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	<title>UO Icebound - User contributions [en]</title>
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	<updated>2026-06-08T20:11:35Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://wiki.uoicebound.com/index.php?title=Stats&amp;diff=1992</id>
		<title>Stats</title>
		<link rel="alternate" type="text/html" href="https://wiki.uoicebound.com/index.php?title=Stats&amp;diff=1992"/>
		<updated>2026-06-08T18:37:16Z</updated>

		<summary type="html">&lt;p&gt;172.56.217.10: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Character Stats explanation here. Your character can have a total of 225 stat points.&lt;br /&gt;
&lt;br /&gt;
How they&#039;re raised.&lt;br /&gt;
&lt;br /&gt;
How you can control how you gain/lose&lt;br /&gt;
&lt;br /&gt;
Injuries and offensive abilities, and debuffs can hinder your stats as well as your regeneration.&lt;br /&gt;
&lt;br /&gt;
==Strength==&lt;br /&gt;
Determines your total Hitpoints, and melee damage.&lt;br /&gt;
&lt;br /&gt;
Your total Hitpoints are reduced based on your [[Bleed]] level.&lt;br /&gt;
&lt;br /&gt;
Hitpoints are (Strength / 2) + 50 - your bleed modifier.&lt;br /&gt;
&lt;br /&gt;
==Dexterity==&lt;br /&gt;
Determines how much Stamina you have.&lt;br /&gt;
Your max Stamina is based on your [[Mobility]] level.&lt;br /&gt;
&lt;br /&gt;
==Intelligence==&lt;br /&gt;
Determines how much Focus you have.&lt;br /&gt;
Your max Focus is reduced on your [[Pain]] level.&lt;br /&gt;
&lt;br /&gt;
==Stats Regeneration Numbers==&lt;br /&gt;
&lt;br /&gt;
Passive Regeneration Overview&lt;br /&gt;
&lt;br /&gt;
Regeneration can be improved upon using consumables.&lt;/div&gt;</summary>
		<author><name>172.56.217.10</name></author>
	</entry>
	<entry>
		<id>https://wiki.uoicebound.com/index.php?title=Stats&amp;diff=1991</id>
		<title>Stats</title>
		<link rel="alternate" type="text/html" href="https://wiki.uoicebound.com/index.php?title=Stats&amp;diff=1991"/>
		<updated>2026-06-08T18:36:34Z</updated>

		<summary type="html">&lt;p&gt;172.56.217.10: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Character Stats explanation here. Your character can have a total of 225 stat points.&lt;br /&gt;
&lt;br /&gt;
How they&#039;re raised.&lt;br /&gt;
&lt;br /&gt;
How you can control how you gain/lose&lt;br /&gt;
&lt;br /&gt;
Injuries and offensive abilities, and debuffs can hinder your stats as well as your regeneration.&lt;br /&gt;
&lt;br /&gt;
==Strength==&lt;br /&gt;
Determines your total Hitpoints, and melee damage.&lt;br /&gt;
&lt;br /&gt;
Your total Hitpoints are reduced based on your [[Bleed]] level.&lt;br /&gt;
&lt;br /&gt;
Hitpoints are (Strength / 2) + 50 - your bleed modifier.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Dexterity==&lt;br /&gt;
Determines how much Stamina you have.&lt;br /&gt;
Your max Stamina is based on your [[Mobility]] level.&lt;br /&gt;
==Intelligence==&lt;br /&gt;
Determines how much Focus you have.&lt;br /&gt;
Your max Focus is reduced on your [[Pain]] level.&lt;br /&gt;
&lt;br /&gt;
==Stats Regeneration Numbers==&lt;br /&gt;
&lt;br /&gt;
Passive Regeneration Overview&lt;br /&gt;
&lt;br /&gt;
Regeneration can be improved upon using consumables.&lt;/div&gt;</summary>
		<author><name>172.56.217.10</name></author>
	</entry>
	<entry>
		<id>https://wiki.uoicebound.com/index.php?title=Combat&amp;diff=1990</id>
		<title>Combat</title>
		<link rel="alternate" type="text/html" href="https://wiki.uoicebound.com/index.php?title=Combat&amp;diff=1990"/>
		<updated>2026-06-08T18:35:57Z</updated>

		<summary type="html">&lt;p&gt;172.56.217.10: /* Stats and Armor */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Tactics &amp;amp; Weapon Skill==&lt;br /&gt;
&lt;br /&gt;
In normal Ultima Online, your skill in a particular weapon type determines your hit chance and your Tactics determines your damage. In our system it is reversed and split- your skill in a particular weapon unlocks abilities and determines damage, while your [[Martial Tactics]] and [[Underhand Tactics]] determine your ability to hit. There are also Tactics-specific abilities that can be used with any weapon. Your skill in the Weapon you are using determines how much damage is done when you land a hit, and unlocks Special Weapon Moves that may be used with that weapon.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Martial Tactics&#039;&#039;&#039; represents formal military training, and &#039;&#039;&#039;Underhand Tactics&#039;&#039;&#039; represents informal training or actual combat experience.&amp;lt;br&amp;gt; &lt;br /&gt;
In combat, Martial Tactics and Underhanded Tactics are compared to determine the attacker’s effective combat skill and the defender’s effective defensive skill. Against NPCs, this system is simple: the attacker uses whichever of their two tactics skills is higher, and the defender uses whichever of their two tactics skills is higher. There is no Martial-versus-Underhanded penalty in NPC combat, so a character who only trains one tactics skill is not disadvantaged against creatures or other non-player enemies.&amp;lt;br&amp;gt;&lt;br /&gt;
The underlying goal of this split in Tactics is to force a choice upon the player- would you rather have more utility or crafting skills, or be fully optimized for PVP combat?&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Example==&lt;br /&gt;
Bob has 100 Martial Tactics. Fred has 100 Underhanded Tactics and 40 Martial Tactics.&amp;lt;br&amp;gt;&lt;br /&gt;
Bob swings at Fred.&amp;lt;br&amp;gt;&lt;br /&gt;
Bob’s 100 Martial Tactics is used because it is higher than his Underhanded Tactics.&amp;lt;br&amp;gt;&lt;br /&gt;
Because Bob is attacking with Martial Tactics, Fred’s Martial Tactics is the matching defensive skill and is counted at full value.&amp;lt;br&amp;gt;&lt;br /&gt;
Fred has 40 Martial Tactics, so his matching defensive value is 40.&amp;lt;br&amp;gt;&lt;br /&gt;
Fred’s Underhanded Tactics is not the matching defensive skill, so his 100 Underhanded Tactics is reduced to 60% value, giving him an effective defensive value of 60.&amp;lt;br&amp;gt;&lt;br /&gt;
The system compares Fred’s 40 Martial Tactics against his reduced 60 Underhanded Tactics.&amp;lt;br&amp;gt;&lt;br /&gt;
Because 60 is higher than 40, Fred defends using his reduced Underhanded Tactics value.&amp;lt;br&amp;gt;&lt;br /&gt;
So the final skillcheck is Bob’s 100 Martial Tactics versus Fred’s effective 60 Underhanded Tactics.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
With no other bonuses, maluses, cover, or modifiers involved, that produces:&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Bob = (100 + 20) * 100 = 12000&amp;lt;br&amp;gt;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Fred = (60 + 20) * 100 = 8000&amp;lt;br&amp;gt;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Bob&#039;s hit chance = 12000 / (8000 * 2) = 0.75&amp;lt;br&amp;gt;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;(The +20 represents a baseline combat value added to both sides of the calculation, so even a character with little or no tactics skill still has a small amount of defensive or offensive value before bonuses and penalties are applied.)&amp;lt;br&amp;gt;&#039;&#039;&lt;br /&gt;
So Bob would have a 75% hit chance before any other modifiers.&amp;lt;br&amp;gt;&lt;br /&gt;
If Fred had 100 Martial Tactics instead, the final comparison would be 100 Martial Tactics versus 100 Martial Tactics, resulting in a 50% hit chance before modifiers.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Weapons==&lt;br /&gt;
&lt;br /&gt;
Weapon Skill determines your damage, granting +1 damage per 20 skill points in your active weapon. Special Weapon Moves for each weapon type area unlocked every 25 skill. As a general rule, Tactics Abilities use [[Focus]] whereas Special Weapon Moves use [[Stamina]].&amp;lt;br&amp;gt;&lt;br /&gt;
All weapons, regardless of type, One-handed and have a DPS of 6.0. With the exception of [[Ranged Weapons]], which also consist of [[Firearms]], weapons generally follow the pattern of swingspeed to damage of fast/low, mid/mid, low/fast. In effect, each skill only has 3 weapon types. Firearms are further balanced by their magazine capacity, maximum range, and [[cover]] mechanics.&lt;br /&gt;
&lt;br /&gt;
* [[Pugilism]] - Fist Wraps, Brass Knuckles, Whips/Flails&lt;br /&gt;
* [[Bladed Weapons]] - Knives, Swords, Axes&lt;br /&gt;
* [[Piercing Weapons]] - Daggers, Rapiers, Spears&lt;br /&gt;
* [[Bludgeoning Weapons]] - Clubs, Maces, Hammers&lt;br /&gt;
* [[Ranged Weapons]] - Slings, Bows, Crossbows&lt;br /&gt;
* [[Firearms]] - Pistols, Rifles, Shotguns&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
All weapons of a specific type (i.e. Swords) have identical damage and speed statistics regardless of their quality and appearance. They may be further enhanced and customized with [[Weapon Attachments]].&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
The &#039;&#039;&#039;[Sheath&#039;&#039;&#039;, &#039;&#039;&#039;[Sling&#039;&#039;&#039;, or &#039;&#039;&#039;[Holster&#039;&#039;&#039; commands may be used to sling, sheath, or holster your weapon if it has a sling, sheath, or holster. Mechanically it will remain in your hands, but its graphics will change to show it has slung or sheathed, and it will be automatically flip back to its normal animation if you enter combat. This is so that you may have a weapon at the ready while not making the role-play faux pas of walking around social settings with a sword or gun drawn and pointed at everyone.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Stats and Armor==&lt;br /&gt;
&lt;br /&gt;
[[Stats]] directly influence your damage, giving +1 damage per 20 points in the associated weapon stat. Bludgeoning and Pugilism weapons use Strength, Piercing Weapons and Swords use Dexterity, and Ranged Weapons (and any other weapons that may use non-combat skills) use Intelligence.&amp;lt;br&amp;gt;&lt;br /&gt;
Stats also translate to your active HP, Stamina, and Focus pools:&lt;br /&gt;
* Hit Points (HP) - Strength + 50 / 2&lt;br /&gt;
* Stamina (STAM) - Stamina = Dexterity&lt;br /&gt;
* Focus (FOC) - Focus = Intelligence&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Armor is flat damage reduction for damage of the associated type. At physical resist value of 50 would result in all damage of the Physical type being reduced by 50%. Damage reduction is applied after all skill and stat bonuses have been applied, in an effort to make fast low-speed weapons like Daggers more viable. Almost all weapons in the game do Physical damage, and as a consequence almost all armor has Physical Resistance as its primary armor value.&lt;/div&gt;</summary>
		<author><name>172.56.217.10</name></author>
	</entry>
	<entry>
		<id>https://wiki.uoicebound.com/index.php?title=Combat&amp;diff=1989</id>
		<title>Combat</title>
		<link rel="alternate" type="text/html" href="https://wiki.uoicebound.com/index.php?title=Combat&amp;diff=1989"/>
		<updated>2026-06-08T18:35:26Z</updated>

		<summary type="html">&lt;p&gt;172.56.217.10: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Tactics &amp;amp; Weapon Skill==&lt;br /&gt;
&lt;br /&gt;
In normal Ultima Online, your skill in a particular weapon type determines your hit chance and your Tactics determines your damage. In our system it is reversed and split- your skill in a particular weapon unlocks abilities and determines damage, while your [[Martial Tactics]] and [[Underhand Tactics]] determine your ability to hit. There are also Tactics-specific abilities that can be used with any weapon. Your skill in the Weapon you are using determines how much damage is done when you land a hit, and unlocks Special Weapon Moves that may be used with that weapon.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Martial Tactics&#039;&#039;&#039; represents formal military training, and &#039;&#039;&#039;Underhand Tactics&#039;&#039;&#039; represents informal training or actual combat experience.&amp;lt;br&amp;gt; &lt;br /&gt;
In combat, Martial Tactics and Underhanded Tactics are compared to determine the attacker’s effective combat skill and the defender’s effective defensive skill. Against NPCs, this system is simple: the attacker uses whichever of their two tactics skills is higher, and the defender uses whichever of their two tactics skills is higher. There is no Martial-versus-Underhanded penalty in NPC combat, so a character who only trains one tactics skill is not disadvantaged against creatures or other non-player enemies.&amp;lt;br&amp;gt;&lt;br /&gt;
The underlying goal of this split in Tactics is to force a choice upon the player- would you rather have more utility or crafting skills, or be fully optimized for PVP combat?&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Example==&lt;br /&gt;
Bob has 100 Martial Tactics. Fred has 100 Underhanded Tactics and 40 Martial Tactics.&amp;lt;br&amp;gt;&lt;br /&gt;
Bob swings at Fred.&amp;lt;br&amp;gt;&lt;br /&gt;
Bob’s 100 Martial Tactics is used because it is higher than his Underhanded Tactics.&amp;lt;br&amp;gt;&lt;br /&gt;
Because Bob is attacking with Martial Tactics, Fred’s Martial Tactics is the matching defensive skill and is counted at full value.&amp;lt;br&amp;gt;&lt;br /&gt;
Fred has 40 Martial Tactics, so his matching defensive value is 40.&amp;lt;br&amp;gt;&lt;br /&gt;
Fred’s Underhanded Tactics is not the matching defensive skill, so his 100 Underhanded Tactics is reduced to 60% value, giving him an effective defensive value of 60.&amp;lt;br&amp;gt;&lt;br /&gt;
The system compares Fred’s 40 Martial Tactics against his reduced 60 Underhanded Tactics.&amp;lt;br&amp;gt;&lt;br /&gt;
Because 60 is higher than 40, Fred defends using his reduced Underhanded Tactics value.&amp;lt;br&amp;gt;&lt;br /&gt;
So the final skillcheck is Bob’s 100 Martial Tactics versus Fred’s effective 60 Underhanded Tactics.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
With no other bonuses, maluses, cover, or modifiers involved, that produces:&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Bob = (100 + 20) * 100 = 12000&amp;lt;br&amp;gt;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Fred = (60 + 20) * 100 = 8000&amp;lt;br&amp;gt;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Bob&#039;s hit chance = 12000 / (8000 * 2) = 0.75&amp;lt;br&amp;gt;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;(The +20 represents a baseline combat value added to both sides of the calculation, so even a character with little or no tactics skill still has a small amount of defensive or offensive value before bonuses and penalties are applied.)&amp;lt;br&amp;gt;&#039;&#039;&lt;br /&gt;
So Bob would have a 75% hit chance before any other modifiers.&amp;lt;br&amp;gt;&lt;br /&gt;
If Fred had 100 Martial Tactics instead, the final comparison would be 100 Martial Tactics versus 100 Martial Tactics, resulting in a 50% hit chance before modifiers.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Weapons==&lt;br /&gt;
&lt;br /&gt;
Weapon Skill determines your damage, granting +1 damage per 20 skill points in your active weapon. Special Weapon Moves for each weapon type area unlocked every 25 skill. As a general rule, Tactics Abilities use [[Focus]] whereas Special Weapon Moves use [[Stamina]].&amp;lt;br&amp;gt;&lt;br /&gt;
All weapons, regardless of type, One-handed and have a DPS of 6.0. With the exception of [[Ranged Weapons]], which also consist of [[Firearms]], weapons generally follow the pattern of swingspeed to damage of fast/low, mid/mid, low/fast. In effect, each skill only has 3 weapon types. Firearms are further balanced by their magazine capacity, maximum range, and [[cover]] mechanics.&lt;br /&gt;
&lt;br /&gt;
* [[Pugilism]] - Fist Wraps, Brass Knuckles, Whips/Flails&lt;br /&gt;
* [[Bladed Weapons]] - Knives, Swords, Axes&lt;br /&gt;
* [[Piercing Weapons]] - Daggers, Rapiers, Spears&lt;br /&gt;
* [[Bludgeoning Weapons]] - Clubs, Maces, Hammers&lt;br /&gt;
* [[Ranged Weapons]] - Slings, Bows, Crossbows&lt;br /&gt;
* [[Firearms]] - Pistols, Rifles, Shotguns&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
All weapons of a specific type (i.e. Swords) have identical damage and speed statistics regardless of their quality and appearance. They may be further enhanced and customized with [[Weapon Attachments]].&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
The &#039;&#039;&#039;[Sheath&#039;&#039;&#039;, &#039;&#039;&#039;[Sling&#039;&#039;&#039;, or &#039;&#039;&#039;[Holster&#039;&#039;&#039; commands may be used to sling, sheath, or holster your weapon if it has a sling, sheath, or holster. Mechanically it will remain in your hands, but its graphics will change to show it has slung or sheathed, and it will be automatically flip back to its normal animation if you enter combat. This is so that you may have a weapon at the ready while not making the role-play faux pas of walking around social settings with a sword or gun drawn and pointed at everyone.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Stats and Armor==&lt;br /&gt;
&lt;br /&gt;
Stats directly influence your damage, giving +1 damage per 20 points in the associated weapon stat. Bludgeoning and Pugilism weapons use Strength, Piercing Weapons and Swords use Dexterity, and Ranged Weapons (and any other weapons that may use non-combat skills) use Intelligence.&amp;lt;br&amp;gt;&lt;br /&gt;
Stats also translate to your active HP, Stamina, and Focus pools:&lt;br /&gt;
* Hit Points (HP) - Strength + 50 / 2&lt;br /&gt;
* Stamina (STAM) - Stamina = Dexterity&lt;br /&gt;
* Focus (FOC) - Focus = Intelligence&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Armor is flat damage reduction for damage of the associated type. At physical resist value of 50 would result in all damage of the Physical type being reduced by 50%. Damage reduction is applied after all skill and stat bonuses have been applied, in an effort to make fast low-speed weapons like Daggers more viable. Almost all weapons in the game do Physical damage, and as a consequence almost all armor has Physical Resistance as its primary armor value.&lt;/div&gt;</summary>
		<author><name>172.56.217.10</name></author>
	</entry>
	<entry>
		<id>https://wiki.uoicebound.com/index.php?title=Parry&amp;diff=1988</id>
		<title>Parry</title>
		<link rel="alternate" type="text/html" href="https://wiki.uoicebound.com/index.php?title=Parry&amp;diff=1988"/>
		<updated>2026-06-08T18:08:08Z</updated>

		<summary type="html">&lt;p&gt;172.56.217.10: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Parry.png|left]]&lt;br /&gt;
&lt;br /&gt;
Turning defense into an art form, using your enemy’s aggression against them with a flick of the wrist and a twist of fate. Parry gives you a flat chance to block melee attacks, scaling from 0% at 0.0 skill to 25% at 100.0 skill.&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%) Ability: Engarde:&#039;&#039;&#039; Take a defensive pose, taunting your foe into focusing their attack on you&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: Careful Blocking:&#039;&#039;&#039; Damage to your weapon from parrying is reduced by 50%.&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: Defensive Attrition:&#039;&#039;&#039; A successful parry costs your opponent 10% of the damage that would have been blocked in Stamina.&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: One in a Million:&#039;&#039;&#039; 1% chance to parry ranged attacks.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
-----------&lt;br /&gt;
&lt;br /&gt;
Return to [[Skills]]&lt;/div&gt;</summary>
		<author><name>172.56.217.10</name></author>
	</entry>
	<entry>
		<id>https://wiki.uoicebound.com/index.php?title=Ranged_Weapons&amp;diff=1987</id>
		<title>Ranged Weapons</title>
		<link rel="alternate" type="text/html" href="https://wiki.uoicebound.com/index.php?title=Ranged_Weapons&amp;diff=1987"/>
		<updated>2026-06-08T17:48:27Z</updated>

		<summary type="html">&lt;p&gt;172.56.217.10: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Ranged_Weapons.png|left]]&lt;br /&gt;
&lt;br /&gt;
Why fight up close when you can win from afar? Arrows, bullets, projectiles—precision and distance are your best allies.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Skill Perks=&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;(25%) Weapon Ability: Butt Strike:&#039;&#039;&#039; You will attack with the butt of your weapon, swinging until you land a hit and using no ammo. &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%) Weapon Ability: Aim:&#039;&#039;&#039;  Provides a 20% Hit Chance Increase on your next attack. Intervening mobiles will not be hit.&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;(75%) Weapon Ability: Moving Shot:&#039;&#039;&#039; Pistols and Shotguns Only. This special move allows firing while on the move. This shot is less accurate than normal. &lt;br /&gt;
    &amp;lt;p style=&amp;quot;color: #AFACA8;&amp;quot;&amp;gt;&#039;&#039;&#039;(75%) Weapon Ability: Long Shot:&#039;&#039;&#039; Rifles Only. Take a shot at a distance up to 2x the base range of your weapon, with a hit chance decrease of 5% per extra tile. &amp;lt;/p&amp;gt;&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%) Ability: Quick Reload:&#039;&#039;&#039; Your next (or active) reload will be performed 33% faster. For single shot weapons (and non-firearms), your next shot will happen 33% sooner.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
-----------&lt;br /&gt;
&lt;br /&gt;
Return to [[Skills]]&lt;/div&gt;</summary>
		<author><name>172.56.217.10</name></author>
	</entry>
	<entry>
		<id>https://wiki.uoicebound.com/index.php?title=Ranged_Weapons&amp;diff=1986</id>
		<title>Ranged Weapons</title>
		<link rel="alternate" type="text/html" href="https://wiki.uoicebound.com/index.php?title=Ranged_Weapons&amp;diff=1986"/>
		<updated>2026-06-08T17:46:03Z</updated>

		<summary type="html">&lt;p&gt;172.56.217.10: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Ranged_Weapons.png|left]]&lt;br /&gt;
&lt;br /&gt;
Why fight up close when you can win from afar? Arrows, bullets, projectiles—precision and distance are your best allies.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Skill Perks=&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;(25%) Weapon Ability: Butt Strike:&#039;&#039;&#039; You will attack with the butt of your weapon, swinging until you land a hit and using no ammo. &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%) Weapon Ability: Aim:&#039;&#039;&#039;  Provides a 20% Hit Chance Increase on your next attack. Intervening mobiles will not be hit.&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;(75%) Weapon Ability: Moving Shot:&#039;&#039;&#039; Pistols and Shotguns Only. This special move allows firing while on the move. This shot is less accurate than normal. &lt;br /&gt;
    &amp;lt;p style=&amp;quot;color: #AFACA8;&amp;quot;&amp;gt;&#039;&#039;&#039;(75%) Weapon Ability: Long Shot:&#039;&#039;&#039; Rifles Only. Take a shot at a distance up to 2x the base range of your weapon, with a hit chance decrease of 5% per extra tile. &amp;lt;/p&amp;gt;&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%) Ability: Quick Reload:&#039;&#039;&#039; Your next (or active) reload will be performed 33% faster. &amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
-----------&lt;br /&gt;
&lt;br /&gt;
Return to [[Skills]]&lt;/div&gt;</summary>
		<author><name>172.56.217.10</name></author>
	</entry>
	<entry>
		<id>https://wiki.uoicebound.com/index.php?title=Ranged_Weapons&amp;diff=1985</id>
		<title>Ranged Weapons</title>
		<link rel="alternate" type="text/html" href="https://wiki.uoicebound.com/index.php?title=Ranged_Weapons&amp;diff=1985"/>
		<updated>2026-06-08T17:45:46Z</updated>

		<summary type="html">&lt;p&gt;172.56.217.10: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Ranged_Weapons.png|left]]&lt;br /&gt;
&lt;br /&gt;
Why fight up close when you can win from afar? Arrows, bullets, projectiles—precision and distance are your best allies.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Skill Perks=&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;(25%) Weapon Ability: Butt Strike:&#039;&#039;&#039; You will attack with the butt of your weapon, swinging until you land a hit and using no ammo. &lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&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%) Weapon Ability: Aim:&#039;&#039;&#039;  Provides a 20% Hit Chance Increase on your next attack. Intervening mobiles will not be hit.&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;(75%) Weapon Ability: Moving Shot:&#039;&#039;&#039; Pistols and Shotguns Only. This special move allows firing while on the move. This shot is less accurate than normal. &lt;br /&gt;
    &amp;lt;p style=&amp;quot;color: #AFACA8;&amp;quot;&amp;gt;&#039;&#039;&#039;(75%) Weapon Ability: Long Shot:&#039;&#039;&#039; Rifles Only. Take a shot at a distance up to 2x the base range of your weapon, with a hit chance decrease of 5% per extra tile. &amp;lt;/p&amp;gt;&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%) Ability: Quick Reload:&#039;&#039;&#039; Your next (or active) reload will be performed 33% faster. &amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
-----------&lt;br /&gt;
&lt;br /&gt;
Return to [[Skills]]&lt;/div&gt;</summary>
		<author><name>172.56.217.10</name></author>
	</entry>
	<entry>
		<id>https://wiki.uoicebound.com/index.php?title=Weapon_Attachments&amp;diff=1984</id>
		<title>Weapon Attachments</title>
		<link rel="alternate" type="text/html" href="https://wiki.uoicebound.com/index.php?title=Weapon_Attachments&amp;diff=1984"/>
		<updated>2026-06-08T17:19:30Z</updated>

		<summary type="html">&lt;p&gt;172.56.217.10: /* Ranged */&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% Reload Speed Increase&lt;br /&gt;
*Weighted Grip (Pistols) - 5% HCI&lt;br /&gt;
*Breech Wedge Stabilizer (Breech Loading Weapons) - 5% Reload Speed Increase&lt;br /&gt;
*String Wax (Bows/Crossbows) - 5% HCI&lt;br /&gt;
*Cartridge Grease (Black Powder Firearms) - 5% Reload 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 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>172.56.217.10</name></author>
	</entry>
	<entry>
		<id>https://wiki.uoicebound.com/index.php?title=Firearms&amp;diff=1983</id>
		<title>Firearms</title>
		<link rel="alternate" type="text/html" href="https://wiki.uoicebound.com/index.php?title=Firearms&amp;diff=1983"/>
		<updated>2026-06-08T16:46:46Z</updated>

		<summary type="html">&lt;p&gt;172.56.217.10: Redirected page to Firearms &amp;amp; Cover&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Firearms &amp;amp; Cover]]&lt;/div&gt;</summary>
		<author><name>172.56.217.10</name></author>
	</entry>
	<entry>
		<id>https://wiki.uoicebound.com/index.php?title=Firearms&amp;diff=1982</id>
		<title>Firearms</title>
		<link rel="alternate" type="text/html" href="https://wiki.uoicebound.com/index.php?title=Firearms&amp;diff=1982"/>
		<updated>2026-06-08T16:46:08Z</updated>

		<summary type="html">&lt;p&gt;172.56.217.10: Created page with &amp;quot;REDIRECT* Firearms &amp;amp; Cover&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;REDIRECT* [[Firearms &amp;amp; Cover]]&lt;/div&gt;</summary>
		<author><name>172.56.217.10</name></author>
	</entry>
</feed>