The Poisoning Skill

Poisoning in UO has been severely limited in combat situations ever since UO:Renaissance, when poison was changed from being primarily about dealing damage-over-time to a system that was primarily intended to slow down healing. Rather than being an offensive skill in its own right, poisoning these days is best used as a supplemental tool, and is essentially effective without any skill investment whatsoever.

In the old days, poison would do significant damage over time, and curing was more difficult; and even though a target could heal damage without curing first, a high-powered poison would eventually overcome their ability to maintain healing pace (the essence of a damage-over-time model), providing the poisoner with an advantage for their skill points. With UO:R this was all changed: the target must cure the poison before they can heal any damage, but curing most poisons is so easy now that this does not really affect anything. In particular, high-level poisons have a slow damage timer, and are easy to cure before any damage is delivered, using a wide variety of mechanisms (healing, magery, chivalry, potions, orange petals, ...), meaning the target can cure the poison before any damage has been dealt out by the poison itself (and while it does take time for them to cure, it also took time for you to poison, so it's a wash). In fact, low-level poisoners are often more effective in the current combat system, since the lower-level poisons deal damage more frequently, making them at least useful for interrupting the target's spell casting abilities (something the high-level poisons do not do). This essentially makes high-level poisoning skill a waste of points, and shuts out an entire class of playstyle.

What's most annoying here is that the Necromancy skill has a spell that works the way poisoning used to (and should again), which is Strangle. With this one spell a player can have all the benefits of a legacy poisoner--including the fabled damage-over-time, and skill-based "cures"--and can do so with no difference in skill point cost (necromancy and spirit speak require 200 points, but so does poisoning plus a delivery mechanism such as fencing or magery). But for the 200 points in necromancy and spirit speak, the player also gets a wide range of other spells as well as a healing method, while the equivalent investment in poisoning only wastes your time.

This proposal suggests returning to the old-style poison model, and implementing some additional features that would make the skill richer and more substantitve, while also preserving game balance. Essentially, make poisoning worth the cost of skill-point development again, but do not make it overpowering.

Towards that goal, I suggest the following features:

Overall, these suggestions would make poisoning a viable combat class in its own right, albeit still dependant on other skills for delivery (ie, magery and weapons). It would reward characters who invest in poisoning by making their poison strikers stronger and harder to cure, and also by giving them an inherent defense against certain kinds of poisons. However, there are sufficient number of defensive mechanisms that strong players do not need to run in fear from strong poisoners.

Furthermore, this model works well for poisoning monsters too. For example, a high-end monster like a rotting corpse can have access to GM or better poisoning and melee skills, and also have access to level 6 poisons (with 120 base). If a monster were to have all inputs maxed at 120, the determined poison would be ((120 + 120 + 120 + 120) / 4) + 12 = 132 realized poisoning skill, with base damage of 26 hit-points per tick, and would only be curable by near-legendary mages and healers, with just a 30% chance of success at legendary. Meanwhile, a paragon rotting corpse that I saw had 119 wrestling and 144 poisoning, and under this formula that monster would have had a determined poison of ((119 + 120 + 120 + 144) / 4) + 14 = 139 realized poisoning skill. Clearly, UO developers are not restricted to the input variables they use so would be entirely possible to produce a poison level that was completely uncurable if they so chose.