
Poison Fencer
PvP · Complete character build
Eligible fencing pressure with reliable poison delivery
How It Plays
Coat an eligible fencing weapon, stay in melee range and use repeated hits to deliver the applied poison. At Poisoning 100 and Taste Identification 100, each eligible poisoned hit has a 40% delivery chance against a player while charges remain: 20% from each skill, added in one roll. The coating tier is never promoted, so Deadly remains Deadly.
Skill Distribution
These values use exactly 720 points from the shared 720-point skill cap.
| Skill | Target | Why it belongs |
|---|---|---|
| Fencing | 120 | Sets fencing accuracy and defence. |
| Tactics | 100 | Improves weapon damage. |
| Anatomy | 100 | Supports physical damage and bandages. |
| Healing | 100 | Restores health with bandages. |
| Resisting Spells | 100 | Defends against hostile magic. |
| Poisoning | 100 | Applies poison to supported weapons and contributes 20 percentage points to PvP delivery at 100. The wielder needs trained Poisoning above 0. |
| Taste Identification | 100 | Adds 20 percentage points to ordinary poisoned-weapon PvP delivery at 100. Together with Poisoning 100 this gives 40%, without raising the poison tier. |
Books & Equipment
An eligible poisonable fencing weapon such as a Kryss, poison potions and bandages. This variant gives up shield Parrying and Magery to fit both Poisoning and Taste Identification inside 720 points.
Important Rules · Caps and Progression
Training above 100 still uses points from the same 720. A matching Power Scroll raises an eligible individual skill ceiling; it grants no trained points and adds no room to the shared total.
Trained Strength, Dexterity and Intelligence share a separate 250-point limit. Requirements for books, abilities and equipment still apply when a listed skill reaches its target.
Native Necromancy is unavailable. Arcanism has its own progression and Arcane Spellbook, and its points count toward 720.