# A fix to the poison status effect!

**URL:** https://community.gemsofwar.com/t/a-fix-to-the-poison-status-effect/40786
**Category:** Feature Requests and Game feedback
**Created:** [June 11, 2018, 7:23am UTC](https://community.gemsofwar.com/t/a-fix-to-the-poison-status-effect/40786 "2018-06-11T07:23:48Z")
**Posts on this page:** 1
**Showing post:** 10

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### Author: ![Zuboki](https://sea1.discourse-cdn.com/flex019/user_avatar/community.gemsofwar.com/zuboki/32/28558_2.png) [@Zuboki](https://community.gemsofwar.com/u/Zuboki)
#### Post date: [June 11, 2018, 4:39pm UTC](https://community.gemsofwar.com/t/a-fix-to-the-poison-status-effect/40786/10 "2018-06-11T16:39:23Z")

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I always have and still do think the best way to make poison relevant is to have it stack, building intensity for each additional “layer” of poison, with an upper limit of layers to prevent the likes of Euryali from being completely OP. Additionally, having it be uncleansable once it hits the max layer would help boost the underpowered Nagas a bit more, giving them their own annoying niche in the meta.

> [@A question about poison status effect](https://community.gemsofwar.com/t/a-question-about-poison-status-effect/28426/5):
>
> I had a good poison rework idea earlier- Four discrete levels of stacking! Poison could work as it does normally for the first level, but if an already poisoned creature was again poisoned, the poison skull would turn yellow, and the troop would always take 1 damage per turn until cured. If poisoned again, it would turn red, dealing 2 damage per turn, and after 1 more poisoning, it’d turn black- 3 damage per turn, and unable to be cleansed. Some troops could be reworked to give 2 stacks of pois…

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