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Herbalist poisons, for combat use

Herbalist poisons, for combat use
Posted 3 days ago
Please link to me if anyone else has already made a similar suggestion!

Our herbalists/healers can already make a huge assortment of remedies from healing salves to distemperment cures. While we have lucky feet, talents, and healing salves to boost the odds of our lead wolves winning battles-- combat can still be fairly difficult.

I propose an alternative for our herbalists, a new way for them to help our lead wolves in battling. Suppose there was a small assortment of rare herbs, perhaps ones that cannot be traded for at Herbert's as to increase the difficulty, that a skilled herbalist could use to craft a basic poison. The herbalist might need to be a certain level of proficiency to research this poison, and perhaps they can only craft one per day. This poison, or poisons (some could be more effective against specific opponents, some could only be effective if used in a certain way ei. you may have to use bite to cause bleeding before administering a poison), would then have a similar effect on the opponent as when our lead wolves are poisoned-- as, to my knowledge, there is no other way to poison an opponent.

This could give players a unique advantage in combat, one that is difficult to achieve but significant in its benefits.

Thoughts?
Sully
#8794

Posted 3 days ago
kind of like that idea
So to piggy back off of this, if they did make something like this- I think it would be best done with an alchemist role rather than an herbalist role. Perhaps the alchemist could mix other things as well... like attractants for certain enemies, or even attractants for nbws. There could even be different types of potions (Poison, sleep, paralysis, or even confusion that could cause the enemies to hurt themselves or see double and even target the wrong version of "you" when fighting).
Quiet Voices
#1558

Posted 3 days ago
I absolutely love that idea, so creative !!!
Sully
#8794

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