Subtler than an impaling sword, poisoning food and drink has long been a method of choice for the discerning assassin. For those with a flair for the dramatic, Poison can be applied to the blade of a fencing or one-handed swordsmanship weapon to swiftly bring an enemy to defeat in battle. A weapon that has been poisoned can be used by anyone and has a chance to poison a target with each hit.
Two-handed weapons, Mace Fighting weapons and arrows cannot be poisoned.
Weapons get a number of "poison charges" depending on the poison applied.
To check how many poison charges are left on a weapon requires at least 75 Arms Lore skill. Re-applying poison to a blade will reset the charges.
On hit, poisoned weapons have a 25% chance to apply a charge with 100 Anatomy skill, which can't be resisted. At GM Poisoning, this bonus becomes 35%. The poisoning cure debuff described below applies to spells as well as weapons.
The weapon has a 50% chance to not lose a poisoning charge if all of the below occur:
Weapons take durability damage when a poison is applied to them and when the weapon applies poison on a target.
The minimum skill required to apply poison to a weapon is:
Along with the ability to poison weapons and food, higher levels of this skill improve the effectiveness of the Poison and Poison Field spells. This effect is also influenced by Taste Identification, making both skills a requirement for a Nox Mage build.
When casting poison players can upgrade their poison level using the poisoning skill.
Upgrade chance = chance * (Poisoning Skill / 100)
Potions Chance to cure = (Potion Chance - Total Debuff) + (0.5 * Attempts)
Bandage chance to cure = ((1.75 - (Poison Level * 0.25)) * (Healer Skill / 100) - (slips * 0.02) - Total Debuff) + (0.5 * Attempts)
Cure Spell chance = ((1.75 - (Poison Level * 0.25)) * (Magery / 100) - Total Debuff) + (0.5 * Attempts)
Note: Arch Cure gains an additional 10% chance.