Noumenal_Angel Posted July 24 Report Posted July 24 I don't know if this is in the game or has been requested (I did check both and couldn't find anything) I was thinking a poison mod, where you make poison from poisonous mushrooms, etc, and you can tip it on your weapons, arrows, spears, etc, and it does a little damage over time on enemies. I thought that would be immersive and interesting, and give a good use for the non-edible mushrooms. Just a thought.
Micah Holmes Posted October 7 Report Posted October 7 Been asking for this for years. Is this on the road map for the combat overhaul?
Teh Pizza Lady Posted October 9 Report Posted October 9 On 7/24/2026 at 12:27 AM, Noumenal_Angel said: I don't know if this is in the game or has been requested (I did check both and couldn't find anything) I was thinking a poison mod, where you make poison from poisonous mushrooms, etc, and you can tip it on your weapons, arrows, spears, etc, and it does a little damage over time on enemies. I thought that would be immersive and interesting, and give a good use for the non-edible mushrooms. Just a thought. I'm working on a mod for this right now actually! 1
LadyWYT Posted October 10 Report Posted October 10 On 7/24/2026 at 12:27 AM, Noumenal_Angel said: I don't know if this is in the game or has been requested (I did check both and couldn't find anything) I was thinking a poison mod, where you make poison from poisonous mushrooms, etc, and you can tip it on your weapons, arrows, spears, etc, and it does a little damage over time on enemies. I thought that would be immersive and interesting, and give a good use for the non-edible mushrooms. Just a thought. First off, welcome to the forums! This has been a requested feature, and is kind of on the roadmap since it fits under the "status effects/herbalism" umbrella. However, that's not a guarantee that there will be poisons or poisons crafted from mushrooms, though it is a relatively safe guess that there will be something along those lines. For the vanilla game, the closest you can get right now is the psychedelic mushrooms, since these varieties do induce some interesting effects, but don't come with a warning label(unlike the shrooms that damage health). Otherwise, the closest you'll get is mods, and there's not many that offer that kind of gameplay. Alchemy: https://mods.vintagestory.at/alchemy C&N Alchemy: https://mods.vintagestory.at/simplealchemy Those are the only two I could find that seem to have been kept up-to-date. Unfortunately, both of them also lean more heavily into the fantasy side of things, rather than remain grounded in realism like most of what Vintage Story's gameplay actually is. If you're after something more grounded in realism, @Teh Pizza Lady has been working on such...which I'm supposed to be testing and haven't actually gotten around to. Oops. Hopefully it will be ready for the general public relatively soon™.
Teh Pizza Lady Posted October 10 Report Posted October 10 7 minutes ago, LadyWYT said: Hopefully it will be ready for the general public relatively soon™. ...and counting... soon 78 as soon as I'm done dev testing resurrection sickness... What I'm currently working on (and have been for a couple months now) is a mod that adds a full medicine-and-poison system built around foraged plants and mushrooms. Players collect flora, cook it into a mash, dilute it, then distill it in a boiler-and-condenser setup into a drinkable potion, and distill that again to get a stronger Concentrated version. There are eight remedies (Antiseptic, Anti-nausea, Sedative, Antiviral, Analgesic, Topical Ointment, Tonic and Mind Tonic) plus a Universal Antidote. The same pipeline produces a set of poisons. Potions are stored in a nine-charge Vial, and overdosing, tolerance that builds with repeated exposure, and the effects of eating raw or poisonous plants all feed into one system. The mod also adds a set of conditions for those remedies to treat, all meant to be survivable if you play carefully. They include bleeding, wound infection, skin irritation, a chest-cold family that escalates from a cold to bronchitis, flu or pneumonia, chronic liver disease from eating too much cooked bushmeat, and a post-death sickness that slows temporal-stability recovery. A bleed is a real danger. Left untreated, a wound can also get infected, and an infection needs an antiseptic bandage or poultice to cure. Each remedy is meant to cure or ease a specific condition, so having the right potion ready matters. What you're after is this little feature I thought up a while back before I read this thread. Arrows can be poisoned, either by dipping them in a Vial or by crafting. Each arrow uses one charge, carries one poison at a time, and loses its poison if you loose it from a bow and pick it up again. The poisons are: Toxic (liver): extra damage, plus a chance of a slow damage-over-time. If that damage-over-time finishes off an animal, the meat is ruined, so poisoned hunting carries a risk. Noxious (stomach): fever, vomiting and hallucination-like tripping. It’s miserable but not lethal. Cardiac: a chance of cardiac arrest, which cuts health and movement and can kill. Neurotoxic: a chance to push the target along an escalating ladder, from weakness to paralysis to cardiac arrest. Mind: confusion, hallucinations and dizziness. It’s disruptive but non-lethal. I hope reading this excites you. I'm about halfway done with developing this and then it will undergo rigorous testing. I am a real dev that works for a healthcare corporation so I don't have a lot of free time to work on it but as @LadyWYT said, it should be ready soon...ish. 1
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