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Poisoning

Combat · Skill guide

Applies poison through supported items and weapons and improves the Magery Poison spell.

MAX SKILL100
SKILL GROUPCombat
PVPSee rules
PVMYes
TRAININGSee route

How do I train this skill?

Recommended activities for Poisoning at each skill range.

View the training table

Coating a weapon is not the same as delivering its poison

Use Poisoning on a poison potion, then target an eligible weapon or food. The potion’s grade has its own application window. Greater Poison requires 60 Poisoning to attempt, and Deadly requires 95; Alchemy does not replace that check.

Using a stored weapon coating requires trained Poisoning: Lesser 30, Regular 50, Greater 80, Deadly or Lethal 100, even if someone else prepared it. These are separate from the coating-application checks. Below the requirement, physical damage still works without poison or charge loss. Eligible PvP delivery adds up to 20% from Poisoning and 15% from Taste Identification, for one roll capped at 35%; PvM keeps its separate chance curve. A charge is spent only when the poison is actually applied.

For Academy practice, the Rogue training kit provides a reusable practice poison and practice dagger. These are Academy-only training tools, not unlimited combat poison; normal potions outside the Academy are consumed by ordinary applications.

How It Works

Apply poison to suitable weapons or food and improve supported poison attacks. Poison harms over time after it is successfully delivered.

Skill summary, training and related paths
Power Scroll and cap information

Maximum skill: 100. This skill has no active Power Scroll. It cannot train beyond 100 under the current rules.

Understanding effective skill

Which value counts? These numbers use the effective skill: the value after applicable skill bonuses or penalties. This can differ from your trained base value. Bless changes your stats; it does not directly add trained skill points.

PvP

After the stored coating’s trained Poisoning requirement is met, each effective Poisoning point adds 0.20 percentage points and each effective Taste Identification point adds 0.15. Each input stops at skill 100: 20% + 15% = 35% maximum. The hit never promotes its coating tier, so Deadly remains Deadly. Native Weapon Abilities are unavailable to player characters.

PvM

Stored weapon coatings require trained Poisoning 30 / 50 / 80 / 100 / 100 for Lesser / Regular / Greater / Deadly / Lethal. Once eligible, ordinary PvM delivery uses 25% + effective Poisoning / 4, reaching 50% at 100. Taste Identification adds exactly one level from skill 50, including Deadly to Lethal, and never adds +2.

Requirements

Coat an eligible item through the normal Poisoning check and meet its separate trained delivery threshold. Charges are spent only when poison is accepted. Alchemy does not modify later delivery.

How to use it, step by step

If a step says to use a skill, open your character window, choose Skills and use the button beside that skill. If it says to use a tool, double-click the tool in your backpack. Passive benefits work automatically.

  1. Carry a poison potion and a valid item to coat.
  2. Use Poisoning, select the poison and then the supported weapon or food.
  3. For a poisoned weapon, land a qualifying hit to attempt delivery. Watch its remaining poison charges.
  4. For the Magery Poison spell, cast close to the target for the strongest base poison: distance is checked when the spell resolves.
Poisonable weapons and exact rules

Which weapons can be poisoned?

Weapon coating uses an explicit Ironveil weapon-family policy. It does not depend on native Weapon Ability slots.

Weapon familyCan be coated?Examples and conditions
Two-handed swordsYesNo-Dachi, Crescent Blade, Rune Blade, Vampiric No-Dachi and Crownheart Runeblade
Two-handed axesYesAxe, Battle Axe, Double Axe, Executioner’s Axe, Large Battle Axe and Two-Handed Axe
Two-handed spears and polearmsYesSpear, Short Spear, Halberd, Bardiche and Stormpiercer Spear
Approved one-handed bladesYesKryss, Nightglass Rapier, Dagger, Butcher Knife, Cleaver and Assassin Spike families
Approved paired and double bladesYesRogue Twin Daggers, Dual Short Axes, Double Bladed Staff and Pike
Other one-handed weaponsNoA native ability slot does not make a weapon poisonable
Maces, hammers and stavesNoWorldbreaker Warhammer, Cinder Oath War Mace, Dawn Mace and Quarter Staff remain ineligible
Bows and crossbowsNoIncludes Fire Bow; this change is for melee weapons

Use the Poisoning skill, select a poison potion, then select the weapon. Coating takes 2 seconds and still requires the normal skill check. The wielder must separately meet the stored coating’s trained Poisoning requirement, even if another player prepared the weapon. Alchemy does not replace this requirement. Native Weapon Abilities, including Infectious Strike, are unavailable to player characters.

Trained Poisoning required to use a coating

Stored coatingMinimum trained Poisoning
Lesser30
Regular50
Greater80
Deadly100
Lethal100

These are combat-use requirements, not the separate potion-application difficulty shown above. Below the requirement, your weapon still deals physical damage without applying poison or consuming charges. The check uses the stored coating before any PvM Taste Identification promotion. A failed proc or rejected poison also leaves charges unchanged.

What changes as your skill rises

Read the conditions above each table. A percentage may describe a chance, a damage component or a multiplier: those are different things. The other values stay fixed unless the table says otherwise.

What the skill affects: These numbers use the effective skill: the value after applicable skill bonuses or penalties. This can differ from your trained base value. Bless changes your stats; it does not directly add trained skill points.

Detailed formulas and comparison tables

Applying poison to a valid item

The item must be eligible. “Cannot attempt” means the potion is outside that grade’s application window. The chance is for coating, not the later combat proc.

Effective PoisoningLesser 0–60Regular 30–70Greater 60–100Deadly 95–100
00%Cannot attemptCannot attemptCannot attempt
2033.33%Cannot attemptCannot attemptCannot attempt
4066.67%25%Cannot attemptCannot attempt
60100%75%0%Cannot attempt
80100%100%50%Cannot attempt
90100%100%75%Cannot attempt
100100%100%100%100%

Poisoned weapon proc after a valid hit

First meet the stored coating’s trained requirement: Lesser 30 / Regular 50 / Greater 80 / Deadly or Lethal 100. Values below assume that requirement is met, charges remain and the final poison can replace the current one. PvP = effective Poisoning × 0.20% + effective Taste Identification × 0.15%, each capped at 100. Charges are spent only on accepted application.

Effective PoisoningPvP · Taste 0PvP · Taste 100Against a creature
0–29.9 trainedBlockedBlockedBlocked
306%21%32.5%
408%23%35%
5010%25%37.5%
6012%27%40%
8016%31%45%
9018%33%47.5%
10020%35%50%

Single-target Poison at Magery 100, close range

The spell succeeds, is not resisted, resolves within 2 tiles and Taste Identification is 0. Poison Field produces the same base levels at Magery 100 but has no distance or Taste Identification bonus.

Effective PoisoningBase poison
0Lesser
20Lesser
40Regular
60Regular
80Greater
90Greater
100Deadly

Single-target Poison at Magery 100 + Poisoning 100

The spell succeeds, the target does not resist and the target has no immunity or equal or stronger active poison. Distance is measured when the spell resolves. Taste Identification grants no PvP tier and at most one PvM tier.

Distance from targetBase poisonTaste ID 100 vs playerTaste ID 100 vs creature
0–2 tilesDeadlyDeadlyLethal
More than 2 but less than 3 tilesGreaterGreaterDeadly
3+ tilesLesserLesserRegular

Standard poison damage over time

The first damage tick is immediate in PvP and PvM and is included in the listed tick count. Reapplying the same active poison level does not add another first tick. A successful Cure stops the remaining ticks and grants no temporary immunity. Values shown are after the built-in poison damage scale but before the target’s Poison Resistance. Each tick is calculated from the target’s current health and clamped to this range, so later ticks can fall as health falls.

Poison levelDamage per tickDamage ticksTime between ticks
Lesser2–8102.25 seconds
Regular4–9103.25 seconds
Greater6–10104.25 seconds
Deadly8–15155.25 seconds
Lethal10–25205.25 seconds

The single-target Magery Poison spell combines contextual Magery with effective Poisoning. Poisoning 100 by itself does not determine the final level.

A successful cure ends the remaining ticks. Poison resistance reduces the damage that is actually lost, and immunity, spell resistance or an equal or stronger poison can prevent a new application.

PvP weapon hits preserve the coating tier, so Deadly remains Deadly. Against creatures, Taste Identification 50+ supplies the single allowed +1, including Deadly to Lethal. Native Weapon Abilities, including Infectious Strike, are unavailable to player characters.

Deadly Poison has a different item-application difficulty. Poison Field and signed Poison traps also use their own calculations; there is no universal “Poisoning 100 = 100% poison success” rule.

Examples in play

Easy examples

Coating is not the same as hitting

You successfully coat a suitable weapon. The enemy is not poisoned yet: you must attack and successfully deliver the poison through the weapon’s rules.

Deadly coating against a player

An ordinary poisoned hit keeps Deadly as Deadly. At Poisoning 100 and Taste Identification 0, delivery is 20%; at 100 in both skills it is 35%. The poison tier is not promoted.

Skills that work with it

Advanced notes

Things to remember

  • Not every weapon accepts poison, and stronger poisons are harder to apply. The application table is separate from the combat delivery chance.
  • Against players, Poisoning adds up to 20 percentage points and Taste Identification up to 15, for one roll capped at 35%. Stored coatings require trained Poisoning 30 / 50 / 80 / 100 / 100 for Lesser / Regular / Greater / Deadly / Lethal, even on a transferred weapon. Below the requirement, physical damage still works without poison or charge loss. The separate creature delivery curve remains.
  • PvP weapon hits preserve their coating tier, so Deadly remains Deadly. Against creatures, Taste Identification 50 or higher adds exactly one level and can promote Deadly to Lethal; it never adds +2.
  • The first Poison damage tick is immediate in PvP and PvM and is included in the normal tick count. Reapplying the same active level does not repeat the first tick. Charges are consumed only when poison is successfully applied. Later damage arrives in timed ticks. A cure ends the remaining ticks, while Poison Resistance lowers the damage actually taken.
  • Lethal is harder to cure than Deadly. Open the Potions & Cures guide for the exact spell, potion and bandage chances.
  • The target can resist the spell, be immune or already have an equal or stronger poison.
  • Poison Field uses Magery and Poisoning, but it ignores casting distance and receives no Taste Identification bonus.
  • Poisoning also neutralizes supported Poison-family traps; that is a separate use from coating a weapon.
Training and Skill Progression

TRAINING / SKILL PROGRESSION

One recommended activity for each skill range, with a short note on what you need.

Before you start: set Poisoning to Up and leave room under the shared 720-point total. Set an unwanted skill to Down if the total is full.

NPC training: when the trainer listed for this skill offers a lesson, the fixed price is 300 gold and the lesson can reach 50.0 if both the individual and total caps have room.

Training area: supported Academy actions receive 5× normal gain through 80.0. An action still needs to run a real skill check; the Academy bonus cannot make an automatic or blocked action train.

Recommended training

Repeat the single activity listed for your level. These are practical training choices; the ranges are recommendations, not new unlock requirements.

Your skillWhat to repeatQuick note
0.0–49.9Thief Guildmaster lessonOptional NPC lesson; 300 gold when offered.
50.0–59.9Apply Regular PoisonApply it to an eligible target; check range 30–70.
60.0–94.9Apply Greater PoisonApply it to an eligible target; check range 60–100.
95.0–100.0Apply Deadly PoisonApply it to an eligible target; check range 95–145.

Rules and numbers

Poison type, target and delivery method determine the result. Against players, ordinary poisoned-weapon delivery adds 0.20 percentage points per effective Poisoning point and 0.15 per effective Taste Identification point, with each skill capped at 100: maximum 35%. Stored coatings require trained Poisoning 30 / 50 / 80 / 100 / 100 for Lesser / Regular / Greater / Deadly / Lethal. Charges are spent only when poison is accepted. The hit never promotes the coating tier. Against creatures, the separate Poisoning delivery curve remains. Weapon coating eligibility is defined directly by Ironveil weapon families rather than native Weapon Ability slots.

Listed amounts describe the stated conditions. Equipment, target rules, damage, healing limits and other effects can change the final result. An example of a chance is never a promise of the same outcome on every attempt.