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	<id>http://wiki.uoicebound.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=172.17.0.1</id>
	<title>UO Icebound - User contributions [en]</title>
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	<updated>2026-05-11T11:21:11Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>http://wiki.uoicebound.com/index.php?title=Job_System&amp;diff=1675</id>
		<title>Job System</title>
		<link rel="alternate" type="text/html" href="http://wiki.uoicebound.com/index.php?title=Job_System&amp;diff=1675"/>
		<updated>2026-01-13T16:03:33Z</updated>

		<summary type="html">&lt;p&gt;172.17.0.1: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
Jobs are our setting-flavored take on conventional daily and weekly quests. They are designed to let you play your character as they are from day one, providing a way to earn supplies, gain skill, and explore the world while opening up opportunities roleplay.&lt;br /&gt;
&lt;br /&gt;
Jobs are picked up from NPCs across the map. Some are tied to specific skills, others are open to anyone. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;As a general rule, most jobs cost 5 [[Fatigue]] to complete and refresh every 24 hours.&amp;lt;/font&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Types of jobs:&amp;lt;/font&amp;gt; &lt;br /&gt;
&lt;br /&gt;
* &amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;General Labor:&amp;lt;/font&amp;gt; Simple community work. May involve a skill, but usually open to all.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Skill Jobs:&amp;lt;/font&amp;gt;  Found near a profession’s main work area. Offered in tiers based on your skill level, and can provide skill, material, or monetary rewards. &amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;You can only do 7 skill jobs a day.&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Retrieval Jobs:&amp;lt;/font&amp;gt;  Gather or recover something. Often involves scavenging or fighting.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Delivery Jobs:&amp;lt;/font&amp;gt;  Bring a letter or item to another NPC or location. Encourages exploration and interaction.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Kill Jobs:&amp;lt;/font&amp;gt;  Hunt a target or clear out a threat. Direct and repeatable for those with a combat role.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
------&lt;br /&gt;
&lt;br /&gt;
Return to [[Main Page]]&lt;/div&gt;</summary>
		<author><name>172.17.0.1</name></author>
	</entry>
	<entry>
		<id>http://wiki.uoicebound.com/index.php?title=Job_System&amp;diff=1674</id>
		<title>Job System</title>
		<link rel="alternate" type="text/html" href="http://wiki.uoicebound.com/index.php?title=Job_System&amp;diff=1674"/>
		<updated>2026-01-13T16:03:26Z</updated>

		<summary type="html">&lt;p&gt;172.17.0.1: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
Jobs are our setting-flavored take on conventional daily and weekly quests. They are designed to let you play your character as they are from day one, providing a way to earn supplies, gain skill, and explore the world while opening up opportunities roleplay.&lt;br /&gt;
&lt;br /&gt;
Jobs are picked up from NPCs across the map. Some are tied to specific skills, others are open to anyone. &lt;br /&gt;
&amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;As a general rule, most jobs cost 5 [[Fatigue]] to complete and refresh every 24 hours.&amp;lt;/font&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Types of jobs:&amp;lt;/font&amp;gt; &lt;br /&gt;
&lt;br /&gt;
* &amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;General Labor:&amp;lt;/font&amp;gt; Simple community work. May involve a skill, but usually open to all.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Skill Jobs:&amp;lt;/font&amp;gt;  Found near a profession’s main work area. Offered in tiers based on your skill level, and can provide skill, material, or monetary rewards. &amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;You can only do 7 skill jobs a day.&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Retrieval Jobs:&amp;lt;/font&amp;gt;  Gather or recover something. Often involves scavenging or fighting.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Delivery Jobs:&amp;lt;/font&amp;gt;  Bring a letter or item to another NPC or location. Encourages exploration and interaction.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Kill Jobs:&amp;lt;/font&amp;gt;  Hunt a target or clear out a threat. Direct and repeatable for those with a combat role.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
------&lt;br /&gt;
&lt;br /&gt;
Return to [[Main Page]]&lt;/div&gt;</summary>
		<author><name>172.17.0.1</name></author>
	</entry>
	<entry>
		<id>http://wiki.uoicebound.com/index.php?title=Job_System&amp;diff=1673</id>
		<title>Job System</title>
		<link rel="alternate" type="text/html" href="http://wiki.uoicebound.com/index.php?title=Job_System&amp;diff=1673"/>
		<updated>2026-01-13T16:03:17Z</updated>

		<summary type="html">&lt;p&gt;172.17.0.1: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
Jobs are our setting-flavored take on conventional daily and weekly quests. They are designed to let you play your character as they are from day one, providing a way to earn supplies, gain skill, and explore the world while opening up opportunities roleplay.&lt;br /&gt;
&lt;br /&gt;
Jobs are picked up from NPCs across the map. Some are tied to specific skills, others are open to anyone. &amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;As a general rule, most jobs cost 5 [[Fatigue]] to complete and refresh every 24 hours.&amp;lt;/font&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Types of jobs:&amp;lt;/font&amp;gt; &lt;br /&gt;
&lt;br /&gt;
* &amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;General Labor:&amp;lt;/font&amp;gt; Simple community work. May involve a skill, but usually open to all.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Skill Jobs:&amp;lt;/font&amp;gt;  Found near a profession’s main work area. Offered in tiers based on your skill level, and can provide skill, material, or monetary rewards. &amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;You can only do 7 skill jobs a day.&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Retrieval Jobs:&amp;lt;/font&amp;gt;  Gather or recover something. Often involves scavenging or fighting.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Delivery Jobs:&amp;lt;/font&amp;gt;  Bring a letter or item to another NPC or location. Encourages exploration and interaction.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Kill Jobs:&amp;lt;/font&amp;gt;  Hunt a target or clear out a threat. Direct and repeatable for those with a combat role.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
------&lt;br /&gt;
&lt;br /&gt;
Return to [[Main Page]]&lt;/div&gt;</summary>
		<author><name>172.17.0.1</name></author>
	</entry>
	<entry>
		<id>http://wiki.uoicebound.com/index.php?title=Job_System&amp;diff=1672</id>
		<title>Job System</title>
		<link rel="alternate" type="text/html" href="http://wiki.uoicebound.com/index.php?title=Job_System&amp;diff=1672"/>
		<updated>2026-01-13T16:02:09Z</updated>

		<summary type="html">&lt;p&gt;172.17.0.1: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
Jobs are our setting-flavored take on conventional daily and weekly quests. They are designed to let you play your character as they are from day one, providing a way to earn supplies, gain skill, and explore the world while opening up opportunities roleplay.&lt;br /&gt;
&lt;br /&gt;
Jobs are picked up from NPCs across the map. Some are tied to specific skills, others are open to anyone. &amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;As a general rule, jobs cost 5 [[Fatigue]] to complete.&amp;lt;/font&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Types of jobs:&amp;lt;/font&amp;gt; &lt;br /&gt;
&lt;br /&gt;
* &amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;General Labor:&amp;lt;/font&amp;gt; Simple community work. May involve a skill, but usually open to all.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Skill Jobs:&amp;lt;/font&amp;gt;  Found near a profession’s main work area. Offered in tiers based on your skill level, and can provide skill, material, or monetary rewards. &amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;You can only do 7 skill jobs a day.&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Retrieval Jobs:&amp;lt;/font&amp;gt;  Gather or recover something. Often involves scavenging or fighting.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Delivery Jobs:&amp;lt;/font&amp;gt;  Bring a letter or item to another NPC or location. Encourages exploration and interaction.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Kill Jobs:&amp;lt;/font&amp;gt;  Hunt a target or clear out a threat. Direct and repeatable for those with a combat role.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
------&lt;br /&gt;
&lt;br /&gt;
Return to [[Main Page]]&lt;/div&gt;</summary>
		<author><name>172.17.0.1</name></author>
	</entry>
	<entry>
		<id>http://wiki.uoicebound.com/index.php?title=Region_Maintenance&amp;diff=1671</id>
		<title>Region Maintenance</title>
		<link rel="alternate" type="text/html" href="http://wiki.uoicebound.com/index.php?title=Region_Maintenance&amp;diff=1671"/>
		<updated>2026-01-13T16:00:14Z</updated>

		<summary type="html">&lt;p&gt;172.17.0.1: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Regions containing a Settlement or Outpost have physical infrastructure that keep them livable. This infrastructure is physically present in the game, in the form of pipes, wires, bulkheads, and other logistics items spread throughout the area. All of these items have a maintenance level that must be maintained, and when they go below that level they will break. Broken items are easily identifiable by their graphics, and must be fully repaired before they fill become functional again. Outposts all have Steam, Electricity, and Water. The corresponding logistics items for each must be repaired for each individual system to function, and the majority for all three (if present) must be functional, otherwise none will function.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Steam==&lt;br /&gt;
Steam enables heating of the area, and will increase the ambient Temperature level when active.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Electricity==&lt;br /&gt;
Electricity allows lighting to work, and will increase the base Security level when active.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Water==&lt;br /&gt;
Water enables players to use any plumbing fixtures to obtain water, and lets any plants growing in growbeds in the area be watered automatically.&lt;/div&gt;</summary>
		<author><name>172.17.0.1</name></author>
	</entry>
	<entry>
		<id>http://wiki.uoicebound.com/index.php?title=Region_Maintenance&amp;diff=1670</id>
		<title>Region Maintenance</title>
		<link rel="alternate" type="text/html" href="http://wiki.uoicebound.com/index.php?title=Region_Maintenance&amp;diff=1670"/>
		<updated>2026-01-13T16:00:08Z</updated>

		<summary type="html">&lt;p&gt;172.17.0.1: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Regions containing a Settlement or Outpost have physical infrastructure that keep them livable. This infrastructure is physically present in the game, in the form of pipes, wires, bulkheads, and other logistics items spread throughout the area. All of these items have a maintenance level that must be maintained, and when they go below that level they will break. Broken items are easily identifiable by their graphics, and must be fully repaired before they fill become functional again. Outposts all have Steam, Electricity, and Water. The corresponding logistics items for each must be repaired for each individual system to function, and the majority for all three (if present) must be functional, otherwise none will function.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Steam==&lt;br /&gt;
Steam enables heating of the area, and will increase the ambient Temperature level when active.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Electricity==&lt;br /&gt;
Electricity allows lighting to work, and will increase the base Security level when active.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Water==&lt;br /&gt;
Water enables players to use any plumbing fixtures to obtain clean water, and lets any plants growing in growbeds in the area be watered automatically.&lt;/div&gt;</summary>
		<author><name>172.17.0.1</name></author>
	</entry>
	<entry>
		<id>http://wiki.uoicebound.com/index.php?title=Region_Maintenance&amp;diff=1669</id>
		<title>Region Maintenance</title>
		<link rel="alternate" type="text/html" href="http://wiki.uoicebound.com/index.php?title=Region_Maintenance&amp;diff=1669"/>
		<updated>2026-01-13T15:59:55Z</updated>

		<summary type="html">&lt;p&gt;172.17.0.1: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Regions containing a Settlement or Outpost have physical infrastructure that keep them livable. This infrastructure is physically present in the game, in the form of pipes, wires, bulkheads, and other logistics items spread throughout the area. All of these items have a maintenance level that must be maintained, and when they go below that level they will break. Broken items are easily identifiable by their graphics, and must be fully repaired before they fill become functional again. Outposts all have Steam, Electricity, and Water. The corresponding logistics items for each must be repaired for each individual system to function, and the majority for all three (if present) must be functional, otherwise none will function.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Steam==&lt;br /&gt;
Steam enables heating of the area, and will increase the ambient Temperature level when active.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Electricity==&lt;br /&gt;
Electricity allows lighting to work, and will increase the base Security level when active.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Water==&lt;br /&gt;
Water enables players to use any plumbing fixtures to obtain water, and lets any plants growing in growbeds in the area be watered automatically.&lt;/div&gt;</summary>
		<author><name>172.17.0.1</name></author>
	</entry>
	<entry>
		<id>http://wiki.uoicebound.com/index.php?title=Region_Maintenance&amp;diff=1668</id>
		<title>Region Maintenance</title>
		<link rel="alternate" type="text/html" href="http://wiki.uoicebound.com/index.php?title=Region_Maintenance&amp;diff=1668"/>
		<updated>2026-01-13T15:59:05Z</updated>

		<summary type="html">&lt;p&gt;172.17.0.1: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Regions containing a Settlement or Outpost have physical infrastructure that keep them livable. This infrastructure is physically present in the game, in the form of pipes, wires, bulkheads, and other logistics items spread throughout the area. All of these items have a maintenance level that must be maintained, and when they go below that level they will break. Broken items are easily identifiable by their graphics, and must be fully repaired before they fill become functional again. Outposts all have Steam, Electricity, and Water. The corresponding logistics items for each must be repaired for each individual system to function, and the majority for all three (if present) must be functional, otherwise none will function.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Steam==&lt;br /&gt;
Steam enables heating of the area, and will increase the ambient Temperature level when active.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Electricity==&lt;br /&gt;
Electricity allows lighting to work, and will increase the base Security level when active.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Water==&lt;br /&gt;
Water enables players to use any plumbing fixtures to obtain water, and must be active for plant growth in Hothouses in the area.&lt;/div&gt;</summary>
		<author><name>172.17.0.1</name></author>
	</entry>
	<entry>
		<id>http://wiki.uoicebound.com/index.php?title=Region_Maintenance&amp;diff=1667</id>
		<title>Region Maintenance</title>
		<link rel="alternate" type="text/html" href="http://wiki.uoicebound.com/index.php?title=Region_Maintenance&amp;diff=1667"/>
		<updated>2026-01-13T15:58:54Z</updated>

		<summary type="html">&lt;p&gt;172.17.0.1: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Regions containing a Settlement or Outpost have physical infrastructure that keep them livable. This infrastructure is physically present in the game, in the form of pipes, wires, bulkheads, and other logistics items spread throughout the area. All of these items have a maintenance level that must be maintained, and when they go below that level they will break. Broken items are easily identifiable by their graphics, and must be fully repaired before they fill become functional again. Outposts all have Steam, Electricity, and Water. The corresponding logistics items for each must be repaired for each individual system to function, and the majority for all three (if present) must be functional otherwise none will function.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Steam==&lt;br /&gt;
Steam enables heating of the area, and will increase the ambient Temperature level when active.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Electricity==&lt;br /&gt;
Electricity allows lighting to work, and will increase the base Security level when active.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Water==&lt;br /&gt;
Water enables players to use any plumbing fixtures to obtain water, and must be active for plant growth in Hothouses in the area.&lt;/div&gt;</summary>
		<author><name>172.17.0.1</name></author>
	</entry>
	<entry>
		<id>http://wiki.uoicebound.com/index.php?title=Storms&amp;diff=1666</id>
		<title>Storms</title>
		<link rel="alternate" type="text/html" href="http://wiki.uoicebound.com/index.php?title=Storms&amp;diff=1666"/>
		<updated>2026-01-13T15:57:32Z</updated>

		<summary type="html">&lt;p&gt;172.17.0.1: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Storms are a regular event occurring every 4-12 hours lasting 20-60 minutes. Players will be notified in the hour leading up to a storm in order to seek shelter, but will not have any indication of how long the storm may last.&lt;br /&gt;
&lt;br /&gt;
During a storm, the temperature plummets, making already dangerously cold areas lethally cold. The base security level of an area falls by one, making normally safe areas open to PVP. In settlements and outposts, infrastructure takes greatly increased damage during storms, and must be maintained in order to maintain the temperature and security level of the area.&lt;br /&gt;
&lt;br /&gt;
After the storm all overland spawns on the map are refreshed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Once a week there will be a stronger Whiteout Storm. Whiteouts may result in access to certain world POIs, such as dungeons, settlements, or NPC traders, being opened or closed.&lt;/div&gt;</summary>
		<author><name>172.17.0.1</name></author>
	</entry>
	<entry>
		<id>http://wiki.uoicebound.com/index.php?title=Fatigue_System&amp;diff=1665</id>
		<title>Fatigue System</title>
		<link rel="alternate" type="text/html" href="http://wiki.uoicebound.com/index.php?title=Fatigue_System&amp;diff=1665"/>
		<updated>2026-01-13T15:54:23Z</updated>

		<summary type="html">&lt;p&gt;172.17.0.1: /* Active Regeneration */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;All player characters have a Fatigue pool, with a maximum value of 100. Fatigue represents a character’s available physical and mental energy for performing labor-intensive or skill-based actions.&lt;br /&gt;
&lt;br /&gt;
The fatigue system exists to promote intentional decision-making and to help maintain balance in the game’s economy. Players must choose how to spend their character’s energy rather than attempting to gather all available resources indiscriminately, the intent being to create natural scarcity and encourage trade, preparation, and thoughtful play.&lt;br /&gt;
&lt;br /&gt;
== Fatigue Usage ==&lt;br /&gt;
&lt;br /&gt;
Fatigue is consumed when a character performs any action that yields resources. This includes, but is not limited to:&lt;br /&gt;
&lt;br /&gt;
* [[Fishing|Fishing]]&lt;br /&gt;
* [[Butchery|Skinning animals]]&lt;br /&gt;
* [[Scavenging]]&lt;br /&gt;
* [[Botany|Gathering plants]]&lt;br /&gt;
&lt;br /&gt;
Most of these actions consume one point of fatigue per successful attempt, and will not consume fatigue on failure. Resources that exist in static locations will usually incur a higher cost.&lt;br /&gt;
&lt;br /&gt;
== Natural Regeneration ==&lt;br /&gt;
&lt;br /&gt;
Fatigue regenerates automatically at regular intervals (approximately every ten minutes), even while your character is offline. The exact amount of regeneration is influenced by several in-game conditions:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;[[Hunger, Thirst &amp;amp; Nutrition|Hunger]] and [[Hunger, Thirst &amp;amp; Nutrition|Thirst]]&#039;&#039;&#039;: Characters who are well-fed and hydrated will regenerate fatigue more quickly.&lt;br /&gt;
* &#039;&#039;&#039;[[Hunger, Thirst &amp;amp; Nutrition|Nutrition]]&#039;&#039;&#039;: Characters with good nutrition levels gain additional recovery benefits.&lt;br /&gt;
* &#039;&#039;&#039;[[Drugs &amp;amp; Addiction|Stimulants]]&#039;&#039;&#039;: Active stimulant effects can further enhance regeneration.&lt;br /&gt;
* &#039;&#039;&#039;[[Drugs &amp;amp; Addiction|Addiction]]&#039;&#039;&#039;: Stimulant addiction reduces regeneration benefits, and in severe cases can nearly negate them.&lt;br /&gt;
* &#039;&#039;&#039;[[Storms]]&#039;&#039;&#039;: Fatigue regeneration increases during Storms, encouraging players to stay online.&lt;br /&gt;
* &#039;&#039;&#039;Rest Areas&#039;&#039;&#039;: Natural Fatigue regeneration is increased while you are in a Rest Area.&lt;br /&gt;
&lt;br /&gt;
Even under poor conditions, characters will continue to recover fatigue gradually. The system is designed to avoid situations where a character becomes completely stuck long-term due to lack of energy.&lt;br /&gt;
&lt;br /&gt;
== Active Regeneration ==&lt;br /&gt;
&lt;br /&gt;
Fatigue can be actively regenerated by consuming [[Stimulants]] for an instant boost, or once every three hours by listening to [[Music]] in a Rest Area by someone with the [[Music Theory|Harmonious Rest]] ability.&lt;/div&gt;</summary>
		<author><name>172.17.0.1</name></author>
	</entry>
	<entry>
		<id>http://wiki.uoicebound.com/index.php?title=Fatigue_System&amp;diff=1664</id>
		<title>Fatigue System</title>
		<link rel="alternate" type="text/html" href="http://wiki.uoicebound.com/index.php?title=Fatigue_System&amp;diff=1664"/>
		<updated>2026-01-13T15:53:28Z</updated>

		<summary type="html">&lt;p&gt;172.17.0.1: /* Natural Regeneration */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;All player characters have a Fatigue pool, with a maximum value of 100. Fatigue represents a character’s available physical and mental energy for performing labor-intensive or skill-based actions.&lt;br /&gt;
&lt;br /&gt;
The fatigue system exists to promote intentional decision-making and to help maintain balance in the game’s economy. Players must choose how to spend their character’s energy rather than attempting to gather all available resources indiscriminately, the intent being to create natural scarcity and encourage trade, preparation, and thoughtful play.&lt;br /&gt;
&lt;br /&gt;
== Fatigue Usage ==&lt;br /&gt;
&lt;br /&gt;
Fatigue is consumed when a character performs any action that yields resources. This includes, but is not limited to:&lt;br /&gt;
&lt;br /&gt;
* [[Fishing|Fishing]]&lt;br /&gt;
* [[Butchery|Skinning animals]]&lt;br /&gt;
* [[Scavenging]]&lt;br /&gt;
* [[Botany|Gathering plants]]&lt;br /&gt;
&lt;br /&gt;
Most of these actions consume one point of fatigue per successful attempt, and will not consume fatigue on failure. Resources that exist in static locations will usually incur a higher cost.&lt;br /&gt;
&lt;br /&gt;
== Natural Regeneration ==&lt;br /&gt;
&lt;br /&gt;
Fatigue regenerates automatically at regular intervals (approximately every ten minutes), even while your character is offline. The exact amount of regeneration is influenced by several in-game conditions:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;[[Hunger, Thirst &amp;amp; Nutrition|Hunger]] and [[Hunger, Thirst &amp;amp; Nutrition|Thirst]]&#039;&#039;&#039;: Characters who are well-fed and hydrated will regenerate fatigue more quickly.&lt;br /&gt;
* &#039;&#039;&#039;[[Hunger, Thirst &amp;amp; Nutrition|Nutrition]]&#039;&#039;&#039;: Characters with good nutrition levels gain additional recovery benefits.&lt;br /&gt;
* &#039;&#039;&#039;[[Drugs &amp;amp; Addiction|Stimulants]]&#039;&#039;&#039;: Active stimulant effects can further enhance regeneration.&lt;br /&gt;
* &#039;&#039;&#039;[[Drugs &amp;amp; Addiction|Addiction]]&#039;&#039;&#039;: Stimulant addiction reduces regeneration benefits, and in severe cases can nearly negate them.&lt;br /&gt;
* &#039;&#039;&#039;[[Storms]]&#039;&#039;&#039;: Fatigue regeneration increases during Storms, encouraging players to stay online.&lt;br /&gt;
* &#039;&#039;&#039;Rest Areas&#039;&#039;&#039;: Natural Fatigue regeneration is increased while you are in a Rest Area.&lt;br /&gt;
&lt;br /&gt;
Even under poor conditions, characters will continue to recover fatigue gradually. The system is designed to avoid situations where a character becomes completely stuck long-term due to lack of energy.&lt;br /&gt;
&lt;br /&gt;
== Active Regeneration ==&lt;br /&gt;
&lt;br /&gt;
Fatigue can be actively regenerated by consuming stimulants for an instant boost, or once every three hours by listening to [[Music]] in a Rest Area by someone with the [[Music Theory|Harmonious Rest]] ability.&lt;/div&gt;</summary>
		<author><name>172.17.0.1</name></author>
	</entry>
	<entry>
		<id>http://wiki.uoicebound.com/index.php?title=Agriculture&amp;diff=1663</id>
		<title>Agriculture</title>
		<link rel="alternate" type="text/html" href="http://wiki.uoicebound.com/index.php?title=Agriculture&amp;diff=1663"/>
		<updated>2026-01-13T15:39:55Z</updated>

		<summary type="html">&lt;p&gt;172.17.0.1: /* Tending Crops */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
In the frozen world, traditional farming is impossible. Instead, agriculture is performed indoors by [[Botany | Botanist]].&lt;br /&gt;
&lt;br /&gt;
=Growbeds=&lt;br /&gt;
&lt;br /&gt;
Growbeds are available upon gaining access to, and upgrading the City&#039;s Hothouse Facilities.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;background-color: #272727; padding: 20px; margin: 20px 0; border-radius: 8px;&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;p style=&amp;quot;color: #AFACA8;&amp;quot;&amp;gt;Once obtained, you can interact with a growbed in several ways:&lt;br /&gt;
&lt;br /&gt;
* Mouse over it to view crop status&lt;br /&gt;
&lt;br /&gt;
* Left-click for quick actions&lt;br /&gt;
&lt;br /&gt;
* Double-click to open the full menu for planting, watering, or adding compost&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Planting Seeds=&lt;br /&gt;
&lt;br /&gt;
Once you have access to a growbed, you will need to acquire seeds. &lt;br /&gt;
&lt;br /&gt;
How to plant:&lt;br /&gt;
&lt;br /&gt;
Seeds – 1 unit per 1 tiles of growbed space.&lt;br /&gt;
&lt;br /&gt;
Sufficient Lighting – Most plants require a lighted area to grow.&lt;br /&gt;
&lt;br /&gt;
Botany Skill – You must meet the minimum Botany requirement to both plant and harvest the crop.&lt;br /&gt;
&lt;br /&gt;
=Tending Crops=&lt;br /&gt;
&lt;br /&gt;
Once planted, crops will take anywhere from several days to two weeks to fully mature, depending on the type. To grow properly, each plant has a preferred temperature range to be maintained, as well as require regular watering.&lt;br /&gt;
&lt;br /&gt;
If neglected, they will stop growing and begin to wither. Compost can be used to restore damaged crops and, when applied consistently, can also increase the final yield.&lt;br /&gt;
&lt;br /&gt;
=== Light ===&lt;br /&gt;
* Required for all plant types except mushrooms&lt;br /&gt;
* If the area lacks sufficient light, planting will be blocked&lt;br /&gt;
&lt;br /&gt;
===Temperature===&lt;br /&gt;
*Each crop prefers certain temperatures, ralling outside of these ranges will result in damage to the crop yield&lt;br /&gt;
**Damage to crop can be offset with composting&lt;br /&gt;
&lt;br /&gt;
===Watering===&lt;br /&gt;
* Must be applied every 24 hours.&lt;br /&gt;
*In zones with functioning Water infrastructure, growbeds are automatically watered via connected piping.&lt;br /&gt;
**No need for manual watering in these areas while water infrastructure is active&lt;br /&gt;
* If unwatered:&lt;br /&gt;
**Growth pauses&lt;br /&gt;
**24 Hours without water will result in the crop damage&lt;br /&gt;
**If watered before death, it will resume growing but will require compost to recover damages&lt;br /&gt;
**48 hours without water, the crop will fail&lt;br /&gt;
&lt;br /&gt;
===Composting===&lt;br /&gt;
*Heals damaged plants and boosts yields&lt;br /&gt;
*Applying compost regularly can double the output of healthy plants&lt;br /&gt;
*Can be created via:&lt;br /&gt;
**Vermiculture boxes&lt;br /&gt;
**Salvaging certain materials in the world&lt;br /&gt;
&lt;br /&gt;
=Harvesting Crops=&lt;br /&gt;
&lt;br /&gt;
When fully grown, double-click the growbed to harvest. Successful harvest will yield the crop yield as well as potentially plant scraps. The origianl seed amount will also be refunded (provided the plant is still alive).&lt;br /&gt;
&lt;br /&gt;
Some plants are perennial, meaning after the initial growth cycle they will automatically regrow, provided they remain watered and temperature conditions are met.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:75%;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;font-size: 30px; text-align: left; background-color: #152423; color: #AFACA8; padding: 10px;&amp;quot;&amp;quot; |  Crop List&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#272727; color:#AFACA8; text-align: left; font-weight:bold;&amp;quot; | Crop Name&lt;br /&gt;
! style=&amp;quot;background-color:#272727; color:#AFACA8; text-align: center; font-weight:bold;&amp;quot; | Skill %&lt;br /&gt;
! style=&amp;quot;background-color:#272727; color:#AFACA8; text-align: center; font-weight:bold;&amp;quot; | [[Temperature]]&lt;br /&gt;
! style=&amp;quot;background-color:#272727; color:#AFACA8; text-align: center; font-weight:bold;&amp;quot; | Grow Time&lt;br /&gt;
! style=&amp;quot;background-color:#272727; color:#AFACA8; text-align: center; font-weight:bold;&amp;quot; | Harvests&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Beets&amp;lt;/font&amp;gt; || style=&amp;quot;text-align:center;&amp;quot; | 25 || style=&amp;quot;text-align:center;&amp;quot; | &amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;0&amp;lt;/font&amp;gt; to &amp;lt;font color=&amp;quot;#ff6600&amp;quot;&amp;gt;4&amp;lt;/font&amp;gt; || style=&amp;quot;text-align:center;&amp;quot; | 7 Days || style=&amp;quot;text-align:center;&amp;quot; | Once&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Cabbage&amp;lt;/font&amp;gt; || style=&amp;quot;text-align:center;&amp;quot; | 25 || style=&amp;quot;text-align:center;&amp;quot; | &amp;lt;font color=&amp;quot;##4dc3ff&amp;quot;&amp;gt;-2&amp;lt;/font&amp;gt; to &amp;lt;font color=&amp;quot;#ff6600&amp;quot;&amp;gt;2&amp;lt;/font&amp;gt; || style=&amp;quot;text-align:center;&amp;quot; | 5 Days || style=&amp;quot;text-align:center;&amp;quot; | Once&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Carrots&amp;lt;/font&amp;gt; || style=&amp;quot;text-align:center;&amp;quot; | 25 || style=&amp;quot;text-align:center;&amp;quot; | -1 to &amp;lt;font color=&amp;quot;#ff6600&amp;quot;&amp;gt;3&amp;lt;/font&amp;gt; || style=&amp;quot;text-align:center;&amp;quot; | 7 Days || style=&amp;quot;text-align:center;&amp;quot; | Once&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Cucumbers&amp;lt;/font&amp;gt; || style=&amp;quot;text-align:center;&amp;quot; | 25 || style=&amp;quot;text-align:center;&amp;quot; | &amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;0&amp;lt;/font&amp;gt; to &amp;lt;font color=&amp;quot;#ff6600&amp;quot;&amp;gt;4&amp;lt;/font&amp;gt; || style=&amp;quot;text-align:center;&amp;quot; | 7 Days || style=&amp;quot;text-align:center;&amp;quot; | Once&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Green Beans&amp;lt;/font&amp;gt; || style=&amp;quot;text-align:center;&amp;quot; | 25 || style=&amp;quot;text-align:center;&amp;quot; | -1 to &amp;lt;font color=&amp;quot;#ff6600&amp;quot;&amp;gt;3&amp;lt;/font&amp;gt; || style=&amp;quot;text-align:center;&amp;quot; | 7 Days || style=&amp;quot;text-align:center;&amp;quot; | Once&lt;br /&gt;
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| &amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Kale&amp;lt;/font&amp;gt; || style=&amp;quot;text-align:center;&amp;quot; | 25 || style=&amp;quot;text-align:center;&amp;quot; | &amp;lt;font color=&amp;quot;##4dc3ff&amp;quot;&amp;gt;-2&amp;lt;/font&amp;gt; to &amp;lt;font color=&amp;quot;#ff6600&amp;quot;&amp;gt;2&amp;lt;/font&amp;gt; || style=&amp;quot;text-align:center;&amp;quot; | 2 Days || style=&amp;quot;text-align:center;&amp;quot; | Once&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Lettuce&amp;lt;/font&amp;gt; || style=&amp;quot;text-align:center;&amp;quot; | 25 || style=&amp;quot;text-align:center;&amp;quot; | &amp;lt;font color=&amp;quot;##4dc3ff&amp;quot;&amp;gt;-2&amp;lt;/font&amp;gt; to &amp;lt;font color=&amp;quot;#ff6600&amp;quot;&amp;gt;2&amp;lt;/font&amp;gt; || style=&amp;quot;text-align:center;&amp;quot; | 2 Days || style=&amp;quot;text-align:center;&amp;quot; | Once&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Peas&amp;lt;/font&amp;gt; || style=&amp;quot;text-align:center;&amp;quot; | 25 || style=&amp;quot;text-align:center;&amp;quot; | &amp;lt;font color=&amp;quot;##4dc3ff&amp;quot;&amp;gt;-2&amp;lt;/font&amp;gt; to &amp;lt;font color=&amp;quot;#ff6600&amp;quot;&amp;gt;2&amp;lt;/font&amp;gt; || style=&amp;quot;text-align:center;&amp;quot; | 5 Days || style=&amp;quot;text-align:center;&amp;quot; | Once&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Potatoes&amp;lt;/font&amp;gt; || style=&amp;quot;text-align:center;&amp;quot; | 25 || style=&amp;quot;text-align:center;&amp;quot; | -1 to &amp;lt;font color=&amp;quot;#ff6600&amp;quot;&amp;gt;3&amp;lt;/font&amp;gt; || style=&amp;quot;text-align:center;&amp;quot; | 14 Days || style=&amp;quot;text-align:center;&amp;quot; | Once&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Radishes&amp;lt;/font&amp;gt; || style=&amp;quot;text-align:center;&amp;quot; | 25 || style=&amp;quot;text-align:center;&amp;quot; | &amp;lt;font color=&amp;quot;##4dc3ff&amp;quot;&amp;gt;-2&amp;lt;/font&amp;gt; to &amp;lt;font color=&amp;quot;#ff6600&amp;quot;&amp;gt;2&amp;lt;/font&amp;gt; || style=&amp;quot;text-align:center;&amp;quot; | 2 Days || style=&amp;quot;text-align:center;&amp;quot; | Once&lt;br /&gt;
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| &amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Spinach&amp;lt;/font&amp;gt; || style=&amp;quot;text-align:center;&amp;quot; | 25 || style=&amp;quot;text-align:center;&amp;quot; | &amp;lt;font color=&amp;quot;##4dc3ff&amp;quot;&amp;gt;-2&amp;lt;/font&amp;gt; to &amp;lt;font color=&amp;quot;#ff6600&amp;quot;&amp;gt;2&amp;lt;/font&amp;gt; || style=&amp;quot;text-align:center;&amp;quot; | 2 Days || style=&amp;quot;text-align:center;&amp;quot; | Once&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Turnips&amp;lt;/font&amp;gt; || style=&amp;quot;text-align:center;&amp;quot; | 25 || style=&amp;quot;text-align:center;&amp;quot; | &amp;lt;font color=&amp;quot;##4dc3ff&amp;quot;&amp;gt;-2&amp;lt;/font&amp;gt; to &amp;lt;font color=&amp;quot;#ff6600&amp;quot;&amp;gt;2&amp;lt;/font&amp;gt; || style=&amp;quot;text-align:center;&amp;quot; | 7 Days || style=&amp;quot;text-align:center;&amp;quot; | Once&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Blueberries&amp;lt;/font&amp;gt; || style=&amp;quot;text-align:center;&amp;quot; | 50 || style=&amp;quot;text-align:center;&amp;quot; | -1 to &amp;lt;font color=&amp;quot;#ff6600&amp;quot;&amp;gt;3&amp;lt;/font&amp;gt; || style=&amp;quot;text-align:center;&amp;quot; | 14 Days || style=&amp;quot;text-align:center;&amp;quot; | Every 14 Days&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Cantaloupe&amp;lt;/font&amp;gt; || style=&amp;quot;text-align:center;&amp;quot; | 50 || style=&amp;quot;text-align:center;&amp;quot; | &amp;lt;font color=&amp;quot;#ff6600&amp;quot;&amp;gt;1&amp;lt;/font&amp;gt; to &amp;lt;font color=&amp;quot;##ff0000&amp;quot;&amp;gt;5&amp;lt;/font&amp;gt; || style=&amp;quot;text-align:center;&amp;quot; | 14 Days || style=&amp;quot;text-align:center;&amp;quot; | Once&lt;br /&gt;
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| &amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Cauliflower&amp;lt;/font&amp;gt; || style=&amp;quot;text-align:center;&amp;quot; | 50 || style=&amp;quot;text-align:center;&amp;quot; | -1 to &amp;lt;font color=&amp;quot;#ff6600&amp;quot;&amp;gt;3&amp;lt;/font&amp;gt; || style=&amp;quot;text-align:center;&amp;quot; | 7 Days || style=&amp;quot;text-align:center;&amp;quot; | Once&lt;br /&gt;
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| &amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Corn&amp;lt;/font&amp;gt; || style=&amp;quot;text-align:center;&amp;quot; | 50 || style=&amp;quot;text-align:center;&amp;quot; | &amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;0&amp;lt;/font&amp;gt; to &amp;lt;font color=&amp;quot;#ff6600&amp;quot;&amp;gt;4&amp;lt;/font&amp;gt; || style=&amp;quot;text-align:center;&amp;quot; | 14 Days || style=&amp;quot;text-align:center;&amp;quot; | Once&lt;br /&gt;
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| &amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Eggplant&amp;lt;/font&amp;gt; || style=&amp;quot;text-align:center;&amp;quot; | 50 || style=&amp;quot;text-align:center;&amp;quot; | &amp;lt;font color=&amp;quot;#ff6600&amp;quot;&amp;gt;1&amp;lt;/font&amp;gt; to &amp;lt;font color=&amp;quot;##ff0000&amp;quot;&amp;gt;5&amp;lt;/font&amp;gt; || style=&amp;quot;text-align:center;&amp;quot; | 14 Days || style=&amp;quot;text-align:center;&amp;quot; | Once&lt;br /&gt;
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| &amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Garlic&amp;lt;/font&amp;gt; || style=&amp;quot;text-align:center;&amp;quot; | 50 || style=&amp;quot;text-align:center;&amp;quot; | &amp;lt;font color=&amp;quot;##4dc3ff&amp;quot;&amp;gt;-2&amp;lt;/font&amp;gt; to &amp;lt;font color=&amp;quot;#ff6600&amp;quot;&amp;gt;2&amp;lt;/font&amp;gt; || style=&amp;quot;text-align:center;&amp;quot; | 14 Days || style=&amp;quot;text-align:center;&amp;quot; | Once&lt;br /&gt;
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| &amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Hot Peppers&amp;lt;/font&amp;gt; || style=&amp;quot;text-align:center;&amp;quot; | 50 || style=&amp;quot;text-align:center;&amp;quot; | &amp;lt;font color=&amp;quot;#ff6600&amp;quot;&amp;gt;1&amp;lt;/font&amp;gt; to &amp;lt;font color=&amp;quot;##ff0000&amp;quot;&amp;gt;5&amp;lt;/font&amp;gt; || style=&amp;quot;text-align:center;&amp;quot; | 14 Days || style=&amp;quot;text-align:center;&amp;quot; | Every 7 Days&lt;br /&gt;
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| &amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Onions&amp;lt;/font&amp;gt; || style=&amp;quot;text-align:center;&amp;quot; | 50 || style=&amp;quot;text-align:center;&amp;quot; | &amp;lt;font color=&amp;quot;##4dc3ff&amp;quot;&amp;gt;-2&amp;lt;/font&amp;gt; to &amp;lt;font color=&amp;quot;#ff6600&amp;quot;&amp;gt;2&amp;lt;/font&amp;gt; || style=&amp;quot;text-align:center;&amp;quot; | 7 Days || style=&amp;quot;text-align:center;&amp;quot; | Once&lt;br /&gt;
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| &amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Rhubarb&amp;lt;/font&amp;gt; || style=&amp;quot;text-align:center;&amp;quot; | 50 || style=&amp;quot;text-align:center;&amp;quot; | &amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;0&amp;lt;/font&amp;gt; to &amp;lt;font color=&amp;quot;#ff6600&amp;quot;&amp;gt;4&amp;lt;/font&amp;gt; || style=&amp;quot;text-align:center;&amp;quot; | 14 Days || style=&amp;quot;text-align:center;&amp;quot; | Every 14 Days&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Parsnips&amp;lt;/font&amp;gt; || style=&amp;quot;text-align:center;&amp;quot; | 50 || style=&amp;quot;text-align:center;&amp;quot; | &amp;lt;font color=&amp;quot;##4dc3ff&amp;quot;&amp;gt;-2&amp;lt;/font&amp;gt; to &amp;lt;font color=&amp;quot;#ff6600&amp;quot;&amp;gt;2&amp;lt;/font&amp;gt; || style=&amp;quot;text-align:center;&amp;quot; | 14 Days || style=&amp;quot;text-align:center;&amp;quot; | Once&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Pumpkins&amp;lt;/font&amp;gt; || style=&amp;quot;text-align:center;&amp;quot; | 50 || style=&amp;quot;text-align:center;&amp;quot; | &amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;0&amp;lt;/font&amp;gt; to &amp;lt;font color=&amp;quot;#ff6600&amp;quot;&amp;gt;2&amp;lt;/font&amp;gt; || style=&amp;quot;text-align:center;&amp;quot; | 7 Days || style=&amp;quot;text-align:center;&amp;quot; | Once&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Squash&amp;lt;/font&amp;gt; || style=&amp;quot;text-align:center;&amp;quot; | 50 || style=&amp;quot;text-align:center;&amp;quot; | &amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;0&amp;lt;/font&amp;gt; to &amp;lt;font color=&amp;quot;#ff6600&amp;quot;&amp;gt;2&amp;lt;/font&amp;gt; || style=&amp;quot;text-align:center;&amp;quot; | 5 Days || style=&amp;quot;text-align:center;&amp;quot; | Once&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Strawberries&amp;lt;/font&amp;gt; || style=&amp;quot;text-align:center;&amp;quot; | 50 || style=&amp;quot;text-align:center;&amp;quot; | &amp;lt;font color=&amp;quot;#ff6600&amp;quot;&amp;gt;1&amp;lt;/font&amp;gt; to &amp;lt;font color=&amp;quot;##ff0000&amp;quot;&amp;gt;5&amp;lt;/font&amp;gt; || style=&amp;quot;text-align:center;&amp;quot; | 14 Days || style=&amp;quot;text-align:center;&amp;quot; | Every 7 Days&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Watermelons&amp;lt;/font&amp;gt; || style=&amp;quot;text-align:center;&amp;quot; | 50 || style=&amp;quot;text-align:center;&amp;quot; | &amp;lt;font color=&amp;quot;#ff6600&amp;quot;&amp;gt;1&amp;lt;/font&amp;gt; to &amp;lt;font color=&amp;quot;##ff0000&amp;quot;&amp;gt;5&amp;lt;/font&amp;gt; || style=&amp;quot;text-align:center;&amp;quot; | 14 Days || style=&amp;quot;text-align:center;&amp;quot; | Once&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Artichokes&amp;lt;/font&amp;gt; || style=&amp;quot;text-align:center;&amp;quot; | 75 || style=&amp;quot;text-align:center;&amp;quot; | &amp;lt;font color=&amp;quot;#ff6600&amp;quot;&amp;gt;1&amp;lt;/font&amp;gt; to &amp;lt;font color=&amp;quot;##ff0000&amp;quot;&amp;gt;5&amp;lt;/font&amp;gt; || style=&amp;quot;text-align:center;&amp;quot; | 7 Days || style=&amp;quot;text-align:center;&amp;quot; | Once&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Asparagus&amp;lt;/font&amp;gt; || style=&amp;quot;text-align:center;&amp;quot; | 75 || style=&amp;quot;text-align:center;&amp;quot; | -1 to &amp;lt;font color=&amp;quot;#ff6600&amp;quot;&amp;gt;3&amp;lt;/font&amp;gt; || style=&amp;quot;text-align:center;&amp;quot; | 14 Days || style=&amp;quot;text-align:center;&amp;quot; | Every 3 days&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Cranberries&amp;lt;/font&amp;gt; || style=&amp;quot;text-align:center;&amp;quot; | 75 || style=&amp;quot;text-align:center;&amp;quot; | -1 to &amp;lt;font color=&amp;quot;#ff6600&amp;quot;&amp;gt;3&amp;lt;/font&amp;gt; || style=&amp;quot;text-align:center;&amp;quot; | 14 Days || style=&amp;quot;text-align:center;&amp;quot; | Every 14 days&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Ginger&amp;lt;/font&amp;gt; || style=&amp;quot;text-align:center;&amp;quot; | 75 || style=&amp;quot;text-align:center;&amp;quot; | &amp;lt;font color=&amp;quot;#ff6600&amp;quot;&amp;gt;1&amp;lt;/font&amp;gt; to &amp;lt;font color=&amp;quot;##ff0000&amp;quot;&amp;gt;5&amp;lt;/font&amp;gt; || style=&amp;quot;text-align:center;&amp;quot; | 14 Days || style=&amp;quot;text-align:center;&amp;quot; | Once&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Ginseng&amp;lt;/font&amp;gt; || style=&amp;quot;text-align:center;&amp;quot; | 75 || style=&amp;quot;text-align:center;&amp;quot; | &amp;lt;font color=&amp;quot;#ff6600&amp;quot;&amp;gt;1&amp;lt;/font&amp;gt; to &amp;lt;font color=&amp;quot;##ff0000&amp;quot;&amp;gt;5&amp;lt;/font&amp;gt; || style=&amp;quot;text-align:center;&amp;quot; | 14 Days || style=&amp;quot;text-align:center;&amp;quot; | Once&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Hops&amp;lt;/font&amp;gt; || style=&amp;quot;text-align:center;&amp;quot; | 75 || style=&amp;quot;text-align:center;&amp;quot; | &amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;0&amp;lt;/font&amp;gt; to &amp;lt;font color=&amp;quot;#ff6600&amp;quot;&amp;gt;4&amp;lt;/font&amp;gt; || style=&amp;quot;text-align:center;&amp;quot; | 14 Days || style=&amp;quot;text-align:center;&amp;quot; | Every 14 days&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Juniper&amp;lt;/font&amp;gt; || style=&amp;quot;text-align:center;&amp;quot; | 75 || style=&amp;quot;text-align:center;&amp;quot; | &amp;lt;font color=&amp;quot;##4dc3ff&amp;quot;&amp;gt;-2&amp;lt;/font&amp;gt; to &amp;lt;font color=&amp;quot;#ff6600&amp;quot;&amp;gt;2&amp;lt;/font&amp;gt; || style=&amp;quot;text-align:center;&amp;quot; | 14 Days || style=&amp;quot;text-align:center;&amp;quot; | Every 7 days&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Lemons&amp;lt;/font&amp;gt; || style=&amp;quot;text-align:center;&amp;quot; | 75 || style=&amp;quot;text-align:center;&amp;quot; | &amp;lt;font color=&amp;quot;#ff6600&amp;quot;&amp;gt;1&amp;lt;/font&amp;gt; to &amp;lt;font color=&amp;quot;##ff0000&amp;quot;&amp;gt;5&amp;lt;/font&amp;gt; || style=&amp;quot;text-align:center;&amp;quot; | 14 Days || style=&amp;quot;text-align:center;&amp;quot; | Every 14 days&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Limes&amp;lt;/font&amp;gt; || style=&amp;quot;text-align:center;&amp;quot; | 75 || style=&amp;quot;text-align:center;&amp;quot; | &amp;lt;font color=&amp;quot;#ff6600&amp;quot;&amp;gt;1&amp;lt;/font&amp;gt; to &amp;lt;font color=&amp;quot;##ff0000&amp;quot;&amp;gt;5&amp;lt;/font&amp;gt; || style=&amp;quot;text-align:center;&amp;quot; | 14 Days || style=&amp;quot;text-align:center;&amp;quot; | Every 14 days&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Sweet Potatoes&amp;lt;/font&amp;gt; || style=&amp;quot;text-align:center;&amp;quot; | 75 || style=&amp;quot;text-align:center;&amp;quot; | &amp;lt;font color=&amp;quot;#ff6600&amp;quot;&amp;gt;1&amp;lt;/font&amp;gt; to &amp;lt;font color=&amp;quot;##ff0000&amp;quot;&amp;gt;5&amp;lt;/font&amp;gt; || style=&amp;quot;text-align:center;&amp;quot; | 14 Days || style=&amp;quot;text-align:center;&amp;quot; | Once&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Tomatoes&amp;lt;/font&amp;gt; || style=&amp;quot;text-align:center;&amp;quot; | 75 || style=&amp;quot;text-align:center;&amp;quot; | &amp;lt;font color=&amp;quot;#ff6600&amp;quot;&amp;gt;1&amp;lt;/font&amp;gt; to &amp;lt;font color=&amp;quot;##ff0000&amp;quot;&amp;gt;5&amp;lt;/font&amp;gt; || style=&amp;quot;text-align:center;&amp;quot; | 7 Days || style=&amp;quot;text-align:center;&amp;quot; | Every 4 days&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Tumeric&amp;lt;/font&amp;gt; || style=&amp;quot;text-align:center;&amp;quot; | 75 || style=&amp;quot;text-align:center;&amp;quot; | &amp;lt;font color=&amp;quot;#ff6600&amp;quot;&amp;gt;1&amp;lt;/font&amp;gt; to &amp;lt;font color=&amp;quot;##ff0000&amp;quot;&amp;gt;5&amp;lt;/font&amp;gt; || style=&amp;quot;text-align:center;&amp;quot; | 14 Days || style=&amp;quot;text-align:center;&amp;quot; | Once&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Wheat&amp;lt;/font&amp;gt; || style=&amp;quot;text-align:center;&amp;quot; | 75 || style=&amp;quot;text-align:center;&amp;quot; | &amp;lt;font color=&amp;quot;##4dc3ff&amp;quot;&amp;gt;-2&amp;lt;/font&amp;gt; to &amp;lt;font color=&amp;quot;#ff6600&amp;quot;&amp;gt;2&amp;lt;/font&amp;gt; || style=&amp;quot;text-align:center;&amp;quot; | 14 Days || style=&amp;quot;text-align:center;&amp;quot; | Once&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Apple&amp;lt;/font&amp;gt; || style=&amp;quot;text-align:center;&amp;quot; | 100 || style=&amp;quot;text-align:center;&amp;quot; | &amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;0&amp;lt;/font&amp;gt; to &amp;lt;font color=&amp;quot;#ff6600&amp;quot;&amp;gt;4&amp;lt;/font&amp;gt; || style=&amp;quot;text-align:center;&amp;quot; | 21 Days || style=&amp;quot;text-align:center;&amp;quot; | Every 21 Days&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Bananas&amp;lt;/font&amp;gt; || style=&amp;quot;text-align:center;&amp;quot; | 100 || style=&amp;quot;text-align:center;&amp;quot; | &amp;lt;font color=&amp;quot;#ff6600&amp;quot;&amp;gt;2&amp;lt;/font&amp;gt; to &amp;lt;font color=&amp;quot;##ff0000&amp;quot;&amp;gt;6&amp;lt;/font&amp;gt; || style=&amp;quot;text-align:center;&amp;quot; | 21 Days || style=&amp;quot;text-align:center;&amp;quot; | Every 21 Days&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Cocoa&amp;lt;/font&amp;gt; || style=&amp;quot;text-align:center;&amp;quot; | 100 || style=&amp;quot;text-align:center;&amp;quot; | &amp;lt;font color=&amp;quot;#ff6600&amp;quot;&amp;gt;1&amp;lt;/font&amp;gt; to &amp;lt;font color=&amp;quot;##ff0000&amp;quot;&amp;gt;5&amp;lt;/font&amp;gt; || style=&amp;quot;text-align:center;&amp;quot; | 21 Days || style=&amp;quot;text-align:center;&amp;quot; | Every 21 Days&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Flax&amp;lt;/font&amp;gt; || style=&amp;quot;text-align:center;&amp;quot; | 100 || style=&amp;quot;text-align:center;&amp;quot; | &amp;lt;font color=&amp;quot;#ff6600&amp;quot;&amp;gt;1&amp;lt;/font&amp;gt; to &amp;lt;font color=&amp;quot;##ff0000&amp;quot;&amp;gt;5&amp;lt;/font&amp;gt; || style=&amp;quot;text-align:center;&amp;quot; | 14 Days || style=&amp;quot;text-align:center;&amp;quot; | Once&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Grapes (Red)&amp;lt;/font&amp;gt; || style=&amp;quot;text-align:center;&amp;quot; | 100 || style=&amp;quot;text-align:center;&amp;quot; | &amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;0&amp;lt;/font&amp;gt; to &amp;lt;font color=&amp;quot;#ff6600&amp;quot;&amp;gt;4&amp;lt;/font&amp;gt; || style=&amp;quot;text-align:center;&amp;quot; | 14 Days || style=&amp;quot;text-align:center;&amp;quot; | Every 14 Days&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Grapes (White)&amp;lt;/font&amp;gt; || style=&amp;quot;text-align:center;&amp;quot; | 100 || style=&amp;quot;text-align:center;&amp;quot; | &amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;0&amp;lt;/font&amp;gt; to &amp;lt;font color=&amp;quot;#ff6600&amp;quot;&amp;gt;4&amp;lt;/font&amp;gt; || style=&amp;quot;text-align:center;&amp;quot; | 14 Days || style=&amp;quot;text-align:center;&amp;quot; | Every 14 Days&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Mandrake&amp;lt;/font&amp;gt; || style=&amp;quot;text-align:center;&amp;quot; | 100 || style=&amp;quot;text-align:center;&amp;quot; | &amp;lt;font color=&amp;quot;#ff6600&amp;quot;&amp;gt;1&amp;lt;/font&amp;gt; to &amp;lt;font color=&amp;quot;##ff0000&amp;quot;&amp;gt;5&amp;lt;/font&amp;gt; || style=&amp;quot;text-align:center;&amp;quot; | 14 Days || style=&amp;quot;text-align:center;&amp;quot; | Once&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Mangoes&amp;lt;/font&amp;gt; || style=&amp;quot;text-align:center;&amp;quot; | 100 || style=&amp;quot;text-align:center;&amp;quot; | &amp;lt;font color=&amp;quot;#ff6600&amp;quot;&amp;gt;2&amp;lt;/font&amp;gt; to &amp;lt;font color=&amp;quot;##ff0000&amp;quot;&amp;gt;6&amp;lt;/font&amp;gt; || style=&amp;quot;text-align:center;&amp;quot; | 21 Days || style=&amp;quot;text-align:center;&amp;quot; | Every 21 Days&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Nightshade&amp;lt;/font&amp;gt; || style=&amp;quot;text-align:center;&amp;quot; | 100 || style=&amp;quot;text-align:center;&amp;quot; | &amp;lt;font color=&amp;quot;#ff6600&amp;quot;&amp;gt;1&amp;lt;/font&amp;gt; to &amp;lt;font color=&amp;quot;##ff0000&amp;quot;&amp;gt;5&amp;lt;/font&amp;gt; || style=&amp;quot;text-align:center;&amp;quot; | 14 Days || style=&amp;quot;text-align:center;&amp;quot; | Once&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Peaches&amp;lt;/font&amp;gt; || style=&amp;quot;text-align:center;&amp;quot; | 100 || style=&amp;quot;text-align:center;&amp;quot; | &amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;0&amp;lt;/font&amp;gt; to &amp;lt;font color=&amp;quot;#ff6600&amp;quot;&amp;gt;4&amp;lt;/font&amp;gt; || style=&amp;quot;text-align:center;&amp;quot; | 21 Days || style=&amp;quot;text-align:center;&amp;quot; | Every 21 Days&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Pears&amp;lt;/font&amp;gt; || style=&amp;quot;text-align:center;&amp;quot; | 100 || style=&amp;quot;text-align:center;&amp;quot; | &amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;0&amp;lt;/font&amp;gt; to &amp;lt;font color=&amp;quot;#ff6600&amp;quot;&amp;gt;4&amp;lt;/font&amp;gt; || style=&amp;quot;text-align:center;&amp;quot; | 21 Days || style=&amp;quot;text-align:center;&amp;quot; | Every 21 Days&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Rice&amp;lt;/font&amp;gt; || style=&amp;quot;text-align:center;&amp;quot; | 100 || style=&amp;quot;text-align:center;&amp;quot; | &amp;lt;font color=&amp;quot;#ff6600&amp;quot;&amp;gt;1&amp;lt;/font&amp;gt; to &amp;lt;font color=&amp;quot;##ff0000&amp;quot;&amp;gt;5&amp;lt;/font&amp;gt; || style=&amp;quot;text-align:center;&amp;quot; | 14 Days || style=&amp;quot;text-align:center;&amp;quot; | Once&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Starfruit&amp;lt;/font&amp;gt; || style=&amp;quot;text-align:center;&amp;quot; | 100 || style=&amp;quot;text-align:center;&amp;quot; | &amp;lt;font color=&amp;quot;#ff6600&amp;quot;&amp;gt;2&amp;lt;/font&amp;gt; to &amp;lt;font color=&amp;quot;##ff0000&amp;quot;&amp;gt;6&amp;lt;/font&amp;gt; || style=&amp;quot;text-align:center;&amp;quot; | 14 Days || style=&amp;quot;text-align:center;&amp;quot; | Once&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Cotton&amp;lt;/font&amp;gt; || style=&amp;quot;text-align:center;&amp;quot; | 100 || style=&amp;quot;text-align:center;&amp;quot; | &amp;lt;font color=&amp;quot;#ff6600&amp;quot;&amp;gt;1&amp;lt;/font&amp;gt; to &amp;lt;font color=&amp;quot;##ff0000&amp;quot;&amp;gt;5&amp;lt;/font&amp;gt; || style=&amp;quot;text-align:center;&amp;quot; | 14 Days || style=&amp;quot;text-align:center;&amp;quot; | Once&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>172.17.0.1</name></author>
	</entry>
	<entry>
		<id>http://wiki.uoicebound.com/index.php?title=Region_Safety&amp;diff=1662</id>
		<title>Region Safety</title>
		<link rel="alternate" type="text/html" href="http://wiki.uoicebound.com/index.php?title=Region_Safety&amp;diff=1662"/>
		<updated>2026-01-13T15:36:10Z</updated>

		<summary type="html">&lt;p&gt;172.17.0.1: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;All regions have a Security level based off of several factors. Firstly, all regions have a base security level. The center of a settlement is going to be inherently safer than a frozen plain miles from civilization. Time of day also is taken into account- all regions drop one level of security at night. Storms will also lower the security level of a region, as it is very difficult to see what is going on in the whiteout. The security level of a region can be raised by maintaining the infrastructure of a region, specifically the Electricity which provides external lighting.&lt;br /&gt;
&lt;br /&gt;
This means while some areas such as the City are generally safe, they are not guaranteed to be so at all times.&lt;br /&gt;
&lt;br /&gt;
These safety levels are enforced by the game mechanics, and are generally understood in non-specific terms by your character. The general rules for PVP still apply.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Safe (Green)==&lt;br /&gt;
PVP is NOT possible in these regions, and players are unable to attack or preform negative action on other players. Guards, NPC or otherwise, are generally understood to be enforcing the peace in these areas from an in-character perspective.&lt;br /&gt;
&lt;br /&gt;
==Unguarded (Yellow)==&lt;br /&gt;
PVP is possible, but players may not murder or inflict amputation on other players. While these areas are not actively guarded, there are generally enough bystanders understood to be watching and willing to intervene to prevent outright murder.&lt;br /&gt;
&lt;br /&gt;
==Lawless (Red)==&lt;br /&gt;
PVP, murder, and all other actions are unrestricted by game mechanics. There are no NPC witnesses that a character would care about.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Note - Ambient Population==&lt;br /&gt;
You should generally be under the assumption that in any Safe/Green or Unguarded/Yellow areas that your character can most likely be seen or heard by an ambient population of NPCs, even if those NPCs are not physically present in game.&lt;/div&gt;</summary>
		<author><name>172.17.0.1</name></author>
	</entry>
	<entry>
		<id>http://wiki.uoicebound.com/index.php?title=Timeline_of_Events&amp;diff=1661</id>
		<title>Timeline of Events</title>
		<link rel="alternate" type="text/html" href="http://wiki.uoicebound.com/index.php?title=Timeline_of_Events&amp;diff=1661"/>
		<updated>2026-01-06T19:10:53Z</updated>

		<summary type="html">&lt;p&gt;172.17.0.1: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
&amp;lt;div style=&amp;quot;background-color: #272727; padding: 20px; margin: 20px 0; border-radius: 8px;&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;h1 style=&amp;quot;color: #AFACA8;&amp;quot;&amp;gt;1866&amp;lt;/h1&amp;gt;&lt;br /&gt;
    &amp;lt;p style=&amp;quot;color: #AFACA8;&amp;quot;&amp;gt;Prussian Statesman Otto von Bismarck is killed by an assassin.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=1867=&lt;br /&gt;
Lead by John Stuart Mill, British Parliament votes to enact universal women&#039;s suffrage.&lt;br /&gt;
&lt;br /&gt;
=1868=&lt;br /&gt;
Prussia invades the southern German states, unifying Germany under the Prussian banner.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;background-color: #272727; padding: 20px; margin: 20px 0; border-radius: 8px;&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;h1 style=&amp;quot;color: #AFACA8;&amp;quot;&amp;gt;1870&amp;lt;/h1&amp;gt;&lt;br /&gt;
    &amp;lt;p style=&amp;quot;color: #AFACA8;&amp;quot;&amp;gt;Franco-Prussian war, resulting in the annihilation of the French army and Prussia annexing all of eastern France, the low countries, and most of France&#039;s colonial holdings. A people&#039;s Commune takes over Paris, and becomes the de-facto government of France after marching on Versailles and executing the King. The People&#039;s Commune of France is declared. French Royalists retain control of the entire French Fleet, and establish a government-in-exile in French Guiana.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=1871=&lt;br /&gt;
&amp;quot;Year without a summer&amp;quot; in the northern hemisphere, resulting in widespread crop failures. Prussia begins construction on an extensive Zeppelin fleet to police their new colonial holdings and transport food to the core of their empire.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;background-color: #272727; padding: 20px; margin: 20px 0; border-radius: 8px;&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;h1 style=&amp;quot;color: #AFACA8;&amp;quot;&amp;gt;1874&amp;lt;/h1&amp;gt;&lt;br /&gt;
    &amp;lt;p style=&amp;quot;color: #AFACA8;&amp;quot;&amp;gt;Egalitarian attitudes and revolutionary ideas from France begin to spread to Britain and other parts of Europe. English universities begin accepting Women and Trade Unions are given legal recognition in order to quell revolutionary fervor.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=1876=&lt;br /&gt;
Last year where summer temperatures are measured above 60 degrees Fahrenheit in the northern hemisphere.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;background-color: #272727; padding: 20px; margin: 20px 0; border-radius: 8px;&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;h1 style=&amp;quot;color: #AFACA8;&amp;quot;&amp;gt;1878&amp;lt;/h1&amp;gt;&lt;br /&gt;
    &amp;lt;p style=&amp;quot;color: #AFACA8;&amp;quot;&amp;gt;The British government begins to explore contingencies for extended periods of cold, tasking the Royal Science Society with developing methods to adapt.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==1881==&lt;br /&gt;
The Great War begins. Needing ever more resources to survive, Prussia attempts annexation of Britain&#039;s colonies. War rages around the globe as every day grows colder and resources become ever scarcer. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;background-color: #272727; padding: 20px; margin: 20px 0; border-radius: 8px;&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;h1 style=&amp;quot;color: #AFACA8;&amp;quot;&amp;gt;1886&amp;lt;/h1&amp;gt;&lt;br /&gt;
    &amp;lt;p style=&amp;quot;color: #AFACA8;&amp;quot;&amp;gt;The median temperature globally is below freezing. The war ends as the powers fighting it cease to exist.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=1887=&lt;br /&gt;
Present day&lt;/div&gt;</summary>
		<author><name>172.17.0.1</name></author>
	</entry>
	<entry>
		<id>http://wiki.uoicebound.com/index.php?title=Weapon_Attachments&amp;diff=1659</id>
		<title>Weapon Attachments</title>
		<link rel="alternate" type="text/html" href="http://wiki.uoicebound.com/index.php?title=Weapon_Attachments&amp;diff=1659"/>
		<updated>2025-10-27T15:06:32Z</updated>

		<summary type="html">&lt;p&gt;172.17.0.1: /* Melee */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;values need balanced, 5 on everything is placeholder. My thoughts are that special ammo and poisons will just function as weapon attachments that change the damage type of the weapon (fire/cold/poison/energy) until the charges are used up. Because armor is primarily Physical and or Cold resist, Poison and Fire damage will mostly ignore armor unless people take precautions to wear gear that resists those types of damage. I think this is easier to balance than standard DOT type poisons and effects.&lt;br /&gt;
&lt;br /&gt;
==Melee==&lt;br /&gt;
&lt;br /&gt;
*Weighted Pommel (Dagger, Knife, Club, Sword, Rapier, Maul) - HCI 5%&lt;br /&gt;
*Basket Hilt (All Non-Pugilism) - DCI 5%&lt;br /&gt;
*Whetstone (Bladed and Piercing Weapons) - 5% damage increase&lt;br /&gt;
*Barbed Wire Wrap (All Non-Bladed and Piercing) - 3% damage increase&lt;br /&gt;
*Spiked Knuckle Bow (Sword, Rapier) - 5% Reflect Damage&lt;br /&gt;
*Balanced Haft (Axe, Hammer, Spear) - HCI 5%&lt;br /&gt;
*Leather Grip Wrap (All-non Pugilism, all firearms) - 1% Swing Speed Increase&lt;br /&gt;
*Fur Handle - 3 Cold Resist&lt;br /&gt;
*Knuckle Spikes (Pugilism) - 5% damage increase&lt;br /&gt;
*Electro-Coil Adapter (all piercing) - 50% Energy Damage&lt;br /&gt;
*Hydraulic Shock Booster (all bludgeoning) - 5% damage increase&lt;br /&gt;
*Thermal Conductive Edge (all bladed) - 50% Fire damage&lt;br /&gt;
*Spring-Loaded Grip (All Piercing) - 5% Swing Speed Increase&lt;br /&gt;
*Tesla-Arc Generator (All Flails &amp;amp; Whips) - 50% Energy Damage&lt;br /&gt;
&lt;br /&gt;
==Ranged==&lt;br /&gt;
&lt;br /&gt;
*Balanced Stock (Rifles/Shotgns) - HCI 3%&lt;br /&gt;
*Bayonet (Rifles, Shotguns) - DCI 5%&lt;br /&gt;
*Scope (Rifles) - 5% HCI&lt;br /&gt;
*Muzzle Choke (Shotguns) - 5% HCI&lt;br /&gt;
*Gun Oil (all firearms) - 5% Swing Speed Increase&lt;br /&gt;
*Weighted Grip (Pistols) - 5% HCI&lt;br /&gt;
*Breech Wedge Stabilizer (Breech Loading Weapons) - 5% Swing Speed Increase&lt;br /&gt;
*String Wax (Bows/Crossbows) - 5% HCI&lt;br /&gt;
*Cartridge Grease (Black Powder Firearms) - 5% Swing Speed Increase&lt;br /&gt;
*Magnetic Recoil Dampener (all firearms and bows) - 5% HCI&lt;br /&gt;
*Voltaic Shot Capacitor (all firearms) - 25% Energy Damage&lt;br /&gt;
&lt;br /&gt;
==Special Firearm Ammo==&lt;br /&gt;
&lt;br /&gt;
*Incendiary Ammo - 25% Fire Damage&lt;br /&gt;
*Tracer Ammo - 5% HCI&lt;br /&gt;
*Paintball Ammo - ???&lt;br /&gt;
&lt;br /&gt;
==Special Arrows==&lt;br /&gt;
*Poison Arrows-&lt;br /&gt;
*Weak Poison - 25% Poison Damage&lt;br /&gt;
*Poison - 50% Poison Damage&lt;br /&gt;
*Strong Poison  - 75% Poison Damage&lt;br /&gt;
*Deadly Poison - 100% Poison Damage&lt;br /&gt;
*Fire Arrow - 50% Fire&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Melee Poisons, Toxins, and Coatings=&lt;br /&gt;
&lt;br /&gt;
*Weak Poison - 25% Poison Damage&lt;br /&gt;
*Poison - 50% Poison Damage&lt;br /&gt;
*Strong Poison  - 75% Poison Damage&lt;br /&gt;
*Deadly Poison - 100% Poison Damage&lt;br /&gt;
&lt;br /&gt;
*Pyrokinetic Catalyst Oil - 25% Fire Damage&lt;/div&gt;</summary>
		<author><name>172.17.0.1</name></author>
	</entry>
	<entry>
		<id>http://wiki.uoicebound.com/index.php?title=Scavenging&amp;diff=1652</id>
		<title>Scavenging</title>
		<link rel="alternate" type="text/html" href="http://wiki.uoicebound.com/index.php?title=Scavenging&amp;diff=1652"/>
		<updated>2025-09-23T17:32:24Z</updated>

		<summary type="html">&lt;p&gt;172.17.0.1: /* Salvage Stations */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Scavenging.png | left]]&lt;br /&gt;
&lt;br /&gt;
Others see ruins. You see potential. The ability to find treasure in trash is an underrated art.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Skill Perks=&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;background-color: #272727; padding: 20px; margin: 20px 0; border-radius: 8px;&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;p style=&amp;quot;color: #AFACA8;&amp;quot;&amp;gt;&#039;&#039;&#039;(25%) Scrap of Genius:&#039;&#039;&#039; You can now scavenge the bodies of dead humans, with a chance to convert their worn items into scrap.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;background-color: #272727; padding: 20px; margin: 20px 0; border-radius: 8px;&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;p style=&amp;quot;color: #AFACA8;&amp;quot;&amp;gt;&#039;&#039;&#039;(50%) Junkyard Alchemist:&#039;&#039;&#039; You can now convert all worn items of dead NPC humans into scrap with no chance of failure. You now have a chance to salvage the items themselves worn by players when salvaging player corpses, with higher quality items being easier to damage.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;background-color: #272727; padding: 20px; margin: 20px 0; border-radius: 8px;&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;p style=&amp;quot;color: #AFACA8;&amp;quot;&amp;gt;&#039;&#039;&#039;(75%) Salvage Savant:&#039;&#039;&#039; Chance to find bonus items when scavenging scrap at the salvage station.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;background-color: #272727; padding: 20px; margin: 20px 0; border-radius: 8px;&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;p style=&amp;quot;color: #AFACA8;&amp;quot;&amp;gt;&#039;&#039;&#039;(100%) Master of the Heap:&#039;&#039;&#039; &lt;br /&gt;
You will receive double the output when salvaging scrap at the salvage station.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Salvage Stations=&lt;br /&gt;
Salvage Stations can be found in the main settlement, and other outpost throughout the wasteland and will be operational as long as the [[Region Maintenance]] is providing electricity. Double click the salvage station and select the item you wish to convert. Salvage stations always succeed, but a skill check will be performed in order to determine if you receive a bonus.&lt;br /&gt;
&lt;br /&gt;
Salvage Stations generally reduce items to their base components. Any craftable item may be salvaged to receive a portion of the scrap version of their base components. For example, an item that takes Steel Ingots to craft would be reduced to Steel Scrap. NPCs will often drop items marked &amp;quot;Salvage&amp;quot; that give specific scrap amounts. Other items, such as Copper Coins, can be salvaged in set specific amounts.&lt;br /&gt;
&lt;br /&gt;
=Harvesting Salvage Nodes=&lt;br /&gt;
&lt;br /&gt;
Salvage nodes can be found in the world, representing resources that would give Wood, Metal, or Chemicals. Salvage nodes only refresh after [[Storms]], and rarely appear in exactly the same location. Salvage Tools such as Shovels or Crowbars can be used to receive Double scrap when harvesting nodes.&lt;br /&gt;
&lt;br /&gt;
=Salvaging Corpses=&lt;br /&gt;
&lt;br /&gt;
NPC Human corpses can be salvaged after they have been mortally wounded. Use a knife on the corpse to perform a salvage check, which will convert their worn items into scrap and place them into your backpack. Doing so may incur [[Sanity]] damage depending on your [[Adaptations]].&lt;br /&gt;
&lt;br /&gt;
Player Human corpses are salvaged in much the same way as NPC corpses, albeit with a higher Sanity cost, with a chance to recover whole items starting at 50 skill. The difficulty of recovering an item is calculated by its quality and your total skill, with higher quality items being easier to recover. Recovered items will take significant soft damage upon recovery.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-----------&lt;br /&gt;
&lt;br /&gt;
Return to [[Skills]]&lt;/div&gt;</summary>
		<author><name>172.17.0.1</name></author>
	</entry>
	<entry>
		<id>http://wiki.uoicebound.com/index.php?title=Amputation&amp;diff=1504</id>
		<title>Amputation</title>
		<link rel="alternate" type="text/html" href="http://wiki.uoicebound.com/index.php?title=Amputation&amp;diff=1504"/>
		<updated>2025-08-20T01:08:52Z</updated>

		<summary type="html">&lt;p&gt;172.17.0.1: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;When players are killed in a PVE scenario (such as from Cold, Disease, or Starvation), they may not necessarily be permanently dead. It is possible to lose a single leg, arm, and eye- so in effect, players will get a second, third, and fourth chance when it comes to PVE and PVP death, but be at a greater disadvantage each time. It is understood that your character was somehow rescued and brought back to civilization, but are permanently disabled from the experience. Characters who choose to be missing a limb or eye at character creation will have the initial advantage of more Adaptation Trait points, but will have less &amp;quot;lives&amp;quot; when it comes to PVE death. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Players may also inflict amputation on other players in PVP in lieu of permanently killing the other player if they so choose.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Some diseases and injuries may also only be treated by amputation by a Doctor.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
It is possible your character to obtain a prosthetic to replace a missing limb, both for cosmetic and mechanical purposes.&lt;/div&gt;</summary>
		<author><name>172.17.0.1</name></author>
	</entry>
	<entry>
		<id>http://wiki.uoicebound.com/index.php?title=Martial_Tactics&amp;diff=1286</id>
		<title>Martial Tactics</title>
		<link rel="alternate" type="text/html" href="http://wiki.uoicebound.com/index.php?title=Martial_Tactics&amp;diff=1286"/>
		<updated>2025-08-09T14:11:24Z</updated>

		<summary type="html">&lt;p&gt;172.17.0.1: /* Skill Perks */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Martial_Training.png|left]]&lt;br /&gt;
&lt;br /&gt;
Formal training in combat techniques to effectively engage and defeat opponents in battle.&lt;br /&gt;
&lt;br /&gt;
=Skill Perks=&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;background-color: #272727; padding: 20px; margin: 20px 0; border-radius: 8px;&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;p style=&amp;quot;color: #AFACA8;&amp;quot;&amp;gt;&#039;&#039;&#039;(25%) Precision Strike:&#039;&#039;&#039; Grants 20% Hit Chance Increase for a single hit, the ability is not expended until a hit is landed.&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;background-color: #272727; padding: 20px; margin: 20px 0; border-radius: 8px;&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;p style=&amp;quot;color: #AFACA8;&amp;quot;&amp;gt;&#039;&#039;&#039;(50%) Grapple:&#039;&#039;&#039; Locks both you and your opponent in place for 1 second per 10 Martial Tactics.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;background-color: #272727; padding: 20px; margin: 20px 0; border-radius: 8px;&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;p style=&amp;quot;color: #AFACA8;&amp;quot;&amp;gt;&#039;&#039;&#039;(75%) Riposte:&#039;&#039;&#039; Instantly swing back at your opponent with a melee weapon when they swing at you with a melee attack.&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;background-color: #272727; padding: 20px; margin: 20px 0; border-radius: 8px;&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;p style=&amp;quot;color: #AFACA8;&amp;quot;&amp;gt;&#039;&#039;&#039;(100%) Perk:&#039;&#039;&#039;&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-----------&lt;br /&gt;
&lt;br /&gt;
Return to [[Skills]]&lt;/div&gt;</summary>
		<author><name>172.17.0.1</name></author>
	</entry>
	<entry>
		<id>http://wiki.uoicebound.com/index.php?title=Martial_Tactics&amp;diff=1285</id>
		<title>Martial Tactics</title>
		<link rel="alternate" type="text/html" href="http://wiki.uoicebound.com/index.php?title=Martial_Tactics&amp;diff=1285"/>
		<updated>2025-08-09T14:10:58Z</updated>

		<summary type="html">&lt;p&gt;172.17.0.1: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Martial_Training.png|left]]&lt;br /&gt;
&lt;br /&gt;
Formal training in combat techniques to effectively engage and defeat opponents in battle.&lt;br /&gt;
&lt;br /&gt;
=Skill Perks=&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;background-color: #272727; padding: 20px; margin: 20px 0; border-radius: 8px;&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;p style=&amp;quot;color: #AFACA8;&amp;quot;&amp;gt;&#039;&#039;&#039;(25%) Precision Strike:&#039;&#039;&#039; Grants 20% Hit Chance Increase for a single hit, the ability is not expended until a hit is landed.&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;background-color: #272727; padding: 20px; margin: 20px 0; border-radius: 8px;&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;p style=&amp;quot;color: #AFACA8;&amp;quot;&amp;gt;&#039;&#039;&#039;(50%) Grapple:&#039;&#039;&#039;Locks both you and your opponent in place for 1 second per 10 Martial Tactics.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;background-color: #272727; padding: 20px; margin: 20px 0; border-radius: 8px;&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;p style=&amp;quot;color: #AFACA8;&amp;quot;&amp;gt;&#039;&#039;&#039;(75%) Riposte:&#039;&#039;&#039;Instantly swing back at your opponent with a melee weapon when they swing at you with a melee attack.&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;background-color: #272727; padding: 20px; margin: 20px 0; border-radius: 8px;&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;p style=&amp;quot;color: #AFACA8;&amp;quot;&amp;gt;&#039;&#039;&#039;(100%) Perk:&#039;&#039;&#039;&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-----------&lt;br /&gt;
&lt;br /&gt;
Return to [[Skills]]&lt;/div&gt;</summary>
		<author><name>172.17.0.1</name></author>
	</entry>
	<entry>
		<id>http://wiki.uoicebound.com/index.php?title=Fishing&amp;diff=1247</id>
		<title>Fishing</title>
		<link rel="alternate" type="text/html" href="http://wiki.uoicebound.com/index.php?title=Fishing&amp;diff=1247"/>
		<updated>2025-08-07T21:04:12Z</updated>

		<summary type="html">&lt;p&gt;172.17.0.1: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Fishing.png | left]]&lt;br /&gt;
&lt;br /&gt;
Patience, skill, and a little luck. With a line in the water, you know how to turn frozen rivers and seas into a bounty.&lt;br /&gt;
&lt;br /&gt;
[[Tackle Box]]&lt;br /&gt;
&lt;br /&gt;
=Skill Perks=&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;background-color: #272727; padding: 20px; margin: 20px 0; border-radius: 8px;&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;p style=&amp;quot;color: #AFACA8;&amp;quot;&amp;gt;&#039;&#039;&#039;(25%) Perk:&#039;&#039;&#039;&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;background-color: #272727; padding: 20px; margin: 20px 0; border-radius: 8px;&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;p style=&amp;quot;color: #AFACA8;&amp;quot;&amp;gt;&#039;&#039;&#039;(50%) Perk:&#039;&#039;&#039;&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;background-color: #272727; padding: 20px; margin: 20px 0; border-radius: 8px;&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;p style=&amp;quot;color: #AFACA8;&amp;quot;&amp;gt;&#039;&#039;&#039;(75%) Perk:&#039;&#039;&#039;&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;background-color: #272727; padding: 20px; margin: 20px 0; border-radius: 8px;&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;p style=&amp;quot;color: #AFACA8;&amp;quot;&amp;gt;&#039;&#039;&#039;(100%) Perk:&#039;&#039;&#039;&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
-----------&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Fish Difficulty-&lt;br /&gt;
Level 1 - Haddock, Capelin&lt;br /&gt;
Level 2 - Arctic Cod, Pollock&lt;br /&gt;
Level 3 - Redfish&lt;br /&gt;
Level 4 - Arctic Char&lt;br /&gt;
Level 5 - Turbot, Wolffish&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Back to [[Skills]]&lt;/div&gt;</summary>
		<author><name>172.17.0.1</name></author>
	</entry>
	<entry>
		<id>http://wiki.uoicebound.com/index.php?title=Weapon_Attachments&amp;diff=1198</id>
		<title>Weapon Attachments</title>
		<link rel="alternate" type="text/html" href="http://wiki.uoicebound.com/index.php?title=Weapon_Attachments&amp;diff=1198"/>
		<updated>2025-08-01T18:12:49Z</updated>

		<summary type="html">&lt;p&gt;172.17.0.1: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;values need balanced, 5 on everything is placeholder. My thoughts are that special ammo and poisons will just function as weapon attachments that change the damage type of the weapon (fire/cold/poison/energy) until the charges are used up. Because armor is primarily Physical and or Cold resist, Poison and Fire damage will mostly ignore armor unless people take precautions to wear gear that resists those types of damage. I think this is easier to balance than standard DOT type poisons and effects.&lt;br /&gt;
&lt;br /&gt;
==Melee==&lt;br /&gt;
&lt;br /&gt;
*Weighted Pommel (Dagger, Knife, Club, Sword, Rapier, Maul) - HCI 5%&lt;br /&gt;
*Basket Hilt (All Non-Pugilism) - DCI 5%&lt;br /&gt;
*Whetstone (Bladed and Piercing Weapons) - +5 Base Damage&lt;br /&gt;
*Barbed Wire Wrap (All Non-Bladed and Piercing) - +3 Base Damage&lt;br /&gt;
*Spiked Knuckle Bow (Sword, Rapier) - 5% Reflect Damage&lt;br /&gt;
*Balanced Haft (Axe, Hammer, Spear) - HCI 5%&lt;br /&gt;
*Leather Grip Wrap (All-non Pugilism, all firearms) - 1% Swing Speed Increase&lt;br /&gt;
*Fur Handle - 3 Cold Resist&lt;br /&gt;
*Knuckle Spikes (Pugilism) - +5 Base Damage&lt;br /&gt;
*Electro-Coil Adapter (all piercing) - 50% Energy Damage&lt;br /&gt;
*Hydraulic Shock Booster (all bludgeoning) - 5 damage increase&lt;br /&gt;
*Thermal Conductive Edge (all bladed) - 50% Fire damage&lt;br /&gt;
*Spring-Loaded Grip (All Piercing) - 5% Swing Speed Increase&lt;br /&gt;
*Tesla-Arc Generator (All Flails &amp;amp; Whips) - 50% Energy Damage&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Ranged==&lt;br /&gt;
&lt;br /&gt;
*Balanced Stock (Rifles/Shotgns) - HCI 3%&lt;br /&gt;
*Bayonet (Rifles, Shotguns) - DCI 5%&lt;br /&gt;
*Scope (Rifles) - 5% HCI&lt;br /&gt;
*Muzzle Choke (Shotguns) - 5% HCI&lt;br /&gt;
*Gun Oil (all firearms) - 5% Swing Speed Increase&lt;br /&gt;
*Weighted Grip (Pistols) - 5% HCI&lt;br /&gt;
*Breech Wedge Stabilizer (Breech Loading Weapons) - 5% Swing Speed Increase&lt;br /&gt;
*String Wax (Bows/Crossbows) - 5% HCI&lt;br /&gt;
*Cartridge Grease (Black Powder Firearms) - 5% Swing Speed Increase&lt;br /&gt;
*Magnetic Recoil Dampener (all firearms and bows) - 5% HCI&lt;br /&gt;
*Voltaic Shot Capacitor (all firearms) - 25% Energy Damage&lt;br /&gt;
&lt;br /&gt;
==Special Firearm Ammo==&lt;br /&gt;
&lt;br /&gt;
*Incendiary Ammo - 25% Fire Damage&lt;br /&gt;
*Tracer Ammo - 5% HCI&lt;br /&gt;
*Paintball Ammo - ???&lt;br /&gt;
&lt;br /&gt;
==Special Arrows==&lt;br /&gt;
*Poison Arrows-&lt;br /&gt;
*Weak Poison - 25% Poison Damage&lt;br /&gt;
*Poison - 50% Poison Damage&lt;br /&gt;
*Strong Poison  - 75% Poison Damage&lt;br /&gt;
*Deadly Poison - 100% Poison Damage&lt;br /&gt;
*Fire Arrow - 50% Fire&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Melee Poisons, Toxins, and Coatings=&lt;br /&gt;
&lt;br /&gt;
*Weak Poison - 25% Poison Damage&lt;br /&gt;
*Poison - 50% Poison Damage&lt;br /&gt;
*Strong Poison  - 75% Poison Damage&lt;br /&gt;
*Deadly Poison - 100% Poison Damage&lt;br /&gt;
&lt;br /&gt;
*Pyrokinetic Catalyst Oil - 25% Fire Damage&lt;/div&gt;</summary>
		<author><name>172.17.0.1</name></author>
	</entry>
	<entry>
		<id>http://wiki.uoicebound.com/index.php?title=Toughness&amp;diff=1196</id>
		<title>Toughness</title>
		<link rel="alternate" type="text/html" href="http://wiki.uoicebound.com/index.php?title=Toughness&amp;diff=1196"/>
		<updated>2025-08-01T17:14:46Z</updated>

		<summary type="html">&lt;p&gt;172.17.0.1: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Toughness.png|left]]More than just thick skin—it&#039;s the will to keep standing when everything else is falling apart.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Skill Perks=&lt;br /&gt;
&amp;lt;div style=&amp;quot;background-color: #272727; padding: 20px; margin: 20px 0; border-radius: 8px;&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;p style=&amp;quot;color: #AFACA8;&amp;quot;&amp;gt;&#039;&#039;&#039;(25%) Perk:&#039;&#039;&#039; You gain bonus healing when using Toughness outside of combat.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;background-color: #272727; padding: 20px; margin: 20px 0; border-radius: 8px;&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;p style=&amp;quot;color: #AFACA8;&amp;quot;&amp;gt;&#039;&#039;&#039;(50%) Perk:&#039;&#039;&#039; You will never fail a Toughness heal while outside of combat.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;background-color: #272727; padding: 20px; margin: 20px 0; border-radius: 8px;&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;p style=&amp;quot;color: #AFACA8;&amp;quot;&amp;gt;&#039;&#039;&#039;(75%) Perk:&#039;&#039;&#039; You no longer heal for reduced amounts during combat.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;background-color: #272727; padding: 20px; margin: 20px 0; border-radius: 8px;&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;p style=&amp;quot;color: #AFACA8;&amp;quot;&amp;gt;&#039;&#039;&#039;(100%) Perk:&#039;&#039;&#039; You cannot fail when using Toughness, even during combat.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
-----------&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Toughness&#039;&#039;&#039; skill allows you to suppress pain and push through injury using sheer force of will. Instead of relying on external healing, you draw upon an internal resource called &#039;&#039;&#039;Resolve&#039;&#039;&#039; to heal yourself. This skill fulfills the same healing utility as bandages in base UO, but only on yourself- normal Bandage healing is still done with Bandages using the [[Medicine]] skill.&lt;br /&gt;
&lt;br /&gt;
When activated using &#039;&#039;&#039;[toughness&#039;&#039;&#039;, your character attempts to ignore their injuries and regain some lost health. The attempt may succeed or fail depending on your Toughness skill, with your Perks determining the final result. Notably, the total amount healed in combat is reduced by 1/3 until you have the perquisite skill perks.&lt;br /&gt;
&lt;br /&gt;
Each use costs 1 Resolve. You cannot use this ability at full health, and you must have Resolve points available.&lt;br /&gt;
&lt;br /&gt;
== Resolve Pool ==&lt;br /&gt;
&lt;br /&gt;
Your maximum Resolve is determined by your Toughness skill:&lt;br /&gt;
&lt;br /&gt;
* Minimum Resolve cap: &#039;&#039;&#039;10&#039;&#039;&#039;&lt;br /&gt;
* Maximum Resolve cap: &#039;&#039;&#039;Your Toughness skill / 10&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Resolve regenerates over time and is consumed with each use of the skill. You will be notified of your remaining Resolve when you attempt to heal.&lt;/div&gt;</summary>
		<author><name>172.17.0.1</name></author>
	</entry>
	<entry>
		<id>http://wiki.uoicebound.com/index.php?title=Toughness&amp;diff=1195</id>
		<title>Toughness</title>
		<link rel="alternate" type="text/html" href="http://wiki.uoicebound.com/index.php?title=Toughness&amp;diff=1195"/>
		<updated>2025-08-01T16:44:47Z</updated>

		<summary type="html">&lt;p&gt;172.17.0.1: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Toughness.png|left]]More than just thick skin—it&#039;s the will to keep standing when everything else is falling apart.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Skill Perks=&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;background-color: #272727; padding: 20px; margin: 20px 0; border-radius: 8px;&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;p style=&amp;quot;color: #AFACA8;&amp;quot;&amp;gt;&#039;&#039;&#039;(25%) Perk:&#039;&#039;&#039;&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;background-color: #272727; padding: 20px; margin: 20px 0; border-radius: 8px;&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;p style=&amp;quot;color: #AFACA8;&amp;quot;&amp;gt;&#039;&#039;&#039;(50%) Perk:&#039;&#039;&#039;&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;background-color: #272727; padding: 20px; margin: 20px 0; border-radius: 8px;&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;p style=&amp;quot;color: #AFACA8;&amp;quot;&amp;gt;&#039;&#039;&#039;(75%) Perk:&#039;&#039;&#039;&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;background-color: #272727; padding: 20px; margin: 20px 0; border-radius: 8px;&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;p style=&amp;quot;color: #AFACA8;&amp;quot;&amp;gt;&#039;&#039;&#039;(100%) Perk:&#039;&#039;&#039;&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
-----------&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Toughness&#039;&#039;&#039; skill allows you to suppress pain and push through injury using sheer force of will. Instead of relying on external healing, you draw upon an internal resource called &#039;&#039;&#039;Resolve&#039;&#039;&#039; to heal yourself. This skill fulfills the same healing utility as bandages in base UO.&lt;br /&gt;
&lt;br /&gt;
When activated using &#039;&#039;&#039;[toughness&#039;&#039;&#039;, your character attempts to ignore their injuries and regain some lost health. The attempt may succeed or fail depending on your Toughness skill and other conditions.&lt;br /&gt;
&lt;br /&gt;
Each use costs 1 Resolve. You cannot use this ability at full health, and you must have Resolve points available.&lt;br /&gt;
&lt;br /&gt;
== Resolve Pool ==&lt;br /&gt;
&lt;br /&gt;
Your maximum Resolve is determined by your Toughness skill:&lt;br /&gt;
&lt;br /&gt;
* Minimum Resolve cap: &#039;&#039;&#039;10&#039;&#039;&#039;&lt;br /&gt;
* Maximum Resolve cap: &#039;&#039;&#039;Your Toughness skill / 10&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Resolve regenerates over time and is consumed with each use of the skill. You will be notified of your remaining Resolve when you attempt to heal.&lt;/div&gt;</summary>
		<author><name>172.17.0.1</name></author>
	</entry>
	<entry>
		<id>http://wiki.uoicebound.com/index.php?title=Fatigue_System&amp;diff=1194</id>
		<title>Fatigue System</title>
		<link rel="alternate" type="text/html" href="http://wiki.uoicebound.com/index.php?title=Fatigue_System&amp;diff=1194"/>
		<updated>2025-08-01T13:57:52Z</updated>

		<summary type="html">&lt;p&gt;172.17.0.1: /* Natural Regeneration */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;All player characters have a Fatigue pool, with a maximum value of 100. Fatigue represents a character’s available physical and mental energy for performing labor-intensive or skill-based actions.&lt;br /&gt;
&lt;br /&gt;
The fatigue system exists to promote intentional decision-making and to help maintain balance in the game’s economy. Players must choose how to spend their character’s energy rather than attempting to gather all available resources indiscriminately, the intent being to create natural scarcity and encourage trade, preparation, and thoughtful play.&lt;br /&gt;
&lt;br /&gt;
== Fatigue Usage ==&lt;br /&gt;
&lt;br /&gt;
Fatigue is consumed when a character performs any action that yields resources. This includes, but is not limited to:&lt;br /&gt;
&lt;br /&gt;
* [[Fishing|Fishing]]&lt;br /&gt;
* [[Butchery|Skinning animals]]&lt;br /&gt;
* [[Scavenging]]&lt;br /&gt;
* [[Botany|Gathering plants]]&lt;br /&gt;
&lt;br /&gt;
Most of these actions consume one point of fatigue per successful attempt, and will not consume fatigue on failure. Resources that exist in static locations will usually incur a higher cost.&lt;br /&gt;
&lt;br /&gt;
== Natural Regeneration ==&lt;br /&gt;
&lt;br /&gt;
Fatigue regenerates automatically at regular intervals (approximately every ten minutes), even while your character is offline. The exact amount of regeneration is influenced by several in-game conditions:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;[[Hunger, Thirst &amp;amp; Nutrition|Hunger]] and [[Hunger, Thirst &amp;amp; Nutrition|Thirst]]&#039;&#039;&#039;: Characters who are well-fed and hydrated will regenerate fatigue more quickly.&lt;br /&gt;
* &#039;&#039;&#039;[[Hunger, Thirst &amp;amp; Nutrition|Nutrition]]&#039;&#039;&#039;: Characters with good nutrition levels gain additional recovery benefits.&lt;br /&gt;
* &#039;&#039;&#039;[[Drugs &amp;amp; Addiction|Stimulants]]&#039;&#039;&#039;: Active stimulant effects can further enhance regeneration.&lt;br /&gt;
* &#039;&#039;&#039;[[Drugs &amp;amp; Addiction|Addiction]]&#039;&#039;&#039;: Stimulant addiction reduces regeneration benefits, and in severe cases can nearly negate them.&lt;br /&gt;
* &#039;&#039;&#039;[[Storms]]&#039;&#039;&#039;: Fatigue regeneration increases during Storms, encouraging players to stay online.&lt;br /&gt;
&lt;br /&gt;
Even under poor conditions, characters will continue to recover fatigue gradually. The system is designed to avoid situations where a character becomes completely stuck long-term due to lack of energy.&lt;br /&gt;
&lt;br /&gt;
== Active Regeneration ==&lt;br /&gt;
&lt;br /&gt;
Fatigue can be actively regenerated by consuming stimulants for an instant boost, or once every three hours by listening to [[Music]] in a Rest Area by someone with the [[Music Theory|Harmonious Rest]] ability.&lt;/div&gt;</summary>
		<author><name>172.17.0.1</name></author>
	</entry>
	<entry>
		<id>http://wiki.uoicebound.com/index.php?title=Fatigue_System&amp;diff=1193</id>
		<title>Fatigue System</title>
		<link rel="alternate" type="text/html" href="http://wiki.uoicebound.com/index.php?title=Fatigue_System&amp;diff=1193"/>
		<updated>2025-08-01T13:57:17Z</updated>

		<summary type="html">&lt;p&gt;172.17.0.1: /* Natural Regeneration */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;All player characters have a Fatigue pool, with a maximum value of 100. Fatigue represents a character’s available physical and mental energy for performing labor-intensive or skill-based actions.&lt;br /&gt;
&lt;br /&gt;
The fatigue system exists to promote intentional decision-making and to help maintain balance in the game’s economy. Players must choose how to spend their character’s energy rather than attempting to gather all available resources indiscriminately, the intent being to create natural scarcity and encourage trade, preparation, and thoughtful play.&lt;br /&gt;
&lt;br /&gt;
== Fatigue Usage ==&lt;br /&gt;
&lt;br /&gt;
Fatigue is consumed when a character performs any action that yields resources. This includes, but is not limited to:&lt;br /&gt;
&lt;br /&gt;
* [[Fishing|Fishing]]&lt;br /&gt;
* [[Butchery|Skinning animals]]&lt;br /&gt;
* [[Scavenging]]&lt;br /&gt;
* [[Botany|Gathering plants]]&lt;br /&gt;
&lt;br /&gt;
Most of these actions consume one point of fatigue per successful attempt, and will not consume fatigue on failure. Resources that exist in static locations will usually incur a higher cost.&lt;br /&gt;
&lt;br /&gt;
== Natural Regeneration ==&lt;br /&gt;
&lt;br /&gt;
Fatigue regenerates automatically at regular intervals (approximately every ten minutes), even while your character is offline. The exact amount of regeneration is influenced by several in-game conditions:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;[[Hunger, Thirst &amp;amp; Nutrition|Hunger]] and [[Hunger, Thirst &amp;amp; Nutrition|Thirst]]&#039;&#039;&#039;: Characters who are well-fed and hydrated will regenerate fatigue more quickly.&lt;br /&gt;
* &#039;&#039;&#039;[[Hunger, Thirst &amp;amp; Nutrition|Nutrition]]&#039;&#039;&#039;: Characters with good nutrition levels gain additional recovery benefits.&lt;br /&gt;
* &#039;&#039;&#039;[[Drugs &amp;amp; Addiction|Stimulants]]&#039;&#039;&#039;: Active stimulant effects can further enhance regeneration.&lt;br /&gt;
* &#039;&#039;&#039;[[Drugs &amp;amp; Addiction|Addiction]]&#039;&#039;&#039;: Stimulant addiction reduces regeneration benefits, and in severe cases can nearly negate them.&lt;br /&gt;
* &#039;&#039;&#039;[[Storms]]&#039;&#039;&#039;: Fatigue regeneration increases during Storms, encouraging players to stay online.&lt;br /&gt;
&lt;br /&gt;
Even under poor conditions, characters will continue to recover fatigue gradually. The system is designed to avoid situations where a character becomes completely stuck due to lack of energy.&lt;br /&gt;
&lt;br /&gt;
== Active Regeneration ==&lt;br /&gt;
&lt;br /&gt;
Fatigue can be actively regenerated by consuming stimulants for an instant boost, or once every three hours by listening to [[Music]] in a Rest Area by someone with the [[Music Theory|Harmonious Rest]] ability.&lt;/div&gt;</summary>
		<author><name>172.17.0.1</name></author>
	</entry>
	<entry>
		<id>http://wiki.uoicebound.com/index.php?title=Fatigue_System&amp;diff=1192</id>
		<title>Fatigue System</title>
		<link rel="alternate" type="text/html" href="http://wiki.uoicebound.com/index.php?title=Fatigue_System&amp;diff=1192"/>
		<updated>2025-08-01T13:57:04Z</updated>

		<summary type="html">&lt;p&gt;172.17.0.1: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;All player characters have a Fatigue pool, with a maximum value of 100. Fatigue represents a character’s available physical and mental energy for performing labor-intensive or skill-based actions.&lt;br /&gt;
&lt;br /&gt;
The fatigue system exists to promote intentional decision-making and to help maintain balance in the game’s economy. Players must choose how to spend their character’s energy rather than attempting to gather all available resources indiscriminately, the intent being to create natural scarcity and encourage trade, preparation, and thoughtful play.&lt;br /&gt;
&lt;br /&gt;
== Fatigue Usage ==&lt;br /&gt;
&lt;br /&gt;
Fatigue is consumed when a character performs any action that yields resources. This includes, but is not limited to:&lt;br /&gt;
&lt;br /&gt;
* [[Fishing|Fishing]]&lt;br /&gt;
* [[Butchery|Skinning animals]]&lt;br /&gt;
* [[Scavenging]]&lt;br /&gt;
* [[Botany|Gathering plants]]&lt;br /&gt;
&lt;br /&gt;
Most of these actions consume one point of fatigue per successful attempt, and will not consume fatigue on failure. Resources that exist in static locations will usually incur a higher cost.&lt;br /&gt;
&lt;br /&gt;
== Natural Regeneration ==&lt;br /&gt;
&lt;br /&gt;
Fatigue regenerates automatically at regular intervals (approximately every ten minutes), even while your character is offline. The exact amount of regeneration is influenced by several in-game conditions:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;[[Hunger, Thirst &amp;amp; Nutrition|Hunger]] and [[Hunger, Thirst &amp;amp; Nutrition|Thirst]]&#039;&#039;&#039;: Characters who are well-fed and hydrated will regenerate fatigue more quickly.&lt;br /&gt;
* &#039;&#039;&#039;[[Hunger, Thirst &amp;amp; Nutrition|Nutrition]]&#039;&#039;&#039;: Characters with good nutrition levels gain additional recovery benefits.&lt;br /&gt;
* &#039;&#039;&#039;[[Drugs &amp;amp; Addiction|Stimulants]]&#039;&#039;&#039;: Active stimulant effects can further enhance regeneration.&lt;br /&gt;
* &#039;&#039;&#039;[[Drugs &amp;amp; Addiction|Addiction]]&#039;&#039;&#039;: Stimulant addiction reduces regeneration benefits, and in severe cases can nearly negate them.&lt;br /&gt;
* &#039;&#039;&#039;[[Storms]]&#039;&#039;&#039;: Fatigue regeneration increases during Storms, encouraging people to stay online.&lt;br /&gt;
&lt;br /&gt;
Even under poor conditions, characters will continue to recover fatigue gradually. The system is designed to avoid situations where a character becomes completely stuck due to lack of energy.&lt;br /&gt;
&lt;br /&gt;
== Active Regeneration ==&lt;br /&gt;
&lt;br /&gt;
Fatigue can be actively regenerated by consuming stimulants for an instant boost, or once every three hours by listening to [[Music]] in a Rest Area by someone with the [[Music Theory|Harmonious Rest]] ability.&lt;/div&gt;</summary>
		<author><name>172.17.0.1</name></author>
	</entry>
	<entry>
		<id>http://wiki.uoicebound.com/index.php?title=Fatigue_System&amp;diff=1191</id>
		<title>Fatigue System</title>
		<link rel="alternate" type="text/html" href="http://wiki.uoicebound.com/index.php?title=Fatigue_System&amp;diff=1191"/>
		<updated>2025-08-01T13:55:38Z</updated>

		<summary type="html">&lt;p&gt;172.17.0.1: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;All player characters have a Fatigue pool, with a maximum value of 100. Fatigue represents a character’s available physical and mental energy for performing labor-intensive or skill-based actions.&lt;br /&gt;
&lt;br /&gt;
The fatigue system exists to promote intentional decision-making and to help maintain balance in the game’s economy. Players must choose how to spend their character’s energy rather than attempting to gather all available resources indiscriminately, the intent being to create natural scarcity and encourage trade, preparation, and thoughtful play.&lt;br /&gt;
&lt;br /&gt;
== Fatigue Usage ==&lt;br /&gt;
&lt;br /&gt;
Fatigue is consumed when a character performs any action that yields resources. This includes, but is not limited to:&lt;br /&gt;
&lt;br /&gt;
* [[Fishing|Fishing]]&lt;br /&gt;
* [[Butchery|Skinning animals]]&lt;br /&gt;
* [[Scavenging]]&lt;br /&gt;
* [[Botany|Gathering plants]]&lt;br /&gt;
&lt;br /&gt;
Most of these actions consume one point of fatigue per successful attempt, and will not consume fatigue on failure. Resources that exist in static locations will usually incur a higher cost.&lt;br /&gt;
&lt;br /&gt;
== Natural Regeneration ==&lt;br /&gt;
&lt;br /&gt;
Fatigue regenerates automatically at regular intervals (approximately every ten minutes), even while your character is offline. The exact amount of regeneration is influenced by several in-game conditions:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;[[Hunger, Thirst &amp;amp; Nutrition|Hunger]] and [[Hunger, Thirst &amp;amp; Nutrition|Thirst]]&#039;&#039;&#039;: Characters who are well-fed and hydrated will regenerate fatigue more quickly.&lt;br /&gt;
* &#039;&#039;&#039;[[Hunger, Thirst &amp;amp; Nutrition|Nutrition]]&#039;&#039;&#039;: Characters with good nutrition levels gain additional recovery benefits.&lt;br /&gt;
* &#039;&#039;&#039;[[Drugs &amp;amp; Addiction|Stimulants]]&#039;&#039;&#039;: Active stimulant effects can further enhance regeneration.&lt;br /&gt;
* &#039;&#039;&#039;[[Drugs &amp;amp; Addiction|Addiction]]&#039;&#039;&#039;: Stimulant addiction reduces regeneration benefits, and in severe cases can nearly negate them.&lt;br /&gt;
* &#039;&#039;&#039;[[Storms]]&#039;&#039;&#039;: Fatigue regeneration increases during storm conditions, encouraging activity during dangerous or unusual weather.&lt;br /&gt;
&lt;br /&gt;
Even under poor conditions, characters will continue to recover fatigue gradually. The system is designed to avoid situations where a character becomes completely stuck due to lack of energy.&lt;br /&gt;
&lt;br /&gt;
== Active Regeneration ==&lt;br /&gt;
&lt;br /&gt;
Fatigue can be actively regenerated by consuming stimulants for an instant boost, or once every three hours by listening to [[Music]] in a Rest Area by someone with the [[Music Theory|Harmonious Rest]] ability.&lt;/div&gt;</summary>
		<author><name>172.17.0.1</name></author>
	</entry>
	<entry>
		<id>http://wiki.uoicebound.com/index.php?title=Fatigue_System&amp;diff=1190</id>
		<title>Fatigue System</title>
		<link rel="alternate" type="text/html" href="http://wiki.uoicebound.com/index.php?title=Fatigue_System&amp;diff=1190"/>
		<updated>2025-08-01T13:54:30Z</updated>

		<summary type="html">&lt;p&gt;172.17.0.1: /* Active Regeneration */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;All player characters have a Fatigue pool, with a maximum value of 100. Fatigue represents a character’s available physical and mental energy for performing labor-intensive or skill-based actions.&lt;br /&gt;
&lt;br /&gt;
The fatigue system exists to promote intentional decision-making and to help maintain balance in the game’s economy. Players must choose how to spend their character’s energy rather than attempting to gather all available resources indiscriminately, the intent being to create natural scarcity and encourage trade, preparation, and thoughtful play.&lt;br /&gt;
&lt;br /&gt;
== Fatigue Usage ==&lt;br /&gt;
&lt;br /&gt;
Fatigue is consumed when a character performs any action that yields resources. This includes, but is not limited to:&lt;br /&gt;
&lt;br /&gt;
* Fishing&lt;br /&gt;
* Skinning animals&lt;br /&gt;
* Scavenging scrap or resource nodes&lt;br /&gt;
* Gathering plants&lt;br /&gt;
&lt;br /&gt;
Most of these actions consume one point of fatigue per successful attempt, and will not consume fatigue on failure. Resources that exist in static locations will usually incur a higher cost.&lt;br /&gt;
&lt;br /&gt;
== Natural Regeneration ==&lt;br /&gt;
&lt;br /&gt;
Fatigue regenerates automatically at regular intervals (approximately every ten minutes), even while your character is offline. The exact amount of regeneration is influenced by several in-game conditions:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;[[Hunger, Thirst &amp;amp; Nutrition|Hunger]] and [[Hunger, Thirst &amp;amp; Nutrition|Thirst]]&#039;&#039;&#039;: Characters who are well-fed and hydrated will regenerate fatigue more quickly.&lt;br /&gt;
* &#039;&#039;&#039;[[Hunger, Thirst &amp;amp; Nutrition|Nutrition]]&#039;&#039;&#039;: Characters with good nutrition levels gain additional recovery benefits.&lt;br /&gt;
* &#039;&#039;&#039;[[Drugs &amp;amp; Addiction|Stimulants]]&#039;&#039;&#039;: Active stimulant effects can further enhance regeneration.&lt;br /&gt;
* &#039;&#039;&#039;[[Drugs &amp;amp; Addiction|Addiction]]&#039;&#039;&#039;: Stimulant addiction reduces regeneration benefits, and in severe cases can nearly negate them.&lt;br /&gt;
* &#039;&#039;&#039;[[Storms]]&#039;&#039;&#039;: Fatigue regeneration increases during storm conditions, encouraging activity during dangerous or unusual weather.&lt;br /&gt;
&lt;br /&gt;
Even under poor conditions, characters will continue to recover fatigue gradually. The system is designed to avoid situations where a character becomes completely stuck due to lack of energy.&lt;br /&gt;
&lt;br /&gt;
== Active Regeneration ==&lt;br /&gt;
&lt;br /&gt;
Fatigue can be actively regenerated by consuming stimulants for an instant boost, or once every three hours by listening to [[Music]] in a Rest Area by someone with the [[Music Theory|Harmonious Rest]] ability.&lt;/div&gt;</summary>
		<author><name>172.17.0.1</name></author>
	</entry>
	<entry>
		<id>http://wiki.uoicebound.com/index.php?title=Fatigue_System&amp;diff=1189</id>
		<title>Fatigue System</title>
		<link rel="alternate" type="text/html" href="http://wiki.uoicebound.com/index.php?title=Fatigue_System&amp;diff=1189"/>
		<updated>2025-08-01T13:53:51Z</updated>

		<summary type="html">&lt;p&gt;172.17.0.1: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;All player characters have a Fatigue pool, with a maximum value of 100. Fatigue represents a character’s available physical and mental energy for performing labor-intensive or skill-based actions.&lt;br /&gt;
&lt;br /&gt;
The fatigue system exists to promote intentional decision-making and to help maintain balance in the game’s economy. Players must choose how to spend their character’s energy rather than attempting to gather all available resources indiscriminately, the intent being to create natural scarcity and encourage trade, preparation, and thoughtful play.&lt;br /&gt;
&lt;br /&gt;
== Fatigue Usage ==&lt;br /&gt;
&lt;br /&gt;
Fatigue is consumed when a character performs any action that yields resources. This includes, but is not limited to:&lt;br /&gt;
&lt;br /&gt;
* Fishing&lt;br /&gt;
* Skinning animals&lt;br /&gt;
* Scavenging scrap or resource nodes&lt;br /&gt;
* Gathering plants&lt;br /&gt;
&lt;br /&gt;
Most of these actions consume one point of fatigue per successful attempt, and will not consume fatigue on failure. Resources that exist in static locations will usually incur a higher cost.&lt;br /&gt;
&lt;br /&gt;
== Natural Regeneration ==&lt;br /&gt;
&lt;br /&gt;
Fatigue regenerates automatically at regular intervals (approximately every ten minutes), even while your character is offline. The exact amount of regeneration is influenced by several in-game conditions:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;[[Hunger, Thirst &amp;amp; Nutrition|Hunger]] and [[Hunger, Thirst &amp;amp; Nutrition|Thirst]]&#039;&#039;&#039;: Characters who are well-fed and hydrated will regenerate fatigue more quickly.&lt;br /&gt;
* &#039;&#039;&#039;[[Hunger, Thirst &amp;amp; Nutrition|Nutrition]]&#039;&#039;&#039;: Characters with good nutrition levels gain additional recovery benefits.&lt;br /&gt;
* &#039;&#039;&#039;[[Drugs &amp;amp; Addiction|Stimulants]]&#039;&#039;&#039;: Active stimulant effects can further enhance regeneration.&lt;br /&gt;
* &#039;&#039;&#039;[[Drugs &amp;amp; Addiction|Addiction]]&#039;&#039;&#039;: Stimulant addiction reduces regeneration benefits, and in severe cases can nearly negate them.&lt;br /&gt;
* &#039;&#039;&#039;[[Storms]]&#039;&#039;&#039;: Fatigue regeneration increases during storm conditions, encouraging activity during dangerous or unusual weather.&lt;br /&gt;
&lt;br /&gt;
Even under poor conditions, characters will continue to recover fatigue gradually. The system is designed to avoid situations where a character becomes completely stuck due to lack of energy.&lt;br /&gt;
&lt;br /&gt;
== Active Regeneration ==&lt;br /&gt;
&lt;br /&gt;
Fatigue can be actively regenerated by consuming stimulants for an instant boost, or once every three hours by listening to [[Music]] in a Rest Area by someone with sufficient skill in [[Music Theory]].&lt;/div&gt;</summary>
		<author><name>172.17.0.1</name></author>
	</entry>
	<entry>
		<id>http://wiki.uoicebound.com/index.php?title=Fatigue_System&amp;diff=1188</id>
		<title>Fatigue System</title>
		<link rel="alternate" type="text/html" href="http://wiki.uoicebound.com/index.php?title=Fatigue_System&amp;diff=1188"/>
		<updated>2025-08-01T13:53:02Z</updated>

		<summary type="html">&lt;p&gt;172.17.0.1: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;All player characters have a Fatigue pool, with a maximum value of 100. Fatigue represents a character’s available physical and mental energy for performing labor-intensive or skill-based actions.&lt;br /&gt;
&lt;br /&gt;
The fatigue system exists to promote intentional decision-making and to help maintain balance in the game’s economy. Players must choose how to spend their character’s energy rather than attempting to gather all available resources indiscriminately, the intent being to create natural scarcity and encourage trade, preparation, and thoughtful play.&lt;br /&gt;
&lt;br /&gt;
== Fatigue Usage ==&lt;br /&gt;
&lt;br /&gt;
Fatigue is consumed when a character performs any action that yields resources. This includes, but is not limited to:&lt;br /&gt;
&lt;br /&gt;
* Fishing&lt;br /&gt;
* Skinning animals&lt;br /&gt;
* Scavenging scrap or resource nodes&lt;br /&gt;
* Gathering plants&lt;br /&gt;
&lt;br /&gt;
Most of these actions consume one point of fatigue per successful attempt, and will not consume fatigue on failure. Resources that exist in static locations will usually incur a higher cost.&lt;br /&gt;
&lt;br /&gt;
== Natural Regeneration ==&lt;br /&gt;
&lt;br /&gt;
Fatigue regenerates automatically at regular intervals (approximately every ten minutes), even while your character is offline. The exact amount of regeneration is influenced by several in-game conditions:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;[[Hunger, Thirst &amp;amp; Nutrition|Hunger]] and [[Thirst]]&#039;&#039;&#039;: Characters who are well-fed and hydrated will regenerate fatigue more quickly.&lt;br /&gt;
* &#039;&#039;&#039;[[Nutrition]]&#039;&#039;&#039;: Characters with good nutrition levels gain additional recovery benefits.&lt;br /&gt;
* &#039;&#039;&#039;[[Stimulants]]&#039;&#039;&#039;: Active stimulant effects can further enhance regeneration.&lt;br /&gt;
* &#039;&#039;&#039;[[Addiction]]&#039;&#039;&#039;: Stimulant addiction reduces regeneration benefits, and in severe cases can nearly negate them.&lt;br /&gt;
* &#039;&#039;&#039;[[Storms]]&#039;&#039;&#039;: Fatigue regeneration increases during storm conditions, encouraging activity during dangerous or unusual weather.&lt;br /&gt;
&lt;br /&gt;
Even under poor conditions, characters will continue to recover fatigue gradually. The system is designed to avoid situations where a character becomes completely stuck due to lack of energy.&lt;br /&gt;
&lt;br /&gt;
== Active Regeneration ==&lt;br /&gt;
&lt;br /&gt;
Fatigue can be actively regenerated by consuming stimulants for an instant boost, or once every three hours by listening to [[Music]] in a Rest Area by someone with sufficient skill in [[Music Theory]].&lt;/div&gt;</summary>
		<author><name>172.17.0.1</name></author>
	</entry>
	<entry>
		<id>http://wiki.uoicebound.com/index.php?title=Fatigue_System&amp;diff=1187</id>
		<title>Fatigue System</title>
		<link rel="alternate" type="text/html" href="http://wiki.uoicebound.com/index.php?title=Fatigue_System&amp;diff=1187"/>
		<updated>2025-08-01T13:51:32Z</updated>

		<summary type="html">&lt;p&gt;172.17.0.1: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;All player characters have a Fatigue pool, with a maximum value of 100. Fatigue represents a character’s available physical and mental energy for performing labor-intensive or skill-based actions.&lt;br /&gt;
&lt;br /&gt;
The fatigue system exists to promote intentional decision-making and to help maintain balance in the game’s economy. Players must choose how to spend their character’s energy rather than attempting to gather all available resources indiscriminately, the intent being to create natural scarcity and encourage trade, preparation, and thoughtful play.&lt;br /&gt;
&lt;br /&gt;
== Fatigue Usage ==&lt;br /&gt;
&lt;br /&gt;
Fatigue is consumed when a character performs any action that yields resources. This includes, but is not limited to:&lt;br /&gt;
&lt;br /&gt;
* Fishing&lt;br /&gt;
* Skinning animals&lt;br /&gt;
* Scavenging scrap or resource nodes&lt;br /&gt;
* Gathering plants&lt;br /&gt;
&lt;br /&gt;
Most of these actions consume one point of fatigue per successful attempt, and will not consume fatigue on failure. Resources that exist in static locations will usually incur a higher cost.&lt;br /&gt;
&lt;br /&gt;
== Natural Regeneration ==&lt;br /&gt;
&lt;br /&gt;
Fatigue regenerates automatically at regular intervals (approximately every ten minutes), even while your character is offline. The exact amount of regeneration is influenced by several in-game conditions:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;[[Hunger]] and [[Thirst]]&#039;&#039;&#039;: Characters who are well-fed and hydrated will regenerate fatigue more quickly.&lt;br /&gt;
* &#039;&#039;&#039;[[Nutrition]]&#039;&#039;&#039;: Characters with good nutrition levels gain additional recovery benefits.&lt;br /&gt;
* &#039;&#039;&#039;[[Stimulants]]&#039;&#039;&#039;: Active stimulant effects can further enhance regeneration.&lt;br /&gt;
* &#039;&#039;&#039;[[Addiction]]&#039;&#039;&#039;: Stimulant addiction reduces regeneration benefits, and in severe cases can nearly negate them.&lt;br /&gt;
* &#039;&#039;&#039;[[Storms]]&#039;&#039;&#039;: Fatigue regeneration increases during storm conditions, encouraging activity during dangerous or unusual weather.&lt;br /&gt;
&lt;br /&gt;
Even under poor conditions, characters will continue to recover fatigue gradually. The system is designed to avoid situations where a character becomes completely stuck due to lack of energy.&lt;br /&gt;
&lt;br /&gt;
== Active Regeneration ==&lt;br /&gt;
&lt;br /&gt;
Fatigue can be actively regenerated by consuming stimulants for an instant boost, or once every three hours by listening to [[Music]] in a Rest Area by someone with sufficient skill in [[Music Theory]].&lt;/div&gt;</summary>
		<author><name>172.17.0.1</name></author>
	</entry>
	<entry>
		<id>http://wiki.uoicebound.com/index.php?title=Fatigue_System&amp;diff=1186</id>
		<title>Fatigue System</title>
		<link rel="alternate" type="text/html" href="http://wiki.uoicebound.com/index.php?title=Fatigue_System&amp;diff=1186"/>
		<updated>2025-08-01T13:46:33Z</updated>

		<summary type="html">&lt;p&gt;172.17.0.1: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;All player characters have a Fatigue pool, with a maximum value of 100. Fatigue represents a character’s available physical and mental energy for performing labor-intensive or skill-based actions.&lt;br /&gt;
&lt;br /&gt;
The fatigue system exists to promote intentional decision-making and to help maintain balance in the game’s economy. Players must choose how to spend their character’s energy rather than attempting to gather all available resources indiscriminately, the intent being to create natural scarcity and encourage trade, preparation, and thoughtful play.&lt;br /&gt;
&lt;br /&gt;
== Fatigue Usage ==&lt;br /&gt;
&lt;br /&gt;
Fatigue is consumed when a character performs any action that yields resources. This includes, but is not limited to:&lt;br /&gt;
&lt;br /&gt;
* Fishing&lt;br /&gt;
* Skinning animals&lt;br /&gt;
* Scavenging scrap or resource nodes&lt;br /&gt;
* Gathering plants&lt;br /&gt;
&lt;br /&gt;
Most of these actions consume one point of fatigue per successful attempt, and will not consume fatigue on failure. Resources that exist in static locations will usually incur a higher cost.&lt;br /&gt;
&lt;br /&gt;
== Regeneration ==&lt;br /&gt;
&lt;br /&gt;
Fatigue regenerates automatically at regular intervals (approximately every ten minutes), even while your character is offline. The exact amount of regeneration is influenced by several in-game conditions:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Hunger and Thirst&#039;&#039;&#039;: Characters who are well-fed and hydrated will regenerate fatigue more quickly.&lt;br /&gt;
* &#039;&#039;&#039;Nutrition&#039;&#039;&#039;: Characters with good nutrition levels gain additional recovery benefits.&lt;br /&gt;
* &#039;&#039;&#039;Stimulants&#039;&#039;&#039;: Active stimulant effects can further enhance regeneration.&lt;br /&gt;
* &#039;&#039;&#039;Addiction&#039;&#039;&#039;: Stimulant addiction reduces regeneration benefits, and in severe cases can nearly negate them.&lt;br /&gt;
* &#039;&#039;&#039;Storms&#039;&#039;&#039;: Fatigue regeneration increases during storm conditions, encouraging activity during dangerous or unusual weather.&lt;br /&gt;
&lt;br /&gt;
Even under poor conditions, characters will continue to recover fatigue gradually. The system is designed to avoid situations where a character becomes completely stuck due to lack of energy.&lt;/div&gt;</summary>
		<author><name>172.17.0.1</name></author>
	</entry>
	<entry>
		<id>http://wiki.uoicebound.com/index.php?title=Fatigue_System&amp;diff=1185</id>
		<title>Fatigue System</title>
		<link rel="alternate" type="text/html" href="http://wiki.uoicebound.com/index.php?title=Fatigue_System&amp;diff=1185"/>
		<updated>2025-08-01T13:46:17Z</updated>

		<summary type="html">&lt;p&gt;172.17.0.1: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;All player characters have a Fatigue pool, with a maximum value of 100. Fatigue represents a character’s available physical and mental energy for performing labor-intensive or skill-based actions.&lt;br /&gt;
&lt;br /&gt;
The fatigue system exists to promote intentional decision-making and to help maintain balance in the game’s economy. Players must choose how to spend their character’s energy rather than attempting to gather all available resources indiscriminately, the intent being to create natural scarcity and encourage trade, preparation, and thoughtful play.&lt;br /&gt;
&lt;br /&gt;
== Fatigue Usage ==&lt;br /&gt;
&lt;br /&gt;
Fatigue is consumed when a character performs any action that yields resources. This includes, but is not limited to:&lt;br /&gt;
&lt;br /&gt;
* Fishing&lt;br /&gt;
* Skinning animals&lt;br /&gt;
* Scavenging scrap or resource nodes&lt;br /&gt;
* Gathering plants&lt;br /&gt;
&lt;br /&gt;
Most of these actions consume one point of fatigue per successful attempt, and will not consume fatigue on failure. Resources that exist in a static location will usually incur a higher cost.&lt;br /&gt;
&lt;br /&gt;
== Regeneration ==&lt;br /&gt;
&lt;br /&gt;
Fatigue regenerates automatically at regular intervals (approximately every ten minutes), even while your character is offline. The exact amount of regeneration is influenced by several in-game conditions:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Hunger and Thirst&#039;&#039;&#039;: Characters who are well-fed and hydrated will regenerate fatigue more quickly.&lt;br /&gt;
* &#039;&#039;&#039;Nutrition&#039;&#039;&#039;: Characters with good nutrition levels gain additional recovery benefits.&lt;br /&gt;
* &#039;&#039;&#039;Stimulants&#039;&#039;&#039;: Active stimulant effects can further enhance regeneration.&lt;br /&gt;
* &#039;&#039;&#039;Addiction&#039;&#039;&#039;: Stimulant addiction reduces regeneration benefits, and in severe cases can nearly negate them.&lt;br /&gt;
* &#039;&#039;&#039;Storms&#039;&#039;&#039;: Fatigue regeneration increases during storm conditions, encouraging activity during dangerous or unusual weather.&lt;br /&gt;
&lt;br /&gt;
Even under poor conditions, characters will continue to recover fatigue gradually. The system is designed to avoid situations where a character becomes completely stuck due to lack of energy.&lt;/div&gt;</summary>
		<author><name>172.17.0.1</name></author>
	</entry>
	<entry>
		<id>http://wiki.uoicebound.com/index.php?title=Fatigue_System&amp;diff=1184</id>
		<title>Fatigue System</title>
		<link rel="alternate" type="text/html" href="http://wiki.uoicebound.com/index.php?title=Fatigue_System&amp;diff=1184"/>
		<updated>2025-08-01T13:45:30Z</updated>

		<summary type="html">&lt;p&gt;172.17.0.1: /* Fatigue Usage */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;All player characters have a Fatigue pool, with a maximum value of 100. Fatigue represents a character’s available physical and mental energy for performing labor-intensive or skill-based actions.&lt;br /&gt;
&lt;br /&gt;
The fatigue system exists to promote intentional decision-making and to help maintain balance in the game’s economy. Players must choose how to spend their character’s energy rather than attempting to gather all available resources indiscriminately, the intent being to create natural scarcity and encourage trade, preparation, and thoughtful play.&lt;br /&gt;
&lt;br /&gt;
== Fatigue Usage ==&lt;br /&gt;
&lt;br /&gt;
Fatigue is consumed when a character performs any action that yields resources. This includes, but is not limited to:&lt;br /&gt;
&lt;br /&gt;
* Fishing&lt;br /&gt;
* Skinning animals&lt;br /&gt;
* Scavenging scrap or resource nodes&lt;br /&gt;
* Gathering plants&lt;br /&gt;
&lt;br /&gt;
Most of these actions consume one point of fatigue per attempt, and will not consume fatigue on failure. Resources that exist in a static location will usually incur a higher cost.&lt;br /&gt;
&lt;br /&gt;
== Regeneration ==&lt;br /&gt;
&lt;br /&gt;
Fatigue regenerates automatically at regular intervals (approximately every ten minutes), even while your character is offline. The exact amount of regeneration is influenced by several in-game conditions:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Hunger and Thirst&#039;&#039;&#039;: Characters who are well-fed and hydrated will regenerate fatigue more quickly.&lt;br /&gt;
* &#039;&#039;&#039;Nutrition&#039;&#039;&#039;: Characters with good nutrition levels gain additional recovery benefits.&lt;br /&gt;
* &#039;&#039;&#039;Stimulants&#039;&#039;&#039;: Active stimulant effects can further enhance regeneration.&lt;br /&gt;
* &#039;&#039;&#039;Addiction&#039;&#039;&#039;: Stimulant addiction reduces regeneration benefits, and in severe cases can nearly negate them.&lt;br /&gt;
* &#039;&#039;&#039;Storms&#039;&#039;&#039;: Fatigue regeneration increases during storm conditions, encouraging activity during dangerous or unusual weather.&lt;br /&gt;
&lt;br /&gt;
Even under poor conditions, characters will continue to recover fatigue gradually. The system is designed to avoid situations where a character becomes completely stuck due to lack of energy.&lt;/div&gt;</summary>
		<author><name>172.17.0.1</name></author>
	</entry>
	<entry>
		<id>http://wiki.uoicebound.com/index.php?title=Fatigue_System&amp;diff=1183</id>
		<title>Fatigue System</title>
		<link rel="alternate" type="text/html" href="http://wiki.uoicebound.com/index.php?title=Fatigue_System&amp;diff=1183"/>
		<updated>2025-08-01T13:44:37Z</updated>

		<summary type="html">&lt;p&gt;172.17.0.1: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;All player characters have a Fatigue pool, with a maximum value of 100. Fatigue represents a character’s available physical and mental energy for performing labor-intensive or skill-based actions.&lt;br /&gt;
&lt;br /&gt;
The fatigue system exists to promote intentional decision-making and to help maintain balance in the game’s economy. Players must choose how to spend their character’s energy rather than attempting to gather all available resources indiscriminately, the intent being to create natural scarcity and encourage trade, preparation, and thoughtful play.&lt;br /&gt;
&lt;br /&gt;
== Fatigue Usage ==&lt;br /&gt;
&lt;br /&gt;
Fatigue is consumed when a character performs any action that yields resources. This includes, but is not limited to:&lt;br /&gt;
&lt;br /&gt;
* Fishing&lt;br /&gt;
* Skinning animals&lt;br /&gt;
* Searching junk piles&lt;br /&gt;
* Gathering plants&lt;br /&gt;
&lt;br /&gt;
Most of these actions consume one point of fatigue per attempt, and will not consume fatigue on failure. Resources that exist in a static location will usually incur a higher cost.&lt;br /&gt;
&lt;br /&gt;
== Regeneration ==&lt;br /&gt;
&lt;br /&gt;
Fatigue regenerates automatically at regular intervals (approximately every ten minutes), even while your character is offline. The exact amount of regeneration is influenced by several in-game conditions:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Hunger and Thirst&#039;&#039;&#039;: Characters who are well-fed and hydrated will regenerate fatigue more quickly.&lt;br /&gt;
* &#039;&#039;&#039;Nutrition&#039;&#039;&#039;: Characters with good nutrition levels gain additional recovery benefits.&lt;br /&gt;
* &#039;&#039;&#039;Stimulants&#039;&#039;&#039;: Active stimulant effects can further enhance regeneration.&lt;br /&gt;
* &#039;&#039;&#039;Addiction&#039;&#039;&#039;: Stimulant addiction reduces regeneration benefits, and in severe cases can nearly negate them.&lt;br /&gt;
* &#039;&#039;&#039;Storms&#039;&#039;&#039;: Fatigue regeneration increases during storm conditions, encouraging activity during dangerous or unusual weather.&lt;br /&gt;
&lt;br /&gt;
Even under poor conditions, characters will continue to recover fatigue gradually. The system is designed to avoid situations where a character becomes completely stuck due to lack of energy.&lt;/div&gt;</summary>
		<author><name>172.17.0.1</name></author>
	</entry>
	<entry>
		<id>http://wiki.uoicebound.com/index.php?title=Fatigue_System&amp;diff=1182</id>
		<title>Fatigue System</title>
		<link rel="alternate" type="text/html" href="http://wiki.uoicebound.com/index.php?title=Fatigue_System&amp;diff=1182"/>
		<updated>2025-08-01T13:42:56Z</updated>

		<summary type="html">&lt;p&gt;172.17.0.1: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;All player characters have a Fatigue pool, with a maximum value of 100. Fatigue represents a character’s available physical and mental energy for performing labor-intensive or skill-based actions.&lt;br /&gt;
&lt;br /&gt;
The fatigue system exists to promote intentional decision-making and to help maintain balance in the game’s economy. Players must choose how to spend their character’s energy rather than attempting to gather all available resources indiscriminately, the intent being to create natural scarcity and encourage trade, preparation, and thoughtful play.&lt;br /&gt;
&lt;br /&gt;
== Fatigue Usage ==&lt;br /&gt;
&lt;br /&gt;
Fatigue is consumed when a character performs any action that has a chance to yield resources. This includes, but is not limited to:&lt;br /&gt;
&lt;br /&gt;
* Fishing&lt;br /&gt;
* Skinning animals&lt;br /&gt;
* Searching junk piles&lt;br /&gt;
* Gathering plants&lt;br /&gt;
&lt;br /&gt;
Most of these actions consume one point of fatigue per attempt.&lt;br /&gt;
&lt;br /&gt;
== Regeneration ==&lt;br /&gt;
&lt;br /&gt;
Fatigue regenerates automatically at regular intervals (approximately every ten minutes), even while your character is offline. The exact amount of regeneration is influenced by several in-game conditions:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Hunger and Thirst&#039;&#039;&#039;: Characters who are well-fed and hydrated will regenerate fatigue more quickly.&lt;br /&gt;
* &#039;&#039;&#039;Nutrition&#039;&#039;&#039;: Characters with good nutrition levels gain additional recovery benefits.&lt;br /&gt;
* &#039;&#039;&#039;Stimulants&#039;&#039;&#039;: Active stimulant effects can further enhance regeneration.&lt;br /&gt;
* &#039;&#039;&#039;Addiction&#039;&#039;&#039;: Stimulant addiction reduces regeneration benefits, and in severe cases can nearly negate them.&lt;br /&gt;
* &#039;&#039;&#039;Storms&#039;&#039;&#039;: Fatigue regeneration increases during storm conditions, encouraging activity during dangerous or unusual weather.&lt;br /&gt;
&lt;br /&gt;
Even under poor conditions, characters will continue to recover fatigue gradually. The system is designed to avoid situations where a character becomes completely stuck due to lack of energy.&lt;/div&gt;</summary>
		<author><name>172.17.0.1</name></author>
	</entry>
	<entry>
		<id>http://wiki.uoicebound.com/index.php?title=Fatigue_System&amp;diff=1181</id>
		<title>Fatigue System</title>
		<link rel="alternate" type="text/html" href="http://wiki.uoicebound.com/index.php?title=Fatigue_System&amp;diff=1181"/>
		<updated>2025-08-01T13:42:17Z</updated>

		<summary type="html">&lt;p&gt;172.17.0.1: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;All player characters have a Fatigue pool, with a maximum value of 100. Fatigue represents a character’s available physical and mental energy for performing labor-intensive or skill-based actions.&lt;br /&gt;
&lt;br /&gt;
The fatigue system exists to promote intentional decision-making and to help maintain balance in the game’s economy. Players must choose how to spend their character’s energy rather than attempting to gather all available resources indiscriminately. This creates natural scarcity and encourages trade, preparation, and thoughtful play.&lt;br /&gt;
&lt;br /&gt;
== Fatigue Usage ==&lt;br /&gt;
&lt;br /&gt;
Fatigue is consumed when a character performs any action that has a chance to yield resources. This includes, but is not limited to:&lt;br /&gt;
&lt;br /&gt;
* Fishing&lt;br /&gt;
* Skinning animals&lt;br /&gt;
* Searching junk piles&lt;br /&gt;
* Gathering plants&lt;br /&gt;
&lt;br /&gt;
Most of these actions consume one point of fatigue per attempt.&lt;br /&gt;
&lt;br /&gt;
== Regeneration ==&lt;br /&gt;
&lt;br /&gt;
Fatigue regenerates automatically at regular intervals (approximately every ten minutes), even while your character is offline. The exact amount of regeneration is influenced by several in-game conditions:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Hunger and Thirst&#039;&#039;&#039;: Characters who are well-fed and hydrated will regenerate fatigue more quickly.&lt;br /&gt;
* &#039;&#039;&#039;Nutrition&#039;&#039;&#039;: Characters with good nutrition levels gain additional recovery benefits.&lt;br /&gt;
* &#039;&#039;&#039;Stimulants&#039;&#039;&#039;: Active stimulant effects can further enhance regeneration.&lt;br /&gt;
* &#039;&#039;&#039;Addiction&#039;&#039;&#039;: Stimulant addiction reduces regeneration benefits, and in severe cases can nearly negate them.&lt;br /&gt;
* &#039;&#039;&#039;Storms&#039;&#039;&#039;: Fatigue regeneration increases during storm conditions, encouraging activity during dangerous or unusual weather.&lt;br /&gt;
&lt;br /&gt;
Even under poor conditions, characters will continue to recover fatigue gradually. The system is designed to avoid situations where a character becomes completely stuck due to lack of energy.&lt;/div&gt;</summary>
		<author><name>172.17.0.1</name></author>
	</entry>
	<entry>
		<id>http://wiki.uoicebound.com/index.php?title=Fatigue_System&amp;diff=1180</id>
		<title>Fatigue System</title>
		<link rel="alternate" type="text/html" href="http://wiki.uoicebound.com/index.php?title=Fatigue_System&amp;diff=1180"/>
		<updated>2025-08-01T13:41:57Z</updated>

		<summary type="html">&lt;p&gt;172.17.0.1: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Fatigue System =&lt;br /&gt;
&lt;br /&gt;
All player characters have a Fatigue pool, with a maximum value of 100. Fatigue represents a character’s available physical and mental energy for performing labor-intensive or skill-based actions.&lt;br /&gt;
&lt;br /&gt;
The fatigue system exists to promote intentional decision-making and to help maintain balance in the game’s economy. Players must choose how to spend their character’s energy rather than attempting to gather all available resources indiscriminately. This creates natural scarcity and encourages trade, preparation, and thoughtful play.&lt;br /&gt;
&lt;br /&gt;
== Fatigue Usage ==&lt;br /&gt;
&lt;br /&gt;
Fatigue is consumed when a character performs any action that has a chance to yield resources. This includes, but is not limited to:&lt;br /&gt;
&lt;br /&gt;
* Fishing&lt;br /&gt;
* Skinning animals&lt;br /&gt;
* Searching junk piles&lt;br /&gt;
* Gathering plants&lt;br /&gt;
&lt;br /&gt;
Most of these actions consume one point of fatigue per attempt.&lt;br /&gt;
&lt;br /&gt;
== Regeneration ==&lt;br /&gt;
&lt;br /&gt;
Fatigue regenerates automatically at regular intervals (approximately every ten minutes), even while your character is offline. The exact amount of regeneration is influenced by several in-game conditions:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Hunger and Thirst&#039;&#039;&#039;: Characters who are well-fed and hydrated will regenerate fatigue more quickly.&lt;br /&gt;
* &#039;&#039;&#039;Nutrition&#039;&#039;&#039;: Characters with good nutrition levels gain additional recovery benefits.&lt;br /&gt;
* &#039;&#039;&#039;Stimulants&#039;&#039;&#039;: Active stimulant effects can further enhance regeneration.&lt;br /&gt;
* &#039;&#039;&#039;Addiction&#039;&#039;&#039;: Stimulant addiction reduces regeneration benefits, and in severe cases can nearly negate them.&lt;br /&gt;
* &#039;&#039;&#039;Storms&#039;&#039;&#039;: Fatigue regeneration increases during storm conditions, encouraging activity during dangerous or unusual weather.&lt;br /&gt;
&lt;br /&gt;
Even under poor conditions, characters will continue to recover fatigue gradually. The system is designed to avoid situations where a character becomes completely stuck due to lack of energy.&lt;/div&gt;</summary>
		<author><name>172.17.0.1</name></author>
	</entry>
	<entry>
		<id>http://wiki.uoicebound.com/index.php?title=Scavenging&amp;diff=1149</id>
		<title>Scavenging</title>
		<link rel="alternate" type="text/html" href="http://wiki.uoicebound.com/index.php?title=Scavenging&amp;diff=1149"/>
		<updated>2025-07-30T16:19:59Z</updated>

		<summary type="html">&lt;p&gt;172.17.0.1: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Scavenging.png | left]]&lt;br /&gt;
&lt;br /&gt;
Others see ruins. You see potential. The ability to find treasure in trash is an underrated art.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Skill Perks=&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;background-color: #272727; padding: 20px; margin: 20px 0; border-radius: 8px;&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;p style=&amp;quot;color: #AFACA8;&amp;quot;&amp;gt;&#039;&#039;&#039;(25%) Scrap of Genius:&#039;&#039;&#039; You can now scavenge the bodies of dead humans, with a chance to convert their worn items into scrap.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;background-color: #272727; padding: 20px; margin: 20px 0; border-radius: 8px;&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;p style=&amp;quot;color: #AFACA8;&amp;quot;&amp;gt;&#039;&#039;&#039;(50%) Junkyard Alchemist:&#039;&#039;&#039; You can now convert all worn items of dead NPC humans into scrap with no chance of failure. You now have a chance to salvage the items themselves worn by players when salvaging player corpses, with higher quality items being easier to damage.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;background-color: #272727; padding: 20px; margin: 20px 0; border-radius: 8px;&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;p style=&amp;quot;color: #AFACA8;&amp;quot;&amp;gt;&#039;&#039;&#039;(75%) Salvage Savant:&#039;&#039;&#039; Chance to find bonus items when scavenging scrap at the salvage station.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;background-color: #272727; padding: 20px; margin: 20px 0; border-radius: 8px;&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;p style=&amp;quot;color: #AFACA8;&amp;quot;&amp;gt;&#039;&#039;&#039;(100%) Master of the Heap:&#039;&#039;&#039; &lt;br /&gt;
You will receive double the output when salvaging scrap at the salvage station.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Salvage Stations=&lt;br /&gt;
Salvage Stations can be found in the main settlement, and will be operational as long as the [[Logistics]] are online. Double click the salvage station and select the item you wish to convert. Salvage stations always succeed, but a skill check will be performed in order to determine if you receive a bonus.&lt;br /&gt;
&lt;br /&gt;
=Harvesting Salvage Nodes=&lt;br /&gt;
&lt;br /&gt;
Salvage nodes can be found in the world, representing resources that would give Wood, Metal, or Chemicals. Salvage nodes only refresh after [[Storms]], and rarely appear in exactly the same location. Salvage Tools such as Shovels or Crowbars can be used to receive Double scrap when harvesting nodes.&lt;br /&gt;
&lt;br /&gt;
=Salvaging Corpses=&lt;br /&gt;
&lt;br /&gt;
NPC Human corpses can be salvaged after they have been mortally wounded. Use a knife on the corpse to perform a salvage check, which will convert their worn items into scrap and place them into your backpack. Doing so may incur [[Sanity]] damage depending on your [[Adaptations]].&lt;br /&gt;
&lt;br /&gt;
Player Human corpses are salvaged in much the same way as NPC corpses, albeit with a higher Sanity cost, with a chance to recover whole items starting at 50 skill. The difficulty of recovering an item is calculated by its quality and your total skill, with higher quality items being easier to recover. Recovered items will take significant soft damage upon recovery.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-----------&lt;br /&gt;
&lt;br /&gt;
Return to [[Skills]]&lt;/div&gt;</summary>
		<author><name>172.17.0.1</name></author>
	</entry>
	<entry>
		<id>http://wiki.uoicebound.com/index.php?title=Scavenging&amp;diff=1148</id>
		<title>Scavenging</title>
		<link rel="alternate" type="text/html" href="http://wiki.uoicebound.com/index.php?title=Scavenging&amp;diff=1148"/>
		<updated>2025-07-30T16:19:09Z</updated>

		<summary type="html">&lt;p&gt;172.17.0.1: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Scavenging.png | left]]&lt;br /&gt;
&lt;br /&gt;
Others see ruins. You see potential. The ability to find treasure in trash is an underrated art.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Skill Perks=&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;background-color: #272727; padding: 20px; margin: 20px 0; border-radius: 8px;&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;p style=&amp;quot;color: #AFACA8;&amp;quot;&amp;gt;&#039;&#039;&#039;(25%) Scrap of Genius:&#039;&#039;&#039; You can now scavenge the bodies of dead humans, with a chance to convert their worn items into scrap.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;background-color: #272727; padding: 20px; margin: 20px 0; border-radius: 8px;&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;p style=&amp;quot;color: #AFACA8;&amp;quot;&amp;gt;&#039;&#039;&#039;(50%) Junkyard Alchemist:&#039;&#039;&#039; You can now convert all worn items of dead NPC humans into scrap with no chance of failure. You now have a chance to salvage the items themselves worn by players when salvaging player corpses, with higher quality items being easier to damage.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;background-color: #272727; padding: 20px; margin: 20px 0; border-radius: 8px;&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;p style=&amp;quot;color: #AFACA8;&amp;quot;&amp;gt;&#039;&#039;&#039;(75%) Salvage Savant:&#039;&#039;&#039; Chance to find bonus items when scavenging scrap at the salvage station.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;background-color: #272727; padding: 20px; margin: 20px 0; border-radius: 8px;&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;p style=&amp;quot;color: #AFACA8;&amp;quot;&amp;gt;&#039;&#039;&#039;(100%) Master of the Heap:&#039;&#039;&#039; &lt;br /&gt;
You will receive double the output when salvaging scrap at the salvage station.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Salvage Stations=&lt;br /&gt;
Salvage Stations can be found in the main settlement, and will be operational as long as the [[Logistics]] are online. Double click the salvage station and select the item you wish to convert. Salvage stations always succeed, but a skill check will be performed in order to determine if you receive a bonus.&lt;br /&gt;
&lt;br /&gt;
=Harvesting Salvage Nodes=&lt;br /&gt;
&lt;br /&gt;
Salvage nodes can be found in the world, representing resources that would give Wood, Metal, or Chemicals. Salvage nodes only refresh after [[Storms]], and rarely appear in exactly the same location. Salvage Tools such as Shovels or Crowbars can be used to receive Double scrap when harvesting nodes.&lt;br /&gt;
&lt;br /&gt;
=Salvaging Corpses=&lt;br /&gt;
&lt;br /&gt;
NPC Human corpses can be salvaged after they have been mortally wounded. Use a knife on the corpse to perform a salvage check, which will convert their worn items into scrap and place them into your backpack. Doing so may incur [[Sanity]] damage depending on your [[Adaptations]].&lt;br /&gt;
&lt;br /&gt;
Player Human corpses are salvaged in much the same way as NPC corpses, with a chance to recover whole items starting at 50 skill. The difficulty of recovering an item is calculated by its quality and your total skill, with higher quality items being easier to recover. Recovered items will take significant soft damage upon recovery.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-----------&lt;br /&gt;
&lt;br /&gt;
Return to [[Skills]]&lt;/div&gt;</summary>
		<author><name>172.17.0.1</name></author>
	</entry>
	<entry>
		<id>http://wiki.uoicebound.com/index.php?title=Scavenging&amp;diff=1147</id>
		<title>Scavenging</title>
		<link rel="alternate" type="text/html" href="http://wiki.uoicebound.com/index.php?title=Scavenging&amp;diff=1147"/>
		<updated>2025-07-30T16:16:43Z</updated>

		<summary type="html">&lt;p&gt;172.17.0.1: /* Skill Perks */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Scavenging.png | left]]&lt;br /&gt;
&lt;br /&gt;
Others see ruins. You see potential. The ability to find treasure in trash is an underrated art.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Skill Perks=&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;background-color: #272727; padding: 20px; margin: 20px 0; border-radius: 8px;&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;p style=&amp;quot;color: #AFACA8;&amp;quot;&amp;gt;&#039;&#039;&#039;(25%) Scrap of Genius:&#039;&#039;&#039; You can now scavenge the bodies of dead humans, with a chance to convert their worn items into scrap.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;background-color: #272727; padding: 20px; margin: 20px 0; border-radius: 8px;&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;p style=&amp;quot;color: #AFACA8;&amp;quot;&amp;gt;&#039;&#039;&#039;(50%) Junkyard Alchemist:&#039;&#039;&#039; You can now convert all worn items of dead NPC humans into scrap with no chance of failure. You now have a chance to salvage the items themselves worn by players when salvaging player corpses, with higher quality items being easier to damage.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;background-color: #272727; padding: 20px; margin: 20px 0; border-radius: 8px;&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;p style=&amp;quot;color: #AFACA8;&amp;quot;&amp;gt;&#039;&#039;&#039;(75%) Salvage Savant:&#039;&#039;&#039; Chance to find bonus items when scavenging scrap at the salvage station.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;background-color: #272727; padding: 20px; margin: 20px 0; border-radius: 8px;&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;p style=&amp;quot;color: #AFACA8;&amp;quot;&amp;gt;&#039;&#039;&#039;(100%) Master of the Heap:&#039;&#039;&#039; &lt;br /&gt;
You will receive double the output when salvaging scrap at the salvage station.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Salvage Stations=&lt;br /&gt;
Salvage Stations can be found in the main settlement, and will be operational as long as the [[Logistics]] are online. Double click the salvage station and select the item you wish to convert. Salvage stations always succeed, but a skill check will be performed in order to determine if you receive a bonus.&lt;br /&gt;
&lt;br /&gt;
=Harvesting Salvage Nodes=&lt;br /&gt;
&lt;br /&gt;
Salvage nodes can be found in the world, representing resources that would give Wood, Metal, or Chemicals. Salvage nodes only refresh after [[Storms]], and rarely appear in exactly the same location. Salvage Tools such as Shovels or Crowbars can be used to receive Double scrap when harvesting nodes.&lt;br /&gt;
&lt;br /&gt;
=Salvaging Corpses=&lt;br /&gt;
&lt;br /&gt;
NPC Human corpses can be salvaged after they have been mortally wounded. Use a knife on the corpse to perform a salvage check, which will convert their worn items into scrap and place them into your backpack. Doing so may incur [[Sanity]] damage depending on your [[Adaptations]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-----------&lt;br /&gt;
&lt;br /&gt;
Return to [[Skills]]&lt;/div&gt;</summary>
		<author><name>172.17.0.1</name></author>
	</entry>
	<entry>
		<id>http://wiki.uoicebound.com/index.php?title=Scavenging&amp;diff=1146</id>
		<title>Scavenging</title>
		<link rel="alternate" type="text/html" href="http://wiki.uoicebound.com/index.php?title=Scavenging&amp;diff=1146"/>
		<updated>2025-07-30T16:15:02Z</updated>

		<summary type="html">&lt;p&gt;172.17.0.1: /* Skill Perks */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Scavenging.png | left]]&lt;br /&gt;
&lt;br /&gt;
Others see ruins. You see potential. The ability to find treasure in trash is an underrated art.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Skill Perks=&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;background-color: #272727; padding: 20px; margin: 20px 0; border-radius: 8px;&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;p style=&amp;quot;color: #AFACA8;&amp;quot;&amp;gt;&#039;&#039;&#039;(25%) Scrap of Genius:&#039;&#039;&#039; You can now scavenge the bodies of dead humans, with a chance to convert their worn items into scrap.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;background-color: #272727; padding: 20px; margin: 20px 0; border-radius: 8px;&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;p style=&amp;quot;color: #AFACA8;&amp;quot;&amp;gt;&#039;&#039;&#039;(50%) Junkyard Alchemist:&#039;&#039;&#039; You can now convert all worn items of dead humans into scrap with no chance of failure.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;background-color: #272727; padding: 20px; margin: 20px 0; border-radius: 8px;&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;p style=&amp;quot;color: #AFACA8;&amp;quot;&amp;gt;&#039;&#039;&#039;(75%) Salvage Savant:&#039;&#039;&#039; Chance to find bonus items when scavenging scrap at the salvage station.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;background-color: #272727; padding: 20px; margin: 20px 0; border-radius: 8px;&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;p style=&amp;quot;color: #AFACA8;&amp;quot;&amp;gt;&#039;&#039;&#039;(100%) Master of the Heap:&#039;&#039;&#039; &lt;br /&gt;
You will receive double the output when salvaging scrap at the salvage station.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Salvage Stations=&lt;br /&gt;
Salvage Stations can be found in the main settlement, and will be operational as long as the [[Logistics]] are online. Double click the salvage station and select the item you wish to convert. Salvage stations always succeed, but a skill check will be performed in order to determine if you receive a bonus.&lt;br /&gt;
&lt;br /&gt;
=Harvesting Salvage Nodes=&lt;br /&gt;
&lt;br /&gt;
Salvage nodes can be found in the world, representing resources that would give Wood, Metal, or Chemicals. Salvage nodes only refresh after [[Storms]], and rarely appear in exactly the same location. Salvage Tools such as Shovels or Crowbars can be used to receive Double scrap when harvesting nodes.&lt;br /&gt;
&lt;br /&gt;
=Salvaging Corpses=&lt;br /&gt;
&lt;br /&gt;
NPC Human corpses can be salvaged after they have been mortally wounded. Use a knife on the corpse to perform a salvage check, which will convert their worn items into scrap and place them into your backpack. Doing so may incur [[Sanity]] damage depending on your [[Adaptations]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-----------&lt;br /&gt;
&lt;br /&gt;
Return to [[Skills]]&lt;/div&gt;</summary>
		<author><name>172.17.0.1</name></author>
	</entry>
	<entry>
		<id>http://wiki.uoicebound.com/index.php?title=Scavenging&amp;diff=1145</id>
		<title>Scavenging</title>
		<link rel="alternate" type="text/html" href="http://wiki.uoicebound.com/index.php?title=Scavenging&amp;diff=1145"/>
		<updated>2025-07-30T16:13:16Z</updated>

		<summary type="html">&lt;p&gt;172.17.0.1: /* Salvage Stations */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Scavenging.png | left]]&lt;br /&gt;
&lt;br /&gt;
Others see ruins. You see potential. The ability to find treasure in trash is an underrated art.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Skill Perks=&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;background-color: #272727; padding: 20px; margin: 20px 0; border-radius: 8px;&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;p style=&amp;quot;color: #AFACA8;&amp;quot;&amp;gt;&#039;&#039;&#039;(25%) Scrap of Genius:&#039;&#039;&#039; You can now scavenge the bodies of dead humans, with a chance to convert their worn items into scrap.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;background-color: #272727; padding: 20px; margin: 20px 0; border-radius: 8px;&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;p style=&amp;quot;color: #AFACA8;&amp;quot;&amp;gt;&#039;&#039;&#039;(50%) Junkyard Alchemist:&#039;&#039;&#039; You can now convert all worn items of dead humans into scrap with no chance of failure.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;background-color: #272727; padding: 20px; margin: 20px 0; border-radius: 8px;&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;p style=&amp;quot;color: #AFACA8;&amp;quot;&amp;gt;&#039;&#039;&#039;(75%) Salvage Savant:&#039;&#039;&#039; Chance to find bonus items when scavenging scrap at the salvage station.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;background-color: #272727; padding: 20px; margin: 20px 0; border-radius: 8px;&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;p style=&amp;quot;color: #AFACA8;&amp;quot;&amp;gt;&#039;&#039;&#039;(100%) Master of the Heap:&#039;&#039;&#039; &lt;br /&gt;
Chance to find bonus items when savaging items at the crafting station.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Salvage Stations=&lt;br /&gt;
Salvage Stations can be found in the main settlement, and will be operational as long as the [[Logistics]] are online. Double click the salvage station and select the item you wish to convert. Salvage stations always succeed, but a skill check will be performed in order to determine if you receive a bonus.&lt;br /&gt;
&lt;br /&gt;
=Harvesting Salvage Nodes=&lt;br /&gt;
&lt;br /&gt;
Salvage nodes can be found in the world, representing resources that would give Wood, Metal, or Chemicals. Salvage nodes only refresh after [[Storms]], and rarely appear in exactly the same location. Salvage Tools such as Shovels or Crowbars can be used to receive Double scrap when harvesting nodes.&lt;br /&gt;
&lt;br /&gt;
=Salvaging Corpses=&lt;br /&gt;
&lt;br /&gt;
NPC Human corpses can be salvaged after they have been mortally wounded. Use a knife on the corpse to perform a salvage check, which will convert their worn items into scrap and place them into your backpack. Doing so may incur [[Sanity]] damage depending on your [[Adaptations]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-----------&lt;br /&gt;
&lt;br /&gt;
Return to [[Skills]]&lt;/div&gt;</summary>
		<author><name>172.17.0.1</name></author>
	</entry>
	<entry>
		<id>http://wiki.uoicebound.com/index.php?title=Scavenging&amp;diff=1144</id>
		<title>Scavenging</title>
		<link rel="alternate" type="text/html" href="http://wiki.uoicebound.com/index.php?title=Scavenging&amp;diff=1144"/>
		<updated>2025-07-30T16:11:36Z</updated>

		<summary type="html">&lt;p&gt;172.17.0.1: /* Harvesting Salvage Nodes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Scavenging.png | left]]&lt;br /&gt;
&lt;br /&gt;
Others see ruins. You see potential. The ability to find treasure in trash is an underrated art.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Skill Perks=&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;background-color: #272727; padding: 20px; margin: 20px 0; border-radius: 8px;&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;p style=&amp;quot;color: #AFACA8;&amp;quot;&amp;gt;&#039;&#039;&#039;(25%) Scrap of Genius:&#039;&#039;&#039; You can now scavenge the bodies of dead humans, with a chance to convert their worn items into scrap.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;background-color: #272727; padding: 20px; margin: 20px 0; border-radius: 8px;&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;p style=&amp;quot;color: #AFACA8;&amp;quot;&amp;gt;&#039;&#039;&#039;(50%) Junkyard Alchemist:&#039;&#039;&#039; You can now convert all worn items of dead humans into scrap with no chance of failure.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;background-color: #272727; padding: 20px; margin: 20px 0; border-radius: 8px;&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;p style=&amp;quot;color: #AFACA8;&amp;quot;&amp;gt;&#039;&#039;&#039;(75%) Salvage Savant:&#039;&#039;&#039; Chance to find bonus items when scavenging scrap at the salvage station.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;background-color: #272727; padding: 20px; margin: 20px 0; border-radius: 8px;&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;p style=&amp;quot;color: #AFACA8;&amp;quot;&amp;gt;&#039;&#039;&#039;(100%) Master of the Heap:&#039;&#039;&#039; &lt;br /&gt;
Chance to find bonus items when savaging items at the crafting station.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Salvage Stations=&lt;br /&gt;
TKTK&lt;br /&gt;
&lt;br /&gt;
=Harvesting Salvage Nodes=&lt;br /&gt;
&lt;br /&gt;
Salvage nodes can be found in the world, representing resources that would give Wood, Metal, or Chemicals. Salvage nodes only refresh after [[Storms]], and rarely appear in exactly the same location. Salvage Tools such as Shovels or Crowbars can be used to receive Double scrap when harvesting nodes.&lt;br /&gt;
&lt;br /&gt;
=Salvaging Corpses=&lt;br /&gt;
&lt;br /&gt;
NPC Human corpses can be salvaged after they have been mortally wounded. Use a knife on the corpse to perform a salvage check, which will convert their worn items into scrap and place them into your backpack. Doing so may incur [[Sanity]] damage depending on your [[Adaptations]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-----------&lt;br /&gt;
&lt;br /&gt;
Return to [[Skills]]&lt;/div&gt;</summary>
		<author><name>172.17.0.1</name></author>
	</entry>
	<entry>
		<id>http://wiki.uoicebound.com/index.php?title=Scavenging&amp;diff=1143</id>
		<title>Scavenging</title>
		<link rel="alternate" type="text/html" href="http://wiki.uoicebound.com/index.php?title=Scavenging&amp;diff=1143"/>
		<updated>2025-07-30T16:07:40Z</updated>

		<summary type="html">&lt;p&gt;172.17.0.1: /* Skill Perks */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Scavenging.png | left]]&lt;br /&gt;
&lt;br /&gt;
Others see ruins. You see potential. The ability to find treasure in trash is an underrated art.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Skill Perks=&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;background-color: #272727; padding: 20px; margin: 20px 0; border-radius: 8px;&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;p style=&amp;quot;color: #AFACA8;&amp;quot;&amp;gt;&#039;&#039;&#039;(25%) Scrap of Genius:&#039;&#039;&#039; You can now scavenge the bodies of dead humans, with a chance to convert their worn items into scrap.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;background-color: #272727; padding: 20px; margin: 20px 0; border-radius: 8px;&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;p style=&amp;quot;color: #AFACA8;&amp;quot;&amp;gt;&#039;&#039;&#039;(50%) Junkyard Alchemist:&#039;&#039;&#039; You can now convert all worn items of dead humans into scrap with no chance of failure.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;background-color: #272727; padding: 20px; margin: 20px 0; border-radius: 8px;&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;p style=&amp;quot;color: #AFACA8;&amp;quot;&amp;gt;&#039;&#039;&#039;(75%) Salvage Savant:&#039;&#039;&#039; Chance to find bonus items when scavenging scrap at the salvage station.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;background-color: #272727; padding: 20px; margin: 20px 0; border-radius: 8px;&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;p style=&amp;quot;color: #AFACA8;&amp;quot;&amp;gt;&#039;&#039;&#039;(100%) Master of the Heap:&#039;&#039;&#039; &lt;br /&gt;
Chance to find bonus items when savaging items at the crafting station.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Salvage Stations=&lt;br /&gt;
TKTK&lt;br /&gt;
&lt;br /&gt;
=Harvesting Salvage Nodes=&lt;br /&gt;
TKTK&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-----------&lt;br /&gt;
&lt;br /&gt;
Return to [[Skills]]&lt;/div&gt;</summary>
		<author><name>172.17.0.1</name></author>
	</entry>
	<entry>
		<id>http://wiki.uoicebound.com/index.php?title=Scavenging&amp;diff=1142</id>
		<title>Scavenging</title>
		<link rel="alternate" type="text/html" href="http://wiki.uoicebound.com/index.php?title=Scavenging&amp;diff=1142"/>
		<updated>2025-07-30T16:07:22Z</updated>

		<summary type="html">&lt;p&gt;172.17.0.1: /* Skill Perks */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Scavenging.png | left]]&lt;br /&gt;
&lt;br /&gt;
Others see ruins. You see potential. The ability to find treasure in trash is an underrated art.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Skill Perks=&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;background-color: #272727; padding: 20px; margin: 20px 0; border-radius: 8px;&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;p style=&amp;quot;color: #AFACA8;&amp;quot;&amp;gt;&#039;&#039;&#039;(25%) Scrap of Genius:&#039;&#039;&#039; You can now scavenge the bodies of dead humans, with a chance to convert their worn items into scrap.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;background-color: #272727; padding: 20px; margin: 20px 0; border-radius: 8px;&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;p style=&amp;quot;color: #AFACA8;&amp;quot;&amp;gt;&#039;&#039;&#039;(50%) Junkyard Alchemist:&#039;&#039;&#039; You can now convert all worn items of dead humans into scrap with no chance of failure.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;background-color: #272727; padding: 20px; margin: 20px 0; border-radius: 8px;&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;p style=&amp;quot;color: #AFACA8;&amp;quot;&amp;gt;&#039;&#039;&#039;(75%) Salvage Savant:&#039;&#039;&#039; Chance to find bonus items when scavenging scrap at the salvage station.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;background-color: #272727; padding: 20px; margin: 20px 0; border-radius: 8px;&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;p style=&amp;quot;color: #AFACA8;&amp;quot;&amp;gt;&#039;&#039;&#039;(100%) Master of the Heap:&#039;&#039;&#039; &amp;lt;/br&amp;gt; Double returns when salvaging scrap at the salvage station.&amp;lt;/br&amp;gt;&lt;br /&gt;
Chance to find bonus items when savaging items at the crafting station.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Salvage Stations=&lt;br /&gt;
TKTK&lt;br /&gt;
&lt;br /&gt;
=Harvesting Salvage Nodes=&lt;br /&gt;
TKTK&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-----------&lt;br /&gt;
&lt;br /&gt;
Return to [[Skills]]&lt;/div&gt;</summary>
		<author><name>172.17.0.1</name></author>
	</entry>
	<entry>
		<id>http://wiki.uoicebound.com/index.php?title=Server_Rules&amp;diff=1089</id>
		<title>Server Rules</title>
		<link rel="alternate" type="text/html" href="http://wiki.uoicebound.com/index.php?title=Server_Rules&amp;diff=1089"/>
		<updated>2025-07-28T21:45:36Z</updated>

		<summary type="html">&lt;p&gt;172.17.0.1: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&amp;lt;p style=&amp;quot;color: #FF0000;&amp;quot;&amp;gt;Rules may evolve as the project develops and new situations emerge. It is your responsibility to stay informed and up to date with any changes.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=TERMS OF USE=&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #DAA520;&amp;quot;&amp;gt;You must be at least 18 years old to play on this server.&amp;lt;/span&amp;gt;&lt;br /&gt;
* In downloading and installing the game launcher, you agree that &amp;lt;span style=&amp;quot;color: #DAA520;&amp;quot;&amp;gt;Icebound’s files you agree are exclusively for playing on the Icebound server&amp;lt;/span&amp;gt;. These files may not be redistributed, sold, modified, or used outside of Icebound. If you wish to use anything from the files outside of playing Icebound, please contact staff for permission.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=COMMUNITY CONDUCT=&lt;br /&gt;
&amp;lt;span style=&amp;quot;color: #DAA520;&amp;quot;&amp;gt;Treat both players and staff with respect, whether you&#039;re in-game, on Discord, or in the forums.&amp;lt;/span&amp;gt; Communicate your boundaries clearly and respect those of others. Use common sense, and help keep the space enjoyable for everyone.&lt;br /&gt;
&lt;br /&gt;
If you&#039;re ever unsure about something, don&#039;t hesitate to ask staff.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=ACCOUNT RULES=&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #DAA520;&amp;quot;&amp;gt;One account per player.&amp;lt;/span&amp;gt; For households with more than one player just notify staff and we can manually set up your accounts.&lt;br /&gt;
* Account sharing will result in a ban&lt;br /&gt;
* Account selling will result in a ban&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=ROLEPLAY EXPECTATIONS=&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: #DAA520;&amp;quot;&amp;gt;When logged in, you are considered in character at all times.&amp;lt;/span&amp;gt;&lt;br /&gt;
**Use Party Chat for out-of-character communication as needed, or for a quick aside, please notate it with double parenthesis, for example “((Be Right Back))”.&lt;br /&gt;
*All players are expected to understand the server’s setting and roleplay in accordance with it.&lt;br /&gt;
*Roleplay conflicts should stay in character and never be used to harass or target someone out of character.&lt;br /&gt;
*Your characters must be 18 or older. This includes any in-character behavior, out-of-character comments, or physical descriptors that suggest a character is underage. If your character doesn’t know their exact age, they must have clear memory of at least 18 years of life.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=AFK RULES=&lt;br /&gt;
*When in game you are subject to the world and its consequences: &amp;lt;span style=&amp;quot;color: #DAA520;&amp;quot;&amp;gt;AFK at your own risk.&amp;lt;/span&amp;gt; We can’t know whether or not someone is really AFK or ignoring an interaction, so will not be enforcing any rolling back due to someone being AFK.&lt;br /&gt;
**We understand life happens - if you get pulled away, or you think someone is online when they shouldn’t be (fell asleep, or otherwise have become nonresponsive) just notify staff and we can kick the character to offline.&lt;br /&gt;
&lt;br /&gt;
==Rules on Macroing==&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: #DAA520;&amp;quot;&amp;gt;AFK macroing IS allowed IF:&amp;lt;/span&amp;gt;&lt;br /&gt;
**It is done in a private space.&lt;br /&gt;
**It does not interfere with others&#039; gameplay, including roleplay.&lt;br /&gt;
*If we receive reports of disruptive or unresponsive macroing:&lt;br /&gt;
**First offense: you will be kicked offline with a notice placed in your backpack.&lt;br /&gt;
**Subsequent offenses: your skill will be reduced by 10 points per infraction.&lt;br /&gt;
**Continued abuse can result in harsher consequences including the zero-ing out of the skill.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=METAGAMING=&lt;br /&gt;
&amp;lt;span style=&amp;quot;color: #DAA520;&amp;quot;&amp;gt;Metagaming is using knowledge your character wouldn’t reasonably have to influence other players and in game events.&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This includes:&lt;br /&gt;
*Using player knowledge to influence character actions.&lt;br /&gt;
*Acting on information gained through OOC means.&lt;br /&gt;
*Spreading disinformation through OOC means to “counter meta”&lt;br /&gt;
&lt;br /&gt;
It’s perfectly fine to use setting information—such as historical context, public lore, or information your character would reasonably know based on their background, skills, or profession. For example, a doctor might recognize symptoms described in lore, or a well-read character might know major world events from the wiki. This kind of knowledge helps bring the world to life.&lt;br /&gt;
&lt;br /&gt;
However, knowing what happened in a scene your character wasn’t part of, reading a Discord message, or hearing something in voice chat doesn’t mean your character knows it. Important in-game events and player actions should be learned through roleplay.&lt;br /&gt;
&lt;br /&gt;
Reminder that people play multiple characters and have real lives to juggle, so continuity slips happen. You also won’t always know what’s been said outside your character’s view. If something seems off, just check in with the other player (Party Chat works great) before assuming bad intent.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=EXPLOITS=&lt;br /&gt;
&amp;lt;span style=&amp;quot;color: #DAA520;&amp;quot;&amp;gt;Exploits are bugs, unintended mechanics, or loopholes in the game that give players an unfair advantage—whether through duplicating items, bypassing intended systems, or triggering actions that shouldn’t normally be possible.&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color: #DAA520;&amp;quot;&amp;gt;Knowingly using, or failing to report the using of exploits is considered abuse and may result in disciplinary action.&amp;lt;/span&amp;gt; It undermines trust in the community, disrupts the game’s balance, and damages the integrity of the roleplay environment.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color: #DAA520;&amp;quot;&amp;gt;If you’re unsure whether something is working as intended, check the wiki or ask staff for clarification.&amp;lt;/span&amp;gt; We&#039;re happy to confirm whether a system is behaving correctly. If you find something that doesn’t seem right, report it. Helping us identify and fix exploits keeps the experience fair and fun for everyone.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=MULING=&lt;br /&gt;
Muling refers to using alternate characters to move items, currency, or resources to characters on that same account. This is usually done to give one character an unfair advantage, such as using a separate character to gather supplies, store valuable items, or avoid the consequences of trade and roleplay.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color: #DAA520;&amp;quot;&amp;gt;We have systems in place to help prevent this behavior, but it is still considered a violation of the rules. Failing to report muling, or choosing to participate in it, is not allowed.&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If you&#039;re having trouble getting the supplies you need through normal means, especially if your alternate character has the skillset to provide them and no other players currently do, please talk to staff. We understand that gaps in the player economy or skill coverage can happen. We would much rather help you find a fair, in-character solution than see the rules broken.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=POWERGAMING=&lt;br /&gt;
&amp;lt;span style=&amp;quot;color: #DAA520;&amp;quot;&amp;gt;Powergaming is using in-game mechanics, OOC knowledge to give them an unfair or unrealistic advantage.&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This includes:&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: #DAA520;&amp;quot;&amp;gt;Forcing outcomes in roleplay.&amp;lt;/span&amp;gt;&lt;br /&gt;
**Never dictate the outcome of your actions on another character. When interacting physically or forcibly in roleplay, us phrases like “attempts to” or “tries to” to allow the other player space to respond.&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: #DAA520;&amp;quot;&amp;gt;Login/Logout Abuse&amp;lt;/span&amp;gt;&lt;br /&gt;
**Do not use logging in or out to gain an advantage in RP or PvP. This includes avoiding consequences, repositioning, or influencing scenes unfairly.&lt;br /&gt;
**If you need to log out unexpectedly, communicate with staff or involved players OOC when possible. Emergencies happen—just let us know so we don’t have to investigate, and so the scene can be properly resumed later if needed.&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: #DAA520;&amp;quot;&amp;gt;Failing to Respect Fear RP&amp;lt;/span&amp;gt;&lt;br /&gt;
**Fear roleplay is the expectation that your character reacts realistically to fear, danger, and life-threatening situations.&lt;br /&gt;
***Gallows humor, stoicism, and emotional detachment are all valid roleplay choices, and no one expects you to be overly dramatic about every encounter. It’s a frozen hellscape, and some things are routine.&lt;br /&gt;
***That said, we do expect you to read the room: Fear RP matters most when other players or staff are involved and working to create a serious or suspenseful atmosphere.&lt;br /&gt;
***Avoid disrupting tense roleplay scenes with flippant or inappropriate behavior. Being overly casual in the face of danger can break immersion and may be considered disruptive, -especially- during events hosted by other players and staff.&lt;br /&gt;
**Forcing another player into a dangerous or high-stakes situation without proper mechanical support, and/or without the other players consent is also powergaming. For example, provoking someone into a fight in a Safe Zone, then calling them a coward for not engaging, is both powergaming and lame.&lt;br /&gt;
**Failing to respect this after verbal warning may result in staff calling your bluff; either by delivering the coup de grâce, applying proper injuries or consequences, or manually lowering the safety settings in the area to support the consequences of the situation should it not de-escalate.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=PVP &amp;amp; PERMADEATH=&lt;br /&gt;
&amp;lt;p style=&amp;quot;color: #DAA520;&amp;quot;&amp;gt;All PvP must have clear roleplay motivation:&amp;lt;/p&amp;gt;&lt;br /&gt;
*This should stem from established conflict, desperation, ideology, survival, or other believable motivations grounded in the setting. These motivations should be telegraphed in some way through roleplay, dialogue, behavior, or context. While you are not required to explain your reasoning directly to the target, there should be enough foreshadowing on record so that staff does not need to investigate or guess at your intentions. Ideally, your victim should not be left confused about why the conflict occurred.&lt;br /&gt;
*Killing a character should never be your first option. We offer a variety of tools for escalating or resolving conflict including but not limited to injuries, duels, public shaming, sabotage, and vandalism. Explore other ways to tell the story.&lt;br /&gt;
*Conflict should stem from character-driven reasons, not player grudges. If we notice repeated escalation between the same players across multiple characters, it may be subject to staff intervention.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Permadeath==&lt;br /&gt;
&amp;lt;span style=&amp;quot;color: #DAA520;&amp;quot;&amp;gt;Choosing to permanently kill another player character is a serious decision, and should be treated as a last resort:&amp;lt;/span&amp;gt;&lt;br /&gt;
*Understand that in performing this action, even if even if it feels justified, it will likely result in continued conflict: expect reactions like revenge, grief, mistrust, and political fallout.&lt;br /&gt;
*Permadeath should never be treated as a “win condition&amp;quot;, it rarely is, and &amp;lt;span style=&amp;quot;color: #DAA520;&amp;quot;&amp;gt;in all cases mortally wounding a character may not result in their death.&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color: #DAA520;&amp;quot;&amp;gt;If your character dies and you create a new one, that character must have no connection to your previous one.&amp;lt;/span&amp;gt; This includes long-lost siblings, friends seeking revenge, or any narrative tie that continues your old character’s story by proxy.&lt;br /&gt;
&lt;br /&gt;
We also offer ways to avoid Permadeath entirely:&lt;br /&gt;
*Pay attention to [[Region Safety]] in the game world. Some areas are designated as No Combat Zones, where PvP, or just Permadeath, is mechanically disabled. These zones exist to give players a safe space to roleplay without the threat of violence. Use them if you want to focus on story, trade, or diplomacy without risking physical conflict.&lt;br /&gt;
&lt;br /&gt;
For a full explanation on Permadeath please refer to our article regarding [[Illness, Injury %26 Death]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=IMPRISONMENT RP=&lt;br /&gt;
It is our intention to have any much of this mechanically enforced as possible, but in the event of taking a prisoner long term:&lt;br /&gt;
*Jailers are expected to make a good faith effort to resolve conflicts through roleplay with the prisoner. It is strongly recommended that you notify staff and include all involved parties in a ticket to ensure the situation is handled fairly and constructively.&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: #DAA520;&amp;quot;&amp;gt;Imprisonment from PvP may not exceed 48 hours without OOC consent.&amp;lt;/span&amp;gt;&lt;br /&gt;
**After 48 hours, the imprisoned character must be released unless both parties agree to continue.&lt;br /&gt;
***Staff will manually assist in staging an escape if the jailor is not available or unwilling.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=LOOTING RULES=&lt;br /&gt;
&amp;lt;span style=&amp;quot;color: #DAA520;&amp;quot;&amp;gt;The code dictates what can or cannot be taken from a corpse and ss designed to provide a different allowance based on if the character (NPC or Player, the world doesn’t differentiate) is dead, or just knocked out.&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*Knocked Out:&lt;br /&gt;
**Lootable: weapon, currency, consumables.&lt;br /&gt;
*Killed:&lt;br /&gt;
**Same items lootable as Knocked Out&lt;br /&gt;
**NPC Equipment will convert into scrap materials based on the looter’s Scavenging skill.&lt;br /&gt;
**When players are killed, Scavenge skill checks are made on a per-item basis, with higher quality items being easier to retrieve. All items will take durability damage in the process.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=PROPERTY RULES=&lt;br /&gt;
&amp;lt;span style=&amp;quot;color: #DAA520;&amp;quot;&amp;gt;The code dictates that each character is permitted one residential property:&amp;lt;/span&amp;gt;&lt;br /&gt;
*Commercial property limits are determined by a characters Mercantilism Skill.&lt;br /&gt;
*Zoning of rentable spaces is set up so that commercial properties are public facing and do not allow locked doors. Exceptions for VIP areas can be petitioned on a case by case basis based on established RP use of the space.&lt;br /&gt;
*Only owners and co-owners can release/lock down items on a property&lt;br /&gt;
*Only owners and co-owners can use trash cans inside residential spaces&lt;br /&gt;
*You cannot lock down items with an impassable property in front of doors.&lt;br /&gt;
*Lockpicking player homes is not a system in present in Icebound at this time. If something is missing from your home, it was taken by either a guest or you forgot to lock your door and we encourage you to use these mechanical limitations as your list of suspects should something appear missing.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color: #DAA520;&amp;quot;&amp;gt;We’ve outlined the boundaries of the most common issues and where we stand on staff intervention:&amp;lt;/span&amp;gt;&lt;br /&gt;
*Staff will not be micromanaging the nuances of player relations in regards to property without clear paper trail of misconduct and both players are mechanically attached to the property.&lt;br /&gt;
*As an owner of a property, you must use your own discretion when giving people co-owner or friend access, if they steal things that&#039;s on you for giving them that access.&lt;br /&gt;
**Leaving your belongings in a home that you are not owner, co-owner, or a key-owner of is at your own risk. Players must us discretion when deciding on where and with whom to leave your things. We have a free storage option accessible at the public warehouse, and we encourage everyone to utilize this feature.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=EXPLICIT CONTENT &amp;amp; MATURE THEMES=&lt;br /&gt;
&amp;lt;span style=&amp;quot;color: #DAA520;&amp;quot;&amp;gt;Icebound explores dark and challenging themes drawn from speculative fiction and 19th-century history, it is an apocalyptic setting which which includes sensitive topics including but not limited to:&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
- Violence, child labor, whaling, anthropophagy (cannibalism), divisive political ideologies, sanity, and drug addiction.&lt;br /&gt;
&lt;br /&gt;
By agreeing to play, you understand these elements are a part of a collective work of fiction. Actions and beliefs of any characters are not necessarily an extension of the players themselves, and should not be treated as such.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color: #DAA520;&amp;quot;&amp;gt;Regardless of “historical accuracy,” the following is not allowed:&amp;lt;/span&amp;gt;&lt;br /&gt;
*Hate speech. Any use of hate speech will not be tolerated. If it is considered hate speech in present day or at any point in history, it is hate speech in the game.&lt;br /&gt;
*Explicit Sexual (ERP) content must fade to black.&lt;br /&gt;
*No roleplay of sexual violence, even implied or accused.&lt;br /&gt;
*Characters cannot have, or RP about, actively having children below the age of 18.&lt;br /&gt;
*Characters may not become pregnant or roleplay being pregnant.&lt;br /&gt;
*Continuing or instigating RP that centers on banned content will be treated as a violation.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color: #DAA520;&amp;quot;&amp;gt;Backstory Inclusion:&amp;lt;/span&amp;gt;&lt;br /&gt;
*We’re not going to pretend all the above things don’t exist. You may reference these themes in your backstory, tactfully.&lt;br /&gt;
*If you have questions, ask a staff member for guidance.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color: #DAA520;&amp;quot;&amp;gt;Staff, Seers and Sensitive Content:&amp;lt;/span&amp;gt;&lt;br /&gt;
*Staff and Seers may use restricted topics with prior staff approval, only between NPCs and for narrative purpose. These depictions are not endorsements, but narrative tools used to explore ideas of survival, resilience, and moral struggle in the face of collapse.&lt;br /&gt;
**You may encounter references to these themes in indirect ways such as a harrowing journal account, a community’s dark history, or other background worldbuilding. We will always handle this content with care. &lt;br /&gt;
**If a sensitive topic is going to appear in a live scene or active event, players involved will be informed out-of-character ahead of time so they can choose whether or how to participate.&lt;br /&gt;
&lt;br /&gt;
If something doesn’t feel like it’s being handled thoughtfully, or you’re unsure how to approach a sensitive theme in the storytelling feel free to talk to staff about it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=RULE LAWYERING=&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color: #DAA520;&amp;quot;&amp;gt;As the community grows and new situations arise, some rules may be adjusted on a case-by-case basis to support the health of the project.&amp;lt;/span&amp;gt; When this happens, staff will do their best to clearly communicate what changed and why.&lt;br /&gt;
&lt;br /&gt;
We expect players involved in these outlying cases to work with us in good faith toward a solution that’s fair and reasonable for everyone.&lt;/div&gt;</summary>
		<author><name>172.17.0.1</name></author>
	</entry>
	<entry>
		<id>http://wiki.uoicebound.com/index.php?title=Server_Rules&amp;diff=1088</id>
		<title>Server Rules</title>
		<link rel="alternate" type="text/html" href="http://wiki.uoicebound.com/index.php?title=Server_Rules&amp;diff=1088"/>
		<updated>2025-07-28T21:45:19Z</updated>

		<summary type="html">&lt;p&gt;172.17.0.1: /* MULING */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&amp;lt;p style=&amp;quot;color: #FF0000;&amp;quot;&amp;gt;Rules may evolve as the project develops and new situations emerge. It is your responsibility to stay informed and up to date with any changes.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=TERMS OF USE=&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #DAA520;&amp;quot;&amp;gt;You must be at least 18 years old to play on this server.&amp;lt;/span&amp;gt;&lt;br /&gt;
* In downloading and installing the game launcher, you agree that &amp;lt;span style=&amp;quot;color: #DAA520;&amp;quot;&amp;gt;Icebound’s files you agree are exclusively for playing on the Icebound server&amp;lt;/span&amp;gt;. These files may not be redistributed, sold, modified, or used outside of Icebound. If you wish to use anything from the files outside of playing Icebound, please contact staff for permission.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=COMMUNITY CONDUCT=&lt;br /&gt;
&amp;lt;span style=&amp;quot;color: #DAA520;&amp;quot;&amp;gt;Treat both players and staff with respect, whether you&#039;re in-game, on Discord, or in the forums.&amp;lt;/span&amp;gt; Communicate your boundaries clearly and respect those of others. Use common sense, and help keep the space enjoyable for everyone.&lt;br /&gt;
&lt;br /&gt;
If you&#039;re ever unsure about something, don&#039;t hesitate to ask staff.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=ACCOUNT RULES=&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #DAA520;&amp;quot;&amp;gt;One account per player.&amp;lt;/span&amp;gt; For households with more than one player just notify staff and we can manually set up your accounts.&lt;br /&gt;
* Account sharing will result in a ban&lt;br /&gt;
* Account selling will result in a ban&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=ROLEPLAY EXPECTATIONS=&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: #DAA520;&amp;quot;&amp;gt;When logged in, you are considered in character at all times.&amp;lt;/span&amp;gt;&lt;br /&gt;
**Use Party Chat for out-of-character communication as needed, or for a quick aside, please notate it with double parenthesis, for example “((Be Right Back))”.&lt;br /&gt;
*All players are expected to understand the server’s setting and roleplay in accordance with it.&lt;br /&gt;
*Roleplay conflicts should stay in character and never be used to harass or target someone out of character.&lt;br /&gt;
*Your characters must be 18 or older. This includes any in-character behavior, out-of-character comments, or physical descriptors that suggest a character is underage. If your character doesn’t know their exact age, they must have clear memory of at least 18 years of life.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=AFK RULES=&lt;br /&gt;
*When in game you are subject to the world and its consequences: &amp;lt;span style=&amp;quot;color: #DAA520;&amp;quot;&amp;gt;AFK at your own risk.&amp;lt;/span&amp;gt; We can’t know whether or not someone is really AFK or ignoring an interaction, so will not be enforcing any rolling back due to someone being AFK.&lt;br /&gt;
**We understand life happens - if you get pulled away, or you think someone is online when they shouldn’t be (fell asleep, or otherwise have become nonresponsive) just notify staff and we can kick the character to offline.&lt;br /&gt;
&lt;br /&gt;
==Rules on Macroing==&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: #DAA520;&amp;quot;&amp;gt;AFK macroing IS allowed IF:&amp;lt;/span&amp;gt;&lt;br /&gt;
**It is done in a private space.&lt;br /&gt;
**It does not interfere with others&#039; gameplay, including roleplay.&lt;br /&gt;
*If we receive reports of disruptive or unresponsive macroing:&lt;br /&gt;
**First offense: you will be kicked offline with a notice placed in your backpack.&lt;br /&gt;
**Subsequent offenses: your skill will be reduced by 10 points per infraction.&lt;br /&gt;
**Continued abuse can result in harsher consequences including the zero-ing out of the skill.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=METAGAMING=&lt;br /&gt;
&amp;lt;span style=&amp;quot;color: #DAA520;&amp;quot;&amp;gt;Metagaming is using knowledge your character wouldn’t reasonably have to influence other players and in game events.&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This includes:&lt;br /&gt;
*Using player knowledge to influence character actions.&lt;br /&gt;
*Acting on information gained through OOC means.&lt;br /&gt;
*Spreading disinformation through OOC means to “counter meta”&lt;br /&gt;
&lt;br /&gt;
It’s perfectly fine to use setting information—such as historical context, public lore, or information your character would reasonably know based on their background, skills, or profession. For example, a doctor might recognize symptoms described in lore, or a well-read character might know major world events from the wiki. This kind of knowledge helps bring the world to life.&lt;br /&gt;
&lt;br /&gt;
However, knowing what happened in a scene your character wasn’t part of, reading a Discord message, or hearing something in voice chat doesn’t mean your character knows it. Important in-game events and player actions should be learned through roleplay.&lt;br /&gt;
&lt;br /&gt;
Reminder that people play multiple characters and have real lives to juggle, so continuity slips happen. You also won’t always know what’s been said outside your character’s view. If something seems off, just check in with the other player (Party Chat works great) before assuming bad intent.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=EXPLOITS=&lt;br /&gt;
&amp;lt;span style=&amp;quot;color: #DAA520;&amp;quot;&amp;gt;Exploits are bugs, unintended mechanics, or loopholes in the game that give players an unfair advantage—whether through duplicating items, bypassing intended systems, or triggering actions that shouldn’t normally be possible.&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color: #DAA520;&amp;quot;&amp;gt;Knowingly using, or failing to report the using of exploits is considered abuse and may result in disciplinary action.&amp;lt;/span&amp;gt; It undermines trust in the community, disrupts the game’s balance, and damages the integrity of the roleplay environment.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color: #DAA520;&amp;quot;&amp;gt;If you’re unsure whether something is working as intended, check the wiki or ask staff for clarification.&amp;lt;/span&amp;gt; We&#039;re happy to confirm whether a system is behaving correctly. If you find something that doesn’t seem right, report it. Helping us identify and fix exploits keeps the experience fair and fun for everyone.&lt;br /&gt;
&lt;br /&gt;
=MULING=&lt;br /&gt;
Muling refers to using alternate characters to move items, currency, or resources to characters on that same account. This is usually done to give one character an unfair advantage, such as using a separate character to gather supplies, store valuable items, or avoid the consequences of trade and roleplay.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color: #DAA520;&amp;quot;&amp;gt;We have systems in place to help prevent this behavior, but it is still considered a violation of the rules. Failing to report muling, or choosing to participate in it, is not allowed.&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If you&#039;re having trouble getting the supplies you need through normal means, especially if your alternate character has the skillset to provide them and no other players currently do, please talk to staff. We understand that gaps in the player economy or skill coverage can happen. We would much rather help you find a fair, in-character solution than see the rules broken.&lt;br /&gt;
&lt;br /&gt;
=POWERGAMING=&lt;br /&gt;
&amp;lt;span style=&amp;quot;color: #DAA520;&amp;quot;&amp;gt;Powergaming is using in-game mechanics, OOC knowledge to give them an unfair or unrealistic advantage.&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This includes:&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: #DAA520;&amp;quot;&amp;gt;Forcing outcomes in roleplay.&amp;lt;/span&amp;gt;&lt;br /&gt;
**Never dictate the outcome of your actions on another character. When interacting physically or forcibly in roleplay, us phrases like “attempts to” or “tries to” to allow the other player space to respond.&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: #DAA520;&amp;quot;&amp;gt;Login/Logout Abuse&amp;lt;/span&amp;gt;&lt;br /&gt;
**Do not use logging in or out to gain an advantage in RP or PvP. This includes avoiding consequences, repositioning, or influencing scenes unfairly.&lt;br /&gt;
**If you need to log out unexpectedly, communicate with staff or involved players OOC when possible. Emergencies happen—just let us know so we don’t have to investigate, and so the scene can be properly resumed later if needed.&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: #DAA520;&amp;quot;&amp;gt;Failing to Respect Fear RP&amp;lt;/span&amp;gt;&lt;br /&gt;
**Fear roleplay is the expectation that your character reacts realistically to fear, danger, and life-threatening situations.&lt;br /&gt;
***Gallows humor, stoicism, and emotional detachment are all valid roleplay choices, and no one expects you to be overly dramatic about every encounter. It’s a frozen hellscape, and some things are routine.&lt;br /&gt;
***That said, we do expect you to read the room: Fear RP matters most when other players or staff are involved and working to create a serious or suspenseful atmosphere.&lt;br /&gt;
***Avoid disrupting tense roleplay scenes with flippant or inappropriate behavior. Being overly casual in the face of danger can break immersion and may be considered disruptive, -especially- during events hosted by other players and staff.&lt;br /&gt;
**Forcing another player into a dangerous or high-stakes situation without proper mechanical support, and/or without the other players consent is also powergaming. For example, provoking someone into a fight in a Safe Zone, then calling them a coward for not engaging, is both powergaming and lame.&lt;br /&gt;
**Failing to respect this after verbal warning may result in staff calling your bluff; either by delivering the coup de grâce, applying proper injuries or consequences, or manually lowering the safety settings in the area to support the consequences of the situation should it not de-escalate.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=PVP &amp;amp; PERMADEATH=&lt;br /&gt;
&amp;lt;p style=&amp;quot;color: #DAA520;&amp;quot;&amp;gt;All PvP must have clear roleplay motivation:&amp;lt;/p&amp;gt;&lt;br /&gt;
*This should stem from established conflict, desperation, ideology, survival, or other believable motivations grounded in the setting. These motivations should be telegraphed in some way through roleplay, dialogue, behavior, or context. While you are not required to explain your reasoning directly to the target, there should be enough foreshadowing on record so that staff does not need to investigate or guess at your intentions. Ideally, your victim should not be left confused about why the conflict occurred.&lt;br /&gt;
*Killing a character should never be your first option. We offer a variety of tools for escalating or resolving conflict including but not limited to injuries, duels, public shaming, sabotage, and vandalism. Explore other ways to tell the story.&lt;br /&gt;
*Conflict should stem from character-driven reasons, not player grudges. If we notice repeated escalation between the same players across multiple characters, it may be subject to staff intervention.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Permadeath==&lt;br /&gt;
&amp;lt;span style=&amp;quot;color: #DAA520;&amp;quot;&amp;gt;Choosing to permanently kill another player character is a serious decision, and should be treated as a last resort:&amp;lt;/span&amp;gt;&lt;br /&gt;
*Understand that in performing this action, even if even if it feels justified, it will likely result in continued conflict: expect reactions like revenge, grief, mistrust, and political fallout.&lt;br /&gt;
*Permadeath should never be treated as a “win condition&amp;quot;, it rarely is, and &amp;lt;span style=&amp;quot;color: #DAA520;&amp;quot;&amp;gt;in all cases mortally wounding a character may not result in their death.&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color: #DAA520;&amp;quot;&amp;gt;If your character dies and you create a new one, that character must have no connection to your previous one.&amp;lt;/span&amp;gt; This includes long-lost siblings, friends seeking revenge, or any narrative tie that continues your old character’s story by proxy.&lt;br /&gt;
&lt;br /&gt;
We also offer ways to avoid Permadeath entirely:&lt;br /&gt;
*Pay attention to [[Region Safety]] in the game world. Some areas are designated as No Combat Zones, where PvP, or just Permadeath, is mechanically disabled. These zones exist to give players a safe space to roleplay without the threat of violence. Use them if you want to focus on story, trade, or diplomacy without risking physical conflict.&lt;br /&gt;
&lt;br /&gt;
For a full explanation on Permadeath please refer to our article regarding [[Illness, Injury %26 Death]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=IMPRISONMENT RP=&lt;br /&gt;
It is our intention to have any much of this mechanically enforced as possible, but in the event of taking a prisoner long term:&lt;br /&gt;
*Jailers are expected to make a good faith effort to resolve conflicts through roleplay with the prisoner. It is strongly recommended that you notify staff and include all involved parties in a ticket to ensure the situation is handled fairly and constructively.&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: #DAA520;&amp;quot;&amp;gt;Imprisonment from PvP may not exceed 48 hours without OOC consent.&amp;lt;/span&amp;gt;&lt;br /&gt;
**After 48 hours, the imprisoned character must be released unless both parties agree to continue.&lt;br /&gt;
***Staff will manually assist in staging an escape if the jailor is not available or unwilling.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=LOOTING RULES=&lt;br /&gt;
&amp;lt;span style=&amp;quot;color: #DAA520;&amp;quot;&amp;gt;The code dictates what can or cannot be taken from a corpse and ss designed to provide a different allowance based on if the character (NPC or Player, the world doesn’t differentiate) is dead, or just knocked out.&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*Knocked Out:&lt;br /&gt;
**Lootable: weapon, currency, consumables.&lt;br /&gt;
*Killed:&lt;br /&gt;
**Same items lootable as Knocked Out&lt;br /&gt;
**NPC Equipment will convert into scrap materials based on the looter’s Scavenging skill.&lt;br /&gt;
**When players are killed, Scavenge skill checks are made on a per-item basis, with higher quality items being easier to retrieve. All items will take durability damage in the process.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=PROPERTY RULES=&lt;br /&gt;
&amp;lt;span style=&amp;quot;color: #DAA520;&amp;quot;&amp;gt;The code dictates that each character is permitted one residential property:&amp;lt;/span&amp;gt;&lt;br /&gt;
*Commercial property limits are determined by a characters Mercantilism Skill.&lt;br /&gt;
*Zoning of rentable spaces is set up so that commercial properties are public facing and do not allow locked doors. Exceptions for VIP areas can be petitioned on a case by case basis based on established RP use of the space.&lt;br /&gt;
*Only owners and co-owners can release/lock down items on a property&lt;br /&gt;
*Only owners and co-owners can use trash cans inside residential spaces&lt;br /&gt;
*You cannot lock down items with an impassable property in front of doors.&lt;br /&gt;
*Lockpicking player homes is not a system in present in Icebound at this time. If something is missing from your home, it was taken by either a guest or you forgot to lock your door and we encourage you to use these mechanical limitations as your list of suspects should something appear missing.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color: #DAA520;&amp;quot;&amp;gt;We’ve outlined the boundaries of the most common issues and where we stand on staff intervention:&amp;lt;/span&amp;gt;&lt;br /&gt;
*Staff will not be micromanaging the nuances of player relations in regards to property without clear paper trail of misconduct and both players are mechanically attached to the property.&lt;br /&gt;
*As an owner of a property, you must use your own discretion when giving people co-owner or friend access, if they steal things that&#039;s on you for giving them that access.&lt;br /&gt;
**Leaving your belongings in a home that you are not owner, co-owner, or a key-owner of is at your own risk. Players must us discretion when deciding on where and with whom to leave your things. We have a free storage option accessible at the public warehouse, and we encourage everyone to utilize this feature.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=EXPLICIT CONTENT &amp;amp; MATURE THEMES=&lt;br /&gt;
&amp;lt;span style=&amp;quot;color: #DAA520;&amp;quot;&amp;gt;Icebound explores dark and challenging themes drawn from speculative fiction and 19th-century history, it is an apocalyptic setting which which includes sensitive topics including but not limited to:&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
- Violence, child labor, whaling, anthropophagy (cannibalism), divisive political ideologies, sanity, and drug addiction.&lt;br /&gt;
&lt;br /&gt;
By agreeing to play, you understand these elements are a part of a collective work of fiction. Actions and beliefs of any characters are not necessarily an extension of the players themselves, and should not be treated as such.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color: #DAA520;&amp;quot;&amp;gt;Regardless of “historical accuracy,” the following is not allowed:&amp;lt;/span&amp;gt;&lt;br /&gt;
*Hate speech. Any use of hate speech will not be tolerated. If it is considered hate speech in present day or at any point in history, it is hate speech in the game.&lt;br /&gt;
*Explicit Sexual (ERP) content must fade to black.&lt;br /&gt;
*No roleplay of sexual violence, even implied or accused.&lt;br /&gt;
*Characters cannot have, or RP about, actively having children below the age of 18.&lt;br /&gt;
*Characters may not become pregnant or roleplay being pregnant.&lt;br /&gt;
*Continuing or instigating RP that centers on banned content will be treated as a violation.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color: #DAA520;&amp;quot;&amp;gt;Backstory Inclusion:&amp;lt;/span&amp;gt;&lt;br /&gt;
*We’re not going to pretend all the above things don’t exist. You may reference these themes in your backstory, tactfully.&lt;br /&gt;
*If you have questions, ask a staff member for guidance.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color: #DAA520;&amp;quot;&amp;gt;Staff, Seers and Sensitive Content:&amp;lt;/span&amp;gt;&lt;br /&gt;
*Staff and Seers may use restricted topics with prior staff approval, only between NPCs and for narrative purpose. These depictions are not endorsements, but narrative tools used to explore ideas of survival, resilience, and moral struggle in the face of collapse.&lt;br /&gt;
**You may encounter references to these themes in indirect ways such as a harrowing journal account, a community’s dark history, or other background worldbuilding. We will always handle this content with care. &lt;br /&gt;
**If a sensitive topic is going to appear in a live scene or active event, players involved will be informed out-of-character ahead of time so they can choose whether or how to participate.&lt;br /&gt;
&lt;br /&gt;
If something doesn’t feel like it’s being handled thoughtfully, or you’re unsure how to approach a sensitive theme in the storytelling feel free to talk to staff about it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=RULE LAWYERING=&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color: #DAA520;&amp;quot;&amp;gt;As the community grows and new situations arise, some rules may be adjusted on a case-by-case basis to support the health of the project.&amp;lt;/span&amp;gt; When this happens, staff will do their best to clearly communicate what changed and why.&lt;br /&gt;
&lt;br /&gt;
We expect players involved in these outlying cases to work with us in good faith toward a solution that’s fair and reasonable for everyone.&lt;/div&gt;</summary>
		<author><name>172.17.0.1</name></author>
	</entry>
	<entry>
		<id>http://wiki.uoicebound.com/index.php?title=Server_Rules&amp;diff=1087</id>
		<title>Server Rules</title>
		<link rel="alternate" type="text/html" href="http://wiki.uoicebound.com/index.php?title=Server_Rules&amp;diff=1087"/>
		<updated>2025-07-28T21:42:26Z</updated>

		<summary type="html">&lt;p&gt;172.17.0.1: /* MULING */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&amp;lt;p style=&amp;quot;color: #FF0000;&amp;quot;&amp;gt;Rules may evolve as the project develops and new situations emerge. It is your responsibility to stay informed and up to date with any changes.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=TERMS OF USE=&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #DAA520;&amp;quot;&amp;gt;You must be at least 18 years old to play on this server.&amp;lt;/span&amp;gt;&lt;br /&gt;
* In downloading and installing the game launcher, you agree that &amp;lt;span style=&amp;quot;color: #DAA520;&amp;quot;&amp;gt;Icebound’s files you agree are exclusively for playing on the Icebound server&amp;lt;/span&amp;gt;. These files may not be redistributed, sold, modified, or used outside of Icebound. If you wish to use anything from the files outside of playing Icebound, please contact staff for permission.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=COMMUNITY CONDUCT=&lt;br /&gt;
&amp;lt;span style=&amp;quot;color: #DAA520;&amp;quot;&amp;gt;Treat both players and staff with respect, whether you&#039;re in-game, on Discord, or in the forums.&amp;lt;/span&amp;gt; Communicate your boundaries clearly and respect those of others. Use common sense, and help keep the space enjoyable for everyone.&lt;br /&gt;
&lt;br /&gt;
If you&#039;re ever unsure about something, don&#039;t hesitate to ask staff.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=ACCOUNT RULES=&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #DAA520;&amp;quot;&amp;gt;One account per player.&amp;lt;/span&amp;gt; For households with more than one player just notify staff and we can manually set up your accounts.&lt;br /&gt;
* Account sharing will result in a ban&lt;br /&gt;
* Account selling will result in a ban&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=ROLEPLAY EXPECTATIONS=&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: #DAA520;&amp;quot;&amp;gt;When logged in, you are considered in character at all times.&amp;lt;/span&amp;gt;&lt;br /&gt;
**Use Party Chat for out-of-character communication as needed, or for a quick aside, please notate it with double parenthesis, for example “((Be Right Back))”.&lt;br /&gt;
*All players are expected to understand the server’s setting and roleplay in accordance with it.&lt;br /&gt;
*Roleplay conflicts should stay in character and never be used to harass or target someone out of character.&lt;br /&gt;
*Your characters must be 18 or older. This includes any in-character behavior, out-of-character comments, or physical descriptors that suggest a character is underage. If your character doesn’t know their exact age, they must have clear memory of at least 18 years of life.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=AFK RULES=&lt;br /&gt;
*When in game you are subject to the world and its consequences: &amp;lt;span style=&amp;quot;color: #DAA520;&amp;quot;&amp;gt;AFK at your own risk.&amp;lt;/span&amp;gt; We can’t know whether or not someone is really AFK or ignoring an interaction, so will not be enforcing any rolling back due to someone being AFK.&lt;br /&gt;
**We understand life happens - if you get pulled away, or you think someone is online when they shouldn’t be (fell asleep, or otherwise have become nonresponsive) just notify staff and we can kick the character to offline.&lt;br /&gt;
&lt;br /&gt;
==Rules on Macroing==&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: #DAA520;&amp;quot;&amp;gt;AFK macroing IS allowed IF:&amp;lt;/span&amp;gt;&lt;br /&gt;
**It is done in a private space.&lt;br /&gt;
**It does not interfere with others&#039; gameplay, including roleplay.&lt;br /&gt;
*If we receive reports of disruptive or unresponsive macroing:&lt;br /&gt;
**First offense: you will be kicked offline with a notice placed in your backpack.&lt;br /&gt;
**Subsequent offenses: your skill will be reduced by 10 points per infraction.&lt;br /&gt;
**Continued abuse can result in harsher consequences including the zero-ing out of the skill.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=METAGAMING=&lt;br /&gt;
&amp;lt;span style=&amp;quot;color: #DAA520;&amp;quot;&amp;gt;Metagaming is using knowledge your character wouldn’t reasonably have to influence other players and in game events.&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This includes:&lt;br /&gt;
*Using player knowledge to influence character actions.&lt;br /&gt;
*Acting on information gained through OOC means.&lt;br /&gt;
*Spreading disinformation through OOC means to “counter meta”&lt;br /&gt;
&lt;br /&gt;
It’s perfectly fine to use setting information—such as historical context, public lore, or information your character would reasonably know based on their background, skills, or profession. For example, a doctor might recognize symptoms described in lore, or a well-read character might know major world events from the wiki. This kind of knowledge helps bring the world to life.&lt;br /&gt;
&lt;br /&gt;
However, knowing what happened in a scene your character wasn’t part of, reading a Discord message, or hearing something in voice chat doesn’t mean your character knows it. Important in-game events and player actions should be learned through roleplay.&lt;br /&gt;
&lt;br /&gt;
Reminder that people play multiple characters and have real lives to juggle, so continuity slips happen. You also won’t always know what’s been said outside your character’s view. If something seems off, just check in with the other player (Party Chat works great) before assuming bad intent.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=EXPLOITS=&lt;br /&gt;
&amp;lt;span style=&amp;quot;color: #DAA520;&amp;quot;&amp;gt;Exploits are bugs, unintended mechanics, or loopholes in the game that give players an unfair advantage—whether through duplicating items, bypassing intended systems, or triggering actions that shouldn’t normally be possible.&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color: #DAA520;&amp;quot;&amp;gt;Knowingly using, or failing to report the using of exploits is considered abuse and may result in disciplinary action.&amp;lt;/span&amp;gt; It undermines trust in the community, disrupts the game’s balance, and damages the integrity of the roleplay environment.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color: #DAA520;&amp;quot;&amp;gt;If you’re unsure whether something is working as intended, check the wiki or ask staff for clarification.&amp;lt;/span&amp;gt; We&#039;re happy to confirm whether a system is behaving correctly. If you find something that doesn’t seem right, report it. Helping us identify and fix exploits keeps the experience fair and fun for everyone.&lt;br /&gt;
&lt;br /&gt;
=MULING=&lt;br /&gt;
Muling refers to using alternate characters to move items, currency, or resources to characters on that same account. This is usually done to give one character an unfair advantage, such as using a separate character to gather supplies, store valuable items, or avoid the consequences of trade and roleplay.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color: #DAA520;&amp;quot;&amp;gt;We have systems in place to help prevent this behavior, but it is still considered a violation of the rules. Failing to report muling, or choosing to participate in it, is not allowed.&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If you&#039;re having trouble getting the supplies you need through normal means, talk to staff. We would rather help you find a solution than see rules broken.&lt;br /&gt;
&lt;br /&gt;
=POWERGAMING=&lt;br /&gt;
&amp;lt;span style=&amp;quot;color: #DAA520;&amp;quot;&amp;gt;Powergaming is using in-game mechanics, OOC knowledge to give them an unfair or unrealistic advantage.&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This includes:&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: #DAA520;&amp;quot;&amp;gt;Forcing outcomes in roleplay.&amp;lt;/span&amp;gt;&lt;br /&gt;
**Never dictate the outcome of your actions on another character. When interacting physically or forcibly in roleplay, us phrases like “attempts to” or “tries to” to allow the other player space to respond.&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: #DAA520;&amp;quot;&amp;gt;Login/Logout Abuse&amp;lt;/span&amp;gt;&lt;br /&gt;
**Do not use logging in or out to gain an advantage in RP or PvP. This includes avoiding consequences, repositioning, or influencing scenes unfairly.&lt;br /&gt;
**If you need to log out unexpectedly, communicate with staff or involved players OOC when possible. Emergencies happen—just let us know so we don’t have to investigate, and so the scene can be properly resumed later if needed.&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: #DAA520;&amp;quot;&amp;gt;Failing to Respect Fear RP&amp;lt;/span&amp;gt;&lt;br /&gt;
**Fear roleplay is the expectation that your character reacts realistically to fear, danger, and life-threatening situations.&lt;br /&gt;
***Gallows humor, stoicism, and emotional detachment are all valid roleplay choices, and no one expects you to be overly dramatic about every encounter. It’s a frozen hellscape, and some things are routine.&lt;br /&gt;
***That said, we do expect you to read the room: Fear RP matters most when other players or staff are involved and working to create a serious or suspenseful atmosphere.&lt;br /&gt;
***Avoid disrupting tense roleplay scenes with flippant or inappropriate behavior. Being overly casual in the face of danger can break immersion and may be considered disruptive, -especially- during events hosted by other players and staff.&lt;br /&gt;
**Forcing another player into a dangerous or high-stakes situation without proper mechanical support, and/or without the other players consent is also powergaming. For example, provoking someone into a fight in a Safe Zone, then calling them a coward for not engaging, is both powergaming and lame.&lt;br /&gt;
**Failing to respect this after verbal warning may result in staff calling your bluff; either by delivering the coup de grâce, applying proper injuries or consequences, or manually lowering the safety settings in the area to support the consequences of the situation should it not de-escalate.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=PVP &amp;amp; PERMADEATH=&lt;br /&gt;
&amp;lt;p style=&amp;quot;color: #DAA520;&amp;quot;&amp;gt;All PvP must have clear roleplay motivation:&amp;lt;/p&amp;gt;&lt;br /&gt;
*This should stem from established conflict, desperation, ideology, survival, or other believable motivations grounded in the setting. These motivations should be telegraphed in some way through roleplay, dialogue, behavior, or context. While you are not required to explain your reasoning directly to the target, there should be enough foreshadowing on record so that staff does not need to investigate or guess at your intentions. Ideally, your victim should not be left confused about why the conflict occurred.&lt;br /&gt;
*Killing a character should never be your first option. We offer a variety of tools for escalating or resolving conflict including but not limited to injuries, duels, public shaming, sabotage, and vandalism. Explore other ways to tell the story.&lt;br /&gt;
*Conflict should stem from character-driven reasons, not player grudges. If we notice repeated escalation between the same players across multiple characters, it may be subject to staff intervention.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Permadeath==&lt;br /&gt;
&amp;lt;span style=&amp;quot;color: #DAA520;&amp;quot;&amp;gt;Choosing to permanently kill another player character is a serious decision, and should be treated as a last resort:&amp;lt;/span&amp;gt;&lt;br /&gt;
*Understand that in performing this action, even if even if it feels justified, it will likely result in continued conflict: expect reactions like revenge, grief, mistrust, and political fallout.&lt;br /&gt;
*Permadeath should never be treated as a “win condition&amp;quot;, it rarely is, and &amp;lt;span style=&amp;quot;color: #DAA520;&amp;quot;&amp;gt;in all cases mortally wounding a character may not result in their death.&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color: #DAA520;&amp;quot;&amp;gt;If your character dies and you create a new one, that character must have no connection to your previous one.&amp;lt;/span&amp;gt; This includes long-lost siblings, friends seeking revenge, or any narrative tie that continues your old character’s story by proxy.&lt;br /&gt;
&lt;br /&gt;
We also offer ways to avoid Permadeath entirely:&lt;br /&gt;
*Pay attention to [[Region Safety]] in the game world. Some areas are designated as No Combat Zones, where PvP, or just Permadeath, is mechanically disabled. These zones exist to give players a safe space to roleplay without the threat of violence. Use them if you want to focus on story, trade, or diplomacy without risking physical conflict.&lt;br /&gt;
&lt;br /&gt;
For a full explanation on Permadeath please refer to our article regarding [[Illness, Injury %26 Death]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=IMPRISONMENT RP=&lt;br /&gt;
It is our intention to have any much of this mechanically enforced as possible, but in the event of taking a prisoner long term:&lt;br /&gt;
*Jailers are expected to make a good faith effort to resolve conflicts through roleplay with the prisoner. It is strongly recommended that you notify staff and include all involved parties in a ticket to ensure the situation is handled fairly and constructively.&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: #DAA520;&amp;quot;&amp;gt;Imprisonment from PvP may not exceed 48 hours without OOC consent.&amp;lt;/span&amp;gt;&lt;br /&gt;
**After 48 hours, the imprisoned character must be released unless both parties agree to continue.&lt;br /&gt;
***Staff will manually assist in staging an escape if the jailor is not available or unwilling.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=LOOTING RULES=&lt;br /&gt;
&amp;lt;span style=&amp;quot;color: #DAA520;&amp;quot;&amp;gt;The code dictates what can or cannot be taken from a corpse and ss designed to provide a different allowance based on if the character (NPC or Player, the world doesn’t differentiate) is dead, or just knocked out.&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*Knocked Out:&lt;br /&gt;
**Lootable: weapon, currency, consumables.&lt;br /&gt;
*Killed:&lt;br /&gt;
**Same items lootable as Knocked Out&lt;br /&gt;
**NPC Equipment will convert into scrap materials based on the looter’s Scavenging skill.&lt;br /&gt;
**When players are killed, Scavenge skill checks are made on a per-item basis, with higher quality items being easier to retrieve. All items will take durability damage in the process.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=PROPERTY RULES=&lt;br /&gt;
&amp;lt;span style=&amp;quot;color: #DAA520;&amp;quot;&amp;gt;The code dictates that each character is permitted one residential property:&amp;lt;/span&amp;gt;&lt;br /&gt;
*Commercial property limits are determined by a characters Mercantilism Skill.&lt;br /&gt;
*Zoning of rentable spaces is set up so that commercial properties are public facing and do not allow locked doors. Exceptions for VIP areas can be petitioned on a case by case basis based on established RP use of the space.&lt;br /&gt;
*Only owners and co-owners can release/lock down items on a property&lt;br /&gt;
*Only owners and co-owners can use trash cans inside residential spaces&lt;br /&gt;
*You cannot lock down items with an impassable property in front of doors.&lt;br /&gt;
*Lockpicking player homes is not a system in present in Icebound at this time. If something is missing from your home, it was taken by either a guest or you forgot to lock your door and we encourage you to use these mechanical limitations as your list of suspects should something appear missing.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color: #DAA520;&amp;quot;&amp;gt;We’ve outlined the boundaries of the most common issues and where we stand on staff intervention:&amp;lt;/span&amp;gt;&lt;br /&gt;
*Staff will not be micromanaging the nuances of player relations in regards to property without clear paper trail of misconduct and both players are mechanically attached to the property.&lt;br /&gt;
*As an owner of a property, you must use your own discretion when giving people co-owner or friend access, if they steal things that&#039;s on you for giving them that access.&lt;br /&gt;
**Leaving your belongings in a home that you are not owner, co-owner, or a key-owner of is at your own risk. Players must us discretion when deciding on where and with whom to leave your things. We have a free storage option accessible at the public warehouse, and we encourage everyone to utilize this feature.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=EXPLICIT CONTENT &amp;amp; MATURE THEMES=&lt;br /&gt;
&amp;lt;span style=&amp;quot;color: #DAA520;&amp;quot;&amp;gt;Icebound explores dark and challenging themes drawn from speculative fiction and 19th-century history, it is an apocalyptic setting which which includes sensitive topics including but not limited to:&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
- Violence, child labor, whaling, anthropophagy (cannibalism), divisive political ideologies, sanity, and drug addiction.&lt;br /&gt;
&lt;br /&gt;
By agreeing to play, you understand these elements are a part of a collective work of fiction. Actions and beliefs of any characters are not necessarily an extension of the players themselves, and should not be treated as such.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color: #DAA520;&amp;quot;&amp;gt;Regardless of “historical accuracy,” the following is not allowed:&amp;lt;/span&amp;gt;&lt;br /&gt;
*Hate speech. Any use of hate speech will not be tolerated. If it is considered hate speech in present day or at any point in history, it is hate speech in the game.&lt;br /&gt;
*Explicit Sexual (ERP) content must fade to black.&lt;br /&gt;
*No roleplay of sexual violence, even implied or accused.&lt;br /&gt;
*Characters cannot have, or RP about, actively having children below the age of 18.&lt;br /&gt;
*Characters may not become pregnant or roleplay being pregnant.&lt;br /&gt;
*Continuing or instigating RP that centers on banned content will be treated as a violation.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color: #DAA520;&amp;quot;&amp;gt;Backstory Inclusion:&amp;lt;/span&amp;gt;&lt;br /&gt;
*We’re not going to pretend all the above things don’t exist. You may reference these themes in your backstory, tactfully.&lt;br /&gt;
*If you have questions, ask a staff member for guidance.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color: #DAA520;&amp;quot;&amp;gt;Staff, Seers and Sensitive Content:&amp;lt;/span&amp;gt;&lt;br /&gt;
*Staff and Seers may use restricted topics with prior staff approval, only between NPCs and for narrative purpose. These depictions are not endorsements, but narrative tools used to explore ideas of survival, resilience, and moral struggle in the face of collapse.&lt;br /&gt;
**You may encounter references to these themes in indirect ways such as a harrowing journal account, a community’s dark history, or other background worldbuilding. We will always handle this content with care. &lt;br /&gt;
**If a sensitive topic is going to appear in a live scene or active event, players involved will be informed out-of-character ahead of time so they can choose whether or how to participate.&lt;br /&gt;
&lt;br /&gt;
If something doesn’t feel like it’s being handled thoughtfully, or you’re unsure how to approach a sensitive theme in the storytelling feel free to talk to staff about it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=RULE LAWYERING=&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color: #DAA520;&amp;quot;&amp;gt;As the community grows and new situations arise, some rules may be adjusted on a case-by-case basis to support the health of the project.&amp;lt;/span&amp;gt; When this happens, staff will do their best to clearly communicate what changed and why.&lt;br /&gt;
&lt;br /&gt;
We expect players involved in these outlying cases to work with us in good faith toward a solution that’s fair and reasonable for everyone.&lt;/div&gt;</summary>
		<author><name>172.17.0.1</name></author>
	</entry>
</feed>