Poisoning
Poisoning applies poison to weapons (and, classically, food). The prose is community-derived (paraphrased from the uorenaissance.com skill list plus ServUO behavior) pending field verification; the stats table, potion skill ranges, and charge formula below are source-verified against ServUO.
What it does
Section titled “What it does”Poisoning lets you coat a bladed or piercing weapon — or food/drink — with poison from a poison potion, so that creatures struck (or fed) take poison damage over time. Higher skill lets you apply stronger poisons more reliably. It is a Mastery skill favored by assassins and a nasty addition to a Fencer’s infectious-strike blade.
How to apply poison
Section titled “How to apply poison”To envenom something: use the Poisoning skill, target a poison potion in your pack, then
target the item to coat. After a ~2-second application a skill check decides whether the
poison takes; on success the potion is consumed (you keep the empty bottle) and the item
carries that poison (Scripts/Skills/Poisoning.cs).
What can be poisoned (on this AOS/EJ shard):
- Weapons with the Infectious Strike special move. This is the AOS rule the server enforces — not “any bladed weapon.” The weapon’s primary or secondary ability must be Infectious Strike; anything else is rejected with “You can only poison infectious weapons, food or drink.” A poisoned weapon delivers its dose when you land an Infectious Strike.
- Food and drink — a poisoned meal hits whoever eats it (the classic assassin’s trick).
- Throwing weapons — fukiya darts and shuriken.
Applying poison is an evil act (−20 karma each time), and at under 80.0 skill a failed attempt has a 5% chance to poison you instead (“You make a grave mistake…”). See Poison & status for curing and Combat basics.
How to train it
Section titled “How to train it”No town trainer. Poisoning has no standard NPC vendor that teaches it (only a Dryad
carries it), so train it by use from the start. The method: apply a poison potion to a
weapon, food, or dart, repeatedly — Scripts/Skills/Poisoning.cs runs
CheckTargetSkill(SkillName.Poisoning, target, potion.MinPoisoningSkill, potion.MaxPoisoningSkill), so the potion tier sets the difficulty window. Step the potion
up as your skill climbs:
- Low skill (0–60) — apply lesser poison potions; matched to skill 0.0–60.0.
- Mid skill (30–70 / 60–100) — regular then greater poison potions.
- High skill (80–100) — deadly poison potions for the steadiest late gains.
Keep a potion supply and a stack of weapons/food to envenom so a session never stops; GGS guarantees the slow late points. See skill gain and using & training skills.
Mechanics & numbers
Section titled “Mechanics & numbers”| Primary stat | Intelligence |
| Secondary stat | Dexterity |
| Title | Assassin |
| Mastery skill | Yes |
| Gain notes | training Poisoning raises Int (primary), or Dex (secondary) — a popular fast Int-trainer; see Stat gain |
Verified from ServUO. The check is CheckTargetSkill(Poisoning, target, min, max)
(Scripts/Skills/Poisoning.cs); the potion you use sets the difficulty window (next
section). A successful weapon application gives 18 − (level × 2) charges (a weaker
poison yields more charges). On failure there is a 5% chance to poison yourself below
80 skill.
Poison types and their effects
Section titled “Poison types and their effects”Poison comes in five strength tiers, each stronger and longer-lasting than the last
(Scripts/Misc/Poison.cs, AOS values). The potion you apply determines the tier, and the
potion’s skill window is what you train against:
| Poison | Apply with (potion) | Poisoning skill | Weapon charges | Strength |
|---|---|---|---|---|
| Lesser | Lesser Poison Potion | 0–60 | 18 | weakest — light damage over ~10 ticks |
| Regular | Poison Potion | 30–70 | 16 | moderate |
| Greater | Greater Poison Potion | 60–100 | 14 | strong |
| Deadly | Deadly Poison Potion | 80–100 | 12 | very strong — bigger ticks, ~15 ticks |
| Lethal | (not craftable — high-end monsters only) | — | 10 | strongest — hardest hits, up to ~20 ticks |
Higher tiers deal more damage per tick, run for more ticks, and are harder to cure (a Cure spell or cure potion can fail outright against Deadly/Lethal). Damage also scales with the victim — poison is brutal on low-HP targets and a steady drain on tough ones. Charges count down per Infectious Strike; re-apply when they run out.
Special poisons (Stygian Abyss): two exotic potions exist at 95–100 Poisoning:
- Darkglow Poison — a Greater-tier venom that reveals and lingers, tuned to punish anyone who tries to out-wait it.
- Parasitic Poison — a Deadly-tier venom that heals the attacker for a share of the poison damage it deals — the assassin’s life-leech.
The cure side (cure chances, Lesser/Greater/Arch Cure, cure potions) is covered on Poison & status.
Related skills & synergies
Section titled “Related skills & synergies”- Fencing / a weapon skill — poisoned blades + infectious strike.
- Alchemy — brews the poison potions you apply.
- Healing / Taste Identification — cure poison / detect poisoned food.
See also
Section titled “See also”Banner icon courtesy of uorenaissance.com.