Poisoning

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Poison Damage

  • Player-inflicted Poison (through spells or weapons) damage against creatures is increased by 50%
  • Player-inflicted Poison (through spells or weapons or tinker traps) has its damage increased by (100% * (Taste ID Skill / 100))
  • When a non-tamed creature takes damage from poison, if the creature or player that poisoned them is more than 18 tiles away, the poison will downgrade its damage to Lesser Poison
Poison Damage
Lesser 5 Damage every 10 seconds
Regular 10 Damage every 8 seconds
Greater 15 Damage every 7 seconds
Deadly 20 Damage every 6 seconds
Lethal 25 Damage every 5 seconds


Curing Poison

Progressive Curing

  • The first Cure Potion a player drinks every 30 seconds will now be a free consumption (players will get a system message telling them this occurred)
  • Each consecutive failed attempt at curing poison now increases chance of the next attempt by a flat value equal to the unmodified base cure chance (before factoring in adjustments for Poison Skill, Taste ID, or Other Player Effects) assigned to the type of poison


Example of curing Deadly Poison inflicted by a player with GM Poisoning Skill and GM Taste ID:

  • The base chance to cure Deadly Poison via Greater Cure Potion or GM Magery is 50% chance
  • If they fail their cure attempt, their next attempt will receive a flat 50% bonus
  • Poisons inflicted with GM Poisoning and GM Taste ID have their initial cure chance reduced by a scalar of 50% (i.e. 50% base cure chance becomes 25% cure chance)
  • Subsequent attempts are still increased by the unmodified base cure chance as a flat percentage
Attempt Cure Chance
1st 25%
2nd 75%
3rd 125%


Example of curing Lethal Poison inflicted by a player with 120 Poisoning Skill and 120 Taste ID:

  • Base chance to cure Lethal Poison via Greater Cure Potion or GM Magery is 25% chance
  • If they fail their cure attempt, their next attempt will receive a flat 25% bonus
  • Poisons inflicted with 120 Poisoning and 120 Taste ID have their initial cure chance reduced by a scalar of 60% (i.e. 25% base cure chance becomes 10% cure chance)
  • Subsequent attempts are still increased by the unmodified base cure chance as a flat percentage.
Attempt Cure Chance
1st 10%
2nd 35%
3rd 60%
4th 85%
5th 110%


Potion Cure Chances

Cure Type Poison Type Cure Chance

Lesser Cure
Lesser 75%
Regular 50%
Greater 25%
Deadly 0%
Lethal 0%

Regular Cure
Lesser 100%
Regular 75%
Greater 50%
Deadly 25%
Lethal 0%

Greater Cure
Lesser 125%
Regular 100%
Greater 75%
Deadly 50%
Lethal 25%

Bandaging Cure Chances

Chance to Cure Player ((150% - (Poison Level * 25%)) * (Healing Skill / 100)) - (Slips * 2%)
Chance to Cure Creature ((150% - (Poison Level * 25%)) * (Veterinary Skill / 100)) - (Slips * 2%)

Cure and Arch Cure Spell Chances

  • Chance to Cure = ((150% - (Poison Level * 25%)) * (Magery Skill / 100))


Poison Resistance

  • Many creatures have a Poison Resistance stat (listed as a percentage % value, but will not resist poison cast from players, only a chance to resist each tick of damage
  • Players may temporarily receive Poison Resistance through skills such as Taste ID and various item effects
  • Poison Resistance on creatures is checked on a Per Poison Tick Basis, so abilities/effects that trigger multiple Poison Ticks to be resolved at once (such as Poison Strike/Poison Aspect Weapon or Spell Proc) will make multiple Poison Resistance checks against each tick being resolved, rather than a single Poison Resistance check that would nullify the entire stack of Poison Ticks


Poison Kit

  • Players can craft Poison Kits with the Alchemy skill, which is a Blessed item that allow players to customize the handling of their Poison Effects towards creatures (these bonuses will never affect players)


Poisoned Weapons

  • Poison may be applied to any stabbing weapon. This includes all Fencing weapons and all swords, but not axes or polearms and no maces.
  • Chance to inflict poison on target is flat 25% for Lesser, Regular, Greater, and Deadly Poisoned weapons
  • Players need 95 Printed Poisoning skill or higher to use any Lethal Poisoned weapon
  • The chance for a player to apply Weapon Poison (including Lethal) to a creature is now 25% + (Effective Poisoning Skill / 4 %) patch Feb 14,2020
  • Player wielding a weapon with Lethal Poison must have at least 100 Poisoning skill in order to inflict it on targets
  • Chance to not lose poison charge on a failed infliction check is (50% * (Poisoning Skill / 100))
  • Chance for player to cure poison that was inflicted by a player with poisoning is reduced by (25% * (Poisoning Skill / 100))
  • If a creature is hit by a poisoned weapon, but the creature is already poisoned with an equal or higher poison level than what's on the weapon, no poison attempt will be made with the weapon (and no poison charges will be lost)
  • Players with Poisoning skill use fractional amounts of Poison Charges when inflicting poison with a weapon onto a creature
  • Players will lose (1 - (0.50 * (Effective Poisoning Skill / 100)) Poison Charges when inflicting poison from a weapon onto a creature
  • A minimum of 0.20 Poison Charges are used on each poisoning attempt (if players have bonuses to Effective Poisoning Skill such as through Mastery Chain Links)
  • Players may attempt to apply poison to weapons by single-clicking the weapon with poison potions in their inventory. Available poison types will be listed in the context menu.



Poison Spellcasting

  • Poison spell when cast by creatures will be at Lesser Poison
  • Poison spell and Poison Field spells cast by players default to Regular Poison
  • A player's effective Poisoning skill for spellcasting is capped by their Magery skill (players may go above 100 Poisoning at 100 Magery however)
  • Players must have at least 60 Poisoning to upgrade poison level to Greater Poison
  • Players must have at least 80 Poisoning to upgrade poison level to Deadly Poison
  • Players must have at least 100 Poisoning, as well as 100 Magery, to have a chance to upgrade to Lethal Poison
  • Upgrading to Greater Poison will cost 1 extra nightshade and 2 extra nightshade for Deadly Poison (the spell's poison will not upgrade if player does not have sufficient nightshade)
  • Players are able to cast Lethal Poison, onto both creatures and players
  • In order to be able to upgrade to Lethal poison, the player must have a Lethal Poison potion in their backpack (if they do not have, they cannot upgrade to Lethal Poison)
  • On a successful Lethal Poison upgrade cast, there is a 20% chance a Lethal Poison potion in their backpack will be consumed (and players will be notified); this chance is increased to 40% in PvP
  • Casting Lethal Poison will require consumption of 3 extra Nightshade if no Lethal Poison Potion is required for the spellcast (similar to upgrading to Greater Poison taking 1 extra nightshade, and upgrading to Deadly Poison taking 2 extra nightshade)


PvM Bonuses

The chance for players to upgrade spell poison levels against creatures are:

Poison Chance for Upgrade
Greater (100% * (Poisoning Skill / 100))
Deadly (50% * (Poisoning Skill / 100))
Lethal (20% * (Poisoning Skill / 100))


PvP Bonuses

The chance for players to upgrade spell poison levels against other players, including distance, are:

Poison Chance for Upgrade Distance from Target
Greater (50% * (Poisoning Skill / 100))
Deadly (25% * (Poisoning Skill / 100)) 0-8 Tiles
Lethal (10% * (Poisoning Skill / 100)) 0-4 Tiles

Poison Tolerance

The handling on Poison Tolerance is as follows:

  • Whenever a player or tamed/summoned creature inflicts Greater Poison or above on another player, it applies a cumulative Poison Tolerance effect on the victim that lasts 5 minutes
  • A player can have multiple Poison Tolerance effects stacked on them, and each Poison Tolerance effect has their own independent duration timer
  • Poison Tolerance reduces the chance for ANY opposing players to Upgrade Poison Spellcasts OR Apply Melee Weapon Poison against them (i.e. a player with a 25% upgrade/application chance against a player with 50% poison tolerance would now have a 12.5% upgrade/application chance)
  • Players can at most receive 50% Poison Tolerance from stacked effects
  • Poison Tolerance has no effect in the Arena


Poison Tolerance increases as follows:

Hit with Poison Poison Tolerance for 5 Min.
Greater +5%
Deadly +10%
Lethal +15%


Failure to Upgrade: Poison Sting

If a Poison spell hits an already poisoned target, and fails to upgrade the target's poison to a higher level than what it already has on them (which will always be the case if the target has Lethal poison), the target will instead take 10 * (((Caster Poisoning Skill + Caster Taste ID Skill) * 0.5) / 100) Damage, which will be roughly equivalent to Fireball damage when cast by a Poison Mage template.

We'll refer to this damage as Poison Sting damage. Poison Sting damage itself will not cause an interrupt to the target, but the normal interrupt handling for the Poison Spell will be in place as before (i.e. normal handling for being a 3rd circle offensive spell). The Poison Sting mechanic will apply when casting the spell onto both creatures and players.


Poison Stacking

  • Every non-tamed/non-summoned creature can now have multiple Poison effects stacked on them, with the following rules:
  • Creatures will only ever have one Poison Type active on them at a time (i.e Lesser, Regular, Greater, Deadly, Lethal)
  • Each Player is allowed to apply poison onto an already poisoned creature so long as it is the same poison level
  • Each Player is also allowed to have one of their followers apply Poison onto an already poisoned creature so long as it is the same poison level
  • If a Player or Player Follower applies a higher level poison than what is currently on a creature, it will clear out the poison of all other players/followers currently stacked on it
  • Poisoned creatures will track individual Tick Count Remaining amounts for each player/creature that poisoned it (which starts at Tick 0 and ends at Tick 10)
  • A poisoned creature will use a single timer to resolve all Poison Ticks at the same time (i.e. every 5 seconds a Lethal Poisoned creature will resolve multiple creature/player poison ticks on it at once)
  • A creature will be considered Poisoned, and have a Green status health bar, so long as any creature/player has any Poison Ticks remaining on it
  • Any bonuses players/followers have towards increasing Poison Damage or boosting Poison Effects will only apply to their own individual Poison Ticks resolving (i.e. all players don't get a bonus to Poison Damage on a creature due to a single player using Mind Rot or having Poison Mastery Chain Links/Aspect)


Poison Text Visuals

Creature Poison Single Click

  • Players can toggle whether to display single-click overhead Poison text for creatures by typing [SingleClickPoisonTicks or by navigating to Paperdoll -> Help -> Commands -> Mechanics -> SingleClickPoisonTicks
  • Players can see what Type of Poison they individually have on a creature as well as how many Poison Ticks they have remaining on the creature by single-clicking or doing All Names

  • If a creature is currently poisoned, but the player themselves doesn't have any poison applied on the target, single-clicking the creature or doing All Names will simply display what type of Poison is currently active on it (i.e poison from other players/creatures)

Creature Poison Overhead Messages

  • In order to reduce the amount of overhead text spam related to the new poison stacking mechanics, some changes have been made to overhead text messages derived from Poison for creatures

Applying Poison

  • When Poison is applied to a creature, it will only display the "Creature X is wracked in extreme pain"-type message overhead to the player who applied the Poison
  • Tamed/Summoned Creatures that become poisoned, however, will always still display these messages to their controller

Resolving Poison Ticks

  • The "Creature X is wracked in extreme pain"-type message that occurs when resolving Poison Ticks for creatures will now only display to players who have poison active on the creature
  • Tamed/Summoned Creatures that are poisoned, however, will always still display these messages to their controller

Creature Poison Overriding

  • If another player or creature applies a Higher level of Poison than what is currently on the target, all other players who previously had a lower level Poison effect active on the creature will see a "*poison overridden*" message displayed above the creature for them (indicating their Poison on the creature has now been wiped out)

Creature Poison Tick Completion

  • When a player's 10th (Final) Poison Tick resolves on a creature, they will see a "*poison complete*" message displayed over the creature (indicating their poison effect has ended on the creature)


Training

  • Train the skill by applying the skill-appropiate Poison to a bladed weapon
  • Roughly 100 Poison potions for 50 - 60 skill
  • Roughly 750 Greater Poison potions for 60 - 80 skill
  • Roughly 1100 Deadly Poison Potions for 80 - 100 skill
Skill Poison
0-50 Train from NPC
50-60 Regular
55-80 Greater
75-100 Deadly
95-120 Lethal