[ Disclaimer, --- , ]
Skill Make Poison
Poisons are a Rogue's toy for death. Unfortunately, they aren't used much. Some of them are situational such as muscle lock IV procs, which are good for soloing if you're a rogue with high enough intimidate but the slows/snares/debuffs are weak in group/raid content and offer not a whole lot of benefit.
Note: The equation for skill cap appears to be (level - 10) * 5
So You Wanna Poison People - A Concise Guide to Mastery
Dexterity or Intelligence or Wisdom, whichever is higher governs your chance to gain skill increases.
- 1-20 -- Train at rogue GM.
- Trivial 32 -- Spine Break : Delphinium x 1, Thorny Ergot x 1, Lined Poison Vial, Constrict Suspension
- [Thrifty Alternative!] Trivial 40 -- Solvent Gangrene : Grave Mold x 2, Poison Vial, Suspension
- [Thrifty!] Trivial 78 -- Lixt Wing Dust : Embalming Dust x 2, Lined Poison Vial, Suspension
- Trivial 98 -- Athropic Sap : Alocasia Root x 2, Lined Poison Vial, Constrict Suspension
- [Thrifty Alternative!] Trivial 95 -- Festering Nettle : Ashroot x 2, Lined Poison Vial, Suspension
- Trivial 108 -- Aching Blood : Lactera x 2, Lined Poison Vial, Constrict Suspension
- [Thrifty Alternative!] Trivial 119 -- Lethargic Bliss : Whore's Bane x 2, Lined Poison Vial, Constrict Suspension
- Trivial 172 -- Calcium Rot : King's Thorn x 2, Sealed Poison Vial, Constrict Suspension Classic Era
- Trivial 250+ -- Spirit of Sloth : Creeper Ivy x 2, Sealed Poison Vial, Ethereal Suspension Kunark Era
- Gindlin Toxfodder -- West Karana (-3000, -13400) : Sells all ingredients for Spine Break, Athropic Sap, and Aching Blood.
- Ennixy Frennor -- Steamfont Mountains (1380, -830) : Sells King's Thorn, Bundle of Wormwood. Does not sell Mortar and Pestle, Sealed Poison Vials, and Constrict Suspensions.
- Brak Daggermist -- Firiona Vie (-3600, 2300) : Sells all ingredients for Spirit of Sloth.
- Nubs Blackgranite -- Lake of Ill Omen (-2517, -2920)
- Conium Darkblade -- Dagnor's Cauldron (-236, -826) : located on the top of the island - be careful with pathing mobs.
- Toxdil -- West Freeport Located near the gate in the hidden tunnel on the north side wall.
- Anelia Thrywiel -- Lesser Faydark Carries "Animal Poison Ingredients" such as Castorbean and Dogbane.
- Reducing Costs -- Max your DEX with gear and buffs for best skill up chance. 115+ CHA. Sell back every poison you make.
- Farming -- Farm Grave Mold, Embalming Dust off of undead. Farm Ashroot in castle mistmoore while experiencing to mitigate expenses.
- Apply Poison -- 100+ skill will give near perfect apply chance. Either use training points or consider using the earlier, less expensive poisons to train with.
- Sealed Vials -- Completely optional, but consider pottery as Sealed Poison Vials are very expensive. Crafting your own is cheaper. Use stackable Zombie Skin for vials.
Blixem's Guide to Making Poison
Poisons come in 16 different flavors.
- Berserker Madness - Target bonus STR and AC, does small Direct Damage and good DoT.
- Blind - minus to ATK.
- Brittle Haste - bonus to ATK Speed, lowers AC and STR.
- Contact - Direct Damage.
- Dizzy - lowers AGI, lowers AC.
- Feeble Mind - Reduces targets Mana.
- Flesh Rot - small Direct Damage, Long term DoT (more like a disease).
- Injected - small Direct Damage, 30 second DoT.
- Liquid Silver - Heavy damage Contact poison for UNDEAD only.
- Lower Resist - just what it says, lowers resist except for poison.
- Muscle Lock - Slows Movement (snare).
- Paralyzing Root - Roots and Lowers Attack Speed (like shaman/enchanter slows).
- Poison Animal - Heavy damage contact spell, for animal type monsters ONLY.
- Poison Summoned - Heavy damage contact spell for summoned ONLY.
- System Shock - good Direct Damage, pushes target back, and stuns/interrupts spells.
- Weaken - Reduces target strength.
Poisons have an interesting way of deciding how much damage/results you will get with the actual poison you have. First off, is the level of the poison. We will use Contact poisons as an example. Contact Poisons currently have 4 levels of strength. Contact I, II, III, and IV. The amount of damage is decided by the level of player, and the TOP end of that is decided by the poisons level. Below is an example.
- Contact I - DD for 5 to 141 damage, Level 35
- Contact II - DD for 5 to 177 damage, Level 44
- Contact III - DD for 13 to 221 damage, Level 55
- Contact IV - DD for 13 to 445 damage, Level 55
The difference? The top end of the poison. Contact one tops out at 141 for a level 35 Rogue. Any level above 35 will still do 141 damage. Now, a Contact II will also do 141 for a level 35 rogue, BUT at level 36 the contact II poison will do more damage. The Contact II poison tops out at level 44, where you will have to use a Contact III to do more damage. Notice that Contact III and IV both top out at level 55. The difference in these two is how much damage they do at what level. At level 35, Contact IV WILL do more damage than Contact II, even though the Rogue has not topped out either poison, this is due to the damage range of the poison.
Books on Poison (*edited by Barka)
As far as I know (this is a guide not a definitive writing) There are 11 different books on poisons. Most of them are straight forward on how to make the poison but do not hint at how hard they are to make, or what level of poison they will be. (Note: these books are not all written in Common)
First and foremost, poison making is not something you do with a few spare plat, because you want to be badass in combat. Poisons will make you more effective, but you MUST realize the penalty for using them. First, Poisons are expensive and time consuming. You WILL blow a lot of money on em even if you make your own vials. Most components are dropped off monsters so you will have to go out and 'farm' if you wanna keep any kind of supply on you. You have to SIT and apply the poison, you must remain seated while it is applying. (this checks your apply poison skill... you rarely fail to apply a poison you can make, but the higher your apply poison skill the faster you can get the poison on your blade and stand back up.) Now if you still aren't shying away from poison making, You are ready to roll.
Tools of the Trade
To actually make the poison, you will combine 3 (or more) things in a Mortar and Pestle. You can pick one of these up in 3 places. Dagnors Cauldron, Firiona Vie, and West Karanas. (see Reagent List for more detailed locations.) You will combine a poison vial (Regular, Lined, or Sealed), a Suspension (Regular, Constrict, Larent, or Ethereal), and finally the actual component that you farmed or bought. The first poison that you should try just to get used to it is known as "Spider Venom" this is a Weaken I type poison, and is fairly useless, but it is cheap to make, easy to farm the items, and helps bring up your apply skill if you haven't used poisons before.
In your Mortar and Pestle, put one suspension, one poison vial, and 2 UNSTACKED spider venom sacs. (gotten off almost any spider larger than a spiderling.) Then press Combine. One of two things will happen. This poison trivials out at 20, so it should be pretty much trivial to you already. If you succeed, then you now have an unstackable poison bottle, if you failed you will be given your vial back, and the rest of the items destroyed.
Applying your poison
Once you have your poison, to apply your poison to your blade, just right click the poison. Unlike drinking you can also do this from inside bags. You will get either a "you have successfully applied" or "you have failed to apply" message. If you fail, your blade is not poisoned, and your poison is GONE. If you are standing when you try to apply, you will automaticaly sit down and start applying.
- Once your poison is applied to your weapon, the poison is gone, you can not retrieve it.
- Poisoned blades do not last through zoning. (if you zone, the poison on the blade is GONE)
- Poisons are uninterruptable, and will fire off on the first successful hit, that is not a backstab.
- The way the game works is to apply the poison to your primary hand slot, you can not poison one blade, move it to secondary and then poison another blade. The game is not actually poisoning the weapon, just the weapon slot. You can prove this by poisoning with a contact poison then removing your weapons.
- Injected poisons MUST have a piercing weapon to proc.
- Poisons, CAN be resisted, and the resists are based off of the level you are to the monster, and it's resist to POISON, even flesh rot is a POISON.
Based on spdat.eff parse from January 2001.
Berserker Madness I +STR 6 (L1) to 47 (L42); +AC from 0 (L1) to 6 (L42); -HP from 11 (L1) to 52 (L42); DoT for 30 (L1) to 235 (L42); 30 sec Berserker Madness II +STR 6 (L1) to 55 (L50); +AC from 0 (L1) to 8 (L50); -HP from 11 (L1) to 60 (L50); DoT for 30 (L1) to 275 (L50); 30 sec Berserker Madness III +STR 26 (L1) to 80 (L55); +AC from 0 (L1) to 17 (L55); -HP from 11 (L1) to 65 (L55); DoT for 155 (L1) to 425 (L55); 30 sec Berserker Madness IV +STR 41 (L1) to 100 (L60); +AC from 0 (L1) to 18 (L60); -HP from 11 (L1) to 70 (L60); DoT for 305 (L1) to 600 (L60); 30 sec Blinding Poison I -ATK by 5 (L1); Blinds; 42 seconds Blinding Poison II -ATK by 5 (L1); Blinds; 72 seconds Blinding Poison III -ATK by 5 (L1); Blinds; 102 seconds Brittle Haste I +10% Attack Speed; -AC from 2 (L1) to 14 (L40); -STR from 11 (L1) to 55 (L45); 60 seconds Brittle Haste II +15% Attack Speed; -AC from 2 (L1) to 16 (L48); -STR from 11 (L1) to 58 (L48); 72 seconds Brittle Haste III +20% Attack Speed; -AC from 2 (L1) to 18 (L54); -STR from 11 (L1) to 69 (L59); 84 seconds Brittle Haste IV +25% Attack Speed; -AC from 2 (L1) to 20 (L60); -STR from 11 (L1) to 70 (L60); 96 seconds Contact Poison I -HP from 5 (L1) to 141 (L35) Contact Poison II -HP from 5 (L1) to 177 (L44) Contact Poison III -HP from 13 (L1) to 221 (L55) Contact Poison IV -HP from 13 (L1) to 445 (L55) Dizzy I -AGI from 5 (L1) to 25 (L40); -AC from 3 (L1) to 15 (L40); 180 seconds Dizzy II -AGI from 5 (L1) to 29 (L45); -AC from 3 (L1) to 17 (L48); 180 seconds Dizzy III -AGI from 5 (L1) to 32 (L54); -AC from 3 (L1) to 19 (L54); 180 seconds Dizzy IV -AGI from 5 (L1) to 35 (L60); -AC from 3 (L1) to 21 (L60); 180 seconds Feeble Mind I -Mana from 7 (L1) to 217 (L36) Feeble Mind II -Mana from 7 (L1) to 265 (L44) Feeble Mind III -Mana from 7 (L1) to 301 (L50) Feeble Mind IV -Mana from 7 (L1) to 355 (L59) Flesh Rot I -HP by 5 (L1); DoT 152 HP (38 ticks); -DEX from 6 (L1) to 43 (L38); 228 seconds Flesh Rot II -HP by 5 (L1); DoT 184 HP (46 ticks); -DEX from 6 (L1) to 51 (L46); 276 seconds Flesh Rot III -HP by 5 (L1); DoT 232 HP (58 ticks); -DEX from 6 (L1) to 63 (L58); 348 seconds Injected Poison I -HP from 2 (L1) to 38 (L37); DoT 10 (L1) to 190 (L37) in 5 ticks; 30 seconds Injected Poison II -HP from 2 (L1) to 46 (L45); DoT 10 (L1) to 230 (L45) in 5 ticks; 30 seconds Injected Poison III -HP from 2 (L1) to 49 (L48); DoT 10 (L1) to 245 (L48) in 5 ticks; 30 seconds Injected Poison IV -HP from 2 (L1) to 59 (L58); DoT 10 (L1) to 295 (L58) in 5 ticks; 30 seconds Injected Poison V -HP from 3 (L1) to 121 (L60); DoT 35 (L1) to 625 (L60) in 5 ticks; 30 seconds Liquid Silver I -HP from 16 (L1) to 250 (L40); Undead Liquid Silver II -HP from 16 (L1) to 298 (L48); Undead Liquid Silver III -HP from 16 (L1) to 370 (L60); Undead Lower Resists I -All Resists EXCEPT Poison from 3 (L1) to 10 (L14); 180 seconds Lower Resists II -All Resists EXCEPT Poison from 3 (L1) to 15 (L24); 180 seconds Lower Resists III -All Resists EXCEPT Poison from 3 (L1) to 20 (L34); 180 seconds Lower Resists IV -All Resists EXCEPT Poison from 3 (L1) to 30 (L54); 180 seconds Muscle Lock I -Movement from 31% (L1) to 40% (L10); 1 tick/level Muscle Lock II -Movement from 31% (L1) to 50% (L20); 1 tick/level Muscle Lock III -Movement from 31% (L1) to 55% (L25); 1 tick/level Muscle Lock IV -Movement from 31% (L1) to 60% (L30); 1 tick/level Paralyzing Poison I Root; -Attack Sped by 50% (L1); 42 seconds Paralyzing Poison II Root; -Attack Sped by 50% (L1); 72 seconds Paralyzing Poison III Root; -Attack Speed by 50% (L1); 102 seconds Poison Animal I -HP from 16 (L1) to 250 (L40); Animal Poison Animal II -HP from 16 (L1) to 298 (L48); Animal Poison Animal III -HP from 16 (L1) to 370 (L60); Animal Poison Summoned I -HP from 16 (L1) to 250 (L40); Summoned Poison Summoned II -HP from 16 (L1) to 298 (L48); Summoned Poison Summoned III -HP from 16 (L1) to 370 (L60); Summoned System Shock I -HP from 5 (L1) to 149 (L37); Push target back 1 foot; Stun 0.0 seconds? System Shock II -HP from 5 (L1) to 181 (L45); Push target back 1 foot; Stun 0.0 seconds? System Shock III -HP from 5 (L1) to 233 (L58); Push target back 1 foot; Stun 0.0 seconds? System Shock IV -HP from 5 (L1) to 241 (L60); Push target back 1 foot; Stun 0.0 seconds? System Shock V -HP from 15 (L1) to 555 (L55); Push target back 1 foot; Stun 0.0 seconds? Weakening Poison I -STR from 2 (L1) to 34 (L33); 1 tick/level Weakening Poison II -STR from 2 (L1) to 43 (L42); 1 tick/level Weakening Poison III -STR from 2 (L1) to 54 (L53); 1 tick/level Weakening Poison IV -STR from 2 (L1) to 61 (L60); 1 tick/level
List is sorted by 'approximate' Trivial Level based on a combination of Type and exact trivial levels for several known poisons. Vial refers to poison vial (Reg), lined poison vial (Lin), or sealed poison vial (Seal). 'Susp' refers to suspension (Reg), constrict suspension (Con), larent suspension (Lar), or ethereal suspension (Eth). Rgnt1, 2, and 3 refer to reagents used in recipe aside from vial and suspension. Underlined reagents are purchased from vendors. Reagents that are not underlined are farmed unless otherwise noted. Bold reagents are unstackable. 'Cp Cost' is raw price in copper assuming you make regular/lined/sealed vials; buying sealed vials will raise cost ~6300 copper. (Could use verification of recipes and trivials on p1999).
Note: One star = quested. Two stars = manufactured.
Fine Plate Dye Recipes
While less useful to a rogue unless they are also a blacksmith, dyes for fine plate use the Make Poison skill when made in a mortar and pestle. This can be a much cheaper way of reaching 36 in the skill, as the shop-bought components barely cost more than 2gp, compared to the 5gp required for each suspension. If you are buying your poison vials for 1.5pp, the difference is even more dramatic.
|Dye Name||Colour||TRIV.||REAGENT 1||REAGENT 2||REAGENT 3||cp.||Main reagent source|
|Black Extract||black||36?||Charcoal||Empty Vial||Water Flask||219||various elementals, elemental warriors in The Hole, iron & stone guardians in Nektulos, golem-types, including Terror (plane of Fear)|
|Permafrost Extract||Blue||36?||Permafrost Crystals||Empty Vial||Water Flask||219||many creatures in Permafrost, on ground in Dire Wolf Pens in Permafrost, ground spawn on the golra island in Timorous Deep|
|??||brown||36?||Russet Oxide||Empty Vial||Water Flask||219||various elementals, also some lying on ground in Steamfont, an earth elemental in Najena, in The Hole iron & stone guardians in Nektulos|
|Evergreen Extract||green||36?||Evergreen Leaf||Empty Vial||Water Flask||219||found lying on ground in Greater Faydark, lighter shade of green, uncommon and hard to see|
|Sarcoscypha Extract||red (berry)||36?||Sarcoscypha Fungus||Empty Vial||Water Flask||219||fungus types in Upper Guk & Innothule Swamp, on ground in LFay Faerie camp|
|Red Rust Extract||red (rust)||36?||Iron Oxide||Empty Vial||Water Flask||219||various elementals, also some lying on ground in Steamfont, elemental warriors in The Hole, iron & stone guardians in Nektulos|
|??||yellow||36?||Jack-O-Lantern Fungus||Empty Vial||Water Flask||219||on ground in LFay Faerie camp, scarecrow types in WK, Unrest, etc.|
See: Fine Plate Dyes