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	<id>https://wiki.uoicebound.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=172.56.29.134</id>
	<title>UO Icebound - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://wiki.uoicebound.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=172.56.29.134"/>
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	<updated>2026-06-09T23:11:10Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://wiki.uoicebound.com/index.php?title=Weapon_Attachments&amp;diff=2024</id>
		<title>Weapon Attachments</title>
		<link rel="alternate" type="text/html" href="https://wiki.uoicebound.com/index.php?title=Weapon_Attachments&amp;diff=2024"/>
		<updated>2026-06-09T12:32:34Z</updated>

		<summary type="html">&lt;p&gt;172.56.29.134: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Weapon attachments are limited-use items that can be applied to weapons. Every hit landed with a weapon with applied attachments has an increased chance for the weapon to be damaged, with additional attachments increasing that chance. Higher quality weapons may have one &amp;quot;free&amp;quot; attachment per level of quality that does not incur the additional damage, in addition to a larger durability pool that can absorb damage.&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>172.56.29.134</name></author>
	</entry>
	<entry>
		<id>https://wiki.uoicebound.com/index.php?title=Combat&amp;diff=2023</id>
		<title>Combat</title>
		<link rel="alternate" type="text/html" href="https://wiki.uoicebound.com/index.php?title=Combat&amp;diff=2023"/>
		<updated>2026-06-09T12:26:05Z</updated>

		<summary type="html">&lt;p&gt;172.56.29.134: /* Weapons */&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;
Attacker has 100 Martial Tactics. Defender has 100 Underhanded Tactics and 40 Martial Tactics.&amp;lt;br&amp;gt;&lt;br /&gt;
Attacker swings at Defender.&amp;lt;br&amp;gt;&lt;br /&gt;
Attacker’s 100 Martial Tactics is used because it is higher than his Underhanded Tactics.&amp;lt;br&amp;gt;&lt;br /&gt;
Because Attacker is attacking with Martial Tactics, Defender’s Martial Tactics is the matching defensive skill and is counted at full value.&amp;lt;br&amp;gt;&lt;br /&gt;
Defender has 40 Martial Tactics, so his matching defensive value is 40.&amp;lt;br&amp;gt;&lt;br /&gt;
Defender&#039;s Underhanded Tactics 100 but is the non-matching skill, so is reduced to 60% of it&#039;s value for the comparison.&amp;lt;br&amp;gt;&lt;br /&gt;
The system compares Defender’s 40 Martial Tactics against his reduced 60 Underhanded Tactics.&amp;lt;br&amp;gt;&lt;br /&gt;
Because 60 is higher than 40, Defender defends using his reduced Underhanded Tactics value.&amp;lt;br&amp;gt;&lt;br /&gt;
So the final skillcheck is Attacker’s 100 Martial Tactics versus Defender’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;Attacker = (100 + 20) * 100 = 12000&amp;lt;br&amp;gt;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Defender = (60 + 20) * 100 = 8000&amp;lt;br&amp;gt;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Attacker&#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 Attacker would have a 75% hit chance before any other modifiers.&amp;lt;br&amp;gt;&lt;br /&gt;
If Defender 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;
==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, Skill Abilities use [[Focus]] whereas Special Weapon Moves use [[Stamina]].&amp;lt;br&amp;gt;&lt;br /&gt;
All weapons, regardless of type, are 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 high/low, mid/mid, low/high. 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;
==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>172.56.29.134</name></author>
	</entry>
	<entry>
		<id>https://wiki.uoicebound.com/index.php?title=Combat&amp;diff=2022</id>
		<title>Combat</title>
		<link rel="alternate" type="text/html" href="https://wiki.uoicebound.com/index.php?title=Combat&amp;diff=2022"/>
		<updated>2026-06-09T12:24:52Z</updated>

		<summary type="html">&lt;p&gt;172.56.29.134: /* Weapons */&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;
Attacker has 100 Martial Tactics. Defender has 100 Underhanded Tactics and 40 Martial Tactics.&amp;lt;br&amp;gt;&lt;br /&gt;
Attacker swings at Defender.&amp;lt;br&amp;gt;&lt;br /&gt;
Attacker’s 100 Martial Tactics is used because it is higher than his Underhanded Tactics.&amp;lt;br&amp;gt;&lt;br /&gt;
Because Attacker is attacking with Martial Tactics, Defender’s Martial Tactics is the matching defensive skill and is counted at full value.&amp;lt;br&amp;gt;&lt;br /&gt;
Defender has 40 Martial Tactics, so his matching defensive value is 40.&amp;lt;br&amp;gt;&lt;br /&gt;
Defender&#039;s Underhanded Tactics 100 but is the non-matching skill, so is reduced to 60% of it&#039;s value for the comparison.&amp;lt;br&amp;gt;&lt;br /&gt;
The system compares Defender’s 40 Martial Tactics against his reduced 60 Underhanded Tactics.&amp;lt;br&amp;gt;&lt;br /&gt;
Because 60 is higher than 40, Defender defends using his reduced Underhanded Tactics value.&amp;lt;br&amp;gt;&lt;br /&gt;
So the final skillcheck is Attacker’s 100 Martial Tactics versus Defender’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;Attacker = (100 + 20) * 100 = 12000&amp;lt;br&amp;gt;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Defender = (60 + 20) * 100 = 8000&amp;lt;br&amp;gt;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Attacker&#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 Attacker would have a 75% hit chance before any other modifiers.&amp;lt;br&amp;gt;&lt;br /&gt;
If Defender 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;
==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, Skill Abilities use [[Focus]] whereas Special Weapon Moves use [[Stamina]].&amp;lt;br&amp;gt;&lt;br /&gt;
All weapons, regardless of type, are 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;
==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>172.56.29.134</name></author>
	</entry>
	<entry>
		<id>https://wiki.uoicebound.com/index.php?title=Combat&amp;diff=2021</id>
		<title>Combat</title>
		<link rel="alternate" type="text/html" href="https://wiki.uoicebound.com/index.php?title=Combat&amp;diff=2021"/>
		<updated>2026-06-09T12:24:29Z</updated>

		<summary type="html">&lt;p&gt;172.56.29.134: /* Weapons */&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;
Attacker has 100 Martial Tactics. Defender has 100 Underhanded Tactics and 40 Martial Tactics.&amp;lt;br&amp;gt;&lt;br /&gt;
Attacker swings at Defender.&amp;lt;br&amp;gt;&lt;br /&gt;
Attacker’s 100 Martial Tactics is used because it is higher than his Underhanded Tactics.&amp;lt;br&amp;gt;&lt;br /&gt;
Because Attacker is attacking with Martial Tactics, Defender’s Martial Tactics is the matching defensive skill and is counted at full value.&amp;lt;br&amp;gt;&lt;br /&gt;
Defender has 40 Martial Tactics, so his matching defensive value is 40.&amp;lt;br&amp;gt;&lt;br /&gt;
Defender&#039;s Underhanded Tactics 100 but is the non-matching skill, so is reduced to 60% of it&#039;s value for the comparison.&amp;lt;br&amp;gt;&lt;br /&gt;
The system compares Defender’s 40 Martial Tactics against his reduced 60 Underhanded Tactics.&amp;lt;br&amp;gt;&lt;br /&gt;
Because 60 is higher than 40, Defender defends using his reduced Underhanded Tactics value.&amp;lt;br&amp;gt;&lt;br /&gt;
So the final skillcheck is Attacker’s 100 Martial Tactics versus Defender’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;Attacker = (100 + 20) * 100 = 12000&amp;lt;br&amp;gt;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Defender = (60 + 20) * 100 = 8000&amp;lt;br&amp;gt;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Attacker&#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 Attacker would have a 75% hit chance before any other modifiers.&amp;lt;br&amp;gt;&lt;br /&gt;
If Defender 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;
==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, are 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;
==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>172.56.29.134</name></author>
	</entry>
	<entry>
		<id>https://wiki.uoicebound.com/index.php?title=Ranged_Weapons&amp;diff=2020</id>
		<title>Ranged Weapons</title>
		<link rel="alternate" type="text/html" href="https://wiki.uoicebound.com/index.php?title=Ranged_Weapons&amp;diff=2020"/>
		<updated>2026-06-09T12:22:33Z</updated>

		<summary type="html">&lt;p&gt;172.56.29.134: &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; Non-Rifles 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>172.56.29.134</name></author>
	</entry>
	<entry>
		<id>https://wiki.uoicebound.com/index.php?title=Cover&amp;diff=2019</id>
		<title>Cover</title>
		<link rel="alternate" type="text/html" href="https://wiki.uoicebound.com/index.php?title=Cover&amp;diff=2019"/>
		<updated>2026-06-09T12:21:33Z</updated>

		<summary type="html">&lt;p&gt;172.56.29.134: 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>172.56.29.134</name></author>
	</entry>
	<entry>
		<id>https://wiki.uoicebound.com/index.php?title=Combat&amp;diff=2018</id>
		<title>Combat</title>
		<link rel="alternate" type="text/html" href="https://wiki.uoicebound.com/index.php?title=Combat&amp;diff=2018"/>
		<updated>2026-06-09T12:18:46Z</updated>

		<summary type="html">&lt;p&gt;172.56.29.134: /* Example */&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;
Attacker has 100 Martial Tactics. Defender has 100 Underhanded Tactics and 40 Martial Tactics.&amp;lt;br&amp;gt;&lt;br /&gt;
Attacker swings at Defender.&amp;lt;br&amp;gt;&lt;br /&gt;
Attacker’s 100 Martial Tactics is used because it is higher than his Underhanded Tactics.&amp;lt;br&amp;gt;&lt;br /&gt;
Because Attacker is attacking with Martial Tactics, Defender’s Martial Tactics is the matching defensive skill and is counted at full value.&amp;lt;br&amp;gt;&lt;br /&gt;
Defender has 40 Martial Tactics, so his matching defensive value is 40.&amp;lt;br&amp;gt;&lt;br /&gt;
Defender&#039;s Underhanded Tactics 100 but is the non-matching skill, so is reduced to 60% of it&#039;s value for the comparison.&amp;lt;br&amp;gt;&lt;br /&gt;
The system compares Defender’s 40 Martial Tactics against his reduced 60 Underhanded Tactics.&amp;lt;br&amp;gt;&lt;br /&gt;
Because 60 is higher than 40, Defender defends using his reduced Underhanded Tactics value.&amp;lt;br&amp;gt;&lt;br /&gt;
So the final skillcheck is Attacker’s 100 Martial Tactics versus Defender’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;Attacker = (100 + 20) * 100 = 12000&amp;lt;br&amp;gt;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Defender = (60 + 20) * 100 = 8000&amp;lt;br&amp;gt;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Attacker&#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 Attacker would have a 75% hit chance before any other modifiers.&amp;lt;br&amp;gt;&lt;br /&gt;
If Defender 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;
==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>172.56.29.134</name></author>
	</entry>
	<entry>
		<id>https://wiki.uoicebound.com/index.php?title=Combat&amp;diff=2017</id>
		<title>Combat</title>
		<link rel="alternate" type="text/html" href="https://wiki.uoicebound.com/index.php?title=Combat&amp;diff=2017"/>
		<updated>2026-06-09T12:16:02Z</updated>

		<summary type="html">&lt;p&gt;172.56.29.134: &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&#039;s Underhanded Tactics 100 but is the non-matching skill, so is reduced to 60% of it&#039;s value for the comparison.&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>172.56.29.134</name></author>
	</entry>
</feed>