Instant Poison VI
Rank 6 · Rogue · Poisons · changed
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Classic Era 1.15.9.69722
Instant Poison VI
Rank 6
3 sec cast
Requires Rogue
Requires level 60
Reagents: Dust of Deterioration (4), Crystal Vial
Coats a weapon with poison that lasts for 30 minutes.
Each strike has a 20% chance of poisoning the enemy which instantly inflicts 112 to 148 Nature damage. 115 charges.
Forever Beta 1.60.1.69893
Instant Poison VI
Rank 6
3 sec cast
Requires Rogue
Requires level 60
Reagents: Dust of Deterioration (4), Crystal Vial
Coats a weapon with poison that lasts for 30 minutes.
Each strike has a 20% chance of poisoning the enemy which instantly inflicts 76 to 100 Nature damage. 175 charges.
What changed from Classic Era 1.15.9.69722
| Field | Classic Era 1.15.9.69722 | Forever Beta 1.60.1.69893 |
|---|---|---|
| Description | Coats a weapon with poison that lasts for 30 minutes. Each strike has a 20% chance of poisoning the enemy which instantly inflicts 112 to 148 Nature damage. 115 charges. | Coats a weapon with poison that lasts for 30 minutes. Each strike has a 20% chance of poisoning the enemy which instantly inflicts 76 to 100 Nature damage. 175 charges. |
| Effects | 1 entry | 3 entries |
| Kind | class | secondary |
Technical fields (1)
Bitmasks, expansion numbers and the client's own unnamed columns. They changed, and nothing a player sees changed with them.
| Field | Classic Era 1.15.9.69722 | Forever Beta 1.60.1.69893 |
|---|---|---|
| Raw Description | Coats a weapon with poison that lasts for 30 minutes. Each strike has a 20% chance of poisoning the enemy which instantly inflicts $11337s1 Nature damage. 115 charges. | Coats a weapon with poison that lasts for ${$m2/60} minutes. Each strike has a $11340h% chance of poisoning the enemy which instantly inflicts $11337s1 Nature damage. $m3 charges. |
Effects
| # | Effect | Aura | Value | Period | Radius | Chain | Trigger |
|---|---|---|---|---|---|---|---|
| 1 | 24 | 1 | |||||
| 2 | 3 | 1800 | |||||
| 3 | 3 | 175 |
Effect and aura numbers are the client's enum ids; values follow the vanilla base-points-plus-die-sides rule with level scaling at the spell's max level.
