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View Full Version : on the logic behind the poison recipes


EZ_shamuofxev
10-29-02, 07:57 AM
seeing some of the threads on combine attempts with multiple DNCs, here some hints for further experimentation:
- the tier 2 recipes are based on similar name/similar effect tier 1 recipes by swaping amber for mercury and adding one ingredient (we actually found the tier one first and then went for the tier 2 one for the sketch quest, greatly limiting the numbers of combines needed)
- all poison ingredients that are new have a best price around 6 p 3 g; that might give a starting point for finding new recipes
- if this pattern holds by around tier 4 you will need the marble mortar, which needs a pottery GM (or close) to produce in quantities (sucess rates around 50%). Also these are containers, so you wont find them in the bazaar on traders. Shamu Whitewale <br>
8th shawl, waiting for more<br>
<p><select name=Shamu Whitewale>
<option>Polarbear, Xev
<option>Trophy GM Potter (250)
<option>Master Fletcher(200)
<option>Master Smith(191)
<option>Master Jeweller(190)
<option>Master Brewer(181)
<option>Master Tailor(160)
<option>Master Cook(144)
<option>Master Alchemist(105)
</select>
<br>

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EZ_DIVISION FreeBirth
10-29-02, 11:16 AM
Uh there are no "tier 4" poisons, the spdat only shows "tier 1 and tier 2."

EZ_RanjaInno
10-30-02, 04:34 AM
... that would so suck.
I mean yeah, I had fun doing the vial, seal and sketch quests, but that was in the excited spirit of discovering new grounds. If the maximum we get out of the whole work are the current tier2 poisons, then it will most probably not be worth the hassle for those who start after us. Also: Why would we need the black marbled MP if there's no tier 3/4 - GM pottery just for 4 more slots, i kinda can't believe that.

Ranja
61 FatAssAssin
of Elder Force, Innoruuk

http://www.magelo.com/eq_view_profile.html?num=151996

Atus
10-31-02, 04:21 AM
Quote:Why would we need the black marbled MP if there's no tier 3/4 - GM pottery just for 4 more slots, i kinda can't believe that.

because folks lose 4 slots to carry a motar and pestle(which sucks ass with the amount of various gear I carry)..
with the 10 slot one, you lose nothing and still have the functionality of a motar and pestle.
for starters this is why I'd want it, not to mention undiscovered poisons that might use 7 or more ingrediants Atus
Infinite Vision

EZ_DominionAssassin
10-31-02, 05:26 PM
I heard a rumor that more 'exotic' poisons are yet to be found. Only tier 1 and 2 were put into the game the higher end ones are not put into the game until they are actually found/quested, thus no looking at spelldat beyond the initial tease.

I do so hope this is the case.

I have come across 3 nodrop poison-ish sounding goodies so far in PoP and I have them in the bank. (i.e. Terror Matriarch Venom Sack etc..) My theory is that 10 of these nodrop comps will be found and combined in the Black Mortar and produce some recipe or quest componant that may yet open a new chapter.

/dream off


Marauder Thurgle Tinglespine, Quellious
*Happy Spinetinglin' & May all yer spawn be Kwik!*