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Expanding the Uses of Poisons

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Kailithnir
May Member 2006

Kailithnir

Posts: 2,107Mithril Posts by user Forum Profile RuneMetrics Profile
Expanding the Uses of Poison

Diversifying our Toxic Arsenal



In times immemorial (in other words, a few years ago), weapon poison was a prized boon afforded a select number of weapons. Few adventurers’ arsenals were complete without the infamous DDS.

With the release of the Evolution of Combat, however, poison was made into a generic damage-over time effect which functioned alongside any form of attack, including warhammers and occultish flame. While its use is largely the same, as compared to the wild variety of our modern abilities and up against bosses who are almost always immune anyway, our old p++ poison has become rather lacklustre.

Now, I’m not going to suggest that we go back to allowing only the stabbier weapons to be poisoned: that would ruin the homogeneity among weaponry which was one of the main improvements brought on with the EoC. Instead, I’d like to propose a broader selection of toxins, which can be chosen among to fit the user’s playstyle, and offer a variety more comparable to modern combat abilities.

This includes three primary types of poison, which grow in potency across four tiers. There are also a number of unique toxins, which are scattered among the tiers. Additionally, I’ll be handling the efficacy of antipoisons in relation to varying strengths of poisons and making the ingredients for the higher-levelled toxins more available.

04-Apr-2013 06:59:39 - Last edited on 08-Jul-2018 09:47:06 by Kailithnir

Kailithnir
May Member 2006

Kailithnir

Posts: 2,107Mithril Posts by user Forum Profile RuneMetrics Profile
The Standard Tissue-Damaging Poisons

The all-too-familiar tissue damage of old


When drunk, surrounds the user in a faint greenish aura, and imparts the familiar, existing poison effect unto all of their attacks while its effects last. This poison causes your general, run-of-the-mill tissue damage to the victim - dealing damage over time - wearing off a short while after they leave combat with the user.

Simple Contact Poison

27 Herblore
Water
Harralander
Cadavaberries

Deals mild damage over time
Duration: 90s

Potent Contact Poison

49 Herblore
Water
Avantoe
Limpwurt root

Deals moderate damage over time
Duration: 180s

Virulent Contact Poison

72 Herblore
Water
Kwuarm leaf
Cactus spine

Deals sizable damage over time
Duration: 270s

Baneful Contact Poison

86 Herblore
Coconut milk
Belladonna
(1)

Poison ivy berries

Deals significant damage over time
Duration: 360s

04-Apr-2013 07:00:12 - Last edited on 12-Jul-2016 19:31:49 by Kailithnir

Kailithnir
May Member 2006

Kailithnir

Posts: 2,107Mithril Posts by user Forum Profile RuneMetrics Profile
The Neurotoxins

The Paralysis Potion


When drunk, surrounds the user in a faint golden aura, and imparts a neurotoxin effect unto all of their attacks while its effects last. This variety of poison interferes with the proper functioning of the nervous system, causing the victim to stiffen in the joints, suffering paralysis if exposed to the toxin long enough.

Simple Neurotoxin

29 Herblore
Water
Ranarr weed
Toad’s legs

Confers a small chance that the victim's autoattacks will be delayed one tick, and that their abilities will have increased cooldowns when used
Duration: 90s

Potent Neurotoxin

51 Herblore
Water
Wergali
Cockatrice egg

Confers a moderate chance that the victim's autoattacks will be delayed one tick, and that their abilities will have increased cooldowns when used
Duration: 180s

Virulent Neurotoxin

74 Herblore
Water
Cadantine
Ground Nature rune
(2)

Confers a sizeable chance that the victim's autoattacks will be delayed one tick, and that their abilities will have increased cooldowns when used
Duration: 270s

Baneful Neurotoxin

88 Herblore
Coconut milk
Mort Myre fungus
Potato cactus

Confers a significant chance that the victim's autoattacks will be delayed one tick, and that their abilities will have increased cooldowns when used
Duration: 360s

04-Apr-2013 07:00:21 - Last edited on 12-Jul-2016 19:33:30 by Kailithnir

Kailithnir
May Member 2006

Kailithnir

Posts: 2,107Mithril Posts by user Forum Profile RuneMetrics Profile
The Hæmotoxins

Bottled hæmophilia


When drunk, surrounds the user in a faint reddish aura, and imparts a hæmotoxin effect unto all of their attacks while its effects last. While hæmotoxins have varying effects, those utilised in Gielinorian combat inhibit the blood’s ability to clot, making the victim more prone to blood loss.

Simple Hæmotoxin

31 Herblore
Water
Marrentill
Desert snake fang
(3)

Upon a successful hit, there is a slight chance the victim will suffer additional damage over time proportional to the damage taken
Duration: 90s

Potent Hæmotoxin

53 Herblore
Water
Toadflax
Vampyre dust

Upon a successful hit, there is a small chance the victim will suffer additional damage over time proportional to the damage taken; this chance is greater if said hit is a critical strike
Duration: 180s

Virulent Hæmotoxin

76 Herblore
Water
Snapdragon
Ground Blood rune
(2)

Upon a successful hit, there is a decent chance the victim will suffer additional damage over time proportional to the damage taken; this chance is greater if said hit is a critical strike
Duration: 270s

Baneful Hæmotoxin

90 Herblore
Coconut milk
Bloodwood shavings
(4)

Rune dust
(5)

Upon a successful hit, there is a sizable chance the victim will suffer additional damage over time proportional to the damage taken; this chance is greater if said hit is a critical strike
Duration: 360s

04-Apr-2013 07:00:28 - Last edited on 12-Jul-2016 19:35:18 by Kailithnir

Kailithnir
May Member 2006

Kailithnir

Posts: 2,107Mithril Posts by user Forum Profile RuneMetrics Profile
The Unique Poisons


Karambwan Spear Poison

55 Herblore
“Tai Bwo Wannai Trio”
Water
Sito Foil
Poorly cooked karambwan paste

Unlike the other poisons here, the karambwan spear poison, as the name suggests, is suitable for only spears (and not for human consumption). In the old fashion of the days before the Evolution of Combat, it is smeared onto a spear or hasta (all of them, not just bronze-dragon), lending its effect to the weapon itself. It functions the same as the basic tissue damaging poisons, being somewhere between Potent and Virulent; but instead of being incorporated as a temporary aura-esque effect, it stays on the spear until it runs out of “charges”; the point at which the toxin has rubbed off from being jabbed into stuff.

Gorak’s Embrace

61 Herblore
“A Fairy Tale – Part II”
Water
Spirit weed
Ground gorak claw

Drawing upon the ability of the gorak to slowly drain the life from its victims, those with some experience in making potions from their claws can now make an aura-poison which simulates the effects felt by those who fight these beasts who consume space itself. While it lasts, those affected by this poison will have their five primary combat stats drained with time (up to an unspecified limit).

04-Apr-2013 07:00:33 - Last edited on 12-Jul-2016 19:36:07 by Kailithnir

Kailithnir
May Member 2006

Kailithnir

Posts: 2,107Mithril Posts by user Forum Profile RuneMetrics Profile
Zamorak’s Fire

77 Herblore
Wine of Zamorak
(6)

Ground Blood rune x2
(2)

Ground Air rune
(2)

Ground Fire rune x4
(2)

The priests of Zamorak are known for utilising this concoction which harnesses the vengeance of their god; when someone becomes afflicted with it, their veins are filled with Zamorak’s unholy fire, burning them from within. In addition to being quite painful, dealing damage over time, the victim’s connection to the gods is weakened - as Zamorak is wont to do - draining their Prayer Points with each hit of damage.

Bane Ore Toxin

82 Herblore
“Ritual of the Mahjarrat”
Coconut milk
Lantadyme
Bane ore (untuned)

Taking advantage of bane ore’s ability to tune itself against something when exposed to its blood, the bane ore toxin sends dissolved bane ore into the victim’s bloodstream, such that it wreaks general havoc with their body as it flows through their veins. As the human body is used to fighting off organisms, not small particles of rock, this poison lasts a particularly long time in the victim’s bloodstream – though eventually, the magic of the stone runs dry. Otherwise, it is much the same as a Baneful Contact Poison, if weakened in exchange for its extra duration.

04-Apr-2013 07:00:43 - Last edited on 20-Oct-2014 01:18:50 by Kailithnir

Kailithnir
May Member 2006

Kailithnir

Posts: 2,107Mithril Posts by user Forum Profile RuneMetrics Profile
Footnotes


(1)
Belladonna plants will now give harvest proportionate in number to the harvester’s Farming level, as the supply is already insufficient as is, and using it in something remotely useful would only make the problem worse without something being done to compensate.

(2)
Nature, Blood, Air, and Fire runes shall be grindable in the same manner as Mud.

(3)
Desert snakes’ fangs can now be harvested for their toxins as a drop.

(4)
In order to obtain bloodwood shavings, one can either chop up bloodwood branches within proximity to the tree of origin, creating ten units of shavings, or bring a number of completed bakriminel bolts to any bloodwood tree and do the same, gaining one unit of shavings per bolt, destroying the ammunition in the process.

(5)
As the dust of rune essence now has a use outside of the quest, no progress through "Garden of Tranquillity" shall anymore be required to pulverise it so.

(6)
The wine of Zamorak shall henceforth be creatable with 35 Cooking by placing one bunch of jangerberries into a jug of water and letting them ferment as normal wine, with the usual chance of failure. Succeeding in this, one can then complete the process by praying at a chaos altar with any number of these on hand. One jug will fill two vials with the wine.

Note that the wine created through this method (and that stolen from the Captured Temple) would be specifically the sort for use in Zamorak’s Fire and the Super Ranging Potion. The wine used in Super Zamorak Brews, I believe, should be a separate item, with this and its Saradominist and Guthixian counterparts renamed to the “Vinegar of [god’s name].”

04-Apr-2013 07:00:48 - Last edited on 12-Jul-2016 19:36:30 by Kailithnir

Kailithnir
May Member 2006

Kailithnir

Posts: 2,107Mithril Posts by user Forum Profile RuneMetrics Profile
Regarding Antipoisons


The choice to make four tiers of standard poison was no accident: this was to correspond to our existing four tiers of antipoison potions. Currently, even the simplest cure of marrentil and unicorn horn can immunise against the most lethal of concoctions, if only for a short while. I intend to fix this.

I suggest that antipoisons be only fully effective against poisons of equal tier. Thus, a tier 2 superantipoison would only protect fully against Simple and Potent toxins, offering partial protection from stronger brews. In such a scenario, the toxin in question would be reduced to the effectiveness of the difference of tiers: a tier 2 cure would reduce a tier 4 toxin to the effectiveness of its tier 2 counterpart.

Since the higher tiers of antipoisons will now be remotely useful for keeping people from dying a slow and agonising death, it would therefore make sense to replace their secondary ingredients with something more accessible than high-levelled tree roots.

The Antipoison Totem will act like a bottomless vial of the highest cure the user can make themselves. Thus, at 79 Herblore, it will provide full immunity as currently, but at only the 60 required to wield it, mere tier 2 protection would be provided. Similarly, the Lunar cure spells and the Prayer Book would knock off as many tiers as would be removed by a swig of the best cure the user can brew, per cast or per benediction, with some amount of cooldown.

04-Apr-2013 07:00:55 - Last edited on 12-Jul-2016 19:36:52 by Kailithnir

Kailithnir
May Member 2006

Kailithnir

Posts: 2,107Mithril Posts by user Forum Profile RuneMetrics Profile
What If I Try to Use Two Poisons at Once?


Like felling trees with a mackerel, it cannot be done. Maintaining a swirling aura of toxic death about your person is exactly as precarious as it sounds: maintaining two is effectively out of the question. Having two poisons going simultaneously (even if one is contained on a spear) would almost invariably upset the balance of both, severely poisoning the user instead of their victims.

If one should wish to switch poisons without waiting for the first to wear off, however, there is a Constitution ability to clear it early. This ability cannot be used in the midst of combat, however, and even with great haste, a single target cannot be afflicted with multiple toxins.

04-Apr-2013 07:01:07 - Last edited on 12-Jul-2016 19:37:12 by Kailithnir

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