Poison (no ontology)
From Mazeworld
SU Tempest (Talk | contribs) (→Causes and effects) |
SU Tempest (Talk | contribs) (→Venom poisoning) |
||
(13 intermediate revisions not shown) | |||
Line 1: | Line 1: | ||
- | + | Poisoning in [[MazeWorld]] exists in two major forms, which work in very different ways: '''Cyanide poisoning''', and '''Venom poisoning'''. | |
- | + | Virtually all [[Crafting]] blueprints for the creation of poison ammunition can use either [[Cyanide]] or [[Venom]], in order to create the relevant variant. Nearly all [[Food]] items can also be spiked with either type of poison to produce similar effects when eaten. Note that a poison-laced food item does not negate nutrition. | |
- | + | ||
- | + | [[Hospital room|Hospital rooms]] can cure both types of poisoning, at varying rates. | |
- | + | ||
- | + | == Cyanide poisoning == | |
+ | ''See [[Secondary effects#Body-affecting|Cyanide poisoning]].'' | ||
- | + | == Venom poisoning == | |
- | + | Venom is the primary type of poison in MazeWorld. Poison attacks from [[Encounters|enemy creatures]] are all Venom-type poison, and there exists [[Venom]] syringes as well as venom-tipped ammunition. It is also possible to spike food items with venom, in which case the food item gains an additional Venom poisoning effect, equal to the one it would have with a direct injection. | |
- | + | Natural attacks capable of inflicting venom poisoning only need to inflict at least 1 [[limb damage]] successfully in order to poison the target. If a poison attack fails to cause limb damage, the target is not poisoned. | |
- | + | The antidote to Venom is [[Universal antivenom]]. | |
- | + | When afflicted with Venom-type poison, a statistic, the Venom counter, is used to track the quantity of Venom in the sufferer's bloodstream. Each successful hit with a Venom-type poison attack increases the Venom counter by 1 point. Venom is not naturally eliminated; Universal antivenom must be used. Certain [[Bionics]] may also help with eliminating poison. | |
- | + | ||
- | + | ||
- | + | ||
- | + | How badly Venom will affect a creature directly depends on their [[Blood]] counter; the amount of Venom is compared to the amount of Blood. | |
- | + | '''NOTE:''' There can be no more Venom than there is Blood still inside the creature. Therefore, the maximum theoretical amount of Venom in a creature's systems can be no higher than the max amount of Blood, although it is truly capped by actual Blood remaining, not max Blood. | |
- | + | ||
- | + | ||
- | + | === Effects === | |
+ | |||
+ | {| | ||
+ | | '''Venom rate''' | ||
+ | | 0% | ||
+ | | colspan="2" | >0%, <25% | ||
+ | | colspan="2" | >25%, <50% | ||
+ | | colspan="2" | >50% | ||
+ | |- | ||
+ | | '''Limb damage suffered''' | ||
+ | | No effects | ||
+ | | colspan="2" | [[Limb damage|-1 HP/turn]] | ||
+ | | colspan="2" | [[Limb damage|-2 HP/turn]] | ||
+ | | colspan="2" | [[Limb damage|-4 HP/turn]] | ||
+ | |} | ||
+ | |||
+ | Every turn, the venom affects and causes limb damage to '''a random body part'''. | ||
+ | |||
+ | Venom rate refers to the amount of Venom compared to the amount of Blood in the sufferer's bloodstream. | ||
+ | * For instance, if a Contestant currently has 16.4 Blood and 5.0 Venom, this would translate to a Venom poisoning rate of 30.5%. Since it is superior to 25%, but inferior to 50%, this Contestant will lose 2 HP per turn on a random body part, until healed, thus translating to a very severe condition. | ||
== See also == | == See also == | ||
+ | *[[Secondary effects#Body-affecting|Cyanide poisoning]] | ||
*[[Statistics]] | *[[Statistics]] | ||
*[[Food]] | *[[Food]] | ||
*[[Medical aid]] | *[[Medical aid]] | ||
*[[Death]] | *[[Death]] |
Latest revision as of 14:37, 10 October 2017
Poisoning in MazeWorld exists in two major forms, which work in very different ways: Cyanide poisoning, and Venom poisoning.
Virtually all Crafting blueprints for the creation of poison ammunition can use either Cyanide or Venom, in order to create the relevant variant. Nearly all Food items can also be spiked with either type of poison to produce similar effects when eaten. Note that a poison-laced food item does not negate nutrition.
Hospital rooms can cure both types of poisoning, at varying rates.
Cyanide poisoning
See Cyanide poisoning.
Venom poisoning
Venom is the primary type of poison in MazeWorld. Poison attacks from enemy creatures are all Venom-type poison, and there exists Venom syringes as well as venom-tipped ammunition. It is also possible to spike food items with venom, in which case the food item gains an additional Venom poisoning effect, equal to the one it would have with a direct injection.
Natural attacks capable of inflicting venom poisoning only need to inflict at least 1 limb damage successfully in order to poison the target. If a poison attack fails to cause limb damage, the target is not poisoned.
The antidote to Venom is Universal antivenom.
When afflicted with Venom-type poison, a statistic, the Venom counter, is used to track the quantity of Venom in the sufferer's bloodstream. Each successful hit with a Venom-type poison attack increases the Venom counter by 1 point. Venom is not naturally eliminated; Universal antivenom must be used. Certain Bionics may also help with eliminating poison.
How badly Venom will affect a creature directly depends on their Blood counter; the amount of Venom is compared to the amount of Blood.
NOTE: There can be no more Venom than there is Blood still inside the creature. Therefore, the maximum theoretical amount of Venom in a creature's systems can be no higher than the max amount of Blood, although it is truly capped by actual Blood remaining, not max Blood.
Effects
Venom rate | 0% | >0%, <25% | >25%, <50% | >50% | |||
Limb damage suffered | No effects | -1 HP/turn | -2 HP/turn | -4 HP/turn |
Every turn, the venom affects and causes limb damage to a random body part.
Venom rate refers to the amount of Venom compared to the amount of Blood in the sufferer's bloodstream.
- For instance, if a Contestant currently has 16.4 Blood and 5.0 Venom, this would translate to a Venom poisoning rate of 30.5%. Since it is superior to 25%, but inferior to 50%, this Contestant will lose 2 HP per turn on a random body part, until healed, thus translating to a very severe condition.