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Daggerfall Mod:Daggerfall Unity/Bible/Poison

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Daggerfall Unity: PoisonEdit

Mechanically, poisons function the same way spells do, albeit without a visible magical icon on the UI. They take effect once per magic round (5 seconds) and inflict some kind of change on your character.

Any positive effects are eliminated when the poison's rounds have run out. Negative effects will persist until your character receives a successful Cure Poison spell or heals his/her attributes. If the poison's duration has run out and the character chooses to heal attributes fully, the outcome is identical to curing the poison.

Enemy PoisonsEdit

These poisons can only be employed by enemy humans, Centaurs, Orcs, and Orc Sergeants, when they successfully hit you. Poisons are contracted by the weapon the enemy wields, and the weapon will only carry one poison. All classes except assassins have a 5% chance of spawning with a poisoned weapon. Assassins have a 60% chance of spawning with a poisoned weapon.

Your character cannot be affected by enemy poisons until level 2.

The poison dissipates on the first successful hit. The defender's poison resistance rolls against 100 to determine whether it takes effect. After the first successful hit, the weapon is considered not poisoned.

You will only know you have been poisoned when a message appears at the top of the screen, "You feel somewhat bad." You can confirm it by showing the status window (default key "i",) which will say you have been poisoned. You cannot discern in-game the name of any poison that affects you. You are only able to judge what poison it is based on the effects it has on you:

Name Incubation Period Duration Effects per magic round
Nux Vomica 4 magic rounds 3-10 magic rounds Decrease Health 2-12 points.
Arsenic 10 magic rounds 20-1000 magic rounds Decrease Health 2 points. Decrease Endurance 1 point.
Moonseed 0 magic rounds 1-4 magic rounds Decrease Health 1-10 points.
Drothweed 5-10 magic rounds 5-30 magic rounds Decrease Strength 5-10 points, Agility 1-5 points, Speed 1-5 points.
Somnalius 0 magic rounds 2-10 magic rounds Decrease Stamina 10-100 points.
Pyrrhic Acid 0 magic rounds 1-2 magic rounds Decrease Health 1-30 points.
Magebane 2 magic rounds 5-20 magic rounds Decrease Magicka 5-15 points. Decrease Willpower 1-5 points.
Thyrwort 0 magic rounds 1-3 magic rounds Decrease Willpower 5-20 points, Personality 10-20 points.

While harming your health points is a significant danger, for many characters the greatest risk by poison is that of reducing your attributes to zero. Any attribute that is reduced to zero will cause your character to die instantly. Of particular note are Drothweed and Arsenic, which have unusually high damage capability to your character's attributes.

Inventory DrugsEdit

These items are considered poisons by the game engine, but cannot be used to poison your weapon. If you choose to 'Use' any of them, you will suffer harmful effects, poisoning yourself by consuming them.

Name Incubation Period Duration Effects per magic round
Indulcet 2-12 magic rounds 2-6 magic rounds Decrease Stamina 10-100 points. Increase Luck 4-10 points.
Sursum 1-4 magic rounds 2 magic rounds Decrease Intelligence 10-30 points. Increase Strength 5-20 points.
Quaesto Vil 2-12 magic rounds 1-4 magic rounds Increase Stamina 5-10 points. Decrease Willpower 1-4 points.
Aegrotat 0 magic rounds 5-20 magic rounds Decrease Endurance 1-5 points, Agility 1-5 points, Speed 1-5 points.