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	<title>UO Icebound - User contributions [en]</title>
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	<updated>2026-05-09T23:55:58Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>http://wiki.uoicebound.com/index.php?title=Main_Page&amp;diff=1676</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="http://wiki.uoicebound.com/index.php?title=Main_Page&amp;diff=1676"/>
		<updated>2026-05-09T01:13:00Z</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;
Icebound is a roleplay-enforced Ultima Online server set in an alternate history where Earth froze in the late 19th century. Civilization has collapsed, leaving humanity to endure an eternal winter.&lt;br /&gt;
&lt;br /&gt;
No one caused it. Nothing can stop it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Those who survived have a chance to rebuild, but it won’t be the world they once knew—only those willing to adapt will shape what comes next.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
⚠️This Wiki is under construction. Obviously.⚠️&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;
&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;
* [[Drugs &amp;amp; Addiction]]&lt;br /&gt;
* [[Fatigue System]]&lt;br /&gt;
* [[Hunger, Thirst &amp;amp; Nutrition]]&lt;br /&gt;
* [[Illness, Injury &amp;amp; Death]]&lt;br /&gt;
* [[Languages]]&lt;br /&gt;
* [[Sanity]]&lt;br /&gt;
* [[Skills]]&lt;br /&gt;
&lt;br /&gt;
* [[Stats]]&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;
* [[City Development]]&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;
&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>http://wiki.uoicebound.com/index.php?title=Credits_%26_Acknowledgements&amp;diff=1660</id>
		<title>Credits &amp; Acknowledgements</title>
		<link rel="alternate" type="text/html" href="http://wiki.uoicebound.com/index.php?title=Credits_%26_Acknowledgements&amp;diff=1660"/>
		<updated>2025-11-05T15:05:13Z</updated>

		<summary type="html">&lt;p&gt;Archin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;strong&amp;gt;Icon Credits:&amp;lt;/strong&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Many icons used in this project are from [https://game-icons.net/ GameIcones.net] by various authors. They are licensed under the [https://creativecommons.org/licenses/by/3.0/ Creative Commons BY 3.0 license].&lt;/div&gt;</summary>
		<author><name>Archin</name></author>
	</entry>
	<entry>
		<id>http://wiki.uoicebound.com/index.php?title=Advanced_Application&amp;diff=1658</id>
		<title>Advanced Application</title>
		<link rel="alternate" type="text/html" href="http://wiki.uoicebound.com/index.php?title=Advanced_Application&amp;diff=1658"/>
		<updated>2025-09-29T14:38:44Z</updated>

		<summary type="html">&lt;p&gt;Archin: /* The Last War */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
The following is the Advanced Application: This questionnaire is available to you in-game by selecting the Advanced Background option in [[Character Creation]], and you will answer the questions directly in-game through that process. This page is to provide players the opportunity to explore the application offline.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p style=&amp;quot;color: #FF0000;&amp;quot;&amp;gt;This option will require a staff to read and approve your application before you can leave the Harbor. Depending on time of day, this can take anywhere from 30 minutes to 24 hours for response.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Instructions=&lt;br /&gt;
&lt;br /&gt;
Any historical events and real-world history are considered canonical for our setting up to the year 1866 AD. From there, our alternate [[Timeline of Events]] begins. Our timeline primarily reflects a European perspective, as the setting is largely dominated by survivors originating from that region of the world.&lt;br /&gt;
&lt;br /&gt;
If you wish to explore perspectives from other regions and cultures, please keep your narrative reasonable, focused on your character’s personal journey. For larger-scale ideas or questions about conceptualizing your character’s background, please consult with staff for guidance.&lt;br /&gt;
&lt;br /&gt;
Please write your answers in a narrative paragraph format. Your responses will be combined into a cohesive story once completed, and can be referred back in your characters codex (as well as by staff).&lt;br /&gt;
&lt;br /&gt;
=Origins=&lt;br /&gt;
&lt;br /&gt;
Describe your character&#039;s birth and heritage. Who were their parents, and what was their socioeconomic background? Where were they born, and how did these origins shape their identity?&lt;br /&gt;
&lt;br /&gt;
=Childhood=&lt;br /&gt;
&lt;br /&gt;
How was your character raised? Did they experience poverty or privilege? How did they spend their days, and what lasting impact did their early years leave upon them?&lt;br /&gt;
&lt;br /&gt;
=Adolescence=&lt;br /&gt;
&lt;br /&gt;
What defined your character&#039;s teenage years? Were they educated formally, apprenticed, or forced into labor? Something else entirely? Note significant experiences or events that marked this period and influenced their worldview.&lt;br /&gt;
&lt;br /&gt;
=Adulthood=&lt;br /&gt;
&lt;br /&gt;
Briefly detail your character’s adult life prior to the great collapse. What profession or occupation did they have, what social class did they belong to, and how did they otherwise get by in the Old World?&lt;br /&gt;
&lt;br /&gt;
=The Last War=&lt;br /&gt;
&lt;br /&gt;
As the long autumn shortened growing seasons and famine spread, global conflicts arose over dwindling resources and habitable land. What did you do to get by, and how did this period of violence and societal collapse impact your character personally?&lt;br /&gt;
&lt;br /&gt;
=The End of the World=&lt;br /&gt;
&lt;br /&gt;
By 1884, civilization had unraveled completely into a frozen wasteland. What steps did your character take to survive?&lt;br /&gt;
&lt;br /&gt;
=Sacrifice=&lt;br /&gt;
&lt;br /&gt;
The world as you knew it is gone. Everyone who survived has lost something precious. What was the deepest loss your character endured, and how does this profound loss continue to shape them?&lt;br /&gt;
&lt;br /&gt;
=Purpose=&lt;br /&gt;
&lt;br /&gt;
In a world reduced to stark survival, resources are scarce and existence harsh. Yet you persists... Why? What drives you forward? What gives life meaning to you in a dead world?&lt;br /&gt;
&lt;br /&gt;
Select from the following options:&lt;br /&gt;
&lt;br /&gt;
*Hope: 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;
*Defiance: 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;
*Opportunity: 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 it.&lt;br /&gt;
&lt;br /&gt;
* Community: 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. Together, we can weather any storm.&lt;br /&gt;
&lt;br /&gt;
* Posterity: 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;/div&gt;</summary>
		<author><name>Archin</name></author>
	</entry>
	<entry>
		<id>http://wiki.uoicebound.com/index.php?title=Advanced_Application&amp;diff=1657</id>
		<title>Advanced Application</title>
		<link rel="alternate" type="text/html" href="http://wiki.uoicebound.com/index.php?title=Advanced_Application&amp;diff=1657"/>
		<updated>2025-09-29T14:37:50Z</updated>

		<summary type="html">&lt;p&gt;Archin: /* Sacrifice */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
The following is the Advanced Application: This questionnaire is available to you in-game by selecting the Advanced Background option in [[Character Creation]], and you will answer the questions directly in-game through that process. This page is to provide players the opportunity to explore the application offline.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p style=&amp;quot;color: #FF0000;&amp;quot;&amp;gt;This option will require a staff to read and approve your application before you can leave the Harbor. Depending on time of day, this can take anywhere from 30 minutes to 24 hours for response.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Instructions=&lt;br /&gt;
&lt;br /&gt;
Any historical events and real-world history are considered canonical for our setting up to the year 1866 AD. From there, our alternate [[Timeline of Events]] begins. Our timeline primarily reflects a European perspective, as the setting is largely dominated by survivors originating from that region of the world.&lt;br /&gt;
&lt;br /&gt;
If you wish to explore perspectives from other regions and cultures, please keep your narrative reasonable, focused on your character’s personal journey. For larger-scale ideas or questions about conceptualizing your character’s background, please consult with staff for guidance.&lt;br /&gt;
&lt;br /&gt;
Please write your answers in a narrative paragraph format. Your responses will be combined into a cohesive story once completed, and can be referred back in your characters codex (as well as by staff).&lt;br /&gt;
&lt;br /&gt;
=Origins=&lt;br /&gt;
&lt;br /&gt;
Describe your character&#039;s birth and heritage. Who were their parents, and what was their socioeconomic background? Where were they born, and how did these origins shape their identity?&lt;br /&gt;
&lt;br /&gt;
=Childhood=&lt;br /&gt;
&lt;br /&gt;
How was your character raised? Did they experience poverty or privilege? How did they spend their days, and what lasting impact did their early years leave upon them?&lt;br /&gt;
&lt;br /&gt;
=Adolescence=&lt;br /&gt;
&lt;br /&gt;
What defined your character&#039;s teenage years? Were they educated formally, apprenticed, or forced into labor? Something else entirely? Note significant experiences or events that marked this period and influenced their worldview.&lt;br /&gt;
&lt;br /&gt;
=Adulthood=&lt;br /&gt;
&lt;br /&gt;
Briefly detail your character’s adult life prior to the great collapse. What profession or occupation did they have, what social class did they belong to, and how did they otherwise get by in the Old World?&lt;br /&gt;
&lt;br /&gt;
=The Last War=&lt;br /&gt;
&lt;br /&gt;
As the long autumn shortened growing seasons and famine spread, global conflicts arose over dwindling resources and habitable land. How did this period of violence and societal collapse impact your character personally? What did they do to survive, or get by, in this period?&lt;br /&gt;
&lt;br /&gt;
=The End of the World=&lt;br /&gt;
&lt;br /&gt;
By 1884, civilization had unraveled completely into a frozen wasteland. What steps did your character take to survive?&lt;br /&gt;
&lt;br /&gt;
=Sacrifice=&lt;br /&gt;
&lt;br /&gt;
The world as you knew it is gone. Everyone who survived has lost something precious. What was the deepest loss your character endured, and how does this profound loss continue to shape them?&lt;br /&gt;
&lt;br /&gt;
=Purpose=&lt;br /&gt;
&lt;br /&gt;
In a world reduced to stark survival, resources are scarce and existence harsh. Yet you persists... Why? What drives you forward? What gives life meaning to you in a dead world?&lt;br /&gt;
&lt;br /&gt;
Select from the following options:&lt;br /&gt;
&lt;br /&gt;
*Hope: 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;
*Defiance: 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;
*Opportunity: 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 it.&lt;br /&gt;
&lt;br /&gt;
* Community: 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. Together, we can weather any storm.&lt;br /&gt;
&lt;br /&gt;
* Posterity: 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;/div&gt;</summary>
		<author><name>Archin</name></author>
	</entry>
	<entry>
		<id>http://wiki.uoicebound.com/index.php?title=Advanced_Application&amp;diff=1656</id>
		<title>Advanced Application</title>
		<link rel="alternate" type="text/html" href="http://wiki.uoicebound.com/index.php?title=Advanced_Application&amp;diff=1656"/>
		<updated>2025-09-29T14:30:22Z</updated>

		<summary type="html">&lt;p&gt;Archin: /* The Last War */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
The following is the Advanced Application: This questionnaire is available to you in-game by selecting the Advanced Background option in [[Character Creation]], and you will answer the questions directly in-game through that process. This page is to provide players the opportunity to explore the application offline.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p style=&amp;quot;color: #FF0000;&amp;quot;&amp;gt;This option will require a staff to read and approve your application before you can leave the Harbor. Depending on time of day, this can take anywhere from 30 minutes to 24 hours for response.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Instructions=&lt;br /&gt;
&lt;br /&gt;
Any historical events and real-world history are considered canonical for our setting up to the year 1866 AD. From there, our alternate [[Timeline of Events]] begins. Our timeline primarily reflects a European perspective, as the setting is largely dominated by survivors originating from that region of the world.&lt;br /&gt;
&lt;br /&gt;
If you wish to explore perspectives from other regions and cultures, please keep your narrative reasonable, focused on your character’s personal journey. For larger-scale ideas or questions about conceptualizing your character’s background, please consult with staff for guidance.&lt;br /&gt;
&lt;br /&gt;
Please write your answers in a narrative paragraph format. Your responses will be combined into a cohesive story once completed, and can be referred back in your characters codex (as well as by staff).&lt;br /&gt;
&lt;br /&gt;
=Origins=&lt;br /&gt;
&lt;br /&gt;
Describe your character&#039;s birth and heritage. Who were their parents, and what was their socioeconomic background? Where were they born, and how did these origins shape their identity?&lt;br /&gt;
&lt;br /&gt;
=Childhood=&lt;br /&gt;
&lt;br /&gt;
How was your character raised? Did they experience poverty or privilege? How did they spend their days, and what lasting impact did their early years leave upon them?&lt;br /&gt;
&lt;br /&gt;
=Adolescence=&lt;br /&gt;
&lt;br /&gt;
What defined your character&#039;s teenage years? Were they educated formally, apprenticed, or forced into labor? Something else entirely? Note significant experiences or events that marked this period and influenced their worldview.&lt;br /&gt;
&lt;br /&gt;
=Adulthood=&lt;br /&gt;
&lt;br /&gt;
Briefly detail your character’s adult life prior to the great collapse. What profession or occupation did they have, what social class did they belong to, and how did they otherwise get by in the Old World?&lt;br /&gt;
&lt;br /&gt;
=The Last War=&lt;br /&gt;
&lt;br /&gt;
As the long autumn shortened growing seasons and famine spread, global conflicts arose over dwindling resources and habitable land. How did this period of violence and societal collapse impact your character personally? What did they do to survive, or get by, in this period?&lt;br /&gt;
&lt;br /&gt;
=The End of the World=&lt;br /&gt;
&lt;br /&gt;
By 1884, civilization had unraveled completely into a frozen wasteland. What steps did your character take to survive?&lt;br /&gt;
&lt;br /&gt;
=Sacrifice=&lt;br /&gt;
&lt;br /&gt;
The old world is gone, and with it, everyone has lost something precious. What was the deepest loss your character endured, and how does this profound loss continue to shape them?&lt;br /&gt;
&lt;br /&gt;
=Purpose=&lt;br /&gt;
&lt;br /&gt;
In a world reduced to stark survival, resources are scarce and existence harsh. Yet you persists... Why? What drives you forward? What gives life meaning to you in a dead world?&lt;br /&gt;
&lt;br /&gt;
Select from the following options:&lt;br /&gt;
&lt;br /&gt;
*Hope: 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;
*Defiance: 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;
*Opportunity: 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 it.&lt;br /&gt;
&lt;br /&gt;
* Community: 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. Together, we can weather any storm.&lt;br /&gt;
&lt;br /&gt;
* Posterity: 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;/div&gt;</summary>
		<author><name>Archin</name></author>
	</entry>
	<entry>
		<id>http://wiki.uoicebound.com/index.php?title=Advanced_Application&amp;diff=1655</id>
		<title>Advanced Application</title>
		<link rel="alternate" type="text/html" href="http://wiki.uoicebound.com/index.php?title=Advanced_Application&amp;diff=1655"/>
		<updated>2025-09-29T14:30:10Z</updated>

		<summary type="html">&lt;p&gt;Archin: /* The Last War */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
The following is the Advanced Application: This questionnaire is available to you in-game by selecting the Advanced Background option in [[Character Creation]], and you will answer the questions directly in-game through that process. This page is to provide players the opportunity to explore the application offline.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p style=&amp;quot;color: #FF0000;&amp;quot;&amp;gt;This option will require a staff to read and approve your application before you can leave the Harbor. Depending on time of day, this can take anywhere from 30 minutes to 24 hours for response.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Instructions=&lt;br /&gt;
&lt;br /&gt;
Any historical events and real-world history are considered canonical for our setting up to the year 1866 AD. From there, our alternate [[Timeline of Events]] begins. Our timeline primarily reflects a European perspective, as the setting is largely dominated by survivors originating from that region of the world.&lt;br /&gt;
&lt;br /&gt;
If you wish to explore perspectives from other regions and cultures, please keep your narrative reasonable, focused on your character’s personal journey. For larger-scale ideas or questions about conceptualizing your character’s background, please consult with staff for guidance.&lt;br /&gt;
&lt;br /&gt;
Please write your answers in a narrative paragraph format. Your responses will be combined into a cohesive story once completed, and can be referred back in your characters codex (as well as by staff).&lt;br /&gt;
&lt;br /&gt;
=Origins=&lt;br /&gt;
&lt;br /&gt;
Describe your character&#039;s birth and heritage. Who were their parents, and what was their socioeconomic background? Where were they born, and how did these origins shape their identity?&lt;br /&gt;
&lt;br /&gt;
=Childhood=&lt;br /&gt;
&lt;br /&gt;
How was your character raised? Did they experience poverty or privilege? How did they spend their days, and what lasting impact did their early years leave upon them?&lt;br /&gt;
&lt;br /&gt;
=Adolescence=&lt;br /&gt;
&lt;br /&gt;
What defined your character&#039;s teenage years? Were they educated formally, apprenticed, or forced into labor? Something else entirely? Note significant experiences or events that marked this period and influenced their worldview.&lt;br /&gt;
&lt;br /&gt;
=Adulthood=&lt;br /&gt;
&lt;br /&gt;
Briefly detail your character’s adult life prior to the great collapse. What profession or occupation did they have, what social class did they belong to, and how did they otherwise get by in the Old World?&lt;br /&gt;
&lt;br /&gt;
=The Last War=&lt;br /&gt;
&lt;br /&gt;
The long autumn shortened growing seasons and famine spread, global conflicts arose over dwindling resources and habitable land. How did this period of violence and societal collapse impact your character personally? What did they do to survive, or get by, in this period?&lt;br /&gt;
&lt;br /&gt;
=The End of the World=&lt;br /&gt;
&lt;br /&gt;
By 1884, civilization had unraveled completely into a frozen wasteland. What steps did your character take to survive?&lt;br /&gt;
&lt;br /&gt;
=Sacrifice=&lt;br /&gt;
&lt;br /&gt;
The old world is gone, and with it, everyone has lost something precious. What was the deepest loss your character endured, and how does this profound loss continue to shape them?&lt;br /&gt;
&lt;br /&gt;
=Purpose=&lt;br /&gt;
&lt;br /&gt;
In a world reduced to stark survival, resources are scarce and existence harsh. Yet you persists... Why? What drives you forward? What gives life meaning to you in a dead world?&lt;br /&gt;
&lt;br /&gt;
Select from the following options:&lt;br /&gt;
&lt;br /&gt;
*Hope: 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;
*Defiance: 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;
*Opportunity: 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 it.&lt;br /&gt;
&lt;br /&gt;
* Community: 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. Together, we can weather any storm.&lt;br /&gt;
&lt;br /&gt;
* Posterity: 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;/div&gt;</summary>
		<author><name>Archin</name></author>
	</entry>
	<entry>
		<id>http://wiki.uoicebound.com/index.php?title=Surviving_Communities&amp;diff=1653</id>
		<title>Surviving Communities</title>
		<link rel="alternate" type="text/html" href="http://wiki.uoicebound.com/index.php?title=Surviving_Communities&amp;diff=1653"/>
		<updated>2025-09-25T17:58:17Z</updated>

		<summary type="html">&lt;p&gt;Archin: /* The Harbor */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Surviving Communities&amp;lt;/font&amp;gt; are small groups of men, women, and children who persist in the frozen world, working to build a fragile sense of life and livelihood.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;While they may be used in story-driven conflicts or narrative events, they are not factions with any grand ambitions, and are not intended to be antagonists or direct sources of conflict with players.&amp;lt;/font&amp;gt; Their main role is to exist in the background of the world, maintaining vital infrastructure or guarding access to resources that would otherwise be inaccessible due to extreme danger, distance, or scarcity. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;These communities are intended to remain neutral and cannot be taken over, conquered, or drawn into PvP disputes.&amp;lt;/font&amp;gt; Their purpose is to ensure that essential services, supplies, and travel routes remain available even when player numbers are low, and thus  cannot be seized or controlled by players, as removing it would undermine the stability of the world. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;It is not our intention to create conflict around them, deliberate antagonism will be met with a reasonable in-character response.&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==The Coal Miners==&lt;br /&gt;
&amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;The Coal Miners&amp;lt;/font&amp;gt; are a primarily British community located inland.&amp;lt;/font&amp;gt; They are made up of men, women, and children who work the coal mine on site. Families labor together both underground in the shafts and above ground to provide the coal that keep the lights on.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;The work is constant, dangerous, and exhausting, leaving little time for anything else.&amp;lt;/font&amp;gt; The miners do not have the manpower or energy to expand beyond maintaining their livelihood, and their focus is entirely on keeping the coal flowing.&lt;br /&gt;
&lt;br /&gt;
==The Harbor==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Porte Dernière&amp;lt;/font&amp;gt; is a harbor settlement that serves as home to two closely bound communities, the Whalers and the Railmen.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;The Whalers&amp;lt;/font&amp;gt; are a Creole people made up of freedmen from New Orleans who arrived in recent years. Upon their arrival, they encountered the Railmen, and the two groups formed an alliance out of necessity, some shared language, offering protection in exchange for resources. Over time, this arrangement became permanent, with many French soldiers from the Railmen settling down with Whaler families.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;The Railmen&amp;lt;/font&amp;gt; began as French soldiers stationed to protect the engineers who maintained a trainyard. As the world ended and orders and communication from elsewhere faded, they became their own group. Their focus shifted to keeping the train operational, the tracks clear of snow, and conducting routine patrols of the routes. These patrols serve many purposes, such as searching for new communities to work with, locating old world technology or supply caches, and scouting potential dangers.&lt;br /&gt;
&lt;br /&gt;
Together, the Whalers and Railmen sustain Porte Dernière. The Whalers brave the treacherous ocean to provide pemmican, oil, and baleen, while the Railmen see that these goods reach the coal miners inland. In return, coal makes its way back to the harbor, keeping both communities alive and driving one of the main engines of the surviving human ecosystem.&lt;br /&gt;
&lt;br /&gt;
==Nomads==&lt;br /&gt;
&amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Nomads is a broad term for the many hunter gatherer bands, pastoralist clans, wandering traders, and other itinerant groups that roam the frozen wasteland.&amp;lt;/font&amp;gt;  Some follow the migration of game, while others travel vast distances to trade goods between scattered settlements.&lt;br /&gt;
&lt;br /&gt;
Nomads rarely linger in one place for long. They appear at outposts only when ready to establish a temporary trading post, offering provisions and rare wares from their travels. Maintaining safe houses and waystations in the wasteland encourages these groups to visit more often, as they rely on secure shelter between long stretches of wilderness.&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>http://wiki.uoicebound.com/index.php?title=Tailoring&amp;diff=1651</id>
		<title>Tailoring</title>
		<link rel="alternate" type="text/html" href="http://wiki.uoicebound.com/index.php?title=Tailoring&amp;diff=1651"/>
		<updated>2025-09-23T16:21:04Z</updated>

		<summary type="html">&lt;p&gt;Archin: /* How to Make Cloth */&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:TailoringIcon.png|left|150px]]&lt;br /&gt;
| style=&amp;quot;padding:10px;&amp;quot;| &lt;br /&gt;
&#039;&#039;&amp;quot;Dress changes the manner of the man, as well as the appearance.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align:right;&amp;quot;&amp;gt;–&amp;lt;i&amp;gt;William Hazlitt, Table Talk (1821)&amp;lt;/i&amp;gt;&amp;lt;/div&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;Tailoring&amp;lt;/font&amp;gt; is the skill of working with cloth, leather, and other textiles to create clothing, bags, armor, decorative items, and even certain medical supplies.&lt;br /&gt;
&lt;br /&gt;
Most tailoring projects can be made using [[Quality Crafting]], which allows you to choose from a wider range of appearances and grant durability bonuses to your products as your skill improves. &lt;br /&gt;
&lt;br /&gt;
Higher skill levels unlock more patterns, better efficiency in material use, and the ability to produce items of exceptional craftsmanship.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Getting Started=&lt;br /&gt;
&lt;br /&gt;
To begin, you will need a [[Sewing Kit]] and materials that can be turned into cloth, such as raw lichens, leather, or salvaged textiles. There are three types of cloth the tailor can process, each with its own advantages:&lt;br /&gt;
&lt;br /&gt;
Roughspun: Cloth made from coarse fibers twisted into string — anything that can be worked into thread. Roughspun is warm and sturdy, but its bulk and scratchy texture limit finer patterns and styles.&lt;br /&gt;
&lt;br /&gt;
Cloth: Standard fabric, produced by refining rougher fibers into smoother threads or by securing traditional textiles like cotton or flax. Cloth offers balance: serviceable warmth, better drape, and a wider range of conventional garments.&lt;br /&gt;
&lt;br /&gt;
Silk: Rare. Gathered from insects if one can manage to find any still alive. Silk is smooth, resilient, and highly versatile. It can be woven into lightweight armor layers or spun into luxurious garments.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=How to Make Cloth=&lt;br /&gt;
Cloth production is a two-step process: first fibers are spun into string or thread on a wheel, then those threads are woven into cloth on a loom, with electric looms offering greater efficiency:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%; text-align:left;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;font-size:20px; text-align:left; background-color:#152423; color:#AFACA8; padding:8px;&amp;quot; | Spinning Wheel&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#272727; text-align:left; color:#AFACA8;&amp;quot; | Resource&lt;br /&gt;
! style=&amp;quot;background-color:#272727; text-align:left; color:#AFACA8;&amp;quot; | Refined&lt;br /&gt;
! style=&amp;quot;background-color:#272727; text-align:center; color:#AFACA8;&amp;quot; | Skill %&lt;br /&gt;
|-&lt;br /&gt;
| Scrap x2 || String x3 || 0&lt;br /&gt;
|-&lt;br /&gt;
| Fur x3 || String x2 || 5&lt;br /&gt;
|-&lt;br /&gt;
| Lichen x3 || String x2 || 5&lt;br /&gt;
|-&lt;br /&gt;
| Plant Scrap x3 || String x1 || 10&lt;br /&gt;
|-&lt;br /&gt;
| Cotton x3 || Thread x1 || 50&lt;br /&gt;
|-&lt;br /&gt;
| Flax x3 || Thread x1 || 50&lt;br /&gt;
|-&lt;br /&gt;
| 3 String || Thread x1 || 50&lt;br /&gt;
|-&lt;br /&gt;
| Spider Silk x3 || Silk Thread x1 || 65&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%; text-align:left;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;font-size:20px; text-align:left; background-color:#152423; color:#AFACA8; padding:8px;&amp;quot; | Basic Loom&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#272727; text-align:left; color:#AFACA8;&amp;quot; | Resource&lt;br /&gt;
! style=&amp;quot;background-color:#272727; text-align:left; color:#AFACA8;&amp;quot; | Refined&lt;br /&gt;
! style=&amp;quot;background-color:#272727; text-align:center; color:#AFACA8;&amp;quot; | Skill %&lt;br /&gt;
|-&lt;br /&gt;
| String x3 || Roughspun Cloth x1 || 10&lt;br /&gt;
|-&lt;br /&gt;
| Thread x5 || Cloth x1 || 50&lt;br /&gt;
|-&lt;br /&gt;
| Silk Thread x5 || Silk x1 || 65&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%; text-align:left;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;font-size:20px; text-align:left; background-color:#152423; color:#AFACA8; padding:8px;&amp;quot; | Eletric Loom&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#272727; text-align:left; color:#AFACA8;&amp;quot; | Resource&lt;br /&gt;
! style=&amp;quot;background-color:#272727; text-align:left; color:#AFACA8;&amp;quot; | Refined&lt;br /&gt;
! style=&amp;quot;background-color:#272727; text-align:center; color:#AFACA8;&amp;quot; | Skill %&lt;br /&gt;
|-&lt;br /&gt;
| String x3 || Roughspun Cloth x2 || 50&lt;br /&gt;
|-&lt;br /&gt;
| Thread x5 || Cloth x2 || 50&lt;br /&gt;
|-&lt;br /&gt;
| Silk Thread x5 || Silk x2 || 65&lt;br /&gt;
|}&lt;br /&gt;
&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>http://wiki.uoicebound.com/index.php?title=Tailoring&amp;diff=1650</id>
		<title>Tailoring</title>
		<link rel="alternate" type="text/html" href="http://wiki.uoicebound.com/index.php?title=Tailoring&amp;diff=1650"/>
		<updated>2025-09-23T16:20:08Z</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:TailoringIcon.png|left|150px]]&lt;br /&gt;
| style=&amp;quot;padding:10px;&amp;quot;| &lt;br /&gt;
&#039;&#039;&amp;quot;Dress changes the manner of the man, as well as the appearance.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align:right;&amp;quot;&amp;gt;–&amp;lt;i&amp;gt;William Hazlitt, Table Talk (1821)&amp;lt;/i&amp;gt;&amp;lt;/div&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;Tailoring&amp;lt;/font&amp;gt; is the skill of working with cloth, leather, and other textiles to create clothing, bags, armor, decorative items, and even certain medical supplies.&lt;br /&gt;
&lt;br /&gt;
Most tailoring projects can be made using [[Quality Crafting]], which allows you to choose from a wider range of appearances and grant durability bonuses to your products as your skill improves. &lt;br /&gt;
&lt;br /&gt;
Higher skill levels unlock more patterns, better efficiency in material use, and the ability to produce items of exceptional craftsmanship.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Getting Started=&lt;br /&gt;
&lt;br /&gt;
To begin, you will need a [[Sewing Kit]] and materials that can be turned into cloth, such as raw lichens, leather, or salvaged textiles. There are three types of cloth the tailor can process, each with its own advantages:&lt;br /&gt;
&lt;br /&gt;
Roughspun: Cloth made from coarse fibers twisted into string — anything that can be worked into thread. Roughspun is warm and sturdy, but its bulk and scratchy texture limit finer patterns and styles.&lt;br /&gt;
&lt;br /&gt;
Cloth: Standard fabric, produced by refining rougher fibers into smoother threads or by securing traditional textiles like cotton or flax. Cloth offers balance: serviceable warmth, better drape, and a wider range of conventional garments.&lt;br /&gt;
&lt;br /&gt;
Silk: Rare. Gathered from insects if one can manage to find any still alive. Silk is smooth, resilient, and highly versatile. It can be woven into lightweight armor layers or spun into luxurious garments.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=How to Make Cloth=&lt;br /&gt;
Cloth production is a two-step process: first fibers are spun into string or thread on a wheel, then those threads are woven into cloth on a loom, with electric looms offering greater efficiency:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%; text-align:left;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;font-size:20px; text-align:left; background-color:#152423; color:#AFACA8; padding:8px;&amp;quot; | Spinning Wheel&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#272727; color:#AFACA8;&amp;quot; | Resource&lt;br /&gt;
! style=&amp;quot;background-color:#272727; color:#AFACA8;&amp;quot; | Refined&lt;br /&gt;
! style=&amp;quot;background-color:#272727; color:#AFACA8;&amp;quot; | Skill %&lt;br /&gt;
|-&lt;br /&gt;
| Scrap x2 || String x3 || 0&lt;br /&gt;
|-&lt;br /&gt;
| Fur x3 || String x2 || 5&lt;br /&gt;
|-&lt;br /&gt;
| Lichen x3 || String x2 || 5&lt;br /&gt;
|-&lt;br /&gt;
| Plant Scrap x3 || String x1 || 10&lt;br /&gt;
|-&lt;br /&gt;
| Cotton x3 || Thread x1 || 50&lt;br /&gt;
|-&lt;br /&gt;
| Flax x3 || Thread x1 || 50&lt;br /&gt;
|-&lt;br /&gt;
| 3 String || Thread x1 || 50&lt;br /&gt;
|-&lt;br /&gt;
| Spider Silk x3 || Silk Thread x1 || 65&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%; text-align:left;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;font-size:20px; text-align:left; background-color:#152423; color:#AFACA8; padding:8px;&amp;quot; | Basic Loom&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#272727; color:#AFACA8;&amp;quot; | Resource&lt;br /&gt;
! style=&amp;quot;background-color:#272727; color:#AFACA8;&amp;quot; | Refined&lt;br /&gt;
! style=&amp;quot;background-color:#272727; color:#AFACA8;&amp;quot; | Skill %&lt;br /&gt;
|-&lt;br /&gt;
| String x3 || Roughspun Cloth x1 || 10&lt;br /&gt;
|-&lt;br /&gt;
| Thread x5 || Cloth x1 || 50&lt;br /&gt;
|-&lt;br /&gt;
| Silk Thread x5 || Silk x1 || 65&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%; text-align:left;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;font-size:20px; text-align:left; background-color:#152423; color:#AFACA8; padding:8px;&amp;quot; | Eletric Loom&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#272727; color:#AFACA8;&amp;quot; | Resource&lt;br /&gt;
! style=&amp;quot;background-color:#272727; color:#AFACA8;&amp;quot; | Refined&lt;br /&gt;
! style=&amp;quot;background-color:#272727; color:#AFACA8;&amp;quot; | Skill %&lt;br /&gt;
|-&lt;br /&gt;
| String x3 || Roughspun Cloth x2 || 50&lt;br /&gt;
|-&lt;br /&gt;
| Thread x5 || Cloth x2 || 50&lt;br /&gt;
|-&lt;br /&gt;
| Silk Thread x5 || Silk x2 || 65&lt;br /&gt;
|}&lt;br /&gt;
&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>http://wiki.uoicebound.com/index.php?title=Tailoring&amp;diff=1649</id>
		<title>Tailoring</title>
		<link rel="alternate" type="text/html" href="http://wiki.uoicebound.com/index.php?title=Tailoring&amp;diff=1649"/>
		<updated>2025-09-23T16:19:51Z</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:TailoringIcon.png|left|150px]]&lt;br /&gt;
| style=&amp;quot;padding:10px;&amp;quot;| &lt;br /&gt;
&#039;&#039;&amp;quot;Dress changes the manner of the man, as well as the appearance.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align:right;&amp;quot;&amp;gt;–&amp;lt;i&amp;gt;William Hazlitt, Table Talk (1821)&amp;lt;/i&amp;gt;&amp;lt;/div&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;Tailoring&amp;lt;/font&amp;gt; is the skill of working with cloth, leather, and other textiles to create clothing, bags, armor, decorative items, and even certain medical supplies.&lt;br /&gt;
&lt;br /&gt;
Most tailoring projects can be made using [[Quality Crafting]], which allows you to choose from a wider range of appearances and grant durability bonuses to your products as your skill improves. &lt;br /&gt;
&lt;br /&gt;
Higher skill levels unlock more patterns, better efficiency in material use, and the ability to produce items of exceptional craftsmanship.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Getting Started=&lt;br /&gt;
&lt;br /&gt;
To begin, you will need a [[Sewing Kit]] and materials that can be turned into cloth, such as raw lichens, leather, or salvaged textiles. There are three types of cloth the tailor can process, each with its own advantages:&lt;br /&gt;
&lt;br /&gt;
Roughspun: Cloth made from coarse fibers twisted into string — anything that can be worked into thread. Roughspun is warm and sturdy, but its bulk and scratchy texture limit finer patterns and styles.&lt;br /&gt;
&lt;br /&gt;
Cloth: Standard fabric, produced by refining rougher fibers into smoother threads or by securing traditional textiles like cotton or flax. Cloth offers balance: serviceable warmth, better drape, and a wider range of conventional garments.&lt;br /&gt;
&lt;br /&gt;
Silk: Rare. Gathered from insects if one can manage to find any still alive. Silk is smooth, resilient, and highly versatile. It can be woven into lightweight armor layers or spun into luxurious garments.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=How to Make Cloth=&lt;br /&gt;
Cloth production is a two-step process: first fibers are spun into string or thread on a wheel, then those threads are woven into cloth on a loom, with electric looms offering greater efficiency:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%; text-align:Left;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;font-size:20px; text-align:left; background-color:#152423; color:#AFACA8; padding:8px;&amp;quot; | Spinning Wheel&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#272727; color:#AFACA8;&amp;quot; | Resource&lt;br /&gt;
! style=&amp;quot;background-color:#272727; color:#AFACA8;&amp;quot; | Refined&lt;br /&gt;
! style=&amp;quot;background-color:#272727; color:#AFACA8;&amp;quot; | Skill %&lt;br /&gt;
|-&lt;br /&gt;
| Scrap x2 || String x3 || 0&lt;br /&gt;
|-&lt;br /&gt;
| Fur x3 || String x2 || 5&lt;br /&gt;
|-&lt;br /&gt;
| Lichen x3 || String x2 || 5&lt;br /&gt;
|-&lt;br /&gt;
| Plant Scrap x3 || String x1 || 10&lt;br /&gt;
|-&lt;br /&gt;
| Cotton x3 || Thread x1 || 50&lt;br /&gt;
|-&lt;br /&gt;
| Flax x3 || Thread x1 || 50&lt;br /&gt;
|-&lt;br /&gt;
| 3 String || Thread x1 || 50&lt;br /&gt;
|-&lt;br /&gt;
| Spider Silk x3 || Silk Thread x1 || 65&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%; text-align:center;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;font-size:20px; text-align:left; background-color:#152423; color:#AFACA8; padding:8px;&amp;quot; | Basic Loom&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#272727; color:#AFACA8;&amp;quot; | Resource&lt;br /&gt;
! style=&amp;quot;background-color:#272727; color:#AFACA8;&amp;quot; | Refined&lt;br /&gt;
! style=&amp;quot;background-color:#272727; color:#AFACA8;&amp;quot; | Skill %&lt;br /&gt;
|-&lt;br /&gt;
| String x3 || Roughspun Cloth x1 || 10&lt;br /&gt;
|-&lt;br /&gt;
| Thread x5 || Cloth x1 || 50&lt;br /&gt;
|-&lt;br /&gt;
| Silk Thread x5 || Silk x1 || 65&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%; text-align:left;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;font-size:20px; text-align:left; background-color:#152423; color:#AFACA8; padding:8px;&amp;quot; | Eletric Loom&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#272727; color:#AFACA8;&amp;quot; | Resource&lt;br /&gt;
! style=&amp;quot;background-color:#272727; color:#AFACA8;&amp;quot; | Refined&lt;br /&gt;
! style=&amp;quot;background-color:#272727; color:#AFACA8;&amp;quot; | Skill %&lt;br /&gt;
|-&lt;br /&gt;
| String x3 || Roughspun Cloth x2 || 50&lt;br /&gt;
|-&lt;br /&gt;
| Thread x5 || Cloth x2 || 50&lt;br /&gt;
|-&lt;br /&gt;
| Silk Thread x5 || Silk x2 || 65&lt;br /&gt;
|}&lt;br /&gt;
&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>http://wiki.uoicebound.com/index.php?title=Tailoring&amp;diff=1648</id>
		<title>Tailoring</title>
		<link rel="alternate" type="text/html" href="http://wiki.uoicebound.com/index.php?title=Tailoring&amp;diff=1648"/>
		<updated>2025-09-23T16:19:40Z</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:TailoringIcon.png|left|150px]]&lt;br /&gt;
| style=&amp;quot;padding:10px;&amp;quot;| &lt;br /&gt;
&#039;&#039;&amp;quot;Dress changes the manner of the man, as well as the appearance.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align:right;&amp;quot;&amp;gt;–&amp;lt;i&amp;gt;William Hazlitt, Table Talk (1821)&amp;lt;/i&amp;gt;&amp;lt;/div&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;Tailoring&amp;lt;/font&amp;gt; is the skill of working with cloth, leather, and other textiles to create clothing, bags, armor, decorative items, and even certain medical supplies.&lt;br /&gt;
&lt;br /&gt;
Most tailoring projects can be made using [[Quality Crafting]], which allows you to choose from a wider range of appearances and grant durability bonuses to your products as your skill improves. &lt;br /&gt;
&lt;br /&gt;
Higher skill levels unlock more patterns, better efficiency in material use, and the ability to produce items of exceptional craftsmanship.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Getting Started=&lt;br /&gt;
&lt;br /&gt;
To begin, you will need a [[Sewing Kit]] and materials that can be turned into cloth, such as raw lichens, leather, or salvaged textiles. There are three types of cloth the tailor can process, each with its own advantages:&lt;br /&gt;
&lt;br /&gt;
Roughspun: Cloth made from coarse fibers twisted into string — anything that can be worked into thread. Roughspun is warm and sturdy, but its bulk and scratchy texture limit finer patterns and styles.&lt;br /&gt;
&lt;br /&gt;
Cloth: Standard fabric, produced by refining rougher fibers into smoother threads or by securing traditional textiles like cotton or flax. Cloth offers balance: serviceable warmth, better drape, and a wider range of conventional garments.&lt;br /&gt;
&lt;br /&gt;
Silk: Rare. Gathered from insects if one can manage to find any still alive. Silk is smooth, resilient, and highly versatile. It can be woven into lightweight armor layers or spun into luxurious garments.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=How to Make Cloth=&lt;br /&gt;
Cloth production is a two-step process: first fibers are spun into string or thread on a wheel, then those threads are woven into cloth on a loom, with electric looms offering greater efficiency:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%; text-align:Left;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;font-size:20px; text-align:left; background-color:#152423; color:#AFACA8; padding:8px;&amp;quot; | Spinning Wheel&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#272727; color:#AFACA8;&amp;quot; | Resource&lt;br /&gt;
! style=&amp;quot;background-color:#272727; color:#AFACA8;&amp;quot; | Refined&lt;br /&gt;
! style=&amp;quot;background-color:#272727; color:#AFACA8;&amp;quot; | Skill %&lt;br /&gt;
|-&lt;br /&gt;
| Scrap x2 || String x3 || 0&lt;br /&gt;
|-&lt;br /&gt;
| Fur x3 || String x2 || 5&lt;br /&gt;
|-&lt;br /&gt;
| Lichen x3 || String x2 || 5&lt;br /&gt;
|-&lt;br /&gt;
| Plant Scrap x3 || String x1 || 10&lt;br /&gt;
|-&lt;br /&gt;
| Cotton x3 || Thread x1 || 50&lt;br /&gt;
|-&lt;br /&gt;
| Flax x3 || Thread x1 || 50&lt;br /&gt;
|-&lt;br /&gt;
| 3 String || Thread x1 || 50&lt;br /&gt;
|-&lt;br /&gt;
| Spider Silk x3 || Silk Thread x1 || 65&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%; text-align:center;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;font-size:20px; text-align:left; background-color:#152423; color:#AFACA8; padding:8px;&amp;quot; | Basic Loom&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#272727; color:#AFACA8;&amp;quot; | Resource&lt;br /&gt;
! style=&amp;quot;background-color:#272727; color:#AFACA8;&amp;quot; | Refined&lt;br /&gt;
! style=&amp;quot;background-color:#272727; color:#AFACA8;&amp;quot; | Skill %&lt;br /&gt;
|-&lt;br /&gt;
| String x3 || Roughspun Cloth x1 || 10&lt;br /&gt;
|-&lt;br /&gt;
| Thread x5 || Cloth x1 || 50&lt;br /&gt;
|-&lt;br /&gt;
| Silk Thread x5 || Silk x1 || 65&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%; text-align:center;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;font-size:20px; text-align:left; background-color:#152423; color:#AFACA8; padding:8px;&amp;quot; | Eletric Loom&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#272727; color:#AFACA8;&amp;quot; | Resource&lt;br /&gt;
! style=&amp;quot;background-color:#272727; color:#AFACA8;&amp;quot; | Refined&lt;br /&gt;
! style=&amp;quot;background-color:#272727; color:#AFACA8;&amp;quot; | Skill %&lt;br /&gt;
|-&lt;br /&gt;
| String x3 || Roughspun Cloth x2 || 50&lt;br /&gt;
|-&lt;br /&gt;
| Thread x5 || Cloth x2 || 50&lt;br /&gt;
|-&lt;br /&gt;
| Silk Thread x5 || Silk x2 || 65&lt;br /&gt;
|}&lt;br /&gt;
&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>http://wiki.uoicebound.com/index.php?title=Tailoring&amp;diff=1647</id>
		<title>Tailoring</title>
		<link rel="alternate" type="text/html" href="http://wiki.uoicebound.com/index.php?title=Tailoring&amp;diff=1647"/>
		<updated>2025-09-23T16:19:06Z</updated>

		<summary type="html">&lt;p&gt;Archin: /* How to Make Cloth */&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:TailoringIcon.png|left|150px]]&lt;br /&gt;
| style=&amp;quot;padding:10px;&amp;quot;| &lt;br /&gt;
&#039;&#039;&amp;quot;Dress changes the manner of the man, as well as the appearance.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align:right;&amp;quot;&amp;gt;–&amp;lt;i&amp;gt;William Hazlitt, Table Talk (1821)&amp;lt;/i&amp;gt;&amp;lt;/div&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;Tailoring&amp;lt;/font&amp;gt; is the skill of working with cloth, leather, and other textiles to create clothing, bags, armor, decorative items, and even certain medical supplies.&lt;br /&gt;
&lt;br /&gt;
Most tailoring projects can be made using [[Quality Crafting]], which allows you to choose from a wider range of appearances and grant durability bonuses to your products as your skill improves. &lt;br /&gt;
&lt;br /&gt;
Higher skill levels unlock more patterns, better efficiency in material use, and the ability to produce items of exceptional craftsmanship.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Getting Started=&lt;br /&gt;
&lt;br /&gt;
To begin, you will need a [[Sewing Kit]] and materials that can be turned into cloth, such as raw lichens, leather, or salvaged textiles. There are three types of cloth the tailor can process, each with its own advantages:&lt;br /&gt;
&lt;br /&gt;
Roughspun: Cloth made from coarse fibers twisted into string — anything that can be worked into thread. Roughspun is warm and sturdy, but its bulk and scratchy texture limit finer patterns and styles.&lt;br /&gt;
&lt;br /&gt;
Cloth: Standard fabric, produced by refining rougher fibers into smoother threads or by securing traditional textiles like cotton or flax. Cloth offers balance: serviceable warmth, better drape, and a wider range of conventional garments.&lt;br /&gt;
&lt;br /&gt;
Silk: Rare. Gathered from insects if one can manage to find any still alive. Silk is smooth, resilient, and highly versatile. It can be woven into lightweight armor layers or spun into luxurious garments.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=How to Make Cloth=&lt;br /&gt;
Cloth production is a two-step process: first fibers are spun into string or thread on a wheel, then those threads are woven into cloth on a loom, with electric looms offering greater efficiency:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%; text-align:center;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;font-size:20px; text-align:left; background-color:#152423; color:#AFACA8; padding:8px;&amp;quot; | Spinning Wheel&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#272727; text-align:left; color:#AFACA8;&amp;quot; | Resource&lt;br /&gt;
! style=&amp;quot;background-color:#272727; text-align:left; color:#AFACA8;&amp;quot; | Refined&lt;br /&gt;
! style=&amp;quot;background-color:#272727; text-align:left; color:#AFACA8;&amp;quot; | Skill %&lt;br /&gt;
|-&lt;br /&gt;
| Scrap x2 || String x3 || 0&lt;br /&gt;
|-&lt;br /&gt;
| Fur x3 || String x2 || 5&lt;br /&gt;
|-&lt;br /&gt;
| Lichen x3 || String x2 || 5&lt;br /&gt;
|-&lt;br /&gt;
| Plant Scrap x3 || String x1 || 10&lt;br /&gt;
|-&lt;br /&gt;
| Cotton x3 || Thread x1 || 50&lt;br /&gt;
|-&lt;br /&gt;
| Flax x3 || Thread x1 || 50&lt;br /&gt;
|-&lt;br /&gt;
| 3 String || Thread x1 || 50&lt;br /&gt;
|-&lt;br /&gt;
| Spider Silk x3 || Silk Thread x1 || 65&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%; text-align:center;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;font-size:20px; text-align:left; background-color:#152423; color:#AFACA8; padding:8px;&amp;quot; | Basic Loom&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#272727; color:#AFACA8;&amp;quot; | Resource&lt;br /&gt;
! style=&amp;quot;background-color:#272727; color:#AFACA8;&amp;quot; | Refined&lt;br /&gt;
! style=&amp;quot;background-color:#272727; color:#AFACA8;&amp;quot; | Skill %&lt;br /&gt;
|-&lt;br /&gt;
| String x3 || Roughspun Cloth x1 || 10&lt;br /&gt;
|-&lt;br /&gt;
| Thread x5 || Cloth x1 || 50&lt;br /&gt;
|-&lt;br /&gt;
| Silk Thread x5 || Silk x1 || 65&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%; text-align:center;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;font-size:20px; text-align:left; background-color:#152423; color:#AFACA8; padding:8px;&amp;quot; | Eletric Loom&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#272727; color:#AFACA8;&amp;quot; | Resource&lt;br /&gt;
! style=&amp;quot;background-color:#272727; color:#AFACA8;&amp;quot; | Refined&lt;br /&gt;
! style=&amp;quot;background-color:#272727; color:#AFACA8;&amp;quot; | Skill %&lt;br /&gt;
|-&lt;br /&gt;
| String x3 || Roughspun Cloth x2 || 50&lt;br /&gt;
|-&lt;br /&gt;
| Thread x5 || Cloth x2 || 50&lt;br /&gt;
|-&lt;br /&gt;
| Silk Thread x5 || Silk x2 || 65&lt;br /&gt;
|}&lt;br /&gt;
&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>http://wiki.uoicebound.com/index.php?title=Tailoring&amp;diff=1646</id>
		<title>Tailoring</title>
		<link rel="alternate" type="text/html" href="http://wiki.uoicebound.com/index.php?title=Tailoring&amp;diff=1646"/>
		<updated>2025-09-23T16:18:49Z</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:TailoringIcon.png|left|150px]]&lt;br /&gt;
| style=&amp;quot;padding:10px;&amp;quot;| &lt;br /&gt;
&#039;&#039;&amp;quot;Dress changes the manner of the man, as well as the appearance.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align:right;&amp;quot;&amp;gt;–&amp;lt;i&amp;gt;William Hazlitt, Table Talk (1821)&amp;lt;/i&amp;gt;&amp;lt;/div&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;Tailoring&amp;lt;/font&amp;gt; is the skill of working with cloth, leather, and other textiles to create clothing, bags, armor, decorative items, and even certain medical supplies.&lt;br /&gt;
&lt;br /&gt;
Most tailoring projects can be made using [[Quality Crafting]], which allows you to choose from a wider range of appearances and grant durability bonuses to your products as your skill improves. &lt;br /&gt;
&lt;br /&gt;
Higher skill levels unlock more patterns, better efficiency in material use, and the ability to produce items of exceptional craftsmanship.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Getting Started=&lt;br /&gt;
&lt;br /&gt;
To begin, you will need a [[Sewing Kit]] and materials that can be turned into cloth, such as raw lichens, leather, or salvaged textiles. There are three types of cloth the tailor can process, each with its own advantages:&lt;br /&gt;
&lt;br /&gt;
Roughspun: Cloth made from coarse fibers twisted into string — anything that can be worked into thread. Roughspun is warm and sturdy, but its bulk and scratchy texture limit finer patterns and styles.&lt;br /&gt;
&lt;br /&gt;
Cloth: Standard fabric, produced by refining rougher fibers into smoother threads or by securing traditional textiles like cotton or flax. Cloth offers balance: serviceable warmth, better drape, and a wider range of conventional garments.&lt;br /&gt;
&lt;br /&gt;
Silk: Rare. Gathered from insects if one can manage to find any still alive. Silk is smooth, resilient, and highly versatile. It can be woven into lightweight armor layers or spun into luxurious garments.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=How to Make Cloth=&lt;br /&gt;
Cloth production is a two-step process: first fibers are spun into string or thread on a wheel, then those threads are woven into cloth on a loom, with electric looms offering greater efficiency:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%; text-align:center;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;font-size:20px; text-align:left; background-color:#152423; color:#AFACA8; padding:8px;&amp;quot; | Spinning Wheel&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#272727; color:#AFACA8;&amp;quot; | Resource&lt;br /&gt;
! style=&amp;quot;background-color:#272727; color:#AFACA8;&amp;quot; | Refined&lt;br /&gt;
! style=&amp;quot;background-color:#272727; color:#AFACA8;&amp;quot; | Skill %&lt;br /&gt;
|-&lt;br /&gt;
| Scrap x2 || String x3 || 0&lt;br /&gt;
|-&lt;br /&gt;
| Fur x3 || String x2 || 5&lt;br /&gt;
|-&lt;br /&gt;
| Lichen x3 || String x2 || 5&lt;br /&gt;
|-&lt;br /&gt;
| Plant Scrap x3 || String x1 || 10&lt;br /&gt;
|-&lt;br /&gt;
| Cotton x3 || Thread x1 || 50&lt;br /&gt;
|-&lt;br /&gt;
| Flax x3 || Thread x1 || 50&lt;br /&gt;
|-&lt;br /&gt;
| 3 String || Thread x1 || 50&lt;br /&gt;
|-&lt;br /&gt;
| Spider Silk x3 || Silk Thread x1 || 65&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%; text-align:center;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;font-size:20px; text-align:left; background-color:#152423; color:#AFACA8; padding:8px;&amp;quot; | Basic Loom&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#272727; color:#AFACA8;&amp;quot; | Resource&lt;br /&gt;
! style=&amp;quot;background-color:#272727; color:#AFACA8;&amp;quot; | Refined&lt;br /&gt;
! style=&amp;quot;background-color:#272727; color:#AFACA8;&amp;quot; | Skill %&lt;br /&gt;
|-&lt;br /&gt;
| String x3 || Roughspun Cloth x1 || 10&lt;br /&gt;
|-&lt;br /&gt;
| Thread x5 || Cloth x1 || 50&lt;br /&gt;
|-&lt;br /&gt;
| Silk Thread x5 || Silk x1 || 65&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%; text-align:center;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;font-size:20px; text-align:left; background-color:#152423; color:#AFACA8; padding:8px;&amp;quot; | Eletric Loom&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#272727; color:#AFACA8;&amp;quot; | Resource&lt;br /&gt;
! style=&amp;quot;background-color:#272727; color:#AFACA8;&amp;quot; | Refined&lt;br /&gt;
! style=&amp;quot;background-color:#272727; color:#AFACA8;&amp;quot; | Skill %&lt;br /&gt;
|-&lt;br /&gt;
| String x3 || Roughspun Cloth x2 || 50&lt;br /&gt;
|-&lt;br /&gt;
| Thread x5 || Cloth x2 || 50&lt;br /&gt;
|-&lt;br /&gt;
| Silk Thread x5 || Silk x2 || 65&lt;br /&gt;
|}&lt;br /&gt;
&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>http://wiki.uoicebound.com/index.php?title=Tailoring&amp;diff=1645</id>
		<title>Tailoring</title>
		<link rel="alternate" type="text/html" href="http://wiki.uoicebound.com/index.php?title=Tailoring&amp;diff=1645"/>
		<updated>2025-09-23T16:17:59Z</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:TailoringIcon.png|left|150px]]&lt;br /&gt;
| style=&amp;quot;padding:10px;&amp;quot;| &lt;br /&gt;
&#039;&#039;&amp;quot;Dress changes the manner of the man, as well as the appearance.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align:right;&amp;quot;&amp;gt;–&amp;lt;i&amp;gt;William Hazlitt, Table Talk (1821)&amp;lt;/i&amp;gt;&amp;lt;/div&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;Tailoring&amp;lt;/font&amp;gt; is the skill of working with cloth, leather, and other textiles to create clothing, bags, armor, decorative items, and even certain medical supplies.&lt;br /&gt;
&lt;br /&gt;
Most tailoring projects can be made using [[Quality Crafting]], which allows you to choose from a wider range of appearances and grant durability bonuses to your products as your skill improves. &lt;br /&gt;
&lt;br /&gt;
Higher skill levels unlock more patterns, better efficiency in material use, and the ability to produce items of exceptional craftsmanship.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Getting Started=&lt;br /&gt;
&lt;br /&gt;
To begin, you will need a [[Sewing Kit]] and materials that can be turned into cloth, such as raw lichens, leather, or salvaged textiles. There are three types of cloth the tailor can process, each with its own advantages:&lt;br /&gt;
&lt;br /&gt;
Roughspun: Cloth made from coarse fibers twisted into string — anything that can be worked into thread. Roughspun is warm and sturdy, but its bulk and scratchy texture limit finer patterns and styles.&lt;br /&gt;
&lt;br /&gt;
Cloth: Standard fabric, produced by refining rougher fibers into smoother threads or by securing traditional textiles like cotton or flax. Cloth offers balance: serviceable warmth, better drape, and a wider range of conventional garments.&lt;br /&gt;
&lt;br /&gt;
Silk: Rare. Gathered from insects if one can manage to find any still alive. Silk is smooth, resilient, and highly versatile. It can be woven into lightweight armor layers or spun into luxurious garments.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=How to Make Cloth=&lt;br /&gt;
Cloth production is a two-step process: first fibers are spun into string or thread on a wheel, then those threads are woven into cloth on a loom, with electric looms offering greater efficiency:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%; text-align:center;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;font-size:20px; text-align:left; background-color:#152423; color:#AFACA8; padding:8px;&amp;quot; | Spinning Wheel&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#272727; color:#AFACA8;&amp;quot; | Resource&lt;br /&gt;
! style=&amp;quot;background-color:#272727; color:#AFACA8;&amp;quot; | Refined&lt;br /&gt;
! style=&amp;quot;background-color:#272727; color:#AFACA8;&amp;quot; | Skill %&lt;br /&gt;
|-&lt;br /&gt;
| Scrap x2 || String x3 || 0–10&lt;br /&gt;
|-&lt;br /&gt;
| Fur x3 || String x2 || 5–15&lt;br /&gt;
|-&lt;br /&gt;
| Lichen x3 || String x2 || 5–15&lt;br /&gt;
|-&lt;br /&gt;
| Plant Scrap x3 || String x1 || 10–20&lt;br /&gt;
|-&lt;br /&gt;
| Cotton x3 || Thread x1 || 50–65&lt;br /&gt;
|-&lt;br /&gt;
| Flax x3 || Thread x1 || 50–65&lt;br /&gt;
|-&lt;br /&gt;
| 3 String || Thread x1 || 50–65&lt;br /&gt;
|-&lt;br /&gt;
| Spider Silk x3 || Silk Thread x1 || 65–75&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%; text-align:center;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;font-size:20px; text-align:left; background-color:#152423; color:#AFACA8; padding:8px;&amp;quot; | Basic Loom&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#272727; color:#AFACA8;&amp;quot; | Resource&lt;br /&gt;
! style=&amp;quot;background-color:#272727; color:#AFACA8;&amp;quot; | Refined&lt;br /&gt;
! style=&amp;quot;background-color:#272727; color:#AFACA8;&amp;quot; | Skill %&lt;br /&gt;
|-&lt;br /&gt;
| String x3 || Roughspun Cloth x1 || 10–20&lt;br /&gt;
|-&lt;br /&gt;
| Thread x5 || Cloth x1 || 50–65&lt;br /&gt;
|-&lt;br /&gt;
| Silk Thread x5 || Silk x1 || 65–75&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%; text-align:center;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;font-size:20px; text-align:left; background-color:#152423; color:#AFACA8; padding:8px;&amp;quot; | Eletric Loom&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#272727; color:#AFACA8;&amp;quot; | Resource&lt;br /&gt;
! style=&amp;quot;background-color:#272727; color:#AFACA8;&amp;quot; | Refined&lt;br /&gt;
! style=&amp;quot;background-color:#272727; color:#AFACA8;&amp;quot; | Skill %&lt;br /&gt;
|-&lt;br /&gt;
| String x3 || Roughspun Cloth x2 || 50–50&lt;br /&gt;
|-&lt;br /&gt;
| Thread x5 || Cloth x2 || 50–65&lt;br /&gt;
|-&lt;br /&gt;
| Silk Thread x5 || Silk x2 || 65–75&lt;br /&gt;
|}&lt;br /&gt;
&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>http://wiki.uoicebound.com/index.php?title=Tailoring&amp;diff=1644</id>
		<title>Tailoring</title>
		<link rel="alternate" type="text/html" href="http://wiki.uoicebound.com/index.php?title=Tailoring&amp;diff=1644"/>
		<updated>2025-09-23T16:17:28Z</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:TailoringIcon.png|left|150px]]&lt;br /&gt;
| style=&amp;quot;padding:10px;&amp;quot;| &lt;br /&gt;
&#039;&#039;&amp;quot;Dress changes the manner of the man, as well as the appearance.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align:right;&amp;quot;&amp;gt;–&amp;lt;i&amp;gt;William Hazlitt, Table Talk (1821)&amp;lt;/i&amp;gt;&amp;lt;/div&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;Tailoring&amp;lt;/font&amp;gt; is the skill of working with cloth, leather, and other textiles to create clothing, bags, armor, decorative items, and even certain medical supplies.&lt;br /&gt;
&lt;br /&gt;
Most tailoring projects can be made using [[Quality Crafting]], which allows you to choose from a wider range of appearances and grant durability bonuses to your products as your skill improves. &lt;br /&gt;
&lt;br /&gt;
Higher skill levels unlock more patterns, better efficiency in material use, and the ability to produce items of exceptional craftsmanship.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Getting Started==&lt;br /&gt;
&lt;br /&gt;
To begin, you will need a [[Sewing Kit]] and materials that can be turned into cloth, such as raw lichens, leather, or salvaged textiles. There are three types of cloth the tailor can process, each with its own advantages:&lt;br /&gt;
&lt;br /&gt;
Roughspun: Cloth made from coarse fibers twisted into string — anything that can be worked into thread. Roughspun is warm and sturdy, but its bulk and scratchy texture limit finer patterns and styles.&lt;br /&gt;
&lt;br /&gt;
Cloth: Standard fabric, produced by refining rougher fibers into smoother threads or by securing traditional textiles like cotton or flax. Cloth offers balance: serviceable warmth, better drape, and a wider range of conventional garments.&lt;br /&gt;
&lt;br /&gt;
Silk: Rare. Gathered from insects if one can manage to find any still alive. Silk is smooth, resilient, and highly versatile. It can be woven into lightweight armor layers or spun into luxurious garments.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==How to Make Cloth==&lt;br /&gt;
Cloth production is a two-step process: first fibers are spun into string or thread on a wheel, then those threads are woven into cloth on a loom, with electric looms offering greater efficiency:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%; text-align:center;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;font-size:20px; text-align:left; background-color:#152423; color:#AFACA8; padding:8px;&amp;quot; | Spinning Wheel&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#272727; color:#AFACA8;&amp;quot; | Resource&lt;br /&gt;
! style=&amp;quot;background-color:#272727; color:#AFACA8;&amp;quot; | Refined&lt;br /&gt;
! style=&amp;quot;background-color:#272727; color:#AFACA8;&amp;quot; | Skill %&lt;br /&gt;
|-&lt;br /&gt;
| Scrap x2 || String x3 || 0–10&lt;br /&gt;
|-&lt;br /&gt;
| Fur x3 || String x2 || 5–15&lt;br /&gt;
|-&lt;br /&gt;
| Lichen x3 || String x2 || 5–15&lt;br /&gt;
|-&lt;br /&gt;
| Plant Scrap x3 || String x1 || 10–20&lt;br /&gt;
|-&lt;br /&gt;
| Cotton x3 || Thread x1 || 50–65&lt;br /&gt;
|-&lt;br /&gt;
| Flax x3 || Thread x1 || 50–65&lt;br /&gt;
|-&lt;br /&gt;
| 3 String || Thread x1 || 50–65&lt;br /&gt;
|-&lt;br /&gt;
| Spider Silk x3 || Silk Thread x1 || 65–75&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%; text-align:center;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;font-size:20px; text-align:left; background-color:#152423; color:#AFACA8; padding:8px;&amp;quot; | Basic Loom&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#272727; color:#AFACA8;&amp;quot; | Resource&lt;br /&gt;
! style=&amp;quot;background-color:#272727; color:#AFACA8;&amp;quot; | Refined&lt;br /&gt;
! style=&amp;quot;background-color:#272727; color:#AFACA8;&amp;quot; | Skill %&lt;br /&gt;
|-&lt;br /&gt;
| String x3 || Roughspun Cloth x1 || 10–20&lt;br /&gt;
|-&lt;br /&gt;
| Thread x5 || Cloth x1 || 50–65&lt;br /&gt;
|-&lt;br /&gt;
| Silk Thread x5 || Silk x1 || 65–75&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%; text-align:center;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;font-size:20px; text-align:left; background-color:#152423; color:#AFACA8; padding:8px;&amp;quot; | Eletric Loom&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#272727; color:#AFACA8;&amp;quot; | Resource&lt;br /&gt;
! style=&amp;quot;background-color:#272727; color:#AFACA8;&amp;quot; | Refined&lt;br /&gt;
! style=&amp;quot;background-color:#272727; color:#AFACA8;&amp;quot; | Skill %&lt;br /&gt;
|-&lt;br /&gt;
| String x3 || Roughspun Cloth x2 || 50–50&lt;br /&gt;
|-&lt;br /&gt;
| Thread x5 || Cloth x2 || 50–65&lt;br /&gt;
|-&lt;br /&gt;
| Silk Thread x5 || Silk x2 || 65–75&lt;br /&gt;
|}&lt;br /&gt;
&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>http://wiki.uoicebound.com/index.php?title=Tailoring&amp;diff=1643</id>
		<title>Tailoring</title>
		<link rel="alternate" type="text/html" href="http://wiki.uoicebound.com/index.php?title=Tailoring&amp;diff=1643"/>
		<updated>2025-09-23T16:16:24Z</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:TailoringIcon.png|left|150px]]&lt;br /&gt;
| style=&amp;quot;padding:10px;&amp;quot;| &lt;br /&gt;
&#039;&#039;&amp;quot;Dress changes the manner of the man, as well as the appearance.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align:right;&amp;quot;&amp;gt;–&amp;lt;i&amp;gt;William Hazlitt, Table Talk (1821)&amp;lt;/i&amp;gt;&amp;lt;/div&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;Tailoring&amp;lt;/font&amp;gt; is the skill of working with cloth, leather, and other textiles to create clothing, bags, armor, decorative items, and even certain medical supplies.&lt;br /&gt;
&lt;br /&gt;
Most tailoring projects can be made using [[Quality Crafting]], which allows you to choose from a wider range of appearances and grant durability bonuses to your products as your skill improves. Higher skill levels unlock more patterns, better efficiency in material use, and the ability to produce items of exceptional craftsmanship.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Getting Started==&lt;br /&gt;
&lt;br /&gt;
To begin, you will need a [[Sewing Kit]] and materials that can be turned into cloth, such as raw lichens, leather, or salvaged textiles.&lt;br /&gt;
&lt;br /&gt;
Roughspun: Cloth made from coarse fibers twisted into string — anything that can be worked into thread. Roughspun is warm and sturdy, but its bulk and scratchy texture limit finer patterns and styles.&lt;br /&gt;
&lt;br /&gt;
Cloth: Standard fabric, produced by refining rougher fibers into smoother threads or by securing traditional textiles like cotton or flax. Cloth offers balance: serviceable warmth, better drape, and a wider range of conventional garments.&lt;br /&gt;
&lt;br /&gt;
Silk: Rare. Gathered from insects if one can manage to find any still alive. Silk is smooth, resilient, and highly versatile. It can be woven into lightweight armor layers or spun into luxurious garments.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==How to Make Cloth==&lt;br /&gt;
Cloth production is a two-step process: first fibers are spun into string or thread on a wheel, then those threads are woven into cloth on a loom, with electric looms offering greater efficiency:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%; text-align:center;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;font-size:20px; text-align:left; background-color:#152423; color:#AFACA8; padding:8px;&amp;quot; | Spinning Wheel&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#272727; color:#AFACA8;&amp;quot; | Resource&lt;br /&gt;
! style=&amp;quot;background-color:#272727; color:#AFACA8;&amp;quot; | Refined&lt;br /&gt;
! style=&amp;quot;background-color:#272727; color:#AFACA8;&amp;quot; | Skill %&lt;br /&gt;
|-&lt;br /&gt;
| Scrap x2 || String x3 || 0–10&lt;br /&gt;
|-&lt;br /&gt;
| Fur x3 || String x2 || 5–15&lt;br /&gt;
|-&lt;br /&gt;
| Lichen x3 || String x2 || 5–15&lt;br /&gt;
|-&lt;br /&gt;
| Plant Scrap x3 || String x1 || 10–20&lt;br /&gt;
|-&lt;br /&gt;
| Cotton x3 || Thread x1 || 50–65&lt;br /&gt;
|-&lt;br /&gt;
| Flax x3 || Thread x1 || 50–65&lt;br /&gt;
|-&lt;br /&gt;
| 3 String || Thread x1 || 50–65&lt;br /&gt;
|-&lt;br /&gt;
| Spider Silk x3 || Silk Thread x1 || 65–75&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%; text-align:center;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;font-size:20px; text-align:left; background-color:#152423; color:#AFACA8; padding:8px;&amp;quot; | Basic Loom&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#272727; color:#AFACA8;&amp;quot; | Resource&lt;br /&gt;
! style=&amp;quot;background-color:#272727; color:#AFACA8;&amp;quot; | Refined&lt;br /&gt;
! style=&amp;quot;background-color:#272727; color:#AFACA8;&amp;quot; | Skill %&lt;br /&gt;
|-&lt;br /&gt;
| String x3 || Roughspun Cloth x1 || 10–20&lt;br /&gt;
|-&lt;br /&gt;
| Thread x5 || Cloth x1 || 50–65&lt;br /&gt;
|-&lt;br /&gt;
| Silk Thread x5 || Silk x1 || 65–75&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%; text-align:center;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;font-size:20px; text-align:left; background-color:#152423; color:#AFACA8; padding:8px;&amp;quot; | Eletric Loom&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#272727; color:#AFACA8;&amp;quot; | Resource&lt;br /&gt;
! style=&amp;quot;background-color:#272727; color:#AFACA8;&amp;quot; | Refined&lt;br /&gt;
! style=&amp;quot;background-color:#272727; color:#AFACA8;&amp;quot; | Skill %&lt;br /&gt;
|-&lt;br /&gt;
| String x3 || Roughspun Cloth x2 || 50–50&lt;br /&gt;
|-&lt;br /&gt;
| Thread x5 || Cloth x2 || 50–65&lt;br /&gt;
|-&lt;br /&gt;
| Silk Thread x5 || Silk x2 || 65–75&lt;br /&gt;
|}&lt;br /&gt;
&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>http://wiki.uoicebound.com/index.php?title=Tailoring&amp;diff=1642</id>
		<title>Tailoring</title>
		<link rel="alternate" type="text/html" href="http://wiki.uoicebound.com/index.php?title=Tailoring&amp;diff=1642"/>
		<updated>2025-09-23T16:14:57Z</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:TailoringIcon.png|left|150px]]&lt;br /&gt;
| style=&amp;quot;padding:10px;&amp;quot;| &lt;br /&gt;
&#039;&#039;&amp;quot;Dress changes the manner of the man, as well as the appearance.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align:right;&amp;quot;&amp;gt;–&amp;lt;i&amp;gt;William Hazlitt, Table Talk (1821)&amp;lt;/i&amp;gt;&amp;lt;/div&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;Tailoring&amp;lt;/font&amp;gt; is the skill of working with cloth, leather, and other textiles to create clothing, bags, armor, decorative items, and even certain medical supplies. Tailors begin by processing raw materials into usable fabric, then cut and stitch them into goods that keep communities warm, equipped, and supplied.&lt;br /&gt;
&lt;br /&gt;
To begin, you will need a [[Sewing Kit]] and materials that can be turned into cloth, such as raw lichens, leather, or salvaged textiles.&lt;br /&gt;
&lt;br /&gt;
Most tailoring projects can be made using [[Quality Crafting]], which allows you to choose from a wider range of appearances and grant durability bonuses to your products as your skill improves. Higher skill levels unlock more patterns, better efficiency in material use, and the ability to produce items of exceptional craftsmanship.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-----------&lt;br /&gt;
&lt;br /&gt;
Tailors rely on whatever fibers they can gather and spin into fabric. &lt;br /&gt;
&lt;br /&gt;
Roughspun: Cloth made from coarse fibers twisted into string — anything that can be worked into thread. Roughspun is warm and sturdy, but its bulk and scratchy texture limit finer patterns and styles.&lt;br /&gt;
&lt;br /&gt;
Cloth: Standard fabric, produced by refining rougher fibers into smoother threads or by securing traditional textiles like cotton or flax. Cloth offers balance: serviceable warmth, better drape, and a wider range of conventional garments.&lt;br /&gt;
&lt;br /&gt;
Silk: Rare. Gathered from insects if one can manage to find any still alive. Silk is smooth, resilient, and highly versatile. It can be woven into lightweight armor layers or spun into luxurious garments.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==How to Make Cloth==&lt;br /&gt;
Cloth production is a two-step process: first fibers are spun into string or thread on a wheel, then those threads are woven into cloth on a loom, with electric looms offering greater efficiency:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%; text-align:center;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;font-size:20px; text-align:left; background-color:#152423; color:#AFACA8; padding:8px;&amp;quot; | Spinning Wheel&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#272727; color:#AFACA8;&amp;quot; | Resource&lt;br /&gt;
! style=&amp;quot;background-color:#272727; color:#AFACA8;&amp;quot; | Refined&lt;br /&gt;
! style=&amp;quot;background-color:#272727; color:#AFACA8;&amp;quot; | Skill %&lt;br /&gt;
|-&lt;br /&gt;
| Scrap x2 || String x3 || 0–10&lt;br /&gt;
|-&lt;br /&gt;
| Fur x3 || String x2 || 5–15&lt;br /&gt;
|-&lt;br /&gt;
| Lichen x3 || String x2 || 5–15&lt;br /&gt;
|-&lt;br /&gt;
| Plant Scrap x3 || String x1 || 10–20&lt;br /&gt;
|-&lt;br /&gt;
| Cotton x3 || Thread x1 || 50–65&lt;br /&gt;
|-&lt;br /&gt;
| Flax x3 || Thread x1 || 50–65&lt;br /&gt;
|-&lt;br /&gt;
| 3 String || Thread x1 || 50–65&lt;br /&gt;
|-&lt;br /&gt;
| Spider Silk x3 || Silk Thread x1 || 65–75&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%; text-align:center;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;font-size:20px; text-align:left; background-color:#152423; color:#AFACA8; padding:8px;&amp;quot; | Basic Loom&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#272727; color:#AFACA8;&amp;quot; | Resource&lt;br /&gt;
! style=&amp;quot;background-color:#272727; color:#AFACA8;&amp;quot; | Refined&lt;br /&gt;
! style=&amp;quot;background-color:#272727; color:#AFACA8;&amp;quot; | Skill %&lt;br /&gt;
|-&lt;br /&gt;
| String x3 || Roughspun Cloth x1 || 10–20&lt;br /&gt;
|-&lt;br /&gt;
| Thread x5 || Cloth x1 || 50–65&lt;br /&gt;
|-&lt;br /&gt;
| Silk Thread x5 || Silk x1 || 65–75&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%; text-align:center;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;font-size:20px; text-align:left; background-color:#152423; color:#AFACA8; padding:8px;&amp;quot; | Eletric Loom&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#272727; color:#AFACA8;&amp;quot; | Resource&lt;br /&gt;
! style=&amp;quot;background-color:#272727; color:#AFACA8;&amp;quot; | Refined&lt;br /&gt;
! style=&amp;quot;background-color:#272727; color:#AFACA8;&amp;quot; | Skill %&lt;br /&gt;
|-&lt;br /&gt;
| String x3 || Roughspun Cloth x2 || 50–50&lt;br /&gt;
|-&lt;br /&gt;
| Thread x5 || Cloth x2 || 50–65&lt;br /&gt;
|-&lt;br /&gt;
| Silk Thread x5 || Silk x2 || 65–75&lt;br /&gt;
|}&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>http://wiki.uoicebound.com/index.php?title=Temperature&amp;diff=1641</id>
		<title>Temperature</title>
		<link rel="alternate" type="text/html" href="http://wiki.uoicebound.com/index.php?title=Temperature&amp;diff=1641"/>
		<updated>2025-09-17T19:20:22Z</updated>

		<summary type="html">&lt;p&gt;Archin: /* How Temperature Affects You */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Temperature&amp;lt;/font&amp;gt; is a core survival mechanic. Every region in the game has a base ambient temperature, which is then adjusted by various environmental factors to determine the temperature your character experiences.&lt;br /&gt;
&lt;br /&gt;
Ambient Temperature is influenced by:&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Time of Day&amp;lt;/font&amp;gt;&lt;br /&gt;
*&amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Weather&amp;lt;/font&amp;gt;, especially during active [[Storms]]&lt;br /&gt;
*&amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;General Environment&amp;lt;/font&amp;gt;, such as being indoors, outdoors, above ground, or below&lt;br /&gt;
*&amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Heat Sources&amp;lt;/font&amp;gt;: including burn barrels, stoves, and campfires&lt;br /&gt;
*[[Region Maintenance]], which improves overall climate control in structured settlements&lt;br /&gt;
&lt;br /&gt;
These conditions combine with a region’s base value to produce the final ambient temperature at any given time.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:60%; text-align:center;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;font-size: 30px; text-align: left; background-color: #152423; color: #AFACA8; padding: 10px;&amp;quot;&amp;quot; |  Temperature Breakdown&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#272727; color:#AFACA8; font-weight:bold;&amp;quot; | Description&lt;br /&gt;
! style=&amp;quot;background-color:#272727; color:#AFACA8; font-weight:bold;&amp;quot; | Temperature Value&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;font color=&amp;quot;##ff0000&amp;quot;&amp;gt;&#039;&#039;&#039;Hot&#039;&#039;&#039;&amp;lt;/font&amp;gt; || 5 or higher &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;font color=&amp;quot;#ff6600&amp;quot;&amp;gt;&#039;&#039;&#039;Warm&#039;&#039;&#039;&amp;lt;/font&amp;gt; || 1 to 4 &lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;&#039;&#039;&#039;Comfortable&#039;&#039;&#039;&amp;lt;/font&amp;gt; || 0&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;font color=&amp;quot;#cecece&amp;quot;&amp;gt;&#039;&#039;&#039;Chilly&#039;&#039;&#039;&amp;lt;/font&amp;gt; || -1&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;font color=&amp;quot;##4dc3ff&amp;quot;&amp;gt;&#039;&#039;&#039;Cold&#039;&#039;&#039;&amp;lt;/font&amp;gt; ||  -2 &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;font color=&amp;quot;#9900ff&amp;quot;&amp;gt;&#039;&#039;&#039;Freezing&#039;&#039;&#039;&amp;lt;/font&amp;gt; ||  -3 or lower&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=How Temperature Affects You=&lt;br /&gt;
&lt;br /&gt;
Part of survival is learning to weather the cold. Common sense will actually take you pretty far on its own: it’s colder at night, heat sources are warm, and dressing appropriately makes a big difference.&lt;br /&gt;
&lt;br /&gt;
But venturing out into the wasteland means you’ll inevitably find yourself exposed: &amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Spending too much time in Chilly, Cold, or Freezing conditions introduces a risk of illness.&amp;lt;/font&amp;gt; The colder it is, the higher the risk.&lt;br /&gt;
&lt;br /&gt;
A brief chill won’t do much harm, but prolonged exposure can eventually make your character sick. &amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Warmth, on the other hand, promotes recovery, as injuries and illnesses heal more quickly when your character is Comfortable, Warm, or Hot.&amp;lt;/font&amp;gt; Staying out of the cold gives your body the best chance to recover.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Your &amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Character&#039;s Temperature&amp;lt;/font&amp;gt; is calculated by comparing the current Ambient Temperature to your total Cold Resistance.&amp;lt;br&amp;gt;This includes:&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Equipment&amp;lt;/font&amp;gt; that provides cold resistance&lt;br /&gt;
*&amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Skill:&amp;lt;/font&amp;gt; [[Cold Tolerance]]&lt;br /&gt;
*&amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Temporary Effects&amp;lt;/font&amp;gt; from food, drinks, abilities, or buffs&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Example:&amp;lt;/font&amp;gt; If you&#039;re in an area with an ambient temperature of -4, and you have 100 Cold Resistance (+10 Cold Resistance) and +30 Cold Resistance from gear, your total Cold Resistance is 40.&lt;br /&gt;
&lt;br /&gt;
40 ÷ 10 = 4&lt;br /&gt;
-4 + 4 = 4&lt;br /&gt;
&lt;br /&gt;
Your character temperature would be 1, or Comfortable.&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>http://wiki.uoicebound.com/index.php?title=Temperature&amp;diff=1640</id>
		<title>Temperature</title>
		<link rel="alternate" type="text/html" href="http://wiki.uoicebound.com/index.php?title=Temperature&amp;diff=1640"/>
		<updated>2025-09-17T19:20:11Z</updated>

		<summary type="html">&lt;p&gt;Archin: /* How Temperature Affects You */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Temperature&amp;lt;/font&amp;gt; is a core survival mechanic. Every region in the game has a base ambient temperature, which is then adjusted by various environmental factors to determine the temperature your character experiences.&lt;br /&gt;
&lt;br /&gt;
Ambient Temperature is influenced by:&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Time of Day&amp;lt;/font&amp;gt;&lt;br /&gt;
*&amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Weather&amp;lt;/font&amp;gt;, especially during active [[Storms]]&lt;br /&gt;
*&amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;General Environment&amp;lt;/font&amp;gt;, such as being indoors, outdoors, above ground, or below&lt;br /&gt;
*&amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Heat Sources&amp;lt;/font&amp;gt;: including burn barrels, stoves, and campfires&lt;br /&gt;
*[[Region Maintenance]], which improves overall climate control in structured settlements&lt;br /&gt;
&lt;br /&gt;
These conditions combine with a region’s base value to produce the final ambient temperature at any given time.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:60%; text-align:center;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;font-size: 30px; text-align: left; background-color: #152423; color: #AFACA8; padding: 10px;&amp;quot;&amp;quot; |  Temperature Breakdown&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#272727; color:#AFACA8; font-weight:bold;&amp;quot; | Description&lt;br /&gt;
! style=&amp;quot;background-color:#272727; color:#AFACA8; font-weight:bold;&amp;quot; | Temperature Value&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;font color=&amp;quot;##ff0000&amp;quot;&amp;gt;&#039;&#039;&#039;Hot&#039;&#039;&#039;&amp;lt;/font&amp;gt; || 5 or higher &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;font color=&amp;quot;#ff6600&amp;quot;&amp;gt;&#039;&#039;&#039;Warm&#039;&#039;&#039;&amp;lt;/font&amp;gt; || 1 to 4 &lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;&#039;&#039;&#039;Comfortable&#039;&#039;&#039;&amp;lt;/font&amp;gt; || 0&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;font color=&amp;quot;#cecece&amp;quot;&amp;gt;&#039;&#039;&#039;Chilly&#039;&#039;&#039;&amp;lt;/font&amp;gt; || -1&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;font color=&amp;quot;##4dc3ff&amp;quot;&amp;gt;&#039;&#039;&#039;Cold&#039;&#039;&#039;&amp;lt;/font&amp;gt; ||  -2 &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;font color=&amp;quot;#9900ff&amp;quot;&amp;gt;&#039;&#039;&#039;Freezing&#039;&#039;&#039;&amp;lt;/font&amp;gt; ||  -3 or lower&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=How Temperature Affects You=&lt;br /&gt;
&lt;br /&gt;
Part of survival is learning to weather the cold. Common sense will actually take you pretty far on its own: it’s colder at night, heat sources are warm, and dressing appropriately makes a big difference.&lt;br /&gt;
&lt;br /&gt;
But venturing out into the wasteland means you’ll inevitably find yourself exposed: &amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Spending too much time in Chilly, Cold, or Freezing conditions introduces a risk of illness.&amp;lt;/font&amp;gt; The colder it is, the higher the risk.&lt;br /&gt;
&lt;br /&gt;
A brief chill won’t do much harm, but prolonged exposure can eventually make your character sick. &amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Warmth, on the other hand, promotes recovery, as injuries and illnesses heal more quickly when your character is Comfortable, Warm, or Hot.&amp;lt;/font&amp;gt; Staying out of the cold gives your body the best chance to recover.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Your &amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Character&#039;s Temperature&amp;lt;/font&amp;gt; is calculated by comparing the current Ambient Temperature to your total Cold Resistance.&amp;lt;br&amp;gt;This includes:&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Equipment&amp;lt;/font&amp;gt; that provides cold resistance&lt;br /&gt;
*&amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Skill:&amp;lt;/font&amp;gt; [[Cold Tolerance]]&lt;br /&gt;
*&amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Temporary Effects&amp;lt;/font&amp;gt; from food, drinks, abilities, or buffs&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Example:&amp;lt;/font&amp;gt; If you&#039;re in an area with an ambient temperature of -4, and you have 100 Cold Resistance (+10 Cold Resistance) and +30 Cold Resistance from gear, your total Cold Resistance is 40.&lt;br /&gt;
&lt;br /&gt;
50 ÷ 10 = 5&lt;br /&gt;
-4 + 4 = 4&lt;br /&gt;
&lt;br /&gt;
Your character temperature would be 1, or Comfortable.&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>http://wiki.uoicebound.com/index.php?title=Temperature&amp;diff=1639</id>
		<title>Temperature</title>
		<link rel="alternate" type="text/html" href="http://wiki.uoicebound.com/index.php?title=Temperature&amp;diff=1639"/>
		<updated>2025-09-17T19:14:01Z</updated>

		<summary type="html">&lt;p&gt;Archin: /* How Temperature Affects You */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Temperature&amp;lt;/font&amp;gt; is a core survival mechanic. Every region in the game has a base ambient temperature, which is then adjusted by various environmental factors to determine the temperature your character experiences.&lt;br /&gt;
&lt;br /&gt;
Ambient Temperature is influenced by:&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Time of Day&amp;lt;/font&amp;gt;&lt;br /&gt;
*&amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Weather&amp;lt;/font&amp;gt;, especially during active [[Storms]]&lt;br /&gt;
*&amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;General Environment&amp;lt;/font&amp;gt;, such as being indoors, outdoors, above ground, or below&lt;br /&gt;
*&amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Heat Sources&amp;lt;/font&amp;gt;: including burn barrels, stoves, and campfires&lt;br /&gt;
*[[Region Maintenance]], which improves overall climate control in structured settlements&lt;br /&gt;
&lt;br /&gt;
These conditions combine with a region’s base value to produce the final ambient temperature at any given time.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:60%; text-align:center;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;font-size: 30px; text-align: left; background-color: #152423; color: #AFACA8; padding: 10px;&amp;quot;&amp;quot; |  Temperature Breakdown&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#272727; color:#AFACA8; font-weight:bold;&amp;quot; | Description&lt;br /&gt;
! style=&amp;quot;background-color:#272727; color:#AFACA8; font-weight:bold;&amp;quot; | Temperature Value&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;font color=&amp;quot;##ff0000&amp;quot;&amp;gt;&#039;&#039;&#039;Hot&#039;&#039;&#039;&amp;lt;/font&amp;gt; || 5 or higher &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;font color=&amp;quot;#ff6600&amp;quot;&amp;gt;&#039;&#039;&#039;Warm&#039;&#039;&#039;&amp;lt;/font&amp;gt; || 1 to 4 &lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;&#039;&#039;&#039;Comfortable&#039;&#039;&#039;&amp;lt;/font&amp;gt; || 0&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;font color=&amp;quot;#cecece&amp;quot;&amp;gt;&#039;&#039;&#039;Chilly&#039;&#039;&#039;&amp;lt;/font&amp;gt; || -1&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;font color=&amp;quot;##4dc3ff&amp;quot;&amp;gt;&#039;&#039;&#039;Cold&#039;&#039;&#039;&amp;lt;/font&amp;gt; ||  -2 &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;font color=&amp;quot;#9900ff&amp;quot;&amp;gt;&#039;&#039;&#039;Freezing&#039;&#039;&#039;&amp;lt;/font&amp;gt; ||  -3 or lower&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=How Temperature Affects You=&lt;br /&gt;
&lt;br /&gt;
Part of survival is learning to weather the cold. Common sense will actually take you pretty far on its own: it’s colder at night, heat sources are warm, and dressing appropriately makes a big difference.&lt;br /&gt;
&lt;br /&gt;
But venturing out into the wasteland means you’ll inevitably find yourself exposed: &amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Spending too much time in Chilly, Cold, or Freezing conditions introduces a risk of illness.&amp;lt;/font&amp;gt; The colder it is, the higher the risk.&lt;br /&gt;
&lt;br /&gt;
A brief chill won’t do much harm, but prolonged exposure can eventually make your character sick. &amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Warmth, on the other hand, promotes recovery, as injuries and illnesses heal more quickly when your character is Comfortable, Warm, or Hot.&amp;lt;/font&amp;gt; Staying out of the cold gives your body the best chance to recover.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Your &amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Character&#039;s Temperature&amp;lt;/font&amp;gt; is calculated by comparing the current Ambient Temperature to your total Cold Resistance.&amp;lt;br&amp;gt;This includes:&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Equipment&amp;lt;/font&amp;gt; that provides cold resistance&lt;br /&gt;
*&amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Skill:&amp;lt;/font&amp;gt; [[Cold Tolerance]]&lt;br /&gt;
*&amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Temporary Effects&amp;lt;/font&amp;gt; from food, drinks, abilities, or buffs&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Example:&amp;lt;/font&amp;gt; If you&#039;re in an area with an ambient temperature of -4, and you have 100 Cold Resistance (+20 Cold Resistance) and +30 Cold Resistance from gear, your total Cold Resistance is 50.&lt;br /&gt;
&lt;br /&gt;
50 ÷ 10 = 5&lt;br /&gt;
-4 + 5 = 1&lt;br /&gt;
&lt;br /&gt;
Your character temperature would be 1, or Warm.&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>http://wiki.uoicebound.com/index.php?title=Temperature&amp;diff=1638</id>
		<title>Temperature</title>
		<link rel="alternate" type="text/html" href="http://wiki.uoicebound.com/index.php?title=Temperature&amp;diff=1638"/>
		<updated>2025-09-17T19:13:52Z</updated>

		<summary type="html">&lt;p&gt;Archin: /* How Temperature Affects You */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Temperature&amp;lt;/font&amp;gt; is a core survival mechanic. Every region in the game has a base ambient temperature, which is then adjusted by various environmental factors to determine the temperature your character experiences.&lt;br /&gt;
&lt;br /&gt;
Ambient Temperature is influenced by:&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Time of Day&amp;lt;/font&amp;gt;&lt;br /&gt;
*&amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Weather&amp;lt;/font&amp;gt;, especially during active [[Storms]]&lt;br /&gt;
*&amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;General Environment&amp;lt;/font&amp;gt;, such as being indoors, outdoors, above ground, or below&lt;br /&gt;
*&amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Heat Sources&amp;lt;/font&amp;gt;: including burn barrels, stoves, and campfires&lt;br /&gt;
*[[Region Maintenance]], which improves overall climate control in structured settlements&lt;br /&gt;
&lt;br /&gt;
These conditions combine with a region’s base value to produce the final ambient temperature at any given time.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:60%; text-align:center;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;font-size: 30px; text-align: left; background-color: #152423; color: #AFACA8; padding: 10px;&amp;quot;&amp;quot; |  Temperature Breakdown&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#272727; color:#AFACA8; font-weight:bold;&amp;quot; | Description&lt;br /&gt;
! style=&amp;quot;background-color:#272727; color:#AFACA8; font-weight:bold;&amp;quot; | Temperature Value&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;font color=&amp;quot;##ff0000&amp;quot;&amp;gt;&#039;&#039;&#039;Hot&#039;&#039;&#039;&amp;lt;/font&amp;gt; || 5 or higher &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;font color=&amp;quot;#ff6600&amp;quot;&amp;gt;&#039;&#039;&#039;Warm&#039;&#039;&#039;&amp;lt;/font&amp;gt; || 1 to 4 &lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;&#039;&#039;&#039;Comfortable&#039;&#039;&#039;&amp;lt;/font&amp;gt; || 0&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;font color=&amp;quot;#cecece&amp;quot;&amp;gt;&#039;&#039;&#039;Chilly&#039;&#039;&#039;&amp;lt;/font&amp;gt; || -1&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;font color=&amp;quot;##4dc3ff&amp;quot;&amp;gt;&#039;&#039;&#039;Cold&#039;&#039;&#039;&amp;lt;/font&amp;gt; ||  -2 &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;font color=&amp;quot;#9900ff&amp;quot;&amp;gt;&#039;&#039;&#039;Freezing&#039;&#039;&#039;&amp;lt;/font&amp;gt; ||  -3 or lower&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=How Temperature Affects You=&lt;br /&gt;
&lt;br /&gt;
Part of survival is learning to weather the cold. Common sense will actually take you pretty far on its own: it’s colder at night, heat sources are warm, and dressing appropriately makes a big difference.&lt;br /&gt;
&lt;br /&gt;
But venturing out into the wasteland means you’ll inevitably find yourself exposed: &amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Spending too much time in Chilly, Cold, or Freezing conditions introduces a risk of illness.&amp;lt;/font&amp;gt; The colder it is, the higher the risk.&lt;br /&gt;
&lt;br /&gt;
A brief chill won’t do much harm, but prolonged exposure can eventually make your character sick. &amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Warmth, on the other hand, promotes recovery, as injuries and illnesses heal more quickly when your character is Comfortable, Warm, or Hot.&amp;lt;/font&amp;gt; Staying out of the cold gives your body the best chance to recover.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Your &amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Character&#039;s Temperature&amp;lt;/font&amp;gt; is calculated by comparing the current Ambient Temperature to your total Cold Resistance.&amp;lt;br&amp;gt;This includes:&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Equipment&amp;lt;/font&amp;gt; that provides cold resistance&lt;br /&gt;
*&amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Skill:&amp;lt;/font&amp;gt; [[Cold Tolerance]]&lt;br /&gt;
*&amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Temporary Effects&amp;lt;/font&amp;gt; from food, drinks, abilities, or buffs&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Example:&amp;lt;/font&amp;gt; If you&#039;re in an area with an ambient temperature of -4, and you have 100 Cold Resistance (+20 Cold Resistance) and +30 Cold Resistance from gear, your total Cold Resistance is 50.&lt;br /&gt;
&lt;br /&gt;
50 ÷ 10 = 5&lt;br /&gt;
-4 + 5 = 1&lt;br /&gt;
&lt;br /&gt;
Your character temperature would be 1, or Comfortable.&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>http://wiki.uoicebound.com/index.php?title=Cold_Tolerance&amp;diff=1637</id>
		<title>Cold Tolerance</title>
		<link rel="alternate" type="text/html" href="http://wiki.uoicebound.com/index.php?title=Cold_Tolerance&amp;diff=1637"/>
		<updated>2025-09-17T19:03:56Z</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:Cold_Resistence.png|150px]]&lt;br /&gt;
| style=&amp;quot;padding:10px;&amp;quot;| &lt;br /&gt;
&#039;&#039;&amp;quot;There&#039;s no such thing as bad weather, only bad clothing.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align:right;&amp;quot;&amp;gt;– &amp;lt;i&amp;gt;Swedish Proverb&amp;lt;/i&amp;gt;&amp;lt;/div&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;Cold Tolerance&amp;lt;/font&amp;gt; is the skill that helps your character survive in freezing environments by building resistance to low temperatures over time.&lt;br /&gt;
&lt;br /&gt;
As a skill, Cold Tolerance raises your character temperature by 1 point for every 10 Skill. This bonus stacks with gear, consumables, abilities, and heat sources.&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Every 10 points of Cold Tolerance grants +1 Cold Resistance.&amp;lt;/font&amp;gt;&lt;br /&gt;
*&amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;At 100 skill, you gain +10 base Cold Resistance passively at all times.&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=How to Raise=&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Cold Tolerance improves naturally through exposure to cold environments.&amp;lt;/font&amp;gt; If your total Cold Resistance is not high enough to fully counteract the current Ambient Temperature, there’s a chance your skill will increase over time.&lt;br /&gt;
&lt;br /&gt;
For a full explanation of how temperature is calculated, including how Ambient Temperature works and what different levels mean, see the [[Temperature]] article.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-----------&lt;br /&gt;
Return to [[Skills]]&lt;/div&gt;</summary>
		<author><name>Archin</name></author>
	</entry>
	<entry>
		<id>http://wiki.uoicebound.com/index.php?title=Agriculture&amp;diff=1636</id>
		<title>Agriculture</title>
		<link rel="alternate" type="text/html" href="http://wiki.uoicebound.com/index.php?title=Agriculture&amp;diff=1636"/>
		<updated>2025-09-14T18:27:12Z</updated>

		<summary type="html">&lt;p&gt;Archin: /* Harvesting Crops */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
In the frozen world, traditional farming is impossible. Instead, agriculture is performed indoors by [[Botany | Botanist]].&lt;br /&gt;
&lt;br /&gt;
=Growbeds=&lt;br /&gt;
&lt;br /&gt;
Growbeds are available upon gaining access to, and upgrading the City&#039;s Hothouse Facilities.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;background-color: #272727; padding: 20px; margin: 20px 0; border-radius: 8px;&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;p style=&amp;quot;color: #AFACA8;&amp;quot;&amp;gt;Once obtained, you can interact with a growbed in several ways:&lt;br /&gt;
&lt;br /&gt;
* Mouse over it to view crop status&lt;br /&gt;
&lt;br /&gt;
* Left-click for quick actions&lt;br /&gt;
&lt;br /&gt;
* Double-click to open the full menu for planting, watering, or adding compost&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Planting Seeds=&lt;br /&gt;
&lt;br /&gt;
Once you have access to a growbed, you will need to acquire seeds. &lt;br /&gt;
&lt;br /&gt;
How to plant:&lt;br /&gt;
&lt;br /&gt;
Seeds – 1 unit per 1 tiles of growbed space.&lt;br /&gt;
&lt;br /&gt;
Sufficient Lighting – Most plants require a lighted area to grow.&lt;br /&gt;
&lt;br /&gt;
Botany Skill – You must meet the minimum Botany requirement to both plant and harvest the crop.&lt;br /&gt;
&lt;br /&gt;
=Tending Crops=&lt;br /&gt;
&lt;br /&gt;
Once planted, crops will take anywhere from several days to two weeks to fully mature, depending on the type. To grow properly, each plant has a preferred temperature range to be maintained, as well as require regular watering.&lt;br /&gt;
&lt;br /&gt;
If neglected, they will stop growing and begin to wither. Compost can be used to restore damaged crops and, when applied consistently, can also increase the final yield.&lt;br /&gt;
&lt;br /&gt;
=== Light ===&lt;br /&gt;
* Required for all plant types except mushrooms&lt;br /&gt;
* If the area lacks sufficient light, planting will be blocked&lt;br /&gt;
&lt;br /&gt;
===Temperature===&lt;br /&gt;
*Each crop prefers certain temperatures, ralling outside of these ranges will result in damage to the crop yeild&lt;br /&gt;
**Damage to crop can be offset with composting&lt;br /&gt;
&lt;br /&gt;
===Watering===&lt;br /&gt;
* Must be applied every 24 hours.&lt;br /&gt;
*In zones with functioning Water infrastructure, growbeds are automatically watered via connected piping.&lt;br /&gt;
**No need for manual watering in these areas while water infrastructure is active&lt;br /&gt;
* If unwatered:&lt;br /&gt;
**Growth pauses&lt;br /&gt;
**24 Hours without water will result in the crop damage&lt;br /&gt;
**If watered before death, it will resume growing but will require compost to recover damages&lt;br /&gt;
**48 hours without water, the crop will fail&lt;br /&gt;
&lt;br /&gt;
===Composting===&lt;br /&gt;
*Heals damaged plants and boosts yields&lt;br /&gt;
*Applying compost regularly can double the output of healthy plants&lt;br /&gt;
*Can be created via:&lt;br /&gt;
**Vermiculture boxes&lt;br /&gt;
**Salvaging certain materials in the world&lt;br /&gt;
&lt;br /&gt;
=Harvesting Crops=&lt;br /&gt;
&lt;br /&gt;
When fully grown, double-click the growbed to harvest. Successful harvest will yield the crop yield as well as potentially plant scraps. The origianl seed amount will also be refunded (provided the plant is still alive).&lt;br /&gt;
&lt;br /&gt;
Some plants are perennial, meaning after the initial growth cycle they will automatically regrow, provided they remain watered and temperature conditions are met.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:75%;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;font-size: 30px; text-align: left; background-color: #152423; color: #AFACA8; padding: 10px;&amp;quot;&amp;quot; |  Crop List&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#272727; color:#AFACA8; text-align: left; font-weight:bold;&amp;quot; | Crop Name&lt;br /&gt;
! style=&amp;quot;background-color:#272727; color:#AFACA8; text-align: center; font-weight:bold;&amp;quot; | Skill %&lt;br /&gt;
! style=&amp;quot;background-color:#272727; color:#AFACA8; text-align: center; font-weight:bold;&amp;quot; | [[Temperature]]&lt;br /&gt;
! style=&amp;quot;background-color:#272727; color:#AFACA8; text-align: center; font-weight:bold;&amp;quot; | Grow Time&lt;br /&gt;
! style=&amp;quot;background-color:#272727; color:#AFACA8; text-align: center; font-weight:bold;&amp;quot; | Harvests&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Beets&amp;lt;/font&amp;gt; || style=&amp;quot;text-align:center;&amp;quot; | 25 || style=&amp;quot;text-align:center;&amp;quot; | &amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;0&amp;lt;/font&amp;gt; to &amp;lt;font color=&amp;quot;#ff6600&amp;quot;&amp;gt;4&amp;lt;/font&amp;gt; || style=&amp;quot;text-align:center;&amp;quot; | 7 Days || style=&amp;quot;text-align:center;&amp;quot; | Once&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Cabbage&amp;lt;/font&amp;gt; || style=&amp;quot;text-align:center;&amp;quot; | 25 || style=&amp;quot;text-align:center;&amp;quot; | &amp;lt;font color=&amp;quot;##4dc3ff&amp;quot;&amp;gt;-2&amp;lt;/font&amp;gt; to &amp;lt;font color=&amp;quot;#ff6600&amp;quot;&amp;gt;2&amp;lt;/font&amp;gt; || style=&amp;quot;text-align:center;&amp;quot; | 5 Days || style=&amp;quot;text-align:center;&amp;quot; | Once&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Carrots&amp;lt;/font&amp;gt; || style=&amp;quot;text-align:center;&amp;quot; | 25 || style=&amp;quot;text-align:center;&amp;quot; | -1 to &amp;lt;font color=&amp;quot;#ff6600&amp;quot;&amp;gt;3&amp;lt;/font&amp;gt; || style=&amp;quot;text-align:center;&amp;quot; | 7 Days || style=&amp;quot;text-align:center;&amp;quot; | Once&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Cucumbers&amp;lt;/font&amp;gt; || style=&amp;quot;text-align:center;&amp;quot; | 25 || style=&amp;quot;text-align:center;&amp;quot; | &amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;0&amp;lt;/font&amp;gt; to &amp;lt;font color=&amp;quot;#ff6600&amp;quot;&amp;gt;4&amp;lt;/font&amp;gt; || style=&amp;quot;text-align:center;&amp;quot; | 7 Days || style=&amp;quot;text-align:center;&amp;quot; | Once&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Green Beans&amp;lt;/font&amp;gt; || style=&amp;quot;text-align:center;&amp;quot; | 25 || style=&amp;quot;text-align:center;&amp;quot; | -1 to &amp;lt;font color=&amp;quot;#ff6600&amp;quot;&amp;gt;3&amp;lt;/font&amp;gt; || style=&amp;quot;text-align:center;&amp;quot; | 7 Days || style=&amp;quot;text-align:center;&amp;quot; | Once&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Kale&amp;lt;/font&amp;gt; || style=&amp;quot;text-align:center;&amp;quot; | 25 || style=&amp;quot;text-align:center;&amp;quot; | &amp;lt;font color=&amp;quot;##4dc3ff&amp;quot;&amp;gt;-2&amp;lt;/font&amp;gt; to &amp;lt;font color=&amp;quot;#ff6600&amp;quot;&amp;gt;2&amp;lt;/font&amp;gt; || style=&amp;quot;text-align:center;&amp;quot; | 2 Days || style=&amp;quot;text-align:center;&amp;quot; | Once&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Lettuce&amp;lt;/font&amp;gt; || style=&amp;quot;text-align:center;&amp;quot; | 25 || style=&amp;quot;text-align:center;&amp;quot; | &amp;lt;font color=&amp;quot;##4dc3ff&amp;quot;&amp;gt;-2&amp;lt;/font&amp;gt; to &amp;lt;font color=&amp;quot;#ff6600&amp;quot;&amp;gt;2&amp;lt;/font&amp;gt; || style=&amp;quot;text-align:center;&amp;quot; | 2 Days || style=&amp;quot;text-align:center;&amp;quot; | Once&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Peas&amp;lt;/font&amp;gt; || style=&amp;quot;text-align:center;&amp;quot; | 25 || style=&amp;quot;text-align:center;&amp;quot; | &amp;lt;font color=&amp;quot;##4dc3ff&amp;quot;&amp;gt;-2&amp;lt;/font&amp;gt; to &amp;lt;font color=&amp;quot;#ff6600&amp;quot;&amp;gt;2&amp;lt;/font&amp;gt; || style=&amp;quot;text-align:center;&amp;quot; | 5 Days || style=&amp;quot;text-align:center;&amp;quot; | Once&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Potatoes&amp;lt;/font&amp;gt; || style=&amp;quot;text-align:center;&amp;quot; | 25 || style=&amp;quot;text-align:center;&amp;quot; | -1 to &amp;lt;font color=&amp;quot;#ff6600&amp;quot;&amp;gt;3&amp;lt;/font&amp;gt; || style=&amp;quot;text-align:center;&amp;quot; | 14 Days || style=&amp;quot;text-align:center;&amp;quot; | Once&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Radishes&amp;lt;/font&amp;gt; || style=&amp;quot;text-align:center;&amp;quot; | 25 || style=&amp;quot;text-align:center;&amp;quot; | &amp;lt;font color=&amp;quot;##4dc3ff&amp;quot;&amp;gt;-2&amp;lt;/font&amp;gt; to &amp;lt;font color=&amp;quot;#ff6600&amp;quot;&amp;gt;2&amp;lt;/font&amp;gt; || style=&amp;quot;text-align:center;&amp;quot; | 2 Days || style=&amp;quot;text-align:center;&amp;quot; | Once&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Spinach&amp;lt;/font&amp;gt; || style=&amp;quot;text-align:center;&amp;quot; | 25 || style=&amp;quot;text-align:center;&amp;quot; | &amp;lt;font color=&amp;quot;##4dc3ff&amp;quot;&amp;gt;-2&amp;lt;/font&amp;gt; to &amp;lt;font color=&amp;quot;#ff6600&amp;quot;&amp;gt;2&amp;lt;/font&amp;gt; || style=&amp;quot;text-align:center;&amp;quot; | 2 Days || style=&amp;quot;text-align:center;&amp;quot; | Once&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Turnips&amp;lt;/font&amp;gt; || style=&amp;quot;text-align:center;&amp;quot; | 25 || style=&amp;quot;text-align:center;&amp;quot; | &amp;lt;font color=&amp;quot;##4dc3ff&amp;quot;&amp;gt;-2&amp;lt;/font&amp;gt; to &amp;lt;font color=&amp;quot;#ff6600&amp;quot;&amp;gt;2&amp;lt;/font&amp;gt; || style=&amp;quot;text-align:center;&amp;quot; | 7 Days || style=&amp;quot;text-align:center;&amp;quot; | Once&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Blueberries&amp;lt;/font&amp;gt; || style=&amp;quot;text-align:center;&amp;quot; | 50 || style=&amp;quot;text-align:center;&amp;quot; | -1 to &amp;lt;font color=&amp;quot;#ff6600&amp;quot;&amp;gt;3&amp;lt;/font&amp;gt; || style=&amp;quot;text-align:center;&amp;quot; | 14 Days || style=&amp;quot;text-align:center;&amp;quot; | Every 14 Days&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Cantaloupe&amp;lt;/font&amp;gt; || style=&amp;quot;text-align:center;&amp;quot; | 50 || style=&amp;quot;text-align:center;&amp;quot; | &amp;lt;font color=&amp;quot;#ff6600&amp;quot;&amp;gt;1&amp;lt;/font&amp;gt; to &amp;lt;font color=&amp;quot;##ff0000&amp;quot;&amp;gt;5&amp;lt;/font&amp;gt; || style=&amp;quot;text-align:center;&amp;quot; | 14 Days || style=&amp;quot;text-align:center;&amp;quot; | Once&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Cauliflower&amp;lt;/font&amp;gt; || style=&amp;quot;text-align:center;&amp;quot; | 50 || style=&amp;quot;text-align:center;&amp;quot; | -1 to &amp;lt;font color=&amp;quot;#ff6600&amp;quot;&amp;gt;3&amp;lt;/font&amp;gt; || style=&amp;quot;text-align:center;&amp;quot; | 7 Days || style=&amp;quot;text-align:center;&amp;quot; | Once&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Corn&amp;lt;/font&amp;gt; || style=&amp;quot;text-align:center;&amp;quot; | 50 || style=&amp;quot;text-align:center;&amp;quot; | &amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;0&amp;lt;/font&amp;gt; to &amp;lt;font color=&amp;quot;#ff6600&amp;quot;&amp;gt;4&amp;lt;/font&amp;gt; || style=&amp;quot;text-align:center;&amp;quot; | 14 Days || style=&amp;quot;text-align:center;&amp;quot; | Once&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Eggplant&amp;lt;/font&amp;gt; || style=&amp;quot;text-align:center;&amp;quot; | 50 || style=&amp;quot;text-align:center;&amp;quot; | &amp;lt;font color=&amp;quot;#ff6600&amp;quot;&amp;gt;1&amp;lt;/font&amp;gt; to &amp;lt;font color=&amp;quot;##ff0000&amp;quot;&amp;gt;5&amp;lt;/font&amp;gt; || style=&amp;quot;text-align:center;&amp;quot; | 14 Days || style=&amp;quot;text-align:center;&amp;quot; | Once&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Garlic&amp;lt;/font&amp;gt; || style=&amp;quot;text-align:center;&amp;quot; | 50 || style=&amp;quot;text-align:center;&amp;quot; | &amp;lt;font color=&amp;quot;##4dc3ff&amp;quot;&amp;gt;-2&amp;lt;/font&amp;gt; to &amp;lt;font color=&amp;quot;#ff6600&amp;quot;&amp;gt;2&amp;lt;/font&amp;gt; || style=&amp;quot;text-align:center;&amp;quot; | 14 Days || style=&amp;quot;text-align:center;&amp;quot; | Once&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Hot Peppers&amp;lt;/font&amp;gt; || style=&amp;quot;text-align:center;&amp;quot; | 50 || style=&amp;quot;text-align:center;&amp;quot; | &amp;lt;font color=&amp;quot;#ff6600&amp;quot;&amp;gt;1&amp;lt;/font&amp;gt; to &amp;lt;font color=&amp;quot;##ff0000&amp;quot;&amp;gt;5&amp;lt;/font&amp;gt; || style=&amp;quot;text-align:center;&amp;quot; | 14 Days || style=&amp;quot;text-align:center;&amp;quot; | Every 7 Days&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Onions&amp;lt;/font&amp;gt; || style=&amp;quot;text-align:center;&amp;quot; | 50 || style=&amp;quot;text-align:center;&amp;quot; | &amp;lt;font color=&amp;quot;##4dc3ff&amp;quot;&amp;gt;-2&amp;lt;/font&amp;gt; to &amp;lt;font color=&amp;quot;#ff6600&amp;quot;&amp;gt;2&amp;lt;/font&amp;gt; || style=&amp;quot;text-align:center;&amp;quot; | 7 Days || style=&amp;quot;text-align:center;&amp;quot; | Once&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Rhubarb&amp;lt;/font&amp;gt; || style=&amp;quot;text-align:center;&amp;quot; | 50 || style=&amp;quot;text-align:center;&amp;quot; | &amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;0&amp;lt;/font&amp;gt; to &amp;lt;font color=&amp;quot;#ff6600&amp;quot;&amp;gt;4&amp;lt;/font&amp;gt; || style=&amp;quot;text-align:center;&amp;quot; | 14 Days || style=&amp;quot;text-align:center;&amp;quot; | Every 14 Days&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Parsnips&amp;lt;/font&amp;gt; || style=&amp;quot;text-align:center;&amp;quot; | 50 || style=&amp;quot;text-align:center;&amp;quot; | &amp;lt;font color=&amp;quot;##4dc3ff&amp;quot;&amp;gt;-2&amp;lt;/font&amp;gt; to &amp;lt;font color=&amp;quot;#ff6600&amp;quot;&amp;gt;2&amp;lt;/font&amp;gt; || style=&amp;quot;text-align:center;&amp;quot; | 14 Days || style=&amp;quot;text-align:center;&amp;quot; | Once&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Pumpkins&amp;lt;/font&amp;gt; || style=&amp;quot;text-align:center;&amp;quot; | 50 || style=&amp;quot;text-align:center;&amp;quot; | &amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;0&amp;lt;/font&amp;gt; to &amp;lt;font color=&amp;quot;#ff6600&amp;quot;&amp;gt;2&amp;lt;/font&amp;gt; || style=&amp;quot;text-align:center;&amp;quot; | 7 Days || style=&amp;quot;text-align:center;&amp;quot; | Once&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Squash&amp;lt;/font&amp;gt; || style=&amp;quot;text-align:center;&amp;quot; | 50 || style=&amp;quot;text-align:center;&amp;quot; | &amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;0&amp;lt;/font&amp;gt; to &amp;lt;font color=&amp;quot;#ff6600&amp;quot;&amp;gt;2&amp;lt;/font&amp;gt; || style=&amp;quot;text-align:center;&amp;quot; | 5 Days || style=&amp;quot;text-align:center;&amp;quot; | Once&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Strawberries&amp;lt;/font&amp;gt; || style=&amp;quot;text-align:center;&amp;quot; | 50 || style=&amp;quot;text-align:center;&amp;quot; | &amp;lt;font color=&amp;quot;#ff6600&amp;quot;&amp;gt;1&amp;lt;/font&amp;gt; to &amp;lt;font color=&amp;quot;##ff0000&amp;quot;&amp;gt;5&amp;lt;/font&amp;gt; || style=&amp;quot;text-align:center;&amp;quot; | 14 Days || style=&amp;quot;text-align:center;&amp;quot; | Every 7 Days&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Watermelons&amp;lt;/font&amp;gt; || style=&amp;quot;text-align:center;&amp;quot; | 50 || style=&amp;quot;text-align:center;&amp;quot; | &amp;lt;font color=&amp;quot;#ff6600&amp;quot;&amp;gt;1&amp;lt;/font&amp;gt; to &amp;lt;font color=&amp;quot;##ff0000&amp;quot;&amp;gt;5&amp;lt;/font&amp;gt; || style=&amp;quot;text-align:center;&amp;quot; | 14 Days || style=&amp;quot;text-align:center;&amp;quot; | Once&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Artichokes&amp;lt;/font&amp;gt; || style=&amp;quot;text-align:center;&amp;quot; | 75 || style=&amp;quot;text-align:center;&amp;quot; | &amp;lt;font color=&amp;quot;#ff6600&amp;quot;&amp;gt;1&amp;lt;/font&amp;gt; to &amp;lt;font color=&amp;quot;##ff0000&amp;quot;&amp;gt;5&amp;lt;/font&amp;gt; || style=&amp;quot;text-align:center;&amp;quot; | 7 Days || style=&amp;quot;text-align:center;&amp;quot; | Once&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Asparagus&amp;lt;/font&amp;gt; || style=&amp;quot;text-align:center;&amp;quot; | 75 || style=&amp;quot;text-align:center;&amp;quot; | -1 to &amp;lt;font color=&amp;quot;#ff6600&amp;quot;&amp;gt;3&amp;lt;/font&amp;gt; || style=&amp;quot;text-align:center;&amp;quot; | 14 Days || style=&amp;quot;text-align:center;&amp;quot; | Every 3 days&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Cranberries&amp;lt;/font&amp;gt; || style=&amp;quot;text-align:center;&amp;quot; | 75 || style=&amp;quot;text-align:center;&amp;quot; | -1 to &amp;lt;font color=&amp;quot;#ff6600&amp;quot;&amp;gt;3&amp;lt;/font&amp;gt; || style=&amp;quot;text-align:center;&amp;quot; | 14 Days || style=&amp;quot;text-align:center;&amp;quot; | Every 14 days&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Ginger&amp;lt;/font&amp;gt; || style=&amp;quot;text-align:center;&amp;quot; | 75 || style=&amp;quot;text-align:center;&amp;quot; | &amp;lt;font color=&amp;quot;#ff6600&amp;quot;&amp;gt;1&amp;lt;/font&amp;gt; to &amp;lt;font color=&amp;quot;##ff0000&amp;quot;&amp;gt;5&amp;lt;/font&amp;gt; || style=&amp;quot;text-align:center;&amp;quot; | 14 Days || style=&amp;quot;text-align:center;&amp;quot; | Once&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Ginseng&amp;lt;/font&amp;gt; || style=&amp;quot;text-align:center;&amp;quot; | 75 || style=&amp;quot;text-align:center;&amp;quot; | &amp;lt;font color=&amp;quot;#ff6600&amp;quot;&amp;gt;1&amp;lt;/font&amp;gt; to &amp;lt;font color=&amp;quot;##ff0000&amp;quot;&amp;gt;5&amp;lt;/font&amp;gt; || style=&amp;quot;text-align:center;&amp;quot; | 14 Days || style=&amp;quot;text-align:center;&amp;quot; | Once&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Hops&amp;lt;/font&amp;gt; || style=&amp;quot;text-align:center;&amp;quot; | 75 || style=&amp;quot;text-align:center;&amp;quot; | &amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;0&amp;lt;/font&amp;gt; to &amp;lt;font color=&amp;quot;#ff6600&amp;quot;&amp;gt;4&amp;lt;/font&amp;gt; || style=&amp;quot;text-align:center;&amp;quot; | 14 Days || style=&amp;quot;text-align:center;&amp;quot; | Every 14 days&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Juniper&amp;lt;/font&amp;gt; || style=&amp;quot;text-align:center;&amp;quot; | 75 || style=&amp;quot;text-align:center;&amp;quot; | &amp;lt;font color=&amp;quot;##4dc3ff&amp;quot;&amp;gt;-2&amp;lt;/font&amp;gt; to &amp;lt;font color=&amp;quot;#ff6600&amp;quot;&amp;gt;2&amp;lt;/font&amp;gt; || style=&amp;quot;text-align:center;&amp;quot; | 14 Days || style=&amp;quot;text-align:center;&amp;quot; | Every 7 days&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Lemons&amp;lt;/font&amp;gt; || style=&amp;quot;text-align:center;&amp;quot; | 75 || style=&amp;quot;text-align:center;&amp;quot; | &amp;lt;font color=&amp;quot;#ff6600&amp;quot;&amp;gt;1&amp;lt;/font&amp;gt; to &amp;lt;font color=&amp;quot;##ff0000&amp;quot;&amp;gt;5&amp;lt;/font&amp;gt; || style=&amp;quot;text-align:center;&amp;quot; | 14 Days || style=&amp;quot;text-align:center;&amp;quot; | Every 14 days&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Limes&amp;lt;/font&amp;gt; || style=&amp;quot;text-align:center;&amp;quot; | 75 || style=&amp;quot;text-align:center;&amp;quot; | &amp;lt;font color=&amp;quot;#ff6600&amp;quot;&amp;gt;1&amp;lt;/font&amp;gt; to &amp;lt;font color=&amp;quot;##ff0000&amp;quot;&amp;gt;5&amp;lt;/font&amp;gt; || style=&amp;quot;text-align:center;&amp;quot; | 14 Days || style=&amp;quot;text-align:center;&amp;quot; | Every 14 days&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Sweet Potatoes&amp;lt;/font&amp;gt; || style=&amp;quot;text-align:center;&amp;quot; | 75 || style=&amp;quot;text-align:center;&amp;quot; | &amp;lt;font color=&amp;quot;#ff6600&amp;quot;&amp;gt;1&amp;lt;/font&amp;gt; to &amp;lt;font color=&amp;quot;##ff0000&amp;quot;&amp;gt;5&amp;lt;/font&amp;gt; || style=&amp;quot;text-align:center;&amp;quot; | 14 Days || style=&amp;quot;text-align:center;&amp;quot; | Once&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Tomatoes&amp;lt;/font&amp;gt; || style=&amp;quot;text-align:center;&amp;quot; | 75 || style=&amp;quot;text-align:center;&amp;quot; | &amp;lt;font color=&amp;quot;#ff6600&amp;quot;&amp;gt;1&amp;lt;/font&amp;gt; to &amp;lt;font color=&amp;quot;##ff0000&amp;quot;&amp;gt;5&amp;lt;/font&amp;gt; || style=&amp;quot;text-align:center;&amp;quot; | 7 Days || style=&amp;quot;text-align:center;&amp;quot; | Every 4 days&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Tumeric&amp;lt;/font&amp;gt; || style=&amp;quot;text-align:center;&amp;quot; | 75 || style=&amp;quot;text-align:center;&amp;quot; | &amp;lt;font color=&amp;quot;#ff6600&amp;quot;&amp;gt;1&amp;lt;/font&amp;gt; to &amp;lt;font color=&amp;quot;##ff0000&amp;quot;&amp;gt;5&amp;lt;/font&amp;gt; || style=&amp;quot;text-align:center;&amp;quot; | 14 Days || style=&amp;quot;text-align:center;&amp;quot; | Once&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Wheat&amp;lt;/font&amp;gt; || style=&amp;quot;text-align:center;&amp;quot; | 75 || style=&amp;quot;text-align:center;&amp;quot; | &amp;lt;font color=&amp;quot;##4dc3ff&amp;quot;&amp;gt;-2&amp;lt;/font&amp;gt; to &amp;lt;font color=&amp;quot;#ff6600&amp;quot;&amp;gt;2&amp;lt;/font&amp;gt; || style=&amp;quot;text-align:center;&amp;quot; | 14 Days || style=&amp;quot;text-align:center;&amp;quot; | Once&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Apple&amp;lt;/font&amp;gt; || style=&amp;quot;text-align:center;&amp;quot; | 100 || style=&amp;quot;text-align:center;&amp;quot; | &amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;0&amp;lt;/font&amp;gt; to &amp;lt;font color=&amp;quot;#ff6600&amp;quot;&amp;gt;4&amp;lt;/font&amp;gt; || style=&amp;quot;text-align:center;&amp;quot; | 21 Days || style=&amp;quot;text-align:center;&amp;quot; | Every 21 Days&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Bananas&amp;lt;/font&amp;gt; || style=&amp;quot;text-align:center;&amp;quot; | 100 || style=&amp;quot;text-align:center;&amp;quot; | &amp;lt;font color=&amp;quot;#ff6600&amp;quot;&amp;gt;2&amp;lt;/font&amp;gt; to &amp;lt;font color=&amp;quot;##ff0000&amp;quot;&amp;gt;6&amp;lt;/font&amp;gt; || style=&amp;quot;text-align:center;&amp;quot; | 21 Days || style=&amp;quot;text-align:center;&amp;quot; | Every 21 Days&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Cocoa&amp;lt;/font&amp;gt; || style=&amp;quot;text-align:center;&amp;quot; | 100 || style=&amp;quot;text-align:center;&amp;quot; | &amp;lt;font color=&amp;quot;#ff6600&amp;quot;&amp;gt;1&amp;lt;/font&amp;gt; to &amp;lt;font color=&amp;quot;##ff0000&amp;quot;&amp;gt;5&amp;lt;/font&amp;gt; || style=&amp;quot;text-align:center;&amp;quot; | 21 Days || style=&amp;quot;text-align:center;&amp;quot; | Every 21 Days&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Flax&amp;lt;/font&amp;gt; || style=&amp;quot;text-align:center;&amp;quot; | 100 || style=&amp;quot;text-align:center;&amp;quot; | &amp;lt;font color=&amp;quot;#ff6600&amp;quot;&amp;gt;1&amp;lt;/font&amp;gt; to &amp;lt;font color=&amp;quot;##ff0000&amp;quot;&amp;gt;5&amp;lt;/font&amp;gt; || style=&amp;quot;text-align:center;&amp;quot; | 14 Days || style=&amp;quot;text-align:center;&amp;quot; | Once&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Grapes (Red)&amp;lt;/font&amp;gt; || style=&amp;quot;text-align:center;&amp;quot; | 100 || style=&amp;quot;text-align:center;&amp;quot; | &amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;0&amp;lt;/font&amp;gt; to &amp;lt;font color=&amp;quot;#ff6600&amp;quot;&amp;gt;4&amp;lt;/font&amp;gt; || style=&amp;quot;text-align:center;&amp;quot; | 14 Days || style=&amp;quot;text-align:center;&amp;quot; | Every 14 Days&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Grapes (White)&amp;lt;/font&amp;gt; || style=&amp;quot;text-align:center;&amp;quot; | 100 || style=&amp;quot;text-align:center;&amp;quot; | &amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;0&amp;lt;/font&amp;gt; to &amp;lt;font color=&amp;quot;#ff6600&amp;quot;&amp;gt;4&amp;lt;/font&amp;gt; || style=&amp;quot;text-align:center;&amp;quot; | 14 Days || style=&amp;quot;text-align:center;&amp;quot; | Every 14 Days&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Mandrake&amp;lt;/font&amp;gt; || style=&amp;quot;text-align:center;&amp;quot; | 100 || style=&amp;quot;text-align:center;&amp;quot; | &amp;lt;font color=&amp;quot;#ff6600&amp;quot;&amp;gt;1&amp;lt;/font&amp;gt; to &amp;lt;font color=&amp;quot;##ff0000&amp;quot;&amp;gt;5&amp;lt;/font&amp;gt; || style=&amp;quot;text-align:center;&amp;quot; | 14 Days || style=&amp;quot;text-align:center;&amp;quot; | Once&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Mangoes&amp;lt;/font&amp;gt; || style=&amp;quot;text-align:center;&amp;quot; | 100 || style=&amp;quot;text-align:center;&amp;quot; | &amp;lt;font color=&amp;quot;#ff6600&amp;quot;&amp;gt;2&amp;lt;/font&amp;gt; to &amp;lt;font color=&amp;quot;##ff0000&amp;quot;&amp;gt;6&amp;lt;/font&amp;gt; || style=&amp;quot;text-align:center;&amp;quot; | 21 Days || style=&amp;quot;text-align:center;&amp;quot; | Every 21 Days&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Nightshade&amp;lt;/font&amp;gt; || style=&amp;quot;text-align:center;&amp;quot; | 100 || style=&amp;quot;text-align:center;&amp;quot; | &amp;lt;font color=&amp;quot;#ff6600&amp;quot;&amp;gt;1&amp;lt;/font&amp;gt; to &amp;lt;font color=&amp;quot;##ff0000&amp;quot;&amp;gt;5&amp;lt;/font&amp;gt; || style=&amp;quot;text-align:center;&amp;quot; | 14 Days || style=&amp;quot;text-align:center;&amp;quot; | Once&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Peaches&amp;lt;/font&amp;gt; || style=&amp;quot;text-align:center;&amp;quot; | 100 || style=&amp;quot;text-align:center;&amp;quot; | &amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;0&amp;lt;/font&amp;gt; to &amp;lt;font color=&amp;quot;#ff6600&amp;quot;&amp;gt;4&amp;lt;/font&amp;gt; || style=&amp;quot;text-align:center;&amp;quot; | 21 Days || style=&amp;quot;text-align:center;&amp;quot; | Every 21 Days&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Pears&amp;lt;/font&amp;gt; || style=&amp;quot;text-align:center;&amp;quot; | 100 || style=&amp;quot;text-align:center;&amp;quot; | &amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;0&amp;lt;/font&amp;gt; to &amp;lt;font color=&amp;quot;#ff6600&amp;quot;&amp;gt;4&amp;lt;/font&amp;gt; || style=&amp;quot;text-align:center;&amp;quot; | 21 Days || style=&amp;quot;text-align:center;&amp;quot; | Every 21 Days&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Rice&amp;lt;/font&amp;gt; || style=&amp;quot;text-align:center;&amp;quot; | 100 || style=&amp;quot;text-align:center;&amp;quot; | &amp;lt;font color=&amp;quot;#ff6600&amp;quot;&amp;gt;1&amp;lt;/font&amp;gt; to &amp;lt;font color=&amp;quot;##ff0000&amp;quot;&amp;gt;5&amp;lt;/font&amp;gt; || style=&amp;quot;text-align:center;&amp;quot; | 14 Days || style=&amp;quot;text-align:center;&amp;quot; | Once&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Starfruit&amp;lt;/font&amp;gt; || style=&amp;quot;text-align:center;&amp;quot; | 100 || style=&amp;quot;text-align:center;&amp;quot; | &amp;lt;font color=&amp;quot;#ff6600&amp;quot;&amp;gt;2&amp;lt;/font&amp;gt; to &amp;lt;font color=&amp;quot;##ff0000&amp;quot;&amp;gt;6&amp;lt;/font&amp;gt; || style=&amp;quot;text-align:center;&amp;quot; | 14 Days || style=&amp;quot;text-align:center;&amp;quot; | Once&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Cotton&amp;lt;/font&amp;gt; || style=&amp;quot;text-align:center;&amp;quot; | 100 || style=&amp;quot;text-align:center;&amp;quot; | &amp;lt;font color=&amp;quot;#ff6600&amp;quot;&amp;gt;1&amp;lt;/font&amp;gt; to &amp;lt;font color=&amp;quot;##ff0000&amp;quot;&amp;gt;5&amp;lt;/font&amp;gt; || style=&amp;quot;text-align:center;&amp;quot; | 14 Days || style=&amp;quot;text-align:center;&amp;quot; | Once&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Archin</name></author>
	</entry>
	<entry>
		<id>http://wiki.uoicebound.com/index.php?title=Character_Creation&amp;diff=1635</id>
		<title>Character Creation</title>
		<link rel="alternate" type="text/html" href="http://wiki.uoicebound.com/index.php?title=Character_Creation&amp;diff=1635"/>
		<updated>2025-09-09T16:30:12Z</updated>

		<summary type="html">&lt;p&gt;Archin: /* Background */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&lt;br /&gt;
It is expected that in completing the character creation that you have reviewed the [[Setting Primer]] and agreed to the [[Server Rules]] prior to application.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Personal Details=&lt;br /&gt;
&lt;br /&gt;
You&#039;ll be required to fill out the following. Be mindful of your choices, as these identifiers may be made available to other players on inspection and taken into account for concealment, disguise, medical, and forensic systems:&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Name:&amp;lt;/font&amp;gt; You will be required to enter their &#039;&#039;&#039;first&#039;&#039;&#039; and &#039;&#039;&#039;last&#039;&#039;&#039; name. The system will check these names against all character names to ensure there is no duplicate characters (dead or alive). Per shard rules, please be mindful of naming conventions that are setting appropriate.&lt;br /&gt;
*&amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Age:&amp;lt;/font&amp;gt; Enter your character’s age.&lt;br /&gt;
**&amp;lt;font style=&amp;quot;color: #FF0000;&amp;quot;&amp;gt;Per [[Server Rules]], the character must be 18 years or older.&amp;lt;/font&amp;gt;&lt;br /&gt;
*&amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Sex:&amp;lt;/font&amp;gt; Due to engine limitations, this field only includes &#039;&#039;&#039;Male&#039;&#039;&#039; and &#039;&#039;&#039;Female&#039;&#039;&#039; as options and will determine your paperdolls appearance. However, you are welcome to roleplay your character’s gender identity however you choose. The frozen wasteland cares little for the norms of the old world, and survival is the great equalizer, but keep in mind other characters will not be expected to understand a nuanced grasp of gender due to the historical context of the 1880s setting.&lt;br /&gt;
*&amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Height:&amp;lt;/font&amp;gt; This section is in feet and inches.&lt;br /&gt;
*&amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Weight:&amp;lt;/font&amp;gt; This section is in pounds.&lt;br /&gt;
*Select your &amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Background&amp;lt;/font&amp;gt;:&lt;br /&gt;
**[[Simple Application]]&lt;br /&gt;
***&amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Choosing this option allows you to begin playing immediately as a British expat, as your arrival is accounted for in the character creation process.&amp;lt;/font&amp;gt;&lt;br /&gt;
**[[Advanced Application]]&lt;br /&gt;
***&amp;lt;font color=&amp;quot;#FF0000;&amp;quot;&amp;gt;This option requires additional writing and approval before you can begin playing.&amp;lt;/font&amp;gt;&lt;br /&gt;
**See next section for more details on each option.&lt;br /&gt;
&lt;br /&gt;
= Background =&lt;br /&gt;
&lt;br /&gt;
When creating your character, you’ll choose between two backstory paths: &amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Simple&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt; or &amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Advanced&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;. Both are valid ways to establish your character’s history and influence future storytelling. Staff will be able to inspect a player and pull up this information at any time during play.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The &amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Simple Background&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt; option is a multiple-choice, choose-your-own-adventure-style backstory builder. It’s designed to:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Help new players get started quickly&#039;&#039;&#039;, assigning relevant skills and traits based on your choices. (You can adjust these as you see fit regardless.)&lt;br /&gt;
* &#039;&#039;&#039;Provide structure without requiring heavy writing&#039;&#039;&#039;, allowing you to reflect on your character’s past while leaving room to expand through roleplay.&lt;br /&gt;
* &#039;&#039;&#039;Support storytelling and staff review&#039;&#039;&#039;. This backstory can be referenced during special requests or plot involvement.  &lt;br /&gt;
**Example: A scientist who spent years studying in academia may have an easier time proposing research than a general laborer who picked up chemistry later — though with strong roleplay, a path may be possible.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The &amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Advanced Background&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt; option is a freeform questionnaire. Choose this if you have a fully developed concept that doesn&#039;t fit within the simple backstory builder. Keep these points in mind:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;You aren’t limited to British nationality&#039;&#039;&#039;, and can write more nuanced origins.&lt;br /&gt;
* &#039;&#039;&#039;Because this step is optional, it receives closer scrutiny.&#039;&#039;&#039; On most servers, whitelists only check that you’ve skimmed the lore. That’s not the case here — the &#039;&#039;&#039;Simple option already covers that&#039;&#039;&#039;. The Advanced background is for players who want to show a deeper understanding of the setting and present a concept that goes beyond standard templates.&lt;br /&gt;
* If your submission adds meaningful depth, staff may canonize elements of it or expand on them in future storytelling. This kind of worldbuilding can also emerge through roleplay in-game — the Advanced background simply gives us more to consider from the outset.&lt;br /&gt;
** Example: A well-written backstory describing the final days of a ship your character crash-landed on? You might one day find that wreckage added as a point of interest, waiting to be explored by anyone who comes across it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;&amp;lt;b&amp;gt;There is no special treatment for choosing one background over the other.&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt; Frankly, it’s less work for everyone if you go with Simple, so don’t feel pressured to write an Advanced backstory. Special requests are judged based on the &#039;&#039;&#039;broad strokes of your character’s backstory&#039;&#039;&#039;, no matter which option you chose.&lt;br /&gt;
&lt;br /&gt;
=Appearance=&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Portrait Creation:&amp;lt;/font&amp;gt;&lt;br /&gt;
* &amp;lt;font style=&amp;quot;color: #FF0000;&amp;quot;&amp;gt;This option is disabled for Beta, skip over for now!&amp;lt;/font&amp;gt;&lt;br /&gt;
* Using sliders, you can customize your character’s appearance in more detail than the standard paperdoll (you will customize this later in the process). Use the arrows to select features, and click the Hue icon in the same row to choose a color. Your hair and skin tones from this menu will be sampled for your in-game paperdoll.&lt;br /&gt;
&lt;br /&gt;
* Note: Make sure you&#039;re satisfied before finishing character creation. Some features cannot be changed later. However, hairstyles and accessories can be adjusted in-game.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Text Description:&amp;lt;/font&amp;gt;&lt;br /&gt;
* This text appears alongside your portrait when another player uses the Look At command. Basic descriptors like height, build, and age range will be auto-generated based on your character setup. You’re free to expand on this with physical and sensory details others might notice — posture, expression, scent, voice, or anything that helps express your character’s presence.&lt;br /&gt;
&lt;br /&gt;
* Note that some details may be obscured if your character is concealed, hooded, or masked. You can also create multiple descriptions for different circumstances — such as formalwear, travel gear, or disguises — using the Character Codex menu. These can be updated at any time, so don’t worry about getting everything perfect during creation.&lt;br /&gt;
&lt;br /&gt;
=Review Character &amp;amp; Assign Attributes=&lt;br /&gt;
&lt;br /&gt;
TKTK&lt;br /&gt;
&lt;br /&gt;
You will begin with 100 stat points to allocate.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Skill Allocation=&lt;br /&gt;
TKTK&lt;br /&gt;
&lt;br /&gt;
=Adaptation Traits=&lt;br /&gt;
TKTK&lt;br /&gt;
&lt;br /&gt;
=Customize Paperdoll=&lt;br /&gt;
TKTK&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-----&lt;/div&gt;</summary>
		<author><name>Archin</name></author>
	</entry>
	<entry>
		<id>http://wiki.uoicebound.com/index.php?title=Rental_Property&amp;diff=1634</id>
		<title>Rental Property</title>
		<link rel="alternate" type="text/html" href="http://wiki.uoicebound.com/index.php?title=Rental_Property&amp;diff=1634"/>
		<updated>2025-09-09T03:32:02Z</updated>

		<summary type="html">&lt;p&gt;Archin: /* Decorating Properties */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
Rental Properties are player-controlled spaces within the settlement. They provide housing, storefronts, and agricultural facilities, but access is limited by your skills. All properties require Scrip to maintain. If upkeep is not paid, the rental will lapse and your belongings will be transferred automatically to your Warehouse Storage.&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; &amp;lt;font color=&amp;quot;#cb2121&amp;quot;&amp;gt; Because property ownership and shared living arrangements can sometimes create disputes both in and out of game, it&#039;s strongly advised that you carefully review the [https://wiki.uoicebound.com/wiki/Server_Rules#:~:text=in%20the%20process.-,PROPERTY%20RULES,-%5Bedit%5D  Propery Rules] section of the Server Rules to avoid confusion later on.&amp;lt;/font&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Residential=&lt;br /&gt;
&lt;br /&gt;
*Your private space, to use as you see fit.&lt;br /&gt;
*&amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Each character may only hold one Residential Property&amp;lt;/font&amp;gt;, and once the city has constructed tenement buildings.&lt;br /&gt;
**Residences may carry additional requirements based on narrative or aesthetic design. For example: A tenement in the nicer part of town may require [[Eloquence]] to rent, reflecting that the property manager only accepts “respectable sorts.”&lt;br /&gt;
&lt;br /&gt;
=Commercial=&lt;br /&gt;
&lt;br /&gt;
*Shops, warehouses, and other places of business. &lt;br /&gt;
*&amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;By design, these are public zones: doors cannot be locked to ensure they operate as businesses.&amp;lt;/font&amp;gt;&lt;br /&gt;
*Will always require the [[Mercantilism]] skill. The higher your skill, the more Commercial Properties you may manage simultaneously. &lt;br /&gt;
**Commercial rentals may also carry additional requirements based on narrative or aesthetic design. For example, a industrial district workshop front may require an trade background to rent from the property manager.&lt;br /&gt;
&lt;br /&gt;
=Growbeds=&lt;br /&gt;
&lt;br /&gt;
*Indoor agricultural plots for growing food and herbs, available with the construction and upgrading of the city&#039;s Hothouse facilities.&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Requires the [[Botany]] skill.&amp;lt;/font&amp;gt; The higher your skill, the more Growbeds you may maintain at once.&lt;br /&gt;
&lt;br /&gt;
*An overview of the growbeds system can be found in the article on [[Agriculture]].&lt;br /&gt;
&lt;br /&gt;
=Decorating Properties=&lt;br /&gt;
&lt;br /&gt;
Residential and Commercial properties can be customized to suit your needs and style.&lt;br /&gt;
&lt;br /&gt;
You decorate using in-game items gathered through crafting, exploring, looting, or other activities, and then arrange them with the commands below:&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;[Flip&amp;lt;/font&amp;gt; – Cycles an item through alternate appearances or orientations. Some items have several, but most only have two.&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;[Raise&amp;lt;/font&amp;gt; – Elevates the targeted item by 1 Z-level.&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;[Lower&amp;lt;/font&amp;gt; – Lowers the targeted item by 1 Z-level.&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;[Move&amp;lt;/font&amp;gt; – Moves the targeted item to a location of your choice.&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;[Lockdown&amp;lt;/font&amp;gt; – Locks the targeted item in place so it cannot be moved by others.&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;[Release&amp;lt;/font&amp;gt; – Releases a previously locked down item, allowing it to be moved again.&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;[Secure&amp;lt;/font&amp;gt; – Locks down a container and enables permission settings. This protects all items inside, restricting access according to the permissions you set.&lt;br /&gt;
&lt;br /&gt;
=Property Sign=&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Each property comes with a sign, which serves as both a marker and a management hub for your rental.&amp;lt;/font&amp;gt; The sign is publicly visible to others and should always be treated as an in-universe naming of your character’s residence or place of business.&lt;br /&gt;
&lt;br /&gt;
The &amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;INFORMATION&amp;lt;/font&amp;gt; page will allow you review the Rent Details, current rent cost and the date of your next rent cycle payment.&lt;br /&gt;
&lt;br /&gt;
The &amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;SECURITY&amp;lt;/font&amp;gt; page of your property sign allows you to manage who can enter, interact with, or manage your space by assigning roles.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Roles &amp;amp; Privileges:&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Friend&amp;lt;/font&amp;gt;&lt;br /&gt;
**Open doors, and access containers marked for friends.&lt;br /&gt;
**Lock down and release items they themselves placed.&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Co-owner&amp;lt;/font&amp;gt;&lt;br /&gt;
**All Friend privileges.&lt;br /&gt;
**Add or remove players from the Friends list.&lt;br /&gt;
**Place secure containers.&lt;br /&gt;
**Place house add-ons.&lt;br /&gt;
**Rename the house.&lt;br /&gt;
**Open doors,  and access containers set to co-owner.&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Owner&amp;lt;/font&amp;gt;&lt;br /&gt;
**All Friend and Co-owner privileges.&lt;br /&gt;
**Add or remove both Friends and Co-owners.&lt;br /&gt;
**Release any locked-down item or secure container.&lt;br /&gt;
**Access containers, doors, and teleporters restricted to Owner only.&lt;br /&gt;
**Set security levels on doors, and containers.&lt;br /&gt;
**Trade or abandon the property.&lt;br /&gt;
**Change sign hanger, and sign style&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The &amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;STORAGE&amp;lt;/font&amp;gt; page of your property sign tracks how many items and containers your property can support. It determines the total amount of decorations, furniture, and supplies you can place and keep safe inside your space:&lt;br /&gt;
*&amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Lockdowns&amp;lt;/font&amp;gt; – Shows the maximum number of items that can be locked down in the property (used for decorations, furniture, and general items you don&#039;t want to be picked up by guest).&lt;br /&gt;
*&amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Secures&amp;lt;/font&amp;gt; – Shows the maximum number of containers that can be secured (chests, crates, cupboards, etc.) with permission settings applied. Everything inside a secured container is protected by those settings.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The &amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;CUSTOMIZE&amp;lt;/font&amp;gt; page allows you to access the sign&#039;s appearance and naming:&lt;br /&gt;
*&amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Sign Description&amp;lt;/font&amp;gt; – Edit the text that appears on your property’s sign.&lt;br /&gt;
*&amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Change House Sign&amp;lt;/font&amp;gt; – Swap between available sign styles and appearances.&lt;br /&gt;
*&amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Toggle Hanger Visible&amp;lt;/font&amp;gt; – Show or hide the hanging portion of the sign.&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>http://wiki.uoicebound.com/index.php?title=Server_Rules&amp;diff=1633</id>
		<title>Server Rules</title>
		<link rel="alternate" type="text/html" href="http://wiki.uoicebound.com/index.php?title=Server_Rules&amp;diff=1633"/>
		<updated>2025-09-07T21:55:06Z</updated>

		<summary type="html">&lt;p&gt;Archin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width:100%; margin:auto; background:#152423; color:#ccc; border:1px solid #444; padding:10px;&amp;quot; &lt;br /&gt;
|&amp;lt;p style=&amp;quot;color: #FF0000;&amp;quot;&amp;gt;⚠️ Rules may evolve as the project develops and new situations emerge. It is your responsibility to stay informed and up to date with any changes. ⚠️&amp;lt;/p&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=TERMS OF USE=&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #DAA520;&amp;quot;&amp;gt;You must be at least 18 years old to play on this server.&amp;lt;/span&amp;gt;&lt;br /&gt;
* In downloading and installing the game launcher, you agree that &amp;lt;span style=&amp;quot;color: #DAA520;&amp;quot;&amp;gt;Icebound’s files you agree are exclusively for playing on the Icebound server&amp;lt;/span&amp;gt;. These files may not be redistributed, sold, modified, or used outside of Icebound. If you wish to use anything from the files outside of playing Icebound, please contact staff for permission.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=COMMUNITY CONDUCT=&lt;br /&gt;
&amp;lt;span style=&amp;quot;color: #DAA520;&amp;quot;&amp;gt;Treat both players and staff with respect, whether you&#039;re in-game, on Discord, or in the forums.&amp;lt;/span&amp;gt; Communicate your boundaries clearly and respect those of others. Use common sense, and help keep the space enjoyable for everyone.&lt;br /&gt;
&lt;br /&gt;
If you&#039;re ever unsure about something, don&#039;t hesitate to ask staff.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=ACCOUNT RULES=&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #DAA520;&amp;quot;&amp;gt;One account per player.&amp;lt;/span&amp;gt; For households with more than one player just notify staff and we can manually set up your accounts.&lt;br /&gt;
* Account sharing will result in a ban&lt;br /&gt;
* Account selling will result in a ban&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=ROLEPLAY EXPECTATIONS=&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: #DAA520;&amp;quot;&amp;gt;When logged in, you are considered in character at all times.&amp;lt;/span&amp;gt;&lt;br /&gt;
**Use Party Chat for out-of-character communication as needed, or for a quick aside, please notate it with double parenthesis, for example “((Be Right Back))”.&lt;br /&gt;
*All players are expected to understand the server’s setting and roleplay in accordance with it.&lt;br /&gt;
*Roleplay conflicts should stay in character and never be used to harass or target someone out of character.&lt;br /&gt;
*Your characters must be 18 or older. This includes any in-character behavior, out-of-character comments, or physical descriptors that suggest a character is underage. If your character doesn’t know their exact age, they must have clear memory of at least 18 years of life.&lt;br /&gt;
&lt;br /&gt;
=RESPECT LIMITATIONS=&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: #DAA520;&amp;quot;&amp;gt;Even if realism would suggest otherwise, keep your actions and requests within the limits of the game engine, the time and effort your fellow players can give, and the capacity of volunteer staff.&amp;lt;/span&amp;gt; This is a persistent world, not a 24/7 custom tabletop campaign. Within the parameters of the Server Rules, and Setting, you are ultimately  responsible for entertaining yourself: be self-motivated, collaborate with others respectfully, and practice patience when waiting for events, responses, or assistance from both staff and other players.&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: #DAA520;&amp;quot;&amp;gt;Some parts of the game are off-limits for player control, including [[Surviving Communities]] and neutral amenities like the [[Public Market]] and the Storage Warehouse.&amp;lt;/span&amp;gt; Certain services will remain under the control of neutral NPCs so they are fairly and freely available to all players, regardless of population, popularity, or time zone. This is not open for debate.&lt;br /&gt;
&lt;br /&gt;
=AFK RULES=&lt;br /&gt;
*When in game you are subject to the world and its consequences: &amp;lt;span style=&amp;quot;color: #DAA520;&amp;quot;&amp;gt;AFK at your own risk.&amp;lt;/span&amp;gt; We can’t know whether or not someone is really AFK or ignoring an interaction, so will not be enforcing any rolling back due to someone being AFK.&lt;br /&gt;
**We understand life happens - if you get pulled away, or you think someone is online when they shouldn’t be (fell asleep, or otherwise have become nonresponsive) just notify staff and we can kick the character to offline.&lt;br /&gt;
&lt;br /&gt;
==Rules on Macroing==&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: #DAA520;&amp;quot;&amp;gt;AFK macroing IS allowed IF:&amp;lt;/span&amp;gt;&lt;br /&gt;
**It is done in a private space.&lt;br /&gt;
**It does not interfere with others&#039; gameplay, including roleplay.&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: #DAA520;&amp;quot;&amp;gt;If we receive reports of disruptive or unresponsive macroing:&amp;lt;/span&amp;gt;&lt;br /&gt;
**First offense: you will be kicked offline with a notice placed in your backpack.&lt;br /&gt;
**Subsequent offenses: your skill will be reduced by 10 points per infraction.&lt;br /&gt;
**Continued abuse can result in harsher consequences including the zero-ing out of the skill.&lt;br /&gt;
&lt;br /&gt;
=METAGAMING=&lt;br /&gt;
&amp;lt;span style=&amp;quot;color: #DAA520;&amp;quot;&amp;gt;Metagaming is using knowledge your character wouldn’t reasonably have to influence other players and in game events.&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This includes:&lt;br /&gt;
*Using player knowledge to influence character actions.&lt;br /&gt;
*Acting on information gained through OOC means.&lt;br /&gt;
*Spreading disinformation through OOC means to “counter meta”&lt;br /&gt;
&lt;br /&gt;
It’s perfectly fine to use setting information—such as historical context, public lore, or information your character would reasonably know based on their background, skills, or profession. For example, a doctor might recognize symptoms described in lore, or a well-read character might know major world events from the wiki. This kind of knowledge helps bring the world to life.&lt;br /&gt;
&lt;br /&gt;
However, knowing what happened in a scene your character wasn’t part of, reading a Discord message, or hearing something in voice chat doesn’t mean your character knows it. Important in-game events and player actions should be learned through roleplay.&lt;br /&gt;
&lt;br /&gt;
Reminder that people play multiple characters and have real lives to juggle, so continuity slips happen. You also won’t always know what’s been said outside your character’s view. If something seems off, just check in with the other player (Party Chat works great) before assuming bad intent.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=EXPLOITS=&lt;br /&gt;
&amp;lt;span style=&amp;quot;color: #DAA520;&amp;quot;&amp;gt;Exploits are bugs, unintended mechanics, or loopholes in the game that give players an unfair advantage—whether through duplicating items, bypassing intended systems, or triggering actions that shouldn’t normally be possible.&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color: #DAA520;&amp;quot;&amp;gt;Knowingly using, or failing to report the using of exploits is considered abuse and may result in disciplinary action.&amp;lt;/span&amp;gt; It undermines trust in the community, disrupts the game’s balance, and damages the integrity of the roleplay environment.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color: #DAA520;&amp;quot;&amp;gt;If you’re unsure whether something is working as intended, check the wiki or ask staff for clarification.&amp;lt;/span&amp;gt; We&#039;re happy to confirm whether a system is behaving correctly. If you find something that doesn’t seem right, report it. Helping us identify and fix exploits keeps the experience fair and fun for everyone.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=MULING=&lt;br /&gt;
Muling refers to using alternate characters to move items, currency, or resources to characters on that same account. This is usually done to give one character an unfair advantage, such as using a separate character to gather supplies, store valuable items, or avoid the consequences of trade and roleplay.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color: #DAA520;&amp;quot;&amp;gt;We have systems in place to help prevent this behavior, but it is still considered a violation of the rules. Failing to report muling, or choosing to participate in it, is not allowed.&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If you&#039;re having trouble getting the supplies you need through normal means, especially if your alternate character has the skillset to provide them and no other players currently do, please talk to staff. We understand that gaps in the player economy or skill coverage can happen. We would much rather help you find a fair, in-character solution than see the rules broken.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=POWERGAMING=&lt;br /&gt;
&amp;lt;span style=&amp;quot;color: #DAA520;&amp;quot;&amp;gt;Powergaming is using in-game mechanics, OOC knowledge to give them an unfair or unrealistic advantage.&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This includes:&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: #DAA520;&amp;quot;&amp;gt;Forcing outcomes in roleplay.&amp;lt;/span&amp;gt;&lt;br /&gt;
**Never dictate the outcome of your actions on another character. When interacting physically or forcibly in roleplay, us phrases like “attempts to” or “tries to” to allow the other player space to respond.&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: #DAA520;&amp;quot;&amp;gt;Login/Logout Abuse&amp;lt;/span&amp;gt;&lt;br /&gt;
**Do not use logging in or out to gain an advantage in RP or PvP. This includes avoiding consequences, repositioning, or influencing scenes unfairly.&lt;br /&gt;
**If you need to log out unexpectedly, communicate with staff or involved players OOC when possible. Emergencies happen—just let us know so we don’t have to investigate, and so the scene can be properly resumed later if needed.&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: #DAA520;&amp;quot;&amp;gt;Failing to Respect Fear RP&amp;lt;/span&amp;gt;&lt;br /&gt;
**Fear roleplay is the expectation that your character reacts realistically to fear, danger, and life-threatening situations.&lt;br /&gt;
***Gallows humor, stoicism, and emotional detachment are all valid roleplay choices, and no one expects you to be overly dramatic about every encounter. It’s a frozen hellscape, and some things are routine.&lt;br /&gt;
***That said, we do expect you to read the room: Fear RP matters most when other players or staff are involved and working to create a serious or suspenseful atmosphere.&lt;br /&gt;
***Avoid disrupting tense roleplay scenes with flippant or inappropriate behavior. Being overly casual in the face of danger can break immersion and may be considered disruptive, -especially- during events hosted by other players and staff.&lt;br /&gt;
**Forcing another player into a dangerous or high-stakes situation without proper mechanical support, and/or without the other players consent is also powergaming. For example, provoking someone into a fight in a Safe Zone, then calling them a coward for not engaging, is both powergaming and lame.&lt;br /&gt;
**Failing to respect this after verbal warning may result in staff calling your bluff; either by delivering the coup de grâce, applying proper injuries or consequences, or manually lowering the safety settings in the area to support the consequences of the situation should it not de-escalate.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=PVP &amp;amp; PERMADEATH=&lt;br /&gt;
&amp;lt;p style=&amp;quot;color: #DAA520;&amp;quot;&amp;gt;All PvP must have clear roleplay motivation:&amp;lt;/p&amp;gt;&lt;br /&gt;
*This should stem from established conflict, desperation, ideology, survival, or other believable motivations grounded in the setting. These motivations should be telegraphed in some way through roleplay, dialogue, behavior, or context. While you are not required to explain your reasoning directly to the target, there should be enough foreshadowing on record so that staff does not need to investigate or guess at your intentions. Ideally, your victim should not be left confused about why the conflict occurred.&lt;br /&gt;
*Killing a character should never be your first option. We offer a variety of tools for escalating or resolving conflict including but not limited to injuries, duels, public shaming, sabotage, and vandalism. Explore other ways to tell the story.&lt;br /&gt;
*Conflict should stem from character-driven reasons, not player grudges. If we notice repeated escalation between the same players across multiple characters, it may be subject to staff intervention.&lt;br /&gt;
&lt;br /&gt;
==Permadeath==&lt;br /&gt;
&amp;lt;span style=&amp;quot;color: #DAA520;&amp;quot;&amp;gt;Choosing to permanently kill another player character is a serious decision, and should be treated as a last resort:&amp;lt;/span&amp;gt;&lt;br /&gt;
*Permadeath should never be treated as a “win condition&amp;quot;, it rarely is, and &amp;lt;span style=&amp;quot;color: #DAA520;&amp;quot;&amp;gt;in all cases mortally wounding a character may not result in their death.&amp;lt;/span&amp;gt;&lt;br /&gt;
**For a full explanation on Permadeath please refer to our article regarding [[Illness, Injury %26 Death]].&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: #DAA520;&amp;quot;&amp;gt;Understand that by choosing this action, even if it feels justified, you are signaling to the world and other players that you are ready to face the consequences.&amp;lt;/span&amp;gt; Most characters believe they are in the right, including yours, but others may see the situation differently. Just because your character feels justified does not mean they are protected from fallout:&lt;br /&gt;
**&amp;lt;span style=&amp;quot;color: #DAA520;&amp;quot;&amp;gt;Mechanically&amp;lt;/span&amp;gt;, your character will lose [[Sanity]] when committing a traumatic act such as murder. Beyond that immediate cost, there may be a chance at being caught if evidence is discovered through [[Forensics]]. &lt;br /&gt;
**&amp;lt;span style=&amp;quot;color: #DAA520;&amp;quot;&amp;gt;Narratively&amp;lt;/span&amp;gt;, are always two sides to a conflict, and you should be prepared to face the challenges that follow if you choose to proceed. If there are witnesses, if the victim survives, or if forensic evidence is pursued, your character may face consequences such as revenge, grief, mistrust, public shame, or political fallout.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color: #DAA520;&amp;quot;&amp;gt;If your character dies and you create a new one, that character must have no connection to your previous one.&amp;lt;/span&amp;gt; This includes long-lost siblings, friends seeking revenge, or any narrative tie that continues your old character’s story by proxy. &lt;br /&gt;
&lt;br /&gt;
We also offer ways to avoid Permadeath entirely:&lt;br /&gt;
*Pay attention to [[Region Safety]] in the game world. Some areas are designated as No Combat Zones, where PvP, or just Permadeath, is mechanically disabled. These zones exist to give players a safe space to roleplay without the threat of violence. Use them if you want to focus on story, trade, or diplomacy without risking physical conflict.&lt;br /&gt;
&lt;br /&gt;
=IMPRISONMENT RP=&lt;br /&gt;
It is our intention to have any much of this mechanically enforced as possible, but in the event of taking a prisoner long term:&lt;br /&gt;
*Jailers are expected to make a good faith effort to resolve conflicts through roleplay with the prisoner. It is strongly recommended that you notify staff and include all involved parties in a ticket to ensure the situation is handled fairly and constructively.&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: #DAA520;&amp;quot;&amp;gt;Imprisonment from PvP may not exceed 48 hours without OOC consent.&amp;lt;/span&amp;gt;&lt;br /&gt;
**After 48 hours, the imprisoned character must be released unless both parties agree to continue.&lt;br /&gt;
***Staff will manually assist in staging an escape if the jailor is not available or unwilling.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=LOOTING RULES=&lt;br /&gt;
&amp;lt;span style=&amp;quot;color: #DAA520;&amp;quot;&amp;gt;The code dictates what can or cannot be taken from a corpse and designed to provide a different allowance based on if the character (NPC or Player, the world doesn’t differentiate) is dead, or just knocked out.&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*Knocked Out:&lt;br /&gt;
**Lootable: weapon, currency, consumables.&lt;br /&gt;
*Killed:&lt;br /&gt;
**Same items lootable as Knocked Out&lt;br /&gt;
**NPC Equipment will convert into scrap materials based on the looter’s Scavenging skill.&lt;br /&gt;
**When players are killed, Scavenge skill checks are made on a per-item basis, with higher quality items being easier to retrieve. All items will take durability damage in the process.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=PROPERTY RULES=&lt;br /&gt;
&amp;lt;span style=&amp;quot;color: #DAA520;&amp;quot;&amp;gt;The code dictates that each character is permitted one residential property:&amp;lt;/span&amp;gt;&lt;br /&gt;
*Commercial property limits are determined by a characters Mercantilism Skill.&lt;br /&gt;
*Zoning of rentable spaces is set up so that commercial properties are public facing and do not allow locked doors. Exceptions for VIP areas can be petitioned on a case by case basis based on established RP use of the space.&lt;br /&gt;
*Only owners and co-owners can release/lock down items on a property&lt;br /&gt;
*Only owners and co-owners can use trash cans inside residential spaces&lt;br /&gt;
*You cannot lock down items with an impassable property in front of doors.&lt;br /&gt;
*Lockpicking player homes is not a system in present in Icebound at this time. If something is missing from your home, it was taken by either a guest or you forgot to lock your door and we encourage you to use these mechanical limitations as your list of suspects should something appear missing.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color: #DAA520;&amp;quot;&amp;gt;We’ve outlined the boundaries of the most common issues and where we stand on staff intervention:&amp;lt;/span&amp;gt;&lt;br /&gt;
*Staff will not be micromanaging the nuances of player relations in regards to property without clear paper trail of misconduct and both players are mechanically attached to the property.&lt;br /&gt;
*As an owner of a property, you must use your own discretion when giving people co-owner or friend access, if they steal things that&#039;s on you for giving them that access.&lt;br /&gt;
**Leaving your belongings in a home that you are not owner, co-owner, or a key-owner of is at your own risk. Players must us discretion when deciding on where and with whom to leave your things. We have a free storage option accessible at the public warehouse, and we encourage everyone to utilize this feature.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=EXPLICIT CONTENT &amp;amp; MATURE THEMES=&lt;br /&gt;
&amp;lt;span style=&amp;quot;color: #DAA520;&amp;quot;&amp;gt;Icebound explores dark and challenging themes drawn from speculative fiction and 19th-century history, it is an apocalyptic setting which which includes sensitive topics including but not limited to:&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
- Violence, child labor, whaling, anthropophagy (cannibalism), divisive political ideologies, sanity, and drug addiction.&lt;br /&gt;
&lt;br /&gt;
By agreeing to play, you understand these elements are a part of a collective work of fiction. Actions and beliefs of any characters are not necessarily an extension of the players themselves, and should not be treated as such.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color: #DAA520;&amp;quot;&amp;gt;Regardless of “historical accuracy,” the following is not allowed:&amp;lt;/span&amp;gt;&lt;br /&gt;
*Hate speech. Any use of hate speech will not be tolerated. If it is considered hate speech in present day or at any point in history, it is hate speech in the game.&lt;br /&gt;
*Explicit Sexual (ERP) content must fade to black.&lt;br /&gt;
*No roleplay of sexual violence, even implied or accused.&lt;br /&gt;
*Characters cannot have, or RP about, actively having children below the age of 18.&lt;br /&gt;
*Characters may not become pregnant or roleplay being pregnant.&lt;br /&gt;
*Continuing or instigating RP that centers on banned content will be treated as a violation.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color: #DAA520;&amp;quot;&amp;gt;Backstory Inclusion:&amp;lt;/span&amp;gt;&lt;br /&gt;
*We’re not going to pretend all the above things don’t exist. You may reference these themes in your backstory, tactfully.&lt;br /&gt;
*If you have questions, ask a staff member for guidance.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color: #DAA520;&amp;quot;&amp;gt;Staff, Seers and Sensitive Content:&amp;lt;/span&amp;gt;&lt;br /&gt;
*Staff and Seers may use restricted topics with prior staff approval, only between NPCs and for narrative purpose. These depictions are not endorsements, but narrative tools used to explore ideas of survival, resilience, and moral struggle in the face of collapse.&lt;br /&gt;
**You may encounter references to these themes in indirect ways such as a harrowing journal account, a community’s dark history, or other background worldbuilding. We will always handle this content with care. &lt;br /&gt;
**If a sensitive topic is going to appear in a live scene or active event, players involved will be informed out-of-character ahead of time so they can choose whether or how to participate.&lt;br /&gt;
&lt;br /&gt;
If something doesn’t feel like it’s being handled thoughtfully, or you’re unsure how to approach a sensitive theme in the storytelling feel free to talk to staff about it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=RULE LAWYERING=&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color: #DAA520;&amp;quot;&amp;gt;As the community grows and new situations arise, some rules may be adjusted on a case-by-case basis to support the health of the project.&amp;lt;/span&amp;gt; When this happens, staff will do their best to clearly communicate what changed and why.&lt;br /&gt;
&lt;br /&gt;
We expect players involved in these outlying cases to work with us in good faith toward a solution that’s fair and reasonable for everyone.&lt;br /&gt;
&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>http://wiki.uoicebound.com/index.php?title=Cooking&amp;diff=1632</id>
		<title>Cooking</title>
		<link rel="alternate" type="text/html" href="http://wiki.uoicebound.com/index.php?title=Cooking&amp;diff=1632"/>
		<updated>2025-09-07T16:01:37Z</updated>

		<summary type="html">&lt;p&gt;Archin: /* Gastronomy */&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:CookingIcon.png|left|150px]]&lt;br /&gt;
| style=&amp;quot;padding:10px;&amp;quot;| &lt;br /&gt;
&#039;&#039;“When we no longer have good cooking in the world, we will have no literature, nor high and sharp intelligence, nor friendly gatherings, no social harmony.”&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align:right;&amp;quot;&amp;gt;– Marie-Antoine Carême, &amp;lt;i&amp;gt;Le Cuisinier parisien&amp;lt;/i&amp;gt; (1828)&amp;lt;/div&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;&amp;lt;b&amp;gt;Cooking&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt; is the skill of turning raw ingredients into meals that keep people alive, healthy, and in good spirits. A skilled cook can make the difference between surviving and thriving, providing nourishment, variety, and morale to a community.&lt;br /&gt;
&lt;br /&gt;
You will need a set of [[Cooking Tools]], ingredients, and sometimes a source of heat, to begin your culinary journey. As you improve your skill, you will be able to prepare more complex recipes, increase the nutritional value of your meals, and make better use of scarce resources.&lt;br /&gt;
&lt;br /&gt;
Starting at &amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;&amp;lt;b&amp;gt;25% Skill&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;, you gain more detailed information when examining ingredients and prepared dishes. Hovering over an item will reveal more about its nutritional value, effects, and potential uses.&lt;br /&gt;
&lt;br /&gt;
=Gastronomy=&lt;br /&gt;
&lt;br /&gt;
At 50% skill, you unlock &amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Gastronomy&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;, the advanced art of creating custom cuisines. Gastronomy lets you combine ingredients into your own unique dishes.&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;&amp;lt;b&amp;gt;50% Skill&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;: Combine up to 2 ingredients.&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;&amp;lt;b&amp;gt;75% Skill&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;: Combine up to 3 ingredients.&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;&amp;lt;b&amp;gt;100% Skill&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;: Combine up to 5 ingredients.&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>http://wiki.uoicebound.com/index.php?title=Chemistry&amp;diff=1631</id>
		<title>Chemistry</title>
		<link rel="alternate" type="text/html" href="http://wiki.uoicebound.com/index.php?title=Chemistry&amp;diff=1631"/>
		<updated>2025-09-07T15:59:15Z</updated>

		<summary type="html">&lt;p&gt;Archin: /* Pharmacology */&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:ChemistryIcon.png|left|150p]]&lt;br /&gt;
| style=&amp;quot;padding:10px;&amp;quot;| &lt;br /&gt;
“Rien ne se perd, rien ne se crée, tout se transforme.” &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;(Nothing is lost, nothing is created, everything is transformed.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align:right;&amp;quot;&amp;gt;– &amp;lt;i&amp;gt;Antoine-Laurent Lavoisier, Traité élémentaire de chimie (Elementary Treatise of Chemistry), 1789.&amp;lt;/i&amp;gt;&amp;lt;/div&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;&amp;lt;b&amp;gt;Chemistry&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt; is the skill of working with chemical substances to create useful products. Chemists are the alchemists of the apocalypse, turning plants, animal products, and salvaged materials into medicines, fuels, ingredients, and, when needed, drugs.&lt;br /&gt;
&lt;br /&gt;
To get started, you will need a [[Chemistry Set]] and a supply of ingredients. As your skill improves, you will unlock new recipes ranging from simple compounds to advanced chemical mixtures. With higher skill, you can create more complex and potent items. In the right facilities, you can also practice Pharmacology, a specialized system for crafting custom mixtures.&lt;br /&gt;
&lt;br /&gt;
=Pharmacology=&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Pharmacology&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt; is an advanced branch of Chemistry that unlocks at 50% skill. It allows you to combine ingredients into custom chemical mixtures, naming your creation, choosing its appearance, and writing your own description. With higher skill, you can create more complex and specialized compounds tailored to your needs:&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;&amp;lt;b&amp;gt;50% Skill&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;: Combine up to 2 ingredients.&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;&amp;lt;b&amp;gt;75% Skill&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;: Combine up to 3 ingredients.&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;&amp;lt;b&amp;gt;100% Skill&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;: Combine up to 5 ingredients.&lt;br /&gt;
&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>http://wiki.uoicebound.com/index.php?title=Hunger,_Thirst_%26_Nutrition&amp;diff=1630</id>
		<title>Hunger, Thirst &amp; Nutrition</title>
		<link rel="alternate" type="text/html" href="http://wiki.uoicebound.com/index.php?title=Hunger,_Thirst_%26_Nutrition&amp;diff=1630"/>
		<updated>2025-09-07T15:52:16Z</updated>

		<summary type="html">&lt;p&gt;Archin: /* Nutrition */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Your character has three vital needs tracked by meters: Hunger, Thirst, and Nutrition. Additionally, they inform the game world if you are considered healthy, which helps determine your risk of falling ill when exposed to cold or other environmental hazards.&lt;br /&gt;
&lt;br /&gt;
These meters are built as large, slow pools with their numerical values obscured to discourage fixation on optimization. Yellow states are just reminders, not emergencies, and you need to be starving or dehydrated for hours of play before you are at risk for [[Illness,_Injury_%26_Death| Death]]. &lt;br /&gt;
&lt;br /&gt;
Focus on common-sense survival roleplay, and you&#039;ll be fine.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Hunger=&lt;br /&gt;
Hunger represents the fullness value of the food you are eating, and subsequently how full your character feels after eating it. Some foods may be quite filling but offer little or even negative nutrition value, so players may have to make a choice between the short term or long term health of their character.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%; text-align:left;&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#272727; color:#AFACA8; font-weight:bold; text-align:left;&amp;quot; | Level&lt;br /&gt;
! style=&amp;quot;background-color:#272727; color:#AFACA8; font-weight:bold; text-align:left;&amp;quot; | Effects&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;font color=&amp;quot;#016630&amp;quot;&amp;gt;&#039;&#039;&#039;Well Fed&#039;&#039;&#039;&amp;lt;/font&amp;gt; || Satiated, but serves to inform you that you’ve eaten well and can go a good while before needing more.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;font color=&amp;quot;#31C950&amp;quot;&amp;gt;&#039;&#039;&#039;Satiated&#039;&#039;&#039;&amp;lt;/font&amp;gt; || Small bonus to fatigue and resolve regeneration.&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;&#039;&#039;&#039;Hungry&#039;&#039;&#039;&amp;lt;/font&amp;gt; || Normal fatigue and resolve regeneration, but serves as a warning to prioritize finding food to eat soon.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;font color=&amp;quot;#ff0000&amp;quot;&amp;gt;&#039;&#039;&#039;Starving&#039;&#039;&#039;&amp;lt;/font&amp;gt; || After some time in this state, you will gain the dying condition. Failure to address (eating food) will result in your characters death.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Thirst=&lt;br /&gt;
Thirst represents the hydration of your character. Water is relatively plentiful in the form of snow, but must be melted and boiled to be potable, potentially using valuable resources to do so. Drinking non-potable water may increase the Illness level of your character. The most commonly available ways to increase your nutrition are with drinks, but so are the most common sources of Stimulants and Depressants- and your stomach can only hold so much liquid at a time.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%; text-align:left;&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#272727; color:#AFACA8; font-weight:bold; text-align:left;&amp;quot; | Level&lt;br /&gt;
! style=&amp;quot;background-color:#272727; color:#AFACA8; font-weight:bold; text-align:left;&amp;quot; | Effects&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;font color=&amp;quot;#016630&amp;quot;&amp;gt;&#039;&#039;&#039;Well Hydrated&#039;&#039;&#039;&amp;lt;/font&amp;gt; || Satiated, but serves to inform you can go a good while before needing another beverage.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;font color=&amp;quot;#31C950&amp;quot;&amp;gt;&#039;&#039;&#039;Hydrated&#039;&#039;&#039;&amp;lt;/font&amp;gt; || Small bonus to fatigue and resolve regeneration.&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;&#039;&#039;&#039;Thirsty&#039;&#039;&#039;&amp;lt;/font&amp;gt; || Normal fatigue and resolve regeneration, but serves as a warning to prioritize finding hydration soon.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;font color=&amp;quot;#ff0000&amp;quot;&amp;gt;&#039;&#039;&#039;Dehydrated&#039;&#039;&#039;&amp;lt;/font&amp;gt; || After some time in this state, you will gain the dying condition. Failure to address (drinking a beverage) will result in your characters death.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Nutrition=&lt;br /&gt;
Nutrition measures the lasting impact of what you eat and drink. It decays much more slowly than Hunger or Thirst, but it has the strongest influence on your overall health and ability to &amp;quot;bounce back&amp;quot; from an injury or illness without [[Medicine| Medical]] intervention.&lt;br /&gt;
&lt;br /&gt;
The game uses your Nutrition (alongside your [[Temperature]]) when deciding how quickly you naturally recover from injuries and illnesses. It is also a key factor in whether you are likely to contract sickness when exposed to harsh conditions.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%; text-align:left;&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#272727; color:#AFACA8; font-weight:bold; text-align:left;&amp;quot; | Level&lt;br /&gt;
! style=&amp;quot;background-color:#272727; color:#AFACA8; font-weight:bold; text-align:left;&amp;quot; | Effects&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;font color=&amp;quot;#016630&amp;quot;&amp;gt;&#039;&#039;&#039;Healthy&#039;&#039;&#039;&amp;lt;/font&amp;gt; || Same bonus to natural healing as Adequate, just signals you won&#039;t need to prioritize nutrition for a while.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;font color=&amp;quot;#31C950&amp;quot;&amp;gt;&#039;&#039;&#039;Adequate&#039;&#039;&#039;&amp;lt;/font&amp;gt; || Small bonus to natural healing.&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;&#039;&#039;&#039;Emaciated&#039;&#039;&#039;&amp;lt;/font&amp;gt; || No bonus to natural healing.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;font color=&amp;quot;#ff0000&amp;quot;&amp;gt;&#039;&#039;&#039;Malnourished&#039;&#039;&#039;&amp;lt;/font&amp;gt; || No bonus to natural healing, high chance of contracting illness.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Offline Decay=&lt;br /&gt;
&lt;br /&gt;
While offline, your meters decline more slowly and will stop after three days or once they reach the warning states of Hungry, Thirsty, or Emaciated, whichever comes first.&lt;/div&gt;</summary>
		<author><name>Archin</name></author>
	</entry>
	<entry>
		<id>http://wiki.uoicebound.com/index.php?title=Hunger,_Thirst_%26_Nutrition&amp;diff=1629</id>
		<title>Hunger, Thirst &amp; Nutrition</title>
		<link rel="alternate" type="text/html" href="http://wiki.uoicebound.com/index.php?title=Hunger,_Thirst_%26_Nutrition&amp;diff=1629"/>
		<updated>2025-09-07T15:51:51Z</updated>

		<summary type="html">&lt;p&gt;Archin: /* Offline Decay */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Your character has three vital needs tracked by meters: Hunger, Thirst, and Nutrition. Additionally, they inform the game world if you are considered healthy, which helps determine your risk of falling ill when exposed to cold or other environmental hazards.&lt;br /&gt;
&lt;br /&gt;
These meters are built as large, slow pools with their numerical values obscured to discourage fixation on optimization. Yellow states are just reminders, not emergencies, and you need to be starving or dehydrated for hours of play before you are at risk for [[Illness,_Injury_%26_Death| Death]]. &lt;br /&gt;
&lt;br /&gt;
Focus on common-sense survival roleplay, and you&#039;ll be fine.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Hunger=&lt;br /&gt;
Hunger represents the fullness value of the food you are eating, and subsequently how full your character feels after eating it. Some foods may be quite filling but offer little or even negative nutrition value, so players may have to make a choice between the short term or long term health of their character.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%; text-align:left;&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#272727; color:#AFACA8; font-weight:bold; text-align:left;&amp;quot; | Level&lt;br /&gt;
! style=&amp;quot;background-color:#272727; color:#AFACA8; font-weight:bold; text-align:left;&amp;quot; | Effects&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;font color=&amp;quot;#016630&amp;quot;&amp;gt;&#039;&#039;&#039;Well Fed&#039;&#039;&#039;&amp;lt;/font&amp;gt; || Satiated, but serves to inform you that you’ve eaten well and can go a good while before needing more.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;font color=&amp;quot;#31C950&amp;quot;&amp;gt;&#039;&#039;&#039;Satiated&#039;&#039;&#039;&amp;lt;/font&amp;gt; || Small bonus to fatigue and resolve regeneration.&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;&#039;&#039;&#039;Hungry&#039;&#039;&#039;&amp;lt;/font&amp;gt; || Normal fatigue and resolve regeneration, but serves as a warning to prioritize finding food to eat soon.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;font color=&amp;quot;#ff0000&amp;quot;&amp;gt;&#039;&#039;&#039;Starving&#039;&#039;&#039;&amp;lt;/font&amp;gt; || After some time in this state, you will gain the dying condition. Failure to address (eating food) will result in your characters death.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Thirst=&lt;br /&gt;
Thirst represents the hydration of your character. Water is relatively plentiful in the form of snow, but must be melted and boiled to be potable, potentially using valuable resources to do so. Drinking non-potable water may increase the Illness level of your character. The most commonly available ways to increase your nutrition are with drinks, but so are the most common sources of Stimulants and Depressants- and your stomach can only hold so much liquid at a time.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%; text-align:left;&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#272727; color:#AFACA8; font-weight:bold; text-align:left;&amp;quot; | Level&lt;br /&gt;
! style=&amp;quot;background-color:#272727; color:#AFACA8; font-weight:bold; text-align:left;&amp;quot; | Effects&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;font color=&amp;quot;#016630&amp;quot;&amp;gt;&#039;&#039;&#039;Well Hydrated&#039;&#039;&#039;&amp;lt;/font&amp;gt; || Satiated, but serves to inform you can go a good while before needing another beverage.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;font color=&amp;quot;#31C950&amp;quot;&amp;gt;&#039;&#039;&#039;Hydrated&#039;&#039;&#039;&amp;lt;/font&amp;gt; || Small bonus to fatigue and resolve regeneration.&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;&#039;&#039;&#039;Thirsty&#039;&#039;&#039;&amp;lt;/font&amp;gt; || Normal fatigue and resolve regeneration, but serves as a warning to prioritize finding hydration soon.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;font color=&amp;quot;#ff0000&amp;quot;&amp;gt;&#039;&#039;&#039;Dehydrated&#039;&#039;&#039;&amp;lt;/font&amp;gt; || After some time in this state, you will gain the dying condition. Failure to address (drinking a beverage) will result in your characters death.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Nutrition=&lt;br /&gt;
Nutrition measures the lasting impact of what you eat and drink. It changes more slowly than Hunger or Thirst, but it has the strongest influence on your overall health and ability to &amp;quot;bounce back&amp;quot; from an injury or illness without [[Medicine| Medical]] intervention.&lt;br /&gt;
&lt;br /&gt;
The game uses your Nutrition (alongside your [[Temperature]]) when deciding how quickly you naturally recover from injuries and illnesses. It is also a key factor in whether you are likely to contract sickness when exposed to harsh conditions.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%; text-align:left;&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#272727; color:#AFACA8; font-weight:bold; text-align:left;&amp;quot; | Level&lt;br /&gt;
! style=&amp;quot;background-color:#272727; color:#AFACA8; font-weight:bold; text-align:left;&amp;quot; | Effects&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;font color=&amp;quot;#016630&amp;quot;&amp;gt;&#039;&#039;&#039;Healthy&#039;&#039;&#039;&amp;lt;/font&amp;gt; || Same bonus to natural healing as Adequate, just signals you won&#039;t need to prioritize nutrition for a while.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;font color=&amp;quot;#31C950&amp;quot;&amp;gt;&#039;&#039;&#039;Adequate&#039;&#039;&#039;&amp;lt;/font&amp;gt; || Small bonus to natural healing.&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;&#039;&#039;&#039;Emaciated&#039;&#039;&#039;&amp;lt;/font&amp;gt; || No bonus to natural healing.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;font color=&amp;quot;#ff0000&amp;quot;&amp;gt;&#039;&#039;&#039;Malnourished&#039;&#039;&#039;&amp;lt;/font&amp;gt; || No bonus to natural healing, high chance of contracting illness.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Offline Decay=&lt;br /&gt;
&lt;br /&gt;
While offline, your meters decline more slowly and will stop after three days or once they reach the warning states of Hungry, Thirsty, or Emaciated, whichever comes first.&lt;/div&gt;</summary>
		<author><name>Archin</name></author>
	</entry>
	<entry>
		<id>http://wiki.uoicebound.com/index.php?title=Hunger,_Thirst_%26_Nutrition&amp;diff=1628</id>
		<title>Hunger, Thirst &amp; Nutrition</title>
		<link rel="alternate" type="text/html" href="http://wiki.uoicebound.com/index.php?title=Hunger,_Thirst_%26_Nutrition&amp;diff=1628"/>
		<updated>2025-09-07T15:51:46Z</updated>

		<summary type="html">&lt;p&gt;Archin: /* While Offline */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Your character has three vital needs tracked by meters: Hunger, Thirst, and Nutrition. Additionally, they inform the game world if you are considered healthy, which helps determine your risk of falling ill when exposed to cold or other environmental hazards.&lt;br /&gt;
&lt;br /&gt;
These meters are built as large, slow pools with their numerical values obscured to discourage fixation on optimization. Yellow states are just reminders, not emergencies, and you need to be starving or dehydrated for hours of play before you are at risk for [[Illness,_Injury_%26_Death| Death]]. &lt;br /&gt;
&lt;br /&gt;
Focus on common-sense survival roleplay, and you&#039;ll be fine.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Hunger=&lt;br /&gt;
Hunger represents the fullness value of the food you are eating, and subsequently how full your character feels after eating it. Some foods may be quite filling but offer little or even negative nutrition value, so players may have to make a choice between the short term or long term health of their character.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%; text-align:left;&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#272727; color:#AFACA8; font-weight:bold; text-align:left;&amp;quot; | Level&lt;br /&gt;
! style=&amp;quot;background-color:#272727; color:#AFACA8; font-weight:bold; text-align:left;&amp;quot; | Effects&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;font color=&amp;quot;#016630&amp;quot;&amp;gt;&#039;&#039;&#039;Well Fed&#039;&#039;&#039;&amp;lt;/font&amp;gt; || Satiated, but serves to inform you that you’ve eaten well and can go a good while before needing more.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;font color=&amp;quot;#31C950&amp;quot;&amp;gt;&#039;&#039;&#039;Satiated&#039;&#039;&#039;&amp;lt;/font&amp;gt; || Small bonus to fatigue and resolve regeneration.&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;&#039;&#039;&#039;Hungry&#039;&#039;&#039;&amp;lt;/font&amp;gt; || Normal fatigue and resolve regeneration, but serves as a warning to prioritize finding food to eat soon.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;font color=&amp;quot;#ff0000&amp;quot;&amp;gt;&#039;&#039;&#039;Starving&#039;&#039;&#039;&amp;lt;/font&amp;gt; || After some time in this state, you will gain the dying condition. Failure to address (eating food) will result in your characters death.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Thirst=&lt;br /&gt;
Thirst represents the hydration of your character. Water is relatively plentiful in the form of snow, but must be melted and boiled to be potable, potentially using valuable resources to do so. Drinking non-potable water may increase the Illness level of your character. The most commonly available ways to increase your nutrition are with drinks, but so are the most common sources of Stimulants and Depressants- and your stomach can only hold so much liquid at a time.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%; text-align:left;&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#272727; color:#AFACA8; font-weight:bold; text-align:left;&amp;quot; | Level&lt;br /&gt;
! style=&amp;quot;background-color:#272727; color:#AFACA8; font-weight:bold; text-align:left;&amp;quot; | Effects&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;font color=&amp;quot;#016630&amp;quot;&amp;gt;&#039;&#039;&#039;Well Hydrated&#039;&#039;&#039;&amp;lt;/font&amp;gt; || Satiated, but serves to inform you can go a good while before needing another beverage.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;font color=&amp;quot;#31C950&amp;quot;&amp;gt;&#039;&#039;&#039;Hydrated&#039;&#039;&#039;&amp;lt;/font&amp;gt; || Small bonus to fatigue and resolve regeneration.&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;&#039;&#039;&#039;Thirsty&#039;&#039;&#039;&amp;lt;/font&amp;gt; || Normal fatigue and resolve regeneration, but serves as a warning to prioritize finding hydration soon.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;font color=&amp;quot;#ff0000&amp;quot;&amp;gt;&#039;&#039;&#039;Dehydrated&#039;&#039;&#039;&amp;lt;/font&amp;gt; || After some time in this state, you will gain the dying condition. Failure to address (drinking a beverage) will result in your characters death.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Nutrition=&lt;br /&gt;
Nutrition measures the lasting impact of what you eat and drink. It changes more slowly than Hunger or Thirst, but it has the strongest influence on your overall health and ability to &amp;quot;bounce back&amp;quot; from an injury or illness without [[Medicine| Medical]] intervention.&lt;br /&gt;
&lt;br /&gt;
The game uses your Nutrition (alongside your [[Temperature]]) when deciding how quickly you naturally recover from injuries and illnesses. It is also a key factor in whether you are likely to contract sickness when exposed to harsh conditions.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%; text-align:left;&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#272727; color:#AFACA8; font-weight:bold; text-align:left;&amp;quot; | Level&lt;br /&gt;
! style=&amp;quot;background-color:#272727; color:#AFACA8; font-weight:bold; text-align:left;&amp;quot; | Effects&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;font color=&amp;quot;#016630&amp;quot;&amp;gt;&#039;&#039;&#039;Healthy&#039;&#039;&#039;&amp;lt;/font&amp;gt; || Same bonus to natural healing as Adequate, just signals you won&#039;t need to prioritize nutrition for a while.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;font color=&amp;quot;#31C950&amp;quot;&amp;gt;&#039;&#039;&#039;Adequate&#039;&#039;&#039;&amp;lt;/font&amp;gt; || Small bonus to natural healing.&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;&#039;&#039;&#039;Emaciated&#039;&#039;&#039;&amp;lt;/font&amp;gt; || No bonus to natural healing.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;font color=&amp;quot;#ff0000&amp;quot;&amp;gt;&#039;&#039;&#039;Malnourished&#039;&#039;&#039;&amp;lt;/font&amp;gt; || No bonus to natural healing, high chance of contracting illness.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Offline Decay==&lt;br /&gt;
&lt;br /&gt;
While offline, your meters decline more slowly and will stop after three days or once they reach the warning states of Hungry, Thirsty, or Emaciated, whichever comes first.&lt;/div&gt;</summary>
		<author><name>Archin</name></author>
	</entry>
	<entry>
		<id>http://wiki.uoicebound.com/index.php?title=Hunger,_Thirst_%26_Nutrition&amp;diff=1627</id>
		<title>Hunger, Thirst &amp; Nutrition</title>
		<link rel="alternate" type="text/html" href="http://wiki.uoicebound.com/index.php?title=Hunger,_Thirst_%26_Nutrition&amp;diff=1627"/>
		<updated>2025-09-07T15:50:10Z</updated>

		<summary type="html">&lt;p&gt;Archin: /* While Offline */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Your character has three vital needs tracked by meters: Hunger, Thirst, and Nutrition. Additionally, they inform the game world if you are considered healthy, which helps determine your risk of falling ill when exposed to cold or other environmental hazards.&lt;br /&gt;
&lt;br /&gt;
These meters are built as large, slow pools with their numerical values obscured to discourage fixation on optimization. Yellow states are just reminders, not emergencies, and you need to be starving or dehydrated for hours of play before you are at risk for [[Illness,_Injury_%26_Death| Death]]. &lt;br /&gt;
&lt;br /&gt;
Focus on common-sense survival roleplay, and you&#039;ll be fine.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Hunger=&lt;br /&gt;
Hunger represents the fullness value of the food you are eating, and subsequently how full your character feels after eating it. Some foods may be quite filling but offer little or even negative nutrition value, so players may have to make a choice between the short term or long term health of their character.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%; text-align:left;&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#272727; color:#AFACA8; font-weight:bold; text-align:left;&amp;quot; | Level&lt;br /&gt;
! style=&amp;quot;background-color:#272727; color:#AFACA8; font-weight:bold; text-align:left;&amp;quot; | Effects&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;font color=&amp;quot;#016630&amp;quot;&amp;gt;&#039;&#039;&#039;Well Fed&#039;&#039;&#039;&amp;lt;/font&amp;gt; || Satiated, but serves to inform you that you’ve eaten well and can go a good while before needing more.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;font color=&amp;quot;#31C950&amp;quot;&amp;gt;&#039;&#039;&#039;Satiated&#039;&#039;&#039;&amp;lt;/font&amp;gt; || Small bonus to fatigue and resolve regeneration.&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;&#039;&#039;&#039;Hungry&#039;&#039;&#039;&amp;lt;/font&amp;gt; || Normal fatigue and resolve regeneration, but serves as a warning to prioritize finding food to eat soon.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;font color=&amp;quot;#ff0000&amp;quot;&amp;gt;&#039;&#039;&#039;Starving&#039;&#039;&#039;&amp;lt;/font&amp;gt; || After some time in this state, you will gain the dying condition. Failure to address (eating food) will result in your characters death.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Thirst=&lt;br /&gt;
Thirst represents the hydration of your character. Water is relatively plentiful in the form of snow, but must be melted and boiled to be potable, potentially using valuable resources to do so. Drinking non-potable water may increase the Illness level of your character. The most commonly available ways to increase your nutrition are with drinks, but so are the most common sources of Stimulants and Depressants- and your stomach can only hold so much liquid at a time.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%; text-align:left;&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#272727; color:#AFACA8; font-weight:bold; text-align:left;&amp;quot; | Level&lt;br /&gt;
! style=&amp;quot;background-color:#272727; color:#AFACA8; font-weight:bold; text-align:left;&amp;quot; | Effects&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;font color=&amp;quot;#016630&amp;quot;&amp;gt;&#039;&#039;&#039;Well Hydrated&#039;&#039;&#039;&amp;lt;/font&amp;gt; || Satiated, but serves to inform you can go a good while before needing another beverage.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;font color=&amp;quot;#31C950&amp;quot;&amp;gt;&#039;&#039;&#039;Hydrated&#039;&#039;&#039;&amp;lt;/font&amp;gt; || Small bonus to fatigue and resolve regeneration.&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;&#039;&#039;&#039;Thirsty&#039;&#039;&#039;&amp;lt;/font&amp;gt; || Normal fatigue and resolve regeneration, but serves as a warning to prioritize finding hydration soon.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;font color=&amp;quot;#ff0000&amp;quot;&amp;gt;&#039;&#039;&#039;Dehydrated&#039;&#039;&#039;&amp;lt;/font&amp;gt; || After some time in this state, you will gain the dying condition. Failure to address (drinking a beverage) will result in your characters death.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Nutrition=&lt;br /&gt;
Nutrition measures the lasting impact of what you eat and drink. It changes more slowly than Hunger or Thirst, but it has the strongest influence on your overall health and ability to &amp;quot;bounce back&amp;quot; from an injury or illness without [[Medicine| Medical]] intervention.&lt;br /&gt;
&lt;br /&gt;
The game uses your Nutrition (alongside your [[Temperature]]) when deciding how quickly you naturally recover from injuries and illnesses. It is also a key factor in whether you are likely to contract sickness when exposed to harsh conditions.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%; text-align:left;&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#272727; color:#AFACA8; font-weight:bold; text-align:left;&amp;quot; | Level&lt;br /&gt;
! style=&amp;quot;background-color:#272727; color:#AFACA8; font-weight:bold; text-align:left;&amp;quot; | Effects&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;font color=&amp;quot;#016630&amp;quot;&amp;gt;&#039;&#039;&#039;Healthy&#039;&#039;&#039;&amp;lt;/font&amp;gt; || Same bonus to natural healing as Adequate, just signals you won&#039;t need to prioritize nutrition for a while.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;font color=&amp;quot;#31C950&amp;quot;&amp;gt;&#039;&#039;&#039;Adequate&#039;&#039;&#039;&amp;lt;/font&amp;gt; || Small bonus to natural healing.&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;&#039;&#039;&#039;Emaciated&#039;&#039;&#039;&amp;lt;/font&amp;gt; || No bonus to natural healing.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;font color=&amp;quot;#ff0000&amp;quot;&amp;gt;&#039;&#039;&#039;Malnourished&#039;&#039;&#039;&amp;lt;/font&amp;gt; || No bonus to natural healing, high chance of contracting illness.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==While Offline==&lt;br /&gt;
&lt;br /&gt;
While offline, your meters decline more slowly and will stop after three days or once they reach the warning states of Hungry, Thirsty, or Emaciated, whichever comes first.&lt;/div&gt;</summary>
		<author><name>Archin</name></author>
	</entry>
	<entry>
		<id>http://wiki.uoicebound.com/index.php?title=Hunger,_Thirst_%26_Nutrition&amp;diff=1626</id>
		<title>Hunger, Thirst &amp; Nutrition</title>
		<link rel="alternate" type="text/html" href="http://wiki.uoicebound.com/index.php?title=Hunger,_Thirst_%26_Nutrition&amp;diff=1626"/>
		<updated>2025-09-07T15:37:07Z</updated>

		<summary type="html">&lt;p&gt;Archin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Your character has three vital needs tracked by meters: Hunger, Thirst, and Nutrition. Additionally, they inform the game world if you are considered healthy, which helps determine your risk of falling ill when exposed to cold or other environmental hazards.&lt;br /&gt;
&lt;br /&gt;
These meters are built as large, slow pools with their numerical values obscured to discourage fixation on optimization. Yellow states are just reminders, not emergencies, and you need to be starving or dehydrated for hours of play before you are at risk for [[Illness,_Injury_%26_Death| Death]]. &lt;br /&gt;
&lt;br /&gt;
Focus on common-sense survival roleplay, and you&#039;ll be fine.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Hunger=&lt;br /&gt;
Hunger represents the fullness value of the food you are eating, and subsequently how full your character feels after eating it. Some foods may be quite filling but offer little or even negative nutrition value, so players may have to make a choice between the short term or long term health of their character.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%; text-align:left;&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#272727; color:#AFACA8; font-weight:bold; text-align:left;&amp;quot; | Level&lt;br /&gt;
! style=&amp;quot;background-color:#272727; color:#AFACA8; font-weight:bold; text-align:left;&amp;quot; | Effects&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;font color=&amp;quot;#016630&amp;quot;&amp;gt;&#039;&#039;&#039;Well Fed&#039;&#039;&#039;&amp;lt;/font&amp;gt; || Satiated, but serves to inform you that you’ve eaten well and can go a good while before needing more.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;font color=&amp;quot;#31C950&amp;quot;&amp;gt;&#039;&#039;&#039;Satiated&#039;&#039;&#039;&amp;lt;/font&amp;gt; || Small bonus to fatigue and resolve regeneration.&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;&#039;&#039;&#039;Hungry&#039;&#039;&#039;&amp;lt;/font&amp;gt; || Normal fatigue and resolve regeneration, but serves as a warning to prioritize finding food to eat soon.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;font color=&amp;quot;#ff0000&amp;quot;&amp;gt;&#039;&#039;&#039;Starving&#039;&#039;&#039;&amp;lt;/font&amp;gt; || After some time in this state, you will gain the dying condition. Failure to address (eating food) will result in your characters death.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Thirst=&lt;br /&gt;
Thirst represents the hydration of your character. Water is relatively plentiful in the form of snow, but must be melted and boiled to be potable, potentially using valuable resources to do so. Drinking non-potable water may increase the Illness level of your character. The most commonly available ways to increase your nutrition are with drinks, but so are the most common sources of Stimulants and Depressants- and your stomach can only hold so much liquid at a time.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%; text-align:left;&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#272727; color:#AFACA8; font-weight:bold; text-align:left;&amp;quot; | Level&lt;br /&gt;
! style=&amp;quot;background-color:#272727; color:#AFACA8; font-weight:bold; text-align:left;&amp;quot; | Effects&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;font color=&amp;quot;#016630&amp;quot;&amp;gt;&#039;&#039;&#039;Well Hydrated&#039;&#039;&#039;&amp;lt;/font&amp;gt; || Satiated, but serves to inform you can go a good while before needing another beverage.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;font color=&amp;quot;#31C950&amp;quot;&amp;gt;&#039;&#039;&#039;Hydrated&#039;&#039;&#039;&amp;lt;/font&amp;gt; || Small bonus to fatigue and resolve regeneration.&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;&#039;&#039;&#039;Thirsty&#039;&#039;&#039;&amp;lt;/font&amp;gt; || Normal fatigue and resolve regeneration, but serves as a warning to prioritize finding hydration soon.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;font color=&amp;quot;#ff0000&amp;quot;&amp;gt;&#039;&#039;&#039;Dehydrated&#039;&#039;&#039;&amp;lt;/font&amp;gt; || After some time in this state, you will gain the dying condition. Failure to address (drinking a beverage) will result in your characters death.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Nutrition=&lt;br /&gt;
Nutrition measures the lasting impact of what you eat and drink. It changes more slowly than Hunger or Thirst, but it has the strongest influence on your overall health and ability to &amp;quot;bounce back&amp;quot; from an injury or illness without [[Medicine| Medical]] intervention.&lt;br /&gt;
&lt;br /&gt;
The game uses your Nutrition (alongside your [[Temperature]]) when deciding how quickly you naturally recover from injuries and illnesses. It is also a key factor in whether you are likely to contract sickness when exposed to harsh conditions.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%; text-align:left;&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#272727; color:#AFACA8; font-weight:bold; text-align:left;&amp;quot; | Level&lt;br /&gt;
! style=&amp;quot;background-color:#272727; color:#AFACA8; font-weight:bold; text-align:left;&amp;quot; | Effects&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;font color=&amp;quot;#016630&amp;quot;&amp;gt;&#039;&#039;&#039;Healthy&#039;&#039;&#039;&amp;lt;/font&amp;gt; || Same bonus to natural healing as Adequate, just signals you won&#039;t need to prioritize nutrition for a while.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;font color=&amp;quot;#31C950&amp;quot;&amp;gt;&#039;&#039;&#039;Adequate&#039;&#039;&#039;&amp;lt;/font&amp;gt; || Small bonus to natural healing.&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;&#039;&#039;&#039;Emaciated&#039;&#039;&#039;&amp;lt;/font&amp;gt; || No bonus to natural healing.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;font color=&amp;quot;#ff0000&amp;quot;&amp;gt;&#039;&#039;&#039;Malnourished&#039;&#039;&#039;&amp;lt;/font&amp;gt; || No bonus to natural healing, high chance of contracting illness.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==While Offline==&lt;br /&gt;
&lt;br /&gt;
When offline, a players satiation on these meters will deteriorate slower and after 3 days offline pause entirely.&lt;/div&gt;</summary>
		<author><name>Archin</name></author>
	</entry>
	<entry>
		<id>http://wiki.uoicebound.com/index.php?title=Hunger,_Thirst_%26_Nutrition&amp;diff=1625</id>
		<title>Hunger, Thirst &amp; Nutrition</title>
		<link rel="alternate" type="text/html" href="http://wiki.uoicebound.com/index.php?title=Hunger,_Thirst_%26_Nutrition&amp;diff=1625"/>
		<updated>2025-09-07T15:36:58Z</updated>

		<summary type="html">&lt;p&gt;Archin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Your character has three vital needs tracked by meters: Hunger, Thirst, and Nutrition. Additionally, they inform the game world if you are considered healthy, which helps determine your risk of falling ill when exposed to cold or other environmental hazards.&lt;br /&gt;
&lt;br /&gt;
These meters are built as large, slow pools with their numerical values obscured to discourage fixation on optimization. Yellow states are just reminders, not emergencies, and you need to be starving or dehydrated for hours of play before you are at risk for [[Illness,_Injury_%26_Death| Death]]. &lt;br /&gt;
&lt;br /&gt;
Focus on common-sense survival roleplay, and you&#039;ll be fine.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Hunger=&lt;br /&gt;
Hunger represents the fullness value of the food you are eating, and subsequently how full your character feels after eating it. Some foods may be quite filling but offer little or even negative nutrition value, so players may have to make a choice between the short term or long term health of their character.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%; text-align:left;&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#272727; color:#AFACA8; font-weight:bold; text-align:left;&amp;quot; | Level&lt;br /&gt;
! style=&amp;quot;background-color:#272727; color:#AFACA8; font-weight:bold; text-align:left;&amp;quot; | Effects&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;font color=&amp;quot;#016630&amp;quot;&amp;gt;&#039;&#039;&#039;Well Fed&#039;&#039;&#039;&amp;lt;/font&amp;gt; || Satiated, but serves to inform you that you’ve eaten well and can go a good while before needing more.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;font color=&amp;quot;#31C950&amp;quot;&amp;gt;&#039;&#039;&#039;Satiated&#039;&#039;&#039;&amp;lt;/font&amp;gt; || Small bonus to fatigue and resolve regeneration.&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;&#039;&#039;&#039;Hungry&#039;&#039;&#039;&amp;lt;/font&amp;gt; || Normal fatigue and resolve regeneration, but serves as a warning to prioritize finding food to eat soon.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;font color=&amp;quot;#ff0000&amp;quot;&amp;gt;&#039;&#039;&#039;Starving&#039;&#039;&#039;&amp;lt;/font&amp;gt; || After some time in this state, you will gain the dying condition. Failure to address (eating food) will result in your characters death.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Thirst=&lt;br /&gt;
Thirst represents the hydration of your character. Water is relatively plentiful in the form of snow, but must be melted and boiled to be potable, potentially using valuable resources to do so. Drinking non-potable water may increase the Illness level of your character. The most commonly available ways to increase your nutrition are with drinks, but so are the most common sources of Stimulants and Depressants- and your stomach can only hold so much liquid at a time.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%; text-align:left;&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#272727; color:#AFACA8; font-weight:bold; text-align:left;&amp;quot; | Level&lt;br /&gt;
! style=&amp;quot;background-color:#272727; color:#AFACA8; font-weight:bold; text-align:left;&amp;quot; | Effects&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;font color=&amp;quot;#016630&amp;quot;&amp;gt;&#039;&#039;&#039;Well Hydrated&#039;&#039;&#039;&amp;lt;/font&amp;gt; || Satiated, but serves to inform you can go a good while before needing another beverage.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;font color=&amp;quot;#31C950&amp;quot;&amp;gt;&#039;&#039;&#039;Hydrated&#039;&#039;&#039;&amp;lt;/font&amp;gt; || Small bonus to fatigue and resolve regeneration.&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;&#039;&#039;&#039;Thirsty&#039;&#039;&#039;&amp;lt;/font&amp;gt; || Normal fatigue and resolve regeneration, but serves as a warning to prioritize finding hydration soon.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;font color=&amp;quot;#ff0000&amp;quot;&amp;gt;&#039;&#039;&#039;Dehydrated&#039;&#039;&#039;&amp;lt;/font&amp;gt; || After some time in this state, you will gain the dying condition. Failure to address (drinking a beverage) will result in your characters death.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Nutrition=&lt;br /&gt;
Nutrition measures the lasting impact of what you eat and drink. It changes more slowly than Hunger or Thirst, but it has the strongest influence on your overall health and ability to &amp;quot;bounce back&amp;quot; from an injury or illness without [[Medicine| Medical]] intervention.&lt;br /&gt;
&lt;br /&gt;
The game uses your Nutrition (alongside your [[Temperature]]) when deciding how quickly you naturally recover from injuries and illnesses. It is also a key factor in whether you are likely to contract sickness when exposed to harsh conditions.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%; text-align:left;&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#272727; color:#AFACA8; font-weight:bold; text-align:left;&amp;quot; | Level&lt;br /&gt;
! style=&amp;quot;background-color:#272727; color:#AFACA8; font-weight:bold; text-align:left;&amp;quot; | Effects&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;font color=&amp;quot;#016630&amp;quot;&amp;gt;&#039;&#039;&#039;Healthy&#039;&#039;&#039;&amp;lt;/font&amp;gt; || Same bonus to natural healing as Adequate, just signals you won&#039;t need to prioritize nutrition for a while.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;font color=&amp;quot;#31C950&amp;quot;&amp;gt;&#039;&#039;&#039;Adequate&#039;&#039;&#039;&amp;lt;/font&amp;gt; || Small bonus to natural healing.&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;&#039;&#039;&#039;Emaciated&#039;&#039;&#039;&amp;lt;/font&amp;gt; || No bonus to natural healing.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;font color=&amp;quot;#ff0000&amp;quot;&amp;gt;&#039;&#039;&#039;Malnourished&#039;&#039;&#039;&amp;lt;/font&amp;gt; || No bonus to natural healing, high chance of contracting illness.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==While Offline==&lt;br /&gt;
&lt;br /&gt;
When offline, a players satiation on these meters will deteriorate slower and after 3 days offline pause entirely.&lt;/div&gt;</summary>
		<author><name>Archin</name></author>
	</entry>
	<entry>
		<id>http://wiki.uoicebound.com/index.php?title=Hunger,_Thirst_%26_Nutrition&amp;diff=1624</id>
		<title>Hunger, Thirst &amp; Nutrition</title>
		<link rel="alternate" type="text/html" href="http://wiki.uoicebound.com/index.php?title=Hunger,_Thirst_%26_Nutrition&amp;diff=1624"/>
		<updated>2025-09-07T15:36:27Z</updated>

		<summary type="html">&lt;p&gt;Archin: /* Thirst */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Your character has three vital needs tracked by meters: Hunger, Thirst, and Nutrition. Additionally, they inform the game world if you are considered healthy, which helps determine your risk of falling ill when exposed to cold or other environmental hazards.&lt;br /&gt;
&lt;br /&gt;
These meters are built as large, slow pools with their numerical values obscured to discourage fixation on optimization. Yellow states are just reminders, not emergencies, and you need to be starving or dehydrated for hours of play before you are at risk for [[Illness,_Injury_%26_Death| Death]]. &lt;br /&gt;
&lt;br /&gt;
Focus on common-sense survival and roleplay, and you&#039;ll be fine.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Hunger=&lt;br /&gt;
Hunger represents the fullness value of the food you are eating, and subsequently how full your character feels after eating it. Some foods may be quite filling but offer little or even negative nutrition value, so players may have to make a choice between the short term or long term health of their character.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%; text-align:left;&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#272727; color:#AFACA8; font-weight:bold; text-align:left;&amp;quot; | Level&lt;br /&gt;
! style=&amp;quot;background-color:#272727; color:#AFACA8; font-weight:bold; text-align:left;&amp;quot; | Effects&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;font color=&amp;quot;#016630&amp;quot;&amp;gt;&#039;&#039;&#039;Well Fed&#039;&#039;&#039;&amp;lt;/font&amp;gt; || Satiated, but serves to inform you that you’ve eaten well and can go a good while before needing more.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;font color=&amp;quot;#31C950&amp;quot;&amp;gt;&#039;&#039;&#039;Satiated&#039;&#039;&#039;&amp;lt;/font&amp;gt; || Small bonus to fatigue and resolve regeneration.&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;&#039;&#039;&#039;Hungry&#039;&#039;&#039;&amp;lt;/font&amp;gt; || Normal fatigue and resolve regeneration, but serves as a warning to prioritize finding food to eat soon.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;font color=&amp;quot;#ff0000&amp;quot;&amp;gt;&#039;&#039;&#039;Starving&#039;&#039;&#039;&amp;lt;/font&amp;gt; || After some time in this state, you will gain the dying condition. Failure to address (eating food) will result in your characters death.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Thirst=&lt;br /&gt;
Thirst represents the hydration of your character. Water is relatively plentiful in the form of snow, but must be melted and boiled to be potable, potentially using valuable resources to do so. Drinking non-potable water may increase the Illness level of your character. The most commonly available ways to increase your nutrition are with drinks, but so are the most common sources of Stimulants and Depressants- and your stomach can only hold so much liquid at a time.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%; text-align:left;&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#272727; color:#AFACA8; font-weight:bold; text-align:left;&amp;quot; | Level&lt;br /&gt;
! style=&amp;quot;background-color:#272727; color:#AFACA8; font-weight:bold; text-align:left;&amp;quot; | Effects&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;font color=&amp;quot;#016630&amp;quot;&amp;gt;&#039;&#039;&#039;Well Hydrated&#039;&#039;&#039;&amp;lt;/font&amp;gt; || Satiated, but serves to inform you can go a good while before needing another beverage.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;font color=&amp;quot;#31C950&amp;quot;&amp;gt;&#039;&#039;&#039;Hydrated&#039;&#039;&#039;&amp;lt;/font&amp;gt; || Small bonus to fatigue and resolve regeneration.&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;&#039;&#039;&#039;Thirsty&#039;&#039;&#039;&amp;lt;/font&amp;gt; || Normal fatigue and resolve regeneration, but serves as a warning to prioritize finding hydration soon.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;font color=&amp;quot;#ff0000&amp;quot;&amp;gt;&#039;&#039;&#039;Dehydrated&#039;&#039;&#039;&amp;lt;/font&amp;gt; || After some time in this state, you will gain the dying condition. Failure to address (drinking a beverage) will result in your characters death.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Nutrition=&lt;br /&gt;
Nutrition measures the lasting impact of what you eat and drink. It changes more slowly than Hunger or Thirst, but it has the strongest influence on your overall health and ability to &amp;quot;bounce back&amp;quot; from an injury or illness without [[Medicine| Medical]] intervention.&lt;br /&gt;
&lt;br /&gt;
The game uses your Nutrition (alongside your [[Temperature]]) when deciding how quickly you naturally recover from injuries and illnesses. It is also a key factor in whether you are likely to contract sickness when exposed to harsh conditions.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%; text-align:left;&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#272727; color:#AFACA8; font-weight:bold; text-align:left;&amp;quot; | Level&lt;br /&gt;
! style=&amp;quot;background-color:#272727; color:#AFACA8; font-weight:bold; text-align:left;&amp;quot; | Effects&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;font color=&amp;quot;#016630&amp;quot;&amp;gt;&#039;&#039;&#039;Healthy&#039;&#039;&#039;&amp;lt;/font&amp;gt; || Same bonus to natural healing as Adequate, just signals you won&#039;t need to prioritize nutrition for a while.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;font color=&amp;quot;#31C950&amp;quot;&amp;gt;&#039;&#039;&#039;Adequate&#039;&#039;&#039;&amp;lt;/font&amp;gt; || Small bonus to natural healing.&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;&#039;&#039;&#039;Emaciated&#039;&#039;&#039;&amp;lt;/font&amp;gt; || No bonus to natural healing.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;font color=&amp;quot;#ff0000&amp;quot;&amp;gt;&#039;&#039;&#039;Malnourished&#039;&#039;&#039;&amp;lt;/font&amp;gt; || No bonus to natural healing, high chance of contracting illness.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==While Offline==&lt;br /&gt;
&lt;br /&gt;
When offline, a players satiation on these meters will deteriorate slower and after 3 days offline pause entirely.&lt;/div&gt;</summary>
		<author><name>Archin</name></author>
	</entry>
	<entry>
		<id>http://wiki.uoicebound.com/index.php?title=Hunger,_Thirst_%26_Nutrition&amp;diff=1623</id>
		<title>Hunger, Thirst &amp; Nutrition</title>
		<link rel="alternate" type="text/html" href="http://wiki.uoicebound.com/index.php?title=Hunger,_Thirst_%26_Nutrition&amp;diff=1623"/>
		<updated>2025-09-07T15:36:21Z</updated>

		<summary type="html">&lt;p&gt;Archin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Your character has three vital needs tracked by meters: Hunger, Thirst, and Nutrition. Additionally, they inform the game world if you are considered healthy, which helps determine your risk of falling ill when exposed to cold or other environmental hazards.&lt;br /&gt;
&lt;br /&gt;
These meters are built as large, slow pools with their numerical values obscured to discourage fixation on optimization. Yellow states are just reminders, not emergencies, and you need to be starving or dehydrated for hours of play before you are at risk for [[Illness,_Injury_%26_Death| Death]]. &lt;br /&gt;
&lt;br /&gt;
Focus on common-sense survival and roleplay, and you&#039;ll be fine.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Hunger=&lt;br /&gt;
Hunger represents the fullness value of the food you are eating, and subsequently how full your character feels after eating it. Some foods may be quite filling but offer little or even negative nutrition value, so players may have to make a choice between the short term or long term health of their character.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%; text-align:left;&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#272727; color:#AFACA8; font-weight:bold; text-align:left;&amp;quot; | Level&lt;br /&gt;
! style=&amp;quot;background-color:#272727; color:#AFACA8; font-weight:bold; text-align:left;&amp;quot; | Effects&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;font color=&amp;quot;#016630&amp;quot;&amp;gt;&#039;&#039;&#039;Well Fed&#039;&#039;&#039;&amp;lt;/font&amp;gt; || Satiated, but serves to inform you that you’ve eaten well and can go a good while before needing more.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;font color=&amp;quot;#31C950&amp;quot;&amp;gt;&#039;&#039;&#039;Satiated&#039;&#039;&#039;&amp;lt;/font&amp;gt; || Small bonus to fatigue and resolve regeneration.&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;&#039;&#039;&#039;Hungry&#039;&#039;&#039;&amp;lt;/font&amp;gt; || Normal fatigue and resolve regeneration, but serves as a warning to prioritize finding food to eat soon.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;font color=&amp;quot;#ff0000&amp;quot;&amp;gt;&#039;&#039;&#039;Starving&#039;&#039;&#039;&amp;lt;/font&amp;gt; || After some time in this state, you will gain the dying condition. Failure to address (eating food) will result in your characters death.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Thirst=&lt;br /&gt;
Thirst represents the hydration of your character. Water is relatively plentiful in the form of snow, but must be melted and boiled to be potable, potentially using valuable resources to do so. Drinking non-potable water may increase the Illness level of your character. The most commonly available ways to increase your nutrition are with drinks, but so are the most common sources of Stimulants and Depressants- and your stomach can only hold so much liquid at a time.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%; text-align:left;&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#272727; color:#AFACA8; font-weight:bold; text-align:left;&amp;quot; | Level&lt;br /&gt;
! style=&amp;quot;background-color:#272727; color:#AFACA8; font-weight:bold; text-align:left;&amp;quot; | Effects&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;font color=&amp;quot;#016630&amp;quot;&amp;gt;&#039;&#039;&#039;Well Hydrated&#039;&#039;&#039;&amp;lt;/font&amp;gt; || Satiated, but serves to inform you can go a good while before needing another beverage.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;font color=&amp;quot;#31C950&amp;quot;&amp;gt;&#039;&#039;&#039;Hydrated&#039;&#039;&#039;&amp;lt;/font&amp;gt; || Small bonus to fatigue and resolve regeneration.&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;&#039;&#039;&#039;Thirsty&#039;&#039;&#039;&amp;lt;/font&amp;gt; || Normal fatigue and resolve regeneration, but serves as a warning to prioritize finding hydration soon.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;font color=&amp;quot;#ff0000&amp;quot;&amp;gt;&#039;&#039;&#039;Dehydrated&#039;&#039;&#039;&amp;lt;/font&amp;gt; || After some time in this state, you will gain the dying condition. Failure to address (drinking a beverage) will result in your characters death.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Nutrition=&lt;br /&gt;
Nutrition measures the lasting impact of what you eat and drink. It changes more slowly than Hunger or Thirst, but it has the strongest influence on your overall health and ability to &amp;quot;bounce back&amp;quot; from an injury or illness without [[Medicine| Medical]] intervention.&lt;br /&gt;
&lt;br /&gt;
The game uses your Nutrition (alongside your [[Temperature]]) when deciding how quickly you naturally recover from injuries and illnesses. It is also a key factor in whether you are likely to contract sickness when exposed to harsh conditions.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%; text-align:left;&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#272727; color:#AFACA8; font-weight:bold; text-align:left;&amp;quot; | Level&lt;br /&gt;
! style=&amp;quot;background-color:#272727; color:#AFACA8; font-weight:bold; text-align:left;&amp;quot; | Effects&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;font color=&amp;quot;#016630&amp;quot;&amp;gt;&#039;&#039;&#039;Healthy&#039;&#039;&#039;&amp;lt;/font&amp;gt; || Same bonus to natural healing as Adequate, just signals you won&#039;t need to prioritize nutrition for a while.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;font color=&amp;quot;#31C950&amp;quot;&amp;gt;&#039;&#039;&#039;Adequate&#039;&#039;&#039;&amp;lt;/font&amp;gt; || Small bonus to natural healing.&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;&#039;&#039;&#039;Emaciated&#039;&#039;&#039;&amp;lt;/font&amp;gt; || No bonus to natural healing.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;font color=&amp;quot;#ff0000&amp;quot;&amp;gt;&#039;&#039;&#039;Malnourished&#039;&#039;&#039;&amp;lt;/font&amp;gt; || No bonus to natural healing, high chance of contracting illness.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==While Offline==&lt;br /&gt;
&lt;br /&gt;
When offline, a players satiation on these meters will deteriorate slower and after 3 days offline pause entirely.&lt;/div&gt;</summary>
		<author><name>Archin</name></author>
	</entry>
	<entry>
		<id>http://wiki.uoicebound.com/index.php?title=Hunger,_Thirst_%26_Nutrition&amp;diff=1622</id>
		<title>Hunger, Thirst &amp; Nutrition</title>
		<link rel="alternate" type="text/html" href="http://wiki.uoicebound.com/index.php?title=Hunger,_Thirst_%26_Nutrition&amp;diff=1622"/>
		<updated>2025-09-07T15:35:56Z</updated>

		<summary type="html">&lt;p&gt;Archin: /* Hunger */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Your character has three vital needs tracked by meters: Hunger, Thirst, and Nutrition. Additionally, they inform the game world if you are considered healthy, which helps determine your risk of falling ill when exposed to cold or other environmental hazards.&lt;br /&gt;
&lt;br /&gt;
These meters are built as large, slow pools with their numerical values obscured to discourage fixation on optimization. Yellow states are just reminders, not emergencies, and you need to be starving or dehydrated for hours of play before you are at risk for [[Illness,_Injury_%26_Death| Death]]. &lt;br /&gt;
&lt;br /&gt;
Focus on common-sense survival and roleplay, and you&#039;ll be fine.&lt;br /&gt;
&lt;br /&gt;
==Hunger==&lt;br /&gt;
Hunger represents the fullness value of the food you are eating, and subsequently how full your character feels after eating it. Some foods may be quite filling but offer little or even negative nutrition value, so players may have to make a choice between the short term or long term health of their character.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%; text-align:left;&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#272727; color:#AFACA8; font-weight:bold; text-align:left;&amp;quot; | Level&lt;br /&gt;
! style=&amp;quot;background-color:#272727; color:#AFACA8; font-weight:bold; text-align:left;&amp;quot; | Effects&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;font color=&amp;quot;#016630&amp;quot;&amp;gt;&#039;&#039;&#039;Well Fed&#039;&#039;&#039;&amp;lt;/font&amp;gt; || Satiated, but serves to inform you that you’ve eaten well and can go a good while before needing more.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;font color=&amp;quot;#31C950&amp;quot;&amp;gt;&#039;&#039;&#039;Satiated&#039;&#039;&#039;&amp;lt;/font&amp;gt; || Small bonus to fatigue and resolve regeneration.&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;&#039;&#039;&#039;Hungry&#039;&#039;&#039;&amp;lt;/font&amp;gt; || Normal fatigue and resolve regeneration, but serves as a warning to prioritize finding food to eat soon.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;font color=&amp;quot;#ff0000&amp;quot;&amp;gt;&#039;&#039;&#039;Starving&#039;&#039;&#039;&amp;lt;/font&amp;gt; || After some time in this state, you will gain the dying condition. Failure to address (eating food) will result in your characters death.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Thirst==&lt;br /&gt;
Thirst represents the hydration of your character. Water is relatively plentiful in the form of snow, but must be melted and boiled to be potable, potentially using valuable resources to do so. Drinking non-potable water may increase the Illness level of your character. The most commonly available ways to increase your nutrition are with drinks, but so are the most common sources of Stimulants and Depressants- and your stomach can only hold so much liquid at a time.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%; text-align:left;&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#272727; color:#AFACA8; font-weight:bold; text-align:left;&amp;quot; | Level&lt;br /&gt;
! style=&amp;quot;background-color:#272727; color:#AFACA8; font-weight:bold; text-align:left;&amp;quot; | Effects&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;font color=&amp;quot;#016630&amp;quot;&amp;gt;&#039;&#039;&#039;Well Hydrated&#039;&#039;&#039;&amp;lt;/font&amp;gt; || Satiated, but serves to inform you can go a good while before needing another beverage.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;font color=&amp;quot;#31C950&amp;quot;&amp;gt;&#039;&#039;&#039;Hydrated&#039;&#039;&#039;&amp;lt;/font&amp;gt; || Small bonus to fatigue and resolve regeneration.&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;&#039;&#039;&#039;Thirsty&#039;&#039;&#039;&amp;lt;/font&amp;gt; || Normal fatigue and resolve regeneration, but serves as a warning to prioritize finding hydration soon.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;font color=&amp;quot;#ff0000&amp;quot;&amp;gt;&#039;&#039;&#039;Dehydrated&#039;&#039;&#039;&amp;lt;/font&amp;gt; || After some time in this state, you will gain the dying condition. Failure to address (drinking a beverage) will result in your characters death.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Nutrition==&lt;br /&gt;
Nutrition measures the lasting impact of what you eat and drink. It changes more slowly than Hunger or Thirst, but it has the strongest influence on your overall health and ability to &amp;quot;bounce back&amp;quot; from an injury or illness without [[Medicine| Medical]] intervention.&lt;br /&gt;
&lt;br /&gt;
The game uses your Nutrition (alongside your [[Temperature]]) when deciding how quickly you naturally recover from injuries and illnesses. It is also a key factor in whether you are likely to contract sickness when exposed to harsh conditions.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%; text-align:left;&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#272727; color:#AFACA8; font-weight:bold; text-align:left;&amp;quot; | Level&lt;br /&gt;
! style=&amp;quot;background-color:#272727; color:#AFACA8; font-weight:bold; text-align:left;&amp;quot; | Effects&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;font color=&amp;quot;#016630&amp;quot;&amp;gt;&#039;&#039;&#039;Healthy&#039;&#039;&#039;&amp;lt;/font&amp;gt; || Same bonus to natural healing as Adequate, just signals you won&#039;t need to prioritize nutrition for a while.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;font color=&amp;quot;#31C950&amp;quot;&amp;gt;&#039;&#039;&#039;Adequate&#039;&#039;&#039;&amp;lt;/font&amp;gt; || Small bonus to natural healing.&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;&#039;&#039;&#039;Emaciated&#039;&#039;&#039;&amp;lt;/font&amp;gt; || No bonus to natural healing.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;font color=&amp;quot;#ff0000&amp;quot;&amp;gt;&#039;&#039;&#039;Malnourished&#039;&#039;&#039;&amp;lt;/font&amp;gt; || No bonus to natural healing, high chance of contracting illness.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==While Offline==&lt;br /&gt;
&lt;br /&gt;
When offline, a players satiation on these meters will deteriorate slower and after 3 days offline pause entirely.&lt;/div&gt;</summary>
		<author><name>Archin</name></author>
	</entry>
	<entry>
		<id>http://wiki.uoicebound.com/index.php?title=Hunger,_Thirst_%26_Nutrition&amp;diff=1621</id>
		<title>Hunger, Thirst &amp; Nutrition</title>
		<link rel="alternate" type="text/html" href="http://wiki.uoicebound.com/index.php?title=Hunger,_Thirst_%26_Nutrition&amp;diff=1621"/>
		<updated>2025-09-07T15:35:50Z</updated>

		<summary type="html">&lt;p&gt;Archin: /* Thirst */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Your character has three vital needs tracked by meters: Hunger, Thirst, and Nutrition. Additionally, they inform the game world if you are considered healthy, which helps determine your risk of falling ill when exposed to cold or other environmental hazards.&lt;br /&gt;
&lt;br /&gt;
These meters are built as large, slow pools with their numerical values obscured to discourage fixation on optimization. Yellow states are just reminders, not emergencies, and you need to be starving or dehydrated for hours of play before you are at risk for [[Illness,_Injury_%26_Death| Death]]. &lt;br /&gt;
&lt;br /&gt;
Focus on common-sense survival and roleplay, and you&#039;ll be fine.&lt;br /&gt;
&lt;br /&gt;
==Hunger==&lt;br /&gt;
Hunger represents the fullness value of the food you are eating, and subsequently how full your character feels after eating it. Some foods may be quite filling but offer little or even negative nutrition value, so players may have to make a choice between the short term or long term health of their character.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%; text-align:left;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;font-size: 30px; text-align: left; background-color: #152423; color: #AFACA8; padding: 10px;&amp;quot;&amp;quot; |  Hunger Breakdown&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#272727; color:#AFACA8; font-weight:bold; text-align:left;&amp;quot; | Level&lt;br /&gt;
! style=&amp;quot;background-color:#272727; color:#AFACA8; font-weight:bold; text-align:left;&amp;quot; | Effects&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;font color=&amp;quot;#016630&amp;quot;&amp;gt;&#039;&#039;&#039;Well Fed&#039;&#039;&#039;&amp;lt;/font&amp;gt; || Satiated, but serves to inform you that you’ve eaten well and can go a good while before needing more.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;font color=&amp;quot;#31C950&amp;quot;&amp;gt;&#039;&#039;&#039;Satiated&#039;&#039;&#039;&amp;lt;/font&amp;gt; || Small bonus to fatigue and resolve regeneration.&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;&#039;&#039;&#039;Hungry&#039;&#039;&#039;&amp;lt;/font&amp;gt; || Normal fatigue and resolve regeneration, but serves as a warning to prioritize finding food to eat soon.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;font color=&amp;quot;#ff0000&amp;quot;&amp;gt;&#039;&#039;&#039;Starving&#039;&#039;&#039;&amp;lt;/font&amp;gt; || After some time in this state, you will gain the dying condition. Failure to address (eating food) will result in your characters death.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Thirst==&lt;br /&gt;
Thirst represents the hydration of your character. Water is relatively plentiful in the form of snow, but must be melted and boiled to be potable, potentially using valuable resources to do so. Drinking non-potable water may increase the Illness level of your character. The most commonly available ways to increase your nutrition are with drinks, but so are the most common sources of Stimulants and Depressants- and your stomach can only hold so much liquid at a time.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%; text-align:left;&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#272727; color:#AFACA8; font-weight:bold; text-align:left;&amp;quot; | Level&lt;br /&gt;
! style=&amp;quot;background-color:#272727; color:#AFACA8; font-weight:bold; text-align:left;&amp;quot; | Effects&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;font color=&amp;quot;#016630&amp;quot;&amp;gt;&#039;&#039;&#039;Well Hydrated&#039;&#039;&#039;&amp;lt;/font&amp;gt; || Satiated, but serves to inform you can go a good while before needing another beverage.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;font color=&amp;quot;#31C950&amp;quot;&amp;gt;&#039;&#039;&#039;Hydrated&#039;&#039;&#039;&amp;lt;/font&amp;gt; || Small bonus to fatigue and resolve regeneration.&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;&#039;&#039;&#039;Thirsty&#039;&#039;&#039;&amp;lt;/font&amp;gt; || Normal fatigue and resolve regeneration, but serves as a warning to prioritize finding hydration soon.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;font color=&amp;quot;#ff0000&amp;quot;&amp;gt;&#039;&#039;&#039;Dehydrated&#039;&#039;&#039;&amp;lt;/font&amp;gt; || After some time in this state, you will gain the dying condition. Failure to address (drinking a beverage) will result in your characters death.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Nutrition==&lt;br /&gt;
Nutrition measures the lasting impact of what you eat and drink. It changes more slowly than Hunger or Thirst, but it has the strongest influence on your overall health and ability to &amp;quot;bounce back&amp;quot; from an injury or illness without [[Medicine| Medical]] intervention.&lt;br /&gt;
&lt;br /&gt;
The game uses your Nutrition (alongside your [[Temperature]]) when deciding how quickly you naturally recover from injuries and illnesses. It is also a key factor in whether you are likely to contract sickness when exposed to harsh conditions.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%; text-align:left;&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#272727; color:#AFACA8; font-weight:bold; text-align:left;&amp;quot; | Level&lt;br /&gt;
! style=&amp;quot;background-color:#272727; color:#AFACA8; font-weight:bold; text-align:left;&amp;quot; | Effects&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;font color=&amp;quot;#016630&amp;quot;&amp;gt;&#039;&#039;&#039;Healthy&#039;&#039;&#039;&amp;lt;/font&amp;gt; || Same bonus to natural healing as Adequate, just signals you won&#039;t need to prioritize nutrition for a while.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;font color=&amp;quot;#31C950&amp;quot;&amp;gt;&#039;&#039;&#039;Adequate&#039;&#039;&#039;&amp;lt;/font&amp;gt; || Small bonus to natural healing.&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;&#039;&#039;&#039;Emaciated&#039;&#039;&#039;&amp;lt;/font&amp;gt; || No bonus to natural healing.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;font color=&amp;quot;#ff0000&amp;quot;&amp;gt;&#039;&#039;&#039;Malnourished&#039;&#039;&#039;&amp;lt;/font&amp;gt; || No bonus to natural healing, high chance of contracting illness.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==While Offline==&lt;br /&gt;
&lt;br /&gt;
When offline, a players satiation on these meters will deteriorate slower and after 3 days offline pause entirely.&lt;/div&gt;</summary>
		<author><name>Archin</name></author>
	</entry>
	<entry>
		<id>http://wiki.uoicebound.com/index.php?title=Hunger,_Thirst_%26_Nutrition&amp;diff=1620</id>
		<title>Hunger, Thirst &amp; Nutrition</title>
		<link rel="alternate" type="text/html" href="http://wiki.uoicebound.com/index.php?title=Hunger,_Thirst_%26_Nutrition&amp;diff=1620"/>
		<updated>2025-09-07T15:35:41Z</updated>

		<summary type="html">&lt;p&gt;Archin: /* Nutrition */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Your character has three vital needs tracked by meters: Hunger, Thirst, and Nutrition. Additionally, they inform the game world if you are considered healthy, which helps determine your risk of falling ill when exposed to cold or other environmental hazards.&lt;br /&gt;
&lt;br /&gt;
These meters are built as large, slow pools with their numerical values obscured to discourage fixation on optimization. Yellow states are just reminders, not emergencies, and you need to be starving or dehydrated for hours of play before you are at risk for [[Illness,_Injury_%26_Death| Death]]. &lt;br /&gt;
&lt;br /&gt;
Focus on common-sense survival and roleplay, and you&#039;ll be fine.&lt;br /&gt;
&lt;br /&gt;
==Hunger==&lt;br /&gt;
Hunger represents the fullness value of the food you are eating, and subsequently how full your character feels after eating it. Some foods may be quite filling but offer little or even negative nutrition value, so players may have to make a choice between the short term or long term health of their character.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%; text-align:left;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;font-size: 30px; text-align: left; background-color: #152423; color: #AFACA8; padding: 10px;&amp;quot;&amp;quot; |  Hunger Breakdown&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#272727; color:#AFACA8; font-weight:bold; text-align:left;&amp;quot; | Level&lt;br /&gt;
! style=&amp;quot;background-color:#272727; color:#AFACA8; font-weight:bold; text-align:left;&amp;quot; | Effects&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;font color=&amp;quot;#016630&amp;quot;&amp;gt;&#039;&#039;&#039;Well Fed&#039;&#039;&#039;&amp;lt;/font&amp;gt; || Satiated, but serves to inform you that you’ve eaten well and can go a good while before needing more.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;font color=&amp;quot;#31C950&amp;quot;&amp;gt;&#039;&#039;&#039;Satiated&#039;&#039;&#039;&amp;lt;/font&amp;gt; || Small bonus to fatigue and resolve regeneration.&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;&#039;&#039;&#039;Hungry&#039;&#039;&#039;&amp;lt;/font&amp;gt; || Normal fatigue and resolve regeneration, but serves as a warning to prioritize finding food to eat soon.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;font color=&amp;quot;#ff0000&amp;quot;&amp;gt;&#039;&#039;&#039;Starving&#039;&#039;&#039;&amp;lt;/font&amp;gt; || After some time in this state, you will gain the dying condition. Failure to address (eating food) will result in your characters death.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Thirst==&lt;br /&gt;
Thirst represents the hydration of your character. Water is relatively plentiful in the form of snow, but must be melted and boiled to be potable, potentially using valuable resources to do so. Drinking non-potable water may increase the Illness level of your character. The most commonly available ways to increase your nutrition are with drinks, but so are the most common sources of Stimulants and Depressants- and your stomach can only hold so much liquid at a time.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%; text-align:left;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;font-size: 30px; text-align: left; background-color: #152423; color: #AFACA8; padding: 10px;&amp;quot;&amp;quot; |  Thirst Breakdown&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#272727; color:#AFACA8; font-weight:bold; text-align:left;&amp;quot; | Level&lt;br /&gt;
! style=&amp;quot;background-color:#272727; color:#AFACA8; font-weight:bold; text-align:left;&amp;quot; | Effects&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;font color=&amp;quot;#016630&amp;quot;&amp;gt;&#039;&#039;&#039;Well Hydrated&#039;&#039;&#039;&amp;lt;/font&amp;gt; || Satiated, but serves to inform you can go a good while before needing another beverage.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;font color=&amp;quot;#31C950&amp;quot;&amp;gt;&#039;&#039;&#039;Hydrated&#039;&#039;&#039;&amp;lt;/font&amp;gt; || Small bonus to fatigue and resolve regeneration.&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;&#039;&#039;&#039;Thirsty&#039;&#039;&#039;&amp;lt;/font&amp;gt; || Normal fatigue and resolve regeneration, but serves as a warning to prioritize finding hydration soon.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;font color=&amp;quot;#ff0000&amp;quot;&amp;gt;&#039;&#039;&#039;Dehydrated&#039;&#039;&#039;&amp;lt;/font&amp;gt; || After some time in this state, you will gain the dying condition. Failure to address (drinking a beverage) will result in your characters death.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Nutrition==&lt;br /&gt;
Nutrition measures the lasting impact of what you eat and drink. It changes more slowly than Hunger or Thirst, but it has the strongest influence on your overall health and ability to &amp;quot;bounce back&amp;quot; from an injury or illness without [[Medicine| Medical]] intervention.&lt;br /&gt;
&lt;br /&gt;
The game uses your Nutrition (alongside your [[Temperature]]) when deciding how quickly you naturally recover from injuries and illnesses. It is also a key factor in whether you are likely to contract sickness when exposed to harsh conditions.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%; text-align:left;&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#272727; color:#AFACA8; font-weight:bold; text-align:left;&amp;quot; | Level&lt;br /&gt;
! style=&amp;quot;background-color:#272727; color:#AFACA8; font-weight:bold; text-align:left;&amp;quot; | Effects&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;font color=&amp;quot;#016630&amp;quot;&amp;gt;&#039;&#039;&#039;Healthy&#039;&#039;&#039;&amp;lt;/font&amp;gt; || Same bonus to natural healing as Adequate, just signals you won&#039;t need to prioritize nutrition for a while.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;font color=&amp;quot;#31C950&amp;quot;&amp;gt;&#039;&#039;&#039;Adequate&#039;&#039;&#039;&amp;lt;/font&amp;gt; || Small bonus to natural healing.&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;&#039;&#039;&#039;Emaciated&#039;&#039;&#039;&amp;lt;/font&amp;gt; || No bonus to natural healing.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;font color=&amp;quot;#ff0000&amp;quot;&amp;gt;&#039;&#039;&#039;Malnourished&#039;&#039;&#039;&amp;lt;/font&amp;gt; || No bonus to natural healing, high chance of contracting illness.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==While Offline==&lt;br /&gt;
&lt;br /&gt;
When offline, a players satiation on these meters will deteriorate slower and after 3 days offline pause entirely.&lt;/div&gt;</summary>
		<author><name>Archin</name></author>
	</entry>
	<entry>
		<id>http://wiki.uoicebound.com/index.php?title=Hunger,_Thirst_%26_Nutrition&amp;diff=1619</id>
		<title>Hunger, Thirst &amp; Nutrition</title>
		<link rel="alternate" type="text/html" href="http://wiki.uoicebound.com/index.php?title=Hunger,_Thirst_%26_Nutrition&amp;diff=1619"/>
		<updated>2025-09-07T15:33:04Z</updated>

		<summary type="html">&lt;p&gt;Archin: /* Nutrition */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Your character has three vital needs tracked by meters: Hunger, Thirst, and Nutrition. Additionally, they inform the game world if you are considered healthy, which helps determine your risk of falling ill when exposed to cold or other environmental hazards.&lt;br /&gt;
&lt;br /&gt;
These meters are built as large, slow pools with their numerical values obscured to discourage fixation on optimization. Yellow states are just reminders, not emergencies, and you need to be starving or dehydrated for hours of play before you are at risk for [[Illness,_Injury_%26_Death| Death]]. &lt;br /&gt;
&lt;br /&gt;
Focus on common-sense survival and roleplay, and you&#039;ll be fine.&lt;br /&gt;
&lt;br /&gt;
==Hunger==&lt;br /&gt;
Hunger represents the fullness value of the food you are eating, and subsequently how full your character feels after eating it. Some foods may be quite filling but offer little or even negative nutrition value, so players may have to make a choice between the short term or long term health of their character.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%; text-align:left;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;font-size: 30px; text-align: left; background-color: #152423; color: #AFACA8; padding: 10px;&amp;quot;&amp;quot; |  Hunger Breakdown&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#272727; color:#AFACA8; font-weight:bold; text-align:left;&amp;quot; | Level&lt;br /&gt;
! style=&amp;quot;background-color:#272727; color:#AFACA8; font-weight:bold; text-align:left;&amp;quot; | Effects&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;font color=&amp;quot;#016630&amp;quot;&amp;gt;&#039;&#039;&#039;Well Fed&#039;&#039;&#039;&amp;lt;/font&amp;gt; || Satiated, but serves to inform you that you’ve eaten well and can go a good while before needing more.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;font color=&amp;quot;#31C950&amp;quot;&amp;gt;&#039;&#039;&#039;Satiated&#039;&#039;&#039;&amp;lt;/font&amp;gt; || Small bonus to fatigue and resolve regeneration.&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;&#039;&#039;&#039;Hungry&#039;&#039;&#039;&amp;lt;/font&amp;gt; || Normal fatigue and resolve regeneration, but serves as a warning to prioritize finding food to eat soon.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;font color=&amp;quot;#ff0000&amp;quot;&amp;gt;&#039;&#039;&#039;Starving&#039;&#039;&#039;&amp;lt;/font&amp;gt; || After some time in this state, you will gain the dying condition. Failure to address (eating food) will result in your characters death.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Thirst==&lt;br /&gt;
Thirst represents the hydration of your character. Water is relatively plentiful in the form of snow, but must be melted and boiled to be potable, potentially using valuable resources to do so. Drinking non-potable water may increase the Illness level of your character. The most commonly available ways to increase your nutrition are with drinks, but so are the most common sources of Stimulants and Depressants- and your stomach can only hold so much liquid at a time.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%; text-align:left;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;font-size: 30px; text-align: left; background-color: #152423; color: #AFACA8; padding: 10px;&amp;quot;&amp;quot; |  Thirst Breakdown&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#272727; color:#AFACA8; font-weight:bold; text-align:left;&amp;quot; | Level&lt;br /&gt;
! style=&amp;quot;background-color:#272727; color:#AFACA8; font-weight:bold; text-align:left;&amp;quot; | Effects&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;font color=&amp;quot;#016630&amp;quot;&amp;gt;&#039;&#039;&#039;Well Hydrated&#039;&#039;&#039;&amp;lt;/font&amp;gt; || Satiated, but serves to inform you can go a good while before needing another beverage.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;font color=&amp;quot;#31C950&amp;quot;&amp;gt;&#039;&#039;&#039;Hydrated&#039;&#039;&#039;&amp;lt;/font&amp;gt; || Small bonus to fatigue and resolve regeneration.&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;&#039;&#039;&#039;Thirsty&#039;&#039;&#039;&amp;lt;/font&amp;gt; || Normal fatigue and resolve regeneration, but serves as a warning to prioritize finding hydration soon.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;font color=&amp;quot;#ff0000&amp;quot;&amp;gt;&#039;&#039;&#039;Dehydrated&#039;&#039;&#039;&amp;lt;/font&amp;gt; || After some time in this state, you will gain the dying condition. Failure to address (drinking a beverage) will result in your characters death.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Nutrition==&lt;br /&gt;
Nutrition measures the lasting impact of what you eat and drink. It changes more slowly than Hunger or Thirst, but it has the strongest influence on your overall health and ability to &amp;quot;bounce back&amp;quot; from an injury or illness without [[Medicine| Medical]] intervention.&lt;br /&gt;
&lt;br /&gt;
The game uses your Nutrition (alongside your [[Temperature]]) when deciding how quickly you naturally recover from injuries and illnesses. It is also a key factor in whether you are likely to contract sickness when exposed to harsh conditions.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%; text-align:left;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;font-size: 30px; text-align: left; background-color: #152423; color: #AFACA8; padding: 10px;&amp;quot;&amp;quot; |  Nutrition Breakdown&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#272727; color:#AFACA8; font-weight:bold; text-align:left;&amp;quot; | Level&lt;br /&gt;
! style=&amp;quot;background-color:#272727; color:#AFACA8; font-weight:bold; text-align:left;&amp;quot; | Effects&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;font color=&amp;quot;#016630&amp;quot;&amp;gt;&#039;&#039;&#039;Healthy&#039;&#039;&#039;&amp;lt;/font&amp;gt; || Same bonus to natural healing as Adequate, just signals you won&#039;t need to prioritize nutrition for a while.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;font color=&amp;quot;#31C950&amp;quot;&amp;gt;&#039;&#039;&#039;Adequate&#039;&#039;&#039;&amp;lt;/font&amp;gt; || Small bonus to natural healing.&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;&#039;&#039;&#039;Emaciated&#039;&#039;&#039;&amp;lt;/font&amp;gt; || No bonus to natural healing.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;font color=&amp;quot;#ff0000&amp;quot;&amp;gt;&#039;&#039;&#039;Malnourished&#039;&#039;&#039;&amp;lt;/font&amp;gt; || No bonus to natural healing, high chance of contracting illness.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==While Offline==&lt;br /&gt;
&lt;br /&gt;
When offline, a players satiation on these meters will deteriorate slower and after 3 days offline pause entirely.&lt;/div&gt;</summary>
		<author><name>Archin</name></author>
	</entry>
	<entry>
		<id>http://wiki.uoicebound.com/index.php?title=Hunger,_Thirst_%26_Nutrition&amp;diff=1618</id>
		<title>Hunger, Thirst &amp; Nutrition</title>
		<link rel="alternate" type="text/html" href="http://wiki.uoicebound.com/index.php?title=Hunger,_Thirst_%26_Nutrition&amp;diff=1618"/>
		<updated>2025-09-07T15:32:55Z</updated>

		<summary type="html">&lt;p&gt;Archin: /* Nutrition */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Your character has three vital needs tracked by meters: Hunger, Thirst, and Nutrition. Additionally, they inform the game world if you are considered healthy, which helps determine your risk of falling ill when exposed to cold or other environmental hazards.&lt;br /&gt;
&lt;br /&gt;
These meters are built as large, slow pools with their numerical values obscured to discourage fixation on optimization. Yellow states are just reminders, not emergencies, and you need to be starving or dehydrated for hours of play before you are at risk for [[Illness,_Injury_%26_Death| Death]]. &lt;br /&gt;
&lt;br /&gt;
Focus on common-sense survival and roleplay, and you&#039;ll be fine.&lt;br /&gt;
&lt;br /&gt;
==Hunger==&lt;br /&gt;
Hunger represents the fullness value of the food you are eating, and subsequently how full your character feels after eating it. Some foods may be quite filling but offer little or even negative nutrition value, so players may have to make a choice between the short term or long term health of their character.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%; text-align:left;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;font-size: 30px; text-align: left; background-color: #152423; color: #AFACA8; padding: 10px;&amp;quot;&amp;quot; |  Hunger Breakdown&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#272727; color:#AFACA8; font-weight:bold; text-align:left;&amp;quot; | Level&lt;br /&gt;
! style=&amp;quot;background-color:#272727; color:#AFACA8; font-weight:bold; text-align:left;&amp;quot; | Effects&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;font color=&amp;quot;#016630&amp;quot;&amp;gt;&#039;&#039;&#039;Well Fed&#039;&#039;&#039;&amp;lt;/font&amp;gt; || Satiated, but serves to inform you that you’ve eaten well and can go a good while before needing more.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;font color=&amp;quot;#31C950&amp;quot;&amp;gt;&#039;&#039;&#039;Satiated&#039;&#039;&#039;&amp;lt;/font&amp;gt; || Small bonus to fatigue and resolve regeneration.&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;&#039;&#039;&#039;Hungry&#039;&#039;&#039;&amp;lt;/font&amp;gt; || Normal fatigue and resolve regeneration, but serves as a warning to prioritize finding food to eat soon.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;font color=&amp;quot;#ff0000&amp;quot;&amp;gt;&#039;&#039;&#039;Starving&#039;&#039;&#039;&amp;lt;/font&amp;gt; || After some time in this state, you will gain the dying condition. Failure to address (eating food) will result in your characters death.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Thirst==&lt;br /&gt;
Thirst represents the hydration of your character. Water is relatively plentiful in the form of snow, but must be melted and boiled to be potable, potentially using valuable resources to do so. Drinking non-potable water may increase the Illness level of your character. The most commonly available ways to increase your nutrition are with drinks, but so are the most common sources of Stimulants and Depressants- and your stomach can only hold so much liquid at a time.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%; text-align:left;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;font-size: 30px; text-align: left; background-color: #152423; color: #AFACA8; padding: 10px;&amp;quot;&amp;quot; |  Thirst Breakdown&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#272727; color:#AFACA8; font-weight:bold; text-align:left;&amp;quot; | Level&lt;br /&gt;
! style=&amp;quot;background-color:#272727; color:#AFACA8; font-weight:bold; text-align:left;&amp;quot; | Effects&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;font color=&amp;quot;#016630&amp;quot;&amp;gt;&#039;&#039;&#039;Well Hydrated&#039;&#039;&#039;&amp;lt;/font&amp;gt; || Satiated, but serves to inform you can go a good while before needing another beverage.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;font color=&amp;quot;#31C950&amp;quot;&amp;gt;&#039;&#039;&#039;Hydrated&#039;&#039;&#039;&amp;lt;/font&amp;gt; || Small bonus to fatigue and resolve regeneration.&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;&#039;&#039;&#039;Thirsty&#039;&#039;&#039;&amp;lt;/font&amp;gt; || Normal fatigue and resolve regeneration, but serves as a warning to prioritize finding hydration soon.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;font color=&amp;quot;#ff0000&amp;quot;&amp;gt;&#039;&#039;&#039;Dehydrated&#039;&#039;&#039;&amp;lt;/font&amp;gt; || After some time in this state, you will gain the dying condition. Failure to address (drinking a beverage) will result in your characters death.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Nutrition==&lt;br /&gt;
Nutrition measures the lasting impact of what you eat and drink. It changes more slowly than Hunger or Thirst, but it has the strongest influence on your overall health and ability to &amp;quot;bounce back&amp;quot; from an injury without [[Medicine| Medical]] intervention.&lt;br /&gt;
&lt;br /&gt;
The game uses your Nutrition (alongside your [[Temperature]]) when deciding how quickly you naturally recover from injuries and illnesses. It is also a key factor in whether you are likely to contract sickness when exposed to harsh conditions.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%; text-align:left;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;font-size: 30px; text-align: left; background-color: #152423; color: #AFACA8; padding: 10px;&amp;quot;&amp;quot; |  Nutrition Breakdown&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#272727; color:#AFACA8; font-weight:bold; text-align:left;&amp;quot; | Level&lt;br /&gt;
! style=&amp;quot;background-color:#272727; color:#AFACA8; font-weight:bold; text-align:left;&amp;quot; | Effects&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;font color=&amp;quot;#016630&amp;quot;&amp;gt;&#039;&#039;&#039;Healthy&#039;&#039;&#039;&amp;lt;/font&amp;gt; || Same bonus to natural healing as Adequate, just signals you won&#039;t need to prioritize nutrition for a while.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;font color=&amp;quot;#31C950&amp;quot;&amp;gt;&#039;&#039;&#039;Adequate&#039;&#039;&#039;&amp;lt;/font&amp;gt; || Small bonus to natural healing.&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;&#039;&#039;&#039;Emaciated&#039;&#039;&#039;&amp;lt;/font&amp;gt; || No bonus to natural healing.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;font color=&amp;quot;#ff0000&amp;quot;&amp;gt;&#039;&#039;&#039;Malnourished&#039;&#039;&#039;&amp;lt;/font&amp;gt; || No bonus to natural healing, high chance of contracting illness.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==While Offline==&lt;br /&gt;
&lt;br /&gt;
When offline, a players satiation on these meters will deteriorate slower and after 3 days offline pause entirely.&lt;/div&gt;</summary>
		<author><name>Archin</name></author>
	</entry>
	<entry>
		<id>http://wiki.uoicebound.com/index.php?title=Hunger,_Thirst_%26_Nutrition&amp;diff=1617</id>
		<title>Hunger, Thirst &amp; Nutrition</title>
		<link rel="alternate" type="text/html" href="http://wiki.uoicebound.com/index.php?title=Hunger,_Thirst_%26_Nutrition&amp;diff=1617"/>
		<updated>2025-09-07T15:32:48Z</updated>

		<summary type="html">&lt;p&gt;Archin: /* Nutrition */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Your character has three vital needs tracked by meters: Hunger, Thirst, and Nutrition. Additionally, they inform the game world if you are considered healthy, which helps determine your risk of falling ill when exposed to cold or other environmental hazards.&lt;br /&gt;
&lt;br /&gt;
These meters are built as large, slow pools with their numerical values obscured to discourage fixation on optimization. Yellow states are just reminders, not emergencies, and you need to be starving or dehydrated for hours of play before you are at risk for [[Illness,_Injury_%26_Death| Death]]. &lt;br /&gt;
&lt;br /&gt;
Focus on common-sense survival and roleplay, and you&#039;ll be fine.&lt;br /&gt;
&lt;br /&gt;
==Hunger==&lt;br /&gt;
Hunger represents the fullness value of the food you are eating, and subsequently how full your character feels after eating it. Some foods may be quite filling but offer little or even negative nutrition value, so players may have to make a choice between the short term or long term health of their character.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%; text-align:left;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;font-size: 30px; text-align: left; background-color: #152423; color: #AFACA8; padding: 10px;&amp;quot;&amp;quot; |  Hunger Breakdown&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#272727; color:#AFACA8; font-weight:bold; text-align:left;&amp;quot; | Level&lt;br /&gt;
! style=&amp;quot;background-color:#272727; color:#AFACA8; font-weight:bold; text-align:left;&amp;quot; | Effects&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;font color=&amp;quot;#016630&amp;quot;&amp;gt;&#039;&#039;&#039;Well Fed&#039;&#039;&#039;&amp;lt;/font&amp;gt; || Satiated, but serves to inform you that you’ve eaten well and can go a good while before needing more.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;font color=&amp;quot;#31C950&amp;quot;&amp;gt;&#039;&#039;&#039;Satiated&#039;&#039;&#039;&amp;lt;/font&amp;gt; || Small bonus to fatigue and resolve regeneration.&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;&#039;&#039;&#039;Hungry&#039;&#039;&#039;&amp;lt;/font&amp;gt; || Normal fatigue and resolve regeneration, but serves as a warning to prioritize finding food to eat soon.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;font color=&amp;quot;#ff0000&amp;quot;&amp;gt;&#039;&#039;&#039;Starving&#039;&#039;&#039;&amp;lt;/font&amp;gt; || After some time in this state, you will gain the dying condition. Failure to address (eating food) will result in your characters death.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Thirst==&lt;br /&gt;
Thirst represents the hydration of your character. Water is relatively plentiful in the form of snow, but must be melted and boiled to be potable, potentially using valuable resources to do so. Drinking non-potable water may increase the Illness level of your character. The most commonly available ways to increase your nutrition are with drinks, but so are the most common sources of Stimulants and Depressants- and your stomach can only hold so much liquid at a time.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%; text-align:left;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;font-size: 30px; text-align: left; background-color: #152423; color: #AFACA8; padding: 10px;&amp;quot;&amp;quot; |  Thirst Breakdown&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#272727; color:#AFACA8; font-weight:bold; text-align:left;&amp;quot; | Level&lt;br /&gt;
! style=&amp;quot;background-color:#272727; color:#AFACA8; font-weight:bold; text-align:left;&amp;quot; | Effects&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;font color=&amp;quot;#016630&amp;quot;&amp;gt;&#039;&#039;&#039;Well Hydrated&#039;&#039;&#039;&amp;lt;/font&amp;gt; || Satiated, but serves to inform you can go a good while before needing another beverage.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;font color=&amp;quot;#31C950&amp;quot;&amp;gt;&#039;&#039;&#039;Hydrated&#039;&#039;&#039;&amp;lt;/font&amp;gt; || Small bonus to fatigue and resolve regeneration.&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;&#039;&#039;&#039;Thirsty&#039;&#039;&#039;&amp;lt;/font&amp;gt; || Normal fatigue and resolve regeneration, but serves as a warning to prioritize finding hydration soon.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;font color=&amp;quot;#ff0000&amp;quot;&amp;gt;&#039;&#039;&#039;Dehydrated&#039;&#039;&#039;&amp;lt;/font&amp;gt; || After some time in this state, you will gain the dying condition. Failure to address (drinking a beverage) will result in your characters death.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Nutrition==&lt;br /&gt;
Nutrition measures the lasting impact of what you eat and drink. It changes more slowly than Hunger or Thirst, but it has the strongest influence on your overall health and ability to &amp;quot;bounce back&amp;quot; from an injury without [[Medicine| Medicinal]] intervention.&lt;br /&gt;
&lt;br /&gt;
The game uses your Nutrition (alongside your [[Temperature]]) when deciding how quickly you naturally recover from injuries and illnesses. It is also a key factor in whether you are likely to contract sickness when exposed to harsh conditions.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%; text-align:left;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;font-size: 30px; text-align: left; background-color: #152423; color: #AFACA8; padding: 10px;&amp;quot;&amp;quot; |  Nutrition Breakdown&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#272727; color:#AFACA8; font-weight:bold; text-align:left;&amp;quot; | Level&lt;br /&gt;
! style=&amp;quot;background-color:#272727; color:#AFACA8; font-weight:bold; text-align:left;&amp;quot; | Effects&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;font color=&amp;quot;#016630&amp;quot;&amp;gt;&#039;&#039;&#039;Healthy&#039;&#039;&#039;&amp;lt;/font&amp;gt; || Same bonus to natural healing as Adequate, just signals you won&#039;t need to prioritize nutrition for a while.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;font color=&amp;quot;#31C950&amp;quot;&amp;gt;&#039;&#039;&#039;Adequate&#039;&#039;&#039;&amp;lt;/font&amp;gt; || Small bonus to natural healing.&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;&#039;&#039;&#039;Emaciated&#039;&#039;&#039;&amp;lt;/font&amp;gt; || No bonus to natural healing.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;font color=&amp;quot;#ff0000&amp;quot;&amp;gt;&#039;&#039;&#039;Malnourished&#039;&#039;&#039;&amp;lt;/font&amp;gt; || No bonus to natural healing, high chance of contracting illness.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==While Offline==&lt;br /&gt;
&lt;br /&gt;
When offline, a players satiation on these meters will deteriorate slower and after 3 days offline pause entirely.&lt;/div&gt;</summary>
		<author><name>Archin</name></author>
	</entry>
	<entry>
		<id>http://wiki.uoicebound.com/index.php?title=Hunger,_Thirst_%26_Nutrition&amp;diff=1616</id>
		<title>Hunger, Thirst &amp; Nutrition</title>
		<link rel="alternate" type="text/html" href="http://wiki.uoicebound.com/index.php?title=Hunger,_Thirst_%26_Nutrition&amp;diff=1616"/>
		<updated>2025-09-07T15:32:09Z</updated>

		<summary type="html">&lt;p&gt;Archin: /* While Offline */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Your character has three vital needs tracked by meters: Hunger, Thirst, and Nutrition. Additionally, they inform the game world if you are considered healthy, which helps determine your risk of falling ill when exposed to cold or other environmental hazards.&lt;br /&gt;
&lt;br /&gt;
These meters are built as large, slow pools with their numerical values obscured to discourage fixation on optimization. Yellow states are just reminders, not emergencies, and you need to be starving or dehydrated for hours of play before you are at risk for [[Illness,_Injury_%26_Death| Death]]. &lt;br /&gt;
&lt;br /&gt;
Focus on common-sense survival and roleplay, and you&#039;ll be fine.&lt;br /&gt;
&lt;br /&gt;
==Hunger==&lt;br /&gt;
Hunger represents the fullness value of the food you are eating, and subsequently how full your character feels after eating it. Some foods may be quite filling but offer little or even negative nutrition value, so players may have to make a choice between the short term or long term health of their character.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%; text-align:left;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;font-size: 30px; text-align: left; background-color: #152423; color: #AFACA8; padding: 10px;&amp;quot;&amp;quot; |  Hunger Breakdown&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#272727; color:#AFACA8; font-weight:bold; text-align:left;&amp;quot; | Level&lt;br /&gt;
! style=&amp;quot;background-color:#272727; color:#AFACA8; font-weight:bold; text-align:left;&amp;quot; | Effects&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;font color=&amp;quot;#016630&amp;quot;&amp;gt;&#039;&#039;&#039;Well Fed&#039;&#039;&#039;&amp;lt;/font&amp;gt; || Satiated, but serves to inform you that you’ve eaten well and can go a good while before needing more.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;font color=&amp;quot;#31C950&amp;quot;&amp;gt;&#039;&#039;&#039;Satiated&#039;&#039;&#039;&amp;lt;/font&amp;gt; || Small bonus to fatigue and resolve regeneration.&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;&#039;&#039;&#039;Hungry&#039;&#039;&#039;&amp;lt;/font&amp;gt; || Normal fatigue and resolve regeneration, but serves as a warning to prioritize finding food to eat soon.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;font color=&amp;quot;#ff0000&amp;quot;&amp;gt;&#039;&#039;&#039;Starving&#039;&#039;&#039;&amp;lt;/font&amp;gt; || After some time in this state, you will gain the dying condition. Failure to address (eating food) will result in your characters death.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Thirst==&lt;br /&gt;
Thirst represents the hydration of your character. Water is relatively plentiful in the form of snow, but must be melted and boiled to be potable, potentially using valuable resources to do so. Drinking non-potable water may increase the Illness level of your character. The most commonly available ways to increase your nutrition are with drinks, but so are the most common sources of Stimulants and Depressants- and your stomach can only hold so much liquid at a time.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%; text-align:left;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;font-size: 30px; text-align: left; background-color: #152423; color: #AFACA8; padding: 10px;&amp;quot;&amp;quot; |  Thirst Breakdown&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#272727; color:#AFACA8; font-weight:bold; text-align:left;&amp;quot; | Level&lt;br /&gt;
! style=&amp;quot;background-color:#272727; color:#AFACA8; font-weight:bold; text-align:left;&amp;quot; | Effects&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;font color=&amp;quot;#016630&amp;quot;&amp;gt;&#039;&#039;&#039;Well Hydrated&#039;&#039;&#039;&amp;lt;/font&amp;gt; || Satiated, but serves to inform you can go a good while before needing another beverage.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;font color=&amp;quot;#31C950&amp;quot;&amp;gt;&#039;&#039;&#039;Hydrated&#039;&#039;&#039;&amp;lt;/font&amp;gt; || Small bonus to fatigue and resolve regeneration.&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;&#039;&#039;&#039;Thirsty&#039;&#039;&#039;&amp;lt;/font&amp;gt; || Normal fatigue and resolve regeneration, but serves as a warning to prioritize finding hydration soon.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;font color=&amp;quot;#ff0000&amp;quot;&amp;gt;&#039;&#039;&#039;Dehydrated&#039;&#039;&#039;&amp;lt;/font&amp;gt; || After some time in this state, you will gain the dying condition. Failure to address (drinking a beverage) will result in your characters death.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Nutrition==&lt;br /&gt;
Nutrition measures the lasting impact of what you eat and drink. It changes more slowly than Hunger or Thirst, but it has the strongest influence on your overall health.&lt;br /&gt;
&lt;br /&gt;
The game uses your Nutrition (alongside your [[Temperature]]) when deciding how quickly you naturally recover from injuries and illnesses. It is also a key factor in whether you are likely to contract sickness when exposed to harsh conditions.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%; text-align:left;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;font-size: 30px; text-align: left; background-color: #152423; color: #AFACA8; padding: 10px;&amp;quot;&amp;quot; |  Nutrition Breakdown&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#272727; color:#AFACA8; font-weight:bold; text-align:left;&amp;quot; | Level&lt;br /&gt;
! style=&amp;quot;background-color:#272727; color:#AFACA8; font-weight:bold; text-align:left;&amp;quot; | Effects&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;font color=&amp;quot;#016630&amp;quot;&amp;gt;&#039;&#039;&#039;Healthy&#039;&#039;&#039;&amp;lt;/font&amp;gt; || Same bonus to natural healing as Adequate, just signals you won&#039;t need to prioritize nutrition for a while.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;font color=&amp;quot;#31C950&amp;quot;&amp;gt;&#039;&#039;&#039;Adequate&#039;&#039;&#039;&amp;lt;/font&amp;gt; || Small bonus to natural healing.&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;&#039;&#039;&#039;Emaciated&#039;&#039;&#039;&amp;lt;/font&amp;gt; || No bonus to natural healing.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;font color=&amp;quot;#ff0000&amp;quot;&amp;gt;&#039;&#039;&#039;Malnourished&#039;&#039;&#039;&amp;lt;/font&amp;gt; || No bonus to natural healing, high chance of contracting illness.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==While Offline==&lt;br /&gt;
&lt;br /&gt;
When offline, a players satiation on these meters will deteriorate slower and after 3 days offline pause entirely.&lt;/div&gt;</summary>
		<author><name>Archin</name></author>
	</entry>
	<entry>
		<id>http://wiki.uoicebound.com/index.php?title=Hunger,_Thirst_%26_Nutrition&amp;diff=1615</id>
		<title>Hunger, Thirst &amp; Nutrition</title>
		<link rel="alternate" type="text/html" href="http://wiki.uoicebound.com/index.php?title=Hunger,_Thirst_%26_Nutrition&amp;diff=1615"/>
		<updated>2025-09-07T15:30:56Z</updated>

		<summary type="html">&lt;p&gt;Archin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Your character has three vital needs tracked by meters: Hunger, Thirst, and Nutrition. Additionally, they inform the game world if you are considered healthy, which helps determine your risk of falling ill when exposed to cold or other environmental hazards.&lt;br /&gt;
&lt;br /&gt;
These meters are built as large, slow pools with their numerical values obscured to discourage fixation on optimization. Yellow states are just reminders, not emergencies, and you need to be starving or dehydrated for hours of play before you are at risk for [[Illness,_Injury_%26_Death| Death]]. &lt;br /&gt;
&lt;br /&gt;
Focus on common-sense survival and roleplay, and you&#039;ll be fine.&lt;br /&gt;
&lt;br /&gt;
==Hunger==&lt;br /&gt;
Hunger represents the fullness value of the food you are eating, and subsequently how full your character feels after eating it. Some foods may be quite filling but offer little or even negative nutrition value, so players may have to make a choice between the short term or long term health of their character.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%; text-align:left;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;font-size: 30px; text-align: left; background-color: #152423; color: #AFACA8; padding: 10px;&amp;quot;&amp;quot; |  Hunger Breakdown&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#272727; color:#AFACA8; font-weight:bold; text-align:left;&amp;quot; | Level&lt;br /&gt;
! style=&amp;quot;background-color:#272727; color:#AFACA8; font-weight:bold; text-align:left;&amp;quot; | Effects&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;font color=&amp;quot;#016630&amp;quot;&amp;gt;&#039;&#039;&#039;Well Fed&#039;&#039;&#039;&amp;lt;/font&amp;gt; || Satiated, but serves to inform you that you’ve eaten well and can go a good while before needing more.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;font color=&amp;quot;#31C950&amp;quot;&amp;gt;&#039;&#039;&#039;Satiated&#039;&#039;&#039;&amp;lt;/font&amp;gt; || Small bonus to fatigue and resolve regeneration.&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;&#039;&#039;&#039;Hungry&#039;&#039;&#039;&amp;lt;/font&amp;gt; || Normal fatigue and resolve regeneration, but serves as a warning to prioritize finding food to eat soon.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;font color=&amp;quot;#ff0000&amp;quot;&amp;gt;&#039;&#039;&#039;Starving&#039;&#039;&#039;&amp;lt;/font&amp;gt; || After some time in this state, you will gain the dying condition. Failure to address (eating food) will result in your characters death.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Thirst==&lt;br /&gt;
Thirst represents the hydration of your character. Water is relatively plentiful in the form of snow, but must be melted and boiled to be potable, potentially using valuable resources to do so. Drinking non-potable water may increase the Illness level of your character. The most commonly available ways to increase your nutrition are with drinks, but so are the most common sources of Stimulants and Depressants- and your stomach can only hold so much liquid at a time.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%; text-align:left;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;font-size: 30px; text-align: left; background-color: #152423; color: #AFACA8; padding: 10px;&amp;quot;&amp;quot; |  Thirst Breakdown&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#272727; color:#AFACA8; font-weight:bold; text-align:left;&amp;quot; | Level&lt;br /&gt;
! style=&amp;quot;background-color:#272727; color:#AFACA8; font-weight:bold; text-align:left;&amp;quot; | Effects&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;font color=&amp;quot;#016630&amp;quot;&amp;gt;&#039;&#039;&#039;Well Hydrated&#039;&#039;&#039;&amp;lt;/font&amp;gt; || Satiated, but serves to inform you can go a good while before needing another beverage.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;font color=&amp;quot;#31C950&amp;quot;&amp;gt;&#039;&#039;&#039;Hydrated&#039;&#039;&#039;&amp;lt;/font&amp;gt; || Small bonus to fatigue and resolve regeneration.&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;&#039;&#039;&#039;Thirsty&#039;&#039;&#039;&amp;lt;/font&amp;gt; || Normal fatigue and resolve regeneration, but serves as a warning to prioritize finding hydration soon.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;font color=&amp;quot;#ff0000&amp;quot;&amp;gt;&#039;&#039;&#039;Dehydrated&#039;&#039;&#039;&amp;lt;/font&amp;gt; || After some time in this state, you will gain the dying condition. Failure to address (drinking a beverage) will result in your characters death.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Nutrition==&lt;br /&gt;
Nutrition measures the lasting impact of what you eat and drink. It changes more slowly than Hunger or Thirst, but it has the strongest influence on your overall health.&lt;br /&gt;
&lt;br /&gt;
The game uses your Nutrition (alongside your [[Temperature]]) when deciding how quickly you naturally recover from injuries and illnesses. It is also a key factor in whether you are likely to contract sickness when exposed to harsh conditions.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%; text-align:left;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;font-size: 30px; text-align: left; background-color: #152423; color: #AFACA8; padding: 10px;&amp;quot;&amp;quot; |  Nutrition Breakdown&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#272727; color:#AFACA8; font-weight:bold; text-align:left;&amp;quot; | Level&lt;br /&gt;
! style=&amp;quot;background-color:#272727; color:#AFACA8; font-weight:bold; text-align:left;&amp;quot; | Effects&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;font color=&amp;quot;#016630&amp;quot;&amp;gt;&#039;&#039;&#039;Healthy&#039;&#039;&#039;&amp;lt;/font&amp;gt; || Same bonus to natural healing as Adequate, just signals you won&#039;t need to prioritize nutrition for a while.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;font color=&amp;quot;#31C950&amp;quot;&amp;gt;&#039;&#039;&#039;Adequate&#039;&#039;&#039;&amp;lt;/font&amp;gt; || Small bonus to natural healing.&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;&#039;&#039;&#039;Emaciated&#039;&#039;&#039;&amp;lt;/font&amp;gt; || No bonus to natural healing.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;font color=&amp;quot;#ff0000&amp;quot;&amp;gt;&#039;&#039;&#039;Malnourished&#039;&#039;&#039;&amp;lt;/font&amp;gt; || No bonus to natural healing, high chance of contracting illness.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==While Offline==&lt;br /&gt;
&lt;br /&gt;
When offline, a players satiation on these meters will deteriorate much slower than when offline, and after 3 days offline pause entirely.&lt;/div&gt;</summary>
		<author><name>Archin</name></author>
	</entry>
	<entry>
		<id>http://wiki.uoicebound.com/index.php?title=Hunger,_Thirst_%26_Nutrition&amp;diff=1614</id>
		<title>Hunger, Thirst &amp; Nutrition</title>
		<link rel="alternate" type="text/html" href="http://wiki.uoicebound.com/index.php?title=Hunger,_Thirst_%26_Nutrition&amp;diff=1614"/>
		<updated>2025-09-07T15:30:43Z</updated>

		<summary type="html">&lt;p&gt;Archin: /* Nutrition */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Your character has three vital needs tracked by meters: Hunger, Thirst, and Nutrition. Additionally, they inform the game world if you are considered healthy, which helps determine your risk of falling ill when exposed to cold or other environmental hazards.&lt;br /&gt;
&lt;br /&gt;
These meters are built as large, slow pools with their numerical values obscured to discourage fixation on optimization. Yellow states are just reminders, not emergencies, and you need to be starving or dehydrated for hours of play before you are at risk for [[Illness,_Injury_%26_Death| Death]]. &lt;br /&gt;
&lt;br /&gt;
Focus on common-sense survival and roleplay, and you&#039;ll be fine.&lt;br /&gt;
&lt;br /&gt;
==Hunger==&lt;br /&gt;
Hunger represents the fullness value of the food you are eating, and subsequently how full your character feels after eating it. Some foods may be quite filling but offer little or even negative nutrition value, so players may have to make a choice between the short term or long term health of their character.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%; text-align:left;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;font-size: 30px; text-align: left; background-color: #152423; color: #AFACA8; padding: 10px;&amp;quot;&amp;quot; |  Hunger Breakdown&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#272727; color:#AFACA8; font-weight:bold; text-align:left;&amp;quot; | Level&lt;br /&gt;
! style=&amp;quot;background-color:#272727; color:#AFACA8; font-weight:bold; text-align:left;&amp;quot; | Effects&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;font color=&amp;quot;#016630&amp;quot;&amp;gt;&#039;&#039;&#039;Well Fed&#039;&#039;&#039;&amp;lt;/font&amp;gt; || Satiated, but serves to inform you that you’ve eaten well and can go a good while before needing more.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;font color=&amp;quot;#31C950&amp;quot;&amp;gt;&#039;&#039;&#039;Satiated&#039;&#039;&#039;&amp;lt;/font&amp;gt; || Small bonus to fatigue and resolve regeneration.&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;&#039;&#039;&#039;Hungry&#039;&#039;&#039;&amp;lt;/font&amp;gt; || Normal fatigue and resolve regeneration, but serves as a warning to prioritize finding food to eat soon.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;font color=&amp;quot;#ff0000&amp;quot;&amp;gt;&#039;&#039;&#039;Starving&#039;&#039;&#039;&amp;lt;/font&amp;gt; || After some time in this state, you will gain the dying condition. Failure to address (eating food) will result in your characters death.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Thirst==&lt;br /&gt;
Thirst represents the hydration of your character. Water is relatively plentiful in the form of snow, but must be melted and boiled to be potable, potentially using valuable resources to do so. Drinking non-potable water may increase the Illness level of your character. The most commonly available ways to increase your nutrition are with drinks, but so are the most common sources of Stimulants and Depressants- and your stomach can only hold so much liquid at a time.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%; text-align:left;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;font-size: 30px; text-align: left; background-color: #152423; color: #AFACA8; padding: 10px;&amp;quot;&amp;quot; |  Thirst Breakdown&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#272727; color:#AFACA8; font-weight:bold; text-align:left;&amp;quot; | Level&lt;br /&gt;
! style=&amp;quot;background-color:#272727; color:#AFACA8; font-weight:bold; text-align:left;&amp;quot; | Effects&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;font color=&amp;quot;#016630&amp;quot;&amp;gt;&#039;&#039;&#039;Well Hydrated&#039;&#039;&#039;&amp;lt;/font&amp;gt; || Satiated, but serves to inform you can go a good while before needing another beverage.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;font color=&amp;quot;#31C950&amp;quot;&amp;gt;&#039;&#039;&#039;Hydrated&#039;&#039;&#039;&amp;lt;/font&amp;gt; || Small bonus to fatigue and resolve regeneration.&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;&#039;&#039;&#039;Thirsty&#039;&#039;&#039;&amp;lt;/font&amp;gt; || Normal fatigue and resolve regeneration, but serves as a warning to prioritize finding hydration soon.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;font color=&amp;quot;#ff0000&amp;quot;&amp;gt;&#039;&#039;&#039;Dehydrated&#039;&#039;&#039;&amp;lt;/font&amp;gt; || After some time in this state, you will gain the dying condition. Failure to address (drinking a beverage) will result in your characters death.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Nutrition==&lt;br /&gt;
Nutrition measures the lasting impact of what you eat and drink. It changes more slowly than Hunger or Thirst, but it has the strongest influence on your overall health.&lt;br /&gt;
&lt;br /&gt;
The game uses your Nutrition (alongside your [[Temperature]]) when deciding how quickly you naturally recover from injuries and illnesses. It is also a key factor in whether you are likely to contract sickness when exposed to harsh conditions.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%; text-align:left;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;font-size: 30px; text-align: left; background-color: #152423; color: #AFACA8; padding: 10px;&amp;quot;&amp;quot; |  Nutrition Breakdown&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#272727; color:#AFACA8; font-weight:bold; text-align:left;&amp;quot; | Level&lt;br /&gt;
! style=&amp;quot;background-color:#272727; color:#AFACA8; font-weight:bold; text-align:left;&amp;quot; | Effects&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;font color=&amp;quot;#016630&amp;quot;&amp;gt;&#039;&#039;&#039;Healthy&#039;&#039;&#039;&amp;lt;/font&amp;gt; || Same bonus to natural healing as Adequate, just signals you won&#039;t need to prioritize nutrition for a while.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;font color=&amp;quot;#31C950&amp;quot;&amp;gt;&#039;&#039;&#039;Adequate&#039;&#039;&#039;&amp;lt;/font&amp;gt; || Small bonus to natural healing.&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;&#039;&#039;&#039;Emaciated&#039;&#039;&#039;&amp;lt;/font&amp;gt; || No bonus to natural healing.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;font color=&amp;quot;#ff0000&amp;quot;&amp;gt;&#039;&#039;&#039;Malnourished&#039;&#039;&#039;&amp;lt;/font&amp;gt; || No bonus to natural healing, high chance of contracting illness.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==While Offline==&lt;br /&gt;
&lt;br /&gt;
When offline, a players satiation on these meters will deteriorate much slower than when offline, and after 3 days offline pause entirely.&lt;/div&gt;</summary>
		<author><name>Archin</name></author>
	</entry>
	<entry>
		<id>http://wiki.uoicebound.com/index.php?title=Hunger,_Thirst_%26_Nutrition&amp;diff=1613</id>
		<title>Hunger, Thirst &amp; Nutrition</title>
		<link rel="alternate" type="text/html" href="http://wiki.uoicebound.com/index.php?title=Hunger,_Thirst_%26_Nutrition&amp;diff=1613"/>
		<updated>2025-09-07T15:24:45Z</updated>

		<summary type="html">&lt;p&gt;Archin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Your character has three vital needs tracked by meters: Hunger, Thirst, and Nutrition. Additionally, they inform the game world if you are considered healthy, which helps determine your risk of falling ill when exposed to cold or other environmental hazards.&lt;br /&gt;
&lt;br /&gt;
These meters are built as large, slow pools with their numerical values obscured to discourage fixation on optimization. Yellow states are just reminders, not emergencies, and you need to be starving or dehydrated for hours of play before you are at risk for [[Illness,_Injury_%26_Death| Death]]. &lt;br /&gt;
&lt;br /&gt;
Focus on common-sense survival and roleplay, and you&#039;ll be fine.&lt;br /&gt;
&lt;br /&gt;
==Hunger==&lt;br /&gt;
Hunger represents the fullness value of the food you are eating, and subsequently how full your character feels after eating it. Some foods may be quite filling but offer little or even negative nutrition value, so players may have to make a choice between the short term or long term health of their character.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%; text-align:left;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;font-size: 30px; text-align: left; background-color: #152423; color: #AFACA8; padding: 10px;&amp;quot;&amp;quot; |  Hunger Breakdown&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#272727; color:#AFACA8; font-weight:bold; text-align:left;&amp;quot; | Level&lt;br /&gt;
! style=&amp;quot;background-color:#272727; color:#AFACA8; font-weight:bold; text-align:left;&amp;quot; | Effects&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;font color=&amp;quot;#016630&amp;quot;&amp;gt;&#039;&#039;&#039;Well Fed&#039;&#039;&#039;&amp;lt;/font&amp;gt; || Satiated, but serves to inform you that you’ve eaten well and can go a good while before needing more.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;font color=&amp;quot;#31C950&amp;quot;&amp;gt;&#039;&#039;&#039;Satiated&#039;&#039;&#039;&amp;lt;/font&amp;gt; || Small bonus to fatigue and resolve regeneration.&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;&#039;&#039;&#039;Hungry&#039;&#039;&#039;&amp;lt;/font&amp;gt; || Normal fatigue and resolve regeneration, but serves as a warning to prioritize finding food to eat soon.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;font color=&amp;quot;#ff0000&amp;quot;&amp;gt;&#039;&#039;&#039;Starving&#039;&#039;&#039;&amp;lt;/font&amp;gt; || After some time in this state, you will gain the dying condition. Failure to address (eating food) will result in your characters death.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Thirst==&lt;br /&gt;
Thirst represents the hydration of your character. Water is relatively plentiful in the form of snow, but must be melted and boiled to be potable, potentially using valuable resources to do so. Drinking non-potable water may increase the Illness level of your character. The most commonly available ways to increase your nutrition are with drinks, but so are the most common sources of Stimulants and Depressants- and your stomach can only hold so much liquid at a time.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%; text-align:left;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;font-size: 30px; text-align: left; background-color: #152423; color: #AFACA8; padding: 10px;&amp;quot;&amp;quot; |  Thirst Breakdown&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#272727; color:#AFACA8; font-weight:bold; text-align:left;&amp;quot; | Level&lt;br /&gt;
! style=&amp;quot;background-color:#272727; color:#AFACA8; font-weight:bold; text-align:left;&amp;quot; | Effects&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;font color=&amp;quot;#016630&amp;quot;&amp;gt;&#039;&#039;&#039;Well Hydrated&#039;&#039;&#039;&amp;lt;/font&amp;gt; || Satiated, but serves to inform you can go a good while before needing another beverage.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;font color=&amp;quot;#31C950&amp;quot;&amp;gt;&#039;&#039;&#039;Hydrated&#039;&#039;&#039;&amp;lt;/font&amp;gt; || Small bonus to fatigue and resolve regeneration.&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;&#039;&#039;&#039;Thirsty&#039;&#039;&#039;&amp;lt;/font&amp;gt; || Normal fatigue and resolve regeneration, but serves as a warning to prioritize finding hydration soon.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;font color=&amp;quot;#ff0000&amp;quot;&amp;gt;&#039;&#039;&#039;Dehydrated&#039;&#039;&#039;&amp;lt;/font&amp;gt; || After some time in this state, you will gain the dying condition. Failure to address (drinking a beverage) will result in your characters death.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Nutrition==&lt;br /&gt;
Nutrition measures the lasting impact of what you eat and drink. It shifts more slowly than Hunger or Thirst, but has the strongest influence on your overall condition. Nutrition greatly affects how quickly you regenerate Fatigue and Resolve, and it is a major factor in how well you recover from injuries and illness.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%; text-align:left;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;font-size: 30px; text-align: left; background-color: #152423; color: #AFACA8; padding: 10px;&amp;quot;&amp;quot; |  Nutrition Breakdown&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#272727; color:#AFACA8; font-weight:bold; text-align:left;&amp;quot; | Nutrition Value&lt;br /&gt;
! style=&amp;quot;background-color:#272727; color:#AFACA8; font-weight:bold; text-align:left;&amp;quot; | Effects&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;font color=&amp;quot;#2AF527&amp;quot;&amp;gt;&#039;&#039;&#039;Healthy&#039;&#039;&#039;&amp;lt;/font&amp;gt; || Slight bonus to fatigue and resolve&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;font color=&amp;quot;#1FDDFF&amp;quot;&amp;gt;&#039;&#039;&#039;Adequate&#039;&#039;&#039;&amp;lt;/font&amp;gt; || Ensures normal fatigue and resolve regeneration&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;&#039;&#039;&#039;Emaciated&#039;&#039;&#039;&amp;lt;/font&amp;gt; || Reduced fatigue and resolve regeneration&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;font color=&amp;quot;#ff6600&amp;quot;&amp;gt;&#039;&#039;&#039;Deficient&#039;&#039;&#039;&amp;lt;/font&amp;gt; || heightened chance of contracting illness, injury and illness recover is slowed&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;font color=&amp;quot;#ff0000&amp;quot;&amp;gt;&#039;&#039;&#039;Malnourished&#039;&#039;&#039;&amp;lt;/font&amp;gt; ||  High chance of contracting illness, injury and illness recover is slowed significantly&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%; text-align:left;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;font-size: 30px; text-align: left; background-color: #152423; color: #AFACA8; padding: 10px;&amp;quot;&amp;quot; |  Thirst Breakdown&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#272727; color:#AFACA8; font-weight:bold; text-align:left;&amp;quot; | Level&lt;br /&gt;
! style=&amp;quot;background-color:#272727; color:#AFACA8; font-weight:bold; text-align:left;&amp;quot; | Effects&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;font color=&amp;quot;#016630&amp;quot;&amp;gt;&#039;&#039;&#039;Healthy&#039;&#039;&#039;&amp;lt;/font&amp;gt; || Same bonus to natural healing as Adequate, just signals you won&#039;t need to prioritize nutrition for a while.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;font color=&amp;quot;#31C950&amp;quot;&amp;gt;&#039;&#039;&#039;Adequate&#039;&#039;&#039;&amp;lt;/font&amp;gt; || -Small bonus to natural healing.&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;&#039;&#039;&#039;Emaciated&#039;&#039;&#039;&amp;lt;/font&amp;gt; || - No bonus to natural healing.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;font color=&amp;quot;#ff0000&amp;quot;&amp;gt;&#039;&#039;&#039;Malnourished&#039;&#039;&#039;&amp;lt;/font&amp;gt; || No bonus to natural healing, high chance of contracting illness.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==While Offline==&lt;br /&gt;
&lt;br /&gt;
When offline, a players satiation on these meters will deteriorate much slower than when offline, and after 3 days offline pause entirely.&lt;/div&gt;</summary>
		<author><name>Archin</name></author>
	</entry>
	<entry>
		<id>http://wiki.uoicebound.com/index.php?title=Hunger,_Thirst_%26_Nutrition&amp;diff=1612</id>
		<title>Hunger, Thirst &amp; Nutrition</title>
		<link rel="alternate" type="text/html" href="http://wiki.uoicebound.com/index.php?title=Hunger,_Thirst_%26_Nutrition&amp;diff=1612"/>
		<updated>2025-09-07T15:19:56Z</updated>

		<summary type="html">&lt;p&gt;Archin: /* Thirst */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Your character has three vital needs tracked by meters: Hunger, Thirst, and Nutrition. Additionally, they inform the game world if you are considered healthy, which helps determine your risk of falling ill when exposed to cold or other environmental hazards.&lt;br /&gt;
&lt;br /&gt;
These meters are built as large, slow pools with their numerical values obscured to discourage fixation on optimization. Yellow states are just reminders, not emergencies, and you need to be starving or dehydrated for hours of play before you are at risk for [[Illness,_Injury_%26_Death| Death]]. &lt;br /&gt;
&lt;br /&gt;
Focus on common-sense survival and roleplay, and you&#039;ll be fine.&lt;br /&gt;
&lt;br /&gt;
==Hunger==&lt;br /&gt;
Hunger represents the fullness value of the food you are eating, and subsequently how full your character feels after eating it. Some foods may be quite filling but offer little or even negative nutrition value, so players may have to make a choice between the short term or long term health of their character.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%; text-align:left;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;font-size: 30px; text-align: left; background-color: #152423; color: #AFACA8; padding: 10px;&amp;quot;&amp;quot; |  Hunger Breakdown&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#272727; color:#AFACA8; font-weight:bold; text-align:left;&amp;quot; | Level&lt;br /&gt;
! style=&amp;quot;background-color:#272727; color:#AFACA8; font-weight:bold; text-align:left;&amp;quot; | Effects&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;font color=&amp;quot;#016630&amp;quot;&amp;gt;&#039;&#039;&#039;Well Fed&#039;&#039;&#039;&amp;lt;/font&amp;gt; || Satiated, but serves to inform you that you’ve eaten well and can go a good while before needing more.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;font color=&amp;quot;#31C950&amp;quot;&amp;gt;&#039;&#039;&#039;Satiated&#039;&#039;&#039;&amp;lt;/font&amp;gt; || Small bonus to fatigue and resolve regeneration.&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;&#039;&#039;&#039;Hungry&#039;&#039;&#039;&amp;lt;/font&amp;gt; || Normal fatigue and resolve regeneration, but serves as a warning to prioritize finding food to eat soon.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;font color=&amp;quot;#ff0000&amp;quot;&amp;gt;&#039;&#039;&#039;Starving&#039;&#039;&#039;&amp;lt;/font&amp;gt; || After some time in this state, you will gain the dying condition. Failure to address (eating food) will result in your characters death.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Thirst==&lt;br /&gt;
Thirst represents the hydration of your character. Water is relatively plentiful in the form of snow, but must be melted and boiled to be potable, potentially using valuable resources to do so. Drinking non-potable water may increase the Illness level of your character. The most commonly available ways to increase your nutrition are with drinks, but so are the most common sources of Stimulants and Depressants- and your stomach can only hold so much liquid at a time.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%; text-align:left;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;font-size: 30px; text-align: left; background-color: #152423; color: #AFACA8; padding: 10px;&amp;quot;&amp;quot; |  Thirst Breakdown&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#272727; color:#AFACA8; font-weight:bold; text-align:left;&amp;quot; | Level&lt;br /&gt;
! style=&amp;quot;background-color:#272727; color:#AFACA8; font-weight:bold; text-align:left;&amp;quot; | Effects&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;font color=&amp;quot;#016630&amp;quot;&amp;gt;&#039;&#039;&#039;Well Hydrated&#039;&#039;&#039;&amp;lt;/font&amp;gt; || Satiated, but serves to inform you can go a good while before needing another beverage.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;font color=&amp;quot;#31C950&amp;quot;&amp;gt;&#039;&#039;&#039;Hydrated&#039;&#039;&#039;&amp;lt;/font&amp;gt; || Small bonus to fatigue and resolve regeneration.&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;&#039;&#039;&#039;Thirsty&#039;&#039;&#039;&amp;lt;/font&amp;gt; || Normal fatigue and resolve regeneration, but serves as a warning to prioritize finding hydration soon.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;font color=&amp;quot;#ff0000&amp;quot;&amp;gt;&#039;&#039;&#039;Dehydrated&#039;&#039;&#039;&amp;lt;/font&amp;gt; || After some time in this state, you will gain the dying condition. Failure to address (drinking a beverage) will result in your characters death.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Nutrition==&lt;br /&gt;
Nutrition measures the lasting impact of what you eat and drink. It shifts more slowly than Hunger or Thirst, but has the strongest influence on your overall condition. Nutrition greatly affects how quickly you regenerate Fatigue and Resolve, and it is a major factor in how well you recover from injuries and illness.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%; text-align:left;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;font-size: 30px; text-align: left; background-color: #152423; color: #AFACA8; padding: 10px;&amp;quot;&amp;quot; |  Nutrition Breakdown&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#272727; color:#AFACA8; font-weight:bold; text-align:left;&amp;quot; | Nutrition Value&lt;br /&gt;
! style=&amp;quot;background-color:#272727; color:#AFACA8; font-weight:bold; text-align:left;&amp;quot; | Effects&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;font color=&amp;quot;#2AF527&amp;quot;&amp;gt;&#039;&#039;&#039;Healthy&#039;&#039;&#039;&amp;lt;/font&amp;gt; || Slight bonus to fatigue and resolve&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;font color=&amp;quot;#1FDDFF&amp;quot;&amp;gt;&#039;&#039;&#039;Adequate&#039;&#039;&#039;&amp;lt;/font&amp;gt; || Ensures normal fatigue and resolve regeneration&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;&#039;&#039;&#039;Emaciated&#039;&#039;&#039;&amp;lt;/font&amp;gt; || Reduced fatigue and resolve regeneration&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;font color=&amp;quot;#ff6600&amp;quot;&amp;gt;&#039;&#039;&#039;Deficient&#039;&#039;&#039;&amp;lt;/font&amp;gt; || heightened chance of contracting illness, injury and illness recover is slowed&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;font color=&amp;quot;#ff0000&amp;quot;&amp;gt;&#039;&#039;&#039;Malnourished&#039;&#039;&#039;&amp;lt;/font&amp;gt; ||  High chance of contracting illness, injury and illness recover is slowed significantly&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==While Offline==&lt;br /&gt;
&lt;br /&gt;
When offline, a players satiation on these meters will deteriorate much slower than when offline, and after 3 days offline pause entirely.&lt;/div&gt;</summary>
		<author><name>Archin</name></author>
	</entry>
	<entry>
		<id>http://wiki.uoicebound.com/index.php?title=Hunger,_Thirst_%26_Nutrition&amp;diff=1611</id>
		<title>Hunger, Thirst &amp; Nutrition</title>
		<link rel="alternate" type="text/html" href="http://wiki.uoicebound.com/index.php?title=Hunger,_Thirst_%26_Nutrition&amp;diff=1611"/>
		<updated>2025-09-07T15:19:49Z</updated>

		<summary type="html">&lt;p&gt;Archin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Your character has three vital needs tracked by meters: Hunger, Thirst, and Nutrition. Additionally, they inform the game world if you are considered healthy, which helps determine your risk of falling ill when exposed to cold or other environmental hazards.&lt;br /&gt;
&lt;br /&gt;
These meters are built as large, slow pools with their numerical values obscured to discourage fixation on optimization. Yellow states are just reminders, not emergencies, and you need to be starving or dehydrated for hours of play before you are at risk for [[Illness,_Injury_%26_Death| Death]]. &lt;br /&gt;
&lt;br /&gt;
Focus on common-sense survival and roleplay, and you&#039;ll be fine.&lt;br /&gt;
&lt;br /&gt;
==Hunger==&lt;br /&gt;
Hunger represents the fullness value of the food you are eating, and subsequently how full your character feels after eating it. Some foods may be quite filling but offer little or even negative nutrition value, so players may have to make a choice between the short term or long term health of their character.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%; text-align:left;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;font-size: 30px; text-align: left; background-color: #152423; color: #AFACA8; padding: 10px;&amp;quot;&amp;quot; |  Hunger Breakdown&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#272727; color:#AFACA8; font-weight:bold; text-align:left;&amp;quot; | Level&lt;br /&gt;
! style=&amp;quot;background-color:#272727; color:#AFACA8; font-weight:bold; text-align:left;&amp;quot; | Effects&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;font color=&amp;quot;#016630&amp;quot;&amp;gt;&#039;&#039;&#039;Well Fed&#039;&#039;&#039;&amp;lt;/font&amp;gt; || Satiated, but serves to inform you that you’ve eaten well and can go a good while before needing more.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;font color=&amp;quot;#31C950&amp;quot;&amp;gt;&#039;&#039;&#039;Satiated&#039;&#039;&#039;&amp;lt;/font&amp;gt; || Small bonus to fatigue and resolve regeneration.&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;&#039;&#039;&#039;Hungry&#039;&#039;&#039;&amp;lt;/font&amp;gt; || Normal fatigue and resolve regeneration, but serves as a warning to prioritize finding food to eat soon.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;font color=&amp;quot;#ff0000&amp;quot;&amp;gt;&#039;&#039;&#039;Starving&#039;&#039;&#039;&amp;lt;/font&amp;gt; || After some time in this state, you will gain the dying condition. Failure to address (eating food) will result in your characters death.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Thirst==&lt;br /&gt;
Thirst represents the hydration of your character. Water is relatively plentiful in the form of snow, but must be melted and boiled to be potable, potentially using valuable resources to do so. Drinking non-potable water may increase the Illness level of your character. The most commonly available ways to increase your nutrition are with drinks, but so are the most common sources of Stimulants and Depressants- and your stomach can only hold so much liquid at a time.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%; text-align:left;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;font-size: 30px; text-align: left; background-color: #152423; color: #AFACA8; padding: 10px;&amp;quot;&amp;quot; |  Hunger Breakdown&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#272727; color:#AFACA8; font-weight:bold; text-align:left;&amp;quot; | Level&lt;br /&gt;
! style=&amp;quot;background-color:#272727; color:#AFACA8; font-weight:bold; text-align:left;&amp;quot; | Effects&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;font color=&amp;quot;#016630&amp;quot;&amp;gt;&#039;&#039;&#039;Well Hydrated&#039;&#039;&#039;&amp;lt;/font&amp;gt; || Satiated, but serves to inform you can go a good while before needing another beverage.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;font color=&amp;quot;#31C950&amp;quot;&amp;gt;&#039;&#039;&#039;Hydrated&#039;&#039;&#039;&amp;lt;/font&amp;gt; || Small bonus to fatigue and resolve regeneration.&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;&#039;&#039;&#039;Thirsty&#039;&#039;&#039;&amp;lt;/font&amp;gt; || Normal fatigue and resolve regeneration, but serves as a warning to prioritize finding hydration soon.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;font color=&amp;quot;#ff0000&amp;quot;&amp;gt;&#039;&#039;&#039;Dehydrated&#039;&#039;&#039;&amp;lt;/font&amp;gt; || After some time in this state, you will gain the dying condition. Failure to address (drinking a beverage) will result in your characters death.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Nutrition==&lt;br /&gt;
Nutrition measures the lasting impact of what you eat and drink. It shifts more slowly than Hunger or Thirst, but has the strongest influence on your overall condition. Nutrition greatly affects how quickly you regenerate Fatigue and Resolve, and it is a major factor in how well you recover from injuries and illness.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%; text-align:left;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;font-size: 30px; text-align: left; background-color: #152423; color: #AFACA8; padding: 10px;&amp;quot;&amp;quot; |  Nutrition Breakdown&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#272727; color:#AFACA8; font-weight:bold; text-align:left;&amp;quot; | Nutrition Value&lt;br /&gt;
! style=&amp;quot;background-color:#272727; color:#AFACA8; font-weight:bold; text-align:left;&amp;quot; | Effects&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;font color=&amp;quot;#2AF527&amp;quot;&amp;gt;&#039;&#039;&#039;Healthy&#039;&#039;&#039;&amp;lt;/font&amp;gt; || Slight bonus to fatigue and resolve&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;font color=&amp;quot;#1FDDFF&amp;quot;&amp;gt;&#039;&#039;&#039;Adequate&#039;&#039;&#039;&amp;lt;/font&amp;gt; || Ensures normal fatigue and resolve regeneration&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;&#039;&#039;&#039;Emaciated&#039;&#039;&#039;&amp;lt;/font&amp;gt; || Reduced fatigue and resolve regeneration&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;font color=&amp;quot;#ff6600&amp;quot;&amp;gt;&#039;&#039;&#039;Deficient&#039;&#039;&#039;&amp;lt;/font&amp;gt; || heightened chance of contracting illness, injury and illness recover is slowed&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;font color=&amp;quot;#ff0000&amp;quot;&amp;gt;&#039;&#039;&#039;Malnourished&#039;&#039;&#039;&amp;lt;/font&amp;gt; ||  High chance of contracting illness, injury and illness recover is slowed significantly&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==While Offline==&lt;br /&gt;
&lt;br /&gt;
When offline, a players satiation on these meters will deteriorate much slower than when offline, and after 3 days offline pause entirely.&lt;/div&gt;</summary>
		<author><name>Archin</name></author>
	</entry>
	<entry>
		<id>http://wiki.uoicebound.com/index.php?title=Hunger,_Thirst_%26_Nutrition&amp;diff=1610</id>
		<title>Hunger, Thirst &amp; Nutrition</title>
		<link rel="alternate" type="text/html" href="http://wiki.uoicebound.com/index.php?title=Hunger,_Thirst_%26_Nutrition&amp;diff=1610"/>
		<updated>2025-09-07T15:16:54Z</updated>

		<summary type="html">&lt;p&gt;Archin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Your character has three vital needs tracked by meters: Hunger, Thirst, and Nutrition. Additionally, they inform the game world if you are considered healthy, which helps determine your risk of falling ill when exposed to cold or other environmental hazards.&lt;br /&gt;
&lt;br /&gt;
These meters are built as large, slow pools with their numerical values obscured to discourage fixation on optimization. Yellow states are just reminders, not emergencies, and you need to be starving or dehydrated for hours of play before you are at risk for [[Illness,_Injury_%26_Death| Death]]. &lt;br /&gt;
&lt;br /&gt;
Focus on common-sense survival and roleplay, and you&#039;ll be fine.&lt;br /&gt;
&lt;br /&gt;
==Hunger==&lt;br /&gt;
Hunger represents the fullness value of the food you are eating, and subsequently how full your character feels after eating it. Some foods may be quite filling but offer little or even negative nutrition value, so players may have to make a choice between the short term or long term health of their character.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%; text-align:left;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;font-size: 30px; text-align: left; background-color: #152423; color: #AFACA8; padding: 10px;&amp;quot;&amp;quot; |  Hunger Breakdown&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#272727; color:#AFACA8; font-weight:bold; text-align:left;&amp;quot; | Level&lt;br /&gt;
! style=&amp;quot;background-color:#272727; color:#AFACA8; font-weight:bold; text-align:left;&amp;quot; | Effects&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;font color=&amp;quot;#016630&amp;quot;&amp;gt;&#039;&#039;&#039;Well Fed&#039;&#039;&#039;&amp;lt;/font&amp;gt; || Satiated, but serves to inform you that you’ve eaten well and can go a good while before needing more.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;font color=&amp;quot;#31C950&amp;quot;&amp;gt;&#039;&#039;&#039;Satiated&#039;&#039;&#039;&amp;lt;/font&amp;gt; || Small bonus to fatigue and resolve regeneration.&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;&#039;&#039;&#039;Hungry&#039;&#039;&#039;&amp;lt;/font&amp;gt; || Normal fatigue and resolve regeneration, but serves as a warning to prioritize finding food to eat soon.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;font color=&amp;quot;#ff0000&amp;quot;&amp;gt;&#039;&#039;&#039;Starving&#039;&#039;&#039;&amp;lt;/font&amp;gt; || After some time in this state, you will gain the dying condition. Failure to address (eating food) will result in your characters death.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Thirst==&lt;br /&gt;
Thirst represents the hydration of your character. Water is relatively plentiful in the form of snow, but must be melted and boiled to be potable, potentially using valuable resources to do so. Drinking non-potable water may increase the Illness level of your character. The most commonly available ways to increase your nutrition are with drinks, but so are the most common sources of Stimulants and Depressants- and your stomach can only hold so much liquid at a time.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%; text-align:left;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;font-size: 30px; text-align: left; background-color: #152423; color: #AFACA8; padding: 10px;&amp;quot;&amp;quot; |  Thirst Breakdown&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#272727; color:#AFACA8; font-weight:bold; text-align:left;&amp;quot; | Thirst Value&lt;br /&gt;
! style=&amp;quot;background-color:#272727; color:#AFACA8; font-weight:bold; text-align:left;&amp;quot; | Effects&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;font color=&amp;quot;#2AF527&amp;quot;&amp;gt;&#039;&#039;&#039;Well Hydrated&#039;&#039;&#039;&amp;lt;/font&amp;gt; || -&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;font color=&amp;quot;#1FDDFF&amp;quot;&amp;gt;&#039;&#039;&#039;Hydrated&#039;&#039;&#039;&amp;lt;/font&amp;gt; || Ensures normal fatigue and resolve regeneration&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;&#039;&#039;&#039;Thirsty&#039;&#039;&#039;&amp;lt;/font&amp;gt; || -&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;font color=&amp;quot;#ff6600&amp;quot;&amp;gt;&#039;&#039;&#039;Very Thirsty&#039;&#039;&#039;&amp;lt;/font&amp;gt; || -&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;font color=&amp;quot;#ff0000&amp;quot;&amp;gt;&#039;&#039;&#039;Dehydrated&#039;&#039;&#039;&amp;lt;/font&amp;gt; ||  -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Nutrition==&lt;br /&gt;
Nutrition measures the lasting impact of what you eat and drink. It shifts more slowly than Hunger or Thirst, but has the strongest influence on your overall condition. Nutrition greatly affects how quickly you regenerate Fatigue and Resolve, and it is a major factor in how well you recover from injuries and illness.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%; text-align:left;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;font-size: 30px; text-align: left; background-color: #152423; color: #AFACA8; padding: 10px;&amp;quot;&amp;quot; |  Nutrition Breakdown&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#272727; color:#AFACA8; font-weight:bold; text-align:left;&amp;quot; | Nutrition Value&lt;br /&gt;
! style=&amp;quot;background-color:#272727; color:#AFACA8; font-weight:bold; text-align:left;&amp;quot; | Effects&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;font color=&amp;quot;#2AF527&amp;quot;&amp;gt;&#039;&#039;&#039;Healthy&#039;&#039;&#039;&amp;lt;/font&amp;gt; || Slight bonus to fatigue and resolve&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;font color=&amp;quot;#1FDDFF&amp;quot;&amp;gt;&#039;&#039;&#039;Adequate&#039;&#039;&#039;&amp;lt;/font&amp;gt; || Ensures normal fatigue and resolve regeneration&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;&#039;&#039;&#039;Emaciated&#039;&#039;&#039;&amp;lt;/font&amp;gt; || Reduced fatigue and resolve regeneration&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;font color=&amp;quot;#ff6600&amp;quot;&amp;gt;&#039;&#039;&#039;Deficient&#039;&#039;&#039;&amp;lt;/font&amp;gt; || heightened chance of contracting illness, injury and illness recover is slowed&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;font color=&amp;quot;#ff0000&amp;quot;&amp;gt;&#039;&#039;&#039;Malnourished&#039;&#039;&#039;&amp;lt;/font&amp;gt; ||  High chance of contracting illness, injury and illness recover is slowed significantly&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==While Offline==&lt;br /&gt;
&lt;br /&gt;
When offline, a players satiation on these meters will deteriorate much slower than when offline, and after 3 days offline pause entirely.&lt;/div&gt;</summary>
		<author><name>Archin</name></author>
	</entry>
	<entry>
		<id>http://wiki.uoicebound.com/index.php?title=Hunger,_Thirst_%26_Nutrition&amp;diff=1609</id>
		<title>Hunger, Thirst &amp; Nutrition</title>
		<link rel="alternate" type="text/html" href="http://wiki.uoicebound.com/index.php?title=Hunger,_Thirst_%26_Nutrition&amp;diff=1609"/>
		<updated>2025-09-07T15:16:26Z</updated>

		<summary type="html">&lt;p&gt;Archin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Your character has three vital needs tracked by meters: Hunger, Thirst, and Nutrition. Additionally, they inform the game world if you are considered healthy, which helps determine your risk of falling ill when exposed to cold or other environmental hazards.&lt;br /&gt;
&lt;br /&gt;
These meters are built as large, slow pools with their numerical values obscured to discourage fixation on optimization. You need to be starving or dehydrated for hours of play before you are at risk for [[Illness,_Injury_%26_Death| Death]]. Yellow states are just reminders, not emergencies.&lt;br /&gt;
&lt;br /&gt;
Focus on common-sense survival and roleplay, and you&#039;ll be fine.&lt;br /&gt;
&lt;br /&gt;
==Hunger==&lt;br /&gt;
Hunger represents the fullness value of the food you are eating, and subsequently how full your character feels after eating it. Some foods may be quite filling but offer little or even negative nutrition value, so players may have to make a choice between the short term or long term health of their character.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%; text-align:left;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;font-size: 30px; text-align: left; background-color: #152423; color: #AFACA8; padding: 10px;&amp;quot;&amp;quot; |  Hunger Breakdown&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#272727; color:#AFACA8; font-weight:bold; text-align:left;&amp;quot; | Level&lt;br /&gt;
! style=&amp;quot;background-color:#272727; color:#AFACA8; font-weight:bold; text-align:left;&amp;quot; | Effects&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;font color=&amp;quot;#016630&amp;quot;&amp;gt;&#039;&#039;&#039;Well Fed&#039;&#039;&#039;&amp;lt;/font&amp;gt; || Satiated, but serves to inform you that you’ve eaten well and can go a good while before needing more.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;font color=&amp;quot;#31C950&amp;quot;&amp;gt;&#039;&#039;&#039;Satiated&#039;&#039;&#039;&amp;lt;/font&amp;gt; || Small bonus to fatigue and resolve regeneration.&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;&#039;&#039;&#039;Hungry&#039;&#039;&#039;&amp;lt;/font&amp;gt; || Normal fatigue and resolve regeneration, but serves as a warning to prioritize finding food to eat soon.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;font color=&amp;quot;#ff0000&amp;quot;&amp;gt;&#039;&#039;&#039;Starving&#039;&#039;&#039;&amp;lt;/font&amp;gt; || After some time in this state, you will gain the dying condition. Failure to address (eating food) will result in your characters death.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Thirst==&lt;br /&gt;
Thirst represents the hydration of your character. Water is relatively plentiful in the form of snow, but must be melted and boiled to be potable, potentially using valuable resources to do so. Drinking non-potable water may increase the Illness level of your character. The most commonly available ways to increase your nutrition are with drinks, but so are the most common sources of Stimulants and Depressants- and your stomach can only hold so much liquid at a time.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%; text-align:left;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;font-size: 30px; text-align: left; background-color: #152423; color: #AFACA8; padding: 10px;&amp;quot;&amp;quot; |  Thirst Breakdown&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#272727; color:#AFACA8; font-weight:bold; text-align:left;&amp;quot; | Thirst Value&lt;br /&gt;
! style=&amp;quot;background-color:#272727; color:#AFACA8; font-weight:bold; text-align:left;&amp;quot; | Effects&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;font color=&amp;quot;#2AF527&amp;quot;&amp;gt;&#039;&#039;&#039;Well Hydrated&#039;&#039;&#039;&amp;lt;/font&amp;gt; || -&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;font color=&amp;quot;#1FDDFF&amp;quot;&amp;gt;&#039;&#039;&#039;Hydrated&#039;&#039;&#039;&amp;lt;/font&amp;gt; || Ensures normal fatigue and resolve regeneration&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;&#039;&#039;&#039;Thirsty&#039;&#039;&#039;&amp;lt;/font&amp;gt; || -&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;font color=&amp;quot;#ff6600&amp;quot;&amp;gt;&#039;&#039;&#039;Very Thirsty&#039;&#039;&#039;&amp;lt;/font&amp;gt; || -&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;font color=&amp;quot;#ff0000&amp;quot;&amp;gt;&#039;&#039;&#039;Dehydrated&#039;&#039;&#039;&amp;lt;/font&amp;gt; ||  -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Nutrition==&lt;br /&gt;
Nutrition measures the lasting impact of what you eat and drink. It shifts more slowly than Hunger or Thirst, but has the strongest influence on your overall condition. Nutrition greatly affects how quickly you regenerate Fatigue and Resolve, and it is a major factor in how well you recover from injuries and illness.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%; text-align:left;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;font-size: 30px; text-align: left; background-color: #152423; color: #AFACA8; padding: 10px;&amp;quot;&amp;quot; |  Nutrition Breakdown&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#272727; color:#AFACA8; font-weight:bold; text-align:left;&amp;quot; | Nutrition Value&lt;br /&gt;
! style=&amp;quot;background-color:#272727; color:#AFACA8; font-weight:bold; text-align:left;&amp;quot; | Effects&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;font color=&amp;quot;#2AF527&amp;quot;&amp;gt;&#039;&#039;&#039;Healthy&#039;&#039;&#039;&amp;lt;/font&amp;gt; || Slight bonus to fatigue and resolve&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;font color=&amp;quot;#1FDDFF&amp;quot;&amp;gt;&#039;&#039;&#039;Adequate&#039;&#039;&#039;&amp;lt;/font&amp;gt; || Ensures normal fatigue and resolve regeneration&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;&#039;&#039;&#039;Emaciated&#039;&#039;&#039;&amp;lt;/font&amp;gt; || Reduced fatigue and resolve regeneration&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;font color=&amp;quot;#ff6600&amp;quot;&amp;gt;&#039;&#039;&#039;Deficient&#039;&#039;&#039;&amp;lt;/font&amp;gt; || heightened chance of contracting illness, injury and illness recover is slowed&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;font color=&amp;quot;#ff0000&amp;quot;&amp;gt;&#039;&#039;&#039;Malnourished&#039;&#039;&#039;&amp;lt;/font&amp;gt; ||  High chance of contracting illness, injury and illness recover is slowed significantly&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==While Offline==&lt;br /&gt;
&lt;br /&gt;
When offline, a players satiation on these meters will deteriorate much slower than when offline, and after 3 days offline pause entirely.&lt;/div&gt;</summary>
		<author><name>Archin</name></author>
	</entry>
</feed>