Poison is a status effect in Dark Souls 3.

Poison Information

Poison Sources

Poison Weaponry


  • Poison shares resistance properties with Toxic, but once it procs Toxic will drain HP a lot quicker and for a longer time.
  • The Storyteller's Staff poison is the unusual exception, with a scaling value so high that at some point it even outperforms Toxic by more than double.
  • Luck appears to only speed up the application of poison, allowing you to poison an enemy with fewer hits. It appears to have no effect on poison damage, nor on poison duration.
  • Weapons that have poison naturally on it can be imbued with Poison, or have a Poison Resin used on it, however this appears to only help apply the poison faster, and does not affect poison damage or duration.
  • Tested on Pontiff Sulyvhan (regular NG), most poison effects did 13 damage per second, Dung Pies (Toxic) did 23 damage per second, Storyteller Staff's poison did 54 damage per second
  • Ghru weapon poisons, poison arrows, the Poison Mist pyromancy, Rotten Pine Resin, and Poison Gem infusion all appear to apply the same identical poison (comparable to the Farron Keep swamp poison)
  • Poison and Toxic work very similarly to Dark Souls' poison and toxic. It's a lot weaker in Dark Souls 3 than it was in previous games, so the damage can often be ignored.

    • 25 Mar 2017 17:49  

      Yeah the latest patch 1.11 it says:

      "Improved the Poison build-up of Poison infusions.

      Increased the damage of Poison and Toxic dealt by players, and shortened its duration."

      so, maybe poison will actually be viable now? Has anyone tested this yet?

      • 28 Dec 2016 19:56  

        Okay but how will we make poison viable?

        Most of you will just say to increase its general damage in scaling with the luck stat or some similar method, but then I have to ask; what will we do about bleed then? I understand that poison isn't the best thing in the world, but imagine a build with the bleed of ds3 and the poison of ds2. Personally, it seems overpowered. Simply continuously draining a boss's health while applying large amounts of burst damage to it seems like it will down the boss in minutes if not seconds. Part of the point of the souls series is to be difficult, challenging, and rewarding for defeating those challenges. How are we going to make poison work without giving an unfair advantage to players who use luck builds? Nerf bleed? Should we, as players, decide for everyone else and crap on the builds already made which use bleed as their foundation?
        It seems like the easiest method to make poison useful is to make a new stat, but doing so only for poison is absurd! We can't simply destroy the system of the game for one effect, the ds3 system seems to be very carefully balanced. But we can choose another stat that already exists to make it worth our time. Which stat, or stats, is not for me to say.
        We as players are much like a part of the development team. We just operate after the games released and give our collective feedback. If we want poison to work we need to tell them how. I'm not saying that you shouldn't complain. I want poison to work too, and I complain as much about it as the next person. I just don't do anything about it because I'm fine with what I have.

        And, personally, I like complaining! Makes me feel happy! So if poison is going to work, how do we get it there? There's probably something I missed and I just made a fool of myself, but I've played the souls series for a long time. HOW CAN WE MAKE POISON WORK WITHOUT KILLING BLEED?

        • Player Poison should be separate from environmental poison21 Jul 2016 18:38  

          They need to create a different class of poison for weapon use. The current poison status effect is little more than an environmental hindrance meant to create a sense of urgency in the Farron Keep swamp region. In the swamp, the player can be wandering around with the status effect for more than ten minutes, making its slow damage an actual hazard in conjunction with the undead wildlife. <br/><br/>But the short duration of combat makes the effect useless anywhere else. We need better damage on the poison for it to be useful, yet any change to the poison found on weapons should not effect the poison in the Farron Swamp.

          • Still hoping for a buff30 Jun 2016 07:04  

            Poison was my favorite build in DS 2 it was strong, but not brokenly strong. Why they switched it to this is beyond me. If they made all poison like the storytellers staff type, or just straight up buffed it it would be a good improvement.<br/>It would encourage more build variety as well

            • some research20 May 2016 13:51  

              (moved my notes to the comments seection)<br/><br/>Below 1400 HP = 3 HP lost with each tick. Above 1400 HP = 4 HP lost with each tick. The exact value is somewhere around 1450.<br/>Even tested with 9 vigor, and still lost 3 HP with 381 max HP, so the minimum seems to be 3. I have no character with high vit atm, so I'm unable to test the next breakpoint (which should be around 18-1900 HP)<br/><br/>- It looks like normal poison does about 0.25% of the target's full hp each second.<br/>- The Old Demon King seemingly only takes half the damage he should (in regards to his HP), but it looks like he can be poisoned twice, or by two different players (cuculus summon?)

              • Please, Buff the Poison status with a patch cause it's kinda useless05 May 2016 07:28  

                Nobody likes being poisoned, but in DS3 you can easily ignore the poison (just drinking a flask every while or simply using a musk)<br/><br/>If you'd like to get a Poison-infused weapon, you'll be very disappointed.<br/>Poison is worthless both in PVE and PVP.<br/>Poison arrows, poison knives and poison weapons are not worth a soul.<br/><br/>I don't want Poison to be OP, but this is very underwhelming and unbalanced.<br/>

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