Poison Ref /51
Poison
Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield.
Physical and Chaos damage from Hits Contribute to Poison Magnitude.
Damage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.
The base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.
Modifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration) do not affect Poison damage.
Physical and Chaos damage from Hits Contribute to Poison Magnitude.
Damage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.
The base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.
Modifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration) do not affect Poison damage.

(15–20)% increased Block chance
(60–100)% increased Armour
Accuracy Rating is Doubled
(60–80)% increased Evasion Rating
+(60–80) to maximum Life
+(17–23)% to Chaos Resistance
(10–20) Life Regeneration per second
Cannot be Poisoned
(40–60)% increased Evasion Rating
+(7–17)% to Chaos Resistance
(6–10) Life Regeneration per second
Targets can be affected by +1 of your Poisons at the same time
(4–6)% increased Attack Speed
+(20–30) to Dexterity
(30–40)% increased Critical Hit Chance
+(10–20) to Dexterity
+(10–20) to Intelligence
Critical Hits Poison the enemy

Deal no Elemental Damage
Any number of Poisons from this Weapon can affect a target at the same time
(100–150)% increased Evasion Rating
+(80–120) to maximum Life
+(10–30) to Spirit
(40–60)% reduced Poison Duration on you
You can have two Companions of different types
(40–60)% reduced Duration of Bleeding on You
(100–200)% increased Energy Shield
(30–50)% increased Energy Shield Recharge Rate
+25% chance to be Poisoned

(20–30)% chance to Poison on Hit with Attacks
Gain (10–15) Mana per Enemy Killed
(10–20)% increased Poison Duration
(20–30)% chance to Poison on Hit with Attacks
local display triggers level x toad on kill [1]
Supports Skills which can cause Damaging Hits. Poison inflicted with Supported Skills deals Damage faster the higher your Rage.
Talisman of Thruldana
Stack Size: 1 / 10
Requires: Level 50
Martial Weapons: 25% reduced Poison Duration
Targets can be affected by +1 of your Poisons at the same time
Targets can be affected by +1 of your Poisons at the same time
Place into an empty Rune Socket in a Martial Weapon to apply its effect to that item. Once socketed it cannot be retrieved but can be replaced by other socketable items.
Soul Core of Tacati
Stack Size: 1 / 10
Recover 2% of maximum Life on Killing a Poisoned Enemy
10% increased Skill Effect Duration
40% increased Poison Duration
60% increased Effect of Poison you inflict on targets that are not Poisoned
Targets can be affected by +1 of your Poisons at the same time
Ascendancy: Pathfinder
Character: Ranger
Ascendancy: Pathfinder
Character: Ranger
Double the number of your Poisons that targets can be affected by at the same time
35% less Poison Duration
Damage Contributing to Ailments
By default, specific Ailments are calculated based on only specific damage types, such as only the Fire damage of a Hit mattering when inflicting Ignite.
Allowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment.
For Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment. For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).
Allowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment.
For Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment. For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).
Spirit Of The Serpent
Players possessed by the Spirit Of The Serpent have All Damage from Hits Contributes to Poison Magnitude, Always Poison on Hit and 80% increased Damage.
Players will also be accompanied by Spiritual Snakes that periodically strike enemies.
Players will also be accompanied by Spiritual Snakes that periodically strike enemies.
Poison
Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield.
Physical and Chaos damage from Hits Contribute to Poison Magnitude.
Damage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.
The base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.
Modifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration) do not affect Poison damage.
Physical and Chaos damage from Hits Contribute to Poison Magnitude.
Damage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.
The base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.
Modifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration) do not affect Poison damage.
Skill Gem /25
Ready a volley of arrows or spears, Empowering your next Barrageable Bow or Projectile Spear Attack to Repeat multiple times. Consumes your Frenzy Charges on use to add additional repeats.
Create a Tornado that chases enemies for a duration, while hindering and repeatedly damaging enemies around it.
Throw a single Piercing lance that leaves icy fragments in its wake. The fragments Chill nearby enemies. Consumes a Frenzy Charge if possible to cause the glacial fragments created by the first Projectile to explode outwards after a short duration, peppering enemies with shrapnel.
Conjure a horrific skull rising from the lightless depths to bite your enemies dealing high damage at target location and leaving Withering Ground in its wake. Targeting close to you will cause you to jump back as you cast.
Shapeshift into a bear and rampage forward, slamming the ground as you run. The initial roar generates rage, then consumes rage until you run out.
Shapeshift into a bear and slam the ground with great force, causing a pair of shockwaves. If you have enough Rage, Consume some of that Rage to instead create a single massive shockwave that leaves behind Jagged Ground.
Build Combo by successfully Striking Enemies with other skills. After reaching maximum Combo, use this skill to cause the Bell on your staff to grow to massive size as you drop it on the ground. The Bell damages enemies on impact and can be Hit by your skills, creating a damaging shockwave. Elemental Ailments applied to the Bell cause its shockwaves to deal extra damage of the corresponding type, and Hits which would have caused Knockback increase the area of effect of the shockwaves.
Fire a burst of Chaos energy at the target.
Create a stationary Fire, Cold or Lightning storm at a target location for a duration, based on the highest Elemental Damage type for the Hit that Triggered the storm. Hits which do not deal Elemental Damage will not Trigger the storm.
Sweep your Quarterstaff, projecting a bolt of Lightning through the ground in a long fissure ahead of you.
Build Combo by successfully Striking Enemies with other skills. After reaching maximum Combo, use this skill to Empower your next Quarterstaff Attack, causing it to deal additional Chaos damage. Each kill with the Empowered Attack grants
Purple Flames of Chayula for a duration.
Fire a skyward shot that whips up a Tornado where it lands, dealing Physical damage over time and Hindering enemies standing in it. Arrows, thrown Spears and Crossbow bolts fired at the Tornado are sucked into it, causing the Tornado to spit out a ring of copied Projectiles. Copied Projectiles cannot be copied again, even by further Tornados.
Passively coalesces icy missiles from the air over time. Using the skill fires a missile, firing an additional missile for each that has been accumulated. Fires an additional missile, up to its current missile count, targeting each Ice Fragment in its Area of effect, causing the Fragments to Detonate immediately.
Flip backward and Channel to charge your Quarterstaff with Lightning. Releasing dashes towards the target location, damaging enemies along the way. Releasing with Perfect Timing performs a Lightning-assisted dash that releases shockwaves from enemies you dash through and leaves a trail of Shocked Ground in your wake. This skill cannot be Ancestrally Boosted.
[DNT] Hunt em down
A Poisonous Toad leaps towards enemies and explodes, dealing damage in an area and inflicting Poison.
Skill Gem Quality /4
Support Gem /13
Supports any skill that you can use, making you harder to Stun while using it.
Supports any skill that Hits Enemies, causing it to Critically Hit more often but deal less damage with Critical Hits.
Supports Slam Skills you use yourself. Hits from Supported Skills are considered Crushing Blows against Enemies which are both Ignited and Fully Armour Broken. Hits with Supported Skills that Heavily Stun Ignited and Fully Armour Broken Enemies will Intimidate them.
Supports Mark Skills. Enemies affected by Supported Marks will have their Armour Broken by Physical Damage they take.
Supports Skills you use yourself which can cause Damaging Hits. Supported Skills consume a Frenzy Charge on use to powerfully Break Armour.
Item mods /6
Name | Level | Pre/Suf | Description | Weight |
---|---|---|---|---|
of the Antitoxin | 21 | Suffix | (36–40)% reduced Poison Duration on you Chaos Ailment | body_armour 1 default 0 |
of the Remedy | 37 | Suffix | (41–45)% reduced Poison Duration on you Chaos Ailment | body_armour 1 default 0 |
of the Cure | 50 | Suffix | (46–50)% reduced Poison Duration on you Chaos Ailment | body_armour 1 default 0 |
of the Panacea | 64 | Suffix | (51–55)% reduced Poison Duration on you Chaos Ailment | body_armour 1 default 0 |
of the Antidote | 76 | Suffix | (56–60)% reduced Poison Duration on you Chaos Ailment | body_armour 1 default 0 |
1 | Corrupted | (10–15)% chance to Poison on Hit with this weapon Chaos Attack Ailment | warstaff 1 |
Monsters mods /20
Name | Level | Pre/Suf | Description | Weight |
---|---|---|---|---|
of Venom | 10 | Suffix | Poison on Hit | |
of Venom | 1 | Suffix | Poison on Hit | |
1 | Unique | 33% chance to Poison on Hit Chaos Ailment | ||
Vile Touch | 4 | Nemesis | base attacks poison [1] Chaos Ailment | |
Vile Touch | 1 | Unique | base attacks poison [1] Chaos Ailment | |
1 | Unique | Cannot be Poisoned Chaos Ailment | ||
Alchemist's Touch | 1 | Torment | +15% to Chaos Resistance Poison on Hit Chaos Resistance Ailment | |
Alchemist's Grip | 1 | Torment | +30% to Chaos Resistance 35% of Physical Damage Converted to Chaos Damage Poison on Hit Damage Physical Chaos Resistance Ailment | |
Clutching Talisman | 1 | Talisman | Poison on Hit monsters only old bad add % of total maximum life to base maximum energy shield [10] Defences Chaos Ailment | |
1 | Unique | 200% increased Poison Duration Poison on Hit Chaos Ailment | ||
1 | Unique | 100% increased Poison Duration Poison on Hit Chaos Ailment | ||
1 | Unique | Poison on Hit Chaos Ailment | ||
1 | Unique | Melee Attacks Poison on Hit Chaos Attack Ailment | ||
1 | Unique | self bleed duration +% final [-50] self ignite duration +% final [-50] self poison duration +% final [-50] Physical Elemental Fire Chaos Attack Ailment | ||
Fenumal Presence | 20 | Bestiary | 50% increased maximum Life Gain 25% of Non-Chaos Damage as Extra Chaos Damage Poison on Hit monster dropped item rarity +% [0] Life Damage Chaos Ailment | |
1 | Unique | 50% chance to Avoid being Chilled 50% chance to Avoid being Frozen 50% chance to Avoid being Ignited 50% chance to Avoid being Shocked 50% chance to Avoid being Poisoned 50% chance to Avoid Bleeding Ailment | ||
1 | Unique | Always Poison on Hit Chaos Ailment | ||
Serpent-Touched | 1 | Torment | Poison on Hit All Damage from Hits Contributes to Poison Magnitude | |
Hunted by the Ancient Serpent | 1 | Torment | Poison on Hit All Damage from Hits Contributes to Poison Magnitude dropped items are converted to int items [1] | |
Spirit Of The Serpent | 1 | Torment | Poison on Hit All Damage from Hits Contributes to Poison Magnitude |
Delve Area mods /4
Name | Level | Pre/Suf | Description | Weight |
---|---|---|---|---|
1 | DelveArea | Monsters Poison on Hit 16% increased Quantity of Items found in this Area 9% increased Rarity of Items found in this Area 6% increased Pack size Chaos Ailment | ||
1 | DelveArea | Monsters have a 30% chance to avoid Poison, Impale, and Bleeding 10% increased Quantity of Items found in this Area 6% increased Rarity of Items found in this Area 4% increased Pack size Physical Chaos Attack Ailment | ||
52 | DelveArea | Monsters have a 40% chance to avoid Poison, Impale, and Bleeding 10% increased Quantity of Items found in this Area 6% increased Rarity of Items found in this Area 4% increased Pack size Physical Chaos Attack Ailment | ||
173 | DelveArea | Monsters have a 50% chance to avoid Poison, Impale, and Bleeding 10% increased Quantity of Items found in this Area 6% increased Rarity of Items found in this Area 4% increased Pack size Physical Chaos Attack Ailment |
Heist Area mods /4
Name | Level | Pre/Suf | Description | Weight |
---|---|---|---|---|
Impervious | 46 | Prefix | Monsters have a 20% chance to avoid Poison, Impale, and Bleeding heist contract alert level +% final [-4] heist contract lockdown timer +% [4] heist monster spawner alive limit +% [4] map item drop quantity +% [10] map item drop rarity +% [6] Physical Chaos Attack Ailment | |
Impervious | 73 | Prefix | Monsters have a 35% chance to avoid Poison, Impale, and Bleeding heist contract alert level +% final [-4] heist contract lockdown timer +% [4] heist monster spawner alive limit +% [4] map item drop quantity +% [10] map item drop rarity +% [6] Physical Chaos Attack Ailment | |
Impervious | 78 | Prefix | Monsters have a 50% chance to avoid Poison, Impale, and Bleeding heist contract alert level +% final [-4] heist contract lockdown timer +% [4] heist monster spawner alive limit +% [4] map item drop quantity +% [10] map item drop rarity +% [6] Physical Chaos Attack Ailment | |
of Venom | 1 | Suffix | Monsters Poison on Hit heist contract alert level +% final [-6] heist contract lockdown timer +% [6] heist monster spawner alive limit +% [6] map item drop quantity +% [16] map item drop rarity +% [9] Chaos Ailment |
Misc mods /20
Name | Level | Domain | Pre/Suf | Description | Weight |
---|---|---|---|---|---|
1 | Flask | Unique | Used when you become Poisoned | ||
of the Antitoxin | 16 | Flask | Suffix | Grants Immunity to Poison for (6–8) seconds if used while Poisoned | |
of the Skunk | 16 | Flask | Suffix | (45–49)% less Duration Immunity to Poison during Effect | |
of Poisoning | 1 | Jewel | Suffix | (5–10)% chance to Poison on Hit | dexjewel 1 default 0 |
Venomous | 1 | Jewel | Prefix | (5–15)% increased Magnitude of Poison you inflict Damage Ailment | dexjewel 1 default 0 |
of Infection | 1 | Jewel | Suffix | (5–10)% increased Poison Duration Chaos Ailment | dexjewel 1 default 0 |
of Poisoning | 1 | Jewel | Suffix | 1% chance to Poison on Hit | dex_radius_jewel 1 default 0 |
Venomous | 1 | Jewel | Prefix | (3–7)% increased Magnitude of Poison you inflict Damage Ailment | dex_radius_jewel 1 default 0 |
of Infection | 1 | Jewel | Suffix | (3–7)% increased Poison Duration Chaos Ailment | dex_radius_jewel 1 default 0 |
of Neutralisation | 1 | Jewel | Unique | (30–35)% reduced Poison Duration on you Chaos Ailment | |
of Poisoning | 1 | Jewel | Unique | (6–8)% increased Poison Duration (3–5)% chance to Poison on Hit Chaos Ailment | |
1 | Jewel | Unique | Traps and Mines have a 25% chance to Poison on Hit Chaos Ailment | ||
1 | Jewel | Unique | Poison you inflict is Reflected to you if you have fewer than 100 Poisons on you Chaos Ailment | ||
1 | Jewel | Unique | +1% to Chaos Resistance per Poison on you Chaos Resistance | ||
1 | Abyss | Unique | Recover (2–4)% of maximum Life on Killing a Poisoned Enemy Life | ||
1 | Abyss | Unique | (5–10)% chance to Poison on Hit | ||
Lightless | 1 | Abyss | Prefix | 15% increased chance to Poison (5–10)% increased Magnitude of Poison you inflict Ailment | |
of Ulaman | 65 | Abyss | Suffix | (20–30)% increased chance to Poison ulaman | |
of Ulaman | 65 | Abyss | Suffix | (20–30)% reduced Poison Duration on you ulaman Chaos Ailment | boots 1 belt 1 default 0 ulaman_mod 1 |
1 | ExpeditionRelic | Prefix | All Damage from Monsters' Hits Contributes to Poison Magnitude Monsters Poison on Hit |
Item /2
Toxic Quiver
Requires: Level 39
(20–30)% chance to Poison on Hit with Attacks
Unique /10

(15–20)% increased Block chance
(60–100)% increased Armour
Accuracy Rating is Doubled
(60–80)% increased Evasion Rating
+(60–80) to maximum Life
+(17–23)% to Chaos Resistance
(10–20) Life Regeneration per second
Cannot be Poisoned
(40–60)% increased Evasion Rating
+(7–17)% to Chaos Resistance
(6–10) Life Regeneration per second
Targets can be affected by +1 of your Poisons at the same time
(4–6)% increased Attack Speed
+(20–30) to Dexterity
(30–40)% increased Critical Hit Chance
+(10–20) to Dexterity
+(10–20) to Intelligence
Critical Hits Poison the enemy

Deal no Elemental Damage
Any number of Poisons from this Weapon can affect a target at the same time
(100–150)% increased Evasion Rating
+(80–120) to maximum Life
+(10–30) to Spirit
(40–60)% reduced Poison Duration on you
You can have two Companions of different types
(40–60)% reduced Duration of Bleeding on You
(100–200)% increased Energy Shield
(30–50)% increased Energy Shield Recharge Rate
+25% chance to be Poisoned

(20–30)% chance to Poison on Hit with Attacks
Gain (10–15) Mana per Enemy Killed
(10–20)% increased Poison Duration
(20–30)% chance to Poison on Hit with Attacks
local display triggers level x toad on kill [1]
Passive /11
Recover 2% of maximum Life on Killing a Poisoned Enemy
10% increased Skill Effect Duration
40% increased Poison Duration
60% increased Effect of Poison you inflict on targets that are not Poisoned
Targets can be affected by +1 of your Poisons at the same time
Ascendancy Passive /2
Ascendancy: Pathfinder
Character: Ranger
Ascendancy: Pathfinder
Character: Ranger
Double the number of your Poisons that targets can be affected by at the same time
35% less Poison Duration
Timeless Jewel Passive /1

Timeless Jewel Passive Additions /1
Faction | Category | Show Full Descriptions | Code |
---|---|---|---|
Maraketh | Notable | Poisons you inflict deal Damage 10% faster | maraketh_notable_add_faster_poison |
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Wikis Content is available under CC BY-NC-SA 3.0 unless otherwise noted.