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Envenom

PostPosted: Fri Jun 08, 2007 8:07 am
by Salius
Thief command: Envenom <weapon> with <poison>
Envenom is an attack skill. It is used to add extra poison damage to a weapon. If successful normal attacks will have an additional special for a limited number of hits.
It requires some poison to coat a blade or pointed weapon.
(works best with pointed weapons, as they deposit closer to major organs)
It uses 50 gp.

I see the special damage being based on poison quality; number of hits should be based on st.at.it.poison and st.at.it.weapons.


Shocked

Thoughts?

Re: Envenom

PostPosted: Sat Aug 25, 2007 5:13 pm
by Lucid
That was well said. Did you steal that idea?
I am for this idea, but the coating part is likely to require alchemy :cry:

Re: Envenom

PostPosted: Thu Nov 22, 2007 8:19 am
by Salius
I think every player that has felt the urge to character a thief has posted envenom (or some version).

As much as a world wide trade in weapon/armor/alchemy craft system would be preferred, the reagent should probably be a buy from guild shop for the next decade or so.

Thieves and poisons

PostPosted: Mon Dec 31, 2007 7:52 pm
by Salius
Hmmm... I was thinking about thief poisons and thought up a new way to use envenoming: blindness. Thief attacks work off of stealth right? Why not add in a way to blind mobs and allow thieves to play backstab while they are killing mobs? The thief would have to coat the blade out of combat and hope it sticks... the whole thing could be like a limited duration aura.

This might require changing the multiplier to backstab, but the chance to backstab a mob to death (while doing normal combat) should more than makeup for this adjustment.

:twisted: