Toxicology

Vast OnumPoison

Root Effect • Passive • Knowledge


The study of poisons is an interesting one. Toxicology is both good for Antidote makers and Poisoners. It is a requirement to create poisons for things immune to poison by type. More advance Toxicology will make your Antidotes and Poisons craft more potent.


Passive Knowledge

You can recognize any Tier 1 poison. Concoction or otherwise. You can determine if a substance is either an Herbal or Synthetic Poison.

This also gives you a chance to detect poisons within 3 Tiles which are normally impossible to sense. This is resolved by the Detection & Stealth Mechanic, with the Stealth value being determined by the crafter’s Stealth.

You also know what materials are poisonous to Tier 1 Non-Biological Characters and Units, and may craft poisons which overcome Poison Immunity with the Synthetic Effect Tree.

Poison Overview

Tier 1 Poisons may only apply to a target if they are imbibed or introduced into the blood stream through direct damaging contact.

Tier 2 Poisons may be applied in the same ways as Tier 1, but they may also be applied by non-damaging contact and splash effects.

Tier 3 Poisons may be applied in the same ways as Tier 1 and Tier 1, but they may also be applied by inhalation.

Tier 4 Poisons may be applied in all the ways of the previous tiers, and also have special application methods which increase their potency.


Vital Statistics Adjustment

Awareness: +10

Unlocking Toxicology

Potential Cost: 10
Requirements
Minimum Level: 1


Toxicology Branch Effects

• wip



You know poisons? A good grasp on what can gunk up any system. That’s the basics of toxicology.
— Element, Morridoan Cleft


The Developer

If you stumbled here by accident, that’s all gravy. We use these pages in our archives as templates, style guides, reference content, and reusable assets. I’m also getting to write the FAQ, which is fun.

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Herbal

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Synthetic