Akraasiel2005-02-17 08:13:28
AB POISONS PURIFICATION
PURIFY
By running powerful auric fields through a poison, one can filter out its impurities and increase its effectiveness. This process concentrates the entire vial down to 1/3rd of its prior contents. Purified poisons will inflict themselves upon an enemy without fail, save should they possess resilience, or other poison resisting skills.
AB POISONS SPRAY
SPRAY
Power: 3
A skilled poisonist knows the value of aerosolized poisons, drawing a mouthful into ones mouth and spraying it into a mistlike cloud within a room, infecting all present who lack knowledge of poisons.
AB POISONS BEFOUL
BEFOUL with
Power:3
You may befoul a random vial in an opponents inventory, causing them to risk affliction whenever the vial is used. (50% base risk)
AB POISONS DREADQUENCH
POUR OVER
Power: 10
Prior to the tempering of a weapon by a forger, a poisonist may dreadquench the weapon, pouring a vial of poison over it, causing the poison to bond with the metal during the tempering process. Dreadquenched weapons have a (base)25% chance of afflicting with their bonded poison, in addition to any other effects of other poisons on the weapon. Once dreadquenched with a poison, a weapon may not be dreadquenched again, nor will the poison on the weapon wear away.
AB POISONS EXCRETION
PURGE BODY
Power:10
A poisonist with Mythical ability may drive powerful auric fields through his own body, purging up to five random poisons from their bloodstream, and excreting them out of the pores in their skin.
Also, due to the fact that many poisons often have multiple effects (Strychnine in life causes the following symptoms:Increased reflexes, "jumping" of the muscles when touched, first clonic, then tonic, very painful spasms; pupils dilated, eyes widely opened, asphyxia, cyanosis), there might be an alternate way of dealing with the problem of low effectivity of poisons:
Cause several poisons to not give an affliction when they strike, but rather act similar to phantom, and afflict over time with a certain class of afflictions, increasing in intensity as time passes untreated. For instance, Anatine itself would not afflict you with anything, but as time passes, it will afflict you with afflictions more and more rapidly as time passes, with its possible afflictions including clumsiness, dizziness and epilepsy.
Sip Antidote would cure the poison, as well as focus spirit.
PURIFY
By running powerful auric fields through a poison, one can filter out its impurities and increase its effectiveness. This process concentrates the entire vial down to 1/3rd of its prior contents. Purified poisons will inflict themselves upon an enemy without fail, save should they possess resilience, or other poison resisting skills.
AB POISONS SPRAY
SPRAY
Power: 3
A skilled poisonist knows the value of aerosolized poisons, drawing a mouthful into ones mouth and spraying it into a mistlike cloud within a room, infecting all present who lack knowledge of poisons.
AB POISONS BEFOUL
BEFOUL
Power:3
You may befoul a random vial in an opponents inventory, causing them to risk affliction whenever the vial is used. (50% base risk)
AB POISONS DREADQUENCH
POUR
Power: 10
Prior to the tempering of a weapon by a forger, a poisonist may dreadquench the weapon, pouring a vial of poison over it, causing the poison to bond with the metal during the tempering process. Dreadquenched weapons have a (base)25% chance of afflicting with their bonded poison, in addition to any other effects of other poisons on the weapon. Once dreadquenched with a poison, a weapon may not be dreadquenched again, nor will the poison on the weapon wear away.
AB POISONS EXCRETION
PURGE BODY
Power:10
A poisonist with Mythical ability may drive powerful auric fields through his own body, purging up to five random poisons from their bloodstream, and excreting them out of the pores in their skin.
Also, due to the fact that many poisons often have multiple effects (Strychnine in life causes the following symptoms:Increased reflexes, "jumping" of the muscles when touched, first clonic, then tonic, very painful spasms; pupils dilated, eyes widely opened, asphyxia, cyanosis), there might be an alternate way of dealing with the problem of low effectivity of poisons:
Cause several poisons to not give an affliction when they strike, but rather act similar to phantom, and afflict over time with a certain class of afflictions, increasing in intensity as time passes untreated. For instance, Anatine itself would not afflict you with anything, but as time passes, it will afflict you with afflictions more and more rapidly as time passes, with its possible afflictions including clumsiness, dizziness and epilepsy.
Sip Antidote would cure the poison, as well as focus spirit.
Richter2005-02-17 15:40:58
I like some of these ideas. Just might get some people to take the poisons skillset.
Gwylifar2005-02-17 16:07:43
Would a dreadquenched weapon also be able to be envenomed?
I like some of these ideas, though I think a few of them might be more trouble to code than some similar ones that'd be equally efficacious.
The idea of poisons that don't have an immediate, or immediately curable, effect is good, because it'd make the possibility of poisoning foods into something interesting and more than just a nuisance. There's really only one poison worth putting in foods now and no one really does that.
I like some of these ideas, though I think a few of them might be more trouble to code than some similar ones that'd be equally efficacious.
The idea of poisons that don't have an immediate, or immediately curable, effect is good, because it'd make the possibility of poisoning foods into something interesting and more than just a nuisance. There's really only one poison worth putting in foods now and no one really does that.
Richter2005-02-17 16:08:38
Yes, he was saying that would bond with the metal, and then you could envenom afterwards.
Which I like.
Which I like.
Narsrim2005-02-17 16:31:31
QUOTE(Richter @ Feb 17 2005, 11:40 AM)
I like some of these ideas. Just might get some people to take the poisons skillset.
52982
I doubt trade skills were ever meant to be so offensive. I mean seriously, who would pick anything -but- poisons if said abilities existed.
Shiri2005-02-17 16:38:52
People with highmagic. Or who want a way to make money.
Desdemona2005-02-17 16:56:55
To Shiri:I thought poisonist had to learn low magic. *shrug*
Anyhow, you came up with some interesting ideas Akraasiel. Except for Venom Excretion... too snakey
Anyhow, you came up with some interesting ideas Akraasiel. Except for Venom Excretion... too snakey

Shiri2005-02-17 17:01:22
QUOTE
I mean seriously, who would pick anything -but- poisons if said abilities existed.
QUOTE
People with highmagic.
Make any more sense Des?

Akraasiel2005-02-17 23:00:54
Poisons still wouldnt be nearly as profitable as herbs, or alchemy, and the nature of the skill of poisoning is offensive, not a mere tradeskill. These would emphasize the offensive nature of a poisonist, but it still wouldnt be a very profitable tradeskill.
At the very least it will encourge one or two non-knights to take it up.
At the very least it will encourge one or two non-knights to take it up.
Shiri2005-02-17 23:06:12
But poisons is MEANT to be a tradeskill. It's selectable as a tradeskill. If any skills are added, it would more likely be things like putting a poison application on...er...or making exploding vials of poison which gas everyone in the room when done...or...something. Sellable things.
Akraasiel2005-02-17 23:37:27
Poisons is the only offensive tradeskill. It exists to kill people, and is the only skillset purely for that purpose. Dont classify it like other tradeskills.
Shiri2005-02-17 23:40:58
...no, it doesn't exist only to kill people, it exists only to sell things to people which helps them kill people. It's still a trade skill.
Akraasiel2005-02-17 23:45:05
a tradeskill in which nothing is sold, and when it is sold, rarely is any real profit made.
Shiri2005-02-17 23:49:56
Which is why it needs more skills to help it get a profit, i.e getting other people than warriors to use them, rather than just give up and give them combat abilities that don't really fit in a trade skill.
Unknown2005-02-17 23:52:57
Poisons that afflict every time? Overpowered. Combined with dreadquenched weapons that afflict every time? Overpowered. So you are saying I can give 4 toxins guaranteed per combo? Overpowered. Or 8 toxins with a Haymaker? Overpowered.
That pretty much sums it up.
That pretty much sums it up.
Desdemona2005-02-17 23:57:16
Maybe you are using the term overpowered, too openly :/ Especially considering how crappy-like poisons is right now, and the affliction rate. Akraasiel's suggestions would make poisons only more powerful... not totaly overpowered. Also, unless I haven't read right, Akraasiel's idea wasn't a guaranteed affliction, just an improvement of today's rate... along with some "perma" venom applications, until the weapon decays.
Edit: Ah, I reread... poisons wouldn't fail to afflict if they are concentrated diminish the amount of applications per vial. Not a bad trade, but it could be too powerful. I really don't want to see speed-knights again. Maybe poisons skills should always work on percentages. Poison purify should have a greater chance of afflicting than drenched weapons, and so on... normal poison applications being the lowest and poison spray having 45% of afflicting everyone on the room, with a chance decrease depending on the amount of people in the room 45% for 5 40% 10 35% for 15, and so on.
Edit: Ah, I reread... poisons wouldn't fail to afflict if they are concentrated diminish the amount of applications per vial. Not a bad trade, but it could be too powerful. I really don't want to see speed-knights again. Maybe poisons skills should always work on percentages. Poison purify should have a greater chance of afflicting than drenched weapons, and so on... normal poison applications being the lowest and poison spray having 45% of afflicting everyone on the room, with a chance decrease depending on the amount of people in the room 45% for 5 40% 10 35% for 15, and so on.
Akraasiel2005-02-18 00:06:24
QUOTE(Anonymous @ Feb 17 2005, 07:52 PM)
Poisons that afflict every time? Overpowered. Combined with dreadquenched weapons that afflict every time? Overpowered. So you are saying I can give 4 toxins guaranteed per combo? Overpowered. Or 8 toxins with a Haymaker? Overpowered.
That pretty much sums it up.
That pretty much sums it up.
53369
Purified poisons would afflict every time, merely have a 100% base afflict chance, with trans resiliance, and snake totem, it would drop to about 65-70%. Dreadquenched weapons would have a base of 25%, with trans resiliance and snake, that drops to like, maybe 10% tops, probably less.
The odds of hitting 8 toxins with a haymaker would be insanely improbable. Even hitting with 3 poisons would be rare, four would be a miracle. It just makes it realistic to hit with two poisons with a normal doubleslash.
Gwylifar2005-02-18 01:28:06
QUOTE(Anonymous @ Feb 17 2005, 07:52 PM)
Poisons that afflict every time? Overpowered. Combined with dreadquenched weapons that afflict every time? Overpowered. So you are saying I can give 4 toxins guaranteed per combo? Overpowered. Or 8 toxins with a Haymaker? Overpowered.
That pretty much sums it up.
That pretty much sums it up.
53369
So everyone else who can do four afflictions in the time it takes me to do two sword swings will stop doing so now, right? Everyone, right? I'll be taking lists of names, you know.
Gwylifar2005-02-18 01:30:42
The odds of getting 3 poisons with haymaker might make it worth considering using it. Right now, it's just 10p wasted.
Terenas2005-02-18 02:21:13
Don't forget the fact that you have a chance of targetting 4 different limbs, which greatly increases your opponent's chance of parrying them. I've had 2 out of 4 strikes parried by Ravin at one time. Throw in the fact that if you're unlucky enough to get shieldriposte, you won't be able to finish your haymaker (I think). It's an utter waste of 10 powers, then again, so is puissance and numb. 
