In a perfect world, a poisoned character would simply quaff a vial of bitter tasting antidote and all would be well. Unfortunately, just like in real life, antitoxins don't always work. Sometimes a living character will still die of poisoning even though the counteragent was imbibed. This is because antitoxins, by their nature, have to be somewhat generic, whereas poisons are often quite specific. [Table]
To determine the effectiveness of an antitoxin, simply match the antitoxin's intensity against the poison's intensity on the Universal Matrix. If successful, the poison is neutralized. If not, the poison is still somewhat cured -- it's intensity is reduced by one level. In the case of an anesthetic poison, a counteragent will revive the patient if the counteragent successfully overcomes the drug. A failure indicates that the patient recovers one level of consciousness (i.e. from “comatose”, to “groggy”, to “dizzy”, to “fully aware”.)
A Barbarian, Ranger, or Shaman can craft an antitoxin, provided they have a fully stocked herbalist kit. They can craft a counteragent equal to an intensity per 10% in Treat Poison. Likewise, a character with Herbalism or Chemistry can craft an antitoxin of intensity equal to their Herbalism or Chemistry skill intensity.
Purchased antitoxins are at the prices listed below. If the counteragent is crafted by hand, the price is quartered (in this case, the price is the real cost is in refilling the Herbalism or Chemistry kit.)
| Table: Antitoxin Costs | ||||
| Intensity | Cost (CP) | Intensity | Cost (CP) | |
| 1 | 3 | 4 | 36 | |
| 2 | 10 | 5 | 60 | |
| 3 | 25 | 6 | 85 | |