Poison

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This article is about the damage type. For sickness from consuming tainted corpses, see food poisoning.

Poison is a damage type that appears in NetHack, and can occur from various hazards, attack methods and items that can all be potentially lethal to both heroes and monsters.

Description

As indicated above, poison damage can occur from several sources:

Poison is capable of weakening a hero or monster with additional HP loss, and for the hero this may be combined with damage to one of their physical attributes.[1] Poison from spiked pits, poisoned weapons, poison clouds, and poisonous attacks from monsters also have a chance of outright killing their victims:[2] The chance of attribute loss and instant death is applied per exposure, rather than per source, and the instadeath chance is always 15 the chance of attribute loss, with extra HP damage occuring otherwise—said damage will be 1-6 HP for thrown weapons and 6–15 otherwise. The game will print a message indicating when the effects of poison from any source occur.[3]

Poison resistance is a property that protects a hero or monster from poison damage by reducing or nullifying the amount of damage dealt, and it also prevents the possibility of instant death from exposure to poison.[4] Poison resistance also lowers the severity of the effects from quaffing a potion of sickness.

The following information pertains to an upcoming version (NetHack 3.7.0). If this version is now released, please verify that the information below is still accurate, then update the page to incorporate it.

Per commit d0b11fd2, poison no longer instantly kills the hero, and the effect is replaced by an additional 6 + 4d6 damage, half of which is subtracted from their maximum HP, and harsher lowering of attribute points.

Poisonous attacks

Poison attacks can have one of three damage types:

  • Poison that drains strength, which uses the AD_DRST damage type flag[5]
  • Poison that drains dexterity, which uses the AD_DRDX damage type flag[6]
  • Poison that drains constitution, which uses the AD_DRCO damage type flag[7]

A hero hit by a poison attack that is not blocked by magic cancellation has a 18 chance of the poison triggering:[8] this has a further 16 chance of decreasing the affected attribute, a 130 chance of being fatal outright, and otherwise deals .[9] Poison resistance blocks all of these effects, with a message printed accordingly.[10]

Poison breath attacks leave a trail of poison clouds behind covering the path of the ray, and any such rays of poison that hit a hero directly have a 13 chance of draining 2-4 points of dexterity (despite the attack using the AD_DRST flag), with a 115 chance of being immediately fatal, and otherwise deals 6–15 extra damage, with all of these effects blocked by poison resistance.[11]

Of note is that the guardian naga's spitting attack uses the AD_DRST damage type flag, even though it behaves as non-damaging blinding venom upon hitting a hero or monster—poison resistance therefore does not block this effect. Additionally, the erinys has a weapon attack that is poisonous independent of whether the physical weapon is poisoned.

A hero that is polymorphed into a monster with a poisonous attack and successfully lands one against a target without poison resistance has a 18 chance of the poison taking effect, with a further 110 chance of being outright fatal and otherwise dealing 6–15 extra damage.[12]

Magic cancellation can block the poison of melee attack types (including the erinyes' weapon attacks) from taking effect, but not from breath weapons or spitting attacks.

Poison clouds

Main article: Poison cloud

Poison breath, scrolls of stinking cloud and lava plumes on the Plane of Fire all produce poison clouds that cause any heroes and monsters caught within them to take constant poison damage unless they have poison resistance or move outside of the clouds, and also causes coughing and blindness even if they have poison resistance.[13][14] See the linked article for more details on the dungeon feature.

Poisonous monsters

Several monsters are poisonous to consume, whether by eating their corpse or glob, or else by consuming them directly with a digestion attack: the M1_POIS monster flag used within monst.c governs whether or not a monster is poisonous.[15] The hero has a 45 chance of being poisoned from eating a poisonous monster or its corpse, which causes up to 15 HP of damage and drains 1-4 points of strength[16]—this does not apply to tins of poisonous monsters, presumably due to the most edible parts being preserved by the tinning process (including ones the hero makes with a tinning kit). Poison resistance blocks these effects, and pets eating corpses and globs will avoid poisonous ones unless they have poison resistance.

While eating a poisonous corpse or glob does not have a chance of instant death like other sources of poison, HP loss and strength drain always occur if the hero is poisoned and can still kill them as normal. A monster's corpse or body being poisonous is independent of that monster granting poison resistance when eating it, let alone the monster having poison resistance or even an attack that inflicts poison—see the list of poisonous monsters below for details. Additionally, a corpse being poisonous is independent of food poisoning from an old corpse: both hazards are separate and check for different resistances (poison resistance versus immunity to sickness), though they can occur simultaneously, e.g. a kobold corpse left by a kobold zombie or mummy.

The following monsters are considered poisonous to eat or digest directly:

Poisoned weapons

Various projectile weapons can be poisoned:

A hero without poison resistance that is hit by a poisoned projectile has a 45 chance of losing 1 point of strength, a 130 chance of the poison being fatal, and otherwise takes up to 6 HP of extra damage, with the chances applied for each individual projectile and all of these effects being blocked by poison resistance.[23][24] A monster without poison resistance that is hit by a hero's poisoned weapon or projectile takes up to 6 points of additional damage, with a 110 chance of the poison being fatal[25]—a monster hit with a poisoned weapon or projectile thrown or shot by another monster takes up to 6 points of additional damage, with a 130 chance of the poison being fatal.[26] Poisoned weapons and projectiles that hit a hero or monster ignore magic cancellation.

A hero's weapon that is poisoned has a weight-based chance of its poison wearing off after each hit.[27] Lawful heroes take a -1 penalty to alignment record for using a poisoned weapon (with a minimum of -10), and Samurai take a separate penalty to alignment record for using poisoned weapons.[28][29] Poisoned weapons that are dipped into a potion of healing, extra healing or full healing will lose their poison.[30]

Eating a poisoned weapon while in the form of a metallivore or gelatinous cube has the same effects on strength and HP as eating a poisonous corpse, including poison resistance (which cubes naturally have) blocking both effects.[31]

Poison traps

Four different types of trap, including container traps, can poison the hero and sometimes other monsters:[32]

  • Container traps can release noxious gas which abuses constitution, and will deal damage with a 13 chance of lowering strength, a 115 chance of being fatal and otherwise dealing 6–15 damage.[33] Poison resistance prevents instadeath and blocks damage to HP or attributes, and there is a luck-dependent chance of the gas blowing away before it can do any harm.[34][35]
  • Container traps can also fire a poisoned needle which abuses constitution, and will deal damage with a 12 chance of lowering constitution, a 110 chance of being fatal and otherwise dealing 6–15 damage.[36] Poison resistance prevents instadeath and blocks damage to HP or attributes, and there is a luck-dependent chance of the needle missing.[34][37]
  • Dart traps that activate and fire a dart at a hero or monster have a 16 chance of the dart being poisoned[38][39][40][41]—as with thrown poisoned darts, they have a further 12 chance of lowering constitution and a 110 chance of being deadly, and otherwise deal up to 6 extra points of damage.[26] Poison resistance blocks all of these effects.
  • Spiked pits have a 16 chance of poisoning the victim each time they fall into one, including falling into the same pit repeatedly[42]—the poison from the spikes has a further 12 chance of lowering strength and a 18 chance of being fatal, and otherwise deals 6–15 damage, with strength loss occurring if life saving triggers in response to fatal poisoning or HP damage.[43] Poison resistance blocks all of these effects.

Strategy

The threat of an instant and unceremonious defeat to a poisoned trap or weapon means that poison resistance is a highly critical property to obtain for any hero at the beginning stages of any NetHack game, to the point that certain roles have more leeway in how far they can explore the early dungeon versus others.

The Barbarian is one of the most clear examples of this, being a strong melee role that starts with poison resistance, while Monks gain the property at experience level 3, and can easily gain the required experience with their martial arts. Orcish heroes in roles that lack poison resistance have somewhat better survival chances early on compared to other races in that same role, though this is also subject to tradeoffs elsewhere (such as lower strength caps and mental stats). Healers start with poison resistance, and while this does give them something of an edge over other casting roles, they are also generally more fragile and restricted in several other aspects.

Intrinsic poison resistance is granted by eating any of a large variety of corpses—as indicated by the list of poisonous monsters in the table below, many of these corpses are poisonous themselves, and loss of strength and carrying capacity can spell a hero's doom early on, so it is not advisable to eat them without some way of avoiding or curing strength loss. Even monsters that have non-poisonous corpses which grant the intrinsic, such as quasits and puddings, can use poisonous attacks or prove hazardous in other ways—tins and corpses of quivering blobs, naga hatchlings, and red and brown molds are among the sources that are safest to eat. See the poison resistance article for a comprehensive list of monsters that grant poison resistance when eaten.

Precautions

There are many precautions a hero can take to make poison less perilous to deal with. For poisonous corpses, applying a tinning kit to a poisonous corpse will remove the risk of poisoning, a worn ring of sustain ability will prevent attribute damage from eating the corpses, and applying a non-cursed unicorn horn, quaffing a potion of restore ability or successfully casting the restore ability spell can repair attribute damage. If all else fails, successful prayer can also potentially restore attributes: a hero being overtaxed while having lost at least four points of strength is considered a major trouble, while having any reduced attributes at all is a minor trouble.

For dealing with other sources of poison, wearing extrinsic sources of poison resistance such as an amulet versus poison is ideal to both significantly reduce poison damage and widen the amount of safely edible corpses available, including ones that you can obtain the intrinsic from—even once you obtain the intrinsic, it may be worth keeping an extrinsic source or two in case you lose it to a throne or a gremlin attack.

If you lack even an informally known source of poison resistance, high magic cancellation can protect against poisonous melee attacks, and it is already wise to avoid randomly using unknown scrolls and potions to minimize the odds of quaffing a potion of sickness or randomly reading a scroll of stinking cloud; in the latter case, the scroll can be discharged harmlessly by selecting a far away square out of range. Dip-testing using projectiles such as arrows and darts can reveal the identity of a potion of sickness without the risk of quaffing it, though this will use up the potion in the process, and some other potions such as oil can also be used up this way. While dart traps and spiked pits can be difficult to find without tripping them, early dart traps in particular are often marked by corpses of their previous victims, and other monsters that walk into the traps can serve as indicators, especially if the trap killed them.

The following information pertains to an upcoming version (NetHack 3.7.0). If this version is now released, please verify that the information below is still accurate, then update the page to incorporate it.

Unicorn horns can no longer restore strength, and praying as described here does not work.

Statistics

The table below is a quick review of general poison sources and which ones can be deadly:

Source Chance of extra damage Chance of deadly poison Chance of stat damage
Monster melee attack 1 in 8 successful attacks that are not blocked by magic cancellation 1 in 30 poisoned attacks 1 in 6 chance of damaging strength, dexterity or constitution
Monster ranged weapon always 1 in 30 successful hits 4 in 5 chance of damaging strength
Poisoned dart trap 1 in 6 1 in 10 poisoned hits 1 in 2 chance of damaging constitution
Poisoned spiked pit 1 in 6 1 in 8 'poisoned' falls 5 in 8 chance of damaging strength
Noxious gas container trap depends on luck 1 in 15 chance 1 in 3 chance of damaging strength
Poisoned needle container trap depends on luck 1 in 10 chance 1 in 2 chance of damaging constitution
Poison blast attack from an iron golem or green dragon always 1 in 15 chance 1 in 3 chance of damaging dexterity
Poisonous corpse 4 in 5 none always damages strength, deals d15 HP damage

List of poisonous monsters

This more detailed table lists monsters that are either poisonous or have poisonous attacks, and whether they also possess poison resistance, grant poison resistance, or have some combination of the aforementioned traits:

Monster name and glyph Poison attacks? Poisonous corpse? Poison resistance? Grants intrinsics? ExpandNotes
a killer bee Sting 1d3 (drains strength) Yes Yes Poison resistance (30%) Very fast and appears in groups
a soldier ant Sting 3d4 (drains strength) Yes Yes Poison resistance (20%) Very fast and appears in groups
a giant beetle None Yes Yes Poison resistance (33%)
a queen bee Sting 1d8 (drains strength) Yes Yes Poison resistance (60%) not randomly generated
normally appears only in beehives
@ / d werejackal None Yes Yes causes lycanthropy
@ / d werewolf None Yes Yes causes lycanthropy
g gremlin None Yes Yes Poison resistance (33%) Can remove poison resistance
i manes None Yes Yes None corpseless
i homunculus None Yes Yes Poison resistance (6%)
Sleep resistance (6%)
bite can inflict sleep
i lemure None Yes Yes Sleep resistance if digested corpseless, only generates randomly in Gehennom
i quasit Claw 1d2 (drains dexterity) x2 No Yes Poison resistance (20%)
k kobold No Yes Yes None
k large kobold No Yes Yes None
k kobold lord No Yes Yes None
k kobold shaman No Yes Yes None
r rabid rat Bite 2d4 (drains constitution) Yes Yes None
@ / r wererat None Yes Yes causes lycanthropy
s giant spider Bite 2d4 (drains strength) Yes Yes Poison resistance (33%)
s scorpion Sting 1d4 (drains strength) Yes Yes Poison resistance (50%)
x xan None Yes Yes Poison resistance (~46%)
A couatl Bite 2d4 (drains constitution) Yes Yes None corpseless
B vampire bat Bite 0d0 (drains strength) Yes Yes None may be shapeshifted vampire
D baby green dragon None Yes Yes None only randomly generated in aligned branches
cannot be engulfed
D green dragon Breath 4d6 (drains strength) Yes Yes Poison resistance (100%) will not use breath in melee range
cannot be engulfed
F yellow mold None Yes Yes Poison resistance (6%)
causes hallucination
L lich None Yes Yes Cold resistance if digested corpseless
L demilich None Yes Yes Cold resistance if digested corpseless
L master lich None Yes Yes Fire resistance or cold resistance if digested corpseless
L arch-lich None Yes Yes Fire resistance or cold resistance if digested corpseless
M kobold mummy None Yes Yes None corpseless, leaves behind old kobold corpse
M gnome mummy None Yes Yes None corpseless, leaves behind old gnome corpse
M orc mummy None Yes Yes None corpseless, leaves behind old orc corpse
M dwarf mummy None Yes Yes None corpseless, leaves behind old dwarf corpse
M elf mummy None Yes Yes Sleep resistance (66%, see note) corpseless, leaves behind old elf corpse
M human mummy None Yes Yes None corpseless, leaves behind old human corpse
M ettin mummy None Yes Yes None corpseless, leaves behind old ettin corpse
cannot be engulfed
M giant mummy None Yes Yes Increases strength (50%, see note) corpseless, leaves behind old giant corpse
cannot be engulfed
N guardian naga Spit 1d6 (drains strength) Yes Yes Poison resistance (80%) spitting attack behaves as blinding venom (i.e. no poison)
cannot be engulfed
P green slime None Yes Yes Causes sliming, cures stoning Acidic
corpseless, leaves behind glob of green slime
digestion causes sliming
Q quantum mechanic None Yes Yes Toggles intrinsic speed
S snake Bite 1d6 (drains strength) Yes Yes Poison resistance (26%)
S water moccasin Bite 1d6 (drains strength) Yes Yes Poison resistance (26%) only generated when dipping into or quaffing from fountains
S pit viper Bite 1d4 (drains strength) x2 Yes Yes Poison resistance (40%)
S cobra Bite 2d4 (drains strength) Yes Yes Poison resistance (40%)
V vampire None (see note) Yes Yes None corpseless, leaves behind old human corpse
has poisonous bite in vampire bat form
V vampire lord None (see note) Yes Yes None corpseless, leaves behind old human corpse
has poisonous bite in vampire bat form
V Vlad the Impaler None (see note) Yes Yes None unique
corpseless
has poisonous bite in vampire bat form
Z kobold zombie None Yes Yes None corpseless, leaves behind old kobold corpse
Z gnome zombie None Yes Yes None corpseless, leaves behind old gnome corpse
Z orc zombie None Yes Yes None corpseless, leaves behind old orc corpse
Z dwarf zombie None Yes Yes None corpseless, leaves behind old dwarf corpse
Z elf zombie None Yes Yes Sleep resistance (66%, see note) corpseless, leaves behind old elf corpse
Z human zombie None Yes Yes None corpseless, leaves behind old human corpse
Z ettin zombie None Yes Yes None corpseless, leaves behind old ettin corpse
cannot be engulfed
Z ghoul None Yes Yes None corpseless
Z giant zombie None Yes Yes Increases strength (50%, see note) corpseless, leaves behind old giant corpse
cannot be engulfed
' iron golem Breath 4d6 (drains strength) Yes Yes None corpseless, leaves behind iron chains
@ Medusa Bite 1d6 (drains strength) Yes Yes Poison resistance (100%)
causes instant stoning
has passive stoning gaze
digestion causes stoning
& water demon None Yes Yes None corpseless, only generated when dipping into or quaffing from fountains
& incubus / succubus None Yes Yes None corpseless
& horned devil None Yes Yes None corpseless, only generates randomly in Gehennom
& erinys Weapon 2d4 (drains strength) Yes Yes None corpseless, only generates randomly in Gehennom
& barbed devil None Yes Yes None corpseless, only generates randomly in Gehennom
& marilith None Yes Yes None corpseless, only generates randomly in Gehennom
& vrock None Yes Yes None corpseless, only generates randomly in Gehennom
& hezrou None Yes Yes None corpseless, only generates randomly in Gehennom
& bone devil Sting 2d4 (drains strength) Yes Yes None corpseless, only generates randomly in Gehennom
& ice devil None Yes Yes None corpseless, only generates randomly in Gehennom
& nalfeshnee None Yes Yes None corpseless, only generates randomly in Gehennom
& pit fiend None Yes Yes None corpseless, only generates randomly in Gehennom
& balrog None Yes Yes None corpseless, only generates randomly in Gehennom
& Juiblex None Yes Yes None unique
corpseless, can generate via demon gating or same-race sacrifice
appears within his lair in Gehennom
& Yeenoghu None Yes Yes None unique
corpseless, can generate via demon gating or same-race sacrifice
& Orcus Sting 2d4 (drains strength) Yes Yes None unique
corpseless
appears within his lair in Gehennom
cannot be engulfed
& Geryon Sting 2d4 (drains strength) Yes Yes None unique
corpseless, can generate via demon gating
cannot be engulfed
& Dispater None Yes Yes None unique
corpseless, can generate via demon gating
& Baalzebub Bite 2d6 (drains strength) Yes Yes None unique
corpseless
appears within his lair in Gehennom
& Asmodeus None Yes Yes None unique
corpseless
appears within his lair in Gehennom
cannot be engulfed
& Demogorgon None Yes Yes None unique
corpseless, can generate via demon gating
cannot be engulfed
& mail daemon None Yes Yes None unique
corpseless
& djinni None Yes Yes None corpseless, not generated randomly
; jellyfish Sting 3d3 (drains strength) Yes Yes Poison resistance (20%) not generated randomly
: salamander Sting 3d3 (drains strength) Yes Yes Fire resistance (53%) only randomly generates in Gehennom
appears on Plane of Fire
& Minion of Huhetotl None Yes Yes None Archeologist quest nemesis
corpseless
D Chromatic Dragon Breath 6d6 random Yes Yes

Fire resistance (16%)
Cold resistance (16%)
Sleep resistance (16%)
Disintegration resistance (16%)
Shock resistance (16%)
Poison resistance (16%)
cures stoning || Caveman quest nemesis
acidic
cannot be engulfed

& Nalzok None Yes Yes None Priest quest nemesis
corpseless
s Scorpius None Yes Yes Poison resistance (100%) Ranger quest nemesis

History

Poison has been present in the game since Hack 1.21 and Hack for PDP-11, which are based on Jay Fenlason's Hack, and also appears in Hack 1.0. From these versions to NetHack 2.3e, strength is the hero's sole attribute and thus the only one that poison can affect—the other five attributes are introduced in NetHack 3.0.0.

Variants

A user has suggested improving this page or section as follows:

"Renovate entire section."

SLASH’EM

In SLASH'EM, you can also poison weapons by dipping them in a toilet.

UnNetHack

In UnNetHack, the chance of an instadeath from poison is replaced with a "very toxic" poison that damages max HP and does strength damage, reducing the chance or frustrating YASD (though it is still nearly always fatal to low level characters). Other detriments of being poisoned remain the same.

FIQHack

FIQHack also eliminates poison instadeath and replaces it with permanent attribute damage, which cannot be fixed via potion or unicorn horn. Additionally, poison resistance only halves poison damage, ensuring that it is never completely safe to eat a poisonous corpse; chances of attribute reduction are also lowered to one third of the time, and the attribute loss itself is reduced by a third.

Since poison resistance only partially protects you in FIQHack, the amulet versus poison and the ring of poison resistance are even more useful as they completely protect you from the effects of poison.

References

  1. Jump up src/attrib.c in NetHack 3.6.7, line 273: poisoned() function
  2. Jump up src/attrib.c in NetHack 3.6.7, line 312
  3. Jump up src/mhitu.c in NetHack 3.6.7, line 113
  4. Jump up src/attrib.c in NetHack 3.6.7, line 292
  5. Jump up src/mhitu.c in NetHack 3.6.7, line 1126
  6. Jump up src/mhitu.c in NetHack 3.6.7, line 1129
  7. Jump up src/mhitu.c in NetHack 3.6.7, line 1132
  8. Jump up src/mhitu.c in NetHack 3.6.7, line 1136
  9. Jump up src/mhitu.c in NetHack 3.6.7, line 1139
  10. Jump up src/attrib.c in NetHack 3.6.7, line 295
  11. Jump up src/zap.c in NetHack 3.6.7, line 3870
  12. Jump up src/uhitm.c in NetHack 3.6.7, line 1887
  13. Jump up src/zap.c in NetHack 3.6.7, line 4562
  14. Jump up src/region.c in NetHack 3.6.7, line 979
  15. Jump up include/monflag.c in NetHack 3.6.7, line 98
  16. Jump up src/eat.c in NetHack 3.6.7, line 1649
  17. Jump up src/objects.c in NetHack 3.6.7, line 113-L130
  18. Jump up include/obj.h in NetHack 3.6.7, line 201: specified ranged covers all weapons from arrows to shuriken in objects.c[17]
  19. Jump up src/mkobj.c in NetHack 3.6.7, line 813
  20. Jump up src/potion.c in NetHack 3.6.7, line 2114
  21. Jump up src/u_init.c in NetHack 3.6.7, line 1090
  22. Jump up src/makemon.c in NetHack 3.6.7, line 157
  23. Jump up src/mthrowu.c in NetHack 3.6.7, line 285
  24. Jump up src/mthrowu.c in NetHack 3.6.7, line 628
  25. Jump up src/uhitm.c in NetHack 3.6.7, line 1135
  26. Jump up to: 26.0 26.1 src/mthrowu.c in NetHack 3.6.7, line 374
  27. Jump up src/uhitm.c in NetHack 3.6.7, line 1117
  28. Jump up src/uhitm.c in NetHack 3.6.7, line 1122
  29. Jump up src/potion.c in NetHack 3.6.7, line 1125
  30. Jump up src/potion.c in NetHack 3.6.7, line 2125
  31. Jump up src/eat.c in NetHack 3.6.7, line 2579
  32. Jump up src/trap.c in NetHack 3.6.7, line 4797
  33. Jump up src/trap.c in NetHack 3.6.7, line 4905
  34. Jump up to: 34.0 34.1 src/trap.c in NetHack 3.6.7, line 4814
  35. Jump up src/trap.c in NetHack 3.6.7, line 4837
  36. Jump up src/trap.c in NetHack 3.6.7, line 4905
  37. Jump up src/trap.c in NetHack 3.6.7, line 4831
  38. Jump up src/trap.c in NetHack 3.6.7, line 997
  39. Jump up src/trap.c in NetHack 3.6.7, line 1002
  40. Jump up src/trap.c in NetHack 3.6.7, line 2239
  41. Jump up src/trap.c in NetHack 3.6.7, line 3989
  42. Jump up src/trap.c in NetHack 3.6.7, line 1261
  43. Jump up src/trap.c in NetHack 3.6.7, line 1268