Apply Poison/ Make Poison

Reckman

Dalayan Beginner
I understand that this has been an area of discussion already, but I was wondering when, or even if, apply poison was going to be implemented into SOD? I am a rogue and one of the biggest reasons I went that class was for thoes skills. If anyone has any info, I'd love to hear it.

If someone could explain the implications of implementing the poison skill, I would get a better sense of why it isnt in the game already. Anyway, just curious because that skill set would make the rogue more fun.
 
Do rogues already get this skill, or will the skill be implemented with the recipes? Bards should definitely get a really low skill either way!
 
No idea, I'm not the one working on it, but there's currently a test npc called "Honest Merchant" that sells poison stuff spawned in the gm zone so I know it's definitely still being actively worked on.
 
When make and apply poison is implemented, can rogues get a few practice points to put into it? like two points, one for each or have it already trained or something? Do not know if I am phrasing any of this right.

A good pit of rogues are 65 (like me) and have used up all their practice points (again like me), so can we make it where we can still train that skill to be usable when it is put in. (did that sound better?)
 
Spiritplx said:
Bards should definitely get a really low skill either way!

No.. Go die in a fire! ;)

Thinkmeats said:
No idea, I'm not the one working on it, but there's currently a test npc called "Honest Merchant" that sells poison stuff spawned in the gm zone so I know it's definitely still being actively worked on.

You get away from my merchant.

megamanspet said:
When make and apply poison is implemented, can rogues get a few practice points to put into it?

Maybe.. We'll see.. Apply isnt actually going to be used, because make and apply being used seperate is dumb in the head. Make Poison is the skill being put to use.

Since only a select few actually know anything about the poison development, i'll leak a bit of info. But first: The op's original question.

Reckman said:
If someone could explain the implications of implementing the poison skill, I would get a better sense of why it isnt in the game already. Anyway, just curious because that skill set would make the rogue more fun.

Everything has to be made. Everything. Simply because this server isnt a copy of EQ, it's completely custom. The items you combine have to be created. The end result has to be created. The combines themselves have to be coded. The effects on the combined product have to be created. The item drops have to be created and added onto mob loot tables which requires the server to be down. And currently its all being done by me, and im learning as I go through trial and error, so it's a slow process..

Skillups from 20-150 are done, and ready to be implemented pending a spell patch, loot table mods, and finalization and placement of the vendors. The second half (150-250) has yet to be designed, but is currently in planning stages.

Specifics on types and effects wont be realeased. So dont ask. You'll just have to discover them.
 
megamanspet said:
A good pit of rogues are 65 (like me) and have used up all their practice points (again like me), so can we make it where we can still train that skill to be usable when it is put in. (did that sound better?)
I don't see exactly where the problem is here, you get a skillpoint with every AA point you get. And as this seems to be a Tradeskill, you will get better in it by doing it.
 
Nwaij, yes this is a tradeskill but you put practice points in not skill points. you do not get more with each AA you get. (or i should have some but Rogue GM says I do not)

Ikaa, you have 20 to 150 done? what about 1 to 20? Also thanks for considering the giving of practice points when it is put in. Will make many rogues happy that cannot get more practice points.

Cannot wait to see more of this!
 
megamanspet said:
Nwaij, yes this is a tradeskill but you put practice points in not skill points. you do not get more with each AA you get. (or i should have some but Rogue GM says I do not)
In SoD, you put skillpoints in it. Its a skill, so it sounds logical (to me at least). And you should be able to train it up to a skill of 21 at your trainer, provided you have skillpoints left.

megamanspet said:
Ikaa, you have 20 to 150 done? what about 1 to 20? Also thanks for considering the giving of practice points when it is put in. Will make many rogues happy that cannot get more practice points.

Cannot wait to see more of this!
See above, can be bought at your trainer
 
Thinkmeats said:
No idea, I'm not the one working on it, but there's currently a test npc called "Honest Merchant" that sells poison stuff spawned in the gm zone so I know it's definitely still being actively worked on.

I killed that NPC ... it looked at me funny.
 
megamanspet said:
what about 1 to 20?

Its a level 20 skill, so when you buy the skill the first time.. its at 20. So.. Im not sure why Id put in skillups that will be trivial as soon as you buy the skill.
 
Ikaa/Osimi said:
Its a level 20 skill, so when you buy the skill the first time.. its at 20. So.. Im not sure why Id put in skillups that will be trivial as soon as you buy the skill.

When you level, you get extra specialization points, not extra points that can be used at your GM.
From what I've seen, most people have buckets of these points sitting there.

Some however, spend every point they ever earned getting to 65.
So now he goes to his GM and has 0 training points, so he can't buy the skill in the first place. He'll be starting at 0.

That said, you can raise a skill by working on anything that is trivial <20 (25?) from your current skill.
Other than failing a bunch, he should have no problem making the triv20 poison...
 
Alton said:
When you level, you get extra specialization points, not extra points that can be used at your GM.
From what I've seen, most people have buckets of these points sitting there.

Some however, spend every point they ever earned getting to 65.
So now he goes to his GM and has 0 training points, so he can't buy the skill in the first place. He'll be starting at 0.

That said, you can raise a skill by working on anything that is trivial <20 (25?) from your current skill.
Other than failing a bunch, he should have no problem making the triv20 poison...

No, without skill points, you wont be starting at all. It works like meditate.. you HAVE to buy the skill to use it.
 
which is why one point should be awarded to all rogues to activate it when it is implemented. OR! we could have a small quest that activates it for you and sets it at 20. whichever is fine, as long as I can get it. ^.^
 
Ikaa/Osimi said:
No, without skill points, you wont be starting at all. It works like meditate.. you HAVE to buy the skill to use it.
Nice. I'll never be able to make poisons then :(
 
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