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  1. #1

    Food poisoning by foraging aka Herbalism

    What if your knowledge of plants (and fruits and berries) will (painfully) make you aware of what you can eat safely (or mixing with other ingredients to make it lesser poisoning) the herbs that you found ?

    Poisoning could range from getting sick and vomiting for 10 minutes to temporary stat/skill decrease or worst.

    By experiencing the foraging you will learn what it can do for you (and it is character based, it doesn't count if you read on a wiki page, you need to experience it first hand).
    -----------------
    Pflip
    (a.k.a. : Jasper, Damitandil)

    Online CV (executive summary) :

    UO (PB), DAOC (PB,OB),Asheron Call, Shattered Galaxy, Warbirds (PB, OB, GM), WWII online (PB, OP), Earth & Beyond (PB,OB), EVE Online(OB), Lineage II, WOW (OB), Roma Victor (PB, OB), LOTR (PB, OB),SWG (OB), WH Online, Darkfall (OB), AION, STO (OB), Fallen Earth, Xsyon (OB)

    PB = Private Beta ; OB = Open Beta

  2. #2
    poisoning would need a cure/remedy and perhaps salvea made by an "herbalist." Certain plants could give differn't short term benefits much as potions do in other mmos.

  3. #3
    Copied this from an old RPG called Wenches and Witches. Of course it is not necessary for the system to be this complex but just thought I would add it since I think that poison is a really great idea. Some of my best memories playing UO had to do with poisoning. Anyone remember the classic poisoned pie left on the street in Brittania?

    There are several categories of Poisons: ingestive, insinuative, dual vector, and contact.
    Ingestive poisons must be swallowed, usually by inclusion in food or drink. Insinuative poisons must be applied to open wounds. Blade venom is insinuative, but there are other insinuative methods. Dual vector poisons have some effect whether ingested or insinuated. Contact poisons need only touch skin to begin having effect.

    Poisons also have different injurious effects and aftereffects.

    Sleep-type poisons
    Depending on potency, they may cause grogginess or faint. Victim may swoon and collapse, or prefer to lie down. The poison affects the brain, such that the victim must sleep, and from there fall into deeper unconsciousness, coma, and (if appropriate) death. Partial effects include a grogginess which causes temporary minor reduction in all ability scores lasting not more than a few hours in the extreme case. Any damage is general.

    Paralyzing poisons
    More often insinuative than ingestive. They attack the nervous system, causing muscles to tighten uncontrollably. If insinuated, the paralysis spreads from the wound site, and kills by paralyzing vital organs. If ingested, it tends to paralyze from the extremities inward. Partial effects include reduction of movement (as if one encumbrance greater) due to residual weakness and soreness for up to several days, accompanied by reduced strength and dexterity for not more than a few days. Damage is spread through affected areas.

    Systemic poisons
    Almost always ingested, rarely insinuated. They attack the digestive system causing severe symptoms, and spread to the respiratory system. The symptoms are incapacitating and debilitating, until death either by internal hemorrhage or by exhaustion. Partial and residual effects include loss of stamina, muscle, and dexterity. Damage is general.

    Necrotic poisons
    Almost always insinuative, almost never ingestive. Like snake bites, they cause tissue death around the site. This is severely painful, and may require saves. Damage tends to be localized. There may also be long-term reduction in charisma, dexterity, and strength requiring treatment to recover.

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