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 Post subject: Poison Craft
PostPosted: Sat Jul 30, 2011 3:27 pm 
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Joined: Tue May 24, 2011 5:07 pm
Posts: 499
Location: Alera
I'm honestly not sure if this has ever been brought up before as a suggestion, but I thought it'd be interesting, and would definitely like to hear everyone's opinions.

Quote:
[Skills help] poison craft

Syntax: craft <poison>

Poison craft would be a skill available to scouts, rogues, and bards. Or just scouts. Whatever, really. It could either be done using a vial, or herbs, or a new tool - a mortar and pestle, which could be purchased much like vials are. Obviously, the purpose of the skill would be to craft poisons. It could work like a simple 'cause wound' spell, in that there is only one type of poison which causes physical harm, and the power of the poison would increase with the level of the person crafting it. It could also work much like herbalism, in that there could be many poisons which work in different ways (causing maladies like blindness, sleep, curse, whatever) just like different herbs have different effects. In this situation, as the person's level increases, more complex formulas would become available to him.


Edit: Oh, and I forgot to add that the purpose of this skill would be to apply the poison to weapons.

I by no means think that the game NEEDS this skill or anything, but I think it would be very fun and interesting, and a great addition. Please discuss! Both positive and negative feedback is appreciated.


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 Post subject: Re: Poison Craft
PostPosted: Sat Jul 30, 2011 5:39 pm 
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Joined: Sat Oct 13, 2007 11:01 am
Posts: 1302
Location: BFE Arkansas
SK Character: Addison
I like this idea.


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 Post subject: Re: Poison Craft
PostPosted: Sun Aug 14, 2011 3:20 pm 
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Joined: Sun May 29, 2011 12:28 pm
Posts: 375
Bards seems like a longshot.

I've always thought that it was kind of silly that rogues and scouts couldn't poison, however, being as rogues were sneaky assassin types and being as scouts were herbalists, who in fact currently pick poisonous herbs but can't do anything with them.

I think that a 'cause wounds' aspect to this would be rather sillly. I'd more prefer to see the 'poison' affect itself, such as what you get from having that cast on you, as well as possibly weaken and slow, and perhaps other maledictions from special and rare poisons. I've always kind of thought that the posion affect in this game was vastly underpowered, and should feel a little less like 'Oh, well, I should get this cured before I need to regenerate hp-mana-move' and a little more the way magma cling feels.

IMO, scouts and rogues should both get the ability to apply these to weapons. Scouts should be able to craft them from herbs as part of the herbalism skill, while rogues should be able to buy them wholesale or from scouts, and be able to explore/quest to unlock/find certain secret rogue-only poison shops.


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 Post subject: Re: Poison Craft
PostPosted: Mon Aug 15, 2011 10:40 pm 
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Joined: Fri Apr 04, 2003 12:08 pm
Posts: 1357
Location: Through The Void
SK Character: Vivitnir
There are poisons in the game rogues can get and 'dip' their weapons into. Actually anyone can do this but only rogues know where to get said poisons.


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