Board Thread:Suggestions forum/@comment-29620769-20180716115143/@comment-26553378-20180721215337

Someone's made a suggestion about this before... I remember making a giant comment that was basically a second suggestion under it. Might have been you... Try doing a google search of "site:https://lotrminecraftmod.wikia.com  " that site tag tends to be helpful

anyway, on to reading the thing :)

So... quick clarification Venom = most efficient via injection (stab), example: Spider, scorpion, snake Poison = most efficient via ingestion (nom), example: nightshade, dart frog, blue ring octopus

Your "poisons" would likely be divided as such (I may or may not have remade them also, feel free to spice up your poisons with partial or full implementations of these ideas):

Spider/Scorpion: V - nausea could be possible if lighter than normal drunkeness - blindness at highest attainable tier as well as lore-only tiers. - slowness (I do not know what max potency is, but probably starting at II and increasing to VI with VII reserved for shelob or other lore-spiders) - mining fatigue (none at bottom, maybe bottom 2, scales by 1 each level) - poison, increments every other or every third level - wither at top attainable tier as well as lore-only tiers Wildberry: P - lots of nausea - top few tiers get blindness - random sound effects and occasional flashes of dangers in corners of vision - maybe heartbeat sound effect - possible blurred vision at random intervals (thaumcraft for reference) - wither I at first tier (well... poisoned drink), increments at final attainable, and maybe half-way - poison increments every other tier starting at second - Natural defense to injested poison. the player will spew food/drink particles at random intervals while poisoned. There is a chance that this will remove damaging effects, and lower time of hallucinations drastically Cyanide: P - Puking - light hallucinations (including heart beat and blurry vision, stacks with drunkenness) - seizures, random bouts of full slow/mining fatigue with blindness (very brief), may cause player to strike out - loss of bloodflow/oxygen as well as cardiac arrest - wither-like effect that starts low but quickly accelerates into a quick death Arsenic: P the poison acts like a disease, its subtle nature was used in murders which were not wanted to be detected, hence the nickname "inheritor's powder" (prince kill king) - after 10-80 minutes - random bouts of weakness/mining fatigue/maybe slow - eventually also begins giving light nausea when weakness/mining fatigue become constant - damage begins occuring, after about 20 seconds this will increase in rate rather rapidly simulating organ failure, or other deaths arsenic might cause. Morgul: P? possibly V due to sinister nature Pufferfish: P - heavy slurring without "*hic*" - evolves into slight hallucinations + nausea - eventually gains convulsions + puking - gains poison which quickly escalates :) Also maybe a bit of paralysis thrown in for fun Snake: V
 * Spider poison at least is typically intended to stun the prey, preferably completely save vitals and for a long time.
 * light hallucinations
 * high incapacitation
 * moderate weakness (I at second tier, then every other tier increments by 1)
 * light damage
 * I mostly agree with you
 * Heavy hallucinations
 * moderate poison
 * Puking
 * looking into some more actual effects of poisonous plants - convulsions, simulated by random uncontrollable movement of the player. the player should still be able to move on their own though. They are also able to be forced to swing during this, or even have a chance to shift a hotbar item. any attacks on NPCs due to this will not cause friendly NPCs to attack, but rather back away cautiously. kills only penalize half of normal align drop
 * I very much like your ideas on this, doing some research it appears you did quite well
 * early onset
 * full onset
 * rather hard to trace, deaths due to this poison will simply be " died."
 * copper can produce arsenic
 * to mimic its murderous, and not exactly violent nature, I think it should have a subtle onset, not immediate as the others are.
 * initial onset
 * full onset
 * puking may occur somewhere in there, though in this case it could not flush out the poison.
 * the only one here I can't actually research... I support your effects, with the addition of my "heavy hallucination" effects (minus nausea) as seen above. That would make it insanely effective in combat
 * hmm... webMD is useless
 * after a bit of research, I have discovered them to in fact be poisonous, not venomous as I had anticipated... this is quite fascinating
 * if applied as a venom it should be removable via fire
 * inital effects
 * fatal end effects
 * oh... uh... yeah, this is also typically paralytic. so... gonna say probably swap my things for spider down here then say spider is high-damage like you said. Just to provide some variety.

Perhaps a -1 potency mod if V is used as P or vice versa

puking only applies to ingested substances

All poisons become mixable. if 2 poisons are mixed that should not be able to be mixed the beverage/poison will become "unstable brew" with a bubbly animated texture, which will fizz down to "mug of sludge" or simply an empty mug.

in the case of a poisoned consumable the effect would not appear, if the poison is drunk directly the full effect list would appear, if it is administered via blade it would appear as "unknown poison", if it is obtained naturally (non-distilled included) it would appear as " poison"

Affects of symptoms on NPCS:
 * Hallucinations - irrational AI including fleeing in cases they might not normally, or even attacking comrades
 * Blurred Vision - chance to land a melee hit slightly reduced, ranged accuracy greatly reduced, may chase comrades only to stop a few blocks away.

poison bottles now have 4 uses, each use can be used to poison food items (2 uses, drinks take only 1, cakey things take 4), yield 4 durability of poison on a weapon (per use), or poison a projectile (1 use). Additionally, if you try poisoning a barrel/food without enough poison in the bottle, you will succeed in poisoning the consumable, but it will be a lower tier. (yes, it takes 4 bottles for a full barrel)

a poisoned consumable being in another players inventory, moved by another player, or shot from a dispenser/dropper should remove poisoner's ability to identify its being poisoned.

poisoned weapons should be ditto as ar as poisoner seeing poison specs. if it is renamed this does not apply. all other players simply see it as "&2Poisoned!"

well, that should about wrap it up :) thanks for reading through this.