Poisoning (Poison)
Poison rarely kills you outright in Last Frontier. First it’s a nuisance, then a hindrance, and on a long expedition it becomes a reason to change your plan: a poisoned character sees the target worse, shoots worse, and has a harder time getting out of a dangerous spot. Let’s break down where poisoning comes from, how it behaves over time, and how to clear it.
Where poisoning comes from
Right now, poison reaches you in combat from two sources: bites from venomous creatures and explosions with a toxic payload (including booby-trapped charges). With a venomous beast, the poison doesn’t trigger on every blow — it’s a chance on hit, so a drawn-out fight with such a target is more dangerous than a single random scratch.
A bite from a venomous creature builds up poisoning:
- Light poisoning — +2 to poison level;
- Moderate poisoning — +4;
- Severe poisoning — +6.
An explosion with a toxic payload works differently: it adds as much poison as is built into the charge itself, rather than a fixed tier from the list above.
Your poison level is your personal load. You see the exact value; nearby players see a poison icon above your character. It helps a medic notice someone affected, but does not replace your assessment of the load. See Overhead Badges for persistent indicators.
The effect over time
Poison gradually clears: the load drops by one every 60 seconds. A new poisoning episode has a full minute before the first reduction. If poison is already clearing, a new dose or partial treatment does not restart that minute. Clearing the load to zero resets the accumulated stage.
In parallel, the poisoning stage grows: with each step of the wear-off, while the poison still holds, the stage counter increases. In other words, leaving the fight doesn’t close out the problem right away — the load fades slowly, and for a while you remain under its effect. "I’m already out of the zone" doesn’t equal "I’m back in shape." Death clears poisoning: a respawned character starts with no poison in the system.
Toxic Weakness
If the poison level reaches 6 or higher, the Toxic Weakness condition kicks in. It hits the parameters you need most in combat:
- Perception −2;
- Hit chance −10;
- Run speed −5.
Weakness lasts until poison falls to 2 or below. Light antidote treatment can end it immediately: reducing the level from 6 to 2 is sufficient, for example. At a higher load, one dose may not be enough.
Treatment
Poison is treated with antidote medications that directly lower the load level. Currently available in the game:
- Antidote ointment — lowers the poison level by 4;
- Antidote bandage — lowers the poison level by 7 and additionally protects against bleeding.
On a successful application, a TOX mark flashes above the target — basic antidote treatment. Since Toxic Weakness only releases at level 2 and below, plan your treatment with a margin when poisoning is heavy: the bandage pulls the load down more sharply than the ointment.
What matters to the player
- Poison is especially dangerous when there’s no time to heal: the fight goes on, and the escape route still lies ahead. Keep an antidote at hand before a dangerous stretch.
- Don’t wait for the critical stage — the weakness in perception, accuracy and running will hit at exactly the moment you’re trying to break out from under fire.
- Check the remaining load: antidote treatment lowers it immediately, but weakness remains above 2 units. After sufficient treatment, you do not need to wait for slow natural decay.