeable. If the caster dies within this hex, the hex end too. Victims can receive only one active “Malacath’s ashes gusts”.
    CAST TIME: Instant TARGET: enemy RANGE : 28 meter Burst RADIUS: [6(?)] meter DURATION [2(?)] minutes COST : DRAIN [x] stamina
    - /POISON DAMAGE/ None
    - /PULL/ None
    - /RESTORE RESOURCES/ None
    - /SHOCK DAMAGE/ Cast a hex for [2(?)] minute onto an enemy. Then after [0,5(?)] seconds, the caster can mark any victim. If he succeeds an “ attempt of kill” or a kill , the malediction summons an “Ashes Undead”, and “lost” undead, toward the grimoire victim location. This undead mirror pools, speed, class, weapon of the previous victim. His attack depends of the whichever strongest between victim or caster and strike [[ light attack ] with signature and affix] or [ skills ]. The caster can abuse his ability by overperforming and cast “ gusts bursts ” of [x] shock damage, within [2(?)] meter radius, for the price of an undead life. In this case, the malediction backfire [x] flame damages toward all corpses and [x] flame damage for each Ashes Undead summon within [x] seconds. An ally heal with a necromancer skill can reduce the backfire time.(?). This malediction is unpurgeable. If the caster dies within this hex, the hex end too. Victims can receive only one active “Malacath’s ashes gusts”.
    CAST TIME : Instant TARGET: enemy RANGE: 28 meter Burst RADIUS : [2(?)] meter DURATION [2(?)] minutes COST : DRAIN [x] magicka
    - /STUN / None
    - /TAUNT/ None
    - /TRAUMA/ None
    -
    SIGNATURE/
    - /ANCHORITE’S CRUELTY/ None
    - /ANCHORITE’S POTENCY/ None
    - /ASSASSIN’S MISERY/ None
    - /CAVALIER’S CHARGE/ New “Increase the pool of each Ashes Undead by [x%] per summon Ashes Undead and any nearby corpse”
    - /CLASS MASTERY/ Ok
    - /CRUSADER’S DEFIANCE/ New “All Ashes Undead receive an immunity to disabling effects for [x] seconds each new summon.”
    - /DRUID’S RESURGENCE/ None
    - /FENCER’S PARRY/ None
    - /GLADIATOR’S TENACITY/ New “All Ashes Undead receive [x%] of reduce damage per active Ashes Undead.”
    - /GROWING IMPACT/ None
    - /HUNTER’S SNARE/ None
    - /IMMOBILIZING STRIKE/ None
    - /KNIGHT’S VALOR/ New “Each light attack of Ashes Undead with a sword and shields can interrupt the victim and reveal the victim to the caster for [x] seconds”
    - /LEECHING THIRST/ New “The Ashes Undead can heal for [x%] of the damage done.”
    - /LINGERING TORMENT/ New “Deals [x] oblivion damage over [10(?)] seconds to the enemy”.
    - /SAGE’S REMEDY/ None
    - /THIEF’S SWIFTNESS/ New “Each Ashes Undead receive [x%] of speed bonus per active Ashes Undead.”
    - /WARMAGE’S DEFENSE/ New “Grants to the Ashes Undead a damage shield that absorb [x] damage for [x] seconds”.
    - /WARRIOR’S OPPORTUNITY/ New “Grants [x] of damage increase to all Ashes Undead, per active summon”.
    - /WAYFARER’S MASTERY/ New “Grants Dismember and Undead Confederate within the whole Malediction effect.”

  • Saphaniax
    Saphaniax
    ✭✭
    [ GRIMOIRES PART 6/7 PART A ]
    (∩`-´)⊃━☆゚.*・。゚ DAEDRIC MALEDICTION of the SORCERER゚ 。・*.゚☆━⊂(´-´ ∩)
    (∩`-´)⊃━☆゚.*・。゚ Ornery Insurance゚ 。・*.゚☆━⊂(´-´ ∩)

    No, I’m not a vampire. Keep your cool. We have a trade to save you. This could be the offer to all the near omens you've been hoping for as a lifetime deal. As far as possible, each Skaafin of our branches and sections is in position to cater for mortal’s desires. No worries to be, each oral contract is sealed by magic. NYCOT, the firm where a good soul is always the key.
    As a new grimoire dedicated to sorcerers, the “ Ornery Insurance ” could increase the fields possibilities of summons. (kinda). This Malediction is quite generous (and also very situational) but when his dog bites, the Master of Insidious Wishes often chuckles.

    Gameplay mechanic:

    The untold “Ornery Insurance” is now in the hand of some sorcerers, letting them to reach skaafin’s services. This is a deal that is binding in blood.
    To the price of be [forbidden of blink, leap, teleport] and for [the price of the random dispel for the current or next damage shield]: the sorcerer receives the insurance of the Fair God and the Stubborn Dog for the length of [2(?)] minute. At least as long as he can bear the arrears necessary for the active maintenance of his contract, for the Drain of [2000(?)] Health per [10(?)] seconds over [2(?)] minutes.

    The Fair God will allow within the whole contract that any interruption of skills will automatically trigger a [scribing attack] aoe with the support of [Minor Toughness] for [10(?)] seconds.

    The Stubborn Dog will launch an effect within any next attack of the caster to any new victims for [x] seconds. If the victim [cleanse/purge] or if a [boss heals after the attack] , it will automatically [relaunch the last throwing skill] and bite for a [scribing attack ] onto the victim.

    Though this malediction is harsh for such advantages. If the Sorcerer doesn’t move enough and is too static on a fight situation, it will summon a Skaafin which only purpose isn’t to break the contract but to [ trigger] the attention and buff any nearby creature with + [3000(?)] attack damage. The Skaafin use of a projection and can’t be killed. Anyone goes through him. The purpose is to ensure that the sorcerer passes away for the benefit of society and by extension the one of Clavicus Vile.
    If the sorcerer uses any blink, leap or teleport within the duration the contract will take away [55000(?)] health as due toward the Clavicus Vile firm.

    Suggested design:

    To the purpose of his contract, the caster takes out or materialize a broken glass mirror that let in place of the reflection, the face of a Skaafin. This one enounces the number of contract and his entitlement.
    A Dog/wolf jaw with a tongue as support may stay an esthetic who fit the thematic.
    As spell, the appearance of a Wolf dog jaw that is severely biting seem for me appropriate as the effect always spawn before a previous classic attack.

    Suggested scribing design:

    GRIMOIRE: The Sorcerer conclude an insurance agreement with a Clavicus Vile’s skaafin through the maintenance arrears of a drain of [2000(?)] health per [10(?)] seconds within [2(?)] minutes. The transaction of the Fair God and the Stubborn Dog requires for the caster to be forbidden of any [ blink, leap, teleport] and to support a [random dispel of any active or future damage shield ]. At the price of which the Fair God will automatically trigger a [scribing attack ] aoe of [x] damage and [Minor toughness ] for [x ] seconds for any skill interruption of the caster. The Stubborn Dog will support any next attack from the caster against his victim within [x] seconds. If the victim [cleanse/purge] or if a [ Boss successively heal] it will automatically [ relaunch the last throwing skill] and bite for a [ scribing attack ] onto the victim. Where appropriate, such usage of blink, leap, teleport was postponed , the contract would automatically claim and pull out its due in the form of [ 55000(?)] health toward NYCOT firm. * This malediction is unpurgeable. If the caster dies within this hex, the hex end too.
    * This curse cannot prevent the intervention of a third party against a [static ] and not forward-looking contractor. Any inconvenience such as the increase of the fauna to more than + [3000(?) ] damage can only be fortuitous.

    FOCUS/
    - /BLEED DAMAGE/Summon the “ Onery Insurance ” through a drain of [2000(?)] health per [10(?)] seconds within [2(?)] minutes. The Fair God and The Stubborn Dog forbid all [ Blink, leap, teleport ]. It also set a dispel that will randomly [stop any active or future damage shield ]. The Fair God confers [x] Bleed damage aoe within [ 8(?)] meter and [Minor Toughness] for [x] seconds against any skill interruption. The Stubborn Dog confers, within [x] seconds after a new attack, the [relaunch of the last throwing skill] and [x] Bleed damage against any [ purge ] or [ post bosses heal] . This malediction backfire [55000(?)] health against the caster for all broken contract. If the caster stays too static on fight situation, the malediction summons a skafiin that reveal the caster position and buff any nearby hostile entity within [8(?)] meter by + [3000(?)] attack damages. This malediction is unpurgeable. If the caster dies within this hex, the hex end too.
    CAST TIME: [0.8] seconds TARGET: self Fair God RADIUS : [8(?)] meter DURATION [2(?)] minutes COST: DRAIN [2000(?)] health per [10(?)] seconds
    - /DAMAGE SHIELD/ Summon the “ Onery Insurance ” through a drain of [2000(?)] health per [10(?)] seconds within [2(?)] minutes. The Fair God and The Stubborn Dog forbid all [Blink, leap, teleport ]. It also set a dispel that will randomly [ stop any active or future damage shield ]. The Fair God confers [x] damage shield aoe within [8(?)] meter and [Minor Toughness ] for [x] seconds against any skill interruption. The Stubborn Dog confers, within [x] seconds after a new attack, the [ relaunch of the last throwing skill] and [x] damage shield against any [ purge ] or [ post bosses heal] . This malediction backfire [55000(?)] health against the caster for all broken contract. If the caster stays too static on fight situation, the malediction summons a skafiin that reveal the caster position and buff any nearby hostile entity within [8(?) ] meter by + [ 3000(?)] attack damages. This malediction is unpurgeable. If the caster dies within this hex, the hex end too.
    CAST TIME: [0.8] seconds TARGET: self Fair God RADIUS: [8(?)] meter DURATION [2(?)] minutes COST : DRAIN [2000(?)] health per [10(?)] seconds
    - /DISEASE DAMAGE/ None
    - /DISPEL/ None
    - /FLAME DAMAGE/ Summon the “ Onery Insurance ” through a drain of [2000(?)] health per [10(?)] seconds within [2(?)] minutes. The Fair God and The Stubborn Dog forbid all [Blink, leap, teleport] . It also set a dispel that will randomly [ stop any active or future damage shield ]. The Fair God confers [x] Flame damage aoe within [8(?)] meter and [Minor Toughness ] for [x] seconds against any skill interruption. The Stubborn Dog confers, within [x] seconds after a new attack, the [relaunch of the last throwing skill] and [x] Flame damage against any [purge] or [ post bosses heal] . This malediction backfire [55000(?)] health against the caster for all broken contract. If the caster stays too static on fight situation, the malediction summons a skafiin that reveal the caster position and buff any nearby hostile entity within [8(?)] meter by + [3000(?)] attack damages. This malediction is unpurgeable. If the caster dies within this hex, the hex end too.
    CAST TIME: [0.8] seconds TARGET: self Fair God RADIUS : [8(?)] meter DURATION [2(?)] minutes COST : DRAIN [2000(?)] health per [10(?)] seconds
    - /FROST DAMAGE/ Summon the “ Onery Insurance ” through a drain of [2000(?)] health per [ 10(?)] seconds within [2(?)] minutes. The Fair God and The Stubborn Dog forbid all [Blink, leap, teleport] . It also set a dispel that will randomly [stop any active or future damage shield] . The Fair God confers [x] Frost damage aoe within [8(?)] meter and [Minor Toughness] for [x] seconds against any skill interruption. The Stubborn Dog confers, within [x] seconds after a new attack, the [relaunch of the last throwing skill ] and [ x] Frost damage against any [ purge ] or [ post bosses heal] . This malediction backfire [55000(?)] health against the caster for all broken contract. If the caster stays too static on fight situation, the malediction summons a skafiin that reveal the caster position and buff any nearby hostile entity within [8(?)] meter by + [3000(?)] attack damages. This malediction is unpurgeable. If the caster dies within this hex, the hex end too.
    CAST TIME : [0.8] seconds TARGET : self Fair God RADIUS : [8(?)] meter DURATION [2(?)] minutes COST : DRAIN [2000(?)] health per [10(?)] seconds
    - /GENERATE ULTIMATE/ Summon the “ Onery Insurance ” through a drain of [ 2000(?)] health per [10(?)] seconds within [2(?)] minutes. The Fair God and The Stubborn Dog forbid all [ Blink, leap, teleport ]. It also set a dispel that will randomly [ stop any active or future damage shield] . The Fair God confers [15(?)] Ultimate and [Minor Toughness] for [x] seconds against any skill interruption. The Stubborn Dog confers, within [ x] seconds after a new attack, the [relaunch of the last throwing skill] and [5(?)] Ultimate against any [purge] or [ post bosses heal] . This malediction backfire [ 55000(?)] health against the caster for all broken contract. If the caster stays too static on fight situation, the malediction summons a skafiin that reveal the caster position and buff any nearby hostile entity within [ 8(?) ] meter by + [ 3000(?) ] attack damages. This malediction is unpurgeable. If the caster dies within this hex, the hex end too.
    CAST TIME : [0.8] seconds TARGET : self DURATION [2(?)] minutes COST: DRAIN [2000(?)] health per [10(?)] seconds
    - /HEALING/ Summon the “ Onery Insurance ” through a drain of [ 2000(?)] health per [10(?)] seconds within [2(?)] minutes. The Fair God and The Stubborn Dog forbid all [ Blink, leap, teleport ]. It also set a dispel that will randomly [ stop any active or future damage shield ]. The Fair God confers [x] Healing aoe within [ 8(?)] meter and [ Minor Toughness ] for [x] seconds against any skill interruption. The Stubborn Dog confers, within [x] seconds after a new attack, the [relaunch of the last throwing skill] and to you [x] Healing against any [purge] or [post bosses heal ]. This malediction backfire [ 55000(?)] health against the caster for all broken contract. If the caster stays too static on fight situation, the malediction summons a skafiin that reveal the caster position and buff any nearby hostile entity within [8(?)] meter by + [3000(?)] attack damages. This malediction is unpurgeable. If the caster dies within this hex, the hex end too.
    CAST TIME: [0.8] seconds TARGET : self Fair God RADIUS: [8(?)] meter DURATION [2(?)] minutes COST : DRAIN [2000(?)] health per [10(?)] seconds
    - /IMMOBILIZE/ None
    - /KNOCKBACK/ None
    - /MAGIC DAMAGE/ Summon the “ Onery Insurance ” through a drain of [2000(?)] health per [ 10(?) ] seconds within [ 2(?)] minutes. The Fair God and The Stubborn Dog forbid all [ Blink, leap, teleport ]. It also set a dispel that will randomly [ stop any active or future damage shield ]. The Fair God confers [x] Magic damage aoe within [8(?)] meter and [ Minor Toughness] for [x] seconds against any skill interruption. The Stubborn Dog confers, within [x] seconds after a new attack, the [relaunch of the last throwing skill ] and [x] Magic damage against any [ purge ] or [ post bosses heal] . This malediction backfire [55000(?)] health against the caster for all broken contract. If the caster stays too static on fight situation, the malediction summons a skafiin that reveal the caster position and buff any nearby hostile entity within [8(?)] meter by + [3000(?)] attack damages. This malediction is unpurgeable. If the caster dies within this hex, the hex end too.
    CAST TIME: [0.8] seconds TARGET : self Fair God RADIUS: [8(?)] meter DURATION [2(?)] minutes COST: DRAIN [2000(?)] health per [10(?)] seconds
    - /MITIGATION/ None
    - /MULTI TARGET/ None
    - /PHYSICAL DAMAGE/ Summon the “ Onery Insurance ” through a drain of [2000(?)] health per [10(?)] seconds within [2(?)] minutes. The Fair God and The Stubborn Dog forbid all [ Blink, leap, teleport] . It also set a dispel that will randomly [ stop any active or future damage shield ]. The Fair God confers [x] Physical damage aoe within [8(?)] meter and [Minor Toughness ] for [x] seconds against any skill interruption. The Stubborn Dog confers, within [x] seconds after a new attack, the [relaunch of the last throwing skill] and [x] Physical damage against any [ purge] or [ post bosses heal ]. This malediction backfire [ 55000(?)] health against the caster for all broken contract. If the caster stays too static on fight situation, the malediction summons a skafiin that reveal the caster position and buff any nearby hostile entity within [8(?)] meter by + [3000(?)] attack damages. This malediction is unpurgeable. If the caster dies within this hex, the hex end too.
    CAST TIME: [0.8] seconds TARGET : self Fair God RADIUS: [8(?)] meter DURATION [2(?)] minutes COST : DRAIN [2000(?)] health per [10(?)] seconds
    - /POISON DAMAGE/ Summon the “ Onery Insurance ” through a drain of [2000(?)] health per [ 10(?)] seconds within [2(?)] minutes. The Fair God and The Stubborn Dog forbid all [ Blink, leap, teleport ]. It also set a dispel that will randomly [ stop any active or future damage shield] . The Fair God confers [ x] Poison damage aoe within [8(?)] meter and [Minor Toughness] for [x] seconds against any skill interruption. The Stubborn Dog confers, within [x] seconds after a new attack, the [relaunch of the last throwing skill] and [x] Poison damage against any [ purge] or [post bosses heal] . This malediction backfire [55000(?)] health against the caster for all broken contract. If the caster stays too static on fight situation, the malediction summons a skafiin that reveal the caster position and buff any nearby hostile entity within [8(?)] meter by + [3000(?)] attack damages. This malediction is unpurgeable. If the caster dies within this hex, the hex end too.
    CAST TIME : [0.8] seconds TARGET : self Fair God RADIUS : [8(?)] meter DURATION [2(?)] minutes COST: DRAIN [2000(?)] health per [10(?)] seconds
    - /PULL/ None
    - /RESTORE RESOURCES/ Summon the “ Onery Insurance ” through a drain of [2000(?)] health per [10(?)] seconds within [2(?)] minutes. The Fair God and The Stubborn Dog forbid all [ Blink, leap, teleport ]. It also set a dispel that will randomly [ stop any active or future damage shield ]. The Fair God confers [x] stamina and [x] magicka through an aoe within [8(?)] meter and [Minor Toughness] for [x] seconds against any skill interruption. The Stubborn Dog confers, within [ x] seconds after a new attack, the [relaunch of the last throwing skill] and to you [x] stamina and [x] magicka against any [purge] or [post bosses heal]. This malediction backfire [55000(?)] health against the caster for all broken contract. If the caster stays too static on fight situation, the malediction summons a skafiin that reveal the caster position and buff any nearby hostile entity within [8(?)] meter by + [3000(?)] attack damages. This malediction is unpurgeable. If the caster dies within this hex, the hex end too.
    CAST TIME: [0.8] seconds TARGET : self Fair God RADIUS: [8(?)] meter DURATION [2(?)] minutes COST : DRAIN [2000(?)] health per [10(?)] seconds
    - /SHOCK DAMAGE/ Summon the “ Onery Insurance ” through a drain of [2000(?)] health per [10(?)] seconds within [2(?)] minutes. The Fair God and The Stubborn Dog forbid all [ Blink, leap, teleport] . It also set a dispel that will randomly [stop any active or future damage shield] . The Fair God confers [x] Shock damage aoe within [8(?)] meter and [ Minor Toughness] for [x] seconds against any skill interruption. The Stubborn Dog confers, within [x] seconds after a new attack, the [relaunch of the last throwing skill] and [x] Shock damage against any [purge] or [post bosses heal] . This malediction backfire [55000(?)] health against the caster for all broken contract. If the caster stays too static on fight situation, the malediction summons a skafiin that reveal the caster position and buff any nearby hostile entity within [8(?) ] meter by + [ 3000(?) ] attack damages. This malediction is unpurgeable. If the caster dies within this hex, the hex end too.
    CAST TIME: [0.8] seconds TARGET : self Fair God RADIUS : [8(?)] meter DURATION [2(?)] minutes COST : DRAIN [2000(?)] health per [10(?)] seconds
    - /STUN/ Summon the “ Onery Insurance” through a drain of [2000(?)] health per [10(?)] seconds within [2(?)] minutes. The Fair God and The Stubborn Dog forbid all [ Blink, leap, teleport] . It also set a dispel that will randomly [ stop any active or future damage shield] . The Fair God confers a Stun aoe within [6(?)] meter for [3(?)] seconds and [Minor Toughness] for [x] seconds against any skill interruption. The Stubborn Dog confers, within [x] seconds after a new attack, the [relaunch of the last throwing skill] and Stun against any [ purge ] or [ post heal* ] for [ 3(?) ] seconds. This malediction backfire [ 55000(?)] health against the caster for all broken contract. If the caster stays too static on fight situation, the malediction summons a skafiin that reveal the caster position and buff any nearby hostile entity within [8(?)] meter by + [3000(?)] attack damages. This malediction is unpurgeable. If the caster dies within this hex, the hex end too.
    CAST TIME : [0.8] seconds TARGET : self Fair God RADIUS : [6(?)] meter DURATION [2(?)] minutes COST : DRAIN [2000(?)] health per [10(?)] seconds
    - /TAUNT/ None
    - /TRAUMA/ Summon the “ Onery Insurance ” through a drain of [2000(?)] health per [10(?)] seconds within [2(?)] minutes. The Fair God and The Stubborn Dog forbid all [ Blink, leap, teleport ]. It also set a dispel that will randomly [ stop any active or future damage shield] . The Fair God confers [ x] Healing absorption aoe within [8(?)] meter for [3(?) ] seconds and [ Minor Toughness ] for [x] seconds against any skill interruption. The Stubborn Dog confers, within [x] seconds after a new attack, the [relaunch of the last throwing skill ] and [x] Healing absorption for [ 8(?)] seconds against any [purge ] or [ post bosses heal ]. This malediction backfire [55000(?)] health against the caster for all broken contract. If the caster stays too static on fight situation, the malediction summons a skafiin that reveal the caster position and buff any nearby hostile entity within [ 8(?)] meter by + [ 3000(?)] attack damages. This malediction is unpurgeable. If the caster dies within this hex, the hex end too.
    CAST TIME: [0.8] seconds TARGET : self Fair God RADIUS : [8(?)] meter DURATION [2(?)] minutes COST : DRAIN [2000(?)] health per [10(?)] seconds

    SIGNATURE/
    - /ANCHORITE’S CRUELTY/” Consumes a Soul Gem to deal 1.5% of the enemy's Max Health as Oblivion Damage every 1 second for 5 seconds, up to a maximum of 1500 damage. Deals up to 100% more damage to enemies under 50% Health and can occur once every 5 seconds.
    - /ANCHORITE’S POTENCY/” If in combat, consumes a Soul Gem to generate 4 Ultimate, up to once every 5 seconds.
    - /ASSASSIN’S MISERY/ None
    - /CAVALIER’S CHARGE/ None
    - /CLASS MASTERY/ Ok
    - /CRUSADER’S DEFIANCE/ New “Grants an immunity to disabling effects for [4(?)] seconds”
    - /DRUID’S RESURGENCE/” Restores 600 Magicka and 600 Stamina.
    - /FENCER’S PARRY/ None
    - /GLADIATOR’S TENACITY/” Reduces damage taken by 8% for 8 seconds.
    - /GROWING IMPACT/ None
    - /HUNTER’S SNARE/ New “Reduces the Movement Speed of enemies by [15%(?)] for [8(?)] seconds”
    - /IMMOBILIZING STRIKE/” Immobilizes enemies for 3 seconds
    - /KNIGHT’S VALOR/ None
    - /LEECHING THIRST/ None
    - /LINGERING TORMENT/ None
    - /SAGE’S REMEDY/” Heals for 5705 Health over 10 seconds.”
    - /THIEF’S SWIFTNESS/ None
    - /WARMAGE’S DEFENSE/” If an enemy was hit, grants you a damage shield that absorbs 6404 damage for 6 seconds. Each additional enemy hit increases the shield's strength by 20%.”
    - /WARRIOR’S OPPORTUNITY/ None
    - /WAYFARER’S MASTERY/ New “Grants Persistence within the whole duration”


    (∩`-´)⊃━☆゚.*・。゚ DAEDRIC MALEDICTION of the TEMPLAR゚ 。・*.゚☆━⊂(´-´ ∩)
    (∩`-´)⊃━☆゚.*・。゚ Meridia’s Starless Midnight Comets゚ 。・*.゚☆━⊂(´-´ ∩)
    “It contains antic achievements of Purified personalities but some dates and names do not match with the available historical sources. These three pages each refer to the same battle but none of them relate the same personalities, facts and strategies employed. The latest set is unprecedented in daedricology. It seems to describe a knighting that transcends a mortal with the essence of the kingdom of Meridia for a limited time. A kind of mix between divine magic and daedric.”
    The ” Meridia’s Starless Midnight Comets ” is a malediction dedicated and develop toward the tank templar identity and to help stamplar in the pvp field. Two axes combined in one ability that I hope may step up the templar gameplay for those who are interest in it.

    Gameplay mechanic:

    Some Templar seem to corrupt their own allegiance toward the divines for the Yoke of Meridia. This malediction isn’t as perfect as the processus Meridia use for her Purified vassal. But it definitely taints their soul and light abilities with the essence of her realm.
    The Caster corrupt his power core with the “ Starless Midnight Comets ” for [30(?)] seconds and once the malediction start drain for that ability small part of his magicka.
    All enemies can’t see the corrupted templar nature until they engage an attack against him. This in order to avoid any avoidance strategy. Only allies or enemies who receive the hex can see the scribing effect.
    At the moment where an attack land on the caster, this triggers the scribing malediction for [2(?)] another minutes.

    The “ Starless Midnight Comets ” reveal the caster nature and cast a personal aoe forced field with a radius of [6(?)] meter over the caster and an another on the enemy. This aoe is cast on the ground of all entity. Within [x] meter, multiples enemies who attack the caster share a same aoe. This malediction doesn’t mind with any crossing aoe forced field. Or, another solution, if any enemy attack the caster within [x] meter of an already existing aoe, he is automatically teleported to this one.

    The ” Starless Midnight Comets ” can affect simultaneously [4(?)] opponent.
    The aoe esthetic cover the sky with a thunderstorm cloud over the entity. And let him in a black night effect in and out of the aoe effect. It dimmed the light. The ground start to glow with iridescent spears (to fit with the realm of Meridia and for the aoe logic). This Aoe and associated effect only concern the caster and all enemy under a malediction. All other enemies will only see the teleport effect.

    Any enemy who run out of their Aoe force field are automatically teleport toward the Aoe caster. “Like a comet toward the earth.”

    The caster keeps his ability to reach enemies - (as them too)- with usual abilities, but any cursed enemy can pass through the caster and be automatically teleport to another Midnight force field or ended in their own default aoe. The caster gets a similar ability and the possibility to go through an enemy in order to teleport to their own aoe. It’s the only way aside to be drain out for the caster to end the malediction. Once the caster is teleport to an enemy aoe, if he goes through the boundary, it ends the malediction.

    The caster aoe field teleport back to the caster any enemy and stun them with a scribing attack.
    All Aoe tick a scribing damage within the malediction duration. Damages increase if enemies stay on their aoe. While the aoe caster one stays normal. Any teleport skill that doesn’t target the caster torn apart the enemy for [x] oblivion damage.

    Enemies can only escape at their own aoe if they have less than [50(?)] % health or while reaching another enemy force field while having less than [x(?)] % health .

    As backfire Malediction , the caster is by default also trap with any enemy, even if each one has in theory a way to fly out of it. If the caster is pushed out of his own aoe, it free all enemy and end the malediction right after the backfire. If the caster goes out of his aoe, he gets instantly a silence debuff for [15(?)] seconds. The addition of a severe risk + the cost of launch + the silence debuff that reduce significantly any reply and possibility to heal seem for me a lot. But if you see that It’s not enough outside of my theory, feel free to add one.

    Nb: It may need one healing (or an attack deflection) for the caster at the start of the 2 minutes if the inbuilt mechanic is too “deadly” on the pvp side. The purpose of this mech isn’t random, the contrary to attack for a trigger instead of be attacked put problems at many levels and among them against low level players. Plus the fact that the caster and enemies are still reachable by anyone.

    This malediction is unpurgeable. If the caster dies within this hex, the hex end too

    Suggested design:

    My goal on the esthetic of this malediction is to get aoe that “ cut ” all enemies and caster from the outside. This ability is like the manifestation of the power of Meridia herself but in the twisted way that she was never an aedra but a Daedra with all the knowledge to bind the lights for her will.
    Theses Aoe look more for me like sandwiches than a real bubble. The aesthetic of “The aoe esthetic cover the sky with a thunderstorm cloud over the entity. And let him in a black night effect in and out of the aoe effect. It dimmed the light. The ground start to glow with iridescent spears (to fit with the realm of Meridia and for the aoe logic)” is for me an echo to theses really dark thunderstorms that really “bend” the light. Those where the cloud is so dark that you wonder which hour is it. But some hole in it illuminates in a subtle and invisible light spot the ground reaches. Leaving the impression that the earth and all the decor lights up by themselves. You literally feel the electricity in the air or the sound of a near quiet nature. And finally, you wander and wonder if you didn’t end to another world. That’s my target.

    The spears spawn on the ground and illuminate the scene. Instead of the “classic” sigil. At first, I wanted them more like in the current thematic of the templar or golden Ish. But I’m not sure that it fit the thematic of Meridia that unlike her father, she is more onto colors than bright effects. Something like threatening iridescent colors texture and/or motion may be interesting.

    And finally, the caster himself. More he will look like a fallen outcast more it will be great. That effect needs to set the ambiance and a big target on the caster. A broken, wide and imposing “metallic” aureole with something like an “ultraviolet” color may be interesting.

    Suggested scribing design:

    GRIMOIRE: The caster corrupts his souls and ability with Meridia’s hex for [30(?)] seconds, the malediction of “ Starless Midnight Comets ” flare up for [2(?)] minutes once an enemy attack him and then cost him a drain of [x] magicka . The Hex deploy multiples force field aoe over the caster and each attacking enemy in the limit of [4(?)] simultaneous opponent, and will only self-reveal against them. Each enemy force field limit teleport them to the caster force field, while the caster one will teleport them back to the caster and apply [x] scribing attack besides a [stun] for [3(?)] seconds. Any teleport skill that doesn’t target the caster torn apart the enemy for [x] oblivion damage. The enemy or the caster can pass through their own bodies and be teleport to another force field aoe. Each of them will end in one of the active enemy force fields aoe. If the caster goes out of the enemy aoe limit, it ends the “ Starless Midnight Comets ”. If the enemy can reach another enemy force field with less than [x%(?)] health or his own force field aoe with less than [ 50%(?)] health , then he can escape the malediction.
    The malediction tick, through ground spears, [x] scribing damage through all aoe against enemies. A [x%] increase the damage applied against enemies through the length of the hex within all enemy aoe.
    The malediction backfire against the caster if he crosses the limit of his own aoe with [15(?)] seconds with a [silence] debuff. This malediction is unpurgeable. If the caster dies within this hex, the hex end too. If an enemy die, his “enemy aoe” vanish. If no more enemies attack the caster within [10(?)] seconds, the malediction end.

    FOCUS/
    - /BLEED DAMAGE/ None
    - /DAMAGE SHIELD/ None
    - /DISEASE DAMAGE/ None
    - /DISPEL/ None
    - /FLAME DAMAGE/Cast for free and [30(?)] seconds the Meridia’s hex. The “ Starless Midnight Comets ” flare up for [2(?) ] minutes once an enemy attack the caster. The Hex deploy multiples force field aoe over the caster and each attacking enemy in the limit of [4(?)] simultaneous opponent, and will only self-reveal against them. Each enemy aoe limit teleport them to the caster, while the caster aoe will teleport them back to the caster and apply [x] Flame damage besides a [stun] for [ 3(?)] seconds. Any teleport skill that doesn’t target the caster heavily damage for [x] oblivion damage. The enemy or the caster can pass through their own bodies and be teleport to another aoe. Each of them will end in one of the active enemies aoe. If the caster goes out of the enemy aoe limit, it ends the “ Starless Midnight Comets ”. If the enemy can reach another enemy aoe with less than [x%(?)] health or his own with less than [50%(?)] health, then he can escape the malediction. The malediction tick, each [x] seconds, [x] Flame damage through all aoe against enemies. A [x%] increase the damage applied against enemies within all enemy aoe. The malediction backfire against the caster if he crosses the limit of his own aoe with [15(?)] seconds with a [silence] debuff. This malediction is unpurgeable. If the caster dies within this hex, the hex end too. If an enemy die, his “enemy aoe” vanish. If no more enemies attack the caster within [10(?)] seconds, the malediction end.
    CAST TIME: [0.8] seconds TARGET: self RADIUS: [6(?)] meter DURATION Meridia’s Hex [30(?)] seconds DURATION Malediction [2(?)] minutes COST : free at launch then activate with a DRAIN [x(?)] magicka per [x(?)] seconds
    - /FROST DAMAGE/ Cast for free and [30(?)] seconds the Meridia’s hex. The “ Starless Midnight Comets ” flare up for [2(?)] minutes once an enemy attack the caster. The Hex deploy multiples force field aoe over the caster and each attacking enemy in the limit of [4(?)] simultaneous opponent, and will only self-reveal against them. Each enemy aoe limit teleport them to the caster, while the caster aoe will teleport them back to the caster and apply [x] Frost damage besides a [stun] for [3(?)] seconds. Any teleport skill that doesn’t target the caster heavily damage for [x] oblivion damage. The enemy or the caster can pass through their own bodies and be teleport to another aoe. Each of them will end in one of the active enemies aoe. If the caster goes out of the enemy aoe limit, it ends the “ Starless Midnight Comets ”. If the enemy can reach another enemy aoe with less than [x%(?)] health or his own with less than [50%(?)] health, then he can escape the malediction. The malediction tick, each [x] seconds, [x] Frost damage through all aoe against enemies. A [x%] increase the damage applied against enemies within all enemy aoe. The malediction backfire against the caster if he crosses the limit of his own aoe with [15(?)] seconds with a [silence] debuff. This malediction is unpurgeable. If the caster dies within this hex, the hex end too. If an enemy die, his “enemy aoe” vanish. If no more enemies attack the caster within [ 10(?)] seconds, the malediction end.
    CAST TIME : [0.8] seconds TARGET: self RADIUS : [6(?)] meter DURATION Meridia’s Hex [30(?)] seconds DURATION Malediction [2(?)] minutes COST : free at launch then activate with a DRAIN [x(?)] magicka per [x(?)] seconds
    - /GENERATE ULTIMATE/ Cast for free and [30(?)] seconds the Meridia’s hex. The “ Starless Midnight Comets ” flare up for [2(?)] minutes once an enemy attack the caster. The Hex deploy multiples force field aoe over the caster and each attacking enemy in the limit of [4(?)] simultaneous opponent, and will only self-reveal against them. Each enemy aoe limit teleport them to the caster, while the caster aoe will teleport them back to the caster and apply [x] Physica l damage besides a [stun] for [3(?)] seconds. Any teleport skill that doesn’t target the caster heavily damage for [x] oblivion damage. The enemy or the caster can pass through their own bodies and be teleport to another aoe. Each of them will end in one of the active enemies aoe. If the caster goes out of the enemy aoe limit, it ends the “ Starless Midnight Comets ”. If the enemy can reach another enemy aoe with less than [x%(?)] health or his own with less than [50%(?)] health, then he can escape the malediction. The malediction tick, each [x] seconds, [x] Physical damage through all aoe against enemies and generates [1(?)] ultim per succeed tick . A [x%] increase the damage applied against enemies within all enemy aoe. The malediction backfire against the caster if he crosses the limit of his own aoe with [15(?)] seconds with a [silence] debuff. This malediction is unpurgeable. If the caster dies within this hex, the hex end too. If an enemy die, his “enemy aoe” vanish. If no more enemies attack the caster within [10(?)] seconds, the malediction end.
    CAST TIME : [0.8] seconds TARGET : self RADIUS : [6(?)] meter DURATION Meridia’s Hex [30(?)] seconds DURATION Malediction [2(?)] minutes COST : free at launch then activate with a DRAIN [x(?)] stamina per [x(?)] seconds
    - /HEALING/ None
    - /IMMOBILIZE/ None
    - /KNOCKBACK/ None
    - /MAGIC DAMAGE/ Cast for free and [30(?)] seconds the Meridia’s hex. The “ Starless Midnight Comets ” flare up for [2(?)] minutes once an enemy attack the caster. The Hex deploy multiples force field aoe over the caster and each attacking enemy in the limit of [4(?)] simultaneous opponent, and will only self-reveal against them. Each enemy aoe limit teleport them to the caster, while the caster aoe will teleport them back to the caster and apply [x] Magic damage besides a [stun] for [3(?)] seconds. Any teleport skill that doesn’t target the caster heavily damage for [x] oblivion damage. The enemy or the caster can pass through their own bodies and be teleport to another aoe. Each of them will end in one of the active enemies aoe. If the caster goes out of the enemy aoe limit, it ends the “ Starless Midnight Comets ”. If the enemy can reach another enemy aoe with less than [x%(?)] health or his own with less than [50%(?)] health, then he can escape the malediction. The malediction tick, each [x] seconds, [x] Magic damage through all aoe against enemies. A [x%] increase the damage applied against enemies within all enemy aoe. The malediction backfire against the caster if he crosses the limit of his own aoe with [15(?)] seconds with a [silence] debuff. This malediction is unpurgeable. If the caster dies within this hex, the hex end too. If an enemy die, his “enemy aoe” vanish. If no more enemies attack the caster within [10(?)] seconds, the malediction end.
    CAST TIME: [0.8] seconds TARGET : self RADIUS: [6(?)] meter DURATION Meridia’s Hex [30(?)] seconds DURATION Malediction [2(?)] minutes COST : free at launch then activate with a DRAIN [x(?)] magicka per [x(?)] seconds
    - /MITIGATION/ None
    - /MULTI TARGET/ None
    - /PHYSICAL DAMAGE/ Cast for free and [30(?)] seconds the Meridia’s hex. The “ Starless Midnight Comets ” flare up for [2(?)] minutes once an enemy attack the caster. The Hex deploy multiples force field aoe over the caster and each attacking enemy in the limit of [4(?)] simultaneous opponent, and will only self-reveal against them. Each enemy aoe limit teleport them to the caster, while the caster aoe will teleport them back to the caster and apply [x] Physical damage besides a [stun] for [3(?)] seconds. Any teleport skill that doesn’t target the caster heavily damage for [x] oblivion damage. The enemy or the caster can pass through their own bodies and be teleport to another aoe. Each of them will end in one of the active enemies aoe. If the caster goes out of the enemy aoe limit, it ends the “ Starless Midnight Comets” . If the enemy can reach another enemy aoe with less than [x%(?)] health or his own with less than [50%(?)] health , then he can escape the malediction. The malediction tick, each [x] seconds, [x] Physical damage through all aoe against enemies. A [x%] increase the damage applied against enemies within all enemy aoe. The malediction backfire against the caster if he crosses the limit of his own aoe with [15(?)] seconds with a [silence] debuff. This malediction is unpurgeable. If the caster dies within this hex, the hex end too. If an enemy die, his “enemy aoe” vanish. If no more enemies attack the caster within [10(?)] seconds, the malediction end.
    CAST TIME: [0.8] seconds TARGET : self RADIUS : [6(?)] meter DURATION Meridia’s Hex [30(?)] seconds DURATION Malediction [2(?)] minutes COST : free at launch then activate with a DRAIN [x(?)] Stamina per [x(?)] seconds
    - /POISON DAMAGE/ None
    - /PULL/ Cast for free and [30(?)] seconds the Meridia’s hex. The “ Starless Midnight Comets ” flare up for [2(?)] minutes once an enemy attack the caster. The Hex deploy multiples force field aoe over the caster and each attacking enemy in the limit of [4(?)] simultaneous opponent, and will only self-reveal against them. Each enemy aoe limit teleport them to the caster, while the caster aoe will teleport them back to the caster and apply [x] Magic damage besides a [stun] for [3(?)] seconds and [pulls] toward the caster the enemy. Any teleport skill that doesn’t target the caster heavily damage for [x] oblivion damage. The enemy or the caster can pass through their own bodies and be teleport to another aoe. Each of them will end in one of the active enemies aoe. If the caster goes out of the enemy aoe limit, it ends the “ Starless Midnight Comets ”. If the enemy can reach another enemy aoe with less than [x%(?)] health or his own with less than [50%(?)] health , then he can escape the malediction. The malediction tick, each [x] seconds, [x] Magic damage through all aoe against enemies and [pulls] toward the caster the enemy. A [x%] increase the damage applied against enemies within all enemy aoe. The malediction backfire against the caster if he crosses the limit of his own aoe with [15(?)] seconds with a [silence] debuff. This malediction is unpurgeable. If the caster dies within this hex, the hex end too. If an enemy die, his “enemy aoe” vanish. If no more enemies attack the caster within [10(?)] seconds, the malediction end.
    CAST TIME : [0.8] seconds TARGET : self RADIUS: [6(?)] meter DURATION Meridia’s Hex [ 30(?)] seconds DURATION Malediction [2(?)] minutes COST : free at launch then activate with a DRAIN [x(?)] magicka per [x(?)] seconds
    - /RESTORE RESOURCES/ None
    - /SHOCK DAMAGE/ Cast for free and [30(?)] seconds the Meridia’s hex. The “ Starless Midnight Comets ” flare up for [2(?) ] minutes once an enemy attack the caster. The Hex deploy multiples force field aoe over the caster and each attacking enemy in the limit of [4(?)] simultaneous opponent, and will only self-reveal against them. Each enemy aoe limit teleport them to the caster, while the caster aoe will teleport them back to the caster and apply [x] Shock damage besides a [stun] for [3(?)] seconds. Any teleport skill that doesn’t target the caster heavily damage for [x] oblivion damage. The enemy or the caster can pass through their own bodies and be teleport to another aoe. Each of them will end in one of the active enemies aoe. If the caster goes out of the enemy aoe limit, it ends the “ Starless Midnight Comets ”. If the enemy can reach another enemy aoe with less than [x%(?)] health or his own with less than [50%(?)] health, then he can escape the malediction. The malediction tick, each [x] seconds, [x] Shock damage through all aoe against enemies. A [x%] increase the damage applied against enemies within all enemy aoe. The malediction backfire against the caster if he crosses the limit of his own aoe with [15(?)] seconds with a [silence] debuff. This malediction is unpurgeable. If the caster dies within this hex, the hex end too. If an enemy die, his “enemy aoe” vanish. If no more enemies attack the caster within [10(?)] seconds, the malediction end.
    CAST TIME: [0.8] seconds TARGET : self RADIUS : [6(?)] meter DURATION Meridia’s Hex [30(?)] seconds DURATION Malediction [2(?)] minutes COST : free at launch then activate with a DRAIN [x(?)] magicka per [x(?)] seconds
    - /STUN/ None
    - /TAUNT/ None
    - /TRAUMA/ Cast for free and [30(?)] seconds the Meridia’s hex. The “ Starless Midnight Comets ” flare up for [2(?)] minutes once an enemy attack the caster. The Hex deploy multiples force field aoe over the caster and each attacking enemy in the limit of [4(?)] simultaneous opponent, and will only self-reveal against them. Each enemy aoe limit teleport them to the caster, while the caster aoe will teleport them back to the caster and apply [x] Healing absorption for [3(?)] seconds besides a [stun] for [3(?)] seconds. Any teleport skill that doesn’t target the caster heavily damage for [x] oblivion damage. The enemy or the caster can pass through their own bodies and be teleport to another aoe. Each of them will end in one of the active enemies aoe. If the caster goes out of the enemy aoe limit, it ends the “ Starless Midnight Comets” . If the enemy can reach another enemy aoe with less than [x%(?)] health or his own with less than [50%(?)] health , then he can escape the malediction. The malediction tick, each [x] seconds, [x] Healing absorption for [3(?)] seconds through all aoe against enemies. A [x%] increase the damage applied against enemies within all enemy aoe. The malediction backfire against the caster if he crosses the limit of his own aoe with [15(?)] seconds with a [silence] debuff. This malediction is unpurgeable. If an enemy die, his “enemy aoe” vanish. If the caster dies within this hex, the hex end too. If no more enemies attack the caster within [10(?)] seconds, the malediction end.
    CAST TIME : [0.8] seconds TARGET : self RADIUS : [6(?)] meter DURATION Meridia’s Hex [30(?)] seconds DURATION Malediction [2(?)] minutes COST : free at launch then activate with a DRAIN [x(?)] magicka per [x(?)] seconds

    SIGNATURE/
    - /ANCHORITE’S CRUELTY/ None
    - /ANCHORITE’S POTENCY/ None
    - /ASSASSIN’S MISERY/ None
    - /CAVALIER’S CHARGE/ New “Increase the penetration by [x] every two tick in the enemy aoe for [x] seconds”.
    - /CLASS MASTERY/ Ok
    - /CRUSADER’S DEFIANCE/ New “Removes up to [1(?)] snares or immobilization effects for each successful enemy aoe tick toward the caster”.
    - /DRUID’S RESURGENCE/ New “Restores [x] stamina for each successful tick in the enemy aoe”
    - /FENCER’S PARRY/ None
    - /GLADIATOR’S TENACITY/ None
    - /GROWING IMPACT/ New “Creates a rune of power on the ground of the caster aoe which applies the affix script in an area for [x] seconds after a successful tick”.
    - /HUNTER’S SNARE/ None
    - /IMMOBILIZING STRIKE/ None
    - /KNIGHT’S VALOR/ None
    - /LEECHING THIRST/ New “Each successful tick in aoe heals the caster for [x%] of the damage done. “
    - /LINGERING TORMENT/ None
    - /SAGE’S REMEDY/ None
    - /THIEF’S SWIFTNESS/ New “Whitin the malediction, the caster sees [50%(?)] less of the roll dodge cost.”
    - /WARMAGE’S DEFENSE/ None
    - /WARRIOR’S OPPORTUNITY/ New “The number of aoe enemy augment any dot damage of the caster by [x%] .”
    - /WAYFARER’S MASTERY/ New “Grants the Sacred Ground within the malediction duration.”
  • Saphaniax
    Saphaniax
    ✭✭

    [ GRIMOIRES PART 6/7 PART B ]
    (∩`-´)⊃━☆゚.*・。゚ DAEDRIC MALEDICTION of the WARDEN゚ 。・*.゚☆━⊂(´-´ ∩)
    (∩`-´)⊃━☆゚.*・。゚ The Irresistible Darkest Scent゚ 。・*.゚☆━⊂(´-´ ∩)

    “… and I found him the other day, his head stuck in a sujamma’s amphora. You can’t trust him”: “For the divine sake, that's just gossip!”; “The simple idea that’s he is now a Sanguine’s worshiper is purely non sense...”; “So, now some wardens let Sanguine request some special services for… ???”; “…for more balancing of life and death capabilities, it’s only bonkers”
    The new Malediction of “ The Irresistible Darkest Scent ” have the purpose to bring more values to the Warden for the pve content while giving him more ranger like ability into pvp (and pve). Something, that I hope will bring more gameplay possibilities to the Warden class and a fun game play.

    Gameplay mechanic:

    The new malediction allows a warden to grow a closed deadric white rose. If it’s possible on any surface, while the object starts always an aoe on the ground. This in the limit of 3 Roses for [3(?)] minute . Each rose haves a spawn of [60] seconds once blooming (within [3(?)] minute max for all closed roses that begin at the 1th one ). So, the duration of this scribing ability completely depend of how the roses are set and when they are blooming. This ability needs to stay functional on the length of [60(?)] meter. *

    Each closed Rose drain [x] stam & magicka to the caster per [10(?)] seconds. This amount is meant to be small. The 3 roses need to be smaller than the regular malediction cost. Once the malediction trigger, the warden receives an extra [x] stam & magicka cost .

    Nb: the time of 3 minute refer to one of the main goal that’s is to serve as a look-out.

    If an enemy cross their aoe of 8 -meter influence, each rose bloom and reveal a flower with red petals besides golden stamen and carpel. Then simultaneously the flower will release within her aoe a cloud of pollen.
    The enemy (and other within the aoe) which bloom the rose will pay the price of [x] scribing attack.

    The cloud changes his color in function of the first enemy which cross the aoe :
    - Royal blue & dark red for daedric entity
    - Orange & gold for wildlife and monster
    - Grey & purple for Undeads
    - Red & white for mortals humanoids ( pve & pvp )
    -
    The warden receives a circular “aura” with the corresponding color for each rose. From the waist, to the shoulder, then the head. An amber color will notice any functional rose until the malediction end or the trigger of one of them.

    Any allies which enter the cloud gain “a buff” on all of their skill attack. Each skill sees a rising gain of [50 %(?)] chance to trigger a status effect for the length of [1(?)] minute. All allies can keep the effect for [15(?)] seconds outside of the aoe with their own fog fx?
    The warden casting this skill don’t need to enter the aoe in order to get an effective effect. It will last until the end of each rose. But after 3 roses and the end malediction, the warden a cooldown will occur.
    If another warden cast the skill within a previous aoe, the rose deceased. A warden with an active “ The Irresistible Darkest Scent ” receives hemorrhaging damages if he enters an ally aoe in order to prevent abuse.

    The Malediction backfire to the caster while the hex is operating. The warden receives a small amount of [x] Disease damage , per active rose , each time an ally heals his health without a green balance skill , within roses aoe (and the [15(?) ] seconds bonus). So, it can increase quite quick.

    The backfire amount needs to be small because of the number of allies which can profit from this ability. Though it's totally meant to hurt the caster above a number. In pvp field, the Warden will need to decide wisely or have team mate with him.
    The warden can avoid [100%(?)] of the damage with 1 active rose if ONE SELF winter skill is active within [15(?)] seconds.
    This amount reach [75%(?)] of damage protection with 2 active roses. Or [100%(?)] with 2 self-active winter skill.
    Then [50%(?)] of damage protection with 3 active roses. Or [75%(?)] with 2 self-active winter skill. Or [100%(?)] with 3 self-active winter skill.
    Theses one is built in order to be less impactful for tanks in pve.

    Suggested design:

    The aesthetic of the rose crosses the thematic of a “twisted “flower once open while being as dangerous than beautiful. The red petals inside refer to Sanguine. The white color is thought to blend the flower in the most possible ecosystem within all eso. Besides it made a direct echo of the “Moly” that divine plant that mortals aren’t supposed to see on earth in Greek mythology. I see it as a “perfected” divine rose, that only Y'ffre is supposed to access, with the interference of Sanguine.
    The smog/cloud design is supposed to refer to the release of a pollen more than poison. But in a more saturated way.
    I give this as suggestion and that need to be the same for the caster fx:
    - Royal blue & dark red for daedric entity
    - Orange & gold for wildlife and monster
    - Grey & purple for Undeads
    - Red & white for mortals humanoids ( pve & pvp )
    My idea was to give an fx that is really distinctive from the other fx effects. This malediction work as a look-out and needs to be easily readable from anyone.

    Suggested scribing design:

    GRIMOIRE: “ The irresistible Darkest Scent ” let the caster grow a closed deadric white rose at his own position. The hex time begin with the 1th Rose toward a maximum of [3(?)] minute. 3 Roses can be grown from the caster within that time. But once the 1th Rose bloom and trigger the malediction their time reduce to [60(?)] seconds for each open rose. Each Rose gets a radius of [8(?)] meter. If an enemy cross the rose radius, it made it bloom and simultaneously release a cloud, within [60(?)] seconds, that hurt within [3(?)] seconds enemies within the radius. Each of them receives [x] scribing damage. Any allies within the cloud receive a rise of [50%(?)] chance to trigger a status effect; that continue for [15(?)] seconds outside of the cloud. The caster doesn’t need to enter the cloud in order to get it. Each cloud releases a different color in function of which type of enemy bloom the malediction. The caster can’t release a rose into another ally rose radius. Allies cloud hurt a caster of this malediction for [x] hemorrhaging damages. The malediction backfires the caster [x] Disease damage, per active rose, each time an ally heals his health without a green balance skill, under a rose effect. The caster can reduce the damage with self-active winter skill, within [15(?)] seconds, per rose . With [100%(?)] (1R/1W;2R/2W;3R/3W) then [75%(?)] with (2R/1R;3R/2W) and [50%(?)] with (3R/1W) .

    FOCUS/
    - /BLEED DAMAGE/Cast a closed rose at the caster position within a maximum of [3(?)] minute with a [8(?)] meter radius. Once an enemy cross the radius, the rose bloom and release the cloud malediction dealing [x] Bleed damage for all enemies in the radius within [3(?)] seconds, the cloud will last for the Bloom rose lifespan of [60] seconds. Each ally within the rose aoe get + [50%(?)] of chance to trigger a status effect , besides [15(?)] once out; while the caster gets it at any place. Each cloud color and aura vary from different type of enemy which bloom the rose. Allies’ clouds prevent any new rose grow and hurt for [x] hemorrhaging damages. The malediction backfire [x] Disease damage to the caster, per active rose, each time allies heals without a green balance skill, under a rose effect. But the caster can reduce damages from [100%(?)], to [75%(?)] and [50%(?)] per rose with the same number of self-active winter skill.
    CAST TIME: [0.8] seconds TARGET : ground aoe RADIUS : [8(?)] meter DURATION MAX [3(?)] minutes DURATION of bloom Roses [60(?)] seconds COST : DRAIN (low) [x] stamina per rose and DRAIN [x] stamina when the malediction is trigger ; for each [10(?)] seconds COOLDOWN : [x] seconds
    - /DAMAGE SHIELD/ None
    - /DISEASE DAMAGE/ Cast a closed rose at the caster position within a maximum of [3(?)] minute with a [8(?)] meter radius. Once an enemy cross the radius, the rose bloom and release the cloud malediction dealing [x] Disease damage for all enemies in the radius within [3(?)] seconds, the cloud will last for the Bloom rose lifespan of [60] seconds. Each ally within the rose aoe get + [50%(?)] of chance to trigger a status effect , besides [15(?)] once out; while the caster gets it at any place. Each cloud color and aura vary from different type of enemy which bloom the rose. Allies’ clouds prevent any new rose grow and hurt for [x] hemorrhaging damages. The malediction backfire [x] Disease damage to the caster, per active rose, each time allies heals without a green balance skill, under a rose effect. But the caster can reduce damages from [100%(?)] , to [75%(?)] and [50%(?)] per rose with the same number of self-active winter skill.
    CAST TIME : [0.8] seconds TARGET : ground aoe RADIUS : [8(?)] meter DURATION MAX [3(?)] minutes DURATION of bloom Roses [60(?)] seconds COST: DRAIN (low) [x] stamina per rose and DRAIN [x] stamina when the malediction is trigger ; for each [10(?)] seconds COOLDOWN : [x] seconds
    - /DISPEL/ Cast a closed rose at the caster position within a maximum of [3(?)] minute with a [8(?)] meter radius. Once an enemy cross the radius, the rose bloom and release the cloud malediction, for all enemies in the radius within [3(?)] seconds, remove [1(?)] Damage shield to the victim at his next ally heal or major buff within [60(?)] second and turn it besides to the release of another rose if the caster didn’t spread them all. The cloud will last for the Bloom rose lifespan of [60] seconds. Each ally within the rose aoe get + [50%(?)] of chance to trigger a status effect , besides [15(?)] once out; while the caster gets it at any place. Each cloud color and aura vary from different type of enemy which bloom the rose. Allies’ clouds prevent any new rose grow and hurt for [x] hemorrhaging damages. The malediction backfire [x] Disease damage to the caster, per active rose, each time allies heals without a green balance skill, under a rose effect. But the caster can reduce damages from [100%(?)] , to [75%(?)] and [50%(?)] per rose with the same number of self-active winter skill.
    CAST TIME : [0.8] seconds TARGET: ground aoe RADIUS : [8(?)] meter DURATION MAX [3(?)] minutes DURATION of bloom Roses [60(?)] seconds COST : DRAIN (low) [x] magicka per rose and DRAIN [x] magicka when the malediction is trigger ; for each [10(?)] seconds COOLDOWN : [x] seconds
    - /FLAME DAMAGE/ Cast a closed rose at the caster position within a maximum of [3(?)] minute with a [8(?)] meter radius. Once an enemy cross the radius, the rose bloom and release the cloud malediction dealing [x] Flame damage for all enemies in the radius within [3(?)] seconds, the cloud will last for the Bloom rose lifespan of [60] seconds. Each ally within the rose aoe get + [50%(?)] of chance to trigger a status effect , besides [15(?)] once out; while the caster gets it at any place. Each cloud color and aura vary from different type of enemy which bloom the rose. Allies’ clouds prevent any new rose grow and hurt for [x] hemorrhaging damages. The malediction backfire [x] Disease damage to the caster, per active rose, each time allies heals without a green balance skill, under a rose effect . But the caster can reduce damages from [100%(?)], to [75%(?)] and [50%(?)] per rose with the same number of self-active winter skill.
    CAST TIME: [0.8] seconds TARGET: ground aoe RADIUS : [8(?)] meter DURATION MAX [3(?)] minutes DURATION of bloom Roses [60(?)] seconds COST : DRAIN (low) [x] magicka per rose and DRAIN [x] magicka when the malediction is trigger; for each [10(?)] seconds COOLDOWN : [x] seconds
    - /FROST DAMAGE/ Cast a closed rose at the caster position within a maximum of [3(?)] minute with a [8(?)] meter radius. Once an enemy cross the radius, the rose bloom and release the cloud malediction dealing [x] Frost damage for all enemies in the radius within [3(?)] seconds, the cloud will last for the Bloom rose lifespan of [60] seconds. Each ally within the rose aoe get + [50%(?)] of chance to trigger a status effect , besides [15(?)] once out; while the caster gets it at any place. Each cloud color and aura vary from different type of enemy which bloom the rose. Allies’ clouds prevent any new rose grow and hurt for [x] hemorrhaging damages. The malediction backfire [x] Disease damage to the caster, per active rose, each time allies heals without a green balance skill, under a rose effect. But the caster can reduce damages from [100%(?)] , to [75%(?)] and [50%(?)] per rose with the same number of self-active winter skill.
    CAST TIME: [0.8] seconds TARGET: ground aoe RADIUS : [8(?)] meter DURATION MAX [3(?)] minutes DURATION of bloom Roses [60(?)] seconds COST : DRAIN (low) [x] magicka per rose and DRAIN [x] magicka when the malediction is trigger ; for each [10(?)] seconds COOLDOWN : [x] seconds
    - /GENERATE ULTIMATE/ None
    - /HEALING/ None
    - /IMMOBILIZE/ Cast a closed rose at the caster position within a maximum of [3(?)] minute with a [8(?)] meter radius. Once an enemy cross the radius, the rose bloom and release the cloud malediction, immobilize for [3(?)] seconds then reduces [30%(?)] the movement speed within [5(?)] second for all enemies in the radius within [3(?)] seconds, the cloud will last for the Bloom rose lifespan of [60] seconds. Each ally within the rose aoe get + [50%(?)] of chance to trigger a status effect, besides [15(?)] once out; while the caster gets it at any place. Each cloud color and aura vary from different type of enemy which bloom the rose. Allies’ clouds prevent any new rose grow and hurt for [x] hemorrhaging damages. The malediction backfire [x] Disease damage to the caster, per active rose, each time allies heals without a green balance skill, under a rose effect. But the caster can reduce damages from [100%(?) ], to [75%(?)] and [50%(?)] per rose with the same number of self-active winter skill.
    CAST TIME : [0.8] seconds TARGET : ground aoe RADIUS : [8(?)] meter DURATION MAX [3(?)] minutes DURATION of bloom Roses [60(?)] seconds COST : DRAIN (low) [x] stamina per rose and DRAIN [x] stamina when the malediction is trigger ; for each [10(?)] seconds COOLDOWN : [x] seconds
    - /KNOCKBACK/ None
    - /MAGIC DAMAGE/ Cast a closed rose at the caster position within a maximum of [3(?)] minute with a [8(?)] meter radius. Once an enemy cross the radius, the rose bloom and release the cloud malediction dealing [x] Magic damage for all enemies in the radius within [3(?)] seconds, the cloud will last for the Bloom rose lifespan of [60] seconds. Each ally within the rose aoe get + [50%(?)] of chance to trigger a status effect , besides [15(?)] once out; while the caster gets it at any place. Each cloud color and aura vary from different type of enemy which bloom the rose. Allies’ clouds prevent any new rose grow and hurt for [x] hemorrhaging damages. The malediction backfire [x] Disease damage to the caster, per active rose, each time allies heals without a green balance skill, under a rose effect. But the caster can reduce damages from [100%(?)] , to [75%(?)] and [50%(?)] per rose with the same number of self-active winter skill.
    CAST TIME : [0.8] seconds TARGET: ground aoe RADIUS : [8(?)] meter DURATION MAX [3(?)] minutes DURATION of bloom Roses [60(?)] seconds COST : DRAIN (low) [x] magicka per rose and DRAIN [x] magicka when the malediction is trigger ; for each [10(?)] seconds COOLDOWN : [x] seconds
    - /MITIGATION/ None
    - /MULTI TARGET/ Cast a closed rose at the caster position within a maximum of [3(?)] minute with a [8(?)] meter radius. Once an enemy cross the radius, the rose bloom and release the cloud malediction dealing [x] Disease damage and [x] Disease damage per enemies within the radius and [3(?)] seconds, the cloud will last for the Bloom rose lifespan of [60] seconds. Each ally within the rose aoe get + [50%(?)] of chance to trigger a status effect , besides [15(?)] once out; while the caster gets it at any place. Each cloud color and aura vary from different type of enemy which bloom the rose. Allies’ clouds prevent any new rose grow and hurt for [x] hemorrhaging damages. The malediction backfire [x] Disease damage to the caster, per active rose, each time allies heals without a green balance skill, under a rose effect. But the caster can reduce damages from [100%(?)], to [75%(?)] and [50%(?)] per rose with the same number of self-active winter skill.
    CAST TIME : [0.8] seconds TARGET : ground aoe RADIUS : [8(?)] meter DURATION MAX [3(?)] minutes DURATION of bloom Roses [60(?)] seconds COST : DRAIN (low) [x] stamina per rose and DRAIN [x] stamina when the malediction is trigger ; for each [10(?)] seconds COOLDOWN : [x] seconds
    - /PHYSICAL DAMAGE/ None
    - /POISON DAMAGE/ Cast a closed rose at the caster position within a maximum of [3(?)] minute with a [8(?)] meter radius. Once an enemy cross the radius, the rose bloom and release the cloud malediction dealing [x] Poison damage for all enemies in the radius within [3(?)] seconds, the cloud will last for the Bloom rose lifespan of [60] seconds. Each ally within the rose aoe get + [50%(?)] of chance to trigger a status effect , besides [15(?)] once out; while the caster gets it at any place. Each cloud color and aura vary from different type of enemy which bloom the rose. Allies’ clouds prevent any new rose grow and hurt for [x] hemorrhaging damages. The malediction backfire [x] Disease damage to the caster, per active rose, each time allies heals without a green balance skill, under a rose effect. But the caster can reduce damages from [100%(?)] , to [75%(?)] and [50%(?)] per rose with the same number of self-active winter skill.
    CAST TIME: [0.8] seconds TARGET : ground aoe RADIUS: [8(?)] meter DURATION MAX [3(?)] minutes DURATION of bloom Roses [60(?)] seconds COST : DRAIN (low) [x] stamina per rose and DRAIN [x] stamina when the malediction is trigger ; for each [10(?)] seconds COOLDOWN: [x] seconds
    - /PULL/ None
    - /RESTORE RESOURCES/ None
    - /SHOCK DAMAGE/ None
    - /STUN/ None
    - /TAUNT/ None
    - /TRAUMA/ None

    SIGNATURE/
    - /ANCHORITE’S CRUELTY/ None
    - /ANCHORITE’S POTENCY/ None
    - /ASSASSIN’S MISERY/ None
    - /CAVALIER’S CHARGE/ New “Each Rose launches additional scribing attack per [20(?)] seconds if at list 2 roses are still in activity ”.
    - /CLASS MASTERY/ Ok
    - /CRUSADER’S DEFIANCE/ New “Remove [1(?)] negative effect per enemy killed within the roses radius”.
    - /DRUID’S RESURGENCE/ New “Increase your health, magicka, stamina by [x] per ally which receive an active roses buff”
    - /FENCER’S PARRY/ None
    - /GLADIATOR’S TENACITY/ None
    - /GROWING IMPACT/ ”Creates a rune of power on the ground for 10 seconds which applies the Affix script in an area.”
    - /HUNTER’S SNARE/ New “Remove all speed [Hindrance] debuff, [breach] , [maim] to enemies which enter roses radius. Reduces movement speed of enemies which quit roses radius by [40%(?)] and apply to them [Minor defile] , for [x] seconds “
    - /IMMOBILIZING STRIKE/ None
    - /KNIGHT’S VALOR/ New “Reduces the break free cost for allies within the rose radius by [x]
    - /LEECHING THIRST/ None
    - /LINGERING TORMENT/ New “Deals [x] oblivion damage over [10(?)] seconds”
    - /SAGE’S REMEDY/ New “Heals enemies for [x] over [x] seconds which enter the rose radius . Apply minor mangle to enemies which quit the rose radius over [x] seconds. Grants minor toughness to allies for [x] seconds if they kill enemies within the radius.”
    - /THIEF’S SWIFTNESS/ None
    - /WARMAGE’S DEFENSE/ None
    - /WARRIOR’S OPPORTUNITY/ New “Each ally killed within the rose radius grants an increase of [x] penetration to the caster within [x] seconds”.
    - /WAYFARER’S MASTERY/ New “Grants Nature’s Gift for any heal if more than [1(?)] ally gets a malediction bonus”

  • Saphaniax
    Saphaniax
    ✭✭
    [ GRIMOIRES PART 7/7 ]
    (∩`-´)⊃━☆゚.*・。゚ DAEDRIC MALEDICTION of the ARCANIST゚ 。・*.゚☆━⊂(´-´ ∩)
    (∩`-´)⊃━☆゚.*・。゚ Sealed Treatise of Runesaws゚ 。・*.゚☆━⊂(´-´ ∩)

    <<[…] I would like you to leave the section under my responsibility, promptly! Lord Mora don’t allow mortal violations under Daedric wars sectio…! How did you unlock the Jyggalag reserve?!!! […]>>
    The Malediction of “ Sealed Treatise of Runesaws ” is a relic from the 2nd Daedric lord of Knowledge. The highest and powerful prince of logical, deduction and order. Lord Jyggalag.
    This grimoire wants to bring a solution for pvp arcanists or players that struggle with some arcanist aspect. It’s a tradeoff and can't be neither seen as ideal due the base of how is built arcanists.

    Gameplay mechanic:

    This malediction is an alteration of the oldest runeblades spells by Jyggalag . The purpose being to perfect it for daedras and against daedras.
    The caster of the “ Sealed Treatise of Runesaws ” weave against one enemy a combination hex with 3 different size of magical circular saws compound with rotational runes as teeth. In one hit . The Hex will be belting the victim within [x] seconds.

    If the victim trespass order by [buffing themselves], [cleanse themselves] , or if they are subject of a [disabling effect] by anyone, then 1 Runesaw immediately shrink to the victim body and deals [x] scribing damage that will tick each [x] seconds with other runesaws. If the victim is a subject to an another [buff] , [cleanse themselves], or [disabling effect] it shrinks immediately the next Runesaw.

    The ability gets in comparison of Runeblades + [500(?)] damage for each Runesaw tick. The Arcanist can get to [3%(?)] of damage increase for each active crux.

    The “ Sealed Treatise of Runesaws ” generate [1(?)] crux at launch. The caster can generate [1(?)] additional crux and the victim [can’t block] any runesaw, at each tick, if the Arcanist stay at melee .

    The malediction backfire to the caster if he disturbs the malediction order. Once the hex launch, the caster can’t within [30(?)] seconds cast any [channel] attack within and out of the arcanist kit. He will immediately be interrupt in his channel. The Arcanist is also forbid to launch a [purge] for himself. The malediction will immediately in theses case apply a [Major defile] to the caster. The victim will be free of any runesaws and strike the launcher with the left Runesaws for [x] initial victim scribing damage . If none Runesaws are left the arcanist suffer a full “ Sealed Treatise of Runesaws ” with [x] oblivion damage per tick.

    Suggested design:

    Jyggalag apply modification on every original mora sigil. Now every ( free ) sigils that operate produce magical energy to create a regular silver crystallization. Each previous runeblades are now replaced by on regular silver circle blade punctuated by several holes in their interior sides that contain these sigils. To stay on the logic each hole needs to be metal bright-melting on their basis as sigil produce the energy and the crystallization. Theses sigils are meant to take the role of saw teeth. So, sigils need to step out and the hole need to not be continued. The design needs to stay as simple it can be as it need to be on rotation and shrink in size when each runesaw attack.
    One idea, it could be applicate a different direction motion between the 1th and 2nd runesaw.
    It may be more simpler and logical for the spell motion to throw runes at targets and then the 3 silver-like rune saw appear while belting the victim.

    Suggested scribing design:

    GRIMOIRE: The caster corrupt temporary himself his tome in order to cast the malediction of “ Sealed Treatise of Runesaws ” toward his victim. Runes are spread into one hit and then crystalize into 3 concentric runesaws , belting the victim within [x] seconds. As a Jyggalag’s hex, any subtle trouble in order that affect the victim by [ buffing himself] , [cleanse himself], or if he is victim of a [disabling effect] trigger the tick damage process for [x] seconds. Each runesaw shrink to the victim body and deal [x] scribing damage. If the victim is a subject to an another [buff] , [cleanse] , or [disabling effect] it shrinks immediately the next Runesaw. The arcanist caster can get [3%(?)] damage increase for each active crux. The Hex generate 1 crux per launch. At melee, it can provide an additional crux and the victim [can’t block] any runesaw. This malediction backfire to the caster if within [x] seconds after a cast any [purge] or [channel] is produce. In which case any channel will immediately be interrupt . A [Major defile] will be applied toward him. Then his victim runesaws will be throw back to him dealing the original [x] scribing damage. In case where his victim has none, the caster receives a new malediction with [x] oblivion damage per tick. This malediction is unpurgeable.

    FOCUS/
    - /BLEED DAMAGE/Curse and belt a victim with 3 Jyggalag’s concentric runesaws in one hit within [x] seconds. If the hex detects an order trouble onto the victim with a [buff] , a [cleanse] or a [disabling effect] then each runesaw begin to tick toward the victim each [x] seconds. Each runesaw shrink to the victim body dealing [x] Bleed damage. If the victim disturbs the order, then it shrinks immediately the next Runesaw . The caster gets [3%(?)] of damage increase per active crux at launch. The hex generates [1(?)] crux. If the caster stays, within [x] seconds, at melee [1(?)] additional crux , per hex, is generated and the hex ignore for runesaws any victims [block] . The hex backfire [x] Bleed damage runesaws left on the victim or 3 runesaws of [x] oblivion damage . If within [x] seconds after a cast any [purge] or [channel] is produce. The caster will immediately be interrupt . The caster receives besides a [Major defile] debuff. This malediction is unpurgeable.
    CAST TIME : Instant TARGET: enemy RANGE: 28 meter DURATION [x] seconds COST: [x] stamina
    - /DAMAGE SHIELD/ None
    - /DISEASE DAMAGE/ None
    - /DISPEL/ None
    - /FLAME DAMAGE/ Curse and belt a victim with 3 Jyggalag’s concentric runesaws in one hit within [x] seconds. If the hex detects an order trouble onto the victim with a [buff] , a [cleanse] or a [disabling effect] then each runesaw begin to tick toward the victim each [x] seconds. Each runesaw shrink to the victim body dealing [x] Flame damage. If the victim disturbs the order, then it shrinks immediately the next Runesaw . The caster gets [3%(?)] of damage increase per active crux at launch. The hex generates [1(?)] crux. If the caster stays, within [x] seconds, at melee [1(?)] additional crux , per hex, is generated and the hex ignore for runesaws any victims [block] . The hex backfire [x] Flame damage runesaws left on the victim or 3 runesaws of [x] oblivion damage . If within [x] seconds after a cast any [purge] or [channel] is produce. The caster will immediately be interrupt . The caster receives besides a [Major defile] debuff. This malediction is unpurgeable.
    CAST TIME : Instant TARGET : enemy RANGE : 28 meter DURATION [x] seconds COST : [x] magicka
    - /FROST DAMAGE/ Curse and belt a victim with 3 Jyggalag’s concentric runesaws in one hit within [x] seconds. If the hex detects an order trouble onto the victim with a [buff] , a [cleanse] or a [disabling effect] then each runesaw begin to tick toward the victim each [x] seconds. Each runesaw shrink to the victim body dealing [x] Frost damage. If the victim disturbs the order, then it shrinks immediately the next Runesaw. The caster gets [3%(?)] of damage increase per active crux at launch. The hex generates [1(?)] crux. If the caster stays, within [x] seconds, at melee [1(?)] additional crux , per hex, is generated and the hex ignore for runesaws any victims [block] . The hex backfire [x] Frost damage runesaws left on the victim or 3 runesaws of [x] oblivion damage. If within [x] seconds after a cast any [purge] or [channel] is produce. The caster will immediately be interrupt . The caster receives besides a [Major defile] debuff. This malediction is unpurgeable.
    CAST TIME : Instant TARGET: enemy RANGE : 28 meter DURATION [x] seconds COST: [x] magicka
    - /GENERATE ULTIMATE/ None
    - /HEALING/ None
    - /IMMOBILIZE/ None
    - /KNOCKBACK/ None
    - /MAGIC DAMAGE/ Curse and belt a victim with 3 Jyggalag’s concentric runesaws in one hit within [x] seconds. If the hex detects an order trouble onto the victim with a [buff] , a [cleanse] or a [disabling effect] then each runesaw begin to tick toward the victim each [x] seconds. Each runesaw shrink to the victim body dealing [x] Magic damage. If the victim disturbs the order, then it shrinks immediately the next Runesaw. The caster gets [3%(?)] of damage increase per active crux at launch. The hex generates [1(?)] crux. If the caster stays, within [x] seconds, at melee [1(?)] additional crux , per hex, is generated and the hex ignore for runesaws any victims [block] . The hex backfire [x] Magic damage runesaws left on the victim or 3 runesaws of [x] oblivion damage. If within [x] seconds after a cast any [purge] or [channel] is produce. The caster will immediately be interrupt .The caster receives besides a [Major defile] debuff. This malediction is unpurgeable.
    CAST TIME : Instant TARGET : enemy RANGE: 28 meter DURATION [x] seconds COST : [x] magicka
    - /MITIGATION/ None
    - /MULTI TARGET/ None
    - /PHYSICAL DAMAGE/ Curse and belt a victim with 3 Jyggalag’s concentric runesaws in one hit within [x] seconds. If the hex detects an order trouble onto the victim with a [buff] , a [cleanse] or a [disabling effect] then each runesaw begin to tick toward the victim each [x] seconds. Each runesaw shrink to the victim body dealing [x] Physical damage. If the victim disturbs the order, then it shrinks immediately the next Runesaw. The caster gets [3%(?)] of damage increase per active crux at launch. The hex generates [1(?)] crux. If the caster stays, within [x] seconds, at melee [1(?)] additional crux , per hex, is generated and the hex ignore for runesaws any victims [block] . The hex backfire [x] Physical damage runesaws left on the victim or 3 runesaws of [x] oblivion damage. If within [x] seconds after a cast any [purge] or [channel] is produce. The caster will immediately be interrupt . The caster receives besides a [Major defile] debuff. This malediction is unpurgeable.
    CAST TIME : Instant TARGET : enemy RANGE : 28 meter DURATION [x] seconds COST : [x] stamina
    - /POISON DAMAGE/ None
    - /PULL/ None
    - /RESTORE RESOURCES/ None
    - /SHOCK DAMAGE/ None
    - /STUN/ None
    - /TAUNT/ None
    - /TRAUMA/ None

    SIGNATURE/
    - /ANCHORITE’S CRUELTY/ None
    - /ANCHORITE’S POTENCY/ None
    - /ASSASSIN’S MISERY/ None
    - /CAVALIER’S CHARGE/ None
    - /CLASS MASTERY/ Ok
    - /CRUSADER’S DEFIANCE/ None
    - /DRUID’S RESURGENCE/ New “Restore [x] stamina and [x] magicka per [ Major buff] set on the victim within the malediction.”
    - /FENCER’S PARRY/ None
    - /GLADIATOR’S TENACITY/ None
    - /GROWING IMPACT/ New “Any victim creates at each tick a rune of debuff for [8(?)] seconds on the ground which applies the affix. The Aoe is effective after [1(?)] seconds. Any enemies under the “ Sealed Treatise of Runesaws ” can trigger their malediction if they cross the aoe.”
    - /HUNTER’S SNARE/ New “Any victim below [80%(?)] of health receive a [fear] debuff for [2(?)] seconds.”
    - /IMMOBILIZING STRIKE/ None
    - /KNIGHT’S VALOR/ None
    - /LEECHING THIRST/ New “Heal the caster for [x%] of the damage done if he triggers himself each runesaw and before their 2nd and 3th tick time.”
    - /LINGERING TORMENT/ None
    - /SAGE’S REMEDY/ None
    - /THIEF’S SWIFTNESS/ None
    - /WARMAGE’S DEFENSE/ New “Each shrink of runesaw, due to the action of the caster , increase the strength of the caster damage shield by [x%] , within [x] seconds, if he stays at melee .”
    - /WARRIOR’S OPPORTUNITY/ New “Each tick of runesaw reveal a stealthed or invisible enemy at melee range of the victim . Each caster activation for the 2nd and 3th runesaw allow to mark and see the victim under stealth or invisibility at melee range.”
    - /WAYFARER’S MASTERY/ New “This malediction slot count as a Herald of the Tome for the Splintered Secrets passive.”


    ゚。・*.゚☆ ゚。・*.゚☆ ゚。・*.゚☆ ゚。・*.゚☆ S I G N A T U R E ☆゚.*・。゚ ☆゚.*・。゚ ☆゚.*・。゚ ☆


    (∩`-´)⊃━☆゚.*・。゚ Cooked to perfection ゚。・*.゚☆━⊂(´-´ ∩)
    Grants to the caster [x] seconds to his damage over time and healing over time skills abilities launched within [x] seconds. Ultimate and scribing abilities can’t be concern.

    (∩`-´)⊃━☆゚.*・。゚ Spices break space-time ゚。・*.゚☆━⊂(´-´ ∩)
    Grants to the caster [x] damage or healing value to his damages over time and healing over time skills abilities launched within [x] seconds. Ultimate and scribing abilities can’t be concern.

    (∩`-´)⊃━☆゚.*・。゚ Foxes want to believe゚ 。・*.゚☆━⊂(´-´ ∩)
    Grants to the caster the capacity to automatically come back under a stealth mode ( or never quit it ) after an attack. Before an attack, the caster improved his stealth radius by [x] meter. This can occur once every [x] second and per launched scribing ability.

    (∩`-´)⊃━☆゚.*・。゚ Voriplasm Glutton゚ 。・*.゚☆━⊂(´-´ ∩)
    Grants to the caster [x] additional damage to his alchemy poisons within [x] seconds. This can occur once every [x] second.

    (∩`-´)⊃━☆゚.*・。゚ Voriplasm Gourmet゚ 。・*.゚☆━⊂(´-´ ∩)
    Grants to the caster [x] additional time to his alchemy poison s within [x] seconds. This can occur once every [x] second.

    (∩`-´)⊃━☆゚.*・。゚ Soldier Pressure゚ 。・*.゚☆━⊂(´-´ ∩)
    Grants to the caster one extra light attack of [ x] damage, delayed after each of his next attacks within [20(?)] seconds.
    Nb : Theses lights attacks need to have the same value than the caster one. If the game can’t provide it no matter the reason, then it will trigger through a skill that mimic lights attacks.
    The goal with this signature is to provide quick and “light” pressure solution for any players which struggle with the weaving mechanics for pve or pvp content.
    Theses false lights attacks need to provide all the advantage of one like with resource generation or ultimate.
    In any case, the goal isn’t to add the extra light attack at tempo 1 (light attack) or tempo 2 (Skill/light attack) but to introduce it as a possible in between. With a correct sequence of weaving, it will act like a bonus while those which fail to it or don’t want to produce it will keep a correct rotation. It can even help players which run out of their stam or magicka pool.

    (∩`-´)⊃━☆゚.*・。゚ Bubbling witch’s broth゚ 。・*.゚☆━⊂(´-´∩)
    Grants to the caster the possibility to share his potion effect , within [x] seconds, with allies within a [5(?)] meters aoe. The effect can remain for [x] seconds out of the aoe but his length is divided by [2(?)]. This can occur to allies once per type of potion, in the limit of two potions , every [x] second.


    Bests regards


  • xylena_lazarow
    xylena_lazarow
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    Please remove the horrible cast time from 2h Smash so it becomes usable, especially for PvP since the 2h line is badly lacking compared to Dual Wield for most common build archetypes.
    PC/NA || Cyro/BGs || RIP old PvP build system || bring Vengeance
  • BasP
    BasP
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    I was looking at the possible Scribing combinations and it occurred to me that the Leeching Thirst Signature Script can currently only be applied to two skills, which seems a bit low. Perhaps that could be expanded in an upcoming update? I'd personally like it if we could add Leeching Thirst to Wield Soul, for example.
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