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Hail and well met fair adventurer!
In our fair land of Britannia, there are many a vermin
and reptile that are poisonous. Slimes, snakes, scorpions,
the dreaded Energy Vortex and many more. Most of these creatures
are somewhat harmless, and their poisons are relatively
weak, but nonetheless they are still dangerous. In this
study, we will explore several subjects, from alchemy to
swordsmanship, but the main purpose after all, is poison!
Now, alchemists can make four different strengths of poison.
We will explore these first, so as to build some knowledge
of the subject.
Lesser Poison is the weakest poison in the
land. Slimes and small snakes carry this venom within their
bodies, and with a successful strike can deliver it into
the body of a hapless adventurer. Fortunately, this poison
does very little damage, and --apart from keeping one from
healing--is more of a nuisance than a hazard. A beginning
alchemist can make this poison with little effort, but little
effort provides little results. Lesser Poison is
known to take approximately one part in forty of the victims
remaining health every 15 seconds (doing minimum of 3 points
of damage), thus delivering nothing more than a need for
a cure, or some patience in waiting for the poison to wear
off. The poisoned victim will get the "You feel a bit nauseous..."
messages.
Regular-strength Poison is slightly more
effective than Lesser Poison, but is still, nonetheless,
rather ineffective. This blend inflicts about one part in
thirty-two of the victum's current health as damage per
10 seconds, rendering it somewhat tame also (this level
of poison inflicts a minimum of 5 points of damage). The
poisoned victim will get the "You feel disoriented and nauseous!"
messages. These 2 poisons, Lesser and Regular,
should really only be used for two things:…gaining poison
skill and keeping your victim from healing.
Greater Poison is likely to be the best bet
for an aspiring assassin to use on weapons and food. This
poison damages approx. one part in sixteen of the victims
remaining health per 10 second span, causing a minimum of
seven points of damage in all cases. Within the course of
1 minute can add up to some serious damage. The mage spell
of Poison or Poison Field is exactly as potent
as this particular variety of potion. The poisoned victim
will get the "You begin to feel pain throughout your body!"
messages.
Deadly Poison damages approximately one part
in eight of remaining health every 5 seconds and, when the
victim of the Deadly Poison reaches about 25% of
total health remaining, the poison starts to take away stamina
as well…making it exactly as the name implies…deadly. Curiously
enough, the minimum amount of damage this poison can cause
is onle 6 points. The poisoned victim will get the "You
feel extremely weak and are in severe pain!" messages.
5th level "lethal"
poison damages approximately one part in four of
remaining health every 5 seconds (causing a minimum of seven
points of damage). It is produced by Poison elementals and
although it cannot be created by players, tinker traps made
by grand master tinkers provide this level of protection.
5th level poison is almost guaranteed death. It is extremely
hard to cure and death usually results within 15 seconds.
If you get hit with this type of poison you get a "You are
in extreme pain, and require immediate aid!" message. Other
people will get a "[your name] begins to spasm uncontrollably"
message.
Creating Poisons
With all of the information gathered so far, it appears
that a Grandmaster Alchemist is destined to fail at about
80% of his tries at making Deadly Poison (a 20% success
rate), while succeeding at about 80% of his Greater
Poison attempts. This really is not a good ratio considering
how much time it takes to reach even Master Alchemist status.
For this reason, unless you have a huge stash of
gold to waste and a hidden source of Nightshade to boot,
I would suggest using Greater Poison to satisfy your
everyday poisoning needs. You can save a deadly poisoned
blade for "special occations."
Poisoning Items
Once you've gathered some potions, you can poison two seperate
categories of objects; food and single handed bladed weapons.
Bladed weapons are weapons that use the swords or fencing
skill. Check the weapons
section to find out which weapons fall into those categories.
When poisoning items or food you will get a 'You have lost
some Karma' message, unless you are already very low on
the Karma scale ofcourse. Furthermore there are a two different
messages that you may receive while poisoning these items:
- "You fail to apply the poison to the object."
- "You apply the poison to the object."
Message 1 is the message the poisoner receives if he fails.
The poison potion may be lost in the process. The higher
the poisoning skill the more chance the poison potion will
not be lost however. Also if the poisoner fails to apply
the poison he may poison himself instead. The poison will
be slightly less strong than the dosage the poisoner was
attempting to use. It is advisable to always have some cure
potions or scrolls at hand to cure yourself if needed.
Messages 2 is the success message. The success message
indicates that you've applied a dose of poison to the object
that will behave according to the poison type of the poison
that you used.
When the poisoner attempts to poison a food item, a standard
Poisoning skill check is made. If he passes the check then
the poison is applied. The poisoned food will be poisoned
at the level of the poison potion used. Note that currently
it is impossible to poison a stack of food. To poison a
food item you need to remove it from the stack. Also, poisoned
food items do not stack well. If you drop a posioned bread
on a stack of bread the poison will not 'stick' to the bread
but will go away. The formula used to determine the %chance
of successful poisoning a food item is:
%Chance of poisoning food item = PoisonSkill
When the poisoner attempts to poison a bladed weapon, a
standard Poisoning skill check is made. If he succeeds then
the bladed weapon is poisoned. The game sets the percentage
chance to poison on any given hit. The formula is the poisoning
skill of the person who applied it divided by 4, or:
%Chance of poisoning bladed weapon = PoisonSkill / 4
The game then computes the total number of "uses" before
the posion wears off. "Uses" is defined as each hit, whether
it poisons or not. The exact formula is:
20 - (PoisonStrength * 2) = #uses
| Number of Uses for Poisoned
Blades |
| Poison Strength |
# of Uses |
| 0 |
20 |
| 1 (Lesser Poison) |
18 |
| 2 (Regular Poison) |
16 |
| 3 (Greater Poison) |
14 |
| 4 (Deadly Poison) |
12 |
So, the higher the strength of the poison, the lower the
total number of uses (strength 3 poison has about 14 uses).
For example, a blade poisoned with Greater Poison
will provide more uses than a blade poisoned with Deadly
Poison. When a poisoned blade is used in combat, the
game checks upon every successful strike to see whether
or not the target is poisoned. The weapon skill of the wielder
does not affect anything except for whether or not the weapon
hits.
To keep gaining skill poisoners will have to work their
way up from the lower level poisons to the highest level
potions. A master assassin (poisoner) will not gain skill
from applying lesser poisons.
Using Poisoned Items
Players, NPCs, animals and monsters can be poisoned by
hitting them with a poisoned weapon. The following animals/monsters
have been poisoned and reported: Grizzly Bear, Lizardman,
Giant Scorpion, Headless, Mongbat, Sewer Rat, Giant Rat,
Rat Man, Water Elemental, Earth Elemental, Air Elemental,
Troll, Ettin, Orc, Orc Mage, Gazer, Dire Wolve, Reaper,
and Corpser. The variety of creatures on this list seems
to indicate that in fact all animals and monsters
are poisonable. This is not quite true. Monsters that use
poison themselves (like snakes and spiders) are more resistant
to poison and cannot easily be poisoned. Undead monsters
(except liches) cannot be poisoned either. As well, many
magic-using monsters will simply cure the poison immediately,
making the poison-based attack rather ineffective. When
your weapon poisons a person you get the message "You have
poisoned <target's name>", however when you poison
a creature you must examine the creature's health bar to
determine if you succeeded in your poisoning attempt.
Food-poisoning doesn't work in quite the same way. By all
accounts, if one eats a poisoned item of food, a check is
made by the game in order to see if the poison affects the
victim. If the poisoning is successful, then the victim
gets a "That [food name] was poisoned!" message. If the
poisoning is not successful, then the poison goes
away and the food can be eaten as if it were never poisoned.
This has lead a lot of players to believe that poisoning
food does not work. This process does work--just not very
well and rarely with consistent results.
Trapping with Poison
Now we all know that Tinkers can make poison traps and,
although I've not much info on this subject, I will tell
you the little that I do know.
Making a tinker poison trap requires an iron ingot, a box
of some sort, and a poison potion. Apparently there is no
huge skill-gain for making tinker traps with even Deadly
Poison potions; the skill gained seems to be the same
no matter what type of poison is used in the process of
trapping a box. Keep in mind, however, that the purpose
here is not to gain skill, but to damage potential thieves
(or victims)--and damage well these traps will. The damage
inflicted by a box trapped with Greater Poison is
quite astounding. One report tells of a 50 hit point character
dying in less than 10 seconds after opening a box trapped
with Greater Poison, which was made by a tinker with
a mere 50% skill (carpentry can also play a major role during
the process of creating trapped boxes and chests). This
should give you an idea of how deadly the combination of
the alchemy, carpentry, and tinkering skills can be.
Detecting Poisoned Items
To see if a weapon (still) has a dose of poison applied
to it you should use the Arms Lore skill.
To see if a piece of food is poisoned use the Taste ID
skill on it.
To check a chest or box for the presence of a poison (or
other type) trap you should use the Detect Hidden skill
on it.
Curing Poisons
Finally, one must also know how to cure poison. Generally,
the Cure spell is sufficient to cure Greater Poison
and below, although I myself am almost a Grandmaster Mage,
so that tends to help a bit. ;) The most powerful potion
is difficult to Cure even with this high of a Magery
skill; in my personal experience, I've had to cast Cure
three to four times before eliminating a Deadly Poison
in someone's system. This spell seems to be somewhere between
Deadly and Greater Poison in terms of effectiveness.
Cure potions seem to be the better alternative, since there
is no chance of disruption, such as there is when casting
spells. Also, a Greater Cure will cure even Deadly
Poison with only one quaff. A regular orange potion
that was found as loot on an Earth Elemental was able to
cure the 5th level Poison inflicted by a Poison Elemental,
but that result can not be guaranteed.
| To Cure Poison Chart |
| Potion |
Lesser Cure |
Cure |
Greater Cure |
| Lesser Poison |
Usually* |
Always |
Always |
| Poison |
Sometimes* |
Usually* |
Always |
| Greater Poison |
Sometimes* |
Usually* |
Always |
| Deadly Poison |
Never* |
Sometimes* |
Always |
| 5th level Poison |
Unknown |
Unknown |
Unknown |
A Healer with a Healing and Anatomy skill of both greater
than 60 can cure all levels of poisons with a simple bandage.
Of course the higher level poisons require a high level
of Healing and Anatomy to be successful.
To sum it all up, some good advice for the budding assassin
would be to not bother trying to kill people with poisoned
food--leave that type of poisoning for skill-gain. On the
other hand, poisoning blades will give you a tremendous
advantage in both monster and PvP combat (but, again, only
if you can manage to get a successful poisoning hit off).
Overall, an experienced assassin or poisonous creature is
a very deadly foe indeed; adventurers are advised to keep
a a few Greater Cures on their person at all times.
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