Soulash
Poison Weapons Skill
This skill needs some tinkering or at least a tooltip adjustment. Right now it's a total newbie trap. I'm playing a straight nomad build (high dex) and I see the opportunity to dip into a universal skill that offers to add +5 poison dmg to my dagger. Little did I know that it also adjusts how stat scaling is applied, turning my 100% dex scaling dagger into 50% dex 50% int when applied.

I would have expected the physical damage of the dagger to scale with dex while the non-physical damage scales with int, not for the entire thing to be split 50-50. Incidentally, it makes the skill entirely useless for any character that's not a pure mage, since pumping both dex and int is a waste of skill points. The idea of "poisoned weapons" being something for mages runs contrary to pretty much every RPG in history. I'm not against a game trying to step outside the box of convention, but the interaction here is entirely unexpected even after I had already learned that weapons with elemental damage scale with int.