Poison I, Poison II, and Poison III give supported Hits an explicit Poison application source. Poisonburst Arrow includes its own area application and currently inflicts Poison for three seconds instead of the default two.
Related: Poison I, Poison II, Poison III, Poisonburst ArrowMechanic
Poison
Poison is a damaging Ailment that deals Chaos damage over time and bypasses Energy Shield. It lasts two seconds by default and requires an explicit chance or effect that can inflict Poison.Catalog version 0.5.4d
No direct 0.5 patch change is linked to this page. The displayed values are current for catalog version 0.5.4d.
What Poison does
Current rulesStart with a Hit that has Physical or Chaos damage contributing to Poison and an explicit source of Poison chance. The base Poison deals Chaos damage per second equal to 20% of the Hit's combined pre-mitigation Physical and Chaos damage for two seconds. Poison can stack, but only the strongest instances up to your current Poison limit deal damage.
- Application must be explicit
- Physical and Chaos damage do not create Poison chance by themselves. The Hit needs wording such as chance to Poison, Poisons enemies, or inflicts Poison. Allowing another damage type to contribute to Magnitude still does not supply Poison chance.
- Base damage is 20% per second
- The base Magnitude is Chaos damage per second equal to 20% of the combined pre-mitigation Physical and Chaos damage of the Hit that inflicted it. The default two-second duration therefore deals 40% of that contributing damage before the target's later mitigation and damage-taken effects.
- Pre-mitigation uses the Hit before defence
- Pre-mitigation damage includes the attacker's applicable damage modifiers but is measured before the target's Armour, Resistances, Block, and damage-taken modifiers. Generic modifiers to damage you deal are not applied to the Poison again after its Magnitude is formed.
- The default Poison limit is one
- A character can normally have one of their Poisons dealing damage on a target at a time. Modifiers can raise that limit. Each Poison has its own duration, and only the highest-damage instances up to the applicable limit deal damage while weaker active instances wait.
- External sources share your limit
- The character's Poison limit also applies to external Poison sources owned by that character, including Poison Clouds. Creating several clouds does not give each cloud a separate full Poison limit on the same target.
- Poison bypasses Energy Shield
- Poison damage bypasses Energy Shield and removes Life directly. The Poison is still Chaos damage, so the target's Chaos Resistance and general modifiers to damage taken can change the damage that reaches Life.
- Penetration does not affect Poison
- Chaos Penetration is restricted to Hits and does not lower Chaos Resistance for the separate Poison damage over time. Lowering the target's actual Chaos Resistance or applying a general damage-taken modifier can affect Poison instead.
- Other damage types need explicit contribution
- Physical and Chaos Hit damage contribute to Poison Magnitude by default. Fire, Cold, Lightning, or all Hit damage contributes only when an effect explicitly permits it, such as Plaguefinger allowing all damage from Hits to contribute.
- Poison Clouds use Poison rules
- Decompose, Gas Grenade, and Gas Arrow create Poisonous gas or Poison Clouds that Poison enemies as described by each skill. Burning effects and Detonator skills can explode those clouds, but the Fire explosion is a separate damage component from the Poison.
- Stored Poison is a payoff resource
- Toxic Growth and Toxic Domain can store expected Poison damage on their pustules, while Plague Bearer stores a portion of expected Poison damage you deal. Stored Poison is used by those skills' own detonation or release rules and is not another Poison stack on the enemy.
Applying, stacking, and using Poison
10 casesEscalating Poison lets supported skills affect a target with one additional Poison but gives those skills 20% less Poison duration. Snakebite also raises your Poison limit, while the Pathfinder passive Overwhelming Toxicity doubles the number and gives 50% less Poison duration.
Related: Escalating Poison, Snakebite, Overwhelming ToxicityDecompose, Gas Grenade, and Gas Arrow create flammable gas that Poisons enemies. A Burning effect or Detonator can consume or explode the cloud according to that skill's wording, producing a separate Fire explosion.
Related: Decompose, Gas Grenade, Gas ArrowVine Arrow's plant can be Poisoned to deal more damage. Toxic Growth and Toxic Domain create pustules that store expected Poison damage, detonate sooner when their threshold is reached, and gain stronger explosions from the stored amount.
Related: Vine Arrow, Toxic Growth, Toxic DomainPlague Bearer stores part of the expected Poison damage you deal and releases it around you. Herald of Plague spreads the most damaging Poison from an enemy you kill, while Ravenous Swarm creates untargetable minions that attack and Poison enemies.
Related: Plague Bearer, Herald of Plague, Ravenous SwarmAcidic Concoction consumes Poison on Hit to cause its acidic burst and explicitly cannot Poison. It is a Poison payoff skill, not a way to apply the ailment it needs.
Related: Acidic ConcoctionAdmixture increases Poison Magnitude against Bleeding enemies. Corrosion makes supported Poison break Armour, Bursting Plague builds Plague toward an on-death burst, Arakaali's Lust rewards several Poisons, and Tacati's Ire makes Poison deal damage faster with Rage.
Related: Admixture, Corrosion, Bursting Plague, Arakaali's Lust, Tacati's Ire, BleedingPlaguefinger lets all damage from Hits contribute to Poison Magnitude. Snakebite adds Poison chance and one additional Poison, Atsak's Sight makes Critical Hits Poison, and Corpsewade triggers Decompose while moving.
Related: Plaguefinger, Snakebite, Atsak's Sight, Corpsewade, DecomposeAntidote Charm is used automatically when you become Poisoned and grants Poison immunity for its duration. Arakaali's Gift is a unique Antidote Charm, and Tolerant Equipment grants Poison immunity when the equipped helmet has more Evasion Rating than Armour.
Related: Antidote Charm, Arakaali's Gift, Tolerant EquipmentRelevant modifiers separately change chance, Magnitude, duration, damage speed, stack limit, avoidance, or the Magnitude and duration of Poison on you. Check the exact stat instead of treating all Poison modifiers as equivalent.
Related: Search Poison modifiersRare monster modifiers
1 linkedPoison on Hit.
Limits and exceptions
9 rules- Physical and Chaos Hit damage do not provide Poison chance by themselves. An explicit application source is required.
- The default Poison limit is one. Only the strongest active instances up to the current limit deal damage.
- Each Poison has an independent duration, even when several instances are allowed to deal damage.
- Poison Clouds and other external Poison sources owned by the character share that character's Poison limit.
- Generic damage modifiers are not applied a second time after Poison Magnitude is calculated from the Hit.
- Chaos Penetration applies to Hits and does not directly increase the separate Poison damage over time.
- Poison bypasses Energy Shield and is mitigated as Chaos damage when it reaches Life.
- Adding another contributing damage type does not add Poison chance.
- Stored expected Poison damage, Plague, and an exploded Poison Cloud are connected resources or payoffs, not extra Poison stacks.























