Poisons

by Ildaudid

Back to Ideas.

Ildaudid2006-11-23 16:22:51
Ok, I know that envoys are working with the idea of some poisons.... so I came up with a list of some. I have sent a PM to all the envoys with this list that I could think of, and I have sent it to Estarra as well. She thought it would be a good idea to post it here too. So here we go, I hope you enjoy the list

Muscarine - Butterfly spider - (Valleys/Meadows)
Slows herb absorbtion

Solanine - Blue Ant - (aether? icy regions?)
Slows herb balance

Irukandji - Irukandji jellyfish (Sea of Despair)
Slows salve absorbtion

Causinae - Night Adder (Aetherbubble)
Slows salve balance

Proatheris - Swamp viper (Swamps or Aetherbubble with the mold people)
Slows eq recovery time

loris - Nightwisps (aether? only comes out from dusk to dawn?)
Slows balance recovery time

Katipo - Red-backed spider (icy regions)
Slows sipping time

Daboia - Chain Viper (volcanic, mountains)
Causes telepath/telekinetics to randomly miss with skills used on psi channels

Lonomia - Saturniid Moth (woods)
hemophelia anti-coagulation


Now before someone says that some other IRE game has such and such venom that does this, I know. IRE uses ideas from one another.

Also these are actual names of venoms or animals that produce venoms, I think putting some of these in aetherbubbles also will make it so it is harder to get some of these venoms as well. Another thing is that we have no venom obtainable in the Sea of Despair at the moment. If we place one there, it will add to more fun with people slipping in and out to harvest these venoms as well.

edit - I did make up nightwisp tho sorry tongue.gif

So please discuss and I hope you like the ideas.
Unknown2006-11-23 16:39:32
How much would the posions slow down herb/salve and herb/salve absorbtion?
Ildaudid2006-11-23 16:43:54
QUOTE(ninja2784 @ Nov 23 2006, 11:39 AM) 356391

How much would the posions slow down herb/salve and herb/salve absorbtion?


Probably the same as in any other IRE game, but that would have to be decided on by the divine and the envoys on how much effect the poison has on absorption/balance times. I just decided to pop in the idea of using them. Then they can decide if they are feasable, but don't worry no one would ever agree to something that slows herb/salve by like 20 seconds or something... smile.gif
Charune2006-11-23 19:11:17
QUOTE(Ildaudid @ Nov 23 2006, 10:43 AM) 356394

Then they can decide if they are feasable, but don't worry no one would ever agree to something that slows herb/salve by like 20 seconds or something... smile.gif


I would, but then I am evil like that.
Ildaudid2006-11-24 02:23:08
Amazing, no one has said one bad thing about this list.... that is great news to hear so far smile.gif I haven't bothered working on cures for said poisons yet, because I was sure there would be some people saying "No way!". But now I think I can start working on refining this list and hopefully getting them included in the Poison Envoy currently being done.


wub.gif


Aiakon2006-11-24 08:22:12
Daboia - Chain Viper (volcanic, mountains)
Causes telepath/telekinetics to randomly miss with skills used on psi channels


Hmmm.. What exactly does this mean?

I'll explain my concerns:

A telepath constantly reuses his psi channels to attack. The channels aren't locked, just briefly used. Assuming that the poison affects the use of channels, it poison would be a pain... and thus it would be useful, if extremely irritating for the telepath (if uncureable it would potentially invalidate the skill.. they'd be a cure.. right?)

A telekinetic locks his channels and thus does not need to reuse them constantly. Assuming the poison has the effects I just suggested, it would not affect him at all. Especially as he is likely to have locked his twin dagger sets at the very earliest stages of the fight.

- basically, I'd just like you to explain what it is you mean by the above poison? Are we talking something that affects use of channels... or something that disrupts channel locks... or something that individually affects skills in use.. and which would presumably be difficult to code...
Anarias2006-11-24 08:49:42
Putting those poisons on aetherbubbles would be great.

If you're working on a Poisons envoy how about fixing the Gloom monopoly? sad.gif
Ildaudid2006-11-24 08:57:09
Shorlen, since I am not allowed to respond to you where you decided to make a response. I will gladly do it here.

Shorlen's responses to additional poisons :
QUOTE
I will point out that the above poisons are all ripped from Imperian. I would personally perfer Lusternia have unique stuff and not have to rip off Imperian for new ideas. -- Shorlen


Now Shorlen I hate to burst your bubble but here is a list I made of the poisons from Imperian, Achaea and Lusternia. I decided that should be enough to show you that your comment has no real leg to stand on.


Imperian/Lusternia/Achaea

Dioxin - Minor damage .LUSTERNIA--- (WE HAVE NONE) --- ACHAEA--- SUMAC

Ether - Loss of coordination. LUSTERNIA--- AKA ANATINE/INYOKA---ACHAEA--- XENTIO

Aspartame - Blindness. LUSTERNIA---AKA NIRICOL---ACHAEA--- OLEANDER

Atropine - Gives the victim delusions of invulnerability. LUSTERNIA---AKA CONTORTRIN---ACHAEA--- EURYPTERIA

Mercury - Inhibits the respiratory system. LUSTERNIA---AKA CHANSU---ACHAEA--- KALMIA

Digitalis - Causes unbearable shyness. LUSTERNIA---AKA ALEUTIAN---ACHAEA--- DIGITALIS

Xeroderma - Increases photosensitivity. LUSTERNIA---AKA SAXITIN---ACHAEA--- DARKSHADE

Luminal - Attack the recovery time of health and mana elixirs. LUSTERNIA---(WE HAVE NONE)---ACHAEA--- SCYTHERUS

Ciguatoxin - A venom of muscular paralysis. LUSTERNIA---AKA MANTAKAYA---ACHAEA--- CURARE

Benzene - Shrivel up the arms of your unlucky victim. LUSTERNIA---AKA DENDROXIN---ACHAEA--- EPTETH

Metrazol - Paralyse the limbs of the enemy. LUSTERNIA---AKA MANTAKAYA/DENDROXIN---ACHAEA--- CURARE

Strychnine - Increase the recipient's sensitivity. LUSTERNIA---AKA IBULULU---ACHAEA--- PREFARAR

Vitriol - Disfigure your victim, causing disloyalty in those around. LUSTERNIA---AKA HADRUDIN---ACHAEA--- MONKSHOOD

Ketamine - Shrivel the throat of your foes. LUSTERNIA---(WE HAVE NONE)---ACHAEA--- (NONE)

Botulinum - Induces spasmodic vomiting. LUSTERNIA---AKA BOTULINUM---ACHAEA--- EUPHORBIA

Chloroform - Gives blindness and deafness. LUSTERNIA---AKA (NEW) NIRICOL---ACHAEA--- COLOCASIA

Oxalis - Forces vision and hearing to return. LUSTERNIA---(WE HAVE NONE)---ACHAEA--- OCULUS (FORCE HEAL BLINDNESS ONLY)

Mazanor - Slow the ability to recover herb balance. LUSTERNIA---(WE HAVE NONE)---ACHAEA--- SCYTHERUS

Trioxin - A more powerful version of Dioxin. LUSTERNIA---(WE HAVE NONE)---ACHAEA--- CAMUS

Arsenic - A toxin that weakens the muscles. LUSTERNIA---AKA MELLITIN---ACHAEA--- VERNALIUS

Benzedrine - Cause the legs of your victim to become useless. LUSTERNIA---AKA CALCISE---ACHAEA--- EPSETH

Oxycodone - Attack elemental channels. LUSTERNIA---(WE HAVE NONE)---ACHAEA--- (NONE)

Lindane - Causes great dizziness. LUSTERNIA---AKA INYOKA---ACHAEA--- LARKSPUR

Butisol - Slow salve absorbtion. LUSTERNIA---(WE HAVE NONE)---ACHAEA--- SCYTHERUS

Bromine - Give the curse of anorexia to your victim. LUSTERNIA---(WE DEFINATELY DON'T HAVE THAT)---ACHAEA--- SLIKE

Cyanide - A toxin known to cause death. LUSTERNIA---AKA CROTAMINE---ACHAEA--- VOYRIA

Opium - Causes severe sleepiness. LUSTERNIA---AKA MORPHITE---ACHAEA--- DELPHINIUM

Veratrum - Drains life essence from the necromancers. LUSTERNIA---(WE HAVE NONE)---ACHAEA--- VARDRAX

Calotropis - Block the ability to absorb herbs. LUSTERNIA---(WE HAVE NONE)---ACHAEA--- (NONE)

Formaldehyde - An unpredictable toxin. LUSTERNIA---AKA CHARYBDON---ACHAEA--- LOKI

Psilocybin - Randomly change enemy afflictions. LUSTERNIA---(WE HAVE NONE)---ACHAEA--- (NONE)

Aconite - Cause sheer stupidity in your opponent. LUSTERNIA---AKA DULAK---ACHAEA--- ACONITE

Actinium - Forcing your victim back into mortal form. LUSTERNIA---(WE HAVE NONE)---ACHAEA--- SELARNIA (FOR SHAPECHANGERS)

Noctec - Slow balance recovery. LUSTERNIA---(WE HAVE NONE)---ACHAEA--- SCYTHERUS

Iodine - Causes the recipient to become foully oily. LUSTERNIA---AKA SENSO---ACHAEA--- GECKO

Sulfonal - A toxin that thins the blood. LUSTERNIA---(YOU ARE TRYING TO MAKE ESCOZUL ONE - Haemophilia)---ACHAEA--- NOTECHIS

Mebaral - Slow equilibrum recovery. LUSTERNIA---(WE HAVE NONE)---ACHAEA--- SCYTHERUS

Cirisosis - A thick, deadly morphing toxin. LUSTERNIA---AKA CHARYBDON---ACHAEA--- LOKI

Scytherus - Those infected with this venom find that their blood turns against them when any type of foreign substance is introduced into their system.

Now Scytherus is one in Achaea that may be considered an all encompassing slowing agent so I added it to slow venoms

Now again Shorlen your response on the envoy wiki was:
QUOTE
I will point out that the above poisons are all ripped from Imperian. I would personally perfer Lusternia have unique stuff and not have to rip off Imperian for new ideas. -- Shorlen


I am sorry I cannot respond to you there, since I am not an envoy. So this is where your response ends up. But as you can clearly see, many toxins/venoms/poisons have been "ripped" from earlier IRE games. And you yourself even wanted to change escozul to Haemophilia as you stated "I'm all for giving it Haemophilia. -- Shorlen". So lets try not to be hypocritical. I am sure I can dig deeper into skill classes and pull up so call "rips" from other IRE games that were used to create this wonderful world known as Lusternia.

I have changed the names, the creatures they are derived from AND I am at least attempting to make some suggestions. You also need to think of it as how many afflictions can poisons possibly do. In the real world they normally attack the CNS, Neurological, or Hemotoxin (Blood system) of an individual. So it's not like you can make an infinite variation on how many afflicitions can be created by toxins.

Maybe now you can get past the whole, Imperian has it we cannot have it ideology.

--------

Aiakon, the one I suggested for telepaths is only to stop channel recovery until it is cured. The envoys had already been thinking about using stupidity/confusion to give at least a % of a chance to stop channel recovery. Now what I listed was just some ideas, without the cures listed. Of course there would be a cure. It would I am sure have to be agreed upon by the envoys/Divine on what would be a feasable cure, but it should be something as simple as eating some gallingale to smoking some myrtle to cure.... It definately would not be some type of permanant channel loss.






QUOTE(Anarias @ Nov 24 2006, 03:49 AM) 356530

Putting those poisons on aetherbubbles would be great.

If you're working on a Poisons envoy how about fixing the Gloom monopoly? sad.gif


They are and I think having new poisons on aetherbubbles are a great idea. I also think that the Sea of Despair and Serenwilde need a few venomous creatures living in their midsts.
ferlas2006-11-24 09:23:56
QUOTE(Aiakon @ Nov 24 2006, 08:22 AM) 356525

A telepath constantly reuses his psi channels to attack. The channels aren't locked, just briefly used. Assuming that the poison affects the use of channels, it poison would be a pain... and thus it would be useful, if extremely irritating for the telepath (if uncureable it would potentially invalidate the skill.. they'd be a cure.. right?)

A telekinetic locks his channels and thus does not need to reuse them constantly. Assuming the poison has the effects I just suggested, it would not affect him at all. Especially as he is likely to have locked his twin dagger sets at the very earliest stages of the fight.


I was thinking if you have the venom every time you try to use a channel for what ever, lets say mind burst then it has a 50% chance to miss so to speak, so it'll take the same ammount of balance as normal I think it is 6 seconds in this case but the actual effect won't hit the target. Basically its like the clumsy affliction for physical skills but with a bit of a change to effect physic, it'd be easier to notice than clumsy as well due to physic afflictions never missing so if you missed you'd know you were afflicted unlike clumsy.

Also now you mention locked channels make it that if the venom remains on you for 12 seconds lets say then it will unlock a channel if you have locked an ability to it on a randomish tick. Coding wise it'd be something like the venom in achaea that knocks forestals out of morph I'd guess.
Aiakon2006-11-24 10:00:15
QUOTE(Ildaudid @ Nov 24 2006, 08:57 AM) 356533

I am sorry I cannot respond to you there, since I am not an envoy. So this is where your response ends up. But as you can clearly see, many toxins/venoms/poisons have been "ripped" from earlier IRE games. And you yourself even wanted to change escozul to Haemophilia as you stated "I'm all for giving it Haemophilia. -- Shorlen". So lets try not to be hypocritical. I am sure I can dig deeper into skill classes and pull up so call "rips" from other IRE games that were used to create this wonderful world known as Lusternia.

I have changed the names, the creatures they are derived from AND I am at least attempting to make some suggestions. You also need to think of it as how many afflictions can poisons possibly do. In the real world they normally attack the CNS, Neurological, or Hemotoxin (Blood system) of an individual. So it's not like you can make an infinite variation on how many afflicitions can be created by toxins.

Maybe now you can get past the whole, Imperian has it we cannot have it ideology.


Let's not be too aggressive, Ildaudid. tongue.gif The entire point of the envoys is that they -discuss- skills. If you're going to react like that (i.e stamp on Shorlen's head and accuse him of hypocrisy.. well flamed btw) every time someone makes a mildly detrimental comment, then you're better off staying out of the envoy loop and submitting ideas via Ethelon.

Shorlen said: I will point out that the above poisons are all ripped from Imperian. I would personally perfer Lusternia have unique stuff and not have to rip off Imperian for new ideas. -- Shorlen

He did not say: "OMG IT'S ALL FROM IMPERIAN, NO WAI STFU ILDAUDID".

His concern is a perfectly valid one. It would be better if the poisons were new. Nevertheless, as there are only a finite number of possibilities and there have already been 3 IRE games (using extremely comparable combat and curing mechanisms) to explore them, it is going to be difficult to come up with viable original ideas. The fact that he said that doesn't mean that your ideas will be shelved. Personally, I really like them.

Anyway, for future reference, your response should have been: tongue.gif

QUOTE

Dear Shorlen

Re: Your comments regarding my proposed Poison additions

I understand your concerns, and of course I too would prefer new and original poison ideas. However, you must understand that because there are three other older IRE games using a similar combat and healing mechanic, we are unlikely to find many viable -original- options. Indeed, the vast majority of Lusternian poisons are already 'ripped' from other sources, and I enclose a list below.

Regardless of the issue of individuality, I am sure you agree that increasing the number of poisons available will not only add a further dimension to combat, but provide additional material for the roleplay community.

Yours,

Ildaudid
Unknown2006-11-24 10:06:41
Putting so many new poisons in and giving many new afflictions for warriors and um, druids... that would be a big upgrade I imagine. Wouldn't it overpowere those classes?
In general, the merrier the better, I suppose...
ferlas2006-11-24 10:56:35
As long as they had reasonable cures it wouldn't make anyone over powered but it would give them different options/tatics with new venoms.
Ildaudid2006-11-24 17:36:36
QUOTE(Aiakon @ Nov 24 2006, 05:00 AM) 356537

Making me feel like the ass, I was being biggrin.gif


Must have been the trypophan and American Thanksgiving Holiday, it seeped into me.
Yes you are completely right Aiakon, Your response would have been the way to go. So in that light.

Shorlen, I am sorry for being rude. It had been a nice long day, and to come back to seeing your comment comparing those venoms to another IRE game, which was already common knowledge kinda set my teeth on edge, since our very existance spawned from bits and pieces of other IRE games. Again my apologies.


Kashim, yes like Ferlas said it wouldn't really overpower the classes if the cures were simple. Also think of the benifit to mages and fetish users. They wouldn't only give a new realm of possibilites to explore from a warrior standpoint. They would open a realm up to several different classes. Also by locating some of them on aetherbubbles, it would be a nice thing that gets people out in space more.

Gandal2006-11-24 17:39:23
Um...is Imperian placed more in the 'future' compared to Achaea/Lusternia? Aspartame, cyanide, iodine, actinium...?
Ildaudid2006-11-24 17:44:17
QUOTE(Gandal @ Nov 24 2006, 12:39 PM) 356585

Um...is Imperian placed more in the 'future' compared to Achaea/Lusternia? Aspartame, cyanide, iodine, actinium...?


Yes somewhat, they have guns too... so I guess it is. It has some wierdo not real futuristic space like but muzzle loading guns, also I don't really like the names of the poisons there. I mean oxycodone is a pharmecuetical pain reliever derived from opium and created in a laboratory. So it is one aspect of that game that doesn't shine, like Lusternia shines in my opinion
Unknown2006-11-25 01:01:51
How disappointing. The envoy wiki has that name for a reason.
Ildaudid2006-11-25 01:27:06
QUOTE(Avaer @ Nov 24 2006, 08:01 PM) 356702

How disappointing. The envoy wiki has that name for a reason.


And what name is that? Envoy?? Well of course it does, and the Ur'Guard envoy does relay information to the guild members on things going on in the envoy wiki.

The only reason I made this thread was because Estarra thought I should share the poison ideas in the Ideas section of this forum. I even presented them to all of the envoys I could through PM's also. When my Guild Envoy posted the ideas on the Envoy Wiki, The response from Shorlen there was relayed to me and since this thread was already made, I responded to it here.


So, I am sorry but I am a bit confused to what you are implying? Are you saying that guild envoys should not talk with their guild members about the ideas or suggestions being presented to the other envoys?
Unknown2006-11-25 01:27:44
Wait, I always assumed the envoy boards were hosted here. Is there a separate wiki publicly viewable?

And to remain slightly on topic: I like the idea of a meta-affliction poison. Either something that causes you to incur afflictions from herbs that you eat instead of curing them, or something that works like healthleech. Periodically you copy (without removing) an affliction held by someone else in the room.
Ildaudid2006-11-25 01:43:16
No there is a seperate envoy wiki, that they discuss updates etc. They are not hosted here. Your guild envoy has access to them and they should, if you ask them keep you informed on whats going on there. But it is a private wiki that only guild envoys have access to. But like I said it is in your best intrest to stay informed about what goes on there from your guild envoy. Guild Envoys are not elected but they are there to represent your guilds best intrests in the update of things in Lusternia. And if they do not do that for you, they should not be a guild envoy to begin with.
Unknown2006-11-25 01:56:20
QUOTE(Ildaudid @ Nov 25 2006, 01:27 AM) 356706

So, I am sorry but I am a bit confused to what you are implying? Are you saying that guild envoys should not talk with their guild members about the ideas or suggestions being presented to the other envoys?

I am saying that discussions going on in the restricted envoy wiki should not be posted into public forums. You didn't transcribe ideas or suggestions, and Shorlen certainly didn't respond to this thread... you transcribed envoy comments for apparent public flaming.

The problem should be solved anyway, hopefully, so it should no longer be an issue.

Edit: Again, to be absolutely clear - the thread is great, I think your ideas are good. If someone responds to this thread, then feel free to discuss what they say. If they don't, then don't bring it here.