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	<id>https://wiki.uoicebound.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Archin</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=Archin"/>
	<link rel="alternate" type="text/html" href="https://wiki.uoicebound.com/wiki/Special:Contributions/Archin"/>
	<updated>2026-08-09T02:00:11Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.42.3</generator>
	<entry>
		<id>https://wiki.uoicebound.com/index.php?title=Fishing&amp;diff=2232</id>
		<title>Fishing</title>
		<link rel="alternate" type="text/html" href="https://wiki.uoicebound.com/index.php?title=Fishing&amp;diff=2232"/>
		<updated>2026-08-08T13:13:05Z</updated>

		<summary type="html">&lt;p&gt;Archin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| style=&amp;quot;width:100%; margin:auto; background:#152423; color:#ccc; border:1px solid #444;&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:150px; padding:10px;&amp;quot; | [[File:Fishing.png | left]]&lt;br /&gt;
| style=&amp;quot;padding:10px;&amp;quot;| &lt;br /&gt;
“TK”&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align:right;&amp;quot;&amp;gt;– &amp;lt;i&amp;gt;TKTK&amp;lt;/i&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&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; You may now find various shellfish when using Dredge Buckets&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 have learned how to use make and use Lobster Traps&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;
[[File:File.jpg]]&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>Archin</name></author>
	</entry>
	<entry>
		<id>https://wiki.uoicebound.com/index.php?title=Rat_Breeding&amp;diff=2231</id>
		<title>Rat Breeding</title>
		<link rel="alternate" type="text/html" href="https://wiki.uoicebound.com/index.php?title=Rat_Breeding&amp;diff=2231"/>
		<updated>2026-08-07T20:39:49Z</updated>

		<summary type="html">&lt;p&gt;Archin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
In the frozen remnants of civilization, survival demands ingenuity. Rats, once a nuisance, are now a resource. If you can stomach it. Some have taken to breed them in pens for food, and in some circles, sport.&lt;br /&gt;
&lt;br /&gt;
Food products sourced from rats are marked as Vermin, and characters with a high [[Eloquence]] skill may find such meals revolting—or even refuse to consume them altogether unless facing starvation. &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: #DAA520;&amp;quot;&amp;gt;The Rat Breeding system is designed primarily for roleplay immersion and world flavor. While it yields some edible and tradeable resources, these gains are modest by design.&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;
=Getting Started=&lt;br /&gt;
&lt;br /&gt;
Rats require a &#039;&#039;&#039;Rat Cage&#039;&#039;&#039; to live, breed, and be cared for. [[woodworking | Woodworkers]] can craft these by hand or built through a woodworkers workbench at a discount.&lt;br /&gt;
&lt;br /&gt;
* Each container can hold up to 12 rats at a time. This includes breeding adults and their offspring.&lt;br /&gt;
* If the container is at capacity, breeding will pause.&lt;br /&gt;
* Well-maintained containers support faster breeding and healthier rats.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Acquiring Rats=&lt;br /&gt;
&lt;br /&gt;
You can obtain rats through several means:&lt;br /&gt;
&lt;br /&gt;
*[[Tracking | Trapping]]: Craft or find small animal traps, bait with spoiled food or crumbs, and place in warm, dark areas&lt;br /&gt;
*Trade: Some NPCs or players may sell live rats&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Feeding and Upkeep=&lt;br /&gt;
&lt;br /&gt;
To maintain health and production:&lt;br /&gt;
* Each rat must be fed regularly. Failing to feed your rats can result in cannibalization of their nest-mates or death. &lt;br /&gt;
* A hungry female will stop breeding, even if a male is present&lt;br /&gt;
** When fed, a female rat can produce 1 unit of liquid per day (roughly 1oz)&lt;br /&gt;
&lt;br /&gt;
In containment, female rats are considered constantly pregnant or nursing, provided conditions are suitable. However, no new rats will be born unless at least one male rat is present in the same container. This abstraction simplifies breeding logic while keeping numbers manageable.&lt;br /&gt;
&lt;br /&gt;
Rats can be bred for traits, which are determined by their parents. Traits are used to determine their performance in Rat Fighting. Traits are weighted, and a rat can not have the best level of all three at once.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Rat Fighting=&lt;br /&gt;
&lt;br /&gt;
Rats have three traits that determine their ability in rat fights:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Size&#039;&#039;&#039; - Hitpoints&lt;br /&gt;
*&#039;&#039;&#039;Speed&#039;&#039;&#039; - Attack Speed&lt;br /&gt;
*&#039;&#039;&#039;Aggression&#039;&#039;&#039; - Attack Damage&lt;br /&gt;
&lt;br /&gt;
Fighting skills amongst rats are mechanically the same regardless of these traits.&lt;br /&gt;
&lt;br /&gt;
To initiate a rat battle, use the [ratbattle command and target another player. If that player has a rat, you will both receive a prompt to set up the battle and choose your fighters. Once both players confirm, the rats will be spawned on the ground and fight to the death.&lt;br /&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: #bb0005;&amp;quot;&amp;gt;&#039;&#039;&#039;Disclaimer:&#039;&#039;&#039; Bloodsports such as rat-baiting were unfortunately real and widespread in the 19th century. Their inclusion in this game is meant to reflect the harshness and desperation of the setting. We do not condone animal cruelty or bloodsport of any kind.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>Archin</name></author>
	</entry>
	<entry>
		<id>https://wiki.uoicebound.com/index.php?title=Layering_Guide&amp;diff=2226</id>
		<title>Layering Guide</title>
		<link rel="alternate" type="text/html" href="https://wiki.uoicebound.com/index.php?title=Layering_Guide&amp;diff=2226"/>
		<updated>2026-08-07T04:29:39Z</updated>

		<summary type="html">&lt;p&gt;Archin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
The layering system lets you place clothing, armor, and some expedition gear on different visual layers of your paperdoll. This allows you to create unique looks and arrange how your equipment appears.&lt;br /&gt;
&lt;br /&gt;
=&amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;How to set a Layer&amp;lt;/font&amp;gt;=&lt;br /&gt;
&lt;br /&gt;
*Place the item in your inventory.&lt;br /&gt;
*Left-click once (context click) the item for the drop-down menu of options to appear. &lt;br /&gt;
*Choose the “Select Layer” option from the menu.&lt;br /&gt;
* A menu will appear showing the full list of available layers from top to bottom. The menu will have a check mark beside the item’s current layer. &lt;br /&gt;
*To change it, simply check the box next to your desired layer, then confirm by pressing the Select button at the bottom.&lt;br /&gt;
&lt;br /&gt;
[[File:Select_Change_Layer.gif|center]]&lt;br /&gt;
&lt;br /&gt;
Items on higher layers will cover those placed below them visually. This lets you put a coat over a shirt, a scarf over armor, or any other combination. Changing a layer or appearance on the paperdoll will also affect how your sprite is drawn in-game, so your choices carry through to your animations.&lt;br /&gt;
&lt;br /&gt;
=&amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Paperdoll Visual Guide&amp;lt;/font&amp;gt;=&lt;br /&gt;
&lt;br /&gt;
This chart shows the paperdoll&#039;s equipment slots, with each box representing a layer slot. Use it to see which menu slot corresponds to which layer:&lt;br /&gt;
[[file:Paperdoll_Layers_Reference.png|center]]&lt;br /&gt;
&lt;br /&gt;
=&amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Limitations&amp;lt;/font&amp;gt;=&lt;br /&gt;
Armor has specific layers it may use to blend into outfits, but it cannot be placed freely. Expedition gear follows similar limits. Additionally equipment such as satchels and sacks which improve your carrying capacity on equip cannot be re-layered. These rules are in place to prevent exploits.&lt;br /&gt;
&lt;br /&gt;
[[File:Armor_Layering.png|center]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Main Hand and Offhand equipment cannot be re-layered. However, context-clicking them may allow you to holster the item or change its visual appearance, so it is worth checking the options.&lt;br /&gt;
&lt;br /&gt;
=&amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Change Appearance&amp;lt;/font&amp;gt;=&lt;br /&gt;
&lt;br /&gt;
Some clothing items, most often shirts, trousers, and accessories, include a Change Appearance option. This feature provides stylistic variations of the same graphic, such as rolling up sleeves, cuffing pant legs, or changing how a scarf drapes on one&#039;s shoulders.&lt;br /&gt;
&lt;br /&gt;
To use it, context-click the item either in your backpack or while worn. If the option is available, Change Appearance will appear in the menu. Clicking it will instantly swap the look, and you can toggle back and forth as often as you like.&lt;br /&gt;
&lt;br /&gt;
=&amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;NOTE&amp;lt;/font&amp;gt;=&lt;br /&gt;
&lt;br /&gt;
This system has been set up programmatically to prevent wearing more than FIVE total pieces of armor, consisting of one piece of armor in each of the five armor slots (Torso, Legs, Hands, Shoulder/Neck, Arms). Armor pieces can be easily identified by their name, and will have limited options when layering. The system should NOT allow you to layer more than you are intended, and any exploitation through client or packet manipulation will be seen as as an exploit and violation of the [[rules]] and be punished accordingly. &lt;br /&gt;
&lt;br /&gt;
Clothing that has armor values or resistances is not subject to these rules. Wearing as much clothing as possible on your players for the increased cold resistance is both allowed and accurate to the setting.&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>Archin</name></author>
	</entry>
	<entry>
		<id>https://wiki.uoicebound.com/index.php?title=Layering_Guide&amp;diff=2225</id>
		<title>Layering Guide</title>
		<link rel="alternate" type="text/html" href="https://wiki.uoicebound.com/index.php?title=Layering_Guide&amp;diff=2225"/>
		<updated>2026-08-07T04:29:29Z</updated>

		<summary type="html">&lt;p&gt;Archin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
The layering system lets you place clothing, armor, and some expedition gear on different visual layers of your paperdoll. This allows you to create unique looks and arrange how your equipment appears.&lt;br /&gt;
&lt;br /&gt;
=&amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;How to set a Layer&amp;lt;/font&amp;gt;=&lt;br /&gt;
&lt;br /&gt;
*Place the item in your inventory.&lt;br /&gt;
*Left-click once (context click) the item for the drop-down menu of options to appear. &lt;br /&gt;
*Choose the “Select Layer” option from the menu.&lt;br /&gt;
* A menu will appear showing the full list of available layers from top to bottom. The menu will have a check mark beside the item’s current layer. &lt;br /&gt;
*To change it, simply check the box next to your desired layer, then confirm by pressing the Select button at the bottom.&lt;br /&gt;
&lt;br /&gt;
[[File:Select_Change_Layer.gif|center]]&lt;br /&gt;
&lt;br /&gt;
Items on higher layers will cover those placed below them visually. This lets you put a coat over a shirt, a scarf over armor, or any other combination. Changing a layer or appearance on the paperdoll will also affect how your sprite is drawn in-game, so your choices carry through to your animations.&lt;br /&gt;
&lt;br /&gt;
=&amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Paperdoll Visual Guide&amp;lt;/font&amp;gt;=&lt;br /&gt;
&lt;br /&gt;
This chart shows the paperdoll&#039;s equipment slots, with each box representing a layer slot. Use it to see which menu slot corresponds to which layer:&lt;br /&gt;
[[file:Paperdoll_Layers_Reference.png|center]]&lt;br /&gt;
&lt;br /&gt;
=&amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Limitations&amp;lt;/font&amp;gt;=&lt;br /&gt;
Armor has specific layers it may use to blend into outfits, but it cannot be placed freely. Expedition gear follows similar limits. Additionally equipment such as satchels and sacks which improve your carrying capacity on equip cannot be re-layered. These rules are in place to prevent exploits.&lt;br /&gt;
&lt;br /&gt;
[[File:Armor_Layering.png|center]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Main Hand and Offhand equipment cannot be re-layered. However, context-clicking them may allow you to holster the item or change its visual appearance, so it is worth checking the options.&lt;br /&gt;
&lt;br /&gt;
=&amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Change Appearance&amp;lt;/font&amp;gt;=&lt;br /&gt;
&lt;br /&gt;
Some clothing items, most often shirts, trousers, and accessories, include a Change Appearance option. This feature provides stylistic variations of the same graphic, such as rolling up sleeves, cuffing pant legs, or changing how a scarf drapes on one&#039;s shoulders.&lt;br /&gt;
&lt;br /&gt;
To use it, context-click the item either in your backpack or while worn. If the option is available, Change Appearance will appear in the menu. Clicking it will instantly swap the look, and you can toggle back and forth as often as you like.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=&amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;NOTE&amp;lt;/font&amp;gt;=&lt;br /&gt;
&lt;br /&gt;
This system has been set up programmatically to prevent wearing more than FIVE total pieces of armor, consisting of one piece of armor in each of the five armor slots (Torso, Legs, Hands, Shoulder/Neck, Arms). Armor pieces can be easily identified by their name, and will have limited options when layering. The system should NOT allow you to layer more than you are intended, and any exploitation through client or packet manipulation will be seen as as an exploit and violation of the [[rules]] and be punished accordingly. &lt;br /&gt;
&lt;br /&gt;
Clothing that has armor values or resistances is not subject to these rules. Wearing as much clothing as possible on your players for the increased cold resistance is both allowed and accurate to the setting.&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>Archin</name></author>
	</entry>
	<entry>
		<id>https://wiki.uoicebound.com/index.php?title=Layering_Guide&amp;diff=2224</id>
		<title>Layering Guide</title>
		<link rel="alternate" type="text/html" href="https://wiki.uoicebound.com/index.php?title=Layering_Guide&amp;diff=2224"/>
		<updated>2026-08-07T04:29:17Z</updated>

		<summary type="html">&lt;p&gt;Archin: /* Limitations */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
The layering system lets you place clothing, armor, and some expedition gear on different visual layers of your paperdoll. This allows you to create unique looks and arrange how your equipment appears.&lt;br /&gt;
&lt;br /&gt;
=&amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;How to set a Layer&amp;lt;/font&amp;gt;=&lt;br /&gt;
&lt;br /&gt;
*Place the item in your inventory.&lt;br /&gt;
*Left-click once (context click) the item for the drop-down menu of options to appear. &lt;br /&gt;
*Choose the “Select Layer” option from the menu.&lt;br /&gt;
* A menu will appear showing the full list of available layers from top to bottom. The menu will have a check mark beside the item’s current layer. &lt;br /&gt;
*To change it, simply check the box next to your desired layer, then confirm by pressing the Select button at the bottom.&lt;br /&gt;
&lt;br /&gt;
[[File:Select_Change_Layer.gif|center]]&lt;br /&gt;
&lt;br /&gt;
Items on higher layers will cover those placed below them visually. This lets you put a coat over a shirt, a scarf over armor, or any other combination. Changing a layer or appearance on the paperdoll will also affect how your sprite is drawn in-game, so your choices carry through to your animations.&lt;br /&gt;
&lt;br /&gt;
=&amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Paperdoll Visual Guide&amp;lt;/font&amp;gt;=&lt;br /&gt;
&lt;br /&gt;
This chart shows the paperdoll&#039;s equipment slots, with each box representing a layer slot. Use it to see which menu slot corresponds to which layer:&lt;br /&gt;
[[file:Paperdoll_Layers_Reference.png|center]]&lt;br /&gt;
&lt;br /&gt;
=&amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Limitations&amp;lt;/font&amp;gt;=&lt;br /&gt;
Armor has specific layers it may use to blend into outfits, but it cannot be placed freely. Expedition gear follows similar limits. Additionally equipment such as satchels and sacks which improve your carrying capacity on equip cannot be re-layered. These rules are in place to prevent exploits.&lt;br /&gt;
&lt;br /&gt;
[[File:Armor_Layering.png|center]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Main Hand and Offhand equipment cannot be re-layered. However, context-clicking them may allow you to holster the item or change its visual appearance, so it is worth checking the options.&lt;br /&gt;
&lt;br /&gt;
=&amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Change Appearance&amp;lt;/font&amp;gt;=&lt;br /&gt;
&lt;br /&gt;
Some clothing items, most often shirts, trousers, and accessories, include a Change Appearance option. This feature provides stylistic variations of the same graphic, such as rolling up sleeves, cuffing pant legs, or changing how a scarf drapes on one&#039;s shoulders.&lt;br /&gt;
&lt;br /&gt;
To use it, context-click the item either in your backpack or while worn. If the option is available, Change Appearance will appear in the menu. Clicking it will instantly swap the look, and you can toggle back and forth as often as you like.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=&amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;NOTE&amp;lt;/font&amp;gt;=&lt;br /&gt;
&lt;br /&gt;
This system has been set up programmatically to prevent wearing more than FIVE total pieces of armor, consisting of one piece of armor in each of the five armor slots (Torso, Legs, Hands, Shoulder/Neck, Arms). Armor pieces can be easily identified by their name, and will have limited options when layering. The system should NOT allow you to layer more than you are intended, and any exploitation through client or packet manipulation will be seen as as an exploit and violation of the [[rules]] and be punished accordingly. &lt;br /&gt;
&lt;br /&gt;
Clothing that has armor values or resistances is not subject to these rules. Wearing as much clothing as possible on your players for the increased cold resistance is both allowed and accurate to the setting.&lt;br /&gt;
&lt;br /&gt;
--------&lt;br /&gt;
&lt;br /&gt;
Return to [[Main Page]]&lt;/div&gt;</summary>
		<author><name>Archin</name></author>
	</entry>
	<entry>
		<id>https://wiki.uoicebound.com/index.php?title=File:Paperdoll_Layers_Reference.png&amp;diff=2223</id>
		<title>File:Paperdoll Layers Reference.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.uoicebound.com/index.php?title=File:Paperdoll_Layers_Reference.png&amp;diff=2223"/>
		<updated>2026-08-07T04:26:59Z</updated>

		<summary type="html">&lt;p&gt;Archin: Archin uploaded a new version of File:Paperdoll Layers Reference.png&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Archin</name></author>
	</entry>
	<entry>
		<id>https://wiki.uoicebound.com/index.php?title=Fatigue_System&amp;diff=2222</id>
		<title>Fatigue System</title>
		<link rel="alternate" type="text/html" href="https://wiki.uoicebound.com/index.php?title=Fatigue_System&amp;diff=2222"/>
		<updated>2026-08-07T01:36:41Z</updated>

		<summary type="html">&lt;p&gt;Archin: /* Natural Regeneration */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
Our players are adults with jobs, other hobbies, and families, scattered across different timezones. While we want to create a challenging, apocalyptic sandbox, we also want to respect people&#039;s time. However much time you have, we want it to be enough to engage with the world and community and tell your character&#039;s story, rather than feel you need to disconnect from that to mechanically compete and progress. With that philosophy in mind, we designed the &amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Fatigue System&amp;lt;/font&amp;gt;.&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;
A normal session should use up your fatigue by gathering resources and/or doing select jobs. From there, you head to a rest area to relax, roleplay, and recover if you want to keep going.&lt;br /&gt;
&lt;br /&gt;
This is not built around all-day grinding. If that&#039;s still something you want to do, there are ways to make it work. Resting in-game, engaging with certain skills, and using items provide avenues to let you push further.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==&amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Basic Overview&amp;lt;/font&amp;gt;==&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;
You can check on your Fatigue at any time via the Codex, or the Status bar:&lt;br /&gt;
&lt;br /&gt;
[[File:FatigueStatus.gif]]&lt;br /&gt;
&lt;br /&gt;
[[File:FatigueCodex.png]]&lt;br /&gt;
&lt;br /&gt;
==&amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Fatigue Usage&amp;lt;/font&amp;gt;==&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;
* [[Job_System|Jobs]]&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;
==&amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Natural Regeneration&amp;lt;/font&amp;gt;==&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;
* Certain &#039;&#039;&#039;[[Adaptation Traits]]&#039;&#039;&#039; provide boost to your regeneration when certain criteria is met.&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;
==&amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Active Regeneration&amp;lt;/font&amp;gt;==&lt;br /&gt;
&lt;br /&gt;
Fatigue can be actively regenerated by consuming [[Common Intoxicants]] for an instant boost, or once every three hours by listening to [[Music]] in a Rest Area by someone with playin while using the [[Music Theory|Harmonious Rest]] ability.&lt;br /&gt;
&lt;br /&gt;
=&amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Offline Regeneration&amp;lt;/font&amp;gt;=&lt;br /&gt;
&lt;br /&gt;
Fatigue still recovers while you&#039;re offline, just more slowly than resting in-game.&lt;br /&gt;
&lt;br /&gt;
We also understand that life happens. &amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;If a character is offline for 72 hours or more, fatigue continues to build past the normal cap, up to 200.&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
So if you can&#039;t play for a few days, you&#039;ll come back with extra fatigue banked, letting you make the most of the time you do have. It won&#039;t be a 1:1 make-up for the days you missed, just a little something to give you a leg up when you return. &amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;When above this normal cap, fatigue won&#039;t regenerate again until you&#039;ve worked it back down below 100.&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=&amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Quick Tips&amp;lt;/font&amp;gt;=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
There are a few ways to work smarter, not harder to stretch the resources gained from your fatigue:&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;In the apocalypse, the scavenger is king.&amp;lt;/font&amp;gt; Those skilled in [[Scavenging]] will get better yields when processing salvaged items in the Salvage Machine, stretching the resources gained via fatigue further the higher your skill is.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Crafters can stretch materials further at high levels.&amp;lt;/font&amp;gt; The higher your skill, the more efficiently you can process components, stretching your resources even further. Bulk recipes unlock at higher skill percentages, letting crafters process materials at even better efficiency.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Set out with a goal in mind:&amp;lt;/font&amp;gt; Rummaging through nondescript rubble is going to yield you a larger pool of randomized scrap items, but you may be too tired once you see the exact resource you need. Like a fabric tent, or metal tanker. &lt;br /&gt;
&lt;br /&gt;
* &amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Equipping appropriate tools (shovels, pickaxes, etc) while harvesting a node gives you a 50% chance of secondary resources on many nodes where it makes sense.&amp;lt;/font&amp;gt; The game rewards discovery and playing your character sensibly for a post-apocalyptic setting, without locking anyone out of progression. Want to break down an old metal tanker with your bare hands? You can. But if you&#039;ve got a crowbar, that fatigue cost will stretch further, getting you more resources for the same effort as a bonus. &lt;br /&gt;
&lt;br /&gt;
* &amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;When in doubt, throw money at the problem!&amp;lt;/font&amp;gt; The [[Public Market]] is always open for anyone to list items for sale. Sell off surplus goods and resources you don&#039;t need, then use that coin to buy what you&#039;re actually after. It&#039;s a great way to make the most of your time, especially once you&#039;ve run out of fatigue for the day.&lt;/div&gt;</summary>
		<author><name>Archin</name></author>
	</entry>
	<entry>
		<id>https://wiki.uoicebound.com/index.php?title=Fatigue_System&amp;diff=2221</id>
		<title>Fatigue System</title>
		<link rel="alternate" type="text/html" href="https://wiki.uoicebound.com/index.php?title=Fatigue_System&amp;diff=2221"/>
		<updated>2026-08-07T01:35:49Z</updated>

		<summary type="html">&lt;p&gt;Archin: /* Active Regeneration */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
Our players are adults with jobs, other hobbies, and families, scattered across different timezones. While we want to create a challenging, apocalyptic sandbox, we also want to respect people&#039;s time. However much time you have, we want it to be enough to engage with the world and community and tell your character&#039;s story, rather than feel you need to disconnect from that to mechanically compete and progress. With that philosophy in mind, we designed the &amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Fatigue System&amp;lt;/font&amp;gt;.&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;
A normal session should use up your fatigue by gathering resources and/or doing select jobs. From there, you head to a rest area to relax, roleplay, and recover if you want to keep going.&lt;br /&gt;
&lt;br /&gt;
This is not built around all-day grinding. If that&#039;s still something you want to do, there are ways to make it work. Resting in-game, engaging with certain skills, and using items provide avenues to let you push further.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==&amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Basic Overview&amp;lt;/font&amp;gt;==&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;
You can check on your Fatigue at any time via the Codex, or the Status bar:&lt;br /&gt;
&lt;br /&gt;
[[File:FatigueStatus.gif]]&lt;br /&gt;
&lt;br /&gt;
[[File:FatigueCodex.png]]&lt;br /&gt;
&lt;br /&gt;
==&amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Fatigue Usage&amp;lt;/font&amp;gt;==&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;
* [[Job_System|Jobs]]&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;
==&amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Natural Regeneration&amp;lt;/font&amp;gt;==&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;
* Certain &#039;&#039;&#039;[[Adaptation Traits]]&#039;&#039;&#039; provide boost to your regeneration when certain criteria is met.&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;
==&amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Active Regeneration&amp;lt;/font&amp;gt;==&lt;br /&gt;
&lt;br /&gt;
Fatigue can be actively regenerated by consuming [[Common Intoxicants]] for an instant boost, or once every three hours by listening to [[Music]] in a Rest Area by someone with playin while using the [[Music Theory|Harmonious Rest]] ability.&lt;br /&gt;
&lt;br /&gt;
=&amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Offline Regeneration&amp;lt;/font&amp;gt;=&lt;br /&gt;
&lt;br /&gt;
Fatigue still recovers while you&#039;re offline, just more slowly than resting in-game.&lt;br /&gt;
&lt;br /&gt;
We also understand that life happens. &amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;If a character is offline for 72 hours or more, fatigue continues to build past the normal cap, up to 200.&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
So if you can&#039;t play for a few days, you&#039;ll come back with extra fatigue banked, letting you make the most of the time you do have. It won&#039;t be a 1:1 make-up for the days you missed, just a little something to give you a leg up when you return. &amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;When above this normal cap, fatigue won&#039;t regenerate again until you&#039;ve worked it back down below 100.&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=&amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Quick Tips&amp;lt;/font&amp;gt;=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
There are a few ways to work smarter, not harder to stretch the resources gained from your fatigue:&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;In the apocalypse, the scavenger is king.&amp;lt;/font&amp;gt; Those skilled in [[Scavenging]] will get better yields when processing salvaged items in the Salvage Machine, stretching the resources gained via fatigue further the higher your skill is.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Crafters can stretch materials further at high levels.&amp;lt;/font&amp;gt; The higher your skill, the more efficiently you can process components, stretching your resources even further. Bulk recipes unlock at higher skill percentages, letting crafters process materials at even better efficiency.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Set out with a goal in mind:&amp;lt;/font&amp;gt; Rummaging through nondescript rubble is going to yield you a larger pool of randomized scrap items, but you may be too tired once you see the exact resource you need. Like a fabric tent, or metal tanker. &lt;br /&gt;
&lt;br /&gt;
* &amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Equipping appropriate tools (shovels, pickaxes, etc) while harvesting a node gives you a 50% chance of secondary resources on many nodes where it makes sense.&amp;lt;/font&amp;gt; The game rewards discovery and playing your character sensibly for a post-apocalyptic setting, without locking anyone out of progression. Want to break down an old metal tanker with your bare hands? You can. But if you&#039;ve got a crowbar, that fatigue cost will stretch further, getting you more resources for the same effort as a bonus. &lt;br /&gt;
&lt;br /&gt;
* &amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;When in doubt, throw money at the problem!&amp;lt;/font&amp;gt; The [[Public Market]] is always open for anyone to list items for sale. Sell off surplus goods and resources you don&#039;t need, then use that coin to buy what you&#039;re actually after. It&#039;s a great way to make the most of your time, especially once you&#039;ve run out of fatigue for the day.&lt;/div&gt;</summary>
		<author><name>Archin</name></author>
	</entry>
	<entry>
		<id>https://wiki.uoicebound.com/index.php?title=Fatigue_System&amp;diff=2220</id>
		<title>Fatigue System</title>
		<link rel="alternate" type="text/html" href="https://wiki.uoicebound.com/index.php?title=Fatigue_System&amp;diff=2220"/>
		<updated>2026-08-06T23:07:24Z</updated>

		<summary type="html">&lt;p&gt;Archin: /* Basic Overview */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
Our players are adults with jobs, other hobbies, and families, scattered across different timezones. While we want to create a challenging, apocalyptic sandbox, we also want to respect people&#039;s time. However much time you have, we want it to be enough to engage with the world and community and tell your character&#039;s story, rather than feel you need to disconnect from that to mechanically compete and progress. With that philosophy in mind, we designed the &amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Fatigue System&amp;lt;/font&amp;gt;.&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;
A normal session should use up your fatigue by gathering resources and/or doing select jobs. From there, you head to a rest area to relax, roleplay, and recover if you want to keep going.&lt;br /&gt;
&lt;br /&gt;
This is not built around all-day grinding. If that&#039;s still something you want to do, there are ways to make it work. Resting in-game, engaging with certain skills, and using items provide avenues to let you push further.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==&amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Basic Overview&amp;lt;/font&amp;gt;==&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;
You can check on your Fatigue at any time via the Codex, or the Status bar:&lt;br /&gt;
&lt;br /&gt;
[[File:FatigueStatus.gif]]&lt;br /&gt;
&lt;br /&gt;
[[File:FatigueCodex.png]]&lt;br /&gt;
&lt;br /&gt;
==&amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Fatigue Usage&amp;lt;/font&amp;gt;==&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;
* [[Job_System|Jobs]]&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;
==&amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Natural Regeneration&amp;lt;/font&amp;gt;==&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;
* Certain &#039;&#039;&#039;[[Adaptation Traits]]&#039;&#039;&#039; provide boost to your regeneration when certain criteria is met.&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;
==&amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Active Regeneration&amp;lt;/font&amp;gt;==&lt;br /&gt;
&lt;br /&gt;
Fatigue can be actively regenerated by consuming [[Common Intoxicants]] 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;br /&gt;
&lt;br /&gt;
=&amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Offline Regeneration&amp;lt;/font&amp;gt;=&lt;br /&gt;
&lt;br /&gt;
Fatigue still recovers while you&#039;re offline, just more slowly than resting in-game.&lt;br /&gt;
&lt;br /&gt;
We also understand that life happens. &amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;If a character is offline for 72 hours or more, fatigue continues to build past the normal cap, up to 200.&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
So if you can&#039;t play for a few days, you&#039;ll come back with extra fatigue banked, letting you make the most of the time you do have. It won&#039;t be a 1:1 make-up for the days you missed, just a little something to give you a leg up when you return. &amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;When above this normal cap, fatigue won&#039;t regenerate again until you&#039;ve worked it back down below 100.&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=&amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Quick Tips&amp;lt;/font&amp;gt;=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
There are a few ways to work smarter, not harder to stretch the resources gained from your fatigue:&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;In the apocalypse, the scavenger is king.&amp;lt;/font&amp;gt; Those skilled in [[Scavenging]] will get better yields when processing salvaged items in the Salvage Machine, stretching the resources gained via fatigue further the higher your skill is.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Crafters can stretch materials further at high levels.&amp;lt;/font&amp;gt; The higher your skill, the more efficiently you can process components, stretching your resources even further. Bulk recipes unlock at higher skill percentages, letting crafters process materials at even better efficiency.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Set out with a goal in mind:&amp;lt;/font&amp;gt; Rummaging through nondescript rubble is going to yield you a larger pool of randomized scrap items, but you may be too tired once you see the exact resource you need. Like a fabric tent, or metal tanker. &lt;br /&gt;
&lt;br /&gt;
* &amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Equipping appropriate tools (shovels, pickaxes, etc) while harvesting a node gives you a 50% chance of secondary resources on many nodes where it makes sense.&amp;lt;/font&amp;gt; The game rewards discovery and playing your character sensibly for a post-apocalyptic setting, without locking anyone out of progression. Want to break down an old metal tanker with your bare hands? You can. But if you&#039;ve got a crowbar, that fatigue cost will stretch further, getting you more resources for the same effort as a bonus. &lt;br /&gt;
&lt;br /&gt;
* &amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;When in doubt, throw money at the problem!&amp;lt;/font&amp;gt; The [[Public Market]] is always open for anyone to list items for sale. Sell off surplus goods and resources you don&#039;t need, then use that coin to buy what you&#039;re actually after. It&#039;s a great way to make the most of your time, especially once you&#039;ve run out of fatigue for the day.&lt;/div&gt;</summary>
		<author><name>Archin</name></author>
	</entry>
	<entry>
		<id>https://wiki.uoicebound.com/index.php?title=File:FatigueStatus.gif&amp;diff=2219</id>
		<title>File:FatigueStatus.gif</title>
		<link rel="alternate" type="text/html" href="https://wiki.uoicebound.com/index.php?title=File:FatigueStatus.gif&amp;diff=2219"/>
		<updated>2026-08-06T23:06:51Z</updated>

		<summary type="html">&lt;p&gt;Archin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Archin</name></author>
	</entry>
	<entry>
		<id>https://wiki.uoicebound.com/index.php?title=Fatigue_System&amp;diff=2218</id>
		<title>Fatigue System</title>
		<link rel="alternate" type="text/html" href="https://wiki.uoicebound.com/index.php?title=Fatigue_System&amp;diff=2218"/>
		<updated>2026-08-06T23:01:21Z</updated>

		<summary type="html">&lt;p&gt;Archin: /* Basic Overview */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
Our players are adults with jobs, other hobbies, and families, scattered across different timezones. While we want to create a challenging, apocalyptic sandbox, we also want to respect people&#039;s time. However much time you have, we want it to be enough to engage with the world and community and tell your character&#039;s story, rather than feel you need to disconnect from that to mechanically compete and progress. With that philosophy in mind, we designed the &amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Fatigue System&amp;lt;/font&amp;gt;.&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;
A normal session should use up your fatigue by gathering resources and/or doing select jobs. From there, you head to a rest area to relax, roleplay, and recover if you want to keep going.&lt;br /&gt;
&lt;br /&gt;
This is not built around all-day grinding. If that&#039;s still something you want to do, there are ways to make it work. Resting in-game, engaging with certain skills, and using items provide avenues to let you push further.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==&amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Basic Overview&amp;lt;/font&amp;gt;==&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;
You can check on your Fatigue by &amp;lt;TBD&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:FatigueCodex.png]]&lt;br /&gt;
&lt;br /&gt;
==&amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Fatigue Usage&amp;lt;/font&amp;gt;==&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;
* [[Job_System|Jobs]]&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;
==&amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Natural Regeneration&amp;lt;/font&amp;gt;==&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;
* Certain &#039;&#039;&#039;[[Adaptation Traits]]&#039;&#039;&#039; provide boost to your regeneration when certain criteria is met.&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;
==&amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Active Regeneration&amp;lt;/font&amp;gt;==&lt;br /&gt;
&lt;br /&gt;
Fatigue can be actively regenerated by consuming [[Common Intoxicants]] 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;br /&gt;
&lt;br /&gt;
=&amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Offline Regeneration&amp;lt;/font&amp;gt;=&lt;br /&gt;
&lt;br /&gt;
Fatigue still recovers while you&#039;re offline, just more slowly than resting in-game.&lt;br /&gt;
&lt;br /&gt;
We also understand that life happens. &amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;If a character is offline for 72 hours or more, fatigue continues to build past the normal cap, up to 200.&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
So if you can&#039;t play for a few days, you&#039;ll come back with extra fatigue banked, letting you make the most of the time you do have. It won&#039;t be a 1:1 make-up for the days you missed, just a little something to give you a leg up when you return. &amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;When above this normal cap, fatigue won&#039;t regenerate again until you&#039;ve worked it back down below 100.&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=&amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Quick Tips&amp;lt;/font&amp;gt;=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
There are a few ways to work smarter, not harder to stretch the resources gained from your fatigue:&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;In the apocalypse, the scavenger is king.&amp;lt;/font&amp;gt; Those skilled in [[Scavenging]] will get better yields when processing salvaged items in the Salvage Machine, stretching the resources gained via fatigue further the higher your skill is.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Crafters can stretch materials further at high levels.&amp;lt;/font&amp;gt; The higher your skill, the more efficiently you can process components, stretching your resources even further. Bulk recipes unlock at higher skill percentages, letting crafters process materials at even better efficiency.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Set out with a goal in mind:&amp;lt;/font&amp;gt; Rummaging through nondescript rubble is going to yield you a larger pool of randomized scrap items, but you may be too tired once you see the exact resource you need. Like a fabric tent, or metal tanker. &lt;br /&gt;
&lt;br /&gt;
* &amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Equipping appropriate tools (shovels, pickaxes, etc) while harvesting a node gives you a 50% chance of secondary resources on many nodes where it makes sense.&amp;lt;/font&amp;gt; The game rewards discovery and playing your character sensibly for a post-apocalyptic setting, without locking anyone out of progression. Want to break down an old metal tanker with your bare hands? You can. But if you&#039;ve got a crowbar, that fatigue cost will stretch further, getting you more resources for the same effort as a bonus. &lt;br /&gt;
&lt;br /&gt;
* &amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;When in doubt, throw money at the problem!&amp;lt;/font&amp;gt; The [[Public Market]] is always open for anyone to list items for sale. Sell off surplus goods and resources you don&#039;t need, then use that coin to buy what you&#039;re actually after. It&#039;s a great way to make the most of your time, especially once you&#039;ve run out of fatigue for the day.&lt;/div&gt;</summary>
		<author><name>Archin</name></author>
	</entry>
	<entry>
		<id>https://wiki.uoicebound.com/index.php?title=Fatigue_System&amp;diff=2217</id>
		<title>Fatigue System</title>
		<link rel="alternate" type="text/html" href="https://wiki.uoicebound.com/index.php?title=Fatigue_System&amp;diff=2217"/>
		<updated>2026-08-06T23:00:16Z</updated>

		<summary type="html">&lt;p&gt;Archin: /* Basic Overview */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
Our players are adults with jobs, other hobbies, and families, scattered across different timezones. While we want to create a challenging, apocalyptic sandbox, we also want to respect people&#039;s time. However much time you have, we want it to be enough to engage with the world and community and tell your character&#039;s story, rather than feel you need to disconnect from that to mechanically compete and progress. With that philosophy in mind, we designed the &amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Fatigue System&amp;lt;/font&amp;gt;.&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;
A normal session should use up your fatigue by gathering resources and/or doing select jobs. From there, you head to a rest area to relax, roleplay, and recover if you want to keep going.&lt;br /&gt;
&lt;br /&gt;
This is not built around all-day grinding. If that&#039;s still something you want to do, there are ways to make it work. Resting in-game, engaging with certain skills, and using items provide avenues to let you push further.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==&amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Basic Overview&amp;lt;/font&amp;gt;==&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;
You can check on your Fatigue by &amp;lt;TBD&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:FatigueCodex.png|200px]]]]&lt;br /&gt;
&lt;br /&gt;
==&amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Fatigue Usage&amp;lt;/font&amp;gt;==&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;
* [[Job_System|Jobs]]&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;
==&amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Natural Regeneration&amp;lt;/font&amp;gt;==&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;
* Certain &#039;&#039;&#039;[[Adaptation Traits]]&#039;&#039;&#039; provide boost to your regeneration when certain criteria is met.&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;
==&amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Active Regeneration&amp;lt;/font&amp;gt;==&lt;br /&gt;
&lt;br /&gt;
Fatigue can be actively regenerated by consuming [[Common Intoxicants]] 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;br /&gt;
&lt;br /&gt;
=&amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Offline Regeneration&amp;lt;/font&amp;gt;=&lt;br /&gt;
&lt;br /&gt;
Fatigue still recovers while you&#039;re offline, just more slowly than resting in-game.&lt;br /&gt;
&lt;br /&gt;
We also understand that life happens. &amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;If a character is offline for 72 hours or more, fatigue continues to build past the normal cap, up to 200.&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
So if you can&#039;t play for a few days, you&#039;ll come back with extra fatigue banked, letting you make the most of the time you do have. It won&#039;t be a 1:1 make-up for the days you missed, just a little something to give you a leg up when you return. &amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;When above this normal cap, fatigue won&#039;t regenerate again until you&#039;ve worked it back down below 100.&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=&amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Quick Tips&amp;lt;/font&amp;gt;=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
There are a few ways to work smarter, not harder to stretch the resources gained from your fatigue:&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;In the apocalypse, the scavenger is king.&amp;lt;/font&amp;gt; Those skilled in [[Scavenging]] will get better yields when processing salvaged items in the Salvage Machine, stretching the resources gained via fatigue further the higher your skill is.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Crafters can stretch materials further at high levels.&amp;lt;/font&amp;gt; The higher your skill, the more efficiently you can process components, stretching your resources even further. Bulk recipes unlock at higher skill percentages, letting crafters process materials at even better efficiency.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Set out with a goal in mind:&amp;lt;/font&amp;gt; Rummaging through nondescript rubble is going to yield you a larger pool of randomized scrap items, but you may be too tired once you see the exact resource you need. Like a fabric tent, or metal tanker. &lt;br /&gt;
&lt;br /&gt;
* &amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Equipping appropriate tools (shovels, pickaxes, etc) while harvesting a node gives you a 50% chance of secondary resources on many nodes where it makes sense.&amp;lt;/font&amp;gt; The game rewards discovery and playing your character sensibly for a post-apocalyptic setting, without locking anyone out of progression. Want to break down an old metal tanker with your bare hands? You can. But if you&#039;ve got a crowbar, that fatigue cost will stretch further, getting you more resources for the same effort as a bonus. &lt;br /&gt;
&lt;br /&gt;
* &amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;When in doubt, throw money at the problem!&amp;lt;/font&amp;gt; The [[Public Market]] is always open for anyone to list items for sale. Sell off surplus goods and resources you don&#039;t need, then use that coin to buy what you&#039;re actually after. It&#039;s a great way to make the most of your time, especially once you&#039;ve run out of fatigue for the day.&lt;/div&gt;</summary>
		<author><name>Archin</name></author>
	</entry>
	<entry>
		<id>https://wiki.uoicebound.com/index.php?title=Fatigue_System&amp;diff=2216</id>
		<title>Fatigue System</title>
		<link rel="alternate" type="text/html" href="https://wiki.uoicebound.com/index.php?title=Fatigue_System&amp;diff=2216"/>
		<updated>2026-08-06T22:59:51Z</updated>

		<summary type="html">&lt;p&gt;Archin: /* Basic Overview */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
Our players are adults with jobs, other hobbies, and families, scattered across different timezones. While we want to create a challenging, apocalyptic sandbox, we also want to respect people&#039;s time. However much time you have, we want it to be enough to engage with the world and community and tell your character&#039;s story, rather than feel you need to disconnect from that to mechanically compete and progress. With that philosophy in mind, we designed the &amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Fatigue System&amp;lt;/font&amp;gt;.&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;
A normal session should use up your fatigue by gathering resources and/or doing select jobs. From there, you head to a rest area to relax, roleplay, and recover if you want to keep going.&lt;br /&gt;
&lt;br /&gt;
This is not built around all-day grinding. If that&#039;s still something you want to do, there are ways to make it work. Resting in-game, engaging with certain skills, and using items provide avenues to let you push further.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==&amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Basic Overview&amp;lt;/font&amp;gt;==&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;
You can check on your Fatigue by &amp;lt;TBD&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:FatigueCodex.png]]&lt;br /&gt;
&lt;br /&gt;
==&amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Fatigue Usage&amp;lt;/font&amp;gt;==&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;
* [[Job_System|Jobs]]&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;
==&amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Natural Regeneration&amp;lt;/font&amp;gt;==&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;
* Certain &#039;&#039;&#039;[[Adaptation Traits]]&#039;&#039;&#039; provide boost to your regeneration when certain criteria is met.&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;
==&amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Active Regeneration&amp;lt;/font&amp;gt;==&lt;br /&gt;
&lt;br /&gt;
Fatigue can be actively regenerated by consuming [[Common Intoxicants]] 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;br /&gt;
&lt;br /&gt;
=&amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Offline Regeneration&amp;lt;/font&amp;gt;=&lt;br /&gt;
&lt;br /&gt;
Fatigue still recovers while you&#039;re offline, just more slowly than resting in-game.&lt;br /&gt;
&lt;br /&gt;
We also understand that life happens. &amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;If a character is offline for 72 hours or more, fatigue continues to build past the normal cap, up to 200.&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
So if you can&#039;t play for a few days, you&#039;ll come back with extra fatigue banked, letting you make the most of the time you do have. It won&#039;t be a 1:1 make-up for the days you missed, just a little something to give you a leg up when you return. &amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;When above this normal cap, fatigue won&#039;t regenerate again until you&#039;ve worked it back down below 100.&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=&amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Quick Tips&amp;lt;/font&amp;gt;=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
There are a few ways to work smarter, not harder to stretch the resources gained from your fatigue:&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;In the apocalypse, the scavenger is king.&amp;lt;/font&amp;gt; Those skilled in [[Scavenging]] will get better yields when processing salvaged items in the Salvage Machine, stretching the resources gained via fatigue further the higher your skill is.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Crafters can stretch materials further at high levels.&amp;lt;/font&amp;gt; The higher your skill, the more efficiently you can process components, stretching your resources even further. Bulk recipes unlock at higher skill percentages, letting crafters process materials at even better efficiency.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Set out with a goal in mind:&amp;lt;/font&amp;gt; Rummaging through nondescript rubble is going to yield you a larger pool of randomized scrap items, but you may be too tired once you see the exact resource you need. Like a fabric tent, or metal tanker. &lt;br /&gt;
&lt;br /&gt;
* &amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Equipping appropriate tools (shovels, pickaxes, etc) while harvesting a node gives you a 50% chance of secondary resources on many nodes where it makes sense.&amp;lt;/font&amp;gt; The game rewards discovery and playing your character sensibly for a post-apocalyptic setting, without locking anyone out of progression. Want to break down an old metal tanker with your bare hands? You can. But if you&#039;ve got a crowbar, that fatigue cost will stretch further, getting you more resources for the same effort as a bonus. &lt;br /&gt;
&lt;br /&gt;
* &amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;When in doubt, throw money at the problem!&amp;lt;/font&amp;gt; The [[Public Market]] is always open for anyone to list items for sale. Sell off surplus goods and resources you don&#039;t need, then use that coin to buy what you&#039;re actually after. It&#039;s a great way to make the most of your time, especially once you&#039;ve run out of fatigue for the day.&lt;/div&gt;</summary>
		<author><name>Archin</name></author>
	</entry>
	<entry>
		<id>https://wiki.uoicebound.com/index.php?title=File:FatigueCodex.png&amp;diff=2215</id>
		<title>File:FatigueCodex.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.uoicebound.com/index.php?title=File:FatigueCodex.png&amp;diff=2215"/>
		<updated>2026-08-06T22:59:31Z</updated>

		<summary type="html">&lt;p&gt;Archin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Archin</name></author>
	</entry>
	<entry>
		<id>https://wiki.uoicebound.com/index.php?title=Fatigue_System&amp;diff=2214</id>
		<title>Fatigue System</title>
		<link rel="alternate" type="text/html" href="https://wiki.uoicebound.com/index.php?title=Fatigue_System&amp;diff=2214"/>
		<updated>2026-08-06T21:29:02Z</updated>

		<summary type="html">&lt;p&gt;Archin: /* Quick Tips */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
Our players are adults with jobs, other hobbies, and families, scattered across different timezones. While we want to create a challenging, apocalyptic sandbox, we also want to respect people&#039;s time. However much time you have, we want it to be enough to engage with the world and community and tell your character&#039;s story, rather than feel you need to disconnect from that to mechanically compete and progress. With that philosophy in mind, we designed the &amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Fatigue System&amp;lt;/font&amp;gt;.&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;
A normal session should use up your fatigue by gathering resources and/or doing select jobs. From there, you head to a rest area to relax, roleplay, and recover if you want to keep going.&lt;br /&gt;
&lt;br /&gt;
This is not built around all-day grinding. If that&#039;s still something you want to do, there are ways to make it work. Resting in-game, engaging with certain skills, and using items provide avenues to let you push further.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==&amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Basic Overview&amp;lt;/font&amp;gt;==&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;
You can check on your Fatigue by &amp;lt;TBD&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==&amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Fatigue Usage&amp;lt;/font&amp;gt;==&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;
* [[Job_System|Jobs]]&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;
==&amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Natural Regeneration&amp;lt;/font&amp;gt;==&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;
* Certain &#039;&#039;&#039;[[Adaptation Traits]]&#039;&#039;&#039; provide boost to your regeneration when certain criteria is met.&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;
==&amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Active Regeneration&amp;lt;/font&amp;gt;==&lt;br /&gt;
&lt;br /&gt;
Fatigue can be actively regenerated by consuming [[Common Intoxicants]] 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;br /&gt;
&lt;br /&gt;
=&amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Offline Regeneration&amp;lt;/font&amp;gt;=&lt;br /&gt;
&lt;br /&gt;
Fatigue still recovers while you&#039;re offline, just more slowly than resting in-game.&lt;br /&gt;
&lt;br /&gt;
We also understand that life happens. &amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;If a character is offline for 72 hours or more, fatigue continues to build past the normal cap, up to 200.&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
So if you can&#039;t play for a few days, you&#039;ll come back with extra fatigue banked, letting you make the most of the time you do have. It won&#039;t be a 1:1 make-up for the days you missed, just a little something to give you a leg up when you return. &amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;When above this normal cap, fatigue won&#039;t regenerate again until you&#039;ve worked it back down below 100.&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=&amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Quick Tips&amp;lt;/font&amp;gt;=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
There are a few ways to work smarter, not harder to stretch the resources gained from your fatigue:&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;In the apocalypse, the scavenger is king.&amp;lt;/font&amp;gt; Those skilled in [[Scavenging]] will get better yields when processing salvaged items in the Salvage Machine, stretching the resources gained via fatigue further the higher your skill is.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Crafters can stretch materials further at high levels.&amp;lt;/font&amp;gt; The higher your skill, the more efficiently you can process components, stretching your resources even further. Bulk recipes unlock at higher skill percentages, letting crafters process materials at even better efficiency.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Set out with a goal in mind:&amp;lt;/font&amp;gt; Rummaging through nondescript rubble is going to yield you a larger pool of randomized scrap items, but you may be too tired once you see the exact resource you need. Like a fabric tent, or metal tanker. &lt;br /&gt;
&lt;br /&gt;
* &amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Equipping appropriate tools (shovels, pickaxes, etc) while harvesting a node gives you a 50% chance of secondary resources on many nodes where it makes sense.&amp;lt;/font&amp;gt; The game rewards discovery and playing your character sensibly for a post-apocalyptic setting, without locking anyone out of progression. Want to break down an old metal tanker with your bare hands? You can. But if you&#039;ve got a crowbar, that fatigue cost will stretch further, getting you more resources for the same effort as a bonus. &lt;br /&gt;
&lt;br /&gt;
* &amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;When in doubt, throw money at the problem!&amp;lt;/font&amp;gt; The [[Public Market]] is always open for anyone to list items for sale. Sell off surplus goods and resources you don&#039;t need, then use that coin to buy what you&#039;re actually after. It&#039;s a great way to make the most of your time, especially once you&#039;ve run out of fatigue for the day.&lt;/div&gt;</summary>
		<author><name>Archin</name></author>
	</entry>
	<entry>
		<id>https://wiki.uoicebound.com/index.php?title=Fatigue_System&amp;diff=2213</id>
		<title>Fatigue System</title>
		<link rel="alternate" type="text/html" href="https://wiki.uoicebound.com/index.php?title=Fatigue_System&amp;diff=2213"/>
		<updated>2026-08-06T21:28:55Z</updated>

		<summary type="html">&lt;p&gt;Archin: /* Quick Tips */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
Our players are adults with jobs, other hobbies, and families, scattered across different timezones. While we want to create a challenging, apocalyptic sandbox, we also want to respect people&#039;s time. However much time you have, we want it to be enough to engage with the world and community and tell your character&#039;s story, rather than feel you need to disconnect from that to mechanically compete and progress. With that philosophy in mind, we designed the &amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Fatigue System&amp;lt;/font&amp;gt;.&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;
A normal session should use up your fatigue by gathering resources and/or doing select jobs. From there, you head to a rest area to relax, roleplay, and recover if you want to keep going.&lt;br /&gt;
&lt;br /&gt;
This is not built around all-day grinding. If that&#039;s still something you want to do, there are ways to make it work. Resting in-game, engaging with certain skills, and using items provide avenues to let you push further.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==&amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Basic Overview&amp;lt;/font&amp;gt;==&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;
You can check on your Fatigue by &amp;lt;TBD&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==&amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Fatigue Usage&amp;lt;/font&amp;gt;==&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;
* [[Job_System|Jobs]]&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;
==&amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Natural Regeneration&amp;lt;/font&amp;gt;==&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;
* Certain &#039;&#039;&#039;[[Adaptation Traits]]&#039;&#039;&#039; provide boost to your regeneration when certain criteria is met.&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;
==&amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Active Regeneration&amp;lt;/font&amp;gt;==&lt;br /&gt;
&lt;br /&gt;
Fatigue can be actively regenerated by consuming [[Common Intoxicants]] 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;br /&gt;
&lt;br /&gt;
=&amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Offline Regeneration&amp;lt;/font&amp;gt;=&lt;br /&gt;
&lt;br /&gt;
Fatigue still recovers while you&#039;re offline, just more slowly than resting in-game.&lt;br /&gt;
&lt;br /&gt;
We also understand that life happens. &amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;If a character is offline for 72 hours or more, fatigue continues to build past the normal cap, up to 200.&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
So if you can&#039;t play for a few days, you&#039;ll come back with extra fatigue banked, letting you make the most of the time you do have. It won&#039;t be a 1:1 make-up for the days you missed, just a little something to give you a leg up when you return. &amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;When above this normal cap, fatigue won&#039;t regenerate again until you&#039;ve worked it back down below 100.&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==&amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Quick Tips&amp;lt;/font&amp;gt;==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
There are a few ways to work smarter, not harder to stretch the resources gained from your fatigue:&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;In the apocalypse, the scavenger is king.&amp;lt;/font&amp;gt; Those skilled in [[Scavenging]] will get better yields when processing salvaged items in the Salvage Machine, stretching the resources gained via fatigue further the higher your skill is.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Crafters can stretch materials further at high levels.&amp;lt;/font&amp;gt; The higher your skill, the more efficiently you can process components, stretching your resources even further. Bulk recipes unlock at higher skill percentages, letting crafters process materials at even better efficiency.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Set out with a goal in mind:&amp;lt;/font&amp;gt; Rummaging through nondescript rubble is going to yield you a larger pool of randomized scrap items, but you may be too tired once you see the exact resource you need. Like a fabric tent, or metal tanker. &lt;br /&gt;
&lt;br /&gt;
* &amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Equipping appropriate tools (shovels, pickaxes, etc) while harvesting a node gives you a 50% chance of secondary resources on many nodes where it makes sense.&amp;lt;/font&amp;gt; The game rewards discovery and playing your character sensibly for a post-apocalyptic setting, without locking anyone out of progression. Want to break down an old metal tanker with your bare hands? You can. But if you&#039;ve got a crowbar, that fatigue cost will stretch further, getting you more resources for the same effort as a bonus. &lt;br /&gt;
&lt;br /&gt;
* &amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;When in doubt, throw money at the problem!&amp;lt;/font&amp;gt; The [[Public Market]] is always open for anyone to list items for sale. Sell off surplus goods and resources you don&#039;t need, then use that coin to buy what you&#039;re actually after. It&#039;s a great way to make the most of your time, especially once you&#039;ve run out of fatigue for the day.&lt;/div&gt;</summary>
		<author><name>Archin</name></author>
	</entry>
	<entry>
		<id>https://wiki.uoicebound.com/index.php?title=Fatigue_System&amp;diff=2212</id>
		<title>Fatigue System</title>
		<link rel="alternate" type="text/html" href="https://wiki.uoicebound.com/index.php?title=Fatigue_System&amp;diff=2212"/>
		<updated>2026-08-06T21:28:27Z</updated>

		<summary type="html">&lt;p&gt;Archin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
Our players are adults with jobs, other hobbies, and families, scattered across different timezones. While we want to create a challenging, apocalyptic sandbox, we also want to respect people&#039;s time. However much time you have, we want it to be enough to engage with the world and community and tell your character&#039;s story, rather than feel you need to disconnect from that to mechanically compete and progress. With that philosophy in mind, we designed the &amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Fatigue System&amp;lt;/font&amp;gt;.&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;
A normal session should use up your fatigue by gathering resources and/or doing select jobs. From there, you head to a rest area to relax, roleplay, and recover if you want to keep going.&lt;br /&gt;
&lt;br /&gt;
This is not built around all-day grinding. If that&#039;s still something you want to do, there are ways to make it work. Resting in-game, engaging with certain skills, and using items provide avenues to let you push further.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==&amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Basic Overview&amp;lt;/font&amp;gt;==&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;
You can check on your Fatigue by &amp;lt;TBD&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==&amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Fatigue Usage&amp;lt;/font&amp;gt;==&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;
* [[Job_System|Jobs]]&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;
==&amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Natural Regeneration&amp;lt;/font&amp;gt;==&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;
* Certain &#039;&#039;&#039;[[Adaptation Traits]]&#039;&#039;&#039; provide boost to your regeneration when certain criteria is met.&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;
==&amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Active Regeneration&amp;lt;/font&amp;gt;==&lt;br /&gt;
&lt;br /&gt;
Fatigue can be actively regenerated by consuming [[Common Intoxicants]] 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;br /&gt;
&lt;br /&gt;
=&amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Offline Regeneration&amp;lt;/font&amp;gt;=&lt;br /&gt;
&lt;br /&gt;
Fatigue still recovers while you&#039;re offline, just more slowly than resting in-game.&lt;br /&gt;
&lt;br /&gt;
We also understand that life happens. &amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;If a character is offline for 72 hours or more, fatigue continues to build past the normal cap, up to 200.&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
So if you can&#039;t play for a few days, you&#039;ll come back with extra fatigue banked, letting you make the most of the time you do have. It won&#039;t be a 1:1 make-up for the days you missed, just a little something to give you a leg up when you return. &amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;When above this normal cap, fatigue won&#039;t regenerate again until you&#039;ve worked it back down below 100.&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==&amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Quick Tips&amp;lt;/font&amp;gt;==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
There are a few ways to work smarter, not harder to stretch the resources gained from your fatigue:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;&amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;In the apocalypse, the scavenger is king.&amp;lt;/font&amp;gt;&#039;&#039;&#039; Those skilled in [[Scavenging]] will get better yields when processing salvaged items in the Salvage Machine, stretching the resources gained via fatigue further the higher your skill is.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;&amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Crafters can stretch materials further at high levels.&amp;lt;/font&amp;gt;&#039;&#039;&#039; The higher your skill, the more efficiently you can process components, stretching your resources even further. Bulk recipes unlock at higher skill percentages, letting crafters process materials at even better efficiency.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;&amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Set out with a goal in mind:&amp;lt;/font&amp;gt;&#039;&#039;&#039; Rummaging through nondescript rubble is going to yield you a larger pool of randomized scrap items, but you may be too tired once you see the exact resource you need. Like a fabric tent, or metal tanker. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;&amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Equipping appropriate tools (shovels, pickaxes, etc) while harvesting a node gives you a 50% chance of secondary resources on many nodes where it makes sense.&amp;lt;/font&amp;gt;&#039;&#039;&#039; The game rewards discovery and playing your character sensibly for a post-apocalyptic setting, without locking anyone out of progression. Want to break down an old metal tanker with your bare hands? You can. But if you&#039;ve got a crowbar, that fatigue cost will stretch further, getting you more resources for the same effort as a bonus. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;&amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;When in doubt, throw money at the problem!&amp;lt;/font&amp;gt;&#039;&#039;&#039; The [[Public Market]] is always open for anyone to list items for sale. Sell off surplus goods and resources you don&#039;t need, then use that coin to buy what you&#039;re actually after. It&#039;s a great way to make the most of your time, especially once you&#039;ve run out of fatigue for the day.&lt;/div&gt;</summary>
		<author><name>Archin</name></author>
	</entry>
	<entry>
		<id>https://wiki.uoicebound.com/index.php?title=Fatigue_System&amp;diff=2211</id>
		<title>Fatigue System</title>
		<link rel="alternate" type="text/html" href="https://wiki.uoicebound.com/index.php?title=Fatigue_System&amp;diff=2211"/>
		<updated>2026-08-06T21:18:00Z</updated>

		<summary type="html">&lt;p&gt;Archin: /* Quick Tips */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
Our players are adults with jobs, other hobbies, and families, scattered across different timezones. While we want to create a challenging, apocalyptic sandbox, we also want to respect people&#039;s time. However much time you have, we want it to be enough to engage with the world and community and tell your character&#039;s story, rather than feel you need to disconnect from that to mechanically compete and progress. With that philosophy in mind, we designed the &amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Fatigue System&amp;lt;/font&amp;gt;.&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;
A normal session should use up your fatigue by gathering resources and/or doing select jobs. From there, you head to a rest area to relax, roleplay, and recover if you want to keep going.&lt;br /&gt;
&lt;br /&gt;
This is not built around all-day grinding. If that&#039;s still something you want to do, there are ways to make it work. Resting in-game, engaging with certain skills, and using items provide avenues to let you push further.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==&amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Basic Overview&amp;lt;/font&amp;gt;==&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;
You can check on your Fatigue by &amp;lt;TBD&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==&amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Fatigue Usage&amp;lt;/font&amp;gt;==&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;
* [[Job_System|Jobs]]&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;
==&amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Natural Regeneration&amp;lt;/font&amp;gt;==&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;
* Certain &#039;&#039;&#039;[[Adaptation Traits]]&#039;&#039;&#039; provide boost to your regeneration when certain criteria is met.&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;
==&amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Active Regeneration&amp;lt;/font&amp;gt;==&lt;br /&gt;
&lt;br /&gt;
Fatigue can be actively regenerated by consuming [[Common Intoxicants]] 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;br /&gt;
&lt;br /&gt;
=&amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Offline Regeneration&amp;lt;/font&amp;gt;=&lt;br /&gt;
&lt;br /&gt;
Fatigue still recovers while you&#039;re offline, just more slowly than resting in-game.&lt;br /&gt;
&lt;br /&gt;
We also understand that life happens. &amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;If a character is offline for 72 hours or more, fatigue continues to build past the normal cap, up to 200.&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
So if you can&#039;t play for a few days, you&#039;ll come back with extra fatigue banked, letting you make the most of the time you do have. It won&#039;t be a 1:1 make-up for the days you missed, just a little something to give you a leg up when you return. &amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;When above this normal cap, fatigue won&#039;t regenerate again until you&#039;ve worked it back down below 100.&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==&amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Quick Tips&amp;lt;/font&amp;gt;==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
There are a few ways to work smarter, not harder to stretch the resources gained from your fatigue:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;&amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;In the apocalypse, the scavenger is king.&amp;lt;/font&amp;gt;&#039;&#039;&#039; Those skilled in [[Scavenging]] will get better yields when processing salvaged items in the Salvage Machine, stretching the resources gained via fatigue further the higher your skill is.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;&amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Crafters can stretch materials further at high levels.&amp;lt;/font&amp;gt;&#039;&#039;&#039; The higher your skill, the more efficiently you can process components, stretching your resources even further. Bulk recipes unlock at higher skill percentages, letting crafters process materials at even better efficiency.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;&amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Set out with a goal in mind:&amp;lt;/font&amp;gt;&#039;&#039;&#039; Rummaging through nondescript rubble is going to yield you a larger pool of randomized scrap items, but you may be too tired once you see the exact resource you need. Like a fabric tent, or metal tanker. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;&amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Equipping appropriate tools (shovels, pickaxes, etc) while harvesting a node gives you a 50% chance of secondary resources on many nodes where it makes sense.&amp;lt;/font&amp;gt;&#039;&#039;&#039; The game rewards discovery and playing your character sensibly for a post-apocalyptic setting, without locking anyone out of progression. Want to break down an old metal tanker with your bare hands? You can. But if you&#039;ve got a crowbar, that fatigue cost will stretch further, getting you more resources for the same effort as a bonus. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;&amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;When in doubt, throw money at the problem!&amp;lt;/font&amp;gt;&#039;&#039;&#039; The [[Public Market]] is always open for anyone to list items for sale. Sell off surplus goods and resources you don&#039;t need, then use that coin to buy what you&#039;re actually after. It&#039;s a great way to make the most of your time, especially once you&#039;ve run out of fatigue for the day.&lt;/div&gt;</summary>
		<author><name>Archin</name></author>
	</entry>
	<entry>
		<id>https://wiki.uoicebound.com/index.php?title=Fatigue_System&amp;diff=2210</id>
		<title>Fatigue System</title>
		<link rel="alternate" type="text/html" href="https://wiki.uoicebound.com/index.php?title=Fatigue_System&amp;diff=2210"/>
		<updated>2026-08-06T21:17:51Z</updated>

		<summary type="html">&lt;p&gt;Archin: /* Quick Tips */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
Our players are adults with jobs, other hobbies, and families, scattered across different timezones. While we want to create a challenging, apocalyptic sandbox, we also want to respect people&#039;s time. However much time you have, we want it to be enough to engage with the world and community and tell your character&#039;s story, rather than feel you need to disconnect from that to mechanically compete and progress. With that philosophy in mind, we designed the &amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Fatigue System&amp;lt;/font&amp;gt;.&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;
A normal session should use up your fatigue by gathering resources and/or doing select jobs. From there, you head to a rest area to relax, roleplay, and recover if you want to keep going.&lt;br /&gt;
&lt;br /&gt;
This is not built around all-day grinding. If that&#039;s still something you want to do, there are ways to make it work. Resting in-game, engaging with certain skills, and using items provide avenues to let you push further.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==&amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Basic Overview&amp;lt;/font&amp;gt;==&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;
You can check on your Fatigue by &amp;lt;TBD&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==&amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Fatigue Usage&amp;lt;/font&amp;gt;==&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;
* [[Job_System|Jobs]]&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;
==&amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Natural Regeneration&amp;lt;/font&amp;gt;==&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;
* Certain &#039;&#039;&#039;[[Adaptation Traits]]&#039;&#039;&#039; provide boost to your regeneration when certain criteria is met.&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;
==&amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Active Regeneration&amp;lt;/font&amp;gt;==&lt;br /&gt;
&lt;br /&gt;
Fatigue can be actively regenerated by consuming [[Common Intoxicants]] 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;br /&gt;
&lt;br /&gt;
=&amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Offline Regeneration&amp;lt;/font&amp;gt;=&lt;br /&gt;
&lt;br /&gt;
Fatigue still recovers while you&#039;re offline, just more slowly than resting in-game.&lt;br /&gt;
&lt;br /&gt;
We also understand that life happens. &amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;If a character is offline for 72 hours or more, fatigue continues to build past the normal cap, up to 200.&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
So if you can&#039;t play for a few days, you&#039;ll come back with extra fatigue banked, letting you make the most of the time you do have. It won&#039;t be a 1:1 make-up for the days you missed, just a little something to give you a leg up when you return. &amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;When above this normal cap, fatigue won&#039;t regenerate again until you&#039;ve worked it back down below 100.&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==&amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Quick Tips&amp;lt;/font&amp;gt;==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
There are a few ways to work smarter, not harder to stretch the resources gained from your fatigue:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;&amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;In the apocalypse, the scavenger is king.&amp;lt;/font&amp;gt;&#039;&#039;&#039; Those skilled in [[Scavenging]] will get better yields when processing salvaged items in the Salvage Machine, stretching the resources gained via fatigue further the higher your skill is.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;&amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Crafters can stretch materials further at high levels.&amp;lt;/font&amp;gt;&#039;&#039;&#039; The higher your skill, the more efficiently you can process components, stretching your resources even further. Bulk recipes unlock at higher skill percentages, letting crafters process materials at even better efficiency.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;&amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Set out with a goal in mind:&amp;lt;/font&amp;gt;&#039;&#039;&#039; Rummaging through nondescript rubble is going to yield you a larger pool of randomized scrap items, but you may be too tired once you see the exact resource you need. Like a fabric tent, or metal tanker. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;&amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Equipping appropriate tools (shovels, pickaxes, etc) while harvesting a node gives you a 50% chance of secondary resources on many nodes where it makes sense.&amp;lt;/font&amp;gt;&#039;&#039;&#039; The game rewards discovery and playing your character sensibly for a post-apocalyptic setting, without locking anyone out of progression. Want to break down an old metal tanker with your bare hands? You can. But if you&#039;ve got a crowbar, that fatigue cost will stretch further, getting you more resources for the same effort as a bonus. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;When in doubt, throw money at the problem!&amp;lt;/font&amp;gt;&#039;&#039;&#039; The [[Public Market]] is always open for anyone to list items for sale. Sell off surplus goods and resources you don&#039;t need, then use that coin to buy what you&#039;re actually after. It&#039;s a great way to make the most of your time, especially once you&#039;ve run out of fatigue for the day.&lt;/div&gt;</summary>
		<author><name>Archin</name></author>
	</entry>
	<entry>
		<id>https://wiki.uoicebound.com/index.php?title=Fatigue_System&amp;diff=2209</id>
		<title>Fatigue System</title>
		<link rel="alternate" type="text/html" href="https://wiki.uoicebound.com/index.php?title=Fatigue_System&amp;diff=2209"/>
		<updated>2026-08-06T21:15:19Z</updated>

		<summary type="html">&lt;p&gt;Archin: /* Quick Tips */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
Our players are adults with jobs, other hobbies, and families, scattered across different timezones. While we want to create a challenging, apocalyptic sandbox, we also want to respect people&#039;s time. However much time you have, we want it to be enough to engage with the world and community and tell your character&#039;s story, rather than feel you need to disconnect from that to mechanically compete and progress. With that philosophy in mind, we designed the &amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Fatigue System&amp;lt;/font&amp;gt;.&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;
A normal session should use up your fatigue by gathering resources and/or doing select jobs. From there, you head to a rest area to relax, roleplay, and recover if you want to keep going.&lt;br /&gt;
&lt;br /&gt;
This is not built around all-day grinding. If that&#039;s still something you want to do, there are ways to make it work. Resting in-game, engaging with certain skills, and using items provide avenues to let you push further.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==&amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Basic Overview&amp;lt;/font&amp;gt;==&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;
You can check on your Fatigue by &amp;lt;TBD&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==&amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Fatigue Usage&amp;lt;/font&amp;gt;==&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;
* [[Job_System|Jobs]]&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;
==&amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Natural Regeneration&amp;lt;/font&amp;gt;==&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;
* Certain &#039;&#039;&#039;[[Adaptation Traits]]&#039;&#039;&#039; provide boost to your regeneration when certain criteria is met.&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;
==&amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Active Regeneration&amp;lt;/font&amp;gt;==&lt;br /&gt;
&lt;br /&gt;
Fatigue can be actively regenerated by consuming [[Common Intoxicants]] 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;br /&gt;
&lt;br /&gt;
=&amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Offline Regeneration&amp;lt;/font&amp;gt;=&lt;br /&gt;
&lt;br /&gt;
Fatigue still recovers while you&#039;re offline, just more slowly than resting in-game.&lt;br /&gt;
&lt;br /&gt;
We also understand that life happens. &amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;If a character is offline for 72 hours or more, fatigue continues to build past the normal cap, up to 200.&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
So if you can&#039;t play for a few days, you&#039;ll come back with extra fatigue banked, letting you make the most of the time you do have. It won&#039;t be a 1:1 make-up for the days you missed, just a little something to give you a leg up when you return. &amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;When above this normal cap, fatigue won&#039;t regenerate again until you&#039;ve worked it back down below 100.&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==&amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Quick Tips&amp;lt;/font&amp;gt;==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
There are a few ways to work smarter, not harder to stretch the resources gained from your fatigue:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;&amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;In the apocalypse, the scavenger is king.&amp;lt;/font&amp;gt;&#039;&#039;&#039; Those skilled in [[Scavenging]] will get better yields when processing salvaged items in the Salvage Machine, stretching the resources gained via fatigue further the higher your skill is.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;&amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Crafters can stretch materials further at high levels.&amp;lt;/font&amp;gt;&#039;&#039;&#039; The higher your skill, the more efficiently you can process components, stretching your resources even further. Bulk recipes unlock at higher skill percentages, letting crafters process materials at even better efficiency.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;&amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Set out with a goal in mind:&amp;lt;/font&amp;gt;&#039;&#039;&#039; Rummaging through nondescript rubble is going to yield you a larger pool of randomized scrap items, but you may be too tired once you see the exact resource you need. Like a fabric tent, or metal tanker. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;&amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Equipping appropriate tools (shovels, pickaxes, etc) while harvesting a node gives you a 50% chance of secondary resources on many nodes where it makes sense.&amp;lt;/font&amp;gt;&#039;&#039;&#039; The game rewards discovery and playing your character sensibly for a post-apocalyptic setting, without locking anyone out of progression. Want to break down an old metal tanker with your bare hands? You can. But if you&#039;ve got a crowbar, that fatigue cost will stretch further, getting you more resources for the same effort as a bonus. &lt;br /&gt;
&lt;br /&gt;
* &amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;When in doubt, throw money at the problem!&amp;lt;/font&amp;gt;&#039; The [[Public Market]] is always open for anyone to list items for sale. Sell off surplus goods and resources you don&#039;t need, then use that coin to buy what you&#039;re actually after. It&#039;s a great way to make the most of your time, especially once you&#039;ve run out of fatigue for the day.&lt;/div&gt;</summary>
		<author><name>Archin</name></author>
	</entry>
	<entry>
		<id>https://wiki.uoicebound.com/index.php?title=Fatigue_System&amp;diff=2208</id>
		<title>Fatigue System</title>
		<link rel="alternate" type="text/html" href="https://wiki.uoicebound.com/index.php?title=Fatigue_System&amp;diff=2208"/>
		<updated>2026-08-06T21:14:56Z</updated>

		<summary type="html">&lt;p&gt;Archin: /* Quick Tips */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
Our players are adults with jobs, other hobbies, and families, scattered across different timezones. While we want to create a challenging, apocalyptic sandbox, we also want to respect people&#039;s time. However much time you have, we want it to be enough to engage with the world and community and tell your character&#039;s story, rather than feel you need to disconnect from that to mechanically compete and progress. With that philosophy in mind, we designed the &amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Fatigue System&amp;lt;/font&amp;gt;.&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;
A normal session should use up your fatigue by gathering resources and/or doing select jobs. From there, you head to a rest area to relax, roleplay, and recover if you want to keep going.&lt;br /&gt;
&lt;br /&gt;
This is not built around all-day grinding. If that&#039;s still something you want to do, there are ways to make it work. Resting in-game, engaging with certain skills, and using items provide avenues to let you push further.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==&amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Basic Overview&amp;lt;/font&amp;gt;==&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;
You can check on your Fatigue by &amp;lt;TBD&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==&amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Fatigue Usage&amp;lt;/font&amp;gt;==&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;
* [[Job_System|Jobs]]&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;
==&amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Natural Regeneration&amp;lt;/font&amp;gt;==&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;
* Certain &#039;&#039;&#039;[[Adaptation Traits]]&#039;&#039;&#039; provide boost to your regeneration when certain criteria is met.&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;
==&amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Active Regeneration&amp;lt;/font&amp;gt;==&lt;br /&gt;
&lt;br /&gt;
Fatigue can be actively regenerated by consuming [[Common Intoxicants]] 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;br /&gt;
&lt;br /&gt;
=&amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Offline Regeneration&amp;lt;/font&amp;gt;=&lt;br /&gt;
&lt;br /&gt;
Fatigue still recovers while you&#039;re offline, just more slowly than resting in-game.&lt;br /&gt;
&lt;br /&gt;
We also understand that life happens. &amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;If a character is offline for 72 hours or more, fatigue continues to build past the normal cap, up to 200.&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
So if you can&#039;t play for a few days, you&#039;ll come back with extra fatigue banked, letting you make the most of the time you do have. It won&#039;t be a 1:1 make-up for the days you missed, just a little something to give you a leg up when you return. &amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;When above this normal cap, fatigue won&#039;t regenerate again until you&#039;ve worked it back down below 100.&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==&amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Quick Tips&amp;lt;/font&amp;gt;==&lt;br /&gt;
&lt;br /&gt;
There are a few ways to work smarter, not harder to stretch the resources gained from your fatigue:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;&amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;In the apocalypse, the scavenger is king.&amp;lt;/font&amp;gt;&#039;&#039;&#039; Those skilled in [[Scavenging]] will get better yields when processing salvaged items in the Salvage Machine, stretching the resources gained via fatigue further the higher your skill is.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;&amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Crafters can stretch materials further at high levels.&amp;lt;/font&amp;gt;&#039;&#039;&#039; The higher your skill, the more efficiently you can process components, stretching your resources even further. Bulk recipes unlock at higher skill percentages, letting crafters process materials at even better efficiency.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;&amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Set out with a goal in mind:&amp;lt;/font&amp;gt;&#039;&#039;&#039; Rummaging through nondescript rubble is going to yield you a larger pool of randomized scrap items, but you may be too tired once you see the exact resource you need. Like a fabric tent, or metal tanker. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;&amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Equipping appropriate tools (shovels, pickaxes, etc) while harvesting a node gives you a 50% chance of secondary resources on many nodes where it makes sense.&amp;lt;/font&amp;gt;&#039;&#039;&#039; The game rewards discovery and playing your character sensibly for a post-apocalyptic setting, without locking anyone out of progression. Want to break down an old metal tanker with your bare hands? You can. But if you&#039;ve got a crowbar, that fatigue cost will stretch further, getting you more resources for the same effort as a bonus. &lt;br /&gt;
&lt;br /&gt;
* &amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;When in doubt, throw money at the problem!&amp;lt;/font&amp;gt;&#039; The [[Public Market]] is always open for anyone to list items for sale. Sell off surplus goods and resources you don&#039;t need, then use that coin to buy what you&#039;re actually after. It&#039;s a great way to make the most of your time, especially once you&#039;ve run out of fatigue for the day.&lt;/div&gt;</summary>
		<author><name>Archin</name></author>
	</entry>
	<entry>
		<id>https://wiki.uoicebound.com/index.php?title=Fatigue_System&amp;diff=2207</id>
		<title>Fatigue System</title>
		<link rel="alternate" type="text/html" href="https://wiki.uoicebound.com/index.php?title=Fatigue_System&amp;diff=2207"/>
		<updated>2026-08-06T21:14:39Z</updated>

		<summary type="html">&lt;p&gt;Archin: /* Quick Tips */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
Our players are adults with jobs, other hobbies, and families, scattered across different timezones. While we want to create a challenging, apocalyptic sandbox, we also want to respect people&#039;s time. However much time you have, we want it to be enough to engage with the world and community and tell your character&#039;s story, rather than feel you need to disconnect from that to mechanically compete and progress. With that philosophy in mind, we designed the &amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Fatigue System&amp;lt;/font&amp;gt;.&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;
A normal session should use up your fatigue by gathering resources and/or doing select jobs. From there, you head to a rest area to relax, roleplay, and recover if you want to keep going.&lt;br /&gt;
&lt;br /&gt;
This is not built around all-day grinding. If that&#039;s still something you want to do, there are ways to make it work. Resting in-game, engaging with certain skills, and using items provide avenues to let you push further.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==&amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Basic Overview&amp;lt;/font&amp;gt;==&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;
You can check on your Fatigue by &amp;lt;TBD&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==&amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Fatigue Usage&amp;lt;/font&amp;gt;==&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;
* [[Job_System|Jobs]]&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;
==&amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Natural Regeneration&amp;lt;/font&amp;gt;==&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;
* Certain &#039;&#039;&#039;[[Adaptation Traits]]&#039;&#039;&#039; provide boost to your regeneration when certain criteria is met.&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;
==&amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Active Regeneration&amp;lt;/font&amp;gt;==&lt;br /&gt;
&lt;br /&gt;
Fatigue can be actively regenerated by consuming [[Common Intoxicants]] 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;br /&gt;
&lt;br /&gt;
=&amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Offline Regeneration&amp;lt;/font&amp;gt;=&lt;br /&gt;
&lt;br /&gt;
Fatigue still recovers while you&#039;re offline, just more slowly than resting in-game.&lt;br /&gt;
&lt;br /&gt;
We also understand that life happens. &amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;If a character is offline for 72 hours or more, fatigue continues to build past the normal cap, up to 200.&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
So if you can&#039;t play for a few days, you&#039;ll come back with extra fatigue banked, letting you make the most of the time you do have. It won&#039;t be a 1:1 make-up for the days you missed, just a little something to give you a leg up when you return. &amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;When above this normal cap, fatigue won&#039;t regenerate again until you&#039;ve worked it back down below 100.&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==&amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Quick Tips&amp;lt;/font&amp;gt;==&lt;br /&gt;
&lt;br /&gt;
There are a few ways to work smarter, not harder to stretch the resources gained from your fatigue:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;&amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;In the apocalypse, the scavenger is king.&amp;lt;/font&amp;gt; Those skilled in [[Scavenging]] will get better yields when processing salvaged items in the Salvage Machine, stretching the resources gained via fatigue further the higher your skill is.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;&amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Crafters can stretch materials further at high levels.&amp;lt;/font&amp;gt;&#039;&#039;&#039; The higher your skill, the more efficiently you can process components, stretching your resources even further. Bulk recipes unlock at higher skill percentages, letting crafters process materials at even better efficiency.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;&amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Set out with a goal in mind:&amp;lt;/font&amp;gt;&#039;&#039;&#039; Rummaging through nondescript rubble is going to yield you a larger pool of randomized scrap items, but you may be too tired once you see the exact resource you need. Like a fabric tent, or metal tanker. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;&amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Equipping appropriate tools (shovels, pickaxes, etc) while harvesting a node gives you a 50% chance of secondary resources on many nodes where it makes sense.&amp;lt;/font&amp;gt;&#039;&#039;&#039; The game rewards discovery and playing your character sensibly for a post-apocalyptic setting, without locking anyone out of progression. Want to break down an old metal tanker with your bare hands? You can. But if you&#039;ve got a crowbar, that fatigue cost will stretch further, getting you more resources for the same effort as a bonus. &lt;br /&gt;
&lt;br /&gt;
* &amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;When in doubt, throw money at the problem!&amp;lt;/font&amp;gt;&#039; The [[Public Market]] is always open for anyone to list items for sale. Sell off surplus goods and resources you don&#039;t need, then use that coin to buy what you&#039;re actually after. It&#039;s a great way to make the most of your time, especially once you&#039;ve run out of fatigue for the day.&lt;/div&gt;</summary>
		<author><name>Archin</name></author>
	</entry>
	<entry>
		<id>https://wiki.uoicebound.com/index.php?title=Fatigue_System&amp;diff=2206</id>
		<title>Fatigue System</title>
		<link rel="alternate" type="text/html" href="https://wiki.uoicebound.com/index.php?title=Fatigue_System&amp;diff=2206"/>
		<updated>2026-08-06T20:27:45Z</updated>

		<summary type="html">&lt;p&gt;Archin: /* Natural Regeneration */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
Our players are adults with jobs, other hobbies, and families, scattered across different timezones. While we want to create a challenging, apocalyptic sandbox, we also want to respect people&#039;s time. However much time you have, we want it to be enough to engage with the world and community and tell your character&#039;s story, rather than feel you need to disconnect from that to mechanically compete and progress. With that philosophy in mind, we designed the &amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Fatigue System&amp;lt;/font&amp;gt;.&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;
A normal session should use up your fatigue by gathering resources and/or doing select jobs. From there, you head to a rest area to relax, roleplay, and recover if you want to keep going.&lt;br /&gt;
&lt;br /&gt;
This is not built around all-day grinding. If that&#039;s still something you want to do, there are ways to make it work. Resting in-game, engaging with certain skills, and using items provide avenues to let you push further.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==&amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Basic Overview&amp;lt;/font&amp;gt;==&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;
You can check on your Fatigue by &amp;lt;TBD&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==&amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Fatigue Usage&amp;lt;/font&amp;gt;==&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;
* [[Job_System|Jobs]]&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;
==&amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Natural Regeneration&amp;lt;/font&amp;gt;==&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;
* Certain &#039;&#039;&#039;[[Adaptation Traits]]&#039;&#039;&#039; provide boost to your regeneration when certain criteria is met.&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;
==&amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Active Regeneration&amp;lt;/font&amp;gt;==&lt;br /&gt;
&lt;br /&gt;
Fatigue can be actively regenerated by consuming [[Common Intoxicants]] 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;br /&gt;
&lt;br /&gt;
=&amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Offline Regeneration&amp;lt;/font&amp;gt;=&lt;br /&gt;
&lt;br /&gt;
Fatigue still recovers while you&#039;re offline, just more slowly than resting in-game.&lt;br /&gt;
&lt;br /&gt;
We also understand that life happens. &amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;If a character is offline for 72 hours or more, fatigue continues to build past the normal cap, up to 200.&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
So if you can&#039;t play for a few days, you&#039;ll come back with extra fatigue banked, letting you make the most of the time you do have. It won&#039;t be a 1:1 make-up for the days you missed, just a little something to give you a leg up when you return. &amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;When above this normal cap, fatigue won&#039;t regenerate again until you&#039;ve worked it back down below 100.&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==&amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Quick Tips&amp;lt;/font&amp;gt;==&lt;/div&gt;</summary>
		<author><name>Archin</name></author>
	</entry>
	<entry>
		<id>https://wiki.uoicebound.com/index.php?title=Fatigue_System&amp;diff=2205</id>
		<title>Fatigue System</title>
		<link rel="alternate" type="text/html" href="https://wiki.uoicebound.com/index.php?title=Fatigue_System&amp;diff=2205"/>
		<updated>2026-08-06T20:27:35Z</updated>

		<summary type="html">&lt;p&gt;Archin: /* Natural Regeneration */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
Our players are adults with jobs, other hobbies, and families, scattered across different timezones. While we want to create a challenging, apocalyptic sandbox, we also want to respect people&#039;s time. However much time you have, we want it to be enough to engage with the world and community and tell your character&#039;s story, rather than feel you need to disconnect from that to mechanically compete and progress. With that philosophy in mind, we designed the &amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Fatigue System&amp;lt;/font&amp;gt;.&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;
A normal session should use up your fatigue by gathering resources and/or doing select jobs. From there, you head to a rest area to relax, roleplay, and recover if you want to keep going.&lt;br /&gt;
&lt;br /&gt;
This is not built around all-day grinding. If that&#039;s still something you want to do, there are ways to make it work. Resting in-game, engaging with certain skills, and using items provide avenues to let you push further.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==&amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Basic Overview&amp;lt;/font&amp;gt;==&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;
You can check on your Fatigue by &amp;lt;TBD&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==&amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Fatigue Usage&amp;lt;/font&amp;gt;==&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;
* [[Job_System|Jobs]]&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;
==&amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Natural Regeneration&amp;lt;/font&amp;gt;==&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;
* Certain [[Adaptation Traits]] provide boost to your regeneration when certain criteria is met.&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;
==&amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Active Regeneration&amp;lt;/font&amp;gt;==&lt;br /&gt;
&lt;br /&gt;
Fatigue can be actively regenerated by consuming [[Common Intoxicants]] 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;br /&gt;
&lt;br /&gt;
=&amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Offline Regeneration&amp;lt;/font&amp;gt;=&lt;br /&gt;
&lt;br /&gt;
Fatigue still recovers while you&#039;re offline, just more slowly than resting in-game.&lt;br /&gt;
&lt;br /&gt;
We also understand that life happens. &amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;If a character is offline for 72 hours or more, fatigue continues to build past the normal cap, up to 200.&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
So if you can&#039;t play for a few days, you&#039;ll come back with extra fatigue banked, letting you make the most of the time you do have. It won&#039;t be a 1:1 make-up for the days you missed, just a little something to give you a leg up when you return. &amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;When above this normal cap, fatigue won&#039;t regenerate again until you&#039;ve worked it back down below 100.&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==&amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Quick Tips&amp;lt;/font&amp;gt;==&lt;/div&gt;</summary>
		<author><name>Archin</name></author>
	</entry>
	<entry>
		<id>https://wiki.uoicebound.com/index.php?title=Fatigue_System&amp;diff=2204</id>
		<title>Fatigue System</title>
		<link rel="alternate" type="text/html" href="https://wiki.uoicebound.com/index.php?title=Fatigue_System&amp;diff=2204"/>
		<updated>2026-08-06T20:24:21Z</updated>

		<summary type="html">&lt;p&gt;Archin: /* Offline Regeneration */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
Our players are adults with jobs, other hobbies, and families, scattered across different timezones. While we want to create a challenging, apocalyptic sandbox, we also want to respect people&#039;s time. However much time you have, we want it to be enough to engage with the world and community and tell your character&#039;s story, rather than feel you need to disconnect from that to mechanically compete and progress. With that philosophy in mind, we designed the &amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Fatigue System&amp;lt;/font&amp;gt;.&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;
A normal session should use up your fatigue by gathering resources and/or doing select jobs. From there, you head to a rest area to relax, roleplay, and recover if you want to keep going.&lt;br /&gt;
&lt;br /&gt;
This is not built around all-day grinding. If that&#039;s still something you want to do, there are ways to make it work. Resting in-game, engaging with certain skills, and using items provide avenues to let you push further.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==&amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Basic Overview&amp;lt;/font&amp;gt;==&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;
You can check on your Fatigue by &amp;lt;TBD&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==&amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Fatigue Usage&amp;lt;/font&amp;gt;==&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;
* [[Job_System|Jobs]]&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;
==&amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Natural Regeneration&amp;lt;/font&amp;gt;==&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;
==&amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Active Regeneration&amp;lt;/font&amp;gt;==&lt;br /&gt;
&lt;br /&gt;
Fatigue can be actively regenerated by consuming [[Common Intoxicants]] 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;br /&gt;
&lt;br /&gt;
=&amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Offline Regeneration&amp;lt;/font&amp;gt;=&lt;br /&gt;
&lt;br /&gt;
Fatigue still recovers while you&#039;re offline, just more slowly than resting in-game.&lt;br /&gt;
&lt;br /&gt;
We also understand that life happens. &amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;If a character is offline for 72 hours or more, fatigue continues to build past the normal cap, up to 200.&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
So if you can&#039;t play for a few days, you&#039;ll come back with extra fatigue banked, letting you make the most of the time you do have. It won&#039;t be a 1:1 make-up for the days you missed, just a little something to give you a leg up when you return. &amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;When above this normal cap, fatigue won&#039;t regenerate again until you&#039;ve worked it back down below 100.&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==&amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Quick Tips&amp;lt;/font&amp;gt;==&lt;/div&gt;</summary>
		<author><name>Archin</name></author>
	</entry>
	<entry>
		<id>https://wiki.uoicebound.com/index.php?title=Fatigue_System&amp;diff=2203</id>
		<title>Fatigue System</title>
		<link rel="alternate" type="text/html" href="https://wiki.uoicebound.com/index.php?title=Fatigue_System&amp;diff=2203"/>
		<updated>2026-08-06T20:24:05Z</updated>

		<summary type="html">&lt;p&gt;Archin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
Our players are adults with jobs, other hobbies, and families, scattered across different timezones. While we want to create a challenging, apocalyptic sandbox, we also want to respect people&#039;s time. However much time you have, we want it to be enough to engage with the world and community and tell your character&#039;s story, rather than feel you need to disconnect from that to mechanically compete and progress. With that philosophy in mind, we designed the &amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Fatigue System&amp;lt;/font&amp;gt;.&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;
A normal session should use up your fatigue by gathering resources and/or doing select jobs. From there, you head to a rest area to relax, roleplay, and recover if you want to keep going.&lt;br /&gt;
&lt;br /&gt;
This is not built around all-day grinding. If that&#039;s still something you want to do, there are ways to make it work. Resting in-game, engaging with certain skills, and using items provide avenues to let you push further.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==&amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Basic Overview&amp;lt;/font&amp;gt;==&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;
You can check on your Fatigue by &amp;lt;TBD&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==&amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Fatigue Usage&amp;lt;/font&amp;gt;==&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;
* [[Job_System|Jobs]]&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;
==&amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Natural Regeneration&amp;lt;/font&amp;gt;==&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;
==&amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Active Regeneration&amp;lt;/font&amp;gt;==&lt;br /&gt;
&lt;br /&gt;
Fatigue can be actively regenerated by consuming [[Common Intoxicants]] 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;br /&gt;
&lt;br /&gt;
=&amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Offline Regeneration&amp;lt;/font&amp;gt;=&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Fatigue still recovers while you&#039;re offline, just more slowly than resting in-game.&amp;lt;/font&amp;gt; We also understand that life happens. &amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;If a character is offline for 72 hours or more, fatigue continues to build past the normal cap, up to 200.&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
So if you can&#039;t play for a few days, you&#039;ll come back with extra fatigue banked, letting you make the most of the time you do have. It won&#039;t be a 1:1 make-up for the days you missed, just a little something to give you a leg up when you return. &amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;When above this normal cap, fatigue won&#039;t regenerate again until you&#039;ve worked it back down below 100.&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==&amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Quick Tips&amp;lt;/font&amp;gt;==&lt;/div&gt;</summary>
		<author><name>Archin</name></author>
	</entry>
	<entry>
		<id>https://wiki.uoicebound.com/index.php?title=Fatigue_System&amp;diff=2202</id>
		<title>Fatigue System</title>
		<link rel="alternate" type="text/html" href="https://wiki.uoicebound.com/index.php?title=Fatigue_System&amp;diff=2202"/>
		<updated>2026-08-06T19:59:28Z</updated>

		<summary type="html">&lt;p&gt;Archin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
Our players are adults with jobs, other hobbies, and families, scattered across different timezones. While we want to create a challenging, apocalyptic sandbox, we also want to respect people&#039;s time. However much time you have, we want it to be enough to engage with the world and community and tell your character&#039;s story, rather than feel you need to disconnect from that to mechanically compete and progress. With that philosophy in mind, we designed the &amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Fatigue System&amp;lt;/font&amp;gt;.&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;
A normal session should use up your fatigue by gathering resources and/or doing select jobs. From there, you head to a rest area to relax, roleplay, and recover if you want to keep going.&lt;br /&gt;
&lt;br /&gt;
This is not built around all-day grinding. If that&#039;s still something you want to do, there are ways to make it work. Resting in-game, engaging with certain skills, and using items provide avenues to let you push further.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==&amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Basic Overview&amp;lt;/font&amp;gt;==&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;
You can check on your Fatigue by &amp;lt;TBD&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==&amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Fatigue Usage&amp;lt;/font&amp;gt;==&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;
* [[Job_System|Jobs]]&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;
==&amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Natural Regeneration&amp;lt;/font&amp;gt;==&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;
==&amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Active Regeneration&amp;lt;/font&amp;gt;==&lt;br /&gt;
&lt;br /&gt;
Fatigue can be actively regenerated by consuming [[Common Intoxicants]] 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;br /&gt;
&lt;br /&gt;
==&amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Quick Tips&amp;lt;/font&amp;gt;==&lt;/div&gt;</summary>
		<author><name>Archin</name></author>
	</entry>
	<entry>
		<id>https://wiki.uoicebound.com/index.php?title=Fatigue_System&amp;diff=2201</id>
		<title>Fatigue System</title>
		<link rel="alternate" type="text/html" href="https://wiki.uoicebound.com/index.php?title=Fatigue_System&amp;diff=2201"/>
		<updated>2026-08-06T18:16:23Z</updated>

		<summary type="html">&lt;p&gt;Archin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
Our players are adults with jobs, other hobbies, and families, scattered across different timezones. While we want to create a challenging, apocalyptic sandbox, we also want to respect people&#039;s time. However much time you have, we want it to be enough to engage with the world and community and tell your character&#039;s story, rather than feel you need to disconnect from that to mechanically compete and progress. With that philosophy in mind, we designed the &amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Fatigue System&amp;lt;/font&amp;gt;.&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;
A normal session should use up your fatigue naturally by gathering resources and/or doing select jobs. From there, you head to a rest area to relax, roleplay, and recover if you want to keep going.&lt;br /&gt;
&lt;br /&gt;
This is not built around all-day grinding. If that&#039;s still something you want to do, there are ways to make it work. Resting in-game, engaging with certain skills, and using items provide avenues to let you push further.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==&amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Basic Overview&amp;lt;/font&amp;gt;==&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;
You can check on your Fatigue by &amp;lt;TBD&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==&amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Fatigue Usage&amp;lt;/font&amp;gt;==&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;
* [[Job_System|Jobs]]&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;
==&amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Natural Regeneration&amp;lt;/font&amp;gt;==&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;
==&amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Active Regeneration&amp;lt;/font&amp;gt;==&lt;br /&gt;
&lt;br /&gt;
Fatigue can be actively regenerated by consuming [[Common Intoxicants]] 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;br /&gt;
&lt;br /&gt;
==&amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Quick Tips&amp;lt;/font&amp;gt;==&lt;/div&gt;</summary>
		<author><name>Archin</name></author>
	</entry>
	<entry>
		<id>https://wiki.uoicebound.com/index.php?title=Fatigue_System&amp;diff=2200</id>
		<title>Fatigue System</title>
		<link rel="alternate" type="text/html" href="https://wiki.uoicebound.com/index.php?title=Fatigue_System&amp;diff=2200"/>
		<updated>2026-08-06T18:13:53Z</updated>

		<summary type="html">&lt;p&gt;Archin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
Our players are adults with jobs, other hobbies, and families, scattered across different timezones. While we want to create a challenging, apocalyptic sandbox, we also want to respect people&#039;s time. However much time you have, we want it to be enough to engage with the world and community and tell your character&#039;s story, rather than feel you need to disconnect from that to mechanically compete and progress. With that philosophy in mind, we designed the &amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Fatigue System&amp;lt;/font&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;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.&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A normal session should use up your fatigue naturally by gathering resources and/or doing select jobs. From there, you head to a rest area to relax, roleplay, and recover if you want to keep going. &lt;br /&gt;
&lt;br /&gt;
This is not built around all-day grinding. If that&#039;s still something you want to do, there are ways to make it work. Resting in-game, engaging with certain skills, and using items provide avenues to let you push further.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==&amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Basic Overview&amp;lt;/font&amp;gt;==&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;
You can check on your Fatigue by &amp;lt;TBD&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==&amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Fatigue Usage&amp;lt;/font&amp;gt;==&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;
* [[Job_System|Jobs]]&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;
==&amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Natural Regeneration&amp;lt;/font&amp;gt;==&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;
==&amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Active Regeneration&amp;lt;/font&amp;gt;==&lt;br /&gt;
&lt;br /&gt;
Fatigue can be actively regenerated by consuming [[Common Intoxicants]] 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;br /&gt;
&lt;br /&gt;
==&amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Quick Tips&amp;lt;/font&amp;gt;==&lt;/div&gt;</summary>
		<author><name>Archin</name></author>
	</entry>
	<entry>
		<id>https://wiki.uoicebound.com/index.php?title=Fatigue_System&amp;diff=2199</id>
		<title>Fatigue System</title>
		<link rel="alternate" type="text/html" href="https://wiki.uoicebound.com/index.php?title=Fatigue_System&amp;diff=2199"/>
		<updated>2026-08-06T18:13:40Z</updated>

		<summary type="html">&lt;p&gt;Archin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
Our players are adults with jobs, other hobbies, and families, scattered across different timezones. While we want to create a challenging, apocalyptic sandbox, we also want to respect people&#039;s time. However much time you have, we want it to be enough to engage with the world and community and tell your character&#039;s story, rather than feel you need to disconnect from that to mechanically compete and progress. With that philosophy in mind, we designed the &amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Fatigue System&amp;lt;/font&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;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.&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A normal session should use up your fatigue naturally by gathering resources and/or doing select jobs. From there, you head to a rest area to relax, roleplay, and recover if you want to keep going. &lt;br /&gt;
&lt;br /&gt;
This is not built around all-day grinding. If that&#039;s still something you want to do, there are ways to make it work. Resting in-game, engaging with certain skills, and using items provide avenues to let you push further.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=&amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Basic Overview&amp;lt;/font&amp;gt;=&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;
You can check on your Fatigue by &amp;lt;TBD&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==&amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Fatigue Usage&amp;lt;/font&amp;gt;==&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;
* [[Job_System|Jobs]]&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;
==&amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Natural Regeneration&amp;lt;/font&amp;gt;==&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;
==&amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Active Regeneration&amp;lt;/font&amp;gt;==&lt;br /&gt;
&lt;br /&gt;
Fatigue can be actively regenerated by consuming [[Common Intoxicants]] 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;br /&gt;
&lt;br /&gt;
==&amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Quick Tips&amp;lt;/font&amp;gt;==&lt;/div&gt;</summary>
		<author><name>Archin</name></author>
	</entry>
	<entry>
		<id>https://wiki.uoicebound.com/index.php?title=Fatigue_System&amp;diff=2198</id>
		<title>Fatigue System</title>
		<link rel="alternate" type="text/html" href="https://wiki.uoicebound.com/index.php?title=Fatigue_System&amp;diff=2198"/>
		<updated>2026-08-06T17:57:37Z</updated>

		<summary type="html">&lt;p&gt;Archin: /* Fatigue Usage */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
Our players are adults with jobs, other hobbies, and families, scattered across different timezones. While we want to create a challenging, apocalyptic sandbox, we also want to respect people&#039;s time. However much time you have, we want it to be enough to engage with the world and community and tell your character&#039;s story, rather than feel you need to disconnect from that to mechanically compete and progress. With that philosophy in mind, we designed the Fatigue System.&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;
A normal session should use up your fatigue naturally by gathering resources and/or doing select jobs. From there, you head to a rest area to relax, roleplay, and recover if you want to keep going. &lt;br /&gt;
&lt;br /&gt;
This is not built around all-day grinding. If that&#039;s still something you want to do, there are ways to make it work. Resting in-game, engaging with certain skills, and using items provide avenues to let you push further.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Basic Overview=&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;
You can check on your Fatigue by &amp;lt;TBD&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&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;
* [[Job_System|Jobs]]&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 [[Common Intoxicants]] 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>Archin</name></author>
	</entry>
	<entry>
		<id>https://wiki.uoicebound.com/index.php?title=Fatigue_System&amp;diff=2197</id>
		<title>Fatigue System</title>
		<link rel="alternate" type="text/html" href="https://wiki.uoicebound.com/index.php?title=Fatigue_System&amp;diff=2197"/>
		<updated>2026-08-06T17:53:19Z</updated>

		<summary type="html">&lt;p&gt;Archin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
Our players are adults with jobs, other hobbies, and families, scattered across different timezones. While we want to create a challenging, apocalyptic sandbox, we also want to respect people&#039;s time. However much time you have, we want it to be enough to engage with the world and community and tell your character&#039;s story, rather than feel you need to disconnect from that to mechanically compete and progress. With that philosophy in mind, we designed the Fatigue System.&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;
A normal session should use up your fatigue naturally by gathering resources and/or doing select jobs. From there, you head to a rest area to relax, roleplay, and recover if you want to keep going. &lt;br /&gt;
&lt;br /&gt;
This is not built around all-day grinding. If that&#039;s still something you want to do, there are ways to make it work. Resting in-game, engaging with certain skills, and using items provide avenues to let you push further.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Basic Overview=&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;
You can check on your Fatigue by &amp;lt;TBD&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&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;
* [[Jobs System |Jobs]]&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 [[Common Intoxicants]] 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>Archin</name></author>
	</entry>
	<entry>
		<id>https://wiki.uoicebound.com/index.php?title=Gathering_Guide&amp;diff=2196</id>
		<title>Gathering Guide</title>
		<link rel="alternate" type="text/html" href="https://wiki.uoicebound.com/index.php?title=Gathering_Guide&amp;diff=2196"/>
		<updated>2026-08-06T15:45:27Z</updated>

		<summary type="html">&lt;p&gt;Archin: Created page with &amp;quot;=Intro=  =Getting started=  =How to Gather=  =Fatigue Mechanics=  =Tips and Misc=&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Intro=&lt;br /&gt;
&lt;br /&gt;
=Getting started=&lt;br /&gt;
&lt;br /&gt;
=How to Gather=&lt;br /&gt;
&lt;br /&gt;
=Fatigue Mechanics=&lt;br /&gt;
&lt;br /&gt;
=Tips and Misc=&lt;/div&gt;</summary>
		<author><name>Archin</name></author>
	</entry>
	<entry>
		<id>https://wiki.uoicebound.com/index.php?title=Main_Page&amp;diff=2195</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.uoicebound.com/index.php?title=Main_Page&amp;diff=2195"/>
		<updated>2026-08-06T15:43:54Z</updated>

		<summary type="html">&lt;p&gt;Archin: /* Getting started */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{DISPLAYTITLE:UO Icebound Wiki}}&lt;br /&gt;
__NOTOC__&lt;br /&gt;
&lt;br /&gt;
Icebound is Ultima Online Roleplay-enforced server set in an alternate-history in which Earth has frozen over in the late 19th century. Plummeted into an apocalyptic ice age, civilization has collapsed, and in its place a never-ending winter where humanity struggles to survive amidst the unyielding cold.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You cannot save this world. But you can work alongside your fellow survivors to build a new one from the old one&#039;s bones.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This is not a traditional fantasy server. There is no magic. Instead, Icebound draws inspiration from alternate history, speculative fiction, and weird fiction.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
For live updates and community discussion please check out our [https://discord.gg/6EKwDq3BkN  Discord]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
⚠️This Entire Wiki is under construction.⚠️&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Getting started=&lt;br /&gt;
&amp;lt;div style=&amp;quot;columns: 3; column-gap: 10px; padding: 10px;&amp;quot;&amp;gt;&lt;br /&gt;
* [[Setting Primer]]&lt;br /&gt;
* [[Beta Playtest Primer]]&lt;br /&gt;
* [[Server Rules]]&lt;br /&gt;
* [[Download &amp;amp; Installation]]&lt;br /&gt;
* [[Character Creation]]&lt;br /&gt;
* [[New Player Guide]]&lt;br /&gt;
* [[UO Veteran Guide]]&lt;br /&gt;
* [[Gathering Guide]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Character Mechanics=&lt;br /&gt;
&amp;lt;div style=&amp;quot;columns: 3; column-gap: 10px; padding: 10px;&amp;quot;&amp;gt;&lt;br /&gt;
* [[Adaptation Traits]]&lt;br /&gt;
* [[Amputation]]&lt;br /&gt;
* [[Combat]]&lt;br /&gt;
* [[Drugs &amp;amp; Addiction]]&lt;br /&gt;
* [[Disguise &amp;amp; Concealment]]&lt;br /&gt;
* [[Fatigue System]]&lt;br /&gt;
* [[Firearms &amp;amp; Cover]]&lt;br /&gt;
* [[Hunger, Thirst &amp;amp; Nutrition]]&lt;br /&gt;
* [[Illness, Injury &amp;amp; Death]]&lt;br /&gt;
* [[Item Properties]]&lt;br /&gt;
* [[Languages]]&lt;br /&gt;
* [[Sanity]]&lt;br /&gt;
* [[Skills]]&lt;br /&gt;
* [[Stats]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=World Mechanics=&lt;br /&gt;
&amp;lt;div style=&amp;quot;columns: 3; column-gap: 10px; padding: 10px;&amp;quot;&amp;gt;&lt;br /&gt;
* [[Construction Sites]]&lt;br /&gt;
* [[Job System]]&lt;br /&gt;
* [[Region Maintenance]]&lt;br /&gt;
* [[Region Safety]]&lt;br /&gt;
* [[Rental Property]]&lt;br /&gt;
* [[Storms]]&lt;br /&gt;
* [[Temperature]]&lt;br /&gt;
* [[Train Stations]]&lt;br /&gt;
* [[Consumable Properties]]&lt;br /&gt;
* [[Agriculture]]&lt;br /&gt;
* [[Music]]&lt;br /&gt;
* [[Weapon Attachments]]&lt;br /&gt;
* [[Rat Breeding]]&lt;br /&gt;
* [[HTML Writing Guide]]&lt;br /&gt;
* [[Layering Guide]]&lt;br /&gt;
* [[Quality Crafting]]&lt;br /&gt;
* [[Public Market]]&lt;br /&gt;
* [[Player Factions &amp;amp; Turf Wars]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=World Lore &amp;amp; History=&lt;br /&gt;
&amp;lt;div style=&amp;quot;columns: 3; column-gap: 10px; padding: 10px;&amp;quot;&amp;gt;&lt;br /&gt;
* [[Timeline of Events]]&lt;br /&gt;
* [[Religion]]&lt;br /&gt;
* [[Points of Interest]]&lt;br /&gt;
* [[Society &amp;amp; Classism]]&lt;br /&gt;
* [[Surviving Communities]]&lt;br /&gt;
* [[World Map]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
------&lt;br /&gt;
&lt;br /&gt;
[[Credits &amp;amp; Acknowledgements]]&lt;/div&gt;</summary>
		<author><name>Archin</name></author>
	</entry>
	<entry>
		<id>https://wiki.uoicebound.com/index.php?title=Combat&amp;diff=2194</id>
		<title>Combat</title>
		<link rel="alternate" type="text/html" href="https://wiki.uoicebound.com/index.php?title=Combat&amp;diff=2194"/>
		<updated>2026-08-06T03:56:32Z</updated>

		<summary type="html">&lt;p&gt;Archin: &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;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Hitpoints and Healing==&lt;br /&gt;
&lt;br /&gt;
HP can be restored by using Resolve, governed by [[Toughness]], bandages applied by [Medicine]], or various musical abilities throughout the Musicianship [[Skills]].&lt;/div&gt;</summary>
		<author><name>Archin</name></author>
	</entry>
	<entry>
		<id>https://wiki.uoicebound.com/index.php?title=Adaptation_Traits&amp;diff=2193</id>
		<title>Adaptation Traits</title>
		<link rel="alternate" type="text/html" href="https://wiki.uoicebound.com/index.php?title=Adaptation_Traits&amp;diff=2193"/>
		<updated>2026-08-05T23:28:26Z</updated>

		<summary type="html">&lt;p&gt;Archin: /* Flaws */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Adaptation Traits represent fundamental somatic or psychological changes to your character. When selecting these traits, you agree that the world and its inhabitants will respond to your choices, whether to your benefit or detriment. &amp;lt;span style=&amp;quot;color: #DAA520;&amp;quot;&amp;gt;It is highly recommended you that you carefully consider this, as these changes are irreversible.&amp;lt;/span&amp;gt; Your character will start with 1 Adaptation point, and will be awarded further Adaptation points upon [[death]] depending on the combination of account age and playtime of your character. &lt;br /&gt;
&lt;br /&gt;
You are limited to 3 flaws, and many flaws preclude each other.&lt;br /&gt;
&lt;br /&gt;
Staff may reference your Traits when reviewing special requests or story considerations.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color: #DAA520;&amp;quot;&amp;gt;In the event of your characters death or retirement, any accumulated points will be refunded and carried over to your next character.&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You can review or purchase traits from the Adaptation tab in your Character Codex.&lt;br /&gt;
&lt;br /&gt;
=Purpose=&lt;br /&gt;
&lt;br /&gt;
This is your character&#039;s driving force: the belief, instinct, or desire that keeps them moving forward. This trait is assigned during character creation, and you only are able to select one:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#272727; text-align:left; color:#AFACA8;&amp;quot; | Trait&lt;br /&gt;
! style=&amp;quot;background-color:#272727; text-align:center; color:#AFACA8;&amp;quot; | Cost&lt;br /&gt;
! style=&amp;quot;background-color:#272727; text-align:left; color:#AFACA8;&amp;quot; | Description&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Hope&#039;&#039;&#039; || ! style=&amp;quot;background-color:#272727; text-align:center; color:#AFACA8;&amp;quot; | - || You believe there’s a future beyond the frost, and you’re willing to fight for it. Despite the endless winter, you cling to the idea that things will get better, that one day the sun will rise again—and you’ll be there to see it.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Defiance&#039;&#039;&#039; || ! style=&amp;quot;background-color:#272727; text-align:center; color:#AFACA8;&amp;quot; | - ||  Sheer willpower fuels you. You survive because death is not an option. Against the cold, the collapse, and the world itself—you fight on, driven by nothing but the defiant fire burning inside you.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Opportunity&#039;&#039;&#039; || ! style=&amp;quot;background-color:#272727; text-align:center; color:#AFACA8;&amp;quot; | - ||  You aim not just to survive, but to thrive. In the collapse of the old world lies the chance to rise, to seize what others have lost. This is your proving ground, and you’ll carve your place in this new, frozen future.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Community&#039;&#039;&#039; || ! style=&amp;quot;background-color:#272727; text-align:center; color:#AFACA8;&amp;quot; | - ||  You live for others, bound by the belief that survival is a shared burden. Whether it’s duty to loved ones or the hope that unity will see you through, you survive because you believe in people—and that together, you can weather any storm.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Posterity&#039;&#039;&#039; || ! style=&amp;quot;background-color:#272727; text-align:center; color:#AFACA8;&amp;quot; | - ||  You’re driven to leave something behind, a legacy that outlasts the cold. Whether for your name, or the belief in a future you’ll never see, you live to build something that will stand long after you’re gone. You’ll light the way for those who come next, even if it’s just a flicker in the dark.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Traits=&lt;br /&gt;
Advantages you can buy to reflect your character’s unique strengths or background:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#272727; text-align:left; color:#AFACA8;&amp;quot; | Trait&lt;br /&gt;
! style=&amp;quot;background-color:#272727; text-align:center; color:#AFACA8;&amp;quot; | Cost&lt;br /&gt;
! style=&amp;quot;background-color:#272727; text-align:left; color:#AFACA8;&amp;quot; | Description&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Character Trait&#039;&#039;&#039; || ! style=&amp;quot;text-align:center; color:#B22222;&amp;quot; | Cost ||  Description of Trait&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Bluebeard&#039;&#039;&#039; || ! style=&amp;quot;text-align:center; color:#B22222;&amp;quot; | 5 ||  (If male) Don’t lose sanity when killing or witnessing the killing of women, but lose double the sanity when witnessing or killing men.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Deutschlander&#039;&#039;&#039; || ! style=&amp;quot;text-align:center; color:#B22222;&amp;quot; | 5 ||  You can understand the German [[Languages|Language]], both reading and spoken. To access, use [German, or access via the Ability Menu.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Femme Fatale&#039;&#039;&#039; || ! style=&amp;quot;text-align:center; color:#B22222;&amp;quot; | 5 ||  (If female) Don’t lose sanity when killing or witnessing the killing of men, but lose double the sanity when witnessing or killing women.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Francophone&#039;&#039;&#039; || ! style=&amp;quot;text-align:center; color:#B22222;&amp;quot; | 5 ||  You can understand the French [[Languages|Language]], both reading and spoken. To access, use command &#039;[French to toggle between speaking French, or access via the Ability Menu.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Observant&#039;&#039;&#039; || ! style=&amp;quot;text-align:center; color:#B22222;&amp;quot; | 5 || You can read lips, allowing for the understanding of whispers from people within your line of sight.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Masochist&#039;&#039;&#039; || ! style=&amp;quot;text-align:center; color:#B22222;&amp;quot; | 2 || [[Sanity]] Restoration is doubled when suffering from two or more injuries.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Skeptic&#039;&#039;&#039; || ! style=&amp;quot;text-align:center; color:#B22222;&amp;quot; | 1 ||  You are not affected by mysticism effects, both positive and negative influences. Recovery benefits from spiritual locations also have no effect. Somatic benefits of chemistry are doubled. (Cannot purchase if you have the Spiritual Trait)&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Spiritual&#039;&#039;&#039; || ! style=&amp;quot;text-align:center; color:#B22222;&amp;quot; | 1||  The beneficial effects of mysticism are doubled, but sanity reduction when performing unethical acts are also doubled when not under certain negativity effects of mysticism. (Cannot purchase if you have Skeptic)&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Stoic&#039;&#039;&#039; || ! style=&amp;quot;text-align:center; color:#B22222;&amp;quot; | 2||  You only take half the normal sanity reduction when murdering humans. But the benefits of music are also halved.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Strong Back&#039;&#039;&#039; || ! style=&amp;quot;text-align:center; color:#B22222;&amp;quot; | 2 ||  Your base carrying capacity is increased by 50.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Iceblood&#039;&#039;&#039; || ! style=&amp;quot;text-align:center; color:#B22222;&amp;quot; | 2 ||  You get a 10% bonus to Cold Resistance regardless of your clothing or armor, but also are 10% more susceptible to heat damage.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Early Bird&#039;&#039;&#039; || ! style=&amp;quot;text-align:center; color:#B22222;&amp;quot; | 3 ||  You&#039;ve always been a morning person. [[Fatigue]] regeneration increased while online during in-game Day.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Night Owl&#039;&#039;&#039; || ! style=&amp;quot;text-align:center; color:#B22222;&amp;quot; | 2 ||  You feel more alert and active during the evening hours. Fatigue regeneration increased while online during in-game Night.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Survivalist&#039;&#039;&#039; || ! style=&amp;quot;text-align:center; color:#B22222;&amp;quot; | 6 ||  You are a master of survival, and know how to cobble together a solution for any problem. Items crafted using Survival will be of Normal quality.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Canine Companion&#039;&#039;&#039; || ! style=&amp;quot;text-align:center; color:#B22222;&amp;quot; | 7 ||  You have bonded with a [[Dog]], and you are utterly loyal to each other. You will start with a customizable dog, which unlocks dog-related abilities as your skills increase.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Sociopath&#039;&#039;&#039; || ! style=&amp;quot;text-align:center; color:#B22222;&amp;quot; | 6 ||  You don’t lose sanity when performing any unethical actions, but well trained doctors and forensic experts may be able to spot your sociopathic behavior.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Green Thumb&#039;&#039;&#039; || ! style=&amp;quot;text-align:center; color:#B22222;&amp;quot; | 2 ||  You listen to the plants and give them what they need, yielding a bountiful harvest in return. +1 Crop Yield from healthy plants on harvest.&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Hardy&#039;&#039;&#039; || ! style=&amp;quot;text-align:center; color:#B22222;&amp;quot; | 3 ||  Rat? You&#039;ve eaten worse. [[Hunger, Thirst &amp;amp; Nutrition|Nutrition]] decays 25% slower.&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Resilient&#039;&#039;&#039; || ! style=&amp;quot;text-align:center; color:#B22222;&amp;quot; | 3 ||  You&#039;ve always been quick to heal. Recover faster from Illness and Injuries.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Flaws=&lt;br /&gt;
Pure disadvantages that grant additional pointbuy when taken, representing your character’s personal hardships or limitations:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#272727; text-align:left; color:#AFACA8;&amp;quot; | Flaw&lt;br /&gt;
! style=&amp;quot;background-color:#272727; text-align:center; color:#AFACA8;&amp;quot; | Cost&lt;br /&gt;
! style=&amp;quot;background-color:#272727; text-align:left; color:#AFACA8;&amp;quot; | Description&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Character Flaw&#039;&#039;&#039; || ! style=&amp;quot;text-align:center; color:#008000;&amp;quot; | Cost ||  Description of Flaw, overviewing the negative.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Alcoholic&#039;&#039;&#039; || ! style=&amp;quot;text-align:center; color:#008000;&amp;quot; | +1 ||  Benefits from drinking alcohol are halved.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Cryophobia&#039;&#039;&#039; || ! style=&amp;quot;text-align:center; color:#008000;&amp;quot; | +1 ||  You fear the cold. You will not regenerate Sanity when cold.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Nearsighted&#039;&#039;&#039; || ! style=&amp;quot;text-align:center; color:#008000;&amp;quot; | +1 ||  You can&#039;t see a thing without your glasses! 5% Hit Chance Decrease when not wearing glasses.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Missing Leg&#039;&#039;&#039; || ! style=&amp;quot;text-align:center; color:#008000;&amp;quot; | +2 ||  You survived, but your leg didn&#039;t make it. You will be able to suffer one less Mortal Injury and survive than you otherwise would.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Missing Hand&#039;&#039;&#039; || ! style=&amp;quot;text-align:center; color:#008000;&amp;quot; | +4 ||  By cold or by combat, your hand is missing. You will be unable to hold items in your left hand until you can find a prosthetic. You will be able to suffer one less Mortal Injury and survive than you otherwise would.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Missing Eye&#039;&#039;&#039; || ! style=&amp;quot;text-align:center; color:#008000;&amp;quot; | +2 || Somewhere along the way you lost an eye. You will be able to suffer one less Mortal Injury and survive than you otherwise would.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Opium Addict&#039;&#039;&#039; || ! style=&amp;quot;text-align:center; color:#008000;&amp;quot; | +3 || You were a regular in the opium dens before the collapse. Your Depressant [[Illness, Injury &amp;amp; Death|Addiction]] level can not drop below MILD.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Stimulant Addict&#039;&#039;&#039; || ! style=&amp;quot;text-align:center; color:#008000;&amp;quot; | +1 ||  You struggle to function without stimulants. Your Stimulant [[Illness, Injury &amp;amp; Death|Addiction]] Level can not drop below SLIGHT.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Squeamish&#039;&#039;&#039; || ! style=&amp;quot;text-align:center; color:#008000;&amp;quot; | +1 ||  The sight of  wounds, illness, and bodily frailty turns your stomach, leaving you incapable of pursuing [[Medicine|Medical]] skill or use bandages.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Insectophobia&#039;&#039;&#039; || ! style=&amp;quot;text-align:center; color:#008000;&amp;quot; | +1 ||  You deal slightly more damage to insects, but their attacks in turn will slightly damage your sanity.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Amusia&#039;&#039;&#039; || ! style=&amp;quot;text-align:center; color:#008000;&amp;quot; | +1 ||  Musically tonedeaf, you&#039;re incapable of carrying a tune. Character can not raise any Music related skills.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Uncouth&#039;&#039;&#039; || ! style=&amp;quot;text-align:center; color:#008000;&amp;quot; | +1 ||  Your manners are quite crude and you will never be a member of high society. Unable to raise [[Eloquence]] skill.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Loud&#039;&#039;&#039; || ! style=&amp;quot;text-align:center; color:#008000;&amp;quot; | +1 ||  You were never taught to use your indoor voice. Whispering can be heard an additional two tile distance.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Honest&#039;&#039;&#039; || ! style=&amp;quot;text-align:center; color:#008000;&amp;quot; | +1 ||  You wouldn&#039;t ever think of taking advantage of another person. Unable to steal from jobs or raise or use [[Skulduggery]] skill.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Oblivious&#039;&#039;&#039; || ! style=&amp;quot;text-align:center; color:#008000;&amp;quot; | +1 ||  You&#039;re more of a big-picture kind of guy. Unable to raise or use [[Forensics]] skill.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Pacifist&#039;&#039;&#039; || ! style=&amp;quot;text-align:center; color:#008000;&amp;quot; | +5 ||  You are unable to maim or kill a human (NPC or PC), are unable to help [[Factions]] secure territory, and are unable to initiate combat against players who have not recently engaged in PVP, but may otherwise engage in combat as normal.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Teetotaler&#039;&#039;&#039; || ! style=&amp;quot;text-align:center; color:#008000;&amp;quot; | +2 ||  Temperance is a virtue. You can not consume alcoholic beverages under any circumstances.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Archin</name></author>
	</entry>
	<entry>
		<id>https://wiki.uoicebound.com/index.php?title=Adaptation_Traits&amp;diff=2192</id>
		<title>Adaptation Traits</title>
		<link rel="alternate" type="text/html" href="https://wiki.uoicebound.com/index.php?title=Adaptation_Traits&amp;diff=2192"/>
		<updated>2026-08-05T23:28:13Z</updated>

		<summary type="html">&lt;p&gt;Archin: /* Flaws */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Adaptation Traits represent fundamental somatic or psychological changes to your character. When selecting these traits, you agree that the world and its inhabitants will respond to your choices, whether to your benefit or detriment. &amp;lt;span style=&amp;quot;color: #DAA520;&amp;quot;&amp;gt;It is highly recommended you that you carefully consider this, as these changes are irreversible.&amp;lt;/span&amp;gt; Your character will start with 1 Adaptation point, and will be awarded further Adaptation points upon [[death]] depending on the combination of account age and playtime of your character. &lt;br /&gt;
&lt;br /&gt;
You are limited to 3 flaws, and many flaws preclude each other.&lt;br /&gt;
&lt;br /&gt;
Staff may reference your Traits when reviewing special requests or story considerations.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color: #DAA520;&amp;quot;&amp;gt;In the event of your characters death or retirement, any accumulated points will be refunded and carried over to your next character.&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You can review or purchase traits from the Adaptation tab in your Character Codex.&lt;br /&gt;
&lt;br /&gt;
=Purpose=&lt;br /&gt;
&lt;br /&gt;
This is your character&#039;s driving force: the belief, instinct, or desire that keeps them moving forward. This trait is assigned during character creation, and you only are able to select one:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#272727; text-align:left; color:#AFACA8;&amp;quot; | Trait&lt;br /&gt;
! style=&amp;quot;background-color:#272727; text-align:center; color:#AFACA8;&amp;quot; | Cost&lt;br /&gt;
! style=&amp;quot;background-color:#272727; text-align:left; color:#AFACA8;&amp;quot; | Description&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Hope&#039;&#039;&#039; || ! style=&amp;quot;background-color:#272727; text-align:center; color:#AFACA8;&amp;quot; | - || You believe there’s a future beyond the frost, and you’re willing to fight for it. Despite the endless winter, you cling to the idea that things will get better, that one day the sun will rise again—and you’ll be there to see it.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Defiance&#039;&#039;&#039; || ! style=&amp;quot;background-color:#272727; text-align:center; color:#AFACA8;&amp;quot; | - ||  Sheer willpower fuels you. You survive because death is not an option. Against the cold, the collapse, and the world itself—you fight on, driven by nothing but the defiant fire burning inside you.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Opportunity&#039;&#039;&#039; || ! style=&amp;quot;background-color:#272727; text-align:center; color:#AFACA8;&amp;quot; | - ||  You aim not just to survive, but to thrive. In the collapse of the old world lies the chance to rise, to seize what others have lost. This is your proving ground, and you’ll carve your place in this new, frozen future.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Community&#039;&#039;&#039; || ! style=&amp;quot;background-color:#272727; text-align:center; color:#AFACA8;&amp;quot; | - ||  You live for others, bound by the belief that survival is a shared burden. Whether it’s duty to loved ones or the hope that unity will see you through, you survive because you believe in people—and that together, you can weather any storm.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Posterity&#039;&#039;&#039; || ! style=&amp;quot;background-color:#272727; text-align:center; color:#AFACA8;&amp;quot; | - ||  You’re driven to leave something behind, a legacy that outlasts the cold. Whether for your name, or the belief in a future you’ll never see, you live to build something that will stand long after you’re gone. You’ll light the way for those who come next, even if it’s just a flicker in the dark.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Traits=&lt;br /&gt;
Advantages you can buy to reflect your character’s unique strengths or background:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#272727; text-align:left; color:#AFACA8;&amp;quot; | Trait&lt;br /&gt;
! style=&amp;quot;background-color:#272727; text-align:center; color:#AFACA8;&amp;quot; | Cost&lt;br /&gt;
! style=&amp;quot;background-color:#272727; text-align:left; color:#AFACA8;&amp;quot; | Description&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Character Trait&#039;&#039;&#039; || ! style=&amp;quot;text-align:center; color:#B22222;&amp;quot; | Cost ||  Description of Trait&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Bluebeard&#039;&#039;&#039; || ! style=&amp;quot;text-align:center; color:#B22222;&amp;quot; | 5 ||  (If male) Don’t lose sanity when killing or witnessing the killing of women, but lose double the sanity when witnessing or killing men.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Deutschlander&#039;&#039;&#039; || ! style=&amp;quot;text-align:center; color:#B22222;&amp;quot; | 5 ||  You can understand the German [[Languages|Language]], both reading and spoken. To access, use [German, or access via the Ability Menu.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Femme Fatale&#039;&#039;&#039; || ! style=&amp;quot;text-align:center; color:#B22222;&amp;quot; | 5 ||  (If female) Don’t lose sanity when killing or witnessing the killing of men, but lose double the sanity when witnessing or killing women.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Francophone&#039;&#039;&#039; || ! style=&amp;quot;text-align:center; color:#B22222;&amp;quot; | 5 ||  You can understand the French [[Languages|Language]], both reading and spoken. To access, use command &#039;[French to toggle between speaking French, or access via the Ability Menu.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Observant&#039;&#039;&#039; || ! style=&amp;quot;text-align:center; color:#B22222;&amp;quot; | 5 || You can read lips, allowing for the understanding of whispers from people within your line of sight.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Masochist&#039;&#039;&#039; || ! style=&amp;quot;text-align:center; color:#B22222;&amp;quot; | 2 || [[Sanity]] Restoration is doubled when suffering from two or more injuries.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Skeptic&#039;&#039;&#039; || ! style=&amp;quot;text-align:center; color:#B22222;&amp;quot; | 1 ||  You are not affected by mysticism effects, both positive and negative influences. Recovery benefits from spiritual locations also have no effect. Somatic benefits of chemistry are doubled. (Cannot purchase if you have the Spiritual Trait)&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Spiritual&#039;&#039;&#039; || ! style=&amp;quot;text-align:center; color:#B22222;&amp;quot; | 1||  The beneficial effects of mysticism are doubled, but sanity reduction when performing unethical acts are also doubled when not under certain negativity effects of mysticism. (Cannot purchase if you have Skeptic)&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Stoic&#039;&#039;&#039; || ! style=&amp;quot;text-align:center; color:#B22222;&amp;quot; | 2||  You only take half the normal sanity reduction when murdering humans. But the benefits of music are also halved.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Strong Back&#039;&#039;&#039; || ! style=&amp;quot;text-align:center; color:#B22222;&amp;quot; | 2 ||  Your base carrying capacity is increased by 50.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Iceblood&#039;&#039;&#039; || ! style=&amp;quot;text-align:center; color:#B22222;&amp;quot; | 2 ||  You get a 10% bonus to Cold Resistance regardless of your clothing or armor, but also are 10% more susceptible to heat damage.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Early Bird&#039;&#039;&#039; || ! style=&amp;quot;text-align:center; color:#B22222;&amp;quot; | 3 ||  You&#039;ve always been a morning person. [[Fatigue]] regeneration increased while online during in-game Day.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Night Owl&#039;&#039;&#039; || ! style=&amp;quot;text-align:center; color:#B22222;&amp;quot; | 2 ||  You feel more alert and active during the evening hours. Fatigue regeneration increased while online during in-game Night.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Survivalist&#039;&#039;&#039; || ! style=&amp;quot;text-align:center; color:#B22222;&amp;quot; | 6 ||  You are a master of survival, and know how to cobble together a solution for any problem. Items crafted using Survival will be of Normal quality.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Canine Companion&#039;&#039;&#039; || ! style=&amp;quot;text-align:center; color:#B22222;&amp;quot; | 7 ||  You have bonded with a [[Dog]], and you are utterly loyal to each other. You will start with a customizable dog, which unlocks dog-related abilities as your skills increase.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Sociopath&#039;&#039;&#039; || ! style=&amp;quot;text-align:center; color:#B22222;&amp;quot; | 6 ||  You don’t lose sanity when performing any unethical actions, but well trained doctors and forensic experts may be able to spot your sociopathic behavior.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Green Thumb&#039;&#039;&#039; || ! style=&amp;quot;text-align:center; color:#B22222;&amp;quot; | 2 ||  You listen to the plants and give them what they need, yielding a bountiful harvest in return. +1 Crop Yield from healthy plants on harvest.&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Hardy&#039;&#039;&#039; || ! style=&amp;quot;text-align:center; color:#B22222;&amp;quot; | 3 ||  Rat? You&#039;ve eaten worse. [[Hunger, Thirst &amp;amp; Nutrition|Nutrition]] decays 25% slower.&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Resilient&#039;&#039;&#039; || ! style=&amp;quot;text-align:center; color:#B22222;&amp;quot; | 3 ||  You&#039;ve always been quick to heal. Recover faster from Illness and Injuries.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Flaws=&lt;br /&gt;
Pure disadvantages that grant additional pointbuy when taken, representing your character’s personal hardships or limitations:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#272727; text-align:left; color:#AFACA8;&amp;quot; | Flaw&lt;br /&gt;
! style=&amp;quot;background-color:#272727; text-align:center; color:#AFACA8;&amp;quot; | Cost&lt;br /&gt;
! style=&amp;quot;background-color:#272727; text-align:left; color:#AFACA8;&amp;quot; | Description&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Character Flaw&#039;&#039;&#039; || ! style=&amp;quot;text-align:center; color:#008000;&amp;quot; | Cost ||  Description of Flaw, overviewing the negative.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Alcoholic&#039;&#039;&#039; || ! style=&amp;quot;text-align:center; color:#008000;&amp;quot; | +1 ||  Benefits from drinking alcohol are halved.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Cryophobia&#039;&#039;&#039; || ! style=&amp;quot;text-align:center; color:#008000;&amp;quot; | +1 ||  You fear the cold. You will not regenerate Sanity when cold.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Nearsighted&#039;&#039;&#039; || ! style=&amp;quot;text-align:center; color:#008000;&amp;quot; | +1 ||  You can&#039;t see a thing without your glasses! 5% Hit Chance Decrease when not wearing glasses.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Missing Leg&#039;&#039;&#039; || ! style=&amp;quot;text-align:center; color:#008000;&amp;quot; | +2 ||  You survived, but your leg didn&#039;t make it. You will be able to suffer one less Mortal Injury and survive than you otherwise would.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Missing Hand&#039;&#039;&#039; || ! style=&amp;quot;text-align:center; color:#008000;&amp;quot; | +4 ||  By cold or by combat, your hand is missing. You will be unable to hold items in your left hand until you can find a prosthetic. You will be able to suffer one less Mortal Injury and survive than you otherwise would.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Missing Eye&#039;&#039;&#039; || ! style=&amp;quot;text-align:center; color:#008000;&amp;quot; | +1 || Somewhere along the way you lost an eye. You will be able to suffer one less Mortal Injury and survive than you otherwise would.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Opium Addict&#039;&#039;&#039; || ! style=&amp;quot;text-align:center; color:#008000;&amp;quot; | +3 || You were a regular in the opium dens before the collapse. Your Depressant [[Illness, Injury &amp;amp; Death|Addiction]] level can not drop below MILD.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Stimulant Addict&#039;&#039;&#039; || ! style=&amp;quot;text-align:center; color:#008000;&amp;quot; | +2 ||  You struggle to function without stimulants. Your Stimulant [[Illness, Injury &amp;amp; Death|Addiction]] Level can not drop below SLIGHT.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Squeamish&#039;&#039;&#039; || ! style=&amp;quot;text-align:center; color:#008000;&amp;quot; | +1 ||  The sight of  wounds, illness, and bodily frailty turns your stomach, leaving you incapable of pursuing [[Medicine|Medical]] skill or use bandages.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Insectophobia&#039;&#039;&#039; || ! style=&amp;quot;text-align:center; color:#008000;&amp;quot; | +1 ||  You deal slightly more damage to insects, but their attacks in turn will slightly damage your sanity.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Amusia&#039;&#039;&#039; || ! style=&amp;quot;text-align:center; color:#008000;&amp;quot; | +1 ||  Musically tonedeaf, you&#039;re incapable of carrying a tune. Character can not raise any Music related skills.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Uncouth&#039;&#039;&#039; || ! style=&amp;quot;text-align:center; color:#008000;&amp;quot; | +1 ||  Your manners are quite crude and you will never be a member of high society. Unable to raise [[Eloquence]] skill.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Loud&#039;&#039;&#039; || ! style=&amp;quot;text-align:center; color:#008000;&amp;quot; | +1 ||  You were never taught to use your indoor voice. Whispering can be heard an additional two tile distance.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Honest&#039;&#039;&#039; || ! style=&amp;quot;text-align:center; color:#008000;&amp;quot; | +1 ||  You wouldn&#039;t ever think of taking advantage of another person. Unable to steal from jobs or raise or use [[Skulduggery]] skill.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Oblivious&#039;&#039;&#039; || ! style=&amp;quot;text-align:center; color:#008000;&amp;quot; | +1 ||  You&#039;re more of a big-picture kind of guy. Unable to raise or use [[Forensics]] skill.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Pacifist&#039;&#039;&#039; || ! style=&amp;quot;text-align:center; color:#008000;&amp;quot; | +5 ||  You are unable to maim or kill a human (NPC or PC), are unable to help [[Factions]] secure territory, and are unable to initiate combat against players who have not recently engaged in PVP, but may otherwise engage in combat as normal.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Teetotaler&#039;&#039;&#039; || ! style=&amp;quot;text-align:center; color:#008000;&amp;quot; | +2 ||  Temperance is a virtue. You can not consume alcoholic beverages under any circumstances.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Archin</name></author>
	</entry>
	<entry>
		<id>https://wiki.uoicebound.com/index.php?title=Adaptation_Traits&amp;diff=2191</id>
		<title>Adaptation Traits</title>
		<link rel="alternate" type="text/html" href="https://wiki.uoicebound.com/index.php?title=Adaptation_Traits&amp;diff=2191"/>
		<updated>2026-08-05T23:27:29Z</updated>

		<summary type="html">&lt;p&gt;Archin: /* Traits */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Adaptation Traits represent fundamental somatic or psychological changes to your character. When selecting these traits, you agree that the world and its inhabitants will respond to your choices, whether to your benefit or detriment. &amp;lt;span style=&amp;quot;color: #DAA520;&amp;quot;&amp;gt;It is highly recommended you that you carefully consider this, as these changes are irreversible.&amp;lt;/span&amp;gt; Your character will start with 1 Adaptation point, and will be awarded further Adaptation points upon [[death]] depending on the combination of account age and playtime of your character. &lt;br /&gt;
&lt;br /&gt;
You are limited to 3 flaws, and many flaws preclude each other.&lt;br /&gt;
&lt;br /&gt;
Staff may reference your Traits when reviewing special requests or story considerations.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color: #DAA520;&amp;quot;&amp;gt;In the event of your characters death or retirement, any accumulated points will be refunded and carried over to your next character.&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You can review or purchase traits from the Adaptation tab in your Character Codex.&lt;br /&gt;
&lt;br /&gt;
=Purpose=&lt;br /&gt;
&lt;br /&gt;
This is your character&#039;s driving force: the belief, instinct, or desire that keeps them moving forward. This trait is assigned during character creation, and you only are able to select one:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#272727; text-align:left; color:#AFACA8;&amp;quot; | Trait&lt;br /&gt;
! style=&amp;quot;background-color:#272727; text-align:center; color:#AFACA8;&amp;quot; | Cost&lt;br /&gt;
! style=&amp;quot;background-color:#272727; text-align:left; color:#AFACA8;&amp;quot; | Description&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Hope&#039;&#039;&#039; || ! style=&amp;quot;background-color:#272727; text-align:center; color:#AFACA8;&amp;quot; | - || You believe there’s a future beyond the frost, and you’re willing to fight for it. Despite the endless winter, you cling to the idea that things will get better, that one day the sun will rise again—and you’ll be there to see it.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Defiance&#039;&#039;&#039; || ! style=&amp;quot;background-color:#272727; text-align:center; color:#AFACA8;&amp;quot; | - ||  Sheer willpower fuels you. You survive because death is not an option. Against the cold, the collapse, and the world itself—you fight on, driven by nothing but the defiant fire burning inside you.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Opportunity&#039;&#039;&#039; || ! style=&amp;quot;background-color:#272727; text-align:center; color:#AFACA8;&amp;quot; | - ||  You aim not just to survive, but to thrive. In the collapse of the old world lies the chance to rise, to seize what others have lost. This is your proving ground, and you’ll carve your place in this new, frozen future.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Community&#039;&#039;&#039; || ! style=&amp;quot;background-color:#272727; text-align:center; color:#AFACA8;&amp;quot; | - ||  You live for others, bound by the belief that survival is a shared burden. Whether it’s duty to loved ones or the hope that unity will see you through, you survive because you believe in people—and that together, you can weather any storm.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Posterity&#039;&#039;&#039; || ! style=&amp;quot;background-color:#272727; text-align:center; color:#AFACA8;&amp;quot; | - ||  You’re driven to leave something behind, a legacy that outlasts the cold. Whether for your name, or the belief in a future you’ll never see, you live to build something that will stand long after you’re gone. You’ll light the way for those who come next, even if it’s just a flicker in the dark.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Traits=&lt;br /&gt;
Advantages you can buy to reflect your character’s unique strengths or background:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#272727; text-align:left; color:#AFACA8;&amp;quot; | Trait&lt;br /&gt;
! style=&amp;quot;background-color:#272727; text-align:center; color:#AFACA8;&amp;quot; | Cost&lt;br /&gt;
! style=&amp;quot;background-color:#272727; text-align:left; color:#AFACA8;&amp;quot; | Description&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Character Trait&#039;&#039;&#039; || ! style=&amp;quot;text-align:center; color:#B22222;&amp;quot; | Cost ||  Description of Trait&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Bluebeard&#039;&#039;&#039; || ! style=&amp;quot;text-align:center; color:#B22222;&amp;quot; | 5 ||  (If male) Don’t lose sanity when killing or witnessing the killing of women, but lose double the sanity when witnessing or killing men.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Deutschlander&#039;&#039;&#039; || ! style=&amp;quot;text-align:center; color:#B22222;&amp;quot; | 5 ||  You can understand the German [[Languages|Language]], both reading and spoken. To access, use [German, or access via the Ability Menu.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Femme Fatale&#039;&#039;&#039; || ! style=&amp;quot;text-align:center; color:#B22222;&amp;quot; | 5 ||  (If female) Don’t lose sanity when killing or witnessing the killing of men, but lose double the sanity when witnessing or killing women.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Francophone&#039;&#039;&#039; || ! style=&amp;quot;text-align:center; color:#B22222;&amp;quot; | 5 ||  You can understand the French [[Languages|Language]], both reading and spoken. To access, use command &#039;[French to toggle between speaking French, or access via the Ability Menu.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Observant&#039;&#039;&#039; || ! style=&amp;quot;text-align:center; color:#B22222;&amp;quot; | 5 || You can read lips, allowing for the understanding of whispers from people within your line of sight.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Masochist&#039;&#039;&#039; || ! style=&amp;quot;text-align:center; color:#B22222;&amp;quot; | 2 || [[Sanity]] Restoration is doubled when suffering from two or more injuries.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Skeptic&#039;&#039;&#039; || ! style=&amp;quot;text-align:center; color:#B22222;&amp;quot; | 1 ||  You are not affected by mysticism effects, both positive and negative influences. Recovery benefits from spiritual locations also have no effect. Somatic benefits of chemistry are doubled. (Cannot purchase if you have the Spiritual Trait)&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Spiritual&#039;&#039;&#039; || ! style=&amp;quot;text-align:center; color:#B22222;&amp;quot; | 1||  The beneficial effects of mysticism are doubled, but sanity reduction when performing unethical acts are also doubled when not under certain negativity effects of mysticism. (Cannot purchase if you have Skeptic)&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Stoic&#039;&#039;&#039; || ! style=&amp;quot;text-align:center; color:#B22222;&amp;quot; | 2||  You only take half the normal sanity reduction when murdering humans. But the benefits of music are also halved.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Strong Back&#039;&#039;&#039; || ! style=&amp;quot;text-align:center; color:#B22222;&amp;quot; | 2 ||  Your base carrying capacity is increased by 50.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Iceblood&#039;&#039;&#039; || ! style=&amp;quot;text-align:center; color:#B22222;&amp;quot; | 2 ||  You get a 10% bonus to Cold Resistance regardless of your clothing or armor, but also are 10% more susceptible to heat damage.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Early Bird&#039;&#039;&#039; || ! style=&amp;quot;text-align:center; color:#B22222;&amp;quot; | 3 ||  You&#039;ve always been a morning person. [[Fatigue]] regeneration increased while online during in-game Day.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Night Owl&#039;&#039;&#039; || ! style=&amp;quot;text-align:center; color:#B22222;&amp;quot; | 2 ||  You feel more alert and active during the evening hours. Fatigue regeneration increased while online during in-game Night.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Survivalist&#039;&#039;&#039; || ! style=&amp;quot;text-align:center; color:#B22222;&amp;quot; | 6 ||  You are a master of survival, and know how to cobble together a solution for any problem. Items crafted using Survival will be of Normal quality.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Canine Companion&#039;&#039;&#039; || ! style=&amp;quot;text-align:center; color:#B22222;&amp;quot; | 7 ||  You have bonded with a [[Dog]], and you are utterly loyal to each other. You will start with a customizable dog, which unlocks dog-related abilities as your skills increase.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Sociopath&#039;&#039;&#039; || ! style=&amp;quot;text-align:center; color:#B22222;&amp;quot; | 6 ||  You don’t lose sanity when performing any unethical actions, but well trained doctors and forensic experts may be able to spot your sociopathic behavior.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Green Thumb&#039;&#039;&#039; || ! style=&amp;quot;text-align:center; color:#B22222;&amp;quot; | 2 ||  You listen to the plants and give them what they need, yielding a bountiful harvest in return. +1 Crop Yield from healthy plants on harvest.&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Hardy&#039;&#039;&#039; || ! style=&amp;quot;text-align:center; color:#B22222;&amp;quot; | 3 ||  Rat? You&#039;ve eaten worse. [[Hunger, Thirst &amp;amp; Nutrition|Nutrition]] decays 25% slower.&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Resilient&#039;&#039;&#039; || ! style=&amp;quot;text-align:center; color:#B22222;&amp;quot; | 3 ||  You&#039;ve always been quick to heal. Recover faster from Illness and Injuries.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Flaws=&lt;br /&gt;
Pure disadvantages that grant additional pointbuy when taken, representing your character’s personal hardships or limitations:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#272727; text-align:left; color:#AFACA8;&amp;quot; | Flaw&lt;br /&gt;
! style=&amp;quot;background-color:#272727; text-align:center; color:#AFACA8;&amp;quot; | Cost&lt;br /&gt;
! style=&amp;quot;background-color:#272727; text-align:left; color:#AFACA8;&amp;quot; | Description&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Character Flaw&#039;&#039;&#039; || ! style=&amp;quot;text-align:center; color:#008000;&amp;quot; | Cost ||  Description of Flaw, overviewing the negative.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Alcoholic&#039;&#039;&#039; || ! style=&amp;quot;text-align:center; color:#008000;&amp;quot; | +1 ||  Benefits from drinking alcohol are halved.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Cryophobia&#039;&#039;&#039; || ! style=&amp;quot;text-align:center; color:#008000;&amp;quot; | +1 ||  You fear the cold. You will not regenerate Sanity when cold.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Nearsighted&#039;&#039;&#039; || ! style=&amp;quot;text-align:center; color:#008000;&amp;quot; | +1 ||  You can&#039;t see a thing without your glasses! 5% Hit Chance Decrease when not wearing glasses.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Missing Leg&#039;&#039;&#039; || ! style=&amp;quot;text-align:center; color:#008000;&amp;quot; | +3 ||  You survived, but your leg didn&#039;t make it. You will be able to suffer one less Mortal Injury and survive than you otherwise would.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Missing Hand&#039;&#039;&#039; || ! style=&amp;quot;text-align:center; color:#008000;&amp;quot; | +3 ||  By cold or by combat, your hand is missing. You will be unable to hold items in your left hand until you can find a prosthetic. You will be able to suffer one less Mortal Injury and survive than you otherwise would.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Missing Eye&#039;&#039;&#039; || ! style=&amp;quot;text-align:center; color:#008000;&amp;quot; | +2 || Somewhere along the way you lost an eye. You will be able to suffer one less Mortal Injury and survive than you otherwise would.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Opium Addict&#039;&#039;&#039; || ! style=&amp;quot;text-align:center; color:#008000;&amp;quot; | +3 || You were a regular in the opium dens before the collapse. Your Depressant [[Illness, Injury &amp;amp; Death|Addiction]] level can not drop below MILD.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Stimulant Addict&#039;&#039;&#039; || ! style=&amp;quot;text-align:center; color:#008000;&amp;quot; | +2 ||  You struggle to function without stimulants. Your Stimulant [[Illness, Injury &amp;amp; Death|Addiction]] Level can not drop below SLIGHT.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Squeamish&#039;&#039;&#039; || ! style=&amp;quot;text-align:center; color:#008000;&amp;quot; | +1 ||  The sight of  wounds, illness, and bodily frailty turns your stomach, leaving you incapable of pursuing [[Medicine|Medical]] skill or use bandages.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Insectophobia&#039;&#039;&#039; || ! style=&amp;quot;text-align:center; color:#008000;&amp;quot; | +1 ||  You deal slightly more damage to insects, but their attacks in turn will slightly damage your sanity.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Amusia&#039;&#039;&#039; || ! style=&amp;quot;text-align:center; color:#008000;&amp;quot; | +1 ||  Musically tonedeaf, you&#039;re incapable of carrying a tune. Character can not raise any Music related skills.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Uncouth&#039;&#039;&#039; || ! style=&amp;quot;text-align:center; color:#008000;&amp;quot; | +1 ||  Your manners are quite crude and you will never be a member of high society. Unable to raise [[Eloquence]] skill.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Loud&#039;&#039;&#039; || ! style=&amp;quot;text-align:center; color:#008000;&amp;quot; | +1 ||  You were never taught to use your indoor voice. Whispering can be heard an additional two tile distance.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Honest&#039;&#039;&#039; || ! style=&amp;quot;text-align:center; color:#008000;&amp;quot; | +1 ||  You wouldn&#039;t ever think of taking advantage of another person. Unable to steal from jobs or raise or use [[Skulduggery]] skill.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Oblivious&#039;&#039;&#039; || ! style=&amp;quot;text-align:center; color:#008000;&amp;quot; | +1 ||  You&#039;re more of a big-picture kind of guy. Unable to raise or use [[Forensics]] skill.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Pacifist&#039;&#039;&#039; || ! style=&amp;quot;text-align:center; color:#008000;&amp;quot; | +5 ||  You are unable to maim or kill a human (NPC or PC), are unable to help [[Factions]] secure territory, and are unable to initiate combat against players who have not recently engaged in PVP, but may otherwise engage in combat as normal.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Teetotaler&#039;&#039;&#039; || ! style=&amp;quot;text-align:center; color:#008000;&amp;quot; | +2 ||  Temperance is a virtue. You can not consume alcoholic beverages under any circumstances.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Archin</name></author>
	</entry>
	<entry>
		<id>https://wiki.uoicebound.com/index.php?title=Download_%26_Installation&amp;diff=2190</id>
		<title>Download &amp; Installation</title>
		<link rel="alternate" type="text/html" href="https://wiki.uoicebound.com/index.php?title=Download_%26_Installation&amp;diff=2190"/>
		<updated>2026-08-04T19:23:30Z</updated>

		<summary type="html">&lt;p&gt;Archin: /* Step 3: Create Your Account */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== &amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Step 1: Download the Launcher&amp;lt;/font&amp;gt; ===&lt;br /&gt;
Download the Icebound Launcher from the link below and run the installer:&lt;br /&gt;
&lt;br /&gt;
*https://download.uoicebound.com/&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Step 2: Install the Game&amp;lt;/font&amp;gt; ===&lt;br /&gt;
Open the launcher once installed. It comes pre-configured with Icebound&#039;s server credentials, so there&#039;s nothing to enter manually.&lt;br /&gt;
&lt;br /&gt;
# Launch the &#039;&#039;&#039;Icebound Launcher&#039;&#039;&#039; from the directory you installed it&lt;br /&gt;
# Wait for the launcher to finish downloading and installing the game client. This may take a while depending on your connection:&lt;br /&gt;
[[File:Launcher_Patching.png]]&lt;br /&gt;
# Once complete, a &#039;&#039;&#039;CUO&#039;&#039;&#039; (ClassicUO) icon will appear:&lt;br /&gt;
[[File:Launcher_Finished.png]]&lt;br /&gt;
# Click the &#039;&#039;&#039;CUO&#039;&#039;&#039; icon to launch the game.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Step 3: Create Your Account&amp;lt;/font&amp;gt;  ===&lt;br /&gt;
The first time you log in, you&#039;ll be greeted with a login screen.&lt;br /&gt;
&lt;br /&gt;
# Type in your desired &#039;&#039;&#039;Account Name&#039;&#039;&#039;&lt;br /&gt;
# Type in your desired &#039;&#039;&#039;Password&#039;&#039;&#039;&lt;br /&gt;
# Pressing login will automatically creates a new account with those credentials&lt;br /&gt;
# Select the Icebound server and select new character to begin&lt;br /&gt;
&lt;br /&gt;
[[File:Ice_Login.gif]]&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Account Policy&amp;lt;/font&amp;gt; ===&lt;br /&gt;
&#039;&#039;&#039;Accounts are limited to one per person.&#039;&#039;&#039; If multiple people in your household want to play, each additional account must be set up with staff assistance.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Need Help?&amp;lt;/font&amp;gt;  ===&lt;br /&gt;
If you run into any issues during installation, ask in the &#039;&#039;&#039;#player-help&#039;&#039;&#039; channel on our [https://discord.gg/6EKwDq3BkN Discord]&lt;/div&gt;</summary>
		<author><name>Archin</name></author>
	</entry>
	<entry>
		<id>https://wiki.uoicebound.com/index.php?title=Download_%26_Installation&amp;diff=2189</id>
		<title>Download &amp; Installation</title>
		<link rel="alternate" type="text/html" href="https://wiki.uoicebound.com/index.php?title=Download_%26_Installation&amp;diff=2189"/>
		<updated>2026-08-04T19:23:05Z</updated>

		<summary type="html">&lt;p&gt;Archin: /* Step 3: Create Your Account */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== &amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Step 1: Download the Launcher&amp;lt;/font&amp;gt; ===&lt;br /&gt;
Download the Icebound Launcher from the link below and run the installer:&lt;br /&gt;
&lt;br /&gt;
*https://download.uoicebound.com/&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Step 2: Install the Game&amp;lt;/font&amp;gt; ===&lt;br /&gt;
Open the launcher once installed. It comes pre-configured with Icebound&#039;s server credentials, so there&#039;s nothing to enter manually.&lt;br /&gt;
&lt;br /&gt;
# Launch the &#039;&#039;&#039;Icebound Launcher&#039;&#039;&#039; from the directory you installed it&lt;br /&gt;
# Wait for the launcher to finish downloading and installing the game client. This may take a while depending on your connection:&lt;br /&gt;
[[File:Launcher_Patching.png]]&lt;br /&gt;
# Once complete, a &#039;&#039;&#039;CUO&#039;&#039;&#039; (ClassicUO) icon will appear:&lt;br /&gt;
[[File:Launcher_Finished.png]]&lt;br /&gt;
# Click the &#039;&#039;&#039;CUO&#039;&#039;&#039; icon to launch the game.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Step 3: Create Your Account&amp;lt;/font&amp;gt;  ===&lt;br /&gt;
The first time you log in, you&#039;ll be greeted with a login screen.&lt;br /&gt;
&lt;br /&gt;
# Type in your desired &#039;&#039;&#039;Account Name&#039;&#039;&#039;&lt;br /&gt;
# Type in your desired &#039;&#039;&#039;Password&#039;&#039;&#039;&lt;br /&gt;
# Press login: this automatically creates a new account with those credentials.&lt;br /&gt;
# Select the Icebound server and select new character to begin&lt;br /&gt;
&lt;br /&gt;
[[File:Ice_Login.gif]]&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Account Policy&amp;lt;/font&amp;gt; ===&lt;br /&gt;
&#039;&#039;&#039;Accounts are limited to one per person.&#039;&#039;&#039; If multiple people in your household want to play, each additional account must be set up with staff assistance.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Need Help?&amp;lt;/font&amp;gt;  ===&lt;br /&gt;
If you run into any issues during installation, ask in the &#039;&#039;&#039;#player-help&#039;&#039;&#039; channel on our [https://discord.gg/6EKwDq3BkN Discord]&lt;/div&gt;</summary>
		<author><name>Archin</name></author>
	</entry>
	<entry>
		<id>https://wiki.uoicebound.com/index.php?title=Download_%26_Installation&amp;diff=2188</id>
		<title>Download &amp; Installation</title>
		<link rel="alternate" type="text/html" href="https://wiki.uoicebound.com/index.php?title=Download_%26_Installation&amp;diff=2188"/>
		<updated>2026-08-04T19:22:17Z</updated>

		<summary type="html">&lt;p&gt;Archin: /* Step 1: Download the Launcher */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== &amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Step 1: Download the Launcher&amp;lt;/font&amp;gt; ===&lt;br /&gt;
Download the Icebound Launcher from the link below and run the installer:&lt;br /&gt;
&lt;br /&gt;
*https://download.uoicebound.com/&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Step 2: Install the Game&amp;lt;/font&amp;gt; ===&lt;br /&gt;
Open the launcher once installed. It comes pre-configured with Icebound&#039;s server credentials, so there&#039;s nothing to enter manually.&lt;br /&gt;
&lt;br /&gt;
# Launch the &#039;&#039;&#039;Icebound Launcher&#039;&#039;&#039; from the directory you installed it&lt;br /&gt;
# Wait for the launcher to finish downloading and installing the game client. This may take a while depending on your connection:&lt;br /&gt;
[[File:Launcher_Patching.png]]&lt;br /&gt;
# Once complete, a &#039;&#039;&#039;CUO&#039;&#039;&#039; (ClassicUO) icon will appear:&lt;br /&gt;
[[File:Launcher_Finished.png]]&lt;br /&gt;
# Click the &#039;&#039;&#039;CUO&#039;&#039;&#039; icon to launch the game.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Step 3: Create Your Account&amp;lt;/font&amp;gt;  ===&lt;br /&gt;
The first time you log in, you&#039;ll be greeted with a login screen.&lt;br /&gt;
&lt;br /&gt;
# Type in your desired &#039;&#039;&#039;Account Name&#039;&#039;&#039;&lt;br /&gt;
# Type in your desired &#039;&#039;&#039;Password&#039;&#039;&#039;&lt;br /&gt;
# Press enter/login: this automatically creates a new account with those credentials.&lt;br /&gt;
# Select the Icebound server and select new character to begin&lt;br /&gt;
&lt;br /&gt;
[[File:Ice_Login.gif]]&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Account Policy&amp;lt;/font&amp;gt; ===&lt;br /&gt;
&#039;&#039;&#039;Accounts are limited to one per person.&#039;&#039;&#039; If multiple people in your household want to play, each additional account must be set up with staff assistance.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Need Help?&amp;lt;/font&amp;gt;  ===&lt;br /&gt;
If you run into any issues during installation, ask in the &#039;&#039;&#039;#player-help&#039;&#039;&#039; channel on our [https://discord.gg/6EKwDq3BkN Discord]&lt;/div&gt;</summary>
		<author><name>Archin</name></author>
	</entry>
	<entry>
		<id>https://wiki.uoicebound.com/index.php?title=Download_%26_Installation&amp;diff=2187</id>
		<title>Download &amp; Installation</title>
		<link rel="alternate" type="text/html" href="https://wiki.uoicebound.com/index.php?title=Download_%26_Installation&amp;diff=2187"/>
		<updated>2026-08-04T19:22:10Z</updated>

		<summary type="html">&lt;p&gt;Archin: /* Step 1: Download the Launcher */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== &amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Step 1: Download the Launcher&amp;lt;/font&amp;gt; ===&lt;br /&gt;
Download the Icebound Launcher from the link below and run the installer.&lt;br /&gt;
&lt;br /&gt;
*https://download.uoicebound.com/&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Step 2: Install the Game&amp;lt;/font&amp;gt; ===&lt;br /&gt;
Open the launcher once installed. It comes pre-configured with Icebound&#039;s server credentials, so there&#039;s nothing to enter manually.&lt;br /&gt;
&lt;br /&gt;
# Launch the &#039;&#039;&#039;Icebound Launcher&#039;&#039;&#039; from the directory you installed it&lt;br /&gt;
# Wait for the launcher to finish downloading and installing the game client. This may take a while depending on your connection:&lt;br /&gt;
[[File:Launcher_Patching.png]]&lt;br /&gt;
# Once complete, a &#039;&#039;&#039;CUO&#039;&#039;&#039; (ClassicUO) icon will appear:&lt;br /&gt;
[[File:Launcher_Finished.png]]&lt;br /&gt;
# Click the &#039;&#039;&#039;CUO&#039;&#039;&#039; icon to launch the game.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Step 3: Create Your Account&amp;lt;/font&amp;gt;  ===&lt;br /&gt;
The first time you log in, you&#039;ll be greeted with a login screen.&lt;br /&gt;
&lt;br /&gt;
# Type in your desired &#039;&#039;&#039;Account Name&#039;&#039;&#039;&lt;br /&gt;
# Type in your desired &#039;&#039;&#039;Password&#039;&#039;&#039;&lt;br /&gt;
# Press enter/login: this automatically creates a new account with those credentials.&lt;br /&gt;
# Select the Icebound server and select new character to begin&lt;br /&gt;
&lt;br /&gt;
[[File:Ice_Login.gif]]&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Account Policy&amp;lt;/font&amp;gt; ===&lt;br /&gt;
&#039;&#039;&#039;Accounts are limited to one per person.&#039;&#039;&#039; If multiple people in your household want to play, each additional account must be set up with staff assistance.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Need Help?&amp;lt;/font&amp;gt;  ===&lt;br /&gt;
If you run into any issues during installation, ask in the &#039;&#039;&#039;#player-help&#039;&#039;&#039; channel on our [https://discord.gg/6EKwDq3BkN Discord]&lt;/div&gt;</summary>
		<author><name>Archin</name></author>
	</entry>
	<entry>
		<id>https://wiki.uoicebound.com/index.php?title=Download_%26_Installation&amp;diff=2186</id>
		<title>Download &amp; Installation</title>
		<link rel="alternate" type="text/html" href="https://wiki.uoicebound.com/index.php?title=Download_%26_Installation&amp;diff=2186"/>
		<updated>2026-08-04T19:14:55Z</updated>

		<summary type="html">&lt;p&gt;Archin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== &amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Step 1: Download the Launcher&amp;lt;/font&amp;gt; ===&lt;br /&gt;
Download the Icebound Launcher from the link below and run the installer.&lt;br /&gt;
&lt;br /&gt;
*TKTKTK&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Step 2: Install the Game&amp;lt;/font&amp;gt; ===&lt;br /&gt;
Open the launcher once installed. It comes pre-configured with Icebound&#039;s server credentials, so there&#039;s nothing to enter manually.&lt;br /&gt;
&lt;br /&gt;
# Launch the &#039;&#039;&#039;Icebound Launcher&#039;&#039;&#039; from the directory you installed it&lt;br /&gt;
# Wait for the launcher to finish downloading and installing the game client. This may take a while depending on your connection:&lt;br /&gt;
[[File:Launcher_Patching.png]]&lt;br /&gt;
# Once complete, a &#039;&#039;&#039;CUO&#039;&#039;&#039; (ClassicUO) icon will appear:&lt;br /&gt;
[[File:Launcher_Finished.png]]&lt;br /&gt;
# Click the &#039;&#039;&#039;CUO&#039;&#039;&#039; icon to launch the game.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Step 3: Create Your Account&amp;lt;/font&amp;gt;  ===&lt;br /&gt;
The first time you log in, you&#039;ll be greeted with a login screen.&lt;br /&gt;
&lt;br /&gt;
# Type in your desired &#039;&#039;&#039;Account Name&#039;&#039;&#039;&lt;br /&gt;
# Type in your desired &#039;&#039;&#039;Password&#039;&#039;&#039;&lt;br /&gt;
# Press enter/login: this automatically creates a new account with those credentials.&lt;br /&gt;
# Select the Icebound server and select new character to begin&lt;br /&gt;
&lt;br /&gt;
[[File:Ice_Login.gif]]&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Account Policy&amp;lt;/font&amp;gt; ===&lt;br /&gt;
&#039;&#039;&#039;Accounts are limited to one per person.&#039;&#039;&#039; If multiple people in your household want to play, each additional account must be set up with staff assistance.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Need Help?&amp;lt;/font&amp;gt;  ===&lt;br /&gt;
If you run into any issues during installation, ask in the &#039;&#039;&#039;#player-help&#039;&#039;&#039; channel on our [https://discord.gg/6EKwDq3BkN Discord]&lt;/div&gt;</summary>
		<author><name>Archin</name></author>
	</entry>
	<entry>
		<id>https://wiki.uoicebound.com/index.php?title=File:Launcher_Finished.png&amp;diff=2185</id>
		<title>File:Launcher Finished.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.uoicebound.com/index.php?title=File:Launcher_Finished.png&amp;diff=2185"/>
		<updated>2026-08-04T19:14:26Z</updated>

		<summary type="html">&lt;p&gt;Archin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Archin</name></author>
	</entry>
	<entry>
		<id>https://wiki.uoicebound.com/index.php?title=Download_%26_Installation&amp;diff=2184</id>
		<title>Download &amp; Installation</title>
		<link rel="alternate" type="text/html" href="https://wiki.uoicebound.com/index.php?title=Download_%26_Installation&amp;diff=2184"/>
		<updated>2026-08-04T19:14:04Z</updated>

		<summary type="html">&lt;p&gt;Archin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== &amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Step 1: Download the Launcher&amp;lt;/font&amp;gt; ===&lt;br /&gt;
Download the Icebound Launcher from the link below and run the installer.&lt;br /&gt;
&lt;br /&gt;
*TKTKTK&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Step 2: Install the Game&amp;lt;/font&amp;gt; ===&lt;br /&gt;
Open the launcher once installed. It comes pre-configured with Icebound&#039;s server credentials, so there&#039;s nothing to enter manually.&lt;br /&gt;
&lt;br /&gt;
# Launch the &#039;&#039;&#039;Icebound Launcher&#039;&#039;&#039; from the directory you installed it&lt;br /&gt;
# Wait for the launcher to finish downloading and installing the game client. This may take a while depending on your connection:&lt;br /&gt;
[[File:Launcher_Patching.png]]&lt;br /&gt;
# Once complete, a &#039;&#039;&#039;CUO&#039;&#039;&#039; (ClassicUO) icon will appear.&lt;br /&gt;
# Click the &#039;&#039;&#039;CUO&#039;&#039;&#039; icon to launch the game.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Step 3: Create Your Account&amp;lt;/font&amp;gt;  ===&lt;br /&gt;
The first time you log in, you&#039;ll be greeted with a login screen.&lt;br /&gt;
&lt;br /&gt;
# Type in your desired &#039;&#039;&#039;Account Name&#039;&#039;&#039;&lt;br /&gt;
# Type in your desired &#039;&#039;&#039;Password&#039;&#039;&#039;&lt;br /&gt;
# Press enter/login: this automatically creates a new account with those credentials.&lt;br /&gt;
# Select the Icebound server and select new character to begin&lt;br /&gt;
&lt;br /&gt;
[[File:Ice_Login.gif]]&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Account Policy&amp;lt;/font&amp;gt; ===&lt;br /&gt;
&#039;&#039;&#039;Accounts are limited to one per person.&#039;&#039;&#039; If multiple people in your household want to play, each additional account must be set up with staff assistance.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Need Help?&amp;lt;/font&amp;gt;  ===&lt;br /&gt;
If you run into any issues during installation, ask in the &#039;&#039;&#039;#player-help&#039;&#039;&#039; channel on our [https://discord.gg/6EKwDq3BkN Discord]&lt;/div&gt;</summary>
		<author><name>Archin</name></author>
	</entry>
	<entry>
		<id>https://wiki.uoicebound.com/index.php?title=File:Launcher_Patching.png&amp;diff=2183</id>
		<title>File:Launcher Patching.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.uoicebound.com/index.php?title=File:Launcher_Patching.png&amp;diff=2183"/>
		<updated>2026-08-04T19:13:43Z</updated>

		<summary type="html">&lt;p&gt;Archin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Archin</name></author>
	</entry>
	<entry>
		<id>https://wiki.uoicebound.com/index.php?title=Download_%26_Installation&amp;diff=2182</id>
		<title>Download &amp; Installation</title>
		<link rel="alternate" type="text/html" href="https://wiki.uoicebound.com/index.php?title=Download_%26_Installation&amp;diff=2182"/>
		<updated>2026-08-04T19:11:24Z</updated>

		<summary type="html">&lt;p&gt;Archin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== &amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Step 1: Download the Launcher&amp;lt;/font&amp;gt; ===&lt;br /&gt;
Download the Icebound Launcher from the link below and run the installer.&lt;br /&gt;
&lt;br /&gt;
*TKTKTK&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Step 2: Install the Game&amp;lt;/font&amp;gt; ===&lt;br /&gt;
Open the launcher once installed. It comes pre-configured with Icebound&#039;s server credentials, so there&#039;s nothing to enter manually.&lt;br /&gt;
&lt;br /&gt;
# Launch the &#039;&#039;&#039;Icebound Launcher&#039;&#039;&#039; from the directory you installed it&lt;br /&gt;
# Wait for the launcher to finish downloading and installing the game client. This may take a while depending on your connection&lt;br /&gt;
# Once complete, a &#039;&#039;&#039;CUO&#039;&#039;&#039; (ClassicUO) icon will appear.&lt;br /&gt;
# Click the &#039;&#039;&#039;CUO&#039;&#039;&#039; icon to launch the game.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Step 3: Create Your Account&amp;lt;/font&amp;gt;  ===&lt;br /&gt;
The first time you log in, you&#039;ll be greeted with a login screen.&lt;br /&gt;
&lt;br /&gt;
# Type in your desired &#039;&#039;&#039;Account Name&#039;&#039;&#039;&lt;br /&gt;
# Type in your desired &#039;&#039;&#039;Password&#039;&#039;&#039;&lt;br /&gt;
# Press enter/login: this automatically creates a new account with those credentials.&lt;br /&gt;
# Select the Icebound server and select new character to begin&lt;br /&gt;
&lt;br /&gt;
[[File:Ice_Login.gif]]&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Account Policy&amp;lt;/font&amp;gt; ===&lt;br /&gt;
&#039;&#039;&#039;Accounts are limited to one per person.&#039;&#039;&#039; If multiple people in your household want to play, each additional account must be set up with staff assistance.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Need Help?&amp;lt;/font&amp;gt;  ===&lt;br /&gt;
If you run into any issues during installation, ask in the &#039;&#039;&#039;#player-help&#039;&#039;&#039; channel on our [https://discord.gg/6EKwDq3BkN Discord]&lt;/div&gt;</summary>
		<author><name>Archin</name></author>
	</entry>
	<entry>
		<id>https://wiki.uoicebound.com/index.php?title=Download_%26_Installation&amp;diff=2181</id>
		<title>Download &amp; Installation</title>
		<link rel="alternate" type="text/html" href="https://wiki.uoicebound.com/index.php?title=Download_%26_Installation&amp;diff=2181"/>
		<updated>2026-08-04T19:11:06Z</updated>

		<summary type="html">&lt;p&gt;Archin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== &amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Step 1: Download the Launcher&amp;lt;/font&amp;gt; ===&lt;br /&gt;
Download the Icebound Launcher from the link below and run the installer.&lt;br /&gt;
&lt;br /&gt;
*TKTKTK&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Step 2: Install the Game&amp;lt;/font&amp;gt; ===&lt;br /&gt;
Open the launcher once installed. It comes pre-configured with Icebound&#039;s server credentials, so there&#039;s nothing to enter manually.&lt;br /&gt;
&lt;br /&gt;
# Launch the &#039;&#039;&#039;Icebound Launcher&#039;&#039;&#039; from the directory you installed it&lt;br /&gt;
# Wait for the launcher to finish downloading and installing the game client. This may take a while depending on your connection&lt;br /&gt;
# Once complete, a &#039;&#039;&#039;CUO&#039;&#039;&#039; (ClassicUO) icon will appear.&lt;br /&gt;
# Click the &#039;&#039;&#039;CUO&#039;&#039;&#039; icon to launch the game.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Step 3: Create Your Account&amp;lt;/font&amp;gt;  ===&lt;br /&gt;
The first time you log in, you&#039;ll be greeted with a login screen.&lt;br /&gt;
&lt;br /&gt;
# Type in your desired &#039;&#039;&#039;Account Name&#039;&#039;&#039;&lt;br /&gt;
# Type in your desired &#039;&#039;&#039;Password&#039;&#039;&#039;&lt;br /&gt;
# Press enter/login: this automatically creates a new account with those credentials.&lt;br /&gt;
# Select the Icebound server and select new character to begin&lt;br /&gt;
&lt;br /&gt;
[[Ice_Login.gif]]&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Account Policy&amp;lt;/font&amp;gt; ===&lt;br /&gt;
&#039;&#039;&#039;Accounts are limited to one per person.&#039;&#039;&#039; If multiple people in your household want to play, each additional account must be set up with staff assistance.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Need Help?&amp;lt;/font&amp;gt;  ===&lt;br /&gt;
If you run into any issues during installation, ask in the &#039;&#039;&#039;#player-help&#039;&#039;&#039; channel on our [https://discord.gg/6EKwDq3BkN Discord]&lt;/div&gt;</summary>
		<author><name>Archin</name></author>
	</entry>
	<entry>
		<id>https://wiki.uoicebound.com/index.php?title=File:Ice_Login.gif&amp;diff=2180</id>
		<title>File:Ice Login.gif</title>
		<link rel="alternate" type="text/html" href="https://wiki.uoicebound.com/index.php?title=File:Ice_Login.gif&amp;diff=2180"/>
		<updated>2026-08-04T19:10:00Z</updated>

		<summary type="html">&lt;p&gt;Archin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Archin</name></author>
	</entry>
	<entry>
		<id>https://wiki.uoicebound.com/index.php?title=Download_%26_Installation&amp;diff=2179</id>
		<title>Download &amp; Installation</title>
		<link rel="alternate" type="text/html" href="https://wiki.uoicebound.com/index.php?title=Download_%26_Installation&amp;diff=2179"/>
		<updated>2026-08-04T18:56:40Z</updated>

		<summary type="html">&lt;p&gt;Archin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== &amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Step 1: Download the Launcher&amp;lt;/font&amp;gt; ===&lt;br /&gt;
Download the Icebound Launcher from the link below and run the installer.&lt;br /&gt;
&lt;br /&gt;
*TKTKTK&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Step 2: Install the Game&amp;lt;/font&amp;gt; ===&lt;br /&gt;
Open the launcher once installed. It comes pre-configured with Icebound&#039;s server credentials, so there&#039;s nothing to enter manually.&lt;br /&gt;
&lt;br /&gt;
# Launch the &#039;&#039;&#039;Icebound Launcher&#039;&#039;&#039; from the directory you installed it&lt;br /&gt;
# Wait for the launcher to finish downloading and installing the game client. This may take a while depending on your connection&lt;br /&gt;
# Once complete, a &#039;&#039;&#039;CUO&#039;&#039;&#039; (ClassicUO) icon will appear.&lt;br /&gt;
# Click the &#039;&#039;&#039;CUO&#039;&#039;&#039; icon to launch the game.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Step 3: Create Your Account&amp;lt;/font&amp;gt;  ===&lt;br /&gt;
The first time you log in, you&#039;ll be greeted with a login screen.&lt;br /&gt;
&lt;br /&gt;
# Type in your desired &#039;&#039;&#039;Account Name&#039;&#039;&#039;&lt;br /&gt;
# Type in your desired &#039;&#039;&#039;Password&#039;&#039;&#039;&lt;br /&gt;
# Press enter/login: this automatically creates a new account with those credentials.&lt;br /&gt;
# Select the Icebound server and select new character to begin&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Account Policy&amp;lt;/font&amp;gt; ===&lt;br /&gt;
&#039;&#039;&#039;Accounts are limited to one per person.&#039;&#039;&#039; If multiple people in your household want to play, each additional account must be set up with staff assistance.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Need Help?&amp;lt;/font&amp;gt;  ===&lt;br /&gt;
If you run into any issues during installation, ask in the &#039;&#039;&#039;#player-help&#039;&#039;&#039; channel on our [https://discord.gg/6EKwDq3BkN Discord]&lt;/div&gt;</summary>
		<author><name>Archin</name></author>
	</entry>
</feed>