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 Post subject: poison crafting
PostPosted: Sun Aug 21, 2005 10:13 am 
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What about the crafting of poisons.
for exemple you forage lotuses and get the extract out of it to make lotus extract poison. It would let people make more use of the poison weapon skill.

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PostPosted: Tue Aug 23, 2005 2:54 am 
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this is not a bad idea 8)
Rogues should have skill to extract poison but make a little bit less dangerous then the bottles once you have to pop or find, even buy :D

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PostPosted: Sun Aug 28, 2005 9:47 am 
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yes but this would also mean that is should be able to forage plants and guts of some type of beasts. i posted this becouse i think ppl dont use the poison weapon skill enough. it should be a great rogueskill but somethimes i get the feeling im the only rogue using the skill.

plz replie because poison is GOOOOD!

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PostPosted: Sun Aug 28, 2005 9:52 am 
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Most people dont use the skill cause it costs a lot to get the poisons or dont know how to get them.
It could become a second steal skill, nobody is using it.
If it would be refreshed with the capability to forage the ingredients it would be used a lot more.
I'm no rogue myself but I do see the fun in it to be poisoned :P.


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PostPosted: Sun Aug 28, 2005 2:26 pm 
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Poison weapon is currently more or less pointless. Mobs are too weak and any decent player can take them down quick enough. The only poisons in decent supply are the low poisons that you can buy from stores. Poisons are pointless against players because of the saveroll.

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PostPosted: Mon Aug 29, 2005 11:56 am 
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Thats why i want it able 2 make your own poisons.
I dont think the avaage player will hold againt the dragon bile with its dc 90.

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 Post subject:
PostPosted: Tue Aug 30, 2005 1:27 pm 
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poisoning is fun and all, but you usually kill your target before the poison has a chance to significantly damage the target, so unless you're fighting the Uber-Golem with 10000000 hp, it usually doent matter if you poison something or not.

BUT i think we should make poisons that have different effects, like paralasys and sleep and stuff. (I know, it sounds alot like Pokemon or whatever but it could work.....)

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PostPosted: Thu Sep 01, 2005 10:50 am 
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A poison to halt all regeneration! No more troll hassles! :) And yes, one of my chars is a troll, and no, I wouldn't want to be deprived of my regeneration. However, it would add a level of challenge to playing a melee troll if you came upon an enemy wielding poisoned weapons that halted your regen if you were successfully poisoned. Plus, it would give those of us who have serious trouble killing trolls a better chance at it. (And yes, I know they're supposed to be hard to kill...)

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 Post subject:
PostPosted: Thu Sep 01, 2005 4:11 pm 
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Faloric wrote:
A poison to halt all regeneration! No more troll hassles! :) And yes, one of my chars is a troll, and no, I wouldn't want to be deprived of my regeneration. However, it would add a level of challenge to playing a melee troll if you came upon an enemy wielding poisoned weapons that halted your regen if you were successfully poisoned. Plus, it would give those of us who have serious trouble killing trolls a better chance at it. (And yes, I know they're supposed to be hard to kill...)


I know that hitpoint regeneration is slowed for trolls when they sustain fire damage. One of the many things I never tested though :P


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PostPosted: Thu Sep 01, 2005 7:33 pm 
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I'm pretty sure that's correct, Cele, but I never did get around to seeing if it made a considerable difference. There weren't enough trolls that would be good for levelling to craft my eq tailored to kill them.

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 Post subject:
PostPosted: Thu Sep 01, 2005 11:39 pm 
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I have seen the message during combat against trolls about their regeneration slowing down when I have a fire elemental with me. (None of my characters can currently use fire runes in spells...) I have also noticed some regenerating creatures (I don't remember which) slow their regen when hit with sunbeam... Okay, we're getting off topic, or I am, anyways.
The poison could be called something like trollsbane, made from flame flowers (Yes, there really is such a thing... :) ), which would be foragable only in lava areas (make it a little more difficult to procure... :twisted: ), and be difficult to craft (if we could craft poisons... without that ability, this idea is moot).

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 Post subject:
PostPosted: Fri Sep 02, 2005 2:51 am 
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Faloric, as it stands, you can just put a 'fir' rune in the weapon you are using. This does sound like a good idea for Cele to put into PvB though...seems like he plans to use the same/similar code base for it, so it shouldn't be that hard.

Also, I believe that sunbeam slows the regeneration of unbeasts, although I am not 100% sure about this.

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 Post subject:
PostPosted: Fri Sep 02, 2005 10:33 pm 
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with that kind of poison it would make the game more fair against ppl with scary reens ect.

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 Post subject:
PostPosted: Tue Nov 22, 2005 8:07 pm 
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Rogues should use the skill more becouse its just awesome. I am already using them but good poisons are just so rare and thats why i think there should be some sort of crafting skill for them.

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 Post subject:
PostPosted: Wed Nov 23, 2005 6:38 am 
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xaho wrote:
Most people dont use the skill cause it costs a lot to get the poisons or dont know how to get them.
It could become a second steal skill, nobody is using it.
If it would be refreshed with the capability to forage the ingredients it would be used a lot more.
I'm no rogue myself but I do see the fun in it to be poisoned :P.
its may be high costs but thing about the effect on int/wis/con, then you can cast a spell down more easily, (i little food for though)

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 Post subject:
PostPosted: Wed Nov 23, 2005 2:03 pm 
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Yes and in that way it is an way to kill vamp oracles, you just get there complexitys so low that they cant use there spells annymore and die.

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