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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 own personal load: you see it yourself, while nearby players only notice a rough TOX# badge above your character (1, 2 or 3 — the higher the number, the worse it is). That’s handy for a group: a medic can instantly see who needs treatment, but the exact value stays yours.

The effect over time

Poison doesn’t linger forever — it gradually wears off. Once every 60 seconds, as long as the level is above zero, the load drops by one. An important detail: the first reduction happens only a full minute after the poison is received or changed, not on the next tick — fresh poisoning doesn’t lose a point instantly.

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.”

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.

You can’t clear this condition in a single gulp: it holds until the poison level drops to 2 or below. So with severe poisoning, a single light antidote may not be enough to immediately break out of the weakness.

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.
  • Remember the inertia: after treatment, the load and stage don’t fade instantly, so you should react ahead of time, not “on the run.”