#4012
Puffer fish, a monster with a non-poisonous bite but a passive poison attack. Its corpse conveys poison resistance pretty reliably but is always poisonous to eat, even if it’s been tinned.
Puffer fish, a monster with a non-poisonous bite but a passive poison attack. Its corpse conveys poison resistance pretty reliably but is always poisonous to eat, even if it’s been tinned.
Replace poison instadeath with a system where poison sticks around in your system for a fairly long time, allowing multiple doses to build up and eventually kill you if you’re careless. This means when faced with a swarm of poisoning monsters or orcs with poisoned arrows, you still have incentive to flee, but won’t cheaply die to the first one or two.
Noxious sphere, a sphere similar to its siblings in that it has an active explosion attack, but the explosion is of poison and creates a 3x3 (or larger) stinking cloud centered on the sphere.
Artifact The Poisoner’s Chalice, a chalice that can be dipped into types of potions that form poisonous coatings on weapons. When this happens, it gains charges and additionally gains the ability to coat weapons in that type of poison indefinitely. When a weapon is dipped into the chalice, it expends a charge and coats the weapon in the current type of poison. Invoking it switches the poison type to any of the ones it already has.
You can use booze potions to clean off your wounds, helping you recover faster. Poison wounds, specifically, though this is debatable because 1) the game doesn’t track wounds you got from poison and 2) alcohol can help treat infections, whereas poison isn’t an infection.
Healers should probably be able to do this more successfully than other roles.
The game should support poisoned bear traps (that deal extra poison damage much like a poisoned spiked pit does), and it should be possible for the player to manually poison a beartrap item.
Occasionally, when generating a level 6+ spellbook, set its opoisoned flag to true. You get “The book was coated in contact poison!” not as a random spellbook reading failure effect, but when you try to read a book whose opoisoned is set to true. Triggering the contact poison usually (but not always) clears the opoisoned flag, so it won’t be poisoned if you try to read it again.
Dipping a poisoned spellbook in any healing potion will neutralize the poison and use up the potion. Possibly, dipping it in a potion of sickness will poison the book, though this would be useless unless monsters read spellbooks.
Generalize cockatrice-egg mechanics to all eggs: eggs of acidic monsters will be acidic, eggs of poisonous monsters will be poisonous. Possibly even have a (reduced) chance of getting intrinsics from a monster egg.
Healers receive an alignment penalty from using poisoned weapons.
Inflicting poison damage on a monster, or killing it by poison, makes the corpse poisonous to eat.
Overhaul poison so that its effects are less random: some might still cause instadeath, but it would only be found in the late game or via bosses like Demogorgon and Scorpius; early game poison shouldn’t drain multiple stat points at once.
Debilitating wound system that expands on wounded legs. Includes wounded arms and various types of disease and poison, all of which provide various debuffs. Quaffing any healing potion cures all of these at once on top of its usual HP healing.
Condensing all of NetHack’s poison mechanics into one unified mechanic:
Differentiate between poison, which comes solely from ingesting it, and venom, which comes from getting toxins in your bloodstream from a bite, claw, or sting. Monsters like spiders can be both poisonous to eat and venomous when attacking.
Killer bees should hurt even more than they do currently, and their sting should poison 100% of the time, but they instantly die when they sting.
Poison is either changed or extended so that it is a lasting status condition that gives you negative HP regeneration, or some other source of this property is added.
Ideas around a system in which you can cook corpses:
Remove instances of “bad RNG” contributing to forms of instadeath or a disproportionate bad effect for a RNG decision made mostly or completely independently of the player’s decisions, because they just add randomness or variance to the outcome of the game: