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This article was written by the gods Morpheus, Shadowfax and Void.

Advanced Poisons

Poisons can deal secondary effects in addition to the normal sickness. These have a chance of being brewed by thieves who have the 'advanced poisons' skill. The four secondary effects are vexed visions, itching skin, asphixiation, and nausea.

Also, there are three advanced poisons that are particularly potent when used against a specific type of creature. These are dragonbane, insecticide, and herbicide.

Such poisons can effect monsters of a special nature, such as undead, ethereal and magical beings. If the brew contains magic poisons, then all of the poison effects in the brew will be applied. If the brew does not contain magic poison, however, the effects will only work on non-magical living corporeal creatures. The same rules apply to poisoned weapons and foods.

Antidotes

A thief can brew antidotes in much the same manner he can brew poisons. A thief skilled in 'advanced antidotes' can sometimes create antidotes that, in addition to curing sickness, can also cure advanced side effects of poisons. This is a passive skill, and used automatically whenever the thief attemps to brew antidotes.

The 'reduce antidote' skill takes a brewed antidote and separates it into powders. There are five kinds: standard antidote (which simply cures sickness) and one for each of the secondary effects. The amount of antidotes obtained scales with the quantity and level of the brew. A thief can carry several of each type. Using the antidotes immediately uses as many as needed to cure the thief (or all of them if he runs out).

It is important that a thief be prepared with antidotes when facing the potential threat of encountering advanced poisons (especially if you accidently poison yourself). The cleric 'remove poison' only cures sickness. 'Cure poison' cures more sickness, and also slightly reduces the duration of secondary effects. The surest and fastest means of eliminating them are with antidotes.

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